Why must heavy characters be destined to have more bad matchups than light ones? Surely there has to be way to fix this.
Because the lighter characters, while indeed they are light, are given mobility and speed in order to compensate. If the heavier and stronger person cannot land a hit, it doesn't serve any purpose. This isn't unique to smash in general, but can be seen in many different types of games involving competition, mostly in fighting games.
Speed should not equal superiority.
Putting Smash aside, consider another competitive game such as Pokemon. In Pokemon, consider the (hated) tactic of evasion-raising and accuracy-reduction. Even if I drag out a super powerful legendary that can super-effective KO you in one hit, what's the point if I only have a 5% hit rate? Similarly, in Brawl+, if Squirtle has the mobility and speed to run circles around Bowser and never get hit, why shouldn't speed be superior? The tradeoff between power and speed is often a delicate one. For example, Jigglypuff can combo Ganondorf to no end, but Ganon kills Jigglypuff in what, three hits?
I've heard of many concept ideas to make bigger, heavier characters more effective against the lighter, more agile jugglers that can typically get them up to insanely high percentages so easily.
I typically favor one of the more logical ones.
The best part about it is that it even makes a lot of sense when you think about it.
The idea involves decreasing the amount of hitstun that heavier characters experience when hit by lighter characters.
While this would be nice and certainly be an interesting idea in application, it kind of ruins the purpose of hitstun in general, don't you think? We've already seen what happens with reduced hitstun in normal Brawl. Why do you think one of the main points of Brawl+ is increased hitstun? Not only that, heavy characters are also designed to be big and hard to kill, which contains a tradeoff of being a giant target that is easy to combo. You would be, again, removing a key aspect of big characters, which is that they're BIG. Bowser is a giant walking hurtbox just waiting to be combo'd, but he has the power to obliterate a speedier and lighter character in a few solid hits. When you restore something that has been traded away for something else, you end up giving a character more than they should have.
Think about it. If Fox were to kick both Ness and Bowser in the chest, who do you think would be affected more? Ness is like a little kid; Bowser has some f*cken armor plating. You can't tell me it would have anywhere NEAR the same effect. The same goes for characters like Ganondorf, Charizard, DDD, etc.
These are all meaty characters. Why should they be stunned for the same duration as lighter characters like Marth or Pikachu who took the same or similar hit?
Bringing real-world arguments into a video game doesn't really work. For example, tripping. That's real-world. And PT stamina. That's real-world too.
Hmm, I've seen times where it not only stage spikes the person on the ledge, but also still grabs it. If it's NOT this way currently, then it should be.
I have never seen this. While I agree that this is the way it should be, I'm pretty sure they can't make it happen, not to mention I would definitely not support it. Considering the absolutely absurd range from which tether recoveries would work, it would mean that ledgehogging a tether recovery would be virtually impossible, especially considering you would have no idea when they would recover. Most upBs have a startup to telegraph that they are being used, while tether recoveries are near instant. Having that work in such area means a nearly ungimpable recovery, since you wouldn't be able to time the ledgehog correctly, and they could wait for the invincibility to wear down before tethering.
Okay I'm not trying to revolutionize the whole game. Just a certain aspect of it. And while it is just a cartoony video game, there are definitely real world aspects about it. We're not playing pacman here.
Not only that, but I think most people would agree that it makes the game feel better. It would be so awesome to actually feel the "heaviness" in your Bowser, Donkey Kong, or Charizard. To actually see it in action. The way you can feel the light and agile speed of characters like Fox and Sonic. I'm just trying to be consistent.
I have to admit, lowered hitstun would not make me feel that my character is heavy at all. If I wanted my character to feel heavier, I'd want knockback reduction, superarmor frames, slightly higher gravity, and moves that pack a lot of pain behind each hit. Not to mention I would feel the heavy a LOT more when someone's doing a 60% combo on me. Getting out of combos easily is something for the floaty characters.
Then increase their attack speed lol? You make this seem like rocket science.
Increasing attack speed kind of ruins the entire tank aspect. You want to give somebody like Ganondorf faster moves? The tradeoff for power is speed. Giving a heavy both power AND speed is NOT a smart thing to do.
As if there aren't other characters in the game that aren't extremely risky to edgeguard?
Metaknight comes to mind. How many edgeguarders have been shuttlelooped to oblivion? Why should characters like MK who have like 4 options of recovery get an advantage over characters with a single tether recovery or worse?
You fail to realize that Metaknight is an extremely aerial character built with the purpose of having a great aerial game and godly recovery. Compare that to Ivysaur, who is built for having a great onstage game without having a very good recovery. It's a weakness in Ivysaur, which shouldn't be fixed. It's a pro to using Metaknight, which should only be expected.
That shouldn't be their weakness. It doesn't make sense. If they are heavy, they shouldn't stay in the air very long because well, they're heavy.
Indeed, they shouldn't stay in the air very long. They should fall. Like a rock. Which means they should be juggled far more easily.
Once again, obviously people DON'T feel their heaviness. If they really felt heavy they wouldn't be in the air all the time. It makes much more sense that light characters should be in the air all the time.
...you realize they're not really in the air of their own choice, correct? When you're getting the crap beaten out of you, you're generally not in a situation that you feel comfortable in. When heavies get combo'd, it's usually in the air because they're out of their element and are unable to do anything.
Heaviness should be manifested in the fact that they are harder to get off the ground.
And once they DO get off the ground, they don't get back because you're being juggled.
So let me get this straight, you think heavy characters should not only be easy to combo, but also forced to attack really slow.
It almost sounds like you want them to suck ***.
If heavy characters are easy to combo, attack slowly, and are almost always outmatched by faster, lighter characters, then what exactly strength do they have?
Perhaps the fact that Bowser can kill Jigglypuff with a fsmash at something like 40-50%, while Jigglypuff takes 120-130% to kill Bowser? Have you ever heard of the idea that power and speed are usually considered mutually exclusive, especially in competitive games, and even more so in a balanced fighting game?
Shuttle Loop has a huge range. I've seen people glide under entire stages with it and come back on the other side. As long as the sword hits you, it may not spike you, but it will get you off the ledge.
Refer to my point about Metaknight's recovery versus that of Ivysaur's. Not only that, but tether range is absolutely ginormous, while Shuttle Range doesn't really have that much range. You realize that the majority of the recovery you're seeing isn't Shuttle Loop, but the glide, correct? And the glide is an aspect that is unique to only a few characters and specifically designed to promote a better recovery.
Three things: One, you could probably code it so that it the tether doesn't actually spike them, it just "gently" knocks them off the ledge so you don't fall to your untimely death. Like Samus' tether recovery.
Which ruins them as an offensive move. Especially Ivy.
Two: You still have the ability to use invincibility frames to edgeguard a tether character, which by the way, isn't hard to do.
No. No you don't. Refer to earlier responses. No you do NOT.
Three: Maybe you shouldn't be able to edgehog a tether character. As I said before, there are several OTHER characters that are generally not edgehogged because it's too dangerous. You can still edgeguard them in other ways or wall of pain them to their death. I don't see why tether characters get the shaft here. It's not like their ground games are generally good enough to promote that kind of treatment.
Considering that Metaknight and Jigglypuff are DESIGNED to have EXTREMELY GOOD recoveries, while Ivysaur and Olimar are designed to NOT have good recoveries, why on EARTH are you trying to give them a good recovery? Olimar's ground game is absolute ****, and Ivysaur's onstage game is NOT something to be laughed at. The reason tether characters get the shaft is because they're MEANT to get the shaft. It's a WEAKNESS. We don't buff those, that breaks a character.