List of updates (SSB4)/1.0.8 changelog: Difference between revisions
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(Starting with Super Mario and Wario characters; This is a HUGE data dump) |
(This is a humongous balance patch) |
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=={{SSB4|Diddy Kong}}== | =={{SSB4|Diddy Kong}}== | ||
*{{buff|Transition between third hit and looping hits of jab | *{{nerf|Jab 1 damage|1.5%|1.2%}} | ||
*{{buff|Transition from Jab 1 to Jab 2|frame 10|frame 8}} | |||
*{{nerf|Jab 2 damage|1.5%|1.2%}} | |||
*{{buff|Transition from Jab 1 to Jab 2|frame 9|frame 8}} | |||
*{{change|Jab 3 weight-based knockback|30|25}} | |||
*{{buff|Jab 3 hitbox sizes|4/3.5/3|4.2/3.7/3.2}} | |||
*{{buff|Transition between third hit and looping hits of jab|frame 22|frame 15}} | |||
*{{buff|Looping hits of jab now use a large, single hitbox as opposed to many small ones.}} | |||
*{{nerf|Looping hits of jab damage|0.6%|0.5%}} | |||
*{{change|Looping hits of jab angle|70/90|60}} | |||
*{{change|Looping hits of jab weight-based knockback|6|4}} | |||
*{{buff|SDI of jab rapid hits|1.3|0.7}} | |||
*{{change|Unknown parameters of rapid jab hits changed from default to 6.8 and 6.}} | |||
*{{buff|Final hit of jab animation length|frame 8|frame 4}} | |||
*{{nerf|Final hit of jab knockback scaling|180|177}} | |||
*{{buff|Final hit of jab base knockback|30|45}} | |||
*{{buff|Final hit of jab hitbox size|5|7.2}} | |||
*{{change|Final hit of jab Y-offset|5.5|6.8}} | |||
*{{change|Unknown parameters of final hits of jab changed from 5.5 to 6.8 and 6.}} | |||
*{{buff|Down tilt given an additional hitbox.}} | |||
*{{nerf|Down tilt damage|6%|5.5%}} | *{{nerf|Down tilt damage|6%|5.5%}} | ||
*{{nerf|Up air startup|3 frames|4 frames}} | *{{nerf|Up air startup|3 frames|4 frames}} | ||
*{{nerf|Up air autocancel|15 frames|27 frames}} | *{{nerf|Up air autocancel|15 frames|27 frames}} | ||
*{{nerf|Up air base knockback|65| | *{{nerf|Up air base knockback|65|64}} | ||
*{{nerf|Up air knockback growth|99|89 | *{{nerf|Up air knockback growth|99|89}} | ||
*{{nerf|Up throw (hit 1) damage|4%|1%}} | *{{nerf|Up throw (hit 1) damage|4%|1%}} | ||
*{{nerf|Up throw (hit 1) base knockback|30|50}} | |||
*{{nerf|Up throw (hit 1) knockback scaling|100|120}} | |||
*{{buff|Down throw damage|6%|7%}} | *{{buff|Down throw damage|6%|7%}} | ||
*{{nerf|Down throw | *{{change|Down throw angle|105°|106°}} | ||
*{{nerf|Down throw knockback scaling|50|59}} | |||
=={{SSB4|Donkey Kong}}== | =={{SSB4|Donkey Kong}}== | ||
*{{buff|Cargo forward | *{{buff|Cargo forward throw damage|8%|10%}} | ||
*{{buff|Cargo back | *{{buff|Cargo back throw damage|8%|12%}} | ||
*{{change|Cargo back | *{{change|Cargo back throw angle|55°|72°}} | ||
*{{buff|Cargo up | *{{change|Cargo back throw base knockback|80|70}} | ||
*{{buff|Cargo down | *{{buff|Cargo up throw damage|7%|10%}} | ||
*{{buff|Cargo down throw damage|6%|7%}} | |||
*{{change|Cargo down throw angle|45°|48°}} | |||
*{{buff|Cargo back throw base knockback|65|50}} | |||
*{{buff|Cargo back throw knockback scaling|38|80}} | |||
*{{buff|Occurence of an unknown action in cargo back throw|frame 18|frame 17}} | |||
*{{change|DK now hops while performing cargo down toss.}} | *{{change|DK now hops while performing cargo down toss.}} | ||
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=={{SSB4|Mr. Game & Watch}}== | =={{SSB4|Mr. Game & Watch}}== | ||
*{{buff|Down tilt knockback | *{{buff|Down tilt base knockback (sweetspot)|10|40}} | ||
*{{buff|Down tilt knockback scaling (sweetspot)|120|125}} | |||
*{{buff|Down tilt base knockback (sourspot)|60|70}} | |||
*{{buff|Down tilt knockback scaling (sourspot)|100|120}} | |||
*{{change|Down tilt sourspot size|9|10.5}} | |||
*{{change|Unknown parameter of down tilt sourspot|11|9}} | |||
=={{SSB4|Ness}}== | =={{SSB4|Ness}}== |
Revision as of 16:00, June 18, 2015
This is the list of known changes in version 1.0.8 of Super Smash Bros. 4. All claims on this page must be verifiable, preferably with a trustable source link, and must compare both the old and new states. Ensure that all changes are also listed on the respective pages.
Universal
- Grounded to air ledge transition mechanics altered.
Bowser
- Occurence of an unknown action in up tilt: frame 11 → frame 10
- Up tilt hitbox 2 removed.
- Up tilt damage: 10% → 9%
- Up tilt startup: 12 frames → 11 frames
- Up tilt hitbox X-offset: 7.4 → 6.9
- Up tilt endlag: 51 frames → 41 frames
Captain Falcon
- Up air damage: 13% → 11%
Charizard
- Jab 1's weight-based knockback increased.
- Transition from first to second jab is one frame earlier.
- Neutral air is faster.
- Up throw knockback increased significantly.
- Down throw knockback reduced significantly, making it ideal for combos but it less a reliable KO move.
Diddy Kong
- 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 1 to Jab 2: 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 of jab rapid hits: 1.3 → 0.7
- Unknown parameters of rapid jab hits changed from default to 6.8 and 6.
- Final hit of jab animation length: frame 8 → frame 4
- Final hit of jab knockback scaling: 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 hits of jab changed from 5.5 to 6.8 and 6.
- Down tilt given an additional hitbox.
- Down tilt damage: 6% → 5.5%
- Up air startup: 3 frames → 4 frames
- Up air autocancel: 15 frames → 27 frames
- Up air base knockback: 65 → 64
- Up air knockback growth: 99 → 89
- Up throw (hit 1) damage: 4% → 1%
- Up throw (hit 1) base knockback: 30 → 50
- Up throw (hit 1) knockback scaling: 100 → 120
- Down throw damage: 6% → 7%
- Down throw angle: 105° → 106°
- Down throw knockback scaling: 50 → 59
Donkey Kong
- 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 back throw base knockback: 65 → 50
- Cargo back throw knockback scaling: 38 → 80
- Occurence of an unknown action in cargo back throw: frame 18 → frame 17
- DK now hops while performing cargo down toss.
Falco
- Neutral air (hit 2) damage: 3% → 2%
- Neutral air hits now auto link.
- Neutral air's final hit now forces front-facing knockback.
- Forward air damage: 8% → 9%
- Forward air landing damage: 5% → 3%
- Forward air has less lag overall.
- Up air damage: 11% → 10%
- Up air sourspot removed.
- Up air startup: 10 frames → 7 frames
- Down air sweetspot no longer meteor smashes grounded opponents, but sends them upwards.
Greninja
- Forward tilt damage: 6.5% → 7.3%
- Forward tilt endlag reduced by about ten frames.
Ike
- Jab transitions into second hit faster: Jab 2 startup from 21 frames → 18 frames
- Jab 3 now properly hits above Ike.
- Forward tilt start-up: 15 frames → 12 frames
- Forward tilt damage: 14% → 12.5%
- Dash attack has less start-up (18 frames → 15 frames) and deals more damage (Sweet spot: 10% → 14%. Sour spot: 7% → 11% and 5% → 9%)
- Neutral air landing lag: 16 frames → 13 frames
- Forward air has better hitbox placements (Hits better above and below him).
- Forward air landing lag reduced: 19 frames → 18 frames
- Up air landing lag reduced: 18 frames → 15 frames
- Down air landing lag reduced: 26 frames → 23 frames
- Quick Draw startup reduced: 19 frames → 16 frames
Kirby
- Upward angled forward smash sourspot deals 1% less damage, and K.O.s 11% later.
Link
- Down tilt damage: 12% → 11%
- Down tilt startup: 13 frames → 11 frames
- Down tilt endlag: 31 frames → 28 frames
- Up smash now links better.
- Grab range increased.
- Standing grab endlag: 66 frames → 61 frames
- Dash grab endlag: 77 frames → 65 frames
- Pivot grab endlag: 79 frames → 66 frames
- Down throw (hit 2) damage: 4% → 3%
- Down throw angle: 110° → 83°
- Down throw knockback growth: 90 → 85
Lucario
- Jab (hit 1) knockback decreased, allowing it to connect more easily with the second hit.
Lucina
- Jab (hit 1) angle modified to make it easier to follow up on.
- Jab endlag and time until earliest transitions are two frames shorter.
- Up tilt knockback increased.
- Up tilt endlag: 42 frames → 39 frames
- Up tilt body hitbox angle more vertical.
- Forward tilt damage: 9.975% → ~10.85%
- Neutral air landing lag: 15 frames → 12 frames
- Dolphin Slash knockback increased.
- Activation of Counter now plays a quote.
Marth
- Jab (hit 1) damage: 4%/6% → 3%/5%
- Jab (hit 1) angle modified to make it easier to follow up on.
- Jab endlag and time until earliest transitions are two frames shorter.
- Up tilt knockback increased.
- Up tilt endlag: 42 frames → 39 frames
- Marth moves forward if actions are taken during IASA frames.
- Up tilt body hitbox angle more vertical.
- Neutral air landing lag: 15 frames → 12 frames
- Dolphin Slash knockback increased.
Mii Swordfighter
- Back air damage: 12% → 14%
- Airborne Assault hits lower.
Meta Knight
- Jab damage: 1% → 1.2%
- Jab endlag reduced by approximately twelve frames.
- Forward tilt final hit angle: 65° → ~40°
- Forward tilt final hit damage: 3% → 4%
- Forward tilt endlag reduced by approximately ten frames.
- Neutral air landing lag reduced.
Mewtwo
- Confusion throw distance reduced.
Mr. Game & Watch
- 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
Ness
- PSI Magnet endlag reduced.
Olimar
- Pikmin Order no longer reverses from ledge grabs.
Palutena
- Up tilt loop hits link better into themselves.
- Up tilt (loop hits) damage: 1% → 1.2%
Peach
- Jab hit 1 range: 2.4 → 3
- Jab hit 2 range: 2.4 → 4
Robin
- Automatic pushback from jab's rapid hit can now cause Robin to hang on the ledge.
Rosalina & Luma
- Luma HP: 47 → 50
- Rapid jab end knockback scaling: 170 → 150
Samus
- Up smash knockback increased.
Sonic
- Up Smash (final hit) knockback growth: 177 → 165
- Down air endlag reduced.
- Up throw knockback increased.
Villager
- Down throw damage: 4.5% → 6%
- Consecutive uses of Balloon Trip now result in less distance.
Wario
- 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
- Jab 2 hitbox sizes: 5.5/3.5 → 5.8/3.8/3.3
Zelda
- Up Smash knockback increased.
- Up Smash (multihits) size: 3 → 3.5
- SDI of Up Smash multihits set to 0.5.
- Up Smash weight-based knockback (multihits): 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