Super Smash Bros. 4

List of updates (SSB4)/1.0.8 changelog: Difference between revisions

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(Marth- While jab 1's angle was changed making it link better, the move can no longer Jab Lock.)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
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.
{{Incomplete}}
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==
==Universal==
*{{change|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.}}
{{UpdateList|ver=1.0.8|char=Universal}}
*{{change|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.


=={{SSB4|Bowser}}==
=={{SSB4|Bowser}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Bowser}}
**{{nerf|Up tilt's damage was reduced by 1%.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Captain Falcon}}==
=={{SSB4|Captain Falcon}}==
*{{buff|Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.}}
{{UpdateList|ver=1.0.8|char=Captain Falcon}}
**{{nerf|Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.}}
*{{nerf|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.}}
**{{buff|The move's reduced knockback allows it to combo up to higher damages.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Charizard}}==
=={{SSB4|Charizard}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Charizard}}
*{{buff|Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.}}
**{{nerf|Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.}}
*{{buff|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.}}
*{{buff|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===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Diddy Kong}}==
=={{SSB4|Diddy Kong}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Diddy Kong}}
**{{nerf|The complete jab deals marginally less damage.}}
*{{nerf|Down tilt's damage was reduced by .5%}}
*{{nerf|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.}}
*{{nerf|All of Diddy's grabs have 3 more frames of ending lag.}}
*{{nerf|Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.}}
*{{nerf|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===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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 scaling||100||120
|-
|Down throw damage||6%||7%
|-
|Down throw angle||105°||106°
|-
|Down throw knockback scaling||50||59
|}


=={{SSB4|Donkey Kong}}==
=={{SSB4|Donkey Kong}}==
*{{buff|Cargo forward throw deals 2% more damage, and the increased knockback makes it a more viable KO option at very high damages.}}
{{UpdateList|ver=1.0.8|char=Donkey Kong}}
*{{buff|Cargo back throw deals 4% more damage, and the significantly increased knockback allows it to KO at damages around 175%.}}
**{{change|Back throw's knockback trajectory is more vertical.}}
*{{buff|Cargo up throw deals 3% more damage.}}
*{{buff|Cargo down throw deals 1% more damage with increased knockback scaling. Donkey Kong additionally now hops when performing the throw.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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 scaling||38||80
|-
|Occurrence of an unknown action in cargo down throw||frame 18||frame 17
|-
|DK now hops while performing cargo down toss|| ||
|}


=={{SSB4|Duck Hunt}}==
=={{SSB4|Duck Hunt}}==
*{{buff|Neutral aerial has five less frames of landing lag.}}
{{UpdateList|ver=1.0.8|char=Duck Hunt}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Neutral aerial landing lag || 22 || 17
|}


=={{SSB4|Falco}}==
=={{SSB4|Falco}}==
*{{buff|Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.}}
{{UpdateList|ver=1.0.8|char=Falco}}
*{{buff|Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.}}
*{{buff|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.}}
*{{buff|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.}}
**{{nerf|Its landing hit deals 2% less damage.}}
*{{buff|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.}}
**{{nerf|Up aerial deals 1% less damage.}}
**{{change|All of up aerial's hitboxes deal the same knockback now, removing its sourspot.}}
*{{buff|Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.}}
**{{change|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===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|-
|Up smash final hit longevity||frames 13-20||frames 12-21
|-
|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 || 280° || 80°
|-
|Down air sourspot replaces sweetspot one frame later || 19 || 20
|-
|Down air sourspot hitbox size||5||5.3
|}


=={{SSB4|Greninja}}==
=={{SSB4|Greninja}}==
*{{buff|Forward tilt deals .8% more damage, and its ending lag was reduced by 9 frames.}}
{{UpdateList|ver=1.0.8|char=Greninja}}
**{{change|Forward tilt's hitboxes now deal varying degrees of knockback.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Ike}}==
=={{SSB4|Ike}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Ike}}
*{{buff|Forward tilt's startup is 3 frames faster.}}
**{{change|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.}}
*{{buff|Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.}}
*{{buff|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%.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|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.}}
*{{buff|Up aerial has 3 less frames of landing lag.}}
*{{buff|Down aerial has 4 less frames of landing lag.}}
*{{buff|Quick Draw and all its custom variants have 3 less frames of startup lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Link}}==
=={{SSB4|Link}}==
*{{buff|Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.}}
{{UpdateList|ver=1.0.8|char=Link}}
**{{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|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|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|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===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Lucario}}==
=={{SSB4|Lucario}}==
*{{buff|Knockback on first two of hits jab altered to make the jab combo link more reliably.}}
{{UpdateList|ver=1.0.8|char=Lucario}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Lucina}}==
=={{SSB4|Lucina}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Lucina}}
*{{buff|Forward tilt deals approximately 1% more damage.}}
*{{buff|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.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|Dolphin Slash has slightly improved knockback scaling.}}
**{{change|Dolphin Slash and Crescent Slash deal slightly more hitlag.}}
*{{change|Lucina's Counter quotes now play when her Counter is activated.}}


===Technical changelist===
=={{SSB4|Marth}}==
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
{{UpdateList|ver=1.0.8|char=Marth}}
! 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 || ||
|}


=={{SSB4|Marth}}==
=={{SSB4|Meta Knight}}==
*{{buff|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.}}
{{UpdateList|ver=1.0.8|char=Meta Knight}}
**{{nerf|Both hits of jab deal 1% less damage.}}
**{{nerf|Due to the angle change, the move can no longer [[Lock#Jab_Lock|Jab Lock]].}}
*{{buff|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.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|Dolphin Slash has slightly improved knockback scaling.}}
**{{change|Dolphin Slash and Crescent Slash deal slightly more hitlag.}}


===Technical changelist===
=={{SSB4|Mewtwo}}==
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
{{UpdateList|ver=1.0.8|char=Mewtwo}}
! 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
|}


=={{SSB4|Mii Brawler}}==
=={{SSB4|Mii Brawler}}==
*{{change|[[Onslaught]]'s windboxes modified.}}
{{UpdateList|ver=1.0.8|char=Mii Brawler}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Onslaught windbox 1||angle|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 || ||
|}


=={{SSB4|Mii Gunner}}==
=={{SSB4|Mii Gunner}}==
*{{buff|[[Absorbing Vortex]]'s ending lag reduced significantly.}}
{{UpdateList|ver=1.0.8|char=Mii Gunner}}


=={{SSB4|Mii Swordfighter}}==
=={{SSB4|Mii Swordfighter}}==
*{{buff|Jab improved; it has 2 less frames of startup, transitions faster, and link all hits more reliably. It additionally has less ending lag.}}
{{UpdateList|ver=1.0.8|char=Mii Swordfighter}}
*{{buff|Forward tilt has less ending lag.}}
*{{buff|Dash attack's hitboxes are larger.}}
*{{buff|Down smash has less ending lag.}}
*{{buff|Neutral aerial has 2 less frames of ending lag.}}
*{{buff|Forward aerial has larger hitboxes, in addition to reduced landing lag.}}
*{{buff|Back aerial deals 2% more damage, with the increased knockback making it a more reliable KO move.}}
*{{change|[[Airborne Assault]] launches at a lower trajectory.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}
 
=={{SSB4|Meta Knight}}==
*{{buff|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.}}
*{{buff|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.}}
*{{buff|Neutral aerial has reduced landing lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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 || ||
|}
 
=={{SSB4|Mewtwo}}==
*{{nerf|Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Mr. Game & Watch}}==
=={{SSB4|Mr. Game & Watch}}==
*{{buff|Down tilt's knockback is increased, especially its base knockback.}}
{{UpdateList|ver=1.0.8|char=Mr. Game & Watch}}
*{{buff|Back aerial has 5 less frames of landing lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Ness}}==
=={{SSB4|Ness}}==
*{{buff|[[PSI Magnet]] has significantly less ending lag.}}
{{UpdateList|ver=1.0.8|char=Ness}}


=={{SSB4|Olimar}}==
=={{SSB4|Olimar}}==
*{{change|[[Pikmin Order]] no longer reverses from ledge grabs.}}
{{UpdateList|ver=1.0.8|char=Olimar}}


=={{SSB4|Palutena}}==
=={{SSB4|Palutena}}==
*{{buff|Up tilt's looping hits deal .2% more damage, and they keep opponents locked in more effectively.}}
{{UpdateList|ver=1.0.8|char=Palutena}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up tilt hitboxes bone change || 1000 || 0
|-
|Up tilt (loop hits) damage||1%||1.2%
|}


=={{SSB4|Peach}}==
=={{SSB4|Peach}}==
*{{buff|Both hits of jab have slightly larger hitboxes.}}
{{UpdateList|ver=1.0.8|char=Peach}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Jab hit 1 size||2.4||3
|-
|Jab hit 2 range||2.4||4
|}


=={{SSB4|Robin}}==
=={{SSB4|Robin}}==
*{{change|Automatic pushback from jab's rapid hit now pushes Robin off the edges of platforms.}}
{{UpdateList|ver=1.0.8|char=Robin}}


=={{SSB4|Rosalina & Luma}}==
=={{SSB4|Rosalina & Luma}}==
*{{buff|Luma has 3 more HP.}}
{{UpdateList|ver=1.0.8|char=Rosalina}}
*{{nerf|The final hit of Rosalina's jab has decreased knockback scaling, reducing its KO potential.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Luma HP||47||50
|-
|Rapid jab final hit knockback growth||170||150
|}


=={{SSB4|Samus}}==
=={{SSB4|Samus}}==
*{{buff|Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.}}
{{UpdateList|ver=1.0.8|char=Samus}}
*{{buff|Standing and pivot grabs have 4 less frames of ending lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Sonic}}==
=={{SSB4|Sonic}}==
*{{nerf|Up smash's final hit has reduced knockback scaling, KOing about 10-15% later.}}
{{UpdateList|ver=1.0.8|char=Sonic}}
*{{buff|Down aerial is interruptible sooner, Sonic can now act before SDing when used at stage height offstage.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up Smash (final hit) knockback growth||177||165
|-
|Down air endlag reduced || ||
|}


=={{SSB4|Toon Link}}==
=={{SSB4|Toon Link}}==
*{{buff|Jab improved; the second hit keeps opponent locked in better for the final hit, and the final hit's hitbox is slightly larger.}}
{{UpdateList|ver=1.0.8|char=Toon Link}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Villager}}==
=={{SSB4|Villager}}==
*{{buff|All grabs have reduced ending lag.}}
{{UpdateList|ver=1.0.8|char=Villager}}
*{{buff|Forward throw has minimally more base knockback.}}
*{{buff|Back throw has slightly increased base knockback.}}
*{{buff|Down throw deals 1.5% more damage.}}
*{{nerf|Consecutive uses of [[Balloon Trip]] now result in less distance.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Wario}}==
=={{SSB4|Wario}}==
*{{buff|Jab links more reliably, and the second hit has slightly larger hitboxes.}}
{{UpdateList|ver=1.0.8|char=Wario}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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
|}


=={{SSB4|Zelda}}==
=={{SSB4|Zelda}}==
*{{buff|Up smash more reliably links all hits. Its final hit additionally has improved knockback scaling, KOing about 15-20% sooner.}}
{{UpdateList|ver=1.0.8|char=Zelda}}
*{{change|Neutral aerial's sweetspot and sourspot hitboxes switched.}}
*{{buff|Neutral aerial's landing lag reduced by 3 frames.}}
*{{buff|Up aerial's landing lag reduced by 3 frames.}}
*{{buff|Down aerial's landing lag reduced by 3 frames.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! 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==
==References==
*[http://smashboards.com/threads/lucas-roy-ryu-1-08-community-patch-notes.406319/ SmashBoards thread]
*[http://smashboards.com/threads/lucas-roy-ryu-1-08-community-patch-notes.406319/ SmashBoards thread]
*[https://www.youtube.com/watch?v=l7TmFdK_bVE YouTube video analyzing Ike's buffs from 1.0.7 to 1.0.8]
*[https://www.youtube.com/watch?v=l7TmFdK_bVE YouTube video analyzing Ike's buffs from 1.0.7 to 1.0.8]
{{SSB4 Updates}}
[[Category:Lists]]
[[Category:Lists]]
[[Category:Downloadable content]]
[[Category:Free downloadable content]]

Latest revision as of 13:02, August 9, 2017

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]

  • Change 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.
  • Change 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]

  • Nerf Up tilt deals 1% less damage: 10% → 9%.
  • Buff 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]

  • Buff 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
  • Nerf Down-angled forward smash's knockback growth has been minimally decreased, KOing about 1-2% later.
  • Nerf 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.
  • Buff Up aerial's reduced knockback allows it to combo up to higher percents.


Charizard[edit]

  • Buff 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
  • Buff Forward aerial's hitbox size and duration increased.
  • Buff Up throw's knockback increased, making it both the strongest up throw in the game and a viable KOing option.
  • Buff 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]

  • Buff 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.
    • Nerf The complete jab deals marginally less damage.
  • Change 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.
  • Nerf 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.
  • Nerf All of Diddy's grabs have 3 more frames of ending lag.
  • Nerf 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.
  • Buff Down throw damage increased: 6% → 7%.
  • Nerf 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.
  • Buff 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]

  • Buff Cargo forward throw deals 2% more damage: 8% → 10%.
  • Buff Cargo back throw deals 4% more damage: 8% → 12%.
  • Change Cargo back throw's angle altered.
  • Buff Cargo back throw's knockback growth increased: 38 → 80.
  • Buff Cargo up throw deals 3% more damage: 7% → 10%.
  • Buff Cargo down throw deals 1% more damage: 6% → 7%.
  • Change 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]

  • Buff Neutral aerial's landing lag decreased (22 frames → 17).


Falco[edit]

  • Buff Falco's air speed is higher (0.893 → 0.93).
  • Buff Falco's air acceleration increased (0.07 → 0.09).
  • Buff The first two hits of neutral attack now always launch opponents in the direction Falco is facing, improving their reliability.
  • Buff 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).
  • Change The near and far hitboxes on the first hit of neutral attack have swapped priority.
  • Change The near hitboxes on the first hit of neutral attack launch opponents at lower angles (80° → 68° (near)/77° (middle)).
  • Change 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.
  • Buff 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).
  • Change The second hit of neutral attack's near hitbox launches opponents at a lower angle (50° → 45°).
  • Buff Neutral infinite's near hitboxes are larger (3u (middle)/2u (near) → 3.2u/2.7u).
  • Change Up smash's first hit's late foot hitbox now overrides the early foot hitbox.
    • Nerf This means that the foot hitbox can no longer hit grounded opponents above Falco, preventing it from hitting opponents on higher platforms.
    • Buff 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.
  • Buff 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.
  • Change 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.
  • Buff 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.
  • Buff Neutral aerial's loop hits have a larger middle hitbox (4u → 6u) and it is now static, now fully covering Falco's body.
  • Nerf Neutral aerial's second hit deals less damage (3% (hit 2)/12% (total) → 2%/11%).
  • Buff Neutral aerial's final hit has higher base knockback (40 → 55), improving its KO potential.
  • Buff 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.
  • Buff Neutral aerial's final hit now always launches opponents in the direction Falco is facing, making it more consistent.
  • Change 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.
    • The changes to shields in 1.1.0 and 1.1.1 would remove the shield safety disadvantage caused by the higher hitlag.
  • Nerf Neutral aerial's final hit has startup lag with a shorter duration (frames 21-24 → 23-24).
  • Buff Forward aerial has less startup lag (frame 12 → 10), ending lag (FAF 59 → 51) and landing lag (32 frames → 25).
  • Nerf Forward aerial has a a shorter duration (frames 12-34/35-36 → 10-27/28-29).
    • Buff However, the final hit's lower startup lag allows Falco to complete the move in a short hop, which he previously could not do.
  • Buff 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.
  • Nerf Forward aerial's landing hit damage (5% → 3%) without full compensation on its base knockback (30 → 50), significantly hindering its KO potential.
  • Buff Up aerial has less startup lag (frame 10 → 7).
    • Nerf However, its total duration was not fully compensated (FAF 36 → 35), giving it more ending lag.
  • Buff Up aerial auto-cancels earlier (frame 26 → 23).
  • Nerf Up aerial has a shorter initial auto-cancel (frames 1-6 → 1-3).
  • Buff Up aerial's foot hitbox is slightly larger (4.8u → 5u).
  • Nerf 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.
  • Nerf Up aerial's foot hitbox launches opponents at a lower angle (68° → 65°), hindering its KO potential along with its lower damage and knockback.
  • Buff 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.
  • Buff 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.
    • Nerf However, this also removes the hitbox's ability to lead into followups at higher percents, including potential KO confirms.
  • Buff Down aerial's clean hit has a longer duration (frames 16-18 → 16-19).
  • Buff Down aerial's late hit has a slightly larger hitbox (5u → 5.3u).
  • Buff 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.
    • Nerf 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]

  • Buff Forward tilt deals 0.75% more damage: 6.5% → 7.25%.
  • Buff 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]

  • Buff Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
  • Nerf 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.
  • Buff Forward tilt's startup decreased: 15 frames → 12.
  • Buff Up tilt's hitbox lasts longer has increased vertical increased.
  • Buff 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.
  • Buff Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
  • Buff Forward aerial has 2 frames less of startup and hits better above and below Ike.
  • Buff All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
  • Change 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]

  • Change 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.
  • Buff 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.
  • Buff Super Smash Bros. for Wii UClawshot now behaves like it does in the Super Smash Bros. for Nintendo 3DS 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.
  • Buff All grabs' ending lag decreased: 66 frames/77 frames/79 frames → 61/65/66.
  • Buff Forward throw's ending lag decreased: 39 frames → 34.
  • Buff Down throw's launching angle altered: 110° → 83°. This allows for better follow-ups and juggling.
  • Change 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.
  • Buff Spin Attack's knockback growth increased: 84 → 85 (stage 1), 80 → 85 (stage 2), 80 → 82 (stage 3).
  • Buff 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]

  • Buff 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]

  • Buff 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.
  • Nerf Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
  • Nerf Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
  • Buff Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
  • Buff All of up tilt's hitboxes now deal vertical knockback with increased base knockback, improving its KO potential.
  • Buff Up tilt's ending lag decreased by 3 frames.
  • Buff Neutral aerial's landing lag decreased by 3 frames.
  • Buff Dolphin Slash's knockback growth increased.
  • Change Dolphin Slash and Crescent Slash's hitlag increased.
  • Change Lucina may say one of two lines when using Counter: "My turn!" or "You're mine!"
  • Change 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]

  • Buff 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.
  • Nerf Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
  • Nerf All hitboxes of neutral attack's first hit deal 1% less damage (4%/6% → 3%/5%).
  • Buff 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.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback growth.
  • Change 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]

  • Buff 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.
  • Buff Forward tilt's last hit deals 1% more damage: 3% → 4%.
  • Buff Forward tilt's last hit's ending lag decreased by 10 frames.
  • Change 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.
  • Buff 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]

  • Buff Neutral aerial's landing lag decreased: 19 frames → 16.
  • Nerf 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]

  • Change Onslaught windbox 1: angle → 50°
  • Change Onslaught windbox 1 knockback growth: 100 → 0
  • Change Onslaught windbox 1 weight-based knockback: 80 → 0
  • Change Onslaught windbox 1 element: Hit → Push


Mii Gunner[edit]


Mii Swordfighter[edit]

  • Buff Jab improved. It has 2 less frames of startup, transitions faster, and link all hits more reliably. It additionally has less ending lag.
  • Buff Forward tilt has less ending lag.
  • Buff Dash attack's hitboxes are larger.
  • Buff Down smash has less ending lag.
  • Buff Neutral aerial has 2 less frames of ending lag.
  • Buff Forward aerial has larger hitboxes, in addition to reduced landing lag.
  • Buff Back aerial deals 2% more damage: 12% → 14%, with the increased knockback making it a more reliable KO move.
  • Change 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]

  • Buff Down tilt knockback increased (10 base/120 growth → 40 base/125 growth).
  • Buff Down tilt size increased: 9.0 → 10.5.
  • Buff 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]


Olimar[edit]

  • Bug fix Fixed a glitch where Pikmin Order no longer reverses from ledge grabs.


Palutena[edit]

  • Buff Up tilt's loop hits deal 0.2% more damage: 1% → 1.2%.
  • Buff 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]

  • Buff 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]

  • Change 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]

  • Buff Luma's health points increased: 47 HP → 50.
  • Nerf Neutral infinite's finisher's knockback growth decreased: 170 → 150.


Samus[edit]

    • Buff Up smash's hitbox sizes increased by 0.5.
  • Buff Up smash's last hit's hitbox size increased: 7u/3.5u → 7.3u/4u.
  • Buff Up smash's last hit's knockback growth increased: 135 → 150.
  • Change Certain hitboxes in up smash have been split.
  • Buff 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]

  • Nerf Up smash's knockback growth decreased: 177 → 165.
  • Buff Down aerial's ending lag decreased: frame 50 → 46. This makes it harder to self-destruct with.


Toon Link[edit]

  • Buff 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]

  • Buff All grabs have less ending lag: 57/71/65 → 55/69/64.
  • Buff Down throw damage: 4.5% → 6%.
  • Buff Down throw's knockback growth is decreased: 105 → 80, making it better for follow-ups.
  • Buff Forward throw base knockback: 100 → 102
  • Buff Back throw base knockback: 15 → 18
  • Nerf Consecutive uses of Balloon Trip now result in less distance.


Wario[edit]

  • Change Neutral attack, dash attack, forward tilt and forward smash now always launch the opponent in the direction Wario is facing.
  • Buff 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.
  • Buff 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]

  • Buff Up smash's knockback increased, KOing about 20% earlier.
  • Buff Up smash's SDI multipliers decreased, enabling opponents to be kept in place better.
  • Buff Up smash's multiple hits' hitbox sizes increased: 3 → 3.5.
  • Buff Neutral, up, and down aerials' landing lag decreased by 3 frames: 22/22/21 → 19/19/18.
  • Change 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]