
Smash Remix - Classic Mode Remix 1P Gameplay with NTSC-J Ness (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
Done and cleared at the first try!
There are some notable differences between NTSC-U Ness and NTSC-J one. These changes are from NTSC-J to NTSC-U
🔴Up tilt deals less damage (8% → 7%) and has increased base knockback (70 → 80), hindering its combo potential when stale.
🟢 Up tilt's angle has been altered (96° → 100°) improving its combo potential.
🔴 Forward smash deals less damage (20% → 18%) and has decreased knockback scaling (67 → 65).
🟢 Forward smash has an increased reflection multiplier (1.5x → 1.8x).
🔴 Up smash's clean hit deals less damage (19% → 17%) and sends opponents at a less favorable angle (105° → 110°) hindering its KO potential despite its increased base knockback (0 → 20).
🟢 However, these changes improve its combo potential.
🔴 Mid and late up smash deal less damage (17% (mid)/14% (late) → 15%/13%) with the mid hit also sending opponents at a less favorable angle (90° → 78°).
🔴 Down smash deals less damage (21% → 19%).
🔴 Up aerial deals 2% less damage (17% → 15%) and has decreased knockback scaling (120 → 110), hindering its KO and shield pressuring potential.
🟢 However, these changes improve its combo potential.
🔴 Up aerial has a smaller hitbox (190u → 175u).
🟢 PK Fire deals more damage (2% (fire & pillar) → 7% (fire), 3% (pillar), 16% → 25% (total)).
🔴 PK Fire travels a shorter distance.
🔴 PK Thunder 2 deals less damage (35% → 30%) and knockback (50 (base), 100 (scaling) → 40/84).
🔴 PK Thunder 2 has a smaller hitbox (200u → 150u).
🔴 PK Thunder 2 has a shorter duration (frames 1-28 → 1-18), less invincibility (frames 1-17 → 1-9), and more landing lag (30 frames → 42).
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
00:41 Stage 2 - Vs. Dark Samus Team [vs.18]
03:13 Stage 3 - Vs. Conker
03:48 Bonus Stage 1 - Break the Targets
04:48 Stage 4 - Vs. Star Fox (Fox and Falco)
05:51 Stage 5 - Vs. Wolf
06:19 Stage 6 - Vs. Giant Young Link
07:55 Bonus Stage 2 - Board the Platforms!
09:26 Stage 7 - Vs. Kirby Team [vs.8]
10:05 Stage 8 - Vs. Dr. Mario
11:21 Stage 9 - Vs. Mad Piano
12:10 Bonus Stage 3 - Race to the Finish!
12:50 Stage 10 - Vs. Fighting Polygon Team [vs.30]
15:32 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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