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Things they should "nerf" and "unnerf" in SSB4

grizby2

Smash Lord
Joined
Feb 14, 2012
Messages
1,166
Location
Upland California
still talking about CG's?
you know, if they just re-design some of the grabs, it would literally be impossible to do CG's...
.... like giving them a set knockback. there you go.


now wheres my money?
 

Erimir

Smash Lord
Joined
Nov 24, 2001
Messages
1,732
Location
DC
3DS FC
3823-8583-9137
I already pointed out an option that doesn't make some level of CG impossible but also prevents them from being overpowered.

Basically just a variation on stale moves.

The more times you grab in a short period, make it somehow more difficult to perform, or easier to escape (easier to break the grab, stronger DI for the grabbed character, etc.)

Someone who's really good would still be able to chain together some moves. If it's based on making it easier to escape, then someone who's bad still will have trouble escaping, and you can still try to predict what they're doing.

They could really apply similar modifications to other moves, making them easier to escape the more you do them in a short period.
 

Luco

Smash Hero
Joined
Jan 4, 2011
Messages
9,232
Location
The isle of venom, Australia
NNID
dracilus
3DS FC
2638-1462-5558
Several characters need their recovery adjusted, especially Ness and Lucas. Their current recovery makes edge hogging and off stage combat more risky than their field power justifies. Getting caught unable to complete an onstage jump without recovery is instant death. While on the topic of those characters, in competitive play, only an idiot is going to spam non-energy projectiles at them. These characters need an additional reward other than being healed for a successful absorbtion, or at least give it an additionally utility like allowing them to use Magnet while grabbing and render the other character incapable of certain projectiles or a special.
Just to point out but Lucas' recovery is actually pretty viable. Ness' is interesting, A buff there would be pretty fantastic IMO but I wouldn't know how to do it without keeping his PKT unique in comparison to Lucas. =/
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Melee actually did a really good job with its grab mechanics and chain grabs. There were a few exceptions to the rule that should probably be fixed, like Sheik (Sheik was actually fixed in the PAL version of the game), but overall it was done well. For Brawl, there could be some adjustments made that would make them fine. Higher scaling knockback like in Pikachu's case, or make the throw cause a knock down on all the characters in the game, like in Dedede's case. These would cause more tech chases than actual chain grabs, which are much more exciting to use and watch as well.
 

Fenrir VII

Smash Master
Joined
Sep 9, 2005
Messages
3,506
Yeah the juggle counter tech is something that I'm really hoping for, with namco helping on this. I'm honestly not sure how much involvement the Tekken team has with Smash, but they definitely know how to balance a game.

+10 hopes.
 

EdreesesPieces

Smash Bros Before Hos
BRoomer
Joined
Mar 15, 2004
Messages
7,680
Location
confirmed, sending supplies.
NNID
EdreesesPieces
I'd like to see them nerf recoveries for character who don't deserve them. Why does Pit die when you hit him out of UP B but Metaknight doesn't? Balance that kind of thing across the characters.
 
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