Post by Desslok on May 28, 2010 15:40:43 GMT -6
(Originally compiled by crispy4001)
Stun Attacks
Source: IGN TMNT Smash Up Dev Blog
An example of these special property moves is a move that inflicts a mini-stun or stagger effect on an opponent. This is a move in which the opponent is hit so hard they are momentarily stunned. They can break out of it by either shaking the controller or spinning the analog stick, depending on what control scheme they are using. Almost all of the attacks that cause a stun have a considerable wind-up animation so there is a risk of being open to an opponent’s attack. However if you are able to pull it off the reward is extremely satisfying and you can use that time while your opponent is stunned to taunt them (as well as your friend sitting next to you).
There aren't more specifics yet unfortunately, but TMNT Smash UP strategy guide author drdogg has suggested: "the stun system in TMNT will add a new level of depth to competitive Smash."
Turn-Around Hits
Source: IGN TMNT Smash Up Dev Blog
Much like the stun there is another move in which to get the upper hand on an opponent, the turn-around hit. A number of characters have a hit in which an opponent is spun around to face the opposite direction leaving them open for an attack. The opponent is not stunned but is vulnerable to a quick attack or grab as seen in the image below (Leo being spun around). The opponent does have an opportunity to escape though with some evasive maneuvers.
Technically, Mario could do turn-around attacks with his cape, but Ubisoft making note of it suggests that these moves will be more prevalent in Smash Up. Question is, will they be any more effective here than in Brawl/Melee?
Knockdown Attacks
Landing a Knockdown Attack causes the opponent to stagger backwards and fall to the ground. During the stagger animation they can try to shake themselves out of it. If the timing is missed, they'll fall, invulnerable to attack during the dropping animation and for a brief moment after they hit the ground.
The Rabbid is known to have a Knockdown Attack using his spray bottle (pictured above). The second slash of one of Leonardo's forward ground combos has this property as well.
B-Smashes and Diagonal B-Tilts
Source: Kubuu E3 Hands-on
In SSB you have 3 tilts and 3 smashes, plus your neutral attack and "special moves". Smash Up gives you tilts and smashes with both your light and heavy attacks , with the added diagonal direction attacks.
Several characters had diagonal A tilts in Brawl, whereas every character in TMNT Smash Up has them for both A and B attacks. Speculation is that these diagonal attacks are more distinct from forward-tilts than they were in Brawl.
Grab Escapes
Source: IGN TMNT Smash Up Dev Blog
You can escape throws in TMNT: Smash Up via a special input which also depends on the control type that you are using, as you can see in the image above.
Source: Kubuu E3 Hands-on
If you time it right, you can break a grab really fast, before the two characters even go into the throw animations... depending on the type of throw, you can also Ukemi before you hit a wall or the ground. [ie: Rolling out of Fox's down-throw in SSB Melee]
Both comments suggest that grab escapes will play a larger role than in Brawl. Likewise, escaping a grab uses a specified input which is different than grab escapes in Smash Bros games prior.
Grab Reversals
Source: Kubuu E3 Hands-on
[During a throw] if you press the Guard button when the "G" flashes above your characters head, the animation turns into a reversal animation.
No word yet on if the 'reversal animation' does damage, briefly stuns the opponent, or simply breaks the grab. Regardless, having grab reversals will put a damper on chain grabbing as it existed in the Smash Bros games.
Directed Shielding
As seen in the Italian Smash Up Tutorial video, shielding will cause you to face the direction of the blocked attack. In theory, this makes shield grabbing easier than in Brawl or Melee, since direction isn't a worry. (shield grab = shield close range attack, grab with A)
However...
Source: Kubuu E3 Hands-on
For grabbing out of blocking, it takes a bit more timing, it didn't appear like it was a way easy thing to do. You would really have to wait out your opponents' barrage, and get your grab in when you could. In this game though, it doesn't appear as if though getting grabbed a lot is as devastating as it is in SSB, since you can reverse grabs pretty effectively.
The shield bubble is noticeably absent from Smash Up, meaning that shield stabbing is likely to be out. However, shield breaks are still possible:
Source: Kubuu E3 Hands-on
Your guard does eventually get broken after a long enough barrage of attacks. Your character doesn't get crazy stunned, but you are unable to block and are left open to attack."
Face-Offs
Face-Offs appear to happen when two attacks strike each other simultaneously. One player is left stunned for a slight moment after it finishes. They're rarely seen in footage of the game so far, suggesting that the timing window is very small.
During the face-off, both players are invulnerable to outside attacks.
Stalled Air Dodge
Note: The red circle was overlayed on top of the game in a tutorial video.
Source: Kubuu E3 Hands-on
Airdodging is in, but was completely non directional when we played it. So if you were holding left and you did an airdodge, you would airdodge, but not to the left. It's like Melee airdodge, but with no direction, and Brawl recovery after the airdodge (allowing movement after the airdodge).
For those that haven't played Melee, what this means is that you'll briefly stall in the air each time you air dodge, falling to the ground afterward as if the air dodge(s) was your jump's apex. The stalling time may be shorter than in Melee (gif at 1/3 speed).
Combo Bailouts
Source: Kubuu E3 Hands-on
If you're getting comboed, when you see an icon appear above your head, you can press "Up" at the right time, and super jump up out of a combo to prevent continuation of the combo against you.
You'll need to take quite a few hits for the icon to pop up. This would've fixed the problems Brawl had with excessive wall combos, which is especially important in Smash Up considering that most stages are walled. It might also be relevant with some of the changes to Smash Up's combo system:
Source: Kubuu E3 Hands-on
From what I remember and from what was told to us by the developers, there are certain character specific moves which definitely link together... In Smash Bros, we typically make up our own combos as we go along, and after a certain %, they might not work anymore. In Smash Up, combos feel like they were made to string together ... Knockback is always the same, regardless of character life/damage.... Depending on your timing and what directions/buttons you press, you can string together some really nice combos. That was probably one of the biggest differences we noticed. The game was really designed with combos in mind.
Wall Clinging and Climbing
Note: The red circle was overlayed on top of the game in a tutorial video.
Source: Kubuu E3 Hands-on
Since no one really has an "Up + B" [applicable for getting back on stage,] recovering becomes more a skill of wall jumping and wall climbing, while avoiding an opponent who is trying to prevent such recovery.
Characters are able to cling to and walk up/down walls. Stages that have pits you can fall down have walls that you can climb to recover. You can also wall jump as you could in Brawl.
Wall & Pole Attacks
In Smash Up, you can leap off of walls and poles to attack opponents. These attacks are very quick and cover a lot of ground. Some videos have shown them to extend for most of the width of a stage. It's still uncertain how much control you have with these attacks; missing with one might leave you vulnerable for a short moment after you land.
Tag Team Swap Outs & Attacks
First seen in the Italian Smash Up Tutorial video, in Tag Team mode characters can swap with one another in a manner similar to Zelda/Sheik in the Smash Bros games. Presumably, each character will have their own life bar. It's unlikely that down-B will trigger a swap due to conflicts with characters' movesets.
Tag Team attacks are triggered while your opponent is grabbed. After the maneuver finishes, your characters will have swapped. Check out the video if you want a better idea of how it looks in action.
Pointer Commands
Also seen in the Italian Smash Up Tutorial video, the pointer can be used to change the color & type of Ninja Power items. It's is also used in the video to break down stage hazards. Your character has to stand in place (and shield?) to use it. All control schemes can use the pointer, even the gamecube controller (presumably with the control stick).
Could it be used as an attack? Maybe it's meant only as a little compensation for those playing with weaker control schemes ...
Item Stocking
Unlike Brawl, most items in TMNT Smash Up (the Ninja Powers in specific) can be collected and stocked. If you're holding a Ninja Power and pick a new one up, all of your item stock is changed to the most recent pick-up.
Tripping
Not in this game!
Stun Attacks
Source: IGN TMNT Smash Up Dev Blog
An example of these special property moves is a move that inflicts a mini-stun or stagger effect on an opponent. This is a move in which the opponent is hit so hard they are momentarily stunned. They can break out of it by either shaking the controller or spinning the analog stick, depending on what control scheme they are using. Almost all of the attacks that cause a stun have a considerable wind-up animation so there is a risk of being open to an opponent’s attack. However if you are able to pull it off the reward is extremely satisfying and you can use that time while your opponent is stunned to taunt them (as well as your friend sitting next to you).
There aren't more specifics yet unfortunately, but TMNT Smash UP strategy guide author drdogg has suggested: "the stun system in TMNT will add a new level of depth to competitive Smash."
Turn-Around Hits
Source: IGN TMNT Smash Up Dev Blog
Much like the stun there is another move in which to get the upper hand on an opponent, the turn-around hit. A number of characters have a hit in which an opponent is spun around to face the opposite direction leaving them open for an attack. The opponent is not stunned but is vulnerable to a quick attack or grab as seen in the image below (Leo being spun around). The opponent does have an opportunity to escape though with some evasive maneuvers.
Technically, Mario could do turn-around attacks with his cape, but Ubisoft making note of it suggests that these moves will be more prevalent in Smash Up. Question is, will they be any more effective here than in Brawl/Melee?
Knockdown Attacks
Landing a Knockdown Attack causes the opponent to stagger backwards and fall to the ground. During the stagger animation they can try to shake themselves out of it. If the timing is missed, they'll fall, invulnerable to attack during the dropping animation and for a brief moment after they hit the ground.
The Rabbid is known to have a Knockdown Attack using his spray bottle (pictured above). The second slash of one of Leonardo's forward ground combos has this property as well.
B-Smashes and Diagonal B-Tilts
Source: Kubuu E3 Hands-on
In SSB you have 3 tilts and 3 smashes, plus your neutral attack and "special moves". Smash Up gives you tilts and smashes with both your light and heavy attacks , with the added diagonal direction attacks.
Several characters had diagonal A tilts in Brawl, whereas every character in TMNT Smash Up has them for both A and B attacks. Speculation is that these diagonal attacks are more distinct from forward-tilts than they were in Brawl.
Grab Escapes
Source: IGN TMNT Smash Up Dev Blog
You can escape throws in TMNT: Smash Up via a special input which also depends on the control type that you are using, as you can see in the image above.
Source: Kubuu E3 Hands-on
If you time it right, you can break a grab really fast, before the two characters even go into the throw animations... depending on the type of throw, you can also Ukemi before you hit a wall or the ground. [ie: Rolling out of Fox's down-throw in SSB Melee]
Both comments suggest that grab escapes will play a larger role than in Brawl. Likewise, escaping a grab uses a specified input which is different than grab escapes in Smash Bros games prior.
Grab Reversals
Source: Kubuu E3 Hands-on
[During a throw] if you press the Guard button when the "G" flashes above your characters head, the animation turns into a reversal animation.
No word yet on if the 'reversal animation' does damage, briefly stuns the opponent, or simply breaks the grab. Regardless, having grab reversals will put a damper on chain grabbing as it existed in the Smash Bros games.
Directed Shielding
As seen in the Italian Smash Up Tutorial video, shielding will cause you to face the direction of the blocked attack. In theory, this makes shield grabbing easier than in Brawl or Melee, since direction isn't a worry. (shield grab = shield close range attack, grab with A)
However...
Source: Kubuu E3 Hands-on
For grabbing out of blocking, it takes a bit more timing, it didn't appear like it was a way easy thing to do. You would really have to wait out your opponents' barrage, and get your grab in when you could. In this game though, it doesn't appear as if though getting grabbed a lot is as devastating as it is in SSB, since you can reverse grabs pretty effectively.
The shield bubble is noticeably absent from Smash Up, meaning that shield stabbing is likely to be out. However, shield breaks are still possible:
Source: Kubuu E3 Hands-on
Your guard does eventually get broken after a long enough barrage of attacks. Your character doesn't get crazy stunned, but you are unable to block and are left open to attack."
Face-Offs
Face-Offs appear to happen when two attacks strike each other simultaneously. One player is left stunned for a slight moment after it finishes. They're rarely seen in footage of the game so far, suggesting that the timing window is very small.
During the face-off, both players are invulnerable to outside attacks.
Stalled Air Dodge
Note: The red circle was overlayed on top of the game in a tutorial video.
Source: Kubuu E3 Hands-on
Airdodging is in, but was completely non directional when we played it. So if you were holding left and you did an airdodge, you would airdodge, but not to the left. It's like Melee airdodge, but with no direction, and Brawl recovery after the airdodge (allowing movement after the airdodge).
For those that haven't played Melee, what this means is that you'll briefly stall in the air each time you air dodge, falling to the ground afterward as if the air dodge(s) was your jump's apex. The stalling time may be shorter than in Melee (gif at 1/3 speed).
Combo Bailouts
Source: Kubuu E3 Hands-on
If you're getting comboed, when you see an icon appear above your head, you can press "Up" at the right time, and super jump up out of a combo to prevent continuation of the combo against you.
You'll need to take quite a few hits for the icon to pop up. This would've fixed the problems Brawl had with excessive wall combos, which is especially important in Smash Up considering that most stages are walled. It might also be relevant with some of the changes to Smash Up's combo system:
Source: Kubuu E3 Hands-on
From what I remember and from what was told to us by the developers, there are certain character specific moves which definitely link together... In Smash Bros, we typically make up our own combos as we go along, and after a certain %, they might not work anymore. In Smash Up, combos feel like they were made to string together ... Knockback is always the same, regardless of character life/damage.... Depending on your timing and what directions/buttons you press, you can string together some really nice combos. That was probably one of the biggest differences we noticed. The game was really designed with combos in mind.
Wall Clinging and Climbing
Note: The red circle was overlayed on top of the game in a tutorial video.
Source: Kubuu E3 Hands-on
Since no one really has an "Up + B" [applicable for getting back on stage,] recovering becomes more a skill of wall jumping and wall climbing, while avoiding an opponent who is trying to prevent such recovery.
Characters are able to cling to and walk up/down walls. Stages that have pits you can fall down have walls that you can climb to recover. You can also wall jump as you could in Brawl.
Wall & Pole Attacks
In Smash Up, you can leap off of walls and poles to attack opponents. These attacks are very quick and cover a lot of ground. Some videos have shown them to extend for most of the width of a stage. It's still uncertain how much control you have with these attacks; missing with one might leave you vulnerable for a short moment after you land.
Tag Team Swap Outs & Attacks
First seen in the Italian Smash Up Tutorial video, in Tag Team mode characters can swap with one another in a manner similar to Zelda/Sheik in the Smash Bros games. Presumably, each character will have their own life bar. It's unlikely that down-B will trigger a swap due to conflicts with characters' movesets.
Tag Team attacks are triggered while your opponent is grabbed. After the maneuver finishes, your characters will have swapped. Check out the video if you want a better idea of how it looks in action.
Pointer Commands
Also seen in the Italian Smash Up Tutorial video, the pointer can be used to change the color & type of Ninja Power items. It's is also used in the video to break down stage hazards. Your character has to stand in place (and shield?) to use it. All control schemes can use the pointer, even the gamecube controller (presumably with the control stick).
Could it be used as an attack? Maybe it's meant only as a little compensation for those playing with weaker control schemes ...
Item Stocking
Unlike Brawl, most items in TMNT Smash Up (the Ninja Powers in specific) can be collected and stocked. If you're holding a Ninja Power and pick a new one up, all of your item stock is changed to the most recent pick-up.
Tripping
Not in this game!