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Samus 1.06 Patch Notes

Uffe

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I was working on her last night. This was pre-1.0.6 patch. I haven't updated yet. I'm still working on what percentages the attacks kill.

EDIT: 1.0.4/1.0.5 pre-Samus: All done on Mario at center stage of Final Destination. No rage, no DI. This is all just to compare the previous Samus to the updated one.

Dash Attack – 10% Sweetspot; 6% Sourspot
Jab - 3-8%

Up Tilt - 13%
Forward Tilt – 6/7% ◄►, 7/8% ▲▼
Down Tilt - 12%

Up Smash – 3 > 6 > 9 > 12 > 15% Uncharged; 4 > 8 > 12 > 16 >25% Charged
Forward Smash ◄► - 13% Uncharged, 14% Uncharged Tipper; 16% Charged, 19% Charged Tipper
Forward Smash ▲ - 13% Uncharged, 15% Uncharged Tipper; 18% Charged, 21% Charged Tipper
Forward Smash ▼ – 11% Uncharged, 13% Uncharged Tipper; 15% Charged, 18% Charged Tipper
Down Smash Front – 10% Uncharged; 14% Charged
Down Smash Back - 12% Uncharged; 16% Charged

Z-Air - 1%; 4% Tip
Up Air – 3 > 4 > 5 > 6 > 7 > 11%
Forward Air – 3 > 4 > 5 > 6 > 11%
Back Air - 14% Sweetspot; 12% Sourspot
Neutral Air Front - 8%
Neutral Air Back - 7%
Down Air – 14% Sweetspot; 11% Sourspot

Up Throw - 9%
Forward Throw - 9%
Back Throw - 8%
Down Throw - 6%

Screw Attack – 3 > 4 > 5 > 6 > 7 > 8 > 9 > 10 > 11 > 12%
Charge Shot – 3% Uncharged; 25% Charged
Homing Missile - 5%
Super Missile - 10%
Bomb – 9% Sweetspot; 5% Sourspot

Dash Attack - 200%
Jab – 639%

Up Tilt – 161%
Forward Tilt ▲ - 264% Sweetspot; 295% Sourspot
Forward Tilt ◄► – 295% Sweetspot; 334% Sourspot
Forward Tilt ▼ - 264% Sweetspot; 295% Sourspot
Down Tilt - 212%

Up Smash – 129%
Forward Smash ◄► – 139% Uncharged, 114% Uncharged Tipper; 96% Charged, 76% Charged Tipper
Forward Smash ▲ - 134% Uncharged, 113% Uncharged Tipper; 90% Charged, 75% Charged Tipper
Forward Smash ▼ – 150% Uncharged, 120% Uncharged Tipper; 107% Charged, 80% Charged Tipper
Down Smash Front – 285% Uncharged; 207% Charged
Down Smash Back – 228% Uncharged; 163% Charged


Z-Air – N/A
Up Air – 161%
Forward Air – 196%
Back Air - 117%
Neutral Air Front - 185%
Neutral Air Back - 223%
Down Air - 196%

Up Throw - 274%
Forward Throw - 304%
Back Throw - 315%
Down Throw - 366%


Screw Attack - 150%
Charge Shot – 112%
Homing Missile – N/A
Super Missile - 253%
Bomb – 843% Sweetspot; 808% Sourspot
 
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Xygonn

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My guess is this is supposed to be a buff. I'm thinking they just changed the last two hitboxes to be +1%.

Old frame data:
def game_58():
AsynchronousTimer_0D0(Frame=8.000000, )
Hitbox_02B(ID=0x0, GID=0x0, Bone=0x9, Damage=6.000000, Angle=0x169, KBG=0x5A, WKB=0x0, BKB=0xF, Size=3.000000, Z=0.000000, Y=0.000000, X=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x2, 0x3, 0x1, 0x6, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x1, GID=0x0, Bone=0x9, Damage=7.000000, Angle=0x169, KBG=0x5A, WKB=0x0, BKB=0xF, Size=3.000000, Z=6.000000, Y=-0.500000, X=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x2, 0x3, 0x1, 0x6, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x2, GID=0x0, Bone=0x3, Damage=6.000000, Angle=0x169, KBG=0x5A, WKB=0x0, BKB=0xF, Size=2.800000, Z=0.000000, Y=0.800000, X=4.500000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x1, 0x2, 0x3, 0x1, 0x6, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
Hitbox_02B(ID=0x3, GID=0x0, Bone=0x8, Damage=5.000000, Angle=0x169, KBG=0x5A, WKB=0x0, BKB=0xF, Size=2.500000, Z=0.000000, Y=0.000000, X=0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x2, 0x3, 0x1, 0x6, 0x3F, 0x0, 0xF, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, )
SynchronousTimer_20B(Frame=3.000000, )
RemoveAllHitboxes_014()
End_196()

Bone 0x9 is deffinitely shin/foot
Bone 0x8 is definitely thigh
Bone 0x3 is?? Knee?
 

DungeonMaster

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No seriously guys, I think this is in fact a pretty significant buff even the weaker hit 7%. I just compared with my 3DS and the f-tilt knocked growth is no where near the same, not even close. This move is now a kill move and gives Samus *much* more space to work with. It's difficult to get a pivot f-tilt to sourspot at all.
F-tilt 9% on mario edge of FD kills at 140% on my Wii U.
F-tilt 8% pre-patch mario edge of FD on my 3DS kills at 210%.

The designer's prescription is clear, even if you didn't hear the message before: f-tilt.
 
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Squaddle

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No seriously guys, I think this is in fact a pretty significant buff even the weaker hit 7%. I just compared with my 3DS and the f-tilt knocked growth is no where near the same, not even close. This move is now a kill move and gives Samus *much* more space to work with. It's difficult to get a pivot f-tilt to sourspot at all.
F-tilt 9% on mario edge of FD kills at 140% on my Wii U.
F-tilt 8% pre-patch mario edge of FD on my 3DS kills at 210%.

The designer's prescription is clear, even if you didn't hear the message before: f-tilt.
have you done any sort of testing of the move in training mode? how good of a kill move are we talking about here (compared to, say, up-tilt when they're in the air or a shorthop nair)?
 

DungeonMaster

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have you done any sort of testing of the move in training mode? how good of a kill move are we talking about here (compared to, say, up-tilt when they're in the air or a shorthop nair)?
So Mario jumping at the edge up-tilt kills him in the air at 100%. F-tilt 140%. D-smash 170%. D-tilt 200%. That gives you an idea of just how strong that knockback is now.

Edit: I don't think the sourspot is that bad at all actually. Kind of like jab1 -> crouch cancel -> grab at high % it pushes the opponent back in a reasonable range. The grab is not guaranteed, it's not a true setup or combo, but it does string more naturally than jab1 and at lower %.
 
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The_Woebegone_Jackal

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I don't see having f-tilt kill at the EDGE of the stage as enough of a buff to warrant taking away a well spaced attack's potential to force a tech to a kill at much earlier percents. Especially considering you can cover more of the edge with u-tilt and kill earlier still anyway. I'm not convinced its a good change over all, but I'll give it time I suppose.

Also, Reddit has its list of supposedly changed items in the new patch ( X ), for anyone interested.
 
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Depth_

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Tumultus is coming over today. I'm going to do some frame data and side by side comparisons for both games. That aside, angled down f-tilt kills Mario on the ledge at 135 no rage. It does have kill potential now.
 

RoachCake

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F-tilt killing is a very very strange buff, and I'm certain we'll figure out a good way to setup kills with it, and implement it into our games.
Personally I liked CS tech chase kills with F-tilt, but this could turn out to be much better than that.

Time to hit the lab.
 

DungeonMaster

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That would be great if you could video it somehow.
Yeah, who ordered the f-tilt kills? Anyone? Anyone? I don't know how it all works out just now, the tech chase game has changed, but it may not be worse.
I know for a fact that n-air or b-air -> f-tilt now sets up a immediate CS tech chase in the 30-40 % region. If you weren't using those combos before, you really really want to now.

You know, it's a safe-on-shield, low cooldown, kill move. Even if it doesn't kill, it creates a lot of space and knocks them over the edge, which sets up edgeguards. It's a buff.
 

moofpi

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That would be great if you could video it somehow.
Yeah, who ordered the f-tilt kills? Anyone? Anyone? I don't know how it all works out just now, the tech chase game has changed, but it may not be worse.
I know for a fact that n-air or b-air -> f-tilt now sets up a immediate CS tech chase in the 30-40 % region. If you weren't using those combos before, you really really want to now.

You know, it's a safe-on-shield, low cooldown, kill move. Even if it doesn't kill, it creates a lot of space and knocks them over the edge, which sets up edgeguards. It's a buff.
F-tilt you crazy
Gif Size: 3M Gfy Size: 218k Compression: 6.6 to 1 (Bandwidth saved: 5M) Views: 2 Original: Video
 

KayJay

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SH AD utilt > angled ftilt at ledge killsetup?
 

The_Woebegone_Jackal

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That would be great if you could video it somehow.
Yeah, who ordered the f-tilt kills? Anyone? Anyone? I don't know how it all works out just now, the tech chase game has changed, but it may not be worse.
I know for a fact that n-air or b-air -> f-tilt now sets up a immediate CS tech chase in the 30-40 % region. If you weren't using those combos before, you really really want to now.

You know, it's a safe-on-shield, low cooldown, kill move. Even if it doesn't kill, it creates a lot of space and knocks them over the edge, which sets up edgeguards. It's a buff.
Except it is absolutely not safe on shield. In the middle of a match its pretty hard to always be perfectly spaced, and if you don't hit with the tip its a free shield grab for several characters (tested Greninja especially, can sheild grab befor you can spotdodge or roll up until the foot hitbox) as it doesn't apply any shield push.
 

Pacmaniak

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Guys, dont be sad about all this nerfs, remember there is another patch for Lucas and for the upcoming characters, just saying
 

RoachCake

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Guys, dont be sad about all this nerfs, remember there is another patch for Lucas and for the upcoming characters, just saying
If anything, Samus got buffed, not nerfed.
Sure F-tilt is ALOT different now, but that doesn't mean it's bad, we haven't even had enough time with the move yet.
In time we'll see just how good (Or bad) this change really is.
 

Xygonn

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So, in the skype convo, roachcake tested samus ftilt (normal) vs. villager ftilt and koopa jr ftilt. it's not quite as good as koopa jr. but it kills a bit sooner than villager. Villager is 9% 30b/90g and koopajr is 8% 30b/110g. They kill mario on same part of FD at 217% and 191%. We kill at 213% and do 8%. So there is definitely a knockback growth bonus as well. Ftilt used to be 15b/90g. Not sure exactly how those numbers increased but probably something like 15b/110g. Nice.

EDIT TO ADD: ROB has an 8% ftilt with 30b/100g knockback, and it kills at the exact same percent as ours vs. mario on FD, and jiggs and bowser. We are 30b/100g now on ftilt, almost for sure.

EDIT2: For reference we used to be 15b/90g.
 
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Afro Smash

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DungeonMaster

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I just tested d-throw to f-air. Against Rob pre-patch the best I could get was 100% for a solid combo. Now it's 110%. Really not that big a difference in d-throw's KB.
It means that if the opponent doesn't DI this is a kill throw, it was always kind of on the edge of being an omega stage edge kill throw before but now if you get the higher end of the range it really does kill consistently in training mode. It's so particular and situational I don't think anyone will be noticing it in actual gameplay. I'm not completely sure it's a real effect or me just getting better at combos.
 
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GdspdUblkprzdnt

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  • Sourspot Ftilit still knocks prone. Can this be a set up to reset with another ftilt now or does the stronger kb of ftilt mean we can't use it to reset anymore?
  • If Jab really is faster and it was a frame 4 attack, what the hell is it now? A frame 3 attack?
 

DungeonMaster

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The_Woebegone_Jackal said:
Except it is absolutely not safe on shield. In the middle of a match its pretty hard to always be perfectly spaced, and if you don't hit with the tip its a free shield grab for several characters (tested Greninja especially, can sheild grab befor you can spotdodge or roll up until the foot hitbox) as it doesn't apply any shield push.
It's true it needs to perfectly spaced to avoid the best OOS options. Same with b-air. In contrast however, if you f-smash, it's nearly a half second of lag. So in a clutch high % war, I'm definitely going for this option now.
 

DungeonMaster

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GdspdUblkprzdnt said:
If Jab really is faster and it was a frame 4 attack, what the hell is it now? A frame 3 attack?
Wasn't jab1 always frame 3? I see no difference in the jab1 + jab 2 combo.

And KayJay: no luck at my end trying SH AD -> up-air -> f-tilt kills. Always getting sour-spot.
 
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Afro Smash

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First hit of Zair can true combo in to angled Down F-Tilt sweetspot quite nicely
 

GameBird

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So basically, try to use Samus's f-tilt from further away, as hitting the opponent while they're in your face won't actually knock them away very far?

At least she's gotten some buffs. Not sure how I feel about faster missiles
 

KayJay

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I've just killed Mewtwo at 86% with b.air, sure it's knockback didn't get buffed?
 

GdspdUblkprzdnt

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So basically, try to use Samus's f-tilt from further away, as hitting the opponent while they're in your face won't actually knock them away very far?

At least she's gotten some buffs. Not sure how I feel about faster missiles
Not even, the sourspot is in the middle of the leg. Closest to you is good, furthest from you is best, in the middle is where you don't want them to be.
 

Afro Smash

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Do quite like the new found kill power from F Tilt, finally gives us something safe on stage to kill with, and much like screw attack becomes much more potent with rage
 
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Afro Smash

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F Tilt = Angled Up + Angled Down > Non Angled

Forward Smash = Angled Up > Non Angled > Angled Down
 
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Depth_

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Went in the lab with Tumultus. Our frame data is the same. There are no buffs or nerfs on grab, normals, or specials aside from f-tilt and missiles. Missiles have increased acceleration. F-tilt is the talk of the town. After playing some matches, I'm feeling the changes to it. We got nerfed.
 

Afro Smash

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Tracking definitely feels better on homing missiles, and im still convinced bomb explosions send us higher now, making bomb jumping a bit better for recovery
 

Fluidityt

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Went in the lab with Tumultus. Our frame data is the same. There are no buffs or nerfs on grab, normals, or specials aside from f-tilt and missiles. Missiles have increased acceleration. F-tilt is the talk of the town. After playing some matches, I'm feeling the changes to it. We got nerfed.
uhhhh bombs are changed too.

Are you sure your lab runs were complete? Cuz ftilt smashes now.
 
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Xygonn

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Do quite like the new found kill power from F Tilt, finally gives us something safe on stage to kill with, and much like screw attack becomes much more potent with rage
The most awesome thing from your video is that your ftilt had at least the first two slots in your stale queue and still killed.
 

Fluidityt

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I forgot to test that aspect of bombs. F-tilt smash though? What's that?
its when opponent goes flying from up\down angled, spaced ftilt.

even if doesnt smash, lets you get cs, projectiles, or stage control.
 

Fluidityt

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Do quite like the new found kill power from F Tilt, finally gives us something safe on stage to kill with, and much like screw attack becomes much more potent with rage
yeah. ive been enjoying it too. adds a fun new aspect to our girl thats add a bit of challenge. even if not smash, we get tons of time to do whatever with. feels good.
 

Tumultus

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Lab session with Depth disproved everything. All that stuff people said about:

-jab 1 is faster
-down throw knockback lessened
-grab cooldown lessened

All fake. The only thing that changed for us is the ftilt nerf. It's a nerf because we have to space it impeccably to really benefit from it, and the added kill power is only going to be killing at the ledge... Where you'll be wanting to use up tilt 99% of the time. It's a nerf, 100%. Tech chases at kill percents are gone and it's no longer the great "get off me" move it once was.

The missiles are faster by a ridiculously small amount, like minuscule. Won't be game changing.
 
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pinkdeaf1

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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.
 
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