@Lavani made the GIF as well as the modding to show this suggested change off.You the modder of the GIF? If so, can you and I talk sometime?
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@Lavani made the GIF as well as the modding to show this suggested change off.You the modder of the GIF? If so, can you and I talk sometime?
Yes and YES! DACUS was already in this game, I think it got removed in the early patches and that is one of the few changes I didn't like.Eh, Phantom Footstooling sucks. If one could have the option to short hop from a phantom foot stool, then it'll work.
But footstool KOs suck.
[I want DACUS back if Footstooling stays.]
Even as an punish option, it still isn't very efficient b/c of how laggy it is, especially on startup. In fact I would consider Link's Dash Attack to not be a very optimal option for punishing mainly b/c I end up getting punished instead. Regardless as to how slow Link's Running Speed is, no matter how far he is from his opponent, the amount of Starting Lag on the Dash Attack is more than enough for the opponent to react towards it the moment they see it come out, especially if their reaction speed is on point. And if they're playing as a character with really good Frame Data such as Ryu or Sheik, they simply have a much better time blocking and then punishing Link's Dash Attack since its Ending Lag makes it punishable on shields sometimes.Cause Link's dash attack kills at 75%. Joke's aside, you shouldn't be using links dash attack as an approach; you should only really be using it for punishes or bomb-o-combos (bomb confirms). That said I also think it could use a speed buff. Despite its power I'm never really scared of a Link dash attack because not only is the move slow but so is link so it like never hits.
Not every powerful attack has to break shields. There are ways to make slow but strong attacks viable without making shields borderline useless against them.Then why don't we buff it in 2 different options:
Option 1: Sacrificing Power for Speed
Now remember this. The attack would still end on Frame 17, and it's usually either Frames 16 to 17 where the attack will connect. It's still predictable, but much less predictable than before. The damage decrease makes it kill later, but it's compensation for the reduction of start-up lag and ending lag.
- Start-Up Decreased: Frame 20 => Frame 14
- FAF Decreased: 57 Frames => 49 Frames
- Damage Decreased [Base to Tip]: 12/13/14% => 10/11/12%
Option 2: Power Breaker
Since the speed isn't changed in the slightest, this attack will now become not only significantly more powerful, but also have the ability to break shields at the tip, or just pressure shields like crazy. If Link shouldn't get a reduction, then his Dash Attack should be more dangerous instead.
- Damage Increased [Base to Tip]: 12/13/14% => 15/17/17%
- Shield Damage Added
- Value [Base to Tip]: +15/20/30
Okay, here's a challenge. Name one move that's 20 frames or higher that's not only viable, but also doesn't do at least 25% damage on shields or goes through them. If you can name one that can do this, you win and I'll retract my statement.Not every powerful attack has to break shields. There are ways to make slow but strong attacks viable without making shields borderline useless against them.
marth is no longer trash why do people forget this, anyway lemme fix you up real quick
Buffs in Red: Not a necessity but are recommended
- Air Speed (1.02 ->1.034) [Revert back to Brawl]
- Fair Landing Lag (16 -> 11/12 (Although I would prefer 11))
- Fair Hitbox Active (6-8 -> 5-8 OR 6-9) [Revert back to brawl somewhat... okay in brawl it was 4-7]
- Fair Autocancel Window (36> - > 32>) [For those of you wondering in Brawl this window was 27>]
- Bair Landing Lag ( 17 -> 15)
- Dolphin Slash [Early] KBG [ 74 -> 84]
- Dolphin Slash KBG [90/90/90/74/74 -> 100/100/100/84/84]
- Dolphin Slash [Late] KBG [ 90 -> 100]
- Dancing Blade 1 now stalls Marth in the air (Like it did in Brawl)
- Forward Throw BKG [100 -> 82]
Buffs in Green: Highly Recommended
These Marth buffs is probably all he really needs. He gets more rewarded for playing his game then before with Fair actually being potent again. He doesn't have Short-Hop Double Fair either. So no brawl Marth if you people think that's what I'm aiming for. Just some really nice quality of life buffs. I have no idea on Lucina and how this would affect her though.
Also while I am aware that Marth is not trash Anymore but the Character was ridiculously bad or under-tuned at release and is just now being seen as okay/decent to players :[ Also thank you for the feedback.marth is no longer trash why do people forget this, anyway lemme fix you up real quick
1. this one is useless not worth the effort TBH. Actually reverting his Air-speed back would be a nice quality of life buff IMO but then again it was pointless nerf for Marth in the transition considering the fact he's this is his weakest incarnation by far in the series, although I wouldn't be mad if this wasn't reverted.
2. fair landing lag should be no less than 13 since it can kill so early. If it kills early on tipper then I would suggest nerfing the knockback on his tipper fair since otherwise his neutral is lacking a solid consistent option against characters who have very good neutral tools [which is considered a very bad MU because of this]
3. i dunno about this one It's just a brawl change. The duration isn't what made Brawl Fair the best move in the game it was the crazy auto-cancel window and along with below 10 frames of landing lag. Although this definitely should be tested to see if it's a bit to much.
4. definitely.
5. why not.
6. yeah a better out of shield game is always nice. If you agreed to this then why did you disagree with 7 and 8 they are the same move just in different timings.
7. it kills too wtf. ??? His Up-B this doesn't kill until very high percents with rage and have to be at the ledge or I could be mistaken
8. why should it kill. ??? Again his Up-B doesn't kill until very high percents with rage and have to be at the ledge or I could be mistaken? I remember a game in seing Mr. E or Pugwest both Marth mains in which a Up-B failed to kill a Sheik at 158% with some rage added around 1/3 distance away from the ledge.
9. marth's recovery is just fine. Fine i can deal with that and is now in Red
10. why tho So Marth can have some combos out of F-throw at very early or early percents at least that is the intent.
also no mention of grab game SMH .
marth's up-b should not kill since it has frame 1 invincibility (in the air otherwhise frame 4) and is designed escape combos, the buffs listed would make it a consistent killing tool which will be stupid.Also I do know Marth is not trash Anymore but the Character was ridiculously bad or under-tuned at release and is just now being seen as okay/decent to players :[
-Samus's BombsOkay, here's a challenge. Name one move that's 20 frames or higher that's not only viable, but also doesn't do at least 25% damage on shields or goes through them. If you can name one that can do this, you win and I'll retract my statement.
so we got ZSS's down smash (paralyzer) YAY.-Samus's Bombs (not viable due to not detonating on contact).
-Ness and Lucas's PK Fire (projectile so it doesn't count).
-Zero Suit Samus's D-Smash and Paralyzer (the latter is a projectile so it doesn't count / first is good argument despite stun effect).
-Charizard's Flare Blitz (not viable due to recoil damage and being super unsafe on shield).
-R.O.B's Robo Beam (projectile so it doesn't count).
-Sonic's Homing Attack (not viable due to start lag).
-Mega Man's Leaf Shield (this one is hardly an attack more of a setup/powerup).
-Wii Fit Trainer's Sun Salutation (projectile so it doesn't count).
-All of Pacman's Bonus Fruits (projectile so it doesn't count).
-Robin's Thoron (projectile so it doesn't count).
-Bayonetta's U-Smash (only viable with witch time).
Not to butt-in and be a jerk about it, but there's quiet a few actually.
Although this could work too though this would be rather drastic for Marth/Lucina compared to mine LOLSome ideas I have:
- FIX ROBIN'S GRAB! It should be similar to the other FE characters in terms of range and endlag.
- Increase the durability points of Robin's weapons:
- Levin Sword: 8 -> 12
- Thunder: 20 -> 20
- Arcfire: 6 -> 8
- Elwind: 18 -> 24
- Nosferatu: 4 -> 4
- Universal increase on hitbox sizes to give Robin a more effective disjoint. Doesn't need to be drastic, preferably increases similar to what Marcina got in patch 1.1.4 (increases ranging from 0.25u - 2u)
- Slight buff to ground mobility
- Dash speed: 1.15 -> 1.27 (tied with Villager)
- Attributes:
- Air speed: 1.02 -> 1.1
- Throws
- Fthrow:
- Base knockback: 100 -> 70
- Knockback growth: 50 -> 45
- Uthrow:
- Damage: 4% -> 5%
- Dthrow:
- Base knockback: 95 -> 65
- Angle: 100 -> 135
- Aerials:
- Nair:
- Autocancel: 47 -> 25
- Landing lag: 12 -> 9
- Fair:
- Hitbox active: 6-8 -> 4-7
- FAF: 38 -> 30
- Autocancel: 36 -> 27
- Landing lag: 16 -> 9
- Uair:
- Autocancel: 38 -> 27
- Landing lag: 14 -> 9
- Dair:
- Tipper hitboxes meteor smash
- Autocancel: 55 -> 48
- Specials
- Shieldbreaker (Lucina):
- Base knockback: 45 -> 55
- Shieldbreaker (both):
- Uncharged shield damage: 25 -> 30
- Attributes:
- Dash speed: 1.45 -> 1.5
- Air speed: 0.97 -> 1
- Just restoring prepatch mobility for the reason below
- Dragon Fang Shot: Modify the FAF in a way to make it easier to follow up on the DFS.
http://bulletin.equinoxpub.com/wp-content/uploads/2016/05/Jesus-facepalm.jpgFair:
Dair:
- Landing lag: 16 -> 9
- Autocancel: 36 -> 27
- Tipper hitboxes meteor smash
LOL i never said that, someone else said that in a post i quoted btw, Not me for you lurkers out there :]
And I said viable, not viable with setups before or after it. Besides:-Samus's Bombs
-Ness and Lucas's PK Fire
-Zero Suit Samus's D-Smash and Paralyzer (Uncharged & Full-charged)
-Charizard's Flare Blitz
-R.O.B's Robo Beam (Uncharged, Half-charged and Full-charged)
-Sonic's Homing Attack
-Mega Man's Leaf Shield
-Wii Fit Trainer's Sun Salutation
-All of Pacman's Bonus Fruits
-Robin's Thoron
-Bayonetta's U-Smash
Not to butt-in and be a jerk about it, but there's quiet a few actually.
So just make compensation buffs.keep in mind there are characters who rely on footstools for damage. So removing it would nerf them indirectly
More and more people are starting to view Marth as a high-mid tier character. He also has results of a top 15 character, and since then he's had some impressive results in CEO 2016, including a top 8 placement. Source: http://smashboards.com/threads/4br-...ive-impressions.429826/page-479#post-21267478Also while I am aware that Marth is not trash Anymore but the Character was ridiculously bad or under-tuned at release and is just now being seen as okay/decent to players :[ Also thank you for the feedback.
That's not a good idea, since then those characters may be somewhat overpowered when footstools are kept in (which I suspect most tournament players will do). Turning footstools off would make you less prepared to deal with them in tournaments. For non-tournament players, having that option might not be a bad thing, but I don't think characters should be balanced for it. Chances are, if you're not a tournament player you're not going to learn how to do footstool combos in the first place (though maybe you play seriously with your friends despite that?).So just make compensation buffs.
Also keep in mind that you would have to buff AT LEAST, Ike, Mewtwo, and Greninja. Greninja in particular because outside of hit and run and quick two more combos he has little to no extended strings that DON'T involve footstools at least once.More and more people are starting to view Marth as a high-mid tier character. He also has results of a top 15 character, and since then he's had some impressive results in CEO 2016, including a top 8 placement. Source: http://smashboards.com/threads/4br-...ive-impressions.429826/page-479#post-21267478
Marth probably doesn't need much buffs now, since he's likely high-mid tier or maybe even high tier. That does raise the question though: What should be done with Lucina? She's generally considered mid tier, low-mid tier, or even low tier. She's easier to play than Marth but considered much weaker, and she lacks good tournament results, despite having a decent amount of usage. This suggests that Marth is the superior character. Should we give Lucina some small buffs to close the gap a bit and maybe move her into high-mid tier? How do we deal with the whole "Marth and Lucina are meant to be similar"? Or should we just leave her untouched, potentially turning her into one of the worst characters in the mod once the others have gotten buffed? I'm not quite sure.
That's not a good idea, since then those characters may be somewhat overpowered when footstools are kept in (which I suspect most tournament players will do). Turning footstools off would make you less prepared to deal with them in tournaments. For non-tournament players, having that option might not be a bad thing, but I don't think characters should be balanced for it. Chances are, if you're not a tournament player you're not going to learn how to do footstool combos in the first place (though maybe you play seriously with your friends despite that?).
Actually, I'm kind of curious. How many people here play in tournaments while also being interested in this mod? I mad a Strawpoll. Please only vote if you're interested in this mod. http://www.strawpoll.me/10609468
Note that I'm not in favor of buffing characters specifically due to footstools. Still, I could see Ike and Greninja getting a few, small buffs. Mewtwo already got a few (mainly to buff options he wouldn't use much, such as jabs).Also keep in mind that you would have to buff AT LEAST, Ike, Mewtwo, and Greninja. Greninja in particular because outside of hit and run and quick two more combos he has little to no extended strings that DON'T involve footstools at least once.
It really depends on what you're looking for. If you're looking for "vanilla, but with some of the weaker characters buffed", then this patch is for you. If you're looking for "a reimagining of Smash 4, like Smash 4+ or Smash 4.5", then you might want to look elsewhere. There's nothing wrong with making a Smash 4+, but this is not it.I think that balancing the game with tournaments in mind is a pathetic idea. What's the point of limiting this game to be similar to the vanilla version if people are just going to play vanilla anyways? Why make it comfortable for vanilla players if this mod isn't actually going to be played in tournaments? And don't give me any of that "it makes it easier for them to adapt" mess.
To be fair, you didn't say what your definition of viable was.And I said viable, not viable with setups before or after it. Besides:
Samus's Bombs need D-Air to work and is only able to keep you in mid-air as a recovery for so long.
Ness's PK Fire isn't viable at all without any setups into other attacks, and opponents can dodge or DI.
Lucas's PK Fire is just worse.
ZSS's D-Smash and Paralyzer usually lead up to what faster, more viable move?
Counter and Cape.
An uncharged beam is not viable, half-charged is annoying but predictable and full charge is insignificant.
And what does Sonic's Homing Attack need to set up from? It could even be detrimental to Sonic.
Leaf Shield is...well...meh...I don't know, it's possibly not even that great when you think about it.
I should have made a rule to where you can't use Charge Moves as examples. You should have put Samus's Charge Shot there too.
Same thing applies to Pac.
What did I say to the last two? Robin's counts too.
Witch Time NEEDED first. Otherwise, it's not a good move.
All of these need setups or have to set up into something else, and other things are just redundant because they come out faster after charging.
I think a better definition of viable is a move that has at least a break even in riskTo be fair, you didn't say what your definition of viable was.
I was under the idea that a viable move had to safe on shield.
Copied and pasted from another thread.While Marth is very fabulous, there are still some things holding him back from being as good as he could be.
First of all, forward air. That move is rather unrewarding for how lackluster the frame data is.
Active frames - frame 6-8 -> frame 5-8. Landing lag decreased - 16 -> 12. FAF - frame 38 -> frame 36. Angle - 361 -> 65.
While it wouldn't be as godlike as it was in Melee and Brawl, it would still be a more versatile move because of the increased speed, and the new angle would help it synch better with his other moves.This move just plain ****ing sucks.
The hitbox at the tip that does 13% has been removed and replaced with the spike hitbox, meaning that tipper down air will always spike no matter what.
FAF - frame 60 -> frame 55, landing lag decreased - 24 frames -> 20 frames.And give him back his Counter quotes.Forward throw BKB - 100 -> 80.
Down throw BKB - 95 -> 85.
Essentially, these two will become actual combo throws, instead of whatever they're supposed to be now.
Exactly, as far as I'm aware, those moves are least worthwhile in competitive play.I think a better definition of viable is a move that has at least a break even in risk.
Lucas Up Smash?https://twitter.com/fuyucodachi/status/747474201703964672
...uh...
...what?
And I said viable, not viable with setups before or after it. Besides:
Samus's Bombs need D-Air to work and is only able to keep you in mid-air as a recovery for so long.
Ness's PK Fire isn't viable at all without any setups into other attacks, and opponents can dodge or DI.
Lucas's PK Fire is just worse.
ZSS's D-Smash and Paralyzer usually lead up to what faster, more viable move?
Counter and Cape.
An uncharged beam is not viable, half-charged is annoying but predictable and full charge is insignificant.
And what does Sonic's Homing Attack need to set up from? It could even be detrimental to Sonic.
Leaf Shield is...well...meh...I don't know, it's possibly not even that great when you think about it.
I should have made a rule to where you can't use Charge Moves as examples. You should have put Samus's Charge Shot there too.
Same thing applies to Pac.
What did I say to the last two? Robin's counts too.
Witch Time NEEDED first. Otherwise, it's not a good move.
All of these need setups or have to set up into something else, and other things are just redundant because they come out faster after charging.
I really don't think Peach needs to be buffed THAT heavily. She's already considered borderline high tier by most.
Buffs in Red: Not a necessity but are recommended
- Peach Airspeed Increased (0.95 -> 1.02) [Matches Marth/Lucina (Current Airspeed]
- Peach Dash Speed Increased (1.4175 -> 1.45) [Matches Corrin Dash Speed (Still Slow)]
- Bair Landling Lag Decrease (18 -> 15)
- Fair Autocancel Window (41> -> 27>)
- Jab 1 FAF Reduced (28 -> 22)
- Jab 2 FAF Reduced (30 -> 26)
- Vegetable Pull FAF reduced (43 -> 38)
- Up-Tilt Hitbox Sizes increase by 15%
- Peach Bomber Damage Increase (10 -> 13) - Peach Bomber was damage was nerfed incredibly hard from 15 ->10 with its knockback not compensated properly along with it having more ending lag D:
- Dair (Hits 1-3) Damage Increased (2/1 -> 3/2)
- Dair (Hits 1-3) BKB decreased (13 -> 9)
- Dair (Hits 1-3) KBG decreased (30 -> 25)
- Dair (Hit 4) BKB decreased (60 -> 50)
- Dair (Hit 4) KBG decreased (110 -> 85)
- Dair (Hit 4) Angle change (60 -> 58)
Buffs in Green: Highly Recommended
Notes:
1.Better Airspeed to help her weave in and out.
2.Slightly better Run-speed to again prevent her from getting walled out so easily
3.Excessive landing lag she has for her Bair.
4.That Autocancel window is atrocious and needs to be relieved. (Brawl Autocancel window 20>) also because of this horrid nerf she loss one of her main approach options.
5. This improves Peach CQC game which is rather lackluster allowing her to do jab-mix ups more
efficiently and help alleviate rush down characters.
6, Read Note 5^
7. This was an unnecessary and bad nerf to Peach making her have a rather slow projectile game.
8. Up-Tilt is rather bad since the hitbox has been nerfed on it (much smaller). This should make the move a better anti-air then it is now.
9. Allows Peach to have a finisher in one of her specials
10/11/12/13/14/15. - Allows for her Dair to be her main and better combo tool from her floats along with giving her slightly more damage per hit.
Overview of Buffs
1. Allows for Peach to deal with walling and Zoning slightly better with the increased mobility.
2. Gives her main approach option back with Fair not having a notoriously bad Auto-cancel (Smash 4 has many CRAP auto-cancel windows mind you)
3. Improves her CQC through her jab alone
4. Improves the reward she get from using Dair since before this moves becomes rather useless after mid percent due to the move not combo'ing at all along with not killing.
5. Increases Peach killing power in her her Side-B which returns as a stock cap finisher.
6. Gives back her turnip game which as of now is too slow.
Edit: @Frihetsanka Marth did not get a Top 8 placing at CEO (he was used as a secondary by False who used Sheik through much of the bracket, as Far as I know, he mainly used Marth in Pools and against Anti, Hyuga (he used Marth in 1 game vs Hyuga and got 2-stocked) which he also got dumped on by Anti a clean 3-0 mind you against a Mario....) which was FAR more stacked then Apex 2016 which is not even considered a national by many top players and people on the CCI thread. The highest placing a solo Marth reached was 33rd. Also that chart has flaws that was already addressed by the user, however it does indicate a direction in which the Meta is headed and have give clear view of the Top Tiers accurately enough
Yeah, I guess I could have better defined a viable 20+ frame move. Although your moves were good examples of moves to set up from. Link's Dash Attack needs something outside of Bomb that it can reliably set up from, maybe a Frame 18 Boomerang instead of Frame 27 with an FAF of 34?To be fair, you didn't say what your definition of viable was.
I was under the idea that a viable move had to safe on shield.
That's a 50/50 chance, so it's an iffy kind of thing.Lucas Up Smash?
Villager and MK f-smash, done.Yeah, I guess I could have better defined a viable 20+ frame move. Although your moves were good examples of moves to set up from. Link's Dash Attack needs something outside of Bomb that it can reliably set up from, maybe a Frame 18 Boomerang instead of Frame 27 with an FAF of 34?
That's a 50/50 chance, so it's an iffy kind of thing.
Lmao, this is really easy.Okay, here's a challenge. Name one move that's 20 frames or higher that's not only viable, but also doesn't do at least 25% damage on shields or goes through them. If you can name one that can do this, you win and I'll retract my statement.
Arguable is right. Ganondorf's is good, but there are many that do what it does, but better. I think Dr. Mario has the best up smash. It's every bit as ridiculous as Mario's, only stronger.Lmao, this is really easy.
Game and Watch's up smash. Not only is it viable, but it's one of the best up smashes in this the game. I would also say Ganondorf's up smash (arguably the best up smash in the game), but it does more than 25% to shields (24 plus the shield damage multipler of 1.19 means it does 28.56% :V). Meta Knight's forward smash is also really good, one of the best forward smashes on the game. Mewtwo's down smash and Villager's forward is pretty solid too.
I think Doc and Mario's are interchangeable. Doc's is better for horizontal kills, while Mario's is better for vertical kills. Doc's also has more range and duration than Mario's bit he has much worse mobility, making dashing up smash less effective for him.Arguable is right. Ganondorf's is good, but there are many that do what it does, but better. I think Dr. Mario has the best up smash. It's every bit as ridiculous as Mario's, only stronger.
I still don't really get why Peach suffered a huge air speed nerf after Melee though. Yes, she can levitate for a while, but it doesn't exactly help when you're now barely any faster in the air than when you're on the ground. On the other hand, Peach does have some strong aerial attacks by her side.I really don't think Peach needs to be buffed THAT heavily. She's already considered borderline high tier by most.
lol, why would you buff mewtwo he is already so good.Also keep in mind that you would have to buff AT LEAST, Ike, Mewtwo, and Greninja
Taking her stupidly strong forward air, back air, neutral air and unpunishable down air into account, I think the nerf was fair. They probably didn't want her becoming the new Jigglypuff or something like that.I still don't really get why Peach suffered a huge air speed nerf after Melee though. Yes, she can levitate for a while, but it doesn't exactly help when you're now barely any faster in the air than when you're on the ground. On the other hand, Peach does have some strong aerial attacks by her side.
If footstools were removed?lol, why would you buff mewtwo he is already so good.