Why in your opinion does Falcon need a nerf? Has no range, limited approach options and his predictable, not so great recovery makes him gimpale. This keeps him out of the top tier, while giving him a lot of speed power assets...
Rosaluma is probably top tier...
But I am not sure what nerfs can be put in place that don't gimp her out of viability.
Already really floaty and dies early.
Luma dies real quickly if hit near the edge of the stage.
When Luma is down, so much of her game is missing... the term sitting duck has been used to describe it by some of the top players.
No hit box on her very difficult and frustrating to use recovery move... recovery is just one of the things on this character that players have to work a lot harder to figure out than the rest of the cast.
In non competitive matches she is difficult to use.
What nerfs do you propose that don't knock her to bottom half of the cast?
Admittedly I am biased with the work I have put into her... and not wanting to see it go down the drain and start form scratch again...
Rosalina has 150% rage... she dies pretty early thanks to her lightweight and floatyness making it quite rare that she will last that long.
In that vid, I could be wrong... but I don't think peach did anything to DI out of it... seems like a video staged to make a point.... I'd like to see the whole match to see if I am wrong.
Uair is a main kill move... nerfing that would be a huge nerf to her viability in and out of competitive play. Got to be really careful when nerfing a
Personally, I find Rosalina has a weird tendency to fall out of combos due to her tall but slim (and floating, since her feet have no collisions) hurtbox and the way she bends like a ragdoll in her flinch animations. My worst experiences with this have been with Pit, where Rosalina's strange flinch animations and floaty physics can cause her to rise out of Up Smash or Up Tilt, slip out of Rapid Jab before even a single loop completes, rise over the second hit of Forward Smash, slip out of a spaced Forward Aerial after the first hit, and even rise or slip out of NAir after the first few hits. Also, her floating hurtbox seems to occasionally cause Down Tilt and Dash Attack to whiff.
Thanks to her slipperiness and to the existence of Luma, her survivability isn't as bad as it should be. It's horribly frustrating to finally take care of Luma and try to go ham on Rosalina, only for her to slip out of multi-hit damage-racking or kill moves and punish me on hit, or even for her hurtbox to simply not be where I expect her to be (I've whiffed more than a few follow-ups from the way she doubles over when launched at horizontal or diagonal angles, since it pulls her torso hurtbox out of reach and she's so tall that her head and legs don't fill in the resulting gap).
So to me, a big and highly relevant nerf to Rosalina would be for her flinch animations to not move her hurtbox away from the attacker as much.
- Jab 1 comes out frame 1
- Aether snaps to the ledge when facing backwards
- Peach Parasol snaps to the ledge when facing backwards
- Peach Bomber has less ending lag, so you can combo out of it when you bounce off of a shield
- Improve Grab Range
- make him/her faster
- make thoron a reliable kill move
- Increase KB on forward throw to make it harder to combo
- reduce damage on Forward air
Interesting thing you might not have noticed about Robin is that Arcthunder seems to actually have more KO power than even extended Thoron.
Note that most jabs don't come out frame 1, though Ike's is a little late (frame 4) and could stand to come out 1 or 2 frames earlier. Also, Mewtwo needs a heck of a lot more buffs than just a weight increase. Less endlag and more knockback on UTilt? Sweetspot at the tip of FTilt instead of the base? More knockback on sourspot FTilt? Less startup on DSmash? Less startup on BAir? All of those would help.
Also, a few global engine changes I want to see. Some of them have already been said in my previous post:
— ZAirs affect and are affected by Stale Move Negation. This one mostly serves as an indirect buff to Samus, who gains a slight overall damage buff by virtue of her ZAirs helping to refresh her Charge Shot and Missiles.
— Rage multiplier is taken into account after the knockback growth portion of the knockback formula, meaning base knockback is unaffected. The actual amount of the multiplier is increased to make up for this.
— Input buffer allows buffering of multiple inputs as it did in Brawl.
— Input buffer does not count frames during hitlag. This allows for easier inputs as players are able to reliably input actions while an attack is connecting, making combos and strings more reliable for newbie players and making fast-falling an aerial attack that connected a heck of a lot easier. It also makes it easier for Meta Knight to get a full Mach Tornado.