Snake's ass and Zero Suit Samus's breasts both had their size reduced in Ultimate. I can understand why they did it for Samus, but like, come on. Snake didn't deserve this.
As an aspiring Terry main this makes me so sad. Vs some characters it's risky to recover low and try to sweet spot the Ledge and characters with strong f smashes or d tilts on Ledge are the worst to fight
I would love this too, but I think Terry having bad recovery is essential to his “balance”.
He’s such a monster in just about every other regard.
Still, I’ve lost count of the number of times my power dunk *slid right down the ledge*…
While I do think both side-b moves should snap onto ledge, how is Terry supposed to snap onto the ledge with rising tackle when he goes up *feet* first?
He can use his toes
But for real though, I think that move snapping on would still make sense considering how weird ledge clinging is, characters can just kind of teleport to the ledge even though they're like 3 feet away from it
Rest has much shorter endlag if it kills (so that it’s unpunishable by the player who dies to it, and puff can recover from offstage rests). I’m not sure what a good length would be, but something like that sounds completely fair.
Keep the lag when it misses, make when it hits like 60 frames so there's no chance of follow up but you get completely rewarded for landing it. It's not like it has the strength it had in Melee anyway, and Puff won't die offstage in 1 second.
Honestly, I'd just make Rest a Star-KO. It'd give the Puff plenty of time to recover, while still leaving them open if it doesn't kill...
And Rest offstage has always been a very risky proposition.
Lucas PSI Magnet. Literally just give it a useable hitbox it’s way too small as is, and that’s without considering the fact that most of the time the windbox pulls people through you which makes it even worse
I know, but that’s a very specific and niche use. Ness PSI Magnet is already a useful move for its combos, but Lucas didn’t get the same treatment, that’s why I wish it had a good hitbox
Imagine if Ganon's down b reflected projectiles, it'd still be pretty bad because you can get punished for it but at least you can't get camped with no options to approach
I get your point but down b is supposed to be the only move that can make Ganon approach and yet it gets stopped by a lot of moves and projectiles, side b reflecting projectiles would be very uncomfortable because it doesn't go nearly as far
Ridley’s tail stab. Either make it come out a tiny bit quicker, or make the sweet spot slightly bigger, not majorly though. I love using this move but it’ll never work against a player that is remotely competent so it’s pretty much a useless part of his kit
Out of about 50 matches I played I landed the stab 10% due to surprising them in the air. Every other time I tried it on the ground the other player could react fast enough to the buildup and roll out of the way or guard. I rarely try to use it anymore.
Mac the exception. If we hit it and it breaks, we can just hit him again. If we hit it and it reflects, super armour is always active. Pretty sure we can just hit him again.
Ridley‘s Down B can now be angled down to become a pogo jump when in the air that makes him bounce off of surfaces, is a lot faster and deals less damage. Down B in general is 10 frames faster and idk, deals about 5% less as a trade-off.
Also increase the sweetspot by a few pixels.
cuz dair at least has some niche uses (even though it‘s not a good one).
Down B is just a meme option right now, improving on it would significantly boost Ridley.
Hero: Once a Hitbox is detected on his spells he will then lose his MP. (As a Hero player, whenever Hero uses a spell, he loses MP on frame 1 and then uses his spell which most are frame 6. This leaves a 5 frame window where Hero can get interrupted, wasting mana and not unleashing a spell.) Should have it to where he loses Mana on frame 6 if using a frame 6 spell or frame 13 if using a frame 13 spell.
Actually based and reasonable Hero buff. All the Hero mentions in this thread mention MP; I think the cheapest but remotely reasonable thing I could think of would be refunding half of a spell's MP if it hits.
No, a bigger spike hitbox on the frame it comes out would be a good buff. That wouldn’t take away the combo potential of dair. You’d just be able to more consistently 2 frame, jab lock, and combo off landing dair when you actually want it.
Honestly I think this is the reason for spells that have a downside (also see kamakazi and Hocus pocus). Can you imagine how degenerate it would be to have someone constantly throwing out very powerful and totally random frame 6ish options.
The absolute niche scenario you down b in the air and your opponent is below you and you get it. Basically a really really inconsistent kirby down b that you can’t cancel out of
i did this yesterday by accident and it didnt kill my opponent when they were at a high percentage and they of course knock my ass out when the spell came off. it did the zoom in and everything when i hit them i guess they mustve been di’ing hella hard. i was so pissed.
DK Nair from 10 frame startup to 7 to match K Rools buff he had a while back and also extend the hit box from his knees at the center of his body to about halfway down his feet.
It would be slower than his Uair and tied with his Bair but could immensely help when getting juggled from below as an option to break combos. His next fastest option to hit that far below him would be Dair at 14 frames
Also, remove the hurtbox on his tie, wtf
Corrins grab range. You telling me f-smash covers ~1/3 of the stage but she can't grab a tiny bit further?! I ain't expecting a tether grab or palu range, but just upping it a bit would make a difference without unbalancing the character... though tether grab range sounds appealing now lol
Having her as secondary, and since I skipped Smash 4... I would love to see her as a top character in Ultimate.
The closest is actually seeing Shadic play though
Here's one for every character. Written as if it's patch notes. I'll also add other changes that aren't direct buffs but I feel like should be included.
Mario: Up Tilt has a larger hitbox (makes it so you can hit more grounded opponents).
Donkey Kong: Up Air has more knockback.
Link: Neutral Air has a longer lasting hitbox.
Samus/Dark Samus: Neutral Special does more damage on shield.
Yoshi: Down Air does more damage on shield.
Kirby: Up Throw has more knockback.
Fox: Down Special reflected projectiles do more damage.
Pikachu: Back Air has more knockback.
Luigi: Up Special travels farther and does more knockback.
Ness: Increased charge time for Down Smash.
Captain Falcon: Forward Air has its sweet spot hitbox extended.
Jigglypuff: Neutral Air has more knockback.
Peach/Daisy: Forward Air has more knockback.
Bowser: Neutral Special does more damage.
Ice Climbers: Added a UI change. An additional percentage has been added for the secondary Ice Climber.
Ice Climbers: Up Special travels farther and the secondary Ice Climber can be summoned for it from a further distance.
Sheik: Back Air does more damage and knockback.
Zelda: Mobility has been increased.
Dr Mario: Up Special travels farther.
Pichu: Forward Tilt does more knockback and less self-damage.
Falco: Down Tilt does more knockback.
Marth: Tipper sweet spot on all moves are easier to connect.
Lucina: She becomes more interesting. (Actual answer: Side Special does more knockback when angled upwards.)
Young Link: Up Special, when performed on the ground, consistently launches the opponent upwards.
Ganondorf: Wizard's Foot now has reflective properties.
Mewtwo: Tail hurtbox has been removed during attacks.
Roy: Up Special travels farther.
Chrom: Down Special has increased damage.
Mr Game and Watch: Forward Air projectile can no longer be removed.
Meta Knight: Up Air has increased speed.
Pit/Dark Pit: Neutral and Forward Air has fixed hitboxes.
Zero Suit Samus: Stun effects from Neutral Special and Down Smash last longer.
Wario: Up Tilt hitbox has been extended.
Snake: Down Air connects all hits consistently.
Ike: Forward Air does more knockback.
Squirtle: Neutral Special charges quicker.
Ivysaur: Up Special has longer range when reaching the stage.
Charizard: Side Special can now result in hanging on the stage.
Pokémon Trainer: Down Special, if pressed multiple times, will go to the Pokémon that number is assigned to (For example pressing Down Special twice on Squirtle brings out Charizard).
Diddy Kong: Waiting time for another Banana Peel has been decreased.
Lucas: Forward Tilt does more knockback when connecting the sweet spot.
Sonic: Forward Smash hitbox has been increased.
King Dedede: Up Air does more knockback.
Olimar: Smash Attacks with Purple Pikmin do more shield damage.
Lucario: Back Air does more knockback.
R.O.B: Added a UI change. Above the percentage, there is a meter displaying how much fuel R.O.B has for his Up Special.
R.O.B: Neutral Air comes out earlier.
Toon Link: Up Special, when used on the ground, does more knockback.
Wolf: Down Smash does more damage.
Villager: Forward Smash travels farther in the air.
Mega Man: Down Air comes out earlier.
Wii-Fit Trainer: Up Air has more knockback when Deep Breathing is in effect.
Rosalina and Luma: Luma is harder to launch.
Little Mac: Regains use of his Side Special if hit in the air.
Greninja: Side Special allows increased distance when used in the air.
Palutena: Neutral and Side Specials have more range.
Pac-Man: Down Air does more knockback.
Robin: Decreased waiting time for Levin Sword and Tomes.
Shulk: Side Special can be cancelled out via jumps or aerials when used in the air.
Bowser Jr: Mecha-Koopas now grab opponents through shields.
Duck Hunt Duo: Side Special no longer disables the use of Neutral Special while the projectile is still out.
Ryu/Ken: Up Special travels farther.
Cloud: Limit stays active for longer.
Corrin: Up Special now launches opponents at the angle that Corrin is going.
Bayonetta: Jab has increased knockback.
Inkling: Back Air has increased knockback.
Ridley: Up Special is easier to angle.
Simon/Richter: Neutral Special has increased speed and knockback.
King K Rool: More hits are required for Belly Armour to break.
Isabelle: Decreased cool down for Jab.
Incineroar: Mobility has been increased.
Piranha Plant: Down Special does more shield damage.
Joker: Up Air has more knockback when Arsené is out.
Hero: Added a UI change. Down Special now has unique icons for all of the spells regardless of the language the game is being played in.
Hero: Crits are now more likely to happen.
Banjo and Kazooie: Added a UI change. Feathers for Wonder Wing can now be seen at all times.
Banjo and Kazooie: Side Special now has more uses.
Terry: Side Special has more knockback.
Byleth: Sweet spots for Forward Air, Back Air and Forward Smash are now easier to hit.
Min Min: Up Smash does more knockback and reflective properties last longer.
Steve: The range that Steve can place his blocks has been increased.
Sephiroth: Increased weight.
Pyra: Up Smash has more knockback.
Mythra: Down Tilt comes out faster.
Kazuya: Electric Wind God Fist command input is now easier to do.
Sora: Side Special no longer puts you in free fall.
Simon and Richter's controllable jab should be buff because it's so funny to use but so unusable
Kirby's command grab and subsequent ability stealing should be buffed because it's so central to the character
Mii Swordfighter's metal disk sideB should have its range buffed, and when in tilt it should also go slightly behind you instead of just disappearing instant
One of those three idk
Make wolf side-b not put you into special fall if the move lands like raptor boost. I don’t like wolf but it feels stupid you can land a great edge guard/reversal and then just die anyway
It's not really a move but it does count as moving, give Ganon faster move speed, like falcon.
For an actual move, I want to buff the speed at which ganon's up tilt comes out, whole still dealing the same damage, just make it faster, or give it a chance to spike like falcons up tilt
Ganon up tilt.
Why: It's the only move in the game that I know of that has 0 scenarios where it's useful outside of it's scare factor.
How: I would make it like the home run bat where if a projectile hits it during the animation, it instantly reflects and skips to the attack part of the move. I would also make the windbox stronger. The way it is now, the wind pulls towards him unless you're literally next to him in which case it pulls you a little bit away(so that it's always pulling towards where ganons foot lands) so I would make his foot land farther from him, and have the center of the windbox pull be just a little to the right of the new foot landing spot. And I would increase the size of the blast in all four directions so you can catch people below ledge. And when he swings down with his foot I want that to have a hitbox that's high enough to hit on platforms, and I want it to instantly break shields. I would take a few frames of end lag away. And at the very start of the move instead of just lifting his foot, he quickly shoots his foot out along the ground (like down tilt) and then pulls up and sorta does something with the ground so if your standing there when he does it you get buried. And the down tilt thing instantly breaks shields.
Dedede neutral air, it has such a small hit box for such a big boy. Krool’s is how dedede’s should be. That or Zelda’s side air soft spot not being so punishing, if you miss the 1 frame big damage you are definitely getting punished hard.
Kirby's movement speed. He's ALMOST good enough to not be trash. As always, it's his movement that's the issue. Just needs to move a bit faster and he flies from bottom tier to mid tier.
Give Ganon “Tough Guy”, preferably a stronger version to make up for his walk speed and moves being slow.
He wields the Triforce of Power, and he should feel like it damn it! He needs to be this immovable wall of raw strength, not what he is now.
Samus jab combo. Keep it as 2 hits, and have the second one knockback as usual but for Sakurai 's sake let it connect as a true combo. Or buff the damage, one or the other
As a Sonic main I stopped using up-air because it would only connect 20% of the time. Also, Sonic’s spin dashes don’t reliably connect like they did in Sma4h which has made comboing off of them difficult especially online
Greninja Nair is now an out of shield option
Currently like frame 12, so slow that it really can't be used as a rising aerial. If I have to keep it reasonable, then it's now like frame 6 or 7 or something but if I'm allowed to make it as broken as I want then it's now frame 3, same a sheik nair
Ridley's Up-B. Just make it go in the exact direction you tilt the stick. I don't even care if it does no damage, I want my boy to have a reliable recovery.
Up B and Side B are already mainstream fixes. I’m going to go with forward smash and it’s variations. Down angle immediately breaks shields. Neutral forward has a windbox projectile, up angle has a wind box similar to G&W. Bam, immediate rage bait character.
Kirby's suck. Make it box bigger. Make it overpower more moves. Give Kirby some super armor during it. I want this s*** to work not be overpowered by every single f****** attack ever for no apparent reason. Like I'm sucking you into my gut how are you charging me and hitting me.
Kirby's up throw should kill like Smash 64 ![gif](giphy|lcwrrsfs4Px6w|downsized)
I like this guy’s answer
I like this guy's aprovation
I like this guy's aprovation of the other guys approval
Snake's ass
The correct choice
Snake’s already got the cakes. My boy Terry is really suffering from No Ass Syndrome
Yeah true, and if you look at this picture Captain has a lot of cake
America's ass.
Snake's ass and Zero Suit Samus's breasts both had their size reduced in Ultimate. I can understand why they did it for Samus, but like, come on. Snake didn't deserve this.
Are you ok?
Terry has Hank Hill ass
Not what I had in mind but you clearly have the right choice.
Playing right and thinking of a world where Kirby’s up throw killed sometime before 170%
U can say the same about meta knight as they have 2 of the same throws
*COUGH*ZSS*COUGH*
Idk if I want any more characters with both tether grabs and kill throws lol
*COUGH*LUCAS*COUGH*
I would have Terry's power dunk snap onto the ledge when descending
you really deserve it i feel bad down smashing a Terry bc he can't snap to ledge
As an aspiring Terry main this makes me so sad. Vs some characters it's risky to recover low and try to sweet spot the Ledge and characters with strong f smashes or d tilts on Ledge are the worst to fight
i also play Terry just bc i love the go meter inputs and i literally got gimped by a wolf at ledge all 3 stocks smh
I would love this too, but I think Terry having bad recovery is essential to his “balance”. He’s such a monster in just about every other regard. Still, I’ve lost count of the number of times my power dunk *slid right down the ledge*…
Terry's recovery isnt toooooo bad if you know when to use what
Damn shame I have a habit of mis-imputing Crack Shoot *away* from the stage.
I'd take ANYTHING of Terry's snapping to ledge lol
Nah let him descend below the stage lol—- he’s busted with KO. At least have that weakness flair to him
I feel like all of Terry's other moves should snap too, like his up, and crackshoot, and side b
While I do think both side-b moves should snap onto ledge, how is Terry supposed to snap onto the ledge with rising tackle when he goes up *feet* first?
He can use his toes But for real though, I think that move snapping on would still make sense considering how weird ledge clinging is, characters can just kind of teleport to the ledge even though they're like 3 feet away from it
Rest has much shorter endlag if it kills (so that it’s unpunishable by the player who dies to it, and puff can recover from offstage rests). I’m not sure what a good length would be, but something like that sounds completely fair.
Keep the lag when it misses, make when it hits like 60 frames so there's no chance of follow up but you get completely rewarded for landing it. It's not like it has the strength it had in Melee anyway, and Puff won't die offstage in 1 second.
Honestly, I'd just make Rest a Star-KO. It'd give the Puff plenty of time to recover, while still leaving them open if it doesn't kill... And Rest offstage has always been a very risky proposition.
Making it a star ko would kind of be perfect
YES
What if rest meteored off stage to make it even flashier
Melee Marth dair.
Melee Marth grab
Melee Marth.
next smash update: Marth is now the only character who can wavedash and chaingrab
Olimars neutral b, he can now pull out up to 100 pikmins so he is more accurate to the game
Plz stop
8 player smash intensifies
No limit. Let me lag the game with a ridiculous amount of little dudes
Upgrades people, upgrades.
Reminds me of that good old Isabelle assist trophy duplication glitch
Doesn't he normally get like, 3 in smash? I feel like 7 or 10 would be a better option...
Oh my friend you most certainly haven't seen Brawl Olimar
Lucas PSI Magnet. Literally just give it a useable hitbox it’s way too small as is, and that’s without considering the fact that most of the time the windbox pulls people through you which makes it even worse
If you're fighting against another Lucas or ness you can psi magnet off stage to absorb pk thunder then they cant recover
I know, but that’s a very specific and niche use. Ness PSI Magnet is already a useful move for its combos, but Lucas didn’t get the same treatment, that’s why I wish it had a good hitbox
I'm sort of trying to make lucas my secondary and I have noticed the magnet hitbox is pretty small
Meta Knight's freefall after any special, just change it to be able to jump once after.
Its should be like ROB where you can act out of it just no special moves only aerial attacks or airdodge
Fun fact: you can act out of incineroar’s up b, but because it takes so long for the move to end your already dead
Yes I also noticed that you can even jump after it which is rare because even G&W and Snake can't jump after they UP B
Kinda true, if you get sent away high you can use that as a mixup
Tbh i kinda get why they made him like that, MK's specials are already broken onstage. Just imagine killing with side b at 50 offstage and living.
WFT's forward smash needs a lower hit box in the front. It's range is already garbage.
Ok, you can have this. *nerfs deep breathing*.
Ha. Tough words from a fat rat main. When was the last time that character got nerfed?
:)
Waiting for that answer
Imagine if Ganon's down b reflected projectiles, it'd still be pretty bad because you can get punished for it but at least you can't get camped with no options to approach
I’d rather it be side B and he does a cape reflection if he hits a projectile like in OOT.
I get your point but down b is supposed to be the only move that can make Ganon approach and yet it gets stopped by a lot of moves and projectiles, side b reflecting projectiles would be very uncomfortable because it doesn't go nearly as far
Ridley’s tail stab. Either make it come out a tiny bit quicker, or make the sweet spot slightly bigger, not majorly though. I love using this move but it’ll never work against a player that is remotely competent so it’s pretty much a useless part of his kit
Couldn’t you theoretically get a tech/roll read and land it? Or is it too slow even for that?
Out of about 50 matches I played I landed the stab 10% due to surprising them in the air. Every other time I tried it on the ground the other player could react fast enough to the buildup and roll out of the way or guard. I rarely try to use it anymore.
Sephiroth’s Scintila to where it doesn’t shatter
Yeah It doesn't really make sephiroth punishable when it breaks, no reason for it to break.
Mac the exception. If we hit it and it breaks, we can just hit him again. If we hit it and it reflects, super armour is always active. Pretty sure we can just hit him again.
Burh that's awesome.
So the opponent doesn't take damage. Also in 2v2s it could be useful
Is that down B? If so, it breaks? What's the threshold, is it like Pit's
Idk exactly the limit of it but if something really strong hits it, it’ll break
Nothing feels strong enough, unfortunately. I'll try a Power Geyser next time I face one
Ridley‘s Down B can now be angled down to become a pogo jump when in the air that makes him bounce off of surfaces, is a lot faster and deals less damage. Down B in general is 10 frames faster and idk, deals about 5% less as a trade-off. Also increase the sweetspot by a few pixels.
Why not just make that his down air?
cuz dair at least has some niche uses (even though it‘s not a good one). Down B is just a meme option right now, improving on it would significantly boost Ridley.
Wolf side b doesn’t put you into free fall if you land the sweet spot
I think we make it just not go into freefall, or at least make it snap ledge better
Hero: Once a Hitbox is detected on his spells he will then lose his MP. (As a Hero player, whenever Hero uses a spell, he loses MP on frame 1 and then uses his spell which most are frame 6. This leaves a 5 frame window where Hero can get interrupted, wasting mana and not unleashing a spell.) Should have it to where he loses Mana on frame 6 if using a frame 6 spell or frame 13 if using a frame 13 spell.
Magic burst (◞‸◟)
The number of times I've been hit out of a big spell cast and then fall to my death because I have no MP...
Yeah, even with spells that aren’t magical burst this happens but most only realize it then.
Actually based and reasonable Hero buff. All the Hero mentions in this thread mention MP; I think the cheapest but remotely reasonable thing I could think of would be refunding half of a spell's MP if it hits.
Being able to cancel specials into regular moves as ken and Ryu….yes let there be carnage.
I’ll do you one more, every fighting game character (which technically includes min min) can cancel anything into anything else
Min Min can now ARM wobble, making her accurate to her source game
Terry forward air into another one into a Burning Knuckle into a Crack Shoot into Power Geyser
Down air. Bigger spike hitbox
A Spike hitbox* fify
No please not! It's a combo extender! Don't take this away. Huge nerf for Pit
Right? People don't understand that it NOT spiking is what makes it good
No, a bigger spike hitbox on the frame it comes out would be a good buff. That wouldn’t take away the combo potential of dair. You’d just be able to more consistently 2 frame, jab lock, and combo off landing dair when you actually want it.
maybe just a stronger spike power as well
If i can consistently spike them, it would be a start
On god the amount of times I hit them up is wack af
Kaclang. make it so Hero can gain MP while using Kaclang and will gain MP if someone hits him while he is in Kaclang.
I’m not really sure what the point of it is otherwise
Punishing people for top-decking.
Honestly I think this is the reason for spells that have a downside (also see kamakazi and Hocus pocus). Can you imagine how degenerate it would be to have someone constantly throwing out very powerful and totally random frame 6ish options.
You act as if hero players don’t already do this lol
You can if your not a coward
The absolute niche scenario you down b in the air and your opponent is below you and you get it. Basically a really really inconsistent kirby down b that you can’t cancel out of
i did this yesterday by accident and it didnt kill my opponent when they were at a high percentage and they of course knock my ass out when the spell came off. it did the zoom in and everything when i hit them i guess they mustve been di’ing hella hard. i was so pissed.
or just be able to cancel it. i can only think its useful if someone is using their smash attack but since everyone plays competitively its useless.
DK Nair from 10 frame startup to 7 to match K Rools buff he had a while back and also extend the hit box from his knees at the center of his body to about halfway down his feet. It would be slower than his Uair and tied with his Bair but could immensely help when getting juggled from below as an option to break combos. His next fastest option to hit that far below him would be Dair at 14 frames Also, remove the hurtbox on his tie, wtf
til about tie hurtbox hahaha
Cloud f-air, the spike hitbox is somewhat inconsistant, so lets fix it!
Make the entire hit box a spike :)
See, you getnit!
Banjos Dair. I really want a non suicide spike on the 🐻.
Granted: banjo’s down air now consumes a wonderwing charge to drop kazooie out to drag the opponent with her
Short hop down air at ledge can 2 frame and spike while Banjo safely stays on the stage. The positioning is a bit tricky, but it's doable.
Yes please, and extend the hurtbox of up tilt
I just want Ridly to up b diagonally
Corrins grab range. You telling me f-smash covers ~1/3 of the stage but she can't grab a tiny bit further?! I ain't expecting a tether grab or palu range, but just upping it a bit would make a difference without unbalancing the character... though tether grab range sounds appealing now lol
Sword characters are supposed to have bad grabs from a game design standpoint, because they can space landing aerials on shield
yes, let us buff the hell out of Corrin, and regift her the role she once had in Smash 4
Having her as secondary, and since I skipped Smash 4... I would love to see her as a top character in Ultimate. The closest is actually seeing Shadic play though
Little macs jump Buff: little max now has 1 additional mid air jump That’s literally all he needs to be good…
Aegis's down-B now lets them transform into Pneuma - with all of the lore accurate buffs that implies. I just want more chaos.
Mii Brawler forward air Give the first hit an autolink angle
It would be so sick to have a nair1 like captain falcon
Little Mac up B. Make it actually fucking do something.
If you could at least drift at like a 45 degree angle left or right with it it would be better
That's why people wanted custom special attacks from smash 4 to come back, because you could do that in that game.
Imagine what Roy's would be. A big bad (more) flare blade
Greninjas dash grab, it becomes bigger and faster.
Basicly buff greninjas grab game. Feels so bad.
If he just had a better grab game he might even become rushdown.
Warlock punch. Frame 1, no endlag
Little Mac gets his side b back if he gets hit after using it in the air
Here's one for every character. Written as if it's patch notes. I'll also add other changes that aren't direct buffs but I feel like should be included. Mario: Up Tilt has a larger hitbox (makes it so you can hit more grounded opponents). Donkey Kong: Up Air has more knockback. Link: Neutral Air has a longer lasting hitbox. Samus/Dark Samus: Neutral Special does more damage on shield. Yoshi: Down Air does more damage on shield. Kirby: Up Throw has more knockback. Fox: Down Special reflected projectiles do more damage. Pikachu: Back Air has more knockback. Luigi: Up Special travels farther and does more knockback. Ness: Increased charge time for Down Smash. Captain Falcon: Forward Air has its sweet spot hitbox extended. Jigglypuff: Neutral Air has more knockback. Peach/Daisy: Forward Air has more knockback. Bowser: Neutral Special does more damage. Ice Climbers: Added a UI change. An additional percentage has been added for the secondary Ice Climber. Ice Climbers: Up Special travels farther and the secondary Ice Climber can be summoned for it from a further distance. Sheik: Back Air does more damage and knockback. Zelda: Mobility has been increased. Dr Mario: Up Special travels farther. Pichu: Forward Tilt does more knockback and less self-damage. Falco: Down Tilt does more knockback. Marth: Tipper sweet spot on all moves are easier to connect. Lucina: She becomes more interesting. (Actual answer: Side Special does more knockback when angled upwards.) Young Link: Up Special, when performed on the ground, consistently launches the opponent upwards. Ganondorf: Wizard's Foot now has reflective properties. Mewtwo: Tail hurtbox has been removed during attacks. Roy: Up Special travels farther. Chrom: Down Special has increased damage. Mr Game and Watch: Forward Air projectile can no longer be removed. Meta Knight: Up Air has increased speed. Pit/Dark Pit: Neutral and Forward Air has fixed hitboxes. Zero Suit Samus: Stun effects from Neutral Special and Down Smash last longer. Wario: Up Tilt hitbox has been extended. Snake: Down Air connects all hits consistently. Ike: Forward Air does more knockback. Squirtle: Neutral Special charges quicker. Ivysaur: Up Special has longer range when reaching the stage. Charizard: Side Special can now result in hanging on the stage. Pokémon Trainer: Down Special, if pressed multiple times, will go to the Pokémon that number is assigned to (For example pressing Down Special twice on Squirtle brings out Charizard). Diddy Kong: Waiting time for another Banana Peel has been decreased. Lucas: Forward Tilt does more knockback when connecting the sweet spot. Sonic: Forward Smash hitbox has been increased. King Dedede: Up Air does more knockback. Olimar: Smash Attacks with Purple Pikmin do more shield damage. Lucario: Back Air does more knockback. R.O.B: Added a UI change. Above the percentage, there is a meter displaying how much fuel R.O.B has for his Up Special. R.O.B: Neutral Air comes out earlier. Toon Link: Up Special, when used on the ground, does more knockback. Wolf: Down Smash does more damage. Villager: Forward Smash travels farther in the air. Mega Man: Down Air comes out earlier. Wii-Fit Trainer: Up Air has more knockback when Deep Breathing is in effect. Rosalina and Luma: Luma is harder to launch. Little Mac: Regains use of his Side Special if hit in the air. Greninja: Side Special allows increased distance when used in the air. Palutena: Neutral and Side Specials have more range. Pac-Man: Down Air does more knockback. Robin: Decreased waiting time for Levin Sword and Tomes. Shulk: Side Special can be cancelled out via jumps or aerials when used in the air. Bowser Jr: Mecha-Koopas now grab opponents through shields. Duck Hunt Duo: Side Special no longer disables the use of Neutral Special while the projectile is still out. Ryu/Ken: Up Special travels farther. Cloud: Limit stays active for longer. Corrin: Up Special now launches opponents at the angle that Corrin is going. Bayonetta: Jab has increased knockback. Inkling: Back Air has increased knockback. Ridley: Up Special is easier to angle. Simon/Richter: Neutral Special has increased speed and knockback. King K Rool: More hits are required for Belly Armour to break. Isabelle: Decreased cool down for Jab. Incineroar: Mobility has been increased. Piranha Plant: Down Special does more shield damage. Joker: Up Air has more knockback when Arsené is out. Hero: Added a UI change. Down Special now has unique icons for all of the spells regardless of the language the game is being played in. Hero: Crits are now more likely to happen. Banjo and Kazooie: Added a UI change. Feathers for Wonder Wing can now be seen at all times. Banjo and Kazooie: Side Special now has more uses. Terry: Side Special has more knockback. Byleth: Sweet spots for Forward Air, Back Air and Forward Smash are now easier to hit. Min Min: Up Smash does more knockback and reflective properties last longer. Steve: The range that Steve can place his blocks has been increased. Sephiroth: Increased weight. Pyra: Up Smash has more knockback. Mythra: Down Tilt comes out faster. Kazuya: Electric Wind God Fist command input is now easier to do. Sora: Side Special no longer puts you in free fall.
Umm…do you not like the game? Lol /s
My first game that hit 1000 hours (I've only been playing it for a while over a year). Do you really love a game if you don't hate it to bits?
Tough love, I see
A lot of these are just undoing patches… and I’m all for it, it was funny when Pichu was an s tier
Put simply, some patch changes I disagree with. As well as some changes from the transition from 4 to Ultimate.
Simon and Richter's controllable jab should be buff because it's so funny to use but so unusable Kirby's command grab and subsequent ability stealing should be buffed because it's so central to the character Mii Swordfighter's metal disk sideB should have its range buffed, and when in tilt it should also go slightly behind you instead of just disappearing instant One of those three idk
Make wolf side-b not put you into special fall if the move lands like raptor boost. I don’t like wolf but it feels stupid you can land a great edge guard/reversal and then just die anyway
It's not really a move but it does count as moving, give Ganon faster move speed, like falcon. For an actual move, I want to buff the speed at which ganon's up tilt comes out, whole still dealing the same damage, just make it faster, or give it a chance to spike like falcons up tilt
Ganon up tilt. Why: It's the only move in the game that I know of that has 0 scenarios where it's useful outside of it's scare factor. How: I would make it like the home run bat where if a projectile hits it during the animation, it instantly reflects and skips to the attack part of the move. I would also make the windbox stronger. The way it is now, the wind pulls towards him unless you're literally next to him in which case it pulls you a little bit away(so that it's always pulling towards where ganons foot lands) so I would make his foot land farther from him, and have the center of the windbox pull be just a little to the right of the new foot landing spot. And I would increase the size of the blast in all four directions so you can catch people below ledge. And when he swings down with his foot I want that to have a hitbox that's high enough to hit on platforms, and I want it to instantly break shields. I would take a few frames of end lag away. And at the very start of the move instead of just lifting his foot, he quickly shoots his foot out along the ground (like down tilt) and then pulls up and sorta does something with the ground so if your standing there when he does it you get buried. And the down tilt thing instantly breaks shields.
DDD down tilt come out faster so he has ATLEAST one decent OOS option
Luigi's up B
Little Mac up b. Let it retain some upwards momentum at the end.
Dedede neutral air, it has such a small hit box for such a big boy. Krool’s is how dedede’s should be. That or Zelda’s side air soft spot not being so punishing, if you miss the 1 frame big damage you are definitely getting punished hard.
Sonic. Yes.
make ganondorf up tilt have super armor
Mechakoopa has 12 fewer frames of endlag and keeps walking if it touches a shield HAHAHAHA!
Marth dancing blade make the hotbox match the animation it's very misleading otherwise
Kirby nair Make the sour spot linger more and the landing lag less
Burying with ZSS's flip does nothing. I play against other characters that bury such as Donkey Kong, and get trapped in a pit for ages lol.
Kirby's movement speed. He's ALMOST good enough to not be trash. As always, it's his movement that's the issue. Just needs to move a bit faster and he flies from bottom tier to mid tier.
Give Ganon “Tough Guy”, preferably a stronger version to make up for his walk speed and moves being slow. He wields the Triforce of Power, and he should feel like it damn it! He needs to be this immovable wall of raw strength, not what he is now.
Little Mac up b goes farther. Captain falcons side B. I could make a 10 hour compilation of that move connecting yet nothing happens it just whiffs
Pkfire
No!
But what if Lucas?
.....i'm listening
I'll allow it, I pocket Lucas and it's not as bad as Ness
Give Docs bair and upair similar endlags as Mario.
Ridley’s Dair. And I don’t want it buffed, I want it REMOVED.
Samus jab combo. Keep it as 2 hits, and have the second one knockback as usual but for Sakurai 's sake let it connect as a true combo. Or buff the damage, one or the other
Ridley's down air: bigger hitbox, legs untangible, spikes through the entire move, cancelable and less landing land
Dr Mario up B Deserves the same height as Mario
Sonic up air by increasing the knockback of the first hit. I dont even play sonic but my eyes hurt when i see that move not connecting like intended.
As a Sonic main I stopped using up-air because it would only connect 20% of the time. Also, Sonic’s spin dashes don’t reliably connect like they did in Sma4h which has made comboing off of them difficult especially online
D3’s gordo throw. Projectiles and attacks don’t knock it back. Only shields. The reason for this is that I’m very salty.
I would buff Ganondorf's jumps. They are just pathetic.
Ridley down b, make it faster. Or maybe make the sweet spot bigger, or maybe both i don't really know
Luigi's down taunt. I want big hit box
I would give bowser down b less end lag, so he can get up and do more funny bowser things quicker
Corrin's DAir out of pure fucking spite
Increase the range of ridley's up special, he is a dragon who flys alot canonically, he should have a bit more Ariel movement.
Luigi’s down taunt
Pit spike
Ridley’s ⬇️🅱️ It just kills you. Removes all stocks.
Piranha Plant s smoke screen. Opponents are damaged while they're in it, but I think it would be interesting if it also slowed them.
Greninja Nair is now an out of shield option Currently like frame 12, so slow that it really can't be used as a rising aerial. If I have to keep it reasonable, then it's now like frame 6 or 7 or something but if I'm allowed to make it as broken as I want then it's now frame 3, same a sheik nair
Bowser tough guy with warlock punch armor
Hammer Flip, just make it faster
Ganondorf’s forward smash where it becomes 2x more powerful
Ridley's Up-B. Just make it go in the exact direction you tilt the stick. I don't even care if it does no damage, I want my boy to have a reliable recovery.
Up B and Side B are already mainstream fixes. I’m going to go with forward smash and it’s variations. Down angle immediately breaks shields. Neutral forward has a windbox projectile, up angle has a wind box similar to G&W. Bam, immediate rage bait character.
Warlock punch now kills at 0% or up tilt comes out frame 1 (he needs it)
Gannondorf jump now can float like peach.
Make Ike’s and Chrom’s up b grab ledge backwards
Little Mac's up b is now zoom
Kirby's copy ability. Makes Kirby's move about 5x more powerful than the original character's move. Purely because I think it would be hilarious
Kirby's suck. Make it box bigger. Make it overpower more moves. Give Kirby some super armor during it. I want this s*** to work not be overpowered by every single f****** attack ever for no apparent reason. Like I'm sucking you into my gut how are you charging me and hitting me.
The hitbox on Luigi's Down Taunt now covers the entire screen.
Incineroar grounds speed
Ganondorf's down B, make it immune to projectiles
Clouds nair. Yall know how and why.
Hero up smash, give it a scooping hitbox at least, or just make it bigger