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I haven't tested with Dropkick as much as Wizkick, but from what little I've done it seems to. Not as useful though since Dropkick doesn't do as much % damage. It's likely on Wizard's Assault too but nobody uses Wizard's "Assault".Do Ganondorf's custom down special moves have increased shield damage as well, or is the default one the only one that was buffed?
Are you completely sure it does more shield damage?I haven't tested with Dropkick as much as Wizkick, but from what little I've done it seems to. Not as useful though since Dropkick doesn't do as much % damage. It's likely on Wizard's Assault too but nobody uses Wizard's "Assault".
They didn't hold him back at release.Greninja's bad OoS options and not very good frame data are probably too much to allow him to be top tier.
I'm gonna be honest and say it's hardly even necessary for Pit. If endlag is an issue, fullhop arrows are a thing; it scarcely even matters off-stage when the aim is really to use it a diversion. You never really use arrows in neutral anyway. It's a nice touch, but kinda superfluous if you ask me.Meanwhile, I'm sitting here wondering why Fox, Greninja, and the Pits' had end lag reduced for their projectiles. I understand Robin's getting reduced and the Pits' weren't reduced that much, but come on, Fox and Greninja? Fox's Blaster already had low end lag, well, relative to most projectiles in this game and Greninja's was fine even if it was average speed. Meanwhile, Falco and his 59 frames of end lag on the ground and 50 in the air and all for a thin laser that does 3% with set knockback.
The only reason I'm not 100% sure is there's not any changes recorded in Dant's Data. But shield damage may not appear in his extractions and he might've outright missed it. It clearly does the same shield damage as Reverse Warlock Punch (38) and puts the shield in a position to be broken by an F-tilt, just like RWP. In addition, the kick itself (not the quake) breaks newly regenerated shields after a shield break, which have 30 hp (15 + 15 = 30). It's possible this was some kind of missed change in a previous patch though, since the data I'm going off of (the one that says it has 10 shield damage) is a bit old.Are you completely sure it does more shield damage?
It already did a ton of shield damage prepatch and i fear it might be placebo for a lot of people who don't play him & now see how much shield damage it does.
doubt it, I've played a lot of custom ganons in tourneys with dropkick and I don't see too much difference in the shield damage.Do Ganondorf's custom down special moves have increased shield damage as well, or is the default one the only one that was buffed?
It was Greninja's start-up that was reduced, not endlag.Meanwhile, I'm sitting here wondering why Fox, Greninja, and the Pits' had end lag reduced for their projectiles. I understand Robin's getting reduced and the Pits' weren't reduced that much, but come on, Fox and Greninja? Fox's Blaster already had low end lag, well, relative to most projectiles in this game and Greninja's was fine even if it was average speed. Meanwhile, Falco and his 59 frames of end lag on the ground and 50 in the air and all for a thin laser that does 3% with set knockback.
Anyway, Fox's new jab everyone. Setting up footstools which he probably could have done with his old jab.
Both were reduced. Greninja now fires his uncharged Water Shuriken at frame 20 instead of 25 and can act out of Water Shuriken at frame 46. I gutted most of LordWilliam1234's post, but you can click the little arrow to go to the full post in the patch thread which makes me rage when Falco's Blaster has more end lag than most projectiles now for so little reward... Seething with rage now...It was Greninja's start-up that was reduced, not endlag.
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.
The reason you can act out of it earlier is because the start-up was reduced by 5 frames, not the endlag.Both were reduced. Greninja now fires his uncharged Water Shuriken at frame 20 instead of 25 and can act out of Water Shuriken at frame 46. I gutted most of LordWilliam1234's post, but you can click the little arrow to go to the full post in the patch thread which makes me rage when Falco's Blaster has more end lag than most projectiles now for so little reward... Seething with rage now...
Still, it's technically reduced end lag and startup, right?The reason you can act out of it earlier is because the start-up was reduced by 5 frames, not the endlag.
Yes and noStill, it's technically reduced end lag and startup, right?
No. It starts up faster, so it has reduced frames overall.Still, it's technically reduced end lag and startup, right?
Wait... So startup's 5 frames faster, but Greninja can't act until frame 51 even though the animation ends at frame 45? The way I think of it, since the startup was reduced, the total frames were reduced, and therefore, the end lag is reduced as well. It's like a domino effect, right? If it was just strictly end lag reduction, then that's different... My head hurts...No, the end lag is not reduced. Startup is down by 5 frames hence the total move duration is down by 5 frames. The endlag itself is unchanged.
At any rate, I guess now wouldn't be a good time to tell you that while Falco's sitting there with a 50 frame aerial projectile, Greninja's aerial shuriken clocks in at a cool 38 frames.
Do you want me to hurt you?At any rate, I guess now wouldn't be a good time to tell you that while Falco's sitting there with a 50 frame aerial projectile, Greninja's aerial shuriken clocks in at a cool 38 frames.
Startup is 5 frames faster (before he throws the shuriken) and the frames/animation/whatever after he throws the shuriken, AKA ending lag, has not changed. So he can act sooner (frame 46 vs frame 51) because total move duration is down, but the move has the same amount of lag after the active hitbox, so the ending lag hasn't changed. Just startup and hence total move duration.Wait... So startup's 5 frames faster, but Greninja can't act until frame 51 even though the animation ends at frame 45? The way I think of it, since the startup was reduced, the total frames were reduced, and therefore, the end lag is reduced as well. It's like a domino effect, right? If it was just strictly end lag reduction, then that's different... My head hurts...
Do you want me to hurt you?
Screw it, we're removing Falco's Blaster, swapping his Reflector from Down Special to Neutral, and giving him a R.E.D. Kick as his new Down Special since it's just an flying version of Fox's Side Smash. He can now anti-air, recover in a short way, and possibly approach with the R.E.D. Kick now. Reflector Void alone would be a freaking awesome "projectile"... In my dreams...
Also Greninja's shurikens are better but they're still not as crazy as they were at release. We can't do things like Charged Shuriken -> Dash Grab if the opponent is shielding the shuriken and there's still a good window of time for an opponent to punish us if we mess up compared to how it was before.They didn't hold him back at release.
Though we were young and naive, he was pretty overrated at release. Perhaps never really top tier.
Still, his mean frame data is the best it's ever been now. And the shuriken buff captures so much of what made him good at release.
I agree top tier is a stretch, I don't think it's likely but I wouldn't rule it out. My gut instinct says top 15. Incidentally I think you can be top 10 in this game without being top tier, I think there are only 5 or 6 "top" tiers.
It's still the same thing... whatever...Startup is 5 frames faster (before he throws the shuriken) and the frames/animation/whatever after he throws the shuriken, AKA ending lag, has not changed. So he can act sooner (frame 46 vs frame 51) because total move duration is down, but the move has the same amount of lag after the active hitbox, so the ending lag hasn't changed. Just startup and hence total move duration.
But yeah, poor Falco. They're generally not in the habit of buffing projectiles, I think this is the first patch where a whole bunch of projectiles have been buffed, so I can see why it hasn't been touched already besides the first little buff from 3DS (buffed to rapid fire faster I believe). But now that they're actually improving a lot of projectiles I don't see why Falco's wouldn't be close to the top of their list...
I'd argue that this patched Marth is better from a character design point than in Brawl, but I'm no Marth expert - that would be Emblem Lord and Shaya. Falco is also a structurally strong character with a really, really unrewarding projectile which he kind of needs with that kind of mobility. From game design standpoint, Brawl Marth, I don't really know, but Brawl Falco was evil.Because they balance on the assumption that Falco and Marth weren't completely destroyed as characters compared to how they played in Brawl.
...except it isn't.It's still the same thing... whatever...
Falco and Marth were overpowered and Marth had infinites.Because they balance on the assumption that Falco and Marth weren't completely destroyed as characters compared to how they played in Brawl.
So? Diddy Kong, Pikachu, and Zero Suit were high tier and all of them got, if anything, buffed, with only one of them turning out overpowered. With Marth and Falco, they just nerfed them to oblivion and called it a day.Falco and Marth were overpowered and Marth had infinites.
Your move.
Marth would be well designed for the most part if he didn't have the s****iest of hitboxes.It's still the same thing... whatever...
Still would be cool for Falco to have a RED Kick just because it looks cool. That and well, in a way, Reflector's a good projectile, but a weird one at that since it's a reflector.
I'd argue that this patched Marth is better from a character design point than in Brawl, but I'm no Marth expert - that would be Emblem Lord and Shaya. Falco is also a structurally strong character with a really, really unrewarding projectile which he kind of needs with that kind of mobility. From game design standpoint, Brawl Marth, I don't really know, but Brawl Falco was evil.
Samus, however, is one that really needs something since the fact she can combo extremely well, but then there's her somewhat limited kill options, height issue making her Up Smash whiff almost everyone, and other stuff like Side Smash missing at pointblank because apparently, punching doesn't work at close range: https://mtc.cdn.vine.co/r/videos/52...p4?versionId=RvtHpAvz5vOZ0rxaESiifuY3rq7RDKso. At least Zelda's getting something...
All 3 of them were nerfed from Brawl.So? Diddy Kong, Pikachu, and Zero Suit were high tier and all of them got, if anything, buffed, with only one of them turning out overpowered. With Marth and Falco, they just nerfed them to oblivion and called it a day.