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What the actual ****? I literally got tired of Attack stick today when I was playing a friends sheik on wifi I change it just to hear this ? Zzz.Already posted in social but dsmash is less safe on shield by 4 frames now even after the universal shieldstun changes. The shieldlag got completely or almost completely removed from the move.
Those all seem to be placebo, but I can't reliably test escaping combos with Flip Jump right now.Paranoia on full alert. Somebody posted this in another thread, please verify if possible.
"-ZSS DownB has a noticeably weaker spike. Dsmash>DownB spike is not killing training dummies at 140%. It also seems like you can't use it while suffering from knockback anymore, so no escaping combos with her DownB.
-I think ZSS' Uair got changed, but I'm not familiar enough with the character to be sure. Someone please check this."
The reason for that previously was because Dsmash is technically a projectile so it didn't give ZSS hitlag; I'm wondering if something changed with that? Is it still bucket/absorb-able?To be fair dsmash used to be weird in the sense that ZSS didn't experience any hitlag when she hit with it, yet the opponent froze into their shield for those ~7 frames that now got changed to 1 or 0 (I've never heard of the term shieldlag before but I presume it means this). I don't know of any other move that gives the user no hitlag than ZSS' dsmash, so it could've been considered a buggy move before this change.
It's a shame it's less safe on shield now (used to be unpunishable if spaced) but it's still equally safe on whiff and honestly more than 50% of the time I use it for ledge pressure and out of the remaining usage only about half hits on shield. Not a big deal, but it sucks when trademark moves get touched this way without compensation.
It still acts the same way (no hitlag), just shieldlag was also removed. I wonder if this was done to all projectiles?The reason for that previously was because Dsmash is technically a projectile so it didn't give ZSS hitlag; I'm wondering if something changed with that? Is it still bucket/absorb-able?
There's nothing besides the Down Smash on shield change talked about above.Where is the changelog for ZSS?
Well, we kind have been compensated. Our Dsmash isn't as safe on shield, but our aerials are all now EVEN SAFER. Tuen posted the frame data in the social thread; some of it is insane. Also, this change hasn't affected all projectiles. Our paralyzer is now safer on shield as well, which is pretty awesome. I feel bad for people playing against FG ZSS, though.To be fair dsmash used to be weird in the sense that ZSS didn't experience any hitlag when she hit with it, yet the opponent froze into their shield for those ~7 frames that now got changed to 1 or 0 (I've never heard of the term shieldlag before but I presume it means this). I don't know of any other move that gives the user no hitlag than ZSS' dsmash, so it could've been considered a buggy move before this change.
It's a shame it's less safe on shield now (used to be unpunishable if spaced) but it's still equally safe on whiff and honestly more than 50% of the time I use it for ledge pressure and out of the remaining usage only about half hits on shield. Not a big deal, but it sucks when trademark moves get touched this way without compensation.
Has that bit about paralyzer been tested? Some anecdotal evidence shows that it's got lowered shield stun too. I haven't had a chance to take a look.Well, we kind have been compensated. Our Dsmash isn't as safe on shield, but our aerials are all now EVEN SAFER. Tuen posted the frame data in the social thread; some of it is insane. Also, this change hasn't affected all projectiles. Our paralyzer is now safer on shield as well, which is pretty awesome. I feel bad for people playing against FG ZSS, though.
Welp.So just putting it out there, but paralyzer is 7 frames safer on shield than it was before at all charges.
But Paralyser is more safe on shield now? IO heard someone say that.All projectiles got their shieldlag removed which should have more effect than that of the increased shieldstun, ultimately amounting to less time in shield upon shielding a projectile. I rarely go with the feel argument but you can drop your shield seemingly immediately after shielding a weak to medium projectile now which is something I don't remember from before the patch.