ROB is my secondary but I've seen a lot of good ROB players who just have an entirely different playstyle compared to me - a lot of projectile use, mostly, whereas I try to get a more personal, which doesn't work out in my favor all the time. I have a really bad time getting tilts to connect, and I miss way too many grabs to be forgiven.
I'm pretty sure the concept of Law having limits was a translation error. -WanderlustwarriorCan someone tell me how Roy and Ryu play?
I'm currently traveling, so I can't get the DLC.
Is this a Jo Jo reference?Beaver: I'm not very good at this stuff, but in my experience Ryu focuses on short-range combos and Hadoken/Tornado kick for mixing things up. He's got decent/moderate speed and doesn't seem to be great with aerials but has an okay recovery.
Not sure how to describe Roy. He's faster than I expected, his B-moves are fairly similar to Marth/Lucina but as far as I can tell most of his A moves at least look different.
EDIT: That's from playing against them. I don't have any DL Cs yet so I dunno what it feels like to play as them
edited 16th Jun '15 8:35:19 AM by BlitzTrain
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Ryu is a combo character with many attacks he can chain into each other. He has twice as many normals and specials as other characters, so he will always have an option to fight any opponent.
Roy is a fast and brutal fighter who has a reverse tipper mechanic; the closer you are to his hilt, the more powerful the blow. That said, Roy's will make a beeline straight for you and maul you until dead.
Both characters are very powerful, guaranteed A tier.
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Roy? A-tier?
I don't really see how he holds that much over Marth outside of a few extra kill moves.
"Tell them to shut up and have some faith in me." - dead flashback guyRoy has ridiculous power and surprising safety on his moves. His recovery sucks though.
Also fun fact: Greninja's shuriken and Lucario's uncharged Aura Sphere are the only projectile in the game that can go under Ryu's hadouken. Mewtwo's uncharged Shadow Ball can too but the way it moves make it pretty unreliable.
Greninja gets the most benefit out of it though since the shuriken is fast enough to hit Ryu while he's in cooldown while the Hadouken is slow enough for Greninja to be able to safely shield or crouch under it before it can hit him.
At this point I think Greninja might be the ultimate counterpick to Ryu
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Kirby's copied Hadowhatever (and probably most projectile abilities that he has on him at the time, frankly) also fly past it.
So you countered the Focus, or a regular attack? The video was demonstrating how to bait counters with the latter.
edited 16th Jun '15 1:08:23 PM by Demonfly
"Tell them to shut up and have some faith in me." - dead flashback guy
Greninja's shuriken is still better since it's faster. If Kirby and Ryu fire Hadoukens at the same time at best they both shield it and at worst they both get hit.
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The video was about Ryu being able to cancel his down tilt after hitting a counter with Shoryuken and so prevent the counter from working. It doesn't work on Greninja because his counter is already delayed, but Ryu can still just shield it in time. Basically Ryu can't counter Substitute but at the same time Substitute won't be doing much damage to him.
edited 16th Jun '15 1:03:44 PM by FullMoon
His Teleport seems to finally function properly as far as ledge-grabbing is concerned, which alone makes him infinitely more playable.
Gaping F-Smash Blindspot is still not kill, though.
"Tell them to shut up and have some faith in me." - dead flashback guyOn a balancing-related note, it occurred to me that... Smash 4 probably needed to play just about exactly as it does to work at all. What I mean is, I think they designed the basic physics and gameplay style of this iteration with the idea in mind that they'd be creating a game with a looooot of characters that all need to feel unique but still balanced. With that goal in mind, they couldn't possibly have made it too Melee-like, because if nigh-inescapable combos are too big of a factor, it makes balancing incredibly complex. Making the game less about combos and more about reading your opponent and balancing offense and defense and such, makes good balancing possible to at least approach by removing a big layer of complexity. Especially if you're going to be adding even more characters to the mix every so often.
(Which is not to say that combos aren't a thing at all, but I think Brawl might be an example of how the other extreme can pose a similar problem. Since there were almost no combos, and it was very defensive and all about just repeatedly trying to get a hit in before your opponent does, the few characters who could reliably pull off some combos and just beat out their opponent in terms of attack speed and effectiveness would reign supreme - and the cream of the crop had practically no weaknesses to exploit, unlike Melee's space animals and their weakness to juggling and edgeguarding.)
So, I've discovered a very cool kill option as Bowser. If you see your opponent going for a ledge grab, Bowser Bomb just right so that you'll ledge trump them. Afterward, they'll be perfectly set up for back air if you do a ledge jump.
Call me butter, because I am on a roll! 3ds friend code: 5258-0885-3903 Wii U: Bowser CharizardSo, I decided to clear the last few challenges.
Classic 9.0 as Marth in 12 minutes was pretty easy. Got it on my first try.
For "20 rounds Crazy Orders as Mario" I realized fairly quickly just how bullshit that was so I caved in and finally used Customization. Gave myself the Vampiric Brawn Badge, a thing that let me start with a Beam Sword, and a thing that increased the power of battering weapons. It was so easy that I actually died the first time to Crazy because I had such little health to work with.
I then did the 9.0 without losing a life challenge, still using Customization. It was a pain and a half, and I had to keep resetting whenever I died to some bullshit like Marth perfectly dodging and countering everything I threw at him, or my "allies" throwing explosives at me, or just getting combo'd like crazy by a team of 7 enemy AI's bouncing me around like a volleyball. I got it eventually, though, and wrecked Master Core's shit, and in the process also got the last hat I needed, which in turn unlocked for me the last trophy I needed, completing my collection.
The only two remaining challenges were for breaking 50000 blocks in Trophy Rush and for collecting every Special Move. I really didn't feel like pointless grinding when I had cleared every significant challenge, so I just used two of my hammers on those. At least I didn't use them on anything that actually requires skill.
With that, I've completed everything Smash 4 has to offer. Until more DLC, anyway.
edited 16th Jun '15 5:52:01 PM by Anomalocaris20
You cannot firmly grasp the true form of Squidward's technique!

edited 16th Jun '15 6:34:03 AM by strawberryflavored