Super Smash Bros. 4: Difference between revisions

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**Additionally, every stage now has an "Ω Form", where the stage's layout is altered into that of [[Final Destination]]. These forms cannot be played on in the For Fun mode, while they are the only forms available in the For Glory mode.
**Additionally, every stage now has an "Ω Form", where the stage's layout is altered into that of [[Final Destination]]. These forms cannot be played on in the For Fun mode, while they are the only forms available in the For Glory mode.
*The mechanics of grabbing [[ledge]]s have undergone an unprecedented overhaul<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYngiZ2EwA</ref>. Most notably, [[edge-hogging]] has been removed entirely, as attempting to grab a ledge that someone else has already grabbed onto will now gently remove them from the ledge and "steal" it, a mechanic known as "ledge trumping". This changes the entire edge metagame, with players now having to attack opponents that they have ledge trumped instead of completely stopping their recovery by grabbing the edge, along with making edgeguarding more reliant on [[stage spike]]s and meteor smashes. On the other hand, ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable. An additional overhaul is the elimination of most [[planking]] stall strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and no intangibility at all will be granted if a fighter grabs the ledge twice without touching the ground or being hit (making them more open to [[edgeguard]]ing). Finally, the difference between fast and slow edge options based on current damage has been removed.
*The mechanics of grabbing [[ledge]]s have undergone an unprecedented overhaul<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYngiZ2EwA</ref>. Most notably, [[edge-hogging]] has been removed entirely, as attempting to grab a ledge that someone else has already grabbed onto will now gently remove them from the ledge and "steal" it, a mechanic known as "ledge trumping". This changes the entire edge metagame, with players now having to attack opponents that they have ledge trumped instead of completely stopping their recovery by grabbing the edge, along with making edgeguarding more reliant on [[stage spike]]s and meteor smashes. On the other hand, ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable. An additional overhaul is the elimination of most [[planking]] stall strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and no intangibility at all will be granted if a fighter grabs the ledge twice without touching the ground or being hit (making them more open to [[edgeguard]]ing). Finally, the difference between fast and slow edge options based on current damage has been removed.
*A new mechanic known as [[rage]] has been implemented; this increases the player's [[knockback]] dealt (but not damage dealt) when at high damage percentages, starting at 50% and capping at 150%. This works similar to the [[Aura]] effect, which rewards characters if they survive until high percentages – this is especially beneficial to heavyweights, who can easily survive to high percentages and use rage to full effect. The rage effect is made more visible after 100%, as characters begin emitting steam and flashing red.<ref>[https://www.youtube.com/watch?v=iZPxLLaL4N8 The "Rage Effect"]</ref>
*A new mechanic known as [[rage]] has been implemented; this increases the player's [[knockback]] dealt (but not damage dealt) when at high damage percentages, starting at 50% and capping at 150%. This works similar to [[Lucario]]'s [[Aura]] effect, which rewards characters if they survive until high percentages – this is especially beneficial to heavyweights, who can easily survive to high percentages and use rage to full effect. The rage effect is made more visible after 100%, as characters begin emitting steam and flashing red.<ref>[https://www.youtube.com/watch?v=iZPxLLaL4N8 The "Rage Effect"]</ref>
*[[Grab]]bing an opponent will miss if the opponent has been thrown or has escaped from a grab within the past second. This mechanic mitigates against [[chain grab]]s, which were not only possible but readily exploitable in previous games.
*[[Grab]]bing an opponent will miss if the opponent has been thrown or has escaped from a grab within the past second. This mechanic mitigates against [[chain grab]]s, which were not only possible but readily exploitable in previous games.
*Random [[tripping]] introduced in ''Brawl'' has been removed. However, forced tripping remains, as shown by the return of the [[banana peel]] item.
*Random [[tripping]] introduced in ''Brawl'' has been removed. However, forced tripping remains, as shown by the return of the [[banana peel]] item.