• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Ideas for a balancing patch?

Status
Not open for further replies.

Saviorr

Smash Cadet
Joined
Jan 26, 2015
Messages
50
What kind of changes does everyone think would improve Smash 4 competitively? More particularly what could be changed to make Smash 4 more fun to watch?

I think adding more hit stun for a lot of moves would be an obvious improvement.
I would also like to see shield nerfed in some way.
Rolls could be slightly nerfed by making the defensive options (shield, roll, spotdodge) have more startup lag when input directly after a roll. This means that jump, dash, and attacks would be quicker options out of a roll.

I understand none of the above changes are likely going to be made to the game but we can still hope for a patch when the Mewtwo dlc comes around, right?
 

RIP_Lucas

Smash Apprentice
Joined
Oct 20, 2014
Messages
147
Location
Utah
DEFENSIVE OPTIONS DO NOT NEED NERFED!

Seriously, I thought we were last that.

Hoo hah doesn't need needed either, maybe slightly less killing power to balance it, but there are few things more hype than that.

Give the game some time, it will build its own hype.

If anything, lessen landing lag on a lot of characters so Sheik isn't the only one with unpunishable aerial approaches

And there's a lot of characters that would be a lot better if their air speed were buffed by a tiny amount.

And take out jab shenanigans like link's and fox's.

Ok, the game has room for improvement, but seriously, shield being the best option in the game isn't a bad thing

If smash 4 had come out first, so would the melee shield and role and air dodge (disregarding wave dashing) system be considered an improvement? Heck no.
 
Last edited:

Inger

Smash Cadet
Joined
Dec 22, 2014
Messages
69
Location
Texas
NNID
Kalificus
3DS FC
1349-5584-0682
Change Palutena's standard moveset to something less horribly situational...
 

Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
Buff weak characters, lightly nerf the hoo-hah, and leave the strong characters otherwise unchanged. That's the key to a healthy high-level competition.
 

wedl!!

Goddess of Storms
Joined
Jan 2, 2014
Messages
2,159
Location
Soul Realm
NNID
Plushies4Ever
diddy uair kills later

samus/wft/mac buff like seriously these characters are horrible

nerf rolls by a bit

less lag on reflet grab maybe?

increase shield sutn

rosa disjoint range nerfs

mk hitbox fixes (why does he miss every goddamn attack)

ness bthrow kills later

more lag on needles and zamus taser

pika usmash nerf
 

TheHypnotoad

Smash Ace
Joined
Jan 28, 2015
Messages
615
DEFENSIVE OPTIONS DO NOT NEED NERFED!

Seriously, I thought we were last that.
Look, the fact of the matter is that rolls and shields and especially spotdodges are very difficult to punish. Decreasing the number of iframes during rolling and spotdodging and increasing the number of vulnerable frames when putting your shield up would majorly improve the game, and would not harm it at all. I don't care if you've discovered some foolproof way to counter them, making them less powerful would make the game itself better because you can't just throw out smash attacks randomly and then just put your shield up immediately when someone tries to punish.

This is especially important because everyone's favorite character, Diddy Kong, has barely any endlag on any of his attacks, so he can put his shield up immediately and stop anyone from punishing him. If you want to nerf Diddy Kong, you need to nerf shields.
 
Last edited:

TriTails

Smash Lord
Joined
Dec 29, 2014
Messages
1,720
Location
Looking at your face
- Give Luigi and King Dedede better air speed... Seriously, they are aerial turtles.
- Nerf Hoo Hah.
- Make LM not so braindead on the ground and so wothless in the air.
- Give Mario's Fireballs less end lag.
- Give Lucina Shulk buffs (1-2% increase on every attack).
- More cooldown on Sheik's needles, and maybe increase her landing lags.
- Fix (Dark) Pit's rapid jab so the final hit doesn't whiffs for whatever reasons.
- Give Ganon's grab lesser lag on whiff.
- Reduce Yoshi's priority a bit (Seriously, DA trades with aerial Luigi Cyclone unless this is normal, and N-air breaks through Samus's fully charged Charge Shot (That's what they said)).
- Give Link faster sword swings.
- FALCO! MOVE FASTER FALCO!
- Tone down Villagers slingshots.
- Give Shulk's MArts less time to activate.

Maybe that is all. Though, maybe not. I think I still have tons of 'em.
 
Last edited:

HeavyLobster

Smash Champion
Joined
Jun 7, 2014
Messages
2,074
NNID
HeavyLobster43
  • Diddy's Uair gets a somewhat smaller hitbox and more endlag
  • Ganon gets a faster Jab, more Grab range, and damage buffs to Dark Dive
  • Timber Counter takes a bit longer to plant and disappears sooner
  • Zelda's Fsmash no longer lets people fall out of it and Phantom has less endlag
  • G&W's Smashes have higher knockback
  • Lucina's moves are slightly stronger
  • D3's aerials are slightly faster/less laggy(not Nair or Uair)
  • Doc's Up-B's all have slightly more distance and/or pills do more damage
  • No jab infinites
  • Slightly slower shield respawn
 

Goolloom

Smash Apprentice
Joined
Feb 11, 2015
Messages
134
-Fix Donkey Kong's hitboxes so he isn't ''Whiffy Kong'' anymore and reduce the end lag of grounded Up B, making that if you land properly with it you don't get that super punishable end lag. Possibility of giving him wall jump or cling to at least try to help his vertical recovery
-Tone down Lucario's aura a bit. (His Side B, Combined with Rage+Aura kills at about 35%)
-Nerf Ness Back Throw.
-Increase Ganondorf's grab range OR reduce ending lag on whiff.
-Make rolls and spotdodges more punishable.
-Little Mac should have slightly better recovery OR slightly better air game.
 

DunnoBro

The Free-est
Joined
Nov 28, 2005
Messages
2,864
Location
College Park, MD
NNID
DunnoBro
Honestly I'd prefer more characters to have hoo-hah esque options than take diddy's away. (Though maybe nerf his grab range slightly. It's ridiculous)

Getting grabbed should be WAY scarier than it is at mid to kill percents.
 

RIP_Lucas

Smash Apprentice
Joined
Oct 20, 2014
Messages
147
Location
Utah
In general, the biggest thing should be to make approaches and follow ups more viable, but NOT BY NERFING DEFENSIVE OPTIONS!

Improved air speed for characters like Luigi and robin to take advantage of their great aerials makes sense. Less lag on approach enabling projectiles like fireball is a good idea, decreasing base knock back on a lot of throws (specifically down throws) is a good idea. Less landing lag on a lot of characters would make them a lot better (that's a big part off shiek's game). And probably the biggest thing is the player mind sets, nerf those so people are more willing to adapt to change

Look, the fact of the matter is that rolls and shields and especially spotdodges are very difficult to punish. Decreasing the number of iframes during rolling and spotdodging and increasing the number of vulnerable frames when putting your shield up would majorly improve the game, and would not harm it at all. I don't care if you've discovered some foolproof way to counter them, making them less powerful would make the game itself better because you can't just throw out smash attacks randomly and then just put your shield up immediately when someone tries to punish.

This is especially important because everyone's favorite character, Diddy Kong, has barely any endlag on any of his attacks, so he can put his shield up immediately and stop anyone from punishing him. If you want to nerf Diddy Kong, you need to nerf shields.
Rolls are far from hard to punish, people are getting used to shield by learning spacing options (Like shiek's unpunishable perfectly spaced fair), and people will get used to spot dodges (though I admit that one annoys me just a little).

And diddy doesn't really need a nerf either. I'd much rather they supply other characters with semi reliable mid percentage killing options too. Diddy is fun to play as and fun to play against, and that's the sign of a well made character. The only problem is he's slightly better than just about everyone else.

Basically, what you claim to be the "fact of the matter," is pure preference, and some of it is just incorrect. Strong defensive options improve the game in several ways, and IMO those outweigh the minor negatives they bring (not that I consider blindly approaching no longer being viable a negative)

diddy uair kills later

samus/wft/mac buff like seriously these characters are horrible

nerf rolls by a bit

less lag on reflet grab maybe?

increase shield sutn

rosa disjoint range nerfs

mk hitbox fixes (why does he miss every goddamn attack)

ness bthrow kills later

more lag on needles and zamus taser

pika usmash nerf
Nerf Ness's killing throw, and you kill the character. The move didn't kill too early unless your opponent severely outplayed you and set it up near the ledge p. No nerf needed there.

Same with Rosa, remove her gimmick and she's just an average character.

I don't know why you'd nerf pika's up smash, it's good but hardly unbalanced

Zero's laser, if anything might need buffed. More lag, but more range when fully charged as well. No change needed to uncharged lasers.

Needles? Ugh, I think everyone gets annoyed at these, and some start up lag would be fine, but I'd rather leave it alone because it'd be easy to give it too much lag, and I'd rather avoid that.
 
Last edited:

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
I know this is a popular topic but there have been multiple threads in the past where this has been discussed! Try using one of those instead.
 
Status
Not open for further replies.
Top Bottom