• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

3DS Community Patch Notes v1.0.4 -- Engine Changes to DI

Status
Not open for further replies.

Terotrous

Smash Champion
Joined
Feb 4, 2014
Messages
2,419
Location
Ontario
3DS FC
1762-2767-5898
I can't see a difference. Connects the same from various distances for me.
If there is a difference it would be the hitbox being adjusted to hit lower, but it's probably nothing. I'm just being forced to use it more thanks to Dash attack being weaker.
 

LordFluffy

Smash Apprentice
Joined
Feb 3, 2013
Messages
120
To add onto DDD's gordo
Charizard's Flame breath could not reflect it in 1.0.3. he can now reflect it with flame breath in 1.0.4
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Last edited:

Smalt

Smash Rookie
Joined
Nov 18, 2014
Messages
3
Jab1 was changed (Thinkaman please confirm?), I have no idea beyond that.
Jab1's damage and knockback are the same. It does have a sweet spot which might be why people think it changed. 41 vs 51 launcher power on 150% Mario depending on how you hit with it.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Jab1's damage and knockback are the same. It does have a sweet spot which might be why people think it changed. 41 vs 51 launcher power on 150% Mario depending on how you hit with it.
Thanks for the info, this is helpful.
 

YeahVeryeah

Smash Apprentice
Joined
Apr 15, 2009
Messages
121
3DS FC
4184-3623-5583
To add onto DDD's gordo
Charizard's Flame breath could not reflect it in 1.0.3. he can now reflect it with flame breath in 1.0.4
Huh. That wasnt zards funnest matchup, so having that helps our ping pong game I guess. I since wonder if that translates into some subtle differences in flamethrowers properties
 

lijero13ss

Banned via Warnings
Joined
Sep 17, 2014
Messages
289
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
DACUS is back?!?!?!

I'll post a video in a bit

EDIT: Ok so turns out it was just a Jump Cancel Up Smash. But it went the same effect/distance traveled as DACUS did when i tried it with Toon Link
 
Last edited:

lijero13ss

Banned via Warnings
Joined
Sep 17, 2014
Messages
289
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
Sorry guys false alarm on the DACUS.

I simply did a JCUS (jump cancel up smash).

However, Toon Link still had the same sliding distance as he did in 1.0.3 with his DACUS. Not sure what to make of this yet
 

Tristan_win

Not dead.
Joined
Aug 7, 2006
Messages
3,845
Location
Currently Japan
Can someone with a pre patch 3ds look into something for me.

Before the patch I wrote down that Sheik vanish with her at 0% will give Mario at 0% 38KB when hit and with Sheik at 200% Mario at 0% would get 44KB when hit.

Well that's different from now which is 53KB at 0% and at 200% 60KB. Now The reason why I haven't started beating my drum and screaming to the heavens for this BUFF is because when I first tested killing % in training mode on Mario the 'kill effect' still happen at the exact same percentage as before.

So... Did I just make a input error with my previous data or is vanish actually stronger? If it is stronger then could training mode be bugged?


Edit: Answered, error on my part.
 
Last edited:

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,281
Location
Texas
NNID
Sorastar9
3DS FC
4725-8061-1333
Jiggs still bottom tier confirmed! Link still wrecks Jiggs! :troll:
 

Ryusuta

Smash Master
Joined
Apr 4, 2005
Messages
3,959
Location
Washington
3DS FC
5000-3249-3643
I'm not absolutely certain, but it seems as though Fox's jab lock still works for me. Confirmation on this?
 

gridatttack

Smash Journeyman
Joined
Sep 21, 2014
Messages
228
Location
El Salvador
NNID
Gridatttack
Apparently, you cant start anymore the Jab Infinite with little mac unless you hit someone. Was it always like this?

Also, was the King DeDeDe gordo glitch fixed?
 
Last edited:

InfinityCollision

Smash Lord
Joined
Jul 9, 2014
Messages
1,245
Sorry guys false alarm on the DACUS.

I simply did a JCUS (jump cancel up smash).

However, Toon Link still had the same sliding distance as he did in 1.0.3 with his DACUS. Not sure what to make of this yet
It means that Tink, like most characters, did not have a significant DACUS. We already knew this.
 

LordFluffy

Smash Apprentice
Joined
Feb 3, 2013
Messages
120
I no longer have access to a 3DS with patch 1.0.3 so its safe to say my day of assisting with finding out these patch changes are done, glad i could help though, keep checking and comparing folks.
also just to say again since it hasn't been added to the OP yet, Link's Dair No longer bounces off characters when Fast falled after activation. Confirmed as well by @ Thinkaman Thinkaman
righty, off to bed.
 

MegaMissingno

Smash Ace
Joined
Jul 28, 2014
Messages
574
NNID
missingno
For Pac-Man, I'm pretty sure it's not bair that changed but the hydrant itself. I've noticed I can only get side-B into hydrant to work if the Power Pellet is precisely in the center of the hydrant, while it was less strict before. Can someone figure out exactly how much HP the hydrant now has?
 

lijero13ss

Banned via Warnings
Joined
Sep 17, 2014
Messages
289
Location
Chicago, IL
NNID
lijero13ss
3DS FC
3024-5912-8660
TLink change:

Uair
Max Launcher Speed 1.0.3 - 143
Max Launcher Speed 1.0.4 - 120

Someone wanna confirm the lower knockback from TLink's Uair?

This was done Uairing Mario while he was on the ground
 

Katakiri

LV 20
Joined
Dec 20, 2007
Messages
967
NNID
Katakiri
3DS FC
2492-5180-2983
Gonna post this here too.

So I wasn't crazy. I did some testing with one 3DS on 1.0.4 and the other on 1.0.3. I found that both Meta Knight's Down-Air and Up-Air have changed but it's not as exciting as I thought it would be.

D-Air & Up-Air's Sword-trails are now shorter to match their actual reach. F-Air, F-Tilt, & D-Smash still have their slightly deceptive sword trails. Even then, F-Air almost isn't even worth mentioning because the sword-trail is only very slightly inaccurate and F-Tilt isn't even a spacing tool so, if D-Smash gets fixed, MK will literally look good.


So no new hitboxes, just honest sword-trails. It really does make a big difference though. A lot less whiffed D-Airs or ruined Up-Air chains.
 
Last edited:

ILOVESMASH

Smash Ace
Joined
Sep 12, 2014
Messages
590
NNID
Marioman123450
3DS FC
3368-1022-7382
Just wondering, has falco's double jump been improved? It feels as if it goes a bit higher than before (haven't tested to confirm).
 

Dogivet

Smash Apprentice
Joined
Nov 1, 2014
Messages
120
Location
Australia
NNID
Dogivet
3DS FC
1375-7594-5859
Gonna post this here too.

So I wasn't crazy. I did some testing with one 3DS on 1.0.4 and the other on 1.0.3. I found that both Meta Knight's Down-Air and Up-Air have changed but it's not as exciting as I thought it would be.

D-Air & Up-Air's Sword-trails are now shorter to match their actual reach. F-Air, F-Tilt, & D-Smash still have their slightly deceptive sword trails. Even then, F-Air almost isn't even worth mentioning because the sword-trail is only very slightly inaccurate and F-Tilt isn't even a spacing tool so, if D-Smash gets fixed, MK will literally look good.


So no new hitboxes, just honest sword-trails. It really does make a big difference though. A lot less whiffed D-Airs or ruined Up-Air chains.
I KNEW IT, I THOUGHT I SAW SOMETHING OFF WITH THE SWINGING WHEN I TURNED ON 1/4 SPEED IN TRAINING.

The slicing effects (all but the side smash I think) were larger than the sword.
 

Katakiri

LV 20
Joined
Dec 20, 2007
Messages
967
NNID
Katakiri
3DS FC
2492-5180-2983
I KNEW IT, I THOUGHT I SAW SOMETHING OFF WITH THE SWINGING WHEN I TURNED ON 1/4 SPEED IN TRAINING.

The slicing effects (all but the side smash I think) were larger than the sword.
Yes that's because MK's sword-trails were *gasp* yet another lazy port from Brawl in Smash 4. Meta Knight's hitbox is always the sword itself in Smash 4 except for Dimensional Cape Slash, that move has the disjointed range of Snake's Up-Tilt and then some for whatever reason.
 

Dogivet

Smash Apprentice
Joined
Nov 1, 2014
Messages
120
Location
Australia
NNID
Dogivet
3DS FC
1375-7594-5859
Yes that's because MK's sword-trails were *gasp* yet another lazy port from Brawl in Smash 4. Meta Knight's hitbox is always the sword itself in Smash 4 except for Dimensional Cape Slash, that move has the disjointed range of Snake's Up-Tilt and then some for whatever reason.
Heh, didn't even consider the swipes being from Brawl, but it makes sense now that you say that, I mean after all;
"How do we nerf the range of the n-air? By making him roll diagonally instead of straight, because reasons and logic."
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
@ SamuraiPanda SamuraiPanda

Okay I swapped out SD cards and tested out my observation regarding air dodges. With DK, Bowser, Charizard, and Marth you get normal landing lag after an air dodge earlier in 1.04 than in 1.03. I suspect it behaves like this for everyone. Unfortunately, there is still a brief window where you can't AC after IASA, but it is notably smaller.

I can also confirm that the behavior of Roll Cancel Pivot Grabs are notably different for at least some characters. While this is hard to quantify, when switching between the two versions I was consistently able to RCPG with DK and Marth with minimal/no slide in the older patch. In the newer patch I am unable to do so. For DK the motion used was dash > shield > backward~grab. For Marth the motion used was dash > backward roll~grab.

I should note that you can pivot grab with a small slide without having to RCPG for both DK and Marth, but it is harder than the old RCPG and slides back more.
 
Last edited:

Tristan_win

Not dead.
Joined
Aug 7, 2006
Messages
3,845
Location
Currently Japan
Can someone please check out Sheik vanish on mario at 0% with a unpatch 3ds!

All you have to do is pick sheik, pick mario, go to vs, hit mario with just a vanish, and then end the match. Then while still in the results screens find 'max launch' stat (it could be launcher I forget which) and report what numbers it says.

Please @ Big O Big O @ Katakiri Katakiri
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
Can someone please check out Sheik vanish on mario at 0% with a unpatch 3ds!

All you have to do is pick sheik, pick mario, go to vs, hit mario with just a vanish, and then end the match. Then while still in the results screens find 'max launch' stat (it could be launcher I forget which) and report what numbers it says.

Please @ Big O Big O @ Katakiri Katakiri
53
 

BioZelink

Smash Apprentice
Joined
Mar 7, 2014
Messages
186
NNID
Biozelink
3DS FC
4811-7130-3977
Pacman - his back air does less damage, side b also does less damage and both can't knock the fire hydrant. Grab has less lag.
Metaknight has less lag on his fair and bair.
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
We've just tested this, and it appears Cypher grabbing Sonic or Megaman no longer works. They get their Up-B back after they get grab released
 

Yikarur

Smash Master
Joined
May 29, 2007
Messages
4,595
Location
Germany
I stood up very long to help with this thread. Thanks for ignoring everything is posted !
Wont do this again.
 
Status
Not open for further replies.
Top Bottom