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Official Patch Notes for 1.1.1

FSK

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This thread is for changes only, so if anything hasn't been removed (like bombslides as of the current patch) then I won't mention it. Also, for anything to be added we need concrete hard data. This means comparisons, testing, numbers and videos when possible.

Patch 'Operation buff Link'
{


Link up-b 2 got a bunch of hitbox upgrades: does 16% from 14%, 11/2% from 9%, has some new 14% hitboxes, 8% from 7%, 6% from 5%. No other changes.

Jab 1: Shieldstun increased from 1 frames to 4.

Jab 2: Shieldstun increased from 1 frame to 4.

Jab 3: Shieldstun increased from 2 frames to 5.

F-tilt: Shieldstun increased from 6 frames to 10.

D-tilt: Shieldstun increased from 5 frames to 9.

U-tilt: Shieldstun increased from 4 frames to 8.

Dash Attack: Shieldstun increased from 5 frames to 10 at the base, 6 frames to 11 at the tip.

F-smash 1: Shieldstun increased from 3 frames to 7 at the base, 6 frames to 11 at the tip.

F-smash 2: Shieldstun increased from 6 frames to 10.

D-smash: Shieldstun on the front hit increased from 6 frames to 11. Shieldstun on the back hit increased from 5 frames to 9.

U-smash: Shieldstun on the first two hits increased from 2 frames to 5. Shieldstun on the final hit increased from 5 frames to 9.

N-air: Shieldstun on the strong hit increased from 5 frames to 9. Shieldstun on the weak hit increased from 3 frames to 6.

F-air: Shieldstun on the first hit increased from 4 frames to 7. Shieldstun on the second hit increased from 4 frames to 8.

B-air: Shieldstun on the first hit increased from 2 frames to 4. Shieldstun on the second hit increased from 2 frames to 5.

D-air: Shieldstun increased from 6 frames to 10.

Z-air: Shieldstun on the first hit increased from 1 frame to 4. Shieldstun on the second hit increased from 2 frames to 6.

Spin Attack (Uncharged): Shieldstun increased, from 6 frames to 11.

Spin Attack (Full Charge): Shieldstun increased, from 9 frames to 15.

Shocking Spin (Uncharged): Opponent and self shieldlag is now 16 frames. Previously was 10 frames for the opponent and 15 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 6 frames to 12.

Shocking Spin (Full Charge): Opponent and self shieldlag is now 22 frames. Previously was 13 frames for the opponent and 20 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 9 frames to 17.

Link's projectiles did get shieldstun changes, but for some reason most of them also get hitlag changes too. And I'm pretty sure they didn't get any damage changes. And it doesn't seem like the shieldstun changes for the projectiles follow the same formula as his physical attacks.

Hero's Bow (Uncharged): Hitlag reduced from 6 frames to 5. Shieldstun increased from 2 frames to 4.

Hero's Bow (Full Charge): Hitlag reduced from 9 frames to 7. Shieldstun increased from 5 frames to 6.

Power Bow (Uncharged): Hitlag increased from 5 frames to 7. Shieldstun increased from 1 frame to 3.

Power Bow (Full Charge): Hitlag increased from 12 frames to 16. Shieldstun unchanged.

Quickfire Bow (Uncharged): Hitlag reduced from 5 frames to 4. Shieldstun increased from 1 frame to 3.

Quickfire Bow (Full Charge): Hitlag reduced from 7 frames to 6. Shieldstun increased from 3 to 5.

Gale Boomerang: Hitlag unchanged. Shieldstun increased from 3 frames to 5.

Boomerang: Hitlag unchanged. Shieldstun increased from 4 frames to 5. Hitlag on the returning hit unchanged. Shieldstun on the returning hit increased from 2 frames to 4.

Ripping Boomerang: Hitlag unchanged. Shieldstun increased from 2 frames to 4.
}

Wii U

Spin Attack hitboxes adjusted placements

Dash grab and pivot grab both 1 frame faster

F-smash 2: Self hit-lag reduced by 3 frames, 15 -> 12.

F-air, 2nd hit's self hit-lag reduced by 2 frames, 10 -> 8, which matches the first hit.

Spin Attack: Self hit-lag for uncharged version reduced by 3 frames, 14 -> 11. Fully charged version self hit-lag reduced by 4 frames, 19 -> 15.

This patch did not change any aspect of gameplay, thus, Link is unchanged from patch 1.0.8

Patch noted for v 1.0.8 for all characters
Link specific Patch Notes:
FIXES:
  • Multi-hit move properties have been changed so that the separate hits now have a suck-in effect.
  • Hylian shield now blocks Villager's Fair / Bair.
  • All ledge trickery has been removed, including the bombslide/dash throw slide-off (this thing), the faster freefall after using Up B near the ledge (this thing), and SAF, SAFCs (this thing).
NERFS:
  • Dthrow damage has been reduced from 4% to 3%
BUFFS:
  • Dthrow angle has been changed from 110 to 83 degrees.
  • Fthrow throwbox 0 (launching component of throw) angle 55 -> 50.
  • Grab cooldown on miss has been reduced by presumably 3 frames (animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54).
  • Grab range has been improved on dash grab, normal grab and pivot grab.
  • Dtilt hitboxes have been altered again, it has faster start-up (2 frames), lasts less long (3 frames total) damage has been reduced from 12% to 11%, knockback has been changed.
  • Spin Attack all stage 1 (of 4) hitboxes kbg 84 -> 85.
  • Spin Attack all stage 2 (of 4) hitboxes kbg 80 -> 85.
  • Spin Attack all stage 3 (of 4) hitboxes kbg 80 -> 82.
  • Shocking Spin Attack all stage 2 (of 3) hitboxes kbg 80 -> 82
  • IASA frames improved (allowing Link to move earlier).
  • Jab 1 massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes

Response to bugs that banned users from online play for the use of Mewtwo in certain solo modes. Very small download. Possible other changes as a result of Mewtwo bugs.

Patch notes for v 1.0.6 for all characters.
Link specific Patch Notes:

https://www.youtube.com/watch?v=qwv7ioOogYg

Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD

Jab
  • Endlag has been increased from 11 frames to 19 frames
Dtilt
  • Knockback has been nerfed from %175 to %312
  • Hitstun has been nerfed
  • Spike hitbox was changed to a meteor
  • The new meteor hitbox has been moved/changed in some way
Dash Attack
  • Hitboxes come out on frame 20 (was 21)
  • Hilt Hitbox knockback has been nerfed from %106 to %128
  • Hilt Hitbox hitstun has been nerfed
  • Hilt Hitbox damage nerfed from %13 to %12
Dair
  • Hitboxes have been increased in size resulting in further disjoint
Spin Attack
  • Front swing now hits on frame 8 (was 11)
  • Back swing now hits on frame 10 (was 13)
  • Charge time has been reduced by 4 frames
  • Front swing knockback has been buffed from %152 to %130
  • Front swing hitstun has been buffed
  • Back swing knockback has been nerfed from %152 to %171
  • Back swing histun has been nerfed (Unconfirmed)
Other Changed
  • Hylian Shield now blocks Fox's/Falco's lasers
  • No longer capable of performing a Ftilt/Fsmash while holding an item (i.e. bomb)

Current Patch notes for v 1.0.5 for all characters.
Link specific Patch Notes:

Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD

Jab
  • Endlag has been increased from 11 frames to 19 frames
Dtilt
  • Knockback has been nerfed from %175 to %312
  • Hitstun has been nerfed
  • Spike hitbox was changed to a meteor
  • The new meteor hitbox has been moved/changed in some way
Dash Attack
  • Hitboxes come out on frame 20 (was 21)
  • Hilt Hitbox knockback has been nerfed from %106 to %128
  • Hilt Hitbox hitstun has been nerfed
  • Hilt Hitbox damage nerfed from %13 to %12
Dair
  • Hitboxes have been increased in size resulting in further disjoint
Spin Attack
  • Front swing now hits on frame 8 (was 11)
  • Back swing now hits on frame 10 (was 13)
  • Charge time has been reduced by 4 frames
  • Front swing knockback has been buffed from %152 to %130
  • Front swing hitstun has been buffed
  • Back swing knockback has been nerfed from %152 to %171
  • Back swing histun has been nerfed (Unconfirmed)
Other Changed
  • Hylian Shield now blocks Fox's/Falco's lasers
  • No longer capable of performing a Ftilt/Fsmash while holding an item (i.e. bomb)

3DS

Patch notes for v 1.0.5 for all characters.
Link specific Patch Notes:
BUG FIXES:
  • Hylian shield now blocks space animal lasers.
  • Power Bow charge speed has been slowed down to match the Wii U.

Patch notes for v 1.0.4 for all characters.
Link specific Patch Notes:
BUG FIXES:
* The rocket jump or boost jump has been changed. Now instead of launching into the air it makes you get on stage standing up with no lag. Calling this ZLedge Boost.

NERFS:
* Toss Canceling has been completely removed; thus hitstun can't be canceled with it anymore.
* Fmash 1st hit Knockback greatly reduced from 46 ⇒ 37; as a result FSmash 1st hit is no longer a KO move at any % unless tipped.
* DAir>FF no longer bounces off the opponent's shield nor the opponent; whereas before it did.

BUFFS:
* FSmash 1st hit's knockback angle is lower thus linking into Fsmash 2 more consistently. Fsmash 1st & 2nd are a true combo up to 150%, and up to 300% with some timing (improved from v 1.0.3 where the second smash would whiff at 100%).
* Fsmash 1st hit with tipper hitbox fully charged kills at 90%, buffed from 110%.

Thanks to the following people for helping to confirm and test data: Kintuse (@LinkSpecialist), @ FSK FSK , @Catana, @Zane the pure, @LordFluffy, @ Ryu_Ken Ryu_Ken , and @Thinkaman.

Testing Knockback:
If anyone wants to do a knockback comparison on a character's move, all you need is 2 sd cards. One with patch 1.0.4 and the other with an older patch. All you have to do is set lvl 1 cpu Mario's damage to 150% (for more accurate data) and at the start of the match use the move you want to test on Mario once and quit the match. Look through stats in the results screen and find Max Launcher Speed and write that number down. Do this for every move you want to test. After you have all your data written down, turn off the game and insert the other sd card. Do the same tests on lvl 1 Mario and compare your results. This way is much more accurate than using kill percents for finding a moves new knockback.
 
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Drunken_Master

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Good work, glad to see so many names on a single project. (Rather than individuals working alone, that takes way longer) It's good that we can investigate these things together, as a community, and centralize it all in to one thread.
 

Serac

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Thanks for the hard work.
By the way I have a question, in the demo if you are standing right next to another character (touching them) and you perform a Fsmash Link would miss the hit and get behind the character. Is this still happening in this build?
 

Elessar

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Thanks for the hard work.
By the way I have a question, in the demo if you are standing right next to another character (touching them) and you perform a Fsmash Link would miss the hit and get behind the character. Is this still happening in this build?
Yes it does. Just space for fsmash, and if our opponent is right next to you just jab cancel into a fsmash and you're good.
 
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Ryu_Ken

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WHAT!? I made my Changelist thread literally 5 MINUTES before you posted yours. Oh well, time to lock it, I guess.
 

Elessar

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I was still editing this when you posted yours. I was testing stuff as I had the thread creator open and putting in the info. I didn't see your thread until I finished this. We still need more testing though.
 

Ryu_Ken

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You think you could organize the OP the way I did it? Buffs, Nerfs, Misc., etc?
 

Ryu_Ken

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Rocket jump change isn't really much of a Nerf (probably under Misc. or Buffs), but hey, this is starting to look good!
 

Elessar

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True, but technically it would be considered a nerf since it's an AT we had that has been changed to have less of an effect than before.
 

Ryu_Ken

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How do u get the rocket jump to work? I'm trying it and I only get a small boost. Is the timing strict? Playing on 1.0.3.
 
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DarkDeity15

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Link can still toss cancel his Bair. They probably saw how much we liked the tech and left that in as a nice little present just for us Link mains lol. I still find it fairly useful for mindgames and reads.

And I just love how many people are underestimating Link now that toss canceling is mostly gone (with Link being the only character remaining that can still toss cancel a move, which they don't even know about). He's completely fine. He still has tons of other tools to work with that make him so good. We've all been talking about how good he was even before toss canceling was discovered, so there's no reason to cry about it. After all, they went out of their way to leave Bair toss-cancelable just for us.

*Edit- As it turns out, Link's SH Bair auto-cancels and I was fooled into thinking that Bair was still toss-cancelable. However, it's just as useful as a toss canceled Bair and both looks and feels exactly like the real thing. I'll be calling it "false toss cancel Bair".
 
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Ryu_Ken

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Link can still toss cancel his Bair. They probably saw how much we liked the tech and left that in as a nice little present just for us Link mains lol. I still find it fairly useful for mindgames and reads.
DECONFIRMED. Just tried it in the new patch. It's gone for good. Note, a short hop Bair auto-cancels. You can test this yourself by going into training mode and setting the speed to 1/2 or 1/4. Catch a bomb while fast falling with Bair and spam down b. You can still see the landing frames of Bair before the bomb gets thrown.
 

DarkDeity15

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DECONFIRMED. Just tried it in the new patch. It's gone for good. Note, a short hop Bair auto-cancels. You can test this yourself by going into training mode and setting the speed to 1/2 or 1/4. Catch a bomb while fast falling with Bair and spam down b. You can still see the landing frames of Bair before the bomb gets thrown.
Lol you're right. It looks and feels exactly like a toss cancel though. I can't believe I was fooled by how good Link's Bair was. I suppose this is both a good and a bad thing.:awesome:

Do you guys think his Bair was buffed to auto-cancel like that, or was it in the previous build as well?
 

Rojo Espada

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DECONFIRMED. Just tried it in the new patch. It's gone for good. Note, a short hop Bair auto-cancels. You can test this yourself by going into training mode and setting the speed to 1/2 or 1/4. Catch a bomb while fast falling with Bair and spam down b. You can still see the landing frames of Bair before the bomb gets thrown.
Gah. So it's gone completley, period.

Oh well. I'll just have to adjust but his buffs to his fsmash and grab still have me foaming at the mouth.
 

DarkDeity15

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Gah. So it's gone completley, period.

Oh well. I'll just have to adjust but his buffs to his fsmash and grab still have me foaming at the mouth.
But like I said, SH> Bair> Autocancle>Bombthrow (or just straight up "false toss cancel Bair") both looks and feels exactly like a real toss cancel, only you can actually throw the bomb in any direction you want, making this even better than the original toss canceled Bair. So Bair>bomb throw will be a thing. Especially on the Wii U and New 3DS since the C-stick would make it way easier to perform.
 

Ryu_Ken

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This is a big change: FAST FALL DAIR NOW MAKES U GO THROUGH OPPONENTS INSTEAD OF BOUNCE. Someone double check/confirm this for me, plz.
 
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Fox Is Openly Deceptive

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So you know how DACUS was removed, I had a terrible thought. Could someone check if bombsliding still works? Or is that to be taken away from us too? And so soon after we confirmed it.
 

DarkDeity15

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Just checked. Bombsliding is still in. I honestly don't see why they'd bother removing it anyway. It's impossible to perform it on the 3DS without a c-stick outside of having the game in slow-mo, and it doesn't do much outside of making you slide while throwing a bomb. Knowing Nintendo though, they'd probably remove it because fakeout bombslides look pretty janky lol. I would recommend any experienced Link player to turn off information sharing to help prevent future AT patches.
 

Ryu_Ken

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http://smashboards.com/threads/community-patch-notes-v1-0-4.378404/page-33
Thinkaman has confirmed that Fastfalled Dair no longer bounces. He was doing it wrong at first since he didn't know that I meant Dair>Fastfall. For those of you that don't know, Fastfall>Dair in Brawl reset Link's falling speed to normal, and Dair>Fastfall caused you to go through opponents. This basically carried over to the new Smash3ds Patch 1.0.4.
 
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Fox Is Openly Deceptive

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@ DarkDeity15 DarkDeity15 : Oh thank goodness. Yeah I just had one of those feelings of sheer horror, like when you arrive at an exam and think
'I did pack my notes/pens, right? !!!!'
I just had to check.

I mean they removed DACUS. Is anything truly safe?
 
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DarkDeity15

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For some reason, if you try to Zair right after throwing a bomb in midair, you automatically air dodge instead. Was this in the previous build? Why would they even do this? You can still just cancel the air dodge with another Zair, but you'll get landing lag in the process. I have no clue why something like that is even necessary. Same with Zairing every time you drop a bomb in midair. It makes absolutely no sense. Especially now that toss canceling is gone. They're nothing but annoyances to me and have no purpose. These better fixed at some point.
 
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Fox Is Openly Deceptive

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That has always been around. Basically, if you're ever in a position where you want to use a Zair/Tether/Grab and you think it might buffer, always input it manually, i.e. shield then A. This is because as you know Grab is essentially shield + A (and not an entirely separate command, which is actually really stupid and I have no idea why this is still the case after all this time but hey, I'm not the one making the game). This is a very significant difference because it means that out of a buffer, whether it be you throwing a bomb or using it out of hitstun or out of a dropped shield, using the grab button will result in the game just registering it as you only pressing the shield button (which will make you airdodge or shield). The example I always think of is in 64 (because I've played a lot of 64) when you go to grab someone and spam the grab button, but the first grab was buffered out of something, all you'll get is your character raising and dropping shield repeatedly which is super ********. That's why we input it manually whenever you want to make sure, e.g. when you need to tether and an airdodge will kill you.
 
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Elessar

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So reading the community notes I've found that some chars are reporting slightly nerfed dmg output (specially Shulk) of about 1%. Yesterday while testing the moves and comparing them to Blubba's guide I also found thatsome hits have suffered a 1% dmg nerf, like Usmash 2nd Hit. Could someone please confirm this so we can add it to the list of changes? That is, compare dmg output with blubba's guide as to confirm what I found.
 

LinkNIvy

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The dash attack and dtilt being faster buffs were deconfirmed? Also, there's still a significant portiom of the claw shot that goes through opponents, so I don't see any buff to grab range.
 
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Ryu_Ken

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The dash attack and dtilt being faster buffs were deconfirmed? Also, there's still a significant portiom of the claw shot that goes through opponents, so I don't see any buff to grab range.
The clawshot has slightly increased range. We need to get a side-by-by video or gif/pic to see how significant the difference is.
 

Elessar

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Those buffs were deconfirmed. Only confirmed changes appear in this list, as corroborated in the Community Patch Notes. Also, there was no buff per se, just a fix in any case, but it's being contested now.

The clawshot has slightly increased range. We need to get a side-by-by video or gif/pic to see how significant the difference is.
We do since it's being contested and this is quite an important fix imo. So, if anyone knows of someone with a non patched 3DS, we need to test and produce evidence of the fix, if it was fixed.
 
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Ryu_Ken

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From the Community patch notes:
I'm doing them side by side. It's unchanged. The tether can go inside Mario's body without grabbing him the same amount, from the same range.
Brought Link into training in 1.0.4 to check and I literally had the claw fully inside his chest without grabbing him. Doesn't look any different to me.
It seems Link's clawshot range is still the same as before. Several people are confirming it.
 

Elessar

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Indeed, I saw it. I'll edit the OP now. Those seem to be all of the confirmed changes until now. However, we need to test more.

I'm slightly upset at ninty not fixing the grab range issue.
 

LinkNIvy

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Slightlu related to clawshot going through people, but has anyone found it weird that the dash attack visually goes through BF platforms but it doesn't actually hit anything?
 

Elessar

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No since platforms aren't solid from beneath. They work as floors but not as ceilings.
 

Los4Muros

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I'm actually happy with the changes Link recieved. other characters like Samus only got to experience sad results from this patch, but so far i find Link to be a very well done character.I consider it represents myself as a balanced character with low speed, but great attacks, good items to combo and beautiful strageties all over. And with the patch I feel things were even more balanced. Yeah, I'll miss the double hits the dSmash offered or an easy kill with FSmash, but in exchange for these things I believe they gave us a few new weapons to try out.
 

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Wait so the grab range wasn't really increased?

My goodness my mind must have been putting a placebo effect on me.
 

Woken up by bacon

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So reading the community notes I've found that some chars are reporting slightly nerfed dmg output (specially Shulk) of about 1%. Yesterday while testing the moves and comparing them to Blubba's guide I also found thatsome hits have suffered a 1% dmg nerf, like Usmash 2nd Hit. Could someone please confirm this so we can add it to the list of changes? That is, compare dmg output with blubba's guide as to confirm what I found.
While it shouldn't really affect data collection on Link, I just feel like pointing out that Shulk's moves were mostly buffed 1%, not nerfed.

Edit: fixed a typo where I accidentally said 100% instead of 1, lol.
 
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Elessar

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While it shouldn't really affect data collection on Link, I just feel like pointing out that Shulk's moves were mostly buffed 1%, not nerfed.

Edit: fixed a typo where I accidentally said 100% instead of 1, lol.
Actually that's an error of sorts, or it could be. When you test dmg in training you always get 1% less than on actual matches. The way to accurately test dmg is on a match (vs human or cpu doesn't matter), not training.

Wait so the grab range wasn't really increased?

My goodness my mind must have been putting a placebo effect on me.
On you and me both.

I'm actually happy with the changes Link recieved. other characters like Samus only got to experience sad results from this patch, but so far i find Link to be a very well done character.I consider it represents myself as a balanced character with low speed, but great attacks, good items to combo and beautiful strageties all over. And with the patch I feel things were even more balanced. Yeah, I'll miss the double hits the dSmash offered or an easy kill with FSmash, but in exchange for these things I believe they gave us a few new weapons to try out.
Wait, which changes? Why are you talking about Dsmash? And which weapons did they give us? The only confirmed buff we received is being able to land the 2nd Fsmash hit more consistently.
 

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,281
Location
Texas
NNID
Sorastar9
3DS FC
4725-8061-1333
One minor thing to change: FFDair (Dair->FastFall) is not just exclusive for shields. It goes through the opponent themselves aswell.
 

LinkNIvy

Smash Apprentice
Joined
Sep 13, 2014
Messages
153
Am I the only person that views the more reliable fsmash as a HUGE buff?
 
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