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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’

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