This can let him play a long game to download his opponent's habits with his crownerang and foxtrot, plus blunderbuss in ledge scenarios.
This is a double edged sword though. The longevity allows the opponent to catch onto your tendencies as well. I don't think being a damage sponge is a great "style" to excel at. Especially since he's only that good at it because he's so damn easy to hit and combo. It would def be a benefit if every character didn't have an inherent advantage against him due to sheer size.
I wanted to address these one by one cause I think some of them are a good idea, some not, and definitely a terrible idea balance wise to give him all of them.
Jab, more range, that's it.
Considering he has like the 3rd(?) fastest jab in the game, I think it's perfectly fine as is.
Dash attack should have much less endlag.
Agree 100%, the endlag on it sometimes makes it punishable even on successful hit.
Starting with dtilt, this move is a MESS. Frame 12 for a tiny hitbox on a big boy, the sourspot is where it should not be which means the sweetspot is horribly small, sure it leads into a decent reward if you hit it at like 85-90% but its terrible outside of that, I hope that the sourspot would be given some true combo potential possibly into upair, the aerial sweetspot should meteor, and the move as a whole should be given a much bigger sweetspot, one that actually covers the whole foot.
I think hitbox is fine, it grounds for a stupid amount of time, I think if anything it's startup lag could be improved to make it more reliable in a pinch.
Next is utilt, the only thing I think needs tweaking is the knockback of the sourspot, it should do a bit more damage and knockback to maybe kill at like, 140%? Other than that this move is good.
Uptilt is arguably one of if not
the best anti air ground option in the game.
Nair, oh boy, well first off that sweetspot duration is nasty, the landing lag is nasty. Instead of coming out for a single frame, the sweetspot should be active for maybe 3 frames, the landing lag, it should have 9 frames or so, basically a discount dedede nair.
I think just a buff to the endlag would go far in making this better
Forward air, maybe just a slightly faster start up (frame 8??) and less landing lag, 10 frames or so instead of 11, this move is great imo its a faster bowser fair
I think this stays as is, it has no real drawbacks and is pretty balanced.
Back air is perfect, no changes here.
Agreed,
Down air should autocan from a short hop, the meteor is surprisingly weak for a heavyweight dair, if it autocancels it can combo and that's fun.
I'm on the fence about this one, maybe a little less endlag.
Up air...Just short hop autocancel window, that's it the move isn't good for much tbh just a situational kil option.
Def needs another buff to the endlag. Way too much risk for only so-so reward. A simple air dodge and they recover before you do, that's crazy.
In terms of special moves...
Neutral B, the move can be slow, just give it the treatment of bowser jr's canon and let him have more than one Kannon ball out at once, also maybe make the move come out faster too.
Personally the only thing this needs is the delay removed between cannonball and suck. It's hard to use it off stage and be able to get your up b off without accidentally triggering the suck and then dying.
Crown, oh boy, that move should not only come out faster, but also have much MUCH less endlag, and the animation where K rool puts the krown on his head should definitely be cancellable through basic movement, the crown itself should be faster and have a bit bigger of a hitbox, also it should nullify opponent projectiles, just because why not.
Crown speed is fine, the pick up animation is a real pain in the ass, and it already cancels out enemy projectiles. The only fix I think it needs, is to make it more like wolfs, damage from his arm instead of his hand. Too many times have I been punished by someone jumping over it and getting into my face before it's even released from my hand, meanwhile my armor lets me stand there getting punched.
Allow the throwing animation to to damage from the arm, and that's fixed, that way they have to wait for it to be in play before they can punish, at that point if they can, that's on you for being poorly positioned.
propellerpack, the horizontal movement in the air should be buffed a little, that's it, also it should rise faster.
Control is fine, but give it the old hitbox back.
Down b...I don't think you can save it, maybe decrease the endlag of a successful counter by 20 or so frames, like there's no reason for the counter to be slow when you can only counter on one side, the endlag of the unsuccessful variant should also be tweaked, but maybe by 15 frames.
Yeah, this one is a disaster, it has way too many limitations. Hit the head/feet, doesn't trigger. Miss a counter, you're in recovery for 20 years. Counter and accidentally hit the opposite direction, the "damage" is reflected the opposite direction, which has basically
zero use outside 2v2/FFA games. Either make it faster to remove risk, make it amp the damage up a stupid degree to reward good timing, or make it cover his
entire front side, not just belly.
Throws??
His overall grab should have a massive range buff, currently it's like ganons in smash 4.
Big disagree here, his range is pretty good, and his dash grab range is stupid good.
Up throw, make it kill at a good percent it's already the move damaging throw in the game not counting lucario's stupidity, so to have it kill at like 140 or 150 would make it seem as strong as it is damaging.
Another disagree. His up throw shouldn't kill since it does a ridiculous amount of damage.
Dthrow is okay surprisingly, the kill power off of dthrow to true combo ftilt or utilt can't be ignored and those become unescapable even to a level 9 cpu at 130%
One of the best throws in the game.
Bthrow, more kill power, maybe more along the lines of mario bthrow, that's it.
I think it's perfect as is, but with how good dthrow + up tilt, it's basically the worse option every time.
Fthrow, less knockback and less endlag, this way it can actually combo better into dash attack.
I think it's fine, would be nice to be able to combo into dash though.
Ok now for mechanics...
I think his airspeed should be much higher, like ROB level, this would let him weave in and out with those aerials
Agreed, he's a fat ass, give him some gravity lol.
His run speed, should be buffed to be about maybe snake or even maybe peach level, he can't keep up with fast opponents at all.
Very slight buff to this IMO. If you give it too much his dash would be
broken AF.
His armor is also really really bad, seeing as how fast his armor can break against characters like lucina and chrom, I propose that the total threshold of damage it can take goes from 28% to like, I want to say 45% or 50%, the punishment for spamming this is already a death sentence anyways you might as well make it good, and instead of .3% per second, it should be 1% per second. And the armor frames should last the entirety of moves aninations
I think 30% is fine, maybe better regen on it. .5/7% a sec. Maybe a little more frames of armor across the board but, don't think it should be the entire move.
All in all, some really good suggestions, but no way I could justify saying giving him
all these buffs. If I had to pick only a few for balance sake.....
* Endlag reduction on dash
* Damage from arm on crown throw
* Remove delay on cannonball -> suck
* Nair/Uair landing lag reduction
* One of these three for down B : faster to remove risk, make it amp the damage up a stupid degree to reward good timing, or make it cover his
entire front side, not just belly.
And a bonus pie in the sky unrealistic hope for a buff : Give him more iframes on air dodge/roll/spot dodge to compensate for his sheer size of a hitbox.