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Post by Nightmare on Feb 15, 2014 22:31:06 GMT -5
Yeah to me I don't think the KO meter thing is an instant KO. The video looks like it was cut to try and talk up Little Mac, like Rene suggested.
It would make sense if he could take a hit or two before attacking if that's really how he works, it might just be on his specials though (I'm not 100% convinced all the ones we saw were just Smash attacks, but it's hard to tell til we get some insight on his specials.) I think he'd be a little too broken if you could just soak damage and keep charging until you're ready on Smash attacks, and I'm not sure Nintendo would do something like that. There's gotta be some other catch to it.
With his speed and this other gimmick though we may be looking at our next top tier character. Too early to judge just yet, though...
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Post by Renegade on Feb 16, 2014 2:01:57 GMT -5
I feel he will most likely be mid or top tier. If nothing else he will most likely counter Rosalina or other very technical characters, Ice Climbers/Olimar/etc. because of the rush down. Most likely IF we're correct in seeing what others probably see about the characters potential he'll be seen quite a bit in the tournament scene. -EDIT- So it has dawned on me that he may actually have an instant KO, due to Game and Watch having one as well. I just really hope it isn't easily executable. -DOUBLE EDIT- Son of a skank...
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Post by Swim on Feb 23, 2014 21:36:40 GMT -5
Yeah, that insta-kill Power Meter is going to need some regulation, and it feels very much like the part of Playstation All-Stars that I enjoyed the least. Also, Donkey Kong Tropical Freeze drops on Feb. 23, so I'm fully expecting a Diddy reveal around that time, or if Nintendo feels so inclined, a new DK character like Dixie. Guess who's back?
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Post by Nightmare on Feb 23, 2014 22:35:05 GMT -5
I guess in terms of Little Mac's power meter the question is how charging works. How do you charge it, can you hold a charge, does it stay charged for long, etc. Cause it would be a tad bit disappointing if you could wind it up like Donkey Kong's punch and then unleash a one hit KO with it. I think it's more likely that it charges while fighting (possibly based on damage dealt or taken) and might only stay lit up for a small window of time. That'd make the most sense in terms of balance, I think...
I don't think it's a bad (or especially broken) gimmick to give him but it would need some sort of check to balance it definitely. I don't think a move like this would be any cheaper than say Diddy Kong's banana spam, Zero Suit Samus pelting you with armor pieces, or Meta Knight's... Most things.
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Post by Xero Bloodline on Feb 24, 2014 12:40:44 GMT -5
Well in past Punch Out games your super meter was filled by landing punches and decreased as you were hit. I would assume it works on a similar premise as that. So you would have to land several successful hits without taking damage to earn this one-hit KO. I think it's an interesting game mechanic that should be fairly easy to implement without breaking the character.
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Post by Tony on Feb 25, 2014 3:11:19 GMT -5
With today's pic of the day, we see that there are two different version of the boxing ring stage. The Punch Out version and the Smash Bros. Version.
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Post by Nightmare on Feb 25, 2014 3:57:16 GMT -5
A more helpful version of the previous post: With today's pic of the day, we see that there are two different versions of the boxing ring stage. The Punch Out version... And the Smash Bros. version.
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Post by Renegade on Feb 27, 2014 12:31:13 GMT -5
Today on "I can't wait for the new Smash Bros please send help!" We find out that all of the normal A moves (1 2 punch, rapid punch, etc.) will have a finishing move so you can't just keep some dude in a corner as well as other things. Sakurai had this to say, "Pic of the day. Now consecutive standard attacks will always transition into a finishing move. This is Fox's finishing kick after his standard combo attack."
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Post by Nightmare on Feb 27, 2014 15:32:38 GMT -5
That's a welcome change I'm gonna say. I thought the idea of being able to endlessly pummel somebody was kind of crappy from the very first Smash Bros. ESPECIALLY after they took out Link's in Brawl though JUST SAYIN.
I think this'd be a good step toward balance though.
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Post by Swim on Feb 27, 2014 23:58:59 GMT -5
I don't think this was really that big of an issue to be honest. How often did you end up getting cornered and trapped there by rapid A spamming? It hasn't been a problem since Smash 64, since then getting trapped by a repeated jab doesn't last beyond about 40% in general. As damage builds, you escape the corner naturally, and with good DI even sooner.
If there is any issue with infinites that Sakurai needs to be looking at, its chain grabs, as characters like Dedede and Falco could abuse that on about half the cast.
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Post by Nightmare on Feb 28, 2014 11:09:35 GMT -5
Well we both know a free 40% damage is more than enough to give a substantial advantage in Smash Bros.
And I'd like to see the chain grabbing thing worked around as well, but that's more a physics problem than anything else, pretty sure chain grabbing on anyone isn't an intended mechanic.
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Post by Tony on Mar 6, 2014 4:45:27 GMT -5
The pic of the day gives us some more info on Little Mac today. His normal side smash is the jab you see in the middle there. However, by tilting the control stick diagonally upwards while doing the side smash, it will become the uppercut on the left. If tilted diagonally downward, it will become the body hook on the right. According to Sakurai, the hook is the "most devastating of these moves" and "doesn't blast the opponents away".
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Post by Tony on Mar 31, 2014 13:23:38 GMT -5
More info from Pic of the Day. Looks like Luigi's Final Smash is getting changed to the Poltergust.
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Post by Tony on Apr 8, 2014 18:25:50 GMT -5
Click either image to see the trailer.
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Post by Swim on Apr 8, 2014 20:27:51 GMT -5
We also get a full move list for Megaman, so we can compare that to the one Rene guessed at. Also, his final smash is summoning all of the other Megamen. I can't wait.
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