User:FirstaLasto/SSB4 Change Opinions: Difference between revisions
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*'''Jump Attack'''<br>YES. Not only does this just make me happy by principle (his side smash in 64 was the closest thing we've had to it), but it actually looks useful. The high vertical reach and quick forward momentum have potential as an effective linker (no pun intended), but also as a much faster ending DACUS substitute, hold the | *'''Jump Attack'''<br>YES. Not only does this just make me happy by principle (his side smash in 64 was the closest thing we've had to it), but it actually looks useful. The high vertical reach and quick forward momentum have potential as an effective linker (no pun intended), but also as a much faster ending DACUS substitute, hold the CUS. | ||
*'''Dair meteor'''<br>This actually seems like more of a nerf than a buff. Link has never been mobile enough for offstage combat, and his dair has been an effective onstage finisher. By making it meteor during certain frames, I can see it happening a lot that accidental meteors onstage will save opponents from star KOs. I hope they decide to revert this. | *'''Dair meteor'''<br>This actually seems like more of a nerf than a buff. Link has never been mobile enough for offstage combat, and his dair has been an effective onstage finisher. By making it meteor during certain frames, I can see it happening a lot that accidental meteors onstage will save opponents from star KOs. I hope they decide to revert this. | ||
Revision as of 10:10, May 3, 2014
Another SSB4 page that I can compare to the game once it's out. Cuz I feel like it.
Note: These are changes from Brawl.
Global
- Falling speed increased
Seems like a positive change. I didn't find Melee too fast, but it doesn't bother me that it's still slower than that. - Characters face screen more
Outside of taunts, this doesn't seem necessary, but as long as this doesn't cause any hitbox related issues, I don't care. - Jabs transition into launching attacks
Great idea, thank you Sakurai! - Ledge options no longer based on damage
I dunno, I thought the way it used to be made sense. Justified using percentages for damage. As long as they make 100% mean something else, I guess it's fine. - Ledges can be stolen
As long as edge-hogging is still possible, this seems fine; it really depends exactly how it works. Might help with character balance. - Ledge invincibility varies
Yes, please. Ledge stalling is annoying. - Earning a KO has the attacker flash
On one hand, this makes it easier to see who is getting the KOs in a timed battle without looking at the hud. On the other hand, it might promote vengeful play more in stock battles. From a competitive standpoint, it's irrelevent, though. - Multiple tethers per ledge
It makes sense, but I don't see this happening very often during normal play. Maybe on the rare occasion that you're playing a 4 player match, two players happen to be characters with tethers (which seem to be even rarer than in Brawl), and they both happen to get knocked offstage about the same distance and decide to recover in the same way. Yeah, pretty likely.
Mario
No known significant changes yet.
Luigi
- Scuttle Jump
Looks kinda strange for an initial jump, but as an aerial jump it would look too much like a flutter jump. Whatever, it's at least sensible within the source games logic. - Poltergust
Kinda disapointed it isnt his down special, but it makes more sense than Negative Zone as a final smash.
Peach
- Ribbon Smash
Although it resembles her previous up smash, I get the feeling this is actually her new down smash. The wide range, new rainbow attack, and history of her old down smash being difficult to balance all lead me to believe this. And as a down smash, this seems more interesting than her old one. - Rainbow
Assuming im correct about the above move, this is likely a new up smash. Since we have no info on duration, power, and knockback direction, its hard to judge, but the old up smash always felt good to hit with. Hopefully this one will as well.
Bowser
- New running animation
About time. - Base launch resistance
This sounds really interesting. I imagine it will make approaches against him more difficult. - New attacks involving punches and kicks
Aside from the improved range some of these seem to imply, I like that this new fighting style better justifies the Flying Slam. Bowser seems almost like a Luchador. - StF down aerial
Seems redundant when his down special is already a StF.
Donkey Kong
- Different grounded Spinning Kong animation
Being that the move has different properties when grounded, this is quite sensible. I hope they do this for every such situation. - Rolling dash attack
I actually found DKs old dash attack pretty useful. This one looks to have less favorable hitboxes and more cooldown. Still, it's always nice to see them replace a Smash only move with one taken from the source games.
Diddy Kong
- Overall improved reach
Diddy was always among my least favorite characters because of the strange hitboxes on many of his attacks. This will likely make him a lot more fun to use. - Popgun overcharge blast
Seems impractical, but I guess that depends on other potential mechanics changes we have yet to learn about, such as something that makes shield breaks actually occur at times (like in SSB64). - Rocketbarrel horizontal boost
Diddy Kong never really had trouble with recovery, but the increased falling speed might have changed that, so I guess this is okay.
Yoshi
- Upright stance
...okay, thats cool and all, but why does Sakurai consider it a big enough change to justify a late reveal? I get the feeling that he had more technical reasons for showing him late. - Rainbow egg trails
First, I'd like to address something a lot of people complain about. Why are Yoshi's eggs always green regardless of color palette? Well, if you've played Yoshi's Island, you'd know that all the Yoshi's in that game produce green eggs. The egg color has a different meaning there, with yellow and red being different states for an egg (which was used for Yoshis shield). That all said, the rainbow trails make me think they might have decided to ditch this Smash and use egg colors based on palette. I can't think of why else they would have used a rainbow trail of all things unless the eggs could potentially be a ton of other colors. Personally, I don't care whether or not the eggs stay green; both ways are justified in some manner.
Link
- Jump Attack
YES. Not only does this just make me happy by principle (his side smash in 64 was the closest thing we've had to it), but it actually looks useful. The high vertical reach and quick forward momentum have potential as an effective linker (no pun intended), but also as a much faster ending DACUS substitute, hold the CUS. - Dair meteor
This actually seems like more of a nerf than a buff. Link has never been mobile enough for offstage combat, and his dair has been an effective onstage finisher. By making it meteor during certain frames, I can see it happening a lot that accidental meteors onstage will save opponents from star KOs. I hope they decide to revert this.
I'll finish the rest of this page later.
Contention Corner
Post down here if you've got a disagreement you want to point out or whatever.
With Yoshi's "late" reveal, I think it was just Sakurai trolling the fanbase for expecting Yoshi so much and trying to make his reveal a bit more "unexpected", and Sakurai just pulled the stance delaying his reveal justification out of his ass (especially when Bowser got the same upright stance change plus so much more, and yet was in the initial trailers).
With Diddy, the Peanut Popgun probably isn't really meant to be practical, but rather just be a fun sensible change (seriously, why wouldn't the explosion hurt you?) Plus it gives Diddy a heavy punish on incapacitated opponents, when Diddy had a really weak punish in such situations before (and if it's really strong, maybe a unique HRC finisher too). And with Rocketbarrel covering more horizontal, I think that is because Monkey Flip is being removed for a new move, so that change was made to help compensate Diddy's horizontal recovery.
Also, with the tethers, instead of multiple tethers being able to grab the ledge, I think it means that grabbing the ledge will no longer prevent tethers from grabbing them altogether, much like how they work in PM. Omega Tyrant 02:19, 1 May 2014 (EDT)
- I thought the same thing about Monkey Flip, but I couldn't come up with a replacement. That said, I don't play enough DKC to know much about diddys potential moves.
- As for tethers, the way it was worded, "Multiple fighters can latch on--who actually grabs hold is determined by the same rules as the standard ledge grab.", makes it sound like grabbing the ledge will make any tethers fall off, but its not specific enough to tell at this point. (Also, sorry, I don't play PM. Reversing progress to make the game more like Melee (re-removal of victory screen background, recloning semi-cloned characters, ect) is just silly. Mewtwo almost makes me reconsider, but I think I can count on Smash 4 for my Mewtwo fix.) ♡FirstaLasto♥ 02:42, 1 May 2014 (EDT)
- Simply, PM made it so tethers can still latch onto occupied ledges. It's one of the good nonquestionable changes PM actually made. Omega Tyrant 02:56, 1 May 2014 (EDT)
- Yeah, that sounds like an acceptable way to boost their effectiveness, since you can still be hit while tether hanging. I'm not sure how much sense it makes from a realistic viewpoint, though. Two tethers can grab on because they are both rather small at the end and dont get in eachothers way, but when a whole body is in the way... Yeah, if they decided to do that for Smash 4, I wouldn't mind terribly, but I doubt thats what Sakurai meant. ♡FirstaLasto♥ 03:12, 1 May 2014 (EDT)
- Simply, PM made it so tethers can still latch onto occupied ledges. It's one of the good nonquestionable changes PM actually made. Omega Tyrant 02:56, 1 May 2014 (EDT)