Super Smash Bros. for Nintendo 3DS

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

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==Universal==
==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.}}
*{{nerf|Down aerial's hit rate decreased|7|5.}}
*{{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|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==

Revision as of 14:07, April 16, 2016

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This is the list of known changes in version 1.0.4 of Super Smash Bros. 4.

Universal

  • Change 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.
  • Change DACUS has been removed, making certain up smashes slightly less versatile.


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.
  • Change Certain properties of Fire Breath have been adjusted.


Giga Bowser

  • Buff What appears to be ending lag on most ground attacks has been removed.


Bowser Jr.

  • Nerf Down throw deals slightly less damage: 8% → 7.5%. It also does eight hits, down from ten.


Captain Falcon

  • Change Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.


Charizard

  • Buff 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.
  • Nerf Dragon Rush deals less damage: 15% → 11%.
  • Change Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.


Dark Pit

  • Change Electrocut Arm (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.


Diddy Kong

  • Nerf Neutral infinite's loop hits deals less damage per hit (1% → 0.6%).
  • Buff 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.
  • Buff Neutral infinite's loop hits have bigger hitboxes (2.8u → 3u).
  • Buff Neutral infinite's final hit has a larger hitbox (4u → 5u) which is positioned higher (y offsets: 5 → 5.5), improving its range.
  • Bug fix Diddy Kong can no longer use Peanut Popgun to cancel non-tumble hitstun.
    • Nerf This naturally hinders the move's utility at lower percents especially, as Diddy can no longer use Peanut Popgun to potentially escape combos.
  • Change Exploding Popgun can no longer hit damageable floors.
  • Nerf Monkey Flip's grab has more startup lag with a shorter duration (frames 19-36 → 20-36).
  • Nerf 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.
  • Change Diddy's barrel jets from Rocketbarrel Boost (and its custom variants) have received additional visual wind effects.


Dr. Mario

  • Buff Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)
  • Buff Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)
  • Buff Down aerial has less landing lag (24 frames → 21).
  • Nerf Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).


Falco

  • Buff Forward aerial's landing hit deals considerably more damage (2% → 5%). Its knockback values were not compensated, drastically improving its KO potential.
  • Buff Forward aerial's landing hit extends farther horizontally (z offsets: 11/8 → 12/7), increasing its horizontal range.
  • Buff Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).
  • Buff Blaster has a more generous repeat window (frames 7-14 → 7-17).
  • Buff Grounded Blaster has a shorter delay between shots (34 frames → 29).
  • Buff Grounded Blaster has less ending lag (FAF 64 → 59).
  • Bug fix Fixed a glitch in which Reflector Void failed to reflect Timber properly.
  • Change Landmaster's falling hitbox can no longer hit damageable floors.


Ganondorf

  • Buff 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

  • Buff 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.
  • Nerf 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.
  • Nerf Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.
    • In Super Smash Bros. for Wii U 1.0.0, the FAF was 50.
  • Nerf Up smash's first hit has a smaller hitbox (6.5u → 5u).
  • Nerf Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.
  • Nerf Up smash's second hit's sourspot deals less damage (13%11%), significantly hindering its KO potential.
  • Nerf Up smash's late second hit deals less damage (11%10%) hindering its KO potential.
  • Buff 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.
  • Nerf Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.
  • Nerf 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.
  • Buff Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).
  • Nerf Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.
  • Buff Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).
  • Nerf Water Shuriken has more ending lag on the ground (FAF 25 (from release) → 32).
  • Buff Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).
  • Buff Shadow Sneak has less ending lag (FAF 77 → 67).
  • Bug fix Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.
    • Nerf 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.
  • Nerf Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).
  • Nerf High-Capacity Pump has less set knockback (100 → 90).


Ike

  • Buff The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
    • Nerf However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
  • Buff Forward tilt has considerably lower ending lag (FAF 54 → 45).
  • Buff Down tilt has considerably lower ending lag (FAF 39 → 29).
  • Buff Down tilt deals more damage (7% → 8%).
  • Nerf Down tilt has smaller hitboxes (4u → 3.8u/3u).
  • Buff 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.
    • Nerf However, this also hinders its edgeguarding potential.
  • Buff Down smash has less ending lag (FAF 74 → 71).
  • Change Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
  • Buff Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
  • Buff Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
  • Nerf Forward aerial has a shorter duration (frames 16-20 → 13-16).
  • Nerf Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
  • Buff 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).
  • Buff Back aerial deals more damage (13% → 14%), improving its KO potential.
  • Buff Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
  • Buff 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

  • Bug fix The instant reversal glitch of Rollout (by holding away while landing with Rollout when facing right) has been removed.
    • Nerf This slightly hinders Rollout's utility.
  • Bug fix 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

  • Nerf Forward aerial deals 1% less damage: 13% → 12%.
  • Buff Down throw's angle altered: 70° → 80°, making it less susceptible to DI.
  • Nerf Down throw's knockback scaling increased: 60 → 82. This hampers its combo ability at higher percents.
  • Nerf All variations of Gordo Throw require 1% less damage to be reflected: 3% → 2%.
  • Nerf All variations of Gordo Throw have had their hitbox sizes decreased by 0.4 units.
  • Change Dedede Burst's hammer hits transition into each other faster.
    • Nerf Due to the above change and the lower knockback on each hit, characters can now air dodge out of and escape Dedede Burst.


Kirby

  • Change Copy abilities whose base character's neutral special was altered by the patch have been altered in the same way.
  • Change Many behaviors, such as Stone and its custom variants and Final Cutter, have been adjusted.


Link

  • Buff Non-tipped forward smash's first hit's has lower base knockback (60 → 47), allowing it to more reliably lead into the second hit.
  • Bug fix Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
    • Nerf 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.
  • Bug fix Link can no longer throw a bomb with down special to cancel tumble hitstun.
    • Nerf 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

  • Nerf The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
  • Nerf End of roll intangibility: frame 17 → 15.
  • Nerf All hits of neutral attack except the first deal less damage: 3% → 2% (second), 8% → 7% (third), 1% → 0.7% (infinite).
  • Buff Due to their lower damage, neutral attack's second hit and infinite connect better into the following hits.
  • Change The first hitbox of forward tilt's each hit has a lower X-offset: -5 → -3.8
  • Nerf Neutral aerial's SDI multiplier increased: 1x → 2x.
  • Nerf Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.


Lucario

  • Nerf Forward smash's ending lag increased: frame 46 → 55.
  • Nerf Down smash's ending lag increased: frame 50 → 55.
  • Nerf Landing lag from helplessness increased: 36 → 60 frames.
  • Nerf Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
  • Nerf Extreme Speed Attack hit 1 ending lag: 0 → 5


Lucina

  • Nerf 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.
  • Bug fix Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.


Luigi

  • Buff Forward smash damage: 14%15%
  • Change Forward smash's side angle: 55° → 53°
  • Change Down smash's second hit angle: 70° → 60°
  • Buff Down smash's second hit knockback scaling: 80 → 100
  • Buff Forward aerial's hand hitbox radius: 4.8 → 5.6
  • Change Order of hitboxes of forward aerial reversed (no practical effect).
  • Buff Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
  • Change Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
  • Buff Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
  • Change Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5


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.


Marth

  • Bug fix Using Counter after being trumped from the ledge no longer changes momentum.


Mega Man

  • Buff 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.
  • Bug fix Fixed bug where Mega Man could use Rush Coil to cancel hitstun.
  • Buff Leaf Shield can be acted out of sooner.


Meta Knight

  • Buff Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
  • Nerf 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.
  • Buff Last hit of back aerial has increased knockback scaling: 180 → 212.
  • Buff Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
  • Buff 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.
  • Change The sword trails of up aerial and down aerial match the hitboxes better.
  • Buff Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.


Mii Swordfighter

  • Change Certain hitbox properties have been adjusted.


Mr. Game & Watch

  • Change Properties of Octopus have been adjusted.


Ness

  • Buff The period Ness can be at his maximum fall speed before using hard landing lag has been lengthened: 4 → 5 frames.
  • Nerf PK Thunder and all custom variations have 6 frames more ending lag.
  • Buff Down throw's five hits have gained additional hitboxes, allowing them to hit Mr. Game & Watch.
  • Nerf Down throw's five hits before release deal less damage: 1% → 0.6%.
  • Nerf Down throw's release has increased knockback: 90 base/30 growth → 70/80, hindering its combo ability at high percents.


Olimar

  • Buff The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
    • Nerf However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
  • Buff 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).
  • Buff Pikmin have increased follow distance (18 → 23) if they have to change direction.
  • Buff Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
  • Buff Neutral, forward, and back aerials have less landing lag (17 frames → 15).
  • Nerf Pikmin Pluck can no longer be edge-canceled.
  • Nerf Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
  • Buff White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
  • Nerf Purple Pikmin throw deal less damage (6.5% → 6%).
  • Buff Pikmin Throw's additional latch time has been increased (200 frames → 300).


Pac-Man

  • Nerf Up smash's ending lag increased: frame 38 → 50.
  • Nerf Bonus Fruit's Galaxian deals less damage: 11% → 9%.
  • Buff Power Pellet heals more damage: 1% → 2%.
  • Buff Fire Hydrant takes more damage to be launched: 12% → 13%.


Palutena

  • Buff Forward, back and up item tosses' ending lag decreased: frame 30 → 28 (grounded)/24 (aerial).
  • Buff Up tilt's ending lag decreased: frame 75 → 68.
  • Buff Down tilt's ending lag decreased: frame 45 → 42.
  • Buff Up smash's hitboxes last longer: frame 18-22 → 18-26
  • Nerf Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
  • Bug fix Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance.


Peach

  • Nerf Peach can no longer ledge cancel Vegetable to instantly pull turnips and items.
  • Bug fix Fixed how aerials performed while floating would not affect the stale moves queue.
  • Bug fix Peach can no longer throw a turnip with down special to cancel landing lag (outside of special moves which already could not be canceled).
    • Nerf 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.
  • Bug fix Peach can no longer throw a turnip with down special to cancel tumble hitstun.
    • Nerf 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

  • Buff Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).
  • Buff Thunder Jolt can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.
  • Buff Skull Bash has higher knockback scaling (60 → 62)
  • Change 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.)
  • Buff Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).


Robin

  • Change Second hit of jab has been adjusted.
  • Buff Robin can now grab edges from behind during Elwind and its custom variations.
  • Bug fix Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.
  • Bug fix Fixed a footstool glitch allowing an infinite.


Rosalina & Luma

  • Nerf Luma takes longer to respawn (500 frames → 750 frames).
  • Nerf Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.
  • Nerf Rosalina's down tilt has more startup lag with a shorter hitbox duration (frames 4-8 → 5-8).
  • Change Rosalina's down tilt's near hitboxes have swapped priority.
  • Nerf 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).
  • Nerf Rosalina's forward smash has slightly less knockback scaling (115 → 111), hindering its KO potential.
  • Nerf Rosalina's up smash has less knockback scaling (100 → 90), considerably hindering its KO potential.
  • Nerf Rosalina's up smash has a smaller hitbox on her head (5u → 4u).
  • Buff Luma's up smash has a larger hitbox (4u → 5.5u).
  • Buff Luma's up smash deals more damage during its late hit (4% → 5%).
  • Nerf Rosalina's down smash has more ending lag (FAF 36 → 42).
  • Nerf Rosalina's neutral aerial deals less damage (6% (early)/10% (late) → 5%/7.5%), hindering its KO potential, especially the late hit.
  • Nerf 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.
  • Change Rosalina's forward aerial has higher base knockback on its loop hits (20/35 → 55).
  • Nerf Rosalina's forward aerial has less base knockback on the final hit (60 → 50).
  • Nerf All of Rosalina's grabs have more ending lag (FAF 31 (standing)/38 (dash)/37 (pivot) → 36/43/42).
  • Nerf Forward throw has less knockback scaling (85 → 76), significantly hindering its KO potential.
  • Nerf Back throw has less knockback scaling (70 → 60), significantly hindering its KO potential.
  • Change Luma travels slower from uncharged Luma Shot (2.8 → 2.2), reducing its distance by about 28%.
  • Change Lumas moves faster when summoned from a distance (acceleration: 0.1 → 1.2).
  • Nerf Uncharged Luma Shot has a shorter hitbox duration (30 frames → 17).
  • Change Rosalina gains less vertical momentum when using Guardian Luma (1 → 0.5), now matching Gravitational Pull and Catch and Release.
  • Change Power Star now has a wind effect when it is first summoned.


Sheik

  • Nerf 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.
    • Buff However, this also improves its combo potential at higher percents.
  • Nerf Up aerial's loop hits hits now function properly, making it hit one less time, dealing less total damage as a result (8% → 7%).
  • Nerf Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.
  • Nerf Needle Storm has more ending lag on the ground (FAF 41 → 47), hindering its safety and combo potential.
  • Nerf Bouncing Fish deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.
  • Nerf Bouncing Fish can no longer be edge-canceled.


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).
  • 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, slightly hindering its KO ability despite its increased damage.
  • Buff 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.
  • Buff Dash attack deals 1% more damage: 10% → 11%.
  • Buff Dash attack's ending lag decreased: frame 57 → 53.
  • Buff Forward and up smash deal more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).
  • Buff Forward smash has been improved. It received a variety of changes to enable both of its hits to connect together better.
  • Change Forward smash's first hit's angles altered: 40° (upward)/75° (forward)/84° (downward) → 78°/10°/40°.
  • 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: 4/4/4 → 2/2/4.
  • Buff 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].
  • Buff Forward smash's second hit's radii increased: 3.5/2 → 4/3.
  • Change Forward smash's second hit's first hitbox X-offset decreased: 22–0 → 21–0.
  • 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 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).
  • Buff Forward aerial's landing lag decreased: 21 → 18 frames.
  • Buff All throws' first hits deal 1% more damage: 2% → 3%.
  • Buff Monado Speed's damage output multiplier increased for all variations: 0.72x (default, Decisive)/0.576x (Hyper) → 0.8x/0.64x.
  • Buff Monado Buster's damage input multiplier decreased for all variations: 1.2x (default, Decisive)/1.44x (Hyper) → 1.13x/1.356x.
  • 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 → 9.


Sonic


Toon Link

  • Nerf The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).
  • Buff Neutral aerial has less landing lag (15 frames → 12).
  • Bug fix 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).
    • Nerf 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.
  • Bug fix Toon Link can no longer throw a bomb with down special to cancel tumble hitstun.
    • Nerf 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

  • Bug fix 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.
  • Buff 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

  • Buff An as-of-yet unknown action has been sped up from two frames to one frame.


Wii Fit Trainer

  • Nerf Air dodge landing lag standardized: 12 → 22 frames.
  • Nerf Forward aerial's third hitbox is no longer unblockable.


Yoshi

  • Buff 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.
  • Nerf Dash attack has more ending lag (FAF 45 → 50).
  • Nerf Egg Lay has more startup lag (frame 17 → 21) and a longer total duration (FAF 40 → 44).
  • Nerf Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).
  • Bug fix Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in Multi-Man mode after being swallowed by Egg Lay.
  • Bug fix Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special after a ledge jump.
  • Bug fix Fixed a glitch that allowed Yoshi to execute a super high High Jump immediately after using Yoshi Bomb.
  • Bug fix Fixed a glitch which allowed Yoshi to slide far forwards with his up special after performing a boost pivot grab.
  • Change Yoshi can no longer slide on slopes with Yoshi Bomb.


Zelda

  • Buff Up tilt's ending lag decreased: frame 35 → 33, improving its combo ability.
  • Buff Up tilt deals more damage: 6.5% → 7.2%.
  • Nerf Pivot grab's Z-offset decreased: -4 – -18.7 → -4 – -15.7. This lowers its range.


Zero Suit Samus

  • Nerf Air dodge has more landing lag (14 frames → 21), now matching the rest of the cast.
  • Nerf Up smash has more startup lag (frame 8 → 10).
  • Buff Up smash's first hit has a longer duration (frame 8 → 10-11).
  • Change Up smash's loop hits all start 3 frames later.
  • Nerf Paralyzer has more ending lag (FAF 25 (from release) → 29).
  • Nerf 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.
  • Change 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