You got your Fighting in my Nintendo! You got your Nintendo in my Fighting! Snake is still completely absent!
Recap: Japan gets the game in two days. Some guy already has a copy and is streaming: http://www.twitch.tv/gema_yue Right now he's fighting some huge shadow monster that's pretty cool Palette swaps from the 3DS demo: http://shoryuken.com/2014/09/10/famitsu-provides-extensive-look-at-super-smash-bros-for-3ds-character-color-palettes/
Remember to use spoilers. Now that early copies are out we'll probably get a lot of details quickly.
For instance, rumor is that Konami and Snake's VA are mentioned in the credits. Also this image of Duck Hunt Dog. Along with this: http://www.ign.com/articles/2014/09/11/new-super-smash-bros-characters-confirmed-in-stream Dark Pit, Duck Hunt Dog, Ganondorf
Dark Pit from Kid Icarus: Uprising and the Duck Hunt Dog are two of the new characters set to enter the arena, while Ganondorf, Mr. Game and Watch, Ness and Falco all return once you've beaten Classic Mode enough times. Dr. Mario is also set to be playable, along with Wario, ROB and Jigglypuff.
As for Bowser Jr., who was rumoured to be a new character in the earlier leak, there's no news one way or the other.
>>190085 Exactly. This game could fall in either, but as conversations were being carried across two threads, it became needlessly messy. So now this is the one thread to discuss anything Smash Bros-related, official or unofficial, whereas the fighting game thread will continue about other fighting games and the Nintendo thread will continue about other Nintendo games.
Wolf cut. Ice Climbers cut. two copy paste jobs in Dark Pit and Lucina added. regular Pit gets all new specials. Ganon still the same. Dark Pit featured in his trophy poses and portraitwith a rifle he never uses like Ganons sword taunt. Toon Link still a slightly faster Link clone and nothing more. tons of "race"/ climb stages in the 3DS version. for glory mode still only has final destination as its stage rather than cycling between it and battlegrounds. all characters still have tons of recovery frames for most of their moves. 5/10 They almost tried.
>>190090 Even as small as +4 is, expecting everyone to agree to one or the other is a bit of a stretch, and then if someone new comes in they won't know to use Fighting thread if Nintendo General is on top or vice-versa. Smash thread solves that.
>>190092 Who is in that you think shouldn't be? Who isn't in that should?
>>190102 I kind of do. Part of the reason Team Fortress 2 is so freaking popular after, what, seven years? is that Valve keeps releasing content for it, rejuvenating interest. While this does allow them to put off making Half LifeTeam Fortress 3, I'm okay with that, especially since most of the content they add is free.
While I'm sure Nintendo will want a new version of SSB for the Wii Mi (or whatever stupid name they come up with for their next console), in the interim releasing new fighters/arenas/etc. for Sm4sh will keep the active base far larger, meaning more re-playability. Paid is fine, too, so long as it's reasonably priced.
I'd rather they use their budget and time to make an extremely well-crafted experience, then add more fighters over time once that solid base is there. Though as it stands our roster is 49 characters, which seems an incredibly high amount even if some are copypasta and I wouldn't be surprised if they eschew DLC altogether.
Now that the game is released officially in Japanland info will be rolling in very very soon and we'll all see just how cloney the clones really are (hint: super) and then the only thing left to surprise you will be the custom moves most of you wont be able to use often because Nintendo can't into lobbies. Oh hey speaking of those spoilers...
>>190127 While it annoys me that they made the game such that it fucks with current users before they even have the option of purchasing 4DS, I'd rather have a better game.
>>190128 Even if they do it in a few more years, it will get as much traction as the DSi's camera did, if that. If they released it now it might be early enough for most companies to offer an enhanced control scheme to make use of it.
>>190129 >While it annoys me that they made the game such that it fucks with current users before they even have the option of purchasing 4DS, I'd rather have a better game.
If it's a limitation of hardware, it sounds to me like what you're saying is "If they couldn't have made it work on one piece of hardware, they should have refrained from making it work on ANY hardware." In other words: "If I can't have (feature X), no one should be allowed to have (feature X)."
Samus customs from treehouse stream: Neut B can charge and release a blast. Quick charge, melee range only Down B can lay a large bomb with a long fuse Side B can make missiles that go extremely fast after a brief pause when shot
>>190133 No, I was trying to say "If it came down to having a better game or having to lower game capability to allow Miiverse/Browser to run at the same time, I would prefer having a better game (which is what they did.)" However, if they didn't know they would have a more powerful model to fall back on in the near future they might have worked harder to further optimize the game, allowing Miiverse/Browser to run and have the same quality in the game.
Japan only has to wait a month after release to get their hands on a 4DS, so they'll be forced to deal with the crippled functionality for only a short time. The rest of the world gets the game in a month, but there's not even a release window announcement for the 4DS for the rest of the world. Unless Nintendo wants to do a surprise Holiday announcement, we'll have to wait many, many months before we have the same option to upgrade.
None of this affects me personally, anyway, since I never use the browser or Miiverse while playing a game and I doubt I would have started with Smash 3DS.
>>190137 People are stupid. The first two don't surprise me; the third reminds me of people putting original Wiis up for sale after popularity skyrockets for $1500 or some shit. Someone who was just informed that this is hot stuff and thought it was far more rare/desired than it is. What will be fun is how at least half of codes put out like this will just be put back up for auction at a higher price. That's assuming Nintendo doesn't bother to look up accounts and try to match them, of course.
Meanwhile, the club.nintendo site is getting slammed.
>>190144 I liked them. Wasn't the best at them, they had a lame Final Smash, and Brawl's broken mechanics made them more annoying than they needed to be, but they had a fairly creative moveset and were an interesting choice considering where they came from.
This is moderately useless news, but something I still found a tiny bit interesting.
When the public version of the Smash 3DS demo comes out on the 19th, it'll have a maximum of 30 start-ups from the Home menu. This of course means absolutely nothing as you can simply never close the demo and just put the 3DS in sleep mode, but still interesting to make it limited as the Club Nintendo version has no maximum uses. And even then, 30 is a lot of uses. You'd have to repeatedly open and close the demo multiple times a day to run it out. Again, completely pointless news; just something I thought was a little intriguing.
Jesus. Just mentioning the word "Smash" and "code" on social media is getting me begging replies. I do think this is a great tactic, though. This code sharing promotion from Destiny and Smash gets the word to fans and any newcomers. Only downside I could see from this is that Nintendo is cementing Smash as a 3DS game, when it's the Wii U version (and the system itself) that needs this type of marketing. It could even hurt Wii U sales, if the game is indeed delayed to 2015.
>>190164 Trophy's already in the system using a recycled model more than likely and talking about none-gameplay aspects of the character. I wouldn't say it's impossible, but it is highly improbable that such characters would become playable.
In any case I'm willing to be they'll release the DLC at around the same time the WiiU version comes out which means I have to decide if a next gen system is worth my time, let alone a Nintendo one.
>>190166 I think the posting is weird, if the translation has any accuracy (doubt it), but calling it "Smash Bros 6" isn't odd. While Sm4sh was intended to be a mutual release for both systems, the internal names could be "SSB4" for the 3DS and "SSB5" for the Wii U, considering the order of release.
I don't think Smash isn't a game that offers itself up to yearly installments. More likely it's for DLC.
>>190176 I've been playing the demo a ton lately and I can't say I feel that happening to my circle pad at all. I suppose some can get pretty enthusiastic when they play, but it also sounds to me some are just being unnecessarily rough.
>>190188 Did I say anything about slots? No I did not. The dev team could have spend 5 minutes giving her at least unique weight and movement, but they didn't. I wouldn't have as much of a problem with her if she at least had different custom moves, but she doesn't. Even Dark Pits specials are a little different.
And I won't even touch how Palutania gets 12 completely unique moves, yet Toon Link is still just a faster Link.
I'm excited for the game, but I feel that they really dropped the ball in a few spots were they mis-invested time and resources.
Both looking pretty similar (not seeing the speed difference a few people keep parroting is there) with Lucina having a slight edge on the 3DS and early days of the game due to not having to worry about tipping.
>>190274 Same reason most other AAA companies are avoiding the Wii U, I think: demographics. The general perception is that those who have a Wii U are generally "Nintendo fans", and that this group doesn't overlap well with your MGS, FF, GTA, or COD groups. I think it overlaps a lot more than companies think (I, personally, enjoy some Mario platforming and Zelda adventuring before I get to some TF2 headshootin' and RE scarin'), but perception is stronger than reality when it comes to decision making, and no company will care anyway since the Wii U console sales are still lukewarm at best.
Speaking of RE, I find it more odd that RE:R2 isn't coming to the 3DS or Wii U despite the offshoot starting life on the 3DS.
>>190276 >that this group doesn't overlap well with your MGS, FF, GTA, or COD groups GTA and COD you're probably pretty safe on. MGS is a borderline case. But I think you'll find that the Nintendo fanbase has more overlap with FF fans than the GTA or COD fanbases do.
>>190278 Agreed about FF fans, but for some reason even Squeenix and other jRPG devs ignore Nintendo's console when it comes to core entries. Of course, when they don't America still gets shafted. (Operation Rainfall games for a while, Tales of Graces Wii never got an NA release.) Hell, even the 360 got Tales of Vesperia.
I've always wanted Nintendo to make an original FPS. I guess they're kind of doing that with Splatoon, but that seems more like a side project. They have series with guns (Metroid, Star Fox), and even have the Metroid Prime series, but that was still a second-party project. A Miyamoto- or Sakurai- led FPS project would be extremely interesting.
>>190280 Yeah, Japan doesn't have much interest in FPS; however, FPS is a huge genre in Europe and Australia (though some governments force babby versions), so it's not about appealing to an American audience, it's about appealing to an audience that isn't Japanese. Japan still has a huge game industry despite the waning interest in gaming by the Japanese themselves (most moving to smartphones for gaming, to my knowledge, which have smaller budgets), and if they can't expand their offerings many will collapse upon themselves. That's the reason Squeenix bought Eidos and did the Tomb Raider reboot and Deus Ex: Human Revolution (though that was probably in development before the purchase was official).
I guess directional influence is super charged this time around to the point where people are already doom saying it as ruined forever. But they were probably going to do that anyways That just what they like to do.
Yeah, instead of altering your trajectory to the left or the right you can straight out later your vector. In brawl if you got hit straight up all you could do is move left or right. In smash 4 if you get hit straight up, you can hold down and actually reduce how far you go.
>>190308 Ah I heard about that a few days ago on a steam when people were wondering why KO's weren't happening at 120%+, guess it has a name now. Hoping whenever the next patch is that that's addressed, however I bet it was done intentionally. Regardless to say I'm not too thrilled with it; but it doesn't ruin the game too much. At least from what I've seen. It just makes matches longer and KOs more annoying.
So we know the demo is available for all tomorrow; does anyone happen to know an hour? Like, is it midnight, and I could go to bed early and wake up early and get some Smash in before going to work? Noonish? Whenever they think their servers can handle the rush?
>>190336 The butthurt about this on ehubs is huge even though it's not really that big of a deal. I just see it as a way for "heavy" characters that are usually shit in the game to get a little better.
>>190342 Naturally that is when I got into work today. Oh well it's not that big a deal since the game is out in two weeks and we already know everything.
>>190124 Oh hey more moves finally got listed. Hot damn do Link and Young Link look neat. Wish there was more verity on some of these moves. It seems foe every cool one there are two uninspired "less damage for more speed and range" type shit. Fox and Falco's Shines being outstanding examples... so godamn bland.
Don't much care for the community, but they've made a handy little timestamp guide for some great Japanese matches from a 7 hour stream session: http://www.reddit.com/r/smashbros/comments/2h887e/effort_post_large_high_level_japanese_tournament/
>>190456 It doesn't say that it spawns a super star. You gain the effect of the super star once the condition is met and you'd have to be crazy to not see how big of a problem that is, especially when it's as easy as hitting 100%
http://www.nintendoworldreport.com/news/38631/lack-of-circle-pad-pro-support-for-super-smash-bros-for-nintendo-3ds-explained-by-director >Smash Bros. and Kid Icarus: Uprising director Masahiro Sakurai explained the problem in a recent issue of Famitsu magazine: "Supporting the Circle Pad Pro requires the use of some of the CPU's processing load." They found while developing Uprising that it took "around 5%" of the handheld system's processing power. Huh. I didn't think the Circle Pad Pro would use that much processing power.
So there's a day-one patch that anyone wanting to play online will have to install. However, they've made it available already, so you can download it now without having to have the game installed/bought first:
Splitting of Sheik/Zelda and Samus/ZSS are also due to 3DS limitations: http://www.ign.com/articles/2014/10/02/zelda-and-sheik-separated-in-new-super-smash-bros-due-to-3ds-limitations >"It’s basically due to the 3DS’ limitations,” said Sakurai. “It was impossible to have both characters exist together [as one] on 3DS. However, reaching that limit can sometimes lead in good directions. Transforming characters had the drawback of ambiguous tactics and such, and I believe that they have become more fresh now.” As a programmer, I wonder what the technical limitations were. My guess would be memory: consoles could load data for both forms at once, effectively having five characters loaded for the battle but only four in battle at any given time. The 3DS's memory (128 MB FCRAM, 6 MB VRAM) can't handle this for some reason. Which doesn't sound right, because the Gamecube (43 MB total non-unified RAM, 24MB main) and Wii (88 MB main memory) were both able to do it with less RAM.
So it's either a processor thing (plausible) or it's due to the further-increased character models that would take up a lot more RAM.
>>190622 You're also looking at an optimal situation where there's only one double-character. What about matches with Samus, Zelda, Pokemon Trainer, and Ice Climbers on the same field? That's not 5 characters, that's 10. Plus Assist Trophies and Pokeball-released Pokemon and shit like that, and any extra character models that get loaded by the Final Smashes (like in Megaman's, for example).
>>190669 They've already mentioned that yes, there will be a lot more songs in the WiiU version. The 3DS song count and selection was due to time and size limitations. That being said, the 3DS soundtrack is still fantastic in my opinion.
While I don't have a Wii U right now, I will get one eventually so I might get it anyway so I can get the Smash CD. And it's not like Nintendo ever lowers their prices so I'm not going to save any money if I put off buying it.
If the point of Omega stages was for them to all be the se and this equal to each other, why are some of them platforms and some of them plateaus with walls all the way down? That's not equal at all, one of those two gives an advantage to wall jumpers.
http://www.gamerheadlines.com/2014/09/super-smash-bros-3ds-rom-dump-stage-dlc/ I'm kind of OK with this, considering how long the development time is between Smash games, if they continually release a new character every few months or so as well as minor game engine fixes so it's less broken than Brawl, that would prolong interest in this game and continually get new customers too.
>>190727 Am I missing something? While I fully expect DLC, I don't see how that is "proof". If the text they list matches the stage selection screen perfectly, maybe that's because... it's the text from the stage selection screen? An empty square only means they didn't have enough stages to make six even rows, like the character roster that expands as you unlock characters (in fact, this probably did the same thing as you unlocked stages!). What, are they only going to release one DLC stage ever?
>>190731 It's mainly the supposed option that says: >See stages you have downloaded. But yeah, they don't really do a good job of making that apparent and mentioning how the blank space is where DLC goes without proof is kind of dumb.
>>190748 You could only use the hammers on the respective panel you earned it from (you can earn up to three per panel), so you're fine there. As for the StreetSmash stuff, some of them can actually be earned just through playing the Practice mode.
I still have a lot of everything to unlock. Tried playing some online, but holy shit the lag made one battle a turn-based RPG.
>>190748 >Then, assuming that I there was only one wall of challenges, I blew my hammers >>190749 >You could only use the hammers on the respective panel you earned it from Oh, that's good to know. I thought the challenges I saw were kind of weak and haven't used a hammer, but I guess there's no point avoiding it now since I have three hammers and two challenges left.
WFT main here with some tips: -Always have Deep Breathing up. It's a 20% increase to damage/knockback that decays over time. If you complain that it's hard to kill with WFT, you aren't DB properly. -Sun Salutation is stupidly good, use it often. After a certain size, it'll go through/beat out most all other projectiles. Ideal for punishing rolls/recoveries. -SideB = diagonal down ball. SideB + B = straight line ball. The head animation spikes. -Fair, Jab1, Ftilt, Fsmash, Dsmash hits on both sides. Learn to pivot/reverse a ftilt out of dash for approaching. -SHFF Nairs can be good to approach and leads to utilt at low%. -Jab combo buries at 3rd hit if opponent is on ground; learn to delay third hit if knocked up. Low%: follow up with a uair. High%: Dsmash on smaller targets, Fsmash on big. -Crouch will let you avoid a bazillion moves/projectiles, and you can 'crawl' with it to preserve a low profile. -Utilt and Usmash have stupidly narrow hitboxes. Learn them well. Usmash has some invulnerability before Usmash (according to game tips). -Mashing upB = slightly boosted recovery distance. -Ftilt and SSalutation are likely best KO moves with DB up. -Fair hits diagonally, the feet hit diagonally down/spikes. -Bair, dash reversed ftilts, SHFF nairs are among your best approaching options when you're forced to approach between your projectiles. -Practice grab range, your dash grab moves you forward a lot. Low%: dthrow into bair/nair depending on vector. -WFT has some issue hitting things slightly in front of it in the air; remember you can always backup and regroup; with projectiles, you aren't ever forced to approach like that. -DB buff may be up, but decayed to single digit boosts. Refresh it often. -Smashes have wonky/semi-narrow hitboxes, but all have ideal trajectories (straight up/side), learn them. -Your Air dodge landing lag is lowest of the cast (12 frames), no different than non-laggy aerials. Use it as your regular dodge rolls are slow.
>>190797 How are you farming them? While it doesn't help with dupes, Smash Run seems to greatly weight equipment and custom moves toward the character you play as. I think people have also done the math to show it's the fastest way to get customizations in general.
>>190798 Every not and then I do smash runs, but it's just equipment trash more often than not. Doing Classic mode and hitting Home when the loot wheel is spinning is an easy way to get stuff, but again, it's mostly equipment trash.
http://www.ign.com/articles/2014/10/16/super-smash-bros-creator-teases-future-announcement-for-wii-u-version >Sakurai discussed development of the Nintendo brawler on the Wii U, claiming that the console version is not yet completed. >not yet completed >US release is Nov 21 Sure are pushing that deadline.
>>190838 If I had to guess? Mostly just game modes and other things that require no new assets to be created, just different rules and physics options. Things that can be made just by tweaking constants essentially, rather than by programming whole new behaviors.
>Pic of the day. The giant screen in the Boxing Ring stage for Wii U reenacts the multiscreen effect seen in the arcade version of Punch-Out!! Looks like their aliases are displayed on the screen too.
>By the way, today, October 23rd at 3 PM PST (October 23rd 11 PM UK time, October 24th 9 AM Sydney Time, we are streaming "Super Smash Bros. for Wii U: 50-Fact Extravaganza" (“Super Smash Bros. for Wii U: 50 Must-See Things”). You can watch the stream from the links below when it starts. For Americas: http://www.nintendo.com/nintendo-direct/10-23-2014/ For Europe: http://www.nintendo.co.uk/Misc-/Nintendo-Direct/Latest-Nintendo-Direct/Nintendo-Direct-698557.html For Oceania: http://www.nintendo.com.au/nintendodirect
//youtube.com/watch?v=j0BBGzfw0pQ >8 player battles; local only, only certain maps >some larger maps, including Big Battlefield, to accommodate 8 players >Donkey Kong Return map features foreground and background fighting planes
>>190921 The biggest incentive would be to build up your custom characters on the 3DS version now and then transfer them to the Wii U version when it comes out, so you don't have to go through hunting for all the custom moves for your favorite characters again.
>>190940 Did they mention the price? Also goddamn that Sugita narration on the Japanese trailer. I feel like Chrom might actually have a shot as DLC and incorporate the class switching mechanic they could've given Lucina.
>>190960 He should also get super armor and other buffs, maybe a horse as well. I'd imagine his regular playstyle would incorporate spear and bow attacks too because of his Cavalier and Archer sets. Please for the love of god no more counters though. At this point it'd just be creative laziness.
>>190978 I don't really see a problem with that though. You can have two Chroms on the same battlefield anyway. I'm not saying that Nintendo won't see it as a problem, just that I don't personally. If anything, the fact that they already have character models for him would make it easier on him.
That said, I don't think we particularly need more Lords. If they're going to add in new Fire Emblem characters, I would rather see different classes. Get in a pure mage like Soren, a transformer like a Laguz or a Manakete, or a General or a Sniper.
Mostly, my preference for downloadable characters would be characters that play substantially differently from the other characters we already have.
>>191141 >that landmaster bodyslam >half of sudden death takes place under the arena Holy shit please tell me these are tool-assisted. If not, the idea that I could meet a god like this in a random online match makes me cringe.
>"That's a stupid argument!!" No it's not. Stop acting like it's not a valid argument. You can't shrink Ridley to fit in Smash, and expect it to make sense in context and not raise some eyebrows. It's obvious Nintendo is listening to these people what with Ridley being on the player's side in that one stage, so they know it wouldn't work to make him playable, and that's honestly the best they could do.
>>191163 I don't particularly care about Ridley either way but he wasn't that big in the Melee intro cutscene. His wings and tail would probably still have caused too many problems from a hitbox perspective though.
>>191164 >but he wasn't that big in the Melee intro cutscene
And yet he's absolutely ginormous in every Metroid game he's in (besides the original) especially Prime, and in Brawl too, he's huge. Bowser and Donkey Kong are as big as fighters ever need to be.
Now, if there was a separate gamemode, where there was a controllable boss and every other player had to defeat it before they were, that might work. But only there, not as any fighter that can be in any stage.
>>191245 Or that wizard dude that will sit off screen and spawn a dozen tiny wizards that have no health but are hard to actually hit and will knock you around. Or >Start Smash Run with a run-focused character >Run into Clubberskull within 10 seconds NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE
>>191528 IDK, as an amateur VA myself, it would seem like a massive honor for me to be narrating in the single most anticipated game of the year, not to mention narrating an entire Nintendo Direct. It seems like a big deal and not something they'd pass to just any random guy with a booming voice.
>>191521 Youtube has more success at launching voice acting than you'd think. The only role I know Mobus from is Dust which also starred Lucien Dodge, who went on to do some roles that were fairly AAA in the world of anime dubbing (not that it means much comparatively). GeneralIvan also went on to do some official dubwork and I believe Cristina Vee also got her start on Youtube.
http://mynintendonews.com/2014/11/19/nintendo-says-it-isnt-working-on-premium-dlc-for-smash-bros-on-nintendo-3ds-and-wii-u/ Welp, I'm a little disappointed though it's not set in stone. Hoping Mewtwo is still obtainable for people only interested in getting one of the games.
>>191647 Them keeping Mewtwo as a doubl system buy bonus, as I thought, is probably what they'll go with and that's pretty dickish, but I guess you have to give people a little something extra for buying the same game twice.
>>191647 Yeah, all this has said is that they aren't currently working on any. And that it depends what the expected revenue from doing it would be. Which means if they expect to make money off of it, they'll do it, and if they don't they won't.
>>191730 Yeah, button placement. I'm trying to adjust but after 10+ years of playing smash with a GC controller the controls are pretty ingrained in my head. I've tried remapping the buttons but with the snes layout of the xyab buttons, there's no way to really play GameCube style.
The adapters are going for like 80 bucks on amazon right now. Maybe I'll get one of those dumb Mario controllers that plug into the wii remote. I don't know what I'll do when friends come over though, they're used to GC controllers as well.
Some of these challenges are insane. >pass Classic on 9.0 difficulty without losing a single life >clear true all-star on normal or hard without using any healing items >get 8 KOs in Cruel Smash as Lucina, no co-op
I actually managed to do the Lucina one. Thank god for her counter.
>>191808 I was using Little Mac on 3DS and actually seeing some success with his counter and the armor he has on his wind-up punch, but the Gunners seem to be able to pierce it. For the trouble its giving me, I'm having slightly more success with this Cruel Smash than I did with the ones in the past games without just cheesing it as Jigglypuff or Kirby. And yeah, seeing that challenge screen cleared out is incredibly satisfying.
Theoretically, getting the 8 KOs with Lucina is easy enough, provided you have the patience to keep Dolphin Slashing underneath the stage and hanging on to the edge. Counter is tempting, but it leaves a HUGE window of opportunity. What about Pit and Luigi?
>>191810 Luigi is easy enough to just play ledge games with until the minute is up. They miis never really follow you off-stage, so you can maximize your air time with Luigi's slow, high jumps. The miis are pretty dumb about ledges, and will often either clump up at the ledge and be easy to knock back with a ledge-attack or stand back and only have one or two of them approach. If they're in a formation that seems risky to attack then keep jumping away from the ledge and wait for them to clump up. Push away the control stick and you can just drop, double jump, and up special to kill a few seconds, this seems like the safest way to bait them. When one walks towards the edge they end up pushing the other miis closer to it, so you wont usually need to spend much time doing this. They usually walk pretty slowly, so if two are at the edge and the rest are all hanging pretty far back it should be safe to attack.
After you attack from the ledge, if the miis were spaced properly they should all be on the other half of the stage. If a bunch of them approach you, back off and keep doing ledge shenanigans until you can attack again. If only one of them approaches and the rest hang back, and this isn't as uncommon as you might think, then the best thing you can do for a KO is grab them and back-throw them off the stage. They have double jumps but no up specials, and they can't grab the ledge. Sometimes they go high enough to get back to the stage (though if no other miis are approaching you can stop them with an aerial attack), but they'll often go pretty low when thrown by Pit or Lucina. This is the best way to rack up KOs with Pit, and it can be made easier if you fire arrows right after you attack from the ledge. Keep in mind when you fire at them almost all of them will come at you, but you'll have time to jump back and keep playing ledge games. Once some of them have a high enough damage to be thrown (40%-50% seems to work plenty of the time, but your odds at lower percentages aren't bad either) then do the above strategy of waiting for only one of them to come towards you after a ledge attack. Only try to backthrow fighter and sword miis, the gunners have long range and if one of them approaches just get off stage.
For Lucina, the best way to start the match is to use her counter before the word GO! disappears from the screen. The timing might take some tries to get down, but one of the Miis will nearly always attack right after spawning, and if you used counter at the right time you should all but possibly one Mii. They should all fly rightward, and you can run to the left and grab the one who might not have been hit. You wont be close enough to the ledge for a KO but you can backthrow him towards the other Miis so they're all on the same side. Use your forward smash when fighters or sword miis approach, most of them will walk into it and if they sidestep, sheild or airdodge you'll have time to either attack again or back off. You can often hit two or even three of them at once, but you'll need to judge for yourself how risky it is to attack based on whatever formation they're in. Any time a gunner approaches, back off. They have more reach than you do and even if you counter their f-smash they'll be too far away to be hit by the counter, and then you'll be punished like crazy.
Once you retreat to the ledge use the same strategy as Pit, only with forward smashes instead of arrows. Once they're at high enough percentages you can kill them one at a time with backthrows.
This went way longer than I thought it would but those are the best instructions I can give.
>>192205 To be fair to orbital gate, it also runs on a set cycle and there are even visual cues to let you know when the ship is about to explode. It gets shot by three lasers and blows up on the third hit.
Not that I expect to see it in tourneys anytime soon. But I do like that it isn't random.
>The more deeply people play Smash Bros., the more they start seeking higher levels of precision in the gameplay. At the end, this leads them to prefer the Final Destination stage with no obstacles, no items, certain stock settings, etc. We did try to make this game so you can play it any way you like along these lines, but that approach does veer a little from the original intention of the design.
>Smash Tour is the result of us pressing forward in our original direction – having a lot of changing elements in the field, leading to totally unpredictable situations. Our inspiration here wasn’t to copy the board game format, and the rules don’t follow those lines; the gameplay is designed with Smash Bros. in mind.
>>192388 It's an interesting idea. But it failed to keep me interested. It's just to chaotic and sluggish with little to no feeling of accomplishment in the end. I would have prefered an adventure/story mode or an expanded smash run.
I want to get the Smash CD, but I don't have a Wii U. I could use some gift cards to buy a copy of Smash, as I'll probably get a Wii U sometime this year (that Zelda, droooool), but that's not guaranteed. Some people are selling codes on eBay, but those are going for $15+, or 1/4 the price of the game. I could just buy the game, use the code, and sell the game if I don't use it after so long...