I should point out that Snake in Smash Bros. is mutually beneficial. True, it advertises games not being released on a Nintendo system, but Snake's inclusion also draws in MGS fans who might not have gotten the game otherwise. It did with Brawl, at least.
I do really hope Snake returns.
You cannot firmly grasp the true form of Squidward's technique!I wouldn't mind if it's bigger. Makes it easier to hit.
I just hope they nerf and buff some Final Smashes. Giga Bowser(if coming back) needs a serious buff. He can barely move let alone attack on most stages, so just make it so he receives zero damage like if he had a Cloaking Device on. I would still keep the lag he gets when trying to attack while being attacked and increase the time of it.
Super Sonic needs to be a bit shorter, but that's it. Sometimes it honestly feels like it's a full minute when facing him. It's of course not the case, but it's just that ridiculous.
Donkey Kong's should be a little easier to use and deadlier. For Sheik, I want something new for her. Zelda's Light Arrows are fine, but Sheik already is using some of Link's own spells. Why not more? I.E. Bombos. As for Link, I'm fine with his current one, but I'd like Toon Link's to change, no matter how unlikely it is to. Maybe something dealing with his Wind Waker. It could be a passive move that blows very heavy wind(like the Dreamland stage) that doesn't affect him at all. This could lead to giving him some OTK potential, but unless you practice with your timing, it's not that guaranteed like Triforce Slash is.
I can't think of any other current ones I have issues with, though. Mario's maybe could be a little better, but it's still pretty good. Jigglypuff's isn't bad, and fitting for her. I'd prefer something like Critical Hit using her marker, but they did seem to concentrate a bit more on her options from the games than the Anime outside of the first Smash game at best.(as in the first game made her somewhat like her Anime self, but she gained Pokemon game elements in Melee/Brawl instead)
Shadow?Super Sonic has its downside in how difficult it is to steer him when you actually get into the full meat and potatoes of the attack. You can't do much damage when you're just "la-dee-dah, I'm walking!", so you need to get him ROLLING AROUND AT THE SPEED OF SOUND going UP AND DOWN AND ALL AROUND, but then the problem comes in that it's hard to keep him under control in this way, especially if you're trying to aim for someone in the air—he could end up just narrowly missing his targets every time as a result. True, if he does manage to connect with people, he's a bit overpowered. But that's what a Final Smash is—something that makes you overpowered momentarily (except in the cases of Smashers with really crappy Final Smashes).
That's incorrect. You take zero damage. You only take knockback.
I also covered that fact anyway in my entire message. Please read the whole thing before replying to that. Plus, I know exactly how it works. You cannot take any damage, since your damage meter cannot change. You can be hit places, which is something called "knockback", which is what happens when you're moved by an attack.
In addition, no. Super Sonic is not downsided enough to justify its current length. It's still too powerful as it is and needs a nerf. Lasting a shorter time is one solution. Making it far harder to OTK with is another. I wouldn't even mind if he couldn't fly but was invulnerable to both damage and knockback instead.(similar to Wario Man).
Shadow?@Irene: But Wario Man is a terrible Final Smash. It's not overpowered enough. I feel like the more overpowered a Final Smash is, the better. You have to work to get it, so why not give the person who gets it the satisfaction of being a Force of Nature™?
*looks up info on Cloaking Device* Huh, it did actually prevent damage? Hm, sorry. I could've sworn I'd always taken damage when I had it equipped. Ah well.
But seriously, though...that...that seemed like a really dumb choice to add to the item. Why make someone invulnerable in addition to being invisible? That's way too overpowering for something you can just pick up, even if it's only momentary. The invisibility is far more balanced, as (at least, when playing with other people) it throws off the other players, but if the other players find you, they can still beat the snot out of you. It's only fair that way.
edited 17th Mar '14 11:21:37 PM by Odd1
Insert witty 'n clever quip here.A lot of people are being kicked around by the A.I. it's not nearly as noticeable. I figured that out pretty fast by having it on and going offscreen(where you would normally take damage slowly at 1% of the time).
The one thing it doesn't do is treat it like you're at 0% by default. You'll be knockbacked by every attack with an equal amount of force based upon your current percentage as is. If you put it on while at 100%, they'll never be able to increase your percentage, but you'll still take high knockback because of a high percent.
...That's hard to explain, but I hope that last sentence helped. It's a powerful item, but not anywhere as good as the Star.
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Wario Man is honestly a bit overpowered, IMO. He should not be immune to knockback. He's fine otherwise. Final Smashes should not be "I'm completely invincible" unless it comes with an actual useful downside to justify it. Wario Man's only "problem" is that he can KO himself with his bike. Super Sonic has almost none. The Landmasters can easily die on the wrong stage, and still could be nerfed. Volt Tackle has such craptastic OTK power than its length is justified, same with the ability to not be damaged.
Many of them are fairly balanced, but no, they shouldn't be completely broken. That's horrible game balance, and I don't see any reason to go that far. Volt Tackle is what I consider the most balanced for "being completely invulnerable" types of transformations. Giga Bowser is actually fairly close to an ideal transformation, but it needs to be buffed somehow. As I said, make him take zero damage from attacks, then make it last a bit longer, and it's perfect.
More information the Super Mario 3D Land stage
, and yes, that's the current name of it. It's side-scrolling(which I think everybody figured out), and he showed more than one picture already. There might be more information from his posts, but I don't know how many pictures he'll post by this time I post this.
edited 18th Mar '14 12:08:26 AM by Irene
Shadow?Volt Tackle was maybe one of my least favorite Final Smashes, since it's so damn difficult to control and it doesn't cause nearly as much damage as it looks like it should.
Either way, when it comes to Smash, I care less about balance and more about fun. And a God Mode move is absolutely fun, especially if you get it as a reward after working for it.
Anyway, that looks like a pretty fun stage. It looks like a stage ripped right out of an actual Mario game, to be honest, and I kinda wonder if they might include it as a bonus in a future Mario game. It'd be pretty cool if they did.
edited 18th Mar '14 12:35:01 AM by Odd1
Insert witty 'n clever quip here.He's posted no more than 2 pictures at once on a Miiverse post till now.
He very clearly wants to give us the right amount of information on how a stage works. I can't remember too many "multiple Miiverse posts" he's done. One for Ashley to note her Assist Trophy status, one to clarify that the Boxing Ring stage shows off both the SSB and Punch-Out!! Universe, and one to talk about how hard the Brawl developers worked on Lucario. So this is cool.
Shadow?Hopefully, the makeover given to the 3D Land stage since the first we saw
of it would indicate the possibility of a similar treatment being given to visually-lacklustre stages like the Spirit Train or Skyloft.

From what I can tell, Kojima was actually involved with Ghost Babel, though it was made on request from Konami Europe of all things, who wanted a Metal Gear on the Game Boy. So I can see why he'd like it more than Portable Ops or Snake's Revenge (then again, he has flip flopped constantly on whether or not he likes Snake's Revenge)
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