Also, since I take it coders have already said it's impossible to trick the Wii into loading both Sheik and Zelda, could they give the transformation enough invincibility frames on ending to either spot dodge or put up a shield safely (9 frames?), but not abuse it?
Edit: I would support something like this for PT as well.
Just to be clear, I'm not saying that Sheik has to transform, or that she should have to transform, or that anyone should have to transform, I'm just saying it's an option you can't ignore. In addition I fully believe she is capable enough as a killer even without transforming.
Good to see you read my whole post! Because I
obviously never said that I thought giving her a 90% kill move would be OP!
And no, she is not "capable enough as a killer" as she is. Currently, none of her moves bar a sweetspotted usmash kill at below 130%, if that. She relies almost entirely on gimping for kills at any decent percents. As I stated before, I really think that the most a character should have to wait for until they have a reliable kill option available to them should be 120%. This requires a considerable amount of damage building as it stands, and you can't combo for your damage when you reach those higher percents, which greatly extends your opponent's lifespan, even though the actual percent difference is only 15-20%. The base standard a move should kill at should be 120%, and moves that kill below that are simply better kill moves. Not saying all kill moves need to kill at early as 120%, but that every character should have at least
one reliable kill move that kills that early. If they have four other moves that all kill at 130%-140% then those don't need to be buffed as long as they have that singular move that kills by 120%.
And before people start saying that sheik has the sweetspot usmash which kills much earlier than that... that's not a reliable kill move. The ftilt -> usmash combo is subject to DI, and she doesn't have any other good ways to lead into it. Trust me, if she did, she would never have been labeled as being "hard to kill with."
cobaltblue said:
You aren't forced to switch, you're just forced to work harder if you don't. How is this a problem? And since when does middle tier = garbage? Maybe I'm just biased because the characters I do main are low and actually require high skill and some luck to overcome the opponent, but I just don't see why every character must have a dail a combo to ko move.
Because without switching, you're effectively playing a slightly better than mid-tier character. Yes, I said mid-tier. Sheik is not
that good on her own. Yes, she can rack up damage quickly at the early percents, and yes she can gimp, but that's it. She has no reliable kill moves until absurd percents, which allows her opponent to easily catch up on all that damage she just dealt and then some. Characters that can both combo
and kill will have the advantage against her, especially if their recovery doesn't suck. Now, you're talking about removing part of what made her damage-racking so great without giving her any compensation? Not a good idea. Her kill moves don't need a large boost, just a small nudge, but it would make her a much more solid character.
And then switching presents its own set of problems. In order to safely switch, you'll probably need to hit the opponent off the stage. If you switch now, you lose your chance to edgeguard and have to work to get them off the stage or otherwise into a killing move all over again. Had you just been able to kill at decent percents to begin with, you hitting your opponent offstage could actually be followed up and kill them. Switching is not as simple as people make it out to be, and it carries quite a bit of risk with it. In vb, it was reasonable to switch basically whenever you wanted, since you would suffer at most one hit for it for punishment - a light penalty for gaining a moveset full of fresh kill moves. In brawl+, if you get hit while switching, you're probably going to suffer a combo that could even result in death. It isn't fair to force a character to go through this kind of trouble.
Now... how does mid-tier = garbage? Simple.
Because it does. Look at either melee or brawl and tell me if you actually see middle tiers winning tournaments or even consistently placing well. The tourney placings are taken by top tiers and a few high tiers. These high tiers are viable. The mid-tiers? Not so much. When we can consider every character to be at least "high tier" material is when we've achieved balance by viability, and I think
this is what we should be aiming for.
trojanpooh said:
But that's just not true. Sheik is still as great as ever. Her tether makes it cake to try edgehog w/o any risk, her needles and vanish are both solid moves, and she has lots of combo potential.
Did you seriously just call needles and vanish "solid moves?" Needles are
not that good of a projectile. They'll net you some free damage each stock, but they don't help you lead into combos like they did in melee and they don't gimp anymore, either. If you needled a recovering fox, he fell a short distance before getting out of stun. In brawl+, hitting a recovering character with a needle (or even multiple needles) is counterproductive, since it just lets them use upB again. Her vanish is not a very good move, either. It's not like she can combo into it or anything (and trying to just randomly hit someone with it on stage is stupid, due to its tremendous startup and large ending lag), and although it does have some edgeguarding applications, they're limited.