Super Smash Bros. 4

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

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*{{nerf|Down tilt's damage was reduced by .5%}}
*{{nerf|Down tilt's damage was reduced by .5%}}
*{{nerf|Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.}}
*{{nerf|Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.}}
*{{nerf|All of Diddy's grabs have increased ending lag.}}
*{{nerf|All of Diddy's grabs have 3 more frames of ending lag.}}
*{{nerf|Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.}}
*{{nerf|Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.}}
*{{nerf|Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.}}
*{{nerf|Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.}}
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|-
|-
|Up air knockback growth||99||89
|Up air knockback growth||99||89
|-
| Grab total duration || 28 frames || 31 frames
|-
| Dash grab total duration || 35 frames || 38 frames
|-
| Pivot grab total duration || 33 frames || 36 frames
|-
|-
|Up throw (hit 2) damage||4%||1%
|Up throw (hit 2) damage||4%||1%
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*{{buff|Up smash more reliably link all its hits.}}
*{{buff|Up smash more reliably link all its hits.}}
*{{buff|All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.}}
*{{buff|All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.}}
*{{buff|Forward throw's trajectory is slightly more horizontal, and it has less ending lag.}}
*{{buff|Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.}}
*{{buff|Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.}}
*{{buff|Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.}}
*{{buff|The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of [[Shocking Spin Attack]] also has slightly increased knockback scaling.}}
*{{buff|The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of [[Shocking Spin Attack]] also has slightly increased knockback scaling.}}
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|-
|-
|Forward throw angle||55°||50°
|Forward throw angle||55°||50°
|-
|Forward throw total duration || 39 frames || 34 frames
|-
|-
|Down throw (hit 2) damage||4%||3%
|Down throw (hit 2) damage||4%||3%
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=={{SSB4|Samus}}==
=={{SSB4|Samus}}==
*{{buff|Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.}}
*{{buff|Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.}}
*{{buff|All grabs have reduced ending lag.}}
*{{buff|Standing and pivot grabs have 4 less frames of ending lag.}}


===Technical changelist===
===Technical changelist===
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|-
|-
|Up smash final hitbox sizes||7/3.5||7.3/4
|Up smash final hitbox sizes||7/3.5||7.3/4
|-
|Standing grab total duration || 79 frames || 75 frames
|-
|Pivot grab total duration || 92 frames || 88 frames
|}
|}



Revision as of 07:52, June 24, 2015

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Information may change rapidly as it becomes available. All information in this article must be verifiable.
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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

  • Change Grounded to air ledge transition mechanics altered, affecting run offs and other momentum techniques; characters can no longer run off the edge of a platform while performing a special move.
  • Change The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on Battlefield platforms against any character) and Mewtwo's Confusion.

Bowser

  • Buff Up tilt's startup reduced by 1 frame, and has increased reach, now being able to hit opponents in front of Bowser. It also has 10 less frames of ending lag.
    • Nerf Up tilt's damage was reduced by 1%.

Technical changelist

Captain Falcon

  • Buff Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
    • Nerf Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
  • Nerf Up's aerial sweetspot and middle hitboxes had their damage reduced by 2%, while its sourspot's damage was reduced by 1%. Its reduced knockback additionally makes the move a less reliable KO option.
    • Buff The move's reduced knockback allows it to combo up to higher damages.

Technical changelist

Charizard

  • Buff Charizard's jab transitions faster and can more reliably link all three hits. The final hit of the jab also has increased knockback scaling, and can now KO at very high damages around 175% before rage.
  • Buff Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
    • Nerf Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.
  • Buff Up throw repurposed into a KO throw more effective than Charizard's old down throw, with significantly increased knockback scaling and a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.
  • Buff Down throw repurposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased and it now sending opponents at a vertical trajectory. It can combo into up smash at very low damages, combo into forward aerial and Dragon Rush up to mid-high damages, and setup an up aerial and Fly.


Technical changelist

Diddy Kong

  • Buff Jab improved; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
    • Nerf The complete jab deals marginally less damage.
  • Nerf Down tilt's damage was reduced by .5%
  • Nerf Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.
  • Nerf All of Diddy's grabs have 3 more frames of ending lag.
  • Nerf Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.
  • Nerf Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.

Technical changelist

Donkey Kong

  • Buff Cargo forward throw deals 2% more damage, and the increased knockback makes it a more viable KO option at very high damages.
  • Buff Cargo back throw deals 4% more damage, and the significantly increased knockback allows it to KO at damages around 175%.
    • Change Back throw's knockback trajectory is more vertical.
  • Buff Cargo up throw deals 3% more damage.
  • Buff Cargo down deals 1% more damage with increased knockback scaling. Donkey Kong additionally now hops when performing the throw.

Technical changelist

Falco

  • Buff Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.
  • Buff Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.
  • Buff Neutral aerial significantly improved; it has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its followup capabilities.
  • Buff Forward aerial has 2 frames faster startup, and overall completes about 9 frames faster, giving it followup capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
    • Nerf Its landing hit deals 2% less damage.
  • Buff Up aerial's startup was decreased by 3 frames, and its hitboxes deal more vertical based knockback, making it more combo-friendly. Its hitboxes are also slightly larger.
    • Nerf Up aerial deals 1% less damage.
    • Change All of up aerial's hitboxes deal the same knockback now, removing its sourspot.
  • Buff Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
    • Change Down aerial's sweetspot no longer meteors grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its followup potential at high damages, it can no longer be teched by grounded opponents.

Technical changelist

Greninja

  • Buff Forward tilt deals .8% more damage, and its ending lag was reduced by 9 frames.
    • Change Forward tilt's hitboxes now deal varying degrees of knockback.

Technical changelist

Ike

  • Buff Jab transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.
  • Buff Forward tilt's startup is 3 frames faster.
    • Change All hitboxes replaced with a single hitbox that deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but .5% more than its sourspot hitbox.
  • Buff Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.
  • Buff Dash attack significantly improved; its startup is 3 frames faster, all its hitboxes deal 4% more damage, its sweetspot is slightly larger, and its sweetspot's knockback trajectory is slightly more horizontal. Its significantly increased knockback also now makes it capable of reliably KOing under 150%.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Forward aerial has 2 frames faster startup, 1 less frame of landing lag, and it has improved reach, with its hitboxes now properly following the sword swing, notably it can now properly hit above and below Ike.
  • Buff Up aerial has 3 less frames of landing lag.
  • Buff Down aerial has 4 less frames of landing lag.
  • Buff Quick Draw and all its custom variants have 3 less frames of startup lag.

Technical changelist

Link

  • Buff Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.
    • Change It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.
  • Buff Up smash more reliably link all its hits.
  • Buff All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.
  • Buff Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.
  • Buff Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.
  • Buff The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of Shocking Spin Attack also has slightly increased knockback scaling.

Technical changelist

Lucario

  • Buff Knockback on first two of hits jab altered to make the jab combo link more reliably.

Technical changelist

Lucina

  • Buff Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
  • Buff Forward tilt deals approximately 1% more damage.
  • Buff All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback scaling.
  • Bug fix Lucina's Counter quotes now play when her Counter is activated.

Technical changelist

Marth

  • Buff Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
    • Nerf Both hits of jab deal 1% less damage.
  • Buff All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback scaling.

Technical changelist

Mii Brawler

Technical changelist

Mii Gunner

Mii Swordfighter

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

Technical changelist

Meta Knight

  • Buff Jab improved; the rapid hits of the jab keep opponents locked in better while dealing .2% more damage each, while the final hit has a significantly larger hitbox with improved reach. Jab also has 12 less frames of ending lag.
  • Buff Forward tilt improved; each hit is interruptible 8 frames sooner, and the final hit deals 1% more damage with a Sakurai angle trajectory instead of a diagonal trajectory.
  • Buff Neutral aerial has reduced landing lag.

Technical changelist

Mewtwo

  • Nerf Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.
  • Buff Neutral aerial has 3 less frames of landing lag.

Technical changelist

Mr. Game & Watch

  • Buff Down tilt's knockback is increased, especially its base knockback.
  • Buff Back aerial has 5 less frames of landing lag.

Technical changelist

Ness

Olimar

Palutena

  • Buff Up tilt's looping hits deal .2% more damage, and they keep opponents locked in more effectively.

Technical changelist

Peach

  • Buff Both hits of jab have slightly larger hitboxes.

Technical changelist

Robin

  • Change Automatic pushback from jab's rapid hit now pushes Robin off the edges of platforms.

Rosalina & Luma

  • Buff Luma has 3 more HP.
  • Nerf The final hit of Rosalina's jab has decreased knockback scaling. reducing its KO potential.

Technical changelist

Samus

  • Buff Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.
  • Buff Standing and pivot grabs have 4 less frames of ending lag.

Technical changelist

Sonic

  • Nerf Up smash's final hit has reduced knockback scaling, KOing about 10-15% later.
  • Buff Down aerial is interruptible sooner, Sonic can now act before SDing when used at stage height offstage.

Technical changelist

Toon Link

  • Buff Jab improved; the second hit keeps opponent locked in better for the final hit, and the final hit's hitbox is slightly larger.

Technical changelist

Villager

  • Buff All grabs have reduced ending lag.
  • Buff Forward throw has minimally more base knockback.
  • Buff Back throw has slightly increased base knockback.
  • Buff Down throw deals 1.5% more damage.

Technical changelist

Wario

  • Buff Jab links more reliably, and the second hit has slightly larger hitboxes.

Technical changelist

Zelda

  • Buff Up smash more reliably links all hits. Its final hit additionally has improved knockback scaling, KOing about 15-20% sooner.
  • Change Neutral aerial's sweetspot and sourspot hitboxes switched.
  • Buff Neutral aerial's landing lag reduced by 3 frames.
  • Buff Up aerial's landing lag reduced by 3 frames.
  • Buff Down aerial's landing lag reduced by 3 frames.

Technical changelist

References