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Phantom Roxas

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I'm satisfied! Corrin looks really fun to play, even though I wasn't all zazzed by him getting in. 

And that makes Fire Emblem tied with Pokémon as the most-represented franchise in Smash Bros.

 

Bayonetta was a cool surprise. She looks crazy to play as; I feel like the metagame will make a monster of her.

I also think it's cool she gets to use guns. See, Snake totally could have done that.

 

If I had one small complaint, it'd be that we don't get Wolf even though I feel like it'd be an easy thing to do. But oh well, maybe Smash 5!

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I'm satisfied! Corrin looks really fun to play, even though I wasn't all zazzed by him getting in. 

And that makes Fire Emblem tied with Pokémon as the most-represented franchise in Smash Bros.

 

Bayonetta was a cool surprise. She looks crazy to play as; I feel like the metagame will make a monster of her.

I also think it's cool she gets to use guns. See, Snake totally could have done that.

 

If I had one small complaint, it'd be that we don't get Wolf even though I feel like it'd be an easy thing to do. But oh well, maybe Smash 5!

Mario is actually. Mario, Luigi, Peach, Bowser, Bowser Jr., Rosalina, and Doctor Mario. You could even add Yoshi and Wario to the list.

 

Weird that FE is tied for 2nd either way. 3 years ago that would have been unthinkable.

 

The roster for Smash 5 is going to be insane. I'm actually going to write up expectations/wants soon.

 

Cloud isn't clicking super well, but he is a truck. Killed Ganon at 80% with his F-Smash.

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That was a pretty nice direct overall. Sakurai has put in a lot of effort making these new DLCs very different from each other and from previous fighters, and I really want to try them out soon. Bayonetta will definitely be a choice pick; she's basically an air-game Ryu. There are still a lot of people that complain a lot ab out the direct, especially with Corrin. I wasn't too excited either but at least his mechanic is very much different can any other swordfighter. It sucks that people are still ungrateful for what Sakurai has done and will never be completely satisfied, but he's done a great job enough making already popular characters the best they can in ability.

 

It's also very nice that we see in-depth analysis of moves and mechanics being covered here; Sakurai now fully aware of the competitive community.

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I'm PRETTY sure the other were made available through Club Nintendo. I could see them doing something similar.

Wait, they've done that before? Huh, I had no idea that they apparently have posters of some of the characters.

 

I've played around with Cloud a bit and I've been enjoying him, but I do wonder how popular he will be in the competitive scene. Does anyone know who the high tier characters are and what tier Cloud might fall into? I don't really keep up with the competitive scene much, if this game even has a competitive scene.

 

Also, I'm really enjoying the Midgar stage, the summons are really interesting as I'm not sure if any other stage on the 3DS has a mechanic like that.

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So, patch 1.1.3 is funking nuts

 

Smashboards is still hard at work dissecting this mess, so track their progress or look at other changes here: http://smashboards.com/threads/1-1-3-patch-notes.425921/

 

Notable Changes:

 

[spoiler Bowser]

U-Throw

Throwbox angle 70 -> 82

Throwbox KBG 80 -> 155

Throwbox BKB 90 -> 25

Looping hits damage 1.0 -> 0.5

Looping Hits hitlag modifier 1.0x -> 0.5x

Final hitbox KBG 100 -> 200

Final hitbox BKB 0 -> 80

Endframe 68 -> 61?

Side Special 1/2

Post-grab and jump animation are faster

Invincibility added during post-grab and flip

Up Special 1/2/3

Can grab ledges from behind

 

 

[spoiler Charizard]

Dash Attack

Hitbox 0 (early and late) angle 70 -> 50

Hitbox 1 (early and late) angle 80 -> 60

U-Smash

Tons of small hitbox position, size, angle, and duration tweaks

D-Smash

Hitbox 0/1 KBG 76 -> 79

Hitbox 2/3 KBG 82 -> 85

 

 

[spoiler Ganondorf]

D-Smash

2nd hit angle 130 -> 50

Facing restriction set to 4 (not sure what this means)

Nair

Completely remade! Hitboxes all totally different!

Bottom line is, second hit is now stronger rather than first.

Landing lag reduced from 18 -> 17

Fair

Landing Lag reduced 23 -> 22

Bair

Landing Lag reduced 20 -> 19

Uair

Landing Lag reduced 20 -> 19

Dair

Hitbox moved 2 units vertically (down?)

Landing lag reduced 28 -> 26

Neutral Special 1

Super Armor extended from frames 11-63 -> 11-66

Turnaround Neutral Special 1

Super Armor added from frames 11-58

Turnaround Neutral Special 2

Super Armor added from frames 11-54

Side Special 1/2 (ground/aerial)

Some sort of grab parameter increased? (Note: tested.  It seems the grab box is very slightly bigger.  Most noticeable when used in the air due to reduced slide distance)

Up Special 1

Grab shocks damage 1.0 -> 1.2

Throw damage 7.0 -> 9.0, KBG 82 -> 90

 

 

[spoiler Greninja]

F-Smash

KBG 99 -> 101

U-Smash

Hit 2 Sweetspot KBG 103 -> 104

D-Smash

KBG 90 -> 92

Side Special 1/2

Front Attack KBG 102 -> 104

Rear attack KBG 101 -> 103

Side Special 3

Front/Rear Attack KBG 90 -> 92

 

 

[spoiler Kirby]

F-Smash (all angles)

Early Hit KBG 99 -> 100

Late Hit KBG 66 -> 67

U-Smash

Early Hit KBG 102 -> 103

Middle Hit KBG 96 -> 97

Late hit KBG 50 -> 51

D-Smash

KBG 108 -> 109

Fair

Hit 3 KBG 145 -> 148

Hitlag modifier 1.0x -> 1.2x

Bair

Early Hit KBG 102 -> 104

Late Hit KBG 110 -> 112

U-throw

KBG 63 -> 74

Side Special 1 partial charge

KBG 70 -> 76

Aerial hitbox 0 (both hits) size 5.2 -> 5.4

Aerial hitbox 1 (both hits) size 3.0 -> 3.2

Both sets of hitboxes active for 1.0 -> 2.0 frames

Side Special 1 aerial max charge

KBG 70 -> 76

Aerial hitbox 0 (both hits) size 5.4 -> 5.6

Aerial hitbox 1 (both hits) size 3.5 -> 3.7

Both sets of hitboxes active for 1.0 -> 2.0 frames

Side Special 2 partial charge, 1/3 max charge

KBG 70 -> 76

Side Special 2 aerial

KBG 100 -> 110

Hitbox 0 (both hits) size 5.2 -> 5.4

Hitbox 1 (both hits) size 3.0 -> 3.2

Both sets of hitboxes active for 1.0 -> 2.0 frames

Side Special 3 partial charge

Aerial KBG 70 -> 76

Hitbox 0 (both hits) size 6.3 -> 6.5

Hitbox 1 (both hits) size 3.0 -> 3.2

Side Special 3 max charge

Aerial KBG 70 -> 76

Hitbox 0 size 6.0 -> 6.2

Hitbox 1 size 3.0 -> 3.2

 

 

[spoiler Link]

F-Smash 2

KBG 85 -> 89

D-Smash

Hit 1 angle 75 -> 78

Hit 1 KBG 90 -> 88

Hit 1 BKB 26 -> 40

Fair

Hit 1 damage 8.0 -> 11.0

Hit 1 KBG 132 -> 130

Hit 1 BKB 10 -> 20

Hit 2 damage 10.0 -> 13.0

KBG 105 -> 100

Dair

Spike hitbox is now aerial target only

Now has a ground-only hitbox at angle 55, KBG/BKB of 40/25

Up Special 1/2

A Million tiny buffs and tweaks (these moves have a million hitboxes, too many to list)

Uncharged total frames from 81 -> 77

Full charge total frames from 139 -> 136

 

 

[spoiler Lucus]

F-tilt (all angles)

Hitbox 1 (11%) size 4.4 -> 4.7

Hitbox duration 7-9 -> 7-10

Nair

Looping Hits damage 1.0 -> 2.0

Standing Grab

FAF on frame 51 -> 38(?)

Dash Grab

FAF on frame 61 -> 47(?)

Pivot Grab

FAF on frame 56 -> 50(?)

Down Special

Heals significantly less damage (half?) when used with teammate attacks.  (Note: this change goes for ALL absorbed projectiles for ALL characters, such as G&W Bucket, Villager Pocket, etc.  Learn a new strat cheezers)

 

 

[spoiler Mewtwo]

Ground walk/run speed increased

F-Smash

Hitbox 0 (non-sweetspot) damage 15.0 -> 16.0

Hitbox 0 size 2.0 -> 3.0

Nair

Landing Lag reduced 16 -> 13

Fair

Hits on frame 7 -> 6

Hitbox moved 1 unit forward?

Landing Lag reduced 18 -> 16

Bair

Hitbox 0 moved to a different bone, position adjusted, size 5.1 -> 5.5

Landing Lag reduced 21 -> 17

Uair

Hitbox 1 damage 9.0 -> 10.0

Hitbox 2 damage 7.5 -> 9.0

All hitboxes KBG 100 -> 97

All hitboxes BKB 0 -> 40

Hitbox 0 size 4.7 -> 5.0

Hitbox 1 size 3.9 -> 4.5

Hitbox 2 size 3.1 -> 4.0

Landing Lag reduced 16 -> 13

Dair

Hitboxes moved down one unit

Hitbox duration 2 -> 4 frames

Landing Lag reduced 22 -> 18

Neutral Special

Aerial momentum shift reduced

Side Special

Unknown Grab Box parameters increased (could be size or positioning) (Note:  The game now registers Confusion -> Any Aerial as a true combo while in training mode)

D-Throw

Angle 69 -> 74 (Note: Combos much more easily at certain percents into various options.)

 

 

[spoiler Robin]

Ftilt

Size increased 4.0 -> 5.0, position tweaked

Nair

Hitbox 0/1 (both hits) size increased 4.0 -> 5.0, position tweaked

Hitbox 2 (both hits) size increased 3.0 -> 5.0

Fair (Levin)

Late hitbox size increased 1.5 -> 2.5, position tweaked

Dair (Levin)

Early damage 10 -> 11

Hitbox 1 (non-spike) angle 80 -> 70

Both hitboxes size 4.0 -> 4.5

Transition from early to middle hitboxes after 1 -> 2 frames

Late hit damage 5.0 -> 8.0

New late 6.0 damage hitbox added?

Nair (both)

Landing Lag reduced 20 -> 18

Fair (both)

Landing Lag reduced 20 -> 18

Bair (both)

Landing Lag reduced 21 -> 19

Uair (both)

Landing Lag reduced 20 -> 18

Dair (both)

Landing Lag reduced 28 -> 26

 

 

So Bowser has one of the best combo throws in the game, Charizard's Dash Attack is easier to follow up from, THE REVERSE WARLOCK PUNCH NOW HAS SUPER ARMOR, mewtwo now actually has some better combo starter options, Lucus can react out of a whiffed grab faster, and Robin is just less laggy in general.

 

GG

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