ToothiestAura said:
Sakurai stated in a recent update that infinite combos are no longer a part of Smash, meaning Meta Knight's combo which could rack up serious damage quickly will no longer be present.
He doesn't have infinites. Uair string to nado off the top is a zero-death, but not infinite by any stretch, and his jab lock is garbage (I don't think he can use his ftilt to lock). I assume he referred to Dedede, ICs, and to a lesser extent Pikachu (who has zero-deaths and a (non-jab) lock, but they are far more guaranteed than MK strings).
ToothiestAura said:
Actually giving his Mach Tornado stale move negation would also be helpful (so racking up damage with it would be less easy) or make MK get dizzy/vulnerable if Mach Tornado is used repeatedly could help a bit as well.
This is not an attack on you, but the first part is a genuninely terrible idea, because one nado would destale ALL KO moves, which would truly be a buff to MK (even if the nado goes to 0% when stale, many would not mind the exchange because they can dsmash and nair even more without worry, just nado and you can then KO with those moves). The dizziness thing is interesting but it seems like a fix to how the tornado operates would be better. I suggest transcdent priority on the tornado (to make piercing it easier - Mario fireballs?), and while I'm making stuff up that won't happen, a really cool property - the first hit of a tornado as it contacts a player (so it could be the very last hit if the player touches it right at the end) does not flinch the character, so you can safely bair a tornado as Fox in exchange for 1 or 2% - but if they don't react they still eat tornado damage. Actually my original idea of "Just make tornado SDIable and maybe a small increase in endlag" would seem just fine, but maybe it's insufficient.
I made a changelist earlier I thought would help (page 5, I referenced it above). I don't think slowing MK down in the uair or dsmash department is the solution - I think an angle adjustment on dsmash and a decrease in uair damage is better. Shuttle Loop also needs an angle adjustment (45 degrees air or ground in my opinion) and I think I said nair needs a knockback growth nerf. There was other stuff, but I'm not sure it matters much (it got a single like, so it must've been pretty lame).
I don't find MK's long recovery to be exceptionally problematic, and since they removed Pit's ability to glide I think MK will lose that too. I understand MK had the best gimping ability, but it wasn't exactly easy in Brawl vs non-terrible recoveries. Doable, but not nearly so automatic as in Melee (which wasn't automatic either, but it had flow charts, so to speak - most characters had far more mixup options in Brawl than in Melee, while nearly everyone in Melee could edgeguard 80+% of the cast fairly easily).
Brawl- is awesome, kyokoro_pamuyo. It just takes some time to learn and appreciate because we've been accustomed to Brawl and Melee and 64 (if that were the first game to come out, people would've been fine with it - Falco's a bird, Ganondorf is really strong, Zelda has awesome magic, Sheik's a ninja, Kirby is Kirby... Fox would've definitely been a "Huh?" character but that's because of what they did with him...) It's seen as super silly because so many people just use it for FFAs.
I really want MK in the new game.