Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 6,005
My God, yes!!!The good way to balance Diddy Kong:
Reduce knockback to his up air, reduce knockback to his forward smash, modify his down throw so it isn't as easy to get an up air kill but still make it possible, and maybe reduce the priority to his side special kick. You would have a very fun A tier character that's still combo heavy but not over-powered.
The lousy way to balance Diddy Kong:
Add lots of lag to his aerials to make him less able to do combos and be way more punishable. Let's just do this to every top tier character so we have way less possible combos and followups. Also further nerf his bananas to where they can only be thrown once and make his peanuts even slower so his camp options are even more limited, so he's forced to be even more aggressive in this game but beyond punishable with much of his aerials forcing him to rely mostly on ground based attacks. Sounds fun?
I highly doubt they'll go the route in my "lousy way" example, but if that did happen, that would suck. He's supposed to be a fast character with good aggressive and camp options. Considering how Mew Two did a down throw up smash combo in the recent Mew Two trailer, I can't imagine Diddy's combo game going to utter hell.
Jesus, people. All of you need to hack your Wii and install Melee: SD Remix right now. THAT is the way a game should be balanced: SUBTLE changes.