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Doesn't King K. Rool hold this honor?The best recovery of the super heavies.
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Doesn't King K. Rool hold this honor?The best recovery of the super heavies.
Name one saving grace the needlessly nerfed lizard has.
To add to that,SNIP
Not in horizontal distance and not in unpredictability.Doesn't King K. Rool hold this honor?
IMO, it's debatable.Not in horizontal distance and not in unpredictability.
K.Rool's gonna recover the same way every time. If you can deal with that, he's easy to gimp.
Charizard can mix up his recovery with Flare Blitz, his third jump and Fly.
I would love this for Peach/Daisy and their umbrellas. I recognize they're hardly characters that need buffs... but it just feels like such an arbitrary quirk to me that they can't grab ledges from behind, in the same way it feels odd to me that Ridley can only recover in four directions and K. Rool can't fire his cannon straight forward. Like... why?All I want for Christmas is for Richter's up B to cover more distance, and be able to grab ledge from behind.
How would you nerf a recovery, though...?I don't understand a lot of the decision making when it comes to recoveries in this game. I feel like this game would be a lot more rewarding if some of the insane recoveries that allow characters to go super deep were the only things nerfed in the entire lifetime of Ultimate. It gets exhausting edgeguarding an Inkling 5-6 times only for them to come back anyway any time I get advantage.
Can't they grab it from behind if you close the parasol?I would love this for Peach/Daisy and their umbrellas. I recognize they're hardly characters that need buffs... but it just feels like such an arbitrary quirk to me that they can't grab ledges from behind, in the same way it feels odd to me that Ridley can only recover in four directions and K. Rool can't fire his cannon straight forward. Like... why?
Bowser is actually decent in this game, dunno what you're talking aboutUltimate Bowser is easily the worst character to ever be put in a fighting game. The one thing that made him somewhat viable at all (up throw combos) got removed. the 2 other buffs he got are too minor to balance out one of the biggest nerfs in FGC history.
How he could be buffed:
- Give him his up-throw back.
- Give him a proper dair instead of an uncancellable stall-n-fall that leads to an instant death if used anywhere close to the edge of the stage.
- Make his f-smash a little faster, because it's easily reactable in 95% of situations it's used in.
- Make his side B actually work. The enemy is UNDER bowser, why does bowser die off the bottom FIRST?
- Edit: Apparently, if the enemy is at a lower percent than Bowser, THEY CONTROL THE DIRECTION THE SIDE B GOES. WHY WAS THIS ADDED?!
No. We do not need to buff Olimar. He is already top 5, stop it.These are just all thing that've bothered me when playing.
- Make Side B have less endleg.
- Make Side B a combo tool again and make Down B a lot faster.
- Buff Airspeed and make Dimensional Cape's non-attack variant go farther and have a lot less endlag and if he starts it on the ground, it shouldn't put him in a fall state.
- Make sing cancel-able near halfway through.
- Buff airspeed, greatly increase range on inhale, make inhale able to spit out anything, make copys last longer, make Dthrow-Dsmash a kill confirm again, and make his Dattack keep it's powerful hit on the lingering hitbox.
- Make his FSmash have less endlag.
- Make Dthrow have less endlag.
- Make Fthrow harder to break out of.
- Make him able to Side B again offstage if hit.
- Make Dthrow always have a true followup, even if it's just jab.
- Make desyncs easier.
They can, but the momentarily drop is a big difference maker more often than you'd think, and it's not particularly intuitive that they can't grab it from behind at any time like any other character.Can't they grab it from behind if you close the parasol?
Well, they do probably have among the best recoveries thanks to how much they can stall.They can, but the momentarily drop is a big difference maker more often than you'd think, and it's not particularly intuitive that they can't grab it from behind at any time like any other character.
What about Olimar in this game makes him top 5? as far as I've seen, he didn't really get any buffs apart from having a different up smash.We do not need to buff Olimar. He is already top 5, stop it.
Peach and Daisy have below average (when compared to more than half of the roster) air speed though, which can be a bit of a problem when approaching. Of course, I don't really know what makes Peach and Daisy highly viable.Well, they do probably have among the best recoveries thanks to how much they can stall.
Do you watch competitive Smash at all?What about Olimar in this game makes him top 5? as far as I've seen, he didn't really get any buffs apart from having a different up smash.
Gordos are so oppressive already. If you make them harder to deflect they would have to be nerfed in other ways to compensate, especially because he can inhale and regrab his gordos. Fighting him feels like a minigame of "who can bounce this back successfully."Since I've picked up, I'd really like if we could get a buff to his airspeed and make it so his Gordos don't get reflected if you sneeze on them. I get that having the lowest airspeed is kind of his "brand" when it comes to Smash, but he could use a lot of help getting in against projectile-heavy characters. Those matchups just completely smother the King as of now and they're not much fun to play at all; I'd like to be able to either approach or use my Gordos, if that's allowed.
It would still help when trying to move around more quickly, even if your recovery is already good. But it is a fighter dependent dilemma, and in the case of Peach, she has often felt like someone who should excel well in the air speed department. Maybe not top 5 levels, but more around Captain Falcon's level.Who cares about air speed when you have among the most variable recoveries in the game?
Do you realize how borderline broken they might be with higher airspeed?It would still help when trying to move around more quickly, even if your recovery is already good. But it is a fighter dependent dilemma, and in the case of Peach, she has often felt like someone who should excel well in the air speed department. Maybe not top 5 levels, but more around Captain Falcon's level.
Debatable perhaps, but that's basically how I feel about the matter.
One workaround could be to make most of the other fighters faster. But obviously, that's only part of the equation, since you also need to look at the movesets and attack frame data. Peach must've been blessed with a good moveset if she's far better than she was in Smash 3DS / Wii U.Do you realize how borderline broken they might be with higher airspeed?
It's definitely ironic how Peach's air speed was set to top 5 levels when she debuted in Melee, only to get nerfed significantly upon transitioning over to Brawl.She wasn't especially fast in SMB2, so I don't know why Peach would be especially fast in Smash. I think her air speed is perfectly fine. She feels floaty, as she should.
Anyone on YouTube can explain to you why Olimar is so good. My explanations are pretty bad so I'd recommend you watch those if you want to really see why-What about Olimar in this game makes him top 5? as far as I've seen, he didn't really get any buffs apart from having a different up smash.
It's a fighter dependent ordeal. When you look at Yoshi, he doesn't really need to be any faster than he already is, but could afford to have frame data improvements for certain attacks.To be fair, it's not like she's traditionally very fast in her playable appearances. And making everyone else faster kind of negates the point doesn't it?
Basically, he's very effective at zoning. His aerials are great disjoints that beat out most other disjoints and his Pikmin Throw is a great way to rack up damage.Anyone on YouTube can explain to you why Olimar is so good. My explanations are pretty bad so I'd recommend you watch those if you want to really see why-
This is the only buff, and even then he loses some utility. The other two are hard nerfs.Wizard's Foot: Change the attack into Wizard's Dropkick. Damage dealt would be weaker, but the aerial variant's horizontal movement would be helpful when trying to recover.
Knockback values would have to be kept in mind, and I was thinking about the amount of ending lag that Flame Choke may have as well. But I guess ending lag becomes irrelevant when FAF is taken into account, and making an attack become a KO maker isn't always the right move.The down smash change would only make the move even weaker. Most of the time the first hit chains into the second one. Why would you take that away? The end result is just less damage. Flame Choke is one of Ganondorf's best moves because there are only a handful of ways the opponent can react after the drop, making it a crucial tool for getting hits off reads. No Ganondorf worth his name gets punished by the person who was just grabbed. Either the Ganondorf gets another hit, or the person escapes with their life. Flame Wave would absolutely neuter the move.