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Yeah. Turned out to be like the ONE think Thinkaman accidentally tested wrong (he forgot he used Deep Breathing at the time on earlier version). It's looking like we got completely overlooked this balance patch... which is admittedly still better than last time.I tested damage for all attacks earlier, U air damage didn't change.
Yeah. It wasn't easy, but you could do that before. It still could've increased the hitbox, but it's somewhat hard to tell when both are pretty small compared to most up smashes.No one else suspects a change in the hitbox on up smash? I'm able to now dash in on a Mega Man and hit him with up smash while he's on the ground. Was that already possible?
Admittedly, Diddy getting nerfed makes a LOT more characters viable, but yeah. It's kinda sad how some characters were just completely forgotten in the balance patch.Wii fit is bottom tier....
Gets no changes.... Thanks Sakurai...
On the bright side Diddy got nerfed
True, but that's typically what you want from a character when you're playing competitively. Low commitment high reward.Sakurai just add a hitbox on his foot in the front smash animation, make up tilt have more range around, down tilt slightly faster, up smash have more range on the sides, down smash slightly stronger or less laggy, sun salutation recover 2-4%, deep breathing recover more like 5%-10%, grab have a bit more range, down throw have less lag so Wii Fit can actually follow up with back air, Nair or any aerial out of it, up throw being more powerful....
Even if Wii Fit got all these buffs.... No one would really use her/him anyways(besides us wii fit fans).
Why? Because Wii Fit isn't a easy character to use and has a odd fighting style. Most prefer to use simple and easy characters.
PlaceboOver at reddit they're now claiming that WFT got improved hitboxes on her jab and Fsmash. http://www.reddit.com/r/smashbros/comments/32oh35/super_smash_bros_4_v106_patch_notes_compilation/
Can anyone confirm or deny?
That amount of jump isn't going to happen at least not in one patch. All of those together would be huge.Sakurai just add a hitbox on his foot in the front smash animation, make up tilt have more range around, down tilt slightly faster, up smash have more range on the sides, down smash slightly stronger or less laggy, sun salutation recover 2-4%, deep breathing recover more like 5%-10%, grab have a bit more range, down throw have less lag so Wii Fit can actually follow up with back air, Nair or any aerial out of it, up throw being more powerful....
I realize we've found out this is all placebo, but it's worth seeing just for the good illustration of the hitboxes in general and how they're capable of hitting shorter characters as long as they're within a specific range.As a WiiFit Trainer main, I tested this almost immediately.
Happy to announce that her first jab and Fsmash have wider hitboxes to hit small characters!
(Also I noticed that her smashes come a little quicker, but need more testing and frame data, maybe tomorrow I'll post this)
Also I think her running is faster (need further testing).
All of Wft's moves have always done good shield damage. This is most likely the placebo effect again.I'm not too sure if this was stated here yet, but Ftilt does MASSIVE shield damage now.
I noticed while playing with friends.
Yeah. It's always been really good, but the problem has always been actually getting people to be defensive enough to apply that pressure with her small range.All of Wft's moves have always done good shield damage. This is most likely the placebo effect again.
I got it. A third projectile. When she is at 0% or in Deep Breathing her F-tilts shoot a beam exactly like Link's Master Sword in older Legend of Zelda games.Yeah. It's always been really good, but the problem has always been actually getting people to be defensive enough to apply that pressure with her small range.
It's not that difficult actually. WFT has amazing mobility and the threat of run up shield being ever present keeps people from throwing out moves that are too unsafe. In smash however, you don't want just pressure or shield damage, if that was the case Marth/Lucina's shield breaker would be a god tier move -- you want SAFE pressure, which without customs, is pretty much limited to SS at optimal range.Yeah. It's always been really good, but the problem has always been actually getting people to be defensive enough to apply that pressure with her small range.
Fair enough. That's generally what I meant. There's not a safe way to get people to block and break their shields. You're always leaving yourself open when you shield pressure with WFT except with SS, and a good player will capitalize on that. You're better off aiming for hard punishes and playing a bit of keepaway at times.It's not that difficult actually. WFT has amazing mobility and the threat of run up shield being ever present keeps people from throwing out moves that are too unsafe. In smash however, you don't want just pressure or shield damage, if that was the case Marth/Lucina's shield breaker would be a god tier move -- you want SAFE pressure, which without customs, is pretty much limited to SS at optimal range.
Wait she was nerfed in previous patches? Why would they nerf an already weak character?No thorough testing yet, but I'd be fine if nothing changed. It'd be the first patch she wasn't nerfed so that's neat.
Oh. I know it's legitimate play. It's just not the most optimal play for keeping friendships with people that aren't serious about fighting games. If you rely on frustrating your opponent, you're not the most fun person to play with. I practice my high end game with friends, because I want to run her in a tourney or against some actual high end players online someday, but it's not something I can run for multiple matches in a row against my friends that are almost completely new to the franchise. I tend to only throw out my WFT when one of my two old school hardcore smash friends pulls out a main.Also, "sadly" nothing. There's absolutely nothing wrong with playing patient until your opponent makes a mistake.
They were primarily minor bug fixes that were useful (like the super hard to hit unblockable footbox) or things meant to prevent future bugs by standardizing certain parts of the engine (our landing lag from air dodge got doubled). If memory serves, I think we got some randomly mean ones in the first patch though, but back then, we didn't know WFT was one of the lower tier characters.Wait she was nerfed in previous patches? Why would they nerf an already weak character?
We lost this in 1.05-snip-
Your testing is probably faulty. Did you set the testing dummy to control? Rumors of altered AI are most likely true, resulting in better DI from computers which could have messed with your numbers.After a few hours of testing on 2 Wii U's, one pre-patched and one post, I can confirm you guys recieved mostly (testing frames is a *****) no changes...
Except one knockback change, they nerfed your up smash by 6 percentish? The Mario I tested on had varying results pre-patched, either died at 94-95%, weird.
Mario now gets K.O. at
Pre-patched 95%
Post-patched 101%
Lol, yeeeeeeeeeah I feel you on that one. Though if you're playing with friends who aren't as serious you can tend to get away with some more aggressive and risky gameplay anyway.Oh. I know it's legitimate play. It's just not the most optimal play for keeping friendships with people that aren't serious about fighting games. If you rely on frustrating your opponent, you're not the most fun person to play with. I practice my high end game with friends, because I want to run her in a tourney or against some actual high end players online someday, but it's not something I can run for multiple matches in a row against my friends that are almost completely new to the franchise. I tend to only throw out my WFT when one of my two old school hardcore smash friends pulls out a main.
Hence, the "sadly". I'm not exactly ashamed of my more defensive approach to WFT (hell, it's why I main the character since her kit is just super varied), but it's not an easy thing to practice without ruining some friendships.
Tested it out on 3DS FD walking from one end to the other, using Wsplit to time itSeems like Deep Breathing makes you "walk" faster now. The vine player posted a new clip comparing the speeds on a normal vs buffed WFT. Anyone mind testing this to see if this was there from the beginning? I never noticed since once I'm breathing, my mindset is in kill mode and start jumping and dashing around.
Here's the clip:
//vine.co/v/eaPeEZ9xvxD
I also miss the sliding glitch too.
Oh, so this is actually new and not something overlooked before the patch? I was skeptical of this since its something I don't think anyone would actually do since we already jump and run. I rather they put the buff on the run as well and not just the walking animation. I guess it'll be a safe way to get in on villagers and tilt the evil troll off the stage without dashing and eating floids.Tested it out on 3DS FD walking from one end to the other, using Wsplit to time it
Wound up getting this
Running FD
- 3.96 Seconds without Deep Breathing
- 2.36 Seconds with Deep Breathing
Either I'm making WFT walk faster than normal or DB really does increase Walk Speed. Might need further testing from someone with a wavebird controller. Even if this does work, would .7 seconds be enough to justify move -> Dtilt/Dsmash/Ftilt
- 1.62 Seconds without Deep Breathing
- 1.62 Seconds with Deep Breathing
EDIT: Results are going all over the place, we really need to test this with a wavebird because for all we know, the DB guy might have pushed the stick more than the normal guy.