Rawbinator
Smash Apprentice
That feel when you wake up in the morning to find your new main nerfed...I don't get it at all, but I'll manage I guess. Not used to nerfs after maining Shulk before lmao
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!
0/10 not enough fire emblem biasAt least these nerfs are bearable. I was rather concerned when I heard "nerfs" cuz I was certain that the nerfs would be overreactionary and hurt a lot. But they don't seem to be so.....
Like, the run speed difference is essentially the difference between Robin's and Jiggs's runs, ie practically nothing.
the real surprise with this patch was that there was no Ike buffs lol
Knockback is based off of an equation that involves damage dealt, so uair will kill later and aerials will combo better because they allow for shorter chases.I want to clarify something. i'll link this: http://kuroganehammer.com/Smash4/Corrin
Correct me please if I say something wrong here but:
Moves have 3 stats. Damage dealt, base knockback (how far it sends), and KBG (the scaling of the knockback).
Uair doesn't kill later if they only changed the damage dealt.
But I'm not sure she actually earned new combos, unless she lost KB on her aerials or she actually benefits from dealing less damage.
I tested Uair on both versions.I want to clarify something. i'll link this: http://kuroganehammer.com/Smash4/Corrin
Correct me please if I say something wrong here but:
Moves have 3 stats. Damage dealt, base knockback (how far it sends), and KBG (the scaling of the knockback).
Uair doesn't kill later if they only changed the damage dealt.
But I'm not sure she actually earned new combos, unless she lost KB on her aerials or she actually benefits from dealing less damage.
because its knockback growth is like 400 compared to other moves being under 100So how is Cloud's Down B sending you so far while dealing only 1%?
Damage multiplier: 1.3x -> 1.2xHow badly was the Counter nerfed? I haven't seen any hard numbers on that just yet.
None of the other nerfs look too drastic, but yeah, a few were stupidly unnecessary.
Run nerf seems trivial as well.The roll lag seems trivial hopefully. Run speed was overkill and I wish uair was not nerfed.
I feel Sheik and Bayo had to be nerfed to increase character diversity, but every other character could have been untouched or used a few good buffs.I'm still upset that characters were nerfed at all to be honest with you, kinda ruins any chance of a real meta developing. :/
How so? They didn't nerf anything value.I'm still upset that characters were nerfed at all to be honest with you, kinda ruins any chance of a real meta developing. :/
At least he's not Ganondorf slow.Wow... finally happy about my main and then comes a nerf. While it isn't that bad of a nerf it was pretty unnecessary.
Run speed nerf... as if Corrin wasn't already slow enough on the ground.
That aint comfort homesAt least he's not Ganondorf slow.
The window was tight, around mid-90s on Sheik. Not earlier or later. You also had to buffer the first jump and double jump almost immediately. It was really tough to do without practice. I did hear once that it worked on Roy from 90-122, but I was never able to replicate it.When was Dtilt to uair a true kill combo?
I was referring to nerfs in general, not Corrin specifically.How so? They didn't nerf anything value.
Most of the changes are nearly irrelevant (roll, run, walk), some of them are tradeoffs (Fair and Nair are supposedly better at comboing) and the one hard nerf (Uair) is something can definitely live with.
I'm going to be honest, the footstool DFS combos were nice, but hardly consistent. Top level Corrin's weren't really making use out of it.
So relax everyone. No need to panic.
People look at these nerfs wrong.I'm still upset that characters were nerfed at all to be honest with you, kinda ruins any chance of a real meta developing. :/
Well that's something at least.According to @LordWilliam1234's 1.15 frame data sheets, the 1% damage nerfs to nair, fair, and uair wasn't enough to affect their shield safety, staying at -7, -8 and -8 OoS respectively. However, full charge Dragon Fang Shot's damage having been reduced by 2% and being a projectile, its safety on shield went from -30 OoS in 1.14 to -35 OoS in 1.15 so it's quite a bit more unsafe now.
Funny enough, the damage nerf on nair and fair was enough to reduce their hitlag by 1 frame, going from 8 to 7 frames in 1.15, which makes the window to DI both moves 1 frame shorter. Not a gamechanger by any means, but cool, I guess.
Hardly "FG talk". Her dmg output as of now is overall better. Corrin's aerial combos combine much better and later due to f air and n air having less knock back (also we have been given new kill set ups because of this). With 2 extra f airs and or n airs on a stock u have made up the stated dmg deficit with extra credit. Personally ive been stringing aerials up to much higher percents. You are right in saying the string has less dmg. Because of this her burst dmg at lower percents is now less. Yet, now corrin can string the same combos into the 80's and 90's which was impossible before without platforms. Before at said percents she could follow into one aerial from a combo starter. Now she can combo 2 to 3 aerials at these percents off a combo starter. As such her aerial dmg is much more consistant moving into higher percents when before it dropped off (albeit less bursty). Also corrin's speed was decreased by 2 percent ( but acceleration was not touched so short burst should be no diffrent). Hurts a little, but its not like she cant juggle her u-tilt anymore. Also aerial speed was un touched. U -air needed the nerf with these f air and n air changes (true combos to u air at a percent and hight old u air would kill... its super easy bake). Maybe she is as worse as you say, maybe better, only time will tell.People look at these nerfs wrong.
For aerial Corrin play-styles it took 4 decent strings of 3 hits(fair/nair/uair) to kill an opponent previously. It now takes 6 decent strings with the killing power of uair and the a total 9-12% reduction in damage over the course of an opponent's stock.
People regularly don't understand the full implications of a 1% change to a single move, let alone a 1% change to the main aerial combos a character has.
Those of you with play-styles that focus on her aerials, you've been hit very hard. Those of you with play-styles that utilise IP punishes more, you've not been touched. If you previously relied on her aerials a lot, you're going to find things much much harder.
My honest opinion here, this has made Corrin a more defensive character. Previously she could rush down pretty well and apply enormous pressure, now she has to be reactionary and can't chase opponents with the same pressure. That movement speed change is pretty significant for her ability to keep opponents heavily pressured, now her chase doesn't have the same fear factor it did.
Her anti air also greatly benefitted from her walk speed, which allowed her to stay under opponents and abuse uair>nair frametraps to never allow characters like Captain Falcon to get back to ground. This is no longer the case, even a character like him can move far enough horizontally for Corrin to no longer be able to play the juggle game she previously had. All the top 15 competitive characters? Corrin doesn't threaten them any more like she could.
There's a lot of optimism going on in here, a lot of it sounds like FG talk to be honest. This has hit competitive Corrin really hard. These are hard hitting changes that have changed a significant number of matchups.
My prediction? She becomes a less interesting character now. Where we were previously seeing a different style from every competitive Corrin we're going to see everything revolve around IP/DL, the most reliable tool in her kit.
This was definitely an overreaction to the crying about Corrin. My guess is that the new "pay2win" mantra that only started after the last DLC was a particularly scary thing for them to hear internally so they've hit hard to try and stop that.
Good to know.. also only 1 frame hit lag reduction off all that knock back reduction... neet.According to @LordWilliam1234's 1.15 frame data sheets, the 1% damage nerfs to nair, fair, and uair wasn't enough to affect their shield safety, staying at -7, -8 and -8 OoS respectively. However, full charge Dragon Fang Shot's damage having been reduced by 2% and being a projectile, its safety on shield went from -30 OoS in 1.14 to -35 OoS in 1.15 so it's quite a bit more unsafe now.
Funny enough, the damage nerf on nair and fair was enough to reduce their hitlag by 1 frame, going from 8 to 7 frames in 1.15, which makes the window to DI both moves 1 frame shorter. Not a gamechanger by any means, but cool, I guess.
This is a knee-jerk reaction. Fair and Nair changes are buffs if anything. Her combo game is noticeably better now and a better combo game absolutely makes up for a tiny damage reduction. Your overall damage output is higher. And apparently their shield safety wasn't reduced either.People look at these nerfs wrong.
For aerial Corrin play-styles it took 4 decent strings of 3 hits(fair/nair/uair) to kill an opponent previously. It now takes 6 decent strings with the killing power of uair and the a total 9-12% reduction in damage over the course of an opponent's stock.
People regularly don't understand the full implications of a 1% change to a single move, let alone a 1% change to the main aerial combos a character has.
Those of you with play-styles that focus on her aerials, you've been hit very hard. Those of you with play-styles that utilise IP punishes more, you've not been touched. If you previously relied on her aerials a lot, you're going to find things much much harder.
My honest opinion here, this has made Corrin a more defensive character. Previously she could rush down pretty well and apply enormous pressure, now she has to be reactionary and can't chase opponents with the same pressure. That movement speed change is pretty significant for her ability to keep opponents heavily pressured, now her chase doesn't have the same fear factor it did.
Her anti air also greatly benefitted from her walk speed, which allowed her to stay under opponents and abuse uair>nair frametraps to never allow characters like Captain Falcon to get back to ground. This is no longer the case, even a character like him can move far enough horizontally for Corrin to no longer be able to play the juggle game she previously had. All the top 15 competitive characters? Corrin doesn't threaten them any more like she could.
There's a lot of optimism going on in here, a lot of it sounds like FG talk to be honest. This has hit competitive Corrin really hard. These are hard hitting changes that have changed a significant number of matchups.
My prediction? She becomes a less interesting character now. Where we were previously seeing a different style from every competitive Corrin we're going to see everything revolve around IP/DL, the most reliable tool in her kit.
This was definitely an overreaction to the crying about Corrin. My guess is that the new "pay2win" mantra that only started after the last DLC was a particularly scary thing for them to hear internally so they've hit hard to try and stop that.
Can I see a video of this? it sounds really cool!Also Fair/Nair to DFS is so easy now and the percent window to do it is bigger too.
This was a known set up even before the patch. Its just now much more consistant as a combo finisher. Hell today i u tilt to fair to bite a mew two for a stock. Btw pre patch video:Can I see a video of this? it sounds really cool!
It does, and is even easier thanks to knock back reductions. It can even do it after an aerial f air or n air into double jump DFS.Someone knows if that kill setup of Fair to DFS still works?
No problemSomeone knows if that kill setup of Fair to DFS still works?
EDIT: I said nothing, thanks Hero