thechristoph
Sir!
there's a couple of challenges regarding 100-Man Smash... so maybe you didn't waste your time after all.
Oy... How about Target Smash? I use all my hammers on the lame-ass Target Smash challenges.
there's a couple of challenges regarding 100-Man Smash... so maybe you didn't waste your time after all.
Yup, Circle Pad is not good for Smash. My only problem with the controls.I can't count how many times I've lost a stock because it interpreted my Up+B as a Side+B and vice versa.
On the bright side, at least your opponents have to use the same controller!I can't count how many times I've lost a stock because it interpreted my Up+B as a Side+B and vice versa.
Hmm better than me? xDI have to give jrDev his props. He is a damn good Little Mac.
How come the Lakitu trophy looks like it was ripped from an N64 game? Really weird.
I can't count how many times I've lost a stock because it interpreted my Up+B as a Side+B and vice versa.
Better than Brawl, but still closer to Brawl than to Melee.Sorry if this has been asked a bunch, but this question goes out to anyone who loved Melee and wasn't a fan of Brawl who picked up the 3DS version:
If the 3DS version is any indication of how it will play on Wii U, how does this iteration stack up against Melee/Brawl?
Is there two Lakitu trophies? The one I have is his NES sprite.
I think it's the opposite in this game. I noticed a half charged waft dealt more damage in this game but not as much knockback as a full one. Need to check it out on training.
Also my favorite thing about the new Wario: wheelie kills. Sooo satisfying to land.
I will have to agree. Taking the nostalgia goggles off, Melee is overrated. Still though, the Wii U version better have "Break the Targets" or I will be very sad.I like this way better than both Brawl and Melee. WiiU version will no doubt be the best Smash to date.
I just wanted to say that you can complete this challenge in the practice mode of StreetSmash. You don't need to StreetPass a single person.I think a good choice would be the "KO opponents by knocking them into each other 20 times in Streetsmash" if you don't get Streetpasses often.
Hmm better than me? xD
Well of course, custom equipment is so broken.Gave 9.0 a shot, ended with 7.5 as Bowser. Kirby crew made me go down to 8.0. Almost had Core at that level, but he got the last hit. Guess I am going to have to use customs to get by...
Is it just me or is Mario not that bad? I've definitely played him the most because of the demo, but I was surprised to win one of my For Glory matches (3 W 12 L) using Mario. Do I just suck at using everyone else?
Oy... How about Target Smash? I use all my hammers on the lame-ass Target Smash challenges.
This game does feel a little empty in terms of single player modes. You have several, but somehow it doesn't feel as well rounded and complete as the previous ones; I guess because Smash Run doesn't feel like a very successful single player mode to me. So that leaves no analogous feature to replace Adventure mode from Melee or SSE in Brawl. And nothing in place of Event mode either.Still though, the Wii U version better have "Break the Targets" or I will be very sad.
you should have saved them for the streetpass ones, they are FAR more annoying.
(at least in my city... it looks like nobody owns a fucking 3DS here)
Very enjoyable write up. Been using Ness a lot in PM lately so I'm really interested in trying him in this game, so that's very helpful. Used him in Brawl occasionally but never really got the hang of him.ness
Target Smash is easy once you figure out how it works.
All the StreetSmash ones can be done on practice mode. Set Opponents to 1 for the "Counter 10 times" and to 12 for the "KO 20 foes by knocking other people into them".
I just wanted to say that you can complete this challenge in the practice mode of StreetSmash. You don't need to StreetPass a single person.
I wasn't saying it out loud, no, but thoughts on Ness are plenty appreciated from my point of view. Especially well reasoned ones like these. Was thinking of giving him a go, I was okay with Lucas in Brawl, so maybe I can pick up Ness pretty fast.Its the writeup nobody asked for, my thoughts on Ness.
damn, I didn't know that... LOL, thanks man.
also, holy shit @ the video. that was awesome.
Oh haha that's nice to know!Target Smash is easy once you figure out how it works.
All the StreetSmash ones can be done on practice mode. Set Opponents to 1 for the "Counter 10 times" and to 12 for the "KO 20 foes by knocking other people into them".
Hell yeah! Master Core beaten at intensity 9.0 finally!
Nice game and watch!
so, am i the only one who absolutely loves robin?
Yeah. Seems like a good edge guard as well if you time it properly. I managed to kill some people who were trying to recover with it. It's a really safe option since the bike protects Wario as wellDoesn't the wheelie drop kill super early? Wario is full of surprises it seems.
Its the writeup nobody asked for, my thoughts on Ness. I do think that the potential for Ness has been underestimated by some knee jerk Ness players on here early on, so I thought Id offer a more positive, correct view on the differences between Smash4 Ness and his Brawl counterpart. For any Ness mains or potential Ness players, I hope this helps.
- Gameplay Changes
There have been some pretty significant changes to the fighting system for Smash 4, and as fars as I can tell, Ness has pretty much benefited from nearly every change. Most of the system problems that plagued Ness in Brawl have been cured with the new changes.
Grabbing One of Ness mains worst nightmares. Ness had a weird frame issue in Brawl where if he was grabbed and pummeled without being thrown, he would be released close enough to the opponent for them to get an attack move off, often a smash attack for certain characters. This looks to have been corrected. The 2nd, and far worse, was the Marth infinite grab. Marth, with his stupid ridiculous grab range, was able to infinitely re-grab Ness, pummeling him until the percentage got high enough to hit a smash attack out of grab. It was a guaranteed 0 to death move. Now after grab releasing, an opponent cannot re-grab for about a second or two. This effectively eliminates the grab release against Ness.
The Ledge Game The new mechanics ( in addition to the buff to pkthunder discussed later) have greatly improved Ness ability to recover. PK2 was easy to predict with the startup, and Ness was often gimped off the stage by simply timing correctly when to ledge grab and prevent Ness from grabbing. That has been eliminated, and greatly improves Ness ability to recover.
- Chararacter Changes
Ness has received both cosmetic and gameplay changes to his movesets. Some buffs, and some nerfs, and some moves that work quite differently. I will discuss the changes here and reach a verdict if it was overall an improvement, or a nerf. I will only list the moves that have important enough changes.
Attacks
F-Smash: a slight buff. It looks to be more powerful, and seems to come out slightly quicker. It is still very slow and situational though. Use sparingly.
Verdict Slight Buff
D -Smash and U-Smash: I admittedly have not messed with these enough to give a full verdict. The yo-yos no longer hang out while they charge, which is unfortunate. Up Smash looks to have better KO potential. Range seems the same. Need more time.
Verdict Neutral
Back Air: Not as good as its Brawl counterpart. I dont know if its the 3ds controls, but I seem to have a lot more difficulty busting it out low to the ground, which makes it much harder to be a harassing tool. Might have slightly more range now. It doesnt seem as powerful as before. Still, it is a very useful kill move and can be used effectively as a follow up to other attacks. Very good still to use off the ledge. Watch out for the landing lag though. That also seems to have gotten worse.
Verdict Slight Nerf
Forward Air : I am loving this move. Nesss fair has always been great, but this time it has some incredibly interesting properties that allow you to chain it together. First off, yeah it seems smaller than Brawls fair, but I havent actually noticed much of a difference with the hitbox. It doesnt do as much damage as the old fair, but its made up for by the new properties. Essentially, when you hit someone who is in the air with this move, the fair acts as sort of a magnet that pulls the character to whatever direction you are going, with a hit back at the end. For example, if I hit the fair while falling down, the opponent will fall down with me. There is a slight knockback afterwards too where the opponent is stunned. At certain percentages, this allows you to chain up to 4 fairs or so depending on the setup. Ive been in situations where I have literally moved a character from one side of the stage to the other with fair chains. In
addition, it seems to kill at earlier percentages too, so if you can hit an opponent off stage with a high enough percentage, it could kill them. Moreso than ever, this is one of Nesss most important moves. You have to learn how to bust this move out in a variety of ways if you are going to have any success.
Verdict Big Buff
Down Air: Now for the sad news. Man o man has this move been nerfed. The landing lag on this is atrocious. You can no longer short hop dair with any sort of confidence, which removes it as a nice changeup to approaching vs fair. You will be open to attack every time. The meteor effect (spike) has been significantly reduced. It still has its merits in very situational spots, but overall its effectiveness has been severly reduced.
Verdict: Big Nerf
Specials
PK Thunder and PK2 (Up B): Oh man, I am so excited about this move now. I used PK Thunder a harass tool to great effect in Brawl, and everything about it is safer, and better this time around. First off is regular PK Thunder. The ball is slightly bigger, making it easier to hit, and they fixed the knockback seemingly at early percentages so that the enemy isnt knocked back so close to you that they can follow up with a move while you are still in pkthunder frames. The real big change though, is thanks to Smash4s incredibly bad landing lag frames when someone airdodges to the ground. It lasts forever. In Brawl, a person would simply air dodge to the ground and hit the shield. Now though, if you time it right, you can hit the opponent every damn if they try this. Opponents will now have to out think where you are going with the pk thunder to avoid it, or hit some sort of aerial move to cancel it out, which is much harder than simply dodging. Faster
characters are still a problem and can quickly recover and hit you, so be careful.
PK2 has received some buffs as well. One of the big issues with Ness recovery in the past was people jumping and hanging around the top of Ness, waiting for PK Thunder so that they could get hit by it and cancel Ness recovery. Now though, there are a few invincibility frames on startup, which prevents this from happening. The opponent can still cancel it out by going behind Ness and hitting the thunder later in the cycle, but its much harder to do. Also, it seems like PK2 is a little bit stronger towards the tail end of the attack. In Brawl it got significantly weaker towards the end. Still, the sweet spot is hitting it close. The incredibly important buff, however, is due to the landing lag most characters have now with air dodge and other moves. It is much easier to make an opponent air dodge pkthunder while they are falling, and immediately follow up with a pk2 for the kill. Pk2, in my opinion, has now become a more common tool to use in a
wider variety of situations.
Verdict: Big Buff
PK Flash (neutral B): Not much of a change, but I did want to note that it seems easier to hit people recovering to the edge, at least it feels that way. I will have to use it more to see how accurate this is.
Verdict: neutral
PKFire: I havent notice much of a change. Diing out of it seems about the same. Might have a few extra frames of animation, but it is minimal if you know how to use it right, and thats the key. Most Ness players who talk negatively about pkfire have no idea how to use pkfire. Its a setup move, and you have to know when to use it to setup.
Verdict: neutral
Magnet: Pretty much the same. Seems to come out quicker than before. It is visibly bigger, but I dont know if the range has increased or not. It received both a nerf and a buff in the air though. It no longer has the constant stopping effect as before when used in the air. This was good for tricking opponents into miscalculating your falling speed. Instead though, a cool new feature is if you jump and immedietly magnet afterwards, you do a really cool float effect that lasts for a second or so. I can see this as having potential, so for now I am going to say this breaks even.
Verdict: neutral
Conclusion:
There are other minor things, but I felt those were some of the more important points. Back Throw is still a beast, and Ness has other qualities that all round out to make him a versatile character. Although early in the game, I have yet to find a character that I cannot build a strategy around with Ness. He is also a good counter to some often used characters at the moment, such as Little Mac. I will be doing a follow up later with my strategies for all you Ness mains. Hope this helps any current or potential Ness players out there.
I didn't say it sucks, I said it is annoying.
What smash is about to me gets all muddled and distant in that scene. I also think a huge amount of competitive-only players are too haughty about their playstyle, giving it unearned cred and looking down too much on people who aren't so strict about rules.
Again, comparing to FPS (I do this b/c there aren't many fighters with items) you can easily come across a handful of people with weapons that put you at a disadvantage. How engagements form is fairly random, and you have to deal with unexpected uneven play skillfully, and also properly capitalize on advantages you get. It's a preference to have something pure from chance elements, but I wouldn't say it's inherently superior.
Competitive smash is like a FPS no grenades/rockets/snipers/health packs. You'll get more purity of positioning and timing play, and you can say your kills were definitely 100% skill, but it is less interesting in the end. Just overboard IMO especially when the design lends itself to chaos so nicely, and working with chance elements is also a valid skill not just "cheap" always. I don't have any problem recognizing this is a preference issue, and that is why I just say it is "annoying" to me.
THAT SAID, I do think some levels weigh too hard on the hazard side of things. Wily Castle is a good example. The stupid robot affects like 80% of the stage. At that point you aren't opening up new aspects of gameplay, you are just greatly stifling tons of options.
This happens the most to me with greninja.I can't count how many times I've lost a stock because it interpreted my Up+B as a Side+B and vice versa.
And I already have that one. Having 2 brothers that also have smash is a great helpYeah. The only one in practice mode that can't be done is getting StreetPass from 5 people.
This happens the most to me with greninja.
Huh?Gotta bob and weave vs mac, geez