i would do a literal patch. Specifically, remove the 1.0.4 extra hitbox on Greninja, and fix the deadzones on D3's Down Tilt, Greninja's Down and Forward Smashes and Forward Aerial, Little Mac's neutral B, Wario's Nair, etc.
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The problem with that is it would make the characters more glass-cannon like. Since they'll have great strengths but really bad weaknesses. Everyone would be like DK, Mewtwo, kinda ZSS and somewhat Bowser.The way I see it, it would be much better to nerf a top tier character's weaknesses rather than their strengths. Nerfing strength's never really fixes a top tier and just ends up making them feel more boring to play (see Shiek). Nerfing weaknesses actually makes counterplay to a character more consistent, while still keeping their fun elements in tact.
For example, with Cloud, I would balance him by giving his recovery 10 more frames of startup and a weaker hitbox, and increase the endlag of all of his ground moves and throws. This would make edgeguarding his recovery much easier and the endlag increases to his unsafe tilts makes them require even more commitment and worsens his ability to pressure shields. Endlag increases to his throws makes it so that his already unrewarding grabs possess even less benefits since he won't be able to charge limit and the window for follow-ups would be much smaller.
Yeah, she is more slightly nerfed than totally nerfed, I did a mistake. Btw, this is some changes I did to some of the characters I listed previously (in spoiler because it is very long):Could you explain why zss needs nerfed?
End of topic. :^)I have an entire document with very specific changes to all characters I would apply, but if I had to do one patch without touching every single one of them it would be like this.
Heavily nerfed:
Nerfed:
Slightly nerfed:
Slightly buffed:
Buffed:
Heavily buffed:
All the not listed characters have either counterbalanced nerfs and buffs to compensate or are left intact.
This is way too harsh.-Decrease Air Speed (1.15 -> 0.98)
I agree completely, but the game needs to be competitive to be competitive.I dont think a game needs to be balanced to be competitive.
When designers talk about nerfing or buffing they don't do so in the sort of increments that you're proposing. No sane competitor would believe that these are reasonable changes. Look at Lavani's post for an example of reasonable balance changes. This appears to be your criteria for balance:1 Welcome to the life Robin and other zoners have to deal with.
2 You're grossly exaggerating like when you said Cloud would be worse than Ganon; that's simply untrue.
3 Link's fastest ground attack is frame 7 jab and his grab is 12; it's not that good.
4 I never said that; try reading this post.
5 This is a huge misunderstanding of limit breaks. Cross slash starts frame 10 and doesn't kill. Limit CS is intangible frames 6-11, can't rebound and kills at 65%. Same basic changes for all cloud's specials, suddenly blade beam kills instead of doing 8%. Limit is very powerful even without added buffs; Cloud's already more mobile than Marth, he shouldn't get faster than yoshi with that huge sword.
6 like I said in the previous post, Cloud is 10th in run speed, 14th air speed, without Limit- faster run than MK, sheik's air speed, all this with a huge sword and good frame data. That beats every other sword character in both categories. Meanwhile Robin gets the worst run in the game, even butterknifes like pit are 24th and 50th. There is no reason he should get any faster.
7 14th best is not "mediocre" air speed.
8 his recovery without Limit is as good as CF's and he has a huge sword to protect him.
9 first it was "worse than Ganon", now it's "as good as Ike". Except Cloud's more mobile than ike, can force approaches and has better frame data.
Cloud isn't a projectile zoner. Robin's speed is limited for a reason. Same with Link.1 Welcome to the life Robin and other zoners have to deal with.
Would you care to prove how untrue it is? I can back up my case with numbers, and I'll do so below. I'll keep the comparison about Ike because it's easier to compare the two, but the numbers wouldn't be difficult to produce for Ganon either.2 You're grossly exaggerating like when you said Cloud would be worse than Ganon; that's simply untrue.
His grab has more range than Cloud's entire kit, and he has projectiles. I don't understand the comparison.3 Link's fastest ground attack is frame 7 jab and his grab is 12; it's not that good.
Limit Cross Slash is a very strong move, but it has one-time usage before Cloud is unable to do anything with it again, and clear counterplay at top level. In Tweek v Salem you'll often see Tweek refuse to throw out a Limit Cross Slash at the edge when Salem is trying to punish his recovery because he's afraid to whiff, get hit, and be unable to recover.5 This is a huge misunderstanding of limit breaks. Cross slash starts frame 10 and doesn't kill. Limit CS is intangible frames 6-11, can't rebound and kills at 65%. Same basic changes for all cloud's specials, suddenly blade beam kills instead of doing 8%. Limit is very powerful even without added buffs; Cloud's already more mobile than Marth, he shouldn't get faster than yoshi with that huge sword.
You misquoted me. I didn't say "as good as Ike." I said that the Cloud you proposed is notably worse than Ike. There's no reason to play the proposed Cloud over Ike, and they'd be awfully similar characters, down to the jumpsquat frame.9 first it was "worse than Ganon", now it's "as good as Ike". Except Cloud's more mobile than ike, can force approaches and has better frame data.
I know about only one character: Charizard. He needs substantial buffs but since his weaknesses are so varied I'll keep his buffs general.
- Improve zard's traction, zard is supposed to be played in a bait-and-punish style but his moveset along with his traction makes the punish element almost non-existent. Having better traction will allow zard to shield punish giving him better MUs against relevant threats.
- Improve the damage output on all of zard's moves. Zard is a super heavyweight, there should be no reason as to why his damage percentage output is lower than that of most middle and lightweights.
- Give zard some kill set-ups outside of his upthrow, DK has ding-dong, Bowser has koo-pah, zard needs something identical to that.
- For arceus' sake improve zard's air speed. A lot of the high and top tiers outpace zard while in the air allowing them to circle camp zard for free. Zard needs a way to keep up.
- None of zard's moves should be so easy to miss either. It's very easy to beat zard at his own baiting game since some moves don't connect properly and allow the opponent to fall out of the move even without DI or SDI. This needs to be fixed.
- Make zard's side b a hybrid of his current flare blitz and blast burn, give it the damage armor that flare blitz has but also give it the explosiveness and shield breaking capabilities of blast burn. Also cut the range of the move in half to make it more fair, this gives him a horizontal recovery that isn't completely unfair (the damage should be the average damage from flare blitz and blast burn, add the two damage outputs together and then cut it in half. Remember we want 'fair' not 'game breaking'. The speed that the move comes out at should be cut in half as well).
- Give fly more height to make it a slightly more viable recovery move, zard is easy to gimp if he ends up too low before grabbing the ledge. The amount of extra height shouldn't be all that much though since we want fly to be a combination recovery/offensive move.
Being able to tech with side b would make the move much more forgivable while also making it so you'd have to be wary not to launch yourself off the stage. tbh I have no idea why it wasn't made techable in the first place.Honestly I just wish side-b allowed you to tech ;_;
Also edge cancelling with zard side-b would be sick af.Being able to tech with side b would make the move much more forgivable while also making it so you'd have to be wary not to launch yourself off the stage. tbh I have no idea why it wasn't made techable in the first place.
You already can.Also edge cancelling with zard side-b would be sick af.
I'm going to be honest here: Nerfing top tiers substantially while buffing low tiers a bit to have everyone meet in the middle doesn't create an interesting game to me. I'd much rather minorly nerf the top tiers and buff everyone to be around high tier, or wherever you put top 16 at majors viable at in this game. That being said, I also just only think Cloud and Bayo are overtuned and the other top tiers are fine the way they are, but I still minorly nerfed the others to show you what I would do.How would you balance top tiers?
I wish it happened without the recoil part.
I know the feel, but the only thing that sm4sh has that approaches brawl stupidity is Bayo imo. Other than her, I think the top tiers are pretty close to where characters should be in terms of power.All my opinion: I prefer a lower powered meta because I played Brawl competitively and it sucked. You eat 80% in 10 seconds trying to get past 's lagless huge grab. Play with precision RAR Bairs, B reversed blaster etc chipping away for 2 minutes only to die off one grab from , or eat a frame 6 Utilt the size of Montana from at 80%. Don't even get me started on and . Jank sucks.
Playing keep away from 's grab or being DK and fishing for grabs because they beat all your other options in ssb4 isn't a fun meta. I'd much rather bump up the ding dong %s and give DK faster fall speed, an armored uncharged giant punch for disadvantage and play footsies. Rosa's also going to have to live with slightly smaller rings for this to work.
Lower powered metas mean more skill and less cut and paste B&B. Play a mid-tier and learn a little something about reads and spacing.
Yeah, don't get me wrong, SSB4 is a very well balanced game. IMO it's fine with no patches but it's fun to work with hypotheticals. I'm trying to make it so characters utilize their entire move set. IMO top tiers, and others, have a lot of potential in options that get overshadowed.I know the feel, but the only thing that sm4sh has that approaches brawl stupidity is Bayo imo. Other than her, I think the top tiers are pretty close to where characters should be in terms of power.
NairWizard Would you nerf Cloud at all right now? I agree with some of your points and think Rizen's initial list might be a bit much, but I also don't think Cloud is fine right now. I think he's too fast for his reach and power, and then he gets even faster with limit. Plus F4 jumpsquat because....idk, I can't tell what they were aiming for with Cloud half the time. Like I said in my other post, I think his speed should be lowered a bit but I don't know how much.
Yeah, don't get me wrong, SSB4 is a very well balanced game. IMO it's fine with no patches but it's fun to work with hypotheticals. I'm trying to make it so characters utilize their entire move set. IMO top tiers, and others, have a lot of potential in options that get overshadowed.
You are just sh*tposting for the sake of sh*tposting. If you have some personal vendetta with Rizen, please settle it in private messages.Another contradictory statement.
Cloud is intended to be very strong onstage and then have a highly exploitable weakness in recovery. At top levels he does get edgeguarded but it's frankly not very easy and sometimes even risky for the edgeguarder because of his huge sword. What I'd probably do to maintain his design while still weakening him is remove his ability to snap to the ledge (from above or from stage level).NairWizard Would you nerf Cloud at all right now? I agree with some of your points and think Rizen's initial list might be a bit much, but I also don't think Cloud is fine right now. I think he's too fast for his reach and power, and then he gets even faster with limit. Plus F4 jumpsquat because....idk, I can't tell what they were aiming for with Cloud half the time. Like I said in my other post, I think his speed should be lowered a bit but I don't know how much.
So why are you ****posting?You are just sh*tposting for the sake of sh*tposting. If you have some personal vendetta with Rizen, please settle it in private messages.
- allow mapping tilts and smashes to entirely different buttonsIf you were in charge of a balance patch for SSB4 what changes would you make? The idea is to make the best competitive experience possible. Check here for the current data:
http://kuroganehammer.com/Smash4