FreeGamer
Smash Ace
Specifically, what you believe he was intended by the PMBR to be, what he is right now, and what he should be in future builds. If no one is around to advance his meta, we may as well talk about something.
What the PMDT wanted him to be: A slow glass cannon who struggles from a distance, but wrecks at melee range and offstage. Has a slew of mobility tools (Stone, Dash Attack, Cutter Dash) and unique attributes (crouch, D-Throw, Inhale, etc.) to mitigate his weaknesses of speed, range, and weight. Grab game consists only of D-Throw for tech chases and B-Throw for positioning.
What he is: A slow glass cannon who struggles from a distance and wrecks at melee range and offstage, but now has extremely limited answers to characters who can outrun/outrange/CC/camp him due to less safe burst options. Thanks to lack of compensation for toning down said options, his matchups hinge entirely on ease of edgeguarding and effectiveness of crouching in neutral. Grab game still consists only of D-Throw and B-Throw.
What he should become: A glass cannon who is considerably faster than average in the air and has average speed on the ground, but still struggles from a distance and is great offstage/close range. Retains his weaknesses of speed/range/weight, and burst options remain toned down, playing second fiddle to typical spacing tactics. Better air speed/traction give a tremendous boost to his abilities to space in neutral and chase after opponents in bad positions. U-Tilt is given back its 3.02 frame data to be useful against fastfallers at low damage, but more KBG to prevent it from comboing them forever. To de-centralize his grab game, either F-Throw pops up at a better angle for follow-ups, or U-Throw kills opponents at late percents.
I'm curious to see what the rest of you have to say. :3
What the PMDT wanted him to be: A slow glass cannon who struggles from a distance, but wrecks at melee range and offstage. Has a slew of mobility tools (Stone, Dash Attack, Cutter Dash) and unique attributes (crouch, D-Throw, Inhale, etc.) to mitigate his weaknesses of speed, range, and weight. Grab game consists only of D-Throw for tech chases and B-Throw for positioning.
What he is: A slow glass cannon who struggles from a distance and wrecks at melee range and offstage, but now has extremely limited answers to characters who can outrun/outrange/CC/camp him due to less safe burst options. Thanks to lack of compensation for toning down said options, his matchups hinge entirely on ease of edgeguarding and effectiveness of crouching in neutral. Grab game still consists only of D-Throw and B-Throw.
What he should become: A glass cannon who is considerably faster than average in the air and has average speed on the ground, but still struggles from a distance and is great offstage/close range. Retains his weaknesses of speed/range/weight, and burst options remain toned down, playing second fiddle to typical spacing tactics. Better air speed/traction give a tremendous boost to his abilities to space in neutral and chase after opponents in bad positions. U-Tilt is given back its 3.02 frame data to be useful against fastfallers at low damage, but more KBG to prevent it from comboing them forever. To de-centralize his grab game, either F-Throw pops up at a better angle for follow-ups, or U-Throw kills opponents at late percents.
I'm curious to see what the rest of you have to say. :3
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