FirstaLasto
Smash Cadet
- Joined
- Jun 13, 2014
- Messages
- 26
Despite dealing 2% less damage, Kirby's Fthrow actually KOs 24% earlier than before (from 238% to 214%). I don't know if the scaling was increased or if it's the result of a new angle.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I know. I was the one that found his Dthrow reduction last patch. So it was a shock to see the same thing happen again. It's not as large as last patch's 8 frame reduction. Think more like 2. Same for Bair landing lag.Can someone confirm these? Dthrow had reduced endlag last patch so you might just be making a mistake but if it was reduced again that could be pretty huge, and bair landing lag reduction would be rather nice as well.
Transition from Jab 2 to multijab is definitely faster by a small margin. Good catch. This is not the same as an endlag change. It's most similar to the change with Diddy's Jab 3 to multijab transition being sped up last patch. I did look at jab transitions during my tests, but I guess I missed this one.Were there any changes to his Jab? Some posters on the Kirby boards feel like his jab 2 connects to the Rapid Jab faster. The data dump has changes to his jab as well.
Shaving off another 2 frames, although sounds extremely minor, might make some 50/50's much easier to get and even make it combo easier.I know. I was the one that found his Dthrow reduction last patch. So it was a shock to see the same thing happen again. It's not as large as last patch's 8 frame reduction. Think more like 2. Same for Bair landing lag.
I am legitimately confused about what a "DB" is. Could you tell me the meaning of the abbreviation?@ Schiffe I have a question on Marth's aerial DB while you're in this thread might as well ask someone who can find out. Does the extended timing for DB1, 2, and 3 also apply to aerial DB1? Aerial DB1 is pretty different and you would think they wouldn't do this (since using DB1 for recovery [which barely helps] would become a lot riskier with DB2 up suicides). Does it have the same input frames as DB1 ground or is it the old input frames still?
Dancing Blade, aka side-b.I am legitimately confused about what a "DB" is. Could you tell me the meaning of the abbreviation?
I see.Dancing Blade, aka side-b.
I completely forgot about the stalling. Looking at SH with and without DB, I'm seeing less air time with DB as well. Strange. Marth seems to land about 2 frames earlier with DB. That would account for bair not hitting. In that case, I'm probably wrong about aerial DB1 getting more ending lag.
That's right you got me.DB1 has frame speed multipliers on the first couple of frames. F27 is the 27th animation frame. 30 'real' frames have gone by when the 27th animation frame is reached. So with an increase of 5 frames on the input window, it's actually 35.
Link's jab combo was not changed, unfortunately.Not sure if it's placebo or not but it seems like Link's jab combo is faster. I don't have any way to confirm it, though.
Hmm okay I definitely believe that. It's still slightly possible that they did increase IASA but good to know thank you. Sorry for the abbreviation lol.I see.
@ Vipermoon Looking at Dantarion's Data, doesn't seem like Aerial DB1 was touched.
I can safely assume that any changes to Aerial DB1 would have been highlighted under "codename" SpecialAirS1
(This name appears in SSBB as Marth's Aerial DB1. Seeing how similar SSB4 and SSBB are data-wise, I highly doubt they would rename/modify any of the attacks data name.)
SpecialAirS1 doesn't seem to have much data with it at all. I'd guess that all it does is call the data from SpecialS1, but with a different animation. I don't have a lot of experience with brawl/smash 4 coding, but that seems to be what it is. Maybe I'm wrong, though.I see.
@ Vipermoon Looking at Dantarion's Data, doesn't seem like Aerial DB1 was touched.
I can safely assume that any changes to Aerial DB1 would have been highlighted under "codename" SpecialAirS1
(This name appears in SSBB as Marth's Aerial DB1. Seeing how similar SSB4 and SSBB are data-wise, I highly doubt they would rename/modify any of the attacks data name.)
No problem. And it is indeed possible that IASA was touched somehow..Hmm okay I definitely believe that. It's still slightly possible that they did increase IASA but good to know thank you. Sorry for the abbreviation lol.
Can confirm.Actually, Luigi's Dtilt is now a sakurai angle. He can jab lock with it. So the real change is 74 degrees to 361. Not the other way around.
What the f**** is a Sakurai angle!!!Actually, Luigi's Dtilt is now a sakurai angle. He can jab lock with it. So the real change is 74 degrees to 361. Not the other way around.
It's a special angle (coded as 361°) that changes depending on the knockback done. Low knockback values give a 0° angle, high knockback gives a 37° angle. There's a range of knockback where the angle scales between 0 and 37. If the attack hits an aerial target, the angle is always 45°.What the f**** is a Sakurai angle!!!
Sheik has a 0.5% decrease on both the sweet and sour spot of her Fair and the sour spot is now easier to hit while the sweet spot is harder. Also, the landing lag on her Fair got increased by 1 or 2 frames. Mostly irrelevant, I still believe she is #1.Bleh, I'm holding out for Sheik frame data changes here, but I'm pretty sure it's wishful thinking that anything really changed...
Lucas has less landing lag? Where? The only attack I noticed had any less lag (which isn't actually landing lag in this case) was PK Thunder when Lucas does that odd 360 turnaround to end the move.Lucas's landing lag on attacks seems much better now!
So you're not happy that your main was given an important aspect he lacked and a potential kill confirm? Well, that's a new one.Guys, please tell me I'm wrong about this. Or that I made a mistake. I was practicing with Robin's new down throw in training mode, against a Lucina set to 120%, and I tried down throw to levin uair. It connected and killed, but the combo counter said it was true.
Did they seriously give Robin a Hoo Ha? Like, even as a Robin main, I can't even be happy about this.
It's true on loads of characters, several people have noticed thisGuys, please tell me I'm wrong about this. Or that I made a mistake. I was practicing with Robin's new down throw in training mode, against a Lucina set to 120%, and I tried down throw to levin uair. It connected and killed, but the combo counter said it was true.
Did they seriously give Robin a Hoo Ha? Like, even as a Robin main, I can't even be happy about this.
Yeah. I think he moves more forwards now, though.Did Marth move forward when you spammed Up-Tilts in the last patch? Because he scoots forward when you do them now and it's very noticeable. It's like his Down-Tilt in Brawl.
Robin acts much faster out of Dthrow now, so yes, I assume it's a much more valuable move to him. I'm more afraid of how much faster he can act out of arcthunder. That's probably the single best buff in this whole patch.Guys, please tell me I'm wrong about this. Or that I made a mistake. I was practicing with Robin's new down throw in training mode, against a Lucina set to 120%, and I tried down throw to levin uair. It connected and killed, but the combo counter said it was true.
Did they seriously give Robin a Hoo Ha? Like, even as a Robin main, I can't even be happy about this.
Well, I'm always happy to see Robin get buffed. I just always thought that with the Levin Sword's power, a Hoo Hah would be a little broken for him.So you're not happy that your main was given an important aspect he lacked and a potential kill confirm? Well, that's a new one.
Oh, really? I didn't know that.It's true on loads of characters, several people have noticed this
Thanks a lot man, I don't know why people come up with those names, I mean stuff like KBN and those I get it you just short the name but call something sakurais angle, whats next ?? call pivoting sakurai's gym rutine at mornings?It's a special angle (coded as 361°) that changes depending on the knockback done. Low knockback values give a 0° angle, high knockback gives a 37° angle. There's a range of knockback where the angle scales between 0 and 37. If the attack hits an aerial target, the angle is always 45°.
http://www.ssbwiki.com/Sakurai_angle
They might have been changed, just not to their frame counts. Otherwise it was just placebo on their part.LordWilliam, can you give a possible explanation for why people were saying Link's grab and Up B were changed? In other words, can you resolve the contradiction between your findings and the original reddit post regarding Link's changes?