I think they are trying to specifically avoid hitbox changes in lue of damage/knockback changes so that no one has to relearn spacing. That the moves are fundamentally the same, just less effective. Like Snake's utilt. I think making it weaker but still rigged in range was a superior alternative to making Snake work really hard to land a utilt for the same reward.
This way Snake players can still use utilt the same way and get different effects. Everyone wins in that situation.
Edit: Also you have to realize that it is better to underbuff and redo the buffs/changes than overbuff and have to deal with the backlash of constantly making characters worse. I prefer this method, I just think this preview release has a few simple changes that could make it overall more effective.
You pretty much nailed it. No need for haste.
The big problem I have is that the answer to a character being bad in many cases is just making their worst moves hit harder, which doesn't do jack for them, frankly.
We are totally aware of this. Trust us, we have no illusions about almost trivial changes like +1% on Sonic d-tilt changing his game a lot.
It's more a case of being conservative and waiting to judge the impact other, larger changes will have on the character matchups before making further decisions. The small changes in place to character like Wolf, Pit, and Toon Link are only intended to round them out a bit.
And seriously, that f-smash is by no means a small change.
We actually had to nerf more than once, because it was found to be too improved. You really do need to try it before dismissing it.
Very true. To make a player more even you have to change advantages in match-ups which frankly comes down to the options a person has against another. In order to do that you have to make game changing alterations.
As far as I can tell Shiek and ICs can still beat Ganon pretty hard.
Almost all changes to low tiers were very specifically targetted at their most problematic matchups.
ICs is still Ganon's worst matchup, since they can't be changed. However, since d-tilt trips both of them (unlike side-b...), Ganon is considerably more effective agaisnt them than before. (Still a bad matchup...)
Ganon has much less issues with Sheik actually. You can use the u-tilt wind to trade damage with the chain, oddly enough.
I think the hardest part of balancing characters is modifying their cheap or underused moves without completely changing it. The propose of this is to balance the game without changing the way the game plays after all.
Yes; again, we have no illusions that small buffs to previously bad moves are anything more than a token "rounding out" of the character. And when something is changes drastically, like Bowser's dair or Link's Arrows, we have to make sure to tell everyone what a "game changer" it is.
I started playing this briefly yesterday and I'm quite impressed with the changes that were made. One problem I think that should be fixed is Peach's horrid air dodge. It needs to be slightly better to make it viable, especially because Peach's Dair doesn't have enough priority to keep her safe in the air, a place where she is a lot...
Thanks for testing it out, I look forward to more feedback. Peach's air dodge has ben discussed, and will certainly be discussed more in the future. Please, no one think they are being dismissed or ignored.
That's because their underused moves are bad and their cheap moves are cheap. In most cases it's not because of how hard they hit or don't hit, it's because of the other stuff. Hitboxes, effects (MK's tornado), priority, etc. Snake's utilt isn't crazy because of how early it kills, but because of its stupid range. Ganon's grab isn't bad because his pummels and throws suck (even though they might, I don't know) they're bad because Flame Choke is always better and because his grab's actual range is so pitiful no one smart will ever get hit by it.
Ganon's grab is actually his fastest ground move, is safer than most standing grabs, and offers some of the best throw damage in the game. Just saying.
You can't just take a really bad move and make it kill early in most cases. The move is still going to be bad, it's just going to be a bad move that kills early. I can count on one hand the amount of bad moves in this game that are bad because they don't hit hard enough. Seriously.
I think you are being somewhat obtuse. There are tons of moves that take 20 frames or more to come out, but are still used because they are that rewarding. Only once you get above 35 or so frames does a move become so slow that no reward is enough.
Again, f-smash was originally so good that it had to be toned back down... twice. Given it's range, its power was putting most other smash attacks to shame.
This is a good idea, but there are a ton of misconceptions about various characters here and you guys really need input from good players who play these characters.
...which is why we have made this public preview.
Also, I think some people have the impression that me and Ampharos just sat around and palyed each other to test this. (Heck, we only played each other once, and it was wi-fi!) Testing was done by MANY players of many different mains, in many cities. Holms was the best ZSS player in testing, and I don't know of anyone who is going to belittle his impressive ZSS.
There are also a lot of missed chain grabs (ZSS' fthrow chaingrabs on ganon, cf, bowser, snake, and dedede, Pit's low % cgs, a few others).
We are aware of them, and decided not to address them at least for now. I probably shouldn't say this, but I think that ZSS and Wario *might* be addressed in the future, while Pit, Lucario, and Kirby will remain unchanged.
Honestly ZSS should keep her CGs. Good luck grabbing with her easily. >.>
It is a problem on walk-offs though... we'll have to see.
I want to say to everyone that the quality of posts in this thread has improved. Thanks to all.