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Toon Link's first hit of the dsmash seems to be changed, now you can't instaKO low recovery characters with it, since it looks like it will always make both hits. Nothing more of him seems changed, except from the Fsmash/Ftilt thing
Marth's d-throw at early percents was always able to combo to u-air.
Only changes to Marth that I have noticed so far is a reduced landing lag on d-air (seems to be agreed on in the Marth boards) and DB is likely slightly faster. Obviously continue to test, I'm just notifying what so far is agreed upon.
Mr. Game & Watch's Utilt was nerfed. it has more knockback and sends the opponent behind you. You can still combo into Nair both from utilt and at mid percents however.
In lieu of official patch notes we will be opting for community based patch notes (again). But either way or otherwise, the discussion of the what's changed in this patch is to be kept to here. Besides the title teasing otherwise, Mewtwo discussion should be kept to relevant character discussion forums.
Compared to what became a really clean list of changes thanks to @Aerodrome, the initial impact before we get data dumps from @Dantarion / others will be messy and full of speculation, placebo effect and confirmation bias. Multiple trusted sources confirming a change and/or visual comparisons will be required to make the shortlist of changes listed here in the mean time. We may yet again have engine changes (such as DI, rage, ledges, etc) to worry about.
For the sake of everyone's sanity please try to be somewhat certain before stating a change, and remember the search feature exists for use within a thread~
These are the shulk changes i could find, feel free to point out anything i may have missed!
Jab: No changes
Ftilt: Blade now has a chance to trip
Beam now does more than 11.5, around 11.8%
Utilt: Both beam and blade do 8%
Dtilt: No changes
Dash attack: No changes
Fsmash: Buffed KB: kills at 95% (uncharged) on FD, didn't do that before(I think)
Dsmash: No changes
Usmash: Buffed KB???
Nair: No changes
Fair: No changes
Dair: Hit 1 (grounded opponent)7%, hit 1 (Aerial)5%, hit 2 does 10%, beam and blade.
Bair: No changes
Uair: No changes
Pummel: No changes
Back Throw: No changes
Forward Throw: No changes
Down Throw: No changes
Up Throw: No changes
Neutral Special: ???
Side Special: 10% hitbox can trip
Up Special: Second hit grab box is slightly higher up
Down special: ???
Not sure what all was mentioned here already, but this is what I've noticed as well as some kind folks from the Pac thread.
-Side-B is shorter
+ Deals more damage/kills sooner
+F-Smash and U-Smash kill sooner
+All kicks connect with D-Air better and can kill at around 150% - 170%
Don't know how much of this is confirmed, but it's something to note.
Could someone else check out Order Tackle not being reflectable? I found it but to be in the OP we need multiple sources. That's kinda a huge deal since that fixes a major bug for team play. It's also something that may not be evident when we get a 3ds dump unlike random damage/knockback/move start-up changes.
I still only see three projectiles from auto-reticle. Did you do anything special to get the fourth?
Why would they make Lylat's edges work like a shape they're clearly not?
Let's just automatize the entire recovery-process while we're at it. No precision needed.
Also, because many recoveries are just plain ass and we don't need the characters with those recoveries sliding any further down the tier list than they already are.
For the sake of everyone's sanity please try to be somewhat certain before stating a change, and remember the search feature exists for use within a thread~
So a property of the stage requires careful usage of recovery and might be slightly disadvantageous for some characters?
Gee, sounds like basically every other stage in the history of smash for certain characters.
We have stagestriking and stagebans for a reason.
(The old ledges were still way better than Melee BF ayyy)
Just noticed this change on Wii U after setting my amiibo up to farm: The gamepad no longer shows the character screen in consecutive matches if you have turned it off in the first one, it goes right to the fight. I used to have to click it off every match to see the fight. Simple and small, but useful for some.
I'd like to do some definitive testing of flying slam's new control. Would someone be so kind as to friend me and PM me with skype so we can talk during the match?
FG is different because that's the topic of Omega Lylat, which is perfectly fine to change(Omegas are supposed to be like FD, after all). I don't mind that change(The ledges even look more like \¯¯¯¯/ than /¯¯¯\ )
Ah, okay, though for fun folks still suffer from it.
Though, like I said, it's the fact that the stage is actually 3 platforms that tilt that makes it lousy for competitive play, IMO, though that's a topic for another thread.
Wait, Link's jab lock is removed but fox's isn't? Link's jab lock wasn't even a true infinite. Now that Link's jab 1 has more lag to it, I can't convert it to a grab, down smash, down tilt (etc) Fast enough before my opponent Sheilds or rolls. His ultimate setup is gone :/
On Link's jab 1, the endlag got increased by 8 frames. That seems excessive. Went from one of the fastest jabs (in terms of total frames) to one of the slowest.
@#HBC | Red Ryu
Fthrow and Dthrow damage have stayed the same (10% and 6% respectively) at a glance. Perhaps they do 10.5% and 6.5%? But I think we'd need deeper data to make sure.
However Flare Blitz does take 10% instead of 9% recoil damage now on hit and 5% instead of 4% on whiff
These are the shulk changes i could find, feel free to point out anything i may have missed!
Jab: No changes
Ftilt: Blade now has a chance to trip
Beam now does more than 11.5, around 11.8%
Utilt: Both beam and blade do 8%
Dtilt: No changes
Dash attack: No changes
Fsmash: Buffed KB: kills at 95% (uncharged) on FD, didn't do that before(I think)
Dsmash: No changes
Usmash: Buffed KB???
Nair: No changes
Fair: No changes
Dair: Hit 1 (grounded opponent)7%, hit 1 (Aerial)5%, hit 2 does 10%, beam and blade.
Bair: No changes
Uair: No changes
Pummel: No changes
Back Throw: No changes
Forward Throw: No changes
Down Throw: No changes
Up Throw: No changes
Neutral Special: ???
Side Special: 10% hitbox can trip
Up Special: Second hit grab box is slightly higher up
Down special: ???
For KB values, did you compare them with the old version?
F-tilt's damage output tipped is 11.5%. Not 11.8%. 6 f-tilts got me 69.0%. If it were 11.8%, I'm suppose to rack up 70% (70.8%) damage. D-air's damage output has always been like that. It still hasn't changed. Up B's grab box? You mean its auto-snapping? That could be placebo y'know. It feels the same. Vision is still being tested.
I know your excited for the patch changes but if you only feel like there's a change, don't post it. At least ask someone to test it for you before going to this thread
On Link's jab 1, the endlag got increased by 8 frames. That seems excessive. Went from one of the fastest jabs (in terms of total frames) to one of the slowest.
It's not exactly that way. It still Links into Jab 2 as fast, but if you want to do something else you have to go to idle animation first, so you can't jab cancel with it anymore at all.
@#HBC | Red Ryu
Fthrow and Dthrow damage have stayed the same (10% and 6% respectively) at a glance. Perhaps they do 10.5% and 6.5%? But I think we'd need deeper data to make sure.
However Flare Blitz does take 10% instead of 9% recoil damage now on hit and 5% instead of 4% on whiff
You can no longer execute smash attacks while holding an item (holding A with item, and using C-stick for the smash attacks).
Tested it with Bowser Jr and its Mechakoopas.