Sneak Sneaks
Smash Ace
- Joined
- Oct 27, 2014
- Messages
- 575
I actually think he has the laggiest Fsmash, and fsmash damage is bad also, lets just ignore dsmashWhy on earth did you include Mega Man with those other characters?
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I actually think he has the laggiest Fsmash, and fsmash damage is bad also, lets just ignore dsmashWhy on earth did you include Mega Man with those other characters?
Yeah, I know, its pretty insane.There's a lot more to Bowser's uthrow changes than that. It's actually a combo throw now.
Praise Bowser's insane throw combo, praise be Sakurai for bringing the King to his proper gloryAnyways, what do you guys think? Who do you think received the best buffs and who do you believe had the worst luck, outside those without changes?
I want to say this, but I think Ganondorf not being able to force any approaches or approach himself with good mobility and frame data is what's going to keep him low on tier lists. However, he is much better now than he used to be.Can confirm that super lag is back Online.
Anyways, what do you guys think? Who do you think received the best buffs and who do you believe had the worst luck, outside those without changes?
I honestly believe it's Ganondorf with his Super Armor and N-Air buffs that he received. He's much more of a beast than he was in previous demos; add the fact that he has all the buffs from the previous updates and he's a solid mid-tier likely if people can utilize him. His Warlock Punch is extremely dangerous to go against now and this could pose potential problems now that he can't really be hit out of it. It's that scary.
Well he doesn't jump as high, so his weight going up could cause that.Okay what happened to rage? I am extremely familiar with Marth's Uthrow with rage. It is/was a monster with rage. It's not killing when I expect it to. Does anyone have any kill percents documented at specific rage %s? I need confirmation.
Edit: Does Cloud get heavier when he has limit break? I don't remember if he had it every time but that could explain things
I remember hearing something about Limit Break improving other attributes while it's on standby to boost a Special, maybe it reduces knockback? I'm not gonna say that's it, because I'm not that good at finding this sort of stuff out.Okay what happened to rage? I am extremely familiar with Marth's Uthrow with rage. It is/was a monster with rage. It's not killing when I expect it to. Does anyone have any kill percents documented at specific rage %s? I need confirmation.
Edit: Does Cloud get heavier when he has limit break? I don't remember if he had it every time but that could explain things
Rage seems unchanged to me.Okay what happened to rage? I am extremely familiar with Marth's Uthrow with rage. It is/was a monster with rage. It's not killing when I expect it to. Does anyone have any kill percents documented at specific rage %s? I need confirmation.
Edit: Does Cloud get heavier when he has limit break? I don't remember if he had it every time but that could explain things
Cloud falls faster with Limit Break.Okay what happened to rage? I am extremely familiar with Marth's Uthrow with rage. It is/was a monster with rage. It's not killing when I expect it to. Does anyone have any kill percents documented at specific rage %s? I need confirmation.
Edit: Does Cloud get heavier when he has limit break? I don't remember if he had it every time but that could explain things
I double checked this and it actually kills mario at 148%Kirby uthrow buff changes its kill percent from 191% to 160% against Mario on 3DS FD.
DId you test this in training? Is DI accounted for?I tested it.
Luigi's up b kills cloud at 62.
When he's in Limit break, it's 64.
So, he gets some weight, fall speed or gravity change.....
Wouldn't this be a good thing? A lot of people were complaining that SSB4's doubles were janky as all get-out and this sounds like a pretty fair balance considering both of them could literally set up OHKO options in seconds. Yeah, it's not fun when your character falls from grace but it kind of opens things up competitively.Turns out Villager was nerfed. G&W too (I think.)
If a Villager pockets their teammates projectile, it now does half the damage/knockback than before, rather than double. That literally puts Villager from SSS tier in doubles to probably mid-tier. I did a preliminary test with G&W, and his bucket seems to have a similar effect.
Darn it.
It's definitely a good thing balance-wise, just a little disappointed since I had a really good gimmick going with my teammate centered around my pocket.Wouldn't this be a good thing? A lot of people were complaining that SSB4's doubles were janky as all get-out and this sounds like a pretty fair balance considering both of them could literally set up OHKO options in seconds. Yeah, it's not fun when your character falls from grace but it kind of opens things up competitively.
Nice! No more free passes in doubles at tourneys.Turns out Villager was nerfed. G&W too (I think.)
If a Villager pockets their teammates projectile, it now does half the damage/knockback than before, rather than double. That literally puts Villager from SSS tier in doubles to probably mid-tier. I did a preliminary test with G&W, and his bucket seems to have a similar effect.
Darn it.
Did you also notice his Shadow Ball pushes him back a lot less? from center stage of Final Destination full hopping and releasing a fully charged shadow ball must be done 2 times to get to the edge of the stage. Can anyone confirm this is much less than before? Shouldn't be too hard to testThis maybe placebo and I'll probably get infracted, but hey. I tried.
Apparently, in one of the posts in the Mewtwo boards, it's been tested that Mewtwo may actually run and walk....faster? If it's true, this may actually be a big deal and it might be worth testing for other characters.
Just tested. Yep. Drastically less recoil.Did you also notice his Shadow Ball pushes him back a lot less? from center stage of Final Destination full hopping and releasing a fully charged shadow ball must be done 2 times to get to the edge of the stage. Can anyone confirm this is much less than before? Shouldn't be too hard to test
I suggested this fix a while ago in some thread. I'm surprised it took them this long to put it in, sweet.Turns out Villager was nerfed. G&W too (I think.)
If a Villager pockets their teammates projectile, it now does half the damage/knockback than before, rather than double. That literally puts Villager from SSS tier in doubles to probably mid-tier. I did a preliminary test with G&W, and his bucket seems to have a similar effect.
Darn it.
Yeah, it removes a lot of fun gimmicks Villager hadI suggested this fix a while ago in some thread. I'm surprised it took them this long to put it in, sweet.
Can confirm this neuters the Pac-Man + Villager team completely. A teammate Pac-Man's pocketed hydrant only does 4% from a drop and 5% from a launch. Great, Pac-Man indirectly nerfed.
Marth actually got nerfed last patch. Not to mention the fact that a bunch of Marth's "buffs" didn't fix his problems.They buffed Marth a ton over previous patches, almost more than any other character in the game. Stop being a whiny baby and learn to work with your shortcomings. I main Mewtwo and my character just received buffs.
made a vid for itYeah, it removes a lot of fun gimmicks Villager had
Ultimately, it's for the best they implemented it, though.
Your description says team healing has been nerfed too, but I didn't see it. A 300% Lucario firing an aura sphere into Lucas' PSI magnet healed 30% for me regardless of whether or not Lucario was on Lucas' team.