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It's just youIs it me or was meta knights fair range increased, can someone confirm this to me please?
Training mode doesn't factor in rage. All his moves except full charge spindash do the same damage (Lessened by 3%).I tested Sonic's back throw in training mode at the very edge of the stage (it was either FD or an omega stage) and it wouldn't kill until around 145%. Coupled with the fact that it's now more difficult for Sonic to be able to rack up percentage as much as he previously could, it's now much harder for him to get back throw kills. Granted, rage obviously helps but yeah, nerfs hit Sonic pretty hard.
It's character dependent. Some characters like10%? I'm pretty sure that it killed incredibly early before, like 110% on the sides without rage. Now I survive past 140% very easily. Maybe he tested without DI on the sides and remembered the number with DI miidle stage or something?
I can't test it extensively but I'd be really surprise if it was only 10%.
His bad MUs got nerfed, his lag instal on his cape is gone, his bad MUs got nerfed, he decimates the new dlc character adding one more good MU on his list, his bad MUs got nerfed.<.< I can't seem to find anything too different on MK.
Already did it 50 times yesterday vs alot of characters (high level humans no cpus)Can someone try to see if angling the Side B downwards produces the spike from before?
Ok thanks! That's cool. Seems only glitches were fixed on MK which is great.Already did it 50 times yesterday vs alot of characters (high level humans no cpus)
Yeah I do kinda feel that sentiment..I was kinda hoping he wouldn't get nerfed TOO hard, just hard enough that picking him up wouldn't feel like playing something cheap, cos he was MAD fun.Now that the top three characters in the game have been nerfed, are there any horrendous matchups for Meta Knight anymore? Diddy Kong's lack of kill power outside of his ground based attacks is so frustrating that he is nowhere near as much fun as he used to be. I can deal with all of his nerfs, except his forward air nerf. That was super overkill. I've also never been the type of player who liked to rely entirely on grabs for kills, so having to rely on up throw up air to get aerial kills under 150% is just not appealing. Really ****ing sucks, because playing as Diddy Kong in Smash 4 was some of the most fun I've had playing as any character in any game prior to the patch. I hate Sakarai so much.
He always could.When he uses his d-tilt, he now moves.a bit. I think he didn't do that in 1.0.5.
Even though it's off topic, that forward air was honestly poor design. There was no reason to give a character like Diddy that much priority on a move that fast and strong. I still think his up air was the better move overall, but forward air single handedly invalidated a lot of characters.Now that the top three characters in the game have been nerfed, are there any horrendous matchups for Meta Knight anymore? Diddy Kong's lack of kill power outside of his ground based attacks is so frustrating that he is nowhere near as much fun as he used to be. I can deal with all of his nerfs, except his forward air nerf. That was super overkill. I've also never been the type of player who liked to rely entirely on grabs for kills, so having to rely on up throw up air to get aerial kills under 150% is just not appealing. Really ****ing sucks, because playing as Diddy Kong in Smash 4 was some of the most fun I've had playing as any character in any game prior to the patch. I hate Sakarai so much.
Yes really, it takes more inputs to notice him moving. This is just another placebo effect.
It won't, honestly.
It actually is on certain characters. Greninja has an excellent up tilt that can abuse it. Mario can use it well. I'm sure there are other characters. It's just not something worth remapping your entire controller for. Meta Knight doesn't gain a huge benefit from it either. Pivot down smash is the best it gets.It's honestly not THAT useful of a technique for any character.
You talking about how it's lagless but has a sparkle animation? That was there pre-patch. The SFX comes out without a hitbox as well.Full Hop Nair has some weird landing lag if you use it immediately. Not sure if the was present pre-patch.
I thought Katakiri confirmed nair landing lag was reduced from 20 to 18 frames?For everyone else: MK had no changes other than the rco lag being taken out.
No more placebo stuff please, MK is the same.
If my calculations are correct, it means that Dimensional Cape (Down-B) landing lag bug was removed.Dimensional Cape (Down-B) landing lag bug removed? What does this mean?
>.> i need explanation what was the bug.If my calculations are correct, it means that Dimensional Cape (Down-B) landing lag bug was removed.