MOM Samus
Smash Journeyman
- Joined
- Dec 5, 2014
- Messages
- 384
- NNID
- MOM_Samus_1
Fix'd.Nope we got screwed over
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Fix'd.Nope we got screwed over
Exactly.Well no this could of just been a post in that other thread, this didn't need to be its own thread is the point
WOW. Those are some great ideas for a redesign. I especially like that down-smash idea. Like Solid Snake's in Brawl...Im reposting this from the "whats one change" thread because I truly do think that, moreso that just fixing her current design, a redesign is not only appropriate but warranted considering the fact that for 3 whole games now the only move thats changed has been neutral air, which was for worse and not better.
A complete redesign that includes-
1. An fsmash that iterrates plasma beam from the metroid games into a mid ranged chargeable oscillating burst that functions like mega mans fsmash.
2. A down b that replaces bomb with beam switch on neutral b to ice beam that results in less knockback than charge beam, but gives us a freeze.
3. Replace awful dsmash with power bomb drop that kills at reasonable percent.
4. I love dair, but she still needs bomb jump, so make dair the aerial down b bomb that we have now, but still spikes if bomb hits.
5. Replace jab with what is now fsmash, so that it functions similar to Ganons jab, with less knockback than current fsmash but is a single powerful blow with solid get-off-me knockback plus sets target on fire cuz that would be sweet.
6. Give her the Project M dodge, and make morphball a crawl, cuz it just makes sense.
7. Fix the rest of her janky moves like usmash, uair, and neutral air so that they hit more reliably.
6. Charge shot chargeable in air for goodness sake.
7. Reduce landing lag on all aerial projectiles. Even if the landing lag on aerial normals remained, this would reinforce the idea of her being a zoning character.
I like them all, but this one's my favorite. Don't know why nobody thought of this before. :OIm reposting this from the "whats one change" thread because I truly do think that, moreso that just fixing her current design, a redesign is not only appropriate but warranted considering the fact that for 3 whole games now the only move thats changed has been neutral air, which was for worse and not better.
5. Replace jab with what is now fsmash, so that it functions similar to Ganons jab, with less knockback than current fsmash but is a single powerful blow with solid get-off-me knockback plus sets target on fire cuz that would be sweet.
Dang, awesome ideasIm reposting this from the "whats one change" thread because I truly do think that, moreso that just fixing her current design, a redesign is not only appropriate but warranted considering the fact that for 3 whole games now the only move thats changed has been neutral air, which was for worse and not better.
A complete redesign that includes-
1. An fsmash that iterrates plasma beam from the metroid games into a mid ranged chargeable oscillating burst that functions like mega mans fsmash.
2. A down b that replaces bomb with beam switch on neutral b to ice beam that results in less knockback than charge beam, but gives us a freeze.
3. Replace awful dsmash with power bomb drop that kills at reasonable percent.
4. I love dair, but she still needs bomb jump, so make dair the aerial down b bomb that we have now, but still spikes if bomb hits.
5. Replace jab with what is now fsmash, so that it functions similar to Ganons jab, with less knockback than current fsmash but is a single powerful blow with solid get-off-me knockback plus sets target on fire cuz that would be sweet.
6. Give her the Project M dodge, and make morphball a crawl, cuz it just makes sense.
7. Fix the rest of her janky moves like usmash, uair, and neutral air so that they hit more reliably.
6. Charge shot chargeable in air for goodness sake.
7. Reduce landing lag on all aerial projectiles. Even if the landing lag on aerial normals remained, this would reinforce the idea of her being a zoning character.
Heh, Samus' grab is actually like this in Brawl Minus. It doesn't seem too overpowered there, it just lingers, so as long as it's out, it will grab someone. Not a bad idea!You know what? I just had a bit of a crazy idea...hear me out and tell me what you think.
I know this is kind of out there, but what if Samus' grab could actually grab the opponent on the way back? That is, the grapple beam can grab opponents on the way out, like it currently can, but can also grab when Samus is pulling it back in!
This I don't think will make a huge difference overall, but what it WILL do is take away the option of spot dodging Samus' grab, as if they spot dodge it, the grapple beam will grab them on the way back anyway.
I realise this will make Samus' grab unique, being the ONLY grab that has this kind of mechanic, but I think it would make Samus' grab game a lot more viable and a little bit safer. Opponents can always roll dodge it or potentially jump it, of course.
What do you guys think about that?
Yeah, pretty much.Heh, Samus' grab is actually like this in Brawl Minus. It doesn't seem too overpowered there, it just lingers, so as long as it's out, it will grab someone. Not a bad idea!
Fast fallers take more hitstun upwards to mostly negate the whole "heavy floaties don't work" thing, and it's a mechanic that's been in place since Brawl.Been thinking about this some more recently and really, I think there's probably only one balance patch remaining (to coindide with Corrin and Bayonetta, assuming they arrive at the same time). So these are the changes I really want to happen:
- Give her a kill throw (up throw preferably) or a kill confirm off a throw ala what they did with Bowser
- Reduce the frames on her grab like they did with Lucas
- Make her slightly less floaty so she doesn't die so early (not much use being fairly heavy if she dies early anyway)
- Full charge shot should NOT clank or be beaten out by any other projectile, except for possibly other charge moves. Either that or make it chargeable in the air
- Make down smash a kill move
- Increase her roll speed
- Buff her overall frame data slightly
I'd also like it if jab 1 actually properly linked to jab 2.
Regardless of that, her floatiness really works against her. She's equal 6th heaviest character in the game alongside Bowser Jr (the only characters heavier than her are Bowser, DK, DDD, Charizard and Ganondorf) yet dies off the top sub 100% because of how floaty she is. It's especially apparent if you look at other characters lighter than her and realise they tend to live longer because they are nowhere near as floaty (characters like ROB, Falcon, Yoshi, Ike and Ryu).Fast fallers take more hitstun upwards to mostly negate the whole "heavy floaties don't work" thing, and it's a mechanic that's been in place since Brawl.
Thing is, being floaty has plenty or benefits too. Samus has arguably one of the best horizontal recoveries, thanks to her floatiness, weight, and the number of options she has to extend it. Thanks to these, she can live to incredibly high percents horizontally. Making her less floaty would hinder what is arguably one of her best traits.Regardless of that, her floatiness really works against her. She's equal 6th heaviest character in the game alongside Bowser Jr (the only characters heavier than her are Bowser, DK, DDD, Charizard and Ganondorf) yet dies off the top sub 100% because of how floaty she is. It's especially apparent if you look at other characters lighter than her and realise they tend to live longer because they are nowhere near as floaty (characters like ROB, Falcon, Yoshi, Ike and Ryu).
I'm not asking for much, just to make her slightly less floaty. It's one of her biggest problems IMO.
I find her floatiness not as bad now that I am used to it. It does in fact help with air juggling opponents.Regardless of that, her floatiness really works against her. She's equal 6th heaviest character in the game alongside Bowser Jr (the only characters heavier than her are Bowser, DK, DDD, Charizard and Ganondorf) yet dies off the top sub 100% because of how floaty she is. It's especially apparent if you look at other characters lighter than her and realise they tend to live longer because they are nowhere near as floaty (characters like ROB, Falcon, Yoshi, Ike and Ryu).
I'm not asking for much, just to make her slightly less floaty. It's one of her biggest problems IMO.
I honestly don't understand the problem people have with Fair... I could understand if we were still playing Melee, but it actually links pretty consistently now. I never seem to have a problem with it. Am I missing something here?I'd still want the M2/Lucas treatment.
Slightly less lag on moves (Grab!)
Slightly faster run speed
Fix USmash/Fair hitboxes
Strengthen DSmash
Strengthen UpB or give invincibility frames on its start up. Being beat out by jabs is duuuumb! Lol
Just a few of these would do wonders. The speed buff would allow to to capitalize on follow ups far better than she can now.
I have no real problems with it linking.I honestly don't understand the problem people have with Fair... I could understand if we were still playing Melee, but it actually links pretty consistently now. I never seem to have a problem with it. Am I missing something here?
Everything else you stated (aside from maybe the run speed, but that would indeed be nice) is vital, and would help Samus immensely IMO, especially the grab buff. I would also like to see Dash Attack come out on Frame 8 instead of Frame 10 (like in Brawl, it came out on Frame 8, no problems) so that it would put to bed all the misconceptions about it being a bad move. And Jab link... please...
She doesn't die "early" vertically she was 12th before DLC, Roy and Ryu probably both die later than her vertically. Her gravity, low fall speed, and weight make her able to escape many combos that are guaranteed on other characters (due to lower hitstun which is tied to launch velocity). Ryu's utilt gets one or two hits on us, it is infinite on fastfallers. Mario's utilt hits us twice. Many characters eat that all the way to 40%. I like being floaty. The weakness is in landing options, but compared to Bowser, we have options.Regardless of that, her floatiness really works against her. She's equal 6th heaviest character in the game alongside Bowser Jr (the only characters heavier than her are Bowser, DK, DDD, Charizard and Ganondorf) yet dies off the top sub 100% because of how floaty she is. It's especially apparent if you look at other characters lighter than her and realise they tend to live longer because they are nowhere near as floaty (characters like ROB, Falcon, Yoshi, Ike and Ryu).
I'm not asking for much, just to make her slightly less floaty. It's one of her biggest problems IMO.
Flame colored streamers.....lmao I'm totally using that.I think the floaty-ness is amazing, if I have trouble landing in can either juke my opponent out with the amazing bomb mobility or use that same mobility to get to the ledge and back on stage.
One change I want (other than grab which every Samus main can agree needs help)
Fsmash hit box reworked to provide a protective hitbox, I don't mind having the same ending to it as long as I don't have this dumb thing that happens where your spaced so that Fsmash should hit them at the tip, they throw out their fsmash and instead of a clank you get blown out of the sky because their move extended through yours even if your body appears to be away from the targets hitbox. If I was any other character it would at least clank. I also find it offensive that a plumbing glove can make a massive fireball hitbox but a massive gun just shoots out flame colored streamers.
Canon and logic doesn't really apply here though. Why does Mario have a huge disjoint on his usmash that makes his head basically invincible? Because of reasons. There's no canon or logic there.Why would Morph Bomb ever get Super Armour? It would be nice to have, but canonically (and logically) it should not have super armour.
I want an easier time landing, but on the off chance Nintendo is listening in on us, shouldn't we list off more.... easily acceptable buffs? If I can use the first kick on Nair low enough to the ground that a crouching G&W gets hit, I would be fine.
Mario's Usmash being invincible is just an old fighting game thing so anti-airs, well, anti-air. Since aerials have a tendency to beat most things it's kinda important.Canon and logic doesn't really apply here though. Why does Mario have a huge disjoint on his usmash that makes his head basically invincible? Because of reasons. There's no canon or logic there.
Samus has issues against short characters in general, so any change that makes it easier to deal with short characters is welcome. But she does need some kind of proper landing option, and down b seems like a good a move as any to allow her to do that. I'd like down b to give her a little vertical height when done in the air...not a lot, but enough to throw off the positioning and timing of an opponent that's trying to juggle you.
Just wanna point out that canon is often disregarded Smash-wise.Why would Morph Bomb ever get Super Armour? It would be nice to have, but canonically (and logically) it should not have super armour.