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Yeah I think that Jigglypuff needs to have the weakest falling speed of any fighter, since it "is" known as the Balloon Pokemon. This goes double for its fast-falling speed.Oh, believe me, as I Roy player I know exactly what gravity is and how it affects people. As nice as lower gravity for Jigglypuff would be, I wouldn't take it if it comes at the cost of higher falling speed.
Even beyond that, the way Jigglypuff plays revolves around her slow falling speed. She'd actually be worse if she were to fall faster, crazy as that sounds.Yeah I think that Jigglypuff needs to have the weakest falling speed of any fighter, since it "is" known as the Balloon Pokemon. This goes double for its fast-falling speed.
Another way to solve that problem would be to give him some better autocancels. Nothing he has autocancels out of a short hop. Hell, just one aerial autocancelling out of a short hop would give him a very strong pressure tool.Even beyond that, the way Jigglypuff plays revolves around her slow falling speed. She'd actually be worse if she were to fall faster, crazy as that sounds.
Now speaking of which, do you know who actually needs their attributes changed? Roy. It's like his air game wants to be good, but it can't be because Roy falls faster than a metal brick.
Definitely. Roy's autocancel windows are horrible. I don't understand why either, because if memory serves they were decent in Melee. At any rate, neutral and forward airs definitely need better autocancel windows.Another way to solve that problem would be to give him some better autocancels. Nothing he has autocancels out of a short hop. Hell, just one aerial autocancelling out of a short hop would give him a very strong pressure tool.
Bowser wasn't nerfed. The change listed in the OP lowers the KBG of his Up Throw back to what it was in 1.1.3 when it could combo at higher percents. Whether or not this was the best decision is another story, but it still wasn't a nerf.BOWSER NERFS
Well then you should probably take a look so that you can make a more informed post in the future. Saying "these changes suck!" doesn't really contribute anything, especially when you didn't even look at most of them.(those were the only ones I looked at, I couldn't bear to see what other balancing decisions were made)
Only Roy's forward throw is worth a damn. The rest are situational at best. His down throw doesn't have enough hitstun to really do its job, his back throw has too much ending lag to be of use, and his up throw kills too late.I think Roy's grab game is already great, to be honest. I recall him having one of the best in the game. One character in need of a grab game at all would be Toon Link.
If only....Cloud
- Jab 1:
- Hitboxes 1 and 2 extended by 3 units.
- Jab 2:
- Hitbox 2 extended by 1 unit.
- Damage: 2 -> 3
- Jab 3:
- Damage: 3.5 -> 4.5
- Up Tilt:
- Hitbox Duration: Frame 6 - 10 -> Frame 4 - 10
- Startup: Frame 6 -> Frame 6 (1.5* FSM until Frame 4 keep the original startup)
- FAF: Frame 33 -> Frame 32
- Down Tilt:
- Leg Intangibility removed. (It was redundant, as it was on the wrong leg)
- Up Smash:
- Stale Hit Damage: 8 -> 10
- Neutral Air:
- Startup: Frame 5 -> Frame 8
- Hitbox 0 extended by 3 units.
- Forward Air:
- Landing Lag: 18 Frames -> 19 Frames
- Damage: 14/14/13/13 -> 16/16/14.5/14.5
- KBG: 90/100/83/83 -> 90/100/88/88
- Down Air:
- Hitbox 0 Damage: 15 -> 14
- Hitbox 0 KBG: 100 -> 95
- Hitbox 1 KBG: 105 -> 95
- Lingering Hitbox Duration: Frame 14 - 43 -> Frame 14 - 39
- Blade Beam:
- Projectile hitbox sizes increased by 1 unit and extended upward by 2 units
- Cross Slash:
- Hit 1 and Hit 2 Angles, BKB, WKB, and KBG edited to match Limit Break version.
- Hit 2 Damage: 3 -> 2
- Hits 3 and 4 Damage reduced by 1 ( 3 -> 2)
- Climhazard:
- Hitbox 1 BKB: 130 -> 80
- Hitbox 1 KBG: 25 -> 50
- Cross Slash (Limit Break):
- Hit 5 Damage: 10 -> 9
- Hit 5 Angle: 50 -> 60
- Hit 5 KBG: 163 -> 140
- Finishing Touch:
- Intangibility added on Frames 5 - 10.
- Back Hit KGB: 390 -> 417
It's a nerf, new up throw is better.Bowser wasn't nerfed. The change listed in the OP lowers the KBG of his Up Throw back to what it was in 1.1.3 when it could combo at higher percents. Whether or not this was the best decision is another story, but it still wasn't a nerf.
well it's not my fault they do suckWell then you should probably take a look so that you can make a more informed post in the future. Saying "these changes suck!" doesn't really contribute anything, especially when you didn't even look at most of them.
ADo you even know who I am, fam?
Full of yourself, I'm thinking.Do you even know who I am, fam?
I disagree. The reason they raised the KBG in 1.1.4 is because of how easily it led into Up Air at kill percents before.It's a nerf, new up throw is better.
It is your fault for not offering constructive criticism, the key word being constructive. Why are you even here if you have no in interest in actually helping these guys make a decent mod?well it's not my fault they do suck
Because the changes to the other characters could be perfectly reasonable. And if they aren't, then you should be able to explain why instead of just complaining. You can't make an informed post if you refuse to even look at all of the information.Why should I look further when I glanced at like 3 characters and felt like vomiting
Reel it in drama club.felt like vomiting
Yeah, you compiled a lot of frame data for the game, which is great, but it is irrelevant to the fact that your post didn't offer anything constructive. FYI, asking if people know who you are rarely ever results in them respecting you or your opinions more.Do you even know who I am, fam?
Hello, who is the Bowser player here, is it me or is it youI disagree. The reason they raised the KBG in 1.1.4 is because of how easily it led into Up Air at kill percents before
I'm horrified that you were a moderator at one point.Hello, who is the Bowser player here, is it me or is it you
The new one is better because it kills way earlier
I'm not even going to respond to the rest of your post because I really don't think you "get" it.
Edit: I am horrified that I have to explain why buffs to Diddy Kong and Cloud are a bad idea, please don't respond to me
Besides the LBs?honestly Cloud needs kill options that aren't Limit Break. He really sucks without them since he can die to Gale at 0% much like Mac.
and before anyone gets salty lets go through and see how many kill moves Cloud actually has.
I know of five and three of them are smashes. Pretty much everything else requires really high percents before it becomes viable.
Hello, who is the Bowser player here, is it me or is it you
The new one is better because it kills way earlier
I'm not even going to respond to the rest of your post because I really don't think you "get" it.
Ahem, you're now going against the word of another Bowser player.I don't care if you/other non-Bowser players think the Bowser KBG change in 1.1.4 was a nerf, the good Bowser players prefer the new one BECAUSE IT IS BETTER omg
Fam the new uthrow has like a 30% kill windowAt least the second variation [the one that dealt less knockback] could kill at death damages.
Fam cloud has mobility and Link doesn'tGuys keep in mind that Link a character considered worse by a wide margin, can kill at those same early percents as Cloud with just his normals, and honestly if you include situational kill moves and spikes Link has only three moves that CAN'T kill. Jab, Zair, Gale
Given that information I feel like Cloud should at the least get an up smash that is a viable kill move before 120%, the same avrage percent when Link's up tilt will kill most Lightweights and even a few midweights.
Hence, he's not anymoreI'm horrified that you were a moderator at one point.
I'm loving the Swordfighter suggestions.Now can we suggest some changes, for a change?
Imported straight from another thread:
* Rapid Jab finisher FAF reduced to frame 36.
* Ftilt damage increased to 10/9.
* Utilt damage increased to 8.
* Dtilt damage increased to 10.
* Dash attack damage increased to 12/8. (Quality of life buffs on an undertuned character are always nice.)
* Fsmash gets a late hit from frames 18-25. It deals 14 damage, has a BKB of 30, a KGB of 90, and a sakurai knockback angle. Clean knockback growth increased to 105. FAF reduced to 60.
* Usmash KBG increased to 96.
* Dsmash KBG increased to 85/88. (This should alleviate the problem of not being able to kill without Helicopter Kick.)
* Nair FAF reduced to 45. Late hit damage increased to 6.
* Pummel sped up.
* Fthrow and Bthrow both buffed so they work as kill throws around 150%. (Stock caps.)
* Shot-put knockback angle reduced to 35, with knockback growth reduced to compensate. (Make it a better ledge trapping projectile. It's the natural go-to for edgeguarding, but its vertical knockback kind of defeats that purpose.)
* Exploding Side Kick grants more horizontal distance.
* Burning Dropkick grants more horizontal distance. (Mii brawler also struggles with recovery.)
* Headache maker loses its helpless properties. Its FAF becomes 59. Landing lag reduced to 30. (Yes, I share that pet peeve of moves that don't grant recovery yet give helplessness.)
* Soaring Axe Kick sped up by a factor of 1.4. Improved vertical distance.
* Piston punch grants more vertical distance. (*Cough* Recovery *Cough*)
* Head-on assault FAF reduced to 50. Hitbox size increased.
* Feint Jump FAF reduced to 80.
* Foot Flurry FAF reduced to 75. The first 3 hits have funneling properties. (All three down special moves are undertuned.)
* Fsmash FAF reduced to frame 52.
* Usmash FAF reduced to frame 52.
* Dsmash FAF reduced to frame 48. (Mii swordfighter needs help killing, and this should help.)
* Dair autocancel frame pushed to frame 40.
* Pummel sped up.
* Fthrow angle reduced to 30. KBG decreased to compensate. (Set up edgeguards.)
* Bthrow KBG increased to make it a kill throw around 160%. (Stock cap.)
* Dthrow KBG reduced so Dthrow -> Uair works at kill percentages. (As much as we like to joke about this mod being Smash 4: hoo-hah edition, we keep doing it for the simple reason that it's a simple way to buff characters.)
* Gale Strike FAF reduced to 70. (It's currently far too laggy to allow for follow-ups.)
* Shuriken of Light damage increased to 4/5.5/7.5/10.5. (Who doesn't want a bit more damage?)
* Blurring Blade last hit KBG increased to 115, deals an extra 10 shield damage. All hits get funneling properties. (Decrease risk, increase reward.)
* Airborne assault doesn't cause helplessness if started from the ground, and leaves swordfighter in tumble 30 frames after hitting the stage or the opponent. (#$!&@%^ moves that cause helplessness, and *$%%$@ moves that are unsafe on hit.)
* Slash Launcher grants more horizontal distance.
* Stone Scabbard can sweetspot the ledge form either direction. (Recovery. Simple as that.)
* Skyward Sword Dash's funnel hitbox is more generous, making it far harder to avoid the later hits.
* Hero's spin grounded FAF reduced to frame 70.
Just stop. You aren't being very helpful here...I don't care if you/other non-Bowser players think the Bowser KBG change in 1.1.4 was a nerf, the good Bowser players prefer the new one BECAUSE IT IS BETTER omg
Cloud got some nerfs and some buffs, but he shouldn't be getting buffs at all, at least not to moves that are already good like utilt and usmash. By nerfing his good options you are making his other options better!
Git gud plz.I don't care if you/other non-Bowser players think the Bowser KBG change in 1.1.4 was a nerf, the good Bowser players prefer the new one BECAUSE IT IS BETTER omg
Cloud got some nerfs and some buffs, but he shouldn't be getting buffs at all, at least not to moves that are already good like utilt and usmash. By nerfing his good options you are making his other options better!
We should focus on giving lower tier characters buffs while leaving the top characters alone. Diddy, as he currently is, is not overpowering. Just because he's annoying doesn't mean he needs to be nerfed.They should be getting zero buffs and quite a noticeable number of nerfs without compensation for them.
This will be the last time I respond to your nonsense.Hello, who is the Bowser player here, is it me or is it you
The new one is better because it kills way earlier
I'm not even going to respond to the rest of your post because I really don't think you "get" it.