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

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DarkKiru

Smash Cadet
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Shulk Power Vision is still unblockable.
Isn't vision in general unblockable?

If we're pretending Zelda isn't on the roster, I very much agree with you.
To be fair, they DID say there were some things that could've been done better.

I most definitely forsee Zelda buffs next patch (whenever that is, I certainly hope its not soon though, since you know; metagame needs time to develop).
 

Thinkaman

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Pit can still glitch through Yoshi's (Brawl) with a ledge attack during a ledge steal.
 

CHOMPY

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:4pit:
Here are some things I found that seemed a little bit different with Pit. (This requires some confirmation, as I don't have a spare 3DS along with a previous patch)

Buffs (unconfirmed)

  • Utilt seems to have more range.
  • His bair seems to have more range, and comes out quicker.
  • Fair seems to have more knock back, and less of a multi hit move.

Nerf (unconfirmed)

  • The side B's super armor is not as effective when you get hit by someone from the ground from certain attacks. Still works, just not as effective.

Again, I want to someone else to test these, just to make sure if they are true
 
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wildvine47

Smash Ace
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Mar 19, 2009
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964
Diddy's multihitting tail jab seemingly links together better now, both with multiple hits and the jab ender.

It used to drop people all the time in 1.0.3, but now it's all pretty consistently linking together.
 

Scamper52596

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So guys, do you think we've found all of the changes to each character, or is there still anything left to uncover at this point?
 

Orinstein

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These small unnecessary changes that i'm seeing for character such as Zelda, Bowser Jr, and Ness are really strange of Nintendo to toss in. I really hope that there's was more changes than just that.

Has anyone found any changes to ROB?
 

DarkKiru

Smash Cadet
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DK, Charizard, and Ganondorf almost unchanged, eh?
Ganondorf has a pretty noticeable decrease to the landing lag on nair. Its rumored he got similar changes to his other aerials, but we've yet to confirm that.
 

Egg.

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Didn't see Yoshi on the original post, but I also haven't read through the entire thread, so I apologize if this has already been posted. These are things that the Yoshi boards have noticed (besides glitch fixes):
  • More lag after dash attack (probably the biggest change)
  • Small Increase in lag after dair
  • Longer start-up and cooldown on Neutral+B
  • Down+B no longer slides off edges on slopes. We still slide when hitting an incline though, just not off the stage.
No changes to damage, and no noticeable change in knockback thus far.
 

Thinkaman

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Ganon dair also has less landing lag, VERY slightly less.

Bair and uair are the same.
 

Kofu

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If we're pretending Zelda isn't on the roster, I very much agree with you.
I try to pretend she's not on the roster, but I keep running into them on For Glory. It makes me sad.

I believe that Ganon's FAir did receive a slight lag reduction like Thinkaman said; it's more visible to me than NAir because FAir is a more powerful move.
 

SamuraiPanda

Smash Hero
Joined
May 22, 2006
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6,924
Didn't see Yoshi on the original post, but I also haven't read through the entire thread, so I apologize if this has already been posted. These are things that the Yoshi boards have noticed (besides glitch fixes):
  • More lag after dash attack (probably the biggest change)
  • Small Increase in lag after dair
  • Longer start-up and cooldown on Neutral+B
  • Down+B no longer slides off edges on slopes. We still slide when hitting an incline though, just not off the stage.
No changes to damage, and no noticeable change in knockback thus far.
I ignore any changes I see for Yoshi. Screw that guy.

I also think Aerodrome is taking care of the dino.
 

Thinkaman

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How are you testing this? Simply putting two 3DS side by side won't give you an accurate frame reference.
Yes they do. For sensitive tests like this, I put both in frame advance mode, and input a single frame of the input on each one in turn, while paused.

Then I transition both to 0.25x speed at the same moment, which is easy to synchronize. I can then watch the moves animate with whatever input I want (usually shield) at 0.25x speed. It's easy to see when one interrupts before the other.

Edit:
For moves with different knockback values or angle, even a small difference is visible when two synchronized videos of it go at the same time. The way the camera works emphasizes this.
 
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Phenomiracle

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lol zelda is good though have you not seen nairo's?
Not this again.

Nairo's control over Zelda is magnificent. She looks good right now because her entire strategy is based around heavy punishment. Something which becomes less and less reliable of a playstyle once people learn to stop making mistakes.

It's a repeat of Brawl. Zelda appears to do fine for a while, fast-forward a few months and the bottom-tier queen has found her throne once more.
 
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KevJames

Smash Apprentice
Joined
Nov 19, 2013
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AT's don't make competitive gameplay. Deep mechanics do. A lot of ATs are a result of mechanics, so if the mechanics are bad then the game is bad. More than any other fighting game, the smash takes advantage of its in-game exploits and ATs to further its metagame. But can we really say that by removing these exploits in patches, Nintendo isn't supporting the evolution of the metagame.

I just hate people who say smash 4 isn't good because they want wavedashing and a bunch of advanced techniques. No, you don't know what you want. You don't want wavedashing and all these in-game exploits.You want a game that is deep.
 

Road Death Wheel

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Not this again.

Nairo's control over Zelda is magnificent. She looks good right now because her entire strategy is based around heavy punishment. Something which becomes less and less reliable of a playstyle once people learn to stop making mistakes.

It's a repeat of Brawl. Zelda appears to do fine for a while, fast-forward a few months and the bottom-tier queen has found her throne once more.
punishment is not not reletive to just your opponet making mistakes. in a battle you create the oppening. but i guess we will just agree to disagree. i doubt anything will change in regards to her arials much in future patches.
ganons very punishment heavy to but he seems mid teir as well.
 

LordFluffy

Smash Apprentice
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Feb 3, 2013
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:4pit:
Here are some things I found that seemed a little bit different with Pit. (This requires some confirmation, as I don't have a spare 3DS along with a previous patch)

Buffs (unconfirmed)

  • Utilt seems to have more range.
  • His bair seems to have more range, and comes out quicker.
  • Fair seems to have more knock back, and less of a multi hit move.

Nerf (unconfirmed)

  • The side B's super armor is not as effective when you get hit by someone from the ground from certain attacks. Still works, just not as effective.

Again, I want to someone else to test these, just to make sure if they are true
Utilt and Fair Feel unchanged
Bair feels unchanged as well, could use secondary confirmation, especially on Bair
 

Ryu_Ken

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Link's Fastfalled Dair no longer bounces off opponents. It goes through them like in Brawl.
@ Thinkaman Thinkaman can you double check this for me?
 

Thinkaman

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If that were the case, you'd think she'd have substantially improved from Brawl to begin with.

Face it, Zelda fans. Sakurai's team doesn't like us, and probably never will.
Yes, X-Files, ect. ect.

Anyone have anything else I need to test tonight?
 

Thinkaman

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Link's Fastfalled Dair no longer bounces off opponents. It goes through them like in Brawl.
@ Thinkaman Thinkaman can you double check this for me?
I am getting a bounce on 1.0.4.
:4pit:
Here are some things I found that seemed a little bit different with Pit. (This requires some confirmation, as I don't have a spare 3DS along with a previous patch)

Buffs (unconfirmed)

  • Utilt seems to have more range.
  • His bair seems to have more range, and comes out quicker.
  • Fair seems to have more knock back, and less of a multi hit move.

Nerf (unconfirmed)

  • The side B's super armor is not as effective when you get hit by someone from the ground from certain attacks. Still works, just not as effective.

Again, I want to someone else to test these, just to make sure if they are true
None of these seem true with testing.
 

Ray_Kalm

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Yes they do. For sensitive tests like this, I put both in frame advance mode, and input a single frame of the input on each one in turn, while paused.

Then I transition both to 0.25x speed at the same moment, which is easy to synchronize. I can then watch the moves animate with whatever input I want (usually shield) at 0.25x speed. It's easy to see when one interrupts before the other.
Pressing L when in frame advance mode doesn't give you a single frame of input, it will go past 1 frame. Others who are using the same method have different 'confirmations' than you. @Yikarur, for example, stated that he confirmed Ganon does indeed have lower ending lag on fair (as well as dair, uair and bair).
 
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smashbrolink

Smash Journeyman
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Jun 14, 2013
Messages
307
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Santa Ana California
I like that the forward Smash and grab for Link were improved, but did he HAVE to take out the ability to cancel landing lag for attacks via bomb tossing?
That was one of the better options Link had for harassing on approach...

Has anyone done more extensive testing on Link? I'd like to know if he got any sort of buffs to his damage or movement speed, or at least some buffs to his lag recovery after using an attack...
 
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Thinkaman

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Pressing L when in frame advance mode doesn't give you a single frame of input, it will go past 1 frame. Others who are using the same method have different 'confirmations' than you. @Yikarur, for example, stated that he confirmed Ganon does indeed have lower ending lag on fair (as well as dair, uair and bair).
Right, I have to try multiple times sometimes. However, when you get both 3DSs paused on the same animation frame, it's obvious.

Again, I am getting less landing lag on dair, fair, and nair. If there's any reduction on bair and uair, it's extremely small.
 

Darklink401

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Lol Falco nerfed with the weakening of vaccum hitboxes on multi-hit moves. FF FAir gimp was his best kill option but now you can't fast-fall during it without the enemy escaping T_T
Apparently it has more killpower though, so that's cool.
 
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