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Topic: Super Smash Bros 3DS discussion thread

Showing 921 to 940 of 1,601

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TeeJay

921. Posted:

Chris720 wrote:

I think there will be a level editor on the Wii U, but I'm not holding my breath for one on the 3DS. Even though they were a neat idea on the Wii, you couldn't really do much with them other than play on them through local multiplayer or against the computer. You could send them through the Smash Service, but that ended after about a year and yours being picked was a bit slim. :/

Of course it's only local multiplayer! Can you imagine the disturbing levels you'd find online? It's still amazingly fun to create stages even today, so I don't see why the 3DS version wouldn't have one other than lack of memory to incorporate it.

Playing custom levels in local multi or with a CPU is more than enough! You make it sound like it's not much. o_o

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Chris720

922. Posted:

@Caramel I'm saying it would've been nice to share them with your Wii friends. I just felt there was a lot of missed opportunities they could have expanded into. But maybe they'll expand it with this game instead.

Also, that's the main reason why I don't think there will be a level editor on the 3DS, I don't see it having enough memory to incorporate it. Unless they do it through the SD Card or something, saving and storing levels, then I'm guessing it would be all right, as long as it doesn't take up too much space. :P

Edited on by Chris720

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Yellowgerbil

923. Posted:

How do you guys think the story mode will play out? I mean they confirmed it will not be exactly like the Subspace Emissary.

Also do you think there will be downloadable content for the game? I would honestly enjoy it if it was made after the game was finished or just making extra skins like turning Alph into Olimar or vice versa.

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WaveBoy

924. Posted:

Am i the only one who found Subspace Emissary utterly depressing? This random disjointed flavor and boring platforming made it an absolute chore. Targets was another one of Brawl's low points....Instead of designing target based stages around an individual characters specific move set they chose to make 3 different stages only. Still hoping that the directional air dodging and the floatier air dodging 'itself' from melee both make a comeback.

Gimping both abilities in Brawl knocked down the fun factor and skill quite a bit IMO.

Edited on by WaveBoy

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DreamyViridi

925. Posted:

WaveBoy wrote:

Am i the only one who found Subspace Emissary utterly depressing? This random disjointed flavor and boring platforming made it an absolute chore. Targets was another one of Brawl's low points....Instead of designing target based stages around an individual characters specific move set they chose to make 3 different stages only. Still hoping that the directional air dodging and the floatier air dodging 'itself' from melee both make a comeback.

Gimping both abilities in Brawl knocked down the fun factor and skill quite a bit IMO.

Yes, because air dodging once and then being completely helpless was so useful...
I enjoyed Subspace Emissary but I kinda see where you're coming from and I agree on Targets. I think I'd prefer character-specific targets more.

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Tsuchinoko

926. Posted:

Honestly, as long as they make the base game as big and enjoyable as Brawl, they can offer as much DLC as they want. I'd love it if all of the characters that get cut from the main release at least get offered up as DLC.

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WaveBoy

927. Posted:

LuigiMan200 wrote:

WaveBoy wrote:

Am i the only one who found Subspace Emissary utterly depressing? This random disjointed flavor and boring platforming made it an absolute chore. Targets was another one of Brawl's low points....Instead of designing target based stages around an individual characters specific move set they chose to make 3 different stages only. Still hoping that the directional air dodging and the floatier air dodging 'itself' from melee both make a comeback.

Gimping both abilities in Brawl knocked down the fun factor and skill quite a bit IMO.

Yes, because air dodging once and then being completely helpless was so useful...
I enjoyed Subspace Emissary but I kinda see where you're coming from and I agree on Targets. I think I'd prefer character-specific targets more.

I'll take that over doing a gimped sinking tank-like air dodge without the ability to even control my dodging in mid air....I miss being able to swoop/dodge in the air over(let alone float for a bit IN the air instead of falling like an anvil) my opponents head or in reverse to avoid an attack, and it definitely added a lot more to the experience and made you feel like a ninja. I don't see why they can't bring back melee's air dodging mechanics and keep in Brawl's ability to attack while falling after you perform an air dodge instead of falling helplessly. You get the best of both worlds without losing one or the other.

Edited on by WaveBoy

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DreamyViridi

928. Posted:

WaveBoy wrote:

LuigiMan200 wrote:

WaveBoy wrote:

Am i the only one who found Subspace Emissary utterly depressing? This random disjointed flavor and boring platforming made it an absolute chore. Targets was another one of Brawl's low points....Instead of designing target based stages around an individual characters specific move set they chose to make 3 different stages only. Still hoping that the directional air dodging and the floatier air dodging 'itself' from melee both make a comeback.

Gimping both abilities in Brawl knocked down the fun factor and skill quite a bit IMO.

Yes, because air dodging once and then being completely helpless was so useful...
I enjoyed Subspace Emissary but I kinda see where you're coming from and I agree on Targets. I think I'd prefer character-specific targets more.

I'll take that over doing a gimped sinking tank-like air dodge without the ability to even control my dodging in mid air....I miss being able to swoop/dodge in the air over(let alone float for a bit IN the air instead of falling like an anvil) my opponents head or in reverse to avoid an attack, and it definitely added a lot more to the experience and made you feel like a ninja. I don't see why they can't bring back melee's air dodging mechanics and keep in Brawl's ability to attack while falling after you perform an air dodge instead of falling helplessly. You get the best of both worlds without losing one or the other.

Don't know what you mean by 'sinking air-dodge', air-dodging went with your jump/air momentum. With Melee's air-dodge, the directing is nice but if the opponent sees it coming, they can easily pursue you and finish you unless you air-dodged onto land since you stay in the air longer. And if you're off-stage and someone throws projectiles, forget it. Frankly, I prefer Brawl's air-dodging but I won't argue with a mixture of both. Can't say I'd be fond of the idea of air-dodging up for extra height though.

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whynot-

929. Posted:

Falling while doing it is more helpful to me. No one cant say that they have never got into a situation where some jerk tries to juggle them and this type of dodge prevented them from doing so.

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maidesu

930. Posted:

megaman megaman megaman megaman!! o(≧o≦)o

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Bronze

931. Posted:

k?

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Kryce

932. Posted:

hey what do think megaman's leaf shield attack command is ?
I thought it was down+special but then I saw the Top spin in the developer's direct.

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WingedSnagret

933. Posted:

Kryce wrote:

hey what do think megaman's leaf shield attack command is ?
I thought it was down+special but then I saw the Top spin in the developer's direct.

Side B I think.

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SCAR392

934. Posted:

WingedFish wrote:

Kryce wrote:

hey what do think megaman's leaf shield attack command is ?
I thought it was down+special but then I saw the Top spin in the developer's direct.

Side B I think.

I'm thinking down B. That's usually a common setup for shield type moves, as well as transformations/switching characters.
I'd say side B is the flash bomb move.

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Bronze

935. Posted:

Yellowgerbil wrote:

How do you guys think the story mode will play out? I mean they confirmed it will not be exactly like the Subspace Emissary.
.

In the last game, story mode was more of a chore than a way to have fun and relax to me... I just do not have high hopes for it in the next game....

Edited on by Bronze

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K964

936. Posted:

Kryce wrote:

hey what do think megaman's leaf shield attack command is ?
I thought it was down+special but then I saw the Top spin in the developer's direct.

Froma what we've seen, I think his moveset is as follows:
Standard Attack: Mega Buster
Strong Side: Mega Buster
Strong Up: Mega Upper
Strong Down: Slide
Dash Attack: Top Spin
Neutral Air: Mega Buster
Forward Air: Flame Sword
Backward Air: Slash Claw
Down Air: Hard Knuckle
Up Air: Air Shooter
Side Smash: Charge Shot
Up Smash: Spark Shock
Down Smash: Flame Blast
Up Special: Rush Coil
Crash Bomb, Metal Blades, and Leaf Shield are definitely special moves, but their inputs are anyone's guess (except Sakurai and his team of course).

Edit: Sorry, forgot the dash attack.

Edited on by K964

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Bronze

937. Posted:

wouldn't slide be his dash attack?

Edited on by Bronze

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K964

938. Posted:

Based on the developer direct and the way you slide in the Mega Man games, I'm confident in my list. Granted this is just an educated guess about a game that's about a year or two away, so it might not be final.

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DreamyViridi

939. Posted:

I believe from what I've seen, Mega Man's Up-Air is Air Shooter.

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K964

940. Posted:

LuigiMan200 wrote:

I believe from what I've seen, Mega Man's Up-Air is Air Shooter.

Updated, that was really easy to miss.

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