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!
The fact that Diddy has been continuously nerfed to the ground is a pretty good reason to swap.So ZeRo keeps posting on twitter that sheik's needles where nerfed hard, when testing I found literally no changes to needles, not on damage, not on end lag, nothing. Looks like ZeRo is switching to Pika for literally no real reason.
This is only true for Marth. Lucina doesn't move forward.Okay, good morning team!
- Marth/lucina up tilt moves forward due to IASA change rather than animation changes
Can confirm, just tested out Lucina and she doesn't move one inch. Doesn't take that long to test so there's no reason for me to spend 15 minutes getting a few seconds of footage.This is only true for Marth. Lucina doesn't move forward.
Just tried it out via putting Marth and Lucina in training mode, setting Lucina to the control option and just making them press u-tilt and then shield immediately. They both shield at the same time.Is her ending lag definitely the same?
Could just be a matter of their animations being different (Lucina's steps back earlier in her animation than Marth).
Wondering how dash grabs affect follow-ups as well.Has this down throw nerf been tested without DI? Cause I'm pretty sure proper DI always made it difficult to get follow ups with Falcon.
Many of Falcons throw combos require throwing right out of the dash grab and buffering an input. Just standing grab down throw is pretty garbage. So if thats the testing method that could also be a problemWondering how dash grabs affect follow-ups as well.
The doc usmash change is from last patch im pretty sureCan anyone confirm if the following changes are true or just placebo?
Falco- F-Smash has changes hitboxes so that it either has a larger sweetspot or greater reach.
Doc- Up Smash sends people at a more horizontal angle than diagonal
- Up B has a larger hitbox and grab range
I've noticed Mario's downthrow does send them away diagonally more than it did, so I'm certain that this is a change. I have not noticed any change with his up-tilts but I could be wrong. Mario down throw trajectory is definitely changed though.Can anyone confirm if Mario's d-throw sends the opponent diagonal, instead of up (making it easier to get out of d-throw to u-tilt combos). And can anyone also confirm if Mario's d-tilt sends the opponent higher vertically. Thanks!
That's what some players were saying earlier on - about it not missing, etc... but I can't tell a difference. It's easier to upsmash out of the down-throw now though.I thought it said Link's USmash was more reliable.
Wow I never thought of it that way. I just tried it and yes, he moves forward regardless on if you cancel with another Utilt. I went from whiffing Dtilt to Utilt > Dtilt hit confirmIf we get data dumps it'll be interesting, it'll likely be the first actual IASA 'change' thus far. Everything else has been frame rate modifications.
As the only reason he's stepping forward is because he would normally step back into his original position within the last 3 frames of the move, but etc etc.
Actually, so up tilt into ... fsmash (or any move), that doesn't put them more forward?
It was way too easy.Dang it Nintendo, please stop nerfing Sonic's killing option.
To be fair (lol see what I did there) Ike's fair is still much slower and is inferior for edgeguarding and pressure. Marth already has Uair, Dair, Bair and Nair to cover himself in all directions. Ike has a much more limited bair, dair and uair in terms of angle coverage so he needs a fair and nair with a huge radius to help him shake off pressure. Be thankful Marth finally got an aerial buff of some kind (nair landing lag reduction). He's slowly getting better too.Like...are they serious? Ike's Fair hits behind him. I tested it, jokingly wondering if it would. It easily does. Marth's still won't even hit above him (it's missing a frame). What kind of person makes these decisions?
What do you mean?It was way too easy.
I'm sure Marth's Fair still has a better lower hitbox than Ike's.Like...are they serious? Ike's Fair hits behind him. I tested it, jokingly wondering if it would. It easily does. Marth's still won't even hit above him (it's missing a frame). What kind of person makes these decisions?
Former Marth Main here. I am 99% certain Downward DB always did 21%. I've played A LOT and I'm almost positive you're just imagining things. But like you said someone with a pre patch can confirm/debunk this.I've used Marth a lot, but I'm fairly sure that they've buffed up his downward DB combo in terms of damage...it now does 21% consistently, whereas in the past it has done 18-19%. Maybe I keep getting tippers mid attack or am using a different combo than usual. Has it always done this much? I've used it MANY times but I swear it always did less. Anyone with pre-patch that can confirm or debunk would be appreciated.
Edit: When you do a mid-hit instead of a down it does 22%! I swear this is a buff. Am I just insane and have I not paid enough attention in the past or is this the case?
You have some good points. But you probably are missing the reason that I'm angry.To be fair (lol see what I did there) Ike's fair is still much slower and is inferior for edgeguarding and pressure. Marth already has Uair, Dair, Bair and Nair to cover himself in all directions. Ike has a much more limited bair, dair and uair in terms of angle coverage so he needs a fair and nair with a huge radius to help him shake off pressure. Be thankful Marth finally got an aerial buff of some kind (nair landing lag reduction). He's slowly getting better too.
You're right, it wasn't changed. I have all damage values of Marth's Dancing Blade (and whatever else) memorized. If it was changed I would've reported it within 5 minutes of downloading the patch. All tippers, Marth's Up DB combo can do 21. Forward can do 20. And Down combo can do 26. Note these numbers are all in training, so each hit won't get stale. It's less damage in a real match. Mix and match and Dancing Blade can do 27%.Former Marth Main here. I am 99% certain Downward DB always did 21%. I've played A LOT and I'm almost positive you're just imagining things. But like you said someone with a pre patch can confirm/debunk this.
I compared the Dair between 3ds1.07 and wiiu1.08 ; I testet it on Mario at 0% and at 100% but i could not see a difference in the trajectory and Mario landed the same distanceDon't know if this has been mentioned, but the Falcon boards are fairly certain that Down Throw has had its trajectory altered where it sends opponents forward more, making follow-ups almost impossible (and virtually impossible past mid-percentage. This and the Uair nerf has hurt Falcon's combo game immensely.
Yep. Marth grabs me about a character away from his hand just about a while ago. Meanwhile, Dolphin Slash literally has no hitbox at the edge of the sword.Comparatively, I don't so much complain about Marth's (still good) grab range or (now bad) Dolphin Slash range. I'm more complaining on the whole matching thing (especially since these, including Fair didn't have this issue in Brawl). Severe laziness on Sora's part.