Here is what we know is in there,
Old Melee
L-Cancel – doesn’t seem to be in
Wavedashing – Definitely no
Shield Drop – Yes
Short Hop – Yes
Old Brawl Techniques
Run–> Turnaround is doable
DACUS – No one could do it
Glide tossing – None
Laser Lock – similar to Falco Laser lock, We managed it with Pikachu
Edge Mechanics
- Invulnerability depends on a combination of:
o %
o Air Time
o Distance recovered
- No Edgehogging
o If you hold ledge, and someone else wants it after, you get kicked off
After kickoff, lag before you can do an action
- Brawl Ledge grab -> Run, turnaround grab ledge
- Ledge regrab doesn’t give invulnerability
- Run off stage somersault/tumble motion XX(cancellable) into action
- Run off stage grab edge in tumble (only certain characters)
Throwing
- Delay after throwing someone. Really hard to follow up
- No grab release infinites
- Mashing is doable *Unconfirmed*
Dashing
- Dash dancing is impossible
- Crouching to cancel dashing is impossible
- Pivot tilts are easy. Foxtrot is possible (F-Smash out of fox trot).
- Pivot F-smash is also doable
- Dashing is really questionable in this game
- U-Smash out of dash really easy (Flick C-stick)
- Standing grab out of full dash (shield+A, or shield + up cstick)
Spike
- Really Strong,
Crouch Cancel
- None
Shields
- No lightshielding
- Tilt shield is available
Out of Shield
- U-Smash out of shield very doable (Tested with Fox, same input as Melee)
- Shield grab available
Spot Dodge
- Really solid option
Air Dodge
- Multiple in one jump
- Air dodge land = massive lag
Meteor Cancel
- Meteor cancel is available, seems difficult to execute (TV lag?)
Techs
- Buffer wall techs
DI
- Smash DI is not in (Tested with smart bombs) or significantly less than Melee? More testing needed
- DI is somewhat noticeable
Camera
- Doesn’t scale that well with people on edges/off-stage very well
-
Controls
- ¬Charge C-Stick smash attack charges
Reading this is disappointing, and confirms my suspicions. Things that made the game interesting, like SDI, being taken out is unnecessary. Reminds me of how they removed wall cling Zairs for no reason. And throws having start up lag, which is
the go to option for combos for a
lot of characters in games basically means there's very little to no combo game for a lot of characters.
I am not sure how I feel about the ledge mechanics. I feel it might give some give or take pros and cons, but over all it feels like it just makes it less rewarding to the player who is edge guarding properly and isn't rewarding you for keeping players off the stage.
Here's a list of things I was going to check tomorrow myself prior to reading this. Obviously some of it still applies:
• Length of Hit Lag
• Length of Shield Stun
• Dash to Air Momentum
• Aid Dodge Mechanics, Punishable?
• Dash Dancing
• Dash Canceling
• Crouch Cancelling
• Jab Cancelling
• JC Grabs
• Powershield vs Perfect Shield
• Length of Hit Stun, Combos
• Buffer
• Grab Release Mechanics
• Jab Reset
• Ledge Mechanics
• Full Hop Heights
• Ledge Cancel
• Moonwalking
• Up Smash/Up B OOS
• Edge Tech
• Smash DI
• Chain Grabs + Throw DI
• B Reversal
• B Turnaround
• Zair Lag
they are WAAAAAAAAAY toned down. link would have made a lot of the recoveries from before.
I don't care about the ledge hit box distances; I care about the fact that there is auto cling. Which there is. Takes depth away from the ledge game.
this does not a bad game make??? you can already do plenty out of run...
No down tilt, no forward tilt, no standard attack, no standing grab (Brawl's L/R+A had start up lag, not reliable), no forward or down smash. That's a lot of options you lose just from not being able to crouch out of a run. Pretty senseless to not include such a simple but interactive mechanic.
there very very very obviously is a good amount of hitstun. no, you can't combo 0-to-death, but there are a lot of combos. Fox even has utilt -> utilt. kirby did a lot of weaving combos too. it's a step in the right direction, and i'm sure with more practice we'll start seeing cooler combos.
The hit stun is irrelevant if the follow up is not there. Uair chains are not exactly thriller material. We saw things like Greninja's dive kick dair pop up in to back air combos in the trailers, and my concern is that **** was for show it actually doesn't exist.
landing lag is WAY less than Brawl. rosalina was able to do uair -> grab, which is a good sign. with more practice we will see better combos. you're forgetting this was with a couple days of practice and no community to help them discover stuff. gravity is WAY higher too, which will help.
I definitely think you're exaggerating here. The landing lag was very evident on some characters. Other characters not having landing lag on certain moves doesn't mean we're in the clear. I haven't touched Brawl in ages and I'm willing to bet I could do a Uair to Grab on Meta Knight. So yeah. Circumstantial evidence isn't selling me until I start seeing healthy trends of actualy consistent bread and butter stuff, not this niche circumstantial stuff you'll almost never see in a competitive match.
also hitlag has nothing to do with combos really if anything more hitlag should help with combos because it makes response time less of a strain. when you hit with an attack you have more time to think/press what you want to do next.
go back and watch pew's mario and tell me this game doesn't have combos omfg
Yeah, I saw. He had a combo or two going. I'd like to see more. I'm not looking for 0-death Falco styled combos. Just stuff that's consistent, reliable, flexible, and gives interesting interactions based on DI readings.