Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654
Hi all. This a first in a series I am doing. A series where I go over balance philosophy for a character and how future balance patches should probably work. Obviously these are my opinions and I like discussion.
To understand how to balance a character, one must first understand their philosophy: what strengths and weaknesses were they meant to have, and what purpose would they serve in the metagame. We will be discussing that today with the Princess ofSass Hyrule, Zelda.
Purpose: Glass Cannon with mostly defensive prowess/Heavy character in a Light character's body
Strengths should be:
Now I understand that the purpose I propose for Zelda is not quite what she turned out to be, but let's face it, Zelda is a cluttered mess at the moment. So, now that we have an outline of what Zelda should do well, and where she should suffer, how do we put this in the game as a whole. This is how I would do it, move by move:
Jab:
Dash Attack:
F-tilt:
U-tilt:
D-tilt:
Forward Smash:
Up Smash:
Down Smash:
N-Air:
The Lightning Kicks:
U-Air:
D-Air:
Grab:
F-Throw and B-Throw
U-throw
D-throw
Nayru's Love
Din's Fire
Added a hitbox to the marker for more reliable keepaway. Now it has some safety even without the protection of the Phantom.
Farore's Wind
Phantom Slash
Note guys that these are my opinions on how to look at this character, and the best way to do so, but I would love for your opinions. This is a first in a planned series, so feedback is more than welcome.
Also, the Data thread for Zelda was a huge help. Thanks to all my gorls out there!
To understand how to balance a character, one must first understand their philosophy: what strengths and weaknesses were they meant to have, and what purpose would they serve in the metagame. We will be discussing that today with the Princess of
My take on Zelda:Balance Philosophy Series:
Mario/Dr. Mario
Luigi
Peach
Bowser
Yoshi
Rosalina and Luma
Bowser Jr.
Wario
Donkey Kong
Diddy Kong
Mr. Game and Watch
Little Mac
Link
Zelda
Shiek
Ganondorf
Toon Link
Samus
Zero Suit Samus
Pit/Dark Pit
Palutena
Marth/Lucina
Ike
Roy
Robin
Duck Hunt
Kirby
King Dedede
Meta Knight
Fox
Falco
Pikachu
Charizard
Lucario
Greninja
Jigglypuff
Mewtwo
R.O.B
Ness
Lucas
Captain Falcon
Villager
Olimar
Wii Fit Trainer
Shulk
Pac-Man
Mega Man
Sonic
Ryu
Mii Brawler
Mii Swordfighter
Mii Gunner
Purpose: Glass Cannon with mostly defensive prowess/Heavy character in a Light character's body
Strengths should be:
- Kills easily
- Can keep enemies away fantastically
- Good OoS options
- Some comboability
- Hard to get out of hitstun with
- Abyssmal approach options
- Low range offensive options
- High risks on some moves
Now I understand that the purpose I propose for Zelda is not quite what she turned out to be, but let's face it, Zelda is a cluttered mess at the moment. So, now that we have an outline of what Zelda should do well, and where she should suffer, how do we put this in the game as a whole. This is how I would do it, move by move:
Jab:
- Make it so if the jab is spammed, the magic orbs will perpetually be in front of Zelda, acting as a wall of hitboxes.
Dash Attack:
- Increase the late hitbox damage from 6% to 9%
- Make all parts of the first hitbox do 12% damage
F-tilt:
- Make all parts of the slash do 12% damage
- Decrease start time from 12 frames -> 10 frames
U-tilt:
- Fix the uncertainty of followups when it hits in front
D-tilt:
- None
Forward Smash:
- Fix the obvious. (In case it isn't obvious, fix the uncertainty of finishing the entire move due to Smash DI) Note: May not be as bad as I am letting on
- Make kill potential from ~123% -> ~112%
Up Smash:
- Again with the obvious (see Forward Smash)
- Put a hitbox at both her front and back that can capture enemies
- Make kill potential from ~103% -> ~98%
Down Smash:
- Make angle into a semi-spike (Or at least more like one)
- Get rid of the sourspot
- Base damage from 12%/10% -> 15%/13%
- Reduce startup from 5 frames -> 4 frames
N-Air:
- Reduce the landing lag from 19 frames -> 16 frames
The Lightning Kicks:
- Reduce final animation frames from 53/52 frames -> ~38 frames (Enough so that you can safely use it halfway through a full hop)
- Increase sweetspot radius (Enough so that it can reliably hit *******)
- Increase sourspot base knockback from 5 -> 40
U-Air:
- Make kill potential from ~120% -> ~110%
- Increase hitbox size
D-Air:
- None
Grab:
- Longer reach for standing grab only. (Match pivot grab distance)
F-Throw and B-Throw
- Base knockback on both from 70/80 -> 105/105
- Knockback growth on both from 50/60 -> 40/50
U-throw
- Reduce base knockback from 40 -> 35
- Increase damage from 11% -> 14%
D-throw
- None
Nayru's Love
- Intangibility frames from 5-12 frames -> 2-24 frames (Throughout the entire diamond animation)
Din's Fire
- Increase base knockback throughout the move
- Increase kill potential throughout the move (Max from ~140% -> ~100%)
- Increase sourspot radius throughout the move
- Increase sourspot damage from 3-7% -> 6%-10%
- Increase sweetspot damage from 7%-14% -> 10%-17%
- Reduce release animation frames from 40 -> 30
- Increase speed of fire
- GET RID OF THE FREEFALL
- The marker for Din's now has it's own hitbox (0.5% damage, rapidly hits and makes the opponent go backwards)
Added a hitbox to the marker for more reliable keepaway. Now it has some safety even without the protection of the Phantom.
Farore's Wind
- Reduce inactive air frames to 0 (That moment you can't input anything to change your direction)
- Reduce horizontal reappearance endlag from 42 -> 36
- Now has intangibility during the disappearance
- Ground distance increased slightly
Phantom Slash
- Reduce endlag from 42 -> 29
- Minimum distance Phantom now hits above Zelda at the start of its swing (Will most likely require an animation change)
- Phantom health from 13% to 15%
- Min distance Phantom damage from 6-8% -> 8%-10%
- Med distance Phantom damage from 11%-15% -> 15%-19%
- Max distance Phantom damage from 11.4/13.4% -> 13%/16%
- Make max distance kill potential from ~139% -> ~111%
- Phantom duration from 9/10/22 frames -> 25/25/25 frames
- Phantom now negates focused explosions (e.g. Charizard's Flare Blitz on Phantom will no longer hit Zelda if she is behind it)(Din's Fire is an example of an unfocused explosion)
Note guys that these are my opinions on how to look at this character, and the best way to do so, but I would love for your opinions. This is a first in a planned series, so feedback is more than welcome.
Also, the Data thread for Zelda was a huge help. Thanks to all my gorls out there!
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