Ziodyne 21
Smash Lord
- Joined
- Apr 11, 2016
- Messages
- 1,681
Pfft they nerf , I cant have anything can I?
Last edited:
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It's not a nerf, the hitlag was changed not the hitstun, nair functions the same.Yea they nerf . I cant have anything csn i
As it was already said, Chrom has practical ways to combo into suicide kill while the closest thing Ike has is a situational confirm off his cheater n-air. 'Cides, it's not much of a pracital match ender to begin with and can still be used to trade stocks mid-game rather than in a last stock situation.RIP Chromcide.
Yet they kept Ike's?
Nope its nerfed watch it combo intp nothing anymore it will happen. Fate wants to kicl me down in every way. Yea lets keep ikes the same and npt change the likes pf Fpx or Wario who are better. F*** my lifeIt's not a nerf, the hitlag was changed not the hitstun, nair functions the same.
Can we have a "no doomsaying" rule?Nope its nerfed watch it combo intp nothing anymore it will happen
The English notes didn't specify which special numbers were used, but the Japanese ones did. Notes adjusted with specified specials:I will caution right away to not look at the amount of Brawler buffs and say 'wow this is the most buffed character.' Remember that he, being a Mii, has more special moves to buff than other characters, so the volume of buffs isn't the same as they would be for a 'normal' character. I wish they would specify which special moves they were talking about in the notes though, because if they don't make it clear by mentioning a 'kick' or something, they're too ambiguous.
Even with caution and careful reading, though, Brawler is still getting away with a truckload of buffs to normals and even the useful specials, so good for him. Few needed it as badly as he did.
Ike's upB received a nerf to the spike as well. It's possible it wasn't enough to change who dies first, but it's also possible they only bothered making that clarification on Chrom. It'll be something to check after the patch.RIP Chromcide.
Yet they kept Ike's?
"Shortened hitstun time. "It's not a nerf, the hitlag was changed not the hitstun, nair functions the same.
Still have nightmares of Rosalina taking away your recovery?Ness actually got a couple “buffs” in reduced landing lag for uair which could lead to new combos possibly and more damage for dair. The biggest nerfs to Ness would be if Shiek and Rosa’s changes make them viable
I wi say what want, I bet your main did not get nerfs at all that will ruin them. I must siffer. Life wants me to suffer. There all laughing at me ALL LAUGHING AT MECan we have a "no doomsaying" rule?
Anyway, another change I find interesting is that Shulk got his landing lag on Fair reduced. This may seem like a buff, and it's possible that it is one overall, but Fair having 10 frames of landing lag was actually quite useful for Shulk, as it meant you could hold B during Fair's landing lag, buffer an action right afterwards, and automatically get a fully charged dial. Reducing its landing lag messes this up. Now, using Fair lag to buffer a dial charge will result in 1-2 less frames stored, which could very much be the difference between a lot of combos requiring dial storage working or not working. I don't think this is too big a deal for Shulk, as a lot of dial storage based stuff wasn't super practical anyway, but I can't help but wonder if the devs meant to mess with dial storage by reducing Fair's landing lag or if that was an unintended side effect.
Please tell me the recovery distance wasn't changed...K. Rool Up+B hitbox feels like it is marginally worse. It still hits super far above his head so i assume all they did with this was remove the janky ladder. D-Throw bury nerf isnt substantial either since you only ever used it for post-bury pressure.
All of his changes are basically nerfs that don't affect how he functions at a high level rn. Sure feels like it anyways lol.
here it is on a normal stage, if its easier to understand on FD instead of the wonky training stage.umm...guys, this is post-patch Luigi
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Thought that might happen. Grounded Dair was only ever the ender for the combo, and didn't seem hard to replace.umm...guys, this is post-patch Luigi
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Can no longer tell whether or not you're joking. If you are, it isn't funny. If you aren't, I recommend seeking professional help.I wi say what want, I bet your main did not get nerfs at all that will ruin them. I must siffer. Life wants me to suffer. There all laughing at me ALL LAUGHING AT ME
So about this: Shulk's landing lag on Fair is apparently unchanged. "Landing time" may refer to autocancel window instead of landing lag, or possibly both.Anyway, another change I find interesting is that Shulk got his landing lag on Fair reduced. This may seem like a buff, and it's possible that it is one overall, but Fair having 10 frames of landing lag was actually quite useful for Shulk, as it meant you could hold B during Fair's landing lag, buffer an action right afterwards, and automatically get a fully charged dial. Reducing its landing lag messes this up. Now, using Fair lag to buffer a dial charge will result in 1-2 less frames stored, which could very much be the difference between a lot of combos requiring dial storage working or not working. I don't think this is too big a deal for Shulk, as a lot of dial storage based stuff wasn't super practical anyway, but I can't help but wonder if the devs meant to mess with dial storage by reducing Fair's landing lag or if that was an unintended side effect.
It's not hitstun."Shortened hitstun time. "
nope, def nerf
this makes me irate that they nerf one of the best tools of a character who was low tier last game,, but won't do the same to ike, who was in the same tier last game and got buffed just like palu.
The English game tips/patch notes uses hitstun to refer to hitstop/hitlag. The Japanese patchnotes refer to it as hitlag. If you see "shortened hitstun", it's only a nerf on projectiles (in 2.0.0's case, Duck Hunt's sideB) and otherwise just serves to make the animation less sluggish on hit."Shortened hitstun time. "
nope, def nerf
this makes me irate that they nerf one of the best tools of a character who was low tier last game,, but won't do the same to ike, who was in the same tier last game and got buffed just like palu.
*shudders*Still have nightmares of Rosalina taking away your recovery?
Bound to happen eventually. Itll be a few months till it's gone now at least less it becomes polarizing and controls rhe meta. The last one sure didn't, who played Luigi besides Elegant/Concon/sometimes Stroder?Eh. Luigi community is intent on having their character nerfed into oblivion.
Stop posting your toys as soon as you find them guys.
Nintendo will take them away.
The English game tips/patch notes uses hitstun to refer to hitstop/hitlag. The Japanese patchnotes refer to it as hitlag. If you see "shortened hitstun", it's only a nerf on projectiles (in 2.0.0's case, Duck Hunt's sideB) and otherwise just serves to make the animation less sluggish on hit.
If that weren't the case, one would have to wonder what hitstun on 's pummels could possibly be doing.
They didn't really hit any character's universal go-to moves much (Palutena's Nair is barely a nerf, Wolf wasn't touched at all, etc etc). Seems for the moment they are fine with all of them.Ike still dies after the victim during chromicide
I was told Cloud got buffed so I checked it out to be disappointed. He's still solid.
I honestly thought they'd nerf Ike's NAIR (and hopefully buff some of his other moves).
I do too, for me Plant as a character just feels really awkward in general. The specials are definitely good but it just feels so clunky almost like it’s supposed to stand in one spot for as long as possibleI expect plants neutral to be kind of awkward tbh.
I can already tell that charging poison at the start is going to be a thing, just to rack up damage and as an area denial and such.
All of Kirbys tilts have essentially the same disadvantage on shield now (atleast on first hitbox). The ftilt change is nice because it has more range between it and dtilt so he is safer in general with a spaced ftilt than a dtilt (but dtilt can trip). Technically this makes getting them off the ledge for an edgeguard situation notably more practical.The changes to Kirby - from what I can gather from the Discord group anyhow - are the following:
Dash attack does more damage (10%/7%/4% -> 12%/9%/6%) with knockback compensated.
F-Tilt has less endlag (FAF 28 -> 24).
Stone (aerial) now has super armor starting on frame 19 (the actual move itself still comes out on frame 28).
Out of all these, I'd say Stone is probably the biggest one; it makes trying to juggle Kirby in the air a riskier option as it's possible he'll now just eat up whatever attack you throw at him.
FTilt is a good change. Nothing fantastic, but it is funny to note that Kirby can spam the move almost as quickly as he can U-Tilt now lol Overall, it makes F-Tilt a better spacing tool that's become harder to punish.
I found it odd that they decided to buff his Dash Attack, considering that the move is actually one of his better attacks, but it's definitely appreciated, the 2% can add up.
Overall, nothing too great, but it's nice that they are giving Kirby some attention. It's certainly a right step in the direction.