Thane of Blue Flames
Fire is catching.
There's always someone ...Wobbling for ice climbers, or at least handoffs. I liked making people mad.
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There's always someone ...Wobbling for ice climbers, or at least handoffs. I liked making people mad.
SDI. Another, less optimal solution: Buffering rolls with the C-Stick.I say change Lucas's down air, cause that sh]t is insane. The shield pressuring on that dair is insane!
I just find it annoying as all hellSDI. Another, less optimal solution: Buffering rolls with the C-Stick.
There are no ATs to counter that If only Marth could taunt-cancel.I just find it annoying as all hell
I hate how Marth can't taunt cancel cause everytime I taunt I get punished for it.There are no ATs to counter that If only Marth could taunt-cancel.
He can?He can definitely cancel down taunt.
Oh snap thanks.Down taunt is the one where he talks, right? He can cancel that one. The timing might not be as easy as Falcon or Sonic, but it can be done.
Agreed!!!!Wario - If you hold taunt during his back throw he says "Have a rotten day!"
...Her Rest hitbox already is her entire body.Jigglypuff - Rest does significantly less damage (kills around 90%), but the hitbox is her entire body.
No it isn't, it's nowhere close. It's a tiny circle in the dead middle of her body and that's it. See here:...Her Rest hitbox already is her entire body.
This would essentially make the move completely useless.
Why wait til 90% for a Rest when you could Up/F-Smash for the same result at a much, much lower risk.
It's not like Rest combos are integral to Jigg's success. She's not called the queen of the air for nothing.No it isn't, it's nowhere close. It's a tiny circle in the dead middle of her body and that's it. See here:
http://www.ssbwiki.com/Jigglypuff_(SSBM)/Hitboxes
Search for "Down special (hitbox location)". It's that tiny red circle.
This is why Rest combos are so hard to land. If it was her whole body, every Rest setup would be 100% reliable. Instead almost every Rest combo requires a good read on DI.
Jiggs has a lot of trouble with people who control space in front of them effectively, like Marth. She has to work real hard to get in, so when she does get in, she needs to make it count. Just landing one Fair isn't good enough, she takes more than that getting in, she needs those rest combos to be on point to win that match.It's not like Rest combos are integral to Jigg's success. She's not called the queen of the air for nothing.
Changing Rest at this point would be pretty pointless IMO.
That's the thing, though.Jiggs has a lot of trouble with people who control space in front of them effectively, like Marth. She has to work real hard to get in, so when she does get in, she needs to make it count. Just landing one Fair isn't good enough, she takes more than that getting in, she needs those rest combos to be on point to win that match.
I think that my proposed Jiggs would basically just be a floatier Captain Falcon. If he gets in, you're probably dead, but most characters have tools for keeping him out.
Also, I think you can definitely make the case that Ivysaur is king of the air. Ivy will have Bair wars with Jiggs all day. Short Hop Razor Leaf + Bair basically shuts down all forms of approach for Jiggs.
Unfortunately, in order for this to happen, increasing the amount of frames needed for DACUS Smashes directly links the amount of Jump Start frames a character has, as well. The more frames you have for DACUS Smashes, the longer it takes for your character to jump off the ground.Game and Watch - The ability to DACUS without needing to change my controls. ie The ability to functionally DACUS with Z as "grab". I don't mind the 1 frame window... I just want to use Z to be the same button I grab and DACUS with...
Regarding that Ness buff you credited me for, thanks! It'd certainly help against Marth, who'd have to jump over the pillar or shield dodge through it, leaving him open for many of his useful aerials.My thoughts:
Wario - The ability to cancel his aerial Shoulder Bash by holding B instead of holding back.
Mario - Slightly more startup/cooldown lag for his fireballs.
Luigi - Slightly LESS startup/cooldown lag for his fireballs.
Peach - None
Bowser - Removing the little shockwave as Bowser rises with his Down B. It looks unnatural. (Aesthetic Change)
Yoshi - Aerial Egg Toss can now throw eggs straight down. When this happens, Yoshi gets a very small amount of vertical recovery immediately after he throws the egg downwards. He can only do this once, and it will put him in a special fall state afterwards. Done by holding down (or tapping B twice) when using Aerial Egg Toss.
DK - None
Diddy - Thrown bananas don't trip a grounded opponent unless they walk/run over it (again). Bananas instead cause knockback identical to bananas that hit aerial opponents.
C.Falcon - Up Smash is replaced by the Up Smash he had in Smash 64. Additionally, holding the B button while using Raptor Boost on the ground will preform the aerial downwards punch instead of the uppercut (if it hits). This will grant Captain Falcon a mixup option that could give him a safer position should an opponent shield his Raptor Boost, as Captain Falcon would fly over them after hitting their shield. [Between these two changes, the Smash 64 Up Smash is more important, though having both would be nice.]
Wolf - None
Fox - PAL Up Smash.
Falco - Dair spike lasts during the initial frames, then goes away during the later part of the animation.
Ice C. - Up Smash has a larger hitbox in front of them, allowing them to hit smaller opponents on the ground with it.
Zelda - None
Shiek - None
Link - The ability to Glide Toss his bombs on the ground, even if only slightly.
T.Link - Same as Link. Glide Tossing his bombs on the ground would be nice.
Ganondorf - Heavy Armor during his Warlock Kick, Medium/Light Armor during his Dash Attack, and Heavy Armor during the LATER portion of his Warlock Punch. The first two are kind of needed to help Ganondorf approach against projectile characters, so I would prefer to have both of those. The last one isn't really necessary outside of making Warlock Punch a slightly safer move to use.
Mewtwo - Aerial Confusion no longer "pops" Mewtwo up, and instead Mewtwo uses his Aerial Confusion with his natural momentum at the time. This would allow Aerial Confusion to be a better option to use against characters who are shielding on the ground.
Lucario - None
Pikachu - None
Jigglypuff - Rollout is given armor whenever she has sparkles around her. Preferably Heavy Armor, though any sort of Armor would do.
Squirtle - None
Ivysaur - Fixing the aerial Side B sound effect when Ivysaur doesn't throw a Razor Leaf. (Aesthetic Change)
Charizard - His aerial down B not taking away his jumps after he uses it would be very nice, considering Pit can do that...
Samus - None
ZSS - None
Lucas - No longer retains Offense Up charge upon successful smash hit.
Ness - Aerial PK Fire, upon contact with the ground, would make a pillar of fire. This will allow Ness to set up traps to help with zoning and approaching. To compensate, only one pillar of fire can be on the screen at one time (One per Ness player anyways). Credit goes to EdgeTheLucas for posting this wonderful idea on the Ness board.
Pit - None
Kirby - The upwards swing at the very end of Horizontal Cutter would hit people instead of just missing. (Mostly an Aesthetic Change)
Meta Knight - None
King DDD - Grounded Waddle Tosses aimed downward would throw Waddle Dees closer to DeDeDe. This would allow him more opportunities for Waddle Dashing.
Ike - None
Marth - Giving Marth a backward's stab during his Dancing Blade, similar to Roy's. It just feels odd for one character to have it, and not the other.
Roy - None
Olimar - None
ROB - None
G&W - Holding B during Judgement would allow G&W to "hold" the Judgement in a similar manner to how he holds his bucket special. During this time, G&W can turn left/right at will (like with Bucket), but in a stationary position. He cannot cancel this animation through any means besides being hit by an opponent, or by releasing the Judgement.
Snake - Giving him the ability to move left/right while inside his Box taunt. (lol)
Sonic - None
I don't agree that Ivysaur's healing helps her. Healing puts you back at a percentage where you can be comboed harder, and we're talking about a character whose main weakness is being juggled here. Besides, if the healing got away, it would have to be traded for a heavier weight in order to keep the survivability in check.5. Ivy: completely remove all healing mechanics other than perhaps synthesis. There is no reason for a character to be able to heal, especially a character as good as ivy. The redesign is absolutely great and cool but healing makes 0 sense on anything but synthesis. Its completely broken to get 9% healed off of a sweetspot in addition to charging an extremely powerful move. Does samus get healed for charging b? or lucas/lucario/M2/ etc or does anyone heal for hitting a sweetspot? the combo is enough reward.
Vs any character that has projectiles?That's the thing, though.
When has a good Jiggs player ever needed to approach anyone?
I'd be willing to drop the healing effect as long as the solarbeam power charge is retained. As that other poster said, however, I'm not sure this is actually a significant nerf. Ivy has quite good longevity if she lives past 130% or so, because her recovery is so good.5. Ivy: completely remove all healing mechanics other than perhaps synthesis.
I definitely disagree with this, these two attacks are easily among the most fun and exciting kill moves in the game (I would also put Wolf Side B on this list). While balance is obviously important, we also want the game to be fun to play, so I would always lean towards giving characters more options and tools rather than less.9. General changes: remove xfactor moves like solarbeam/fart.
I was a tad misinformed about tether recovery's IASA... didn't realize they changed that in 3.0.Tethers are already fairly punishable on edgehog, because they're forced into a laggy, Melee-esque ledge jump. Unless you want even more lag on top of that...?
I figured as much... Funny how quickly I adapted to using A instead of Z just by manning up..Unfortunately, in order for this to happen, increasing the amount of frames needed for DACUS Smashes directly links the amount of Jump Start frames a character has, as well. The more frames you have for DACUS Smashes, the longer it takes for your character to jump off the ground.
Additionally, pressing the Z button for DACUS Smashes takes 1 frame longer than pressing the A button. I am unaware if this can be fixed, however. Though if it is, this would also affect every other character's DACUS Smashes...and potentially every single grab in the game..
You know sweet spot dair/uair heals 7% and usmash heals 9% right? Thats not to mention the ~5% she gets every time she kills her opponent. If you are only getting one sweet spot aerial per stock, you are doing something very, very wrong. At the very least, assuming 2 uair/usmashes/dair and a kill were talking 20% a stock. Realistically you will get more than two of those aerials per stock. In that range we're talking about healing an ENTIRE stock per game.I don't agree that Ivysaur's healing helps her. Healing puts you back at a percentage where you can be comboed harder, and we're talking about a character whose main weakness is being juggled here. Besides, if the healing got away, it would have to be traded for a heavier weight in order to keep the survivability in check.
All in all, a not healing Ivysaur would be a better character in many aspects.
Besides, it's not like you can heal 200% in a match like you make it sound. The average, from what I can tell, is between 50 and 60% per match, that is, a little more than 10% per stock.
Hype they may be but they are waaay too strong for how easily they can be combo'd into. Its like giving Puff a guaranteed rest every game. Maybe just nerf them in power significantly. It seems pretty bad design to give two characters the equivalent of a fully charged smash attack that can be combo'd into. Of course these moves would be replaced with another tool, no one is suggesting making ivy's neutral b do nothing lol.I definitely disagree with this, these two attacks are easily among the most fun and exciting kill moves in the game (I would also put Wolf Side B on this list). While balance is obviously important, we also want the game to be fun to play, so I would always lean towards giving characters more options and tools rather than less.
I don't know, are you also suggesting that, say, Falco and Marth's Dairs should be nerfed? You can combo into them too and they kill at almost any percentage. You don't even have to build them up in any way, so if you whiff them it's no big deal.Hype they may be but they are waaay too strong for how easily they can be combo'd into. Its like giving Puff a guaranteed rest every game. Maybe just nerf them in power significantly. It seems pretty bad design to give two characters the equivalent of a fully charged smash attack that can be combo'd into. Of course these moves would be replaced with another tool, no one is suggesting making ivy's neutral b do nothing lol.
Totally agree with you on Ivysaur.Easy, easy, easy.
5. Ivy: completely remove all healing mechanics other than perhaps synthesis. There is no reason for a character to be able to heal, especially a character as good as ivy. The redesign is absolutely great and cool but healing makes 0 sense on anything but synthesis. Its completely broken to get 9% healed off of a sweetspot in addition to charging an extremely powerful move. Does samus get healed for charging b? or lucas/lucario/M2/ etc or does anyone heal for hitting a sweetspot? the combo is enough reward.
.
I don't know, are you also suggesting that, say, Falco and Marth's Dairs should be nerfed? You can combo into them too and they kill at almost any percentage. You don't even have to build them up in any way, so if you whiff them it's no big deal.
Waft and Solarbeam have a super satisfying "kaboom!" to them that makes them seem absurdly powerful, but to be honest I don't think they're especially broken in the grand scheme of things.
The heal might be more of an issue. If Ivy proves to be OP that'd be one of the first things I'd look at.
Well you can DI out of some Solarbeam and Waft combos too, of course, and if they whiff that's a big loss. And like you said, these moves don't exist in a vacuum, each is only one part of a character. Falcon's Knee is also super powerful, but it's balanced out by the fact that Falcon himself has some significant weaknesses.The Ken Combo is NOT guaranteed, its DI dependent. Yes Falco's dair is broken but his weight/gimpability balance him out. They are both absurdly powerful. They can both easily kill well below 100%.
So I don't think the issue would ever be "Solarbeam is broke", it might be "Ivy is broke", which would be a result of Ivy having too many strong options and not enough weaknesses. If that is the case, I'd rather give up some other stuff (like perhaps a nerf to Bair, it's kind of bonkers) rather than lose Solarbeam, because Solarbeam is so fun.
(like perhaps a nerf to Bair, it's kind of bonkers)
The truth has been spoken.Bair = bonkers
Reallistically, you only get one of these per stock.You know sweet spot dair/uair heals 7% and usmash heals 9% right? Thats not to mention the ~5% she gets every time she kills her opponent. If you are only getting one sweet spot aerial per stock, you are doing something very, very wrong. At the very least, assuming 2 uair/usmashes/dair and a kill were talking 20% a stock. Realistically you will get more than two of those aerials per stock. In that range we're talking about healing an ENTIRE stock per game.
Not trolling, no. You're only thinking about the survivability, I'm taking the whole picture into account.Are you trolling about healing being bad? Of course lowering your percent increases the chances that you will be combo'd hard (NOT that Ivy is at a weight that she gets combo'd hard), but lowering your % significantly decreases the chance that you'll be killed lol. By your reasoning we might as well allow maxim tomatoes/heart containers/food in competitive play. Only fools would use those items.
Yes, you're right, not being combo fodder anymore would already be more than enough compensation for the loss in survivability :stares at you with a troll face:Also @ "if the healing got away, it would have to be traded for a heavier weight in order to keep the survivability in check." I don't know where you're getting this weird assumption, it would not "have" to be traded for anything but it could also be traded for anything else lol.
If your character is combo fodder, yes it is a better idea. In Brawl, a common strategy against Falco is camp him, even though he typically outcamps everyone, until you get to 40%, because his chaingrab and its followup deal 70% in total, and puts you on the ledge from which it is hard to get back (unless you're MK). It is clearly benificial to just wait until you are at a higher percentage than going in at zero and risking a devastating combo.Sorry if I come off as mean, it just seems pretty ridiculous to suggest that being at a higher percent is better in a smash game. I mean, being above a certain % might help in some matchups like being above the % where uthrow uair works against fox so fox would need a clean hit to kill you instead of a grab.