How BAD is it to switch up a character's playstyle? I mean, semi clones aren't bad, but if we can change them why not? I MEAN, if you like how Falco used to play(assuming he we FULLY decloned) play Brawl/Melee, or play Fox. I mean, that sounds kind of mean, but I seriously see no big deal in changing it.. no reason not to.
Although I suppose I have NO REASON TO, aside from the fact that it just bugs me.
I think you can change a character's moves without changing their style. Falco was heavily de-cloned in Brawl, but he still played like "Falco." Meanwhile Fox was made more balanced from his overpowered Smash 64/Melee self, but still played like "Fox."
I see no reason why the Smash Bros. development team can't further de-clone characters like Falco without destroying their original play style. That way, you can get the best of both worlds without making a lot of people who like a certain character's play style angry or upset (like Link in Brawl, lulz).
Yo John, Yoshi's Side B in Project M kinda works like C.Falcon's Melee Down B: d.jump after
Well then maybe consider that. Project M has a lot of good ideas that (and I'm serious) Nintendo needs to consider. Actually at a recent tournament I went to one of the guys who's in charge of Project M went (he got harassed by people saying "finish it already!).
Also, Yoshi's shield (and everyone's shield) should come out equally as quick, have have the same amount of vulnerable frames. Otherwise, the game gives a crap ton of unfair advantage defensively to certain characters.
However, I still think Yoshi's shield should be the strongest. I think a defensive playing style about controlling your opponent's pace would work wonders for smash bros, and for Yoshi. That's assuming Yoshi wouldn't become a campy little w****, which is hard to imagine considering he's been in the low tiers in all 3 smash bros. games.
On top of that, I think Yoshi's neutral B needs to be more of a long-range "grab" move (and his tongue needs to be longer). On the flip side, Yoshi's actual grab should be his arms. That or Yoshi's tongue (and swallow) for his grab needs to have less vulnerable frames, and his tongue for that move needs to be longer as well. Really, Yoshi is a mess in each smash bros game, maybe minus some aspects of his smash 64 self.
@ Kuma
Agreed on dive kicks. The elimination of L-cancelling and the extreme vulnerability of aerial to ground aerials really hurt Brawl offensively. That is part of what made Brawl so slow and campy. Really only the top dogs have that threat. If say Yoshi had that threat he would be ridiculously better. On top of that, the defender would have to play smarter (and not campy or stalling) defense in order to win that match up.
Does anyone else think this game is either going to be very good, or very bad? From Brawl, the game could develope even further, and learn from the mistakes/wi.s. OR degenerate even further than Brawl did from Melee in a lot of ways. Which would in every way, be bad.
Nah, Brawl, while flawed competitive (a lot of it due to camping, stalling, and spamming little Brawl n00b kids as well as poor rules) had a lot of positive additions. It made recovering and recovery countering a much bigger part of game play, it gave more characters great recoveries, it introduced several great characters with great moves, it brought some good items (although items in general weren't as fun in Brawl as in Smash 64 or Melee), the introduction of final smashes and assist trophies, it de-cloned characters like Falco heavily while still keeping them true to their "selves," it brought footstool jumping (which needs to spike harder), swimming, some great maps, and several other good mechanics.
Brawl, however felt like an experiment (Smash 64 and Melee had a completely different studio, whereas Brawl had a fresh one), as well as still a pretty good game. If a lot of these previously mentioned features and more were in a more balanced game, then we could really have a ridiculously amazing smash bros game. Plus following what most consider to be the best (and most competitive) smash bros game ever is a hard act to follow.
The problem is that a lot of the offensive strengths Melee had were removed, specifically L-cancelling and the ridiculous amount of vulnerable frames aerial moves had (especially on the ground), and how little several "spike" attacks actually spiked foes. If the offensive-defensive balance is more like Melee and less like Brawl (personally I still think the offensive-defensive balance should favor defense a bit more than Melee did), then we could get a great game. Plus seriously-random tripping needs to leave. Tripping as a result of being hit by specific attacks definitely should stay though.
Plus there also needs to be a few more universal techniques.
*ends long response*