I've been playing smash since the day the first one came out, when I was 9 or 10. I'm not Zero, or someone who makes money off the game religiously winning tournaments. Just someone who loves the series and is a competent player.
I am curious as to how such a drastic change can be implemented in a game that's already been designed and developed around low shield stun. To increase shield stun past melee levels (a game that naturally gave characters more mobility, quicker frame data, and 50% cancelled aerials), in a game that has already been designed to be slower, with less mobility and less options, and no ability to L cancel is making me scratch my head. Reason being, unlike melee where quicker characters mobility and L cancel was universal, a huge chunk of the cast of smash 4 cannot take advantage of these changes.
Wouldn't a lot of work need to be redone to rebalance this accordingly? Wouldn't all this do, is increase viability of the quicker, more mobile and better frame data characters (aka, top and high tiers), increasing the gap between them and the already unviable, bottom half of the cast? It's easy to see where Sheik and Ryu are benefiting, but how about characters like Mewtwo or the heavies, who are losing both offense and defensive options in the form of shielding here?
I just don't see how such a change can be made if the game was not balanced with it in mind. So, I turn to you guys for answers. Am I overstating the importance of this change? Would they not need to do a ton of rebalancing? Am I wrong? If so, why?
Thanks
I wouldn't put much thought into this, because by all indications, Smash 4 wasn't necessarily "balanced" for low shieldstun to begin with. The current state of the meta is a massive testament to this.
you need to understand, characters like Mewtwo or Heavies were FORCED to adopt that playstyle, because the very nature of smash didn't allow them to BE offensive with their frame data, despite them being balanced around it. Smash Bros has always had this problem, and it happened because of a lack of adequate balance between offense and defense.
In every smash game, slow+heavy characters are reliant on patience and reads, while speedy+mobile characters are reliant on pressure. However, the nature of Smash's defense mechanics
dont give you any benefits to being slow OR heavy. Your heaviness is quickly offset by the ability to combo you, and slowness means you're likely to just get punished. Smash 4 is actually the first game in the series to empower heavies in a meaningful way (inadvertently through rage) but it its always been an issue. The thing is, Shiek isn't benefiting from this patch by gaining something she didn't already have. Other characters, however, are gaining the ability to actually find benefit in being slow and powerful.
When smash 4 nerfed shieldlag and shieldpush, they almost immediately doomed the meta to be dominated by speedy characters again, because it makes them the only few characters that even have the option of shield pressure.
So what if Sheik is able to pressure your shield now? She was already a dominating force. She already got away with hitting your shield. The thing to take away from this is that now, what sheik cannot do is harass you with Fair and Needles all day, block your approach for free, then punish you for it EVERY time, just because you don't have frames like she does. It is now possible to hit a shield and be safe WITHOUT having next to 0 landing lag.
An easy way to put this is, before today, autocancel/landing lag frames were one of Smash 4's biggest assets, because they were THE defining trait that determined if you were safe or not. After today, Damage is added to the equation. Even if she benefits, out of everyone in the roster, she benefits among the least.
While this isn't going to fix everything, or knock the currently good characters off their throne, it's ultimately a step in the right direction, because its giving characters options where they previously did not have them.