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Official Patch Notes for 1.1.1

Huggles828

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Sheik and Diddy also apparently got nerfed hard. Those are hard MUs for us so that might help our placement too. Changes can have very far reaching effects so it'll take a while to figure out what changes have been made and where everyone stands again.
 

ama99

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Screw off, ****face.
LOL:troll:

Seriously though. This will probably shoot Link up a couple notches up the tier list. It really depends now how much other chars have been nerfed.
 
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DarkDeity15

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Lets just hope Ryu isn't a major threat, because he'll inevitably obliterate everyone in CQC. His recovery seems exploitable even to us, so maybe that will tone him down.
 

Rizen

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Guys go fight in the social like civilized Link players. Link's Fsmash/Usmash definitely connects better even vs balloon weights like Jiggz. Grab is longer too.
Edit Dthrow does not combo into Sh>aerial upB.
Edit, Dthrow only does 6% now (was 7%), all other throws do 7% still.
 
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Nimious

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Rejoice, we didn't get nerfed some more.

Seems with the D-tilt change there's a lot more to explore. Also now every move has a use haha :).
 
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8MAN

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Can someone check Spin Attack as well, I want comfirmation whether the weak hit connects better.
Placebo effect really messes with me :(
 

Zelkam

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Can someone check Spin Attack as well, I want comfirmation whether the weak hit connects better.
Placebo effect really messes with me :(
I'm not 100% sure what you mean by "it connects better". Could you elaborate?
 

berserker00

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This was posted a bit earlier but it's pretty cool that Link seems to have a decently trustworthy hoohah now. Combos at high percent. (~120% for Mario) Timing might be a little strict for it to combo but it's not so easy to escape from what I've seen so far (if you include air-dodge trapping though, it doesn't really work below 90% for Mario at least and gets less safe to pull off in the 90s% but becomes easier to do at 100% up). Pretty good kill setup. I'm liking what they've done to d-throw so far.
 
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Rizen

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I tested Link's custom moves and they seem the same. There's absolutely no reason to use Shocking Spin unless you're looking for a recovery nerf with no benefits.
 

8MAN

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I'm not 100% sure what you mean by "it connects better". Could you elaborate?
After the initial hit of the grounded spin attack, the hitboxes for the weak hits were pretty inconsistant, this was true especially if the initial hit was shielded. I was testing the weak hits of the grounded spin attack on jumping and shielding Mario, and the weak hits felt more constistant.

Edit: Powershielding still removes the weak hitboxes on Spin Attack.
Also, shield pushback on Spin Attack seems increased greatly, fully charged on shield pushed Mario about 1/3 of Battlefield, uncharged is about 1/6.
 
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Lawz.

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I'm at ECT but when I get back I'd like to see the official changes and discussion.
 

Rizen

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I'm not sure if this is a change or not.
Link's Gale Boomerang does 7% up close, 5% at a distance. His custom 2 boomerang does 9% up close, 7% at a distance, 5% near the end of the outward motion (where the gale would push) and 3% when returning. Ripping boomerang is still a complete pos with no practical use; same goes for giant bombs.

Edit someone said if you go to notices it has a log of game balances. I didn't have spot pass on and couldn't check. Will someone look into that?
 
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Himura Kenshin

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I'm at ECT but when I get back I'd like to see the official changes and discussion.
You're in the military?

I don't see this log, it just says that there are game balances and gameplay adjustments
 
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Rizen

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Important: Someone said if you go to notices (main menu) it has a log of game balances. I didn't have spot pass on and couldn't check. Will someone look into that? It could save a ton of trouble.
Edit, it has nothing specific, just "balances for improved play". Figures.
 
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Serac

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The damage from U smash seems to vary from 16 to 18 depending on where is the enemy when Link delivers the last strike.

16 Behind Link (9 the last single hit)
17 In front of Link (10 the last single hit)
18 Above Link (11 the last single hit)

This seems to affect the knock-back and killing % with the slash above being the strongest and the one behind the weakest.

Edit.

I believe that the knockback in the above hit is stronger than the pre-patch, the front hit is the same as pre-patch and the behind hit is weaker than pre-patch.
 
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Dumbfire

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Oh, lol. ECT in the military means Extended Combat Training.
"Hang on a minute sarge, just gotta post something on this video game forum, then I'll get back to it!"

I thought he meant Electroconvulsive therapy, that would have been something.

Btw, I was right about all oddities at the ledge with specials being removed. All kinds of Up B cancels, slide-offs &c. are out, seems like they fixed the ledge "glitches".
 

Elessar

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"Hang on a minute sarge, just gotta post something on this video game forum, then I'll get back to it!"

I thought he meant Electroconvulsive therapy, that would have been something.

Btw, I was right about all oddities at the ledge with specials being removed. All kinds of Up B cancels, slide-offs &c. are out, seems like they fixed the ledge "glitches".
That means that Fox needs to revise the At thread. Did we lose the reverse fadeout on the Ledge for trumping?
 

Dumbfire

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That means that Fox needs to revise the At thread. Did we lose the reverse fadeout on the Ledge for trumping?
This? Yes. Samus missile cancel, Yoshi egg cancel, Zelda love cancel at ledge &c. are all gone too. Link's SAF and SAFC seem to be too.
 

8MAN

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This? Yes. Samus missile cancel, Yoshi egg cancel, Zelda love cancel at ledge &c. are all gone too. Link's SAF and SAFC seem to be too.
I managed to do a SAF, but it only works if your spin attack isn't perfect shielded on the edge.
 

Drigo Toes

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Thank you guys... Im where my mother in law, so I can't test anything. Your work is priceless.
 

Dumbfire

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I managed to do a SAF, but it only works if your spin attack isn't perfect shielded on the edge.
That's not an SAF, that's this. That has to do with knockback when you hit something on shield, happens with any move that puts you in freefall after it when used in the air -- DK's Neutral B still has it too.
 

Zelkam

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Well crap. I had saved a copy of the last patch on a separate flash drive because I thought it would allow me to switch between patches as I pleased. Turns out that once you update a game, its impossible to play it at an earlier patch.

Anyways, I don't have anything concrete yet, but after doing a recording run through here's a few things I can comment on

  • Dthrow is definitely changed, there's no doubting that.
  • Dtilt had it's KB decreased again. It might be faster but I'm not sure yet.
  • Usmash seems to have been changed. Before the opponent would be locked in place with each hit, now it seems that each hit moves the opponent above Link. This will probably make it easy to land all three hits. This might be a change for all multi-hit move, but again I'm not sure.
  • It seems that the back hit of spin attack got a KB buff. Still not as powerful as it was pre 1.0.6 though.
  • Grab range definitely seems longer
 
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8MAN

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That's not an SAF, that's this. That has to do with knockback when you hit something on shield, happens with any move that puts you in freefall after it when used in the air -- DK's Neutral B still has it too.
Ok, thanks for clarifying
 

ShinnyMetal

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Edit: I saw someone already said this.

I still feel like nair has been made to have more KB though
 
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Drigo Toes

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All special sliding of edge stuff is gone in general. I played some practice with a friend and that was like the first thing he noticed
This is because DreamLand 64. Wind interactions could kill/gimp people unexpectly if the slide interactions were not quit.
 
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