Fortress
Smash Master
For anybody looking to post video proof of general mechanics in practice from the footage we have. Preferably try to capture bits from a tool like http://freegifmaker.me/youtube-to-gif/ or link a video and time. Feel free to post notes you feel are relevant. I'll start with a few that I gathered during work today.
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Directional Airdodge Recovery: Armada and some others have discussed it, here are a couple of shots of the directional airdodge recovery in action. Though you can act out of it, for a lot of characters using it like this will probably get you killed. Edgeguarding is a much stronger strategy when compared to Smash 4.
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When hit from behind, characters use a different animation than normal. I personally do not know if this occurs in the air (I don't believe so), or if it affects on-hit advantage in any meaningful way.
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Dash Dance is much more reliable and flexible, and looks to be as effective as Melee dashdance. Characters seem to have much more control over the variation in distance they can utilize.
Related: It appears that the initial dash animation does not send you off of a platform. I haven't heard this, and cannot personally confirm. It's possible that the initial dash will not let you off of a platform if you return the stick to neutral before reaching the platform. If anybody can confirm, I'd appreciate it. ZeRo is seen dashing to the right edge of the right platform, but not falling.
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Glide Tossing appears to be much stronger in this title. Whether this was intended is unclear.
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Rage does not activate until 120%, and according to both ZeRo and Armada is not nearly as strong as in 4. Rage is visible in character portraits (Leffen's portrait as Zelda will steam while in Rage).
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Regrab protection is visible (indicated by a yellow flash), and appears to affect players for roughly two seconds.
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Shield Breaks now dramatically zoom the camera and slow time, and also appear to render the shield-broken opponent invincible until they land and re-stand (possibly to prevent interference with the break by random hits).
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And, of course, overall the speed of the game seems to have been increased dramatically as changes compound on one another. This isn't necessarily due to mechanics in of themselves, but a combination of that and the reduced recovery on many actions.
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Directional Airdodge Recovery: Armada and some others have discussed it, here are a couple of shots of the directional airdodge recovery in action. Though you can act out of it, for a lot of characters using it like this will probably get you killed. Edgeguarding is a much stronger strategy when compared to Smash 4.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
When hit from behind, characters use a different animation than normal. I personally do not know if this occurs in the air (I don't believe so), or if it affects on-hit advantage in any meaningful way.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dash Dance is much more reliable and flexible, and looks to be as effective as Melee dashdance. Characters seem to have much more control over the variation in distance they can utilize.
Related: It appears that the initial dash animation does not send you off of a platform. I haven't heard this, and cannot personally confirm. It's possible that the initial dash will not let you off of a platform if you return the stick to neutral before reaching the platform. If anybody can confirm, I'd appreciate it. ZeRo is seen dashing to the right edge of the right platform, but not falling.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Glide Tossing appears to be much stronger in this title. Whether this was intended is unclear.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Rage does not activate until 120%, and according to both ZeRo and Armada is not nearly as strong as in 4. Rage is visible in character portraits (Leffen's portrait as Zelda will steam while in Rage).
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Regrab protection is visible (indicated by a yellow flash), and appears to affect players for roughly two seconds.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Shield Breaks now dramatically zoom the camera and slow time, and also appear to render the shield-broken opponent invincible until they land and re-stand (possibly to prevent interference with the break by random hits).
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And, of course, overall the speed of the game seems to have been increased dramatically as changes compound on one another. This isn't necessarily due to mechanics in of themselves, but a combination of that and the reduced recovery on many actions.