• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

D

Deleted member

Guest
Truthfully, I'd like it if Charizard's air speed was increased from 0.87, to 1.09; that would help make up for having only two mid-air jumps. Charizard's third jump just doesn't offer enough horizontal movement, and using Flare Blitz to recover can end up hurting it.
That, and if Zard uses Flare Blitz and he hits the stage (or hell, even the ledge), he goes into a long tumble animation afterwards that leaves him as edgeguarding food and completely open to a spike. I feel like the move needs better ledge sweetspotting.
 

Muskrat Catcher

Smash Journeyman
Joined
Jan 13, 2015
Messages
486
Location
Aliso Viejo, California
3DS FC
0748-4100-0093
I think its ironic that out of all the Pokémon in the game, Charizard is the only flying type and the only one that has wings, yet I dare say that he has the worst air game out of all of the other Pokémon, and prefers to fight on the ground (maybe with the exception of Mewtwo). Like, what?

In terms of the games, Charizard works best as a fast, attack based pokémon. They got his attack power down, but his speed? Not so much. Sure he has a fast dash, but literally everything else is really slow - fall speed, air speed, walk speed, jump height, attack speed, and landing lag. I get that he is big, and canonically a lot heavier than the average smasher, and they were probably afraid that a fast heavy would be unbalanced, but I honestly think that a fast heavy can be balanced, even with Charizard's power. His large hitbox size and lack of a ranged projectile would guarantee him losses in certain matchups still. I would love to play Charizard like how he is played in the games. Because imagine a combo-based heavy! Sounds like fun!
 

HeavyLobster

Smash Champion
Joined
Jun 7, 2014
Messages
2,074
NNID
HeavyLobster43
Right now, Charizard's most underpowered move would have to be Flare Blitz, as the 1% damage increase made no sense, especially when you account for how horrible it is on shield. They should probably undo that and fix the weird sourspot on hit where your opponent barely gets hurt in certain situations. Also more range on dash grab would help him out a lot. Nair also could use a bit less landing lag.
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Jigglypuff...

She's pretty bad and a lot of her mains heavily overrate her.

Interested to see what others have to say. :yoshimelee:
 

Stickmanlolz

Smash Journeyman
Joined
Oct 5, 2015
Messages
250
Location
A piece of paper in Ohio
NNID
lolaldenlee
Switch FC
SW-1694-6309-5598
OH YEAH :039::4jigglypuff:TIME BBY! >:D

In terms of buffs. I would like to see:
U-air and u-tilt have better knockback at higher percentages
U-throw is a more reliable kill throw killing at 180% on average
F-throw sending at a lower angle
ability to store the charge of rollout
Sing puts people to sleep in air(must be VERY close for this to happen)
faster air or speed/acceleration
Rising pound has better height gain.
Give u-smash invincibility like mario/G&W plus more knockback
Take away the flower from Rest and replace it with more knockback

As it is she has a VERY difficult time going in and being able to kill outside of rest or some gimps. With all of the characters being able to kill her in a blink of an eye with multiple spikes and powerful disjoint she really needs a buffed recovery, a way to punish attacks more efficiently, updated special moves and a more lethal grab/aerial game.
 
Last edited:

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
OH YEAH :039::4jigglypuff:TIME BBY! >:D

In terms of buffs. I would like to see:
U-air and u-tilt have better knockback at higher percentages
U-throw is a more reliable kill throw killing at 180% on average
F-throw sending at a lower angle
ability to store the charge of rollout
Sing puts people to sleep in air(must be VERY close for this to happen)
faster air or speed/acceleration
Rising pound has better height gain.
Give u-smash invincibility like mario/G&W plus more knockback
Take away the flower from Rest and replace it with more knockback

As it is she has a VERY difficult time going in and being able to kill outside of rest or some gimps. With all of the characters being able to kill her in a blink of an eye with multiple spikes and powerful disjoint she really needs a buffed recovery, a way to punish attacks more efficiently, updated special moves and a more lethal grab/aerial game.
How would giving partial invincibility on her usmash work though? Her body makes up the entire hitbox.
 

wedl!!

Goddess of Storms
Joined
Jan 2, 2014
Messages
2,159
Location
Soul Realm
NNID
Plushies4Ever
Her body is basically her entire hurtbox as well.

That's basically asking for a fully invincible up smash.
 

Muskrat Catcher

Smash Journeyman
Joined
Jan 13, 2015
Messages
486
Location
Aliso Viejo, California
3DS FC
0748-4100-0093
The thing about puff that I find really confusing is that her moveset seems to be centered around trades, as you and your opponent often hit each other with moves at the same time, but puff IS SO FREAKING LIGHT! You can't afford to make trades! So you have to really capitalize on every opening you can get to protect yourself. Also puff's grab game is horrible and deserves buffs. She doesn't have a kill throw OR a combo throw. Does any other character in the game have neither a throw that kills before 200 OR a throw that has guaranteed combos at 0%? Also why is rest unsafe on KILL? Can't it at least be a star KO every time?

Again, I don't know much about puff other than that, objectively, she sucks and has received absolutely nothing since launch and I think that is ridiculous. I'm not asking for a Meelee puff, but at least make her new moveset WORK!

Funny story: once on for glory I hit a link with a B-air at the same time he hit me with an U-tilt and we both died on the same exact frame, but he still won? Port priority? Online? But that just goes to show that puff does not benefit from trades in the slightest.

Edit: I vote for :4ganondorf: next
 
Last edited:

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,693
Location
South Carolina
voted
i wish a member of the smash development team could see this thread
I wish that would happen too.


So, about Jigglypuff, viability wise, I think she's either just one space above Bottom tier (I personally find her a tad better than :4miibrawl: and :4zelda:) or a part of it, and recently I've been feeling she's a part of it, because while I do believe she's slightly better than the other two, she's significantly worse than everyone above her.

Honestly, the character has a llllloooooottttt of things that are wrong with her this game, so I'm just going to make a wishlist of things I'd like to see fixed about her:
I really wish that Rest would always star KO when directly above stage or on stage, and never star KO off stage, if it star KOs off stage, you'll probably lose your stock first, and if you don't get a star KO on stage, you get punished for... hitting a high risk attack that you'll probably lose your stock for if you miss? It's kind of unfair.

Make Sing a acceptable move.

Give B-air and F-air longer hitboxes

Give her back the old Melee era up throw. This would do wonders for her, she'd be able to follow it up with Rest, which means Jigglypuff would basically have a kill-throw.

This one I'm a bit sketchy on, because I feel like it could go terribly, terribly wrong, but, maybe, just maybe, buff her air speed, while she's second fastest in game, she could go stand to go a bit faster, she should be the best character bar none in the air, but then again, if they make her too fast, I could actually see her become a bit too viable, if you get what I mean.
I'd also like to point out that I don't want all of these at once, (and am certainly not expecting that) but rather that I'd be happy with any 1 or 2 of these changes happening. Honestly, I don't really care much about what gets buffed at this point, I just want Jigglypuff to get some acknowledgement by the dev team, at least one buff, of any kind.

Also,
ability to store the charge of rollout
I have to say, this idea right here, is really, really cool. I've never thought of it before but after thinking about it, having something like that on Puff would be such a cool thing to have, I think it's brilliant. Seriously, this is like the best idea I've seen on how to buff Puff in my honest opinion, it's creative, it sounds like it'd work, and the thought of being able to store a Rollout and using it whenever you want to sounds pretty fun too.

I vote for :4gaw:
 
Last edited:
D

Deleted member

Guest
A'ight, I'll post my thoughts on Puff.

:4jigglypuff:A Song of Death

So yeah, here's my suggestions for fix her.
  • Literally everything.
Nothing about Jigglypuff in terms of her design works besides having decent aerial frame data and a 50/50 punish tool in the form of Rest.. Everything about her design is a counter to itself, and her having an inherently crappy moveset (don't get me started on her specials either) along with being screwed over by an environment that's so against her unfortunately highly undermines her in the meta.

She can't deal with infinite airdodges. She can't deal with this game's faster rolls. She can't deal with ledge trumping. She can't deal with the higher shieldstun and generally how more fragile they are, making her defense very poor. Her lack of range, poor ground game, having the smallest shield in the game (which hurts her more considering the fact she dies if it's broken), and having trouble KOing bar Rest and and back air are some rather prominent issues.

Her lack of kill confirms and in general a truly safe way to close out stocks has to make Jigglypuff force taking trades, which she can't afford due to her terrible survivability.

I don't particularly care for Jiggs as a character or play her often, but I suppose I can try to propose some improvements:

  • Make Rest always Star KO. We all know that the move now has a chance of doing blast KOs at the upper blast line, which allows opponents to get a free punish on Jiggs while she's still going through the move's endlag, sleeping peacefully. It ruins the point of what's meant to be one of the most risky moves in the game to hit with successfully, she shouldn't friggin' lose a stock for it.
  • Make either up throw or forward throw have KOing power. Just SOMETHING.
  • Give her a proper combo throw. This alone would make her ground game much less awful than it currently is. Considering Puff's good at aerial juggles, this'd give her a way to access the area she truly shines without much hassle.
  • Rollout no longer leaves Puff in a spinning animation after she hits someone with it in midair.
But eh that's all I got. Like I said, I barely play Puff so I can't give much insightful advice on what she needs to be better. Apologies.

My vote for this round goes to :4falco: once again.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,476
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Jigglypuff is probably one character where there isn't much that can be done to make it better. Its reach is quite poor, since it's a short character, and its ground mobility is quite poor as well. And while Jigglypuff's air speed is second best, it's still not fast enough for it to get away from the top 10 fastest walkers. The last offender is the randomness of Star KOs, which makes using Rest to make KOs a huge gamble if the opponent isn't down to his/her last life.

I could go further, but truthfully, there's just nothing that Jigglypuff has that can help it do better.
 

Eugene Wang

Smash Apprentice
Joined
Jan 11, 2016
Messages
148
And back to me. The people above have covered most of the bases, so I'm just going to throw out some eccentric ideas:
  • Make Jigglypuff hover when resting, and recover much faster if rest connects
  • Make Pound an instant shield break (Currently easily shielded and punished) Make pound do 28 shield damage instead of 20 to make it much riskier to shield
  • Make Rollout's recoil knockback much lower, and make it vertical (with DI)
 
Last edited:

Jiggly

Drop the mic, cause these fools sleeping on me
Joined
Apr 17, 2014
Messages
2,021
Location
The FBI Surveillance Van outside your house.
NNID
Jiggly101
I am one of those people who still think puff is good, but there are a couple things I would like for her.

1. Higer Air Speed. Make use faster than yoshi. That would improve combos, weaving, and her game in general
2. Bigger hitboxes. Fair, Bair, utilt, and dsmash especially. Just making these have bigger hitboxes could fix a lot of her range issues, and make it so she can't be outspaced easily. Her Jab one goes further than her fair and bair, thats kind of ridiculous for the tiny arm big foots pokeman
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Funny story: once on for glory I hit a link with a B-air at the same time he hit me with an U-tilt and we both died on the same exact frame, but he still won? Port priority? Online? But that just goes to show that puff does not benefit from trades in the slightest.

Edit: I vote for :4ganondorf: next
Either you two didn't die on the same frame or he did more damage to you than you did to him.
 

Stickmanlolz

Smash Journeyman
Joined
Oct 5, 2015
Messages
250
Location
A piece of paper in Ohio
NNID
lolaldenlee
Switch FC
SW-1694-6309-5598
Her body is basically her entire hurtbox as well.

That's basically asking for a fully invincible up smash.
The hitbox is so short and comes out so slowly. the only way it hits is from people running straight into you. At least make the top half invincible.
 

apparently fuz

legendary doesn't fit me.
Joined
Jul 25, 2015
Messages
1,095
Location
London, England
NNID
googlemynumber
3DS FC
1908-0730-5856
Give Jiggs some sort of rest 50:50 setup and increase BKB on rest itself.

I also vote the bird again, :4falco:.
 
Last edited:

Stickmanlolz

Smash Journeyman
Joined
Oct 5, 2015
Messages
250
Location
A piece of paper in Ohio
NNID
lolaldenlee
Switch FC
SW-1694-6309-5598
And back to me. The people above have covered most of the bases, so I'm just going to throw out some eccentric ideas:
  • Make Jigglypuff hover when resting, and recover much faster if rest connects
  • Make Pound an instant shield break (Currently easily shielded and punished)
  • Make Rollout's recoil knockback much lower, and make it vertical (with DI)
Pound is too fast to allow it to instant shield break
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
The hitbox is so short and comes out so slowly. the only way it hits is from people running straight into you. At least make the top half invincible.
But Jigglypuff is so small this partial invincibility would probably be negligible.
And back to me. The people above have covered most of the bases, so I'm just going to throw out some eccentric ideas:
  • Make Jigglypuff hover when resting, and recover much faster if rest connects
  • Make Pound an instant shield break (Currently easily shielded and punished)
  • Make Rollout's recoil knockback much lower, and make it vertical (with DI)
Could you elaborate what you mean by "hovering" and "recoil knockback"? I don't think I understand.

Insta-Shieldbreak Pound sounds op.
A'ight, I'll post my thoughts on Puff.

:4jigglypuff:A Song of Death

So yeah, here's my suggestions for fix her.
  • Literally everything.
Nothing about Jigglypuff in terms of her design works besides having decent aerial frame data and a 50/50 punish tool in the form of Rest.. Everything about her design is a counter to itself, and her having an inherently crappy moveset (don't get me started on her specials either) along with being screwed over by an environment that's so against her unfortunately highly undermines her in the meta.

She can't deal with infinite airdodges. She can't deal with this game's faster rolls. She can't deal with ledge trumping. She can't deal with the higher shieldstun and generally how more fragile they are, making her defense very poor. Her lack of range, poor ground game, having the smallest shield in the game (which hurts her more considering the fact she dies if it's broken), and having trouble KOing bar Rest and and back air are some rather prominent issues.

Her lack of kill confirms and in general a truly safe way to close out stocks has to make Jigglypuff force taking trades, which she can't afford due to her terrible survivability.

I don't particularly care for Jiggs as a character or play her often, but I suppose I can try to propose some improvements:

  • Make Rest always Star KO. We all know that the move now has a chance of doing blast KOs at the upper blast line, which allows opponents to get a free punish on Jiggs while she's still going through the move's endlag, sleeping peacefully. It ruins the point of what's meant to be one of the most risky moves in the game to hit with successfully, she shouldn't friggin' lose a stock for it.
  • Make either up throw or forward throw have KOing power. Just SOMETHING.
  • Give her a proper combo throw. This alone would make her ground game much less awful than it currently is. Considering Puff's good at aerial juggles, this'd give her a way to access the area she truly shines without much hassle.
  • Rollout no longer leaves Puff in a spinning animation after she hits someone with it in midair.
But eh that's all I got. Like I said, I barely play Puff so I can't give much insightful advice on what she needs to be better. Apologies.

My vote for this round goes to :4falco: once again.
I agree 100% (except for that Falco thing).


I vote for this round once again goes to :4gaw:.
 

Eugene Wang

Smash Apprentice
Joined
Jan 11, 2016
Messages
148
Could you elaborate what you mean by "hovering" and "recoil knockback"? I don't think I understand.

Insta-Shieldbreak Pound sounds op.
By hovering, I mean making Jigglypuff's fall speed very, very low during rest so she doesn't SD if she lands a successful rest offstage.

Yes, I'm aware that "recoil knockback" probably isn't the right term for the third suggestion. Anyway, Jigglypuff goes flying off when she lands a successful hit with rollout. What I'm suggesting is to make it so she bounces up a short distance rather than flying off to the other side on a successful hit.

And point taken about the instant shield break. Check my post for my change.
 
Last edited:

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Yes, I'm aware that "recoil knockback" probably isn't the right term for the third suggestion. Anyway, Jigglypuff goes flying off when she lands a successful hit with rollout. What I'm suggesting is to make it so she bounces up a short distance rather than flying off to the other side on a successful hit.
That's what it already does when you hit an opponent. :|
 

Managomous

Smash Cadet
Joined
Jan 8, 2016
Messages
73
Location
Chi-Town
NNID
RanmaTheAncient
My biggest gripe with Jigglypuff, has to do with the fact that she really is not a forgiving character. You have to play extremely precise with her, or else be punished. Smash 4 as a whole feels as though it was not built for being this precise, considering a lot of characters can just throw out an attack, and if they miss, they are somewhat safe, compared to Jigglypuff.

If I had to recommend some possible changes it would be:
Get rid of the shield-breaking insta-death. It's "Unique" but now it's to the point where Marth and Lucina can use it pretty safely. And what's our biggest punish against that? I get a hit in? Considering Puff really does not have much combo potential, the only real "Punishment" would be a rest. But, good luck even getting in the spot considering the recovery time/ the fact the poke creates a distance.

I think Puff needs more combo potential, and I think this could be remedy'd by possibly giving her attack more of a reach or to increase the hitboxes a bit. But maybe that's just me.

Speed or ability to stay alive would be awesome. I feel as though her air game could be improved with a bit more speed considering we could transition a lot faster/begin creating new combos.

But that's just my insight. Puff right now is all based on reads/being absolutely accurate. In melee it almost seemed like you could get away with it since you had to be precise with other characters as well. In Smash 4, precision is not necessary for a lot of characters, but for Puff it is!
 

GreenMonkey

Smash Apprentice
Joined
Jun 27, 2015
Messages
157
Location
Dreamland
3DS FC
3411-4102-3196
Puff time! :roll:

Some of my ideas have already been voiced, but there's a few other tweaks I want to suggest for Puffster.

:4jigglypuff: (Not Kirby :3):

  • Improve throws: Decrease D-throw's KB until Puff can consistently land a F-air/U-air, depending on DI. Increase U-throw or B-throw's KB until it can kill at around 130%, although maybe not both. Her throws are mediocre at best right now, and she really needs a combo/kill throw.
  • The Star-KO aspect of killing Rest that already has suggested about a thousand times: Ooh don't forget about Screen-KO's! Those are cool, too! :b:
  • D-air meteor smashes: Kinda like Kirby's D-air! And if this change makes Puff's edge-guarding skills too powerful, then perhaps just change it to a weak semi-spike. Any angle other than diagonally up!
  • Sing as a projectile: Instead of having a small-hitbox, change Sing into a wave-like projectile, similar to Cloud's Blade Beam. Maybe remove the sleep-inducing properties since it would get a huge boost in range.
  • Invincibility: Give Puff invincibility on certain parts of her body. I personally don't see anything wrong with invincibility on Puff's head in U-smash, since G&W has a similar property.
  • Moar range: Increase hitboxes on moves like U-air, U-tilt, and F-tilt. Not only aren't they disjointed, they have soooo little range!
  • Remove insta-KO on shield break:
* Is this a joke?
* Are you having a chuckle?
* Ha ha, very funny.
* I'm the one with a degree.
 
Last edited:

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
I don't understand much about Jigglypuff, but I do like playing her from time to time.
Am I the only one around here that feels that rest is a bit... iffy with its kill power? I mean, you see it killing some folk in the 20s range in Melee, but in this game... I seriously see people surviving a few rests up to 70%...
You know, Rest.
That move that's pretty hard to hit and there are dire consequences for missing it? Miss it against :4bowser:, :4falcon:, :4dedede:, :4dk:, :4fox:, :4ganondorf:,:4myfriends:, another :4jigglypuff:,:4lucina:,:4luigi:, :4marth:, :4feroy: or :4ryu: and that could be an entire stock gone thanks to one single move you missed. So I'd say they should probably buff Rest to make it kill slightly earlier, and like people said before me, it should always Star KO.
Also, they should find a way to make Sing... not useless. I have never landed a single Sing on anybody ever. I'm 99% sure :GCU::GCB: does nothing in the air other than leave you open for an attack or instantly kill if you if you're offstage and halfway through the Y-Axis. They should probably make the range far wider, make it work in the air, somehow, double the amount of time your target stays asleep at any percent, and make it not shieldable if it isn't already, which I'm fairly sure it is. Though I get the feeling some of that might make it slightly broken... so take these suggestions with a grain of salt.
Seeing her Smashes getting a buff in usefulness would be nice, but I don't know what to suggest other than the generic "Make them faster and kill earlier"

Well, I'd suggest we discuss :4lucina: next since I'm fairly interested in what people think of her, but pfffft... I dunno if that'd happen.
 

Wintermelon43

Smash Champion
Joined
Feb 13, 2015
Messages
2,767
Not gonna have enough time for a descriptation so I'm just going to say buffs:

  • Make up tilt similar to Kirbys
  • Give jabs more followups
  • Decrease startup and ending lag in all smashes.
  • Make rest always star or screen ko
  • Make down and forward throw have way more followups
  • Make up throw extremely strong, like Kirby's
  • Decrease startup and ending lag in Pound
  • Bigger hitboxes for Forward air, Back air, and up tilt
  • Almost defitenly won't happen, but give Jigglypuff her melee back air
 
Last edited:

Stickmanlolz

Smash Journeyman
Joined
Oct 5, 2015
Messages
250
Location
A piece of paper in Ohio
NNID
lolaldenlee
Switch FC
SW-1694-6309-5598
Honestly if I were to just get the bare minimum.
The angle reduction for forward throw
faster air speed/acceleration
Down throw comboing into f-air and up throw killing at reasonable percents
I would be perfectly fine



btw I vote :4ganondorf:
 
Last edited:

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
Give her a combo throw, make Sing worth using, make Rest be more powerful to replace the flower and always star/screen KO if on the stage and blast KO if off the stage, and make aerials have slightly more range and less lag. Pretty simple fixes to make her viable.
 
Last edited:

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,693
Location
South Carolina
There was a 3 way tie in terms of votes, so I brought out the RNG again, it chose Falco. I think the RNG doesn't like me :laugh:.
Results for her Jigglyness ---> Does this link work for you guys? If it does then I'll update every other character's results to that format, since I think it's prettier looking and more professional.
If it doesn't work, please tell me and look here instead . Falco's survey--->
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
Falco is funny to me. The people I see using Falco use him damn well, well enough so his weakness don't even show that much. Even then, it kinda feels like that's his limit, so he probably doesn't have that much potential. I never use Falco, so I don't know how I'd buff him.
 
D

Deleted member

Guest
:4falco: Hands Off My Bread!

Yas. It's Falco time. I've played Falco as a secondary for several months, so I feel like I can give some advice on him. Here's my improvements for Falco that I feel like he needs. Although I feel like he's a decent character right now, he still suffers from having a poor neutral and not having a very reliable defensive game.
  • Decrease the endlag on up smash, give it greater knockback. Falco's up smash is such an unrewarding move as it is right now, especially for how slow it is. Even if I understand it's part of his design philosophy for his forward smash to be his primary KO move rather than up smash (a reverse of Fox), this'd be a much appreciated improvement and give him access to having a reliable vertical KOing option.
  • The beams from Falco's blaster are slightly larger, and the move has less startup and ending lag. His neutral would be much, much better from this buff alone. It wouldn't be as fast as Brawl's, but actually make it a move worth using. The beams being larger would also assist his back and up throws by allowing them to have a better chance of hitting someone and possibly killing them at higher percentages.
  • Spike hitbox for Falco Phantasm is stronger. I always get so mad whenever I get a successful spike with the move and it always turns out to be a weak one, allowing for the opponent to come back onstage. It's hard enough to hit with offstage as is, it needs more reward.
  • Forward throw now becomes a KOing move. Pipe dream here, but it'd be cool.
That's all it, really. Falco already has a lot of positives like having good damage racking ability and having good combos out of down throw, great edgeguarding ability and his aerials are all very good, even down air is pretty alright and autocancels, it gets way too much hate.

This round, I vote for :4gaw:.
 

Stickmanlolz

Smash Journeyman
Joined
Oct 5, 2015
Messages
250
Location
A piece of paper in Ohio
NNID
lolaldenlee
Switch FC
SW-1694-6309-5598
I always thought of Falco as being Mid-high tier, but o.k
Give him a more powerful spike
Increased run speed?
U-smash buff
less lazer end-lag
...I do not play Falco so don't pay attention to me

I vote:4gaw:
 

valakmtnsmash4

Smash Ace
Joined
Jul 27, 2015
Messages
708
NNID
yathshiv
YES it's the one and only bird time!

He's been my dual main with shulk for a while now.
Buffs:
End lag on lasers has to be reduced
make his uptilt sort of like melee(it's still ok)
make his up air have more knock back
Dthrow less knock back
back throw should have both lasers connecting

I vote :4gaw:
 
Last edited:

apparently fuz

legendary doesn't fit me.
Joined
Jul 25, 2015
Messages
1,095
Location
London, England
NNID
googlemynumber
3DS FC
1908-0730-5856
Falco oh Falco, what do I want to do with you?

Falco as he is currently standing, isn't a bad character. He has good aerials, good normals and an above average combo game. His main issue lies with his approach, as his poor mobility paired with his unsafe(ish) moves makes it very hard for him to get in.

I would increase Falco's run speed from 1.472 to around 1.6 - 1.63 (around the likes of Mario). Hell, I would also increase his air speed to from 0.893 to around 1.2 (around the likes of ZSS). There's no excuse for a character that 'prefers the air' to have such low air speed. He's a freaking bird. With this, it could potentially allow horizontal combos and kill setups that could finish off with a b-air, as it is his best move by far.

In terms of his b moves, Falco's specials aren't really great. His lasers are way too slow to be useful, and don't make up for it damage wise. I'd decrease his FAF of blaster to around 35, making it much more useful in the neutral. His side-b needs a hitbox on Falco, since it's irritating doing a side-b through people. Down-b doesn't really need much of a change.

Falco's aerials, oh great. His aerials are pretty decent, but could be much, much better. His d-air is his worst aerial by far, as it comes out on frame 16 and has poor knockback. For it to have that much of a startup, the BKB and KBG of d-air would need to be decreased drastically to the point where it rivals ZSS' Boost Kick or Falcon's d-air. Either that, or his d-air comes out around frame 11 and has 20 frames of endlag, along with it being a small autocancel window. With this, it could allow Falco have an addditonal combo extender, as with Luigi, allowing his combo game to be improved. Other wishful things would probably be n-air autocancelling in a short hop, and it being able to spike so you could drag people down when off the stage but I've already overtuned Falco so I'll stop now.

I vote for :4ganondorf: next.
 

Muskrat Catcher

Smash Journeyman
Joined
Jan 13, 2015
Messages
486
Location
Aliso Viejo, California
3DS FC
0748-4100-0093
I don't play Falco, but whenever I play against him, it feels like he is so much worse than Fox. Maybe that's just because the Fox-Dedede matchup is so bad for DDD, but Falco is lacking in many areas that Fox excels at. I think that Falco should either share more of Fox's strengths, or be de-clonified even further so that they have completely different playstyles with completely different strengths and weaknesses. I can't really say specific ways to do this because I am not familiar with the character, but it seems like most people so far want him to keep his current playstyle, but do it better like Fox does.

I vote for :4ganondorf:
 

Baskerville

That's a paddlin'
Joined
Dec 31, 2011
Messages
8,123
Location
London
NNID
RedGazelle7
3DS FC
4184-3881-5805
Feelicks and fuzuza already covered most of what I'd change with the character.
This is a change I'd personally want. I'd give his U-Smash some leg intangibility to give Falco a more safe anti air.
Less recovery on on Jab 1 and 2.
Hitbox changes to Rapid Jab and Up B so that they link better (goes double for jab since characters with fast aerials ike Yoshi and Luigi can just N-Air you right out of it)
 
Last edited:

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
Voting for :4gaw: as usual.

Make down air less laggy and have its spike hitbox last longer, make up smash a bit more powerful (like what Feelicks said about Fox vs. Falco, except Fox's F-smash isn't a bad kill move), make side B spike stronger, make lasers less laggy.
 
Last edited:

MarioMeteor

Smash Hero
Joined
Nov 27, 2014
Messages
8,340
Location
New Orleans
NNID
BGenius23
3DS FC
0662-2900-1492
Dammit I missed Jigglypuff.

Falco is a character that I feel could've been very good if he was done correctly. He has a great air game, an amazing jab, and a great selection of tilts, but his smash attacks are where things start to take a horrible turn.
What I would do to buff him:

- Give his jab infinite an extra hitbox that prevents floaties from falling out, akin to Fox when he lost the Two Piece Combo.
- Either decrease the starting lag of his forward smash or increase the scaling. It's not strong enough for how slow it is.
- Decrease down smash's ending lag, increase the scaling, and remove that stupid sourspot
- Make up smash not absolute garbage.
- Decrease down air's startup and make the spike hitbox stronger.
- Make lasers not trash.
- Decrease down throw's scaling and lower the angle.
- Make it so that Falco is the hitbox on Phantasm and not the actual phantasm.
- increase his air speed and/or his weight.
* An increase in run speed would be nice, though it's not mandatory.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,476
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I don't have too much to bring up for Falco, but it mostly has to do with his down aerial being less effective than back in Melee and Brawl. Improving his running speed could also be a nice blessing.
 
Top Bottom