DJBor
Smash Journeyman
Agreeing with the above... is lower high tier the same as upper mid tier?
Also the decrease on SDI should be 1.5 to avoid the infinite from coming back
Voting
And I like the "nerf/buff list" at the top of the last page, so that's how I'll post my "easy balance patch". Seriously I don't mind where half the characters are. I wouldn't even change Bowser or Robin.
Nerf list has received an update, check it out! (this nerf list was designed to equalize the top and high tiers, to achieve better overall game balance)
Also the decrease on SDI should be 1.5 to avoid the infinite from coming back
Voting
And I like the "nerf/buff list" at the top of the last page, so that's how I'll post my "easy balance patch". Seriously I don't mind where half the characters are. I wouldn't even change Bowser or Robin.
Neutral air, up air, and down air receive increased endlag so that they are no longer the safest three moves in the game. Limit Break Cross Slash gets reduced BKB, so that it doesn't KO early on the sides of the stage. Forward smash KBG lowered.
Up air BKB increased, down throw KBG increased, up air gets a x1.5 SDI multiplier, up smash receives lag, cape's spin/reflect box lasts less frames and receives lag.
Gravitational pull FAF increased significantly, up air BKB decreased, jab fixed to remove the 6 point combo, Luma tilt BKB lowered.
Down tilt KBG increased, Monkey flip intangibility removed, banana toss FAF increased
Weight lowered, down air receives startup likeFalco's (too much) Like Kirby's has now, nair has more BKB
Intangibility on Vanish removed, forward tilt BKB increased, nair now frame 5, and a courtesy buff- increased KBG on up air
Speed lowered (the second buff was way too much), down special has a 10 second cooldown after landing it (to remove the infinite), forward air damage decreased
Spin dash armor removed, Spring has a little bit of endlag to turn the true combo into a 50/50
Flip jump KBG/BKB and maximum distance lowered, jump height slightly lowered (pretty much a recovery nerf)
Shoryuken (both) KBG decreased, down air KBG decreased, Focus Attack damage taken multiplier increased to x0.7
Up air BKB increased, down throw KBG increased, up air gets a x1.5 SDI multiplier, up smash receives lag, cape's spin/reflect box lasts less frames and receives lag.
Gravitational pull FAF increased significantly, up air BKB decreased, jab fixed to remove the 6 point combo, Luma tilt BKB lowered.
Down tilt KBG increased, Monkey flip intangibility removed, banana toss FAF increased
Weight lowered, down air receives startup like
Intangibility on Vanish removed, forward tilt BKB increased, nair now frame 5, and a courtesy buff- increased KBG on up air
Speed lowered (the second buff was way too much), down special has a 10 second cooldown after landing it (to remove the infinite), forward air damage decreased
Spin dash armor removed, Spring has a little bit of endlag to turn the true combo into a 50/50
Flip jump KBG/BKB and maximum distance lowered, jump height slightly lowered (pretty much a recovery nerf)
Shoryuken (both) KBG decreased, down air KBG decreased, Focus Attack damage taken multiplier increased to x0.7
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