![]() This makes the typical SHFFL (short hop-fast fall-lag cancel) impossible in most cases. ![]() Fast falling can not be performed if a character is performing an aerial - if a player wants a fast-falling aerial, they must do the fast fall first, and then perform the aerial.Top-level Smash 64 play typically has players space very carefully around their opponents because any sort of touch can lead to a stock loss. ![]() This ironically makes shielding notoriously dangerous. This means that if a character hits a shield, it quite commonly is possible for some characters to keep hitting the shield until it breaks, without the shielding player being able to release. Naturally, in a TAS setting this also makes comboing enormously powerful, with plenty of ways to convert a move into creative ways to KO the enemy with few methods of escaping. Because of this, and the lack of DI as mentioned above, combos are enormously potent, and in high level play it is common for players to die from a single hit, leading into a combo that leads to death or to an edgeguard. Hit stun in this game is very high, compared to later Smash games.Other mechanics which have substantial differences: Stage 10 - VS Fighting Polygon Team (vs.Smash 64 compared with later Smash games.
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