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Confirming these changes based on the Bowser Jr. Parameter Data I'm looking at.I have a 3ds with 1.0.9 and a wii u with 1.1.0 so I can confirm that Bowser Jr.'s Clown cannon (neutral B) does more damage: Uncharged sweetspot increased from 7% to 8.5%; Uncharged sourspot increased from 4.4% to 5.9%; Fully charged Sweetspot increased from 18% to 20%; Fully charged sourspot increased from 12.6% to 14%.
Thank you my lord! So assuming start-up reduction in this list is the cause of total frame reduction, how is Shulk's Back Slash 9 frames faster but with only 1 less total frame? It lags more?Luigi's d-tilt total frames reduced by 3, from 29 -> 26.
Luigi's Neutral B 1 total frames increased by 3 frames, from 40 -> 43.
Luigi's Neutral B 2 total frames increased by 5 frames, from 60 -> 65.
Luigi's Neutral B 3 total frames increased by 3 frames, from 49 -> 52.
Donkey Kong's dash attack total frames reduced by 5, from 48 -> 43.
Zelda's u-tilt total frames reduced by 3, from 32 -> 29.
Zelda's Down B 1 total frames reduced by 5 frames. Uncharged from 70 -> 65, full charge from 178 -> 173.
Zelda's Down B 2 total frames reduced by 5 frames. Uncharged from 73 -> 68, full charge from 181 -> 176.
Zelda's Down B 3 total frames reduced by 5 frames. Uncharged from 73 -> 68, full charge from 160 -> 155.
Ganondorf's Up Throw hitlag increased by 2 frames, 9 -> 11. Total frames remains the same (43).
Pit's Neutral B 1 total frames reduced by 3 frames, from 61 -> 58.
Pit's Neutral B 2 total frames reduced by 3 frames, from 92 -> 89
Pit's Neutral B 3 total frames reduced by 3 frames, from 71 -> 68
Pit's Neutral B 1-3 changes also apply to Dark Pit.
Palutena's grab total frames reduced by 2 frames, from 33 -> 31.
Palutena's dash grab total frames reduced by 2 frames, from 41 -> 39.
Palutena's pivot grab total frames reduced by 2 frames, from 38 -> 36.
Marth's U-tilt, total frames reduced by 3 frames, from 39 -> 36.
Marth's F-air, landing lag reduced by 2 frames, from 18 -> 16.
Marth's D-air, landing lag reduced by 4 frames, from 28 -> 24.
Marth's B-air, landing lag reduced by 2 frames, from 19 -> 17.
Marth's Shield Breaker, uncharged total frames reduced by 2 frames, from 52 -> 50.
Marth's Storm Thrust, uncharged total frames reduced by 2 frames, from 67 -> 65
Marth's Dashing Assault, uncharged total frames reduced by 2 frames, 65 -> 63
Marth's Dolphin Slash, landing lag reduced by 3 frames, 23 -> 20.
Marth's Crescent Slash, landing lag reduced by 2 frames, 36 -> 34
Marth's Dolphin Jump, landing lag reduced by 3 frames, 43 -> 40.
Lucina has the same changes as Marth.
Robin's Thunder total frames reduced by 3 frames, from 42 -> 39 (this excludes minimum charge time which would add 7 frames)
Robin's Elthunder total frames reduced by 10 frames, from 54 -> 44 (this excludes minimum charge time which would add 7 frames)
Robin's Arcthunder total frames reduced by 10 frames, from 54 -> 44 (this excludes minimum charge which would add 7 frames)
Robin's Thunder+ total frames reduced by 3 frames, from 52 -> 49 (this excludes minimum charge time which would add 7 frames)
Robin's Elthunder+ total frames reduced by 10 frames, from 64 -> 54 (this excludes minimum charge time which would add 7 frames)
Robin's Arcthunder+ total frames reduced by 10 frames, from 64 -> 54 (this excludes minimum charge time which would add 7 frames)
Robin's Speed Thunder total frames reduced by 3 frames, from 36 -> 33 (this excludes minimum charge time which would add 7 frames)
Robin's Speed Elthunder total frames reduced by 10 frames, from 48 -> 38 (this excludes minimum charge time)
Robin's Speed Arcthunder total frames reduced by 10 frames, from 48 -> 38 (this excludes minimum charge time which would add 7 frames)
Robin's down throw total frames reduced by 6 frames, from 43 -> 37.
Kirby's inhale start-up reduced by 4 frames, 18 -> 14.
Kirby's Inhale total frames reduced by 5 frames, 77 -> 72
Can act out of Kirby's forward throw 3 frames earlier
Fox's Jab 1 total frames increased by 2 frames, 15 -> 17.
Fox's jab 2 total frames increased by 3 frames, 17 -> 20.
Fox's Neutral B 1 total frames reduced by 3 frames, 42 -> 39.
Fox's Neutral B 2 total frames is 39.
Fox's Neutral B 3 total frames is 78.
(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)
Charizard's b-air landing lag reduced by 3 frames, from 36 -> 33.
Charizard's d-throw endlag reduced, from 72 -> 70
Greninja's uncharged shuriken start-up reduced by 5 frames, 25 -> 20.
Greninja's uncharged shuriken total frames reduced by 5 frames, 50 -> 45.
Greninja's Down Throw total frames reduced, from 49 -> 42.
WFT's landing lag from a cancelled header reduced by 13 frames, from 29 -> 16
Shulk's Back Slash start-up reduced by 9 frames, from 31 -> 22
Shulk's Back Slash total frames (on level ground) reduced by 1 frame, from 73 -> 72
Megaman's Leaf Shield (forming it) total frames reduced by 6 frames, 59 -> 53.
Mii Brawler (Standard)'s Jab Ender total frames reduced by 3 frames, from 43 -> 40.
Mii Brawler Ultimate Uppercut charge time reduced by 13 frames, 137 -> 124
Mii Swordfighter Slash Launcher minimum start-up reduced by 4 frames, from 17 -> 13
Mii Swordfighter Chakram total frames reduced by 10 frames, from 62 -> 52.
Mii Gunner (Standard) Up Air landing lag reduced by 4 frames, from 26 -> 22
Mii Gunner Charge Shot total frames reduced by 6 frames, from 45 -> 39 (this excludes minimum charge time which would add 12 frames)
Mii Gunner Missile (Homing version) total frames reduced by 12 frames, from 74 -> 62
Mii Gunner Missile (Smash version) total frames reduced by 10 frames, from 59 -> 49
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.
@Zapp Branniglenn is the one who checked for the changes, I just provided the frame counts for the moves he found changes for. I still need to frame count everyone aside from what I listed (only character I've done a full frame check for so far is Link, started on Sheik but have been checking other moves people have been posting in here too)Thank you my lord! So assuming start-up reduction in this list is the cause of total frame reduction, how is Shulk's Back Slash 9 frames faster but with only 1 less total frame? It lags more?
For the characters that are listed here, is it safe to assume that you checked their entire moveset for changes? If yes, is it safe to assume Marth's aerial DB1 isn't laggier this patch (was 33 total frames)?
PLEASE PARDON ME IF THIS WAS ALREADY POSTED HERE.
Just posting up the CURRENTLY CONFIRMED changes to Zelda in 1.1.0 for precision/posterity.
AKACode:Jab all looping hitboxes bone 14/17/0 –> all 0 damage 2.0 –> 2.5 angle 361/361/80 –> 361/140/140 wkb 40/30/7 –> 40/40/30 size 2.5/3.0/4.0 –> 3.2/3.2/4.0 z 3.0/0.0/0.0 –> all 0.0 y 0.0/0.0/12.5 –> all 12.5 x 0.0/0.0/0.0 –> 5.5/9.5/13.0 all final hitboxes bone 14/17/0 –> all 0 damage 2.0 –> 3.0 bkb 24 –> 35 kbg 150 –> 130 size 6.0/3.0/2.5 –> 6.0/3.6/3.6 z 0.0/0.0/3.0 –> all 0.0 y 12.5/0.0/0.0 –> all 12.5 x 0.0/0.0/0.0 –> 13.0/5.5/9.5 Dtilt damage 4.5 –> 5.5 Utilt FAF 33 –> 30
Jab:
• Heavy position, bone, angle, size, and wkb adjustments, all vastly improving its ability to connect correctly
• Damage 2.0 + 2.0 + 2.0 –> 2.5 + 2.5 + 3.0
• Final hit BKB raised, KBG lowered
Dtilt
• Damage 4.5 –> 5.5
There are also vast improvements to the wind boxes on all Phantom Slash variations, nearly completely removing the blind spot. But that data didn't get released afaik.
Rumors that Utilt and Phantom Release animation FAFs were improved, but no concrete evidence yet.
So there was a start up change. That's nice then. Though that doesn't explain the new multihit when thrown...Megaman's Leaf Shield (forming it) total frames reduced by 6 frames, 59 -> 53.
This happens with MK too, didn't know it was taken out.Captain Falcon sliding off ledges while dash grabbing is back. I don't know if this applies to other sources of people falling off ledges. Although sometimes, instead of falling off, it plays the grab sound effect again and they instead move slightly up (as if they were grabbed in the air). I'll try to get a video of it.
I can see that happening. Nerfing rolls so that it won't be the only movement option on things like For Glory. Countless players have complained that they cannot do a thing to players overusing rolls.So everybody had their rolls and spotdodges nerfed then. That's... Weird.
This has been a thing since launch.Did Falco always do full damage from max range of his neutral-b? Slight laser buff anyone?
Yes, the data dump shows it got various small alterations, that SHOULD improve its connecting.Diddy's Up smash certainly feels like it links better but I'm trying not to get placebo'd.
Does the data dump confirm a change?
No...I believe? Their invisible timing was moved forward in the animation from what I heard.Weren't Palutena's dodges buffed?
Nope, same as everyone else, she becomes vulnerable one frame earlier than before. http://opensa.dantarion.com/s4/raw/param-diff-128-144/fighter_param_vl_palutena.bin.txtWeren't Palutena's dodges buffed?
Duck Hunt has [2]s in those values lowered by one, as well, which suggests that they can act out of it one frame sooner. On top of that, Duck Hunt specifically has the next value, which I assume is Airdodge, lowered by 1 frame in both IASA and invuln time.I can see that happening. Nerfing rolls so that it won't be the only movement option on things like For Glory. Countless players have complained that they cannot do a thing to players overusing rolls.
While I do not have a problem dealing with it, I can see how annoying it is having to deal with For Glory Link's.
Yeah it was, it was really stupid too. The character grabbed would just be stuck inside you and you couldn't pummel them. But now it's back.This happens with MK too, didn't know it was taken out.
I've had that happen to myself a few times too, although I think that was a potential outcome before. But I'm not certain.Confirming that sliding off ledges with dash grab+pummel is back.
When I try it with Meta Knight I get situations where I release the opponent below the ledge but stay onstage myself rather frequently, I don't recall that being a possible outcome before but I could be wrong.
For Glory Links make me sad.While I do not have a problem dealing with it, I can see how annoying it is having to deal with For Glory Link's.
I BELIEVE Shulk's damage is the same, though I'll tag @Berserker. to confirm. We had an early report that Shulk's dash attack had a lower cooldown. Was this not present?Which reminds me, has anyone confirmed whether or not Shulk got any damage changes? 'Cause I'd really like to avoid spending 5 hours checking Shulk's frame advantage on block for every single one of his arts again...if he got no damage changes that should all be the same.
Lucario is tied for most vulnerable roll frames, first in air dodge vulnerable frames, and first in spot dodge, if the FAF from previous tests are accurate.so if im reading this right, lucario's roll is 4-13 with a FAF of 30
I think Samus might have a new contender for worst roll in the game LOL
To be honest, shield regen has been slow since release, but it's gone unnoticed under the "Brawl 2.0" stigma.So was shield regeneration being slower confirmed or was that just placebo?
I believe we've been discussing this for the last 5 pages or so.For those of you who may not be aware, @Dantarion figured out where the IASA/FAF of moves is stored and has a table that has all the values for all characters. The third number in each subaction (for moves) is the FAF. The fourth and fifth are (full body) intangibility start and intangibility end.
Ya, but I figured I'd link to it and tell people how they can make sense of it themselves. Too bad I forgot to include the link to the table lol. I edited the link to the table in my previous post.I believe we've been discussing this for the last 5 pages or so.
I can't make heads or tails of this. Is there any way to focus on one character? Also, does this table show startup changes?Ya, but I figured I'd link to it and tell people how they can make sense of it themselves. Too bad I forgot to include the link to the table lol. I edited the link to the table in my previous post.
Line your character up with either the top or the bottom of your screen, click on the value in the first column, scroll to the last column they have a value in and hold shift and then click that value. This should highlight the entire row. That being said, even after isolating my character I was still lost trying to decode the tableI can't make heads or tails of this. Is there any way to focus on one character?