FroakieSLA
Smash Rookie
- Joined
- Dec 13, 2018
- Messages
- 2
Just tested Simon/Richter instant ledge jump, still works
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If u catch someone in falling uair, the drag effect from the multi hit is quite significant, was sometimes called “spiking uair” in smash 4Im not aware what makes greninjas uair send downwards but it seems more probable to now.
Let me know!
I'm recreating this scenario right now and it's not happening. I have no idea what would cause the expressions to not happen.Huh, that's really odd.
What is happening in this footage then?
THE MADMEN
— Dex (@TD_Dex) December 14, 2018
THEY FIXED IT
THEY FIXED PACMANS GRAB EXPRESSIONS pic.twitter.com/D0V9cy4Yio
Just tried these, all damage values are the sameIf DK had any changes to damage, I have the damage from his specials pre-patch. Neutral B fully charged does 33.6%. Side B does 12.0% and has the target trapped in the ground for about 2 seconds. Up B does a total of 19.2%. Lastly, Down B does 16.8%.
I guess this is still a thing? pic.twitter.com/FiIS5H5PKj
— Gunla (@GunlaEXE) December 14, 2018
I have 1.1.0 and fire arrows do 14.4% fully charged in training mode (with the 1v1 multiplier)Did around 16% now at full charge.
In addition, the angle the arrows launch has been changed.
Then maybe it's just the launch angle that was changed?I have 1.1.0 and fire arrows do 14.4% fully charged in training mode (with the 1v1 multiplier)
staleI just went into training mode as PAC-MAN and jabbed Isabelle for 2.4%, then went into the pause menu to spawn a second player and the damage for jab changed to 2.0%, so training mode does indeed seem to have the multiplier.
sakurai you coward just make the cursor faster >Here's the thing with the CSS cursor:
In previous versions, acceleration would be very slow if you didn't tap the stick very quickly. Speed itself didn't change, but the acceleration requires much less stick force.
you just gonna ignore the "training mode" part of that post?stale
You could get out of the cargo throw since 1.1.0, you just had to mash the buttons to get out of it, so it hasn't been brokenSo, one of the things that really was broken for DK was his cargo throw. If you got to around 90% and got grabbed by DK, he can carry you off stage, throw you to the blastzone and get back easily to the stage. You couldn't mash out of the cargo throw. Can anyone confirm if they fixed this?
That's just the short hop multiplierTesting Duck Hunt at the moment. Only thing I'm seeing as far as changes is down-air damage nerfed from 18% to 15.3%.
It looks like in 1.1 down-air combo goes from 6% on the first hit to 18% on the second hit while in 1.2 its 5.1% to 15.3%
That's all I'm finding for him at the moment.
I can confirm that it did 18% total in 1.1. First hit is 6%, second hit is 12%. That's a nerf to down-air for sure.Testing Duck Hunt at the moment. Only thing I'm seeing as far as changes is down-air damage nerfed from 18% to 15.3%.
It looks like in 1.1 down-air combo goes from 6% on the first hit to 18% on the second hit while in 1.2 its 5.1% to 15.3%
That's all I'm finding for him at the moment.
Define "up and a little away," because in 1.1 they DO NOT send DIRECTLY upward, they send at about an 80 degree angle. Straight up would be 90 degrees.Young Link's arrows have changed for sure: before, the arrows sent you straight up, but now, they send you up and a little away.
My bad, testing with another person. Thanks for pointing that out.That's just the short hop multiplier
I swear to you, I mashed like crazy and I never escaped. I think there's a threshold of how much mashing you should do depending on %You could get out of the cargo throw since 1.1.0, you just had to mash the buttons to get out of it, so it hasn't been broken
As Zapp said, he tried recreating the scenario in 1.1 and Pac Man was still getting facial expression consistently.Pac-Man running grab and pivot grab animation change was removed from the official change list for some reason. That was definitely a legit bug fix though.
80 degree angle in 1.1.Young Link's arrows have changed for sure: before, the arrows sent you straight up, but now, they send you up and a little away.
Young Link's Boomerang also had it's launch angle changed, but I need people to test that for me, too.
I hope the community puts a temporary ban on FoD until it gets patched.In case anyone is wondering about FoD.Fountain of Frames lives up to the name, RIP pic.twitter.com/FwTKsJIioT
— Gunla (@GunlaEXE) December 14, 2018
This is wrongMore testing shows that the longer the buoy is out (before capping the damage) the more damage the throw does, even after it hits the ground. That would explain it - it's a floating point style move kinda like Brawl had stuff like Sonic homing attack and etc.
Point blank doesn't require any fancy math because its going to grab frame 1 so the damage increase over time will never even apply. Notably we got a 0.7% damage difference in both examples (including point blank) so I can absolutely say with confidence that's what's goin' on here. -0.7%.
I just tested it with a friend on 1.1.0 and you can get out of cargo even at 100%, it just takes some slightly fast button pressing.I swear to you, I mashed like crazy and I never escaped. I think there's a threshold of how much mashing you should do depending on %
And I guarantee you, DK gets way too many kills this way. I don't think it's fair to mash like I'm playing Melee insanely to get out of cargo at 100%
Would you want to test pacmans pivot grab and run grab? see if you can recreate it being bugged in 1.1I'm still on version 1.1.0 if anyone wants to corroborate something with me.
You might be mashing wrong. That sounds stupid, but mashing too many things can actually make you worse off. There's a Beefy Smash Dudes video on it, assuming it's the same in Ultimate.I swear to you, I mashed like crazy and I never escaped. I think there's a threshold of how much mashing you should do depending on %
And I guarantee you, DK gets way too many kills this way. I don't think it's fair to mash like I'm playing Melee insanely to get out of cargo at 100%
I'm SURE Simon's thighs got sexier.Been a while since I got to read some placebo effects. I can't wait to check back here to have a laugh.
I'm not stupid lol, you can turn off staling in the training mode options.stale
クッソどうでも良いバグを見つけました。
— まじんが (@majingaman) December 12, 2018
横bでパックマンが進み始めると同時にエサを切られることで本来横bに追従するはずのエフェクトが常時出ています。もう一度パワーエサを使うと戻りました。
F91みたいでかっこいいですね pic.twitter.com/f7FrAcvir0
Chrom, Roy, Marth, and Lucina cannot dash grab ROB when he's shielding no matter what direction he's facing. The only way they can grab him is if they dash grab him when he's at the ledge (so he can't be pushed back) or if they standing grab him. pic.twitter.com/WBgFpVoov2
— Amari (@Bozzy_D) December 12, 2018
The only thing I can think from here is a change to one of the copy abilities, which might just tie into Pac-Man's neutral B change.Went through Kirby's moves. The damages seem exactly the same. His fall speed and ground speed seem the same. There must be some frame data or subtle knockback changes.