As someone who mained inkling for a bit, id give down air SOOOO much less end lag, its her slowest aerial by far and it sucks so much cause its not even a good spike so it doesnt need a punishment if you miss it
@DJPrimeAmvs completely agree, also I feel like forward smash COULD hit farther, she really pulls it towards herself during use, like byleths bair. It's just weird why they do that
As a K Rool main, I think the best buff to give him is for him to pick up his crown like Robert's Gyro, and while holding it, you can shield it to put it back on your head. This significantly opens up his combo windows while giving him a competent projectile that gives you flexible control and would enable him to fulfill his trapper archetype even better.
I agree with this, sure we can prevent the animation from happening with a tight input or shield/held input but not if its already happening which can happen in neutral, advantage, disadvantage and recovery. I'd keep crown as an item (even though I despite it's overtuned oppressiveness) if it is balanced better but yeah.
Y'know, I actually sympathize a bit with that K. Rool choice; I sometimes wind up feeling like someone who "bullies" K. Rool players a bit because I outright hold onto their crowns if I see them using the crown a lot. A good number of them are good enough to not even need it, but it feels a bit off being able to shut down so many of a player's options like that...let alone being able to use it against them, lol.
Happy K. Rool day! *sigh here's my rant: As much as I absolutely despise the crown item and often call it the least hype and one of if not the most poorly designed projectile in the game (outside doubles, even outside playing KKR) for how overtuned it is imo, I'd rather keep it for playmaking and doubles plays but make it less one-sided so it doesn't worsen disadvantage as much as it currently does. It's hard enough being a big body with this in mind. Note whenever I say return back to KKR I mean as in popping on his head, not going through the pickup animation (you could also substitute it despawning for 7 seconds under no one's control before returning to KKR also without the pickup animation). First off it should no longer be able to hit infinite times in a single air period (there are instances of this happening if the opponent gets you/you get out of hitstun, believe me). Next cap the amount of throws the opponent can make to at least two before it returns back to KKR, regardless of a hit, akin to Banana. The despawn timer for it could still be reset but the throw limit would balance that compared to vanilla which always allows foes to reset it. Throwing it to the blastzone on the last throw would also return it back to KKR. Infinite throws in vanilla until KKR gets it back or loses the stock feels unfair. I chose this instead of no longer being able to reset the despawn timer as a throw cap is more balanced for what tool the opponent has access to. I feel like those changes will make the item version more balanced for both sides, rather than entirely being a hot potato that cannot be used that way as the KKR player, I would also say us to be able to use it in that form by pressing B during the side special throw (using part of the crown pickup animation in reverse) but idk if that will lead to the best playstyles. Maybe Pocket shouldn't last as long for this projectile (or other character-bound projectiles) or should return to KKR when pocketed and leave the pocket with a copy of it with the same restrictions (but won't return to KKR) but that's more on Pocket as a whole. What I really want is more horizontal control for Up Special (will even take a slight sacrifice of height) and the propellors to beat weak projectiles and maybe the ability to cancel out into airdodge (not an aerial), won't ever fix offstage disadvantage but it should help a bit rather than always last resorting and being stuck at ledge in the process. Maybe also always be able to use the inhale of the blunderbuss regardless of the cannonball being out and make Down B no longer being vulnerable at the head (back is ok) and no longer fail against moves that extend beyond the counter detection hitbox, maybe also be able to slowly move shielded opponents to the blunderbuss during it's inhale and have minor armor during a successful suckup of the ball or an enemy fighter. Again that might not lead into the best playstyles but could help a bit with shield pressure. That is all I got aside from slighter faster airspeed and allowing the in progress pickup animation to be canceled with momentum (I'm aware of making early inputs to skip it, I'm meaning in when getting in the way of neutral game/disadvantage), I'd rather keep the animation itself for out of context and the sliding tech. This won't make him busted but will hopefully will put his disadvantage in a better state.
I feel making Ridley heavier would be both a blessing and a curse. Like yeah he can survive longer, but what's the point when the same combos that could kill you before can just be done at later percents for the exact same results? Personally I'd give Ridley 2 extra jumps. Given how he's... well a DRAGON, one known for flying around in his home games no less, it'd make sense for him to have more of a presence in the air. extra jumps would mean his off-stage game would be a lot scarier, his means of recovery would be better. he could plan landing options a lot better, bait out moves better, it would just overall be a great improvement to the parts of his kit that are lacking
For Belmonts. These are the buffs they need: - Have a quick tether grab with their whip - Up B doesnt put them into free fall so they can tether recover after it - Up air can also snatch the ledge - Z air can tether recover exclusively so their Fair can't be gimped.
Does the Belmont really have the worst grab in the game? Cloud is faster on foot. Has slightly more range. And is just as slow. Doesn't do that much damage. Pummle is slow and not tat much damage. And only get one fake combos at low percent work with a 4 frame gap in a 3 percent range different for every character. From a throw you can only combo in with neutral air. So for some character you need a stalled neutral air to have the shortest gap. But admittedly it does between 30% without limit to 45 with limit. Buts it's so inconsistent you don't want to waste your limit for that. But could other throws just reset neutral. Down barely get plateform tech chases you can't fully take advantage of. Forward and back put of stage but cloud isn't good at edge guarding, and ledge trapping I only good because of backair. Up don't send straight up so you can't really juggle well with it. While Belmont want the opponent far. And his throw accomplish that. Off stage is good for them. And unlike cloud they don't have any good options against shields. So it straight up make them more useful. Wich is why I think Simon's grab is better than cloud's.
@PrettyKoolCrocodile I don't think it's terribly ridiculous. Krools biggest weakness is getting behind him, so giving him 1 option to counter that would make Krool much better, but not broken
@gepshoosh5294 That is fair but would make it an even better gimping tool actually nvm I'd love to watch the world burn😈 Huh youtube delayed this comment oof
@@gepshoosh5294 OK that's fair, we struggle in that area, it'll also make Neutral Aerial an even better edgeguarding tool but yeah we need something better in that area.
I play a lot of Ridley and a buff I would have loved to see is a little bit less end lag for his up and side special. Not too much, because that would be broken, but missing the sweet spot on recovery or whiffing a side special is too punishing. Or just give him another jump so he can spam nair walls off stage. 😈
This was a disappointing buff for Inkling, as an Inkling main I could think of different buffs. For example, the Dair could have a better spike, the air attacks can have more reach or canceling the roller move can be faster. The down grab is actually good as it is
Inkling shouldn't get that buff because it would make the booya far too consistent. I think what should be buffed is inkling's down air which should be way faster
Super shield on falcon punch, being able to jump while performing a falcon punch or grab the ledge with falcon kick , any of those for captain falcon would be great
You can watch the full video here: ua-cam.com/video/N4WXHnuv-Do/v-deo.html
I know I could watch the whole video, but at this point I’m committed to watching all of the shorts as they appear randomly on my feed
the fact belmonts dont use thier whip for grabs is insane to me
Missed opportunity 😔
Because: Yes! Why Not give two of the most Anoying projectile spamming mfs grab with More range
Samus@@MrG_-pn9fv
You mean like samus ?@@MrG_-pn9fv
how do you grab someone with a fucking whip
As someone who mained inkling for a bit, id give down air SOOOO much less end lag, its her slowest aerial by far and it sucks so much cause its not even a good spike so it doesnt need a punishment if you miss it
I'd also buff forward smash since it looks like it should reach further...or have all the ink based attacks do splash damage to compensate for missing
@DJPrimeAmvs completely agree, also I feel like forward smash COULD hit farther, she really pulls it towards herself during use, like byleths bair. It's just weird why they do that
@@SixTwoTeaprobably for balance..?
@@elusive_kidney_thief it's dlc, don't talk about balance
@@SixTwoTea my bad, but is inkling DLC? I haven’t played smash since sm4sh
As a K Rool main, I think the best buff to give him is for him to pick up his crown like Robert's Gyro, and while holding it, you can shield it to put it back on your head.
This significantly opens up his combo windows while giving him a competent projectile that gives you flexible control and would enable him to fulfill his trapper archetype even better.
I agree with this ngl
im surprised they havent done that for krool 😭 my boy gets harrassed so easily but i mean he already was getting violated in the games and show 😂😂😂
I am so sick of getting bullied by my own Krown
Ridley mains rise up
We exist, there may only be like 5 of us but we are out there lol
@@murder_krow951 what color Ridley is the real question tho
(Real)
LFG
I AM HERE!
Better K.Rool buff:
Let him cancel his crown pick-up animation
I agree with this, sure we can prevent the animation from happening with a tight input or shield/held input but not if its already happening which can happen in neutral, advantage, disadvantage and recovery. I'd keep crown as an item (even though I despite it's overtuned oppressiveness) if it is balanced better but yeah.
Y'know, I actually sympathize a bit with that K. Rool choice; I sometimes wind up feeling like someone who "bullies" K. Rool players a bit because I outright hold onto their crowns if I see them using the crown a lot. A good number of them are good enough to not even need it, but it feels a bit off being able to shut down so many of a player's options like that...let alone being able to use it against them, lol.
Happy K. Rool day!
*sigh here's my rant:
As much as I absolutely despise the crown item and often call it the least hype and one of if not the most poorly designed projectile in the game (outside doubles, even outside playing KKR) for how overtuned it is imo, I'd rather keep it for playmaking and doubles plays but make it less one-sided so it doesn't worsen disadvantage as much as it currently does. It's hard enough being a big body with this in mind. Note whenever I say return back to KKR I mean as in popping on his head, not going through the pickup animation (you could also substitute it despawning for 7 seconds under no one's control before returning to KKR also without the pickup animation).
First off it should no longer be able to hit infinite times in a single air period (there are instances of this happening if the opponent gets you/you get out of hitstun, believe me).
Next cap the amount of throws the opponent can make to at least two before it returns back to KKR, regardless of a hit, akin to Banana. The despawn timer for it could still be reset but the throw limit would balance that compared to vanilla which always allows foes to reset it. Throwing it to the blastzone on the last throw would also return it back to KKR.
Infinite throws in vanilla until KKR gets it back or loses the stock feels unfair. I chose this instead of no longer being able to reset the despawn timer as a throw cap is more balanced for what tool the opponent has access to.
I feel like those changes will make the item version more balanced for both sides, rather than entirely being a hot potato that cannot be used that way as the KKR player, I would also say us to be able to use it in that form by pressing B during the side special throw (using part of the crown pickup animation in reverse) but idk if that will lead to the best playstyles.
Maybe Pocket shouldn't last as long for this projectile (or other character-bound projectiles) or should return to KKR when pocketed and leave the pocket with a copy of it with the same restrictions (but won't return to KKR) but that's more on Pocket as a whole.
What I really want is more horizontal control for Up Special (will even take a slight sacrifice of height) and the propellors to beat weak projectiles and maybe the ability to cancel out into airdodge (not an aerial), won't ever fix offstage disadvantage but it should help a bit rather than always last resorting and being stuck at ledge in the process.
Maybe also always be able to use the inhale of the blunderbuss regardless of the cannonball being out and make Down B no longer being vulnerable at the head (back is ok) and no longer fail against moves that extend beyond the counter detection hitbox, maybe also be able to slowly move shielded opponents to the blunderbuss during it's inhale and have minor armor during a successful suckup of the ball or an enemy fighter. Again that might not lead into the best playstyles but could help a bit with shield pressure.
That is all I got aside from slighter faster airspeed and allowing the in progress pickup animation to be canceled with momentum (I'm aware of making early inputs to skip it, I'm meaning in when getting in the way of neutral game/disadvantage), I'd rather keep the animation itself for out of context and the sliding tech. This won't make him busted but will hopefully will put his disadvantage in a better state.
I feel making Ridley heavier would be both a blessing and a curse. Like yeah he can survive longer, but what's the point when the same combos that could kill you before can just be done at later percents for the exact same results? Personally I'd give Ridley 2 extra jumps. Given how he's... well a DRAGON, one known for flying around in his home games no less, it'd make sense for him to have more of a presence in the air. extra jumps would mean his off-stage game would be a lot scarier, his means of recovery would be better. he could plan landing options a lot better, bait out moves better, it would just overall be a great improvement to the parts of his kit that are lacking
For Belmonts. These are the buffs they need:
- Have a quick tether grab with their whip
- Up B doesnt put them into free fall so they can tether recover after it
- Up air can also snatch the ledge
- Z air can tether recover exclusively so their Fair can't be gimped.
Only 1, so choose wisely
The whippy bois are 69? Nice indeed
NOOOOOOO
If you done let me pick up his crown, how do i punish???
@@NathanielBowen-i2k combo krool 💀
@@thethreemusketgamers8835 but item combos are cool asf
@@just_the_g.o.a.t189krool is already huge combo food and a low tier💀just get better at smash
@@thethreemusketgamers8835 never said he wasnt, just said item combos are cool, also 1v1 i dare you
Ah- don’t think I didn’t notice, that last clip at the end of the video is from Smash Bros WiiU.
Respect.
Bro the fighter numbers are inaccurate, I remember that Incineroar is fighter number 69. Don't ask me why I specifically remembered this one
For K Rool Thank you Larry
I agree. I hate the fact opponents can use it too, but I'd rather keep it at a more balanced state for playmaking ngl
Now Vernias can't give Brent his hat back😢
Ooooh, what if being inked made your traction super slippery?
Does the Belmont really have the worst grab in the game? Cloud is faster on foot. Has slightly more range. And is just as slow. Doesn't do that much damage. Pummle is slow and not tat much damage. And only get one fake combos at low percent work with a 4 frame gap in a 3 percent range different for every character. From a throw you can only combo in with neutral air. So for some character you need a stalled neutral air to have the shortest gap. But admittedly it does between 30% without limit to 45 with limit. Buts it's so inconsistent you don't want to waste your limit for that.
But could other throws just reset neutral. Down barely get plateform tech chases you can't fully take advantage of. Forward and back put of stage but cloud isn't good at edge guarding, and ledge trapping I only good because of backair. Up don't send straight up so you can't really juggle well with it.
While Belmont want the opponent far. And his throw accomplish that. Off stage is good for them. And unlike cloud they don't have any good options against shields. So it straight up make them more useful. Wich is why I think Simon's grab is better than cloud's.
For K Rool, give him a nair that covers all around him for a better out of shield game.
@@gepshoosh5294 I agree ngl
Might be a little ridiculous but we need it ngl
@PrettyKoolCrocodile I don't think it's terribly ridiculous. Krools biggest weakness is getting behind him, so giving him 1 option to counter that would make Krool much better, but not broken
@gepshoosh5294 That is fair but would make it an even better gimping tool actually nvm I'd love to watch the world burn😈
Huh youtube delayed this comment oof
@@gepshoosh5294 OK that's fair, we struggle in that area, it'll also make Neutral Aerial an even better edgeguarding tool but yeah we need something better in that area.
I play a lot of Ridley and a buff I would have loved to see is a little bit less end lag for his up and side special. Not too much, because that would be broken, but missing the sweet spot on recovery or whiffing a side special is too punishing.
Or just give him another jump so he can spam nair walls off stage. 😈
Also the fact ridley's skewer isn't a shield breaker... like wtf, that thing is almost as sharp as sephiroth's masamune
Steve : netherita + armor
I would buff ridley with the option that he doesn't release jis grab unless he wants to
Make Ridley's up B go more up sideways, like fox or falco's up b
This was a disappointing buff for Inkling, as an Inkling main I could think of different buffs. For example, the Dair could have a better spike, the air attacks can have more reach or canceling the roller move can be faster. The down grab is actually good as it is
Inkling shouldn't get that buff because it would make the booya far too consistent. I think what should be buffed is inkling's down air which should be way faster
Such a stupid choice for Ridley, the easy choice is to make his back air autocancellable
Nah they need to bring back prime king k rool
Better buff for inkling, make nair nair true
Awesomesauce
Give Ridley a kill throw!
Samus can kill most characters with upthrow at 140% + why can’t Ridley?
How many vids you did today?
Fuck that krool change. Just revert him to va'ila krool.
Removing crown combos from everyone else is evil
A necessary one ngl
Fun fact Ridley is a female…
Super shield on falcon punch, being able to jump while performing a falcon punch or grab the ledge with falcon kick , any of those for captain falcon would be great