Okay that's fine, but MK is a better character in almost every way than Ivysaur. Almost anybody would agree that he's definitely a higher tier than Ivy, and he even has 4 "B" moves instead of 3.
It should be MK that has gimped recovery, not Ivysaur; who is the weaker of the two. It makes a lot more sense.
Not really, no. Give him more winddown, less damage, less knockback, or what have you. Nerfing a character strength is ********, it makes the character, well, not the character.
But what safeguards do we have in place to improve the heavier character's ability to hit? I would say that it is much easier and more common for a lighter character to juggle a heavier character and then knock them off than for the heavier character to land those few much needed hits. I think tournament results have typically shown this.
Superarmor. Timing on part of the player. Massive and longlasting hitboxes. This isn't rocket science. :V
IF he can hit him.
See above comment.
In actuality, they really aren't that much harder to kill. Even if the heaviest character in the game needed 2x much knockback as say the lightest character in the game to kill, their overall bigger size and slower speed more than makes up for this don't you think? It would be different if it was like 3x KB or more to knock them off. Not to mention that in general, the bigger characters have average or below average recovery skills.
Not really, no, I wouldn't say so. Considering that I can see Bowsers living up to and past 160-170% easily while my Jigglypuff usually dies before 100%, and considering that my several hit combos do 40-50% damage while his two-three hit combos do 35-40%, I wouldn't really say so.
Once again, this all sounds good on paper, but if it's true, then why do so many people still complain about how Bowser is so underpowered? The argument is not cohesive.
Because they haven't finished buffing/balancing/fixing him yet? Durp durp? :V
As I said before, there are already several characters that you would probably never consider edgehogging without invincibility frames already. Characters that in general, are much better than those with tether recoveries. So why are the inferior characters being indirectly punished?
In addition, there are many more ways to edgeguard than just edgehogging. Wall of Pain, Meteor Smash, and D-Tilt all come to mind. Think of all of Ike's options...
Because the inferior characters have INFERIOR RECOVERIES. What does "INFERIOR" suggest to you? Equal to metaknight? Because that's not the image I get.
WoP a tether character? With all of two characters, maybe.
Meteor Smash? Let's see you spike an Ivysaur that has a tether so huge that she'll be on the ledge before you get near her.
Dtilt? Have you TRIED dtilting a tether character? How are you supposed to dtilt something 30 feet away?
Okay I'm not sure what type of logic you are using. But if a character is "floaty" then it makes sense that they will "float" in the air, and are therefore extremely easy to combo because they are light and fall so slowly. Like a feather.
...not really. Most combos are juggle combos. If I float, like a feather, they're not going to be able to land and jump back up fast enough to catch me. If I fall like a rock, yes they will.
If you are heavy, like an anvil, then you should be hard to combo because you resist leaving the ground. Like a thousand pound weight.
That's like saying "if I throw a rock in the air, I won't be able to hit it with a bat because it'll never leave the ground". In other words, since I'm hitting you in the air, let's see you "resist leaving the ground" on that.
The only reason you say "floaty" characters should be the ones that escape combos and heavy chars should be the ones caught in them is because you are used too it; not because it makes any sort of sense.
Did I mention that using "sense" to explain video games gives us tripping and stamina? Yes? Good. Also, trying to change a fact that's been consistent throughout many fighting games and the entire Smash franchise isn't really going to do you much good.
Yes but making a heavy move slowly, easy to combo, easy to juggle, and attack slowly is also NOT a smart thing to do. They should have more benefits other than, well, they hit hard.
Not really, no. I can assure you that while Ganon has few combos, he is most definitely not an unviable character. He moves slowly, he's easy to combo, he's easy to juggle, and he attacks pretty darn slowly. He also hits hard. Show me a person who thinks Ganon in B+ is bad and I'll show you someone who doesn't know what they're talking about.
That's not enough. And the fact that heavy characters usually have so many bad matchups against light characters just proves it.
Have you ever thought about how a sparrow's smaller size and maneuverability is an advantage in fighting off big crows? It's called an "advantage". They usually, you know, help. And the last I checked, the Brawl+ roster wasn't made up entirely of light characters. Nor was it made up entirely of heavies. This is why people counterpick.
I disagree on HOW you are buffing them.
So far as I can tell, the only way you are buffing them is by making them MORE powerful with MORE knockback.
Yes. That is the point.
Since all my other suggestions like making them move/attack faster, making them harder to combo/juggle, making them receive less hitstun etc. have all been turned down.
You know why they've been turned down? Because using those suggestions would make heavies...not heavies.
You still haven't really explained HOW you are buffing them to put them on the same level with the other characters. Other than like I said before, making them hit harder. Which isn't going to fix it.
Patience.