Herbert Von Karajan
Smash Lord
I heard that smash 4 is a lot like smash 64. Mostly heard it from melee players, because they mistakenly think they know all about 64 (which they don't; and is why they make the comparison).
General 64 mechanics that Smash 4 does not have:
These are all used extensively in higher level competitive play.
Each smash game seems to become more defense oriented; hence the best strategies will be the campy ones.
The movement and speed of 4 are nowhere near as fast as 64; I have smashfests at my house with melee, pm, 64, and this weekend was the first time there was smash 4 there, and the 4-stock dreamland 64 games consistently end faster than the other ones (in many cases they are 2-3x faster).
Oh and Smash "4" is not the 4th smash game.
SSB64 had at least 3 unique versions each with mechanics and character changes. Competitevely (J) and (U) have very different metagames. These differences in mechanics and character changes are almost as game-changing as the differences between brawl and smash 4.
General 64 mechanics that Smash 4 does not have:
These are all used extensively in higher level competitive play.
Movement:
General Mechanics Found in Smash 4 which are absent from Smash 64:Z-Canceling: In 64, effectively the entire landing lag of an areal move can be canceled (there are 3 extra lag frames if it was a fast fall move).
Pivoting. (and dash dancing). In 64, a character has a widow of frames where they can stop a characters' momentum and change direction without any animation that prevents the ability to do moves.
Edge Canceling: In 64, the teetering animation and taunt animations can be used to instantly stop a character at full running speed. This is similar to the following:
Slip-offs: In 64, a grounded character that has reverse horizontal momentum, or areal horizontal momentum (plus a very small space / frame window) can slip off a ledge, which in the areal case can be used to auto cancel almost any areal moves (specials included) with 0 delay. If the character is grounded they can fast fall and grab the ledge, this is usually used in conjunction with pivoting in order to ledgehog.
Shield Drop. In 64, a character on a platform can cancel part of the dropping animation and immediately fall through the platform, as well as get a 2 frame invincibility window. Since shielding can be used to stop momentum, this effectively allows a character to drop through a platform while running.
Techniques / Misc. Mechanics:Pivoting. (and dash dancing). In 64, a character has a widow of frames where they can stop a characters' momentum and change direction without any animation that prevents the ability to do moves.
Edge Canceling: In 64, the teetering animation and taunt animations can be used to instantly stop a character at full running speed. This is similar to the following:
Slip-offs: In 64, a grounded character that has reverse horizontal momentum, or areal horizontal momentum (plus a very small space / frame window) can slip off a ledge, which in the areal case can be used to auto cancel almost any areal moves (specials included) with 0 delay. If the character is grounded they can fast fall and grab the ledge, this is usually used in conjunction with pivoting in order to ledgehog.
Shield Drop. In 64, a character on a platform can cancel part of the dropping animation and immediately fall through the platform, as well as get a 2 frame invincibility window. Since shielding can be used to stop momentum, this effectively allows a character to drop through a platform while running.
Parry: Every single character in smash 64 has a 2 frame parry by shield jumping. It negates any hitbox (including grabs) that contacts the character's hurtbox while in the 2 frame window.
Ledge-Hogging: If you don't know what this is, then your future is bleak.
Copious Amounts of Hitstun: Smash 64 has the most hitstun of all the smash games, leading to a large amount of diverse combos for each character. Shields suffer from hitstun in 64 way more than any other smash game also, so blocking in general is not good.
Movement while in hitstun: Commonly called DI, which is a misnomer. It is analogous "smash DI" in melee. While a character is in hitstun, if the player rapidly mashes a direction, they can move their position before knockback is applied. Most simple combos are negated by the technique, but it takes skill and effort to execute competently. The mechanic leads to things like reverse ledge DI. In smash 4 there is "vectoring".
Ledge-Hogging: If you don't know what this is, then your future is bleak.
Copious Amounts of Hitstun: Smash 64 has the most hitstun of all the smash games, leading to a large amount of diverse combos for each character. Shields suffer from hitstun in 64 way more than any other smash game also, so blocking in general is not good.
Movement while in hitstun: Commonly called DI, which is a misnomer. It is analogous "smash DI" in melee. While a character is in hitstun, if the player rapidly mashes a direction, they can move their position before knockback is applied. Most simple combos are negated by the technique, but it takes skill and effort to execute competently. The mechanic leads to things like reverse ledge DI. In smash 4 there is "vectoring".
Spot Dodge: Not much different than 64's shield jump parry, except you don't jump and it lasts way longer than 2 frames. Hence, the timing skill required is much lower.
Air Dodge: Same as a spot dodge, but in the air. Reduces the amount of punishes the game has.
Rubber-band ledges: It seems that the rubber-banding gives the character invincibility frames, which reduces the amount of punishes the game has
Foot-stool: Woah, a decent game mechanic?!
Extra moves: More throwing directions, and an extra special move.
Done for now, might update this in the future.Air Dodge: Same as a spot dodge, but in the air. Reduces the amount of punishes the game has.
Rubber-band ledges: It seems that the rubber-banding gives the character invincibility frames, which reduces the amount of punishes the game has
Foot-stool: Woah, a decent game mechanic?!
Extra moves: More throwing directions, and an extra special move.
Each smash game seems to become more defense oriented; hence the best strategies will be the campy ones.
The movement and speed of 4 are nowhere near as fast as 64; I have smashfests at my house with melee, pm, 64, and this weekend was the first time there was smash 4 there, and the 4-stock dreamland 64 games consistently end faster than the other ones (in many cases they are 2-3x faster).
Oh and Smash "4" is not the 4th smash game.
SSB64 had at least 3 unique versions each with mechanics and character changes. Competitevely (J) and (U) have very different metagames. These differences in mechanics and character changes are almost as game-changing as the differences between brawl and smash 4.
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