The Hero is finally here, and with him comes balance changes! Here is the main thread.
We will hand out large infractions and/or temporary bans to those who stifle this process of patch exploration
Some examples include
1. Posting false changes, good intentions or not.
2. Asking if anything has changed when the patch notes are there for you to read.
3. Immature behavior and complaining over the patch changes.
When checking changes, remember that Ultimate has many different damage multipliers.
What Nintendo's official patch notes terms mean:
We will hand out large infractions and/or temporary bans to those who stifle this process of patch exploration
Some examples include
1. Posting false changes, good intentions or not.
2. Asking if anything has changed when the patch notes are there for you to read.
3. Immature behavior and complaining over the patch changes.
When checking changes, remember that Ultimate has many different damage multipliers.
- Percent values taken from proper matches (non-training mode) have scaling adjustments based on it's current freshness; a 1% difference seen in a match may not be a real patch change and should be double checked before being posted.
- For aerials remember that aerials performed during a short hop have a x0.85 damage multiplier.
- Moves deal more damage (x1.2) in 1v1s matches than in matches with more than two players. This multiplier also applies to Training Mode.
What Nintendo's official patch notes terms mean:
Zapp Branniglenn said:Let's recap Nintendo's official patch notes terminology based on what we've seen in the past. A glossary always helps.
- "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.
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