Shokio
Netplay 4 Days
I hear you loud and clear, and understand the points being made, but it's still all a no for me.Let me address the reasoning behind a few of the changes:
Grab/Laser: The grab change was largely due to making her match her character archetype. She has a really strong dash dance/combo game, similar to Falcon/Marth, but the lack of a standing grab to threaten shields really holds her back in the long run. Laser had to be changed because dash cancelled laser in tandem with standing grab is absurdly broken in the neutral game and I think it's fairly obvious why. Yes, this means that her laser went from one of the best projectiles to one of the worst, but let's not forget that her grab went from the absolute worst frame-wise to the standard for all other characters. Her throws were reduced to positioning throws to offset how easy it is for her to get a grab now. If they didn't have as much endlag as they do, she would have been able to chain grab a lot of characters.
And for the record, 3.02 ZSS's throws were not a DI mixup. She pretty had guaranteed followups on almost any character at any %.
Dair: In 3.02, with the hitlag modifiers and low cooldown, dair was +0 on shield. Dair -> dair -> dair on shield was unreasonably hard to punish and required almost no commitment from the ZSS player. Right now, dair on shield is -7, which is still really hard to punish, especially with the drift mixup. Her combo game was hurt a bit as a by-product but that was slightly offset by the increased knockback. If you learn the new IASA timing, it's actually not that bad.
Divekick: In 3.02, this used to have IASA during an active hitbox, which we've learned is a huge violation of smash mechanics (see: 2.5 Sonic).
Please don't look at these changes in a vacuum and say that ZSS is now a bad character. If you put 3.5 ZSS in 3.02, she would probably be slightly worse, but then again, almost character would. We knew the laser change would be controversial and there would be backlash, but don't forget that all the other centralizing projectiles in 3.02 (fireballs, shadowballs, boomerangs, bananas, Din's fires) were also adjusted. Before making rushed judgments, please consider her new strengths and weaknesses in regards to the new metagame and our more refined design philosophy.
Well, not all. I don't care much for the Dair nerf and the divekick change, those are fine/whatever.
But here's my issue with some of the logic used:
Easy IN-COMPARISON to her *dysfunctional* grab in 3.02. There's nothing about her new grab that's easier than another char's grab in the game.....it's just easier compared to her past self.Her throws were reduced to positioning throws to offset how easy it is for her to get a grab now.
And.......what would've been wrong with that, exactly? Swordies aside, Wolf can chain grab. Fox can chain grab. Falcon can chain grab. DDD can chain grab. Snake can chain grab. Mario can chain grab. Diddy can chain grab. Olimar can chain grab. Lucario can chain grab.......I'm sure you see the point. I thought the whole point of giving her a normal grab, WAS to allow her to properly chain grab and things of that nature.If they didn't have as much endlag as they do, she would have been able to chain grab a lot of characters.
Yes, I understand that giving her a normal grab is a "buff" (although really, it's a FIX), but at the end of the day, it's NOT a buff if she can't do anything out of her throws. What's the point of improving the grab if you can't do anything after the grab? Defeats the purpose.
Up Throw threw behind her, Down throw threw in front of her. I don't see how they weren't mixups. If they DI'd for a down throw but you did an up throw, they'd be thrown perfectly for an Up-B. Vice-versa, a back throw DI'd down throw would've popped them up right in front of you, leading into a Fair. They were mixups.And for the record, 3.02 ZSS's throws were not a DI mixup
Seriously, how many characters in this game DON'T actually have great conversions out of throws or a DI mixup? Pretty much every characters has one or the other, and quite a few chars actually have both.
It seems like for some reason, you guys decided that ZSS can't have things that 90% of the roster already has. Why not? Why is she of all characters blacklisted from common, almost roster-wide mechanics?
Then apply the proper changes to balance it out instead of removing it altogether. ZSS #1 strength is her mobility, it's part of the core of her character. The removal of the lasers killed part of the character. Nerfs and tweaks should tone down a character, not damage who they are.Strongbad said:if she still had it, she would be capable of a very dangerous RPS despite committing very little to it. Paralyzer -> Dash -> JC grab, even if they roll, they don't get to punish, and in most cases have just put themselves in a worse position from which they will be pressured by more paralyzers. It would not be possible to punish her grab on whiff with her new grabs after rolling to avoid them, unlike 3.02.
Like I said in the post above, why not just have made them clankable while keeping the DC? If that wasn't enough, then how about clank-ability with a speed up (pretty much how it is now), meaning she'd have a smaller window to try to grab since the paralyzer is traveling much quicker in front of her.
There were many different ways to go about tweaking that. Seems like you guys just chose the easy route of just scrapping it altogether instead of trying to find a middle ground.
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