This is a continuation of a thread of balance ideas I had for characters years ago in a series I liked to call "Balance Philosophy". I basically went though each character and tried to explain how to design them for a specific niche/purpose with set strengths and weaknesses. As that was for Smash 4 and this "wish list" is for Ultimate, I'm going to have to be a lot more vague on my ideas of buffs and nerfs, but I wanted to get this out there because Samus is one of those characters that has been at a losing streak in terms of viability lately, and I usually try to go after those types of characters first.
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Here I will list the specific niches I would think/want Samus to fulfill as a fighter as well as what I think/want her specific strengths and weaknesses should be. Note that these are what they
should be should she be designed and balanced well, not what they are or will be, because I'm sure inevitably I will be off the mark, but this is a wish list, so I will go with what I want.
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Samus
Purpose: Zoner/Edgeguarder/High aerial pressure/Hard to take stocks
Strengths should be:
High damage arsenal of projectiles
Great aerial zoning capability
High aerial maneuverability
Very high priority to get out of disadvantage
Weaknesses should be:
Low damage output in neutral
Mediocre combo potential
Low killing potential
Mediocre grab
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First some general stuff that I would want for her. Some of this will involve universal things among all characters.
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General Statistics:
- Above average weight
- Average walk speed
- Slightly below average run speed
- Above average horizontal air speed
- Standardized first jump
- (All first jumps for all characters will be the same height: around 80% the height of the top platform in Battlefield)
- Above average double jump height
- (Baseline for double jump will be lower than it is now, but varied between characters: Samus will have a higher than average double jump after this is taken into account)
- Above average horizontal air speed
- Below average fall speed
- Wall Jump (All characters will be able to wall jump, but not all can wall cling)
- High roll distance
- (All characters will have the same frame data on rolls, with the only real variance between them being distance. The frame data would be lower than it is currently for Samus in Smash 4)
- Average shield health
- (Shield health would now differ between characters, with the baseline being 100 shield health. Samus would have 100)
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So this seems a bit superfluous and weird, but something I learned throughout the years of studying game design is that to truly make a game balanced, or at least not have broken characters, is to give all of your characters a set baseline of defensive options with little variance. The jump height of the first jump would be standard through all characters, meaning all characters are now able to navigate platforms equally, barring air speed differentiation. Also, I feel giving all characters wall jumps was a given too, since it can be very useful and simply adds an option to a player's ability to move around. In addition, rolls, as well as other dodges, would definitely have a set frame data universal to everyone, which means the variance will only be distance. This means no matter the character, a roll is a roll is a roll. If something is countered by a roll with one character based on high invincibility window, chances are it will be countered by everyone's roll. And even with the distance variation, I would put a limit on it. If Mario's roll is 100%, then the shortest roll could not be below 80% and the highest couldn't be above 120%. We give this slight variation to have some rolls be more useful without any not being able to function as a roll like it would for any other character. I would definitely have Samus's roll be at the top, but now you know why I did this.
To go to the double jump height, her double jump height currently in 4 probably is what I would consider above average after I would nerf the double jumps. But why would I buff almost all single jumps but nerf most double jumps? The idea is that just like airdodging, jumping is a great way to dodge out of a disadvantageous position. By having them be shorter, the ability to simply jump out of trouble is more limited, since the enemy can chase in equal measure or even more if they hit the ground and jump again due to the higher single jump. On top of this, it leaves edgeguarding even more in favor of the person in advantage, since they have a much easier time catching jumps as well as harder for people offstage since their one jump is worse. We would still have ledge trumping, so it wouldn't be hopeless, but definitely harder.
So knowing all of this, why would I give Samus a higher than average double jump? Two reasons: firstly, it plays to her airfighter motif I think she should build off of and second, it gives her a way out of disadvantage that most characters wouldn't have, along with her high roll distance.
Can't believe I explained all of these ideas when I already know people aren't interested in them just to make a point of Samus having better disdvantage state and air game than average with these ideas lol. Onto the moves.
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Jab:
- A punch, followed by an overhead with the gun, followed by a quick power beam shot to the ground similar to DTilt.
- This means there is a third hit added to jab
- Jab 1 and 2 would link into each other; Jab 2 and 3 would not
- Jab 3 however, can be comboed into Jab 2 on an airborne opponent
- Jab 3 can also be delayed
- Approximate damage numbers:
- Jab 1: 1.8%
- Jab 2: 4.6%
- Jab 3: 5.2%
- Total: 11.6%
- Knockback for Jab 3 would be angled to leave the enemy right above Samus by default
- Jab 3 base knockback low in order to lead into aerial combos at up to mid percents
- Jab 3 can kill around 140%
- Jab 1 and 2 are safe on shield; Jab 3 is not
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This adds a new part of Jab. A much more specific yet very useful combo starter option. On top of this, if maybe a low distance throw is done, it can combo all the way through, giving Samus a good quick combo starter. However, by default, the third hit that starts combos does not link into the second jab hit, but since it can be delayed as well as cancelled, it can still lead to some good mindgame ability.
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FTilt:
- Long range sweeping kick. Can be aimed up and down. Has sweetspot and sourspot.
- Sweetspot is thigh of leg and body
- Sourspot is foot
- Approximate damage numbers:
- Body sweetspot: 8.5%
- Leg sweetspot: 9.5%
- Sourspot: 6.5%
- Sweetspots will have a chance to trip the opponent, sourspot will not
- Regardless of where move hits, enemy will be knocked back a set distance in front of Samus
- Distance will equal about one Samus roll away
- Sourspot is safe on shield, sweetspots are not
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The idea of this move is basically the get off me move/tech chasing option, as well as a niche shield pressure option as well as a followup for the aforementioned Jab 2 since it's now useful on shield. Note that the sourspot on the foot is safe but the sweetspots on the body and thigh aren't. This emphasizes Samus's need for zoning as well as her lacking shield pressure when up close, though not none, obviously.
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UTilt:
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DTilt:
- New move: Will now shoot an ice missile diagonally downward very quickly in front of her; this is now a projectile.
- This means at the edge, she can shoot the projectile diagonally downward. Will home in slightly and is slightly slower than Homing Missiles
- Under normal circumstances on the ground, will work much like the current DTilt or new Jab 3 with the explosion happening in front of Samus
- Approximate damage numbers:
- The explosion will freeze enemies and send them upwards
- DTilt can kill at around 150%
- DTilt is safe on shield but has high endlag
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Another totally good idea don't you think? Now fitting with her edgeguarding aim, Samus can now send projectiles downward off the stage that aren't just bombs. It's also super quick, making it a pretty good out of shield option to quickly freeze opponents upward and rack up damage on their frozen body before maybe getting a read in on thawing out. It works towards her aerial fighter motif as well as her edgeguarding motif as well as her being good at disadvantage all at once. As a disadvantage it is not spammable and can be punished on whiff, but is still safe on shield, but just barely, as all DTilts should be. (That's another one of my universal rule deals)
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FSmash:
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USmash:
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DSmash:
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NAir:
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FAir:
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BAir:
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UAir:
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DAir:
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Neutral-B:
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Side-B:
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Up-B:
- Screw Attack: Will elevate Samus very quickly in the air, trapping anyone near her with her and damaging them.
- Screw Attack on the ground will not send Samus into a helpless state
- Screw Attack can now be aimed at left and right angles upwards at the maximum of around 40 degrees in either direction
- Screw Attack should come out very fast and have super armor frames right before and during ascent
- Screw Attack can kill around 150%
- Screw Attack will knockback enemies upwards at around a 35 degree angle by default depending on what side the enemy is on
- Screw Attack is not safe on shield
- Screw Attack should always catch hit opponents and not push them back sideways
- Approximate damage numbers:
- Ascent hit: 2.0%
- Screw: 0.6% * 10
- Final hit: 2.5%
- Total: 10.5%
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So first off, the angling and the lack of helplessness on the move while grounded makes it much better for starting aerial pressure as well as making it a better anti-air. On top of that, it now has super armor at the beginning of the move, making it another good out of shield option for Samus. The damage is a bit lower to compensate for these awesome options given to the player. Plus, even though it's a quick move towards advantage, due to the ease of DI'ing, it makes it hard to true combo off of, sticking with Samus's mediocre combo potential while still staying true to her good aerial pressure game. And if you remember the double jump changes I mentioned earlier, this means Samus can easily follow up on the opponent's jump should they choose to and actually use yet another Screw Attack off the ceiling.
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Down-B:
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Grab and Pummel:
- Tether grab that has high duration and range, but also high endlag.
- Tether grab frame data would be standardized to match all other tether grabs
- Tether vs Regular grabs
- Higher startup frames for all types
- Higher endlag frames for all types
- Higher range
- Higher hitbox duration
- Acts as disjoints
- In terms of current Smash 4 Samus, grab would have faster startup, more hitbox duration, and slightly less endlag
- Approximate pummel damage: 0.7%
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So like I said, Samus has a mediocre grab. I think this is by design and I'm keeping it because it fits in with her less viable neutral game up close at least. However, I think tether grabs are a bit TOO punishing, so I would standardize all grabs, both regular and tether, to have the same frame data just like rolls and the variation would be in range as well as, you know, all the grabs that come out of it, rather than speed. Her pummel gets a damage nerf to compensate.
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ZAir:
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FThrow:
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BThrow:
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UThrow:
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DThrow:
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I'm leaving a lot of move spots open for later in case I think about a good idea. Plus I didn't want to overwhelm anyone. Hopefully from the few moves I actually talked about, you understand what I was going for and what I want out of Samus. Hopefully the Samus mains here don't get too mad.