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Super Smash Bros. for 3DS |OT2| Nintendo All-Stars Battle Quarter Pounder

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People complain about Little Mac in For Glory. Lucario is the most bullshit fucking character in that mode. Can't kill anyone because of way too large blast zones, he just gets high percent and then can cover half the stage with side B or his ball. Oh want to punish him off stage? Too bad he can land anywhere with his range. What a dumb character.

Lucario was one of my mains in Brawl, and the lukewarm reception to his Smash 4 reveal bummed me out a little, so this made me smile.
 
So I know some people will find this to be heresy, but

I really like the way Dark Pit plays. I think it's mostly that I like Pit's changes from Brawl but feel like they needed just a little more oomph and Dark Pit does that.

I still can't figure out the big difference between these two, aside from the few moves.
Lucina: More balanced blade, doesn't have to worry about spacing/range.
Dr. Mario: Less combo-centric, moves are more kill-based than combo-based.
Dark Pit: ???.
I haven't figured it out yet, it isn't obvious at all to me. But then again, could be because I see few Dark Pits online. Or Pits, for that matter.
 
People shouldn't be living that long against WFT. A fully-charged Sun Salutation (especially when coupled with Deep Breathing) is an extremely reliable kill move for her.

Her up-smash is also invincible during the active frames, so you can use that for aerial chases as well.

(Sort of a tangent, but is WFT's "Salute the sun!" quote an intentional reference to Dark Souls?)

Yeah I'm still learning with WFT. Right now I'm unreliable with her up smash because its hitbox is fairly small compared to the other up smashes I use. And I can't quite get the hang of timing in Deep Breathing yet. Once I get those down I'll probably improve.

On another note, does anybody know how to punish Pit/Dark Pit's down B shield move? It seems to block everything and if I go in for an aerial I always seem to slide right off. And if I go in after it goes down they usually still have time to recover and shield or counterattack.
 
really doubt tournaments will permit custom moves and all that, evo certainly won't

too many permutations

Yeah, seems way too fiddly. Miis would probably be fine to include since they have all of their moves already

The only character that truly suffers is Palutena IMO
 
Yeah I'm still learning with WFT. Right now I'm unreliable with her up smash because its hitbox is fairly small compared to the other up smashes I use. And I can't quite get the hang of timing in Deep Breathing yet. Once I get those down I'll probably improve.

The timing for Deep Breathing is actually pretty lenient. The circle doesn't have to be touching the red part for it to work; you can do it a bit earlier than that.

When playing online, you also have to account for input lag, so you have to activate it even earlier.
 
I really hope they patch in better match making options, it really doesn't work for me here in Australia. I'm regularly matched with people too far from here and it results in laggy, unfun matches for both players. I'd rather not play and wait for someone with a better connection to come up.
 
Yeah, seems way too fiddly. Miis would probably be fine to include since they have all of their moves already

The only character that truly suffers is Palutena IMO

I really don't think that logistics is a reasonable... er... reason to not allow custom moves.

It also remains to be seen how the Wii U version will handle them.
 
The AIs in this game are tough. I feel like I'm playing at the top of my game and they're smart and adaptive. I've never lost to character unlock fights so much.

Oh, and add me guys! Need some 1v1
4141-4389-8328
 
[plays captain falcon against a dark pit, loses in a close match]

[second match starts and now I'm ganon and he's regular pit]


the mindgames
 
really doubt tournaments will permit custom moves and all that, evo certainly won't

too many permutations
I don't think TOs seem to care how complex the number of matchups will become as long as the game is exciting to play. Biggest obstacle will be how possible it'll be to get custom moves on Wii U.
 
No, I know what the Sun Salutation is, but I can't help but wonder if her quote is a reference to "Praise the Sun!". I mean, she already has another sound clip for shooting a fully-charged Sun Salutation, so...

Sakurai did say he liked Dark Souls, didn't he? Sneaking in a reference like that seems like something he'd do.
 
I really don't think that logistics is a reasonable... er... reason to not allow custom moves.

It also remains to be seen how the Wii U version will handle them.

Well, it's arguably more annoying on console since TOs might not have everything unlocked at a given station where people are doing their matches.

At least with DSs people conceivably have to bring their own. Or at least, it's easier to have people bring their own.
 
I still can't figure out the big difference between these two, aside from the few moves.
Lucina: More balanced blade, doesn't have to worry about spacing/range.
Dr. Mario: Less combo-centric, moves are more kill-based than combo-based.
Dark Pit: ???.
I haven't figured it out yet, it isn't obvious at all to me. But then again, could be because I see few Dark Pits online. Or Pits, for that matter.

To me they are kinda subtle differences, but Pit seems to have just a tad more air mobility compared to Dark Pit. Dark Pit's electroshock arm feels like it has some super armor during the startup and through out most of the animation until the uppercut part. Also there's the obvious change in his arrows too.

That's all I've really noticed.
 
Kind of bought this on impulse today after playing the demo in store on an XL.

Silly me, the game doesn't play half as nicely on my crummy OG 3DS. I can barely control the game, let alone see what's going on. But I'm still having fun, I think...
 
15 Tips for playing Bowser:

1) Flamethrower. Use it for spacing and approach.
2) Suicide with the claw if you are up on the last stock. You earned it!
3) Most projectiles can be destroyed by punching them. Duck Hunt Dog is much more manageable when you know this.
4) Block, then Fortress. All the time.
5) Dont use f.smash unless you know it will hit. Basically, to punish a dash whiff or a broken shield.
6) u.smash has invincibility around your shell. You win all exchanges from opponents above you. Abuse it. Even activated counters will not hit you. It also hits on the way up and down, so air dodges do not help.
7) Pivot and bair for aerial kills.
8) Learn to land right. Easily what I struggle with most. Nair is instrumental here. Fortress through pursuit attempts.
9) Can you trade hits? Unless it will kill you, do it. Browser is harder to kill than the opponent.
10) You have passive hyper armor at low %. Punch through everything.
11) Is your opponent camping the ledge? Flamethrower and watch them squirm.
12) Jabs and ftilt are your go-to ground Attacks.
13) Chase roll recovers into Klaw.
14) Hop over projectiles into Flamethrower for your approach.
15) Be patient. You have good spacing and defense. Don't feel bad about dashing in and rolling out a few times before committing.

Started as a list of 5...I am no expert, but maybe my knowledge will help others. If anyone can figure out the point behind d.smash, let me know.
 
I tried Smash Run a couple of times. I had NO CLUE what I was doing other than damaging some enemies and opening some chests for boosts. Also it appears that the powers don't matter as long as I win the final battle? There seemed to be at least two different final battle modes.

Is the main idea to just destroy as many easy-to-destroy enemies as possible, and maybe memorize certain areas where there are extra bonuses?

EmCee if you see this, I opened a lobby and I see you're online, but you didn't join. I'd like to test the lag if you have a couple of minutes.
 
15 Tips for playing Bowser:

1) Flamethrower. Use it for spacing and approach.
2) Suicide with the claw if you are up on the last stock. You earned it!
3) Most projectiles can be destroyed by punching them. Duck Hunt Dog is much more manageable when you know this.
4) Block, then Fortress. All the time.
5) Dont use f.smash unless you know it will hit. Basically, to punish a dash whiff or a broken shield.
6) u.smash has invincibility around your shell. You win all exchanges from opponents above you. Abuse it. Even activated counters will not hit you. It also hits on the way up and down, so air dodges do not help.
7) Pivot and bair for aerial kills.
8) Learn to land right. Easily what I struggle with most. Nair is instrumental here. Fortress through pursuit attempts.
9) Can you trade hits? Unless it will kill you, do it. Browser is harder to kill than the opponent.
10) You have passive hyper armor at low %. Punch through everything.
11) Is your opponent camping the ledge? Flamethrower and watch them squirm.
12) Jabs and ftilt are your go-to ground Attacks.
13) Chase roll recovers into Klaw.
14) Hop over projectiles into Flamethrower for your approach.
15) Be patient. You have good spacing and defense. Don't feel bad about dashing in and rolling out a few times before committing.

Started as a list of 5...I am no expert, but maybe my knowledge will help others. If anyone can figure out the point behind d.smash, let me know.
Quoting for the new page since it didn't get much time.
 
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