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Brawl+ Character Balance Discussions: Character 3: LUCAS

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IC3R

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Doing anything from an Instantaneous Shield Drop is just about as good as jumping Out-of-Shield, IMO.

D-Smash should send opponents at a slighty lower angle, maybe ~35-40 degrees {horizontal is 0}.

Yoshi's Short Hop was fine in vBrawl, and it works just as well in Brawl+, thanks to hitstun. The Chainsaw Kick has a hard time being PerfectShielded mid-attack now :)
 

goodoldganon

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I think we should address this first in the OP or something. :/
I should be in bed, but w/e. I say let the masses be heard. I won't silence any post as long as it is constructive. I guess what I mean is, don't post "shield jump plz" and call it a suggestion. Give me reasons why Yoshi needs a Shield Jump instead of the fastest dropping shield in the game.
 

Shadic

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Give his Dsmash something like a 15 degree angle. It makes sense with how the move looks.

Also, a general increase in smash strength, and perhaps change one of his air attacks (Bair) to give some decent knockback at the end.
 

Swordplay

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1st of all. Does his standard B have any purpose at all? Characters can wiggle out of that egg so fast. Its even hard to do sometimes because its very punishable. While he may not need it. I'd love to see opponents get stuck in the egg for a quarter second longer. It might have potential for a interesting combo starter rather than a useless move.

2nd of all, I actually like the insta-drop shield over shield jump. His down special comes out fast on the ground and I can sometimes mind game people and get it off. Plus it has good knock back if done right. To top it off, tilting out of shield becomes really useful.

3rd of all. Yoshi is an AMAZING gimper in B+ He can get so high and nair and fair are deadly offstage. Then he can use multiple up-b's to get back on. If you suggest he needs an offstage game buff then go play a good B+ yoshi.

4nd of all, nearly every single 1 of his moves is **** except the d-smash of course.

Of course D-smash needs a buff and everyone else will post shield jump....

Note that I'm no B+ Yoshi player I played him in VB and initially in B+ but have kind of dropped him playing him only for lolz now and then. I know nothing about his metagame
( Sorry. I'm just trying to think outside the box with my 1st suggestion and analysis on my other three and I'm ready and willing to be flamed for it lolz.)
 

IC3R

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Also, a general increase in smash strength, and perhaps change one of his air attacks (Bair) to give some decent knockback at the end.
I dunno, his Smashes already have ridiculous disjointed hitboxes (though not near as bad as Snake Tilts T_T), tacking on more power would be like making sniper rifles fire nukes~

I could be wrong~
 

Shell

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Someone (jiang?) mentioned that it'd be cool to make his egg roll have more use.

What about being able to go straight into egg roll from shield and back to shield? Any other ideas on making this effective? Maybe just reducing startup and cooldown and making sure it pops the enemy up with enough stun that it could be used to lead into combos? Or leaving the startup / cooldown the same and give it useful killing properties? Brainstorm with me, doodz.

(Squirtle has a similar problem of his Withdrawal being kind of gimmicky and not overly practical, but we'll get to that later).
 

GHNeko

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Side B could actually give some ****ing horizontal momentum when in air because doing so puts him in a helpless state after.

That or remove the helpless state from doing a side b in air.

But really Side B + Air = Failure
 

CloneHat

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What are Yoshi's kill moves? Uair? I couldn't find any decent ones.
Also the sideB egg is hard to punish and annoying, but otherwise you can just jump over it. :p
Doing it out of a shield and back would basically make you invincible, cause if you are hit with an attack that cancels the egg, you can shield and do it again.
 

Me_Aludes

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Yoshi's only good B move is Egg Toss. That's his main problem. DownB is average, while SideB is really bad against anyone who doesn't suck and neutralB is usually never your best option.

So:
- Cooldown in sideB reduced. If you land it, you should be rewarded. So you can actually combo after it.
- What Swordplay said about neutralB.

I say no to jump OOS for now. Instant drop shield is a really good solution to yoshi's terrible shield.
 

Zodac

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i thought it would have been better to go in alphabetical order but anyway.

i know nothing of yoshi, but i like the idea of egg roll recovery. Could be like squirtle's B>
 

1048576

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Is there any way to make the neutral B require more button pressing to break out of (maybe 3x as much) and drop characters faster? I'd love the facing the edge neutral B to actualy work as a kill move against certain characters.
 

Ussi

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Side B could actually give some ****ing horizontal momentum when in air because doing so puts him in a helpless state after.

That or remove the helpless state from doing a side b in air.

But really Side B + Air = Failure
I 2nd this. Yoshi's side B can at least be used for recovery this way.
 

DarkLeviathan89

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Give his Dsmash something like a 15 degree angle. It makes sense with how the move looks.

Also, a general increase in smash strength, and perhaps change one of his air attacks (Bair) to give some decent knockback at the end.
Dsmash is pretty weak. Weakest of his smashes, has little killing potential unless they're at the edge and have really high damage (at least 150 depending on the char), and usually it's not the best options for Yoshi. I agree that a general buff in knockback and/or knockback angle will be nice, preferably power since it'd be nice to kill with dsmash more often, lol.

1st of all. Does his standard B have any purpose at all? Characters can wiggle out of that egg so fast. Its even hard to do sometimes because its very punishable. While he may not need it. I'd love to see opponents get stuck in the egg for a quarter second longer. It might have potential for a interesting combo starter rather than a useless move.

2nd of all, I actually like the insta-drop shield over shield jump. His down special comes out fast on the ground and I can sometimes mind game people and get it off. Plus it has good knock back if done right. To top it off, tilting out of shield becomes really useful.

3rd of all. Yoshi is an AMAZING gimper in B+ He can get so high and nair and fair are deadly offstage. Then he can use multiple up-b's to get back on. If you suggest he needs an offstage game buff then go play a good B+ yoshi.

4nd of all, nearly every single 1 of his moves is **** except the d-smash of course.

Of course D-smash needs a buff and everyone else will post shield jump....

Note that I'm no B+ Yoshi player I played him in VB and initially in B+ but have kind of dropped him playing him only for lolz now and then. I know nothing about his metagame
( Sorry. I'm just trying to think outside the box with my 1st suggestion and analysis on my other three and I'm ready and willing to be flamed for it lolz.)
I've seen other Yoshis use standard B (egg lay) to punish shield abusers. It's fairly quick and does 7 damage, which isn't bad, but yeah the fact that it can be escaped so easily doesn't help. Maybe extending the time that the opponent is stuck in the egg will help.

Side B could actually give some ****ing horizontal momentum when in air because doing so puts him in a helpless state after.

That or remove the helpless state from doing a side b in air.

But really Side B + Air = Failure
THANK YOU.

Using side B in the air is like saying "I want to die." Giving it some momentum OR making Yoshi be able to act again after using it, something like that would be really, really nice.

What are Yoshi's kill moves? Uair? I couldn't find any decent ones.
Also the sideB egg is hard to punish and annoying, but otherwise you can just jump over it. :p
Doing it out of a shield and back would basically make you invincible, cause if you are hit with an attack that cancels the egg, you can shield and do it again.
Yoshi's uair in vBrawl are uair, usmash, grounded downB, and fsmash. In B+, uair can be used for killing at high percents but comboing at low percents. I do find it harder to kill with uair and usmash now, I don't know if that's just me.

Side B kinda sucks because IIRC it's priority increases with its momentum. And until then, its priority is not very impressive since lots of attacks can cancel it out.

Is there any way to make the neutral B require more button pressing to break out of (maybe 3x as much) and drop characters faster? I'd love the facing the edge neutral B to actualy work as a kill move against certain characters.
Agreed, though one thing about the neutral B is that I like using it against enemies who break out fast and get an uair for the kill, lol.

One thing that wasn't mentioned here, I saw some other Yoshi mains in vBrawl saying that Yoshi's super armor is not reliable for getting him out of sticky situations, the ones that super armor is supposed to help against. At least in vBrawl and B+, he can DJAD (double jump air dodge), but more (better?) super armor frames would be nice.

From the time I used Yoshi in B+, he DOES have good (or at least decent) comboing ability and gimping ability. A lot of his tilts and aerials don't need to be changed. I don't think bair needs to be changed (yet) because I've used it in stringing attacks together well in vBrawl, and I THINK it can be still used effectively here. I can't test it out myself right now, I won't be back at my home where B+ is until about 2 weeks.

So things I would look at to improve Yoshi in B+:
-Side B in air
-Dsmash power/angle
-Standard B duration, drop rate
-Maybe more and/or stronger super armor frames
 

Eight 52

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Bair is fine. The main issues are

dsmash knockback
shield (fixed, but haven't tried yet)
Ability to not get footstooled during second jump SA

The main reason for that is to give Yoshi more options in recovering as opposed to air dodge to the stage everytime, or egg.
 

Problem2

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The Yoshi mains really have it down. I like their suggestions a bunch, and I don't see how they could hurt.

Increase momentum of Egg Roll
No footstool during mid-air jump
Revamped d-smash
instant shield drop (which is already implemented)
 

GHNeko

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The Yoshi mains really have it down. I like their suggestions a bunch, and I don't see how they could hurt.

Increase momentum of Egg Roll
No footstool during mid-air jump
Revamped d-smash
instant shield drop (which is already implemented)
rofl. if the instant shield drop is already in, why put it on the list?

I'm surprised they didn't ask for heavy armor on down B.
 

DarkLeviathan89

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That's only because of the increased gravity. Alot of utilt/usmash/uair moves kill later now.
That makes sense, thanks for the clarification!

Edit: Heavy armor on the down B would be nice, but I think it's more of a problem that down B from the air doesn't go through a lot of attacks. I dunno if that's something you can change though.
 

IC3R

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Edit: Heavy armor on the down B would be nice, but I think it's more of a problem that down B from the air doesn't go through a lot of attacks. I dunno if that's something you can change though.
Once the Brawlplussery Team conjures up a move proirity modifier, they can :)

I'm placing my updated opinions here:

IC3R said:
Changes I believe should be made to Yoshi+:
  1. D-Smash :: Launch angle needs to be lower, somewhere between 20 and 35 degrees (horizontal is 0);
  2. U-Smash :: Launch Power should be increased, because triple U-Smash combos are annoying as hell;
  3. Egg Roll (Side-B) :: Enable action after an aerial break, falling to your doom because you tilted the Control a little more over than up is even more annoying than triple U-Smash combos;
  4. Yoshi Bomber (Down-B) :: Perhaps a slight armor boost would be in order, this thing gets canceled out way too easily, and it doesn't kill effectively; but by no means do I want this thing to rival Bowser's Bomber 0__o;
lol Side-B OoS xD
 

DarkLeviathan89

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For Yoshi's downB, a decent move but one that can be improved in several ways, one of the following should work:

1. more armor frames
2. more priority (if it's ever possible)
3. grounded downB's are harder to get out of (I dunno if it already is though, didn't try it)
4. stronger, more reliable kill move even if used from the air

I'd comment more, but I have to do some stuff. Just want to get this summary out in the air, lol.
 
D

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For Yoshi's downB, a decent move but one that can be improved in several ways, one of the following should work:

1. more armor frames
2. more priority (if it's ever possible)
3. grounded downB's are harder to get out of (I dunno if it already is though, didn't try it)
4. stronger, more reliable kill move even if used from the air

I'd comment more, but I have to do some stuff. Just want to get this summary out in the air, lol.
More damage and knockback on the "stars"?
 

Greenpoe

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That's only because of the increased gravity. Alot of utilt/usmash/uair moves kill later now.
Was this intentional?
There's four basic ways to kill, gimping, off-the-top, off-the-side, and spikes. Is killing off the top balanced relative to the other three?
 
D

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Was this intentional?
There's four basic ways to kill, gimping, off-the-top, off-the-side, and spikes. Is killing off the top balanced relative to the other three?
If not, the upper death boundaries might be able to be lowered.
 

Eight 52

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Down B is meant for more of a surprise attack. With slight nerf of DI, the first hit that draws you in pretty much allows and auto hit. The move is mainly to get people to stop camping in Yoshi's little blind spot.
 

goodoldganon

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Vertical KOs were too strong in vBrawl, but the degree of their nerf was unintentional when we fixed everyone's individual gravities. I am unsure how we plan to buff them. Does Yoshi's U-air need more KO potential? One possible solution to get more star KO's is to buff some of the vertical killers characters have.
 

MK26

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Regarding vertical kills, i got the idea that a code that edits the upgrav of a character only while in hitstun could replace the filler in the jump/grav values code. Captain falcon would have a modifier of less than 1 to make it easier for him to die off the top (with the side-effect of his being slightly herder to gimp) while a character like bowser would have a modifier above 1 to make him more resistant to vertical kills.

About Yoshi (so this isnt completely off-topic), a faster shield-drop and roll will do him good. A dsmash buff is my second choice, but it might not be needed if my upgrav idea can be implemented
 

Shell

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I don't want to go off on too much of a tangent, but I don't think that editing a character's gravity while in hitstun is an ideal solution. Having different KB trajectories for characters makes the game more interesting, and combos more dynamic. Homogenizing this so that everyone can die off the top at closer to the same percent doesn't seem like the way to do it. I'd just say buff the specific vertical kill moves on a per-character basis.

We can continue this discussion in the Plussery thread, by PM, or in the IRC sometime.
 

Dont.Forget.To.Smile

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2x shield drop > jump OoS. Protection from shield poking balances with not being able to jump out of shield. The new fast shield drop compliments his crappy rolldodge and makes this unique shield more viable.

his shield grab is still terrible, which was my biggest gripe in vBrawl. at least now neutral b after dropping shield is an option, which is slightly less ineffective.

aerial eggroll (side-b) has momentum canceling properties just like G&W's bucket-breaking. allowing him to act after using this move (2nd jump + eggs) might be too great a buff to his recovery.

stronger dsmash, as previously mentioned.


oh, and because it'll never happen, I feel inclined to mention:

Double Jump Cancel. For serious. (and while we're bringing back ssb64, give him the ridiculous splash damage from egg shrapnel).
 

leafgreen386

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I'm actually surprised that people have mentioned the kb and launch angle on yoshi's dsmash but not its speed. I've always felt it came out too slow.

As for upward kill moves getting nerfed - I've always been a fan of nerfing the horizontal kill moves in response to this by expanding the left and right kill boundaries.
 

Blank Mauser

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I also mentioned removing the helpless state that yoshi falls in after an egg roll in midair. : ]
At the same time it kind of loses its use. Bucket braking and things worked because Brawl's lack of hitstun. As much as it would be cool to not be helpless after a move that doesn't really help in recovery anyways, I'm not sure it would help much as far as momentum canceling goes.

Green Ace suggests that Yoshi should have either a faster pivot grab or a better normal grab, and also for his Usmash to be buffed. Though mainly he says Yoshi really needs more armor on his 2nd jump.
 

Plum

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2x shield drop > jump OoS. Protection from shield poking balances with not being able to jump out of shield. The new fast shield drop compliments his crappy rolldodge and makes this unique shield more viable.

his shield grab is still terrible, which was my biggest gripe in vBrawl. at least now neutral b after dropping shield is an option, which is slightly less ineffective.

aerial eggroll (side-b) has momentum canceling properties just like G&W's bucket-breaking. allowing him to act after using this move (2nd jump + eggs) might be too great a buff to his recovery.

stronger dsmash, as previously mentioned.


oh, and because it'll never happen, I feel inclined to mention:

Double Jump Cancel. For serious. (and while we're bringing back ssb64, give him the ridiculous splash damage from egg shrapnel).
I doubt it will be too strong for recovery just because the limit on momentum canceling. It is really only useful stages with big boundaries like FD where you will actually be out of hitstun before reaching your death. Not nearly as useful as in VBrawl ( :( I miss G&W's crazy survival when I play B+... But Mario is my B+ main anyways so I can live without it) This would make his recovery stronger while not being too good by any means. He needs a boost to his recovery so I don't see it being unwelcome at all.

If his vertical kill power can be brought back then that would be great. I'm no Yoshi player by any means but I think anybody can see the problem with moves like Usmash and Uair losing their kill potential.

I would actually love to see somebody with the freetime to try to work in a double jump cancel for Yoshi/Ness/Lucas. Not for Brawl + obviously but for kicks and giggles to see what kind of things Brawl version characters could do with it.
 

Frogles

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Yoshi's Short Hop was fine in vBrawl, and it works just as well in Brawl+, thanks to hitstun.
yeah but the thing is his sh was made a little higher and the height bugs me. i wanna know what yoshi players think about the increase.

anyways heres my list for yoshi:

-less lag after dthrow so he can do uair or whatever and maybe a damage increase (i think it does like 4%?)
-ftilt speed slightly increased/less lag after to help with follow ups
-lower angle and increased knockback on dsmash and maybe a slight speed increase
-more (and stronger) heavy armor frames on second jump

i may post more about these later
 

Arcade

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Yoshi's dthrow does do 4%.

Last time I seriously played Yoshi was like 10 months ago so I can't really comment on him.
 
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