COM7
Smash Rookie
Brawl has been, although many Melee fans would deny this, very successful, its attracted a large player base and has proven to have a bit slower, but more balanced competitive scene, but many people like to talk about adding a patch, to fix glitches, to change ruined aspects, to fix some clear programming flaws(Press down B, you'll see what I mean) and during spanish class a while back we decided to have a 25 person rant about things we'd like to see in a brawl upgrade, and after my 100th idea to upgrade Sheik and Zelda, people were at my throat...lol, where as most people said "ADD MORE CHARACTERS!!!" I was just saying "Make mine top tier..." lol
Just curious to see what other people wanted to see as well, because for those of us who main this fine maiden we all have our little...issues.
Personally, I'd like to see just a few things with Zelda(I ranted more about Shiek...)
FARORE'S WIND
Now I know what you're all thinking, why change one of Zelda's best moves? Well, looking at the other character's recoveries, namely beasts like Pit, Snake, Sonic and ROB, you have to think, why can't they all be cancel-able? Farore's Wind does have our nice little explosion on re-appearance but, c'mon, have't you ever thought about how cool and useful it'd be to use the dair on an off-staget opponent by using Farore's Wind to aim it.
What I propose for Farore's is that they remove the danger fall and just disable a second Farore's until you hit the ground. Plus we still have the explosion preventing us from appearing to do a 'OMG JESUS LIGHTNING KICK' the second we appear, also if they gave the explosion some real, Vanish level knockback then the idea of combo-ing TOO cheaply is eliminated.
Also, just another aspect, it would be nice if she would warp through non-drop down platforms if the surface was within the range, like if you're playing on battlefield and get caught under a corner...I can understand the rising leaps of Marth, Link, Mario etc. to get caught but a TELEPORT? I mean, I'm not saying that the range should be extended if we'd end up within the platform but if the final point would be above it then we should appear there, aspecially if say, we're knocked under the Lylat or Corneria ships, its not like she's traveling across the solid object, but she's bypassing it... Yeah, it would make the game a little easier for Zelda but she's a slow character, with mainly horizontal jumps and one big *** teleport that announces itself quite a while before it goes off... And we need to be on stage at the end point, we can't catch the stage on our way up like say, Fox or Falco...
TRANSFORM
This really needs no explanation, pre-load Shiek, this way she doesn't blow 5 valuable seconds changing if we feel the need to switch things up...Z&S were intended as one character with two sides, let us use them both!!!
DIN'S FIRE
Yes, our amazing Din's, another strong move that most people will wtf about being on this list, but the thing is, a while back someone thought that Zelda's slaps when creating and detonating the orb delt damage(which was later revealed to be Mario's fire balls creating that illusion), and when you think about it, that makes sense, Zelda's hands LIGHT ON FIRE when Din's is being thrown out, naturally giving both detonation and the launch damage periods would be cheap but when detonating Zelda seems to be channeling a lot of power, maybe give us a little 4% stun hit on the chop where she detonates the explosion, with the knockback of fireball(Mario's) or something, just a little stun, maybe to save ourselves but mostly just so we have some crap version of defence, to at least get some revenge hit while they FSmash us away(Its not like this would be able to clank cancel anything...just give us a secondary option if they come in close...)
DAir
Gannondarf can use the stomp against grounded characters, hers is essentially his, just a bit harder to hit with and Zelda is MUCH lighter so it's riskier...really, it just means that if the opponent's off guard or already stunned we could punish them, or if they do something laggy, but nearly all character's have extended or disjointed USmashes to cut through this, maybe it'd hit through...Jiggly's? but why would Jigglys leave you alone in the air anyways?
USmash & FSmash
Make them in-escapable...please...I mean, people don't escape often but just remove the chance entirerly, Link got such a nice mod on his USmash, and TL on his FSmash, give up some nice grounded garenteed kills(Well, they can always Air Dodge...if they time it perfectly, or Shield)
There ya go, as much as it sounds, when you think about it, it doesn't really change Zelda' play style, we have some strong kills still, just now a little chiping aspect thrown in(Din's), we have a semi-good downward approch(The stomp), some more mindgames(Farore's) and two of our killing moves...kill(although the Kicks, UTilt and Explosion do that as is)
Just curious to see what other people wanted to see as well, because for those of us who main this fine maiden we all have our little...issues.
Personally, I'd like to see just a few things with Zelda(I ranted more about Shiek...)
FARORE'S WIND
Now I know what you're all thinking, why change one of Zelda's best moves? Well, looking at the other character's recoveries, namely beasts like Pit, Snake, Sonic and ROB, you have to think, why can't they all be cancel-able? Farore's Wind does have our nice little explosion on re-appearance but, c'mon, have't you ever thought about how cool and useful it'd be to use the dair on an off-staget opponent by using Farore's Wind to aim it.
What I propose for Farore's is that they remove the danger fall and just disable a second Farore's until you hit the ground. Plus we still have the explosion preventing us from appearing to do a 'OMG JESUS LIGHTNING KICK' the second we appear, also if they gave the explosion some real, Vanish level knockback then the idea of combo-ing TOO cheaply is eliminated.
Also, just another aspect, it would be nice if she would warp through non-drop down platforms if the surface was within the range, like if you're playing on battlefield and get caught under a corner...I can understand the rising leaps of Marth, Link, Mario etc. to get caught but a TELEPORT? I mean, I'm not saying that the range should be extended if we'd end up within the platform but if the final point would be above it then we should appear there, aspecially if say, we're knocked under the Lylat or Corneria ships, its not like she's traveling across the solid object, but she's bypassing it... Yeah, it would make the game a little easier for Zelda but she's a slow character, with mainly horizontal jumps and one big *** teleport that announces itself quite a while before it goes off... And we need to be on stage at the end point, we can't catch the stage on our way up like say, Fox or Falco...
TRANSFORM
This really needs no explanation, pre-load Shiek, this way she doesn't blow 5 valuable seconds changing if we feel the need to switch things up...Z&S were intended as one character with two sides, let us use them both!!!
DIN'S FIRE
Yes, our amazing Din's, another strong move that most people will wtf about being on this list, but the thing is, a while back someone thought that Zelda's slaps when creating and detonating the orb delt damage(which was later revealed to be Mario's fire balls creating that illusion), and when you think about it, that makes sense, Zelda's hands LIGHT ON FIRE when Din's is being thrown out, naturally giving both detonation and the launch damage periods would be cheap but when detonating Zelda seems to be channeling a lot of power, maybe give us a little 4% stun hit on the chop where she detonates the explosion, with the knockback of fireball(Mario's) or something, just a little stun, maybe to save ourselves but mostly just so we have some crap version of defence, to at least get some revenge hit while they FSmash us away(Its not like this would be able to clank cancel anything...just give us a secondary option if they come in close...)
DAir
Gannondarf can use the stomp against grounded characters, hers is essentially his, just a bit harder to hit with and Zelda is MUCH lighter so it's riskier...really, it just means that if the opponent's off guard or already stunned we could punish them, or if they do something laggy, but nearly all character's have extended or disjointed USmashes to cut through this, maybe it'd hit through...Jiggly's? but why would Jigglys leave you alone in the air anyways?
USmash & FSmash
Make them in-escapable...please...I mean, people don't escape often but just remove the chance entirerly, Link got such a nice mod on his USmash, and TL on his FSmash, give up some nice grounded garenteed kills(Well, they can always Air Dodge...if they time it perfectly, or Shield)
There ya go, as much as it sounds, when you think about it, it doesn't really change Zelda' play style, we have some strong kills still, just now a little chiping aspect thrown in(Din's), we have a semi-good downward approch(The stomp), some more mindgames(Farore's) and two of our killing moves...kill(although the Kicks, UTilt and Explosion do that as is)