The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/mockrocktalk11221 | Thanks for watching everyone! Every character on the roster has now been nerfed and buffed on this channel, what did you think about the directions I took these characters in? *Main channel:* ruclips.net/user/mockrocktv *Twitter:* twitter.com/MrMockRock *Patreon:* www.patreon.com/mockrock *Twitch:* www.twitch.tv/mockrocktwitch *Teespring:* teespring.com/stores/mockrock *TimeBolt affiliate link* (excellent software I use to speed up editing on my videos, use code "MOCKROCK" for a discount): mockrock--timebolt.thrivecart.com/order-page/
There is actually a reason Nana behaves the way she does. In smash, cpu's have AI levels that determine how good they are. The AI levels range from 1-100. The second Ice Climber's AI level when separated is 77 (slightly better than a level 7 CPU). In Japan, 7 is pronounced "Na". So "Nana" would be 77, which is Nana's (or the second ice climber in general) AI Level. Source, PKBeats.
@@Spark25293 I'm aware, I actually use a clip of his video in here, but I'd much rather take gameplay functionality over a pun in a language I don't speak haha
@@guillermocervisalmeron2209 This type of software is referred to as a DAW (Digital Audio Workstation). I personally use Reason, but you can generally make any kind of music in any DAW. The courses I took on Skillshare actually weren't done in Reason but it's irrelevant because the concepts in those courses (and 99% of musical concepts in general) are software-agnostic. I'd recommend looking into some DAW comparison videos/articles if you're interested in getting into electronic music, there are plenty of them out there. Reaper as your DAW and Magical 8bit Plug 2 as your synth is a good way to get your foot in the door to chiptune without committing any money to it.
I have no doubt in my mind that literally just reintroducing size change would make ult brawler the most blatantly overpowered character in smash history
Personally I think if it was an option when you choose the mii's (small, medium, big) but with the usual ups and downs (small = quick but low damage, etc) then it could even be decently balanced
@@ValunarTonix and then skinny and chubby (skinny is lightweight but has faster attack movement, while chubby has heavier but slower attack movement. Or just leave it at light and heavy)
Imagine if they brought back the size change... but with three different similar movesets to represent Heavyweight, Lightweight, and Mediumweight fighters (like if Mario was the lightweight, Doc would be the Heavyweight, for example... most of the same animations, maybe a few differences here and there, but reworked moves instead of just mobility tweaks).
One of the cool things about the Metal Gear series is all of the cool, creative and out-there ways you can attack, and so making the box useful would be pretty thematically strong for Snake as well.
Honestly for Falcon I would personally give his Nair 1 an auto-link angle hitbox to enable drag-down setups at all percents, while not taking away his Nair chains, or landing Nair combos. He gets reliable tech-chase setups at all percents that can be started from the air.
This is pushing a bit outside what I wanted to do for the video but yeah, it'd be a good change. If I were allowing myself to mess with hitboxes I may also give him a lingering one on nair so it could be used as a much better spacing tool in neutral, but I still don't necessarily think that'd be as beneficial as some simple killpower
But using an auto link for nair 1 would remove why the move is broken and fun. Nair 1 knee is only possible because it isn't an autolink but instead a mostly base knockback, low knockback growth, fixed angle attack. The only way to both use an autolink and keep the combos is to give the move different hitboxes for grounded and aerial opponents.
@@Squirtle_Squad_Supremacy interesting strategy. me personally i jump off the stage instead. luigi's 0-to-death is useless if i'm not at 0%, but rather i'm not at a %
In regard to Dedede, I would honestly say that the Gordo reflect threshold should be higher. Gordos have always been the classic immovable obstacles in the Kirby series and it just feels wrong that a simple 2% jab can slap one back at full speed. I get why it's there, Gordo would easily become one of the best projectiles in the game due to how much space it can cover with its various angles, size, and long duration, but reflecting it shouldn't be so noncommittal, it should at least take a forward tilt or something. This would help remedy one of Dedede's most crippling weaknesses, being his near non-existent approach options.
please make it so pikachus neutral b doesnt reflect, its fun to predict pikachus with dedede but that neutral b is hell, and also why does luigis grab send it flying, the like extra wimpy ass hitbox, gordo what is wrong with you
My favorite thing is that Gordo's defining feature in the Kirby series is being an absolutely invincible, indestructible obstacle. Ganondorf's defining feature in the Zelda series, is firing slow projectiles that can be reflected by hitting them. So like my point is it feels like something got mixed up somewhere...
For Dedede, I'd bring back his shield pressure. His F-smash used to hit shields twice meaning he EASILY got setups into easy shield breaks, and it means you can't just constantly punish his slow options by shielding anymore.
honestly i think it would be hilarious if Kirby could crouch walk (crawl) but another thing that I think would be a really cool buff would be to let Kirby walk around while using Inhale just like in some of the modern Kirby games.
Fun fact about Ridley. His startup for Up B was *ALREADY* shortened *SUBSTANTIALLY* in a prior patch to the point where I think it helped his viability by a legit good amount. It was so slow on launch, like, almost as slow as Fox's. It was horrible.
The long awaited sequel! And by long I mean two weeks but it was a long two weeks, okay? My favorite change here is definitely Duck Hunt, because your analysis of the character and how it slots into the zoner archetype was wonderfully edited, written and demonstrated that cut to the heart of a lame move with the intent to turn it into something integral. Good stuff!
I don't know that Duck Hunt specifically needs it? Like it's absolutely the thing most zoners want to do but Duck Hunt is mostly based around answering your attempts to approach his zoning with more zoning. I think it makes sense for specifically Duck Hunt to struggle in this area while most zoners don't.
Maybe you can try something like ❛replacing one move in each fighter’s kit.❜ Conceptualize something interesting that can help their gameplan by removing something they don’t use with something that can give them extra utility.
@@MockRockTalk I think this one could be even main channel material, if not every character, but I get you’re standard position is limit non smash platform fighters to almost none on main channel, but less strict here and it’s an idea that you would probably want to reference other games,
hey man, i’ve been going through some tough times lately. just wanna say thank you for all this content. listening to hours and hours of smash bros talk has been super comforting for me.
So many of these were amazing picks and I agree with them. I would like to say the change I would personally make to Kazuya because I think it would make his close quarters game go from "Just EWGF" to "Make a split-second decision between two moves". First, I'd like to explain some context and reasoning. This would mostly apply to matchups against short characters, but basically, EWGF whiffs on pancaked/shorter/crouched opponents. Pikachu, Pichu, Jiggs, Kirby, and others can pancake or crouch and make EWGF miss. Plenty of characters also enter this weird crouched-ish animation when you do the Nair spike to get them back to the ground in combos and for a good number of these, EWGF will whiff after this because its hitbox is too high. He does have other moves that you generally see that can link back into EWGF in this scenario, but EWGF kill confirms can be finicky sometimes, so having a different option would not only be healthier, but give a very underutilized move some use. Because of all this, I want Spinning Demon to Left Hook (His Forward, Down, Down-Forward + B Command Input move) to be Frame 1 intangible. SDtLH is Frame 4 Intangible right now, and considering it's directly competing with EWGF, isn't justified in my opinion. What's important is this move hits low, meaning you can't low profile it like EWGF. This means that in neutral, especially against shorter characters, Kazuya now can make split-second decisions on what move to choose or else he gets punished (for context, SDtLH is *very* unsafe, and if EWGF whiffs against any of these shorter characters, they're also close enough to punish him with D-Tilt or something). I think this would make his neutral more interesting and more healthy and would hopefully make him not be "EWGF", the character. Also, SDtLH could be a little stronger, I guess? It's a good kill move, but in the context of his kit, isn't amazing, so upping its kill power just a little bit wouldn't be game-breaking. I also should say I have a bias, I think this move is really cool and it's a shame its only real use is really niche situations and following up after Side-B in Doubles (You can't buffer Dragon Uppercut after Side-B in Doubles and therefore makes it too slow to be a kill confirm like it is in singles). This comment was way longer than I wanted it to be, and I'm sure some of my explanation was confusing, but I hope the general idea and motivation makes sense.
I think this is a great change, not just for the balance reasons, but also because it makes Kazuya play more like he does in Tekken itself. In his own series Kazuya is all about close range mixup, making the opponent guess between standing and crouching. This kinda emulates that gameplay style which fits into the theme of DLC characters actually representing their home series really well
And what's worse about Byleth's Failnaught is that it's most commonly used move is Nair which is the best close quarters tool Byleth has. With a bow, the weapon that is exclusively used for long range. Wtf
I've said before that I've never been really aware of the minutiae of the mechanics of fighting games and that your videos are great for teaching those sorts of things and this is another stellar example! :D additionally, as a Link main I think that change to his arrows would be HELLA fun and interesting to see. Honestly though, I'd legitimately love to see you go through all the characters and rework them into your perfect versions. I know I'd be the work of a lifetime, but at least you'll have content until the heat death of the universe? :D
Thanks! Yeah, full-on character reworks are something people request from me all the time and I usually give the same answer: "it would take too long for MockRockTalk, and there are already videos on RUclips doing this to a quality that compares to MockRock." Maybe someday though, I'll never write it off completely
@@ssbplayer8117 imagine the ultimate crossover where he just brings a pro player for every character in ultimate and have them speak on what sorta rework they’d like to see. Just moves they’d add and stuff. Would be especially fun if they actually played the source game.
For Botw link I think it would be cool if depending on the direction you hold during the bow drawing animation the arrow changes. Forward could have fire arrows which act like Young Link's, Up could have shock arrows which paralyse, Down could have Ice arrows that freeze. Bomb arrows might be overpowered so maybe limit to only one per stock.
I think giving Pyra a kill throw is exactly what she needs as a buff. Everything else works so well, but because her aerials are unsafe on shield (especially against tether grabs) giving her a grab that helps seal stocks would be so valuable.
Brawler FAir doesn't autocancel by one frame, give him that and his combo game gets way easier and more fucked up (could also chromcide if you run soaring axe kick). He even had it as a shadowbuff once
For yoshi's egg roll i had the idea of giving it a hitbox when used in the air, as well as making yoshi fall faster while in the egg, making it a practical landing mixup, but im not sure if that falls into buff or reworks
I mained Incin on launch and after talking with some people more knowledgeable about wrestling than me, I thought the ability to cancel crosschop at its peak would be an interesting idea. A lot of wrestlers have signature moves and having his big dramatic jump from the ropes be something you can stop would be an interesting way to incorporate wrestling being staged and how they can keep the audience on their toes
Make Sephiroth heavier instead of getting wing earlier IMO, getting comboed to death can be pretty easy with his stats and size so a large portion of the time he's losing a stock, an earlier wing doesn't matter.
They did this with Smash 4 Mewtwo and he became a much better character (not that seph is bad right now). Someone that swole has no business being this light.
I THINK MockRock assumed that extra weight was against the scope of what we could’ve expected to see in a balance patch, otherwise I think he would’ve just said weight
Ike fair is definitely the move that needs buffing, but I would actually take the opposite approach and make it faster rather than stronger. Ike's biggest problem is that all his tools need to be used while landing, which makes him overly linear and vulnerable to both parrying and getting stuffed by rising aerials. Making fair faster and reducing the endlag so it can be autocanceled in a short hop (like Smash4) would round out Ike's kit in a super important way.
I feel as though for Chrom, having side B and neutral B slow his falling more than they do would be a pretty meaningful buff. His recovery would still be exploitable, but it'd make it so he could actually make it to the stage
I do feel like Luigi’s main weakness is his side special. When you talk about the combos at 10:48 it is problematic however, you forgot to mention his recovery moves. I would say to add less charge time to green missile, add more distance and most importantly (TAKE AWAY A LOT OF THE END LAG). As a luigi main, we really need this.
honestly i think a good change would be to kinda do the inverse of sora. he can use his up special and immediately go into his side special afterwards. i think luigi could potentially get something similar but reversed, where you can immediately initiate super jump punch out of green missile. it could potentially to allow him to recover lower more reliably, and possibly even give green missile a niche as an approach tool since trying to punish it may result in luigi landing a sweet spot super jump punch
One subtle buff for Zero Suit Samus is to make her able to fast fall sooner. Having to linger in the air for so long limits her in many unexpected ways. Let me explain. Many of Zss's most deadly setups and combo trees require falling aerials like up air or fair. But to step up into these combo trees she's limited to very few paths because she needs a combo starter that allows her to linger in the air long enough to be able to fast fall an aerial. This goes for ladders, nair fair flip kick, etc. It also limits her nair pressure to a specific tempo that can be used against her. Another more straightforward buff is letting her fast fall air dodge. It's a technical bug that doesn't allow her to (something about zair being a macro,) but I'd be happy with grab combos too.
Personally, I want to give Plant super armor on the pot, all the time, kinda like Bowser Jr’s clown car. It sounds ridiculous, but because Plant has a lot of moves that involve the head, it’ll really only affect fair, dsmash, down b, and crouch, and giving those moves more utility would help, especially crouch because it would provide a unique incentive to crouching.
Donkey Kong with a combo starting jab would honestly be so sick. As it is right now, I think DK's jab already has unique uses compared to similar jabs. It can put opponents into platform tech chases and also force out an immediate option from them like an airdodge or a jump, which are things DK definitely appreciates, but it's still kind of niche when you look at the big ape's toolkit as a whole. But if jab could true combo? Hot mama. Banana slamma, if you're so inclined.
As a Ridley main, theres 2 possible changes that are really needed (other than the air mobility) - Add a splash hitbox at the end of down air, like Bowser's Dair Or - Add some kind of armor at the start of down smash, like K. Rool. As of right now, down smash doesn't really do anything that forward smash or up smash can't
13:45 you could avoid that by just increasing it's knockback growth, at early percentages it's still a tech chase, at higher percentages it's a kill move, like that it's not a trade off but an actual buff.
From what I’ve gathered, the consensus of Jr players about one buff they’d give him, is changing down b. It currently takes a full second to put out mecha koopa which takes away the utility the move could otherwise have and drastically would improve his neutral if it was changed to be faster.
I also used to think that the Belmonts' poor recoveries were also unjustified... until I saw someone explain it. Think of it like this: which video game series is most infamous for instadeath pitfalls and being knocked into them? Castlevania. I still think it's a bit unfair but I do think it's pretty funny now.
For Ganondorf, I would actually make aerial wizards foot go sideways like how one of the custom moves in smash 4 did. Aerial Wizard's Foot is only ever used when your above the opponent, something which can still be easily punished. I think that a better recovery and another burst aerial movement option would be much better.
This would be a great idea. If MockRocks buff was added though, it would still work. I don't think his down-b should send you into freefall either. Having a lot of recovery mix-ups would suit his nature in the games as well, being sneaky and using anything in his arsenal to win. It would also be funny if it retained kill power, making part of his recovery unchallengeable. So you would have flame choke in the air, opponent jumps to gimp you, you kill them as a punish with wizards foot and then you recover low with up-b. He would finally be a viable heavyweight.
Oddly enough, I’m a fan of Kazuya’s Jump Back Kick. Not only is the input for the move the same as it is in Tekken 7, but it feels like a counter without BEING a counter. And the change you said would really make it stand out more, as it is not by any means a bad move; just niche.
I remember a lot of people had high hopes for that move during his release because of the way it moved. Too bad it got overshadowed by the rest of his kit.
Kirby's dair is also my choice for buffing because it has almost the same startup as Ganondorf dair, except it has such little reward, so it was either a startup buff or a power buff, but your take on a decreased landing lag is interesting, especially since back in smash 4 it true comboes into his tilts for combos and downsmash for kill option. Young Link's Bomb having a consistent launch angle is one of the things I want because you have all these consistent combo projectiles but with bomb you have to guess where it launches.
For dedede, i'd say to increase the knockback needed to reflect gordo. You can swat it away with basically nothing and it makes it quite not dangerous The mewtwo change is spot-on. Would be really fun to play with. Maybe even decrease endlag I agree with your reasoning for no specials for miis but c'mon, onslaught, heli kick, head-on assault and counter throw are all okayish to pretty bad mives that could work with one or a couple of changes. Make onslaught not have special fall in the air and have it not obliterate mii brawler on shield. Make heli kick have kill power on the ground and more drift. Head-on assault should be more reliable, stronger and snap to ledge when facing backwards. And counter-throw should cover brawler's feet and activate on projectiles (instead of having the projectile hit mii brawler) Also, wgat you showed with ryu isn't kara cancelling. It's special cancelling. Kara cancrlling is cancellig the first few frames of a move with another. Special cancelling is cnacellig a normal on hit into a special
Hero's bair being so slow isn't really a problem, it's safe and strong enough to warrant that. I think buffing forward tilt is a much better idea. It has a shielding property like Palu dash attack where it makes his arm invincible. This is really cool until you realize the head invincibility is active for 3 FRAMES (the arm has three frames, and the head and front leg have one). Palutena's dash attack has 12 frames of arm invincibility and 2 frames of head and torso invincibility, which is complemented by her lifting her arm up. Hence, it functions as an anti-air. I think it is much warranted to give Hero both more arm invincibility and more head/leg invincibility, since this is the only move he uses his shield in.
29:09. I would try to make it like Monado arts. If you press down b repeatedly, it switches. Better yet, hold it, and get to pick from one of the other two
I know it doesn't fit the rules you set out, but a change for Ganondorf I'd love to see is making his up tilt just be his up smash from smash 4. Get rid of the volcano kick entirely, bring back what was one of the best up smashes in the game, and one of his best moves. His new up smash is nice for other reasons, but losing a fast, noncommittal move like that hurt him a decent bit.
For real though, every so often I'm playing Ganondorf and I'm just like "this looks like a good opportunity to use an up tilt" before I remember what his actually is, and then I just fucking volcano kick when my opponent is directly above me and feel sad. That said though, I 100% would not pick this over the side B change. There's _no_ justifiable reason for it to send him into freefall - he'd probably still have a pretty trash recovery even _with_ that change.
Hey Robin main here. Although I agree with the change to forward smash and absolutely see the reason for it, I think at that point it competes with down smash which melts through shield like butter with Levin. Personally change I would make is either give them a kill throw or make Nosforatu(down special) come out faster. Robin in awakening is an expert strategist and I feel like either of those changes where you would need to attempt to get in wether on a read or edge guard along with their slow movement would make for some really awesome “checkmate” moments. Great video though.
You’ve talked about how preferably Daisy shouldn’t have float at all, and for what should replace that, I kinda feel like giving her a 2nd air jump may be a good option. If remember, that was her special ability in super mario run. Either that, or give her noticeably increased jump height.
I want Greninja to be able to move his shadow around freely. This would cause some control issues, coupled with the stiffness of his current movement when sending out the shadow, but it'd be a cool change, even if the move wouldn't be that good.
Ok, Cloud's change should 100% be an indicator of when you are about to run out of Limit. They patched one in for FS meter, there's no reason to not give it to Cloud as well. It would still last 15 seconds, but at about 12 seconds, the limit bar would start running down in the same manner as the FS meter.
As a Mewtwo main I am SO glad you mentioned that change to his teleport. If I could make one single change to any character in the entire game, that would be it. That would be such a massive boost to his combo game, it would require some precision so people couldn't just spam it, it would make going for teleport cancels at ledge far less risky -- it would be so sick. I would honestly even settle for a kind of Duck Hunt situation, even if he only gets one action out of the ending I think that on its own would make him significantly better. I could and would talk about the implications that would have for hours, all of that to say I 100% agree, good pick.
As a mii swordfighter main I'm glad to see someone understanding what needs to be buffed the most. The rest of Mii swordfighters melee style moves are very workable, but you always want one of his projectiles in his neutral b slot, just because the reward for landing blurring blade is so lackluster, especially because its very possible to fall out of the move.
I'm surprised you didn't suggest making Bayo's smashes transcendent. Being such eye-catching, visually powerful and slow moves, it feels terrible to see them clashing with a regular punch, especially considering they're not directly connected to Bayo herself. Making them transcendent (a la mii gunner fsmash) would make her callout abilities much scarier and just make them more satisfying to use.
I think a good buff to Bayo would be something that allows her to hit dair as a combo finisher. It's flashy, cool, and gives her a strong finisher that intrinsically cannot kill stupid early off the top or sides since she's dragging you down into the landing hitbox, by definition on-stage.
I play ken and I'd actually swap the buffs you gave them. Ken's lack of a sour spot on shoryuken would make combing into it off up smash more practical and fit in with his more combo focused design. For giving Ryu the kill throw, for one, it makes more sense logically, in a way; Ken's expending some power to do that roll so it's a more utility back throw, while ryu's just focused on throwing you real hard. Also fits ryu's tendency to have better reward off a stray hit (or grab in this case) but a worse combo game.
22:52 I think the only side specials that do put you into freefall belong to the miis, and out of the mii side b’s that put you into freefall, airborne assault (a side special for sword fighter) has a brief window where you can cancel the freefall by attacking before it occurs, meaning mii swordfighter can use airborne assault and their up-b of choice to recover. Flame choke putting ganondorf into freefall is just awful and baffling. Like even if it didn’t his recovery would still be bad, but the fact that his side-b puts him into freefalls makes his recovery (in my opinion) the worst in the game. At least dr. Mario has tornado and mac has down air and jolt haymaker.
Zelda's upTilt does in fact combo into upair at the percents you claimed she didn't. You would just Instant Double Jump for that tiny bit extra height - the hitstun on the back hit is most definitely enough to allow for that, I assure you.
I find these kinds of videos fascinating, and a good way to pass large chunks of time with something in the background while working from home. In this one and the last one you mentioned moves that could use a larger rework. I'd be interested to see a video like that. You can rework ONE move on each character's kit, without changing anything else. What move do you rework and how? This can be an improvement, a nerf, a trade-off, a balancing thing, the reworks are open to all sorts of adjustments including how they fundamentally function, or even a straight-up replacement, but only that one move can be affected.
The 1 buff I’ve always wanted… HEAVILY reduce the frame data on Failnaught’s tier 2 charge. Teir 1 is mostly fine, but if you reduced the difference between them, it suddenly becomes more of a gamble, as if you try to dodge the first shot, and rhe player’s going for the 2nd, you’d have messed yourself up. It adds a fun bit of a tell gamble between both players and would be PERFECT!
My suggestion for a Yoshi Side B buff would be to give it a big, powerful explosion hitbox when you press B again to exit it. It already means you need to time it or get the current weak egg tackle to hit before the explosion. Plus, this would be fun for 2 framing since you can let go of stick and you just stay on the edge rolling in place.
Ridley: increase airspeed. SLIGHTLY increase jump height: if ridley does a rising short hop aerial he cannot act out of it before landing to rejump. Make skewer a reasonable shield breaker like uncharged Marth b. Voila
I was expecting Mewtwo's change to be increased weight, but your suggestion for Teleport makes a lot of sense as of preserving his intended "glass cannon" design while also uniformly supplementing his kit, especially since some fighters (particularly DLC) are blatantly stronger than Mewtwo while also having clearly superior survivability. The Snake buff would be hilarious. I just wish online Quickplay allowed use of attacking taunts. For Duck Hunt, I'm not sure if my suggestion would be breaking the criteria, but the change I would make is to remove the RNG of his down-B (Wild Gunman), by having all five gunmen appear in a fixed looping order. Currently, you can only accurately predict every fifth gunman (since it's shuffled in groups of five), but some gunmen are clearly better than others and its design right now disallows creating reliable setups or traps with it, on a character clearly intended to be focused on setups and traps. For Bowser Jr., I think a more significant buff would be increased animation speed on his down-B (Mechakoopa); it's currently a whopping _67 total frames_ with a 48-frame startup. For comparison: the Links, Peach/Daisy, and Diddy Kong have down-B item moves with only 36-39 total frames. Jr. has to physically chase the Mechakoopa to pick it back up as an item anyway, so being that slow doesn't even feel warranted. For a tool so critical to his success, it's comical that its slower than a full turnaround Falcon Punch.
For Chrom and Kirby I would make it so their "up then down" moves are cancellable by aerials a few frames after the zenith, cancelling the actual attack but also making it so the move isn't suicidal
The buff(s) that I'd personally give Mii Swordfighter: 1) I mostly just want a faster Nuetral-Air. Or, if not faster, adjust the knockback angle to be closer to the likes of Sora's 1-hit N-Air to potentially allow for slightly easier follow-ups. 2) I don't really understand how Mii Gunner gets to have a wall-jump when Mii Swordfighter doesn't...
Odd choice, but I'd personally *take away* Rosas crawl and have Luma move at standard speed as long as you hold down and forward/backwards, even during other moves. Something like this can be found on a couple puppet characters outside of Smash, and I really dislike not being able to move Luma independently outside of attacks.
If I could buff any Character, I would give Dedede his Brawl chain-grabs again, But it only works on the characters it did back then. Why? It would be funny. In all seriousness though, as a Kirbo Main, I like the idea of down air being an actual consistent combo starter. If I could buff anything about Kirby, I would increase his ground and air speed slightly OR allow him to escape from his Stone sooner. That move could potentially be a really cool counter-attack kind of move that would give him a bigger chance of mixing up his opponent. But it would have to worked with so it’s not totally over-powered and brainless.
I wish krool picking up his crown didn’t cause an animation. If you roll or dash attack through it you can avoid the animation but if you don’t it just locks you into this awkward pickup which feels weird to play around
I agree that Falcon's slow turn-around feels intentional. In my head I've conceptualized it as how an F-Zero machine pilots: it can rocket up to maxium velocity, but it doesn't have the handling to turn on a dime.
PK flash has the chance to apply a random status effect in the mother series. I'm not sure if that would count as a buff but it would be kind of cool if it caused random effects akin to Mr game and watches judge or something from heros kit. Same kind of fun reward off of using the charged version would be cool
Great video, but you forgot to mention the biggest benefit that Mii Swordfighter players get when they choose Blurring Blade over the other 2 Neutral B moves: Street Cred. Since this is an area where Mii Swordfighter is otherwise very lacking, I think we should increase the street cred of this move even further by giving it frame 4 super armor (just a single frame faster than Ike’s Aether to establish dominance) and also give it a cooler name like, idk, Death of a Thousand Cuts or something.
mentioning something about Lucas Dash Attack, you can combo into it from Zair, and well... it's Zair it's really good, especially with Double Jump Cancel Zair, felt like pointing it out
If you look at Daisy's running animation, she looks like she should be running faster than Peach. So I totally agree she should be faster on ground. Also, I love Peach's f-air(animation wise and in terms of my favorite move on my main), so I agree to increasing it's speed.
Him dying the second he gets One Wing Form is actually canonically accurate because - after an entire 40 hour game of Sephiroth being hyped up as a literal god - his final form is piss easy and it’s not too hard to take him down before he even gets a chance to cast Supernova.
I honestly think a more interesting buff for Zelda would be to decrease the ending lag on jab. It’s just barely not enough to combo aside from d-smash at later percents, so changing that so you can combo or kill confirm at earlier percents would make it more interesting and you would see more use out of it Edit for clarity
Loved the vid, called Ike the second it started. Despite how much that is the change he deserves, one I've wanted for him for a while is for the spin at the top of Aether to break shields as a reference to the Luna half of Aether. This would be situational and probably not all that strong, but it would punish shielding Aether at the ledge in an attempt to grab him out of it or something and it could occasionally catch someone off guard up on a platform. ...Okay the change I WANT for him is a damn blade wave but we were talking potentially patch-viable changes lol
I 100% agree with the sephiroth change. I hate how light he is and that would be my #1 change for him if I could. Or I'd reduce the landing lag on up air just to see how pissed people would get
I'd like to see a video like this where you focus on small changes that aren't just small tweaks, like adding a small feature to a move or etc. No overhauls but pretty major small changes.
When it comes to isabelle, there's 2 changes I'd like to see more than anything else. The least realistic one being a buff to her overall stats. The way she plays in ultimate is like an aggressive zoner that can do comboes, where as Villager, in comparison, plays more of a turtle playstyle. Problem with isabelle, is that she's too slow to try and play an aggressive playstyle, so if they wanted to double down on that, they could buff that. The more realistic option imo would be towards her grab. It has the same range as Palu's pre-nerfed grab, and Mythra's current grab, all while being frame 14. This is one of the most aggrevating things to me, as well as many other isa players, and it straight up just makes it hard to contest against a foe who's willing to play patiently and focus on shielding more. Also, Up tilt to up air *is* a kill confirm, technically, the timing on it is just very tight and very percentage-dependant compared to others.
Some of these changes are such good ideas that I almost wish they were in the game. The Mewtwo change was definitely one of my favorites. Loved the video.
As a Bowser main, I would love to see them decrease the end lag on his up air. Imagine having all of Bowser’s strengths AND gaining DK up air. That turns his “hit and chase” advantage state into some legitimately scary combos
I really enjoy these more hypothetical videos. One I'd be interested in seeing would be "Making every character OP in one buff". Throw balance out of the window, saying "if only this character received this change, they'd be comfortably top 5ish, possibly top 1". Stuff like "give DK ding dong back", "allow chrom to angle his recovery", "K rools down throw now combos into fsmash at any %"
As a programmer, I really doubt the Pokémon trainer change would be impossible. They likely either a. have the next Pokémon mostly, but not completely loaded, which if that's the case they can just load both (if the hardware and software are capable eight player smash, they can do this too) or b. it's just a simple linked list and each is loaded in sequence, which could be worked around as easily as copy-pasting the code and changing the order of the Pokémon (though I'm sure there's a more elegant way to do it too)
7:50 unfortunately the move still suffers from the sins 64 dair committed. I swear a spiteful part of me blames the original 64 player base (allbeit rightfully) complaining about Kirby for the modern state of a number of his normals, dair being the biggest offender I wouldn’t feel as bad about it if not for the fact that the rat got off scott free, but nooooo Kirby has to face seemingly lasting consequence cause people complained “muh creator bias” :/
*someone makes a mock rock mod with all the buffs and nerfs mentioned in the previous 2 videos* Competitive players: why can Steve dash attack on frame 4?
5:35 As a Samus main who wishes she wasn't Spamus (I try to play my games without ANY charge shot), I use missiles a lot more now and would love a buff to them.
Before watching, here’s my predictions: -Mario: SSB4 up-tilts -DK: ding-dong -Ness: why not just make his back throw even stronger? -Puff: consistent drill-rest -Peach: better odds -Bowser: up throw -Sheik: Melee f-air, or an ounce of kill power (her previous ‘buff’ to down smash doesn’t count, it’s pathetic) -Marth: even faster f-tilt -Mewtwo: side-B keeps you aloft a bit longer -G&W: Melee’s odds for Judge (1 in 7) -Snake: give him back the land mine! -Diddy: moar banan -Lucas: for my main, I don’t want his down throw 50/50 back, but his nair loops from SSB4, they were incredibly satisfying -Lucario: uncapped aura -Toon Link: swap his fair and bair -Little Mac: hitstun doesn’t remove K.O. punch, you keep it until you use it -Cloud: higher up-B, dude’s recovery is ass -Hero: passive MP regen speed increased
If I only got to choose one change per character without fundamentally changing any hit/hurtboxes or replacing moves, for Little Mac I would simply make it so that jolt haymaker resets in the air if you got hit. I think if that 1 change were implemented people would stop considering him the worst in the game.
As a little pitch for buffing Sephiroth, I feel like we could have our cake and eat it too! He has armor on his smash attacks when he enters his One-Winged Angel form, but what if we DOUBLED DOWN on this concept. Sure he can stay as light as he is, but he has super armor on his smashes AND the start up frames of his up special! No more getting clipped out of the beginning of recovery! Now he remains as light as freaking Jigglypuff but also he feels like a genuine threat. The triple jump AND the armor make him more than formidable.
To make Robin broken, here's what I'd give him. Infinite Levin and replace all Bronze attacks with Levin. Tomes Recharge Passively. 1 per Second Increase his movement speed to Hero Level. Make arcfire explode whenever it touches something, similar to how it does when it hits the ground or player.
The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/mockrocktalk11221 | Thanks for watching everyone! Every character on the roster has now been nerfed and buffed on this channel, what did you think about the directions I took these characters in?
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*TimeBolt affiliate link* (excellent software I use to speed up editing on my videos, use code "MOCKROCK" for a discount): mockrock--timebolt.thrivecart.com/order-page/
There is actually a reason Nana behaves the way she does. In smash, cpu's have AI levels that determine how good they are. The AI levels range from 1-100. The second Ice Climber's AI level when separated is 77 (slightly better than a level 7 CPU). In Japan, 7 is pronounced "Na". So "Nana" would be 77, which is Nana's (or the second ice climber in general) AI Level. Source, PKBeats.
@@Spark25293 I'm aware, I actually use a clip of his video in here, but I'd much rather take gameplay functionality over a pun in a language I don't speak haha
What is the program you use to make that music? Sorry for don't pay Skill share to get the information, it's feels also bad to question this 😅
@@guillermocervisalmeron2209 This type of software is referred to as a DAW (Digital Audio Workstation). I personally use Reason, but you can generally make any kind of music in any DAW. The courses I took on Skillshare actually weren't done in Reason but it's irrelevant because the concepts in those courses (and 99% of musical concepts in general) are software-agnostic. I'd recommend looking into some DAW comparison videos/articles if you're interested in getting into electronic music, there are plenty of them out there. Reaper as your DAW and Magical 8bit Plug 2 as your synth is a good way to get your foot in the door to chiptune without committing any money to it.
I have no doubt in my mind that literally just reintroducing size change would make ult brawler the most blatantly overpowered character in smash history
Personally I think if it was an option when you choose the mii's (small, medium, big) but with the usual ups and downs (small = quick but low damage, etc) then it could even be decently balanced
@@ValunarTonix and then skinny and chubby (skinny is lightweight but has faster attack movement, while chubby has heavier but slower attack movement. Or just leave it at light and heavy)
Imagine if they brought back the size change... but with three different similar movesets to represent Heavyweight, Lightweight, and Mediumweight fighters (like if Mario was the lightweight, Doc would be the Heavyweight, for example... most of the same animations, maybe a few differences here and there, but reworked moves instead of just mobility tweaks).
@@lasercraft32Some of the attacks could also be altered or have different properties to complement the changes that come with size changes
@@julienherard414 I don’t know why but whenever I see someone using the word chubby legitimately it makes me laugh, thank you
Timestamps per character:
2:14 Mario
3:19 DK
4:04 Link
5:35 Samus
6:40 Dark Samus
7:06 Yoshi
7:47 Kirby
9:14 Fox
10:10 Pikachu
10:48 Luigi
11:27 Ness
12:08 Captain Falcon
14:25 Jigglypuff
15:04 Peach & Daisy
15:40 Bowser
16:40 Ice Climbers
16:58 Shiek
17:44 Zelda
18:27 Dr. Mario
19:21 Pichu
19:45 Falco
20:28 Marth
21:07 Lucina
22:14 Young Link
22:43 Ganondorf
23:22 Mewtwo
23:52 Roy
24:09 Chrom
24:38 Mr. Game&Watch
25:04 Meta Knight
25:47 Pit & Dark Pit
26:01 Zero Suit Samus
26:39 Wario
27:19 Snake
28:14 Ike
28:54 Pokémon Trainer
29:24 Diddy Kong
29:43 Lucas
30:07 Sonic
30:54 King Dedede
31:29 Olimar
31:51 Lucario
33:21 R.O.B.
33:47 Toon Link
34:32 Wolf
35:23 Villager
36:05 Mega Man
36:43 Wii Fit Trainer
37:14 Rosalina & Luma
38:05 Little Mac
38:27 Greninja
38:49 Mii Brawler
39:24 Mii Swordfighter
40:46 Mii Gunner
41:01 Palutena
41:31 PAC-Man
41:59 Robin
42:30 Shulk
43:07 Bowser Jr.
43:43 Duck Hunt
44:12 Ryu
44:42 Ken
45:07 Cloud
45:27 Corrin
46:11 Bayonetta
46:52 Inkling
47:10 Ridley
47:56 Simon & Richter
48:57 King K. Rool
49:15 Isabelle
49:45 Incineroar
50:15 Piranha Plant
50:58 Joker
51:19 Hero
51:41 Banjo-Kazooie
52:23 Terry
52:58 Byleth
53:51 Min Min
54:16 Steve
55:13 Sephiroth
55:59 Pyra
56:12 Mythra
56:34 Kazuya
57:24 Sora
THANK YOUUU
Thank you.
Someone was going to do it.
One of the cool things about the Metal Gear series is all of the cool, creative and out-there ways you can attack, and so making the box useful would be pretty thematically strong for Snake as well.
Holy shit I did NOT expect you to be here lmao
Sean watches MockRock??? Two of my favorite RUclipsrs, wow
Just turn it into the box-tank from Peace Walker
Wait Sean what the hell are you doing here?
The secret to getting top comment is to support the patreo- I mean time travel
Thanks for the info.
ok Benro
True
23 hours ago!}!!? how! thats impossible! tahis video is only a hour old!
@@aydenator27 time travel, my guy
Honestly for Falcon I would personally give his Nair 1 an auto-link angle hitbox to enable drag-down setups at all percents, while not taking away his Nair chains, or landing Nair combos. He gets reliable tech-chase setups at all percents that can be started from the air.
This is pushing a bit outside what I wanted to do for the video but yeah, it'd be a good change. If I were allowing myself to mess with hitboxes I may also give him a lingering one on nair so it could be used as a much better spacing tool in neutral, but I still don't necessarily think that'd be as beneficial as some simple killpower
I would just have it not pop out all the time
But using an auto link for nair 1 would remove why the move is broken and fun. Nair 1 knee is only possible because it isn't an autolink but instead a mostly base knockback, low knockback growth, fixed angle attack. The only way to both use an autolink and keep the combos is to give the move different hitboxes for grounded and aerial opponents.
Try reading this without knowing smash lingo
@@femboygaminggay foreign language
I think that we need to buff Luigi’s down throw, instead of having to watch a cutscene 0-death, just cut to the chase and have it instakill at 0.
But only at 0%, the moment you're above 0 it goes back to it's normal ways
@@petery6432 that's basically normal Luigi counterplay, the 0-death only works pretty much at 0.
@@co5micwaffle742 yeah but once you’re higher than 0 he can still kill you with a different combo
@@co5micwaffle742 strategically uses Agility with Pichu so I'm at 0.8% and the Luigi 0 -> Death suddenly doesn't work
@@Squirtle_Squad_Supremacy
interesting strategy. me personally i jump off the stage instead. luigi's 0-to-death is useless if i'm not at 0%, but rather i'm not at a %
In regard to Dedede, I would honestly say that the Gordo reflect threshold should be higher. Gordos have always been the classic immovable obstacles in the Kirby series and it just feels wrong that a simple 2% jab can slap one back at full speed. I get why it's there, Gordo would easily become one of the best projectiles in the game due to how much space it can cover with its various angles, size, and long duration, but reflecting it shouldn't be so noncommittal, it should at least take a forward tilt or something. This would help remedy one of Dedede's most crippling weaknesses, being his near non-existent approach options.
please make it so pikachus neutral b doesnt reflect, its fun to predict pikachus with dedede but that neutral b is hell, and also why does luigis grab send it flying, the like extra wimpy ass hitbox, gordo what is wrong with you
My favorite thing is that Gordo's defining feature in the Kirby series is being an absolutely invincible, indestructible obstacle.
Ganondorf's defining feature in the Zelda series, is firing slow projectiles that can be reflected by hitting them.
So like my point is it feels like something got mixed up somewhere...
honestly if they're not going to make it sturdier then they should remodel it into a needlous next time
For Dedede, I'd bring back his shield pressure. His F-smash used to hit shields twice meaning he EASILY got setups into easy shield breaks, and it means you can't just constantly punish his slow options by shielding anymore.
honestly i think it would be hilarious if Kirby could crouch walk (crawl) but another thing that I think would be a really cool buff would be to let Kirby walk around while using Inhale just like in some of the modern Kirby games.
Being able to crawl would improve his matchup against zoners
(even just a bit), good idea!
Fun fact about Ridley. His startup for Up B was *ALREADY* shortened *SUBSTANTIALLY* in a prior patch to the point where I think it helped his viability by a legit good amount. It was so slow on launch, like, almost as slow as Fox's. It was horrible.
The long awaited sequel! And by long I mean two weeks but it was a long two weeks, okay? My favorite change here is definitely Duck Hunt, because your analysis of the character and how it slots into the zoner archetype was wonderfully edited, written and demonstrated that cut to the heart of a lame move with the intent to turn it into something integral. Good stuff!
I don't know that Duck Hunt specifically needs it? Like it's absolutely the thing most zoners want to do but Duck Hunt is mostly based around answering your attempts to approach his zoning with more zoning. I think it makes sense for specifically Duck Hunt to struggle in this area while most zoners don't.
Maybe you can try something like ❛replacing one move in each fighter’s kit.❜ Conceptualize something interesting that can help their gameplan by removing something they don’t use with something that can give them extra utility.
Something similar to this is actually already in the ideas document I keep!
@@MockRockTalk I think this one could be even main channel material, if not every character, but I get you’re standard position is limit non smash platform fighters to almost none on main channel, but less strict here and it’s an idea that you would probably want to reference other games,
hey man, i’ve been going through some tough times lately. just wanna say thank you for all this content. listening to hours and hours of smash bros talk has been super comforting for me.
No problem! I'm sorry to hear that and hope things get better, but on the off chance it helps a bit, your comment means a lot to me
So many of these were amazing picks and I agree with them. I would like to say the change I would personally make to Kazuya because I think it would make his close quarters game go from "Just EWGF" to "Make a split-second decision between two moves". First, I'd like to explain some context and reasoning. This would mostly apply to matchups against short characters, but basically, EWGF whiffs on pancaked/shorter/crouched opponents. Pikachu, Pichu, Jiggs, Kirby, and others can pancake or crouch and make EWGF miss. Plenty of characters also enter this weird crouched-ish animation when you do the Nair spike to get them back to the ground in combos and for a good number of these, EWGF will whiff after this because its hitbox is too high. He does have other moves that you generally see that can link back into EWGF in this scenario, but EWGF kill confirms can be finicky sometimes, so having a different option would not only be healthier, but give a very underutilized move some use.
Because of all this, I want Spinning Demon to Left Hook (His Forward, Down, Down-Forward + B Command Input move) to be Frame 1 intangible. SDtLH is Frame 4 Intangible right now, and considering it's directly competing with EWGF, isn't justified in my opinion. What's important is this move hits low, meaning you can't low profile it like EWGF. This means that in neutral, especially against shorter characters, Kazuya now can make split-second decisions on what move to choose or else he gets punished (for context, SDtLH is *very* unsafe, and if EWGF whiffs against any of these shorter characters, they're also close enough to punish him with D-Tilt or something). I think this would make his neutral more interesting and more healthy and would hopefully make him not be "EWGF", the character. Also, SDtLH could be a little stronger, I guess? It's a good kill move, but in the context of his kit, isn't amazing, so upping its kill power just a little bit wouldn't be game-breaking.
I also should say I have a bias, I think this move is really cool and it's a shame its only real use is really niche situations and following up after Side-B in Doubles (You can't buffer Dragon Uppercut after Side-B in Doubles and therefore makes it too slow to be a kill confirm like it is in singles).
This comment was way longer than I wanted it to be, and I'm sure some of my explanation was confusing, but I hope the general idea and motivation makes sense.
I think this is a great change, not just for the balance reasons, but also because it makes Kazuya play more like he does in Tekken itself. In his own series Kazuya is all about close range mixup, making the opponent guess between standing and crouching. This kinda emulates that gameplay style which fits into the theme of DLC characters actually representing their home series really well
@@whyamihere2k I have never played Tekken, so I'm glad this change would also be good for the reason of being faithful as well
And what's worse about Byleth's Failnaught is that it's most commonly used move is Nair which is the best close quarters tool Byleth has. With a bow, the weapon that is exclusively used for long range. Wtf
I've said before that I've never been really aware of the minutiae of the mechanics of fighting games and that your videos are great for teaching those sorts of things and this is another stellar example! :D additionally, as a Link main I think that change to his arrows would be HELLA fun and interesting to see. Honestly though, I'd legitimately love to see you go through all the characters and rework them into your perfect versions. I know I'd be the work of a lifetime, but at least you'll have content until the heat death of the universe? :D
Thanks! Yeah, full-on character reworks are something people request from me all the time and I usually give the same answer: "it would take too long for MockRockTalk, and there are already videos on RUclips doing this to a quality that compares to MockRock." Maybe someday though, I'll never write it off completely
@@MockRockTalk maybe you could work with other persons to make this kind of content viable ?
@@ssbplayer8117 imagine the ultimate crossover where he just brings a pro player for every character in ultimate and have them speak on what sorta rework they’d like to see. Just moves they’d add and stuff. Would be especially fun if they actually played the source game.
For Botw link I think it would be cool if depending on the direction you hold during the bow drawing animation the arrow changes. Forward could have fire arrows which act like Young Link's, Up could have shock arrows which paralyse, Down could have Ice arrows that freeze. Bomb arrows might be overpowered so maybe limit to only one per stock.
Imagine doing the reworks and then having a patron goal being to hire a modder to make them. The MockRockMod has a good ring to it.
I think giving Pyra a kill throw is exactly what she needs as a buff. Everything else works so well, but because her aerials are unsafe on shield (especially against tether grabs) giving her a grab that helps seal stocks would be so valuable.
Brawler FAir doesn't autocancel by one frame, give him that and his combo game gets way easier and more fucked up (could also chromcide if you run soaring axe kick). He even had it as a shadowbuff once
For yoshi's egg roll i had the idea of giving it a hitbox when used in the air, as well as making yoshi fall faster while in the egg, making it a practical landing mixup, but im not sure if that falls into buff or reworks
I mained Incin on launch and after talking with some people more knowledgeable about wrestling than me, I thought the ability to cancel crosschop at its peak would be an interesting idea. A lot of wrestlers have signature moves and having his big dramatic jump from the ropes be something you can stop would be an interesting way to incorporate wrestling being staged and how they can keep the audience on their toes
Make Sephiroth heavier instead of getting wing earlier IMO, getting comboed to death can be pretty easy with his stats and size so a large portion of the time he's losing a stock, an earlier wing doesn't matter.
Yeah I though that was where he was going with him
They did this with Smash 4 Mewtwo and he became a much better character (not that seph is bad right now). Someone that swole has no business being this light.
I THINK MockRock assumed that extra weight was against the scope of what we could’ve expected to see in a balance patch, otherwise I think he would’ve just said weight
Ike fair is definitely the move that needs buffing, but I would actually take the opposite approach and make it faster rather than stronger.
Ike's biggest problem is that all his tools need to be used while landing, which makes him overly linear and vulnerable to both parrying and getting stuffed by rising aerials. Making fair faster and reducing the endlag so it can be autocanceled in a short hop (like Smash4) would round out Ike's kit in a super important way.
I feel as though for Chrom, having side B and neutral B slow his falling more than they do would be a pretty meaningful buff. His recovery would still be exploitable, but it'd make it so he could actually make it to the stage
I do feel like Luigi’s main weakness is his side special. When you talk about the combos at 10:48 it is problematic however, you forgot to mention his recovery moves. I would say to add less charge time to green missile, add more distance and most importantly (TAKE AWAY A LOT OF THE END LAG). As a luigi main, we really need this.
honestly i think a good change would be to kinda do the inverse of sora. he can use his up special and immediately go into his side special afterwards. i think luigi could potentially get something similar but reversed, where you can immediately initiate super jump punch out of green missile. it could potentially to allow him to recover lower more reliably, and possibly even give green missile a niche as an approach tool since trying to punish it may result in luigi landing a sweet spot super jump punch
One subtle buff for Zero Suit Samus is to make her able to fast fall sooner. Having to linger in the air for so long limits her in many unexpected ways. Let me explain.
Many of Zss's most deadly setups and combo trees require falling aerials like up air or fair. But to step up into these combo trees she's limited to very few paths because she needs a combo starter that allows her to linger in the air long enough to be able to fast fall an aerial. This goes for ladders, nair fair flip kick, etc.
It also limits her nair pressure to a specific tempo that can be used against her.
Another more straightforward buff is letting her fast fall air dodge. It's a technical bug that doesn't allow her to (something about zair being a macro,) but I'd be happy with grab combos too.
Personally, I want to give Plant super armor on the pot, all the time, kinda like Bowser Jr’s clown car. It sounds ridiculous, but because Plant has a lot of moves that involve the head, it’ll really only affect fair, dsmash, down b, and crouch, and giving those moves more utility would help, especially crouch because it would provide a unique incentive to crouching.
Donkey Kong with a combo starting jab would honestly be so sick. As it is right now, I think DK's jab already has unique uses compared to similar jabs. It can put opponents into platform tech chases and also force out an immediate option from them like an airdodge or a jump, which are things DK definitely appreciates, but it's still kind of niche when you look at the big ape's toolkit as a whole.
But if jab could true combo? Hot mama. Banana slamma, if you're so inclined.
I am also intrigued by this change too, putting more spotlight on DK’s other moves outside of his back-air and grabs.
It was in 4, true combod into moves like grab and back air
As a Ridley main, theres 2 possible changes that are really needed (other than the air mobility)
- Add a splash hitbox at the end of down air, like Bowser's Dair
Or
- Add some kind of armor at the start of down smash, like K. Rool. As of right now, down smash doesn't really do anything that forward smash or up smash can't
And increase weight
@@benjaminwalker9369 Maybe? Ridley is kind of a glass canon, like mewtwo. Added weight might make him overpowered
@@spce4967 maybe, I don't think it would be too broken cause he is already rather heavy; also the thumbnail..
13:45 you could avoid that by just increasing it's knockback growth, at early percentages it's still a tech chase, at higher percentages it's a kill move, like that it's not a trade off but an actual buff.
From what I’ve gathered, the consensus of Jr players about one buff they’d give him, is changing down b. It currently takes a full second to put out mecha koopa which takes away the utility the move could otherwise have and drastically would improve his neutral if it was changed to be faster.
I also used to think that the Belmonts' poor recoveries were also unjustified... until I saw someone explain it. Think of it like this: which video game series is most infamous for instadeath pitfalls and being knocked into them? Castlevania.
I still think it's a bit unfair but I do think it's pretty funny now.
For Ganondorf, I would actually make aerial wizards foot go sideways like how one of the custom moves in smash 4 did. Aerial Wizard's Foot is only ever used when your above the opponent, something which can still be easily punished. I think that a better recovery and another burst aerial movement option would be much better.
This would be a great idea. If MockRocks buff was added though, it would still work. I don't think his down-b should send you into freefall either. Having a lot of recovery mix-ups would suit his nature in the games as well, being sneaky and using anything in his arsenal to win. It would also be funny if it retained kill power, making part of his recovery unchallengeable. So you would have flame choke in the air, opponent jumps to gimp you, you kill them as a punish with wizards foot and then you recover low with up-b. He would finally be a viable heavyweight.
Oddly enough, I’m a fan of Kazuya’s Jump Back Kick. Not only is the input for the move the same as it is in Tekken 7, but it feels like a counter without BEING a counter. And the change you said would really make it stand out more, as it is not by any means a bad move; just niche.
I remember a lot of people had high hopes for that move during his release because of the way it moved. Too bad it got overshadowed by the rest of his kit.
@@nocturn333 Yeah. But when it does work, nobody expects it.
Kirby's dair is also my choice for buffing because it has almost the same startup as Ganondorf dair, except it has such little reward, so it was either a startup buff or a power buff, but your take on a decreased landing lag is interesting, especially since back in smash 4 it true comboes into his tilts for combos and downsmash for kill option. Young Link's Bomb having a consistent launch angle is one of the things I want because you have all these consistent combo projectiles but with bomb you have to guess where it launches.
The Kirbys in the corner are smirking
For dedede, i'd say to increase the knockback needed to reflect gordo. You can swat it away with basically nothing and it makes it quite not dangerous
The mewtwo change is spot-on. Would be really fun to play with. Maybe even decrease endlag
I agree with your reasoning for no specials for miis but c'mon, onslaught, heli kick, head-on assault and counter throw are all okayish to pretty bad mives that could work with one or a couple of changes. Make onslaught not have special fall in the air and have it not obliterate mii brawler on shield. Make heli kick have kill power on the ground and more drift. Head-on assault should be more reliable, stronger and snap to ledge when facing backwards. And counter-throw should cover brawler's feet and activate on projectiles (instead of having the projectile hit mii brawler)
Also, wgat you showed with ryu isn't kara cancelling. It's special cancelling. Kara cancrlling is cancellig the first few frames of a move with another. Special cancelling is cnacellig a normal on hit into a special
Being able to act out of teleport is my dream buff.
Hero's bair being so slow isn't really a problem, it's safe and strong enough to warrant that. I think buffing forward tilt is a much better idea. It has a shielding property like Palu dash attack where it makes his arm invincible. This is really cool until you realize the head invincibility is active for 3 FRAMES (the arm has three frames, and the head and front leg have one). Palutena's dash attack has 12 frames of arm invincibility and 2 frames of head and torso invincibility, which is complemented by her lifting her arm up. Hence, it functions as an anti-air. I think it is much warranted to give Hero both more arm invincibility and more head/leg invincibility, since this is the only move he uses his shield in.
I like F-tilt buffs but aerials being slower than frame 18 is 100% a problem.
You can just react with a parry with how slow it is.
29:09. I would try to make it like Monado arts. If you press down b repeatedly, it switches. Better yet, hold it, and get to pick from one of the other two
I know it doesn't fit the rules you set out, but a change for Ganondorf I'd love to see is making his up tilt just be his up smash from smash 4. Get rid of the volcano kick entirely, bring back what was one of the best up smashes in the game, and one of his best moves. His new up smash is nice for other reasons, but losing a fast, noncommittal move like that hurt him a decent bit.
For real though, every so often I'm playing Ganondorf and I'm just like "this looks like a good opportunity to use an up tilt" before I remember what his actually is, and then I just fucking volcano kick when my opponent is directly above me and feel sad.
That said though, I 100% would not pick this over the side B change. There's _no_ justifiable reason for it to send him into freefall - he'd probably still have a pretty trash recovery even _with_ that change.
Hey Robin main here. Although I agree with the change to forward smash and absolutely see the reason for it, I think at that point it competes with down smash which melts through shield like butter with Levin. Personally change I would make is either give them a kill throw or make Nosforatu(down special) come out faster. Robin in awakening is an expert strategist and I feel like either of those changes where you would need to attempt to get in wether on a read or edge guard along with their slow movement would make for some really awesome “checkmate” moments. Great video though.
You’ve talked about how preferably Daisy shouldn’t have float at all, and for what should replace that, I kinda feel like giving her a 2nd air jump may be a good option. If remember, that was her special ability in super mario run. Either that, or give her noticeably increased jump height.
I want Greninja to be able to move his shadow around freely. This would cause some control issues, coupled with the stiffness of his current movement when sending out the shadow, but it'd be a cool change, even if the move wouldn't be that good.
Ok, Cloud's change should 100% be an indicator of when you are about to run out of Limit. They patched one in for FS meter, there's no reason to not give it to Cloud as well. It would still last 15 seconds, but at about 12 seconds, the limit bar would start running down in the same manner as the FS meter.
As a Mewtwo main I am SO glad you mentioned that change to his teleport. If I could make one single change to any character in the entire game, that would be it. That would be such a massive boost to his combo game, it would require some precision so people couldn't just spam it, it would make going for teleport cancels at ledge far less risky -- it would be so sick. I would honestly even settle for a kind of Duck Hunt situation, even if he only gets one action out of the ending I think that on its own would make him significantly better. I could and would talk about the implications that would have for hours, all of that to say I 100% agree, good pick.
As a mii swordfighter main I'm glad to see someone understanding what needs to be buffed the most. The rest of Mii swordfighters melee style moves are very workable, but you always want one of his projectiles in his neutral b slot, just because the reward for landing blurring blade is so lackluster, especially because its very possible to fall out of the move.
I'm surprised you didn't suggest making Bayo's smashes transcendent. Being such eye-catching, visually powerful and slow moves, it feels terrible to see them clashing with a regular punch, especially considering they're not directly connected to Bayo herself. Making them transcendent (a la mii gunner fsmash) would make her callout abilities much scarier and just make them more satisfying to use.
I think a good buff to Bayo would be something that allows her to hit dair as a combo finisher. It's flashy, cool, and gives her a strong finisher that intrinsically cannot kill stupid early off the top or sides since she's dragging you down into the landing hitbox, by definition on-stage.
What if Kirby was sort of an inverse of Jigglypuff, so basically Kirby has a really good jump for having 5 jumps and probably buffing up air
Nintendo: let’s make a toy called rob fly
But a beast that is known for flying every Metroid game and no, don’t let him.
Sakuri: yup sounds good.
I play ken and I'd actually swap the buffs you gave them. Ken's lack of a sour spot on shoryuken would make combing into it off up smash more practical and fit in with his more combo focused design. For giving Ryu the kill throw, for one, it makes more sense logically, in a way; Ken's expending some power to do that roll so it's a more utility back throw, while ryu's just focused on throwing you real hard. Also fits ryu's tendency to have better reward off a stray hit (or grab in this case) but a worse combo game.
22:52
I think the only side specials that do put you into freefall belong to the miis, and out of the mii side b’s that put you into freefall, airborne assault (a side special for sword fighter) has a brief window where you can cancel the freefall by attacking before it occurs, meaning mii swordfighter can use airborne assault and their up-b of choice to recover. Flame choke putting ganondorf into freefall is just awful and baffling. Like even if it didn’t his recovery would still be bad, but the fact that his side-b puts him into freefalls makes his recovery (in my opinion) the worst in the game. At least dr. Mario has tornado and mac has down air and jolt haymaker.
Zelda's upTilt does in fact combo into upair at the percents you claimed she didn't. You would just Instant Double Jump for that tiny bit extra height - the hitstun on the back hit is most definitely enough to allow for that, I assure you.
I find these kinds of videos fascinating, and a good way to pass large chunks of time with something in the background while working from home.
In this one and the last one you mentioned moves that could use a larger rework. I'd be interested to see a video like that. You can rework ONE move on each character's kit, without changing anything else. What move do you rework and how? This can be an improvement, a nerf, a trade-off, a balancing thing, the reworks are open to all sorts of adjustments including how they fundamentally function, or even a straight-up replacement, but only that one move can be affected.
A Tier Zoo and MockRock Talk video on the same day? Count me in!
The 1 buff I’ve always wanted…
HEAVILY reduce the frame data on Failnaught’s tier 2 charge.
Teir 1 is mostly fine, but if you reduced the difference between them, it suddenly becomes more of a gamble, as if you try to dodge the first shot, and rhe player’s going for the 2nd, you’d have messed yourself up.
It adds a fun bit of a tell gamble between both players and would be PERFECT!
My suggestion for a Yoshi Side B buff would be to give it a big, powerful explosion hitbox when you press B again to exit it.
It already means you need to time it or get the current weak egg tackle to hit before the explosion.
Plus, this would be fun for 2 framing since you can let go of stick and you just stay on the edge rolling in place.
Ridley: increase airspeed. SLIGHTLY increase jump height: if ridley does a rising short hop aerial he cannot act out of it before landing to rejump. Make skewer a reasonable shield breaker like uncharged Marth b.
Voila
i wish skewer worked like that
That link buff is great because there’s a clear counter in your opponent being able to pick up the arrow or just keep you away from it
I was expecting Mewtwo's change to be increased weight, but your suggestion for Teleport makes a lot of sense as of preserving his intended "glass cannon" design while also uniformly supplementing his kit, especially since some fighters (particularly DLC) are blatantly stronger than Mewtwo while also having clearly superior survivability.
The Snake buff would be hilarious. I just wish online Quickplay allowed use of attacking taunts.
For Duck Hunt, I'm not sure if my suggestion would be breaking the criteria, but the change I would make is to remove the RNG of his down-B (Wild Gunman), by having all five gunmen appear in a fixed looping order. Currently, you can only accurately predict every fifth gunman (since it's shuffled in groups of five), but some gunmen are clearly better than others and its design right now disallows creating reliable setups or traps with it, on a character clearly intended to be focused on setups and traps.
For Bowser Jr., I think a more significant buff would be increased animation speed on his down-B (Mechakoopa); it's currently a whopping _67 total frames_ with a 48-frame startup. For comparison: the Links, Peach/Daisy, and Diddy Kong have down-B item moves with only 36-39 total frames. Jr. has to physically chase the Mechakoopa to pick it back up as an item anyway, so being that slow doesn't even feel warranted. For a tool so critical to his success, it's comical that its slower than a full turnaround Falcon Punch.
You really spoke for basically every Dedede main I know in his segment lmao, we all crave a kill throw
i crave more shield break moves even more like side smash and up special are literally so close
For Chrom and Kirby I would make it so their "up then down" moves are cancellable by aerials a few frames after the zenith, cancelling the actual attack but also making it so the move isn't suicidal
The buff(s) that I'd personally give Mii Swordfighter:
1) I mostly just want a faster Nuetral-Air. Or, if not faster, adjust the knockback angle to be closer to the likes of Sora's 1-hit N-Air to potentially allow for slightly easier follow-ups.
2) I don't really understand how Mii Gunner gets to have a wall-jump when Mii Swordfighter doesn't...
Oh, also:
Give Hero's Up-Smash at least a little bit of a scoop. PLEASE.
Odd choice, but I'd personally *take away* Rosas crawl and have Luma move at standard speed as long as you hold down and forward/backwards, even during other moves. Something like this can be found on a couple puppet characters outside of Smash, and I really dislike not being able to move Luma independently outside of attacks.
51:26
MockRock: He barely even has a back air.
Also MockRock: *Realizes what he just said*
Me: *smiles*
If I could buff any Character, I would give Dedede his Brawl chain-grabs again, But it only works on the characters it did back then. Why? It would be funny.
In all seriousness though, as a Kirbo Main, I like the idea of down air being an actual consistent combo starter.
If I could buff anything about Kirby, I would increase his ground and air speed slightly OR allow him to escape from his Stone sooner. That move could potentially be a really cool counter-attack kind of move that would give him a bigger chance of mixing up his opponent.
But it would have to worked with so it’s not totally over-powered and brainless.
I wish krool picking up his crown didn’t cause an animation. If you roll or dash attack through it you can avoid the animation but if you don’t it just locks you into this awkward pickup which feels weird to play around
I agree that Falcon's slow turn-around feels intentional. In my head I've conceptualized it as how an F-Zero machine pilots: it can rocket up to maxium velocity, but it doesn't have the handling to turn on a dime.
Video idea- ranking all elemental moves (ice, fire, water..) and then deciding what is the overall best element to have your move be
Next video : Making all characters mid-tier
EDIT : using Terry as a traget to justify DK having a jab combo is a nice touch ahah
PK flash has the chance to apply a random status effect in the mother series. I'm not sure if that would count as a buff but it would be kind of cool if it caused random effects akin to Mr game and watches judge or something from heros kit.
Same kind of fun reward off of using the charged version would be cool
Great video, but you forgot to mention the biggest benefit that Mii Swordfighter players get when they choose Blurring Blade over the other 2 Neutral B moves: Street Cred.
Since this is an area where Mii Swordfighter is otherwise very lacking, I think we should increase the street cred of this move even further by giving it frame 4 super armor (just a single frame faster than Ike’s Aether to establish dominance) and also give it a cooler name like, idk, Death of a Thousand Cuts or something.
mentioning something about Lucas Dash Attack, you can combo into it from Zair, and well... it's Zair it's really good, especially with Double Jump Cancel Zair, felt like pointing it out
If you look at Daisy's running animation, she looks like she should be running faster than Peach. So I totally agree she should be faster on ground. Also, I love Peach's f-air(animation wise and in terms of my favorite move on my main), so I agree to increasing it's speed.
Him dying the second he gets One Wing Form is actually canonically accurate because - after an entire 40 hour game of Sephiroth being hyped up as a literal god - his final form is piss easy and it’s not too hard to take him down before he even gets a chance to cast Supernova.
I honestly think a more interesting buff for Zelda would be to decrease the ending lag on jab. It’s just barely not enough to combo aside from d-smash at later percents, so changing that so you can combo or kill confirm at earlier percents would make it more interesting and you would see more use out of it
Edit for clarity
10:56 in brawl, the up angled version of this move had significantly lower end lag to a point where it could combo
Loved the vid, called Ike the second it started. Despite how much that is the change he deserves, one I've wanted for him for a while is for the spin at the top of Aether to break shields as a reference to the Luna half of Aether. This would be situational and probably not all that strong, but it would punish shielding Aether at the ledge in an attempt to grab him out of it or something and it could occasionally catch someone off guard up on a platform.
...Okay the change I WANT for him is a damn blade wave but we were talking potentially patch-viable changes lol
i love the subtle background edits. you're an artist
I 100% agree with the sephiroth change. I hate how light he is and that would be my #1 change for him if I could. Or I'd reduce the landing lag on up air just to see how pissed people would get
I'd like to see a video like this where you focus on small changes that aren't just small tweaks, like adding a small feature to a move or etc. No overhauls but pretty major small changes.
When it comes to isabelle, there's 2 changes I'd like to see more than anything else. The least realistic one being a buff to her overall stats. The way she plays in ultimate is like an aggressive zoner that can do comboes, where as Villager, in comparison, plays more of a turtle playstyle. Problem with isabelle, is that she's too slow to try and play an aggressive playstyle, so if they wanted to double down on that, they could buff that.
The more realistic option imo would be towards her grab. It has the same range as Palu's pre-nerfed grab, and Mythra's current grab, all while being frame 14. This is one of the most aggrevating things to me, as well as many other isa players, and it straight up just makes it hard to contest against a foe who's willing to play patiently and focus on shielding more.
Also, Up tilt to up air *is* a kill confirm, technically, the timing on it is just very tight and very percentage-dependant compared to others.
Or Side-b could go through shield
Her roll is absolute cheeks as well
Some of these changes are such good ideas that I almost wish they were in the game. The Mewtwo change was definitely one of my favorites. Loved the video.
Game and watch back air is a turtle? I always thought it was an oil spill
As a Bowser main, I would love to see them decrease the end lag on his up air. Imagine having all of Bowser’s strengths AND gaining DK up air. That turns his “hit and chase” advantage state into some legitimately scary combos
I really enjoy these more hypothetical videos. One I'd be interested in seeing would be "Making every character OP in one buff". Throw balance out of the window, saying "if only this character received this change, they'd be comfortably top 5ish, possibly top 1". Stuff like "give DK ding dong back", "allow chrom to angle his recovery", "K rools down throw now combos into fsmash at any %"
23:43 I'd say let him attack out of teleport.
If it hits, you can keep going, but if it misses, THEN you go into free fall.
As a programmer, I really doubt the Pokémon trainer change would be impossible. They likely either a. have the next Pokémon mostly, but not completely loaded, which if that's the case they can just load both (if the hardware and software are capable eight player smash, they can do this too) or b. it's just a simple linked list and each is loaded in sequence, which could be worked around as easily as copy-pasting the code and changing the order of the Pokémon (though I'm sure there's a more elegant way to do it too)
Me seeing him make a good, creative buff to lucario (one of my mains) as if he cares about lucario, brings a tear to my eye…
7:50 unfortunately the move still suffers from the sins 64 dair committed.
I swear a spiteful part of me blames the original 64 player base (allbeit rightfully) complaining about Kirby for the modern state of a number of his normals, dair being the biggest offender
I wouldn’t feel as bad about it if not for the fact that the rat got off scott free, but nooooo Kirby has to face seemingly lasting consequence cause people complained “muh creator bias” :/
He should next to a trade offs video. In both the nerfs and buffs videos he said multiple times that “this isn’t a trade offs video.” So make one
*someone makes a mock rock mod with all the buffs and nerfs mentioned in the previous 2 videos*
Competitive players: why can Steve dash attack on frame 4?
I forget the time so easily watching these videos. Kinda like being told a great story, time just flies.
5:35 As a Samus main who wishes she wasn't Spamus (I try to play my games without ANY charge shot), I use missiles a lot more now and would love a buff to them.
Play Mii Gunner?
29:14 All 3 pokemon are always loaded, unlike in Brawl where they were loaded on the fly.
Before watching, here’s my predictions:
-Mario: SSB4 up-tilts
-DK: ding-dong
-Ness: why not just make his back throw even stronger?
-Puff: consistent drill-rest
-Peach: better odds
-Bowser: up throw
-Sheik: Melee f-air, or an ounce of kill power (her previous ‘buff’ to down smash doesn’t count, it’s pathetic)
-Marth: even faster f-tilt
-Mewtwo: side-B keeps you aloft a bit longer
-G&W: Melee’s odds for Judge (1 in 7)
-Snake: give him back the land mine!
-Diddy: moar banan
-Lucas: for my main, I don’t want his down throw 50/50 back, but his nair loops from SSB4, they were incredibly satisfying
-Lucario: uncapped aura
-Toon Link: swap his fair and bair
-Little Mac: hitstun doesn’t remove K.O. punch, you keep it until you use it
-Cloud: higher up-B, dude’s recovery is ass
-Hero: passive MP regen speed increased
If I only got to choose one change per character without fundamentally changing any hit/hurtboxes or replacing moves, for Little Mac I would simply make it so that jolt haymaker resets in the air if you got hit. I think if that 1 change were implemented people would stop considering him the worst in the game.
As a little pitch for buffing Sephiroth, I feel like we could have our cake and eat it too!
He has armor on his smash attacks when he enters his One-Winged Angel form, but what if we DOUBLED DOWN on this concept. Sure he can stay as light as he is, but he has super armor on his smashes AND the start up frames of his up special! No more getting clipped out of the beginning of recovery! Now he remains as light as freaking Jigglypuff but also he feels like a genuine threat. The triple jump AND the armor make him more than formidable.
To make Robin broken, here's what I'd give him.
Infinite Levin and replace all Bronze attacks with Levin.
Tomes Recharge Passively. 1 per Second
Increase his movement speed to Hero Level.
Make arcfire explode whenever it touches something, similar to how it does when it hits the ground or player.
Honestly robin probably still wouldn't be top tier.
53:41 Sol Badguy. You want Sol Badguy. Just spruce up gunflame a bit and there you go.
"Why is final cutter so slow" is really funny since in kirby games that thing has like 6 more hits before you even start going up