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Topic: Super Smash Bros. Wii U Thread

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Orngeblu

6,361. Posted:

DestinyMan wrote:

Untitled
"Zelda's Din's Fire is now stronger in its core. The farther it's projected, the bigger and more powerful it will be, but you need to hit foes with the core if you want to make them fall."

"you need to hit foes with the CORE if you want to make them FALL" Is he saying you can now Meteor Smash with Din's Fire? So, if I'm off-stage (assuming this IS what Sakurai means), you can hurl a Din's Fire at me for a Meteor Smash? Sounds pretty OP...well, maybe not so hard to hit, but that would likely be no problem for a high level player.

Edited on by Orngeblu

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shingi_70

6,362. Posted:

Blast wrote:

@shingi_70 ... sarcasm I wanna see Naughty Dog create a game for Nintendo! I wanna see Santa Monica develop a game for Microsoft!!!

Well that would be good and dandy but your point doesn't make any sense if were considering the fact that those are developers that are owned by one enity and not the other. Now saying you'd like to see Amy Henning or say Scott Shuman at Nintendo would make sense.

Sakurai doesn't work for Nintendo and hasn't since Melee iirc. As far as indiviual developers go dude is up their with Shinji Mikami, Keji Infuane, Ron Gilbert that can go from pub to pub making games.

Dude even praised the system in his newest column. For argument's sale it doesn't have to be sony for that matter. I'd love to see Sakurai team up with Comcept, Platnuim, or someone like double fine.

n the latest issue of Famitsu, Super Smash Bros. for Wii U and for Nintendo 3DS director Masahiro Sakurai shared his impressions on PlayStation 4 during a column.

The Sora Ltd. and Project Sora founder, mostly known for working on Nintendo platforms, is generally open about his appreciation of other platforms.

“Let me begin by saying that I don’t care for faction wars like Nintendo versus SCEJA,” Sakurai opened in the column.

“PlayStation 4 is good-looking, the DualShock 4 is light and using it feels good, Remote Play can reliably handle even action games, and the network functionality is well done. The machine power is another attractive factor, there is no loss of detail in the image, and it looks so natural and spontaneous that you often forget that you’re playing a game.”

He continued, “It’s a good thing if creators can make stylish games without putting in a ton of time on that. I hope that a masterpiece will come with bells tolling. This is definitely not a period that will leave us without the possibility of playing rich games.”

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Unca_Lz

6,363. Posted:

@Orngeblu That's also assuming your opponent doesn't jump out of the way. Din's Fire is probably easier to dodge

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Orngeblu

6,364. Posted:

shingi_70 wrote:

1. I personally don't think Smash has enough when it comes to mechanics to build a competent fighting game but I could be wrong.

If anything, Melee is definitely a competent fighting game, with it's mechanics. But what about Brawl? Since Brawl has almost 0 combo's, and if anything, you do find a combo, it's either no more than 2-3 consecutive hits and/or followed up by reads and possibly more consecutive hits followed up on that read. (A read is basically attempting to predict an opponents next move based on their position/habits) In Brawl, given what I said about lack of guaranteed combo's, it's a lot about trading hits, so in some cases, this can be a game of rock paper scissors. But I've noticed how people I've played, or even top players (who I haven't played, only watched), how do they manage to stay above me, or in the top players case, remain a top player? That can't really be answered, but I think it proves Brawl isn't so luck-based as some people think it to be, so I think it's competent enough to be played competitively. :I Here's just my thoughts on the matter anyways.

There are some mechanics like DI (Directional Influence) and Teching, DI being the most important. Teching is really situational in Brawl. If someone is going to stage spike you on the corner of the stage, you can tech it as soon as you hit the wall to save yourself. It'll stop you right in your tracks.

I've seen someone say Brawl is more about mental stamina than it is technical skill (Melee), I'm not too sure if that's entirely correct or not though. :I

I personally like playing with items off, and friendly matches online. Blast, we are so playing when this game releases!

Edited on by Orngeblu

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DreamyViridi

6,365. Posted:

@Orngeblu - I don't think he means "fall" literally.

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Orngeblu

6,366. Posted:

DreamyViridi wrote:

@Orngeblu - I don't think he means "fall" literally.

Yeah, maybe. :/

Jazzer94 wrote:

Hmm it doesn't really bother me but I don't think this particular move needed to be stronger.

Din's Fire is incredibly easy to evade, just press L. (Or R, aka shield)

Edited on by Orngeblu

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UGXwolf

6,367. Posted:

@shingi_70 I'm not entirely sure you know how this whole exclusivity thing works. Sakurai works for Sora LTD, which is a Nintendo exclusive company. If he wanted to dev on the PS4, not only would he have to free himself from any Nintendo related projects, first, he would have to drop Sora, too.

Short version? Not very likely.

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shingi_70

6,368. Posted:

@UGXWOLF

You have Sora LTD mixed up with Project Sora my good sir.

http://en.wikipedia.org/wiki/Sora_Ltd.
http://en.wikipedia.org/wiki/Project_Sora

Nintendo owns no stake in Sora LTD, but a 72% stake in Project Sora which is now defunct. Sakurai/Sora are only Nintendo exclusive by virtue that dude has pretty much worked with Hal and by proxy kirby his entire life. Plus dude is really cool with Iwata since they worked together at HAL together,

Sora LTD isn't a developer in the traditional sense and more of a design house similar to Mistwalker in which they do most of the planning and scenario work and outsource most of the heavy lifting. They're wholly independent but due to history Sakurai goes to the big N for first refusal.

If anything Project Sora being disassmbled should have never happened

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Dupree520

6,369. Posted:

OdnetninAges wrote:

Since Kid Icarus: Uprising was released, I've always thought that Palutena's Temple should be one of the selectable music choices for a Kid Icarus stage.

Good choice

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DestinyMan

6,370. Posted:

Untitled
"The tiny Motion-Sensor Bomb is hard to see. If you get any closer, it's dangerous. I warned you."

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OdnetninAges

6,371. Posted:

I think it looks cooler than the one in Brawl, but I still think Melee's Motion Sensor Bomb had the coolest design.

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DestinyMan

6,372. Posted:

These generic item redesigns are all shaping up to be very cool. The new motion-sensor bomb looks like something out of Metroid, and it also looks pretty dangerous. However, while it may be very small, it's also now more colorful than it has ever been, so it may stand out from the stage more than the past bombs. I find the motion-sensor bomb in Brawl to be really tricky to keep track of because of its dull grey color.

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MegaStoneSmash91

6,373. Posted:

The new design has sort of an evil look to it. Very interesting. This also seems to be the first of the returning classic items that doesn't feature the Smash Bros. logo in some way. It could be on the underside of it, though.

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Tsuchinoko

6,374. Posted:

I never played Perfect Dark. Is that really where the ite originally came from?

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19Robb92

6,375. Posted:

DestinyMan wrote:

Untitled

I can't help but stare at those horrid textures behind the bomb... :P (I know it's nothing important and that it won't be noticeable when you play, but still)

The bomb looks cool though. I like the design.

Edited on by 19Robb92

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TheGreatGamer

6,376. Posted:

Tsuchinoko wrote:

I never played Perfect Dark. Is that really where the ite originally came from?

Looks more like Metroid.

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SCAR392

6,377. Posted:

I've been playing online lately. It's become alot less laggy since internet speeds have improved from 2008.

$¢@®³’²

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DestinyMan

6,378. Posted:

@19Robb62: Nothing to worry about because the games are still in development.

Edited on by DestinyMan

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SG9000

6,379. Posted:

My SSB Prediction: Tomorrow, Yoshi will be revealed

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DestinyMan

6,380. Posted:

Untitled

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