
Smash Remix - Classic Mode Remix 1P Gameplay with NTSC-J Link (VERY HARD) No stock loss
More Smash Remix - Classic Mode Remix 1P Gameplay on VERY HARD videos here:
https://www.youtube.com/playlist?list=PLDWFmCQ3GLKgWWJdKiUIGvKWGgkD33iFh
There are some notable differences between NTSC-U Link and NTSC-J one.
Changes from NTSC-J to NTSC-U:
🔴Nerf Link's Master Sword is slightly shorter, worsening his range.
🔴Nerf Link walks slightly slower (0.4 → 0.37).
🔴Nerf Link's gravity is higher (3.2 → 3.4). While this does improve his vertical endurance and his ability to land, it also makes him more susceptible to combos and more notably, it reduces the height of his jumps and his Spin Attack, hindering his recovery.
🟢Buff Link's shield size is slightly larger (260 → 280).
🔴Nerf Up tilt deals 5% less damage (15% → 10%), hindering its KO potential and significantly reducing its shieldstun, making it much less safe when shielded. It also sends opponents at a more horizontal angle (90° → 79°), removing its ability to combo into itself at low percents for easy combos.
🟢Buff However, this improves its combo potential at higher percents.
🔴Nerf Up tilt has smaller hitboxes (120u/90u → 100u/80u) and the far hitbox has been moved closer to Link (z offset: 260 → 240).
🔴Nerf Up smash's first two hits deal 1% damage (8% (hit 1)/4% (hit 2) → 7%/3%) making it deal 2% less damage overall (24% → 22%).
🔴Nerf Down aerial deals 2% less damage (18% → 16%), and has decreased base knockback (30 → 25), hindering its KO potential and reducing its shieldstun.
🔴Nerf Down aerial's tip has a smaller hitbox (180u → 150u).
🔴Nerf Boomerang covers less distance.
🔴Nerf Spin Attack deals 1% less damage in spots and covers less distance in the air, worsening his recovery.
🔴Nerf Bombs deal less damage when they explode (8% → 5%).
🟢Buff Bombs deal more damage when thrown (4% → 5%).
🟢Buff Bombs deal more knockback when they explode, improving their combo potential.
Goes without saying that there are also some Gameplay changes in general:
The distance traveled by Smash DI is 40% longer, allowing the defender to get out of combos much easier and making it so multi-hitting attacks are less reliable.
All attacks have 1 extra freeze frame.
The shieldstun formula has changed from d * 1.75 + 3 (rounded up) to d * 1.62 + 4 (rounded down). This essentially means that most attacks have slightly reduced shieldstun unless they deal 1%, 2%, 4% or 5%.
The momentum slide has been removed for all characters.
Timestamps
00:00 Stage 1 - Vs. Wario
00:46 Stage 2 - Vs. Wolf Team [vs.18]
03:00 Stage 3 - Vs. Dark Samus
04:17 Bonus Stage 1 - Break the Targets
04:49 Stage 4 - Vs. Star Fox (Fox and Falco)
06:19 Stage 5 - Vs. Young Link
07:25 Stage 6 - Vs. Giant Ganondorf
09:25 Bonus Stage 2 - Board the Platforms!
10:03 Stage 7 - Vs. Kirby Team [vs.8]
11:06 Stage 8 - Vs. Lucas
11:41 Stage 9 - Vs. Mad Piano
13:25 Bonus Stage 3 - Race to the Finish!
14:09 Stage 10 - Vs. Fighting Polygon Team [vs.30]
17:01 Final Stage - Vs. Giga Bowser
Download the release here: https://github.com/JSsixtyfour/smashremix/releases/tag/0.9.7
Sound Test list and credits: https://docs.google.com/spreadsheets/d/1yeC5JkOGL7s436La4KzVDRBIdaHUcPRnj6FKSJlPgZo/edit#gid=0
The rom can be played in Nintendo 64 (through everdrive + Expansion Pack), Project 64 and Retroarch (Not tested). It can also be played in Not64 (Wii homebrew app), but it suffers from several sound glitches in my case.
My Playlists:
All Super Smash Bros. Classic Modes (64 to Ultimate - Hardest Difficulty):
https://www.youtube.com/playlist?list=PLDWFmCQ3GLKhe-vBfwOTVgm-OsN0U-gzk
Super Smash Bros. Ultimate Classic Mode Speed Runs 9.9:
https://www.youtube.com/playlist?list=PLDWFmCQ3GLKgyjrULbidlnsHwZJzQo29T
Super Smash Bros. Brawl Classic Mode on Intense:
https://www.youtube.com/playlist?list=PLDWFmCQ3GLKiGw1NEIjx_Y3TCXbq71fEj
Super Smash Bros. Ultimate Classic Mode (Final Round in 9.9):
https://www.youtube.com/playlist?list=PLDWFmCQ3GLKh8g4coyt6X7Gy85wmopyAS
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