I figure I should ask about my one current gripe with the game since I have a chance to right now.
In past Smash games, as in 64 and Melee, if you were in the middle of dashing/running(I'm going to refer to both collectively as running), and then proceeded to jump, the horizontal speed you had while running would carry over to your jump, allowing your character to launch forward considerable distances. This kind of mechanic was also recreated in Project M.
In Brawl, however, if you went from a run to a jump, your horizontal air velocity would immediately become your character's designated 'maximum horizontal air speed,' in the event that character's running speed was faster than their maximum horizontal air speed. For a lot of characters in Brawl, dash speeds weren't terribly speedy so it wasn't that big of a deal. For faster characters, though, like Falcon, Sheik, Sonic, Meta Knight, etc., this was an extremely jarring transition of speed that took a lot of 'oomph' out of their gameplay at times.
Unfortunately, this mechanic was still present in the E3 demo build of Smash 4.
For all the gameplay and physics changes we've heard about Smash 4, I'm really stoked for the future of this game, but it's this one mechanic that's been nagging me this whole time. Since we've heard about numerous changes between the E3 build and the release build, I'd like to ask about this one and see if this has been changed too.
Test this with a fast character like Sonic. When you go from running at full steam to a jump, what happens to that character? Do they keep their speed or do they inexplicably slow down?