Tuesday 31 December 2013

Smash Advent Calendar - Day 31 FINALE - Reggie


New Years Eve marks Day 31, the end of the Smash Advent Calendar. No-one is more suitable to round off the month with than the man, the myth, the legend - Reggie Fils-Aime. He joined Nintendo in December 2003 and is currently the President of Nintendo of America. He appeared on stage during E3 2004 and the rest, as they say, is history. He quickly became the star of Nintendo with his zany antics and unforgettable quotes, so I think it's time that he had a chance to shine as a playable character in Super Smash Bros. 4.

"My name is Reggie. I'm about kickin' ass, I'm about takin' names, and we're about making games". Now, Reggie won't be heading any game making during his time on the Smash Bros. roster, but he'll be kicking ass all over the place. Given his tall, burly build, I imagine Reggie to be a slower but immensely powerful character. He would have a fairly long range as he would be have a typical humanoid figure like Ganondorf and Captain Falco, so he would be more than able to  keep enemies at bay.

For his standard attacks, I think Reggie would look best throwing around heavy brawling attacks. Standard A, A, A combos would be consecutive punches that end with a powerful, slower blow like Ike. Forward tilt would be a spinning backhand punch, thus extending his reach further. Up tilt would be a tremendous headbutt, making use of his blocky and magnificent skull, and would be a good counter to enemies approaching from above. Down tilt would be a solid crouching kick - again, good range. His running attacks would simply be a shoulder barge, and would have a good smash factor. Grabs would have a decent range, with up, forward and down throws good for starting juggles and his back throw able to KO enemies at good percentages.

Reggie would play a mean game of smash attacks with his heavy frame, and enemies would have to be very careful around him. Forward smash would be a mighty punch in which he would take a staggered step forward during the animation, to highlight the effort exerted in the move and to add a little range to it. Down smash would be a spinning lariat, Zangief style. This would be a fast move but only around half the knockback of his forward smash. Up smash would be a two hit helicopter kick in which he kicks above his head - the second hit would hold most of the power, sending opponents flying upwards with great force. All of these powerful moves will give Reggie a great feeling to players, as all his attacks will give a great feeling of impact.

He'd have to wear his microphone, of course.
Mr. Fils-Aime would have a good list of aerial attacks at his disposal. These attacks would allow him to chase and juggle well, making use of his long limbs. Forward+A would be a terrific spike in the form of a forward punch, similar to Mario's own attack of the same input. Neutral+A would be a medium damage, medium knockback flying kick that lingers for a few seconds, stronger during its first 10 frames and reducing in power after that. Down+A would be a series of kicks that deals great damage but little knockback. Up+A would be an attack that sees him kick with both feet upwards and cause incredible knockback, and on hit would send Reggie straight downwards with intense momentum, leaving him grounded quickly and able to position himself on the ground.

Reggie would have some fairly intense special moves. I imagine him to be an excellent wrestler, so I think he'd suit having a few grapples. Neutral+B would be a grab with slightly better range than his normal grab and it'd have a unique animation - it would be a body slam with the enemy that the player would maintain some control over, much like Bowser's Side+B, and like Bowser's attack the enemy would be able to try and fight back against this control. It would mean Reggie could drag enemies to positions that the player would benefit from or set up kamikaze moves, whilst offering modest damage and knockback at the same time. Whilst still on the wrestling theme, Reggie's Side+B would see him charge a fair distance, and on hit would see him perform a small piledriver on the enemy that would leave them in the stuck-in-the-ground state for a time relative to their percentage.

For his Down+B, I envision some Nintendo references coming in. Reggie would pull out a random Nintendo console that he has represented; Gamecubes, Wiis, WiiUs, DSes and 3DSes could all be thrown at opponents, each offering slightly different knockback and damage to keep opponents guessing. This would give Reggie some keep-away options that he'll need as a heavyweight. His Up+B would follow the Nintendo references, being a controller attack. On the ground, Reggie would perform multiple attacks with the Wii Remote and Nunchuk attachment like an actual nunchuk - the attack would have some good reach and surround Reggie, protecting him from attacks at all angles, but would have a second or two cooldown afterwards. When done in the air, Reggie would whip the wire of a Gamecube controller upwards and would receive a small "pop" in momentum upwards, and the wire would latch on to edges.

Reggie knows that fans want him in the game, and he actually talked about his moves briefly, stating that his Final Smash would be named after one of his most famous quotes - "my body is ready" would become the "My Body Is Ready Slam"! I see this move beginning with Reggie charging forward at great speed with his rm extended to perform a clothesline. All opponents hit by the move will be stunned and would then be caught in an animation. The camera would zoom into a notepad that Reggie is writing on, showing that Reggie has written the names of everyone caught by the move. Reggie would then appear above each of these people one by one and slam them off of the stage. He'd pop a thumbs up and the match would continue.

In an ideal world, Reggie would have no weaknesses, but in the interests of balance, he has to have a few. His jumps would be fairly low due to his weight class, so when he's sent flying, he'd have some trouble getting back and this would have to be done quickly because of his high gravity. His ledge grab special would give him more chance at recovering but it would be pretty predictable. Obviously, he'd also have some issues with speed. He'd be fairly slow on the ground and similar in the air, and his attacks would have some initial lag with vulnerable points afterwards.

At the end of the day, Reggie has to appear in Smash 4. He deserves it. He revamped Nintendo's image and had his part to play in the companies dominance over such a wide market over the last ten years. Not only that, but he's loved by the internet, being famous for his amazing quotes and strange ways of phrasing things. He's being requested to appear in the game by fans all over the world, currently reaching 49,000 signatures on a petition to get him included in the game. Can all of those people be wrong?

Thank you all so much for reading these articles over the past month, it's been very entertaining talking about a series of games I love every day. I hope my character analyses and concepts for new players have been entertaining to read. I'll be taking a little break, but watch out for similar projects in the future.  Big thanks to the SSB Wiki that has provided detailed move data and the Smash Boards for having a spirited and imaginative community - go and support them!

Monday 30 December 2013

Smash Advent Calendar - Day 30 - Fox

Day 30 is the ever popular Fox, of the "Star Fox" series. This guy is incredibly popular, appearing in every Smash Bros. game so far and being played by tons of top competitive players in each game, particularly Melee. Every game has seen him change appearance drastically as he starred in new games but it seems like his softer, rounder look has stuck for good as he looks almost identical to his Brawl form now.

Fox is quite an original character in terms of his playstyle. Before Smash Bros, he had never really stepped out of his ship in any playable role, bar an unlockable transport mode in the multiplayer mode in "Lylat Wars". Because of this, much of his moveset is completely original. He is incredibly fast, for one, and fights like a true martial arts expert with his normal attacks, throwing out flips, trips and kicks all over the place.

His special moves are varied; Side+B and Up+B are quite strange, one being an instantaneous ninja-style attack and the other being a flying kick engulfed in flames. It's hard to see where these came from but they're just part of Fox by this point. His other specials make a little more sense, Neutral+B being a laser blaster and Down+B sees him flick out a reflective shield - both attacks look very futuristic so suit Fox well. In fact, all of these moves seem to really suit the character well, demonstrating Sakurai's ability to formulate original movesets with only a vague base.

This train had no chance in a race against Fox.
Fox started well in his Smash Bros career, being one of the strongest contenders in the N64 original. His speed was well matched with strong attacks across the board and fast aerial attacks that can be Z-Cancelled to great effect. These contribute to an aerial game unrivaled when SHFF'd - that's "short hop fast fall". This carried over to Melee in a big way, with new techniques developing such as "waveshining". This essentially allowed Fox to Use his Down+B to perform a very quick attack, wavedash out of it and follow up into a combo. This technique is common is high level play and played a good part in making Fox as good as he is.

In Brawl, Fox lost out a fair bit. Given that Brawl is a slower and floatier game engine overall, a lot of Fox's raw and intimidating speed and extreme gravity faded away. Still, he retained a decent speed compared to a fair amount of the cast and his aerials were still quick and packed a punch. His blaster was also just as lethal in Brawl as it was in Melee, sacrificing stopping power for a terrific amount of its per second. His smashes also stayed fairly strong, in particular his up smash which comes out without much delay. Obviously, he lost advanced techniques in the game transition, but I find that they were fairly broken anyway - a controversial opinion but I like games to play as designed, not mutated through glitches.

Fox does have some flaws. Though helpful is some situations, his heavy gravity leaves him incredibly susceptible to combos and juggles, and when large chains and KO combos are involved, Fox ends up at a loss. He can't stop approaching enemies with his projectile and he has to rely on a few attacks to KO in Brawl, making him a bit predictable.

Overall, I think Fox is one of the most loved characters in Smash Bros. history and it's easy to see why that is. He is a fun and interesting character with a lot of personality to him. So much of Melee's rich and interesting gameplay mechanics were discovered or made use of through Fox and that has secured him a place in many gamers hearts.

What do you think of Fox? Prefer his obscene mechanics in Melee? Or the solid gameplay with no gimmicks in Brawl? Let me know in the comments below or over on the facebook page.

Sunday 29 December 2013

Smash Advent Calendar - Day 29 - Marth

Marth is the star of Day 29 and this man made his Smash debut on the Gamecube in Melee, and has been a fan favourite ever since. Initially, Marth and his counterpart Roy were to be left out of Western releases of Smash Bros. as their game of origin, "Fire Emblem", had never seen release in America or Europe at the time. However, the characters made it through and this alone saw interest for a Western release for the game skyrocket. Now, "Fire Emblem" is an iconic Nintendo franchise, and so it is no surprise Marth is returning to Smash 4.

I think aesthetically, Marth is a wonderful character. He's very simple in design, a typical handsome and elegant swordsman with a slight Japanese anime flair to him. He moves with a grace that suits him well, attacks appear fluid and lightning fast, further enhanced in Brawl with additional air trails that exude from his sword. It looks like his look is updated in Smash 4, with a new set of armour and a slightly more cutesy face - much like Pit's changes from Brawl. I think these changes are refreshing and interesting, and I can't wait to see if there are any other visual changes to him in action.

Marth is one of the most solid competitors in both Brawl and Melee and thus needs relatively few changes. He possesses great speed, a high fall speed and incredible reach and so is often on top of matchups. Though he lacks a projectile, his long sword still allows him to approach opponents. This is augmented with the fact that his sword is at its most powerful at its tip, meaning that enemies being approached by Marth have a great pressure put upon them.

Damn, he's fabulous.
In Melee, Marth had a few tricks that he lacked in the sequel. or one, his Neutral+B has a much better range and its hitbox extends above him, making it much more versatile and a great counter to enemies that approach him. Also, compared to Brawl, the tip of his sword was much easier to hit with, meaning he racked up damage well. Adversely, though the sweetspot at the end of is sword is smaller in Brawl, the damage is higher on it. With many changes of a similar vein, it's hard to tell whether he got better or worse overall.

Marth also has an excellent grab game, particularly in Melee where the engine allowed them to be utilized fully. Most of his throws don't send the enemy far but disorientate the opponent, making devastating combos and tech chases possible and very effective. These grab games call for players to have to use great skill in order to KO opponents so the balance comes from a lack of grab that sends opponents flying to a certain KO like Mario's back throw.

Marth is not without weakness. He is a light character, certainly more so than his co-stars Roy and Ike. This means that fairly strong attacks will send Marth hurtling off of stages at lower percentages than normal. In addition, he lacks a reliable recovery move; Up+B sends Marth upwards with a strike of his sword that keeps opponents at bay but is fairly weak and the move lacks much horizontal gain. It's also very predictable despite its speed, so opponents can edgeguard him pretty easily.

Overall though, I think that Marth is a great character, perhaps with slightly more good points than bad. I think much of his place on the tier list is more to do with characters low down having a lac of tools to deal with faster opponents more than Marth being overpowered in himself, but he could maybe do with a touch down in the power department to ensure his range isn't off kilter. But all in all, I imagine Marth will continue to be a very popular character and I eagerly await to see what players do with him.

What do you think of Marth? A fun, fast fighter? Or too light and fluffy? Let me know below or on the facebook page.

Saturday 28 December 2013

Smash Advent Calendar - Day 28 - Mr. Game and Watch

Day 28 focuses on Mr. Game and Watch, one of the oldest characters in any Smash Bros. roster.He first appeared in 1980 and starred in a series of portable games of which he takes much of his moveset. Because he comes from the classic era of gaming and has had no reboot since, he took on his simple appearance and lack of animation becoming one of the most unique characters in the history of the series.

I think it was safe to say that no-one saw his guy coming in his Smash Bros. debut on the Gamecube. I remember being very surprised when this character's silhouette challenged me when I was a kid first playing the game and was even more surprised when the silhouette was essentially what the character was. I loved his bizarre moveset and odd movements - and the fact that each step was matched with an old-timey "bleep" just made the character perfect to me.

The great thing about Mr. Game and Watch is that he is pure reference, through and through. Every one of his attacks is either directly from or heavily inspired by one of the old "Game and Watch" games available throughout the 80s, from frying pan attacks to alarm bell taunts. He's a lone celebration of an entire era of Nintendo, and that is to be admired.

An iconic taunt.
Unfortunately, his appearance was not enough to make him a strong character in Melee. Mr. Game and Watch suffered horribly from being slow, light and floaty - he felt almost weightless and that carried through to his moves which often felt that they lacked much impact. He has a hard time approaching due to his low speed and because of his slowness he is incredibly predictable. Not only this, but almost all of his aerial attacks couldn't take advantage of L-Cancelling, though this is irrelevant to newer games without this feature.

In Brawl, Mr. Game and Watch received some buffs.and jumped a fair few places up the tier list to become a competent competitor. His speed was buffed and his smash attacks became a little more potent. He also gained "bucket braking", which involved him using an uncharged Down+B to cancel all his momentum, making him able to recover from moves that a character of his stature shouldn't recover from. Now, glitch or not, I think this concept should stick with Game and Watch - it isn't overpowered and makes him much more viable, not to mention it being a little tricky to master so isn't a guaranteed pass from KOs.

One thing I never know what to make of is his Side+B. This sees Game and Watch use a short ranged hammer to produce 1 of 9 effects from self-damage to instant KOs. I appreciate that it's a quirky little idea but I think it gives too much to chance.

Ultimately, I think Mr. Game and Watch deserves a chance to shine again in Smash 4. Outside of minor buffs, I think he's ripe to charge straight into the roster and stand a good chance among the ever increasing cast of characters in the newest game. His Side+B is random, yes, but he's unique, charming and simple whilst representing a side of Nintendo seldom remembered, so I think he's earned his place.

What do you think of Mr. Game and Watch? Unique and fun? Or pointless and stupid? Let me know below or on the facebook page.

Friday 27 December 2013

Smash Advent Calendar - Day 27 - Ike

Day 27 is Ike from the "Fire Emblem" series of games. Debuting in Brawl, many believe Ike to have replaced Roy from Smash Bros. Melee as the second "Fire Emblem" representative but was very warmly received.

Though Roy didn't make the cut in Brawl and Ike instead represented a more powerful type of "Fire Emblem" character, it is impossible to call him a clone. In fact, only his Down+B counterattack is the same as one of Roy's moves and this stems from a universal counter feature in the game of origin; its general effectiveness and aid in giving Ike options meant that a counter Down+B was the only logical choice.

Ike possesses some of the greatest power in the game. In fact, many thought Ike to be a broken character during Brawl's early days as a tick reaction to just how easy it was to KO opponents at much lower health than the average of the rest of the cast. Of course, this was quickly laid to rest once Ike's disadvantage began to surface, and that disadvantage was his overwhelming sluggishness.

Ike has no time for weak swordsmen.
Despite being a ruthless brawler, Ike requires a great deal of strategy to play - his sluggishness means that smash attacks have to be carefully planned and considered to ensure contact either destroys opponents or creates an acceptable gap on block. On one hand, an opponents as low as 70% can be knocked straight from the arena on a clean hit bu the other hand has to deal with extraordinary risk on an easily predictable move. What I would suggest is a slight increase in speed and a slight decrease in power so that one factor doesn't weigh the other down too much.

Ike does have some reliable features without too much negative impact. Many aerial attacks are solid, offering good juggling options and potential to secure KOs on wounded opponents. His Up+A lingers for some time, giving it a longer active hitbox but increasing predictability; his Down+A is a very powerful albeit sluggish attack that has spike potential at its pinnacle; forward and neutral attacks in mid-air are finely balanced between speed and power and are great for chasing opponents with.

I find Ike's specials to be particularly good and sets him apart from Roy, and therefore Marth, considerably. Neutral+B has Ike charge a terrific attack which results in him being surrounded in a burst of flame that can destroy opponents with a good charge. Side+B is again chargeable but sees Ike charge across stages ending with a mighty slash. The attack deals solid damage and surprising knockback, so can be good to catch unaware opponents with. Up+B is very unique; Ike throws his spinning sword to a great vertical height which can hurt opponents above him before he jumps upwards to catch it, ending by slamming down with great speed and force. It's a damaging move that can stop clueless opponents from edgeguarding and has general offensive uses too, but comes with a risk if used as a recovery if the attack misses.

Overall, I think with some minor tweaks, Ike could be a really good contender in Smash 4. He needs to be just a little faster to be viable, as currently his predictability is not a good balance for the raw strength he possesses. His standard three hit A combo is godlike, but when a player has to rely on this to build damage and score KOs in q uick way, it becomes both stale and easy to see coming. But, I must say I appreciate the way Ike moves and plays, being a great opposite side of the swordplay spectrum when compared to Marth.

What do you think of Ike? Juicy to play as? Or a poor replacement for Roy? Let me know below or over on the facebook page.

Thursday 26 December 2013

Smash Advent Calendar - Day 26 - Little Mac



Day 26 is Boxing Day and that can only mean one thing: Little Mac join the fight! This guy is very popular in the west, starring in the NES "Punch Out!" game wit Mike Tyson and going on to star in the SNES sequel and the recent Wii sequel as well. Mac is a small guy with a lot of heart, fighting up the ladder against super heavyweights like King Hippo and always comes out on top, and he would be perfect for the Smash bros. roster!

His attacks would have to be fairly original as he has barely any named moves in his games. However, boxing is a great fighting sport and can easily serve as inspiration for the character, so a moveset would be easy to dream up. I imagine Little Mac to be a fast character with some powerful attacks as in "Punch Out!", but to balance him out I could see him being extremely light, flying far and having predictable recovery options. Again, this would be true to his origins, wherein he would suffer badly after only a few received punches.

For his standard attacks and tilts, Little Mac would make use of his speed. Standard A attacks would be punches much like Mario's, with the third shit being a slightly slower but stronger punch, and this could combo from the previous two. Side tilts would be a slower but longer range outstretched punch similar to Bowser, down tilt would be a low punch that would have edgeguarding uses and up tilts would be a quick spiraling uppercut that would be useful to start juggles with.

Smash attacks would all be slower but powerful attacks with some KO potential at medium percentages. They would mostly all be directional punches with the exception of his down smash. I think a unique attribute that Little Mac could use would be a down smash with short reach like a solar plexus strike of Ryu fame that would stun opponents like Zero Suit Samus does with her down smash. This could allow Little Mac to establish great combos and KO setups whilst not being overpowered due to short range and longer recovery than other smashes.

Aerial moves would be effective punch moves, with back attacks being slower but with good KO potential, Forward+A and Neutral+A being fast but effective, Down+A being a meteor where Mac smashes both fists down and Up+A would be a three punch combo with the last hit blasting opponents skywards. These attacks would allow Mac to be an effective juggler and his light frame would make chasing down enemies for a KO a breeze.

Giga Bowser move over, Giga Mac is here!
Special moves are a bit more tricky to think about. Neutral+B would be a short step followed by a very fast series of punches. This would hook multiple opponents in and a full hit would do great damage and end the combo with a punch that knocks opponents a decent distance. Obviously this is balanced with the high risk factor as he would not be able to stop the move mid-animation. Up+B would be his signature "Star Uppercut" taken straight from the "Punch Out!" games and would function as a vertical recovery move much like Luigi's Up+B, but with a tiny bit more horizontal distance. I also envision a critical sweetspot at the beginning of the attack, making it a viable smash option.


Side+B would be chargeable, and on release would see Little Mac fly forwards and deliver a terrific strike in a move similar to Ike's own Side+B in Brawl. This would allow Mac to cover some good distance both on the ground and in the air, and if the move were to have a hit of super-armour in its duration then approaching would be possible with him as well, something many brawlers lack in the Smash Bros. series. Final Smash is easy; Giga Mac was a state that Mac could reach in the recent Wii game in multiplayer battles and would be great to see as a Final Smash form, making all his attacks much more powerful and he would gain super armour like Giga Bowser in Brawl.

Ultimately, I think Little Mac's chances of making it to Smash Bros. are fairly high, as he was an assist in Brawl and is currently heavily rumoured to achieve playable status this time around. Currently, we are lacking in characters with true fighting experience and boxing has had no representation thus far, making Mac a perfect fit.

What do you guys think of Little Mac? Perfect for the game? Ever even played "Punch Out!"? Leave a comment about him or his potential moveset below or on the facebook page.

Wednesday 25 December 2013

Smash Advent Calendar - Day 25 - Toon Link

Day 25 - It's Christmas! Because of this, just a small article today on Toon Link, who debuted on the Gamecube in "Wind Waker" and has starred in several games since, including a HD re-release of his origins on WiiU. Because of this, he's confirmed to return to the Smash Bros. roster in the new game after his unexpected appearance in Brawl a few years ago.

Toon Link replaces Young Link from Melee and is a very solid character, appearing in tournaments with a fair frequency. He is better than standard Link in almost every way. He is faster, has better attacks and can keep away opponents with less trouble than his counterpart. Not that Toon Link is just a clone - many attacks are quite different, often using hard sword attacks in the air and his up smash is just one mighty swing.

Toon Link has some really great attributes. His projectiles are amazing and keep opponents at bay with ease. They stop approach and allow Toonie to approach in equal part. He lacks strong KO options, especially on the ground, but his unique aerial moves allow him to juggle and chase up for a KO. His Down+A in the air is also great, diving straight downwards with the tip of the sword aimed straight down. This move pings aerial enemies straight downwards with great force and grounded opponents get flung across the stage.

It's amazing to see someone hold their own in a cute contest with these critters!
As a side note, I prefer the look of Toon Link. He has personality oozing from him without a word said - the way he cutely plod along, his big expressive eyes and the way he gets dizzy after a fully charged Up+B build so much character for the little guy, it's almost impossible not to fall in love with the character.

Hopefully, Toon Link will continue to grow apart from standard Link in Smash 4 to reduce similarity across the roster. It would be nice to see some new special moves and more unique smash and tilt attacks to go with his vastly different aerials.

What do you think of Toon Link? Disappointed to see semi-clones return? Or excited to see this charming little guy back? Comment below or over on the facebook page!

Tuesday 24 December 2013

Smash Advent Calendar - Day 24 - Zero Suit Samus

Day 24 - Christmas Eve! Today's article looks at Zero Suit Samus, a popular addition to the roster from Brawl. Zero Suit Samus has been in the spotlight more and more since "Metroid Zero", appearing in recent games like "Metroid Other M" making her chances of returning good - especially as Metroid lacks characters suitable for a fighting game.

Zero is a pretty unique character considering she's still Samus. Gone are her cannon attacks, morph balls and screw attacks but what she now lacks in raw power she gains in ridiculous speeds, agile nature and surprising reach. She is one of the quickest character in the game, only just below the likes of Sonic, and this makes her a very fun feeling character. Attack animations are smooth and juicy, with whip attacks making up most attacks and specials and landing with satisfying thwacks. Her Side+B in particular has a juicy feel when hitting the sweet spot.

Her aerial attacks are her strongest attribute as they are stupidly quick. With such high jumps, she can juggle like it's no-one's business. Most aerial attacks come out in only a few frames and have a nice damage with good knockback. She's downright dangerous in an air battle - one hit from her Up+A in midair at a decent percentage will send opponents helplessly skywards!

One interesting point is that since Zero is tied to regular Samus, she initially spawns with her armour pieces. These can be thrown at enemies and are exceedingly powerful, meaning that Zero has a great advantage to begin with and has a chance to get a stock up on opponents. Of course, this is balanced by the projectiles being catchable, meaning opponents with enough skill can turn the tables.
Zero Suit Samus is well balanced. Her light frame allows her to chase enemies well but of course it makes her very vulnerable to attacks with high smash factor even at medium percentages. However, she is also equipped with a good recovery should she need to come back, with two high jumps and then two main options to come back with; her tether whip can be used to grab on to nearby ledges and her Down+B has her perform a flip - this is good for horizontal recovery and approaching enemies can be hit with an exceptionally powerful kick activated with an additional button press.

Every whip effect is very aesthetically pleasing.
One major negative that needs to be fixed is her sub-par grab. The range isn't as good as other tether grabs but has a ton more lag. This makes her grab game unnecessarily risky and should be fixed off should she make it to Smash 4. I also personally would like to see the Samus' exist in two different character slots. It really isn't all that important in competitive play as the main way to switch characters is via Smash Ball but it does mean that a Samus player would have to learn how to play the very different style of Zero Suit Samus should they want to take advantage of Samus' final smash.

Overall, I think that Zero Suit Samus is a very good character, both fun and functional and I think she should continue to appear in Smash Bros. to keep Metroid representation up. There are a few tweaks I'd like to see, but otherwise I think Zero Suit Samus can remain fairly untouched and still extremely effective.

What do you think of Zero Suit Samus? Do you think she's a fun character? Or can you never secure kills with her? Let me know in the comments below or comment on facebook.

Monday 23 December 2013

Smash Advent Calendar - Day 23 - Wario

Day 23 is Wario time! This monstrous bad guy was first seen in Super Mario Land 2 on the Game Boy and has appeared frequently ever since. He's starred in his own platformers, golfed with monkeys and turtles and even starred in a bizzaro mini-game bonanza. He's one of the most popular characters of Nintendo's recent history so his appearance in Brawl was long-awaited.

Wario is a strange character. His movement is jittery, similar to Game & Watch - it purposely lacks animation for effect. This is admittedly amusing to watch and suits Wario's creepy and wonderfully weird style... But I think it should be changed. It makes the character feels really clunky and isn't aesthetically pleasing, even if done so on purpose. I think a plodding run would suit Wario just as well and be smooth in animation as well.

One thing in design I do admire are Wario's attacks. All of them, in fact. Having jittery attacks gets Wario's awkward design across well without having to see it constantly as in his running animations. Many attacks are also plain stupid, such as his Back+A aerial which sees him sort of... flump. These little attacks really demonstrate who Wario is and why you should love him.

Warioman is my favourite final smash, hands down.
All of Wario's special moves are great and again, paint a perfect picture of him. His Neutral+B is a useful grapple involving taking a bite of the enemy, which shows off his gluttony well. His Side+B takes influence from Wario Ware and sees him charge across the stage on his motorcycle, which he can then pick up and throw around, adding a small interesting gimmick to the character. His Up+B is a unique move but taken with a pinch of inspiration from Wario Land games with the result being a satisfying looking move with a subtle nod to hardcore fans. His Down+B... Well, it's a fart. Not much more to be said there other than suiting Wario to a tee.

When it comes to gameplay, Wario is a great fighter with a solid standing on the tier list, having few bad matchups. His power and speed are balanced well, with faster speed than the average heavyweight with a slightly lower attack power. Moves like the Side+B give Wario solid approach options and exceptional recovery which is well balanced with a terrible recovery upon the bike's loss. Wario also possesses a great air speed, meaning Wario has a surprisingly agile aerial game, ripe for juggling.

All in all, Wario is a great character that in my opinion needs very little change, other than some minor visual tweaks. He's fun to play, a great competitive character and just oozes personality, so I hope to see him return in Smash 4., riding his motorcyle to victory as he always triumphantly does.

What do you think of Wario? Should he return? Does he creep you out? Leave a comment below or head to the facebook page here.

Sunday 22 December 2013

Smash Advent Calendar - Day 22 - Pit

Day 22 is Pit, and it really looks like Nintendo want to keep this guy as a star of Nintendo right now after his appearance in "Kid Icarus Uprising" on 3DS recently. He first debuted in "Kid Icarus" on the NES in the late 1980s and barely appeared until his surprise announcement in Brawl. Still, he's been a firm favourite since then, so it's no shock to see him return again in Smash 4.

First of all, Pit has changed in appearance a little. This is obviously due to having a new game out, meaning designers have been able to tweak and perfect his image. He now has slightly more anime hair and bigger, cuter eyes than before and some minor details on his costume have been reworked, like fur on his boots. These tiny features have made Pit look so much more appealing than before, demonstrating that a little can go a long way.

Pit was a really fun character to play in Brawl and ranked fairly highly on the tier list. He possessed a great projectile game in his Neutral+B which looks to still be in the game from early screens. This would see Pit firing an arrow which he could control midair - the move was very fast, very flexible and could even be charged, meaning opponents would have a hard time approaching Pit. It'd be good to see this move return in its full glory as this made Pit strong without breaking him.

The new attack effects are so nice to look at!
Pit has actually had some of his moves completely changed, making him one of the most tweaked returning characters. We can safely assume that his Down+B and Side+B have gone as his new moves look to alter or improve the key principles that the old ones held; Side+B was once an attack that saw Pit charge forwards spinning his sword, with good damage and had reflective properties. Now, we see him charge forward and deliver a powerful uppercut, which seems like a solid move with the right mix of risk to smash. This move is inspired by his most recent game. Down+B was once a reflecting shield that came out instantly but only faced in one direction - this is now a reflector similar to Fox's, meaning projectiles from all sides are blocked which is a major buff. again, this comes from his newest game. His Up+B also appears to have changed slightly, one trailer seeing him take off at an angle from the ground rather than straight up, but we've yet to see more than this yet.

Other than his new specials though, Pit seems to remain unchanged in his other attacks. What we need to see from him is more of the same, really, as he was a very strong contender in Brawl, with strengths and drawbacks in equal measure. I really look forward to seeing what Pit can do in Smash 4, and hope to see him used well in tournaments.

What do you think of Pit? A refreshing retro character? Or spamming nuisance? Leave a comment below or leave one on the facebook page.

Saturday 21 December 2013

Smash Advent Calendar - Day 21 - Villager

Day 21 casts the spotlight on Villager of Animal Crossing fame and I don't know whether this guy is cute or creepy. Either way though, Animal Crossing is a massively popular game at the moment ever since it came to Western shores on Gamecube and boomed on the DS, so it seems only right that after having some minor representation in previous games that we are now treated to a playable character from the series as well!

Now, the character I can most accurately compare the Villager to so far is probably Mr. Game and Watch from the small amount of footage we have seen so far. His attacks are bizarre, usually pulling random items from his game of origin out of nowhere like a cartoon character to devastate opponents, much as our favourite silhouette did in Melee and Brawl. This design choice is great and adds a lot of character to the Villager, which he needs because in Animal Crossing, the villager has a customisable appearance and no distinct personality as he is just meant to be a representation of the player.

All his moves look fun so far. The animations are always quick and fluid and usually quite funny to boot. Some of my favourites are the slingshot in midair, which looks to be a standard aerial attack with a good range and the bowling ball, which sees Villager dropping one of these heavy spheres on an opponents head like something from a Hanna-Barbera cartoon. He also appears to be able to plant a tree on the stage that he can come back and chop down later, presumably as a powerful attack. These attacks indicate that Villager will be an unpredictable and tricky opponent to fight, making the most out of item placement and misleading range.

Looks like he has some physical attacks up his sleeve, too!
One major weapon up Villagers' sleeve is the "collect" move. As Sakurai said in the address earlier this year, Villager has this move as the primary objective in Animal Crossing is to collect. Villager can grab any projectile in the game (Bar beam Final Smashes, presumably) and hold on to it for later use. Now this could be a simple fireball from mario, which Villager could use as a surprise stunning attack on the approach or it could be a fully charged Samus Neutral+B, which Villager could use to devastating effect at opportune moments. To balance this useful move, it appears Villager can only hold one item at a time, so as long as opponents are sharp, they can see what is going to come their way.

One factor we haven't seen much yet is a reference to games of Nintendo past. This can briefly be seen in what looks to be his Up+B, where he dons the Balloon Fighter's helmet and balloons and takes to the sky to recover, flapping his arms like the NES original. This move is both fun and useful, so it'll be exciting to see if Villager refers to any other games with his moves.

So far, the Villager is looking great and he fits right in with the cast of characters revealed so far. I eagerly await seeing more of what this tiny little man can do, but he's caught the interest of many people, Smash Bros. and Animal Crossing fans alike.

What do you think of the Villager? Great idea? Or out of place on the roster? Let me know below or leave a comment on the facebook page.

Friday 20 December 2013

Smash Advent Calendar - Day 20 - Wii Fit Trainer

Just 5 days to go until Christmas, and Day 20 is newcomer "Wii Fit Trainer". This character shocked everyone when she was announced, almost more than third party character Mega Man. Still, her trailer showed off what she can do, and many were impressed. This is an overlook of the early things we've seen.

First of all, her animations are very fluid and very clever. She looks like yoga in motion - her posture is impeccable when she runs and jumps and every attack is graceful and utilises a healthy position. Attacks we've seen so far are often moves taken from Wii Fit, including using hula hoops in her Up+B move and smash moves are various positions that players would be told to hold.

Wii Fit Trainer looks like a solid all-rounder. She looks to combine a good speed with good power, meaning that it's up to the player to create a unique playstyle with her that opponents won't see coming. One of her greatest assets is her range - many of her attacks push her range to the limit through yoga and exercise meaning that it's hard for opponents to gauge how far she can reach without good experience playing against her. From the looks of it, several tilts also hit both in front and behind simultaneously making the most of her hands and feet. This is particularly visible in her crouching attack.

Of course, the internet had to make her and the Villager psychopaths too.
One thing I find amazing in her moveset so far is her Up+B. The vertical recovery is intense, flying upwards at incredible speeds. The move also seems to damage opponents who approach from the sides, so we'll see if it has combat uses through juggling or combos in due time. What I find lacking at the moment is her Final Smash - although it makes sense, showing off lots of poses from in the game, it just seems a little lazy being nothing more than a random projectile spam.

Overall, Wii Fit Trainer is looking like a solid, gimmickless character with the potential to be picked up in the competitive scene. It is too early to make any judgements as she has had some of the least attention placed on her compared to the other new characters but I look forward to seeing what else she can do.

What do you think of Wii Fit Trainer? A fun new character? Or a waste of a slot in the roster? Let me know below or join the facebook conversation here.

Thursday 19 December 2013

Smash Advent Calendar - Day 19 - Rosalina & Luma

Day 19 is Rosalina & Luma, who announced just yesterday! This will be a quick article as the character hasn't been shown off much yet, so these are just some initial impressions.

First of all, the animations for the characters look great. They move fluidly and cleanly, so look great from a technical standpoint. Rosaline moves with grace as you tend to expect from the character, and the Luma moves just like it does in the game, with cute twirls and spins. The colours and effects that jet from the characters look great and add some interesting visuals to the fight that suit the characters well, looking very star-like and suitably cartoony.

The gimmick for these characters is an expansion of the Ice Climbers - both Rosalina and the Luma that accompanies her attack together. The difference here though appears to be that the Luma can be thrown and placed at different points, similar to characters like "Fortune" in Skullgirls, who could have her head attack with certain button pressed when left around on the stage. From what the trailer shows, this ability looks insane, with some devastating looking combos utilising attacks that pass an opponent from Rosalina over to the Luma across the stage who then juggles the opponent upwards. It is unclear how this would control, but this already seems to be a great looking mechanic.

This promotional image is too cool.
It does seem like Rosalina suffers some negatives for her amazing gimmick though. It's easy to see that the character is light, possibly even lighter than similarly built characters like Peach, so will be knocked away from the stage with relative ease. Along with this, her power doesn't look impressive, but that's good - power would off balance her unique combo potential and spacing ability and make her completely overpowered, so it is nice to see some real thought behind her.

One thing that the trailer is unclear about is the colour of the Lumas. Do some attacks change the colour of the Luma automatically? Or does Rosalina have the ability to call out different coloured Lumas which possess different attributes? For all we know, they very well might just be the palette swaps for the character, but this seems unlikely. Either way, it'll be exciting to find out more. as more is revealed in the coming months.

So what do you think of this newcomer? Welcome addition? Or do you hate Rosalina with the power of a thousand burning suns? I welcome her myself, but let me know what you think below, or visit the facebook page.

Wednesday 18 December 2013

Smash Advent Calendar - Day 18 - Captain Olimar


Captain Olimar is the focus of Day 18, and was introduced to the series in Brawl and has been confirmed to return in Smash 4. Star of the Pikmin series, Olimar represents one of Nintendo's most modern franchises and was met warmly during his debut. Many fans love his style and effectiveness that all stem from cleer implementation of the source material.

Olimar carries with him many unique attributes that make him a blast to play with. All his moves revolve around the Pikmin that potter around behind him. He plucks up to 6 Pikmin of assorted colours from the ground with Neutral+B and then every smash and special move uses them. Each colour has different powers and attributes, and most attacks will use the Pikmin closest to Olimar in the line behind him. These can be shuffled with Down+B which adds tactics and depth to Olimar by choosing the right Pikmin for the right job. Once a Pikmin is used, it goes to the back of the line, but too much damage or being thrown off of an edge means certain death for your flowery pals.

Of course, you want to avoid killing off Pikmin if you can avoid it. The longer a Pikmin stays alive, the flower on its head turns into a bulb, and then a flower, each a stage in its power and usefulness. If Olimar has a full set of Pikmin with flowers on their heads, you're in trouble. If Olimar is left with no Pikmin, it's best to pluck out some as soon as possible as he is only left with tilts and his neutral air attack.

I don't know what causes this - Olimar's good projectiles or Ness' bad recovery.
Olimar is without a doubt one of the best characters in the game. His grab range is long, and can KO easily with certain Pikmin. His tilts are good for juggles and combos and his range is pretty good too, with smash attacks reaching far by flinging Pikmin in front of him. Olimar also has a great projectile game - Side+B flings Pikmin massive distances and if they latch on to an enemy, they cling on and deala good amounts of damage, especially if they're white Pikmin. Purple Pikmin don't latch, but instead hit the opponent for good instant damage and knockback, giving Olimar some stun to his camping game. These projectiles are also great for gimping, as seen above.

Olimar's major downside is his poor recovery. His jumps aren't the best in the game for one, but what he really suffers with is his Up+B. Even with a full 6 Pikmin, the move only grabs on to ledges with a very minimal push in upwards momentum. This means that he is easily edgehogged and his recover is very predictable. Without Pikmin though, the move is next to useless, meaning Olimar plumets to his death from moves others would easily come back from. This disadvantage balances him well though, and makes you think about how you use Pikmin at high percentages.

All in all, it's good to see Olimar confirmed for Smash 4 at this early stage. He perhaps needs his power nerfed just slightly, but his position in the top of the tier list is mostly due to characters that need some heavy buffing instead. He's a unique character with functional gimmicks that are both interesting and effective in equal part. I hope to see him continue to be widely used and see some more tournaments.

What do you think of Olimar? Perfect for the roster? Or gimmicky nonsense? Let me know in the comments below or talk over on the facebook page.

Tuesday 17 December 2013

Smash Advent Calendar - Day 17 - Diddy Kong

After two long articles about potential characters, it's time to go back to basics on Day 17 and talk about a Brawl character - Diddy Kong. Diddy hasbeen on the scene since "Donkey Kong Country" on the SNES and quickly stole the show, taking the lead for DKC2. He made his Smash Bros. debut in Brawl but many wondered why it had took so long for him to appear, being a natural fit. Still, we're glad to have him and it's extremely likely he'll be returning in Smash 4.

Now there isn't a lot to say about Diddy. He's one of the best characters in Smash 4, but isn't broken either. He's exactly what you want from a character. He has a good speed balanced with a low power, attacks that start and end quickly but lack any real smash power but has other tricks up his proverbial sleeves to score KOs. His arial game, for instance, is pretty exceptional - for a character with only two jumps, he can create a barrier between a flying opponent and the edge fairly well, and can juggle all day. Diddy also has great grab range for such a short character. This goes nicely with his powerful grab moves, leading opponents into combos and juggle set-ups nicely without being obscene.

The best part about Diddy is his projectile, hands down. It's a simple move - a banana that trips opponents up. This gives him control over the ground, setting him up for combos and smashes or allowing him to breath against opponents that put massive pressure on. It isn't broken though - the move is fairly slow, so needs careful thought about when to place it, and skilled opponents can pick the bananas up if misplaced. He also has a straight-forward projectile that he can charge up for greater power and distance that stops opponents briefly but again, is well balanced by charge time and forced stationary position when firing.

His model and animations ooze character and detail.
Diddy has his bad points, which are just as vital for a good character. His recovery is fairly limited for a start; Up+B charges a jet pack boost which flies further the longer you hold it. This is mostly a vertical recovery but the can be moved side-to-side slightly by the player. It's pretty predicable and limited in it's angle. He also has his Side+B move, which sees him flip forwards a good horizontal distance. It can be followed up with a kick move with quite some power but again, the angle is limited. You really have to choose carefully when recovering if you want vertical or horizontal gain more as you can't have both.

All in all though, the most important part of Diddy is his feel and charm. He brings a smile to people who play with him due to his smooth mechanics and fun animations, and attacks that really pack a punch. His dash attack is a nod to his "DKC" roots and many other attacks are homages to "Donkey Knog 64". Players who watch him love his odd movements and chimpanzee screeches as he barrels across stages, and you can't help but love his fional smash, even if you're on the receiving end. I welcome Diddy back with open arms, and hope that he stays with Smash Bros., from WiiU/3DS to whatever comes next.

What do you guys think of Diddy? Should he have been in from the start? or were you never that keen on him? Leave a comment below or join a talk over on the facebook page!

Monday 16 December 2013

Smash Advent Calendar - Day 16 - Blaziken



Continuing with a Pokémon theme, Day 16 is Blaziken, the final evolution of the fire starter in the Ruby & Sapphire generation. This Pokémon mixes fire and fighting types, making him perfect for the Smash Bros. series, especially with its recent mega evolution born from its popularity. It would be one of few humanoid Pokémon in the series, making it a more interesting fighter among the Pokémon side of the roster.

Now I imagine Blaziken to be a fairly heavy character gravity-wise, not very fast but not as slow as the super heavyweights like DK and Bowser. Many of his moves would pack a fair wallop and centre around kicks. with punches in reserve for initiating A, A, A combos and the occasional tilt or special. Crouching attacks would be sweeps with the leg and forward tilts would be a long ranged kick with a completely outstretched leg ala T. Hawk's Forward+HK in "Super Street Fighter 4". For the up tilt, I imagine a backflip that has a fair amount of range with decent damage that could hit behind at the end of the animation.

Aerial attacks would be of a great range, making the most of Blaziken's long legs. Back+A would be a belly-down drop kick style attack that has the most range with decent power but doesn't smash far. I imagine it to have sluggish recovery. Neutral+A would have Blaziken spin kick with both legs out, giving a large circular hitbox that could hit weakly multiple times and ending quickly. Forward+A would be a flying kick with okay damage but a devastating critical point at the base of the foot, similar to Zelda's own Forward+A. Down+A would be a mid-air stomp that has a slow start-up but acts as a meteor smash. Up+A would most likely kick above Blaziken's own head for a strike that comes out at a medium speed but smashes well, and could be used to juggle.

Pictured with its pre-evolutions, you can see the kick range clearly here!
Smashes would be fairly simple as well. Forward smash would charge up a devastating standard kick that doesn't reach as far as the forward tilt but is supremely powerful and good for KOs, and it would leave the opponent on fire for good aesthetic effect. Down smash would be a capoeira-style spinning kick that would reach behind and in front - this would deal a fair amount of damage but not smash far until very high percentages. Up smash would be "sky uppercut", a move that Blaziken can learn in the Pokémon games. This would have a hitbox that reached mostly vertically upwards in front of Blaziken and deal similar damage and upwards smash factor as the forward one does with its horizontal smash factor.

Special moves would be fairly simple. Up+B would be "blaze kick", Blaziken's signature move that it is almost always pictured doing. This would have some great vertical distance and good startup time whilst dealing damage at the same time, the most critical point being the knee towards the end of the attack animation which would send an opponent flying. Of course, the range and power on the move would be balanced with its predictability, offering no control over angle, similar to Mario's Up+B.

Side+B would be a powerful charging attack called "flare blitz" that would see Blaziken run encased in fire from 3 - 7 steps depending on how long B is held down for. Damage would be the primary factor of the move, not sending opponents very far and would be good for an approach. In the game, slight recoil damage occurs after the move but for balance, this should be left out. Neutral+B would be best suited to a move like "flamethrower" and act similarly to Bowser's own Neutral+B to allow Blaziken a small spacing and camping game. Down+B would suit a dive kick that sees Blaziken backflip away from the enemy if it strikes cleanly. If performed whilst on the ground, Blaziken will simply hop backwards and initiate the attack if Down+B is pressed again.

Mega evolutions are particularly relevant right now as they just debuted.
Blaziken's final smash would see him enter his mega evolution. The initial transformation would send a wave of fire outwards as pictured above, dealing good damage and sending opponents flying, with potential KOs at 140% and above. Attacks would be buffed supremely in both power and speed and as Blaziken moves he would leave a damaging trail of fire behind him. The effect would last for around 15 - 20 seconds, around the same time as Wario's final smash.

So to conclude, I think Blaziken would make a fine addition to the Smash Bros. 4 roster. The game is actually quite lacking in proficient users of hand-to-hand combat so having a Pokémon that fights like this would be refreshing and fun to see. Pokémon has only ever had one heavy character before in Charizard and he didn't fare so well so it would be good to have one more shot.

What do you guys think of Blaziken? Cool-looking ass kicker? Or just a big flaming chicken? let me know in the comments below or post over on the facebook page!

Sunday 15 December 2013

Smash Advent Calendar - Day 15 - Meowth



Day 15 - 10 days until Christmas and half a month until the new year! Today I focus on a character that was cut from the first Smash Bros and never quite managed to secure his place in the next games - could Smash 4 be his crowning moment? Meowth has been an icon of Pokémon since its very early days as Team Rocket's sarcastic third member in the animé and has gained a massive following. The only Pokémon in the series that had learned how to talk, his thick Brooklyn accent and knack for crossdressing won the hearts of viewers everywhere.

So how would he play? Well, like most Pokémon, that starts with taking moves that he could actually learn in the game and expanding outwards. I think many of his normal and tilt attacks should revolve around the move "fury swipes" - fairly obvious that a cat Pokémon would use its claws as standard. We could see multiple slashes in his tilts that are extremely fast with a lack any real power but with extended hitboxes from scratch marks appearing in front of him, akin to Wolverine in "Marvel vs Capcom 3". We've seen these multi-hit attacks work extremely well in the Smash Bros. world in Meta Knight, so it would be fun to see more characters that play like that. We could also see down tilts and perhaps the third hit of a standard "A, A, A" combo extend Meowth's tail to trip and thrash opponents. This could give Meowth deceptively long range and moves that leave opponents bewildered which would absolutely suit him to a tee

As for smash attacks, I could see the move "Slash" being involved heavily. Forward smash is easy enough to figure out - a massive, powerful slash attack with an average blast factor that comes balanced with its quick startup. A weaker slash would suit a down smash: Meowth would face the camera and slash with both arms either side of him. Up smash would be an enhanced fury swipes that hits multiple times with the last hit holding the blast - in this way, it would be devastating to hit the full combo but leaves Meowth vulnerable if not.

This guy is itching to fight!
Special moves are also very easy to theorise about. Meowth's signature move is "Payday", which he used when appearing from Pokéball's in the original Smash Bros. and in Brawl. Now, I think that the move should move away from the fast, multi-hit properties it has in his Pokéball appearances as Meowth would have close range moves that have these properties instead. What I would suggest is that the coins are fairly slow projectiles, as indeed coins are, possibly along the lines of Peach's vegetables. We could see Meowth pull out a coin with Neutral+B and fling it like an item from there. The move would then need a second to recharge so as not to give Meowth too strong a range game.

Other special moves would be taken from Meowth's naturally learned moves in the game as well. Down+B could be a sort of counter move in "assurance" - like the game, it's an attack that deals low damage by itself but if Meowth is hit during it then the damage dealt is higher. If Meowth still took damage during the move but gained super armour, this could be a finely balanced and unique counter move that would be an answer to characters that put on heavy pressure. Side+B would suit a single hit attack such as "Feint". In the Pokémon games, this move deals damage when "protect" or "detect" is used by the enemy, so it would be effective in Smash Bros. as a move that destroys a lot of shield like Marth's Neutral+B in Brawl. It could also have a large vertical hitbox to serve as an answer to low jump-ins but would be balanced by its sluggish delivery.

Up+B would have to be very recovery based as likely Meowth would have two jumps and have medium gravity (as his head is rather heavy looking). This could go outside of standard moves and be more cartoony in style. I could picture a cat jumping from fright - this could see Meowth arching his back with fur on end propelling Meowth mostly vertically and he could frantically flail his claws around for some added protection. Again, this would suit Meowth as he has shown to be fairly panicky at times in the animé. His Final Smash would also likely move away from traditional moves and instead involve his guitar, a now famous association of Meowth since he was seen holding it in his Melee trophy. He could gain the guitar for a limited time and be controlled around the stage constantly playing horrible discordant notes, with musical notes flying out at different angles dealing major damage and blasting opponents.

All in all, I do doubt that Meowth would appear over some of the more "in" Pokémon available right now, especially with a new generation of them just being released. But I say give Meowth the chance he deserves - he would play well, be incredibly fun and add some much needed personality to the Pokémon side of the roster.

What do you guys think of Meowth? Does he have a chance? Would you want him to have one? Let me know in the comments below or join in on a discussion over on the facebook page.

Saturday 14 December 2013

Smash Advent Calendar - Day 14 - Meta Knight

Meta Knight is the subject of Day 14, and was a well received choice for the roster when initially revealed on during the E3 of 2006. Another child of the head of the game, Sakurai, Meta Knight has been a recurring character in the Kirby games for a long time. A mysterious figure, Meta Knight has both helped and fought Kirby at different times but ultimately became a popular character.

Meta Knight is a very fun character - to see in action and to play as. His animations are very well designed, each wave of his blade visibly slicing the air and hitting multiple times a second, giving a strong visual representation of the sort of the power and dominance Meta Knight exudes. His specials also look impressive, both Neutral+B and Side+B involve spinning at high speeds and the detailing of the effects of these moves again highlights them cutting through the air.

In terms of gameplay, Meta Knight is pretty much the undisputed champion of the tier list. He has found himself banned and unbanned at certain points over the years but his position at the top of the tier list with no negative matchups is never met with much argument. If Meta Knight returns, which I'm sure he will, then he needs some nerfs and he needs them hard and fast.

Some of his dominance stems from Meta Knight's intense recovery; though small and easily flung, Meta Knight will return with 5 jumps, a glide, and Up+B that gains some vertical height and turns into a glide, a Down+B that sees him vanish and reappear with a slash at an angle of the players choosing, a Side+B that travels a decent horizontal distance whilst surrounding himself with a hitbox and a Neutral+B that does much the same but at a different speed and angle. This all leads Meta Knight into having an unpredictable comeback factor, leaving enemies often optionless. Some of these options need to have their effectiveness reduced. Perhaps the attacking specials should have their distance reduced or active hitbox time reduced, or even have some added recovery slapped on to them if they miss to soley reduce their effectiveness as recovery moves without hindering his attack options.

His final smash was pretty mediocre but they're tournament banned anyway.
One big factor in Meta Knight's A-game involves his movement, power and options. He racks up damage with ease with quick and easy to deal blows. He can then smash and semi-spike enemies with attacks that deal high smash for relatively short start up times, including his glide attack that is pretty much instant and blasts enemies clean away. If the opponent does by chance survive, Meta Knight can also set up ridiculous walls of pain with his tight aerial control, to beyond levels of even Melee Jigglypuff. Should the enemy make it near the edge, Meta Knight luckily possesses the best edge guard game in Brawl, with down tilts that'll pop enemies away when they're an inch away from the edge and gimp them as they try to recover.

So how to combat this? Well as well as the aforementioned special changes, Meta Knight needs his smash factor toned down - he suits quick but should not be as powerful as he is fast. He should have to struggle to get the KO. I know that Meta Knight is like Kirby and Dedede in that he has always had multi-jumps, but perhaps reducing the number of jumps could even out his recovery, as the glide should be enough. It's either that or the glide has to be less controllable, so that it isn't so reliable.

All in all though, I think Meta Knight deserves his place. He has a place in Smash history now being the first banned member of any of the games' rosters. He is a very interesting character with a unique feel and personality to him, he just needs a massive slap with a nerf stick to make him go from "unfair" to "fun". I fear though, that he'd be met with some backlash should he return - a distrust from some of the community, of sorts. Still, we've seen it happen before, Fox went from first to mid in his Melee to Brawl transition so I'm sure we'll see Meta Knight return in clean, working order.