The topic has changed Power. Let it be.
Nope! Doesn't work that way. If you talk shit, you get called out.
Newb, I've faced and defeated Power more times than he's beaten me. I'm aware that he isn't a bad player. But evidently beating him will prove something to him somehow, though I don't have anything in particular that I'd like to prove.
Kien...I don't think I even have to make the case that you're an average player here at best. By all means though, let's record a few sets just to set the record straight. By the way, beating me in the matchups I am contending would prove that you that you actually know what you are talking about, and are not a complete keyboard warrior.
I mean, I gave him the okay to give me his dream balancing and I was going to make that happen. If that makes me self-serving well...
Speaking of which!
*Lots of bitching and whining*
Let's talk about character design.
Oh this oughtta be good.
What makes a character work? What makes a character good? What makes a character bad? Do you even know what that means? I don't think you do, but somehow you seem to know that someone knows more than I do without ever asking me what I know. So let me break it down a bit for you so you can know what it takes to code a character into Minus.
We develop a core of the character, what they're centered around. We give them a few strengths and weaknesses intentionally at a base level. We don't want any characters who are good at everything because those characters become S tier and unbeatable in most matchups. So on a core level you should know right offhand, what a character's playstyle revolves around, what they're good against and how to defeat them. Will they be a heavy hitter with a focus on strong laggy moves or a combo monster who deals low damage and relies on specific finishers to KO? Maybe they're a blend of both? If so, how do you bring them down? What makes this character beatable, and how do you excel with them if you decide to play as them? Just having a core is obviously not enough though, you have to make the character's core something that can function properly against other characters without being seen as unfair or unfun. It shouldn't be overwhelming or barely noticeable.
Are we talking about the same game, or are you just so lousy at what you do that I can't tell if you're being serious or not here. Do I have to bring up ROB, FALCO, ZELDA, AND FRIENDS yet again, who are all without an exploitable weakness, but you, PUTZ, are buffing your main instead of fixing these guys.
Yes, that makes you self-serving. This is why I say you need to prove yourself in-game. You don't know what makes a "weakness" exploitable, or how things like movement options and range affect matchups. You think LINK needs better boxing. So, if you get rid of Link's supposed weakness (his boxing wasn't bad to begin with), what is his "carefully designed" weakness? Do I really have to make the case that you are totally clueless to anyone else here?
An example of an underwhelming character core would be in my opinion someone like Pikachu. He's average in pretty much every area, though he has one move he can spam to play keep away, he doesn't have anything that stands out as his own. Good examples of an overwhelming theme would be someone like ROB or Lucario. ROB being a supposed zoner excels in every area, damage output, knockback, combos etc, and his extremely potent projectile game is just icing on his top tier cake. He can only be realistically shut down by counter picks and projectile spam as he doesn't have enough lag to punish attacks on whiff majority of the time. When it takes someone who mains the character to tell you their weakness, that means you have an issue, and when that weakness can't be exploited by the majority of the cast it means you have an even bigger issue because you now have an unfightable character.
Maybe you should watch the Darx vs Glyph from the tournament. You know, the one where you got sent to the losers bracket in the second round, before eventually getting knocked out by Glyph (lol). Dark pretty much dominates his ROB for 2/3 matches, only losing due to a few very bad plays. It's really impressive. His smart variety of combos and strong finishers says more than any of your ridiculous text walls.
ROB isn't "unfightable" (and Lucario is now far from it). You can get your shots in with any character; he'll just pull ahead with a well place nair or laser gimp sooner or later. The reason ROB is unbalanced is the same reason Zelda is unbalanced, which you have demonstrated time and time again that you don't understand - CONTROL. ROB and Zelda completely control the pace of the match. If they want to camp, they will camp successfully. If they want to approach, they will approach with a
safe attack. It's not just a matter of being hard to punish, they are also hard to approach, hard to gimp, hard to whatever.
Where is the weakness? You tried to balance ROB by getting rid of his second gyro!
So here's the deal, bronie.
1) I'm taking you up on your "dream build" offer, and I'm going to show you how someone who
actually knows a damn thing about game development does balance
so that you can learn. I'm busy right now, but keep an eye out for a thread in about two weeks.
2) I'm challenging you to a super set. This is your chance to back your words up and prove that you actually understand how the cast works. Rules:
- 4 stock
- All neutral and CP stages are available
- Each set in the super set is best of 5
- You may not change characters mid-set
- There will be 1 set for each character slot. You may not play the same character twice in the super set.
All sets will be posted for the community's viewing pleasure.