Wednesday, December 31, 2014

SDR Character Preview #20: Ness

Ness, veteran of Smash Bros, and a favorite of Earthbound fans, is a psychic master. Don't judge him for his small size. There's immense power in those little hands!

To put it simply, Ness is faster and stronger! Obviously!

Dash Attack now connects properly, allowing you to use it both to control space and initiate your attack plan.

Follow up with something that hurts, like a Back Air, for example.

Down Smash now activates quickly and will send foes flying.

 You can even charge Yo-yos near the ledge.

Did I mention the hitboxes are bigger now? How convenient!

What Smash attack you charge over the edge changes the attack trajectory.

So try it out, okay? Down Smash in particular can get you out of some tight spots.

 Of course, all the old Yo-yo tricks are still around.

Neutral Air is slightly faster, and can KO foes at higher percents.

 Back Air sends foes flying at lower angles! Have fun with this one!

Down Air is very quick. Use it to chase down your opponents!

As a psychic, it makes sense that his grab range is a little bigger!

Both the standing and dash grab are a little faster too.

 When you do get the grab, the throws are quite worthwhile.

 Forward Throw is even stronger, so poor DI may lead to premature KOs.

Down Throw can combo into itself at certain percents. A 'chaingrab' as some say.

Special Moves
<Standard Special Move: PK Flash>
The energy wave travels faster and lower, and carries tremendous power!

PK Flash is particularly strong against characters with recoveries that stall momentarily, such as Fox and Falco. You'll be fully satisfied or your money back!

Okay, I can't really give you money back.

<Side Special Move: PK Fire>
 PK Fire land cancels from a short hop!

You can even fire multiple at once!

The more you fire, the easier it is for opponents to potentially escape. Don't mess around with them too long or you may regret it!
<Up Special Move: PK Thunder>

Controlling PK Thunder I is slightly easier, so recovering should be a little more stable. PK Thunder II carries more momentum, allow you to recover from more precarious distances.

 PK Thunder II's hitbox is now located on Ness's head, 
making it harder to directly counterattack him.

 <Down Special Move: PSI Magnet>
The absorption begins on frame one...

...plus you can jump cancel it!

It affects Ness's gravity, so you can even grab the ledge quickly using it.

Like so.

PSI Magnet has no invincibility, so don't get too cocky trying to stall your opponents!

Monday, December 29, 2014

SDR Character Preview #19: Captain Falcon


Everybody's favorite F-Zero racer is here to save the day! What is he saving the day from? Beats me, but he sure is cool.

Sorry, but this is business. No hurt feelings, eh Jigglypuff?

As you can imagine, Captain Falcon is almost the same-old-same-old. If you didn't know any better, you'd say he's exactly the same as he was in Super Smash Bros. Melee!

Except he's not. Mhm, he's a tad bit different this time around, but nothing too crazy. Surprising isn't it? Considering Falcon's a pretty crazy guy himself.

Perform the "Gentleman" move with ease!

Japanese and North American players know well that the inputs required to perform the one-two-three punch is a bit unorthodox. SD Remix changes the inputs to match the European and Australian release. It's so easy, you can perform it by whaling on air!

See it in action, won't you?

<Side Special Move: Raptor Boost>
 You can recover using your Up Special Move if you connect with Raptor Boost.

Yup! Just like that!

Perfect for showboating to all your friends! Isn't that just sweet?

Raptor Boost doesn't grab the ledge though, so don't get too crazy.

<Down Special Move: Falcon Kick>
Reduced landing lag means you can pull off some silly combo shenanigans.

Of course, if you're in a bind, you could try using it to confuse your assailants too.

Friday, December 26, 2014

SDR Character Preview #18: Pichu

Well, here's an old face. Pichu is one of the first baby Pokémon discovered in Johto. It's not quite in-control of its electric powers yet, so Pichu can be a tad unpredictable at times.


Well, that's putting it lightly.

Legend has it that Pichu trained on Icicle Mountain for well over a decade, honing his skills to battle for survival in the ever harsh reality that is Super Smash Bros. Melee.

Of course, that's all urban legend.

In truth, Pichu is certainly much stronger. Unable to control its electricity, Pichu is at times stronger than even Pikachu! But its inability to control its own strength means it may hurt itself unexpectedly.
Pichu doesn't take damage from using Thunder Jolt...
 
...but it'll still take damage from making contact with Thunder!

Luckily for Pichu fans, only moves where Pichu comes in touch with electricity cause it harm. Feel free to use the Standard Special Move: Thunder Jolt, or the Side Special Move Skull Bash with your heart at ease. Even his recovery move, Up Special Move: Quick Attack no longer causes harm.

And why should it? Quick Attack isn't even an electric-type move! *laughs*

So...Pichu is stronger and faster. That's a recurring trend in SD Remix, so it shouldn't catch you off-guard. Right?

But Pichu will catch you off-guard.

Pichu's a playful little thing, but like all children, it takes it too far sometimes.

Pichu has a new Dash Attack. Its reach is deceptive.

 Down Air will Meteor Smash opponents. But it's not very strong...

 ...although it does a lot of damage if you connect with the landing hit too.

Some players report being able to do upwards of 50% raw by repeatedly using Down Air on their opponents. I hope these horror stories aren't true! *laughs*

Pichu's Back Air move looks the same as always...

 ...unless you hit it just right. Then your opponents will fly.

It's important to note that Pichu takes damage regardless of whether or not you hit with the sweetspot.

Finally, there's Pichu's Forward Air. It's a single-hit combo move, so use it like one.

Players have said it might be a little too strong. "Too effective," they say. It can't be that bad right? Right?

 Ehm! To be fair, it looks like this in Super Smash Bros. Melee too!

J-just what does this little devil want?!

Players having trouble with Pichu should listen carefully. Practice your throw combos! Pichu is still extraordinarily light, allowing you to connect moves you wouldn't think would link.

Make sure to guard the ledge whenever you can and prevent Pichu from returning to the stage at all costs! From there, your life might get a little easier. Just a little.

Wednesday, December 24, 2014

SDR Character Preview #17: Ice Climbers

As you may have discerned, the Ice Climbers come from the game Ice Climber. I'm still not quite sure what the relationship between these two is, but they seem to be happy with one another!

They certainly have some large hammers!

In fact, that is the primary and, technically, sole change Ice Climbers have received in SD Remix. The hitboxes on their hammers are larger. Yeah, that's it. There's a video too if you can't believe it!

The hitbox encompasses near the entirety of the hammer's head.

That includes Nana's hammer as well.

Naturally, this allows you to space your moves better.

Or maybe use them as anti-airs every now and then.

Remember, safety first! Hit your opponent and ask questions later!

Even Smash attacks receive the range adjustments!

The exciting part is having increased range on air attacks.

Hang in there, Luigi!

Actually, Popo's Forward Air attack is a little different.

If you hit with the sweetspot inside Popo's hammerhead, you can Meteor Smash opponents. Sound similar? Yes, you can do just that in Super Smash Bros. Melee, but now that Meteor Smash also works on grounded opponents. Bounce them up into the air and show them some hurt!

<Side Special Move: Squall Hammer>

Their Side Special move doesn't get a range increase though. Sorry!