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How is it useless? And what’s sad? Olimar is still decently strong, just not #1. I’d say he’s at the higher end of high tier.So I've started seeing more and more videos of Olimar's shield being pretty useless now. Pretty sad times.
His hitbox is apparently now bigger than his shield even at full health.How is it useless? And what’s sad? Olimar is still decently strong, just not #1. I’d say he’s at the higher end of high tier.
Luigi's plunger (zair) used just before landing was buffed slightly (not really noticeable, according to Beefy Smash Dudes; see https://youtu.be/1HCErTzAn6Y). His invincibility frames during cyclone were not changed except for the glitch that was super cyclone, so unless you were relying on that cyclone has no changes.Luigi BUFFED OR NERFED?
the bayo discord fnished this last night.About Bayonetta's Up-B, I don't think this is an error. I think it's relative to the recovery frames when doing several Up-B and Side-B. In that case, 2 Up-B and 2 Side-B have the landing lag drastically decreased, from 50 to... 39 or 40, not really sure, I'm not sure one how to count correctly the FAF.
It's weird, since Pichu's shield got bigger to compensate for the hurtbox size increase. They should have done the same for Olimar.His hitbox is apparently now bigger than his shield even at full health.
Thank you! I've edited the Side Special bit to reflect your findings.I did some testing to see what the C.Falcon changes actually do so here's the results.
Testing was done in training mode with 1 cpu set to control and 1-frame per ZL press
Changes are highlighted by: *
3.0.1:
1: When hitting King k. rool with Side-special, K.rool's jump comes out on frame-53 at 0%, and f-59 at 100% from the moment K.rool gets hit, with Side-special being initiated right next to K.rool.
2: Regardless of distance, the faf for K.rool after getting hit is always the same.
3: When K.rool stands in the starting position, C.falcon's Side-special connects when the tip of his left foot is on the outer-line of block -5.8, it does not connect on block -5.9.
4: C.falcon's faf after hitting with side-special is f-41 with K.rool at 0%, this is the same for long-distance, and with K.rool at 100%
5: C.falcon's Side-special hits on f-6 of foe-detection(f-16 of move initiation when next to opponent), same for long-distance
6: C.falcon's Side-special deals 18-frames of hitfreeze, and launches the opponent on f-19
7: C.falcon's Bair 15.6%-hitbox ko's Mario into the right-blastzone at 116% in Training mode-Battlefield's starting position(middle of right-platform) with no DI
8: C.falcon's Ftilt 9.6%-hitbox ko's Mario into the right-blastzone at 236% in Training mode-Battlefield's edge-of-the-right-platform with no DI
9: C.falcon's Ftilt 10.8%-hitbox ko's Mario into the right-blastzone at 215% in Training mode-Battlefield's edge-of-the-right-platform with no DI
3.1.0:
*1: When hitting King k. rool with Side-special, K.rool's jump comes out on frame-54 at 0%, and f-60 at 100% from the moment K.rool gets hit, with Side-special being initiated right next to K.rool.
2: Regardless of distance, the faf for K.rool after getting hit is always the same.
3: When K.rool stands in the starting position, C.falcon's Side-special connects when the tip of his left foot is on the outer-line of block -5.8, it does not connect on block -5.9.
4: C.falcon's faf after hitting with side-special is f-41 0%, this is the same for long-distance, and with K.rool at 100%
*5: C.falcon's Side-special hits on f-5 of foe-detection(f-15 of move initiation when next to opponent), same for long-distance
6: C.falcon's Side-special deals 18-frames of hitfreeze, and launches the opponent on f-19
*7: C.falcon's Bair 15.6%-hitbox ko's Mario into the right-blastzone at 109% in Training mode-Battlefield's starting position(middle of right-platform) with no DI
*8: C.falcon's Ftilt 9.6%-hitbox ko's Mario into the right-blastzone at 211% in Training mode-Battlefield's edge-of-the-right-platform with no DI
*9: C.falcon's Ftilt 10.8%-hitbox ko's Mario into the right-blastzone at 193% in Training mode-Battlefield's edge-of-the-right-platform with no DI
10: There is no difference in the speed at which C.falcon moves after initiating Side-special, nor is there a change in the timing of when he starts moving
There are also changes to Utilt, Fair, and Down-special, but I didn't bother testing those as Utilt's changes were already documented, and Fair and Down-special's changes are too much of a pain to test for.
So to put it simply:
Opponents can move 1-frame later after getting by C.falcon's Side-special
C.falcon's Side-special hits 1-frame earlier
C.falcon's Bair ko's roughly 7% earlier
C.falcon's Ftilt weak-hit ko's roughly 25% earlier
C.falcon's Ftilt strong-hit ko's roughly 22% earlier
(untested by me but included for the sake of being comprehensive)
C.falcon's Utilt hits and stops 3-frames earlier
C.falcon's Fair has a bigger hitbox
C.falcon's Down-special is longer active
The patch notes say that there is a "Reduced startup of when Captain Falcon starts moving forward", but this is incorrect; in this video https://www.youtube.com/watch?v=1HCErTzAn6Y if you set the video to 1080p60 and press . and , to move forward 1-frame at the time from the 2:19 mark, you can see that he does not move earlier, and there is no difference in C.falcon's position during the move(make note of the fact that the old and new footage seem to start from different positions, I've attempted to show the difference here, https://imgur.com/lnURp3h it seems that the new footage starts just slightly further to the right)
If this line refers to the post-foe-detection hit-startup, then I think it should be phrased like "Reduced startup of when Captain Falcon starts post-proximity-detection-hit by 1 frame"
The patch notes also say that there is "Increased hitstun" on Side-special, but this is incorrect; there is no difference to the freeze-frames, only to the launch-immobility. Admittedly hit-stun is a term used in this community to refer to launch-immobility, but as it is also used by nintendo to refer to freeze-frames, I think it would be better to use the term launch-immobility to avoid confusion.
With regards to this, what Nintendo calls "hitstun" is what we call hitlag, or freeze-frames when you're hit. This seems to be a bit of a mistranslation on their part, as in the Japanese notes, it's referred to as "hit-stop" which is hitlag. (This came up in v2.0.0 with changes to Palutena's nair and a couple other moves.) It seems that they're now using the phrase "extended the time launched opponents can move again" to refer to what we've always called hitstun.The patch notes also say that there is "Increased hitstun" on Side-special, but this is incorrect; there is no difference to the freeze-frames, only to the launch-immobility. Admittedly hit-stun is a term used in this community to refer to launch-immobility, but as it is also used by nintendo to refer to freeze-frames, I think it would be better to use the term launch-immobility to avoid confusion.
Yes, but I'm talking about the balance of a character that actually matters.Yes, what is this bizarre universe this patch was made in, where Olimar/Pichu/Wolf/Peach/Daisy/Lucina were good, and Falcon/Diddy/Bayo/Rosa/Ryu/Ken/Lucario/Mac/Bowser Jr. were bad?
You're welcomeThank you! I've edited the Side Special bit to reflect your findings.
With regards to this, what Nintendo calls "hitstun" is what we call hitlag, or freeze-frames when you're hit. This seems to be a bit of a mistranslation on their part, as in the Japanese notes, it's referred to as "hit-stop" which is hitlag. (This came up in v2.0.0 with changes to Palutena's nair and a couple other moves.) It seems that they're now using the phrase "extended the time launched opponents can move again" to refer to what we've always called hitstun.
According SSB Wiki.:I've wanted to ask, was it just Peach's Fair sourspot that took the nerf? Or both hitboxes on it? I've seen a video on Peach sour Fair, but unsure if sweet spot (the tip) got nerfed too. Clarification would be appreciated!
Wow, seriously? That's not that bad. Why are people complaining so much about that?According SSB Wiki.:
"Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71)"
Basically Fair kills roughly 5% later...
Peach main here. That nerf doesn’t bother me. The turnip nerf I can’t get over. Also I’d love to know if literally anybody has ever had an issue with her back throw. Her only kill throw that already wasn’t anything special. Balance team apparently is against the notion of every character having a kill throw. This patch is garbage. I’m glad at least some characters got needed buffsWow, seriously? That's not that bad. Why are people complaining so much about that?
They’re waiting for the movieYeah, sure.......... next patch......
All 5 nerfed characters are still actively ranking in the top 20 in tournament results since the patch.I really think Ultimate 3.1 is worse than 3.0.
The patch deleted Pichu (will still be used in some matchups, but I really can't see the character winning a major anymore), literally crashed Olimar and removed good but not broken options from Lucina/Wolf. IMO, the only characters that were buffed in a way that can make something happen are Diddy/Ken. There is no character that was not viable only because of Pichu/Olimar, even Fox could handle them good enough. Lucina became more BnB than she already was, Wolf can't play his game as well... It's like the game itself was nerfed.
Pichu viability now is, at least, debatable. The self-damage combined with nerfing some of his great moves (FSmash and Ftilt) hurts him a lot more than people who doesn't mained the character can understand. No surprise at all that Void dropped him as his main character, a needed step to someone who wants to compete at top level.All 5 nerfed characters are still actively ranking in the top 20 in tournament results since the patch.
They aren't even bottom half, much less actually bad.
That's the thing, viability isn't this black/white thing. There's no clear, clean line between what makes a character viable and what doesn't. A small D-smash nerf isn't going to make a bunch of other characters start winning majors, but it is going to make that specific D-smash less silly to deal with.I can't point one character that is really viable now and wasn't before, so I don't think this patch was an improvement at all.
This is what's always proposed in balance discussions, and while it might be ideal, it is wishful thinking.They could bring balance raising the others to Pichu/Peach/Olimar level instead of bringing everything down.
I've noticed that there's no patch thread yet, and the update is going to drop in a few hours; shall I make a template-thread so that people can drop info there? I'm pretty sure that the mods can takeover the thread later and since things are probably going to get hectic as always, it's important to have some organization in advance.Let's recap Nintendo's official patch notes terminology based on what we've seen in the past. A glossary always helps.
Some terms mean what you think they mean, such as "launch angle" "counter detection" or "attack range".
- "attack speed" refers to startup.
- "power" or "attack power" refers to damage. In the last two patches they have just said "power"
- "Launch distance" refers to knockback.
- "Undamaged launch distance" refers very specifically to base knockback
- "Reduced Vulnerability" refers to reduced endlag.
- Reduced Vulnerability when Landing" refers to reduced landing lag
- "Shortened landing time" is referring to a reduction in how much of the animation forces that move's landing state. In other words, it's a more lenient autocancel window
- "Hitstun time" refers to hitlag.
- "Hitstun Shuffle Distance" refers to a move's SDI multiplier.
- "Super armor" refers to armor, but they do not specify whether it is damage or knockback based armor.
- "invincibility" refers to invulnerability frames. As far as what we call invincibility, I don't know what term they would use.
- "Hit detection" refers to active hit frames of an attack.