Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
10% more knockback. and since flayl said no conjecture, I will tell you to that I will assume noI read the entire front page and it said nothing about meteor smashes, which is why I asked if they were changed AT ALL. Like is the window to jump after larger or smaller or something.
So... why are YOU in charge of this thread? Let me be clear, I think organizing this stuff is very helpful and I'm glad somebody stepped up, but I thought the whole purpose of the thread was to compile a list of fully tested differences.thnkaman confirmed it for me, but I guess we were wrong. I did not intend for that to happen. I do not have access to frame data, he does
I'm in charge because me and renegade were the ones behind this. AND I can STILL TEST A LOT. I can't test everything with frame data but I know I can do a **** good job at testing things, such as safety and guaranteed fallow ups in situations. you don't need to have a modded wii to gather info about frame advantage. I will test differences in both versions at different %s. I may not have EXACT frame data. but I can tell you what will work and what won't.So... why are YOU in charge of this thread? Let me be clear, I think organizing this stuff is very helpful and I'm glad somebody stepped up, but I thought the whole purpose of the thread was to compile a list of fully tested differences.
Also, before I forget, the knockback part isn't the only thing that was/is conjecture: You still have the chaingrabs and the DI VS SDI of multi-hit moves.
What moves did you have to SDI in 1.0 but now only have to DI in 1.1?
I'll stop being nitpicky with this whole conjecture label shtick if you post examples and don't use blanket statements.
that isn't the point that people are supposed to take away from reading that. you're being way too literal.See, just because it's 1/2 as long for Wario on DK and 1/3 as long for Falco on D3 doesn't mean all chaingrabs can't be affected in other ratios. That's what I'm getting at.
you cannot assume things are a guaranteed halfed for CGs. Part of DKs and Bowsers problem is a design flaw in which their bodies and faces are hunched over fairly far making it easier to regrab. Course theres other elements that make a CG work, but those two issues are things DK/Bowser will always have an issue with unless their physical design and animations are some how changed...See, just because it's 1/2 as long for Wario on DK and 1/3 as long for Falco on D3 doesn't mean all chaingrabs can't be affected in other ratios. That's what I'm getting at.
Maybe, but his point is that if your reporting facts from testing they should be facts and not general blanket statement.that isn't the point that people are supposed to take away from reading that. you're being way too literal.
Frame window to meteor cancel should be the same; meteors should not be buffed.I read the entire front page and it said nothing about meteor smashes, which is why I asked if they were changed AT ALL. Like is the window to jump after larger or smaller or something.
None. In Brawl, you can't truly DI hits until they reach a certain knockback threshold. Even in 1.1, weak multihits will never reach this threshold, meaning you can't alter the angle you're sent at but you can SDI and teleport away. Some weak multihit moves may have the weak hit strengthened so that you don't even have to SDI out (idk, Sheik's Fsmash?) since it'll knock you too far anyway, but in that case you don't SDI or DI.Also, before I forget, the knockback part isn't the only thing that was/is conjecture: You still have the chaingrabs and the DI VS SDI of multi-hit moves.
What moves did you have to SDI in 1.0 but now only have to DI in 1.1?
Factual and good.the DI vs. SDI is probably poor wording. I should have said " DUE TO INCREASED KNOCKBACK, CHARACTERS HAVE A GREATER CHANCE OF ESCAPING MULTI HIT MOVES"
Yep, needs testing.See, just because it's 1/2 as long for Wario on DK and 1/3 as long for Falco on D3 doesn't mean all chaingrabs can't be affected in other ratios. That's what I'm getting at.
If you have no intent to contribute to the topic, then please refrain from posting.ya know instead of wasting your time with this you could actually try improving at brawl. Just a suggestion whatever though.
...I just kind of assumed 1.1 damage ratio meant 1.1 damage multiplier >.<luxor, damage is not increased. try it your self. therefor shieldstun is not affected.
*sigh* you quote the only post I didn't report..... oh well. Let's see if he actually listens this time.If you have no intent to contribute to the topic, then please refrain from posting.
yes. ONLY knockback...I just kind of assumed 1.1 damage ratio meant 1.1 damage multiplier >.<
Is it only 1.1 KB or what?
http://www.smashboards.com/forumdisplay.php?f=257and btw, Epic 1.1 DR gets its own sub forum
That... might be wrong. Keep in mind Brawl actually does measure damage into the decimals, and Ike's Nair and Jabs may do 10.5 damage and 17.5 damage, respectively, regardless of the DR.THIS video is proof! Ike's jab did 18% at 17 seconds
why are u so surprised this game is made by the same idiot who thought tripping should be in a fighting game.Wow, that's stupid. Why the **** did the Brawl developers think it should vary from offline to online?
I know Ike's jab combos go 16 15 14 14 13 from fresh to staled 5 times.That... might be wrong. Keep in mind Brawl actually does measure damage into the decimals, and Ike's Nair and Jabs may do 10.5 damage and 17.5 damage, respectively, regardless of the DR.
EDIT: Wait no, I was wrong. Look at 1:26; Lucario's damage goes from 41 to 60 from Ike's Jab, meaning that it's doing 18 to 19 damage.
This might affect Lucario's pummels since at 0% no aura buff his pummels do .5% damage, you need two pummels to do 1% damage, good still that Lucario has a really fast pummel.That... might be wrong. Keep in mind Brawl actually does measure damage into the decimals, and Ike's Nair and Jabs may do 10.5 damage and 17.5 damage, respectively, regardless of the DR.
EDIT: Wait no, I was wrong. Look at 1:26; Lucario's damage goes from 41 to 60 from Ike's Jab, meaning that it's doing 18 to 19 damage.
that link doesn't lead anywhere
That's odd...gotta wonder why they would do that.that change will ONLY be on wifi. Go test it yourself in verse mode, Sonic will be doing normal 1.0 damage %'s at 1.1. But when you go on WIFI, it will get a x1.1 boost on all moves (everything is rounded up)
and btw, Epic 1.1 DR gets its own sub forum
http://www.youtube.com/watch?v=ZN2rqIOmJS8
THIS video is proof! Ike's jab did 18% at 17 seconds
The inner workings of the Smash Lab aren't public to mere mortals obvthat link doesn't lead anywhere