List of updates (SSB4-3DS)/1.0.4 changelog
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This is the list of known changes in version 1.0.4 of Super Smash Bros. for Nintendo 3DS. This update became available on November 17th or 18th, 2014.
Universal[edit]
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.
DACUS has been removed, making certain up smashes slightly less versatile.
Bowser[edit]
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.
Certain properties of Fire Breath have been adjusted.
Giga Bowser[edit]
What appears to be ending lag on most ground attacks has been removed.
Bowser Jr.[edit]
Down throw deals slightly less damage: 8% → 7.5%. It also does eight hits, down from ten.
Captain Falcon[edit]
Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.
Charizard[edit]
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.
Dragon Rush deals less damage: 15% → 11%.
Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.
Dark Pit[edit]
Electrocut Arm (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.
Diddy Kong[edit]
Neutral infinite's loop hits deals less damage per hit (1% → 0.6%).
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.
Neutral infinite's loop hits have bigger hitboxes (2.8u → 3u).
Neutral infinite's final hit has a larger hitbox (4u → 5u) which is positioned higher (y offsets: 5 → 5.5), improving its range.
Diddy Kong can no longer use Peanut Popgun to cancel non-tumble hitstun.
This naturally hinders the move's utility at lower percents especially, as Diddy can no longer use Peanut Popgun to potentially escape combos.
Exploding Popgun can no longer hit damageable floors.
Monkey Flip's grab has more startup lag with a shorter duration (frames 19-36 → 20-36).
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.
Diddy's barrel jets from Rocketbarrel Boost (and its custom variants) have received additional visual wind effects.
Dr. Mario[edit]
Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)
Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)
Down aerial has less landing lag (24 frames → 21).
Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).
Duck Hunt[edit]
Up smash's first hit has received an additional aerial-only hitbox. As the previous hitbox was ground-only, this allows the first hit to affect aerial opponents.
Falco[edit]
Forward aerial's landing hit deals considerably more damage (2% → 5%). Its knockback values were not compensated, drastically improving its KO potential.
Forward aerial's landing hit extends farther horizontally (z offsets: 11/8 → 12/7), increasing its horizontal range.
Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).
Blaster has a more generous repeat window (frames 7-14 → 7-17).
Grounded Blaster has a shorter delay between shots (34 frames → 29).
Grounded Blaster has less ending lag (FAF 64 → 59).
Fixed a glitch in which Reflector Void failed to reflect Timber properly.
Landmaster's falling hitbox can no longer hit damageable floors.
Ganondorf[edit]
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[edit]
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.
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.
Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.
Up smash's first hit has a smaller hitbox (6.5u → 5u).
Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.
Up smash's second hit's sourspot deals less damage (13% → 11%), significantly hindering its KO potential.
Up smash's late second hit deals less damage (11% → 10%) hindering its KO potential.
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.
Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.
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.
Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).
Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.
Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).
Water Shuriken has more ending lag on the ground (FAF 25 (from release) → 32).
Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).
Shadow Sneak has less ending lag (FAF 77 → 67).
Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.
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.
Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).
High-Capacity Pump has less set knockback (100 → 90).
Ike[edit]
The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
Forward tilt has considerably lower ending lag (FAF 54 → 45).
Down tilt has considerably lower ending lag (FAF 39 → 29).
Down tilt deals more damage (7% → 8%).
Down tilt has smaller hitboxes (4u → 3.8u/3u).
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.
However, this also hinders its edgeguarding potential.
Down smash has less ending lag (FAF 74 → 71).
Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
Forward aerial has a shorter duration (frames 16-20 → 13-16).
Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
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).
Back aerial deals more damage (13% → 14%), improving its KO potential.
Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
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[edit]
The instant reversal glitch of Rollout (by holding away while landing with Rollout when facing right) has been removed.
This slightly hinders Rollout's utility.
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[edit]
Forward aerial deals 1% less damage: 13% → 12%.
Down throw's angle altered: 70° → 80°, making it less susceptible to DI.
Down throw's knockback scaling increased: 60 → 82. This hampers its combo ability at higher percents.
All variations of Gordo Throw require 1% less damage to be reflected: 3% → 2%.
All variations of Gordo Throw have had their hitbox sizes decreased by 0.4 units.
Dedede Burst's hammer hits transition into each other faster.
Due to the above change and the lower knockback on each hit, characters can now air dodge out of and escape Dedede Burst.
Kirby[edit]
Copy abilities whose base character's neutral special was altered by the patch have been altered in the same way.
Many behaviors, such as Stone and its custom variants and Final Cutter, have been adjusted.
Link[edit]
Non-tipped forward smash's first hit's has lower base knockback (60 → 47), allowing it to more reliably lead into the second hit.
Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
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.
Link can no longer throw a bomb with down special to cancel tumble hitstun.
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[edit]
The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
End of roll intangibility: frame 17 → 15.
All hits of neutral attack except the first deal less damage: 3% → 2% (second), 8% → 7% (third), 1% → 0.7% (infinite).
Due to their lower damage, neutral attack's second hit and infinite connect better into the following hits.
The first hitbox of forward tilt's each hit has a lower X-offset: -5 → -3.8
Neutral aerial's SDI multiplier increased: 1x → 2x.
Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.
Lucario[edit]
Forward smash's ending lag increased: frame 46 → 55.
Down smash's ending lag increased: frame 50 → 55.
Landing lag from helplessness increased: 36 → 60 frames.
Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
Extreme Speed Attack hit 1 ending lag: 0 → 5
Lucina[edit]
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.
Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.
Luigi[edit]
Forward smash damage: 14% → 15%
Forward smash's side angle: 55° → 53°
Down smash's second hit angle: 70° → 60°
Down smash's second hit knockback scaling: 80 → 100
Forward aerial's hand hitbox radius: 4.8 → 5.6
Order of hitboxes of forward aerial reversed (no practical effect).
Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5
Mario[edit]
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[edit]
Using Counter after being trumped from the ledge no longer changes momentum.
Mega Man[edit]
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.
Fixed bug where Mega Man could use Rush Coil to cancel hitstun.
Leaf Shield can be acted out of sooner.
Meta Knight[edit]
Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
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.
Last hit of back aerial has increased knockback scaling: 180 → 212.
Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
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.
The sword trails of up aerial and down aerial match the hitboxes better.
Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.
Mii Swordfighter[edit]
Certain hitbox properties have been adjusted.
Mr. Game & Watch[edit]
Properties of Octopus have been adjusted.
Ness[edit]
The period Ness can be at his maximum fall speed before using hard landing lag has been lengthened: 4 → 5 frames.
PK Thunder and all custom variations have 6 frames more ending lag.
Down throw's five hits have gained additional hitboxes, allowing them to hit Mr. Game & Watch.
Down throw's five hits before release deal less damage: 1% → 0.6%.
Down throw's release has increased knockback: 90 base/30 growth → 70/80, hindering its combo ability at high percents.
Olimar[edit]
The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
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).
Pikmin have increased follow distance (18 → 23) if they have to change direction.
Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
Neutral, forward, and back aerials have less landing lag (17 frames → 15).
Pikmin Pluck can no longer be edge-canceled.
Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
Purple Pikmin throw deal less damage (6.5% → 6%).
Pikmin Throw's additional latch time has been increased (200 frames → 300).
Pac-Man[edit]
Up smash's ending lag increased: frame 38 → 50.
Bonus Fruit's Galaxian deals less damage: 11% → 9%.
Power Pellet heals more damage: 1% → 2%.
Fire Hydrant takes more damage to be launched: 12% → 13%.