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That's nice man, good to see you're having a good time.Been trying this build for a month, it's awesome dude!
I made up an edited build with this. You use Heavy Gravity and Mega size. Also, replace the Moon Launcher Badge with the Default Agility Badge.
I'm no expert, but I do know this makes Sm4sh act a whole lot like 64. Hitstun feels increased tbh.
I suggest making a big stage if you'll use this.
I made an account for SmashBoards cause I'm a random stranger that wanted to say that.
I would kill to have this stage in HD but dreamland 64 is still greatmusic to my ears
I'll be there Hobbes. Post in this thread when it starts.Ladies and Gentleman. I have an announcement to make.
I will be doing a livestream of my live reaction to whatever else Sakurai has planned for us tomorrow during the mini direct at 7:40 am PT. Afterwards, we shall be downloading everything available to use and having a new character SLHG day! Please come and fight me once I start some online matches.
The stream will be found here: http://www.twitch.tv/artfulhobbes
FIGHT ME. *slash slash*Ladies and Gentleman. I have an announcement to make.
I will be doing a livestream of my live reaction to whatever else Sakurai has planned for us tomorrow during the mini direct at 7:40 am PT. Afterwards, we shall be downloading everything available to use and having a new character SLHG day! Please come and fight me once I start some online matches.
The stream will be found here: http://www.twitch.tv/artfulhobbes
WE'RE SAVED!This is the direct.
If you check 8:45 you'll see special smash selected as a tournament rule.
Also everyone will be able to upload videos to youtube now... awesome.
Falco is SO good now omg. Everything connects so much better than it did before, and my D-air sweetspot is WAY more forgiving.Falco from what I hear gets a buff good on him.
Ryu seems top-tier, but tbh at the speed SLHG is played it would be extremely difficult to have precise inputs. Ryu players in SLHG will be the very best of the best! Once he's off-stage tho, his recovery is like SonicI don't like how Ryu feels and I'm not sure how broken he is because he's built for a lot of combos in vanilla but the gravity messes with them. His up air is great though.
What is SS? Special Smash?I'm just curious... How many of you know how to properly DI in SS
DI has the same effect as vanilla sm4sh, hits don't send you as far but keep the same hitstun as vanilla. You do the math.Edit: Whoops, post got ate.
I'm just curious... How many of you know how to properly DI in SSB4? Because vectoring is still very much in the game. DI got a buff, but now the two interact in strange ways to make DI really unintuitive. For survival, aim for the corners with just left and right, unless you're going horizontally in which you hold in and down. To escape rapid hitting moves you rock the controller between up and up and out. To escape combos you hold up or up and out depending on the situation. Doing DI like you would in the old games will either kill you faster or keep you stuck in combos longer.
can't you just smash it? I don't think you need to do any other challenges.Hey guys, I'm having some real trouble getting the proper equipment. I know golden hammers, but the entire top part of my challenges are grayed out. With the Lucina cruel smash one, the backthrow trick was patched out. The 50k trophy rush is taking forever. What challenges did you guys fo to get close enough to use hammers and what ricks do you have to do them? I really want to set this up to play with my friends later today or at our weekly tomorrow
You right. Thanks for saving me frustration, I was under the impression you could only smash blue squarescan't you just smash it? I don't think you need to do any other challenges.
Couple of comments for the Dedede player:Been pretty slow on the thread since the patch. So I thought I'd give it some life.
Here's a sweet Best of 3 I did with Roy (our boy). Donutz has gotten significantly better with Dedede...
U-air's change is definitely noticeable in SLHG, even if it isn't in Vanilla. It seems much easier to chain U-air into Knee than it was before. He needed this IMO.I can't really tell, down throw dash attack, what I and few others did beforehand, still operates, and up air goes more reliably into knee, but down throw becomes slightly less versatile and up air doesn't kill (it barely did anyway.)
I have a replay, I'll capture/upload it for the sake of the thread.1.0.8 Ike in SLHG sounds pretty tough to beat. Are there any videos?
There's one but it's not much of a demonstration. I have a video in which I do one Ike combo but it's odd, in 1.0.5 (or so,) and in awful quality.1.0.8 Ike in SLHG sounds pretty tough to beat. Are there any videos? He can probably chain many nairs and uairs together, throw combos are likely devastating, and I don't think his recovery is hindered all that much.
Here's another video to show the boost in U-air > Knee. At 3:12, and almost at 3:20 ಥ_ಥDebate: Is the change to Falcon in the new patch a buff or a nerf?
...up air goes more reliably into knee
Hah not 1.0.8 (haven't played the game since the patch) but these were my impressions early in the thread:1.0.8 Ike in SLHG sounds pretty tough to beat. Are there any videos? He can probably chain many nairs and uairs together, throw combos are likely devastating, and I don't think his recovery is hindered all that much.
what buffs did he get? he's my secondary along with falco so this patch was very good to me (well, if we ignore they patched special smash online out lol)Has anybody tried out Ike? I've been playing around with him, I think he's pretty cool. His nair is a combo starter, as is his d-tilt, down throw and up throw. Back throw and forward throw send on a very down/horizontal trajectory, which is really bad offstage and forces a tech chase onstage. If you side b right away after back/forward throw it covers almost every option I think. Up air is a good air dodge killer in itself, but since you don't have that much lag while landing it frame traps into up tilt nicely. His recovery is not too bad, but he shouldn't really be going offstage to edgeguard, since his aerials take a long time to complete if you don't land with them. Instead he can wait onstage and charge his neutral B, since it hits well below the ledge. I've been able to hit shiek out of her sweetspot with it.
edit: also, who doens't like to rock the black knight skin?
Hah not 1.0.8 (haven't played the game since the patch) but these were my impressions early in the thread:
what buffs did he get? he's my secondary along with falco so this patch was very good to me (well, if we ignore they patched special smash online out lol)
Confirmed
Video:Credit goes to @ksizl4life for the great video!
Code (lacks changes to specials):
Credit to @Thinkaman
Community gathered changes (has specials):Code:Ike --- Jab1 transition to jab2 frame 13 -> 10 Jab2 new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2 hitbox 0 y 8.0 -> 7.5 new hitbox 1 angle 80 (others are 65) kbg 80 (others are 80/100) wbg 25 (others are 40/50) size 3.5 Jab3 hitboxes appear on frame 7 -> 6 (1 frame faster) hitbox 3 size 2.5 -> 3.2 hitbox duration 3 -> 4 frames Dash Attack animation speed 1.25x for frames 0-17 (3 frames faster?) hitboxes appear on frame 18 -> 17 (4 frames faster total?) hitbox 0 damage 10 -> 14 angle 55 -> 52 kbg 70 -> 78 size 6.0 -> 6.3 hitlag 1.0 -> 1.2 hitbox 1 damage 8 -> 11 angle 55 -> 52 kbg 70 -> 78 hitbox 2 damage 5 -> 9 Ftilt (all) animation speed 1.25x for frames 0-14 (2 frames faster?) hitboxes appear on frame 15 -> 14 (3 frames faster total?) all 3 old hitboxes replaced with 1 new one new hitbox bone 1000 -> 1 damage 14/14/12 -> 12.5 Utilt initial hitbox y 12.0 -> 13.0 delayed hitbox y 10.5 -> 12.0 lasts until frame 19 -> 22 (duration 5 -> 8 frames) Fair hitboxes appear on frame 16 -> 14 (2 frames faster) hitbox 0 y 9.0 -> 10.5 hitbox 1 y 6.2 -> 6.75 hitbox 2 y 4.0 -> 3.0 Some 1.25x animation speed added to a couple unknown minor actions (non-attacks)
-Ftilt
>Faster startup: 15 frames -> 13 frames
>Sweetspot damage reduced: 14%->12.5%. The sourspot has been buffed: 12%->12.5%
-Dash attack
>startup reduced: 18->15 frames
>damage increased: Sweet spot: 10%->14%. Sour spot: 8%->11% and 5%->9%
-Nair
>Less landing lag by 3 frames. Attacks that were a few frames from working such as 0% nair->dtilt and low % nair->utilt are now guaranteed.
-Fair
>Hitbox better follows visual animation. Hits better above and below him. The hitbox now starts directly above Ike: https://pbs.twimg.com/media/CHf4qnwUkAAAf75.jpg:large
>Has less landing lag by 1 frame
-Uair
>Has 3 frames less landing lag
-Dair
>Has 3 frames less landing lag
-Quick Draw(Side B)
>Startup reduced: 19->16 frames
-Jab1 and jab2
>Jab1 can transition into jab2 quicker than before.
-Jab3
>Hitbox properly covers its animation. The hitbox begins above Ike.
-Aether
>The suction properties were tweaked in some way. It may be better in some areas and worse in others. Part of it feels reminiscent to how Brawl's aether worked while the sword was thrown upwards.
Ike is your secondary? I don't think I've ever fought your Ike. I guess I'll have to wait 2 months.Hah not 1.0.8 (haven't played the game since the patch) but these were my impressions early in the thread:
what buffs did he get? he's my secondary along with falco so this patch was very good to me (well, if we ignore they patched special smash online out lol)