Big-Cat
Challenge accepted.
One gamechanging aspect that isn't discussed as much as I would like is pivoting. For Smash 4, pivoting's options were expanded on greatly. If you're not in the loop about what pivoting in Smash 4 is, check out this brief video on it.
As you can see, the gist of pivoting in this game means that the ground game and its options have expanded exponentially. Here are some potential possibilities for it. Mind you that this is speculation based off an old build and that we have not gotten to explore the potency of this technique.
1. Mid-range game. The midrange game will focus more on ground attacks as these have the least amount of commitment. Players will be able to run in and out while tossing out attacks at each other. The midrange game will come to resemble a match of Street Fighter in this aspect. You will be able to move in and out with just about any attack you so choose. With the sliding effect pivoting provides, you can use mind games with the range to scare the opponent to warp the perception of your attack's range by selectively timing when to strike during the slide.
Here are some gifs from Lozjam's thread to illustrate this.
2. Combos. Because pivoting now gives us so many options for attacks to run in with, we can use this for combo potenital. Combos do not have to be predominantly aerials, but also ground attacks as well. Here's a potential combo using pivoting. This is uses the Wii Fit Trainer's NAir as the launcher.
NAir > FTilt > FTilt > Sun Salutation
In this combo, the opponent is launched while WFT chases after them, pivoting with her FTilt and hitting with the back hitbox, her foot. The second one helps with stage carrying and then finally ending with Sun Salutation for the kill. Potential combos like these may also explain why a lot of aerials are now laggier if done close to the ground.
3. Defense. Oh boy, the dreaded word around these parts. Yeah, yeah. Onto the topic at hand. For OoS options, you now can dash or walk away from the opponent and then go on the defensive while being able to fight back at the same time. A good example of this is Marth. He can step back slightly and space hitting with the tipper. Of course, this is also a weakness in the case of Marth as the player attacking can predict if Marth will try to run away or not, thereby giving defensive game an additional layer of yomi.
This is just a broad spectrum of the possibilities. This is one aspect of the game I'm dieing to sink my teeth into for its sheer potential as a cornerstone mechanic for the series, much like the 8 Way Run of Soul Calibur and the Backdash Canceling of Tekken.
As you can see, the gist of pivoting in this game means that the ground game and its options have expanded exponentially. Here are some potential possibilities for it. Mind you that this is speculation based off an old build and that we have not gotten to explore the potency of this technique.
1. Mid-range game. The midrange game will focus more on ground attacks as these have the least amount of commitment. Players will be able to run in and out while tossing out attacks at each other. The midrange game will come to resemble a match of Street Fighter in this aspect. You will be able to move in and out with just about any attack you so choose. With the sliding effect pivoting provides, you can use mind games with the range to scare the opponent to warp the perception of your attack's range by selectively timing when to strike during the slide.
Here are some gifs from Lozjam's thread to illustrate this.



2. Combos. Because pivoting now gives us so many options for attacks to run in with, we can use this for combo potenital. Combos do not have to be predominantly aerials, but also ground attacks as well. Here's a potential combo using pivoting. This is uses the Wii Fit Trainer's NAir as the launcher.
NAir > FTilt > FTilt > Sun Salutation
In this combo, the opponent is launched while WFT chases after them, pivoting with her FTilt and hitting with the back hitbox, her foot. The second one helps with stage carrying and then finally ending with Sun Salutation for the kill. Potential combos like these may also explain why a lot of aerials are now laggier if done close to the ground.
3. Defense. Oh boy, the dreaded word around these parts. Yeah, yeah. Onto the topic at hand. For OoS options, you now can dash or walk away from the opponent and then go on the defensive while being able to fight back at the same time. A good example of this is Marth. He can step back slightly and space hitting with the tipper. Of course, this is also a weakness in the case of Marth as the player attacking can predict if Marth will try to run away or not, thereby giving defensive game an additional layer of yomi.
This is just a broad spectrum of the possibilities. This is one aspect of the game I'm dieing to sink my teeth into for its sheer potential as a cornerstone mechanic for the series, much like the 8 Way Run of Soul Calibur and the Backdash Canceling of Tekken.
Last edited: