lordhelmet
Smash Master
It is becoming clear that "raw" characters are frequently made too strong (2.0 Ike, 3.0 Mewtwo). Since these characters are too strong, it becomes necessary to take out certain utilities, overpowering hitboxes, etc. I would recommend that the PMBR err on the side of caution; new characters should be created with the intention of being underpowered. In this case, when it becomes clear that their metagames are not developing, slight buffs will encourage people to play the character. Good examples: Olimar/Tink.
On the other hand, when you create a very strong character whose metagame develops too quickly, said character is quickly nerfed too heavily. The people who developed said characer's metagame no longer want to play said character. I will use Vro as an example. I asked Vro why he dropped Ike (and the entire game for that matter), his answer was that he quit not solely because Ike was nerfed, but specifically because his tech skill had been changed.
This brings me to my point. Changing a character's tech skill should always be the last case nerf scenario. This brings me to the subject of 3.5. A much needed change coming with 3.5 is the nerfing of "bursts of speed". This translates into, for 90% of cases, side-b.
I will talk specifically about Ike (because that is what I know), but this applies to many other moves and every other characters (Sonic's specials, Wario's and Squirtles side-b all come to mind). tldr; Ike's side-b is too good. But the last thing the PMBR should do is to change Ike's tech skill.
What would changing Ike's tech skill look like? Adding startup frames to the window Ike can jump out of side-b, removing the jump option entirely, changing side-b's uncharged travel distance, removing both wall jumps (though that might be necessary depending on how hard recoveries get nerfed), etc.
Okay, well what could be done to avoid this? Add cooldown to side-b attack, lower knockback growth while adding base knockback on side-b attack (its combo game is pretty absurd), nerf the distance charged side-b travels, remove one wall jump, etc.
With the coming of Smash 4, it may be wise to avoid overnerfing characters. While I think it will be beneficial for the metagame to nerf recoveries, multihit moves, and other things already mentioned in the blog posts, but please be mindful of the work players have put into their characters. Thanks for making such a fun game.
tl;dr Changes that affect muscle memory cannot be completely avoided, but they should be minimized at all costs.
Anyway, thanks for reading if you read it. Probably won't update this thread too much (I wasted too much time on this as is), but I hope this leads to some useful discussion.
Notes on the side that don't fit into what I said above:
I think that DI mixups (Ivysaur's dthrow, u?throw, DK's back/forwards cargo throw, Sheik's bthrow/fthrow, etc) are unhealthy. This is shallow depth that requires the throwee to either have spot on reaction time or know the habits of the throwee. These DI mixups allow the thrower to simply abuse match-up knowledge or less-than-perfect-reaction times to land absurdly powerful punishes. IE: DK fair spiking at 40%, Ivy landing extremely early up-b KOs, etc.
Secondly, I made a previous post about throws that allow only two significant DI options (Lucas dthrow, Sonic uthrow, Ike dthrow, etc). I am still convinced that this is a bad mechanic. This takes away options and allows for extremely free followups.
On the other hand, when you create a very strong character whose metagame develops too quickly, said character is quickly nerfed too heavily. The people who developed said characer's metagame no longer want to play said character. I will use Vro as an example. I asked Vro why he dropped Ike (and the entire game for that matter), his answer was that he quit not solely because Ike was nerfed, but specifically because his tech skill had been changed.
This brings me to my point. Changing a character's tech skill should always be the last case nerf scenario. This brings me to the subject of 3.5. A much needed change coming with 3.5 is the nerfing of "bursts of speed". This translates into, for 90% of cases, side-b.
I will talk specifically about Ike (because that is what I know), but this applies to many other moves and every other characters (Sonic's specials, Wario's and Squirtles side-b all come to mind). tldr; Ike's side-b is too good. But the last thing the PMBR should do is to change Ike's tech skill.
What would changing Ike's tech skill look like? Adding startup frames to the window Ike can jump out of side-b, removing the jump option entirely, changing side-b's uncharged travel distance, removing both wall jumps (though that might be necessary depending on how hard recoveries get nerfed), etc.
Okay, well what could be done to avoid this? Add cooldown to side-b attack, lower knockback growth while adding base knockback on side-b attack (its combo game is pretty absurd), nerf the distance charged side-b travels, remove one wall jump, etc.
With the coming of Smash 4, it may be wise to avoid overnerfing characters. While I think it will be beneficial for the metagame to nerf recoveries, multihit moves, and other things already mentioned in the blog posts, but please be mindful of the work players have put into their characters. Thanks for making such a fun game.
tl;dr Changes that affect muscle memory cannot be completely avoided, but they should be minimized at all costs.
Anyway, thanks for reading if you read it. Probably won't update this thread too much (I wasted too much time on this as is), but I hope this leads to some useful discussion.
Notes on the side that don't fit into what I said above:
I think that DI mixups (Ivysaur's dthrow, u?throw, DK's back/forwards cargo throw, Sheik's bthrow/fthrow, etc) are unhealthy. This is shallow depth that requires the throwee to either have spot on reaction time or know the habits of the throwee. These DI mixups allow the thrower to simply abuse match-up knowledge or less-than-perfect-reaction times to land absurdly powerful punishes. IE: DK fair spiking at 40%, Ivy landing extremely early up-b KOs, etc.
Secondly, I made a previous post about throws that allow only two significant DI options (Lucas dthrow, Sonic uthrow, Ike dthrow, etc). I am still convinced that this is a bad mechanic. This takes away options and allows for extremely free followups.
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