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MrGameguycolor

(OUTDATED)



Changes I would love to give to Dr. Mario.
If Doc were to receive all these changes, he would easily break top 15.
Hell maybe even top 10.
    • Jab 1: Base Dmg 2.8 < 3.5
    • Jab 2: Base Dmg 1.68 < 2.5
    • Ftilt (All Angles): Base Dmg 7.84 < 9.1
    • Utilt: Base Knockback: 28 < 23
    • Utilt: Knockback Growth 130 < 150
    • Dash Attack (Sweet Spot): Base Knockback 90 < 80
    • Dash Attack (Sweet Spot): Knockback Growth 42 < 40
    • Fsmash (All Angles): Add Super Armor on frames 7-15
    • Usmash: Change trajectory from 130° to 158°
    • Usmash: Head Invincibility frames 9-12 < 6-12
    • Dsmash (1st/Front Hit): Base Dmg 11.2 < 13.4
    • Dsmash (2nd/Back Hit): Base Dmg 13.44 < 17.2
    • Fthrow: Base Knockback 60 < 30
    • Fthrow: Knockback Growth 60 < 32
    • Uthrow: Base Dmg 7.84 < 5
    • Uthrow: Base Knockback 65 < 30
    • Uthrow: Knock Growth: 70 < 30
    • Dthrow: Base Dmg 5.6 < 4.5
    • Dthrow: Base Knockback 75 < 45
    • Dthrow: Knockback Growth 45 < 21
    • Bthrow: Base Knockback 70 < 80
    • Bthrow: Knockback Growth 60 < 64
    • Nair: Hitbox Duration frames 3-27 < 3-40 (The animation lengthens to match the hitbox)
    • Nair: (Sour Spot/Early): Base Dmg 5 < 5.9
    • Nair: (Sour Spot/Early): Knockback Growth 100 < 44
    • Nair: (Sweet Spot/Late): Base Dmg 8.96 < 10.5
    • Fair: Landing Lag Decreased 28 < 14
    • Fair: Auto Cancel Window Increased (1-2, 43>) < (27>)
    • Fair: Replaces sour spot hit-boxes with new sweet spot hit-boxes.
    • Dair: Base Dmg 9.52 < 13.7
    • Dair: Landing Lag Decreased 21 < 10
    • Dair: Auto Cancel Window Increased (1-5, 45>) < (27>)
    • Dair: Gains a meteor effect similar to Kirby's on frames 27 (5th hit)
    • Megavitamins: Base Dmg 5.6 < 7.1 (Vitamins don't reduce in damage if hit on frames 21-69)
    • Megavitamins: 9 more frames of hitstun
    • Super Sheet (Ground): Keeps momentum from previous walk or dash movement on frames 1-10, then slows down on frames 11-25 (Basically let's Doc slide when using it)
    • Super Sheet (Air): Gains an added increase of momentum of 1.430 on frame 7 (This should help with Doc's approach options & recovery) Example.
    • Super Jump Punch (Sweet Spot): Base Dmg 13.44 < 16.5
    • Super Jump Punch (Sweet Spot): Base Knockback 30 < 64
    • Super Jump Punch (Sour Spot/Late): Base Knockback 64 < 90
    • Super Jump Punch (Sour Spot/Late): Knockback Growth 66 < 84
    • Super Jump Punch: Add Super Armor on frames 3-5
    • Super Jump Punch: Keeps momentum from jump until frame 28. (Similar to Roy's up special)
    • Dr. Tornado: (Hits 1-4) Hitbox Duration frames 10-33 < 10-47 (The animation lengthens to match the hitbox)
    • Dr. Tornado: (5th/Final Hit) Hitbox Duration frames 40 < 56-59 (The animation lengthens to match the hitbox)
    • Dr. Tornado: Base Dmg 8.5 < 11.5
    • Dr. Tornado: FAF: 75 -> 64
    • Dr. Tornado (5th/Final Hit): Change trajectory 45° < 30°
    • Dr. Tornado (Aerial): Increase vertical height on frame 33-40 (Also should help with recovery)
    • Walk Speed: Increase 0.902 < 1.06
    • Dash Speed: Increase 1.312 < 1.455
    • Air Speed: Increase 0.943 < 1
    • Higher Double Jump (Equal to Mario's)
    • Weight: Increase 98 < 104
Here's why:
  • Edge-hogging invaliding certain recovery's.
  • Infinite chain grabs, wobbling and easy bake death combos like :foxmelee:'s Up-Throw to Up-Air at 60-80%.
  • Infinite ledge grab invincibility that lingers after you leave the ledge, making Shiek stall tech like this possible.
  • Other infinite stall methods like :peachmelee: and :jigglypuffmelee: spamming Side-B under stages. Also sing stalling.
  • The Ceiling Glitch.
  • Meteor canceling and spikes differences.
  • Getting stuck under stages like Battlefield while recovering, AKA Pineapple. (Although some stages in later games still have this)
  • L-Canceling, which just adds an unnecessary input to your landing aerials rather then just naturally having low landing lag.
  • Air Dodging putting you into Helpless Fall.
  • Spam-able movement options wavedashes and dash dancing.
  • Crouch-canceling at heavily weaking moves low percents, even invaliding certain attacks in general. (:roymelee:)
  • Stupid OP moves like :peachmelee:'s D-Smash, :sheikmelee:'s Fair, :jigglypuffmelee:'s Bair, :drmario: Cape, :marthmelee:'s Grab, Fair, Dair and :foxmelee:/:falcomelee:'s everything.
  • Moves (or sometimes options) that either hardly or flat out don't work at all. :gawmelee: roblems with L-Canceling and Shield, :luigimelee:'s Dash Attack,:roymelee:'s everything.
  • And boatload of other stuff...
You may not agree with all of these, but they're all parts of Melee that were fixed or heavily readjusted to work better in the later games.
Birthday
Oct 4, 1997 (Age: 27)
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MrGameguycolor
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7681-9716-5789
Smash 64 Main
Luigi
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Bowser
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Donkey Kong
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Ivysaur
Smash 3DS Main
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Smash Wii U Main
Bowser
Smash Ultimate Main
King K. Rool

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"I feel like the 'problem' with Ultimate is that half the roster is top 15."

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