Changing up Super Smash Bros.

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Super Smash Bros. for Wii U and Nintendo 3DS is set to drop sometime this year, and we all cannot wait. In the time since it’s announcement last year Mashiro Sakurai has been revealing some cool information on the game little by little. Among this new information are changes that happening to the games overall system in contrast to its predecessor Super Smash Bros. Brawl for the Wii. Though the game may still be months from being released let’s recap on the updates that are happening in Nintendo’s next fighting extravaganza!

First up is game flow, Sakurai has stated that the games speed will be a bit faster this time around. Using Melee and Brawl as standards in game speed the next Smash is supposedly going to be a bridge between this gap. Faster than brawl but slower than Melee. The are a multitude of divided gamers that mark their preference with either the quick-paced action of Melee or the more casual, defense oriented style of Brawl. With this new flow in mind perhaps all can come to enjoy this upcoming title.
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Second is the removal of tripping, in an interview conducted with IGN it was confirmed that this sporadic annoyance in Brawl would get the ax. With tripping gone unintentional openings and preventable K.O’s will drop drastically, leaving more room for non-stop and aggressive combat.
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Third is changes in regard to grabbing a ledge. For those who play Smash Bros. edge guarding is a very popular tactic when it comes to securing a K.O. This time around it seems that might a bit harder to pull off. Quite recently Sakurai revealed that players hanging from a edge will actually have their edge grab overridden by those who attempt to grab the same edge. With this in mind players may now have to think twice about edge guarding. With this update it was also confirmed that Air time and accumulated damage will determine your period of invincibility while hanging on an edge, and grab controls will no longer be affected by whether you have above or below 100% damage.
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Lastly is the change in standard hit combos. These combos are referencing the likes of Fox, Falco, and Captain Falcon as example. In Brawl you can just hold the attack button to do consecutive hits as a combo. The has be a number of scenarios and situations where this can be turn into an “Infinite” combo. However another recent change that Sakurai reveal is that “consecutive standard attacks will always transition into a finishing move.” Meaning that there may be a point where consecutive standard combos will reach a certain number of hits before finishing. This may seem like a small change but it looks to shape combos and strategies differently than before.
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With these changes it seem that Super Smash Bros. for Wii U and Nintendo 3DS is being groomed to be a beast in its own right to set itself apart from its predecessors. There are bound to be more changes in store for this game and Real Otaku Gamer will keep you posted.

About - I am a 44 year old Gamer/Geek/Otaku who has been gaming and watching anime since the late 1970's. I am a passionate otaku who loves all types of games, anime and comics. I have been writing about games since I was a young man. I am an entertainment retail expert and an avid game collector. You can always find me playing or watching something geek related.

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