SoulOfSmash
Smash Journeyman
So by now I'm sure most of us MK players have adapted to the new play style brought in 3.5. However, I'm sure I'm not the only one that finds the character significantly more bland then when they first picked him up. Now don't get me wrong I think he is a fun character and certainly still has competitive viability. Despite that though the same 3.0 MK flare isn't there. So pretty much the main point of this is putting out suggestions in hopes that maybe PMDT could look at them and possibly consider something for the next PM update.
D-Throw:
Personally I have no major problems with this change but it would be nice if it knocked down opponents at low % like it did before forcing them to tech. I don't really care either way though since B-Throw is good at low % to setup tech chasing.
D-Air:
I actually really like the Brawl-inspired D-Air. It's pretty fast, has a wide hit box, and is great for tech chasing. It functions basically the same as it did in Brawl where it shouldn't be a surprise to anyone that it was awesome in that game. However, it seems like it has a bit much end lag if not fast-falled/L-cancelled. Also I know everyone misses the Drill Dive D-Air from 3.0, if you don't your lying, but I got another idea for that I'll talk about later.
Up-B:
I don't know why, whether I'm bad at gliding or the mechanics changed or something but change it back to the way it was in 3.0 i miss flying under the stage. Was there really anything broken about that, it was super punishable and easy to hit him out of. Also it probably only bothers me but why can you kill yourself on the sides if you do a Shuttle Loop too close to the boundaries. Something else that may be cool would be getting rid of the glide completely and change the Up-B to a Smash 4 inspired one. Just make the 2 hits actually connect easier or make it one hit like Marth's.
Side-B:
Fix the ledge grab box back to the way it was. It's super hard if not impossible to sweet spot in anyway that doesn't leave you completely open for an easy punish. I don't know guess it's not that bad but pretty annoying if you miss the sweet spot by just being slightly under the lip.
3 vs 4 Jumps:
I don't know why they felt like taking out one of MK's jumps but it was one of the hardest things to adapt to, along with the new jump heights, for me and I still am getting used to it. I'd like to go back to 4 jumps but it's ok to me by now.
Down-B:
So the big thing with MK that was advertised when they announced him was being able to act out of the Down-B teleport. This was just plain awesome and made MK's play style very diverse and allowed for a lot of neat mix ups. However, this has been taken out and I just want to know why?! You could put it back to the way it was, in my opinion the opening between teleport and attack was pretty large considering certainly more then Mewtwo, and his hurt box sticks around longer then Mewtwo's does. Of course hitting you after you activated the Down-B can be pretty bad for you since it eats all your jumps, so not really unpunishable or without risk. If this is too crazy of an idea for some reason then at least change it so you can drift a bit more after you get out of the Down-B, just dropping straight down is pretty bad since you should gain momentum from the Down-B movement. (Same with the Neutral-B)
Ok now one last thing I think would be cool is something could be done with the Down-B and D-Air similar to Zero Suit Samus does. Normally you would have the Brawl D-Air, but what if you activated the Down-B then get the Drill Dive D-Air from 3.0. This would be great to add to MK's mix up game and give us back one of the coolest moves in the game, while keeping the balanced Brawl-style D-Air. One last thing that may be nice would be to cancel the Drill Dive D-Air with a jump. To do that you would have to activate the Down-B from the ground and go into the Drill Dive then cancel in time to recover but enough to gimp your opponents recovery, so not completely broken.
Well that's really the only big ones for me but let me know what ya'll think and any suggestions you can think of.
D-Throw:
Personally I have no major problems with this change but it would be nice if it knocked down opponents at low % like it did before forcing them to tech. I don't really care either way though since B-Throw is good at low % to setup tech chasing.
D-Air:
I actually really like the Brawl-inspired D-Air. It's pretty fast, has a wide hit box, and is great for tech chasing. It functions basically the same as it did in Brawl where it shouldn't be a surprise to anyone that it was awesome in that game. However, it seems like it has a bit much end lag if not fast-falled/L-cancelled. Also I know everyone misses the Drill Dive D-Air from 3.0, if you don't your lying, but I got another idea for that I'll talk about later.
Up-B:
I don't know why, whether I'm bad at gliding or the mechanics changed or something but change it back to the way it was in 3.0 i miss flying under the stage. Was there really anything broken about that, it was super punishable and easy to hit him out of. Also it probably only bothers me but why can you kill yourself on the sides if you do a Shuttle Loop too close to the boundaries. Something else that may be cool would be getting rid of the glide completely and change the Up-B to a Smash 4 inspired one. Just make the 2 hits actually connect easier or make it one hit like Marth's.
Side-B:
Fix the ledge grab box back to the way it was. It's super hard if not impossible to sweet spot in anyway that doesn't leave you completely open for an easy punish. I don't know guess it's not that bad but pretty annoying if you miss the sweet spot by just being slightly under the lip.
3 vs 4 Jumps:
I don't know why they felt like taking out one of MK's jumps but it was one of the hardest things to adapt to, along with the new jump heights, for me and I still am getting used to it. I'd like to go back to 4 jumps but it's ok to me by now.
Down-B:
So the big thing with MK that was advertised when they announced him was being able to act out of the Down-B teleport. This was just plain awesome and made MK's play style very diverse and allowed for a lot of neat mix ups. However, this has been taken out and I just want to know why?! You could put it back to the way it was, in my opinion the opening between teleport and attack was pretty large considering certainly more then Mewtwo, and his hurt box sticks around longer then Mewtwo's does. Of course hitting you after you activated the Down-B can be pretty bad for you since it eats all your jumps, so not really unpunishable or without risk. If this is too crazy of an idea for some reason then at least change it so you can drift a bit more after you get out of the Down-B, just dropping straight down is pretty bad since you should gain momentum from the Down-B movement. (Same with the Neutral-B)
Ok now one last thing I think would be cool is something could be done with the Down-B and D-Air similar to Zero Suit Samus does. Normally you would have the Brawl D-Air, but what if you activated the Down-B then get the Drill Dive D-Air from 3.0. This would be great to add to MK's mix up game and give us back one of the coolest moves in the game, while keeping the balanced Brawl-style D-Air. One last thing that may be nice would be to cancel the Drill Dive D-Air with a jump. To do that you would have to activate the Down-B from the ground and go into the Drill Dive then cancel in time to recover but enough to gimp your opponents recovery, so not completely broken.
Well that's really the only big ones for me but let me know what ya'll think and any suggestions you can think of.