SSB Mechanics FAQ
Lots of discussion has come up lately about Crusade's mechanics, so I'd like to mention most of the mechanics in the game at the time of the writing of this post. I'll do this in the form of a FAQ.
Q: Will there be NASL in SSBC?
A: Edges have a significant sweetspot area around them, mainly implemented to help out characters with shorter horizontal recovery. The sweetspot is approximately the size of Kirby's body. Also, note that you will auto-grab an edge if you walk off or roll off of it while DI'ing toward the stage.
Q: Lol can I do SHDJCFFL in SSBC?
A: Uhhh, not exactly, but I'll tell you this. Double jumps can be short-hopped. There is fast-falling, but it doesn't cancel upwards momentum. There's no L-canceling, though. Some moves will autocancel in their last few frames.
Q: Will there be [LOLrandom mehanic from other game series]?
A: Mostly, the answer here is no. The game will have the mechanisms present in SSBB, for the most part.
Q: Which existing Smash game is SSBC most like?
A: I'd have to say Brawl. It's a tad faster, since aerial lag is shorter, horizontal air speeds are faster, momentum is maintained on the first jump (but not the second), and most aerials cancel much more quickly upon hitting the ground. Hitlag is comparable to Brawl's hitlag, but more variable. Air dodges are in the style of Brawl. DI is much weaker than in Brawl.
Q: How many moves do characters have?
A: What a good question, grasshopper. Here is a full list:
Jab
Forward, Up, and Down Tilts
Dash Attack
Nair, Fair, Bair, Uair, and Dair
Forward, Up, and Down Smashes
Grab
Forward, Back, Up, and Down Throws
Neutral B
Side B and Smash B (on some characters, such as Samus and Ryu)
Up B (and Smash Up B on few characters)
Down B
Edge Recovery Attack
Final Smash(es)
Examples of Smash B vs Side B - Samus Super Missiles vs. Homing Missiles, Ryu's EX Hurricane Kick vs. normal Hurricane Kick
Q: How much Hitstun will attacks cause?
A: There is not much more stun than Brawl, and it depends heavily on the attack being used. Also, throws have an intrinsic 3 extra stun frames which is just enough to allow some combos to occur. Many attacks have extra inherent hitstun, like Snake's Knee and Ryu's Down Tilt, but most normal attacks do not have much. So, for instance, Up Tilt juggling with Mario is mostly dependent on your opponent's failure to escape. This is not to say there are no true combos; in fact, every character in the game so far has at least two true attack strings that occur at specific damage percents. This game is not too combo-heavy, but it has a few.
Q: Final Smashes?
A: Yes. Oh, sorry, on the subject of how they work? Ah. Well, you have a Smash Gauge below your character's percent monitor on the screen, and this gauge fills up as you pound the living tar out of your enemies. It also fills up a little bit when you take damage, as well. When it's full, it will turn white and say ("
FINAL SMASH!") That's your chance to pull out all the stops and unleash your character's ultimate attack. You can even adjust the amount of power the gauge will take to fill up in the VS Settings. The default is 200, but you can go as low as 50 and as high as 1000. 50 is a little ridiculous, though, so use wisely.
This isn't related to gameplay, but it's a FAQ.
Q: Isn't this a Flash game?
A: Nope. We use Game Maker 7 Pro.
Q: Will there be Mac Versions?
A: Well, I only have the Windows Game Maker, let me do a little research and figure out how you may be able to run it. I am not going to spend too much time on this, however, since most of my Mac-using buddies have Windows emulators or Parallel Desktops or something. As of now, the answer is no, but maybe we'll get to it after the final game is released.