Xygonn
Smash Ace
So, the sour spot... Do we know when it gives us a tech chase? Also, the groin hit (6%) should still give a tech chase at lower percents. Tech chase isn't the only purpose of the move.
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I like the idea of using the new F-tilt for retreats. I'm also quite interested in the percent chance after looking into shield stun. That extra added percent could have given us one more frame of shield stun on our tipper. I'm bummed though. One percent more and we could be tilting with a priority move.I can't say it is a nerf quite yet. That f tilt is looking to be good for reasons unrelated to u tilt. F tilt is faster and is usable not onky at ledge. It is good for retreating tilts, and stage presence/control.
The missile speed increase was real. We did a test on WiiFit Studios frame by frame. Super's acceleration increases once it passes one of the treadmills.So the missiles speed was a placebo effect as well? Weird, guess I got used to relentless missiles.
But yeah ftilt is a huge nerf. It's still a good move and has good uses but the extra knockback isn't worth trading for the perfect knockback it used to have and the weak hits are just mind boggling, the knee can get you punished like jab 1 at earlier percents.
The one move where I wouldn't have changed a damn thing is the only one that changes and for the worse.
I'm not noticing a usable difference in homing missiles either, although perhaps the super missle might have changed. I can't get concrete data (as im using a stopwatch to compare) but I concur with Depth_ that the super missle seems to accelerate quicker. However if its true at all its only reaching its max range by about .10 of a second faster.I would really love to see a side by side missile comparison between versions. I feel in game, nothing.
We can avoid a lot of the sourspot with angled tilts in close. I'm really not sure how the priority on the hitboxes works, as in on a big target which hitbox actually counts most? Say I f-tilt falcon up-close and thigh, knee and foreleg are all connecting to hurtboxes? Any insight from experts on this issue?
I believe the hitboxes are listed in priority order on dantarion's site, so it checks for collision with each box in order on a frame and stops as soon as it finds the first one.I would really love to see a side by side missile comparison between versions. I feel in game, nothing.
We can avoid a lot of the sourspot with angled tilts in close. I'm really not sure how the priority on the hitboxes works, as in on a big target which hitbox actually counts most? Say I f-tilt falcon up-close and thigh, knee and foreleg are all connecting to hurtboxes? Any insight from experts on this issue?
Could be knockback gimp? They feel faster to me.... Maybe the angle changed a little bit?Super Missiles have definitely changed as Super Missile > Charge Shot is no longer a true combo at low percents. My guess is that they get there too quickly so they aren't in hit stun by the time the Charge Shot gets there
I've had that info in the OP since the day the patch droppedNow I may be remembering this incorrectly, but I've been waiting for someone else to say it and no one else has.
We all know the changes to the normal F-tilt, but no one has brought up what I'm pretty are changes (buffs) to the angled versions too. There are 3 hitboxes: tipping (tip toes) for 9%, foot/ankle for 8%, and the rest of the leg for 6%. Wasn't it just two hitboxes previously? 8% past the ankle and 7% otherwise?
I kinda got that feeling too, but the move is just as useless as it ever was regardless because if it was tinkered with it still only works if you actually hit with then inside the move. It still doesn't do anything if they fall into it as they just kinda bounce off.I swear Up-smash's hit-chain has been fixed at least a little bit: By that I mean that if I get the first hit off, I'm connecting the next few hits with it more frequently. It still wiffs all the time and is a horrid move in general but I do feel like it's been improved somewhat.
but then again I was so certain about the charge shot being nerfed... :/
Oops haha. I guess I didn't remember seeing it, and I've just been checking the main thread which doesn't reflect that buff.I've had that info in the OP since the day the patch dropped