meleebrawler
Smash Hero
Sorry to say, but I don't think you can "just" buff the heavies to make them more viable. The current top tiers have to be toned down too. Namely their damage output in the form of combos, which far outpace the damage per hit heavies do. Ultimate is taking strides to address this by nerfing throw combos across the board except for those who lacked noteworthy grab games. Now their damage output from grabs is far lower than heavies and their higher-damaging throws on average. And with standardized jumpsquats, their ability to start combos and juggles with normals should be closer to what the top tiers can achieve.
Plus there is the new airdodge to consider when recovering. While it's limited from afar, if you're only a bit offstage it's a good mixup for getting to ledge or just avoiding an attack. For heavyweights who don't get knocked far until very high percents, this means their claim to greater survivability is a bit more credible now as they don't have to rely on their vulnerable recoveries as much.
Plus there is the new airdodge to consider when recovering. While it's limited from afar, if you're only a bit offstage it's a good mixup for getting to ledge or just avoiding an attack. For heavyweights who don't get knocked far until very high percents, this means their claim to greater survivability is a bit more credible now as they don't have to rely on their vulnerable recoveries as much.
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