Fedorable007
Smash Rookie
- Joined
- Jun 17, 2014
- Messages
- 3
Yesterday I got my hands on the US demo and after playing hundreds of matches, I decided to take some notes on the gameplay tweaks and character mechanics. If anyone has anything to add to this list, please do so. Now, without further ado...
Gameplay:
1. Found a possible substitution for wave-dashing. If you tap the stick and do a quick dash, during the first few frames of sliding you can repeat the action and move forward in quick bursts. Using this, you can also perform an almost instant 180 degree turn by changing direction during the first few frames of a slide, though you have to wait slightly longer than if you were to continue dashing forward.
2. If there is ground below a character when you spike them, they hit the ground and bounce back up to you. You can continue the combo from this, and it's actually fairly useful.
3. Ledges aren't magnetic. Though they are still easier to grab on to than in melee, you still have to physically touch the ledge, as opposed to brawl where you just kind of teleported.
4. Combos are more skill based. In order to string together long combos, you have to know exactly how each move works, and exactly what move you're gonna follow it up with (rinse and repeat).
5. Enemy AI has been improved greatly, and level 9's provide a much better challenge than in brawl. Level 9 Villager does not mess around...
Character Notes:
Mario:
1. Neutral air has been weakened, but now functions as a good setup for combos, as when performed from a short hop followed by a fast fall, he slides in the direction you're holding and can immediatly follow it up with a down/up tilt.
2. Spike has been improved greatly. Depending on which portion of Mario's fist comes into contact with the opponent.
Palm = spike
Knuckle = 45 degrees upward.
3. Down tilt and dash a have been given greater knock back, launching opponents farther into the air at lower percentages, as well as being good setups for combos.
4. AAA combo had greater knock back and bigger hitbox
5. FLUDD has greater knock back and a slightly faster charge time.
6. Mario finale is bigger and faster, but can still be dodged by heading above it
7. Mario tornado seems unchanged, though it appears to be a little faster.
8. Cape now reflects projectiles with the same trajectory and arc with which they were thrown. Think of how link's bombs have an arc, the cape causes them to repeat the arc in the opposite direction.
Link:
1. Arrows have been buffed, capable of delivering the killing blow in sudden death when fully charged (caught me off-guard when I reflected it back at him).
2. Sweet spot on his sword is the tip.
3. Dash attack is slower, but now has KO potential and horizontal knock back. It also functions as a spike, though you have to be REALLY precise with it.
4. Down air is now a spike. It also moves slower and can bounce off opponents far more easily than in brawl.
5. I may be wrong here, but he seemed to run slightly faster than in brawl
6. Gale boomerang travels farther and does not hit opponents on the way back, though the gust of wind is extremely powerful, pushing opponents almost half the length of battlefield.
Pikachu:
1. Thunder can still be used if the initial animation is interrupted within the first few frames.
2. Up-b can be aimed more precisely, and can function equally well as an attack, dealing decent damage with minimal knock back and little vulnerability.
3. Skull bash travels farther on lower charges, as well as has higher knock back.
4. Back throw is slightly stronger than in brawl.
Mega man:
1. Really hard to use on the ground, as he doesn't have a lot of options.
2. Down tilt and Up tilt have huge amounts of knock back, but a large vulnerability window.
3. AAA combo as very short range, extending a little over 2-3 character lengths in front of him.
4. Air mobility is vastly better than his ground game, as his air moves have decent knock back and reasonable amounts of damage to match. His up air is especially helpful.
5. Smashes are incredibly powerful, but slow, and leave large windows of vulnerability if they miss.
5, down air is spike with decent range, but once again has a large vulnerability window if it misses.
6. Rush Coil cancels out of hitstun. Already been confirmed, but I felt it was necessary to add.
Update 1.
AAA combo can be reflecting like any other projectile, which combined with the short range leaves megaman at a disadvantage.
Update 2.
Neutral B can be aimed to ricochet off the ground, and can also be thrown behind you.
Villager:
I haven't gotten a chance to play as villager yet.
I'll try to add updates as I continue to fiddle around in the demo. If anyone has anything they want to add, feel free to do so.
~TJ out
Gameplay:
1. Found a possible substitution for wave-dashing. If you tap the stick and do a quick dash, during the first few frames of sliding you can repeat the action and move forward in quick bursts. Using this, you can also perform an almost instant 180 degree turn by changing direction during the first few frames of a slide, though you have to wait slightly longer than if you were to continue dashing forward.
2. If there is ground below a character when you spike them, they hit the ground and bounce back up to you. You can continue the combo from this, and it's actually fairly useful.
3. Ledges aren't magnetic. Though they are still easier to grab on to than in melee, you still have to physically touch the ledge, as opposed to brawl where you just kind of teleported.
4. Combos are more skill based. In order to string together long combos, you have to know exactly how each move works, and exactly what move you're gonna follow it up with (rinse and repeat).
5. Enemy AI has been improved greatly, and level 9's provide a much better challenge than in brawl. Level 9 Villager does not mess around...
Character Notes:
Mario:
1. Neutral air has been weakened, but now functions as a good setup for combos, as when performed from a short hop followed by a fast fall, he slides in the direction you're holding and can immediatly follow it up with a down/up tilt.
2. Spike has been improved greatly. Depending on which portion of Mario's fist comes into contact with the opponent.
Palm = spike
Knuckle = 45 degrees upward.
3. Down tilt and dash a have been given greater knock back, launching opponents farther into the air at lower percentages, as well as being good setups for combos.
4. AAA combo had greater knock back and bigger hitbox
5. FLUDD has greater knock back and a slightly faster charge time.
6. Mario finale is bigger and faster, but can still be dodged by heading above it
7. Mario tornado seems unchanged, though it appears to be a little faster.
8. Cape now reflects projectiles with the same trajectory and arc with which they were thrown. Think of how link's bombs have an arc, the cape causes them to repeat the arc in the opposite direction.
Link:
1. Arrows have been buffed, capable of delivering the killing blow in sudden death when fully charged (caught me off-guard when I reflected it back at him).
2. Sweet spot on his sword is the tip.
3. Dash attack is slower, but now has KO potential and horizontal knock back. It also functions as a spike, though you have to be REALLY precise with it.
4. Down air is now a spike. It also moves slower and can bounce off opponents far more easily than in brawl.
5. I may be wrong here, but he seemed to run slightly faster than in brawl
6. Gale boomerang travels farther and does not hit opponents on the way back, though the gust of wind is extremely powerful, pushing opponents almost half the length of battlefield.
Pikachu:
1. Thunder can still be used if the initial animation is interrupted within the first few frames.
2. Up-b can be aimed more precisely, and can function equally well as an attack, dealing decent damage with minimal knock back and little vulnerability.
3. Skull bash travels farther on lower charges, as well as has higher knock back.
4. Back throw is slightly stronger than in brawl.
Mega man:
1. Really hard to use on the ground, as he doesn't have a lot of options.
2. Down tilt and Up tilt have huge amounts of knock back, but a large vulnerability window.
3. AAA combo as very short range, extending a little over 2-3 character lengths in front of him.
4. Air mobility is vastly better than his ground game, as his air moves have decent knock back and reasonable amounts of damage to match. His up air is especially helpful.
5. Smashes are incredibly powerful, but slow, and leave large windows of vulnerability if they miss.
5, down air is spike with decent range, but once again has a large vulnerability window if it misses.
6. Rush Coil cancels out of hitstun. Already been confirmed, but I felt it was necessary to add.
Update 1.
AAA combo can be reflecting like any other projectile, which combined with the short range leaves megaman at a disadvantage.
Update 2.
Neutral B can be aimed to ricochet off the ground, and can also be thrown behind you.
Villager:
I haven't gotten a chance to play as villager yet.
I'll try to add updates as I continue to fiddle around in the demo. If anyone has anything they want to add, feel free to do so.
~TJ out
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