Conda
aka COBBS - Content Creator (Toronto region)
Hey guys, I wanted to start a discussion not about matchups or character tiers, but instead about intentionally designed character weaknesses. I'm talking about weaknesses like "Little Mac's airgame/recovery" or "Ganondorf's speed" or "Rosalina's Luma dying." These are designed 'shortcomings' for characters that balance out their strengths, and can be used against them.
The focus will be on recognizing these weaknesses throughout the cast, and what they actually mean for their metagame and how they'll develop as characters. As a Dr. Mario main, for example, you'll have to find a way to cope with your designed weakness of having a bad recovery.
We'll discuss what these weaknesses mean, how they can be de-emphasized, and how you can avoid them being used against you to spell your doom in competitive matches.
For example, Ness:
He can still be gimped easily out of his PKT. It's less easy this time around, as the default PKT passes through opponents on startup (can't just bodyblock the thunderbolt anymore), but there is also an abundance of wind effects in this game, notably in custom moves, and this imo brings back to life the classic Smash Bros dynamic of Ness being easy to gimp out of PKT.
Also, in Brawl, Ness could play safe by focusing on using his doublejump to recover onto the stage instead of PKT. You'd DJ and airdodge into the stage to have a safe landing. Ness can't airdodge to safety anymore to have a safe landing the way he used to, as there is huge landing lag on airdodging. Thus the best choice now is likely to Nair into the ground (maybe there's a better way to cover his landing upon DJ recovery?) - characters that can punish/outprioritize Ness's nair will have the advantage of being able to prevent Ness from safely landing more often then not.
The focus will be on recognizing these weaknesses throughout the cast, and what they actually mean for their metagame and how they'll develop as characters. As a Dr. Mario main, for example, you'll have to find a way to cope with your designed weakness of having a bad recovery.
We'll discuss what these weaknesses mean, how they can be de-emphasized, and how you can avoid them being used against you to spell your doom in competitive matches.
For example, Ness:
He can still be gimped easily out of his PKT. It's less easy this time around, as the default PKT passes through opponents on startup (can't just bodyblock the thunderbolt anymore), but there is also an abundance of wind effects in this game, notably in custom moves, and this imo brings back to life the classic Smash Bros dynamic of Ness being easy to gimp out of PKT.
Also, in Brawl, Ness could play safe by focusing on using his doublejump to recover onto the stage instead of PKT. You'd DJ and airdodge into the stage to have a safe landing. Ness can't airdodge to safety anymore to have a safe landing the way he used to, as there is huge landing lag on airdodging. Thus the best choice now is likely to Nair into the ground (maybe there's a better way to cover his landing upon DJ recovery?) - characters that can punish/outprioritize Ness's nair will have the advantage of being able to prevent Ness from safely landing more often then not.
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