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Moveset Speculation and Discussion Thread

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LordShade67

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On the subject of USmash, I actually wouldn't be surprised if it was a decent anti-air. Notice how they lower their body to the ground. That basically means shorter hurtbox. I think the rest speaks for itself.
 

WhiteMageBD

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Well obviously between the video being 30 fps, character percentages not being shown, certain visual effects like the rage steam potentially being edited out, and the fact that they're still balancing the character like you mentioned, getting an accurate picture of how Corrin's going to work from what's been shown is nearly impossible. This is a speculation thread so I'm doing just that and saying what I think of the moves will be like. I didn't mean to come off as if I knew for certain how the character would shape up overall. I also wasn't trying to imply that Corrin would be weak overall. I do think they might be lacking in reliable KO power and I don't think think they'll have many combo's like some have been hoping for, but I'm pretty optimistic about a lot of their moves.
Oh ok, I understand what you mean now, sorry if i was being cynical/rude.
 
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Doc Chalk

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So I noticed that right after Sakurai shows that Wii U will be getting those songs, they show gameplay on Coliseum. You can see Corrin do a short hop Bair. It looks like it does NOT autocancel. However, the landing lag is extremely low.
If you are referring to around 6:52 in the smash direct, there might be a portion of the stage that influences the landing lag we see on the move. If you'll notice, a platform rises out of the ground at Corrin's feet when they land. Corrin is still shown to undergo landing lag, and from close inspection it seems possible that they return to their idle animation, but the platform rising underneath them interrupts the animation and initiates another, much like sliding off of platforms can cancel lag for some moves. This makes it uncertain as to whether the landing lag had ended, and when it would have ended otherwise, as the animation is cancelled. It might become more clear with careful analysis, but I think otherwise we should be cautious about coming to conclusions from this instance alone.

There is another instance of bair being used in the same clip following closely afterwards, but unfortunately the clip is cut short before the landing lag can be seen to end, and so doesn't give much insight in that regard. Also, this is just my impression, but I can't figure out if the bairs used in this Coliseum clip were done from a full hop or a short hop. The height seems a tad much for a short hop, as I remember from other parts of the trailer, and too low for a full hop. It's possible that using bair while rising either extends the distance of a short hop upwards, or cuts the momentum of a full hop short. That, or it's the usual height for a short hop and I'm interpreting it wrong.
 

LancerStaff

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I'm not really seeing this. Most of Corrin's moves don't look like they have that much kill power and the ones that do seem to have drawbacks to make sure they're not that great in FFA's. Tipper F-smash didn't look like it was that impressive in any of the instances shown so untipped is probably very weak. Combine that with the fact that fishing for a tipper on a move that long would be tough to do consistently in an FFA and F-smash just looks like an OK move in both game modes. Dragon fang shot and its followup (which I agree doesn't look very usable overall) doesn't seem feasible to use for KO's in FFA's considering that you probably want to be able to charge it from a range, but paralyzing an opponent from far away might just lead to delivering a KO to someone else and it's unlikely that the followup would be able to be charged much in an FFA in the event that the shot did hit at close range. Dragon lunge doesn't look like any of its followups have real KO power and neither does Dragon ascent. Counter surge could be OK in FFA's, but it seems like Shulk's in the sense that it can probably be slipped out of. None of their aerials aside from B-air and potentially U-air look like they have any real KO power and U-air doesn't seem to have much more range than a Marcina one and probably doesn't KO till late. That pretty much leaves B-air (which I don't think will hit too hard based on its sound effect but also be decently quick) for a KO move that looks like it can be reliably fished for in FFA's and even then probably only at the edge or offstage. The other two smashes might be good also. They don't overall seem to have the FFA volatility that Zelda has with being able to sneak up and lightning kick or having a charge projectile that kills at range or being able to snipe with Farore's wind or being able to Din's fire two opponents that might be paying more attention to each other than rather than her. Corrin'll probably be more well rounded as a result which can mean passable frame data for 1v1. Also while Sakurai's stated that he wants to have characters have different strengths in the different game modes that doesn't always happen. Ryu and villager (not implying that Corrin'll be at their strength) are excellent in pretty much any mode and while pocket was nerfed for doubles they're probably going to be allowed to stay like that. We also don't know Corrin's weight which is an important factor.
Fsmash is usually a character's most powerful attack that doesn't require some serious charge, and it was one of the two normals Sakurai bothered to mention. Even if it's kill power is sketchy it's still protected by charging hitbox. Going for tipper really wouldn't be hard.

Dragon Fang is really powerful because it'll leave somebody open to be killed. Nobody would want to challenge it. If it's not a kill move when charged then it's just useless, and I somehow doubt one of the main things Sakurai went over was designed to be useless.

Counter Surge literally just exists to throw out a giant, presumably powerful, hitbox. None of the counters are particularly prone to having people fall out, just that none really work against rising aerials.

There's no "sneaking up" with lightning kicks. Waaaay too much start-up.

Shulk has bad frame data due to Monando Arts changing them. Corrin doesn't have anything like the Arts, so he probably won't have that problem. Also, considering he has range on two moves, I really doubt they're going to go the Shulk route across the board.

Let's see...Side B is likely going to be mediocre at best in FFA due to stopping Corrin, which means any opponent can just hit him. Also, if another opponent is next to the speared one, they can just steal the hit. His regular sword moves will likely have frame data close to Marth/Robin due to having around the same range, and side smash's probably medium damage when not tippered and long animation means it's really risky in FFAs.
Then again, does anyone really know what works in FFAs? We have literally no proof of if one archetype is better than other and will probably just end up talking in circles until Corrin comes out and it turns out all of us are right.
Monado Arts don't change frame data at all. Damage directly influences safety, but that's it.

Or you could just throw right away. Corrin stopping won't be a big deal if he uses it in a good position to begin with.

Fsmash wouldn't be crazy laggy if it isn't powerful though.

Comparing to Marth and Robin isn't helping your case... Both are really powerful characters.

Everybody works in FFAs, and that's why there's no single dominant archetype or even a consensus on who's even good or bad. If a character ends up good in 1v1s it's just an aftereffect of how they work in FFAs, besides Ryu and maybe Bayonetta.

You are assuming they revolve this game around FFA because you probably heard that from someone else. When in fact, no one knows how they balance the game at all, especially DLC characters.
Came to that conclusion myself. You're nuts if you think they're primarily balancing the game for 1v1s. Why in the world would they balance the game for the 1%?

1. Zelda is very different from Corrin.
Zelda's Din Fire is way slower and laggier than Corrin's Dragon Fang.
Secondly, Zelda's gutted by her almost lack of Fair and Bair, in how inconsistent they are.
Third, Zelda has less range in her moves, while the moves are slower or just as slow as Corrin's.

2. Shulk is a balancing nightmare, because he's essentially multiple characters in one.
His Monado arts can change attributes, making him fast, strong, damaging and fat all at once.

3. Mewtwo was a glass cannon without the cannon part, having no combos or kill power while being very suspectible to being killed himself.
His disjoints were his only saving grace, while having flaws that far outbalance them.

DDD is an heavyweight with trash, and I mean trash, mobility.
He's suspectible to combos, he's slow in both movement and moves and his only projectile can be launched right back at him.
Disjoints is one of his two good parts, the other being his survivability, while having many flaws

Shulk is again hard to balance, and suffers just like Pokémon Trainer from a gimmick that weighs him down.

Do you see it?
None of these characters are bad because they are defense, or have disjoints.
They're bad because they have flaws and I have not seen any of these flaws on Corrin.
Din's Fire doesn't have protective hitboxes.

No, Shulk runs away with Jump and Speed, fishes for kills with Smash, and then tanks out with shield. Since he's running away most of the time and can potentially kill with normal aerials and tilts they made his frame data suck. There's not a lot of characters just undertuned for no apparent reason.

These character are bad in 1v1s because of completely intentional flaws designed to keep FFAs from being Brawl -.
 

OceloT42

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I hope I can rely on usmash being killer and dsmash being semi spike
Sakurai pls
 

LordShade67

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Eh, if anything, USmash could at least be a solid anti-air. DSmash, I have no clue. Closest thing to it is like Mii Brawler's, and I don't know how good that one is because lolmiis.
 

Athrel

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Fsmash is usually a character's most powerful attack that doesn't require some serious charge, and it was one of the two normals Sakurai bothered to mention. Even if it's kill power is sketchy it's still protected by charging hitbox. Going for tipper really wouldn't be hard.

Dragon Fang is really powerful because it'll leave somebody open to be killed. Nobody would want to challenge it. If it's not a kill move when charged then it's just useless, and I somehow doubt one of the main things Sakurai went over was designed to be useless.

Counter Surge literally just exists to throw out a giant, presumably powerful, hitbox. None of the counters are particularly prone to having people fall out, just that none really work against rising aerials.

There's no "sneaking up" with lightning kicks. Waaaay too much start-up.
Tipped F-smash will be hard to go for in FFA's because of its range combined with the fact that there are 3 other players constantly moving around in reaction to three other players so reading movements becomes mostly futile. The charge hitbox only protects from the front which isn't as reliable in FFA's.

The charged shot doesn't kill, just the follow up. Since the follow most likely needs a good amount of charge to have significant knockback the shot will need charge as well. It's unlikely that someone would allow a fully charged dragon fang shot to hit them at close range so it would most likely hit at a distance where another player could then steal the kill.

I thought counter surge's animation was slower than it was (somewhere closer to Vision's speed) when I checked it again. You're right. It probably doesn't let opponents slip out.

Lightning kicks are frame 6 and 9. combined with a frame 6 jump squat, they shouldn't be too hard to get on an already distracted opponent.
 

LancerStaff

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Tipped F-smash will be hard to go for in FFA's because of its range combined with the fact that there are 3 other players constantly moving around in reaction to three other players so reading movements becomes mostly futile. The charge hitbox only protects from the front which isn't as reliable in FFA's.

The charged shot doesn't kill, just the follow up. Since the follow most likely needs a good amount of charge to have significant knockback the shot will need charge as well. It's unlikely that someone would allow a fully charged dragon fang shot to hit them at close range so it would most likely hit at a distance where another player could then steal the kill.

I thought counter surge's animation was slower than it was (somewhere closer to Vision's speed) when I checked it again. You're right. It probably doesn't let opponents slip out.

Lightning kicks are frame 6 and 9. combined with a frame 6 jump squat, they shouldn't be too hard to get on an already distracted opponent.
Sweetspots in this game are generally pretty lenient, besides lightning kicks. And even then most of the time the "weak" hit is the same angle and knockback with less damage. It's not hard to catch people distracted too.

Like I said, they're not going to devote a ton of time to talk about a move that's worthless in every situation. The slowness and unholdable charge points to it being powerful.

In a vacuum, yeah, lightning kicks are frame 12 and the fastest Fsmashes are f10. Buuut you can't sweetspot somebody standing using it while rising unless they're Bowser or something. Forgot what it would be effectively against an average character but considering that Zelda's floaty it's not fast by any means. It's also really hard to sweetspot.
 

ARGHETH

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Because that's how they're balancing the game, and wether or not Corrin will be good or not pretty much depends on how his playstyle, balanced for FFAs, works in a 1v1 environment.
They balance for 1v1s and FFAs, not only one or the other.
 
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Doc Chalk

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They primarily balance for FFAs and band-aid things for 1v1s when they can.
Look man, I don't know who gave you your V.I.P. pass to Sakurai's mind so as to know with certainty the deliberate manner in which he has chosen to balance every character in the game, but is it possible that you could hook me up with some of that for maybe a weekend or so? I'd really appreciate it.

But silliness aside, I would like to know what source you got this information from, as I can see that it's widely accepted and largely known that all modes of play are taken into account when the Smash team creates and balances a character, but I don't recall any sources claiming that FFA takes such a huge priority over 1v1 in this aspect. Just to clarify, I don't mean to belittle your argument any, but rather that I actually don't know of (and am much too lazy to look for) a source which verifies your claim, and some help would be appreciated. In addition, I've sort of lost track of where this point of contention came into play about FFA vs. 1v1 regarding Corrin's balancing, but I'm fairly certain that with as little as we know about Corrin at the moment, it's impossibly difficult to gauge how well their moves would fare in either format, let alone how their potency in those respects would finely interact with how the Smash team decided to balance Corrin altogether. Just my thoughts on the matter, as a largely puzzled onlooker.
 

ARGHETH

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They primarily balance for FFAs and band-aid things for 1v1s when they can.
"Another problem we have to consider is that battles can take on many formats in Smash. There are moves that are completely useless in a 1v1 battle, but in a four-player free-for-all those moves might prove quite useful. Therefore, if I played only one kind of battle, the game would feel very slanted towards a particular style of play." - translation of a Famitsu column by Sakurai.
 

Spark31

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Might have already been mentioned, but considering people think that Corrin's charge animation has a hitbox, I wonder how well it hits shield at close range. It may be able to break shields in a similar vein to lucario's aura sphere (trap opponent in the f-smash's charge animation then break the shield with f-smash). Oh, also, it might be able to crouch under down smash with some characters.
 
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LancerStaff

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Look man, I don't know who gave you your V.I.P. pass to Sakurai's mind so as to know with certainty the deliberate manner in which he has chosen to balance every character in the game, but is it possible that you could hook me up with some of that for maybe a weekend or so? I'd really appreciate it.

But silliness aside, I would like to know what source you got this information from, as I can see that it's widely accepted and largely known that all modes of play are taken into account when the Smash team creates and balances a character, but I don't recall any sources claiming that FFA takes such a huge priority over 1v1 in this aspect. Just to clarify, I don't mean to belittle your argument any, but rather that I actually don't know of (and am much too lazy to look for) a source which verifies your claim, and some help would be appreciated. In addition, I've sort of lost track of where this point of contention came into play about FFA vs. 1v1 regarding Corrin's balancing, but I'm fairly certain that with as little as we know about Corrin at the moment, it's impossibly difficult to gauge how well their moves would fare in either format, let alone how their potency in those respects would finely interact with how the Smash team decided to balance Corrin altogether. Just my thoughts on the matter, as a largely puzzled onlooker.
Just look at the way the game was built and what the balance patches have done. There's no equality between the balance of FFAs and 1v1s whatsoever. People can't even agree what half of a tier list most characters would be in a FFA, and yet in 1v1s we have characters as good as Sheik and ZSS and characters as terrible as Puff and Zelda. You'd think they'd at least nerf Sheik a bit because one weak character in FFAs wouldn't be a big deal, but nope. And they go out of their way to make characters that explicitly only work in FFAs when everybody works in FFAs.

I mean, it's apparently common knowledge that everything's all fair and equal. Just don't see it.

"Another problem we have to consider is that battles can take on many formats in Smash. There are moves that are completely useless in a 1v1 battle, but in a four-player free-for-all those moves might prove quite useful. Therefore, if I played only one kind of battle, the game would feel very slanted towards a particular style of play." - translation of a Famitsu column by Sakurai.
It's slanted lmao. They're just not going to say it is.

That isn't even remotely the case nowadays. Nearly every balance change has been catered towards singles/FG.
Band-aids. Really, it wouldn't be hard to significantly balance out the top and bottom tiers. They just don't because they care about FFA balance so much. Zelda and Shulk are forever doomed to be bad.

And we've had plenty of buffs and nerfs that have effected FFAs. Ike was a joke in any mode until the buffs. Mac dies a lot more after the side B nerf. Gordos aren't near as reliable. Electroshock killing people at 50% too.

But really guys, how long we intend on keeping things derailed?
 
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ARGHETH

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And we've had plenty of buffs and nerfs that have effected FFAs. Ike was a joke in any mode until the buffs. Mac dies a lot more after the side B nerf. Gordos aren't near as reliable. Electroshock killing people at 50% too.
...I thought people agreed that Mac's nerf was due to FG? And how is Ike an argument when you yourself say that he was bad in all modes?
It's slanted lmao. They're just not going to say it is.
You realize your argument is literally that Sakurai's not telling the truth because you disagree with him, right?
Also, why wouldn't he? He doesn't really have any reason to not say the truth. It wouldn't exactly be a PR nightmare if Sakurai said they mainly consider FFAs while balancing. He'd just have to say that it's because that's what the majority of people play or something and we'd just shrug and move on.
Band-aids. Really, it wouldn't be hard to significantly balance out the top and bottom tiers. They just don't because they care about FFA balance so much. Zelda and Shulk are forever doomed to be bad.
"Furthermore, if I went with what is fair according to advanced players, the beginners wouldn’t be able to keep up. For example, Kirby’s Stone attack probably won’t hit a player above intermediate skill level, but if I made it more powerful, it would destroy beginners." -same column. Also in case you haven't noticed, they have been balancing high/low tiers, just not a handful of them (ZSS/Jigglypuff/etc). Sonic's kill power was nerfed, Falcon's U/Bair has weaker knockback, Ganondorf got a bunch of damage increases, Marth's Jab and DB got tweaked, and we all know about Diddy, Luigi, and Ike.
But really guys, how long we intend on keeping things derailed?
You were the one that first suggested that they primarily balance for FFAs.
 

meowmere

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Just for your information, Corrin doesn't have the longest side smash. I think Mega Man gets that title. Also, Olimar's side smash has almost the same range as Corrin's, however its effective range is much smaller. Just wanted to put that out there. All of his smashes seem to be tippers, too (except for the sword part in his down smash).
 

OceloT42

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It does have the longest melee and sword range.you cant really count mega man's and olimar's,they're projectiles.(I dont really know about olimar's)
 

Spark31

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After reading through most of the replies, I've put together a list of things to test with Corrin when he releases.
  • F-smash (Interactions with shield up close, interactions with ledge, and strength untippered and tippered)
  • D-smash (What characters can crouch under it)
  • U-Smash (Ability to use as anti-air and ability to kill)
  • Neutral B (How the bite works and ability to use in neutral)
  • Side special (How pinning works in general, wall cling, hitbox in air)
  • Bair (autocancel window and killing abilitiy)
  • Fair (Combo-ability)
  • Nair (autocancel window and speed)
  • Down tilt (Combo-ability)
  • Up throw (Kill ability)
  • Down throw (Combo ability)
  • Dash attack (Burst option)
  • Air speed
  • Ground speed
  • Jump height
These are the things that Corrin needs to have tested pretty much immediately after his release.
 
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Spark31

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This may help a bit. Etika's eye for detail may help us determine some things about Corrin
I honestly don't think Etika really offers good information on the subject. At least, the information he gives isn't really stuff that wasn't known already.
 

alguidrag

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Just an example of what down smash would be like. Looking back at it you can probably crouch under it since it looks higher than wii fits.
I think only 1~5% of the characters could crouch, because normaly thoses down smash hits bellow the animation
 

Spark31

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I think only 1~5% of the characters could crouch, because normaly thoses down smash hits bellow the animation
Nah, I'm pretty sure most characters with even a somewhat good crouch still will go under it. Just for example these are a few that would definitely go under it:

Kirby, Jigs, Sheik, WFT, Pikachu, Bayonetta, ecs.

Also, some down tilts also lower your hurtbox, too. So Zss, Ryu (strong), and cloud might be able to just down tilt through it.
 
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Spark31

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Yeah don't forget to check If you can pin vertical surfaces not just horizontal for wall climb purposes like on duck hunt.
Almost forgot that one. Editing the post. Also, I wonder if you can wall cling with it and do a back kick. That would be since crazy edge guard shenanigans. Similar to bouncing fish off of wall.
 

OceloT42

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Did anyone see any possible Kamui taunts in the direct?
Choosing my own is important to me.
If anyone did see any possibilities,please post a GIF ;_;
 

Spark31

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Did anyone see any possible Kamui taunts in the direct?
Choosing my own is important to me.
If anyone did see any possibilities,please post a GIF ;_;
I'm pretty sure we've seen all of them. I remember someone saying they saw all three and posted a gif of it. One is the dragon roar looking animation where he gets his dragon head. The second one, they just swing their sword around. The third they plant their sword in the ground.
 
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OceloT42

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I'm pretty sure we've seen all of them. I remember someone saying they saw all three and posted a gif of it. One is the dragon roar looking animation where he gets his dragon head. The second one, they just swing their sword around. The third they plant their sword in the ground.
isn't swinging the sword an idle animation? Looked like it
 

Spark31

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great everyone's gonna go for the dragon taunt...
Only his head goes dragon bro. Honestly, I personally think it looks dumb.

EDIT: Oh, also if we're going to be discussing costumes and taunts, we should probably move it over to the social.
 
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OceloT42

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anyone think that the sword's fire looks more like jelly?
 
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LancerStaff

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...I thought people agreed that Mac's nerf was due to FG? And how is Ike an argument when you yourself say that he was bad in all modes?

You realize your argument is literally that Sakurai's not telling the truth because you disagree with him, right?
Also, why wouldn't he? He doesn't really have any reason to not say the truth. It wouldn't exactly be a PR nightmare if Sakurai said they mainly consider FFAs while balancing. He'd just have to say that it's because that's what the majority of people play or something and we'd just shrug and move on.

"Furthermore, if I went with what is fair according to advanced players, the beginners wouldn’t be able to keep up. For example, Kirby’s Stone attack probably won’t hit a player above intermediate skill level, but if I made it more powerful, it would destroy beginners." -same column. Also in case you haven't noticed, they have been balancing high/low tiers, just not a handful of them (ZSS/Jigglypuff/etc). Sonic's kill power was nerfed, Falcon's U/Bair has weaker knockback, Ganondorf got a bunch of damage increases, Marth's Jab and DB got tweaked, and we all know about Diddy, Luigi, and Ike.

You were the one that first suggested that they primarily balance for FFAs.
Mac was the biggest loser, remember? The only conceivable reason they'd nerf such a character is because the people actually doing things right were winning a lot. Even his best players weren't winning 1v1s... Mac was definitely way overtuned for FFAs though. Lived waaay too long for the kills he got.

Ike I brought up because somebody else claimed there hasn't been any changes that'd effect FFAs when that's clearly not true. Weren't you agreeing with me on that point previously?

You really think Sakurai would go out and say something that'd **** off the part of the fanbase that hated him already? I mean, come on now, they're trying to mend bridges by supporting various tournaments. He said a month later to go off and play a more competitive game if SSB4 didn't suit you... Basically saying that he's not going to bend the whole game for a minority. Wether he's talking about mechanics or balance is up for interpretation.

And that's all mostly kill power buffs and nerfs. Diddy was broke in FFAs too, and saying Dorf is the FFA god is as unintelligent a claim as saying Roy's a high tier. Most of the changes that actually mattered had significant effects in FFA performance, whereas many of the other big ones were inserted in ways specifically as to not alter FFAs such as the heavies' hoo haas tied to horrendously slow throws. Heck, Dorf just got a pretty big buff that literally only matters in FFAs unless you count abusing patch unawareness.

Main reason I'm posting this here:
Unless you're attempting to disprove my ideas about Corrin I don't see why it's so insane to think this. Nobody really tried calling me out before this, but instead only asked for an explanation... Now here I am being attacked for said explanation, which you've heard already and didn't say much of anything about. I'm not entirely sure why you're perpetuating the conversation.

So, can we resume our previous discussion? At the very least you could take it somewhere else.
 
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