What's going on boys and girls what's up where all the Austin John plays here and
today I'm gonna be going over a whole bunch of changes that you're gonna
experience in Super Smash Brothers ultimate from the previous Smash
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Super Smash Brothers ultimate is coming out Friday December 7th 2018 officially
worldwide and there's a whole bunch of things that you're getting experience
soon as you hop into the game after compiling information from e3 and other
demonstration events and including some hands-on time and of course this video
and all of our smash coverage before launch is going to be completely spoiler
free because we don't want to ruin the game for anyone let's start with the
menu and UI changes undoubtedly this is gonna be one of the most beautiful Super
Smash Brothers games and they've changed how the UI works and the menu options in
many places firstly in vs. mode the stage selection screen now appears
before the character selection screen making the players select a stage before
selecting the characters that way it's a little bit more difficult to had just
have an impulse stage selected the rule selection screen appears before the
stage selection screen so players can now create their own rule sets and save
them and then switch between them pretty easily within the rules you get several
options first being your style meaning stock time or a stamina the stamina has
been overall to be a regular system instead of being a modified rule of
stock there's also a time limit for stock and stamina matches you get an
option for smash meters to be on or off when this option is turned on a gauge is
going to appear under each fighters damage display the more damage that a
player takes the more the meter is filled when it is filled the player can
use a weaker version of their final smash spirits on or off this function is
similar to the custom characters in smash Wii U but you get to choose
between any saved teams of spirits or a random selection you get an option for
default level of computer players at it you get an option for damage handicaps
who gets to choose the stage of the next fight
you also get similar item customizations as previous smash games the ability to
disable select stages from the random stage options select you can use this to
disable for example very large stages from being chosen at random such as the
great cave offensive the new custom balanced menu allows you to assign
handicaps to individual characters all of the characters that you're going to
unlock in the game you get an option to choose minus 3 to plus 3 the negative
numbers reduce the damage dealt and the positive numbers increase the damage
dealt these values are only applied when the custom balance rule option is
enabled and is not available at multi console wireless or online play on the
steep selection screen every single stage now has a battle field form and an
Omega form all of the Omega stages have the same underside similar to final
destination and none of them have vertical walls both the battle field and
Omega stages are standard lengths but when you have 5 or more characters on
screen it increases to one and a half times the size stage hazards can be
turned off for the first time in the series allow players to remove intrusive
elements such as environment changes or enemy appearances from gameplay so while
battling at the castle for Megaman you won't have the yellow devil there a new
stage morph option allows two stages to be selected at once the two stages will
transition into another one either at random or at specified time intervals
alternate costumes are now shown at the bottom of a player's portrait with at
least eight small icons representing each palette swap additionally each
color is now listed with a name from the numbers 1 through 8 in time matches
characters in the lead will occasionally flash with a gold sparkle letting people
know that that character is winning the damage meter now displays tenths of a
damage percentage even though tenths of a damage percentage was included in old
games in the calculations it was just never a visually displayed and now it is
in one-on-one stock fights the stock count of both fighters will be briefly
displayed on screen whenever a stock is lost when a fighter is knocked off the
stage a mini map that shows the character location blast zone and camera
zoom is going to appear on the corner of the screen the size of the mini-map is
changed in the option screen the closer a fighter is to falling off of the stage
or the blast zone the smaller that their magnifying glass is going to become it
starts flashing when they are about to hit the blast line similar to little max
power meter in Smash for several characters now sport additional UI
elements next to their damage meter such as villagers pocketed item Robins
durability counters or Inklings Inc tank gage stages that
once shared names have now been renamed for example smash 64 version of Yoshi's
Island is now called super happy tree and the brawl version of Mario circuit
is now called figure 8 circuit Eco fighters can either be displayed on
their own character slots or they can share a slot with the character that
they are based on this has changed in the option screen as well for an overall
increase of gameplay speed all damage taken in one-on-one fights with no items
is multiplied by 1.2 you know exactly who that's for short hop aerial attacks
now have a damage multiplier of 0.85 so they're 15% weaker well knock back
itself might be unchanged the physics of launch movement are different from the
previous games characters now have a much higher initial speed and
deceleration resulting in being launched at very high speeds yet slowing down to
nothing very quickly perfect shields are
performed in Reverse instead of pressing the shield button several frames before
an attack connects instead you need to release the shield button when an attack
connects this updated mechanic makes perfect shielding a much riskier tactic
but allows a perfect shielding fighter to retaliate much faster against attacks
when they're successful it now takes 11 frames to drop a shield to making the
game less defense focused if two grabs collide both characters are gonna take a
very small amount of damage as if a grab was released the sweet spot of an edge
has become much smaller and recovery moves take longer to snap on the ledges
in general this makes recovering more difficult I absolutely love this
characters that originally cannot swim or have weaknesses to water in their
home series now take slow constant damage while swimming these fighters
include Charizard and sin Aurora inkling Sonic the Hedgehog
you get the idea I think that's amazing sudden death consists of a slowly
zooming in screen making the blast zone gradually shrink it also appears to have
a fixed camera angle and the screen progressively starts to zoom into the
middle with flames on the outsides and after the camera finishes zooming in
ball moms start to fall on the characters smash attacks can now be
charged about times longer than in previous games
however the damage still caps at one second tones can now be canceled and or
performed much faster final smashes are now quicker with versions granting a
controllable transformation being removed as a result many fighters
receive new final smashes or have returning final smashes with altered
functionalities certain items such as banana peels can now be picked up by
tilt attacks and now there can be more than one assist trophy active at any
given time additionally some characters summoned by an assist trophy can be
knocked out granting a point to whoever knocked out that set assist trophy this
summoner can also knock out their own assist trophy to prevent the loss of a
point if enough players summon an assist trophy each the assist trophies will
start fighting one another if they're close enough when an assist trophy or
pokeballs use near the edge of a stage or a ledge they no longer immediately
fall off the stage or ledge fake smash balls were introduced with inverted
lines in their design when they're broken they explode into a large X shape
explosion causing heavy knock-back and damage to nearby fighters unlike the
standard smash ball the fake smash ball is kind of gonna drift toward players
and where general action is happening so it's very possible to hit one on
accident smash balls and fake smash balls have a chance of spawning with
soccer ball physics rolling around the stage and respawning once they drop off
stage these despawn after a short period and lastly the sandbag is now gonna have
a happy expression if no one hits it for long enough so there we go guys wrapping
up some major changes and some not some major changes between smash ultimate and
the previous smash entries we're gonna be covering smash Holtzman here on the
channel so if you want some great spoiler free videos be sure to leave a
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notifications until next time Austin John