Refreshing Noodles: Min Min in Smash Bros. Ultimate

A lot has happened in the Smash Bros. community over the past two weeks, with multiple instances of sexual abuse and assault among its competitive scene coming to light. This is a serious problem, and its exposure is ultimately for the better, especially for the victims and those who would have been potential victims.

This has also overshadowed some of the happier Smash news—namely the reveal of Min Min as the new DLC character—so I want to focus on that. Hopefully, we can embrace the good without looking away in willful ignorance as to what needs to change.

Min Min

When an ARMS character was announced as DLC for Super Smash Bros. Ultimate two months ago, the online reaction felt less than enthusiastic. Although ARMS is a fairly successful Switch game, the previous DLC pack had hardcore fans craving for more outlandish choices in the vein of Hero and Banjo-Kazooie. Amazingly, I think the developers and Nintendo have managed to turn opinion around with their reveal of Min Min as the winner, and it’s thanks to a combination of factors. 

First, ARMS just has fantastic character designs that ooze personality, and Min Min is one of its best. Second, she brings a unique fighting style that gives players something new and different to try out. Third, she happens to be associated with the Etika, the gaming Youtuber who tragically died by suicide almost one year ago. All three worked together to make a perfect storm.

Character Design

Min Min looks cool when she probably should look ridiculous. She is a ramen shop owner with noodles for hair, a ramen bowl hat, a dragon for an arm, a somewhat stereotypical Chinese outfit, and she does kung fu. Yet, somehow, it all works together. She comes across as fun and lighthearted, yet serious and strong. Her martial arts animations are impressive, and they lend her a lot of flavor.

The trailer itself also did a great job of conveying her personality. As the other ARMS fighters battle to obtain a coveted Smash Bros. invitational letter, Min Min is at her shop watching Captain Falcon and Kirby eat ramen. It’s only after Captain Falcon has completely finished his bowl with utter satisfaction that Min Min leaves to fight for the Smash spot. This shows how important her restaurant and customers are to her, that she would on some level prioritize them over what is arguably the ultimate prize. Min Min just comes across as charming and powerful in the best ways, even to those who have zero familiarity with ARMS.

Min Min is also the first playable Chinese character in Smash Bros. history, giving her a unique factor. Because she speaks Mandarin Chinese in the trailer, I was curious as to who her actor is. It turns out the voice behind Min Min is Takutsu Haruna, a Japanese performer who studies Chinese as a hobby. I appreciate the fact that they chose someone who has put in that much effort, even if all she’s saying is, “I love ramen!”

Fighting Style

Min Min might very well become the bane of online play with her long reach and dual-arm game mechanic. Zoners and projectile specialists are the bane of many Smash players, and it seems like Min Min is only adding fuel to the fire. But Sakurai’s video demonstration makes her look more exciting than one might have expected, notably because she controls differently from pretty much every Smash character before her. Whereas most characters have a clear delineation between their normal “A-button” moves and their special “B-button moves,” for Min Min, they control her left and right ARMS respectively. Moreover, she can move while her attacks are coming out. Thus, she’s able to deliver long-range one-two combinations at a player’s chosen timing or send them in different directions to cover a wider area. 

The closest comparable character is Mega Man, who’s able to move and attack in a similar way thanks to his pellets, but even that doesn’t fully prepare players for the Min Min experience. Just from using her for a few days, it feels like you’re playing a completely different game—my fingers stop knowing what to do with other characters when I try to switch back. She’s someone who will take time and dedication to use at even a functional level, which also means she’s offering something you won’t find in other characters. It’s unclear as to how strong she actually is, but it will take time to figure out regardless.

As an aside, while not related to ARMS, this left-right setup could also be the perfect way to add a Tekken character to the roster. Heihachi is probably out given the Mii costume they just announced, but who knows? Maybe we’ll get Kazuya MIshima or Jin Kazama instead.

Etika’s Legacy

The late Etika was one of the most visible figures in online Smash fandom, and was probably the very face of “Smash reaction videos” thanks to his genuine passion towards character reveals. While he would invite controversy constantly, it became sadly clear in the end that he suffered from mental illness, and every one of his fans wishes that things turned out differently.

Etika also happened to be a big fan of Min Min, though not always for the purest of reasons, as his LEGS t-shirt above makes clear. Regardless, when Min Min was first shown in that trailer, those who followed and knew Etika probably all had the same thought: the man would have loved this. It’s even possible to imagine how he would have reacted—with an expressiveness few can ever match.

In the End, Nothing’s Wrong with First-Party Characters

Min Min’s announcement had it all: a strong character aesthetic that can make new fans instantly, a showcase of interesting gameplay brought by her, and an online presence that goes beyond the familiar borders of Nintendo in the form of Etika. What’s just as important is that it showed how you don’t need an off-the-wall unpredictable pick to create excitement and hype. “An ARMS character” is something probably anyone could have predicted, but what they perhaps couldn’t account for is having the whole package executed so well. My hope, however futile it might be, is that fans can appreciate the characters that are coming, even if it’s not necessarily the ones they want. They might be able to win us over, just like Min Min.

C’mon, Get SERIOUS About Terry Bogard in Smash Bros Ultimate

The fourth Super Smash Bros. Ultimate DLC character has been announced, and it’s SNK posterboy and fighting game icon Terry Bogard from the Fatal Fury franchise. The overall response was mixed, from die-hard SNK fans cheering at his arrival to comments to the effect of “I’ve never even heard of Terry Bogard.”

While I understand that not everyone has had exposure to Terry’s games or even the three Fatal Fury anime that came out in the 1990s, a part of me still feels perplexed at the latter reaction. It’s as if I unconsciously consider awareness of Terry Bogard to be the most common and natural thing, like hearing the name “Frank Sinatra” and at least knowing vaguely that he was a famous singer. The logical side of me gets that Terry isn’t a household name, especially for the younger generations of gamers, but the emotional side of me asks, “But why not?”

In terms of what Terry Bogard brings to Super Smash Bros., he’s clearly not the most iconic fighting game character ever. That would be Street Fighter’s Ryu, who’s already been in the game since Smash 4. Still, Terry matters a lot. He represents SNK, the company behind the Neo-Geo. He represents both the Fatal Fury games and the King of Fighters games, and unlike Street Fighter’s relationship with its offshoot franchises, FF and KoF are both majorly important, with the latter reaching heights of popularity in Latin America and Asia in ways few series ever did. Terry Bogard is a symbol of a company, a console, and two connected video game franchises. He’s like Sonic and Ryu rolled into one.

Terry is one of the coolest, most charismatic fighting game–and video game–characters ever. Even if you don’t know his backstory, he just exudes a kind of charm and attitude that make him hard to forget once you’ve seen him in action. Even his signature victory pose, where he turns his back to the screen and tosses his cap in the air while exclaiming, “OK!” screams personality, whether it’s 1990 or 2019. When you learn about his quest to avenge his dead father by defeating evil corporate tycoon/martial arts master Geese Howard, who’s equally amazing as a character, it just makes everything better.

My image of Terry is also no doubt shaped by the Fatal Fury anime I watched as a kid. In a time when the golden rule was “all video game anime are terrible,” the Fatal Fury 2 OVA was a stark exception. Watching it on fansub repeatedly back in the 1990s (shout-outs to S.Baldric), Terry’s story of hitting rock bottom after losing to the mysterious German warrior Wolfgang Krauser only to crawl his way back up by rediscovering his love of fighting is simple yet memorable.

Even in terms of meme culture, Terry Engrishy quotes are a staple of old fighting game forums. “Pawaa Wave!” “Pawaa Geezer!” [Geyser] “Are you OK? BUSTAA WOLF!” “Hey, c’mon, c’mon!”

As for how Terry will play in Smash, I assume he’s going to be like Ryu and use command inputs, but he’s also perfect for Smash in that his special attacks map perfectly to B moves. Neutral B has to be Power Wave, Side B Burn Knuckle, Up B Rising Tackle, and Down B Crack Shoot. He’s already a very mobile character, and that fits in well with a platform-fighting game in ways that Ryu and Ken never could.

November isn’t that far away, but it still seems like forever. I’m looking forward to Terry Bogard balance debates and all they entail. Also, I saw someone on Twitter suggest an Obari Masami-style costume for Terry based on his look from the anime, which I’m all for. Between that and Mark of the Wolves bomber jacket Terry, and we have a heck of a presentation.

How Super Smash Bros. Ultimate’s Gameplay Decisions Support Both Casual and Competitive Players

E3 2018’s come and gone, leaving in our wake the juiciest details about the new Super Smash Bros. Ultimate for the Nintendo Switch. The goal is clear: to make this the most complete Smash game ever, most evident in the fact that every playable character across the franchise’s almost 20-year history is back, along with newcomers Daisy and Ridley. I have a million thoughts about the new game, in no small part due to the sheer amount of information coming our way. Not only were there 25 minutes devoted to Ultimate in the Nintendo Direct, and plenty of Nintendo Treehouse play sessions at E3, but there are also official introductory video clips for every characters, filled with tidbits if you look carefully.

My major takeaway from following all of this news is that Ultimate is embracing the idea that a game can truly be capable of excelling in both competitive and casual environments, instead of having one compromise the other. Many decisions made for the current build benefit players of all stripes.

New Dodge Decay Mechanic

One brand-new change in Ultimate is that rolls and dodges get less effective if you overuse them. While I personally believe that their power in Smash Bros. for Wii U is quite manageable for the most part, there is an environment where rolls are the bane of everyone’s existence: wi-fi play. Thanks to the inherent lag in online play combined with the fact that players had no control over who they connected to, rolling became much, much more powerful. For Glory mode became infamous early on for being filled with players who roll over and over, relying heavily on the inconsistency of variable online connections.

But while highly skilled players, especially the pros, have mastered punishing bad rolls, it’s not as if they fail to benefit from having dodge maneuvers being limited by decay. Playing at the higher levels means having a thorough mastery of all aspects of the game, and now rolls and dodges have an added wrinkle to them that encourages players to use their other fundamental tools, like walking and running. Moreover, these evasive techniques are now a resource to be managed. Do you use more rolls now to guarantee getting out of a sticky situation if it makes you more vulnerable later?

Tournament players now have another skill they can improve, and newer players online can avoid frustration dealing with lag. It’s win-win.

The Hybrid Air Dodge is Gentle Yet Harsh

In the history of Smash Bros., there have been two different types of air dodges. The first is the directional air dodge, originally from Super Smash Bros. Melee, which allows players to become invincible for a brief period and move a short distance more in any direction they choose. The penalty is that you become unable to do anything but plummet down afterwards, leaving you vulnerable. The second type is the unlimited air dodge from Super Smash Bros. Brawl, which lets players use repeated air dodges but prevents them being able to do a quick juke like the Melee directional air dodge does.

Air dodging in Ultimate is a hybrid version between Melee and Brawl. Players can choose to shift their direction during an air dodge or fall naturally, but there’s a period during which follow-up actions are impossible. It doesn’t put you in a helpless state as it would in Melee, but only one air dodge is possible before landing.

The air dodge in Brawl was changed in the first place likely so that it would be easier to use and understand for newer players—especially Nintendo Wii owners who were playing video games for the first time. It even introduced the concept of dodging in the air and counterattacking, something that wasn’t possible in Melee. Certain characters, namely Mewtwo in Smash for Wii U, even excelled at this strategy. However, fans who love Melee competitively often dislike this air dodge because it means juggles and combos were easier to escape. In their eyes, being able to air dodge repeatedly took away from one of them franchise’s best features.

Ultimate‘s air dodges leave a player vulnerable but not overly so. Using it eats up an option and makes one more susceptible to getting juggled, but the player can still attack out of it. Reports say the stationary air dodge allows faster recovery, which means the Mewtwos of the world can still do their thing. Directional air dodging vs. stationary air dodging also provides an added layer of decision-making, and gives characters like Yoshi and Little Mac who traditionally have suffered from limited recovery options to do a bit more.

Simpler, Freer Movement Benefits All Levels

One of the other new features of Ultimate is the ability to do pretty much anything immediately out of an initial dash. Past games restricted your options, but now everything from smash attacks to tilts to specials and more can happen out of a dash.

The probable reason this was previously not possible was because it made dashing into more of a commitment, and players ideally worked around it. In practice, newer players tend to just charge headfirst into things and then complain when their predicable option gets called out.

Melee is something of an exception to the rule of restrictive dashes because of the existence of wavedashing, an advanced technique that allows characters to slide while standing still, granting greater access to their arsenals while advancing or retreating. The lack of wavedashing in other games is a huge sticking point for many Melee fans, and is part of why they prefer those other games less. However, the execution of a wavedash requires a good amount of timing and dexterity. While most Melee players will claim it’s simple and easy, for many people it’s not, and failing to learn it actually significantly impacts your ability to succeed in that game.

By having these “dash cancels” (or whatever they’ll be called) come out of a more natural tendency to run ahead, it potentially makes less experienced players feel like they have more control. At the same time, it also fulfills at least some of the functions of wavedashing while being a more simplified command. Just dash, pause briefly, and attack.

Buffs Across the Board

Balance for a test version is of course not finalized, but from all reports so far it’s clear thay they’ve aimed for competitive improvements to nearly every character. Zelda suffered from being unable to act out of her Din’s Fire and Farore’s Wind special moves in past games, but now they no longer hold her back. Ryu always faces his opponents 1v1 (just like in Street Fighter) and can now back dash to improve his footsies. Little Mac can use both of his recovery moves, allowing him a little more leeway getting back on stage. Ganondorf’s attacks are surprisingly quick. The only exceptions seem to be Fox, Cloud, and Bayonetta, who are more limited in what they can do. Notably, Bayonetta’s infamous combo game and Witch Time ability have been made less effective, and Cloud’s Limit, which granted him improved specs as well as access to souped up specials, now only lasts 15 seconds instead of being potentially infinite.

Characters are getting quality-of-life changes and things specifically targeting their crippling flaws in previous games while also making them easier to use. There’s a clear desire to bring everyone up. However, what’s also important is that it shows on some level an acknowledgement of the skill found among stronger Smash players. Likely the reason Zelda’s Din’s Fire caused a helpless state when performed in the air was a fear that using it offstage, especially against weaker players, would be too powerful. No more—now, the game acknowledges that it might be really strong in those scenarios, but so what? “You can handle it,” says Ultimate.

A Game Already Loved

Despite being a mere test build, praise for the gameplay has thus far been near-universal—something that didn’t happen with Smash Bros. for Wii U when it was revealed in 2014. Super Smash Bros. Ultimate appears to be on track to giving almost all players what they want, and it’s thanks to mechanics that seem to reward skill without making the learning process daunting for less strong players. Unless something goes terribly wrong between now and the December 7 release date, it might become the most successful Smash game ever, both financially and competitively.

For more details, as well as some of the sources I used to get info for this post, check out the following.

Abadango’s thoughts on the new Smash (Japanese)

Full Breakdown of Super Smash Bros. Ultimate’s Gameplay Mechanics

VGBootcamp VODs