Semi-Brief Thoughts on the Slingshot in Super Smash Bros. Ultimate

The last time I wrote about Smash Bros., it was to give my thoughts on the concept of character complexity. Since then, the developers have declared Smash Bros. Ultimate balance changes are more or less done, so outside of discoveries from the community itself, there likely wouldn’t be anything new to discuss. But that’s exactly where new tech has arisen, namely in the form of what has been coined the “slingshot.” 

Building off of a few seemingly disparate techniques found earlier in the game’s competitive life, the slingshot was introduced to players at large thanks to Smash Bros. tournament organizer GIMR, who also runs the biggest Smash stream around, VGBootcamp. I’ve put his video above, as he explains it better than I can, but to sum it up: The slingshot is a technique that purposely uses the cumbersome buffer system in Ultimate to allow characters to juke while facing the opponent.

Even in this early stage, there are many reasons I feel that the slingshot is a net positive for me personally and Smashers in general. I’ll admit that prior to this announcement, I hadn’t really touched the game in months. But now, I find myself grinding the inputs trying to see what I can learn, and it’s exciting. Also, as GIMR begins to show in the video, it has immediate benefits for both of my mains, Mewtwo and Mega Man. 

I predict that slingshot will benefit Mewtwo immensely. While it’ll make the character more vulnerable to shield pressure, Mewtwo never dealt with it well anyway, so nothing much will change on that end. On the flip side, being able to mitigate that pernicious tail hurtbox that has plagued Mewtwo throughout Ultimate through quick turnarounds is itself a major boon. But Mewtwo also sports specific physics that seems ideal for slingshots and the way it instantly boosts characters to max air speed: a combination of low initial air speed but also the third highest max air speed in the game. It doesn’t help when Mewtwo is being juggled, but on the ground, I think it’ll be a fundamental change to the character.

Mega Man is different in that he has extremely high air acceleration and a strong (though not Mewtwo-level) max air speed. Although I think he potentially won’t benefit quite as much, the slingshot looks like it’ll still be a great asset. The tech will add an extra trick to his already strong and wiggly neutral, and I can see every move of his being useful with this new trick.

My only worry is that in a game where out-of-shield options are already bad, things might get a whole lot worse. But with the added layers I predict the slingshot will open, it’s going to make for a more dynamic experience.

Making and Sharing Lemonade: Princess Connect! Re:Dive Season 2

The first season of Princess Connect! Re:Dive was a surprise hit for me. In a seemingly endless field of mobile game adaptations, this one manages to achieve a nice balance between plenty of irreverent hijinks among its core characters with a bit of intrigue surrounding its greater plot and world. Season 2 flips the ratio, leaning more heavily into the overarching narrative, but I find it still enjoyable in its own right. In a certain sense, having the former take a more episodic approach gives more dramatic weight to the latter.

One thing I find particularly fascinating about Re:Dive is the way it connects to the original Princess Connect (sans Re:Dive) by giving the “player character,” Yuuki, more dimensions through turning his story into a redemption arc. It’s established throughout the anime that the world portrayed in the anime is something of a “redo” after a final battle against a great villain went horribly wrong, which renders Yuuki initially amnesiac. “Having things happen to you” is not the same thing as having a personality, but in giving this origin story to Yuuki, it lets him feel like a character all his own instead of an automatic audience stand-in. Takasaki Yu from Love Live! Nijigasaki High School Idol Club shares a similar circumstance, and like Yuuki, is there in part to show how great everyone else is.

Making the vanilla Princess Connect the backstory for a bigger and better sequel turns out to be a solid idea, and it actually reminds me of another game franchise: Street Fighter. The very first game is widely regarded as the worst one just by virtue of awkwardly imprecise controls and the lack of a large playable character roster, but the roots were there. And like Princess Connect, it’s the sequel that would become more of a gold standard—and the sprinkling of story from Street Fighter would become the exciting backdrop for Street Fighter II. After all, how much more awesome is the rivalry between Ryu and Sagat when the canon says Ryu scarred Sagat with a Shoryuken and drove the former champion to develop his own leaping uppercut? 

For that matter, the way that various characters in Season 2 of the Re:Dive anime show up to reward their fans without overshadowing the Big Plot feels like how a fighting game anime would ideally work if adapted into a TV series. I never finished Street Fighter II V, so I can’t say how that one goes.

Princess Connect! Re:Dive Season 2 gets around to more or less wrapping up the big threads established from Season 1, but given that it’s a mobile game, there’s inevitably going to be some more story. I hope it can keep up the general joy and excitement that made me a fan in the first place. 

Theorizing the Perfect Fighting Game for Scrubs

What are the most common salty complaints in fighting games? “I swear I pressed the right button!” “Why did your move hit?!” “It’s not fair that I practiced this combo and you have to do less!” “Combos are cheap! Why should I have to put down my controller whenever I get hit?” Scrub gripes are often contradictory and based in whatever is convenient for the player, so if you were to truly cater to the scrub, the solution would be to wipe that all away and let them do whatever they want, whenever they want. So here’s my idea: give every character permanent super armor.

For those unfamiliar with “super armor” in fighting games, think of most classic Mega Man games. In boss fights, Mega Man recoils whenever he takes a hit, but the enemy robot masters never flinch, and will continue to execute their attacks even as you damage them. I believe the ideal scrub fighter would be such that all playable characters would be like Mega Man bosses, and hitstun as a concept wouldn’t even exist. The character Mech-Zangief already exists in some older games with this ability, but it would be roster-wide.

No blocking. No throws. Plenty of combos, but none of the combos would actually prevent the other player from continuing to hit buttons. There would be literally zero ways for an opponent to interrupt a player’s actions, and it would only become a matter of who could land more of their attacks against an opponent who’s moving around and trying to land theirs.

Would scrubbery still happen? Of course. You can’t truly defeat it any more than you can defeat anger itself. But maybe by being absolutely uninterruptible, the scrub can panic mash to their heart’s content, and thus derive joy.

The Ongoing Dream of a Truly International Super Robot Wars

In recent years, the Super Robot Wars franchise has been looking hard at international fans, and that has been reflected in part by the mecha that show up in it. In interviews for Super Robot Wars T and Super Robot Wars 30, the game’s director mentions that titles like Gun x Sword and J-Decker were, in part, nods to fans outside Japan. It reminds me of how different Japanese giant robot series became the spark of inspiration in different parts of the world, as well as how I once had my own half-formed idea for an American-fandom-centric SRW. Together, all of this makes me want to entertain the notion of a truly international SRW that puts the entire spotlight on those anime and manga that introduced countries to mecha and maintain that enthusiasm.

Shows like Golion, Grendizer, Transformers, Groizer X, etc. Furthermore, I’d like to see the roster be even broader than that. In that respect, limiting it to things that can connect to anime might even be too narrow. Ideally, a game like this would include Robot Taekwon V and The Iron Giant.

One question that arose as I engaged in this thought exercise is whether series that were heavily localized should come in their original Japanese forms or their adaptations. Should Golion and Dairugger be two separate titles, or should they be joined under the Voltron banner? Then it hit me that Super Robot Wars is all about modifying plot details to make crossovers work. Thus, you could split the difference between the Japanese and the American versions, and just find a way to make Golion and Dairugger connected within the new storyline.

There are giant robot fandoms around the world with their own idiosyncrasies, and I’m actually a bit sad that I don’t know them all. I wish I was an experienced polyglot so I could explore these communities and memories in greater depth. I think the real reason I’d love to see an international SRW is because I want something that celebrates these histories.

Reflecting on Character Complexity in Super Smash Bros. Ultimate

Things have come a long way with Super Smash Bros. Ultimate, especially with the plethora of DLC characters providing some very unique play styles. However, this also makes me think back to the first couple years of Super Smash Bros. Ultimate, where I used to see the game get criticized for lacking depth pretty regularly. The argument commonly went (and to some extent still goes) that the characters are too simplistically designed, thus making many of them too similar in feel and results in less interesting gameplay. While I never shared this opinion and feel that it doesn’t track with my experience, I think it gets at one of the core challenges facing any fighting game: how do you get a diverse range of players to feel like their character choice is special enough for them to keep playing? Personally, I think Ultimate succeeds in this regard, but I think those who feel otherwise are used to games that more heavily reward them and their attitudes towards improvement.

One of my favorite characters to use is Mewtwo, and it’s because I have a fondness for the character, as opposed to viewing it from a purely competitive perspective. Even so, I’ve been trying to get better at the technical aspects of Mewtwo, and I have been overwhelmed not only by how much there is to learn, but how to incorporate them all naturally into my gameplay. Whenever I’ve seen criticisms like the ones above, I’ve thought to myself, how could anyone pick up Mewtwo and claim that you can learn everything about them in a relatively short time? How could anyone claim that Mewtwo’s play style is somehow too reminiscent of other characters?

The answer is that they’re not talking about Mewtwo at all, because Mewtwo isn’t considered a great character, generally speaking. On tier lists even after all the buffs they’ve received, you’ll often see Mewtwo placed somewhere from low to mid tier, with the occasional high-tier spot with the caveat that it would only apply if Mewtwo is mastered to the fullest extent. When choosing Mewtwo from an “I want to win” perspective, the question is simply: Is it worthwhile to learn an extremely complex and difficult character if all that effort fails to net you a top-tier character? 

Adam “Keits” Heart, who worked on Killer Instinct (2013), doesn’t think so—or rather, he doesn’t believe most players who gravitate towards complex characters would be satisfied with such a deal. In the interview above, he talks about how Iron Galaxy Studios purposely strengthened or weakened characters for the overall health of the game. A character with a much higher learning curve (Aria) was made to be relatively strong to reward the players who put in the time and effort.  Another character designed to frustrate (Aganos) was made weaker in order to avoid having players quit the game after going up against him, but with the knowledge that the character would appeal to someone. According to Keits, what’s important is not balance in the traditional sense of having an equal likelihood of winning, but rather the degree to which different characters allow different personalities to shine through. In other words, diversity in competitive play happens when characters are special enough for people to want to devote themselves.

The potential problem with Ultimate, then, was that its top echelon of characters somehow wasn’t giving certain types of players the characters or gameplay they want, and this is why certain characters have sometimes been perceived as being “shallow” in design. Lucina, for example, is a fairly straightforward character, and the absolute standard for the swordsman archetype. She can do a lot, but none of it is especially fancy. She rewards good fundamentals, but players don’t necessarily want to just hone the basics; they want to win in an exciting fashion. It’s also why defensive characters like Sonic and Pac-Man who have verifiable tournament success don’t exactly attract swathes of players eager to use them. They’re complex, but not in the “proper,” i.e. “exciting” way—unless wielded by specific players (see KEN and Tea). That excitement factor is also what creates an exception of sorts to the “complex characters are only good if they’re top-tiers” rule because whether or not the complexities or quirks result in highly transformative gameplay alters how one perceives a character.

Ultimate is often compared to its prequels, and while players of Melee and Brawl consider the differences between the two to be night and day, one thing they have in common is how often veterans of both will praise the “advanced techniques” of each game. In Melee, these are mainly in the form of universal gameplay quirks like wavedashing, dash dancing, and wavelanding, which help make the gameplay fast, frenetic, and smooth. In Brawl, it’s the character-specific advanced techniques that players love. Lucas is considered to be competitively compromised because Marth can kill him from 0% off of a single chain grab due to a strange exploit. Having a weakness this severe should theoretically scare off everyone from using him, but Lucas has extremely loyal players because the character is jam-packed with unique things only he can do, like “Zap Jump.”

That still doesn’t make Lucas a top-tier. At best, he’s considered a mid-tier. In principle, this shouldn’t be all that far from Mewtwo’s situation in Ultimate, but there’s one major difference: it gives something more concrete for players to feel like they’re taking the character so far beyond the perceptions of a Day 1 Lucas that it almost feels like a different character. In a similar vein, Luigi in Melee is not considered a top-tier, but any Luigi player will tell you that one of the reasons they use him is because he has the longest wavedash in the game. He goes from having some of the worst mobility in the game to some of the best, and it fundamentally changes how the character functions.

Mewtwo can do a lot of interesting advanced things, like abruptly change directions in the middle of charging Shadow Ball (“wavebouncing”), or cancel Shadow Ball upon landing and immediately transition into other actions, but they’re still basically the same character, with the same essential stats, strengths, and weaknesses as a Day 1 Mewtwo. The advanced techniques in Ultimate, whether they’re character-specific or universal, still stay within the boundaries of the game’s perceivable possibilities. The amount of reward I get for mastering Mewtwo’s wavebounce would be maybe a 5-10% improvement to the character overall. A Luigi wavedash, in turn, is like a 50-75% boost. It’s not even close.

Ultimate is successful at capturing a huge variety of players, and what we’ve seen are mainly specific types of players who aren’t being catered to. I think what frustrates those players of Ultimate who wish they could do more is that, in contrast to Melee with its game-altering discoveries or Brawl with its character-specific techniques, playing Ultimate is at its core about working within limitations that have very clear strengths and weaknesses. Incineroar cannot magically improve his poor ground speed the way a Melee Luigi can. You can do any move out of an initial dash, but moving in that fashion leaves you vulnerable, and the only way to mitigate it is to choose not to dash. You can have a character with millions of little intricacies and lots of undiscovered potential, but it’s likely not going to instantly turn any matchups around. Players are working within the intended system as opposed to circumventing it, and Smash as a franchise is full of veteran players who came from games that allowed them to be transformative on some level, or at least rewarded them mightily should they put effort into improving. Ultimate in competitive play is still a contest of skill, cleverness, and physical dexterity, but perhaps more satisfying for those who don’t mind moving feet instead of miles.

What Do Toxic Gamers and Fascists Have in Common?

“Fascism is not a specific ideological system with particular content. It’s just a strategy for taking power and maintaining power against the rule of law, and against the majority in a democracy.” –Jamie Raskin

Years ago, I wrote my thoughts on the use of slurs online by gamers to insult others (language warning). I expressed the idea that many of the people who use these words aren’t aiming to be racist or sexist, and that part of the problem is that we live in a society where describing someone as gay, black, or whatever else can be viewed as demeaning in the first place. But the above quote from United States Congressman Jamie Raskin stuck with me because of the way it describes fascism as a strategy rather than a belief system, and it had me reflecting on the strategic use of words to harm others.

What I’ve come to realize is that I had approached the topic of online toxicity from a limited angle. Freedom of expression and the full repertoire of a language are important things that I still support, but there’s another dimension to consider.

One problem with how easily slurs get thrown around online isn’t as simple as whether or not the words are deeply offensive to different peoples and cultures. It doesn’t matter how silly it is that some gamers will throw these words out even if they don’t actually apply to the person on the other side of the screen. The individuals who behave this way, whether they’re conscious of it or not, are basically trying to hurt the person they’re talking to by any means necessary. They’re using slurs as buckshot and hoping the spray will do damage. Similar to fascism, this is less an indicator of beliefs and more of a method to exert power over others—however limited in this specific context—even if they might also actually be racist or whatever. But what happens when the context gets larger?

It’s no secret that Gamergate was basically a precursor to the fecal stain that is Trumpism and the alt-right in the United States, which bring with them the very real threat of actual fascism. And while I truly do not believe that all gamers who ever used slurs to insult others are inherent fascists or will inevitably turn into them, that desire to use words not for the ideas they represent but as tools to probe cracks and fissures in order to do harm feels all too similar to what I see from the fascists who try to undermine American society day in and day out. Donald Trump, right-wing media, the Republican Party, and others in power lie endlessly because “meaning” is meaningless to them—they’re just trying to find the thing that sets people off and helps them maintain power.

Beyond the scope of words alone, this mindset bears scary resemblance to the kinds of strategies we’re finding out were deployed in an attempt to stop the transfer of power in the US on January 6, 2021. Whether through enraging a mob and turning them violent, or trying to exploit gaps in the Constitution and other legal documents, what we saw a year ago was an attempt to twist words and their meaning into crowbars to try to pry open and undo American democracy. Though cliche, I can’t help but think of a famous line from George Orwell’s Nineteen Eighty-Four: “The Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power.”

Calling someone a slur whether in frustration or contempt is not an automatic pipeline to undermining the foundations of a government; I’d even hazard a guess that most people who engaged in the former never got anywhere close to the latter. But the ease by which words are weaponized in smaller contexts feel like they should be scrutinized more carefully. After all, the alt-right specifically targets gamers, seeing gaming as a resource for young and disaffected men. The racism and sexism expressed in them are a major part of the problem of how words are abused, yet they’re also reduced down to cudgels meant to inflame and diminish. While we should avoid censorship as a blunt form of enforcement, the less weight we feel the weight of the words we use, the more easily they become the tools of fascism.

Who Dares Interrupt My Corona-tion?!: Ogiue Maniax Status Update for December 2021

A low-angle view of the planet-sized Transformer, Unicron.

The end-of-the-year holidays are rolling around, and I feel like I’m in a strange place mentally and emotionally. I think it’s tied to the assumption that this year’s Christmas would be a far cry from the feelings of hesitation and dread that came with COVID-19 and hot off of the 2020 US elections, and how history might potentially be repeating itself. Virtually everyone I know is vaccinated, including many kids, but reports of the new Omicron variant make me wonder if I need to temper my expectations. And inevitably, it just makes me think of a certain planet-sized Transformer.

(Speaking of which, I got the new blu-ray recently. I don’t know for sure when I’ll re-watch the movie, but it never fails to disappoint.)

On a lighter note, I haven’t been looking at as much anime and manga lately, but there’s a very good reason for that: Super Robot Wars 30. It’s supposed to be over 100 hours, and I haven’t even scratched the surface. I am enjoying the hell out of getting to use Gaogaigo and the J-Decker squad, though.

I also attended Anime NYC 2021, but due to my blog schedule, my coverage of it will be in December. Look forward to a review of Pompo the Cinephile!

I wish for safe and soul-comforting holidays for everyone, and I’d like to thank my patrons for the month:

General:

Ko Ransom

Diogo Prado

Alex

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from November:

Real Character: Love Live! Superstar!!

My review of what turned out to be the best Love Live! anime—emphasis on anime.

The Best Sports Manga You’re Not Reading: Shoujo Fight

My long overdue general review of thia fantastic volleyball manga.

Imagine Fourteen Balls on the Edge of a Cliff: Ogiue Maniax 14th Anniversary

An anniversary post turned into a reflection on the site Something Awful in light of its founder’s death.

Hashikko Ensemble

Chapter 46 is more serious than silly, and it provides a window into Jin’s inner turmoil.

Kio Shimoku’s Twitter involves sharing his thoughts on erotic manga artists.

Apartment 507

Six giant robot anime came out in Fall 2021. Here are my basic impressions of all of them.

Closing

The world is ever unpredictable, and I hope we do what we can as people to watch out and care for one another. Get vaccinated if you can, look out for your fellow humans, and understand that no one is free until we’re all free.

Mewtwo Smash Ultimate Tech: Shifted Teleport

After messing around recently in Training Mode in Smash Ultimate, I made an interesting and useful discovery regarding Mewtwo: a simple move I’ve begun to call the “Shifted Teleport.” 

How to Do It

In Ultimate, if you dash or run at a ledge or platform edge but let go a little before you actually hit it, you’ll stop at the ledge instead of running off the platform. As your character halts their forward movement, they’ll usually go through a small stopping animation, like a skid or similar. 

In the case of Mewtwo, it’ll either start to lean their body up out of a dash, or do a little spinning animation out of a run. During this animation, if Mewtwo performs a Teleport, the game will not consider Mewtwo to be starting the teleport from the ground. Rather, because of how Mewtwo’s body is shifted forward a bit, it’ll be as if Mewtwo is Teleporting from the air, and this influences how Mewtwo exits the Teleport as well.

In the video above, you can see the difference between simply Teleporting when teetering at the ledge (Mewtwo comes out of the Teleport grounded vs. using a Shifted Teleport (Mewtwo is considered slightly above the ground and therefore gets the extra bit of a distance).

The Second Piece of the Puzzle: Teleport Shortening

The extended Teleport is a practical utilization of the Shifted Teleport, but there’s more. First, let’s look at another technique available to Teleport characters called “Teleport Shortening” or “Short Warping,” as demonstrated on Youtube by a user named Kaiser:

Essentially, if you pick the direction of your Teleport using the c-stick instead of the control stick, you exit the Teleport at a slightly shorter distance, no matter which direction you pick. The timing is a little strict, but far from impossible to pull off. As demonstrated in the video guide, this can help with things like ledge canceling, i.e. using Teleports to slip off ledges as an advanced movement technique. 

Here’s a video I uploaded showing how Shortened Teleports can help out Mewtwo on Kalos:

Notice how Mewtwo was falling off and dying, but with Shortened Teleports, things turn out differently. Also note that the angle to do these was straight down on the c-stick, 270 degrees. No need for fancy obscure angles or anything, which is a huge boon for players like me who aren’t good at being so consistently precise on the stick.

Shifting + Shortening = Even More Possibilities

Now, what happens when you combine Shifted Teleports with Shortened Teleports? Here’s one result—an easy ledge-trump method from on stage:

If you tried this from a standing position and a normal Teleport, you’d simply stay on the ground. If you do the shifted Teleport but non-shortened, you fall to your doom. It’s only by combining the two that this is possible.

Going back to ledge cancels, Mewtwo has a much more difficult time pulling them off than Palutena, and often risks self-destructing when trying. Part of this is that Mewtwo’s Teleport is much more unforgiving in terms of the precision of angles required to successfully ledge cancel. For someone like me who’s bad at consistently hitting those angles, it can feel too daunting to even attempt. But in the video below, all you have to do is hit the c-stick straight down during a Shifted + Shortened Teleport, and you get this reliable ledge cancel down-air on Battlefield (also works on Small Battlefield). 

Advantages of Shifting your Teleport

Shifted Teleports take a bit of time to set up due to the necessity of dashing and stopping, but I think it comes with a lot of benefits even before you factor in all the tech possible. 

  1. It allows for easy spacing of these techniques, because all you need to remember is “dash at ledge” instead of “stand at this exact spot, or else.” 
  2. Prior to the Teleport, you’re still considered grounded, so there’s less of a risk compared to being in the air or off-stage. 
  3. You’re facing forwards (as opposed to backwards), which can be helpful depending on the situation. 
  4. If done from a platform, you can safely threaten the ledge from a farther position. 
  5. You can always choose not to do the Shifted Teleport and do any number of other options: shield, jump away, etc. It’s fairly non-committal.

More Research Needed

I’ve only tested Shifted Teleports a little bit, so I think there’s a lot more to discover. For one thing, this isn’t exclusive to Mewtwo, and I’ve found that the shift you get from dashing at ledges affects at least Sheik and Pikachu. There are also other stages to practice on.

I’ll be uploading all future Mewtwo clips (including all of the above) into a Youtube playlist, so it should be easy to keep track. In addition all the Shifted Teleport stuff, I even have a couple other things:

Happy labbing!

Away with Ads: Ogiue Maniax Status Update for November 2021

Readers may have noticed something different this month: Ogiue Maniax is now ad-free! And right in time for this blog’s anniversary!

I felt that the ads were getting more and more intrusive on the blog if you don’t use any sort of ad block, so I’ve been wanting to do something for a while now.

I’ve also had my Patreon going for more than a few years now, and I wanted the money to go more directly to giving my readers a better experience when reading my posts. I’m thankful to my patrons for allowing me to talk about the new anime season or giant robots or whatever, with special gratitude to the following this month:

General:

Ko Ransom

Diogo Prado

Alex

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from October:

The Anime THEY Don’t Want You to Know About: Makyou Densetsu Acrobunch

I reviewed a lesser known but quite peculiar mecha anime from the 1980s.

The Best Sports Manga You’re Not Reading: Shoujo Fight

My long overdue general review of thia fantastic volleyball manga.

Sora in Super Smash Bros. Ultimate Gameplay Thoughts

My personal take on the style and potential of the final DLC character.

Hashikko Ensemble

Chapter 45 might just be my favorite chapter to date. Things are coming to a head between Akira and Jin!

Kio Shimoku’s Twitter has been buzzing with preparation for both his collected-volume releases in September. In a rare treat, he’s actually been retweeting fans who are supporting both Spotted Flower and Hashikko Ensemble, which is how I got retweeted by the man himself!

Apartment 507

A look at the farewell episode for Jigen Daisuke’s retiring veteran voice actor in Lupin III.

Closing

The two things that have my attention as of late are the final Hakai-oh: Gaogaigar vs. Betterman novel and Super Robot Wars 30, which features that very same story. I’m in a constant internal struggle as to which I prioritize. Do I spoil the novel or the game?

This month is also Anime NYC, and I’ll likely end up going. It’s smaller than New York Comic Con, so I predict it’ll be safer, but it’ll still be important to exercise best COVID-19 prevention practices. Remember, vaccinations will be required!

Sora in Super Smash Bros. Ultimate Gameplay Thoughts

Sora was the most desired character for Super Smash Bros. Ultimate. When you have a character with so wide an appeal, it behooves the creators to make him accessible to the fans eager to use him. In this respect, I think Sakurai and his team have succeeded in spades, but I’ve also been watching the pros try their hands at Sora, and I’ve noticed that the character seems to have a very high ceiling for what is possible. From this, I find that Sora is built very firmly on a classic concept of game design: easy to learn, but difficult to master.

Surprisingly, that combination isn’t all that common among characters in Smash—all the more odd because it’s a franchise built around that very idea. Often, characters who are simple to pick up don’t get absurdly tricky at higher levels, and the characters who are difficult to get the hang of remain complicated even at higher levels of play. Sora, in contrast, has a relatively simple and easy-to-understand game plan, but the room for optimization looks endless. 

Sora’s enormously generous air mobility and the ease by which he can get his Kingdom Hearts–esque combos started (neutral air, forward air, and down tilt are all strong tools) means that neutral isn’t overly complicated. At the same time, the ability to delay or interrupt hits means that players will likely get better and better at maximizing damage. His special moves also allow players to do a lot right off the bat, but their intricacies are deep. The very fact that his neutral special, Magic, switches between three very different attacks every time you hit the B button makes it so that players have to subtly change strategies every time they use the move.

One thing that’s very unusual about Sora is his movement. Overall, he’s below average in nearly every mobility category, but a combination of an enormous second jump reminiscent of Ness and Mewtwo—as well as a level of floatiness that’s strange even compared to other generally similar characters—means that Sora ironically can feel more strange to those with lots of Smash experience. As a Mewtwo user myself, one would think that Sora would feel right at home, but even I found the character’s physics to be bizarre at first blush. On a technical level, this is owing to a combination of very low fall speed and extremely low gravity, a stat that determines how quickly a character hits their top vertical speed in the air. The result is a character who just ends up spending a lot of time in the air. His high-altitude juggling and deep offstage edgeguarding are, as expected, both incredibly powerful.

At the same time, Sora doesn’t look like a slouch on the ground either. What I find is that, due to the contrast between his mediocre-yet-funky mobility and the relative safety of his disjointed Keyblade attacks, Sora is neither especially good nor especially bad at getting in on his opponents. Against those who like to fight up close, Sora should have no trouble making it happen. In fact, more often I could see the fight coming to him. And against characters who like to play more of a bait-and-punish style, Sora can contend decently well. It’s the strong zoners, the ones who excel at running away and have either one or more long-range tool, who can give Sora trouble. From a Mewtwo perspective, I can see my character doing well because of a combination of Shadow Ball and just across-the-board superior mobility that allows Mewtwo to both play keepaway and chase Sora down in the air, which is supposed to be Sora’s specialty. 

I predict Sora is going to get better and better over the course of Ultimate competitive play, but he won’t necessarily be able to ignore his weaknesses the same way other characters can. He might always have at least a few bad matchups where he has trouble getting his game plan started, but against most of the cast, Sora shouldn’t have much trouble playing Kingdom Hearts in Smash. And he’ll always be that accessible character who eases people into Smash but provides ample room for players to grow, and for the experts to flex their skills.