@@Cactiisme His most powerful tool are his combos to kill %. Knock-back would ideally take that away. IDK about sharpness though he really doesn't need to do more damage if he is doing that...
@@sharkronicalThe sword part is correct. Bro no don’t give him efficiency on his axe lol. Hell be able to swing it faster. Like the speed of gold or better but doing that with Diamond, no please hahaha
Wouldn't that be too big of a nerf? Wouldn't he get punished for using it most of the time then? But I guess it could work, Peach has a similar thing and she's still a great character.
@@yuomovaeh3028 That's what I'm saying. It'd change his game play from always having a get out of jail free card with 95% of close up interactions which feels unhealthy for the game. However, the rest of his kit is still solid and he'd remain a really good character.
He should be able to act out of it, just have it put him in helpless mode afterwards (like Olimar or Duck Hunt's up specials). Just add a few frames of startup and you're good.
@@christianmedina4107Nah, bomb is equally critical. Bombs force the opponent to act because the explosion hits ledge if spaced well enough, either knocking them down and resetting the ledgetrap or popping them up leaving them open for CS or utilt. Not being able to shit out bombs as frequently and it having more endlag would impact her severely
@@AnAveWithNoName for sure, but its not like the harsh nerfs are only directed at the stronger half of the cast or the top 20, in fact they seem pretty randomly distributed maybe I'm not understanding you properly and the above was irrelevant, but if your point is that the game is already unfair so therefore there is nothing wrong with making it worse then thats just nihilism which doesn't ride well with the majority of people for obvious reasons I liked the buff video, but this one feels like not enough effort went into it
For Terry, nerfing GO! is the right move, but the way it should be done is it should vanish whenever the opponent loses a stock. That would more match the source Games in which you can't just carry it over forever if you get a KO (either the round ends and you lose it or in team battle games you get enough health back to take you out of it). However if you mean you use it only 3 times even if you WHIFF it and it's gone...that could also work, but I can also see savvy players just being more optimal to keep them, based on that fact that the entire mechanic, even when not used, is a threat (similar to Cloud limit, Joker Arsené, and Kazuya command grab)
Nerfing GO! is definitely the right move, however for me personally, I would give Terry a 15 second cool down every time he uses either Power Geyser or Buster Wolf regardless if it hits or not. During the cool down he can't use another GO! move until the 15 seconds pass. I think it would allow Terry players to be more strategic about when to use his GO! moves
I’d say giving more endlag on his Super Special Moves would be the right way to go. Not significantly, but enough to keep from spamming a lot. If I’m going to be honest, I’d rather deal with Terry’s “GO!” than Smash 4 Cloud’s Limit any day. Haha
For Steve, I would nerf his inventory (so he loses all material after losing a stock) and make it so that he cannot make blocks off stage or above stage (blocks must be touching each other, and no more than a stack of 3 blocks).
This is a good idea but even more so I would reduce his weight. I'v seen so many matches where Steve is just a little bit too heavy to die and the Steve wins the set. He would be more glass cannony like Fox/G&W.
@@yuomovaeh3028 him being lighter would be nice tbh, but these other changes feel way more mandatory. but you are right that I have gone WTF when powerhouses cannot kill Steve even at 140+
idk about this. feels like thata a part of his kit, and just falling with parachute seems slow. i think increase startup is enough no? Makes more sense on Kazuya tho
If we count all parts of Steve’s neutral B as a single Nerf… I would keep where he could place blocks the same except remove putting them below the stage. That’s silly. But honestly I think if we cut the hp of each block in half then that severely nerfs the character. Dirt goes from 8hp to 4, which is breakable by most moves. It also means stone has the hp that dirt currently has (8hp). And because mining is also neutral b, make it so he doesn’t keep any materials when he dies. He will start with the standard dirt and 3 iron so he isn’t completely defenseless on respawn, but he can no longer carry over diamonds. Meaning instead of having Diamond for his entire second and third stock, he *might* have Diamond for the end of each stock. Which would also make it more of a comeback mechanic over snowball mechanic like it’s supposed to be
13:09 Funnily enough, this nerf was already given to K.Rool before, so this is also like the Wolf situation where you are nerfing the same thing again.
For Steve, i'll remove his ability to use any moves unless you do a really complicated input with 3 controllers with just one finger that no one knows how to perform
If there was one nerf to give to Steve, I would make it so he has no materials at the beginning of a match. The fact he starts with enough materials to make a wall, iron, and even arguably his best material with wood, is crazy and then you could just rush Steve down and he couldn’t get started
it makes even less sense for him to have blocks to start with anyway as in his original game, he starts with nothing. Also agree with losing materials if he dies since yet again, same as his game.
@@cobinasaurIf he lost everything after losing a stock and started the game with no materials/tool, he would probably be a mid tier character. You could just rush him down from the start and will hardly have to deal with his strong win condition, diamond. That would be too drastic, on top of what the original comment suggested.
Hed still prohably he high tier honeslty, hed still have a good recovery, great advantage, good camping, he just has to work harder for it.@@ZizouEnjoyer225
A cool nerf that would make sense for Steve would be that he doesn’t start off with wood tools. In minecraft you start off punching trees so I think it would make sense to mine for wood tools/craft them. Also I think it’s dumb that you can save materials for your next stock, like imagine if joker could save arsene for whenever
Joker’s gun is a disjoint cuz it’s a reference to Guns being a physical Attack in Persona, so Joker uses Tetrakarn when reflecting guns just like in persona
15:12 Kazuya dair gives him a concussion when hitting the ground, instantly losing all his remaining stocks. ... ... ...Alright for real, I know EWGF is the common answer, but his up B has no business being a kill move. It should have high base knockback with low growth, used mainly as a "get off me" tool out of disadvantage while keeping its potential for stage spikes while recovering. Too laggy to true combo out of, but an air down B could be used after with a good read. That way the devs keep his identity as a dangerous combo character, but raise his skill floor by removing his easiest combo ender. I'm tired of seeing his least inspired move being leaned on so hard by the playerbase.
In Min Min's case,her arm powerUP mechanic is her defining trait in ARMS that only she has access to. Can't see it ever being removed realistically. Though ofc the video is just hypothetical.
Good list, however, I disagree with the nerf to ice climbers. The dysyncs are what make them really good and unique to use. There's also not a lot of characters with advanced tech in ultimate so getting rid of the desyncs would take away one of the few characters who are really hard to master, making the game less fun. Even then, it requires a lot of planning ahead of time to do the techs due to the buffer system, so it's pretty interactive compared to the desyncs in melee and brawl. My suggested nerf would be to add more end lag to the side b. I'd rather fight a good dysyncing ice climbers over a sode b spamming one any day. Overall, i think a better nerf would be
My wrong guess for Kazuya is Rage Drive. A frame 10 command grab? With I-frames and armour the whole time? With a hitbox that huge? And it kills that early? At least you can pretend the Kazuya will mess up the EWGF once in a while, Rage Drive is free.
An idea I've had for a Steve nerf is making it so energy projectiles can pass through blocks. In Minecraft we've seen Evoker's magic and Warden's screech do the same so it isnt unheard of
tbh I think the Byleth change might be a buff. half the roster can make it back if you upspecial spike them at 40-50 anyways (depending on the stage) and the spike basically removes any followup at most percents at most stage positions. potentially being able to combo off of upspecial for longer might be a worthwhile tradeoff for a situational spike kill opportunity.
For Kazuya, a ton of people would say to make EWGF weaker, but instead, increase the knockback growth so it doesn't combo nearly as well as it currently does
I think to offset KO punch being blockable, it should deal a ton amount of shield damage to compensate (maybe about 50%-60% of your shield health). That way the move becomes less polarizing, but the threat of it can still exist. Y’know, instead of having to camp out Mac and/or pray that he just messes up.
I wanted to change it to where he gets it twice as fast, especially for landing attacks, it still does over 40%, but it takes stocks at 100% for middle weights. If it's blockable then yeah it will have to do huge shield damage. It can still be a threat, but it being "oh crap I'll take so much damage and die next hit" instead of being outright dead. Also wanted armor gone just so he can true combo a lot of moves into each other because if you seen Mac clips the potential is right there and that would help him so much.
@carldalord no I'm just saying. In the video he says he would nerf vine, I'm saying that instead, I think they should nerf up air. There were no changes to any characters.
As a Lucas main, getting rid of his zair chains is a REALLY BIG nerf. If I were to nerf him, I’d make his d-smash hitbox smaller, because that move is a crazy edge guarding tool.
Removing unique abilities entirely feels wrong to me. You should instead make them harder to use or focus on abilities that are the most powerful thanks to the ability in question
I would need Steve's mining so he mines slower overall and as he mines he mines slower. The only way to return to the fastest mining rate would be to lose a stock or to stop mining for a 15 second period. This way his best tools would be harder to access and camping for resources would be less optimal.
For Luigi's Cyclone, I'd actually revert it to how it worked in Smash 4 and Brawl if I'd remove the invincibility. I think it'd become a pretty bad move if it lacked that combo breaking potential since you cannot even use it to recover which Luigi severly lacks. If I chose Down Throw, I'd have it send farther so you cannot just 0 to death
As a fox main I think the most terrifying nerf that could happen would be increasing his nairs knock back. Reducing his kill confirm damage window with nair upsmash.
I'm surprised the Luigi nerf had nothing to do with his copypasta zero-to-death. If it were up to me, I'd give his nair more base knockback (with less knockback growth, obviously) so that it's impossible to spike the opponent with the second short-hop dair, thus shutting down the zero-to-death. Yes, toning down Cyclone is also necessary, but you see why I'd pick nerfing the zero-to-death as my one choice. And we all know Luigi needs far more than a single nerf - he needs a complete and total overhaul, about as badly as Sonic and Ganondorf need it. But hey.
For Steve, I'd force him to follow Minecraft's tool progression -- so he can't get any iron unless he has stone tools, and he can only get gold, redstone, and diamond if he has iron tools. ' For additional faithfulness to Minecraft, he should also lose all materials upon losing a stock and should not be able to place blocks in midair. I'd also reduce the durability of blocks and scale down his tools (right now even with wood tools he has some of the best attacks in the game)
For Kazuya’s EWGF, I would reduce its stun time to be dependent on the opponent’s damage percentage. If they are below 30% you can’t combo into it as they can escape quickly. I would also get rid of the intangibility it gets so there are possibilities for trades. Make it also not knock the opponent out of shield, and have more end lag when you miss so you can’t spam it and be punished.
The more interesting nerfs (besides the ton characters like Steve and Sonic should get destroyed) would be all of the recoveries that are just completely get back to stage free with no real counterplay other than a 2 framing prayer. I feel like this was the most lazy design overall. Instead of more blanced and nuanced recoveries such as character's like Peach or Fox (Peach is better than Fox, but they both have counterplay is the most important part), etc who have the ability to come back from far, but the opponent can definitely contest it. Then there's the garbage tier like Dr. Mario, Little Mac, Chrom, and more that have way too much counterplay or just no recovery basically. Then you have the largest group of recoveries like Byleth and Joker's tethers (having a very slightly vulnerable recovery in his rampage mode isn't balanced enough for me I'm afraid), idiotic recoveries so safe the majority can just go under stages as they please like Steve, Rob, Diddy Kong, as an example and just a plethora of others that you can intercept perfectly and barring a hit so low that it was just a suicide, it just doesn't matter, they still got back for some reason, probably killing you in the process. This is where the relative "balance" of the cast is the most odd and lost on me, bad recoveries and low weights that make no sense in SSBU or even the game they're from since most the time it's rarely what keeps them from being broken good and instead makes them broken trash tier(The only recovery I can think of as being bad as it is for a solid reason is Aegis, but nobody else following the rule makes it less meaningful, at least OP Aegis is a better show...). Then random characters whose weights are much higher than what makes sense like Sonic and Steve just adding to the problem. Especially when 85% of the characters didn't actually need a nerf in their base kit(besides the BS recoveries of course) unless those buffs in the other video were real game-changers since of a lot of the proposed nerfs would drop balanced high tiers to the depths of "now they're even worse matchups against Steve" with that piddly nerf you gave him that still doesn't solve the vast majority of his BS frame data, kill power, recovery, surviability and more. I don't know why I care enough to write this much when I don't even play or watch Ult anymore, but it has a lot to do with the blantly unbalanced state they left it in without caring at all that makes me so annoyed, especially since unlike with Smash 4, there's no Smash game around the corner and it's just Nintendo being Nintendo. Why would you need good online? It's a portable system with fantastic controllers that clip right in, dumb dumbs! Now if you'll excuse us we need to punish more people for trying to get around the fact that our own hardware can't even play games at a stable framerate and allowing access to titles we no longer sell!
If you didn't know, Kazuya's ewgf can only be performed if you hit the attack button on the frame before, during, or after the downright right input. To nerf him, I would have made it so it can only happen when pressing "A" on the same frame or the one right after hitting downright, reducing the window from 3 to 2. (Still better than Tekken, which is frame perfect)
I’ve played Pit for 10 years and even I forget his dsmash is faster than his dtilt, since his other “fast” grounded normals are f6 or worse. Really fair nerf
ik its a joke but like bro killed zelda ganon and pichu and just gave other characters a few frames of endlag and just nerfed a move that ike doesnt use more than like twice a match (neutral b) . thats crazy
@@Namix1873 Because Peanut knows how to make it work. Just because he kicks arse and takes names doesn't automatically mean Little Mac's a top tier. It's down to how he's such a ground-focused fighter in a game that heavily emphasizes aerial combat. When he gets things going, it works, but he's got a huge uphill battle to fight first. EDIT: There's also the element of surprise, in a sense. You don't see many Little Mac players this high up in tournaments, so most players don't have as much experience with the Little Mac matchup.
Oh wait a minute, my mistake. I thought you meant PEANUT was bad, not Little Mac lol. Yeah even though I’ve learned to fully take advantage of Little Mac’s insane ground game his aerials and recovery are still weak. That’s why my priorities in a battle using him are to stay defensive when I can and don’t take aerial bait.
@@Namix1873 I believe his aerials have some very fringe-case uses, like using down air right before up special to get just a little more horizontal momentum, or an edge-case tech chase set-up with fair, but yeah, his aerials don't help him much. Honestly, I shiver at the thought of what Peanut could do if he decided to pick so much as a mid tier.
much better steve nerf. 1 : dirt 2 hp. wood 5 hp. stone 10 hp. iron 20 hp. 2 : any moving move that deal the final blow to block will not be stoped an instead ove through blocks. except for iron. this one can keep that perks fr its cost. watever the actual mechanic behind it. lik for example, your chracter icb instantly destroy block if the average damage of the hitboxes of the move excede the block remaining hp. 3 : blocks placed above void, or ore than 3 block above any plateform would get naturaly destroy as fast as if someon was standing on them. and 4 : teleports should be one of steve weakness. they should just go through them. also for side B. just make it a grond only hit grab. done. not DLC anymore.
I feel like a better nerf for yoshi, nerfing the knockback requirement wouldn't actually make it easier to combo him at higher percents (If its low enough knockback to combo with, its low enough knockback to absorb) but rather I think a better nerf would be nerfing that dair. It does not need to do 30 percent.
It's probably more effective to remove clanking from sonic's spin roll state rather than removing the intangibility if we're to choose only one of them. If you just remove the intangibility you'd still only be able to contest the move with aerials or with moves that don't clank after it wears off, which isn't for that long. If you remove the clanking from the spin dash you can now stop sonic with any move or projectile without needing nearly as much precision since the hitbox on it is already smaller than the hurtbox and trading is better than clanking with it.
No, the main reason spin dash is so good is the intangibility on top of how fast he travels. I don't know where you're getting the information on the hitboxes, but that move is not disjointed at all lol. I'd rather spin dash clank with attacks over it outright winning because of intangibility, you'd respect option far less
@@LarryLurr I said it was the reverse of disjointed actually. I generally agree though I think the speed is more relevant than the intangibility most of the time, I'd personally go with both nerfs on top of not letting him release the charge it in the air. Might be just character bias, but I think there's more value on taking away more neutral control from Sonic when you can more easily intercept him specially with projectiles, since most characters can't really reach him in time while he's charging and the intangibility lasts only 6 frames, which is half of that little hop he does or, when it's fully charged, about two training room blocks of distance which isn't very far. Taking away intangibility is undeniably better for the characters that have ways to pressure him in the corner well since you're closer to him but no clank I think would benefit a larger portion of the roster by helping with neutral.
Steve's blocks, i find over the top obnoxious. Pacman fire hydrant and villager's tree, first there is only one at a time. Second they can only be fixed to the ground when it effects the field. Steve's blocks changes: limit the number of blocks on the field to no more than 4 afterwards they disappear or is unable to place one out, they now have grabble edge, increase the HP of the blocks by 4 (8/12/16/20 to 12/16/20/24) but increase the decay rate from 1.2 to 2 per second, can only be placed on floor or a wall with collision (edges work as well)
honestly for steve, i'd either nerf him by removing crafting, where he gets permanent tools that visually look like stone or iron but have properties of wood - that way he can still be a unique character while outputting less damage, or i'd just decrease his weight so that he's lighter than pichu.
I think a really good nerf to steve would be to increase the hurtbox size of blocks and make it die to projectiles, and also not be able to use it offstage
Yk I happened to come up with my own set of nerfs to Steve, and it was along the lines of this: Jab, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash, Nair, Shorthop Fair, Fair, Shorthop Bair, Bair, and Uair deal less damage Up Tilt and Uair are laggier, slower, have higher knockback, and are easier to SDI. Forward Smash is laggier and slower Fair, Bair, Uair, and Dair have more landing lag Steve can hold less Redstone, starts with no Iron or Redstone on match start or death, and gains less redstone from mining. Crafting Table has less HP and has a larger hurtbox Blocks have less HP and have a larger hurtbox Minecart no longer has its command grab
Personally, the one nerf I would give Steve is to where his powered rail uses his gold after one use rather than him getting infinite if he has gold in his inventory (or at least it feels like infinite; I haven’t checked if it is truly infinite). It would also cause him to use his minecart more sparingly if he wants that quick kill move
I was thinking more on buffs, and I think I would want these for my favorite characters to play as: Pit: Increase the size of Guardian Orbitars so it covers his dang feet. Such a weird blind spot when you can already break the move. Marth: I want Smash 4 Jab back. Hero: Make forward air safer on shield so he has a better spacing game when out of mana. If that's too good (it definitely is), make it so his mana regenerates while in menu as well. It would be so sick to throw out an option previously unavailable without losing it in the roll, and the risk is waiting while doing nothing, making it easier to telegraph. It also lets you potentially Zoom after spamming off stage to shuffle for it, and build up Magic Burst in real time. Robin: No. More. Mana. I don't care. They don't need it. Kind Dedede: Slightly buff air speed and increase the base damage needed to knock Gordo away. Also make it so Dedede doesn't literally take damage. Just make it disappear when it hits him like a boomerang or something. That's so ridiculous Peach: Give me back my BACK THROW DAMMIT!
The nerf to icies was already implemented in ultimate. If you mean entirely, then that’s a different case, but if nana is synced when we start the grab, she already can’t do anything until the throw ends. We still desync off of it anyways
Little mac is definitely a situation where any direct buffs or nerfs would fuck up the character even more. Though personally, what i would nerf on him is his super armor. Down from "can tank literally anything" to something more like 20-30% like kazuya and sephiroth
If we're gonna turn joker's gun into a projectile then you have to turn bayo's bullet arts into a projectile as well, and considering she has rapid fire guns, it might be a mess
Byleth main here. Making the up b spike later would just give them more combos and probably kill confirms. A better nerf would be to make it so that it isnt always untechable. On stages like kalos you just die even if you DI and tech cause its always untechable. Also being untechable gives them some platform setups that kill super early.
I think a slightly differerent and better nerf for Yoshi would be to make him slightly lighter. As I see it Yoshi is actually really heavy for how fast and floaty he is, and given that his recovery is really good in Ultimate, due to both his air speed and the "eggstra boost" he gets if he uses egg throw right after double jumping he can live a very long time. I think making him the same weight as Mega Man (104 -> 102) or even the same weight as Cloud (104 -> 100) would probably be a more reasonable weight for Yoshi given his speed and good recovery. This would also make his armor slightly worse because he'll take more knockback at lower percentages meaning the armor would break a little sooner.
Personally for Ness I’d make it so that there can only be a single PK Fire on screen per Ness so that you could logically not spam it. For Pac-Man, you could send him into freefall after his side special.
I would've made Zelda's Knight like in smash 4 where if you kill the knight it crumbles and she can't use it for a little while. Technically you can in ultimate but it only adds like 2 seconds of down time for having to deal like 20% damage
That Kazuya nerf 💀Removing his 0-deaths means removing the only thing that makes him viable. Without EWGF's powerful ability to lead into almost every one of his moves, he has next to NO combo ability. Nerfing EWGF basically means CRIPPLING the character into the damn ground. Without his 0-deaths, Kazuya is not only the worst FGC, but undoubtably one of the worst characters in the game. I do agree there are elements of Kazuya that prove to be over-tuned, but EWGF is almost all he has in terms of viability. His recovery is exploitable and predictable, his jump is terrible, he has bad airspeed, he's easily susceptible to combos, and the BIGGEST thing that makes him viable is his combo ability out of EWGF. Without EWGF's power, you don't have Kazuya.
I hate kazuya as much as the next person, and removing consistent ToD's is reasonable But removing his high damage? Brother that's the entire character
If you make grenade frame 4 people are just gonna start using dair and up b more out of hitstun. The real issue is that all the snake mains would have to relearn all the setups for grenades
I am a ness player, exept if a few case, pk fire can not be spam, people know a to deal with it, and if I don't hit, I have a long lag so some of the time I get punish
For min min, the grab power up isn’t actually a dlc gimmick. It’s actually from her own game, I think her down tilt would’ve been a better move to nerf I’ve fought a lot min mins in the past who’ve used that move for running away.
Honestly I would nerf or even remove some of the dlc character special mechanics. Some really feel unbalanced af as if they are only in the game for the sake of the dlc characters having a special mechanic so that more people buy it
Curious what you would give to Kirby. Bigger, maybe? But I mean Kirby is low tier so 1:55 Yeah basically this. I considered saying bigger crouch but didn't know how that would work lol 3:11 Good take 5:37 Mewtwo's genderless. The gender ambiguous Pokemon are one thing but Mewtwo literally isn't a he 7:37 The idea that Ivysaur is confirmed female is grounded on faulty logic, using a gender difference that only Venusaur has *...olimar's whistle has armour?* 13:35 Piranha Plant is a Plant, they're not a He. 13:49 It physically doesn't exist, literally just a hitbox, because bullets be fast for kazuya you're removing his taunt hitbox
This is a weird video where some of the nerfs (on characters good and bad) are super minor and barely matter...and others completely demolish the standout feature of...mid tiers?! I get the video isnt that serious and basically just filler content, but dang if you implemented everything in this video the game would actually be worse/less interesting
@@RamikinHorde That's how it generally goes with Mid Tiers. A Low Tier nerf doesn't matter too much since it was probably not all that good anyway. A High Tier nerf usually means they have something else to mitigate the loss. A Mid Tier usually just has 1 cheesy thing that can cause a upset with a good matchup and that's all anyone thinks of nerfing
For Peach and Daisy, I’m gonna predict a nerf to instant float aerials bypassing the short hop damage multiplier. EDIT: Looks like I was wrong, but that would still be my personal nerf.
15:10 If Kazuya hits an opponent with EWFG, he explodes.
To nerf Steve, add sharpness and knockback enchantments, add netherite, and add end crystal instead of tnt
So real! He'd be so bad with the ability to kill even quicker 😔
@@Cactiisme His most powerful tool are his combos to kill %. Knock-back would ideally take that away. IDK about sharpness though he really doesn't need to do more damage if he is doing that...
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@@TopOfAllWorldsknockback is only on sword (i think). The axe can have efficiency
@@sharkronicalThe sword part is correct. Bro no don’t give him efficiency on his axe lol. Hell be able to swing it faster. Like the speed of gold or better but doing that with Diamond, no please hahaha
the joker gun disjoint comes from Persona Lore where Joker is hitting you with "the idea of bullets" instead of actually firing at you, I believe
Thinks its more just gun damage as a whole. Been in every SMT game
Yeah I was about to say that
Could also just be a Smash thing, since Bayo’s bullets don’t get reflected either iirc
mario can throw two fireballs at once in his games and you don't see him do that in smash
@@kerokerocola99thats small compared to other inconsistencies. But nothing’s perfect so attention to detail on certain things is still good
I think if G&W couldnt act after Up-B, it'd balance the character and gameplay a ton.
I agree heavily with this
Wouldn't that be too big of a nerf? Wouldn't he get punished for using it most of the time then? But I guess it could work, Peach has a similar thing and she's still a great character.
@@yuomovaeh3028 That's what I'm saying. It'd change his game play from always having a get out of jail free card with 95% of close up interactions which feels unhealthy for the game. However, the rest of his kit is still solid and he'd remain a really good character.
I'd nerf it by not allowing G&W to attack out of Up-B. He can still fast-fall and air dodge, but it'll be much more reasonable.
He should be able to act out of it, just have it put him in helpless mode afterwards (like Olimar or Duck Hunt's up specials). Just add a few frames of startup and you're good.
Now we just need Smash 6.
wow some of these nerfs are xtremely harsh while others are inconsequential
these would be horribly unfair if implemented
Hence why a lot of characters don’t need nerfs/buffs
He nerfs samus down b but is not even broken and doesnt make any diference, the real key in samus ledgetrap is the neutral B (charge shot)
@@christianmedina4107Nah, bomb is equally critical. Bombs force the opponent to act because the explosion hits ledge if spaced well enough, either knocking them down and resetting the ledgetrap or popping them up leaving them open for CS or utilt. Not being able to shit out bombs as frequently and it having more endlag would impact her severely
Almost like some characters are way better or way worse than others…
@@AnAveWithNoName for sure, but its not like the harsh nerfs are only directed at the stronger half of the cast or the top 20, in fact they seem pretty randomly distributed
maybe I'm not understanding you properly and the above was irrelevant, but if your point is that the game is already unfair so therefore there is nothing wrong with making it worse then thats just nihilism which doesn't ride well with the majority of people for obvious reasons
I liked the buff video, but this one feels like not enough effort went into it
For Terry, nerfing GO! is the right move, but the way it should be done is it should vanish whenever the opponent loses a stock. That would more match the source Games in which you can't just carry it over forever if you get a KO (either the round ends and you lose it or in team battle games you get enough health back to take you out of it). However if you mean you use it only 3 times even if you WHIFF it and it's gone...that could also work, but I can also see savvy players just being more optimal to keep them, based on that fact that the entire mechanic, even when not used, is a threat (similar to Cloud limit, Joker Arsené, and Kazuya command grab)
Nerfing GO! is definitely the right move, however for me personally, I would give Terry a 15 second cool down every time he uses either Power Geyser or Buster Wolf regardless if it hits or not. During the cool down he can't use another GO! move until the 15 seconds pass. I think it would allow Terry players to be more strategic about when to use his GO! moves
Sounds like you got bodied by Go way to much
I’d say giving more endlag on his Super Special Moves would be the right way to go. Not significantly, but enough to keep from spamming a lot.
If I’m going to be honest, I’d rather deal with Terry’s “GO!” than Smash 4 Cloud’s Limit any day. Haha
For Steve, I would nerf his inventory (so he loses all material after losing a stock) and make it so that he cannot make blocks off stage or above stage (blocks must be touching each other, and no more than a stack of 3 blocks).
This 👆🏼
This is a good idea but even more so I would reduce his weight. I'v seen so many matches where Steve is just a little bit too heavy to die and the Steve wins the set. He would be more glass cannony like Fox/G&W.
@@yuomovaeh3028 him being lighter would be nice tbh, but these other changes feel way more mandatory. but you are right that I have gone WTF when powerhouses cannot kill Steve even at 140+
idk about this. feels like thata a part of his kit, and just falling with parachute seems slow.
i think increase startup is enough no?
Makes more sense on Kazuya tho
If we count all parts of Steve’s neutral B as a single Nerf…
I would keep where he could place blocks the same except remove putting them below the stage. That’s silly.
But honestly I think if we cut the hp of each block in half then that severely nerfs the character. Dirt goes from 8hp to 4, which is breakable by most moves. It also means stone has the hp that dirt currently has (8hp).
And because mining is also neutral b, make it so he doesn’t keep any materials when he dies. He will start with the standard dirt and 3 iron so he isn’t completely defenseless on respawn, but he can no longer carry over diamonds. Meaning instead of having Diamond for his entire second and third stock, he *might* have Diamond for the end of each stock. Which would also make it more of a comeback mechanic over snowball mechanic like it’s supposed to be
For things like custom stages with multiple layers of solid ground (sometimes moving), where does it stop?
13:09 Funnily enough, this nerf was already given to K.Rool before, so this is also like the Wolf situation where you are nerfing the same thing again.
Cloud: Back air is nerfed just a bit.😉
Banjo: Fuck up his low-tier gameplan. 😎
K. Bye, I guess.
Fr
For Steve, i'll remove his ability to use any moves unless you do a really complicated input with 3 controllers with just one finger that no one knows how to perform
Alternate title :
"I made every character TERRIBLE, espECIALLY THE LOW TIERS !!"
Don't worry Larry, I didn't think you'd forget about Steve, because I forgot about him myself.
I think you'll nerf sheiks needles, nerf sonic the most and nerf ganondorf the least
If there was one nerf to give to Steve, I would make it so he has no materials at the beginning of a match. The fact he starts with enough materials to make a wall, iron, and even arguably his best material with wood, is crazy and then you could just rush Steve down and he couldn’t get started
And also have him lose his materials when he loses a stock. That way you can't just immediately craft diamond tools if you die with a diamond.
it makes even less sense for him to have blocks to start with anyway as in his original game, he starts with nothing. Also agree with losing materials if he dies since yet again, same as his game.
@@cobinasaurIf he lost everything after losing a stock and started the game with no materials/tool, he would probably be a mid tier character. You could just rush him down from the start and will hardly have to deal with his strong win condition, diamond. That would be too drastic, on top of what the original comment suggested.
Not enough
Hed still prohably he high tier honeslty, hed still have a good recovery, great advantage, good camping, he just has to work harder for it.@@ZizouEnjoyer225
Nerfing squirtles kill power is crazy
Getting rid of tough guy on Bowser is crazy, it's like his main gimmick
Thisbis why some people shouldnt think of Buffs and nerfs for things. Because some of rhese things are actually crazy...like lord 💀
A cool nerf that would make sense for Steve would be that he doesn’t start off with wood tools. In minecraft you start off punching trees so I think it would make sense to mine for wood tools/craft them. Also I think it’s dumb that you can save materials for your next stock, like imagine if joker could save arsene for whenever
I thought you were supposed to nerf a move not make them completely unviable
Joker’s gun is a disjoint cuz it’s a reference to Guns being a physical Attack in Persona, so Joker uses Tetrakarn when reflecting guns just like in persona
15:12 Kazuya dair gives him a concussion when hitting the ground, instantly losing all his remaining stocks.
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...Alright for real, I know EWGF is the common answer, but his up B has no business being a kill move. It should have high base knockback with low growth, used mainly as a "get off me" tool out of disadvantage while keeping its potential for stage spikes while recovering. Too laggy to true combo out of, but an air down B could be used after with a good read.
That way the devs keep his identity as a dangerous combo character, but raise his skill floor by removing his easiest combo ender. I'm tired of seeing his least inspired move being leaned on so hard by the playerbase.
In Min Min's case,her arm powerUP mechanic is her defining trait in ARMS that only she has access to. Can't see it ever being removed realistically. Though ofc the video is just hypothetical.
Good list, however, I disagree with the nerf to ice climbers. The dysyncs are what make them really good and unique to use.
There's also not a lot of characters with advanced tech in ultimate so getting rid of the desyncs would take away one of the few characters who are really hard to master, making the game less fun.
Even then, it requires a lot of planning ahead of time to do the techs due to the buffer system, so it's pretty interactive compared to the desyncs in melee and brawl.
My suggested nerf would be to add more end lag to the side b. I'd rather fight a good dysyncing ice climbers over a sode b spamming one any day.
Overall, i think a better nerf would be
My wrong guess for Kazuya is Rage Drive. A frame 10 command grab? With I-frames and armour the whole time? With a hitbox that huge? And it kills that early? At least you can pretend the Kazuya will mess up the EWGF once in a while, Rage Drive is free.
An idea I've had for a Steve nerf is making it so energy projectiles can pass through blocks. In Minecraft we've seen Evoker's magic and Warden's screech do the same so it isnt unheard of
tbh I think the Byleth change might be a buff. half the roster can make it back if you upspecial spike them at 40-50 anyways (depending on the stage) and the spike basically removes any followup at most percents at most stage positions. potentially being able to combo off of upspecial for longer might be a worthwhile tradeoff for a situational spike kill opportunity.
For Kazuya, a ton of people would say to make EWGF weaker, but instead, increase the knockback growth so it doesn't combo nearly as well as it currently does
Uhh... how about remove those stupid I-frames and not make it +30 on shield?
@@amberknight7301 so...remove the reward ou got for doing the input correctly and not have it match thr source?
@The_WIll_OF_D99 that's way too much reward
Same here.
5:54 you really nerfed the one move that makes chrom much worse than roy? Even whit the kamikaze it's still his worst move by a large margin
I think to offset KO punch being blockable, it should deal a ton amount of shield damage to compensate (maybe about 50%-60% of your shield health).
That way the move becomes less polarizing, but the threat of it can still exist. Y’know, instead of having to camp out Mac and/or pray that he just messes up.
I wanted to change it to where he gets it twice as fast, especially for landing attacks, it still does over 40%, but it takes stocks at 100% for middle weights. If it's blockable then yeah it will have to do huge shield damage.
It can still be a threat, but it being "oh crap I'll take so much damage and die next hit" instead of being outright dead. Also wanted armor gone just so he can true combo a lot of moves into each other because if you seen Mac clips the potential is right there and that would help him so much.
Was the point of the nerfs to balance or to nerf each character as hard as possible?
This video taught me that Ivysaur is a she. Today i learned!
I also learned that. I also think that instead of nerfing vine whip, I would nerf the massive up air hit box she has.
Ivysaur got nerfed?!
@carldalord no I'm just saying. In the video he says he would nerf vine, I'm saying that instead, I think they should nerf up air. There were no changes to any characters.
@@Trex_Master031 I wasn’t replying to you
As a Lucas main, getting rid of his zair chains is a REALLY BIG nerf. If I were to nerf him, I’d make his d-smash hitbox smaller, because that move is a crazy edge guarding tool.
Removing unique abilities entirely feels wrong to me. You should instead make them harder to use or focus on abilities that are the most powerful thanks to the ability in question
Idk if you realize how cracked Hero would be with all spells costing 25% less mana lol.
I would need Steve's mining so he mines slower overall and as he mines he mines slower. The only way to return to the fastest mining rate would be to lose a stock or to stop mining for a 15 second period. This way his best tools would be harder to access and camping for resources would be less optimal.
For Luigi's Cyclone, I'd actually revert it to how it worked in Smash 4 and Brawl if I'd remove the invincibility. I think it'd become a pretty bad move if it lacked that combo breaking potential since you cannot even use it to recover which Luigi severly lacks. If I chose Down Throw, I'd have it send farther so you cannot just 0 to death
Nerd Ganon's looks. He's too sexy as is.
As a fox main I think the most terrifying nerf that could happen would be increasing his nairs knock back. Reducing his kill confirm damage window with nair upsmash.
When losing a stock, Steve drops all his items for his opponent to steal and use, just like Minecraft!
I’ve always thought how you nerfed Steve would make him infinitely more balanced
What this video did for me was tell me that most characters don’t need nerfs. Hated most of these except the broken stuff of course
Now Luigi just dies
I think it’s nerfing Steve and not allowing him to regrab ledge, and not allowing him to build blocks in the air
Nerf him by giving wood tools slightly less durability
I'm surprised the Luigi nerf had nothing to do with his copypasta zero-to-death. If it were up to me, I'd give his nair more base knockback (with less knockback growth, obviously) so that it's impossible to spike the opponent with the second short-hop dair, thus shutting down the zero-to-death.
Yes, toning down Cyclone is also necessary, but you see why I'd pick nerfing the zero-to-death as my one choice. And we all know Luigi needs far more than a single nerf - he needs a complete and total overhaul, about as badly as Sonic and Ganondorf need it. But hey.
Maybe Luigi's up-b simply shouldn't do as much knockback. Let the Luigi players combo into it if they want, it just won't kill.
For Steve, I'd force him to follow Minecraft's tool progression -- so he can't get any iron unless he has stone tools, and he can only get gold, redstone, and diamond if he has iron tools. '
For additional faithfulness to Minecraft, he should also lose all materials upon losing a stock and should not be able to place blocks in midair. I'd also reduce the durability of blocks and scale down his tools (right now even with wood tools he has some of the best attacks in the game)
Nerfing Lucas's zair is crazy
For Kazuya’s EWGF, I would reduce its stun time to be dependent on the opponent’s damage percentage. If they are below 30% you can’t combo into it as they can escape quickly. I would also get rid of the intangibility it gets so there are possibilities for trades. Make it also not knock the opponent out of shield, and have more end lag when you miss so you can’t spam it and be punished.
The more interesting nerfs (besides the ton characters like Steve and Sonic should get destroyed) would be all of the recoveries that are just completely get back to stage free with no real counterplay other than a 2 framing prayer. I feel like this was the most lazy design overall. Instead of more blanced and nuanced recoveries such as character's like Peach or Fox (Peach is better than Fox, but they both have counterplay is the most important part), etc who have the ability to come back from far, but the opponent can definitely contest it. Then there's the garbage tier like Dr. Mario, Little Mac, Chrom, and more that have way too much counterplay or just no recovery basically. Then you have the largest group of recoveries like Byleth and Joker's tethers (having a very slightly vulnerable recovery in his rampage mode isn't balanced enough for me I'm afraid), idiotic recoveries so safe the majority can just go under stages as they please like Steve, Rob, Diddy Kong, as an example and just a plethora of others that you can intercept perfectly and barring a hit so low that it was just a suicide, it just doesn't matter, they still got back for some reason, probably killing you in the process. This is where the relative "balance" of the cast is the most odd and lost on me, bad recoveries and low weights that make no sense in SSBU or even the game they're from since most the time it's rarely what keeps them from being broken good and instead makes them broken trash tier(The only recovery I can think of as being bad as it is for a solid reason is Aegis, but nobody else following the rule makes it less meaningful, at least OP Aegis is a better show...). Then random characters whose weights are much higher than what makes sense like Sonic and Steve just adding to the problem.
Especially when 85% of the characters didn't actually need a nerf in their base kit(besides the BS recoveries of course) unless those buffs in the other video were real game-changers since of a lot of the proposed nerfs would drop balanced high tiers to the depths of "now they're even worse matchups against Steve" with that piddly nerf you gave him that still doesn't solve the vast majority of his BS frame data, kill power, recovery, surviability and more. I don't know why I care enough to write this much when I don't even play or watch Ult anymore, but it has a lot to do with the blantly unbalanced state they left it in without caring at all that makes me so annoyed, especially since unlike with Smash 4, there's no Smash game around the corner and it's just Nintendo being Nintendo. Why would you need good online? It's a portable system with fantastic controllers that clip right in, dumb dumbs! Now if you'll excuse us we need to punish more people for trying to get around the fact that our own hardware can't even play games at a stable framerate and allowing access to titles we no longer sell!
If you didn't know, Kazuya's ewgf can only be performed if you hit the attack button on the frame before, during, or after the downright right input. To nerf him, I would have made it so it can only happen when pressing "A" on the same frame or the one right after hitting downright, reducing the window from 3 to 2. (Still better than Tekken, which is frame perfect)
I’ve played Pit for 10 years and even I forget his dsmash is faster than his dtilt, since his other “fast” grounded normals are f6 or worse. Really fair nerf
ik its a joke but like bro killed zelda ganon and pichu and just gave other characters a few frames of endlag and just nerfed a move that ike doesnt use more than like twice a match (neutral b) . thats crazy
Also, killed Icies and accidentally buffed Byleth.
As a Pit main, that’s actually hilarious but also pls don’t
“Little Mac is really bad” *meanwhile Peanut clapping people in tournaments*
He is pretty bad, tho. Just not "unplayably unviable" bad.
If he’s so bad, how does he have so much success?
@@Namix1873 Because Peanut knows how to make it work. Just because he kicks arse and takes names doesn't automatically mean Little Mac's a top tier.
It's down to how he's such a ground-focused fighter in a game that heavily emphasizes aerial combat. When he gets things going, it works, but he's got a huge uphill battle to fight first.
EDIT: There's also the element of surprise, in a sense. You don't see many Little Mac players this high up in tournaments, so most players don't have as much experience with the Little Mac matchup.
Oh wait a minute, my mistake. I thought you meant PEANUT was bad, not Little Mac lol. Yeah even though I’ve learned to fully take advantage of Little Mac’s insane ground game his aerials and recovery are still weak. That’s why my priorities in a battle using him are to stay defensive when I can and don’t take aerial bait.
@@Namix1873 I believe his aerials have some very fringe-case uses, like using down air right before up special to get just a little more horizontal momentum, or an edge-case tech chase set-up with fair, but yeah, his aerials don't help him much.
Honestly, I shiver at the thought of what Peanut could do if he decided to pick so much as a mid tier.
much better steve nerf.
1 : dirt 2 hp. wood 5 hp. stone 10 hp. iron 20 hp.
2 : any moving move that deal the final blow to block will not be stoped an instead ove through blocks. except for iron. this one can keep that perks fr its cost. watever the actual mechanic behind it. lik for example, your chracter icb instantly destroy block if the average damage of the hitboxes of the move excede the block remaining hp.
3 : blocks placed above void, or ore than 3 block above any plateform would get naturaly destroy as fast as if someon was standing on them.
and 4 : teleports should be one of steve weakness. they should just go through them.
also for side B. just make it a grond only hit grab. done. not DLC anymore.
I feel like a better nerf for yoshi, nerfing the knockback requirement wouldn't actually make it easier to combo him at higher percents (If its low enough knockback to combo with, its low enough knockback to absorb) but rather I think a better nerf would be nerfing that dair. It does not need to do 30 percent.
It's probably more effective to remove clanking from sonic's spin roll state rather than removing the intangibility if we're to choose only one of them. If you just remove the intangibility you'd still only be able to contest the move with aerials or with moves that don't clank after it wears off, which isn't for that long.
If you remove the clanking from the spin dash you can now stop sonic with any move or projectile without needing nearly as much precision since the hitbox on it is already smaller than the hurtbox and trading is better than clanking with it.
No, the main reason spin dash is so good is the intangibility on top of how fast he travels. I don't know where you're getting the information on the hitboxes, but that move is not disjointed at all lol. I'd rather spin dash clank with attacks over it outright winning because of intangibility, you'd respect option far less
@@LarryLurr I said it was the reverse of disjointed actually.
I generally agree though I think the speed is more relevant than the intangibility most of the time, I'd personally go with both nerfs on top of not letting him release the charge it in the air.
Might be just character bias, but I think there's more value on taking away more neutral control from Sonic when you can more easily intercept him specially with projectiles, since most characters can't really reach him in time while he's charging and the intangibility lasts only 6 frames, which is half of that little hop he does or, when it's fully charged, about two training room blocks of distance which isn't very far.
Taking away intangibility is undeniably better for the characters that have ways to pressure him in the corner well since you're closer to him but no clank I think would benefit a larger portion of the roster by helping with neutral.
Steve's blocks, i find over the top obnoxious. Pacman fire hydrant and villager's tree, first there is only one at a time. Second they can only be fixed to the ground when it effects the field. Steve's blocks changes: limit the number of blocks on the field to no more than 4 afterwards they disappear or is unable to place one out, they now have grabble edge, increase the HP of the blocks by 4 (8/12/16/20 to 12/16/20/24) but increase the decay rate from 1.2 to 2 per second, can only be placed on floor or a wall with collision (edges work as well)
6:10 you could've made Meta Knight the only character who can randomly trip.
honestly for steve, i'd either nerf him by removing crafting, where he gets permanent tools that visually look like stone or iron but have properties of wood - that way he can still be a unique character while outputting less damage, or i'd just decrease his weight so that he's lighter than pichu.
I just hope he doesn't nerf Kazuya's air dodge, otherwise he would become a useless character
I think a really good nerf to steve would be to increase the hurtbox size of blocks and make it die to projectiles, and also not be able to use it offstage
Yk I happened to come up with my own set of nerfs to Steve, and it was along the lines of this:
Jab, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash, Nair, Shorthop Fair, Fair, Shorthop Bair, Bair, and Uair deal less damage
Up Tilt and Uair are laggier, slower, have higher knockback, and are easier to SDI.
Forward Smash is laggier and slower
Fair, Bair, Uair, and Dair have more landing lag
Steve can hold less Redstone, starts with no Iron or Redstone on match start or death, and gains less redstone from mining.
Crafting Table has less HP and has a larger hurtbox
Blocks have less HP and have a larger hurtbox
Minecart no longer has its command grab
Personally, the one nerf I would give Steve is to where his powered rail uses his gold after one use rather than him getting infinite if he has gold in his inventory (or at least it feels like infinite; I haven’t checked if it is truly infinite). It would also cause him to use his minecart more sparingly if he wants that quick kill move
I was thinking more on buffs, and I think I would want these for my favorite characters to play as:
Pit: Increase the size of Guardian Orbitars so it covers his dang feet. Such a weird blind spot when you can already break the move.
Marth: I want Smash 4 Jab back.
Hero: Make forward air safer on shield so he has a better spacing game when out of mana. If that's too good (it definitely is), make it so his mana regenerates while in menu as well. It would be so sick to throw out an option previously unavailable without losing it in the roll, and the risk is waiting while doing nothing, making it easier to telegraph. It also lets you potentially Zoom after spamming off stage to shuffle for it, and build up Magic Burst in real time.
Robin: No. More. Mana. I don't care. They don't need it.
Kind Dedede: Slightly buff air speed and increase the base damage needed to knock Gordo away. Also make it so Dedede doesn't literally take damage. Just make it disappear when it hits him like a boomerang or something. That's so ridiculous
Peach: Give me back my BACK THROW DAMMIT!
The nerf to icies was already implemented in ultimate. If you mean entirely, then that’s a different case, but if nana is synced when we start the grab, she already can’t do anything until the throw ends. We still desync off of it anyways
Oh yeah okay, let's give little QOL nerfs to top tiers and then make Ice Climbers not a character anymore xD
And accidentally make Byleth even deadlier, while we're at it.
Little mac is definitely a situation where any direct buffs or nerfs would fuck up the character even more.
Though personally, what i would nerf on him is his super armor. Down from "can tank literally anything" to something more like 20-30% like kazuya and sephiroth
If we're gonna turn joker's gun into a projectile then you have to turn bayo's bullet arts into a projectile as well, and considering she has rapid fire guns, it might be a mess
Byleth main here. Making the up b spike later would just give them more combos and probably kill confirms. A better nerf would be to make it so that it isnt always untechable. On stages like kalos you just die even if you DI and tech cause its always untechable. Also being untechable gives them some platform setups that kill super early.
I think a slightly differerent and better nerf for Yoshi would be to make him slightly lighter.
As I see it Yoshi is actually really heavy for how fast and floaty he is, and given that his recovery is really good in Ultimate, due to both his air speed and the "eggstra boost" he gets if he uses egg throw right after double jumping he can live a very long time. I think making him the same weight as Mega Man (104 -> 102) or even the same weight as Cloud (104 -> 100) would probably be a more reasonable weight for Yoshi given his speed and good recovery. This would also make his armor slightly worse because he'll take more knockback at lower percentages meaning the armor would break a little sooner.
Personally for Ness I’d make it so that there can only be a single PK Fire on screen per Ness so that you could logically not spam it.
For Pac-Man, you could send him into freefall after his side special.
I think that if blocks can’t be placed in the air (making it more accurate to Minecraft) Steve would lose like half of his cheese
I would've made Zelda's Knight like in smash 4 where if you kill the knight it crumbles and she can't use it for a little while. Technically you can in ultimate but it only adds like 2 seconds of down time for having to deal like 20% damage
Make all projectiles take time to refill ammo
That Kazuya nerf 💀Removing his 0-deaths means removing the only thing that makes him viable. Without EWGF's powerful ability to lead into almost every one of his moves, he has next to NO combo ability. Nerfing EWGF basically means CRIPPLING the character into the damn ground. Without his 0-deaths, Kazuya is not only the worst FGC, but undoubtably one of the worst characters in the game. I do agree there are elements of Kazuya that prove to be over-tuned, but EWGF is almost all he has in terms of viability.
His recovery is exploitable and predictable, his jump is terrible, he has bad airspeed, he's easily susceptible to combos, and the BIGGEST thing that makes him viable is his combo ability out of EWGF. Without EWGF's power, you don't have Kazuya.
I hate kazuya as much as the next person, and removing consistent ToD's is reasonable
But removing his high damage? Brother that's the entire character
If you make grenade frame 4 people are just gonna start using dair and up b more out of hitstun. The real issue is that all the snake mains would have to relearn all the setups for grenades
at least make blocks so that you cant build them in mid air. you would have to build them on top of anothe block like in minecraft.
I would remove kazuya nair spike.
I feel like a decent Steve nerf could be just reducing the mining speed and reducing the prevalence of iron.
My nerf for Steve was just making him only place blocks on a surface, & making the stronger blocks break down slightly faster, & take more damage.
Guys this might sound crazy but I think he might nerf ewgf
I am a ness player, exept if a few case, pk fire can not be spam, people know a to deal with it, and if I don't hit, I have a long lag so some of the time I get punish
wouldnt the byleth change just make up b kill confirms easier
For min min, the grab power up isn’t actually a dlc gimmick. It’s actually from her own game, I think her down tilt would’ve been a better move to nerf I’ve fought a lot min mins in the past who’ve used that move for running away.
If u remove doctor mario's only defensive option i will find you on quickplay and will cape you everytime you try to recover
Man these range from slight taps to entirely destroying gimmicks and character uniqueness
Honestly I would nerf or even remove some of the dlc character special mechanics. Some really feel unbalanced af as if they are only in the game for the sake of the dlc characters having a special mechanic so that more people buy it
Curious what you would give to Kirby. Bigger, maybe? But I mean Kirby is low tier so 1:55 Yeah basically this. I considered saying bigger crouch but didn't know how that would work lol
3:11 Good take
5:37 Mewtwo's genderless. The gender ambiguous Pokemon are one thing but Mewtwo literally isn't a he
7:37 The idea that Ivysaur is confirmed female is grounded on faulty logic, using a gender difference that only Venusaur has
*...olimar's whistle has armour?*
13:35 Piranha Plant is a Plant, they're not a He.
13:49 It physically doesn't exist, literally just a hitbox, because bullets be fast
for kazuya you're removing his taunt hitbox
Larry took away the ONLY thing that makes Ice Climbers viable. Icies are now officially bottom 5, jeez
This is a weird video where some of the nerfs (on characters good and bad) are super minor and barely matter...and others completely demolish the standout feature of...mid tiers?!
I get the video isnt that serious and basically just filler content, but dang if you implemented everything in this video the game would actually be worse/less interesting
@@RamikinHorde That's how it generally goes with Mid Tiers. A Low Tier nerf doesn't matter too much since it was probably not all that good anyway. A High Tier nerf usually means they have something else to mitigate the loss. A Mid Tier usually just has 1 cheesy thing that can cause a upset with a good matchup and that's all anyone thinks of nerfing
Decrease the knockback on Minecart and remove the command grab element completely. Its simply a projectile and burst option.
1:00 I prefer to nerf DK's side b than his up air.
rob side b would be useless if he dies from it
thats the point
wait wait guys im confused, what does giving a move more endlag do again?
for young link i'd nerf his down tilt so it doesn't lead into kill confirms
If possible you should have someone mod the changes and do a smash down with them, it would be interesting to see how the play
They should make the stun of electric wind god fist scale with damage, like Zss down smash for example.
A lot of these I feel are pretty extreme.
For Peach and Daisy, I’m gonna predict a nerf to instant float aerials bypassing the short hop damage multiplier.
EDIT: Looks like I was wrong, but that would still be my personal nerf.