• 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!

Smash Wii U Smash Evolved (Mod)

YourSmashTutor

Smash Rookie
Joined
Feb 8, 2016
Messages
4
Welcome to smash evolved!


This mod (created by WolfgangStolte) aims to be a successor to the popular mod f3y. It strives to make the gameplay faster with more combos and movement options.

Many changes have been implemented and the mod is updated regularly including balance patches and potential mechanic changes.



Be sure to join the discord where you can meet other players to arrange matches, beta test , and eventually join a tournament! :)

  • No extra knockback taken while charging a smash attack

  • Buffer window: 10F -> 3F

  • Shields no longer take extra damageShields had their health lowered in F3Y, but this combined with the universal landing lag reduction really hurts the ability to shield. They no longer take extra damage, making them a little bit sturdier and more reliable.

  • Vectoring has been removedVectoring made combos really easy escape, and made surviving until high percents prevalent. Now that vectoring is gone, survival and combo DI are much more important.

  • DI maximum angle: 10° -> 12°This correlates to the above change. Increased DI value means it’s more necessary to DI properly to survive longer and get comboed less. This should also help prevent zero to deaths.

  • Gravity Vertical Knockback formula: 5x(Gravity - 0.075) -> 6x(Gravity - 0.625)This makes it so characters with high gravities are no longer disproportionately weaker against vertical knockback.

  • Hitstun can no longer be cancelledThis made combos very inconsistent, and really doesn’t contribute anything to the overall experience.

  • Hitstun multiplier: 0.52 -> 0.47Because hitstun cancelling was removed, combos will be generally easier and more prevalent. With this change, combos will be easier at lower percents, but a little harder at higher percents. Zero to deaths should be less common, but combos will be much more reliable.

  • Number of frames before respawn platform fully descends: 60F -> 30F

  • Number of frames you are stuck on the respawn platform: 60F -> 30F

  • DamageFlyRoll animation removed

  • Hitlag multiplier: 0.3846154 -> 0.35

  • Minimum hitlag (frames): 5F -> 4FThe above changes were all made in order to make the game faster paced and smoother. Nobody likes waiting forever. This also has other consequences, such as against Cloud charging Limit, Jigglypuff using Rest, and people taunting. Additionally, the DamageFlyRoll animation used to occur randomly, and it would prevent teching. This was removed for obvious reasons.
Landing lag normalized to 33% reductionIn F3Y, neutral airs and down airs got a 30% reduction on landing lag, while all other aerials got a 50% decrease. This made aerials extremely safe on shield, and there was almost no consequence to using them close to the ground. With this change, that should remedy both problems.

The download is linked on the gamebanana page below


 
Last edited:
Top Bottom