RIP|Merrick
Absolute Trash
I'm really going to miss Lucas's crazy buffs he was given in P:M, but I'm sure I'll adjust fine to him in Smash 4...
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Oh wait.
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Haha, yeah I'm gonna miss Roy, Mewtwo, and Ivysaur.Roy.Wait, I mean,Mewtwo.Um, wait, of course, I meanIvysaur.Lucas?Hot-damn most of my mains aren't even in Sm4sh! Though on a serious note, the only one for me is Zelda. R.I.P. actually useful Fireballs.
Although I main Link and he's pretty different in Smash 4, I don't care as I like the new version of him better. (The only thing I miss is his Boomerang, but I can replace his god awful Gale Boomerang with customs now, so moot point)
I can't say I share your view at all! For one thing, the game plays much faster than Brawl, and it's closer to Smash 64 than anything (though I view it as a cross between 64 and PM). Project M was good but it was also over the top in my opinion, which wasn't bad, though I won't necessarily say it was good, either.Not looking to forward to the game in general just because of Project M in general. It was such a well put together game that really listens to the fans with patches for better balancing and stages. It's the perfect combination of competitiveness and fun! Sakurai said that Smash WiiU/3DS will be like a Melee/Brawl hybrid, but in my opinion it just looks like Brawl 2, albeit more balanced. *Sigh* Time will tell though, and for the first time Smash Bros is playable on the go (something I wished for since I was a little kid). In any case, let's keep having fun and try to get excited for the next game! :D
In the air, it feels like Brawl, but fast falling is crazy fast and feels like Melee. Fighting wise, it really does feel like 64. Seems like characters like Bowser who can kill early will be the "best" characters until the game evolves a bit.Hey great to hear another opinion! I've analyzed the game by watching and studying all of the physics about it, but I haven't actually played it yet. I was disappointed when I heard about the bigger blast zones and the laggy aerials w/o L-cancelling, but I really do love Smash 64! Is there anything specific you can tell me besides that?![]()
Amen.Also great to see another Canadian![]()
So how are the throws in this game? Also I read somewhere that the new "vectoring" physics destroys comboing and killing? Can anybody fully explain it to me, I don't quite understand.Amen.
Also yeah, this game is basically if Brawl and 64 had an illicit affair and the child was this.
The basic thing is that you have some laggy aerials, some good ones. Combo game is only a real thing at low %s and then you goal is to get someone offstage and gimp em/kill their recovery.
Basically, much like Brawl after Melee, this game is also completely different, but at least in a positive healthy way. Lots of Brawl's issues(planking, chaingrabs, cancellable hitstun) have been removed.
Okay, so vectoring lets you add(or adversely, reduce) your knockback value by an unknown amount atm(we just know that it adds). As far as survival, it makes survival a LOT easier. Combo wise, this is where it gets interesting, as a player can "vector" up and away to escape combos at certain %s. Other findings show that Vectoring scales with knockback, meaning that the lower the knockback, the less influence vectoring has when it is applied.So how are the throws in this game? Also I read somewhere that the new "vectoring" physics destroys comboing and killing? Can anybody fully explain it to me, I don't quite understand.
Ganondorf also looks much less fun in Smash 4 than PM.
Well that was straight uncalled for(Sakurai is like god or something). Toon Link is fine whether if he has a clone set or not.Toon Link, he was finally given his own unique move-set only to have it taken away by the devil-worshiper known as Sakurai.
Oh I get it now! Directional influence in past games had constant values that worked against knockback (meaning DI was less effective at higher percents; DI was only so good), whereas vectoring uses scalar multiples, so people still have the same amount of influence in Smash 4 at higher percents that they did at lower percents. Credits to Avro-Arrow, my brother: we just figured it out.Okay, so vectoring lets you add(or adversely, reduce) your knockback value by an unknown amount atm(we just know that it adds). As far as survival, it makes survival a LOT easier. Combo wise, this is where it gets interesting, as a player can "vector" up and away to escape combos at certain %s. Other findings show that Vectoring scales with knockback, meaning that the lower the knockback, the less influence vectoring has when it is applied.
As far as killing combos, I wouldn't listen to them. While it does remove certain combos at higher %s, people have found true combos for low %s and the ideal follow up will be a good read into another hit.
In a nutshell, I think Vectoring can best be equated to a more free and easy to understand DI(like a more potent Smash DI at higher percents), that is only incredibly effective and really noticable at high percents when it comes to KOing, moreso than combos. Combos are still a thing and while they're more limited, true combos do still exist. As far as the people who are going around saying Vectoring kills ALL true combos(you know who you are), don't let that information mislead you.
Toon Link's custom specials sound pretty cool though. His Fire Arrows do that thing that I think they did in Brawl- where they leave a little damaging flame on the ground for a bit. Also he has a boomerang that acts like a trap in that it takes forever to come back after being thrown. It also disappears when it hits a foe on the return, allowing Toon Link to use it again.Well that was straight uncalled for(Sakurai is like god or something). Toon Link is fine whether if he has a clone set or not.
There's more hitstun than in Brawl thanks to it being non-cancellable, chain-grabs are forcibly removed every which way, and every character has at least one lagless aerial. Oh, and many aerials auto-cancel if you land them after the hitbox ends.I hear a lot of people saying that it's the baby of SSB and Brawl, but I just don't see it. There's little hit stun, laggy aerials and op recoveries. Sounds a lot like Brawl. Hopefully there's more shield stun this time. The shield grabs and chain throws were too much in brawl, and so were the poor dash mechanics and lack of l-canceling. Regardless, it's still fun. I just prefer SSB and Melee (cough PM).
As long as the game is fluid and balanced, it'll be alright.
Yeah, I guess even though I expected them both to be back, they both could've been dropped (Mewtwo was out while Lucario was in in Brawl, Lucario could've been out in exchange for a Pokemon like Zoroark in Smash 4. Toon Link could've been dropped if Sakurai considered him too much of a clone, though honestly who knows what Sakurai really thinks about clones). I'm glad they both made it back for the 4th iterationi would have to say either lucario or toon link.they had awesome details added in p:m, but i'm still happy they made it back in 3ds/wiiu
There was hitstun cancelling in Brawl. If you were put into tumbling hitstun, you could air dodge out after 16 frames. Another thing that made many attacks in Brawl so ridiculously unsafe was the extreme power of SDI in that game. Most multi-hit moves had SDI multipliers greater than 1, making them very easy to reliably escape before the final hit and then punish. For example, the multi-hit portion of Mario's DAir had an SDI multiplier of 1.5x.@JamietheAuraUser Still, only having a few aerials that can cancel limits the game's mobility (approaches, comboes). And besides, there was no hit stun cancelling in Brawl, just momentum cancelling. That's different; comboes weren't shortened by momentum cancels, only kill moves. And the fire arrows were the work of the PMBR, modelled after Young Link.
Thank you for giving some examples of characters with auto-cancelling aerials and lagless aerials. Speaking of which, how are lagless and auto-cancelling aerials different?
Momentum cancelling and hitstun cancelling are technically different things, although hitstun cancelling is a big part of what makes momentum cancelling work as well as it does. Momentum cancelling simply refers to the trait of most aerial actions in Brawl to decrease your momentum slightly. For some characters with particularly spammable aerial moves, such as Meta Knight's UAir, this can get pretty ugly pretty fast. For most of the cast, an air dodge also happens to be their fastest aerial action, leading to air dodge spamming being their best way to cancel momentum. The other thing is that once you have control over your character, you're able to modify your horizontal airspeed as if you were moving normally in the air. So by cancelling out of hitstun as soon as possible, you're also able to put your natural aerial deceleration and acceleration to good use and survive attacks you otherwise shouldn't. If you give a character with 100 weight Wario-like air mobility, they'll tend to be able to live horizontal hits a lot longer than a 100-weight character with less air mobility. The way this works is that your character's own air speed serves to counteract the momentum placed upon them by the opponent's attack.@JamietheAuraUser Yeah, I guess that would cancel knockback wouldn't it? Silly me. As for the arrows, well, apparently I'm not as literate as I thought; I missed the - you put there. For the record, I have never played Brawl Minus; I have little knowledge of it.
About true combos, Kirby has one that I know of. On every character at zero percent, grab > fthrow > Uair > regrab > Uair. Good combo. After that, his best throw is dthrow.
Thanks for clearing that up about the aerial cancelling. I'm glad Link's Dair cancels. I love pogoing on peoples' heads.
I watched your video, Falcon looks kind of slow, eh? But he'd better have that knee combo.
Wolf was a neat character. I hope he makes it in DLC.Wolf, I wish he was actually playable! My favorite Brawl character reduced to nothing, I really feel the Mewtwo fan boy's pain T_T
You know, some people have the complete opposite opinion about many characters. And Project: M's take on Lucario is especially controversial, primarily because his playstyle is 100% completely different from his Brawl incarnation.It seems that every PM character will end up being more fun than every Smash 4 version of itself in just about every conceivable way.
That being said, a lack of PM Lucario will probably be the biggest loss. He's just too awesome.
Yeah those custom moves do look really cool, especially the Yoga Catastrophe version of his fireball.You know, some people have the complete opposite opinion about many characters. And Project: M's take on Lucario is especially controversial, primarily because his playstyle is 100% completely different from his Brawl incarnation.
For me, Smash 4's Lucario looks pretty freaking awesome, quite possibly far more awesome than Project: M's version, or at the very least just different. His aura mechanic from Brawl is back in a big way. Lucario at 0% is actually nerfed in some ways compared to Brawl... but the buffs from aura get very big, very fast. At maximum aura intensity, Force Palm's projectile version literally reaches 40% of the way across Final Destination. Extreme Speed travels about 2.5x its normal distance. Aura Sphere is huge, fast, and has long range.
His customs are pretty good too. I especially like the Extreme Speed variant that decreases the dash distance, in exchange for multiple weak hits at the start of the dash and a powerful meteor smash at the end. It's rather like a shorter-range Wolf Flash that can go any direction you want, to be honest. Oh, also, the dash-grab Force Palm is pretty pwnsome as well, as are both Aura Sphere customizations. One of them is pretty much a chargeable version of Mario's Fire Orb, except it has a weak wind effect to pull foes towards its hitbox. When charged, it's bigger and more damaging... but also slower and even shorter ranged, making it more of a trap than anything. And then the other variant is a much smaller Aura Sphere that reaches maximum charge much faster. It's much weaker than the normal version, but it pierces to hit multiple foes, is very fast, and has longer range than a standard Aura Sphere.
Except for WarioIt seems that every PM character will end up being more fun than every Smash 4 version of itself in just about every conceivable way.