LancerStaff
Smash Hero
Remember my critical hit thing? Apparently there's a general mechanic where you take more knockback when charging smash attacks. It's easy to see why people thought it was the Upperdash Arm doing it.
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greninja is light and he was probably vectoring upbut I killed a greninja at 80% while he was in the air (I was on the ground).....
'Tis true for all infinite jabs. Smash DIing (repeatedly tappingJust wanted to say I started to use Pit as a secondary. And its very frustrating that people can escape and sometimes even punish his jab combo.
Otherwise, pretty solid character.
Stick to the normal jab, just holding A always works.Just wanted to say I started to use Pit as a secondary. And its very frustrating that people can escape and sometimes even punish his jab combo.
Otherwise, pretty solid character.
Dash Attack deals 12!I know this isn't the video thread but i'm going to just leave this right here....
https://www.youtube.com/watch?v=SHHi4_ilMhM
Freshness bonus dude.Dash Attack deals 12!
I never really got it to deal 12 -_-Just messing around in training the other day, and I noticed all of their aerials SHFF autocancel, some later then others. Surprised nobody's said anything about it.
Me? Can't stand doing aerials without a C-stick. Don't judge, I'll have it this time Friday.
Anywhos, I'll be up all night thendoing nooby things like playing classicpracticing my SH aerials. I'm convinced that this'll separate the good angels from the great.
Freshness bonus dude.
For starters, freshness and stale moves in general only works in real matches. Other then that, I'm actually not entirely sure how it works. If that KO you got was in training that'd explain it, but otherwise I'm not so sure.I never really got it to deal 12 -_-
how do I get this freshness bonus? the first move I use in training is a dash attack and it deals 11.
and I just now tried to kill an opponent a stock and never do the dash attack (it took time) and in the second stock the first move I use is Dash attack and it still deals 11 damage.
Usmash, Dsmash back hit, and Electroshock Arm namely. Later KO moves would be Fthrow and Bair, and Pit's Ftilt if yer desperate.Does dark pit have any good kill moves apart from his F-Smash. Also is their any way to sweet spot ledges?
It's slightly weaker now, meaning it can almost be used for combos. It only combo'd into anything at basically 0% before.Wasn't sure if the F-tilt was always that weak on sourspot... Since it has changed then, isn't it kind of a nerf? It seems like it gives a disadvantage on hit due to how little the knockback is at low percents.
Couldn't find any changes for Pit either... Did you check all his damage %s?
Sour Ftilt always did 7%, and I'm not entirely sure those combos are new. DACUS if definitely harder though, but for everybody.Pit's changes: (So far)
Buffs:
- FF sourspot Fair to jab
- FF bair to ftilt is pretty awesome :D
Nerfs:
- Sour spot ftilt deals 7% instead of 10% (sweet spot will still deal 10%)
- Can't perform a dacus usmash as easily. Hopefully, we'll be able to perform that with the c-stick.
No. First thing I checked. Although the now weaker sour KB is making it look like it could combo somehow.@ LancerStaff
Does Dark Pit's sweetspotted Ftilt do as much knockback as Pit's now? It makes almost no sense that he has a gimped version of the move with no fundamental benefits elsewhere.
That was the first thing I tested when I downloaded the patch, and no, Dark Pit's sweetspot Ftilt still has weaker knockback.@ LancerStaff
Does Dark Pit's sweetspotted Ftilt do as much knockback as Pit's now? It makes almost no sense that he has a gimped version of the move with no fundamental benefits elsewhere.
It is faster. Almost all of my game with Pit during early %s is throw -> dash attack. It comes out with almost literally no lag at all. Before there was slight start-up. Now it's near instant.I concur... I'm not feeling any if the changes. And the dash attack... It was already basically instant, could it actually be any faster?
Some changes could have been nice, but eh, what had to change? Pit's a truly solid character as is.
What's SA?I'm really thinking it all placebo, guys, except maybe DP's Ftilt.
Really, I'm done searching for changes. If I haven't noticed after a day of on-and-off messing around and two hours straight of friend matches, it's so insignificant we shouldn't even care about it. And this is coming from a guy who managed to find out the GOs had SA at one point in development.
Super armor. At one point in the Smash direct, Mario dash attacks Pit while he's using the GOs and Pit isn't hit out of it. Real shame too, would of been nice to have.What's SA?
[Dash attack's speed?]I did several tests. The damage for both attacks are identical to both versions and so is the knockback. If there's any difference, it's negligible. I used the colored sections of Living Room (Omega Form) as positioning markers. All of this was done in training mode.
Just tryin' to make sure everybody knows what's new, or rather what isn't.Tested it on 1/4 speed and regular speed, used the dash attack immediately on the blue/orange division on the Living Room (Omega Form) stage. Same distance, speed, and cooldown. As for it's hitbox, I really can't say. It's probably unchanged.
Depends if the opponent was smart enough to VI in the first place.Holy crap guys! http://smashboards.com/threads/dawn-of-a-new-day-vectoring-removed-in-patch-1-0-4.378709/
I wonder how much this buffs Upperdash Arm.