Im talking about a smash game and last I checked, yoshis DJ is not an attack and yoshi doesn't have a triple jump. So the SA DJ makes up for his recovery issue. And also, yoshi has heavy armor (not sure the name) not SA because a strong enough move can stop his DJ or if yoshi is at a certain damage. I forget which. All the other players don't have this recovery issue and thus should be subjected to the same system. DDD has what 5 jumps? plus a half SA up b? Really?
Yoshi's jump heavy armor is over ridden when a move would cause a certain amount of knockback to him (which makes it both). And Yoshi players often use this feature
to go through attacks. Whether they do so offensively or defensively is a moot point. The mechanic lets them go through other players attacks and have the opportunity to counter attack.
What are you talking about? Jiggs still has to time the move with a very small window and if she misses she gets knocked away.
She has 10 frames of invincibility. That's not a "very small window" Though the hitbox being small makes it a little difficult.
Not true for say Ikes eruption. You can miss time it a little and still be fine. Nintendo really introduced some stupid mechanics imo. Whats wrong with trading hits? That is what should happen.
Invincible moves do not trade hits. And Ike's erruption is much harder to time than the examples I posted (minus Jigglypuff because of how small the hitbox is).
Yes. Ganon for example is a slow and strong character that is meant to plow through attacks with high priority moves because he is slow.
Except I cancel his attacks with Sonic's/Marth's/ect invincibility frames.
And in case you haven't noticed, the characters that have the most priority in brawl happen to also be fast characters (Marth, Snake, Metaknight, ect.) Unless you're talking about ground vs ground priority (which is technically the only place where move "priority" applies and is also the least significant).
Ike on the other hand maybe slow but he has disjointed hitboxs and and rather good up b that protects him. Why should he be given SA moves anyway? And why does Marth have SA on his up b? It makes no sense!
Marth has
invincibility on his up B so that the move is actually...useful. It makes a great move for getting out of shield pressure, since Marth's other defenses are pretty bad. He's got a mediocre spotdodge, a mediocre roll, average grab game, ect. Up B OoS is Marth's fastest option, but even then 6 frames (1 frame to jump cancel+ 5 frames of startup) is still not enough to out speed anything.
If anything, it would be better if they had heavy armor instead of super armor. Even though I know its not a "huge" problem except for a few, the idea behind SA to me is stupid especially if it not needed. Why should some character get this special defense and be able to abuse it? See: wario and olimar and charazard and DDD and MK.
How about super armor was a bad idea
on those characters. And MK doesn't have super armor, he's got 1 frame of invincibility on his up B (I personally think it's only there so that he doesn't get interrupted mid animation, but It's found a lot of competitive use).
Oh and speaking about invincibility, why should wolfs reflector be that good? That shine is stupidly unbalanced with the special powers it possesses compared to the rest of the cast. Screw shielding or air dodging all together when you can just as easily time the shine with a greater reward. My friend is very good at exploiting that so I know very well how stupid that move is. Things like this seem very uncompetitive to me when few characters have an unfair adv over others.
I can see how this is "ok" in Vb but characters have more options and are better by restoring the smash mechanics again that SA moves are just overkill
SA moves are not overkill by nature, rather it's the moves that they put it on. You're bashing the mechanic as a whole, when it obviously has some non broken applications...that just weren't implemented. Bowser's f-smash having super armor (or even just heavy armor) would make the move
usable, but not broken. Also, I think that you're missing one important point that I'm trying to say.
I don't want the whole move to have super armor. The amount of super armor I'd be suggesting would be no more than 5 frames (maybe not even that). And those 5 frames would be placed
after the start up lag of the attack. In other words, Bowser would still have to start the f-smash early, start charging, and
time the release to make use of the SA.
My major reason for this idea is that
Bowser is a strong and slow character, just like Ganon. Bowser's f-smash does outprioritize most ground moves (since it does a lot of damage and that's what ground vs ground priority is based on). However, it's got very little disjointedness (unlike
Ganon's f-smash since you wanted to use him as an example) and thus
loses to most aerials. Spacing his f-smash is not enough, it simply can't reach their hurtbox without exposing his hitbox first (and thus getting hit). It's a
bad move. SA frames would make it a
good move, since you could finally get through that pesky aerial.
I can break through aerials with Sonic's f-smash all the time, since it's got good range and is fairly disjointed, but I'm not allowed to do it with Bowser, who is supposed to be a tank?