I finally got around to updating. The phoenix bomb AT has been patched out.
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
So, jab 1 was reworked...And here's all the specific changes. Looks like we missed a few things.
http://smashboards.com/threads/luca...notes-17th-19-30.406319/page-19#post-19454998
Can we get a proper explanation on jab 1? Is it a buff from last patch in any way?Copied for convenience.
Link
----
Jab 1
massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Dtilt
animation speed 1.33x for frames 0-12 (2 frames faster?)
hitboxes
damage 12 -> 11
x 12.8/15.4 -> 14.1/16.6
Grab
unknown param 28 -> 32
animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?)
Dash Grab
unknown param 28 -> 32
animation speed 1.25x for frames 32-71 (8 frames faster?)
Pivot Grab
unknown param 37 -> 41
animation speed 1.25x for frames 33-72 (8 frames faster?)
Fthrow
throwbox 0 (launching component of throw)
angle 55 -> 50
Dthrow
throwbox 0 (launching component of throw)
damage 4 -> 3
angle 110 -> 83
kbg 90 -> 85
Spin Attack
all stage 1 (of 4) hitboxes
kbg 84 -> 85
all stage 2 (of 4) hitboxes
kbg 80 -> 85
all stage 3 (of 4) hitboxes
kbg 80 -> 82
Shocking Spin Attack
all stage 2 (of 3) hitboxes
kbg 80 -> 82
From general playing I don't think it can do anything crazy but who know. Maybe landing it in a jumping opponent might do something interestingProbably changed up the hitboxes and altered angles to combo better into jabs 2 and 3 would be my guess. I haven't really looked at it but it doesn't seem like we got our IASA frames back. Someone should investigate.
Unfortunately nothing in terms of IASA frames were touched for Link. But actually being able to connect jabs is...a necessity.Probably changed up the hitboxes and altered angles to combo better into jabs 2 and 3 would be my guess. I haven't really looked at it but it doesn't seem like we got our IASA frames back. Someone should investigate.
It was a general change towards all multi-hit moves. As you already note, aerial UpB does not connect in the same terms than before (as a matter of facts, i use to get more hits in punching bag if i started aerial UpB very close to it. Right now it is not possible).Why wasn't our up-smash mentioned in the change notes? Are we sure that the jab 1 thing wasn't just a typo when it should have said up-smash?
Does it do anything useful though outside of teams?Apparently our Fthrow has a slightly changed angle and better IASA frames too.
Usmash hasn't been changed, multi-hit move properties have been changed so that the seperate hits now have a suck-in effect.- Usmash has been changed so that all 3 hits connect.
Damage of Dthrow has been reduced from 4% to 3%, and angle has been changed from 110 to 83 degrees.- Dthrow's kb was changed to its easier to string it and works as a setup now..
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 is safer on miss.
Grab range has been improved on dash grab, normal grab and pivot grab. Nothing has been done to start-up. The unknown parameter is obviously range, the others are animation speed changes (which are all for cooldown when missed, not start-up):- Dash grab is faster on start up, safer on miss, and does it have more range as well?
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. It still spikes:- Dtilt doesn't spike anymore, is faster and is a launcher, has dmg reduced, can be followed by other attacks.
See this post:1. Our Dtilt spike is still very present, I killed a Lucas with it when he was at 120%. It was on Smashville, he was the ledge ready to rope and I was standing quite a bit back from the ledge. (His response: ":O ... That SPIKES!?") I was planning to just hit him up for a Fair or Uair.
As mentioned, Link's d-tilt is faster. In terms of frames, it's 3 frames faster; the total frame count is down to 28, from the previous 31. This also reduced the start-up by 2 frames; 11 frames, down from 13.
Frame-by-frame gifs demonstrating:
That was done in an earlier patch, possibly transition from 3DS to Wii U.- Arrow dmg reduced from 14% to 12%
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). Ledge stuff like that is out in general, i.e. Zelda's love cancel, Samus' missile cancel, Yoshi's egg cancel &c.
For someone always lecturing people you really should learn to read and interpret.The phoenix bomb AT has been patched out.
So I was lazy once. Sue me.Usmash hasn't been changed, multi-hit move properties have been changed so that the seperate hits now have a suck-in effect.
Damage of Dthrow has been reduced from 4% to 3%, and angle has been changed from 110 to 83 degrees.
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. Nothing has been done to start-up. The unknown parameter is obviously range, the others are animation speed changes (which are all for cooldown when missed, not start-up):
Grab
unknown param 28 -> 32
animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?)
Dash Grab
unknown param 28 -> 32
animation speed 1.25x for frames 32-71 (8 frames faster?)
Pivot Grab
unknown param 37 -> 41
animation speed 1.25x for frames 33-72 (8 frames faster?)
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. It still spikes:
See this post:
That was done in an earlier patch, possibly transition from 3DS to Wii U.
You missed:
Jab 1
massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Spin Attack
all stage 1 (of 4) hitboxes
kbg 84 -> 85
all stage 2 (of 4) hitboxes
kbg 80 -> 85
all stage 3 (of 4) hitboxes
kbg 80 -> 82
Shocking Spin Attack
all stage 2 (of 3) hitboxes
kbg 80 -> 82
Fthrow
throwbox 0 (launching component of throw)
angle 55 -> 50
IASA frames improved (allowing Link to move earlier)
Hylian shield now blocks Villager's Fair / Bair
Also:
For someone always lecturing people you really should learn to read and interpret.
So I was lazy once. Sue me.
I stand by what I said.
Can you give us some comparisons on Link's grab range? You don't even need to be frame perfect about it, because all you need to show is the max range of grab in the update grabbing someone, whereas in pre-patch it would miss. But yeah, it's up to you of course.Just to be thorough, here's the gifs showing our new grab:
Top is 1.06, bottom is 1.08.
D-tilt and grab are the only frame changes I found.
According to the dataCan you give us some comparisons on Link's grab range? You don't even need to be frame perfect about it, because all you need to show is the max range of grab in the update grabbing someone, whereas in pre-patch it would miss. But yeah, it's up to you of course.
Copied for convenience.
Link
----
Jab 1
massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Dtilt
animation speed 1.33x for frames 0-12 (2 frames faster?)
hitboxes
damage 12 -> 11
x 12.8/15.4 -> 14.1/16.6
Grab
unknown param 28 -> 32
animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?)
Dash Grab
unknown param 28 -> 32
animation speed 1.25x for frames 32-71 (8 frames faster?)
Pivot Grab
unknown param 37 -> 41
animation speed 1.25x for frames 33-72 (8 frames faster?)
Fthrow
throwbox 0 (launching component of throw)
angle 55 -> 50
Dthrow
throwbox 0 (launching component of throw)
damage 4 -> 3
angle 110 -> 83
kbg 90 -> 85
Spin Attack
all stage 1 (of 4) hitboxes
kbg 84 -> 85
all stage 2 (of 4) hitboxes
kbg 80 -> 85
all stage 3 (of 4) hitboxes
kbg 80 -> 82
Shocking Spin Attack
all stage 2 (of 3) hitboxes
kbg 80 -> 82
Mess around some with the grab and you will realize how much longer it is. The new range is really useful and I have been able to grab reset opponents with little commitment. Anyone know if the longer hookshot grab also makes our tether recovery longer?Can you give us some comparisons on Link's grab range? You don't even need to be frame perfect about it, because all you need to show is the max range of grab in the update grabbing someone, whereas in pre-patch it would miss. But yeah, it's up to you of course.
Zair and the corresponding tether appear unchanged. (They were always longer than the grab in any case, which didn't make any sense.)Mess around some with the grab and you will realize how much longer it is. The new range is really useful and I have been able to grab reset opponents with little commitment. Anyone know if the longer hookshot grab also makes our tether recovery longer?
We are in Sakurai's world rationality mean nothing here. Link's recovery is passable at the moment so no big deal.Zair and the corresponding tether appear unchanged. (They were always longer than the grab in any case, which didn't make any sense.)
The easiest way I knew the grab length had been extended was that you could grab the CPU Link that appears before you during the waiting room in the online matchmaking. Pre-patch, if you immediately did a standing grab, the grab would not be long enough. Post-patch the grab now connects.Can you give us some comparisons on Link's grab range? You don't even need to be frame perfect about it, because all you need to show is the max range of grab in the update grabbing someone, whereas in pre-patch it would miss. But yeah, it's up to you of course.
Slightly less KB maybe?Checked the hitstun on dthrow and it seems to be the same. Tested on sheik at 130% both on pre-patch (old clip) and post-patch. Knockback also seems to be the same.
Something has changed since you could never true combo sheik with dthrow-uair at 110% with sheik DI'ing away from Link.