Tinkerer
Smash Ace
Thread for changes found to Villager in the new patch. So far, nothing has been found yet except for the minor global changes.
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Riding lloid at someone on a platform, with the lloid just low enough to hit the bottom part of their shield, to axe, is true, and allllmsot breaks shields.Any thoughts on combos regarding trying to break shields? Possibly involving the axe or tree timber?
Yup, it's nerfed again, and this time it's really annoying. I lost a bo5 3-2 because of it :'(Yo guys, i just figured out that Villager's Up B might be nerfed.
Check this out :https://youtu.be/eQO2OSqYdW4
Notice that the first up b is exactly identical, while the second one is way shorter than before.
You should check vil's upb data just in case !
I thought perfect shielding was frame 1-3, and was buffed to 1-4, according to Shaya?Ok so apparently the changes to shield are a lot more extensive than just the formula change. It's a little confusing so i thought i would summarise the changes here.
So you hit the shield button (awwwww look at you all cute and safe in your shield :3).
What happened in 1.1.0:
A timer starts counting down frames 1-4. If you get hit it's a perfect shield. Not much else to explain here.
If you don't get hit another timer starts counting down 8 frames. This is the "shieldlock" phase. You can use your oos options (roll, spotdodge, jump and jump cancels), but you can't drop your shield until the 8 frames are up!
Now if someone hits your shield while you are in this state or any time after, you go into "shieldstun". In this state you are completely frozen in your shield and can't do anything at all! The ammount of shieldstun frames you receive is according to the formula (damage / 2.56 rounded down). Any remaining shieldlock you had left is paused during shieldstun and starts counting down again after the shieldstun.
This means missing a perfect shield by one frame puts you in a worst case scenario for punishing (unless you buffer an oos option)!
How it works now in 1.1.1:
The perfect shield timer works the same except that its reduced to 3 frames instead of 4 (bummers =/)
The shieldlock timer works the same too. You get your oos options, and you can drop your shield on frame 11(perfect shield timer + shieldlock timer).
Here is where things get really different. You still go into shieldstun when you get hit during the shieldlock or after stage (now according to the formula (damage / 1.75) +2 rounded down), but your shieldlock timer no longer pauses when your shieldstun timer begins. They both count down at the same time now!
So now, instead of being in a worst case scenario when someone hit your shield just outside of that elusive perfect shield window, you are in a best case scenario. In fact, when you do the math, any moves that do less than 20% will actually hold you in your shield for less frames when hit on the first frame of shield lock because the 8 frames won't get added to the new shieldstun values.
But what does it all mean Johnny!?
Well it is obviously much less safe to stay in your shield for prolonged periods (duh!), but compared to the old shield mechanic it's always better to shield sooner rather than later. Oos options are now much less effective since you will almost never have a period of shieldlock after your shieldstun.
Approaching with shields seems like it's actually going to be better than before as long as you only tap the shield button. All in all it is going to encourage short, skillful use of shield and generally quicken the pace of matches.
You can read more details in this thread:
http://smashboards.com/threads/shields-in-1-1-1.419235/
And if i got anything wrong let me know so i can fix it, mmmmkay? =)
The troll character being trolled. How fitting xDAnother UpB nerf? I think they might be trolling us at this point.