Duck SMASH!
Smash Journeyman
We've all heard it before. You execute an elaborate attack string, whittle your opponent's shield down until you can barely see it, and then you get grabbed, Dthrown, Uair'd, and by the time you land, your opponent's shield has regenerated back to full, or at least enough to withstand your next assault.
Fast shield regeneration is a key reason why shield grabs and throw combos are so prominent in Sm4sh's current meta. Why do anything else when your shield is so safe and it's always there when you need it?
The shield stun increase helped address this indirectly, but not enough to stop the meta from centralizing around throw combos.
Think about it. Tier list placings depend on the ability to reliably rack up damage. If shields are reliable, options out of shield become especially important. Throw combos become critical by extension because of how easy and safe it is to shield grab opponents.
But what if that changed?
What if shield regen wasn't so quick, thereby making shield and its punishes less safe?
I feel like offensive characters, such as Bowser Jr., rushdown characters like Fox, and several pressure oriented characters like Megaman and ROB would reap huge benefits. If they can keep a consistent offense and their opponent can't keep them out or weather their assault/zoning, why shouldn't they be rewarded with more shield pokes or shield breaks for a stronger neutral consistent with their playstyle? It would make the game less centralized around throw combos and shield grabs, and give characters a reason to vary their approaches because they'd be a little safer.
Thoughts? Who else would benefit, and would there be any other unforseen consequences that I didn't list?
Fast shield regeneration is a key reason why shield grabs and throw combos are so prominent in Sm4sh's current meta. Why do anything else when your shield is so safe and it's always there when you need it?
The shield stun increase helped address this indirectly, but not enough to stop the meta from centralizing around throw combos.
Think about it. Tier list placings depend on the ability to reliably rack up damage. If shields are reliable, options out of shield become especially important. Throw combos become critical by extension because of how easy and safe it is to shield grab opponents.
But what if that changed?
What if shield regen wasn't so quick, thereby making shield and its punishes less safe?
I feel like offensive characters, such as Bowser Jr., rushdown characters like Fox, and several pressure oriented characters like Megaman and ROB would reap huge benefits. If they can keep a consistent offense and their opponent can't keep them out or weather their assault/zoning, why shouldn't they be rewarded with more shield pokes or shield breaks for a stronger neutral consistent with their playstyle? It would make the game less centralized around throw combos and shield grabs, and give characters a reason to vary their approaches because they'd be a little safer.
Thoughts? Who else would benefit, and would there be any other unforseen consequences that I didn't list?
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