COM7
Smash Rookie
Brawl has been, although many Melee fans would deny this, very successful, its attracted a large player base and has proven to have a bit slower, but more balanced competitive scene, but many people like to talk about adding a patch, to fix glitches, to change ruined aspects, to fix some clear programming flaws(Press down B, you'll see what I mean) and during spanish class a while back we decided to have a 25 person rant about things we'd like to see in a brawl upgrade, and after my 100th idea to upgrade Sheik and Zelda, people were at my throat...lol, where as most people said "ADD MORE CHARACTERS!!!" I was just saying "Make mine top tier..." lol
Just curious to see what other people wanted to see as well, because for those of us who main this mistress of death we all have our little...issues.
VANISH
Yes, for those of you who read the Zelda boards, if feel both character's up Bs could be improved, similarly to my feelings with Zelda, when sizing up to Pit, Rob, Sonic and Snake, our recovery is crap, I mean, it covers the distance, but it aint AMAZING, hell, compared to ZELDA's its crap, the chain helps us hold on but mostly we like our Vanishes, as short as they may be.
One aspect a friend pointed out to me is that, as great as Vanish is, when ever we use it we have a half second-second of wind up, thats worse on the ground than in the air, BUT, oddly enough it does kind of look like a dodging technique, air dodge or side step, it would be a bit odd but what about the idea of giving Sheik invinsability frames while she's prepping for the explosion, this does add an interesting aspect because then if we're on the ground and someone goes to Dash attack or grab us, they eat a nice 15% explosion, which could kill at later percentages. As cheap as this sounds a while ago someone told me "Sheik does not approch, she punishes bad approches", well, that would be pretty good punishment right there...then say, Mario or Jiggly puff would need to think twice about following us into the air.
Also, isn't there an explosion where Sheik re-appears? That should have its own, equally powerful hit box(15% and the killer knockback)
CHAIN
My spanish class has a ZSS mainer and he hated the idea of upgrading our chain but, lets be honest, we need it...as it stands now, our chain is laggy, punishable and really not worth using due to poor attack methods, now its just a recovery that gets outshined by vanish usually...
Personally I think the whip hits need to have some more stun, but drive the target outword to the tip(Auto sweet spot, like ZSS's side B except this one stays out), also there should be some A button manuver with it imo, maybe a quick snap of the whip in what ever direction your analoge is pointed, with higher knockback? Also, it'd be nice if the whip had a bit more volocity to its movements, you need to really watch how you swing it to control it, then the hits are too slow, you should probably be able to use A as well, to get fully extended, fast, power swings and the control stick to do those horrid ones with little to no effect...
Also an aerial alteration would be smart, considering noone would use it as an aerial attack, only to recover, the ZSS main was mad when I suggested this but give us maybe a little whip slash like ZSS's neutral when we take out the chain then either hold the button to keep it out or it'll automatically retract.(Not saying it has to be like ZSS's, just some attack)
NEEDLES
Our old stunning effect would be nice... There should really be an auto charge option in the menu for specials, it'd be nice to not have to double tap B to get off a single needle in a pinch, same with Samus' charge shot...
TRANSFORM
This is just rediculious, pre load Zelda so the transformation is near instant, Sheik lost her AMAZING kill moves so now she's just...okay...Zelda got better in hopes that they would become one play style... Why not let use use them the way they were ment to be used?
DAir
I'm pretty sure that Sheik doesn't get the shockwave ZSS does and its been bothering me for a while that ZSS, Dedede, TL and Kirby all have 2 hits on their falling skills and recover rather well(D3 and ZSS aspecially), does she really need all that lag at the end and how does she NOT merit the shockwave? IIRC Sheik and Zelda are heavier than ZSS. Also it'd be nice if you could jump cancel the fall...like say you use it over a pit...cause you're used to Melee where she didn't fall...
UAir
Ya know, as odd as this sounds I always forgot about the classic Sheik slap and killed by juggling off the top with the UAir, now move decay prevents that but thats no excuse to weaken the move as much as they seem to have! It'd be nice if the UAir had some real knock back, I mean, I know asking for a replica of Fox's UAir's knock back is a bit much but maybe something a bit more effective than Jiggly's UAir that is designed for her to use one of six jumps to follow the enemy up...we don't have six jumps to play with!
FSmash
Not really a necessity but, this move has been DI'd out of and punished since Melee, make sure the 1st kick sets them up for the second, no knockback above or around you, just into the next freakin kick!
Dash A
Take off the lag...its pointless, its a knock up move, we should follow it up like any other combo mechanic, not sit there and wait for her to do what? Move her hands?!?
Throws
The upwords DI on the forword and back throws is useful sometimes but usually just akword...although its a nice set up she has the DTilt, FTilt, Dash, UThrow, DThrow, USmash and Vanish to help with that, she doesn't need the set up, we only have FSmash & DSmash to knock them forwords on the ground, then NAir and BAir are her kills and FAir...is a nice move off stage...but otherwise, kinda lame...we need a non-kill method of knocking people away...
Just curious to see what other people wanted to see as well, because for those of us who main this mistress of death we all have our little...issues.
VANISH
Yes, for those of you who read the Zelda boards, if feel both character's up Bs could be improved, similarly to my feelings with Zelda, when sizing up to Pit, Rob, Sonic and Snake, our recovery is crap, I mean, it covers the distance, but it aint AMAZING, hell, compared to ZELDA's its crap, the chain helps us hold on but mostly we like our Vanishes, as short as they may be.
One aspect a friend pointed out to me is that, as great as Vanish is, when ever we use it we have a half second-second of wind up, thats worse on the ground than in the air, BUT, oddly enough it does kind of look like a dodging technique, air dodge or side step, it would be a bit odd but what about the idea of giving Sheik invinsability frames while she's prepping for the explosion, this does add an interesting aspect because then if we're on the ground and someone goes to Dash attack or grab us, they eat a nice 15% explosion, which could kill at later percentages. As cheap as this sounds a while ago someone told me "Sheik does not approch, she punishes bad approches", well, that would be pretty good punishment right there...then say, Mario or Jiggly puff would need to think twice about following us into the air.
Also, isn't there an explosion where Sheik re-appears? That should have its own, equally powerful hit box(15% and the killer knockback)
CHAIN
My spanish class has a ZSS mainer and he hated the idea of upgrading our chain but, lets be honest, we need it...as it stands now, our chain is laggy, punishable and really not worth using due to poor attack methods, now its just a recovery that gets outshined by vanish usually...
Personally I think the whip hits need to have some more stun, but drive the target outword to the tip(Auto sweet spot, like ZSS's side B except this one stays out), also there should be some A button manuver with it imo, maybe a quick snap of the whip in what ever direction your analoge is pointed, with higher knockback? Also, it'd be nice if the whip had a bit more volocity to its movements, you need to really watch how you swing it to control it, then the hits are too slow, you should probably be able to use A as well, to get fully extended, fast, power swings and the control stick to do those horrid ones with little to no effect...
Also an aerial alteration would be smart, considering noone would use it as an aerial attack, only to recover, the ZSS main was mad when I suggested this but give us maybe a little whip slash like ZSS's neutral when we take out the chain then either hold the button to keep it out or it'll automatically retract.(Not saying it has to be like ZSS's, just some attack)
NEEDLES
Our old stunning effect would be nice... There should really be an auto charge option in the menu for specials, it'd be nice to not have to double tap B to get off a single needle in a pinch, same with Samus' charge shot...
TRANSFORM
This is just rediculious, pre load Zelda so the transformation is near instant, Sheik lost her AMAZING kill moves so now she's just...okay...Zelda got better in hopes that they would become one play style... Why not let use use them the way they were ment to be used?
DAir
I'm pretty sure that Sheik doesn't get the shockwave ZSS does and its been bothering me for a while that ZSS, Dedede, TL and Kirby all have 2 hits on their falling skills and recover rather well(D3 and ZSS aspecially), does she really need all that lag at the end and how does she NOT merit the shockwave? IIRC Sheik and Zelda are heavier than ZSS. Also it'd be nice if you could jump cancel the fall...like say you use it over a pit...cause you're used to Melee where she didn't fall...
UAir
Ya know, as odd as this sounds I always forgot about the classic Sheik slap and killed by juggling off the top with the UAir, now move decay prevents that but thats no excuse to weaken the move as much as they seem to have! It'd be nice if the UAir had some real knock back, I mean, I know asking for a replica of Fox's UAir's knock back is a bit much but maybe something a bit more effective than Jiggly's UAir that is designed for her to use one of six jumps to follow the enemy up...we don't have six jumps to play with!
FSmash
Not really a necessity but, this move has been DI'd out of and punished since Melee, make sure the 1st kick sets them up for the second, no knockback above or around you, just into the next freakin kick!
Dash A
Take off the lag...its pointless, its a knock up move, we should follow it up like any other combo mechanic, not sit there and wait for her to do what? Move her hands?!?
Throws
The upwords DI on the forword and back throws is useful sometimes but usually just akword...although its a nice set up she has the DTilt, FTilt, Dash, UThrow, DThrow, USmash and Vanish to help with that, she doesn't need the set up, we only have FSmash & DSmash to knock them forwords on the ground, then NAir and BAir are her kills and FAir...is a nice move off stage...but otherwise, kinda lame...we need a non-kill method of knocking people away...