MOI-ARI
Smash Ace
I don't recall checking (along with many things apparently) If Counter had been changed? Less end lag on it at all?
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Yeah I figured there would be charged this and that and aerial this and that but there are 16 (if I counted correctly) and you can only have 12 neutral Bs I suppose (6 for ground uncharged/charged, 6 for aerial).04b=Spotdodge
04c=Roll (Forwards?)
04d= Roll (Backwards?)
05c=Utilt
219=Shield Breaker
21a=Storm Thrust?
21b=Dashing Assault
21c=?
21d=Shield breaker (Charged)
21e=Storm thrust (Charged)
21f=dashing assault (Charged)
220=?
229=Aerial shield breaker?
22a=?
22b=Aerial Dashing Assault
22c=?
22d=?
22e=?
22f=Aerial Dashing Assault (Charged)
230=?
And then the bottom three are landing lags for up specials like @ Vipermoon said. The ? are almost certainly related to the charged neutral specials (since they're all 2 frame reductions, 42 > 40), but most of them don't appear in the raw 1.1 dump, so I can't be sure: http://opensa.dantarion.com/s4/raw/144/marth.html
Edit: Charged or aerial neutral specials.
Because the frames themselves weren't changed, only frames when you enter buttons.I don't understand why Dancing Blade input charges aren't mentioned here? Oh and this debunks the idea that DB1 aerial is laggier since it's not there.
Wait, shouldn't it be F35 that for the input window? Because of the frame speed multiplier?DB1 input window going up 5 frames is a bummer, the rest of it is good.
It's now 32, when the move ends 33 in the air. In other words we don't have a buffer window on dolphin slashing or using other aerials I think (as attack inputs will register for it).
I'm guessing they either didn't think it through or they didn't like Lucina's spamming db1 nair fsmash on wifi
Can someone confirm what DB1 (grounded) end frame is now?
I definitely think it's the former. I just spent a few minutes on this again. In slow motion zoomed in you can definitely tell the animation ends but I'm still able to input DB2 for what seems to only be a frame or two later.I hope not.
If that's right it would mean Aerial DB1 (which seemed like an obvious thing Sakurai was altering his game plan around with the loss of sh double aerials and db1 as a jab replacement on the ground) is now.... kinda worthless. You could... probably air dodge, jump or fast fall out of it as fast as you could before but any attack or special input would put it as just as laggy as forward air.
It would also explain you guys saying db1->aerial is harder/not possible to do anymore.
Possibly worth testing if jumping/dodging/fast falling does still work at frame 33...
OR if the game forces that jab window to "die" when the animation otherwise ends.
Maybe you're right, lol.I don't think "attack" inputs ever progressed dancing blade iirc. I honestly want to say I'm 95% certain of this, but I don't want to be called out if I'm wrong.
I also feel like the only thing to worry about is aerial DB>DS, which can still be done the same way it was before, but the timing is a bit more strict.
The former. I don't know why the game files say that. Just another one of those weird reasons. I mean, we always had DS at 23, CS at 37, and DJ at 43. The game said it used to be 22, 36, 42 but we do know it's a 3 frame buff and that's all that matters.I don't think attack ever continued DB either, but I can't say that I would have noticed it much if it did.
Anyways, what's the new landing lag for up-specials? Is it 20/34/40 or 19/33/39?
It's always done 9% on the tip.I checked the first post and it isn't there.
I noticed this: Utilt got damage nerf for tipper 11 ->9.
U-tiltHum, I'm pretty sure it didn't. Or at least I can 100% confirm it didn't in a particular situation: utilt tipper did 11 on the sandbag while waiting for the match to start with a friend.
That explains. Yeah sandbags are weird, dont use them. xDHum, I'm pretty sure it didn't. Or at least I can 100% confirm it didn't in a particular situation: utilt tipper did 11 on the sandbag while waiting for the match to start with a friend.
Definitely not in this iteration of the game. Melee, yes.Thinking about it, I definitely remember some form of A button dancing blade at some point of the game (wii u even).
So if I'm reading this correctly that means we have more frames to input the next string with the B button, but we can use an A move after eight frames instead of 15 now? Also yeah as someone else stated A button attacks don't continue the DB string.Explaining dancing blade changes:
It's by all accounts a buff.
Their windows for the next strike increased by 5 frames. Now you have a move which is much closer to being able to pressure the opponent into worrying about whether you're going to strike again or stop.
Dancing Blade 1's input window ended frame 27 now it's 32. The move itself had an end frame of 42, but now is 40 (also buffed).
So in other words this move has gone from 15 frames of no input cooldown, to EIGHT.
It's significant QoL buff.
The "down side" is that with the game's buffer window of 10 frames and the input window before cooldown being less than that, your timing for inputting a special has to change.
In aerial DB1's case you can't really buffer a special at all.
If I'm remembering correctly, DB2 is roughly that same cooldown as DB1 is now. So we have "two" opportunities to have a REACTION SPEED TRAP on dancing blade now. Sweet.
Same feeling we got about the loss of jab resetting with jab 1. The change was worth it though.There are much harder things to time in smash than our new DB.
I think we should be grateful. As outraged as I was at first, I can't even be mad at what is clearly a good thing.
Moral of the story is first impressions suck. Especially if you pull an all nighter before you test the new patch.