Kaze Arashi
Smash Journeyman
- Joined
- Dec 21, 2016
- Messages
- 316
- NNID
- marshie2014
So I was one of the lucky people who got to test the demo at NYC, and I am here to tell you all some things I learned about the characters that I have played. I didnt get to play them all over the course of a week but enough to know what changed.
Mario: Overall, he feels the same, but it's a bit harder to combo with him. However, it feels much more flashy. He still has up air strings but despite the changes, you can still do some smash 4 shenanigans...
-He can no longer do uptilt into itself because it has more ending lag.
-Down Throw has a different angle so it's harder to combo with.
-Dash attack is better, reaching further , but no longer shifts his hurtbox.
-Down tilt suffers similar flaws to uptilt as it's harder to combo with, although both tilts are still good combo tools. Instead of a speed nerf, down tilt has a different angle and has more base knockback.
-Up B requires you to travel longer to sweetspot the ledge.
-No moves using cappy.
Inkling: Inkling is not what you think. Despite good projectiles, they are surprisingly a bit better at closer range due to ink mechanics and mobility.
-Upair is good, covering herself from both sides, almost like sonic.
-Side B can lead into great kill confirms if used right. One thing I did was get a side B bury under battlefield and landed a charged upsmash around the 95-100 percentile.
-Down B is good as a zoning and edgegaurding tool, thans to the angles it can be thrown.
-Neutral B is your main special. Essentially bowser's neutral b but the range for hit stun is much closer, but inks the opponent at LONG distances. I may be incorrect but I think it has a small "windbox" since I slightly pushed my opponent when close to max range.
-She has decent neutrals. The frame data is good, but lacks range outside specials and smash attacks.
Sonic: My main in smash 4 feels almost the same in this game or even slightly better despite the mix of buffs and nerfs I noticed. They took what he's good at and made it better.
-Even though he can no longer cancel side b by shielding (which means you have to commit more), he's godlike at punishing whiffs and landings since he's still very speedy and the nerf to airdodges makes him one of the best at catching opponents.
-Homing attack has ALOT more startup, but can be released at 3 different timings now. Hard to tell if thats a buff or a nerf.
-Dash attack is better at crossing up since it's only one hit now but has good distance.
-Upthrow has less knockback. Combos more but kills at even later percents.
-Fthrow now sends forward rather than upward. Now it sets up for edgegaurds rather than juggles, but has a bit less knockback.
-More ending lag out of upb, making it a bit harder to chain aerials, but he can do it nontheless.
-ALl aerials except fair and nair have less ending lag and Back air does 16% and is easier to drift with, making it safer.
Ike: This character is definitely better. They gave him ridiculous things that make him almost amazing.
-Upair is now an arcing slash, meaning it covers his front and back a bit as well as above. However, it lasts less than his helicopter slash from previous games.
-Literally every aerial has less landing lag. Yes. EVERY AERIAL HAS LESS LANDING LAG.
-Fair has increased end lag. Also doesnt auto cancel out of a short hop.
-Fully charging eruption will fire 3 pillars of flames, making it safer and better at 2 framing at farther distance.
-Less end lag on uptilt
Zelda: I loved playing this zelda alot, and will be the first time I'll be actually using her as a secondary or even a main. The major problems she had are toned down and gave her some pretty big things.
-Dins fire no longer makes her helpless in the air.
-You can now move when using nayru's love in the air, making it better for hit and run or approaching.
-Farore's wind now has less startup and you gain more momentum when used out of a jump, and can even act sooner out of teleport.
-Jab does more damage and knockback as well as dash attack.
-Down B is now assembled, and releasing it at different times will attack differently depending on how much of the phantom is actually built
Villager: Villager is one of those characters who feels the same because he has not many if any changes. He's still a good character though.
-Jab has a finisher now, making it easier to box out opponents on you.
-Net pockets items, but does it really matter?
That's all for the characters I've played. There are definitely more things about the other characters, such as Bayo and her nerfs and buffs on Pit, Little Mac and Pacman.
Still cant wait for the real game! Hope December is Soon!
Mario: Overall, he feels the same, but it's a bit harder to combo with him. However, it feels much more flashy. He still has up air strings but despite the changes, you can still do some smash 4 shenanigans...
-He can no longer do uptilt into itself because it has more ending lag.
-Down Throw has a different angle so it's harder to combo with.
-Dash attack is better, reaching further , but no longer shifts his hurtbox.
-Down tilt suffers similar flaws to uptilt as it's harder to combo with, although both tilts are still good combo tools. Instead of a speed nerf, down tilt has a different angle and has more base knockback.
-Up B requires you to travel longer to sweetspot the ledge.
-No moves using cappy.
Inkling: Inkling is not what you think. Despite good projectiles, they are surprisingly a bit better at closer range due to ink mechanics and mobility.
-Upair is good, covering herself from both sides, almost like sonic.
-Side B can lead into great kill confirms if used right. One thing I did was get a side B bury under battlefield and landed a charged upsmash around the 95-100 percentile.
-Down B is good as a zoning and edgegaurding tool, thans to the angles it can be thrown.
-Neutral B is your main special. Essentially bowser's neutral b but the range for hit stun is much closer, but inks the opponent at LONG distances. I may be incorrect but I think it has a small "windbox" since I slightly pushed my opponent when close to max range.
-She has decent neutrals. The frame data is good, but lacks range outside specials and smash attacks.
Sonic: My main in smash 4 feels almost the same in this game or even slightly better despite the mix of buffs and nerfs I noticed. They took what he's good at and made it better.
-Even though he can no longer cancel side b by shielding (which means you have to commit more), he's godlike at punishing whiffs and landings since he's still very speedy and the nerf to airdodges makes him one of the best at catching opponents.
-Homing attack has ALOT more startup, but can be released at 3 different timings now. Hard to tell if thats a buff or a nerf.
-Dash attack is better at crossing up since it's only one hit now but has good distance.
-Upthrow has less knockback. Combos more but kills at even later percents.
-Fthrow now sends forward rather than upward. Now it sets up for edgegaurds rather than juggles, but has a bit less knockback.
-More ending lag out of upb, making it a bit harder to chain aerials, but he can do it nontheless.
-ALl aerials except fair and nair have less ending lag and Back air does 16% and is easier to drift with, making it safer.
Ike: This character is definitely better. They gave him ridiculous things that make him almost amazing.
-Upair is now an arcing slash, meaning it covers his front and back a bit as well as above. However, it lasts less than his helicopter slash from previous games.
-Literally every aerial has less landing lag. Yes. EVERY AERIAL HAS LESS LANDING LAG.
-Fair has increased end lag. Also doesnt auto cancel out of a short hop.
-Fully charging eruption will fire 3 pillars of flames, making it safer and better at 2 framing at farther distance.
-Less end lag on uptilt
Zelda: I loved playing this zelda alot, and will be the first time I'll be actually using her as a secondary or even a main. The major problems she had are toned down and gave her some pretty big things.
-Dins fire no longer makes her helpless in the air.
-You can now move when using nayru's love in the air, making it better for hit and run or approaching.
-Farore's wind now has less startup and you gain more momentum when used out of a jump, and can even act sooner out of teleport.
-Jab does more damage and knockback as well as dash attack.
-Down B is now assembled, and releasing it at different times will attack differently depending on how much of the phantom is actually built
Villager: Villager is one of those characters who feels the same because he has not many if any changes. He's still a good character though.
-Jab has a finisher now, making it easier to box out opponents on you.
-Net pockets items, but does it really matter?
That's all for the characters I've played. There are definitely more things about the other characters, such as Bayo and her nerfs and buffs on Pit, Little Mac and Pacman.
Still cant wait for the real game! Hope December is Soon!