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It was not confirmed. In fact, I've already disconfirmed it back in the other thread.The only change that was confirmed is the fixing of some wacky bike physics. Namely, the ones that allowed for the silly boomerang bike glitch with the Speeding Bike custom.
Why fair? Why not the more obvious uair?The only buff I really really want is increased knockback on Warios fair.
Does it always do 8% in training mode? (can't check/compare right now)Wario's fair does 8% instead of 7 now. It could be placebo but I feel like Nair hits a little better.
I didn't think so but after testing again last night it was only doing 7%. Idk what I was doing to make it do 8 but it was...Does it always do 8% in training mode? (can't check/compare right now)
Freshness bonus. Training mode doesn't have it, though, so the damage is always consistent.I didn't think so but after testing again last night it was only doing 7%. Idk what I was doing to make it do 8 but it was...
Ahh. Ok thanksFreshness bonus. Training mode doesn't have it, though, so the damage is always consistent.
Wario's jab does connect better, but not all the time. It needs to get tweaked more, but I guess Sakurai doesn't care about Wario at all... I think the problem is that the first hit pops opponents into the air (away from Wario) while Wario himself doesn't travel at all, unlike in Brawl. Maybe they did so to just make sure Wario couldn't get anything from a Jab 1...I still have people getting out of Jab at various percents. I saw the changes, but it doesn't really feel any better.
Good points. Wario is such an interesting character.Jab doesn't really matter as it is, because D-Tilt is better in almost every relevant way. I suppose Jab does more guaranteed damage at low percents, but it did that just as well before the patch.
U-Air is a fine move as it is; the relatively low knockback stats make it a great combo tool until triple-digit percents, and it's still pretty disjointed, even if it's not as big as in Brawl.
D-Air already has increased hitlag on the final hit (to make teching harder), the same disjoint as Brawl, has potential to spike people, and is more powerful by virtue of the lack of momentum canceling.
N-Air is rather good as it is, but I agree with the idea of one or two more active frames on the sweetspot. Landing it reliably can be a chore at times, and I don't think any other N-Air has such a large space of time with a lack of hitboxes between the sweetspot and sourspot frames. The hitbox size is reasonable, though; the sweetspot seems as big as in Brawl, and the sourspot is big enough to still be fine.
Brawl F-Smash was an obnoxious move that was more acceptable because Wario otherwise had a pretty terrible set of ground options. With so much of Wario's ground kit getting huge boosts, the new F-Smash seems appropriate. It's seems to be just as powerful as the original F-Smash (and boosted by Rage now), and it has some usefulness in its lean-back-on-startup property.
Holdable tires would potentially make Wario obnoxiously good. The flexibility they would provide for punishing and covering multiple options seems like too much. Be glad you can heal off them and call it a day.![]()
Meteors and spikes are the same thing in Smash 4, because meteor canceling (jumping out of the downward knockback) is no longer possible; it was possible in Melee and Brawl. They were otherwise the same thing in Melee and Brawl.Good points. Wario is such an interesting character.
But... Wario can SPIKE?! Why have I never heard of this before?! Do you need to hit on the tip of the hitbox on the final Dair hit?
Also, when talking about it: The difference between a meteor and a spike is...?
Aha. So, if the upper hitbox has the final hit (the one around the chest), it will result in a spike?Meteors and spikes are the same thing in Smash 4, because meteor canceling (jumping out of the downward knockback) is no longer possible; it was possible in Melee and Brawl. They were otherwise the same thing in Melee and Brawl.
Wario's D-Air has five linking hits made of two hitboxes for each before the final hit: One located around his chest/chin and another that's the top of his head and somewhat below it (it has a generous disjoint). The lower hitbox sends people upward and the higher hitbox sends people downward; that's how it keeps people in the attack before the final hit.
If the opponent is in range of both hitboxes at once, the lower one has priority, so getting a spike is pretty uncommon. However, the two situations I find it happens with some regularly would be as follows:
Do a rising D-Air and attempting to move out of range yourself by moving horizontally (move away from your opponent). If you anticipate an airdodge while edgeguarding, you can fastfall down past them and double-jump a D-Air to land this.
Alternatively, if a linking hit of your D-Air trades with another person's attack (usually if it hits you from the side), you won't get any more linking hits to cancel the previous momentum because you've been hit, and if the one hit you get is the downward-angle attack, it will spike.
It's not an especially powerful spike, but if you get someone at around the stage's edge and they don't have a double-jump, most Up-Bs will not be enough to save them. It's also set-knockback, so this is just as effective at 0% as it is at 150%.
If the last thing that hits is one of the linking hitboxes, yes. If you get the final hit that sends away, all hitboxes will send out like normal.Aha. So, if the upper hitbox has the final hit (the one around the chest), it will result in a spike?
Man, that's not easy. The hitboxes link so well, and it's hard to move out of the attack before the final hit. Still a neat fact.If the last thing that hits is one of the linking hitboxes, yes. If you get the final hit that sends away, all hitboxes will send out like normal.
It's not at all intentional and is just abusing the the fact that the linking hits are just trying to send people up-down repeatedly until the final hit.
Nope. Made sure they stood on a platform first. Its gone, test it. I hope I am just doing it wrong, but 95 percent sure its gone. Which is really bad.Are you sure you werent using it before when they had already grabbed the ledge once before?
That suuuuucks. If you got the timing down right, you could actually dsmash Captain Falcon away from the ledge before he grabbed it, and it was a guaranteed death(by gimping) at mid-percents.Nope. Made sure they stood on a platform first. Its gone, test it. I hope I am just doing it wrong, but 95 percent sure its gone. Which is really bad.
Me too. Can also confirm it being gone. I was wondering why I couldn't pull it off anymore. At first I thought I had just begun to suck, but now that others have confirmed it, I can stop fruitlessly running into the edge and giving up my bite mixups.I noticed the exact same thing. Before the patch I could get it like 50% of the time against char like captain falcon, and now I can't do it anymore, like never.
Pretty sad about it, was getting a lot of kill with it ='(