Author Topic: Smash Bros Nintendo Direct - Complete Outline  (Read 1202 times)

Smash Bros Nintendo Direct - Complete Outline
« on: April 09, 2014, 11:43:10 pm »
On April 8 2014, Nintendo released a Nintendo Direct to reveal new information about the upcoming Super Smash Bros for Wii U and 3DS. And that’s exactly what we got, about 39 minutes of it! Although Director Masahiro Sakurai did not give us a release date he did detail a lot of features and changes coming to the new Smash Bros entries.
For the following article I will be outlining all of the new features, both mentioned and unmentioned, in roughly the same order the Nintendo Direct presented it in.

Feel free to correct me or voice your opinion if you interpreted something differently than me if you watched the Nintendo Direct already.
Let’s get down to the biscuits!
« Last Edit: April 17, 2014, 12:36:23 pm by badATchaos »

Re: Smash Bros Nintendo Direct - Complete Outline
« Reply #1 on: April 09, 2014, 11:43:16 pm »
The first thing Sakurai announced was that the two versions of the game will have different release windows. The 3DS game will be releasing this summer, and the Wii U version will follow this winter.
The 3DS edition will feature 60 frames-per-second, even while running in stereoscopic 3D.  Sakurai cited this achievement to their highly optimized engine. Although the players and environment pieces will move at 60FPS he did state that Assist Trophies and Pokemon (from Pokeballs of course) are rendered at 30FPS.

Both Wii U and 3DS versions will have the same roster of playable characters however the courses available for each game will differ. Sakurai went on to announce courses for both games. He did not state in any fashion that this is the final list. More will come in the future most likely. Sakurai stated that there will be some kind of connectivity between the two versions of the game but he didn’t have anything to announce as of yet. The director latter went on the say that 3DS courses will feature two different soundtracks while stages in the Wii U version will have a multitude of songs to choose from, like in Brawl.

Confirmed in both versions:

Battlefield:
basically the same as it appears in other versions.

Final Destination:
Sakurai confirmed there will be multiple versions of the stage. The course will play the same and have the same dimension the only difference being the theme or setting. The variations shown were Mario Galaxy, Medieval/Fire Emblem(?), Wiley’s Castle and a default setting.
 

Announced 3DS Courses:

Reset Bomb Fortress, Kid Icarus: Uprising
Side-scrolling level with changing environments

3D Land, Super Mario 3D Land
Side-scrolling level. It also appears to have sections where the platforms remain the same as obstacles enter the playing field from the background and foreground. Kind of like Mute City from Melee.

Sprit Train, The Legend of Zelda: Sprit Tracks
Battle on top of a moving train! Carts of different configurations slide in and out of the course as they connect and disconnect from the train you’re riding on. It kind of reminded me of Big Blue from Melee they way new obstacles and platforms slowing come into the playing field.

Gerudo Valley, The Legend of Zelda: Ocarina of Time (3D)
The two sides of the course are static while the bridge in the middle breaks from time to time. The Sorceress Sisters appear every so often to cast spells on the course. The only example shown in the video was huge ice slides filling up one side of the level.

Arena Ferox, Fire Emblem
Looks like a generic medieval themed course. Not much to say really.

Tortimer Island, Animal Crossing
Previously announced the courses layout is randomly generated, much like terrain is in the Animal Crossing games.  Unknown if players can die from falling because of the ocean on either side. The course appears to be static with no obvious obstacles other than water.

Living Room, Nintendogs
Hard to speculate on what exactly is going on. Players appear to be shrunk down and are battling on top of building blocks placed around a generic living room floor. Puppies from the Nintendogs games run around in the background. Unknown if they interact with the course. It would seem odd if they did because there’s already a Nintendog Assist Trophy.

Prism Tower, Pokemon X/Y
Battle around an Eiffel Tower like structure. It was hinted in one of Sakuria’s daily updates that you’ll be about to fight on top of the tower as well but the footage didn’t really show that aspect of the course.

Rainbow Road, Mario Kart 7
Battle on platforms as they zoom around Mario Kart 7’s Rainbow Road. It reminds me a lot of Delfino Plaza from Brawl only in SPACE.

Find Mii, built-in 3DS software
It was kind of hard to understand what was happening.  Players were fighting on castle battlements when suddenly a green dragon comes down and starts attack! Yeah, weird…. It will most likely feature other monsters from the Find Mii game.

Balloon Fight, Balloon Fight
The course is a true 8-bit rendering of the original NES game.  Small platforms scattered across the screen, random obstacles like Flippers and lightning. The sea monster and those pointy nose guys also make an appearance as obstacles too.

Jungle Japes, Donkey Kong Country
A retro course returning from Super Smash Bros. Melee.


Announced Wii U Courses:

Mario Galaxy, Super Mario Galaxy (2)
The first announced spherical course. The playing field takes place on a section of a Mario Galaxy planetoid. It was revealed in a daily post that gravity acts a bit differently on this level. Instead of the gravity pulling you directly down like in a tradition stage, gravity pulls you toward the center of the planet you’re on. It’s also worth noting that it doesn’t appear you can travel around the entire planet, only about a quarter or so. Should prove to be interesting to see....

Pyrosphere, Metroid: Other M
The level its self appears to be a tradition static course. Not much time on screen.

Town and City, Animal Crossing
Appears to be very similar to the Animal Crossing stage featured in Brawl

Boxing Ring, Punch-Out!!
A boxing ring set in the middle of a large stadium. There are two different variations the course. It has not been confirmed if the variants will be selectable or will appear at random. The only noticeable difference between the two versions is that one has a Smash Bros. logo at the center of the ring while the other skin stays more true to the Punch-Out games.

Pilot Wings, Pilot Wings
Fight on the wings of a single engine plane as it flies around that damn island from Wii Sports Resort. Every so often you’ll switch planes to mix things up.

Skyloft, The Legend of Zelda: Skyward Sword
Another Delfino Plaze like stage only in Skyloft… yawn.

Windy City, Sonic (Lost World?)
I’m not too familiar with the newer Sonic games but the imagery looks a lot like Sonic Lost World to me. Appears to be relatively large multi-leveled course similar to Hyrule Temple from Melee. Sonic’s speed should be a good asset for traversing the long flat sections. It’s hard to say but it looks like a static course, which would be nice because there needs to be more in my opinion.

Garden of Hope, Pikmin
A forest themed stage. Yep....

Wii Fit Studio, Wii Fit
Looks a lot like PictoChat from Brawl. A fairly barren level with some changing platforms and obstacles.

Palutena's Temple, Kid Icarus (Uprising?)
Greek/Roman themed course. No much to note.

Halbery, Kirby
A retro course returning from Super Smash Bros. Brawl.

Wiley’s Castle, Megaman
A large flat stage. Moving platforms appear above intermittently. One big thing Sakurai noted about this is that this stage (among others) with feature a boss battle. He didn’t state how the boss will be triggered or if it just happens randomly. The boss is the Yellow Devil, a large doughy looking figure. He can walks around and attacks. Once he takes enough damage to his eye he explodes dealing massive damage. The explosion in the footage was similar to the Smart Bomb that was featured in Brawl. It’s a slow growing explosion that players can get caught in. Constant damage is dealt to players while they are trapped within it. One really neat thing is that whoever deals the final blow to the boss gets the kills (score) from the players who die from it.

In addition to the Yellow Devil on the Wiley Castle stage Sakurai said some of the other maps will have bosses as well. While he stated this there was footage on-screen hinting on what appears to be Ridley from the Metroid series! Which is kind of too bad because I was really hoping they would make him a playable character.


Online:

The next topic discussed was online play. Sakurai acknowledged some shortcomings with Brawl’s multiplayer and put forth that they don’t have the same restrictions they had on the original Wii this time around. Sakurai recommended playing on the fastest connection possible for online play (lol, no duh). He even went as far to recommend playing on a wired connection because of the inconsistency wireless technology naturally has.

When playing with your registered friends everything will be customizable as if you’re playing local multiplayer. Any stage, any item settings, any changes, whatever you want.
Unlike playing Brawl online, players will not be totally anonymous. Your Nintendo Network ID will be displayed to other players you battle. To better the overall online experience there will be a temporary ban system set in place mainly set to crack down on non-cooperative players. Citing players who repeatedly self-destruct, frequently disconnect, cheat/hack and players who start matches but don’t play (AFK). The ban duration will depend on the amount of offenses you have. The more bans you've had the longer your ban will be. He also pointed out people can get temp banned if they report other players with no basis.

There will be two main modes of play when playing online agents people you don’t know. For Fun, and For Glory. Each mode has a strict set of rules. In For Fun you play on a random stage, all items and it only records your victories. In For Glory the only course is Final Destination (all variations included) with no items and the game records both victories and defeats.
There will be no global ranking system based off of your wins or losses.  Instead there will be what Sakurai calls a “Global Smash Power.” It works by taking scores from your single player activities (single player activities not highlighted strangely enough)  and compares they to other players. Your Global Smash Power number is the number of Smash Bros. players you have a better score than. If your GSP value is 300,000 for example that would mean you score better than 300,000 people, so larger the value the better. Sounds kind of pointless and convoluted to me but I guess we’ll see....
With that all said there will be a matchmaking system for normal online gameplay based off your skill level. He did not mention the criteria are for determining what your “skill level” is however.


Smash Run:

Sakurai in a later point of presentation showed us footage of a 3DS exclusive multiplayer mode called Smash Run. (Funny how they just take any noun or phrase and add Smash to the end or beginning.) Four players first run around in a single player environment defeating NPC characters (similar to Subspace Emissary) and collecting power-ups. After five minutes of the single player experience the players start a traditional four player battle on a random course with the power-ups collected in the single player run. Some of the the power-ups are passive while others can be activated mid-match to attack your opponents. For example a passive power-up might do something like increase your running speed. The more of that type you collect, say running or attack power, the stronger the effect is on that ability during the battle. Unfortunately there wasn’t much revealed about what kinds of active power-ups will be available.
« Last Edit: April 17, 2014, 12:36:35 pm by badATchaos »

Re: Smash Bros Nintendo Direct - Complete Outline
« Reply #2 on: April 09, 2014, 11:43:22 pm »
New Items:
There were a number of old and new items, Pokemon and Assist Trophies outlined. I will be detailing only the new ones for the sake of my fingers. All of the old items/Pokemon/Trophies shown appeared to behave the same anyways.

Pow Block, Mario Bros.
When thrown or hit everything on the ground is smashed into the air, everything but the user.
Beetle, The Legend of Zelda: Skyward Sword
A remote controlled robotic beetle that allows the user to pick up and move other players and items.
Fire Bar, Super Mario Bros.
Remember those spinning balls of fire from the original Super Mario Bros.? Basically those fire balls stand erect from a hilt and you swing it! Instead of acting like the beam sword it seems to do more damage than actually knocking the enemy.
Back Shield, Kid Icarus: Uprising
Just as it sounds; A small shield floats in the air a short distance away from the users back, blocking projectiles from hitting the user.
Bombchu, The Legend of Zelda: Ocarina of Time
A bomb that when thrown travels along the ground and up walls until it finds a target. Unknown if they detonate on their own when they don’t find a target like in Ocarina of Time.
Fairy Bottle, The Legend of Zelda: A Link to the Past
New healing item. Unknown how much health you recover.
Ore Club, Kid Icarus: Uprising
A large stone club that when performing a smash attack with it, it creates a large tornado that can knock enemies.
Hocotate Bomb, Pikmin
Remember Olimar’s Final Smash from Brawl? Well, basically that. The rocket flies up off screen, damaging players as it goes. A few moments later it crashes down into the course producing a large explosion.
Rocket Belt, Pilot Wings
Enables the user to take longer and more controlled jumps. More than two jumps might be possible. The footage of it was short.
Steel Diver, Steel Diver
A submarine shaped gun that shoots tiny rockets that explode. While this gun doesn’t exist in the Steel Diver game it’s just meant to reference it.


NEW Assist Trophies:

Skull Kid, The Legend of Zelda: Ocarina of Time
Skull Kid floats into the air with an aura around him. He then turns the level upside-down. Don’t worry the fighters also rotate along with the stage. It is unknown if the controls become reversed at that point. I’m hoping he has other abilities because to be honest that’s kind dumb considering he made the moon fall out of the sky that one time.
Mother Brain, Metroid
She sits there and directs a damaging ray of light at you. There also appeared to be those little circles floating across the screen like they did in the original game.
Midna, The Legend of Zelda, Twilight Princess
She uses tentacle arm thing to pick up and throw your opponents across the stage.
Asley, WarioWare: Touched
Using her wand she creates a large purple cloud. Players seem to take damage while they stand in it.
Dark Samus, Metroid Prime 2: Echoes
She runs around the course attacking players with projectiles. She also showed an attack where blue tentacles come out of the ground near her and knock a player into the air.
Chain Chomp, Super Mario Bros. 3
It acts just like other Chain Chomps before it have acted. Attached to a stake in the ground it will bite anyone within its range. The Chain Chomp’s size was comparable to its Super Mario 64 rendition.
Isabelle, Animal Crossing: New Leaf
She walks around the stage absorbing any projectiles that hit her. She then transforms what just absorbed into fruit which is then thrown at the user (presumably) of the Trophy.
Elec Man, Megaman
He runs around shooting horizontal and vertical electrical attacks at enemies.
Color TV-Game 15, Color TV-Game console series
Going ultra old school for this one! The Color TV-Game 15 was a Pong clone system made by Nintendo in 1978. Basically two paddles appear on either side of the course and bounce a ball back-and-forth. Players get knocked by the ball if hit. Unknown if the paddles do damage too.


New Pokeball Pokemon:
Legendary Pokemon now come in Master Balls!

Arcueus: Shoots a meteor into the air. Can spike targets downward if they’re airborne
Eevee: Hops side to side lightly knocking enemies
Fennekin: Shoots small but fast fire ball. Similar in appearance to Mario’s fire balls.
Meloette: Shoots purple balls that can bounce or surfaces.
Gogoat: Charges across the stage. Players can stand on its back as runs.
Deoxys: Flies into the air and shoots an energy beam down at the stage. Similar in appearance to Lucario’s Final Smash from Brawl.
Palkia: Rotates the stage similar to Skull Kid.
Kyurem: Freezes nearby enemies and then launches them with gusts of wind.
Victini: Flies around and makes a star form around its self. Unknown if this damages players.
Keldeo: Runs around course and attacks players with a large sword.
Xerneas: Makes sparkles rise from the ground. No sure what it does if anything.
« Last Edit: April 17, 2014, 12:36:46 pm by badATchaos »

Re: Smash Bros Nintendo Direct - Complete Outline & Opinions
« Reply #3 on: April 09, 2014, 11:43:28 pm »
UPDATED CHARACTERS:

So finally, we’re down to the good shit: Characters! Sakurai split this into two sections: Changes to existing characters and further details about the New Comers. Before getting into anything really he started off by saying there will no longer be mid battle transformations (with exception to a few Final Smashes). So for example Zelda and Sheik are they’re standalone character now. Zero Suit Samus and (spoiler) Charizard are their standalone characters as well.

Zelda:
Her Down Special, which used to be her Sheik transformation has be changed to “Phantom Slash.” Basically Zelda summons a large Knight which charges forward and swings his sword upward. The Phantom runs for a good distance before stopping and then using the sword, about 5 or 6 character lengths. The Phantom can be deflected and even destroyed with a powerful enough attack. It wasn’t really clear from the video how the Phantom Slash would behave in the air. Not mentioned in the Nintendo Direct was that her Side Special, Din's Fire, will now become more powerful as it gets further away from Zelda.

Sheik:
Sheik’s down special has been replaced with a “Burst Grenade.” It seems to behave like Peach’s turnip but it appeared to only be thrown for a short distance. It very well maybe thrown a normal distance but the in the footage it wasn’t obvious.  She can now perform a jumping kick a kin to Zero Suit Samus’ down special in Brawl. Only it seems to have more of a vertical climb to it. Sakurai even demonstrated that it can be used as a recovery. It might actually be a replacement to Sheik’s old recovery move, but Sakurai wasn’t specific if it was a indeed a replacement or her Down Special in the air.

Kirby:
Kirby’s hammer attack will now function basically the same as King Dedede’s charging hammer attack (Down Special if I recall). Kirby raises his hammer above his head in preparation to attack. The longer he charges the more powerful the attack. If he continues to hold it out past the hammer’s maximum charge it will begin to damage Kirby over time.

King Dedede:
Sakurai was very brief with Dedede, stating that he’ll have more personally, whatever that means. His Side B attack will now only throw those spiky things and not the little Waddle Dees. The throwing distance has been shortened.

Lucario:
There’s a greater emphasis placed on charging his Aura this time around. His attacks will be even more powerful with Aura charged up. Sakurai showed how fully charging Lucario’s Aura can be a bad thing too with a clip of Lucario trying to use his recovery and over shooting the small stage entirely and dying. Lucario can now Mega Evolve into Mega Lucario as well. Mega Lucario attacks as if his Aura is fully charged. While Sakurai did not state how he evolves in-game but my guess is that it’s his new Final Smash.

Olimar:
Olimar can now only have three Pikmin out at the same time. There is a fixed order to when they are pulled up: red, yellow, blue, white, purple. It was stated this was done to reduce clutter and make it easier to identify which one will be used next. It also makes players less likely to spam them all over the place.  What about the new Pikmin from Pikmin 3? Olimar’s recovery move has been updated to reflect that. Two flying Pikmin attach themselves to Olimar’s back enabling him to fly in a similar way that ROB the Robot's recovery does. Having more Pikmin out makes the recovery less effective because of the added weight.

Pit:
Pit can no longer glide (thankfully). They changed his Side Special to this long range upper cut attack similar to Captain Falcon’s. Pit's Down Special has been changed as well: shields now appear on either side on him as he preforms this reflecting move.

Yoshi:
Yoshi now stands upright. Sakurai stated they made the change to reflect the modern stylings of the character. Another aesthetic change is that his Up Special egg throw now has a cute rainbow trailing behind it. :P

Mario:
It wasn’t stated out right but there was footage with Mario wearing and using F.L.U.D.D. later on in the presentation.  :'(

Pikachu:
In the Nintendo Direct there was no mention of Pikachu at all. Just a few days before it went live however there was a small change revealed in one of Sakurai’s daily update, so I thought it was worth mentioning. The thundercloud created from Pikachu’s Down Special, Thunder, now acts as a spike (or meteor smash as Sakurai calls it). So if an enemy touches the cloud just before the lightning actually comes down they will lunched downward.

Luigi:
Another recent non-Nintendo Direct update. Luigi’s final smash has been changed to his vacuum from Luigi’s Mansion.  All that was released was a still image with him wearing it so it was unclear exactly how he’ll use it though.


New Characters detailed:

Rosalina & Luma:
She’s an interesting character with the ability to send (and bring back) Luma out and do her biding while she can go off and do her own tasks. Both characters have different movesets and appear to be able to attack at the same time and independently at the discretion of the player. It is not 100 percent clear how this is done. It’ll be fascinating to see out it all works once we get our hands on the game.
Luma’s Side Special is Star Bits! It shoots out a small barrage of 3 or 4 Star Bits at about 3 or 4 character lengths. Rosalina’s Down Special is Gravitational Pull which allows her to pull in all nearby items. The range was is quite impressive. In the example items were drawn to her from all the way across Battlefield. Gravitational Pull can also be used to circumvent incoming projectiles. In their example water coming from Mario’s F.L.U.D.D. was redirected up and over Rosalina. Her recovery Up Special appears to be a standard drilling like attack that can be directed but the player. Her Final Smash, titled Power Star, creates a large star above Rosalina that shoots out small power stars in almost every direction at random. Those star projectiles also ricochet off surfaces.

Little Mac:
With a short jump height, weak aerial attacks and poor recovery  Mac needs to stay on the ground to remain competitive. With that said he runs very fast and his ground attacks are incredibly powerful. Some of his attacks even allow him to not flinch when getting hit. Another unique feature to Mac is that he has a Power Meter that appears above his damage counter. As Mac lands hits and takes hits the meter fills up. Once full it will allow him to perform a one-hit-OK forward Smash Attack, with an impressive reach that rivals Falcon Kick. Looks kind of over powered if you ask me but I guess we see upon the games release. Little Mac also has a newly revealed Wire-frame costume. It draws reference to the original Punch-Out!! Arcade game. His Down Special has been revealed to be a counter. He fakes getting hit from the enemies attack and then comes in with a sharp jab. His Up Special, Rising Uppercut, doesn’t make for a good recovery with its limited vehicle climb but it is a strong drilling attack. Mac’s Side Special is a leaping punch attack. It appears to be similar to attacks like Capt. Falcon’s Side Special, only it’s a downward punch. His Final Smash is Giga Mac. He basically grows into a huge apish version of himself.

Animal Crossing Villager:
Other than his Final Smash nothing shown was really new information but the footage did further detail some of his attacks. It’s neutral B attack is Pocket. Any kind of projectile can be caught and saved for later. At any point after you can hit B again to discharge what you’re holding. Pretty sweet! His Up Special recovery is strangely enough Balloon Fight. The two classic red balloons attach to his head and create lift. He’s able to flap his hands to get more lift. The footage was very reminiscent to how R.O.B.’s controlled flight recovery.  There is one drawback to it however. Other players are able to pop the balloons. Once they’re gone Villager starts falling. It was unclear if Villager can attack out of this recovery or not. Villagers Side Special is Lloyd Rocket. He can either launch the rocket as normal projectile or he can hop onto it for a ride. It was clear how this is to be preformed. Villagers Down Special is Timber, which allows him to plant a sapling that rapidly grows into a full sized tree. The tree can be used as a barrier to block player movement and shots. Villager can use his ax to cut down the tree. The falling tree deals heavy damage to players in the way. The tree tumbles and rolls forward slightly allowing it to even fall off platforms. Sounds like a nice edge guarding tactic! It still has been revealed if you can have more than one tree up at a time however. The Animal Crossing Villager’s Final Smash as been revealed to be called Dream House. The whole Nook family comes out and constructs a small house in a few seconds. Upon completion it violently explodes.

Megaman:
Pretty much all of Megaman’s attacks were outlined in his original announcement trailer. In this Nintendo Direct they showed how his moveset is mapped to the controller.
Tilt Down is sliding, its pretty much as it appears in Megaman 3.
Dash attack is Top Spin. He raises both arms into the air and spins around slapping anything in his way.
Special Up is Mega Uppercut. It can be used as a recovery.  It does seem to be anyway to change its direction.  It also seemed to have a climb and horizontal travel similar to Mario’s recovery move.
Side Smash Attack is Charge Shot. Doesn’t seem that he can store it for later.
Megaman’s Smash Up is Spark Shock. He raises two large spikes above his head and whatever touches it gets damaged.
His Down Smash, Flame Blast, appears to be almost exactly like Squirtle’s Up Smash from Brawl, but instead of water its fire: Two pillars of fire rise out of the ground on either side of Megaman.
His Side Special, Crash Bomber, shoots out a small explosive that sticks to the target for a few moments before blowing up.
Megaman’s Up Special recovery is Rush Coil. His dog Rush appears and causes him top bounce up into the air. Rush remains on the ground for a few moments after allowing Megaman to fall back and bounce of him again if he so chooses. The second bounce lunches the player much higher.
Leaf Shield is his Down Special. Megaman creates three or four leaves that circle around him. The leaves will block shots and when the user decides they don’t want them anymore they can discharge them as one large projectile. It was unclear from the presentation who the player chooses to either keep or launch the leaves.
Up Air is Air Shooter. Megaman launches a small tornado upwards. It can be used to push opponents off screen.
Down Air is a spike or Meteor Smash as Nintendo calls it.
At the end Sakurai revealed Megaman’s Final Smash. Megaman summons a bunch of reincarnation of himself to release a huge charge shot created from them all.

Wii Fit Trainer:
Most of the Trainers moves have already been shown off so this time around Sakurai focused on her special moves. Some of her moves are based off traditional yoga positions. Trainer’s Down Special, Deep Breathing, causes her to stand still momentary and meditate. By charging up her… breath I guess, her attacks become more powerful. There was no indication if this affects all of her attacks or if she can lose the charge. The second and final move revealed was Sun Salutation, which is her natural B attack. It operates pretty much like Samus charge shot. She can charge up and store a Sun Salutation and release it later. The energy ball is quite large and moves at a modest speed. At the end of Wii Fit Trainer’s presentation Sakurai pointed point that there is a Male model that you can play as too. The male plays identical to the female model.


Two New Character Reveals:

After the character rundown the main presentation concluded a new reveal trailer was played. The trailer depicted New Challenger Charizard and Mario about to start a battle when suddenly a spinning blade of water flies between the two combatants.

Greninja:
The projectile was shot by none other than Greninja. He’s the final evaluation to Pokemon X/Y’s water type starter. In the game Greninja is a Water and Dark type. If you haven’t seen it before imagine a long and slender humanoid frog crouching over in a ninja like stance. His long and thick tongue is wrapped around his neck like a scarf. It sounds dumb but it hardly looks like a tongue can actually kind of looks cool ones you forget it’s a tongue. At the tail end of the trailer there was a few tidbits of actually in-game footage. Greninja is fast and agile in a Sheik like away, darting around gracefully through the air. He attacks with blades of water that he creates with his hands. Greninja can also throw them out as projectiles in a boomerang similar to a boomerang. He also employs a PokeDoll counter attack. When Greninja gets hit his image is simultaneously replaced with a PokeDoll. A few frames later Greninja reappears and slices through his opponent. Unlike other counter attacks there wasn't any indication that his counter stance was active.

Charizard:
The in-game footage of Charizard and Greninja was brief so I guess we’ll have to speculate for a while on how they will behave and control. What we saw from Charizard was extremely minimal. My guess is that he’ll remain same as in Brawl because they didn't touch really at. There was one shot of Mega Charizard Y  but it was unstated what Mega Charizard’s role will be. Probably his Final Smash or something.


Custom Attacks:

It was almost a side note but the looks like in local multiplayer (only) there will be some method of modifying characters attacks. One example that was shown was how Mario’s fireball could either be large and slow or small and fast. There was also footage of Kirby using his breath to freeze a nearby enemy. Sakurai went on to say that there will be more on this topic in the future.
« Last Edit: April 10, 2014, 12:38:56 am by badATchaos »

Re: Smash Bros Nintendo Direct - Complete Outline
« Reply #4 on: April 09, 2014, 11:43:34 pm »
[This post is reserved for future edits and corrections]
« Last Edit: April 17, 2014, 12:36:56 pm by badATchaos »