Cape, can you
please give me an answer for marth's upB already? The move did
not need to be changed that much from where it was in 5.0. And that video proves absolutely nothing for marth's dsmash. If you actually tested the move you'd know that.
As for the rest of you, if you were planning on skipping over this post due to tl;dr,
don't. Skip to the end if you must. The last reply here is important for
everyone to read.
1. Light/Floaty Character
2. Ceiling isnt that high.
3. Extremely Terribad DI.
4. Toon Link Started to charge an Fsmash, and IIRC, you recieve more KB when hit when charging a smash.
having all these conditions are pretty ****ing uncommon and a move's potential should not be based of that.
Thank you. The last one is the most important one. The move does
not KO until 90% or so normally, making this more of a freak occurrence than the standard.
Actually, being hit when charging a smash attack is 1.4x knockback. It's very substantial.
The F smash change is definetly a buff as its a range increase. Goes a long way in that sense.
As for the problems killing its mostly due to the speed of the game. Better physics to get people off the ground quicker and allow them to peak jumps faster while still acting about the same otherwise would go a long way. This would make the recovery game tighter, leading to more edgeguards and earlier KOs and it would also allow the combos to bring more pressure on the opponents and therefore setup to KO percents quicker and easier.
I'm not going to argue that the fsmash tip increase isn't a buff. I never said it wasn't. Saying that "it's a buff" does absolutely nothing for this conversation.
Making chars peak faster will only give a small marginal increase to game speed. It will make the onstage game feel faster and more fluid, but the actual pace of the match will be very similar to how it is now. Ugrav isn't going to make edgeguarding that much more common, and it's really dgrav that you're going to need to mess with for that if you want matches to end sooner due to characters dying earlier.
I can't assume anything with you WBRoomers, you guys are weird.
Uh... thanks?
Interesting. Tbh, it might be op if tethers could grab out of air at full tether range instead of close range only. I'm not against said change, I'll certainly try it out. After all, there's no way to tell until it gets tested. However, I'd say it could be borderline op.
Imagine if we had a code that made it possible to slide off ledges and platforms? That'd be hilarious... Think of how huge of a change being able to slide off the ledge would be. It actually might be kind of cool. Imagine Snake snak dashing and sliding of the edge. Haha. Hmm what else would it effect? I think it could be pretty cool, but who knows.
There must be a way to make it so you can slide off ledges and platforms with momentum. I mean... Falcon, and ganondorf's side+bs slide right off. Maybe we can take apart the coding of their moves and see why? Can Ike side B off the edge? It might be kind of cool...
Anyway, just a random idea...
I wouldn't want to be able to slide off edges with dash attacks, actually. Dash attacking the ledge is a viable edgeguarding strategy for some characters, due to the lingering hitbox hitting below the ledge.
Didn't we already do that once, and it was still one of the lowest % guaranteed grab-kill combos in the game?
Maybe, but then wouldn't that just mean that we didn't reduce the uair's growth enough?
I do agree the up-B was overnerfed. The only problem with it was how strong the hitboxes at the end of the move were.
Hm... I never thought they were that bad, actually. Sure, if you got hit by the reverse tip (as in, naturally reversed) while marth was recovering, you were gonna be in a bad position afterward, but (imo) you
deserved it for screwing up your edgeguard and putting yourself in that position to begin with.
Maybe it's just me but I found the larger fsmash tip much easier to land. I went from landing 1 or 2 fsmash tips per game to landing 5 or 6.
Well, I don't see how you would've seen it as "much" easier to land, but ok.
Someone came up with the idea of having ledge invincibility time decrease with successive grabs, but reset whenever you are hit or touch ground. I think this would be a better solution to planking than some arbitrary limit on ledgegrabs.
Yep. The problem becomes figuring out how extreme to make it. I think a system that gives you 2 or 3 free ledgegrabs, only decreasing the invinc after that would be best. Other people want a more aggressive system that begins to punish you for successive ledgegrabs beginning with the second one. I think that would begin interfering with normal ledge strats too soon and too pervasively, so I'd rather there be some leeway before it starts punishing players for grabbing the ledge.
I would like to see all characters killing better in general. We could just take all the kill moves in the game, decrease the BKB, and increase the KBG, so they work about the same at low %s but kill better.
Eh... something like that. We need to figure out what we're doing with everything else, first, though, before we go into doing that.
I feel that making gravity changes is goin to be rather difficult. We have to ensure that we don't break anything accidentally. For example, I feel that Falco's gravity is perfect. He's swift, his SHSL mechanics are perfect. If were going to increase grav I wouldn't want Falco to suddenly feel crappy. Characters reaching the apex of their jump faster will probably have less negatives, as it's only speeding up their jump. Basically, I'm just needlessly concerned that we'll go overboard and ruin characters that already feel great (like Falco).
You worry too much imo. If we're going to be making new physics for characters, don't you think we'd maybe... oh... I dunno...
let people test them? We're not gonna let any characters get ruined. I assure you.
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THIS IS THE PART I WANT EVERYONE TO READ:
Shadic said:
I think the fact that one move basically means so much to a character that's Top-tier shows that it was a ridiculously powerful move.
If you haven't noticed, every character has one or two (maybe three) moves that they
greatly rely on. How would you like it if link's jab was reduced to worthless? Bowser's upB? Ganon's fair or jab? Marth's fair? Fox's dair?
Fox's dair is a great example here, actually. It's been nerfed time and time again, but it's still a useful move. It builds less damage and it's harder to combo off of, but fox can still use the move in much the same way as he always has; it's just less dominating. The squirtle fair nerf causes it to feel "foreign" in his playstyle, meaning the nerf was far overdone. A move should not go from "staple" to "foreign." When marth's fair was redone, it was given huge damage nerfs and lost the ability to kill, but in exchange it could be used as a combo move. The move is still a staple move in marth's gameplay, but he can't
just use a wall of fair to win matches anymore.
If we're nerfing squirtle's fair, it should still meld well in his game, and it should still be a staple move. Every character has staple moves that they abuse to get the job done. This is simply how the game is played. If the staple moves of a character are
too good, then yes, they need to be nerfed, but
just because a move is a staple move does not mean it is broken.