• Super Smash Bros. General v17: Everyone is DEAD! (except Kirby)
    999 replies, posted
In Melee, Ganondorf's down-air is, IMO, one of the most satisfying moves in the game. It's one of the few moves that I can't stop laughing at when it works perfectly. It's even better in Modded Melee: https://files.facepunch.com/forum/upload/197462/91b0d49b-4312-4c01-8116-4a1fe147c2a7/Dolphin Emulator 2018.10.25 - 12.27.07.02.DVR.mp4
https://twitter.com/8bitdo/status/1060185260250476544?s=21 That’s pretty neat.
I forget whether it was Bizarroflame or someone else who described his Dair as "an almost erotic thrill" when asked why Ganon players go for it all the time
From counting the amount of Spirits seen so far in promo materials, Gamexplain (so far) counts a minimum of 425+ spirits in the game https://www.youtube.com/watch?v=GQsdC5XMUq8
Hoping we can crack 1,000. If they're just artwork, filesize and development effort shouldn't be much of an issue.
True but the main point of Spirits are the event matches imo. Those aren't too hard to make, but the quantity could be quite large.
Right, I forgot about that. Maybe the lesser spirits won't have event matches associated with them? I know you can buy spirits in the shop so it isn't like we need to always go through event matches/World of Light to get them.
Saw this really cute story on r/SmashBros https://www.reddit.com/r/smashbros/comments/9v13qt/how_ultimate_has_made_me_even_more_excited_for/
With ARMS not getting a character in the roster, I do at least hope we get some of that amazing music.
This is true. He may still not be high-tier, but even in Smash 4 he was actually very fun to use; I was surprised. I ended up using him more than I thought in the 3DS version and when my brother and I were playing the Wii U version recently, I pretty well cleaned house with him. It was actual "ho damn, he hits like a truck!" Yeah, he's slow, but if you know how to be slow, he's powerful.
Yes, but he also wields the most powerful weapon in Fire Emblem's lore. It can generate fire, ranged explosions and even heal him. While his stat rate makes him somewhat obnoxious as you grind, he's got a cool weapon and that translated to Smash.
if spirits were to have a description, the amount of text files would be massive honestly coming up with 500 event matches in the first place is absolutely disgustingly insane and I honestly dont know how they are gonna keep them original and not have some overlap
Considering Spirits is this weird amalgamation of Trophies, Stickers, Event Matches, Adventure Mode, and Equipment that allowed them to not have to make any of those other features, I can imagine they freed up a lot of resources to do it all. Honestly, I kinda like how they consolidated all those things like this I'll miss Trophies in terms of having those 3D models to examine and place in dioramas, but it all feels more meaningful now. Each Event Match has a corresponding Trophy to earn and each Trophy to collect has an Event Match associated with it. Each one you gain is another way to power up your character, and you can use those power-ups in both Adventure Mode and multiplayer for the first time of the series. You can level them up and even amiibo are tied into it now. Every character who would've been represented by just that model and description now has all this other content associated with them, and we might still get the description.
If they do indeed make like 500 event match for spirits, it most likely be split between modes. Some you only find in World of Light and others in the one where you collect Spirits (my understanding is you don't collect spirits in story mode, only unlock fighters). Still, that is an insane amount, but I doubt each spirit will have it's own event. I'm sure some spirits can only be obtained by leveling them up.
I thought World of Light and Spirits were tied into eachother? The trailer showed them fighting a spirit in World of Light and well; the entire story is about spirits...
You might be right. It's confusion though because they have 2 types of enhancement for World of Light: https://files.facepunch.com/forum/upload/210969/b27b5b34-068d-435b-8cc3-59dfe15dbcfd/Screen Shot 2018-11-07 at 5.14.38 PM.png There's the Primary/Support Spirit part... https://files.facepunch.com/forum/upload/210969/9228cc5a-5ee7-4f24-a1ea-581993d9a8d0/Screen Shot 2018-11-07 at 5.14.26 PM.png ... and there's also the Skill Tree. My guess the Skill Tree is for individual fighter, which is ridiculous for 74 fighters if this is the case. My guess is the Event Match part of Spirits is the one where you collect spirits, and you can carry that to World of Light. No idea if you can collect spirits in World of Light.
https://youtu.be/r9GYjYSdr-A?t=290 god Richter just fucking parry's the Rathalos massive swoop attack and then turns around to smash the shit out of jigglypuff. fucking ruthless
I actually kinda like Richter's black alt costume just because it kinda makes him look like a biker.
Ya know, I was thinking about this earlier, but even though we have 75 characters, we have a comparatively fairly low amount of archetypes and designs when rosters a fourth of it's size have had more. I know it's main point is to be a party game dream crossover instead of a "true" fighter, but that still comes across as weird. We have no true grapplers (Incineroar is still just a semi-grappler. Despite Incineroar's wrestling motif, Ganondorf still has more grabs while also being a semi-grappler and Ridley has grabs that are more unique). It doesn't help that the game actively punishes you for even thinking about going for consecutive grabs as a combo. (Bowser is in Brawl Minus, however.) All 15 of our normal sword users (Link, Toon Link, Young Link, Meta-Knight, Kirby, Marth, Roy, Ike, Lucina, Corrin, Robin, Chrom, Ganondorf, Mii Swordsman, Cloud) use broadswords or mild variations of them (with the only true exception of those 15 being Kirby, who uses a scimitar and only for one move). Shulk is the only exception aside from that in terms of design, who still swings it like a broadsword and it behaves like one. That leaves out weapons like axes, halberds, katanas, naginatas/guandaos, knives/kunai (which to be fair seems to be for age reasons, though the presence of guns now makes that peculiar), chakrams. We do have hammers, shuriken, needles and clubs (Ness' bat, Pit, Dark Pit), though. As a byproduct of all the characters using bulky swords, none of them are centered around rapid stabs instead of swings except for the rapid jab of the Links and one of the options out of Dancing Blade, meaning that there are a ton of motions related to rapidly stabbing at various heights that are present in many games, but not in Smash, despite a heavy overuse of slashing in typical arcs around the character, sword-based leg sweeps or a downward arc while facing the camera directly. No characters dual wield swords, though Bayonetta does dual wield guns (more like quad wield). Despite so many swords and Links having unique properties on their's, no swordsmen has a shield-based offensive attack. (Pit does in PM) Not technically an archetype, but we've somehow now gone three-quarters-of-one-hundred characters without a single one having a punch straight forward as an aerial, a fairly common fighting game move. No character has a true air dash, though Peach's float counts as an air walk and Bayonetta's recovery has a similar property. (ROB does in PM and Pichu in Brawl Minus, however. Charizard and Pit also have glides in PM that are similar in mechanics to an air dash.) Poison nor acid has been used as an element of an attack, despite it being fairly common in children's games. (Although to be fair, it's also almost never used in fighting games, either and the Flowered status is a legitimate analog.) Despite being a fairly common element and the series having a buried status, we have no characters based on utilizing rock or ground moves as a primary form of attack. (characters like Knuckles, Isaac or Darunia, who are not playable, would be theoretical examples. Charizard effectively counted in Brawl and SSB4, but does not in Ultimate, and it was only for one move. Villager is the closest.) Though fire is the most common additional effect on attacks, no character has an afterburn mechanic. (Though Red Pikmin when mobbing come close, as does the premise of being Flowered.) We have no true stance change characters unless you count Pokemon Trainer (or arguably Zelda/Sheik in Melee and Brawl) or Pit (whose is entirely aesthetic and only changes their idle animation, depending on the previous attack used). These are more like team tagouts than stance changes, though, so I don't think they really qualify. (Samus is a stance change character in PM.) There are several other examples, such as characters that create duplicates of themselves or can prolonged cause control screwing, that I didn't list above because they're a bit more specific, but still.
To be fair, Smash hasn't had a good way to distinguish command grabs from normal grabs until now, and Ultimate's teching mechanic is more of a way to handle trades than a traditional throw tech.
The fact that all grabs can't be teched at all (struggling hardly counts) is one of the main reasons why we can't really have a "true" grappler in Smash.
Piranha Plant seems to be the first to have this if it's poison attack lingers.
Poison does linger. Yuri Kozukata's camera inflicts poison. The clip with Inkling and Diddy shows them with pained expressions and purple bubbles around them even when they return to their idle animations afterwards. https://www.ssbwiki.com/images/4/44/CameraObscuraReactionSSBU.jpg
Do you think the DLC characters will have cinematic reveal trailers or will they just go"yup here is your DLC character"
I think they'll have some form of reveal, like what was done for the Smash 4 characters. It depends on the pedigree of the character that is being revealed.
You can actually tech grabs like a traditional fighter now in Smash Ultimate, if both of you grab at the same time a little particle effect happens and you both take a bit of damage iirc
https://www.youtube.com/watch?v=vnjoKe2bwYQ
https://www.youtube.com/watch?v=O9IP06T3cEE More Young Link.
It's significantly different. You have to perform your grab preemptively and there has to be a large enough gap in pressure for you to do so. In most games with teching, inputting a throw even slightly after you're grabbed still results in a tech. Depending on the game, you can use that to option select with a delayed tech so you block if they try to frametrap you (unless they purposely delay it to catch this) and tech if they try to tick throw you.
k. rool's bair spikes, if anyone still didn't know https://i.4cdn.org/v/1541642603699.webm
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