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If you had to nerf your main.....

HenryXLII

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HenryXLII
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How would you do it? We all know our mains very well to know what about them is overpowered and underpowered. (Edit) So you get one nerf, and one buff. But can only add the buff if you first apply a nerf. I main Robin and I would without question nerf the cool down on the Levin sword by a couple of seconds. Nothing too long, but that thing comes back too quickly to really be considered a resource... On the other hand I would reduce the knock back on the down throw so there would be more follow up options besides the unreliable attempt to combo into Levin up air. I work hard for those grabs! I should get more from them!
 
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Blade Knight

Smash Ace
Joined
Oct 13, 2007
Messages
722
Mega Man's game is a little over centralized around the Air Shooter right now, personally I'd nerf it's range and damage a little bit. Enough to keep it useful, but also to take away it's ability to carry characters like Jigglypuff and G&W off the top blast zone at 45%.
 

Rocket Raccoon

Subject: 89P13
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the Milano.
Shulk main, I'd nerf his time for his arts to come back. However, there've been situations where the Arts came back just in time.

I wouldn't nerf at all. But that would be the change
 

Raijinken

Smash Master
Joined
Dec 8, 2013
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4,420
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Durham, NC
I'd nerf Marth's reach (again), Robin's cooldowns (because while I'm being needlessly cruel to undervalued characters, why not go further), Falco's bair, Pac-man's dash attack, Megaman's bair, Doc's knockback (to make him truly useless), Ness's bthrow, and Falcon's uair. And then I'd drop them all and go play someone who was still playable at that point.
 

KurashiDragon

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:4pikachu: His Up Smash and Fair would be the first things I'd nerf.

:4sheik: Her Disjointed Fair range and Bouncing Fish Knockback even more :p

:4sonic: His Spin Charge/Dash Priority and Speed.
 

TheFlyingCule

Smash Apprentice
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How do I nerf Palutena? She needs no nerfs.

As for Yoshi his range on his F-air might need a nerf. Peach should I guess have less of a Stitchface/Bob-omb pick up rate as it is higher than past games.
 

Saclam

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Norcal
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:4lucina:That up smash.
 
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YELLO

Smash Journeyman
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kyuuketsukou
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:4megaman: less range on Fsmash
:4kirby: more lag time between final upper uses to prevent spamming
:4yoshi: slower egg roll (Fspecial)
:4rob: change Uair back to what it was in brawl
:4ness: Uspecial needs to have launch power lowered
 
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Nerdicon

Smash Journeyman
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Dec 27, 2014
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339
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Planet Pop-Star
:4shulk:Counter duration, srsly it lasts for ages
:rosalina:Just about everything and she'd still be broken
:4rob: Laser recharge rate
:4megaman: Air shooter...just air shooter
:4palutena: Does it really need to be said? well if you really need to know the up smash is probably the best choice
:4ganondorf::4jigglypuff::4kirby: Do I have to?
:4ness: Back Throw OP plz nerf
 

JmacAttack

Wielder of the Triforce
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:4ganondorf: Nerf his dthrow so it doesn't throw people very far at any percent.

Then again that's a buff in disguise because it'd give Ganon combos out of downthrow.
 

Ultrashroomz

Smash Journeyman
Joined
Jun 27, 2014
Messages
259
:4shulk:Less range in attacks.

:4falcon:Raptor boost is as powerful as it's Melee version.

:4ganondorf: Make him slower.
 

Goombario64

Smash Cadet
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Nov 16, 2014
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52
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Gusty Garden Galaxy
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Goombarioguy
Decrease Luma's U-tilt sweetspot power and F-Smash's knockback, and increase end lag on all of Rosie's Smashes. Decrease KB with up and down aerials, decrease overall range, increase Luma respawn time (again), remove auto-cancel Luma attacks along the ground...
Yeah pretty much just removing the Luma altogther would work.
 

The Slayer

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Ren
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:4samus:
I guess a little bit of the damage for Charge Shot, but not sure if she really needs any huge or noticeable nerfs.
 

Tino

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:rosalina:nerfing her is completely unnecessary. She's fine the way she is.
:4megaman:same with Rosie. Completely unnecessary.
:4link:well, I guess reducing the knockback growth on his dash attack wouldn't hurt.
:4myfriends:reducing a little bit of damage to his smash attacks.
:4lucina:same reason as my first two. She's already bad enough.
 
D

Deleted member

Guest
:4shulk: - Damage multiplier on Vision, or duration of active frames. Thing is way too lenient, especially for the reward you get.
 
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_gold_

Smash Master
Joined
Nov 23, 2014
Messages
3,116
I would nerf ZSS's stun gun, and the duration of the stun.
Or maybe extend the time it takes to shoot it, and the time it takes to put it away in the holster. Like Falco's.
 
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stancosmos

Smash Journeyman
Joined
May 22, 2006
Messages
489
How would you do it? We all know our mains very well to know what about them is overpowered and underpowered. I main Robin and I would without question nerf the cooldown on the Levin sword by a couple of seconds. Nothing too long, but that thing comes back too quickly to really be considered a resource...
I know this is blasphemy as a captain falcon main, but i wouldn't care if the punch got removed entirely. doesn't pack much more mustard than a charged smash, only real benefit is that i can start it in the air. Sure it feels amazing to land, but it's almost never worth trying unless your opponent is being obvious.
 

stancosmos

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Joined
May 22, 2006
Messages
489
:4ganondorf: Nerf his dthrow so it doesn't throw people very far at any percent.

Then again that's a buff in disguise because it'd give Ganon combos out of downthrow.
If gannon could downthrow combo like falcon, he'd be a killing machine.
 

JmacAttack

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If gannon could downthrow combo like falcon, he'd be a killing machine.
Ganon already can kinda combo out of his downthrow, just not to the extent that Falcon can. Wizard Foot combos most characters at low percents, same with up air. On heavier characters, dash attack to up air works too.

Little-known fact, if the opponent DI's towards Ganon at 80-100%, dashing fullhop fair is a true kill combo out of downthrow. Works on Sheik!
 
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Archimedes

The Rad Simisear
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I guess :4ness:back throw is pretty easy. But id be super sad if ness got any major nerfs :c I'm still super happy he's great for once.
 

AuraBreak

Smash Apprentice
Joined
Mar 19, 2014
Messages
118
Let's see... I main Diddy Kong and honestly he's pretty bad so I don't think he needs any nerfs, buffs would be helpful though.

kappa

REMOVE HOO HAH
 

Purple_Anteater

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Canada
:4dk: No armor on fully charged Giant Punch. Oh god no...:sadeyes:
:4charizard: Increased fall speed. This kills the 'Zard.
:4ganondorf: Flame Choke launches opponents for no added damage.
 

BaPr

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:4sonic:: His down/side specials need to be nerfed in any way possible.
:4pit:: Upperdash arm kills less or less armor, I guess. (Nothing is really broken on him)
:4rob:: This thing needs more end lag on his moves.
:4littlemac:: Make KO punch weaker I guess, that thing kills earlier than most final smashes!
:4shulk:: That counter needs to either be weaker or not last as long
 

stancosmos

Smash Journeyman
Joined
May 22, 2006
Messages
489
Ganon already can kinda combo out of his downthrow, just not to the extent that Falcon can. Wizard Foot combos most characters at low percents, same with up air. On heavier characters, dash attack to up air works too.

Little-known fact, if the opponent DI's towards Ganon at 80-100%, dashing fullhop fair is a true kill combo out of downthrow. Works on Sheik!
Yeah but how often would someone want to DI towards gannon off a downthrow? I suppose it can happen, but generally if you're at that high of a percentage and facing a heavy hitter like gannon, you might want to keep a bit of distance especially directly after a throw.
 

Jae

You're outta luck, buddy
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:4megaman: : Nerf Leaf Shield
:4shulk: : Nerf Back Slash

ha
on a serious note i'd probably nerf MM's Uair a bit and maybe Dsmash, for Shulk idk
 

Duet

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requiemlacrimosa
I would remove marths tipper and give him mediocre damage and knockback on all of his attacks instead of just the sour spots and call it more balanced. Oh wait..
 

W.A.C.

Smash Ace
Joined
Sep 3, 2014
Messages
738
:diddy:Reduce the knockback and damage for his forward smash and up air, and have his down throw modified to where it can still work great for combos, but not as easy. If they made those three changes, I don't think Diddy Kong would be anywhere near as hated and would be more of an A tier character than an S tier character.
 

DunnoBro

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I'd nerf the can to have less knockback. It kills at the most ridiculous but unreliable points, and encourages camping too much since if it hits at mid-high percents, there's not much DHD can do about it. If it had less knockback and encouraged him to actually approach so he could combo off it more reliably, I think he'd be an overall more balanced character.

Might be a "nerf" sort of like Sheik's fair was "nerfed" from a kill into a combo move, but **** is it annoying. There's really little reason to ever approach at mid-high percents, only early combo percents, and kill percents.
 
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Morbi

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Speculation God, GOML
I would probably just nerf Falco's d-air more, the move is virtually useless as it is. If I had to actually nerf him for the sake of balance; however, I would probably reduce the knock-back on his b-air. It is pretty insane if you sweet-spot it. I suppose that would "normalize" him.
 
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