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Shokio
, I agree that other characters weren't nerfed as hard as they should have. Mario could have used more cooldown on fireball, and perhaps a smaller grabbox to prevent his kill setup, and I always felt that Link's tether grab came out way too fast or at least could have used more cooldown. Olimar... I'm really not sure what to do with him since he wasn't high tier and his recovery is awful.
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Foo
, I understand that nerfs weren't as far-reaching to many of the characters, but I'm satisfied with the changes to ZSS because I see buffs and nerfs that promote balance, I'm adjusting to her changes the more I play with her, and I generally have a much more fun now because I have to be more methodical and adaptive. My Melee main is Young Link, who when played smart, fared incredibly well in most matchups outside the top of the top tier, which I used Marth as a secondary to cover bad matchups. In Smash 4, my favorite character so far is Mega Man, who is not seemingly buff, but really matches my playstyle, and I've done better with him than anybody else. A person who mains low/mid-tiers is really someone who plays characters not because they'll win, but because they are incredibly fun to play as. ZSS, 3.02 or 3.5, is really no exception. You citing how Marth, Roy and spacies were hardly changed is insignificant, as I think they're all well-designed characters with clear strengths and weaknesses, and redesigning them is simply out of the question, 'cause Melee. It's not called Project Melee anymore, but Melee is still a core piece upon which PM is designed. Those characters have seen subtle nerfs with each release, and they're not even significantly overpowered compared to the rest of the cast. The greater offenders to me were Mario, Link, Diddy Kong, Lucas, Pit and Mewtwo, and they all received subtle nerfs.
Regarding ZSS, if she's closer to being a well-designed character in 3.5 than most of the other cast, then we're in better luck for playing as her now, since changes to other characters will surely follow suit in different ways to approach the same ideal. Also, I don't feel so bad for ZSS if her combos are less than what they used to be, because her dive kick is now a kill move, kill setups at the edge are easier, and the damage of many of her attacks were slightly buffed to compensate for the lack of combos.
As for other characters that are still combo crazy, if they don't redesign their playstyles, they most certainly will at least tweak damage outputs and knockback values. For 3.5, it looks like the PMDT focused on as many redesigns as they could that would promote better balance in the long run, and then distributed subtle nerfs/buffs across the cast so as not to disturb much of the balance that already existed. I can name 3 solid mid-tiers from 3.02 that received fairly drastic changes coming into 3.5, and I see them all as fairly smart changes in context of the entire cast. I haven't been able to examine many other characters, but so far so good.
- Zero Suit Samus
- Paralyzer and grabs/throws were redone to both increase the effectiveness of her kit in unfavorable matches such as Fox, and projectiles were made clankable which is inline with reducing the effectiveness of projectiles throughout the entire cast.
- Burst-mobility options toned down so that slower characters could stand a fighting chance.
- Kill options enhanced thanks to redesigned standard grab and buffed knockback to Dive Kick.
- Core kit largely unchanged, but now requires more precision, adaptability, and matchup knowledge to be played effectively.
- Squirtle
- Side-B Withdraw can no longer turnaround, so he loses stage control and free tech-chases at a single button-press. The entire world is happy with this, except for scrubs who depended on it.
- Mobility received significant, yet subtle buffs thanks to the new landing detection and shorter short-hop.
- Recovery is a lot safer since you can angle the trajectory, moves much faster, and is easier to sweetspot.
- Core kit largely unchanged, but now requires more precision and can no longer fallback on Withdraw spam.
- Zelda
- Din's Fire enabled too much stage control, and gave her too much advantage against large and slow characters, so it was redesigned to control space in a more linear fashion, as well as being more of a direct attack.
- Smaller and faster characters generally had favorable matchups against her, so her mobility was increased, as well as a bunch of other tweaks (she's literally a brand new character now).
- Now requires more skill, aggression and precision to use, especially since the sweetspots on her strong aerials are smaller and Teleport cancels can be tricky to land without lag, but the new Din's Fire is really useful and incredibly fun.
Right now, it's a bit of a waiting game until we can possibly weigh the effects of the current changes, and 3.5 has quite enough bugs that 3.6 should roll out fairly soon with bugfixes, balancing tweaks, and possible redesigns. I understand that 3.5 is not yet the ideal, but my feeling so far is that it always keeps getting closer. PM won't be close to being frozen until it hits at least the 4.0 mark, so we just gotta keep playing until we find things that break. Let's not also forget that the new Debug Mode is a significant tool for analysis that should speed up identifying more rough spots.
I think one of the best parts of PM is that with characters changing in each release, along with the tendency for players to switch mains with each update, there are a few positive byproducts of these shenanigans:
- PM players are highly adaptable to change and have likely played a larger variety of characters than any installment of Smash.
- Because PM players have experience with many characters, we have a fairly decent grasp of weighing a variety of matchups, even despite a young and ever-changing meta.
- With the exception of some extreme redesigns, most of the characters have remained similar enough to previous iterations that we can efficiently interpolate past and present data in order to get closer to the goal of having narrow tier gaps.
I feel really bad that a lot of you are not digging the new changes. If you should switch characters, then so be it; I for one will also explore other characters just for fun. But for me, I still perform better with ZSS than any other character, and I still think she's incredibly fun. Before 3.5 was released and they started updating the character pages, I read that they removed DCP which I thought was an error. When I finally got to play the game with friends, the first thing they noticed was, "Dang, your gun moves so fast, why did your character get buffed?" I adapted to the Paralyzer change fairly quickly, because I never threw it out without expecting that it would safely hit. The grab distance change threw me off the most, until I kept telling myself, "Think like you're playing as Falcon or Marth, because the tether is gone." They were the ones mostly complaining about the Squirtle changes, Zelda changes, and I just kept telling them that our characters changed, adjustments need to be made. It wasn't really a big problem since we play Melee characters that are pretty much frozen outside of minor tweaks, and as we keep playing 3.5, we're blown away with the new things we discover, and how Bowser and Ganondorf are mad good!
Sorry for the long post, "Please, understand."