Greward
Smash Lord
He's the same imo.
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!
nope, sorry but I've both patches right now in two different wii us, and phantom lag after rush still existed if you used special moves. Only A moves got rid of the phantom lag, test it and you will see that. (Now every single move gets rid of it)There hasn't been phantom lag since the previous balance patch. That includes specials.
I can confirm there is a slight decrease on the start up for leaf shield throw.
Glide tossing definitely still in. I think the fair fair bair combo was just a funny post on a Marth section of the reddit community patch notes thread.Is glide tossing still in? I also hear he can do a fair fair bair combo, not sure if that's true or not.
Um, what? B moves seem to function the exact same way as before. UpB still results in landing lag unless you replace it with an A move's landing lag or another B move's animation. I'm not seeing any differences here.It can still be done ut is harder (the instabounce) THE BEST THING IS WE DON'T GET PHANTOM LAG IF WE CANCEL RUSH LANDING LAG WITH B MOVES! NOW EVERYTHING GETS RID OF PHANTOM LAG! NOT JUST A MOVES! SO LEAF SHIELD CAN BE USED AFTER RUSH TO CANCEL LAG AND THEN JUMP WITHOUT GETTING LAG AGAIN!
Also yes! leaf shield is faster! we can short hop leaf throw and it will go a higher distance than throwing it without short hop!
exactly, now we can use the leaf shield after a rush ignoring the lag completly and then go, chase our oponent and jump without consequences.remember the phantom lag that applied to the NEXT jump after landing with a nair after an upB?
That was patched out with the previous patch, but it still happened with special moves at times. This patch has apparently fixed it, which is good... should mean no more phantom adder lag at all.
The phantom lag you got after using up b, then canceling the lag with a b move. After that if you jump you still got a phantom lag unless you used an a move, that was the only way to cancel the lag. Now we can ignore the phantom lag completly even if we use special moves.Um, what? B moves seem to function the exact same way as before. UpB still results in landing lag unless you replace it with an A move's landing lag or another B move's animation. I'm not seeing any differences here.
If you use a special move after your up b you cancel the lag but it's not gone. Next time you jump the phantom lag will still happen and the only way to cancel that prior this patch was with an A move. Now even if we use a b move to cancel the rush lag, it won't come back.I was just doing it and there was no lag. Make a video.
I know what you're talking about but it is not present in the update previous to the latest one. I'm doing it right now.If you use a special move after your up b you cancel the lag but it's not gone. Next time you jump the phantom lag will still happen and the only way to cancel that prior this patch was with an A move. Now even if we use a b move to cancel the rush lag, it won't come back.
As far as I know, Uair hasn't canged at all. Its windboxes are still wonky as ever XDHey people, is Mega's UAir tornado feel any different to anybody?
Test?TheReflexWonder said:I'm hearing from multiple reliable Mega Man sources that the final hit of U-Air appears to send people higher at first glance. This is almost certainly a buff in base knockback and is likely accompanied with a knockback growth nerf to balance it out.
In the previous version, everything but the final hit was fixed knockback, while the final hit had pitiful BKB and obscene KBG--
tl;dr--Low-percent Mega Man falling U-Air -> jumping U-Air combos aren't really a thing anymore, but the increased BKB likely means KOs at lower percents will work when you catch people high up.
Yeah that's what I figured...blast zones are different between the 2 versions, unfortunately... makes all this testing harder.
currently trying to figure out a way to test knockback angles between the 2 versions.
I will say that every patch that comes out, somebody thinks uair has changed... my theory is this is caused by the overall weird knockback and function of the move.
In like 6 matches of testing earlier, uair felt the same to me. I'm not saying it's impossible that the move was changed, but I take this info with a grain of salt.
TheReflexWonder said:tl;dr--Low-percent Mega Man falling U-Air -> jumping U-Air combos aren't really a thing anymore, but the increased BKB likely means KOs at lower percents will work when you catch people high up.
Training mode > fixed camera on battle field. Should help.currently trying to figure out a way to test knockback angles between the 2 versions.
I will say that every patch that comes out, somebody thinks uair has changed... my theory is this is caused by the overall weird knockback and function of the move.
In like 6 matches of testing earlier, uair felt the same to me. I'm not saying it's impossible that the move was changed, but I take this info with a grain of salt.
Default Mii, Omega Pac Maze, center stage.I'd say test kill %'s against those listed here: http://smashboards.com/threads/super-fighting-robot-mega-man-base-moveset-guide-directory.368806/
I believe these were tested against the default mii... @ --- can you confirm?
i've been getting out ice slasher more consitently now, and the timing to it is firing it right before you reach your apex of your short hop. im gonna try danger wrap now/ you gpt 8%? training mode says i get 9%The glitch that causes doubled Danger Wrap and Ice Slasher is still in. It seems easier to perform with Ice Slasher (from a short hop). Or maybe it was always easier to do with IS than with DW.
Also Ice Slasher damage is less than 4%. Two of them cause 7% damage, not 8%. Not 100% sure if that's a change either, both of my versions are already patched so I can't check.
Yeah, I had figured out that it's around the apex of the short hop, but I wasn't completely sure if it was slightly before or at it. It's very tight timing on DW, I get it a lot more on IS (i.e. it would happen fairly often even when I wasn't concentrating on doing it).i've been getting out ice slasher more consitently now, and the timing to it is firing it right before you reach your apex of your short hop.
Not sure if you're asking about DW or IS.im gonna try danger wrap now/ you gpt 8%? training mode says i get 9%
edit: ive been getting 8-9% now. i think there's a .3% or something
Hey, whoever asked about Mega Man Ice Slasher: I forgot to post, but I just went and reconfirmed it's the same. Same distance, travel speed, hitboxes, ect.
And it lets you do PP Smashes when your C-stick is set to tilt!i found a new tech (well an alternative tech) with the A+B configuration for controls for megaman. it's alot easier to do perfect pivot f smash attacks with A+B. you do the usual perfect pivot, but this time hold A+ B, and you got it! i get the a+b perfect pivot easier than the regular a perfect pivot
the regular perfect pivot sometimes makes me throw out lemons than f smash. a+b is solid at least i think so
yep, that's right. i mapped my controls to make L to perform A attacksAnd it lets you do PP Smashes when your C-stick is set to tilt!