Super Smash Bros 4 - Rosalina's own overpowered degenerate gameplay
Another character who manages degenerate gameplay thanks to unwelcome imbalance. Rosalina works with Luma, who respawns ridiculously fast for his own durability. If you're curious about Luma's durability, it's within the 40s worth of percentage of damage before he kicks off, and the respawn time is 8.4 seconds, or 504 frames (I suspect he runs on 30FPS to fit it into 252, for a single byte of data). It's because of that that I end up killing him NINE times in the match, which is effectively about 180% added damage per stock. (Yes, as you'd expect, that's ridiculous.) Oh, and don't think Rosalina is defenseless when Luma is unavailable; she's surprisingly competent at hand-to-hand herself beyond what you'd expect from a dedicated caregiver. Don't even consider approaching her while Luma is out or you'll be in for a miserable time. This works to let Rosalina be a Mama Bear, but it's reason enough to decrease the emphasis on Luma himself. Olimar was (over)nerfed for similar abuse with Pikmin Throw, and the Pikmin series is a darker series than the Mario games.
To Masahiro Sakurai, if you are watching this, here's what I have to say for a balance patch: Luma neds to have a VASTLY increased respawn time. This would force Rosalina to be more wary of protecting him and actually do some of the hand-to-hand combat. The durability is actually fine because Luma takes abuse easily since he doesn't even bother to shield or dodge, as long as the respawn time is enough prevents careless usage of him. An attack power nerf is also worth considering, but really, the respawn time needs to be increased more than anything else, barring MAYBE the usual underwhelming weight gaps' stupidity.
The contrast match is a Link mirror against a guy named Archy, who did get some wins against me, but this isn't one of them. The Link mirror generally boils down into projectile warfare, but it avoids the stupidity I usually complain about with projectile favoritism. For one, Link's projectiles end up with an RPS factor making them comparable to units in a modern warfare strategy game: Bomb is the standard tank, the Gale Boomerang is the anti-air tank, and the Bow & Arrow is the anti-tank humvee. Basically, Bomb beats Boomerang and is used for power-based control, Boomerang beats Bow and is used for anti-speed, and Bow & Arrow beats Bomb and is used for gradual anti-power. By the way, I don't think Archy catches onto the shorthop Bow attacks, something I actually use to do things like complicate things for guys with reflectors.
But obviously, understanding that part isn't enough, evidence by how Archy racks up a significant percentage lead against me early on because I'm not fast enough to keep him from getting the initiative in the projectile warfare. But as soon as I get my first KO, I noticed something: Archy's death was at only 104 percent (90 before the fatal dash attack), but I was at 128 percent from all the projectile abuse. Yeah, how did that happen? Well, the key factor is that my melee combat is significantly better than his, even showcased a bit earlier by how I casually walked behind him and then gut him with a Forward Tilt. The good news is that in a Link mirror, thanks to SSB's mechanics, melee combat is needed to get a KO at all, although the projectiles can help for edgeguarding but that requires setup, to make sure that counter play could be going on. (Kid Icarus Uprising, take notes.) I ultimately played along with the projectile warfare to keep Archy from forcing me into melee combat in a scenario where I couldn't fight back, though I still do some less than smart stuff, but eventually, he'd have to overextend and I'd surely be ready for whenever he did.
(And by the way, if Link were heavier, the second KO may have happened later, but sue me, you see me being prepared for his survival by grabbing out a Bomb and likely would have edgeguarded with projectiles, although it helped that I didn't see the KO Spark.)
And oh look, the match is STILL less than 2 minutes per stock. Not freaking 2 and a half minutes per stock being the best you can hope for.
Yeah, that's the summary: the Link mirror is much better balanced than VS Rosalina battles. Because even on an Omega mode stage, you can overcome projectile spam in a mirror match where the character focuses on projectiles, as long as your melee a/o anti-armor isn't trash. I certainly did. In fact, I win the Rosalina match too. I'm complaining about the stupidity because it's so BORING and asking to make things worse, period.
Other Videos By Master Knight DH
Other Statistics
Super Smash Bros. for Wii U Statistics For Master Knight DH
At this time, Master Knight DH has 53,041 views for Super Smash Bros. for Wii U spread across 189 videos. Roughly a days worth of Super Smash Bros. for Wii U videos were uploaded to his channel, roughly 3.40% of the content that Master Knight DH has uploaded to YouTube.


