List of updates (SSB4)/1.0.8 changelog: Difference between revisions
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*{{buff|Forward air has less lag overall.}} | *{{buff|Forward air has less lag overall.}} | ||
*{{nerf|Up air damage|11%|10%}} | *{{nerf|Up air damage|11%|10%}} | ||
*{{change|Up air angle|68°/68°/80°|65°/75°/85° | *{{change|Up air angle|68°/68°/80°|65°/75°/85°}} | ||
*{{change|Up air hitboxes now all do the same knockback.}} | *{{change|Up air hitboxes now all do the same knockback.}} | ||
*{{buff|Up air hitbox 0 size|4.8|5}} | *{{buff|Up air hitbox 0 size|4.8|5}} |
Revision as of 17:07, 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
- 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 longetivity: 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.
- Forward air hits: 3 → 5
- Forward air landing damage: 5% → 3%
- Forward air base knockback: 30 → 50
- Forward air has less lag overall.
- Up air damage: 11% → 10%
- Up air angle: 68°/68°/80° → 65°/75°/85°
- Up air hitboxes now all do the same knockback.
- Up air hitbox 0 size: 4.8 → 5
- Up air startup: 10 frames → 7 frames
- Down air sweetspot no longer meteor smashes grounded opponents, but sends them upwards.
- Down air sweetspot timing starts one frame earlier.
- Down air sourspot hitbox size: 5 → 5.3
Greninja
- Forward tilt damage: 6.5% → 7.3%
- Forward tilt endlag reduced by about ten frames.
Ike
- 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 hits at an angle of 80°, has a knockback scaling of 80 and weight-based knockback of 25, and has a size of 3.5.
- Jab 2 (hitbox 0) Y-offset: 8 → 7.5
- Jab 3 startup: 7 frames → 6 frames
- Jab 3 now properly hits above Ike.
- Jab 3 hitbox presence: 3 frames → 4 frames
- Forward tilt start-up: 15 frames → 12 frames
- Forward tilt's hitboxes combined.
- Forward tilt moved from bone 1000 to bone 1.
- Forward tilt now does 12.5% damage.
- Up tilt Y-offset: 12/10.5 → 13/12
- Up tilt hitbox removal: frame 19 → frame 22
- 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%)
- 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: 1 → 1.2
- Neutral air landing lag: 16 frames → 13 frames
- Forward air startup: 16 frames → 14 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%
- X-offsets of down tilt: 12.8/15.4 → 14.1/16.6
- 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
- Forward throw angle: 55° → 50°
- 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
- 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 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 20 → frame 17
- Jab 2 angle: Sakurai angle → 100
- Jab 2 initial base knockback: 50 → 65
- Jab 2 (late) base knockback: 40 → 52
- 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 scaling: 68 → 74
- Dolphin Slash/Crescent Slash hitlag: 0.5 → 0.7
Mii Swordfighter
- Back air damage: 12% → 14%
- Airborne Assault hits lower.
Meta Knight
- Jab rapid hits' hitbox split to cover more area.
- Jab rapid hits damage: 1% → 1.2%
- Jab rapid hits knockback scaling: 40 → 30
- Jab rapid hits SDI: 1 → 0.6
- Jab final hit size: 5.7 → 8
- Jab final hit's hitboxes moved slightly.
- 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 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 hitboxes moved from bone 1000 to bone 0.
- 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 hitbox sizes increased by 0.5.
- Certain hitboxes in Up Smash split.
- Up smash (final hit) knockback growth: 135 → 150
- Up smash final hitbox sizes: 7/3.5 → 7.3/4
Sonic
- Up Smash (final hit) knockback growth: 177 → 165
- Down air endlag reduced.
- Up throw knockback increased.
Toon Link
- 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
- 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 (final hit)knockback scaling: 190 → 214
- 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