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Community Patch Notes v1.1.0!

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TurboLink

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Let's all remember this as the day Lucina got NERFED.
Boy quit complain'! We all know Lucina's broke as **** *** deserved those nerfs. *snicker* :^)

It's not nerf Greninja, it's nerf Lucina!

Kappa
 
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PHP

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Can someone please check Palutena. I tested her in training and she seems allot better. Up throw is a combo throw, you can act quicker after down throw down throw, fair has more kbg, down and forward smash feel a little faster too, jab feels and looks quicker but you can't juggle with it anymore, and fair seems like it has less end lag and landing lag
 
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Mikey_Fresh

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So two people have asked and neither got a reply: Has anything been changed with R.O.B.?
 

ShiroSSB

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Dear Sakurai

Once again you have wasted an opportunity to buff sonic
 
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GP2

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anyone notice any pit/dark pit changes?
 

Froggy

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Where is Pacman on that list?
 

A2ZOMG

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This is literally the best single global mechanic change they could've made to the game. So many ppl have been asking for less safe shields, and they actually did it. This patch could possibly allow shieldstun to approach Melee levels, which imo was pretty much perfect.
Extra shieldstun means campier meta. Have you seen Brawl Minus Luigi and what he did under 64 levels of shield stun? That was an extremely campy meta because nobody in the right mind wanted to approach and be forced to shield.

Increased Shield Stun is easily the worst thought out change that they could have possibly done for this game.
 
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Dreamer_

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Seems like yet another disappointing balance patch. It really is starting to look like Sakurai can only make good fighting games by complete accident.
 
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CalebGamer14

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Hello guys I was wondering if Villager,DK,Mario or Yoshi had any buffs/nerfs.Also thanks for the help.I'm going to a tourney next week so I just wanna know if my main/secondardys got changed.
 

batracuda

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Hello and welcome to our bimonthly ****fest!
Please avoid posting things you cannot confirm with evidence. Placebo be damned.
tl;dr if you don't read the blurb: I WILL INFRACT YOU

Please avoid posting things you cannot confirm with evidence. Placebo be damned.
Please double check to see if something you've posted hasn't already been done so. In the top right corner you are able to search specifically within THIS thread, try the character name and see what others have said (+what's been disconfirmed or otherwise)
REMEMBER that damage decreases or increases nearly linearly affects knock back and hit stun. No need to say "this move kills earlier or later" when we already are aware of damage changes. IF damages aren't changed and knock back is different that should be noted.
For the most part, hitbox changes (size or angles) are hard to confirm without data backing and require hard evidence to be noted. Otherwise, hopefully we'll get a data dump some time soon #_#
Please be careful about comparing WiiU to 3DS with different versions, blast zones are different even on shared stages and other visual ques can be different. This means a move will kill at different percent in either version.

IF YOU ARE INSISTENT ON POSTING THINGS THAT ARE DUBIOUS AND DO NOT PRODUCE EVIDENCE YOU WILL BE INFRACTED AND/OR TEMPORARILY ROOM BANNED FROM THIS SECTION

Global Changes
  • The latest season of Doctor Who has started, ~BREATHE~ fortunately Sundays are far far away
  • Shield damage on tech get up attack decreased across the cast 10 → 8
  • Shield stun mechanics altered: formula assumed: [(damage / 1.8)+3] over (damage/2.56) [?]
  • Invincibility on back roll and air dodges reduced by 1 [?]
Table listing is in alphabetical order. You can sort the table by provided values for your convenience.

Thanks to @Thinkaman for dumping move set data and hence being the source of a hyper majority of the provided information thus far
Character | Last (PST) | Changes | MISHAUN COMPREE
:4bowser: Bowser | Wed 00:22 |
  • Fireball (N-Special ?)
    • Initial hit damage increased 5% → 6%
    • Initial hitbox base 25 → 35, size 4 → 5
    • Initial hit duration increased from 15 → 20 frames
    • Weaker hit damage 3.5% → 5%, size 3.5 → 5
  • Neutral Air damage on hits increased 5% → 6%
| ★
:4bowserjr: Bowser Jr | Wed 04:20 |
  • Tech Get Up Attack alternative to global; shield damage 1 → 10
  • (N-Special 3) ending reduced by 14 frames
| ★
:4falcon: Captain Falcon | Wed 01:50 |
  • Wind-up Raptor Boost (S-Special 3) damage increased 7%/8% → 8%/9% (air/ground)
| ★
:4charizard: Charizard | Wed 00:31 |
  • ? (D-Special 2)
    • Damage increased 10%/9% → 12%/10% (grounded/aerial)
    • Ending reduced by 5 frames
| ★
:4dk: Donkey Kong | Wed 03:45 |
  • Giant Punch (Neutral Special) shield damage decreased 2 → 0 (customs included)
  • Headbutt (Side Special) shield damage decreased 30 → 25 (Stubborn Headbutt [3] included)
| ★
:4drmario: Dr. Mario | Wed 00:49 |
  • ? (D-Special 3)
    • Damage increased from 8% → 10/12%
    • Sweetspot knockback adjusted
| ★
:4fox: Fox | Wed 00:18 |
  • ??? Unknown damage decreased 2.0% → 1.5%
| ★
:4ganondorf: Ganondorf | Wed 03:45 |
  • Neutral Air significant rework
    • Second strike initial hitbox damage increased 9% → 10%, growth 100 → 120
|
:4myfriends: Ike | Wed 03:43 |
  • Smash Counter (D-Special 3) growth 100 → 70, base 48 → 90
  • Tempest (N-Special 2)
    • Uncharged
      • Damage increased 1% 5%
      • Duration increased by 2 frames
      • Ending reduced by 4 frames
    • Charged
      • Duration increased by 2/3 frames (initial, late)
      • Initial hitbox moved backwards slightly
      • Ending on regular charge reduced by 4 frames
      • Ending on max charge reduced by 2 frames
  • Furious Eruption (N-Special 3)
    • Uncharged
      • Sweet hitbox size 7.0 → 8.5, adjusted upwards
      • Duration altered 12 → 10 frames (1st hitbox), 12 → 15 frames (2nd hitbox)
    • Charged
      • Sweet hitbox size 8.0 → 10.0, adjusted upwards
      • Duration altered 16 → 14 frames (1st hitbox), 16 → 19 frames (2nd hitbox)
    • Maximum Charged
      • Sweet hitbox size 10.0 → 12.5, adjusted upwards
      • Sour hitbox size 15 → 16, adjusted upwards
      • Duration altered 16 → 14 frames (1st hitbox), 16 → 19 frames (2nd hitbox)
| ★
:4kirby: Kirby | Wed 03:00 |
  • Ice Breath (N-Special 2)
    • Hitboxes moved forward
    • 6% hitbox angle 40° → 30°, base 50 → 40, size 7.0 → 7.5
  • Hammer Bash (S-Special 2)
    • Aerial weight kb 20 50
    • Hitbox priority lowered for sweet spot
|
:4link: Link | Wed 02:49 |
  • Shocking Spin (U-Special 2) Hitbox damage increases
    • 14% → 16%, 9% → 11%/12, 7% → 8%, 5% → 6%
    • New 14% hitbox added
| ★
:4littlemac: Little Mac | Wed 04:40 |
  • Neutral Special 3
    • Uncharged damage 10% → 11%
    • Charged growth increased 60 → 70
| ★
:4lucario: Lucario | Wed 00:39 |
  • ? (D-Special 2)
    • Hitbox angle altered 58° → 65°
    • Ending decreased by 7 frames
| ★
:4lucina:/:4marth: Falchions | Wed 00:43 |
  • Shield Breaker (Neutral Special) shield damage decreased 30 → 25
| ★
:4luigi: Luigi | Wed 02:34 |
  • Down Throw base decreased 75 → 55, growth increased 30 → 83
  • Down Air spike hitbox size increased 1.8 → 2.5
  • Cyclone (Down Special)
    • Initial hitbox hit lag modifier increased 1.0 → 1.3
    • Final hitbox growth 130 → 120, angle 90° → 89°
  • Down Smash growth increased 80/100 → 85/104 (first/second strikes)
  • Fiery Jump Punch (U-Special 2) hitboxes altered
    • Size 3.8 → 4.0
    • Vertical displacement 6.0 → 5.5
    • Horizontal displacement 6.4 → 7.0
|
:4megaman: Mega Man | Wed 01:06 |
  • Hyper Bomb (N-Special 2) ending decreased by 5 frames
  • Ice Slasher (S-Special 2) ending decreased by 6 frames
| ★
:4metaknight: Meta Knight | Wed 00:53 |
  • Lazy Shuttle Loop (U-Special 3) final hitbox size increased 7.0 → 7.2, duration increased by 2 frames
| ★
:4ness: Ness | Wed 04:30 |
  • Side Special 3
    • Damage on hit increased 1% 2%
    • Damage on trigger increased 8% 9%, hits sooner, smaller size and closer
:4palutena: Palutena | Wed 04:00 |
  • Lightweight (D-Special 2) "infinite" renewal glitch with platforms removed
| ★
:rosalina: Rosalina | Wed 01:11 |
  • Guardian Luma (D-Special 3)
    • Ending decreased by 1 frame
    • Luma hitbox changes
  • Floaty Star Bit (S-Special 2) ending decreased
  • Jab damage on rapid loops 2% → 1.7%
|
:4samus: Samus | Wed 01:19 |
  • Melee Charge Shot (N-Special 3)
    • Fully charged damage 18% → 20%, growth 35 → 32, base 65 → 70, size 8 → 10
    • Partial charge damage 5% → 6%, angle 45° → 40°, base 30 → 50, size 4.0 → 2.5
  • Screw Attack (Up Special) Looping hitboxes 2-4
    • Angle altered 100 → 96
    • Weight knockback altered 150/120 → 178/140
  • Neutral Air
    • Initial strike hitbox size increased 5.5 → 6.0, duration 2 → 4 frames
    • Second strike angle now 45 from Sakurai Angle
    • Second strike sweetspot size 3.5 → 4.0
    • Second strike sour spot growth 80 → 98, size 2.8 → 3.3, duration increased by 2 frames
  • Forward Air looping hits damage 1.0% → 1.6%
|
:4shulk: Shulk | Wed 01:31 |
  • Dash Vision (D-Special 2)
    • Hitbox angle altered 35° → 32°
    • Growth increased 84/94 → 89/99 (alt attack options)
| ★
:4sonic: Sonic | Wed 01:39 |
  • Tech Get Up Attack alternative to global; shield damage 1 → 10
| ★
:4tlink: Toon Link | Wed 01:42 |
  • Sliding Spin Attack (U-Special 2)
    • Grounded attack now has 6 hitboxes from 1, with higher growth
    • One of the new hitboxes damage increased 10% → 11%
| ★
:4wario: Wario | Wed 01:56 |
  • Garlic Breath (N-Special 3) start up increased by 1 frame?
|
:4wiifit: Wii Fit Trainer | Wed 01:59 |
  • Volatile Breathing (D-Special 2) unknown collision flag altered
| ★
:4yoshi: Yoshi | Wed 02:00 |
  • High Jump (U-Special 2) ending reduced by 4 frames
  • Ledge Get-Up Attack shield damage increased 0 → 1
| ★
:4zelda: Zelda | Wed 02:00 |
  • Farore's Squall (U-Special 2)
    • Hitbox duration increased by 1 frame
    • Ending reduced by 6 frames
  • Nayru's Passion (N-Special 3)
    • Explosion hitbox start up decreased by 5 frames
    • Wind hitbox start up decreased by 2 frames, slight position alteration
| ★
Any changes to Pac-Man? I could feel any.
 

Eureka

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*sees shield stun increase*
*celebrates*
*remembers needles are a thing*
HELLO WELCOME TO SHIEK TOWN HOW MAY I HELP YOU? :4sheik:
 
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JacobARF

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This actually gives you a reason to take out the Luma. Once it's gone, you can freely pummel Rosalina without any interference.
Doesn't mean it should be like that, you shouldn't have to take out another character (that already makes projectlies completely useless 99% of the time) just to use pummel.
 

Mario & Sonic Guy

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Doesn't mean it should be like that, you shouldn't have to take out another character (that already makes projectlies completely useless 99% of the time) just to use pummel.
The Ice Climbers pretty much required you to have to separate them if you wanted to do any pummels. The Luma dilemma is no different.
 

Eureka

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Luma respawns, Nana doesn't. Also SoPo was one of the worst characters in the game, Rosalina isn't nearly as crippled with the loss of Luma. It's absolutely absurd that she's allowed to take away yet another offensive option on what might be the best defensive character in the game. And what about the characters who want to pummel for damage because it's hard to get in on Rosa? I know I and the other Yoshi players are not going to enjoy the fact that all we get now is 7% off a grab instead of what damage pummels gave us.
 

Roo525

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This actually gives you a reason to take out the Luma. Once it's gone, you can freely pummel Rosalina without any interference.
That doesn't NOT make it an unfair advantage. You're basically saying it is fair for an option that the game states is effective on every other character, but SHOULDN'T be effective on Rosalina? Lets say hypotetically there was an update that made her shield automatically drop instead of break if Luma was present, completely denying one of the rules the game states should happen. Is that another instance of "get good and kill Luma" or is that an instance of unfair advantage?

You cant have all the basic rules apply to all but one character. Variables like weight and Aura do not change the fact that you can still perform all the basic moves on any character.
 
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Mr. Bulldops

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That doesn't NOT make it an unfair advantage. You're basically saying it is fair for an option that the game states is effective on every other character, but SHOULDN'T be effective on Rosalina? Lets say hypotetically there was an update that made her shield automatically drop instead of break if Luma was present, completely denying one of the rules the game states should happen. Is that another instance of "get good and kill Luma" or is that an instance of unfair advantage?

You cant have all the basic rules apply to all but one character. Variables like weight and Aura do not change the fact that you can still perform all the basic moves on any character.
The fact that you are complaining about it as if pummels are impossible to do on any character says a lot. When you see a second character acting with similar movements to a playable character, what do you expect, exactly? When you play a team game where you're fighting two other people and you have one in a grab, do you think the other just stands by idly and let you pummel away? The Ice Climbers followed a very similar mechanic but with even more abilities to defend themselves from grabs. What the game states are the basics of how things work, none of the more advanced stuff where actual thought on the part of the player becomes a factor. The game also says that shield breaks knock people into a helpless state, but that's not really the case if you're playing Jigglypuff, now is it? Not very different here.

Nana's A.I. is hardly good at fighting off a decent opponent and get's wrecked by edgegaurding, and trying to kill luma with dash attacks will get you punished.
I'm not saying this is broken, but I think it's an unnecessary buff and one that should be removed and I'll leave it at that.
This game is more than 1v1. I'll leave it at that.
 
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Doctor Alabama

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so if shield isn't so effective anymore, now the meta completely changed ?
 
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JAZZ_

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This isn't related to character balancing, but I noticed something the patch added that I haven't seen brought up and isn't in the OP of this topic, so I'll mention it for those who are interested - when posting replays to YouTube, you are now given a "Create Highlight Reel" option. Using it makes the game trim the replay to only include certain moments (how it decides them, I have no clue), so it's good if you only want certain moments or if you want really short uploads just to show key moments in a match.

Here's an example:


And here's the Miiverse post with the video so I don't have people jumping to the conclusion that I edited it from a PC. :V

https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFKJ4VeLA
:O

Woaaaaaaaaht
 

Saikyoshi

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Hopefully the shield change means the "TRUE competitives" have to find something else to complain about instead of using the lack of blockstun to drive the defensiveness of the game into the ground. But it's too early to tell and they'd probably just ignore it anyway. (They still unironically call it a "roll and grab fest"; we all know rolls are still TERRIBLE, and they think 4 is overly grabby when they support "significantly defined by chaingrabs" Melee? Please.)
 

GP2

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Yes, I think increased shield stun is bad for the game and will further stifle the meta into safe pressure options. It works out in melee because of the mobility options it has to work around the shield stun.
Exactly! and we don't need melee 3.0
 
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