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" Competitive Guide" article for smash 4 ... ?

TimeSmash

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I was skeptical about this at first, but it seems the author actually took some time to put work into this instead of just spouting out crap. However, I haven't played any of the demos, so I for one can't verify most of the info herein haha.
 

DirtyPete

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i got to play at the best buy demo, and i agree that link definitely seemed at least a little better, considering i managed to win with him : D
 

tarextherex

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I was skeptical about this at first, but it seems the author actually took some time to put work into this instead of just spouting out crap. However, I haven't played any of the demos, so I for one can't verify most of the info herein haha.
Except that he's not a "random game journalist", he's a very well known member of this community
 

TimeSmash

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Except that he's not a "random game journalist", he's a very well known member of this community
Admittedly didn't do my reading in the first part haha, but the only person I recognize in the intro italicized section is Dakota. And I never heard of Max Ketchum until this article.
 

Bedoop

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I'm gonna main Villager.
Not only because he is freaking ADORABLE...
But also him and SSF2's Chibi-Robo are basically one-in-the-same, small guys who use everything (basically including the Kitchen Sink, in Cheebo's case) in their movesets, and can Pocket stuff.
 

ScottyWK

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"C-stick charged smashes: Holding the C-stick in the direction in which you perform a smash attack will cause the move to charge. While this is a nice little feature, it could be dangerous or inconvenient. It is unknown whether or not there’s a minimum requirement on how long you have to hold it before it starts charging, but this is something important for players to learn about upon the game’s release–many people use the C-stick to avoid accidentally charging their smashes a little bit too long to land precise hits with the A button."

I feel like that is going to mess up a lot of people and take some time to get used to. Everything else I read is extremely promising though.

EDIT: Now that I've read it all thoroughly, I've got to say that this is by far the most thorough and informative analysis of Smash 4 up to this point. 5 stars, MUST read!
 
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ECHOnce

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I haven't read the guide myself yet, but to reduce any further confusion concerning the authors'/editors' credibility:
  • Max Krchmar = juice.Doom
  • Dakota Lasky = The Rapture
  • Joe Cribari = Toronto Joe
All are fairly prominent in the community - the article isn't just making their rep up aha.
 

Cap'nChreest

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Hey, this is a pretty good article!

A lot of good stuff in there. I had no clue that Samus had a Zair after I played as her mostly. I never figured that.:4zss:

She still seemed really good. I even tried (I think) to grab the ledge with side B like Brawl. I don't know if it worked or not. It might not have. I'm not sure. That game was too crazy to remember haha.
 

Khao

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than in previous installments of the Smash series.
Reverse aerial rush: Just like in Brawl, if you tap the control stick in the opposite direction that you’re moving in during a dash and then jump immediately after, your character will jump with their back turned with no delay. This allows you to do aerials facing in whichever direction you desire while still maintaining full momentum from your dash.
Wait, is this a random slip of the tongue or did I miss something?
 

Senario

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Good article, glad that jumping out of shield is back. Bit sad that dash mechanics don't seem to be mentioned with dash dancing. Two or three hit combos feel very short though in general.

Not a big fan of all the things carried over from brawl but at the very least I didn't see anything about characters having low landing lag. If it isn't fixed it likely will just be "Only characters with low landing lag are viable" because the other characters have no way to make up for that difference. At least in melee the low tier chars could L cancel their stuff making the difference between how punishing their moves are compared to high tiers is less apparent.
 

Mr. KoopaTurtle

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I
Wait, is this a random slip of the tongue or did I miss something?
Wow, I didn't catch this while reading. I don't remember if this was always a thing.
Good article, glad that jumping out of shield is back. Bit sad that dash mechanics don't seem to be mentioned with dash dancing. Two or three hit combos feel very short though in general.

Not a big fan of all the things carried over from brawl but at the very least I didn't see anything about characters having low landing lag. If it isn't fixed it likely will just be "Only characters with low landing lag are viable" because the other characters have no way to make up for that difference. At least in melee the low tier chars could L cancel their stuff making the difference between how punishing their moves are compared to high tiers is less apparent.
Personally, I'm not worried about combos, as I think no one has dug deep enough in that aspect quite yet. I'm worried about mobility. It seems like movement options are even worse now. All these characters with diverse movesets, but it's difficult to explore what's really possible with so few ways to move around the stage.
 

Senario

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I

Wow, I didn't catch this while reading. I don't remember if this was always a thing.

Personally, I'm not worried about combos, as I think no one has dug deep enough in that aspect quite yet. I'm worried about mobility. It seems like movement options are even worse now. All these characters with diverse movesets, but it's difficult to explore what's really possible with so few ways to move around the stage.
In my defense, mobility and combos kinda go hand in hand ;p. Kinda explains why super slow characters generally have less combos than speedy ones. The relative effectiveness of each combo depends on the actual moves themselves though.

So I can't say that I can be worried about one and not the other. They both are important for combos. And I play Falcon/Roy/Ganon so I have a good idea with how mobility affects combos. Generally, unless you overwhelmingly have a set of decently fast moves with high damage a slow character with less mobility won't work as well.
 

Mr. KoopaTurtle

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In my defense, mobility and combos kinda go hand in hand ;p. Kinda explains why super slow characters generally have less combos than speedy ones. The relative effectiveness of each combo depends on the actual moves themselves though.

So I can't say that I can be worried about one and not the other. They both are important for combos. And I play Falcon/Roy/Ganon so I have a good idea with how mobility affects combos. Generally, unless you overwhelmingly have a set of decently fast moves with high damage a slow character with less mobility won't work as well.
Yeah, I see what you're saying. I mean that we will most likely not see any long drawn out combos, but we will see some interesting stuff that is beyond a 2 to 4 hit combo.

Actually, tilt strings look like they're going to be more of a thing this time around. Shiek is a good example of this. I'm curious about how short the endlag is on her f-tilt in order to see if you can transition quickly into other attacks.
 
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Senario

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Yeah, I see what you're saying. I mean that we will most likely not see any long drawn out combos, but we will see some interesting stuff that is beyond a 2 to 4 hit combo.
Hopefully, I honestly don't see what was wrong with melee's combo system besides having to wiggle out of hitstun. Usually though wiggling out was more used so you can start recovering rather than stopping your opponents combo thanks to speed. I would like more than a 2-4 hit combo though. More combo options means a less defensive game.
 

Mr. KoopaTurtle

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Hopefully, I honestly don't see what was wrong with melee's combo system besides having to wiggle out of hitstun. Usually though wiggling out was more used so you can start recovering rather than stopping your opponents combo thanks to speed. I would like more than a 2-4 hit combo though. More combo options means a less defensive game.
I'm really hoping on either a landing lag reduction across the board or the implementation of L-Cancelling, as this can go hand in hand with quicker mobility and more combo options. I especially love how there is an indicator in Project M for whether or not the player L-cancelled. That seems like it would be great for players wanting to get the hang of the technique, so it makes perfect sense to be featured in Smash 4.
 

RascalTheCharizard

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The article was honestly great and is probably something I'd try to shove down newbie's throats (like no experience with competitive Smash at all newbies, not just new to Smash 4). Simple yet informative. That said, the focus on changes rather than playstyle/moveset as a whole for veterans kinda goes against that lol.
Can people please stop ******** about Marth though? Thanks.
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Whilst I will certainly miss seeing this kind of hardcore skillage
royyyy.gif

wolffff.gif
I'm not really worried. I'm just thankful that the game looks as though it could have more combo potential than Brawl. That's a big thing to me. At the same time though, combos in Brawl were still hype because of their infrequency (well you know, except chaingrabs, locks and MK Uair spam. Ew), so actually pulling off a combo was satisfying. To make a long point short though, there is no denying the feel of air release -> Wolflash but that just won't cut it this time around, no siree.
 

Senario

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I'm really hoping on either a landing lag reduction across the board or the implementation of L-Cancelling, as this can go hand in hand with quicker mobility and more combo options. I especially love how there is an indicator in Project M for whether or not the player L-cancelled. That seems like it would be great for players wanting to get the hang of the technique, so it makes perfect sense to be featured in Smash 4.
Yeah, it is a good mechanic that I would like to see an equivalent return in future games. I'd be fine if it was the same as melee's L cancelling but I do understand accessibility. That said, seeing when you fail an L cancel or when you do it properly helps so much. I got the 20XX training pack recently on my wii, helps my game so much since I can see where I miss L cancels in actual gameplay. I never miss in practice but when it comes to playing opponents dealing with hitstun and all the other stuff does lead to some inconsistency in my tech.

If only custom movesets had Power up, speed up, landing lag down customizations. Those would be amazing as custom attributes would be standard. But generally I don't think the customizations will be that useful, vanilla will reign.
 

Mr. KoopaTurtle

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The article was honestly great and is probably something I'd try to shove down newbie's throats (like no experience with competitive Smash at all newbies, not just new to Smash 4). Simple yet informative. That said, the focus on changes rather than playstyle/moveset as a whole for veterans kinda goes against that lol.
Can people please stop *****ing about Marth though? Thanks.
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Whilst I will certainly miss seeing this kind of hardcore skillage
I'm not really worried. I'm just thankful that the game looks as though it could have more combo potential than Brawl. That's a big thing to me. At the same time though, combos in Brawl were still hype because of their infrequency (well you know, except chaingrabs, locks and MK Uair spam. Ew), so actually pulling off a combo was satisfying. To make a long point short though, there is no denying the feel of air release -> Wolflash but that just won't cut it this time around, no siree.
I'm not going to miss it, heheh, I'll just head back to PM whenever I feel homesick. I do appreciate all the improvements this game has received, and I still want to play this(3ds mainly, I like it more for some reason). The flaws we've seen with this game so far are certainly glaring, but it can all be fixed without drastic gameplay changes. I guess it's up to the developers if they want to make fix those issues.

@ Senario Senario I thought I was the only one! I fail quite a bit when trying to pull off L-cancelling in actual matches, but I'm practically flawless during practice.
 
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DakotaBonez

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A few incorrect things or missed things in the veterans section but all of the info about the newcomers seems to be accurate, but there's no way to know for sure.
 

ChikoLad

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It seems like an honest effort but I don't think all of it needs to be taken as gospel. His thoughts on Rosalina conflict with what others have said and with what I've seen of people playing as her. Though that's to be expected from her, she's the one character everyone still needs more time with.
 

Bladeviper

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It seems like an honest effort but I don't think all of it needs to be taken as gospel. His thoughts on Rosalina conflict with what others have said and with what I've seen of people playing as her. Though that's to be expected from her, she's the one character everyone still needs more time with.
to be fair he said he only had what like 2 matches with her or something, he stated out right he didnt have as much time with her as the others
 

ChikoLad

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I know but he probably shouldn't have made a pros/cons list if he really didn't have enough time with her, as that may give people the wrong impression of her, since this article is really getting around.
 

DirtyPete

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I know but he probably shouldn't have made a pros/cons list if he really didn't have enough time with her, as that may give people the wrong impression of her, since this article is really getting around.
it shouldnt give them the wrong idea, since he states that he didnt get much time. he also states multiple times times that the game is subject to change since he wasnt playing a final build, so if anyone gets the wrong idea, its because they didnt read the whole article.
 
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