MugenLord
Smash Journeyman
Here is an article posted on eventhubs regarding feedback from the New Japanese Demo Build of Super Smash Brothers Wii U and 3DS
http://www.eventhubs.com/news/2014/...ii-u-confirmed-japanese-demos-loading-screen/
For those who don't want to leave the forum page here is the article:
Although they can sometimes lead to infinites, chain grabs are considered a legitimate tactic in all three prior Super Smash Bros. games, useable (abusable?) by a good portion of each game's cast.
But for Super Smash Bros. for Nintendo 3DS/Wii U, director Masahiro Sakurai and his team are attempting to root out chain grabs altogether, by implementing some preventive measures.
According to a Smash player who participated in the recent Super Smash Bros. for Nintendo 3DS preview event in Japan, a loading screen tip in the demo mentioned that you will not be able to grab the same opponent again for one second after grabbing him the first time.
In other words, after you were grabbed and thrown, there is a one second throw invulnerability period for grab attempts from the same opponent -- although during this period, another opponent may still grab you.
This seems like a fairly good solution for preventing chain grabs. But it may not be foolproof: it may be possible for a throw to lead into a melee combo (lasting over a second), that then goes into another grab.
It remains to be seen if chain grabs will truly be gone with the new version of Super Smash Bros. But let's assume they'll be all gone from now -- will you miss chain grabs?
Here is the second article regarding Marth:
http://www.eventhubs.com/news/2014/...n-ko-opponent-55-damage-super-smash-bros-3ds/
Back in June, a bunch of Smash players who made it to Nintendo's E3 invitational Super Smash Bros. for Wii U/3DS tournament came up with a rough tier list based on their brief impressions with the game's characters in that build.
On that list, Marth was said to be mid-tier. Of course, the game isn't out yet -- his competitive effectiveness as a character could certainly change once the game is out and the Smash community has had sufficient time exploring its ins and outs.
But for now, the consensus among the players who've went hands-on with previous build seems to be that Marth is certainly not top-tier, or even high-tier.
That impression may soon change however, as an anonymous user on the 2ch Japanese forums have posted an animated gif that shows Marth knocking out Mega Man, at 55% damage, in a single strike with his Counter (down+B) special move.
![](http://media.eventhubs.com/images/2014/09/07_martht.jpg)
Click images for larger version
To be able to KO an opponent when he's at 55% damage with a move like Counter certainly seems very strong -- but perhaps this was possibly only under special circumstances.
After seeing this animated gif, some Smash fans on the Japanese forums have speculated that perhaps Mega Man's weight class makes it extremely easy for him to be knocked out at 55% or 90% (after taking damage from the Counter strike).
Some other commenters pointed out that Marth received an item right before activating his Counter move. That item might have boosted his attack power somehow. While that might be possible, if you look at the animated gif again, Marth's percentage meter is clearly falling -- the item he received was likely an auto-healing item.
Yet others reasoned that perhaps Mega Man was struck with the sweet spot on Marth's sword, resulting in the explosive power of the move.
What do you think? Could it be possible that there was something else providing Marth with an attack boost that let him send Mega Man packing with his Counter move, at 55% damage? Or is Marth's Counter move simply that much stronger in the new version of Smash?
Hope this information is helpful for speculation.
http://www.eventhubs.com/news/2014/...ii-u-confirmed-japanese-demos-loading-screen/
For those who don't want to leave the forum page here is the article:
Although they can sometimes lead to infinites, chain grabs are considered a legitimate tactic in all three prior Super Smash Bros. games, useable (abusable?) by a good portion of each game's cast.
But for Super Smash Bros. for Nintendo 3DS/Wii U, director Masahiro Sakurai and his team are attempting to root out chain grabs altogether, by implementing some preventive measures.
According to a Smash player who participated in the recent Super Smash Bros. for Nintendo 3DS preview event in Japan, a loading screen tip in the demo mentioned that you will not be able to grab the same opponent again for one second after grabbing him the first time.
In other words, after you were grabbed and thrown, there is a one second throw invulnerability period for grab attempts from the same opponent -- although during this period, another opponent may still grab you.
This seems like a fairly good solution for preventing chain grabs. But it may not be foolproof: it may be possible for a throw to lead into a melee combo (lasting over a second), that then goes into another grab.
It remains to be seen if chain grabs will truly be gone with the new version of Super Smash Bros. But let's assume they'll be all gone from now -- will you miss chain grabs?
Here is the second article regarding Marth:
http://www.eventhubs.com/news/2014/...n-ko-opponent-55-damage-super-smash-bros-3ds/
Back in June, a bunch of Smash players who made it to Nintendo's E3 invitational Super Smash Bros. for Wii U/3DS tournament came up with a rough tier list based on their brief impressions with the game's characters in that build.
On that list, Marth was said to be mid-tier. Of course, the game isn't out yet -- his competitive effectiveness as a character could certainly change once the game is out and the Smash community has had sufficient time exploring its ins and outs.
But for now, the consensus among the players who've went hands-on with previous build seems to be that Marth is certainly not top-tier, or even high-tier.
That impression may soon change however, as an anonymous user on the 2ch Japanese forums have posted an animated gif that shows Marth knocking out Mega Man, at 55% damage, in a single strike with his Counter (down+B) special move.
![](http://media.eventhubs.com/images/2014/09/07_martht.jpg)
Click images for larger version
To be able to KO an opponent when he's at 55% damage with a move like Counter certainly seems very strong -- but perhaps this was possibly only under special circumstances.
After seeing this animated gif, some Smash fans on the Japanese forums have speculated that perhaps Mega Man's weight class makes it extremely easy for him to be knocked out at 55% or 90% (after taking damage from the Counter strike).
Some other commenters pointed out that Marth received an item right before activating his Counter move. That item might have boosted his attack power somehow. While that might be possible, if you look at the animated gif again, Marth's percentage meter is clearly falling -- the item he received was likely an auto-healing item.
Yet others reasoned that perhaps Mega Man was struck with the sweet spot on Marth's sword, resulting in the explosive power of the move.
What do you think? Could it be possible that there was something else providing Marth with an attack boost that let him send Mega Man packing with his Counter move, at 55% damage? Or is Marth's Counter move simply that much stronger in the new version of Smash?
Hope this information is helpful for speculation.
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