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Attacking does work against most projectiles.Doesn't work vs. projectiles. Also risky because Bowser isn't Sheik and has actual endlag. Grapplers need strong shields.
Does anyone know if these are all of the changes?Are these all of the changes? Or are these just the ones we know about right now?
So what's your logic for more shieldstun leading to a more aggressive game? Probably a comparison to melee or something.You and the Brawl Minus guy are pointing at 64 shieldstun as if this engine change puts the game anywhere near that level.
The answer to addressing shields was SHIELD DAMAGE.You and the Brawl Minus guy are pointing at 64 shieldstun as if this engine change puts the game anywhere near that level.
It doesn't.
This game had more powerful shields than any other Smash, and this change makes them less safe, not unsafe.
Yep.So...
There was a problem fetching the tweet
Is this a thing now?
Is that... less invulnerability on... whatever those things are?Uh can someone explain the changes to airdodges? I think I understand that back rolls have one less i-frame but the value that got changed for airdodges I've never seen before?
Ex:
Right but I'm just wondering what value got changed for airdodge. What do 17 and 16 correspond to?Is that... less invulnerability on... whatever those things are?
Escapeb would be... back rolls? Escape air is obviously air-dodge.
I don't think that's a thing but we'll be getting stuff like this from the looks of it.So...
There was a problem fetching the tweet
Is this a thing now?
Rosalina had to edge cancel her Rapid Jab for that to work, so it's not something she can pull off at any moment.Yep.
Here's how it might affect me as a Villager lover.I don't follow Brawl minus, but I don't see how making every attack safer on shield would lead to a campier meta. Increased shieldstun should lead to shields shutting down less approaches, allowing players to directly challenge shields more easily. I like Smash 4 but my main issue has been that shield is too safe, so yes to me this is the best thing they could've done.
This is true. It's kinda scary how different this makes the game though. While Rosa has to set it up, Lucario just has to B-reverse Aura Sphere and your shield goes to poop. I'm a bit confused why they don't give Aura Sphere the same pushback as Rabid Jabs. >_>Rosalina had to edge cancel her Rapid Jab for that to work, so it's not something she can pull off at any moment.
it has always counted as a combo in training, but the ppl can still act out of it, its not a true combo, training just registers it as such (training lies sometimes).I according to training mode, Mewtwo's side B can now combo. It said side B>ftilt is a combo.
This is a good point, however, bear in mind shield was also one of the things holding short hop aerial approaches at bay, and was generally a good defensive choice.So what's your logic for more shieldstun leading to a more aggressive game? Probably a comparison to melee or something.
More shieldstun leads to spacing options being safer, projectiles being safer, etc. When dash > shield is one of the best approach options in the game (especially for characters with bad neutral), and you nerf that option, the game becomes LESS aggressive, not more aggressive.
Villager is probably an ultra winner of this patch lol, slingshot just got a WHOLE lot safer on shields, same with side-bVillager
Greninja has 2 0.66x frame speed multipliers added to subactions that previous had no code. (So not attacks or such) It's currently impossible for me to tell what these might be, other than that they must be something obscure. No other changes.
Edit: Ike has multiple changes. Coming back to him later. So does Kirby.
Since shield stun has been amped, is 's Spindash, Spincharge (3 hits), and Fair (6 hits) busted on shield now?
Did just become top 3 again...I can settle with this.
Nah it always does that. Unfortunately this is not the case. Mew2 doesnt even have frame advantage after side bI according to training mode, Mewtwo's side B can now combo. It said side B>ftilt is a combo.
I'm wondering the same thing about Robin's Levin moves, but I am not home to be able to test.The next thing to look at would be Marth probably.
How is 0.7 hit lag modifiers working, how are his 1.25 hit lag modifiers working?
If shield hit lag is now matching the attacker's hit lag, what does that mean for electric attacks?
Falcon frame cancel knee->grab garunteed on shield confirmedThe next thing to look at would be Marth probably.
How is 0.7 hit lag modifiers working, how are his 1.25 hit lag modifiers working?
If shield hit lag is now matching the attacker's hit lag, what does that mean for electric attacks?
That's a drastic increase in shield stun if that formula is accurate. 10 frames of shield stun for a 13% attack? Fox has a 13% back air that auto cancels 4-6 frames after its hitbox has ended...My current formula that seems somewhat accurate with the range of values I have thus far from Link:
No certainty but:
Shield Stun = floor(damage/1.8) + 3
from damage/2.56
Oh yeah this also assumes moves are being tested fresh; in other words damage being 5% higher.Code:Damage Expected Stun New Stun Assumption 2.5 1.025390625 4 4.4583333333 4 1.5625 5 5.3333333333 5 2.05078125 5 5.9166666667 8 3.125 7 7.6666666667 9 3.515625 8 8.25 10 3.90625 8 8.8333333333 11 4.296875 9 9.4166666667 13 5.078125 10 10.5833333333 14 5.46875 11 11.1666666667
Is the "damage" portion the amount of damage the move would do to the enemy if they weren't shielding, or is it the raw damage datum of the move?My current formula that seems somewhat accurate with the range of values I have thus far from Link:
No certainty but:
Shield Stun = floor(damage/1.8) + 3
from damage/2.56
3ds 1.1.0Comparing the damage from Olimar with Myran's guide http://smashboards.com/threads/pikmin-management-and-more-a-ssb4-guide-to-olimar.374924/
I found out that the dthrow does less damage with each Pikmin color. Means:
Dthrow 6% -> 5% (red)
Dthrow 8% -> 7% (yellow)
Dthrow 12% -> 11% (blue)
Dthrow von 8% auf 7% (white)
Dthrow von 8% auf 7% (purple)
All my numbers for shieldstun is tested in training mode, since there's no move staling there, or rage. Ensures I get consistent results.My current formula that seems somewhat accurate with the range of values I have thus far from Link:
No certainty but:
Shield Stun = floor(damage/1.8) + 3
from damage/2.56
Oh yeah this also assumes moves are being tested fresh; in other words damage being 5% higher.Code:Damage Expected Stun New Stun Assumption 2.5 1.025390625 4 4.4583333333 4 1.5625 5 5.3333333333 5 2.05078125 5 5.9166666667 8 3.125 7 7.6666666667 9 3.515625 8 8.25 10 3.90625 8 8.8333333333 11 4.296875 9 9.4166666667 13 5.078125 10 10.5833333333 14 5.46875 11 11.1666666667
Looks terrifying. Roy's fsmash would have like 14 frames shieldstun.My current formula that seems somewhat accurate with the range of values I have thus far from Link:
No certainty but:
Shield Stun = floor(damage/1.8) + 3
from damage/2.56
Oh yeah this also assumes moves are being tested fresh; in other words damage being 5% higher.Code:Damage Expected Stun New Stun Assumption 2.5 1.025390625 4 4.4583333333 4 1.5625 5 5.3333333333 5 2.05078125 5 5.9166666667 8 3.125 7 7.6666666667 9 3.515625 8 8.25 10 3.90625 8 8.8333333333 11 4.296875 9 9.4166666667 13 5.078125 10 10.5833333333 14 5.46875 11 11.1666666667