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Thread: Discussing the Game Play and Mechanics | Forums

  1. #1
    Well since we don't have this thread, I thought it would be nice to discuss various gameplay mechanics.

    With the Turtles having weapons in their hands, it looks like they won't be able to do standard throws. I don't know of any fighting games that have throws when the characters uses hand weapons.

    I would like the opportunity to grab someone and throw them at the wasp/hornets' nest. I would like to throw someone in range of the "gator" leaping up so it would grab them. Throws do help a game along. You have throws in Smash Brawl, so what could be in store gameplay wise? Plus it seems that you can "recover" (looking at the NYC rooftop stage, the sides of the buildings below the platforms seem to be "wall huggable" and I could see ninja turtles leaping around trying to get back to the top level.

    I'm enthusiastic about the game and can't wait to see what is newly revealed at Comic Con in July.
    My Teenage Mutant Ninja Turtles Smash Up Friend Code is: 4125-4383-5481 (screen name is CHARZY)
    I play: Will play Donatello and Fugitoid. (Hopeful for Bebop and Leatherhead)
    Super Smash Bros. Brawl Friend Code is: 2062-8906-9981. I play Pokemo
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  2. #2
    What do you mean by "standard throws"? There are throws in the game and they appear to act like throws in Smash with directional input (one difference may be that both characters involved appear to be invincible during the throw animation).
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  3. #3
    Excluding Smash, I would like it if Smash up has a deeper combo system - much like Virtua Fighter, DOA and Tekken (hidden combos). I like it when you get clobbered by a 4-hit combo and then when you know how to do the 6 to 8 - hit combos they're stuck doing nothing until they can break the combo or counter it somehow. Nothing too over-the-top like the street fighter games (7-hit combo + super combo = total embarassment :P, but make it something like the old street fighter (SF II and SSFII) games (basic button presses and hidden, difficult combos).
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  4. #4
    Originally posted by blackandblue85:
    Excluding Smash, I would like it if Smash up has a deeper combo system - much like Virtua Fighter, DOA and Tekken (hidden combos). I like it when you get clobbered by a 4-hit combo and then when you know how to do the 6 to 8 - hit combos they're stuck doing nothing until they can break the combo or counter it somehow. Nothing too over-the-top like the street fighter games (7-hit combo + super combo = total embarassment :P, but make it something like the old street fighter (SF II and SSFII) games (basic button presses and hidden, difficult combos).
    You may be in luck. Matt Leunig said that some of the TMNT: Smash Up developers have worked on DOA. Also, you can easily see that there are ground combos in this game if you watch any E3 videos. That sounds good.

    I'm interested in the attacks that have ununusal properties like the back turn attack. Also, what is known is that there are CRAZY off the wall flying attacks and at least Shredder has been mentioned to have unblockable attacks. Did anyone else notice that ground wake up attacks look like they stun?

    I don't understand the air battle though. In the E3 videos, air-to-air looked very floaty and the hits didn't seem to provide a lot of *oomph*.
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  5. #5
    Originally posted by Timothy2035:
    With the Turtles having weapons in their hands, it looks like they won't be able to do standard throws. I don't know of any fighting games that have throws when the characters uses hand weapons.
    Have you never played Soul Calibur? In any case, I read somewhere (it was either an E3 report or the game's blog at IGN) that not only would there be throws, but there would also be ways to escape the throws which is something SSB has never had as far as I know.

    Regarding thoughts on aerial combat, it looks like they either want people to stay on the ground as much as possible in this game or they're using the floatiness as a means of escape to get away from combos since this game is meant to be more combo-intensive than SSB.
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  6. #6
    Originally posted by TurtleFreak:
    ...not only would there be throws, but there would also be ways to escape the throws which is something SSB has never had as far as I know.
    In SSB, you can grab your opponent and THEN, choose which direction to throw them.

    Should you choose to grab your opponent and not throw them quickly enough, your opponent can mash buttons/directions and escape the grab.

    In TMNT: Smash Up, it appears to be similar to SSB: first, you grab your opponent, then you pick a throw. But unlike SSB, if you look above the character being grabbed, there are controller inputs/commands that tell the player what to press, apparently, to get out. So far, I've seen a "wiggle joystick input" and a "press up on the d-pad". Both these inputs may be related to escaping throws and/or possibly recovering from stuns. Why two different inputs? Maybe there are different kinds of escapes?

    Regarding thoughts on aerial combat, it looks like they either want people to stay on the ground as much as possible in this game or they're using the floatiness as a means of escape to get away from combos since this game is meant to be more combo-intensive than SSB.
    Yes, especially with jumps being so floaty, I could see jumps used to get away.
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  7. #7
    You know, I've played Melee and Brawl for a long time, and I never knew you could mash buttons to escape a grab. I thought it was just a timer determined by the percentage you were at and couldn't be sped up at all. It looks like Smash-up's escape mechanism might work a little differently, but I guess we'll have to wait and see. I wish I could find more gameplay videos online.

    EDIT: Actually, it looks like throw escapes will work pretty similar after all. I checked the blog again, and you just have to roll the analog stick to escape. It says the input will differ depending on the control scheme you use which could explain the different symbols you've seen.
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  8. #8
    Yes, you're right about escaping grabs and percentage in SSB: the less the percentage, the less time you'll be stuck in the grab (also, the easier to mash out*). *For mashing out, I'm not sure if button presses help, but directional inputs definitely get you out quicker.

    Yes, I remember now reading about the different control schemes in the IGN blog. Though I thought I had seen video where one character/player experienced both a "wiggle control stick" and "up on the d-pad" during different grab/hit stun moments in the match. I'll probably check some videos out and try to notice that.
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  9. #9
    Originally posted by TurtleFreak:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Timothy2035:
    With the Turtles having weapons in their hands, it looks like they won't be able to do standard throws. I don't know of any fighting games that have throws when the characters uses hand weapons.
    Have you never played Soul Calibur? In any case, I read somewhere (it was either an E3 report or the game's blog at IGN) that not only would there be throws, but there would also be ways to escape the throws which is something SSB has never had as far as I know.

    Regarding thoughts on aerial combat, it looks like they either want people to stay on the ground as much as possible in this game or they're using the floatiness as a means of escape to get away from combos since this game is meant to be more combo-intensive than SSB. </div></BLOCKQUOTE>

    Yes I have played Soul Calibur. Though I really haven't since Brawl came out. I did rent Soul Calibur 4 when it came out, but I put it down after about 40 minutes and went back to Super Smash Bros. Brawl. LOL! I just love that game and especially Pokemon Trainer.

    Though I do own Soul Calibur 2 and will crank it out again just to see if there are throws there.

    I hope there is some good strategy with using environments. I like much of the gameplay seen in the videos so far. I just wonder if you can play with "special attacks" turned off like in Brawl you can play without smash balls or any items on.

    I wonder also will there be any "tilt" moves.
    My Teenage Mutant Ninja Turtles Smash Up Friend Code is: 4125-4383-5481 (screen name is CHARZY)
    I play: Will play Donatello and Fugitoid. (Hopeful for Bebop and Leatherhead)
    Super Smash Bros. Brawl Friend Code is: 2062-8906-9981. I play Pokemo
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  10. #10
    It's been said that TMNT: Smash Up will be fully customizable so I bet that means you can turn on or off the ninja magic items.

    In an IGN preview, they mention something about different directions and different attacks so if not tilts then different moves for different directions. Also in the same preview, IGN says that TMNT: SU has a weak attack button and a strong/heavy attack button so controlling the strength of an attack is already different from SSB.
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