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The practical difference between Melee adding side specials and up/down throws and a new Smash adding a new, universal tool like, say, an air grab is the scale of work that would need to be done to implement each change. Melee only had to update 12 characters to add new moves, the next Smash would need to update 40+ characters to give a new tool even half of Ultimate's roster. That's at least one full new character in terms of hitboxes, hurtboxes, and animations and even that would mean that a massive chunk of Ultimate's cast wouldn't be able to return for the base game.I understand why most aren't enthused over the idea of reworks but after 25+ years of being mostly the same, I'd welcome a shake up for Smash personally.
Everyone is always concerned about losing a particular move or a character's game plan changing but that's just the nature of it when implementing any changes even if you're strictly adjusting values over actual move changes.
Street Fighter 6 I think actually presents a really good example. Ryu is still Ryu but he's got some new tools to work with. Everyone got some changes but also outright additions to make them feel fresh. Something like that is what I'd like to see for Smash. I still expect Mario to have all his N64 moves but having a handful of new tools (and replacing FLUDD) could go a long way imo.
And yes, there lies the question of where you'd even put any new tools, but I think they should do just that; make room for them.
There was a time before Side Specials and Up/Down Throw after all.
Maybe using Zair for more than just tethers could be a start?
Hell, people aren't exactly going to main the same character in every game anyway. Even when the changes are more subtle, someone might just like a newcomer or how another veteran feels in the new game better.Conversation around moveset changes so often tends to focus solely on what could be lost rather than also on what could be gained. You can't say "people might not like it" without also saying "people might like it." Especially if these changes aren't just random and on a whim but rather targeted towards specific issues people have expressed with certain characters, maybe we should be more inclined towards the positive end than the negative.
For me, the Newcomers ARE the shake-up.I understand why most aren't enthused over the idea of reworks but after 25+ years of being mostly the same, I'd welcome a shake up for Smash personally.
Steve and Hero do not pass this check for me.I’m okay with moveset complexity as long as the characters are still simple enough to pick up and play at a base level. So far, most of the characters have done this for me.
The conversation trends this way because what would be lost are often things that affect virtually all of Smash's players, such as the number of selectable characters and which veterans return, while what would be gained often only matters to a vocal minority, such as making certain characters more accurate to their source material and enhancing high-end, competitive play.Conversation around moveset changes so often tends to focus solely on what could be lost rather than also on what could be gained. You can't say "people might not like it" without also saying "people might like it." Especially if these changes aren't just random and on a whim but rather targeted towards specific issues people have expressed with certain characters, maybe we should be more inclined towards the positive end than the negative.
I wonder which characters currently in Smash this could be argued for. We all have our own feelings about what's working and what isn't, but I'm trying to factor in general gameplay depth or lack thereof, which characters are especially dominant right now, which ones are the least played or have the worst results.To refine a character idea that wasn't working in some way
Hero’s fine for me other than his down special. Everything else is pretty standard. I don’t really mind having one wacky move if the character is simple enough otherwise.For me, the Newcomers ARE the shake-up.
Steve and Hero do not pass this check for me.
Tbh I'm glad you brought up Olimar specifically.I wonder which characters currently in Smash this could be argued for. We all have our own feelings about what's working and what isn't, but I'm trying to factor in general gameplay depth or lack thereof, which characters are especially dominant right now, which ones are the least played or have the worst results.
Sonic comes to mind. His obtrusive, stally nature has reached somewhat of an apex with Ultimate and it's decidedly not a fun thing to play against at all. I think this is something that's inevitably going to need attention, which is good because most of us can agree Sonic needs a refresher no matter what. Certainly helps that Frontiers came out, the series has been shifting gears and seeing a different identity than he would have when he was added in Ultimate, I think there's a strong case for a reassessment.
Steve and Kazuya are characters I'd argue are overtuned currently, but that will come down less to a moveset overhaul and more to a simple rebalancing job.
Olimar and Lucario are characters I can think of with comparably small playerbases whose mechanics are a little out of date by now and have been done way better by other characters. I hope they'll be reassessed because in my opinion these aren't really working anymore. Olimar's resource management is completely mindless and Lucario just feels painfully undercooked. The former also has a new game in their series so maybe this will put eyes back on Pikmin for revisiting, there are some really obvious and intuitive ways to work around this including making Pikmin more of a limited resource.
I'd mention characters like Little Mac or Ganondorf, where something clearly "isn't working" in respect to their individual viability (in other words, they suck), but they're very popular characters on a casual level and just as well are quite capable in free for alls. I hope there's still an effort made to improving them in the opposite scenario, especially Little Mac who should probably be designed specially with 1v1 in mind if anything. He'll probably continue to be rebalanced instead of wholly reworked, meanwhile Ganondorf is up in the air whether or not they start pulling from his most recent appearance at all.
How Sonic, Samus, Ganondorf et al. play and the extent to which they are consistent with their source materials affect everyone, too? We're not talking about miniscule adjustments that are only going to be noticed by competitive players. And it is not just competitive players talking about this stuff. I know some people tend to frame it that way and moveset reworks certainly appeal to plenty of folks in that vein, but that is not the only audience this would be directed towards.The conversation trends this way because what would be lost are often things that affect virtually all of Smash's players, such as the number of selectable characters and which veterans return, while what would be gained often only matters to a vocal minority, such as making certain characters more accurate to their source material and enhancing high-end, competitive play.
On a similar note, any other veterans you guys want reworked for similar reasons?To me, some characters should get a rework because their design as is is fundamentally flawed. 20+ years of moveset retention is what’s kept Ganondorf confined to bottom tier for three games in a row.
Mostly just Samus, as far as the long standing "20 years of moveset retention" point goes.On a similar note, any other veterans you guys want reworked for similar reasons?
I'd argue the most appealing thing about the Rabbids is how over-the-top ridiculous/insane they are. I don't think people see a Rabbid and have "time travel!" be the first thing that pops up in their head.I don't mind the Rabbids as eventual Newcomers anymore. Their movesets is there. Their time travel gimmick is the most appealing thing about them.
OLIMAR.On a similar note, any other veterans you guys want reworked for similar reasons?
All Sonic needs is to have his speed toned down (he can still be the fastest, just shorten the gap so other people can keep up), have a side or down special that isn't just ball again and maybe some balancing tweaks so that he isn't just rewarded all the time for avoiding interactions.Ganondorf and Sonic feel like beating a dead horse to me at this point. It's not worth it (and not even necessary) to cut half the roster just to shake up those two characters in particular.
Kirby and Sonic.On a similar note, any other veterans you guys want reworked for similar reasons?
I don't think Sonic is necessarily a dead horse at this stage where he's become a genuine menace in the game capable of stalling matches. Some kind of change is entirely necessary, it's become less about character accuracy and more about the health of the game.Ganondorf and Sonic feel like beating a dead horse to me at this point. It's not worth it (and not even necessary) to cut half the roster just to shake up those two characters in particular.
Honestly, it'd be fine if the hitbox wasn't half the size of the hurtbox.On another note. I think Yoshi is completely fine and doesn't really need much changing.
Except for this.
This move is trash lmao. Yoshi could just not have a Side B entirely and he'd immediately improve.
A character that loses access to it's basic recovery abilities if it does too many Special attacks is not "simple enough to pick up and play at a base level".Hero’s fine for me other than his down special. Everything else is pretty standard. I don’t really mind having one wacky move if the character is simple enough otherwise.
Sonic just needs to get hit with the good ol' nerf hammer imo. Make him punishable for starters. Then tone down the most janky stuff: Spring's height, fsmash range, iframes here and there, make Homing Attack reactable online and make side B not just eat through projectiles.I don't think Sonic is necessarily a dead horse at this stage where he's become a genuine menace in the game capable of stalling matches. Some kind of change is entirely necessary, it's become less about character accuracy and more about the health of the game.
Mind you I don't think we're getting something as extreme as people would like, nor do I think we even need that really (balance is the most important thing here), but between his current role in the game and the fact that Sonic has kind of regained its footing as a franchise I think the conversation of "fixing" and/or reworking Sonic is more justified now than it was in the last two titles. He's just a character that they can no longer afford to make an afterthought.
Fair enough. I forgot that his up special couldn’t be used without MP. I think that’s an easy enough fix though: If you use the move with no MP, you’d still get the aerial momentum to use a recovery but it wouldn’t create the damaging whirlwind effect.A character that loses access to it's basic recovery abilities if it does too many Special attacks is not "simple enough to pick up and play at a base level".
"Wait, why can't I Up+B? All I did was throw some fireballs."
I'd still rather they just...got rid of the MP and gave him normal-ass moves. Like Cloud and Sephiroth.Fair enough. I forgot that his up special couldn’t be used without MP. I think that’s an easy enough fix though: If you use the move with no MP, you’d still get the aerial momentum to use a recovery but it wouldn’t create the damaging whirlwind effect.
That would work too. I think the MP system is a fun touch but I can understand the argument that it makes him needlessly complicated to play. Kind of like Robin’s tomes. I had a pretty similar concept in mind for my Sarah Kerrigan movesets where she basically uses an amp equivalent (Vespian gas) to summon various Zerg units.I'd still rather they just...got rid of the MP and gave him normal-ass moves. Like Cloud and Sephiroth.
That and they gotta let him eat items/projectiles with neutral B like Wario and Kirby can because 5 generations of Smash later, Yoshi still can't.On another note. I think Yoshi is completely fine and doesn't really need much changing.
Except for this.
This move is trash lmao. Yoshi could just not have a Side B entirely and he'd immediately improve.
Maybe I play Smash too much but, to which character(s) would this even apply? I'm blanking on who would require this.I don't mind movesets having variety and a bit of complexity, but I should not need to learn and know about parallel universes in order to be over 50%, but under 75% good at a character.
Up B is Rollout except it goes up.Idea. We remove Jigglypuff's Rollout.
We make Sing her new Neutral B.
We give her a new Up Special move.
Thoughts?
GOD, Kirby AT LEAST needs his run speed AND air speed buffed.On a similar note, any other veterans you guys want reworked for similar reasons?
That was more to just have one example rather than just saying "all of them", though I ended up doing that with Street Fighter 6 anyway...Even so, I don't think all of them were refined because they weren't working so much as they wanted the game to be more approachable. For a second example from Guilty Gear Strive, I'd point to Bedman since a lot of his kit just didn't work from what I remember.In Strive's case, every veteran was simplified. I wouldn't exactly signal out Jack-O for this.
Off the top of my head, Zelda, Little Mac, and King Dedede need maybe not necessarily an entirely new move set kinda rework, but definitely some extra attention paid to their overall design. Hero needs some fixes to how Command Selection works to make it less awkward to use.I wonder which characters currently in Smash this could be argued for. We all have our own feelings about what's working and what isn't, but I'm trying to factor in general gameplay depth or lack thereof, which characters are especially dominant right now, which ones are the least played or have the worst results.
Sonic comes to mind. His obtrusive, stally nature has reached somewhat of an apex with Ultimate and it's decidedly not a fun thing to play against at all. I think this is something that's inevitably going to need attention, which is good because most of us can agree Sonic needs a refresher no matter what. Certainly helps that Frontiers came out, the series has been shifting gears and seeing a different identity than he would have when he was added in Ultimate, I think there's a strong case for a reassessment.
Steve and Kazuya are characters I'd argue are overtuned currently, but that will come down less to a moveset overhaul and more to a simple rebalancing job.
Olimar and Lucario are characters I can think of with comparably small playerbases whose mechanics are a little out of date by now and have been done way better by other characters. I hope they'll be reassessed because in my opinion these aren't really working anymore. Olimar's resource management is completely mindless and Lucario just feels painfully undercooked. The former also has a new game in their series so maybe this will put eyes back on Pikmin for revisiting, there are some really obvious and intuitive ways to work around this including making Pikmin more of a limited resource.
I'd mention characters like Little Mac or Ganondorf, where something clearly "isn't working" in respect to their individual viability (in other words, they suck), but they're very popular characters on a casual level and just as well are quite capable in free for alls. I hope there's still an effort made to improving them in the opposite scenario, especially Little Mac who should probably be designed specially with 1v1 in mind if anything. He'll probably continue to be rebalanced instead of wholly reworked, meanwhile Ganondorf is up in the air whether or not they start pulling from his most recent appearance at all.
A lot of people hate her physical attacks, which is a tad strange, but she also falls into the camp of "basically all of their moves would work entirely differently if they were made today".By the way I really don't get what's wrong with Samus. She's simple to pick up but her kit has a lot of nuisance, as of Ultimate she's finally competitive and all her iconic moves are in. You can change a couple moves here and there, sure, make dtilt the Dread slide and usmash the counter, whatever, but the character is well designed.
She can't be as powerful as end of game Dread (or even Super tbh) Samus in a game where she's not the only playable character in any case.
My idea is wilder; keep Sing as the Up B and make Disarming Voice a new Neutral B.Idea. We remove Jigglypuff's Rollout.
We make Sing her new Neutral B.
We give her a new Up Special move.
Thoughts?
Every Kirby character that people speculate about for Smash has the power of flight. It comes free with being playable.Totally unrelated, but I was watching some gameplay of Kirby's Dream Buffet and I noticed something very interesting about the Waddle Dees in that game. Granted, Kirby was subjected to this too, so it's not wholly a Waddle Dee-exclusive feature, but I thought it worth discussing.
In the game, if Kirby or Waddle Dee ends up off the track and seems like they're about to fall off of it, they can fly back to the track, though their flight is limited. Yes, I said "THEIR". Apparently, Waddle Dees in that game have Kirby's capability for flight, though seems to be more of an imitation, if nothing else.
All of this being said, it made me think of something...
If Bandana Waddle Dee did end up in Smash, would you all be alright with him having what's essentially an incredibly poor imitation of Kirby's (and King Dedede's, I suppose) flight, where he's essentially flapping his arms wildly and cartoonishly to avoid falling, or should he just be the one Kirby character with two jumps like most of the rest of the cast?