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
- Lylat Cruise edges changed for "slope" recoveries.
- The Nabbit glitch has been removed.
- Fixed glitch where Ness's down throw could send opponents through the boat on Wuhu Island for an instant KO.
Bowser
- Bowser has more control over the trajectory of Flying Slam.
Bowser Jr.
- Side smash can now hit at closer range.
- Rapid jab combo has less visual whiffs.
Captain Falcon
- Forward smash has noticeably less knockback when angled downwards.
- Rapid jab combo has less visual whiffs.
Charizard
- 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.
Dark Pit
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
Donkey Kong
- Giant Punch full charge time: 172 frames → 144 frames
- First hit of jab no longer has the Sakurai angle.
Diddy Kong
- Up air damage: 8% → 6%
- Up air's knockback is also significantly weaker.
- Forward air damage: 12/10% → 10/8%
- Up throw deals less damage (from 10% to 8%), but it also has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.
- Down throw damage: 7% → 6%
- Monkey Flip (kick) now has an extra hitbox that deals 10% damage near the end of the kick.
- Monkey Flip (grab) damage: 12% → 10%
- Monkey Flip (jump) damage: 10% → 8%
- Forward smash's ending lag increased.
Dr. Mario
- Forward aerial (clean) damage: 15.68% → 16.8%
- Angle of up smash is more horizontal.
Ganondorf
- Jab damage: 4%/6%/9% → 4%/7%/10%
- Up, forward and down throws have less hitlag.
Ike
- Aether Drive now behaves normally when in slow motion.
Kirby
- Down throw damage: 6.6% → 10.2%
- Inhale can be canceled earlier.
- Up smash K.O.s 7% earlier.
- Down smash K.O.s 4% earlier.
- Hammer Flip has less ending lag.
Link
- Spin Attack comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and damage (uncharged).: 12% → 14%
- Back half of spin attack KOs 19% later.
- 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's hitbox comes out one frame sooner.
- 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.
- Down air's reach increased by 50%.
Little Mac
- Jolt Haymaker has increased knockback.
Lucario
- ExtremeSpeed: Landing lag glitch has been fixed.
Lucina
- 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%
- Down aerial's meteor hitbox has been increased.
- 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
Luigi
- Fireball sourspot damage: 6% → 5%
Marth
- 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
Mega Man
- Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).
- Landing lag glitch has been fixed.
Meta Knight
- Screen shakes slightly more violently when using Down throw.
- Dimensional Cape: Landing lag glitch has been fixed.
Mii Brawler
- Forward aerial damage: 4%, 6% → 3%, 5%
- Back aerial damage: 12% → ~10%
- The first hit of Piston Punch can no longer OHKO light characters.
Mii Swordfighter
- Down tilt damage: 6% → 8%
- Neutral aerial damage: 5% → 8%
- Hero's Spin (grounded) damage: 12-16% → 14-19%
Olimar
- A glitch where reflecting Order Tackle would give the Pikmin a permanent power boost has been fixed.
Pac-Man
- Trampoline can no longer be affected by Pocket.
Palutena
- Fixed glitch where using a jump-canceled attack during Super Speed would store Palutena's momentum and apply it to her next jump.
Pikachu
- Ledge grab animation's length has been standardized, becoming slower as a result.
Pit
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
R.O.B.
- Up throw does less knockback.
Robin
- The wind repeating hits of jab do less knockback and thus link to each other better.
- Tomes do not disappear when landing on platforms.
Rosalina & Luma
- Luma health: 52 HP → 47 HP
Samus
- Forward tilt (sweetspot) damage: 7/8% → 8/9%.
- Missile travels faster as a Super Missile, but the speed increase is very negligible.
Sheik
- Back aerial damage: 11/10% → 8/7%
- Down tilt damage: 7.5% → 5%
Sonic
- 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).
Toon Link
- Hero's Shield now blocks Blaster shots.
- First hit of Down Smash's knockback reduced.
Yoshi
- Ledge attack has less ending lag.
Zelda
- 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