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What collision glitch are you asking about?Do we know if the collision glitch was fixed?
The issue where the freeze frame caused by a finishing blow causes characters to fall through the stageWhat collision glitch are you asking about?
K. Rool only got a slap on the wrist to neutral-b vacuum hold, a move only relevant at low-level play. He got a trivial tweak to his up-b hitbox that doesn't seem to actually affect much of anything. Finally, his down-throw bury is shorter at low percents and higher at high percents, making it function more consistently in high-level play.Oh boy, K.Rool got it rough this patch.
1: They halved the vacuum's hold time, which takes away some valuable control and pressure away from the move: Video 1K. Rool only got a slap on the wrist to neutral-b vacuum hold, a move only relevant at low-level play. He got a trivial tweak to his up-b hitbox that doesn't seem to actually affect much of anything. Finally, his down-throw bury is shorter at low percents and higher at high percents, making it function more consistently in high-level play.
Please do not spread misinformation and fearmongering like this.
If you mean mechanically, reduced hitlag doesn't affect the performance of direct attacks as both characters are frozen for the same amount of time; it's just done for flavor. With projectiles, the user isn't the one hitting the opponent and thus doesn't freeze, so that hitlag turns into frame advantage, and tends to make up a good chunk of it on low damage projectile hits. ASC should've had 6~7 frames of hitlag prepatch, which could mean anything from -1-7 less frame advantage on hit postpatch. The good news is there's still enough hitstun to actually confirm off of with usmash/bair, but the timing's a lot more precise.Can anyone explain the change to Lucario's aura sphere because it's affecting his combo game off ASC in a bad way and why they did it makes no sense.
This is what I and several others were trying to tell you before. It's also already been reported that way in the patch thread here:So the changes to in the notes was not really accurate. Basically the move feels slighty quicker due to the hitlag on it is reduced . Yes theopponent can react quicker after the last hit of it, but so can Palu herself l so its still the same move. You just have to be quicker to to the same chains like here.
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In fact once i got used to it. I dare say the move might actullay be..better? I think it may be easier to juggle certain characters now
Okay, building off of this, Meshima found out the exact change to ROB that fixed this.Is there a separate page from Nintendo detailing bug fixes and such? I figured for character specific bugs that they might be on the fighters adjustment page since as far as this person has checked, Lucina can dash grab a shielding ROB which is not mentioned at all for her as she isn't on the list and the only thing for ROB is the Side Special change. If she can, then Chrom, Marth, and Roy probably can too since they couldn't before.
シールド展開中のロボットを掴めるようになりました pic.twitter.com/IpmGcEy1Kp
— クロマキバレット🍗 (@kiba_ssbm) January 30, 2019
ROB's "jostle_front" value was reduced to 0.1 from 1.4.
— Meshima (@Meshima_) January 30, 2019
This param is used for character's pushback on ground and this change allows him to be grabbed from FE characters while shielding.
Peach/Daisy's "scroll_rate" got reduced to 0.3 from 0.5
— Meshima (@Meshima_) January 30, 2019
I believe we don't know what scroll_rate is.
Ganondorf's unknown param got changed to 0x1 from 0x1E.
They changed this same param in 1.2.0 for DK, Kirby and Greninja but we don't know what this param is.
Okay, building off of this, Meshima found out the exact change to ROB that fixed this.
ROB's "jostle_front" value was reduced to 0.1 from 1.4.
— Meshima (@Meshima_) January 30, 2019
This param is used for character's pushback on ground and this change allows him to be grabbed from FE characters while shielding.
There's also this.
Peach/Daisy's "scroll_rate" got reduced to 0.3 from 0.5
— Meshima (@Meshima_) January 30, 2019
I believe we don't know what scroll_rate is.
Ganondorf's unknown param got changed to 0x1 from 0x1E.
They changed this same param in 1.2.0 for DK, Kirby and Greninja but we don't know what this param is.
And on the topic of Palutena's Nair, the hitlag multiplier on its loop hits was decreased from 1.0 to 0.5 and on its final hit, from 2.0 to 1.5: https://twitter.com/KuroganeHammer/status/1090489995222081537. Kuro has posted about other exact changes on his Twitter as well.
damn, sad this was fixed. I wanted to cheese 2v1 brawl style.Surprised no one mentioned it yet, but, previously, yoshi's grab release and throws didn't grant temporary grab invincibility like every other character in the game, allowing things like infinitely grabbing a character with 2 Yoshis in a doubles match, for example. This is now fixed.
You mean without factoring in the 1v1 multiplier, right? The other staff and I thought that it made sense to save the step of factoring in the 1v1 multiplier since competitive players are the target audience of the thread.
YesAnother question. Do Peach and Daisy's short hop float aerials still bypass the x0.8 short hop multiplier?
I don't think it's about competitive. Most of these base damage values are the same as Smash 4 or even earlier, we're used to them. Moreover, the base values are usually rounded numbers and so are their buffs and nerfs. But if you were to do it, it would be for the next patch (too much work to go edit this one LOL).You mean without factoring in the 1v1 multiplier, right? The other staff and I thought that it made sense to save the step of factoring in the 1v1 multiplier since competitive players are the target audience of the thread.
Though I suppose having both would be the best option for maximum convenience.
Lylat is unchanged.In the patch notes thread I notice it states that Lylat Cruise's ledges were fixed, but is that really true? Elsewhere I've heard that no changes to the map were detected which would mean they tweaked character's recoveries instead right?
Mewtwo ledge grab range during UpB
— Meshima (@Meshima_) January 31, 2019
(X1, Y1, X2, Y2) = (8.4, 11.2, -5.04, 4) -> (16, 27.5, -11, 8.5)
Rosalina ledge grab range
During UpB travelling
(17, 27.5, -8, 13) -> (17, 30.5, -14, 13)
During UpB ending
(17, 27.5, -8, 13) -> (17, 30.5, -11, 13)
X+Y= Short hopPretty crazy that they let us press two jump buttons to short hop now. That's gonna make delayed short hop aerials much easier to execute for several characters.
I just don’t understand why they don’t make a short hop command you can map to a buttonPretty crazy that they let us press two jump buttons to short hop now. That's gonna make delayed short hop aerials much easier to execute for several characters.
I'm super glad you got these numbers. Idk how or why I got 79> for Yoshi's FAir ledgegrab window, but I re-tested just minutes ago and got 68> as well. What were the values you got for FAir & FAir?Okay, I finished counting numbers between patches. shrooby Here are some clarifications for the Patch notes. All damage is with 1v1 multipliers on. And when I say FAF I do mean total frames plus one.
- Can now grab ledges on frame 68 of F-air animation from 71.
- Can grab ledge on frame 59 of F-air animation from 88.
- Can grab ledges on frame 58 of U-air animation from 63.
- Can grab ledges on frame 71 of F-air animation from 73.
- Can grab ledges on frame 59 of U-air animation from 75
- Can grab ledges on frame 72 of D-air animation from 76
- Can grab ledges on frame 69 of N-air animation from 73.
- Can grab ledges on frame 52 of F-air animation from 64.
- Can grab ledges on frame 60 of B-air animation from 68.
- Can grab ledges on frame 68 of N-air animation from 69.
- ?
- Can grab ledges on frame 40 of N-air animation from 46.
- Can grab ledges on frame 66 of U-air animation from 73.
- Can grab ledges on frame 50 of F-air animation from 51.
- Can grab ledges on frame 66 of F-air animation from 71
- Can grab ledges on frame 79 of U-air animation from 80.
- Can grab ledges on frame 60 from 62.
- Can grab ledges on frame 57 of N-air animation from 59.
- Can grab ledges on frame 56 of N-air animation from 60.
- Can grab ledges on frame 64 of N-air animation from 65.
- Can grab ledges on frame 66 of F-air animation from 67
- Can grab ledges on frame 58 of N-air animation from 60.
- Can grab ledges on frame 56 of U-air animation from 58.
I neglected to get Rosalinas F-air before I patched my game. I just missed it I guess. Another one I missed was Ken's autocancel window, instead grabbing Ryus and not noticing the entry was for Ken in the Nintendo's patch notes. For Cloud I got 78, but for pre-patch I wrote down 71 and I have no idea whether that was a type or not of 81. Since a reduction of three frames sounds par for the course in this patch. So I cannot shed light on these three attacks.I'm super glad you got these numbers. Idk how or why I got 79> for Yoshi's FAir ledgegrab window, but I re-tested just minutes ago and got 68> as well. What were the values you got for FAir & FAir?
Shortcut for trippingX+Y= Short hop
B+A= Smash attack
A+Jump= Short hop attack
B+Jump=?????