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But Bowser's thick skin has since been removed, hasn't it?I agree with everyone who is worried about everyone becoming the same character. I really liked how Bowser was handled. He was designed to be a tank, so he was given "thick skin" and better KB. Sure a bit was done to help him where he was hurting, but that was only because it was a huge issue. We should do the same for Ganon, help him a bit where he needs it, but put most of his buffs into giving him more raw power.
Well, I'm perfectly aware that the move isn't broken now, since it's easy to avoid. However, if the whole thing was sped up, it would be considerably easier to land, hence where the problems could begin. The first thing he needs with this move is the ability to move before they reach the ground, allowing an instant response to their tech (predicted or otherwise). But then I also have the move being sped up when he's rushing forward, too. I just don't want murder choke -> techchase using murder choke to be too easy. It should be easily possible if you predict their tech, but I'd rather see him connect with other moves (like dash attack) if he's going to techchase someone on reaction.You already know the move isn't broken at all. We can techchase on reaction, but it takes almost frame perfect timing on most characters, and doesn't even work on half the cast in the first place. And even with that... We're still just above Falcon in the vBrawl tier list.
If you can't fix the techability of it, it definitely needs the speed buff.
Haha. Yes. It would be amazing to make his utilt useful (outside of an extremely risky and situational edgeguard move that you're better off doing something else 99% of the time). Either through IASA frames or cape's suggestion would make the move leagues better.Just think about it, you'd be fixing the second-worst move in the game! Warlock Punch is the worst, but I honestly think that WP shouldn't be fixed... It's a pretty lulzy move, like Falcon Punch. You wouldn't try to fix Falcon Punch either because it's just too good.
Momentum is new to brawl+. Most characters have 92.5% momentum, while a few like lucario have less than that. Ganon got some of the most momentum from a jump in the game, and although he still gets some good distance off of it now, I feel that he'd play considerably smoother with full momentum.How much momentum does Ganondorf have in vBrawl? 50%? I honestly don't know much about momentum since the 3.3 PAL Plussery code has faulty momentum codes. :/
Yet they decide to give wario SA frames. Logic sadly does not always prevail. But yeah, adding armour frames (of any kind) is something I really feel we shouldn't be doing.I agree on this, although I do want to comment on how dumb it is that a character that has a full suit of armor doesn't have super armor frames. >_> But I think that with all these buffs it wouldn't really be necessary.
I'd much rather see the grounded one be used to get them offstage for edgeguards than as a combo move. You combo into it. Not the other way around. I'm actually not sure about making the downB always spike in the air. The non-spike version actually has some pretty good kb right now, that if you get hit with at a decently high percent, will kill you off the top. I've actually hated how sometimes I would get the spike version of the move when I was trying to hit someone coming from below me, when the upward launch would've killed them. It's worth a try to see how he plays with it (as right now the spike hit is pretty well useless), but I'm not sure.TheCape said:For the Wizard's Foot.
- What about making the grounded one winddown faster so you can combo off it (like you can when it ends in the air)
- Make the aerial one always meteor
- Less landing lag on the aerial one
You do remember when bowser's thick skin was just a flat 1% reduction, right? It made most multi-hit moves worthless against him, vastly distorting some matchups. Giving ganon 1-2% worth of heavy armour would yield a similar effect, where multi-hit moves just wouldn't be useful against him anymore. Not something that we want.Greenpoe said:How about giving Gannon some constant heavy armor? 1-2% of constant heavy armor would make him good at counterattacking vs. jabs.
You mean like... increasing weight? loltrojanpooh said:but got a slightly reduced KB
This. I was surprised how well I was doing with ganon in 4.0Wait everyone here thinks ganon needs a buff? I feel like melee ganon when i play him, he certainly has a hard time against the more obvious top chars, but a single combo puts your opponent at kill % and his KO options are...everything is a KO option lol
If he feels like a Melee character, that's actually a bad thing. Just think about it, in Melee, would you play Ganondorf against a good Sheik/Falco/Fox/Marth?Wait everyone here thinks ganon needs a buff? I feel like melee ganon when i play him, he certainly has a hard time against the more obvious top chars, but a single combo puts your opponent at kill % and his KO options are...everything is a KO option lol
1% heavy armor on Murder Choke?What about Heavy Armor on Ganon's B moves?
Makes it a bit more challenging to stop Murder Choke, Dark Dive from Sheild, and Wizard's Foot and (lulz) Warlock Punch.
Give him something like 10% heavy armor on them?
Um, hell yea?If he feels like a Melee character, that's actually a bad thing. Just think about it, in Melee, would you play Ganondorf against a good Sheik/Falco/Fox/Marth?
If you said no, my point exactly.
If you said yes, well done.
Okay, I'll give you that one. But honestly, I can't pull it off consistently against them, I'm not that good yet.
Ehhh, I don't really use it much since Ganondorf can't follow up easily on it. If you could make it so that the last hit of nair sends your enemy straight up (kind of like a utilt/usmash would), it would make a nice combo move. And 40% ALR would also help of course. We shouldn't make it autocancel, Ganon and Falcon are different for a reason.Dutchman, what would you do to the nair (if anything)?