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Smash Wii U [Sm4sh Mods] (Unofficial) Patch 1.1.7: The Fan Patch [Discontinued. See Updated Thread for details]

SalemtheEngineer

Smash n00b
Joined
Mar 19, 2016
Messages
30
This might seem biased since I'm a Link main. But I might as well give my suggestions for my favorite character. I hope you'll at least consider.

:4link:

  • Walk Speed: 1.188 -> 1.228
  • Run Speed: 1.3944 -> 1.4344
  • Jumpsquat: 7 Frames -> 5 Frames

  • Jab 1:
    • Hitbox Active: Frame 7-8 -> Frame 6-8
    • FAF: Frame 28 -> Frame 21
    • Base Damage: 2.5 -> 5
  • Jab 2:
    • Hitbox Active: Frame 6-7 -> 5-7
    • FAF: Frame 21 -> 20
    • Base Damage: 2.5 -> 3
  • Jab 3:
    • Base Damage: 5 -> 6
  • Dash Attack:
    • Hitbox Active: Frame 20-23 -> 19-23
    • FAF: Frame 57 -> 47
  • Forward Tilt:
    • Hitbox Active: Frame 15-19 -> Frame 12-16
    • FAF: Frame 38 -> Frame 35
    • Base Damage: 13/13/12/12 -> 14/15/14/13
  • Up Tilt:
    • Hitbox Active: Frame 8-12 -> 8-14
    • FAF: Frame 36 -> Frame 29
  • Down Tilt:
    • Hitbox Active: Frame 11-12 -> Frame 10-13
  • Forward Smash:
    • Hit 1
      • Hitbox Active: Frame 15-16 -> Frame 15-18
      • FAF: Frame 52 -> 50
      • Base Damage: 7/14/7 -> 14/15/15
    • Hit 2:
      • Hitbox Active: Frame 12-13 -> Frame 12-15
      • FAF: Frame 68 -> Frame 51
      • Base Damage: 13/13/12/12 -> 18/20/20/20
  • Up Smash:
    • Hit 1:
      • Hitbox Active: Frame 10-13 -> Frame 5-10
    • Hit 1 (Late):
      • Hitbox Active: Frame 14-15 -> Frame 11-12
    • Hit 2:
      • Hitbox Active: Frame 25-28 -> Frame 17-21
    • Hit 2 (Late):
      • Hitbox Active: Frame 29-30 -> Frame 22-23
    • Hit 3:
      • Hitbox Active: Frame 41-45 -> Frame 30-35
    • FAF: Frame 78 -> Frame 51

  • Neutral Air:
    • Hit:
      • Hitbox Active: Frame 7-8 -> Frame 4-6
      • Base Damage: 11/9/9 -> 11/11/11
    • Hit (Late):
      • Hitbox Active: Frame 9-31 -> Frame 7-31
      • Base Damage: 6 -> 7
    • FAF: Frame 39 -> 35
  • Forward Air:
    • Hit 1:
      • Hitbox Active: Frame 14-15 -> Frame 14-16
      • Base Damage: 11->15
    • Hit 2:
      • Hitbox Active: Frame 26-27 -> Frame 26-29
      • Base Damage: 13->17
    • FAF: Frame 50->Frame 48
  • Back Air:
    • Hit 1:
      • Hitbox Active: Frame 6-8 -> 6-9
      • Base Damage: 3 -> 5
    • Hit 2:
      • Hitbox Active: Frame 18 -22 -> Frame 18-23
      • Base Damage: 5 -> 7
    • FAF: Frame 31 -> Frame 29
  • Down Air:
    • Hit (Early):
      • Base Damage: 15 -> 16
    • Hit:
      • Base Damage: 18 -> 20
      • BKB: 30 -> 40
    • Hit (Late):
      • Base Damage: 15 -> 16

  • Hero's Bow (No Charge):
    • FAF: Frame 47 -> 40
  • Gale Boomerang
    • Hitbox Active: Frame 27-35 -> 25-35
    • FAF: Frame 46 -> 40
    • Boomrang speed increased
  • Bomb:
    • FAF: 40 -> 38

The font in blue means that it's unlikely but it's something I'd like to see happen.
 
Last edited:

Derpnaster

Smash Journeyman
Joined
Feb 23, 2015
Messages
323
This might seem biased since I'm a Link main. But I might as well give my suggestions for my favorite character. I hope you'll at least consider.

:4link:

  • Walk Speed: 1.188 -> 1.228
  • Run Speed: 1.3944 -> 1.4344
  • Jumpsquat: 7 Frames -> 5 Frames

  • Jab 1:
    • Hitbox Active: Frame 7-8 -> Frame 6-8
    • FAF: Frame 28 -> Frame 21
    • Base Damage: 2.5 -> 5
  • Jab 2:
    • Hitbox Active: Frame 6-7 -> 5-7
    • FAF: Frame 21 -> 20
    • Base Damage: 2.5 -> 3
  • Jab 3:
    • Base Damage: 5 -> 6
  • Dash Attack:
    • Hitbox Active: Frame 20-23 -> 19-23
    • FAF: Frame 57 -> 47
  • Forward Tilt:
    • Hitbox Active: Frame 15-19 -> Frame 12-16
    • FAF: Frame 38 -> Frame 35
    • Base Damage: 13/13/12/12 -> 14/15/14/13
  • Up Tilt:
    • Hitbox Active: Frame 8-12 -> 8-14
    • FAF: Frame 36 -> Frame 29
  • Down Tilt:
    • Hitbox Active: Frame 11-12 -> Frame 10-13
  • Forward Smash:
    • Hit 1
      • Hitbox Active: Frame 15-16 -> Frame 15-18
      • FAF: Frame 52 -> 50
      • Base Damage: 7/14/7 -> 14/15/15
    • Hit 2:
      • Hitbox Active: Frame 12-13 -> Frame 12-15
      • FAF: Frame 68 -> Frame 51
      • Base Damage: 13/13/12/12 -> 18/20/20/20
  • Up Smash:
    • Hit 1:
      • Hitbox Active: Frame 10-13 -> Frame 5-10
    • Hit 1 (Late):
      • Hitbox Active: Frame 14-15 -> Frame 11-12
    • Hit 2:
      • Hitbox Active: Frame 25-28 -> Frame 17-21
    • Hit 2 (Late):
      • Hitbox Active: Frame 29-30 -> Frame 22-23
    • Hit 3:
      • Hitbox Active: Frame 41-45 -> Frame 30-35
    • FAF: Frame 78 -> Frame 51

  • Neutral Air:
    • Hit:
      • Hitbox Active: Frame 7-8 -> Frame 4-6
      • Base Damage: 11/9/9 -> 11/11/11
    • Hit (Late):
      • Hitbox Active: Frame 9-31 -> Frame 7-31
      • Base Damage: 6 -> 7
    • FAF: Frame 39 -> 35
  • Forward Air:
    • Hit 1:
      • Hitbox Active: Frame 14-15 -> Frame 14-16
      • Base Damage: 11->15
    • Hit 2:
      • Hitbox Active: Frame 26-27 -> Frame 26-29
      • Base Damage: 13->17
    • FAF: Frame 50->Frame 48
  • Back Air:
    • Hit 1:
      • Hitbox Active: Frame 6-8 -> 6-9
      • Base Damage: 3 -> 5
    • Hit 2:
      • Hitbox Active: Frame 18 -22 -> Frame 18-23
      • Base Damage: 5 -> 7
    • FAF: Frame 31 -> Frame 29
  • Down Air:
    • Hit (Early):
      • Base Damage: 15 -> 16
    • Hit:
      • Base Damage: 18 -> 20
      • BKB: 30 -> 40
    • Hit (Late):
      • Base Damage: 15 -> 16

  • Hero's Bow (No Charge):
    • FAF: Frame 47 -> 40
  • Gale Boomerang
    • Hitbox Active: Frame 27-35 -> 25-35
    • FAF: Frame 46 -> 40
    • Boomrang speed increased
  • Bomb:
    • FAF: 40 -> 38

The font in blue means that it's unlikely but it's something I'd like to see happen.
Just gonna say, Link does NOT need a buff to any of his air game, damage , frames or otherwise. He hardly needs a buff to walking or running speed, though jumpsquat I'm kinda eh on. Keep in mind that 7 frames is just under a 4 frame jumpsquat in older games, reverting data to older game data without first doubling or just accounting for the fact that Smash 4 runs at 60FPS where's the others ran at or around 30.

Also, yes Link must always get a dash attack buff
 

aleckermit

Smash Cadet
Joined
Aug 8, 2013
Messages
52
Location
TN, USA
NNID
aleckermit
Serious suggestions for Wario coming from a day 1 Wario mainer:

-Increase knockback of Bair to kill ~10% earlier
-Make eating an object take 2-3 seconds off of his waft timer instead of just 1
 
Last edited:

Radical Larry

Smash Lord
Joined
Mar 19, 2014
Messages
1,994
Location
The Pocket Dimension
NNID
Crimson-Vulcan
3DS FC
1822-3761-9326
This might seem biased since I'm a Link main. But I might as well give my suggestions for my favorite character. I hope you'll at least consider.

:4link:

  • Walk Speed: 1.188 -> 1.228
  • Run Speed: 1.3944 -> 1.4344
  • Jumpsquat: 7 Frames -> 5 Frames

  • Jab 1:
    • Hitbox Active: Frame 7-8 -> Frame 6-8
    • FAF: Frame 28 -> Frame 21
    • Base Damage: 2.5 -> 5
  • Jab 2:
    • Hitbox Active: Frame 6-7 -> 5-7
    • FAF: Frame 21 -> 20
    • Base Damage: 2.5 -> 3
  • Jab 3:
    • Base Damage: 5 -> 6
  • Dash Attack:
    • Hitbox Active: Frame 20-23 -> 19-23
    • FAF: Frame 57 -> 47
  • Forward Tilt:
    • Hitbox Active: Frame 15-19 -> Frame 12-16
    • FAF: Frame 38 -> Frame 35
    • Base Damage: 13/13/12/12 -> 14/15/14/13
  • Up Tilt:
    • Hitbox Active: Frame 8-12 -> 8-14
    • FAF: Frame 36 -> Frame 29
  • Down Tilt:
    • Hitbox Active: Frame 11-12 -> Frame 10-13
  • Forward Smash:
    • Hit 1
      • Hitbox Active: Frame 15-16 -> Frame 15-18
      • FAF: Frame 52 -> 50
      • Base Damage: 7/14/7 -> 14/15/15
    • Hit 2:
      • Hitbox Active: Frame 12-13 -> Frame 12-15
      • FAF: Frame 68 -> Frame 51
      • Base Damage: 13/13/12/12 -> 18/20/20/20
  • Up Smash:
    • Hit 1:
      • Hitbox Active: Frame 10-13 -> Frame 5-10
    • Hit 1 (Late):
      • Hitbox Active: Frame 14-15 -> Frame 11-12
    • Hit 2:
      • Hitbox Active: Frame 25-28 -> Frame 17-21
    • Hit 2 (Late):
      • Hitbox Active: Frame 29-30 -> Frame 22-23
    • Hit 3:
      • Hitbox Active: Frame 41-45 -> Frame 30-35
    • FAF: Frame 78 -> Frame 51

  • Neutral Air:
    • Hit:
      • Hitbox Active: Frame 7-8 -> Frame 4-6
      • Base Damage: 11/9/9 -> 11/11/11
    • Hit (Late):
      • Hitbox Active: Frame 9-31 -> Frame 7-31
      • Base Damage: 6 -> 7
    • FAF: Frame 39 -> 35
  • Forward Air:
    • Hit 1:
      • Hitbox Active: Frame 14-15 -> Frame 14-16
      • Base Damage: 11->15
    • Hit 2:
      • Hitbox Active: Frame 26-27 -> Frame 26-29
      • Base Damage: 13->17
    • FAF: Frame 50->Frame 48
  • Back Air:
    • Hit 1:
      • Hitbox Active: Frame 6-8 -> 6-9
      • Base Damage: 3 -> 5
    • Hit 2:
      • Hitbox Active: Frame 18 -22 -> Frame 18-23
      • Base Damage: 5 -> 7
    • FAF: Frame 31 -> Frame 29
  • Down Air:
    • Hit (Early):
      • Base Damage: 15 -> 16
    • Hit:
      • Base Damage: 18 -> 20
      • BKB: 30 -> 40
    • Hit (Late):
      • Base Damage: 15 -> 16

  • Hero's Bow (No Charge):
    • FAF: Frame 47 -> 40
  • Gale Boomerang
    • Hitbox Active: Frame 27-35 -> 25-35
    • FAF: Frame 46 -> 40
    • Boomrang speed increased
  • Bomb:
    • FAF: 40 -> 38

The font in blue means that it's unlikely but it's something I'd like to see happen.
Trust me, I tried to convince others on here. I literally had some great ideas that would work for Link, yet people still didn't like them when I finalized and released the suggestions. Secondly, no, I don't want his F-Air to do that much damage, I'd rather have it come out between Frames 11 or 12 and deal less damage than have it deal a total of 32% damage with the first hit literally killing at 50%.

Just gonna say, Link does NOT need a buff to any of his air game, damage , frames or otherwise. He hardly needs a buff to walking or running speed, though jumpsquat I'm kinda eh on. Keep in mind that 7 frames is just under a 4 frame jumpsquat in older games, reverting data to older game data without first doubling or just accounting for the fact that Smash 4 runs at 60FPS where's the others ran at or around 30.

Also, yes Link must always get a dash attack buff
Uh...dude, you better not be referring to the other three Smash Bros. games. You do understand that all Super Smash Bros. games run at 60 FPS, right? I'm just hoping you're meaning different fighting games, but if not, try arguing about Link somewhere else.
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
This might seem biased since I'm a Link main. But I might as well give my suggestions for my favorite character. I hope you'll at least consider.

:4link:

  • Walk Speed: 1.188 -> 1.228
  • Run Speed: 1.3944 -> 1.4344
  • Jumpsquat: 7 Frames -> 5 Frames

  • Jab 1:
    • Hitbox Active: Frame 7-8 -> Frame 6-8
    • FAF: Frame 28 -> Frame 21
    • Base Damage: 2.5 -> 5
  • Jab 2:
    • Hitbox Active: Frame 6-7 -> 5-7
    • FAF: Frame 21 -> 20
    • Base Damage: 2.5 -> 3
  • Jab 3:
    • Base Damage: 5 -> 6
  • Dash Attack:
    • Hitbox Active: Frame 20-23 -> 19-23
    • FAF: Frame 57 -> 47
  • Forward Tilt:
    • Hitbox Active: Frame 15-19 -> Frame 12-16
    • FAF: Frame 38 -> Frame 35
    • Base Damage: 13/13/12/12 -> 14/15/14/13
  • Up Tilt:
    • Hitbox Active: Frame 8-12 -> 8-14
    • FAF: Frame 36 -> Frame 29
  • Down Tilt:
    • Hitbox Active: Frame 11-12 -> Frame 10-13
  • Forward Smash:
    • Hit 1
      • Hitbox Active: Frame 15-16 -> Frame 15-18
      • FAF: Frame 52 -> 50
      • Base Damage: 7/14/7 -> 14/15/15
    • Hit 2:
      • Hitbox Active: Frame 12-13 -> Frame 12-15
      • FAF: Frame 68 -> Frame 51
      • Base Damage: 13/13/12/12 -> 18/20/20/20
  • Up Smash:
    • Hit 1:
      • Hitbox Active: Frame 10-13 -> Frame 5-10
    • Hit 1 (Late):
      • Hitbox Active: Frame 14-15 -> Frame 11-12
    • Hit 2:
      • Hitbox Active: Frame 25-28 -> Frame 17-21
    • Hit 2 (Late):
      • Hitbox Active: Frame 29-30 -> Frame 22-23
    • Hit 3:
      • Hitbox Active: Frame 41-45 -> Frame 30-35
    • FAF: Frame 78 -> Frame 51

  • Neutral Air:
    • Hit:
      • Hitbox Active: Frame 7-8 -> Frame 4-6
      • Base Damage: 11/9/9 -> 11/11/11
    • Hit (Late):
      • Hitbox Active: Frame 9-31 -> Frame 7-31
      • Base Damage: 6 -> 7
    • FAF: Frame 39 -> 35
  • Forward Air:
    • Hit 1:
      • Hitbox Active: Frame 14-15 -> Frame 14-16
      • Base Damage: 11->15
    • Hit 2:
      • Hitbox Active: Frame 26-27 -> Frame 26-29
      • Base Damage: 13->17
    • FAF: Frame 50->Frame 48
  • Back Air:
    • Hit 1:
      • Hitbox Active: Frame 6-8 -> 6-9
      • Base Damage: 3 -> 5
    • Hit 2:
      • Hitbox Active: Frame 18 -22 -> Frame 18-23
      • Base Damage: 5 -> 7
    • FAF: Frame 31 -> Frame 29
  • Down Air:
    • Hit (Early):
      • Base Damage: 15 -> 16
    • Hit:
      • Base Damage: 18 -> 20
      • BKB: 30 -> 40
    • Hit (Late):
      • Base Damage: 15 -> 16

  • Hero's Bow (No Charge):
    • FAF: Frame 47 -> 40
  • Gale Boomerang
    • Hitbox Active: Frame 27-35 -> 25-35
    • FAF: Frame 46 -> 40
    • Boomrang speed increased
  • Bomb:
    • FAF: 40 -> 38

The font in blue means that it's unlikely but it's something I'd like to see happen.

You wanna make a smash attack with massive disjointed range that kills at 100% frame 5 and have no ending lag, a frame 6 jab do 14% (btw, these damage buffs would make the move connect worse than Samus' jab), an already crazy good fair kill 30%-50% sooner, his down air more crazy powerful than it already is, a frame 12 tilt with massive disjointed range kill at 100%.

Yet it's a faster boomerang and dash attack that you call "unlikely"?

I swear, people on this thread sometimes.
Trust me, I tried to convince others on here. I literally had some great ideas that would work for Link, yet people still didn't like them when I finalized and released the suggestions.
"literally" "great ideas".

Perhaps people didn't like those changes because they unnecessarily overtuned Link in almost every way. :p
:162:
 
Last edited:

SalemtheEngineer

Smash n00b
Joined
Mar 19, 2016
Messages
30
I definately went overboard. I'll rethink all of his attacks.

Although I still think he needs a buff for his speed, nair, bair and jab (Seriously!? His jab is active on frame 7!).
 
Last edited:

RedMarf78

Smash Cadet
Joined
May 7, 2016
Messages
54
Location
New York
Just gonna say, Link does NOT need a buff to any of his air game, damage , frames or otherwise. He hardly needs a buff to walking or running speed, though jumpsquat I'm kinda eh on. Keep in mind that 7 frames is just under a 4 frame jumpsquat in older games, reverting data to older game data without first doubling or just accounting for the fact that Smash 4 runs at 60FPS where's the others ran at or around 30.

Also, yes Link must always get a dash attack buff
I think I'm missing something? Do you really think that Link needs no buffs other than one to dash attack? You've been saying how a lot of the suggested buffs are unnecessary but general consensus is that link is only middle/low tier character (and I agree with this) so I'm curious as to what you think the character needs?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Speaking of Luigi, we should do something with him, because he's kind of in need of help. If we're not going to make him Green Diddy again, then he should get a speed buff or a KO power buff.
I've brought up an air speed buff, since recovery is an issue that Luigi has. However, people have mentioned that buffing Luigi's air speed would make his air game more dangerous, when in truth, he can't exactly do follow-ups on higher damaged targets.

The only change that I've made to Luigi is raising his air speed to 0.92. It's still a below average level when compared to most other fighters, but at least it would give Luigi a chance of getting back on-stage without having to resort to Green Missile for his horizontal momentum. If you don't like the buff, then you can always give Luigi the Antiglide bonus effect, and drop his air speed down to 0.736.
 

Derpnaster

Smash Journeyman
Joined
Feb 23, 2015
Messages
323
I think I'm missing something? Do you really think that Link needs no buffs other than one to dash attack? You've been saying how a lot of the suggested buffs are unnecessary but general consensus is that link is only middle/low tier character (and I agree with this) so I'm curious as to what you think the character needs?

Warning, this post contains opinions not mainstream or generally popular.

OK so Link is in a difficult situation, yes to most he is low tier, mid tier at highest, however that in my observation is not because he is a "bad character" or was a "good concept but poorly done". But because what he can do is not what is considered 'optimal' in the metagame as it stands.

What I see is a lot of buffs to making all his moves faster. And in some respect I do agree Link needs faster moves, but nowhere near the extent that I've been seeing. At most he needs two or three frames shaved off the front end of his tilts. and maybe six or seven off the back end of his smashes. His air game does not need a change, the devs did an outstanding job of making it crazy good and honestly making changes because you want a character like Link to have a combo game, or more accurately a conventional combo game, just breaks the character concept, I'll talk about specials later because I have a whole rant on Gale and why it doesn't deserve the hate.

If you think about how Link fights in his games it's actually nothing even remotely close to a combo game or even just being fast.
Link fights with not just his sword, but his wits, he finds tools in his games that he then uses to solve puzzles, cross bottomless pits, and even fight bosses much bigger, stronger, or even faster than himself. Very rarely does Link pit his speed against another, see the impossible BS that is the postman, or his raw power. Even against Ganon in Twilight Princess Link could win with his fishing pole and a few good hits.

The way I best put it to friends trying out Link was. Every boss has the glowing eye, find out how to hit the glowing eye.

So when you look at Link from that perspective you can reasonably see that in Smash he has a similar way of fighting. He's not like Sheik or even Greninja in that he can just throw out moves in neutral or out maneuver a character and beat them into submission.
He has to take it slow and steady, use his tools to dictate the pace if he can and then when you as the player find your opponent's weakness. Zero in and go freaking HAM. Link may not be the best at getting in, or getting out for that matter, but when he does he has more than enough damage output and such a stupidly long list of kill options that he actually has one for nearly any situation (NAir for lightweights near stage, UTilt for literally everyone, FTilt for characters with poor recover or light weight from center, Dash Attack as a hard punish form pretty much everywhere, Bombs at high percents and they are laming it out, Bow to snipe, Gale to just screw with them and get them to kill themselves, All his other aerial attacks around 120 to cover movement or as punish moves, and every smash has a use, even DTilt has a spike box, Effectively if you aren't using a Jab, a Z air, or a non UThrow throw, Link can find a way to kill with it)

Specials are their own case. Bombs are good, perfect even, no changes there, Bow is very good, it's decently fast and can disrupt many attacks if you know how to use it right. Spin Attack is great. If anything just shave off some startup so it can be used reliably out of shield or make the hit more worth it (As a joke I like bringing back the old Bumper Spin Attack (melee semi spike), also known as Screw You Fox Recover Trom This!). And then there is Gale, Not gonna lie Gale is insane for what it can do. it's pretty fast and it can stay out for a long time. It's as tall as three of Link's older rangs, and can mess up so many things just by virtue of being Gale.
It can zone, disrupt, set up combos, trap, and yes it can kill with it's windbox jank. Gale is honestly good where it is,though if you want it faster I have no qualms with having it come out one or two frames earlier.

Ok that rnat was shorter than I expected but I do hope this clarifies a little where I'm coming from, Also if it helps I did main Link in Project M, I have seen what a fast Link or more Combo Heavy Link looks like. He's still not better off than he is here so it's just better in my experience to work with what we got and not change him because it would be better with the meta or some idealized concept of Link.

OK now rant is over, commence the flame grilling for having a unique opinion.
 

Rpggames77

Smash Journeyman
Joined
Mar 25, 2015
Messages
324
I just found this and haven't read too much yet, but will this be the equivalent of pm for wii u?
 

ZeusLink

Smash Apprentice
Joined
Nov 27, 2015
Messages
88
Location
Shibuya
NNID
U wot m8?
3DS FC
1010-0010-0100
I just found this and haven't read too much yet, but will this be the equivalent of pm for wii u?
Probably not. This one is an attempt to balance characters to be more viable. Project M is a remake of Melee.
 

RedMarf78

Smash Cadet
Joined
May 7, 2016
Messages
54
Location
New York
I agree that link is not meant to be a combo heavy character; that's clear from the way the Dev. team made him in the smash games however the reason people suggest suggest so many speed/ frame based buffed is precisely because link has trouble dictating the pace of matches. His projectiles offer him some control when matches start but once the opponent closes the gad between themself and link he struggles to regain that space due to his lack of speed (both attribute wise and attack wise). At one point I was trying to figure out why people thought link was so bad; He had riduculous killpower, OK projectiles, OK shield pressure, great damage output in his normals and even some decent combo game in down tilt and bair. but when I played against others with the character I could only really think one thing... Slow. I did relatively OK with Link but it was so annoying to have to try and space out my opponents with projectiles when they could always stay in my face since my air and groundspeed were lackluster. I secondary Toon Link who's faster than Link and I STILL have this problem of maintaining space.

Arrows are OK (but arrows that could quickdraw would be better)

I think you're overestimating gale boomerang a bit. The windbox is good for offstage shenanigans but that's about it. On stage its kinda just a weird gimmick that can end up working in either you or your opponents favor. There's really no consistency as to how gale boomerang will effect the match outside of using it for shield break punishes or edgeguarding. The move is overall too situational and is lackluster outside of its occasianal random jank(though its surprisingly good up close on hit)

Bombs are great but they would be even better if link didn't have to be halfway across the stage from any relatively fast opponent to take one out without getting punished.

Simply put, Link is too slow to compete with the abundance of fast top tiers. He mainly needs either better movement speed so he can maintain space of some better/faster projectiles to help him wall out enemies better. Other than that a few frame data buffs here and there would also be welcome. I'll write an entire suggested changelist for link tomorrow.

All of this said, you are the link main so you know more about the character than me. Personally I feel Link isn't good enough right now but I think a that a few solid changes will make him pretty good. I don't think he needs anything close to total reworking or something like that.
 

SalemtheEngineer

Smash n00b
Joined
Mar 19, 2016
Messages
30
Link has a lot of flaws. His biggest one being his speed and the fact that almost all of his ground moves are very unsafe.

Let's not forget that Link has no good out-of-shield options other than jump out of shield back air, or having a bomb in your hand to hit the opponent behind you.

In general he needs a frame data buff as well as a speed and projectile buff. I still think he needs some damage buffs for his grounded moves since he's basically suppose to be a tank version of Toon Link.

I'm going to rewrite my changes for Link since like I said I went kinda overboard. I guess I had Project M 3.0 Link in my mind since that was the only game that did Link right.
 
Last edited:

Derpnaster

Smash Journeyman
Joined
Feb 23, 2015
Messages
323
I do agree Link could enjoy a buff to frame data. I'm very iffy on speed increases.

Seriously though keep buffing the Dash Attack
it's such a glorious kill option
 

Halcy0n

Smash Cadet
Joined
Jan 11, 2016
Messages
51
  • Roy's Uthrow: KBG 100 -> 120, Angle 97 -> 90
Also, why is everyone trying to make all the fighters brawl meta knight or melee kirby?
 
Last edited:

Radical Larry

Smash Lord
Joined
Mar 19, 2014
Messages
1,994
Location
The Pocket Dimension
NNID
Crimson-Vulcan
3DS FC
1822-3761-9326
Look, as a long-time Link player and someone who's knowledgeable about him, I think it's safe to say that what Link needs is often the most unorthodox changes along with minor changes. I'm only saying this because I believe he does need these following changes, that I suggest him to have. I mean, the problem is is that Link's not being buffed where he needs to be buffed, his frame data and mobility, and that keeps him from being higher than middle tier. However, these next suggestions will include some attacks having frame data changes and some minor changes I suggested before:

  • Link's Attributes:
    • Run Speed: 1.3944 => 1.44
    • Aerial Speed: 0.88 => 0.92
    • Jumpsquat Decreased: Frame 7 => Frame 5
  • Normal and Smash Attacks:
    • Jab:
      • Hit 1 Start-Up Decreased: Frame 7-8 => Frame 4-5
      • Hit 1 FAF Decreased Slightly: 28 Frames => 25 Frames
      • Hit 2 FAF Decreased Slightly: 21 Frames => 17 Frames
    • Forward Tilt:
      • Start-Up Decreased: Frame 15-19 => Frame 13-17
    • Up Tilt:
      • FAF Decreased: 36 Frames => 30 Frames
    • Down Tilt:
      • Start-Up Decreased: Frame 11-12 => Frame 10-11
      • Hitbox Added to Tip:
        • Damage: 15%
        • Angle: 270 Degrees
        • Base Knockback: 15
        • Knockback Growth: 80
    • Down Smash:
      • Hit 2 Damage Increased: 12/12/11/10% => 16/16/13/12%
  • Aerial Attacks:
    • Neutral Aerial:
      • Early Hit Start-Up Decreased: Frame 7-8 => Frame 5-6
      • All Subsequent Hitboxes Adjusted in Frame Data
    • Down Aerial:
      • Earliest Hitbox Damage Increased: 15% => 22%
      • Earliest Hitbox Angle Changed: 270 Degrees => 85 Degrees
      • Early Hitbox Damage Increased: 18% => 20%
      • Late Hitbox Damage Increased: 15% => 18%
      • Meteor Hitbox Added from Hilt to Base of the Blade, All Hitboxes
  • Specials:
    • Gale Boomerang
      • Start-Up Decreased: Frame 27-35 => Frame 20-28
    • Spin Attack:
      • All Hits hit Individually, thus meaning no hit will cause the others to disappear.

Look, these are short, sweet and simple and don't change Link as drastically as much. All of these have to be reasonable, because I changed so little now. No one should be complaining about my suggestions since Link would remain relatively balanced as a whole. And as for Down Aerial, look, he NEEDS his Brawl/Melee Down Aerial since his meteor hitbox is borderline useless; as hard as it is to accept, it just is. It's the hardest one to even land and it's just pointless to use D-Air as a Meteor unless all hitboxes have it, so that's why Link's Down Aerial from hilt to the beginning of the blade are meteors in all hitboxes; this gives him Young Link's Down Aerial, essentially.

And look, some of his attacks just aren't fast enough to challenge others' attacks, so he needs some frame data buffs in order to keep up with opponents. Gale Boomerang is horrendously slow with a Frame 27 hitbox, so a frame 20 is significantly better than that. Same with Neutral Aerial and Jab, which need some frame data buffs in order to actually be viable. All I suggest is that Link's attacks become better so he can setup into some of his combos a bit better, all without his combo ability being buffed to the point of being broken.

My suggestions are meant to make every character from low to middle tier into high tier characters, and who wouldn't want that, right? I'd definitely want every character to be at least high or top tier without breaking them, obviously, and these suggestions above are great or should be great.
 

Green L

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Messages
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Bowser and Dk's up throw hoo hah should be nerfed. Take it away completely and compensate by adding more damage and knockback to their smash attacks. Make all their throws do more damage as well. Both characters are ridiculously shallow and one trick ponies.
 

L9999

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Bowser and Dk's up throw hoo hah should be nerfed. Take it away completely and compensate by adding more damage and knockback to their smash attacks. Make all their throws do more damage as well. Both characters are ridiculously shallow and one trick ponies.
Good luck landing those Smash attacks outside of Wi-Fi or on someone with a working brain. Adding more power to an already slow option doesn't solve anything. Superheavies are huge fat sandbags, so they need something to compensate. Or they can be like :4charizard::4ganondorf::4dedede:, rotting in the garbage. Speaking of sandbags, would it be alright to restore :4rob: Up Throw?
 
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Radical Larry

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Speaking of sandbags, would it be alright to restore :4rob: Up Throw?
Hahahahahaha...
NO.

Good luck landing those Smash attacks outside of Wi-Fi or on someone with a working brain. Adding more power to an already slow option doesn't solve anything. Superheavies are huge fat sandbags, so they need something to compensate. Or they can be like :4charizard::4ganondorf::4dedede:, rotting in the garbage.
Eh, if you play those three right, you can do very well at a competitive level on people around the same skill with certain other characters. I just use Dorf and Dedede, but the latter is only for people who have never explored the MU because let's be honest, how many Dededes do you see...ever?

It's not because the character's a bad character [he's not, he's a middle tier at worst], but it's because people call him bad without any justifiable proof to back it up. Just like Mii Sword.
 

Green L

Smash Apprentice
Joined
Sep 9, 2015
Messages
141
Good luck landing those Smash attacks outside of Wi-Fi or on someone with a working brain. Adding more power to an already slow option doesn't solve anything. Superheavies are huge fat sandbags, so they need something to compensate. Or they can be like :4charizard::4ganondorf::4dedede:, rotting in the garbage.
At least those those characters have more depth. Are you saying that without their clutch hoo hah, bowser and Dk are trash characters? If so I don't think depending on one ridiculous move to stay relevant is good character design.
 
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Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Look, as a long-time Link player and someone who's knowledgeable about him, I think it's safe to say that what Link needs is often the most unorthodox changes along with minor changes. I'm only saying this because I believe he does need these following changes, that I suggest him to have. I mean, the problem is is that Link's not being buffed where he needs to be buffed, his frame data and mobility, and that keeps him from being higher than middle tier. However, these next suggestions will include some attacks having frame data changes and some minor changes I suggested before:

  • Link's Attributes:
    • Run Speed: 1.3944 => 1.44
    • Aerial Speed: 0.88 => 0.92
    • Jumpsquat Decreased: Frame 7 => Frame 5
  • Normal and Smash Attacks:
    • Jab:
      • Hit 1 Start-Up Decreased: Frame 7-8 => Frame 4-5
      • Hit 1 FAF Decreased Slightly: 28 Frames => 25 Frames
      • Hit 2 FAF Decreased Slightly: 21 Frames => 17 Frames
    • Forward Tilt:
      • Start-Up Decreased: Frame 15-19 => Frame 13-17
    • Up Tilt:
      • FAF Decreased: 36 Frames => 30 Frames
    • Down Tilt:
      • Start-Up Decreased: Frame 11-12 => Frame 10-11
      • Hitbox Added to Tip:
        • Damage: 15%
        • Angle: 270 Degrees
        • Base Knockback: 15
        • Knockback Growth: 80
    • Down Smash:
      • Hit 2 Damage Increased: 12/12/11/10% => 16/16/13/12%
  • Aerial Attacks:
    • Neutral Aerial:
      • Early Hit Start-Up Decreased: Frame 7-8 => Frame 5-6
      • All Subsequent Hitboxes Adjusted in Frame Data
    • Down Aerial:
      • Earliest Hitbox Damage Increased: 15% => 22%
      • Earliest Hitbox Angle Changed: 270 Degrees => 85 Degrees
      • Early Hitbox Damage Increased: 18% => 20%
      • Late Hitbox Damage Increased: 15% => 18%
      • Meteor Hitbox Added from Hilt to Base of the Blade, All Hitboxes
  • Specials:
    • Gale Boomerang
      • Start-Up Decreased: Frame 27-35 => Frame 20-28
    • Spin Attack:
      • All Hits hit Individually, thus meaning no hit will cause the others to disappear.


Look, these are short, sweet and simple and don't change Link as drastically as much. All of these have to be reasonable, because I changed so little now. No one should be complaining about my suggestions since Link would remain relatively balanced as a whole. And as for Down Aerial, look, he NEEDS his Brawl/Melee Down Aerial since his meteor hitbox is borderline useless; as hard as it is to accept, it just is. It's the hardest one to even land and it's just pointless to use D-Air as a Meteor unless all hitboxes have it, so that's why Link's Down Aerial from hilt to the beginning of the blade are meteors in all hitboxes; this gives him Young Link's Down Aerial, essentially.

And look, some of his attacks just aren't fast enough to challenge others' attacks, so he needs some frame data buffs in order to keep up with opponents. Gale Boomerang is horrendously slow with a Frame 27 hitbox, so a frame 20 is significantly better than that. Same with Neutral Aerial and Jab, which need some frame data buffs in order to actually be viable. All I suggest is that Link's attacks become better so he can setup into some of his combos a bit better, all without his combo ability being buffed to the point of being broken.

My suggestions are meant to make every character from low to middle tier into high tier characters, and who wouldn't want that, right? I'd definitely want every character to be at least high or top tier without breaking them, obviously, and these suggestions above are great or should be great.
Even when you try to small changes here, there are still problems with it.

Link doesn't need to have such a fast jab. He's designed to be poor close up, which is why he has his projectiles and large range. I can see buffing other by a frame or two, but three is too much on my humble opinion.

The down tilt meteor Hitbox seems unnecessary, though, I'm not really against it. The only change I would make to it is the decrease the damage output (but compensate knockback), as there's no reason for it to do 15%. I'd also argue the up tilt buff is unnecessary, but I'm not really opposed to it either.

Down smash does not need such a drastic buff, if it even needs a buff at all. You're making it about as strong as Ganondorf's (the strongest down smash on the game), but with a much better angle. Even ignoring the huge power buff, it doesn't need such a big damage buff either (it already does good enough damage).

I'm confused on the down air part, as the hitboxes are described well. Is the entirety of the late hit going to spike, or is only the early part going to? Is the middle part going to lose it's spike hitbox? Does the early hit need to do so much damage?

I don't understand why you're making Spin Attack's hitboxes like that. It doesn't help it hit better, all it does is make it the reincarnation of Melee Peach's down smash.

I will have to give credit where it's due though, this change list is better than your last few (though, I wouldn't call the changes "great", like you did lol).
:162:
 

Yoshister

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At least those those characters have more depth. rs have more depth Are have more depth Are you saying that without their clutch hoo hah, bowser and Dk are trash characters? If so I don't think depending on one ridiculous move to stay relevant is good character design.
I really wouldn't say they have more depth.

Heavyweights should have kill confirms off grabs. If they didn't, they'd have to pray they land a laggy Smash attack if they wanted to kill at the early percents they should be able to kill at.

Unless you consider the heavyweight design of "Slow, but large and powerful" to be bad design.
:181:
 
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KingJigglypuff

Smash Ace
Joined
May 2, 2010
Messages
679
Dropping by to let everyone know that Dr. Mario's changes have been updated. Courtesy of Yoshister Yoshister

The Public Build still won't be updated until later down the line. Speaking of an updated release, I want to wait until we get as many characters as possible (and realistic) changed before another release.
 

Frihetsanka

Smash Champion
Joined
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Messages
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The Public Build still won't be updated until later down the line. Speaking of an updated release, I want to wait until we get as many characters as possible (and realistic) changed before another release.
Perhaps you should have a second group, a "Beta testing" group, so to speak, that get to try various build and provide feedback? I'm assuming you've already doing this with the current team, but you could extend it beyond just the developing team, thus increasing the likelihood of finding exploits and other issues. Perhaps that would speed up the process a bit, too.
 

L9999

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the attic I call Magicant
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Eh, if you play those three right, you can do very well at a competitive level on people around the same skill with certain other characters. I just use Dorf and Dedede, but the latter is only for people who have never explored the MU because let's be honest, how many Dededes do you see...ever?

It's not because the character's a bad character [he's not, he's a middle tier at worst], but it's because people call him bad without any justifiable proof to back it up. Just like Mii Sword.
DDD is low tier without a doubt. There is enough proof to say Mii SF is garbage. He is a walking sandbag, can't deal much with pressure, poor mobility, and his recovery is complete garbage. His Up B is worse than Cloud's and his Side B is so bad it can be challenged sleeping. Thus, his MUs are garbage and no one plays him seriously. "What about Trela?" He can win local tournaments with any garbage character he wants to. "But customs!" There is no proof.
 

Radical Larry

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DDD is low tier without a doubt. There is enough proof to say Mii SF is garbage. He is a walking sandbag, can't deal much with pressure, poor mobility, and his recovery is complete garbage. His Up B is worse than Cloud's and his Side B is so bad it can be challenged sleeping. Thus, his MUs are garbage and no one plays him seriously. "What about Trela?" He can win local tournaments with any garbage character he wants to. "But customs!" There is no proof.
Ahem, you do know that you're just talking about the biggest version of Sword Fighter, right? A Medium Sized or even a small sized Sword Fighter Mii is very fast, agile and deal better combos and damage than a big and tall one. I think people are underestimating Mii Sword when he's actually just a high tier in the wrong place and time. Mii Sword on the smallest setting is incredibly fast and combo heavy at the cost of power, but medium sized is the perfect balance of it.

Secondly, if you equip him with Chakrams instead, they can't be really challenged, and if you equip Sword with Hero's Spin, his recovery becomes among the better in the game. The reason why Sword is so low is because people underestimate him and don't use him, thus forcing people not to give him a chance. Also, Mii bans suck.

Either way, no one can really prove Mii Sword is good or bad yet since no one's actually given him a chance.
 

Green L

Smash Apprentice
Joined
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Messages
141
Heavyweights should have kill confirms off grabs. If they didn't, they'd have to pray they land a laggy Smash attack if they wanted to kill at the early percents they should be able to kill at.

Unless you consider the heavyweight design of "Slow, but large and powerful" to be bad design.
I consider "without up throw I suck" bad design. You're missing the point. Not only does it make them extremely one dimensional but it invalidates the use of their smash attacks and the rest of their moveset. The heavyweights already have the "slow but powerful" design. Dk and bowser do high shield damage and their smashes can end a stock under 60 without an easybake hoo hah. It takes SKILL to land smash attacks but they're highly rewarding. Dk has 3 spikes can use to his advanage, Bowser has the tough guy "Herp Derp up throw" the characters shouldn't have such easybake high damage combos. I got a better idea. give them some sort of kill confirm WITHOUT grabs. This way, they can have actually depth and not depend on one move as a crutch

Suggestions for Luigi

NERFS

Airspeed: back to vanilla which is .734
D-tilt: Dmg 8->7, FAF 27->33, remove trip
F-tilt: FAF 33->39
Down Smash: (Hit 1) KBG:85->81
Down Smash: (Hit 2) KBG: 104->96
Down Smash: FAF 38-> 43
Dash Attack: Add more SDI multiplier
Luigi Cyclone: (Grounded) 130->120

BUFFS
Down Throw: 55 base->75 base, KBG: 83->30
Luigi Cyclone: (Aerial)KBG: 120->128
Add less button mashing required for Luigi Cyclone to rise.

Vanilla smash 4 luigi was turned into Mario Lite after his nerfs. My suggestions will allow for Luigi to be an entirely different character and not be a mario knock off. I suggested that Luigi's airspeed should go back to vanilla because buffing it would remove one of his weaknesses. Luigi will get all of his grab combos back from pre 1.1.1 but the cyclone combo will be toned down this way. My nerfs will offset his grab game to remain balanced.
 
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Mario & Sonic Guy

Old rivalries live on!
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Luigi's air speed is already set at 0.7341766, but considering that his recovery isn't that great, an air speed value that low is just a big curse for him. I'll never understand why Luigi's air speed has to be second worst, as he obviously doesn't get the multiple mid-air jump properties that King Dedede has to deal with his air speed troubles (and even then, he should at least get his air speed buffed to around 0.7).
 

MrGameguycolor

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I consider "without up throw I suck" bad design. You're missing the point. Not only does it make them extremely one dimensional but it invalidates the use of their smash attacks and the rest of their moveset. The heavyweights already have the "slow but powerful" design. Dk and bowser do high shield damage and their smashes can end a stock under 60 without an easybake hoo hah. It takes SKILL to land smash attacks but they're highly rewarding. Dk has 3 spikes can use to his advanage, Bowser has the tough guy "Herp Derp up throw" the characters shouldn't have such easybake high damage combos. I got a better idea. give them some sort of kill confirm WITHOUT grabs. This way, they can have actually depth and not depend on one move as a crutch

Suggestions for Luigi

NERFS

Airspeed: back to vanilla which is .734
D-tilt: Dmg 8->7, FAF 27->33, remove trip
F-tilt: FAF 33->39
Down Smash: (Hit 1) KBG:85->81
Down Smash: (Hit 2) KBG: 104->96
Down Smash: FAF 38-> 43
Dash Attack: Add more SDI multiplier
Luigi Cyclone: (Grounded) 130->120

BUFFS
Down Throw: 55 base->75 base, KBG: 83->30
Luigi Cyclone: (Aerial)KBG: 120->128
Add less button mashing required for Luigi Cyclone to rise.

Vanilla smash 4 luigi was turned into Mario Lite after his nerfs. My suggestions will allow for Luigi to be an entirely different character and not be a mario knock off. I suggested that Luigi's airspeed should go back to vanilla because buffing it would remove one of his weaknesses. Luigi will get all of his grab combos back from pre 1.1.1 but the cyclone combo will be toned down this way. My nerfs will offset his grab game to remain balanced.
Wait, you want to take away both DK & Bowser's combo/kill confirms stating that it overshadows their other options making nearly useless, yet you want to give Luigi back his old combo/kill confirm in exchange for making his other moves worse?

Doesn't that contradict what you're saying...
 

Eugene Wang

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Messages
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Luigi fits in the niche where he has more reward and less speed than all-rounders than Mario and Pit, but less reward and more speed than grapplers like Donkey Kong and Bowser. This should be maintained in this mod.

And if you're suggesting removing DK's and Bowser's combos, at least suggest something to replace it. They sucked before they got them.
 

L9999

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So much hypocrisy. Luigi was nerfed because of his braindead D-Throw, and unlike Bowser and DK, Luigi has an approach forcer and insane frame data to abuse it. And what you want nerfed are all weak moves no Luigi players use.

I was talking about regular size 1111 SF. His frame is big enough to abuse his weight and juggle him. Guest size is the standart so I don't count small Miis. High tier? Even with customs Swordspider has nothing on :4pikachu::4falcon::4ness::4villager::4tlink::4metaknight::4corrinf:or many mid tiers for that matter. Chakrams are really good, I give you credit there. Among the better recoveries? :4metaknight::4sheik::4mewtwo::4bayonetta::4wario:? It is :4link: without bombs, and Link's is already exploitable, but where credit is due, Hero Spin is 1446767867 times better than Stone Scabbard. :4miisword:is low because he is very flawed and has no rep at all. On 1111, he is:4jigglypuff:tier IMO.
 
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William5000000

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Dropping by to let everyone know that Dr. Mario's changes have been updated. Courtesy of Yoshister Yoshister

The Public Build still won't be updated until later down the line. Speaking of an updated release, I want to wait until we get as many characters as possible (and realistic) changed before another release.
Take as much time as you need. The characters (and 'another' problem that hasn't been mentioned up until now) will eventually be changed as best as possible.
 

Mario & Sonic Guy

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I've been trying to figure out a way to improve Mewtwo's grab range, but things have felt rather mixed for some reason. I did the following changes to its game.bin file...

D: [CatchDash]
Script:{
Asynchronous_Timer(Frames=9)
Grab_Collision(ID=0x0, Bone=0x0, Size=5, Z=0, Y=8.5, X=5.5, Action=0x3F, AirGround=0x3, Unknown=0x0, Unknown=8.5, Unknown=12.7)
External_Subroutine(Unknown=0x49FA5BDD)
Synchronous_Timer(Frames=2)
Terminate_Grab_Collisions()
Set_bit(Unknown=0x2100000D)
Script_End()
}

58: [CatchTurn]
Script:{
Asynchronous_Timer(Frames=10)
Grab_Collision(ID=0x0, Bone=0x0, Size=5.5, Z=0, Y=8.5, X=-5.5, Action=0x3F, AirGround=0x3, Unknown=0x0, Unknown=8.5, Unknown=-15.2)
External_Subroutine(Unknown=0x49FA5BDD)
Synchronous_Timer(Frames=2)
Terminate_Grab_Collisions()
Set_bit(Unknown=0x2100000D)
Script_End()
}

68: [Catch]
Script:{
Asynchronous_Timer(Frames=7)
Grab_Collision(ID=0x0, Bone=0x0, Size=5.5, Z=0, Y=10, X=5.5, Action=0x3F, AirGround=0x3, Unknown=0x0, Unknown=10, Unknown=10.1)
External_Subroutine(Unknown=0x49FA5BDD)
Synchronous_Timer(Frames=2)
Terminate_Grab_Collisions()
Set_bit(Unknown=0x2100000D)
Script_End()
}

I've never actually tried to edit a fighter's moveset before, so I've been very uncertain on if I'm doing something wrong.
 

ZeusLink

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U wot m8?
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If this was as easy as editing in BrawlBox, it would help us all. Then again, it could be.
 

Derpnaster

Smash Journeyman
Joined
Feb 23, 2015
Messages
323
Assuming Nintendo did what they did with Brawl and wrote Smash 4 in Objective C then I can guarantee I have no idea what variable is what attribute in game
 

MarioMeteor

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I'm going to update all of my old changes and include some new ones.
Forward tilt BKB increased: 8 -> 16
Up tilt KBG decreased: 120 -> 90, hitbox size increased.
Up smash active frames changed: 16-19 -> 13-16. Upper body invincibility on frames 13 - 16. FAF: 46 -> 31.
Down smash damage increased: 11% -> 14% and startup decreased by 3 frames: frame 14 -> frame 11.

Back air active frames: 12-13 -> 9-10.
Down air landing lag: 30 - 15 and final hit now meteor smashes aerial opponents weakly.
Up air startup decreased: frame 9 -> frame 7 and landing lag decreased: 15 -> 10.

Forward throw: angle lowered to semi spike trajectory.
Down throw damage decreased: 4%, 6% -> 3%, 4%. Knockback: 45 base, 100 growth -> 40 base, 80 growth.
Back throw: angle lowered.
Up throw knockback increase: 30 base, 110 growth -> 70 base, 120 growth.

Rollout: No longer causes helplessness after connecting.
Pound: FAF: 46 -> 40.
Rest: Forces Star KO.
Sing: I don't even know how to fix this move.
Weight increased - 95 -> 104
Falling speed decreased - 1.8 -> 1.68
Gravity decreased - 0.114 -> 0.1

General range increase on all sword attacks.
Down tilt damage decreased - 11%/6.5% -> 8%/4.5%. Angle raised from 30 to 65 and FAF decreased slightly - frame 22 -> 20.
Down smash (hilt) KBG increased - 85 -> 90. FAF decreased - 63 -> 60.

Neutral, forward, and up air autocancel frames improved - frame 47 -> frame 32 (neutral), frame 33 -> frame 30 (forward), frame 38 -> 30 (up).
Down air active frames - 16-17 -> 12-13. FAF decreased - frame 52 -> frame 47.
Up air KBG decreased - 80 -> 75.

Down throw damage increased - 5% -> 7%. Hitstun increased as well.
Back throw ending lag decreased.
Up throw KBG increased - 100 -> 110.

Flare Blade hitbox size increased so that it hit below the ledge. *
Aerial Blazer - properties changed to match grounded version. *
Running speed increased - 1.472 -> 1.52.

Down air active frames - 16-19 (clean), 20-30 (late) -> 12-15 (clean), 16-26 (late). KBG increased - 80 (clean) -> 100 (clean).
Down throw KBG decreased - 110 -> 90.

Down smash - sourspot removed. *

Blaster FAF - frame 59 (grounded), frame 50 (aerial) -> frame 50 (grounded), frame 41 (aerial).
Forward smash active frames - frame 22-23 -> frame 18-23. FAF: frame 55 -> frame 50.
Down smash active frames - frame 19-21 -> frame 16-21. FAF: frame 55 -> 50.

Up throw KBG - 70 -> 60.

Neutral air active frames - 8-11 -> 6-12.
Back air active frames - 16-19 -> 12-15. *

Aura Sphere (uncharged) FAF - 49 -> 42.
Extreme Speed landing lag decreased - 60 frames -> 36 frames. *
Running speed - 1.5 -> 1.6.
Air speed - 0.73418 -> 1.
Traction - 0.024 -> 0.044.

Down tilt angle changed (361° -> 74°) and knockback scaling decreased (65 -> 54).

Luigi Cyclone requires significantly less inputs to gain distance.
I put a star (*) by anything that wasn't there before.
 
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