More like 80-90, but yeah, characters in general don't kill well enough. That's partly why 4-stock matches take sooo long. ****, as ROB, living to 200% on a big stage is not uncommon. I just played a ROB vs MK match tonight with 3 stocks on Battlefield and there was only 30 seconds left when the (adittedly campy) MK player finally died.
A couple (very good) players I know tried the beta for the first time tonight, both Falcon players, and they both really hated the new Falcon. They said he was just no fun to play after the nerfs. That's why I'm thinking, maybe instead of nerfing the hell out of the top tiers, maybe we should be giving serious buffs to the rest of the cast instead. I think people would find it more fun overall (as long as we don't make another RC1 Ness).
Oh and I played some Melee today, and man oh man I wish B+ wasn't so floaty...
Truth is, the floatiness is the reason characters live as long as they do. People talk about the "deep" ledge game that comes from floatier physics, but what it really does is greatly reduce the number of low percent kills. In melee, almost all kills came from edgeguarding. The faster falling and worse recoveries made it more realistic to gimp people, and usually the easiest way to get a kill was to simply get a foe offstage and edgeguard them to death, of which a lot ended up being death by edgehog. In brawl+, it's more about building damage up via combos (and camping), and edgeguarding really just becomes sort of like an extended combo. Some characters gimp better than others, and some characters get gimped pretty badly, but in general, you're going to see characters coming back... and coming back... and coming back... until you finally kill them outright. An edgeguarding system like this gives more opportunities to mess up, but with a lower cost for doing so (in melee, a botched edgeguard would usually result in
you dying). When I play brawl+, it feels like the main point of edgeguarding is to simply lower the necessary threshold to kill the foe at by hitting them when they're closer to the blastzone, rather than to keep them off the ledge.
Annddd... this is partially why the hitstun change doesn't really work well because we didn't tweak ANY gravity. The gravity we have now may have worked for .4865 hitstun but, with lower hitstun, it's obvious people are going to be dying later... and later... and later... unless there's a physics change.
Complete overhaul plz. No moar floaties, mayhaps? :o (You may all now get ready to slap me for suggesting that).
Oh btw, why is FFDT in this set? It's major bugginess and helps ADs a **** ton. "Wut bugs?" Uhh... try FF'ing as Sonic RIGHT as you Up B, you should fall the opposite direction (back onto the spring) as though he never took off. I saw it happen on 5ive's stream and I've experienced it before in the older set we tested FFDT in. Maybe it's just me but, I don't think so. :x
We can't kill floaties... it would ruin the game lol
But I definitely agree with dropping FFDT. It's not necessary, and it's actually a buff to the defensive game, when lowered hitstun already did that. Being glitchy on top of that just makes it a no-brainer to take it out imo.
Went through and cleaned up the Falcon, got some .pac testing to do and gonna have Greg look at it. The biggest change to Falcon is the fact that the ridiculously high hitstun gave him a good long time to set up any and all followups, now he has to read DI a bit better.
The Squirtle fair was a nerf thought up by Gurukid as Squirtle's fair (which is a high priority move) and similar to bair is now different and used for combo finishers and KOs instead of just about everything. U throw to uair was one of the lowest throw combos KOing in the game and Squirtle had no trouble building damage. His sheer priority on fair was the reason why the speed nerf was put into place with a slight KO power buff to compensate. The exact reasoning can be filled in by Gurukid and I can ask him to come give his opinions on it.
Got a few more minor updates that I can put in once I have tested them out. Few minor clean ups including Falcon and Bowser that should assist the characters a good deal.
Landing a grab with squirtle now anytime between mid percents and oh... 130% or so, is now suddenly
very unrewarding. It used to be that there was a small window in which you could neither uthrow -> uair or kill with dthrow, which was fine, but now it's pretty ridiculous. If you want to nerf uair's kill ability... nerf uair's kill ability.
Don't nerf the uthrow.
Oh, and as far as marth goes... you still haven't explained how it's possible for dsmash to both suck and be too powerful
at the same time, or why a reverse upB with a smaller vertical hitbox couldn't have worked. The upB was fine except for the vertical range being too big. So you decided to outright remove it and make it a worse version of the vbrawl upB? Additionally, the fsmash tip increase was very minimal, and didn't actually make it any easier to land. IIrc, the change was a 0.3 size increase, with a 0.3 shift inward, meaning it had the
same horizontal range with slightly increased vertical range, which made hitting foes above you make slightly more sense (as the hitbox did not match the animation). The fsmash being reverted isn't exactly a huge loss, though, because it wasn't that big of a buff to begin with. The one single nerf that hit marth the hardest was definitely the upB, which did
not need to be completely changed like it was.