From SmashWiki, the Super Smash Bros. wiki
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| **{{change|It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.}} | | **{{change|It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.}} |
| *{{buff|Up smash more reliably link all its hits.}} | | *{{buff|Up smash more reliably link all its hits.}} |
| *{{buff|All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.}} | | *{{buff|All grabs have noticeably improved reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.}} |
| *{{buff|Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.}} | | *{{buff|Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.}} |
| *{{buff|Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.}} | | *{{buff|Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.}} |
Revision as of 01:19, July 11, 2015
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This page documents information about recently released content. Information may change rapidly as it becomes available. All information in this article must be verifiable.
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This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
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This is the list of known changes in version 1.0.8 of Super Smash Bros. 4. All claims on this page must be verifiable, preferably with a trustable source link, and must compare both the old and new states. Ensure that all changes are also listed on the respective pages.
Universal
- 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.
- Up tilt's startup reduced by 1 frame, and has increased reach, now being able to hit opponents in front of Bowser. It also has 10 less frames of ending lag.
- Up tilt's damage was reduced by 1%.
Technical changelist
Change |
Old value |
New value
|
Occurrence of an unknown action in up tilt |
frame 11 |
frame 10
|
Up tilt hitbox 2 removed |
NA |
NA
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Up tilt damage |
10% |
9%
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Up tilt startup |
12 frames |
11 frames
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Up tilt hitbox X-offset |
7.4 |
6.9
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Animation speed 1.5x for frames 17-52 |
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Up tilt endlag |
51 frames |
41 frames
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- Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
- Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
- Up's aerial sweetspot and middle hitboxes had their damage reduced by 2%, while its sourspot's damage was reduced by 1%. Its reduced knockback additionally makes the move a less reliable KO option.
- The move's reduced knockback allows it to combo up to higher damages.
Technical changelist
Change |
Old value |
New value
|
Forward smash knockback growth on non-angled and up-angled variants |
94 |
95
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Forward smash knockback growth on down-angled variant |
84 |
83
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Up air damage |
13%/12%/12%/10% |
11%/10%/10%/9%
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Up air knockback growth |
10/10/8/8 |
16/16/10/10
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- Charizard's jab transitions faster and can more reliably link all three hits. The final hit of the jab also has increased knockback scaling, and can now KO at very high damages around 175% before rage.
- Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
- Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.
- Up throw repurposed into a KO throw more effective than Charizard's old down throw, with significantly increased knockback scaling and a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.
- Down throw repurposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased, it now sending opponents at a vertical trajectory, and ending 8 frames faster. It can combo into up smash at very low damages, combo into forward aerial and Dragon Rush up to mid-high damages, and setup an up aerial and Fly.
Technical changelist
Change |
Old value |
New value
|
Jab 1 weight-based knockback |
15/10 |
26/22
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Transition from first to second jab and second to third |
Frame 10 |
Frame 9
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Jab 3 knockback growth |
110 |
130
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Forward air hitbox 0 size |
4.3 (early)/4.5 (late) |
4.6/4.8
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Forward air (early hitbox 0) X-offset |
7 |
7.5
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Forward air (late hitbox 0) Z-offset |
7 |
7.5
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Forward air (early hitbox 0) knockback growth |
98 |
97
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Forward air hitbox duration |
4 frames |
5 frames
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Up throw angle |
60° |
70°
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Up throw knockback growth |
160 |
220
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Down throw angle |
Sakurai angle |
70°
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Down throw knockback growth |
300 |
130
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Down throw base knockback |
40 |
70
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- Jab improved; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting 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 .5%
- Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.
- All of Diddy's grabs have 3 more frames of ending lag.
- Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.
- Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.
Technical changelist
Change |
Old value |
New value
|
Jab 1 damage |
1.5% |
1.2%
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Transition from Jab 1 to Jab 2 |
frame 10 |
frame 8
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Jab 2 damage |
1.5% |
1.2%
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Transition from Jab 2 to Jab 3 |
frame 9 |
frame 8
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Jab 3 weight-based knockback |
30 |
25
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Jab 3 hitbox sizes |
4/3.5/3 |
4.2/3.7/3.2
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Transition between third hit and looping hits of jab |
frame 22 |
frame 15
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Looping hits of jab now use a large, single hitbox as opposed to many small ones |
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Looping hits of jab damage |
0.6% |
0.5%
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Looping hits of jab angle |
70/90 |
60
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Looping hits of jab weight-based knockback |
6 |
4
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SDI capacity of jab rapid hits |
1.3 |
0.7
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Unknown parameters of rapid jab hits changed |
Default |
6.8/6.0
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Final hit of jab animation length |
frame 8 |
frame 4
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Final hit of jab knockback growth |
180 |
177
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Final hit of jab base knockback |
30 |
45
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Final hit of jab hitbox size |
5 |
7.2
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Final hit of jab Y-offset |
5.5 |
6.8
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Unknown parameters of final hit of jab changed |
5.5 |
6.8/6.0
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Down tilt given an additional hitbox identical to its other two hitboxes |
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Down tilt damage |
6% |
5.5%
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Up air startup |
3 frames |
4 frames
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Up air autocancel window |
Frames 0-2/15 |
Frame 27
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Up air base knockback |
65 |
64
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Up air knockback growth |
99 |
89
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Grab total duration |
28 frames |
31 frames
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Dash grab total duration |
35 frames |
38 frames
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Pivot grab total duration |
33 frames |
36 frames
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Up throw (hit 2) damage |
4% |
1%
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Up throw (hit 2) base knockback |
30 |
50
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Up throw (hit 2) knockback scaling |
100 |
120
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Down throw damage |
6% |
7%
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Down throw angle |
105° |
106°
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Down throw knockback scaling |
50 |
59
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- Cargo forward throw deals 2% more damage, and the increased knockback makes it a more viable KO option at very high damages.
- Cargo back throw deals 4% more damage, and the significantly increased knockback allows it to KO at damages around 175%.
- Back throw's knockback trajectory is more vertical.
- Cargo up throw deals 3% more damage.
- Cargo down throw deals 1% more damage with increased knockback scaling. Donkey Kong additionally now hops when performing the throw.
Technical changelist
Change |
Old value |
New value
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Cargo forward throw damage |
8% |
10%
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Cargo back throw damage |
8% |
12%
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Cargo back throw angle |
55° |
72°
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Cargo back throw base knockback |
80 |
70
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Cargo up throw damage |
7% |
10%
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Cargo down throw damage |
6% |
7%
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Cargo down throw angle |
45° |
48°
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Cargo down throw base knockback |
65 |
50
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Cargo back throw knockback scaling |
38 |
80
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Occurrence of an unknown action in cargo down throw |
frame 18 |
frame 17
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DK now hops while performing cargo down toss |
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- Neutral aerial has five less frames of landing lag.
Technical changelist
Change |
Old value |
New value
|
Neutral aerial landing lag |
22 |
17
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- Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.
- Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.
- Neutral aerial significantly improved; it has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its followup capabilities.
- Forward aerial has 2 frames faster startup, and overall completes about 9 frames faster, giving it followup capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
- Its landing hit deals 2% less damage.
- Up aerial's startup was decreased by 3 frames, and its hitboxes deal more vertical based knockback, making it more combo-friendly. Its hitboxes are also slightly larger.
- Up aerial deals 1% less damage.
- All of up aerial's hitboxes deal the same knockback now, removing its sourspot.
- Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
- Down aerial's sweetspot no longer meteors grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its followup potential at high damages, it can no longer be teched by grounded opponents.
Technical changelist
Change |
Old value |
New value
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Jab 1 hitboxes 0 and 2 switched |
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Jab 1 base knockback |
30 |
35
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Jab 1 angle (hitboxes 0-1) |
80° |
68°/77°
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Jab 1 size (hitboxes 0-1) |
2/3 |
2.5/3.2
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Jab 1 Z-offset (hitbox 0) |
0 |
-0.5
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Jab 2 hitbox 2 angle |
50° |
45°
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Jab 2 hitbox 2 size |
2 |
5
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Jab 2 Z-offset (hitbox 2) |
0 |
-0.5
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Transition from Jab 2 to Jab 3 |
frame 10 |
frame 9
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Rapid jab loop hitbox sizes |
2/3 |
2.7/3.2
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Up smash final hit longevity |
frames 13-20 |
frames 12-21
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Neutral air weight-based knockback increased |
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Neutral air range increased |
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Neutral air (hit 2) damage |
3% |
2%
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Neutral air hits now auto link |
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Neutral air's final hit now forces front-facing knockback |
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Animation speed 1.33x for frames 0-37 |
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Looping hits refresh time |
6 |
4
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Number of looping hits |
3 |
5
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Forward air landing damage |
5% |
3%
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Forward air base knockback |
30 |
50
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Up air damage |
11% |
10%
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Up air angle |
68°/68°/80° |
65°/75°/85°
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Up air base knockback |
27/27/30 |
35/35/35
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Up air knockback growth |
100/100/20 |
90/90/90
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Up air hitbox 0 size |
4.8 |
5
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Animation speed 1.5x for frames 0-8 |
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Up air startup |
10 frames |
7 frames
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Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents |
280° |
80°
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Down air sourspot replaces sweetspot one frame later |
19 |
20
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Down air sourspot hitbox size |
5 |
5.3
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- Forward tilt deals .8% more damage, and its ending lag was reduced by 9 frames.
- Forward tilt's hitboxes now deal varying degrees of knockback.
Technical changelist
Change |
Old value |
New value
|
Animation speed 1.33x from frame 13-38 |
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Forward tilt ending lag |
41 |
32
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Forward tilt damage |
6.5% |
7.3%
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Forward tilt base knockback |
15 |
20/30/40
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Forward tilt knockback growth |
112 |
110/90/70
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Hitboxes 1 + 2 have z-position adjusted |
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Hitbox 2 bone change |
3 |
5
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- Jab transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.
- Forward tilt's startup is 3 frames faster.
- All hitboxes replaced with a single hitbox that deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but .5% more than its sourspot hitbox.
- Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.
- Dash attack significantly improved; its startup is 3 frames faster, all its hitboxes deal 4% more damage, its sweetspot is slightly larger, and its sweetspot's knockback trajectory is slightly more horizontal. Its significantly increased knockback also now makes it capable of reliably KOing under 150%.
- Neutral aerial has 3 less frames of landing lag.
- Forward aerial has 2 frames faster startup, 1 less frame of landing lag, and it has improved reach, with its hitboxes now properly following the sword swing, notably it can now properly hit above and below Ike.
- Up aerial has 3 less frames of landing lag.
- Down aerial has 4 less frames of landing lag.
- Quick Draw and all its custom variants have 3 less frames of startup lag.
Technical changelist
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 |
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The new hitbox 1 angle |
65° |
80°
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The new hitbox weighted knockback |
40/50 |
25
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The new hitbox knockback growth |
80/100 |
80
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The new hitbox size |
|
3.5
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Jab 2 (hitbox 0) Y-offset |
8 |
7.5
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Jab 3 hitbox startup |
7 |
6
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Jab 3 hitbox duration |
3 |
4
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Jab 3 hitbox size |
2.5 |
3.2
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Forward tilt animation speed 1.25x for frames 0-14 |
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Forward tilt start-up |
15 frames |
12 frames
|
All 3 old hitboxes replaced with 1 new one |
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New forward tilt hitbox damage |
14%/14%/12% |
12.5%
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New forward tilt hitbox bone change |
1000 |
1
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Up tilt Y-offset |
12/10.5 |
13/12
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Up tilt hitbox removal |
frame 19 |
frame 22
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Dash attack animation speed 1.25x for frames 0-17
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Dash attack startup |
18 |
15
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Dash attack damage |
10%/7%/5% |
14%/11%/9%
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Dash attack angle (all but sourspot) |
55° |
52°
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Dash attack knockback growth (all but sourspot) |
70 |
78
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Dash attack sweetspot size |
6 |
6.3
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Dash attack sweetspot hitlag multiplier |
1 |
1.2
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Neutral air landing lag |
16 frames |
13 frames
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Forward air startup |
16 frames |
14 frames
|
Forward aerial hitbox y-positioning |
9.0/6.2/4.0 |
10.5/6.75/3.0
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Forward air landing lag reduced |
19 frames |
18 frames
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Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial |
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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
|
- Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.
- It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.
- Up smash more reliably link all its hits.
- All grabs have noticeably improved reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.
- Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.
- Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.
- The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of Shocking Spin Attack also has slightly increased knockback scaling.
Technical changelist
Change |
Old value |
New value
|
Down tilt damage |
12% |
11%
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X-offsets of down tilt |
12.8/15.4 |
14.1/16.6
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Down tilt animation speed 1.33x for frames 0-12 |
|
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Down tilt startup |
13 frames |
11 frames
|
Down tilt endlag |
31 frames |
28 frames
|
Grab unknown parameter |
28 |
32
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Grab animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 |
|
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Standing grab endlag |
66 frames |
61 frames
|
Dash grab unknown parameter |
28 |
32
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Dash grab animation speed 1.25x for frames 32-71 |
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Dash grab endlag |
77 frames |
65 frames
|
Pivot grab unknown parameter |
37 |
41
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Pivot grab animation speed 1.25x for frames 33-72 |
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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°
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Down throw knockback growth |
90 |
85
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Spin Attack knockback growth (stages 1-3) |
84/80/80 |
85/85/82
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Shocking Spin Attack stage 2 knockback growth |
80 |
82
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- Knockback on first two of hits jab altered to make the jab combo link more reliably.
Technical changelist
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
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- Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
- Forward tilt deals approximately 1% more damage.
- 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 scaling.
- Dolphin Slash and Crescent Slash deal slightly more hitlag.
- Lucina's Counter quotes now play when her Counter is activated.
Technical changelist
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 |
30
|
Jab 1 base knockback |
20 |
55
|
Jab 1 hitlag |
1 |
0.7
|
Transition from Jab 1 to Jab 2 |
frame 21 |
frame 18
|
Jab 1 ending frame increased |
26 |
28
|
Jab 2 angle |
Sakurai angle |
45
|
Jab 2 knockback growth |
60 |
75
|
Jab 2 base knockback |
25 |
62
|
Jab 2 hitlag multiplier |
1 |
0.7
|
Jab 2 unknown parameter |
0 |
1
|
Forward tilt damage |
9.975 |
10.925
|
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 scaling |
68 |
74
|
Dolphin Slash/Crescent Slash hitlag multiplier |
0.5 |
0.7
|
A quote now plays when Counter is activated |
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|
- Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
- Both hits of jab deal 1% less damage.
- 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 scaling.
- Dolphin Slash and Crescent Slash deal slightly more hitlag.
Technical changelist
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
|
Technical changelist
Change |
Old value |
New value
|
Onslaught windbox 1 |
50° |
Sakurai angle
|
Onslaught windbox 1 knockback growth |
100 |
0
|
Onslaught windbox 1 weight-based knockback |
80 |
0
|
Onslaught windbox 1 element |
Hit |
Push
|
Onslaught all windboxes had unknown parameters changed |
|
|
- 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, with the increased knockback making it a more reliable KO move.
- Airborne Assault launches at a lower trajectory.
Technical changelist
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
|
- Jab improved; the rapid hits of the jab keep opponents locked in better while dealing .2% more damage each, while the final hit has a significantly larger hitbox with improved reach. Jab also has 12 less frames of ending lag.
- Forward tilt improved; each hit is interruptible 8 frames sooner, and the final hit deals 1% more damage with a Sakurai angle trajectory instead of a diagonal trajectory.
- Neutral aerial has reduced landing lag.
Technical changelist
Change |
Old value |
New value
|
Jab rapid hits' hitboxes split into two each to cover more area. |
|
|
Jab rapid hits damage |
1% |
1.2%
|
Jab rapid hits knockback scaling |
40 |
30
|
Jab rapid hits SDI multiplier |
1 |
0.6
|
Jab final hit size |
5.7 |
8
|
Jab final hit y-positioning |
5.5 |
7.0
|
Jab final hit x-positioning |
18.0 |
22.0
|
Jab endlag reduced by approximately twelve frames |
|
|
Forward tilt final hit angle |
65° |
Sakurai angle
|
Forward tilt final hit knockback growth |
110 |
107
|
Forward tilt final hit damage |
3% |
4%
|
Forward tilt IASA on all hits |
33/35/38 |
25/27/31
|
Neutral air landing lag reduced |
|
|
- Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.
- Neutral aerial has 3 less frames of landing lag.
Technical changelist
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
|
- Down tilt's knockback is increased, especially its base knockback.
- Back aerial has 5 less frames of landing lag.
Technical changelist
Change |
Old value |
New value
|
Down tilt base knockback (sweetspot) |
10 |
40
|
Down tilt knockback scaling (sweetspot) |
120 |
125
|
Down tilt base knockback (sourspot) |
60 |
70
|
Down tilt knockback scaling (sourspot) |
100 |
120
|
Down tilt sourspot size |
9 |
10.5
|
Unknown parameter of down tilt sourspot |
11 |
9
|
Back aerial landing lag |
24 |
19
|
- Up tilt's looping hits deal .2% more damage, and they keep opponents locked in more effectively.
Technical changelist
Change |
Old value |
New value
|
Up tilt hitboxes bone change |
1000 |
0
|
Up tilt (loop hits) damage |
1% |
1.2%
|
- Both hits of jab have slightly larger hitboxes.
Technical changelist
Change |
Old value |
New value
|
Jab hit 1 size |
2.4 |
3
|
Jab hit 2 range |
2.4 |
4
|
- Automatic pushback from jab's rapid hit now pushes Robin off the edges of platforms.
- Luma has 3 more HP.
- The final hit of Rosalina's jab has decreased knockback scaling, reducing its KO potential.
Technical changelist
Change |
Old value |
New value
|
Luma HP |
47 |
50
|
Rapid jab final hit knockback growth |
170 |
150
|
- Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.
- Standing and pivot grabs have 4 less frames of ending lag.
Technical changelist
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
|
- Up smash's final hit has reduced knockback scaling, KOing about 10-15% later.
- Down aerial is interruptible sooner, Sonic can now act before SDing when used at stage height offstage.
Technical changelist
Change |
Old value |
New value
|
Up Smash (final hit) knockback growth |
177 |
165
|
Down air endlag reduced |
|
|
- Jab improved; the second hit keeps opponent locked in better for the final hit, and the final hit's hitbox is slightly larger.
Technical changelist
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
|
- All grabs have reduced ending lag.
- Forward throw has minimally more base knockback.
- Back throw has slightly increased base knockback.
- Down throw deals 1.5% more damage.
- Consecutive uses of Balloon Trip now result in less distance.
Technical changelist
Change |
Old value |
New value
|
FacingRestriction Flag removed from back aerial Projectile Hitboxes |
|
|
Forward throw base knockback |
100 |
102
|
Back throw base knockback |
15 |
18
|
Down throw damage |
4.5% |
6%
|
Down throw knockback growth |
105 |
80
|
- Jab links more reliably, and the second hit has slightly larger hitboxes.
Technical changelist
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 scaling |
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
|
- Up smash more reliably links all hits. Its final hit additionally has improved knockback scaling, KOing about 15-20% sooner.
- Neutral aerial's sweetspot and sourspot hitboxes switched.
- Neutral aerial's landing lag reduced by 3 frames.
- Up aerial's landing lag reduced by 3 frames.
- Down aerial's landing lag reduced by 3 frames.
Technical changelist
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