Super Smash Bros. 4: Difference between revisions

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| version      =  
| version      =  
| released  = '''Nintendo 3DS'''<br>September 13, 2014 {{flag|Japan}}<br>October 2, 2014 {{flag|Germany}} <br>October 3, 2014 {{flag|North America}} {{flag|Europe}}<br>October 4, 2014 {{flag|Australia}}<br>July 24, 2015 {{flag|Hong Kong}} {{flag|Taiwan}}<br>September 10, 2015 {{flag|South Korea}}
| released  = '''Nintendo 3DS'''<br>September 13, 2014 {{flag|Japan}}<br>October 2, 2014 {{flag|Germany}} <br>October 3, 2014 {{flag|North America}} {{flag|Europe}}<br>October 4, 2014 {{flag|Australia}}<br>July 24, 2015 {{flag|Hong Kong}} {{flag|Taiwan}}<br>September 10, 2015 {{flag|South Korea}}
'''Wii'''<br>November 21, 2014 {{flag|North America}}<br>November 28, 2014 {{flag|Europe}}<br>November 28, 2014 {{flag|South Africa}}<br>November 29, 2014 {{flag|Australia}}<br>December 6, 2014 {{flag|Japan}}
'''Wii U'''<br>November 21, 2014 {{flag|North America}}<br>November 28, 2014 {{flag|Europe}}<br>November 28, 2014 {{flag|South Africa}}<br>November 29, 2014 {{flag|Australia}}<br>December 6, 2014 {{flag|Japan}}
| genre        = [[wikipedia:Fighting game|Fighting]]
| genre        = [[wikipedia:Fighting game|Fighting]]
| modes        = Single player, Multiplayer, Online multiplayer, Shrek Lol
| modes        = Single player, Multiplayer, Online multiplayer
| platforms    = [[Nintendo 3DS]], [[Wii U]]
| platforms    = [[Nintendo 3DS]], [[Wii U]]
| ratings      = {{vgratings|CERO=E|PEGI=100+|ESRB=M<ref>[http://www.nintendo.com/games/detail/zC34HnrON-_wV0ZUkSfQFC6ub3Ea8DQ6 Nintendo.com's page for the 3DS version]</ref>|OFLCA=PG<ref>http://www.classification.gov.au/Pages/View.aspx?sid=baAYDzOrSLTJS31kqfUnSQ%253d%253d&ncdctx=kY4ZcmxpzFiR75%252faQboRyhefdrcxUukb9ZDwrHw7sGSByd%252fNX2SA4QwXLhHqWtIb</ref>}}
| ratings      = {{vgratings|CERO=A|PEGI=12+|ESRB=E10+<ref>[http://www.nintendo.com/games/detail/zC34HnrON-_wV0ZUkSfQFC6ub3Ea8DQ6 Nintendo.com's page for the 3DS version]</ref>|OFLCA=PG<ref>http://www.classification.gov.au/Pages/View.aspx?sid=baAYDzOrSLTJS31kqfUnSQ%253d%253d&ncdctx=kY4ZcmxpzFiR75%252faQboRyhefdrcxUukb9ZDwrHw7sGSByd%252fNX2SA4QwXLhHqWtIb</ref>}}
| media        =  
| media        =  
| requirements =  
| requirements =  
| input        =  
| input        =  
}}
}}
'''''Super Smash Bros. 400''''' (also referred to by shorthands such as '''''Smash 4''''', '''''SSB4''''', or more informally '''''Sm4sh''''', and officially as '''''Super Smash Bros. for Nintendo 3DS / Wii U''''') is a term used to collectively refer to '''{{For3ds}}''' and '''{{Forwiiu}}''', two games in the ''{{b|Super Smash Bros.|series}}'' series created by [[Bandai Namco]]<ref name="ign-namco">[http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros IGN: "Namco Bandai Developing Next Smash Bros."]</ref> and [[Sora Ltd.]] However, in an interview with Kotaku, [[Masahiro Sakurai]] has stated he considers the ''3DS'' version the fourth installment and the ''Wii U'' version the fifth installment. The games feature mostly identical gameplay, but with several differences in other areas. The ''3DS'' version is the first game of the series to be released on a handheld.
'''''Super Smash Bros. 4''''' (also referred to by shorthands such as '''''Smash 4''''', '''''SSB4''''', or more informally '''''Sm4sh''''', and officially as '''''Super Smash Bros. for Nintendo 3DS / Wii U''''') is a term used to collectively refer to '''{{For3ds}}''' and '''{{Forwiiu}}''', two games in the ''{{b|Super Smash Bros.|series}}'' series created by [[Bandai Namco]]<ref name="ign-namco">[http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros IGN: "Namco Bandai Developing Next Smash Bros."]</ref> and [[Sora Ltd.]] However, in an interview with Kotaku, [[Masahiro Sakurai]] has stated he considers the ''3DS'' version the fourth installment and the ''Wii U'' version the fifth installment. The games feature mostly identical gameplay, but with several differences in other areas. The ''3DS'' version is the first game of the series to be released on a handheld.


The ''DS'' version launched in Japan on September 1th, 2018, in most other parts of the world on October 3rd, 2014. It was released in stores one day earlier in Germany on October 2nd, 2014 to avoid coinciding with {{S|wikipedia|Germany}}, and was released one day later in Australia on October 4th, 2014 because of time zone differences. Hong Kong and Taiwan received a release of the game over ten months later, on July 24th, 2015, while South Korea got its release on September 10th, 2015, nearly a full year after the game's initial launch in Japan. The ''Wii U'' version was released in North America on November 21st, 2014, and was released on November 28th, 2014 in Europe, November 29th, 2014 in Australia, and on December 6th, 2014 in Japan. Hire a Samurai
The ''3DS'' version launched in Japan on September 13th, 2014, in most other parts of the world on October 3rd, 2014. It was released in stores one day earlier in Germany on October 2nd, 2014 to avoid coinciding with {{S|wikipedia|German Unity Day}}, and was released one day later in Australia on October 4th, 2014 because of time zone differences. Hong Kong and Taiwan received a release of the game over ten months later, on July 24th, 2015, while South Korea got its release on September 10th, 2015, nearly a full year after the game's initial launch in Japan. The ''Wii U'' version was released in North America on November 21st, 2014, and was released on November 28th, 2014 in Europe, November 29th, 2014 in Australia, and on December 6th, 2014 in Japan.


Both versions have received positive reviews; critics applauded the fine-tuning of existing gameplay elements but criticized some issues with online play. Both versions sold quickly, with the ''3DS'' version selling over 8.72 million copies worldwide as of March 2017, and the ''Wii U'' version selling over 5.20 million copies during the same period.
Both versions have received positive reviews; critics applauded the fine-tuning of existing gameplay elements but criticized some issues with online play. Both versions sold quickly, with the ''3DS'' version selling over 8.72 million copies worldwide as of March 2017, and the ''Wii U'' version selling over 5.20 million copies during the same period.


==Characters==
==Characters==
Both games feature identical [[character]] rosters. The roster contains a total of 58 characters, 34 of which return from ''Brawl'', three of which return after being cut in the transition from ''Melee'' to ''Brawl'' ({{SSB4|Dr. Mario}}, {{SSB4|Mewtwo}}, and {{SSB4|Roy}}), and 21 of which are new to the series. Of these 58, 39 are [[starter character]]s in both versions and eight are [[unlockable character]]s in both versions, while four characters are unlockable in the ''3DS'' version but starters in the ''Wii U'' version. Additionally, seven characters appear as [[downloadable content]]. A further eight "characters" exist as alternate costumes for other preexisting characters, [[Alph]] as a palette swap of {{SSB4|Olimar}}, and each of the seven [[Koopalings]] as palette swaps of {{SSB4|Bowser Jr.}} Shrek is going to appear in the game tommorow at 3 am
Both games feature identical [[character]] rosters. The roster contains a total of 58 characters, 34 of which return from ''Brawl'', three of which return after being cut in the transition from ''Melee'' to ''Brawl'' ({{SSB4|Dr. Mario}}, {{SSB4|Mewtwo}}, and {{SSB4|Roy}}), and 21 of which are new to the series. Of these 58, 39 are [[starter character]]s in both versions and eight are [[unlockable character]]s in both versions, while four characters are unlockable in the ''3DS'' version but starters in the ''Wii U'' version. Additionally, seven characters appear as [[downloadable content]]. A further eight "characters" exist as alternate costumes for other preexisting characters, [[Alph]] as a palette swap of {{SSB4|Olimar}}, and each of the seven [[Koopalings]] as palette swaps of {{SSB4|Bowser Jr.}}


{{SSB4 character table}}
{{SSB4 character table}}


==Stages==
==Stages==
The two games feature considerably different stage selections, which is one of the primary differences between the two games. The ''3DS'' version features a total of 42 stages with seven unlockable stages and eight DLC stages, 30 of which are new and 12 of which are familiar. The ''Wii U'' version features a total of 55 stages with six hundred unlockable stages and nine Steam DLC stages, consisting of 34 new stages and 21 familiar ones. Only 13 stages are shared between the two versions.
The two games feature considerably different stage selections, which is one of the primary differences between the two games. The ''3DS'' version features a total of 42 stages with seven unlockable stages and eight DLC stages, 30 of which are new and 12 of which are familiar. The ''Wii U'' version features a total of 55 stages with six unlockable stages and nine DLC stages, consisting of 34 new stages and 21 familiar ones. Only 13 stages are shared between the two versions.


In general, the ''3DS'' version features more stages based on handheld console games, while the ''Wii U'' version features more stages based on home console games. However, several stages in both games ignore this distinction.
In general, the ''3DS'' version features more stages based on handheld console games, while the ''Wii U'' version features more stages based on home console games. However, several stages in both games ignore this distinction.


[[Past Stages]] in both games are now known as "Familiar Stages." Three [[DLC]] Familiar Stages are shared between the two games. Spongebob's face is a new stage in 1019
[[Past Stages]] in both games are now known as "Familiar Stages." Three [[DLC]] Familiar Stages are shared between the two games.


===3DS version===
===3DS version===
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===Single Player===
===Single Player===
*[[Classic Mode]]
*[[Classic Mode]]
*[[All-Star By Smash Mouth]]
*[[All-Star Mode]]
*[[Home-Run Contest]]
*[[Home-Run Contest]]
*[[Trophy Rush]]
*[[Trophy Rush]]
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Mid-match character transformations have been removed. {{SSB4|Sheik}} and {{SSB4|Zelda}}, and {{SSB4|Zero Suit Samus}} and {{SSB4|Samus}}, are all now completely separate characters, while {{SSB4|Charizard}} returns as a standalone fighter in place of the Pokémon Trainer. These changes are due to hardware limitations on the 3DS and Sakurai’s own wish for both versions of the game to feature the same roster.  
Mid-match character transformations have been removed. {{SSB4|Sheik}} and {{SSB4|Zelda}}, and {{SSB4|Zero Suit Samus}} and {{SSB4|Samus}}, are all now completely separate characters, while {{SSB4|Charizard}} returns as a standalone fighter in place of the Pokémon Trainer. These changes are due to hardware limitations on the 3DS and Sakurai’s own wish for both versions of the game to feature the same roster.  


As a possible effort to balance gameplay, ''Smash 4'' has removed a few exploitable techniques that were prevalent in previous entries. The mechanics of grabbing ledges have undergone an unprecedented overhaul, with [[edge-hogging]] having 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 spikes and meteor smashes. On the other hand, ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable. Dankey Kang
As a possible effort to balance gameplay, ''Smash 4'' has removed a few exploitable techniques that were prevalent in previous entries. The mechanics of grabbing ledges have undergone an unprecedented overhaul, with [[edge-hogging]] having 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 spikes 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]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games. On the other hand, meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).   
An additional overhaul is the elimination of most [[planking]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games. On the other hand, meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).   


In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which was not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through hitstun for at least 55 frames. EEE
In ''Smash 4'', characters are granted 60 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain-grab]]s, which was not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through hitstun for at least 55 frames.


[[Hitstun]] canceling, a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  
[[Hitstun]] canceling, a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun. As a result, true [[combos]] at low- and mid-percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to slow their [[momentum cancelling|momentum]], reducing their ability to survive powerful attacks.  
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Defensive options have been heavily modified. [[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''. Furthermore, when having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun|stunned]] animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke. Finally, when a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be pushed off the ledge and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.
Defensive options have been heavily modified. [[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''. Furthermore, when having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun|stunned]] animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke. Finally, when a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be pushed off the ledge and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.


As well as the changes made to shields, various changes were made to dodges too. Attempting to land with an [[Air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag Snake is cool (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground. [[Sidestep]]s and [[roll]]s have slightly less ending lag but offer fewer intangibility frames, which makes rolls overall safer for quick repositioning.
As well as the changes made to shields, various changes were made to dodges too. Attempting to land with an [[Air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground. [[Sidestep]]s and [[roll]]s have slightly less ending lag but offer fewer intangibility frames, which makes rolls overall safer for quick repositioning.


[[Star KO]]s and [[Screen KO]]s now do not always occur when a character is KO'd over the top [[blast line]]; also, the Screen KO animation has been lengthened to last a few frames longer than the Star KO animation. They no longer occur near the end of a [[time]]d match (unless characters are launched to the upper blast line when [[End of Day]] is active, the only known exception to this) or [[Sudden Death]]; being instead replaced by regular blast KOs. They also will not occur when a character is launched at a fast enough speed.
[[Star KO]]s and [[Screen KO]]s now do not always occur when a character is KO'd over the top [[blast line]]; also, the Screen KO animation has been lengthened to last a few frames longer than the Star KO animation. They no longer occur near the end of a [[time]]d match (unless characters are launched to the upper blast line when [[End of Day]] is active, the only known exception to this) or [[Sudden Death]]; being instead replaced by regular blast KOs. They also will not occur when a character is launched at a fast enough speed.
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