Selpar
Smash Cadet
- Joined
- Jan 27, 2015
- Messages
- 33
I think it would be fair if:It is hard and risky to do I agree, but it's balanced that way. Teleporting as of itself is a very good recovery for any character. With the hitbox at the end it's harder to edge guard him but is that fair? As it's hard to go off the stage and stop his recovery due to the teleport. It only makes sense to have the grab at the end/beginning so the recovery isn't too good and there is room for punish if the Ganondorf player messes up.
Acting out of teleport is tricker... On one end its awesome but if not done perfectly with some sort of draw back it becomes OP quite easily. I think a happy medium would be to:
- grab at the beginning/end
- able to use A moves out of teleport with BUT can't use specials (or at least just side B to not be able to recover more)
- has enough start up lag before Ganon actually goes into teleport (not for the grab hitbox to come out, that should be very fast) so that the oppenent has room to punish.
In v3.5 it was too good. It was a super easy, super safe gtfo move that also gave the Ganon player to attack after. And it wasn't fun or fair for anyone playing against it...
So like I said it needs a balance otherwise it should stay as it is imho.
- it only grabbed at the beginning
- no side B out of teleport
- no side B cancel out of down B (I haven't tested if this works in version 4.1 but it totally does in version 3.1 mixed and it's pretty OP)
- 0.2-0.3 seconds start up lag before teleport (not sure exactly how long the start up lag should be but some where in that range would probably be fair) to allow time for players to punish careless use, but still fast enough to be used as a viable recovery move.