Djmarcus44
Smash Journeyman
- Joined
- Sep 25, 2015
- Messages
- 479
The speed values that you have for small Miis are useful, but the buffs that you mentioned for Gunner are very excessive. The up air buff alone would be plenty for Gunner since it would make up air safe on shield, and it would make falling up air confirm into Gunner's smash attacks. I also wouldn't call Gunner a worse version of Samus because Gunner's neutral is much better than Samus's neutral, and Gunner's disadvantage state is arguably better than Samus's disadvantage state as well. Gunner is much better in the neutral than Samus because Gunner has safer options for combos, more mobility while shooting projectiles, better answers to zoning from the opponent (Gunner has a reflector), and an easier time getting around shields. Gunner arguably has a better disadvantage state than Samus because Gunner is better at landing, and Gunner has a smaller frame to avoid more combos. Samus on the other hand has a better recovery and a more reliable combo breaker.Alright! Time for me to rate one of my main characters! to me is an inferior version of , and here are a few tweaks I think can fix this. Some of y'all may have mentioned the following but bear with me here:
And by the way, has anyone noticed that 's traction lessens the smaller and lighter you make it? The poster above me forgot to point out traction being a direct correlation to the Mii's height and weight. I recently created a short and light (and named her Baby Peach, but that's another story) and I think the traction is worse than 's. I also created a of this same stature (and called her Samus Jr., but again another story for another day) and again I think the traction is comparable to 's.
- Make Up-air have landing lag of 's up-air.
- D-air is just as useless as or or 's. Reduce its landing lag by 50% and make the meteor smash hit-box like 's.
- Give Charge Blast a knockback buff (i.e. one-and-a-half times base knockback and tripled knockback growth). This is too similar to Brawl 's energy ball. Extra buff to this is it should do darkness damage. Uncharged Charge Blasts cover triple its reach and paralyze on hit.
- Laser Blaze needs to flinch like 's lasers.
- Stealth Burst ought to work like 's Final Smash, considering it's easy to see coming from one-and-a-half kilometers away.
- Cannon Uppercut could stand to cover four times the positive vertical displacement it travels.
- Let Arm Rocket work similar to 's up-B.
- Absorbing Vortex has a hit-box upon release like .
- The damage on f-smash is ****, but I'm down with its knockback values. Increase the damage on this so it hurts as much as 's. Oh, and reduce its ending lag by 50% so it recovers as fast as 's.
- Why the **** does down smash whiff at point-blank range? The front hit on this needs a longer hit-box while always linking into the second hit. Ooh, and make the damage similar to 's down smash.
- Jab 1 and 2 should have zero knockback growth so you can hit with the third hit (which needs the same KB as 's Jab 3).
- Side tilt needs a 75% end lag reduction.
- Down throw and up throw should be kill throws like 's.
Edit: It should be of no surprise that speed really does matter, whether you're casual or competitive. Now, I agree with what the previous poster said, but I personally believe that small and light s are superior. The apparent trade-offs are lower staying power, lesser reach, and commensurately lower traction. So for any new players wanting to give 'em time of day, I've found it necessary to touch a little bit on speed attributes for the smallest and lightest possible :
- Air speed = >; >; >
- Walking speed: >; > and ; >
- Running speed: >; >; >
My suggestion for the Miis is to give them the ability to use all of their special moves (similar to how Ryu has strong moves and weak moves). This would probably make all of the Miis viable (especially Brawler and Gunner), and it would end the Mii Fighter debate. In Gunner's case, this would make Gunner's neutral go from a contender for best neutral to having the best neutral in the game without question. It would also make Gunner's disadvantage go from decent to very good because Gunner would be great at landing with bombs, and Gunner's recovery would be decent because Gunner would be able to recover with a good hitbox from a close range. Gunner would also get a pretty good advantage state due to an improved combo game with more kill confirms. Gunner's edgeguarding would also be overwhelming with all of his/her specials. Overall, these changes would make Gunner either high tier or top tier.
Last edited: