Your last sentence makes no sense to me. Please clarify. Having heavyweights move faster would seem to require other characters who are fast to be even faster. It seems Captain Falcon was the fastest character in SSB and SSBM, but when SSBB was released, Sonic was the fastest and Captain Falcon's speed dropped. It's been the same way with Bowser, who has always been the heaviest since SSBM. If there isn't a trade-off, then there isn't any balance.
He didn't say anything about moving faster (although I do agree that heavies could have certain mobility advantages). He was saying that there's no reason to keep giving heavies bad frame data just because the developers think they can survive longer. In reality, heavies are easy to combo, hard to launch while lightweights are hard to combo, easy to launch.
So giving heavies poor frame data almost all around makes them inherently worse than the speedsters.
He's saying that heavyweights have slower speed without any benefits, which naturally makes them crap. This is correct.
Also,
here's my list.
Let me take a look at your universal changes:
- Almost all grabs are frame 7, with generally 25 frames endlag. This includes dash and pivot grabs.
- Grab ranges are normalized for consistency, and slightly better in general.
- Grab is a unique action (instead of shield + attack) so pivot grabs are now easy to perform.
- 6 frames will be more common for the fastest attacks. Some moves will be slowed down, but most attacks will be faster.
- Generally reduced attack endlag (tends to be around 20-25 frames for most attacks).
- Generally faster dash attacks (startlag will usually be ~10 frames or faster).
- Smash attacks will be faster in general, especially on heavies. This creates more options.
- Charging smash attacks no longer makes you take more knockback, that's just silly.
- OPTIONAL: Smash attacks pierce shields. Defense crush!
So faster attacks all around. Nothing out of the ordinary here...
I don't get why you have to make grabbing a unique option, though. Shield grabbing is vital to the RPS game, and we already have the Z button as a "unique" grab button.
- You can no longer jump out of shield, which means upB is no longer the de facto OoS option. This allows for more varied punish options and benefits characters with poor aerials/upB's. It also also stops punishing players with weird controls such as myself. A 1 frame slide input shouldn't be necessary to counter a badly spaced Sheik fAir.
- Drop shield lag reduced after successful block 7 -> 1
- Perfect shielding removed. Breaking stuff is fun. No more cheating the system.
- Shield regeneration reduced.
- Shield break leads to explosion dealing last hit +10%(?) with instant medium knockback (like a kill throw).
- Automaticly pummel and struggle. Button mashing 'ain't cool, competitive, or hardware friendly.
Shield endlag being on-block cancelled would be fun. Adds more risk-reward to shielding in the first place.
But I'm not in favor of taking out perfect shielding. The parry in Ultimate looks fantastic and looks more fun to play with! I'd personally make it so that if you get a normal block, the parry is automatically disabled until you drop your shield and put it up again.
- Stale-move negation removed. (It just makes bad characters worse due to their lack of options)
Nah, this is vital to encouraging the use of different moves for combos. What we really need is a better distinction between combo moves and kill moves, with the heavies getting more combo moves.
- Auto-cancel removed. No more mindless frame data complexities. ORDER HAS BEEN RESTORED! (plus the game is easier to play)
- Landing lag = endlag of any action + standard landing lag. Just add the lag and voila. Obviously this huge change requires total rebalance, but I assure you it's worth it.
- Airdodge endlag increased 6 -> 10 frames (like spot dodge).
I already like how landing lag is handled in Ultimate. It's low to begin with, and autocanceling helps moves with overly long aerial endlag. Air Dodge endlag staling to encourage offense is much better than keeping it fixed on a high or low value.
- You can act sooner after being spiked or foot-stooled.
No; I will not tolerate meteors being nigh-useless like in Melee and Brawl. Just make them have normal hitstun like in Smash 4.
- Simplified knockback formula. Knockback is determined more based on player damage.
- Remove/change rage/knockback scaling?
- High weight provides knockback resistance that scales up with damage. Heavies won't be punching bags as much.
- Low weight provides increased knockback that scales down with damage. Feather weights won't be mandatory glass cannons.
Getting rid of the Base Knockback and Knockback Growth parameters would make moves far more difficult to balance. BKB and KBG are important in determining whether a move is a combo tool, finisher, or simply a shake-off attack that doesn't combo or kill.
Fun fact: weight already affects scaled knockback and not base knockback.
Just look at the knockback formula.
- Less fully intangible moves. Punishment and edgeguarding actually works.
- Damage = (startlag + endlag)*range*disjoint*mobility*etc. (heavies will be breaking shields easily now) I don't actually have a real formula but it'd sure make balancing easy.
Intangible moves are important for reversals/combo-breaking, though. Maybe aerial recoveries can lack intangibility so that edgeguarding does have a point, but grounded recovery moves still have it.
Damage needs to be separate from all those factors for the same reasons as what I stated with knockback; it helps balancing to have more parameters.
- Characters have the same item throw frame data. This actually hurts heavies a lot when fighting bananas and sawblades.
- Spot dodging lets you grab items like air dodging.
- OPTIONAL: You can still grabbed while dodging.
- Throws are generally stronger.
Won't comment on these.
Overall, there are some hits and misses to your proposed changes. But I do like how you were able to think of many things! I'm mostly in support of faster moves to help heavies, but the landing lag as done in Ultimate is already fine. And attack parameters need MORE values, as simplifying them would just hurt heavies even more.