Cole Bowser
Smash Rookie
- Joined
- Jan 13, 2016
- Messages
- 6
By using Powersave for 3DS I put in hacked equipment that allows for plus 200 to all stats.
I believe this could be its own game mode/ rendition for the most recent Smash Bros (Wii U) which I call Super Smash Bros. 200+
All the characters have insane combos and great mobility, and I think it is more balanced than vanilla smash.
There are many things that makes this an exciting game mode including many new techniques I have discovered.
The short hop height is about doubled compared to vanilla smash due to the +200 speed, and this makes things very interesting. Almost every move "auto-cancels" and after hitting an enemy with a auto canceled aerial you can follow up and create now combos. The new short hop height also allows another cool technique, which I call bair slide or fair slide. First run left or right and short hop, after input a fair or bair, after inputting immediately fast fall to the ground while holding left or right - if done correctly the impact will cause any character to slide while in reduced landing lag compared to vanilla. This can be used to extend grabs, slide past enemies, and whatever else you can think of.
Another great thing brought on by the +200 speed stat is, you guessed it, increased speed. This makes ALL characters have good throw combos at either early, mid, or late percents. A crazy thing allowed by increase run speed is basically an extension of every character side smash. When standing still, flick the control stick to dash forward, and immediately after input a side smash in either direction. The character will do a very quick step forward or backwards then side smash, either dodging a move or extending the attack. Different characters move different lengths. Speed also insanely enhances dash pivot side tilt, dash pivot side smash, and dash pivot grab. The run speed makes it so all characters slide while pivoting, increasing the range of the mentioned moves.
The jump height is also vastly increased, which makes fast fall moves in air have a tremendous amount of range. Shulks full hop fast fall fair covers the entire length down, and you can combo a nair to fair to up b depending on percents.
Lets talk combos: As you can imagine all characters combos have changed. Due to the 200 defense, knockback is very small in the beginning and quickly scales, however nearly all characters still have early grab combos. Ganondorf down throw to dtilt to whatever. Pit down throw to f smash. Pikachu down throw to dash attack. Palutena down throw to jab. There are quite a few, but rest assured they are there.
Another thing I like that this introduces in true ranged characters and real variation in play style. As Pit you can jump very high and off stage at the start of a match and fire 4 arrows you can aim and then up b to recovery, seemingly safe. Samus has a seemingly buffed down b - meaning after using down b when you drift left and right the distance moved is greatly increased. Samus can also up throw uair uair and up b. My favorite combo I have discovered is using Robin, and his gameplay has been enhanced in a great way. The bronze sword acts as a combo starter and zoner and the levin acts as a finisher - but still combos into itself. This combo works early to mid percents and is short hop fast fall bronze fair - arc fire - arc fire - bronze fair - levin uair
It was hard to pull off but registered as a combo, and Im also not the best smash player but regardless the combos can get crazy. I am excited to see if anyone tries this out or considers this mode. I've become used to its speed and awesome combos and find vanilla smash 4 a little slow now. I need a way now to figure out how to transport hacked equipment to Wii U.
Also in case Hungrybox ever hears Jigglypuff is a lot better in 200+
I believe this could be its own game mode/ rendition for the most recent Smash Bros (Wii U) which I call Super Smash Bros. 200+
All the characters have insane combos and great mobility, and I think it is more balanced than vanilla smash.
There are many things that makes this an exciting game mode including many new techniques I have discovered.
The short hop height is about doubled compared to vanilla smash due to the +200 speed, and this makes things very interesting. Almost every move "auto-cancels" and after hitting an enemy with a auto canceled aerial you can follow up and create now combos. The new short hop height also allows another cool technique, which I call bair slide or fair slide. First run left or right and short hop, after input a fair or bair, after inputting immediately fast fall to the ground while holding left or right - if done correctly the impact will cause any character to slide while in reduced landing lag compared to vanilla. This can be used to extend grabs, slide past enemies, and whatever else you can think of.
Another great thing brought on by the +200 speed stat is, you guessed it, increased speed. This makes ALL characters have good throw combos at either early, mid, or late percents. A crazy thing allowed by increase run speed is basically an extension of every character side smash. When standing still, flick the control stick to dash forward, and immediately after input a side smash in either direction. The character will do a very quick step forward or backwards then side smash, either dodging a move or extending the attack. Different characters move different lengths. Speed also insanely enhances dash pivot side tilt, dash pivot side smash, and dash pivot grab. The run speed makes it so all characters slide while pivoting, increasing the range of the mentioned moves.
The jump height is also vastly increased, which makes fast fall moves in air have a tremendous amount of range. Shulks full hop fast fall fair covers the entire length down, and you can combo a nair to fair to up b depending on percents.
Lets talk combos: As you can imagine all characters combos have changed. Due to the 200 defense, knockback is very small in the beginning and quickly scales, however nearly all characters still have early grab combos. Ganondorf down throw to dtilt to whatever. Pit down throw to f smash. Pikachu down throw to dash attack. Palutena down throw to jab. There are quite a few, but rest assured they are there.
Another thing I like that this introduces in true ranged characters and real variation in play style. As Pit you can jump very high and off stage at the start of a match and fire 4 arrows you can aim and then up b to recovery, seemingly safe. Samus has a seemingly buffed down b - meaning after using down b when you drift left and right the distance moved is greatly increased. Samus can also up throw uair uair and up b. My favorite combo I have discovered is using Robin, and his gameplay has been enhanced in a great way. The bronze sword acts as a combo starter and zoner and the levin acts as a finisher - but still combos into itself. This combo works early to mid percents and is short hop fast fall bronze fair - arc fire - arc fire - bronze fair - levin uair
It was hard to pull off but registered as a combo, and Im also not the best smash player but regardless the combos can get crazy. I am excited to see if anyone tries this out or considers this mode. I've become used to its speed and awesome combos and find vanilla smash 4 a little slow now. I need a way now to figure out how to transport hacked equipment to Wii U.
Also in case Hungrybox ever hears Jigglypuff is a lot better in 200+