Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. This time, contributing writer Alan Lopez breaks down some of the key changes that are being made to the new Smash Bros and how they'll fundamentally change how we all play the game for the better...
Collectively, everybody has asked for all previous Smash fighters to reappear at some point or another. Updated graphics? Look closely; the new character models and fancy stages of Super Smash Bros. Ultimate all have tiny details that are an absolute joy to discover for yourself.
And of course, there’s that GameCube controller support that Nintendo would have been crazy to not implement. All of that stuff we asked for. But like any smart creator, series director Masahiro Sakurai didn’t direct his team to only throw in whatever feedback was the loudest, for better or worse. We've even asked the pros what they want before the game comes out. Now that we’ve played it, we can see what actually happened.
And it turns out there are many subtle changes between Smash for Wii U/3DS (often referred to as 'Smash 4') and Nintendo’s showcase game of E3 2018. These changes are not to be confused with the individual character changes, which Nintendo went to great lengths to detail during their E3 showcase. Here, I’m looking exclusively at how the game engine works differently, as compared to previous Smash games.
Changes may not necessarily be obvious at a glance, or even quickly understandable after playing the game yourself, but they’re there, so I want to take a look under the hood of some of the most important ones. It's also important to note that many of us have played an E3 build of Smash Bros.- development is not finished yet. Things can and will change, especially when you’re talking things as small as frame-specific stuff. But the more broad differences say an absolute ton about the design direction Sakurai wants the series to go in.
This game is just faster
Okay, a lot of people have asked for this, but how it was accomplished isn’t necessarily how the fans, especially the pros, would have necessarily approached it. In Smash Bros. Ultimate, it appears dashing speed - not running speed - has been increased. This is the quick animation that a character has between their walk and their run animations, and it absolutely matters, given how often characters both pivot, as well as begin running after landing on a platform during a game. This is especially true of a professional match.
This small change makes dash-grabs all the more dangerous, and makes character placement more hyper-focused as compared to in Smash 4. In turn, it makes any character more dangerous to be around. No, we aren’t approaching Super Smash Bros. Melee levels of speed here, and from a design standpoint, that is very intentional. But it’s a big change, and its importance is very amplified by the next big difference.
Dodging has been nerfed
Dodges aren’t going away any time soon, but it’s clear from this build: rolling too much on the ground, specifically backwards, will come back to bite you. As was highlighted during Nintendo’s E3 Direct, repeated dodging both on the ground and in the air (directional air dodging also being a huge change to the game) gets you diminished results. How? Your character will be vulnerable for more frames, and you will cover less space the more you use it. (A quick note on directional air dodging: this is a big change, but we didn’t see a ton of it at the Invitational, likely due to how punishable it seems right out of the gate. Much more is to be determined.)
Changing how rolling works doesn’t just impact dodging, but rather the philosophy of Smash Bros. itself. It fundamentally rewards being more aggressive. Previously, most notably in Super Smash Bros. Brawl for the Nintendo Wii, Sakurai wanted to discourage spamming the same move over and over again, so Nintendo introduced the 'stale' mechanic. Use your move too much and it won’t hit as hard. (We’re looking at you, Marth’s sword.) But with stale now being applied so aggressively to defensive mechanics, the message is clear: don’t roll so much, it’s boring.
This addresses not only brand new players who quickly learn to only travel by rolling, but high-skill matches that put a huge emphasis on character placement. Need to be a character model to the side? A dash (where you are fully vulnerable) may now often be a better option than the previously safe dodge (which now has diminished results). It’s a smart change to make the game more kinetic.
Short hopping/jumpsquats are different, and that matters
As the name suggests, a short hop is simply when you don’t use all your character’s force to jump, and it previously was done with a more subtle button press or joystick flick. Shorthops can now be done by the combination of pressing the 'A' button alongside however you jump. This change seems like only a logical iteration, but it may also have something to do with the fact that it appears 'jumpsquat' frames are possibly uniform across all characters in Ultimate.
Okay, what the heck is a jumpsquat? All characters technically crouch before they jump, and how long they crouch for has a lot to do with their weight, and consequently, character balance. (If Pichu and Bowser both jumped around at exactly the same rate, things wouldn’t be balanced, right?) Although much more testing definitely needs to be done, it appears as though all characters now jumpsquat at or very near to three frames, regardless of their weight. What does that mean? More action. Keep an eye on this potential change for sure.
The logic of 'perfect shielding' is reversed
Here’s a quick shielding 101: the way shielding works in Smash Bros. is that a coloured orb covers your character when you press the button to activate it. Hold your shield for too long or take too much damage and that shiny orb protecting you shrinks, leaving you more open to attack before potentially breaking altogether.
However, time your shield press at exactly the impact of an attack and you’ll 'perfect shield' (previously called 'powershielding'), giving you the full breadth of your character’s shield and, critically, the ability to counter attack while the other character is stuck in a stunned animation. You could even reflect projectiles back with it in some games. That was the general flow to Smash Bros. martial arts. It looks to have been tweaked.
Now to get the benefits of a perfect shield, you have to let go of the shield button at the right time, not press it. Think about how that might impact super quick, multi-hit moves or even just big, dramatic ones. This is yet another way the game wants you to win by avoiding defensive techniques, and I really think it will have a notable impact.
The optics are way better
Nintendo wants you to think of this game as the ultimate Smash Bros. experience not just in name, but in feel. Some of the shiny, new touches make you wonder why they haven’t been there all along. Here’s one: in a stock match, the screen quickly flashes the life count over the entire screen after someone dies. Here’s another: damage percentages now have decimal points.
Playing a free-for-all? The player in the lead will sometimes flash, giving everyone a much more obvious signal for who to go after. And whenever you fly off the screen, a tiny, minimalist mini-map stuck in the corner nearest the action now displays exactly how close you are to death. And maybe this is the smallest change with the biggest impact: you now pick the stage before you pick your character, which can majorly reframe even a novice player’s mentality regarding how they play.
All of this stuff makes Smash on Switch really feel like a fully refined, almost 'director’s cut' edition of the Smash experience. It feels like its emulating that 'extra' feel of ultimate editions many other fighter games eventually get. There’s still a lot of questions regarding things like longer charging to Smash attacks, the 'rage' mechanic, 1-on-1 damage amplifying (it appears to be a 20% increase right now), and more. But in large part, the stuff I outlined above are changes that a lot of people weren’t outright asking for, but taken collectively, they're a means of making the game faster while retaining the game’s mass accessibility.
So that's Alan's take on Super Smash Bros. Ultimate's changes. Want to add your observations? Share your thoughts with the community in the comments below...
Comments 56
So, the kind of stuff that only the most hardcore Smash players would notice, but not the kind of stuff anyone who was actually looking for and/or expecting a properly-new Smash Bros. game for Switch--rather than the Wii U title with a few [absolutely still welcome regardless] tweaks, changes and additions here and there--would notice.
Pretty hyped for this game and I have a backlog to get through so I can last till December. They probably should announce a few games for early 2019 though.
@impurekind I wouldn't say only the most hardcore but yeah, people with more experience will notice these changes more. Even just playing with my brother about a million times means that this game will be completely different solely due to the dodging nerf. I wouldn't see it as a smash 4 port at all because although the graphics are similar, the mechanics are completely different.
@CCore28 Yep. Me too. As a gamer who doesn't play Smash online, only LAN with friends, there was just not enough SP content in Sm4sh to keep me playing after 30 hours.
And bring back Adventure mode too, while you're at it.
I think the changes sounds good. Personally I asked for one thing, which I won’t count out but won’t hold my breath for either... subspace part 2... I don’t play with friends or online and a nice single player was just what I was hoping for this time.
That the main takeaway isn't it? Aubtle and barely noticeable changes. Almost like... Aren't gamers supposedly against thia types of sequels..
@nessisonett this game is so far from being a Wii U port. The only thing that hasn't been changed too much is the graphics (the graphics quality and partly the animations.)
People act like this is the final version when I'm 100% certain Nintendo is going to add a few things in to hype up the game when it's closer to release. Considering that you start up with only very few characters, what's most likely is that it's a new mode (story?) and maybe 2 more characters.
If there's a story mode to unlock the characters (which they didn't go into), I'll be very, VERY happy. That being said I am more than satisfied with what they showed off and even though the graphical improvements and technical improvements do seem to be minor when compared to other leaps in Smash games, to me, this really just looks like the most complete and full-of-content experience that will keep me occupied for years from now.
Still don't understand why everyone seems to be complaining about the game and infusing themselves with lies that it's a "port" even when confirmed wrong. It's almost like people like to be unhappy and dramatic more than they like to be happy.
It's still quite a while 'til release of the game and you can bet there is a direct that's going to drop on us like a bomb with some kind of big reveal they held off on at E3. It only makes sense when they want to hype the game up before release.
It’s a port. It’s not a port. It’s a port. It’s not a port. YAWN. The whiners need to get over themselves and either enjoy the game, or not - I couldn’t care less, but the constant whining is embarrassingly stale
Didn't we ask for thoses changes ?
There's a reason Melee vs Smash4 is a thing.
Hey, guys. You might want to change the banner image for this article. I loaded up the NLife homepage and, without any warning, was greeted by this huge picture of Daisy. I handled it OK, but you do have a lot of kids visiting this site.
People need to compare Smash to other fighting games. Comparing Tekken 7 to Tekken 6 for example, the gameplay is mostly the same. Except for combo rearrangements, rage arts and power crush, it's pretty much the same gameplay wise. The only thing that's comepletely different is the graphical overhaul and the story. The game only had like 2 new characters and even less characters than Tekken 6. It also didn't change too many stages as well. How is this a sequel and Smash Bros Ultimate is not, when it's basically new UI, new (and A LOT different) gameplay, new characters/roster (66 characters instead of 58 on Wii U, after DLC of course), new Stages, many changes to the characters, new Animations, heck even a new engine? Every single fighting game sequel has assets that are reused, even full games do it (Majoras Mask and OoT had for example A LOT of assets that were reused, but still the games had a completely different feel).
And there hasn't even been everything announced..
Smash Ultimate is a deluxe port of Smash 4...
...which was a deluxe port of Brawl
...which was a deluxe port of Melee
...which was a deluxe port of 64
...so it's technically a super-duper-ultra-enhanced-shiny-new-same-old-very-familiar-but-slightly-different-upscaled-deluxe-remaster of the original - again!
tl;dr - It's a Smash game!
Digging the changes. Between lag & people rolling around as if they were covered in flames, I had stopped playing the WiiU one online within the first month. Here's hoping.
@NewAdvent On the fence about this one. I feel what you're saying but on the other hand I've had matches where the winner was someone who was largely avoided because the other players knew they couldn't do much to them. So that one fighter could win via sitting off to the side & stealing KOs. That glowing could put an end to that kind of thing.
I'm on board with the changes as well.
And the headline is on point. If Sora Ltd. were to just do what the loudest among fans demand, they would hardly be necessary in the equation.
@CCore28 To be honest.... "single player/coop gamemodes" stuff are why I wonder if the E3 presentation may not have put a fast one on us by focusing so early on the core battle mechanics and roster stuff.
I might likely be wrong, but with still a whopping six months in front of us before the game's release, that's a LOT of time for new Directs that would produces potential interesting release.
It used to be that this period would just be for a trickle announcements of new fighters but with so much of the roster pre-emptively revealed yet so much focus on the "base" gameplay modes... I can't help but feel there's STILL a surprise in store. We've been told to "not expect much"... but so were we often told the same in the past by announcing there "wouldn't be that many fighters compare to the last game" only for the gradual fighter announcements to reveal an ever bigger roster in the end.
I can't help but feel that this year might do something similar, but with gamemodes rather than fighter roster(and based on some thinking, I feel we might -still- have some surprise there. Such as the Smash Bros tradition of [insert pokemon from upcoming game to promote it] which is something I doubt the franchise will drop with a future Switch-based core game in 2019).
Honestly, all I wanted out of a new Smash was Ness getting a new recovery. It's the ONLY thing he could ever need to become a great character. But since that's not happening, I'll just have to settle for being second-fiddle the world over. Not that its that big of a deal to me - I just don't like how Villager and Rosalina can beat me just by existing.
Other than that, I'm extremely happy with the direction Smash seems to be going. If its tightening up some things, fine. If its adding a new take on characters/stages/mechanics, great. Smash is Smash to me. And I've loved every iteration as much as I've loved every Generation of Pokemon game. Fact that its on Switch is just a bonus. Heck, if we can play 8 players online as well as locally, then yeah, I'm totally okay with whatever happens after Smash releases.
@ThatNyteDaez The fun thing is that "every new generations of Pokémon games" is probably a near-guarantee of at least one new fighter they haven't announced yet. I mean, with Sun/Moon not getting a playable representative and upcoming core game on Switch itself but a year(if not months) after Smash Bros releases... I can bet there will be at least one new pokemon fighter just to help bolster visibility for either the last or next Pokémon title as with all previous Smash games (in fact, didn't we get Greninja in Smash -before- his own game was released in fact?)
Wow, I didn't know all of that, but these changes sound great!
Is it December 7th yet?
I wanted Daisy in Smash
(ducks to avoid incoming projectiles)
@Varkster
There is a saying in Spanish "Sufres porque quieres" which means you suffer because you want to.
Many people do things that they know will hurt them, but still do it because pain is enjoyable (not in a creepy or mentally ill way, but somehow subconsciously)...... Haha
@ThatNyteDaez they did add where you can at least see where you will be throwing yourself..... Because that is something I always have a struggle with. I primarily main Lucas, so I understand your pain
Why in the world are the decimal points for damage necessary? Hopefully there is an option to turn them off as it just clutters the display in my opinion.
I'm happy to see Daisy is present... but I do feel like Waluigi should be in as well... maybe it's because I play a decent amount of Mario Party and Tennis, but Waluigi feels like a regular character to me... and he could have a hilarious move-set.
Maybe he is the secret 66th character?
Really hope there's some sort of adventure mode/story mode in this one. I enjoy playing Smash with family and friends, but those occasions happen infrequently enough that most of my time with this game will be spent solo. It'd be nice to have a decent amount of content to dig into when no one else is around.
I can't wait for this game, preordered it right after the direct. My first smash game was Wii u, and me and my brothers loved it and played it often with pur friends at parties in the 8 player mode. Can't wait to be able to play this on switch, and I have a huge backlog to play through until then
@NaviAndMii Which best summarizes what sucks about the fighting genre and why Capcom got it right at SFII and should have just left it there forever rather than trying to reinvent the wheel.
@Bondi_Surfer The whining comes from the people that want to believe that this is a new game instead of just a patch+DLC for Smash 4 Unless it has a proper story mode...then it's a new game after all (WiiU really had no single player at all....a waste of $60.)
@AG_Awesome I'm amazed how many of us really want solo campaigns/Subspace 2!
@impurekind Very, very, very rarely do I ever agree with you on your Nintendo negativity, but just this ones, I have to give you a great big nod of agreement!
I don't know how you can hate on changes made to a franchise like this. Honestly I played melee for years and years and loved it, but really that game only has like 4 playable characters. Brawl was kind of a waste (accidental trips...) but Smash 4 to me was a pretty good balance, if Ultimate is inbetween melee and 4 then it's probably going to be the best mechanic wise. I'm pretty pumped.
They still had not fix the main issue all 2D fighting games or in this case a platformer would had prefer since Super Smash Bros. is still fighting in the 2D plane after all and that is d-pad support. It's been like six entries now and still we are not allowed to use the directional pad for directional movement in a game that looks 3D but moves in 2D which a directional pad is known for. Not even the option menu and many hundreds of Smash multiple controller choice offer this either which is still a shame. This makes character like Ryu who are known to have complicated moveset since he's from a 2D fighting game after all plays awkward using those damn inaccurate 3D thumbstick since the movements often shift differently when in a 2D plane.
@NEStalgia I honestly think the majority of Smash buyers would want/enjoy a new story mode like subspace, but the ones being loudest about how now you do .2% more damage from a side attack with a specific character are the only ones we see. I have no doubt most people would prefer a Brawl approach to game modes
I want a better online experience and a long period of balancing changes that make sense and are based on data-- what Splatoon seems to do.
And yes, like most, I wanted a story or some fun thing to do in single player. Like character specific smash the targets again.
That includes getting rid of some stupid and annoying combos. I would also like a nerf to shields in a way and it seems we sort of got that. Anyway we'll see what it becomes.
Even if there's not a Subspace Emissary, I'd like a new Adventure Mode. It was neat to see Nintendo worlds converted to Smash runs, and kinda silly to see a given character traversing disparate worlds. Imagine the Villager escaping Zebes, right?
I'll only buy this one if it has a story mode, i adored Brawl's, but ended up barely playing the Wii U version as its single-player content was non-existent.
@MisterPi Yeah, I've said before Smash has a really really weird OCD fan base of crazed zealots on the internet that are just obsessed with Smash and think it's some universal competitive game on an order grander than Halo and CoD combined....yet that base isn't actually terribly large. Brawl was the best selling, by far, of the series. Some say that's because it was the only successful console it was on, but that's also kind of the point, that core fan base is not making other consoles successful, it's a niche of core Nintendo buyers, and a small subset of those at that, seemingly mostly those that entered in the GCN era (which wasn't very many.)
Brawl had a broad appeal that combined with a popular console (and being one of the few "core" games on said console at the time amid a flood of shovelware and accessible entertainment software) sold well in large part because of Subspace and the good word of mouth it added.
Smash 4 offered nothing for that broad audience. It was a competitive game for competitive players. I fear Ultimate is more of the same (a port.) If there's a real subspace or such I'll gladly accept it's a new title. If it's just another tournament fighter, it's just a port. Smash 4 was just an awful disappointment. It was like Street Fighter, without actually being a balanced 1v1 slug-out like Street Fighter.
It worries me that with over 5 hours of coverage at E3 as their big game, there was not even a mention of single player content. It was just hyped as a game for competitions among fighting enthusiasts. Coupled with their need to push subscriptions, it may be an online only competitive game....which, to me, doesn't make it a flagship title, but just a little side game.
The most important change is that they buffed Zelda
@NEStalgia Completely agree. They had all that time and still they had to fill it up with stuff like Olimar's helmet cracking now. Woopee.
It frustrates me more than anything how much Sakurai went from detesting the melee-type fans and working against them to slowly inching his way back to Melee. Brawl was pretty much perfect for most people. Sure it had its quirks and annoyances but it truly felt like a game designed to be fun first and foremost.
Then 4 came and suddenly everything had to be faster to appeal to the more competitive nature of Melee, and now Ultimate is here and they spent the first ten minutes bragging about how now everything is even faster, and, what a coincidence, some melee moves came back too.
It's frustrating to me mostly because it seems more like Nintendo pandering instead of Nintendo thinking "how can we honestly make the franchise more fun"
I can't really figure out why not having a single player ruins this game for so many people. The game was literally created to be a multiplayer game to fight against friends, it since then morphed into one of Nintendo's only "pro" games. I understand that having a little single player mode would be a nice added bonus but get real with yourselves about what this game is supposed to be. If your looking for a great involved single player game this is not that.
@NEStalgia Well said. I wouldn’t call it a port under any circumstance (they built it from the ground up, and invested a lot more in development than they did with the likes of Mario Kart 8 Deluxe). But it will need a lot more single-player content to interest me (unless Ashley is part of the roster). Their E3 presentation seemed to pander too much to the neckbeards (a very small percentage of Smash players), and their stock price suffered as a result. It would be analogous to announcing a new Mario game with a 25 minute presentation about how high Mario will be able to jump and how fast he will run. That might interest hardcore Kaizo players, but normal people are going to be looking for whether it will have fun levels to play. Brawl had something for everyone, and it sold better than any other entry in the franchise.
That being said, I’m still optimistic and I’m still going to give them a chance. A lacklustre E3 presentation != a bad game. They were quite gradual about revealing Brawl and Smash 4. We didn’t learn about SSE on day 1 either.
By the way, I think the single-player content in Smash 4 is better than people give it credit for. Not as good as SSE, but event mode and challenges will keep you busy for a while.
@Euler I'm not sure moving the same game to a new engine really means "new game"....porting from one engine to another is literally a port. FFXV is being ported to UE4 as well.....but even Squennix isn't calling it "FFXV-2"
I'm still hoping though. Smash 4....single....the board game....it was kind of insulting really. I played it very very briefly only.
@MisterPi Indeed. And I really don't know why they're so intent on pandering primarily to GCN and WiiU customers. Not exactly a fickle bunch for Nintendo loyalty, clearly, and not a sufficiently large group either.
I cringed almost to Ubisoft levels when they talked about Olimar's helmet cracking....purely cosmetically until he hits the ground. It's not like it's a gamplay mechanic, they're just pointing out graphical details. It's like "Bayonetta has a new hairstyle!" only worse.
Of course Ultimate has to be just faster and more detail tunings of 4....because it really is just 4 with a patch and a graphics update "New game new game!" Because they changed damages and speeds? Those are configuration values, not dramatic changes to gameplay systems. The same changes plus DLC characters could have been added to 4 and it would not have made it a "new game."
Of course if there's an extensive campaign, then it truly is new content and a new game (or the missing content from WiiU finally delivered for another $60...) But that many hours of coverage and no mention of anything but competition.....is troubling.
I feel like this game is going to be pretty bare bones when it comes to anything other than characters... probably just Classic Mode, Event Mode, & 8 Player Smash. If it had things like a new campaign, a Stage Builder, Smash Run/Tour, or something new, I'd assume they would've announced it at E3.
People must also remember that for Smash 4 the single player cut scenes were all leaked which is the weird reason why they cut that out of the game. It is possible they are being so silent about single player is because they want it to generally be a surprise later on. The other option being that they were so butt hurt over the Smash 4 leaks that they really did cut out any single player story for any game going forward.
People have actually been asking for the game to be faster and the game to be less defense oriented since it was intentionally slowed down and made more defense oriented in Brawl, and didn't change much in Smash 4.
The logic that slower games are more fun for casuals (presumably because it's assumed casuals have poorer reactions) is actually backwards, casuals like to play aggressively regardless of if the mechanics promote that behavior, competitive players are far more likely to be able to exploit the mechanics of a game that is slow and defense focused and don't feel the need to play aggressively if that's not the ideal way to play based on the mechanics of the game.
Although something I did ask for is for Lucina's move set to be made unique and that didn't happen.
According to ZeRo, for all it's other changes to decrease the effectiveness of defensive options and promote aggression, the hit stun in the game is still rather low and doesn't allow for much combos.
Another cool change that is new to Smash Ultimate (but not reported in this article) is the ability to turn off hazards in some stages.
I've personally been requesting this since Playstation All Stars was released since it was a feature in that game. Nice subtle but awesome feature!
Yeah this is definitely just Smash 4: Definitive Edition, but I'll still buy it. Like many others though, I'd really like some kind of decent single player mode besides Classic Mode. That board game was just embarrassing and I was "board" of it within just a few minutes.
...I'll see myself out now.
I'm still trying to figure out if you can still air-dodge multiple times in the air or not. Help?
@NEStalgia They're not just porting over the Wii U characters/stages but also a lot of stages from 64, Melee, Brawl, and 3DS plus all of the characters. Yet I wouldn't consider Super Smash Bros. Ultimate to be a Brawl or Melee port. It's kind of a heap paradox thing. How much must two games have in common for one to be considered a port of the other?
I think the boardgame was meant to be a multiplayer experience for hypercasual players, like Mario Party but without the charm, not single-player content. I think only two or three of the challenges actually require you to play Smash Tour and they aren't too bad (or you can golden hammers lol). Smash Run looks like it has potential however, and I'm hoping they can find a way to expand on it and make it work on the Switch.
Caveat - I am a very casual Smash player. But does the blocking change actually encourage more defensive play, because now you block and wait for the attack so you can let go at the same time? You are now blocking earlier in the exchange, which encourages more blocking, no?
@Euler I realize the fighting genre works this way, but then I still don't understand the need to sell endless sequels that are really the same. (or the multiple versions of SF2....SF2, Super SF2, SF2: Hyper Fighting (which was much faster play), etc. etc) But they weren't "new games" they were different versions of the same game: SF2.) I feel like Smash: Ultimate is more like SF2:HF. Or SF2: Ultimate for that matter. I.E. not a new game, but a new version of the old game with some changes. Nobody confused SF2:HF with SF3. And nobody thought SF2:Ultimate on Switch was SF6. But everyone things Smash: Ultimate is Smash 5. Regardless of the word "port" or not, to me, like SF2, SSF2: SSF2: Turbo, SSF2: Hyper Fighting, SSF2 Ultimate, we had Smash 4 WiiU, Smash 4 3ds, and Smash 4 Ultimate now. Same game with some changes. Changes that could as easily have been DLC on WiiU, which makes it hard to call "new" or "sequel." Where SSF: Turbo/HF changed some characters, speeds, damages, etc but was mostly the same game, SF4 totally changed the flow and feel of play, the art style, everything, while keeping some things mostly familiar. Smash ultimate is more the former to Smash4 than it is the latter to Smash 4.
"Mario Party without the charm" I like that Smash Tour was little more than arena battles with AI....it still didn't feel very single player. Not like Adventure Mode and Subspace. I'm really hoping for real single this time.
Maaan...
Three different Links, but y’all can’t give me three separate Pokémon.
I don’t understand why they took Charizard’s super-armored rock smash side special from Brawl away and left him with the risky, self-harming Flare Blitz.
At least they’ve adjusted things so that you can stay as one Pokémon and they not get weaker requiring you to swap...
But that’s just acknowledging how some people would prefer to stay as their favorite Pokémon and not swap, so, like, why bring back swapping?
Bring back Story/Adventure mode, offline tournaments, a stage creator that doesn't require the touchscreen, and give us the ability to easily play stock matches online, and I'll be happy.
@ProudGrimleal Well, now you don't have to swap. You can just pick one and stay as it for the entire match with no penalty, so they're essentially just three different characters now with swapping as an optional bonus feature. I agree it's a shame if Charizard loses a special attack, but if the custom specials return and allow me to replace Flare Blitz with Dragon Rush, then I much prefer that over Rock Smash or any of its alternatives.
How do you know that's how they're handling the return of the Pokémon Trainer, though? For all we know right now, swapping could be mapped to something else while Squirtle and Ivysaur gain an extra special attack.
@NEStalgia "SF4 totally changed the flow and feel of play, the art style, everything, while keeping some things mostly familiar."
Um, that's exactly what this game is doing. Did you miss the brand new art and all the mechanics changes that will significantly change the flow of the gameplay? And that's just what little has been revealed so far. Once they announce the new game modes, this will fully feel like a brand new sequel.
Look at street fighter 2 vs sf hyper fighting or turbo. Then look at sf2 vs sf4. Now look at smash 4 vs the types of changes in ultimate. It's MUCH more similar to the types of differences in turbo and hf versus sf2 than it is the types of changes from sd 2 to 4. Fighting fans consider hf and turbo new games or new versions of the game but at the name implies it's a version of sf2 still, not a sequel.
Similarly ssb Ultras feels like a version of smash 4, not a smash 5. Consider it ssb 4 hyper fighting edition. Even the name, like sf2:hf, ssb ultimate, after ssb wiiu,ssb 3ds, seems like it's part of the same series, not a new complete branch of it.
If there's a real complete sp it story mode in it it might be able to come across as a new game (if it's sse2 is a legit sequel).... So there's still time. But if it's all about online and a board game again, there's not enough change to make it more than ssbs hyper fighting moment. Deep mechanics tweaks that mean nothing to anyone but the core fan base if enthusiasts, old extended content.
If it does have new major modes it's yet again an e3 presentation fail that pulled defeat from the jaws of victory.
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