@@ShadowMixes69 unfortunately it had the potential to be absurd. It’s the strongest smash with crit (the knockback growth is abnormal, even with crit, I’m not sure it’s a glitch or something, but scales too hard).
I think a better buff for Robin would be that the Levin Sword only loses its durability when you actually hit the opponent with it. Not only would the player would not be punished for missing an attack with the Levin Sword, but it also mimics Fire Emblem's weapon durability mechanic more accurately.
Ya, I think not having levin sword at the start of a game is more of a small nuisance than an issue needing to be buffed. Not losing durability on miss would actually be a massive help
Honestly, I'm not even sure what you could do to make the move even somewhat decent aside from either letting you shoot the bullets forward or just completely replacing the move. If it were up to me, I would just completely replace bullet seed with Ivysaur's solar beam move from Project M.
I would also make Isabelles side B a command grab but not make it a kill move anymore, only a combo starter, otherwise it would be too OP. Another thing she also desperately needs is a bigger Up-Tilt and Up-Smash so that when an opponent is on a plantform and you are below of them it actually hits them. Yea, current Isabelle doesnt hit people on the platform with these moves, you can only hit them if you jump + aerial. And another thing that could be neat would be cancelling Up-B into any aerial.
Idk, they have to be at pretty high percents anyways, I don’t see why not keep it a kill move. I find myself struggling to kill w it even up to 140 if I’m on the ground. And every whiff is almost guaranteed punish so it’s not exactly safe
The buff I would give to Ganon is easily having side b not make him go into free fall. 4 games later and it still sends him into free fall while fox, falco, little mac, Ridley and incineroar gets to use Both side B and Up B for their recovery
Honestly this. Though if there's one other buff I'd give to that side-b, it would be letting it actually kill when you drag down off ledge with it, instead of killing Ganon first and then letting half the cast recover. Seriously, if they can mash out of it, make it so they're guaranteed to lose a stock first if they fail to mash.
Other buffs I would give to his side B is to make the grounded version have less ending lag and not have set knockback. If this was done Ganondorf would have better chances for follow-up and opponents would have it harder to tech it everytime, and they would also not be able to grab the ledge at higher percents, which could work as a KO tool.
It is absolutely wild how good most of kirby moves are. Almost every kirby move has a use and they all pair well together but kirby is limited by his horrid movement speed on air
Another thing holding him back is that his special moves range from ok-ish to terrible, like it might be the worst collection of special moves in the game. I might get hate for this but I’d say that Egg Roll is better than Hammer
@@YoshiAteTooManyYoshiCookies then don’t use Egg Roll offstage. The main reason why I think it’s better than Hammer is because it has a shield break setup on platforms when your opponent is shielding on the edge of the platform, making it semi useful for tech chases (I say semi, you have to predict really well what your opponent does or else you get nothing). BEFORE ANYONE REPLIES, I know that aerial Hammer can break shields as well, but there’s not really a setup into it, and it’s much riskier than Egg Roll if it doesn’t work. Plus, it doesn’t even work on short opponents. Not saying Egg Roll is good at all, but I think its shield break potential is better than the entirety of Hammer
@@Sticker_By_NCT_127 while most of the points you provided are correct, I'd like to add that I clearly said that the problem was MISINPUTING egg roll offstage. You're making it sound like Yoshi players use egg roll offstage on purpose and should simply stop doing so.
@@YoshiAteTooManyYoshiCookies my bad, yes I oversimplified the misinput part. However, at least part of the reason why that happens is the player’s own fault (not saying that Egg roll isn’t responsible for most of it tho, that does really suck and I should’ve cleared that up).
Dude, Dedede doesn't need anything done to his back air; that's one of his best moves, lol. What he DOES need is more air speed, as well as a faster inhale with faster/better reflect. Obviously there's some other things he could use but those are the biggest IMO.
I largely agree, but D3's bair in Ult is one of his best moves because most of his moves otherwise are meh to meager. His bair in Brawl was one of the best moves in the whole game!
@@yolochip4889 Yeahhh, but you gotta remember that that's based around how Brawl works. I can't say too much on that though, since I've only really been playing him since Smash 4. I play Dedede as a secondary in Ultimate, and have never viewed his bair as a weakness. His nair hitbox is though, and honestly I feel he could also use a faster, easier to land dair.
@@yolochip4889 true true. Or if it had less end lag and his neutral b had faster startup he'd be able to use Gordo and then almost instantly be able to suck it back up in case it gets reflected quickly
He would be broken.. a lot of Banjo players depend on WW to take stocks. He doesn’t have many kill moves. Down throw Up tilt misses on over half the cast. I think Banjo should get 2 greneggs, or a fair that spikes. Especially since he lacks a lot of kill options. Back throw to WW on ledge has gotten me thousands of stocks lol. Random rant sorry.. ima BK main
Marth really needs his up-air to be fixed to be active for longer. The move ends way before the trail effects suggest resulting in the move just phasing through opponents and makes landing with it way harder than it should be
He needs the up air's first few frame hitboxes reverted to how it was before they increased the sweetspot size. Landing Sour u air -> sweet u air did NOT need to be nerfed to be near impossible to land unless you do the slap your opponent's controller out of their hand combo.
Honestly he would still be REALLY gimpable if he gets launched far away because he’s a sitting duck when using tornado. A stronger buff would be to increase his airspeed even if you keep his up b height the same, it would drastically improve his recovery and it would kinda help his combo game too
@@abhaysharma6 Agreed. I would personally make it similar to how it is in Melee where he has .04 more airspeed than Mario and comparable air acceleration So he's still really slow on ground but can get around in the air decently Like Wolf
@@toxic_shr00m Or you can just buff in different ways to make him good and different. (I.E: More Distance on Tornado, Shield Breaking F-Smash, Killing Dash Attack, etc) Everyone wins!
Some of these buffs not created equal. Rob hurtbox decrease?? Into Toon Link zair endlag buff…. Into an enormous Wolf Flash buff?? I got some serious whiplash from that section🤣
Toon link zair buff is not what I would want as a toon link main. I was hoping for like a better hitbox on nair or let forward air hit grounded opponents like it did in 4 lol. There’s so much more you could do with toon link. His zair is fine. It’s a great spacing tool and it combos into dash attack lol.
@@gatolf2 100%. They’d have to chop YEARS off of the move’s endlag to make rising zair practical. For a zair buff a range buff would have been more useful, make it more like Samus’ zair. I personally would have liked bair to get its endlag reduced, its launch angle changed, or KBG reduced. I just wanna push it from an almost good combo tool to a genuinely good combo tool.
10:12 Well as a Sonic main I am definitely in favor of that. Especially with the footage you just showed that showed Sonic actually killing himself because his homing attack missed when trying to hit an opponent who was off stage. Yes it's better hit more consistently.
The buff I would give pit it’s his brawl arrows back , that would help a lot in a lot of areas , I don’t mind the weak spike when I can hit almost anywhere in a game with just one airdodge and for dark pit i would keep the same opinion as you with the spike or a stronger uppair since I think dair it’s more a combo tool than a spike anyways
As a Shulk main I have to mention this. Make it so that you can switch Monado arts while in grab or buried. Or perhaps make it so that Back Slash always snatches ledge. Or at least give it invincibility when it can grab ledge.
And so the trend continues of "I'm gonna buff every character!" *accidentally nerfs Pits* An across the board KB increase for Pit dairspike would make SH Dair OoS kill confirms a little bit worse, since they already start working at basically the perfect percent window for USmash to kill, so the current KB allows for the largest SH Dair FF USmash window. SH Dair OoS is useful because of how low it hits, being able to even hit Kirby's crouch animation, which I believe is the lowest crouch in the game? The bigger issue would be FS Dair (and other times you happen to hit FH Dair against standing opponents) kill confirms, as they already need to be nearish ledge to kill regardless of DI against most characters, so increasing the KB of Dair would make Dair single hit Nair FSmash/DThrow Bair not work at kill percents, leaving FS Dair combos to only kill once Bair both connects and kills on its own, which is much later. Both of the above are good options which not enough Pits use, at least that I've seen, so I don't fault someone for not knowing that this would actually be bad for Pits. A KB increase to only aerial opponents would be much better, and is actually something Nintendo already did once for Pits, so it's not even a weird buff. I'd still be a bit sad because some silly, niche combos that are bad but cool would stop existing, but ultimately more KB against aerial opponents with dairspike would be a buff. The way I'd buff them, though, is to make the hitbox of UTilt2 bigger, so that it hits more opponents standing on the ground in front of Pit. This would make Nairdodging through UTilt Nair DD Loops no longer the correct option for everyone not named Sephiroth (And Fox, Gren, and Pichu, who are just incapable of doing so), and heavily punish those who tried, as UTilt2 against standing opponents can combo into almost every button in Pits' kit, letting Pits do whatever they wanted to someone who Nairdodges UTilt1
The buff i would give bowser would be to make his n-air a multihit similar to palutena's nair, with many hits before the lounching one instead of the wierd hitboxes only on his limbs that make it's role as a combo starter and extender really inconsistent, i would also make it -8 on shield instead of-12, making it a tad bit safer.
Honestly for Corrin, the buff I would give her would be the ability to act out of Side B kick earlier, completely negating her movement woes. She's sluggish, but that's part of why she has pin, and that buff would be HUGE.
Making pin better would be nice but I would either buff her down tilt so down tilt up tilt is true or completely give her a new dash attack or rework her dash attack so it becomes a burst option combo starter.
I'd make it so that pin into the kick would hit 100% of the time. It's silly how you can sometimes pin an opponent but not be able to hit them with the kick
Changing Chrom's up+b entirely ? Maybe it'd be cool if he can cancel it like Cloud's or more horizontal movement, like a tiger blade (tales series). His move is actually like that in the series.
think it would be a good idea to do this same video where smash pros chime in and give their own ideas. it'd be cool to see what the character specialists would change for their character
Its funny how a lot of characters get minor buffs like a slight endlag reduction or a better grab which is relatively minor and won't change too much and then theres just "Give Cloud, Aegis, Palu, Joker, etc, something from their prepatch versions or previous game where they are all top 1-2 contenders and were far and away the some of the best characters in the franchises history" Ah yes lets allow Sephiroth to get wing at 40% because he was a stock down and now he wont lose it until he dies. Not much of an issue when you have a good MU into him but now every character that struggles vs him is pretty much guaranteed to lose because Wing is just that brokenly powerful
For Kirby I think there's a few worth contenders. The buffs I want either make advantage state far more consistent or help him in neutral greatly: 1. *Reduce D-Air landing by 3-4 frames* : Kirby can always do turnaround Up-Tilt out of D-Air but it requires a turnaround and he no longer has the advantage on hit to get the forward version. Reducing its landing lag would make D-Air followups more consistent and greatly improve Throw combos but it would be important not to buff it so much that he can get D-Air D-Smash easily with no need to auto cancel it. 2. *Reduce D-Air startup by 2-3 frames* : With D-Air Ride already being a thing you have to be careful with the start as too low and his loops become too easy and degenerate. Still 18 startup is rough so taking another 2-3 off should open more combo options while still not making it overly easy to set up into. 3. *Reduce Projectile Swallow Lag Immensely* : This was a neat change they added but the high lag makes it too impractical. Cutting the animation down makes it a better anti-zoning measure and helps a lot against projectiles overall. 4. Run Speed Buff: I am actually in a camp of letting Kirby really min max his ground game. Making him about as fast as Bowser (or at the very least have his full dash match his initial dash) would help with ground pressure and approaching. I actually agree that the buffs Kirby did get have made his moveset a lot more effective now than a lot of us, even us Kirby mains, initially gave credit for. Just a few more changes could actually make him a seroius meta threat but just one of those imo would already be gamechanging. That more air speed isn't bad. It definitely would help on recovery.
If I had to choose one, I'd make Dair frame 14-15 with the landing hitbox giving him more advantage. If Kirby's gotta work hard to win neutral, he might as well have "degenerate" Luigi-type combos. A milder buff that'd be feasible is making Kirby hold every projectile no matter the size. This way, he can choose to spit or swallow with no end lag!
@@djdrizzy9139 Ya the more I think about it, the more satisified I am overall with the buffs Kirby got. I just feel like they fell just *ONE* critical buff short of making him a sleeper meta threat and Down Air never getting touched up was probably the biggest missed opportunity. Ideally I would do a mixture of reducing startup slightly and buffing landing lag at least enough that you can consistently hit Forward Up Tilt out of D-Air again. Would make combo extending easier and more flexible and really make his advantage state borderline top tier. I also like the idea of the Projectile Swallow rework. It's werid that big ones can be swallowed with little lag the second ya get them. Honestly they just shoulda had that be how it always works and scale the spit out star accordingly. Btw are ya in Kirby Discord? I have seen some insightful comments from ya before and I used to be huge there on labbing and am picking it up again. Especially with Kirby's recent successes more hands on deck is always nice.
@@TimG57867 Tbh, I haven't been active in the Discord (or the app in general) in a couple of years. Ever since I graduated from college, I "retired" from competing, so I don't have motivation to grind as before. I still play the game though. If Kirby were to get more buffs or Smash 6 gets announced, I'll become more active. I'm just ready for a Kirby rework already!
I would love to see the changes to inhale, kirby despite having great moves, gets outranged so easily, making inhale a proper anti zoning tool would be crazy imo, it'd be great if he could spit them back as stars too, would differentiate it from dedede's while still being able to send projectiles back
Honestly, any speed buffs to dair or his special moves would be very impactful. Making final cutter faster would give him a much better aerial threat range, making stone faster would make it much more reliable for disadvantage and edge guarding, making hammer flip faster would really buff shield break setups + ledge trapping + general aerial single-tap use, and inhale just needs lag buffs. It's honestly surprising how Kirby never got any significant special move buffs besides copy abilities and stone kb
My buff for Byleth would definitely be: decrease the chamber time to arrow so that using the uncharged variant comes out quicker and can be used in neutral Keep the same strength tho
The biggest buff is either for Chrom or ICs. My pick is Chrom, though. Takes his position as a worse Roy and puts him as the best sword fighter in the game. Makes him a top 5 character
I wish Marth's Up-Air would be either active for 2 more frames, or it had it's hitbox expanded downwards a little bit; So it could consistantly hit with the last part of the animation while fast falling with it.
Honestly I’ve had this idea for a while that dr Mario pill should work like snake grenade, being an item and movement option. I think giving doc that would not only buff his combo game but also his air mobility and landing options. The idea of an “item Mario” has always been cool to me.
17:07 So I guess this wouldn't technically be considered a buff but more like just a complete change. Piranha plants are extremely well known for spitting fireballs. Why is it the piranha plant doesn't even have a single move that involves that? I believe one of its air attacks spits a short-range flamethrower very briefly but that's it. It doesn't make any sense that piranha plant doesn't actually have more fire moves and doesn't spit fireballs
I love Maining K Rool, And Inkling the Buff i would give k rool is his crown because his crown is a projetile because people use crown against him so i would buff his crown so that way he can keep his crown during combos with it instead of crown as a projectile. For inkling i would buff her/his Blaster its a good up smash but if you think about it the scoop of it will let characters DI Away so thats the buff i would give inkling is so that way they wont DI Away from it anymore when they get buried by roller or on ledge
Why give Ganon a kill confirm? He doesn't struggle to kill. His issue is exactly the same as Dr Mario. Bad recovery in combination with bad air drift speed. Thats what hurts Ganon the most by far.
As a Zelda main, the down tilt buff would be absolutely evil. Sure there are other buffs she would maybe *need*, for example the grab as you said, make the nair consistent or make her f tilt faster. But making down tilt into fair or dash attack true at any percent? I'm rooting for it ALL DAY.
5:18 Yeah I really do think you're right about that. Dr Mario does deserve a better recovery. 5:41 Yeah that buff makes sense. I mean if he's going to have a throw that involves him shooting the opponent he doesn't make any sense to have it sometimes miss. It should always hit or else it's inconsistent. 5:57 That makes perfect sense. Honestly I've always felt like Marth was just kind of left behind since Lucina came into the game and Smash 4. Making Marth more easily able to land his tippers would be such a great improvement
I think a better buff for Meta Knight would be to allow him to use special moves again roughly 12 frames after the end lag of his side-b ends so newer players will Self Destruct less often.
I like the idea for Wii Fit, but I think a better buff would be to have big hit box on Fair, Nair and tilt attack as they both do reach the shorter characters like yoshi, pika and so on. Nair especially is very difficult to hit and not consistent, you have to jump and fall into the nair to hit the opponent making it a lot more difficult to use.
Honestly, I like both ideas, although my buff for Wii fit would be less startup frames on her grab, I'm a casual player tho so it might just be a me problem ha ha
Would be cool but I feel like Zelda needs better neutral tools and shield pressure and a safe d-tilt would change everything. I also think making telecanceling as easy as palu. It would give her so much more movement
Give DK a projectile. Coconut gun or barrel throw I don't care which. It'll never happen but it should. It's such a huge part of the character. It's absurd that he's the only heavy with no sort of ranged move. They added the roll but for games now DK has struggled at a distance. Even a basic projectile would help. Bowser breathes fire. Dee Dee has the side B. Ridley is insanely cracked. Even Ganons side and down special has some quick distance closing that isn't utterly predictable in most encounters. DK needs some reworking at least a bit. I personally would do side b barrel throw and remove the other pitfall can easily be a down throw instead.
Hero has a lot that could be changed: Reduce the forward special cost, reduce his end lag 1 to 2 frames of his smash attacks, reduce dash attack end lag by one frame, improve forward and backwards throw launch distance, increase text size in menu for easier read
14:09 Oh wow! Up for some reason I wasn't aware of that or maybe I just never really bothered to notice. I think because I'm dodging the attack or blocking the attack so I'm not like trying to hit the duck. Maybe that's why I never noticed I'm not sure
3:26 I like that buff. I'm not even a Ness player but I like that buff. An opponent jumping in the way of his PK thunder should not prevent him from being able to use it to recover.
As a Byelth main I’d say that all we really need is an increase to our movement speed and then we become a solid high tier. Or if that’s too much, give landing side be the same end lag as ground side b.
That Mii Swordfighter buff to up tilt is really good. I would have gone with that or a hitbox improvement to up-air that allows it to hit grounded opponents more easily (not necessarily ones that are low profiling, but most standing characters)
16:11 Here's some for my guy (warning lengthy): Crown item: Granted this is on you to lose/exchange but even then, I hate how overly one-sided this projectile is (outside doubles and playing other characters too), it's pretty ridiculous it has infinite throws, can hit multiple times in the air (only happens when you get out of hitstun, ie after performing a wall tech or get footstooled) and has opponents able to reset the despawn timer on top of infinite throws, the only to get it back is to pick it up as KKR which can be a nightmare considering all that. Adding a two throw cap before despawn (akin to Banana) back to KKR (or seven seconds of no one having crown beforehand) and allow the in progress animation (I'm aware of quick/long inputs to skip it but I'm talking about outside that as it can get in the way of neutral and disadvantage) to be cancellable with the momentum, imo will be the perfect way to balance it with the least amount of changes, despawn timer resetting is also unaffected by this change as the throw cap makes resetting it ok. I'd rather not remove the animation as a whole as it's funny out of context and I'd rather not remove tech or playmaking capability. I'd also say for KKR to be able to use it in item form if you press B during Side Special before the crown is thrown (uses part of the crown pickup animation in reverse) but that might not lead into the best playstyles. Down Special: More consistency, it can fail when it feels like it shouldn't due to moves being able to extend past or outright ignore the detection hitbox, it should be more consistent like a swordie counter but keep the back vulnerability and allow the counter to be reversed while facing the opposite direction before startup. Air Speed: Slightly increase it, nothing more to say on that. Neutral Special: Be able to use the command grab version at any time and have minor armor on a successful suckup of a foe or cannonball (this is so it won't always be a death sentence for sucking up the cannonball instead of a foe, granted they can also grab), no longer completely lose to large enough shield (gradually move shielding foes closer to it), I'd also say the blank shot to provide a moderate windbox but that can be kinda cheese and Ultimate removed most of those from fighter moves so I'm not sure if I'll agree with that one, more horizontal control when using the inhale in the air (not as much as air speed of Up Special). Side Special: Crown rehit always being consistent would be a little ridiculous but make it a little more consistent and make the armor on throwing it more consistent. Up Special: We need more than Up Air stalling or "mixups" and either to save jump then use it or use jump then use it as a last resort. Give it more horizontal distance (will sacrifice a slight bit of vertical height), the propellors the ability to beat out weak projectiles and maybe being able to cancel into an airdodge (not an aerial) would help reduce the chances of being stuck getting back to stage. Belly Super Armor: Make it usage based rather than damage based, this will make it worse against multihits but better on strong single hits. It shouldn't be possible to one shot it because of high damage design, maybe no longer trigger a shield break, deal moderate knockback instead and remove KKR's ability to use belly armor (moves will still work but with 4% less damage and less knockback) until at least 3 (?) minutes pass, kind of a full rework so I'm not sure if it will happen. Dash: Slightly reduce the hurtbox of KKR. Standstill/Walk: Slightly reduce the hurtbox of KKR. Dash Attack: Covers the entirety of KKR rather than just the belly, remove the unsafe extra belly armor frames, slightly more shield damage. Up Smash: Falldown hitbox does more shield damage. Up Air: Exposed belly armor frame removed, I'd also say to never get the heightless version as soon as you use it out of hitstun (but slightly delay the height increase) to prevent SDs from buffering it after a light attack at ledge hits you but you'd technically be able to get infinite height in doubles, the falling version might be useful onstage but it's already situational as is. Down Air: Exposed belly armor frames removed. Neutral Aerial: Probably either his best or second best move, often contested by Forward Aerial. It should cover the entirety of KKR to make it better as an OOS option which we lack, it probably would make it an even better edgeguarding tool but we need OOS options more and make it frame 6. That's all I got, most of his other moves are fine aside from blindspots, namely Forward Smash and Up Tilt. I don't think the changes will make him a completely good character but it should make both disadvantage and a bit of advantage easier to manage. Also here's a tip, you can airdodge up after throwing crown to make it go slightly higher (combine on stage with a double jump for max height). Also offtopic to KKR but give Little Mac his Side Special back at least once after getting hit (not infinite) or something better (maybe it with some armor), while accurate to boxers in the air, it's very tragic how much of a brick he is to being gimped in the air. The Smash 4 guidebook also said his "recovery is lacking and to "avoid ledges whenever possible"
For Yoshi I would do one of 2 things. Either: Cut the startup for Eggroll in half or more (14-16 frames of startup instead of 32) and have it accelerate faster. To compensate for the faster startup I'd probably remove the intangibility it gets during parts of its startup animation. This would allow it to be an okay grounded burst option/escape option. It'd be like Minecart, but only work on the ground and have its same crappy hitbox, no kill power or armor meaning you can easily punish it if you anticipate it. But could allow it be a potential escape option near the ledge or just an option to create space. Or Significantly cut the time to cancel it and allow him to act much faster out of it. This would allow it to be a decent approach option if he has the space to start it up, but could get predictable if used too often, it'd also potentially open up more edge guarding opertunities by letting him chase off stage opponents faster. I see this being decent but not too degenerate since if you wanted to do fast approaching aerials on stage, he wouldn't have access to back-air, his only real disjointed aerial. meaning it'd still be possible to swat him if he gets too predictable with it on stage. (It'd also be kind of cool if he could slide and do a grounded move if he canceled it on the ground, but that might be too over powered being able to do like a sliding F-smash or Up-smash.) For either of these buffs I would not touch the shitty hitbox, or kill power. And it'd still basically have no velocity in the air. It'd still be a way shittier version of minecart/clown car and probably still be one of the worst moves in yoshi's kit but it'd at least have some use cases and maybe have some possitve aspects that set it apart from the other mobility side specials (instead of it being set apart by just how much worse it is than all of the other versions).
As a Mewtwo main, I wouldn't get rid of tail hurtbox or make him heavier, I would actually buff teleport, it just doesn't have enough I frames to use it when in disadvantage, and it can be really easily two framed. Also a 'buff' for steve could be to increase knockback scaling on his jab, so he can't just jab people across the stage while it is still a 'buff.'
For Shulk and Aegis, I would make both Shulk and Aegis wavebounce with an Monado Art activation and Swap respectively. Shulk used to be able to wavebounce with the activation of an Art in Smash 4. This would incentivize Shulk to use the Cycling method more as it is basically thoroughly outclassed by the pallette or wheel. For Aegis, being able to wavebounce while Swapping would give them some movement options while in disadvantage.
Technically it already does this, since damage is included in the formula for knockback. Personally, I think a more interesting buff would be to let Inkling Neutral Special apply ink to shielding opponents.
15:44 I was going to suggest to make that I think it was one of a special attacks I haven't played Ridley in a long time but one of his special attacks that does that pointing thing with the tail make it be I don't know like faster because I feel like it's impossible to really hit anybody with it. But I do like your idea of making him heavier though 16:01 I'm in full agreement with you on this. I mean I never really noticed how bad their grab range is but I don't know I it's just they have their whips that they attack with and I just feel like wouldn't it be cool if that was a long-range tether grab? Or maybe to differentiate the two fighters more have one of them have a long-range tether grab and the other one grabbed with his arm. 16:15 I agree. It doesn't make much sense for King K Rool to be vulnerable to his own attack because someone else can use that crown. Although then again the links throw their bombs and their opponents can technically throw them back.
About Kirby, I would make the Up B "rising part" being a kill move past a certain % ; could be around 130 on DF from the ground - and have higher knockback in general This would make Kirby shield game a lot stronger then it currently is, and also make him more threatening in juggle situation (and also probably more respected in offstage situation)
Even though it's wonky, I think Link run-up up B is a rushdown option that would kind of render a dash attack buff pointless. I want to see a buff for him that would allow for more creative, technical stuff. Something to buff item combos and reward theory crafting that the character seems to be designed around.
7:36 changing is up special I think makes sense. His recovery doesn't make much sense. It makes sense for Ike because Ike has a forward b recovery but for Chrome it doesn't make sense So I agree with you about changing it. I don't know if I would change it to be the same as Martha Lucina, but I do think changing it makes sense.
Think a better buff for ice climbers would be that if popo dies first, instead of nana disappearing she would become the controllable character. This would be a huge buff but also a bit of a nerf as nana is actually launched further by attacks. It would make for incredible comeback plays as nana has the meteor on her fair that could absolutely destroy people
Marth actually can connect his tipper side b almost every time. Depending on the size and fall speed of the opponent, and where you are on stage, angling or delaying some attacks of the move can let you connect it almost every time.
As a buff to Lucario (for a future game bc it's moveset changing) I would change one of his moves into a recoil move from Pokemon like double-edge, and give him a way to self-damage like Pichu. I think it would make him a much more interesting threat, while also doing better justice to the root game, where a big part of the gameplay is synergizing around your Pokemon's ability.
Its very clear the characters you don’t think much about are Larry. As much as I would love pre-patch nair on Ike, he doesn’t struggle with kill confirms. If we could only give him one buff, it should be to something he struggles with the most, which is his recovery and neutral game. Now I can’t really think of a way to buff his neutral without a slight rework so I will talk first about his recovery. The solution is very simple, give him super armor at the apex of his up-b. His biggest problem is recovering against anyone who has a counter or can spike him on ledge. This buff only helps him if he perfectly spaces his up-b so it won’t feel like you can’t edge guard him at all. Now for the slight rework I was talking about. In Ikes games, (I’m assuming most of you have never played) Ike can canonically fire beams out of the Ragnell similar in appearance to Clouds netural-b. I’m baffled that they never incorporated this into his move-set as even a fairly mediocre projectile would dramatically help Ike out in neutral since he wouldn’t always need to approach. Now the rework comes to which special do we change. My vote is to make the new attack his neutral-b and remap his current neutral to down-b, thus getting rid of his counter. Lets be honest, his counter is whatever. Its not a critical part of his kit in anyway. In conclusion either of these changes would be far more impactful than reverting his pre-patch nair.
For Cloud I would definitely make his Up-B more consistent. It’s outrageous how often it connects but the opponent falls out of it and can break your momentum or punish you. Being randomly punished while you just successfully landed an attack is dumb as hell.
These are the buffs I'd switch or add to the characters: Mario: Have his down B usable as a recovery like how he uses it in Super Mario Sunshine (it would function similarly to Peach/Daisy's float). Have a very small pushing effect downwards. DK: Have hold down B spawn an empty barrel like in Brawl minus. Kirby: Have Kirby not lose his absorbed B move power until he loses his stock. Ness: Have Ness able to use Up B again in midair if he hits someone or something with it. It'll make Ness less easily gimpable. Falcon: Have side B not go into free fall but only usable once until he touches the ground or gets hit. It will help with recovery. Zelda: Let the Down B be storable charge like much of the chargeable and storable B moves. It'll give Zelda a burst option and make her more formidable in neutral. Marth and Lucina: Have neutral B be storable as well. It would be an additional option for recovery, as well as making them more formidable in neutral. Ganondorf: Have up tilt be cancellable. Have side B not go into free fall but only usable once until he touches the ground or gets hit. It will help with recovery. Roy: Faster recovery frames off the counter and slow down the fall more as the counter connects. Chrom: Make up B snatch ledge and can catch ledge in the opposite direction like in Brawl. Ike: Have side B not go into free fall but only usable once until he touches the ground or gets hit. Make up B snatch ledge and can catch ledge in the opposite direction like in Brawl ( like for Chrom). Make neutral B storable as well. Wolf: Have side B not go into free fall but only usable once until he touches the ground or gets hit. Villager: Have the tree last longer on the field. Little Mac: Have side B resetted if he's hit or hits someone. Have neutral B chargeable and storable ( can be used for recovery if released when fully charged). Have his KO punch cover the same range that it did in Smash 4. Robin: Permanent Levin sword and spell durability. Shulk: Monados last longer. Down B connects better. Corrin: Neutral B is chargeable and storable. Simon and Richter: Have up B not go into free fall so they can use their aerial tethers for recovery afterwards. Have up air also tether. Hero: Have up Smash have a scoop effect like Marth/Sora. Byleth: Have down B chargeable and storable. Pyra: Have Pyra able to use grab as she's using side B. Mythra: Have side B not go into free fall but only usable once until she touches the ground or gets hit. and/or have neutral B stop all downward falling upon connecting/executing the hit. Mii brawler: Have the command grab side B not go into free fall but only usable once until he touches the ground or gets hit. Mii swordfighter: Have the spinning side B not go into free fall but only usable once until he touches the ground or gets hit. These are all the buffs on the top of my head. Some are probably underwhelming while others would probably be broken. All in all, I think it would be quite interesting to see.
Perfect young link buff. A dair that spikes would finally reward me for reading my opponent 5 times in a row. His mix potential would shoot through the roof.
Bro if you're reading your opponent 5 times in a row and you feel like you're not rewarded, you have to pick a better punish instead of being stubborn with down air
@@erickaguirre4888 riddle me this, you read run up shield, get a grab, you downthrow, read the panic nair dodge, rang fair 1 dtilt, opponent di's out you buffer full hop arrow now they're offstage. You know the won't waste a double jump or want to be above yink ( up air and up b). You know they'll go low. Every other link and most of the cast can just dair spike.Yink, his corny ass dair sends up. My up air and dair don't need to both send up. Keep the endlag of dair too, I'd take the draw back. An option to punish people for going low makes sense.
Is funny they buffed the Pits Down Air Spike Knockback on aerial opponents(0 to 10) but that wasn't near enough. If the base knockback was closer to Samus's Down Air, it would be so much better
4:07 : Okay, The only buff I'll give Bowser is to restore and improve his Melee Command Grab. I love his Command Grab it can Combo and great kill throw
imo Wii Fit wants the same buff you'd give Captain Falcon more than an up throw kill confirm. WFT has the same dash frame data as the Captain but also has a completely upright dash animation so you get clipped by a ton of aerials other characters would not. This dash is the biggest reason that Villager can be a tough matchup for Wii Fit for example; you're eating slingshots for days and have a lot of trouble closing distance. Having an 11 frame dash like the majority of the cast would give Wii Fit both a better dash up shield or ftilt and a better dash away turn around Sun charge which is what the character's neutral game is built around. Wii Fit gets all the kills you'd ever want so the most relevant buffs would be things that get you that first neutral win easier so you can get deep breathing up as quickly as possible.
I think for Link decreasing the end lag on down air would be good as well because if you miss that move after just walking off the stage you're done for which kinda sucks.
I think my buff for incineroar is instead of super armor on his UP-B i would make it a two parts UP-B just like shulk or cloud's one without the downside that put's you in free fall
My first though on Zelda is Going to be buff her Din's Fire. While it's great since it no longer turn into free fall. But this move consistently bad since SSBM. The best scenario is Forcing enemies to respect with air Dodge, but some prefer spam Neutral air due to 9% damage rules, which most of Sex kick can surpass this move. So, giving Din's fire ability can be set as Mine like Project M by doing Counter move. And explode upon touch small proximity Sensor. In Addition, the sweetspot is removed for better consistency. But in exchange, it Travel slower and less distance, also turn into fixed knockback to short channels, but damage & knockback getting as strong Din's Blaze at max (SSB4 Costum move) base on how long it stay there or travel. While still can be Counter with some move, but still thickening her role as Zoning, resulting more comfortable to use beyong strict Edge guarding purpose.
An ACTUAL Pythra buff would be having my guy Rex sticking around to cheer for the rest of the match after up taunt. But for real I’d add a weak flame pillar hitbox behind Pyra during her landing up B. More accurate to XC2 and makes it so you don’t get punished for not reacting to DI perfectly without just mirroring the move
As a PT main, my bias will show here... Squirtle I say needs more air speed, Ivysaur needs bullet seed replaced, and Charizard needs better out of shield options so more reach behind him on up smash cause my god he's such a sitting duck.
Hero's buff would be the mana cost for every spell except magic burst is 75% of the original cost. My bad, skipped over it in recording
He would automatically be a top 3 character.
@@TerenceTanyi he still has all his other issues, suddenly having effectively 25% more mana doesnt fix his problems
@@TerenceTanyi big overreact
I feel like so many of these buffs are just “revert this change on a move that definitely needed to be nerfed”
I think a good buff would be that Hero could act out of up b like game and watch sonic mega man etc.
Yoshi buff should be the return of the black Yoshi skin
Probably removed because of sml even then crafted yoshi is trash they should make it the blue one with shades
“Mario pleeease”
True
@@JubbJubb_buy me the new call of dooty
So beeing black is a buff
Bro just forgot Hero…
Hero buffs himself already😂
@@jaxby9156 nice one. Eheh
Let’s improve their Up-Smash.
@@ShadowMixes69 unfortunately it had the potential to be absurd. It’s the strongest smash with crit (the knockback growth is abnormal, even with crit, I’m not sure it’s a glitch or something, but scales too hard).
@@pensologohesito I’m just concerned about the hitbox. It should hit more consistently like Sora’s Up Smash.
I think a better buff for Robin would be that the Levin Sword only loses its durability when you actually hit the opponent with it.
Not only would the player would not be punished for missing an attack with the Levin Sword, but it also mimics Fire Emblem's weapon durability mechanic more accurately.
Me cries in robin 😅
Agreed
Ya, I think not having levin sword at the start of a game is more of a small nuisance than an issue needing to be buffed. Not losing durability on miss would actually be a massive help
Chrom with Marth recovery would be wild
There would be no point in playing Marth.
@@TerenceTanyi Or Roy
Who let him cook
@@yusifudo46or any character that isn’t Steve or sonic
@@yusifudo46 Nah. Roy up-b and kill power would be far more oppressive. It would just mean that Roy players can actually be even with Steve for once.
Not reworking ivysaur bullet seed is wicked
actually the most obsolete and strange and useless move in the whole franchise
Honestly, I'm not even sure what you could do to make the move even somewhat decent aside from either letting you shoot the bullets forward or just completely replacing the move.
If it were up to me, I would just completely replace bullet seed with Ivysaur's solar beam move from Project M.
@@xxhobocatxx2869 EXACTLY SOLAR BEAM IS GOATED
Make it double as leech seed@@xxhobocatxx2869
what if we let ivysaur move during bullet seed
I would also make Isabelles side B a command grab but not make it a kill move anymore, only a combo starter, otherwise it would be too OP. Another thing she also desperately needs is a bigger Up-Tilt and Up-Smash so that when an opponent is on a plantform and you are below of them it actually hits them. Yea, current Isabelle doesnt hit people on the platform with these moves, you can only hit them if you jump + aerial. And another thing that could be neat would be cancelling Up-B into any aerial.
Idk, they have to be at pretty high percents anyways, I don’t see why not keep it a kill move. I find myself struggling to kill w it even up to 140 if I’m on the ground. And every whiff is almost guaranteed punish so it’s not exactly safe
No way, seeing Isabelle yeet someone off the top of the screen is the funniest shit in the game, you can't take that out
I can't agree more, @@obviouslyanonymous.
@@obviouslyanonymous After giving it some thoughts I have decided that the yeet can stay.
Wolf flash not putting him into free fall would be so sweet
Unlimited recovery…
Make it so you can only do side b once in the air and resets if you get hit or land
Same with mac, we would have a way better recovery 😢
@@MD.1111 Give that to Ike, Falcon, Ganondorf, Mii Fighter command grab side B, as well
@@Simes3760I thought Mac side b doesn’t put him in free fall
The buff I would give to Ganon is easily having side b not make him go into free fall. 4 games later and it still sends him into free fall while fox, falco, little mac, Ridley and incineroar gets to use Both side B and Up B for their recovery
Great point, never thought about that. Incin side b is a command grab too so why he can but Ganon can't.
Honestly this. Though if there's one other buff I'd give to that side-b, it would be letting it actually kill when you drag down off ledge with it, instead of killing Ganon first and then letting half the cast recover. Seriously, if they can mash out of it, make it so they're guaranteed to lose a stock first if they fail to mash.
Other buffs I would give to his side B is to make the grounded version have less ending lag and not have set knockback. If this was done Ganondorf would have better chances for follow-up and opponents would have it harder to tech it everytime, and they would also not be able to grab the ledge at higher percents, which could work as a KO tool.
He needs to have a better recovery. No sense in giving him a combo throw and he doesn't have a way back to stage
Nah Ganon just needs that custom down B that the other youtuber was talking about
For **insert character** I would give him back his **insert move** from **previous smash games/patch** 🗿
It is absolutely wild how good most of kirby moves are. Almost every kirby move has a use and they all pair well together but kirby is limited by his horrid movement speed on air
Another thing holding him back is that his special moves range from ok-ish to terrible, like it might be the worst collection of special moves in the game. I might get hate for this but I’d say that Egg Roll is better than Hammer
@@Sticker_By_NCT_127At least Kirby's side B doesn't result in a guaranteed stock loss when you accidentally misinput it off-stage.
@@YoshiAteTooManyYoshiCookies then don’t use Egg Roll offstage. The main reason why I think it’s better than Hammer is because it has a shield break setup on platforms when your opponent is shielding on the edge of the platform, making it semi useful for tech chases (I say semi, you have to predict really well what your opponent does or else you get nothing).
BEFORE ANYONE REPLIES, I know that aerial Hammer can break shields as well, but there’s not really a setup into it, and it’s much riskier than Egg Roll if it doesn’t work. Plus, it doesn’t even work on short opponents. Not saying Egg Roll is good at all, but I think its shield break potential is better than the entirety of Hammer
@@Sticker_By_NCT_127 while most of the points you provided are correct, I'd like to add that I clearly said that the problem was MISINPUTING egg roll offstage. You're making it sound like Yoshi players use egg roll offstage on purpose and should simply stop doing so.
@@YoshiAteTooManyYoshiCookies my bad, yes I oversimplified the misinput part. However, at least part of the reason why that happens is the player’s own fault (not saying that Egg roll isn’t responsible for most of it tho, that does really suck and I should’ve cleared that up).
Dude, Dedede doesn't need anything done to his back air; that's one of his best moves, lol. What he DOES need is more air speed, as well as a faster inhale with faster/better reflect. Obviously there's some other things he could use but those are the biggest IMO.
I largely agree, but D3's bair in Ult is one of his best moves because most of his moves otherwise are meh to meager. His bair in Brawl was one of the best moves in the whole game!
@@yolochip4889 Yeahhh, but you gotta remember that that's based around how Brawl works. I can't say too much on that though, since I've only really been playing him since Smash 4. I play Dedede as a secondary in Ultimate, and have never viewed his bair as a weakness. His nair hitbox is though, and honestly I feel he could also use a faster, easier to land dair.
his gordo shouldn't be able to hurt him
@@abdullahhusain9336 That'd probably make Gordo OP, but it should take more % dmg to reflect for sure.
@@yolochip4889 true true. Or if it had less end lag and his neutral b had faster startup he'd be able to use Gordo and then almost instantly be able to suck it back up in case it gets reflected quickly
I see the improvement in editing :)
Also:
NANA GRAB!?
SHEIK 50/50?!
HELL NO 🤢
Big fan :')
Hell yes
Nana grab yes
Yooo Izaw!! You a real legend man🙏🔥
Someone make a mod off this vid, "Larry Edition"
the crazy thing about Banjo with unlimited wonderwing is that it still wouldnt be nearly as toxic as minecart
He would be broken.. a lot of Banjo players depend on WW to take stocks. He doesn’t have many kill moves. Down throw Up tilt misses on over half the cast. I think Banjo should get 2 greneggs, or a fair that spikes. Especially since he lacks a lot of kill options. Back throw to WW on ledge has gotten me thousands of stocks lol. Random rant sorry.. ima BK main
Ike having a wall jump like in PM would be an insane buff that I'd love
Marth really needs his up-air to be fixed to be active for longer. The move ends way before the trail effects suggest resulting in the move just phasing through opponents and makes landing with it way harder than it should be
He needs the up air's first few frame hitboxes reverted to how it was before they increased the sweetspot size. Landing Sour u air -> sweet u air did NOT need to be nerfed to be near impossible to land unless you do the slap your opponent's controller out of their hand combo.
4:29 We have two games full of proof of why that's a bad idea.
Dr. Mario with Mario recovery would be life changing. We all know this.
Honestly he would still be REALLY gimpable if he gets launched far away because he’s a sitting duck when using tornado. A stronger buff would be to increase his airspeed even if you keep his up b height the same, it would drastically improve his recovery and it would kinda help his combo game too
@@abhaysharma6 Agreed. I would personally make it similar to how it is in Melee
where he has .04 more airspeed than Mario and comparable air acceleration
So he's still really slow on ground but can get around in the air decently
Like Wolf
@@abhaysharma6 This guy knows it.
I'd personally buff it from 0.92 to 1.02. (Same as Isabelle's)
I'd rather Dr. Mario stays bad as long as he stays more unique from Mario. The less like the original character, the better the clone.
@@toxic_shr00m Or you can just buff in different ways to make him good and different. (I.E: More Distance on Tornado, Shield Breaking F-Smash, Killing Dash Attack, etc)
Everyone wins!
Some of these buffs not created equal. Rob hurtbox decrease?? Into Toon Link zair endlag buff…. Into an enormous Wolf Flash buff?? I got some serious whiplash from that section🤣
Toon link zair buff is not what I would want as a toon link main. I was hoping for like a better hitbox on nair or let forward air hit grounded opponents like it did in 4 lol. There’s so much more you could do with toon link. His zair is fine. It’s a great spacing tool and it combos into dash attack lol.
@@gatolf2 100%. They’d have to chop YEARS off of the move’s endlag to make rising zair practical. For a zair buff a range buff would have been more useful, make it more like Samus’ zair. I personally would have liked bair to get its endlag reduced, its launch angle changed, or KBG reduced. I just wanna push it from an almost good combo tool to a genuinely good combo tool.
I imagined instead of a smaller ROB hurtbox to instead give side B intangibility frame 1. Still big, but has a Luigi cyclone built into his kit
@@DoritoTime Giving Rob a frame 1 combo breaker? You are a true demon🤣
@@DoritoTimerob main detected
So basically just revert every major nerf a character has had lol
10:12 Well as a Sonic main I am definitely in favor of that. Especially with the footage you just showed that showed Sonic actually killing himself because his homing attack missed when trying to hit an opponent who was off stage. Yes it's better hit more consistently.
The buff I would give pit it’s his brawl arrows back , that would help a lot in a lot of areas , I don’t mind the weak spike when I can hit almost anywhere in a game with just one airdodge and for dark pit i would keep the same opinion as you with the spike or a stronger uppair since I think dair it’s more a combo tool than a spike anyways
As a Shulk main I have to mention this. Make it so that you can switch Monado arts while in grab or buried.
Or perhaps make it so that Back Slash always snatches ledge. Or at least give it invincibility when it can grab ledge.
Alright, some of these are reasonable or nice, but lots of these would be so toxic!!!
Yeah we killing the game with this one 💀
And so the trend continues of "I'm gonna buff every character!" *accidentally nerfs Pits*
An across the board KB increase for Pit dairspike would make SH Dair OoS kill confirms a little bit worse, since they already start working at basically the perfect percent window for USmash to kill, so the current KB allows for the largest SH Dair FF USmash window. SH Dair OoS is useful because of how low it hits, being able to even hit Kirby's crouch animation, which I believe is the lowest crouch in the game?
The bigger issue would be FS Dair (and other times you happen to hit FH Dair against standing opponents) kill confirms, as they already need to be nearish ledge to kill regardless of DI against most characters, so increasing the KB of Dair would make Dair single hit Nair FSmash/DThrow Bair not work at kill percents, leaving FS Dair combos to only kill once Bair both connects and kills on its own, which is much later.
Both of the above are good options which not enough Pits use, at least that I've seen, so I don't fault someone for not knowing that this would actually be bad for Pits. A KB increase to only aerial opponents would be much better, and is actually something Nintendo already did once for Pits, so it's not even a weird buff. I'd still be a bit sad because some silly, niche combos that are bad but cool would stop existing, but ultimately more KB against aerial opponents with dairspike would be a buff.
The way I'd buff them, though, is to make the hitbox of UTilt2 bigger, so that it hits more opponents standing on the ground in front of Pit. This would make Nairdodging through UTilt Nair DD Loops no longer the correct option for everyone not named Sephiroth (And Fox, Gren, and Pichu, who are just incapable of doing so), and heavily punish those who tried, as UTilt2 against standing opponents can combo into almost every button in Pits' kit, letting Pits do whatever they wanted to someone who Nairdodges UTilt1
Interesting!
Which timestamp is pit and dark pit again
1:05 Bros turning dk into another rob
The buff i would give bowser would be to make his n-air a multihit similar to palutena's nair, with many hits before the lounching one instead of the wierd hitboxes only on his limbs that make it's role as a combo starter and extender really inconsistent, i would also make it -8 on shield instead of-12, making it a tad bit safer.
Honestly for Corrin, the buff I would give her would be the ability to act out of Side B kick earlier, completely negating her movement woes. She's sluggish, but that's part of why she has pin, and that buff would be HUGE.
Frrrr!
Making pin better would be nice but I would either buff her down tilt so down tilt up tilt is true or completely give her a new dash attack or rework her dash attack so it becomes a burst option combo starter.
Id give her a third Jump using her wings kinda like sephiroth
I'd make it so that pin into the kick would hit 100% of the time. It's silly how you can sometimes pin an opponent but not be able to hit them with the kick
They nerfed that from smash 4 for a reason
DK Jab buff is a perfect example of cooler buffs often being better than stronger ones, but a lot of these are toxic (complimentary)
Cloud's sm4sh nair size is a crime. BRING BACK THE FALLING UP AIR
Changing Chrom's up+b entirely ? Maybe it'd be cool if he can cancel it like Cloud's or more horizontal movement, like a tiger blade (tales series). His move is actually like that in the series.
For Lucario I would give him a lower shorthop. This would let him SH rising nair people and use the move significantly better.
For lucario, my buff would be to make him heavier. But idk what would be the most impactful.
think it would be a good idea to do this same video where smash pros chime in and give their own ideas. it'd be cool to see what the character specialists would change for their character
Chrom and Ike's buffs would be so good, another one for Ike that would be amazing is to make it so side b doesn't put you in free fall
Its funny how a lot of characters get minor buffs like a slight endlag reduction or a better grab which is relatively minor and won't change too much and then theres just
"Give Cloud, Aegis, Palu, Joker, etc, something from their prepatch versions or previous game where they are all top 1-2 contenders and were far and away the some of the best characters in the franchises history"
Ah yes lets allow Sephiroth to get wing at 40% because he was a stock down and now he wont lose it until he dies. Not much of an issue when you have a good MU into him but now every character that struggles vs him is pretty much guaranteed to lose because Wing is just that brokenly powerful
Nothing against Larry, but some of these picks feel very lazy.
For Kirby I think there's a few worth contenders. The buffs I want either make advantage state far more consistent or help him in neutral greatly:
1. *Reduce D-Air landing by 3-4 frames* : Kirby can always do turnaround Up-Tilt out of D-Air but it requires a turnaround and he no longer has the advantage on hit to get the forward version. Reducing its landing lag would make D-Air followups more consistent and greatly improve Throw combos but it would be important not to buff it so much that he can get D-Air D-Smash easily with no need to auto cancel it.
2. *Reduce D-Air startup by 2-3 frames* : With D-Air Ride already being a thing you have to be careful with the start as too low and his loops become too easy and degenerate. Still 18 startup is rough so taking another 2-3 off should open more combo options while still not making it overly easy to set up into.
3. *Reduce Projectile Swallow Lag Immensely* : This was a neat change they added but the high lag makes it too impractical. Cutting the animation down makes it a better anti-zoning measure and helps a lot against projectiles overall.
4. Run Speed Buff: I am actually in a camp of letting Kirby really min max his ground game. Making him about as fast as Bowser (or at the very least have his full dash match his initial dash) would help with ground pressure and approaching.
I actually agree that the buffs Kirby did get have made his moveset a lot more effective now than a lot of us, even us Kirby mains, initially gave credit for. Just a few more changes could actually make him a seroius meta threat but just one of those imo would already be gamechanging. That more air speed isn't bad. It definitely would help on recovery.
If I had to choose one, I'd make Dair frame 14-15 with the landing hitbox giving him more advantage. If Kirby's gotta work hard to win neutral, he might as well have "degenerate" Luigi-type combos. A milder buff that'd be feasible is making Kirby hold every projectile no matter the size. This way, he can choose to spit or swallow with no end lag!
@@djdrizzy9139 Ya the more I think about it, the more satisified I am overall with the buffs Kirby got. I just feel like they fell just *ONE* critical buff short of making him a sleeper meta threat and Down Air never getting touched up was probably the biggest missed opportunity. Ideally I would do a mixture of reducing startup slightly and buffing landing lag at least enough that you can consistently hit Forward Up Tilt out of D-Air again. Would make combo extending easier and more flexible and really make his advantage state borderline top tier. I also like the idea of the Projectile Swallow rework. It's werid that big ones can be swallowed with little lag the second ya get them. Honestly they just shoulda had that be how it always works and scale the spit out star accordingly.
Btw are ya in Kirby Discord? I have seen some insightful comments from ya before and I used to be huge there on labbing and am picking it up again. Especially with Kirby's recent successes more hands on deck is always nice.
@@TimG57867 Tbh, I haven't been active in the Discord (or the app in general) in a couple of years. Ever since I graduated from college, I "retired" from competing, so I don't have motivation to grind as before. I still play the game though. If Kirby were to get more buffs or Smash 6 gets announced, I'll become more active. I'm just ready for a Kirby rework already!
I would love to see the changes to inhale, kirby despite having great moves, gets outranged so easily, making inhale a proper anti zoning tool would be crazy imo, it'd be great if he could spit them back as stars too, would differentiate it from dedede's while still being able to send projectiles back
Honestly, any speed buffs to dair or his special moves would be very impactful. Making final cutter faster would give him a much better aerial threat range, making stone faster would make it much more reliable for disadvantage and edge guarding, making hammer flip faster would really buff shield break setups + ledge trapping + general aerial single-tap use, and inhale just needs lag buffs. It's honestly surprising how Kirby never got any significant special move buffs besides copy abilities and stone kb
My buff for Byleth would definitely be: decrease the chamber time to arrow so that using the uncharged variant comes out quicker and can be used in neutral
Keep the same strength tho
The biggest buff is either for Chrom or ICs. My pick is Chrom, though. Takes his position as a worse Roy and puts him as the best sword fighter in the game. Makes him a top 5 character
some of these are really clever. I'd like to see someone make a mod with all these changes
17:53 relatively recently, Terry mains have started jumping down and using crack shoot to spike him
I wish Marth's Up-Air would be either active for 2 more frames, or it had it's hitbox expanded downwards a little bit; So it could consistantly hit with the last part of the animation while fast falling with it.
Honestly I’ve had this idea for a while that dr Mario pill should work like snake grenade, being an item and movement option. I think giving doc that would not only buff his combo game but also his air mobility and landing options. The idea of an “item Mario” has always been cool to me.
17:07 So I guess this wouldn't technically be considered a buff but more like just a complete change. Piranha plants are extremely well known for spitting fireballs. Why is it the piranha plant doesn't even have a single move that involves that? I believe one of its air attacks spits a short-range flamethrower very briefly but that's it. It doesn't make any sense that piranha plant doesn't actually have more fire moves and doesn't spit fireballs
I love Maining K Rool, And Inkling the Buff i would give k rool is his crown because his crown is a projetile because people use crown against him so i would buff his crown so that way he can keep his crown during combos with it instead of crown as a projectile.
For inkling i would buff her/his Blaster its a good up smash but if you think about it the scoop of it will let characters DI Away so thats the buff i would give inkling is so that way they wont DI Away from it anymore when they get buried by roller or on ledge
Why give Ganon a kill confirm? He doesn't struggle to kill. His issue is exactly the same as Dr Mario. Bad recovery in combination with bad air drift speed. Thats what hurts Ganon the most by far.
Buff me Larry
As a Zelda main, the down tilt buff would be absolutely evil. Sure there are other buffs she would maybe *need*, for example the grab as you said, make the nair consistent or make her f tilt faster. But making down tilt into fair or dash attack true at any percent? I'm rooting for it ALL DAY.
5:18 Yeah I really do think you're right about that. Dr Mario does deserve a better recovery.
5:41 Yeah that buff makes sense. I mean if he's going to have a throw that involves him shooting the opponent he doesn't make any sense to have it sometimes miss. It should always hit or else it's inconsistent.
5:57 That makes perfect sense. Honestly I've always felt like Marth was just kind of left behind since Lucina came into the game and Smash 4. Making Marth more easily able to land his tippers would be such a great improvement
I think a better buff for Meta Knight would be to allow him to use special moves again roughly 12 frames after the end lag of his side-b ends so newer players will Self Destruct less often.
I like the idea for Wii Fit, but I think a better buff would be to have big hit box on Fair, Nair and tilt attack as they both do reach the shorter characters like yoshi, pika and so on. Nair especially is very difficult to hit and not consistent, you have to jump and fall into the nair to hit the opponent making it a lot more difficult to use.
Honestly, I like both ideas, although my buff for Wii fit would be less startup frames on her grab, I'm a casual player tho so it might just be a me problem ha ha
That is a very nice Zelda buff.
The one I always wanted in this game was to let her nair actually work better as a drag dowm tool.
Would be cool but I feel like Zelda needs better neutral tools and shield pressure and a safe d-tilt would change everything. I also think making telecanceling as easy as palu. It would give her so much more movement
@@carcharo7 she deserves all these changes + the faster grab. They really had to make her worse than Palu in every possible way
My one buff would be to allow ZSS to true combo out of grab. That's all
I think biggest buff will be a low tier so King K Rool and the smallest buff is probably Sonic realistically
Give DK a projectile. Coconut gun or barrel throw I don't care which. It'll never happen but it should. It's such a huge part of the character. It's absurd that he's the only heavy with no sort of ranged move. They added the roll but for games now DK has struggled at a distance. Even a basic projectile would help. Bowser breathes fire. Dee Dee has the side B. Ridley is insanely cracked. Even Ganons side and down special has some quick distance closing that isn't utterly predictable in most encounters. DK needs some reworking at least a bit. I personally would do side b barrel throw and remove the other pitfall can easily be a down throw instead.
Mac should've never been able to lose his side b when hit off stage.
Hero has a lot that could be changed: Reduce the forward special cost, reduce his end lag 1 to 2 frames of his smash attacks, reduce dash attack end lag by one frame, improve forward and backwards throw launch distance, increase text size in menu for easier read
*17:26*
I think the buff I would give Banjo and Kazooie is that over time, he can get a feather back.
Bro just made wobbling possible again
14:09 Oh wow! Up for some reason I wasn't aware of that or maybe I just never really bothered to notice. I think because I'm dodging the attack or blocking the attack so I'm not like trying to hit the duck. Maybe that's why I never noticed I'm not sure
8:57 That's an interesting idea, but you don't want to make it too easy for him to confirm kill with the waft.
3:26 I like that buff. I'm not even a Ness player but I like that buff. An opponent jumping in the way of his PK thunder should not prevent him from being able to use it to recover.
What!?! You WANT pichu to have his old f-tilt?! That was, like, the only reasonable nerf he got!
That plant segment had me dying bruh the way he went, "what"
I was hoping K Rool’s buff would be that he does two front flips for his dair
As a Byelth main I’d say that all we really need is an increase to our movement speed and then we become a solid high tier.
Or if that’s too much, give landing side be the same end lag as ground side b.
That Mii Swordfighter buff to up tilt is really good. I would have gone with that or a hitbox improvement to up-air that allows it to hit grounded opponents more easily (not necessarily ones that are low profiling, but most standing characters)
Bro needs to do a series called "Lurrning with Larry" with vids like this!
16:11 Here's some for my guy (warning lengthy):
Crown item: Granted this is on you to lose/exchange but even then, I hate how overly one-sided this projectile is (outside doubles and playing other characters too), it's pretty ridiculous it has infinite throws, can hit multiple times in the air (only happens when you get out of hitstun, ie after performing a wall tech or get footstooled) and has opponents able to reset the despawn timer on top of infinite throws, the only to get it back is to pick it up as KKR which can be a nightmare considering all that. Adding a two throw cap before despawn (akin to Banana) back to KKR (or seven seconds of no one having crown beforehand) and allow the in progress animation (I'm aware of quick/long inputs to skip it but I'm talking about outside that as it can get in the way of neutral and disadvantage) to be cancellable with the momentum, imo will be the perfect way to balance it with the least amount of changes, despawn timer resetting is also unaffected by this change as the throw cap makes resetting it ok. I'd rather not remove the animation as a whole as it's funny out of context and I'd rather not remove tech or playmaking capability. I'd also say for KKR to be able to use it in item form if you press B during Side Special before the crown is thrown (uses part of the crown pickup animation in reverse) but that might not lead into the best playstyles.
Down Special: More consistency, it can fail when it feels like it shouldn't due to moves being able to extend past or outright ignore the detection hitbox, it should be more consistent like a swordie counter but keep the back vulnerability and allow the counter to be reversed while facing the opposite direction before startup.
Air Speed: Slightly increase it, nothing more to say on that.
Neutral Special: Be able to use the command grab version at any time and have minor armor on a successful suckup of a foe or cannonball (this is so it won't always be a death sentence for sucking up the cannonball instead of a foe, granted they can also grab), no longer completely lose to large enough shield (gradually move shielding foes closer to it), I'd also say the blank shot to provide a moderate windbox but that can be kinda cheese and Ultimate removed most of those from fighter moves so I'm not sure if I'll agree with that one, more horizontal control when using the inhale in the air (not as much as air speed of Up Special).
Side Special: Crown rehit always being consistent would be a little ridiculous but make it a little more consistent and make the armor on throwing it more consistent.
Up Special: We need more than Up Air stalling or "mixups" and either to save jump then use it or use jump then use it as a last resort. Give it more horizontal distance (will sacrifice a slight bit of vertical height), the propellors the ability to beat out weak projectiles and maybe being able to cancel into an airdodge (not an aerial) would help reduce the chances of being stuck getting back to stage.
Belly Super Armor: Make it usage based rather than damage based, this will make it worse against multihits but better on strong single hits. It shouldn't be possible to one shot it because of high damage design, maybe no longer trigger a shield break, deal moderate knockback instead and remove KKR's ability to use belly armor (moves will still work but with 4% less damage and less knockback) until at least 3 (?) minutes pass, kind of a full rework so I'm not sure if it will happen.
Dash: Slightly reduce the hurtbox of KKR.
Standstill/Walk: Slightly reduce the hurtbox of KKR.
Dash Attack: Covers the entirety of KKR rather than just the belly, remove the unsafe extra belly armor frames, slightly more shield damage.
Up Smash: Falldown hitbox does more shield damage.
Up Air: Exposed belly armor frame removed, I'd also say to never get the heightless version as soon as you use it out of hitstun (but slightly delay the height increase) to prevent SDs from buffering it after a light attack at ledge hits you but you'd technically be able to get infinite height in doubles, the falling version might be useful onstage but it's already situational as is.
Down Air: Exposed belly armor frames removed.
Neutral Aerial: Probably either his best or second best move, often contested by Forward Aerial. It should cover the entirety of KKR to make it better as an OOS option which we lack, it probably would make it an even better edgeguarding tool but we need OOS options more and make it frame 6.
That's all I got, most of his other moves are fine aside from blindspots, namely Forward Smash and Up Tilt. I don't think the changes will make him a completely good character but it should make both disadvantage and a bit of advantage easier to manage.
Also here's a tip, you can airdodge up after throwing crown to make it go slightly higher (combine on stage with a double jump for max height).
Also offtopic to KKR but give Little Mac his Side Special back at least once after getting hit (not infinite) or something better (maybe it with some armor), while accurate to boxers in the air, it's very tragic how much of a brick he is to being gimped in the air. The Smash 4 guidebook also said his "recovery is lacking and to "avoid ledges whenever possible"
For Yoshi I would do one of 2 things.
Either:
Cut the startup for Eggroll in half or more (14-16 frames of startup instead of 32) and have it accelerate faster. To compensate for the faster startup I'd probably remove the intangibility it gets during parts of its startup animation. This would allow it to be an okay grounded burst option/escape option. It'd be like Minecart, but only work on the ground and have its same crappy hitbox, no kill power or armor meaning you can easily punish it if you anticipate it. But could allow it be a potential escape option near the ledge or just an option to create space.
Or
Significantly cut the time to cancel it and allow him to act much faster out of it. This would allow it to be a decent approach option if he has the space to start it up, but could get predictable if used too often, it'd also potentially open up more edge guarding opertunities by letting him chase off stage opponents faster. I see this being decent but not too degenerate since if you wanted to do fast approaching aerials on stage, he wouldn't have access to back-air, his only real disjointed aerial. meaning it'd still be possible to swat him if he gets too predictable with it on stage. (It'd also be kind of cool if he could slide and do a grounded move if he canceled it on the ground, but that might be too over powered being able to do like a sliding F-smash or Up-smash.)
For either of these buffs I would not touch the shitty hitbox, or kill power. And it'd still basically have no velocity in the air. It'd still be a way shittier version of minecart/clown car and probably still be one of the worst moves in yoshi's kit but it'd at least have some use cases and maybe have some possitve aspects that set it apart from the other mobility side specials (instead of it being set apart by just how much worse it is than all of the other versions).
As a Mewtwo main, I wouldn't get rid of tail hurtbox or make him heavier, I would actually buff teleport, it just doesn't have enough I frames to use it when in disadvantage, and it can be really easily two framed. Also a 'buff' for steve could be to increase knockback scaling on his jab, so he can't just jab people across the stage while it is still a 'buff.'
For Shulk and Aegis, I would make both Shulk and Aegis wavebounce with an Monado Art activation and Swap respectively. Shulk used to be able to wavebounce with the activation of an Art in Smash 4. This would incentivize Shulk to use the Cycling method more as it is basically thoroughly outclassed by the pallette or wheel. For Aegis, being able to wavebounce while Swapping would give them some movement options while in disadvantage.
Prediction: The biggest buff will be Ganondorf, and the smallest one will be Game and Watch.
My inkling buff (yes I know this is insane) is that ink scales knockback in addition to the damage
Nah… you know… it makes sense..😅
Technically it already does this, since damage is included in the formula for knockback.
Personally, I think a more interesting buff would be to let Inkling Neutral Special apply ink to shielding opponents.
15:44 I was going to suggest to make that I think it was one of a special attacks I haven't played Ridley in a long time but one of his special attacks that does that pointing thing with the tail make it be I don't know like faster because I feel like it's impossible to really hit anybody with it. But I do like your idea of making him heavier though
16:01 I'm in full agreement with you on this. I mean I never really noticed how bad their grab range is but I don't know I it's just they have their whips that they attack with and I just feel like wouldn't it be cool if that was a long-range tether grab? Or maybe to differentiate the two fighters more have one of them have a long-range tether grab and the other one grabbed with his arm.
16:15 I agree. It doesn't make much sense for King K Rool to be vulnerable to his own attack because someone else can use that crown. Although then again the links throw their bombs and their opponents can technically throw them back.
About Kirby, I would make the Up B "rising part" being a kill move past a certain % ; could be around 130 on DF from the ground - and have higher knockback in general
This would make Kirby shield game a lot stronger then it currently is, and also make him more threatening in juggle situation (and also probably more respected in offstage situation)
Great video! I like the changes that would give character more combos or reliable kill options.
Even though it's wonky, I think Link run-up up B is a rushdown option that would kind of render a dash attack buff pointless. I want to see a buff for him that would allow for more creative, technical stuff. Something to buff item combos and reward theory crafting that the character seems to be designed around.
7:36 changing is up special I think makes sense. His recovery doesn't make much sense. It makes sense for Ike because Ike has a forward b recovery but for Chrome it doesn't make sense So I agree with you about changing it. I don't know if I would change it to be the same as Martha Lucina, but I do think changing it makes sense.
Think a better buff for ice climbers would be that if popo dies first, instead of nana disappearing she would become the controllable character. This would be a huge buff but also a bit of a nerf as nana is actually launched further by attacks. It would make for incredible comeback plays as nana has the meteor on her fair that could absolutely destroy people
Marth actually can connect his tipper side b almost every time. Depending on the size and fall speed of the opponent, and where you are on stage, angling or delaying some attacks of the move can let you connect it almost every time.
The "BOO, YOU STINK!" When you see steve pop up on screen, was perfectly done
As a buff to Lucario (for a future game bc it's moveset changing) I would change one of his moves into a recoil move from Pokemon like double-edge, and give him a way to self-damage like Pichu. I think it would make him a much more interesting threat, while also doing better justice to the root game, where a big part of the gameplay is synergizing around your Pokemon's ability.
Its very clear the characters you don’t think much about are Larry. As much as I would love pre-patch nair on Ike, he doesn’t struggle with kill confirms. If we could only give him one buff, it should be to something he struggles with the most, which is his recovery and neutral game. Now I can’t really think of a way to buff his neutral without a slight rework so I will talk first about his recovery. The solution is very simple, give him super armor at the apex of his up-b. His biggest problem is recovering against anyone who has a counter or can spike him on ledge. This buff only helps him if he perfectly spaces his up-b so it won’t feel like you can’t edge guard him at all. Now for the slight rework I was talking about. In Ikes games, (I’m assuming most of you have never played) Ike can canonically fire beams out of the Ragnell similar in appearance to Clouds netural-b. I’m baffled that they never incorporated this into his move-set as even a fairly mediocre projectile would dramatically help Ike out in neutral since he wouldn’t always need to approach. Now the rework comes to which special do we change. My vote is to make the new attack his neutral-b and remap his current neutral to down-b, thus getting rid of his counter. Lets be honest, his counter is whatever. Its not a critical part of his kit in anyway. In conclusion either of these changes would be far more impactful than reverting his pre-patch nair.
For Cloud I would definitely make his Up-B more consistent. It’s outrageous how often it connects but the opponent falls out of it and can break your momentum or punish you. Being randomly punished while you just successfully landed an attack is dumb as hell.
These are the buffs I'd switch or add to the characters:
Mario: Have his down B usable as a recovery like how he uses it in Super Mario Sunshine (it would function similarly to Peach/Daisy's float). Have a very small pushing effect downwards.
DK: Have hold down B spawn an empty barrel like in Brawl minus.
Kirby: Have Kirby not lose his absorbed B move power until he loses his stock.
Ness: Have Ness able to use Up B again in midair if he hits someone or something with it. It'll make Ness less easily gimpable.
Falcon: Have side B not go into free fall but only usable once until he touches the ground or gets hit. It will help with recovery.
Zelda: Let the Down B be storable charge like much of the chargeable and storable B moves. It'll give Zelda a burst option and make her more formidable in neutral.
Marth and Lucina: Have neutral B be storable as well. It would be an additional option for recovery, as well as making them more formidable in neutral.
Ganondorf: Have up tilt be cancellable. Have side B not go into free fall but only usable once until he touches the ground or gets hit. It will help with recovery.
Roy: Faster recovery frames off the counter and slow down the fall more as the counter connects.
Chrom: Make up B snatch ledge and can catch ledge in the opposite direction like in Brawl.
Ike: Have side B not go into free fall but only usable once until he touches the ground or gets hit. Make up B snatch ledge and can catch ledge in the opposite direction like in Brawl ( like for Chrom). Make neutral B storable as well.
Wolf: Have side B not go into free fall but only usable once until he touches the ground or gets hit.
Villager: Have the tree last longer on the field.
Little Mac: Have side B resetted if he's hit or hits someone. Have neutral B chargeable and storable ( can be used for recovery if released when fully charged). Have his KO punch cover the same range that it did in Smash 4.
Robin: Permanent Levin sword and spell durability.
Shulk: Monados last longer. Down B connects better.
Corrin: Neutral B is chargeable and storable.
Simon and Richter: Have up B not go into free fall so they can use their aerial tethers for recovery afterwards. Have up air also tether.
Hero: Have up Smash have a scoop effect like Marth/Sora.
Byleth: Have down B chargeable and storable.
Pyra: Have Pyra able to use grab as she's using side B.
Mythra: Have side B not go into free fall but only usable once until she touches the ground or gets hit. and/or have neutral B stop all downward falling upon connecting/executing the hit.
Mii brawler: Have the command grab side B not go into free fall but only usable once until he touches the ground or gets hit.
Mii swordfighter: Have the spinning side B not go into free fall but only usable once until he touches the ground or gets hit.
These are all the buffs on the top of my head. Some are probably underwhelming while others would probably be broken. All in all, I think it would be quite interesting to see.
i think a good buff for jigglypuff would be to make it so rest will always cause a star KO from the top, makes going for it much less of a gamble
Perfect young link buff. A dair that spikes would finally reward me for reading my opponent 5 times in a row. His mix potential would shoot through the roof.
Bro if you're reading your opponent 5 times in a row and you feel like you're not rewarded, you have to pick a better punish instead of being stubborn with down air
@@erickaguirre4888 riddle me this, you read run up shield, get a grab, you downthrow, read the panic nair dodge, rang fair 1 dtilt, opponent di's out you buffer full hop arrow now they're offstage. You know the won't waste a double jump or want to be above yink ( up air and up b). You know they'll go low. Every other link and most of the cast can just dair spike.Yink, his corny ass dair sends up. My up air and dair don't need to both send up. Keep the endlag of dair too, I'd take the draw back. An option to punish people for going low makes sense.
Lil mac gets side b back
Is funny they buffed the Pits Down Air Spike Knockback on aerial opponents(0 to 10) but that wasn't near enough. If the base knockback was closer to Samus's Down Air, it would be so much better
4:07 : Okay, The only buff I'll give Bowser is to restore and improve his Melee Command Grab. I love his Command Grab it can Combo and great kill throw
imo Wii Fit wants the same buff you'd give Captain Falcon more than an up throw kill confirm. WFT has the same dash frame data as the Captain but also has a completely upright dash animation so you get clipped by a ton of aerials other characters would not. This dash is the biggest reason that Villager can be a tough matchup for Wii Fit for example; you're eating slingshots for days and have a lot of trouble closing distance. Having an 11 frame dash like the majority of the cast would give Wii Fit both a better dash up shield or ftilt and a better dash away turn around Sun charge which is what the character's neutral game is built around. Wii Fit gets all the kills you'd ever want so the most relevant buffs would be things that get you that first neutral win easier so you can get deep breathing up as quickly as possible.
I think for Link decreasing the end lag on down air would be good as well because if you miss that move after just walking off the stage you're done for which kinda sucks.
I think my buff for incineroar is instead of super armor on his UP-B i would make it a two parts UP-B just like shulk or cloud's one without the downside that put's you in free fall
My first though on Zelda is Going to be buff her Din's Fire.
While it's great since it no longer turn into free fall. But this move consistently bad since SSBM.
The best scenario is Forcing enemies to respect with air Dodge, but some prefer spam Neutral air due to 9% damage rules, which most of Sex kick can surpass this move.
So, giving Din's fire ability can be set as Mine like Project M by doing Counter move. And explode upon touch small proximity Sensor. In Addition, the sweetspot is removed for better consistency.
But in exchange, it Travel slower and less distance, also turn into fixed knockback to short channels, but damage & knockback getting as strong Din's Blaze at max (SSB4 Costum move) base on how long it stay there or travel.
While still can be Counter with some move, but still thickening her role as Zoning, resulting more comfortable to use beyong strict Edge guarding purpose.
An ACTUAL Pythra buff would be having my guy Rex sticking around to cheer for the rest of the match after up taunt. But for real I’d add a weak flame pillar hitbox behind Pyra during her landing up B. More accurate to XC2 and makes it so you don’t get punished for not reacting to DI perfectly without just mirroring the move
ivysaur should got more hitstun on his nair and maybe make it autocancel to create drag down combos and edge guard potential
As a PT main, my bias will show here... Squirtle I say needs more air speed, Ivysaur needs bullet seed replaced, and Charizard needs better out of shield options so more reach behind him on up smash cause my god he's such a sitting duck.
I would buff lucas mobility as a lucas player. His combos and killing are perfectly fine, but having more ground speed would be pretty game changing.