One of the best characters in the game is fine just the way they are, who would have thought?
People with press copies of the Wii U version have already found a few changes. Luma respawn from 8 to 13 seconds, Greninja can't side-B out of landing recovery, Bowsercides (and presumably other suicide kills) go to sudden death, Pikmin AI is supposedly improved.
Doubt there'll be anything conclusive until the patch is actually out there, but from what's known it at least seems like they're looking at some of the right things.
No mention of a thighs buff.
Sad tidings.
I think yall are taking comments about changes a little too seriously.
I am not surprised at all about the Luma one as it seems the cleanest way to balance without anything major (for now, assuming it will be enough). Greninja was a bit of a surprise. I would not know how to balance Greninja as cleanly outside of that windbox on his up-b even though he clearly needs adjustment as well.
I would like to see dancing fish by Sheik not be safe upon shield (to EVERYONE not just fast fast characters) like the way Mii's sword user isn't without the free fall since that would be too much. Yoshi and ZSS, well, I don't know... I'll leave that to Sakurai if he chooses to.
That sucks particularly for Ganondorf if true. I guess with Bowser it is more abusable but Ganondorf's isn't like the easiest to do lol...Bowsercides (and presumably other suicide kills) go to sudden death
Wonder how this will work. Olimar/Alph are entertaining to use but the character feels strange compared to Brawl that I couldn't understand.Pikmin AI is supposedly improved.
The animation or in the game? Well, either way, I found it cute so I don't really mind the way she currently is XP
Speaking of her, I hope they make her tilts not have a "please kill me now" sign on her when she misses @_@
http://i.imgur.com/EBcz969.jpg
Yay sounds like the balancing will be a common theme!"average and mediocrity are almost the same"
Patch to adjust the balance of the game "Super Smash Bros. for 3DS / Wii U" will be distributed in around mid-November. Until now, when I completed a Smash Bros game, there was no further development after that. But that makes it impossible for the game to be played for years. This time We have a mechanism of patch delivery. So, We decided to do a balance adjustment before November 21 when the Wii U version will be sold in North America. But there is a problem about this. You can't play online between a hardware that is patched and one that is not patched.
On the Wii U version, there's no problem because it updates automatically if connected to the Internet and the gameplay between more than 2 devices is limited to online. On the Nintendo 3DS Version, however, there are some people who are not connected to the Online, and hardwares that are patched and ones that are not patched will likely be mixed. On the other hand, We can't afford to separate the balance of the 3ds version from that of the Wii U version...
We have a tutorial on how to update the game on the official Smash Bros website. It's definitely necessary, so I'd like you to download it. If any of your friends are in trouble with doing it, please help them. I'll explain how we adjust the gameplay balance. Firstly, a monitor team assembles information and do practices multidirectionally. Specifically, researching the results, KOs, and trendy tactics in online matches. Next, I get the team to make a proposal about the balance adjustment. I also ask them to consider that killing fighters' advantages and getting rid of their disadvantages too much spoils the fun.
In response to the proposal, I adjust the balance. If that proposal is too difficult to be dealt with a patch, or spoils the fun, I pass it up and use another proposal. After a test play of the monitor team, the patch contents will be confirmed. We can actually see the results of the online matches. The winning percentage of respective fighters can be checked. It's comprehensive data of the global matches, which is deadly accurate.
Of course we can't publish this data, but I can tell you one thing. In Super Smash Bros. Brawl, the winning percentage of all fighters lines up in a stepwise manner. but this time, there's someone with the lowest percentage of all fighters by an overwhelming margin. It's "Little Mac". His advantages and disadvantages are both extremes. Although he has a high-performance dodge and a megaton punch that dominates everyone, his jump ability is quite low. A simple back throw + an aerial pursuit can be fatal for him.
But those who have a lot of experience in online matches will probably feel strange about this. I think most of you consider him rather powerful. His low winning percentage is most likely due to the fact that those who think "Little Mac is too powerful!" play as him and get beaten up. A lot of people use him because there's an impression out there that he's dominating all the time, but that doesn't mean you can win easily when you play as him. This phenomenon might be ideal. I have often featured in my column that I regard dynamic range as important. But I also suggest that it's not right to look at things only based on the results in online matches. I believe that taking the average of fighters performance is a bad move in the game.
Man, if they adjust Little Mac recovery... <3 but the way its written here it may not be as well so it was a little odd for me to understand. If his side-b has invincibility upon startup in the air like he does on the ground that'd be nice for those "odd" moments :X
The problem with Mac having such an overwhelmingly low percentage is because tons of idiots that just go Mac for the hell of it, or noobish spammers, counter the actual real competitive Mac players probably 50 to 1. I don't think I've lost to a Mac in For Glory even once, but have plenty of other losses to my name from the first week of play.
Good Mac players do very well with Mac, and honestly, I don't think he should get a significant boost to his recovery without a nerf to his ground game. Maybe a little bit more distance on his Side B without any other changes would be acceptable, but that's honestly about it when you look at the overwhelming on-stage advantage he has. PM Bowser is proof that Super Armor on Smashes is disgusting; Mac needs the trade off or he's just way too good. He's going to have those bad matchups because of it, but every character should (and hopefully Sheik gets some bad matchups after this patch, trading KO power for speed and a ridiculous off stage game isn't exactly a trade off).
Keep in mind that you've also gotta think about how it would affect doubles... And Mac's pretty beastly when supported properly, way better than Ike was in Brawl.
I doubt they factor doubles that much unless it is some exploit when it comes to balancing. If they nerf his ground game then they would "significantly" boost his recovery which would go against his theme of very high risk and very high reward. The suggestion of the side-b invincibility on start up like the ground seems a clean increase (because he can wall jump which most Little Macs do not do or know) but I do not know the degree that Sakurai is viewing Little Mac since he seems to be on both ends with his response.
eh, I went to Hungrybox's tourney in Gainsville last weekend and there was a little mac that made it much further than I did and ended up getting 9th. I asked to fight him in some friendlies after the tourney and went 3-1 in a best 3/5 and it was pretty easy as Shulk. My buddy won the whole thing w/ SonicI was jelly of the prize monies
Went to the smash event at my local gamestop. Was little enough people to show (small group like 15-20) where I could stay on the wii u the majority of the 3 hrs, was great.
Best part of the night is the nintendo rep was resetting the wii u every 5 matches or so, so we didn't unlock anything. She forgot to rest and we unlocked Falco while she was in the bathroom; then when she got out we EVERYONE picked Falco
![]()
lol, that happened at a weekly here in Edmonton where I live, nobody has any clue who he was, prevailing theory is that he was from another region and was here on some other bussiness and decided to drop in.
Seemingly there is a patch out.
Formatting this on my phone. Bear with me.
Patch 1.4 Notes: The day Rosalina was Rosalina'd.
Not liking less knock back on Sheik. The damage changes I can live with.Stuff that looks untouched :
-Rolls (:/)
-Shields
-Sonic, Pit, Dark Pit, Charizard, Dorf, Peach (will edit later)
Bugs :
-Bomb canceling fixed
-Turnip canceling fixed
-Yoshi teleport fixed
-Wectoring fixed
-Greninja's Dair cancel fixed
-Hyper Rollout fixed
-Villager's rocket kill on the ledge fixed
Bowser :
-Bowsercide = Bowser dies first -Fsmash deals 2% less damages, meaning that Dedede/Ganondorf now have the most powerful Smash in the game.
-Down tilt's second hit is harder to connect
Rosalina :
-Luma timer increased to 13 seconds
-Nair deals less damage, less kb as well
-Neutral B's distance covered has been lowered (Which is, in fact, a buff, that shit was hard to land properly.)
-Luma comes back faster
Ness :
-Down Throw nerfed from 9% to 7% (;_
-It now does the correct amount of damages on G&W
Marth :
-Looks like his Dthrow/Fthrow give more followups. (fuck yes)
Ike :
-Ike's Fair is significantly faster
-Looks like it can autocancel as well
-His Nair comes a bit quicker
-Jab looks fixed so all 3 attacks connect properly
-Ending lag on his Ftilt and Dtilt reduced
-Back air seems faster but I'm not sure at all
-Back air's damages increased by 1%
Toon Link:
-Jab damages increased by 1%
-His Utilt still does 5% despite the fact it does 6 on Wii U
Shulk :
All Shulk's moves but Backslash are buffed, most of them do more damages (Ranging from 1% to 3%)
Little Mac :
-Jab does less damages
-KO Punch got buffed, KOes earlier
Falco :
-Blaster comes out quicker
Sheik :
-Down B has less knockback
-Uair has less knockback
-Fair deals less damages
Zero Suit Samus :
-Side B now connects properly
-Air dodge lag increased
-Neutral B has more ending lag
-Neutral B quick shot has less range
Greninja :
-More lag on Usmash
Olimar :
-Pikmin Toss does more damages
Pacman :
-Hydrant got sturdier to the point Pacman's back-air can't send it flying
Mr Game & Watch :
-Thunder no longer completely fills Oil Panic's bucket
King Dedede :
-Down Throw now sends upward
-Dededecide kills Dedede first now
Zelda :
-Up tilt does 1% more damage
Ganondorf :
-Looks like Nair has less lag
Megaman :
-Looks like Leaf Shield throws out faster
-D SMASH comes out quicker
-U AIR box seems larger
Meta Knight :
-Nair deals more damages
-Down B sends more horizontally, allowing for earlier KOs
-Fthrow damages fixed
-Bthrow has a tiny bit more knockback
-Rejoice ! Bair KOs about ~25% earlier ! MK has a ko move eveybody !
Kirby :
-Foot based attacks have a bigger hitbox, kind of like Yoshi's tail attacks.
-Kirbycide kills Kirby first
-Looks like he's faster
-Nair has more lag ?
-Uair faster
-Upsmash has a sourspot
Luigi :
-Fsmash deals more damages
Mario :
-Utilt deals less damages
Wii Fit Trainer :
-Looks like Nair deals less damages, need confirmation on that one
-Uair deals more damages
Pikachu :
-More knockback on Fsmash, Side B and Down B
Wario :
-No longer has that troublesome release animation so some characters can't combo him as easily as before
Link :
-Fsmash's second hit connects more easily
Sources : Reddit, Smashboards, Neogaf.
I've yet to play the new smash, but i'm liking my main man Ike's changes.