3DS Community Patch Notes v1.0.4 -- Engine Changes to DI

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#1
Here it is guys, lets figure out what is different! Changes will only be added to the OP if they have a) sufficient evidence [i.e. video comparisons or frame data], b) Multiple sources confirming, c) Direct comparison to v1.0.3 or earlier, or d) You are Dantarion.

Let's do this.

KEY
  • Any values labeled as red is a nerf
  • Any values labeled as light green is a buff
  • Any values with no colour is something that can be considered a nerf or a buff
  • Striked out values are from last patch
GENERAL GAMEPLAY CHANGES
  • Preliminary results show that VECTORING MAY BE REMOVED AND DI IS BACK IN THE GAME
    What this means: More intuitive inputs for veterans, EARLIER kills and MORE COMBOS (possibly)
  • DACUS removed (to clarify: this is NOT a Usmash while running which is still possible)
  • Roll cancelled pivot grab timing has been tightened significantly
:4bowser: BOWSER
FLYING SLAM & DASH SLAM

GAMEPLAY MECHANIC : When used off the edge now KO's Bowser before the opponent​

:4bowserjr: BOWSER JR.
DTHROW

DTHROW DAMAGE : 8% ⇒ 7.5%
DTHROW NUMBER OF HITS : 10 ⇒ 8​

:4charizard: CHARIZARD
DRAGON RUSH (Custom side B)

DAMAGE : 15% ⇒ 11%​

:4dedede: KING DEDEDE
FAIR

DAMAGE : 13% ⇒ 12%​
DTHROW
ANGLE : 70 ⇒ 80
KNOCKBACK GROWTH : 60 ⇒ 82​
GORDO THROW
REFLECT THRESHOLD : 3% ⇒ 2%
(14%) HITBOX SIZE : 3.5 ⇒ 3.1
(12.5%) HITBOX SIZE : 3.3 ⇒ 2.9
(11%) HITBOX SIZE : 3.1 ⇒ 2.6
(9%) HITBOX SIZE : 2.8 ⇒ 2.4
BUGFIX : Fixed a bug where air dodging or using nair would cause odd behaviour in hit Gordos​
TOPSPIN GORDO
REFLECT THRESHOLD : 3% ⇒ 2%
HITBOX SIZE : 3.5 ⇒ 3.1​
BOUNCING GORDO
REFLECT THRESHOLD : 3% ⇒ 2%
HITBOX SIZE : 3.5 ⇒ 3.1​

:4diddy: DIDDY KONG
JAB 3

HITBOX SIZE : 4 ⇒ 5​
PEANUT POPGUN
BUGFIX : Cancelling hitstun with Peanut Popgun removed​

:4drmario: DR. MARIO
FAIR

(15%) KNOCKBACK GROWTH : 95 ⇒ 102
(10/11%) KNOCKBACK GROWTH : 85 ⇒ 95​
DAIR
DAIR NUMBER OF HITS : 7 ⇒ 5
DAIR DAMAGE : 12.75% ⇒ 10.99~%
DAIR LANDING LAG : Reduced​

:4falco: FALCO
FAIR LANDING HITBOX

DAMAGE : 2% ⇒ 5%
POSITIONING : Hitbox positions have been tweaked​
LASER
PEW PEW : While grounded Falco shoots lasers faster​
VOID REFLECTOR
BUGFIX : Now properly reflects Villager's Timber​

:4ganondorf: GANONDORF
NAIR

LANDING LAG : Reduced moderately​
FAIR
LANDING LAG : Reduced slightly​
UAIR
LANDING LAG : Reduced slightly​
DAIR
LANDING LAG : Reduced slightly​
BAIR
LANDING LAG Reduced slightly​

:4gaw:GAME & WATCH
PARACHUTE

BUGFIX Grabbing Game & Watch after he uses up B now refreshes his up B​
BUCKET
ABSORB CHANGE Bucket no longer fills completely with a single Pikachu thunder [note: technically this is actually a Pikachu change​

:4greninja: GRENINJA
USMASH

(5%) HITBOX SIZE : 6.5 ⇒ 5
(14%) HITBOX SIZE : 7 ⇒ 6
(HIT 2) DAMAGE : 13% ⇒ 11%
LATE DAMAGE : 11% ⇒ 10%
ENDING LAG : Moderately increased​
DSMASH
DAMAGE : 11% ⇒ 13%
LATE DAMAGE : 9% ⇒ 11%
KNOCKBACK GROWTH : 93 ⇒ 90​
FAIR
KNOCKBACK GROWTH : 92 ⇒ 84​
UAIR
(HIT 6) KNOCKBACK GROWTH : 190 ⇒ 168
GENERAL : Structural changes including a new hitbox with a 85 angle following the normal autolink (365) one​
WATER SHURIKAN
ENDING LAG : Increased​
SHADOW SNEAK
FLIP KICK KNOCKBACK GROWTH
: 100 ⇒ 102
BACK KICK KNOCKBACK GROWTH : 100 ⇒ 101
FLYING NINJAS : Aerial Shadow Sneak has less ending lag
BUGFIX : Greninja can no longer cancel aerial landing lag with Shadow Sneak​
HYDRO PUMP
BASE KNOCKBACK : 85 ⇒ 65
KNOCKBACK GROWTH : 130 ⇒ 100​

:4myfriends: IKE
JAB 3

HITS ON : Frame 9 ⇒ Frame 8​
FTILT
ENDING LAG : Reduced​
DTILT
HITBOX SIZE : 4/4 ⇒ 3.8/3
DAMAGE : 7% ⇒ 8%
ANGLE : 361 ⇒ 80
BASE KNOCKBACK : 50 ⇒ 70
KNOCKBACK GROWTH : 90 ⇒ 70
POSITIONING : Hitbox positions have been tweaked​
FAIR
HITBOX SIZE : 4.5 ⇒ 5
GENERAL : Animation is faster, has much earlier autocancel frames, hitbox positions tweaked slightly​
DAIR
HITBOX SIZE : 4.8 ⇒ 6
SPIKE HITBOX SIZE : 4.5/5.3 ⇒ 5.5/6.3​
BAIR
DAMAGE : 13% ⇒ 14%​
COUNTER
BUGFIX : Fixed a bug where using Counter at certain parts of a walk or run animation would propel Ike forward a short distance​

:4kirby: KIRBY
INHALE

GENERAL : Some hats of tweaked neutral special attacks have been changed​

:4jigglypuff: JIGGLYPUFF
ROLLOUT

BUGFIX : Rollout's instant reversal glitch has been removed​

:4link: LINK
FSMASH 1

(7%) BASE KNOCKBACK : 60 ⇒ 47​
DAIR
BUGFIX : Fastfall down air no longer bounces on shields​
BOMBS
BUGFIX : Bomb cancelling aerial lag has been removed.​

:4littlemac: LITTLE MAC
REPEATING JAB
DAMAGE PER HIT: 1% ⇒ 0.7%​
JAB COMBO ENDER
DAMAGE : 8% ⇒ 7%​
FTILT
POSITIONING : Hitboxes have been moved closer to Little Mac, reducing his effective range​
NAIR
SDI MULTIPLIER : 1.0× ⇒ 2.0×​
JOLT HAYMAKER
AERIAL SIDE B : Distance has been reduced by 10% and travels at a slower speed​

:4lucario: LUCARIO
EXTREMESPEED

LANDING LAG : Increased​

:4lucina: LUCINA
JAB 1

JAB 1 KNOCKBACK GROWTH : 60 ⇒ 50
JAB 1 BASE KNOCKBACK : 25 ⇒ 20​
COUNTER
BUGFIX : Using Counter after being trumped from the ledge no longer changes momentum​

:4luigi: LUIGI
FSMASH

(NOT ANGLED) ANGLE : 55 ⇒ 53
(ALL ANGLES) DAMAGE : 14% ⇒ 15%​
DSMASH
(HIT 2) ANGLE : 70 ⇒ 60
(HIT 2) KNOCKBACK GROWTH : 80 ⇒ 100​
FAIR
HITBOX SIZE : 4.8 ⇒ 5.6​
SUPER JUMP PUNCH
(20%) HITBOX SIZE : 2.1 ⇒ 2.2
(25%) HITBOX SIZE : 1.6 ⇒ 1.7
POSITIONING : Hitbox positions have been tweaked​

:4mario: MARIO
UTILT

DAMAGE : 6.3% ⇒ 5.5%​

:4marth: MARTH
COUNTER

BUGFIX : Using Counter after being trumped from the ledge no longer changes momentum​

:4megaman: MEGA MAN
RUSH

BUGFIX : Cancelling hitstun with Rush removed
BUGFIX : Grabbing Megaman after he uses up B now refreshes up B​
LEAF SHIELD
ENDING LAG : Reduced
:4metaknight: META KNIGHT
NAIR

DAMAGE : 7% ⇒ 10%
LATE DAMAGE : 5% ⇒ 7.5%​
FAIR
(HITS 1 & 2) ANGLE : 365 (autolink) ⇒ 85
(HITS 1 & 2) KNOCKBACK : Reduced to compensate losing the autolink angle​
UAIR
VISUAL : Sword trails have been reduced to match hitbox size better
POSITIONING : Hitbox positions have been tweaked​
DAIR
VISUAL : Sword trails have been reduced to match hitbox size better
POSITIONING : Hitbox positions have been tweaked​
BAIR
(4%) KNOCKBACK GROWTH : 180 ⇒ 212​
FTHROW
BUGFIX : Forward throw now does the correct amount of damage to characters who were only taking 3%​

:4ness: NESS
PK THUNDER 2

ENDING LAG : Increased​
DTHROW
DAMAGE : 9% ⇒ 7%
BUGFIX : Down throw now does the correct amount of damage to Mr. Game & Watch​

:4olimar: OLIMAR
PIKMIN PLUCK

BUGFIX : Pikmin Pluck cannot be ledge canceled anymore​
PIKMIN THROW
W PIKMIN LATCH DAMAGE : 2.6% per tic ⇒ 3.7% per tic
R/B/Y PIKMIN LATCH DAMAGE : 1.3% per tic ⇒ 1.1% per tic
PIKMIN LATCH TIME : Pikmin stay attached for longer.​
PIKMIN
BUGFIX : Using down smash after a down throw no longer makes Pikmin unusable​

:4pacman: PACMAN
USMASH

ENDING LAG : Increased​
NEUTRAL B (GALAGA)
DAMAGE : 11% ⇒ 9%​
FIRE HYDRANT
FIRE HYDRANT INTEGRITY : 12 HP ⇒ 13 HP​

:4palutena: PALUTENA
UTILT

ENDING LAG : Reduced​
DTILT
ENDING LAG : Reduced​
USMASH
HITBOX ENDS : Frame 25 ⇒ Frame 28​
COUNTER
BUGFIX : Fixed a bug where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance​
PIVOT GRAB
SIZE : Range reduced​

:4peach: PEACH
GENERAL

BUGFIX : Aerials properly stale when used while floating.​
TURNIP PULL
BUGFIX : Turnip cancelling aerial lag has been removed
BUGFIX : Turnip ledge cancelling has been removed.​

:4pikachu: PIKACHU
FSMASH

(15%) KNOCKBACK GROWTH : 65 ⇒ 73
(12%) KNOCKBACK GROWTH : 100 ⇒ 102​
SKULL BASH
KNOCKBACK GROWTH : 60 ⇒ 62​
THUNDER
KNOCKBACK GROWTH : 62 ⇒ 66
GENERAL : Only has one projectile instead of 4, meaning it cannot fully charge G&W Bucket​

:4robinm: ROBIN
THORON

BUGFIX : Can no longer get a 3rd jump by fully charging Thoron​
ELWIND
RECOVERY : Can grab the ledge backwards now​
GENERAL
BUGFIX : Footstool glitch allowing the Zero Suit Samus infinite has been fixed​

:rosalina: ROSALINA AND LUMA
DTILT

HITS ON : 5 ⇒ 6
POSITIONING : Hitbox positions have been tweaked​
FSMASH
KNOCKBACK GROWTH : 115 ⇒ 111​
USMASH
KNOCKBACK GROWTH : 100 ⇒ 90
HITBOX SIZE : Very slightly reduced​
DSMASH
ENDING LAG : Increased​
NAIR
EARLY NAIR DAMAGE : 6% ⇒ 5%
LATE NAIR DAMAGE : 10% ⇒ 7.5%
POSITIONING : Hitbox positions have been tweaked​
FAIR
(1%) BASE KNOCKBACK : 20/35 ⇒ 55
(4%) BASE KNOCKBACK : 60 ⇒ 50​
LUMA SHOT
DISTANCE : Uncharged and lightly charged Luma Shot has slightly less distance​
FTHROW
KNOCKBACK GROWTH : 85 ⇒ 76​
BTHROW
KNOCKBACK GROWTH : 70 ⇒ 60​
GRAB
ENDING LAG : Increased​
LUMA MECHANICS
LUMA RESPAWN : 8.9 seconds ⇒ 12.5 seconds
UP SMASH HITBOX SIZE : 4 ⇒ 5.5
LATE UP SMASH DAMAGE : 4% ⇒ 5%
LUMA RECALL : Returns to Rosalina faster
LUMA : Cannot be controlled while being thrown or taking damage​

:4sheik: SHEIK
FAIR

DAMAGE : 6.8% ⇒ 5.5%
SOURSPOT DAMAGE : 6% ⇒ 4.8%​
UAIR
NUMBER OF HITS : 5 ⇒ 4
DAMAGE : 8% ⇒ 7%
(4% HIT) KNOCKBACK GROWTH : 155 ⇒ 138​
NEEDLE STORM
ENDING LAG : Increased​
BOUNCING FISH
KNOCKBACK GROWTH : 100 ⇒ 90
BASE KNOCKBACK : 30 ⇒ 26​

:4shulk: SHULK
JAB 1

DAMAGE : 3% ⇒ 3.5%​
JAB 2
DAMAGE : 3% ⇒ 3.5%​
JAB 3
DAMAGE : 4.3% ⇒ 5.3%​
DASH ATTACK
DAMAGE : 10% ⇒ 11%​
FTILT
DAMAGE : 12% ⇒ 13%
KNOCKBACK GROWTH : 100 ⇒ 92​
UTILT
DAMAGE : 7% ⇒ 8%​
DTILT
DAMAGE : 8% ⇒ 9%
GENERAL : Hitboxes made more reliable​
FSMASH
DAMAGE : 17.5% ⇒ 18.5%
GENERAL : Hitboxes on first hit cleaned up and made more reliable​
USMASH
DAMAGE : 17% ⇒ 18%​
DSMASH
DAMAGE : All hitboxes increased by 1%​
NAIR
SWEETSPOT DAMAGE : 7% ⇒ 8%
SOURSPOT DAMAGE : 6% ⇒ 7%​
FAIR
SWEETSPOT DAMAGE : 6.5% ⇒ 7.5%
SOURSPOT DAMAGE : 5% ⇒ 6%
LANDING LAG: Reduced slightly​
UAIR
DAMAGE : 13% ⇒ 15%​
DAIR
DAMAGE : 15% ⇒ 17%​
BAIR
DAMAGE : 11% ⇒ 12%
LATE DAMAGE : 7% ⇒ 8%​
MONADO ARTS
MONADO ART SPEED DAMAGE DEALT MULTIPLIER : 0.72× ⇒ 0.8×
MONADO ART BUSTER DAMAGE TAKEN MULTIPLIER : 1.2× ⇒ 1.13×​
AIR SLASH
(HIT 1) DAMAGE : 5% ⇒ 6%​
FTHROW
DAMAGE : 10% ⇒ 11%​
UTHROW
DAMAGE : 6% ⇒ 7%​
DTHROW
DAMAGE : 6% ⇒ 7%​
BTHROW
DAMAGE : 11% ⇒ 12%​

:4sonic: SONIC
FSMASH

ENDING LAG : Increased​
SPRING
BUGFIX : Grabbing Sonic after he uses up B now refreshes his up B​

:4tlink: TOON LINK
BOMBS

BUGFIX : Bomb cancelling aerial lag has been removed​

:4wario: WARIO
GENERAL

BUGFIX : Wario's momentum glitch (Wectoring) has been removed.
BUGFIX : Air grab release sends Wario farther and cannot be combo'd out of​

:4wiifit: WII FIT TRAINER
AIR DODGE

LANDING LAG : 12 frames ⇒ 22 frames​
FAIR
PROPERTIES : Foot hitbox is no longer unshieldable​

:4yoshi: YOSHI
DASH ATTACK

ENDING LAG : Ending lag increased​
DAIR
LANDING LAG : Ending lag increased​
NEUTRAL B
START UP : Start-up lag increased​
UP B
BUGFIX : Teleggporting removed​
DOWN B
BUGFIX(?) : No longer slides on slopes.​

:4zelda: ZELDA
UTILT

DAMAGE : 6.5% ⇒ 7.2%​
PIVOT GRAB
SIZE : Range reduced​

:4zss: ZERO SUIT SAMUS
AIR DODGE

LANDING LAG : 15 frames ⇒ 22 frames​
USMASH
HITS ON : Frame 9 ⇒ Frame 11​
PARALYZER
ENDING LAG : Increased​
SPREADING SHOT
ENDING LAG : Reduced​

:substitute:NO CHANGES FOUND SO FAR:substitute:

:4falcon:CAPTAIN FALCON
:4darkpit:DARK PIT
:4dk:DONKEY KONG
:4duckhunt:DUCK HUNT DOG
:4fox:FOX
:4miigun:MII GUNNER
:4pit:PIT
:4rob:ROB
:4samus:SAMUS
:4villager:VILLAGER
 
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Jonney

Smash Cadet
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#5
Is it just me or has Nosferatu's hitbox gotten bigger?
 

Ffamran

The Armed Hunter for Hire
Moderator
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#8
Bowsercide confirmed to kill himself first before the opponent. Ganon's remains the same, killing opponent first.
Was it because people spammed Bowercides or is it because Koopa Klaw comes out faster than Flame Choke making it easy to spam? So, if people spammed Ganoncides, would a new patch just revert both to the originals of Bowser/Ganon killing themselves first?
 

KevJames

Smash Apprentice
Joined
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Messages
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Location
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#9
Was it because people spammed Bowercides or is it because Koopa Klaw comes out faster than Flame Choke making it easy to spam? So, if people spammed Ganoncides, would a new patch just revert both to the originals of Bowser/Ganon killing themselves first?
Spamming Ganoncides isn't as easy or as efficient as spamming Bowsercides. Flame Choke is a huge risk to make when Ganon is off-stage, whereas Koopa Claw is a less risky option for Bowser since you can decide whether to suicide if up a stock, or rather just use it to stay on stage and gain stage control.
 
Joined
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Messages
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#10
Patch out

Sheik Bouncing fish has been nerf or mario weight has been massively improved. It use to make the kill effect appear on mario when he stood on the edge at 111% now it's 131%

I'm going to break something, excuse me.

edit: From the limited data I collect before, the knock back at 0% has been drop from 38 to 33.

Confirmed, Bouncing fish nerf.

edit2: Uair nerf, kills roughly 26% later.

edit3: No buff to her other kill moves... although fair 'seem' to have less knock back now....strange.
 
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Joined
Oct 21, 2011
Messages
3,470
#15
Greninja's Usmash now has to have the whole animation finish before he can act.
His shadow sneak no longer cancels aerial lag.
Instant downwards shadow sneak is no longer possible.
Hydro pump windbox appears to have been reduced.
FF Uair follow ups are no longer reliable. The vacuum knockback is weakened and only on the very early parts of the multihit.

See more here: http://smashboards.com/threads/greninja-patch-1-0-4-changes.378520/#post-18009067
 
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KevJames

Smash Apprentice
Joined
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Messages
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#17
Holy ****. Someone check out Olimar's Fsmash because I don't remember his Pikmin going that far uness I've been doing something wrong.
 
Joined
Oct 21, 2011
Messages
3,470
#18
Greninja up-smash seems to have TONS more endlag now. Was it always possible to punish this easily?
Endlag was increased, yeah. Before, an input could be made before the animation was entirely over. As for now, you have to wait until the water swords are put away before any input can be done.
 

ChikoLad

Purple Boi
Joined
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Messages
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#21
Luma can still attack when Rosalina is being grabbed, contrary to what we thought was the case.

Luma's respawn timer has been extended from roughly 8 seconds to roughly 13, but this was already expected.
 

Dissent

Bananaman Formerly Known As Sails
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#22
Diddy: No noticed changes, checked percents, somewhat checked angles and IASA's.
 
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PCHU

Smash Lord
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#24
Projectiles can now be neutralized by normals/tilts.
If they could before, I sure as heck did not notice because Tink's sideB was too busy hitting me through my ftilt/jab.
The hitboxes are still dumb and way too precise, but it's a great, great start for low mobility characters (a shame that they didn't just carry that property over from Brawl in the first place).

Also, King Dedede's dthrow sends people straight up.
As if it weren't awkward enough getting his stuff to combo.
 

Dabuz

Fraud at Smash
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#25
Rosa stuff: (Tested mostly by me, write up courtesy of Xaltis)


Rosalina:

Upsmash knockback decreased

Dtilt hitbox reduced

Nair damage got a slight nerf in percent it does.

Grab got a cooldown increase

Down Smash cooldown increase

Forward Smash Slight start up Increase? (We couldn't get a 100% for sure answer on this)

Nair knockback is decreased

Luma:

Gains 15 more HP (Edit: This is wrong)

Shoots a shorter distance with fully charge Luma shot. (Which is better)

Comes back faster when you call him back.

Luma shot got cooldown decrease.

Can still break grabs.

Doesn't do anything that the Wii U help tip says about him.

On stages with walls that go all the way down. (Yoshi's Island Brawl, and other Omegas) if Luma doesn't make it back to the stage with his 3 jumps, he will fall to his death, but on stages with these walls instead of dying, he glitches back to the middle of the stage.
 
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#27
As in do you mean landing on the ledge of a platform/stage with 'sliding'/momentum shifting moves no longer cancel?
Yes Sheik wont slide off the stage/platform anymore. Diddy still seem to work though.

edit: yeah I notice needles seem a little off as well @ Dabuz Dabuz I just couldn't put my finger on it though.

edit2: Oh and funny enough you still don't need to VI to escape fsmash -,- I swear to god Nintendo.
edit3: and utilt still does not combo into it's self. ~sighs~
 
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Dissent

Bananaman Formerly Known As Sails
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#28
Peach's turnip farm glitch is still in, instant turnip ledge canceling is out. I personally know a few Peach mains that are crying somewhere.
 

Dabuz

Fraud at Smash
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#30
Misc stuff: Sheik needles have SLIGHTLY more cooldown, ftilt might have slightly more as well, can confirm ledge cancelling is gone along with everything else tristan mentioned.

Diddy's side-B grab has less disjoint.

Will post as I find more stuff.

Edit 1: Sheik fair does 1% less damage.

Ness dthrow does 2% less damage.

Edit 2: Roll boost grabbing and pivot roll boost grabbing are gone.

Robin's thoron jump refresh removed.

Little mac's multihit jab does slightly less damage.

Megaman's and Pikachu's frame one rush coil and thunder are both removed.

Can someone confirm for me than landing lag item tossing is gone?
 
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LostinpinK

Smash Apprentice
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#35
Palutena's infinite lightweight is still in. People on reddit said that sheik could not ff uair anymore (for the dthrow uair "chaingrab"), but she still can.
 

Tobi_Whatever

あんたバカァ~!?
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#36
I compiled a list of changes to ZSS.

Stuff I am sure of:

- Side-b now connects properly (first hit always launches into second hit if you're close, though you still get some weird rogue hits on the outer part of the whip). Total animation time is reduced heavily, making it safer.
- Fsmash is now faster to recover and thus safer on block. By how much I'm not sure.
- Down throw launch angle changed slightly; the opponent is now launched less horizontally and at lower percents a little bit lower.
- Same change for down tilt; the opponent is now launched less horizontally and at lower percents a little bit lower.
- Close range down smash is better on block. By how much I'm not sure, though in testing it seems I can jab before the opponent can drop shield (like brawl).

Less sure about:
- Fsmash's angle of KB seems different, more horizontal instead of a corner KO angle.
- Up b seems to connect better in the air. (now with more "probably for real this time™")
- Zair ledge tether range reduced

- ****ing bugged:
Up-b's KB doesn't seem to be staling at all.
Luv u
 
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#37
Well my character got nerf pretty hard with no buffs, ZERO feel better buffs.

Now all I can do is sit back and laugh at the misfortune of others.... yay.

edit: I'm not going to post anyone more in this thread, don't worry.
 
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#40
There have been changes to custom moves as well. ZSS' custom moves were quite bad and there have been quite a few changes to them.

ZSS:

Paralyzer -
- Blast Shot can now be fired before it is fully charged, but incurs normal landing lag (was way lower before )
- Spreading Shot now deals 10% damage (up from 6%) and lasts long enough for ZSS to get a follow-up (wore off before ZSS could even move before, weird)

Boost Kick:
- Impact Kick now properly absorbs the target so that the final hit connects properly
- Lateral Kick now allows ZSS full aerial movement during special fall

Plasma Whip:
- Whip Lash got the same buff as normal side-b: less animation time, so safer on block and more follow-ups.

Flip Jump:
- Low Flip travels faster across the field (?)

@ Supermodel From Paris Supermodel From Paris
Are you or Sakurai crazy? You're telling me they BUFFED zero suit straight up? bar zair recovery (which is kinda big I guess, I found it's size a bit excessive).
I dunno what to tell you, except that ZSS was a little overrated by most of you. She's good, solid, but maybe not even top 10... probably not in fact. She's high tier but a lot of her moves just weren't working right and her shiny new fsmash was terrible.

EDIT: Seems the change to her paralyzer was applied to all of them. You can now release it before it's finished firing. Baby paralyzer travels less distance now though.
 
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