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If You Could Patch SSB4...?

Baby_Sneak

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Lol XD he could've been more creative with the changes, but w/e.

A System change I'd sell my soul for:

  • Allow special smash to be played online with friends.

All beefs I have with the game would disappear instantly. Complex characters would be in abundance.
 
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SJMistery

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Oh God no. What have you done? (the useful neutral and up special is good, but the rest of it DEAR GOD WHY!?)

You just made puff better than cloud, and more cancerous than sonic.
The sad part is that the only thing they need to do to make the specials good is switch them around and tweak them a little: Rollout would be an amazing recovery move if it allowed you to rocket upwards or diagonally upwards instead of just forward, it would work perfectly as an Up-B. And sing as the neutral-B, all they need to do is disable the option to mash out of it to turn it into one of the best if not the best hard punish moves in the game.
 
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Nah

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Little Mac Tbh needs better air acceleration. He has the 2nd worst air accelleration in thr game which makes it take too long to get to his max air speed, which makes his recovery game even more crud. His air speed is decent, if only hid air acceleration was too to actually make his air speed useful.
Mac is in need of a design overhaul, not better air accel

that and better air accel kind of goes against his current design anyway
 

Baby_Sneak

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Mac is in need of a design overhaul, not better air accel

that and better air accel kind of goes against his current design anyway
He don't need a design overhaul, he needs to be less extreme. Losing 3% worth of dmg on all his moves, while gaining some more maneuverability on his recovery moves is a nice exchange.

Definitely not a loss cause.
 

SJMistery

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Mac is in need of a design overhaul, not better air accel

that and better air accel kind of goes against his current design anyway
Mac is in need of a design overhaul, not better air accel

that and better air accel kind of goes against his current design anyway
Mac is good a is, there have been good Little Macs on minors and majors to prove it. It's just he has excessively bad reputation thanks to the myriad of scrubs that still think Mac is a rushdown character. The concept of a purely ground fighter is good, and Melee Jigglypuff showed well that having a good air game compensates having no ground game, the reason Jiggs is considered so bad now is just that they randomly nerfed her air game in Brawl and Smash 4 leaving her outclassed on air-game by many other fighters, and the improved recoveries making her edgeguard abilities look less scary. And if a character could work by going air-only, why not a character that works by going ground-only?

At worst, he just needs a better ground jump so he can reach platforms more easily, a not-as-**** grab (I swear even Pac-Man and Zelda have easier time getting a grab), and have the side-B not send him into the falling animation so it works better as an approach and escape option, and maybe easier time following up with tilts by tweaking the launch angle and knockback on ftilt and utilt so he can keep comboing on the ground. Ryu and Mario have very good ground combos with their tilts, it's not that much of a stretch to allow Mac similar things. To compensate for that? Just ad a little more lag to the Smash attacks so he can't just grab you while you are still in shieldstun after blocking one.


That said if one thing I want out is Greninja's Fair and especially Nair.

In general Greninja's aerials need reworking. You know you have a problem when you mostly want a move or part of a move to NOT connect. And not a single one can be used to reliably edgeguard, leaving Greninja's 4 special moves as the only useful edgeguard tools, wich is a damn shame.

Bair is excessively weak, it can only be used for spacing or locking, and never to kill offstage like any other Bair. Plus it has lower range than it seems. Having about 25% extra knockback on the last hit would at least make it worthwile for a kill.

Dair is a suicide move like any other stall-then-fall unles you get to combo into it. But the worst part is that it can randomly force Greninja to the ground after connecting instead of having him bounce off as it should, this should be fixed. Also, less cooldown when used so you at least can TRY to spike people offstage without risking insta-death even from above the stage.

Uair is the only truly good aerial, but sadly the fifth hit can randomly shoot the target out of the move and allowing it to cheat death until beyond 160% wich is just bull****. The irony is that 1.0.4 patch instead of removing the Uair spike as it was intended to, it made Uair spiking the most reliable use for this move by removing the option to kill or juggle consistently. Of course, 1.0.4 change on this move's fifth hit needs to be undone.

Fair is too slow and even with rage it will fail to kill many characters at the ledge until abour 150% at the LEAST without reage. For a move that is supposed to be essentially a midair version of the frontal Smash attack, it is just too weak, and is too slow for an aerial, to the point it can be reacted to with ease. Also, the stupid blindspot needs to go just like it needs to go out from any other move that has it. Either more knockback, or less startup. Not both as I agree it would be too good to have something like Mewtwo's Fair, but one should be almost equal to Mewtwo's.

Nair is essentially all of the above: Massive endlag for no reason whatsoever like Dair, excessive start-up like Fair, too short range and knockback like Bair, and like Uair it has very bad launch angle when it comes to edgeguarding. I believe the footstool lock is the only serious use this move can have that isn't better done by the other aerials, wich is saying something. Sakurai plz.
 
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Nah

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He don't need a design overhaul, he needs to be less extreme. Losing 3% worth of dmg on all his moves, while gaining some more maneuverability on his recovery moves is a nice exchange.

Definitely not a loss cause.
I think that there would be a little more that needs to be done than that in order to fix him

edit: tho perhaps you're right that a full overhaul is not neccessary
Mac is good a is, there have been good Little Macs on minors and majors to prove it. It's just he has excessively bad reputation thanks to the myriad of scrubs that still think Mac is a rushdown character. The concept of a purely ground fighter is good, and Melee Jigglypuff showed well that having a good air game compensates having no ground game, the reason Jiggs is considered so bad now is just that they randomly nerfed her air game in Brawl and Smash 4 leaving her outclassed on air-game by many other fighters, and the improved recoveries making her edgeguard abilities look less scary. And if a character could work by going air-only, why not a character that works by going ground-only?
It's not really his viability I'm concerned with, it's just that I really do not care for how incredibly polarized/extreme of a character he is.
 
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SJMistery

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That's what he is supposed to be. A human being. He is awfull in the air for a logical reason: neither are we. No ground = no leverage = halved strenght at best on your attacks due to the equivalent recoil. (Take a look at Newton's Laws of Physics if you want details). On the ground, instead, he can take a beating, just as we can shrugg off some assaults instead of going flying if a dog tackles us, that's why he has armor on some moves, he knows how to keep his feet on the ground.

RelaxAjak's KnowYourMoves on Mac gives you a good insight on him.
 

Baby_Sneak

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That's what he is supposed to be. A human being. He is awfull in the air for a logical reason: neither are we. No ground = no leverage = halved strenght at best on your attacks due to the equivalent recoil. (Take a look at Newton's Laws of Physics if you want details). On the ground, instead, he can take a beating, just as we can shrugg off some assaults instead of going flying if a dog tackles us, that's why he has armor on some moves, he knows how to keep his feet on the ground.

RelaxAjak's KnowYourMoves on Mac gives you a good insight on him.
Humans can't double jump while he can.
Humans can't punch someone bigger than them to the sky while he can.

This game ain't about realism lol.
 
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Lavani

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Off-the-cuff thoughts on Mac:

Poor air accel makes sense. In a similar vein to Ryu, it means he commits to his jumps and gives him a 2D fighter feel.

Damage per hit also shouldn't be reduced. He's a character you're supposed to lose trades with.

Higher air speed might make more sense as a means to improve his recovery. It could also maybe improve his ability to follow up on attacks with aerials, which on that note it could make sense to give damage buffs (and landing lag reductions?) to his aerials so they remain useless neutral tools but better serve as combo extensions/damage builders. Offhand my only concern is maybe accidentally giving easy dair/footstool loops to a character that could kill you at ~70 with a charged smash or earlier with a KO Punch, but the latter's a limited resource and I'm not that familiar with Mac's intricacies anyway.
 

Mario & Sonic Guy

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Little Mac is supposed to be the kind of fighter who excels very well on the ground, but does very poorly in the air. So it makes sense how Little Mac's air acceleration is the second worst of any fighter, while his air speed is slightly below average.
 

Baby_Sneak

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it doesn't matter the type of fighter little mac; his current stats aren't perfect. Changing him to be less extreme and polarizing isn't going to suddenly turn him into Mario, but make him more equipped to battle everyone. I think we're being waaay too restrictive on what to change and what not to change (unless someone can show a creative way to solve little mac's issues).
 

Guido65

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it doesn't matter the type of fighter little mac; his current stats aren't perfect. Changing him to be less extreme and polarizing isn't going to suddenly turn him into Mario, but make him more equipped to battle everyone. I think we're being waaay too restrictive on what to change and what not to change (unless someone can show a creative way to solve little mac's issues).
https://smashboards.com/threads/sols-competitive-mac-fixes-list.435266/ sol made a thread on buffs for little mac.
 

Rizen

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No ground = no leverage = halved strenght at best on your attacks due to the equivalent recoil.
That's not how kinetic energy works. -_-


Mac could still keep his ground fighter style and be more viable with higher ground jumps and maybe an upB that doesn't cause freefalling from the ground. That could really help him on platform stages.
 

Buddhahobo

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My list of patches:

- Amiibo may now be used in all 2 player modes, from Event Missions to All-Star Mode.
- The various stage creation tools from Brawl are re-added to the Smash 4 stage creator.
- Stage Creator can now be used with the d-pad and buttons for grid-based, accurate shapes (Buttons rotate line 45 degrees).
- Edge detection in Stage Creator it is now has been removed. It's now something you add at the end.
- New "Break The Targets" submode added to stage creator.
- Stages can now be outputted to a generated code to make sharing stages actually possible.
- Vs Mode default settings on start up can now be changed under Options/Settings.
- Ability to turn off Giant Bosses, thus making Wily's Castle usable. Though this is different from obstacles; Yellow Devil, Ridley, Mega Ultra Chicken Brigade are bosses. Summons in Midgar are not.
- Coin Battle is added to the 3DS version.
- Ability to change the timer is added to Smash Run.
- Smash Run mini-games are unlocked upon their first encounter. You may play them with or without playing Smash Run, and may set the final match in Smash Run.
- Duration of Bombs is increased before exploding when no one is stepping / touching them. IMO, Curry should be something of the standard. The Motion Sensor Bomb needs to be buffed and the Screw Attack doesn't last long enough, which is bizarre next to items like Gust Bellows.
- Move staling added to training mode. Going to training mode pause menu will reset it.
- "SUPER SMASH BROTHERS" verbal announcement is added to title screen.

I'd also enjoy a revamp of the UI in terms of menu placement and prioritization, but that's something that actually is impossible considering Sakurai's wife does those.

Or if something was done to that Bomb Minigame so people actually remembered it exists.

Heavily buffed: :4bowserjr::4zelda::4jigglypuff::4dedede::4ganondorf:
That's hell you're walking into.

Humans can't double jump while he can.
Humans can't punch someone bigger than them to the sky while he can.

This game ain't about realism lol.
Could be something in the water, what with him being from the Bronx. Maybe the same thing that makes our breads and pizza taste so good.

Would even make sense what with Mario and Luigi being able to do it too, and they're from Brooklyn. There was even a documentary about it.
 
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SJMistery

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That's not how kinetic energy works. -_-
kinetic energy is irrelevant at right now. What matters there is FRICTION. On the air there is no friction to hold yourself back. It's the same reason Shadow Ball shoots Mewtwo backwards if used on midair. If you punch in the air, you will get sent backwards a little bit, and if your punch collides with something, that something will act as leverage and YOU will be launched backwards. The punch will do some damage, but it will be minimal in comparison to if you punch with your feet on the ground.
 

Buddhahobo

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kinetic energy is irrelevant at right now. What matters there is FRICTION. On the air there is no friction to hold yourself back. It's the same reason Shadow Ball shoots Mewtwo backwards if used on midair. If you punch in the air, you will get sent backwards a little bit, and if your punch collides with something, that something will act as leverage and YOU will be launched backwards. The punch will do some damage, but it will be minimal in comparison to if you punch with your feet on the ground.
I'm sorry, the physicist in me just vomited a little.

What are you even arguing?
 
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SJMistery

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This is basic physics. The question here is what part you didn't understand there, so I'll try to detail it to you.

The main thing that gives you he power on your punches, is the leverage you get from the ground. You push against the ground with your legs, and by reaction you move forwards or upwards, giving you the momentum behind your punch, your run, your jumps, or whatever you want to do that involves movement.

On the air, there is next to no leverage, thus no push, and no strenght. AT BEST you get about half the power you would get on the ground, due to already having momentum from when you left the ground moments ago (by jumping usually). That's also the reason Jolt Haymaker is good when started on the ground despite technically being an air attack.

But the most important thing is. IF you punch someone in the air, you will be the one sent backwards, as it will be essentially the same thing if you were trying to walljump out of a wall. You push against a surface, and nothing is there to keep you from flying off the opposite way. By the way, that also explains why Mac despite being "no air fighter" has one of the best walljumps and footstool jumps. He CAN get leverage by jumping off his opponent and walls.

The only way a human can get a good hit while airbone is by previously grabbing the target to use him as leverage and prevent the recoil from happening. You COULD argue around giving Mac a Captain Falcon-style command grab for an Up-B, wich WOULD make sense if it worked wonders in the air.

I would prefer that the devs instead gave all characters the possibility to do aerial grabs, except they instantly follow with automatic footstools instead of going for a grabbed animation into throws, to prevent easy suicide kills. This would improve the great variety of footstool combos immensely, but that's better left for a thread called "What would you do if you could MAKE a new Smash game"
 
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Rizen

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This is basic physics. The question here is what part you didn't understand there, so I'll try to detail it to you.

The main thing that gives you he power on your punches, is the leverage you get from the ground. You push against the ground with your legs, and by reaction you move forwards or upwards, giving you the momentum behind your punch, your run, your jumps, or whatever you want to do that involves movement.

On the air, there is next to no leverage, thus no push, and no strenght. AT BEST you get about half the power you would get on the ground, due to already having momentum from when you left the ground moments ago (by jumping usually). That's also the reason Jolt Haymaker is good when started on the ground despite technically being an air attack.

But the most important thing is. IF you punch someone in the air, you will be the one sent backwards, as it will be essentially the same thing if you were trying to walljump out of a wall. You push against a surface, and nothing is there to keep you from flying off the opposite way. By the way, that also explains why Mac despite being "no air fighter" has one of the best walljumps and footstool jumps. He CAN get leverage by jumping off his opponent and walls.

The only way a human can get a good hit while airbone is by previously grabbing the target to use him as leverage and prevent the recoil from happening. You COULD argue around giving Mac a Captain Falcon-style command grab for an Up-B, wich WOULD make sense if it worked wonders in the air.
Punches are kinetic energy. It's 'Kinetic Energy= .5xmassxvelosity squared'. The key term you're forgetting is velocity. Bullets for example don't need leverage because they're traveling fast. You're not pushing against something; your fist has velocity (and mass) that makes it do damage. In fact if you jumped forward and punched in the air you would have even more energy than a standing punch.
 

Skeeter Mania

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As for my main, Yoshi, there are only a few changes I really have in mind:

  • Decrease FAF on Ftilt by about 5 frames to make it a better poke. I find it so unforgivable that Soccer-Guy had to turn a perfectly fine move into such trash >:(
  • Give Yoshi back his jumps from Egg Throw if he grabs the ledge, though as far as long term, I'm not sure if that would be a good thing.
  • FIX THE ******* POWERSHIELD WINDOW!
  • Give Bair the ability to AC in a short hop and decrease its startup by 2 frames. To compensate, lower its KBG from 184 to around the 160s.
  • For a character that's supposed to excel in the air, his jumpsquat is just sad. I'd ask for only 1 (or maybe 2) frames off that. With even a 1-frame decrease (exacerbated obviously with 2), Nair and Uair become so much more legit OoS options and fixes one of Yoshi's most notable weaknesses.
 

Baby_Sneak

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:4wario:
  • Give his tires back from brawl
  • Make Dair AC from a short hop
  • Reduce startup on Fsmash

Not many changes really, just brought some of old wario back.
 

Buddhahobo

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The main thing that gives you he power on your punches, is the leverage you get from the ground. You push against the ground with your legs, and by reaction you move forwards or upwards, giving you the momentum behind your punch, your run, your jumps, or whatever you want to do that involves movement.
Friction (Force * Distance) =/= Momentum (Mass * Velocity), friend. You can't use those terms interchangeably. I throw you into space and watch you punch and kick and stuff and it's not going to do anything because flaying your limbs aren't going to change the force on your center of mass. If I did the same thing in air, you now have competing forces; gravity pushing you down, and terminal velocity (caused by air) limiting your maximum falling speed. That's why falling belly-flop style and nose-diving in air will go different speeds, air resistance is actually a thing.

So when you say:

What matters there is FRICTION. On the air there is no friction to hold yourself back.
I'm like, "have you ever heard of air resistance or terminal velocity?"

Or when you say:

IF you punch someone in the air, you will be the one sent backwards, as it will be essentially the same thing if you were trying to walljump out of a wall.
Conservation of Momentum, bud. I could jump kick a falling elephant in the air, but I really don't think I'm gonna move the elephant at all. It's too heavy. There's a reason the bouncy ball bounces back to you from a wall, the clay ball splats on the wall, and the wrecking ball goes through the wall.

And that doesn't answer the question; what are you even arguing here? Is this supposed to be against Little Mac's design or what?

Punches are kinetic energy. It's 'Kinetic Energy= .5xmassxvelosity squared'. The key term you're forgetting is velocity. Bullets for example don't need leverage because they're traveling fast. You're not pushing against something; your fist has velocity (and mass) that makes it do damage. In fact if you jumped forward and punched in the air you would have even more energy than a standing punch.
Nah, the terms he was misusing was friction and momentum. Velocity doesn't really come into play here, because it's not the speed of the punch that matters, it's the force behind it. It's the same reason no ones ever made a martial art for when sitting in a car seat.

A good punch is one that you put your entire body into; or rather, your entire mass. This is similar to what you have about jumping forward. It's not your punching speed that matters there, it's that you're basically a cannon-ball, and the area of impact is going to be fist-sized.
 

Rizen

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Nah, the terms he was misusing was friction and momentum. Velocity doesn't really come into play here, because it's not the speed of the punch that matters, it's the force behind it. It's the same reason no ones ever made a martial art for when sitting in a car seat.

A good punch is one that you put your entire body into; or rather, your entire mass. This is similar to what you have about jumping forward. It's not your punching speed that matters there, it's that you're basically a cannon-ball, and the area of impact is going to be fist-sized.
Yes, velocity matter a lot, just like mass. Slowly punching something has less kinetic energy; try it, you won't break anything. It's exactly what I said.

Believe whatever you want; I'm done. This is spamming the thread.
 

R3D3MON

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:4wario:
  • Give his tires back from brawl
  • Make Dair AC from a short hop
  • Reduce startup on Fsmash

Not many changes really, just brought some of old wario back.
Wario also desperately needs more consistent kill options/confirms (much like 90% of the Smash 4 cast). I would make his up-air as strong as his brawl up. I would also give him more consistent combo options from both strong and weak nair. Also I would make his d-throw a techchase throw and up-throw a bread n butter combo throw (with a kill confirm or 50-50 at high %)
 

Krysco

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I do find it rather amusing how many patch wants are just giving characters stuff they had in older games. Makes sense too since a large amount of what Sm4sh did was just take away. Heck, look at how often viable characters were nerfed (Diddy, Sheik, Greninja, Bayo) and how few times low tiers were buffed. Don't even get me started on Puff and Dedede. Some buffs could even be considered taking away. Bowser and DK got such ridiculous reward off grabs thanks to a patch that it now overshadows all of their other options.
 

R3D3MON

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I do find it rather amusing how many patch wants are just giving characters stuff they had in older games. Makes sense too since a large amount of what Sm4sh did was just take away. Heck, look at how often viable characters were nerfed (Diddy, Sheik, Greninja, Bayo) and how few times low tiers were buffed. Don't even get me started on Puff and Dedede. Some buffs could even be considered taking away. Bowser and DK got such ridiculous reward off grabs thanks to a patch that it now overshadows all of their other options.
I agree with your post except the last sentence. The grab rewards to DK and Bowser were good decisions, makes the two fatties have actual combo/kill options (outside of unrealistic "hard reads") and threats to shield so that other characters can't just spam shield at higher %s. I just wish Nintendo kept the old d-throw from the 3DS days for King Dedede so that he can have similar throw/kill combo options and threats to shield as DK and Bowser.
 
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Krysco

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I agree with your post except the last sentence. The grab rewards to DK and Bowser were good decisions, makes the two fatties have actual combo/kill options (outside of unrealistic "hard reads") and threats to shield so that other characters can't just spam shield at higher %s. I just wish Nintendo kept the old d-throw from the 3DS days for King Dedede so that he can have similar throw/kill combo options and threats to shield as DK and Bowser.
Suppose I should've been more clear. I'm fine with them getting rewarded greatly for landing a grab, lets them fit the grappler archetype. My issue is that they didn't really bother to do anything else with them. Perhaps giving them more would've been too much but now that their best means of damage and koing is through grabs, it makes their overall moveset less meaningful. Damn shame too cuz DK has an amazing bair.
 

Mario & Sonic Guy

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:4wario:
  • Give his tires back from brawl
  • Make Dair AC from a short hop
  • Reduce startup on Fsmash

Not many changes really, just brought some of old wario back.
The tires weren't all that effective at KOing fighters though, so I can understand their removal. As for the f-smash, super armor could always be implemented to compensate for the start-up lag.

Wario also desperately needs more consistent kill options/confirms (much like 90% of the Smash 4 cast). I would make his up-air as strong as his brawl up. I would also give him more consistent combo options from both strong and weak nair. Also I would make his d-throw a techchase throw and up-throw a bread n butter combo throw (with a kill confirm or 50-50 at high %)
You could always reference some of my own adjustments to Wario.

https://gamebanana.com/gamefiles/5877

:4wario:

  1. The standard attack's first hit now deals fixed knockback. That way, Wario is more likely to land the second punch at higher damage percentages. Start-up lag is also shorter.
  2. F-smash receives a super armor period, and the hitboxes are slightly larger.
  3. U-smash loses its late hit period.
  4. D-smash delivers multiple hits, instead of a single hit, making it more difficult to punish.
  5. N-air receives a better clean hitbox, which deals better damage.
  6. B-throw deals higher damage and better knockback, enabling it to KO sooner than Mario's b-throw.
  7. Corkscrew traps fighters better, enabling Wario to properly utilize the move offensively. This also applies to Widescrew.
  8. Garlic Breath deals multiple hits, and a new hitbox is implemented, where Wario will damage fighters who are too close to him when he closes his mouth.
  9. Wario-Man's standard attack deals fixed knockback for both punches, enabling Wario-Man to deal well over 100% damage quickly against certain fighters.
  10. Wario-Man's d-air can now bury fighters.
  11. A clean hit from Wario-Man's fully charged Wario Waft is now unblockable, deals 60% damage, and packs 200 BKB and 200 KBG; even a 1.7-size metal Bowser can get 1-hit KO'd on any Omega form stage.
 

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MemorialDime
wario deserves a buff to his air acceleration. it's second only to puff for the best but it was 3 times better in brawl, which generally gave him tricker movement. at the very least, i'd buff it from 0.08 -> 0.12 (total 0.13 -> 0.17). if possible, i'd crank it up just shy of where wectoring starts being a thing.

I just wish Nintendo kept the old d-throw from the 3DS days for King Dedede so that he can have similar throw/kill combo options and threats to shield as DK and Bowser.
i dunno if dedede's up air has been buffed since then (probably not) but it looks like it didn't kill even at 122%, so i honestly wouldn't call them comparable https://youtu.be/tX6ZiecIgE4?t=3m
 

R3D3MON

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Suppose I should've been more clear. I'm fine with them getting rewarded greatly for landing a grab, lets them fit the grappler archetype. My issue is that they didn't really bother to do anything else with them. Perhaps giving them more would've been too much but now that their best means of damage and koing is through grabs, it makes their overall moveset less meaningful. Damn shame too cuz DK has an amazing bair.
Now that's something I totally agree with.

EDIT: I just generally don't like terms such as: "overshadow", "gimmick", "centralized", "cheese", etc. for describing DK and Bowser's grabs (or any other win conditions for that matter) because it reinforces the backwards idea that DK and Bowser would somehow be better without the grab buffs.

MercuryPenny MercuryPenny

AFAIK, I think Dedede's pre-nerf 3DS d-throw allowed him to back air for the kill at higher %s (I think this was consistently DI-able, but correct me if I'm wrong). Also your footage of Dedede's up-air not killing Diddy Kong at 144% may be due to Vectoring, more so than the actual kill power of Dedede's up-air (although a buff to his up-air would also be another welcome addition to the lackluster character).
 
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Baby_Sneak

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The tires weren't all that effective at KOing fighters though, so I can understand their removal. As for the f-smash, super armor could always be implemented to compensate for the start-up lag.



You could always reference some of my own adjustments to Wario.

https://gamebanana.com/gamefiles/5877
Except tires helped his neutral, which gave him more opportunities for kill opportunities. His tires were really fun anyway.
 

Lavani

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AFAIK, I think Dedede's pre-nerf 3DS d-throw allowed him to back air for the kill at higher %s (I think this was consistently DI-able, but correct me if I'm wrong). Also your footage of Dedede's up-air not killing Diddy Kong at 144% may be due to Vectoring, more so than the actual kill power of Dedede's up-air (although a buff to his up-air would also be another welcome addition to the lackluster character).
As a 1.0.0 Dedede main, I can confirm dthrow>bair killed at ~80% near the ledge. I forget how wide the percent range he could dthrow>bair was, but it was similar to Luigi's prenerf dthrow in that it sent them nowhere.

And yeah, his uair already isn't that great, but having vectoring along with a long multihit to react to it meant it never killed back then
 

Mario & Sonic Guy

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I know that not too many people will agree with what I'm about to say, but I've often looked at Rosalina having very good air mobility. She's got the air acceleration, but the air speed is on the below average side when compared to everyone else.

Personally, I see Rosalina having the 3rd best air speed of all standard fighters (tied with Mewtwo), losing only to Yoshi and Jigglypuff under normal circumstances (this excludes Cloud's Limit Break, and Shulk's Monado Arts).
 

Buddhahobo

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Persona kids, Persona squids.
May I ask why? Those are all very undertuned characters that have serious issues to be addressed imho.
I was originally a Bowser Jr main so I'm a tad biased. Don't get me wrong, I'd love to see him heavily buffed, but if he were to get the same amount of buffs Zelda and Jigglypuff would need I'd actually worry he'd end up overpowered as a result.

I'd probably argue similar with Ganondorf, tbh. He hits like a truck, moves like a turtle. Any buffs that make him move less like a turtle or help his recovery would help loads, but do it wrong and you might end up with a Captain Falcon who hits...well, like Ganon.
 
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MercuryPenny

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i honestly think bowser jr is worse than zelda.

not that it's really saying much either way.
 

Baby_Sneak

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I was originally a Bowser Jr main so I'm a tad biased. Don't get me wrong, I'd love to see him heavily buffed, but if he were to get the same amount of buffs Zelda and Jigglypuff would need I'd actually worry he'd end up overpowered as a result.

I'd probably argue similar with Ganondorf, tbh. He hits like a truck, moves like a turtle. Any buffs that make him move less like a turtle or help his recovery would help loads, but do it wrong and you might end up with a Captain Falcon who hits...well, like Ganon.
What about this

I'm doing Zard, my potna:

:4charizard:
  • flip flop hitbox and hurtboxes on Dtilt.
  • decrease startup on Dsmash and increase shield damage.
  • less lag on the following moves: Uair, Nair, and Fair.
  • make flame thrower duration longer.
  • increase air speed slightly
  • add a new hotbox to Nair on frame 3. small, does enough knock back to hit someone away from Zard.
nothing too much, as I think Zard is roughly viable as is.


Bonus people that I wish was good:


:4drmario:
  • reduce mega vitamin FAF to 38
  • reduce damage on Usmash and Bair by 2%
this buff will give doctor Mario a new powerful approach tool akin to melee Falco (except less crazy).

:4bowserjr:(:cry::cry::cry::cry::cry::cry::cry: YOU COULD'VE BEEN SO GOOOOOD!)
  • Grab comes out a frame faster, has longer duration by 3 frames, and has less end lag ( by 5 frames or so).
  • jab 2 has less end lag (by 5 frames), and rapid jab has less base knockback and much less knock back growth.
  • jab finish comes out faster (frame 7-10 is it's new active hitboxes)
  • Dtilt faf ends at 37 instead of 41
  • Utilt's hitbox extends to the ground now
  • Uair has a wider and longer hitbox, and damage has been increased by 3%.
  • Cannonball charges muuuuch faster (600% faster?) and the damage is increased 4%
  • mecha koopa faf reduced to 55 from 68.
better grab, waaaay better jab, and key moves with better utility
:4littlemac:
  • reduce damage on all his smash attacks, tilts, and jab by 2%
  • increase distance on Up-B and make It slightly maneuverable.
  • increase distance on side b and make it rise slightly.
less extreme.
:4pacman:
  • reduce grab faf to 66 from 76.
  • increase fair damage by 2%
grab is fixed now. yaaaaaay.

:4dedede:(I could erase everything up top if it meant Nintendo would read this and implement it)
  • initial dash acceleration/speed w/e increased slightly
  • Jab starts on frame 7 instead of frame 10.
  • just reheat rate on Ftilt to 3/3/2 instead of 4/4/3
  • make hitbox on Dtilt extend a little behind him to remove the blindspot.
  • increase shield damage and pushback on Usmash and Dsmash.
  • change angling on Dthrow to create tech-chase situations (inspired from balanced brawl and PM).
  • reduce lag on Fair (30 to 25)
  • reduce faf on gored throw from 64 to 55
  • make gordo have more resistance (I forget the data for gordo can't find it, so let's just bump it up by 4%).
  • Make Nair come out on frame 5 instead of frame 7. hitbox is bigger all-around him.

EDIT: Nintendo needs more creative people who are great with human relations. Creating a mode for people to directly edit tools for the characters (with some level of restrict so the game don't crash or something), and allowing those players to share their games with others would just make sales go sky-high.
 

MercuryPenny

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Why's that?
bowser jr's attacks, if they don't have blindspots, have an unfortunate tendency to be laggy overall. he has almost nothing that's reliable, especially when it comes to spacing on shield, as a consequence his best move is a budget spindash that's slower and has less mixup potential. zelda has a similar problem in that she relies on precise sweetspots on aerials with lots of landing lag, but she does have a rather reliable grab game that offers a kill confirm, something bowser jr sorely lacks with his general weakness against shield. she has one of the longest-distanced recoveries with a metric ton of intangibility, vs bowser jr's which is short and among the easiest to gimp. and if you're at higher percents, zelda's out of shield options can be terrifying. bowser jr's out of shield options...not so much.

bowser jr has mechakoopa (which has tons of easy counterplay from shielding to crouch cancelling), a handful of decent multihits, decent kill power, and better survivability. looking at the two i see bowser jr maybe being just as bad as zelda if he isn't worse, but his awful offense, lack of options on shield, inferior defense, awful disadvantage, and easy-to-beat stage control overall make me think zelda is better, even if her offense is just as bad and she's super easy to kill.

that's my reasoning anyway.
 

SJMistery

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Punches are kinetic energy. It's 'Kinetic Energy= .5xmassxvelosity squared'. The key term you're forgetting is velocity. Bullets for example don't need leverage because they're traveling fast. You're not pushing against something; your fist has velocity (and mass) that makes it do damage. In fact if you jumped forward and punched in the air you would have even more energy than a standing punch.
ALRIGHT: Now I see the problem there: What happens is simply put, you are forgetting the most important part. WHAT gives you that kinetic energy in the first place. WHAT gives you the velocity and momentum.

First, bullets NEED leverage in a way: Guns are designed specifically to direct all the force of the explosion on the chamber forward. That initial burst is what gives a bullet it's terrifying penetrating power. The bullet itself does not need leverage as it is propelled by an explosion, not by you. However, the gun will also be affected by the explosive force, and you are holding it.
Now, have you seen all those gun safety pages that mention how to hold a gun to prevent it from getting you knocked out? The gun will go backwards due to the explosion and hit you in the face if you don't hold it the right way. I obviously have never used a gun, however something similar happens with a bow: When you release the string, you need to hold firm on the grip to avoid the bow from moving and the arrow from missing.

And just as I said, what gives a grounded Holt Jaymaker it's strenght, as you repeated, the initial jump. Off the ground, when you use the move, there is no place from where to jump, thus is much weaker. You COULD make the case of making the aerials a little bit stronger depending on the direction you are moving, wich would make sense, as a programming student, I can assure you that it would be a nightmare to code a move whose properties depends on your speed, and with the Autolink angle being already glitchy as is, I don't think it's worth the effort.


Friction (Force * Distance) =/= Momentum (Mass * Velocity), friend. You can't use those terms interchangeably. I throw you into space and watch you punch and kick and stuff and it's not going to do anything because flaying your limbs aren't going to change the force on your center of mass. If I did the same thing in air, you now have competing forces; gravity pushing you down, and terminal velocity (caused by air) limiting your maximum falling speed. That's why falling belly-flop style and nose-diving in air will go different speeds, air resistance is actually a thing.
I actually wasn't, but the comment was not comprehensive enough so I won't blame you there. I mentioned friction as the source of the leverage and momentum, by reaction. The correct term would be "the normal force" in the case of a vertical jump, or the force that in physics is described as the one that holds together an object and prevents it from being deformed, and inertia, that prevents it from moving or stopping; and that those two are the forces that indirectly causes the friction to ocurr, but that would be needlessly confusing so I preferred to omit that part.

And yes, I know about air resistance but it's very low in comparison to any other source of leverage, and in the scale of jumping, you won't come even close to terminal velocity, and the air resistance will equally be almost negligible. That's why I said "next to no friction" instead of "no friction at all".




Conservation of Momentum, bud. I could jump kick a falling elephant in the air, but I really don't think I'm gonna move the elephant at all. It's too heavy. There's a reason the bouncy ball bounces back to you from a wall, the clay ball splats on the wall, and the wrecking ball goes through the wall.

And that doesn't answer the question; what are you even arguing here? Is this supposed to be against Little Mac's design or what?
Well, you answered it yourself with the elephant example. You can do whatever you want, but it will do little effect on a grounded or heavy target because you will lack enough initial momentum. that's why none of Mac's aerials do significant knockback. If you say falled for an hour you would get the momentum from the gravity acceleration minus air friction, and you could potentially do a LOT of damage at the end of the fall when colliding with the ground, mostly to yourself; but as disscused above it would be impossible to happen on a realistic height scale, unless on something crazy big like the Smash Run stage, and it would be needlessly compliccated to code Mac's aerials to take his current falling speed and direction into account. At best it would justify to make a decent Stall-Then-Fall Dair for Mac that gained power the more time it stays active, in a sort-of-reversed Mario Nair.
Sorry if I wasn't clear enough there.

And yeah, we were discussing about Mac's design. I wanted to try to explain how it works and why it makes sense for his game to be polarized between good ground moves and bad air moves.



BTW: that's unrelated, but, If I could patch SSB4... I would bring the Ice Climbers back by taking advantage of the double character in one glitch in the WiiU. But I would do something for it to be put on 3DS: simply remove Nana's AI. Make it copy Popo's moves entirely. After all, that's how Luma works and it does not give the 3DS any problems.

But that would make her terrible... unless we tweak a couple of things:
Up-B becomes a copy of Mega Man's Up-B custom, Beat. By using the pterodactyl to fly, they can safely recover individually onstage, and you can even make a case of using the C-stick as a second controller while it is active to move each climber separately. Belay can be reworked as a stantard tether grab only usable with both climbers around, with the stantard grab replacing it when only one is nearby. That way we also compensate for the removal in Sm4sh of their most dominant attribute: their semi-broken zero-to-death chaingrab combo in Brawl.


Down taunt replaced by Popo doing a 4 frames long animation with the hammer. Using this taunt reverses the controls on Nana. If you input right, she goes left and viceversa. Using the taunt again gets the controls back to normal again. This way you can split and reunite them much more efficiently. Pressing the D-pad down during an attack animation or during hitstun, stunned animation, sleeping or on freefall, will still reverse the controls, but it won't buffer a taunt. That way you can still try to save her if you are in midair. Down Taunt has always been the most dull of the three so it's perfect for that.

On 3DS there is also the option of using Select for the control reversal command, and it was my original intention to be for this and for any transformation move, but no other controller has it so it's out of the question...
 
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PURGE THEM LIKE THE

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I think everyone should be balanced to have about the same level of power as Mewtwo. Some of the things Mewtwo has are

  • A great advantage state with a good combo game with consistent 30% combos (and less consistent 40%+ ones), acceptable ledge trapping (fully charged shadow ball can beat everything except ledge hanging only for some characters, neutral air can catch ledge getup, roll, and maybe getup attack), some of the most consistent kill power in the game, decent juggling, great offstage edgeguarding, and an option-rich recovery
  • A great, versatile neutral that allows Mewtwo to play the spacing game, bait approaches, and (though not as effectively as the other 2) even approach as well (in general Mewtwo can set the pace of the game very well)
  • Forces the enemy to not hold shield because of high damage throws, a command grab with mix-up potential, the best killing up throw, and multiple safe moves of shield (especially threatening while shadow ball is fully charged)
  • Some mix-ups for getting out of disadvantage like confusion's jump, multiple b-reverses, teleporting in general (including ledge cancels), having a mere 5 frame window of total vulnerability after an airdodge, and just plainly drifting away with that air speed
Mewtwo has all of that while still having relevant weaknesses. His out of shield options don't have much range, which is big considering his traction. His lowest startup attack is frame 6, so he probably won't be breaking out of strings with an attack very often. His double jump is slow, so it's easier to snipe him out of it, and he can easily get blown up at the ledge. All of that matters even more considering how early he dies and how his size makes him get hit by...everything.

However, his strengths are enough to be able to effectively play around those weaknesses. Mewtwo can short-hop out of shield and airdodge to help mitigate his out of shield issues because he still has options after it. Admittedly, he can't break out of pressure very well, but his neutral is strong enough to avoid that in the first place. He still has a lot of ledge options, so mix-ups are possible there on a player-by-player basis.

I think Mewtwo is a well-designed character and, if the balance team were to make another patch, should use him as an example of something to aim for.

tldr: please don't touch mewtwo
 
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