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...Sakurai?I want to know who can look at Jigglypuff and Zelda and say, "oh yeah, that's fine. They're fine."
I'm not convinced they need Sakurai to balance things, though. In fact, given that he was wondering why no one uses Fsmashes (even though they're horribly unsafe and lose to shield) and instead rely upon safer moves like aerials, I'm not sure how much balancing Sakurai was doing at all...He said he was going on extended vacation and was done so doesn't sound good for patches.
I can't imagine they'd keep Corrin's infinite thing in so idk though
Actually, according to @rrrRandy 's post, the patch notes are still incorrect, as a lot of the values are still swapped, unless I'm reading this wrong.The additional defensive hitbox references have been removed and the regular hitboxes have been swapped for 1/2.
I still haven't been able to escape Duck Hunt's rapid jab, for what it's worthDid they change the amount of SDI in the game. I noticed people falling out of a lot more moves, and I could SDI out of moves that wouldn't work previously.
Gunla , UberMadman is right the numbers should be swapped. Somewhere along the way when working up my original post, I flipped the removal and additions columns in my mind... looks like it happened fairly early too... curse my left-handedness. I apologize for the error, should have caught that one earlier before it made it into the OP.Actually, according to @rrrRandy 's post, the patch notes are still incorrect, as a lot of the values are still swapped, unless I'm reading this wrong.
@rrrRandy 's post:
Usmash:
The Patch notes:
- Usmash First Hit:
- Aerial Hit X Position: 10.5 -> 11.0
- Ground Hit:
- Hitbox 1:
- Bone swapped with previous Hitbox 2 (equivalent to swapping the two hitboxes in priority)
- 1.1.3 Hitbox 2 X/Z Position -> 1.1.4 Hitbox 1 X/Z Position: 4.2/3.2 -> 2.5/1.5
- 1.1.3 Hitbox 2 WBKB -> 1.1.4 Hitbox 1 WBKB: 40 -> 30
- 1.1.3 Hitbox 2 Angle -> 1.1.4 Hitbox 1 Angle: 100 -> 140
- 1.1.3 Hitbox 2 Size -> 1.1.4 Hitbox 1 Size: 5 -> 4.2
- Hitbox 2:
- 1.1.3 Hitbox 1 X/Y Position -> 1.1.4 Hitbox 2 X/Y Position: 1/2 -> 4/-1.5
- Hitbox 3:
- Angle: 270 -> 280
- Size: 4 -> 5
- Usmash Second Hit:
- Hitbox 1/2/3 KBG: 105/103/101 -> 107/107/107
I've bolded and underlined the spots where the two posts appear to contradict each other, though I removed the parts that @rrrRandy striked out since they were already removed from the patch notes. Basically, other than the Aerial X position of hitbox 1, the bone swap between hitbox 1 and 2, and the size changes to hitboxes 1 and 3, these two seem to have their values swapped. However, I do fully admit I might be reading this wrong, so I apologize if this is a non-contribution.
- Usmash:
- Usmash First Hit:
- Aerial Hit X Positiion: 10.5 -> 11.0
- Ground Hit:
- Hitbox 1:
- Bone swapped with previous Hitbox 2 (swaps the priority of the two hitboxes)
- Hitbox X/Z Position: 2.5/1.5 -> 2/3.2
- Angle: 140 -> 100
- KB: 30 -> 40
- Size: 5.0 -> 4.2
- Hitbox 2:
- Hitbox X/Y Position: 4/-1.5 -> 2/1
- Hitbox 3:
- Angle: 280 -> 270
- Size: 4 -> 5
- Usmash Second Hit:
- Hitbox 1 KBG: 107 -> 105
- Hitbox 2 KBG: 107 -> 103
- Hitbox 3 KBG: 107 -> 101
I had noticed that too, I thought maybe it was the tentative alterations that were made to certain characters, but if its something universal or between a lot of characters it seems so.Did they change the amount of SDI in the game. I noticed people falling out of a lot more moves, and I could SDI out of moves that wouldn't work previously.
It's k. As long as we end up with the right values, it's all good.Gunla , UberMadman is right the numbers should be swapped. Somewhere along the way when working up my original post, I flipped the removal and additions columns in my mind... looks like it happened fairly early too... curse my left-handedness. I apologize for the error, should have caught that one earlier before it made it into the OP.
Mind sharing what moves have the hitboxes? The Pits' especially because that's what I know.So basically the only changes you suggest is to remove reference to the defensive hitboxes and flip hitboxes 1 and 2 of the first hit. I am fine with both. I did say in my original post that I assumed it was intangibility.
Here is a list of characters with defensive hitboxes:
Greninja
Bowser
Link
Charizard
Lucina
Marth
Toon Link
Metaknight
Mii Swordsman
Pit
Dark Pit
Roy
Sheik
The defensive hitboxes almost always have the same X/Y coordinates as the actual hitboxes. I assumed it was intangibility due to the its presence on certain moves such as Sheik's upb.
I checked it with my custom stage testing. Little Mac's Rising Uppercut has the same platform heights. What lead you guys to seem it got buffed if you don't mind me asking?Could someone confirm if Little Mac's up b height got buffed? We were checking it and the height seems to have changed.
Because he/she just wanted to be apart of the discussion like 50% of this topics post. We all saw the smash doc and now everyone thinks they are instantly apart of the community and are here to "help" even if they have no idea whats going on.I checked it with my custom stage testing. Little Mac's Rising Uppercut has the same platform heights. What lead you guys to seem it got buffed if you don't mind me asking?
As far as I'm concerned, if they play Smash and they come here to learn more about it, they are part of the community. Just because people don't go to tournaments doesn't mean they don't matter. Some people do ladders. Some people play exclusively online. Some people just want to beat their friends. Whatever. I mean, we can be all "DON'T TOUCH ME, YOU FILTHY CASUAL" about it but the simple truth is that a big portion of the Smash community is casual players who, if they are competitive, will probably never go to a tournament bigger than a local game shop and that's perfectly okay. If they're wrong, that's that but the bottom line is that they still wanted to contribute and it doesn't hurt anyone because there's plenty of people here who can correct them if they are wrong.Because he/she just wanted to be apart of the discussion like 50% of this topics post. We all saw the smash doc and now everyone thinks they are instantly apart of the community and are here to "help" even if they have no idea whats going on.
I mean day after day people say stuff like "I think Samus is good! People just need more time with her!" or "Can this person win a tournament? I need to know before I switch mains" even though they will never go to a tournament in their life. You know **** that makes no sense at all. Personally I like reading the stuff though, always a laugh.
I just looked at the thread and I just want to say that I prefer to judge the tier list mostly by my experiences against whatever character I go up against on FGAssuming you haven't checked when I tagged you there... Please take this to this thread: http://smashboards.com/threads/4br-tier-list-v1-0-competitive-impressions.429826/, the Link boards, or even a PM. Patch-related discussion should be here while competitive, MU, Link, and other discussions should be taken elsewhere.
Not the point and I don't want to sound rude, but I don't care. The point is that this thread is dedicated to discussing the patch. For example, noting damage changes, knockback changes, or how bug fixes or changes to moves affect that game like if Falco can't D-throw ledge spike people, then a situation and buggy thing was removed. Character discussion goes elsewhere.I just looked at the thread and I just want to say that I only judge the tier list mainly by my experiences against the characters I go up against on FG
A friend of mine couldn't recover as high as before with him. We thought it may be a placebo but just in case, we wanted it to be tested for him. I guess placebo was right, thanks!I checked it with my custom stage testing. Little Mac's Rising Uppercut has the same platform heights. What lead you guys to seem it got buffed if you don't mind me asking?
I can see what you guys could of meant. Inputting a Rising Uppercut on its own recovers poorly off-stage in the air whereas it vertically goes higher from standing on the ground. However, if you input a mid-air jump & immediately Rising Uppercut, the UpB goes much higher. This can usually occur if one has tap jump on & they try to tap up on the joystick followed quickly by pressing B during their low recovery attempt. If walls are a factor, then I'd assume that a walljump input followed by a quick UpB press with tap jump on will make it go higher too.A friend of mine couldn't recover as high as before with him. We thought it may be a placebo but just in case, we wanted it to be tested for him. I guess placebo was right, thanks!
This has been a problem continuously throughout this game, characters falling out of multi hit attacks. There are too many examples of this to list that have been patched in the past year and a half but, even in this last patch, characters falling out of Falco's usmash and Toon Link's fsmash was addressed. It could be argued that this is still an issue for many other multi hit attacks in the game including Game and Watch's, Bowser Jr's, and Dedede's jab.One thing that has been bugging me (saw it on stream recently with ANTi vs Ninjalink and has happened in a couple local matches with my friends as well.) is people somehow getting out of Cloud's fsmash before the third hit lands, succesfully surviviing even at kill percents... I have not seen this happen before in the previous patchso I thought I would share.
Here's the footage of the grandfinals video, timestamped to the moment I meant:
Mind you this has happened with me and my friends too, even with the opponent being somewhat closer to the center of the hitbox.
Have a little patience, bud. They'll get it done in their own time.Okay. What are we doing? There is still work to be done. 2 more characters. We're so close. Cmon guys.
So, among the Cloud and Wii Fit changes we're still waiting on, do we know what this mysterious change to Takamaru was?Files data/animcmd/item/takamaru/game.bin and ../../113/romfs/data/animcmd/item/takamaru/game.bin differ
I could be wrong, but I'm not sure people have been looking for the changes this entire time. The people who have PCs (unlike myself) and the tools and know-how might just be busy or uninterested. Or maybe I'm totally wrong, who knows? Only they know.Are the Cloud and Wii Fit changes possibly even that different or even relevant? If it's taking this long to find them, I doubt they're of that much importance.
Since it's an assist trophy... not sure anyone will care. Not sure I care. So long as Takamaru works OK when I pick up an assist trophy in Classic mode, I'm happy.So, among the Cloud and Wii Fit changes we're still waiting on, do we know what this mysterious change to Takamaru was?
I didn't call him/her a filthy casual. That's you making a connection I never did. I was answering Masonomace's question truthfully because I knew no one would answer it correctly and you, a mod, proved me right. The patch has been out for days. There have been found and confirmed Little Mac buffs. Obviously something as big as improved recovery would have been found before his other things. If you think about this for one second you will know I'm right.As far as I'm concerned, if they play Smash and they come here to learn more about it, they are part of the community. Just because people don't go to tournaments doesn't mean they don't matter. Some people do ladders. Some people play exclusively online. Some people just want to beat their friends. Whatever. I mean, we can be all "DON'T TOUCH ME, YOU FILTHY CASUAL" about it but the simple truth is that a big portion of the Smash community is casual players who, if they are competitive, will probably never go to a tournament bigger than a local game shop and that's perfectly okay. If they're wrong, that's that but the bottom line is that they still wanted to contribute and it doesn't hurt anyone because there's plenty of people here who can correct them if they are wrong.
We've already ruled out the possibility of hitbox changes, endlag changes, and base stat changes for Cloud and WFT. The only possibilities that remain are visual effects or something even less relevant than bug fixing I-frames for trip-related actions. I hate to be a broken record, but we really shouldn't make the assumption that there is anything at all to find in the first place. Every patch delivers unknown parameter changes. And when one or two remain unknown for this long, it's not because "nobody cares". It's because we've reached the end of the road for things to look at days ago.Are the Cloud and Wii Fit changes possibly even that different or even relevant? If it's taking this long to find them, I doubt they're of that much importance.
If no changes were to exist, why were some characters like Jigglypuff and Mewtwo ruled out immediately but Cloud and WFT still are an enigma? I would think that would mean there would be some kind of change, even if it's extremely minor.We've already ruled out the possibility of hitbox changes, endlag changes, and base stat changes for Cloud and WFT. The only possibilities that remain are visual effects or something even less relevant than bug fixing I-frames for trip-related actions. I hate to be a broken record, but we really shouldn't make the assumption that there is anything at all to find in the first place. Every patch delivers unknown parameter changes. And when one or two remain unknown for this long, it's not because "nobody cares". It's because we've reached the end of the road for things to look at days ago.
Unfortunately, due to various circumstances, I had no Internet for an extended period.Was Thinkaman around for this patch note party? Last patch, his data mining within the first few hours gave us all of the info we needed and the notes were done within like 3 days.
I am glad it was something that can be fixed and not a silent retreat from the community, we <3 you.Unfortunately, due to various circumstances, I had no Internet for an extended period.