Ich Bin Awesome
Smash Journeyman
Link's arrows have been talked about a lot, but still no vids huh?
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If I can figure out how to preload Zelda and Sheik into the 5th and 6th character slots, it's on like Donkey Kong. Well, not really. More like just Sheik + Zelda.If you wanna do that, then make it so Zelda and shiek are loaded at all time. Quick switching will facilitate them actually being used as a team rather then one being ignored.
Buff Sheik's fair, and make sure ftilt combos into it. The angle's nice, but it needs more power to supplant her weaknesses. Or Bair.
Zelda, increase the hitstun on non-sweetspotted fair and bair, that NEEDS to be safe on hit.
Improving her overall teleport speed would also go a LONG way in dealing with her polarizing match-ups (like Snake).
D-smash was a good choice to buff though.
Indeed.Naircide is lame
...They also can't mess with counter multipliers unless something changed in the last week. Counter is doomed to being terrible. They CAN make it have less ending lag and the angle<_<. Those are the only things they can do with it. Startup lag won't work because the invincibility frames (and I'm assuming counter frames as well) will not move.Counter is a move I would NEVER use considering the reward gained. I'd rather use eruption every time. If you cant fix its damage mod, angle, or invincibility frames, instead make its knockback truck-like.
Ok, I see. Hopefully.If I can figure out how to preload Zelda and Sheik into the 5th and 6th character slots, it's on like Donkey Kong. Well, not really. More like just Sheik + Zelda.
The thing is at higher percentages she really lacks a vaible killer. Having it a low initial knockback but high growth would allow her to actually kill with something.Buffing Sheik's fair is likely to make bad things happen, I'm calling it right now. It chains into itself off-stage in many situations, so screwing that up would hurt Sheik; otherwise, increasing Sheik's gimp-ability would help little in her trouble matchups and make some characters struggle much more against her.
Then please do. Increasing the damage and/or knockback would do it, it's definately not gonna replace the sweet-spot any time soon.I'm not going to lie, I like the idea of sourspotted Zelda fair/bair being somehow made safe on hit. That would let Zelda more aggressively pursue those KOs to some degree, which improves her without stepping on Sheik's territory any.
I know, but the fact that an onstage landing will result in an Ike f-smash on reaction ... it's really just too overall unsafe, it's like ganondorf melee recovery, you're getting back, but you're getting sent right back again. I think most Zelda mains would kill to make it faster, even if they had to relearned slightly.I'm not sure I want to mess with teleport's speed... Zelda already has a recovery that must be "learned", so changing the timing on it is double-bad. However, perhaps we can improve the hitbox that comes out when she reappears? I have no intent to make it safe on block, but maybe it could pushing blocking opponents back more? I'll play with it, and once we have good matchup data for her, we'll see if that's a road we need to follow.
Just played around with it a bit more... yeah, please. It's too easy to DI down and tech now.I'm actually thinking the d-smash buff might need it's angle INCREASED by a couple degree to be effective, especially on large stages like FD and Wi-Fi. We'll see.
I saw TL needed discussion, and I read back through the thread, didn't see this replied to so I'll bring this up again.There's only really one thing that crosses my mind that affects the character I play. Is there anyway to adjust TL's Fsmash so that I can actually hit the opponent with both attacks instead of it being escaped so easily, as to sort of give it a use? If that's too much, I understand, but this would really expand on a form of reliable kill move for Tink. Punishing rolls for a kill or a spot dodge with this move was what I think was intended with it in the first place, but it's basically deemed useless, and we're left with the weaker Dsmash. One could argue Usmash could do this, but it doesn't do it nearly as well at all as most of the time it ends up being shielded, or it doesn't really kill where Fsmash would have.
I understand if that's a bit much, but just throwing that out there. If it's against something please inform me. If you guys have already done so inform me of that as well, for I'm only aware of the grounded Up-B fix(which I appreciate as well).
It isn't a matter of trading anything since it's not like we only have X% to give to Sonic's moves or anything like that. Sonic's dair got what it got, and we feel that it's a good fit for that move. If Sonic is underbuffed otherwise we can address him as a package which may involve tweaking uair or any other move, and of course we recognize that uair is far more valuable than dair and that 1% on uair is worth more than 2% on dair. It's largely why dair got a bigger damage buff than uair; isn't it only right for the generally less useful moves to have their own forms of advantage?Sonic IS that bad. People telling themselves otherwise wont change a thing. everyone who mains him knows it.
Still waiting on a repsonse from AA or thinkaman on my suggestion...
swap the buff from dair and uair so they do +1 and +2. and add the damage over both hits. only increasing the 2nd hit isnt that useful. Not gonna state all my reasons/arguments again for 4th time >_<
R.O.B. is a spammy character who has trouble killing but lives forever by design. He's kinda like Samus like that. Of course, if he's not good enough, that's an issue that needs to be addressed, but it's a whollistic issue. The game's diversity depends on all sorts of strengths and weaknesses being present, and in R.O.B.'s case I do strongly feel that one of his most defining attributes is "sucks at killing".Trust me...the highest level players agree. ROB needs some way to set up a kill.
I think the balance changed more than you may be giving it credit for. On the surface the characters feel the same and even upon inspection their playstyles are pretty similar to before, but that's by design. We feel as though there should be a pretty substantial change in actual performance, and judging by the initial popularity of Ike and Ganondorf, I have to guess at least something has changed.Just wanted to say that this project is pretty awesome. I wish that some of these changes would be implemented in Brawl+ instead of the dozens of frame speed mods that are used. I in particular love the way Link's arrows work now. They are beastly.
Since it seems like there wasn't that much change to the balance, if you ever feel like Metaknight is still too good, I would recommend the speed mod (despite what I said earlier) to make his d-smash have more cool down lag. d-smash against shield into another d-smash against shield is so dumb. In return, you could give some oomph back into the strength of d-smash. Another possibly to look into is changing weight values of certain characters.
You have somewhat of a point, but some things are just degenerate. Chainthrows make unwinnable matchups and make characters inviable by themselves as well as extremely reduce the fairness of otherwise excellent stages like Mario Circuit and Onett. I wouldn't consider anything we changed "physics" either; the characters all fall at the same speeds and move just as fast all around.I support what this project stands for, but I'm not convinced it actually did what it set out to do. There seem to be a large number of fundamental changes to the game's physics going on. Chaingrabs, locks to force standups, and other such things are very much a part of Brawl's gameplay and I'm reluctant to accept something as being a simple rebalancing of the game if it tries to replace fundamental issues like that.
Also, DDD's throws look absolutely ridiculous and hacky, and it sounds like Pika's are similar (I haven't played it yet). I'd much rather have a chaingrab in the game than an absurd up throw.
Anyway, thanks for all the effort.
First of all, thank you as this is just what is most helpful to us.just came from a smashfest where we played this for like an hour or two
comments:
-Sonic is really fawkin good, his buffs fit his character really nicely it seemed(the sonic main throughly enjoyed him)
-D3's upthrow tech chase is amazing, upthrow on ledge to inhale is boderline broken cause its guranteed
-bowsers buff was decent, but it showed where grab relase stuff would have helped(or so im told)
-MK is ok, it jus takes a lil longer to get used to the idea of not killing =/
(cant say much cause it was usually vs sonic, but with sonics buffs it jus didnt seem to balance out idk may have just been me)
-pikachu is bad, alot of things were way harder to do. and killing was an issue, throws led to nothing unless they blantly didnt do anything.
-ganon and falcon are really fun and buffs fit nicely
-hyrule is still really big and and some characters can sorta camp that lil fallthrough platform on the right(i timed two matches like this, but it might be because there not used to it)
-lower blastzone on hyrule and spear pillar are BAD, my friend died from tether recovering far out with ivy (he ended up swinging to the blastzone)
there are somethings that work and somethings are just really really off, we didnt test in water stages though
PROF. OAK would be proud.PT is ridiculously buffed in this game and is obviously the best character. By far.
lol
That is all.
This is a sad thing to say, but bthrow, uthrow, and dthrow are all linked on Falco. Actually, the "default" version of a changed dthrow has it shoot them up behind Falco in a really bad way. "Fixing" dthrow turns bthrow into that. On the plus side, bthrow (and uthrow) each do more damage than before if they don't DI away from the laser. The upside is that the new bthrow is pretty handy and interesting; it was actually a case of us "discovering a bad side effect" and then deciding "it's not a bug; it's a feature!".More impressions...
Falco's B-Throw.
From lots of the videos that I've watched (SK92 and others), people often use the this after a pivot grab or whenever they have their back to the edge. I think this move is a great positioning move. I didn't realize how much I relied on throwing people behind me until I tried him in BBrawl. After running around for a while with computer players and following it up with quick aerials, it seems that overall, this move removes a positioning advantage. I know I'd need to play with humans to see how well it puts Falco on the offensive.
Basically, can you make it possible so that Falco's U-Throw puts the opponent in the same position as the new B-Throw, and return the B-Throw to how it was?
Link's Arrow.
I was, again, playing random computers and they drew Ice Climbers. I found that Link's new arrow did an exceptional job of hitting the trailing climber and would often gimp their recovery. I don't really play either, so I'm not sure if that'll become a big part of the matchup, but it seems like Link could throw crap to keep away from a Chain Grab pretty easily. The new arrow might throw this matchup out of whack. Just a thought.
Again, thanks for this type of data. It's what we are looking for.Finished playing a bunch of matches. Sorry I didn't save any of the replays (I should of, but maybe next time).
I'm kind of on the fence regarding Ganon's Wizkick. When I can actually land the kick close enough to ground my opponent, it's great. A lot of time though I would end up just out of range, resulting in my opponent being knocked away slightly, but still being capable of getting up and punishing me before I recover. It also made me miss being able to launch my opponent high up as a reward for landing the move.
Basically, aerial Wizkick only seems to be rewarding when you execute it right in their face or just happen to be in the right position to spike them to death (I don't consider the suicide spike AS rewarding). If you miss, you get punished naturally. But now if I land the move but don't ground them, I'm left open while my foe recovers sooner due to being thrown to the ground before me. I think it would be a good idea to speed up Ganon's recovery from that move by at least 1 or 2 frames. I know those frames will make him more deadly provided he lands the move, but rather that than being punished for landing a move.
I enjoy Yoshi's changes so far. Was able to ground my opponent a few times, and it does work pretty well as a pressure move. Forgot to try out the egg roll as an air brake. Damage building with pummels and other moves seemed to definitely aid me well enough. I'll definitely be playing him more.
Wasn't digging Wario's nerfs and felt a bit lacking in power. Then again it's likely 'cause I use UAir and F-Smash a lot. I likely just need more practice.
Played a bit with Peach. Didn't really get much data from her. The F-Smash is stronger, but only hit with it a couple of times. (BTW is there any reason the tennis racket wasn't buffed even a little?)
About Wolf, how does buffing his forward tilt help him work around his recovery weakness? Need to land more Fire Wolfs. I'm still kind of on the fence on Wolf's minor changes.
Samus played pretty well for how ever long I used her. Don't have too much else to say.
About Mario, why wasn't his FLUDD boosted like Squirtle's? Not even a minor increase to make it a bit better?
Speaking of Squirtle, you can definitely see the difference with Water Gun. The extra oomph really helps bolster your control over the match as it's much easier to shove the opponent around and put pressure on their approach options.
Ivysaur's changes are hard to grasp. They're definitely there. They just meld into him so well. Bullet Seed's initial hit didn't throw the opponent out of trajectory as planned. I did more damage and knockback with the intended moves. Need more time to use him against more characters, but it seems good so far.
Ike being able to recover much easier really does help his game, so that's good. My opponent and I though both agree though that Ike's F-Throw needs adjustment.. He is still well capable of performing an F-throw infinite on Corneria. I know it's only one place, but it's still quite annoying and impossible to escape as long as the opponent doesn't mess it up. I suggested its angle needed to be changed. My opponent suggested it needs to be stronger. You figure that one out.
Played a little bit of Sonic. I did manage to spring spike my foe which was nice. Didn't really get a feel for his other changes though, so I'll try playing him a bit more.
Now as for the stage changes, most of them are nice and some okay. I myself am 50/50 with the water. It got my opponent at times, and it got me at times, sometimes a bit too quickly. Definitely seek a more favorable solution. Won't say it's a bad thing though. Also for some reason I think Dreamland ran at normal speed while playing. I remember looking at it during a training mode session and seeing it move slower. Didn't though while online.
AAANND that's about it. I played other characters to, but I don't really have an opinion on them just yet.
When did I say +4 to uair? You are confusing and seem to not understand what I'm saying.omg i cant believe you honestly thought i meant +4 to uair
i meant +2. you can remove the +damage to dtilt and dair completely and make uair only do +2 total and thats a far better option than what it is currently.
and which Sonic MAINS did you actually discuss his changes with. I find it extremely hard to believe any Sonic main who has any idea what theyre doing would honestly have suggested buffing dtilt and dair. like i said before its just the same as nerfing warios utilt instead of his fsmash and uair and calling that balanced. buff to dtilt and dair is almost completely useless. you say we *know* its a bad move. so then why didnt you buff other characters bad moves? instead you buff many of their best attacks (looks at bowser as an example)
It's in one of those demonstrational videos that are on their way but not ready yet.Link's arrows have been talked about a lot, but still no vids huh?
Do note that ZSS (and Squirtle) have frame 1 jabs, something Snake does not have. This is extraordinarily powerful to start, and it's something that weighs heavily on our minds as we approach these characters.If the angle isnt increased, DIing down and teching is always the most viable option. When it used to auto kill ike I'd do this all the time. Anyway I have a few extra suggestions but mostly they revolve around snake and I think ren gave my ideas to you anyway.
Long story short is
Snake's jab combo is weak enough for it to be true combo. ZSS should be treated the same.
Snake's down tilt, due to the relatively limited hitbox, should flat out KO at 140 on a midweight character.
The claymore should probably raise in killshot viability, limiting its unintentional comboability.
Ike's front hitbox on his downsmash is worthless. If I want to hit something on frame 13 and kill with it, I'd use up tilt.
Naircide is lame
Counter is a move I would NEVER use considering the reward gained. I'd rather use eruption every time. If you cant fix its damage mod, angle, or invincibility frames, instead make its knockback truck-like.
Dedede is pretty ghodly but if you dont lower the deathline on spear pillar that's auto win on a lot of matchups.
Sheik needs a viable KO shot, I'm sorry.
Zelda is right now the worst character in the game, she has no safe on block mves and no sheild pressure tactics. Both characters should be viable on their own with minor exploitable losses, she's not poke trainer.
Wolf's shine is good but making it pop up like falco's did would probably make him much better.
I like link as he is now but increasing the vertical gain of his up B considering he has no horizontal option wouldnt be a bad idea.
This sentiment is highly appreciated. I look forward to hearing your results.I just read through all 60 pages of this thread, and I must say that I think this is a very good idea. I really like what you two are trying to do, and after a little tweaking I'm sure this will be an excellent game. I have some ideas and opinions about it so far, but I want to actually try it myself before I make any judgments on some of the changes made (as should everyone else who has criticism >_>)
I'm definitely going to try this out as soon as I can. Maybe even get a smashfest with it or something. I'll let you know my thoughts on it once that happens.
TL's fsmash2 is a good move because of the mix-ups it gives TL when he uses fsmash1 on a shield. Still, this input has been very much considered, and Toon Link is among the middish standard Brawl characters we have on our immediate priority list (I posted an immediate character priority list a while back, not to suggest that anyone is a non-priority).I saw TL needed discussion, and I read back through the thread, didn't see this replied to so I'll bring this up again.
For short, I think fixing Fsmash so that the 2nd hit isn't so easy to get out of. Like there's almost no reason to use this attack in vbrawl because of that, and I explain the benefits in that quoted section.
Thanks for a proper answerWe did buff moves across the quality spectrum on Sonic too. I really don't see your point.
That's fair enough, however consider the practicality of ZSS's inside game. 3 tilts and jab that does little more than get her punched back in the mouth for using it. I get that it's frame one and as a result it makes her seem incredibly potent, but the nature of those moves is to pretty much mash and clear out. Without way to do that, they feel stupid for even hitting with it, let alone attempting it. It's the same reason that even with his buffs, ganon still falls apart to the same thing he always did, if you throw moves at his face, he has nothing to respond with faster than frame 8. If you made his jab frame 4 or 5 he'd have a viable "cut it out" move and something to work with.Do note that ZSS (and Squirtle) have frame 1 jabs, something Snake does not have. This is extraordinarily powerful to start, and it's something that weighs heavily on our minds as we approach these characters.
Trust me I'm of the mind that Ike right now is fine, however those moves are relatively pathetic all things considered. If someone rolls on me I'd still rather use a move that doesnt hit until nearly frame 30 to punish it.Ike seems fine right now even with those poor moves. I mean, Meta Knight has Dimensional Cape, and Mr. Game & Watch has Judgment Hammer. If Ike does need help, these are the sort of places we'd logically start though.
That's the thing though, it's not close to that. Sheik is the one with the closest to those matchups, zelda on the other hand is an easy 40-60 if not lower on most of the cast. The inability to deal with shielding, really laggy moves with no viable shield push, and a slow and predictable recovery makes her fall apart to the same thing against every character every time. I can call zelda's recovery spot down to the point that as marth I can tipper her straight out of farore's wind rather consistently, that's a bad recovery, and it was that way even back when all Ike really had going for him was aether, I'd still rather rely on that than FW at all. Giving sheik a secondary viable killshot will not make her matchups suddenly flip, itll do exactly what it's meant to do, give her a killshot. Princess KO only kills you if you do one of 2 things, dodge directly on top of her or otherwise put yourself directly behind her and forget how fast and low her bair comes out. Otherwise all you need to do to shut her down is hold shield. That's it.Zelda & Sheik... are very complicated design wise. If we design them to work as individuals that not only totally defies their design but can make them really broken in the counterpick system. They are really different and shouldn't expect to do well against the same characters. Let's say each has 10 60-40 matchups, 15 50-50 matchups, and 11 40-60 matchups.
If you don't make the individual halves mid tierish at worst you're going to have a really bad character on your hands. The game is already at the point where everyone realizes that sheik is still far better than zelda is. The allure of Zelda died out quite some time ago and she's by far one of the easiest characters to pick apart. Considering that every character worse than her got some sort of viable to amazing change, she's easily sitting right near the bottom if not exactly there.There is a balance point where you can kinda get away with using only one without making them ridiculous. It's about where individually they are bottom tier but still viable (which is very possible in a balanced fighter) and their combined strengths raise them up.
The character is already passable, that much is true, but all things considered the move popping up wouldn't necessarily be bad for the character or unfit. Wolf's shine as it is is more of a defensive maneuver than an offensive one, the ability to gain some ground with it though would be very worthwhile.No doubt that would make Wolf much better, but I don't think it would really fit Wolf. I'm also not convinced he really needs help, and if he does, it's probably not much.
Understandable, but keep in mind that all the killshots in the world doesn't change a piss poor recovery, that's why ike was so bad in the first place.Changing something like that on Link would be very tricky.
I got them, I'm uploading a few this morning.Finished playing a bunch of matches. Sorry I didn't save any of the replays (I should of, but maybe next time).
Why doesnt anyone be the oddman out and say...N-air.If you made his jab frame 4 or 5 he'd have a viable "cut it out" move and something to work with.
So Zelda needs change instead of Sheik then.That's the thing though, it's not close to that. Sheik is the one with the closest to those matchups, zelda on the other hand is an easy 40-60 if not lower on most of the cast. The inability to deal with shielding, really laggy moves with no viable shield push, and a slow and predictable recovery makes her fall apart to the same thing against every character every time. I can call zelda's recovery spot down to the point that as marth I can tipper her straight out of farore's wind rather consistently, that's a bad recovery, and it was that way even back when all Ike really had going for him was aether, I'd still rather rely on that than FW at all. Giving sheik a secondary viable killshot will not make her matchups suddenly flip, itll do exactly what it's meant to do, give her a killshot. Princess KO only kills you if you do one of 2 things, dodge directly on top of her or otherwise put yourself directly behind her and forget how fast and low her bair comes out. Otherwise all you need to do to shut her down is hold shield. That's it.
*cough* *hack* *wheeze* Bomb Jump! *Wheeze* *hack* *cough*Understandable, but keep in mind that all the killshots in the world doesn't change a piss poor recovery, that's why ike was so bad in the first place.
I could test =]I don't have time to give detailed responses to assorted posts now for one reason and one reason only, a reason I doubt many will complained about. I am starting work on a PAL version by comparing the implementation of the codes between Brawl+ NTSC and Brawl+ PAL. Willing testers with PAL Wiis will be needed (given that Thinkaman and I are both a part of Missouri smash, we don't exactly have PAL Wiis), and it is likely not going to be a 100% complete version.
I'll post again when it's done.
I believe they mentioned this earlier in the thread (I know I'm not AA or Thinkaman, so they can correct me if I'm wrong) that the reason why they haven't changed Egg Lay is because it was nearly impossible to change at this time (or at least in a way that would help, such as dropping the egg lower). As for what that meant, I'm not entirely sure. I think it just has something to do with finding the appropriate coding?Anyways Yoshi question.
Any Egg lay thing happening?
I may be the odd man out, but I didn't find the Down B thing necessary, it's nice but eh.
Out of all his specials it was egg roll and egg lay that saw least use, and I see these in other peoples playing vids as well so I know it's not just me.
Egg roll got a buff so that it can have another use but Egg lay...
We're aware of how good this is; Bowser's dair is also very scary with water. We're keeping a close eye in general on the entire watter situation, make no mistake.So, Bowser still has grab release options, but theyre just not gaurenteed? Ok, I can live with that..
But, I thought of something for you guys to test...that may be broken for boozer (and possibly charizard):
Pick a water lvl, damage your opponent a bit, toss them in water, CAMP WITH FIRE BREATH.
just tossing it out that the fire breath ability on a swimming opponent keeps them pressured there if your angle it right, while racking nice damage, at the magic %, instant KO
Bair is certainly a move worth considering a buff for, probably a damage buff. (Which slightly helps its kill potential, we wouldn't apply knockback compensation.)Ok, I see. Hopefully.
The thing is at higher percentages she really lacks a vaible killer. Having it a low initial knockback but high growth would allow her to actually kill with something.
But if you realize that Shiek needs a buff instead of an exchange, how about bair?
Sorry, these changes aren't really possible. We can't add hitboxes or reprogram the way bombs works.I just want to throw it out there that in normal Brawl, Lucario's bad matchups are anybody that has offstage pressuring.
Like DJBrowny said about Sonic's buffs, buffing Lucario's Force Palm Flame is a definite "wtf?"
If anything, perhaps a 1% hitbox when Extreme Speed collides and sends him into freefall? Just a flinch; this way it doesn't help on-stage game much; just recovery. Invincibility during startup is a must, as well. There's far too much time for the opponent to just go "No."
As for Link's recovery, is it possible to make Down+B shorten a bomb's lifespan instead of toss (when holding)? I think the bombs are the key to making his recovery better. They need to be slightly fiddled with.
It's certainly one of the foremost options on the table. We still need to make sure where Toon Link's matchups stand and determine that something like this would help him balance his matchups. That said, Toon Link is a fairly balanced character and this is a fairly balanced change, so personally I think this has a good chance of being the right way to go. We'll see; matchup data is king, though, as always.I saw TL needed discussion, and I read back through the thread, didn't see this replied to so I'll bring this up again.
For short, I think fixing Fsmash so that the 2nd hit isn't so easy to get out of. Like there's almost no reason to use this attack in vbrawl because of that, and I explain the benefits in that quoted section.
OS is still the bestROB is not...a spammy or campy character. Sounds like someone watches too many Overswarm videos.
ROB hasn't been campy since...a year ago. Except against Ice Climbers.
The ZSS jab change is not unreasonable, but we still need firm matchup decisions to make a right call. Let me elaborate.That's fair enough, however consider the practicality of ZSS's inside game. 3 tilts and jab that does little more than get her punched back in the mouth for using it. I get that it's frame one and as a result it makes her seem incredibly potent, but the nature of those moves is to pretty much mash and clear out. Without way to do that, they feel stupid for even hitting with it, let alone attempting it. It's the same reason that even with his buffs, ganon still falls apart to the same thing he always did, if you throw moves at his face, he has nothing to respond with faster than frame 8. If you made his jab frame 4 or 5 he'd have a viable "cut it out" move and something to work with.
We hear you loud and clear. Honestly, this is pure speculation on my part, but I think an improved d-smash might prove effective in matchups that might turn out to be problems for Ike. We'll see how his matchups develop though.Trust me I'm of the mind that Ike right now is fine, however those moves are relatively pathetic all things considered. If someone rolls on me I'd still rather use a move that doesnt hit until nearly frame 30 to punish it.
Don't get us wrong, I think everyone is misunderstanding our position on Sheik/Zelda.That's the thing though, it's not close to that. Sheik is the one with the closest to those matchups, zelda on the other hand is an easy 40-60 if not lower on most of the cast. The inability to deal with shielding, really laggy moves with no viable shield push, and a slow and predictable recovery makes her fall apart to the same thing against every character every time. I can call zelda's recovery spot down to the point that as marth I can tipper her straight out of farore's wind rather consistently, that's a bad recovery, and it was that way even back when all Ike really had going for him was aether, I'd still rather rely on that than FW at all. Giving sheik a secondary viable killshot will not make her matchups suddenly flip, itll do exactly what it's meant to do, give her a killshot. Princess KO only kills you if you do one of 2 things, dodge directly on top of her or otherwise put yourself directly behind her and forget how fast and low her bair comes out. Otherwise all you need to do to shut her down is hold shield. That's it.
If you don't make the individual halves mid tierish at worst you're going to have a really bad character on your hands. The game is already at the point where everyone realizes that sheik is still far better than zelda is. The allure of Zelda died out quite some time ago and she's by far one of the easiest characters to pick apart. Considering that every character worse than her got some sort of viable to amazing change, she's easily sitting right near the bottom if not exactly there.
We'll keep shine in mind as something worth looking at as we get Wolf data. There are many problems that could arise for Wolf that various shine improvements might address, so we'll see.The character is already passable, that much is true, but all things considered the move popping up wouldn't necessarily be bad for the character or unfit. Wolf's shine as it is is more of a defensive maneuver than an offensive one, the ability to gain some ground with it though would be very worthwhile.
Right. Sheik and Zelda as solo characters should be plenty viable, but as limited as say a Snake who refused to use u-tilt, or a Wario who refused to fart. Not a fundamentally flawed character, that isn't our goal. However, we are of the shared opinion that going to the trouble to learn two entire character and using them effectively together should give you an intrinsic advantage over other characters. Personally, I have zero problem with Pokemon Trainer and Zelda+Sheik being the top two characters. (By an appropriately small margin of course.)So Zelda needs change instead of Sheik then.
You just said Zelda has more issues yet you want to give sheik a KO move >.<
If they are designed as a pair, then buffing Sheik when you think Zelda's weak isn't the correct attitude.
Earnestly Pokemon Trainer is in the same boat, only he is split in three.
I see that Sheik should have a bit more variety than Zelda, however it shouldn't be a sheik solo mentality. If someone chooses to solo as Sheik they should realize they're only using half the concept, and if they are aware of that, fine, but they shouldn't expect it to be an easy ride.
However excuse me if I interpreted you wrong.
Because it typically takes people 7 frames to jump and ganondorf's entire playstyle is heavily ground based. Not every character has a jab to interrupt stupid crap, hell some people use B moves to do it (snake, bowser, marth), but unless you plan on making wizard's foot have super armor on startup it makes the most sense to give ganon's one hit punch stopping power.Why doesnt anyone be the oddman out and say...N-air. Its always jab this...why because other characters jabs are gtfo moves?
Pfft Ganondorf doesnt follow trends.
Anywho im not saying that their should be frame changes....just found the whole change his jab thing so overused >.<
They both need changes but I already suggested the things that would make zelda formidable, and they totaled to much more than just one extra thing for sheik. I was just defending the idea that sheik needs at least one more viable killshot.So Zelda needs change instead of Sheik then. You just said Zelda has more issues yet you want to give sheik a KO move >.<
If they are designed as a pair, then buffing Sheik when you think Zelda's weak isn't the correct attitude.
Let me put it this way.Earnestly Pokemon Trainer is in the same boat, only he is split in three.
I see that Sheik should have a bit more variety than Zelda, however it shouldn't be a sheik solo mentality. If someone chooses to solo as Sheik they should realize they're only using half the concept, and if they are aware of that, fine, but they shouldn't expect it to be an easy ride.
Why not really? He's heavy enough to make it viable.*cough* *hack* *wheeze* Bomb Jump! *Wheeze* *hack* *cough*
Sorry cought the nostalgia bug of days when Link's pissy recovery could be......improved by pwning yourself with a bomb.
The suggestion of bomb jumping is not really unreasonable when you consider that snake essentially got the exact same thing and is still far and away a much better character.The talk of making Link's recovery better needs to stop. The new arrows he received in his very generous buff are **** enough. Link's recovery is his glaring weakness. Always has been, always will be. Minor buffs may be considered, but his recovery is staying that way. Period.
Unfortunately...The suggestion of bomb jumping is not really unreasonable when you consider that snake essentially got the exact same thing and is still far and away a much better character.
Sorry, these changes aren't really possible. We can't add hitboxes or reprogram the way bombs works.
The talk of making Link's recovery better needs to stop. The new arrows he received in his very generous buff are **** enough. Link's recovery is his glaring weakness. Always has been, always will be. Minor buffs may be considered, but his recovery is staying that way. Period.
Discussion is okay, but at the moment Link seems on course to end up very close to where he needs to be. Link 's projectiles let him tend towards the middle of the stage, and the arrows only reinforce this; he can be almost as as defensive as Olimar and Ivysaur. Also, Link can benefit from newly viable stages like Onett and Mushroomy Kingdom. And if Bridge of Eldin is legal, only Olimar and Falco are more scary there. (He also really like's Wi-Fi! Link dittos there are crazy!)The suggestion of bomb jumping is not really unreasonable when you consider that snake essentially got the exact same thing and is still far and away a much better character.
Right, we totally understand where Zelda (and Sheik) are coming from. Once we figure out the metagame around them, we can figure out what to do.I must agree with Ryko on the whole Zelda + Sheik issue. Zelda sucks terribly. I play Sheik as a secondary and I really think that B-Down is legitimately her worst move in vBrawl, just as it was in Melee. Buffing Zelda's Nair and Dsmash are definately not enough to make her a viable character. Zelda has very limited approach options, limited camping abilities, terrible and situational aerials save Nair and Uair, crappy recovery, etc. If you want me to switch to her in BBrawl, make her viable. Otherwise, I'll stick with Sheik for killing power. Right now its really not worth all the BS just to get a KO.
I'd like to point out that the Jab will help ZSS in those matches, quite a bit imo.The ZSS jab change is not unreasonable, but we still need firm matchup decisions to make a right call. Let me elaborate.
For example, the ZSS mains have provided excellent discussion and provided great matchup impressions. I really need to highlight their effort. Anyway, their data stressed that ZSS struggles with the likes of space animals and Pit; she can't jump over/through/past the projectile spam like most characters because she is extremely limited in attacking below her. Jabs are great and would probably help her in most matchups, but would probably not have as big of an impact in these matchups where she has problems getting in in the first place. It might turn out that a revolutionized dair would help ZSS more, even if it would require taboo timing changes to fulfill this roll.
We will continue watching ZSS as well as everyone else as we work towards future version(s).
I think this is what kinda gets me the most. Delfino went from Ike's best counterpick to easily one of his worst.IMO Delfino is the most brilliantly designed stage in all the smash games, and this messes with it.