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It might have sometthing to do with the length of how far your pin is in the groundIs the distance on kick completely consistent? Affected by map friction? Or otherwise?
I'm finding that when I intend to go offstage with it, I'll accidentally be stuck at the edge. I'm wondering whether this is just a judgement issue that can be solved with know the exact distance using background objects like Pikachus do with QAC edgeguards or whether it might differ depending on stage/circumstances/back-kick/front-kick/shield hit/no shield hit/etc.
Oh god please no...I might have something to do with the length of how far your pin is in the ground
Bair still does 11%, actually.Apparently all aerials do 1% less damage... :/
Also fully charged Dragon Fang Shot does 3% less damage.
So supposedly more combos and less shield stun?
Fully charged projectile only. As far as I can tell, uncharged projectile and both bites are the same.the dragon fang shot nerf, was the damage nerf to the bite or to the projectile?
Yep.does uncharged projectile still combo into fully charge bite at any percent? (cant check currently or i would)
IIRC, since stun time is based on damage, I presume it will still work, albeit at a bit higher percent? I will be playing tomorrow and see if I can still get them.So basically, except for MAYBE the DFS into Dragon Lunge Tipper at kill %
Pretty sure paralyze time is indicative of the charge time, not the percent of the opponent.IIRC, since stun time is based on damage, I presume it will still work, albeit at a bit higher percent? I will be playing tomorrow and see if I can still get them.
One source says that Corrin's run speed is decreased by 0.03, which makes him run about as fast as Olimar now. I don't know about the walk speed value though, but it seems that Corrin's air speed remains unaffected, which means that his recovery isn't affected either.How severe is the walk/run speed nerf? I felt like a lot of these changes weren't needed.
How so? It seems relatively unchanged to me.EDIT: one thing is pretty terrible though. you cant follow up an uncharged DFS into DL tipper as easy anymore. the timing and distance to your opponent in incredibly strict and gimmicky now ;(
I'm about to update the Kill % thread now, just have to test it. I assume the kill power was lowered since the percent went doen (confirmed) and the knockback didnt go upWas Uair really nerfed in kill power?
i remember testing this when corrin came out to see at what percent mario was KO'd on the ground (No DI sice it was the standing CPU) and it was 151%. Tested it again and mario was KO'd at the same percentage.
Killing off the ground with moves that are intended to kill well off the top doesn't do them much of any justice. Like, you can kill at like 60-70 with Bowser's B-Air at the edge, but it probably won't KO until over 100 around the middle of the stage. For trying out U-Air, I have it combo off of D-Tilt and Mario will die around 110 about 2/3rds of the way up. Goes to say how important positioning is, in this game.Was Uair really nerfed in kill power?
i remember testing this when corrin came out to see at what percent mario was KO'd on the ground (No DI sice it was the standing CPU) and it was 151%. Tested it again and mario was KO'd at the same percentage.
From bits and pieces i've picked up from across the site, Corrin has a 1.5 initial dash like the other Fire Emblem characters, but i have no idea what that entails or how it differs from run acceleration.(Also how fast is Corrin's initial dash, frame-wise?)
Of course I don't use it exclusively for that.Killing off the ground with moves that are intended to kill well off the top doesn't do them much of any justice. Like, you can kill at like 60-70 with Bowser's B-Air at the edge, but it probably won't KO until over 100 around the middle of the stage. For trying out U-Air, I have it combo off of D-Tilt and Mario will die around 110 about 2/3rds of the way up. Goes to say how important positioning is, in this game.
Would make sense. Knockback in Smash 4 is tied partially to a move's damage. Having uair be 1% weaker now makes it kill a little later.Wait, is it just me, or does U-Air kill like 10% later? Could be that I don't remember the numbers correctly, but on 3DS (apparently has bigger blast zones), U-Air killed Mario at about 108-113. Now, it kills at 122...
I'm not sure where you found that out. I'm not seeing that anywhere. And when I was testing earlier it killed anywhere from 5-10% later depending on the character, which kinda lines up with only a 1% difference. If the KBG got buffed, than the gap would be much smaller, like 1-2%So Uair got a slight buff to KBG
That should somewhat mitigate the damage nerf
No, you misunderstood that. KBG is related to damage dealt by the move so lower damage = lower knockback = kills later.So Uair got a slight buff to KBG
That should somewhat mitigate the damage nerf
I know, but the KBG value itself was increased.No, you misunderstood that. KBG is related to damage dealt by the move so lower damage = lower knockback = kills later.
So the small percentage difference + improved KBG and it still kills 10% later?