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It's not that bad, I suppose (although shield stun is far from an exact replacement for shield damage), but the main thing I'm upset about is that Samus Custom.Shield Breaker still functions generally the same due to how a lot of moves (including Shield Breaker) have higher shield stun now. It wasn't nerfed.
Edit:
This post was reserved for Marth changes. I fell for the placebo.
He apparently wasn't changed at all except for a Shield Breaker shield damage nerf. So now it's... just a kill move? What was the point of that? It's literally named after its ability to break shields. They should have focused on fixing his moveset.
This isn't even the half of it. He's still a character that while heavily buffed compared to 1.0.0, relies way too much on kill power and rage. Maybe next patch.
- He has many blind spots due to missing frames and small hitboxes (both jabs, ftilt, utilt, fsmash, fair, uair, dair, up b).
- He has bad moves (Dash Attack, Dsmash, and DB1) that need attention.
- Dancing Blade doesn't connect properly (DB2 goes right under their feet).
- His throws don't do enough damage and his "combo" throws have the combination of too much knockback and too much end lag for follow-ups.
- His autocancel windows are crap.
It's not that bad, I suppose (although shield stun is far from an exact replacement for shield damage), but the main thing I'm upset about is that Samus Custom.
Why? knockback growth stat for full charge was reduced by 3 points, which doesn't do much at all to offset the damage increase, greater base knockback and lower launch angle. It's a buff every which way you look at it.It's not that bad, I suppose (although shield stun is far from an exact replacement for shield damage), but the main thing I'm upset about is that Samus Custom.
That's why I sometimes feel hate towards the competitive smasher is justified because they can't make up their minds at all. If Sakurai would listen to the great whining of Smashboards... what kind of game would we get? I mean I cringe at the threads about how the people here would make things "better", how arrogant.Some people are actually COMPLAINING about increased shield stun?!?
Hasn't lack of shield stun been one of the targets of the "Smash 4 is too defensive to be competitive" crowd since release?
Holy hell I'm glad I'm not Sakurai or whoever makes these changes, players would have me literally ripping my hair out of my head.
No need, I'm sure anyone can tell the landing lag is much reduced! Are you sure about d-air? 1-2 frames on d-air would be quite significant for combos.: Fair landing lag reduced.
I can provide pre-patch footage. I need somebody else to provide the post-patch to compare to so we can have video evidence.
Shield Breaker nerf was needed considering how much easier it is to break shields now.The fact that Shield Breaker had it's intended purpose nerfed and the fact that ANYTHING about Melee Charge Shot was weakened disgusts me..
I'm certain Fair is the only move of hers with altered landing lag. Dair is unchanged.No need, I'm sure anyone can tell the landing lag is much reduced! Are you sure about d-air? 1-2 frames on d-air would be quite significant for combos.
Not on Omegas/Final Destination.Seconded. Also, seeing Pallykins getting her best move nerfed hurts, man.
Courtesy of a Reddit post by the Redditor AshtonAnchors, apparently an animation/sub-action for Greninja's second victory pose, where it "does a few chops splashing water, and then a ninja pose," has been altered in a truly metagame-changing way...instead of water droplets solely flying to the left, there are now some water droplets that fly to the right as well..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.
Yes, I think increased shield stun is bad for the game and will further stifle the meta into safe pressure options. It works out in melee because of the mobility options it has to work around the shield stun.Some people are actually COMPLAINING about increased shield stun?!?
Hasn't lack of shield stun been one of the targets of the "Smash 4 is too defensive to be competitive" crowd since release?
Holy hell I'm glad I'm not Sakurai or whoever makes these changes, players would have me literally ripping my hair out of my head.
It'd be fine if there was a mild increase in shield stun but we're talking more shield stun than melee! I think that's a bit too muchSome people are actually COMPLAINING about increased shield stun?!?
Hasn't lack of shield stun been one of the targets of the "Smash 4 is too defensive to be competitive" crowd since release?
Holy hell I'm glad I'm not Sakurai or whoever makes these changes, players would have me literally ripping my hair out of my head.
True because before the patch >>unsafe<< pressure options against a BETTER shield was much better right? Also further stiftle the meta into safe pressure? So unsafe pressure was the metagame until now, that sounds really stupidYes, I think increased shield stun is bad for the game and will further stifle the meta into safe pressure options. It works out in melee because of the mobility options it has to work around the shield stun.
Isn't this also bad in a single player standpoint? This means that you can't safely shield yourself against Master Core anymore if you have yet to complete the higher intensity levels.Yes, I think increased shield stun is bad for the game and will further stifle the meta into safe pressure options. It works out in melee because of the mobility options it has to work around the shield stun.
Melee Charge shot got a huge buff overall. Try it with rage. The new base knockback and increased damage is a direct buff. The reduced KBG is commensurate with the increased damage. It kills mario with rage from the edge of final destination at like 43%It's not that bad, I suppose (although shield stun is far from an exact replacement for shield damage), but the main thing I'm upset about is that Samus Custom.
As stupid as it sounds, both sides are right. Some characters will camp more, some less. The net change is hard to determine... It honestly could go either way.I love this entire argument.
"Making shields better would make the game even more campy! Everyone will just sit in shield"
"Making shields worse is going to make the game even more campy! Everyone will camp even more because they can't just shield!"
I'm sure there are a few other problems, but the most glaring one is how the increase in shield-stun affects heavies. Shield was the main, if not, the only way a heavy could safely approach and attack and with shield-stun being increased they lose that.True because before the patch >>unsafe<< pressure options against a BETTER shield was much better right? Also further stiftle the meta into safe pressure? So unsafe pressure was the metagame until now, that sounds really stupid
(Special Note: If the nerf of the defensive options is indeed a bad thing, would you mind explain, as you call it bad for the game, not the competitive metagame, no for the WHOLE GAME , WHY having the "OP Shield" is better than not having it?
I think its the way they implemented the additional shield stun. They added a base shield stun as well as a increased damage multiplier; whereas if they just increased the damage multiplier a bit more it'd be much better for heavies (and would make more intuitive sense too, you'd likely flinch harder when being hit by a hard hit)I'm sure there are a few other problems, but the most glaring one is how the increase in shield-stun affects heavies. Shield was the main, if not, the only way a heavy could safely approach and attack and with shield-stun being increased they lose that.
Personally, I like the increase, it really helps out a lot of characters, but heavies were shafted hard.
I think it makes life much better for heavies. Landing was the number one problem because people could just wait in shield. Now they can throw out a huge damage aerial and the improved shield stun will keep them safe. Fast characters that has lots of safe options on shield get nothing. Heavies get a bunch of new moves that used to get punished on shield that are now safe.I'm sure there are a few other problems, but the most glaring one is how the increase in shield-stun affects heavies. Shield was the main, if not, the only way a heavy could safely approach and attack and with shield-stun being increased they lose that.
Personally, I like the increase, it really helps out a lot of characters, but heavies were shafted hard.