smasher1001
Smash Journeyman
Changes I'd like to see. Not that these will happen, buttttttttt.....
Upsmash-Hit's every frame but still deals the same dmg overall so it can be used as a lasting active hitbox, plus remove the random they get sent flying early thing.
Fsmash- Either reduce the startup time considerably, or add plenty of shield stun to make it safe on shield, and reduce the end lag.
Dsmash-Make it stronger. I want this move to keep it's attrocious startup and end time, but I'd like to see it absolutely destroy anyone who gets hit by hit. Make it do like 22-25% uncharged and more at full. Basically a high risk/reward move that's worth using, unlike the current version where its high risk and moderate reward.
upair-make it kill reliably at the same percentages and avoid fallouts.
fair-give it either faster startup, or let us short hop with it and land without major lag.
Lemons(nair/ftilt/jab) more hitstun when opponents try to clash through them.
dtilt-less endlag. like clouds basically.
upb-remove the RCO lag so that I don't have to land with a lemon if I ever use this move. It would be amazing to up b escape and then land with a quick grab, as it is you can only land and avoid the lag with attacks.
b-make it disappear after a set # of times landing, make it an active hitbox on the ground for the enemy, and if we want to dream, disallow an opponent to catch it with an attack.
down b- allow up to be used during this move.
side b- less endlag. stronger on shields to allow stronger shield break possibilities.
I'd also like the ability to set a Z drop button that is independent of if the left stick is in neutral or not, and would like the ability to spam z-drop catch it, as currently if you z drop and z catch it forces an air dodge catch.
Oh, also let us z-drop any time we can take an action instead of initially forcing us to f-throw it at times.
So theres my dream changes that won't happen lol.
Upsmash-Hit's every frame but still deals the same dmg overall so it can be used as a lasting active hitbox, plus remove the random they get sent flying early thing.
Fsmash- Either reduce the startup time considerably, or add plenty of shield stun to make it safe on shield, and reduce the end lag.
Dsmash-Make it stronger. I want this move to keep it's attrocious startup and end time, but I'd like to see it absolutely destroy anyone who gets hit by hit. Make it do like 22-25% uncharged and more at full. Basically a high risk/reward move that's worth using, unlike the current version where its high risk and moderate reward.
upair-make it kill reliably at the same percentages and avoid fallouts.
fair-give it either faster startup, or let us short hop with it and land without major lag.
Lemons(nair/ftilt/jab) more hitstun when opponents try to clash through them.
dtilt-less endlag. like clouds basically.
upb-remove the RCO lag so that I don't have to land with a lemon if I ever use this move. It would be amazing to up b escape and then land with a quick grab, as it is you can only land and avoid the lag with attacks.
b-make it disappear after a set # of times landing, make it an active hitbox on the ground for the enemy, and if we want to dream, disallow an opponent to catch it with an attack.
down b- allow up to be used during this move.
side b- less endlag. stronger on shields to allow stronger shield break possibilities.
I'd also like the ability to set a Z drop button that is independent of if the left stick is in neutral or not, and would like the ability to spam z-drop catch it, as currently if you z drop and z catch it forces an air dodge catch.
Oh, also let us z-drop any time we can take an action instead of initially forcing us to f-throw it at times.
So theres my dream changes that won't happen lol.