happydolphin said:
Thanks for the link, and I added the positioning system (at start of battle) in the differences in OP
For example, in Smash bros, you have Link and the Fire Emblem characters that wield weapons, and their attacks to take a little bit more time (more obvious in smash 64 for link), but they are still within the bounds of the game's time between hit and reaching point of contact. The difference between Soul Calibur and Tekken is more easy to see for some reason. I don't have much insight on this one maybe others can fill in the gap and pitch in (assuming we have a community capable of that). So you are talking about how some characters takes longer or shorter amounts of time before contact is made? I believe this is present in just about any fighting game. Honestly though I am still confused on this one and even so, we would need to see the rest of the roster first.
Good clarification, thanks. That's a really neat system actually.
There are moves like the one you're describing for cratos in Smash as well. For example, star fox, after a grab, he throws the character and then shoots him with lasers in diagonal. In Melee/Brawl you have 4 different non-attack grabs (ie. regular grabs unlike bowser's front B). They're performed using the directional arrows after hitting Z or Block+Attack. Every direction has a different animation and launches the character in a different way, allowing for different juggle follow-ups. But the main similarities I found were in the choreographies (what the characters do when they grab), and this was based mostly off of what I saw from Parappa. So this will also be something that requires more information. We will need to see more at E3. Even so, I find something like "how he/she grabs" to not be that big a deal as long as the game itself plays out differently. Most of these are purely cosmetic.
True, but for example in SF IV 3D edition, the animation of the super is locked, you can't do anything or affect the way the super is played out. There's a difference we don't see between PABR and Smash for example. One thing what you said does bring out though is that some supers might not have a dark then glowy animation like Brawl, you mentioned PaRappa's skateboard move. Could it be that only level 3 supers have such animations? We'll have to wait and see. I believe that only level 3 supers have the big animations since they are big time area attacks. Sweet Tooth's might not be a full area attack though but rather one that temporarily turns his attacks into insta kills and he is granted incredible range, speed and coverage with his guns.
It's the same in Smash when playing in Time mode, -1 for SD, -1 for death, +1 for kill. Stock is different, but PABR will probably follow the same system for stock mode as well. |
Like I said in the other thread, I haven't played Smash Bros in a while so I might be wrong on a few things, like the +1/-1 thing, and yes, PSASBR will have a stock mode. Still, while it is clearly a title inspired and in some aspects heavily borrowing from Smash Bros. I believe it will have enough to enable it to stand on it's own. I know I will love having both. 
One of the things I do like more about PSASBR than Smash though is what I have heard in regards to it's single player mode, which supposedly incorporates the best of online and offline play, meaning we may have AI in single player story mode replaced with real online opponents. I also want to do some of these online tournaments in tournament mode. So yes, while it may copy quite a bit, it clearly makes many big improvements which will only lead to a much better Smash Bros 4. So while it may seem like only improvements, all the online features should be listed as differences as well. 
iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.
Currently playing:
Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)

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