Improvement in Smash 4 I – Fundamentals

**If you’re unfamiliar with Smash, this probably isn’t the post for you unless you’re curious. In order to get a full understanding of this, you should be familiar with Smash’s game mechanics and lingo (EX: Forward Air = Fair), specifically the mechanics for Super Smash Bros. Wii U.

Lately, my local scene (Chicago/Chicagoland) for Super Smash Bros. Wii U (Smash 4) has had a big increase in new players that are hungry for improvement. Some are decent but not quite at that high level, some are completely new, and others are old vets trying to get back into Super Smash Bros. The most common questions I’m hearing from these guys are along the lines of “Where do I start?”, “What do I need to know if I really want to push myself to the next level?”, and “What MU’s do I need to focus on?”.

I’m here to help you, players! I’m going to be writing a couple blog posts aimed at my local scene to attempt to help them improve and become incredible players. Obviously, this small little series is going to be aimed at Super Smash Bros Wii U, so keep that in mind.

For all of you Chicago Smash 4 kids who may not know me and are probably asking “who’s this nerd thinkin’ he can give us advice?”, let me give you a quick introduction of myself. My tag in Smash is Kappy. I’ve been playing competitively since Super Smash Bros. Brawl came out when I first attended a smash fest in my local area and got 3-stocked by a Ganondorf. Since then, I’ve taken a few breaks from Smash due to school and work, but when I was playing I managed to steal a spot in the top 10 of WIL’s (A combined PR of Wisconsin and IL’s Chicago scene) PR for one season after a couple years of competing (and then I took a break because school). I’ve been Honorable Mention multiple times in Brawl, and was a 2-time panelist for the official MU’s of Kirby (my main) during Tier List updates for Brawl.

After my break, I picked up Project M and played exclusively Meta Knight, where I managed to, again, reach the top 10 players in the Chicagoland area’s PR for EXP Gaming.

As for Smash 4, I’ve only entered 2 tournaments. I don’t know all the little intricacies of the game, but my fundamentals have allowed me to do well so far.

I could go on, but that’s the basic gist of my level of skill as a player. I’m no national monster, but I think I’m at a level where I could become one if I really dedicated myself; and you can definitely become a national monster! Here’s how to start that journey:

Where do I start?

Fundamentals. That’s it. You start with the basics of the game. These fundamentals are present in every iteration of Super Smash Bros.

What are fundamentals, you may ask? A lot of people may have slightly varying definitions of what the fundamentals of Smash 4 are, but here are the skills I think are fundamental to Smash:

– Spacing
– Positional Awareness
– Option Coverage
– Reactions and Punishes
– Identifying habits (Adaptation)
– Neutral

Let’s dig a little deeper into what those things are.

Spacing is the concept of throwing out a move when it is hardest to punish it, when it out ranges another move, or when it creates an advantageous situation for you. If you’re Marth, and you throw out a Forward Air close enough that Mario can use his Neutral Air, that’s a problem, especially since Marth’s sword out ranges Mario’s Neutral Air.

Another good example is spacing an aerial in such a way that you can’t be shield-grabbed even if you hit their shield.

Positional Awareness ties into almost everything. It’s about being aware of where you are, where your opponent is, and what that means for you in terms of advantages/disadvantages. If you’re under a platform and you’re against someone who thrives being under someone, you should be aware of that and position yourself accordingly. Don’t try to force an engagement when you’re in a bad position unless you see your opponent putting themselves in a position that will suddenly benefit you.

Option Coverage is simple. In any given situation, there are choices you and your opponent must make. These are options. You can choose to cover certain options and not others. Learning which moves covers the most options in a given situation is something that every player needs to be proficient in.

Reactions and Punishes is just your reaction speed. If you can’t capitalize in a mistake, you’re going to lose more than win. This also entails knowing the right punish. If Jigglypuff misses Rest, don’t just jab combo her. Charge an attack, set up a KO combo, etc…

Identifying Habits refers to being able to pick up on an option your opponent takes often in a given situation. For instance, in the first 30 seconds I notice that whenever I run at my opponent, he rolls away from me. Next time, instead of throwing out an attack or grab, I follow his roll and punish him for it with a grab combo.

Neutral is the most abstract. Neutral is a state within fighting games that refers to when both players are “safe”. Neither one is being hit, neither one is easily seen to be on the defensive or offensive. It’s basically a culmination of all the fundamental skills because you have to navigate and win neutral to win the game.

This is where everything comes together. Winning neutral refers to winning exchanges made in neutral that transition to another state. If I space a Back Air with Mario and hit, I’ve transitioned to be offensive while my opponent has transition to being defensive. I have won that neutral exchange.

Neutral is difficult to master. Being aware of what options your opponent has at certain ranges of each other and where you two are (Spacing, Positional Awareness, Option Coverage) will allow you to more accurately predict (Identifying Habits) and punish (Reactions and Punishes) a mis-spaced aerial, grab, etc…

Being able to figure out your opponent’s game plan and win exchanges in neutral based on that knowledge is referred to as Adaptation.

So how do you practice your fundamental play? Obviously, attending tournaments and playing with people is the best way, but if you’re alone? Fear not! There are two simple ways to practice everything.

CPU’s and video watching.

What do you use to practice each technique? Here’s a quick’n’dirty list:

CPU’s
– Spacing
– Positional Awareness
– Reactions and Punishes
– Option Coverage

Videos
– Identifying Habits
– Positional Awareness
– Option Coverage

Human Players
– Neutral

Notice how fighting a human is basically practicing everything, while the other two let you hone in on specific skill sets (with a little overlap).

Let’s start from the top:

CPU’s

So, here’s an old adage I’m sure you’ve heard:

“CPU’s suck and help YOU form bad habits”

This is false.

If you’re conscious while practicing, you can make sure not to auto pilot and form those bad habits. CPU’s are great to space around and practice reaction time. If a CPU techs, they’re the exact same as a human. Practice punishing rolls and spot-dodges. CPU’s are great for nailing Air Dodge punishes on reaction or covering those options. Practice combos – CPU’s will either attack you or air dodge as soon as they can, so see how far you can go with a combo before that happens.

Practice reacting to DI. CPU’s are notorious for having either bad or godlike DI, so practice reacting to it. Don’t predict, just react.

Think about your advantages and disadvantages while on the ledge, platforms, center stage, in the air, etc… CPU’s are pretty notorious for having inhumane reaction time, so sometimes you can see weird holes in your play because of their flawless execution and reaction. Try to attack them – can a move of theirs outright beat the one you’re using? If so, think of different ways to get around it.

The most important thing about fighting CPU’s is to NOT AUTOPILOT. Be absolutely conscious while you’re training and really think about what you’re doing and what you’re trying to practice. React to them, do NOT try to predict them.

Videos

Here’s where a good chunk of your mental game comes into play. Watch any match – bad players, good players…whatever! I want you to pick a player and try and find their habits. Do they tech roll to the left? Do they always use get up attack if a player is running towards them and they missed their tech? Pick apart these habits. Try to predict a player’s habits mid-match. Try to predict their adaptation mid-match.

Look at an exchange between players – I think offstage or ledge play is most effective to begin with – and see what options are being covered and what options are present. As an example, Player A is grabbing the ledge. He has the option to:

– Normal get up
– Ledge get up attack
– Roll get up
– Jump get up
– Drop down and regrab ledge
– Drop down and come up with an attack

What is Player B doing to cover these options, and how many is he covering? What could Player B do to cover as many options as possible? Think about these as you watch. Pause the videos if you have to, but ideally you should strive to analyze these as the video plays without pausing.

Look at the positions of the players. Center Stage is a highly coveted spot in Smash. It allows the most safety and is the best place to mount both a defense and an offense. See how the players interact with that. Try to spot when players inadvertently put themselves in a terrible position, especially when they have the lead. Watch how that bad position translates to a big punish for their opponent. Watch how players attempt to set themselves up to always be in an advantageous position.

A really good idea is to get videos of yourself and watch yourself play. Pick yourself apart, see where you could have made better decisions or put yourself in a better position, and see where you played well. This can really help if you’re feeling like you’re approaching a plateau.

Human Players

This is where it all comes together. Obviously, this is one of the most effective ways to get better. When you’re playing friendlies, you get to practice everything. Remember to be conscious while practicing. Don’t just mindlessly play.

Here’s a helpful tidbit – don’t get mad about losing. Anyone who knows me can attest that when I play friendlies, I suicide quite a bit. Why? Because I experiment. This option isn’t working? Let me try something weird. Sometimes it works, sometimes it doesn’t, but at least I now have experience about that particular decision.

Listen, you’re not going to learn what you can do just by watching others and heory-crafting about it. Try stuff out, especially when playing friendlies. Go for those crazy edge-guards. One day you might come upon a situation where that suicidal edge-guard will net you a win, especially if you’re ahead in stocks. You’ll thank yourself for having tried it out not only because you’ll win, but you’ll be lookin’ real fancy doing it.

If you’re playing on For Glory, take into account lag while playing. I don’t recommend For Glory for anything reaction-based because of lag, so if you are on it, try to predict more to practice that.

What about Match-Ups for my character?

I’m a firm believer that learning these fundamentals comes before even thinking about processing character v character match-ups. In fact, I think player v player is much more important, but I will be covering MU’s in my next bit of this series as well as stuff about picking a character and play styles.

So…how often should I be playing?

Every day. At least 30 minutes, no less. You want to get good? Play every day.

Play as long as you want, but realize that everyone has a limit before they start to burn out. At that point, STOP PLAYING. Or, at the very least, stop practicing and do something fun like Smash Tour. If you practice while you’re burnt out, you’ll become worse. Being burnt out is when you’ll start to autopilot and form awful habits. Me? I can play for probably 4-5 hours of serious play before I need a break.

——

I think Chicago’s scene has a lot of fire and potential, but not a lot of direction. I’m here to give you all who need it some direction so that you can all become amazing. Please, don’t hesitate to send me a message on Facebook or Skype (ID is ryan.klaproth) and ask about stuff like this or ask for some friendlies – I’m generally not available for them, but I’ll try to make time. I’m not the best player in Chicago, but I know how to talk about this stuff and break it down, and I can help you break down your own play styles, habits, explain these concepts in more detail, etc… And, you can always reach out to the top players in Chicago – they’ll be more than happy to help you, especially with character-specific stuff and MU knowledge.

Anyway, this is part 1. Save this post somewhere that’s easy to access and get practicing! Next time, I’ll be covering play style and anything more character-specific!

Just Sayin’

Link to the Chicago Smash 4 Facebook group: Clicky

Check out my other posts on improving in Super Smash Bros. Wii U!

II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
V – Stages
VI – Preparing for a Tournament
VII – Training Regimens
VIII – Character Loyalty

Check out the BONUS series!

IX – The Plateau
X – Practice Methods I
XI – Practice Methods II
XII – Practice Methods III
XIII – At a Tournament
XIV – Practice Methods BONUS IV
XV – Game Flow

Smash 4 is hard to play

This past Saturday I entered a Super Smash Bros. Wii U (Smash 4) tournament. Being primarily a Project M player and being part of the competitive Smash scene in general, there’s a lot of hate against Smash 4 for its “easy” play in terms of technical ability.

But dammit Smash 4 is hard! I play Mario, one of the more aggressive characters in the game, and it’s painful sometimes how hard it is to get in on another good player. In Project M I can rush down someone with Meta Knight’s great pressure tools and feel relatively safe near someone’s shield. I don’t feel safe at all when I’m near someone’s shield in Smash 4, and it’s so stressful when you’re trying to space around it!

Really, I think it’s harder than the technical barrier Melee/Project M have for new players. Sure, you can pick up and play Smash 4 easily, but to be able to get in on someone good, especially a more defensive player/character? That’s not gonna happen for a while. At least in Melee you can Nair someone’s shield with Fox and be almost completely safe as long v as you L-Cancel and Shine. That kind of input skill can be committed to muscle memory and performed without even a second thought after like two weeks of practice. Obviously it gets a little harder during an intense, heart-pounding match, but I think that can apply to really any game that has even a tiny amount of technical skill involved.

Maybe it’s just harder for me to play Smash 4 than it is Project M. Maybe it’s just more stressful because during a combo in Melee/Project M you can relax yourself for a moment (at least, I do). I dunno. All I know is that Smash 4 is hard to play.

Just sayin’.

Training Amiibos

Before I begin, a quick shout-out to this thread, which is what I used to train my amiibos.

So, when the new Super Smash Bros. was announced, Nintendo also announced Amiibo, a figurine that could interact with games on the Wii U through an NFC touch point built-in on the game pad. In Super Smash Bros. Wii U, this scanning translated to a fighter that you could then fight with/against. I saw it as an opportunity to train these fighters and pit them against other amiibos because that sounded really fun to me (as a competitive Smash player it’s at the heart of what I find the most fun about training an amiibo).

So, I quickly bought a Kirby amiibo, named him H U P BOYZ, and got to work training him. I played with my brother in amiibo + player teams until he got to 50 (the max level for an amiibo), and then I realized that H U P BOYZ used Inhale too much (Neutral B move for those who don’t know). He also used a lot of grounded Rock (Down + B special) and Up Smash, but not too many aerials. He used some, but I wanted him to play like I did with Kirby.

So I started doing some research, and found a couple articles with some training tips. A few of them were very similar. CPU mirrors 1-10, you vs them mirrors 10-20, 20-30 playstyle chars, 30-50 your main + CPU mirrors to see how they’re progressing. It sounded pretty good, so I gave it a shot. I reset H U P BOYZ and started training him.

Spoiler alert – H U P BOYZ still sucked.

He still used too much Inhale and grounded Rock. he also spammed jab a lot this time. So I went back to researching when I came upon that thread I linked in the beginning of this post. It was pretty much eye-opening for me.

Let me break this down for you:

Amiibos basically have a hit % variable stored inside of it for every move in its arsenal (probably not including pummel, which is guaranteed out of a throw). From what I’m theorizing, whenever they hit with a move, the % for that move goes up. If they use a move and it whiffs, is blocked, or is outright beaten or punished, the % goes down. No one has truly found out everything about amiibos, but this sounds the most logical to me given that thread confirmed data tables. Anyway, amiibos will use moves with a higher hit % more often. However, they won’t use it all the time, just more than a normal level 9 CPU would. And this data table updates even after they’ve hit 50.

So what does this mean? Basically, the amiibos will use moves more based on what opponents they fight. That means that if you let a Kirby amiibo get off Inhale or Rock against you, it’ll think it’s better than against a player that never lets a Kirby amiibo get away with it. Amiibo do have slightly different styles, it’s just based off of hit %, and the placebo effect takes it from there because of that subtle difference between amiibos.

So, I did my second reset on H U P BOYZ and trained him from 1 – 50 against just me, except this time I literally air camped so that H U P BOYZ would be forced to take to the air and use aerials against me. Every time he tried to use Rock, or Hammer (Side + B special), or Inhale, I would punish him. And to top it off, I would literally let him hit me with aerials and tilts so that he thought they were better moves.

And it actually worked (a little).

See, amiibos still have that core AI ingrained in them. They’re going to do some stuff no matter what, but you can influence them. H U P BOYZ does the standard Power Shield and then a grab or smash attack, but sometimes he’ll throw out three Forward Airs in a row or use Up Tilt twice in a row or even do Up Tilt to Back Air instead of Up Tilt to Forward Air (which is a level 9 Kirby combo implemented into their base AI).

So that’s how I train amiibos. I let them hit me with the moves I want them to use and try to punish them for using moves I don’t want them to use. H U P BOYZ barely uses Hammer or Rock, although now that he’s fought other amiibos and CPU’s he uses Inhale a fair amount (although not nearly as much as the first two times), but overall, training him was a success.

I think this is the best way to train them right now. Let me go over how I do it in terms of levels.

Levels 1 – 20: Beat them down. Amiibo aren’t very smart here. Sure, they’ll throw out attacks, but it’s best to just beat them down so that they don’t throw out anything bad that’ll hit you. Even if you let them hit you, they won’t be borrowing from the data table too much because their base AI at this point is, well…dumb.

Levels 20 – 30: This is where I make them start learning. At this point they should be borrowing from level 4 or 5 AI, so they’ll be throwing out attacks, but they won’t be utilizing the hit % table a lot unless you let them hit you a ton in the earlier levels. You won’t see certain attacks because the 4 or 5 base AI just doesn’t choose it. If you see them throwing out any moves you’d like them to learn, let them hit you. This can be tricky with aerials and tilts (especially if you don’t want them using smash attacks); my advice is to jump around a LOT for aerials. Tilts are much harder and I have no safe way to get hit by them without being hit by a smash attack. It takes a lot of patience.

Also, don’t forget to beat them. They level up faster losing.

Levels 30 – 40: This is where most of the learning happens. At this point, they’re borrowing from level 6 or 7 AI and so will most likely be using every move. They’ll also be borrowing from the data table so you’ll find them using certain moves less and certain moves more. Just keep letting them hit you and maintain victory over them so that they level up faster. This is probably the longest phase for me because I take a lot of time making sure they learn what moves are better than others.

Levels 40-50: This is where the amiibos’ inherent buffs (yeah, they’re stronger than normal fighters even without equipment) start to become noticeable. You’ll also see a noticeable change in how they fight compared to level 8 and 9 CPU’s. If you’ve done your training correctly, you’ll notice them using moves you let them hit you with more often. That means it’s time for some crazy positive reinforcement. Let them hit you A LOT. Sure, you still need to win or else leveling them up takes longer, but make them extra close. Let them take you down to that last stock (if you’re using time, make sure you maintain a point lead).

This is a good time to pit them against any level 50 amiibos you have, also.

Level 50: You’ve done it. Your amiibo is now max level! A couple things to note here:

– While you’ve been training them, don’t fret if they use a move you’ve been punishing a lot or never let them hit you with. They are, in theory, at Level 10 if there was a Level 10 AI in the game, and so have hard-coded scripts that they simply can’t ignore.

– They will start rolling, spot-dodging, air dodging, and perfect shielding a LOT, and usually right when you use a move. They will punish you with a smash or grab after perfect shielding a LOT, even if you trained them to think smash attacks are bad. It’s part of their script. Don’t let it bother you.

– You should notice that they’re very rarely using moves you’ve punished them for using and using moves you let them hit you with more frequently. However, there will be no drastic change in their move selection unless you let them hit you with the same move over and over from 1 to 50. Then they’ll spam a move way more than a level 9 CPU would.

– Amiibo buffs are pretty apparent here. H U P BOYZ does over 20% with one Back Air. That’s as much as a normal smash attack with an aerial!

And that’s how I train my amiibos. So far I have 3 trained amiibos (H U P BOYZ the Kirby, a Mario that likes Up B, and a Pikachu that doesn’t use Thunder a lot). They’ve all been trained using this method and they’ve all shown good results, so I think this is a really solid training method. Give it a try next time you want to train an amiibo. I’ll end this with a few more notes:

– Because amiibos learn after 50, it’s impossible to stop them from landing a certain move. If you let them fight another amiibo, a CPU, or a person, they might land that move and increase the hit % of it. The nice thing is that that hit % has to contend with the other ones you’ve trained, meaning they’re not suddenly going to start spamming that move, but you will see them try and use it more. If you see them using a move too much, just play them and punish it whenever they do. My Pikachu spammed Thunder between levels 30-40 and I literally sat there for two games and punished Thunder. After those, he never spammed Thunder again because of how low I made the hit % after that and from levels 40-50. He still uses it, but he hasn’t used it twice in a row since.

– Amiibos only update their hit % after a match is completed. This is really important. If you don’t like how a match is going, just quit out of it. I can’t tell you how many times I had to do this because H U P BOYZ landed Inhale on me.

– Amiibos level up insanely fast on a different Wii U. Not really important, just thought I’d let you know. They also level up faster fighting CPU’s and other amiibos than they do against humans.

Have fun with your amiibos! I can’t wait to enter these guys in amiibo-only tournaments!

Just Sayin’

A call to Smash Bros. players

I’m writing this because I’m not about that multiple tweets in a row life.

Listen. I’m no community leader in the Super Smash Bros. community; I don’t have crazy insights on the Smash community at large; I don’t own or operate any respected Smash content group like Melee It On Me; I’m not part of any Smash organization; I’m not even a player whose skill has put me into a spot where I’m really noticed; I just play Smash. I don’t compete in Brawl, Melee, or 64, but I play every single Smash game and love every single one.

Which is why it completely baffles me that people not only bash each game in the series, but that some are such awful people that they’ll lodge death and rape threats at others because a game in the series wasn’t included in a tournament.

It was very recently announced by Alex Strife, tournament organizer of one of the bigger international Smash events, Apex, that Project M, a very popular mod of Brawl, wasn’t included in Apex 2015’s lineup, despite being told that it would be, despite it’s insane attendance last year. Every official Smash game is included. While Project M is my main game, and I’m disappointed that Apex isn’t including it even though I thought it was going to be, I’m not angry. I’m definitely not angry enough to hurl insults and threats of rape and death to Alex and his staff.

Whatever the reason that Project M isn’t included, it’s safe to say that the initial reaction by a small minority of the Smash community was wrong. I’m angry now because this outburst reflects on a community I’ve invested a lot of time in, and that community now has to deal with it, me included.

So I’m here to do what I can. I’m writing this small post to try and raise some awareness like Smash community leader Prog did earlier today.

Listen, if you’re part of this community and you were at fault for this, you should be ashamed. I love this series. It’s home to many good memories. I can’t recall ever having a bad tournament experience because I’ve met some incredible people and forged some great friendships through this series. How can you be part of something so awesome, forge awesome memories with new and old friends, and then do something so horrible? It doesn’t make sense to me.

If I knew you, our friendship would stop right there. I don’t want to associate myself personally with those kinds of people, and neither should anyone else in the Smash community. To add on, I don’t want to associate myself with anyone who just hates on one of the entries in the series. I may like PM and Smash 4 over Melee, Brawl, and 64, but it doesn’t take away from my respect for the players of each game.

I see people commenting on how Project M is trash, why is Smash 4 even being considered for a spot at Apex, Brawl should be dead, etc… and it leaves a bad taste after reading. Why would I want to interact with someone like that? Why would any of you want to interact with someone like that? I may dislike something and express that, but I’m not going to just hate on something without a good reason to.

I think everyone who hates on a game in the series or is throwing death and rape threats at others in your own community need to take a step back and think about the damage you’ve done and the damage you’re currently doing.

And then stop it.

Just Sayin’

REVIEW: Super Smash Bros. 3DS

Wow, it’s been a long time since I’ve posted! I’ve been meaning to write this review but I was having so much fun with the game that I forgot to write it!

So, the new Super Smash Bros. game is out. While most of my friends in the competitive area of Smash aren’t exactly enjoying it, I am enjoying it a lot. Now that I have the full game let’s go into what I’m excited about and what I’m looking forward to with the Wii U version.
The Good:
 
Smash Run
 
I have to start here. Smash Run is probably my favorite mode of Super Smash Bros. I’ve ever played. Collecting power ups and duking it out in quite a few different varieties of mini games (including racing, climbing, and various versions of Smash) is awesome. I loved Kirby Air Ride’s City Trial (which is basically what Smash Run is), and so I instantly took a shine to this mode. I think the only problem is you can’t interact with the other players besides a bomb you can throw into their screen.
All-Star Mode
 
The new All-Star mode is really cool. Instead of grouping characters together by game, they’re grouped by time period. This makes some really interesting variety of characters and stages while fighting. The mode is a little on the easy side for me, but I really enjoy it nonetheless.
Music + Graphics
 
Super Smash Bros. 3DS (and the Wii U version) has the best music in a Smash game to-date. Really digging the remixes, and the game looks fantastic. I think the only problem here is you can’t change the music like you could in Super Smash Bros. Brawl, but that’s a minor detail I can look over.
Teams
 
So you can now be whatever color you want in team battles. That’s the best. Now you have team outlines, which is way cooler and way better. Seriously, forced colors was never something I enjoyed about teams. I’m glad they changed that.
Stages + Items
 
These are, hands down, my favorite stages in the franchise. The Paper Mario stage is definitely my favorite. All the new stages offer something really cool, and I LOVE the new old-school Mute City stage! To add to the craziness of the stages, the new items are a blast. The Galalga Boss that sucks you up, Cuckoos, and the new Pokemon and assist trophies really make for a hectic item experience. It’s fun!
Characters
 
The new characters rock. I love them all. In fact, Villager is my main! I actually don’t mind Dr. Mario, Lucina, and Dark Pit, either. While I will never play Dark Pit, I really enjoy Lucina and would rather pick her over Marth, so I’m glad she’s in the game. Also Dr. Mario is a boss and actually has different moves so I wouldn’t consider him a straight-up clone.
Custom Moves
 
Are probably the best part of this game. I am loving some of the custom moves the characters have! They give the characters some much-needed flavor or just help their kit in general. For example, Luigi has an ice ball – how cool is that?!
The Bad:
 
Controls
 
I’m actually very used to the controls, but as a competitive player (who doesn’t really play Super Smash Bros.), I really miss the c-stick. Being able to do a falling Up Air is something I have taken for granted, and while I can still do it, it takes a lot of precise manipulation of the joystick, and to be frank, the 3DS’s joystick isn’t incredible. I wouldn’t say the controls are awful, but there’s definitely something left to be desired here.
Classic Mode
 
Is still kind of boring.
Online + For Glory
 
Okay, so every For Glory mode stage is basically Final Destination with the stages usual blast zones. Some of the have walls that go down to the blast zone. This is fine, but I really wish some of the stages (I’m looking at you, Paper Mario stage and Rainbow Road) had their original design in For Glory mode, just minus the hazards. It’d make some of the levels way more varied and interesting without it just being flat. This ties into online.
You see, Final Destination is a horribly balanced stage. It gives characters with projectiles a clear-cut advantage (unless you’re Little Mac), and that’s hardly fair to slow characters. I think Battlefield is the most balanced stage, but I’m digressing. It seems that the cast is balanced around Final Destination, and that’s…not great. Granted, I think the game is incredibly varied right now and a lot of characters have untapped potential, but it sucks that online every stage is basically Final Destination,  giving some characters inherent advantages. That’s not too bad if you’re really good, but I think a lot of players who want to become competitive aren’t going to enjoy their character suffering as they try to practice their character.
Also the lag can be dreadful sometimes. At least the game has decided to dish out “No Contest” where neither player receives a detriment or plus to their record if the game lags for too long. It can detect intentional DC’s though, which is awesome. Other than those few complaints, though, online is incredibly fun. I’ve played just about 100 1v1 games and a few 2v2 (both For Glory) and they’ve been really fun. I have yet to play the “For Fun” mode or 4 player For Glory, and I probably won’t for a long time. I enjoy 1v1 the most.
Equipment
 
I’m not really a big fan of equipment, and that’s because they only give out stat boosts. I’m okay with the changing stats of characters. It’s a cool concept and it’ll make your Amiibo CPU’s way more fun to watch. However, it’d be nice if there were some pieces of equipment that only gave effects, no stats. I’m a big supporter of custom moves for official tournaments with this game, and I would’ve loved to include equipment in there, but alas. Equipment will be no more than a side tournament option.
And that’s about it. I could rate this game on my usual criteria but there’s so much content in the game I won’t do that. With that said, my rating for this game is a solid 8/10. If you’re a fan of the Super Smash Bros. franchise, you will love this game, even if it’s on the 3DS. I wouldn’t wait for the Wii U. Having Smash on the go is incredible.
Just Sayin’

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’.