Luig
Confused
Because SDI.
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I'm pretty sure it's been confirmed that you can't SDI or Shield out of that.Because SDI.
It only seems to work with the smallest Swordfighter due to the least amount of endlag on Chakram, not sure who it does and does not work on though.YOU CAN'T?!
I'm just gonna try not to get hit the whole time. Who does it work on?
Ike got a minor buff. All you need to know is that Up-air kills earlier and Downthrow works properly on Mr. Game and Watch.does anyone know if Ike got buffed or nerf im new to this board so ill dont really understand what is the growth knocback or base knocked , and the dthrow thing... THnks!
Pit's Fsmash does 15% uncharged and yet it breaks newly regenerated shields. Smash 4 shields are just weird.Can confirm Wizkick shield damage buff. When your character first recovers from a shieldbreak, their shield starts with 30 hp. Using the meteor hit of Wizkick (15% damage) on the shield, it'll instantly break, meaning it does 30 total damage to a shield now. Shield damage was changed from 10-15. This affects all types of Down-B.
I'm not totally positive on this one but it seems the Quake (the landing state from wizkick) doesn't shieldpoke as much, effectively giving Wizkick even more shield damage. I'm only hesitant to say this is confirmed because there was no hitbox change in the data which would've been obvious, but it may have been some other property being altered.
Aerial Wizkick + Quake is 40 shield damage
One last change I'm not certain on. Ganondorf's F-air is 100% safe on block when fastfallen (tested jumping Oos, dash grabs, needles, and tethers, all were blocked/dodged. Used training mode at 1/4 speed to test). While the higher damage should cause higher shieldstun, this seems pretty drastic to simply be a result of increased damage causing higher shieldstun, so could anyone test if Ganon's F-air has less landing lag?
Wait wait wait. So pit Fmash has properties like Ryu ftilt?Pit's Fsmash does 15% uncharged and yet it breaks newly regenerated shields. Smash 4 shields are just weird.
Toon Link main here. TL's nair has always been 12 feames since the game came out, I checked on it as soon as frame data was available for him and this patch is the first he's had any changes to frame data at all. Curious what's causing the difference in nair landing lag if nair really is still 12 frames.Huh. My 3DS is on 1.0.0, so it's very possible this buff happened on an earlier patch. I was still under the impression neutral-aerial had 15 frames of landing before 1.1.0, and pre-Wii U landing lag reports had it at that too.
Link seems to have something different with his Up-B. Some properties have changed. What I noticed is that the coordinates of the hitbox are different.. and there's also something else that I cannot identify going with his Dash Grab and his Pivot GrabAny word on Link and ZSS? Can't get to my 3DS atm.
What are "Growth increases" to character attacks, specifically? Hitboxes? I'm referring to Mewtwo's patch notes here.
If it does, then so does most of Pit's moveset.Wait wait wait. So pit Fmash has properties like Ryu ftilt?
Pikachu has electric moves..........Hmmm... I did notice that luigi back air having electric too (DK has electric moves too). But I think Falco has the most. Can anyone confirm other characters having it?
All of that worked and comboed with the old 16 frames of landing lag. edit: and that could've been a Fair after the Bair, no need to put yourself into free-fall and get rid of more follow-upsHas someone already recorded this? Marth's upair is great now. https://vine.co/v/eX2lqV6pUBJ
I think the stars mean that they are finished with the notes for that fighter, and the * is like video proof of change or something? It's a link.Hate to be that guy, but can anyone explain to me what the stars (★) and little red * mean in the table?
What really needs nerfing at this point though? The only things I can think of off the top of my head that would be worth considering are Sheik's needles, Rosa's uair, Pika's HSB custom, Ness' Backthrow, and Luigi's downthrow. That's about it, 5 moves in the whole game.It's like they don't nerf the things that need to be nerfed...
Phantom Slash
Minimum charge
windbox
wkb 0 -> 40
kbg 0 -> 100
hitbox
x 14.0 - 20.0 -> 10.0 - 20.0
Medium charge
windbox 1
wkb 0 -> 55
kbg 0 -> 100
windbox 2/3
wkb 20/9 -> 40/30
x both 10.0 -> both 9.0 - 14.0 (stretchy hitbox)
hitbox
x 16.0 - 23.0 -> 12.0 - 23.0
Maximum charge
windbox 1
wkb 0 -> 60
kbg 0 -> 100
windbox 2/3
wkb 25/12 -> 60/50
x both 10.0 -> both 9.0 - 14.0 (stretchy hitbox)
re-hit rate 5F -> 4F
hit 1 hitbox
x 2.0 - 15.0 -> -4.0 - 15.0
Phantom Breaker
Minimum charge
windbox
wkb 0 -> 40
kbg 0 -> 100
hitbox
x 14.0 - 20.0 -> 10.0 -20.0
Medium charge
windbox 1
wkb 0 -> 55
kbg 0 -> 100
windbox 2/3
wkb 20/9 -> 40/30
x both 10.0 -> both 14.0
hitbox
x 16.0 - 23.0 -> 12.0 - 23.0
Maximum charge
windbox 1
wkb 0 -> 60
kbg 0 -> 100
windbox 2/3
wkb 25/12 -> 60/50
x both 10.0 -> both 14.0
re-hit rate 5F -> 4F
hit 1 hitbox
x 2.0 - 15.0 -> -4.0 - 15.0
Phantom Strike
Minimum charge
windbox
wkb 0 -> 40
kbg 0 -> 100
hitbox
x 14-20 -> 10-20
Medium charge
windbox 1
wkb 0 -> 55
kbg 0 -> 100
windbox 2/3
x both 10.0 -> both 14.0
hitbox
x 16.0 - 23.0 -> 12.0 - 23.0
Maximum charge
windbox 1
wkb 0 -> 60
kbg 0 -> 100
windbox 2/3
x both 10.0 -> both 14.0
re-hit rate 5F -> 4F
hit 1 hitbox
x 2.0 - 15.0 -> -4.0 - 15.0
And of all the things they pick Falcon's back air. It's not even like the up air change where you can kinda spin it as a buff, this is just a plain outright nerf. I'm almost convinced this is because of how well Caption Flacon does on For Glory, but even then it's still stupid because nerfing his back air isn't going to make stupid players not lose to Falcon. If they dare nerf the knee there will be riots.What really needs nerfing at this point though? The only things I can think of off the top of my head that would be worth considering are Sheik's needles, Rosa's uair, Pika's HSB custom, Ness' Backthrow, and Luigi's downthrow. That's about it, 5 moves in the whole game.
Thanks for clarifying. It does send the opponent further away now, doesn't it? It kills opponents earlier so I assume it's an increase in KGB. Somebody who can read the data should really clarify this. There's a lot of changes to G&W that are worth noticing - you can tell that after you've played the character post-patch.Unfortunately I'm currently unable to test anything myself as I'm without my games. However I can say that sourspot FSmash has always done 14%.
Phantom Slash's total frames was reduced by 5 frames. Minimum charge total frames from 70 -> 65, max charge total frames from 178 -> 173.The only remaining thing to be actually checked is the FAF of Phantom Slash, which IS altered, but no specific number has been found as of yet.
So, does this mean that Ness has a better spike now?Down Air Meteor hitbox size increased 3.5u → 3.9u