Monday, December 22, 2014

SDR Character Preview #16: Dr. Mario

Dr. Mario is Mario, as a doctor... sadly there's not much else to say here. He's put on a bit of weight and isn't quite as nimble as Mario, but as a medical professional, he does boast electrifying strength.

Slower than SD Remix Mario, Dr. Mario retains his place as the hard-hitter. He might not have changed much, but the changes, few and far between, will prove themselves capable of bringing you riches. Maybe a quick video about the changes would be better?

Down Tilt has less cooldown. 

At higher percents, you may be able to set up for an edgeguard.

Trip your opponents up for not paying their expenses!

That may be medical malpractice, but what's important is that Dash Attack's hitbox is improved.

Dr. Mario's signature Side Smash is more active. Maybe you can beat a spotdodge with this?!

Dr. Mario's grab range has grown a little bigger too.

It's a respectable amount given the length of his arms...

...but this just doesn't make sense.

Although it's not like I designed the game, so it can't be helped right? Hmm.

The strong hit of Neutral Air is now more accessible.

Try it and you'll see what I mean.

Forward Air has significantly less cooldown, allowing you to pursue foes further away from the stage.
He's still in his recovery frames, will he make it?

 But he's still too low! Someone save him!

 Just kidding! The doctor's always got a solution.


May as well go over this minor adjustment too.

<Down Special Move: Dr. Tornado>
 
Dr. Tornado has increased vertical lift.

Like that.

Just remember to retain your double jump before using the move. Otherwise you'll just end up where you were before. That's no good, you'll be late for your house call!

Saturday, December 20, 2014

SDR Character Preview #15: Young Link

This is Young Link. It's the same Link from before, but during his adventures as a child from Kokiri Forest. Full of vigor and youth, he's got a lot of fancy footwork and mischief!

SD Remix has taken few liberties regarding Young Link's playstyle. Being one of the few characters to have received no mobility changes, his modifications center around stronger, more flexible swordplay.

He sports speedier jabs. Try for a reset after the second slash!

The tip of Down Tilt will Meteor Smash. Doesn't this sound familiar?

Of course, all his tilts are a little speedier, so experiment with their new uses! Now, onto smash attacks.

You can connect the second side smash very quickly from the first one!

Yes! Like that!

The combined speed, range, and strength of his side smash should prove useful when you're in dire need of KOs.

Up Smash start-up is greatly reduced. Try it as a counterattack from your Shield!

Down Smash hits hard at all ranges. Don't think little of his feet!

 Because honestly! Not even he understands why they're so strong!

Speaking of strong feet...

His feet are stronger than even the adult Link's. Strange, huh?

 Back Air is difficult to work with, but mastery of it can lead to sky-high juggles!

 Forward Air is fast. REALLY FAST! Be careful not to hurt anyone!

Although I suppose that goes against the objective of Smash Bros? *laughs*

Ah, I forgot to mention: The strong hit of Forward Air is active for a longer time, but the weak slash still pops opponents up for a potential juggle. Play around with it a bit, won't you?

Special Moves

<Standard Special Move: Fire Bow>

 Reduced cooldown means you can fire these away at your heart's content!

 They pop foes upward. Get fired up and try doing a combo!

<Side Special Move: Boomerang>

 Young Link releases the Boomerang at lightning speeds, but it still hurts as much as ever.

What I'm saying is, opponents should play nice if they don't want to be in a world of hurt. He's not joking! He'll use it!

While both Link and Young Link release the Boomerang quicker than before, Young Link's is definitely the faster of the two. Be on your guard.

<Up Special Move: Spin Attack>

 The hitboxes are bigger. Yeah, that's it.

Plus, it is nigh inescapable considering the SDI properties of Super Smash Bros. Melee Version 1.00. But don't tell anyone I said that.

Thursday, December 18, 2014

SDR Character Preview #14: Link

Ah, Link. The legendary hero whose tales of valor are as timeless as the "Hyrule" name itself. A warrior of cunning and courage skilled in many crafts. He's just a really cool guy.

You don't want to be on the receiving end of this move. Ever.

Link's issues in Super Smash Bros. Melee originate from his sluggish movement in combination with his surprisingly lukewarm attack strength. In typical SD Remix fashion, Link is slightly more nimble with a better wavedash, as well as a faster initial dash.

You'll get the chance to swing your sword around more, that's for sure!

Link's swordplay has drastically improved. Link's tilts and Smash attacks are all slightly stronger. His tilts in particular are also quite faster, allowing him to command a fearsome presence in mid-range combat.
Jabs link into one another to swat foes away.

Down Tilt Meteor Smashes foes at all ranges, and it's quick to boot!

 Both hits of Forward Smash command tremendous strength!

 Down Smash hits a little harder too. Every bit counts.

 Up Smash connects properly now. Try using it...

...to show you mean business, anywhere and everywhere!

The strong hit of Neutral Air can be used to KO foes. What a relief!

Like other tether characters in SD Remix, Link's Hookshot can reel in airborne foes.

Special Moves

<Standard Special Move: Bow>
 
What may seem to be a standard Bow-and-Arrow...

 ...is actually a bow armed with Silver Arrows.

 Silver Arrows are said to be able to vanquish any foe.

And well, just look at her go. Be confident in your aim and you'll see victory soon enough.

<Up Special Move: Spin Attack

The last hit of the aerial version does more damage.

This means you can KO foes with it if you're clever. Plus, it makes detonating bombs to recover in tight situations a little more reasonable.

<Down Special Move: Bomb>

You can't see it from this awfully descriptive screenshot, but Link pulls bombs out of his tunic quicker. Pulling out this ever useful explosive on a whim can be nothing but a good thing for Link.

For his opponents, it might be a horribly construed nightmare...

Or just a spectacular action flick!

Sunday, December 14, 2014

SDR Character Preview #13: Mr. Game & Watch

Mr. Game & Watch was one of the first characters to ever grace handheld video games, making him quite an old-timer. Age is but a number of course, for this 2D shape-shifting master has never been better!

Mr. Game & Watch is a powerhouse that commands the skies with his superior aerial mobility and painful attacks. His shield size has increased drastically, covering his body at all angles, and his dash dance length is slightly increased. Volatile and dangerous at all times, opponents must ensure his defeat by knocking him off-stage and leaving him there!

Well, there's no point beating around the bush, right? There are quite a number of significant changes...

Forward Air comes out faster now, by two frames in fact.

No, the picture does not do the move justice. At all. *laughs*

Down Air's landing hitbox pops opponents up.

Yes, just like that! Try grabbing them afterward!

Quite useful, isn't it?

Did I mention you can L-Cancel all of his air moves now? 

Naturally, Neutral Air, Back Air, and Up Air have all become stronger from this change. Try those moves out sometime! 

Especially Back Air! 

<Standard Special Move: Chef>

 Next, Mr. Game & Watch will showcase his world famous culinary skills.

 Did you know this move now cancels its animation upon landing?

Combine land-cancelling with rapid fire, and we may have a situation gone out of control!

In one short hop, you can fire up to three sausages in the given time.

Plus, Mr. Game & Watch keeps his frying pan by his side for a single frame, covering himself from sloppy counterattacks!

As you can see, Chef is an excellent way to cover yourself to go for the offensive.

Chef is arguably a great tool to protect the skies from outer space animal critters too.

<Side Special Move: Judgment>

Mr. Game & Watch's Side Special: Judgment has received quite a number of changes as well. Shall we go over them?

9. This is unchanged. You all know what it does.

It's worth mentioning that numbers 1 and 6 are also unchanged.

 2. Your opponent grows a damaging Lip's Stick flower on his or her head.

3. Your opponent recoils and launches behind you. They suffer shield damage if they block it.

4. Your opponent takes 4% and flies off-stage. Scary.

5. Your opponent launches upward. Maybe you can combo after it?

 7. You become inspired by Marth's Falchion sword, but can only replicate the hilt's properties.

8. Your opponent takes 16% and must wiggle the stick back and forth to escape! Hurry!

Depending on your opponent's circumstances, being encased in ice while off-stage might spell doom.