andrewajt62
Smash Journeyman
One problem which I hope can be fixed however is that some timings of the grab "combos" are overly specific. For example, to do the most damage with a grab at 0%, you have to forward throw into f smash for 25%, and the time window for that VERY tiny, not to mention it's different for every character. If you time it wrong, it only does a small fraction of the potential percent. With F throw, you deal 11% if you do the f smash too early, 7% if you do it too late, and 25% if you have perfect timing.
The same applies for down throw to fsmash/dsmash, you need to have a very specific timing for the f/d smash to get the full percent. If you do down throw to uncharged f smash it does 7%, unless you have perfect timing then it does 20%. It shouldn't be that difficult. This is caused by Nana's moves doing less damage while the opponent is being held in a grab. I think their grab game should be restored to Melee's so that these combos are more manageable. Also you can't charge an up smash from a grab, since you have to have Nana run forward to connect the up smash. I'm OK with no wobbling in PM, but handoffs and down throw dair is much worse now as well.
The best way to fix the grab smash combo percents would probably just to make it so the smashes did the same damage while the opponent is locked in a grab/being thrown as they do when the opponent is free from any grabs.
The same applies for down throw to fsmash/dsmash, you need to have a very specific timing for the f/d smash to get the full percent. If you do down throw to uncharged f smash it does 7%, unless you have perfect timing then it does 20%. It shouldn't be that difficult. This is caused by Nana's moves doing less damage while the opponent is being held in a grab. I think their grab game should be restored to Melee's so that these combos are more manageable. Also you can't charge an up smash from a grab, since you have to have Nana run forward to connect the up smash. I'm OK with no wobbling in PM, but handoffs and down throw dair is much worse now as well.
The best way to fix the grab smash combo percents would probably just to make it so the smashes did the same damage while the opponent is locked in a grab/being thrown as they do when the opponent is free from any grabs.