JOE!
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so wait, who are viable then? Just team disjoint, DDD and Snake?
why dont we just nerf them down to everyone else's level?
why dont we just nerf them down to everyone else's level?
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You forgot Diddy and Kirby, but yeah.so wait, who are viable then? Just team disjoint, DDD and Snake?
why dont we just nerf them down to everyone else's level?
Ideally, the differences of characters are that they have combos or damage dealers (not to mention KO moves) that work in different situations, and different ratios of viable poke/approach options compared to other characters. And of course the technical differences that come with different physics and hitbox sizes.the higher the bar is set, the more difficult it is to balance the game and maintain as much of the "flavor" or "uniqueness" of the original characters as possible.
As long as you are using the Stack Smash method to boot BBrawl there is no risk to your system. If you are booting BBrawl through Homebrew Channel then you'll obviously have to deal with the (minor) risks associated with having the Homebrew Channel on your Wii. BBrawl itself is harmless.Just a question. Since you didn't change core elements this wont run the risk of wrecking my game or system correct?
Out of curiosity: In your opinion, what makes Fox nonviable? What changes do you think he needs?
nerfing marth would help more people. He is the opposite of most low tiers: he has *too* much reward n hit, granted how relativly easy it is to hit with him (big, fast hitboxes with disjoint)Peach is great, just make her even a little bit better and she'll be up there.
And of course nerfing Marth would work too. Or doing both.
Funny you should ask.Meno, did you ever try your hand at a BBrawl title screen? :O
Yeah, Marth's zoning is kinda too broken. I mean his mobility is VERY good, and this is on top of above average speed in terms of startup, ending lag (just ignore stuff like his unsafe smashes), and frame advantages. And his tippers...
Probably the best thing that can be done to Marth right now is some adjustments to his F-air. Make it less powerful/rewarding, and give it 3 more frames of landing lag so that you KNOW you will be able to shieldgrab it when he lands right in your face with it.
As for Yoshi...really, I dunno how this character is supposed to be fixed. Actually, what I do know is that Yoshi suffers the problem "I can't kill you if you start being a homo" and "no consistent approach, I'll just camp you and hope you run into it". His extremely bad shield is also a problem...
Spotdodge to buffed D-smash in theory should make him not garbage assuming he can get that off three times a match...or if his new F-air is actually viable enough for him to land consistently (which frankly, it isn't). Except that still doesn't completely answer how "I can't kill you if you start being a homo".
Trust me, I actually tried to be homo against a Yoshi in tournament (with Mario). Survived to 200% every stock.
thats not that big of an issue as many characters have trouble just approaching him in the first place to get him in that situationNerf Marth's recovery. That'll learn him.
I [think] giving some benefit to the landing hit box [of Bowser's USmash] would make it better than UTilt in different situations. Like, say, if it did that grounded effect they added to other random moves. Then if you smell an AD you can USmash instead of UTilt.
true, but the developers want to keep this as close to the original version as possible. a few characters simply need way too much help to achieve diddy status.Brawl has characters that actually lack competitive tools, so I think the highest priority right now is recognizing that and giving those characters tools to make themselves viable in competitive situations where they fail.
*yawns* easy cape. I'll gimp it any day of the week.Still sucks? You can whip someone off the edge fall and whip again to still get back up. The problem i see with it as that using it makes ivysaur go slightly up and by repetativley using it you dont really go to much lower then you were making it extremely hard to edge guard.
They added more ending lag to the nonsweetspot version to prevent stalling. So basically everytime you do it you go lower until you too far to sweetspot the edge. Plus Ivy still has slow aerial mobility and such.Still sucks? You can whip someone off the edge fall and whip again to still get back up. The problem i see with it as that using it makes ivysaur go slightly up and by repetativley using it you dont really go to much lower then you were making it extremely hard to edge guard.
Im not saying her recovery is super good, it just seems like theres more risk then reward.*yawns* easy cape. I'll gimp it any day of the week.
Sure you actually need a brain to edgeguard Ivysaur, but that's entirely feasible for the average person. Her recovery is like...between Wolf and Bowser's recovery. Still pretty terrible. No longer the worst recovery is a plus, but it's not spectacular by any means. Next to no defensive tools offstage, little mobility (and distance for that matter), super predictable, the last one in particular really killing her recovery.
hmn, then how about some angle changes along with it? Possibly even Fthrow (or Bthrow) doing more horizontal KB, kind of like what happened with Falcon's Utilt...And then, capitalizing the "being homo" against him even more...
It's not a against-homo tool, is most likely an invitation to do it...