TheLobsterCopter5000
Smash Apprentice
- Joined
- Dec 24, 2016
- Messages
- 138
interestingly enough, Samus is one of the first fighters i researched and created patch notes for, but since i was doing the fighters in order, i've had these ones lying around for a while now. Note: this thread is part of a project i am doing to create a hypothetical finalised patch for the game. Before you say anything, yes i am aware that we may never get another balance patch, but with rumours of the switch getting a port of the game, they may do something similar to what they did with MK8, and if so, there would most likely be a balance patch involved as well.
Run speed: 1.504 -> 1.51
walk speed: 1.0615 -> 1.066
air speed: 1.03 -> 1.09 (yes really)
air acceleration: 0.05 -> 0.055
air deceleration: 0.04 -> 0.044
air friction: 0.0075 -> 0.008
Jab 1 FAF: 18 -> 14
Jab 1 KBG: 80/100 -> 75/95
Jab 2 startup: 5 -> 4
Dash attack (early) hitbox active: 8-9 -> 8
Dash attack (early) damage: 7 -> 8
Dash attack (main) hitbox active: 10-13 -> 9-13
Dash attack (late) hitbox active: 14-18 -> 14-20
Dash attack FAF: 34 -> 32
Ftilt startup: 7 -> 6
Ftilt ending lag: 24 -> 21
Dtilt ending lag: 32 -> 26
Utilt startup: 14 -> 10
Utilt ending lag: 22 -> 20
Utilt now has the same damage output and angle on airborne opponents as on grounded opponents (damage 13 angle 270), enjoy!
---DSMASH CHANGES---
Dsmash (hit 1) hitbox active: 9-10 -> 8-9
Dsmash (hit 2) hitbox active: 17-18 -> 12-13
Dsmash (hit 1) damage: 10 -> 12.5
Dsmash (hit 2) damage: 12 -> 12.5
Dsmash (hit 1) BKB: 70 -> 50
Dsmash (hit 1) KBG: 46 -> 86
Dsmash (hit 2) BKB: 70 -> 55
Dsmash (hit 2) KBG: 48 -> 88
Dsmash angle: 31 -> 27
---END OF DSMASH CHANGES---
standing grab active frames: 16-25 -> 14-26
dash grab active frames: 16-26 -> 15-27
pivot grab active frames: 17-28 -> 15-28
Uthrow (loop) damage: 1 -> 1.1
Uthrow (last) damage: 4 -> 4.5
Uthrow KBG: 70 -> 73
Dthrow frame-speed multiplier: 1 -> 0.9 (≈11% faster, followups easier)
forward and back roll intangibility: 4-23 -> 4-25
Nair now a sex-kick, damage: 10 (clean) 7 (late) size and knockback same as brawl, hitbox active: 4-6 (clean) 7-25 (late) FAF: 42 Landing lag: 9 autocancel at 34.
Uair (loop 2-5) damage: 1 -> 1.25
Zair can now be 'Z-reversed'
Charge shot (full charge) charge time: 140 -> 130
Charge shot (full charge) damage: 25 -> 27
Run speed: 1.504 -> 1.51
walk speed: 1.0615 -> 1.066
air speed: 1.03 -> 1.09 (yes really)
air acceleration: 0.05 -> 0.055
air deceleration: 0.04 -> 0.044
air friction: 0.0075 -> 0.008
Jab 1 FAF: 18 -> 14
Jab 1 KBG: 80/100 -> 75/95
Jab 2 startup: 5 -> 4
Dash attack (early) hitbox active: 8-9 -> 8
Dash attack (early) damage: 7 -> 8
Dash attack (main) hitbox active: 10-13 -> 9-13
Dash attack (late) hitbox active: 14-18 -> 14-20
Dash attack FAF: 34 -> 32
Ftilt startup: 7 -> 6
Ftilt ending lag: 24 -> 21
Dtilt ending lag: 32 -> 26
Utilt startup: 14 -> 10
Utilt ending lag: 22 -> 20
Utilt now has the same damage output and angle on airborne opponents as on grounded opponents (damage 13 angle 270), enjoy!
---DSMASH CHANGES---
Dsmash (hit 1) hitbox active: 9-10 -> 8-9
Dsmash (hit 2) hitbox active: 17-18 -> 12-13
Dsmash (hit 1) damage: 10 -> 12.5
Dsmash (hit 2) damage: 12 -> 12.5
Dsmash (hit 1) BKB: 70 -> 50
Dsmash (hit 1) KBG: 46 -> 86
Dsmash (hit 2) BKB: 70 -> 55
Dsmash (hit 2) KBG: 48 -> 88
Dsmash angle: 31 -> 27
---END OF DSMASH CHANGES---
standing grab active frames: 16-25 -> 14-26
dash grab active frames: 16-26 -> 15-27
pivot grab active frames: 17-28 -> 15-28
Uthrow (loop) damage: 1 -> 1.1
Uthrow (last) damage: 4 -> 4.5
Uthrow KBG: 70 -> 73
Dthrow frame-speed multiplier: 1 -> 0.9 (≈11% faster, followups easier)
forward and back roll intangibility: 4-23 -> 4-25
Nair now a sex-kick, damage: 10 (clean) 7 (late) size and knockback same as brawl, hitbox active: 4-6 (clean) 7-25 (late) FAF: 42 Landing lag: 9 autocancel at 34.
Uair (loop 2-5) damage: 1 -> 1.25
Zair can now be 'Z-reversed'
Charge shot (full charge) charge time: 140 -> 130
Charge shot (full charge) damage: 25 -> 27