Super Smash Brothers

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PhoenixRises123
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Re: Super Smash Brothers

Post by PhoenixRises123 »

gotMLK7 wrote:Man forecast is looking a little cloudy today
Hey guys, look! A NEW CHALLENGER APPROACHES!
Spoiler : :
https://www.youtube.com/watch?v=HHJSERl760g'Best nintendo direct of the year'
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Spongesonic
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Re: Super Smash Brothers

Post by Spongesonic »

Cloud = New Meta Knight

Just calling it now.
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Wackyman
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Re: Super Smash Brothers

Post by Wackyman »

Spongesonic IN COURT wrote:Cloud = New Meta Knight

Just calling it now.
Everyone is quick to label a DLC character as broken by their trailer alone.

Wait for him to come out first. It's too soon to judge.
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Re: Super Smash Brothers

Post by kwando1313 »

Especially since trailers are supposed to show characters at their most powerful...
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Re: Super Smash Brothers

Post by Jim Raynor »

Welp. Time to ready my Materia. *Grabs the three elements from the beginning of FF7* (Fire, Ice and Bolt/Lighting.)

I'll be trying out Cloud when he comes out, so I best grab a Wii U first.
https://www.youtube.com/watch?v=BJ7NVjZ-Eyg

Golden Sun 4 coming out on the Switch with Golden Sun remakes of the first two games?
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spd12
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Re: Super Smash Brothers

Post by spd12 »

What makes the new DLC character interesting is that they appear to have a mechanic - I assume charging with down+B - to empower EACH of their special moves once full. (Maybe it charges faster if they're already hurt, in accordance to the way it worked in their game of origin.)

This is interesting to me, as it feels like a bit of power creep on paper. They have a reliable, fairly quick projectile they can use without worrying about losing an incomplete charge, compared to Donkey Kong, Samus, Wario, and whoever else of their ilk with special moves that are stored up and then depleted upon use - you have to abstain using them entirely except at full charge, in most circumstances. This new DLC character laughs in the face of this limitation.

Of course, once charged up it appears ANY special move use will expend the meter, so then it falls to how reliable their normal attacks are for staving off the opponent's advances until the perfect moment to unleash whatever strong special move you have in mind. Frame data wise, from estimations, they seem pretty good.

Their standard recovery does not appear to be very good, on the level of Ike. A charged version of this appears to be among the best vertical recoveries in the game, but then you expend the charge doing it. (Losing the charge is, admittedly, much more preferable to losing a stock!!)

In terms of further weaknesses... I wouldn't be surprised if they actually lacked kill power outside of charged special attacks and instead have base knockback/knockback growth rates intended to give them some space to charge up their meter. They might potentially be vulnerable to heavy rushdown if their out-of-shield options aren't very good.

As it is, aside from the power creep in regards to the concept of "stored" special moves, I think this is another winning gameplay design from Sakurai and friends as presented... and I can't wait to play!
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Re: Super Smash Brothers

Post by energizerspark »

so how about those new characters then
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Re: Super Smash Brothers

Post by Spongesonic »

Methinks Nintendo's about to changes Smash Bros. to an M rating...
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PhoenixRises123
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Re: Super Smash Brothers

Post by PhoenixRises123 »

Too bad, the new character trailer said the rating is STILL E for everyone so yeah! :P
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Spongesonic
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Re: Super Smash Brothers

Post by Spongesonic »

Just bought the new DLC with my Christmas money. I don't regret spending a single penny.
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Re: Super Smash Brothers

Post by Ami »

Got bored and started theorycrafting a Smash RPG.

Working with the original twelve:
- Mario: Fighter/Spell-user. Specializes in low-damage multiple attacks, fire magic, and counters.
- Donkey Kong: Berserker. Slow, high-damage attacker with a couple of status-inducing skills.
- Link: Ranger/Tank. Specializes in maneuverability, missile absorption, and usage of traps.
- Samus: Archer. High-speed, high-damage, but low resources/mp and defense.
- Yoshi: Rogue. High-maneuverability, high-speed, status-inducer. Low defenses.
- Kirby: Mimic/Monk. High-damage, but needs combos. Mimics other PC's, but must use own stats.
- Fox: Assassin. High-speed small attacks, some elemental properties, high evasion: but low defenses and attack.
- Pikachu: Mage. Very low defenses, high-range, high-damage, also carries status-inducers.
- Luigi: Fighter/Spell-user. Same as Mario, but trades off some speed for some extra defense.
- Captain Falcon: Monk. High-damage/maneuverability, low defenses.
- Ness: Artificer. High focus on various powerful attacks, but stats generally low and requires patience to build up.
- Jigglypuff: Bard. High-risk, high-reward stat-inducer that can crowd control from afar, but needs to be dangerously close to do any damage. Low defenses and speed, but some maneuverability.
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Re: Super Smash Brothers

Post by Syrusalpha88 »

Anyone main Mr. Game and Watch here?
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Jim Raynor
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Re: Super Smash Brothers

Post by Jim Raynor »

So it's that time of the year again! Starring a new Super Smash Brothers game!

Super Smash Bros. is coming to Nintendo Switch!

I realize that this has been over a month at this point, but this is still the perfect time. This shall be put up in the main post of this topic.
https://www.youtube.com/watch?v=BJ7NVjZ-Eyg

Golden Sun 4 coming out on the Switch with Golden Sun remakes of the first two games?
Was previously Ryuusai09.
Image
Credit to Gumpei.


Grant Kirkhope is one of my favorite video game composer.
My favorite video game companies: Nintendo, Blizzard, former Rare, and former 3DO Company before it shut down.
Spoiler : Favorite characters in video games :
Starcraft: Jim Raynor, Fenix, Tassadar, Zeratul, Artanis, Alexi Stukov
Army Men: Sarge Hawk, Riff
Warcraft: Grommash (Grom) Hellscream, Thrall
Ace Attorney: Phoenix Wright, Miles Edgeworth (And a GK2 character which I shall not add here.)
SRT/SRW: Sanger Zonvolt, Kyosuke Nanbu, Elzam V. Branstein
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