I analyzed DB a few times in the main speculation thread and in my frame data thread; I'm going to compile them all into this post to add to this discussion. The new DB is a good thing to talk about, especially after the game comes out – it took us way too long to optimize DB (and still most players don't do it) in Smash 4, especially with the patches. Hopefully this time we can get it right sooner.
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Using YouTube's frame by frame tool (<> keys) on Marth and Lucina footage, I counted frames with videos set to HD & 60 fps. Allow for an uncertainty of ±1 frame using a method like this.
DB1 frame 9, total 12 (so DB2 starts F13, etc.)
DB2 frame 4, total 6
DB3 frame 4, total 6
DB4 frame 7, total 55
DB1 frame 9, total 12
DB2 frame 4, total 6
DB3-D frame 5, total 6
DB4-D frame 7 10 13 16 19, total 70-something.
DB1 frame 9, total 12
DB2-U frame 3, total 6
DB3-U frame 5, total 7
DB4-U frame 6, total ???
Go to
kuroganehammer.com for Smash 4 Marth's DB frame data.
For Smash 4 Move and Hitbox viewer, go here:
https://struz.github.io/smash-move-viewer/#/v1/
Comparison summary:
- DB1 slower startup (+3), 50% slower. Huge nerf, as this is a pivotal out of shield and out of dash option.
- DB2,3,4 much faster startup for remaining DB; but really DB1's startup is all that matters
- DB4-All more end lag due to the faster startup
- DB4-Down less frames between hits (-3 each) and after this move is finished, it's carrying at least 18 frames more end lag due to this
- All animations are new
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DB hits 2 and 3 have Smash 4 total frames (I previously reported on just 4th hits), which means they have more end lag (since startup is faster). Another thing I want to say that I'm seeing characters fall out of DB even though it does just ~10% fresh. And yet, this move possibly looks like it has less range and kill power. And Marth does not step forward as much.
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The DB story is unfortunate. It has become my Smash 4 life, that move is so broken. It begins my advantage state, up and down finishers give me follow-ups, it's a sizeable portion of my damage-racking, it is my dash attack and OoS, and it even takes stocks. The way they nerfed it with the damage, knockback, coverage/range, and endlag/follow-ups is insanely heavy-handed. Not even mentioning the worst of it all – the start-up nerf. Why the start-up nerf if dashing is so encouraged? After you already nerfed all other aspects of the move?
And then, each hit does so little knockback in a game with reduced hitstun that there will be no delay tactics, destroying its depth.
Just as bad as everything else, it's so fast no one can see what's happening – so it's ugly. And the new animations themselves make DB look like less of a dance. Cross Slash looks more like a dance!
Just had a realization... depending on shield stun mechanics in the new game, DB4-down's quicker multi-hits may lock opponents in shield!! Guaranteed punish on Marth!
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[Analyzing a video] This new DB4-down happens fast though, meaning more end lag – by at least 18 frames. See how Mega Man has enough time to roll behind Marth after shielding the last hit of DB4-down and then punish with seemingly plenty of time to spare? That's an easy Utilt from Mega Man.
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Dancing Blade, what I would call his best move right now, is "ruined" for Ultimate. It's still okay – being a transcendent priority, disjointed multihit, but it's seen extreme nerfs. It was sped up probably so that each hit does less hitstun (knockback) and to justify damage nerfs. These were done to nerf the strategy of slowing DB down to trick shielding opponents and to wait for the tipper AND give us time to think and read DI. Sakurai no doubt also wanted to make it easier on casual players that just want to mash side B, which would never have worked in any previous Smash games. It would in Ultimate, seeing how DB goes 2x faster now. In addition to all that, you got reduced kill power and I saw characters falling out of it in many gameplay videos – in that you're punished for getting the tip. It's partly because Marth isn't walking forward anymore in the animations. He kind of stays in place.
But then, this startup nerf is more significant than all that other stuff combined. It's 1.5x slower on a move that is supposed to be both an out of shield option (frame 6 out of shield drop can punish many things; frame 9... can't punish much, especially given the landing lag reductions and shield stun increase Ultimate has) and supposed to be Marth's dash attack (we all know his real dash attack sucks). If you want to know what F9 DB is like: use the Heavy Blade custom side B.
It's funny, the startup is nerfed on not just the first hit... it's nerfed on all hits. Hits 2 to 4 have severe startup reductions, even though the total frames of each hit are the same. So if you find yourself DBing a shield (which you will more often now that it's F9) and you stop the combo (whether it's at hit 2, 3, 4), your opponent will have more time to punish you. And forget about getting that follow-up tilt or aerial (into potential combo or zero-to-death) after DB4-up at low percent... there's more lag now. The DB4-down multihit may even be so fast that it locks the opponent in shield even if they release the trigger. Say goodbye to them dropping shield before the last hit. And because the last hitbox ends about 20 frames before it did in Smash 4 (crazy right!?), they have so MUCH TIME to punish you that they'll be half-charging their strongest Smash attack right in your face.
Outside of competitive, you know what sucks? To enable the "speed increase", they heavily simplified the animation. It no longer looks like a dance at all! Just a bunch of left and right swipes. Even worse: Marth, Lucina, Roy, and Chrom all use the same DB animations. So far: Melee, Brawl, Smash 4, and Ultimate all use different DB animations from each other. How difficult would it be for them to differentiate those four types into each of those four characters? It's tiring to see all the Fire Emblem characters use the same moves.
Speaking of left and right swipes, going back to competitive, where's the coverage on it now? They were arching hitboxes (even DB1 and DB3-forward that were supposed to be "forward" hits) that had great anti-air capabilities. Not anymore.
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And each hitbox will last just 1 frame too. Where before it was 2 or 3 frames that the hitbox was out. I can tell because when looking at the frame-by-frame: on one frame he hasn't started the attack, the next frame the sword is already done swiping and the whole sword trail is there. It's super weird, like Marth's arm is teleporting from one side to the other.
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This should be set to play at 2:34...
So Marth Dancing Blade still kills. I retract my assumption that it would be noticeably weaker. I don't think the Bayo DI'ed it, but the tipper forward hit is still strong. Now we have to see how easily we can get this tipper.
Also at some other point in the video, the Bayo fell out of DB and I noticed the circumstance. The Bayo was already in the air, just a bit higher than Marth. I think Sakurai designed it to not connect in that case. He probably wants you to use the Up version for that.