• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

Status
Not open for further replies.

WhatIsRaizen?

Smash Ace
Joined
May 18, 2009
Messages
894
Location
USA
@ SamuraiPanda SamuraiPanda add this about Ganon to the OP.

From the thread: Ganon's fair/dair/nair all have less ending lag. Ganon's downthrow has less ending lag, and can be comboed from more easily. Wizkick starts up a tad bit faster. Bair sweetspots more often.
 

akasheo

Smash Rookie
Joined
May 5, 2011
Messages
6
Location
British Columbia
NNID
Akasheo
Not sure if anyone said this or not, but a huge change ive noticed right off the bat is that Marths METEOR smash has a slightly bigger hit box, so its easier to connect meteor smashes. before it had to be dead on at the tip, now its slightly more of the blade.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
In terms of buggy behavior, I can confirm the Corneria bug with Ness redirecting the lasers still eists in 1.0.4. Such a flagrant bug found so early not being fixed implies heavily to me that we are looking at the end of Wii U development here and not so much at a reaction to early play.
 

Iron Kraken

Smash Journeyman
Joined
Oct 13, 2014
Messages
381
The Rosalina changes I posted should cover all her changes.
I think her Dair is slower now, but I need someone to confirm it.

Also, although at first it t appears her d-Tilt was nerfed, it seems that you can get the same effect of Luma hitting the other way by pushing down diagonally towards Rosa's back, rather than straight down.
 

False Sense

Ad Astra Per Aspera
Joined
Jan 17, 2014
Messages
8,332
NNID
FalseSense
3DS FC
3368-2599-3209
@ Thinkaman Thinkaman , if you get the chance can you check Robin's short hop height? I'm talking to a guy who's getting SH Levin fair->double jump off easier, and he thinks it might be because Robin's short hop goes higher now.

Or maybe Levin fair has less cooldown now.

Or maybe it's a placebo. Hell if I know. >_>
It may just be me, but while I was using Robin in training mode, it felt like his/her initial jump height was higher than usual. Something felt a little off about it.

Don't take this as any sort of official confirmation, mind you. I could totally be imagining it. But it may be worth checking out.
 

Meloetta Star

Smash Rookie
Joined
Oct 10, 2014
Messages
16
NNID
Taruzard
3DS FC
3110-5198-0358
@ Thinkaman Thinkaman , if you get the chance can you check Robin's short hop height? I'm talking to a guy who's getting SH Levin fair->double jump off easier, and he thinks it might be because Robin's short hop goes higher now.

Or maybe Levin fair has less cooldown now.

Or maybe it's a placebo. Hell if I know. >_>
I can't say for sure since i'm only playing 1.0.3, no 1.0.4 yet, but I'm pulling off the SH Levin fair > double jump fairly consistently right now in training.
For reference, (Using femrobin if the model changes anything) Robin's boot reaches the top of mario's cap in SH.

Edit: normal non Levin fair seems to be the exact same frame count as levin fair? (I dont play robin and it might be VERY slightly different, but both seem to come out as fast as each other and double jump in the same spot)
 
Last edited:

elmike

Smash Apprentice
Joined
Oct 8, 2014
Messages
130
i havent been able to kill with fox fair spike when enemy is off stage :S

Either the input/timing changed, or it is not in the game anymore :(
 
Last edited:

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
What input are you doing?


Edit:
Also, confirming just in case that Lucario's (very significant) increase in special landing lag is real.
I don't know how to make a video aside from recording with a crappy phone and somehow uploading...

Anyway, as I'm testing with Meta Knight: three variations.

1. Dash, let go of the circle pad, and then quickly do an Up Smash. I think letting go "resets" the circle pad since if I don't do it, then it still leads to a dash attack even if I push the circle pad up.

2. Dash and charged Up Smash. So, while dashing, quickly charge an Up Smash. I remember doing this as Snake in Brawl often.

3. This will probably won't count. Dash, let go of the circle pad, pause, and then Up Smash. You don't cancel anything. It's just dash and Up Smash. It's like a variation of 1., but with a pause in between. 1. is a quick transition from resetting the circle pad and doing an Up Smash.
 

CoolPalMitch

Smash Cadet
Joined
Mar 22, 2014
Messages
72
Location
Fort Wayne, IN
NNID
mitchgamelover
With Ness, it seems you can't bounce off of a wall with PK Thunder more than once. I swear you could do this before, but now if I try to do it twice, the game straight up will not register my input.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
I think her Dair is slower now, but I need someone to confirm it.

Also, although at first it t appears her d-Tilt was nerfed, it seems that you can get the same effect of Luma hitting the other way by pushing down diagonally towards Rosa's back, rather than straight down.
The post was directed at you. Dair is the same.

And hitting with Luma is not the same as hitting with Rosalina :p

Robins short hop height is unchanged.
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
Messages
6,924
@ SamuraiPanda SamuraiPanda add this about Ganon to the OP.

From the thread: Ganon's fair/dair/nair all have less ending lag. Ganon's downthrow has less ending lag, and can be comboed from more easily. Wizkick starts up a tad bit faster. Bair sweetspots more often.
NO.

Give me confirmation first plz. I need to know these are real.

Man I'm glad I played Ganon and Shulk even though I didn't think they were that great
 

Comorant

Smash Cadet
Joined
Jun 11, 2014
Messages
70
With Ness, it seems you can't bounce off of a wall with PK Thunder more than once. I swear you could do this before, but now if I try to do it twice, the game straight up will not register my input.
Nah, it was like that before, you only get the second chance and none more if you don't reach the ledge.
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
With Ness, it seems you can't bounce off of a wall with PK Thunder more than once. I swear you could do this before, but now if I try to do it twice, the game straight up will not register my input.
It still works but you have to hard-crash into the wall.
 

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Let us know; including if its a tighter timing now or different timing.
I don't remember or know the timing of the previous version. I was just able to pull it off in this and 1.0.3 consistently.
 

M@v

Subarashii!
Joined
Oct 13, 2007
Messages
10,678
Location
Pittsburgh, PA
I don't know how to make a video aside from recording with a crappy phone and somehow uploading...

Anyway, as I'm testing with Meta Knight: three variations.

1. Dash, let go of the circle pad, and then quickly do an Up Smash. I think letting go "resets" the circle pad since if I don't do it, then it still leads to a dash attack even if I push the circle pad up.

2. Dash and charged Up Smash. So, while dashing, quickly charge an Up Smash. I remember doing this as Snake in Brawl often.

3. This will probably won't count. Dash, let go of the circle pad, pause, and then Up Smash. You don't cancel anything. It's just dash and Up Smash. It's like a variation of 1., but with a pause in between. 1. is a quick transition from resetting the circle pad and doing an Up Smash.
THAT'S NOT A DACUS.

GODS
I swear.

I'm gonna slap somebody.

Where's that table.
<_<. Yup. Dacus needs to be performed by first doing a dash attack, then cancelling it up upsmashing. -> A ^ grab is the input. up grab can be recognized as an upsmash (it was in brawl on the gc; hold the grab button to charge).
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616

NairWizard

Somewhere
Joined
Oct 28, 2014
Messages
1,947
With Ness, it seems you can't bounce off of a wall with PK Thunder more than once. I swear you could do this before, but now if I try to do it twice, the game straight up will not register my input.
It was always once.

I don't know how to make a video aside from recording with a crappy phone and somehow uploading...

Anyway, as I'm testing with Meta Knight: three variations.

1. Dash, let go of the circle pad, and then quickly do an Up Smash. I think letting go "resets" the circle pad since if I don't do it, then it still leads to a dash attack even if I push the circle pad up.

2. Dash and charged Up Smash. So, while dashing, quickly charge an Up Smash. I remember doing this as Snake in Brawl often.

3. This will probably won't count. Dash, let go of the circle pad, pause, and then Up Smash. You don't cancel anything. It's just dash and Up Smash. It's like a variation of 1., but with a pause in between. 1. is a quick transition from resetting the circle pad and doing an Up Smash.
This isn't a DACUS (it's been said, but still). You're just doing a dash up-smash.
 

SonicZeroX

Smash Lord
Joined
Apr 12, 2005
Messages
1,601
3DS FC
4425-1491-5645
NO.

Give me confirmation first plz. I need to know these are real.

Man I'm glad I played Ganon and Shulk even though I didn't think they were that great
I feel like a broken record at this point, but can you add Popgun cancel and Rush cancel are gone? I've been trying them all day and they don't work at all anymore.
 

[Obnoxshush/Dasshizer]

Off floating somewhere
Joined
Sep 16, 2014
Messages
5,209
I heard people say that Wario's momentum glitch is gone and he no longer has the grab release thing. I haven't noticed any other differences though.
 

Qikz

Smash Cadet
Joined
Sep 13, 2014
Messages
30
I never thought I'd see the day that Metaknight a) needed buffs and b) got them! Glad to hear about the M/L d/f throw too.
 

SonicZeroX

Smash Lord
Joined
Apr 12, 2005
Messages
1,601
3DS FC
4425-1491-5645

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
Confirmed:
Ganondorf:
- Dair has slightly decreased landing lag
- Fair has slightly decreased landing lag
- Upair has slightly decreased landing lag
- Bair has slightly decreased landing lag
- Nair has decreased landing lag
 

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Wiki info is usually super outdated. Sliding dacus was discovered for Smash 4 when someone modded a 3DS to work with a GC controller.
No kidding. Some character still don't even have damage percentages much less attack lists yet.

Still, then what the hell was I doing when dashing and up smashing with Snake in Brawl? Dude slid across the stage even without performing a dash attack to cancel.
 

SaltyKracka

Smash Lord
Joined
Oct 12, 2008
Messages
1,983
Location
San Diego, CA
No kidding. Some character still don't even have damage percentages much less attack lists yet.

Still, then what the hell was I doing when dashing and up smashing with Snake in Brawl? Dude slid across the stage even without performing a dash attack to cancel.
...You never actually saw a proper DACUS performed, huh.
 

SonicZeroX

Smash Lord
Joined
Apr 12, 2005
Messages
1,601
3DS FC
4425-1491-5645
No kidding. Some character still don't even have damage percentages much less attack lists yet.

Still, then what the hell was I doing when dashing and up smashing with Snake in Brawl? Dude slid across the stage even without performing a dash attack to cancel.
Running into an upsmash will let you slide a little.

Running and then doing dash attack into upsmash (usually inputed with down on the cstick + up on the control stick + Z) does a DACUS and with some characters like Snake you'll slide the entire distance of FD.
 
Status
Not open for further replies.
Top Bottom