Foresight
Smash Rookie
Now that Brawl+ is becoming more refined and balanced, I think that it would be a wise idea to alter some of the more unusable/impractcal moves as we continue to balance the characters. I don't want to get into a big discussion on whether one move is always a better choice than another, I more want to discuss moves that either have no practical use, or moves in which the risk involved is clearly not compensated by the reward. The best examples I can think of are the following:
Squirtle's Charged Water Gun
Mario's FLUDD
Jigglypuff's Sing
Ganon's Up-tilt
I'm sorry if I left any other big offenders out, but these are the ones that immediately came to my mind. I think it's pretty clear why these moves need some serious changes, but as far as I know, it has not been decided as to exactly how they should be changed. That is why I made this thread. I want to discuss specific changes to these moves, so I'll begin with my suggestions. All opinions are based on the Brawl+ 4.0 codeset.
Squirtle's charged Water Gun and Mario's FLUDD both suffer from the same problem, they do no damage and the knockback is pathetic even when fully charged. We could make these moves useable easily by a conventional method, such as adding damage or increasing knockback. However, balancing it could be difficult due to the aim-able nature and the multiple hits. I think we could also take a more unconventional approach and introduce a tripping effect to the move. It would be appropriate effect to add on, as water could cause an opponent to slip and fall in a realistic situation. However balancing this could be very difficult. I'm not sure it would be possible, but if we could make each shot increase the chances of tripping slightly, with the effect wearing off over time, then we could make this move useful without increasing damage or knockback at all. I think Squirtle's uncharged Water Gun is fine, I just think it's stupid that charging the move makes it worse.
Jigglypuff's Sing is known by all to be a pretty crappy move. Even at high percentages, if you hit with the first "note" of sing, the opponent will still wake up before Jigglypuff can move, causing you to nearly always be severely punished for successfully landing the move. This is the ultimate example of a high-risk move with little to no reward. Sure, you can sometimes land it while you are in the air right above a ledge and cancel out of the animation, but that is way too situational and still easily avoidable. You can maybe get an attack in if you hit with the second or third note of Sing, but good luck with that. We could make it so that each note you are hit with resets the timer, effectively making the act of hitting with the first note the same as hitting with the third, but that could be too powerful or be abused and lead to a Sing spamming stall method. Alternatively, we could add the flower affect to the move to ensure that any opponent caught by the move takes some damage, and perhaps alter the time of the affect so that both Jiggly and the opponent always wake up at the same time. With this method, we could treat sing as a defensive move by making it hit faster, so that a careless attack rush could be stopped in its tracks, with the flower doing minor damage, but Jiggly still safe from punishment. I favor this because I don't believe that extending the sleeping time so that Jiggly can attack normally is a viable solution. It would most certainly lead to abuse of Rest and make Jigglypuff way overpowered. The only way I would be in favor of increasing the sleep time is if we altered the move to make it a counter, like Marth's or Ike's. In which case, a guaranteed Rest would balance out the risk of attempting a counter with such a long cool-down time.
Finally, there is Ganon's up-tilt. This move is so slow and hard to hit with that your opponent basically has to walk into it. To make matters worse, you can't cancel it, so if you accidentally do it or your opponent is even remotely paying attention, you sit there like an idiot as they counter attack. Basically the risk for this move is way too high for what is equivalent to a smash attack that has a long, mandatory charge. I agree with a discussion in another thread that talked about making the move cancelable. We could also reduce the moves start-up time, but we would definitely have to weaken it at that point for balance issues. I really don't see speeding-up/weakening the move to be a bad idea, as Ganon still has 3 powerful smashes and the Warlock Punch for a high-risk/reward move.
Wow, that was a long post. Sorry for the wall-o-text, but I really think these issues need to be addressed. Please discuss your opinions and any ideas you may have.
EDIT: If you suggest an idea, please explain how you we could ensure the move, and therefore the character, remain balanced.
Please consider balance issues before proposing changes!
Squirtle's Charged Water Gun
Mario's FLUDD
Jigglypuff's Sing
Ganon's Up-tilt
I'm sorry if I left any other big offenders out, but these are the ones that immediately came to my mind. I think it's pretty clear why these moves need some serious changes, but as far as I know, it has not been decided as to exactly how they should be changed. That is why I made this thread. I want to discuss specific changes to these moves, so I'll begin with my suggestions. All opinions are based on the Brawl+ 4.0 codeset.
Squirtle's charged Water Gun and Mario's FLUDD both suffer from the same problem, they do no damage and the knockback is pathetic even when fully charged. We could make these moves useable easily by a conventional method, such as adding damage or increasing knockback. However, balancing it could be difficult due to the aim-able nature and the multiple hits. I think we could also take a more unconventional approach and introduce a tripping effect to the move. It would be appropriate effect to add on, as water could cause an opponent to slip and fall in a realistic situation. However balancing this could be very difficult. I'm not sure it would be possible, but if we could make each shot increase the chances of tripping slightly, with the effect wearing off over time, then we could make this move useful without increasing damage or knockback at all. I think Squirtle's uncharged Water Gun is fine, I just think it's stupid that charging the move makes it worse.
Jigglypuff's Sing is known by all to be a pretty crappy move. Even at high percentages, if you hit with the first "note" of sing, the opponent will still wake up before Jigglypuff can move, causing you to nearly always be severely punished for successfully landing the move. This is the ultimate example of a high-risk move with little to no reward. Sure, you can sometimes land it while you are in the air right above a ledge and cancel out of the animation, but that is way too situational and still easily avoidable. You can maybe get an attack in if you hit with the second or third note of Sing, but good luck with that. We could make it so that each note you are hit with resets the timer, effectively making the act of hitting with the first note the same as hitting with the third, but that could be too powerful or be abused and lead to a Sing spamming stall method. Alternatively, we could add the flower affect to the move to ensure that any opponent caught by the move takes some damage, and perhaps alter the time of the affect so that both Jiggly and the opponent always wake up at the same time. With this method, we could treat sing as a defensive move by making it hit faster, so that a careless attack rush could be stopped in its tracks, with the flower doing minor damage, but Jiggly still safe from punishment. I favor this because I don't believe that extending the sleeping time so that Jiggly can attack normally is a viable solution. It would most certainly lead to abuse of Rest and make Jigglypuff way overpowered. The only way I would be in favor of increasing the sleep time is if we altered the move to make it a counter, like Marth's or Ike's. In which case, a guaranteed Rest would balance out the risk of attempting a counter with such a long cool-down time.
Finally, there is Ganon's up-tilt. This move is so slow and hard to hit with that your opponent basically has to walk into it. To make matters worse, you can't cancel it, so if you accidentally do it or your opponent is even remotely paying attention, you sit there like an idiot as they counter attack. Basically the risk for this move is way too high for what is equivalent to a smash attack that has a long, mandatory charge. I agree with a discussion in another thread that talked about making the move cancelable. We could also reduce the moves start-up time, but we would definitely have to weaken it at that point for balance issues. I really don't see speeding-up/weakening the move to be a bad idea, as Ganon still has 3 powerful smashes and the Warlock Punch for a high-risk/reward move.
Wow, that was a long post. Sorry for the wall-o-text, but I really think these issues need to be addressed. Please discuss your opinions and any ideas you may have.
EDIT: If you suggest an idea, please explain how you we could ensure the move, and therefore the character, remain balanced.
Please consider balance issues before proposing changes!