I like fads too. So instead of cluttering the Impractical Moves thread, let's make a separate thread for our "buffs wishlist"
Even the Game & Watch mains are doing it so we can too (insert picture of Anime ambition, fist-raised, fire in eyes, note slight sarcasm, tipped glasses) -
I'll keep this brief as possible.
Toon Link benefited a lot from shieldstun, hitstun and hitlag modifications. With the buffer set to 10 frames, you can see he has lost none of his ATs from gravity modifications so he's one of the very few characters that you don't have to relearn as much.
He also benefits from momentum capture. Who doesn't love to run off the stage with a boomerang into fair gimp? That is like...really cool. Except when they DI and live. <_<
He has a lot of butter and bread combos, using his zair, bombs, boomerang, utilt, bair and nair to create redundant but effective strings.
He still has trouble killing, extremely predictable approach, and at higher percents all his combos become nearly obsolete. However this and his recovery are notable weaknesses that keep him in check. Overall he would theoretically be in middle B tier now in comparison to his former self.
If we want buffs, they should be small. Note that these are a handful of my own suggestions, and even with enoughbribery support, only a handful of these may even be implemented. Note that demand brings supply, or something like that, so if you really want something, rally up and get it done.
Dash Attack - Slightly BKB on dash attack, or perhaps bigger growth. This allows it to be used as an edgeguard at more reasonable percents (bigger growth), while maintaining the ability to follow-up on it if it causes a trip (at lower percents). The first suggestion may be better over all though since it's terribly risky to land at lower %'s anyway.
Dtilt - increase trip rate I suppose. <_<
Ftilt - It's identical frame data wise to Marth's fsmash, so it should have *almost* same killing capacities of an untippered fsmash. Make it kill around 130. This is so it can be used as a last resort kill move, not a "kill once foe is past 180%."
Utilt - keep it. FFers can FF and tech at lower percents, decreasing knockback won't work. It's perfect and is suppose to allow a follow up from bair anyway.
Fsmash - If there's someway to prevent characters from SDi-ing out of it, or maybe adding IASA frames on the first hit, that would be great (seriously 50 frames of cooldown means Jiggs can Rest us <_<). Keep hitlag as it is as vBrawl hitlag made this move worthless.
Dsmash - remove the glitch and increase BKB. This thing doesn't kill until 130-145 on MIDWEIGHTS. TL is suppose to have a hard time killing but there's no way to combo into this and it's the worst kill move and still unsafe on shield. It should kill around 120% tbh.
It can also be DI'd out so the second hit doesn't do anything, or SDI'd so they can tech and have frame advantage.
Grounded UpB (aerial one is fine) - if there's a way to apply the wind hitbox of mach tornado that sucks the opponent in, that would be good. Increase damage output more when it's charged or something. Other than it should keep it's KB on the ground. It's not suppose to kill anyway.
Dair - It would be splendid if we could slow fall this like GnW. That and less overall lag in the air.
Or readd the fire effect for extra hitstun so meteor canceling it isn't so easy (or something).
Even the Game & Watch mains are doing it so we can too (insert picture of Anime ambition, fist-raised, fire in eyes, note slight sarcasm, tipped glasses) -
I'll keep this brief as possible.
Toon Link benefited a lot from shieldstun, hitstun and hitlag modifications. With the buffer set to 10 frames, you can see he has lost none of his ATs from gravity modifications so he's one of the very few characters that you don't have to relearn as much.
He also benefits from momentum capture. Who doesn't love to run off the stage with a boomerang into fair gimp? That is like...really cool. Except when they DI and live. <_<
He has a lot of butter and bread combos, using his zair, bombs, boomerang, utilt, bair and nair to create redundant but effective strings.
He still has trouble killing, extremely predictable approach, and at higher percents all his combos become nearly obsolete. However this and his recovery are notable weaknesses that keep him in check. Overall he would theoretically be in middle B tier now in comparison to his former self.
If we want buffs, they should be small. Note that these are a handful of my own suggestions, and even with enough
Here is what I suggest -I am working on fixing the TL D smash glitch as its on my list of things to do today actually.
For the rest of the suggestions we can definetly look into them, but have you considered other uses for the moves? Such as using dash attack as an edgeguard and such?
I dont have alot of time with TL so I dont know all his moves in depth, but I definetly know he is pretty beastly. If we can get some good suggestions and ways to fix his bad moves maybe we can.
Dash Attack - Slightly BKB on dash attack, or perhaps bigger growth. This allows it to be used as an edgeguard at more reasonable percents (bigger growth), while maintaining the ability to follow-up on it if it causes a trip (at lower percents). The first suggestion may be better over all though since it's terribly risky to land at lower %'s anyway.
Dtilt - increase trip rate I suppose. <_<
Ftilt - It's identical frame data wise to Marth's fsmash, so it should have *almost* same killing capacities of an untippered fsmash. Make it kill around 130. This is so it can be used as a last resort kill move, not a "kill once foe is past 180%."
Utilt - keep it. FFers can FF and tech at lower percents, decreasing knockback won't work. It's perfect and is suppose to allow a follow up from bair anyway.
Fsmash - If there's someway to prevent characters from SDi-ing out of it, or maybe adding IASA frames on the first hit, that would be great (seriously 50 frames of cooldown means Jiggs can Rest us <_<). Keep hitlag as it is as vBrawl hitlag made this move worthless.
Dsmash - remove the glitch and increase BKB. This thing doesn't kill until 130-145 on MIDWEIGHTS. TL is suppose to have a hard time killing but there's no way to combo into this and it's the worst kill move and still unsafe on shield. It should kill around 120% tbh.
It can also be DI'd out so the second hit doesn't do anything, or SDI'd so they can tech and have frame advantage.
Grounded UpB (aerial one is fine) - if there's a way to apply the wind hitbox of mach tornado that sucks the opponent in, that would be good. Increase damage output more when it's charged or something. Other than it should keep it's KB on the ground. It's not suppose to kill anyway.
Dair - It would be splendid if we could slow fall this like GnW. That and less overall lag in the air.
Or readd the fire effect for extra hitstun so meteor canceling it isn't so easy (or something).