First things first,
why was the gravity increased??? Its been asked like 4 times in this thread already and been ignored each time. I want to know the reasoning behind it, as such a global change is yet ANOTHER example of people changing things just because they have the ability to do so. What problem does this change solve? Lol I don't even know if its literally global to all characters or just specific to when they're in ice. Either way....why?
Now, there's a few other things I want to touch on real quick before I head out for work. Meant to respond to these forever ago but kept forgetting.
Gonna point some things out.
New Samus should be the superior of all Samus builds thus far thanks to the additional reliability in her combo game, as well as the crash bug being fixed on Zair, making it actually safe to abuse in her combos and pokes.
But its not
Samus. This is very similar in the moves, but the gravity change results in a character radically different from what a Brawl Samus player would expect to be playing. This is my biggest complaint with current minus, the BRoom has completely lost sight of the point of Brawl-. You take a character in Brawl, and make them amazing. THEM. That character. Not something that
looks like that character but plays a ton differently, be it with new moves for no reason or with random changes to gravity. Not to mention that we've already had an amazing Samus build in the past, just needs slapped back in and she's good to go. Only thing stopping that is the BRoom's ego irt keeping the new stuff they've added in.
To clarify something real quick too, I'm not saying that there's not instances where new moves are good things. You have to meet two major requirements to replace a move: 1. The move has to be nigh useless (lookin at stuff like Charizard's neutral b or Sheik's side b, NOT Link's Fsmash or Ganon's utilt) and 2. The replacement move has to be hella cool and useful. The majority of the new moves in Minus right now fail not one but BOTH of those criteria, meaning they've gotten in because 'hey wouldn't it be cool if ______' instead of 'wouldn't it be useful if____'
I can understand the hesitation for Dorf's new moves, but I can tell you they work pretty well. Utilt is a great combo starter out of flame choke, and new dsmash has a plethora of uses thanks to the kept wind boxes. It is now possible to use it as another alternative out of dthrow, and because of how the wind works, will almost always pull people down into the attack with its range. Wizkick was hit because it was too strong and too fast, as it was his strongest kill move next to Pawnch and Up B uppercut. Since it can be used pretty reliably out of dthrow and Gandouken, there is no reason for that.
Another big problem the BRoom has, they don't look at the whole picture when they balance moves. 'LOOK HOW FEW START UP FRAMES THIS HAS', but they ignore the fact that it does 2% and practically no knockback. Link's jabs get a buff because they're slow, but retain all the power and range they have
because they were slow originally. This is why you don't balance of looking at frame data, or even off of when you can kill Mario with a move. You balance off of
gameplay. When something is proven against real people to be abusable across the board (sigh and no this does not mean if you can't beat a move it needs nerfed, even if you're a BRoomer. It means even low skill level people can do it to higher up people who know how to beat it on paper). Instead of that we get BRoomers nerfing and buffing based off of gut feelings and what they personally deem too good/not good enough.
1- It opens new combos that Dorf never had. Find them.
2- Activate it and see how we experimented, but please don't tell anyone.
3- Grounded was too fast to be so powerful. Even after it was slowed 3 frames. It was killing at pre smash strength and coming out at pre jab speed.
'Its better now go find out why' is a horrible reason to give your playerbase for a change, especially when the question was about how the move wasn't working the way they expected. Not a huge deal since it should be going back to the old version anyway though. Ganon nerfs are odd considering wiz kick was already super easy to see coming and one of the freest punishes in the game just be blocking it (again, ignoring the whole picture and focusing in on one part of a move)
1- Link's buffs were almost all speed related. His grabs outside weren't good for setting up outside of dthrow, which is awful for someone who tether grabs to begin with.
In Frames his bomb speed is slowed by 2 frames to start. The entire animation in general is slowed 5 frames if I recall. That's not that bad.
2- Trying not to overnerf Lucario. There are a few easy ways out but those would kill him as a character.
3- Pick up Peach and then tell me if you think the grabs buffs don't matter. They more than compensate for her nair reduction.
4- TL is supposed to be blatantly better. While it will be harder to punish his grabs it will also be harder for him to just hold a hookshot out and hope someone stumbles on it, still scoring the grab. Reducing the active grab box frames is more of a nerf than less endlag on a 80+ frame move ever would be.
Lol TWO frames is a nothing nerf. I already touched on this in my last post, but hitting its startup with such an insignificant change just shows that Kien is unwilling to take an unbiased look at Link. Back when I was in the BRoom and Pin and I resisted buffs to Link's jab and the rest that you're seeing now, we were both accused of not wanting them because we 'hated Link'.
Also lol @ trying to pass the grab reduction off as 'more of a nerf', who do you think is buying that? Regardless I DO really like the new TL but come on at least own up to the buffs.