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Patch 1.1.5

IsmaR

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Blast zones on 3DS only differ in stages that shipped with the original game.

DLC stages like Dream Land 64 or Duck Hunt are virtually the same as on Wii U.

Can confirm via these methods that N-air and upward angled f-tilt (11% tip of her foot/hit) kills upwards of 25% earlier near the edge.

FSmash: Unchanged. ( People reported better Hitboxes but I don't see much difference. I might be wrong tho. Damage wise it is still the same)
What they meant was this:

https://www.youtube.com/watch?v=H7CewcWnKs8#t=14s

Opponents can no longer avoid F-smash just by walking into you.

edit: Other attribute changes that were just confirmed

Air speed 0.95 -> 1.03
Gravity 0.75 -> 0.77
Fall speed 1.25 -> 1.3
Fastfall 2 -> 2.08
 
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adom4

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Yo you guys got a complete rehaul in the physics department lol:

Air speed 0.95 -> 1.03
Gravity 0.75 -> 0.77
Fall speed 1.25 -> 1.3
Fastfall 2 -> 2.08
 

NamelessHunter

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Yo you guys got a complete rehaul in the physics department lol:

Air speed 0.95 -> 1.03
Gravity 0.75 -> 0.77
Fall speed 1.25 -> 1.3
Fastfall 2 -> 2.08
Thanks for the heads up. I knew she felt different, but I didn't think it was that big a difference.

Has any other character been altered so drastically in one patch?
 

Bowserboy3

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I was looking here in my break at work. People were saying "What are you grinning so widely at?".

This really is better than porn.
 

Doeboy

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Can anyone elaborate more on the fall speed and gravity changes? It would be nice to compare to data of other characters.
 

Vyseskies

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The nerf on Cloud was insane, and now there's absolutely no reason to use finishing touch. Rest in Piece.
Meta Knight is dead too.
And Bayo, Rosa and Diddy are the new top tiers.

Back to 0 Nintendo (jk)

wait what, i'm on the wrong board sorry LOL
 
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Bowserboy3

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Right, is there an updated list of what is confirmed changed and not confirmed changed? I have my 1.1.4 3DS and my 1.1.5 3DS raring and ready to test/confirm/debunk etc.
 

White_Pointer

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Right, is there an updated list of what is confirmed changed and not confirmed changed? I have my 1.1.4 3DS and my 1.1.5 3DS raring and ready to test/confirm/debunk etc.
Can you double check the fsmash hitbox change? There seems to be some debate as to whether it still whiffs at point blank range or not.

Yo you guys got a complete rehaul in the physics department lol:

Air speed 0.95 -> 1.03
Gravity 0.75 -> 0.77
Fall speed 1.25 -> 1.3
Fastfall 2 -> 2.08
Has this been confirmed? I don't see it in the patch note thread yet.
 
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Bowserboy3

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Can you double check the fsmash hitbox change? There seems to be some debate as to whether it still whiffs at point blank range or not.
I think that thing about Fsmash is false. It still whiffs on characters virtually on top of you (however, it's not like it's a problem that holds Samus back in competitive play, there are other reasons for that. How people can use this as a way to say Samus is bad is laughable).

Secondly, Jab 1 to Jab 2 apparently linking better is false. It is still the same as before. It used to true combo at 45ish% and it still does. No earlier or later. It still helps if you can hit them with the jab close up to get the follow up. Maybe that's what caused a lot of placebo, people not realizing that hitting with the fist launches opponents too far away for a follow up.

Another thing I saw floating about according to ESAM was a change about Bombs. He claimed they came out faster. This is untrue, as they come out and end at the same time. I don't have twitter, but for those who do, it might be a good idea to call ESAM out on that and the jab thing (which he also said was changed) to prevent placebo from being spread - https://twitter.com/PG_ESAM?ref_src=twsrc^google|twcamp^serp|twgr^author.

ESAM did mention that you also get more mobility out of a Bomb in the air. That I was unable to test due to the limited time I had. However, it could be to do with Samus's increased air speed, giving the illusion they provide more distance.

Which brings me to something else; yes, it seems fall, fast fall and air speed has been increased. I dunno how to test gravity yet, but I assume that is also changed too.

Grabs indeed have less endlag, all of them, by a small amount (something like 4-6 frames).

Another thing I found is that Dsmash has less endlag, by about 4 frames or so. I didn't get chance to test power to see if the knockback was buffed, but I'll come back and confirm that later. Even so, less endlag makes it a bit safer.
 
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White_Pointer

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Something I've been able to determine in that diff file is the animation for firing missiles (side b) has been altered somehow. They've had some Asynchronous_Timer and Set_Frame_Duration values added to them but I don't know exactly what those would do in this context.
 

GemZ

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Something I've been able to determine in that diff file is the animation for firing missiles (side b) has been altered somehow. They've had some Asynchronous_Timer and Set_Frame_Duration values added to them but I don't know exactly what those would do in this context.
I swear if missiles are way better too I'll.... Idk I won't eat a sock or something but I'll be really happy.
 

Zeeloid

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I had just made a breakthrough in my samus game and now I get improvements! Lawdy lawd I'm feeling all hot and bothered XD
 

DungeonMaster

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Nair kills shiek center stage at 120. I think it got some serious growth scaling.
All the timings got easier. All combos out of dash are easier to land by several frames. Up-tilt -> DA and D-air -> DA don't require exceptional spacing any longer (Up-tilt is still the better of the two obviously).

Someone should check the safety on shield of cross up DA - I think unfortunately we lost that with the new hitbox.
 

Bowserboy3

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Nair kills shiek center stage at 120. I think it got some serious growth scaling.
All the timings got easier. All combos out of dash are easier to land by several frames. Up-tilt -> DA and D-air -> DA don't require exceptional spacing any longer (Up-tilt is still the better of the two obviously).

Someone should check the safety on shield of cross up DA - I think unfortunately we lost that with the new hitbox.
Does Dash Attack have less endlag?
 

Zeeloid

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Can anybody explain what the weight changes mean for samus? I've def been getting the upper hand more often in the air, but is it all down to fall speed? Also is she heavier?
 

Bowserboy3

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Can anybody explain what the weight changes mean for samus? I've def been getting the upper hand more often in the air, but is it all down to fall speed? Also is she heavier?
Samus being heavier is not confirmed or tested at all. However, in theory, Samus should survive vertical attacks for longer now due to increased gravity and fall speed. Fall speed and gravity affect vertical resistance. For example, though Roy and Pac-Man are the same weight of 95, if they were to get launched by a vertical move, such as Fox's Up Smash, Roy would be KO'd by it later because Roy has higher fall speed and gravity. Basically, think of it as you will be pushed you down to earth with more force than if you have a high fall speed or higher gravity, essentially pushing down on the vertical knockback harder, forcing you to live longer. If you lowered Fox's weight to Jigglypuff levels for example, he would die slightly later than Jigglypuff, because Jigglypuff's fall speed and gravity are very low, while Fox's are high.

So, if Samus has higher gravity and fall speed, she will likely survive slightly longer in terms of vertical moves.
 
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Bowserboy3

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Yeah, it's odd, but it's not a huge deal for Samus really, considering if you had somebody that close to you, Dtilt and Dsmash are quicker and better at getting people off of you. Plus it only works on opponents walking towards you.

However, can you tweet to ESAM that Jab is unchanged, and Bombs do not come out quicker? I don't have Twitter, but he is tweeting out that Jab now combos, when in reality, it did before anyway. He also said Bombs come out quicker, but they don't.

Gotta stop that placebo spreading.
 

GemZ

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Yeah, it's odd, but it's not a huge deal for Samus really, considering if you had somebody that close to you, Dtilt and Dsmash are quicker and better at getting people off of you. Plus it only works on opponents walking towards you.

However, can you tweet to ESAM that Jab is unchanged, and Bombs do not come out quicker? I don't have Twitter, but he is tweeting out that Jab now combos, when in reality, it did before anyway. He also said Bombs come out quicker, but they don't.

Gotta stop that placebo spreading.
Do you have any proof that it's placebo, like a video or something? His videos sure do show something to be quite different, especially those bomb changes.

Also

:4samus:
Dash Attack Total Frame 37F -> 33F
D-Smash Total Frame 51F -> 44F
Unknown 57 -> 56
Unknown 59 -> 58
Unknown 60 -> 59
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49

I wonder what these unknowns are.
 

Bowserboy3

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Do you have any proof that it's placebo, like a video or something? His videos sure do show something to be quite different, especially those bomb changes.

Also

:4samus:
Dash Attack Total Frame 37F -> 33F
D-Smash Total Frame 51F -> 44F
Unknown 57 -> 56
Unknown 59 -> 58
Unknown 60 -> 59
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49
Unknown 54 -> 49

I wonder what these unknowns are.
Well I suppose I did only get chance to test them on the ground, so in the air it could be different. I am planning on going through it all later, so I'll be able to confirm again.

Where did you get these changes?... Well, looking at Samus's frame data, possibilites for those changes could be...

  • Unknown 57 -> 56: Usmash's FAF in 1.1.4 was 57, so it could relate to that. Homing Missile also has FAF 57, and seeing as White_Pointer White_Pointer mentioned something about Missiles, it could well be that.

  • Unknown 59 -> 58: Super Missile's 1.1.4 FAF is 59. Seeing as there is the possibility of Homing Missile getting a change, this seems also likely.

  • Unknown 60 -> 59: 60 relates to quite a bit in Samus's moveset. It could relate to Dash Attack's KBG being lowered from 60 to 59. It could relate to Fthrow and Bthrow's BKB being lowered from 60 to 60. Fair and Zair also have a FAF of 60 in 1.1.4, so it could also relate to those (personally, I hope it's Dash Attack KBG being lowered, because out of all the changes it could be, at least this might mean we can use Dash Attack to set up a combo for a slightly longer margin).

  • Unknown 54 -> 49
  • Unknown 54 -> 49
  • Unknown 54 -> 49
  • Unknown 54 -> 49: These 4 could relate to Bombs, which would make sense, or Charge Shot, as both of these specials have a FAF of 54 in 1.1.4. I can't think why there are 4 of the same change though... hmm...
 
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Hark17ball

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Well I suppose I did only get chance to test them on the ground, so in the air it could be different. I am planning on going through it all later, so I'll be able to confirm again.

Where did you get these changes?... Well, looking at Samus's frame data, possibilites for those changes could be...

  • Unknown 57 -> 56: Usmash's FAF in 1.1.4 was 57, so it could relate to that. Homing Missile also has FAF 57, and seeing as White_Pointer White_Pointer mentioned something about Missiles, it could well be that.

  • Unknown 59 -> 58: Super Missile's 1.1.4 FAF is 59. Seeing as there is the possibility of Homing Missile getting a change, this seems also likely.

  • Unknown 60 -> 59: 60 relates to quite a bit in Samus's moveset. It could relate to Dash Attack's KBG being lowered from 60 to 59. It could relate to Fthrow and Bthrow's BKB being lowered from 60 to 60. Fair and Zair also have a FAF of 60 in 1.1.4, so it could also relate to those (personally, I hope it's Dash Attack KBG being lowered, because out of all the changes it could be, at least this might mean we can use Dash Attack to set up a combo for a slightly longer margin).

  • Unknown 54 -> 49
  • Unknown 54 -> 49
  • Unknown 54 -> 49
  • Unknown 54 -> 49: These 4 could relate to Bombs, which would make sense, or Charge Shot, as both of these specials have a FAF of 54 in 1.1.4. I can't think why there are 4 of the same change though... hmm...
Maybe 2 for CS weak and full? And 2 for bombs.. Ground and air?
 

Roy of Pharae

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maybe it's just me but does homing missile have faster start up?
 

SpandexBullets

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The main changes are airspeed, dash attack and nair.
Nair cant really set up stuff, but its extremely strong. Like, it kills center stage at early hundred %s. Good spacing tool.

Dash attack had the sweet and sour hitboxes swapped, so the start now has a sour 7% and the later half is the sweet 10%.
Both combo but you're gonna go for the 7% since it now combos into stuff like up air, up smash and Up B. Like d-throw, it doesnt have much hitstun despite being designed as a combo tool, so it doesnt grant followups at later percents.

Up air is still jank af and only connects completely if you push samus's body into the opponent. So no up air follow-ups for anything past like 35% despite the airspeed buff.

Down smash is still awful.
Jab is the exact same, no matter what esam says. It always behaved like that.

Samus might move up two places but she's still got serious problems actually comboing thanks to the bad physics and hitstun.
 

KayJay

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The main changes are airspeed, dash attack and nair.
Nair cant really set up stuff, but its extremely strong. Like, it kills center stage at early hundred %s. Good spacing tool.

Dash attack had the sweet and sour hitboxes swapped, so the start now has a sour 7% and the later half is the sweet 10%.
Both combo but you're gonna go for the 7% since it now combos into stuff like up air, up smash and Up B. Like d-throw, it doesnt have much hitstun despite being designed as a combo tool, so it doesnt grant followups at later percents.

Up air is still jank af and only connects completely if you push samus's body into the opponent. So no up air follow-ups for anything past like 35% despite the airspeed buff.

Down smash is still awful.
Jab is the exact same, no matter what esam says. It always behaved like that.

Samus might move up two places but she's still got serious problems actually comboing thanks to the bad physics and hitstun.
That's the main change along with earlier DA hitbox:
 

ArOne

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I still want startup buff to missles and down smash and morph bombs with proper proximity detection but this, I can work with this. Having a little more breathing room and not needing to be so precise for even ok options is gonna help alot.
 

strike42

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Personally, I'm happy we got anything at all.

She got some nice changes and the only thing else I'd really want is missile canceling back or less endlag on missiles.
 

Squaddle

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The main changes are airspeed, dash attack and nair.
Nair cant really set up stuff, but its extremely strong. Like, it kills center stage at early hundred %s. Good spacing tool.

Dash attack had the sweet and sour hitboxes swapped, so the start now has a sour 7% and the later half is the sweet 10%.
Both combo but you're gonna go for the 7% since it now combos into stuff like up air, up smash and Up B. Like d-throw, it doesnt have much hitstun despite being designed as a combo tool, so it doesnt grant followups at later percents.

Up air is still jank af and only connects completely if you push samus's body into the opponent. So no up air follow-ups for anything past like 35% despite the airspeed buff.

Down smash is still awful.
Jab is the exact same, no matter what esam says. It always behaved like that.

Samus might move up two places but she's still got serious problems actually comboing thanks to the bad physics and hitstun.
According to the main smashboards patch thread they also shaved off a good 4-6 frames from all our grabs, which is pretty good if true, and f-tilt was reworked to be not complete garbage on hit. That's five significant improvements to the character, not bandage patches like shulk's damage increases but actual, sorely needed gameplay tweaks. Their effects are extremely noticeable... aerial strings like fair->fair are less difficult to pull off now, down-b maneuvering with the new air and fall speeds make landing back on the stage WAY easier (one of the biggest things initially holding her back, I think), and overall Samus feels more responsive and fun to play as. Best of all, the improvements to her ground/air game to make her less reliant on CS kills and give us loads more options for KOs (nair is my new favorite finisher, it's just such a solid move now). Character flaws are fine if they're met with equivalent advantages, which samus now has in abundance... so even if down smash is still a little bad, and up-air's last hit can miss now and then, it doesn't mean samus is still 'bad' by any means (and she never was bad, just a bit nuanced and underwhelming).

Samus is probably going to be around mid to mid-high tier now. IMO Rosa & ryu are more favorable matchups than ZSS, metaknight, and Sheik ever were, meaning, if they're the new dominant force in the meta, we're in a way better place than ever before.

That's the main change along with earlier DA hitbox:
heck yes :D
 
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Hark17ball

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I have to wait for my buddies Gamepad to update my WiiU....ill have to practice with my brother on the 3ds when i visit tonight. Happy isnt even the way to describe my feelings rigth now. :laugh:
 

Bowserboy3

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I have found an odd Samus change regarding Missiles.

Both come out of the arm cannon a few frames sooner, but the endlag is exactly the same... anyone else care to help me confirm this?
 
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