stingers
Smash Obsessed
Thank god SfP wasn't on this project <.< Dear god ZSS would be so broken
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What? Paralyzer is really slow and easily power shielded, the only matchups this would really effect are ones against characters with long-range projectiles.Thank god SfP wasn't on this project <.< Dear god ZSS would be so broken
Truth be told I REALLY don't see what's wrong with this. They ledgehop, you use the fact that they are vulnerable to inflict very good damage to them. They try it again you just inflict damage again. It's a losing strat if they try it.oh boy...so ledge, 5 aethers, ledgehop on, repeat. yay.
OK, well that addresses that. Was a fun thought.I'm pretty sure they can't mess with the priority. Also making it less laggy would making it an ordeal for characters that don't have a projectile or handle them well. Maybe making it go a bit further... but I'm not sure if they can do that either.
I'm not saying it's correct, but there is a prevailing sentiment that laggy attacks = bad character, so it's understandable that people might want more Ike buffs. He can still kill at 60% though, heh.All of the Ike discussion is interesting and whatnot, but I think it's more important to consider if Ike really needs any more buffs. He just had a character-defining, immensely crippling weakness completely removed. He went from having the second worst recovery in the game to a far-above-average recovery. He's only outperformed by the very best recoveries in the game now.
That's pretty huge, and it makes me think that Ike is perfectly fine without any more love.
I wasn't implying that Falco should be nerfed any further. He's really solid, but no longer broken.If you don't want Falco to camp, taking away the aerial stun in lasers would make him worse than Ganondorf. Falco doesn't even get the majority of the damage from the lasers. They only do 2% aside from the first laser, and maybe the 3rd, which does 3%. The Phantasm is what helps him camp so hard. Lasers just force approaches(which is what Falco does) Phantasm makes him so difficult to hit. If anything nerf the phantasm and buff the firebird(Less beginning lag, more distance, something that makes it so falco doesn't die when he's below the stage.) For the phantasm you could keep the damage but have it do zero knockback or stun.
Also seeing falco doesn't have a very good kill move, people will live to ridiculous percents against him if they just space him correctly with the phantasm nerf(if possible)
No, just no. To virtually everything you said. The only thing I potentially agree with is decreasing the charge time of water moves, but this isn't even game changing. My qualms are bolded.I have some ideas for changes I would like. I haven't read a lot of this thread, so my bad if I restate some ideas.
- Snake's f-tilt does around 16 damage total. It's a big nerf, but 16 damage is good enough for a move with such broken range and priority.
Snake sucks in the air, and ftilt is a core part of his gameplay. It's not safe on block, and is really predictable if you're patient and careful. With utilt nerfed, Snake now needs this.
- Increase the movement Wolf has in his helpless state after a Fire Wolf
Why? Wolf's recovery is already good if you DI properly and play smart. It's not supposed to be better than it already is. Being able to gimp Wolf is an underlying and balancing weakness.
- Significantly decrease the knockback of Fox's u-smash
WTF? Hell no. Fox is totally balanced as it is.
- Buff Fox's weight to around average (Mario). This should be possible without changing any physics, correct? Fox's weight makes no sense.....
Why would we add weight to a fast campy character with a pretty solid grab, projectile, and kill move. He's meant to be quick and light.
- All of Olimar's attacks with white pikmin show a poisonous effect on contact and do more damage than the attack would do with any other type of pikmin (but the lowest knockback on everything if that isn't already the case).
I see absolutely nothing wrong with the way Olimar's pikman are now. Whites are for grabbing and tossing them at your opponent.
- Some kind of nerf to Olimar's grabbing. Perhaps the pikmin can't grab on the way back, making the grab attempt leave you open if you miss it like other long-range grabs (it would still be good due to the speed and range though.
Olimar's grab doesn't need nerfing. Learn to abuse it's lack of grab armor. Bowser can deal with it with his new Dair. Ike has more mobility to try and navigate around Oli now. I want to see Oli playtested more before I start nerfing the most essential part of his game.
- Change Olimar's down-b to lightly hurt close enemies and have invincibility frames in the beginning (think Wolf's down-b) along with its usual effects (minus super armor). I think this could possibly help Olimar's recovery significantly (knock enemies off the ledge safely before up-b and provide immunity to gimps if used right).
I think it's perfect the way it is personally.
- Decrease the charge time of Squirtle's water gun and Mario's FLUDD. We all know we'd like these moves to be better.
Best suggestion, however, I already suggested it and it can't be done.
- Change DK's giant punch so that the fully charged punch is the actually the strongest stage of the move. DK's second-to-last wind-up being the strongest is just plain silly. Make it so that the second strongest level is just weaker (don't nerf the fully-charged punch).
No, I think it makes sense that the strongest part of the move is probably the hardest part to achieve. It's not as if fully charged punch is weak, lmao.
- Increase the speed of DK's headbutt. As devestating as it can be when it actually lands, landing it can against a good opponent is way too rare for the move to be worth much. Also, it's common for a headbutt to not do much. It dissapoints me to see a DK actually land a headbutt, only to have the opponent very quickly break-out at low damage.
This is a good cross-up and shield pressure gimmick. Also, you shouldn't be trying to bury your opponents into the ground at 10%
- Increase the speed of DK's fair.
No, but I agree this move needs a buff. +2 IMO.
i agree with this. back when i mained wolf this killed me more then anything else.I actually agree with giving Wolf more movement after his up B. Not being able to budge for like a second after the Up B is sort of silly.
I hate to sound melodramatic, but this would ruin Fox. He's a glass cannon, and Up Smash is the epitome of everything that makes him awesome to play.- Significantly decrease the knockback of Fox's u-smash
Uh, because he's not. I mean, you made a huge buff, and I played today with one of the most competent Ike players who was quickly able to implement his new stuff. He's just not broken. He's very good, but I merely wanted to point out that the SideB, while accenting Ike's game incredibly well, is not at all overpowered, and Ike is just a really solid character now.Hey pierce, why'd you mention that ike is in no way broken?
I did. It's just way too soon for tiers.Oh, I thoguht that you were implying that some people thought he was broken. CAn somebody read my page 71 post plz? Doesn't anybody care? Oh..... I feel like krillin now.
There will always be some characters better than others, the important thing is that all characters have solid counters against themWhy would we bring up tiers at all? B-Brawl is supposed to remove tiers and make it so anybody can win if played properly.
Yeah, definitely too early for tiers. Once this project becomes more popular it might get a little crowded here in the Workshop, but I doubt things will get out of hand.CAn somebody read my page 71 post plz? Doesn't anybody care? Oh..... I feel like krillin now.
Uhh, thanks? (The lack of inflection and intonation on the Internet is annoying at times.)EDIT: Also Eyada seems to be amazing.
Yeah, definitely too early for tiers. Once this project becomes more popular it might get a little crowded here in the Workshop, but I doubt things will get out of hand.
Uhh, thanks? (The lack of inflection and intonation on the Internet is annoying at times.)
Didn't notice that before. Yeah, one of her advantages. When we were testing chainchoking, us Ganons found out that it's impossible to get regrab with Flamechoke when she rolls away.Steeler, your sig is insane.
I just did some slow-mo tests with Zelda, to imagine how some changes might help her. Also, I don't know what I was thinking, she is still going to suck for DDD; she has one of the longest tech rolls, not shortest, I'm stupid. Regrabbing her out of d-throw is often impossible.
Something. It's just horrible now, and it's a great opportunity to give her an actual useful move.F-tilt I have mixed feelings about. Do we want to make it better at killing, or more consistent in setting up other things? I would not be opposed to making this Zelda's "game changer" by speeding up the ending lag so it is safe on block and has doesn't kill but leads to good followups.
2 words. Dragon punch. Give her frame 1 to hitbox invincibility (I know you can't add, but can you switch them, or take frames away before it). That would help depolarize a lot of her match-ups.Nayru's love is the only other move I would be comfortable with changing timing (ending lag) on. It just doesn't seem viable in a lot of matchups. Angle/setup cahgnes are also worth looking at.
Yes.D-tilt is fine. No, we can't change trip ratios.
YES.I think f-smash should be harder to DI out of. U-smash is fine. D-smash might get that higher angle but is otherwise good.
No, they do. If you don't. If you don't sweetspot it, it's not safe on HIT. That's bad and wrong.Fair and bair have little reason to be changed. Uair does it's job too. Dair needs to be investigated. Nair is sort of a black sheep imo. How does it fit into Zelda's high level playstyle?
No, you really CAN'T move invincibility (didn't I explain this earlier). Invincibility frames are "static." Even if you were to take away all the lag that was present before them, the invincibility frames would simply shift into the same window as before. Taking hypothetical move exampe:2 words. Dragon punch. Give her frame 1 to hitbox invincibility (I know you can't add, but can you switch them, or take frames away before it). That would help depolarize a lot of her match-ups.