I like the idea, but I don't think it would happen. This is because while there are many things we see wrong with the game from a competitive standpoint, most of those things don't affect the casual gamer which is the majority of players.
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You know what? I take it back. This is a lousy idea.I think this would be interesting to discuss.
No, I don't think I do. Is there any reason why Pit's Angel Ring should lose its reflective properties, and why Palutena's Arrows should be decreased in damage? Surely you've considered what I said about Pit lacking in KO potential.Do you know what a patch is?
This is the best suggestion seen in the game, Plusle + Minun ftw!put thew forbidden seven in the game
Is it wrong that I lol'd?Make Marth heavier, he's a grown man for god's sake yet he is lighter than the Ice Climber, Pit, Lucas, Diddy Kong, Peach, Toon Link, Ness. Which means he's lighter than a woman, 5 small kids, a teenage kid who can fly, and a monkey.
these are the silliest things ever. rolls are already pretty good as long as you're not rolling around the field like a tard and a universal hitstun +0.3 secs? everyone would have infinites. it would make brawl very balanced though. everyone would play MK and the first person to score a hit of any kind would win the stock.General Changes
-Increase hitstun by at least 0.3 seconds (This change would probably balance the characters out most)
-Increase invincibility frames for rolling (I don't know about you guys, but when I roll I feel so vulnerable. This one I'm not too sure about though.)
Falco's chaingrab can end in an instant spike eliminates the character's chance of winning the match if he's grabbed at 0 percent.wait, you want to eliminate falco's chaingrab, but D3's is fine?
Seriously?
Pit already has a reflector. He doesn't need a second one. From what I have seen, Pit has fine KO potential as well as some gimping ability. I wanted Angel Ring buffed as well as nerfed. Palutena's Arrows are ridiculously fast as well as maneuverable. As many people have stated, you 'press B for damage' with Pit.No, I don't think I do. Is there any reason why Pit's Angel Ring should lose its reflective properties, and why Palutena's Arrows should be decreased in damage? Surely you've considered what I said about Pit lacking in KO potential.
Pit's Arrows are not broken, nor are they auto damage. AT very best they are pressure that is still owned by Falco's Laser. I know 8 year olds that can deal with arrow spam effectively. And removing a reflector is in effect pointless. He can't use both at once, and both are very punishable. Worry about truly broken things like MK Tornado.Falco's chaingrab can end in an instant spike eliminates the character's chance of winning the match if he's grabbed at 0 percent.
As for D3, like I said, I'm not sure about the chaingrabs. They do relatively small amounts of damage, compared to say ICs.
Pit already has a reflector. He doesn't need a second one. From what I have seen, Pit has fine KO potential as well as some gimping ability. I wanted Angel Ring buffed as well as nerfed. Palutena's Arrows are ridiculously fast as well as maneuverable. As many people have stated, you 'press B for damage' with Pit.
Also for those of you calling me a Melee whiner, I actually like Brawl more than Melee. A 0.3 second hitstun is not that bad compared to the length of Melee's hitstun.
Also, SummerObsession, I don't think Marth needs any buffs. He's already near top tier. Despite all the weakness you listed, everyone loves him.
Like I said if you'd read the OP, I don't play Ice Climbers and this list is open to changes. I don't know precisely how to buff them or nerf them. If you have suggestions, put them out.I stopped reading when you made no changes to ice climbers.
I did nerf the whorenado. It's not like I'm making the arrows useless. They can gimp, they give viable damage, they have almost no risk, you can choose where to shoot them and when. It's not like they're going to be useless for losing a single percent of damage. They are fantastic projectiles and can do many different things, which is why I believe the damage should be slightly nerfed.Pit's Arrows are not broken, nor are they auto damage. AT very best they are pressure that is still owned by Falco's Laser. I know 8 year olds that can deal with arrow spam effectively. And removing a reflector is in effect pointless. He can't use both at once, and both are very punishable. Worry about truly broken things like MK Tornado.
I see this, but I also realize that if you get rid of their chainthrows then Ice Climbers would probably become worthless to almost every competitive player. Chainthrows are difficult to set up. Separate the climbers, spend a lot of time jumping, do platform stages. They can be beaten if you're smart about it.Ok I'll start off on them then.
-Remove the ability to control nana while you are grabbing/throwing someone.
uhhh I think that's about it. That'd get rid of their ridiculous 0-death chain grabs. Lol, I tried to come up with something else but couldn't.
transformation time is brawl loading character data and may not be possible to changeGeneral Changes
-Increase hitstun by at least 0.2 seconds (This change would probably balance the characters out most)
-Increase invincibility frames for rolling (I don't know about you guys, but when I roll I feel so vulnerable. This one I'm not too sure about though.)
-transformation time between zelda/sheik reduced.
-get rid of the grab infinites on ness/lucas
-enable the option to turn off Tripping of Death
Add invisible hitbox above upair to give it a little more rangesaid:Character Changes
Bowser (I actually think he's pretty well balanced this time around)
Lower the KB on Raptor Boostsaid:Captain Falcon
-increase priority for Falcon Kick
-extend down-air's hitbox
-increase the interval of time that you can activate the sweetspot of the Knee of Justice by 0.2 seconds
-increase grab range slightly
Remove bair's last hitbox that wrecks shields... just the last onesaid:Diddy Kong (fairly well balanced. I get the feeling he'll be considered broken in the future)
Donkey Kong (fairly well balanced)
Falco
-chainthrow either eliminated or reduced to 20%.
Fox (pretty well balanced)
Game & Watch
-Down smash ko's 15% later
-up+b creates a stun effect similar to peach's umbrella
Allow fair to be auto canceled with a full hopsaid:Ganondorf
-increase run speed slightly
-give second jump back after performing down+b in the air
-up-tilt hitbox changed to be much bigger, about 4/5ths the size of PK Cross
-up-tilt startup lag reduced by 0.5 seconds
Quick Draw doesn't put Ike into fall special... so it function's like Pikachu'ssaid:Ice Climbers
Ike
-counter comes out 0.1 second faster
-ftilt's startup lag decreased by 0.1 second
Extend dsmash's rangesaid:Jigglypuff (the hitstun change I suggest earlier is probably all she needs)
-down+b kills 10% earlier
Just change dthrow so that it gets more knockback depending on your foe's %said:King Dedede (I don't know about the chainthrows, you guys can tell me what you think)
-Decrease back throw damage to 10%
-obviously, get rid of the standing infinite grab
Stone's ending lag provides invincibility during the unmorph. Invincibility ends 0.1 seconds before Kirby can perform his next actionsaid:Kirby (very well balanced character)
-down+b startup lag decreased by 0.15 seconds
Improve double jump heightsaid:Link
-up+b ko's 30% earlier
-up+b recovery height increased
-z-air recovery length increased
-ftilt startup lag decreased by 0.15 seconds
Hitbox on extremespeed, similar to that of Fox's illusionsaid:Lucario (very well balanced character)
PKT2 glides up walls instead of bouncing offsaid:Lucas (very well balanced character)
Dair spikes at the top of the hitboxsaid:Luigi
-Nair kills at least 15% later.
-fire uppercut kills at least 12% later
-dair spikes at any area of the hitbox
-vertical height for his down+b recovery reduced by 30% only when used in conjunction with his double jump
FLUDD's pushback strength increasedsaid:Mario (well balanced)
Dancing Blade no longer combos into itself at high %ssaid:Marth (I think pretty well balanced, others may disagree.)
Reduce hitstun on ALL movessaid:Meta Knight (oh boy)
-Mach Tornado landing lag increased by 0.2 seconds
-Number of jumps reduced to 4
-d-smash ending lag increased by 0.3 seconds
-up+b given decreased superarmor frames
Allow usmash and dsmash to be charged near the ledgesaid:Ness
-lag from pk fire reduced by 0.15 seconds
-d-air startup lag reduced by 0.1 seconds
-down-smash kills 25% earlier
-up-smash gives spiking properties if you hang it off the edge (I hear it already has this but I can't ever seem to make it work)
Add more ending lag to grab (about as much as Lucas?)said:Olimar (well balanced)
Height on double jump improvedsaid:Peach (well balanced)
Dsmash has more ending lagsaid:Pikachu (well balanced)
Angel Ring is more easily DI'd out ofsaid:Pit
-side+b loses it's reflecting properties but slightly increased damage
-arrow damage decreased by 1%
Squirtle's water gun has more pushbacksaid:Pokémon Trainer
-Rock Smash damage nerfed by at least 10% (I got 45% in one hit the other day. WTF)
-Ivysaur weight increased.
-lag from Ivysaur's d-air decreased by 0.15 seconds
-knockback from Ivysaur's dsmash increased
-Ivysaur's tether recovery given increased range
-Razor leaf's (side+b) damage increased by 1%
-Pokemon switch (down+b) reduced by 0.4 seconds
Laser knock back decreasedsaid:R.O.B.
-laser damage decreased by 1%
-gyro knockback slightly decreased(unsure of this one)
-hitbox for b-air decreased slightly
-d-smash damage decreased by 2%
-f-smash damage increased by 2%
-f-smash given slightly increased hitbox and knockback
Super Missiles get increased knockback (they don't kill in sudden death >.>)said:Samus
-down+b bomb explodes on proximity
-down+b damage increased by 3%
-d-smash given increased knockback so it's stronger than dtilt
-knockback for neutral B (charged shot) increased
Uair has no landing lagsaid:Sheik (fairly well balanced)
Dsmash mines last longer and explode when their time has run out instead of diappearingsaid:Snake (oh boy)
-u-tilt kills at least 20% later
-f-tilt damage decreased to 7% for the first hit, 8% for the second
-hitboxes for u-tilt and f-tilt greatly decreased
Increase in priority.said:Sonic
-knockback for downsmash increased
-damage for f-air increased by 2%
-damage for up-smash increased by 2%
Reduce super armor duration from fsmashsaid:Toon Link (fairly well balanced)
Wario (fairly well balanced)
-d-smash time decreased by 0.4 seconds
-change grab break animation so he doesn't fall right into a free attack
Allow both recoveries to be able to move after use.said:Wolf
-d-smash has 0.2 seconds of lag added in between both hits
Allow Yoshi Bomb to sweetspot the ledge backwardssaid:Yoshi (I don't play Yoshi, I'll leave it to you guys to decide the changes)
Neutral B changed so that it auto charges like ROB's... like the Metroid gamessaid:Zelda
-increase startup lag for u-smash by 0.10 seconds
-Din's Fire hitbox slightly reduced
-f-tilt startup lag reduced by 0.15 seconds
-u-tilt startup lag reduced by 0.15 seconds
-decrease startup lag for up+b teleport by 0.25 seconds
Zero Suit Samus
-neutral b changed so that she can keep a charged up shot and fire it later
-weight slightly increased
-throw lag reduced by 0.7 seconds