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Mewtwo Patch (Version 1.0.6[7]) Thread [Updated: May 1st]

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Thinkaman

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LimitCrown

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Are there changes to the landing lag of the Mii Swordfighter's aerials?
 

Bribery

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Confirmed less ending lag on bot hair and grounded version. Seems to hit on the same frame, but not 100%.
That's awesome, can you confirm whether the custom variations (Hammer Bash and Giant Hammer) were also updated?
 

JayWon

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It has slightly less endlag. Need to test customs.



All false, including that.



What does this mean?
Pikachu cannot act out from grabbing the ledge as fast. Pikachu could grab the ledge, and pretty much immediately let go and F-air. Now Pikachu is stuck grabbing the ledge for an eternity
 

~ Gheb ~

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Pikachu being stuck on the ledge longer after upB now is possible. I forgot to test that. Everything else should be the same though.

:059:
 

Thinkaman

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Ambler

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Not sure if this has been mentioned yet, but Toon Link will now block Fox/Falco's lasers with his held shield while standing still, this was in the 3DS Version pre-update, but not in the Wii U version.
 

Nidtendofreak

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Ike boards can confirm no changes that we can find. San tested attack speed of various things vs things known to have the same start up times as Ike's move, another person had 2 3DSs and checked pretty much everything between the two versions.
 

LinkOscuro

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What about Toon Link? Do his second FSmash now always connect?
 

Shanoa

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CPU AI appears to be buffed. CPU appears to be using jab cancel combos and has seemingly better reaction speeds, essentially raising it's difficulty levels.

Can anyone confirm?
 
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Thinkaman

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THREE changes to Zelda's Phantom Slash. I've been using two copies (Obviously one old, one new.) side-by-side, and tested it all quite thoroughly.

Phantom Slash

[+] The duration that the phantom is out as a meat shield post-slash has been increased by about 1/4 of a second. The increase appears to be entirely static throughout charge, AKA, it's a 1/4 second Phantom body shield duration increase at ALL charge levels. I did the two versions in slow-mo, side-by-side at the exact same 'time' (With a range of error of maybe 2 frames at most. I used 1/4 speed L press to synch them up.) and on the 1.0.5 copy, the Phantom clearly disappears first, no mis-timing involved. It's a pretty insignificant change overall.

[+] The release animation might have an endlag decrease of no more than 4 frames. Since someone had mentioned doing their own comparison and getting this result, I went hard at this one to make EXACTLY sure nothing was up. The result was that for sure you could cancel the animation at a visual time different than in 1.0.5, Zelda's pose was ever so slightly different. The maximum difference I could see is 4 frames. The difference is annoyingly small, but I believe it's truly there.

[-] If your Phantom is destroyed, it takes roughly 3 seconds longer before you're allowed to spawn another. Super easy to see tbh, I'm surprised we [zeldas testing] initially missed it. The time increase is around 3.5 seconds.
I can not only confirms these, but also confirm her customs have the same changes. Everything otherwise appears the same.
 

ThatGeoDude

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Hey can someone else test the damage on Luigi's default Fireball. On 1.05 it appears to deal 6% at all ranges and on 1.06 it goes from 6 to 5% at a distance. Pretty confident about this change but want another conformation before making it official.

I can confirm that it deals 1% less damage at Max and 3/4 of its range, any closer than that and it deals 6%.
 

Zeth444

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I want to help but i dont know how.
Are things testes against any específic character?
What stage is this done on?
From midscreen or from the border?
Is there anywhere I can check the intructions?
 

Luigi player

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@ Luigi player Luigi player Are you positive that Luigis Down B kills at a much higher percentage?
Yes, maybe it's just the outter hitboxes or something, but the opponent didn't fall out or anything. And it happened three times in a row, so I know there has to be something weird.
 
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Thinkaman

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I want to help but i dont know how.
Are things testes against any específic character?
What stage is this done on?
From midscreen or from the border?
Is there anywhere I can check the intructions?
You pretty much need 2 copies of the game on the same platform side-by-side to compare stuff with.
 

Rewrite

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Hey guys. Marth main who has done considerable testing here.

I have personally confirmed that Marth's down throw has less knock-back now. Training mode registers down-throw to up-air as a true combo at much higher percentages than before against all characters I tested it against.

I am certain that Marth's forward throw has received similar treatment to his down throw whereas it does less knock-back. Training mode still registers a true combo into Crescent Slash, but it now also registers true combos into f-air and b-air from 0% until around 70%. I never managed this before patch 1.0.6 (believe me, I tried) so something must have been done to the forward throw.

Without frame data I cannot state this as absolute fact, but I am 99.9% sure F-air is unchanged. Training mode still registers f-air to f-air, f-air to Dolphin Slash, f-air to Crescent Slash, and b-air to f-air as true combos at the same percentages as before.

I have also confirmed that non-tippered f-smash will kill slightly earlier. In patch 1.0.5, non-tippered f-smash killed Lucina at the edge of Battlefield around 115% without the red lightning effect. Post patch 1.0.6 it's started killing her at 103% and the red lightning effect occurs at 105%.

D-air having reduced lag has already been busted.
 

Gionni

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Someone can test if Fox's fair has more knockback on the last hit? I can't seem to combo it into uair as easily
 

Blue Ninjakoopa

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It happened last patch too. Her air dodge lag was nearly doubled and the foot hitbox on fair had the unblockable property removed. So, I'm not TOO shocked at this point, just saddened.

Here's still hoping on the off chance we find ONE positive thing in this patch to at least break even.
Air dodge landing lag was added to make it match the rest of the cast.

WFT's u-smash can connect on grounded opponents that aren't Yao Ming's height now, which is pretty good. Can you confirm whether or not her grab range has improved vertically?
 

Thinkaman

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WFT's u-smash can connect on grounded opponents that aren't Yao Ming's height now, which is pretty good. Can you confirm whether or not her grab range has improved vertically?
I can see no difference to u-smash, jab1, or grab hitbox ranges.
 

lijero13ss

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Yes, maybe it's just the outter hitboxes or something, but the opponent didn't fall out or anything. And it happened three times in a row, so I know there has to be something weird.
Maybe you didn't full hop the cyclone. Dthrow to cyclone has been killing at the same % for me
 

King Omega

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Can someone confirm they didn't fix the bugged projectile launch ratios in All-star? It doesn't seem like it.
 

Thinkaman

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Deconfirming any endlag or timing changes to WFT's ground moveset.
 

Thinkaman

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I don't get why they are nerfing low tier characters like Diddy, Sheik, Sonic, and Rosalina, and meanwhile buffing already high tier characters like Zelda, Kirby, Samus, Lucina, Swordfighter, and Ganondorf.

Terrible patch.
 

Gatoray

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At least they nerfed Diddy
They didn't just nerf Diddy, they slaughtered him. I'm not saying he isn't high tier anymore, he's definitely still high tier, but I'm just glad they realized how cheap some of his air combos were.
 

SapphSabre777

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I don't get why they are nerfing low tier characters like Diddy, Sheik, Sonic, and Rosalina, and meanwhile buffing already high tier characters like Zelda, Kirby, Samus, Lucina, Swordfighter, and Ganondorf.

Terrible patch.
Hilarious, isn't it?

Anyways, Thinkaman...I've been hearing that some of Kirby's moves had KB increases (U/D-Smash, B/U-Throw, and B-Air, apparently). Is this true or simply placebo?
 

deepseadiva

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I want to help but i dont know how.
Are things testes against any específic character?
What stage is this done on?
From midscreen or from the border?
Is there anywhere I can check the intructions?
Nah, don't worry about all that stuff. Just wing it!

Just post about whatever you think feels faster. Or if you never checked how much damage certain moves do, just post about how much damage you're surprised it does.
 

Nessimator

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I find that Ness's pk fire is not as good at trapping opponents anymore. It's the only change for him I've noticed thus far.
 

TheZyzyva

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Hey @ Thinkaman Thinkaman , since youre rocking these out, have you done any Ness testing? Only thing Ive seen are the yoyo damage values are different from your pastebin. If you get a chance Id love to have you test them, as you seem to know what youre doing here.
 

Thinkaman

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Hilarious, isn't it?

Anyways, Thinkaman...I've been hearing that some of Kirby's moves had KB increases (U/D-Smash, B/U-Throw, and B-Air, apparently). Is this true or simply placebo?
Unlikely, but if it is, we'll find out when Dant posts a new dump.

KB-only changes are too time consuming to fish for blindly.

Subtle nerf overall to ZSS.
  • Dash attack nerfed from 10% to 8%. This was one of her better approaches. Now it does less damage.
  • Ftilt buffed from 6% to 7%. Almost negligible as ftilt is unsafe on sheild and is hardly ever used when her jab is a better tool to get them off you.
None of this is changed.

While I'm working on Brawler changes, noticed something really big that needs official testing out in regards to Pit/DPit.

Full hop and general aerial arrows now suffer much, much less endlag. SH arrows, however, still have grounded endlag.

I'll report anything else I find that needs confirming as well. This is pretty certain, as I was just bombarded by a Pit who fired arrows with much more speed.
False. Deconfirmed.

Nah, don't worry about all that stuff. Just wing it!

Just post about whatever you think feels faster. Or if you never checked how much damage certain moves do, just post about how much damage you're surprised it does.
YOU'RE TEARING ME APART LISA
 

UltiMario

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DK is listed to not have changes, but a friend of mind reported that Dair is considerably faster, and the "Roy zones" on his moves were fixed.
 

Thinkaman

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Hey @ Thinkaman Thinkaman , since youre rocking these out, have you done any Ness testing? Only thing Ive seen are the yoyo damage values are different from your pastebin. If you get a chance Id love to have you test them, as you seem to know what youre doing here.
Ness u/d-smashes are unchanged.
 
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