• 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.

Terotrous

Smash Champion
Joined
Feb 4, 2014
Messages
2,419
Location
Ontario
3DS FC
1762-2767-5898
It seems the OP is becoming quite out of date again. Thinkaman deconfirmed like half of what's listed for ZSS and there's some more Ganon changes that aren't there yet. Also, didn't we confirm that Pac Man's Hydrant went from 12 HP to 13 HP and that FSmash comes out faster?

Also, I'm not sure if I would list the change to Yoshi's recovery on Dash Attack as "slight". I would just say "more". It's not nearly as small as the amount that was added to neutral B.
 
Last edited:

Meloetta Star

Smash Rookie
Joined
Oct 10, 2014
Messages
16
NNID
Taruzard
3DS FC
3110-5198-0358
SO one notable change to LITTLE MAC is that his KO meter now takes 100%+to charge instead of 80%. 80% was the max damage until it was fully charged
I'm faily certain it was like that in 1.0.3.
I used 4 Bobombs in training mode to test Mac's KO punch to deconfirm the buff it received, each one giving 25% damage, first bomb gave 3 arrows, 2nd gave 2, 3rd gave 3, and final caused me to get the last two and get my KO punch
This left me at 100%, too.

Trying it again in 1.0.4 and the same thing is happening
 

Balgorxz

Smash Journeyman
Joined
Oct 14, 2014
Messages
380
Location
Santiago, Chile
They probably would exist for 2 weeks before being patched. Some speed tech was already discovered (Link Toss thing) and it's gone.
I people keep addresing them as bugs of course, nintendo will remove all glitches,bugs and exploits that people report.
Now if people started addresing the good ones as advanced techniques instead of making videos to make fun of the exploits they would never have been removed from the game.
 

lijero13ss

Smash Journeyman
Joined
Sep 17, 2014
Messages
288
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
Kirby:

Dthrow feels like it has increased landing lag. Someone wanna test and confirm? I no longer can do the dthrow > fair string
 

KACHOW!!!

Smash Journeyman
Joined
Feb 21, 2010
Messages
217
Location
New Hampshire
NNID
T.M.Paunch
3DS FC
2122-6416-3741
So nobody's mentioned him yet (i don't think), but has anyone noticed any changes with captain falcon? I'm a cfal main, and I don't think i've noticed any changes to him.
 

Holder of the Heel

Fiat justitia, pereat mundus
Joined
Dec 3, 2011
Messages
8,850
Location
Alabama
NNID
Roarfang
3DS FC
1332-7720-7283
Switch FC
6734-2078-8990
Since the OP didn't update with the Junior nerf I mentioned I'll bring it up again: Bowser Junior's Dair can now only do 9%. All that happened was someone quoted saying they brought it up before when they didn't and only that post was acknowledged. o-o

Unfortunately I can't seem to find anything else different which is kind of boring, although perhaps I should also be happy nothing bad happened at the same time.

One thing to look out for perhaps is whether Junior's mechakoopas still have that rare chance of walking off stages instead of turning around.
 
Last edited:

Elessar

Nouyons TO
Joined
Apr 20, 2010
Messages
2,624
Location
Paraguay
NNID
Veritiel
3DS FC
3711-8466-0515
I'm doing them side by side. It's unchanged. The tether can go inside Mario's body without grabbing him the same amount, from the same range.
Ok, thanks. I was just so sure that they fixed it. Maybe my memory playing tricks on me. Thanks for the confirmation.

Looks like Link only got his fsmash modified and the elimination of the Toss Cancel.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
I people keep addresing them as bugs of course, nintendo will remove all glitches,bugs and exploits that people report.
Now if people started addresing the good ones as advanced techniques instead of making videos to make fun of the exploits they would never have been removed from the game.
ITT: People who think that stuff was patched out because it was posted on Smashboards in English.

It was all the Japanese QA team, folks. This build was gold a month ago.

There were literally printed discs in people hands two weeks ago.
 

GreenFlame

Smash Journeyman
Joined
Sep 23, 2014
Messages
462
3DS FC
0275-7873-0005
I'm faily certain it was like that in 1.0.3.
I used 4 Bobombs in training mode to test Mac's KO punch to deconfirm the buff it received, each one giving 25% damage, first bomb gave 3 arrows, 2nd gave 2, 3rd gave 3, and final caused me to get the last two and get my KO punch
This left me at 100%, too.

Trying it again in 1.0.4 and the same thing is happening
I can 100% confirm that Mac has always gotten his KO punch after receiving 100% of damage. It was never 80%.
 

theta64

Smash Cadet
Joined
Sep 29, 2014
Messages
56
I'm faily certain it was like that in 1.0.3.
I used 4 Bobombs in training mode to test Mac's KO punch to deconfirm the buff it received, each one giving 25% damage, first bomb gave 3 arrows, 2nd gave 2, 3rd gave 3, and final caused me to get the last two and get my KO punch
This left me at 100%, too.

Trying it again in 1.0.4 and the same thing is happening
huh when i tested this I could have thought 80 was the max for the 1.03 patch. but alright then good to know for it.
 

PedroSmashFan2014

Smash Cadet
Joined
Nov 3, 2014
Messages
66
Location
Brasília, Brazil
3DS FC
2638-1313-2178
:rosalina:
EARLY NAIR DAMAGE : 6% ⇒ 5%
LATE NAIR DAMAGE : 10% ⇒ 7.5%
LUMA RESPAWN : 8.9 seconds ⇒ 12.5 seconds
LUMA RECALL : Returns to Rosalina faster
LUMA SHOT : Uncharged and lightly charged Luma Shot has slightly less distance
DSMASH : Ending lag increased
GRAB : Whiff animation ending lag increased
- Dtilt has no hitbox on her head anymore
- Dsmash cooldown increased
- Luma shot and Luma callback endlag decreased
- Nair damage (6% -> 5%, 10% -> 7%) and knockback (94->86, 125->103)
- Upsmash Knockback decreased (147->135)
- Fsmash Knockback slightly decreased (154->149)
- Rosalina's up smash has different knockback, either less in general or simply at a different angle
- Luma can attack while Rosalina is being pummeled, but it cannot attack while a throw animation is in progress.
:4gaw:
- Bucket no longer charges to full with Pikachu's Thunder!!

:4littlemac:
JAB 2 : Damage reduced by ~1%
JAB 3 : Damage reduced by ~1%
JAB COMBO : Overall damage significantly reduced
AERIAL SIDE B : Distance has been reduced by 10% and slower speed​

:4yoshi:
NEUTRAL B : Slightly longer start-up.
DASH ATTACK : Slightly more ending lag.
DAIR LANDING LAG : Slightly more landing lag.
DOWN B : No longer slides on slopes.
BUGFIX : Teleggporting removed.​

:4peach:
BUGFIX : Aerials properly stale when used while floating.
BUGFIX : Turnip cancelling has been removed.
BUGFIX : Nair after footstool sends opponent upwards.​

:4robinm::4robinf:
UP B : Can grab the ledge backwards now.
BUGFIX : Can no longer get a 3rd jump by fully charging Thoron.
BUGFIX : Footstool glitch allowing an infinite has been fixed.​

:4shulk:

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%
UTILT DAMAGE : 7% ⇒ 8%
DTILT DAMAGE : 8% ⇒ 9%
FSMASH DAMAGE : 17.5% ⇒ 18.5%
USMASH DAMAGE : 17% ⇒ 18%
DSMASH DAMAGE : 13%, 9%, 3% ⇒ 14%, 10%, 4%
SWEETSPOT NAIR DAMAGE : 7% ⇒ 8%
SOURSPOT NAIR DAMAGE : 6% ⇒ 7%
SWEETSPOT FAIR DAMAGE : 6.5% ⇒ 7.5%
SOURSPOT FAIR DAMAGE : 5% ⇒ 6%
UAIR DAMAGE : 13% ⇒ 15%
DAIR DAMAGE : 15% ⇒ 17%
BAIR DAMAGE : 11% ⇒ 12%
LATE BAIR DAMAGE : 7% ⇒ 8%
AIR SLASH (1ST HIT) : 5% ⇒ 6%
FTHROW DAMAGE : 10% ⇒ 11%
UTHROW DAMAGE : 6% ⇒ 7%
DTHROW DAMAGE : 6% ⇒ 7%
BTHROW DAMAGE : 11% ⇒ 12%
MONADO ART SPEED DAMAGE DEALT MULTIPLIER : 0.72× ⇒ 0.8×
MONADO ART BUSTER DAMAGE TAKEN MULTIPLIER : 1.2× ⇒ 1.13×
(HIT 1) FSMASH KNOCKBACK : 32 ⇒ 24
FAIR : Landing Lag reduced slightly
BUGFIX : Dtilt's deadzone has been removed.​

:4olimar::4alph:
SIDE B (W PIKMIN) : 2.6% per tic ⇒ 3.7% per tic
SIDE B (R/B/Y PIKMIN) : 1.3% per tic ⇒ 1.1% per tic
SIDE B (W/R/B/Y PIKMIN) : Pikmin stay attached for longer.
- Olimar Red Pikmin F-smash knockback increased from 36kb to 44kb
- Down throw down smash glitch making Pikmin unusable has been fixed
- Pikmin Pluck cannot be ledge canceled anymore

:4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:
DTHROW DAMAGE : 8% ⇒ 7.5%​

:4palutena:
DTILT : Endlag reduced
UTILT : Endlag reduced

:4bowser:
SIDE B : Side B off the edge now KO's Bowser before the opponent.​

:4megaman:
- Reduced recovery time on Leaf Shield after sending it out
BUGFIX : Cancelling hitstun with Rush removed.
BUGFIX : Grabbing Megaman after he uses up B now refreshes up B​

:4sonic:
BUGFIX : Grabbing Sonic after he uses up B now refreshes up B

:4diddy:
BUGFIX : Cancelling hitstun with Peanut Popgun removed.​

:4ganondorf:
- Decreased landing lag on Nair

:4lucario:
- Up B has significantly increased landing lag when landing after animation is complete

:4dedede:
- Dthrow now sends more vertically
- Fair decreased damage by 1%
- Gordos now reflect at 2% damage instead of 3% (so all [?] jabs can reflect Gordos now)

:4link:
FSMASH 1 KNOCKBACK : 46 ⇒ 37
FSMASH 1 : Angle is lower linking into Fsmash 2 more consistently.
BUGFIX : Bomb cancelling aerial lag has been removed.
DAIR : Fastfall Dair no longer bounces on shields​



:4tlink:
BUGFIX : Bomb cancelling aerial lag has been removed.​

:4pacman:
- Fresh Bair no longer sends the hydrant flying

:4falco:
- Lasers are faster, reduced recovery on ending animation

:4greninja:
BUGFIX : Greninja can no longer cancel aerial landing lag with Shadow Sneak​
- Usmash recovery greatly increased (at least ~10 frames)

:4metaknight:
VISUAL : Some sword trails have been reduced to match hitbox size better.​
(The following has been tested on Pit, not Mario)
-N-Air has been buffed from 7% to 10% and now KOs ~45% earlier.
-Dimensional Cape sends the target in a more horizontal angle and now KOs ~15% earlier.
-Forward Throw has been changed, it now has two hitboxes that total 9% on all characters. It previously did 3% on some character and 9% on others, so it's more of a fix than anything else.
-Back Throw has received slightly increased knockback and KOs ~5% earlier.
-Back-Air's knockback has been increased a lot and now KOs a whopping ~30% earlier.
-Forward-Air can no longer spike.

:4drmario:
- Fair knockback 160 → 170
- Dair number of hits 7 → 5, reduced landing lag, knockback angle more vertical
- Otherwise unchanged

:4ness:
DTHROW DAMAGE : 9% ⇒ 7%
BUGFIX : Down throw now does the correct amount of damage to Mr. Game & Watch.​

:4wario::4wario2:
BUGFIX : Wario's momentum glitch (Wectoring) has been removed.
BUGFIX : Air grab release sends Wario farther and cannot be combo'd out of​

:4myfriends:
- Fair startup is faster and recovery is shorter (SH Fair is possible now)
- Bair damage increased to 14% from 13% and kills ~10% earlier
- Ftilt endlag reduced
- Jab 3 faster so jab combo connects more consistently
- Dtilt damage increased to 8% from 7%, endlag reduced, knockback angle is more vertical

:4luigi:
FSMASH DAMAGE : 14% ⇒ 15%​
Yes!
:4mario:
UTILT DAMAGE : 6.3% ⇒ 5.5%
Probaly wont do much diference in gameplay...
:4marth:/:4lucina:
- Bugfix: Using counter after being trumped from the ledge no longer changes momentum

:4jigglypuff:
BUGFIX : Rollout's instant reversal glitch has been removed.​

:4villager::4villagerf:
- Fair distant hit damage increased to 4% from 3%
- Bair distant hit damage increased to 5% from 3%
- Riding Lloid Rocket (side B)'s damage decreased to 16% from 17%

:4kirby:
- Unchanged

:4pikachu:
- Knockback increase on thunder, skull bash, and parts of fsmash.
:4pikachu: 0% | Damage | :4mario: 100% | :4mario: 150% | :4mario: 200%
Forward Smash (Mid) | 18% | 130 > 130 | 165 > 165 | 199 > 199
Forward Smash (Close) | 15% | 99 > 107 | 124 > 136 | 150 > 165
Forward Smash (Tip) | 12% | 110 > 112 | 143 > 145 | 175 > 178
Thunder | 15% | 108 > 113 | 133 > 139 | 157 > 165
Skull Bash (Full Charge) | 22% | 112 > 115 | 145 > 149 | 177 > 183
[/quote]
OH, YEAH!!! Pikachu is buffed!!!
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
I decided to make a separate thread for all Greninja`s changes after the new patch we`ve found so far to have them all in one place. I tested every single Greninja`s move before and after the patch against Mario on the edge of FD and here are all the changes I can confirm:

NERFS:
- Usmash has more end lag (nothing seems to combo out of it anymore, not even Uair)
- sourspot Usmash received a damage nerf to 11% uncharged and 15% fully charged (from 13-18%) and kills at 124% uncharged (instead of 104%) and at 86% fully charged (instead of 69%)
- Water Shuriken (charged and uncharged) has more ending and landing lag. This makes it very hard but still possible to combo Usmash or Grab into fully charged WS by chasing after it. However medium charged WS -> Jab does not combo anymore.
- Hydro Pump pushback got reduced and damage remained the same
- Uair knockback got reduced. It kills now at 153% instead of 132%. However damage is the same.
- 5. hit of Uair lost its spike properties and the spike caused by the first 4 hits is much weaker.
- Uair spike does not cause ground bounce anymore which means Greninja lost its infinite ground bounce combo.
- Fair knockback got reduced. It kills now at 121% instead of 108%.
- Hyphen Usmash is harder to perform
- DACUS is gone

BUFFS:

+ Dsmash received a damage buff. Sweetspot Dsmash deals 13-18 damage (up from 11-15) and kills at 101%-67% (instead of 125%-92%) while sourspot Dsmash deals 11-15 damage (up from 9-12) and kills at 119%-84% (instead of 142%-101%)
+ Shadow Sneak has less ending lag in the air. Before you could barely make it back to the stage if you used SS twice off stage from a full jump and now you can almost make it back after using SS three times.
+ Uair spike is easier to perform because it is easier to fast fall out of Uair in time.
+ Uair spike now truly combos into almost everything including Jab, Dtilt, Utilt and even Usmash. So far I even managed to do Uair spike -> Utilt -> Usmash.
Posting here that I confirm all of this.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,917
Location
Europe
Too much misinformation is being posted. People need to stop posting random impressions on a whim. This is not an impression thread. Only post things if you have actually tested them.
Kirby:

Dthrow feels like it has increased landing lag. Someone wanna test and confirm? I no longer can do the dthrow > fair string
Confirmed false.
Seriously guys STOP POSTING STUFF THAT YOU HAVE NOT ACTUALLY TESTED EXTENSIVELY. You're only flooding the thread with misinformation and make it harder for people to gather the accurate bits. I bet a good chunk of info has been or will be missed because people keep posting things like "I think X is different now because I can't do Y with it anymore" over and over. Stop doing that.

Edit: This also goes for things like Little Mac's KO meter stuff.

:059:
 
Last edited:

Marcbri

Smash Lord
Joined
Sep 15, 2008
Messages
1,386
Location
Barcelona, Spain
NNID
Marcbri
OP is missing a Sheik nerf, Bouncing Fish can't be edge cancelled anymore. tested it with 1.0.3 and 1.0.4.

Can't confirm more things as my bro wanted to play wifi.
 

Fenrir VII

Smash Master
Joined
Sep 9, 2005
Messages
3,506
The Megaman board is compiling a list of changes that need a bit more testing, but one that I want to throw on here:

:4megaman:
BUGFIX : Stored landing lag after UpB > landing nair has been fixed.


For anyone who doesn't know, landing with nair after upB removes the upB landing lag in all versions. In previous versions, this lag would be stored and applied to the NEXT time MM landed without an attack. So upB > landing nair > empty SH would result in 20-something frames of landing lag on the empty SH. This has been fixed in 1.04.


This also happened after an utilt off a platform... I will test to make sure that has been removed the same way tonight (I assume it was an issue with nair properties so it SHOULD be gone)
 
Last edited:

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
@ SamuraiPanda SamuraiPanda


- Greninja water shuriken increased endlag

confirmed

- Ganondorf's aerials decreased landing lag (except Nair)

confirmed

- Ike Nair faster?

unchanged

- BJr Dair decreased damage by ~0.5%

BJr. has 2 hits less on his dair now.
Damage per hit (9 hits)
1 1 1 2 1 1 2 1 2

Damage Per Hit (7 hits)
1 1 1 2 1 1 2


- Captain Falcon changes to moving forward slightly after using Dtilt or Utilt

it's the same in both versions

- Charizard dragon rush (custom side B ?) damage decreased to 11% from 15%

not unlocked :(
 

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
The Megaman board is compiling a list of changes that need a bit more testing, but one that I want to throw on here:

:4megaman:
BUGFIX : Stored landing lag after UpB > landing nair has been fixed.


For anyone who doesn't know, landing with nair after upB removes the upB landing lag in all versions. In previous versions, this lag would be stored and applied to the NEXT time MM landed without an attack. So upB > landing nair > empty SH would result in 20-something frames of landing lag on the empty SH. This has been fixed in 1.04.


This also happened after an utilt off a platform... I will test to make sure that has been removed the same way tonight (I assume it was an issue with nair properties so it SHOULD be gone)
Adding to this, this is fixed for grabbing the ledge after utilt too.

- Charizard dragon rush (custom side B ?) damage decreased to 11% from 15%

not unlocked :(
Can confirm this as well.
 
Last edited:

lijero13ss

Smash Journeyman
Joined
Sep 17, 2014
Messages
288
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
Kirby:

Dthrow feels like it has increased landing lag. Someone wanna test and confirm? I no longer can do the dthrow > fair string
Seriously guys STOP POSTING STUFF THAT YOU HAVE NOT ACTUALLY TESTED EXTENSIVELY. You're only flooding the thread with misinformation and make it harder for people to gather the accurate bits. I bet a good chunk of info has been or will be missed because people keep posting things like "I think X is different now because I can't do Y with it anymore" over and over. Stop doing that.

Edit: This also goes for things like Little Mac's KO meter stuff.

:059:
Then what is the point of this thread? Is it not to suggest possible changes and then confirm/deconfirm them?
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
:4megaman:
BUGFIX : Stored landing lag after UpB > landing nair has been fixed.
Adding to this, this is fixed for grabbing the ledge after utilt too.
Confiming both.

I can confirm that RCO lag is otherwise unchanged on Mega Man and Ganon. (After a successful up-b, do a special into the ground; special landing lag is stored.)
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
I don't know what to think about balance patches in Smash before yesterday.
Because I don't believe in Sakurai/Nintendo knowledge about balancing the game.
But now it's just... RIGHT!
I'm happy with all changes.Bugs must be removed, OP characters getting some nerfs, bad chars getting buffs.
It's like they are reading our complaints. Maybe we have someone here, in Smashboards ? *___*
----------
Putting my joy aside, what's new about the angels Pit and Dark Pit ?
D.Pit arrows seems to be more easy to control now.

I don't know if it's true, but I would be happy if someone test this:
Are Pit's Guardian Orbitars taking less "damage" to break now ?

Today my Guardian Orbitars was broken by a Yoshi FSmash(charged).
This shield was very hard to break before.
It already takes K-O punch, Falcon Punch, and a Bowser FSmash(uncharged), and was okay.
It's Yoshi FSmash charged a really strong move or the Pit's DownB are easier to break now ?
Any changes to the Pits?
I'm going to say that Pit is unchanged.

@ SamuraiPanda SamuraiPanda (Or whoever) Can you put down "Virtually Unchanged" for the Pits? If there's anything changed, we certainly don't agree what or think it's very much.
 

Daeyrat

Smash Journeyman
Joined
Aug 3, 2014
Messages
202
Location
Vitória, Brazil
Thinkaman, can you please test something for me? I think Reverse Warlock Punch could kill Mario only at 25% from Mid-Omega-Battlefield before and now kills at 20%. I don't think my tests were perfect, far from that.
 
Joined
Jun 8, 2009
Messages
18,990
Whelp. Thanks to @erico9001 for this
Shulk
-Easier to connect with both hits of Forward Smash and Up Smash
Already confirmed
-Less time needed to wait for Monado arts to restore themselves? [The wording on this is strange]
10 second cooldown so this is wrong
-Something about the Down Air Meteor and complete death [I think he means it's easier to kill with it?]
Not sure what this is asking for.....
-More invincibility on the Down B counterattack
It's not total invincibility. Possibly, there's none at all. Still being tested
-Down B's timing is stricter but the move is quicker overall
Still testing
-Forward Air comes out more quickly
Nope
-Harder to pivot out of a dash [I assume this means the time it takes to go from pivot back into dash]
Nope
-Throws are stronger
Already confirmed
-Back Air is faster
May need testing but for now, it's not true either
 
Last edited:

NFTsmasher

Smash Apprentice
Joined
Mar 3, 2014
Messages
122
Location
Maryland
NNID
Shoob24
imo everything listed under King Dedede is a nerf. I don't think he will be able to kill with dthrow->uair as easily now or execute that chain when the opponent is at higher percents. But I am a little sad now because this means he seemingly has one less throw. If I want to have someone go straight up, I will use up throw! :p
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Thinkaman, can you please test something for me? I think Reverse Warlock Punch could kill Mario only at 25% from Mid-Omega-Battlefield before and now kills at 20%. I don't think my tests were perfect, far from that.
Unchanged, kills at 11% from spawn location on FD Mario in both versions.

Ness After 1.0.4 Patch
There are a few things changed on Ness. Check post number 12.
I can confirm the u-smash and d-smash changes are false. Reconfirming the d-throw change as true.
 
Last edited:

Crescent_Sun

Smash Apprentice
Joined
Mar 7, 2008
Messages
96
Location
Virginia
Kirby:

Dthrow feels like it has increased landing lag. Someone wanna test and confirm? I no longer can do the dthrow > fair string


Then what is the point of this thread? Is it not to suggest possible changes and then confirm/deconfirm them?
This way is fine, but people are often just posting "feels like" and "seems like" in a manner that suggests that they know what they're talking about and then it sort of slippery slopes from there because it just takes a single comment to kick off an avalanche of placebo.
 

Meloetta Star

Smash Rookie
Joined
Oct 10, 2014
Messages
16
NNID
Taruzard
3DS FC
3110-5198-0358
Playing about in training mode, I'm bowser and up-tilt is missing Mario when he's standing right in front of me.

Is this the same as 1.0.3? I didn't play bowser much before updating :x

Edit: Up tilt is completely misses anything in front, its more of an above to back swipe, though he leads the attack from the ground, so I'd assume it should be a circle hitbox over his model.
Again need someone to tell me if this is how it's s'posed to be.
 
Last edited:

Noa.

Smash Master
Joined
Jan 2, 2008
Messages
3,758
Location
Orlando, Florida
EDIT: Oh this stuff was just posted before I replied to this thread lol.

From the Ness Boards:

http://smashboards.com/threads/ness-after-1-0-4-patch.378464/#post-18008000

Luco, Shaky, MegaMarioMan9, 291C, and I decided to figure out the changes with Ness v.1.0.4. I'll color code the before and after. Knock back wasn't recorded.

Dash Attack - 10% All Sparks; 4% Last remaining Spark.
Jab - 2-2% - 4%

Up Tilt - 7%
Forward Tilt - 9% (10% diagonally up and down)
Down Tilt - 4%

Up Smash - 9% Uncharged; 12% Charged
Up Smash Behind - 13% Uncharged; 18% Charged (9% Uncharged; 12% Charged)
Forward Smash - 18% Reg. Uncharged; 25% Reg. Charged, 22% Tipped Uncharged; 30-31% Tipped Charged
Down Smash - 15-16% Uncharged; 18% Charged (12% Uncharged; 16% Charged)
Down Smash Front - 12% Uncharged; 15% Charged (12% Uncharged; 16% Charge Opponent in front of you.)

Up Air - 13%
Forward Air - 7%
Neutral Air - 11%
Down Air - 12% Sweet Spot; 10% Sour Spot

Up Throw - 10%
Forward Throw - 11%
Back Throw - 9%
Down Throw - 9% (7%, Said to be easier to follow up with forward air. Shaky heard this from NAKAT. Lesser PK Fire damage on Mr. Game & Watch has been fixed.)

PK Thunder - 8%
PK Thunder Tail - +1%
PK Thunder 2 - 25% Close; 21% Far
PK Fire - +2%
PK Flash - 37% Charged
 
Last edited:

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Playing about in training mode, I'm bowser and up-tilt is missing Mario when he's standing right in front of me.

Is this the same as 1.0.3? I didn't play bowser much before updating :x

Edit: Up tilt is completely misses anything in front, its more of an above to back swipe, though he leads the attack from the ground, so I'd assume it should be a circle hitbox over his model.
Again need someone to tell me if this is how it's s'posed to be.
 

the101

Smash Journeyman
Joined
Jul 11, 2014
Messages
357
Location
Outside Bandai Namco Studios with Binoculars...
3DS FC
4854-7073-5738
This is fake, too. The N-Air "changes" regarding lag was in 1.0.3 and the range is placebo.
Interesting, although this information wasn't exactly fake. I did not consult any other resources for changes; I just started playing and that was what I noticed. Perhaps the increase in weight is what made this game-play mechanic more apparent, because Kirby falls faster.
 

Nat Goméz

Smash Apprentice
Joined
Aug 9, 2014
Messages
149
Oh, I remember something that isn't listed for Little Mac:

F-Smash Upward deals 17% damage instead of 19%.
F-Smash Downward deals 23% damage instead of 20% damage.


Except I feel that between 1.0.3 to 1.0.4, his recovery is just a tad bit shorter.
Just tested it, Mac's Fsmash and up-tilted Fsmash both still do 19%. Down-tilted does 22%.

Also I saw that Mac's aerial side b is slower? But it isn't.

Video comparison of 1.0.3 and 1.0.4 at the end of the video:

https://m.youtube.com/watch?v=P1Os9AWCJRI

You can pause exactly when they compare them both at the same time, they end pretty much at the same time.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Interesting, although this information wasn't exactly fake. I did not consult any other resources for changes; I just started playing and that was what I noticed. Perhaps the increase in weight is what made this game-play mechanic more apparent, because Kirby falls faster.
There is no change in weight or fall speed of any character afawk, and it seems extremely unlikely.
 

AyeYoDeji

Smash Rookie
Joined
Aug 13, 2014
Messages
23
NNID
AyeYoDeji
3DS FC
2337-5487-0135
idk if its just me but it feel like range on meta knight's down air and up air have slightly increased. it may be me just wanting this but did anyone else notice this? IMO thats what meta knight needs most.
 
Last edited:
Status
Not open for further replies.
Top Bottom