gotta get rid of my conspiracy theories :<Any noted Marth/Lucina changes?
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gotta get rid of my conspiracy theories :<Any noted Marth/Lucina changes?
holy crap he stole rosalina's nair's damage and knockback, give it back!Before updating my brother's 3DS I went on to check on Meta Knight and compared him to how he was on my updated 3DS:
-N-Air has been buffed from 7% to 10% and now KOs ~45% earlier.
U-Air has more range now?!iono, I could be insane
also hard to get same scale pictures of older things, fudge (the pairs of vertical/horizontal lines are the same length)
Pretty sure it's just my imagination.
Would like confirmation on these before adding to OP. Also would I be spoiled if I asked for you to compile them to one post? I'm doing this from my tablet, makes copy pasta hard :XI 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).
- Paralyzer Shot's small shot range reduced, however you can now release the attack before it finishes charging.
- Air dodge lag increased to 22f from 15f
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.
As far as I tested he's more or less unchanged. Only gave him a quick run-through though.any Falcon buffs/nerfs?
I'd change that to - Nair reduced damage by 3% and decreased knockback, killing Zelda at 170% from 140%
- Nair decreased knockback, killing Zelda at 170% from 140%.
good. Better than nerfsAs far as I tested he's more or less unchanged. Only gave him a quick run-through though.
Sexy, but I'd like confirmation and/or direct comparison to 1.0.3 and/or actual frame data before adding. Cept the downthrow.Megaman: Super reduced recovery on Leaf Shield.
Ganondorf: Sliightly reduced landing lag on nair.
Pac-Man: Fresh bair no longer sends the hydrant flying.
Falco: Blaster (On ground only) is slightly faster.
ZSS: Neutral B paralyzer has slightly more recovery frames.
Ness: Dthrow reduced from 9% to 7%.
^This is all the stuff I found/confirmed on my own and isn't in OP (At time of posting). I don't have any sufficient evidence, I'll let other people try it all out for themselves to confirm themselves.
that backair Pac Man Nerf is huge. That is terrible for the Pac Man players.Megaman: Super reduced recovery on Leaf Shield.
Ganondorf: Sliightly reduced landing lag on nair.
Pac-Man: Fresh bair no longer sends the hydrant flying.
Falco: Blaster (On ground only) is slightly faster.
ZSS: Neutral B paralyzer has slightly more recovery frames.
Ness: Dthrow reduced from 9% to 7%.
^This is all the stuff I found/confirmed on my own and isn't in OP (At time of posting). I don't have any sufficient evidence, I'll let other people try it all out for themselves to confirm themselves.
*Pac-Mains dying in the distance*Pac-Man: Fresh bair no longer sends the hydrant flying.
Can you tell me how you obtained this data so I know if its accurate?Rosa stuff: (Tested mostly by me, write up courtesy of Xaltis)
Rosalina:
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.
Need confirmation, frame data, or other things that add credibility to the list.Ike:
-SH Fair now autocancels. Startup is also much faster.
-Bair does 1% more damage, slight increase in knockback(?)
-Nair has reduced knockback allowing for more opportunities for followups.
-Dtilt trajectory is upwards now, less recovery, does 1% more damage.
-Ftilt recovers slightly faster.
-Dsmash trajectory is slightly more horizontal.
-Jab now works as intended, including comboing properly on Greninja. Does not combo properly on Yoshi still. :/
Don't worry man. It won't just be you if that is the case.Kirby's dash may be faster. I cannot confirm this but my initial test had him ground movement feel jarring abnormal beware possibility of placebo affect.
So... What you're telling me is that Greninja was Dante all along?!
"Ganon's fair has less ending lag. Jab seems slightly faster (not entirely sure). Ganon's downthrow has less ending lag, and can be comboed from more easily. Another confirmation; the lag on nair has been greatly reduced".
Wizkick seems to start up a tad bit faster and travels just a little more distance. Bair sweetspots more often.
Any confirmation on this? I hated that KO punch before it was buffed. A skilled player can almost always land that.Little Mac's KO Punch got buffed! :D
I have both versions 1.03 amd 1.04 and am able to test out everything, but thankfully I already made a list of
KO Percentages from the KO Punch during 1.03
I've only tested three characters thus far. The lightest, an average, and a heavy. This is also in training mode as I don't have a second 3DS with 1.04 so this is without freshness or rage, meaning the percentages will be even lower in normal play.
Jigglypuff's minimum KO percentage with max vectoring is now 13% down from 19%.
Ness's minimum KO percentage with max vectoring is now 22% down from 29%.
Dedede's minimum KO percentage with max vectoring is now 34% down from 42%
Happy Patching Day everyone!
zelda utilt does 1% more damage
LUMAS RECALL SPEED HAS BEEN INCREASED DRAMATICALLY WHEN SEPERATED FROM ROSALINA
@ SamuraiPandajab does ~2% more damage
usmash does ~1% more
dsmash does ~1% more
dtilt does about 1% more
ftilt does about 1% more
fsmash does about 1% more
uair does like 2 to 3% more
actually i might as well list the ones that just do more:
1%
dair
bair
air slash
nair
utilt
dash attack
fthrow
bthrow
uthrow
dthrow
Unchanged:
backslash
EDIT
LITTLE MAC JAB NERFED BY ABOUT 30% DAMAGE
32 HITS OF JAB = 27% DAMAGE
PATCH 1.0.3 20 HITS OF JAB = 26% DAMAGE
This is something extremely obvious that you could see for yourselfNeed confirmation, frame data, or other things that add credibility to the list.
Damn you. Im going to stop reading thsi thread while shaving now that I'm EVEN LATER TO WORK@ SamuraiPanda
Also Ike's fair and nair are much faster, people are reporting his movement speed has increased but no official testing has been done on that
stahp i have to workLoaded up an older patch to test what I think is happening
-@SamuraiPanda
I was wrong about a few things:
1. Fsmash KB angle wasn't changed, pretty sure.
2. Side-b has more interruptable frames, but the total animation time is still the same
3. Paralyzer was, embarrassingly, always releasable before the full charge, but this was extended to her custom moves this patch (didn't exist before). Oops! O:')
Hitbox fixes:
- Side-b works better now; the first hit doesn't launch directly into the sweet-spot in earlier versions. Also recovers faster due to more interruptable frames.
- Forward Smash connects better and is easier to sweetspot, working better on Greninja among others. It is a little safer on block now.
- Neutral air has a different subtly knockback angle now which makes some old combos not work but enables some new (better) ones.
- Down Smash is safer on block, enough that you can jab before the opponent can drop their shield
- Up-B connects better from down throw now (in the air).
- Down throw knockback is different; it starts lower, and instead instead of growing to eventually become more vertical, they are now launched at a set distance in front Zero Suit and the growth is vertical from that set point. I don't know how to explain this in technical terms, but opponents are no longer at a very vertical point from Zero Suit at high % after down throw.
- Zair recovery tether distance reduced when above the stage or too far below the stage. When she is lateral with the stage it is the same.
- Airdodge penalty increased to 22f of lag from 15
- Paralyzer Shot's uncharged shot has a few more frames of recovery. Full charge is unaffected.
- Grab has more recovery.
Customs:
- Blast Shot and Spreading Shot can now be released before being charged fully.
- Spreading Shot now lasts long enough for ZSS to get a follow-up
- Whip Lash got the same buff as normal side-b, it is interruptable from an earlier point
- 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
- Low Flip travels faster across the field