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This would constitute the need for more vertical knockback, too, to maintain the 30% damage received when you're hit by it. It wouldn't be cool to have them drop through you after one hit~slightly increasing the vertical range of his Up-B
Amen to that~Forward-B having a LOT less ending lag (as sometimes even I'm guilty of accidentally using it in midair instead of my Up-B, and being horribly punished for it)
~B-move can be controlled moreso a la Brawl
~Give most of his ground-based attacks (forward-smash, down-smash, up-a, forward-a... a's) slightly larger hitboxes
heck, give all the aerials larger hitboxes~Give forward-aerial-a larger hitbox
And spot dodge needs more invulnerability frames~Longer / Faster roll dodge
'kay, nothing to add here~Aerial-A damages for as long as Bowser is in his shell, but weakens over time (like most sex kicks)
L cancel your boozer, sir~Aerial-up-a slightly less lag
I think these ideas are good. If there was a way to sacrifices lag in exchange for slight nerfs in knockbacks that could be okay I guess. Aside from the Idea's for Bowser are good.^ Heh, cute.
All Boozer really needs is slightly more range, speed, and mobility. Emphasize on slightly, 'cause I don't think he needs much to perform better.
That said, what I think he needs at the moment is:
- Slightly longer range on tilts
- Slightly longer U-smash range
- Slightly faster Uair (why not?)
- Slightly longer standing grab range (shield grab sucks)
- Slightly faster air speed
- Slightly faster running speed
- Slightly higher jumping height
- Slightly faster falling speed on down special
That's about it. Everything Steelia mentioned I pretty much agree with for the most part. I should probably say that I think Bowser should remain relatively laggy due to his good KO ability and survivability. DJ juice all day.
As long as it's a slight nerf, then there's nothing wrong with that, I'd think. Slightly weaker, but faster smashes is a good trade-off.I think these ideas are good. If there was a way to sacrifices lag in exchange for slight nerfs in knockbacks that could be okay I guess. Aside from the Idea's for Bowser are good.
I'd say his flutter jump needs to be on par with Mewtwo's second jump. Third jump could be the Brawl egg toss bounce... with better bounce.Oh....don't get me started on Yoshi.... First thing. Forget everything else. WTF are we gonna do about his 3rd jump? Or some other way of coming back.
Good stuff, and lol @ story.Nooo, Yoshi!
Yoshi's a pretty good character as it is... I know I use Mewtwo quite frequently, and can kick my bros around in-battle quite easily.
...that is, until my youngest bro, YOUNGEST, picks Yoshi. I swear, I dunno how he does it, but that blasted aerial-cranium and swift down-Smash are just too good... I know I've lost a match or two against him because of it (and me, not getting first place in a match, is a rarity indeed... unless I play Fox/Falco because I'm so reckless, lawl).
But yeah, Yoshi.
-I liked the Up-B in Brawl, how you get a very slight boost whenever you used it in the air. I think Yoshi could probably benefit from that.
-Side-B on the ground, I dunno, quicker turning, and less knockback (subsequently, a faster exit from the attack so you can juggle around your opponents faster).
-Side-B not being a recovery. Argh, using that on accident in the air is quite annoying.
-The forward-A in Brawl, I liked. He uses his tail instead of his foot, and it's quicker/longer, too.
-Faster roll dodge; further roll dodge.
All I've got at the moment.
Great stuff. I would give more input on Bowser, since I have many fond memories of him owning me in Super Mario: the Lost Levels, but there's not much left to contribute that hasn't already been brought up.^ Heh, cute.
All Boozer really needs is slightly more range, speed, and mobility. Emphasize on slightly, 'cause I don't think he needs much to perform better.
That said, what I think he needs at the moment is:
- Slightly longer range on tilts
- Slightly longer U-smash range
- Slightly faster Uair (why not?)
- Slightly longer standing grab range (shield grab sucks)
- Slightly faster air speed
- Slightly faster running speed
- Slightly higher jumping height
- Slightly faster falling speed on down special
That's about it. Everything Steelia mentioned I pretty much agree with for the most part. I should probably say that I think Bowser should remain relatively laggy due to his good KO ability and survivability. DJ juice all day.
Ness is already but we gotta make him less cheatable without breaking him. Perhaps giving him an invincible second jump like Yoshi has would help. Or maybe giving him and electric shield while he's using his up B. Kinda like Firefox for starfox. That's all I got for now. I'm gonna play ness and see what else I come up with.^ I think his grabs need the reach of his neutral special, and about the same or a tad lower speed than his neutral special.
Other than that, he needs more priority on both Nair and Dair, plus his throws needs some vast improvements (found some weird **** going on with his throws), i.e. the silly K.O potential on all throws, the lag he suffers from all throws, and how DI prone his down and up throw is.
That's all I got. If anyone wants to add anything else, please do. For now...
Bottom
Ness: ☐
Yoshi:
Bowser:
Mewtwo:
Kirby:
Pichu:
Ness left, then we move onward to the low tier characters.
I like the electric shield idea. I remember posting something about Ness earlier in this thread--I'm not looking for it, but I basically said his PK Thunder recovery should be something like this.Ness is already but we gotta make him less cheatable without breaking him. Perhaps giving him an invincible second jump like Yoshi has would help. Or maybe giving him and electric shield while he's using his up B. Kinda like Firefox for starfox. That's all I got for now. I'm gonna play ness and see what else I come up with.
And this, lol.Graaaaaab Raaaaaaange
7 frames, 6 frame start-up should suffice. And B sounds good, I'd say. Pretty much agree with the Yoshi bits.All of those boozer edits sound good, but the jump time should definitely be faster, probably 5 or 6 frames would be good. Also change up air speed to barwl up air speed, but keep the power and whatnot. Bigger shield, faster/longer grab, etc. The only huge change I think he needs is to make his side b either
a. Barwl side B startup/lag speed
b. Same startup, slightly less lag, but make the grab range the entire range of the slash effect mark.
She needs marth's range with Fox's grab speed IMO.Zelda should also have a regular grab speed
Ness' Down B doesn't have to be that Quick but it could surely use some lag removal. Potentially made to Jump out of like a shine. Even thought it's not an attack surely he would be able to fend off Fox and falco.Ness's Down + B should be as quick as Fox/Falco's shine, and his Dair needs less startup lag so it can be as awesome as Falco's spike.
I also wholeheartedly agree that Ness needs a better recovery, better up/down smashes, and Marth's grab range.
[B]-Bottom Tier Improvements-[/B]
[B]Pichu[/B]
-Increase damage on all attacks which have recoil
-Decrease recoil damage taken from attacks
-Increase weight and running speed
-Increase hitbox size of forward smash
-Increase speed of over B
-Slightly increase knockback of down smash
[B]Kirby[/B]
-Increase air mobility to be a tad less than Jiggs,if not on par
-Increase N-air damage to 12% and increase knockback
-Increase knockback on all smash attacks
-Slightly increase F-tilt knockback
-Increase priority and speed on U-tilt
-A hitbox slightly in front of Kirby whenever he uses Uair.
-A hitbox slightly in front of Kirby whenever he uses Bair.
-Remove lag on Dair, plus quicker start up
-Either better damage or knockback for Fair; reduce start-up lag
-No sweetspot on hammer; strong wherever it hits
-Better placed hitboxes for F-smash and U-smash
-Increase running speed
-Increase speed and height of Final Cutter
-Brawl-esque F-throw and B-throw; slightly more stun on D-throw
-Slightly increase KO potential on U-throw
-Shorter, less laggy dashing attack
[B]Mewtwo[/B]
-Significantly increase weight (Somewhere inbetween Bowser and DK)
-Increase running speed
-Increase grabbing range
-Decrease amount of frames needed to dash grab
-Harder to DI out of F-throw (more stun) and better knockback
-Decrease lag on Disable and slightly increase range.
-Decrease lag on Confusion
-Slightly increase tumble time caused by Confusion
-Projectiles reflect by Confusion does damage.
-Increase strength on forward smash
-Decrease ending lag on forward smash
-Increase strength on up smash; harder to DI out of.
-Decrease lag on down smash
-Better placed hitboxes for all tilts
-Slightly increase speed on all tilts
-Increase knockback on F-tilt
-Slightly increase initial knockback on D-tilt
-Significantly increase priority on Nair
-Bigger hitbox on Nair
-Increase range on Fair
-Increase Bair damage to 12% and increase knockback
-Significantly increase speed on Dair and slightly bigger hitbox
-Much better spot dodge
[B]Bowser[/B]
-Slightly increase range on all tilts
-Slightly increase range on U-smash
-Slightly increase speed on Uair
-Increase range on standing grab and speed on grabs
-Increase air speed
-Slightly increase running speed
-Slightly increase jumping height
-Increase falling speed on down special
-Decrease amount of frames needed to jump (preferably 6-7)
-Decrease lag on over B, slightly increase start-up.
[B]Yoshi[/B]
-Able to bounce slightly when using Up-B (a la Brawl)
-Able to exit quicker out of over B on the ground
-Able to shield cancel over B
-Remove helpless state after using over B in the air
-Increase jumping height on second jump
-Increase super armor on second jump
Able to jump out of shield
-Slightly increase speed on rolls
-Increase damage and knockback on dash attack
-Increase damage and knockback on all titls
-Increase falling speed on down B
-Slightly increase speed on Fair
-Egg toss could be slightly faster
-Increase priority on Nair and Dair
-Increase speed and range on throws (preferably on par or better than neutral B)
-Increase K.O potential on all throws
-Decrease or remove stun he suffers from all throws
[B]Ness[/B]
-Better shield
-Significantly increase range on grabs
-Increase distance traveled on Up-B
-Small hitbox around him when using Up-B (a la Fox)
-Able to shield cancel PK Flash and PK Thunder
-Increase speed and reduce lag on PK Flash
-Able to jump out of PK Magnet
-Increase speed and range on over B
-Increase range and strength on jabs
-Slightly decrease lag on f-tilt
-Increase strength and better placed hitboxes on U-smash and D-smash
-Slightly increase range on Fair
-Slightly decrease lag on Uair
-Slightly increase strength on Nair
G&W is practically done here, unless there's something else anyone thinks he needs.G@W has a solid offensive game, he mostly just needs a few minor tweaks to his defense
- Bigger shield that covers his entire body when full.
- L canceling on all aerials
- slightly heavier
- Less lag on up B landing
- Less hitstun (he weighs less than jiggs but gets combo'ed like mario now)
Offensive
- D throw less DI-able (now it's like shiek's in pal)
- Up smash faster
- D tilt with less growth
- Up air with more initial knockback
- Parachute hits at slightly lower angle
Definitely agree with that.Yoshi is pretty sound offensively, aside from the DJ problems and grabs. Just speed his grab up by a lot, let him be able to jump out of shield, and give him bona fide super armor in his 2nd jump so he doesn't get hit by a smash while in his DJ and gets knocked off the stage and dies. In addition, I think to improve his recovery, he should get his DJ back after getting hit in the air.
So you are suggesting we make it more like the Jiggs roll? Except without guaranteed death?I dont think yoshi's up-b should be changed for recovery.
like Ive said from the beginning, I think his forward b should be changed to make him hop upwards more distance and to be able to grab the ledge ofter using the egg roll.
That's a good question. I think a non changing stadium is a great stage. Someone should look into it.Question, why has no one hacked melee to make an unchanging poke stadium? Because it doesn't change in training, is the training mode stage actually saved as a separate stage? Or is there just some variable that isn't triggered?