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Patch 1.1.4 for the Dynamic Dino

Ghostgodzilla

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I'm 90% sure this is placebo, but I've been connecting Up airs out of down throws at % that I shouldn't. Someone please confirm it, I totally doubt Sakurai could give us a Hoo Haa.
 

YoHeKing

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It connected before anyways. If your doing it much easier maybe theres a change jump squat or we did get a throw buff. Somebody might want to test that.
 

White_Pointer

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Down throw never true comboed into anything at any percent. If you were connecting anything it means your opponent didn't DI or air dodge properly.
 

Pixel_

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It definitely felt like there's less ending frames after down throw, but maybe it's just because I'm used to Corrin.

Also I've noticed people slipping after a F-air, maybe the chance increased?
 

Skitrel

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The obvious contenders for changes are anything that Yoshi did either really badly before(if something is buffed) or anything he did really well before(if something is nerfed).

Things that spring to mind for possible nerfs might be a minor weight change or a range/knockback change to uair or fair, possibly a knockback or range change to downB.

For possible buffs we should look at things he did very badly before. My first guess is that eggthrow doing 1% might have been change with a hitbox change to ensure both always connect, this would be a change welcomed by all and honestly strikes me as something that wasn't intentional in the first place so could be considered a bugfix. Then eggroll is the next contender there, following that would probably be grab range or grab lag, followed by throws.

I don't think they'd create new combos for an already good character this late in the patch process so I'm going to go ahead and guess that throw changes are placebo.

It's probably intelligent to get into the mind of the devs the last couple of months in order to take some guesses. This can be done by looking at what they've been changing in other characters. If we look across the range, top tier characters have all had weight reductions (Sonic, Rosa, Sheik, ZSS) while some mid tiers received increases. Top tiers have had some killmove nerfs(Sheik vanish) while mid tiers have had some killmove buffs (reduce lag on tink bair for example). In other areas glaring issues with range of swordies have been repaired.

So the current mindset seems to be range in the neutral, weight changes. killmove changes and there's one example of a bugfix in Wario.... So far anyway. There's a lot of characters with currently unknown possible changes.
 
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Colony

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It definitely felt like there's less ending frames after down throw
The end frames on Down Throw are also dependent on character weights, and many characters received small changes to their weights, such as Sheik, ZSS, and Rosa.
 

Toonation

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Hmm yea it's kinda hard to test a few changes. They may have slightly changed his weight, eggs, jump or something. Someone needs to test things on a unpatched game frame by frame xD
 

DJlive

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I'm in the opinion now that since testing weight had inconclusive results, I'm thinking it might be faf changes. Since it's a parameter change and Yoshi feels quicker, it might be just that.
 

HoS_Beast

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As far as i can see there is no change in our weight. We are at a consistent 116(This weight taken my standard way which is an uncharged up-smash on smashvile in training mode). Anyone with footage from previous patches care to check out air mobility, landing lags and such?
 

Ghostgodzilla

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I can confirm that we stilll have that 1% hit with the egg throw by complete accident (lol) . The fact that I can't do anything to test with an old version bugs me.
 

Masonomace

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I mentioned this in the 1.1.4 Patch DIscussions thread, but if Yoshi was thought to have a gravity change then his Air Times would of changed, correct? Because his Short & Full Hop air times are the same, so Idk if a gravity change took place this patch.
 
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1hipG33K

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Thanks for the replies y'aIl! Hopefully this gets figured out, as I can't seem to find more posts for the Yoshi. It has to be something because there aren't files for every character. The mystery is still out there...

I'd love to see what we find.
 

White_Pointer

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Pixel_

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Somebody help me start a riot we need that frame of invincibility back
Well, it makes sense how hard it was to find.
 

DJlive

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Didn't even notice. Lol. I don't mind that change even if it technically is a nerf
 

Sinister Slush

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Err, cause it is a slight nerf.
Extremely tiny nerf, it's about as insignificant than our Ledge getup attack doing 1 more shield damage.
 

ReturningFall

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Is this trip only on Ness dtilt/Diddy Banana, etc? Or are there other ways to enter the trip state?
 

White_Pointer

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Yeah...while a 1 frame change can make a difference in some cases, this is not one of them really. I don't see this having much if any affect on the meta, considering how rare tripping is in the first place (outside of the Diddy MU) and that every character now has the same number of i-frames.
 
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muddykips

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if tripping could be teched, this would be a nerf

but the whole point of tripping is to get a guaranteed followup while the opponent is completely helpless

nobody's gonna try and read your getup option after a trip, so 1 frame less invincibility on our trip getup makes absolutely no difference. can't even properly be called a nerf imo
 
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1hipG33K

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Still, our rolls suck as is! What was the need to make them that tiny bit ****tier? I agree it's no deal breaker. but it is still a nerf in an area where we are already towards the bottom in ranking.
 
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