noradseven
Smash Lord
I like n-air the way it is, and doing this would change the way it is used on a more fundamental level, buff its damage if you want to improve it.n-air stuff
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I like n-air the way it is, and doing this would change the way it is used on a more fundamental level, buff its damage if you want to improve it.n-air stuff
I realized this too........OOooh, I see. I was only thinking of them in terms of off stage attacks. The arrow's rapid release and speed definitely works well on stage. Hmm, still, I wonder how well this maintains as players adjust, but I guess I'll just have to wait and see.
(p.s. don't give Kirby our arrows!)
Addition of sonic's spring being a weak spike as opposed to just a projectile. Attacking during the up+B would allow an aerial to "cancel" it out when its used from a distance, but still keeping it effective if used in close proximity.I'm not entirely sure what off-stage buffs you are talking about. Ike is the only characters who realyl gians any substantial off-stage ability, since he never wanted to be there before. Yoshi KIIINDA gains a bit off stage, but that's really a stretch.
Could you elaborate?
Wolf not getting chain grabbed and tilt locked anymore is a huge deal, but I still wouldn't say he's on par with Diddy Kong.I just wanna chime in and say that even though the recovery buff to Wolf is probably lovely, he is still going to relatively suck.
ThisExcept the % buff on dtilt and dair could be so much better used on ftilt and uair. those attacks are far more common. sure it might increase his damage overall but when you land maybe 1 of those attacks (dtilt/dair) per stock... its hardly effective at all
and thisSonic almost never uses dair to attack, so up-ing the damage on that doesn't really DO anything. It has a bad hitbox, a lot of ending lag, and subpar knockback. It's only use is in movement so I don't know why you'd even think adding damage would do anything to it. Gonna have to agree with DJbrowny on that one. I don't know how the other changes would play out for the other characters that are getting negative feedback, but seriously, Sonic's dair is NOT useful for attacking. It's not it's damage that was the problem with it and you left everything BUT what was actually decent to start with exactly the same. Oh btw, Sonic's spring is not a meteor smash (unless you suddenly found a way to make meteor smashes. Changing the angle to 270 actually makes it a true spike, not a meteor). It's just pathetically weak which is why you can recover from it. The old angle is arguably more useful in practice because it puts the opponent in a less favorable position (it sends them out which makes it take longer to get to the stage, giving Sonic more time to get back down and finish the edgeguard). Straight up giving it a bigger base would be far more useful (this is currently just a gimmick that would only affect a few matchups at best).
and thisGAME CHANGER in the form of a buffed spring spike (which already spiked) which is completely avoidable by MC'ing and +1 damage to some rarely used attacks?
This can be looked at as something of a priorities list. Fsmash buffs are low on the priorities list. The basic gist is, if you want just one small buff. Fix jab combo. If it helps to make the buff have less of an impact, you can nerf the knockback to make it less able to lead into dash attack, which it can do at some percents.1. Fix the jab!
2. A little more stun on baby paralyzer hitbox
3. Stronger fsmash with shield degradation properties, if you must touch fsmash
4. ???
5. Profit
has anyone else experienced this stuff I mean what???I am a supporter of the plussery and I recently tested bbrawl out and i am not convinced. There are too many glitches: air-dodging into aerial moves(I can't do this consistently but the computers can); aerial moves above water = drowning death. I think this was a great way to make suggestions for the plussery: yoshi ground-pound, Ganon's Tricks etc... I'll be going back to the plussery now. Thanks guys.
You are the only person to ever report a method to cancel air dodges into aerials. I'm really unconvinced it's in the game. Didn't Brawl+ make airdodges laggier or something? Maybe you're just used to that. Of course, tether attacks can be used directly out of airdoges as well, but that's just a standard Brawl feature.I am a supporter of the plussery and I recently tested bbrawl out and i am not convinced. There are too many glitches: air-dodging into aerial moves(I can't do this consistently but the computers can); aerial moves above water = drowning death. I think this was a great way to make suggestions for the plussery: yoshi ground-pound, Ganon's Tricks etc... I'll be going back to the plussery now. Thanks guys.
I just wanna chime in and say that even though the recovery buff to Wolf is probably lovely, he is still going to relatively suck.
Right. If you guys are noticing a theme, a lot of the mid-tiers are in this "wait and see" camp. The lowest tiers had big changes, the top tier was shaken a bit, and we really want to just take it slow to see what to do next.Wolf not getting chain grabbed and tilt locked anymore is a huge deal, but I still wouldn't say he's on par with Diddy Kong.
So I've tested the actual game now, and my opinion stands: while fsmash hits a lot harder, it's still only useful after a dsmash. After talking it over with some (very smart) guys in the #ZSS channel, we think that if you're going to buff fsmash, it needs to have something else in addition to damage.
The problem is that fsmash is incredibly unsafe on block (and actually, unsafe on hit, too). Giving it higher damage won't do that, and it also won't encourage us to take risks to use the move. The damage isn't that high. We're not going to hit fsmash hoping for an early kill, because at 103% we're pretty close to getting the kill anyway.
Our suggestion is to give it more shield degradation properties. Not "shield breaking" properties, maybe, but it needs to hurt shields bad. So, OK, you can block it, but you're gonna pay a little bit. If you want, put it on the sweet spot (tip area) because the tip can't be charged. So you'd have say 75% shield break on block at the tip hitbox, making it a scary move to block and a scary move to get hit by. That makes it worth the risk and very rewarding.
So, in review:
1. Fix the jab!
2. A little more stun on baby paralyzer hitbox
3. Stronger fsmash with shield degradation properties, if you must touch fsmash
4. ???
5. Profit
Thanks for testing and the input guys. If you have any more thoughts on ZSS's matchups agianst the other changes characters, or on changed stages, we'd love to hear them.This can be looked at as something of a priorities list. Fsmash buffs are low on the priorities list. The basic gist is, if you want just one small buff. Fix jab combo. If it helps to make the buff have less of an impact, you can nerf the knockback to make it less able to lead into dash attack, which it can do at some percents.
I have addressed you. You say you want a +% buff on uair, when Sonic has a +% buff on uair. You say d-tilt and dair shouldn't be buffed because they are bad moves but that is exactly why they are buffed. You say Sonic needs a buff just like every other low tier character, but Sonic isn't a low tier character!Reposting (and will keep on reposting) until this is adressed
I think his point with the bad moves was that the buff was simply not significant enough to make them usable regardless.I have addressed you. You say you want a +% buff on uair, when Sonic has a +% buff on uair. You say d-tilt and dair shouldn't be buffed because they are bad moves but that is exactly why they are buffed. You say Sonic needs a buff just like every other low tier character, but Sonic isn't a low tier character!
You seem to be ignoring every reply we make, and then accusing us of not replying to you.
I disagree, the extra damage polarized more then enough match-ups to overall improve him significantly.Do note that his techchasing game applies to the whole cast while his cg game did not (his dthrow in general was almost useless against some characters like Mr. Game & Watch). I don't feel he's nerfed overall, though it's hard to say.
Honestly... murder quake is not fast, at all. Dtilt is faster. With that as our benchmark, I see no reason to use it unless you can cut it's activation down to around 3 frames at most. If the opponent is behind me, turn-around grab is a better option.Ganondorf's "Murder Quake" actually HITS really fast; it just has horrible recovery time. It is definitely something to be seldom used, but the fact that he has the ability to hit at that speed means he has some protection from certain kinds of pressure. In other words, it's something you only use once in a while but are glad to have.
Jungle japes, definately, but it reduces the reletive power of vertical recoveries, and honestly, I can't think of a stage that's a direct counterpick to vertical recovery. There are stages that are more horinzontally-friendly or course, but there are stages that obliterate the horizontal (Yoshi's island), but nothing does this with vertical.As per the water, we're really limited in terms of implementaton. If I had my way, water would be percentage independent and act like it does in this version of the game at about 40% always. We just don't have the code resources to do that though, as always, any competent coder who happens to read this could do us a great service. Auto-drowning would not really be a good idea though possible since the water is so close to some sections of Delfino and it would generally be really dumb on Jungle Japes.
My point was more that it inordinately hurt some characters.I do want everyone to understand how few choices we have here. With the current codeset, we have basically two options. We could go back to standard Brawl water mechanics, which would require the Pirate Ship to be banned, or we could do what we have now. A middle ground is simply not possible with the current codeset. It might (and I stress might) be possible to extend the time you have to jump out at arbitrarily high percentages (like make it a 5 frame window instead of 1 frame at 90%+), but that's not good either. That basically re-introduces water stalling; the design idea here is that, once you hit the water, you should have two options. You can return to the stage, or you can die. Just hanging out in the water should be a non-option. Sadly, we can't quite get this since we either need to mostly remove the first option at high damage (you really don't return to the stage when you hit the water at 90%+) or leave the last option in (hanging out in the water, gamebreaking on the Pirate Ship in standard Brawl). It's hard, and I think we can agree that a coder in shining armor would be lovely. In the meantime though, I do strongly feel our changes are more positive than negative and thus justified to include... even if not without their own problems.
Also, there's no basis to believe any character drowns more often than others. I've simply seen no evidence of this, and until someone provides some, I'm going to assume it's not true. I have no idea where this claim originated, but my experiences and non-scientific testing do not suggest it's true.
I've actually addressed why Ike (and Luigi) is an exception many times in this thread.I've actually "read" all 47 pages thusfar. Other than the fact that occasionally comments of the leadership here appear contradictory at times (like saying Ike's main problem was his recovery so we fixed it, and then later saying to another person that their main's glaring weakness shouldn't be removed without changing the feel of the character) I really, really like where this is headed. (I'm sure you guys can come up with an explanation for my particular example, I just think you need to be aware that stuff like that is going to give people a tougher time.)
I appreciate the response! However, I think you might have missed my point. I was thinking of an example off the top of my head where you made "contradictory" statements. I'm not saying you didn't make a good case for it. I actually don't really care about Ike that much.I've actually addressed why Ike (and Luigi) is an exception many times in this thread.
The problem with Ike's weakness in particular is that it is polarizing. It isn't a big deal at all in some matchups, but in others his lack of mobility and safe approach means that campy play, especially with projectiles, can really shut him down. It would be impossible to buff Ike enough to be fair in these matchups without ruining his other ones that are less effected by the weakness. (Make f-smash kill at 0%? Double the damage on jab?)
For this reason, Ike is a case where we are forced to address weakness if we want the character to be reasonably balanced. For other characters who do not have such decisive attributes, we can stick to buffing strengths or unused parts of their moveset.
I am going to back up and explain a general design idea that is coming up again and again.
There are three ways to buff a character:
1. Enhance Strengths
2. Decrease Weaknesses
3. Improve the In-Between
Each has pros and cons. Enhancing strengths makes the characters more unique, but threatens to polarize matchups and reduce matchup balance. Decreasing weaknesses does the opposite; it homogenizes characters but reduces matchup bias. Finally, improving the character in general (in ways other than their existing strengths) buffs them without skewing matchups... but the effect of these changes are very small because they do not play to the character's existing playstyle.
Yoshi's fair and ZSS's f-smash are in the third category. It buffs them a little bit without adding onto their existing strengths, by design. For Yoshi, this was because we didn't want to simply make him a character about nairs, eggs, and pivot grabs. ZSS meanwhile, was already a good character all-around... but just low enough to need a little something extra outside of the ordinary for her.
Only playtesting experience by intelligent players (like yourselves!) will show if these buffs do work as intended. I appreciate the discussion, but ultimately it is playtesting will trump everyone, including me and Ampharos. I hope you guys can be a part of it.
I understand your reasoning for not wanting to change Yoshis shield, I would also agree that it is a very character defining attribute.I understand that Yoshi's shield is a large flaw, even huge. However, this key is that it is not a polarizing flaw. It is the sort of flaw that doesn't ruin a couple matchups for Yoshi, it just makes him bad in general. That is the sort of flaw we can work with and improve around.
Yoshi already has the best spotdodge in the game (tied), so that's a start. I think the Egg Roll upgrade is also an appropriate answer, by increasing survivability. At the end of the day, I am confident that Yoshi can have this weakness and still be made a great character.
As mentioned earlier, I will do my upmost to support, promote and contribute to this project. This really is a dream come true for me, and I'm sure many other low-tier mains. I can only hope that the other Yoshi mains can offer you the same kind of support.I really hope you will continue playing and develop that idea of where Yoshi stands so you can share it with us. Only with input like this can the project advance.
My complaint is this.Also, in general, a 1% damage buff is a lot. It adds up a lot as you hit with the move, and furthermore, it does increase the effectiveness of the knockback growth. Note that with a character like Sonic who lands a lot more hits than normal characters in exchange for his killing problems, that adds up a lot more than normal. Also, him having a notably better dash attack that is actually rewarding matters so much...
This isn't a game changer.3. Yoshi
GAME CHANGER: Lower hitbox on fair now grounds opponents
Wait, what? The part of Yoshi's fair that spikes opponents will now pound them into the ground if they are not in the air, just like Donkey Kong's side special. It's not the easiest thing for Yoshi to do, but getting to land behind them and swing around with a forward smash makes it all worth it. Yoshi has a few small changes too:
In my personal opinion utilt does not exactly need anything that will hasten it's growth.-More damage on all tilts and pummel (+1% to all)
Love this one, seriously.-No helpless fall state out of Egg Roll; it instead refreshes his double jump
Fine if a little....eh. You made the move a bit safer to use, but I don't exactly recall safety being the issue with it, and it's not going to be a kill more so....-More damage on down-B stars (4%) -> (7%)
-Slightly more knockback on down-B stars (40/50) -> (40/56)
Egg roll also has HELLISH lag to get out of as far as I'm concerned.Yoshi's competent but lackluster ground game has been bumped up to par with the rest of the cast. The changes to Egg Roll should greatly enhance his survivability; Egg Roll has the same momentum canceling properties as Mr. Game & Watch's bucket after all.
Could you do fair dair before? Do you know how much damage that is...Played around with Yoshi some to see the changes.
This isn't a game changer.
Seriously.
This doesn't correct any issues with the move either.
It was already possible to F-air someone (in the air) to the floor, and granted the **** up their tech/AD or your close enough to them...you may get in another hit.
This just means if you do hit them you do get that other hit.
Still not a game changer.
The move is so....lame, that this doesn't matter at all, I use F-air a lot in my game already...probably a bad habit since it's not a good move, and this buff...while a buff....doesn't change much.
I hit them, wow now free F-smash, D-smash.
Thats not new, I've done that before with the previous. Just it wasn't guaranteed.
Think Ganondorf and following up with flame choke (normal brawl), a follow up (well he does on quite a few characters, but its like frame perfect ****) wasn't guaranteed.
Guaranteeing it now though doesn't make this move so much more favourable, because the risk is still absurd because of the hellish range, and the time before the sweetspot frames.
If anything you buffed the move, but didn't take care of its flaws. So it's still a poor move just because none of it's flaw's have been corrected, and the buff is not great enough to make up for those.
Instead the buff while nice, isn't great enough to make the average person want to use this anymore than usual. It's relatively slow, it's poor ranged, what more needs to be said. You buffed the sweetspot....big deal the sweetspot was already nice when it hit, hitting the sweetspot is already difficult due to it's flaws.
In my personal opinion utilt does not exactly need anything that will hasten it's growth.
It should be used as a juggle move, not for sending them away. +1 buff only mean's the knockback will increase that much better than vbrawl.
Love this one, seriously.
Fine if a little....eh. You made the move a bit safer to use, but I don't exactly recall safety being the issue with it, and it's not going to be a kill more so....
Egg roll also has HELLISH lag to get out of as far as I'm concerned.
If your using Egg roll to recover....good luck to you.
You just made a point where you are more vulnerable than ever so that you can refresh your DJ? If anyone knows that you'll try this, your dead without question.
Survivability? Eh naw.
Maybe the other yoshi's feel different, but to use this to recover feels so.... eh.
If Egg roll had decent horizontal momentum in the air.... sure hell ya, still risky because it's so vulnerable when entering, and leaving the egg but...
Anyways just to tl;dr
Getting in and out of egg roll is SLOW.
While IN egg roll yoshi is EXTREMELY vulnerable, something he isn't normally.
I feel you handled F-air wrongly, and the u-tilt buff was unecessary. Sure it does more damage but I dont care because it only had one purpose, and unless I can chainwith it, it's not seeing more use than a u-air followup.