>Clearly sweats fox
>Butthurt when discussion about possible changes occurs
You even said yourself above that his Nair/Bair could roll over people in melee, and if that didn't work he could always out-maneuver them: where does he lose out? Why wouldn't somebody pick fox?
Even better, say Fox came out tomorrow in a new update, a never seen-before character. What would you think of him without the 12 years of meta behind him? Even with said 12 years, are you saying there is -nothing- you would change if you could?
I actually don't play a whole lot of fox. He was the character I had the most tournament success with in Melee. I have also spent a lot of tournament time with Marth, Falco and Sheik, and I play the entire cast in friendlies (including bottom tiers, sans kirby just cuz). My avatar is only fox because my group of friends that I play DotA with are mostly smashers and we formed a smash themed team called
"1v1 Fox Only, No Items, Final Destination". This is our team logo. In P:M I mostly play Toon Link though I i've played most chars at least a little bit.
Firstly, Fox doesn't win every trade. His nair and bair are both punishable by CCing at lower percents. They also aren't truly safe on shield.
Check out this thread for specifics on Fox's aerials vs shields. (edit:
here is another good thread) He falls fast and is therefore easy to force into tech chases. Grab combos do wonders on him too.
If Fox came out tomorrow, nobody would think he was broken. You have had the current form of most of the characters in P:M for around 6 months while fox in his current form has been around for more than 10 years. The knowledge of the character we know as Fox is well beyond the knowledge we have of every new character put together. People are already completely confident in executing his block string mixups, shine spiking, uthrow->uair, waveshine, etc. You think if those techniques had never been seen before, people would think they are OP instantly? Nobody would even care if fox could uthrow->uair, EVERYONE ELSE HAS A THROW->KO MOVE. People would think its cute that he can follow his low damage blink move with a wavedash. They would think it is awesome. Shine spikes would be hot **** (YOU HIT THEM OUT OF THEIR RECOVERY WITH THAT SMALL THING?).
People should be spending as much time as they can trying to beat spacies with every character. The faster they learn how to out space on that precise of a level, how to act out of their shield with their fastest attacks, their chain grabs and reaction tech chases, and everything else that is required to beat spacies, the better.
Sveet your point of 'get better' only works when you look only at the side of the person playing against space animals. Whether or not its possible to beat a space animal is completely irrelevant, since it obviously is possible. The problem is not so much about why people lose to spacie players; its more about why they win. The vast majority of spacie players, even including some at the top level, have absolutely garbage fundamentals. They don't read their opponent, they don't always have impeccable spacing, they don't adapt to character differences or playsyle choices, all because their character's pressure and/or defenseive strategy is so powerful that they actually don't need anything but to improve the speed at which they can do nair shines or pillar on shield. That is the DEFINITION of a broken character. Not because its unbeatable, but because its so good you virtually don't have to know anything else about the game to win.
MattDotZeb is a good example of this. He does incredibly well in the Midwest PM scene, which is pretty stacked, and he doesn't even own a wii. His gameplan and strategy barely change between facing characters and different players, he's just really really good at doing falco stuff. I'm not dissing MDZ or any of the other melee players who do this in project m, since abusing these tactics this way is probably the best way to succeed in melee, and they're definitely really good at melee, but the fact that this is even possible in project m is disgusting.
I don't know where to start here. When you say "they don't read their opponent, ... adapt to character or play style choices" I have to wonder if you even know what these terms mean.
You also post as if the character has no limitations only the player's fingers. "they actually don't need anything but to improve the speed at which they can do nair shines or pillar on shield". Those techniques are quite easy to beat by any competent player, especially if they are doing them as mindlessly as you claim. Even if fox did frame perfect nair shines on a shield, he has at least 8 simultaneous frames of lag, which is more than enough time to a) grab him, b) nair out of shield (depends on character) c) shine out of shield d) wavedash e) any other fast move.
And MattDotZeb actually has quite good fundamentals. He is very patient and is quite aware of stage control with all of his actions.
Oh yeah, and you don't know what broken is. Broken is when "get better" is no longer a valid solution for the player. When improving your spacing, timing, observation and decision skills still doesn't allow you to win.
Interaction is what makes competition so deep and rewarding; in a good game, I don't just have to execute a set strategy better than my opponent can execute his, I have to completely outsmart him, adapt to what he's doing, prevent him from adapting to what I'm doing, and so much more. The level of power that these techniques provide takes much of the interaction out, which denies the players of that incredible facet of the game.
I agree that interaction is a good thing, but having your strategy planned out ahead of time is not a fault. If you know the match-up well enough, you will know your strategies ahead of time. You won't jump into the game and go, "Oh **** i've never seen mario use fireball before, let me figure out new things on the spot to beat it", you already know how to respond to that strategy. At that point mario must either execute his strategy better, or change it. When both players know (or think they know) the most effective strategies, both will simply attempt to execute them better. This is a sign of maturity, not a bad thing.
Here is an example I like to reference. Ganon has a 0-death CG/combo on Fox and Falco that he can abuse left, right and sideways (performing the regrab repeatedly is fairly difficult so that's why people don't often opt for it). It even works on small stages.
In melee at least, it was technically 14%-200%+, and it is impossible to regrab on reaction until like 50% where it becomes only extremely difficult.
Now because Ganon can abuse Fox's fall speed and fragile qualities does that mean that Fox somehow is not broken and his fall speed and flaws balance him or at worst Ganon can hang with Fox in the MU? No. Fox never has to give Ganon a grab, ever. Fox and Falco run trains on Ganon all day and there is nothing he can actually do about it if the opponent doesn't let him. If Ganon (or in this case the rest of melee cast) does not have the tools to exploit Fox's weaknesses does it actually matter if he has any? No.
Even if that is completely untrue, here is the concept I am getting at. If Fox can (not does, can) win neutral 100% of the time and force approaches and proceed to punish approaches by taking away the opposition's options then it doesn't matter that he is a fast faller and light because you don't ever get to abuse that. Of course Fox players make mistakes but Fox clearly is broken in melee.
A cool trick Linguini used for a long time, he would shield SDI the aerial so that his grab would outspace the shine. This landed him many shield grabs vs spacies and because of his experience vs southern spacie players like Colbol, Shiz and Lambchops, Linguini held that ganon's match-ups with spacies were relatively even.
Heres a combo video of his, you can see him beat up a lot of characters (including spacies)
Basically, citing Fox's flaws when Fox doesn't have to give you an opening (unlike most if not all other characters) is not a reason why he is balanced. He clearly isn't balanced.
You make it sound like its not a two player game. Like fox can just run around and the opponent has no choice but to stand in shield and hope fox misses a lcancel. Fox doesn't "win neutral 100% of the time", to say he does is just a hyperbole. If you want tips on how to beat Fox in the neutral, I can help you. A lot of it has to do with controlling your dash dance and a lot to do with controlling his. Depending on the match-up, you will have moves and "zones" that you will win trades with. Many characters can straight up grab fox through his nair. The most important thing is probably knowing how to maximize your punishes. It doesn't matter how many firsthits you get in a game if you can't tech chase him consistently or edgeguard him.
I am not pro-nerf though. It'd be more fun, at least, if other characters got slightly better.
I am against all these ad hoc and impromptu nerf suggestions as a whole. I wouldn't care if Fox got a PAL usmash. Go ahead and do that.
It is way, way too early to want to nerf anything unless something is blatantly offensive.
Im with you on that man. Thats really my #1 argument for not nerfing anything: this game in its current form is REALLY REALLY NEW. There are so many things to be learned, nerfing things will simply have a negative impact on the health of the game.
Fox's U-smash just seems like overkill considering all of his other attributes. Look at it this way - you could make Fox's D-smash kill a bit earlier and it likely wouldn't affect how he performs all that much...but why the hell would you want to do that? He certainly doesn't need it. Same logic applies to his U-smash imo. The extreme power just makes him even better in areas he doesn't need to be better in. Having it KO a little bit later seems like a fair change to me.
He has smash attacks that KO? OMG IMBA NO OTHER CHARACTER HAS KOING SMASH ATTACKS BAN HIM NAAOOW
But honestly, is this really a big deal. I mean, PAL usmash isn't awful or anything, KOing 10-20% later isn't that big of a deal. As long as it keeps its generally useful combo potential and can be used as a KO move at a reasonable percent...