SoccerStar9001
Smash Lord
- Joined
- Mar 29, 2016
- Messages
- 1,246
That was the first balance patch, back in the good old 3DS days.Bouncing Fish had a knockback nerf.
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That was the first balance patch, back in the good old 3DS days.Bouncing Fish had a knockback nerf.
Yeah well............Ganondorf does terrible against Bayonetta.
Those two characters have some easybake shenanigans to begin with. They're equally easybake in 3 Minute Smash too because their power outputs aren't balanced well.Cloud and Rosalina are the same way as well. Rosalina is the first puppeteer character in the series. And people ***** about Luma.
Cloud is the first to have a chargeable super. People complain they can't approach him charging.
I would argue that the 0 to deaths should stay as they are, and heres why: there is very simple counterplay to them. Im a damn good Bayonetta main, and I almost NEVER get a death ladder on someone for the stock, sometimes even when I get to execute the full combo. People DI out of them all the time, then they punish your landing. I think it should stay because I believe that EVERY character should hold some prominent threat that keeps players on their toes. Often times imbalance in fighting games come from the fact that certain characters have big threats and others dont. In this game, for example, Samus is bad because she doesnt have enough viable threats to contend with those characters that do for different reasons. I think more characters SHOULD be super good.No, i'm not implying that Bayonetta's gameplay centers around 0 to deaths. I am stating that it exists and needs to be taken out. I don't care about the combo game, I think Bayonetta can be a good comboer.
And as for "Don't actually exist" comment. Clearly
https://youtu.be/z3gwtYuYvow?t=28
It exists and is pretty disgusting to be honest.
I agree, more characters SHOULD be super good. But...clearly there is quite a tier difference. Additionally, you're right, Bayo is good without the 0 to deaths. Therefore, it is not necessary in this game and only exists to punish individuals who mistakenly DI, who can't DI due to the 2 witch twist, or against newbies which can be pretty disheartening to lose to.I would argue that the 0 to deaths should stay as they are, and heres why: there is very simple counterplay to them. Im a damn good Bayonetta main, and I almost NEVER get a death ladder on someone for the stock, sometimes even when I get to execute the full combo. People DI out of them all the time, then they punish your landing. I think it should stay because I believe that EVERY character should hold some prominent threat that keeps players on their toes. Often times imbalance in fighting games come from the fact that certain characters have big threats and others dont. In this game, for example, Samus is bad because she doesnt have enough viable threats to contend with those characters that do for different reasons. I think more characters SHOULD be super good.
I would argue that the 0 to deaths should stay as they are, and heres why: there is very simple counterplay to them. Im a damn good Bayonetta main, and I almost NEVER get a death ladder on someone for the stock, sometimes even when I get to execute the full combo. People DI out of them all the time, then they punish your landing. I think it should stay because I believe that EVERY character should hold some prominent threat that keeps players on their toes. Often times imbalance in fighting games come from the fact that certain characters have big threats and others dont. In this game, for example, Samus is bad because she doesnt have enough viable threats to contend with those characters that do for different reasons. I think more characters SHOULD be super good.
I completely agree. Smash is a game of skill and strategy, not the ability to watch a single combo video and invest 10 minutes into Bayonetta. Im not calling for a Bayonetta ban, but 0 to deaths ruin the overall experience of Smash for everyone. She's perfectly fine without themI'm just curious, what do people like about 0 to death combos? Both from a bayo perspective, and from an opponent perspective? And how is it "good" for the game?
I truly don't understand that personally. I think Bayo would still be good without them because of her combo game and obviously witch twist. Is 0 to death more toxic than good? How does it benefit the competitive scene of Smash 4? And would taking that aspect out, completely break bayo? That's the question I have.
Exactly.Hey, they didn't nerf uair, bair, or nair, that's something to be thankful for!
NOI hacked in the nerfs to test them in action, and the it's pretty disheartening...
Witch twist is fairly easy to get out of with sdi. So much so that my friend who doesn't even understand how to do it properly can consistently escape. I can't seem to link much of anything together... even two afterburner kicks don't work after a certain percent.
The biggest thing for me, though, is divekick afterburner. It just doesn't do anything anymore. It's not a combo starter or finisher. It's just there... You can't link ANY moves a
So basically, there doesn't seem to be any combo potential with her now.
She doesn't feel like combo character to me anymore, which is odd, but hey, maybe this is a premature reaction since technically the patch isn't even out yet.
Ugh, this is so sad. Talk about overkill.I hacked in the nerfs to test them in action, and the it's pretty disheartening...
Witch twist is fairly easy to get out of with sdi. So much so that my friend who doesn't even understand how to do it properly can consistently escape. I can't seem to link much of anything together... even two afterburner kicks don't work after a certain percent.
The biggest thing for me, though, is divekick afterburner. It just doesn't do anything anymore. It's not a combo starter or finisher. It's just there... You can't link ANY moves out of it.
So basically, there doesn't seem to be any combo potential with her now.
She doesn't feel like combo character to me anymore, which is odd, but hey, maybe this is a premature reaction since technically the patch isn't even out yet.
hey, it's nintendo's/sakurai's fault for not thinking her through properly.So the combo-focused character cant do her combos anymore.
GG smash community.
Note, Nintendo aren't invovled in making patches, Nacmo Bandai is.hey, it's nintendo's/sakurai's fault for not thinking her through properly.
Smash4's physics just weren't designed with a heavy 0-death combo character like her in mind.
reliably and consistently DIing out of her combos/0-deaths everytime is far easier said than done, and in some cases just not realistically possible at all.Note, Nintendo aren't invovled in making patches, Nacmo Bandai is.
Her 0 to death could be DIed too.
Massive Hero Soccer Guy said it in the final direct.Additionally, whoever officially stated that Bayo was supposed to be a combo heavy character?
Really? Had no idea. Still though, does she have no combos now? Or.... I think we really have to wait and see. I hope she still has a decent number.Massive Hero Soccer Guy said it in the final direct.
She combo was abolished, her framedata is still lackluster, she is probably not even high tier now.
They utterly broke 3 of her prime combo options and nerfed another one, so all she's left with is a rather bad neutral and no real way to get in. GG Namco, GG.Really? Had no idea. Still though, does she have no combos now? Or.... I think we really have to wait and see. I hope she still has a decent number.
Her neutral isn't bad, you just need to utilize her other neutral tools like Bullet Climax more. Previously, you hardly needed to do that since dtilt and her other combo starters had very skewed risk-reward ratio and fishing for them worked mostly fine.a rather bad neutral
Bullet Climax is neutered by it's upward angle, meaning it's only good for charge release mindgames (which it still is, but that's not enough). Dtilt is alright, but almost every character has a faster option to beat it. Approaching from the air is safe if we space god damn perfectly, and not at all if we don't. It's also predictable. Her neutral's not the worst, but maybe like only C-B tier worthy.Her neutral isn't bad, you just need to utilize her other neutral tools like Bullet Climax more. Previously, you hardly needed to do that since dtilt and her other combo starters had very skewed risk-reward ratio and fishing for them worked mostly fine.
Sakurai himself, in the Final Smash Direct.Additionally, whoever officially stated that Bayo was supposed to be a combo heavy character?
No, reacting to SDI and DI is extremely hard and the triple jump only works if you instantly Witch Twist a frame after jumping so you can't catch them without burning up the second jump and it is possible that they can airdodge or DI away.WTw has a thing now tho, we can react to whichever way they SDI. If they go up on WTw1, we can do it again, and if they SDI up again, we can triple jump uair. If they go behind, bair, if they go in front, fair, if they go down, I think fair still. And if nothing, free uair.
Triple jump ain't that hard, I've practiced it myself, and with the speed it's done it'll still catch SDI up. I don't know about SDI reactions tho, you might be right in that they're much harder than I think, but as far as I can see it's all we got.No, reacting to SDI and DI is extremely hard and the triple jump only works if you instantly Witch Twist a frame after jumping so you can't catch them without burning up the second jump and it is possible that they can airdodge or DI away.