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That's why I suggested intentionally wiffing db1 while descending to the stage.Problem with DB is that the first hit is the one that they can easily DI out, so this doesn't really help in connecting the entire thing at higher %. Also, whats the thing with Down 3?
First, you've been amazing to watch in tournys. Seriously, you are a friggin rock star.I haven't tested it yet but when i first read the data I thought "great marths nerfed again"
People may be asking why but if you have good experience vs a character like Diddy you would know the he pops out of dancing blade easily. Now that we have less knockback my assumption is he can super easily just di out of dancing blade 1/2. Overall nerf.
But I must test more, if its true im furious.
I've been getting DB kills this way for many months.https://www.youtube.com/watch?v=vvrJGu6kncw&app=desktop
https://www.youtube.com/watch?v=sTgWTZdzJ2o&app=desktop
:D
"Say Dancing Blade got nerfed..."
I know it worked before, it's just more consistent now and works at higher percents.I've been getting DB kills this way for many months.
No it's the same.I know it worked before, it's just more consistent now and works at higher percents.
Dancing Blade 1/2 Hit 2-forwardNo it's the same.
I guess you missed my post that said Thinkaman's format here says Dancing Blade CUSTOM 1 and 2: HIT 2 ONLY. Hit 1 doesn't even have these knockback values in the first place (its kb values are and still are 25b/75g). Unless they're dumb and they DI in, the only way to get the tipper 4 forward at the ledge is if it's before usually 90%. At those percents (before 100%) the knockback adjustments of DB2 ONLY won't make enough of a difference to really affect anything (and DB2 should only hit fast fallers at that percent anyway in which case the kb matters even less unless DB1 misses). I've done this hundreds of times to know that DB2s old knockback at those percents wasn't high enough to ruin anything let alone be noticeable.Dancing Blade 1/2 Hit 2-forward
So, even though these large changes to knockback growth were made, the first and second hit will still have entirely no difference at all than before the patch?
- Hitbox 0/2 KBG 70 -> 30
- Hitbox 1 KBG 50 -> 30
- Hitbox 0/1/2 BKB 28 -> 30
You probably got the kills with hit 3 and 4 before patch, but now there's a better chance that landing db1 will string into the others at higher percents.
In any case, it is impossible for it to be the same, because the data shows these changes.
If you argue with that, then you're probably trolling.
If you DI out during dancing blade you give the person using Marth a free tipper which kills, If you DI in marth will sour spot which doesn't result in kills usually.I guess you missed my post that said Thinkaman's format here says Dancing Blade CUSTOM 1 and 2: HIT 2 ONLY. Hit 1 doesn't even have these knockback values in the first place (its kb values are and still are 25b/75g). Unless they're dumb and they DI in, the only way to get the tipper 4 forward at the ledge is if it's before usually 90%. At those percents (before 100%) the knockback adjustments of DB2 ONLY won't make enough of a difference to really affect anything (and DB2 should only hit fast fallers at that percent anyway in which case the kb matters even less unless DB1 misses). I've done this hundreds of times to know that DB2s old knockback at those percents wasn't high enough to ruin anything let alone be noticeable.
Also thank you, I'm trying very hard to make the meta with this character. Ended up making a twitter since Nairo and the NJ boys basically forced me to lmao.First, you've been amazing to watch in tournys. Seriously, you are a friggin rock star.
Second... Duuude no way it's a nerf lol. It's working as a killmove really well! The hitstun might be greater or same, while the knockback is less, meaning they just stay in your hits more easily until the final strike.
I mean, if Diddy could Di out before, if anything it will be harder for him now.
I've never gotten so many kills with it. I'm really happy so far.
But definitely let us know what you find. If it does have some nerf issues, that would suck
What? No, we're talking about dancing blade at the ledge. The ledge stops Marth from moving forward on the 4th hit. They go too far for i to even reach if they DI away at a percent that the tipper would kill at the ledge.If you DI out during dancing blade you give the person using Marth a free tipper which kills, If you DI in marth will sour spot which doesn't result in kills usually.
currently testing everything. The thing i'm sad about the most is short hop db1 into n-air into kill confirm looks impossible right now. It was the only 100% kill combo we had.... going to test on all the high tiers first.
You're confusing me. Just read this and go with it:So "Db 1/2" doesn't really mean db 1 and 2, and is really only talking about DB 2 only, except for Db custom 1.
So Db 1/2 means Db custom 1 and normal2
If it was a change to Db custom 1, he would have written "custom" somewhere in the patch notes, I would think.
It's all about which hitbox touches your opponents' hurtbox first. It can't be controlled beyond that. You're going to get situations like this including the inverse.So I'm going to bring this up out of no where. Has anyone else noticed Marth tipper acting strange? On some hits that should be tipper they're not. It's always been like this for me but what about anyone else?