Volume 4 Issue 1 First Quarter 2008 Super ... - Hardcore Gamer
Volume 4 Issue 1 First Quarter 2008 Super ... - Hardcore Gamer
Volume 4 Issue 1 First Quarter 2008 Super ... - Hardcore Gamer
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SMASHBALLS & * FINAL SMASHES [CONT.]<br />
If someone other than you gets the Smash Ball, you can knock it out of them if<br />
you’re quick enough by just hitting them a couple of times. Also, if you manage<br />
to KO them while they’re still in Final Smash Mode, then they’ve lost that chance<br />
to use that Final Smash forever.<br />
The best thing to do, overall, is to know how each and every Final Smash works.<br />
A lot of them require correct positioning before activation in order to be effective.<br />
Some can also be dodged, or own over. Therefore, don’t ever give your opponent<br />
the opportunity to KO you with a perfectly-placed Final Smash! A wasted<br />
Final Smash amounts to nothing more than wasted time, and vulnerability once<br />
the technique wears off.<br />
LAW OF DIMINISHING RETURNS<br />
This concept has always been in Smash Bros. to some extent, but never before has it been so<br />
pronounced and prevalent. The Law of Diminishing Returns reads thusly:<br />
“If thou hath not have the skills nor the chops to use more than one move, then thy game shall<br />
deign to make that move less and less useful with each repeated use until thou wisest up.”<br />
Gone are spamming Smash attacks with the C-Stick, or using the same special move over and<br />
over again (with a couple of exceptions; Sonic, for example, thrives on using repeated move<br />
executions). Try to abuse any move, and over time, it will decrease in both innate strength and launching power. So when that “bread-and-butter”<br />
move you’ve got suddenly starts failing you, now you know why.<br />
TRIP-AND-FALL<br />
Probably the least welcome new “feature” in Brawl at the moment. No one’s sure what triggers this, no one’s sure how to turn it off, but roughly 1% of the<br />
time, characters will comically trip and fall when they attempt to move in some fashion. This, of course, leaves them vulnerable for a second, and throws off<br />
just about anyone’s groove. Fortunately, in the oaty chaos of your standard Smash match, opponents won’t be able to take advantage of this very often, but<br />
watch out for this nonetheless.<br />
WALL JUMPING<br />
Walls are everywhere in Brawl, so it’s<br />
great that now characters can jump<br />
onto them, stick for a second or two,<br />
and then leap back off. It’s great<br />
for maneuverability, and faking out<br />
opponents.<br />
30_COVER FEATURE_ SUPER SMASH BROS. BRAWL<br />
HARDCORE GAMER MAGAZINE_VOLUME 4_ISSUE 1_FERVOROUS CLUSTERSNOGGIN’