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MK Balance Project (For Fun)

Joined
Aug 6, 2008
Messages
19,345
Just for fun I got the idea in my head to make a little PSA project for MK at the attempt to balance him for brawl. This idea is purely for fun and not meant to make anything big out of it. The general idea is to figure out what changes could be made to MK in a brawl environment to make him A tier, but not SS tier. I was just wondering what small PSA changes MK might have to make that happen.

Some ideas I had were this.
Uair -> Increased damage and higher ending lag. (no 13 frame IASA that not even jabs have)
Dair -> Higher ending lag. (Make him more vulnerable underneath).
Tornado -> Make it SDI'able, duration lowered, reduce mobility. (Maybe increase the damage to compensate for it becoming sucky)
Drill Rush -> P:M 2.6 change. This would make it only good for horizontal recovery and not allow MK to burn all his jumps and still be able to recover from the bottom corners of the stage.
UpB Aerial -> Some combination to reduce its killing effect. Reduce BKB from 90 to something like 40. Decrease damage from 9% to maybe 6% and increase the angle 30 degrees to either 45 or 60 degrees. Maybe even give it the 361 angle. Perhaps increase the start-up lag by a 2-3 frames to make it more easily reacted too in the air.
Dtilt -> Increase the IASA from 15 to 21 (more like Marth's dtilt IASA, but without the trip as well).
Dsmash -> Increase ending lag from 34 frame duration to more like 40 frame duration.

Anyone else have any ideas that might be better?
 

Death Arcana

Rum is for Drinking
Joined
Jan 3, 2009
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Location
nyuu? nyuu!!
3DS FC
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hey that is way toooo much nerfing for mk
he's broken as ****
but to do all that would just be sad
imo only 3 things need to happen for mk to still be the best but not overwhelmingly

take away 1 jump

nerf shuttle loop by BKB reduce, and give it around a 60 degree angle, GSL slightly less stronger still have invincibility

and up air startup to 3 with a little more revovery frames, total duration around 20-25
 
Joined
Aug 6, 2008
Messages
19,345
Well, apart from the special changes which I have no idea how to implement now those would be rather large changes. Otherwise, those smaller frame and hitbox tweaks I do not think would be completely nerfing the character. Actually, I am sort of against changing those specials as I mentioned now since it would completely change the way the character is sort of how you mentioned about the minus one jump. The main idea to balance would be to make some of his stuff not as safe.

-I started out with some of the ideas I had and some things off. Uair doesn't need higher damage when it has a 125 knockback growth on it. 9% and that is a serious kill move. Removing the IASA and keeping the total 24 frame duration seems adequate while keeping the rest of it the same. Maybe needs an IASA though to more like 20.
-Dtilt with no tripping and 21 IASA is a bit slow and makes Ftilt more appealing. Probably just keep the trip and lower the IASA back to 18 or so.
-UpB special just needs the angle change to 60 degrees and more like 60-70 BKB it seems. 40 is way too low.
 

Ghostbone

Smash Master
Joined
Sep 20, 2010
Messages
4,665
Location
Australia
Err
Only really like, Up-b and Neutral-B need a nerf. You could tack on a weakened d-smash for good measure but it's not necessary.
Just gut Aerial Up-b's base knockback, and make it so aerials go through tornado (like how all of mk's moves do in the ditto because it's transcendent)
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
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10,438
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NNID
UltiMario
3DS FC
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Dair/Ftilt/Shuttle Loop/Nado nerfs and thats it and you can probably make something workable
 

sGale

Smash Journeyman
Joined
May 14, 2011
Messages
253
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Sweden, Stockholm
NNID
sGaley
3DS FC
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Dimensional Cape fix so that he can't do it infinitely? P:M version maybe? Remove/nerf base KB on ASL and lower invincibility on GSL so that you can't rush in and tank w/e is thrown your way. IDK I'm a noob but these are my suggestions.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
MK with ledge-cancel sing would be amazing. Just imagine MK singing his opponent to sleep!

:059:
 

BlueXenon

Smash Lord
Joined
Jul 5, 2011
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1,387
Location
New Jersey
NNID
Blueoceans26
3DS FC
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I think Metaknight's recovery and ability to take away all your options are both too strong. I would remove the ability to extend the amount of time tornado stays out by pressing B and remove the gliding ability from shuttle loop. Metaknight should still be able to recover every time but he would likely take damage vs some characters.
The last thing I would do to balance metaknight is increase the ending lag on his dair a lot, to make dair edge guards more risky.
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,313
If you gave MKs Nado standard Aerial priority, he would lose to a lot of characters.

Instead, it acts like the best projectile in the game.
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
Transcendant nado, PM dair, and the inability to sweetspot the ledge with his specials and his glide.
And the obvious no uair stall/no down B stall.

Do that and I'm already like 6-4 on him as Diddy.
 
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