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Tournament Mode [1.1.0] Community Patch Notes

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Mario766

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If you check the list, it is on everyone.

Besides Doc.

Everyone.
 
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Linkshot

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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%.
Confirming these changes based on the Bowser Jr. Parameter Data I'm looking at.
On that note, Sweeping Sun Salutation Healing ([12][9]) increased: 2% -> 3%

EDIT: Do the changes to every character affect dodging OR are they tweaks to fix the Trampoline Glitch? Which, in effect, brought back the Hydrant Glitch?
 
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Vipermoon

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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.
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)?
 
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LRodC

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I'm still waiting for Mewtwo to get more buffs and hitbox trail changes. He was overall buffed slightly this time though, so I can't be too mad about it I guess. Glad most of the cast got buffs all around including some of my other favorite characters.

Also unrelated but were there windbox changes on Zelda's custom phantoms?
 
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Eureka

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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.
 
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White_Pointer

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Has anyone tested for any changes to Samus?

EDIT: Seriously, no buffs to Samus? Does Sakurai honestly think she is fine?

FML.
 
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LordWilliam1234

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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)?
@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)

As for Shulk's Back Slash, I didn't check the exact specifics of why the frames ended up how they are, but essentially the animation when he jumps into the air plays faster (hence the start-up reduction), but he still has about the same amount of airtime and landing lag as he did before, so the total frames didn't really change. I can double check the specifics when I get to counting Shulk's frame data.

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.
 
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BJN39

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Eaux @ Shaya Shaya if you were gonna do that for Phantom in the OP I recommend you do it for Zelda's Jab too, since I have a descriptive edit list here for that as well, for anyone wanting particulars. :4wiifit:

Raw Link: http://smashboards.com/threads/tour...unity-patch-notes.412130/page-6#post-19793769

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.

Code:
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
AKA
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.
 
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Megaman's Leaf Shield (forming it) total frames reduced by 6 frames, 59 -> 53.
So there was a start up change. That's nice then. Though that doesn't explain the new multihit when thrown...

MM board is saying the leaves are faster, but looking into it myself I don't see any difference visually.
 

warionumbah2

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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.
This happens with MK too, didn't know it was taken out.
 

Schiffe

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So everybody had their rolls and spotdodges nerfed then. That's... Weird.
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.
 

Kil3r

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Did Falco always do full damage from max range of his neutral-b? Slight laser buff anyone?

EDIT: NVM. Damn you Sakurai. Fix these lasers already!
 
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RedBeefBaron

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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?
 

Lavani

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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.
 

-crump-

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Holy crap, WFT with the buffs! :grin::grin::grin:
Thank you Mashpotato Samurai, my main might actually has a chance against half the roster now. :awesome:
 

BJN39

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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?
Yes, the data dump shows it got various small alterations, that SHOULD improve its connecting.

Weren't Palutena's dodges buffed?
No...I believe? Their invisible timing was moved forward in the animation from what I heard.
 
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Linkshot

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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.
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.
 
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Eureka

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This happens with MK too, didn't know it was taken out.
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.
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.
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.

Here's a video as evidence, sorry about the poor quality.
http://gfycat.com/SmartHonoredGeese
 

Nysyr

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So if I was to interpret this:

Changed fighter_param_vl_lucario.bin[0]sub[04B][4] from 17 to 16
Changed fighter_param_vl_lucario.bin[0]sub[04C][4] from 15 to 14
Changed fighter_param_vl_lucario.bin[0]sub[04D][4] from 15 to 14

As the starting frame of vulnerability for Spot/forward roll//backward roll, it doesn't line up with:
http://smashboards.com/threads/roll-air-dodge-frame-data.401323/

But it does line up with the other characters. Should I take it as Lucario was already nerfed at some point since it seems he went from 1.04->1.1.0, or that the numbers tested were off.
 

Plain Yogurt

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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.
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?
 

KuroganeHammer

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Im late but Zelda gets hit on frame 19 of her spotdodge, so it does seem like defensive options got nerfed by a frame each
 

FallofBrawl

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Got some interesting tidbits with the sliding off the edge, grab thing:
It's back for falcon, metaknight, and any other character that can slide far after dash grab (though it's more prevalent in falcon and mk because their ridiculous dash grabs).
It does not work against smaller characters that are "picked up" when grabbed (like pikachu, villager, but this is brief testing I might be wrong).

Samus still retains the ability to stay on the ground and not slide off after charge shot. With both falcon and mk it is possible to drop the opponent while staying on the edge (the distance is specific). On DL64 if the tree is blowing your way while you grab opponent at the edge and you elect to grab release, you drop down as your opponent pops upwards so that's something to keep in mind while picking the stage (this happen before?)
I'm gonna further test things but that's what I got so far.
 

KuroganeHammer

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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
 

Nysyr

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Everyones dodge/rolls did.

Sorted by smallest spot dodge*. This doesn't account for end lag so some are far better than they seem.
Fighter Spot Pre Spot Post Roll Pre Roll Post Change Spot Change Roll
mewtwo 16 15 16 15 -1 -1
littlemac 17 16 15 14 -1 -1
lucario 17 16 15 14 -1 -1
fox 17 16 17 16 -1 -1
pikachu 17 16 17 16 -1 -1
tink 17 16 17 16 -1 -1
metaknight 17 16 18 17 -1 -1
sheik 17 16 18 17 -1 -1
sonic 17 16 18 17 -1 -1
zerosuitsamus 17 16 18 17 -1 -1
greninja 18 17 17 16 -1 -1
diddy 18 17 18 17 -1 -1
duckhunt 18 17 18 17 -1 -1
pit 18 17 18 17 -1 -1
darkpit 18 17 18 17 -1 -1
falco 18 17 19 18 -1 -1
gamewatch 18 17 19 18 -1 -1
wiifit 18 17 19 18 -1 -1
mario 19 18 19 18 -1 -1
mariod (dr?) 19 18 19 18 -1 -1
miibrawler 19 18 19 18 -1 -1
pacman 19 18 19 18 -1 -1
olimar 19 18 19 18 -1 -1
rob 19 18 19 18 -1 -1
ryu 19 18 19 18 -1 -1
wario 19 18 19 18 -1 -1
kirby 19 18 20 19 -1 -1
lucina 19 18 20 19 -1 -1
weegee 19 18 20 19 -1 -1
marth 19 18 20 19 -1 -1
miigunner 19 18 20 19 -1 -1
rosalina 19 18 20 19 -1 -1
roy 19 18 20 19 -1 -1
samus 19 18 26 25 -1 -1
captain 20 19 18 17 -1 -1
bowserjr 20 19 20 19 -1 -1
link 20 19 20 19 -1 -1
lucas 20 19 20 19 -1 -1
miiswordsman 20 19 20 19 -1 -1
villedger 20 19 20 19 -1 -1
ness 20 19 20 19 -1 -1
palutena 20 19 20 19 -1 -1
peach 20 19 20 19 -1 -1
megaman 20 19 20 19 -1 -1
shulk 20 19 20 19 -1 -1
zelda 20 19 20 19 -1 -1
ike 20 19 21 20 -1 -1
charizard 20 19 21 20 -1 -1
robin 20 19 21 20 -1 -1
yoshi 20 19 24 23 -1 -1
donkey 21 20 19 18 -1 -1
jigglypuff 21 20 20 19 -1 -1
dedede 21 20 22 21 -1 -1
ganon 21 20 22 21 -1 -1
bowser 21 20 22 21 -1 -1

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
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.
 
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RedBeefBaron

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Before I forget, Luigi's fair nerf is bigger than it seems since damage is part of the hit stun equation. His fair combos still work but not in as many situations, and they're tighter in execution. Up B is nuts but high risk high reward.

He feels very honest in comparison to before. They did a great job addressing his "brain dead" issues IMO.

Edit: Fair to nair, up air to fair, and using more of his aerials together for combos in general feels a lot more important to know based on the opponents %, fall speed, air speed, weight, size, etc. It may actually feel rewarding to play Luigi now.
 
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Big O

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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 here. The third number in each subaction (for moves) is the FAF. The fourth and fifth are (full body) intangibility start and intangibility end.
 
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KuroganeHammer

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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.
I believe we've been discussing this for the last 5 pages or so.
 

Krysco

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Neutral 1 any charge? Uhh, Sword Mii's neutral 1 has no 'charge'. Guessing Sword and Gunner are supposed to be swapped...especially since Sword lacks missiles =P
 
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Blobface

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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 can't make heads or tails of this. Is there any way to focus on one character? Also, does this table show startup changes?
 
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Disfunkshunal

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I can't make heads or tails of this. Is there any way to focus on one character?
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 table :laugh:
 
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