Cloud's results: https://docs.google.com/forms/d/e/1...XVAlHh-pQTGDijhngpFpgP4y9TTdMFw/viewanalytics
won, so here's his poll: https://forms.gle/FcUDJ4eoQ6JJDCJR9
You'll notice I have replaced mid tier with upper mid tier and lower mid tier, to help distinguish characters who are on the lower range of viability. I didn't want to have seven tiers because I felt it would be unfair to the plurality of people who voted for only five tiers, so this is my compromise.
Here are the characters you can vote for to be discussed tomorrow, who don't have big red dudes helping them:
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) 
At release,
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seemed like a pretty balanced character, normally being rather weak but getting temporarily enhanced to counteract it. After a few months, though, he seems a little overtuned, as both his normal and Arsene forms are noticeably better than we thought at first, and it's become easier for good players to reach and maintain Arsene for the majority of the match. MKLeo has already won numerous tournaments with Joker, and he's only had a few months with the character! For this reason I and many others think he's definitely top tier and should probably get toned down a bit:
- Make aerial Gun have some more end lag. Currently you can pretty much immediately cancel a gun shot into whatever else you want, which is a little silly considering how good it is at edgeguarding already.
- Reduce the range on Grappling Hook. This would prevent his recovery from being great without Arsene, which seems like a reasonable nerf given that Arsene should be the stronger version.
- Tetrakarn is a little bit silly as a counter. I'm fine with its multiplier being high considering he only has it while Arsene is out, but the range it has is just not okay and makes the move easily the best of its kind. Please reduce that range to make some sort of sense.
- Make Arsene charge more slowly from getting hit and from Rebel's Guard, and make Arsene last a base time of 25 seconds instead of 30. As mentioned above, this would help in making sure that he can't be in Arsene for a large majority of the match, as Arsene should be a temporary boost.
- (Buff) Make dash attack connect better. I would say F-air as well, but I don't know how you'd do that without also making the kill confirm of F-air 1 into U-smash easier to land at a wider percent range, which I want to avoid doing.
- (Optional buffs) There could be small damage buffs to non-Arsene moves to help compensate the nerfs. Jab, D-tilt, N-air, D-air, and aerial Grappling Hook come to mind.
Voting for Banjo & Kazooi-- never mind, Sakurai tricked us again! It's
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!