Yeah in testing I can't find a difference either, so it's probably the same. BW is insistent that he can't escape up-throw up-air anymore though, says there's more hitstun or something. Doesn't really make any sense, but it's a matchup he plays every week in both games so I'd trust that something is up. Definitely could just be PM visual cues tricking him up though, it seem escapable in Debug mode.
Get'em to re-test it.
Peach and Zelda's airdodges were matched to Melee in 3.5.
This is what I thought.
Canada has Weon X who is currently dominating the Ontario scene but the ranked players are getting closer and closer to his level.
Quebec PMing at all or just Ont?
@
DrinkingFood
I'm pretty sure we're familiar with the absolute opposite regions. Like PERFECTLY opposite. lol
Snake is pretty much at the bottom of high tier
Truth
Snake is OP
The worst characters in the game are Kirby and Pichu.
I really wish we could hard reset everyone's memory of Melee so people's tier lists wouldn't be so bad. Fox won't even be top 5.
but... Bowser
And tru dat
*quietly puts on shades*
Also Mewtwo.
I know of Chillin and Neon and that's all I can think of offhand.
Tru dat to mewtwo
meh at the rest
What are everyone's thoughts on Zelda?
She can kill if she gets a hits, and has a threatening area around her to make those hits possible in some ways.
Instead of moving through space to get RIGHT INTO that threatening space (think Peach dancing), she maneuvers that threatening space around so the opponent has to stay out.
Very different dancing. Something that has never been present in a Smash game in any significant way. Especially not in Melee. It's a cross between Ganon trying to corner someone with his dysfunctional neutral kit, while exchanging the need to cover yourself > for the need to not giving up the space you're covering the way a Melee Zelda would, or a half-camping Ivy or Oli would.
Attrition through burst-threats, rather than burst-threats through attrition. If that makes sense.
Side-note, these kinds of characters are always the last to develop when it comes to meta-game. The meta-games of others dictates more about this kind of match-up and game-plan than the character performing this. Hence it's so odd and janky. Gotta know Zelda really well to not get bopped by silliness, but then it's really hard for Zelda to not get bopped until she adjusts to whatever the opponent does in response.
Zelda comes last in nature of this pacing, but if the opponent (PM players who fight Zelda's) don't do the work first, then the meta-game will also be degenerate.
None of the nerfs to Fox have addressed anything problematic at all.
Was talking about this elsewhere.
I've also figured it would come to 2 things.
1) Lasers getting around Samus's Z-Air range, or whatever the 'close range' would be where it gets the full-damage from a laser.
Eliminates the need to occupy so much distance when it's ideal to play the Fox-camp-counter-approach game, which makes the mid-ranges a lot less over-committing if the opponent wants to commit to anything. Makes BIG distances less of a slowly-automatically-winning-position for Fox, and rather just a strong position.
2) Move the angle on U-Air to be slightly to one side. So DIing the wrong way is death off the top, DIing right can help you live. SDIing and DIing mixed makes it really interactive to get one without messing up the other, on top of Fox mixing up U-Air spacing and timings and directions. Lots of play, and lessens the auto-mode stuff.
Just kind of predict that if it were to go anywhere from here, that would be the place it would go because the PMDT kind of get that you can't just wreck stuff in the game for the sake of balance, but instead can make stuff more engaging for better play and that alone is auto-balancing.
Edit
3) is that I always thought CF would get some similar treatment for diversity and interaction interest sake.
U-Air having a more vertical angle, N-Air's 2nd hit having a more Jiggs-N-Air KB to it. Makes decision making a lot more interactive and interesting without losing anything he already has. It's less cart-wheels to death and more cart-wheels that will lead to death based on player-options, but more options and decisions to make on the way. More utility has to be used to actually make it work, but it can be just as free.
If the opponent makes the wrong play, or CF makes the right play. Instead of CF just makes the play regardless of whatever each player does.
CF can be the linear as ever character though. He's solid, would be nice if he was cooler.