Review

Super Smash Bros. Ultimate Review - Me And You And Everyone We Know

  • First Released Dec 7, 2018
    released
  • NS

Smash has spirit, oh yes it does.

The idea of what the Super Smash Bros. games are, and what they can be, has been different things during the series' 20-year history. What began as an accessible multiplayer game also became a highly competitive one-on-one game. But it's also been noted for having a comprehensive single-player adventure, as well as becoming a sort of virtual museum catalog, exhibiting knowledge and audiovisual artifacts from the histories of its increasingly diverse crossover cast. Ultimate embraces all these aspects, and each has been notably refined, added to, and improved for the better. Everyone, and basically everything, from previous games is here--all existing characters, nearly all existing stages, along with the flexibility to play and enjoy those things in different ways. Super Smash Bros. Ultimate is a comprehensive, considered, and charming package that builds on an already strong and enduring fighting system.

If you've ever spent time with a Smash game, then you likely have a good idea of how Ultimate works. Competing players deal damage to their opponents in order to more easily knock them off the stage. The controls remain relatively approachable for a competitive combat game; three different buttons in tandem with basic directional movements are all you need to access a character's variety of attacks and special abilities. There are a large variety of items and power-ups to mix things up (if you want to) and interesting, dynamic stages to fight on (also if you want to). You can find complexities past this, of course--once you quickly experience the breadth of a character's skillset, it allows you to begin thinking about the nuances of a fight (again, if you want to). Thinking about optimal positioning, figuring out what attacks can easily combo off of another, working out what the best move for each situation is, and playing mind games with your human opponents can quickly become considerations, and the allure of Smash as a fighting game is how easy it is to reach that stage.

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Now Playing: Super Smash Bros. Ultimate Review

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Complexity also comes with the wide variety of techniques afforded by Ultimate's staggeringly large roster of over 70 characters. Smash's continuing accessibility is a fortunate trait in this regard, because once you understand the basic idea of how to control a character, many of the barriers to trying out a completely new one are gone. Every fighter who has appeared in the previous four Smash games is here, along with some brand-new ones, and the presence of so many diverse and unorthodox styles to both wield and compete against is just as attractive as the presence of the characters themselves. In fact, it's still astounding that a game featuring characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy, and Street Fighter all interacting with each other actually exists.

On a more technical level, Ultimate makes a number of under-the-hood alterations that, at this early stage, seem like positive changes that make Smash feel noticeably faster and more exciting to both watch and play. Characters take more damage in one-on-one fights; continuous dodging is punished with increased vulnerability; fighters can perform any ground-based attack, including smash moves, immediately out of a running state; and short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously. Refinements like these might go unnoticed by most, but they help define Ultimate's core gameplay as a tangible evolution of the series' core mechanics.

A number of Ultimate's more superficial changes also help Smash's general quality-of-life experience, too. Some make it a more readable game--additions to the UI communicate previously hidden elements like meter charges and Villager's captured items, a simple radar helps keep track of characters off-screen, and a slow motion, zoom-in visual effect when critical hits connect make these moments more exciting to watch. Other changes help streamline the core multiplayer experience and add compelling options. Match rules can now be pre-defined with a swath of modifiers and saved for quick selection later. Stage selection occurs before character selection, so you can make more informed decisions on which fighter to use.

On top of a built-in tournament bracket mode, Ultimate also features a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create matches with wacky modifiers. Squad Strike is a personal favorite, which allows you to play 3v3 or 5v5 tag-team battles (think King of Fighters), and Smashdown is a great, engaging mode that makes the most of the game's large roster by disqualifying characters that have already been used as a series of matches continues, challenging your ability to do well with characters who you might not be familiar with.

The most significant addition to Ultimate, however, lies in its single-player content. Ultimate once again features a Classic Mode where each individual fighter has their own unique ladder of opponents to defeat, but the bigger deal is World of Light, Ultimate's surprisingly substantial RPG-style campaign. It's a convoluted setup--beginning as Kirby, you go on a long journey throughout a huge world map to rescue Smash's other fighters (who have incidentally been cloned in large numbers) from the big bad's control. Along the way, you'll do battles with Spirits, characters hailing from other video games that, while not directly engaging in combat, have taken control of clones, altered them in their images, and unleashed them on you.

Though there is some light puzzling, the world is naturally filled with hundreds upon hundreds of fights--there are over 1200 Spirit characters, and the vast majority have their own unique battle stages that use the game's match variables to represent their essence. The Goomba Spirit, for example, will put you up against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit might throw three Warios at you who only use their Side+B motorbike attacks.

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It may seem like a tenuous idea at first, but these fights are incredibly entertaining. It's hard not to appreciate the creativity of using Smash's assets to represent a thousand different characters. Zero Suit Samus might stand in for a battle with The Boss from Metal Gear Solid 3: Snake Eater by donning a silver-palette costume and fighting you in a flower-filled Final Destination, but she also stands in for the spirit of Alexandra Roivas from Eternal Darkness by using a black-palette costume and fighting you in the haunted Luigi's Mansion stage, with a modifier that makes the screen occasionally flip upside down (Eternal Darkness was a GameCube horror game whose signature feature were "Sanity Effects", which skewed the game in spooky ways to represent the character's loosening grip on reality). If I knew the character, I often found myself thinking about how clever their Spirit battle was.

Defeating a Spirit will add it to your collection, and Spirits also act as World of Light's RPG system. There are two types of Spirit: Primary and Support. Primary Spirits have their own power number and can be leveled up through various means to help make your actual fighter stronger. Primary Spirits also have one of four associated classes, which determine combat effectiveness in a rock-scissors-paper-style system. These are both major considerations to take into account before a battle, and making sure you're not going into a fight at a massive disadvantage adds a nice dimension to the amusing unpredictability of this mode. What you also need to take into account are the modifiers that might be enabled on each stage, which is where Support Spirits come in. They can be attached to Primary Spirits in a limited quantity and can mitigate the effect of things like poisonous floors, pitch-black stages, or reversed controls, or they can simply buff certain attacks.

There are a few Spirit fights that can be frustrating, however. Stages that are a 1v4 pile-on are downright annoying, despite how well-equipped you might be, as are stages where you compete against powerful assist trophies. On the flip side, once you find yourself towards the end of the campaign, there are certain loadouts that can trivialize most stages, earning you victory in less than a second. Regardless, there's a compulsive quality to collecting Spirits, and not just because they might make you stronger. It's exciting to see which obscure character you run into next, feel validated for recognizing them, and see how the game interprets them in a Spirit battle. There's also just a superficial joy to collecting, say, the complete Elite Beat Agents cast (Osu! Takatae! Ouendan characters are here too), even though these trophies lack the frills of previous Smash games.

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Some hubs in the World of Light map are also themed around certain games and bundle related Spirits together to great effect--Dracula's Castle from Castlevania, which changes the map into a 2D side-scroller, and the globe from Street Fighter II, complete with the iconic airplane noises, are personal standouts. Despite the dramatic overtones of World of Spirit's setup, the homages you find within it feel like a nice commemoration of the games and characters without feeling like a pandering nostalgia play. One of the most rewarding homages of all, however, lies in Ultimate's huge library of video game music. Over 800 tracks, which include originals as well as fantastic new arrangements, can all be set as stage soundtracks as well enjoyed through the game's music player.

There is one significant struggle that Ultimate comes up against, however, which lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in the Switch's handheld mode is simply not a great experience. In situations where there are more than two characters on screen, the view of the action often becomes too wide, making the fighters too small to see properly, and it can be difficult to tell what you or your opponent is doing. The game's penchant for flashy special effects and busy, colorful stages doesn't help things at all, and unless you're playing a one-on-one match, you'll likely suffer some blameless losses. This is a situational disadvantage and may not affect all players, but it puts a damper on the idea of Smash on the go.

The need to unlock characters also has the potential to be an initial annoyance, especially if your goal is to jump straight into multiplayer and start learning one of the six brand-new characters. In my time with the game, I split my attention between playing World of Light (where rescuing characters unlocks them everywhere) and multiplayer matches, where the constant drip-feed of "New Challenger" unlock opportunities (which you can easily retry if you fail) came regularly. I naturally earned the entire roster in roughly 10 hours of playtime, but your mileage may vary.

Your mileage may also vary in Ultimate's online mode, where the experience of competing against others was inconsistent during the 200+ matches we played. Ultimate matches you with players from your region, but continues to use peer-to-peer style connectivity, which means the quality of the experience relies primarily on the strength of each player's internet connection. A bad connection from any player can result in a noticeable input delay, stuttering, and even freezing as the game tries to deal with latency issues. Things have the greatest potential to go bad during four-player matches, where there's a greater chance of finding a weak link.

There's some blame to be put on the console itself--the Switch only has the capabilities for wifi networking. You can invest in an optional USB LAN adapter to make sure your own connection is stable, but because of the peer-to-peer nature, I found that the experience was just as inconsistent. You can get lucky--I would regularly enjoy sessions filled with smooth matches--but regardless, laggy matches aren't exactly a rare occurrence. It's also worth noting that you're required to have a paid subscription to Nintendo's Switch Online service to be able to play online at all, so the sub-optimal performance of the mode is disappointing.

Network performance aside, Ultimate's online mode does have an interesting way to cater to the large variety of ways to play Smash Bros. You can create public or private arenas for friends and strangers, which serve as personal rooms to dictate specific rulesets, but the primary mode is Quick Play, where you're matched against people of a similar skill level to you. Quick Play features an option where you can set your preferred ruleset--things like the number of players, item availability, win conditions--and it will try to match you up with someone with similar preferences. However, Ultimate also prioritizes getting you into a match in under a minute, which is great, but sometimes means that you might find yourself playing a completely different style of match.

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In my experience, I found that there were enough people who wanted to play with my ruleset (one-on-one, three stock, six minutes, no items, Omega stages only) and I would find myself in these kinds of matches, or at least a very close approximation, the majority of the time. Getting thrown into the occasional four-player free-for-all felt like a nice, refreshing change of pace to me, but depending on how flexible you are as a player, this can be a turn-off. But like so much of Ultimate, its multitude of options and styles of play doesn't necessarily mean that all of them will suit every player.

An inconsistent online mode and situational downers don't stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as freewheeling or as firm as you want it to be. Its entertaining single-player content helps keep the game rich with interesting things to do, as well as bolstering its spirit of loving homage to the games that have graced Nintendo consoles. Ultimate's diverse content is compelling, its strong mechanics are refined, and the encompassing collection is simply superb.

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The Good

  • Refined fighting system remains both accessible and complex
  • Incredibly large and diverse character roster
  • Numerous quality-of-life improvements, both technical and superficial
  • Single-player content is plentiful and engaging
  • A number of entertaining multiplayer modes
  • Immense library of iconic video game music
  • Packed with loving homages and fan service
  • Everyone is here

The Bad

  • Difficult to follow the action in Switch's handheld mode
  • Character unlocking can be initially bothersome
  • The quality of matches in online mode is inconsistent

About the Author

Edmond sure is glad he invested in that WaveBird controller 15 years ago. He completed the World of Light campaign, played countless multiplayer matches and whiffed like, a hundred PK Thunder recoveries. Nintendo provided a game code for the purposes of this review.
181 Comments  RefreshSorted By 
GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

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Chico86_basic

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Most of my online matches are lag free. I don't know what you guys are talking about. It's better than Smash 4 (3DS), and even then the online component was pretty acceptable. Do any of the users in the comment section here have any experience with online play in fighting games at all? You can't expect quite the same fluidity as local multiplayer.

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freedom01

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freedom01  Moderator

Nah, for me, unlocking characters is not bad. Its fun playing a few matches and then having a challenger appear to unlock them. Its fun and motivates you to keep on playing to unlock all the characters.
I will agree though that online play is bad. The input lag is an annoyance and takes out the fun in Smash.

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SKOT_FREE

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I haven’t played a Smash Bros game since Wii so Day 1 of SSBU was one of utter frustration. Yes I finished it with Link but I was mashing buttons. So I didn’t play for a few days, then came back to it and everything just Clicked! I started belting out combo’s, going whole games without losing and having the time of my life! The Closing credit scene is even fun! Nintendo what no other can! Next stop, Online multiplayer!

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onehitta323

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Amazing game. Tons of characters, great visuals, levels, and content. Best smash game of all time.

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GoodGamesGuy

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The only thing that turns me off is the fact there only 4 new levels..

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Zzshock

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Edited By Zzshock

Having to unlock the characters is what makes me want to play it. I have never been good at fighting games and this gives me an introductory casual way to learn to play.

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SKOT_FREE

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@Zzshock: yep it’s surprising every time I finish it and a new player unlocks!

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Litchie

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Edited By Litchie

@Zzshock: Yeah, one of the most fun things in Smash is unlocking characters. I regret having everyone unlocked already. :P

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xantufrog

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xantufrog  Moderator

@Zzshock: yeah I like unlocking Smash characters too

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SuperKlyph

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@ashley456: $72/hour just for spamming gaming comment sections? Sign me up!

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cboye18

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Edited By cboye18

Although it's faster than Smash 4, I still don't like the light gravity feel. Blast zones are still too wide as well. Overall it's fine, better than Smash 4 but a far cry compared to Melee.

What is disappointing is the lack of my favorite features, like Event mode, Break the Target and Trophies. Online is pretty crappy as well.

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mattsaroni24

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I see consistentl digs at Nintendo for the fact that the paid service is required to play online....

Wow that $20 a YEAR is tough, huh?

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Litchie

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@mattsaroni24: It wouldn't be if Nintendo improved their online now that they want us to pay for it. They didn't. Smash is still unplayable online most of the time. Just like Smash 3 and Smash 4.

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SKOT_FREE

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@Litchie: I kind of agree with you and while $20 is far from breaking the bank, I expect Nintendo to have some fun activities besides just NES games. You know how the 3DS used to have like Miiverse, or little community activities. I can give them time to make it better at $20 a year but I do expect much more from Big N.

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CRAPCOM1926

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Edited By CRAPCOM1926

@mattsaroni24: you are paying for a service that literally DOES NOTHING!!

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Bread_or_Decide

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@CRAPCOM1926: u mad huh

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Chubnasty

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@mattsaroni24: I have a Switch, the online pass, and the new Smash. It wasn't until the recent update that I could even play online. That's fucking terrible for a service I'm paying for, regardless of the price. A week without a main feature isn't the end of the world but it merits criticism.

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ratchet200

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Edited By ratchet200

Gamespot, fix your dam media player. Just got four ads back to back with no break...

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chrtecdev

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@ratchet200: I'd say fix the website. The whole thing is buggy and laggy as hell.

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ILSATS

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@ratchet200: Probably working as intended.

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deactivated-6793e8ba0e8bf

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There is a ton of content in this game. I've had a blast so far.

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ballaShotCaller

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Where is Peter Brown?

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GH05T-666

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Only thing I dislike is the unlocking of the characters

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deactivated-5c2b926b0d74a

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The kids will love this, Nintendo are the masters of entertaining the under 10 market. Good job my children love you !!

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Bread_or_Decide

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Edited By Bread_or_Decide

@nerveagentuk: yeah spiderman and cowboy simulator are only for the growniest of grown adults.

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Chubnasty

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@nerveagentuk: What're you, twelve?

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Bread_or_Decide

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Edited By Bread_or_Decide

@Chubnasty: He prob is. Only children are concerned with what makes them look adult or grown up.

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deactivated-5c2b926b0d74a

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@Chubnasty says the person saying what're , hes even added punctuation to it as if to make it seem like more of a real word,chump ahahahahahah get out of here you spell like your 6

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xantufrog

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Edited By xantufrog  Moderator

@nerveagentuk: your trash talk about his writing would carry more weight if it wasn't a run-on sentence in which you misspelled "you're"

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Chubnasty

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@nerveagentuk: yikes at not knowing what slang is.

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Oloryn

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@nerveagentuk: *checks your profile, sees only negative and toxic comments to all things Nintendo and Sony, only positive ones towards XBOX, calling Nintendo fans "children", bashing God of War/Uncharted and praising Call of Duty*

Now, that's a lot of ammo for anyone to flame, if I were a troll or something, but that doesn't help anyone. As a fan of all three consoles and someone who'd love to see everyone have a great time with whatever games they play (you dig Blackout, not quite my thing, but not a bad game, I'm more of a Rainbow Six guy myself), I have to say, dude...you need a hug or a Snickers or something, because that's a wholelottanegativity, and I don't even mean that ironically. Focus less on complaining about what makes others happy and more on digitally blowin' the hell outta whatever it is that makes YOU happy, and you'll feel better. A lil' friendly advice, however unwanted.

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Destroyerrrrrr

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Edited By Destroyerrrrrr

@Oloryn: word of advice: respect other people’s opinions, no matter how “toxic” they may seem to you.

What you think to be negative, might be considered good in the eyes of someone else.

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Oloryn

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@destroyerrrrrr: I'll happily respect the opinion of someone, even if and especially if it differs from mine, if they can use positive and non-derogatory language to construct well communicated thoughts. The OP uses words like "dumbo," "pathetic," "idiot" and "your so stupid," which isn't debatable in it's interpretation. It's toxic, and if someone see's that as a "good," then I firmly take my stand that it's still inappropriate, not conducive to anything constructive, and ultimately hurtful to the opinion they are trying to make. Meaning, it doesn't earn my respect.

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ILSATS

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Edited By ILSATS

@destroyerrrrrr: My opinion is that the guy is a troll.

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deactivated-5c2b926b0d74a

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@Oloryn Nintendo domake great games for children, its a compliment, im sure good for adults too, i agree rainbowis amazing my favourite game of the last 3 years. Level 170 on xbox 80 on ps4 and 76 on pc, im an addict, thanks for the tips :

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Oloryn

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@nerveagentuk: Some serious Rainbow Six stats, keep it up!

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Chalkfire

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Edited By Chalkfire

"short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously."

Wait, what? I thought the two button press was for smash attacks, not short hops.

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doorselfin

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@chalkfire: You're not wrong--you can press A+B to do Smash attacks, but you can also press A+Jump to do short hop attacks.

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Chalkfire

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@doorselfin: Wow, I feel like an idiot for not knowing this. Thanks!

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halo1399

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Does anyone else dislike this “review in progress” nonsense. Just give us the review

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KahnArtizt

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@halo1399: I think they started doing this after the Battlefield 4 fiasco where the game itself was functional but the online was totally broken and unplayable. They usually give a tentative score prior to the final review though so you get a general idea of the quality but may be adjusted based on the inline functionality.

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sploitz85

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@halo1399: It's a, "Nintendo gave us the game for free so we're obligated to post something complimentary" review, more than anything.

But then, this is the same organization that rated Artifact an 8.

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zzmovie

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Edited By zzmovie

"Guess Who's coming TO Dinner". Not FOR. I mean, jeeees, if you are going to quote a famous movie and use a play on words, get it right!

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