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This article or section is incomplete. You can help SmashWiki by expanding or finishing it. The editor who added this tag elaborates: Technical changelog needs to be completed
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This is the list of known changes in version 1.0.6 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.
General
- Pressing A + B together produces smash attacks. This can be disabled in the Controls menu.
- Tilting the analog stick + smash stick together produces smash attacks instead of tilt attacks.
- It is no longer possible to perform tilt attacks or smash attacks while holding a throwing item.
- The player's selected name now persists between modes.
- Fixed glitch where feeding an amiibo would affect CPU characters in Master Orders.
- In Team Battles, CPUs use Share Stock a couple seconds after they lose their stocks, rather than instantly.
Stages
- Bowser has more control over the trajectory of Flying Slam.
- Side smash can now hit at closer range.
- Rapid jab combo has less visual whiffs.
Technical changelist
Change |
Old value |
New value
|
Forward smash (repeating hit) hitboxes |
1 |
2
|
Forward smash initial hitbox Y-offset |
18 |
17
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Forward smash final hitbox size |
6 |
7
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Forward smash final hitbox X/Y-offsets |
20,10 |
18,8
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Forward smash final hitbox (angled up) Y-offset |
13 |
11
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Forward smash final hitbox (angled down) X-offset |
20 |
17
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- Forward smash has noticeably less knockback when angled downwards.
- Rapid jab combo has less visual whiffs.
- Up throw damage: 6%, 2% → 8%, 3%
- Fly deals more knockback.
- Flare Blitz startup recoil damage: 4% → 5%
- Sweetspot and sourspot of forward aerial have been switched.
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
- Unknown actions given multiplier.
- First hit of jab no longer has the Sakurai angle and has modified knockback.
- Forward smash made irreversible.
- Giant Punch full charge time: 172 frames → 144 frames
Technical changelist
Change |
Old value |
New value
|
Unknown multipliers |
1 |
1.13
|
Jab 1 hitbox order (using 1.0.4 IDs) |
0,1 |
1,0
|
Jab 1 hitbox 1 angle |
Sakurai angle |
110°
|
Jab 1 hitbox 1 knockback growth |
100 |
25
|
Jab 1 hitbox 1 base knockback |
0 |
35
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Forward smash irreversible |
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- Part of forward smash hit 2's angle modified.
- Forward smash's ending lag increased.
- Up smash angle modified.
- Up smash hit 1 does less weight-based knockback.
- Up air damage: 8% → 6%
- Forward air damage: 12/10% → 10/8%
- Up throw deals less damage (from 10% to 8%), but as a result, it has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.
- Down throw damage: 7% → 6%
- Down throw knockback growth increased.
- Monkey Flip (kick) decays in damage over time.
- Monkey Flip and Flying Monkey Flip (throw) damage: 5% → 3%
Technical changelist
Change |
Old value |
New value
|
Forward smash hit 2 hitbox 0 angle |
40° |
46°
|
Up smash hit 1 angle |
120°/110° |
110°/95°
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Up smash hit 1 hitbox 0 weight-based knockback |
130 |
120
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Up smash hit 1 hitbox 3 weight-based knockback |
80 |
70
|
Up smash hit 2 angle |
115°/110° |
105°/95°
|
Forward air damage |
12%/10% |
10%/8%
|
Up air damage |
8% |
6%
|
Up throw launch damage |
6% |
4%
|
Down throw launch damage |
7% |
6%
|
Down throw knockback growth |
40 |
50
|
Monkey Flip kick frame 11+ damage |
14%/12% |
12%/10%
|
Monkey Flip/Flying Monkey Flip throw damage |
5% |
3%
|
- Forward aerial (clean) damage: 15.68% → 16.8%
- Angle of up smash is more horizontal.
- Jab damage: 4%/6%/9% → 4%/7%/10%
- Up, forward and down throws have less hitlag.
- Down throw damage: 6.6% → 10.2%
- Inhale can be canceled earlier.
- Upward angled forward smash sourspot hit: 13% → 12%
- Up smash K.O.s 7% earlier.
- Down smash K.O.s 4% earlier.
- Hammer Flip has less ending lag.
- First hit of jab lasts 27 frames instead of 19, and no longer has any IASA frames.
- This change also removes his "Jab Cancel Death Combo."[1]
- Dash attack damage (non-tip): 13% → 12%
- Dash attack knockback growth: 78 → 72
- Dash attack hitbox appearance: Frame 21 → 20
- Down tilt's knockback growth drastically reduced, and no longer Meteor Smashes characters hanging on the ledge, save Charizard.
- Hylian Shield now blocks Blaster shots.
- Forward smash 1 sourspot given altered position.
- Portions of forward smash made irreversible.
- Up smash startup: 25 frames → 24
- Down air's reach increased by 50%.
- Spin Attack comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and damage (uncharged).: 12% → 14%
- Spin Attack and Shocking Spin Attack hitbox 2 Z-offset: 6.6 → 7
- Back half of spin attack KOs 19% later.
- Forward aerial damage: 8.075% → ~8.575%
- Down tilt damage: 8.075% → ~8.575%
- Forward smash damage: 14.725% → ~15.275%
- Down smash (second hit) damage: 13.775% → ~14.275%
- Shield Breaker damage: 8.075% → ~8.575%
- Shield Breaker (full charge) damage: 21.85% → ~22.85%
- Jab hit 1 IASA: Frame 29 → Frame 26
- Forward tilt IASA: Frame 39 → Frame 35
- Dancing Blade hit 1 IASA: Frame 45 → Frame 42
- Dancing Blade combos more consistently
- Part of forward smash made irreversible.
- Part of forward smash's hitbox moved slightly higher.
Technical changelist
Change |
Old value |
New value
|
Forward smash hitbox 0 Y-offset |
0 |
0.7
|
Forward smash irreversible |
|
|
- Jab hit 1 IASA: Frame 29 → Frame 26
- Forward tilt IASA: Frame 39 → Frame 35
- Dancing Blade hit 1 IASA: Frame 45 → Frame 42
- Dancing Blade combos more consistently
- Forward aerial damage: 4%, 6% → 3%, 5%
- Back aerial damage: 12% → ~10%
- The first hit of Piston Punch can no longer OHKO light characters.
- Down tilt damage: 6% → 8%
- Neutral aerial damage: 5% → 8%
- Hero's Spin (grounded) damage: 12-16% → 14-19%
- Unknown tweaks made.
- Forward tilt delayed hitboxes have different angle and do more base knockback.
- Chef pan hitbox increased in size.
Technical changelist
Change |
Old value |
New value
|
Forward tilt delayed hitbox angle |
100° |
115°
|
Forward tilt delayed hitbox base knockback |
20 |
30
|
Chef pan hitbox size |
5.76 |
6.76
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Chef pan hitbox Y-offset |
6.4 |
7.4
|
XXL Chef/Short-Order Chef pan hitbox size |
6.4 |
7.4
|
- Trampoline can no longer be affected by Pocket.
- Fixed glitch where using a jump-canceled attack during Super Speed would store Palutena's momentum and apply it to her next jump.
- Ledge grab animation's length has been standardized, becoming slower as a result.
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
- Up throw does less knockback.
- The wind repeating hits of jab do less knockback and thus link to each other better.
- Tomes do not disappear when landing on platforms.
- Luma health: 52 HP → 47 HP
- Forward tilt (sweetspot) knockback and damage increased, can now kill middle weight characters around 180% at the edge. damage: 7/8% → 8/9%.
- Forward tilt sourspot added mid part of the leg with low damage and minimal to no hitstun. damage: 6/7% → 5/6%.
- Forward tilt can no longer lead into charge shot tech chases due to increased knockback on sweetspot and the added sourspots.
- Missile travels faster as a Super Missile, but the speed increase is very negligible.
- Due to the increased speed of Super Missile, it no longer true combos into Charge Shot if fired in succession.
- Back aerial damage: 11/10% → 8/7%
- Down tilt damage: 7.5% → 5%
- Back throw does less knockback.
- Spin Dash (fully charged) damage: 10% → 7%
- Burning Spin Dash appears to have reduced invincibility.
- Spring can no longer be affected by Pocket.
- Homing Attack's applicable targets reduced to characters only (no longer targets Luma).
- Spin Shot can now only be used when using the spin dash (or Spin Dash with C-stick when set to attack).
- Angled forward tilt has less startup.
- Ledge attack has less ending lag.
- Part of forward smash made irreversible.
- Forward smash range decreased.
Technical changelist
Change |
Old value |
New value
|
Forward tilt (angled) hitbox appearance |
frame 6 |
frame 5
|
Forward smash hitbox 0 size |
3.1 |
2.9
|
Forward smash hitbox 0 irreversible |
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- Forward smash looping hit angles have been lowered to make the move connect better.
- Phantom Slash has slightly less ending lag.
- Phantom stays out for roughly 1/4 of a second longer.
- Destroyed Phantom regeneration time: 6 seconds → 9 seconds
References
SmashBoards Thread
Reddit Thread
[2]