Luig
Confused
Wow, that calculator is useful!
I actually now have an estimate of when Link's new dsmash kills now...
But that's beside the point.
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Wow, that calculator is useful!
If we do get such a kill option, what should we call it? Since everyone else who has an up throw/down throw into uair has a name for it, lol.Wow the 2% is a good point. Imagine if we can true combo into up air at kill percentage. We would truly live in a just world :D
I posted some suggestions earlier, but I like "Spin to Win" the most, because Bowser spins, then wins (probably in the form of Uairing the opponent into oblivion).If we do get such a kill option, what should we call it? Since everyone else who has an up throw/down throw into uair has a name for it, lol.
...groovy. FAF for throws IS in the game data, so it's hard for me to have any reasonable doubt here.They just updated:
The Spin to Win is REAL, folks...
- Endframe 68 -> 61?
So is "Ding dong" after the "expand dong" meme, though."Spin to win" sounds kind of memey, but assuming air Fortress is a followup (8 frame jumpsquat plus 6 frame move) then it's the winner.
Koopa Karnage obviously. Shell Shock sounds good though.We could call it the Kidnap because that's what Bowser actually does.
Or we could call it the Shell Shock since that didn't really take off with the DAir tech we found last year, and UThrow is technically a shell spin into death
Pick one, or tell me that they're both trash.
It didn't say anything about throwing them earlier, so I'd guess there's less endlag after you throw them, which helps tremendously.How is the endframe decrease that good? Won't they still have just as much hitstun as if we threw them later?
You can say we certainly do have a Topspin. I'll see myself out.Let's not get all memey like this. This is really bad.
Let's instead celebrate our obvious new placement as toppest of tiers.
Spin->WinJust replace the to with a -.
Spin-win.
The FAF after Bowser uses it should now be coming sooner. They're not certain on which frame it is, but it's going DOWN which means Bowser gets to react faster out of Uthrow (it'd be time to make a Sakurai voodoo doll if he gave us an Uthrow which can combo, then made it so we can't jump in the air in time to do anything about it...).How is the endframe decrease that good? Won't they still have just as much hitstun as if we threw them later?
Spinning Shell of ChaosNo cheesy names for Up throw kill setups please
KOOPA MESSATSU!How about Bara Dragon Punch?
We haven't even seen this in action yet. Let's keep our heads.This really shows that one change in the right place can really help a character out....
In the game files, they can tell what the FAF is for throws. "endframe" is another word for that. And unless the startup for the move was modified in some way, such a change implies that our endlag was reduced by 7. By my count, it's 15 before to 8 in this patch. Bowser can act 7 frames sooner. As for their hitstun, that's dependent on the new knockback received. I guess whoever decided Uthrow should be buffed found that targets could escape followups with the old endlag. UnacceptableHow is the endframe decrease that good? Won't they still have just as much hitstun as if we threw them later?
Uh, wait, if the hitlag modifier on his shell spinning is indeed faster, then the FAF coming sooner might not be as big of a buff as we think...In the game files, they can tell what the FAF is for throws. "endframe" is another word for that. And unless the startup for the move was modified in some way, such a change implies that our endlag was reduced by 7. By my count, it's 15 before to 8 in this patch. Bowser can act 7 frames sooner. As for their hitstun, that's dependent on the new knockback received. I guess whoever decided Uthrow should be buffed found that targets could escape followups with the old endlag. Unacceptable
I believe FAF values are without hitlag, so hitlag won't really matter I think...If there was something clever about Bowser using his head to bash people that we could use...
We should just borrow half of DK's and call it the "spinning dong"... (no, we shouldn't)
Uh, wait, if the hitlag modifier on his shell is indeed faster, then the FAF coming sooner might not be as big of a buff as we think...
Uh oh...
Sakurai wouldn't do that to us, right...? D:
Hmm...I believe FAF values are without hitlag, so hitlag won't really matter I think...
Yes. We do not count hitlag frames.I believe FAF values are without hitlag, so hitlag won't really matter I think...
Yeah.Hmm...
http://www.ssbwiki.com/Freeze_frame
"Freeze frames (also known as hitlag and officially known as impact stall) are a phenomenon that appears in all four games of the Super Smash Bros. series whereby a character will freeze for a period of time after connecting with an attack. If successful with most attacks, both the attacker and target are frozen in time for a number of frames. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the knockback occurs."
Now, did Sakurai recently tell us that he refers to HitSTUN as HitLAG, or am I losing my mind...?
I mean, I STILL think this is indeed a combo throw, but the timing on it might be VERY tight...
UNLESS.... (well, no, he's DEFINITELY weird, but...)Yeah.
Sakurai is weird.
He called hitlag "hitstop" in an article about it.Hmm...
http://www.ssbwiki.com/Freeze_frame
"Freeze frames (also known as hitlag and officially known as impact stall) are a phenomenon that appears in all four games of the Super Smash Bros. series whereby a character will freeze for a period of time after connecting with an attack. If successful with most attacks, both the attacker and target are frozen in time for a number of frames. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the knockback occurs."
Now, did Sakurai recently tell us that he refers to HitSTUN as HitLAG, or am I losing my mind...?
I mean, I STILL think this is indeed a combo throw, but the timing on it might be VERY tight...
Awesome!Alright I wrote up this mini guide to our new amazing up throw: https://docs.google.com/spreadsheets/d/1bF1ew7Lnhj6Szj-96ExYixVx6EbVo-meS6FFfyQQ7bw/edit?usp=sharing
As you can see we don't enter the kind of knockback we use to have at 0% until ~115%. This combined with the endframe decrease should mean that we do indeed have a hoo hah kill throw. It Probably works around 100-150%
They're really the only thing they can datamine.Uthrow being a proper combo throw is welcome even if I wish this game had less bread and butter. I'm more interested in any hitbox changes though... I'm guessing those can't be datamined?
Looking through the patch notes so far it looks like if Bowser's hitboxes on moves were fixed they would have been noticed, since there are notes to that effect on other characters. I lost a match due to whiffing a klaw at kill percents just last night, seems that will continue...They're really the only thing they can datamine.
Animation changes, FAF for certain actions (like an aerial's landing lag) and data on articles (certain player made obstacles and items like bananas and hydrants) are the big things they can't really find or interpret.
Maybe "Shell Shocker", but again, it kind of implies the actual kill happens off of a move that involves Bowser's shell (I'd laugh like hell if they buffed the ending hit of aerial fortress to make it a kill move... Then we'd DEFINITELY have a shell shocker on our hands!)I think ShellShock might be it. Maybe. idk. But I can't wait to hit the lab with this. I'm not sure how much of a difference it'll make with problem MUs but now our rewards for playing neutral well are actually relevant.
I was hoping it would be a shieldbreak setup of some kind, but again, if it makes Bowser competitive, I'm not about to send it back...Uthrow being a proper combo throw is welcome even if I wish this game had less bread and butter.