Kupo, what kind of frame speed changes become unnecessary with NAT?
Ok, for example, wario's dtilt. There has been talk to speed this up for whatever reason, its not good enough for the lag it has afterwards? I think the move is excellent as is. So here is how the NADT makes a speed change unnecessary.
Because the move has enough lag for you to get out of hitstun before he can combo, I think that is why they want it sped up so you can combo from it. But you don't need that. Without the NADT code, your ability to pressure in the air is very bad. Being hit in the air is a bad position to be in and wario's dtilt puts you in the perfect spot to pressure nicely in the air and lead to other moves and
position them on the stage to where you want them to go. Smash bros is a unique fighting game in which positioning on the stage is very very important. Its not one of those games that rely on high hitstun to perform guaranteed combos like 64. That gets boring.
The main aspect that makes the game exciting is that its more focused on positioning yourself and opponent on the stage and eliminating options to continue with strings. If your good enough, you can link together some nice true combos
seamlessly with the strings which occur in tumble. This form of comboing is great when its not heavily based with hitstun and suffers without this code.
So going back to the wario dtilt, what I just said does not apply without NADT because by the time your ready to aggressively pressure the opponent (if you want too) in the air, they can easily air dodge right through it back to the ground and be in a better position than you making this move quite useless. This sort of super powerful defense gives the comboer little variety and choices in what he can do. Without this code, the better thought process would NOT be to chase with a uair because an air dodge to the ground would be very costly to the wario player so his best option would be to stay on the ground timidly and wait to see what the person who got punished will do. That is the opposite way in which it should work. Part of the punishment of getting hit is to react to how the opponent follows up with his pressure, not the other way around.
If you think about it, it acts very similar to how combos in vbrawl acted....think defensively to punish the option of the air dodge. You should be able to be some what aggressive in the air with confidence that it won't backfire if you take the precautions but if you are over aggressive, you can possibly eat an attack straight from the tumble. The very least should be a reset to neutral with the opponent hit still at a
slight stage positional disadvantage because of the move you hit them with. I like to think of it as a tug-o-war. You struggle with the opponent and hit them and put them in a slightly bad position so that their flag is almost past the center line, then all of a sudden, the rope jumps back to neutral (air dodge) instead of a slow reset back to neutral.
With the wario dtilt and the NADT codes
on, you can effectively pressure in the air. Even though you have the option to wiggle out and air dodge almost as fast as just straight out from the tumble, its risky
when pressured so that wouldn't be the best smartest option. Your fastest option might be a double jump retreat in which you can air dodge. But air dodging after your double jump when you are higher in the air is much more risky than straight air dodging where you initially double jumped from if the code wasn't on in which case you might want to double jump retreating Fair.
This sort of decision making and confidence it brings to the attacker to attempt to follow up with little risk of it blowing up in their face and
potentially continuing the combo is good and only if they don't be over aggressive. But without the NADT codes on, no matter how well planned out you are with being aggressive, your risk is higher than it should be because you risk positional stage advantage which is important to this game. The game
without this code punishes smart, aggressive play if that is your playstyle.
The game shouldn't punish aggressive playing. Over aggressiveness will of course result in punishment but the worst case for being smart aggressive should be a neutral position and in most situations, this is the case. So if most of the time with this code the position resets to neutral, what you will achieve is a slight stage positional advantage because that is where you wanted them to be which is why you chose that move. Because you established positional stage advantage from choosing to be aggressive and pursue, you can still effectively pressure after so they need to work just a little bit to fully reestablish their footing which is very important if you are a heavy character. Your main game plan is more about positioning them on the stage well then to combo all over the place like falcon. If you make a dumb mistake by being over aggressive with your pressure, then you can be punished.
So basically, the wario dtilt with the NADT codes on sets up for several pressuring tactics that can lead to something bigger which is how the move should work. Thus speeding up the cool down lag is not necessary when you have a mechanic that solves the problem for you as well as all the moves that fit into this category not to mention that this direction for fixing the move is better for the game overall.