Super Smash Bros [Wii U | 3DS]

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Oh come on guys, the controls aren't that bad :/ Infact the button layout and the circle work just fine (although it would be easier to switch the grab and shield buttons around, but the final game will let you do that anyway to suit that player's gameplay style) and after a very few matches, you'll get used to it. Just don't mash the things.

I'm having a massive blast with the demo. 60 fps, smooth and best responsive controls, and for a 3DS game the visuals look stunning. This is what I've wanted in a Smash Bros game and I can see why this version was delayed. The CPU is a LOT smarter this time round and I got my ass handed to me several times against Lv 9's

The only thing that's taking me a while to get used to is how Mega Man doesn't really have a neutral air attack and just keeps using his shooter. Also Villager is quite interesting, even though he's a bit slow on the move and sluggish attacking for my tastes. Mario & Mega Man were both awesome in the demo and may be 2 of my mains in the final version.

Definitely a 1st day purchase for me.
 
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Oh come on guys, the controls aren't that bad :/ .

I don't think anyone has said they are terrible, just that they aren't optimal. The range on the circle pad makes it a bit awkward to tap up to jump or to do up-tilts, and the placement of the x and y jump buttons would cause a player to have to talk away their thumb from the two attack buttons. It doesn't work perfectly for either player type.

I'm not skipping the 3DS version just because of the controls, but because I'd rather save my money and buy the version that can play on my barren Wii U.
 
I don't think anyone has said they are terrible, just that they aren't optimal. The range on the circle pad makes it a bit awkward to tap up to jump or to do up-tilts, and the placement of the x and y jump buttons would cause a player to have to talk away their thumb from the two attack buttons. It doesn't work perfectly for either player type.

I'm not skipping the 3DS version just because of the controls, but because I'd rather save my money and buy the version that can play on my barren Wii U.

That's why it's better to use the X/Y buttons as primary jump commands, although I will agree with you to an certain extent of the Y button as that seems to be a little bit redundant whilst the X button for jump works much better. I tend to shield before holding the circle pad to use tilt attacks, it's a much easier way to do it and it also work in SSBM & SSBB too.

But it seems the vibe I'm getting is quite a few people are shrugging it off based on the different control layout, or even the fact that they think that it doesn't control good. As far as the 4 buttons are concerned, you can pretty much say that for the Wii U Classic Controller as I feel the buttons on there are further away from one than the 3DS' and I feel that it's difficult to control properly like that, or even the Gamecube controllers to a certain extent. That's why I think it's a good move on the developer's side to allow the players to change controls based on how they like to play it, instead of sticking to that 1 set layout for controls. Perhaps it's just a matter of preference.
 
I find the circle pad quite easy to operate, although hopefully the game will have a "controls" section in options, to change the keys and whatnot. For the jumping, I use both X and the pad interchangeably. I just quickly react, not noticing at first which one to use, so I pick a random one.

Can't wait for it though, the demo did it's job. I personally love it, despite the idea that Green Hill Zone is back, in it's dulled glory. My top two fighters in brawl were Sonic and Toon Link, and how hearing that they got some move and stat improvements, I can't wait to try them out.
 
I personally love it, despite the idea that Green Hill Zone is back

Yeah, I have to agree with this, in fact I would have much prefered they used another iconic stage from the classics, like Death Egg Zone or maybe even something less known like Marble Garden.

Anyway, I have to say other than the shield/grab buttons being on the wrong sides for my preference and I dislike tap jump, I like the controls, and I can already tell I will be playing a lot of Mega Man in the final game.
 
Yeah, I can't be the only one who thinks the default shoulder button placements are backwards.

This has to be the work of the dastardly Z button. Since it was on the right side you'd think grab would indeed be set to the R button. At least the full version does have the ability to change your controls so that it feels more natural.

honestly i kept trying to jump with the b button
 
I would have been ok with Starlight zone or emerald hill zone. But still, levels from more modern/dreamcast eras would have done well also, like City Escape, Crisis City, or Sweet Mountain.
 
I would have been ok with Starlight zone or emerald hill zone. But still, levels from more modern/dreamcast eras would have done well also, like City Escape, Crisis City, or Sweet Mountain.

Eek, not happy with any of those choices, really. Well, Starlight Zone would be really cool, but I'm not sure casual videogame players ever got that far in Sonic 1. Emerald Hill zone is far too much like Green Hill zone to be worth including (unless it were a replacement for Green Hill zone), Sweet Mountain is a silly level even in Sonic Colors, City Escape is too generic and realistic to blend well with Smash, and Crisis City... okay, I enjoyed Sonic 2006 more than the average person, but hasn't that level gotten more than enough recognition thanks to Sonic Generations? :P

I could see a level being based on Casino Night Zone, utilizing bumpers to bounce players around, and maybe paddles that act as platforms until they decide to flip up and send the player flying. For a level based on one of the 3D games, you could have an Emerald Coast level set on the bridge, and the whale could periodically appear to fuck with you and destroy sections of the planks, similar to the Zelda bridge stage in Brawl.
 
This has to be the work of the dastardly Z button. Since it was on the right side you'd think grab would indeed be set to the R button. At least the full version does have the ability to change your controls so that it feels more natural.

honestly i kept trying to jump with the b button

Actually that just made me realize, in the original N64, you used the back trigger (your left hand) to shield and the R button to grab. So yeah, I'm not sure why they didn't go with that for default.

granted, I know you can change the controls; still an odd design choice tho
 
The demo is really fun, and the controls aren't that hard to get used to, at least for a person like me who hasn't played Smash in at least a year. At first it was hard to get used to the new location for the jump buttons, but I used that time to get good at using up on the slidepad to jump. Even for a demo it's probably the best game ever.
 
I find the controls awkward because I keep trying to use A to jump, probably because of X being on the right on the GCN. They probably should have allowed us to reconfigure the controls on the demo, but it's still really neat and I was going to buy it anyways, so no big deal.
 
@LemonyEmerald: well, that idea for emerald coast you gave was what I had is similar to what I thought about City Escape. Think about a level with a large slope at the left, and lots of platforms in the center and right sides. As a stage hazard, the GUN truck would crush in through the center of the map destroying the center platforms.

But I also like the casino ideas you gave. That would have seemed fitting for smash.

Edit: oh, and the graphics: much more better than what they showed on the screenshots. The screenshots on the Smash Web page thing look 10x worse that what it actually is. playing the demo, the graphics are great.
 
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About the stage selection for Sonic: I would've liked to see something referenced from Sonic the Fighters, actually. Like, maybe the first stage in that game, where it's the familiar tropical island cliché? Launch too far off from the arena, and into the water you'd go. Maybe the Mushroom Hill level, where the mushrooms could bounce you off? That level doesn't have any possible bottomless pit, though... Hrm, I'd think the level with the boat sailing through the canyon river would be the best choice, since there's a feeling of excitement and tension at the same time, and again, you could launch your opponent into the river, providing that enough damage is taken to them. I don't think that they would make a stage from Fighters to put into any future Smash Bros. game, since it IS kinda obscure for even long-time Sonic fans. Green Hill Zone only makes the most amount of sense because yay, familiarity (and nostalgia), but I've seen it too much in recent years to have any excitement from it. Of course, only Sonic the Fighters would come to mind in terms of possible stages for Sonic in any future Super Smash Bros., so there's that, I suppose.
 
Katwover said:
About the stage selection for Sonic: I would've liked to see something referenced from Sonic the Fighters, actually. Like, maybe the first stage in that game, where it's the familiar tropical island cliché? Launch too far off from the arena, and into the water you'd go. Maybe the Mushroom Hill level, where the mushrooms could bounce you off? That level doesn't have any possible bottomless pit, though... Hrm, I'd think the level with the boat sailing through the canyon river would be the best choice, since there's a feeling of excitement and tension at the same time, and again, you could launch your opponent into the river, providing that enough damage is taken to them. I don't think that they would make a stage from Fighters to put into any future Smash Bros. game, since it IS kinda obscure for even long-time Sonic fans. Green Hill Zone only makes the most amount of sense because yay, familiarity (and nostalgia), but I've seen it too much in recent years to have any excitement from it. Of course, only Sonic the Fighters would come to mind in terms of possible stages for Sonic in any future Super Smash Bros., so there's that, I suppose.

Most of the levels in Sonic the Fighters are just based on levels from the 2D Sonic games anyway. But now that you mention it, a Mushroom Hill level could be a lot of fun, though it might have to compete with the Pikmen stage.
 
Stage discussion about Sonic and no such mention of Chemical Plant Zone? It's easily one of the most iconic of Sonic stages that isn't a casino level. Toxic water, moving platforms, and maybe tubes that would plop fighters in different positions of the stage would make it even more interesting. If Chemical Plant is too attention grabbed for you, then possibly Marble Zone, another one that's up there but still relatively scarce in popularity. Lava, spiked balls of doom, your average dungeon in terms of level layout. what about carnival night with only the dreaded barrel
 
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I find the controls awkward because I keep trying to use A to jump, probably because of X being on the right on the GCN. They probably should have allowed us to reconfigure the controls on the demo, but it's still really neat and I was going to buy it anyways, so no big deal.

Same thing happened to me with basic moving cause I normally use the D-Pad to move in 2D games. Hopefully we can configure controls when the game releases.
 
I would be surprised if they allowed use of the D-Pad, though, since the basic control concept of Smash requires a control stick.
 
That's not completely far-fetched of a scheme though, as it already pretty much exists in the form of the Wii remote in Brawl. I haven't heard anything about it though, so I'm assuming it probably won't be a customization option
 
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What I hope is that the options will have a way to assign any key to any action, so that we could actually use the D-Pad for movement or use the control pad for other random things.
 
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