goodoldganon
Smash Champion
As with every set we release, we get close to releasing it and then get some sweet new code to add to a character. Well we have Chibo's tournament on the 16th and we should really have a concrete set two weeks before the tournament. I'm realistic and that isn't happening so I'm giving us a deadline. We need an official set for Monday (Tuesday at the latest). There are some things we still need to discuss so I thought I'd highlight them here and see where you guys stand.
-Lucas: We way overbuffed him. We need to address the N-air issue and his U-tilt, PK Fire, and F-tilt are all too good (at least in my and many others opinions.) We'll free up 3 lines of frame data for a character that didn't need that much help.
EDIT: SHeLL made some fixes for him
-Lucario's Extreme Speed and Wolf's Shine: It's badass we all know it, but will it be too good? In my eyes I believe once someone masters it, it's gonna be way to good of a skill for an already solid character to have. Much like Wolf's shine, we shouldn't be giving good characters new and interesting techniques because they are BA. We opened up a world of possibilities for those characters, yet we still have characters like Link, D3, and Bowser who are left out high and dry.
EDIT: We are gonna wait and see how these play out
-Ganon's Wiz Truck: I firmly believe the new one is too powerful in teams and FFAs and we need to address that. SHeLL is currently gonna try 85 base and 2x winddown on the Quake and Grounded Kick (since their IDs are tied together). I still stand by the original values Cape and I had. It killed at 110% at the edge of stages and set up great edgeguards. It was very reasonable. The kick is too powerful for how quickly it winds down but I feel anything lower then 2.25x wind down and we'll lose Quake Combos.
-Ike's Recovery: Unless we can get the code working to only give him an up-b if he swings the sword we need to remove him from that code. His recovery went from garbage to one of the bests. It's way too good in Ike's hand.
-Up-B momentum code: Last night when I played it still wasn't affecting Link and Tink.
-Marth: There was a heated debate in the IRC about if Marth is too good in Brawl+ and how we would go about nerfing him. Cape, Paprika, or SHeLL recorded the whole discussion so we can discuss Marth from there.
-MK's Glair: We deemed that Shuttle Loop -> GLair was too good and spammable. Leaf came up with a reasonable nerf to the tactic so I'll leave that to him to describe.
-Snake's Tilts: Was Snake good enough to receive that nerf? That's really the one question here. I'm content with them, though I'm unsure if it was a balance nerf or a 'that **** is gay' nerf.
-Samus's Super Missiles: We keep saying they are too strong but never do anything about it.
EDIT: It has most likely been taken care of.
Those are all the major points I could think of that we need to address before this next release. Post any other concerns you have here as well. As you can see we have a lot of work ahead of us. Let's stay on target and get this set ready for a great release on Monday.
-Lucas: We way overbuffed him. We need to address the N-air issue and his U-tilt, PK Fire, and F-tilt are all too good (at least in my and many others opinions.) We'll free up 3 lines of frame data for a character that didn't need that much help.
EDIT: SHeLL made some fixes for him
-Lucario's Extreme Speed and Wolf's Shine: It's badass we all know it, but will it be too good? In my eyes I believe once someone masters it, it's gonna be way to good of a skill for an already solid character to have. Much like Wolf's shine, we shouldn't be giving good characters new and interesting techniques because they are BA. We opened up a world of possibilities for those characters, yet we still have characters like Link, D3, and Bowser who are left out high and dry.
EDIT: We are gonna wait and see how these play out
-Ganon's Wiz Truck: I firmly believe the new one is too powerful in teams and FFAs and we need to address that. SHeLL is currently gonna try 85 base and 2x winddown on the Quake and Grounded Kick (since their IDs are tied together). I still stand by the original values Cape and I had. It killed at 110% at the edge of stages and set up great edgeguards. It was very reasonable. The kick is too powerful for how quickly it winds down but I feel anything lower then 2.25x wind down and we'll lose Quake Combos.
-Ike's Recovery: Unless we can get the code working to only give him an up-b if he swings the sword we need to remove him from that code. His recovery went from garbage to one of the bests. It's way too good in Ike's hand.
-Up-B momentum code: Last night when I played it still wasn't affecting Link and Tink.
-Marth: There was a heated debate in the IRC about if Marth is too good in Brawl+ and how we would go about nerfing him. Cape, Paprika, or SHeLL recorded the whole discussion so we can discuss Marth from there.
-MK's Glair: We deemed that Shuttle Loop -> GLair was too good and spammable. Leaf came up with a reasonable nerf to the tactic so I'll leave that to him to describe.
-Snake's Tilts: Was Snake good enough to receive that nerf? That's really the one question here. I'm content with them, though I'm unsure if it was a balance nerf or a 'that **** is gay' nerf.
-Samus's Super Missiles: We keep saying they are too strong but never do anything about it.
EDIT: It has most likely been taken care of.
Those are all the major points I could think of that we need to address before this next release. Post any other concerns you have here as well. As you can see we have a lot of work ahead of us. Let's stay on target and get this set ready for a great release on Monday.