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Well an angle difference would feasibly result in the same thing.He quite clearly states upB has no changes in knockback. I'm not sure about the other changes but that part was the one I was referring to.
I really don't know what to believe anymore, is upB buffed or not.
Both hitboxes prior to this patch already did not send directly vertically up <fact> (it's 100 degrees)What I provided you with were two videos in which utilt is performed directly out of dthrow at an early percent range. Both hitboxes connect, and yet yield different results.
Below are pre-patch videos displaying utilt with vertical KB...
https://www.youtube.com/watch?v=cDGWuFYi4gU
https://www.youtube.com/watch?v=brRJKXyrbsM
https://www.youtube.com/watch?v=dQLqH-kJXak
Here, it chains...
https://www.youtube.com/watch?v=ycVDZn7KO7A
And lastly, I never stated which hitbox had changed. Only that something was different. The first hit appears to keep the opponent at G&W's front, and the second backward if chained. Then forward, if G&W is facing away from his target, and connects with the back of the flag.
Sounds good enough to me. I'll grab the popcorn.Well an angle difference would feasibly result in the same thing.
Aerodrome needs to post in here so I can force a fight to the death with Thinkaman.
@ Shaya
The second hit has changed. I'm not sure how else to convince you of this - it seems clear to me. Instead of a vertical/straight up and down KB, it positions them behind G&W or forward if hitting with the backend of the flag. You tell me this was always so, but I provide videos to you that show otherwise.
Well I do have objective proof right here it was 100 post and prepatch. I may have to assume you don't actually know what you're talking about, as does the rest of the G&W boards.90° pre-patch > 100° post
...I have to assume that you may, in fact, be truly blind.
So I actually found a really easy way to get around this if you have a physical copy of the game: pop out the SD card, start the game, then put it back in after saying no to the first prompt.Again, if someone would tell me how to delete the patch, and only the patch, without losing customs/other junk, I'd test v1.0.0 Fly vs v1.0.6 to check for angle changes too
All four hitboxes on utilt pre-patch are 100°90° pre-patch > 100° post
...I have to assume that you may, in fact, be truly blind.
Can't on 3DS. Control doesn't exist.Heads up @ Shaya , you have Luma's HP as 52% > 48% when it's actually 52% > 47%.
Edit: @ KuroganeHammer , why not just set the CPU to control?
Again, if someone would tell me how to delete the patch, and only the patch, without losing customs/other junk, I'd test v1.0.0 Fly vs v1.0.6 to check for angle changes too
So you are using the 3DS, I figured as much. If there was an easy way to unpatch Wii U this would be a non-issue but I guess for the time being we are at Dant's willCan't on 3DS. Control doesn't exist.
Pausing prevents the CPU from inputting DI in training on 3DS.Can't on 3DS. Control doesn't exist.
CoolPausing prevents the CPU from inputting DI in training on 3DS.
Well, unless G&W's utilt had some bizarre quirks I'm not aware of, I think we can rule out 4 because I would expect a move with four 100° hitboxes to have a consistent launch angle.So can we agree that this is one of those things we cannot call definite and wait for brighter pastures?
I have a few theories why it seems to be acting different (to those previously well versed in it):
1. Auto Link added (this screws everything)
2. Later portion of the animation has an angle change
3. Or the reflection of the angle based on bone position is now "flipped" (although I'd love to see backwards hit of the second hit on pre-patch so I can properly understand the difference)
4. Or confirmation bias of the century
WellCool
I am confirming that the fly change is indeed bull**** then
blastzones.Well
Testing v1.0.0 3DS vs v1.0.6 Wii U unangled Fly on Mario at starting spawn point (right) on FD-Omega (lmao)
The angle does indeed seem exactly the same, but Fly gets red thunder @106% on the Wii U, while on the 3DS it doesn't get it until 116%. I did the pause trick on the 3DS Lavani described. I'm aware that there are some slight blastzone differences between the versions but 10% seems like too much. Unless there was a Fly buff that had already happened before v1.0.6?
Edit: Mastercore patch diffs is showing no changes on Fly (only change within lizardon is on subaction 218, a single 8%, fire attribute hitbox. Parameter 24 0x3F > 0x1F)
It's the version difference, 3DS blast zones are noticeably larger than Wii U.Well
Testing v1.0.0 3DS vs v1.0.6 Wii U unangled Fly on Mario at starting spawn point (right) on FD-Omega (lmao)
The angle does indeed seem exactly the same, but Fly gets red thunder @106% on the Wii U, while on the 3DS it doesn't get it until 116%. I did the pause trick on the 3DS Lavani described. I'm aware that there are some slight blastzone differences between the versions but 10% seems like too much. Unless there was a Fly buff that had already happened before v1.0.6?
Mario and Duck Hunt returned identical results.@ Lavani
Could you try a shorter character too to ensure it's the second hit's last moments?
That result could still be due to the reflection of the bone, the start up of up tilt is mostly vertical (so in it's base position where 100 degree knockback is being shown), while the second hit is at least 30 degrees rotated.
This is great, I was right when it seemed to be completing faster in my own testing. Should have gotten an ending lag reduction too, but any speed buff to Zard's forward/down tilts will be of significant help.In other Charizard news, down tilt now hits on frame 9 and FAF is 31, down from 11 and 33. This is replicable by simultaneously inputting the dtilt vs ganon jab (frame 8) and dtilt (10).
OH I FOUND THIS ONE. PRAISE MEIn other Charizard news, down tilt now hits on frame 9 and FAF is 31, down from 11 and 33. This is replicable by simultaneously inputting the dtilt vs ganon jab (frame 8) and dtilt (10).
Dant is out of town I thinkSo uh, not to sound impatient, but when's Datarion going to update his program? Don't remember it taking this long last time...
I heard he was supposed to be back two days ago.Dant is out of town I think
=[ </3
- Tilting the analog stick + smash stick together no longer produces tilts, but rather smash attacks. [NOOOOOOOOOOO]
Nuuuuuu why did you tell everyone about the Gazelle Punch?!?!?!?!
I found a change for all characters!!
This was performed randomly on Falco, Mario, and Marth. So you know how when you run off stage your character is falling with a flipping animation? In previous versions, that animation happened only if the character finished performing their initial dash before falling off.
In 1.0.6, your character will do the flipping animation even if your initial dash wasn't complete. A perfect character to try this on between versions is Marth because he has a very long initial dash (for those of you who don't know, an initial dash is the beginning part of your dash that you can't cancel with shield). Conclusion: standing at the ledge and running off will now do the special animation no matter how far you are from the ledge.
Will this affect anything? Since the animation can be canceled whenever, it won't. But it's still something that changed.
We are not because that^^ is not placeboSo are we done here or you guys still high off the placebo?
We really do need some frame data before we can guarantee conclude anything. Until then, we just gotta keep on going since even if we've discovered most/all of the changes, we still have no concrete confirmation until the frame data is revealed. :\So are we done here or you guys still high off the placebo?
Faster startup on spin attack? That's actually a really good buff, given one of Link's big problems is out of shield options.I did find something else with Link.
The minimum charge time of his spin attack was reduced by 3 frames.
Pre-patch it was 7, with 4 frames of start-up (minimum start-up time 11). Now it's 4, with 4 frames of start-up (minimum start-up time 8).
Gif evidence (top is pre-patch, bottom is post-patch):
Note that I included the frame before the move starts.
I'm pretty sure I didn't mess up the charge time; if you look closely the animation during the initial charge is faster.