This fuels my worry that the game will be like Smash 4 when it comes to balance, better than Melee/Brawl but not that great on it's own legs, I feel Sakurai should have stepped down from being the lead balancer and let someone else take over for balancing, I can't expect the game's balance to be much better than Smash 4's after hearing this. Not saying it's impossible the game will be well balanced or anything, but I don't have much faith in Sakurai's ability to oversee the balance, last game Dedede and Jigglypuff didn't get any buffs despite being bottom tier, either A. he vetoed changes for those characters or B. there weren't any planned changes for them with him at the helm, and neither of those are good signs for what I want.
The follow-up tweets state that it was from an interview with Bill and Nate from Treehouse and not with Sakurai. Also, something about the way Famitsu translated the questions and answers could have created misunderstandings.
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Sakurai is the director of all the Smash games so far of which Brawl was stated to be the one where he had the most extensive hands-on balancing and what a mess that was for the game and his health. Point is that it bugs me when people say stuff like Sakurai this, Kojima that, Kamiya this, Itsuno this, Antoinades that, and so on. They are the leads of their games, but they did not singlehandedly develop them which if they did, then their games would have likely been bigger train-wrecks than they were assuming they weren't canceled. Sakurai does oversee and approve of the decisions in Smash's development, but ultimately, it's also the fault of the entire development team and its collaborators, so publishers or other studios okaying stuff like Cloud or Link's designs in Smash, as well. They have to pitch ideas, agree or disagree on them, and decide what to do and so far with the main development team, every Smash game up to Smash 4 -- I'm excluding Ultimate because it's not out yet -- has had questionable and sometimes inexplicable design choices. Smash 64 you can give a slight pass because it was the first game and an early game where stuff like dumb hitboxes were pretty common, but by the time of Brawl and definitely by the time of Smash 4, they are no longer inexcusable.
When you want more range on moves like Captain Falcon and Ganondorf's Side Smash or Falco's Dtilt, then you change the animation. Do not add a disjoint that makes it reach further than other moves, particularly weapon moves, that look like they should reach further or on a frame 7, 19 recovery sweep that was already naturally disjointed since it used Falco's tail. The damning thing is that Capt.'s Side Smash used to be a kick in 64, but they changed it to an elbow in Melee. Now it's basically post-Brawl Ganondorf's Warlock Punch, a back fist, in Ultimate. Alternatively, make the moves faster or stronger to counter its shorter range. In Falco's case, they built off of Brawl's nerfed Dtilt that introduced sour-spots and killed its knockback instead of just building off its Melee version with consistent hitboxes and adjusted knockback for Smash 4. Fair's landing hit does not make sense at all when Falco splats onto the ground giving no indication a hit would be there unlike Mario's Dair where he spreads his arms out or the divekicks. I think the landing hit was there to cover its high landing lag from Brawl because of course a dysfunctional multi-hit move should have 33 landing frames in Brawl and that should be carried over in Smash 4, but with 1 less landing frame and doubled startup, 6 to 12, because they were able to get autolink angles to work better in Smash 4. 1.0.8's landing lag reduction from 32 to 25 should have removed its landing hit that was moved forward in 1.0.4 I believe, but nope, they kept it in because why not.
With Ultimate, there was a post by Shaya on the Marth/Lucina boards that brings up an idea that perhaps the balancing team of Smash 4's patches was separate from the main development team:
https://smashboards.com/threads/can...peculation-thread.453404/page-2#post-22138375. That could be the case since Ultimate could have been in development right after Smash 4 was released or some time after it. Those people responsible for the Smash 4 patches probably are back on with the main development team or perhaps they weren't even part of the team at all and were from Namco. Regardless, their changes might not be considered or might not return for Ultimate.