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JamietheAuraUser
I totally agree with you about C.Falcon and Meta Knight. MK was the only character with actual mobility, ergo he was the one with the best chases, aprroaches, baits, follow ups, etc. Plus his qucik attacks, finishers, varied/long recovery,
priority, throws, and more.
Your explanation of airspeeds affecting recovery was mathematically on point as well. More force counteracting remaining knockback means you canbegin moving back towards stage faster.
I've seen some videos of C.Falcon; I've seen him combo uairs from dthrow. The upair spam looks like SSB64. I've also seen some Ness; he looks pretty nice as well. Best incarnation yet perhaps?
Customizable movesets are awesome. So is the portable aspect. Those are two things I always wanted in my childhood. Another thing I always wanted: custom stages for casual play (dare I say it!). They totally sucked in Brawl. Anyone hear anything about their return or expanded features, etc.?
On a final note, has anyone seen Samus (not ZSS) gameplay? I like Samus. Nintendo said she was the strongest, but I have yet to see anything about her. Granted, I'm not looking hard, but I'm still curious.
Meta Knight's horizontal air mobility is actually among the worst in the Brawl cast, not counting the Mach Tornado. Not that this stops his stupid follow-ups, insanely wide-reaching and fast attacks, and transcendent priority on everything that's not the Mach Tornado. And it's funny how nasty the Mach Tornado's "priority" actually is, considering it can't actually clash with any attack dealing more than 9% damage. I think the real big problem is that it gives him horizontal mobility and also doesn't have anywhere near enough endlag. What it needs is either a combination of less horizontal movement, longer minimum duration, and less vacuum effect reach, or less horizontal movement and more endlag. With longer minimum duration and a weaker vacuum effect, characters like Ike, Captain Falcon, Ganondorf, and Link would be able to smash right through it with their high-damage attacks, such as Ike's FTilt, C. Falcon's/Ganondorf's FSmash, and Link's FSmash, FTilt, and Dash Attack.
Re: Samus: One of her custom missiles makes them move super-slowly but last forever. The homing variants can chase pretty much unerringly, and she can have two of them and a Super Missile out at once. There's also a Charge Beam variant that makes the shot slower and shorter-range, with it being even slower and shorter-range the more it's charged. Two Homing Missiles + one Super Missile + one Charge Shot = insane stage control that lets Samus make some crazy approaches, since they're all slow enough for Samus to outrun them.
She also has a custom missile that makes them take longer to start up, then suddenly speed up and blast straight forward. Homing missiles lock on in place, pivoting to face the target, before suddenly speeding forward faster than a standard Super Missile. Naturally, these are easy to dodge simply because they do just fly straight at insane speed, but I can see them being useful in certain circumstances, especially if you want to play a more "campy" Samus. Super Missiles with this customization take even longer to get moving, then suddenly blast forward further and faster than normal Super Missiles do. Unfortunately, these missiles have no hitboxes before they start moving, so an opponent who's up in your face can just swat them out of the sky before they can do anything.
Another custom Charge Beam is essentially a close-range shotgun blast. Unfortunately, it does not seem to be any stronger than a standard Charge Beam, but it does charge much faster.
Oh, and the has an upwards Shinespark as a custom Up Special. Samus bursts upwards faster than a Screw Attack, hitting once on startup and again at the upper tip. This makes it a little less safe as a recovery despite the increased speed of the actual movement, since she's lacking hitboxes in the middle. It also doesn't give her any vertical momentum boost as she goes into helpless fall (unlike the Screw Attack), instead just leaving her to plummet. In exchange, the first hit always combos into the second hit, and the second hit can kill from 95-100%. This move is seriously powerful as a KO move, but it's a rather weak recovery since it goes almost completely upwards. She can still slightly influence horizontal movement during the move itself, but since she just plummets into helpless from this move its horizontal and diagonal recovery abilities are weak. It almost looks like the move actually adds a slight amount of downward momentum when it puts her into helpless.
Her other custom Up Special is essentially the Screw Attack crossed with Lloyd Irving's Omega Tempest from Tales of Symphonia. Samus performs a Screw Attack diagonally forwards, then pops upwards at the end. Unfortunately, the forward dash portion doesn't combo into the upward pop. Instead, the forward dash has pretty solid horizontal knockback that can KO at around 110-115% with good positioning, and like the standard Screw Attack Samus gets a little extra vertical boost at the end that gives her increased horizontal mobility while in helpless fall. Problem: The initial portion of the move gets less vertical movement in the air than on the ground, which can cause her to slide
down the slopes on stages like Battlefield or Final Destination instead of
up them. Overall, this move allows you to pursue a foe a shortish distance offstage for a horizontal KO and still return to the stage despite being in helpless fall. However, what it gains in horizontal recovery and as a horizontal finisher, it loses in vertical recovery.
One of her custom Down Specials creates Morph Bombs that cause grounded foes to trip. If I recall correctly, they also cause a weak meteor smash on airborne foes. Basically, these things are crazy awesome, to be perfectly blunt. You can get guaranteed follow-ups off of a trip from these bombs, and of course tripping your foe is a good way to guarantee a successful retreat if you really don't want to be in close quarters (though why wouldn't you?).
On the subject of Samus, why exactly did the Super Smash Flash 2 developers think she was a lightweight, anyway? Samus is not a freakin' lightweight in any game in the series! Like she dies at 78% off the top from anything with remotely decent knockback, and even gets launched horizontally easily. It's stupid. If I'm Samus, I shouldn't be bounced off the walls and into combos on Shadow Moses Island at 60%, I should still be able to take a hit or two and keep up the offensive. Kirby's BAir from the left side of the stage bounces me off the right wall and into another BAir. What's that power suit made of? Sheet aluminum?