Well what i was getting at was they wouldn't necessarily need to implement it on a by-character basis. Like the shield lag formula, shield knockback scales with damage (and likely KB values) and thus would already be something that only high-damage attacks would benefit from, which are typically bound to heavy characters. Brawl and Melee allowed characters like Ganondorf to get away with landing a Bair/Fair, and even rewarded them with frame advantage/a free hit if the opponent tumbles off the ledge.L LightLV
The issue is that the top characters dont often need to shield against the heavies, they simply outmanuever them, stuff them, or camp them with projectiles. On the other hand, the heavies need a good shield to prevent constant harrasment.
Unless you are suggesting simply buffing a few heavies moves so they hurt shields more/pushback shields more, which would be fine by me.
There isn't really a winning strategy in Smash 4 that relies on hitting shields, not even for Sheik. But the ability to hit a shield safely with choice moves would undoubtedly be a buff for heavier hitters because it gives them a respectable option when they finally DO get in, whether the hit connects or not. When it comes to heavyweights...the heavyweight attacker should be rewarded (within reason) and put in an advantageous situation if blocked. It's the tradeoff for having a harder time getting in.
It's all about adding respectable options and balance to the neutral. It seems like a small thing, but it's really quite significant. For example, when speedy characters hit shield with choice moves, they are able to space it in a way where they can get away. Their pressure is in their superior neutral game. The opponent is never too far away from getting caught. Most even have projectiles to assist them. When a heavy character hits a shield with choice moves, they should at the very least gain some stage control, or safely damage the shield health of the opponent, thus building pressure for the next time they block a hit. If their back is to the platform edge or wall, this allows them to capitalize on establishing map control. This inherently buffs their other CQC and conditioning options because the defender is put at risk if they choose to defend.
Of course, dodge rolling is still an option, but this is at no detriment to the attacker. Perfect Shielding and Sidestepping aere also options, but so are baits and grabs.
Buuuutt...it stands now though, like you said, heavies need a good shield to prevent constant harassment. But their opponent has that exact same shield, equipped with the same options as yours. Factor in fact that many of these characters also have oppressive projectiles, and it just comes down to the game giving you nothing to compensate other than rage, making you fight an uphill battle where you can only pray your opponent makes a grave mistake.
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