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The Unofficial Super Smash Bros Balancing Committee- Anything and everything!

Eugene Wang

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They say he's big and light, and therefore underpowered. Well, guess who's also big and light.
:4sheik: :4zss: :rosalina:
 

Mario & Sonic Guy

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One thing that Mewtwo really needs is having its grab range improved; it should be able to grab the short fighters while they're standing still. Also, the dash grab range needs to be improved as well, as it's disturbing how the dash grab can easily be whiffed whenever you misjudge Mewtwo's reach.
 

L1N3R1D3R

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They tried to improve down throw's combo ability, but they didn't, because it still has too much end lag. Fix that, and then please, give him a couple extra numbers of weight.
 

MarioMeteor

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Hoi hoi, I voted right again.
They say he's big and light, and therefore underpowered. Well, guess who's also big and light.
:4sheik: :4zss: :rosalina:
In what universe is Sheik big?

1.13 did Mewtwo a lot of favors. So many that I think he only needs a few more.

- Cut some of down throw's ending lag off.
- Give up tilt a more consistent hitbox behind Mewtwo.
- Fix his grab.
- Fix Teleport.
- Increase up smash's initial hitbox size so that it hits smaller character.
 

randomguy1235

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I feel that, with the most recent patch, Mewtwo doesn't really warrant any changes besides slightly increased grab range.
 

Eugene Wang

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You know the drill. Shave frame data off of all her less useful moves. She already has a hoo-hah, and she can stand her ground in the neutral with solid stats, a projectile, and a reflector.

Reflect barrier is non-solid after it stops, despite appearances. It should remain solid all the way through. And counter... why in the world is it the only counter with a sourspot?
 
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Mario & Sonic Guy

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There's a lot of things that are wrong with Palutena. Her projectile options aren't the best, a lot of her attacks are too slow in execution, and her KO move options are quite poor themselves.

One of the biggest offenders is the f-tilt, which offers very poor knockback for a move that takes too long to execute. Also, Palutena's smash attacks have very inconvenient hitboxes that can end up whiffing against your opponent.

In terms of Palutena's custom special moves, Heavenly Light is quite pitiful outside of Trophy Rush, and Reflect Barrier only reflects frontal projectiles. Rocket Jump doesn't offer that much horizontal distance, despite being pretty strong on offense.

I could say more, but Palutena is just heavily flawed, even with her custom special move options. She's probably one of the worst fighters out there, but that's just my take on her dilemma.
 

L1N3R1D3R

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Voting :4samus: as usual.

Make down throw have less end lag, make F-tilt more useful, make Auto Reticle stay targeted, and make Counter not garbage.
 

Zerp

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Mario & Sonic Guy

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Samus has always had problems with her offensive game. Her Melee incarnation was probably the best one, and bringing back some of the Melee properties could help her. For starters, make the Bomb explode instantly if it hits any opposing fighters.

As for Samus's offense, making her attacks less laggy could help her out more. The f-smash could also be tweaked so that it won't be so sour if you don't get the sweetspot hit.

Last up could be Samus's mobility, but she has often been a slower runner than Mario.
 

Bowserboy3

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Ooh, I just noticed we are on the topic of Samus... thought I would pitch in.

Samus is... odd. She actually has a very versatile moveset. She has a lot of options at her disposal, and has a high learning curve. However, she is considered among the lower ranked characters.

Samus certainly isn't at the bottom of the tier list, far from it. However, she is still a low tier. She's better than she was in Brawl, but has a few oddities that hold her back from being a truly viable character.

Among her positives, she has a fantastic Up Air, with next to no landing lag, that is actually a great move to throw out upon landing into an opponent, and that can chain into itself at low percents, and she also has multiple combo starters that she can use to set it up (Dash Attack, Dthrow, Dtilt on an AD read, grounded Utilt on missed tech). She also has a kill combo, which she can perform on any of the stages with platforms. Eg: http://www.youtube.com/watch?v=7Ld0WPnvLgc&t=1m25s. Her projectiles DO all have uses, ranging from raw power, disputers, or used to gimp/set up edgeguarding. This is also something she excels at, and has among the best recoveries to boot. She has some powerful moves in her moveset. Bair is borderline ridiculous, Dair is powerful, Dtilt is strong, Charge Shot has great kill power, and can be combo'd into.

She does have a few odd design flaws in her moveset. Her Dash Attack is missing active frames at the start, causing it to whiff, Fsmash's sweetspot doesn't match the hitbox properly, super missiles are strong, but cannot kill, just to name a few. She also struggles at landing, but this is not as bad as it is made out to be, as she can stall landing with bombs, and can escape to the ledge easily, which she can also grab safely from afar with Zair, and it's a viable choice because she doesn't suck at getting off the ledge (Zair off the ledge, Fair off the ledge, Charge Shot off the ledge are all great options). Fair also despite looking like it should be disjointed, actually clashes with moves on occasion. Not game breaking, but odd. Dthrow has a good launch angle, but at higher percents can be DI'd very easily. Bringing it closer to 85 degrees for example would fix this.

However, what really holds Samus back IMO, is her lack of a good "get off me option". Samus has good projectiles and a great zoning game, but struggles getting opponents off of her. Her best get off me move should be Jab, which fails to link. Dsmash, which could also be a good option, is pitifully weak, and not safe enough at low percents, and cannot punish at bad approach at high perecents well enough. Even Ftilt has a horrible sourspot, that she used to be able to Charge Shot tech chase and get relatively early kills from. These are what need fixing the most.

Samus could also do with the Lucas treatment; a faster grab. Her Dthrow is good, but she lacks a reliable grab to set it up.

Overall, Samus does need a few buffs/fixes. She is a decent pick, and has lots of great tools when mastered. However, her moveset just needs fixing. Only then will Samus become truly viable.
 
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L1N3R1D3R

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Jab, up smash, and forward air all need to link better; grab needs to be less laggy and more rewarding (give her a kill throw, down throw angle/knockback improved slightly); dash attack needs to have less end lag; missiles and bombs need to be made more useful; and down and forward smash should kill earlier. A lot of buffs, I know, but they fix what's wrong about her concept and hopefully wouldn't make her overwhelming.
 
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Zerp

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:4palutena: i wonder when they'll give buffs :4samus: to the characters that very much deserve it:4zelda:
Given the precedent, I think they have a decent chance and I have faith they will get more buffs in the future. Wouldn't be surprised if they got stuff next patch. :bee:

Palutena 1.0.4

  • Up and down tilts' ending lag decreased.
  • Up smash's hitbox lasts three frames longer.
  • Pivot grab's range slightly decreased.
  • Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance.
1.0.5

  • Up aerial has improved visual effects.
1.0.6

  • Due to concerns raised by CERO, Palutena's shorts and skirt were darkened and lengthened to be less revealing in the Japanese version.
  • Fixed a glitch where Super Speed's momentum could be maintained after jump-canceled attacks.
1.0.8

  • Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%.
  • Up tilt's hitboxes moved from bone 1000 to bone 0. This means the hitboxes are now centered around herself rather than her staff and thus its loop hits connect together better.
1.1.0

  • Forward tilt's hitbox sizes increased: 3.8/2.5 → 4.1/2.8.
  • Frames 17-24 and 25-39 of forward tilt have reversed properties. Frames 17-24 have had their angle altered: Sakurai angle → 48° and its knockback growth has decreased: 100 → 65, while frames 25-39 have had their angle altered: 48° → Sakurai angle and its knockback growth has increased: 65 → 100).
  • Due to the above changes, forward tilt's hits connect better at lower percentages.
  • Down tilt's hitbox sizes increased: 2.4/1.9 → 2.7/2.1.
  • Down tilt's ending lag decreased.
  • Neutral aerial's hitbox sizes increased: 3.0 → 3.4.
  • Forward aerial deals 1% more damage: 7% → 8%.
  • All grabs have 2 less frames of ending lag.
1.1.1

  • Fixed a glitch where Palutena could infinitely renew Lightweight on platforms.
  • Explosive Flame's initial loop hits and last hit deal 0.2% more damage: 0.6% → 0.8% (initial), 4% → 4.2% (last).
  • Explosive Flame's initial loop hits' and last hit's hitbox sizes increased: 3.7 → 4.8 (initial), 14.0 → 15.5 (last).
  • Explosive Flame's last hit is no longer unblockable.

Samus 1.0.6

  • Sweetspotted forward tilt deals more knockback and 1% more damage: 7%/8% → 8%/9%. This makes it capable of KOing middleweight characters around 180% at the edge.
  • Forward tilt has a sourspot added to the middle part of Samus' leg. This results in little to no hitstun and it dealing 1% less damage: 6%/7% → 5%/6%.
  • Forward tilt can no longer lead into Charge Shot tech chases due to the aforementioned sweetspot's increased knockback and added sourspot.
  • Super Missile's speed is negligibly faster, resulting in it no longer being able to combo into Charge Shot if fired in succession.
1.0.8

  • Up smash's hitbox sizes increased by 0.5.
  • Up smash's final hitbox's size increased: 7/3.5 → 7.3/4.
  • Up smash's final hit's knockback growth increased: 135 → 150.
  • Certain hitboxes in up smash have split.
  • Standing and pivot grabs have 4 less frames of ending lag: 79/92 → 75/88.
1.1.1

  • Up tilt's damage outputs have been reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents).
  • Partially charged Melee Charge Shot deals 1% more damage: 5% → 6%.
  • Partially charged Melee Charge Shot's base knockback increased: 30 → 50.
  • Partially charged Melee Charge Shot's hitbox sizes decreased: 4.0u → 2.5u.
  • Fully charged Melee Charge Shot deals 2% more damage: 18% → 20%.
  • Fully charged Melee Charge Shot's base knockback increased: 65 → 70.
  • Fully charged Melee Charge Shot's knockback growth decreased: 35 → 32.
  • Fully charged Melee Charge Shot's hitbox's size increased: 8 → 10.
  • Melee Charge Shot's recoil distance increased.
  • Screw Attack's loop hits' weight knockback increased: 150/120 → 178/140.
  • Screw Attack's loop hits' angles altered: 100° → 96°.
  • Neutral aerial's initial hitbox size increased: 5.5 → 6.0.
  • Neutral aerial's hitbox duration increased: 2 frames → 4.
  • Neutral aerial's second hit's sweetspot hitbox size increased: 3.5 → 4.0.
  • Neutral aerial's second hit's sourspot growth increased: 80 → 98.
  • Neutral aerial's second hit's sourspot hitbox size increased: 2.8 → 3.3.
  • Neutral aerial's aerial second hit's hitbox duration increased by 2 frames.
  • Neutral aerial's second hit's angle altered: Sakurai angle → 45°.
  • Forward aerial's loop hits deal 0.6% more damage: 1% → 1.6%.
  • Forward aerial's landing lag decreased: 30 → 24.
Zelda
1.0.4

  • Up tilt deals 0.7% more damage: 6.5% → 7.2%.
  • Pivot grab's z-offset decreased: -4.0 – -18.7 → -4.0 – -15.7.
1.0.5

  • Pivot grab's animation slightly changed.
  • Some attacks have improved visual effects.
1.0.6

  • Forward smash's SDI multipliers decreased, enabling opponents to be kept in place better.
  • Forward smash's loop hits' angles altered, enabling the move's hits to connect better.
  • Phantom Slash's ending lag decreased.
  • Phantom stays out for roughly a quarter of a second longer.
  • Phantom's respawn time increased: 6 seconds → 9.
  • Back Lightning Kick has improved visual effects.
1.0.8

  • Up smash's knockback increased and it KOs 20% earlier.
  • Up smash's SDI multipliers decreased, enabling opponents to be kept in place better.
  • Up smash's multiple hits' hitbox sizes increased: 3 → 3.5.
  • Neutral, up, and down aerials' landing lag decreased by approximately 3 frames: 22/22/21 → 19/19/18.
  • Neutral aerial's front hits and back hits have had their damage outputs reversed: 1% → 2% (front), 2% → 1% (back).
1.1.0

  • Neutral attack deals 2% more damage: 6% → 8%.
  • Neutral attack's hits connect better and launches opponents at a more favorable angle.
  • Neutral attack's final hit's knockback altered: 24 (base)/150 (growth) → 35/130.
  • Neutral attack's heavy position, bone, angle, size, and weight-based knockback adjusted on all hits.
  • Up tilt's ending lag decreased: 32 frames → 29. This allows Zelda to perform true combos with it.
  • Down tilt deals 1% more damage: 4.5% → 5.5%.
  • Phantom Slash has a new 0% hitbox that leads into the sword's hitbox at low charges and pushes opponents away at high charges. This essentially removes the move's blind spot.
  • Phantom Slash's ending lag decreased by 5 frames.
1.1.1

  • Neutral aerial's back hits now drag opponents towards the front hits, allowing the move to deal more damage from this position.
  • Farore's Squall's hitbox duration increased by 1 frame.
  • Farore's Squall's ending lag decreased by 6 frames.
  • Nayru's Passion's explosion hitbox start-up decreased by 5 frames.
  • Nayru's Passion's windbox start-up decreased by 2 frames.
Nayru's Passion's windbox's position altered.


However, Jigglypuff, on the other hand...


Jigglypuff 1.0.4
  • Instant reversal Rollout glitch has been removed.
Rest buff that made it do 1% more damage than it used to. (uncited)
is seemingly neglected, and I don't have any faith she will get anything:(.


Anyways, about :4samus:, what I'd like to see for her the most, is a stronger, faster and wider D-smash, I agree with what Bowserboy3 Bowserboy3 said, I feel she needs a good option to force people off of her. After that, I'd like to see her missiles gain the tracking properties Mii gunner's one has, her bombs actually explode on contact, fixed Up-B hurtbox so it doesn't get beaten out as often and a slightly larger F-air hitbox.
 
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Zerp

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Sorry for the double post, but I feel like it's necessary, it'd be rude of me to drop a update without anyone having chance to be notified.
Huh, am I allowed to double post when it's warranted (like this)? Honest question.

Anyways, since nobody voted I'm going to
abuse my power as Dictator OP to choose who's next, and we're going to go with Kirby!
Here's Kirby's poll ---> http://goo.gl/forms/kW4TzzieHj
and here's Samus's results ---> https://docs.google.com/forms/d/1pxtb9CI-S0J08IenbBCk25MNTOu9-ZK91P7Mdzs9vNg/viewanalytics
 
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Mario & Sonic Guy

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Oh Kirby, you're in desperate need of some speed improvements. Your air speed is just pitiful, and once your 5 mid-air jumps are gone, you're stuck with a poor third jump that doesn't help your horizontal movement very much; the only exception is the Upper Cutter custom special move, which doesn't hinder Kirby's horizontal movement, but does leave him helpless.
 

L1N3R1D3R

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His combo game is phenomenal and his killing moves aren't bad. However, getting in, setting up a kill, and (oddly enough) aerial mobility are where he suffers. Give him some more aerial speed, possibly make aerials have more range/disjoints, and make down air stall opponents on the ground more at higher percents to allow for a true smash attack followup.
 

Gildiss

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Along with better air speed/air acceleration, I want Kirby to have faster aerials and a improved dash attack.
 
D

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Kirby's down throw should be reworked into a damage racking/tech chase option similar as to how it is in Project M. The move should do no knockback, while only leaving them on the ground like G&W's down throw in Brawl. Kirby having better air speed would also significantly aid his approach, in my opinion. Dash attack also needs an improvement. It gets opponents away from you, but it has no practical use besides that. It needs some KO power at higher percents.
 

SMAASH! Puppy

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Zerp Zerp Ya know what the OP needs? A list of the changes suggested for each character discussed. For example:
:4kirby:
Walking Speed has been increased
Running Speed has been increased
Air Speed has been increased
Neutral Areal has more range
Forward Areal has more range
Up Areal has more range
Back Areal has more range
Down Areal has more range
Down Areal stalls grounded opponents
Down Throw's knockback has been reduced, and leaves opponents on the ground
Dash Attack has KO power
Swallowing animation is faster, allowing you to use Inhale to ward off projectiles
:4palutena:
Reflect Barrier is a solid wall for the entire duration of the move
Auto Reticle's Reticle stays on the opponent
:4samus:
Bombs explode on contact with opponents
Forward Smash's sour spot deals more damage
Run Speed has been increased
Down Throw's angle has been brought closer to 85 degrees
Grab is faster
Neutral Attack links better
Up Smash links better
Forward Areal links better
Dash Attack has less lag
Down Throw kills earlier
Forward Smash kills earlier
Down Smash is stronger, faster, and wider
Screw Attack beats out more attacks
Forward Air has a larger hitbox
(Note: I did not include anybody's suggestions that were too vague)

I would also like to nominate :4darkpit: for tomorrow's discussion. (Don't yell at me if he has already been discussed)

(On a semi-unrelated note, can we attempt to balance :pichumelee:,:younglinkmelee:,:pt:,:ivysaur:,:squirtle:,:wolf:,:snake:, and :popo: into Smash 4 after we finish balancing everyone that is already in Smash 4?)
 
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D

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(On a semi-unrelated note, can we attempt to balance :pichumelee:,:younglinkmelee:,:pt:,:ivysaur:,:squirtle:,:wolf:,:snake:, and :popo: into Smash 4 after we finish balancing everyone that is already in Smash 4?)
This sounds really interesting! I'd so be up for doing this after we get everybody finished. I have a lot of stuff to say in particularly about Pokemon Trainer and Ice Climbers.
 

Y2Kay

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I think the end lag when Kirby swallows a projectile should be lowered so he can fend off projectiles. it also be cool if it function like a pocket w/o the reflector bonus.

:150:
 
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Wintermelon43

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  • Do whatever it takes to make Final Cutter good outside of recovery
  • Slightly improve air speed
  • Improve range on all aierals (except down air), down tilt, down smash, and forward smash
  • Reduce startup and ending lag on down air and neutral air
 

Zerp

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Zerp Zerp Ya know what the OP needs? A list of the changes suggested for each character discussed. For example:
:4kirby:
Walking Speed has been increased
Running Speed has been increased
Air Speed has been increased
Neutral Areal has more range
Forward Areal has more range
Up Areal has more range
Back Areal has more range
Down Areal has more range
Down Areal stalls grounded opponents
Down Throw's knockback has been reduced, and leaves opponents on the ground
Dash Attack has KO power
Swallowing animation is faster, allowing you to use Inhale to ward off projectiles
:4palutena:
Reflect Barrier is a solid wall for the entire duration of the move
Auto Reticle's Reticle stays on the opponent
:4samus:
Bombs explode on contact with opponents
Forward Smash's sour spot deals more damage
Run Speed has been increased
Down Throw's angle has been brought closer to 85 degrees
Grab is faster
Neutral Attack links better
Up Smash links better
Forward Areal links better
Dash Attack has less lag
Down Throw kills earlier
Forward Smash kills earlier
Down Smash is stronger, faster, and wider
Screw Attack beats out more attacks
Forward Air has a larger hitbox
(Note: I did not include anybody's suggestions that were too vague)
I think this is a good idea, I'm not the best writer though, and I'm worried I won't be able to word things as well as everyone else did, but it's worth a try.


After a day or two from now I'll reorganize the OP and write up a rough draft of that for all the characters we've done and then double check with you guys if it's satisfactory. I think that'll work.

(On a semi-unrelated note, can we attempt to balance :pichumelee:,:younglinkmelee:,:pt:,:ivysaur:,:squirtle:,:wolf:,:snake:, and :popo: into Smash 4 after we finish balancing everyone that is already in Smash 4?)
Sure, I don't see why not.

After we're done with our current roster of legible characters, we'll move on to the other Smash 4 characters, and then these guys, I want to finish our roster up before the Corrin/Bayonetta patch rolls out and then .

:4bowser::4charizard::4dedede::4dk::4drmario::4jigglypuff::4lucina::4mewtwo::4gaw::4palutena::4samus::4zelda::4miibrawl::4miigun: :4miisword::4bowserjr::4duckhunt::4falco::4ganondorf::4kirby::4littlemac::4link::4marth::4robinm::4shulk::4tlink::4wiifit::4greninja::4lucas::4cloud::4megaman::4feroy::4myfriends::4lucario::4olimar::4pit:
Anyways, the only vote this round was for a illegible character, Dark Pit, and I feel kind of bad making it completely random, so I'll give it to Pit for today, now's his day.
Pit's poll -->http://goo.gl/forms/T2jFxTltJK
Kirby's results --> https://docs.google.com/forms/d/1Qbrz2Mt8VwuGEnY8BJp52EIKCm-SahCtOu5t7kxSh3c/viewanalytics
 
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L1N3R1D3R

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Wait, people thought Pit wasn't high tier? Huh... On that note, he's fine as he is, don't change him.

EDIT: Also, voting for :4marth:.
 
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Zerp

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I was and still am honestly pretty shocked that Pit ended up being voted as a legible character for our list, in fact, I checked his votes 3 times, just to make sure I wasn't seeing anything, I thought for sure he'd be higher :laugh:.

I don't think Pit needs any changes either, he's a pretty solid character right now and is already pretty well balanced in my opinion.
 
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Mario & Sonic Guy

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I can't really say much about Pit or Dark Pit. Maybe a small air speed buff, but other than that, I can't think of anything that needs adjustments.
 
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Pit is legit the most balanced character in this game. Who even voted for him?
 

SMAASH! Puppy

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Actually, I'm kinda surprised Dark Pit isn't up for discussion...Though I suppose Dark Pit doesn't really need improvements so much as entirely new moves to set him apart from Pit (Maybe that could be something for later). As far as changes to Pit I don't really have any suggestions either. I was never good with Pit, but there was never anything I thought should be changed...Well, except for the fact that Power of Flight didn't seem to snap to the ledge to well, but either that was fixed, or I got better at aiming it because I don't have any problems with it now.
 
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Pippin (Peregrin Took)

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Actually, I'm kinda surprised Dark Pit isn't up for discussion...Though I suppose Dark Pit doesn't really need improvements so much as entirely new moves to set him apart from Pit (Maybe that could be something for later). As far as changes to Pit I don't really have any suggestions either. I was never good with Pit, but there was never anything I thought should be changed...Well, except for the fact that Power of Flight didn't seem to snap to the ledge to well, but either that was fixed, or I got better at aiming it because I don't have any problems with it now.
The only buff DP really needed he got in 1.1.3, the electroshock angle. Now outside of a couple very small differences, pit and DP are both the same degree of solid and their side b's are equally effective at what they're supposed to do. Pit's is best for midstage and DP's is best closer to the edge

Can we vote for the next one? Can I vote for mii swordfighter?
 
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apparently fuz

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Pit is a pretty honest character. Probably what he could really do with some reliable kill setups, otherwise there really isn't much else that's wrong with him.
 

FamilyTeam

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Unrelated but sort of related: People in this thread keep saying that :4pit:/:4darkpit: is balanced and fine the way they are. Since I'm in dire need of a secondary since I'm discovering the hard way that being a solo Mario main isn't viable, do you guys think Pit or Pitto could be good choices?
 

Wintermelon43

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Unrelated but sort of related: People in this thread keep saying that :4pit:/:4darkpit: is balanced and fine the way they are. Since I'm in dire need of a secondary since I'm discovering the hard way that being a solo Mario main isn't viable, do you guys think Pit or Pitto could be good choices?
Who is Mario's worst matchups?
 

FamilyTeam

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Who is Mario's worst matchups?
He barely has any bad matchups. But the swordsmen in general, most notably Cloud, can be kind of iffy, since Cloud completely outranges Mario. It's not one-sided though since Mario combos him to death easily.
 

Zerp

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The only buff DP really needed he got in 1.1.3, the electroshock angle. Now outside of a couple very small differences, pit and DP are both the same degree of solid and their side b's are equally effective at what they're supposed to do. Pit's is best for midstage and DP's is best closer to the edge

Can we vote for the next one? Can I vote for mii swordfighter?
Yes, you can vote for Mii Swordfighter, you can always vote for any of these characters
:4bowser::4charizard::4dedede::4dk::4drmario::4jigglypuff::4lucina::4mewtwo::4gaw::4palutena::4samus::4zelda::4miibrawl::4miigun: :4miisword::4bowserjr::4duckhunt::4falco::4ganondorf::4kirby::4littlemac::4link::4marth::4robinm::4shulk::4tlink::4wiifit::4greninja::4lucas::4cloud::4megaman::4feroy::4myfriends::4lucario::4olimar::4pit:
as long as they haven't gone yet.
BTW I already tallied up your vote. :)
Unrelated but sort of related: People in this thread keep saying that :4pit:/:4darkpit: is balanced and fine the way they are. Since I'm in dire need of a secondary since I'm discovering the hard way that being a solo Mario main isn't viable, do you guys think Pit or Pitto could be good choices?
Could be, yes, but I have no real way of knowing whether or not they work with you, so I can't really give you an answer. Really depends on whether or not you like the character's playstyle or as individuals imo. Ask yourself if you like them as characters and/or like their playstyle, if you find yourself answering yes immediately, then I'd advise you go for it, but if you hesitate for even a little bit then I wouldn't be sure their the right pick and advise looking at your other options first before making any decision.
 
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FamilyTeam

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Could be, yes, but I have no real way of knowing whether or not they work with you, so I can't really give you an answer. Really depends on whether or not you like the character's playstyle or as individuals imo. Ask yourself if you like them as characters and/or like their playstyle, if you find yourself answering yes immediately, then I'd advise you go for it, but if you hesitate for even a little bit then I wouldn't be sure their the right pick and advise looking at your other options first before making any sort of final decision.
I'm considering to pick them up since you guys are saying they're solid characters. If I play them and see they're versatile enough, and can cover Mario's weaknesses, then I could main them.
I was gonna try to use Sheik, but she's hard to learn. Generally this wouldn't bother me, but I have a busy life, I'm afraid I have no choice but to play characters that are easier to learn. My life isn't gonna be any less of a mess until August so I want to learn to play someone as a secondary until then.
So, is Pit/Pitto a good choice in that regard?
 

Zerp

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I'm considering to pick them up since you guys are saying they're solid characters. If I play them and see they're versatile enough, and can cover Mario's weaknesses, then I could main them.
I was gonna try to use Sheik, but she's hard to learn. Generally this wouldn't bother me, but I have a busy life, I'm afraid I have no choice but to play characters that are easier to learn. My life isn't gonna be any less of a mess until August so I want to learn to play someone as a secondary until then.
So, is Pit/Pitto a good choice in that regard?
I don't really know since I have little experience with them, but going off of the MU discussions for both of them, it looks like both lose to Meta Knight and Zero Suit Samus, Pit/DPit beats out Ness and Game and Watch and Dpit alone beats Rosalina, but not Pit, which all are apparently slightly bad MUs for Mario. Unfortunately there really isn't anything else notable I can list since the Pit MU chart stuff isn't close to being complete, and the mario one's very outdated, so take it with a grain of salt, but from what it looks like, Dark Pit/Pit covers up some of Mario's weaknesses but they share a few common weaknesses. Not sure if that's what your looking for or not, but I can't really help any more than that. :(

I wish you good luck in finding that secondary, whoever they may be, sorry that I wasn't really able to help you much .
 
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