Super Smash Bros. 3DS/Wii U

People have been thinking CPUs adapt to your playstyle since the 64 days. We've been able to crack the memory files and the CPU codes of all 3 previous instalments and nowhere are commands includes which would change behaviour and nowhere could this behaviour be saved. I'm guessing it's the same for Smash 4. If you want adaptive CPUs, you'll need to use Amiibo.

Not sure what to say about Bowser Jr. which Blah hasn't said already. His forward-air and back-air are pretty neat spacing tools. It has a *ahem* fair bit of landing lag, though, so short-hopping with it might not be the best idea. His aerials when out of the clown car are pretty darn powerful, but I wouldn't advise going for them a lot since they're very predictable. Also, back-throw is his strongest throw, which is always good to know. I haven't seen too many useful strings with him, except for maybe continuous use of fair/bair and perhaps baiting out airdodges.


Chocolate Death said:
Well, I'm mostly interested in Greninja, Lucario, Lucina, and Pit. Probably also Mewtwo once he comes out.
You're in luck. Greninja and Lucario are both very good characters. Pit and Lucina not so much.

I think he might have the best recovery in the game, what with wall-clings, an insane up-B and Shadow Sneak. You should never not be able to make it back to the stage.
Up-throw combos into a lot of stuff if you're predicting correctly, most notably uair. Up-tilt combos into pretty much everything at varying percents, so definitely try using it whenever you get the chance. Down-tilt, while harder to hit, combos into up-smash if done right. Dash attack can combo into an aerial at high enough percentages, which means you might be able to get a kill out of it.
You can cancel the landing lag of dair into Shadow Sneak (and maybe other aerials as well, I'm not sure, dair in any case has the most ending lag, so it's most important here). This is mostly useful for mix-ups, since the ending lag of Shadow Sneak is pretty big as well. If you think your opponent will try and punish your dair, sneak in a Shadow Sneak.
The back-kick is the strongest option out of Shadow Sneak. This usually means you have to get the shadow behind them, but you can actually turn around while using the move so that you hit with the back-kick while the shadow is in front of them. You don't want to go around spamming Shadow Sneak (again, it has massive afterlag), but it can be used for approach mix-ups.
You can sometimes finish an opponent after sending them in the air by doing an up-B and using the second part of the move to go back down to the stage, if you aim the water right you can send your opponent to the upper blastzone. You can also keep characters with bad recoveries away from the edge this way. Definitely practice this move a lot.
Water Shuriken's best use is spacing. Throw out small ones to keep an opponent at a distance, if you can get a hit in you might be able to punish with a grab, or maybe even a dash-upsmash. Don't randomly start charging it because it can set you up for a punish. If you charge it, you have to be in a safe position.
His forward-smash is a good finisher, his up-smash is ridiculous. It's relative fast, has some very good range and KOs at very low percentages. I think there's a sweetspot above Greninja as well, so try hitting with that. His fair is relatively slow, but can be used as a finisher or to intercept recoveries. Don't go spamming it, it's not good enough for that.
Don't spam Substitute, it becomes very predictable and punishable. You want to use it if you know it'll work, and at higher percentages. You can angle it so your opponent gets sent up, which will allow you to follow up with an up-air or up-B, most likely KOing them.

Lucario is I think the dumbest character ever designed. Lucario hits you: advantage Lucario, you hit a Lucario: advantage for both. His recovery is insane, at high enough percentages you just try and take the most ridiculous arc around your opponent. If you can, just go underneath the stage to the opposite edge. His neutral air has very low landing lag, his back-air has okay ending lag, so try using those. Your goal is to get a few percents in and then try to land a finishing blow before your opponent. There's not much else to it. He's not that good by himself, so your entire strategy should be abusing the aura mechanism.

Lucina's aerials all have landing lag, so what you need to do approach with full-hop aerials and then retreat before landing. It's a game of spacing, you have to try and make sure your opponent gets just barely in the range of your sword while you stay out of their range. She can handle herself at very close range, unlike Marth, but you're going to have to work quite a bit harder to get that KO. Forward-air and up-air are your aerials of choice, on the ground up-tilt, forward-tilt and forward-smash are good. Her forward-B is quite quick, and at most percentages combos into itself, so if you can hit with it, go for it. I think fair combos into fair at certain percentages on certain characters, but mostly you'll be baiting and predicting airdodges. She can handle herself against most close-range characters, but since her approach options are lacking and her aerials have some pretty big ending lag, trying to take down projectile characters can be a chore.

Don't know much about Pit. Learn how to control the arrows. His aerials have stupid amounts of ending lag, so you better make sure you hit if you plan on landing when using them.
 
Thanks for the tips! It sucks that my favorite FE character and the only angel (I like angels :p) aren't too good though. But with what you said about Lucina, it kinda reminded me of how battles are on FE: Awakening.
 
Are these like trophies but have a different name instead of the plain word of trophy?:)
 
[video=youtube]http://youtu.be/pBMgPX1JOK0[/video]
Cynthia's Sm4sh U theme!!! SO MUCH HYPE!! 8 days left!
The 4th super smash brothers game has her theme
Cynthia was introduced in the 4th gen
Wii U is the 4th 3D nintendo home console
Gabite is #444 and also from 4th gen
444/4 is 111
1+1+1=3
3 is 1 less than 4
Sinnoh confirmed
 
Well for all of those who really wanted Ridley as a playable character, I'm sorry to inform that that is most likely never going to happen.
http://www.ign.com/articles/2014/11/19/why-ridley-isnt-playable-in-smash-bros?abthid=546d324b97bb8b334400003f

I for one agree with everything Sakurai explained and am not at all upset about his exclusion.
 
There is only one thing about that whole article though. Why did he say if we did that he would not be Ridley anymore? Also why did he say that he would not be able to fit on the screen? I find this very hard to believe because do any of you guys remember Gargos from Killer Instinct Gold for N64? Well if not he was a very big and I mean very big fire breathing monster/dragon and could fly while shooting fire streams or fire balls at the opponents in that game and he fit the screen just fine. Ridley is clearly not that much bigger than Gargos. He is a bit larger but not so big that he can't fit. I don't know where he got the idea that he can't fit. Things can be adjusted to fit. A smaller Ridley would have worked and could have been made to fit. Seriously I know how big Ridley is. Meta Ridley is a whole new ball game though. Ridley standard form would have been fine.:)
 
Okay, to start things off, Gargos is from a typical fighting game for 2 players at a time, so the screen will be much smaller. Second, did you see Ridley in the Smash Facts video? That's just a bit smaller than he normally is. Ridley has always been, and always will be a giant beast. You'll have just as much luck getting Regigigas, Egg Robo, and Dyna-Blade as playable characters as Ridley. Shrinking down such a monster ruins it. it really looses that original powerful or intimidating feel it once had. Imagine Godzilla being shrunken down to 6 feet. He looses the look of a giant powerful beast and looks like a gator and nothing more. Ridley, when shrunken down, looks ridiculous and would be hard to take him seriously. I mean, he'd look like a heroin addicted purple Charizard. It would have been possible had there been a Ridley Jr., Juvenile Ridley, or smaller Ridley form canonically. Plus, it would have to be popular enough.

In other news...
[video=youtube]http://youtu.be/GXYWQRTlEfM[/video]
 
Have you played the NES Metroid where Ridley is actually very small? If they used that sprite with enhancements it would have worked Perfectly. If you have not seen the smaller spite google NES Metroid Boss Ridley and you can see he is very small compared to now.:)
 
If you look at the art for those games, Ridley was actually supposed to be about Smash U's size but grew larger over time. Besides, that Ridley is extremely different from modern Ridley.
 
It's frustrating how the misdirected anger from gamers now has Sakurai hesitant to make DLC--I've never seen Nintendo do DLC wrong, and they've always used it as an opportunity to add extra content to games for a fair price rather than as a way to squeeze money out of an incomplete game. It'd be awesome if we got packs of characters for Smash in the future--even just 2-3 extra characters can really breathe new life into the experience.

Also, TWO DAY HYPE EVERYONE. Already have plans with friends to do 8 player smash all day Friday, looking forward to those 8 Captain Falcon dittos.
 
Blah said:
Also, TWO DAY HYPE EVERYONE.
If you live in the US...

Anyhow, good news everyone!
Apparently update 1.04, besides removing a few glitches and doing some balancing, removed Vectoring (holding a direction slightly moves you in that direction as well as the direct you're sent after getting hit) and replaced it with the old Directional Influencing (DI) (holding a direction changes the angle at which you're sent). This is very good news, since this means characters won't survive as long, more skill is needed to survive long, combos will require more skill to escape, and more combo options will be available. For a game which is otherwise pretty slow and drawn-out this is certainly a welcome change.

What this means for the average player is that you should not try to hold the opposite direction of the direction you'll be sent flying when you get hit (which I guess is the think you'd instinctively do) but try to predict at which angle you'll be sent and manipulate that angle so that you're sent towards a corner (where you're the furthest from the blastzones) or towards somewhere from where you'll know you can recover. This is a very, very important aspect of trying to stay alive and trying to escape combos, so be sure to keep this in mind.
 
So does the new update fix the 136 year ban glitch?
Because of that thing i haven't touched the online on Smash 4 for a while out of fear that i'll get banned.
 
Klonoahedgehog said:
So does the new update fix the 136 year ban glitch?
Because of that thing i haven't touched the online on Smash 4 for a while out of fear that i'll get banned.
I assume it has, though that might've been fixed before since bans aren't decided by the software but by the server. I haven't heard anything about it in a while, though.

Also, it seems rather pointless to not go online so you don't risk the minute chance of not being able to go online anymore. Not doing something because if you do it you might get prevented from doing it is some weird kind of logic I'm not familiar with.
 
As a note on the DI mechanic getting reintroduced, based on what players have found so far, it's really weird. For vertical movement, you should follow standard DI guidelines, but for horizontal movement, it appears to have both vectoring and DI properties. Because of this, competitive players reccomend holding down when you get hit horizontally--apparently holding up increases knockback for whatever reason. You can check Smashboards for more info.
 
Holding Up probably increases knock back due to how it affects the 'gravity' of the character, like how Down makes the 'gravity' pull them down and have them fall much faster.
 
Wait what? 136 years if you get banned? Are you sure it is not months or weeks or days or hours? That sounds far out weird guys. OOOOOOk that is a really weird glitch and hope that gets fixed. Also as long as you don't cheat or break rules you will be fine. Play the game like you do and just hope you win. It is just a game guys.:)
 
Played for about 8 hours yesterday, the game is BEAUTIFUL. The texture and detail on some of the stages (heck, even final destination got some amazing treatment) is incredible and the character models all look phenomenal. 8 player smash is actually really fun--it's total chaos, especially on the smaller stages that you're allowed to play on like normal battlefield and with all items on, but it's a total blast smashing 3-4 players out of the way at once or hitting 7 other players with a final smash. The gigantic stages also work really well--but they're still large enough that if someone wants to camp in an 8 player stock match on the side, they can do so with ease. I never thought I'd say this, but timed matches actually work well for 8 player smash--it's supposed to be a casual mode anyway. The Great Cave Offensive, which looked like one of the stupidest stages ever when I first saw it in the Direct, is one of the most fun ways to play with 8 players and all items on. The danger zones just add to the chaos.

Smash Tour is...really weird. My biggest complaint is that there's way too much randomness--sure, some randomness adds an element of fun to a casual game, but you often live and die by the RNG. It's still fun for a while in a Mario Party kill-all-your-friends mentality, but I doubt it's anything I'll really play constantly.
 
Hey, don't level your Amiibo simply through fighting bots. Fight it too at least half the time or else it'll end up as a barely above average bit itself and would need to be reset.

Also, great way to farm gifts is putting it in 8-player smashes on 1 stock OR 1 minute (NEVER both) with level 9 bots.
 
Man I wish I could get the 3DS version. Anyone have Mewtwo yet?:)
 
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