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-< Official questions list (and ANSWERS!) for 'E for All' >-

TheMastermind

Smash Ace
Joined
Jul 16, 2007
Messages
516
I strongly believe that there should be huge gaps between pros and noobs.
There will most likely be many, many advanced tecniques that pro willl learn to show dominance over noobs.
 

Nybb

Smash Journeyman
Joined
Aug 16, 2007
Messages
399
Location
Victoria, BC
It's funny how when a "scrub" suggests that wavedashing is cheap and gives "pros" an unfair advantage, they rage about how it's not the techniques, but the skill behind them that makes a pro. But then when one thing like wavedashing is gone, one thing that used to "not matter" all of a sudden the game is a huge disappointment because there will be no skill involved anymore.
 

pure_awesome

Smash Lord
Joined
Sep 17, 2007
Messages
1,229
Location
Montreal, Canada
It's funny how when a "scrub" suggests that wavedashing is cheap and gives "pros" an unfair advantage, they rage about how it's not the techniques, but the skill behind them that makes a pro. But then when one thing like wavedashing is gone, one thing that used to "not matter" all of a sudden the game is a huge disappointment because there will be no skill involved anymore.
Exactly my thinking. Good to see some other people are capable of rational thought.
 

Stryks

Smash Hero
Joined
Apr 8, 2006
Messages
8,423
Location
Tijuana cabrones!
Ya, but still...why remove most of them=??? 1 was removed from SSB64 to Melee, and that was TAUNT CANCELLING. Seirously, at least 90% of them should have returned. If Brawl heads down this path, the end result will look worse then the other two, by far. Seriously, stuff like "TETHER RECOVER! OMG! NEW TECH"=dumb. We all knew how to do it, and it was as easy as short hopping. Seriously, if it goes this way, Super Smash Bros. Brawl n00b is gonna be a HUGE DISAPPOINTMENT for the competitve scene. At least 20 old ATs must return to replace it. That's basically how many we lost.
So u practically just want melee with new characters and stages??

jesus christ, true why take all the techs, but seriously we found WD, L cancel, and a **** load of glitches or techs that werent meant to be in melee, its OBVIOUS they would take most of them out, so what? it may be toned down competitively, but we DONT HAVE THE GAME, the game could be better than melee, but u guys are just hearing the negative stuff, and bash sakurai and the game, seriously WTF is wrong with u guys? were getting MORE techs, MORE characters, an ADVENTURE mode with an actual STORY, WI-FI, MORE stages, more trophies and stickers giving u an extra dozens of hourss of lasting appeal, seriously were getting ALL of this and u say the game is lame JUST because we lost a few techs?

FAIL
 

red stone

Smash Ace
Joined
Apr 21, 2006
Messages
889
Location
Nashville, Tennessee
So u practically just want melee with new characters and stages??

jesus christ, true why take all the techs, but seriously we found WD, L cancel, and a **** load of glitches or techs that werent meant to be in melee, its OBVIOUS they would take most of them out, so what? it may be toned down competitively, but we DONT HAVE THE GAME, the game could be better than melee, but u guys are just hearing the negative stuff, and bash sakurai and the game, seriously WTF is wrong with u guys? were getting MORE techs, MORE characters, an ADVENTURE mode with an actual STORY, WI-FI, MORE stages, more trophies and stickers giving u an extra dozens of hourss of lasting appeal, seriously were getting ALL of this and u say the game is lame JUST because we lost a few techs?

FAIL

why does brawl have to be so different. street fighter and doa didn't change that much from their predecessors and they did aiight
 

Stryks

Smash Hero
Joined
Apr 8, 2006
Messages
8,423
Location
Tijuana cabrones!
Yeah they did alrite, but this is smash, smash is like the best fighter ever...

seriously when was the last time u were hyped for a SF or DOA game, and I mean before the SF IV trailer and the DOA volleyballs...
 

TheMastermind

Smash Ace
Joined
Jul 16, 2007
Messages
516
I bet the balence testers of Melee didnt use all the advanced tecniques, and thats why balence was messed up so bad.

Everyone just relax, that game is being tested and made by fans who have played ALOT of Melee.
I personaly would trust an entire balence team of game fans over our opinions about what should or shouldnt be in the game
 

Mama

Smash Ace
Joined
May 21, 2007
Messages
776
Location
Richmond California (northern)
Seems more likely that L-canceling is out but the lag on aerial moves is reduced. Or so I've heard. Thats what a lot of the impressions say. That just means less work in my opinion. Also don't think its the end of competitive play. This stuff may nerf things in Melee terms but Brawl is going to have a slew of new things for us to mess with. Just give the competitive players a month to get used to things and the Meta game will start to evolve.
 

pure_awesome

Smash Lord
Joined
Sep 17, 2007
Messages
1,229
Location
Montreal, Canada
why does brawl have to be so different. street fighter and doa didn't change that much from their predecessors and they did aiight
Right. And Ocarina of Time was a HUGE difference from Link to the Past, and that wins the "Best Game of All Time" award as given out by a good many people.

Sure, you can keep a good formula, re-use it, and get something good. OR, you can take the formula, re-work it, and get something better.
 

Pluvia's other account

Smash Master
Joined
Jul 30, 2007
Messages
3,174
Location
No Internet?!?
It's funny how when a "scrub" suggests that wavedashing is cheap and gives "pros" an unfair advantage, they rage about how it's not the techniques, but the skill behind them that makes a pro. But then when one thing like wavedashing is gone, one thing that used to "not matter" all of a sudden the game is a huge disappointment because there will be no skill involved anymore.
Lol.

I might actually Sig that!

:laugh:
 

TheMastermind

Smash Ace
Joined
Jul 16, 2007
Messages
516
come-on does anyone have any more news.
I dont want to hear crap like " wow it seems different, I like Mario, Meta knight is strong."
Post the differences between melee. and post what characters feel like when you play with them.

Ive already herd that Sonic has weak attacks but hes really fast. So hes better for hit and runs.
Thats the best info ive herd so far lets get some more of that
 

F-0

Smash Apprentice
Joined
Aug 8, 2007
Messages
124
Location
Kissimmee, FL
Even with all these "changes'' being said, we still got four months for more changes to be implemented. Like what was said earlier, Meta Knight is broken. With the demo's being played, i figure the creators will be watching somehow, and someway, Sakurai and the team will be taking notes. "Well, MetaKnight is broken, so let's use the time we have to fix that." More importantly, wavedashing doesn't make you good. All the pro's know that. I can wavedash across the world, but if get mindgamed, and then combo'd, what did that get me? Being technical is alot different than playing smart. Time and experience are WAY more important than wavedashing, shffling, or ledge techniques. Am i right?
 

FightingGameGuy

Smash Apprentice
Joined
Feb 25, 2005
Messages
115
Location
Santa Monica (SoCal)
Here's my first day report on sonic

A sequence: standard three hit, pops them away on last hit.

Tilts
forward tilt: sticks out his foot, respectable (killable) knockback
dtilt: foot again, this one pops them up for juggling, probably won't kill without ridiculous percentage
uptilt: looks similar to Capt. Falcon's up smash, pops them up but probably won't ever kill them. Nonetheless its good for setting his upair game.

Smashes
Forward smash: winds up his arm during the charge, attacks with a short range punch. Knockback seems strong (nothing special for forward smashes) but the attack is fast and lacks range making it somewhat tough to connect with against a non-nood opponent like luigis

Down smash: spins dashes back forth over a short distance. Think ness' yoyo but with sonic as the yoyo. Has a somewhat low arc (maybe 45 degrees) and good knockback upon hitting.

Up smash: Like bowser's, sonic does a short jump, and hangs at its apex for a bit doing a spin. Enemy's hit are caught in the spin until the last hit when they go flying out. Nonetheless, the knockback is very, very weak for a smash.

Airs
upair: A flip kick. First he splits his legs apart and out, with no significant knock back. Then he kicks up knocking his opponents up.

bair: sticks his leg out. Strong knockback.

fair: drills at the enemy, last hit as weak knockback probably not enough to kill even in sudden death but knocks them far enough away to prevent sonic from continuing to attack them without altering his trajectory somehow (one of his b moves?) or landing.

dair: a diving kick similar to captain falcon's downb. Pauses in midair, then going flying down at an angle. Has significant lag upon hitting the ground. Decent knockback. It seems like it might be cancelable.


Bs
Neutral B: homing attack. Sonic floats up spinning for up to about a second if you charge it, then going flying at the nearest opponent. It has knockback that can kill, but will generally hit a grounded opponent into the ground since it comes from the air.

UpB: spring. As already demonstrated, sonic goes way high, and the sping lasts for a significant bit when used on the ground. It does hit in the initial ascent, but doesn't knock back at all. Heck I don't even know if it makes them flinch at all. Nonetheless I've open a smash ball with this move. If used in air the spring goes tumbling down and bop people. It doesn't deal significant damage or any knockback but is a great way to annoy people.

Side B- Jumping Spin attack: Visually sonic becomes a ball with faint blue ridges portuding from it. chargable for about a second. Sonic spin dashes at his opponent. If done on the ground he jump barely (about the three quarters the height of his short hop, or maybe his on height). Knocks up. The thing is though, that if he hits he also jumps up and it can be canceled at any time with any attack. At low percents then he can easily follow up this attack with aerials. Sonic can also turn around during this move.

Down B - Grounded spin attack. Can be charged by repeatedly hitting b. Does an attack similar to Jigglypuff's, but seems less seriously momentum based.

Spin Dash notes: the oddest thing about the spin dashes is that he moves slower during them than he does during his run. them Charging might increase their speed but it still seems they're slower than his awesome running speed. The speed is however, better than his horizontal air speed, so they can be used to aid his recovery though his spring jump launches him so high you probably will never need to use them in this manner.

Spin attacks down and side b. These seemed very worthless, so I focused my efforts on sonic's other moves. Sorry. I honestly couldn't figure out a significant difference between the two, other than the method of initial charging. In my experience with the spin dashes, charging makes ridges/spikes appear aroudn the sonic ball, though I don't know what the properties are. They seem to be very freely cancelable, by either neutral b or upb and maybe any a. I once might have went into an auto combo after connecting with an opponent in midair, or I might have simply been me canceling it into his fair.

Final Smash - Super Sonic: Screen pauses, chaos emeralds circle into sonic and he does his dbz impression. As of now, sonic cannot perform any attacks while in super sonic form, unlike yoshi. In fact, he cannot even land or pick up items. On the otherhand, he deals significant damage and knockback by simply touching people. He can also perform perhaps the ultimate cheesy ledge grap, by simply floating at the ledge. Pro. Sonic can dash across back and forth madly but that can simply be dodged. Instead, you slow sonic down upon approach and try to stand on your opponent, or where his dodge will end. Once you get the hang of controlling his inertia its relatively easy to keep standing where your opponent is going to go and keep hitting them until they die off the top or side of the stage.


Throws
Forward- I killed someone in sudden death with his forward throw which launches his opponent upward with kick where sonic does the splits vertically. Great for setting up his upair game, but can be very strongly DIed backwards.
Back- general suplex like move. Seems to have respectable knock back that will at least enable you to edge guard your opponent.
Up- I didn't see it many times. Seems pretty generic.
Down- tosses them down and spins on them. Does more damage low knockback.

Taunts
Sides: Figure eight running in place
Down: Break dancing
Up: Does a small somersault in place.

Properties
Sonic can walljump. (Though few stages have long walls, I believe the edge wall jump trick is still in the game as I think I did it once during part of delfino plaza.)

Sonic doesn't seem especially light or heavy.

Sonic is of course very fast along the ground. Thankfully, Sakurai hasn't taken out dash-dashing .... yet. (However, the classic controller is seems much more responsive than the gamecube controller, and dash-dashing was a bit tougher due to unintended jumps) Like the space animals though, he is significantly slower in the air than on the ground, but not nearly to their extent. Nonetheless, he's quite slower aerially than the smash ball, which is very annoying as I have yet to crack it open in a single jump sequence.

Alternate Colors
Sonic has no special costumes, only color changes as of the demo. When changing a color, his wristbands change to match that color, and he turns a different shade of blue. The color of his person and wristbands do not match, but if he has red wrist bands then I presume he's a more reddish blue, green wristbands, then greenish blue, etc.

General Strategy
Upair- As played during the demo, a non-noob sonic's game generally relied on his upair flip kick as his best finisher, but also for comboing up his opponent's percent. He has an advantage fox and falco wish they had in that he can also use the incredible vertical boost from his upb to help in chasing his oppoents.

Speed - Sonic was the fastest character on the ground in the demo, and may still be the same in the final game (That would make sense at least). His speed is strong asset of his, helping him to initiate on his own terms. However, his air speed is only around half his running speed, making it slightly more problematic for him on stages with lots of platforms. Running grabs were decently effective, since his forward throw and/or up throw may possibly be used to start his upair game. His backthrow can also be used to toss his opponent off the state and initiate an edge guarding game. His dash-dancing also holds great promise, but was not used extensively during my time at the demo (maybe in part due to the increased difficulty of dash-dancing with the classic controller.)

anit-noob - his spin dashes do this incredibly well, but I don't forsee them being terribly effective against opponents who are actually aware and capable of doding or simply attacking sonic out of them.

anti-final smash sonics upb launches him so he has no problem getting out of the way of many final smashes. The final smashes of mario and Samus can easily be avoided in this manner. I was also extremely successful of not getting hit once during diddy's final smash by simply soaring above him with his jumps and upbs, then dodging on my way back down.

Misc: Other viable finishers include his back air, but his aerial horizontal speed is nothing special so positioning this attack is somewhat difficult. Under the pressure of sudden death his neutral b and his side b's were frequently used, often to great success. Sonic cannot edge hug (simply running off then hitting back at the last second to snap onto the edge), or at least cannot do so easily because his tremendous forward momentum sends him clear of the ledge.

Non-Sonic stuff

Unanounced Items: Mario Kart lightning. Get it and all your opponents are zapped and shrunk. Gimpyfish won what may have been the first money match with this incredibly imba ball, going down in history or perhaps infamy depending on your view. Either way I think this item will as the most cheap, powerful, and lamest. (Not that gimpy even knew what it was when he grabbed it or anything)

Assist trophy: Singing? background lady - walks around in the background, radiating a large shimmering orb. This orb reflects all projectiles.

Brinstar: Metroid doors. Miny passages frequently appear on platforms a bit before the lave rises or comes pouring down as a lavafall. You can hit these mini passage on the side, to open them up and take shelter.

As you know wavedashing is out. (Correctly predicted by Zauron and others in the list of Advanced Techniques Thread.)

Meta-Knight doesn't seem that broken, just easy to pick up., especially with b moves that are very easy to hit with coupled with decent smashes.

/edit I'll be checking this thread periodically tonight. Feel free to give more things to research or ask me questions. I plan to try to figure out what the difference is between sonic's side and down bs but I'm honestly pretty tired of him and would prefer to just have fun try out the other characters tomorrow.

/edit #2 A rant: The Wiimote sucks for brawl. I cannot seriously understand why nintendo keeps pushing it. In their "tournament" in which you could only use the wiimote controls, I had to listen to them keep telling us about how intuitive and easy to use this control scheme was. How is hitting a trigger button not intended to be used when flipped sideways like that to do some as essentially as blocking intuitive? Or how is double tapping to run more intuitive then smashing the analog stick in a direction? Are these now advanced techniques, skills only to be used by overly competitive purists who insist on using controllers that afford them an adequate number of accessible buttons?! (Short hopping and dash-dashing much more reasonable "advanced techniques" are moved even further out of the reach of not just casual players but pretty much anyone through the wiimote.)

/edit #3 alts added

/edit #4 observations from second day of expo added. More info about spin dashes.
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
remember that Pokemon Trainer(sadfase), Kirby and other features haven't been implemented into the demo.

Even if wavedashing is removed, there's still other techniques to fall back on, and there's even more that we can find after years of playing the game...

Earlier today, I recall HugS mentioned an instant edgehog technique ala Yoshi's instant edgehog from SSBM, which involved running off the ledge and turning around as you started to fall. There was also one which utilized the extra momentum from running to do something like waveshielding. I hope you didn't want to keep those a secret, though.

Yoshi's instant edgehog(if you didn't know) worked just like that just with a jump inbetween the run and turning around.

Either way, my point is that even though wavedashing IS gone, there'll be other techniques and tricks to be found later that we'll utilize just as much.

Though it seems like the issue of L-Cancelling being in the game is still up for grabs.

EDIT:

Oh yeah, some other stuff that I noticed in the demos that weren't covered by updates...

Assist trophy - Drill... bit?
I don't where exactly it came from, but I do know that it happens to work something like Marill from SSBM. Though it can't be KO'd like Marill, it's also smarter as it tries to aim for its target and doesn't kill itself by running off the ledge.

Explosive crates are marked as so.

Nova Bomb
Creates an explosion upon impact that's similar to an exploding Banzai Bill from Peach's Castle(SSBM). Does massive damage and usually is a guaranteed kill.
 

Japanese Monk

Smash Journeyman
Joined
Oct 17, 2007
Messages
370
All the costumes that I know of. I will update if you guys tell or show me ones I dont know. Regular costumes are not listed.

A question mark of course will mean incomplete or unknown if its complete.
--------------------

Mario - Fire Mario, Blue, brown/white, Wario, Green

Pikachu - Trainer Hat, Green Bandana, ?, Goggles

Ike - Marth Colors

Donkey Kong - Sasquatch, Red, Green, Blue, ?

Sonic - Shades of blue, (rumored blackish shade)

Yoshi - Blue, Red, Yellow, Turquoise, Pink

Peach - All Red dress, Daisy, ?, ?

Samus - Phazon Suit, Fusion Suit, Off-gold, ?

Link - Dark, Red, Blue, Purple, Green, Gold

Fox - Wolf-a-like, ?, ?, ?

Metaknight - Dark, green, red, yellow, (pink rumored)

Diddy - Purple, Dixie (no hair), ?, ?

Pit (rumored colors) - Red w/ white wings, black w/ black wings, blue w/ blue wings, ?

Bowser - Gold, black, brownish, white

---------------
Thats all I gathered from posts for now. Any updates and Ill edit this baby.
 

SkyeYuki

Smash Apprentice
Joined
May 21, 2007
Messages
89
Location
Oregon
Mmm, not much Yoshi info out there yet, is there? :/ It's a shame, he's the one I'm most interested in.
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
Mmm, not much Yoshi info out there yet, is there? :/ It's a shame, he's the one I'm most interested in.
quoting from another topic...

Yoshi stuff I'd noticed:
-Still cannot shield jump
-Bair and Dsmash(dtilt too) have more range thanks to elongated tail
-Grab still sucks imo - same short range and windup lag
-Forward+B does not leave you completely helpless, though it's still kinda useless
-Either it's me, or Yoshi's usmash does NOT have as much priority as it used to
-Egg Toss does give Yoshi some extra distance when in the air, and it doesn't leave you completely helpless after doing so in the air(at least from what I saw)
-Egg Toss also has less lag, or it's just me.
-Yoshi sex kick and bair also seems to have more priority than they used to
EDIT:
-How the hell could I forget that YOSHI'S DJC IS NOW INVALID? The attack will occur, yes, but he will continue on his jump trajectory.


I also noticed DI'ing is more notable - at one round of the "tournament" they had there, I was easily DI'ing smash attacks up to around 200%.
 

CommanderGrit

Smash Apprentice
Joined
Jun 5, 2006
Messages
130
@ FightingGameGuy, aww no shadow? oh well thanks so much,

Gah it sux being on the East Coast!! we have to stay up untill 3 for the updates and the demo only comes to the west coast! oh well!! I appreciate it!
 

Mama

Smash Ace
Joined
May 21, 2007
Messages
776
Location
Richmond California (northern)
It's funny how when a "scrub" suggests that wavedashing is cheap and gives "pros" an unfair advantage, they rage about how it's not the techniques, but the skill behind them that makes a pro. But then when one thing like wavedashing is gone, one thing that used to "not matter" all of a sudden the game is a huge disappointment because there will be no skill involved anymore.
You'll only see a few ******* claiming things like that ****. And the reason people are aying they're disappointed isn;t because the lack of wave dashing but the other changes like slower speed, momentum based air dodging, automatic L-canceling (which in itself is an oximoron). Some people think that Brawl is going to lose the depth but they forget that it was the "pro" players that made Melee into what it is. At the start it was a disappointment to the Smash64 fanbase but then things changed.

Brawl will be no different mark my words. There are things that I can see will become more than what they seem now. And when the time coms Nybb, will you cry foul or follow? That decision is what separates the scrubs from the pros/advanced players.


EDIT : On topic I think that wave landing will be easily replaced or still possible do to the sliding after aerials and the possibility of fast falling at an angle.

Also this is a demo. Its highly unlikely that all of the mechanics/character changes will stay exactly the same in the final product. L-canceling while automatic now (more or less) may be in the final version to keep Link's Dair short and sweet or other long lagging moves short.
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
Updated with answers from Gimpy's thread.

EDIT: Also since most of them are answered now (already!) I highlighted the un-answered ones in blue to draw attention to them by any E for All people.
 

Vortok

Smash Journeyman
Joined
Sep 6, 2007
Messages
334
Location
Washington
C-stick does perform aerials. I was able to do aerials with it while holding an item as well.

There's no options menus in the demo. There's a splash screen, character select screen (tried, can't change the time or to team), level select, level, and the match result screen. Fairly sure that controls can't be customized in the demo, as I clicked about everything I could find on the player portrait (clicking the image will change costumes).

Holding down the special button with Fox will not auto-fire his laserz.

Yes, you can get knocked through the clouds of Skyworld. Rather easily, too. -.-
 

Eltrotraw

Smash Journeyman
Joined
Apr 16, 2007
Messages
254
Location
Being alonesomeness in Long Beach, CA.
I can try to answer some of those blue questions:

- If Mario gets hit during his Final Smash, does it just stop instantly? Or is he flinch-proof during it?
Unrelated, but I tried hitting Samus out of her final smash and my attacks went straight through her.

I'm guessing this is the same case with all Final Smashes.


- Can Mario trigger his Final Smash while in mid-air as Sakurai hinted at? If so, does he hover in mid-air DBZ-style while doing it, or just drop to the ground as he's doing it?
I've seen Mario trigger the final smash in midair, and he just floats there as he launches the fireballs. So yes, DBZ kamekameha gogogo


- How often does the bridge collapse in Bridge of Eldin?
Every 30 seconds to a minute, King Bulbin will ride along and drop one bomb at the center of the bridge, no matter if you hit him or not. The bridge comes back around 20-30 seconds later.

- How disruptive is the cannon fire of Battleship Halbred?
A targetting reticle appears and tries to follow whatever it's marked as its target. Notice that it tries to follow, not that it instantly homes in on its potential victim. It follows for a bit then stops for like 1-2 seconds, then finally fires the big laser.

As for the cannonballs, I'm not sure on that. I'll have to play a bit more on that stage, but I'd presume it's similar to the laser.
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
C-stick does perform aerials. I was able to do aerials with it while holding an item as well.

There's no options menus in the demo. There's a splash screen, character select screen (tried, can't change the time or to team), level select, level, and the match result screen. Fairly sure that controls can't be customized in the demo, as I clicked about everything I could find on the player portrait (clicking the image will change costumes).

Holding down the special button with Fox will not auto-fire his laserz.

Yes, you can get knocked through the clouds of Skyworld. Rather easily, too. -.-
Does this mean the C-stick can't throw non-throwing-items like Beam Swords and such any more? We have to use the main stick + Z trigger to do it? I think I preferred that to doing airials while holding an item. And is this only in the air, or can you not throw non-throwing-items with the C-stick at all?
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
Does this mean the C-stick can't throw non-throwing-items like Beam Swords and such any more? We have to use the main stick + Z trigger to do it? I think I preferred that to doing airials while holding an item. And is this only in the air, or can you not throw non-throwing-items with the C-stick at all?
There was something on the first or second post on the E for All impressions thread that said cStick can now be used for tilts
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
There was something on the first or second post on the E for All impressions thread that said cStick can now be used for tilts
Yeah I saw that. I'm not sure I like it, since when I use the c-stick, I want a SMASH, not a tilt. If I wanted a tilt I could just press A, since I'm already holding the direction for the tilt anyway (that's how you do a tilt, hold the direction of the tilt than c-stick in the same direction), so I consider this a step back. It means you can't easily CC into a DSmash, for example. And, if I'm moving forward by holding forward and tap my C-stick forward, I want to do a FSmash, not a tilt. If I wanted to do a tilt, I'd just press 'A' since I'm already holding forward anyway. I don't see how the c-stick is at all useful in this case when all it does is what pressing A would already do anyway.

This is a step backwards to me, and says that maybe they didn't test the new C-stick code very well. It makes me wonder if they just cheese-balled it to literally send the same commands as a direction+A - that would explain the tilts and charged smashes and not throwing items. And it would therefore make me wonder if a c-stick down while in the air would result in a FastFall, which is one of the things I used c-stick airials for in the first place - doing DAirs when I don't want to accidentally fast fall them.

In fact, I consider this a major nerf, because now the ONLY thing the c-stick is useful for is doing a Smash attack for n00bs that have problems pressing direction+A at the same time. From what I can tell from the understanding of how the controls work and what people are describing, the c-stick can no longer be used for any of the various c-stick "tricks" we had in Melee, because it doesn't just directly send a command to do a Smash attack, it just tells the game that you pressed (and possibly held) a direction and A at the same time, just like how Z just sends a lightly-pressed R+A at the same time an hence why you can block with it even though its supposed to be a grab button.

Its a cheap cop-out from the programmers and I don't know why they'd do that when it already worked great in Melee, other than as another removal of advanced techs like DAir'ing without fastfalling and D-Smashing while sliding without losing your slide from crouching, and so on.

:mad:
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
Not many questions left unanswered, and still 3 days left of E for All counting today! I've updated yet more of the questions and answers.
 

Sirami

Smash Cadet
Joined
Oct 19, 2007
Messages
74
So, does anybody know how to do an insta Ink Drop (whatever you want to call it) yet, so you can do it without having to dash first?

We know it can be done, becaue the AI does it.
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
I'm hoping this evening the rest of the unanswered questions (highlighted in blue) will be answered. I especially want to know more about these c-stick nerfs.
 

UsernameLink

Smash Journeyman
Joined
Sep 14, 2007
Messages
389
Location
England
i got was reading the gamefaq forum (looking for e for all stuff), and they were talking about Ink drop (after reading it on smashboards) and instead of talking about how good it is/how useful it could be... they are argueing over the fact ink drop is named after someone... all i say is lol
 

Sirami

Smash Cadet
Joined
Oct 19, 2007
Messages
74
i got was reading the gamefaq forum (looking for e for all stuff), and they were talking about Ink drop (after reading it on smashboards) and instead of talking about how good it is/how useful it could be... they are argueing over the fact ink drop is named after someone... all i say is lol
*=/

Yeah.... that and the occasional person saying "Oh, so you are already trying to exploit the game huh?" or something like that.

I just want to know if you can do it insta, like the AI does it. If you can, it'd effectively replace WD, as I never really used it to speed up my movement anyway (did't play any low traction characters really).
 

Zauron

Smash Journeyman
Joined
May 15, 2007
Messages
445
Location
Bothell, WA
I'm hoping its discovered how to do the trip move thing instantly too. It appears to have a couple invincibility frames. I've been very curious about it ever since I first saw it. I'm glad someone figured out at least one way to do it at the demo.
 

Wyvern

Smash Journeyman
Joined
May 28, 2007
Messages
455
Location
New England
There's something I'd like to suggest that you add to the first post, if you don't mind. I put it in Gimpyfish's personal question thread a while ago and he acknowledged it, but I think he's since forgotten, with all the other things on his mind.

A while ago, I had a thread going trying to figure out if characters (or at least some characters) can jump and/or attack after doing their up-B moves, provided they initiated them from the ground. It was originally based on seeing Sonic do it in his intro trailer, but it got more complicated from there.

Super-condensed version of the thread: whenever Samus does a Screw Attack from the air, she flashes like in Melee and can't do anything. Every time she does it from a standing position on the ground, though, she still goes into the curled-up freefall animation, but doesn't blink at all...she keeps a solid color. This is very similar to Sonic's behavior after his up-Bs (which he can ALWAYS act after, even in the air, but he's definitely the only character so far who can do this from an airborne position). The full thread is here, if you're curious: http://smashboards.com/showthread.php?t=119920 (I had just edited the first post in preparation for bumping it, but I'm the last poster and double-posting is against the rules. Doh.)

Anyway, if someone at E for All could just do Samus's Screw Attack from a grounded position and see if it's possible to act afterwards, I'd love to hear the results. If it works, it would be nice if someone could test it for Diddy too (it looks like he might not be able to do it, even if Samus can.)
 

Magic

Smash Apprentice
Joined
Mar 5, 2006
Messages
105
Location
SoCal
If you cancel Pit's Icarus Wings midflight, then you can attack and jump (assuming you have jumps left). Sonic as well can do aerials, or perhaps even his homing attack to get more horizontal distance after his Up-B.
 
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