Ok @
LancerStaff
I think you're hung up on a few elements of a famitsu article and you're not reading the rest of it.
Here is a direct quote from the "Art of balancing":
This game is NOT as you say "primarily balanced around FFA". It isn't.
Yes he wants a good party game but NO party game does not imply FFA necessarily.
Do you remember Day 1 sheik on the 3DS? She was insane. She has been hit with nerf after nerf after nerf. She still needs more, conceptually a character that has low damage and no punish windows is just a bad design idea.
Do I think Samus is better "balanced" in FFAs? No. Can you prove to me she's better balanced in FFA? I'm going to say no as well. Because just saying "FFA" doesn't suddenly mean my up-B out of shield will not clank. That my n-air does not match the on-screen animation. My tiny hitboxes stuck right beside my hurtboxes do not magically rectify my priority problems by waving the FFA wand. It's pretty much the opposite in fact, with more hitboxes flying around the screen.
This character isn't balanced correctly, for any mode. I really love the character, inside and out of the game, and I will continue to play her until I'm truly a master. I actually really like the smash 4 "concept" of Samus, really and truly. A good win with Samus is in my mind at least, the highest style and skill Smash 4 can display.
That doesn't mean the frustration inducing moments and poor design decision are not real. They are very real, we cope with it all the time, they are not for "balance", in any mode.
They are crippling in some of the most asinine ways imaginable, like having people randomly fall out of up-smash and then watching yoshi's b-air fully connect "for no good reason".
The code definitely could be changed for our quality of life and peace of mind - at the very least.