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Rtzxy   Smashing! 16:59, 13 October 2014 (EDT)

SW:1RV

Re-removing the comment about Wario's Wario Land costume technically defies the policy. Although I agree with you, it should have been discussed on the talk page first. ---Preceding unsigned comment added by you. Or maybe Nutta. 14:34, 4 June 2015 (EDT)

Hm, I guess I misunderstood the policy then. Alright, duly noted. Zyrac (talk) 14:41, 4 June 2015 (EDT)

Diddy Kong (SSB4)

Not undoing the edit. But... where did you get the information that Nintendo will release a patch that will make Diddy vulnerable to grabs again? I am more than interested! --BeepYou (talk) 19:49, 6 October 2015 (EDT)

Answering for general awareness: here. Miles (talk) 20:14, 6 October 2015 (EDT)

R.I.P. Mega Man's Forward Smash?

Hey, man. Just came here with a question. I don't quite understand what you mean with your edit on Mega Man's page. Isn't the increase in shieldstun better for Mega Man and his forward smash? Maybe I'm missing something. Aardvarkian (talk) 17:25, 14 October 2015 (EDT)

The increase in shieldstun basically means it takes more time for a character to act after getting hit while shielding. It's like hitstun, but for shielding. Aardvarkian (talk) 17:30, 14 October 2015 (EDT)

This all means that the attacker gets more time to grab someone who is in shield, or to keep pressuring their shield or battering it to the point of breakage. Aardvarkian (talk) 17:32, 14 October 2015 (EDT)

The problem for this move is the hitlag change, which is something that's caused a lot of confusion (partly due to a lack of readily avaible data on hitlag). See, moves cause a certain amount of freeze frames based on both how much damage the move does, and its hitlag multiplier. Prior to the patch, hitlag multipliers weren't applied to shielding targets, but now they are - and Mega Man's fsmash has a 0.3x multiplier. As a result, a shielding target suffers significantly fewer freeze frames than before, allowing them to act sooner despite the increase in actual shieldstun. Zyrac (talk) 17:36, 14 October 2015 (EDT)
Ok, hitlag exists even on shield, but the latest update introduced hitlag multipliers for attacks on shield as well, which were previously used for moves that actually hit, and the multiplier for Mega Man's forward smash actually decreases the amount of hitlag. Aardvarkian (talk) 17:43, 14 October 2015 (EDT)
Is that right? Aardvarkian (talk) 17:43, 14 October 2015 (EDT)
Yes. As an aside, Marth is the classic example of how hitlag affects safety; because his attacks all have high multipliers on sweetspot and low multipliers on sourspot, the update made him safer on shield at tipper range but less safe close up. Zyrac (talk) 17:56, 14 October 2015 (EDT)
Ok. Thanks for the explanation! Aardvarkian (talk) 18:03, 14 October 2015 (EDT)

Answer to this edit summary

You do if it's in training mode.  Aidan, Master of Speed and Aura  10:51, 22 October 2015 (EDT)