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The stale-move negation mechanic in Smash 4 functions slightly differently from the way that it did in Brawl. The freshness bonus is the same, however.
The stale-move negation mechanic in Smash 4 functions slightly differently from the way that it did in Brawl. The freshness bonus is the same, however.
If replays are broken it's an actual game play change, otherwise ???
Maybe an update because nintendo plans on doing something for Evo? Plans for the whole youtube interface stuff? who knows.
Did a user receive a warning for something despite having a hatsune miku picture as their avatar? Isn't that sacrilege?
The new update doesn't even have it's own note in the notices & eshop tab of the game. Maybe they updated parameters for Miiverse stage's comment selection. I've seen some snapshots online of people who got very lewd stuff in some games. It could also be more fixes for the DLC characters like with 1.07's Mewtwo bug fixing, but I doubt they'd make any mistakes twice.
Life shouldn't be about having anger towards a character not getting nerfs while yours did.
The game is getting better overall with each new patch. You shouldn't undermine this near irrefutable fact.
Life shouldn't be about having anger towards a character not getting nerfs while yours did.
The game is getting better overall with each new patch. You shouldn't undermine this near irrefutable fact.
Life shouldn't be about having anger towards a character not getting nerfs while yours did.
The game is getting better overall with each new patch. You shouldn't undermine this near irrefutable fact.
I don't hate diddy kong, he's so much fun to watch now! I also agree with the fact the game has gotten better with patches, at first glances some of the nerfs seemed unreasonable but everything has turned out for the better (or so it would seem)
Instead of the hit-boxes being directly attached to her staff, they are simply floating in 1 coordinate the whole hit duration.
Which is really good.
Basically, when her hit-boxes were directly attached to the staff, they would act horribly inconsistent, because they could either be extenting sideways, or be way off in the z-axis not helping her at all. Now it's far more consistent since the hit-boxes never leave the z-axis, or accidentally lose range and cause whiffs like before.
So with this many alterations were made to the original coordinate numbers to match roughly the placement of where they used to be. But as a result some of their alterations seemed to have improved its range a tiny bit as well.
As a foreword, this isn't a call out to anyone as being right or wrong, this is simply the result of some data mining.
That said, I have noticed some differences between the update that @Thinkaman et al. have put forth and the update that sixriver (does he have a smashboards contact?) has made to his data set here [reference]. I have gone through and parsed the differences, and it looks like most of them are one frame off, if they exist at all (for example, for all the small differences for Marth/Lucina, both references agree on all changes).
As far as I know, there isn't a dump of Thinkaman's data yet so I don't know if these are weird subtraction errors or something to that effect. I just thought it would be pertinent to assess these differences and figure out what's going on here. I don't have a contact for sixriver, and even if I did I don't speak or read much Japanese... so I'm posting here.
If anything, it's interesting because sixriver put some numbers to the Donkey Kong cargo throw end frames and Meta Knight's nair landing lag. Maybe the front page isn't up to date, maybe the Thinkaman data set just doesn't have these, if I'm missing some of those numbers it's because they aren't on the front page and this thread is quite long (though I've read most of it).
Anyways, I just figured that if I can't help parse IASA type data along with the team here, I can do what I have been doing and mine data. So, here you all go! Enjoy!
Character | Move Description | Sixriver Update | Thinkaman et al. Update
Ike
|
fair startup
nair landing lag
|
13
14
|
12
13
Meta Knight
|
ftilt end frames
nair landing lag
|
25/27/30
16
|
25/27/31
reduced landing lag
Charizard
|
dthrow landing lag
|
73
|
72
Bowser
|
utilt end frame
|
40
|
41
Villager
|
pivot grab end frame
|
65
|
64
Falco
|
fair end frame
side b startup
2nd hit usmash
|
49
18 (no change noted)
13-20
|
50
19
12-21
Donkey Kong
|
forward cargo throw end frame
back cargo throw end frame
up cargo throw end frame
down cargo throw frame
|
45
42
17
44
|
reduced end frame
reduced end frame
reduced end frame
reduced end frame
Diddy Kong
|
uair landing lag window
|
1-26
|
1-27
Link
|
fthrow end frame
|
35
|
34
Samus
|
pivot grab end frame
|
89
|
88
Also, I now deeply despise making tables on this website. Just saying.
So I just tested out my two mains, Link and Ganondorf, from the patch, and I need confirmation or deconfirmation on two things:
Ganondorf's start up on F-Air is slightly faster.
Link's normal and dash grab speeds are even faster.
If there are various gameplay changes, some changes would be a faster game or a few different things. If it's character changes, too, then I'd think these two examples need to be seen beforehand. I don't know if it's just my brain thinking they're faster attacks, but people have to check first and foremost, alright?