MeLON17
Smash Rookie
I believe that to have a viable heavy character they need good combo starters and less landing lag on aerials. I also think the need either a counter move or a bood recovery like kkr.
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And you don't feel the massive gap in attack and/or attack speed closing even a little bit?Playing this game, it feels like the way they're balancing heavies this time around is simply by making them kill even earlier than before.
I honestly don't think this is the right way of doing it. There needs to be a better of way of making heavy play more skillful and not just "a few hits and a Smash".
What universe do you live in?Playing this game, it feels like the way they're balancing heavies this time around is simply by making them kill even earlier than before.
Still, this is really harsh. It's call a misunderstanding.What universe do you live in?
Did you somehow forget that Bowser and DK both had kill confirms in the last game that worked as early as 50%? Nothing in Ultimate even comes close to that. Cargo Bthrow doesn't kill until past 100, nor does Dthrow>Fsmash with K.Rool if your opponent is half-decent at mashing.
Also, they've absolutely done more for heavies than just make them kill earlier, and 5 minutes with any of them should've told you that. Bowser gained super armor on a lot of his ground moves, making his ground game extremely difficult to contest. DDD has better ways to deal with projectiles and better projectiles of his own. Ganon has better burst options and higher mobility. K.Rool has a strong recovery, decent projectiles, and a kill setup. Incineroar has high damage output, high kill power, the best counter in the game, and insanely good buttons. DK... is mostly the same actually, except he kills later, has a better jumpsquat, and can use his great tilts out of a dash. The fact that all you noticed was that "they kill earlier," something which is demonstrably untrue, makes me wonder if you've even played the game.
Still, this is really harsh. It's call a misunderstanding.What universe do you live in?
Did you somehow forget that Bowser and DK both had kill confirms in the last game that worked as early as 50%? Nothing in Ultimate even comes close to that. Cargo Bthrow doesn't kill until past 100, nor does Dthrow>Fsmash with K.Rool if your opponent is half-decent at mashing.
Also, they've absolutely done more for heavies than just make them kill earlier, and 5 minutes with any of them should've told you that. Bowser gained super armor on a lot of his ground moves, making his ground game extremely difficult to contest. DDD has better ways to deal with projectiles and better projectiles of his own. Ganon has better burst options and higher mobility. K.Rool has a strong recovery, decent projectiles, and a kill setup. Incineroar has high damage output, high kill power, the best counter in the game, and insanely good buttons. DK... is mostly the same actually, except he kills later, has a better jumpsquat, and can use his great tilts out of a dash. The fact that all you noticed was that "they kill earlier," something which is demonstrably untrue, makes me wonder if you've even played the game.
While I like your very nicely done analysis between KI:U and Smash bros and how they balance their heavyweight options, as someone who never played KI:U and only sparingly watched his little brother play it, do you think you can more clearly translate what this "get up state" you are referring to and how the options of said "get up state" fair in both games as a sort of direct comparison rather than talking at length about KI:U's version with only a few connections to Smash? That would be great. :DSince some people pointed out about the get up state stuff when talking about heavyweights, I should stuff about Kid Icarus Uprising.
I'm going to start with this moment:
https://www.youtube.com/watch?v=FEGo1hIizyY&t=1h20m25s
Kid Icarus Uprising's getup ability is not nearly as horrible as Smash's to begin with as well, which punctuates the effectiveness I pull in this general moment. It ends up favoring clubs. Why? Well, first off, none of the options suck at all: Ukemi actually gives competent enough invincibility frames to stagger followup against execution of it; the get-up roll is actually versatile enough; and the get-up attack is a free aimable Forward Shot instead of a freaking half-efforted swipe that doesn't even anti-air. And if you're going to argue that that's KIU's context, then I'd say I'd expect Smash to be the game with the higher amount of invincibility frames for get-up options, including the get-up attack. Get-up options being versatile as they are in KIU means there's an actual minimal maneuverability in getting up without having to give clubs more than low general mobility. Oh, and BTW, the Forward Shot for the get-up attack benefits the bajeezus out of Skyscraper Club, because who wouldn't want instant chargeup for a megaton 128 base damage (for reference, fighters in KIU have 220 HP) big charged shot that can set up and its only weakness beyond low velocity is the high chargeup. Oh, and I'll get to your answer to that.
The more important reason is that get-up options can still be read and punished accordingly. I actually punished the get-up at the end of that string with a Back Shot, when in general, you might have expected the opponent to just move away from me where Skyscraper's generally poor shot velocity is problematic, but why I did the Back Shot anyway was because I expected Kevas-Z to do as he did and guess that I'd try to snipe an escape roll with Neutral Shot because 30m/s, while still not that good, is by no means worth underestimating, least of all if you want to twitch your escape plan, given that the highest base running speed is 17m/s (Brawler Claws) and the get-up roll, not even clearing 10m in total, is sure to still have even less momentum. For reference, Skyscraper Club, despite its (nonsensically) *ABYSMAL* max range damage multiplier of 25% on its shots, still 3HKOs at base with ANY attack other than Back Shot at 30m, and anybody who gets hit at that distance or even further has problems anyway. (Don't say Invisible Shots, you can hold that by listening to sound and it's not even cost-effective even if it didn't have to worry about stalling Powers such as Playing Dead.) Oh but wait, Skyscraper Club gets a projectile, that breaks the point of heavies not having projectiles. Actually, EVERY weapon type in KIU has projectile ability. In fact, clubs LOSE rapid fire attacks, having for replacements some (unfortunately lame) swing attacks. If anything, they're better off than Smash Bros. heavies' already considering a large portion of the characters already has some form of projectile play that's especially overbearing against them.
Ya know. That's a key factor to what makes heavies suffer throughout the Smash series: exaggerated RPS of artillery beating heavy infantryman, while the heavy infantryman gets NOTHING in the Smash series' mechanics to keep cavalry from suddenly countering THEM too. It definitely explains a LOT with Meta Knight in Brawl any way you slice it, because even if he's not broken by inflated stats, he's still given a favorable environment for free.
Thank you. I'll definitely be sure to add more about the get-up option.While I like your very nicely done analysis between KI:U and Smash bros and how they balance their heavyweight options, as someone who never played KI:U and only sparingly watched his little brother play it, do you think you can more clearly translate what this "get up state" you are referring to and how the options of said "get up state" fair in both games as a sort of direct comparison rather than talking at length about KI:U's version with only a few connections to Smash? That would be great. :D
I want to know in a more comparative sense how KI:U balances the "mighty glacier" where Smash fails to.
I was about to start on the other concept that helps Mighty Glaciers that doesn't relate to Powers, but you post this, so....The long story short is that Kid Icarus has I-frames out the yin-yang, and Smash does not.
Getup options in Kid Icarus are, effectively, unpunishable. I-frames are granted and are not cancelled by other animations. So you can do literally anything while invincible from getup, and also dodges.
Attacking getups don’t grant nearly as much I-frames as other dodges but it gives you what would probably translate to Smash as a spaced Bair for free. In Kid Icarus you’re downright at an advantage in getups.
For a normal fighting game this would probably be too volatile, but in Smash I could see it working. Though other fighters can achieve such a thing in different ways, like in Pokken for example. In Pokken you cannot be punished for getups themselves, you can guard the frame the I-frames run out. You could be grabbed, but then attacks that crush grabs frame 1 exist. Frame 1 invincible backdashes also exist. So no matter what, even though getups put you at a disadvantage, an option must be committed to to beat it out. Versus Smash’s where just spacing a Nair stops them cold.
Agreed. It wouldn't really change anything. Speedsters would still home in on glaciers no matter what.I'm not seeing why making getups safer in Smash would help the glaciers in Smash.
Getups in Smash are universally punishable; it doesn't really matter whether you're a speedster or a glacier. I thought we're determining that a lot of the problem is putting heavies in disadvantage, which someone described as them being unable to get back on the ground due to being juggled or edgeguarded.
It really isn't an easy problem to fix. Practically half the problem is heavies having such massive hitboxes.
I'm honestly starting to think that the only way to balance heavies would be to take notes from most fighters and not have such large variance in frame data. Ultimate is already making steps toward that, but the downside is that it takes the fun out of playing heavies.Agreed. It wouldn't really change anything. Speedsters would still home in on glaciers no matter what.
Honestly, as it stands, heavies are only good against themselves and other characters with poor frame data. They're all gimmicky in a bad way, with K. Rool being the most blatant example.
As long as it doesn't go to Brawlhalla extremes of removing most moveset variance altogether, I think we'll be fine.I'm honestly starting to think that the only way to balance heavies would be to take notes from most fighters and not have such large variance in frame data. Ultimate is already making steps toward that, but the downside is that it takes the fun out of playing heavies.
Large variance in anything across characters causes a lot of problems. I am an advocate for much less variance in frame data too, but here's the thing. It doesn't have to be just frame data that does it. I already talked about my priority system being not based on move damage but its own thing in Smash, and it can allow for heavier characters (or slower attacks in general) to beat out faster ones should they collide, which can put neutral in favor of the low frame data character since they can answer any fast character's advance unabated.I'm honestly starting to think that the only way to balance heavies would be to take notes from most fighters and not have such large variance in frame data. Ultimate is already making steps toward that, but the downside is that it takes the fun out of playing heavies.
Isn't priority already its own thing? I agree they could certainly balance it better, though.Large variance in anything across characters causes a lot of problems. I am an advocate for much less variance in frame data too, but here's the thing. It doesn't have to be just frame data that does it. I already talked about my priority system being not based on move damage but its own thing in Smash, and it can allow for heavier characters (or slower attacks in general) to beat out faster ones should they collide, which can put neutral in favor of the low frame data character since they can answer any fast character's advance unabated.
And I don't think it takes fun out of heavies at all. Just have more tools they can use that actually work. For example, Ganon's UTilt is still hilariously situational, so people can't use it as its own move very often. Same with Warlock Punch.
Priority is based on the difference between two moves' damage values. I believe they need at least a 13% difference to not clash but have one beat the other. Air to ground and air to air also don't seem to obey this rule.Isn't priority already its own thing? I agree they could certainly balance it better, though.
The difference in damage that allows one move to beat another is 9%, actually — which is still high enough that one move outright beating another is relatively rare.Priority is based on the difference between two moves' damage values. I believe they need at least a 13% difference to not clash but have one beat the other. Air to ground and air to air also don't seem to obey this rule.
There are caveats to priority, like some moves will never clash but will be cancelled, making the full move animation go through without doing anything.
Ah, now I understand things better. If heavies would get a priority advantage, it could lead to a better RPS game where heavies can power through most attacks but not beat shields, but ALSO have a good grab game to mix things up.Priority is based on the difference between two moves' damage values. I believe they need at least a 13% difference to not clash but have one beat the other. Air to ground and air to air also don't seem to obey this rule.
There are caveats to priority, like some moves will never clash but will be cancelled, making the full move animation go through without doing anything.
Getups aren't objectively safer in KIU; they're just safer against reaction in general because the options are so distinct in usefulness. Reads can still gut them, which is what's more important. And as I point out, KIU's getups are actually more committal, so you can actually chase--I definitely do it with freaking Skyscraper Club, even if it helps that everybody actively wants to get the blazes away from me and my 2-3HKO Shots.I'm not seeing why making getups safer in Smash would help the glaciers in Smash.
Getups in Smash are universally punishable; it doesn't really matter whether you're a speedster or a glacier. I thought we're determining that a lot of the problem is putting heavies in disadvantage, which someone described as them being unable to get back on the ground due to being juggled or edgeguarded.
It really isn't an easy problem to fix. Practically half the problem is heavies having such massive hitboxes.
Though if you missed the later point of my second post, I pointed out about walking because the problem isn't that Smash makes the Mighty Glacier's disadvantage stage awful, oh no. It's that their advantage state STILL has problems
I still think the best way to "fix" heavies is to not treat them like they are stereotypical heavies. You can make big body characters have good disadvantage just as you can make small bodies have bad disadvantage. You don't have to make their frame data bad, you don't have to make their recoveries bad, you don't have to have armor out the wazoo like K. Rool or PM Bowser. Just make good characters.J0eyboi brought up that with heavies doing as much damage and killing as early as they do, they really don't need to stay in advantage for long to get a kill. I disagreed with him at first, but I do see his point now.
Heavies could certainly get more reversal and get-off-me options, but I don't think a whole bunch of invincibility frames is the way to do it.
How easy a move is to work with (i.e. how easily it connects and how safe it is if blocked, dodged, or whiffed) tends to come down to four things — frame data (how fast it starts up and cools down), priority (how well it beats out other attacks), range (how large the hitboxes are and how far they extend from the user), and armor (how well the attack can resist potential interruptions). A move that has all four factors to a strong degree is broken unless it's so weak that the reward for landing it is minimal; balance requires a trade-off between these four factors (as well as things like hitbox duration and whether or not it can be blocked) and the reward for landing the move (damage, knockback, and miscellaneous things like stunning, healing, or damage over time). I believe your Bowser revamp thread covers this very subject, namely that a character simply cannot be viable without having at least a few moves that are fast and/or safe to start combos and escape pressure in any basic situation (i.e. both ground and air). Without any ability to apply or escape pressure, a character is worthless, but a character can have an overall highly risky and tough-to-use moveset as long as it includes a few options that are viable for establishing advantage and/or escaping disadvantage in most circumstances.I still think the best way to "fix" heavies is to not treat them like they are stereotypical heavies. You can make big body characters have good disadvantage just as you can make small bodies have bad disadvantage. You don't have to make their frame data bad, you don't have to make their recoveries bad, you don't have to have armor out the wazoo like K. Rool or PM Bowser. Just make good characters.
I still do think Smash Ultimate is the best heavies have been, and I theorize it's because the balance team didn't abide by these rules as much as the last game. For example, DK and Dedede's landing lag is pretty average compared to smaller characters of the cast. Their general frame data is still slow, but that's due more to range than anything else. They seem to outprioritize most attacks too. They also have speed where it matters, especially in their more neutral oriented moves like Jab, DTilt, UTilt, BAir, FAir, and NAir for Dedede for an example.
In short, they seem to be designing them like they are just any other character.
I do think the priority system could use an overhaul, because the way it works right now is really bad. Being damage-based is bad enough on its own, but the fact that it doesn't even apply to most situations pushes it over the top. That said, I don't see that happening anytime soon.Large variance in anything across characters causes a lot of problems. I am an advocate for much less variance in frame data too, but here's the thing. It doesn't have to be just frame data that does it. I already talked about my priority system being not based on move damage but its own thing in Smash, and it can allow for heavier characters (or slower attacks in general) to beat out faster ones should they collide, which can put neutral in favor of the low frame data character since they can answer any fast character's advance unabated.
Ganon is a special kind of poorly designed. Making him good would require a lot more than just giving him a usable Utilt, though that is a start.And I don't think it takes fun out of heavies at all. Just have more tools they can use that actually work. For example, Ganon's UTilt is still hilariously situational, so people can't use it as its own move very often. Same with Warlock Punch.
Priority and armor are pretty much the same thing.How easy a move is to work with (i.e. how easily it connects and how safe it is if blocked, dodged, or whiffed) tends to come down to four things — frame data (how fast it starts up and cools down), priority (how well it beats out other attacks), range (how large the hitboxes are and how far they extend from the user), and armor (how well the attack can resist potential interruptions).
I'm glad you brought up my Bowser rework thread, because I think it's the modus operandi of how to make heavies in general at least viable against every matchup rather than being very specialist, "good against x, terrible against y" characters. Every single game I've ever played that had viable heavyweight characters surrounded by speedsters involved said heavyweights being fast in certain ways that work with the system of the game they're in. For Bowser specifically, I would make certain moves very fast or safe on shield while still being potentially bad in the frame data department. But never ALL of the moves.How easy a move is to work with (i.e. how easily it connects and how safe it is if blocked, dodged, or whiffed) tends to come down to four things — frame data (how fast it starts up and cools down), priority (how well it beats out other attacks), range (how large the hitboxes are and how far they extend from the user), and armor (how well the attack can resist potential interruptions). A move that has all four factors to a strong degree is broken unless it's so weak that the reward for landing it is minimal; balance requires a trade-off between these four factors (as well as things like hitbox duration and whether or not it can be blocked) and the reward for landing the move (damage, knockback, and miscellaneous things like stunning, healing, or damage over time). I believe your Bowser revamp thread covers this very subject, namely that a character simply cannot be viable without having at least a few moves that are fast and/or safe to start combos and escape pressure in any basic situation (i.e. both ground and air). Without any ability to apply or escape pressure, a character is worthless, but a character can have an overall highly risky and tough-to-use moveset as long as it includes a few options that are viable for establishing advantage and/or escaping disadvantage in most circumstances.
I agree. That's why I actually think Ganon's rework in Ultimate is nowhere near far enough. He needs to be reworked from the top down. Except Flame Choke, because I actually like the idea of that (I personally would change it to be a mid range command grab though without the dash forward).Ganon is a special kind of poorly designed. Making him good would require a lot more than just giving him a usable Utilt, though that is a start.
You mean Ultimate's changes weren't enough? What is it about Ganondorf that's crippling him besides his poor mobility?I agree. That's why I actually think Ganon's rework in Ultimate is nowhere near far enough. He needs to be reworked from the top down. Except Flame Choke, because I actually like the idea of that (I personally would change it to be a mid range command grab though without the dash forward).
Range and lack of armor, I believe. Sword Smashes trade frame data for better tech chase options, and WP can power through weak hits. But that's still not much.You mean Ultimate's changes weren't enough? What is it about Ganondorf that's crippling him besides his poor mobility?
Mostly the fact Ganon still has some remnants of Falcon clone that he probably shouldn't, namely his specials (besides Flame Choke). But if you want presently in Ultimate, while Ganon is definitely good, I don't think he's good enough per se. This is theoretical as hell, but I posit that his main weaknesses of being easy to gimp and slow are not paid in kind by his strengths.You mean Ultimate's changes weren't enough? What is it about Ganondorf that's crippling him besides his poor mobility?
Wait... isn't “sucks outside of close range, where he’s amazing, but his terrible mobility hampers his ability to get close to begin with” a more apt description of Incineroar?Mostly the fact Ganon still has some remnants of Falcon clone that he probably shouldn't, namely his specials (besides Flame Choke). But if you want presently in Ultimate, while Ganon is definitely good, I don't think he's good enough per se. This is theoretical as hell, but I posit that his main weaknesses of being easy to gimp and slow are not paid in kind by his strengths.
When you have a game that relies on mobility as much as Smash does, if your character's weakness is lack of mobility, they either need high mobility that is situational, or a ton of other upsides against every other standard character. So for Ganon, his lack of true disjoint hurts him and his lack of projectile also hurt him. But if you don't want him to be a zoner, you sure can do that. It's possible.
The solution for Ganondorf is that he needs to be the BEST in the game bar none, at CQC. This means a skewed range/frame data balance where both are in his favor, an actual combo game should he get in, and moves that can't be outprioritized easily or at all.
The name of the game is "Ganondorf sucks until he is in close range, then he's the best character ever". And this is again balanced by his mobility being terrible. That is not what we have in Ultimate despite his mobility being barely buffed compared to the standard of the game, so theoretically, he shouldn't be good enough.
Well my friend, I'm glad you noticed that, because Incineroar is basically Ganon's archetype done correctly (and even then, Incineroar could use some buffs here and there, but that's less about his archetype being fundamentally broken and more just tweaked in some areas).Wait... isn't “sucks outside of close range, where he’s amazing, but his terrible mobility hampers his ability to get close to begin with” a more apt description of Incineroar?
First of all, poor mobility is a huge problem.You mean Ultimate's changes weren't enough? What is it about Ganondorf that's crippling him besides his poor mobility?
While technically a huge problem, I honestly can see a character as slow as Ganon working in Smash. He just needs to be fast in places that are vital, such as OOS options, neutral spacing moves, etc. I'd rather Ganon stay slow in movespeed but become faster or better in other ways.First of all, poor mobility is a huge problem.
Maybe not 4, but having more than one is not a crime, else the fact everyone's dash grab closes distance means no one can have a gap closer special move. I already said I personally would change Flame Choke, but Wizard's Foot accompanying his dash attack and dash grab I feel are fine honestly. Just make dash attack destroy projectiles and make Wizard's Foot go further, and both are different enough to have different uses.Second of all, a bunch of his moves overlap in functionality or are just plain useless. Flame Choke, Wizard Kick, dash attack, and dash grab are all burst options for forcing his way in, and he really doesn't need 4 of those.
You forget that in Ultimate, they nerfed UAir's range to be only above Ganon, so their hitbox placement is very different. I would say this is enough to differentiate them in non-edgeguarding situations, since you wouldn't want to fastfall short hop UAir rather than NAir, and you wouldn't want to harass platforms with NAir rather than UAir.Uair is a high-damage aerial with a lot of active frames that's useful for edgeguarding, but so is Nair.
I'll grant you that. FTilt I'm fine with. I think DTilt needs to be more combo oriented to differ itself from FTilt.Ftilt and Dtilt are used in almost all of the same situations for almost all of the same reasons, with the only thing meaningfully separating the two being their launch angles and Ftilt's greater kill power.
While I disagree UTilt as complete garbage considering its massive hitbox and far less endlag, I definitely agree it still does suck overall and should be replaced. Warlock Punch should also just kick the bucket honestly.Then there are the moves that just suck. Utilt is complete garbage and should never be used in a serious match. Same goes for Warlock Punch (even his awful moves have functionality overlap).
IDK, a lot of recent competitive Ganondorf play I've been seeing has used FSmash as a great anti-air and anti-approach due to the range above Ganon. Plus, USmash is the better smash attack for tech chases anyway.Fsmash is so slow that no one should ever get hit by it unless you read their getup option after a missed tech on Flame Choke, which shouldn't really happen that often given that Flame Choke is easier to tech now.
Welcome to almost every character in the game. BAirs have traditionally been stronger than FAirs for a while now. Both in kill power, and damage, as well as lag in most cases too.Fair is worse than Bair in virtually every way.
I have a very hard time believing that a low mobility character will ever be high or top tier in this series when it has historically favored mobile charactersWhile technically a huge problem, I honestly can see a character as slow as Ganon working in Smash.
What makes a character better than another at bottom? I would say it's the amount of options they are given to play with. This is why Melee Fox is so broken he has a tier of his own, because he has more options than the rest of the cast. Same for Meta Knight and Bayonetta. They have more options to succeed than their peers.I have a very hard time believing that a low mobility character will ever be high or top tier in this series when it has historically favored mobile characters
Two issues.Maybe not 4, but having more than one is not a crime, else the fact everyone's dash grab closes distance means no one can have a gap closer special move. I already said I personally would change Flame Choke, but Wizard's Foot accompanying his dash attack and dash grab I feel are fine honestly. Just make dash attack destroy projectiles and make Wizard's Foot go further, and both are different enough to have different uses.
They really didn't. It doesn't really hit below him anymore, but it still very much hits in front of him.You forget that in Ultimate, they nerfed UAir's range to be only above Ganon,
Nair can pressure platforms too. I'm not saying Uair isn't different, but it's way too similar to deserve a moveslot that could contain something other than another high damage, extremely active aerial that sends horizontally.I would say this is enough to differentiate them in non-edgeguarding situations, since you wouldn't want to fastfall short hop UAir rather than NAir, and you wouldn't want to harass platforms with NAir rather than UAir.
Usmash is also the better antiair. Fsmash is outclassed by his other moves at basically everything.IDK, a lot of recent competitive Ganondorf play I've been seeing has used FSmash as a great anti-air and anti-approach due to the range above Ganon. Plus, USmash is the better smash attack for tech chases anyway.
Not really. That's true in a select few cases, but most Bairs are either completely different tools from the character's Fair (eg Pika, M2, Corrin, Mario), or similar but with enough differentiating factors to make whether you use one or the other a decision (eg Marth and co, Pits). Ganon's Fair is just worse than his Bair. About the same damage, 4 frames slower, 2 frames more landing lag, 9 frames more endlag, about the same knockback, and a worse autocancel window. Its hitbox is its only saving grace, and its hitbox isn't even good; I'm pretty sure Bair has more horizontal range too.Welcome to almost every character in the game. BAirs have traditionally been stronger than FAirs for a while now. Both in kill power, and damage, as well as lag in most cases too.
I will admit I was spitballing ideas, plus, I'm still thinking about all dash attacks destroying projectiles because that's a good idea for everyone to have as a rule. Wizard's Foot can be the niche of going off ledges while dash attack doesn't, meaning it's also a combo tool in certain cases. If that's not enough, go the extra mile and have no endlag on it when Ganon does it on the ground so he instead is airborne at the end of it regardless of where you start it. This way it can be a shield pressure tool since Ganon can WF someone's shield and use a shorthop or full hop aerial to catch their jump OOS. Or just grab them.Two issues.
1: Having gap closer specials is fine if your burst range outside of them is bad, but Ganon's burst range is really good, even without Wizard Kick. Dash grab isn't a great burst option which makes Flame Choke excusable imo.
2: Wizard Kick already goes through most projectiles. Giving that to dash attack removes Wizard Kick's only niche.
I kinda get what you mean, but there are plenty of other ways to differentiate them in more nuanced ways. For example, have UAir have more hitstun to cause early tech situations more often, or have NAir push back shields while UAir doesn't or vice versa. It creates less overlap and gives each move more uses. You don't just have to say "make UAir like almost every other one".They really didn't. It doesn't really hit below him anymore, but it still very much hits in front of him.
Nair can pressure platforms too. I'm not saying Uair isn't different, but it's way too similar to deserve a moveslot that could contain something other than another high damage, extremely active aerial that sends horizontally.
Except in some cases it's not the better anti-air due to the "reeling" back of the sword having a hitbox, meaning FSmash's only blind spot is right behind Ganon on the ground. It also has far more shield pressure, range, and kill power than USmash. FSmash is basically the riskier USmash, but that's how a lot of smash attacks are honestly.Usmash is also the better antiair. Fsmash is outclassed by his other moves at basically everything.
What would you give FAir that would fit with Ganon's general playstyle that also differentiates it from BAir? I personally would make it a combo oriented move, but maybe you have a different idea.Not really. That's true in a select few cases, but most Bairs are either completely different tools from the character's Fair (eg Pika, M2, Corrin, Mario), or similar but with enough differentiating factors to make whether you use one or the other a decision (eg Marth and co, Pits). Ganon's Fair is just worse than his Bair. About the same damage, 4 frames slower, 2 frames more landing lag, 9 frames more endlag, about the same knockback, and a worse autocancel window. Its hitbox is its only saving grace, and its hitbox isn't even good; I'm pretty sure Bair has more horizontal range too.
Uair having more hitstun, besides not really being possible given the current game engine, is entirely incongruous with the one niche it has over Nair: its use as a sharking tool. You can't set up tech chases with a move that doesn't spike when you're hitting your opponent out of the air.I kinda get what you mean, but there are plenty of other ways to differentiate them in more nuanced ways. For example, have UAir have more hitstun to cause early tech situations more often, or have NAir push back shields while UAir doesn't or vice versa. It creates less overlap and gives each move more uses. You don't just have to say "make UAir like almost every other one".
Here's the thing: Usmash does the same damage and covers most of the same space that Fsmash does, while being significantly faster. It has less range, but it's still massive to the point where that barely matters.Except in some cases it's not the better anti-air due to the "reeling" back of the sword having a hitbox, meaning FSmash's only blind spot is right behind Ganon on the ground. It also has far more shield pressure, range, and kill power than USmash. FSmash is basically the riskier USmash, but that's how a lot of smash attacks are honestly.
Like I said, I'd make him use his sword. Ganon doesn't really need more combo tools, given that he can take you 2/3s of the way to kill % off a Dthrow at 0 and does so much damage per hit anyway. He would, however, appreciate more midrange options, so he can counterpoke and play footsies better. To prevent it from being too strong a spacing/zoning option, you could increase the startup and landing lag a bit (make it like frame 18 with 15f landing lag or so). Giving Ganon more options outside of close quarters also means you don't have to make him overwhelmingly strong in close quarters, which is more likely to result in a character who is less polarizing and thus more fun to play with.What would you give FAir that would fit with Ganon's general playstyle that also differentiates it from BAir? I personally would make it a combo oriented move, but maybe you have a different idea.
That wouldn't gel well with Ganondorf's established style though. He's all about getting in close and ending a stock in a few hits.Personally, I’d like to see Warlock Punch be replaced with Dead Man's Volley. It would still have awful startup speed (Ganondorf sure takes his sweet time preparing his magic spheres in Ocarina of Time), but it would be a projectile with huge damage and knockback, amazing range, and solid movement speed, and preferably one that can be aimed in several directions (or even freely) so the opponent can’t just take cover on a platform. The idea would be forcing the opponent to respond by either shielding/dodging/absorbing, attacking the projectile to send it back, or rushing Ganondorf to try to stop him from launching it in the first place; if the opponent does either of the first two, Ganondorf has a window of time to approach while the enemy is taking defensive action, and if they rush Ganondorf, he doesn't even have to approach because they’ve done it for him. Ganondorf can’t really camp or zone very well with this projectile (despite its flexibility in where he sends it) because it takes around a second to launch and the opponent can hit it back at him; granted, he can hit it back himself, but good luck with that with his frame data. It’s really meant more to stop the opponent's zoning or camping.