ZSS was killing midweights at Ike percents but had better range so she was safe on shield unless perfect blocked. It's just not fitting for a character who already has very few weaknesses AND a paralyzer to setup such an easy surefire KO.
The Ganon changes I guess I can apologize for, but I doubt anyone will be disappointed for what he has in store for next update. (I promise, it's better.) The Utilt was originally a really good combo starter, but Gold tested it and it proved OP, which is why I changed the angle to not link easily, but I didn't take DI into account with it NEVER having a followup.
Ness's fair in my opinion wasn't his worst issue. But it was one of his 3 major ones. He isn't a glass cannon by any means. Recovery is his only weakness. The problem I have with Ness would be in order, PK Fire, Dthrow, and Fair. PK fire being unpunishable if he uses it from a distance because he has very little endlag and Dthrow because it true combos into aerials. I've been killed by Ness in 3 hits before. PK fire, dthrow Dair. (I was Sonic).. but anyway... I'd personally love to put out ideas and share them before we code them in, but Pin doesn't want things to be run that way.
But we should change things out of personal preference. It's what sparks ideas and promotes growth. That's like complaining about Smash 4 giving Link a new dash attack. Just because they changed it out of personal preference.
ZSS had obscene kill power? Ok... but why'd you have to go mess up dsmash? That move wasn't exactly easy to land, but you made a lot of ZSS players less happy with it... and I don't know who thought it was OP, but I don't think most had a problem with it doing 30% on contact because triple dsmash (just give it high base KB and zero KBG - if you take the triple you get zero combos, and if you take double to stuff cool for you).
While I'm discussing ZSS, I still would LOVE for her to get an ultra-taunt where she can transform into Samus if you hold R, and if you don't she just appears to shed armor again and is left with ONE armor piece to use. I think it would be really cool to give ZSS the ability to go back to Samus without a smash ball, and also would be cool to give ZSS a way to (albeit VERY slowly) generate armor pieces [they can be caught/reflected/dodged, so they're not unbeatable by any stretch, but they're cool to use and it's kind of sad that she can't get more without a smash ball].
PKfire dthrow dair wouldn't KO unless you missed the meteor cancel or you were actually not at zero percent. Or unless Ness dair is WAY more powerful than I realize, because that sounds like it would have to KO before Ganondorf's does (I've meteor-canceled Ganon's at like 30%, so I guess if you ate the full PK fire for 30%, dthrow for 15% (don't think it does that much) and dair... no I don't think it would ever KO if you meteor cancel properly). Either that, or fix Sonic's meteor cancel window.
Link dthrow true combos into utilt or aerials, last I checked... you have to read their DI but Ness does too (and against certain characters it doesn't - Jiggs can be at too high a percent for dthrow uair to connect when she DIs so she goes straight up, out of Ness's reach).
If another dev doesn't like this method, ok. Maybe I'll talk to Pin about things (or just see if I can be a part of the backroom later... once I have my stuff again, and if I meet requirements).
Some of the changes are cool and promote growth (Diddy's new projectile backpack), but some (Ganon utilt) just feel like change for change's sake, which is irritating because the move was awesome and one tweak away from being practically a Ganondorf staple, and it also now sucks thanks to the missed "This never combos". At the very least, can we not tweak stuff everyone agrees is awesome (I think Pit's side+B is a good example) and also go after stuff that everyone knows sucks (why did it take Sheik's whip so long...?)?
Glyph said:
Please, keep this ridiculous mentality away from yet another of my characters. Pk fire is unpunishable in the same way EVERY projectile in the game is. Its also not even a guaranteed followup if your opponent has spent even a little time learning how to DI. Exact same problem with dthrow. This nonsense about 'BUT IT TRUE COMBOS :'(' has gone on for waaaaay too long. You know who else's throws lead into followups? MY MOM'S everybody's! There might be like two characters who CAN'T follow up. But treating Ness' dthrow like its even remotely in need of nerfs just shows an inability to DI effectively.
Also, if you died in three hits to ness that's YOUR fault, not ness'. You literally could not have been above what, 30%? Sonic covers a ton of vertical distance with his upb, you just didn't use it in time for whatever reason.
Falco does not have guaranteed followups (AND YET NO ONE ADDRESSES THIS!) OR a KO throw (THAT'S BULLCRAP! WHY FALCO HAVE WORST THROW GAME!?), only 2 throws that rely on terrible DI to do anything, but ROB, Link, Ness, Captain Falcon (I think), ZSS, Fox (uthrow I think...), MK [sorta, if you count dthrow and hold B), ICs, and several others do get true combos out of throws... should we nerf them all? I agree with Glyph - let's not...
Also agree with the last part of Glyph's post, at lest partly.
NEWB said:
I agree with pk fire not needing a nerf really. That being said glyph, it does true combo 95 percent of the time, even with DI. Especially if multiple ones are used. It doesn't lock the opponent but using multiple ones forces the opponent to DI up I believe and that will allow ness to follow up to whatever he wants. Do you DI this move diagonally up?
http://www.ssbwiki.com/SDI
Do it straight backward out of the PK fire - when I do it quickly enough, Glyph (or I think Ness in general) gets no followups (unless he was already so close I could've punished startup, which would be my own fault for not punishing or jumping it).
Concept, I think Glyph may be biased, but he's also factually right about a lot of what he says... I don't think if he is biased that he is letting much of it affect what he's saying here.