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Megaman's Double Danger Wrap glitch seems fixed, though I was trying to test it mid-match and my methodology may have just been off.
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Deconfirming; it's still in.Megaman's Double Danger Wrap glitch seems fixed, though I was trying to test it mid-match and my methodology may have just been off.
No, I'm getting the same damage values. The blaster deals three possible amounts of damage. 3% at close range, 2% at mid range, and 1.4 at long range. Everything seems to be intact.Fox's laser's damage feels to have been nerfed slightly. Was 3% at close range, now only 2%, and I think significantly lower at medium/far range as well.
This specifically refers to the bug where doing a jump cancelled move (like u-smash) during Super Speed would store the momentum boost and apply it to your next (normal, non-Super Speed) jump.Uh, about this change:
Super Speed Momentum being maintained after jump cancels removed
I might be insane or something, but I'm almost certain this is incorrect. I'm doing Super Speed > Jump right now and I'm still flying around all over the place like some crazy lady.
I made a post about this back on page like 12, and since then I've seen it posted a few times in this thread and seemingly ignored. Quoting to make sure it finally gets noticed.Since we're reconfirming... Over at the Kirby boards, we've determined that U-smash and D-smash have stronger knockback.
Compared using two 3DS with 1.0.5 and 1.0.6 side by side against Mario on FD:
U-smash KO: (116 --> 105)
D-smash KO: (119 --> 114)
Post and thread for reference:
http://smashboards.com/threads/kirby-1-0-6-patch-notes.399077/#post-18996372
I felt that it did after bowser jrs dair was changed, at first I thought it was a bowser jr change but I think it's something mechanically changingOn Twitter, Japanese player SnakeHeart is claiming that frame cancelling, which was previously only performable on hit, is now performable on shield as well. Can anyone confirm this?
These patch threads give me so much life.Ness's Back Air had it's KB Reduced.
PK Fire end animation got increased endlag.
Ness's misgrab animation got more endlag.
I don't really have any good way to test it on shield, as I only have 3DS and getting the CPU to cooperate is a chore.I tried frame cancelling dair with falco on a shielding opponent, I can't seem to nail it at all. It's pretty hard to test. I'm going to have to call upon @ Lavani since I knew you were pretty active back when frame cancelling was discovered. I need your help
Because those characters are somehow cheap and are in desperate need of nerfs?They should've given Pit/Dark Pit more end lag on smash attacks.
They also should've given Link some more end lag on his down smash.
> Even Matchups with almost every character, including Ness and Captain Falcon.They should've given Pit/Dark Pit more end lag on smash attacks.
He may be wrong but the kid part was unnecessary.> Even Matchups with almost every character, including Ness and Captain Falcon.
> Deserves a nerf on already hard to use KO moves.
Suuuure kid, sure. This isn't even the place for whining for nerfs, this is for discussing actual changes.
Only if you land the second hit. The first hit still sends them up, but the second hit sends them behind you.G&W's up-tilt got a knockback direction change that makes it knock opponents behind him instead of above him.
The Wii U update killed the Villager trick on 3DS too. Seems like they just subtly change the physics to break the strategies or something...Oh no, that video that showed me how to get perfects on all three may now be INACCURATE.
Good thing I already have that challenge unlocked~
Considering how we have the whole Roy and Ryu debacle, I don't see why not?So... Has 1.0.6 data been dumped?
Supposed to be tomorrow right?If it was, don't you think we would've heard or been talking about it?