Super Smash Bros. for Nintendo 3DS

List of updates (SSB4-3DS)/1.0.4 changelog: Difference between revisions

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This is the list of known changes in version 1.0.4 of {{for3ds}}. '''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.
This is the list of known changes in version 1.0.4 of ''[[Super Smash Bros. for Nintendo 3DS]]''. This update became available on November 17th or 18th, 2014.<!--It's two days likely because of time zones.-->
{{tocright}}
 
==General==
==Universal==
*{{change|[[Directional influence]] has been reverted to its ''Melee''/''Brawl'' form, where holding perpendicular to an attack's knockback results in the most trajectory change, and holding towards or against the knockback has no effect.}}
{{UpdateList|ver=1.0.4|char=Universal}}
*{{change|[[DACUS]] has been removed.}}


=={{SSB4|Bowser}}==
=={{SSB4|Bowser}}==
*{{nerf|Self-destructs using [[Flying Slam]] now KO Bowser first instead of the opponent. When Bowser is KO'd, the opponent is released from the grab, potentially allowing them to recover back onto the stage.}}
{{UpdateList|ver=1.0.4|char=Bowser}}
===Giga Bowser===
===[[Giga Bowser (Final Smash)|Giga Bowser]]===
*{{buff|What appears to be ending lag on most ground attacks has been removed.}}
{{UpdateList|ver=1.0.4|char=Giga Bowser}}


=={{SSB4|Bowser Jr.}}==
=={{SSB4|Bowser Jr.}}==
*{{nerf|Down throw now does 7.5% damage instead of 8%.}}
{{UpdateList|ver=1.0.4|char=Bowser Jr.}}
**{{nerf|It also does eight hits, down from ten.}}


=={{SSB4|Captain Falcon}}==
=={{SSB4|Captain Falcon}}==
*{{change|Some hitbox data has been adjusted.}}
{{UpdateList|ver=1.0.4|char=Captain Falcon}}


=={{SSB4|Charizard}}==
=={{SSB4|Charizard}}==
*{{nerf|Dragon Rush (Side-B Custom 3) now does 11% damage instead of 15%.}}
{{UpdateList|ver=1.0.4|char=Charizard}}


=={{SSB4|Dark Pit}}==
=={{SSB4|Dark Pit}}==
*{{change|Some hitbox data has been adjusted.}}
{{UpdateList|ver=1.0.4|char=Dark Pit}}


=={{SSB4|Diddy Kong}}==
=={{SSB4|Diddy Kong}}==
*{{nerf|Third hit of neutral attack has 80% of its previous range.}}
{{UpdateList|ver=1.0.4|char=Diddy Kong}}
*{{change|Fixed bug where Diddy could use [[Peanut Popgun]] to cancel hitstun.}}


=={{SSB4|Dr. Mario}}==
=={{SSB4|Dr. Mario}}==
*{{buff|Forward aerial deals slightly more knockback.}}
{{UpdateList|ver=1.0.4|char=Dr. Mario}}
**{{buff|The initial hits of the attack do 0.3% more damage.}}
*{{nerf|Down aerial can only hit the target 5 times instead of 7 times.}}
**{{buff|Its landing lag has been decreased.}}


=={{SSB4|Duck Hunt}}==
=={{SSB4|Duck Hunt}}==
*{{buff|An additional hitbox, which does 2% damage, has been added to Up Smash.}}
{{UpdateList|ver=1.0.4|char=Duck Hunt}}


=={{SSB4|Falco}}==
=={{SSB4|Falco}}==
*{{buff|[[Blaster]] can shoot faster.}}
{{UpdateList|ver=1.0.4|char=Falco}}
*{{buff|Landing hit of Forward Air does 5% damage, up from 2%.}}
*{{change|Fixed Void Reflector failing to reflect [[Timber]] properly.}}
*{{change|Certain hitbox properties of [[Landmaster]] have been changed.}}


=={{SSB4|Ganondorf}}==
=={{SSB4|Ganondorf}}==
*{{buff|Landing lag on all air attacks has been reduced.}}
{{UpdateList|ver=1.0.4|char=Ganondorf}}


=={{SSB4|Greninja}}==
=={{SSB4|Greninja}}==
*{{buff|Knockback growth on forward air is reduced.}}
{{UpdateList|ver=1.0.4|char=Greninja}}
**{{nerf|It has less KO power, as a result.}}
*{{buff|[[Shadow Sneak]] has less ending lag.}}
**{{buff|Shadow Sneak's shadow travels faster.}}
*{{buff|Down smash increased in power and can now KO earlier.}}
*{{nerf|The ending lag of [[Water Shuriken]] is increased.}}
*{{nerf|[[Hydro Pump]] has a weaker [[push]] effect.}}
*{{nerf|Due to the removal of DACUS, the up smash is a more situational attack.}}
**{{nerf|Up smash has slightly more ending lag.}}
**{{nerf|It also does less damage.}}
*{{change|Up aerial has reduced knockback. This causes the attack to be a worse KO option, but more efficient at combos.}}
*{{change|Fixed bug where Greninja could cancel landing lag with [[Shadow Sneak]].}}


=={{SSB4|Ike}}==
=={{SSB4|Ike}}==
*{{buff|The frames on the third jab is reduced, making all three hits for his neutral jab connect more reliably.}}
{{UpdateList|ver=1.0.4|char=Ike}}
*{{buff|Forward air's animation is much faster overall.}}
 
**{{buff|Its hitboxes are also about 10% larger.}}
=={{SSB4|Jigglypuff}}==
*{{buff|Down tilt now does 8% damage instead of 7%.}}
{{UpdateList|ver=1.0.4|char=Jigglypuff}}
**{{buff|Down tilt also has slightly reduced ending lag.}}
**{{nerf|Down tilt has slightly reduced range}}
*{{buff|Down air has a larger hitbox.}}
**{{change|The move now knocks the opponent vertically instead of horizontally.}}
*{{buff|Back air does 14% damage as opposed to 13%.}}
*{{change|Down smash has a more horizontal knockback.}}


=={{SSB4|King Dedede}}==
=={{SSB4|King Dedede}}==
*{{nerf|Forward aerial damage|13%|12%}}
{{UpdateList|ver=1.0.4|char=King Dedede}}
*{{change|Down throw angle|70|80}}
*{{buff|Down throw knockback scaling|60|82}}
*{{nerf|Minimum Gordo reflection damage|3%|2%}}
*{{nerf|All Gordo hitboxes are smaller in radius by 0.4 units.}}
*{{nerf|Characters can airdodge out of and escape [[Dedede Burst]].}}


=={{SSB4|Kirby}}==
=={{SSB4|Kirby}}==
*{{change|[[Copy ability|Copy abilities]] whose base character's neutral special was altered by the patch have been altered in the same way.}}
{{UpdateList|ver=1.0.4|char=Kirby}}
*{{change|Many behaviors, such as [[Stone]] and its custom variants and [[Final Cutter]], have been adjusted.}}
 
=={{SSB4|Jigglypuff}}==
*{{change|The instant reversal glitch of [[Rollout]] is removed.}}


=={{SSB4|Link}}==
=={{SSB4|Link}}==
*{{change|First hit of forward smash has significantly reduced knockback. This causes it to more easily set up the second hit, but the first hit can no longer KO at any percentage.}}
{{UpdateList|ver=1.0.4|char=Link}}


=={{SSB4|Little Mac}}==
=={{SSB4|Little Mac}}==
*{{nerf|Second hit of neutral attack does 2% damage instead of 3%.}}
{{UpdateList|ver=1.0.4|char=Little Mac}}
*{{nerf|Third hit of neutral attack does 7% damage instead of 8%.}}
*{{nerf|Aerial [[Jolt Haymaker]] has less horizontal reach.}}
*{{nerf|Forward tilt's hitbox is slightly smaller on the Z axis.}}


=={{SSB4|Lucario}}==
=={{SSB4|Lucario}}==
*{{nerf|[[Extreme Speed]] possesses more landing lag.}}
{{UpdateList|ver=1.0.4|char=Lucario}}


=={{SSB4|Lucina}}==
=={{SSB4|Lucina}}==
*{{nerf|First hit of jab has severely weakened knockback.}}
{{UpdateList|ver=1.0.4|char=Lucina}}


=={{SSB4|Luigi}}==
=={{SSB4|Luigi}}==
*{{buff|Forward smash damage|{{ChargedSmashDmgSSB4|14}}|{{ChargedSmashDmgSSB4|15}}}}
{{UpdateList|ver=1.0.4|char=Luigi}}
*{{change|Forward smash side angle|55|53}}
*{{change|Down smash angle|70|60}}
*{{buff|Down smash knockback scaling|80|100}}
*{{buff|Forward aerial hand hitbox radius|4.8|5.6}}
*{{change|Order of hitboxes of forward aerial reversed (no practical effect).}}
*{{buff|Super Jump Punch (default) ground sweetspot radius|1.6|1.7}}
*{{change|Super Jump Punch (default) ground sweetspot z-offset|6.1|7.0}}
*{{buff|Super Jump Punch (default) air sweetspot radius|2.1|2.2}}
*{{change|Super Jump Punch (default) air sweetspot z-offset|4.7|5.5}}


=={{SSB4|Mario}}==
=={{SSB4|Mario}}==
*{{nerf|Up tilt deals 5.5% damage instead of 6.3%.}}
{{UpdateList|ver=1.0.4|char=Mario}}
 
=={{SSB4|Marth}}==
{{UpdateList|ver=1.0.4|char=Marth}}


=={{SSB4|Mega Man}}==
=={{SSB4|Mega Man}}==
*{{buff|[[Leaf Shield]] can be acted out of sooner.}}
{{UpdateList|ver=1.0.4|char=Mega Man}}
*{{change|Fixed bug where Mega Man could use [[Rush Coil]] to cancel hitstun.}}


=={{SSB4|Meta Knight}}==
=={{SSB4|Meta Knight}}==
*{{buff|Neutral aerial deals 10% damage sweetspotted and 7.5% sourspotted instead of 7% sweetspotted and 5% sourspotted.}}
{{UpdateList|ver=1.0.4|char=Meta Knight}}
*{{buff|[[Dimensional Cape]] now sends opponents in a more horizontal angle and it can KO sooner.}}
 
*{{buff|Back aerial deals more knockback.}}
=={{SSB4|Mii Swordfighter}}==
*{{buff|Forward throw now deals 9% damage to all opponents instead of only dealing 3% to most opponents.}}
{{UpdateList|ver=1.0.4|char=Mii Swordfighter}}
*{{buff|Back throw deals slightly more knockback.}}
*{{change|The sword trails of up aerial and down aerial attacks match the hitboxes better.}}
*{{buff|The hitboxes of up aerial and down aerial are slightly farther from Meta Knight.}}
*{{nerf|The second hit of forward aerial is no longer the [[autolink angle]], meaning it can't be used to drag opponents downward.}}


=={{SSB4|Mii Brawler}}==
=={{SSB4|Mr. Game & Watch}}==
*{{nerf|[[Omega Blitz]]'s damage has been reduced from 45% to 42%.}}
{{UpdateList|ver=1.0.4|char=Mr. Game & Watch}}


=={{SSB4|Ness}}==
=={{SSB4|Ness}}==
*{{nerf|Ending lag of PK Thunder 2 is increased}}
{{UpdateList|ver=1.0.4|char=Ness}}
*{{nerf|Down throw damage reduced from 9% to 7%.}}


=={{SSB4|Olimar}}==
=={{SSB4|Olimar}}==
*{{nerf|[[Pikmin Pluck]] can no longer be edge cancelled.}}
{{UpdateList|ver=1.0.4|char=Olimar}}
*{{nerf|Pikmin Throw (default) RYB latch damage|1.3|1.1}}
*{{buff|Pikmin Throw (default) W latch damage|2.6|3.7}}
*{{buff|Pikmin Throw (all variations) latch time increased.}}


=={{SSB4|Pac-Man}}==
=={{SSB4|Pac-Man}}==
*{{nerf|Up Smash possesses more ending lag.}}
{{UpdateList|ver=1.0.4|char=Pac-Man}}
*{{nerf|[[Bonus Fruit]]'s Galaxian deals 9% damage instead of 11%}}
*{{change|It now takes 13% damage to launch [[Fire Hydrant]] instead of 12%.}}
*{{change|[[Power Pellet]] now heals 2% instead of 1%.}}


=={{SSB4|Palutena}}==
=={{SSB4|Palutena}}==
*{{buff|Up tilt and down tilt can be interrupted earlier.}}
{{UpdateList|ver=1.0.4|char=Palutena}}
*{{nerf|Up Smash's hitbox lasts for three less frames.}}


=={{SSB4|Peach}}==
=={{SSB4|Peach}}==
*{{change|Fixed "instant turnip pull" glitch, which allowed Peach to interrupt the pulling animation by sliding off an edge.}}
{{UpdateList|ver=1.0.4|char=Peach}}
*{{nerf|Fixed "float-cancelling vegetable toss", which allowed Peach to interrupt a floated aerial's landing lag with an item throw.}}
*{{nerf|Fixed how aerials performed while [[float]]ing would not affect the [[stale moves]] queue.}}


=={{SSB4|Pikachu}}==
=={{SSB4|Pikachu}}==
*{{buff|[[Thunder_(Pokémon)|Thunder]] is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be [[absorb]]ed four times (by [[Oil Panic]], for example.)}}
{{UpdateList|ver=1.0.4|char=Pikachu}}
*{{change|Hitbox values, including those for forward smash, have been adjusted.}}


=={{SSB4|Robin}}==
=={{SSB4|Robin}}==
*{{buff|Robin can now grab edges from behind during [[Elwind]].}}
{{UpdateList|ver=1.0.4|char=Robin}}
*{{change|Fixed how using Thoron in the air no longer refreshes Robin's double jump.}}
*{{change|Fixed footstool glitch allowing infinite.}}
*{{change|The second hit of Robin's jab has been adjusted.}}


=={{SSB4|Rosalina & Luma}}==
=={{SSB4|Rosalina & Luma}}==
*{{nerf|Luma respawn time|8 seconds|13 seconds}}
{{UpdateList|ver=1.0.4|char=Rosalina}}
*{{nerf|Lumas can no longer attack if Rosalina is being thrown (though it still can during grabs).}}
*{{nerf|Down tilt timing|hits on 4-8|hits on 5-8}}
*{{nerf|Forward smash knockback scaling|115|111}}
*{{nerf|Up smash knockback scaling|100|90}}
*{{nerf|Up smash hitbox 0 radius|5.0|4.0}}
*{{buff|Luma up smash hitbox radius|4.0|5.5}}
*{{buff|Luma up smash late hit damage|4%|5%}}
*{{nerf|Neutral aerial damage|6% (early), 10% (late)|5% (early), 7.5% (late)}}
*{{nerf|Neutral aerial hitbox radii|5.0, 3.5|4.2, 3.0}}
*{{change|Neutral aerial hitbox x-offsets|4.5, -1.5|3.0, -2.0}}
*{{nerf|Forward aerial loop hit base knockback|20/35|55}}
*{{nerf|Forward aerial last hit base knockback|60|50}}
*{{nerf|Forward throw base knockback|85|76}}
*{{nerf|Back throw base knockback|70|60}}
*{{change|Distance of uncharged [[Luma Shot]] is reduced by about 2/3.}}
*{{change|Lumas move faster when summoned from a distance.}}


=={{SSB4|Sheik}}==
=={{SSB4|Sheik}}==
*{{nerf|Forward aerial damage reduced from 6.8% to 5.5% (sweetspot) and 6% to 4.8% (sourspot).}}
{{UpdateList|ver=1.0.4|char=Sheik}}
*{{nerf|Up aerial hits one less time and does 7% damage instead of 8%.}}
*{{nerf|Bouncing Fish knockback decreased.}}


=={{SSB4|Shulk}}==
=={{SSB4|Shulk}}==
*{{buff|Many attacks deal 1% more damage and have slight knockback increases.}}
{{UpdateList|ver=1.0.4|char=Shulk}}
*{{buff|Shulk now only takes 1.13x damage during Buster instead of 1.20x.}}
**{{buff|Speed has a damage value of x0.80 instead of x0.72}}
*{{buff|Forward aerial's landing lag has been slightly decreased.}}
*{{buff|Down-tilt no longer has the blind spot at point blank.}}
*{{buff|The first hit of Shulk's forward smash has weaker knockback, making it easier to connect with the second hit.}}
*{{buff|Up smash connects more reliably.}}


=={{SSB4|Sonic}}==
=={{SSB4|Sonic}}==
*{{nerf|Ending lag of Forward smash increased.}}
{{UpdateList|ver=1.0.4|char=Sonic}}
*{{buff|[[Spring Jump]] can now be re-used if Sonic is grabbed mid-air after using it.}}


=={{SSB4|Toon Link}}==
=={{SSB4|Toon Link}}==
*{{change|Removed a bug where he can cancel the aerial lag with the [[Bomb (Link)|Bomb]].}}
{{UpdateList|ver=1.0.4|char=Toon Link}}


=={{SSB4|Villager}}==
=={{SSB4|Villager}}==
*{{nerf|Forward air deals 3% damage instead of 4%.}}
{{UpdateList|ver=1.0.4|char=Villager}}
*{{nerf|Back air deals 3% damage instead of 5%.}}
*{{nerf|Lloyd Rocket deals 16% damage instead of 17% while riding.}}
*{{change|{{SSB4|Falco}}'s Void Reflector can no longer kill Villager's tree.}}
*{{buff|Up smash knockback is increased.}}


=={{SSB4|Wario}}==
=={{SSB4|Wario}}==
*{{Nerf|Change to DI system results in removal of "wectoring", a glitch allowing Wario to rocket back onstage just after being able to act after knockback.}}
{{UpdateList|ver=1.0.4|char=Wario}}
*{{Buff|A bug where he got sent farther from the air grab release and could not combo out of is fixed.}}
===[[Wario Man]]===
{{UpdateList|ver=1.0.4|char=Wario Man}}


=={{SSB4|Wii Fit Trainer}}==
=={{SSB4|Wii Fit Trainer}}==
*{{nerf|Airdodge landing lag standardized from 12 frames to 22.}}
{{UpdateList|ver=1.0.4|char=Wii Fit Trainer}}


=={{SSB4|Yoshi}}==
=={{SSB4|Yoshi}}==
*{{change|Fixed a glitch that allowed Yoshi to execute a super high [[Egg Throw#Customization|High Jump]] immediately after using [[Yoshi Bomb]].}}
{{UpdateList|ver=1.0.4|char=Yoshi}}
*{{change|Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special.}}
*{{change|Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in [[Multi-Man mode]].}}
*{{change|He can no longer slide on slopes with [[Yoshi Bomb]].}}
*{{nerf|Start-up lag of [[Egg Lay]] has been increased.}}
*{{nerf|Landing lag of down air is increased.}}
*{{nerf|Dash attack has slightly more ending lag.}}


=={{SSB4|Zelda}}==
=={{SSB4|Zelda}}==
*{{buff|Up tilt damage increased from 6.5% to 7.2%.}}
{{UpdateList|ver=1.0.4|char=Zelda}}


=={{SSB4|Zero Suit Samus}}==
=={{SSB4|Zero Suit Samus}}==
*{{nerf|Air dodge landing lag standardized from 15 frames to 22.}}
{{UpdateList|ver=1.0.4|char=Zero Suit Samus}}
*{{nerf|Uncharged [[Paralyzer]] has a few more recovery frames.}}


==References==
==References==
*[http://smashboards.com/threads/community-patch-notes-v1-0-4.378404/ SmashBoards changelist thread]
*[http://smashboards.com/threads/community-patch-notes-v1-0-4.378404/ SmashBoards changelist thread]
*[http://opensa.dantarion.com/s4/mastercore2/# Master Core Alpha]
*[http://opensa.dantarion.com/s4/mastercore2/# Master Core Alpha]
{{SSB4 Updates}}


[[Category:Lists]]
[[Category:Lists]]
[[Category:Downloadable content]]
[[Category:Free downloadable content]]

Latest revision as of 00:20, January 11, 2019

This is the list of known changes in version 1.0.4 of Super Smash Bros. for Nintendo 3DS. This update became available on November 17th or 18th, 2014.

UniversalEdit

  •   Launch speed influence no longer affects moves that launch at angles between 65° and 115°, or between 245° and 295°, with directional influence taken into account. This improves the effectiveness of vertical finishers and combo tools.
  •   DACUS has been removed, making certain up smashes slightly less versatile.


BowserEdit

  •   Self-destructs using Flying Slam now KO Bowser first instead of the opponent. When Bowser is KO'd, the opponent is released from the grab, potentially allowing them to recover back onto the stage.
  •   Certain properties of Fire Breath have been adjusted.


Giga BowserEdit

  •   What appears to be ending lag on most ground attacks has been removed.


Bowser Jr.Edit

  •   Down throw deals slightly less damage: 8% → 7.5%. It also does eight hits, down from ten.


Captain FalconEdit

  •   Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.


CharizardEdit

  •   Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to shield stabbing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.
  •   Dragon Rush deals less damage: 15% → 11%.
  •   Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


Dark PitEdit

  •   Electrocut Arm (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.


Diddy KongEdit

  •   Neutral infinite's loop hits deals less damage per hit (1% → 0.6%).
  •   Neutral infinite's loop hits launch opponents at a higher angle (60° → 70°/90°), they have lower set knockback (8 → 6) and they have a lower hitlag multiplier (2x → 1.3x). All of these changes overall make neutral infinite connect more reliably.
  •   Neutral infinite's loop hits have bigger hitboxes (2.8u → 3u).
  •   Neutral infinite's final hit has a larger hitbox (4u → 5u) which is positioned higher (y offsets: 5 → 5.5), improving its range.
  •   Diddy Kong can no longer use Peanut Popgun to cancel non-tumble hitstun.
    •   This naturally hinders the move's utility at lower percents especially, as Diddy can no longer use Peanut Popgun to potentially escape combos.
  •   Exploding Popgun can no longer hit damageable floors.
  •   Monkey Flip's grab has more startup lag with a shorter duration (frames 19-36 → 20-36).
  •   Monkey Flip and Flying Monkey Flip's grabs have smaller hitboxes (4u/5u → 3u/4u) which have been positioned closer to Diddy (z offset: 5/4 → 3/2), reducing their range.
  •   Diddy's barrel jets from Rocketbarrel Boost (and its custom variants) have received additional visual wind effects.


Dr. MarioEdit

  •   Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)
  •   Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)
  •   Down aerial has less landing lag (24 frames → 21).
  •   Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).


Duck HuntEdit

  •   Up smash's first hit has received an additional aerial-only hitbox. As the previous hitbox was ground-only, this allows the first hit to affect aerial opponents.


FalcoEdit

  •   Forward aerial's landing hit deals considerably more damage (2% → 5%). Its knockback values were not compensated, drastically improving its KO potential.
  •   Forward aerial's landing hit extends farther horizontally (z offsets: 11/8 → 12/7), increasing its horizontal range.
  •   Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).
  •   Blaster has a more generous repeat window (frames 7-14 → 7-17).
  •   Grounded Blaster has a shorter delay between shots (34 frames → 29).
  •   Grounded Blaster has less ending lag (FAF 64 → 59).
  •   Fixed a glitch in which Reflector Void failed to reflect Timber properly.
  •   Landmaster's falling hitbox can no longer hit damageable floors.


GanondorfEdit

  •   All aerials' landing lag decreased: 22 → 18 frames (neutral), 25 → 23 frames (forward), 22 → 20 frames (back), 22 → 20 frames (up), 30 → 28 frames (down).


GreninjaEdit

  •   Greninja can be at its maximum fall speed for an additional frame before it is forced into hard landing lag when landing (6 frames → 7). This notably means that Greninja now goes into a soft landing after a short hop.
  •   The hurtboxes on Greninja's central body and head are larger (2.6u (body)/2u (head) → 3.2u/2.5u) and the head hurtbox has been extended overall, making Greninja easier to hit.
  •   Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.
    • In   1.0.0, the FAF was 50.
  •   Up smash's first hit has a smaller hitbox (6.5u → 5u).
  •   Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.
  •   Up smash's second hit's sourspot deals less damage (13%11%), significantly hindering its KO potential.
  •   Up smash's late second hit deals less damage (11%10%) hindering its KO potential.
  •   Down smash deals more damage (11% (katanas), 9% (arms) → 13%/11%) without full compensation on its knockback scaling (93 → 90), significantly improving its KO potential.
  •   Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.
  •   Up aerial's fifth hit now has set knockback (0 → 10) and no longer uses the auto-link angle (366° → 85°). This makes it connect less reliably with the final hit, along with making Greninja's drag down up aerial combos less consistent.
  •   Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).
  •   Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.
  •   Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).
  •   Water Shuriken has more ending lag on the ground (FAF 25 (from release) → 32).
  •   Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).
  •   Shadow Sneak has less ending lag (FAF 77 → 67).
  •   Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.
    •   This naturally hinders the mixup potential of Greninja's aerials on landing, as well as removing Shadow Sneak's ability to combo after certain aerials at specific percents.
  •   Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).
  •   High-Capacity Pump has less set knockback (100 → 90).


IkeEdit

  •   The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
    •   However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
  •   Forward tilt has considerably lower ending lag (FAF 54 → 45).
  •   Down tilt has considerably lower ending lag (FAF 39 → 29).
  •   Down tilt deals more damage (7% → 8%).
  •   Down tilt has smaller hitboxes (4u → 3.8u/3u).
  •   Down tilt now launches opponents vertically (361° → 80°) and it has more base knockback but less knockback scaling (50 (base), 90 (scaling) → 70/70). When combined with its lower ending lag, this grants down tilt combo potential.
    •   However, this also hinders its edgeguarding potential.
  •   Down smash has less ending lag (FAF 74 → 71).
  •   Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
  •   Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
  •   Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
  •   Forward aerial has a shorter duration (frames 16-20 → 13-16).
  •   Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
  •   Forward aerial has larger hitboxes (4.5u → 5u) although the far hitboxes have been moved closer to Ike to compensate for their horizontal range (y offsets: 9.5/6.5 → 9/6.2).
  •   Back aerial deals more damage (13% → 14%), improving its KO potential.
  •   Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
  •   Great Aether's multi hits extend further away from Ike (z offset: 50/10/22/34/46 → 62/12/24/38/52), giving them more range.


JigglypuffEdit

  •   The instant reversal glitch of Rollout (by holding away while landing with Rollout when facing right) has been removed.
    •   This slightly hinders Rollout's utility.
  •   There was previously an issue where if Jigglypuff landed with rollout while facing left and holding away, Jigglypuff could not turn around at any point after landing with Rollout and the move lacked a hitbox. This was fixed.


King DededeEdit

  •   Forward aerial deals 1% less damage: 13% → 12%.
  •   Down throw's angle altered: 70° → 80°, making it less susceptible to DI.
  •   Down throw's knockback scaling increased: 60 → 82. This hampers its combo ability at higher percents.
  •   All variations of Gordo Throw require 1% less damage to be reflected: 3% → 2%.
  •   All variations of Gordo Throw have had their hitbox sizes decreased by 0.4 units.
  •   Dedede Burst's hammer hits transition into each other faster.
    •   Due to the above change and the lower knockback on each hit, characters can now air dodge out of and escape Dedede Burst.


KirbyEdit

  •   Copy abilities whose base character's neutral special was altered by the patch have been altered in the same way.
  •   Many behaviors, such as Stone and its custom variants and Final Cutter, have been adjusted.


LinkEdit

  •   Non-tipped forward smash's first hit's has lower base knockback (60 → 47), allowing it to more reliably lead into the second hit.
  •   Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
    •   This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Link from canceling hitstun if he lands while in non-tumble hitstun.
  •   Link can no longer throw a bomb with down special to cancel tumble hitstun.
    •   This not only makes Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise momentum canceling to survive longer.


Little MacEdit

  •   The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
  •   End of roll intangibility: frame 17 → 15.
  •   All hits of neutral attack except the first deal less damage: 3% → 2% (second), 8% → 7% (third), 1% → 0.7% (infinite).
  •   Due to their lower damage, neutral attack's second hit and infinite connect better into the following hits.
  •   The first hitbox of forward tilt's each hit has a lower X-offset: -5 → -3.8
  •   Neutral aerial's SDI multiplier increased: 1x → 2x.
  •   Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.


LucarioEdit

  •   Forward smash's ending lag increased: frame 46 → 55.
  •   Down smash's ending lag increased: frame 50 → 55.
  •   Landing lag from helplessness increased: 36 → 60 frames.
  •   Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
  •   Extreme Speed Attack hit 1 ending lag: 0 → 5


LucinaEdit

  •   Neutral attack's first hit deals less knockback (25 base/60 scaling → 20/50). While this does allow it to connect more reliably into the second hit from far ranges, this more importantly prevents it from linking into the second hit until much higher percents, hindering its reliability as well as its safety on hit.
  •   Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.


LuigiEdit

  •   Forward smash damage: 14%15%
  •   Forward smash's side angle: 55° → 53°
  •   Down smash's second hit angle: 70° → 60°
  •   Down smash's second hit knockback scaling: 80 → 100
  •   Forward aerial's hand hitbox radius: 4.8 → 5.6
  •   Order of hitboxes of forward aerial reversed (no practical effect).
  •   Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
  •   Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
  •   Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
  •   Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5


MarioEdit

  •   Up tilt deals less damage: 6.3% → 5.5%, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup at high percentage.


MarthEdit

  •   Using Counter after being trumped from the ledge no longer changes momentum.


Mega ManEdit

  •   Mega Man now receives additional backwards momentum when aerial grab released (0 → -0.8). Because of this, Mega Man is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.
  •   Fixed bug where Mega Man could use Rush Coil to cancel hitstun.
  •   Leaf Shield can be acted out of sooner.


Meta KnightEdit

  •   Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
  •   Forward aerial's first two hits' aerial-only hitboxes have lower set knockback (90 → 40) and no longer use the autolink angle (366° → 85°), leaving them unable to drag opponents down and set up locks.
  •   Last hit of back aerial has increased knockback scaling: 180 → 212.
  •   Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
  •   Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and coverage below Meta Knight.
  •   The sword trails of up aerial and down aerial match the hitboxes better.
  •   Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.


Mii SwordfighterEdit

  •   Certain hitbox properties have been adjusted.


Mr. Game & WatchEdit

  •   Properties of Octopus have been adjusted.


NessEdit

  •   The period Ness can be at his maximum fall speed before using hard landing lag has been lengthened: 4 → 5 frames.
  •   PK Thunder and all custom variations have 6 frames more ending lag.
  •   Down throw's five hits have gained additional hitboxes, allowing them to hit Mr. Game & Watch.
  •   Down throw's five hits before release deal less damage: 1% → 0.6%.
  •   Down throw's release has increased knockback: 90 base/30 growth → 70/80, hindering its combo ability at high percents.


OlimarEdit

  •   The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
    •   However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
  •   All Pikmin except purple Pikmin run faster (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).
  •   Pikmin have increased follow distance (18 → 23) if they have to change direction.
  •   Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
  •   Neutral, forward, and back aerials have less landing lag (17 frames → 15).
  •   Pikmin Pluck can no longer be edge-canceled.
  •   Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
  •   White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
  •   Purple Pikmin throw deal less damage (6.5% → 6%).
  •   Pikmin Throw's additional latch time has been increased (200 frames → 300).


Pac-ManEdit

  •   Up smash's ending lag increased: frame 38 → 50.
  •   Bonus Fruit's Galaxian deals less damage: 11% → 9%.
  •   Power Pellet heals more damage: 1% → 2%.
  •   Fire Hydrant takes more damage to be launched: 12% → 13%.


PalutenaEdit

  •   Forward, back and up item tosses' ending lag decreased: frame 30 → 28 (grounded)/24 (aerial).
  •   Up tilt's ending lag decreased: frame 75 → 68.
  •   Down tilt's ending lag decreased: frame 45 → 42.
  •   Up smash's hitboxes last longer: frame 18-22 → 18-26
  •   Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
  •   Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance.


PeachEdit

  •   Peach can no longer ledge cancel Vegetable to instantly pull turnips and items.
  •   Fixed how aerials performed while floating would not affect the stale moves queue.
  •   Peach can no longer throw a turnip with down special to cancel landing lag (outside of special moves which already could not be canceled).
    •   This considerably hinders the safety of her aerials and air dodge, hinders the combo potential of her aerials and it prevents Peach from canceling hitstun if she lands while in non-tumble hitstun.
  •   Peach can no longer throw a turnip with down special to cancel tumble hitstun.
    •   This not only makes Peach considerably more susceptible to combos, since she can no longer throw a turnip to cancel the hitstun and act sooner but this also considerably hinders her endurance, since she can no longer throw a turnip and then utilise momentum canceling to survive longer.


PikachuEdit

  •   Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).
  •   Thunder Jolt can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.
  •   Skull Bash has higher knockback scaling (60 → 62)
  •   Thunder is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be absorbed four times (by Oil Panic, for example.)
  •   Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).


RobinEdit

  •   Second hit of jab has been adjusted.
  •   Robin can now grab edges from behind during Elwind and its custom variations.
  •   Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.
  •   Fixed a footstool glitch allowing an infinite.


Rosalina & LumaEdit

  •   Luma takes longer to respawn (500 frames → 750 frames).
  •   Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.
  •   Rosalina's down tilt has more startup lag with a shorter hitbox duration (frames 4-8 → 5-8).
  •   Rosalina's down tilt's near hitboxes have swapped priority.
  •   Rosalina's down tilt's near hitboxes are smaller (3.5u/3u → 3.2u/2.5u) and the nearest hitbox has been positioned closer to Rosalina (x offset: 0 → 1).
  •   Rosalina's forward smash has slightly less knockback scaling (115 → 111), hindering its KO potential.
  •   Rosalina's up smash has less knockback scaling (100 → 90), considerably hindering its KO potential.
  •   Rosalina's up smash has a smaller hitbox on her head (5u → 4u).
  •   Luma's up smash has a larger hitbox (4u → 5.5u).
  •   Luma's up smash deals more damage during its late hit (4% → 5%).
  •   Rosalina's down smash has more ending lag (FAF 36 → 42).
  •   Rosalina's neutral aerial deals less damage (6% (early)/10% (late) → 5%/7.5%), hindering its KO potential, especially the late hit.
  •   Rosalina's neutral aerial has smaller hitboxes (5u/3.5u→ 4.2u/3u) which have been positioned closer to Rosalina (x offset:4.5/-1.5 → 3/-2), reducing its range, especially in front of Rosalina.
  •   Rosalina's forward aerial has higher base knockback on its loop hits (20/35 → 55).
  •   Rosalina's forward aerial has less base knockback on the final hit (60 → 50).
  •   All of Rosalina's grabs have more ending lag (FAF 31 (standing)/38 (dash)/37 (pivot) → 36/43/42).
  •   Forward throw has less knockback scaling (85 → 76), significantly hindering its KO potential.
  •   Back throw has less knockback scaling (70 → 60), significantly hindering its KO potential.
  •   Luma travels slower from uncharged Luma Shot (2.8 → 2.2), reducing its distance by about 28%.
  •   Lumas moves faster when summoned from a distance (acceleration: 0.1 → 1.2).
  •   Uncharged Luma Shot has a shorter hitbox duration (30 frames → 17).
  •   Rosalina gains less vertical momentum when using Guardian Luma (1 → 0.5), now matching Gravitational Pull and Catch and Release.
  •   Power Star now has a wind effect when it is first summoned.


SheikEdit

  •   Forward aerial deals less damage (6.8% (sweetspot)/6% (sourspot) → 5.5%/4.8%), hindering its KO potential, as well as its combo potential at lower percents.
    •   However, this also improves its combo potential at higher percents.
  •   Up aerial's loop hits hits now function properly, making it hit one less time, dealing less total damage as a result (8% → 7%).
  •   Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.
  •   Needle Storm has more ending lag on the ground (FAF 41 → 47), hindering its safety and combo potential.
  •   Bouncing Fish deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.
  •   Bouncing Fish can no longer be edge-canceled.


ShulkEdit

  •   Neutral attack deals more damage: 3% → 3.5% (hit 1, hit 2), 4.3%/3.2% → 5.3%/4.2% (clean hit 3/late hit 3).
  •   All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).
  •   Forward tilt's knockback growth decreased: 100 → 92, slightly hindering its KO ability despite its increased damage.
  •   Down tilt's second hitbox's position has changed: bone 25, offset [0,2,-1] → bone 0, offset [0,5.5,5.5]. This removes the move's point blank blind spot.
  •   Dash attack deals 1% more damage: 10% → 11%.
  •   Dash attack's ending lag decreased: frame 57 → 53.
  •   Forward and up smash deal more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).
  •   Forward smash has been improved. It received a variety of changes to enable both of its hits to connect together better.
  •   Forward smash's first hit's angles altered: 40° (upward)/75° (forward)/84° (downward) → 78°/10°/40°.
  •   Forward smash's first hit's fixed knockback values decreased: 45/45/31 → 28/28/28.
  •   Forward smash's first hit's radii decreased: 4/4/4 → 2/2/4.
  •   Forward smash's first hit's positions elevated: [-2,0,1]/[4.1,0,1]/[10,0,1] → [11–4,0,2]/[11–4,0,-0.5]/[-2,0,1].
  •   Forward smash's second hit's radii increased: 3.5/2 → 4/3.
  •   Forward smash's second hit's first hitbox X-offset decreased: 22–0 → 21–0.
  •   Down smash deals 1% more damage: 13%/10%, 11%/9%, 9%/7%, 7%/5%, 5%/3% → 14%/11%, 12%/10%, 10%/8%, 8%/6%, 6%/4%.
  •   All aerial attacks deal more damage: 6%/7% → 7%/8% (neutral), 6.5%/5% → 7.5%/6% (forward), 11%/7% → 12%/8% (back), 4%, 9%/6.5% → 5%, 10%/7.5% (up), 6%/4%, 10%/9% → 7%/5%, 11%/10% (down).
  •   Forward aerial's landing lag decreased: 21 → 18 frames.
  •   All throws' first hits deal 1% more damage: 2% → 3%.
  •   Monado Speed's damage output multiplier increased for all variations: 0.72x (default, Decisive)/0.576x (Hyper) → 0.8x/0.64x.
  •   Monado Buster's damage input multiplier decreased for all variations: 1.2x (default, Decisive)/1.44x (Hyper) → 1.13x/1.356x.
  •   All variations of Air Slash deal 1% more damage on the first hit: 5%/4% → 6%/5% (Air Slash, Advancing Air Slash), 8%/6% → 9%/7% (Mighty Air Slash).
  •   All variations of Vision have had their Y-offsets increased: 8 → 9.


SonicEdit


Toon LinkEdit

  •   The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).
  •   Neutral aerial has less landing lag (15 frames → 12).
  •   Toon Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
    •   This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Toon Link from canceling hitstun if he lands while in non-tumble hitstun.
  •   Toon Link can no longer throw a bomb with down special to cancel tumble hitstun.
    •   This not only makes Toon Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise momentum canceling to survive longer.


VillagerEdit

  •   Forward item toss on the ground has less ending lag: frame 25 → 24.


WarioEdit

  •   Change to DI system results in the removal of Wectoring, a glitch allowing Wario to rocket back onstage just after being able to act after knockback.
  •   Wario now receives additional backwards momentum when aerial grab released (0 → -0.6). Because of this, Wario is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.


Wario ManEdit

  •   An as-of-yet unknown action has been sped up from two frames to one frame.


Wii Fit TrainerEdit

  •   Air dodge landing lag standardized: 12 → 22 frames.
  •   Forward aerial's third hitbox is no longer unblockable.


YoshiEdit

  •   Four frames of intangibility have been added to Yoshi's head, nose and arms for his initial shielding animation. This leaves him less susceptible to shield poking, as his head is not fully covered by the shield during these first frames.
  •   Dash attack has more ending lag (FAF 45 → 50).
  •   Egg Lay has more startup lag (frame 17 → 21) and a longer total duration (FAF 40 → 44).
  •   Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).
  •   Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in Multi-Man mode after being swallowed by Egg Lay.
  •   Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special after a ledge jump.
  •   Fixed a glitch that allowed Yoshi to execute a super high High Jump immediately after using Yoshi Bomb.
  •   Fixed a glitch which allowed Yoshi to slide far forwards with his up special after performing a boost pivot grab.
  •   Yoshi can no longer slide on slopes with Yoshi Bomb.


ZeldaEdit

  •   Up tilt's ending lag decreased: frame 35 → 33, improving its combo ability.
  •   Up tilt deals more damage: 6.5% → 7.2%.
  •   Pivot grab's Z-offset decreased: -4 – -18.7 → -4 – -15.7. This lowers its range.


Zero Suit SamusEdit

  •   Air dodge has more landing lag (14 frames → 21), now matching the rest of the cast.
  •   Up smash has more startup lag (frame 8 → 10).
  •   Up smash's first hit has a longer duration (frame 8 → 10-11).
  •   Up smash's loop hits all start 3 frames later.
  •   Paralyzer has more ending lag (FAF 25 (from release) → 29).
  •   Fully charged Paralyzer launches grounded opponents at a lower angle (60° → 315°), now keeping them on the ground. This not only makes it harder for Zero Suit Samus to get aerial followups out of the move (along with its higher ending lag) but it also notably prevents her from re-stunning fast fallers with another fully charged paralyzer, removing the move's ability to potentially infinite fast fallers.
  •   Fully charged paralyzer now has a negative trip chance against grounded opponents (0% → -100%). This prevents the move from tripping grounded opponents despite its adjusted angle.


ReferencesEdit