BlazGreen
Smash Journeyman
- Joined
- Nov 18, 2014
- Messages
- 371
Update and English patch notes are out.
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There's a footnote at the very bottom that says "Falling in place means when the fighter gets hit with a certain attack and falls down to the ground slowly in that spot." So...crumple, I guess? File that under "I didn't even know this was different among characters."I can't tell whether "Falling in place" refers to drag downs or hitting opponents with a tripping attack. I think it's the former?
Ganondorf | Up Special | Reduced vulnerability after hitting an opponent. |
And a nerf toTHEY NERFED WAFT.
BLESSED PATCH
I kind of expected this would be the patch to nerf top tiers. Shulk and Pikachu managed to avoid nerfs though, and a few others.Looks like this is the "Lets nerf some top tiers" patch. Pikachu untouched though
Not near it. F-tilt still nerfed, f-smash still nerfed, several moves still have more self-damage. These buffs are nice but Pichu is still pretty far from where he was back before 3.1.0. Still, the buffs help him so that's cool. As someone who likes watching Pichu I approve of these buffs.Edit: Pichu's nerfs from 3.1.0 basically getting reversed, for those who care, is pretty neat too.
What a shock! G&W too.Looks like this is the "Lets nerf some top tiers" patch. Pikachu untouched though
Weaker lasers mean the positional advantage Min-Min gets from them on stage is not as big, and makes it harder to dislodge ledge defenders. Curious about cutting fsmash hold time though, was it longer than others? Does it mean she can't build up as much power from it? I suppose that change was made to make on-stage edgeguarding less flexible.Palutena seems to be the biggest one hit by this patch, though it still doesn't seem that big.
Min Min's FSmash laser having weaker knockback is a peculiar change since I can't imagine it'll actually affect getting early kills too much.
Pichu quality-of-life buffs ahoy. They also seem to want Byleth to break shields more now I suppose.
Wario and ZSS nerfs?
I can't tell whether "Falling in place" refers to drag downs or hitting opponents with a tripping attack. I think it's the former?
EDIT: Take back what I said earlier; Wario seems like the biggest loser here. On top of a much worsened up tilt, this patch may have killed Wario's late up tilt waft confirms outright and also made full waft confirms much harder. This seems pretty big.
Min Min's FSmash laser having weaker knockback is a peculiar change since I can't imagine it'll actually affect getting early kills too much.
I do wonder what the air dodge change's about as well. If it's a nerf she's going to wind up relying on N-Air more, and honestly, that's possibly a nerf in itself since people will from now on know what to expect in disadvantage situations.Weaker lasers mean the positional advantage Min-Min gets from them on stage is not as big, and makes it harder to dislodge ledge defenders. Curious about cutting fsmash hold time though, was it longer than others? Does it mean she can't build up as much power from it? I suppose that change was made to make on-stage edgeguarding less flexible.
That one sounds like it was done to make it a bit more risky to use (whether using it from a bury or an up-air string). I could be wrong, though.Boost Kick nerf feels really random tbh lol.
Testing out some of the frame data nerfs; changes I'm finding so far:
Dash Attack: FAF 38 -> 41
Forward Air: 7 frames of landing lag -> 9
Eiha: FAF 50 -> 53
Tetrakarn (Whiffed): FAF 54 -> 57
Neutral Air: 6 frames of landing lag -> 8
Boost Kick: frame 4 -> 6
Wario Waft (Max Charge): frame 9 -> 12
Wario Waft (Level 3): frame 5 -> 8
Didn't test out UTilt nerfs, but the Waft changes on their own already look huge. Eiha and Palu dash attack nerfs also seem pretty noteworthy as well.
Boost Kick nerf feels really random tbh lol.
Her new shortened FSmash is uniquely different from other characters. She has to commit to an FSmash about two whole seconds sooner compared to the rest of the cast.Weaker lasers mean the positional advantage Min-Min gets from them on stage is not as big, and makes it harder to dislodge ledge defenders. Curious about cutting fsmash hold time though, was it longer than others? Does it mean she can't build up as much power from it? I suppose that change was made to make on-stage edgeguarding less flexible.
It doesn't neccesarily go against the design philosophy - a character with good frame data can still have small weak points where they're not as safe. And it seems I was right - Mythra's got just enough landing lag on a landing Nair to keep her from spamming it.That would kind of run counter to the notion of Mythra having better frame data on everything, wouldn't it? I think it's more likely that the move has a worse hitbox than it appears, or at least has trouble connecting properly if not close enough. Meanwhile Pyra can just barely graze someone at the tip of her nair and they still take a full hit; remember, the other thing Pyra has over Mythra is range.
Bruh...Not every stronger-but-slower semiclone needs to do twice as much damage as the weaker-but-faster character. Different fighters get balanced in different ways.
I don't thinkI kind of expected this would be the patch to nerf top tiers. Shulk and Pikachu managed to avoid nerfs though, and a few others.
The Ganon up B buff is for tech-checking and that alone. It is still only a ok OoS option at best, since it is still frame 14 with an awkward hitbox to land.Loving the Pichu nerf reversion (really it only needed the f-tilt nerf and maybe the hurtbox increase) and the Byleth buffs. Up B oos also might now be a far better oos for Ganondorf, remedying his poor oos at least somewhat.
Nerfing a move that has no easy visual meter or cues, requiring a ton of game sense to rely on, a combo in DAir to Waft that is situational from requiring rage and/or high percentages, a combo you could already mash out of without it being buffered with sweetspot UTilt to Waft and UAir hitbox being as tight as it is making it hard to fastfall or land with all on a character with no range, no approach tools like they used to have, no more projectile options like they used to have and an overall very high skill ceiling that only a handful of players reliably won with the character.THEY NERFED WAFT.
BLESSED PATCH
Comboing into Waft was never that easy unless you landed the soutlrspot of UTilt, which wasn't that easy. Calling it braindead is extremely out of line.into Waft is such a degenerate strategy to deal with, limiting a few of the braindead easy ways to pull it off without outright removing it is a smart way of approaching this.
From the perspective of someone who only rarely plays as Wario, and more often plays against him, he's been one of my more dreaded characters to face. While he does have an eh neutral, he makes up for it with his fast airspeed, robust combo game, and heavy weight in combination with a very good recovery. You ain't killing Wario any time soon, which pretty much guarantees him at least one Waft per game, if not two. Wario also had loads of true setups into Waft, a move that kills ridiculously early. Also no, it wasn't just a handful of players winning reliably with the character. He was one of, if not the most-picked character among top competitors. For as much as people complain about Pika and Joker, before quarantine forced us into online, you typically only saw ESAM and kinda Captain L for Pika, and MkLeo and Zackray doing well with Joker. Meanwhile Wario had Kameme, Abadango, Tweek, Glutonny, and kinda Mata-door. I've also heard Wario was picked very often in Japan prior to things being mostly online. Do you only play online? Because if so, Wario is a character who gets hurt a lot by online, but is a menace offline. If it seemed like only a handful of players played him, that speaks more to Ultimate's diversity and less to Wario not being that good.Nerfing a move that has no easy visual meter or cues, requiring a ton of game sense to rely on, a combo in DAir to Waft that is situational from requiring rage and/or high percentages, a combo you could already mash out of without it being buffered with sweetspot UTilt to Waft and UAir hitbox being as tight as it is making it hard to fastfall or land with all on a character with no range, no approach tools like they used to have, no more projectile options like they used to have and an overall very high skill ceiling that only a handful of players reliably won with the character.
Glad I don't play Smash Ultimate as much as I used to.
So it'll be like Cloud and Chrom, where you expect their recovery to be really bad, but good air stats saves em.Her biggest drawback is that her recovery is ass, but even then, she's got insanely good aerial mobility so it's not that easy.