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From the fact that this hasn't happened yet I can only conclude that they want Shulk's startup to be his main weakness, so I don't expect this at all except for maybe dash attack. If Shulk gets anything meaningful I'd like to see either earlier FAFs, further improved landing lag, or go ahead and tack another 0.5 damage onto everything.: Reduced startup frames so I can complete moves before I turn into a skeleton.
Poor Roy is doubly dysfunctional.And make into functional characters please
It's not a good weakness.Shulks startup was an intended weakness so I don't think that should or is gonna be changed. He's a pretty well functioning character already, he just needs a few buffs here and there to make everything flow together better.
Having a half invincible roll is a faulty design choice I will admit.Yoshi has some design flaws that I'd like to have fixed.
-ftilt has about as much cooldown as upsmash
- Yoshis Ledgeroll invincibility is so bad that Yoshi gets hit by moves directed at his normal get-up.
- Bair doesnt autocancel in short hop and has too much landing lag (19) in comparison to fair (17)
Thisnis what I wanted Yoshi to have fixed
I'll pretend I'm a knowledgeable patron and continue my fool's hunch:For a reference, patch 1.1.5 was more than 300 mb
So I think this patch will be just a "Bayo nerf patch"
There is a gap between a weakness that help make a character not broken and a weakness that straight up crippls a character, nobody has asked shulk to have a frame 5 Fair but something at least reasonnable. I said Ike was a little bit underwhelming but I remember now that his Fair has now almost the same range as Shulk's Fair, which is one of his attacks with longest reach. Now it's outclassed by a faster and more powerful Fair than its own.Or they're smarter than you're letting on in this regard and they are not willing to give a character with that much range have solid frame and landing data.
The weakness is there because it needs to be. Shulk's design was not done properly to allow for luxuries.
That... not really how does it work... a lot of those patch added music/mii costume (yeah. Especially those *******)/stages and character and future placeolder.I'll pretend I'm a knowledgeable patron and continue my fool's hunch:
300mb / 21 characters that were altered
= ~14.3 mb per file, if we assume they're all vaguely the same size.
Therefore, possibly 4 characters are getting tweaked with the coming patch. Maybe more, maybe less.
Did 1.1.5 add music or costumes? I'm comparing to what I think was just a balance patch.That... not really how does it work... a lot of those patch added music/mii costume (yeah. Especially those *******)/stages and character and future placeolder.
Y'know I was just thinking about this, but then it also hit me that Shulk's FAF is a lot shorter so he can combo his fair into itself and Air Slash in Jump/Speed/sometimes vanilla and maybe that's why it's damage is lacking. Of course, that does it no favors as a spacing tool especially with it's bad autocancel. Not that it's a terrible spacing tool, but if Ike's can autocancel from short hop why can't Shulk's?There is a gap between a weakness that help make a character not broken and a weakness that straight up crippls a character, nobody has asked shulk to have a frame 5 Fair but something at least reasonnable. I said Ike was a little bit underwhelming but I remember now that his Fair has now almost the same range as Shulk's Fair, which is one of his attacks with longest reach. Now it's outclassed by a faster and more powerful Fair than its own.
I would just extend the hurtbox on her dive kick so people can challenge it as they please.Anyone really want buffed? His grab is practically unusable and is one of those things that just desperately wants to be fixed. Give the grab some actual follow ups or a decent kill throw, just SOMETHING.
Give more startup on witch twist, more endlag on divekick, less knockback on uair, and make witch time slightly worse.
is fine, make LCS more punishable when whiffed, reduce the knockback on uair
fix luma nonsense, nerf rapid jab
And make into functional characters please
Actually I tested out Fsmash a little while ago and it's incredibly consistent against most characters. There's a handful of characters who can escape beyond DI in while at point blank or DI up and out at the edge, buuut it just starts failing on Dorf and DDD with rage for some reason. Link also escapes easily with rage by simply DIing in anywhere. Really can't get more consistent then that besides removing rage (from multihits), and that'd probably be a nerf overall because it'd make the combos from Nair and falling Uair harder.Im hoping to see some minor Pit/Dark Pit buffs. Really just make Fsmash link better, fthrow buff to end stocks easier, and maybe make the spike on dair easier to land. Possibly buff arrow speed for Dark Pit case as of now theyre still garbage in comparison to Pits.
They already GOT speed buffs that Pit's didn't get, though. It happened in 1.1.0.Dark Pit arrow speed buffs make sense to me seeing that as of now theyre direct down grades to Pits default arrows. Theyre slow and laggy for little reason. Making them far faster or quicker in general gives them a better purpose imo
I'm expecting some nerfs as well. Uair to 10-11%, Lim Cross Slash kbg/bkb reduction, things like that.Wait. It's true that the 3ds version have an 300mb update?
I'm safe for the wii u,60mb is nothing.
But 300 for the 3ds? Gotta grab a new sd card.
Also who's ready for more kirby smashes buff? And more Marcina buff? What about 0.5% on Zelda moves?
But seriously. Last time they told us there was an update it was for the hoo-haa. Let's hope for a lot of nerf/buff.
. Let your soul fly to the moon and rest in peace bayonetta. Now let the 20FF year begins with Cloud everywhere
Hey man, that BAM8 top 16 is wrongThere are 8 tournies I'm documenting this weekend. Here are the Top 16 results for each, compiled:
Battle Arena Melbourne 8 (May 13th-15th) (Australia) (260 Entrants) (Category 2)
1st: Mr. R
2nd: Abadango ,
3rd: 9B
4th: Umeki
5th: Waveguider ,
5th: Ghostbone , ,
7th: Jaice , , ,
7th: Jezmo
9th: Extra
9th: Earl
9th: Nikes
9th: MM
13th: Boozer
13th: Poppt1
13th: Elegant ,
13th: Duon
Thing is, you can basically say the same thing when comparing Electroshock and Upperdash... The different specials are basically their defining traits.Dark Pit arrow speed buffs make sense to me seeing that as of now theyre direct down grades to Pits default arrows. Theyre slow and laggy for little reason. Making them far faster or quicker in general gives them a better purpose imo
Well yes, though remember they were initially slower then Pit's and did a half of a percent less then they did now. Can't remember where the extra BKB came in...They already GOT speed buffs that Pit's didn't get, though. It happened in 1.1.0.