What do you guys think about this random post where I talk about a few characters (because it would take too long to talk about every single one) and their (apparent) design philosophies, and the failures/successes therein? If they get an angry Grimer, they're in a bad spot, meaning they're generally too weak or too strong, or their design is flawed. If they get a happy Kirby, it means they are basically perfect! If the angry Grimers were all turned into happy Kirbys, this game would be a perfect beauty
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Intended Strengths: Fast, close range ninja with combo heavy moves. And fast. Fast.
Intended Weaknesses: Low damage output per move/in general, lowish KO power, susceptible to combos. (Needs to get close?)
Design Successes: Successfully a fast, close range ninja that combos very well.
Design Failures: Needles are the best projectile in the game, completely invalidating the "close range" necessity of her character. KOs are often safer/earlier than most other characters, thanks to Dthrow in particular. Combos are less effective on Sheik than they could be, thanks to Bouncing Fish being a risk-free combo breaker. Recovery far outclasses the vast majority of the cast, when it doesn't seem like that was the intent.
Verdict:
strengths >>> weaknesses
Intended Strengths: Mobile, quick midrange fighter with pretty good CQC and strong combo ability? Not sure exactly what their design philosophy for ZSS is.
Intended Weaknesses: Risky Grab, no long range pressure... uhhh.. recovery, maybe?
Design Successes: Definitely mobile, definitely good at midrange (zair, paralyzer, mobility+safe aerials, SideB) good up close, combos are very strong. Grab is an actual risk.
Design Failures: Frame 1 Jab, so even if you close the distance (assuming she's designed to be more of a midrange fighter than a CQC one) she beats you. One of the best OoS UpBs in the game? Invincibility on Flip Jump? Recovery is nearly impossible to stop? Frequently KOs sooner than heavyweight/fatties do, while having little risk in these KO moves. Again, not sure what the heck her design is supposed to be, but there's some messy stuff in here.
Verdict:
strengths >>> weaknesses (and her design confuses me, maybe somebody can clarify what she's intended to do)
Intended Strengths: Specializes in disjoints, projectiles, anti-camp (reflector and absorb) and rewarding grab.
Intended Weaknesses: Exploitable recovery, mediocre CQC, difficulty landing grabs.
Design Successes: Recovery is obviously taken advantage of, CQC is nothing amazing, grabs require effort to obtain. Disjoints can be hard to beat when used correctly, PK Thunder is easy to use as a projectile with decent reward, PK Fire is risky to use but has high reward, grab combos/KOs are very effective.
Design Failures: People cry when Backthrow kills them.
Verdict:
people sometimes complain about him, but he's well designed imo!
Intended Strengths: Fast, close range fox with combos and the ability to force approaches (lasers, reflector). Also, fast. And combos.
Intended Weaknesses: Fallspeed makes him combo food, light weight means he won't live too long, recovery is highly vulnerable, Grab has mediocre reward, no disjoints.
Design Successes: Pretty much everything.
Design Failures: Pretty much nothing.
Verdict:
another well designed character, basically in a perfect spot
Intended Strengths: Fast. Combos. Great CQC. Manly. Fast grab with good reward.
Intended Weaknesses: No projectiles or swords, so must get in close. Combo food. Weak recovery.
Design Successes: As with Fox, basically everything!
Design Failures: Basically nothing!
Verdict:
I remember people complaining about Falcon, but I think every character (except the excessively weak ones) has the tools to deal with him.
Intended Strengths: aerial mobility, pressuring aerials, threat of Rest being a trump card, being pink, powerful edgeguarding.
Intended Weaknesses: extreme light weight, underwhelming ground game, forced to fight up close.
Design Successes: airspeed and quick aerials can lead to combos, Rest is fairly strong (without being excessive like in Melee) when used properly, ground game is appropriately underwhelming, while still having decent options in Dash Attack and highly damaging pummel/throws, edgeguarding game is quite strong.
Design Failures: light weight kills her ridiculously early, moreso than seems intended, especially because of Rage. Rest is randomly riskier by topscreen KOs being potentially instant, and Rest seems like an underwhelming trump card when the likes of True Shoryuken/Boost Kick/Limit Break/etc exist. Weak ground game and lack of safe ways to pressure shields makes shielding an exceptionally strong option against her.
Verdict:
she's overall too weak, but buffing her could make her frustrating to play against. I know I already hate playing against Jigglypuff as-is.
Intended Strengths: strong CQC, grappling, and juggling ability, with a good recovery and edgeguarding power. Command Grab that can makes him have very different potential depending on the matchup. Short crouch I guess could be counted as an intended strength?
Intended Weaknesses: light weight, low mobility, no disjoints or projectiles, so he's forced to get in close.
Design Successes: combos are overall good, grab reward is good, edgeguarding is occasionally good.
Design Failures: Neutral is very weak, due to low speed and predictable movement options. Low speed makes combos and juggling difficult to maintain momentum, as most characters can jump away from combos and reset to neutral. Aerials have very short range with no disjoints, yet have very unimpressive frame data. Certain combos are a state of extremes: excessively good on fastfallers, while being underwhelming on most other characters. Recovery is actually among the bottom tier of the game, again due to slow speed.
Verdict:
his weaknesses pile on top of each other to outweigh his strengths. For a CQC fighter, his Jab is one of the shortest in the game, yet it's Frame 3, which is slower than characters that have far better mobility and ranged options than him. His aerials are good in some ways, yet their frame data is extremely underwhelming, considering their hitboxes and his mobility.
Some more examples that I don't have time to elaborate on, I've already spent too much time making this pointless post!
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(probably most of the super fatties you guys have been talking about as well)