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

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Anyone have any Rosalina & Luma tips? I tried her again last night and I think I want to learn her.

Little Mac mirrors take years off your life.



edit: there's two ways to read that and both are correct
Are the two ways to read it "they're stressful/exhausting" and "they take forever to complete?"
 
The only thing that would make Jungle Japes better is if there was a transparent image of K. Rool's head superimposed on the sunset
 
You've taken the first step by addressing the problem, which is good. The thing to keep in mind when fighting Ike is that his moves have incredible range. You can eat a lot of damage by getting hit by well spaced Forward Tilts/F-air. You should play in a manner that avoids those moves, while still throwing out your own forward tilts/f-air's to rack up damage. Marth is exceptional at midrange, and he should be soundly beating out Ike at mid range due to his faster speed/equally solid range. A good deal of Ike's moves are horrendously slow. Slow in start up and slow on recovery, so he's susceptible to being punished (if you're too far away to punish with a tilt, a dash grab should suffice).

Secondly, Ike's recovery is linear—exploitable. You should be able to heavily damage him with spaced F-air if he's using his recovery specials (remember to avoid Aether range), and even KO him if he's at a high %. I know it might harder in practice to KO him while he's offstage, but that's arguably your method of KO (outside of landing a lucky tipper forward fsmash). Finally, it's worth noting that Ike's mobility is really poor; he has a subpar run speed and his air mobility is poor. Marth on the other hand, has good mobility and is nimble in the air. You should be able to make Ike come to you and punish him for recklessly pressing buttons.

Basically, Ike relies on the opponent making mistakes to win. If you play defensively and safe, you should do significantly better in that particular matchup.

Mm. This is all very true. I think I just need more practice against him, but I've never played with someone who actually stuck with Ike for a long time.

In other news, I had a fun little moment of reciprocity and good sportsmanship last night. I played about thirty or forty matches with someone who switched back and forth between Samus and Peach. At one point, he accidentally SD'd near the beginning of the match... so I jumped off so we could have an even match again. I did Marth's taunt where he raises his sword straight up in the air. A few games later, I accidentally SD'd myself. He ran over to the ledge and looked like he was hesitating for a second, before also jumping off. When he got back, he did the taunt where Peach poses with her parasol. I did the same taunt in response, and we continued where we left off.
 
Mm. This is all very true. I think I just need more practice against him, but I've never played with someone who actually stuck with Ike for a long time.

In other news, I had a fun little moment of reciprocity and good sportsmanship last night. I played about thirty or forty matches with someone who switched back and forth between Samus and Peach. At one point, he accidentally SD'd near the beginning of the match... so I jumped off so we could have an even match again. I did the Marth's taunt where he raises his sword straight up in the air. A few games later, I accidentally SD'd myself. He ran over to the ledge and looked like he was hesitating for a second, before also jumping off. When he got back, he did the taunt where Peach poses with her parasol. I did the same taunt in response, and we continued where we left off.
These moments make me giddy.

Wait, punch projectiles?
Every day! It won't work on every projectile. Just those with a single "hit" that aren't powered up. You can't punch Samus' charged projectile, as far as I know. But you can punch Mario fireballs, some (all?) of Link's stuff, DHD's disks, etc. I haven't taken the time to test everything just because I don't have a way to test it, but it's an instrumental skill to have in some matchups. Most of my KOs against Beats are from hitting his volleyball back in his face. ;-D Most of my deaths come after getting pelted with his energy ball. :-(

To add:

16) Don't spam Bowser Bomb (down b). It's incredibly unsafe a good portion of the time.
17) A good situation to use it though is to grab the ledge if you are being juggled/need to get out of the air.

First one is common sense, but I see way too many people do it.
Great advice! I go for Bowser Bomb when I have "a feeling" that it will hit. I will usually try to land on my opponent, jump at the last second, and Bowser Bomb. It catches a lot of u.smash attempts.

I prefer to call it a strategic victory, rather than suicide. Is Fortress Up-B? If so, I need to learn to use that. I had to look up pivoting, and it will probable take some practice. What do you mean by #13?

Thanks for the advice, though. If I can get better with Bowser, that will only be better :)



Isn't it better to use down-air most of the time? That is what I tend to use.
At low % levels, a lot of the stuff you do will cause opponents to hit the ground. Most people will roll to recover. Chase after them and f.B as they get up to grab them. Pretty much impossible to stop as a follow-up if you play your cards right. I'm still working on it, but I hope to get consistent at it. Following up on my offense is my second weakest area. I am too inclined to retire to the neutral since I feel so confident there.

dair and d.B are both dangerous. dair is safer since it seems to have a wide hitbox and pushes people back. I mix up my landings with dair, d.B, nair, and air dodging. I wish he had a way to hit beneath him that was safe. It would make edge guarding so much more interesting. I don't really have any great edge guarding techniques beyond Flamethrower. :(
 
Marth.

I think part of the problem is that I have this suicidal desire to approach Ike as he's charging moves. I keep thinking I should hit him before he does it, even though standing clear and whacking him after would make more sense.

Basically, the primary problem is that I'm an idiot.

Ike gives me shit all the time, too. I even play Pac Man, so I should be able to outzone him, but I don't. My problem is similar to yours: I always play aggressive and go for damage. Problem is, my damage is nickel and dime compared to Ike, so while I hit him 10 times for 50%, he's hit me like 3 times for 75. The best strategy, while boring, is to just wait him out. He's got a lag after his moves, you just got to wait for him to overcommit and then punish him. As Marth, you don't really have range, but you have the speed to quickly get in there and get out. Also, Ike's air game kind of sucks, while Marth's is great. You can use that to your advantage as well.
 
I personally think reviewers need to start calling out the stage design as a weak point of the series. Not only are many of them generic and pretty uncreative despite endless possibilities (We've never had a level based on a Zelda dungeon... think about that), but the gimmicks go beyond even the realm of stuff that could be considered fun for even the most casual player.

I honestly don't know anyone who enjoys scrolling levels. Anecdotal, sure, but I can't imagine too many people pick these stages. I'm fine with stage gimmicks, stuff like a stage transforming can be pulled off, for the most part, like Arena Ferox and Wrath of the Reset Bomb, and I even enjoy moving platforms like 3DS Mute City and Melee's Big Blue. But almost all of the scrolling levels are just gimmick overload.

I feel like gimmicks should enhance a battle by shifting the pace as time goes on. They shouldn't distract from the fighting, like a stage boss or additional "rules" often do. You're trying to play two games at once at that point, and I think that's poor design.

Of course, everyone has different tastes, and I'm certain there's people that love these zany gimmicks. I just think a better balance can be achieved. Heck, just allowing more levels with platforms in for glory would go a long way. I'd even be fine with the crazier gimmicks as long as they were coming out of really creative and unique locales in these series' histories.
 
I played an Ike with Falcon and did like 24% damage the whole match. He seems a little faster in this game and I suck at approaching sword users.

I personally think reviewers need to start calling out the stage design as a weak point of the series. Not only are many of them generic and pretty uncreative despite endless possibilities (We've never had a level based on a Zelda dungeon... think about that), but the gimmicks go beyond even the realm of stuff that could be considered fun for even the most casual player.

I honestly don't know anyone who enjoys scrolling levels. Anecdotal, sure, but I can't imagine too many people pick these stages. I'm fine with stage gimmicks, stuff like a stage transforming can be pulled off, for the most part, like Arena Ferox and Wrath of the Reset Bomb, and I even enjoy moving platforms like 3DS Mute City and Melee's Big Blue. But almost all of the scrolling levels are just gimmick overload.

I feel like gimmicks should enhance a battle by shifting the pace as time goes on. They shouldn't distract from the fighting, like a stage boss or additional "rules" often do. You're trying to play two games at once at that point, and I think that's poor design.

Of course, everyone has different tastes, and I'm certain there's people that love these zany gimmicks. I just think a better balance can be achieved. Heck, just allowing more levels with platforms in for glory would go a long way. I'd even be fine with the crazier gimmicks as long as they were coming out of really creative and unique locales in these series' histories.

Completely agree. I don't like most stage hazards but bosses and stuff like the Flying Man just make me not want to play on those stages at all. And scrolling stages are just an incredibly counter-intuitive idea in general.
 
Yea, I'm not a big fan of some of the levels, either. So many retros, and scrolling stages. They sometimey fun, but most of the time it feels like it comes off as an after thought.

I'm banking on the Wii U version having a bit more variety in level design.
 
Half of the newcomers feeling like generic anime characters, and I lost some enthusiasm for this new smash.

But then I unlocked a couple characters in a row that really hit the spot.

Game and Watch, a familiar addition,. but sort of makes it feel like old times..
Bowser Jr.. So happy to have this character (and all the alts)
and Duck Hunt... What a bizarre but fun character.

I'm sure I'll come to appreciate Fire Emblem characters when I finally get around to playing that game, but for now, they look like after school anime. There are ways to make humans other than modern cliche anime look. How about some 80s style?
 
We're going to make it thru this Bowser. I promise. I will git gud eventually...
I'm having so much trouble online against those ninjery slippery muhfuggas. Lil Mac is the bane of my existence.
 
Another Bowser tip: Spacing with back air is very good. It will immediately connect to whirling fortress(up p) when you hit the ground properly. It's very good for people who try to punish the landing.

Whirling Fortress is KEY to a good Bowser. It's been that way since Melee and it continues on today. It's Bowser's bread and butter for keeping the pressure off.
 
We're going to make it thru this Bowser. I promise. I will git gud eventually...
I'm having so much trouble online against those ninjery slippery muhfuggas. Lil Mac is the bane of my existence.
Maybe we Bowser players should do some mirrors to steal tech from each other. My FC is in my GAF profile if you are interested. PM me your FC.

Yea, I'm not a big fan of some of the levels, either. So many retros, and scrolling stages. They sometimey fun, but most of the time it feels like it comes off as an after thought.

I'm banking on the Wii U version having a bit more variety in level design.
Honestly, I am not a fan of the stages, but I haven't even played on a non-For Glory stage yet. O.O

The only one that 100% annoys me is Pictochat. WHY DONT YOU EVER ZOOM IN?! I can't tell what the hell is going on when I am on that stage.
 
Half of the newcomers feeling like generic anime characters, and I lost some enthusiasm for this new smash.
I am guessing you are talking about Kid Icarus and Fire Emblem?
Fire Emblem characters are cool once you get into the games. Robin is the most interesting sword user to date.
I have to agree though, too many Kid Icarus characters in the game for my taste. I rather had Wolf than many of them. It came to be expected though because Sakurai wanted to show off his games as he has only 2 franchises.
In terms of stages, I tend to agree more misses than hits. I really like Magicant, Mute City, Paper Mario (even with the crazy end), Nintendogs, and Spirit Tracks. The Pokémon stage is too busy for my tastes, same with Reset Factory and the FE Arena. I really do not like any of the old stages being ported back either.

Edit: I also like 3D Land.
 
Mm. This is all very true. I think I just need more practice against him, but I've never played with someone who actually stuck with Ike for a long time.

In other news, I had a fun little moment of reciprocity and good sportsmanship last night. I played about thirty or forty matches with someone who switched back and forth between Samus and Peach. At one point, he accidentally SD'd near the beginning of the match... so I jumped off so we could have an even match again. I did the Marth's taunt where he raises his sword straight up in the air. A few games later, I accidentally SD'd myself. He ran over to the ledge and looked like he was hesitating for a second, before also jumping off. When he got back, he did the taunt where Peach poses with her parasol. I did the same taunt in response, and we continued where we left off.
Yep, I had a series of matches like this. When I accidentally dive-kicked to my doom, my opponent deliberately self-destructed to even the score. A few matches later, I returned the favor when he accidentally killed himself. Of course, winning against an opponent who self-destructed for your sake is a hollow victory, but the gesture is kind and appreciated all the same. Not asked for, but it's the thought that counts!
 
Maybe we Bowser players should do some mirrors to steal tech from each other. My FC is in my GAF profile if you are interested. PM me your FC.


Honestly, I am not a fan of the stages, but I haven't even played on a non-For Glory stage yet. O.O

The only one that 100% annoys me is Pictochat. WHY DONT YOU EVER ZOOM IN?! I can't tell what the hell is going on when I am on that stage.

That's a good idea. Let me join in this training session from time to time.
0044 2811 9045
 
Maybe we Bowser players should do some mirrors to steal tech from each other. My FC is in my GAF profile if you are interested. PM me your FC.


Honestly, I am not a fan of the stages, but I haven't even played on a non-For Glory stage yet. O.O

The only one that 100% annoys me is Pictochat. WHY DONT YOU EVER ZOOM IN?! I can't tell what the hell is going on when I am on that stage.
It should be in my profile. At work though, will PM when I get off (in about 8 hours lol).
 
I personally think reviewers need to start calling out the stage design as a weak point of the series. Not only are many of them generic and pretty uncreative despite endless possibilities (We've never had a level based on a Zelda dungeon... think about that), but the gimmicks go beyond even the realm of stuff that could be considered fun for even the most casual player.

I honestly don't know anyone who enjoys scrolling levels. Anecdotal, sure, but I can't imagine too many people pick these stages. I'm fine with stage gimmicks, stuff like a stage transforming can be pulled off, for the most part, like Arena Ferox and Wrath of the Reset Bomb, and I even enjoy moving platforms like 3DS Mute City and Melee's Big Blue. But almost all of the scrolling levels are just gimmick overload.

I feel like gimmicks should enhance a battle by shifting the pace as time goes on. They shouldn't distract from the fighting, like a stage boss or additional "rules" often do. You're trying to play two games at once at that point, and I think that's poor design.

Of course, everyone has different tastes, and I'm certain there's people that love these zany gimmicks. I just think a better balance can be achieved. Heck, just allowing more levels with platforms in for glory would go a long way. I'd even be fine with the crazier gimmicks as long as they were coming out of really creative and unique locales in these series' histories.

The Mario 3D Land stage is pretty fun. The scrolling doesn't really feel like it gets in the way and the hazards are pretty avoidable.

And stuff like Golden Plains feel like a joke stage. They had to know that stage was basically unplayable.

Most of the levels are good enough, some are really good (Mute City is probably the best F-Zero level we've had).

I think the only stages I actively dislike are
- Mushroomy Kingdom
- Stage 3 of Paper Mario
- Golden Plains
- Magicant (only because of the flying man)
- Living Room (this level feels really off to me)
- Balloon Fight
- Wiley's Castle
- Pac Man Maze

And Pac Maze, Balloon Fight and Golden Plains don't take themselves seriously anyway, so I can't totally hate them. Wiley's Castle and Magicant are unforgiveable. MASSIVE missteps taken with those stages, that would otherwise be fantastic. Level 3 of Paper Mario also sours the entire stage, which is really a tragedy since the first two stages are really good.
 
Another Bowser tip: Spacing with back air is very good. It will immediately connect to whirling fortress(up p) when you hit the ground properly. It's very good for people who try to punish the landing.

Whirling Fortress is KEY to a good Bowser. It's been that way since Melee and it continues on today. It's Bowser's bread and butter for keeping the pressure off.
What do you mean when you say hit the ground properly?
 
Am I the only one who likes Jungle Japes?

No. Definitely not.

Damn the Paper Mario stage is beautiful

I just wish that third theme was a little more specific to the franchise. The fact that they use a Bowser's Castle facade design that, to the best of my knowledge, hasn't been featured in a Paper Mario game and also use a track originating from Super Mario Bros. 3 really misses the mark.
 
I am guessing you are talking about Kid Icarus and Fire Emblem?
Fire Emblem characters are cool once you get into the games. Robin is the most interesting sword user to date.
I have to agree though, too many Kid Icarus characters in the game for my taste. I rather had Wolf than many of them. It came to be expected though because Sakurai wanted to show off his games as he has only 2 franchises.
There are two unique Kid Icarus characters and a single clone from the series. Does 'many of them' mean like... all of them but Pit? The heck. :lol

I mean, sure, Wolf probably would have been better than Dark Pit (if not particularly equivalent in terms of work), but you're making it sound like they crammed half the roster with Kid Icarus characters.

i mean ideally we'd have had like three more Kid Icarus characters. viridi, hades, and medusa should have been there. damn sakurai trying not to be biased
 
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