4 Years and Running!

This totally should’ve been put up on the 2nd, buuuuut I’ve been so caught up in the whirlwind of being recently engaged and AGDQ that I didn’t even get around to writing it.

Anyway, it’s been 4 years since I started this – to be honest, I’m surprised I’m still writing. This year I took a very Super Smash Bros. direction due to my inability to actually participate in tournaments and created a series on this blog for newcomers and players striving to really improve. Hopefully, it’s helped the Chicago Smash 4 Community improve. I had a lot of fun doing those, and while I’ll still be writing about basically whatever, I’ll be injecting a lot more Super Smash Bros. into my blog.

Also, expect some small fan-fiction once I finally get around to writing some. They’ll be short little stories, probably about Pokemon. I love to role-play, and writing small fan-fiction short stories is part of that for me. It’ll be rare when I post one, but I want to post at least one on this blog this year.

With all of that said, Happy New Year, everyone! Here’s to a good year for everyone 🙂

Just Sayin’

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Thoughts on Smash 4 (3DS Demo version)

Last Friday, the Nintendo 3DS demo of Super Smash Bros. 3DS was released to the public. Luckily, I was able to obtain it earlier thanks to a special giveaway for Platinum members. Now that it’s been about a week since I’ve played it, I thought I’d write about my first impressions.

The Ledge System is GREAT

As someone who hates every ledge mechanic in the previous iterations of the series, I love how the ledges work in this game. You can’t grab the edge to stop someone else from grabbing it, and you can’t regain invincibility unless you touch the ground and then re-grab the ledge (I actually don’t know if you regain it after being attacked). I really like this system. It forces more off-stage play if you want early KO’s, otherwise you’re stuck fishing for KO’s on-stage.

Pivot Canceling

If you push the other direction while dashing, you do a little slide animation before starting to dash in the other direction. During that slide animation, you can cancel that into an Forward Smash, Up Smash, or Forward Tilt. Forward Tilt and Forward Smash are the most useful applications of this mechanic, and it’s a great way to space your opponent while ground. It gives characters like Mario and Pikachu some neat ways to keep space, especially with how fast their Forward Tilts are.

Combos are (kind of) real

Some characters have good combos (coughMariocough), others have a couple strings. However, combos do exist due to hit stun being longer and unable to be canceled like in Super Smash Bros. Brawl, despite how small they may be.

Air Dodging sucks (YES!!)

Air Dodging produces some serious landing lag when you hit the ground with it. +1 for offense.

It’s fast

Since Super Smash Bros. Brawl was quite slow, this game feels much faster. You feel like you have greater control over your character and you feel more rewarded for performing high-execution techniques quickly (not that there are many…). I think the speed is perfect. It felt much better than the Best Buy demo.

It looks good

This is, without a doubt, the best-looking Smash game I’ve ever played, even on the 3DS. It looks fluid, feels fluid, and the effects are awesome. The animations are also great.

Villager can pocket everything

And it’s godlike!

If you haven’t yet, download this demo and start playing! The game comes out in less than two weeks – better practice up!!

Just Sayin’.