FullMoon
i'm just joking with you
I believe Lucas and Ness can heal only 30% at most from an absorption
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Did you test that?11% for Ness
Well, I just rounded it from 11.2% to 11%. I'd need to test to actually confirm. Considering decimal percents are not uncommon in SSB4, it very well might just do 11.2%. I didn't think percents in SSB4 would use ceiling.Did you test that?
It's not 12%?
I could be wrong, but I'm pretty sure all the heal%s in the game are ceiling, not floor or rounded.
Partial percents are confusing enough without fractional negatives.
Looks like it doesn't round at all; it uses the fraction.Well, I just rounded it from 11.2% to 11%. I'd need to test to actually confirm. Considering decimal percents are not uncommon in SSB4, it very well might just do 11.2%. I didn't think percents in SSB4 would use ceiling.
Zelda
Weight 85 -> 89
Walk Speed 0.87 -> 0.95
Run Speed 1.3 -> 1.4
Air Speed 1.04 -> 1.09
Jab loop hitbox 2 size 4.0 -> 5.0
Ftilt
FAF 38 -> 35
hitbox 2 z2 n/a -> -4.0
Dtilt
damage 5.5 -> 7.5
bkb 20 -> 35
kbg 120 -> 90
size 3.6 -> 4.0
Fsmash FAF 50 -> 45
Dsmash kbg 86/96 -> 92/102
Usmash FAF 64 -> 60
NAir
FAF 51 -> 48
landing lag 19F -> 16F
final hitboxes
bkb 40/40/40/40 -> 55/55/55/55
size 4.0/4.0/6.0/6.0 -> 5.0/5.0/6.0/6.0
FAir/BAir
landing lag 23F/25F -> 21F/23F
hitbox 0 size 1.9 -> 2.4
hitbox 3 size 5.0 -> 6.0
hitboxes 1/2/3
damage 4 -> 6
bkb 5/5/5 -> 20/20/30
kbg 80/80/96 -> 70/70/90
Nayru's Love
loop hitboxes
damage 2/1 -> 3/2
size 6.0/4.0 -> 6.5/4.5
x1 -4.0/-10.0 -> -4.5/-10.5
x2 4.0/10.0 -> 4.5/10.5
final hitboxes
damage 5/4 -> 6/5
Phantom Slash
phantom attacks act as projectile -> melee
release animation FAF 47 -> 43
phantom health 13.0 -> 16.0
maximum charge, hit 1 angle 62 -> 80
maximum charge, hit 2
duration 4F -> 5F
size 4.0/4.5/5.5 -> 4.5/5.5/6.5
Nayru's Passion damage 15 -> 17
Farore's Windfall ledge snap no -> yes
Really liking what you propose and I'd be ecstatic if we got 1/3 of those once updates are done.I recently was reminded that IF a new patch was released, it would be like, not too far off from now if it were to match the usual patch timings. I decided why not share my current patch stuff gimmes for Zelda?
One can always hope they get seen and applied plox.
I'll go through stuff:Code:Zelda Weight 85 -> 89 Walk Speed 0.87 -> 0.95 Run Speed 1.3 -> 1.4 Air Speed 1.04 -> 1.09 Jab loop hitbox 2 size 4.0 -> 5.0 Ftilt FAF 38 -> 35 hitbox 2 z2 n/a -> -4.0 Dtilt damage 5.5 -> 7.5 bkb 20 -> 35 kbg 120 -> 90 size 3.6 -> 4.0 Fsmash FAF 50 -> 45 Dsmash kbg 86/96 -> 92/102 Usmash FAF 64 -> 60 NAir FAF 51 -> 48 landing lag 19F -> 16F final hitboxes bkb 40/40/40/40 -> 55/55/55/55 size 4.0/4.0/6.0/6.0 -> 5.0/5.0/6.0/6.0 FAir/BAir landing lag 23F/25F -> 21F/23F hitbox 0 size 1.9 -> 2.4 hitbox 3 size 5.0 -> 6.0 hitboxes 1/2/3 damage 4 -> 6 bkb 5/5/5 -> 20/20/30 kbg 80/80/96 -> 70/70/90 Nayru's Love loop hitboxes damage 2/1 -> 3/2 size 6.0/4.0 -> 6.5/4.5 x1 -4.0/-10.0 -> -4.5/-10.5 x2 4.0/10.0 -> 4.5/10.5 final hitboxes damage 5/4 -> 6/5 Phantom Slash phantom attacks act as projectile -> melee release animation FAF 47 -> 43 phantom health 13.0 -> 16.0 maximum charge, hit 1 angle 62 -> 80 maximum charge, hit 2 duration 4F -> 5F size 4.0/4.5/5.5 -> 4.5/5.5/6.5 Nayru's Passion damage 15 -> 17 Farore's Windfall ledge snap no -> yes
• Stat buffs, all somewhat subtle, but Zelda at least could use a little help here and there.
• Jab hitbox size increase > why da hex is the loop hit so small vs the final hit, so we DON'T NERF THE FINAL HIT.
• Ftilt FAF buff and blindspot fix. Yes, it can be solved with one change Sakurai.
• Dtilt damage and hitstun buffs. The KB changes calculate to not "punishable on hit at low percent" hitstun levels. The move would feel bulkier and better.
Ftilt and Dtilt are not actually that extravagant of buffs tbh, Dtilt pretty much matches Samus's 1.1.5 Ftilt buffs in style. I explained somewhere else how Ftilt FAF buffs are perfectly fair.
• smash attacks each get a buff. Dsmash ~matches Brawl power nao (maybe 2KBG stronger secretkpop) Fsmash is like Bowser Jr's now, where you could be safe on block. Usmash is just a little bonus buff. Hey, M2 AND Bowser Jr got 5F off their Usmash endlags...
• NAir final hit sizes actually larger than multihits now, just for the sake of design logic. BKB increase for more hitstun, and complementing FAF buff. Landing buff will make landing those FF NAir followups slightly smoother~
• LK buffs. I decided the 'power' route seems more like it might actually happen for Zelda than the frame data buffs. Sourspot buffs equate to better hitstun. Hitting with the outer sourspot will not be suicide now. Size buffs for range and so the sweet-spot isn't so small that it misses when it's supposed to actually land smh. This is honestly BL a bug fix lmao.
• Nayru damage buff and the multihits are slightly more similar in range to the final hit, for similar reasons as Jab. Passion gets a buff because it would be even more literally useless if Nayru's did the same amount of damage. Now it KOs at a reasonable percent as well~
• Windfall can you just snap ledges seriously wtf.
• Finally, Phantom. Primarily the changes were to try and eliminate the two remaining possible "whiffs" for maximum charge. Tipper hit one whiff-spot should be shrunk to almost nothing now. Changing Phantom shield hit properties to "melee attacks" instead of acting as a projectile should, SHOULD. Make hit 2 not dodgeable should you block hit 1. Also 3rd FAF buff lol, and Phantom health buff. Being at 16% alone would do wonders. You don't really even need more than that. I don't list custom Phantoms but obviously similar whiff fixes would be applied there as well.
I had simpleton ideas for Din's buffs as well, but I didn't really care to put them out because once again, don't waste the buffs on a move so bad it would take a lot to salvage. Except LKs, those need buffs because Zelda basically doesn't have side aerials.
Ftilt
hitbox 2 z2 n/a -> -4.0
I seem to be in a minority who wants Din's fire buffed. I'd also like helplessness to be removed when used in the air. Not fair to die to a misinput. I think that Phantom Slash should always reach the same distance (Fully charged), in exchange for making the move 3% weaker and less knock back. Also for the love of God, please improve Lighting Kick. The Sweetspot is ridiculously small. I land it often, but that's because I have been using her ever since Brawl. It's not fair on new players.I would just do this with Din's Fire.
-> Faster Casting Animation
-> Major Endlag Reduction after release (Includes in the air, which makes Din's Fire slightly better in the air as well)
-> Explosion of Din's Fire comes out a few frames faster (Makes it slightly easier to punish someone who has good airdodge frames).
I think the best way would be:Storeable at full charge, but only at full charge, make it unreflectable, and your charging idea as well. Also remove the whiff when the opponent is right in front of you.I always thought it would be cool if the phantom distance was the reverse of what it is now:
The quick release goes the furthest but is the weakest, but the max charge stands right in front of you and covers your endlag with massive, strong hitboxes.
Never going to happen, but that's how I would have designed the move to begin with; it makes a lot more sense.
Plus I would make the charge animation cancel on shield, but not store the charge.
Even just unreflectable would be a dream...I think the best way would be:Storeable at full charge, but only at full charge, make it unreflectable, and your charging idea as well. Also remove the whiff when the opponent is right in front of you.
Well actuallty Luma Shot is, you can reflect it as well but it's just unorthadox.Even just unreflectable would be a dream...
Like, Sakurai, Phantom is a "projectile" but Luma shot is not.
Wat.
Yes, that's the one I meantWell actuallty Luma Shot is, you can reflect it as well but it's just unorthadox.
Star Bits is the one that's not a projectile.
Only if there isn't a patch some time next month...The dream is dead
Make Zelda great again.-Project ZI'd like to bring to everyone's attention that we can now mod Zelda's frame data however we please.
>
For real!! I hate it when I have the read AND I hit tjem with Fair/Bair AND it's supposed to sweetspot but they don't because **** logic. Also buff Elevator, make it inescapable plz. I just want to kill my opponents when I have the read AND I execute it properly.*Prays super hard*
Lightning kicks fix pls Sakurai
Agreed! I'd love it if they made it a bit easier to get the sweetspot.For real!! I hate it when I have the read AND I hit tjem with Fair/Bair AND it's supposed to sweetspot but they don't because **** logic. Also buff Elevator, make it inescapable plz. I just want to kill my opponents when I have the read AND I execute it properly.
Again? She was great before...? (Sorry, just had to)Make Zelda great again.-Project Z
You seem to be implying PM Zelda wasn't good. Although, to be fair, every character was good in Project MAgain? She was great before...? (Sorry, just had to)
If they implement your changes I'm going to send you Dutch cookies.Maybe since the timing was a little late, perhaps they needed time to implemenT my buffs after seeing them??
Prayers girls!
Not for Smash though; none of those servers are down.Maintenance has begun!
Yeah I realized like, 2 seconds later that tonight it wasn't happenin'Not for Smash though; none of those servers are down.