Finally have a free moment, so I now have a chance to get my opinion out there on Smash 4 (or rather, the demo we got)
Smash 4 is definitely an improvement from Brawl, no matter how you look at it. The visuals are colorful and bright, the GFX, which I was worried about at first, are all wonderful and add to a character's motions and hitbox locations, which is really useful. My personal favorite improvements, however, despite being a visual artist, are the sound effects. I love love love the sound effects. Every single one of them. They're all fantastic. Link charging his uSmash, Pikachu flipping his tail, all of them, perfect. One thing I hate is Smash 4's theme, which is played much more than Brawl's theme, which was at least varied. Smash 4's theme I'm already sick of hearing, and funny enough I want to hear Brawl's again.
But that's not why I feel like I should express my thoughts in a post like this. We all know what we truly care about, and that is the gameplay.
Core physics are...interesting. The decreased landlag on aerials is the best thing this game could have gotten, essentially an auto-L cancel, that allows for some powerful pressure. Also, the increased hitstun allows for some nice skill based combos, which makes for a really fun game and some really rewarding combos. I think I'm gonna have plenty of fun discovering more of these with the full game.
While air dodges can be punished on landing, they still feel relatively safe in the air. You can't use it to reduce your hitstun like in Brawl, but you can do it immediately out of it, which really hurts chasing. Blast zones are all two miles away from the stage, which makes KOs frustratingly hard. However, it does make it interesting as it feels like there's more of an attempt to focus on countering recoveries in this game. Gimping is going to be huge, I can tell. I still dislike these sizes though as the ceilings are impossibly high and there isn't much vertical chasing, what with all the Omega stage forms going around, so it's a matter of just...waiting for them to get down low enough to where you can smack them again, which is kind of boring. Only few characters have decent attacks for high-up foes (Mega's uAir or UpB to chase, Link's bombs, Pika's Thunder) so you're just stuck waiting. The meteor smash bounce is nice, but it seems like it's too easily teched, which kinda removes the fun of it since I won't get to see it that often and just meteor them to safety, which doesn't do anything to help me. A lot of grabs are good, but only half of them set up into anything, let alone kill. Which is fine, but a little disappointing considering that I'm used to them having much more utility. Chaingrab removing is a double edged sword, as while the problematic chaingrabs are removed, it seems long enough to prevent tech chasing or the like as well. It's a good mechanic to add but it goes on for a bit long. Oh, and don't get me started on vectoring. I really don't feel like that debate, but while it does hurt the game, it's not as huge as it's being made out to be.
Now on to the characters!
Mario is the one I've spent the most time playing with (seriously he's so fun) so I'll write about him first. He's got a solid approach with fireball as always (nAir is also another approach I like to use this time around, thanks to the reduced landlag), but it's made much better by everything Mario can do when hes up close. Strong Smashes, a dThrow that can lead into a bunch of uTilts, uTilts that can lead into uTilts, uTilts that lead into air combos, alright jabs, you want it, he's got it. Especially uTilt. Mario can still be gimped by a good opponent however, so you should really be aware of that. A custom move may be able to patch this up, though. Oh, and FLUDD is still pretty bad, so don't consider using it, even if the water spray looks nice.
Villager is who I played the most as asides Mario. He's got some solid normals, like slingshots, which are good pokes once you're used to the timing, dash attack, which is safe from a distance thanks to the flowerpot, fTilt, uSmash, and fSmash as a kill move. uAir and dAir are good for their purpose, but are affected by sheer chance, which can make the difference between a meteor and slight knockback. dSmash is too escapable to be of any real use. His grab is slow and his throws are average. Now let's get to what really makes him special: The specials! Pocket is as deep as Villager's pockets, as its use is relative to the match-up. The invuln moves give it use against certain attacks as well, for instance being able to avoid Link's Final Smash. Pocketing light projectiles lets him bother his foes the same way they bother him, and pocketing something powerful is the ultimate combo finisher, be it Thunder or Mega's charge shot. Balloon Fight is a silly vertical recovery with great range, but it's Minus habit for me to attempt an attack cancel. Silly me. Tree doesn't have much use, but I've only worked with what's reliable so far. Its lifespan is way too short to be set-up and used properly. But now we get to my favorite special in the whole demo, Loid Rocket. Oh man, there is so much you can do with this thing. You can zone with it, you can approach from it, you can use it to easily bait them into doing something else, you can recover with it, you can mindgame them into thinking you're recovering with it, you can ride it on-stage for a powerful attack, there is so much you can do with this move. It's endless and by far my favorite. Well done, Sakurai.
Mega Man is next on my character analysis. He's mixed. He's good but at the same time he's not. He's a zoner, but he was really hurt by the general projecile nerfs this game has. What feels like should og longer has relatively short range. Reflectors were also buffed to reset the amount a projectile can move upon reflecting (think how in Minus reflecting Final Cutter is useless due to it still carrying the range, but if it were in Smash 4, the cutter would go all the way back to Kirby), so that doesn't help Mega Man's fSmash or Crash Bomb either. Especially the fSmash. yikes. His Rush Coil is really good, allowing him to escape from combos and recover a decent height, but at the same time, he falls fairly fast, so he's still prone to things like juggling. He has notable physical moves, though. nAir up close is a solid "sex kick" type move, dTilt is fast and covers decent range, his uTilt a powerful kill move, and Dash Attack is the best thing in his whole kit. His specials are severely lacking, notably with Leaf Shield and ironically Metal Blade being rather useless, but custom specials can at least help those out. All in all, he could use improvements. P.S. Be careful with hard knuckle, if it's reflected, it goes UP. don't ask how that works.
Pikachu has some fantastic mobility, especially from UpB, and the Thunder Spike feels great, but asides that, he feels lacking. Thunder Jolt moves really slow, he has some combo ability but lacks killpower, is relatively lightweight, all around, Pikachu is "okay". Great mobility, but not all that much he can do with it.
Link, people have been saying he feels more like Young Link, and I'm inclined to agree. That sums up most of my thoughts, other than the dAir spike taking some time to get used to.
Sorry the level of detail slipped near the end (my fingers hurt from typing all that) but I am very much looking forward to Smash 4. Hell, the habit of thinking about how I would change up the game in a mod is another part of the fun for me!