Ironic for you to say that. I guess you never got to play vanilla Mewtwotldr: please don't touch mewtwo
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Ironic for you to say that. I guess you never got to play vanilla Mewtwotldr: please don't touch mewtwo
Bayo def ain't broken lol pay more attention to results. Look at the data.Remove the DLC characters. The game was great before the DLC came out and Cloud and Bayo ruined it. Cloud literally makes doubles obsolete in entertainment. Bayo is totally broken in singles. Nobody wants to see these clowns over and over and over in tournaments taking over the smash world, but Nintendo doesn't seem to give a ****.
No.Remove the DLC characters. The game was great before the DLC came out and Cloud and Bayo ruined it. Cloud literally makes doubles obsolete in entertainment. Bayo is totally broken in singles. Nobody wants to see these clowns over and over and over in tournaments taking over the smash world, but Nintendo doesn't seem to give a ****.
If Bayonetta is broken in singles then why has she only won 2-3 majors out of all of the tournaments?Remove the DLC characters. The game was great before the DLC came out and Cloud and Bayo ruined it. Cloud literally makes doubles obsolete in entertainment. Bayo is totally broken in singles. Nobody wants to see these clowns over and over and over in tournaments taking over the smash world, but Nintendo doesn't seem to give a s**t.
Afraid I cannot agree with you, hun. I, a 56-year-old female smasher, say and are wonderful addition to the series. Now, especially Bayo since her character construct gives us a very good challenge despite the nerfing she got 1½ years ago. Yes, y'all will see them in high-level play often. And why not? Tournament success is what any smasher desires and they do appear to be easy to pick up due to their strengths.Remove the DLC characters. The game was great before the DLC came out and Cloud and Bayo ruined it. Cloud literally makes doubles obsolete in entertainment. Bayo is totally broken in singles. Nobody wants to see these clowns over and over and over in tournaments taking over the smash world, but Nintendo doesn't seem to give a ****.
The fact that people hate one of the only notable Smash 4-specific advanced technique to this degree is pretty pathetic. Speaks volumes about the community's standards.I think it's just easier to accept doubles as a lost cause at this point. It'd take something convoluted like nerfing the knockback on Limit moves if the target's suffering hitstun/knockdown from a different player to restrict Cloud in doubles specifically, and I'm not sure how feasible that actually is.
If people really hate Bayo's triple jump thing that much, my suggestion would be to make the second Witch Twist consume her double jump if she still hasn't used it. That way the safety net for getting both Twists out remains, but she can't save her jump after using both. I wouldn't mind seeing it applied to other characters as well though; not being a tap jump user, I hadn't realized characters like Mega Man didn't receive the same treatment.
I think limiting your mindset to what the developers wanted is seriously limiting the overall game experience and development, especially in the long term (just look at Melee).I'm personally against it since it feels like nothing more than a work around the default controls of the game. Every character benefits from being able to up special without having to use their double jump, most notably Yoshi and Megaman but no one else gets such a treatment. It doesn't feel like it's a feature given to Bayo to further make her unique but because they realized partway through making her that hitting and burns a double jump and partially ruins her combo game. If they wanted her to have a second midair jump, they'd just give her a second midair jump.
You look at any other tech and it's either a result of the kind of move (teleports cancelling at ledges when most directional recoveries don't, certain dash attacks in Brawl allowing DACUS) or universal and just a part of the game (wavedashing in Melee, glide tossing, both the roll variant and the jump cancelled variant, perfect pivoting).
The closest thing to compare this to is something I've only been told by my sparring buddy and idk if it's just a theory of his or if he read it somewhere but he told me that L-cancelling in Melee was put in because the developers wanted players to be able to shield faster after landing with an aerial, which checks out well enough since L and R (the buttons that activate shield) are what cut the landing lag in half and most casual players would hold the button. And even then, that's still a largely universal tech (only largely because G&W was coded poorly).
If this second double jump thing was given to the likes of Yoshi, Sonic, Megaman, R.O.B., lol Jigglypuff then I'd have no issue with it since that'd be similar to the teleport thing and just be a particular feature of recoveries that don't induce the helpless state. The dev team already made it clear that they didn't want much tech, let alone character specific tech when they removed stuff like Peach's lagless item pulling, Toon Link's bomb throws to replace landing lag, Greninja's landing with shadow sneak, DACUS, wectoring, specials being able to slip off edges and likely more. Yet for Bayo, they outright give her a tool that makes her already ridiculous recovery even better.
And to make things clear, that's actually the smallest of my 3 wants because even if it was done, her recovery and combo game would still be amazing, just not as much with tap jump on. The start up on Witch Twist and the scaling of Witch Time outright gives her weaknesses in overall poor startup lag and losing the ability to rack up crazy damage or possibly even a stock by reading a jab with a frame 5 counter that also has invincibility frames and a unique feature (which you may notice I never said should be nerfed) that can make punishing her for it more tricky.
Maybe it's unjustified disliking towards it though since I can admit to having a negative bias towards Bayo (she's the reason I gave up the idea of even playing this game competitively)
While I think your change is reasonable, it’s certainly still possible to get hit during an inhale as Kirby (happens to me a little too often). I believe the real problem stems from the fact that most of inhale is a windbox, with a just-a-little-too-small grabbox near the mouth. A change I would add to yours is making more of inhale a grabbox with a small windbox at max range, increasing the range people need to hit us through the inhale and making a disjoint more necessary for that as well. I wouldn’t like to remove the windbox entirely though, because they are vacuums and it seems fitting that some of it is a windbox. This does apply to Kirby as well (just the grabbox, not the hurtbox), but Wario’s chomp is pretty large as-is and probably doesn’t need this change.Head hurtbox size reduced
Mainly intended to make his inhale actually usable; unlike Kirby or Wario, things can hit Dedede's face before he successfully eats them, most noticeable against Sonic's spindash.
She still doesn’t have much range... The throws can be Di’dOh 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.
Not possible, there will be difficult MUs no matter what you do, or you’ll make them similar.My changes:
Make every character A-tier. No more 60-40's every matchup is even and balanced.