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Aaa sorry!! 😅 Trying to be more consistent with the longer vids, but managing projects like this is quite a a ride! I really enjoy writing/recording/editing, but I have to do it all myself so a 20 minute vid can be a couple weeks of work
I love how you mentioned the changes to Ryu, but Ken had more changes using his own moves, mainly his kicks. 3.1.0 made PTilt > Crescent Kick true (the move has much more hitstun) and brutally strong, and 7.0.0 gave Ken DSmash > Heavy Roundhouse as one of the best shieldbreak setups in the game at the ledge
I can't pin this comment for 'reasons', but if anyone reading this could give the above comment a like that'd be really nice. Two great examples of ways Ken benefited from the patches. I actually had no idea proxy ftilt crescent kick was only true because of the patch!
@@WhyDo They increased the hitstun multiplier on PTilt. Although Ken's was increased more than Ryu's (Ryu's PTilt has slightly less hitstun, but it doesn't matter since Ryu's specials come out fast enough). I may be mistaken, but I do believe PTilt > CK was like 1 frame too short of being true before 3.1.0. And since PTilt kept your opponent on the ground, they could just shield CK. CK being slightly slower than RH allows for PJab > CK > Inazuma to be 1 frame short of a true block string for all 3 hits, while PJab > RH > Inazuma is all true, for instance. The fact that PTilt > CK wasn't true was likely just because they didn't account for this specific interaction and didn't make it true. Kind of like the whole attack cancelling DTilt on hit thing they had at launch, which you showcased in your video on glitches
Actually, upon further research, in Super Street Fighter 2 Turbo (when Ken gets his crazy kicks that never return in future titles for various reasons), Close MP (which is what PTilt is based on) > CK is not true, while it is true for his other specials and crazy kicks. So it could have been originally intended to be accurate to source material, and they changed their mind because 100% accuracy to source materials is boring and something really problematic
I was actually playing Pit the other day, and I was thinking "ya know, being able to down-throw up-air k.o. someone is pretty neat". Pit still could use a nair that connects more reliably when fast falling, but hey, at least he got something.
My theory is that the devs want Falcon to be a pure rushdown, and were upset people were using him as a bait and punish. Giving him a bad turn around allows him to run at you but not away, which is how he's "supposed" to be played Also, F-Zero cars are fast but don't turn well so, there's that. He's supposed to be an out of control super racecar of a man
@@sheritaabram3989 Summer 2019, they made it so he didn't fall as fast which meant his short hop went further and lasted long enough to autocancel fair. Basically made it so he can suicide axe kick off of strong nair from anywhere onstage.
I'm pretty sure the dash thing for falcon was intentional to make falcon committed to approaching instead of just playing bait and punish with his speed. Someone said in another video that "falcon dash is like a car: slow to start up, slow to stop, but really fast once it gets going (or something like that)", and considering falcon comes from f zero, it makes sense
Late Cara cancels to me are funnier on Ken because you can just hold D-smash at roll distance and then read what is probably their jump with a Shoryuken
"Those 4 seperate times they made the same mistakes they made in the same game." Ah yes, Wii Fit their ball. Fun while it lasted. I'd love love to see a video on those!
As a zelda player I want to the the video on Nintendo reverting shadow buffs, because knight block hopping went from a tech that needed a new button layout and breaking you fingers, to a reasonable to learn tech when they changed how knight fell in the Steve patch, and they reverted it back to HAHAHA break your fingers children next patch.
@@Oggre hey: most of my moves have a lot of end lag, I have bad frame data and none of my combos are true Let me have this, at least Plus up Smash is a slow move, doesn't break shields and leaves me very vulnerable to punish, if you get it by it it's your own fault
WDBTHTGP, I just wanna say that you are a big inspiration to me. I would have never even thought to main Mii Brawler, if not for you and a couple other Brawler mains, I wouldn't have terrorized Elite Smash with my Steve Harvey Mii. I didn't wanna be weird or anything, I just wanna show my appreciation to you. I love the video! Where is this emulator so I could try it out myself?
Yo thanks, Steve Harvey is truly an Elite Smash titan! The emulator is called Yuzu & it's maed some incredible improvements emulating Ultimate recently! It runs very smoothly.
I have two questions for the great man himself. 1) Can you do one of these kinds of videos that explains some of Pichu's buffs? 2) When are you giving out the other 2/3 of the brawler tier list video?
1) I actually already covered Pichu... but I talked about their nerfs!! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XQWBnnwA1Wo.html Pichu got nerfed really hard since release, only recently getting some things un-nerfed slightly. Unless you mean the transition from Melee to Ultimate? That could be fun, but it might be hard to compare between the two games since they're very different! 2) I promised I'd have it out by October 1, so I plan to deliver on that! Gonna be grinding it out hard after my tournament on Sep. 4th :)
Thanks for the quick response and I completely understand the Pichu nerfs. He was my very first main that I actually learned combos for and made me learn how to almost go pro. Then the nerfs happened and I changed mains to others many times after that.
It should also be mentioned I play Mii Swordfighter and I love using the Blurring blade special, and I assumed they would just never fix that people just escaped it for free but they did.
Yeah I didn't talk about the specifics too much because I was focusing on Brawler, but some of the Swordie fixes were very nice. It's just sad because the balance between specials is super messed up right now. Tornado is an incredible, massive, transcendent combo starter projectile, and blurring blade is... "swing your sword a few times." It isn't safe, doesn't really break shields, and it's a multihit so it still drops all the time. Makes me sad because I always thought Blurring Blade was one of the coolest looking Mii specials, it deserves better!!
Great video man, I especially loved a lot of the humor alongside the informative stuff. I also feel like the Guy Fieri analogy is super relevant, like “we won’t give you what you want or need, but hey, what about this other random thing?”
I wonder if Captain Falcon's turning is a reference to F-Zero? The faster you go, the harder it is to turn. Could also be that the devs way of enforcing the idea that Captain goes into combat, not out of it. Or it's just an oversight. Who knows.
I think you could honestly do an entire video on how the balance team has treated Little Mac very weirdly. Patch 3.1.0 we got many great changes, such as d tilt having more range, f tilt not missing airborne enemies as much, whiffed KO had its endlag reduced by a whopping 20 frames, jolt haymaker can hit below plats, etc. Although up smash was nerfed unintentionally, having 1 frame removed, a shadow nerf. But one change stood above the rest. The changes to jab ended up making a new tech, the dreamland express. Canceling jab 3 manually let Mac act 10 FRAMES earlier, leading to a true combo that brought everyone from 0-60% off of a frame 1 move. But just like Mii Brawler fair thing, it was patched. Mac was now worse off than before. Mac is now the only character that was low tier in smash 4, to not only go *down* in the tier list in Ult, but also be nerfed directly. The up smash hitbox wasn't reverted until well over a year later. We haven't gotten any real buffs, and a literal bugfix took ages to fix. Meanwhile a shadow buff was patched right away. But Mac has many oddly specific problems the balance team COULD address, but doesn't. Up tilt is -6 on hit for some reason, slip counter loses its intangibility off a successful one before Mac can act again, rising uppercut lacks kill power, and its ledge snap range is super tiny for some reason. All 3 forward smashes stale as the same move, despite honestly being 3 different ones. Mac has a unique air dodge, that just gives it less distance. Mac cannot get his side b back after getting hit, while characters like Terry can. Mac loses the armor on down smash in between both hits. Everything Mac has is unsafe on shield, but yet we also get a super slow grab (despite grabbing being a tool in real boxing). Likewise, from smash 4 to Ult, Mac was nerfed in many ways. Down tilt lost much of its combo usage, KO punch is weaker, and d tilt d tilt KO from smash 4 doesn't work, with d tilt to KO not working until around 40-50% up to 80% on most characters. Dash grab went from frame 10 in smash 4 to frame 13. Haymaker had its knockback scaling drastically reduced, going from 98 in smash 4 to 63 in ult. Not to mention several indirect nerfs (no more perfect pivoting, can't run through people in ult) with no compensation. Combine this with other misc things, like how Punch Out is the only franchise from 4 to ult to not get any new music, despite being 1st party, makes it seem like the team behind Ult just doesn't care much for Punch Out, or Mac in general. Mac's problems are so specific that some targeted changes, hell even some QOL stuff, could help a shit ton, even if we would still be low tier at the end of the day. I don't know if you will see this comment Whydo, but knowing these balance videos, and the fact you mention Mac a lot, I think it would be an honestly fascinating topic to discuss how Little Mac was just shot down in such an oddly specific yet kind of interesting way.
Man I remember loving the shadow buff to Mii Brawler's falling speed. Made them actually able to go off-stage without requiring Feint Jump or made them a monster if you kept it... but then they changed it back and made Feint Jump mandatory again. Had they kept that change I believe Brawler may have been considered top tier today or close to it.
Smash 4 patches were wild. They were way more drastic and random than Ultimate. Definitely wiser balance in Ultimate, but I wish they would be more willing to change character stats like they were in 4. Examples: Mewtwo's running speed was drastically increased; Corrin's got reduced. Samus had various air stats improved.
They heavily buffed Belmont upsmash recently, which is completely like your Guy Fieri in the desert analogy - they have so many broken hitboxes and bad moves still, but damn if that upsmash doesn't have the coolest fucking kill screen. Holy shit, that whip is long and I hit you THERE?
Maybe the devs don't want you to run away ever if you,re playing as Captain Falcon? I actually like the design philosophy of "always face forward, never turn back" for such a character, even if gameplay wise it doesn't make that much sense in a fighting game
If you talking about characters that were slaughter by the hands of Sakurai himself, Lucario was one of the first characters to be nerfed in Ultimate. He had his smash 4 kill confirm where he could combo into upsmash using aura sphere charge (ASC) and they took it away reducing the hitstun of ASC. That one change alone made Lucario a low tier character and they have been slowly buffing but he still has the issue of not having a consistent way to kill
I totally forgot about that, thanks for reminding me. From what I remember playing Vivi, I believe Lucario can still kill confirm into bair or even like, ASC -> jump ASC -> double jump uair? I can't imagine how terrifying vanilla ASC would be if it were optimized to the extent it is today
Or maybe, Juicy and Spicy coexist, like yin and yang, neither gaining ground over the other... only coming together for stuff like perfectly cooked & seasoned tandoori chicken.
I have to think Falcon's dash problem is an intentional weakness. Perhaps it's a nod to how your speed is hard to control in F-ZERO and you're just constantly hurtling forwards?
My favorite buff was Falco because I already liked him before but making his down tilt and side b better for recovery and combos. Also the buff for up smash was needed but now its absurd
Maining Fox and having him recieve only buffs throughout the game's lifespan feels weird, like "I don't think I really needed it but thank you anyway ^-^"
Especially since the last patch's buffs i gotta disagree with the Mii Swordfighter statement. - Both gale strike and shuriken of light are very viable projectiles serving absolutely different purposes, one being a strong advantage tool getting you 2-frames/ledgetraps and catching landings to potentially kill confirm and the other allowing you to play ✨lame✨ and camp alongside chakram, especially against taller characters. - Since the last patch, gale stab now snaps ledge properly !!! Who would have thought they'd fix a coding issue on Mii Swordfighter only 2 years and a half after the release of the game? amazing. That makes it a quite viable move as well since it does have some real assets, traveling very fast in the air especially, going faster and farther than Ike's quick draw (it doesn't combo tho...) and it can definitely help Mii Sword's lack of mobility. Airborne assault as well got buffed. somehow it's now 13 frames safer on shield (-28 instead of -41) which makes it safe against the lesser mobile characters since you bounce and ever safer if you have a platform to land on. It's a very useful recovery aid too so i'd call it viable against like half of the cast maybe. Of course Chakram is still by far the best side special, especially if you master mid angles and slow chakram techs. - Honestly, all three up b's are viable, depending on the characters faced. Stone Scabbard kills decently early even with optimal DI since the buffs (20-30% earlier) as well as 3,7% more damage and it's still usable as an OOS option against most rising aerials and tilts (f13). It's very decent as a recovery too, especially if you use a recovery side b. The main issue about this move is that it doesn't connect into itself if you don't land the very start of it (a bit like head on assault). Skyward Slash Dash well... Skyward Slash dash. Octoslash but it doesn't kill but it's f15 instead of f39(or something) and has 20 frames of landing lag instead of 50+. Great recovery and usable burst option, an amazing wifi move btw. Hero's Spin is a terrible recovery but you get a quite decent OOS and a great kill move with 7 ways to confirm into it at kill % (dthrow, dtilt, up tilt, chakram (both), up air, Fair 1 and gale strike) - I'll be honest here blade counter sucks and the patch didn't make it viable. It's very laggy, misses fairly often, usually can't be used against recoveries like most counters do since it sends upwards, the aerial version can be LSI'd a lot and doesn't kill as early as it should, the combos are usually way too specific to work with. HOWEVER the two other down specials are also viable, reversal slash being Mario cape but better (the hitbox comes out later but it's less laggy iirc, the reflector is stronger (x1.6 reflector), it only stalls once but it stalls for longer so overall i'd say it's better, deals less damage tho) Power thrust is Falcon kick with a sword, overall worse because laggier but pretty much the same usages as Falcon kick. It's now 2-3 frames faster (f12 instead of 14 on the ground and f13 instead of f16 in the air) allowing fair 1 → power thrust to be a thing on most characters and making it better overall. TL; DR Honestly only 2 moves are actually non-viable (blurring blade and blade counter); 2 other moves are non-optimal but still viable (airborne assault and gale stab) and the rest is definitely viable. The meta is just evolves slooowly. Also the character is low tier so not so viable overall anyway.
Something weird about onslaught that i've noticed (since day one) is the fact that on thr ground it actually does spike. But in the the air it doesn't. If you don't believe that it spikes, use it on the ground with an opponent extremely close to ledge. My only question is....Why? Why would they implement a mechanic like that?