From SmashWiki, the Super Smash Bros. wiki
|
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
|
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
Forward smash (repeating hit) hitboxes |
1 |
2
|
Forward smash initial hitbox Y-offset |
18 |
17
|
Forward smash final hitbox size |
6 |
7
|
Forward smash final hitbox X/Y-offsets |
20,10 |
18,8
|
Forward smash final hitbox (angled up) Y-offset |
13 |
11
|
Forward smash final hitbox (angled down) X-offset |
20 |
17
|
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
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
|
Forward smash irreversible |
 |
|
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
Forward smash hit 2 hitbox 0 angle |
40° |
46°
|
Up smash hit 1 angle |
120°/110° |
110°/95°
|
Up smash hit 1 hitbox 0 weight-based knockback |
130 |
120
|
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 deals 0.5% more damage: 8.075% → 8.575%.
Down tilt deals 0.5% more damage: 8.075% → 8.575%.
Forward smash deals 0.55% more damage: 14.725% → 15.275%.
Down smash's second hit deals 0.5% more damage: 13.775% → 14.275%.
Uncharged Shield Breaker deals 0.5% more damage: 8.075% → 8.575%.
Fully charged Shield Breaker deals 1% more damage: 21.85% → 22.85%.
Neutral attack's first hit can be interrupted: frame 29 → frame 26.
Forward tilt can be interrupted earlier: frame 39 → frame 35.
Dancing Blade's first hit can be interrupted: 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
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
Forward tilt delayed hitbox angle |
100° |
115°
|
Forward tilt delayed hitbox base knockback |
20 |
30
|
Chef pan hitbox size |
5.76 |
6.76
|
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
Forward tilt (angled) hitbox appearance |
frame 6 |
frame 5
|
Forward smash hitbox 0 size |
3.1 |
2.9
|
Forward smash hitbox 0 irreversible |
 |
|
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]