Isn't that a good thing? Don't we want Ganon to get to you faster? What exactly is wrong with that.
No. We don't want to affect the character's attributes because they really are fine. Its an artificial speed increase to the game thats not needed when we have the source problem to fix
You have problems catching up to ppl because your character's speed is not enough to make up for the distance they are sent and the stun they are put in. There are many ways you can fix this problem. You can increase the hitstun, you can increase the speed of the characters, you can decrease the ending lag of the moves, you can decrease the knockback, or you could decrease the DI's influence. All of these things are fixes to the problem (some may not be feasible, but they still would solve the problem were they possible to implement), some are just more preferable than others. I prefer the speed increase because of it's other benefits, since with regards to the problem they all do the same thing (make it easier to combo by some degree).
Yea, because captian falcon is soo slow he cant catch up to people. And out of your list here are the viable options comprised of good and bad approaches to deal with this IMO of course
increase the hitstun
increase the speed of the characters
decrease the ending lag of the moves
decrease the knockback
decrease the DI's influence
Hitstun doesn't need to be higher
We already halved the landing lag of all moves, it doesn't need to be more
We shouldn't change the kb of moves
We could increase the speed of characters but that would be changing the characters attributes which is something we should avoid when we have the mechanic responsible to fix thats OP atm.
Yes! Yes I would. That's exactly what I had to do in melee! I played Marth, who was one of the best comboers in the game, but I still had to chase people all over the stage and up and down the platforms in order to keep combos going, and I had to end plenty of combos with a very early finisher because my opponent would've escaped otherwise. I had to do dashes before jumping, I had to waveland on platforms, I had to run across the stage and dash cancel->f-smash, and I enjoyed every second of it.
No I'm not talking about vertical stuff. I mained marth in melee and he didn't really have to move around that much especially to combo spacies. Maybe a jump here or there but he didn't have to run 3/4th the way of FD to combo with a dash attack, then run 1/2 way the other way to continue to the combo. Most of the combos at lower percents involved you staying relatively the same distance between yourself and the opponent. The combos were controlled and awesome because you didn't have to run a marathon to catch up to people when they had
10% damage on them!!
If it turns out that it can't happen, I may support this. But there are so many benefits to the approach game with a simple speed increase, while fixing the combo game at the same time.
But the approach game doesn't really need faster dashes!! We already buffed the approach game with several codes!! We still have the problem of running around at 15% damage and we should attack that by fixing the mechanic responsible instead of using an outside mechanc to do the job that arbitrary speeds changes the characters attributes!!!
Updated Almas. I thought I was up to date
Because that is exactly what I said.
Honestly I think that the gameplay with faster movement and more DI resembles melee closer. It's just scaled up a notch in size.
Yes that is basically what you implied seeing how I'm arguing to make the DI and combos more like melee (keep things a little closer NOT by a lot) and your saying that its more skilled to chase people around which I never really saw people do. I saw them
scrambling but they were moving in a relatively small distance left to right.
The thing is, even at those times when you have to chase people a bit more to continue the combos, the DI was in check with the air speed of the game. What you have in brawl is the DI well surpasses the air speed of the game and if that can get fixed, fine we don't need a DI nerf. But if we can't and I fear that we really can't seeing how there is no mechanic built in the game to work with, DI should be the fix for the problem since that is the reason for the problem...not run speed.
Adjusting mechanics to fix problems have proven in the past to work better than artificially speeding things up since they attack the source with the least amount of side effects