Went to the Deptford, NJ Smashfest Event. Probably around 400-600 people in attendance. Unfortunately, due to the size, we were limited to just one two-minute match on the Wii U per person. Fortunately, I ended up going to high school with one of the two workers walking around with the 3DS version, so got to try Smash Run not once, but twice (including a match against the computers on the second run). That means 10+ minutes with the 3DS version. Here are my takeaways:
General Gameplay:
- Definitely somewhere in between Brawl and Melee speed-wise. Not too surprising, this was reported by many and was quite evident through video. It's definitely something you need to try out for yourself though. Can't adequately explain it through words.
- Characters feel very different. They feel...heavier. It's kind of odd to explain, since it's not like Melee's "heavy" where most characters fell fast. Characters were moving fast, but their attacks and movements had a bit of slug to them. Emphasizes power.
- Lots of forced lag. Lag on aerial recoveries hitting the ground, lag between aerial moves when hitting the ground, etc. Hard to throw out random short hops and aerials now. Probably a good thing, easier to punish people returning to stage.
- You can tell that the goal here balance-wise was to take what Brawl had and fix it, rather than create something new or revert back to older standards. IMO, it works well, but I personally liked Brawl, so Melee fans may not be as keen. I have a good feeling that Melee players will be quicker to adapt, but Brawl players will ultimately feel more comfortable with these physics. Both will need to adjust though.
- The stages are huge. Played Pilotwings mostly, and it seems that most stages have huge spaces outside of the major platform. Easier to knock people off at low damages, but you have to hit people further to actually score KO's. Perhaps this is stage dependent, but it seemed to be the case for most areas.
- Take all of this with a grain of salt, since these were FFA's and included items, which changes the game completely. That said, it was generally very fun!
Smash Run
- Smash Run...seems really easy. I don't know if there eventually will be a difficulty setting, but I sure hope there is. I went through twice, first with Pit and second with Greninja. Pit did well, but Greninja absolutely tore it up without getting hit most of the time. My character reactions are a little bit later on.
- I saw Sneaky Spirit as an enemy. That's a Rhythm Heaven character. THE PROPHECY CONTINUES... [That said, extremely hard to damage Sneaky Spirit directly. You need to throw it.]
- Other than that, characters that I saw that might be new include Gastly. Looks like it's hard to use physical attacks against it, so projectiles may be the answer. There's this giant rock creature that often appeared as a boss-type enemy (apparently Puush-It?). Gave out a ton of power ups.
- Ran across three different hidden doors. Two had "Break the Crystals", one had a room full of recovery items. Break the Crystals gave out quite a few items and power ups.
- On my second run, the guy running the 3DS let me go on a bit longer than the other players (as noted above), so got to play the three computer players. One was Toon Link, which is neat because he isn't selectable for the demo. The computers must have been set low, though, as they barely attacked.
- After winning the Smash Run and the match after, I was given a choice of prizes - custom moves for certain characters! I got to choose between a new Up + B for Mario and a new Side + B for Greninja. I used Greninja during this run.
Pit
- I mained Pit in Brawl, so no surprise that I chose to use him for my one and only Wii U match. I also used him for my first time in Smash Run.
- Pit feels completely different and reworked from his Brawl iteration. His normals and aerials are definitely buffed, and he's a powerful multi-hit and zoning abuser, but his intangibles seem a bit...clunkier. Slow on the turnaround speed, and his landing lag seems tremendous. Pit players are going to have to toy around with him to see if he still matches their playstyle, but he'll be a strong contender.
- Arrows have changed drastically. They are slow. At one point, I swear I was cheering for the arrow to finally catch up to its target. In return, though, the arrow's control has greatly increased. It was like "threading a needle" control. Very precise. Excellent zoning tool, much less effective as a spammable projectile. Can't just hammer out arrows.
- Pit's recovery can be described as "very good". Definitely balanced. It has an incredible distance, but its flexibility is very stiff. Once you pick a direction, you probably won't be able to change from that trajectory much. Kind of like a more rigid ExtremeSpeed with greater distance.
- Pit's Side B, his Upperdash Arm, is great. This was definitely designed to be a KO tool.
- Pit's Down B, his Guardian Orbiters, seem great as well. Unfortunately, was never in the position to use them correctly. They do not appear to damage people, however.
- Pit's Smash attacks remain relatively the same, but slightly improved hitboxes. His Up Smash in particular looks to have an arcing hitbox, so it can hit characters to the left and right of Pit. It's much more effective.
- Pit's Tilts are improved. More powerful, faster.
- Pit's AAA combo now has a finisher at the end of his continuous string, much like all characters with a continuous AAA alternative. Not surprising.
- Pit's Aerials focus on multi-hits, besides his DAir. FAir has changed to a multi-hit spinning weapon attack, much like his UAir but horizontal. BAir seems to have a greater hitbox, but the timing has changed slightly.
Greninja
- Since we were only limited to one Wii U match, I was only able to play as Greninja for a Smash Run. That said, during my match I also played against a Greninja, so there's that.
- Greninja is FAST. Great mobility, great running speed, high jumps, will be easy to jet around stages with. Hard to catch, very slippery. I have a feeling that we're looking at a potential higher tier character right now.
- Greninja's moves are fast. Also, great reach. Fast fall. If there's a weakness, it's that he's light and easy to knock around...if you can catch him.
- Smash moves have great knockback. UAir has surprisingly fast start-up, somewhat laggy finish but not too slow. All three Smash attacks have KO potential.
- Water Shuriken is okay. Looks like it's a good tool to use against people trying to recover, but fully charged Shurikens will be a bit risky in 1 V 1 play. Kind of just...sits there.
- Substitute is a fine counter move. Not much to add.
- Shadow Sneak seems like a very good chase-down/punish move for people trying to charge up or zone. Could be used creatively in combos.
- Aqua Jet (?), his Up Special, is a lot like Pikachu's Quick Attack. I'd say it has a tiny bit more distance, but the timing on the zags are a bit more strict. Great recovery move.
- His aerials are ridiculous. DAir is probably the best aerial in the game. Fast, good recovery, bounces off of targets when contact is made (sending him as high as when the attack first started). BAir is a double kick move with good range and speed. Every other move is fantastic.
I'll also try to remember other things if you have questions!