Super Smash Bros. for Nintendo 3DS

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

(Undid edit by Nyargleblargle: )
No edit summary
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb4-3ds=y}}
{{ArticleIcons|ssb4-3ds=y}}
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|For vertical knockback [[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. Vectoring still applies for horizontal knockback.}}
{{UpdateList|ver=1.0.4|char=Universal}}
*{{change|[[DACUS]] has been removed, making Up Smashes slightly less versatile.}}


=={{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}}
*{{change|Certain properties of [[Fire Breath]] have been adjusted.}}
===[[Giga Bowser (Final Smash)|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's hit rate decreased|10|8.}}
{{UpdateList|ver=1.0.4|char=Bowser Jr.}}
*{{nerf|Down throw deals 2% less damage|10%|8%.}}


=={{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}}==
*{{buff|Five frames of intangibility have been added to Charizard's head in certain situations.}}
{{UpdateList|ver=1.0.4|char=Charizard}}
*{{nerf|[[Dragon Rush]] deals 4% less damage|15%|11%.}}
*{{change|Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.}}


=={{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}}==
*{{buff|Range at end of rapid jab|4|5}}
{{UpdateList|ver=1.0.4|char=Diddy Kong}}
*{{bugfix|Fixed bug where Diddy could use [[Peanut Popgun]] to cancel hitstun.}}
*{{change|Certain special attack properties have been removed and adjusted.}}


=={{SSB4|Dr. Mario}}==
=={{SSB4|Dr. Mario}}==
*{{buff|Forward aerial knockback growth increased: 85 → 95 (early/late), 95 → 102 (clean).}}
{{UpdateList|ver=1.0.4|char=Dr. Mario}}
*{{buff|Down aerial's loop hits deal 0.336% more damage|1.568%|1.904%.}}
 
*{{buff|Down aerial's landing lag decreased.}}
=={{SSB4|Duck Hunt}}==
*{{nerf|Down aerial's hit rate decreased|7|5.}}
{{UpdateList|ver=1.0.4|char=Duck Hunt}}
*{{nerf|Down aerial deals 1.456% less damage|10.976%|9.52%.}}


=={{SSB4|Falco}}==
=={{SSB4|Falco}}==
*{{buff|[[Blaster]] fires faster.}}
{{UpdateList|ver=1.0.4|char=Falco}}
*{{buff|Forward aerial's landing hit deals 3% more damage|2%|5%.}}
*{{bugfix|Fixed a glitch where Reflector Void would fail to properly reflect [[Timber]].}}
*{{change|Certain hitbox properties of [[Landmaster]] have been changed.}}


=={{SSB4|Ganondorf}}==
=={{SSB4|Ganondorf}}==
*{{buff|Landing lag on all aerial attacks has been reduced, with neutral aerial having a moderate decrease while the rest of his aerials had a slight decrease.}}
{{UpdateList|ver=1.0.4|char=Ganondorf}}
*{{buff|Aerial Flame Choke can no longer be teched, restoring the move's offensive usability.}}


=={{SSB4|Greninja}}==
=={{SSB4|Greninja}}==
*{{nerf|Up smash's first hit's radius decreased|6.5|5.0.}}
{{UpdateList|ver=1.0.4|char=Greninja}}
*{{nerf|Clean up smash's second hit's center radius decreased|7.0|6.0.}}
*{{nerf|Clean up smash's second hit deals 2% less damage|{{ChargedSmashDmgSSB4|13}}|{{ChargedSmashDmgSSB4|11}}.}}
*{{nerf|Clean up smash's second hit's bigger hitboxes Y-offsets decreased|-5.0|-4.0.}}
*{{nerf|Late up smash's second hit deals 1% less damage|{{ChargedSmashDmgSSB4|11}}|{{ChargedSmashDmgSSB4|10}}.}}
*{{buff|Down smash deals 2% more damage|{{ChargedSmashDmgSSB4|11}} (katanas), {{ChargedSmashDmgSSB4|9}} (arms)|{{ChargedSmashDmgSSB4|13}} (katanas), {{ChargedSmashDmgSSB4|11}} (arms).}}
*{{nerf|Down smash's knockback growth decreased|93|90.}}
*{{nerf|Forward aerial's knockback growth decreased|92|84.}}
*{{change|Up aerial's hits have been restructured|hits 1-5, hit 6|hits 1-4, hit 5, hit 6. Its timing and overall damage output remain the same.}}
*{{change|Up aerial's fifth hit's angle altered|366°|85°.}}
*{{change|Up aerial's fifth hit's fixed knockback value increased|0|10.}}
*{{change|Up aerial's fifth hit's radius increased|5.5|6.2.}}
*{{nerf|Up aerial's sixth hit's knockback growth decreased|190|168.}}
*{{buff|Up aerial's sixth hit's radii increased|6.0, 7.0|6.2, 7.0.}}
*{{buff|Shadow Sneak and Shadow Strike's knockback growth increased: 100 → 102 (normal), 100 → 101 (reverse).}}
*{{buff|Shadow Sneak's ending lag decreased.}}<!--because it now goes at (0.9^-1)x speed when the hitbox starts, not sure if that would be useful to note-->
*{{buff|Shadow Sneak's shadow travels faster.}}
*{{bugfix|Fixed a glitch where Greninja could cancel its landing lag with Shadow Sneak.}}
*{{nerf|Hydro Pump's base knockback decreased|85|65.}}
*{{nerf|Hydro Pump's knockback growth decreased|130|100.}}
*{{nerf|High-Capacity Pump's fixed knockback value decreased|100|90.}}
*{{nerf|Greninja's hurtbox size increased.}}


=={{SSB4|Ike}}==
=={{SSB4|Ike}}==
*{{buff|Neutral attack's last hit comes out one frame earlier|frame 9|8. This makes all three hits connect more reliably.}}
{{UpdateList|ver=1.0.4|char=Ike}}
*{{buff|Forward and down tilt's ending lag decreased.}}
*{{buff|Down tilt deals 1% more damage|7%|8%.}}
*{{buff|Down tilt now launches opponents vertically instead of horizontally. This improves its ability as a set-up.}}
*{{nerf|Down tilt's range decreased.}}
*{{buff|Down smash's horizontal knockback increased.}}
*{{buff|Forward aerial's hitbox sizes increased by about 10% and its animation is faster.}}
*{{buff|Back aerial deals 1% more damage|13%|14%.}}
*{{buff|Down aerial's hitbox size increased.}}
*{{change|Some of [[Great Aether]]'s hitboxes are now 24% further away from Ike.}}


=={{SSB4|Jigglypuff}}==
=={{SSB4|Jigglypuff}}==
*{{bugfix|The instant reversal glitch of [[Rollout]] is removed.}}
{{UpdateList|ver=1.0.4|char=Jigglypuff}}


=={{SSB4|King Dedede}}==
=={{SSB4|King Dedede}}==
*{{nerf|Forward aerial deals 1% less damage|13%|12%.}}
{{UpdateList|ver=1.0.4|char=King Dedede}}
*{{buff|Down throw's angle altered|70°|80°. This improves its combo ability at low to medium percents.}}
*{{nerf|Down throw's knockback growth increased|60|82. This hampers its combo ability at higher percents.}}
*{{nerf|All variations of [[Gordo Toss]] require 1% less damage to be reflected|3%|2%.}}
*{{nerf|All variations of Gordo Toss have had their hitbox sizes decreased by 0.4 units.}}
*{{nerf|Characters can now air dodge 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|Link}}==
=={{SSB4|Link}}==
*{{buff|Non-tipped forward smash's first hit's base knockback decreased|60|47. This allows it connect together better with the second hit.}}
{{UpdateList|ver=1.0.4|char=Link}}


=={{SSB4|Little Mac}}==
=={{SSB4|Little Mac}}==
*{{nerf|Neutral attack's second and last hits deal 1% less damage: 3% → 2% (second), 8% → 7% (last).}}
{{UpdateList|ver=1.0.4|char=Little Mac}}
*{{change|Forward tilt's first hit's second hitbox x-offset decreased|-5.0|-3.8.}}
*{{change|Forward tilt's second hit's first hitbox x-offset decreased|-5.0|-3.8}}
*{{nerf|Neutral aerial's SDI multiplier increased|1x|2x.}}
*{{nerf|Aerial [[Jolt Haymaker]]'s distance decreased by 10% and its speed decreased​.}}


=={{SSB4|Lucario}}==
=={{SSB4|Lucario}}==
*{{nerf|Helpless get-up animation's ending lag increased|36 frames|60.}}
{{UpdateList|ver=1.0.4|char=Lucario}}
*{{nerf|Extreme Speed and Extreme Speed Attack's second hit's ending lag increased|0 frames|8.}}
*{{nerf|Extreme Speed Attack's first hits ending lag increased|0 frames|5.}}


=={{SSB4|Lucina}}==
=={{SSB4|Lucina}}==
*{{Buff|Neutral attack's first hit has moderately reduced knockback|25 base/60 growth|20 base/50 growth; this allows it to connect better to the second hit.}}
{{UpdateList|ver=1.0.4|char=Lucina}}
*{{Bugfix|Using Counter after being trumped from the ledge no longer changes momentum​.}}


=={{SSB4|Luigi}}==
=={{SSB4|Luigi}}==
*{{buff|Forward smash deals 1% more damage|{{ChargedSmashDmgSSB4|14}}|{{ChargedSmashDmgSSB4|15}}.}}
{{UpdateList|ver=1.0.4|char=Luigi}}
*{{change|Forward smash's angle altered|55°|53°.}}
*{{change|Down smash's back hit's angle altered|70°|60°.}}
*{{buff|Down smash's back hit's knockback growth increased|80|100.}}
*{{buff|Forward aerial's hand hitbox radius increased|4.8|5.6.}}
*{{change|Forward aerial's hitbox order reversed. This has no practical effect.}}
*{{buff|[[Super Jump Punch]]'s ground and aerial sweetspots' radii increased: 1.6 → 1.7 (ground), 2.1 → 2.2 (aerial).}}
*{{change|Super Jump Punch's ground and aerial sweetspots' z-offsets increased: 6.1 → 7.0 (ground), 4.7 → 5.5 (aerial).}}


=={{SSB4|Mario}}==
=={{SSB4|Mario}}==
*{{change|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.}}
{{UpdateList|ver=1.0.4|char=Mario}}


=={{SSB4|Marth}}==
=={{SSB4|Marth}}==
*{{Bugfix|Using Counter after being trumped from the ledge no longer changes momentum​.}}
{{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}}
*{{bugfix|Fixed bug where Mega Man could use [[Rush Coil]] to cancel hitstun.}}


=={{SSB4|Meta Knight}}==
=={{SSB4|Meta Knight}}==
*{{buff|Neutral aerial deals more damage|7% (clean)/5% (late)|10%/7.5%.}}
{{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's final hit has much more knockback growth (180 → 212), and the second hit uses the autolink angle.}}
*{{buff|Forward throw now deals 9% damage to all opponents instead of only dealing 3% to most opponents.}}
*{{buff|Back throw deals slightly more knockback.}}
*{{buff|The hitboxes of up aerial and down aerial are 12% and 44% farther from Meta Knight, respectively.}}
*{{nerf|The second hit of forward aerial is no longer the [[autolink angle]], meaning it can't be used to drag opponents downward.}}
*{{change|The sword trails of up aerial and down aerial attacks match the hitboxes better.}}


=={{SSB4|Mii Swordfighter}}==
=={{SSB4|Mii Swordfighter}}==
*{{change|Certain hitbox properties have been adjusted.}}
{{UpdateList|ver=1.0.4|char=Mii Swordfighter}}


=={{SSB4|Mr. Game & Watch}}==
=={{SSB4|Mr. Game & Watch}}==
*{{buff|[[Judge]] #6 has an added hitbox that does 12%.}}
{{UpdateList|ver=1.0.4|char=Mr. Game & Watch}}
*{{change|Properties of [[Octopus]] have been adjusted.}}


=={{SSB4|Ness}}==
=={{SSB4|Ness}}==
*{{nerf|Ending lag of PK Thunder 2 increased}}
{{UpdateList|ver=1.0.4|char=Ness}}
*{{nerf|Down throw damage reduced|9%|7%.}}
*{{bugfix|Fixed glitch where down throw does not properly damage Mr. Game and Watch.}}


=={{SSB4|Olimar}}==
=={{SSB4|Olimar}}==
*{{nerf|[[Pikmin Pluck]] can no longer be edge-cancelled.}}
{{UpdateList|ver=1.0.4|char=Olimar}}
*{{nerf|Red, Yellow and Blue Pikmin [[Pikmin Throw|latched onto opponents]] deal 0.2% less damage|1.3%|1.1%.}}
*{{buff|White Pikmin latched onto opponents deal 1.1% more damage|2.6%|3.7%.}}
*{{buff|Pikmin Throw's latch time increased.}}


=={{SSB4|Pac-Man}}==
=={{SSB4|Pac-Man}}==
*{{Nerf|Up smash ending lag increased.}}
{{UpdateList|ver=1.0.4|char=Pac-Man}}
*{{Nerf|Bonus Fruit's Galaxian deals 2% less damage|11%|9%.}}
*{{Change|Fire Hydrant is launched 1% later|12%|13%.}}
*{{buff|Power Pellet heals 1% more damage|1%|2%.}}


=={{SSB4|Palutena}}==
=={{SSB4|Palutena}}==
*{{buff|Up and down tilts' ending lag decreased.}}
{{UpdateList|ver=1.0.4|char=Palutena}}
*{{buff|Up smash's hitbox lasts three frames longer|23 frames|26 frames.}}
*{{nerf|Pivot grab's range slightly decreased.}}
*{{bugfix|Fixed a glitch where using {{B|Counter|Palutena}} at certain parts of a walk or run animation would propel Palutena forward a short distance​.}}


=={{SSB4|Peach}}==
=={{SSB4|Peach}}==
*{{bugfix|Fixed "lag-cancelling item toss", which allowed characters to interrupt certain aerials' landing lag with an item throw.}}
{{UpdateList|ver=1.0.4|char=Peach}}
*{{bugfix|Fixed "instant Vegetable pull" glitch, which allowed Peach to interrupt the Vegetable-pulling animation and get the Vegetable early by sliding off an edge.}}
*{{bugfix|Fixed how aerials performed while [[float]]ing would not affect the [[stale moves]] queue.}}


=={{SSB4|Pikachu}}==
=={{SSB4|Pikachu}}==
*{{buff|Forward smash's knockback growth increased: 65 → 73 (early), 100 → 102 (late).}}
{{UpdateList|ver=1.0.4|char=Pikachu}}
*{{buff|Skull Bash's knockback growth increased|60|62.}}
*{{buff|Thunder and Distant Thunder's knockback growth increased|62|66.}}


=={{SSB4|Robin}}==
=={{SSB4|Robin}}==
*{{Buff|Robin can now grab edges from behind while performing [[Elwind]].}}
{{UpdateList|ver=1.0.4|char=Robin}}
*{{Bugfix|Fixed a glitch where charging [[Thunder]] in midair refreshed Robin's double jump.}}
*{{Bugfix|Fixed a glitch where {{SSB4|Zero Suit Samus}} could perform an infinite footstool on Robin.}}
*{{Change|Neutral attack's second hit has been adjusted.}}


=={{SSB4|Rosalina & Luma}}==
=={{SSB4|Rosalina & Luma}}==
*{{nerf|Luma's respawn time increased|8 seconds|13.}}
{{UpdateList|ver=1.0.4|char=Rosalina}}
*{{nerf|Luma can no longer attack if Rosalina is being thrown, though it still can during grabs.}}
*{{nerf|Down tilt hits one frame later|4-8|5-8.}}
*{{nerf|Down tilt's first and second hitboxes' radii decreased: 3.5 → 3.2 (hit 1), 3 → 2.5 (hit 2).}}
*{{nerf|Forward smash's knockback growth decreased|115|111.}}
*{{nerf|Up smash's knockback growth decreased|100|90.}}
*{{nerf|Up smash's hitbox 0 radius decreased|5.0|4.0.}}
*{{buff|Luma's up smash's hitbox radius increased|4.0|5.5.}}
*{{buff|Luma's late up smash deals 1% more damage|4%|5%.}}
*{{nerf|Neutral aerial deals less damage|6% (early), 10% (late)|5% (early), 7.5% (late).}}
*{{nerf|Neutral aerial's hitbox radii decreased|5.0, 3.5|4.2, 3.0.}}
*{{change|Neutral aerial's hitbox x-offsets decreased|4.5, -1.5|3.0, -2.0.}}
*{{nerf|Forward aerial's loop hits' base knockback decreased|20/35|55.}}
*{{nerf|Forward aerial's last hit's base knockback decreased|60|50.}}
*{{nerf|Forward throw's base knockback decreased|85|76.}}
*{{nerf|Back throw's base knockback decreased|70|60.}}
*{{change|Uncharged [[Luma Shot]]'s distance decreased by about two thirds.}}
*{{change|Luma moves faster when summoned from a distance.}}


=={{SSB4|Sheik}}==
=={{SSB4|Sheik}}==
*{{nerf|Forward aerial damage reduced (sweetspot: 6.8% → 5.5%, sourspot: 6% → 4.8%).}}
{{UpdateList|ver=1.0.4|char=Sheik}}
**{{buff|Its decreased damage allows it to combo better.}}
*{{nerf|Up aerial hits one less time, resulting in 1% less total damage (8% → 7%).}}
*{{nerf|Up air knockback growth|166|138}}
*{{nerf|Bouncing Fish knockback growth|100|90}}
*{{nerf|Bouncing Fish base knockback|30|26}}
*{{nerf|[[Needle Storm]] has slightly more ending lag.}}


=={{SSB4|Shulk}}==
=={{SSB4|Shulk}}==
*{{buff|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).}}
{{UpdateList|ver=1.0.4|char=Shulk}}
*{{buff|All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).}}
*{{nerf|Forward tilt's knockback growth decreased|100|92.}}
*{{buff|Down tilt's second hitbox's position has changed|bone 25, offset [0.0,2.0,-1.0]|bone 0, offset [0.0,5.5,5.5]. This removes a point-blank blind spot.}}
*{{buff|Dash attack deals 1% more damage|10%|11%.}}
*{{buff|Forward and up smash attacks deal 0.5% more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).}}
*{{buff|Forward smash received a variety of changes to enable both of its hits to connect better.}}
*{{change|Forward smash's first hit's angles altered: 40° (upward), 75° (forward), 84° (downward) → 78° (upward), 10° (forward), 40° (downward).}}
*{{change|Forward smash's first hit's fixed knockback values decreased|45/45/31|28/28/28.}}
*{{nerf|Forward smash's first hit's radii decreased|4.0/4.0/4.0|2.0/2.0/4.0.}}
*{{buff|Forward smash's first hit's positions elevated|[-2.0,0.0,1.0]/[4.1,0.0,1.0]/[10.0,0.0,1.0]|[11.0&ndash;4.0,0.0,2.0]/[11.0&ndash;4.0,0.0,-0.5]/[-2.0,0.0,1.0].}}
*{{buff|Forward smash's second hit's radii increased|3.5/2.0|4.0/3.0.}}
*{{change|Forward smash's second hit's first hitbox x-offset decreased|22.0&ndash;0.0|21.0&ndash;0.0.}}
*{{buff|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%.)}}
*{{buff|All aerial attacks deal 1% 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), 5%/3%, 9%/8% → 6%/4%, 10%/9% (down).}}
*{{buff|Forward aerial's landing lag decreased.}}
*{{buff|All throws' first hits deal 1% more damage|2%|3%.}}
*{{buff|Monado Speed's damage output multiplier increased|0.72x|0.8x.}}
*{{buff|Monado Buster's damage input multiplier decreased|1.2x|1.13x.}}
*{{buff|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).}}
*{{change|All variations of Vision have had their y-offsets increased|8.0|9.0.}}


=={{SSB4|Sonic}}==
=={{SSB4|Sonic}}==
*{{buff|[[Spring Jump]] can now be re-used if Sonic is grabbed in midair after using it.}}
{{UpdateList|ver=1.0.4|char=Sonic}}
*{{nerf|Forward smash's ending lag increased.}}


=={{SSB4|Toon Link}}==
=={{SSB4|Toon Link}}==
*{{bugfix|Fixed a glitch where Toon Link could cancel his aerial lag with a {{B|Bomb|Link}}.}}
{{UpdateList|ver=1.0.4|char=Toon Link}}
*{{buff|Down aerial's meteor smash deals 2% more damage|14%|16%.}}
 
*{{buff|Neutral aerial's landing lag decreased.}}
=={{SSB4|Villager}}==
{{UpdateList|ver=1.0.4|char=Villager}}


=={{SSB4|Wario}}==
=={{SSB4|Wario}}==
*{{change|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|Wario's uniquely high aerial friction no longer applies when grab released, meaning characters can no longer combo him out of a release.}}
===[[Wario Man]]===
===[[Wario Man]]===
*{{Buff|An as-of-yet unknown action has been sped up from two frames to one frame.}}
{{UpdateList|ver=1.0.4|char=Wario Man}}


=={{SSB4|Wii Fit Trainer}}==
=={{SSB4|Wii Fit Trainer}}==
*{{nerf|Air dodge's landing lag standardized|12 frames|22.}}
{{UpdateList|ver=1.0.4|char=Wii Fit Trainer}}
*{{change|Forward aerial's properties have been adjusted.}}


=={{SSB4|Yoshi}}==
=={{SSB4|Yoshi}}==
*{{bugfix|Fixed a glitch where Yoshi could perform an extremely high [[Egg Throw#Customization|High Jump]] immediately after using [[Yoshi Bomb]].}}
{{UpdateList|ver=1.0.4|char=Yoshi}}
*{{bugfix|Fixed a glitch where Yoshi could teleport back to an edge after using his up special.}}
*{{bugfix|Fixed a glitch where [[Egg Lay]] could enable characters to grow to gigantic sizes in [[Multi-Man mode]].}}
*{{change|Yoshi can no longer slide on slopes with [[Yoshi Bomb]].}}
*{{nerf|Down aerial's landing lag increased.}}<!--needs confirm-->
*{{nerf|[[Egg Lay]]'s start-up lag increased.}}
*{{nerf|Egg Lay and Egg Launch's grab bubble's 0 radius decreased|5.0|4.0}}
*{{nerf|Egg Lay and Egg Launch's grab bubble's 2 radius decreased|6.8|5.9}}
*{{buff|In certain situations, Yoshi gains five frames of intangibility.}}


=={{SSB4|Zelda}}==
=={{SSB4|Zelda}}==
*{{buff|Up tilt deals 0.7% more damage|6.5%|7.2%.}}
{{UpdateList|ver=1.0.4|char=Zelda}}
*{{nerf|Pivot grab's z-offset decreased|-4.0 &ndash; -18.7|-4.0 &ndash; -15.7.}}


=={{SSB4|Zero Suit Samus}}==
=={{SSB4|Zero Suit Samus}}==
*{{nerf|Air dodge's landing lag standardized|15|22.}}
{{UpdateList|ver=1.0.4|char=Zero Suit Samus}}
*{{nerf|Up smash has increased start-up: 9 frames → 11}}
*{{buff|Up smash first hitbox length: 1 frame → 2}}
*{{change|Up smash timing|hits on 8, 11, 14, 17, 20, 23, 28-29|hits on 10-11, 14, 17, 20, 23, 26, 28-29}}
*{{nerf|[[Paralyzer]] has slightly increased ending lag.}}
*{{change|Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.}}
**{{change|Grounded opponent angle|60|315}}
<!--**{{change|Grounded opponent trip chance|0%|400%}} leaving this hidden until we can make sense of it-->


==References==
==References==
Line 298: Line 148:


[[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