Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654
I admit my solution for PK Thunder is quite extreme, but it was mostly to nerf the ability to gimp Ness even after he succeeds in getting back to the stage.
I think my main problem with Ness' recovery is the plethora of OTHER much safer and less counterplayable ways to take out the PK Thunder. If the main counter to it was that thing EVERY character can do AND the kind that the Ness player can work around with enough prediction/reads/skill, I would have no problems. But that's not what we have right now.
I do like this idea though, along with your other ones, but this seems like a good idea. Though it depends on what you mean by "interrupt". Does this mean Pocket or Gravitational Pull and the like are still fair game to hit Ness? What about push back, which is technically damage but without hitstun?Grant Ness the ability to use PK Thunder twice off-stage, should his PK Thunder be interrupted.
- At times, when Ness wall-bounces, his PK Thunder hits the stage (ex.: Final Destination), rendering wall-bouncing meaningless.
- Hitting Ness directly, however, will reset PK Thunder so that he can try two times.
I think my main problem with Ness' recovery is the plethora of OTHER much safer and less counterplayable ways to take out the PK Thunder. If the main counter to it was that thing EVERY character can do AND the kind that the Ness player can work around with enough prediction/reads/skill, I would have no problems. But that's not what we have right now.
Yeah, that's definitely a good differentiation; "Flaw". I think that works. Basically something that seems more like a flaw in design than something that is balanced to be bad in that certain way. For the Din's Fire example, it still has high endlag and no hitbox until release with a delay. Overall, a slow move. It doesn't NEED the freefall after use to fulfill its weakness nor strength. Same for PK Flash. So yes, these definitely are different things, and I am glad we can see eye to eye there.I'm in favor of reducing strengths if necessary. A good example of this is in SSBU, where Ness' PK Flash moves faster at the cost of it not being as powerful. Although "flaw" and "weakness" are synonymous, perhaps "flaw" would have been a preferred word. In previous games, when Zelda used Din's Fire, she would fall to her death if she was off-stage. This has been improved. Ness' PK Flash also doesn't leave him in such a state if he uses the attack in the air, even if by accident. I think if I gave examples of weaknesses or flaws, that it would help clarify what I mean so that improving a move wouldn't make other moves meaningless. Fox and Falco used to only be able to use their forward special to recover, but now they can perform that and then their up special. Ike could probably be given a similar treatment to improve his recovery. Or perhaps it could be given to Chrom, since Chrom isn't like Ike in that regard.