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I think this is a really solid idea, actually. I think that'd be a good buff. It'd really play around with the timing of drawing the bobber back in. Also, if this is added, can we get a slow draw in? From what I understand you can reel it in once using up or down, but after that Isabelle just moves the rod with nothing happening (correct me if I'm wrong). I think a slow reel with a hitbox would be beautiful.its weird because shielding makes the fishing rod too easy to avoid, but if it went through shields then it might be too difficult to avoid.
i think the bobber having a hitbox while stationary would be a good buff (it had a stationary hitbox in the air after patch 3.0.0, but its since been reverted back). if you could just leave a hitbox out when you use the move, it would be a lot more effective at threatening space while also not being too unreasonable for the opponent to get around.
You can nudge it a little using up and down for a little while but anyone can just jump over it and there isn't something where you can slow reel in a little, stop, nudge it, etc.I think this is a really solid idea, actually. I think that'd be a good buff. It'd really play around with the timing of drawing the bobber back in. Also, if this is added, can we get a slow draw in? From what I understand you can reel it in once using up or down, but after that Isabelle just moves the rod with nothing happening (correct me if I'm wrong). I think a slow reel with a hitbox would be beautiful.
I want a reason to use it in the air. Right now if you use rod in the air it goes out...then kinda shrivels up before it reaches the full length. I think if the physics were changed on that it'd be a mildly useful buff.Unfortunately, some sort of slow reel doesn't really help out it's flaws, as beyond using it to edgeguard people will just always jump over the hook to punish.
Personally I think different throw angles should be explored. Reeling back at a high angle would probably be too OP for such a weapon as it'll have too much vertical range for characters without projectiles to punish at all, but throwing the hook out at a higher angle to catch aerial approaches would work much better, especially since this game is all about the full hop approaches. We already have a tilt input for the rod which quite frankly is just sitting there being useless as there's no situation that a shorter hook is gonna help you out, so that one should really be changed to a higher angle but still shorter range than the smash input.
After that we just need to find a fix for her abysmal shield pressure and we might actually have an actual character to work with.