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3DS Community Patch Notes v1.0.4 -- Engine Changes to DI

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Metal B

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The question (now that we have most data of the changes) is will Nintendo patch the game post-Wii U version launch for balancing purposes? All of these changes are 99% most likely caused by the dev team balancing the Wii U version and patching the 3DS version to keep it in line. If Nintendo continues to patch the game with character balance in mind, the meta could be more dynamic (more buffs for weaker characters/characters decided to have been nerfed too much, and nerfs for OP characters/moves).
There will be more updates, since the Miiverse Stage and the extended Online-Mode are announced to be added later. But i guess, the next balance patch will come with Mewtwo. The developers need to balance him out with the rest of the rooster and they properly will also look into the overall balance again.
 

DanGR

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Last test, because I like Dan:

I can't see any difference.
Aww, thanks. :)

I'm interested in seeing how much was missed between what we've noticed/tested from 1.0.4 in this short amount time and @ Dantarion Dantarion 's fantastic work.
 
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Crescent_Sun

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There will be more updates, since the Miiverse Stage and the extended Online-Mode are announced to be added later. But i guess, the next balance patch will come with Mewtwo. The developers need to balance him out with the rest of the rooster and they properly will also look into the overall balance again.
Except that he's already being made with current balance in mind. It's likely the patch that adds him will simply be just that: a patch that adds Mewtwo.
 

LordFluffy

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As a side note here, i recalled how much i hated Gust Bellows as an item when playing casually.
can confirm, dust bellows is still a piece of broken ass BS
 

Dantarion

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I feel stupid, this entire time I have been looking at my data going "WHY DO CHARACTERS IN SMASH 4 HAVE SO MANY MORE SCRIPTS THAN BRAWL"....then I realized something....they have custom moves, so my data probably has all of them in there.
 

DarkKiru

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As a side note here, i recalled how much i hated Gust Bellows as an item when playing casually.
can confirm, dust bellows is still a piece of broken *** BS
Maybe its just me, but the times im not playing seriously and just want to relax and have fun with friends. Im GLAD such stupid items exist, they're always hilarious.

Though thats a subject for another day.
 
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_Malal

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Last test, because I like Dan:

I can't see any difference.
I'm not certain if a datadump could verify universal changes (rollcancel grab, rats chance in hell they ever give us back DACUS)

Hope you keep that 1.03 version on hand.
 

Conda

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To be fair, I'd be willing to bet Nintendo used these 'tier lists' as one of the sources of information about which characters needed changes. After all, the changes seemed very consistent with the general opinion on character placements.
Smacking my face. There's 40 pages of people explaining why this is really silly to think.
 

LordFluffy

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Maybe its just me, but the times im not playing seriously and just want to relax and have fun with friends. Im GLAD such stupid items exist, they're always hilarious.

Though thats a subject for another day.
Oh i'm using to having BS happen during Casual item play. can make for hilarious moments.
Gust bellows is literally the anti fun item for me. I like being able to recover thank you and not being gimped off the stage by my friend standing there and holding A because that thing has no sputter out time and has way too much ammo
 

Mentalwreck

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I feel like Link's bow doesn't charge as fast. Or is it just me? Can someone compare? Also FF Dair no longer bounces at all.
 
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ChronoPenguin

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Hyper Monado Speed and Hyper Monado Buster were also affected by the balance patch.
I pulled out 35% damage taken down from 44% in Hyper Monado Buster and
0.63 Damage Dealt up from 0.53 damage dealt in Hyper Monado Speed.
Are damage modifiers for dealt/received changed for Hyper Speed/Buster?
I'm getting ~7.5 to speed jab combo. Seems fairly disproportionate.

Maybe my math is wrong but hyper buster takes ~35% more damage, not 44%

Speed is like ~0.63 damage modifier not ~0.53 from what I can tell.

Ftilt does 8.3% hyper speed averaged over 10 hits (83%). Ftilt now does 13% damage in vanilla. Do believe its not the posted 0.53 of 1.03

Eg.
Monado speed 0.8x dealt - 8% dif
Monado bustah 1.13x recieved - 7% dif
Hyper speed ~ 0.63x dealt. ~ 10% dif
Hyper bustah ~ 1.35x received. ~ 9% dif
@ KuroganeHammer KuroganeHammer may be able to confirm or provide greater accuracy.
 
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KuroganeHammer

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I'll add Monado data once I make my own Monado topic in the shulk boards.

I am the Monado master here

):<
 

Banette

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I don't think DACUS is gone. This is a video of a bowser using it on 3DS in the 1.04 patch. 9B linked it on his twitter.
I think this should still be the older patch seeing how Luma respawns after barely eight seconds on 0:32...
 
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Colin Steele

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Have we taken a moment to breathe all this in and just be grateful that, for at least a period of time, we will have continued support that includes both bug fixes and balance changes? Not to mention the fact that we'll be getting at least one new character within a year?

I was worried at first, with such obvious imbalance among other things, that the game itself would just stagnate after a period of such heavy scrutiny by the community. I was even considering passing on getting the game when we found that there were no changes in patch 1.0.3. But now, knowing that the development team is actively working to make quality of life changes in this game has secured my purchase of both the console and the game.

Ya doin' good this year, Nintendo.
 

Thinkaman

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Big O

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I can't even get roll cancel pivot grabs to come out in 1.0.4 at all, I either get a regular pivot grab or a pivot ftilt despite being consistent at it before.

I can still get regular roll cancel grabs consistently too.

Would like confirmation from someone else as well, though.
@ _Malal _Malal Yeah RCPG has definitely been changed for at least some characters. For the characters I tried most extensively (DK and Marth) RCPG's now slide, which defeats the whole purpose of doing it that way. For the few others I tried, I noticed the slide being more pronounced as well. Something about either the roll speed, timing window, and/or some other factor(s) makes it behave differently.
 

Bose

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Rosalinas down air seems to have a more powerful meteor-effect now. I've also experienced Lumas down air sending people in weird angles, more upwards than before.
 

BSP

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The source is within personal research and from what everyone else is saying too. You can test it yourself as well very easily. If not gone, drastically changed (it's really DI again).

Play against Level 9 CPU Link. Previously if you vector'd straight up on Link's Up Smash it typically killed around 90-100%, while if you vector'd down, you survive for way longer obviously, until 130-ish % when done right. That no longer happens and Link's Up Smash should usually kill around 110/115% on average (this is all tested against Mario), and I tried vectoring up AND down during this process. Didn't change too much.

Here's what replaced it. Directional Influence. I could DI Link's Up Smash to the left or right like we used to be able to do in games like Melee and Brawl. I survived a little longer, DI'ing upper left on my stick.

Even at lower percents I tested vectoring and seeing if holding up from Link's UTilt would send me flying stupid far early, but nope. Normal flying distance that gets stronger with your percent climbing.

The Wii U version will tell us more, but vectoring as we knew it before is definitely gone.

[EDIT]

Oh, and one more thing. To condition Link to keep UTilting you and USmashing you, keep jumping above him. When you get high enough and start tumbling down, he'll go for the Up Smash.
Any confirmation on this?
 

DarkKiru

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Any confirmation on this?
Will be VERY interesting if this is true, I'll wait for confirmation before I get excited; but this would be a huge step forward (since without vectoring in existence, combos would be much less tight in some situations; also lets people actually die at decent %s)
 

Bralef

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Bowsercide got nerfed? Laaame. And to add insult to injury, the update disabled previous replays. So now I don't have my replay of my Bowser piledriving Link into a Star and offstage in the last two seconds of a match. Alas.
 

SamuraiPanda

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It does!!!!!!!!

CONFIRMED SONIC NERFS PRAISE THE LORD
Can I unlike something I never liked? Because I unlike this. Very hard.

I technically main Sonic for now but I think I might be playin' me some more Shulk now that he could possibly be viable.
 
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TheKingOfThings

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Side by side they seem the same.
I really wouldn't be surprised if it's a placebo. I never used to use it because I felt like it sucked when you slam into the groud, but after coming back to him from playing Kirby for a while it felt a lot nicer (coincidentally right as the new update came out). I also hadn't gotten used to SH canceling at that point yet anyways.
 

RoyMustang

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Could u not nerf Little Mac, Nintendo? I know the scrubs complain a lot, but hes not as good as they say. He's around mid tier, I think. I dropped him as a main early on, recently dropped him as a secondary, and now it doesnt look like i'lll be changing my mind. Well, at least Falcon is still sexy as ever
 

b2j135

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Pit's down throw seems to end faster or has IASA frames? I dunno, but I feel like I can jump out f it much faster than before.
Fair also comboes the WHOLE animation of the bow spinning not just the middle anymore...it's easier to combo with or gimp off stage
Nair seems to have the same treatment as well

I haven't tested Dark Pit but I would presume it's the same...
 
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TTTTTsd

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Wait, vectoring might be patched out?

Lmao, Nintendo is the only company who would ninja-patch ****ing old school DI back into their game. I love this.

This would explain why Wario's vectoring glitch doesn't work anymore...
 
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Big O

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Any confirmation on this?
Intereting. I just tried out my own test in training mode.

@ SamuraiPanda SamuraiPanda

What is being referred to in this game as vectoring seems to have been significantly changed (weakened?).

In my test I used DK on BF and I blew up a blast box (on my right) at various %'s with ground pound in training mode.

Both Patches

60% No Input = Barely lives
61% No Input = KO

Pre-Patch

77% Holding down/left = Barely lives
46% Holding up/right = KO

Post-Patch

64% Holding down/left = Barely lives
58% Holding up/right = KO

Upon further examination, I confirmed this is not restricted to training mode. At 60% (handicap) with no input, I still barely lived in both patches. Pre patch at 50% I'd get KO'd holding up/right in vs mode. Post patch I wasn't KO'd at 50%.

I guess there could be more global level changes like this. If they changed something like this so soon. It may be a revert to regular DI mechanics from previous smash games. This needs more testing.
 
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Thinkaman

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Wait, vectoring might be patched out?

Lmao, Nintendo is the only company who would ninja-patch ****ing old school DI back into their game. I love this.

This would explain why Wario's vectoring glitch doesn't work anymore...
*slaps the back of your head*

DI/VI/vectoring/whatever is the same.

Go to training mode as Mario, set your damage 50%, and throw down a gooey bomb.
 
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