L1N3R1D3R
Smash Lord
First of all, wrong "whose". Second of all, obvious main bias. (I don't want to start this argument for the millionth time for everyone's sanity, so I'll leave it there.)FTFY.
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First of all, wrong "whose". Second of all, obvious main bias. (I don't want to start this argument for the millionth time for everyone's sanity, so I'll leave it there.)FTFY.
You can't be serious.First of all, wrong "whose"
But I won't. It doesn't take a genius to see that Jigglypuff is better than those two, regardless of whether or not they main Jigglypuff.. Second of all, obvious main bias. (I don't want to start this argument for the millionth time for everyone's sanity, so I'll leave it there.)
Explain why Jiggs better than Ganon and Zelda, I can't see it.You can't be serious.
But I won't. It doesn't take a genius to see that Jigglypuff is better than those two, regardless of whether or not they main Jigglypuff.
"How is this hunk of **** better than this shiny diamond?"Explain why Jiggs better than Ganon and Zelda, I can't see it.
recovery is better than Puff's in every sense possible. Her low % kill move don't have 2 seconds of endlag."How is this hunk of **** better than this shiny diamond?"
How isn't she better? She sucks less, it's really that simple. Better matchups, better frame data, better recovery, better costumes, better shades of pink, pretty much any way you can imagine. Honestly, it's Ganondorf and Zelda, it doesn't take much to be better than them.
Jigglypuff doesn't bounce stupidly off ledges when she recovers.recovery is better than Puff's in every sense possible. Her low % kill move don't have 2 seconds of endlag.
Unless that hit knocks him even so slightly offstage, in which he falls to his death due to his pathetic recovery.Up Smash has better frame data than a lot of Jigg's moveset. Also, Ganon with rage is scary, a single mistake means Foward Tilt semispike (or a Smash Attack to the face), and Ganon has burst punishers like Falcon Kick and Flame Choke. Jigglypuff can't kill safely outside of a lucky gimp, and Ganon can take a hit and survive if he misses a read unlike Jigglypuff.
The irony with the latter statement is that Jigglypuff is a slower walker, AND a slower runner than Zelda. And of course, Zelda does run faster than Jigglypuff's air speed.Jigglypuff doesn't bounce stupidly off ledges when she recovers.
Zelda is also cursed with awful frame data and sluggish movement.
It can depend on how far Ganondorf is sent flying though. Fighters with poor recoveries (including Little Mac) can still get back on-stage if they were sent flying at a high angle. It's the low angled knockback attacks that can potentially lead to the TKOs.Unless that hit knocks him even so slightly offstage, in which he falls to his death due to his pathetic recovery.
True, but Jigglypuff doesn't belong on the ground. She spends most of her time in the air, where she's much faster. Zelda can't do that, as she's slow in both regards.The irony with the latter statement is that Jigglypuff is a slower walker, AND a slower runner than Zelda. And of course, Zelda does run faster than Jigglypuff's air speed.
Even still, it isn't that hard to simply chase them offstage and hit them again, especially if you're a character like Sheik, Bayonetta, Jigglypuff, Mario, etc. who excel at edgeguarding.It can depend on how far Ganondorf is sent flying though. Fighters with poor recoveries (including Little Mac) can still get back on-stage if they were sent flying at a high angle. It's the low angled knockback attacks that can potentially lead to the TKOs.
It's all match-up dependent in the end though. And you also need to be careful that you don't commit suicide while trying to edge-guard, as one wrong or whiffed move could put you at a bad position.Even still, it isn't that hard to simply chase them offstage and hit them again, especially if you're a character like Sheik, Bayonetta, Jigglypuff, Mario, etc. who excel at edgeguarding.
Giving U-air more knockback would be a nerf, not a buff.+ Increase knockback of U-air or decrease its end lag, to make it kill or combo better.
I mean, part of the requirement of being a good edgeguarder is being able to make it back to the stage. That's why Fox and Roy aren't considered to be good edgeguarders.It's all match-up dependent in the end though. And you also need to be careful that you don't commit suicide while trying to edge-guard, as one wrong or whiffed move could put you at a bad position.
The knockback increase I want would be pretty big, making it a decent killing aerial, so it wouldn't be a nerf. Again, I want EITHER more knockback OR less lag so it becomes either a kill move or a combo move, and not the subpar juggling move it is now.Giving U-air more knockback would be a nerf, not a buff.
There's really no need for U-air to kill, all of Kirby's smash attacks have no trouble killing, and if you're still having difficulty getting the kill there's Up Throw and B-Air as well. I really don't think handicapping Kirby's combo game is worth adding an extra kill move. It would make Up Tilt juggles almost impossible.The knockback increase I want would be pretty big, making it a decent killing aerial, so it wouldn't be a nerf. Again, I want EITHER more knockback OR less lag so it becomes either a kill move or a combo move, and not the subpar juggling move it is now.
So then you have the other option of a combo move. Editing my post!There's really no need for U-air to kill, all of Kirby's smash attacks have no trouble killing, and if you're still having difficulty getting the kill there's Up Throw and Back Air as well. I really don't think handicapping Kirby's combo game is worth adding an extra kill move. It would make Up Tilt juggles almost impossible.
Fixed it for you.Kirby definitely needs buffs IMO. Obligatory to mobility, though I think his fair and u air should be improved.
After all the nerfs that she received in Smash 3DS's 1.0.4 update, Rosalina definitely isn't as strong as she once was. However, people have still complained about her being too strong, and yet all that you need to do is contain the Luma, and you've pretty much weakened Rosalina's offensive options for a while.
Anyway, there are some things that Rosalina has problems with, so I did do some attribute modifications on her. The most notable dilemma is her air speed, which is below average when compared to most other fighters. Combine that with the fact that Launch Star can't deal any damage, and you definitely have some recovery issues. And of course, Rosalina is the third slowest faller, so it's not easy for her to make safe landings if her adversary can walk faster than her air speed.
I did raise Rosalina's air speed to 1.25 (tied with Mewtwo) in hopes of improving her recovery issue, but this also makes Rosalina's air game more dangerous, especially when she edge-guards off-stage.
To finish things up, Rosalina doesn't need any nerfs, but her air speed issue can be a problem when your recovery move can't deal any damage, and sadly, Launch Star Attack is even less effective for recovery, as it halts Rosalina's momentum upon ending, and travels a shorter distance as well. On the other hand, making Rosalina faster in the air also makes her air game better, AND improves her longevity as well; you're basically countering one weakness with something that can potentially lead to even more hate.
I guess the problem that I have is that when you have to resort to Launch Star to recover high, Rosalina can't defend herself if the Luma isn't present. Having better air speed would at least help Rosalina avoid having to use Launch Star, unless she really needs it. And much like with Mewtwo, Rosalina levitates, though I only made small changes to her ground mobility, which are rather negligible (1.09 walk speed, and 1.65 run speed).
I know that this sounds rather selfish, but like I've said before, I've often wanted Rosalina to have one of the best air speed attributes of any fighter, only being slower than Yoshi and Jigglypuff (along with Limit Break Cloud, Wario-Man, and Giga Mac). Attribute hacking has made the air speed increase possible for me, but it's obviously something that can make competitive players quite salty if it ever saw daylight in a competitive environment.
It has become blatantly obvious how much main bias you have. She most certainly does not need ONLY a major buff, that's crazy.As for Rosalina, I'll just quote the last few posts that I've made regarding her. Yes, I know that there are those who are against my thoughts, but it's just my two cents on the matter.
Just to tell you, it's not every tilt that's a problem, it's U-tilt, U-air, and D-air that are the problem. And they aren't ridiculous due to KBG, but rather their stupidly high BKB which should be lowered.Luma tilt KBG lowered significantly. All tilts.
It still doesn't change the fact that you want his weight to be nerfed. I merely mentioned air speed because his superior air speed to Rosalina seems to be the reason you want him nerfed in some way, which is ridiculous.Just so that you know, I did not touch Yoshi's air speed when I modified his attributes; it's still 1.28.
Then just increase her air speed to 1.02 if anything. As I mentioned, 1.25 is WAY too much, and there's no denying that at this point.Also, when compared to the rest of the roster, an air speed of 1 is actually on the "below average" level; 1.02 is the average air speed value, ranked 29th (and 30th) out of 58 (this excludes Final Smash fighters and Limit Break Cloud).
I'm referring to super top level results that would carry her placement as top 5 on the tier list, as in getting top 8s at nationals, I know there are other extremely good Rosalina players. Bottom line is take Dabuz away and nobody thinks this character is top 5."her results are pretty meh outside of Dabuz"
Falln, Atelier, Kirihara, Rayquaza, Xaltis, and even Abadango have great results with her.