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Me neither, she seems buffed all around. The nerfs feel much less significant than the buffs, IMO, especially for those who are skilled with the character.Just tried her out in training mode. Movement and overall speed feels pretty much the same. I don't see why so many people are dropping her as a main.
felt normal to me in training ,but try it online please. it just feels off!Just tried her out in training mode. Movement and overall speed feels pretty much the same. I don't see why so many people are dropping her as a main.
Sounds like lag is to blame and nothing else.felt normal to me in training ,but try it online please. it just feels off!
...you were probably suffering from poor latency issues or something.felt normal to me in training ,but try it online please. it just feels off!
They did this because luma was too disposable. Now you have to actually care about him. Also now there is more incentive for an opponent to actually hunt him.but of these the Luma timer respawn is the most significant one. People are underestimating that nerf because a "skilled Rosalina can still do fine." That's true if the Rosalina has more skill than the opponent. But for two opponents of equal skill level, Rosalina is much worse with it imo.
Nice gifs, I also noticed that the galaxies last longer too, so there might be a hidden buff in the hitboxes duration.Here are two GIFs I made displaying the difference in Down Smash endlag. Forgive me for the wobbles, I'll be better next time.
Left is 1.0.3, Right is 1.0.4.
Her head is no longer a hitbox in 1.0.4., so it's been nerfed slightly, I think (I don't recall its being a hitbox before, actually)I'm curious about Rosalina's D-Tilt.
In 1.0.3, a D-Tilt make Rosalina & Luma hit in opposite directions. In 1.0.4, they still hit on opposite directions, but only if you hold down diagonally towards Rosalina's back.
My question is, holding diagonally in 1.0.4, is her D-tilt the same as it was in 1.0.3, or is it different?
I don't know if it's in this game, but in Brawl survivability isn't as simple as "weight." It's categorized into horizontal and vertical endurance. Most characters' vertical endurance ranking is different from their horizontal endurance ranking. For example Brawl Lucario has the 11th best horizontal endurance and 16th best vertical endurance. And then you have to take into account vertical momentum canceling via aerial+fast fall, and horizontal momentum canceling via fastest aerial+jump, each of which vary with differing fast fall, aerial, and jump characteristics. I haven't bothered testing if these properties exist on the 3ds though.I think that's it. Only odd thing is it definitely was a little harder to KO Bowser with it earlier. Do heavier characters gain more of an advantage from "angled" attacks or something?
i'm stoked you're able to see this positively but i dont want anyone to think this is the general consensus.I think the buffs are more significant than the nerfs. The nerfs are literally just slaps on the wrist that will punish you a bit more of you play poorly, or are otherwise extremely minor in that they effect something that is a not a major part of her play style.
The buffs, however, make it flat out easier to play well, which makes the nerfs feel like they have less presence than they otherwise would. Luma's recall speed in particular just makes him so much harder to hit than before, making the respawn timer nerf feel very insignificant. I can also be much more aggro with Luma Shot now, because it has much less cool down, and I now have a short range Luma positioning tool.
Also I really love the new combo/follow up potential with N-air.
So far I'm feeling an overall nerf. The power reduction of Nair is noticeable, and at least as of yet I haven't noticed any significantly better ability to follow up on its reduced knock back. Over the course of the match those 3/1% reductions in power are taking away a significant amount of the damage that I was racking up before with Nair.I think the buffs are more significant than the nerfs. The nerfs are literally just slaps on the wrist that will punish you a bit more of you play poorly, or are otherwise extremely minor in that they effect something that is a not a major part of her play style.
The buffs, however, make it flat out easier to play well, which makes the nerfs feel like they have less presence than they otherwise would. Luma's recall speed in particular just makes him so much harder to hit than before, making the respawn timer nerf feel very insignificant. I can also be much more aggro with Luma Shot now, because it has much less cool down, and I now have a short range Luma positioning tool.
Also I really love the new combo/follow up potential with N-air.
All of Rosalina's other aerials were and still are the better KO moves, though. They simply increased that follow up potential on N-air, since it doesn't need to be a KO move at all anyway. And it still has enough knockback to be used as a "get away from me" tool if you wish.i'm stoked you're able to see this positively but i dont want anyone to think this is the general consensus.
nair was already low enough knockback at low percents that you could follow up with it, i used to do it pretty regularly, using dash attack, grab, usmash sometimes even.. it's about the same knockback at low percents, it just scales much slower at higher percents. and it's not lkie it's a true combo above like 0% for much of anything.
luma shot was never really a good move and being able to recall luma quicker doesn't help anything because it's generally a bad idea to throw luma out in the first place, especially with the respawn timer being extended. the cooldown compensates for it's inferior range and stage control.
also recalling luma was better when it was slow bcause you had more time to actually input an attack as it returned, now you have a very limited window in recalling luma.
her dtilt nerf is awful. dsmash being nerfed is just benefiting rollers more, yay for rolling. christ they love rolling.
her whiffed grab delay is AWFUL, uthrow to utilt to uair is like her #1 BEST WAY TO RACK UP DAMAGE.
nair is completely neutered. it was such a solid move, now i have to retrain myself to just not use it.
and the worst thing about this is no one will even care, they'll still cry about rosalina being OP because she's a weird character dynamic. this did nothing for the cmopetitive scene.
Nair is still really good. It's just not as good. Training yourself not to use it would be an absurd mistake. And as @ ChikoLad said, Nair was by far her weakest aerial KO even before the patch, so its loss in kill power isn't a big deal.i'm stoked you're able to see this positively but i dont want anyone to think this is the general consensus.
nair was already low enough knockback at low percents that you could follow up with it, i used to do it pretty regularly, using dash attack, grab, usmash sometimes even.. it's about the same knockback at low percents, it just scales much slower at higher percents. and it's not lkie it's a true combo above like 0% for much of anything.
luma shot was never really a good move and being able to recall luma quicker doesn't help anything because it's generally a bad idea to throw luma out in the first place, especially with the respawn timer being extended. the cooldown compensates for it's inferior range and stage control.
also recalling luma was better when it was slow bcause you had more time to actually input an attack as it returned, now you have a very limited window in recalling luma.
her dtilt nerf is awful. dsmash being nerfed is just benefiting rollers more, yay for rolling. christ they love rolling.
her whiffed grab delay is AWFUL, uthrow to utilt to uair is like her #1 BEST WAY TO RACK UP DAMAGE.
nair is completely neutered. it was such a solid move, now i have to retrain myself to just not use it.
and the worst thing about this is no one will even care, they'll still cry about rosalina being OP because she's a weird character dynamic. this did nothing for the cmopetitive scene.
edit: oh and up smash, her one reliable kill move when solo was messed with for god knows why
Just want to say that this is exactly why this is such a brilliant balance patch. It doesn't make Rosalina feel that much worse at most levels of play from the Rosalina side, but from the other side for many characters it's tons easier. It requires someone to be effective at playing his character and also at getting rid of Luma, however. As for the timer, you should keep in mind that most people don't know how to fight Rosalina, and that the timer will get more significant when you're facing players who do (I've said it many times but For Glory is kinda bad for meeting players who know what they're doing: practicing spacing there is legit though).So, overall...I don't think the patch changes are going to be changing our personal RosaLuma win rates by all that much. I feel like she's slightly nerfed overall, but not significantly nerfed as some are making it out to be, and as I initially feared when I heard about all the changes.
fair isn't exactly an easy move to line up for KOs, dair has very litlte horizontal, nair was one of your two methods of getting a kill when you were solo rosa. you could kill around 120-140%! now 1.0.4 upsmash doesn't even have as much power as nair used to. even if it didn't kill, it was a good enough move for getting your opponent off the stage and that is no longer the case. i am almost certain now the hitbox is smaller as well, which doesn't help things at all.Nair is still really good. It's just not as good. Training yourself not to use it would be an absurd mistake. And as @ ChikoLad said, Nair was by far her weakest aerial KO even before the patch, so its loss in kill power isn't a big deal.
Rosa's D-Tilt still hits in both directions, but you need to push down at an angle, towards Rosa's back. It still seems very effective to me when you do it that way. For every D-Tilt you can choose whether you want Luma hitting in front of you or behind you. I'm not exactly sure how it compares to what existed in 1.0.3 overall, but it's still really good.
Luma Shot wasn't such a good move before, but for the reasons I mentioned in my previous post, I think it's much improved now.
Well match ups are a zero sum game, so if you think the patch makes things much easier for opponents, then in essence you're saying that Rosalina has become much worse. Things can't be both much easier for the opponent and not so bad for Rosalina.Just want to say that this is exactly why this is such a brilliant balance patch. It doesn't make Rosalina feel that much worse at most levels of play from the Rosalina side, but from the other side for many characters it's tons easier. It requires someone to be effective at playing his character and also at getting rid of Luma, however. As for the timer, you should keep in mind that most people don't know how to fight Rosalina, and that the timer will get more significant when you're facing players who do (I've said it many times but For Glory is kinda bad for meeting players who know what they're doing: practicing spacing there is legit though).
Facing some Rosalinas just now (offline), I found this matchup to be significantly easier as characters like Diddy, Marth, Peach, and even Sheik who was nerfed in KO power too. Space careful taps on Luma (watch out for Luma Shot now!) until he's gone. Safe f-airs from all of these characters are good choices. Rosalina's options to punish you for going in are all worse (d-tilt, d-smash, even grab: getting shieldgrabbed by Rosalina was the most frustrating thing, because sometimes you were trapped between her and Luma, and you couldn't avoid the shieldgrab), so you can more easily invade her space. This means that it's much easier to KO Luma than it was before, and the reward for doing so is greater, so you should definitely do it more.
I've also managed to get way more grabs off successfully without worrying about Luma as much thanks to the small nerf to the Luma knocking you out of a throw animation thing. As Diddy I can get command grabs and push up to jump off of her if Luma is near, for instance. Before, I would get hit. Many of the characters who struggled against Rosalina did so because grabs just weren't rewarding enough against her in many situations. It's easy to feel powerless against Rosalina's defense if she's sitting in her shield and you can't grab her and throw her out because Luma is right there. Now that Rosalina both can't sit in her shield as much AND throwing her successfully without getting punished is easier, you don't feel powerless at all. Indeed, you have numerous options.
This is a fairly substantial buff to characters *against* Rosalina, but Rosalina is still a good character. It's just a much fairer fight now for many characters.
Also up-smash is more nerfed than I thought it was: it used to be my go-to KO move. I had a little more trouble vs. Marth as Rosalina because of this, for instance, because I used to be able to punish Marth's difficulty landing (no n-air interrupt, slow d-air) fairly often and get the kill. It does make a difference: those tipper f-smashes kill you really early, so you need every bit of kill power that you can get.
While it's true that more characters have positive match-ups against Rosalina now, she also has new tools which give her some more positive match-ups too. I think that's she worse overall, but not by a lot, maybe 4-5 places if we have to do tier list math (that's not very many places in a game with such tight balance).Well match ups are a zero sum game, so if you think the patch makes things much easier for opponents, then in essence you're saying that Rosalina has become much worse. Things can't be both much easier for the opponent and not so bad for Rosalina.
And I respect your opinion on that. I definitely think the Rosalina nerfs are significant, but not detrimental.
I already tested yesterday, and it is just the angle that changed. Bare minimum KO percentage on Mario for the uncharged is 135%, bare minimum for fully charged is 95%. Which is the same as before.I still have 1.0.3, I just tried up smash on Mario FD from the respawn point. He dies at 118% both at the front of the attack, and from her head arching backwards.
Since some people are saying Mario might be heavier in 1.0.4, i also did this with Zelda, who dies at 108%
If you dont test before me on 1.0.4 I'll test later. But I hear that theres no nerf to her upsmash - just the trajectory changed. Also I can say that most of my upsmashes in 1.0.3 went straight up, but depending on where it connected, it did sometimes send them at about 10 degrees to an angle.
F-smash kills mario at 123 from center of FD on 1.0.3someone data mined the patch and APPARENTLY...
Rosalina's base knockback on F-Smash is reduced
The first few hits of Rosalina's F-Air received some knockback growth
you can find under past broadcasts.
I'm quite sure that Mario needed more damage than 123% for Rosalina to potentially KO him from Final Destination's center with an uncharged forward smash.F-smash kills mario at 123 from center of FD on 1.0.3
Edit: Updated to 1.0.4 and its now 129-130
I'm not going off of memory or anything, I did it in front of my computer before sending the message.I'm quite sure that Mario needed more damage than 123% for Rosalina to potentially KO him from Final Destination's center with an uncharged forward smash.
It does depend on the adversary's knockback resistance. Mario can still be KO'd by Rosalina's uncharged up smash when he has over 135% damage, but Bowser takes longer to KO with up smash than before.I'm not going off of memory or anything, I did it in front of my computer before sending the message.
If he needed more damage at 1.0.3, and in 1.0.4 its 130%... yet it was nerfed... how does that add up?
I can't honestly say but bunzy said he compared the standing grab when missed. Apparently it's slower to recover from. I don't know that affects dash grab too, but I think so.About the grab lag thing, is it for if Rosalina misses her grab? I need some more specifics on that.
I see, so you obviously have to be more careful when grabbing, since if you miss it, opponents may punish you more easily for failing to grab them.I can't honestly say but bunzy said he compared the standing grab when missed. Apparently it's slower to recover from. I don't know that affects dash grab too, but I think so.