Thread of Smash

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  • #421
I have no idea what this is about
[video=youtube;dE3s-N0yfuY]http://www.youtube.com/watch?v=dE3s-N0yfuY#t=16[/video]
 
^ Agreed!
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Sakurai said:
Pic of the day. The Villager has two balloons. They can be popped one at a time.

zlCfzRHN8XsrWk6cVE


This makes me wonder: is Villager easily gimped by multi-hit moves, or does the second balloon get invincibility for a short moment after the first? If he can't instagrab the ledge after the balloons pop, this might make for rather shoddy recovery... assuming this is his Up-B.

Also,

Sakurai said:
Donkey Kong in the current build is super strong…but we'll be looking at the battle records when balancing out the characters, so nobody knows how he will turn out in the end.

Sakurai is acknowledging balancing issues mid-development. Which means the team is workin' on balancing. Which means Namco is clearly havin' a positive influence. Which likely means good things.

ALSO,

Sakurai said:
Mega Man's Charge Shot is a chargable side smash attack.

Called it.
 
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  • #429
zlCfzRHN8XsrWk6cVE


This makes me wonder: is Villager easily gimped by multi-hit moves, or does the second balloon get invincibility for a short moment after the first? If he can't instagrab the ledge after the balloons pop, this might make for rather shoddy recovery... assuming this is his Up-B.
Hmmm... I think some invincibility frames after the first balloon popped is the correct thinking. It would be based right off of balloon fighter.

Called it.
They said that in the Developers Direct
 
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  • #431
Examples of said unbalance?

... Preferably in the Thread of Smash.
Character with poor recoveries are easily gimped there. The way the platforms are far over the ledge gives characters with good recoveries a place to land and to recover to while keeping characters with poor recoveries from recovering.
 
So Skyworld is a haven for those who prefer the air (but ironically not Flaco). Who would'a thought. :lol:

FoD and Yoshi's Melee puts huge restrictions on mobility-reliant characters, and to a lesser extent large characters if at any time they're forced on the defense. T;is a huge advantage for any characters with range extending well beyond their character size (Marth and Ike) or those with intense offensive pressure capabilities (spacies, Meta). But both limitations aren't too hinderin' once you're on the offensive with the sole exception of Falcon loosin' space for better combos.

Point bein', said advantages are very notable in certain match-ups but can still be played around. On Skyworld, characters with good recovery have an extra platform t' aim for, sure. It's another option the edgeguarder is forced to cover, which makes off-stage edge guardin' all the more rewarding: you can prevent 'em from ever abusin' that option with a good ol' FF aerial. One can always cautiously ledge camp 'til the opponent makes a move anyways, then give 'em a nasty aerial if they try t' land on the outer platform.

That, and characters like Bowser with ridiculously good on-stage edge guarding don't give too many ****s 'bout Skyworld's outer platforms. He'll B-air or F-air ya either way.

Character with poor recoveries are easily gimped there.

How so? 'Sides from a stage spike on the outer platforms 'course, that one's obvious.
 
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  • #435
Another Highlight Reel
[video=youtube;qMwYGoixtSI]http://www.youtube.com/watch?v=qMwYGoixtSI[/video]
 
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