Good to hear. Aerial PK Fire actually having a decent use again would be nice. Usually I lag long enough for my opponent to DI out of the flames after an aerial PKF. >.>
Just making sure we both agree on the reason why Ness' aerial fire should have more cool down time with this statement...
Aerial PK Fire already had IASA frames...but Brawl+ sort of took away their use because of the gravity affecting the fall speed...
The usmash and dsmash have their situational use. I just don't think buffing the Yoyos would address any problems he has. He can already edgeguard and anti-aerial like a beast. They wouldn't help him power through anything, it'd just make them less situational.
Although I suppose it wouldn't break him, it just seems a bit unnecessary.
The point of the yoyos is to counter people who spot dodge and roll too much...granted Ness does have ways of dealing with them already in fact they already sort of do that...but having more options isn't a bad idea...mostly for the fact that they do leave Ness open if he misses with them anyway...
Well, the spacies just reflect with their reflectors. Ness and Lucas heal themselves. No other characters can do that. Making it shine-fast would be absolutely insane.
Again though, it seems unnecessary. Ness and Lucas are both very floaty and have decent air speed. Most projectiles in the game will simply force them into the air, which would be an issue if most of their good approaches weren't aerials anyway.
The recovery help though...that's not a bad idea.
God you make it sound like the space furries just reflecting things is a bad thing...when they at least have more than just that use with them (granted...Lucas' magnet adds to his recovery, has a somewhat strong low angle knockback effect, and happens to have an advanced extra tech to it as well)
Wolf's reflector
Frame data
1-6 invincible
7-14 (8) hit time at the least
28 total at least...if you smack someone with it...you have a 4 frame + over them...
Here are some more stats on it...
+Adds at least 2x speed to any projectile that he reflects (I'm not sure about what the damage boost is if any though) making it very risky to attack him with any projectile weapon overall just because you might not have time to react from it being bounced back
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+He has invincibility frames on his device as well at the start of it...it is an alternative to spot dodging overall in a way...
+Has a low angle knockback for gimping
-Very limited use in the air because of his recovery/fall speed
-Turning the thing off only has 13 frames of cool down...granted that total can become at least 20 if someone blocks though on the 1st frame it is an attack
Falco's reflector
Frame Data
First hits on frame 4 – 6 at least
+In vBrawl it trips a foe on a hit...but of course it was changed for the better in Brawl+ (even if the chance for tripping wasn't that bad of an outcome IMO) for adding to Falco's combo game...
+It is a reflector move that also works as a mid range projectile move in a way...it kicks ***...
+I'm pretty sure it adds 1.5x KB and damage to whatever it reflects as well
+It passes though anything and everything
-It is out for a total of 51 frames...if you miss you are open
-Fox' reflector
Frame data
Hits and reflects on 3-9
17 total frames at the very least
+Adds 1.5x to the KB and damage of whatever it reflects...
+It also adds to his recovery because it stalls and starts over his fall...oh and while limited it does add an inch or so of horizontal distance each time it is used with proper wavebouncing use...although I wouldn't use it for trying to do that because of his Fox copter adding enough to his recovery (even with it being much harder to use in Brawl+ because of the input for buttons changing it is still there)
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+As a low angle knockback meant for gimping
+It only has 8 frames or so of cooldown time...
-Because of Falco's and Wolf's reflectors having special properties to it...you want them as well (even if overall as a move...I can't think of anything truly wrong with Fox's reflector as a move overall)
Anyway...now that I've wrote about a page on the space furry reflectors...lets talk about Ness and Lucas...
Lucas' Magnet
Frame Data
First absorbs energy on frame 10
First hits on frame 17
Shield hit lag: 11
Shield stun: 11
Advantage: -18
Total: 35
+It stalls his recovery and due to Lucas' aerial stats he can actually add a good % of horizontal range to his recovery normally however it also makes absorbing things easier as well...also bringing up aerial stats...I'd like to bring up his wavebounce advance tech. which abuses the knockback from an aerial PK Fire to add a ton of horizontal range
+He does recover an ok % if he absorbs something at least (15% or so from a fresh Luigi fireball...13% from Mario's IIRC)
+The knockback from the hit on his magnet is by far stronger than any of the space furry low angle knockbacks...in fact it could very well cost a stock on more than 1/2 of the cast at semi high %
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
+The absorb box is ****ing huge...and it does cover both sides
-The speed for everything kind of sucks...to compare Lucas' Fsmash comes out on frame 14 and has by far more knockback...and even the cooldown time is an issue sometimes
Ness' Magnet
Frame data
PSI Magnet
Absorbs: 10
Hits with wind: 31
Ends: 46
+It stalls his recovery and due to Ness' aerial stats he can actually add a smaller than Lucas' amount of horizontal range to his recovery normally however because of his cooldown time he can't take advantage of it...it also makes absorbing things somewhat easier at least...
+The absorbing hitbox is pretty large...however it isn't as large as Lucas' however his backside to it is larger at least...
+The wind affect from it is a fixed affect...which is full body...which can make hitting him in the downtime of turning off the magnet somewhat harder on certain characters (plus you can gimp certain recovery moves that are picky as well...but the odds of that happening are about the same as seeing a shiny wild pokemon or so)
+If he is on the ground after he reflects something the game treats his reflector like a shield for a split second and he can spot dodge, roll, or jump if he wants
-The absorbing power isn't even worth it sometimes (10% from Luigi's Fireball...8% from Mario's)
-Each use if you don't cancel it will cost you about a second for each use...
On another note, someone said something about dair being too powerful to be faster. Timing it to meteor is not hard as is, and plenty of other meteors/spikes are faster and similarly powerful. I believe it was thesage who brought it up to help out onstage comboing, and I agree.
Dair being faster would help...because at a certain % it is an effective way to set up an Uair kill...
Also...while it does have some issues with landing the hit...it does have set ups (PK Fire)
So I don't think making it somewhat faster would truly hurt anything