No, there were no such changes to RoyWith Marth's Dancing Blade having a 5 frame longer window to input the next step, does that also mean Roy's got the same change?
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No, there were no such changes to RoyWith Marth's Dancing Blade having a 5 frame longer window to input the next step, does that also mean Roy's got the same change?
Yeah, morally, i feel better playing him knowing i can't have "braindead" thrown in my face. The new jab actually DOES set up into a bit more than it used to. He honestly feels closer to his melee incarnation, although not quite. Does that make sense? It's like the shine and blaster buffs made his specials feel like aggressive options as much as the rest of his kit, which is why it feels more "melee" in playstyle i suppose.Honestly I view this as a parallel buff. An infinite is a terrible thing to lose (purely in terms of strength), but gaining the kinds of tools that define high level play is a major plus, and it's not at though jab jab is completely gone, it's just not a super braindead setup anymore.
Can confirm. That's really weird though.. it seems he can't do it out of a single dash, as in if you just move the stick enough to start the dash but don't continue running. If you continue running he can up b just fine.Hi guys can you please check the following nerf to little mac?
-Little Mac can no longer downtilt -> dash -> upspecial any longer.
There is only one change to Little Mac in the data dump which is not mentioned in the OP and that is an animation effect which will not change the mechanics of the move only its visuals. Therefore, the only changes to Little Mac are the neutral special and side special changes listed in the OP. No changes to down tilt, dash attack or up special therefore I would suspect that combo to function the way it did prior to the patch.Hi guys can you please check the following nerf to little mac?
-Little Mac can no longer downtilt -> dash -> upspecial any longer.
You can. You gotta jump cancel it tho.Hi guys can you please check the following nerf to little mac?
-Little Mac can no longer downtilt -> dash -> upspecial any longer.
@ Shaya Here is the explanation for Shulk's dash attack and why it's not a change for this patch. Please remove it from the OP.The Lucario, Shulk and Toon Link differences were annoying me so I've managed to track down a 1.0.5 3DS and I'm getting results more in-line with what others have said. Before I was using a 1.0.0 3DS.
Lucario's forward-smash and down-smash cool down increases. Shulk's dash-attack buff and Toon Link's neutral-aerial landing decrease are actually 1.0.4 / Wii U release patch changes that were somehow missed. I'm consistently able to recreate these differences with a 3DS 1.0.0 copy of the game.
So apologies for confusing people.
The person that confirmed the nair landing lag was testing between 1.10 (Wii U) and 1.00 (3DS). Toon Link did in fact have a change in Nair landing lag, but it's not in this patch, it was a previous one. Many changes have gone undocumented in previous updates because it wasn't until just a few days ago that we actually found animation data in the game files that doesn't relate to hitboxes, such as aerial landing lag and FAFs for attacks....toon link was removed from the OP? Wasn't that for confirmed changes only? was nair landing lag reduction deconfirmed? is noo ne paying attention to his confirmed dash grab/dash turnaround grab buff?
I was aware of it (had even been talking about it), but I wasn't exactly sure how/what.@ Shaya there has been a change to Pikachu which has been known for a few days by the Pika board which has not made your list yet. Here is the post to first confirm it: http://smashboards.com/threads/ver-1-1-0-patch-thread.412172/#post-19791088
Several Pikachu mains have tested and can confirm that the thunder wave infinite of neutral custom 2 has been removed.
I was aware of it (had even been talking about it), but I wasn't exactly sure how/what.
Pikachu
So the reason the infinite worked is because the knockback of it would change it to from a spike to 45 degrees. The electrifying stun is set up so that it can't be effective against the same target until they touch the ground. So at a certain percent, 45 degrees, but the knockback after the stun would push them into the ground, resetting the value while they were still in hit stun with pikachu having like 50 years of frame advantage.
- Thunder Jolt (Neutral Special) projectile hitbox angle altered from Sakurai angle to 0° on both default and thunder wave (in the latter case removing it's ability to lock)
How this affects his default special as well will be interesting... no one's noticing much yet with that?
I'm assuming 0 degrees is legitimately "just hit stun, no knock back"? Not sure.
An angular change, that's interesting. Keep in mind that Pikachu's Neutral B 1 and 2 have different properties when fired from the ground and air. From the air, it's a projectile, and from the ground you get the arc hitbox, even if Pikachu fires from close enough where you never see a visual arc before it hits somebody.Pikachu
- Thunder Jolt (Neutral Special) projectile hitbox angle altered from Sakurai angle to 0° on both default and thunder wave (in the latter case removing it's ability to lock)
How this affects his default special as well will be interesting... no one's noticing much yet with that?
I'm assuming 0 degrees is legitimately "just hit stun, no knock back"? Not sure.
Completely horizontal. 360 degrees is the counterpart angle that is also horizontal, but sends the opponent in the opposite direction, like Wario's late dash attack. Anything between 181 and 359 is essentially a meteor angle by sending the opponent downward and can even have the spike sound effect assuming the move has enough knockback.So, Angle 0 isn't a special angle if my memory serves correct, even though it sounds like one. It simply means "straight ahead", so technically a semispike because gravity is a thing that affects knockback.
Um, er, don't you mean 180 degrees? Pretty sure 360 functions exactly the same as 0, unless it doesn't do the jab lock thing..Completely horizontal. 360 degrees is the counterpart angle that is also horizontal, but sends the opponent in the opposite direction, like Wario's late dash attack. Anything between 181 and 359 is essentially a meteor angle by sending the opponent downward and can even have the spike sound effect assuming the move has enough knockback.
You're right, my bad. I don't know how I mixed that up while typing.Um, er, don't you mean 180 degrees? Pretty sure 360 functions exactly the same as 0, unless it doesn't do the jab lock thing..
I probably would've made the same mistake too!You're right, my bad. I don't know how I mixed that up while typing.
After playing around with it a while, Linkshot is correct when he says:I was aware of it (had even been talking about it), but I wasn't exactly sure how/what.
Pikachu
So the reason the infinite worked is because the knockback of it would change it to from a spike to 45 degrees. The electrifying stun is set up so that it can't be effective against the same target until they touch the ground. So at a certain percent, 45 degrees, but the knockback after the stun would push them into the ground, resetting the value while they were still in hit stun with pikachu having like 50 years of frame advantage.
- Thunder Jolt (Neutral Special) projectile hitbox angle altered from Sakurai angle to 0° on both default and thunder wave (in the latter case removing it's ability to lock)
How this affects his default special as well will be interesting... no one's noticing much yet with that?
I'm assuming 0 degrees is legitimately "just hit stun, no knock back"? Not sure.
When hit with the thunder jolt, you will slide across the ground during the hit stun. If you are standing at the ledge when hit you will slide off the side then continue to fly at at roughly a 30 degree angle downward until the end of the hit stun. I do believe what you wrote about the change to Pikachu is mostly accurate, Shaya; however, after reading your post and Linkshot's post you guys gave me an idea which does work to accomplish the thunder wave lock.So, Angle 0 isn't a special angle if my memory serves correct, even though it sounds like one. It simply means "straight ahead", so technically a semispike because gravity is a thing that affects knockback.
hey now, Falco got a lazer buff long before Fox did...Really pleased with this patch. I'm an "all buffs, no nerfs" kind of guy and I just feel that lesser characters get many buffs while top tiers get none or very minor ones, until everyone is about on par. So to see few major nerfs and many respective buffs for the roster is inspiring. Gotta love that reduced Marth lag! He gets more fluid with every patch and is actually starting to feel like a fencer now. I only want a small air speed buff and I think he'll be perfect.
Back slash is godlike. My god. So much better. Loving it, and playing my monado boy all the more for it. Shulk buffs are always welcome, even if he doesn't need them.
Shine buff is noticeable, been mixing it into my combo game again because its actually worth using now. Palutena finally got buffs where she needed them, those godawful tilts. Still laggy but they actually connect and are harder to punish! Mitigating one of her biggest weaknesses. Been loving that too because I use her fairly often.
Robin and Kirby can start combos from throws. Let it begin. Still getting used to the new Robin DThrow trajectory though.
Really good overall. No Falco blaster buff though even those Fox got one? What's that all about? Hardly seems fair.
Yes to make them less atrocious, there still bad though, Fox blaster was leagues better and now even more so.hey now, Falco got a lazer buff long before Fox did...
It's the damage of the shadow balls in Mewtwos forward throw I believeYes to make them less atrocious, there still bad though, Fox blaster was leagues better and now even more so.
Has anyone figured out that change to mewtwo shadow ball listed in the dantarion dump http://opensa.dantarion.com/s4/raw/diff-128-144/mewtwo_shadowball.html
looks like a change in damage, if I'm reading correctly 1.5 to 2.
The projectile shots on Mewtwo F-Throw deal more damage, is what it is.
Ah thanks that was bugging me for a while, wondering what it was.It's the damage of the shadow balls in Mewtwos forward throw I believe
Didn't brawl have 2 frames of input delay?You would think they'd already be providing us with the lowest input lag possible. That's what makes me skeptical.
Did it? I only got into frame data (let alone Smashboards) for Smash 4.Didn't brawl have 2 frames of input delay?
I vaguely recall that being a thing.
http://smashboards.com/threads/input-delay-in-brawl.331376/Did it? I only got into frame data (let alone Smashboards) for Smash 4.
But it doesn't.There is only one change to Little Mac in the data dump which is not mentioned in the OP and that is an animation effect which will not change the mechanics of the move only its visuals. Therefore, the only changes to Little Mac are the neutral special and side special changes listed in the OP. No changes to down tilt, dash attack or up special therefore I would suspect that combo to function the way it did prior to the patch.
What "buff"? Patch 1.0.4 made it rapid fire faster, but that's pretty useless when the end lag is still atrocious. That was a superficial buff. Lowered end lag on a Fox's Blaster is significant when he's already fast and its end lag was pretty decent. Now, it's even faster.hey now, Falco got a lazer buff long before Fox did...
Worst MU's?How in the heck was Wario not buffed? His foward smash is garbage and never hits, up smash has no range at all (like Mario and luigiis) and he has no range whatsoever to make up for it. He has the worst match ups but he is basically untouched? What the **** man