List of updates (SSB4-3DS)/1.0.4 changelog: Difference between revisions
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This is the list of known changes in version 1.0.4 of ''[[Super Smash Bros. 4]]''. | This is the list of known changes in version 1.0.4 of ''[[Super Smash Bros. 4]]''. | ||
Revision as of 19:38, July 23, 2017
This is the list of known changes in version 1.0.4 of Super Smash Bros. 4.
Universal
- 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.
Bowser
- 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 Bowser
- What appears to be ending lag on most ground attacks has been removed.
Bowser Jr.
- Down throw deals slightly less damage: 8% → 7.5%. It also does eight hits, down from ten.
Captain Falcon
- Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.
Charizard
- 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 Pit
- Electrocut Arm (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.
Diddy Kong
- 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. Mario
- 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%).
Falco
- 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.
Ganondorf
- 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).
Greninja
- 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.
- 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).
Ike
- 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.
Jigglypuff
- 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 Dedede
- 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.
Kirby
- 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.
Link
- 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 Mac
- 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.
Lucario
- 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
Lucina
- 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.
Luigi
- 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
Mario
- 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.
Marth
- Using Counter after being trumped from the ledge no longer changes momentum.
Mega Man
- 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 Knight
- 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 Swordfighter
- Certain hitbox properties have been adjusted.
Mr. Game & Watch
- Properties of Octopus have been adjusted.
Ness
- 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.
Olimar
- 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-Man
- 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%.
Palutena
- 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.
Peach
- 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.
Pikachu
- 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).
Robin
- 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 & Luma
- 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.
Sheik
- 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.
Shulk
- 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.
Sonic
- Forward smash's ending lag increased: frame 44 → 48.
- Fixed the grab release glitch.
Toon Link
- 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.
Wario
- 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 Man
- An as-of-yet unknown action has been sped up from two frames to one frame.
Wii Fit Trainer
- Air dodge landing lag standardized: 12 → 22 frames.
- Forward aerial's third hitbox is no longer unblockable.
Yoshi
- 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.
Zelda
- 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 Samus
- 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.
References
Super Smash Bros. 4 updates | |
---|---|
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.3 · 1.0.4 · 1.0.5 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
Patch changelogs | 1.0.4 · 1.0.6 · 1.0.8 · 1.1.0 · 1.1.1 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 |