Link to original post: [drupal=690]Balancing Ness[/drupal]
Ness seeks to win though a unique style of offensive aerials, defensive ground options, and
excellent throws.
Ness struggles against characters who outrange him, and those who can gimp his recovery.
+B and Down-B virtually useless.
+Side-B a poor option.
+u-throw and d-throw typically overshadowed by other throws.
+MARF AND DRAGONMAN.
+ Drastically increase B speed; increase shield damage.
+ Reduce Side-B ending lag.
+ Reduce Down-B initial lag, drastically increase wind effect; increase damage multiplier to 2.0, remove 30% cap.
+ Increase f-Smash reflection damage increase to 100%.
+ Drastically increase d-throw damage.
+ Increase u-throw knockback growth.
+ Decrease grab-release lag.
+ Partial super armor on double jump.
Ness wasn't exactly the most deadly knife in the drawer to begin with, and then I go and add a grab-escape system that lets his opponents escape his certain-death b-throw and excellent-setup f-throw...
So, it's only right that Ness be given a large assortment of buffs to put him in line with the rest of the roster. Now Ness has a secondary, less powerful KO throw (up) and a damaging d-throw that will keep them guessing. Otherwise, Ness's now has specials that aren't terrible... though they still don't contribute to his game much... The double jump armor could help his offense and recovery a LOT if used properly; we'd probably make it a very low knockback limit so things don't get too absurd.
Ness seeks to win though a unique style of offensive aerials, defensive ground options, and
excellent throws.
Ness struggles against characters who outrange him, and those who can gimp his recovery.
+B and Down-B virtually useless.
+Side-B a poor option.
+u-throw and d-throw typically overshadowed by other throws.
+MARF AND DRAGONMAN.
+ Drastically increase B speed; increase shield damage.
+ Reduce Side-B ending lag.
+ Reduce Down-B initial lag, drastically increase wind effect; increase damage multiplier to 2.0, remove 30% cap.
+ Increase f-Smash reflection damage increase to 100%.
+ Drastically increase d-throw damage.
+ Increase u-throw knockback growth.
+ Decrease grab-release lag.
+ Partial super armor on double jump.
Ness wasn't exactly the most deadly knife in the drawer to begin with, and then I go and add a grab-escape system that lets his opponents escape his certain-death b-throw and excellent-setup f-throw...
So, it's only right that Ness be given a large assortment of buffs to put him in line with the rest of the roster. Now Ness has a secondary, less powerful KO throw (up) and a damaging d-throw that will keep them guessing. Otherwise, Ness's now has specials that aren't terrible... though they still don't contribute to his game much... The double jump armor could help his offense and recovery a LOT if used properly; we'd probably make it a very low knockback limit so things don't get too absurd.