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Balancing Shiek

Thinkaman

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Link to original post: [drupal=688]Balancing Sheik[/drupal]



Sheik seeks to use rapid attacks to easily build high amounts of damage.

Sheik has difficult against opponents whom she cannot KO, especially high mobility characters who prevent her from easily switching to Zelda.
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-Tilt-lock annoying.
-KOs somewhat easily, in place of Zelda.
-Side-B a poor attack option.

- Decrease knockback growth on D-Smash and U-Smash.

+ Decrease ending lag on D-Smash, increase base knockback.
+ Increase damage on jab, f-tilt, Side-B.
+ Increase base knockback on fair, uair.
+ Increase hitstun on u-tilt, d-tilt, dair, d-throw.

Sheik has increased damage potential as promised in the Zelda entry, while having two of her better low-percent KO options removed. Sheik has more to gain by switching to Zelda, and other changes to her knockback mean more opportunities are available to transform.

Sheik and Zelda individually are still under-balanced compared to the rest of the cast with my modifications, but together they become quite competitive. Sheik also stands to be an excellent teammate for a KO-heavy character in doubles.
 

Thinkaman

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The idea is that we want Shiek to have tons of damage-building potential. Damage through combos is ideal, since it is primarily limited to opponents at lower percents. Compared to general high damage moves, this keeps Shiek from abusing her high damage potential and ignoring KO moves completely, just taking everyone to 200% because she can.

The tilt lock is pretty annoying, but it fits the mold of the type of attacks we want Shiek to have very well. Increasing the damage makes it less irritating to both the victim and the Shiek player by reducing the repetitiveness and feeling of helplessness while yielding the same results.
 

Zankoku

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Ok what? You want to nerf a decidedly situational KO move just because it happens to be really strong for Sheik? And you want her to rely on Transform to get any KOs at all? Base knockback on fair is fine where it is, really... Increasing it would be removing its ability to combo into ftilt, dash attack, etc.

And wtf, dsmash as a low % KO option? That thing shouldn't KO at anywhere below 150% unless someone DI'd poorly.

I don't know what increasing hitstun on utilt would do, since at low %s it combos into itself anyway and at high %s it just sends them too far to even begin to think about following up on... Increasing hitstun on dthrow would give her a guaranteed combo into an actual KO move, her nair or uair. This seems rather counterintuitive to the whole concept of giving Sheik limited and situational KO options (usmash, nair, Vanish, fsmash) to encourage Transforming.

Chain seems to have pretty good damage to me.
http://www.youtube.com/watch?v=dnD3WzCootU

Increasing damage on ftilt will do some strange things, possibly making the ftiltlock impossible since it might deal more damage than attack decay can compensate for.

We don't need more damage in a 2-frame jab (which would make it kind of ridiculous), but having more than an iota of hitstun would be nice.

The only changes I would really have made are not so easily done.
- Remove chain jacket glitch (improper use leads directly to the game freezing)
+ Reduce Transformation time
 
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