List of updates (SSB4)/1.0.8 changelog
This is the list of known changes in version 1.0.8 of Super Smash Bros. 4. This update became available worldwide on June 14th, 2015.
Universal[edit]
- Grounded to air ledge transition mechanics altered, affecting run offs and other momentum techniques; characters can no longer run off the edge of a platform while performing a special move.
- The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on Battlefield platforms against any character) and Mewtwo's Confusion.
- For unknown reasons, Screen KOs no longer occur in training mode.
Bowser[edit]
- Up tilt deals 1% less damage: 10% → 9%.
- Up tilt's start-up and ending lag decreased: 12 frames → 11 (start-up), 51 frames → 41 (ending).
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Occurrence of an unknown action in up tilt | frame 11 | frame 10 |
Up tilt hitbox 2 removed | NA | NA |
Up tilt damage | 10% | 9% |
Up tilt startup | 12 frames | 11 frames |
Up tilt hitbox X-offset | 7.4 | 6.9 |
Animation speed 1.5x for frames 17-52 | ||
Up tilt endlag | 51 frames | 41 frames |
Captain Falcon[edit]
- Non-angled and up-angled forward smash's knockback growths have been minimally increased, now KOing about 1-2% sooner.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Forward smash knockback growth on non-angled and up-angled variants | 94 | 95 |
Forward smash knockback growth on down-angled variant | 84 | 83 |
Up air damage | 13%/12%/12%/10% | 11%/10%/10%/9% |
Up air knockback growth | 10/10/8/8 | 16/16/10/10 |
- Down-angled forward smash's knockback growth has been minimally decreased, KOing about 1-2% later.
- Up aerial's knockback has been reduced while its sweetspot, sourspot and middle hitboxes all do less damage: 13%/12%/12%/10% → 11%/10%/10%/9%. This makes it a less reliable KOing option.
- Up aerial's reduced knockback allows it to combo up to higher percents.
Charizard[edit]
- Neutral attack has been improved. Its hits connect together better and the first hit has increased weight-based knockback.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 weight-based knockback | 15/10 | 26/22 |
Transition from first to second jab and second to third | Frame 10 | Frame 9 |
Jab 3 knockback growth | 110 | 130 |
Forward air hitbox 0 size | 4.3 (early)/4.5 (late) | 4.6/4.8 |
Forward air (early hitbox 0) X-offset | 7 | 7.5 |
Forward air (late hitbox 0) Z-offset | 7 | 7.5 |
Forward air (early hitbox 0) knockback growth | 98 | 97 |
Forward air hitbox duration | 4 frames | 5 frames |
Up throw angle | 60° | 70° |
Up throw knockback growth | 160 | 220 |
Down throw angle | Sakurai angle | 70° |
Down throw knockback growth | 300 | 130 |
Down throw base knockback | 40 | 70 |
- Forward aerial's hitbox size and duration increased.
- Up throw's knockback increased, making it both the strongest up throw in the game and a viable KOing option.
- Down throw's knockback and ending lag decreased: 80 → 72, making it Charizard's best combo starter at low percents. Although it is less reliable as a KOing option, this is completely mitigated due to the same update's aforementioned buff of Charizard's up throw.
Diddy Kong[edit]
- Jab improved. It transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the infinite portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
- The complete jab deals marginally less damage.
- Down tilt's damage was reduced by 0.5%, decreasing it's knockback. This, however, allows him to combo into moves like forward smash later.
- Up aerial's hitboxes on frame 3 are removed, causing it to cover less range and have more starting lag, it autocancels 12 frames later, and has less interruptibility (frame 36 → frame 39), lessening its usefulness for spacing attacks and making it harder to combo with. Its knockback growth was also decreased weakening its KO capabilities.
- All of Diddy's grabs have 3 more frames of ending lag.
- Up throw's damage was reduced (8% → 5%) and its knockback was increased, reducing its follow-up capabilities & making reliable KO followups slightly more difficult.
- Down throw damage increased: 6% → 7%.
- Down throw has increased knockback growth and a very slightly more diagonal knockback trajectory, reducing its follow-up capabilities and removing all guaranteed follow ups around 135%. Despite its higher knockback growth, it still cannot KO at realistic percentages.
- Up smash's final hit knockback growth: 126 → 129.
Technical changelist
Change | Old value | New value |
---|---|---|
Jab 1 damage | 1.5% | 1.2% |
Transition from Jab 1 to Jab 2 | frame 10 | frame 8 |
Jab 2 damage | 1.5% | 1.2% |
Transition from Jab 2 to Jab 3 | frame 9 | frame 8 |
Jab 3 weight-based knockback | 30 | 25 |
Jab 3 hitbox sizes | 4/3.5/3 | 4.2/3.7/3.2 |
Transition between third hit and looping hits of jab | frame 22 | frame 15 |
Looping hits of jab now use a large, single hitbox as opposed to many small ones | ||
Looping hits of jab damage | 0.6% | 0.5% |
Looping hits of jab angle | 70/90 | 60 |
Looping hits of jab weight-based knockback | 6 | 4 |
SDI capacity of jab rapid hits | 1.3 | 0.7 |
Unknown parameters of rapid jab hits changed | Default | 6.8/6.0 |
Final hit of jab animation length | frame 8 | frame 4 |
Final hit of jab knockback growth | 180 | 177 |
Final hit of jab base knockback | 30 | 45 |
Final hit of jab hitbox size | 5 | 7.2 |
Final hit of jab Y-offset | 5.5 | 6.8 |
Unknown parameters of final hit of jab changed | 5.5 | 6.8/6.0 |
Down tilt given an additional hitbox identical to its other two hitboxes | ||
Down tilt damage | 6% | 5.5% |
Up air startup | 3 frames | 4 frames |
Up air autocancel window | Frames 0-2/15 | Frame 27 |
Up air base knockback | 65 | 64 |
Up air knockback growth | 99 | 89 |
Grab total duration | 28 frames | 31 frames |
Dash grab total duration | 35 frames | 38 frames |
Pivot grab total duration | 33 frames | 36 frames |
Up throw (hit 2) damage | 4% | 1% |
Up throw (hit 2) base knockback | 30 | 50 |
Up throw (hit 2) knockback growth | 100 | 120 |
Down throw damage | 6% | 7% |
Down throw angle | 105° | 106° |
Down throw knockback growth | 50 | 59 |
Upsmash knockback growth | 126 | 129 |
Donkey Kong[edit]
- Cargo forward throw deals 2% more damage: 8% → 10%.
- Cargo back throw deals 4% more damage: 8% → 12%.
- Cargo back throw's angle altered.
- Cargo back throw's knockback growth increased: 38 → 80.
- Cargo up throw deals 3% more damage: 7% → 10%.
- Cargo down throw deals 1% more damage: 6% → 7%.
- Cargo down throw's animation has slightly changed. Donkey Kong now hops while performing it.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Cargo forward throw damage | 8% | 10% |
Cargo back throw damage | 8% | 12% |
Cargo back throw angle | 55° | 72° |
Cargo back throw base knockback | 80 | 70 |
Cargo up throw damage | 7% | 10% |
Cargo down throw damage | 6% | 7% |
Cargo down throw angle | 45° | 48° |
Cargo down throw base knockback | 65 | 50 |
Cargo back throw knockback growth | 38 | 89 |
Occurrence of an unknown action in cargo down throw | frame 18 | frame 17 |
DK now hops while performing cargo down toss |
Duck Hunt[edit]
- Neutral aerial's landing lag decreased (22 frames → 17).
Falco[edit]
- Falco's air speed is higher (0.893 → 0.93).
- Falco's air acceleration increased (0.07 → 0.09).
- The first two hits of neutral attack now always launch opponents in the direction Falco is facing, improving their reliability.
- The near hitboxes on the first hit of neutral attack are larger (3u (middle)/2u (near) → 3.2u/2.5u)), with the near hitbox being positioned closer to Falco (x offset: 0 → -0.5).
- The near and far hitboxes on the first hit of neutral attack have swapped priority.
- The near hitboxes on the first hit of neutral attack launch opponents at lower angles (80° → 68° (near)/77° (middle)).
- The first hit of neutral attack has more base knockback (30 → 35). This improves its jab canceling potential, but hinders its ability to lead into the second hit.
- The second hit of neutral attack's near hitbox is much larger (2u → 5u) and it is positioned closer to Falco (x offset: 0 → -0.5).
- The second hit of neutral attack's near hitbox launches opponents at a lower angle (50° → 45°).
- Neutral infinite's near hitboxes are larger (3u (middle)/2u (near) → 3.2u/2.7u).
- Up smash's first hit's late foot hitbox now overrides the early foot hitbox.
- This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.
- However, the move always failed to lead into the second hit against opponents on higher platforms, allowing Falco to simply land the second hit, which is much more powerful.
- Up smash's second hit has less startup lag with a longer duration (frames 14-19 → 13-20). The animation was unchanged, giving the move more range below Falco.
- Up smash's second hit now has a part value of 1 on its hitboxes. As the first hit's hitboxes are deleted, this has no affect.
- Neutral aerial's loop hits have more set knockback (15 → 22) and they now use the auto-link angle (110° → 367°). These changes greatly improve neutral aerial's reliability.
- Neutral aerial's loop hits have a larger middle hitbox (4u → 6u) and it is now static, now fully covering Falco's body.
- Neutral aerial's second hit deals less damage (3% (hit 2)/12% (total) → 2%/11%).
- Neutral aerial's final hit has higher base knockback (40 → 55), improving its KO potential.
- Neutral aerial's final hit now uses one large extended hitbox rather than multiple smaller hitboxes (4u/4u/3u/3u → 8u), giving it more range overall.
- Neutral aerial's final hit now always launches opponents in the direction Falco is facing, making it more consistent.
- Neutral aerial's final hit has considerably more hitlag (1x → 2x). This makes it benefit more from frame canceling (even with its higher knockback) but this also makes it easier to DI and it significantly hinders the move's safety on shield.
- Neutral aerial's final hit has startup lag with a shorter duration (frames 21-24 → 23-24).
- Forward aerial has less startup lag (frame 12 → 10), ending lag (FAF 59 → 51) and landing lag (32 frames → 25).
- Forward aerial has a a shorter duration (frames 12-34/35-36 → 10-27/28-29).
- However, the final hit's lower startup lag allows Falco to complete the move in a short hop, which he previously could not do.
- Forward aerial's loop hits have a shorter rehit rate (6 → 4). This gives forward aerial an extra loop despite its shorter duration, increasing its maximum damage (8% → 9%) as well as making it connect more reliably and making it harder to escape on shield.
- Forward aerial's landing hit damage (5% → 3%) without full compensation on its base knockback (30 → 50), significantly hindering its KO potential.
- Up aerial has less startup lag (frame 10 → 7).
- However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.
- Up aerial auto-cancels earlier (frame 26 → 23).
- Up aerial has a shorter initial auto-cancel (frames 1-6 → 1-3).
- Up aerial's foot hitbox is slightly larger (4.8u → 5u).
- Up aerial deals less damage (11% → 10%), with the foot and leg hitboxes also dealing less knockback (27 (base), 100 (scaling) → 35/90), considerably hindering its KO potential.
- Up aerial's foot hitbox launches opponents at a lower angle (68° → 65°), hindering its KO potential along with its lower damage and knockback.
- Up aerial's leg and body hitboxes launch opponents at higher angle (68°/80° → 75°/85°), with it no longer being possible to LSI the leg hitbox.
- Up aerial's body hitbox deals drastically more knockback (30 (base), 20 (scaling) → 35/90). When combined with its higher launch angle, this transforms the hitbox from a drastically weaker sourspot to the move's sweetspot.
- However, this also removes the hitbox's ability to lead into followups at higher percents, including potential KO confirms.
- Down aerial's clean hit has a longer duration (frames 16-18 → 16-19).
- Down aerial's late hit has a slightly larger hitbox (5u → 5.3u).
- Down aerial's clean now launches grounded opponents upwards with a less horizontal angle (285° → 80°). This means that the move can no longer be teched at higher percents, giving it much more consistent followup potential as well as granting it KO potential at very high percents.
- However, this also removes down aerial's ability to lock and trip at lower percents, hindering its followup potential at lower percents in certain scenarios.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 hitboxes 0 and 2 switched | ||
Jab 1 base knockback | 30 | 35 |
Jab 1 angle (hitboxes 0-1) | 80° | 68°/77° |
Jab 1 size (hitboxes 0-1) | 2/3 | 2.5/3.2 |
Jab 1 Z-offset (hitbox 0) | 0 | -0.5 |
Jab 2 hitbox 2 angle | 50° | 45° |
Jab 2 hitbox 2 size | 2 | 5 |
Jab 2 Z-offset (hitbox 2) | 0 | -0.5 |
Transition from Jab 2 to Jab 3 | frame 10 | frame 9 |
Rapid jab loop hitbox sizes | 2/3 | 2.7/3.2 |
Neutral air weight-based knockback increased | ||
Neutral air range increased | ||
Neutral air (hit 2) damage | 3% | 2% |
Neutral air hits now auto link | ||
Neutral air's final hit now forces front-facing knockback | ||
Animation speed 1.33x for frames 0-37 | ||
Looping hits refresh time | 6 | 4 |
Number of looping hits | 3 | 5 |
Forward air landing damage | 5% | 3% |
Forward air base knockback | 30 | 50 |
Up air damage | 11% | 10% |
Up air angle | 68°/68°/80° | 65°/75°/85° |
Up air base knockback | 27/27/30 | 35/35/35 |
Up air knockback growth | 100/100/20 | 90/90/90 |
Up air hitbox 0 size | 4.8 | 5 |
Animation speed 1.5x for frames 0-8 | ||
Up air startup | 10 frames | 7 frames |
Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents | 285° | 80° |
Down air sourspot replaces sweetspot one frame later | 19 | 20 |
Down air sourspot hitbox size | 5 | 5.3 |
Greninja[edit]
- Forward tilt deals 0.75% more damage: 6.5% → 7.25%.
- Forward tilt's ending lag is moderately decreased: 41 frames → 32.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Animation speed 1.33x from frame 13-38 | ||
Forward tilt ending lag | 41 | 32 |
Forward tilt damage | 6.5% | 7.3% |
Forward tilt base knockback | 15 | 20/30/40 |
Forward tilt knockback growth | 112 | 110/90/70 |
Hitboxes 1 + 2 have z-position adjusted | ||
Hitbox 2 bone change | 3 | 5 |
Ike[edit]
- Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
- Forward tilt deals consistent damage: 14%/12% → 12.5%, though it is less than the average between the previous sweetspot and sourspot's damage, making it weaker overall.
- Forward tilt's startup decreased: 15 frames → 12.
- Up tilt's hitbox lasts longer has increased vertical increased.
- Dash attack improved. It deals 4% more damage: 10% (sweet)/7% (sour)/5% (late) → 14%/11%/9%, its overall range and knockback have been increased, it launches opponents at a more horizontal angle, making it a reliable KOing option, and has 4 frames less of startup: 18 frames → 15.
- Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
- Forward aerial has 2 frames less of startup and hits better above and below Ike.
- All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
- Aether's vacuum properties altered.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab transition into second hit | frame 13 | frame 10 |
New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2 | ||
The new hitbox 1 angle | 65° | 80° |
The new hitbox weighted knockback | 40/50 | 25 |
The new hitbox knockback growth | 80/100 | 80 |
The new hitbox size | 3.5 | |
Jab 2 (hitbox 0) Y-offset | 8 | 7.5 |
Jab 3 hitbox startup | 7 | 6 |
Jab 3 hitbox duration | 3 | 4 |
Jab 3 hitbox size | 2.5 | 3.2 |
Forward tilt animation speed 1.25x for frames 0-14 | ||
Forward tilt start-up | 15 frames | 12 frames |
All 3 old hitboxes replaced with 1 new one | ||
New forward tilt hitbox damage | 14%/14%/12% | 12.5% |
New forward tilt hitbox bone change | 1000 | 1 |
Up tilt Y-offset | 12/10.5 | 13/12 |
Up tilt hitbox removal | frame 19 | frame 22 |
Dash attack animation speed 1.25x for frames 0-17 | ||
Dash attack startup | 18 | 15 |
Dash attack damage | 10%/7%/5% | 14%/11%/9% |
Dash attack angle (all but sourspot) | 55° | 52° |
Dash attack knockback growth (all but sourspot) | 70 | 78 |
Dash attack sweetspot size | 6 | 6.3 |
Dash attack sweetspot hitlag multiplier | 1 | 1.2 |
Neutral air landing lag | 16 frames | 13 frames |
Forward air startup | 16 frames | 14 frames |
Forward aerial hitbox y-positioning | 9.0/6.2/4.0 | 10.5/6.75/3.0 |
Forward air landing lag reduced | 19 frames | 18 frames |
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial | ||
Up air landing lag reduced | 18 frames | 15 frames |
Down air landing lag reduced | 26 frames | 23 frames |
Quick Draw and all custom variants startup reduced | 19 frames | 16 frames |
Link[edit]
- Down tilt deals 1% less damage: 12% → 11%, its knockback decreased and it comes out faster. This lowers its KO power, but improves its combo ability.
- Up smash's hits connect together better, with all three hits now connecting when the move lands and the first two hits now dragging the opponent toward Link instead of stunning them.
- Clawshot now behaves like it does in the version. Link's grab range has been doubled in terms of Clawshot length and grab distance. Clawshot also grabs just before it droops back down to the ground, while Link's standing grab has been sped up by two frames.
- All grabs' ending lag decreased: 66 frames/77 frames/79 frames → 61/65/66.
- Forward throw's ending lag decreased: 39 frames → 34.
- Down throw's launching angle altered: 110° → 83°. This allows for better follow-ups and juggling.
- Down throw's second hit deals 1% less damage: 4% → 3%. However, this results in lower knockback, which allows for better follow-ups and juggling.
- Spin Attack's knockback growth increased: 84 → 85 (stage 1), 80 → 85 (stage 2), 80 → 82 (stage 3).
- Stage 2 Shocking Spin Attack's knockback growth increased: 80 → 82.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Down tilt damage | 12% | 11% |
X-offsets of down tilt | 12.8/15.4 | 14.1/16.6 |
Down tilt animation speed 1.33x for frames 0-12 | ||
Down tilt startup | 13 frames | 11 frames |
Down tilt endlag | 31 frames | 28 frames |
Grab unknown parameter | 28 | 32 |
Grab animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 | ||
Standing grab endlag | 66 frames | 61 frames |
Dash grab unknown parameter | 28 | 32 |
Dash grab animation speed 1.25x for frames 32-71 | ||
Dash grab endlag | 77 frames | 65 frames |
Pivot grab unknown parameter | 37 | 41 |
Pivot grab animation speed 1.25x for frames 33-72 | ||
Pivot grab endlag | 79 frames | 66 frames |
Forward throw angle | 55° | 50° |
Forward throw total duration | 39 frames | 34 frames |
Down throw (hit 2) damage | 4% | 3% |
Down throw angle | 110° | 83° |
Down throw knockback growth | 90 | 85 |
Spin Attack knockback growth (stages 1-3) | 84/80/80 | 85/85/82 |
Shocking Spin Attack stage 2 knockback growth | 80 | 82 |
Lucario[edit]
- Neutral attack's first hit's knockback growth decreased. This allows it to connect better with its second hit.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 hitbox 0 angle | 60°/90° (late) | 80° |
Jab 1 base knockback | 45/50 (late) | 33/32 |
Jab 1 knockback growth | 30 | 10 |
Jab 2 hitbox 0 angle | 72° | 60° |
Jab 2 (hitbox 0/1) base knockback | 50 | 32/38 |
Jab 2 knockback growth | 30 | 20 |
Lucina[edit]
- Neutral attack has been improved. Both hits connect together better due to the faster transition and the first hit's now vertical knockback. The first hit has also been given follow-up potential outside of transiting to the second hit, which is now stronger.
- Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
- Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
- Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
- All of up tilt's hitboxes now deal vertical knockback with increased base knockback, improving its KO potential.
- Up tilt's ending lag decreased by 3 frames.
- Neutral aerial's landing lag decreased by 3 frames.
- Dolphin Slash's knockback growth increased.
- Dolphin Slash and Crescent Slash's hitlag increased.
- Lucina may say one of two lines when using Counter: "My turn!" or "You're mine!"
- Lucina may grunt when using Dolphin Slash.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 damage | 4.75% | 3.325% |
Jab 1 angle | Sakurai angle | 78°/65°/90° |
Jab 1 knockback growth | 50/70 | 30 |
Jab 1 base knockback | 20/30 | 55 |
Jab 1 hitlag | 1 | 0.7 |
Transition from Jab 1 to Jab 2 | frame 21 | frame 17 |
Jab 1 ending frame | frame 29 | frame 26 |
Jab 2 angle | Sakurai angle | 100° |
Jab 2 initial base knockback | 50 | 65 |
Jab 2 (late) base knockback | 40 | 52 |
Up tilt angle | Sakurai angle/100° | 100° |
Forward tilt damage | 9.975% | 10.925% |
Up tilt base knockback | 50/40 | 65/52 |
Up tilt endlag | 42 frames | 39 frames |
Neutral aerial landing lag | 15 frames | 12 frames |
Dolphin Slash knockback growth | 68 | 74 |
Dolphin Slash/Crescent Slash hitlag multiplier | 0.5 | 0.7 |
Marth[edit]
- Neutral attack has been improved. Both hits link more reliably as the transition is faster and the first hit now produces vertical-based knockback, while the second deals increased knockback. The first hit also now has follow-up potential outside of transitioning to the second hit.
- Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
- All hitboxes of neutral attack's first hit deal 1% less damage (4%/6% → 3%/5%).
- All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
- Neutral aerial has 3 less frames of landing lag.
- Dolphin Slash has slightly improved knockback growth.
- Dolphin Slash and Crescent Slash deal slightly more hitlag.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 damage | 4%/6% | 3%/5% |
Jab 1 angle | Sakurai angle | 78°/65°/90° |
Jab 1 knockback growth | 50/70 | 30 |
Jab 1 base knockback | 20/30 | 55 |
Jab 1 hitlag | 1 | 0.7 |
Transition from Jab 1 to Jab 2 | frame 21 | frame 17 |
Jab 1 ending frame increased | 26 | 28 |
Jab 2 angle | Sakurai angle | 100 |
Jab 2 initial base knockback | 50 | 65 |
Jab 2 (late) base knockback | 40 | 52 |
Up tilt angle | Sakurai angle/100° | 100° |
Up tilt base knockback | 50/40 | 65/52 |
Up tilt endlag | 42 frames | 39 frames |
Neutral air landing lag | 15 frames | 12 frames |
Dolphin Slash knockback growth | 68 | 74 |
Dolphin Slash/Crescent Slash hitlag multiplier | 0.5 | 0.7 |
Meta Knight[edit]
- Neutral attack has been improved. It deals 0.2% more damage: 1% → 1.2%, its ending lag decreased by 12 frames, its hitboxes split to cover more space, it is harder to SDI out of, its knockback growth decreased and its hitbox size increased. This makes it much more reliable as a damage racker, even at high percents.
- Forward tilt's last hit deals 1% more damage: 3% → 4%.
- Forward tilt's last hit's ending lag decreased by 10 frames.
- Forward tilt's last hit's angle altered. While this slightly improves it KO potential at the edge around 150%, it weakens its combo potential.
- Neutral aerial's landing lag decreased by 4 frames.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Neutral attack damage | 1% | 1.2% |
Neutral attack knockback growth | 40 | 30 |
Neutral attack's final hitbox size | 5.7 | 8 |
Forward tilt's final hit damage | 3% | 4% |
Forward tilt's final hit launch angle | 65° | Sakurai angle |
Neutral aerial's landing lag | 20 | 16 |
Mewtwo[edit]
- Neutral aerial's landing lag decreased: 19 frames → 16.
- Up smash's initial hitbox size decreased.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Up smash initial hitbox angle | 95 | 100 |
Up smash initial hitbox size | 6.2 | 3.0 |
Up smash initial hitbox x-positioning | 0.0 | -6.0 |
Neutral air landing lag | 19 frames | 16 frames |
Mii Brawler[edit]
- Onslaught windbox 1: angle → 50°
- Onslaught windbox 1 knockback growth: 100 → 0
- Onslaught windbox 1 weight-based knockback: 80 → 0
- Onslaught windbox 1 element: Hit → Push
Mii Gunner[edit]
- Absorbing Vortex has significantly reduced end lag.
Mii Swordfighter[edit]
- Jab improved. It has 2 less frames of startup, transitions faster, and link all hits more reliably. It additionally has less ending lag.
- Forward tilt has less ending lag.
- Dash attack's hitboxes are larger.
- Down smash has less ending lag.
- Neutral aerial has 2 less frames of ending lag.
- Forward aerial has larger hitboxes, in addition to reduced landing lag.
- Back aerial deals 2% more damage: 12% → 14%, with the increased knockback making it a more reliable KO move.
- Airborne Assault launches at a lower trajectory.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 animation speed 1.25x for frames 0-5 | ||
Jab 1 startup | 7 frames | 5 frames |
Jab 1 hitbox 2 split into two different hitboxes | ||
Jab 1 angle | 85/361/361 | 85/50/45/45 |
Jab 1 base knockback | 16 | 32 |
Jab 1 knockback growth | 37 | 20 |
Transition between jabs 1 and 2 | frame 10 | frame 9 |
Jab 2 hitboxes 0 and 1 switched. | ||
Jab 2 hitbox 1 angle | 100° | 96° |
Jab 2 hitbox 2 split into two different hitboxes | ||
Transition between jabs 2 and 3 | frame 10 | frame 9 |
Jab 3 hitboxes 0 and 1 switched | ||
Jab 3 hitbox 2 split into two different hitboxes | ||
Dash attack hitbox size | 3/2.2 | 4/3 |
Forward tilt hitbox 1 split into two different hitboxes | ||
Neutral air startup | frame 12 | frame 10 |
Forward air hitbox 2 size | 2.4/3.2 (late) | 3.5 |
Back air damage | 12% | 14% |
Down air landing X-offset | 9 | 10.5 |
Slash Launcher windbox 0 X-offset | 5 | 6 |
Mr. Game & Watch[edit]
- Down tilt knockback increased (10 base/120 growth → 40 base/125 growth).
- Down tilt size increased: 9.0 → 10.5.
- Back aerial landing lag decreased: 24 frames → 19 frames.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Down tilt base knockback (sweetspot) | 10 | 40 |
Down tilt knockback growth (sweetspot) | 120 | 125 |
Down tilt base knockback (sourspot) | 60 | 70 |
Down tilt knockback growth (sourspot) | 100 | 120 |
Down tilt sourspot size | 9 | 10.5 |
Unknown parameter of down tilt sourspot | 11 | 9 |
Back aerial landing lag | 24 | 19 |
Ness[edit]
- Ending lag of PSI Magnet significantly reduced.
Olimar[edit]
- Fixed a glitch where Pikmin Order no longer reverses from ledge grabs.
Palutena[edit]
- Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%.
- Up tilt's hitboxes moved: bone 1000 → 0. This means the hitboxes are now centered around herself rather than her staff, and thus its loop hits connect together better.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Up tilt hitboxes bone change | 1000 | 0 |
Up tilt (loop hits) damage | 1% | 1.2% |
Peach[edit]
- Both hits of neutral attack have bigger hitboxes.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 hitbox | 2.4 | 3 |
Jab 2 hitbox | 2.4 | 4 |
Robin[edit]
- Neutral infinite slightly pushes Robin backward upon completion. While this can potentially push him off a stage, the push effect can also enable him to space better.
Rosalina & Luma[edit]
- Luma's health points increased: 47 HP → 50.
- Neutral infinite's finisher's knockback growth decreased: 170 → 150.
Samus[edit]
- Up smash's hitbox sizes increased by 0.5.
- Up smash's last hit's hitbox size increased: 7u/3.5u → 7.3u/4u.
- Up smash's last hit's knockback growth increased: 135 → 150.
- Certain hitboxes in up smash have been split.
- Standing and pivot grabs' ending lag decreased by 4 frames: 79/92 → 75/88.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Up smash hitbox sizes increased by 0.5 | ||
Certain hitboxes in Up Smash split into two different hitboxes. | ||
Up smash (final hit) knockback growth | 135 | 150 |
Up smash final hitbox sizes | 7/3.5 | 7.3/4 |
Standing grab total duration | 79 frames | 75 frames |
Pivot grab total duration | 92 frames | 88 frames |
Sonic[edit]
- Up smash's knockback growth decreased: 177 → 165.
- Down aerial's ending lag decreased: frame 50 → 46. This makes it harder to self-destruct with.
Toon Link[edit]
- Neutral attack has been improved. The second hit keeps the opponent in place better for the last hit, while the last hit's hitbox size increased: 3.5u → 4.2u.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab 1 hitbox 0 and 2 switched | ||
Jab 2 hitbox 0 and 2 switched | ||
Jab 2 knockback growth | 37 | 34 |
Jab 2 base knockback | 16 | 25 |
Jab 3 hitbox sizes | 3.5 | 4.2 |
Jab 3 hitbox 0 Z-offset | 5 | 4.5 |
Villager[edit]
- All grabs have less ending lag: 57/71/65 → 55/69/64.
- Down throw damage: 4.5% → 6%.
- Down throw's knockback growth is decreased: 105 → 80, making it better for follow-ups.
- Forward throw base knockback: 100 → 102
- Back throw base knockback: 15 → 18
- Consecutive uses of Balloon Trip now result in less distance.
Wario[edit]
- Neutral attack, dash attack, forward tilt and forward smash now always launch the opponent in the direction Wario is facing.
- The first hit of neutral attack has altered angles (65°/75° → 55°/72°) and knockback (35/28 (base), 50/50 (scaling) → (45/38)/50/40)), making it connect more reliably into the second hit.
- The second hit of neutral attack has larger hitboxes and it has an additional near hitbox (5.5u/3.5u → 5.8u/3.8u/3.3u), although its far hitbox has been moved closer to Wario to compensate its horizontal range (z offset: 12 → 11.7).
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Unknown parameters set to 63 and 15 on many hitboxes | ||
Jab 1 (hitbox 0) angle | 65° | 55° |
Jab 1 (hitbox 0) base knockback | 35 | 45 |
Jab 1 (hitbox 1) angle | 75° | 72° |
Jab 1 (hitbox 1) knockback growth | 50 | 40 |
Jab 1 (hitbox 1) base knockback | 28 | 38 |
Third hitbox added on jab 2, positions adjusted. | ||
Jab 2 hitbox sizes | 5.5/3.5 | 5.8/3.8/3.3 |
Zelda[edit]
- Up smash's knockback increased, KOing about 20% earlier.
- Up smash's SDI multipliers decreased, enabling opponents to be kept in place better.
- Up smash's multiple hits' hitbox sizes increased: 3 → 3.5.
- Neutral, up, and down aerials' landing lag decreased by 3 frames: 22/22/21 → 19/19/18.
- Neutral aerial's front hits and back hits have had their damage outputs reversed: 1% → 2% (front), 2% → 1% (back).
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Up Smash (final hit)knockback growth | 190 | 214 |
Up Smash multihits size | 3 | 3.5 |
Up smash multihits SDI capacity | 1.0 | 0.5 |
Up Smash multihits weight-based knockback | 60 | 40 |
Sweetspot and sourspot on neutral air switched. | ||
Neutral air landing lag | 22 frames | 19 frames |
Up air landing lag | 22 frames | 19 frames |
Down air landing lag | 21 frames | 18 frames |
References[edit]
Super Smash Bros. 4 updates | |
---|---|
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.3 · 1.0.4 · 1.0.5 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
Patch changelogs | 1.0.4 · 1.0.6 · 1.0.8 · 1.1.0 · 1.1.1 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 |