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I'm assuming it'll make it better to approach with, like not having to be as close as before since the hitbox is larger (still probably have to be close but not AS close). Justy my guess. I know AceStarThe3rd approaches with Nair. Others might not be comfortable doing it.Do we know exactly how big the Nair hitbox is now? It would be really good to have a before and after for comparison. I personally haven't noticed a change so I'm assuming the "new" hitbox isn't that much larger then the original.
Question (may be dumb, sorry!!) What will this larger hitbox on Nair help with? What does this change mean?
Health is a double edged sword for sure, but it's waaaaaaaaaaaaaay more of a buff because we have reasonable access to cancel options now which means that WFT can exert herself on HER terms now without playing for 50/50s.Do you guys think Header's health increase is a buff?
For me it feels like a nerf. The move is less spammable now because it takes longer for the ball to respawn. I noticed this immediately.
It's in the header guide under the fakeouts since you can also hit it and prompt a shield for a hitbox that doesn't become active until you hit it again.I don't know if any tried this yet with the ball lasting longer you can create a high damaging grab if you leave the ball in black and pummeled them with the ball near the active hitbox.
Which could be great if your opponent love doing normal get up on ledges
You know Ace must be ecstatic about Wii Fit's buffs!AceStarThe3rd made a video of pre-patch Wii Fit and post-patch Wii Fit. Just wanted to share.
The only easily identifiable change on DB was the damage multiplier increase which is something around .30Hey, do you folx know any of the specifics on the Deep Breathing changes? I've been trying to decipher what all of WFTs changed parameters are and I'm suspicious that all the [13]s might relate to Header or Deep Breathing. The [19] subset in particular is also interesting because [19][28] has a drastic change (32.0 -> 7.7~), but what seems to be one of its custom counterparts [19][106] got a very slight change (35.0 -> 34.9~)
And so that you don't have to scroll back to the OP, here's the param dump http://opensa.dantarion.com/s4/raw/param-diff-128-144/fighter_param_vl_wiifit.bin.txt
People on For Glory like to just sit at the opposite end of the stage while they get smacked with projectiles. They could approach. But they want to see if they can dodge them all instead. I don't understand, but now I get even more healing out of it.Just a thought. Since Full Sun Salutation heals 2% now, it might make the opponent approach more knowing that you can just stand and throw out Full SS for healing. I want to say this is a good thing.
Earlier. Pretty much removed the utility of volatile breathing with that one, though it might have been slightly renewed with buffs.Did the Deep Breathing slide glitch get fixed in this patch or an earlier one?
I only recently tested and noticed that it doesn't work anymore. I'm going to miss it in any case, since I liked using it as an alternative taunt.
Completely agree--especially with ledge games, the increased lifespan is causing big problems for me. Header cancelling seems like just another one of those advanced techniques that don't actually end up doing anything useful.It's nice that the changes open up more options for header cancels, but I've not been much a fan of them tbh (it feels like they take a bit too long to set up for my taste), though I guess I'll have to see if it's just a matter of getting better accustomed to the changes .
Ledge play for WFT has a lot of weakspots and the "loss" of header spamming from the ledge is hardly even comparable to what we gain in neutral from health extension. Relying on it any heavier than recovery mixups and return coverage will get you punished by any competent opponent in the 20 frames you're forced to hold the ledge afterwards.Completely agree--especially with ledge games, the increased lifespan is causing big problems for me. Header cancelling seems like just another one of those advanced techniques that don't actually end up doing anything useful.
It'd be nice if you could, for example, launch the ball straight forward once your opponent realizes they were faked out and starts approaching, but you can't. Every tilt just sends it at some awkward upward angle. Her jab can make it bounce a bit, but it prevents WFT from launching any follow-up projectiles behind it and is way too slow to catch anyone off-guard. Not a useless technique, but her other, non-approaching options are all so much better.
Been thinking for a long time now that MK/WFT would make a good combination in singles since they cover each others bad MUs so well (aside from need camping Sheik). Somebody should probably look into their doubles synergy.Holy.....****. These buffs.
Time to stretch my calves again.
WFT has no problem against ZSS at all due to her crouch. Yoshi is p doable imo. We struggle with Fox, Kirby, and Villager the most imo.What are WFT's most problematic MUs? Ours are ZSS and Yoshi. Some of top tier is annoying but doable such as Sheik, Luigi and Sonic. But we have one of the best Mus against Rosa and we beat Ness and so well vs Fox.