Luig
Confused
I think the 3DS version's edges are slightly better.
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Yeah, I'm really sad about that. I was hoping for that buff she desperately needs.Wait so Rosalina wasn't changed at all? Surprising
Changed fighter_param_vl_gekkouga.bin[0]sub[04B][4] from 18 to 17
Changed fighter_param_vl_gekkouga.bin[0]sub[04C][4] from 17 to 16
Changed fighter_param_vl_gekkouga.bin[0]sub[04D][4] from 17 to 16
Changed fighter_param_vl_gekkouga.bin[0]sub[07B][2] from 50 to 43
lol you have no idea what difference one frame makes in this game. 1 Frame nerfs or buffs already make such a huge difference. 3 is really a looot..it's not like we were killing with fair anyways, Luigi clearly got an overall buff.
Also, how exactly doesn an extra 3 frames of endlag on fireball somehow cause it to not guarantee a grab? it already had 41 frames so 44 is really not much different in the end, he act out at pretty much the same moment.
Luigi's d-tilt total frames reduced by 3, from 29 -> 26.Finished taking a general look at all characters endlag on moves with side by side comparisons between pre and post-patch. Though many of these have been confirmed since I started work on it last night. I only checked the custom moves of specials that have been changed, not every single one. And my setup did not allow me to look at dash grabs and pivot grabs. And I didn't check DLC characters because I only had them on one version of the game, and can't input my codes for 3DS without updating the system. Now, the results are:
Luigi – Dtilt endlag reduced. Neutral B endlag increased. Custom neutral Bs have this same increase.
Donkey Kong – Dash attack endlag reduced.
Zelda – Utilt endlag reduced. Down B endlag reduced on all amounts of charge. Custom Down Bs received the same change.
Ganondorf – Uthrow endlag increased (or hitlag increased due to the damage buff? Cannot tell)
Pit/Dark Pit – Neutral B endlag reduced at any charge. I do not have Pit's neutral Bs on both versions, but I did have Dark Pits. They have the same reduction
Palutena – Standing grab endlag reduced. All grabs? Cannot check. Dtilt endlag reduced
Marth – Utilt endlag reduced. Neutral B endlag reduced at any charge. The custom Neutral Bs received the same change. Fair landing lag reduced. Bair landing lag reduced. Uair landing lag reduced. Dair landing lag reduced. Up B landing lag reduced. Custom Up Bs also have reduced landing lag. Edit: And I forgot to mention these changes are all applied to Lucina as well
Robin – Neutral B endlag reduced (more significant reduction on heavier charges, but Thoron's is unchanged. Custom Neutral Bs have the same change, with Thoron being unaffected. Dthrow endlag significantly reduced.
Kirby – Neutral B endlag reduced (this is separate from the reduced startup he also received in this patch). Kirby's custom neutral Bs are unchanged. Fthrow endlag reduced (or hitlag reduced due to damage change?)
Fox – Jab 1 and 2 both have endlag increased. Neutral B endlag reduced. Custom neutral Bs are also reduced.
Charizard – Bair landing lag reduced. Dthrow endlag reduced.
Greninja – Neutral B startup frames reduced before entering charge/release window (not an endlag reduction). I don't have Neutral B 2 on both versions to confirm the same change, but I did have Neutral B 3, and there's no difference there. Dthrow endlag reduced
Wii Fit Trainer – Side B landing lag reduced significantly
Shulk – Side B startup reduced, but total frames is unchanged. Custom Side Bs do not share this change.
Mega Man – Down B endlag from forming shield reduced. Custom Down Bs do not share this reduction.
Mii Brawler – Rapid jab endlag reduced. Neutral B 2 time it takes to reach full charge reduced significantly.
Mii Swordsman – Side B 2 startup reduced. Side B 3 endlag reduced significantly.
Mii Gunner – Uair landing lag reduced. Neutral B 1 endlag reduced from firing with any charge. Side B 3 endlag reduced on either type of missile.
Adding on to this, case in point: Falco's Uair and Fair in patch 1.0.8; Uair went from frame 10 to 7 and Fair from frame 12 to 10. Little numbers, but major effects to Falco's Uair and Fair. You could shave off 5 frames of Falco's Blaster end lag and he'd have something similar to Luigi's current Fireball.lol you have no idea what difference one frame makes in this game. 1 Frame nerfs or buffs already make such a huge difference. 3 is really a looot..
http://opensa.dantarion.com/s4/raw/param-diff-128-144/fighter_param_vl_gekkouga.bin.txt
07B - ThrowLw - D72C4C6ACode:Changed fighter_param_vl_gekkouga.bin[0]sub[04B][4] from 18 to 17 Changed fighter_param_vl_gekkouga.bin[0]sub[04C][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[04D][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[07B][2] from 50 to 43
my dumps now have param changes, will try to get the animation names in them, but endlag changes are now available online
The other 3 are things I want tested though.
4B-4D are EscapeN EscapeF, EscapeB
now, sub[XXX][2] changes are clearly IASA, im not sure what these are. Maybe total duration? Have these rolls gotten one frame better?
When Zelda's aerials got patched in the 1.0.8 (I think?) patch I didn't expect those 3 frames to make her movement to be much much smoother. It got even more enjoyable to play her thanks to thatlol you have no idea what difference one frame makes in this game. 1 Frame nerfs or buffs already make such a huge difference. 3 is really a looot..
Do Pit and Dark Pit's arrows when used in the air have less cooldown? They've been faster then grounded ones since the beginning, but I'm curious if they've been improved.Finished taking a general look at all characters endlag on moves with side by side comparisons between pre and post-patch. Though many of these have been confirmed since I started work on it last night. I only checked the custom moves of specials that have been changed, not every single one. And my setup did not allow me to look at dash grabs and pivot grabs. And I didn't check DLC characters because I only had them on one version of the game, and can't input my codes for 3DS without updating the system. Now, the results are:
Luigi – Dtilt endlag reduced. Neutral B endlag increased. Custom neutral Bs have this same increase.
Donkey Kong – Dash attack endlag reduced.
Zelda – Utilt endlag reduced. Down B endlag reduced on all amounts of charge. Custom Down Bs received the same change.
Ganondorf – Uthrow endlag increased (or hitlag increased due to the damage buff? Cannot tell)
Pit/Dark Pit – Neutral B endlag reduced at any charge. I do not have Pit's neutral Bs on both versions, but I did have Dark Pits. They have the same reduction
Palutena – Standing grab endlag reduced. All grabs? Cannot check. Dtilt endlag reduced
Marth – Utilt endlag reduced. Neutral B endlag reduced at any charge. The custom Neutral Bs received the same change. Fair landing lag reduced. Bair landing lag reduced. Uair landing lag reduced. Dair landing lag reduced. Up B landing lag reduced. Custom Up Bs also have reduced landing lag. Edit: And I forgot to mention these changes are all applied to Lucina as well
Robin – Neutral B endlag reduced (more significant reduction on heavier charges, but Thoron's is unchanged. Custom Neutral Bs have the same change, with Thoron being unaffected. Dthrow endlag significantly reduced.
Kirby – Neutral B endlag reduced (this is separate from the reduced startup he also received in this patch). Kirby's custom neutral Bs are unchanged. Fthrow endlag reduced (or hitlag reduced due to damage change?)
Fox – Jab 1 and 2 both have endlag increased. Neutral B endlag reduced. Custom neutral Bs are also reduced.
Charizard – Bair landing lag reduced. Dthrow endlag reduced.
Greninja – Neutral B startup frames reduced before entering charge/release window (not an endlag reduction). I don't have Neutral B 2 on both versions to confirm the same change, but I did have Neutral B 3, and there's no difference there. Dthrow endlag reduced
Wii Fit Trainer – Side B landing lag reduced significantly
Shulk – Side B startup reduced, but total frames is unchanged. Custom Side Bs do not share this change.
Mega Man – Down B endlag from forming shield reduced. Custom Down Bs do not share this reduction.
Mii Brawler – Rapid jab endlag reduced. Neutral B 2 time it takes to reach full charge reduced significantly.
Mii Swordsman – Side B 2 startup reduced. Side B 3 endlag reduced significantly.
Mii Gunner – Uair landing lag reduced. Neutral B 1 endlag reduced from firing with any charge. Side B 3 endlag reduced on either type of missile.
Sounds fishy. Link? I am hard pressed to believe anyone has a 101% combo on anyone using DI, let alone sheik with nair, fair, and bair breaking combos.If the knockback formula is right then Luigis fair gets less knockback from 9 damage to 8 so it will combo better which leads to more damage from down throw.. ConCon posted a vine Luigi 101% combo on sheik virtually no getting out of it..really Sakurai
If you still can't deal with fireball spam I don't know what to say. Increased fireball lag is meaningful. There is increased risk to using the move.Down throw hasn't had it's damage decreased. In fact the only nerfs were slightly more lag on fireballs and 1% less of fair, but that's possibly been made up for by buffed up b, up throw, and down tilt. He's still as brain dead.
Swordfighter and Gunner got buffed, OP just hasn't updated. Even before this patch I consider gunner and sword fighter far from being the worst in the game. Still sad about Samus though, next patch is going to be kind to her and duck hunt I'm calling it.Overall this was pretty good.
The only problem I have is Luma's HP should be 40, and Ness' up B should not kill at 40, maybe around 70.
Also Samus, Mii Swordfighter, and Mii Gunner should have been buffed. I consider them the three worst characters in the game.
Luigi still down throw combos to oblivion.. As for down throw Up B it's really good against Heavies and fast fallers. I have yet to find out how much fireball nerf does, down tilt isn't a buff or nerf just something new. What do you think about up throw buff? Reason?Sounds fishy. Link? I am hard pressed to believe anyone has a 101% combo on anyone using DI, let alone sheik with nair, fair, and bair breaking combos.
Edit:'d
If you still can't deal with fireball spam I don't know what to say. Increased fireball lag is meaningful. There is increased risk to using the move.
OP mentions no change to up throw. Did they change up throw?
Down tilt was an incredible move before for it's trajectory that set up angled f-smash, regrabs, and other mixups, especially when used for edge guarding on recovering people who have used their double jump. D tilt may still be just as good right now with reduced cooldown, although it looks like a gamble for a setup instead of guaranteed damage off of grab instead at low %, with less uses at high % because it will stop tripping at like 60% due to the mechanics of trip moves like that? I think that's been established.
Not sure how many people trip to up B kill will be a thing against because it will stop tripping entirely before kill % vs a certain weight and above, apparently. And if you fail to land d tilt before a certain % no chance for the setup whatsoever. Someone should look into this thoroughly. Trip to grab should work fine, however. Not sure what the trajectory will mean at high % but it will vary based on % due to sakurai angle. You'll have to be smart to use it.
The major buff was up b hit box, which will make dthrow to up b easier even though they didn't change d-throw. This was already a true combo against most of the cast well into kill % if Luigi reads DI right. This should offset the fireball nerf but it is still a major risk because if you miss you're getting wrecked.
He's probably pretty much just as good as he was before but you have to apply his kit in more varied and creative ways and take more risks, IMO. If that's not great balance I don't know what is.
I never said I couldn't handle fireballs. While I agree that 3 extra frames in meaningful, I don't think it is significant enough to change Luigi's overall gameplan. I'm pretty sure he's going to be doing basically the same things. Hence why I said he's at the same level of brain deadness (I didn't mean to say he was brain dead, just at the same level he was before). Sorry if it wasn't clear enough.If you still can't deal with fireball spam I don't know what to say. Increased fireball lag is meaningful. There is increased risk to using the move.
OP mentions no change to up throw. Did they change up throw?
Down tilt was an incredible move before for it's trajectory that set up angled f-smash, regrabs, and other mixups, especially when used for edge guarding on recovering people who have used their double jump. D tilt may still be just as good right now with reduced cooldown, although it looks like a gamble for a setup instead of guaranteed damage off of grab instead at low %, with less uses at high % because it will stop tripping at like 60% due to the mechanics of trip moves like that? I think that's been established.
Not sure how many people trip to up B kill will be a thing against because it will stop tripping entirely before kill % vs a certain weight and above, apparently. And if you fail to land d tilt before a certain % no chance for the setup whatsoever. Someone should look into this thoroughly. Trip to grab should work fine, however. Not sure what the trajectory will mean at high % but it will vary based on % due to sakurai angle. You'll have to be smart to use it.
The major buff was up b hit box, which will make dthrow to up b easier even though they didn't change d-throw. This was already a true combo against most of the cast well into kill % if Luigi reads DI right. This should offset the fireball nerf but it is still a major risk because if you miss you're getting wrecked.
He's probably pretty much just as good as he was before but you have to apply his kit in more varied and creative ways and take more risks, IMO. If that's not great balance I don't know what is.
I didn't know Swordfighter and gunner were buffed, and no Duck Hunt is fine where he is. But I wouldn't mind if he got buffed.Swordfighter and Gunner got buffed, OP just hasn't updated. Even before this patch I consider gunner and sword fighter far from being the worst in the game. Still sad about Samus though, next patch is going to be kind to her and duck hunt I'm calling it.
Whoa, I actually didn't know Pit's arrows has that fast of an IASA frame from the air. Sure enough, there's just as clear of a reduction on Pit's arrows from the air. When both fired synchronized arrows from a full hop, post-patch pit was able to double jump sooner after firing.Do Pit and Dark Pit's arrows when used in the air have less cooldown? They've been faster then grounded ones since the beginning, but I'm curious if they've been improved.
Beautiful work on the frame counts!(I forgot to record Fox's customs for 1.06, so if someone could check the total frame count on Fox's Neutral B 2 and Neutral B 3, that would be awesome)
Zapp and Will: The Super Frame Bros.
Any other frame changes you think were made, let me know and I'll check. Gonna finish going through Sheik's frame data tomorrow.
That is interesting. So that's where the IASA frames files where at...http://opensa.dantarion.com/s4/raw/param-diff-128-144/fighter_param_vl_gekkouga.bin.txt
07B - ThrowLw - D72C4C6ACode:Changed fighter_param_vl_gekkouga.bin[0]sub[04B][4] from 18 to 17 Changed fighter_param_vl_gekkouga.bin[0]sub[04C][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[04D][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[07B][2] from 50 to 43
my dumps now have param changes, will try to get the animation names in them, but endlag changes are now available online
The other 3 are things I want tested though.
4B-4D are EscapeN EscapeF, EscapeB
now, sub[XXX][2] changes are clearly IASA, im not sure what these are. Maybe total duration? Have these rolls gotten one frame better?
Unfortunately I do not. I always seem to forget something when I do this.By any chance, Will, do you have pre-patch footage of Pit's neutral B from the air? That also has reduced endlag.
Yah it did that last time.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.
Sorry that was kind of a passive aggressive comment on my part. His game plan will be the same so Luigi's don't have to relearn their stuff which no one likes to do, but fireballs are not free stage control in as many situations as he doesn't get as much frame advantage. Fireballs were safe on POWERSHEILD against many characters before. That was ****ed up. So you have to think about what time is the right time to use the projectile more now is what i meant. Fireball to grab also won't be completely free although I'm sure it's still very possible.I never said I couldn't handle fireballs. While I agree that 3 extra frames in meaningful, I don't think it is significant enough to change Luigi's overall gameplan. I'm pretty sure he's going to be doing basically the same things. Hence why I said he's at the same level of brain deadness (I didn't mean to say he was brain dead, just at the same level he was before). Sorry if it wasn't clear enough.
Sure he can, but its not as damaging. Also less damage on defensive fair in nuetral, as someone mentioned. But his gameplan remains the same which is great, IMO.Luigi still down throw combos to oblivion.. As for down throw Up B it's really good against Heavies and fast fallers. I have yet to find out how much fireball nerf does, down tilt isn't a buff or nerf just something new. What do you think about up throw buff? Reason?
Safe on powershield? I knew they were stupid, but not that stupid. Okay so Luigi is less brain dead then.Sorry that was kind of a passive aggressive comment on my part. His game plan will be the same so Luigi's don't have to relearn their stuff which sucks, but fireballs are not free stage control in as many situations as he doesn't get as much frame advantage. Fireballs were safe on POWERSHEILD against many characters before. That was ****ed up. So you have to think about what time is the right time to use the projectile more now is what i meant.
I imagine d tilt followups will be much less linear because the trip is chance based and the angle will be different based on %, so same deal. More for the Luigi player to manage.
Nah you're fine.. I agree this balance to Luigi isn't that much of a buff but Luigi shouldn't be getting anything but Nerfs.Sorry that was kind of a passive aggressive comment on my part.
What did they change about up throw? I missed that one.
New data dump for what? I thought there was already one of thoseI haven't gone through everyone's full frame data yet myself (only Link's so far), but according to @ Zapp Branniglenn that's about everything. There may be some we're missing but I'll catch those in due time if they're there.
Or the new data dump will.
Admittedly still potentially the easiest character in the game but its no longer disturbing.Safe on powershield? I knew they were stupid, but not that stupid. Okay so Luigi is less brain dead then.
I've definitely looked over every aerial's landing lag. Bowser and DDD did not have changes to theirs when I checked.@ LordWilliam1234 have all the aerial landing lag moves been accounted for? It's hard to believe DDD or Bowser aerials haven't had reductions
Even if it's only 2 frames (which seems confirmed now), with the changes I was actually able to true combo Charizard DThrow to UpAir which was never possible previously in my experience. And even if they DI away Fair is possible for an extremely long time now.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.
The one @ Schiffe mentioned a few posts above.
Unless that's part of the same data dump and I'm misunderstanding things here. But supposedly the IASA frame location has been found?
If that's what they are, then I guess the location has been found. Unless I too am misunderstandingsub[XXX][2] changes are clearly IASA
It'd be nice to know the frame data, idk I just find aerial landing lag a big part of characters, it's interesting to see what Sakurai changes in regards to thatI've definitely looked over every aerial's landing lag. Bowser and DDD did not have changes to theirs when I checked.
And if dantarion finally cracked animation frame data, then that's pretty huge news. If anything has changed by just a single frame, I couldn't trust my own eyes to catch the difference. I look forward to hearing more about these announcements.
In 1.0.9, the first vulnerable frames of Greninja's spotdodge, forward roll and backward roll are 18, 17 and 17 respectively (not counting the initial 1-3 frame vulnerability of course). These numbers match up with the numbers here.http://opensa.dantarion.com/s4/raw/param-diff-128-144/fighter_param_vl_gekkouga.bin.txt
07B - ThrowLw - D72C4C6ACode:Changed fighter_param_vl_gekkouga.bin[0]sub[04B][4] from 18 to 17 Changed fighter_param_vl_gekkouga.bin[0]sub[04C][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[04D][4] from 17 to 16 Changed fighter_param_vl_gekkouga.bin[0]sub[07B][2] from 50 to 43
my dumps now have param changes, will try to get the animation names in them, but endlag changes are now available online
The other 3 are things I want tested though.
4B-4D are EscapeN EscapeF, EscapeB
now, sub[XXX][2] changes are clearly IASA, im not sure what these are. Maybe total duration? Have these rolls gotten one frame better?
This change seemed to happen to everyone.In 1.0.9, the first vulnerable frames of Greninja's spotdodge, forward roll and backward roll are 18, 17 and 17 respectively (not counting the initial 1-3 frame vulnerability of course). These numbers match up with the numbers here.
So Greninja's dodges probably have 1 frame less invincibility. What's not clear is whether they've just changed the last frame of invincibility to make it vulnerable, or whether they've reduced the total duration of the dodges by 1 frame. I would guess the former, sadly, making this a nerf to Greninja's dodges. Which makes no sense, since they were average to below average already.