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Not all of them, but I think it's most of them (most of the ones that I've actually checked, at least). F-smash is 1.0, I think, for an example of one that's not 1.3.Are Roy's sweetspots consistently 1.3x? They don't seem that high.
Ok so I had read it well, thanks. It seems counter intuitive for a hit that deals less damage to be safer on shield but that's how the game is I guess.You have better frame advantage on the sourspot hits because Roy has less self shieldlag. If you have less shieldlag then your opponent, it's essentially as if the move has more shieldstun. If you have more shieldlag then the opponent, it's like adding recovery frames.
Hit lag on moves in general (both on hit and on shield) is the same as last patch, aside from a frame here or there for moves that got a significant enough damage change.Something needs to be established (probably requiring recording equipment/other things).
Is hit lag and shield hit lag and RECEIVER's shield hit lag the same number of frames on >=1.1 modifier moves still, or are they different?
The same questions but with sub 1.0 modifiers (easiest would be Marth's sour spot moves).
Hit lag frames on moves with 1.0 modifiers are the same this patch as last patch?
Either way if this is what I think it means, Marth's tipper safety was buffed this patch; lol Lucina / yay in general.
Thank you thank you thank you. Your hard work is appreciated by many. This proves my theory wrong. I guessed that any hitlag modifer above 1.0 has been reduced to 1.0 on shields. But as we can see, Marth's highest hitlag moves (Smash attacks, Shield Breaker, and Heavy Blade) still have modifers above 1.0 against shields.Hit lag on moves in general (both on hit and on shield) is the same as last patch, aside from a frame here or there for moves that got a significant enough damage change.
The difference here is that if a move has any kind of hitlag modifier, for some reason on shield, the hitlag you receive when you attack an opponent's shield is lower than if you'd hit them in 1.10. The amount of shieldlag the defender receives hasn't been changed.
Anyways, I got the numbers for Marth.
Jab 1: Sweetspot self shieldlag reduced by 2 frames, 8 -> 6.
Jab 2: Sweetspot self shieldlag reduced by 2 frames, 9 -> 7.
F-tilt: Sweetspot self shieldlag reduced by 3 frames, 12 -> 9.
D-tilt: Sweetspot self shieldlag reduced by 3 frames, 11 -> 8.
U-tilt: Sweetspot self shieldlag reduced by 2 frames, 10 -> 8.
Dash Attack: Sweetspot self shieldlag reduced by 3 frames, 12 -> 9.
F-smash: Sweetspot self shieldlag reduced by 4 frames, 18 -> 14.
D-smash: Sweetspot self shieldlag on the front hit reduced by 3 frames, 14 -> 11. Sweetspot self shieldlag on the back hit reduced by 4 frames, 17 -> 13.
N-air: Sweetspot self shieldlag on the first hit reduced by 1 frame, 7 -> 6. Sweetspot self shieldlag on the second hit reduced by 2 frames, 10 -> 8.
F-air: Sweetspot self shieldlag reduced by 3 frames, 11 -> 8.
B-air: Sweetspot self shieldlag reduced by 3 frames, 12 -> 9.
D-air: Sweetspot self shieldlag reduced by 2 frames, 12 -> 10.
U-air: Sweetspot self shieldlag reduced by 3 frames, 12 -> 9.
Shield Breaker: Sweetspot self shieldlag reduced by 3 frames, 13 -> 10.
Crescent Slash: Sweetspot self shieldlag reduced by 2 frames, 11 -> 9.
Heavy Blade Neutral 2: Self shieldlag reduced by 2 frames, 11 -> 9.
Heavy Blade Neutral 3: Self shieldlag reduced by 2 frames, 10 -> 8.
Heavy Blade Neutral 4: Self shieldlag reduced by 3 frames, 17 -> 14.
Heavy Blade Up 3: Self shieldlag reduced by 2 frames, 10 -> 8.
Heavy Blade Up 4: Self shieldlag reduced by 4 frames, 17 -> 13.
Heavy Blade Down 3: Self shieldlag reduced by 2 frames, 10 -> 8.
Heavy Blade Down 4: Self shieldlag on the final hit reduced by 3 frames, 15 -> 12.
All of his sourspots were unchanged. Also worth noting that Storm Thrust, which has a hitlag modifier less than 1.0 (similar to his sourspots), did not get a shieldlag change (still 5 frames of self shieldlag uncharged, 7 when fully charged). Heavy Blade Up 3 has a hitlag modifer less than 1.0 (it only has 3 frames of self hitlag for some reason) so that wasn't changed.
Also, it may or may not mean anything, but aside from his Smash attacks and Shield Breaker, the new sweetspot shieldlag matches the shieldlag the opponent receives now. Same with Heavy Blade, aside from Heavy Blade Neutral 2/Neutral 4/Up 4/Down 4.
...and apparently Marth's Heavy Blade has tippers that I wasn't aware of. I only hit them on accident a couple of times when recording for shieldstun in 1.08 (the rest I hit at the center of the blade) so I don't have all of them, but the ones I did get got the same kind of treatment in terms of self shieldlag in 1.10 (e.g. the final hit of Heavy Blade Down 4 is down by 5 frames for a tipper: 21 -> 16).
Anyways, yeah, appears that this change only seems to apply to hitlag modifiers higher than 1.0 for some reason...1.0 and lower appear to be unchanged from what I can see so far.
u = units. The game engine has it's own physics with linear dimensions represented.Can someone tell me the terminology of those patch notes? What does 14u -> 10u means on Captain Falcon??? And all the terminology in general, also I wonder where are the older patch notes (unless they have been cancelled), I can't find them on SmashBoards, can you help me out please?
Seems that way for him, yeah. Still at a loss for what exactly the formula change was though, since as you can see from the numbers between Ryu, Roy, and Marth (and by extension, the ones I found for those moves with hitlag modifiers on Link and Ike), there isn't a consistent pattern. Likewise, Ryu and Roy still have higher self shieldlag than the opponent's shieldlag, it's just not as much.Shield hit lag on the receiver/sender on which moves are different though? All of the non 1.5s (his strong tippers) are now equivalent to 1.0?
Hitlag isn't rounded. Any decimal values are truncated. Or I think it's that way, at least.Hmmmmmmmmmmmmmmm
It has to be one of the two.
I have a question. For hitlag frames, does it round at all? Or does it just wait for the next whole number like how damage works?
Besides hitting moves and seeing if there's a "delay", I don't know other than digging through the game's files. Dantarion's master core has hit lag and SDI multipliers listed for moves.Where's the easiest place to find out which attacks have hitlag modifiers above 1.0?
I would use this, but the all the info is only modified up to 1.04. You can trust that moves with a hitlag modifier in there probably still have it. Just cross reference moves with patch notes if you're really concerned. Use ctrl + F and type in your character's name to go to their moves. Names are the japanese versions, so Bowser is koopa, Villager is murabito, Jigglypuff is purin, Charizard is lizardon, Mega Man is Rockman, and there's other altercations like Captain Falcon being CaptainWhere's the easiest place to find out which attacks have hitlag modifiers above 1.0?
I've done very brief testing on this, but I couldn't find any difference in frame advantage on electric moves. Hopefully I'm right because Pikachu and ZSS certainly don't need that extra bit of safety in their kits lol.Mr. Game & Watch and Pikachu's aerials are now saying hello.
Unless the modifier applied to shield hits for both already, electric attacks also have natural 1.5 modifiers. So ZSS' nair may be *aroused* 4+ frames safer on shield maybe.
I believe most characters with landing hitboxes on aerials also have hit lag modifiers.
Nevermind, I was wrong, it's still the same advantage on shield as it was before. The self shieldlag change also increased the landing lag by 3 frames but the self shieldlag also being lowered by 3 frames cancelled that out.sorry for bothering you. but im curious and would like to know how falcos forward air is made less safe. thanks in advance.
Jab 3, Jab ender, f-air, b-air (third hit), d-air, and side-b (default and customs) all have hitlag modifiers so those ones may have been. I can check in a bit.I wonder if Greninja has any such moves that are now made safer on shield.
Greninja's f-air. Has a hitlag modifier of 1.1 (opponent shieldlag is 10 frames, Greninja's hitlag is 11 frames) and was still reduced on shield, but only by one frame (so to a 1.0 modifier).And are there any examples of sub 1.25 modifiers?