Ripple
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- Joined
- Sep 4, 2006
- Messages
- 9,632
Global changes
Knockback
Big O said:Basically most moves have 10% more knockback (as determined by the launch speed values from the results screen). That is basically the only difference between 1.0 Brawl and 1.1 Brawl. Some moves like certain jabs do less than 10% extra knockback (probably due to how weight bkb works).
Hitstun
Big O said:saying that there is more hitstun leads to misunderstandings, so please read the next few lines carefully. Hitstun is proportional to knockback, so technically there is also 10% more hitstun. The amount of time before you can attack or air dodge out of tumble is still the same. The knockback to hitstun ratio is still the same. The only thing that really changes are the %'s that combos/cg's work (aside from the obvious changes to KO%'s).
What this means is existing combos/cg's only work at lower %'s than before (or don't work anymore) due to inducing tumble earlier. It also means that some moves that were too weak to properly link/combo can now do so at earlier %'s as well. In general grab based combo starters/cg's aren't as prominent (Wario Dthrow, Marth Fthrow, etc.) and moves like drills (Kirby, Fox, and Jiggs Dair) are more combo friendly as a result of the altered knockback.
Shields
Shield Stun/pressure/recoil/push are in NO WAY affected by this change. Anything that you may notice about an increase in sliding from a move hitting your shield is an illusion.
Frame Advantage changes
Attacks have better frame advantage on hit at 0% in 1.1 Brawl than in 1.0 Brawl. Basically after a certain knockback value is reached, the move's hitstun becomes attack cancelable and air dodge cancelable. Until the knockback reaches that point, moves have more frame advantage on hit in 1.1 Brawl than in 1.0 Brawl.
Put it all together and this is what you get
When you put all the "changes" together. you get brawl with the exact same physics BUT with the fallowing things being noticeable.
Chaingrabs
Chaingrabs now hardly work to the damage you are probably used to seeing. they either work 1/3 as well as they used to or, if you're lucky, they work 1/2 as well as they used to, sometimes they don't work at all.
Low % SafetyLike what the frame advantage part said, moves now have better frame advantage in 1.1 until it causes tumble. Which means that throwing an attack out at 0% at you're opponent is now safer by a couple of frames (if it hits). you do not have to rely on getting a grab first to start your ability to attack safely nor do you have to worry about a snake f-tilting you after you just did it to him but could not shield.
Multi hit moves
since multi hit moves now have more knockback they are easier to get hit out of. But some MAY still require SDI to get hit out of.
DEATH