Tuesday, January 6, 2009

Smash-Back Entry 2: Fox

Posted by MaxKomRoger On December - 31 - 2008

Hey everyone, it’s your favorite co-host Roger here to tell you all about a special new series of articles I will be posting in preparation for the Wii Virtual Console release of Nintendo’s best party/fighting game, Super Smash Bros. (N64), in January! These special “Smash-back” entries will be focusing on how each of the main fighters in the original Super Smash Bros. controls, techniques with each character and a list of pros and cons about each. So without further ado, here is this week’s Smash-Back Entry: Fox.

 

Fox McCloud

How He Controls: Fox is a super-speedy and light character in the original Smash Bros. Not only does he have the second fastest dash in the entire game but almost all of his attacks have weak knockback. At first, this may not seem like a plus but, in reality, this gives Fox the ability to juggle and combo characters very easily.

Techniques:

Short Hop Double Laser

In Super Smash Bros., if a player’s reflexes are quick enough, they can use Fox’s laser twice while performing a short hop jump. This is useful when approaching enemies as well as counter-approaching other fighters. Fox’s lasers stun and do 6% damage during this time. However, the amount of damage each laser shot does afterwards deteriorates to 3% after using it multiple times.

Shine Canceling

While Fox’s shining reflector moves cannot be canceled once it is performed in Super Smash Bros., a person can instead cancel the Shine move by landing on a platform during its performance. To do this, one must jump then use the Shine Reflector while enough altitude is gained so the Shine’s attack animation comes out before landing.

Pros and Cons (Provided by SmashWiki):

Pros:

  • Good Projectile
  • Fast Roll
  • Can Reflect Other Projectiles
  • Has the 2nd Fastest Dash
  • Powerful Up-Air
  • Has a Versatile Jab
  • Good Short Hop
  • Has Amazing Combo Potential (He can 0% to Death Combo)

Cons:

  • Light Weight Character
  • Falls Quickly
  • “Meh” Recovery
  • Low Attack Priority
  • Has A VERY Predictable 3rd Jump

Until next time, keep Smashing!

Smash-Back Entry 1: Samus

Posted by MaxKomRoger On December - 29 - 2008

Hey everyone, it’s your favorite co-host Roger here to tell you all about a special new series of articles I will be posting in preparation for the Wii Virtual Console release of Nintendo’s best party/fighting game, Super Smash Bros. (N64), in January! These special “Smash-back” entries will be focusing on how each of the main fighters in the original Super Smash Bros. controls, techniques with each character and a list of pros and cons about each. So without further ado, here is this week’s Smash-Back Entry: Samus.

Samus Aran, Debut Game: Metroid (1988)

How She Controls: Samus is essentially a light-heavyweight character weighing more than Mario but less than Donkey Kong. She is somewhat floaty in the way she controls (meaning she stays in the air a little while longer than most characters when she jumps), has a quick dash, and also has a great stage recovery.

Techniques:

Bomb Recovery

In Super Smash Bros., Samus cannot bomb jump. However, using bombs and immediately using directional influence towards the stage aids in her horizontal recovery to a degree, although not nearly as much as her bomb jump recovery from the Gamecube and Wii iterations of Smash Bros. does. Just remember that once you use a bomb, the double jump cannot be used until Samus lands.

Teleporting

Samus’ teleport slides her character a short distance on a stage, similar to a how wavedashing work in Super Smash Bros. Melee. Because the technique requires the user to input a jump, at the end of the technique, the teleporting character either ends up in the air, goes off a ledge, or uses a jump cancelable attack. Samus teleport is shorter than the two other characters who can use this technique (Jigglypuff and Fox) but it is still, nonetheless, valuable. The teleport is performed by starting a normal dash, smashing the control stick in the opposite direction and jumping three frames afterwards. This can be cancelled using an Up-B or an Up-Smash attack.

Pros and Cons (Provided by SmashWiki):

Pros:

  • Fast dash
  • Has a projectile
  • Good horizontal recovery via Bomb Jumping
  • Ranged grab
  • Has an extremely fast spike
  • Decent range
  • Floaty
  • Heavy, thus hard to KO
  • Excellent Combo-ability in the air
  • Forward Tilt is fast and a great move for throwing an enemy off before they attack
Cons:
  • Large target
  • Slow grab and laggy if it misses
  • Very bad roll
  • Up-B is a poor recovery move in general

 

 

 

 

 

 

Until next time, keep Smashing!