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Smash Journeyman
Sombody please check this character. it's our time to shine guys!
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It's like the life force of one of my mains was slowly sucked into the other one. Law of matter or something like that.
Corrin fair/nair: -1%
Palu fair/nair: +1%
Yeah I'm interested to see how this effects combos, and nair will be slightly better at killing than it was before!
It has a Sakurai angle so IDKIt's like the life force of one of my mains was slowly sucked into the other one. Law of matter or something like that.
Corrin fair/nair: -1%
Palu fair/nair: +1%
Yeah I'm interested to see how this effects combos, and nair will be slightly better at killing than it was before!
probably placebo, could be wrong thoughI'm sure her fair now can combo into itself easier
Training mode is stupid sometimes, it comes up as 8 but AR does 3.6? so it doesn't read it in training mode. I hope down smash gets buffed 72 FAF is stupid af.Didn't Palutena's Auto-Reticle do 9% before? I'm on the 3DS and it's doing 8%.
Also, DSmash seems like it has less startup lag. It could be a placebo though.
More damage = more shield stunCan someone explain the significance of small damage buffs? Aerolink said it would make Fair safer on shield, but I don't understand.
It would be nice if they buffed the underused moves. It's cool that she's gotten something though.
The current shieldstun formula is (X/1.75) + 2 rounded down.Can someone explain the significance of small damage buffs? Aerolink said it would make Fair safer on shield, but I don't understand.
It would be nice if they buffed the underused moves. It's cool that she's gotten something though.
Mind telling me what you've been doing with her? I'm going to be messing around with her more tomorrow and I'd like to know where to start messing around with her changes.I'm definitely feeling the extra power; it's extra damage on every single throw combo.
I'm just taking her for a spin on For Glory; it feels ever-so-slightly easier to rack up damageMind telling me what you've been doing with her? I'm going to be messing around with her more tomorrow and I'd like to know where to start messing around with her changes.
Mathmatically this only works out to--assuming you use entirely Dthrow combos--somewhere around 10% extra per stock in an optimal situationI'm definitely feeling the extra power; it's extra damage on every single throw combo.
That's definitely placebo, it hasn't changed at allHer dash movement feels slower and dgrab feels like it has more knockback (upwards) at low percents. Am I crazy?
The KBG nerf was so she can't KO with fair that's all. It would have been a kill move if it was left alone doe to the % increase that's all. And nair with no stale is a pretty reliable KO move at high %s (130%) and also true combos after jab1 so we actually gained a kill confirm this patch on the low, and edge guarding with rapid jab is now viable because a the last hit finisher (3% > 3.5%) was enough to make it a consistent KO move at the ledge at 120%~130% (rage also helps both nair and jab finisher allot). These buffs are more beneficial than they seem on first speculation. They're actually really good tbh.Mathmatically this only works out to--assuming you use entirely Dthrow combos--somewhere around 10% extra per stock in an optimal situation
I guess that's one fewer Dthrow combos you need to get to kill percent but it really doesn't add up to all that much in reality. The extra shield stun is probably the best addition to fair, I find the damage negligible.
Sakurai must be terrified of overturning this character because she only ever moves by millimeters. I don't understand the KBG nerf either. I don't entirely understand the knockback formula though, I guess it's possible that BKB makes up for it, but I doubt it.
Interesting !! I can't wait to test thisThat's definitely placebo, it hasn't changed at all
The KBG nerf was so she can't KO with fair that's all. It would have been a kill move if it was left alone doe to the % increase that's all. And nair with no stale is a pretty reliable KO move at high %s (130%) and also true combos after jab1 so we actually gained a kill confirm this patch on the low, and edge guarding with rapid jab is now viable because a the last hit finisher (3% > 3.5%) was enough to make it a consistent KO move at the ledge at 120%~130% (rage also helps both nair and jab finisher allot). These buffs are more beneficial than they seem on first speculation. They're actually really good tbh.