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Patch 1.1.1

❤ Nikodemus05

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Yeah Fair Lag 30 -> 26, still sucks tho nothing major
It's really noticable tbh. They make a bigger difference than you think. Play 100 matches and focus on fair only, you'll see it.

Also, how is dash attack guys?
 

KayJay

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Afro, do a testing: D-throw > sh f-air ff > grab on falcon at 0%.
 

zblaqk

Smash Apprentice
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Thinkaman will be posting about Samus' changes soon. He just finished going over the little things
 

❤ Nikodemus05

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dthrow to fair on falcon at 0% is a true combo. not sure if it was last patch
 

zblaqk

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Thinkaman--->

Samus up-b loop hitboxes 2-4 changed from angle 100 to 96 and wkb 150 to 178 or 120 to 140.

Samus nair initial hitboxes size 5.5 to 6.0, lasts 4 frames instead of 2.
Nair hit 2 hitboxes angle 361 -> 45, size 3.5 -> 4.0
Nair hit 2 sourspot angle also changed from 361 to 45. kbg from 80 to 98, size from 2.8 to 3.3, lasts 2 additional frames.

Samus fair looping hits do 1.6% from 1.0%.
 

kxiong92

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According to Thinkaman:

Samus up-b loop hitboxes 2-4 changed from angle 100 to 96 and wkb 150 to 178 or 120 to 140.

Samus nair initial hitboxes size 5.5 to 6.0, lasts 4 frames instead of 2.
Nair hit 2 hitboxes angle 361 -> 45, size 3.5 -> 4.0
Nair hit 2 sourspot angle also changed from 361 to 45. kbg from 80 to 98, size from 2.8 to 3.3, lasts 2 additional frames.

Samus fair looping hits do 1.6% from 1.0%.
 

zblaqk

Smash Apprentice
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Messages
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According to Thinkaman:

Samus up-b loop hitboxes 2-4 changed from angle 100 to 96 and wkb 150 to 178 or 120 to 140.

Samus nair initial hitboxes size 5.5 to 6.0, lasts 4 frames instead of 2.
Nair hit 2 hitboxes angle 361 -> 45, size 3.5 -> 4.0
Nair hit 2 sourspot angle also changed from 361 to 45. kbg from 80 to 98, size from 2.8 to 3.3, lasts 2 additional frames.

Samus fair looping hits do 1.6% from 1.0%.
Well... this is awkward... >.>
 

❤ Nikodemus05

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Dthrow to fair is a true combo on almost all of the fastfallers in the cast. I've found for fox, he needs to be at least 20%. I'm doing more labwork so I'll update it.

Basically, start using this as your BNB grab combo.
 

❤ Nikodemus05

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There are too many guests viewing this thread.

If you are a guest, quit lurking and go to that create account button.

You can do it, it's worth it.

We have lenny memes.
(ง ͠° ͟ل͜ ͡°)ง
 

KayJay

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I was able to do it a few times. Dunno what that means though
I mean a full chain grab. Regrab after the fast falling f-air. If falcon can`t jump out than that's a pretty legit chaingrab.
 

GemZ

Smash Rookie
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Sep 30, 2015
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I have no idea what that up b change does, but I never remember being able to kill Rosalina towards the upper part of the stage at 95 % with it.

Can someone explain to me what that Up B change does? I love it as a kill move regardless.
 

KenMeister

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So was the nair a big change from previously? I'd like to see if the longer lasting hitboxes and size increases are enough to make it where it doesn't whiff on small characters like it used to.
 
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Boney

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So was the nair a big change from previously? I'd like to see if the longer lasting hitboxes and size increases are enough to make it where it doesn't whiff on small characters like it used to.
This is my biggest take away. 4 frames lasting hitbox and it being a tiny but bigger should help a lot for small targets. I would've loved if it came frame 5 though.

Seems fair is closer to a 2% buff. And who did you test Screwattack against AfroSmash? 3% seems super low.. I wonder if the new hitboxes can make easier to launch people vertically.

Thus isn't a complete overhaul like other characters have received and it's not gonna really do anything serious but they're nice little bells and whistles that should help a bit at least.
 

Afro Smash

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tested it vs mario on fd, killed 5% earlier than my tests pre patch
 

Depth_

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Do you know how to capture frame data? I'd like to know what the startup of n-air and grab are.
 

Boney

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Apparently there has been a universal nerf to shield damage moves like shield breaker and DK's Headbutt. Wonder if any of our stuff got affected..
 

Scream

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KayJay KayJay No it doesnt work, not even remotely. The lag was reduced a patch before i thinki. I dont even feel the diffrence to be honest.

At least no nerfs pheww.
 

KenMeister

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On the bright side this is the most relevant changes we've received for any patch. Fair and nair buff seems like a pretty big deal.
 
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TheWozny

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I feel like her Fthrow sends enemies further at a lower angle.... anyone confirm?
EDIT: Also, when hitting an enemy at higher percents with Jab 1, it seems to send them FAR, even into Fsmash range. Is this a change or have I just never noticed this? It even sends them out of range of Jab 2...
 
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DungeonMaster

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Forward throw KILLS at edge. As does backthrow.
I have to go to work but guys, these are major, major buffs. This is all very significant.
Confirmed many more grab combos possible. Nair is a good move now, like actually GOOD.
 
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Hark17ball

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Forward throw KILLS at edge. As does backthrow.
I have to go to work but guys, these are major, major buffs. This is all very significant.
Confirmed many more grab combos possible.
Kills?.....I cant believe that.....i might faint....
 

TheWozny

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Forward throw KILLS at edge. As does backthrow.
I have to go to work but guys, these are major, major buffs. This is all very significant.
Confirmed many more grab combos possible.
I wasn't the only one that thought they sent people farther!
Now all we need is a proper jab and we could get some momentum!
 

Onyx Leo

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Are you guys positive about these throw buffs, or is this all just placebo? Please don't get my hopes up! ;_;
 

DungeonMaster

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It's not a ness-level kill throw, but at high percents there is now a REASON to attempt a grab.
 

TheWozny

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Can anyone else confirm that when an enemy's at ~80-100%, Jab 1 sends them into Fsmash range? This could be a good setup at the edge: (i.e. jab 1 into fsmash or baited into the NEW Fthrow that kills).
 
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DungeonMaster

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Yes jab1 sends the opponent frigging flying now. Wow wth, I'll have to look at this in detail later tonight after work.

BUFFS!!!
 

DungeonMaster

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JAB1 TECH CHASE!!! OMFG! WE ARE STRONG NOW!!!

(I may be overly excited, it's at high %)
 
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Petroklos

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It's not a ness-level kill throw, but at high percents there is now a REASON to attempt a grab.
I am not sure what you or me are doing wrong, but on my 3DS, Duck Hunt Omega, at the edges Mario dies at ~200 with both F and B Throw.

Also grounded UpB from the middle of stage kills LATER. 148% on my 1.1.0 WiiU, 154% on my 1.1.1 3DS.

All testing was done in training mode, correct me if I'm doing **** wrong.
 

Hark17ball

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I am not sure what you or me are doing wrong, but on my 3DS, Duck Hunt Omega, at the edges Mario dies at ~200 with both F and B Throw.

Also grounded UpB from the middle of stage kills LATER. 148% on my 1.1.0 WiiU, 154% on my 1.1.1 3DS.

All testing was done in training mode, correct me if I'm doing **** wrong.
The 2 games have different blast zones. It would be better to test pre patch of the same system.
 

Boney

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Like what % are we talking about with the forward back throw kills?

A few days ago I actually killed somebody with an fthrow at around180% in FD, was hilarious but that was super bad DI.

And are you guys sure jab isn't placebo? It has always pushed super far at around 100% and higher it could always tech chase
 

Varia31

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TheWozny TheWozny
I tried it. I dunno... I tested it on Mario from 80% or higher and it would always make him slide to far for the Smash to reach. It does lead into a grab, though, but the enemy would be ready to jump away/dodge if they are expecting it.

DungeonMaster DungeonMaster
What character and stage did you use to get kill throws from? I tried it against Mario on FD and he didn't seem to die until about 200% with either throw.

On another note, the jab seemingly knocking people further is nice. Honestly, considering Samus' canon strength, they might as well just remove jab 2 at this point and make jab 1 a single, strong hit like Ganon's jab is. lol
I like how Nair feels like it can hit more consistently now, even against smaller characters, and the extra damage and less landing lag on Fair are really nice! Maybe it's because I was being more daring, but I felt like I was able to do a few new combos, like grounded Dair to Nair or Bair without having issues.
 
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Onyx Leo

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I am not sure what you or me are doing wrong, but on my 3DS, Duck Hunt Omega, at the edges Mario dies at ~200 with both F and B Throw.

Also grounded UpB from the middle of stage kills LATER. 148% on my 1.1.0 WiiU, 154% on my 1.1.1 3DS.

All testing was done in training mode, correct me if I'm doing **** wrong.
Yeah, Same experience for me. I'm also on 3DS, and attempted both F-Throw and B-throw on a FG ZSS at Duckhunt. Blastzones aside, even at 170% the throw itself doesn't seem to have enough power behind it to be considered a kill throw to me. I really don't see how this could be viable option when F-Smash or a charge shot would have actually gotten the job done.
 
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