Dairantou Smash Brothers- Dlc Update 1.1.7 3d... ((hot))
With two friends, practice ledge trumping. The new rule: The character with the shallowest Z-depth (closest to camera) wins the ledge if grab frames tie. Use rolls to manipulate your depth before grabbing.
Introduction: The Patch That Changed the Arena When Masahiro Sakurai’s team at Sora Ltd. and Bandai Namco Studios rolled out Dairantou Smash Brothers – DLC Update 1.1.7 3D , the fighting game community collectively leaned forward. While casual fans expected just another routine balance patch, dataminers and competitive veterans quickly realized this was something different. The “3D” suffix wasn’t merely a version number embellishment—it signified a quiet but profound shift in how the game’s spatial collision, ledge mechanics, and character interaction planes operate.
Released nearly fourteen months after the conclusion of Fighters Pass Vol. 2, Update 1.1.7 3D arrived without fanfare. No new fighter. No new stage. Yet seven gigabytes of data told another story. This article dissects every byte, from universal engine tweaks to the bizarre “depth-priority” rework that has players questioning whether Smash is still a 2.5D fighter. Nintendo’s patch notes were famously cryptic: “Adjustments were made to improve the spatial consistency of certain aerial attacks and projectile interactions. Version 1.1.7 3D.” Leaked internal design documents (later verified by dataminers) revealed the codename: Project Depth Charge . Dairantou Smash Brothers- DLC Update 1.1.7 3D...
However, Sakurai’s final column in Famitsu (translated by Source Gaming) hinted at a philosophy shift: “Fighting games are spatial puzzles. We had only two dimensions for 20 years. Why not explore the third?” Dairantou Smash Brothers – DLC Update 1.1.7 3D is not for everyone. Casual players may lament that their standard short-hop aerial strings occasionally whiff due to invisible depth mismatches. Arena announcers now have to track an extra coordinate. But for those who relish deep (pun intended) mechanical evolution, this patch breathes strange, fascinating life into a five-year-old game.
Go to Training Mode on Battlefield. Turn on “Show Depth Grid” (new option under Stage Hacks). Practice short hop fast falls while keeping your shadow centered on the stage’s middle line. With two friends, practice ledge trumping
At the Kagaribi 11 supermajor, the first tournament run entirely on 1.1.7 3D, Grand Finals featured a Min Min (Zackray) vs. Olimar (Shuton) matchup where both players constantly adjusted jump arcs to manipulate their shadow’s depth marker. Shuton’s winning play involved a purple Pikmin throw that tracked depth—hitting Zackray’s Min Min during a foreground roll that would have avoided any pre-1.1.7 attack.
Set a CPU Kazuya to repeat EWGF. Parry not by timing alone, but by walking slightly in/out of the foreground. A successful depth parry makes a distinct “chime” sound. Introduction: The Patch That Changed the Arena When
Play as Samus. Fire a Charge Shot at center depth, then immediately roll forward (changing your Z-depth to background) and fire a second uncharged shot. Opponents will instinctively dodge the first shot’s depth plane, leaving them open to the second. Future Implications: Is Smash Moving to True 3D? The “3D” suffix has led to rampant speculation. Some believe Update 1.1.7 is a testbed for Super Smash Bros. 6 , which could feature full 360-degree movement akin to Power Stone or Pokkén Tournament . Others argue that depth-based mechanics will remain niche, similar to Street Fighter V ’s poorly received “Z-switch” mechanic in Season 3.