foxygrandpa
Smash Journeyman
Sorry for those who are sick of the nerfing spacies posts, but I really just wanted to know what people would think of about an idea that I had. Instead of altering fox's offensive game too much, how about we make his defensive game worse? Obviously, both need some tweaks.
Offensive Changes:
Keep the reflector the same as it is currently, with the same speed, the same range, and the lack of invincibility. Making the damage less may make a slight difference, but may not depending on how well the player can combo from it.
Nerfing upsmash in my opinion would not make too much of a difference, because in the end it will still be foxes most prominent killing option. It would make some slight difference however, and not take too much away from his current playstyle.
Make foxes upthrow more hits than only 2. This would make SDI easier from the upthrow upair combo. If the grab is changed, he might be dominated by the other fast fallers like falco and cfalcon, because the upsmash from upthrow could be taken away.
Make the lasers shorter. It doesn't make too large of a difference in my opinion, but it will to an extent force the fox player to play more offensively than before.
Defensive Changes:
Capitalizing against Fox's mistakes is already relatively easy with many top tier characters (Peach, Shiek, Falco, Captain Falcon). If we possibly made fox more of a glass cannon type of character, his technical barrier would still be high, but will require a fox player to stay more on offense. If a simple mistake in his offensive abilities was easier to capitalize on, fox players would have to be more familiar with matchups and tools that other characters may use. Nerfing foxes recovery may help other characters be able to gimp him easier.
In my opinion, fox's side b should have a slightly larger startup. It should definitely still be a viable mixup option for fox's recovery but at the same time will be easier to react to and punish into a low damage kill.
Fox's up b I think, is already relatively easy to challenge, but it could be more easy, so that characters with smaller ranges and lacking projectiles could punish him off the edge harder. I wasn't exactly sure how this would happen but I have 2 different proposals. The first proposal is that the hitbox on both the initial flame startup be smaller, and have the entire attack's hitbox be smaller. The second proposal is that towards the end of the up b, the flames shrink, making them slightly weaker than they are currently with less knockback. The length of it should be the same, but as the attack travels further, the attack becomes more challenge-able. This would make it tremendously easier for characters to edgeguard fox while on the stage.
Overall, I think the key in nerfing fox is to keep his offensive game relatively the same. If we make his offensive game more risky, only the most technical of the fox players would be able to master him, rather than the large amount of people that play with him now.
Offensive Changes:
Keep the reflector the same as it is currently, with the same speed, the same range, and the lack of invincibility. Making the damage less may make a slight difference, but may not depending on how well the player can combo from it.
Nerfing upsmash in my opinion would not make too much of a difference, because in the end it will still be foxes most prominent killing option. It would make some slight difference however, and not take too much away from his current playstyle.
Make foxes upthrow more hits than only 2. This would make SDI easier from the upthrow upair combo. If the grab is changed, he might be dominated by the other fast fallers like falco and cfalcon, because the upsmash from upthrow could be taken away.
Make the lasers shorter. It doesn't make too large of a difference in my opinion, but it will to an extent force the fox player to play more offensively than before.
Defensive Changes:
Capitalizing against Fox's mistakes is already relatively easy with many top tier characters (Peach, Shiek, Falco, Captain Falcon). If we possibly made fox more of a glass cannon type of character, his technical barrier would still be high, but will require a fox player to stay more on offense. If a simple mistake in his offensive abilities was easier to capitalize on, fox players would have to be more familiar with matchups and tools that other characters may use. Nerfing foxes recovery may help other characters be able to gimp him easier.
In my opinion, fox's side b should have a slightly larger startup. It should definitely still be a viable mixup option for fox's recovery but at the same time will be easier to react to and punish into a low damage kill.
Fox's up b I think, is already relatively easy to challenge, but it could be more easy, so that characters with smaller ranges and lacking projectiles could punish him off the edge harder. I wasn't exactly sure how this would happen but I have 2 different proposals. The first proposal is that the hitbox on both the initial flame startup be smaller, and have the entire attack's hitbox be smaller. The second proposal is that towards the end of the up b, the flames shrink, making them slightly weaker than they are currently with less knockback. The length of it should be the same, but as the attack travels further, the attack becomes more challenge-able. This would make it tremendously easier for characters to edgeguard fox while on the stage.
Overall, I think the key in nerfing fox is to keep his offensive game relatively the same. If we make his offensive game more risky, only the most technical of the fox players would be able to master him, rather than the large amount of people that play with him now.