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Official Patch Notes for 1.1.1

Fox Is Openly Deceptive

Smash Detective
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BRoomer
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In the event that any more discoveries are made concerning the patch that directly affect Link, you may post about them in this thread. If you think something was changed which concerns Link and it wasn't mentioned already, you may post about it in this thread. Otherwise do not post in this thread.
 

Huggles828

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Uthrow doesn't seem nerfed to me. Been getting kills at really the same percents I've come to expect.

One thing I did notice when trying out the patch with some other SC players - Mario was able to airdodge my dthrow >utilt pretty consistently at about 30%, which was usually guaranteed. That might need some looking into. Otherwise Link feels largely the same.

The frame differences with shields doesn't seem to make a monstrous difference to Link - what it does is make certain moves safer on shield (ftilt seems much safer now on shields than before for example).
 

kxiong92

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Mar 6, 2011
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Uthrow doesn't seem nerfed to me. Been getting kills at really the same percents I've come to expect.

One thing I did notice when trying out the patch with some other SC players - Mario was able to airdodge my dthrow >utilt pretty consistently at about 30%, which was usually guaranteed. That might need some looking into. Otherwise Link feels largely the same.

The frame differences with shields doesn't seem to make a monstrous difference to Link - what it does is make certain moves safer on shield (ftilt seems much safer now on shields than before for example).
I do feel a lot difference with shield when I do Upb oos. The timing is different now because Link has to wait a bit longer now to do Upb oos. Been messing me up a lot lately.
 

Fox Is Openly Deceptive

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I'll say it again:
In the event that any more discoveries are made concerning the patch that directly affect Link, you may post about them in this thread. If you think something was changed which concerns Link and it wasn't mentioned already, you may post about it in this thread. Otherwise do not post in this thread.
 

Be_Mild

Livin' life on the mild side
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Feb 11, 2011
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Just a heads up, it's apparently been discovered by a credible source that shieldstun from projectiles is almost half that of normal attacks.

The Formula:
  • Normal shieldstun: [(Damage / 1.75) + 2] rounded down
  • Projectile Shieldstun: [(Damage / 3.5) + 2] rounded down
1%:
  • Normal - 2 frame
  • Projectile - 2 frame
2-3%:
  • Normal - 3 frames
  • Projectile - 2 frames
4-5%:
  • Normal - 4 frames
  • Projectile - 3 frames
6%:
  • Normal - 5 frames
  • Projectile - 3 frames
7%:
  • Normal - 6 frames
  • Projectile - 4 frames
10%:
  • Normal - 7 frames
  • Projectile - 4 frames
15:%
  • Normal - 10 frames
  • Projectile - 6 frames
 
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Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
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WinMelee, Australia
Just a heads up, it's apparently been discovered by a credible source that shieldstun from projectiles is almost half that of normal attacks.

The Formula:
  • Normal shieldstun: [(Damage / 1.75) + 2] rounded down
  • Projectile Shieldstun: [(Damage / 3.5) + 2] rounded down
1%:
  • Normal - 2 frame
  • Projectile - 2 frame
2-3%:
  • Normal - 3 frames
  • Projectile - 2 frames
4-5%:
  • Normal - 4 frames
  • Projectile - 3 frames
6%:
  • Normal - 5 frames
  • Projectile - 3 frames
7%:
  • Normal - 6 frames
  • Projectile - 4 frames
10%:
  • Normal - 7 frames
  • Projectile - 4 frames
15:%
  • Normal - 10 frames
  • Projectile - 6 frames
Note however that even though projectile shield-stun is less than normal attacks, it's still more than it used to be.

I believe the old formula was [(Damage / 2.56)] rounded down, i.e.
1% = 0 frames
2% = 0 frames
3% = 1 frame
4% = 1 frame
5% = 1 frame
6% = 2 frames
7% = 2 frames
8% = 3 frames
9% = 3 frames

Unless of course I'm misunderstanding something, which is entirely possible.
 

Be_Mild

Livin' life on the mild side
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Feb 11, 2011
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Iowa
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BeMild
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Note however that even though projectile shield-stun is less than normal attacks, it's still more than it used to be.

I believe the old formula was [(Damage / 2.56)] rounded down, i.e.
1% = 0 frames
2% = 0 frames
3% = 1 frame
4% = 1 frame
5% = 1 frame
6% = 2 frames
7% = 2 frames
8% = 3 frames
9% = 3 frames

Unless of course I'm misunderstanding something, which is entirely possible.
Yep that's right. The shield-stun is higher now until ridiculously high values(20+) that don't affect Link.
 

Knife8193

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465
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omar8193
Building on what Be_Mild Be_Mild and Fox Is Openly Deceptive Fox Is Openly Deceptive were saying, I think it would be helpful to compare how much shieldstun Link's moves have pre-patch and post 1.11 utilizing the old and new shieldstun formulas.

Old Shieldstun: floor(damage / 2.56), includes projectiles
New Shieldstun: floor(damage / 1.75) + 2 for physical attacks and floor(damage / 3.5) + 2 for projectiles

All numbers after the colon represent frames of shield stun from the old shieldstun to the new shieldstun.

Jab 1 (2.5%): 0 > 3

Jab 2 (2.5%): 0 > 3

Jab 3 (5%): 1 > 4

Dash Attack (weakest hitbox, 12%): 4 > 8

Dash Attack (tipped, 14%): 5 > 10

Ftilt (13%): 5 > 9

Utilt (9%): 3 > 7

Dtilt (11%): 4 > 8

Fsmash 1 (weak hit, 7%): 2 > 6

Fsmash 1 (tipped, 14%): 5 > 10

Fsmash 2 (weak, 12%): 4 > 8

Fsmash 2 (strong, 13%): 5 > 9

Usmash 1 (4%): 1 > 4

Usmash 2 (3%): 1 > 3

Usmash 3 (weakest hitbox, 9%): 3 > 7

Usmash 3 (strongest hitbox, 11%): 4 > 8

Dsmash 1 (weakest hitbox, 14%): 5 > 10

Dsmash 1 (strongest hitbox, 17%): 6 > 11

Dsmash 2 (weakest hitbox, 10%): 3 > 7

Dsmash 2 (strongest hitbox, 12%): 4 > 8

Nair (weakest hitbox, 6%): 2 > 5

Nair (strongest hitbox, 11%): 4 > 8

Fair 1 (8%): 3 > 6

Fair 2 (10%): 3 > 7

Bair 1 (3%): 1 > 3

Bair 2 (5%): 1 > 4

Uair (early hit, 15%): 5 > 11

Uair (late, 13%): 5 > 9

Dair (meteor or late hit, 15%): 5 > 11

Dair (strongest hitbox, 18%): 7 > 12

Zair 1 (2.5%): 0 > 3

Zair 2 (4%): 1 >4

Uncharged Hero's Bow (5%): 1 > 3

Fully charged Hero's Bow (12%): 4 > 5

Gale Boomerang (strong, 7%): 2 > 4

Gale Boomerang (weak, 5%): 1 > 3

Uncharged grounded Spin Attack (weakest hitbox, 5%): 1 > 4

Uncharged grounded Spin Attack (strongest hitbox, 14%): 5 > 10

Fully charged grounded Spin Attack (strongest hitbox, 22%): 8 > 14

Aerial Spin Attack (weak hit, 2%): 0 > 3

Aerial Spin Attack (strong hit, 4%): 1 > 4

Bomb (explosion, 9%): 3 > 4

I omitted customs. Just interesting to see here. Projectiles in general did not receive much benefit due to their unique formula, but they at least got something. The real winners here in my opinion are the increased shield stun for zair, jabs, dsmash, and dtilt.
 
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