champ21bell
Smash Cadet
Luigi needs an Uthrow that kills.
Maybe +2 damage and 90 kbg
Maybe +2 damage and 90 kbg
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Why on god's earth would you give Lucina game buffs but not Marth? xD
Make Jab go into aerials unlike Marth
Make Up-B stronger
Make shield breaker have less startup
Make Side-B like Melee while in the air.
No Changes
Like you could do better (But if it was talking about me I just did some changes I thought might help. If I could test these I would)a good amount of the changes in this thread are pretty bad and prove how most people in the community can't balance this game reliably at all.
just sayin'
I did not know what to do. BB Senpai forgive meWhy on god's earth would you give Lucina game buffs but not Marth? xD
Besides, for one, Jab does go into aerials, for both characters. Shield Breaker having less start up wouldn't change much. A couple more points of Shield Damage would do tons more for the move. I've always said Dolphin Slash's sweetspot should have 1% more damage, which brings it in line with Crescent Slash. The Side B in the air buff would be nice, but again, it isn't what Marth needs.
What Marth could really benefit from are the following:
There are multiple other things I would LIKE to see, such as the Dolphin Slash damage suggested above, more Shield Breaker shield damage, more range on Fsmash, Dtilt as quick as Brawl etc, but they are literally wishes. Yes, they would help, but the bullet points I suggested are things Marth literally needs.
- Less BKB but more KBG on Forward and Down Throws - something to make them reliable up to at least around 40% or so, but give no kill follow ups would work wonders for him.
- Fair having the same AC frames as Bair (from >36 to >32), with 2 frames less landing lag (16 to 14 frames) - Marth doesn't need Double Fair, but Fair's overall data is rather poor. This would improve it to give it use in neutral.
- Uair and Nair having 1 frame less landing lag - (from 14 to 13, and 12 to 11) these would be beneficial, and help with spacing and combos.
- Uair gets a similar tipper range/separation buff that all his other aerials got in 1.1.4 - I don't necessarily mean more range, but just reduce the overlap of the tipper and sourspot, making getting the tip of Uair a tiny bit easier.
- A few hitbox revisions - initial frame of Utilt is bigger to prevent blind spots on small characters, and the same for jab 1, and the initial sweetspot of Dolphin Slash.
- Utilt getting 1% more damage on all hitboxes (with compensated knockback) - This move is overall weak. More damage would make landing it more rewarding.
(naturally, Lucina would also get these changes, or at least the same with a revised one for Up Tilt, her damage values are odd).
Also, I forgot to mention...Like you could do better (But if it was talking about me I just did some changes I thought might help. If I could test these I would)
I did not know what to do. BB Senpai forgive me
Some of these are nice buffs, but I want to mention Ftilt. To be honest, the Ftilt hitbox changes would be just pointless. The move functions fine after 1.1.5. The reason the move was bad was because it was weak on hit, and the sourspot caused next to no damage/hitstun making it unsafe for Samus on hit. With the damage and knockback buffed in 1.1.5, the move functions a lot better now. The hitboxes of the move look bad on paper, but they work fine. They don't break the move or do anything harmful to it at all. This would be more of a QoL change that does little in reality.
Ftilt:
Dtilt:
- Hitboxes match Melee Samus' Ftilt
Fsmash:
- Duration decreased: 40F -> 24F
Dsmash:
- Duration decreased: 49F -> 39F
Homing Missile:
- Front hit KBG increased: 46 -> 63
- Back hit KBG increased: 48 -> 65
Super Missile:
- Duration decreased: 57F -> 43F
- Duration decreased: 59F -> 45F
Ftilt has weird hitboxes. I don't know why they were changed cause Melee Samus' Ftilt hitbox isn't really that crazy. Dtilt is changed cause currently she spends a long time with her arm stuck out like a moron with no hitbox (Pull your arm back, girl! What are you doing?!). The change I gave to it matches Marth's Dtilt's FAF. If I recall Dtilt doesn't true combo into anything either, it should probably be able to now. Fsmash was changed for similar reasons, it has 28F of cooldown now, same as Mario's Usmash. Didn't want to make the cooldown too low, like MK, ZSS, Ganondorf levels, cause Samus' Fsmash comes out way faster and has more range. I considered changing Utilt's duration too, but it's the same as Falcon's and it doesn't seem that far out of line as far as Utilt FAFs go. Dsmash KBG was increased so it should kill around the same time Yoshi's does. Missile FAF changed to match Mega Man's projectiles.
Yeah I'm aware that this is a QoL change, that was my intention. I just find it strange that her hitboxes are so small, she's got some exposed hurtboxes on her calf and her butt (Not that these ever really come into play), which is weird when ZSS is over there with actual full hitboxes. It's not like Melee Samus' Ftilt is a crazy overtuned move either. But yeah, QoL change.Some of these are nice buffs, but I want to mention Ftilt. To be honest, the Ftilt hitbox changes would be just pointless. The move functions fine after 1.1.5. The reason the move was bad was because it was weak on hit, and the sourspot caused next to no damage/hitstun making it unsafe for Samus on hit. With the damage and knockback buffed in 1.1.5, the move functions a lot better now. The hitboxes of the move look bad on paper, but they work fine. They don't break the move or do anything harmful to it at all. This would be more of a QoL change that does little in reality.
Diddy Dtilt Samus sounds godlike lol. Yeah I guess I could tone this down, although shield pressure like that on a character with a bad grab doesn't sound too bad. When I was thinking up this move I was looking at Marth, Falco, and Mewtwo's dtilt's as examples of safe poking dtlits with some combo potential. Was using Marth's tipper Dtilt as justification for a safe disjointed dtilt although Marth's does less damage. Perhaps Falco would have been a better disjointed dtilt to base it off of since Falco's can also do 12% and it kills at I think around the 150 - 160 range. I'll look into a good KBG number but an increase by 10 does sound about right. I think I'll change the duration to a bit slower than Falco somewhere between 35F - 37F. I forgot to factor in jumpsquat and shielddrop frames on this move when looking at shield safety. Since the move is already safe from shield grabs the extra 4 - 8 /7 frames should probably be considered when looking at safety which I didn't do.Also, I don't think the world is ready for a Dtilt with as much range and interruptabiliy as Marth's Dtilt, with more damage. If you ask me, Samus's Dtilt needs a little bit more KBG, to allow it to KO that bit sooner. In increase of around 10 KBG points would so good. That, or give it an increase in damage of around 1-2%, which in turn will allow it to KO sooner. If anything, it needs this more than a duration decrease. A duration decrease of around 3 frames would be nice while keeping it balanced. Do you realise how obnoxious her Dtilt would be if it had 24 frames of duration, how absurdly hard it would be to punish on shield. Think of Diddy's Dtilt, but remember Samus's Dtilt has higher hitlag, and does a lot more damage... imagine Samus spamming Dtilt on your shield like Diddy can, only with more damage and hitstun...
I actually forgot that Super Missiles don't kill until absurd percents cause I barely use them anymore. That's definitely more relevant a change than a duration decrease though, you're right. Not sure how much I'd increase their KO power maybe to KO around 150-160ish since Samus already has Charge Shot, I don't think she needs another super powerful KO projectile. Lower angle would help out a lot though I like that change.Another thing; if anything, Super Missiles need more knockback too more than anything, as while powerful, they don't do enough in reality. Changing the launch angle from 60° to 45° would be a good start, while increasing the KBG slightly. Perhaps a decrease in duration of around 3 frames would also be nice (remember she can only have 1 Super Missile on screen at a time).
You're right that sounds obnoxious lol.Homing Missiles with 43 duration would also be a bit powerful. I do think they need a decrease in duration, but think like this; 43 would be Luigi's Fireballs with homing capability. I think having a 5 - 6 frame duration decrease would make homing missiles a bit better, while keeping them balanced.
I like the Dsmash suggestion, higher damage + lower KBG. Just had a look and yeah Samus' Dsmash is a bit weaker damage wise than most characters so I'll give that a change.What you said about Dsmash and Fsmash work in my book. Dsmash needs something to make it KO a bit earlier. You could even have a KBG increase lower than you suggested (such as around 52-54), and have the move deal 1% more damage too. It is also pitifully weak on damage. Fsmash's duration decrease would be cool. Either that, or leave the duration as it is, and make the sourspot deal a tiny bit more BKB to make it hit a little bit harder.
I definitely agree that she's a solid character. She doesn't have too many blatantly undertuned moves besides maybe, Jab, Dsmash, and Super Missiles and she doesn't really desperately need any changes at this point. She's in a good spot, very fun character to play.Currently, Samus can do a lot of stuff now, and these changes would make her a 100% totally solid character (not that she is bad now, because after 1.1.5, she is pretty decent as opposed to below average).
I've played Samus since the Wii U release, so I know my fair bit about her by nowHey, thanks for the feedback. Nice to get a second opinion I'll probably be editing my post later today or tomorrow based on what you've said. Mostly cause I think I might share it with some friends just to show them what my ideal 1.1.6 changes would be.
Yeah I'm aware that this is a QoL change, that was my intention. I just find it strange that her hitboxes are so small, she's got some exposed hurtboxes on her calf and her butt (Not that these ever really come into play), which is weird when ZSS is over there with actual full hitboxes. It's not like Melee Samus' Ftilt is a crazy overtuned move either. But yeah, QoL change.
Diddy Dtilt Samus sounds godlike lol. Yeah I guess I could tone this down, although shield pressure like that on a character with a bad grab doesn't sound too bad. When I was thinking up this move I was looking at Marth, Falco, and Mewtwo's dtilt's as examples of safe poking dtlits with some combo potential. Was using Marth's tipper Dtilt as justification for a safe disjointed dtilt although Marth's does less damage. Perhaps Falco would have been a better disjointed dtilt to base it off of since Falco's can also do 12% and it kills at I think around the 150 - 160 range. I'll look into a good KBG number but an increase by 10 does sound about right. I think I'll change the duration to a bit slower than Falco somewhere between 35F - 37F. I forgot to factor in jumpsquat and shielddrop frames on this move when looking at shield safety. Since the move is already safe from shield grabs the extra 4 - 8 /7 frames should probably be considered when looking at safety which I didn't do.
I actually forgot that Super Missiles don't kill until absurd percents cause I barely use them anymore. That's definitely more relevant a change than a duration decrease though, you're right. Not sure how much I'd increase their KO power maybe to KO around 150-160ish since Samus already has Charge Shot, I don't think she needs another super powerful KO projectile. Lower angle would help out a lot though I like that change.
You're right that sounds obnoxious lol.
I like the Dsmash suggestion, higher damage + lower KBG. Just had a look and yeah Samus' Dsmash is a bit weaker damage wise than most characters so I'll give that a change.
I definitely agree that she's a solid character. She doesn't have too many blatantly undertuned moves besides maybe, Jab, Dsmash, and Super Missiles and she doesn't really desperately need any changes at this point. She's in a good spot, very fun character to play.
Yep, Shulk needs more of those kind of buffs.More Knockback on B-throw so it can be used as an earlier kill option.
Needs an overhaul on his frame data and maybe a slight increase in run speed? It seems quite difficult to approach outside of Speed Monado
Do't make me laugh bub, not getting tired f hating these characters? And I see what you did there in the Rosalina thread, nobody gives a **** on that post.RoSTALINa & Manhands
removed from the roster.
Mario's back throw is rather weak for a kill throw. It only KOs reliably on the edge, and it barely does that. I actually wish it were stronger.
- Back throw kills are a little much when he has everything he has... maybe tone those down a bit?
- Better air speed
- Better grab. Come on, Sakurai.
- Nerfed
Since you are asking for super armor during the rise, I'm going to ask for the same for
- Air speed increased (0.8 → 0.85)
- Final Cutter now has super armor during the rising portion of the move
Since you are asking for super armor during the rise, I'm going to ask for the same for
He only has 3 frames of super armor during the very first hit of aether... I would suggest these changes for aether:
- super armor 18-21 -> 16-38
Frame 38 is the first frame Ike starts spinning at the peak and it would cover the really slow startup just a bit