This I agree with.
I often see people suggesting Toon Link to get the Deku Leaf as one of his new special moves, yet I can't help but feel that it would only end up becoming another F.L.U.D.D. for him, as in it would push your opponents away without damaging them. (I wouldn't mind it being used in similar way as Peach's Parasol and Game & Watch's Parachute though) I'm all for clones/semi-clones getting moveset revamps and all, however, it shouldn't gimp either of them in the process. Else we would just have another Mario case in our hands.
The only thing with Mr. G&W Parachute and Peach's Parasol is they actually help the character.
Not only did Mr. G&W's recovery become useful for once. He wasn't wide open due to helplessness. The same could be said for Peach.
FLUDD just gave him another projectile.
Sure, it's okay at keep-away, but that's about it. At least Mario Tornado did something.
Getting rid of Toon Link's boomerang for the Deku leaf would be good imo. I assume you know that many people believe that the Deku leaf could have two uses, pushing characters and gliding, but why would it hinder toon link in any way? Having that glide can very much help his recovery, and the addition of blowing characters away is a bonus.
Admittedly, Boomerang wasn't a half-bad projectile.
Fast, and didn't come with the issues that the arrows or bombs had.
I've said this somewhere, and I'll say it again.
Unique =/= Practical.
Out of 21 moves they share 16. Only 5 moves are different. Clone applies better here then semi-clone.They also, over all, have similar playstyles in the long run, Tink is just a speedier playstyle of Link pretty much.
Whereas compared to Fox and Falco who share 13 similar moves and have completely different playstyles.
While most of the "clones" in Brawl are in-fact semi-clones. Tink is the only one that is actually a full clone.
Not to mention there are a few "clones" who aren't even clones, like Fox and Wolf who share only 4, arguable, moves in total and have completely different play styles.
After looking it up, I'll give you this one mimgrim.
And if anything, it helps my argument. Let me put it this way. How come Toon Link is much higher than normal Link on the tier list?
They have similar moves, wouldn't they be close to each other?
Or even better, Dr. Mario and Mario.
They're both the same. Yet the doctor is higher.
Why is that?
Gannondorf was actually not nerfed but buffed.
Brawls engine and too much ending lag on Gannon's aerials made brawl an anti gannondorf playground.
While that was a contributing factor, we was nerfed heavily in gameplay as well.
Let's count them shall we?
SmashWiki said:
- A general decrease in the speed and reach of his attacks.
- Reduced walking and dashing speed.
- Reduced jumping height.
- His rolls are slower and gain less distance.
- Neutral attack is significantly slower, and can no longer be landed multiple times in succession.
- New forward tilt has less reach and more ending lag.
- Up tilt was significantly weakened, and given sourspot hitboxes (though it is still the strongest standard attack in Brawl).
- New up smash consists of one kick that is weaker than the first kick of his Melee up smash. This also reduces up smash's damage potential by nearly half, and it has slower start-up lag.
- Down smash was significantly weakened and the second kick sends opponent on a less favorable trajectory; while it could KO under 100% in Melee, it usually doesn't KO until around 150% in Brawl. The first kick to the second kick is also slower (making it more difficult to land the second kick after hitting the first), and the move has significantly more ending lag.
- Grabbing reach was reduced to being the shortest reaching grab in Brawl, as opposed to being the seventh shortest in Melee.
- New up throw has significantly increased base knockback and increased ending lag, completely eliminating its chain throwing capabilities and followup options.
- The trajectory of down throw was altered to send opponents forward and away from Ganondorf, completely eliminating its chain throwing capabilities, and significantly reducing its followup capabilities.
- Second kick of the neutral aerial was significantly weakened, no longer being able to KO. The first kick also deals 1% less damage.
- Forward aerial is significantly slower, having a significant increase in start-up, ending, and landing lag. It was also given a large and much weaker sourspot hitbox on Ganondorf's arm, making it significantly less effective at close ranges.
- Back aerial's knockback was significantly weakened (though it can still reliably KO under 150%), and was given a sourspot on Ganondorf's arm (similar to forward aerial). Its hitbox duration was also reduced from 6 frames to 3 frames, making it harder to connect.
- Down aerial now has a sourspot hitbox on Ganondorf's upper body, and the attack's hitbox overall is slightly smaller. Down aerial's sweetspot also deals slightly less base knockback.
- Dark Dive is drastically weaker, now dealing 11% in damage instead of 17%, and it can no longer KO at realistic percentages outside stage spiking. It is also now possible to hit Ganondorf out of Dark Dive once he immediately releases the opponent, exasperating Ganondorf's already poor recovery against opponents who can do so.
- Wizard's Foot no longer regains a midair jump if one was used already, which significantly nerfs his recovery. The grounded Wizard's Foot was also significantly weakened, no longer being a reliable KO move under 150% .
- Considered to be the character most adversely affected by the removal of L-cancelling, which greatly reduced the utility of his powerful but laggy aerials that he relied upon in Melee.