Nobie
Smash Champion
- Joined
- Sep 27, 2002
- Messages
- 2,251
- NNID
- SDShamshel
- 3DS FC
- 2809-8958-8223
While we're discussing design, here's a little exercise for you guys.
If your main is not top tier, name the smallest possible change that you can think of that would make your main top tier.
If your main is already top tier, name the smallest possible change that could potentially knock your main out of top tier.
Also explain why the change would have such a large impact on the character's relative power.
Note that I said smallest. Nothing ridiculous like "Bowser suddenly has a kill throw starting at 20!" or "Sheik no longer has Bouncing Fish!"
I'll start with Pikachu (because I'm sure someone else will do Bayonetta anyway):
increase up-air damage to 8% (from 4) with relevant knockback adjustments
Probably an obvious one. Giving Pikachu a decent aerial KO option at reasonable percents (still nothing crazy because up-air's hitbox won't permit silliness) and also a much stronger juggling tool makes his mediocre advantage state into a pretty good one, thereby patching up the character's only real flaw.
How to make Mewtwo not top tier (ironic because of the patches): Drop movement speed back down to its original level. Even with all of the buffs to landing lag and such, the movement speed is what has allowed Mewtwo to really feel even or better in what were once difficult matchups.
How to make Mega Man top tier (if he isn't top tier already, according to some): Short hop auto-cancel bair. Welcome to hell.
Some for characters I don't main, but have thought about:
Jigglypuff: Frame 4 jump squat, give Jigglypuff's pound a Ryu-esque hitlag modifier/make it safe on shield in general.
If Jigglypuff could get to the air more quickly, I think that alone would change so much. Not only does it allow Jigglypuff to be in its element more quickly, but out-of-shield jumping Rest punishes would be super potent.
Zelda: Improve air acceleration to be roughly as good as Mario's, but keep air speed as-is. I think if people were actually scared of Zelda's lightning kicks, it would shoot her up dramatically. At the same time, I don't think something like short hop auto-cancels for fair/bair would be good for the game or Zelda players (they're even stronger than Mewtwo's fair!), because it would just turn Zelda into Short Hop fair/bair the character. By improving her aerial acceleration, it would allow her to aim those aerials better, and so even if the opponent shields, a sweet spot fair/bair is still safe on block.
If that isn't enough, make it so that you can cancel the charge on Phantom Knight. I think storing it might be too good, but being able to cancel Bullet Arts Climax style would just give her a useful option in most situations without pushing her way over the edge.
Ganondorf: I think a lot of people would probably say better frame data in a bunch of places, but I think it's actually all right for the character he's supposed to be. Instead, I'd give better air speed + Untechable flame choke. The former would improve his recovery (even though he's heavy, he often just dies because of edgeguarding/gimping) thus making him more reliably get to high rage, and also improve his punishes (easier follow-ups). People have already talked about untechable flame chokes and what that would mean. I might even want to just give him better grab range too.
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