Luig
Confused
Maybe next patch Sakurai will give us patch notes as a going away gift. Just maybe.
Please don't interrupt my hopeless thinking ;_;
Please don't interrupt my hopeless thinking ;_;
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Yeah, Bowser has needed a confirm like this for a while. Was kinda hoping they'd work in some kind of shield break combo if you trap your opponent just right, but this is fine, too.To be fair he still has his problems, him being a heavy and all. They just gave him something they should've done a long time ago: consistent killing power.
I'd be less sad if i knew why characters like DH, Jiggs and Zelda don't catch breaks. Like If they're ticking some criterion for "balanced" i just don't see from an admittedly limited perspective.Yeah, Bowser has needed a confirm like this for a while. Was kinda hoping they'd work in some kind of shield break combo if you trap your opponent just right, but this is fine, too.
They also fixed it so Bowser snaps to the ledge when approaching it backwards, which was a HUGE flaw for him because it basically meant he was going to be eating a smash attack if he recovered backwards, or got spiked.
I'm happy to see so many buffs for characters who badly need them, scratching my head over the lack of Sheik/ZSS nerfs, and hoping we'll see more buffs for some of the characters who still need them in the coming patches.
I don't even play DHD, for example, but it's a fun character to watch in tourneys and the poor dog's smash attacks don't even chain together properly, like, at all.
Still, Sakurai came in like a wrecking ball for Bowser players so I can't complain.
Yeah, I've heard that Sakurai predominantly pays attention to the Japanese tournament scene for tweaks and balances, though I can't really verify that either way.I'd be less sad if i knew why characters like DH, Jiggs and Zelda don't catch breaks. Like If they're ticking some criterion for "balanced" i just don't see from an admittedly limited perspective.
Yusan does work sometimes. I think Brood isn't as active.Yeah, I've heard that Sakurai predominantly pays attention to the Japanese tournament scene for tweaks and balances, though I can't really verify that either way.
Are there some crazy good DHD mains in Japan that I've never heard about?
Did you read the OP?
So unfunny, there are people who really need this, you know?
We don't know that the Corrin/Bayo update will be the last patch. It'll be the last update with new content (barring a surprise Wolf return), but they could easily keep a small team for maintenance and balance updates, even if Sakurai himself moves on.Sorry if I'm getting off topic, but there's only 1 more patch to go before patching is done, and if they don't do something about shiek, then she'll dominate the metagame.... not as much as brawl MK, but still....
Yes. I am embracing my ban.Did you read the OP?
Everyone needs this including myself (and except Sheik mains)So unfunny, there are people who really need this, you know?
Tbh I think Sheik may be more in-line with PM Fox. At first they start as disgustingly broken characters and then get toned down to reasonably obnoxious but still the best characters in the game that require a lot of time for someone to fully utilize their strength. 'sides, as Thinkaman said in the CCI, someone worse may take her place so it's best to count our blessings at this point.Sorry if I'm getting off topic, but there's only 1 more patch to go before patching is done, and if they don't do something about shiek, then she'll dominate the metagame.... not as much as brawl MK, but still....
You're right this is a significant change and is one worth celebrating, but it's worth remembering that Team Attack shenanigans were as least as, if not more, dominant in Japan than in America. Umebura 17 had two Sheik/G&W teams in GFs, and Umebura FAT saw two TA strategies in top 4 even with Vanish Bucket banned. Who knows which scene(s) in particular inspired them to swing the nerfhammer?I don't want to distract from the testing effort, but I'd just like to say that there's a lot of changes in this patch that I'm very happy with. In particular, the change to absorbing moves when team attack is turned on. This was clearly a degenerate strategy and the fact that it was so dominant caused me to have little interest in doubles as a metagame. More importantly, though, this indicates that the dev team is actually paying attention to the american tournament scene, as this change was made specifically to balance out those moves when Team Attack is turned on, which isn't the default rule setting. Might we some day see an option to have timeouts be decided by percentage rather than sudden death? One can dream.
Yeah, this happened before this update, it just has a very low chance of happening.While fighting a Villager with Cloud on FG, an apple spawned. I was able to pick it up and eat it for a small health recovery.
I don't remember seeing this ever happening and I haven't reproduced it. I'm wondering if anyone else has seen it.
Yeah, Trees have always spawned fruit. Just like Peach can spawn a Beam Sword instead of a Turnip. It's saved me a couple of times, actually. (As a Villager main)While fighting a Villager with Cloud on FG, an apple spawned. I was able to pick it up and eat it for a small health recovery.
I don't remember seeing this ever happening and I haven't reproduced it. I'm wondering if anyone else has seen it.
You're right. The 2nd hit has much less knockback growth but that doesn't matter because the 2nd hit completely misses at mid to high percents in the first place. The only good thing that came out of this is 1, 2, down 3, tipper forward 4 which works at specific high-ish percents. But that has nothing to do with the 2nd hit, just the 3rd downward damage, knockback, and angle change.i honestly don't get the point in touching Marth's DB. testing it out, it feels like..nothing was changed to begin with. on paper, i can't even tell if it's considered a buff or a nerf or just neutral. on top of that, i keep hearing or reading that it was changed so that DB can connect better, but it feels like it connects the same as it did before
Weird damage output, as I explained in my earlier post.I have a question regarding the changes to bucket.
What happens if you catch a mixture of allied and enemy projectiles?
I wonder if the modifier to friendly projectiles is applied at the moment they're caught. It sounds easier to code it that way than it would be to muck around with complex formulas for the single oil spill.Weird damage output, as I explained in my earlier post.
"2 Enemy PK Thunders + 1 Ally PK Thunder resulted in 48%. Remove the freshness, and we have 45 + (5/7). Divide by 2.8, and we get 16.326. Since we know PK Thunder 2 does 8%, if we remove the Enemy PK Thunders, we have, well, about 0.326% [for the Ally PK Thunder]."
I did the inverse of this, and the bucket damage was 33%. Using the same method above, it was as if Game & Watch bucketed about 11% of damage. Since one of them was an enemy PK Thunder, that brings it down to about 3% (about 3.22%) from All PK Thunders. 3.22% is almost 2/10ths of the original 16%. The .326 from the previous test is about 4% of the absorbed 8%. If we separate the percents (we know what one 8% does to the bucket), then we end up with 3/8 for the second projectle (about 37.5% of the total).
Essentially, every Ally projectile's absorbed by the bucket does considerably less damage than usually. When mixed with enemy attacks, it only provides (Enemy attacks * 2.8) + a couple of percentage points (so each teammate projectiles follows a different formula). There doesn't seem to be a set value but more of a scaling one (like a function, so to speak). It may also be that each team projectile is also affected differently, which could explain the weird numbers. The second theory does sound more plausible, though.
I absolutely agree that we shouldn't try to buff characters to Sheik's level. It's far easier to tone down a few problematic characters than it is to try to bring ALL characters up to S-tier.I don't 100% agree with the notion of buffing characters to Sheik level, ala PM, either. Because as you might recall, when PMDT tried to bring characters up to Fox's level, we got 3.0 Mewtwo and Lucas, and they were COMPLETELY bananas. There's a certain level of ability that characters can be pulled up to before things start getting stupid, and in Smash 4's case, that line is drawn somewhere around where ZSS is, NOT where Sheik is. If you try to cross that line with too many characters, you get results like PM 3.0, and no one wants that.
Link feels better, not sure about Samus though.I dunno if it's just me, but did a few of the characters with Zairs get buffed? Like Link seems to have less landing lag along with Samus...
Still continuing my research for this, I added in a Star Rod (both f-tlit star, which does about 7%, and uncharged smash star, which does about 9.5%).I did a bit more math with this, but using Ness this time (used his PK Thunder (8%) and maximum PK Flash (37%). Using Three PK Thunders or one max PK Flash is an instant 60% (63% with freshness). However, from a teammate, the values are different (obviously).
There doesn't seem to be a set value for how much damage will be induced. Rather, there may be a scaling divisor. It is also why my divisor between Cloud/Sheik and Mewtwo were different. There should be, though, a minimum and maximum for the scaling divisor, but in most cases, the bucket (full of team projectiles) will do less than half as much damage as it did before (or just as much if bucket filled with either enemy and ally projectiles ends up being 18%). Worst case, it does slightly more than third less (-42%) than it usually does. Best case, either the same (18%) or slightly over half (like in my second Ness test).Max PK Flash Bucket: 37 * 2.8 * 1.05 = 108.78
The resulting damage from an Ally PK Flash was 28%, so 108.78 / 28 = 3.885. So the divisor is closer to 3.9 now.
Pk Thunder x 2 (16%) and a Max PK Flash: 53 * 2.8 * 1.05 = 155.82.
The resulting damage using the teammate's attacks, though, was 33%. So 155.82 / 33 = 4.721818....
Now the divisor is closer to 5. How is this possible? Well, i did a different test.
2 Enemy PK Thunders + 1 Ally PK Thunder resulted in 48%. Remove the freshness, and we have 45 + (5/7). Divide by 2.8, and we get 16.326. Since we know PK Thunder 2 does 8%, if we remove the Enemy PK Thunders, we habe, well, about 0.326.
Can't comment on how (healing) absorb works.
Perhaps this has to do with their gravity? Marth's gravity is 0.075 which is below average while Lucario's is 0.084. So, they could be falling at different speeds, but Lucario's closing in on his fall speed faster than Marth.Saw the Lucario fall speed change, and decided to look into how much it increased. I don't have video of it, but it seems like Lucario falls as fast as Marth now. Pretty easy to replicate with 1/4 speed & bunny hoods. That result wasn't the case in 1.1.2 if Kuroganehammer's right on the fall speed values, which has Lucario's fall speed being 1.56 and Marth's at 1.58.