FullMoon
i'm just joking with you
This is not really true but I just feel like sharing this
Poor Diddy.
Poor Diddy.
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So that's enlightening.We have released patch 1.0.9
*Version 1.0.9 is required for online play.
- Various fixes to improve gameplay
Really? How does sixriver get hitbox duration then? That'd require TAS type stuff to be able to test hitbox start times on each potential frame. Or is his frame data a mix between 60fps recording and game data?sixriver records data using a 60fps capture card. Theirs is right, thinkaman's are just guesses.
Guys, Wario's Late Dash Attack doesn't hit opponents in mid air or on the ledge. It was a great troll kill for FG, but now it's gone.
No.I don't know if it's true but in June after the update released and three to four days after, Someone in a stream said that Mewtwo's Up Throw was nerfed that it would kill around 147% than 137%? has it been touched?
Against your wish of being ignored if you were wrong, i'm going to say you're likely just getting better.Not sure if this is the place for this but I didn't see a 1.0.9 thread so
Is it possible that the AI has changed a bit in this latest update? I'm not saying it has but I feel like I'm doing much better against level 9s with characters I'm not exceptional with. Though if this is not the case then just ignore this.
If the changelog says there's no hitbox size change, there isn't one.So what's the general consensus on Doc's upB? I've heard people suggest that the hitbox changed (got bigger), but a lot of people say that's just placebo. To this day, it's still up in the air. I noticed this "official" change log doesn't mention Doc at all. Just curious if anyone has actually been able to test it so we can put this debate to rest.
Good enough for me, and that's pretty much what I've been saying. Unfortunately, I still come across people that insist it's larger and definitely changed. Gotta love the almighty placebo.If the changelog says there's no hitbox size change, there isn't one.
The data does not lie. You can tell them that if they insist it changed, then they bought a bootleg black market edition of Smash that we haven't Data Mined yet. Let me know if you find one!Good enough for me, and that's pretty much what I've been saying. Unfortunately, I still come across people that insist it's larger and definitely changed. Gotta love the almighty placebo.
If the AI was changed, 1.0.8 replays would not be functional in 1.0.9Not sure if this is the place for this but I didn't see a 1.0.9 thread so
Is it possible that the AI has changed a bit in this latest update? I'm not saying it has but I feel like I'm doing much better against level 9s with characters I'm not exceptional with. Though if this is not the case then just ignore this.
If that's so then my replays should not work at that time.
Unless I am incorrect, this already used to happen in 1.0.7
The flag at the bottom of the image (targetRestriction=1) means this hitbox can only hit if the opponent is on the ground.
The picture depicts 1.0.7 and 1.0.8If that's so then my replays should not work at that time.
Whoops sorry I was kinda lost there for a moment XD! but yea I see it now, thanks for the pictures!The picture depicts 1.0.7 and 1.0.8
There are no known balance changes in 1.0.9.
Thanks.
not really? The AI changing wouldn't affect replays. That being said I don't think the AI was changed prolly placebo.If the AI was changed, 1.0.8 replays would not be functional in 1.0.9
Yes it would, the inputs of AI aren't saved in replays. Instead the RNG seed is saved and the AI thus plays exactly the same in the saved match as they're coming across the same exact series of events (which is why when replays involving AI desync, they still play normally while human players start SDing and attacking the air, as the AI is actually controlling themselves in the replays). As such, if the AI was modified, replays with them would no longer work as their new parameters will cause them to react differently to the same set of events under the same RNG seed, thus breaking replays as they would no longer play exactly as they did in the recorded matches.not really? The AI changing wouldn't affect replays. That being said I don't think the AI was changed prolly placebo.
Just to be clear, Ike Ftilt is now 12 start-up and 41 total instead of 15 and 44. Which means total is only less because of the start-up change.Just to clarify for Ike's changes, I can confirm all of the frame changes already listed. The start-up reductions reduced the total frames by the same amount in each instance (e.g. f-tilt start-up reduced by 3 frames, total frames also down by 3). Ike's d-air landing lag was reduced by 3 frames, from 26 -> 23. And for his side-b, the start-up reduction is only for minimum charge time, as the minimum charge time was reduced by 3 frames (17 -> 14). The start-up of the attack itself when you release from charge is the same speed. So Quick Draw is 16 frame start-up at minimum, Close Combat is 15 frame start-up at minimum, and Unyielding Blade is 18 frame start-up at minimum.
EDIT: Also, looks like the recharge time on all of Robin's stuff was altered? According to Kurogane's frame data:
Levin Sword recharges in 600 frames
Thunder in 720 frames
Fire in 720 frames
Wind in 420 frames
Nosferatu in 2400 frames
Yet according to my frame counting for 1.08, I got:
Levin Sword recharges in 567 frames
Thunder in 604 frames
Fire in 638 frames
Wind in 467 frames
Nosferatu in 2340 frames
The recharge starts from the frame you use the move, not the frame he throws the book. Try it yourself by constantly buffering Side B. You never throw the book but you'll be able to use it again. Nothing has changed.Just to clarify for Ike's changes, I can confirm all of the frame changes already listed. The start-up reductions reduced the total frames by the same amount in each instance (e.g. f-tilt start-up reduced by 3 frames, total frames also down by 3). Ike's d-air landing lag was reduced by 3 frames, from 26 -> 23. And for his side-b, the start-up reduction is only for minimum charge time, as the minimum charge time was reduced by 3 frames (17 -> 14). The start-up of the attack itself when you release from charge is the same speed. So Quick Draw is 16 frame start-up at minimum, Close Combat is 15 frame start-up at minimum, and Unyielding Blade is 18 frame start-up at minimum.
EDIT: Also, looks like the recharge time on all of Robin's stuff was altered? According to Kurogane's frame data:
Levin Sword recharges in 600 frames
Thunder in 720 frames
Fire in 720 frames
Wind in 420 frames
Nosferatu in 2400 frames
Yet according to my frame counting for 1.08, I got:
Levin Sword recharges in 567 frames
Thunder in 604 frames
Fire in 638 frames
Wind in 467 frames
Nosferatu in 2340 frames
http://kuroganehammer.com/Smash4/Ike uses accurate 1.0.8 dataActually, scratch that. Ike's f-tilt is 13 frame start-up now, not 12.
The hitbox on Ike's f-tilt doesn't appear until AFTER his sword swings around. Previously when his sword was directly in front of him it had a hitbox on it. Now it doesn't at that point, and the hitbox instead appears when his sword is to his side and the sword trail is in front of him.
Total frame count is still down by 3 though.
How did you know it had a frame 14 hitbox (since I'm guessing it can't hit anyone since it'd be the 3rd dimension)? The 1.0.8 "data dump"?The recharge starts from the frame you use the move, not the frame he throws the book. Try it yourself by constantly buffering Side B. You never throw the book but you'll be able to use it again. Nothing has changed.
http://kuroganehammer.com/Smash4/Ike uses accurate 1.0.8 data