Superbat
Smash Journeyman
mfw when 5 other characters (Pit, Dark pit, Fox, Greninja Swordfighter) get their projectiles buffed but our lasers are still poop.
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Apart from the things I said, landing lag, IASA frames and startup frames aren't in the Data Dump. Marth got several buffs in those aspects and they cna't be seen there.So we should be on the lookout for potential autocancels? Other than that and minor animation changes though, what else is there?
Just did this. Lets hope more people send Nintendo emails about Falco's issues so he can be improved.If it's worth anything I found a reddit post where you can submit inquiries on characters for smash. Which I did for falco I received an email from an actual person from nintendo support who agreed and said he will submit it. Let's all try it I guess.
http://www.reddit.com/r/smashbros/comments/3fbcnj/if_youre_upset_about_the_new_update_or_even_just/
Can anyone tell me what the hell is going on here?
Edit: I think he hit with the last frame of Fair's spike hitbox which happens at frame 19, but at the same time, the late hit at frame 20, lasts until frame 30. Falco's Dair also auto-cancels before frame 4 and after frame 38. The full animation lasts until frame 51, so he can't act until frame 52. Hmm... I wonder if hit lag is prolonging his air time and allowing it to "go through" the full animation. This also apparently happens with his Fair where of he connects the entire move and lands, he won't suffer landing lag.Here's a proof of Falco's Meteor acting late enough to auto-cancel ...It's weird and pointless lol.
Well, I know it worked that way last patch, but I have know idea why it does this.Dantarion's data dumps now have total frames, end lag/FAF, and other stuff. I'm going to assume no changes, but I'll go through his data dump for Falco when I have time. Also, I don't know if this was possible pre-patch or since launch, but hit lag apparently interacts weirdly with aerials like Falco's Fair, Mr. G&W's Bair, etc. This might be an old, undiscovered until now thing or a new thing that basically means Falco theoretically never has to deal with landing lag if he connects his aerials "properly".
Edit: Never mind. I don't have my answer.Well, I know it worked that way last patch, but I have know idea why it does this.
It's pretty hard to reproduce too (At least for me). You can see in the video that I didn't expect to get it first try.
Upthrow to utilt? I don't know if that ever worked; I honestly never tried it. N-air and U-air would be better options, especially with Falco's improved n-air. I don't think there are any changes to Falco this patch, but I just moved so I have only played about 20 mins. since that patch came out.Anyone notice a difference in falcos up throw? I feel like before I was able to upthrow to uptilt but now they go to high up.
On fast fallers up throw to up tilt for me worked on fox and captain falcon etc. Falco needs to be between 0-10% and the opponent has to be at 0 I believe. I haven't tested it since the new patch came out because I'm traveling. But data dumps showed no changes with falco.Upthrow to utilt? I don't know if that ever worked; I honestly never tried it. N-air and U-air would be better options, especially with Falco's improved n-air. I don't think there are any changes to Falco this patch, but I just moved so I have only played about 20 mins. since that patch came out.
Oh okay I did not know this part.Falco needs to be between 0-10%.
I remember Lavani mentioning it, but I don't exactly remember if he was talking about SDI or DI while using quarter circle and half circle inputs. You could ask/check here: smashboards.com/threads/mechanics-techniques-discussion.368206/.Not falco specific, but does anyone know if quarter circle or half circle DI are in S4?
How long your character is frozen for when you strike an opponent's shield.Sorry, but what exactly is self shieldlag?
A universal change, but I think Falco's Dtilt just got more stupid thanks to the shield stun change: http://smashboards.com/threads/magical-engimatic-land-1-1-1-patch-notes.419067/page-9#post-20220175.Another disappointing patch for Falco...
What a bummer. At least I got to read about it because where I am now the internet isn't strong enough for me to download it.
Interesting read so far. I would think all of our moves are safer on shield now, by how much im not sure. Looking on page 12 it was mentioned that zss dsmash went from -3 to -7 on shield (Concluding that it could be due to removal of shield lag) so its not a guarantee all our moves are safer on shield.A universal change, but I think Falco's Dtilt just got more stupid thanks to the shield stun change: http://smashboards.com/threads/magical-engimatic-land-1-1-1-patch-notes.419067/page-9#post-20220175.
Someone needs to test this. Falcos dtilt would have a significant amount of shield stun for a tiltA universal change, but I think Falco's Dtilt just got more stupid thanks to the shield stun change: http://smashboards.com/threads/magical-engimatic-land-1-1-1-patch-notes.419067/page-9#post-20220175.
It was always safe on shield, especially if you auto-cancel it. The main issue is that its hit frame and perfect shielding's frame sync up both at frame 4. You can accidentally shield or shield early and end up perfect shielding his Bair because it's so fast. Compared to Fox's Bair where there's this delay from its slower startup, it's kind of stupid. The main draw is that it's almost instant while Fox's isn't. If you don't expect Falco's Bair, you're getting hit. Now, assuming people don't accidentally shield his Bair, then yeah, it's safer now.Does this mean that bair is safe on shield now? Since it does 13% damage the shieldstun should be pretty high no?
Frame syncing is still in which for whatever reason, allows Falco to sync his Fair's last hit and landing hit to negate or lower his landing lag. Lavani, Tuen, and Shaya all ended up talking about it along with other moves like it such as Pikachu, Falco, ZSS, Bowser Jr., and Ganondorf's Dair, and some other aerials with landing hits and different hit lag multipliers between the last hit and landing hit. Kind of starts around here: http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-45#post-20165880.Falcos Fair must be great on shield now right?
The funny thing is that with patch 1.1.0 and 1.1.1, Falco was indirectly buffed and nerfed at the same time. In patch 1.1.0, he was always indirectly buffed due to universal changes such as the hit lag on-shield change probably targeted at Ryu whose hit lag on his moves were meant to emulate Street Fighter's feels, but had major impact on his on-shield game. Falco benefited because of his hit lag modifiers on rapid jab finisher, Up Smash, Side Smash, Nair's last hit, Fair's last hit, Dair's clean hit, and maybe something else I forgot. At the same time, the buffs to projectiles for Fox, Robin, Greninja, and the Pits indirectly nerfed him, especially with Fox's Blasters all losing total frames which more or less rendered his Burst Blaster completely inferior to Fox's default Blaster and made his default Blaster look even worse against all projectiles with Fox's Impact Blaster's slightly less range, but much less total frames being more useful than being able to fire continuously.I can't understand the logic behind some of the changes and non-changes. Falco desperately needs something more.
We could ask LordWilliam1234 . It's -5 at most on-shield after shield drop (7 frames). Probably around -7 now. Pre-patch 1.1.1, it was -10 on-shield after shield drop with the disjoint. If it was positive on-shield, then we have the dumbest Dtilt in fighting game history. Logically, a sweeping two-handed sword from Ike and an explosive blast from Samus should result in advantages on-shield not a tail swipe.Someone needs to test this. Falcos dtilt would have a significant amount of shield stun for a tilt
So here its not the full hit box as max range it missed but it definitely hits further from what I can tell pic.twitter.com/DtzHnZRJxb
— McDareth (@McDareth) September 30, 2015
I'm on it.We could ask LordWilliam1234
Nope, I checked last night and it's still the same; it still hits only half its travel distance.God bless, falco's side-b now works properly... I waited too long for this.
I'm playing it on the 3DS and it actually hits on all the phantasm's animation. It doesn't hit at the very end (which seems to be normal). Doesn't it on Wii U ?Nope, I checked last night and it's still the same; it still hits only half its travel distance.
I only have the 3DS version and tested using omega Mushroomy Kingdom. It's still the same as this from the study I did months ago.I'm playing it on the 3DS and it actually hits on all the phantasm's animation. It doesn't hit at the very end (which seems to be normal). Doesn't it on Wii U ?
I always use aerial side-b. But yeah it's nothing compared to the Brawl side-b we had... ripI only have the 3DS version and tested using omega Mushroomy Kingdom. It's still the same as this from the study I did months ago.
If you jump, you get like another block of hitbox distance, but it's still pretty bad when you remember that other moves like it still have a complete hitbox i.e. Fox Illusion, Quick Draw, Bouncing Fish, Peach Bomber, Falcon Kick, Wizard's Foot, etc. The least they could do would be to add a 2% hitbox at the end that doesn't spike or even have any knockback other than weighted knockback and only does damage. That would just make it safer without making people feel like Falco has this really long spike hitbox that still isn't reliable even if he can act out and not enter helpless mode.
Or they could reverse that with the 2%, set knockback hitbox and make it so Falco can only spike at the end meaning he really has to space out Falco Phantasm correctly to even attempt an unreliable spike.
On U-tilt: That was only for the first hit. I couldn't get u-tilt to hit shield on the second hit when I was testing initially (I use Wii Fit Trainer in all my testing), so the shield advantage is only for the first hit. I've fixed that now though; shieldlag and shieldstun is the same as the first hit, frame advantage is -13/-20.Using LordWilliam1234 's data... First number is on-shield and second is after shield drop. Late hits of dash attack and Side Smash haven't been found nor has the second hits of Utiltand Up Smash since they shouldn't be worse on-shield... Both numbers of Utilt and Up Smash also match and since they both do 4%... Yeah... I'm going to say take those numbers with skepticism. Aerials I'm also assuming are all on landing without auto-canceling.
Note: It's 1.0.8 since I never reentered the numbers for rapid jab finisher, Up Smash's second hit, Fair, and Dair's clean hit that were affected by the hit lag and shield interactions in 1.1.0. Kind of doesn't really matter now, so whatever.
Move|1.0.8|1.1.1|Difference
Jab 1|-19 / -12|-17 / -10| +2
Jab 2|-22 / -15|-19 / -12|+3
Rapid Jab Finisher|-39 / -32|-31 / -24|+8
Dash Attack|-28 / -21|-24 / -17|+4
Utilt (first hit-only)|-23 / -16|-27 / -20|-4?
Ftilt|-18 / -11|-14 / -7|+4
Dtilt (12% hit)| -16 / -9|-12 / -5|+4
Up Smash (first hit-only)|-36 / -31|-27 / -20|+9
Side Smash|-27 / -20|-21 / -14|+6
Down Smash|-34 / -27|-29 / -22|+5
Nair (Last Hit)|-14 / -7|-11 / -4|+3
Uair|-12 / -5|-8 / -1|+4
Fair (Landing)|-29 / -22|-14 / -7|+15
Bair|-10 / -3|-6 / +1|+4
Bair (Late)|-13 / -6|-9 / -2|+4
Dair|-28 / -21|-14 / -7|+7
Dair (Late)|-20 / -13|-20/ -13|0
Blaster|-40 / -33|-40 / -33|0
Reflector|-43 / -36|-41 / -34|+2
Questionable things aside from Utiltand Up Smash, Fair landing, Dair's late hit,Blaster, and Reflector. Fair landing gaining +15 seems kind of extreme, but it's still relatively unsafe on-shield and with frame syncing... yeah... The thing is that it only does 3% which shouldn't lead to such a massive gain even if its hit lag of 2.0x is now "normal" with the shielder if I understood the changes to shields correctly. Dair's late hit should have some change as well, but it's apparently 0? It does 8% which should be like a +3. Blaster and Reflector should have worse frame advantage due to the changes with how electric moves work on shields; it's a 0.5x to whatever hit lag modifier. In this case, Blaster would be 0.6x and Reflector would be 1.0x instead of 0.1x and 0.5x.
Edit: Apparently not for electric moves: http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-48#post-20233216.
Edit 2: Edit Harder: Too many numbers! Fixed? Up Smash. Utilt's still weird... Still don't know if either is the first or second hit. Up Smash might be the second hit, but Utilt since a 5% should be +2 instead of -4.