• Super Smash Bros. V8 - Everyone is here! Except that one character you like.
    999 replies, posted
The launches starting at around 1:15 are insane. It's going to be difficult to get used to seeing that and not having a stock get taken.
You can see Ryu doing it a bunch in that video that was posted in this thread a page back.
Are you sure they're not just hitting left or right as they're close to the ground? Remember that Ultimate's version doesn't kill your existing momentum, so you're still already going downwards if you're right about to land.
https://www.youtube.com/watch?v=xb51I5igUsM Around 1:25
That burst of downward momentum is just a fast-fall, you can see the little sparkle as he does it. He fast-falls into a horizontal air-dodge, but the air-dodge itself isn't diagonal.
Ryu is my favorite part about SSB4 (alongside the Mega Man-themed content and remixes, too), and I am so glad he is getting all these additional little touches in SSBU like always facing his opponent. You can really tell that Sakurai is a Capcom fighting game fan, especially since so many characters have moves based on them, from Marth to Captain Falcon to Fox to Mario to Little Mac to Corrin.
I never got any of the DLC newcomers/stages in Smash 4 because they were so expensive. I almost wish they would give us a discount with Ultimate coming up; you could argue that might eat into Ultimate's sales, but the prices were ridiculous in the first place. Plus I'd have a Wii U copy and two 3DS copies to buy it all for; that's like $90.
Ryu is my SF main and I'm excited to have him automatically face the opponent. I didn't like him much in Smash 4 because the motion inputs get awkward when you have to control what direction you face, mostly because forward+qcf counts as a dp input. https://files.facepunch.com/forum/upload/110940/6a7482e7-ca4d-4dc9-8001-9fea51ccbee4/bUKvVnL.png He also looks the best he ever has in Smash Ultimate.
On a similar note, it sure is weird and surreal to be able to say that Ryu from Street Fighter and Cloud from FF7 are now veteran fighters in Smash Brothers.
I wonder what the next "Master" boss is gonna be. Boss evolved from a hand, to two hands, to a swarm of angry black wasps that turn into a level
That's because Gamecube controllers come with horrible triggers that require the weight of a boulder to fully press. Cutting down the trigger springs makes it actually possible to play characters with 3f prejump comfortably. I think wavedashing would be accessible enough if they added generous angle snapping to the perfect wavedash angles. The existing buffer system already removes the timing requirement and, unlike Melee, Smash 4 (and probably Ultimate) count partial depression of the triggers as an airdodge input, so it would be less strenuous.
Smashter. It's an entire Smash game inside of Ultimate.
https://i.kym-cdn.com/photos/images/original/001/382/853/f85.gif
While you were fighting master hand. I studied the blade.
on a serious note though im expecting some meta shit (and I dont mean meta knight) like man. vs universe/reality
Snapback doesn't affect dashing back. What happens is if the game detects a backward tilt input, you'll get a slow (4-7f) turn animation that can't be interrupted by a dash and causes you to face your original direction if you interrupt it by jumping or shielding. That means that not only did you not move when you wanted to, you'll end up facing the wrong direction if you aerial/jc grab/jc usmash. The desirable defect causes the controller's reported analog stick position to skip during fast movements, making it less likely that it'll report a tilt turn input when the game polls input mid-flick.
The real shit would be for you to finish Ultimate's equivalent of a single player, and then it cuts back to N64's intro and shows the hand putting the toys away and the lights flicking off.
Real talk, I want throwback amiibo for SSB64, Melee, and Brawl. Give us their Melee and Brawl trophies for those series and the N64 ones can be actual plushes like the Woolly World amiibo. This is on top of a new series of Ultimate amiibo.
https://www.youtube.com/watch?v=A1ZgZ34t7NI
bayonetta turned that grandma gay.... wtf
That is Bayonetta's true power/
https://imgur.com/a/Nh7ZBpX#BQfqyXH Someone on Reddit put together some images comparing each character's appearance in Ultimate to their last Smash appearance.
I feel like the rimlighting is too strong at the moment, which gives characters a milky sheen and is partially the cause of this.
Reminds me of Brawl in a lot of ways in terms of visuals.
So, I have a theory as to why many models for DLC characters are identical to WiiU: Their development and Ultimate's early development overlapped, the asset team having been working on both simultaneously.
Seems like the biggest change in Ultimate is the lighting; it's softer overall and there's a universal rim lighting effect on every character, which like in TF2 I imagine is to help them stand out at a distance, but the game also just seems paler and lighter overall (and with more of a warm tone than Smash 4's cooler lighting and previous installments' neutral color temperature). Aside from that, the textures are the most notable upgrade, with a resolution bump on nearly everything and a lot more bump-mapping being used for skin and fabric this time - though quite a few metal things go in reverse and lose their "cloudy" definition in favor for a smoother, polished-looking appearance. Expressions are also a big one, with actual flexible facial morphs of the handful of fixed expression states we had in Smash 4. On that note, I think a major part of the choppier expressions and simpler textures in Smash 4 compared to Ultimate was done not out of the Wii U' limitation, but to ensure they scaled down to 3DS okay. A few models I actually think look better in Wii U than Ultimate - notably Cloud. The polycounts seem similar overall and Wii U makes more use of alpha transparency in things like hair textures than Ultimate does; the gallery makes a note about how Zero Suit Samus's hair looks more realistic in Ultimate, but I actually think her Wii U hair just looks higher-fidelity overall, with more aliasing and hard edges going on in Ultimate. So it's definitely not a straight port if you consider the fidelity boost everything got, but it's also not all that big of a fidelity boost either. The game just seems to be a different style in general; somewhere between Smash 4 and Brawl.
Makes you wonder if Cloud's lack of content has to do with Square basically, telling them to release him early and him being originally meant to be the big, mind-blowing third-party newcomer of Ultimate or not. (Not that there is any merit to this aside from it being the first time since Melee that the first trailer didn't reveal a new third-party)
On the subject of Cloud, I was a little disappointed that they didn't decide to go with his original FF7 artwork for his design instead of the Dissidia look, though I suppose I shouldn't really be surprised that they wouldn't drastically change his model like that.
I do hope there's more FF songs are some remixes thrown in this time around. Not having One Winged Angel is dumb.
I would doubt so; since the WiiU wasn't doing so hot whereas the Switch is on a better trajectory, I'd imagine that Square Enix would've sooner chosen to be tied to the "main guest character" for the next major iteration, instead of DLC for a game iteration on a less popular console
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