Super Smash Bros. 4 [CEMU]: Classic Mode as Zelda [Intensity 6]

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Fourth time is death... or not, in Smash's case.

Next test video for Smash games and wow... it's been AGES since I've played Smash 4. I sold my real Wii U to get my Switch 1 years ago. BTW this is the one game on the block that so far isn't modded in any way. Apparently Sm4sh Wii U is a little... convoluted to do, so I'll need more time to research. Also, lucky for me, Sm4sh was the game that completely separated Zelda from Shiek due to an issue that is talked about later down in the description, so I get full Princess rights going forward lol. Yes, again, I'm biased as hell in that regard.

Anyways, and I know this is gonna probably be a take... but I feel that Sm4sh [Wii U] was a product for what it was. Yes, even compared to Ultimate, I think Sm4sh [Wii U] is THE best looking Smash game in the series visually. It wasn't just the 1080p, the game's art design was SLEEK. It was also the last game that didn't drop any level of graphical fidelity with the characters in any way, so it made the whole experience just pleasing to view. On top of that, I personally loved the single player of Sm4sh WAY more than Ultimate. There's just way more to do there: the Master/Crazy Orders was nice, Multi-Man Mode didn't get nerfed into oblivion, and Classic Mode, while not as good as Melee & Brawl, was still worth the variety compared to the static encounters found in Ultimate that are hard tied to your character choice. Lastly, it still played like the Smash I was comfortable with. It wasn't blazingly fast like Melee, but not crazy slow like vanilla Brawl was, and as much as I appreciate Ultimate, I have one MASSIVE gripe with it's change to knockback/hitstun: I HATE the "balloon hitback" in that game (...and the fact that you can't use camera mode during cinematics or Final Smashes... but that's jaywalking at this point.) 4's hitstun to me was perfect.

Outside of mods, Sm4sh is probably my most 'perferred game' to play strictly with gameplay in mind. That being said obviously it's not without faults, either. The game was somewhat held back due to having to be interchangeable with the 3DS version, which obviously couldn't handle certain processing loads. This led to a lot of roster cuts (examples: The Pokรฉmon Trainer with Squirtle and Ivysaur were dropped, leaving on Charizard to aura farm with his shiny new Mega X Final Smash... oh, and the absolute removal of the Ice Climbers, which was a BIG one at the time.) And while this game introduced up to 8-man matches, the stages you could use for them were limited. The big negative of 4 to many though is the fact that the story mode was completely omitted from it (which I mentioned in the previous Project+ video). The Subspace Emissary was still a very beloved mode in which you could go through adventure stages Brawl style with a team of characters, and it was sorely missing in 4. Even with Ultimate... kind of addressing this with The World of Light, it still wound up being inferior to TSE in execution. Lastly, the online was indeed a massive improvement from Brawl, but still not quite up to snuff completely.

All that being said, this baby I feel is an unsung Smash game currently buried under the shadow of the Colosus known as Ultimate. This was the game that gave us Cloud Strife, Bayonetta & Ryu. And of course, hitting things out the park with the big one being Capcom's Mega Man, going into the cup that Brawl dug into for Sonic the game prior.

Once again, Zelda is our test tour guide through this emulation test. This one is way shorter than the previous as this was indeed a quick test. I'll be messing around more here later.

00:00 Game Intro
01:48 Menus, Character Select & Intensity Select
02:41 ROUND 1: Mario/Mega Man/Cloud
04:15 ROUND 2: Ganondorf
05:21 ROUND 3: Marth [RIVAL]/Giant Yoshi/Giant Dr. Mario
06:20 ROUND 4: Ness/King Dedede || Lucario/Palutena [Team Battle feat. Dr. Mario]
07:57 ROUND 5: Mega Man/Marth || Rosalina/Charizard [Team Battle feat. Palutena]
10:02 ROUND 6: Fighting Mii Team (because the emulator is offline, there's absolutely zero Mii info loaded into the game. This causes the side-effect of every Mii Fighter in the game to be headless... which is crazy work IMO LOL)
11:29 ROUND 7: Master Hand/Crazy Hand [FINAL BO--]
12:12 ...Oh, wait. I SO FORGOT about this!
12:21 ROUND 7: Master Core (Beast/Edges/Shadow/Core) [TRUE FINAL BOSS]
14:48 Ending & Credits Game (emulator doesn't have the "hide" filter on the portrait)




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