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Official Mario Enigma Machine [1.1.1] Patch Notes

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Zapp Branniglenn

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Has anyone finished the FAF frame data for Samus? I haven't seen anyone talk about it since the initial data mining finished. Very curious to see that info./
If you're only interested in FAF differences, Her Fair has 24 frames of landing lag now instead of 30. I personally looked at all her moves, save for customs. All other differences to her moves are in the OP.
 

DungeonMaster

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Has anyone finished the FAF frame data for Samus? I haven't seen anyone talk about it since the initial data mining finished. Very curious to see that info./
So are the Samus boards in general. Looking at combos and the respective ranges of applicability I feel f-air -> f-air true combos are easier which would mean a FAF difference on fair.
Still investigating, could be placebo.
 

theyellowflash26

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We're pretty certain neither of those things would've/could've changed. Personally I saw no damage differences, a fresh boost kick has always done 16% (2x uair -> boostkick is 32% in training mode).
Boost Kick does 17%
 

Seniks

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If you're only interested in FAF differences, Her Fair has 24 frames of landing lag now instead of 30. I personally looked at all her moves, save for customs. All other differences to her moves are in the OP.
The OP? Is that the front page of this thread? Also, I remember someone in our group confirming reduced end lag frames for standing grab.
 

Seniks

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So are the Samus boards in general. Looking at combos and the respective ranges of applicability I feel f-air -> f-air true combos are easier which would mean a FAF difference on fair.
Still investigating, could be placebo.
Do you know of anyone in our samus Skype group that can test out frame data?
 

JamietheAuraUser

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Meant to get to this earlier.

Peach Neutral B: Total frames reduced from 64 -> 62 (air and ground)

Bowser N-air: Landing lag reduced from 24 -> 20 (incorrectly noted as 25 frames before in the OP)

Samus F-air: Landing lag reduced from 30 -> 24

Thanks once again to Zapp Branniglenn Zapp Branniglenn for finding the initial differences.
Peach Neutral B was 66 -> 64 both air and ground on a successful activation, right? And counter window starts frame 11 -> 10, and ends frame 32 -> 35? Endlag changes on both whiff and success carry over to custom moves as well?

Also, you said non-custom moves were checked for endlag/landing lag changes? What about customs moves and Mii Fighters? In particular, I'm wondering if they've done anything about the Mii Swordfighter's Chakram Infinite, since as much as I like the character being able to actually combo out of Chakram that infinite really needs to go.

Edit: Seniks Seniks : OP is short for "Original Post" or "Opening Post", so yes, check the first page.
 
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Gunla

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Greninja's grab is bugged in this patch.

Maybe it's Diddy?

I don't seem to have this issue on either version (have been playing to practice the new patch this morning for quite a bit with Greninja), but that's really odd. What exactly happened in the match? Perhaps it's Diddy?

Other Greninjas I'm in contact with have not reported issues like this, however.
 
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theyellowflash26

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Not a gameplay change, but Robin's "A good tactician..." win pose has added light trail effects on the sword.
 

FUEGO!

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Alright, two top tier "winners" from this patch are zero suit and pikachu

:4zss:

Attack | Full Action | Auto Cancel | Landing | Patch Diff
Neutral Air | [-27,-33] | [-19,-25] | -2 | 10
Forward Air 1 | [-34,-35] | [-27,-28] | -11 | 4
Forward Air 2 | [-23,-24] | [-16,-17] | -10 | 4
Back Air | [-21,-22] | [-14,-15] | -2 | 5
Up Air | [-14,-20] | [-7,-13] | -2 | 4
Down Air | [-12,-47] | [4,-31] | -24 | 4
Dair Landing | [-22,-23] | | | -3
Grab Air Sour | [-37,-46] | [-38,-47] | -4 | 6
Grab Air Sweet | [-34,-34] | [-35,-35] | -2 | 7

:4pikachu:
Attack | Full Action | Auto Cancel | Landing | Patch Diff
Neutral Air Sweet | [-27,-28] | [-25,-26] | -18 | 4
Neutral Air Sour | [-12,-26] | [-10,-24] | -19 | 4
Forward Air Pre | [-14,-28] | [-6,-20] | -12 | 4
Forward Air Final | [-11,-11] | [-3,-3] | -11 | 10
Back Air Pre | [-26,-51] | [-17,-42] | -27 | 3
Back Air Final | [-40,-46] | [-31,-37] | -26 | 6
Bair Landing | [-23,-24] | | | -2
Up Air | [-13,-17] | [-6,-10] | -19 | 4
Down Air | [-12,-24] | [-5,-17] | -31 | 10
Dair Landing | [-24,-25] | | | 7

:4ryu:
Attack | Full Action | Auto Cancel | Landing | Patch Diff
Neutral Air Sweet | [-14,-16] | [-22,-24] | 1 | 7
Neutral Air Sour | [-1,-15] | [-9,-23] | -1 | 7
Forward Air Sweet* | [-12,-20] | [-23,-31] | -3 | 11
Forward Air Sour | [-15,-23] | [-26,-34] | -6 | 9
Back Air Sweet | [-21,-22] | [-6,-7] | -1 | 10
Back Air Sour | [-22,-23] | [-7,-8] | -2 | 9
Up Air | [-19,-23] | [-3,-7] | -8 | 7
Down Air Sweet | [-22,-26] | [-11,-15] | -7 | 11
Down Air Sour | [-24,-28] | [-13,-17] | -9 | 9

+10 on zero suit nair and 10 on pikachu's final hit of fair ?
landing hitboxes may be off still.
Any way you could do a similar post with Lucas? I think he actually has approach options now that his multi hit aerials are safe on shield and he can play like his super aggressive PM incarnation if my theory holds true.
 

JamietheAuraUser

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Another? What do you mean? Also, the more shield stun thing means she cant up b oos as easy. That kinda sucks, since that was her only oos option.
NAir has electric element, which causes extra hitlag that originally didn't apply to the defender if shielded, but now does. It's significantly safer on shield than it used to be as a result.

I wonder if her ZAir does fun things on block now with increased shieldstun, synced hitlag, and autocancel?
 

theyellowflash26

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NAir has electric element, which causes extra hitlag that originally didn't apply to the defender if shielded, but now does. It's significantly safer on shield than it used to be as a result.

I wonder if her ZAir does fun things on block now with increased shieldstun, synced hitlag, and autocancel?
Well I get the shield stun making her moves safer. I just was wondering what they meant by "another". To my knowledge she hasn't been touched gameplay wise.
 

Gawain

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Ike buff, Ragnell glows in his aether victory screen pose during the pause. I believe this buff is critical to the development of Ikes metagame.
 

FullMoon

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Greninja's grab is bugged in this patch.

Maybe it's Diddy?

I tested i but I didn't have any of those issues.

Maybe something went wrong when you updated?

Either way the fact that this happened on standing grab of all moves at least means it's not going to be too much of an issue lol.
 

WeirdJoe27

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Marth/Lucina now have a harder time breaking shields with Shieldbreaker...

For what purpose was this done? I mean, it's in the name!

Although, I guess it was done in accordance to the increase in shieldlag, so it makes a bit more sense than some random Marth/Lucina nerf.
It wasn't called guaranteed shield breaker. Also, it was too easily spammable and needed to be nerfed (should have always been way more punishable if missed). I think it's got a good balance now. Of course, I don't use either character, but I know what it's like going against them.
 

Sabaca

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Rumour: Power shielding window was also changed from frames 1-4 of shield to 1-3
i.e. is now the same as brawl.

AND GOOD NIGHT.
Can confirm. Just tested it with Ike's jab, so either perfect shield was nerfed or Ike's jab(frame 4),Bowser Jr.'s jab got slower. Also Falcons jab still gets powershielded so we know it's not less than 3.
 
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Sausage Zeldas

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Ganon's new Nair has a new sourspot on the first hit, which isn't mentioned yet in the OP. And it hits differently on the ground and in the air, interestingly enough.

Also @Dantarion , you seem to have skipped shield damage in labeling the parameters on those Nair hitboxes.
 
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Iron Kraken

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Apparently Luma does LESS shield stun than she did before the patch.

And since everyone else does more shield stun, Rosa may have just gotten a huge nerf.
 

GeneralLedge

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Wii U only, apparently. Might have to ban Diddy. :awesome:
You joke, but this is exactly the sort of reason a character would actually need to be banned for. Not logistics, or set up, but a bona fide gameplay problem.

I'm sure it'll get patched, and relatively fast, but until that time Diddy should be considered as banned, especially if it happens at random.
 

Nobie

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I mentioned this previously but it got lost in the shield mechanics bonanza.

According to Dantarion's info, one of Mewtwo's attacks was changed. The only thing is, this move is listed as 7 base damage but Mewtwo doesn't appear to have ANY 7 base damage moves. Would anyone be able to identify it, so we can figure out what exactly the change is?

This is the raw data for the move

0DB - 0x24888b77 - 24888B77
params: {23, 0, IASA?=1, 0, 46, 1}
game

AsynchronousTimer(19.000000)#frame 19
Hitbox4_2988D50F(Id=0x0, Bone?=0x0, unk?=0x0, Damage=7.000000, Angle=0x30, BKB=0x30, WKB?=0x0, KBG=0x50, Size=5.000000, X=0.000000, Y=5.000000, 15.000000, 0x0, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x8, 0x1, 0x1, 0x3, 0x1, 0x18, 0x0, 5.000000, 4.000000)
SynchronousTimer(2.000000)#frame 21
RemoveAllHitboxes()
AsynchronousTimer(24.000000)#frame 24
Hitbox4_2988D50F(Id=0x0, Bone?=0x0, unk?=0x0, Damage=7.000000, Angle=0x30, BKB=0x30, WKB?=0x0, KBG=0x50, Size=5.000000, X=0.000000, Y=5.000000, -15.000000, 0x0, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x8, 0x1, 0x1, 0x3, 0x1, 0x18, 0x0, 5.000000, -5.000000)
SynchronousTimer(2.000000)#frame 26
RemoveAllHitboxes()
End()
 
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LancerStaff

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You joke, but this is exactly the sort of reason a character would actually need to be banned for. Not logistics, or set up, but a bona fide gameplay problem.

I'm sure it'll get patched, and relatively fast, but until that time Diddy should be considered as banned, especially if it happens at random.
I just thought it was funny we were going to ban him a half a year after he got nerfed.
 
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