The Cape
Smash Master
So after the tournament at JCaesar's last weekend and speaking to most of the entrants he and I drafted up this list. I have spoken to a few of the WBR members about it and finalized it a bit more. I have also added descriptions to all the changes as these could be the changes we need to bring about the balance we want. Some of the impressions to the set at the tournament was the sheer shock and amazement at some of the silliness in the set (mostly Ness and Falcon), and the new hitlag changes were not well accepted (if we can think of a possible way to go to lower hitlag with increased smash DIable moves, thats a possibility). But anyway, this is the list as its come about from speaking to many players and the WBR members. Please look at it and take forth considerations.
Mario:
U smash more KBG
- This will help mario to better KO the floaty characters that he cannot gimp, not KO very easily by comparison to other matchups
F smash tip has more KBG and a bigger hitbox
F smash sourspot has less KBG and a smaller hitbox
- These make the more require more precision to hit as the sourspot hitbox seemingly overlaps the sweetspot hitbox on more than one occasion and the sourspot has strange KO power.
Luigi:
Needs hitstun resistance removed
- This is just odd, having the lower hitstun of a floaty is natural, but having hitstun resistance is just way too odd
Down B should not beat all moves
- Something is up with this move since Magus reworked it and it has crazy priority for unknown reasons. It beats a good deal of moves and with its huge mobility and speed it can be tricky to counter.
Bowser:
UpB to 12 and 9 from 11 and 5
- With its crap mobility the fortress should do a decent amount of damage. The fact that you cannot combo into or out of the move also makes for a reason to increase its damage. The weak hit does a mere 5 percent while other weak hits (Falcon weak Knee = combo to KO move and Fox weak nair leads to U smash) are far better in every respect. Its very hard to land the strong hit with Bowser due to its small hitbox and lack of mobility, therefore the sourspot should do a bit more with the same current KB.
Physics less comboable (See Shell)
- Shell has reworked Bowser physics to work similarly to the current ones but Bowser isnt Snake style combo bait as he is in the current set
More maneuverable fortress
- This should still be a good priority for Bowser, even with the damage increases as it gives Bowser more abilities with it and it allows him better maneuverability while doing this move (as its very easy to punish as is)
Wario:
More winddown on bite miss
- +8 frames to this would be excellent as the move is very powerful and useful as is and can be thrown out relatively haphazardly even by a good Wario. I spoke to many of the tourney goes about this and they agreed when presented with the stats of the move. I picked up Wario since my visit to OH and have been playing him quite a bit lately. This further shows me how crazy Wario's bite can be and should definetly be fixed if possible.
DK:
Move backwards during upB on ground
- This is just silly and should definetly be looked at. If we make this possible we should consider lowering the sheild damage on each hit just a bit as the increased mobility would make this an even more effective sheild pressure tool
CF:
Lower angle D throw
- D throw to knee seems to be an almost guaranteed combo on a good deal of the cast. I watched Vist and G reg just D throw knee everyone with minimal effort. The move has insane amounts of stun because Falcon bounces you off the floor and it then links to a good slew of his moves no matter the DI. A slightly lower angle, or more base or something might assist with this since we had alot of complaining about guaranteed followups before in the WBR but something like this on a really solid character is just a bit silly.
U throw IASA later
The IASA on the move feels a bit silly right now as it allows Falcon to do just about anything out of his U throw on a good deal of the cast (possibly a free followup on the whole cast, pending more testing) and just seems like yet another odd option for such a good character.
Dash attack lower angle
- LOL at dash attack knee. Lower angle also allows Falcon to setup for edgeguards with dash attack instead of his quick dash attack into Knee
F smash pre charge speed up removed
- The fact that Falcon goes into the lean back immediately during this move seems a bit strange and the power of the move should not allow it to have this speed up. The move still sees about as much use as it did before and the change is just a bit silly.
Nair to stop beating everything and more KBG
- As G regulate said, he could just plow nair through a large variety of moves and this move can combo into so much at a wide variety of percents. It seems so odd that Falcon's nair can beat so much and then combo further or into a KO move at percents from about 0-150 or so.
Side B needs growth knockback
- This move shows a good deal of cookie cutter combos as it links into (most likely) Falcon's entire aresenal of moves and at the tournament last weekend I watched both Vist and Greg combo people at any and all percents with this move. The sheer lack of growth on this move makes it a good go to move into a knee at just about any percent.
Greg also said to me at the tourney that Falcon "Felt like Melee, but everything was just easier to do" and thats definetly not something we have been shooting for.
I invite G regulate to expand upon these further as he has time.
Fox:
U smash less KBG
- Builds damage so well and KOs lower than about half the cast too? This move is easy to do from all ranges and easy to combo into from shine or weak nair and KOs under 130 on all characters with max DI from my experience.
Bair less damage
- 15 damage on this move? Seriously? Fox already builds damage extrodinarily quick and the fact that he can shine > bair on a good deal of the cast is way too much damage for someone that builds damage quick and KOs low. Keeping the same KB but knocking it down to 11 damage or so might be a good way to go.
Dair less damage?
- This move still centralizes a good deal of Fox's game as per the tournament (videos to come I'm sure) and Fox was seen as an "overpowered character" by a good deal of players at the tournament. Fox has speed and damage building moves all over the place and can still KO faster and sooner than a good deal of the cast. It doesnt create balance in the least with things like this.
First hits of fair less damage, last two = more
- This makes fair more useful when you use the entire move as it brings out the same amount of damage, but the first three hits doing less damage makes shine to fair building damage a little worse than it did before. This brings another level of skill and adeptness to Fox.
Falco:
UpB keeps more momentum at the end of it
- Falco has Wolf upB syndrome. If we dont give it more momentum lets at least look into allowing Falco to DI a bit sooner out of the upB
Wolf:
Nair needs to have reversible KB
- You can hit this move in anyway you want and it drags them to the front of Wolf into a D smash, such an odd way to have this move work and a really weird move not to have reversible KB
ICers
More smash DIable on downB
- D throw > downB > regrab is still an infinite? If so, this might be a good way to consider that. The move also does a good deal of damage, so lets give you more of a chance to get out of the move?
Link
Bombs explode on contact with Link and Link's moves
- This was an idea discussed if we get the ability to do so. This gives Link back bomb recovery and also allows him to have more pressure on sheilds by use of bomb throw and then grapple or attack it on bounce.
Melee fair
- TUSM and I discussed this and I am sure its something we should definetly look into bringing up with the Link mains again. Fair is Link's longest ranging aerial and will definetly allow him to have more sheild pressure if the first hit is the strong hit and the second hit could be a weak hit (see Bowser weak nair) and link into U tilts.
UpB more distance? Remove momentum based recovery
- His momenum based recovery is still probably the easiest upB to gimp.
U smash links better into last hit
- Heard this complaints from a few individuals that you just plain miss the third hit on continued occasions, maybe look into something with that angle that keeps you in place for the first two hits?
TL:
Remove sideB speedup?
- Discussing this with Viet. It was a really odd change and I was trying to figure out where it came from
Zelda:
Din's needs to have reversible KB
- Very odd that you can get hit by this move from anywhere and always get knocked away. Reversible KB would also allow Zelda to do such with Din's after a dodge and link you into a kick or something of that nature on an edgeguard.
Ganon:
U tilt or neutral B changes?
- Shell and GoG, anything on these?
Kirby:
Dair hitbox smaller
- This move beats a good deal of recoveries and can drag people down off the stage quite easily, if we make the hitbox a bit smaller (like Kirby's feet) it might make his edgeguarding ability with them a bit less effective. Heard this comment from a good deal of people at the tournament (and not just about Chu)
Metaknight:
Remove tornado landing lag and replace projectile hitboxes with normal offensive collisions
- This makes Tornado lock in again and the extra landing lag doesnt seem as neccesary anymore as the move no longer dominates matchups. We could also look into shrinking the hitboxes a little bit so that its a bit easier to knock MK out of it. This brings back its ability to be a pressure move, but not a move that one sides matchups like it used to. Just something to consider.
DDD:
upB flip speed up
- This was in awhile back and gave DDD a sweetspot, why did we ever take this out?
Pit:
UpB doesnt deplete jumps
- This gives Pit more options on his recovery without giving him multiple upBs, a moderate change.
Samus:
Bombs and bomb jumps
- Bombs hit on contact and act sooner out of bomb jump?
ZSS:
D tilt down 5 degrees (all hitboxes)
- This makes the move link into her KO and juggle moves a bit less. Its already a good damage dealer and sheild pressure as the move is a bit tricky to punish due to its speed, sheild pushback and low to the ground bodybox.
Bair less KBG or give it a sweetspot
- She already has a good deal of juggle and KO options, but this bair is so easy to place and it KOs quite low. Samus has to work for her KOs with bair especially but ZSS can just kind of toss it out there. I dont even think this move has a weak hitbox.
Armor pieces have less base KB
- As soon as we can, discussed for a long time
Ness:
D throw higher angle and more base
- Same with Falcon throw. Tons of stun, guaranteed followups on all characters. This isnt a good way to balance a move.
SideB doesnt lock as well as it still does/SideB speed up removed
- One of these two should most likely be implemented as the sideB does lock well and even with the "Smash DI twice away and then jump" puts you in such a predictable position that it makes it very easy to followup off the move and the only way to avoid it is to smash DI the sideB when it first hits before it even locks. Also, the predictable area where you will be allows for an easy upB and with its quick winddown it allows you to juggle or combo into a KO move pretty easily.
Fair more KBG on final hit and more sheild damage
- By doing this it will makes the move less capable at comboing at all percents which is a bit insane due to its range, damage, and the fact that it comboes into everything. By giving it more KBG and sheild damage we can make the move a poke, get off me, edgeguard, and pressure move. This will take away the centralization of this move and the fact that it combos into all of Ness's aerials, does good damage, and has crazy range. Might be a good solution for the move.
Make downB windbox smaller
- Its a good strong hitbox, but its actually a bit too big. It out ranged Marth's sword if spaced properly and this just seems a bit silly even though you can dodge or sheild it.
UpB speed up toned down
- This gives PKT2 almost 0 landing lag and the normal upB has crazy stun. This allows you to juggle with just the move. This was added because the ness mains complained about ADing the head and therefore only getting hit with the tail and being easy to punish. I watched Count Kaiser continually fail with this at the tournament, but I have also seen myself (and other good Ness players) properly loop the PKT on reaction to catch the AD and punish the character. The speed up allows this move to be continually sent out at the opponent and makes the move just plain silly.
- Ness is in the same boat as Falcon as he was already a great character and the addition of things like zap jump just kept making him better. He is definetly overbuffed in this set and an easy candidate for top 10 and maybe even top 5. We could tone down a few of his speed ups and his down throw and fair and he would still be excellent and versitile without being the sheerly silly character he is now.
Lucario:
Autosnap removed on upB
- This brings a new level of skill to the character because hopefully he would still be able to grab by going downwards and you can therefore sweetspot with a wiggle of the upB. This allows the opponent to edgeguard Lucario and Lucario to also zoom past the ledge to attack his opponent if he so chooses on a bed edgeguard. Adds more depth and skill to the character for sure.
Squirtle:
U throw has more KBG so it cant U throw > uair at KO percents
Uair angle changed to 70
- Spoke to Gurukid alot about PT while I was at the tourney and he agrees that U throw to uair at KO percents is a big issue with Squirtle and this is the idea we came up with. This still allows the combo, but it should not combo at KO percents, which should be a good fix to the U throw. As for the uair angle, this allows you to live longer if you DI correctly, but will actually KO you sooner if you DI badly. This allows Squirtle the ability to mix it up depending on how he is facing and it will also force the player to learn the matchup better.
Ivysaur:
Auto snap flight
- When the thether grabs the edge and is either at beyond max range or is edgehogged and Ivy falls to her death it was considered by Guru and I the ability to launch Ivy towards the stage and give her a chance to live. Another possibility is to make this failed tether grab go into normal fall instead of special fall, giving her another opportunity (and barely a good one) in the situation where these things dont work out
SideB with IASA for all moves except sideB? or SHleaf (like SH laser)?
- Basically this would allow Ivysaur the ability to use the leaves as she could at BtL except in their spammy mode which firstly, wasnt overpowered, and secondly was the only time the leaves were truely useful.
_ Ivysaur overall is a pretty bad character (agreed with me by Gurukid) but is also extremely hard to learn how to play, something that we definetly need to look into for sure as she is definetly not balanced at all.
Marth:
F throw needs more base
- This combos into F smash in almost any situation. CK showed this to me and I had a very hard time getting out. Especially at the edge. A bit more base makes this not just combo into F smash as a free combo, which is a bit silly for sure.
U smash side hitbox a bit smaller
- This hitbox is huge and has decent KO power. I watched CK hit a good deal of people with this, myself included and the hitbox is just insane as to how large it is.
Make sure tips dont take presidence over the rest of the sword.
- Not sure if any do, but its something to definetly look at so that it continues Marth's need for tipped moves.
ROB:
Gyro needs bigger grab box
- This move seems to be strangely hard to grab due to how its grab box is setup. JCaesar and I discussed this last weekend and seems to be a good way to go.
Snake:
U tilt clean up
- Mentioned this in the Snake thread. Moving the hitbox just made Snake's butt have a decent sized hitbox which looks and feels odd. Other than that, Snake feels perfect I think.
Ledge options speed up
Techs made character specific
Ceiling techs global speed up
SideB and on hit upB autosnaps removed
Wall jumps and footstool mechanics fixed
B move charges cancelled with A
- Mario FLUDD, ROB Gyro, DK Punch,etc all go into AD when you cancel, my guess is the buffer. I would like to consider adding the primary attack button (A on default) as a cancel without air dodge to help out more characters that could use the assistance.
SFX:
Snake now
Ike's counter
Link's bow charge?
Ganon fair sweetspot
Mario:
U smash more KBG
- This will help mario to better KO the floaty characters that he cannot gimp, not KO very easily by comparison to other matchups
F smash tip has more KBG and a bigger hitbox
F smash sourspot has less KBG and a smaller hitbox
- These make the more require more precision to hit as the sourspot hitbox seemingly overlaps the sweetspot hitbox on more than one occasion and the sourspot has strange KO power.
Luigi:
Needs hitstun resistance removed
- This is just odd, having the lower hitstun of a floaty is natural, but having hitstun resistance is just way too odd
Down B should not beat all moves
- Something is up with this move since Magus reworked it and it has crazy priority for unknown reasons. It beats a good deal of moves and with its huge mobility and speed it can be tricky to counter.
Bowser:
UpB to 12 and 9 from 11 and 5
- With its crap mobility the fortress should do a decent amount of damage. The fact that you cannot combo into or out of the move also makes for a reason to increase its damage. The weak hit does a mere 5 percent while other weak hits (Falcon weak Knee = combo to KO move and Fox weak nair leads to U smash) are far better in every respect. Its very hard to land the strong hit with Bowser due to its small hitbox and lack of mobility, therefore the sourspot should do a bit more with the same current KB.
Physics less comboable (See Shell)
- Shell has reworked Bowser physics to work similarly to the current ones but Bowser isnt Snake style combo bait as he is in the current set
More maneuverable fortress
- This should still be a good priority for Bowser, even with the damage increases as it gives Bowser more abilities with it and it allows him better maneuverability while doing this move (as its very easy to punish as is)
Wario:
More winddown on bite miss
- +8 frames to this would be excellent as the move is very powerful and useful as is and can be thrown out relatively haphazardly even by a good Wario. I spoke to many of the tourney goes about this and they agreed when presented with the stats of the move. I picked up Wario since my visit to OH and have been playing him quite a bit lately. This further shows me how crazy Wario's bite can be and should definetly be fixed if possible.
DK:
Move backwards during upB on ground
- This is just silly and should definetly be looked at. If we make this possible we should consider lowering the sheild damage on each hit just a bit as the increased mobility would make this an even more effective sheild pressure tool
CF:
Lower angle D throw
- D throw to knee seems to be an almost guaranteed combo on a good deal of the cast. I watched Vist and G reg just D throw knee everyone with minimal effort. The move has insane amounts of stun because Falcon bounces you off the floor and it then links to a good slew of his moves no matter the DI. A slightly lower angle, or more base or something might assist with this since we had alot of complaining about guaranteed followups before in the WBR but something like this on a really solid character is just a bit silly.
U throw IASA later
The IASA on the move feels a bit silly right now as it allows Falcon to do just about anything out of his U throw on a good deal of the cast (possibly a free followup on the whole cast, pending more testing) and just seems like yet another odd option for such a good character.
Dash attack lower angle
- LOL at dash attack knee. Lower angle also allows Falcon to setup for edgeguards with dash attack instead of his quick dash attack into Knee
F smash pre charge speed up removed
- The fact that Falcon goes into the lean back immediately during this move seems a bit strange and the power of the move should not allow it to have this speed up. The move still sees about as much use as it did before and the change is just a bit silly.
Nair to stop beating everything and more KBG
- As G regulate said, he could just plow nair through a large variety of moves and this move can combo into so much at a wide variety of percents. It seems so odd that Falcon's nair can beat so much and then combo further or into a KO move at percents from about 0-150 or so.
Side B needs growth knockback
- This move shows a good deal of cookie cutter combos as it links into (most likely) Falcon's entire aresenal of moves and at the tournament last weekend I watched both Vist and Greg combo people at any and all percents with this move. The sheer lack of growth on this move makes it a good go to move into a knee at just about any percent.
Greg also said to me at the tourney that Falcon "Felt like Melee, but everything was just easier to do" and thats definetly not something we have been shooting for.
I invite G regulate to expand upon these further as he has time.
Fox:
U smash less KBG
- Builds damage so well and KOs lower than about half the cast too? This move is easy to do from all ranges and easy to combo into from shine or weak nair and KOs under 130 on all characters with max DI from my experience.
Bair less damage
- 15 damage on this move? Seriously? Fox already builds damage extrodinarily quick and the fact that he can shine > bair on a good deal of the cast is way too much damage for someone that builds damage quick and KOs low. Keeping the same KB but knocking it down to 11 damage or so might be a good way to go.
Dair less damage?
- This move still centralizes a good deal of Fox's game as per the tournament (videos to come I'm sure) and Fox was seen as an "overpowered character" by a good deal of players at the tournament. Fox has speed and damage building moves all over the place and can still KO faster and sooner than a good deal of the cast. It doesnt create balance in the least with things like this.
First hits of fair less damage, last two = more
- This makes fair more useful when you use the entire move as it brings out the same amount of damage, but the first three hits doing less damage makes shine to fair building damage a little worse than it did before. This brings another level of skill and adeptness to Fox.
Falco:
UpB keeps more momentum at the end of it
- Falco has Wolf upB syndrome. If we dont give it more momentum lets at least look into allowing Falco to DI a bit sooner out of the upB
Wolf:
Nair needs to have reversible KB
- You can hit this move in anyway you want and it drags them to the front of Wolf into a D smash, such an odd way to have this move work and a really weird move not to have reversible KB
ICers
More smash DIable on downB
- D throw > downB > regrab is still an infinite? If so, this might be a good way to consider that. The move also does a good deal of damage, so lets give you more of a chance to get out of the move?
Link
Bombs explode on contact with Link and Link's moves
- This was an idea discussed if we get the ability to do so. This gives Link back bomb recovery and also allows him to have more pressure on sheilds by use of bomb throw and then grapple or attack it on bounce.
Melee fair
- TUSM and I discussed this and I am sure its something we should definetly look into bringing up with the Link mains again. Fair is Link's longest ranging aerial and will definetly allow him to have more sheild pressure if the first hit is the strong hit and the second hit could be a weak hit (see Bowser weak nair) and link into U tilts.
UpB more distance? Remove momentum based recovery
- His momenum based recovery is still probably the easiest upB to gimp.
U smash links better into last hit
- Heard this complaints from a few individuals that you just plain miss the third hit on continued occasions, maybe look into something with that angle that keeps you in place for the first two hits?
TL:
Remove sideB speedup?
- Discussing this with Viet. It was a really odd change and I was trying to figure out where it came from
Zelda:
Din's needs to have reversible KB
- Very odd that you can get hit by this move from anywhere and always get knocked away. Reversible KB would also allow Zelda to do such with Din's after a dodge and link you into a kick or something of that nature on an edgeguard.
Ganon:
U tilt or neutral B changes?
- Shell and GoG, anything on these?
Kirby:
Dair hitbox smaller
- This move beats a good deal of recoveries and can drag people down off the stage quite easily, if we make the hitbox a bit smaller (like Kirby's feet) it might make his edgeguarding ability with them a bit less effective. Heard this comment from a good deal of people at the tournament (and not just about Chu)
Metaknight:
Remove tornado landing lag and replace projectile hitboxes with normal offensive collisions
- This makes Tornado lock in again and the extra landing lag doesnt seem as neccesary anymore as the move no longer dominates matchups. We could also look into shrinking the hitboxes a little bit so that its a bit easier to knock MK out of it. This brings back its ability to be a pressure move, but not a move that one sides matchups like it used to. Just something to consider.
DDD:
upB flip speed up
- This was in awhile back and gave DDD a sweetspot, why did we ever take this out?
Pit:
UpB doesnt deplete jumps
- This gives Pit more options on his recovery without giving him multiple upBs, a moderate change.
Samus:
Bombs and bomb jumps
- Bombs hit on contact and act sooner out of bomb jump?
ZSS:
D tilt down 5 degrees (all hitboxes)
- This makes the move link into her KO and juggle moves a bit less. Its already a good damage dealer and sheild pressure as the move is a bit tricky to punish due to its speed, sheild pushback and low to the ground bodybox.
Bair less KBG or give it a sweetspot
- She already has a good deal of juggle and KO options, but this bair is so easy to place and it KOs quite low. Samus has to work for her KOs with bair especially but ZSS can just kind of toss it out there. I dont even think this move has a weak hitbox.
Armor pieces have less base KB
- As soon as we can, discussed for a long time
Ness:
D throw higher angle and more base
- Same with Falcon throw. Tons of stun, guaranteed followups on all characters. This isnt a good way to balance a move.
SideB doesnt lock as well as it still does/SideB speed up removed
- One of these two should most likely be implemented as the sideB does lock well and even with the "Smash DI twice away and then jump" puts you in such a predictable position that it makes it very easy to followup off the move and the only way to avoid it is to smash DI the sideB when it first hits before it even locks. Also, the predictable area where you will be allows for an easy upB and with its quick winddown it allows you to juggle or combo into a KO move pretty easily.
Fair more KBG on final hit and more sheild damage
- By doing this it will makes the move less capable at comboing at all percents which is a bit insane due to its range, damage, and the fact that it comboes into everything. By giving it more KBG and sheild damage we can make the move a poke, get off me, edgeguard, and pressure move. This will take away the centralization of this move and the fact that it combos into all of Ness's aerials, does good damage, and has crazy range. Might be a good solution for the move.
Make downB windbox smaller
- Its a good strong hitbox, but its actually a bit too big. It out ranged Marth's sword if spaced properly and this just seems a bit silly even though you can dodge or sheild it.
UpB speed up toned down
- This gives PKT2 almost 0 landing lag and the normal upB has crazy stun. This allows you to juggle with just the move. This was added because the ness mains complained about ADing the head and therefore only getting hit with the tail and being easy to punish. I watched Count Kaiser continually fail with this at the tournament, but I have also seen myself (and other good Ness players) properly loop the PKT on reaction to catch the AD and punish the character. The speed up allows this move to be continually sent out at the opponent and makes the move just plain silly.
- Ness is in the same boat as Falcon as he was already a great character and the addition of things like zap jump just kept making him better. He is definetly overbuffed in this set and an easy candidate for top 10 and maybe even top 5. We could tone down a few of his speed ups and his down throw and fair and he would still be excellent and versitile without being the sheerly silly character he is now.
Lucario:
Autosnap removed on upB
- This brings a new level of skill to the character because hopefully he would still be able to grab by going downwards and you can therefore sweetspot with a wiggle of the upB. This allows the opponent to edgeguard Lucario and Lucario to also zoom past the ledge to attack his opponent if he so chooses on a bed edgeguard. Adds more depth and skill to the character for sure.
Squirtle:
U throw has more KBG so it cant U throw > uair at KO percents
Uair angle changed to 70
- Spoke to Gurukid alot about PT while I was at the tourney and he agrees that U throw to uair at KO percents is a big issue with Squirtle and this is the idea we came up with. This still allows the combo, but it should not combo at KO percents, which should be a good fix to the U throw. As for the uair angle, this allows you to live longer if you DI correctly, but will actually KO you sooner if you DI badly. This allows Squirtle the ability to mix it up depending on how he is facing and it will also force the player to learn the matchup better.
Ivysaur:
Auto snap flight
- When the thether grabs the edge and is either at beyond max range or is edgehogged and Ivy falls to her death it was considered by Guru and I the ability to launch Ivy towards the stage and give her a chance to live. Another possibility is to make this failed tether grab go into normal fall instead of special fall, giving her another opportunity (and barely a good one) in the situation where these things dont work out
SideB with IASA for all moves except sideB? or SHleaf (like SH laser)?
- Basically this would allow Ivysaur the ability to use the leaves as she could at BtL except in their spammy mode which firstly, wasnt overpowered, and secondly was the only time the leaves were truely useful.
_ Ivysaur overall is a pretty bad character (agreed with me by Gurukid) but is also extremely hard to learn how to play, something that we definetly need to look into for sure as she is definetly not balanced at all.
Marth:
F throw needs more base
- This combos into F smash in almost any situation. CK showed this to me and I had a very hard time getting out. Especially at the edge. A bit more base makes this not just combo into F smash as a free combo, which is a bit silly for sure.
U smash side hitbox a bit smaller
- This hitbox is huge and has decent KO power. I watched CK hit a good deal of people with this, myself included and the hitbox is just insane as to how large it is.
Make sure tips dont take presidence over the rest of the sword.
- Not sure if any do, but its something to definetly look at so that it continues Marth's need for tipped moves.
ROB:
Gyro needs bigger grab box
- This move seems to be strangely hard to grab due to how its grab box is setup. JCaesar and I discussed this last weekend and seems to be a good way to go.
Snake:
U tilt clean up
- Mentioned this in the Snake thread. Moving the hitbox just made Snake's butt have a decent sized hitbox which looks and feels odd. Other than that, Snake feels perfect I think.
Ledge options speed up
Techs made character specific
Ceiling techs global speed up
SideB and on hit upB autosnaps removed
Wall jumps and footstool mechanics fixed
B move charges cancelled with A
- Mario FLUDD, ROB Gyro, DK Punch,etc all go into AD when you cancel, my guess is the buffer. I would like to consider adding the primary attack button (A on default) as a cancel without air dodge to help out more characters that could use the assistance.
SFX:
Snake now
Ike's counter
Link's bow charge?
Ganon fair sweetspot