jmanup85
Smash Journeyman
Vermanubis
you're gonna have to get used to using shield DI asap.
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Vermanubis you're gonna have to get used to using shield DI asap.
That's a decent option against lucario but it still puts us between a rock and a hard place.Maybe We should find ways to trade with Yoshi's D-airShield DI tho?
I feel like it was necessary,mainly because it benefits juggernauts and technicians characters.This patch... feels like it's preliminary. It doesn't feel complete, the characters don't feel balanced at all around the changes that just took place.
It's terrible for consistency to change the game this drastically after keeping the core mechanics pretty stable since 1.0.4. I also think it makes the game much jankier and less balanced overall. It's much easier to balance around universally strong defensive options and give the characters with shield issues buffed tools to remedy these issues. Shields should be good and require thought to beat. The worst part to us is the fact that even the weakest of attacks do 3 more frames of shieldstun, so fast, weak moves, including projectiles, become more of a pain to deal with.
It's still just a huge pain.
Though, I doubt it'll be in for long. As one guy in the comments pointed out, as sensitive as Nintendo is to casual players, this would be a fast way to make new players quit.
Went over a bunch of shield break stuff with a friend. Nothing true combo shield breaks, but we found several circumstances where Ganon shield breaks Sheik if she makes a certain option.What I'm interested in testing is to see if there's a way to use the increased stun to cause more shield breaks. Something like a blocked U-smash to instant air Wiz Foot at the stage edge, for example (remember that the player can't be pushed off the stage while they're shielding!).
Ye I just tested Usmash with a friend. It's pretty crazy now.The shield stun buff will most likely be a mixed bag. We will be a lot safer on stuff, but I get the feeling quite a few characters will be able to abuse the hell out of our shield.
If the calculations going around are correct though, USmash would likely be +2/+3 after shield drop...lol.
Nair seems cool, still not sure I really understand the changes as there are a few of them. The far hitbox was consistently pulling the opponent in though so that was cool. Low percents DThrow > FH UAir > FF NAir > stuff seems cool.
Also, with the shield stun buff I think now is as important a time to say it as any, all Ganon's should use the reverse UAir hitbox way more. I'm super surprised with how many characters it can hit grounded.
It is based on damage, but with a base +3 frames to every move. The extra shield stun does scale with damage to an extent.I hear that the shieldstun update is based on a damage modifier.
Weaker moves like Sheiks aerials won't get affected much while hard hitting moves will push opponents further away.
Sour spot N-Air's first hit apparently has some very strong combos against small characters. However, our major concern this patch are the Shield Stun changes. More specifically, how badly Ganon may or may not get ****ed by being even worse when under shield pressure.Really good buff, however minor it is. It's damage is now on par with the pre-nerf sweetspotted dair. But did they really have to keep the sourspots? I feel that they're still holding the move back a bit.
Don't forget that Ganon has one of the most Power Shield Friendly shields in the game - this coupled with the fact that Ganon Players are really good at PSing in general thx to Ganon being so reliant on it, should mean that this isn't going to be THAT great of a problem in some cases.@adom4
Yea that's what I was thinking lol. It's easy to apply generalities to this change and say "everything will be safer!" or "we're going to get wrecked in shield!" but in reality a lot of variables will come into play with a change like this.
I mean I am nervous, but excited nervous lol. Could be sh*tty could be cool.
Tid bit implication theory:
Moves have more shield stun, but they are now eating up shield lock frames.
Let's take sheik's fair pre patch, 1 frame of shield stun.
If she hit you on frame 4 (i.e. you missed power shield), she was getting an "extra 7 frames" of shield stun.
Now the shield stun of the move is 4 frames
but if she hits you on frame 4; she's now only getting "3 extra frames" of shield stun, albeit the overall advantage from hitting a shield on frame 4 is exactly the same.
Ganondorf Forward Air now has 12 frames of shield stun. up from 7.
If ganon hits fair on a frame 4 shield, he was getting an extra 7 frames too, totaling 14 frames of shield stun.
Now ganondorf's just got a total of 12, down over all.
But if you're hitting on frame 5 instead, it's getting even more favourable for ganon's higher damage.
i.e. Sheik was feasibly getting a 8x shield stun modifier on her forward air prior to 1.1.1 if she was really lucky
Ganondorf was getting 2.0x modifier in comparison on his forward air; with likely less luck because it's a 14 frame move in contrast to 5.
Now Sheik is getting 1.75x modifier if she's lucky, Ganondorf is 0.85x but that's a lot less of a comparative dive.
.
So in certain scenarios this is quite noticeable (ZSS' ZAir, Pikachu's eletric attacks) but in other scenarios not so much. However with the new system things are being treated as "true" shield stun that you can't even dodge or jump out of instead of leftover "lock" frames that were based on what frame you hit the opponent's shield and that you could otherwise perform actions out of.To elaborate and clarify Shaya's post, the 7 frames extra "shield stun" Sheik got for hitting shield on f5 pre-patch because of shield lock frames and stun frames not overlapping is not actual shield stun. You could roll, or use OoS options, but you could not shield drop (locked in shield).
I feel you, I'm not noticing much in the way of shield stun. As I said above, the game just feels more sluggish to me in general. Could be the shield stun, could just be me. Idk.I played around with the update on 3DS while I was out, and I barely noticed any differences in the shield stun. Am I blind or is it just less noticeable than people are making it out to be?
Well at full health aim the shield down and Yoshi cant poke through the shield and he's in a bad spot. This patch... feels like it's preliminary. It doesn't feel complete, the characters don't feel balanced at all around the changes that just took place. I think we're gonna see more patches soon to start actually balancing the characters around this mechanic change.
The dair to U-air was true before the update, the rework is amazing though. Is N-air particularly safe on shield, cause if it is, its lot better range, and it feeds Ganon a grab.So this NAir rework is super weird. I finally got a chance to sit down with it and I had a tough time finding the hitbox that pops almost straight up.
It's like right at the ankle, but it has to be the 12% sweet spot I think? Any time I hit Sheik barely outside that range I couldn't seem to get it.
Seems super useful though, the dthrow > NAir is legit if they don't DI out. Was able to to get DA and jab as a true combo, but couldn't connect Uair in time. NAir1 > NAir is cool and great damage though.
Adding on to this (though it isn't really major), Nair is weirdly inconsistent in Training mode for some reason. Even though it looks like it hits, it doesn't seem to true combo consistently on the combo counter.So this NAir rework is super weird. I finally got a chance to sit down with it and I had a tough time finding the hitbox that pops almost straight up.
It's like right at the ankle, but it has to be the 12% sweet spot I think? Any time I hit Sheik barely outside that range I couldn't seem to get it.
Seems super useful though, the dthrow > NAir is legit if they don't DI out. Was able to to get DA and jab as a true combo, but couldn't connect Uair in time. NAir1 > NAir is cool and great damage though.
Heard nothing from Thinkaman, so its safe to assume there isn't anything changed customs-wise.Has anybody tried out his Customs yet? If yes - are there any changes made to them?
Too bad. Warlock Burst should be turned into an attack that summons one of those flying, burning skulls with Bat Wings instead.Heard nothing from Thinkaman, so its safe to assume there isn't anything changed customs-wise.
Yeah, I'd gladly take that over Bowser's nair buff...It may not be the buffs we wanted, but this is a pretty nice buff!
Before the buff, landing both hits of n-air got you some pretty great damage from single-digit percentages (21% from a single, fast attack). Not only has the attack been reworked so both hits link properly (it seems like the first hit actually pulls opponents in at lower %s), but the second hit was buffed! So you get both hits much more often for a bigger damage payout! And that second hit isn't the lemon it used to be!
It's not what I wanted, but dammit I'll happily take it!
I feel like Ganon is generally going to be more aggressive in this new patch. F-air and B-air being safe-on-shield, N-air now being a good combo starter, and Aerial Wizkick threatening shieldbreaks will hopefully allow him to do so.This patch could easily change the Ganon ditto fundamentally. A lot of the ditto meta game, at least from what I've seen, revolves around proper application of shield, since Ganon struggles to deal with it. However, the new shieldstun equation coupled with the strength of Ganon's attacks could quite possibly make shield a less pivotal aspect of the MU. The ditto could possibly get even more aggressive, which I would love to see personally.
That's the problem though. The patch would force Ganon to be more aggressive, but against naturally aggressive characters like sheik he struggles to keep up. In those aggressive match ups, shield was a huge defensive asset, and one that made those MUs winnable. But now, with shield being nerfed to the advantage of sheik and other aggressive characters, I can't help but think Ganon will struggle with those match ups more.I feel like Ganon is generally going to be more aggressive in this new patch. F-air and B-air being safe-on-shield, N-air now being a good combo starter, and Aerial Wizkick threatening shieldbreaks will hopefully allow him to do so.