ledhead
Smash Apprentice
Dedede's inhale feels faster on startup, at least on the ground, similar to Kirby's. I don't have anything to test that vs right now since I'm at work.
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No changes to Fox. The only thing I've noticed is that jab locks are a bit easier to escape, I am in the middle of testing this further though to make sure it's not a placebowait, that's for every character? If so, wow. Anything on Mega Man and Fox?
Damage for high/normal/low was 20%/19%/20%, when most angle-able attacks have +1% on high and -1% on low. Probably just made it like those, as knockback decreases when damage decreases. Does down-angled F-Smash deal 18% in Training Mode now?
- Fsmash (downwards) knockback decreased
This used to be considerably stronger than the other variations. Now it's upwards > normal > downwards.
It's worse than this: Bowser still dies first on some stages and goes to SD on others.Yeah. Bowser always dies first, apprently. But it's different with dash klaw, for some reason.
Damage is the same, knockback is different.Damage for high/normal/low was 20%/19%/20%, when most angle-able attacks have +1% on high and -1% on low. Probably just made it like those, as knockback decreases when damage decreases. Does down-angled F-Smash deal 18% in Training Mode now?
...Something they should've done from the very start.They've synced the version numbers for better comparison, I think. Doesn't actually change anything, just means we can say 1.06 instead of 1.063D 1.03U.
http://www.reddit.com/r/smashbros/comments/32nssk/community_patch_notes_discoveries_thread/cqcyzzdWhat are the Bowser changes people are noticing?
Each hit of the infinite part of his jab combo deals 0.4% damage each. Falco's jab combo would deal precisely 9.6% damage if the jab combo landed the minimum amount of possible hits, which is 7 hits total. This still seems to be the case in the latest patch, so the damage values haven't changed for that attack.No extra 1% anywhere? His Jab combo has 4 rapid jabs as the minimum before the finisher.
Well, aside from customs, unchecked other moves, unconfirmed Blaster rate of fire, unconfirmed D-throw nerf?, and Up Smash linking better, Falco's left unchanged for the most part. Oh, and someone on the Falco boards claimed he ran faster...
I can confirm. I don't have footage of the FSmash variations pre-patch, but I did compare the difference in knockbacks in this patch. In the order in the gif below: Upwards angled FSmash kills almost instantaneously, Normal angled barely kills, and Downwards doesn't kill at all. All tested with Donkey Kong at 95%.
- Fsmash (downwards) knockback decreased
This used to be considerably stronger than the other variations. Now it's upwards > normal > downwards.
@Dantarion's data dump listed Falco's Rapid Jab doing 1% each. Jab 1 does 3%, Jab 2 does 2%, 4 Rapid Jabs would do 4%, and the Finisher does 3% which would be 12%.Each hit of the infinite part of his jab combo deals 0.4% damage each. Falco's jab combo would deal precisely 9.6% damage if the jab combo landed the minimum amount of possible hits, which is 7 hits total. This still seems to be the case in the latest patch, so the damage values haven't changed for that attack.
Knock-Back ^whats KB mean?
@_Barrage said it did 9% which is why I asked for confirmation.I don't get it, is this a joke because the frame data says falco's uair does 9 and I have videos showing it does 11.
It seems that the bombs can explode sooner if an enemy is next to them while they're flashing.Something weird is definitely going on with Samus's bombs.
Obligatory disclaimer that I didn't use Samus enough pre-patch to be intimately familiar with the fuse timer, and this is the result of eyeballing and not a side-by-side, so take with appropriate amounts of salt.
First, the fuse seems shorter. When used on the ground, the bomb falls, bounces once, and explodes just before it lands for the second time.
Second, when used on top of an opponent, the bomb explodes even sooner -- just after it bounces for the first time.
Am I going crazy or is there a rational explanation for this?
It's on a 52 frame timer to become a proximity bomb and goes off on frame 70 without proximity. It's been that way since launch. Over on the samus boards we think that ftilt has been changed (+1% damage and a jank sour spot at the knee) and missiles have been changed (go faster). Everything else seems untouched. If you hit someone right as the proximity timer starts there is another 4% damage hitbox that gives you a 9% sweet spot damage. The same sweet spot does 21% shield damage.Something weird is definitely going on with Samus's bombs.
Obligatory disclaimer that I didn't use Samus enough pre-patch to be intimately familiar with the fuse timer, and this is the result of eyeballing and not a side-by-side, so take with appropriate amounts of salt.
First, the fuse seems shorter. When used on the ground, the bomb falls, bounces once, and explodes just before it lands for the second time. I don't recall it exploding this fast before.
Second, when used on top of an opponent, the bomb explodes even sooner -- just after it bounces for the first time.
Am I going crazy or is there a rational explanation for this?
I posted that USmash seems to link better, has anyone tested that out a bit more rigorously?It's on a 52 frame timer to become a proximity bomb and goes off on frame 70 without proximity. It's been that way since launch. Over on the samus boards we think that ftilt has been changed (+1% damage and a jank sour spot at the knee) and missiles have been changed (go faster). Everything else seems untouched. If you hit someone right as the proximity timer starts there is another 4% damage hitbox that gives you a 9% sweet spot damage. The same sweet spot does 21% shield damage.
Changes are being found.Unless changes are found, the meta is looking to be kind to and , with nerfed Sheik, Diddy, and Sonic b-throw
Yoshi's eggs have done 6% since smash 4 release, you just get back from brawl?Yoshi main here:
Yoshi's egg throw does 5% max now. Down from 6-12% range it looks like. Any other Yoshis confirm?
I think Sonic's Burning Spin Dash was changed? I don't remember who said that here.Does anyone know if any custom specials were changed? The ones I use weren't.
Were we sure Sonic's b-throw was tested in a match and not training mode? I thought someone mentioned that they tested this but in training and that's why they thought the bthrow was nerfed...Unless changes are found, the meta is looking to be kind to and , with nerfed Sheik, Diddy, and Sonic b-throw