Exactly, which is why don't agree he should get any ariel attacks buffed and some of his ground attacks nerfed like his ko punch having less knock back, his literally a boxer what would a boxer want to be doing in the air anyway, i say just give him less end lag and more knockback on up b and we're set, i love the idea that he isn't really supposed to have an "air game"
bruh not having an air game in a platform fighter is also known as losing end lag and upb not killing is not macs problem. its the fact that he cant goddamn recover from more than 2 inches away from the stage without a jump. literally poking him with a 2% move offstage will guarantee he dies no matter what merely cause his horizontal and vertical recovery is so garbage thats not even going into his immensely exploitable neutral. camping a platform means mac can only hit you with up b or pray that you'll let him land for free, then try to use a grounded attack lmao
I've always thought Little Mac would be far more interesting as a character who deals more damage based on how many consecutive hits he's landed without being hit back. Give him a fantastic combo game, and he's a perfect representation of his game. Punch Out is all about dodging the opponent and waiting for an opening to land just one punch. Then when you do, you go to town on your opponent until they either recover or pass out.
Lucario. He's awful in this game and looking at how you'd balance his aura abilities without keeping him as a trash character under 60% would be an interesting discussion.
I think maybe some hit box buffs would help? I honestly think his aura is fine, he needs some moves buffed. I would like to see a scary up air on him. Better tilts, and maybe some up b changes. Also downsmash is too slow
I agree with this. Honestly I think his aura is fine the way it is. DO NOT BUFF aura... holy smokes it's OP already. What I think should be done with Lucario is to make him slightly heavier. He's such a light character and dies before he can really get use out of it. Not a lot heavier but a bit. Like make him Captain Falcon weight class. Lucario is 92 and Falcon is 104. A +12 weight would be good I think.
@@philbusiness52 yeah,lucario should be heavier,why you ask? Awnser 1:he could accutualy use aura more reliably 2:lucario is already thiccc anyway (have you looked at his picture in ultimate?he's dummy thiccc)
He lost his combos, some kill confirms wich makes it harder. Bringind D tilt Back/more hit stun will be huge on that aspect. Also reducing side B endlagg would be a recovery changer, so he doesn't lose his extra height and RIP a stock. Even with those buffs, camping is the true enemy, no matter how strong he is or can become, most players in competitive will camp in plats (I don't Blame them, nobody wants to lose) but from a Little Mac main perpective, it's Boring to always face that issue, I don't know if aerials Will be ever added since we don't see reworks in smash, but a few buffs won't make him broken or top tier, just more viable and I feel that's fair if we compare characters that can freely use side B over and over or recover with a NORMAL airdodge :'c He needs the combos to work, in my experience the combos can be airdodged in low % and I need to base my combo game in predictions and in higher % the combos normally don't connect, most of them are 2 hit combos like D tilt side B or Up tilt Up B. Something I personally want to mention is that, characters with strong aerials normally have little to No endlagg on their moves, when it comes to mac, he is always negative on shield, and it's supoused to be a strong ground game chatacter, and all of his moves are punishable, sure they are fast, I agree, but nothing is really safe on shield, making his neutral extremely risky against grapplers or strong Up B's. The moment you touch the enemy shield is a punish (I'm talking about my competitive experience) Oh well, the buffs mentioned in this video will certainly be good and fun to use as Mac, I hope someday he gets some buffs, buffs that won't make him broken, just more consistent. Just wanted to leave my opinion and experience I play competitive in Chile, and my nickname is Pantheon, no I'm not famous lol Nice video!! Peace 🥊
A perfect illustration of what's the problem with Mac. In short words, his ground game isn't good enough, to justify his horrible recovery and air game. And in platformer fighter like smash, air game is just as important, if not more important, than ground.
as someone who's also played smash tournaments i 1 feel its sad that people need to validate obvious info everyone has access to with "I've been to a tournament", and 2 agree with this a lot. Mac's not even that great on the ground. Not one move on the ground can be argued for being even a top 5 pick for that move slot and he literally has the fastest move in the game. As a long time mac main it gets really annoying to hear people keep listing the wrong reasons he's weak. It'll probably hurt the character because everyone will usually just go "hIs ReCoVeRy SuX" despite him having better recoveries than a lot of characters in ultimate and he wont get buffs to that ground game. His moves should just be unfair on the ground. Make rapid jab do 34%. Make gentleman have 5 frames of endlag and make it -3 on shield. disjoint side tilt. make down tilt and uptilt combo for ever. hell inflate the hitboxes of his smash attacks. and make his jumps a bit better while were at it (along with getting rid of aerial differences to specials distance traveled). If everyone is just gonna keep saying he's a "monster" on the ground i expect him to have actual combos, an advantage state that doesn't end in 1 second and only lead to 36%, a neutral game, and moves you're just gonna block repeatedly.
@@Neogears1312 true facts bro, his combos are NOT true at all, always negative on shield, it' sad when you think about the main strenght he should have. How does a bóxer can't combo out of his jab? And only does 15% dmg at best with multijab? Some moves break shields EASILY, A MAX CHARGE DOWN ANGLED F smash doesnt :( and still negative on shield
I remember there was a glitch in some patch where if you timed a gentlemen with Mac, it actually had less lag than just holding the button. This was used for cool combos and even a kill confirm, if I remember correctly. Of course, it was patched out shortly later...
Punchout was originally a boxing game...what ya expect? Mac is the most generic boxer while his opponents are the whacky ones. The opponents are the highlights of Punchout!, Not mac.
In Punch Out, you had to time your punches and dodge swiftly. In Smash, they just gave Mac tools to mash and spam, only to be gimped at 0% and higher by anything
QOTD: Ganondorf. Absolutely. All heavies in general for that matter, but absolutely Ganondorf. Ganon is also my choice for someone to be covered in a future video. What follows is my proposition for how to fix/buff Ganondorf. The Problem with Heavies: The concept is simple. Trade speed, for power. As a result, heavies, especially Ganondorf, tend to struggle against camping, and all have a pretty exploitable/weak recovery. The goal of all of this is to create a Character that kills early and is killed early. While each move tends to do more damage and knockback, this creates a situation where heavies rely on raw hits to close out stocks, and have little to no combos. Fixes/Buffs: - Pikachu got 60% off of Nair loops? No problem. Dthrow, Nair, Dash Attack, Nair again. That's a quick 60%. Currently, this only works on other heavies. Why not everyone? His neutral would be subpar, but when he gets his hands on you, you get hit 4 or 5 times, and take as much damage as in a 20 hit Sheik combo. Giving Ganondorf moves that combo, which kill later than the "kill moves" of his kit, would increase his viability, while keeping the spirit of heavies intact. - Give Ganon strong charging projectile to replace Warlock Punch. If the opponent refuses to engage, charge up this projectile which kills absurdly early. It would take a while to charge, but it serves to force people to interact with Ganon. Any other fixes, such as air speed buffs or making a better recovery would help, but would it really keep the spirit of Ganondorf as a smash character alive? Ganon is the heavy to end all heavies. He kills early and dies earlier. He does the most damage from a raw hit, but doesn't get those hits often. Give him followups to those hits. Give him better damage racking capabilities. Ganondorf is not one with a good DPS. He's one that struggles the entire game to get his hands on you. Once he does? You're going for a ride. And one hard read, you die. More ways to confirm into other moves. More reward off of reads? Mid Tier at least. And that's all we Ganon mains can really ask for. This has been my powerpoint presentation on Ganondorf written in under a minute and absolutely doesn't cover everything or really anything. Thank you for reading.
i mean that's the problem. Ganon SHOULDN'T DIE EARLY. He's infamous for surviving absurd stuff. He should kill early, die late. that's the trade off, it's why characters like Hugo in SF work the way they do. He's big and slow. he gets the most natural hp (in third strike 2 other characters can taunt to raise their hp above his) because he's going to get hit more. ganondorf should be very good at surviving as a heavy. giving him wario tier air speed to help his recovery and neutral would honestly fix him enough. If snake can be a heavy with an infinite recovery i dont think it's possible to argue it be too much for ganon.
@@Neogears1312 You have to remember, for the sake of balance, adding airspeed changes everything. What previously could be DI'd out of now is completely true. And for the sake of buffing Ganon, it might not be much of a problem with combos, but look at Wario's airspeed. Look at Snake. Does that scream Heavyweight to you? Heavyweights should die late. But they're heavies. They die from a raw hit late. Due to their large size, they get comboed to death. A frame 3 airdodge, or frame one invulnerable move like Luigi's cyclone would help with something like that though, ensuring that at least you can get out of strings easier. Heavyweights will always die early in a game like Smash Bros, where being offstage is such a death sentence. And honestly, if you give Ganondorf a faster airspeed, does it still scream heavyweight to you? I'm genuinely curious. Because for the purpose of balancing Ganondorf, you can't remove the core identity of the heavyweight. The only solution here is just to give him combos, not by increasing airspeed, but by decreasing knockback on combo moves. Die early, kill earlier. That's the way of a heavy in Super Smash Bros. And that's really the only way it can be right now.
I always thought of heavies, at least super heavies, as trading power for combo vulnerability. We see that every super heavy is vulnerable to combos but not all are slow, as seen by bowser. Which is why I propose this: All super heavys have some sort of speed/frame data buff, except bowser, as he already had that. Or, if that’s not your cup of tea and you prefer heavies having slower speed, then I have a second idea Increase knockback on super heavys at low percents (let’s say 80%), to fit in line with lighter characters Despite what it seems, this would be a HUGE buff competitively, Nintendo thought making heavys take less knockback makes them live longer but it does the opposite, it makes combos super easy, essentially counteracting their strength of high kill %. More knockback at low percent punishes competitive players for playing safe combos, as heavies would be able to escape them easier, but rewarding them for hard reads like charged smash attacks
Changing his Neutral Special would be a lot of work, I don't think the devs would go that far as throughout patches since Ult they never changed a move entirely
@@youtubealt243 I completely agree with the principle. This is a fantastic way to buff Ganon and I would absolutely accept it with open arms if it happened. However, again I'd ask you. Does that really scream heavyweight to you? The appearance maybe, but Ganon especially is the heavy to end all heavies. He kills the earliest on average, and has all of the heavyweight flaws. Trying to keep this heavyweight identity intact, would mean the best way to buff him is buff the heavyweight strengths. Damage Dealing and Kill Power. And right now,, he doesn't deal much DPS since he can't combo. Change that and he'll at least not be low tier. That's really the most I can ask for while keeping him the way he is.
I've always thought the easiest way to make Lmac viable without reworking his whole play style is to rework how his K.O punch works. Instead of having a 1 trick move that only has good knock-back why not make it so like limit his K.O punch can make any of his special i.e side be neutral b or up b have more range and maybe a slight dmg increase. Additionally they could make the cooldown for K.O punch shorter or less to build up so he has it more.
Buff for Ness: If he doesn't strike himself with PK thunder then he doesn't go into free fall, atleast the first time. that makes it so you don't gimp yourself if you accidentally clip it into the stage with a buffered up B. it's still exploitable but you don't die to stupid mistakes
4:12 & 6:30 As a Little Mac main, if you T-Bag as Little Mac, you shouldn’t be playing him. Also, all you have to do is give Haymaker back after getting hit and make aerials auto-cancelable for Mac to be amazing. I do like the idea of removing Smash attack armor for increased aerial acceleration though.
I'd personally like to see Kirby covered. Kirby is becoming a very good character to play and this list of changes should be the thing that pushes him into widespread viability. General - Air speed increased significantly on initial jump (extra jumps unaffected to keep true to Kirby being slower in the air when inflated) - Initial dash distance slightly increased Cutter (Up Special) - Horizontal travel speed increased - Second part can now be cancelled - Brief invulnerability when rising Hammer Flip (Side Special) - Startup and charge time decreased - Endlag increased - Can now be swung while moving on the ground when not fully charged - Jump after first grounded swing to perform one aerial swing Forward Throw - Knockback scaling slightly adjusted to be a more consistent combo tool across a higher percentile - Kirby's position after the throw has been adjusted to prevent certain platforms fron interrupting the move Up Throw - Knockback increased significantly - Animation made faster to nerf double cheese (Snake and Kirby 0% death) - Goes through platforms (not solids) to prevent earlier deaths than intended (Yggdrasil 0% kill and top platform death) Stone (Down Special) - Startup decreased - Descends much faster - Can be cancelled much sooner - Damage threshold increased to 80% - Endlag increased F-Tilt - Launch angle lowered Forward air - Knockback scaling adjusted to make combos easier at lower percents while maintaining the knockback buff received before
I don’t think they should make up throw go through platforms. All other similar up throws hit platforms and killing at 0 on a stage like Yggdrasil doesn’t matter since it’s not legal (I don’t think there’s a problem with dying at 0 when playing casually)
I don’t think they should make up throw go through platforms. All other similar up throws hit platforms and killing at 0 on a stage like Yggdrasil doesn’t matter since it’s not legal (I don’t think there’s a problem with dying at 0 when playing casually)
@@Snowballsage You're right. Honestly. I just wanted to account for the up throw killing earlier if these changes were to actually go through. I also wanted to make that change because I personally want that stage to be legal. Other up throws would also be changed in the same patch. Solids still stop you so stages like Great Cave or Temple give players room to zip to the top.
Question of the day: I'd like to play Pichu again without taking 20% for using half his moveset. He didn't need that nerf to his self damage, he already died extremely early.
@@matiasrivera2087 After I finish a match with Pichu, I go check how much damage I recieved versus how much damage the opponent did to me. The difference is almost always above 100%.
@@matiasrivera2087 As a Pichu main, I still remember the time when I read a spotdodge with Pichu's F-Smash... And didn't get the damage of a side tilt dealt to me by doing that.
Give him an actual up air to deal with camping, make him a combo heavy character as he charges up K.O. punch, and increase the length of his side special.
I think a recovery could be a gimmick where he gets punched up by an opponent in punch out even if it would me taking damage to himself. Or his coach could push him up or something. Both of these options mean that it wouldn’t be taking away from his core design as he’s not recovering his self but atleast he would have a useful recovery
Maybe not losing his vulnerability during dodging in the ground would be a good mechanic for him since he is a boxer and the sport is based on dodging hits besides hitting back. For example like in sakurais video about dodging 1 to 10 times, make mac go from 1 to 16 instead. An additional move you can give is give mac an ability to poke the opponent with an up smash/forward smash but tilting up if he shields since this would be an uppercut to the chin. Forward smash straight tilt can maybe push back the opponent a little bit to space out. Adding heros crits to Macs hits can also be good since in boxing you sometimes give an opponent a heavy hit where hes already hurt or if you punch him in the face.
Give Little Mac an extra jump for decent edge recovery. Improve the reach of his grabs as his feet currently stick our further than his grab range, forcing you to be on top of your opponent to land a grab. Improve hit box range of his K.O. as it is too easy to over shoot with it. Lengthen the effective time for his counter attack.
Thing is, Little Mac is just fine when you play the game in a more all encompassing way. Like, just pick a flat stage like the king of fighter's stage, or a walk off like wii fit stage. Need some ranged attacks? Grab a super scope, etc. Little Mac is balanced when you consider the game as a whole, but weak when you play the game in the very specific way "competetive" people do. Makes more sense to me to balance based the game as a whole, then just one play style.
@@K0DA._. That's like saying you play baseball with half the players blindfolded and complaining that the blinded players don't perform well. And then when someone comes along and says, "Well of you let them play without blindfolds and have access to all the tools they're intended to have, they'd be balanced," you say that requiring special conditions don't count. Like, what? If you want to impose special conditions, ban items and stages or whatever, great, but I don't see how you can then complain a character is weak under the special conditions in which you play.
@@Lexgamer It’s really not. You’re saying that he needs items and must play certain stages to be balanced, which is like saying that a person who ties someone in a run is just as athletic as the other person when the other person could perform just as well in swimming and cycling while they can’t do anything except run. To require that certain conditions must be met for a character to be balanced means the character is not balanced. Even if you have all items on and are on a stage that benefits little mac, you will still usually be at a disadvantage because the other character is usually a better character and can also use items. The way you word it is like saying Mac would be balanced if he and only he could access a super scope. Also, no items really isn’t that special of a condition, considering it’s literally a preset option to set to. If items and stages are necessary to balance Mac, then he isn’t balanced, because other characters can use them just as effectively or, if not, more effectively than Mac can.
@@K0DA._. ??? In your first point, you conceded that Mac is balanced when you take the game as a whole, and make the argument that a balanced character has to be good in ANY given conditions. But now you're saying even with the whole game considered, Mac isn't balanced?... Let me know when you figure out which argument you're trying to make. In the mean time my metaphor stands.
@@Lexgamer I have made a consistent argument, it is the comprehension of the argument that isn't consistent. The way my argument was structured assumed the hypothetical possibility that it MAY be true that Mac is balanced when he's given access to every possible item on some stages, then pointed out the fact that these conditions, intended to act as supplementary "balancing" tools, are not exclusively accessible by Mac. If Mac and every other character of the game can use items to roughly the same degree of success, then the items are balanced, not necessarily the characters. I never said that a character had to be good in every condition to be balanced; I said that if a character requires specific conditions to be met to be balanced, then they are not balanced. The blindfold analogy also does not apply here, as the items are outside influences, not inherent parts of any character's kit (except for some things like K. Rool's crown and Diddy's banana). A better analogy would be like giving a wooden bat to one kid, a metal one to another, then making fun of the wooden bat kid for performing worse. Mac is not balanced because the character itself is lacking, not because of the ability to utilize external conditions to level the playing field. To be balanced, a character doesn't need to be viable in every condition, but they can't require specific conditions to excel. In fact, Mac's ground game, his supposed strong point, isn't even outstanding either. He's fast and powerful, but his grab range sucks, he has very little combo potential, and almost every attack he has is significantly negative on shield. My point is that so long as Mac requires conditions or tools beyond the range of his own kit to perform as well as other characters, then he isn't well-balanced, especially when those other characters can also access those things that supposedly balance him. To summarize, if the foundation of a character's balance relies upon an external condition located outside of the character's own kit, especially when that condition is not always present, then the character itself is not balanced.
I personally do not like the idea of buffing macs aerials. The whole point of mac is that he's supposed to be polarizing. I think that they should go with the first suggestion as this remains true to his design as well as actually helping. I also think using getting hit should give your side-B back in the air.
Introduce a momentum mechanic only for Mac. Here's how it could work: Say, He jumps, and immediately after uses up air, that up air would do some more damage and knock back but ALSO send Mac in the reverse direction. So, say he runs and does forward air, he'd do more damage and knockback, as well as sending HIM backwards a bit or just kill his momentum. This would encourage more aggressive play on both ends, circle camping could get you hit with a 2-3 hit combo for like, say, 20-30%, but snuffing him out, whiff-punishing and generally being offensive would still net the same reward as it does now, provides you don't mess up. Going back to the original example though, say he up airs at the apex of his jump, it would give a meager boost in damage and knockback. This wouldn't apply to EEEVERYTHING though, just aerials for the most part, don't want a 37% uncharged f-smash WITH super armor just for dashing and flicking the c stick.
Overall I think ProGuides and the community hit the nail on the head with this one. The "buff aerials, nerf ground" conclusion would be a dream come true if Nintendo implemented it. Now... how do we get the devoper's attention? How can we help make these changes happen?
A part of me doesn't really like this because I think Mac becomes less unique as a result, and I don't think Nintendo will ever allow this either because it fixes too much. I'd rather suggest we get Side B back on hit, and maybe a small Up B distance buff and that's it. Fix the recovery instead maybe fix up air and b air, but keep fair for combo potential and dair for platform stunlocking.
Macaroni : needs more kill power and damage (and his n b needs to be buffed A TON) Calamity Ganon: Needs more kill power and damage (especially with up tilt and neutral b) Doc: needs a new moveset Incineroar: buff n b, buff up b damage, Kirby: make it SO HE DOESNT LOSE HIS HAT IF HE GETS DAMAGED! also buff side b and down b Deedeedee idk maybe buff killpower And I think that’s all the low tiers in smash I might be forgetting one
I want more stuff for Pit. The 8.0.0 buffs did next to nothing (especially D-tilt). People overestimate them because they assume anything that D-tilt and Up-air do now is new because they never played the character. Buffs: Make side special and F-tilt better in every way, and decrease landing lag of his aerials to 8 to match Bair to give him safe landing tools. Fixes: His hitboxes are inconsistent or just plain bad on his aerials and other select moves. Nair has it hitbox disappear for a frame at a time while also being tiny and not dragging the opponent with you. It will sometimes drop out of a SH. Fair is tiny compared to the sword until the final hitbox. And smaller things like Dash-attack and Dair not matching the animation. Pit does not have a fundamental problem (like mac) he is just underwhelming, he would love an air speed buff, just look at his air stats, but that and any other things would fall under buffs not fixes with my definition.
What I think would help Mack a lot and keep his ground centric design is change his aerials all together to spike aerials, similar to how donkey Kong has many aerial spikes, give mac’s aerials increased ranged, speed and make them send enemies downward, so instead of him trying to get to the enemies height, he can bring them down to his, then improve his jump height, air acceleration as mentioned in your vid and make his recovery more like captain falcon’s, I don’t think he needs many nerfs until he has a full set of useful moves, and since he lacks any projectiles, I don’t think they are necessary or would make him a broken character
I main Ridley and even though I have a little bias, I think that Ridley should be buffed a lot. He was done dirty with his recovery, dair, jumps, and weight (along with a lot of other things but those four are the main things)
@@couldntthinkofaname2403 it can only go in 4 oddly specific direction. I like how it can spike and the sideways direction looks side and down but the hit box for grabbing the ledge is more like side up and the upwards one goes a fair distance but if it could go in every direction in would be a viable recovery. As of now he is easy to degustad and if he’s put at a certain angle, he’s just dead especially if he doesn’t have his side b which is laggy and doesn’t go very far
What they should do is what Killer Instinct did and make Mac's aerials drag down or hard knock downs on opponents in the air, so the opponents be put in tech situations and maybe set up for re-stand combos. That way the aerials can still be "weak", but work in the benefit of the ground moves.
Here are some changes I think could work. TLDR: give lil Mac air moves that can potentially kill at high % that can also help shift his momentum. Plus reduce armor on smash attacks. Change his N.Air into a 5 hit rapid punches that has soft launch at the fifth. It’ll still have short range due to lil Mac overall reach, but it’ll add more damage and give lil Mac stage control. Plus flashy. Change F.air into a lunging straight punch with a following turning hookpunch. Give the first punch little momentum control and the second alot more. Also could be a effective kill move at high % at edge of stage. Change B.air. While leaving the original attack the same with knockback reduce but, adding follow up punch which a spikes. It can be a weak spike so it won’t kill early. Only after % stacks up will it be a viable kill option later. I agree with nerfing armor attacks on his smash moves where he can only tank 1-2 hits and a certain amount of damage. His armor right now literally tanks EVERYTHING but throws.
Macs too generic, I think nintendo focused way to much on the "boxer" part and not enough on the actual "punch out". I get that Macs actual character itself doesnt offer much to build his smash movelist so It would have been neat if they incorporated aspects of the other boxers from his series into his moves, allowing them to create a more practical moveset that stays true to Mac and his series rather then restricting him to such a generic flawed moveset. like you could give him Bald Bulls bull charge attack that used in the air could be a horizontal recovery tool (like a weaker wonder wing but without invincibility, or maybe even as a charge and release like Ikes quick draw), or maybe Macho mans spin punch that helped with recovery like IC's side B....if you wanna get really interesting, you could give him Aran Ryans glove on a rope thing to give him one shortish ranged disjoint move about the length of some of the swords in the game. I just think there is way more they could do to represent the Punch Out games with Little Mac
Little Mac shouldn't have good aerials, it goes against the design of the character. Just make is up b and side b go farther in the air to help recover
In reality, I am not too sure if Mac will be able to rank higher than mid-tier at best, but I'll give it my best shot. Attacks: Reduce jab 3's FAF to 25 frames, so the move can gain some of its combo game back. Reduce down tilt's FAF to 20 frames, and readjust the angle to combo like in Smash 4. Smash Attacks: Reduce forward smash's FAF to 40 frames. Make Little Mac's arm intangible when performing an Up smash. Make Little Mac's arm intangible when performing a Down smash and hit lower when 2 framings. Aerials: Increase neutral air's hitboxes, and reduced both the FAF and landing lag to 8 frames. Give forward air more hit stun, reduce its FAF to 26 frames, and make the front hitbox slightly larger. Reduce back air's startup to 10 frames, reduce the FAF to 26 frames, increase the damage to 8.3%, and increase its knockback. Reduce up air's FAF to 30 frames, increase the hitboxes to hit reliably below Mac, and reduce the landing lag to 9 frames. Reduce down air's FAF to 19 frames, increase the base damage to 7.0/6.0%, and increase the knockback to kill and combo easier. Specials: Reduce Straight Lunge's FAF to 30 frames when partially charge, 205 frames when fully charged, and cancelable within 20 frames. Reduce Jolt Haymaker's FAF to 50/62 frames when grounded, 42/55 frames when airborne, and become reusable when taking damage in the air. Increase Rising Uppercut's distance, reduce its end lag to 22 frames, and give the final hit more knockback. Give Slip Counter intangibility between frames 1-5, counter-frames between frames 4-30, reduce the FAF to 49 frames, reduce the startup to 10 frames, and make Little Mac travel further. Grabs: Increase the range Little Mac's grab game. Reduce dash grab's startup to 10 frames. Reduce pivot grab's startup to 12 frames. Reduce forward throw's FAF to 35 frames, and kill around the edge starting at 152%. Reduce backward throw's FAF to 36 frames, and kill around the edge starting at 130%. Reduce up throw's FAF to 28 frames, and increase its base damage to 5.5/4.5%. Reduce down throw's FAF to 28 frames, and increase its base damage to 7.1/2.9%. Attributes: Make Little Mac's air dodge trave further. It's not too great, but it will at least give Mac a more notable air game with a slightly more threatening ground game that isn't too punishable. Really, Mac needs a complete overhaul to be good. Either way, Little Mac is going to struggle against many matchups despite having great speed.
Jigglypuff has 2 major disadvantages: Approching and vertical mobility/chasing. She's designed to be airborne, and she IS good in that, but loses almost automatically to everything that has projectiles or a longer range than her (and let's not even talk about all these swordies). Being under or directly above her isn't a threat either. If you're above or falling, she'll try to up air or chase you horizontally. If you're below her, she's free. Well, here is my way to fix her flaws: diractional airdodge canceling. I know it sounds ridiculous, but hear me out. As soon as she triggers a directional airdodge, she'd be able to cancel it with an aerial attack (no specials) with the drawback of losing her "recovery" even if she got hit (as long as she's in the air). She'd need to land if she wants her airdodge back. That would give her the ability to approach with i-frames on characters that would normally stall her out with projectiles or disjointed hitboxes, like cloud or samus. It would also increase her ability to combo opponets by chasing them even farther offstage and even vertical, which would let the opponent of the hook normally. And, maybe, let her up b work like hero's snooze if someone is in the air.
As a Little Mac main the best way would not to redo who he is but improve upon him. Make him the best ground fighter and make it so that he does not have the hardest of times fighting anyone with a projectile. Key fixs 1. Give his Side B super armor so he can recover and not be gypped. That or allow him to use it again if he is hit. 2. Change his neutral B into something that can be charged and held. Giving him the ability to recover. 3. Less ending lag on his moves so that when he attacks a player and they simply shield they are not able to grab him so easily. That or make it so his moves push him farther away from his opponent. 4. Give him a special mechanic when he spot dodges. Make it so it flows more with his game. Examples Spot dodges= temporary faster smash attack Spot dodges= strong tilt Spot dodges= charges up for a KO punch. His is a bird without wings but in his inability to fly he should be the lord of the land.
8:00 Yep, 100% agree. Mac has the best armor in the game already, including broken tilts. He's probably the best character in the game, on ground, and giving him arials will 100% bring him up all the way to high tier. Ofc, you COULD give him much better arials, at the cost for his broken super armor. That would be best imo
Good ol Little Mac, the frustration of competitive players, but the hype for casual players, I got a friend that only plays smash whenever we gather together with friends to play fridays at night, and from time to time she would surprise us with her unleashing Giga Mac on us. Im still waiting for the pandemic to end so we could re enact those nights.
My personal fix for lil mac buff would be a big weight buff to represent his endurance. (Mewtwo and ridley are light AF for what they are simply to represent their archetypes) With a big weight buff, he would remain on stage for longer without changing anything else.
To improve Little Mac's whole gimmick, I think if all of Little Mac's moves while on the ground had zero start/endlag, that would make him significantly stronger. I think we could also *shatter* his counter. To buff his counter, it should last for the whole animation instead of the pitiful time it currently does. Trying to grab it would also activate it, so you can't just toss him off the stage. You should also be able to instantly cancel it into anything. His aerials should have better angles for more combo potential. His nair and _maybe_ his fair are ok as is.
All nice buffs. But that would just make camping Mac until you gimp him even more appealing. With other strong ground characters like Chroy you can't camp them cause their Aerials means they don't really have any grievous weaknesses. Making Mac BETTER on the ground would mean no one would try to actually challenge him. Imo, the needed buffs are side B refreshing on hit. Fixed air dodge. Higher jump and bigger hotboxes of Aerials
Little mac petition!!!!!! Mains United Little mac the under dog of his own tier list. Those who main him find enjoyment in always having to give it a 110% to win a match. Now that being said nothing is more frustrating then being gimped on a new stock, or spam projectile from across the stage. I'm not saying make him the lord of the sky, I am saying if this man cant fly make him a Lord of the lands. Make his Ground game the best. Balancing Little Mac Steps 1. Give his Side B super armor so he can recover and not be gypped. That or allow him to use it again if he is hit. Followed up with up B sooner would help greatly. 2. Change his neutral B into something that can be charged and held. Giving him the ability to recover. 3. Less ending lag on his moves so that when he attacks a player and they simply shield they are not able to grab him so easily. That or make it so his moves push him farther away from his opponent. 4. Give him a special mechanic when he spot dodges, perfect shields that he gets something special that follows more with his game. ( Examples) Spot dodges= temporary faster smash attack Spot dodges= strong tilt Spot dodges= charges up for a KO punch. Perfect Shields= stronger Smash attack Perfect shields= charges up KO punch Perfect shields = more knockback Perfect shields projectile = able to shrug off one project Perfect shields multi attacks= temp gains browsers big boy perk. These are all just ideas that could be worked around or even better ideas. 5. Better frames in his dodges (Getting grabbed in mid dodge sucks....) 6. Being able to get on a platform without using two jumps. 7. A better counter that's not going to kill you if it's used in the air. Maybe make it so Little Mac automatically counters back towards the stage other then flinging him into the abyss. 8. Redoing his Up B would be amazing so he does not go into free fall when used would allow him to use his Side B and Up B to recover in different ways. 9. Less end lag when landing back on stage would allows him shield projectile better or dodge faster.
I like the opening statment on how Ultimate is top heavy with viable balanced characters. Some of my Discord friends think Samus is boring and OP but I love how she performs in Ultimate atop the entire smash series. I love small charge shot to dash attack kills and bomb mobility. It feels like I can always put at least one of her good tools into an opening in my opponent.
i feel like something that could be done to help with his recovery without changing who mac is as a character could be to give him a tether. It could be a jump rope which he uses in the training montages in punch out and it could help greatly with his grab and recovery.
Something I suggested was give little mac the rivals of ather thing where after he uses recorver, you can walljump and then use recovery again, it wouldn't help him that much but it wouldnt be going agaisnt his character design either
I think it'd be pretty neat if (as a flavorful reference to his home series) Little Mac had no staling on his dodges. If he were DLC circa SSBU, I think that might've been one of his gimmicks. I imagine it would come with a drawback or two (eg; shielding attacks costing X percent damage).
I think an interesting way to fix Mac without changing his general design would be by making his aerials significantly faster without making them stronger or larger. Basically, all of his aerials would be weak combo tools while his ground moves would be reserved for killing.
This is for Lucario. Lucario's main problem is that he doesn't do normal damage until he's at like 50% and in most cases the rest of the roster has set ups for kills at this point which means lucario dies, and has a horrible disadvantage because he can't do damage to catch up without getting put in the same situation he was just in. As a fix I purpose that you tweak what aura actually does. Make all of lucario's base damage parallel with the rest of the cast, and make the damage he receives contribute to aura so that he can kill earlier but not as much as before So if lucario is at 0% he uses Fsmash and does 25-30% damage But with aura hes at 30% and Fsmash does 27-33% damage but has more knockback
As a Little Mac Main the only buffs I would like to see to his aerials are this. Makes his fair a better anti aerial tool. It already has a semi spike property so make that a bit stronger and make the move quicker and less end lag on hit. But give it slightly longer end lag if whiffed. Oh and change the animation to be a superman punch. Down air should have a sweet spot spike. Nair is “perfect” as is. Back air buff knockback a little bit, range, and shield stun to make it a better tool to combat circle camping. Oh and if side b spiked in the air it would be nice since he is throwing his weight behind it but the less end lag would be even better. Mac doesn’t need a good air game but his air game should complement his ground game by helping to keep the fight there. The same way a striker in MMA doesn’t need to become a grappler but they need to grapple well enough to keep the fight standing.
I think if you made little macs neutral b, kind of like fox up b then it’ll be a real game changer. The neutral b would charge and shoot off into any direction like Firefox. Just this change alone would put him into mid tier.
Maybe they could replace straight lunge with a recover buff. Like the more you charge it, the farther your up-B will go. It could go maybe as high as Clouds Limit Charged up special at max and stay the same with no charge. I think this could work, and yeah, buff his airials as well.
Buffs for mac: Fully charge neutral B in 2 seconds and give it better super armor. More grab range and kill potential on forward throw. Super armor on Up-B, slightly more horizontal distance and slightly more vertical distance, slightly faster speed and much less ending lag. More shield damage. Less landing lag Super armor on side B so that he can take a full smash attack and not flinch. Considerably less ending lag If used in the air. The front of the move can cancel out any projectile. NOW IGNORES ALL INHALE MOVES. Counter rework so that when he counters, he pushes away and slightly damages enemies, moves forward quickly and gains 1 Star. He can hold a maximum of 3 stars and if he is damaged he loses them all. The next time he uses a smash attack or special, it will be a star punch version of it, which is basically a powered up version. The amount it is buffed for depends on the amount of stars you have. 1 star is enough to to big shield damage, and 35% more damage to the move but no added launch. 2 stars is enough to shatter most shields, 50% damage but no added launch. 3 stars is basically K.O punch on steroids. Shatters any shield or Kills you at any percent. Of course it's going to be almost impossible to land 3 counters without getting damaged so it's not OP. When you shield a star punch you are pushed back a small distance. Increase all the hotboxes on mac's aerials and give them less ending lag and slightly faster startup. Slightly more range on up smash and slightly more shield damage. Considerably more shield damage when you land the sweet spot. More invincibility frames on mac's rolls. This way mac is a true beast on the ground but still weak in the air. His improved aerials are to pressure opponents platform camping him and his improved up special helps him watch campers off guard. Yes I main Mac aside from pac man, meta knight, duck hunt. doc mario, rosalina, robin, kirby and megaman
It's not that I want to see a character buffed; I actually just want to see characters revamped to better suit their home series (Kirby characters being Sakurai-era only, Mewtwo's weight, Bowser, etc.). By doing this properly, you would also be able to fix some of the character's main problems. Here are some examples: You could give Bowser an extra recovery option with a chargeable rocket punch and more zoning tools like fire balls. -Also get rid of that filthy command grab and replace it with the classic Bowser inhale- You could give Meta Knight his quick sword beam projectile while increasing his sword range to what it actually is in Kirby games. Turning his down b into a better dodge and replacing it with Galaxian counter might also help Meta Knight mix up his options. I...don't know how you would fix mac, but they should give him a decent air game for sure.
My idea: Give him a mechanic that allow him to use grounded out of shield just as fast as it is for other characters to do an arial out of shield. This would mean he can effectively punish stuff that hits his shield and he can go on the offensive more since he is supposed to be a rush down grounded character and wouldn’t have to worry too much about not being able to punishing things out of shield. True he can use Up B but the starting hit box doesn’t have the best range and if he misses, then he is extremely exploitable. Also, lessen the power of KO punch a bit so its similar to Cloud’s down B, but give him a meter that gradually raises the more damage Little Mac Does to players (increase the rate of which it increases as well)
This is how you balance him for all levels of play: Improve his aerial movement, attacks and recovery as well as his tilts to a lesser extent but keep him as a ground focused character for the most part (just less drastic). Remove hyper armour from his smash attacks (that s**t's impossible to balance properly and always feels like BS) and make it easier to stop him using KO punch. The nerfs reduce the more annoying gimmicky aspects that make him kinda broken for noobs while making it possible to balance other aspects of the character without making him broken at high level. Imagine if ZSS, pre-patch Pichu or Palutena had Hyper armour and a KO punch...
Mac as a concept needs a total reinterpretation. The aim may have been to replicate the feeling of being grounded as a boxer is in Punch-Out, but I don't even find that to be well realized anyway. Think about it, Mac is a smallest boxer in a league of relative giants, he's constantly leaping up to sock them right in the head, he should have Falco-like vertical mobility in Smash terms. His Up-B is so narrow and takes so long, it doesn't hit that feeling of getting in those quick clean one-two uppercuts while your opponent is stunned, I would give him something like the big curved sweeping double arcs of Meta Knight's Up-B.
I look forward to more of these. This was fun to watch and I'm subscribing and perhaps when I finally replace my Switch which I lost back in December I'll check out your site.
The character I want to see fixed the most is Robin. Like Little Mac, Robin has weaknesses built into his/her character, and while it's meant to represent weapon durability in the FE franchise in Smash it just neuters Robin's good moves against literally every other fighter, whose moves are always consistent and reliable. Weapon durability should still be a part of Robin's character, but the Levin Sword should only lose half stamina if it doesn't hit anyone. You should also be able to hold the A button to re-equip the Levin Sword if it hasn't been used for a while so you don't waste stamina just to reactivate it. Also, the Thunder tome should have an air cancel like all other B-nuetral charge moves and Arcthunder specifically should be able to reflect projectiles so that opponent zoners can't just spam their unlimited projectiles until the tomes run out of power. Arcfire should have a larger hitbox so that shorter characters can't dodge it by just standing close to Robin, and Nosferatu should either have a larger hitbox too or have a vortex added that pulls opponents into it so that you don't have to literally stand next to someone for it to connect. Lastly, Robin needs a faster run speed. There's no reason for Robin to have one of the slowest run speeds in the game when all heavyweights except Ganondorf and literally all other zoner characters, with unlimited projectiles mind you, have better ground movement.
You need to do Dr. Mario next. Dr. Mario doesn’t really need a rework for the most part, seeing how he’s a clone to Mario. But the best thing he needs are BUFFS. He’s way too slow, has bad recovery, and worst of all, he’s way too laggy. Buffing his aerials is essential too. FAir could use a great speed buff so it can combo/extend off of another move, and to compensate, nerf it’s knock back. I believe Dr. could also use a UAir buff, make it have a little less knock back and end lag so it can combo into other stuff like USpecial. This would make Dr. Mario a threat if approached wrong, but could be countered if done correctly. Like in his original game. To get rid of viruses, you have to match the correct color, or in this case move, to the correct virus and pill. Mess up, and you have to compensate with having work through/around the incorrect placement of the pill. Do it correctly and you will get rewarded with progression in the level. This logic could be used when fighting or playing as Doc. I want to know how he could get better from a video about him and I might learn something new from it.
I think we need to fix Robin. Players love to camp as soon as they run out of Leven sword durability, so make his normal sword do a bit more damage and/or knockback. Also buff his movement.
One thing that the devs didn't consider when designing mac is that there is 3 aspects of a character; ground game, air game and recovery game, not just ground and air game. Giving mac good ground game, but bad air and recovery game puts his advantage to disadvantage ratio at 1:2, which is obviously not good. What I think they should do is keep his aerials bad, but improve his recovery options. For starters, up b can be buffed a little bit, and can have the ability to be angled a teensy bit more. It can also grab ledge easier. Also, (this might be a controversial choice) but I think that neutral b should be a sideways recovery tool, better than it is now. This is because I definitely don't want Mac having a 6 or 7 out of 10 recovery in terms of range, more like a 3-4 recovery, but he should still have lots of recovery mixups, so he has a valid way of getting back on the ground. This brings me to my next point, mac doesn't have the tools to get himself back on the ground. For example, I often sd with side b and ko punch by ledge, even when they land, they drift too much forward offstage and i cant recover. I believe side b should have less lag and ko punch should not drift forward as much, this does nerf its range but thats fine. Maybe these changes could fix little mac but I just thought of em on the fly. :)
I main Bowser Jr, and although I'm pretty good with him, I sort of agree with a few Pro Player's tier lists that he is basically the definition of a Mid Tier Character; he's not super bad, but he's not super good either. Honestly, if there was one thing I'd want changed about him, it would be less overall lag on his Specials. If a character is quick enough, they can attack him before his specials even come out, so his Up B out of shield is very inconsistent. Also, I heard that he got armor on his Clown Kart Dash, but it only protects against 8%. For a game like Smash, I feel like armor that low barely even matters, so an increase to the armor threshold would be nice too.
first he needs actual good grounded game, this goes by giving him his down tilt back and a grab buff, give it a little bit more range, make down throw burry at high %, foward throw a combo throw, and up throw a kill throw or things like that, make his counter reflect projectiles and finally buff his grounded dodges so that they're actually above average (right now they're pretty bad, he travels quite the distance with his dodge, which would be good if the invicibility frames matched the animation so that's what is going to be buffed). but most of all he needs something to be able to land on the stage safely and be able to counter platform/circle camping, having an air game wouldn't even be that necessary. For that i would first fix his side B so that like in sm4sh he can use it again if he's hit , another buff to his counter to make it work in the air, and he will travel upward a bit with it when used in the air, so perfectly timing your counter attack rewards you by making you live longer (a bit like in punch out), then i would "buff" his aerials, they would still be garbage he won't kill or have any combo with them and the damage and lag on them is still horrendous, but i will give them "niche" or "gimmicky" effects, neutral/foward and down air are going to help him land and up and back air are going to help him against circle/platform camp: neutral air won't change much it's already considered "fine" for combo breaking being frame 2, however since it's negative on hit it doesn't really work that well as a combo breaker so i'll be changing that, foward air is going to stall him in the air a bit, he won't move at all during the move so he won't be gaining any more distance for recovery but it will help mix up is landing to be less predictable, and down air on the total oposite will make him fall faster on the ground for the same reason as foward air. up air will drag down oponents make them fall from platforms, and back air will go through shields if the oponent is on a platform (basically if they have the "high ground" lol) i would also make his grounded full hop go higher so that he doesn't have to double jump to reach some platforms and give more range to his up smash so it can hit oponents sitting on one from bellow. I would also change his neutral b when he doesn't have ko punch because it's one of the worst moves in the game, but the only idea i got (which i don't know if it's good) is: mac would spawn a punching bag with food items in it (chocolate bars which heals 5% in ultimate) just like wario's bike the bag can be used to make his hits "last longer" and obviously the food is good, however both the food and bag can be turned against him if mac isn't wary or doesn't use the move properly (which represents well how little mac is played in his home franchise "waiting for his oportunity to strike" more than a rush down). The chocolate bars are a reference to doc and the bag is a reference to his smash reveal.
mac's aerials could probably be improved to defensive keep-away tools to keep in line with his design of being a ground-centric fighter, but not leave him completely helpless in the air. The aerials could help him land better, helping him get back to his ground game. Like for example, his down air could be a downwards kick like min min for landing, and nair could be a roundhouse kick for aerial spacing.
Funnily enough, if mac's neutral air got 1-4 more frames of stun, it would change him quite a lot, using nair strings that are completely true, and dealing a lot of damage due to combos such as -Down tilt, nair, fastfall nair, down tilt, side B -Down tilt, nair, double jump nair, nair, fastfall nair, Up tilt, Up B -Down tilt, nair, fair, side B -Down tilt, nair, fastfall nair, Up smash -Heck, even Little mac sacrificing a stock for a dragdown to bottom blastzone! It only takes 1-4 more frames of stun. Lol.
My thoughts to preserves Mac's style but improve viablity: A) make upB and upAir have high shield dmg and stun to prevent shileding on platforms B) make his ledge roll and ledge attack the best in the game. Both of these, I believe, would force you to face Mac on his terriotory more.
I want my boi incineroar fixed. When he rises with up-b, he should have magnet hands and connect more reliably. Him decending with up-b should extend more and his ground speed should be faster with the cost of revenge being a little weaker.
Please, as a little Mac main, don’t take away his super armor. It’s one of my best ways to combat air attacks. I’ll die a million deaths off stage before I let go of his super armor
I don't believe you need to change much Mac, but he certainly needs buffs. The idea for no aerial game is dew to the fact that boxers punch harder when their feet are on the ground, and I assume that was where they got the idea for amour as well. Second, he need's an improvement in his recovery, mainly his side b and up b, where with side b, you could use it again if you are hit, and up b hangs on easier to the stage and maybe travel a bit farther; you see the shotos and their recovery is actually quite good, where the recovery mix-up is simpler. A major nurf for him in this game was the fact that they took away the speed from his down tilt, which was his main follow up tool to land consistent K.O's, side special and Chota Combo, so that he'll need back. And maybe a bit more stun in his smash attacks. And that's it. No need for aerials, because he has been getting those buffs and they haven't moved him from bottom tier.
I think ko punch could be weaker to compensate for the buffs but you can't make a timer on it since it already can leave him 3 seconds after he gets it, to a megaman pellet. Either he can lose it easy like he does, or you make him have a timer till it leaves
Please do Kirby next. Also, to fix Kirby, he needs an air speed buff and a projectile. Any projectile that isn’t that pathetic little shockwave from final cutter would work. His slow speed and low mobility make it very hard to close the gap against zoners, so a projectile would be a nice way to at least fight back. An air mobility buff would also help with this problem, as he could get close to the enemy easier.
The buffs and nerfs seem pretty nice. But I'd like to change something. It'd be cool to replace the KO-Meter with the Start Punch system. Basically you charge up to 3 stars, and the more stars you have, the stronger the punch would be.
King K. Rool Buffs. plus, I would like to say little mac's design could be altered to make air speed higher and drift higher, along with fast side b and up b plus giving side b that usability again once he is hit. giving him a larger up tilt would also work, making it be able to be used as an anti-air, and make up b a good move for hitting aerial opponents if mac is using a grounded version. make the up b shot up farther up, make it shoot up fast enough to catch someone jumping over him, and get rid of putting him in freefall, along with this, make KO punch slowly charge over time to deter an opponent from camping. to make sure he isn't overpowered, make his aerial special recovery moves do much less damage, and reduce their knockback, as well, as making KO punch not hit through shield. the KO punch nerf would deter an opponent from trying to avoid it in the air, and instead perhaps make them try to shield the move instead. the aerial special nerf would give little mac gain a design where he can't damage his opponents really when in the air, but with his other buffs he would be able to instead much more quickly escape disadvantage with his increased speed, therefore evasion. that's what I think, tell me what you think!
I have 2 things to fix him. First, allow him to do things after up b, kind of like banjo, so he has better mix ups. Also, I would let him grab the ledge fauther away then the rest of the cast.(excluding tethers)
Here's the fix. Everything stays the same, EXCEPT He gets a recovery similar to Pit's, where when you input up b, it summons his trainer Doc and he shouts "GET IN THERE KID!" and he hurls him crazy high straight up towards the stage. You would also be able to use an airdodge or any weaksauce aerials he has after using his recovery similar to how it works on Game and Watch. Also, less endlag on forward special into up special. :P
Cool ideas and great concept on using viewer engagement in the video. Also, can the next video of this series be on Isabelle or King Dedede? They could be so good with the right concept.
I think just super armour on jump would be good and a better recovery the super armour could just be like yoshis and I don’t want them to change his play style to much because he’s meant not to be in the air
I think little Mac is fine. Him being bad is a good reflection on his home game. Little Mac is the underdog, the one you never expect to win. He’s...little. Making him viable is fine and good and such, but I think the essence of his character has already been captured: the underdog fighter who is wholly unexpected and exciting.
Nah he’ll still be “bad” if you buff him, but even if a character is bad they should still be usable. No need to make him a worse version of his smash 4 counterpart.
Also Mac wasn’t designed to be bad, just bad in the air and good on the ground. But if your not good on the ground like your supposed to be then that’s false advertisement. Definitely should be reworked to reflect his original design.
Even though it may not have been in his intended design for him to suck, I still think him sucking suits him better than being good thanks to his identity as an underdog.
Cynthia Rivers He will be underdog wether he’s buffed or not. His design alone will trap him as a low tier character. I just want him to work better as a character. And have set ups and better combos
As much as I would like to have his aerials improved, im not gonna trade those superarmor and KO punch. 1. Super armor is one of a punishing moves mac can do which automatically changed the tide of the battle. Aerials are good and all but for what you said. if mac can do something about platform camping to trade superarmor with that is super punishing, Id be happy with it. The little mac community is actually making a mobility tech that combats platform camping and mixups when getting there. 2. If you want to have mac's KO punch to be weakened, then you need to give mac another method to get KO punch. Cause unlike cloud's Limit, KO punch doesnt have a method of charging it up. Mac has to beat or be beaten for it to be full, its a make or break scenario while cloud can have his Limit break even from 0%. You can give star punch, a weakened KO punch as a reward for countering or superarmoring opponents but he will lose all stars when hit with a knock back. But having 3 stars will give mac a regular KO punch like the Wii counterpart. This will make the opponent non too engaging to mac yet give him several KO punches all vary in strengths depending on how mac "counters back". But this suggestion negates Straight lunge a Neutral B that is a useful tool to mac. So probably have the star punch input as shield+down special since mac can also use block and then KO punch like the SNES. Im one of the Mac mains so feel free to trounce me on it.
Little Mac is the most human character in smash
except when he turns into the hulk knockoff
Exactly, which is why don't agree he should get any ariel attacks buffed and some of his ground attacks nerfed like his ko punch having less knock back, his literally a boxer what would a boxer want to be doing in the air anyway, i say just give him less end lag and more knockback on up b and we're set, i love the idea that he isn't really supposed to have an "air game"
ST3PZZ alot nerfing his ko punch and making him weaker would make him the worst character in the game and he’s already bad
@@captaindisabled8378 that's what im saying chief, I don't want that happening
bruh not having an air game in a platform fighter is also known as losing
end lag and upb not killing is not macs problem. its the fact that he cant goddamn recover from more than 2 inches away from the stage without a jump. literally poking him with a 2% move offstage will guarantee he dies no matter what merely cause his horizontal and vertical recovery is so garbage
thats not even going into his immensely exploitable neutral. camping a platform means mac can only hit you with up b or pray that you'll let him land for free, then try to use a grounded attack lmao
3:13 Video starts.
Thank your good soul
Thx
0:00
jkjk
Notice how the video pretty much starts at 3:13, but they make the video barely longer than 10 minutes.
I've always thought Little Mac would be far more interesting as a character who deals more damage based on how many consecutive hits he's landed without being hit back. Give him a fantastic combo game, and he's a perfect representation of his game.
Punch Out is all about dodging the opponent and waiting for an opening to land just one punch. Then when you do, you go to town on your opponent until they either recover or pass out.
What about the Doc? He spent so much time getting his MD. He deserves some love for helping everyone.
I honestly enjoy playing doc. Its sad how bad his recovery is
No
No
No, god no
All in good time, I would assume
Lucario. He's awful in this game and looking at how you'd balance his aura abilities without keeping him as a trash character under 60% would be an interesting discussion.
Make his aura only start improving his capabilities after 60%?
As in, his baseline is now aura at 60%
I think maybe some hit box buffs would help? I honestly think his aura is fine, he needs some moves buffed. I would like to see a scary up air on him. Better tilts, and maybe some up b changes. Also downsmash is too slow
I agree with this.
Honestly I think his aura is fine the way it is. DO NOT BUFF aura... holy smokes it's OP already. What I think should be done with Lucario is to make him slightly heavier. He's such a light character and dies before he can really get use out of it. Not a lot heavier but a bit. Like make him Captain Falcon weight class. Lucario is 92 and Falcon is 104. A +12 weight would be good I think.
@@philbusiness52 yeah,lucario should be heavier,why you ask?
Awnser 1:he could accutualy use aura more reliably
2:lucario is already thiccc anyway (have you looked at his picture in ultimate?he's dummy thiccc)
He lost his combos, some kill confirms wich makes it harder. Bringind D tilt Back/more hit stun will be huge on that aspect. Also reducing side B endlagg would be a recovery changer, so he doesn't lose his extra height and RIP a stock.
Even with those buffs, camping is the true enemy, no matter how strong he is or can become, most players in competitive will camp in plats (I don't Blame them, nobody wants to lose) but from a Little Mac main perpective, it's Boring to always face that issue, I don't know if aerials Will be ever added since we don't see reworks in smash, but a few buffs won't make him broken or top tier, just more viable and I feel that's fair if we compare characters that can freely use side B over and over or recover with a NORMAL airdodge :'c
He needs the combos to work, in my experience the combos can be airdodged in low % and I need to base my combo game in predictions and in higher % the combos normally don't connect, most of them are 2 hit combos like D tilt side B or Up tilt Up B.
Something I personally want to mention is that, characters with strong aerials normally have little to No endlagg on their moves, when it comes to mac, he is always negative on shield, and it's supoused to be a strong ground game chatacter, and all of his moves are punishable, sure they are fast, I agree, but nothing is really safe on shield, making his neutral extremely risky against grapplers or strong Up B's. The moment you touch the enemy shield is a punish (I'm talking about my competitive experience)
Oh well, the buffs mentioned in this video will certainly be good and fun to use as Mac, I hope someday he gets some buffs, buffs that won't make him broken, just more consistent. Just wanted to leave my opinion and experience
I play competitive in Chile, and my nickname is Pantheon, no I'm not famous lol
Nice video!! Peace 🥊
A perfect illustration of what's the problem with Mac. In short words, his ground game isn't good enough, to justify his horrible recovery and air game.
And in platformer fighter like smash, air game is just as important, if not more important, than ground.
as someone who's also played smash tournaments i 1 feel its sad that people need to validate obvious info everyone has access to with "I've been to a tournament", and 2 agree with this a lot. Mac's not even that great on the ground. Not one move on the ground can be argued for being even a top 5 pick for that move slot and he literally has the fastest move in the game.
As a long time mac main it gets really annoying to hear people keep listing the wrong reasons he's weak. It'll probably hurt the character because everyone will usually just go "hIs ReCoVeRy SuX" despite him having better recoveries than a lot of characters in ultimate and he wont get buffs to that ground game.
His moves should just be unfair on the ground. Make rapid jab do 34%. Make gentleman have 5 frames of endlag and make it -3 on shield. disjoint side tilt. make down tilt and uptilt combo for ever. hell inflate the hitboxes of his smash attacks. and make his jumps a bit better while were at it (along with getting rid of aerial differences to specials distance traveled). If everyone is just gonna keep saying he's a "monster" on the ground i expect him to have actual combos, an advantage state that doesn't end in 1 second and only lead to 36%, a neutral game, and moves you're just gonna block repeatedly.
@@Neogears1312 true facts bro, his combos are NOT true at all, always negative on shield, it' sad when you think about the main strenght he should have. How does a bóxer can't combo out of his jab? And only does 15% dmg at best with multijab? Some moves break shields EASILY, A MAX CHARGE DOWN ANGLED F smash doesnt :( and still negative on shield
I think Mac doesn't really need buffs except side b less endlag.
@@dragonod8890 thanks for your opinion too! I agree with the Side B endlagg issue
Mac doesn’t feal like a punch out character, he just feel like “boxer” if you could get KO punch by timing hits correctly.
He's the most human accurate character... outside of ya know, tanking hits that should kill a person
I remember there was a glitch in some patch where if you timed a gentlemen with Mac, it actually had less lag than just holding the button. This was used for cool combos and even a kill confirm, if I remember correctly.
Of course, it was patched out shortly later...
Exactly. His KO punch doesn't feel like cannon.
Punchout was originally a boxing game...what ya expect? Mac is the most generic boxer while his opponents are the whacky ones. The opponents are the highlights of Punchout!, Not mac.
In Punch Out, you had to time your punches and dodge swiftly. In Smash, they just gave Mac tools to mash and spam, only to be gimped at 0% and higher by anything
QOTD: Ganondorf. Absolutely. All heavies in general for that matter, but absolutely Ganondorf. Ganon is also my choice for someone to be covered in a future video. What follows is my proposition for how to fix/buff Ganondorf.
The Problem with Heavies:
The concept is simple. Trade speed, for power. As a result, heavies, especially Ganondorf, tend to struggle against camping, and all have a pretty exploitable/weak recovery. The goal of all of this is to create a Character that kills early and is killed early. While each move tends to do more damage and knockback, this creates a situation where heavies rely on raw hits to close out stocks, and have little to no combos.
Fixes/Buffs:
- Pikachu got 60% off of Nair loops? No problem. Dthrow, Nair, Dash Attack, Nair again. That's a quick 60%. Currently, this only works on other heavies. Why not everyone? His neutral would be subpar, but when he gets his hands on you, you get hit 4 or 5 times, and take as much damage as in a 20 hit Sheik combo. Giving Ganondorf moves that combo, which kill later than the "kill moves" of his kit, would increase his viability, while keeping the spirit of heavies intact.
- Give Ganon strong charging projectile to replace Warlock Punch. If the opponent refuses to engage, charge up this projectile which kills absurdly early. It would take a while to charge, but it serves to force people to interact with Ganon.
Any other fixes, such as air speed buffs or making a better recovery would help, but would it really keep the spirit of Ganondorf as a smash character alive? Ganon is the heavy to end all heavies. He kills early and dies earlier. He does the most damage from a raw hit, but doesn't get those hits often. Give him followups to those hits. Give him better damage racking capabilities. Ganondorf is not one with a good DPS. He's one that struggles the entire game to get his hands on you. Once he does? You're going for a ride. And one hard read, you die. More ways to confirm into other moves. More reward off of reads? Mid Tier at least. And that's all we Ganon mains can really ask for.
This has been my powerpoint presentation on Ganondorf written in under a minute and absolutely doesn't cover everything or really anything. Thank you for reading.
i mean that's the problem. Ganon SHOULDN'T DIE EARLY. He's infamous for surviving absurd stuff. He should kill early, die late. that's the trade off, it's why characters like Hugo in SF work the way they do. He's big and slow. he gets the most natural hp (in third strike 2 other characters can taunt to raise their hp above his) because he's going to get hit more. ganondorf should be very good at surviving as a heavy. giving him wario tier air speed to help his recovery and neutral would honestly fix him enough. If snake can be a heavy with an infinite recovery i dont think it's possible to argue it be too much for ganon.
@@Neogears1312 You have to remember, for the sake of balance, adding airspeed changes everything. What previously could be DI'd out of now is completely true. And for the sake of buffing Ganon, it might not be much of a problem with combos, but look at Wario's airspeed. Look at Snake. Does that scream Heavyweight to you? Heavyweights should die late. But they're heavies. They die from a raw hit late. Due to their large size, they get comboed to death. A frame 3 airdodge, or frame one invulnerable move like Luigi's cyclone would help with something like that though, ensuring that at least you can get out of strings easier. Heavyweights will always die early in a game like Smash Bros, where being offstage is such a death sentence. And honestly, if you give Ganondorf a faster airspeed, does it still scream heavyweight to you? I'm genuinely curious. Because for the purpose of balancing Ganondorf, you can't remove the core identity of the heavyweight. The only solution here is just to give him combos, not by increasing airspeed, but by decreasing knockback on combo moves. Die early, kill earlier. That's the way of a heavy in Super Smash Bros. And that's really the only way it can be right now.
I always thought of heavies, at least super heavies, as trading power for combo vulnerability. We see that every super heavy is vulnerable to combos but not all are slow, as seen by bowser. Which is why I propose this:
All super heavys have some sort of speed/frame data buff, except bowser, as he already had that.
Or, if that’s not your cup of tea and you prefer heavies having slower speed, then I have a second idea
Increase knockback on super heavys at low percents (let’s say 80%), to fit in line with lighter characters
Despite what it seems, this would be a HUGE buff competitively, Nintendo thought making heavys take less knockback makes them live longer but it does the opposite, it makes combos super easy, essentially counteracting their strength of high kill %. More knockback at low percent punishes competitive players for playing safe combos, as heavies would be able to escape them easier, but rewarding them for hard reads like charged smash attacks
Changing his Neutral Special would be a lot of work, I don't think the devs would go that far as throughout patches since Ult they never changed a move entirely
@@youtubealt243 I completely agree with the principle. This is a fantastic way to buff Ganon and I would absolutely accept it with open arms if it happened. However, again I'd ask you. Does that really scream heavyweight to you? The appearance maybe, but Ganon especially is the heavy to end all heavies. He kills the earliest on average, and has all of the heavyweight flaws. Trying to keep this heavyweight identity intact, would mean the best way to buff him is buff the heavyweight strengths. Damage Dealing and Kill Power. And right now,, he doesn't deal much DPS since he can't combo. Change that and he'll at least not be low tier. That's really the most I can ask for while keeping him the way he is.
Character I want to see buffed?
EASY RIDLEY
My boy needs some love
Ridley got no love in 8.0, he needs some
I think he should be like samus, heavy but floaty. Idk why they made him that light
YEEES... BEEG BOI NEEDS LOVE
I agree. Make his ariels faster and improve air speed
Ridley doesn't need buffs hes completely fine
I've always thought the easiest way to make Lmac viable without reworking his whole play style is to rework how his K.O punch works. Instead of having a 1 trick move that only has good knock-back why not make it so like limit his K.O punch can make any of his special i.e side be neutral b or up b have more range and maybe a slight dmg increase. Additionally they could make the cooldown for K.O punch shorter or less to build up so he has it more.
Buff for Ness: If he doesn't strike himself with PK thunder then he doesn't go into free fall, atleast the first time. that makes it so you don't gimp yourself if you accidentally clip it into the stage with a buffered up B. it's still exploitable but you don't die to stupid mistakes
video should be named, how COULD we fix. not "How We fixed"
If only little mac had aerials...
good aerials u mean
@@hologram3659 r/woooosh
brualdasil2 r/woooosh
brualdasil2 r/woooosh
Can yall stop with the r/whoosh?? It's dead and cringe af now. Y'all aren't even spelling it right
So sad they ditched the best main of every character series.
I think that's because Keitaro was basically the figurehead for that particular series... It is a shame, but maybe they'll revive it someday.
worldsboss yeah weird to watch old videos of him after what happened
worldsboss it’s more likely that some of the best players of their characters got cancelled because they could have had someone else voice it
Snowballs A bit of column A, a bit of column B.
4:12 & 6:30 As a Little Mac main, if you T-Bag as Little Mac, you shouldn’t be playing him.
Also, all you have to do is give Haymaker back after getting hit and make aerials auto-cancelable for Mac to be amazing. I do like the idea of removing Smash attack armor for increased aerial acceleration though.
I'd personally like to see Kirby covered. Kirby is becoming a very good character to play and this list of changes should be the thing that pushes him into widespread viability.
General
- Air speed increased significantly on initial jump (extra jumps unaffected to keep true to Kirby being slower in the air when inflated)
- Initial dash distance slightly increased
Cutter (Up Special)
- Horizontal travel speed increased
- Second part can now be cancelled
- Brief invulnerability when rising
Hammer Flip (Side Special)
- Startup and charge time decreased
- Endlag increased
- Can now be swung while moving on the ground when not fully charged
- Jump after first grounded swing to perform one aerial swing
Forward Throw
- Knockback scaling slightly adjusted to be a more consistent combo tool across a higher percentile
- Kirby's position after the throw has been adjusted to prevent certain platforms fron interrupting the move
Up Throw
- Knockback increased significantly
- Animation made faster to nerf double cheese (Snake and Kirby 0% death)
- Goes through platforms (not solids) to prevent earlier deaths than intended (Yggdrasil 0% kill and top platform death)
Stone (Down Special)
- Startup decreased
- Descends much faster
- Can be cancelled much sooner
- Damage threshold increased to 80%
- Endlag increased
F-Tilt
- Launch angle lowered
Forward air
- Knockback scaling adjusted to make combos easier at lower percents while maintaining the knockback buff received before
Just go back to Brawl Kirby Hammer Flip
instant buff right there
I don’t think they should make up throw go through platforms. All other similar up throws hit platforms and killing at 0 on a stage like Yggdrasil doesn’t matter since it’s not legal (I don’t think there’s a problem with dying at 0 when playing casually)
I don’t think they should make up throw go through platforms. All other similar up throws hit platforms and killing at 0 on a stage like Yggdrasil doesn’t matter since it’s not legal (I don’t think there’s a problem with dying at 0 when playing casually)
@@Snowballsage You're right. Honestly. I just wanted to account for the up throw killing earlier if these changes were to actually go through. I also wanted to make that change because I personally want that stage to be legal. Other up throws would also be changed in the same patch. Solids still stop you so stages like Great Cave or Temple give players room to zip to the top.
Question of the day: I'd like to play Pichu again without taking 20% for using half his moveset.
He didn't need that nerf to his self damage, he already died extremely early.
Agree
@@matiasrivera2087 After I finish a match with Pichu, I go check how much damage I recieved versus how much damage the opponent did to me.
The difference is almost always above 100%.
The worst part is the only thing that makes him "bad", because he has strong aerials, tilts and smash attacks and a very good combo game :/
@@matiasrivera2087 As a Pichu main, I still remember the time when I read a spotdodge with Pichu's F-Smash... And didn't get the damage of a side tilt dealt to me by doing that.
Give him an actual up air to deal with camping, make him a combo heavy character as he charges up K.O. punch, and increase the length of his side special.
Me: Sees title
'Lip Smacking Noises'
noice
I think a recovery could be a gimmick where he gets punched up by an opponent in punch out even if it would me taking damage to himself. Or his coach could push him up or something. Both of these options mean that it wouldn’t be taking away from his core design as he’s not recovering his self but atleast he would have a useful recovery
Make his neutral b training montage and for 30 seconds he get really good air mobility and aerials. Kinda like deep-breathing.
Maybe not losing his vulnerability during dodging in the ground would be a good mechanic for him since he is a boxer and the sport is based on dodging hits besides hitting back.
For example like in sakurais video about dodging 1 to 10 times, make mac go from 1 to 16 instead.
An additional move you can give is give mac an ability to poke the opponent with an up smash/forward smash but tilting up if he shields since this would be an uppercut to the chin.
Forward smash straight tilt can maybe push back the opponent a little bit to space out.
Adding heros crits to Macs hits can also be good since in boxing you sometimes give an opponent a heavy hit where hes already hurt or if you punch him in the face.
Give Little Mac an extra jump for decent edge recovery. Improve the reach of his grabs as his feet currently stick our further than his grab range, forcing you to be on top of your opponent to land a grab. Improve hit box range of his K.O. as it is too easy to over shoot with it. Lengthen the effective time for his counter attack.
Ngl, I feel reducing the end lag of counter would be better than increasing the counter's length.
Thing is, Little Mac is just fine when you play the game in a more all encompassing way. Like, just pick a flat stage like the king of fighter's stage, or a walk off like wii fit stage. Need some ranged attacks? Grab a super scope, etc. Little Mac is balanced when you consider the game as a whole, but weak when you play the game in the very specific way "competetive" people do. Makes more sense to me to balance based the game as a whole, then just one play style.
Him requiring certain conditions to be balanced with other characters that can perform consistently regardless of conditions means it isn't balanced.
@@K0DA._. That's like saying you play baseball with half the players blindfolded and complaining that the blinded players don't perform well. And then when someone comes along and says, "Well of you let them play without blindfolds and have access to all the tools they're intended to have, they'd be balanced," you say that requiring special conditions don't count. Like, what? If you want to impose special conditions, ban items and stages or whatever, great, but I don't see how you can then complain a character is weak under the special conditions in which you play.
@@Lexgamer It’s really not. You’re saying that he needs items and must play certain stages to be balanced, which is like saying that a person who ties someone in a run is just as athletic as the other person when the other person could perform just as well in swimming and cycling while they can’t do anything except run. To require that certain conditions must be met for a character to be balanced means the character is not balanced. Even if you have all items on and are on a stage that benefits little mac, you will still usually be at a disadvantage because the other character is usually a better character and can also use items. The way you word it is like saying Mac would be balanced if he and only he could access a super scope. Also, no items really isn’t that special of a condition, considering it’s literally a preset option to set to. If items and stages are necessary to balance Mac, then he isn’t balanced, because other characters can use them just as effectively or, if not, more effectively than Mac can.
@@K0DA._. ??? In your first point, you conceded that Mac is balanced when you take the game as a whole, and make the argument that a balanced character has to be good in ANY given conditions. But now you're saying even with the whole game considered, Mac isn't balanced?... Let me know when you figure out which argument you're trying to make. In the mean time my metaphor stands.
@@Lexgamer I have made a consistent argument, it is the comprehension of the argument that isn't consistent. The way my argument was structured assumed the hypothetical possibility that it MAY be true that Mac is balanced when he's given access to every possible item on some stages, then pointed out the fact that these conditions, intended to act as supplementary "balancing" tools, are not exclusively accessible by Mac. If Mac and every other character of the game can use items to roughly the same degree of success, then the items are balanced, not necessarily the characters. I never said that a character had to be good in every condition to be balanced; I said that if a character requires specific conditions to be met to be balanced, then they are not balanced. The blindfold analogy also does not apply here, as the items are outside influences, not inherent parts of any character's kit (except for some things like K. Rool's crown and Diddy's banana). A better analogy would be like giving a wooden bat to one kid, a metal one to another, then making fun of the wooden bat kid for performing worse. Mac is not balanced because the character itself is lacking, not because of the ability to utilize external conditions to level the playing field. To be balanced, a character doesn't need to be viable in every condition, but they can't require specific conditions to excel. In fact, Mac's ground game, his supposed strong point, isn't even outstanding either. He's fast and powerful, but his grab range sucks, he has very little combo potential, and almost every attack he has is significantly negative on shield. My point is that so long as Mac requires conditions or tools beyond the range of his own kit to perform as well as other characters, then he isn't well-balanced, especially when those other characters can also access those things that supposedly balance him. To summarize, if the foundation of a character's balance relies upon an external condition located outside of the character's own kit, especially when that condition is not always present, then the character itself is not balanced.
Almost forgot this was a little Mac video cause of that long intro
Can’t wait for the next competitive history video that’s my favorite series!
I personally do not like the idea of buffing macs aerials. The whole point of mac is that he's supposed to be polarizing. I think that they should go with the first suggestion as this remains true to his design as well as actually helping. I also think using getting hit should give your side-B back in the air.
Id say better grabs to combo, down tilt can combo easier and side be should have less end lag
Introduce a momentum mechanic only for Mac.
Here's how it could work:
Say, He jumps, and immediately after uses up air, that up air would do some more damage and knock back but ALSO send Mac in the reverse direction.
So, say he runs and does forward air, he'd do more damage and knockback, as well as sending HIM backwards a bit or just kill his momentum.
This would encourage more aggressive play on both ends, circle camping could get you hit with a 2-3 hit combo for like, say, 20-30%, but snuffing him out, whiff-punishing and generally being offensive would still net the same reward as it does now, provides you don't mess up.
Going back to the original example though, say he up airs at the apex of his jump, it would give a meager boost in damage and knockback.
This wouldn't apply to EEEVERYTHING though, just aerials for the most part, don't want a 37% uncharged f-smash WITH super armor just for dashing and flicking the c stick.
That's pretty cool, and something with a lot of potential on the 3rd fastest character in the game
I got recognition yay! 5:18
Overall I think ProGuides and the community hit the nail on the head with this one. The "buff aerials, nerf ground" conclusion would be a dream come true if Nintendo implemented it. Now... how do we get the devoper's attention? How can we help make these changes happen?
A part of me doesn't really like this because I think Mac becomes less unique as a result, and I don't think Nintendo will ever allow this either because it fixes too much.
I'd rather suggest we get Side B back on hit, and maybe a small Up B distance buff and that's it. Fix the recovery instead maybe fix up air and b air, but keep fair for combo potential and dair for platform stunlocking.
"Objectively, this design is balanced"
You keep using that word, I do not think it means what you think it means
Exactly
Macaroni : needs more kill power and damage (and his n b needs to be buffed A TON)
Calamity Ganon: Needs more kill power and damage (especially with up tilt and neutral b)
Doc: needs a new moveset
Incineroar: buff n b, buff up b damage,
Kirby: make it SO HE DOESNT LOSE HIS HAT IF HE GETS DAMAGED! also buff side b and down b
Deedeedee idk maybe buff killpower
And I think that’s all the low tiers in smash I might be forgetting one
I want more stuff for Pit. The 8.0.0 buffs did next to nothing (especially D-tilt). People overestimate them because they assume anything that D-tilt and Up-air do now is new because they never played the character.
Buffs: Make side special and F-tilt better in every way, and decrease landing lag of his aerials to 8 to match Bair to give him safe landing tools.
Fixes: His hitboxes are inconsistent or just plain bad on his aerials and other select moves. Nair has it hitbox disappear for a frame at a time while also being tiny and not dragging the opponent with you. It will sometimes drop out of a SH. Fair is tiny compared to the sword until the final hitbox. And smaller things like Dash-attack and Dair not matching the animation.
Pit does not have a fundamental problem (like mac) he is just underwhelming, he would love an air speed buff, just look at his air stats, but that and any other things would fall under buffs not fixes with my definition.
What I think would help Mack a lot and keep his ground centric design is change his aerials all together to spike aerials, similar to how donkey Kong has many aerial spikes, give mac’s aerials increased ranged, speed and make them send enemies downward, so instead of him trying to get to the enemies height, he can bring them down to his, then improve his jump height, air acceleration as mentioned in your vid and make his recovery more like captain falcon’s, I don’t think he needs many nerfs until he has a full set of useful moves, and since he lacks any projectiles, I don’t think they are necessary or would make him a broken character
We might as well spam this for whatever website that makes requests for balance changes for SSBU to Nintendo
This is my first of one of your vids I love how you give context then say what you do the transition it’s awesome and I’m going to continue watching
I main Ridley and even though I have a little bias, I think that Ridley should be buffed a lot. He was done dirty with his recovery, dair, jumps, and weight (along with a lot of other things but those four are the main things)
his recover is amazing wdym
@@couldntthinkofaname2403 it can only go in 4 oddly specific direction. I like how it can spike and the sideways direction looks side and down but the hit box for grabbing the ledge is more like side up and the upwards one goes a fair distance but if it could go in every direction in would be a viable recovery. As of now he is easy to degustad and if he’s put at a certain angle, he’s just dead especially if he doesn’t have his side b which is laggy and doesn’t go very far
I want puff to be buffed again so I don’t have to see hbox getting mad after every single game he plays
What they should do is what Killer Instinct did and make Mac's aerials drag down or hard knock downs on opponents in the air, so the opponents be put in tech situations and maybe set up for re-stand combos. That way the aerials can still be "weak", but work in the benefit of the ground moves.
Here are some changes I think could work.
TLDR: give lil Mac air moves that can potentially kill at high % that can also help shift his momentum. Plus reduce armor on smash attacks.
Change his N.Air into a 5 hit rapid punches that has soft launch at the fifth. It’ll still have short range due to lil Mac overall reach, but it’ll add more damage and give lil Mac stage control. Plus flashy.
Change F.air into a lunging straight punch with a following turning hookpunch. Give the first punch little momentum control and the second alot more. Also could be a effective kill move at high % at edge of stage.
Change B.air. While leaving the original attack the same with knockback reduce but, adding follow up punch which a spikes. It can be a weak spike so it won’t kill early. Only after % stacks up will it be a viable kill option later.
I agree with nerfing armor attacks on his smash moves where he can only tank 1-2 hits and a certain amount of damage. His armor right now literally tanks EVERYTHING but throws.
Macs too generic, I think nintendo focused way to much on the "boxer" part and not enough on the actual "punch out". I get that Macs actual character itself doesnt offer much to build his smash movelist so It would have been neat if they incorporated aspects of the other boxers from his series into his moves, allowing them to create a more practical moveset that stays true to Mac and his series rather then restricting him to such a generic flawed moveset. like you could give him Bald Bulls bull charge attack that used in the air could be a horizontal recovery tool (like a weaker wonder wing but without invincibility, or maybe even as a charge and release like Ikes quick draw), or maybe Macho mans spin punch that helped with recovery like IC's side B....if you wanna get really interesting, you could give him Aran Ryans glove on a rope thing to give him one shortish ranged disjoint move about the length of some of the swords in the game. I just think there is way more they could do to represent the Punch Out games with Little Mac
How would you animate that it would look stupid
@@dragonod8890 Mac's Jolt Haymaker is a referece to Von Kaiser.
Little needs good Ariel’s and recovery but they should delete super armor on smash attacks. Boom he is balanced and good now.
Would be good thank you
Little Mac shouldn't have good aerials, it goes against the design of the character. Just make is up b and side b go farther in the air to help recover
He doesn't need mechanical changes. He just needs to be able to recover
Let him have a better recovery and stronger on the ground why not
In reality, I am not too sure if Mac will be able to rank higher than mid-tier at best, but I'll give it my best shot.
Attacks:
Reduce jab 3's FAF to 25 frames, so the move can gain some of its combo game back.
Reduce down tilt's FAF to 20 frames, and readjust the angle to combo like in Smash 4.
Smash Attacks:
Reduce forward smash's FAF to 40 frames.
Make Little Mac's arm intangible when performing an Up smash.
Make Little Mac's arm intangible when performing a Down smash and hit lower when 2 framings.
Aerials:
Increase neutral air's hitboxes, and reduced both the FAF and landing lag to 8 frames.
Give forward air more hit stun, reduce its FAF to 26 frames, and make the front hitbox slightly larger.
Reduce back air's startup to 10 frames, reduce the FAF to 26 frames, increase the damage to 8.3%, and increase its knockback.
Reduce up air's FAF to 30 frames, increase the hitboxes to hit reliably below Mac, and reduce the landing lag to 9 frames.
Reduce down air's FAF to 19 frames, increase the base damage to 7.0/6.0%, and increase the knockback to kill and combo easier.
Specials:
Reduce Straight Lunge's FAF to 30 frames when partially charge, 205 frames when fully charged, and cancelable within 20 frames.
Reduce Jolt Haymaker's FAF to 50/62 frames when grounded, 42/55 frames when airborne, and become reusable when taking damage in the air.
Increase Rising Uppercut's distance, reduce its end lag to 22 frames, and give the final hit more knockback.
Give Slip Counter intangibility between frames 1-5, counter-frames between frames 4-30, reduce the FAF to 49 frames, reduce the startup to 10 frames, and make Little Mac travel further.
Grabs:
Increase the range Little Mac's grab game.
Reduce dash grab's startup to 10 frames.
Reduce pivot grab's startup to 12 frames.
Reduce forward throw's FAF to 35 frames, and kill around the edge starting at 152%.
Reduce backward throw's FAF to 36 frames, and kill around the edge starting at 130%.
Reduce up throw's FAF to 28 frames, and increase its base damage to 5.5/4.5%.
Reduce down throw's FAF to 28 frames, and increase its base damage to 7.1/2.9%.
Attributes:
Make Little Mac's air dodge trave further.
It's not too great, but it will at least give Mac a more notable air game with a slightly more threatening ground game that isn't too punishable. Really, Mac needs a complete overhaul to be good. Either way, Little Mac is going to struggle against many matchups despite having great speed.
Jigglypuff has 2 major disadvantages: Approching and vertical mobility/chasing. She's designed to be airborne, and she IS good in that, but loses almost automatically to everything that has projectiles or a longer range than her (and let's not even talk about all these swordies). Being under or directly above her isn't a threat either. If you're above or falling, she'll try to up air or chase you horizontally.
If you're below her, she's free.
Well, here is my way to fix her flaws: diractional airdodge canceling. I know it sounds ridiculous, but hear me out.
As soon as she triggers a directional airdodge, she'd be able to cancel it with an aerial attack (no specials) with the drawback of losing her "recovery" even if she got hit (as long as she's in the air).
She'd need to land if she wants her airdodge back. That would give her the ability to approach with i-frames on characters that would normally stall her out with projectiles or disjointed hitboxes, like cloud or samus. It would also increase her ability to combo opponets by chasing them even farther offstage and even vertical, which would let the opponent of the hook normally.
And, maybe, let her up b work like hero's snooze if someone is in the air.
As a Little Mac main the best way would not to redo who he is but improve upon him. Make him the best ground fighter and make it so that he does not have the hardest of times fighting anyone with a projectile.
Key fixs
1. Give his Side B super armor so he can recover and not be gypped. That or allow him to use it again if he is hit.
2. Change his neutral B into something that can be charged and held. Giving him the ability to recover.
3. Less ending lag on his moves so that when he attacks a player and they simply shield they are not able to grab him so easily. That or make it so his moves push him farther away from his opponent.
4. Give him a special mechanic when he spot dodges. Make it so it flows more with his game. Examples
Spot dodges= temporary faster smash attack
Spot dodges= strong tilt
Spot dodges= charges up for a KO punch.
His is a bird without wings but in his inability to fly he should be the lord of the land.
8:00 Yep, 100% agree. Mac has the best armor in the game already, including broken tilts. He's probably the best character in the game, on ground, and giving him arials will 100% bring him up all the way to high tier. Ofc, you COULD give him much better arials, at the cost for his broken super armor. That would be best imo
Hes not even close to being the best character on the ground lol thats a common misconception.You need a good AERIAL game to have a good ground game.
Good ol Little Mac, the frustration of competitive players, but the hype for casual players, I got a friend that only plays smash whenever we gather together with friends to play fridays at night, and from time to time she would surprise us with her unleashing Giga Mac on us. Im still waiting for the pandemic to end so we could re enact those nights.
My personal fix for lil mac buff would be a big weight buff to represent his endurance. (Mewtwo and ridley are light AF for what they are simply to represent their archetypes)
With a big weight buff, he would remain on stage for longer without changing anything else.
To improve Little Mac's whole gimmick, I think if all of Little Mac's moves while on the ground had zero start/endlag, that would make him significantly stronger.
I think we could also *shatter* his counter. To buff his counter, it should last for the whole animation instead of the pitiful time it currently does. Trying to grab it would also activate it, so you can't just toss him off the stage. You should also be able to instantly cancel it into anything.
His aerials should have better angles for more combo potential. His nair and _maybe_ his fair are ok as is.
All nice buffs.
But that would just make camping Mac until you gimp him even more appealing.
With other strong ground characters like Chroy you can't camp them cause their Aerials means they don't really have any grievous weaknesses.
Making Mac BETTER on the ground would mean no one would try to actually challenge him.
Imo, the needed buffs are side B refreshing on hit. Fixed air dodge. Higher jump and bigger hotboxes of Aerials
@@seanhogan9196 Well, if he keeps spamming his new and improved counter, he should be alright. But yeah, I see what you mean.
Little mac petition!!!!!! Mains United
Little mac the under dog of his own tier list.
Those who main him find enjoyment in always having to give it a 110% to win a match. Now that being said nothing is more frustrating then being gimped on a new stock, or spam projectile from across the stage. I'm not saying make him the lord of the sky, I am saying if this man cant fly make him a Lord of the lands. Make his Ground game the best.
Balancing Little Mac
Steps
1. Give his Side B super armor so he can recover and not be gypped. That or allow him to use it again if he is hit. Followed up with up B sooner would help greatly.
2. Change his neutral B into something that can be charged and held. Giving him the ability to recover.
3. Less ending lag on his moves so that when he attacks a player and they simply shield they are not able to grab him so easily. That or make it so his moves push him farther away from his opponent.
4. Give him a special mechanic when he spot dodges, perfect shields that he gets something special that follows more with his game.
( Examples)
Spot dodges= temporary faster smash attack
Spot dodges= strong tilt
Spot dodges= charges up for a KO punch.
Perfect Shields= stronger Smash attack
Perfect shields= charges up KO punch
Perfect shields = more knockback
Perfect shields projectile = able to shrug off one project
Perfect shields multi attacks= temp gains browsers big boy perk.
These are all just ideas that could be worked around or even better ideas.
5. Better frames in his dodges (Getting grabbed in mid dodge sucks....)
6. Being able to get on a platform without using two jumps.
7. A better counter that's not going to kill you if it's used in the air. Maybe make it so Little Mac automatically counters back towards the stage other then flinging him into the abyss.
8. Redoing his Up B would be amazing so he does not go into free fall when used would allow him to use his Side B and Up B to recover in different ways.
9. Less end lag when landing back on stage would allows him shield projectile better or dodge faster.
I like the opening statment on how Ultimate is top heavy with viable balanced characters. Some of my Discord friends think Samus is boring and OP but I love how she performs in Ultimate atop the entire smash series. I love small charge shot to dash attack kills and bomb mobility. It feels like I can always put at least one of her good tools into an opening in my opponent.
i feel like something that could be done to help with his recovery without changing who mac is as a character could be to give him a tether. It could be a jump rope which he uses in the training montages in punch out and it could help greatly with his grab and recovery.
7:40 I'm with that dude. I was coming here just to say that.
Something I suggested was give little mac the rivals of ather thing where after he uses recorver, you can walljump and then use recovery again, it wouldn't help him that much but it wouldnt be going agaisnt his character design either
I think it'd be pretty neat if (as a flavorful reference to his home series) Little Mac had no staling on his dodges. If he were DLC circa SSBU, I think that might've been one of his gimmicks. I imagine it would come with a drawback or two (eg; shielding attacks costing X percent damage).
I think an interesting way to fix Mac without changing his general design would be by making his aerials significantly faster without making them stronger or larger. Basically, all of his aerials would be weak combo tools while his ground moves would be reserved for killing.
This is for Lucario.
Lucario's main problem is that he doesn't do normal damage until he's at like 50% and in most cases the rest of the roster has set ups for kills at this point which means lucario dies, and has a horrible disadvantage because he can't do damage to catch up without getting put in the same situation he was just in.
As a fix I purpose that you tweak what aura actually does. Make all of lucario's base damage parallel with the rest of the cast, and make the damage he receives contribute to aura so that he can kill earlier but not as much as before
So if lucario is at 0% he uses Fsmash and does 25-30% damage
But with aura hes at 30% and Fsmash does 27-33% damage but has more knockback
As a Little Mac Main the only buffs I would like to see to his aerials are this. Makes his fair a better anti aerial tool. It already has a semi spike property so make that a bit stronger and make the move quicker and less end lag on hit. But give it slightly longer end lag if whiffed. Oh and change the animation to be a superman punch. Down air should have a sweet spot spike. Nair is “perfect” as is. Back air buff knockback a little bit, range, and shield stun to make it a better tool to combat circle camping. Oh and if side b spiked in the air it would be nice since he is throwing his weight behind it but the less end lag would be even better. Mac doesn’t need a good air game but his air game should complement his ground game by helping to keep the fight there. The same way a striker in MMA doesn’t need to become a grappler but they need to grapple well enough to keep the fight standing.
I think if you made little macs neutral b, kind of like fox up b then it’ll be a real game changer. The neutral b would charge and shoot off into any direction like Firefox. Just this change alone would put him into mid tier.
Flash backs to “what will make joker viable”
ARSENEBACKAIR
Maybe they could replace straight lunge with a recover buff. Like the more you charge it, the farther your up-B will go. It could go maybe as high as Clouds Limit Charged up special at max and stay the same with no charge. I think this could work, and yeah, buff his airials as well.
Buffs for mac: Fully charge neutral B in 2 seconds and give it better
super armor.
More grab range and kill potential on forward throw.
Super armor on Up-B, slightly more horizontal distance and slightly more
vertical distance, slightly faster speed and much less ending lag. More
shield damage.
Less landing lag
Super armor on side B so that he can take a full smash attack and not
flinch. Considerably less ending lag If used in the air. The front of
the move can cancel out any projectile. NOW IGNORES ALL INHALE MOVES.
Counter rework so that when he counters, he pushes away and slightly
damages enemies, moves forward quickly and gains 1 Star. He can hold a
maximum of 3 stars and if he is damaged he loses them all.
The next time he uses a smash attack or special, it will be a star
punch version of it, which is basically a powered up version. The
amount it is buffed for depends on the amount of stars you have. 1 star
is enough to to big shield damage, and 35% more damage to the move but
no added launch. 2 stars is enough to shatter most shields, 50% damage
but no added launch. 3 stars is basically K.O punch on steroids.
Shatters any shield or Kills you at any percent. Of course it's going to
be almost impossible to land 3 counters without getting damaged so it's
not OP. When you shield a star punch you are pushed back a small
distance.
Increase all the hotboxes on mac's aerials and give them less ending lag
and slightly faster startup.
Slightly more range on up smash and slightly more shield damage.
Considerably more shield damage when you land the sweet spot.
More invincibility frames on mac's rolls.
This way mac is a true beast on the ground but still weak in the air.
His improved aerials are to pressure opponents platform camping him and
his improved up special helps him watch campers off guard.
Yes I main Mac aside from pac man, meta knight, duck hunt. doc mario, rosalina, robin, kirby and megaman
It's not that I want to see a character buffed; I actually just want to see characters revamped to better suit their home series (Kirby characters being Sakurai-era only, Mewtwo's weight, Bowser, etc.). By doing this properly, you would also be able to fix some of the character's main problems. Here are some examples:
You could give Bowser an extra recovery option with a chargeable rocket punch and more zoning tools like fire balls. -Also get rid of that filthy command grab and replace it with the classic Bowser inhale-
You could give Meta Knight his quick sword beam projectile while increasing his sword range to what it actually is in Kirby games. Turning his down b into a better dodge and replacing it with Galaxian counter might also help Meta Knight mix up his options.
I...don't know how you would fix mac, but they should give him a decent air game for sure.
My idea: Give him a mechanic that allow him to use grounded out of shield just as fast as it is for other characters to do an arial out of shield. This would mean he can effectively punish stuff that hits his shield and he can go on the offensive more since he is supposed to be a rush down grounded character and wouldn’t have to worry too much about not being able to punishing things out of shield. True he can use Up B but the starting hit box doesn’t have the best range and if he misses, then he is extremely exploitable. Also, lessen the power of KO punch a bit so its similar to Cloud’s down B, but give him a meter that gradually raises the more damage Little Mac Does to players (increase the rate of which it increases as well)
Bowser Jr has a kill jab and Mac doesn’t...
Little Mac is doing the chad stride in the thumbnail.
This is how you balance him for all levels of play:
Improve his aerial movement, attacks and recovery as well as his tilts to a lesser extent but keep him as a ground focused character for the most part (just less drastic). Remove hyper armour from his smash attacks (that s**t's impossible to balance properly and always feels like BS) and make it easier to stop him using KO punch. The nerfs reduce the more annoying gimmicky aspects that make him kinda broken for noobs while making it possible to balance other aspects of the character without making him broken at high level. Imagine if ZSS, pre-patch Pichu or Palutena had Hyper armour and a KO punch...
Mac as a concept needs a total reinterpretation. The aim may have been to replicate the feeling of being grounded as a boxer is in Punch-Out, but I don't even find that to be well realized anyway. Think about it, Mac is a smallest boxer in a league of relative giants, he's constantly leaping up to sock them right in the head, he should have Falco-like vertical mobility in Smash terms. His Up-B is so narrow and takes so long, it doesn't hit that feeling of getting in those quick clean one-two uppercuts while your opponent is stunned, I would give him something like the big curved sweeping double arcs of Meta Knight's Up-B.
A bit off topic, but I think Arena Ferox is a good competitive stage. It was literally built for fights and mimics the gimic of both Pokemon Stadiums.
I look forward to more of these. This was fun to watch and I'm subscribing and perhaps when I finally replace my Switch which I lost back in December I'll check out your site.
The character I want to see fixed the most is Robin. Like Little Mac, Robin has weaknesses built into his/her character, and while it's meant to represent weapon durability in the FE franchise in Smash it just neuters Robin's good moves against literally every other fighter, whose moves are always consistent and reliable. Weapon durability should still be a part of Robin's character, but the Levin Sword should only lose half stamina if it doesn't hit anyone. You should also be able to hold the A button to re-equip the Levin Sword if it hasn't been used for a while so you don't waste stamina just to reactivate it. Also, the Thunder tome should have an air cancel like all other B-nuetral charge moves and Arcthunder specifically should be able to reflect projectiles so that opponent zoners can't just spam their unlimited projectiles until the tomes run out of power. Arcfire should have a larger hitbox so that shorter characters can't dodge it by just standing close to Robin, and Nosferatu should either have a larger hitbox too or have a vortex added that pulls opponents into it so that you don't have to literally stand next to someone for it to connect. Lastly, Robin needs a faster run speed. There's no reason for Robin to have one of the slowest run speeds in the game when all heavyweights except Ganondorf and literally all other zoner characters, with unlimited projectiles mind you, have better ground movement.
You need to do Dr. Mario next. Dr. Mario doesn’t really need a rework for the most part, seeing how he’s a clone to Mario. But the best thing he needs are BUFFS. He’s way too slow, has bad recovery, and worst of all, he’s way too laggy. Buffing his aerials is essential too. FAir could use a great speed buff so it can combo/extend off of another move, and to compensate, nerf it’s knock back. I believe Dr. could also use a UAir buff, make it have a little less knock back and end lag so it can combo into other stuff like USpecial. This would make Dr. Mario a threat if approached wrong, but could be countered if done correctly. Like in his original game. To get rid of viruses, you have to match the correct color, or in this case move, to the correct virus and pill. Mess up, and you have to compensate with having work through/around the incorrect placement of the pill. Do it correctly and you will get rewarded with progression in the level. This logic could be used when fighting or playing as Doc. I want to know how he could get better from a video about him and I might learn something new from it.
I think we need to fix Robin. Players love to camp as soon as they run out of Leven sword durability, so make his normal sword do a bit more damage and/or knockback. Also buff his movement.
One thing that the devs didn't consider when designing mac is that there is 3 aspects of a character; ground game, air game and recovery game, not just ground and air game. Giving mac good ground game, but bad air and recovery game puts his advantage to disadvantage ratio at 1:2, which is obviously not good. What I think they should do is keep his aerials bad, but improve his recovery options. For starters, up b can be buffed a little bit, and can have the ability to be angled a teensy bit more. It can also grab ledge easier. Also, (this might be a controversial choice) but I think that neutral b should be a sideways recovery tool, better than it is now. This is because I definitely don't want Mac having a 6 or 7 out of 10 recovery in terms of range, more like a 3-4 recovery, but he should still have lots of recovery mixups, so he has a valid way of getting back on the ground. This brings me to my next point, mac doesn't have the tools to get himself back on the ground. For example, I often sd with side b and ko punch by ledge, even when they land, they drift too much forward offstage and i cant recover. I believe side b should have less lag and ko punch should not drift forward as much, this does nerf its range but thats fine. Maybe these changes could fix little mac but I just thought of em on the fly. :)
A strong fair would actually make sense as a boxer may do almost a dive forward to add momentum to their hit
I main Bowser Jr, and although I'm pretty good with him, I sort of agree with a few Pro Player's tier lists that he is basically the definition of a Mid Tier Character; he's not super bad, but he's not super good either.
Honestly, if there was one thing I'd want changed about him, it would be less overall lag on his Specials. If a character is quick enough, they can attack him before his specials even come out, so his Up B out of shield is very inconsistent.
Also, I heard that he got armor on his Clown Kart Dash, but it only protects against 8%. For a game like Smash, I feel like armor that low barely even matters, so an increase to the armor threshold would be nice too.
first he needs actual good grounded game, this goes by giving him his down tilt back and a grab buff, give it a little bit more range, make down throw burry at high %, foward throw a combo throw, and up throw a kill throw or things like that, make his counter reflect projectiles and finally buff his grounded dodges so that they're actually above average (right now they're pretty bad, he travels quite the distance with his dodge, which would be good if the invicibility frames matched the animation so that's what is going to be buffed).
but most of all he needs something to be able to land on the stage safely and be able to counter platform/circle camping, having an air game wouldn't even be that necessary. For that i would first fix his side B so that like in sm4sh he can use it again if he's hit , another buff to his counter to make it work in the air, and he will travel upward a bit with it when used in the air, so perfectly timing your counter attack rewards you by making you live longer (a bit like in punch out), then i would "buff" his aerials, they would still be garbage he won't kill or have any combo with them and the damage and lag on them is still horrendous, but i will give them "niche" or "gimmicky" effects, neutral/foward and down air are going to help him land and up and back air are going to help him against circle/platform camp: neutral air won't change much it's already considered "fine" for combo breaking being frame 2, however since it's negative on hit it doesn't really work that well as a combo breaker so i'll be changing that, foward air is going to stall him in the air a bit, he won't move at all during the move so he won't be gaining any more distance for recovery but it will help mix up is landing to be less predictable, and down air on the total oposite will make him fall faster on the ground for the same reason as foward air. up air will drag down oponents make them fall from platforms, and back air will go through shields if the oponent is on a platform (basically if they have the "high ground" lol) i would also make his grounded full hop go higher so that he doesn't have to double jump to reach some platforms and give more range to his up smash so it can hit oponents sitting on one from bellow.
I would also change his neutral b when he doesn't have ko punch because it's one of the worst moves in the game, but the only idea i got (which i don't know if it's good) is: mac would spawn a punching bag with food items in it (chocolate bars which heals 5% in ultimate) just like wario's bike the bag can be used to make his hits "last longer" and obviously the food is good, however both the food and bag can be turned against him if mac isn't wary or doesn't use the move properly (which represents well how little mac is played in his home franchise "waiting for his oportunity to strike" more than a rush down). The chocolate bars are a reference to doc and the bag is a reference to his smash reveal.
mac's aerials could probably be improved to defensive keep-away tools to keep in line with his design of being a ground-centric fighter, but not leave him completely helpless in the air. The aerials could help him land better, helping him get back to his ground game. Like for example, his down air could be a downwards kick like min min for landing, and nair could be a roundhouse kick for aerial spacing.
Funnily enough, if mac's neutral air got 1-4 more frames of stun, it would change him quite a lot, using nair strings that are completely true, and dealing a lot of damage due to combos such as
-Down tilt, nair, fastfall nair, down tilt, side B
-Down tilt, nair, double jump nair, nair, fastfall nair, Up tilt, Up B
-Down tilt, nair, fair, side B
-Down tilt, nair, fastfall nair, Up smash
-Heck, even Little mac sacrificing a stock for a dragdown to bottom blastzone!
It only takes 1-4 more frames of stun. Lol.
My thoughts to preserves Mac's style but improve viablity:
A) make upB and upAir have high shield dmg and stun to prevent shileding on platforms
B) make his ledge roll and ledge attack the best in the game.
Both of these, I believe, would force you to face Mac on his terriotory more.
Just give back his combos and make him have good kill confirms
I want my boi incineroar fixed.
When he rises with up-b, he should have magnet hands and connect more reliably. Him decending with up-b should extend more and his ground speed should be faster with the cost of revenge being a little weaker.
Please, as a little Mac main, don’t take away his super armor. It’s one of my best ways to combat air attacks. I’ll die a million deaths off stage before I let go of his super armor
I don't believe you need to change much Mac, but he certainly needs buffs. The idea for no aerial game is dew to the fact that boxers punch harder when their feet are on the ground, and I assume that was where they got the idea for amour as well. Second, he need's an improvement in his recovery, mainly his side b and up b, where with side b, you could use it again if you are hit, and up b hangs on easier to the stage and maybe travel a bit farther; you see the shotos and their recovery is actually quite good, where the recovery mix-up is simpler. A major nurf for him in this game was the fact that they took away the speed from his down tilt, which was his main follow up tool to land consistent K.O's, side special and Chota Combo, so that he'll need back. And maybe a bit more stun in his smash attacks. And that's it. No need for aerials, because he has been getting those buffs and they haven't moved him from bottom tier.
The idea that Little Mac is best on the ground and yet mostly not have the best ground moves in the game is absurd.
I think ko punch could be weaker to compensate for the buffs but you can't make a timer on it since it already can leave him 3 seconds after he gets it, to a megaman pellet. Either he can lose it easy like he does, or you make him have a timer till it leaves
I still can't believe Mcdonalds made Little Macs brother into a Hamburger
Please do Kirby next. Also, to fix Kirby, he needs an air speed buff and a projectile. Any projectile that isn’t that pathetic little shockwave from final cutter would work. His slow speed and low mobility make it very hard to close the gap against zoners, so a projectile would be a nice way to at least fight back. An air mobility buff would also help with this problem, as he could get close to the enemy easier.
That Kirby was incredibly brain dead
The buffs and nerfs seem pretty nice. But I'd like to change something. It'd be cool to replace the KO-Meter with the Start Punch system. Basically you charge up to 3 stars, and the more stars you have, the stronger the punch would be.
King K. Rool Buffs. plus, I would like to say little mac's design could be altered to make air speed higher and drift higher, along with fast side b and up b plus giving side b that usability again once he is hit. giving him a larger up tilt would also work, making it be able to be used as an anti-air, and make up b a good move for hitting aerial opponents if mac is using a grounded version. make the up b shot up farther up, make it shoot up fast enough to catch someone jumping over him, and get rid of putting him in freefall, along with this, make KO punch slowly charge over time to deter an opponent from camping. to make sure he isn't overpowered, make his aerial special recovery moves do much less damage, and reduce their knockback, as well, as making KO punch not hit through shield. the KO punch nerf would deter an opponent from trying to avoid it in the air, and instead perhaps make them try to shield the move instead. the aerial special nerf would give little mac gain a design where he can't damage his opponents really when in the air, but with his other buffs he would be able to instead much more quickly escape disadvantage with his increased speed, therefore evasion. that's what I think, tell me what you think!
I have 2 things to fix him. First, allow him to do things after up b, kind of like banjo, so he has better mix ups. Also, I would let him grab the ledge fauther away then the rest of the cast.(excluding tethers)
So basically the way they want to “Fix” mac is by completely gutting him and making him a Falcon Semi clone. LAME. HE AINT NO AIR FIGHTER
YOU AINT NO AIR FIGHTER MAC!!
If u put Little Mac, like in smash 4.
I will happy, all that confirms with the k.o punch, confirm d-tilt + up b. Man, that was insane
Here's the fix. Everything stays the same, EXCEPT
He gets a recovery similar to Pit's, where when you input up b, it summons his trainer Doc and he shouts "GET IN THERE KID!" and he hurls him crazy high straight up towards the stage. You would also be able to use an airdodge or any weaksauce aerials he has after using his recovery similar to how it works on Game and Watch. Also, less endlag on forward special into up special. :P
Cool ideas and great concept on using viewer engagement in the video.
Also, can the next video of this series be on Isabelle or King Dedede? They could be so good with the right concept.
I think just super armour on jump would be good and a better recovery the super armour could just be like yoshis and I don’t want them to change his play style to much because he’s meant not to be in the air
I think little Mac is fine. Him being bad is a good reflection on his home game. Little Mac is the underdog, the one you never expect to win. He’s...little. Making him viable is fine and good and such, but I think the essence of his character has already been captured: the underdog fighter who is wholly unexpected and exciting.
As enthusiastic as I sound about “fixing” Mac in the video, I wholeheartedly agree. Some characters should just STAY bad!
Nah he’ll still be “bad” if you buff him, but even if a character is bad they should still be usable. No need to make him a worse version of his smash 4 counterpart.
Also Mac wasn’t designed to be bad, just bad in the air and good on the ground. But if your not good on the ground like your supposed to be then that’s false advertisement. Definitely should be reworked to reflect his original design.
Even though it may not have been in his intended design for him to suck, I still think him sucking suits him better than being good thanks to his identity as an underdog.
Cynthia Rivers He will be underdog wether he’s buffed or not. His design alone will trap him as a low tier character. I just want him to work better as a character. And have set ups and better combos
As much as I would like to have his aerials improved, im not gonna trade those superarmor and KO punch.
1. Super armor is one of a punishing moves mac can do which automatically changed the tide of the battle. Aerials are good and all but for what you said. if mac can do something about platform camping to trade superarmor with that is super punishing, Id be happy with it. The little mac community is actually making a mobility tech that combats platform camping and mixups when getting there.
2. If you want to have mac's KO punch to be weakened, then you need to give mac another method to get KO punch. Cause unlike cloud's Limit, KO punch doesnt have a method of charging it up. Mac has to beat or be beaten for it to be full, its a make or break scenario while cloud can have his Limit break even from 0%.
You can give star punch, a weakened KO punch as a reward for countering or superarmoring opponents but he will lose all stars when hit with a knock back. But having 3 stars will give mac a regular KO punch like the Wii counterpart.
This will make the opponent non too engaging to mac yet give him several KO punches all vary in strengths depending on how mac "counters back".
But this suggestion negates Straight lunge a Neutral B that is a useful tool to mac. So probably have the star punch input as shield+down special since mac can also use block and then KO punch like the SNES.
Im one of the Mac mains so feel free to trounce me on it.
Give him a command grab special which sends downward to use as a drag down to get opponents back to the ground
What I want is for all of the low to mid tiers to get a lot of helpful buffs that may even be game changing.