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New bair is more consistant with the animation, and better since his hurtbox won't hit the ground if he's hoveringIsn't that just the same Bair as Sm4sh? Like, it's significant;y faster but it looks the same to me.
No, it’s not. It looks like it’s spinning in a circle more Instead of swinging it behind him.Isn't that just the same Bair as Sm4sh? Like, it's significant;y faster but it looks the same to me.
If you look at the actual hitbox for the Sm4sh Bair you'll see that the animation doesn't match it very much. The new animation, where his hammer is sent straight behind him, is a more honest representation of Smash 4's hitboxes. In all likelihood the hitbox wasn't changed much, if at all, from smash 4.mixed feels about the new bair animation. somehow doesn't feel as powerful as the smash 4 animation. do we have any clear idea of how different the hitbox is?
Is that because it's faster and has less hitlag?If you look at the actual hitbox for the Sm4sh Bair you'll see that the animation doesn't match it very much. The new animation, where his hammer is sent straight behind him, is a more honest representation of Smash 4's hitboxes. In all likelihood the hitbox wasn't changed much, if at all, from smash 4.
On a side note, I do agree that it doesn't feel as "meaty" as it did in smash 4 tho xD
Yes. His bair in Smash 4 could kill, and while this one still probably has equal or greater KO power, the animation just doesn't seem as....satisfying.Is that because it's faster and has less hitlag?
The animation being slightly altered doesnt make it a different bair, as has been pointed out it actually is changed to match the Sm4sh bair more accurately (excluding the game wide air-game/speed buffs)No, it’s not. It looks like it’s spinning in a circle more Instead of swinging it behind him.
I think this "nerf" to the move's looks is a byproduct of the buffs to the move's frame data. Since it comes out faster there isn't as much of a wind-up to it.Yes. His bair in Smash 4 could kill, and while this one still probably has equal or greater KO power, the animation just doesn't seem as....satisfying.
Hover is just the name of Kirby and Dedede's multijump ability.Do we know what his blog post meant by hovering? Is it just describing his regular jumps, or can he hover like Peach and Daisy?
At the end of the day, King Dedede finally got all of the buffs he deserved. The only move I can't tell if it's been buffed is his down smash.I think this "nerf" to the move's looks is a byproduct of the buffs to the move's frame data. Since it comes out faster there isn't as much of a wind-up to it.
edit: Didn't see Mogisthelioma's post, he said it first!
The damage nerf is fine, since the frame data was improved.I'm kind of concerned that Dedede is still rather weak in the damage dealing department.
The image above showed Dedede dealing 11.5% damage with his down smash, but what I don't know is if it's fresh, or if the damage dealt got reduced by stale moves. Regardless of what's involved though, it's clear that the down smash still feels too weak (it dealt 13% damage in Smash 3DS / Wii U), and should've gotten a damage buff.
Still, for a hammer that heavy, I would've expected it to actually hit hard, though not at the same levels as the forward smash; it hits sooner, so the damage dealt would have to be lower.The damage nerf is fine, since the frame data was improved.
I guess that's true, but remember that D smash isn't that good of an option anyway. It should only be used when the opponent is around kill percent. Down tilt/ f tilt//tab is usually better.Still, for a hammer that heavy, I would've expected it to actually hit hard, though not at the same levels as the forward smash; it hits sooner, so the damage dealt would have to be lower.
That does depend on its KO potential though. I'm concerned that the d-smash will struggle to KO even the lightweights until they pass the 100% damage mark; if it takes that long to KO a lightweight, then think about how much damage you'd have to deal to a heavyweight before the d-smash can start KOing.I guess that's true, but remember that D smash isn't that good of an option anyway. It should only be used when the opponent is around kill percent. Down tilt/ f tilt//tab is usually better.
Well, it was either make him less laggy or give him more power to compensate for the lag, and evidently Dedede has chosen the "more speed" route to improve most of his moves.That does depend on its KO potential though. I'm concerned that the d-smash will struggle to KO even the lightweights until they pass the 100% damage mark; if it takes that long to KO a lightweight, then think about how much damage you'd have to deal to a heavyweight before the d-smash can start KOing.
Dedede is a heavyweight who uses a heavy hammer, so seeing the d-smash deal less than 12% damage felt like a red card saying that he's going to be underpowered again. We've already seen how hard Smash 3DS / Wii U hit Dedede, and I fear that he won't fare much better in Ultimate, regardless of the new mechanics that he has received.