Hot take: I don’t think TODs are inherently bad design provided it follows these rules.
- Hard to pull off
- The character performing the TOD should be undertuned in some aspects
- Combo doesn’t last too long (e.g a cutscene combo that lasts more than 15 secs)
@HonorablyFX
it’s not a set rule but more of a guideline, I don’t think TODs rn are tastefully included in the game (luigi is way too easy to do combos with and so is kaz on fd)
@Nyte219
What?? Tods literally shouldn’t exist in smash because in invalidates two basic design mechanics in di and sdi. Luigi has a Tod but you can sdi so the Luigi has to guess/react for it to be true so it’s not so bad, kazuyas is horrible cause it’s true and easy 😭
@Nyte219
I agree, and i think this is the opinion of most fgc players as well. heavy emphasis on the second point though, however next to impossible to accomplish in smash with its gigantic rosters
@SoloJonesYT
Anything is possible to be consistent with provided speed isn’t a big factor, hard to pull off means tight windows and high risk if you mess up the combo
@Nyte219
making a TOD character is just, a bad idea in general especially in platform fighters esp bc the vast majority of the time there is very minimal counterplay once hit by the combo starter
@Nyte219
Heavy disagree because the issue with a character having a TOD is that it becomes entirely what the character will centralise on no matter how good or bad their other tools are and it will make the playstyle much much much more shallow