Rashyboy05
Your Average Touhou fan~
Okay seriously, why does Sonic need any buffs?Dear Sakurai
Once again you have wasted an opportunity to buff sonic
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Okay seriously, why does Sonic need any buffs?Dear Sakurai
Once again you have wasted an opportunity to buff sonic
So it looks like the engine change from the last patch was reverted, shield hit lag now = hit lag?I'm testing Link's frames and every single one of his normals causes more shieldstun. With the way the numbers are changed I think this means that there was a change to the formula for shieldstun.
Jab 1: Shieldstun increased from 1 frames to 4.
Jab 2: Shieldstun increased from 1 frame to 4.
Jab 3: Shieldstun increased from 2 frames to 5.
F-tilt: Shieldstun increased from 6 frames to 10.
D-tilt: Shieldstun increased from 5 frames to 9.
U-tilt: Shieldstun increased from 4 frames to 8.
The shieldstun for the rest of his normals change in a similar pattern.
In addition to this it appears that hitlag modifiers on shield may have changed again. Link's f-smash 2 originally had 12 frames of self shieldlag and the opponent only had 10. Now both Link and the opponent have 12 frames of hitlag. His uncharged spin attack was 10 frames of opponent shieldlag, 11 frames of self shieldlag; now it's 11 frames for both. Full charge was 13 frames of opponent shieldlag, 15 frames of self shieldlag; now it's 15 frames for both.
So what does this mean? Well, not only does it mean that potentially everyone is safer on shield, it also means that some multi-hitting moves are true blockstrings now. So you block one hit you're forced to block the rest. Yoshi/Wario/Mario d-air, Mega Man b-air, Sonic/Dedede/Ryu f-tilt are some examples. Not all multi-hitting moves are like this though (e.g. Fox/Jigglypuff/Dr Mario/Kirby d-air, Super Pit Bros/Lucas n-air, Super Pit Bros/Pikachu f-air, Pikachu b-air, rapid jabs), so I'll have to look into why (most likely because even with the shieldstun increase, the gap between the hits on those attacks is just large enough).
I'm gonna check Ryu and Marth next to see what impact this has on them.
This patch was not as insignificant as some may have thought.
If this stands to be true, I'm significantly happier than I was five minutes ago. And I haven't even updated my game yet.Shield stun is seemingly up as well... significantly so...
Question, is that why this happens?So it looks like the engine change from the last patch was reverted, shield hit lag now = hit lag?
We'd need to see on moves with lots of hit lag to be sure, but shielding characters are receiving more hit lag.
Shield stun is seemingly up as well... significantly so...
I'm guessing shield stun now has a base of 3 (from 0) and is scaling slightly better I'll have to run some numbers as we get more to see if I can figure out quickly (fortunately all my shield safety stuff from my data topic will be easy to update!!!).
Most looping hitboxes in the game that I've seen in recent times tend to hit 1 out of 3 frames or 2 out of 3 frames. In the latter case it ensured that the move could not be shield dropped in between. If a move now has a minimum of 3 frames of shield stun there would be no gap available to drop shield or start another shield drop action.
does that mean Sonic is a bigger pain now?So it looks like the engine change from the last patch was reverted, shield hit lag now = hit lag?
We'd need to see on moves with lots of hit lag to be sure, but shielding characters are receiving more hit lag.
Shield stun is seemingly up as well... significantly so...
I'm guessing shield stun now has a base of 3 (from 0) and is scaling slightly better I'll have to run some numbers as we get more to see if I can figure out quickly (fortunately all my shield safety stuff from my data topic will be easy to update!!!).
Pretty much so, yeah.So did Sheik become even more impossible to punish now?
I'm going to hypothesize that, with significant changes to shield stun (and HP?), Sheik is going to have a harder time playing it cool. Or, rather, you don't need to be 'as' on-point with your spacing or safe moves as before, because Sheik can't punish you for it as easily.So did Sheik become even more impossible to punish now?
So, if the momentum changes are only for side-b 3, does that mean they fixed the Raptor Roost Glitch?Falcon has a momentum change in side-b, and it does 9% instead of 8% ground and 8% instead of 7% air.
I want to say yes. They essentially nerfed marth because the new shield mechanics made him too broken.So does increased shield stun mean that, for example, Marth gets better? Making his moves much safer on shield and perhaps more combos?
Just curious.
It's thankfully not a thing for Yoshi, it's apparently everyone due to shield stun changes.I do not know if you could before with Yoshi, but you cannot shield drop or act out of shield at all versus Lucario's Aura Sphere or Yoshi's down air. There might be other instances where this has some importance.
Basically, attacking a shield is now safer for every character.So does increased shield stun mean that, for example, Marth gets better? Making his moves much safer on shield and perhaps more combos?
Just curious.
Well PS before always had the shield stun before so I would assume it does.Just to clarify: Do these changes to shield stun affect perfect shielding? My hype from previous posts relies on PS'ing being brought down the scale.
I think this is largely determinant on how much shieldstun they've actually added. We don't really have a number yet but if it's really slight than IDK, cause this game had less shieldstun than Brawl initially IIRCExtra shieldstun means campier meta. Have you seen Brawl Minus Luigi and what he did under 64 levels of shield stun? That was an extremely campy meta because nobody in the right mind wanted to approach and be forced to shield.
Increased Shield Stun is easily the worst thought out change that they could have possibly done for this game.
Making shields less powerful and making attacks safer means a campier, more defensive meta?Extra shieldstun means campier meta. Have you seen Brawl Minus Luigi and what he did under 64 levels of shield stun? That was an extremely campy meta because nobody in the right mind wanted to approach and be forced to shield.
Increased Shield Stun is easily the worst thought out change that they could have possibly done for this game.
I am aware, I am just pointing out the specific abuse cases where this is relevant.It's thankfully not a thing for Yoshi, it's apparently everyone due to shield stun changes.
http://smashboards.com/threads/magical-engimatic-land-1-1-1-patch-notes.419067/page-9#post-20220207
Fox's lasers from down throw do 1.5% each (he shoots 4 lasers total), doing 7% total damage. Before the patch the total damage was 9%.Hmm, I double checked this as well and you're certainly correct (5 instances = 40%). The mystery of what's now 1.5% I wonder?