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List of updates (SSB4)/1.0.8 changelog: Difference between revisions

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(Cleaned page up, listed the practical effects of the changes, while putting the technical changes in collapsible tables; the page should now be readable by any reader.)
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This is the list of known changes in version 1.0.8 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.
This is the list of known changes in version 1.0.8 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.


==Universal==
==Universal==
*{{change|Grounded to air ledge transition mechanics altered.}}
*{{change|Grounded to air ledge transition mechanics altered, affecting run offs and other momentum techniques; characters can no longer run off the edge of a platform while performing a special move.}}
*{{change|Music Menu silhouette roster expanded to include alternate forms for characters such as Bowser Jr., Robin, and Wii Fit Trainer.}}
*{{change|The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on Battlefield platforms against any character) and Mewtwo's Confusion.}}


=={{SSB4|Bowser}}==
=={{SSB4|Bowser}}==
*{{buff|Occurence of an unknown action in up tilt|frame 11|frame 10}}
*{{buff|Up tilt's startup reduced by 1 frame, and has increased reach, now being able to hit opponents in front of Bowser. It also has 10 less frames of ending lag.}}
*{{change|Up tilt hitbox 2 removed.}}
**{{nerf|Up tilt's damage was reduced by 1%.}}
*{{nerf|Up tilt damage|10%|9%}}
 
*{{buff|Up tilt startup|12 frames|11 frames}}
===Technical changelist===
*{{change|Up tilt hitbox X-offset|7.4|6.9}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Up tilt endlag|51 frames|41 frames}}
! Change!!Old value!!New value
|-
|Occurrence of an unknown action in up tilt||frame 11||frame 10
|-
|Up tilt hitbox 2 removed|| NA || NA
|-
|Up tilt damage||10%||9%
|-
|Up tilt startup||12 frames||11 frames
|-
|Up tilt hitbox X-offset||7.4||6.9
|-
|Animation speed 1.5x for frames 17-52|| ||
|-
|Up tilt endlag||51 frames||41 frames
|}


=={{SSB4|Captain Falcon}}==
=={{SSB4|Captain Falcon}}==
*{{buff|Forward smash knockback growth|94/84 (down)|95/85}}
*{{buff|Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.}}
*{{nerf|Up air damage|13%/12%/10%|11%/10%/9%}}
**{{nerf|Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.}}
*{{buff|Up air knockback growth|10/8|16/10}}
*{{nerf|Up's aerial sweetspot and middle hitboxes had their damage reduced by 2%, while its sourspot's damage was reduced by 1%. Its reduced knockback additionally makes the move a less reliable KO option.}}
**{{buff|The move's reduced knockback allows it to combo up to higher damages.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Forward smash knockback growth on non-angled and up-angled variants||94|||95
|-
|Forward smash knockback growth on down-angled variant||84||83
|-
|Up air damage||13%/12%/12%/10%||11%/10%/10%/9%
|-
|Up air knockback growth||10/10/8/8||16/16/10/10
|}


=={{SSB4|Charizard}}==
=={{SSB4|Charizard}}==
*{{change|Jab 1 weight-based knockback|15/10|26/22}}
*{{buff|Charizard's jab transitions faster and can more reliably link all three hits. The final hit of the jab also has increased knockback scaling, and can now KO at very high damages around 175% before rage.}}
*{{buff|Transition from first to second jab and second to third is one frame earlier.}}
*{{buff|Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.}}
*{{buff|Jab 3 knockback growth|110|130}}
**{{nerf|Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.}}
*{{buff|Forward air hitbox 0 size|4.3 (early)/4.5 (late)|4.6/4.8}}
*{{buff|Up throw repurposed into a KO throw more effective than Charizard's old down throw, with significantly increased knockback scaling and a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.}}
*{{change|Forward air (early hitbox 0) X-offset|7|7.5}}
*{{buff|Down throw repurposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased and it now sending opponents at a vertical trajectory. It can combo into up smash at very low damages, combo into forward aerial and [[Dragon Rush]] up to mid-high damages, and setup an up aerial and [[Fly]].}}
*{{change|Forward air (late hitbox 0) Z-offset|7|7.5}}
 
*{{nerf|Forward air (early hitbox 0) knockback growth|98|97}}
 
*{{buff|Forward air duration|4 frames|5 frames}}
===Technical changelist===
*{{change|Up throw angle|60°|70°}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Up throw knockback growth|160|220}}
! Change!!Old value!!New value
*{{change|Down throw angle|[[Sakurai angle]]|70°}}
|-
*{{change|Down throw knockback|300|130}}
|Jab 1 weight-based knockback||15/10||26/22
*{{change|Down throw base knockback|40|70}}
|-
|Transition from first to second jab and second to third|| Frame 10 || Frame 9
|-
|Jab 3 knockback growth||110||130
|-
|Forward air hitbox 0 size||4.3 (early)/4.5 (late)||4.6/4.8
|-
|Forward air (early hitbox 0) X-offset||7||7.5
|-
|Forward air (late hitbox 0) Z-offset||7||7.5
|-
|Forward air (early hitbox 0) knockback growth||98||97
|-
|Forward air hitbox duration||4 frames||5 frames
|-
|Up throw angle||60°||70°
|-
|Up throw knockback growth||160||220
|-
|Down throw angle||[[Sakurai angle]]||70°
|-
|Down throw knockback||300||130
|-
|Down throw base knockback||40||70
|}


=={{SSB4|Diddy Kong}}==
=={{SSB4|Diddy Kong}}==
*{{nerf|Jab 1 damage|1.5%|1.2%}}
*{{buff|Jab improved; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.}}
*{{buff|Transition from Jab 1 to Jab 2|frame 10|frame 8}}
**{{nerf|The complete jab deals marginally less damage.}}
*{{nerf|Jab 2 damage|1.5%|1.2%}}
*{{nerf|Down tilt's damage was reduced by .5%}}
*{{buff|Transition from Jab 1 to Jab 2|frame 9|frame 8}}
*{{nerf|Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.}}
*{{change|Jab 3 weight-based knockback|30|25}}
*{{nerf|All of Diddy's grabs have increased ending lag.}}
*{{buff|Jab 3 hitbox sizes|4/3.5/3|4.2/3.7/3.2}}
*{{nerf|Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.}}
*{{buff|Transition between third hit and looping hits of jab|frame 22|frame 15}}
*{{nerf|Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.}}
*{{buff|Looping hits of jab now use a large, single hitbox as opposed to many small ones.}}
 
*{{nerf|Looping hits of jab damage|0.6%|0.5%}}
===Technical changelist===
*{{change|Looping hits of jab angle|70/90|60}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Looping hits of jab weight-based knockback|6|4}}
! Change!!Old value!!New value
*{{buff|SDI of jab rapid hits|1.3|0.7}}
|-
*{{change|Unknown parameters of rapid jab hits changed from default to 6.8 and 6.}}
|Jab 1 damage||1.5%||1.2%
*{{buff|Final hit of jab animation length|frame 8|frame 4}}
|-
*{{nerf|Final hit of jab knockback scaling|180|177}}
|Transition from Jab 1 to Jab 2||frame 10||frame 8
*{{buff|Final hit of jab base knockback|30|45}}
|-
*{{buff|Final hit of jab hitbox size|5|7.2}}
|Jab 2 damage||1.5%||1.2%
*{{change|Final hit of jab Y-offset|5.5|6.8}}
|-
*{{change|Unknown parameters of final hits of jab changed from 5.5 to 6.8 and 6.}}
|Transition from Jab 2 to Jab 3||frame 9||frame 8
*{{buff|Down tilt given an additional hitbox.}}
|-
*{{nerf|Down tilt damage|6%|5.5%}}
|Jab 3 weight-based knockback||30||25
*{{nerf|Up air startup|3 frames|4 frames}}
|-
*{{nerf|Up air autocancel|15 frames|27 frames}}
|Jab 3 hitbox sizes||4/3.5/3||4.2/3.7/3.2
*{{nerf|Up air base knockback|65|64}}
|-
*{{nerf|Up air knockback growth|99|89}}
|Transition between third hit and looping hits of jab||frame 22||frame 15
*{{nerf|Up throw (hit 1) damage|4%|1%}}
|-
*{{nerf|Up throw (hit 1) base knockback|30|50}}
|Looping hits of jab now use a large, single hitbox as opposed to many small ones || ||
*{{nerf|Up throw (hit 1) knockback scaling|100|120}}
|-
*{{buff|Down throw damage|6%|7%}}
|Looping hits of jab damage||0.6%||0.5%
*{{change|Down throw angle|105°|106°}}
|-
*{{nerf|Down throw knockback scaling|50|59}}
|Looping hits of jab angle||70/90||60
|-
|Looping hits of jab weight-based knockback||6||4
|-
|SDI capacity of jab rapid hits||1.3||0.7
|-
|Unknown parameters of rapid jab hits changed|| Default ||6.8/6.0
|-
|Final hit of jab animation length||frame 8||frame 4
|-
|Final hit of jab knockback growth||180||177
|-
|Final hit of jab base knockback||30||45
|-
|Final hit of jab hitbox size||5||7.2
|-
|Final hit of jab Y-offset||5.5||6.8
|-
|Unknown parameters of final hit of jab changed || 5.5 || 6.8/6.0
|-
|Down tilt given an additional hitbox identical to its other two hitboxes || ||
|-
|Down tilt damage||6%||5.5%
|-
|Up air startup||3 frames||4 frames
|-
|Up air autocancel window||Frames 0-2/15||Frame 27
|-
|Up air base knockback||65||64
|-
|Up air knockback growth||99||89
|-
|Up throw (hit 2) damage||4%||1%
|-
|Up throw (hit 2) base knockback||30||50
|-
|Up throw (hit 2) knockback scaling||100||120
|-
|Down throw damage||6%||7%
|-
|Down throw angle||105°||106°
|-
|Down throw knockback scaling||50||59
|}


=={{SSB4|Donkey Kong}}==
=={{SSB4|Donkey Kong}}==
*{{buff|Cargo forward throw damage|8%|10%}}
*{{buff|Cargo forward throw deals 2% more damage, and the increased knockback makes it a more viable KO option at very high damages.}}
*{{buff|Cargo back throw damage|8%|12%}}
*{{buff|Cargo back throw deals 4% more damage, and the significantly increased knockback allows it to KO at damages around 175%.}}
*{{change|Cargo back throw angle|55°|72°}}
**{{change|Back throw's knockback trajectory is more vertical.}}
*{{change|Cargo back throw base knockback|80|70}}
*{{buff|Cargo up throw deals 3% more damage.}}
*{{buff|Cargo up throw damage|7%|10%}}
*{{buff|Cargo down deals 1% more damage with increased knockback scaling. Donkey Kong additionally now hops when performing the throw.}}
*{{buff|Cargo down throw damage|6%|7%}}
 
*{{change|Cargo down throw angle|45°|48°}}
===Technical changelist===
*{{buff|Cargo back throw base knockback|65|50}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Cargo back throw knockback scaling|38|80}}
! Change!!Old value!!New value
*{{buff|Occurence of an unknown action in cargo back throw|frame 18|frame 17}}
|-
*{{change|DK now hops while performing cargo down toss.}}
|Cargo forward throw damage||8%||10%
|-
|Cargo back throw damage||8%||12%
|-
|Cargo back throw angle||55°||72°
|-
|Cargo back throw base knockback||80||70
|-
|Cargo up throw damage||7%||10%
|-
|Cargo down throw damage||6%||7%
|-
|Cargo down throw angle||45°||48°
|-
|Cargo down throw base knockback||65||50
|-
|Cargo back throw knockback scaling||38||80
|-
|Occurrence of an unknown action in cargo down throw||frame 18||frame 17
|-
|DK now hops while performing cargo down toss|| ||
|}


=={{SSB4|Falco}}==
=={{SSB4|Falco}}==
*{{change|Jab 1 hitboxes 0 and 2 switched.}}
*{{buff|Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.}}
*{{change|Jab 1 base knockback|30|35}}
*{{buff|Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.}}
*{{change|Jab 1 angle (hitboxes 0-1)|80°|68°/77°}}
*{{buff|Neutral aerial significantly improved; it has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its followup capabilities.}}
*{{buff|Jab 1 size (hitboxes 0-1)|2/3|2.5/3.2}}
*{{buff|Forward aerial has 2 frames faster startup, and overall completes about 9 frames faster, giving it followup capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.}}
*{{change|Jab 1 Z-offset (hitbox 0)|0|-0.5}}
**{{nerf|Its landing hit deals 2% less damage.}}
*{{change|Jab 2 hitbox 2 angle|50°|45°}}
*{{buff|Up aerial's startup was decreased by 3 frames, and its hitboxes deal more vertical based knockback, making it more combo-friendly. Its hitboxes are also slightly larger.}}
*{{buff|Jab 2 hitbox 2 size|2|5}}
**{{nerf|Up aerial deals 1% less damage.}}
*{{change|Jab 2 Z-offset (hitbox 2)|0|-0.5}}
**{{change|All of up aerial's hitboxes deal the same knockback now, removing its sourspot.}}
*{{buff|Transition from Jab 2 to Jab 3|frame 10|frame 9}}
*{{buff|Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.}}
*{{buff|Rapid jab loop hitbox sizes|2/3|2.7/3.2}}
**{{change|Down aerial's sweetspot no longer meteors grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its followup potential at high damages, it can no longer be teched by grounded opponents.}}
*{{buff|Up smash final hit longetivity|frames 13-20|frames 12-21}}
 
*{{buff|Neutral air weight-based knockback increased.}}
===Technical changelist===
*{{buff|Neutral air range increased.}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{nerf|Neutral air (hit 2) damage|3%|2%}}
! Change!!Old value!!New value
*{{buff|Neutral air hits now auto link.}}
|-
*{{change|Neutral air's final hit now forces front-facing knockback.}}
|Jab 1 hitboxes 0 and 2 switched|| ||
*{{buff|Forward air hits|3|5}}
|-
*{{nerf|Forward air landing damage|5%|3%}}
|Jab 1 base knockback||30||35
*{{buff|Forward air base knockback|30|50}}
|-
*{{buff|Forward air has less lag overall.}}
|Jab 1 angle (hitboxes 0-1)||80°||68°/77°
*{{nerf|Up air damage|11%|10%}}
|-
*{{change|Up air angle|68°/68°/80°|65°/75°/85°}}
|Jab 1 size (hitboxes 0-1)||2/3||2.5/3.2
*{{change|Up air hitboxes now all do the same knockback.}}
|-
*{{buff|Up air hitbox 0 size|4.8|5}}
|Jab 1 Z-offset (hitbox 0)||0||-0.5
*{{buff|Up air startup|10 frames|7 frames}}
|-
*{{change|Down air sweetspot no longer meteor smashes grounded opponents, but sends them upwards.}}
|Jab 2 hitbox 2 angle||50°||45°
*{{buff|Down air sweetspot timing starts one frame earlier.}}
|-
*{{buff|Down air sourspot hitbox size|5|5.3}}
|Jab 2 hitbox 2 size||2||5
|-
|Jab 2 Z-offset (hitbox 2)||0||-0.5
|-
|Transition from Jab 2 to Jab 3||frame 10||frame 9
|-
|Rapid jab loop hitbox sizes||2/3||2.7/3.2
|-
|Up smash final hit longevity||frames 13-20||frames 12-21
|-
|Neutral air weight-based knockback increased||| ||
|-
|Neutral air range increased || ||
|-
|Neutral air (hit 2) damage||3%||2%
|-
|Neutral air hits now auto link || ||
|-
|Neutral air's final hit now forces front-facing knockback || ||
|-
|Animation speed 1.33x for frames 0-37 || ||
|-
|Looping hits refresh time||6||4
|-
|Number of looping hits||3||5
|-
|Forward air landing damage||5%||3%
|-
|Forward air base knockback||30||50
|-
|Up air damage||11%||10%
|-
|Up air angle||68°/68°/80°||65°/75°/85°
|-
|Up air base knockback || 27/27/30 || 35/35/35
|-
|Up air knockback growth || 100/100/20 || 90/90/90
|-
|Up air hitbox 0 size||4.8||5
|-
| Animation speed 1.5x for frames 0-8 || ||
|-
|Up air startup||10 frames||7 frames
|-
|Down air sweetspot produces a different hitbox with a nonmeteor angle on grounded opponents || 280° || 80°
|-
|Down air sourspot replaces sweetspot one frame later || 19 || 20
|-
|Down air sourspot hitbox size||5||5.3
|}


=={{SSB4|Greninja}}==
=={{SSB4|Greninja}}==
*{{buff|Forward tilt damage|6.5%|7.3%}}
*{{buff|Forward tilt deals .8% more damage, and its ending lag was reduced by 9 frames.}}
*{{change|Forward tilt base knockback|15|20/30/40}}
**{{change|Forward tilt's hitboxes now deal varying degrees of knockback.}}
*{{change|Forward tilt knockback growth|112|110/90/70}}
 
*{{change|Z-offset of forward tilt adjusted.}}
===Technical changelist===
*{{change|Forward tilt hitbox 2 bone|3|5}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Forward tilt endlag|38 frames|31 frames}}
! Change!!Old value!!New value
|-
|Animation speed 1.33x from frame 13-38 || ||
|-
|Forward tilt ending lag || 41 || 32
|-
|Forward tilt damage||6.5%||7.3%
|-
|Forward tilt base knockback||15||20/30/40
|-
|Forward tilt knockback growth||112||110/90/70
|-
|Hitboxes 1 + 2 have z-position adjusted || ||
|-
|Hitbox 2 bone change || 3 || 5
|}


=={{SSB4|Ike}}==
=={{SSB4|Ike}}==
*{{buff|Jab transition into second hit|frame 13|frame 10}}
*{{buff|Jab transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.}}
*{{change|New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2.}}
*{{buff|Forward tilt's startup is 3 frames faster.}}
**{{change|The new hitbox 1 hits at an angle of 80°, has a knockback scaling of 80 and weight-based knockback of 25, and has a size of 3.5.}}
**{{change|All hitboxes replaced with a single hitbox that deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but .5% more than its sourspot hitbox.}}
*{{change|Jab 2 (hitbox 0) Y-offset|8|7.5}}
*{{buff|Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.}}
*{{buff|Jab 3 startup|7 frames|6 frames}}
*{{buff|Dash attack significantly improved; its startup is 3 frames faster, all its hitboxes deal 4% more damage, its sweetspot is slightly larger, and its sweetspot's knockback trajectory is slightly more horizontal. Its significantly increased knockback also now makes it capable of reliably KOing under 150%.}}
*{{buff|Jab 3 now properly hits above Ike.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{buff|Jab 3 hitbox presence|3 frames|4 frames}}
*{{buff|Forward aerial has 2 frames faster startup, 1 less frame of landing lag, and it has improved reach, with its hitboxes now properly following the sword swing, notably it can now properly hit above and below Ike.}}
*{{Buff|Forward tilt start-up|15 frames|12 frames}}
*{{buff|Up aerial has 3 less frames of landing lag.}}
*{{change|Forward tilt's hitboxes combined.}}
*{{buff|Down aerial has 4 less frames of landing lag.}}
*{{change|Forward tilt moved from bone 1000 to bone 1.}}
*{{buff|Quick Draw and all its custom variants have 3 less frames of startup lag.}}
*{{change|Forward tilt now does 12.5% damage.}}
 
*{{change|Up tilt Y-offset|12/10.5|13/12}}
===Technical changelist===
*{{buff|Up tilt hitbox removal|frame 19|frame 22}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{Buff|Dash attack has less start-up (18 frames → 15 frames) and deals more damage (Sweet spot: 10% 14%. Sour spot: 7% → 11% and 5% → 9%)}}
! Change!!Old value!!New value
*{{buff|Dash attack angle (all but sourspot)|55°|52°}}
|-
*{{buff|Dash attack knockback growth (all but sourspot)|70|78}}
|Jab transition into second hit||frame 13||frame 10
*{{buff|Dash attack sweetspot size|6|6.3}}
|-
*{{change|Dash attack sweetspot hitlag|1|1.2}}
|New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2 || ||
*{{Buff|Neutral air landing lag|16 frames|13 frames}}
|-
*{{buff|Forward air startup|16 frames|14 frames}}
|The new hitbox 1 angle || 65° || 80°
*{{Buff|Forward air has better hitbox placements (Hits better above and below him).}}
|-
*{{buff|Forward air landing lag reduced|19 frames|18 frames}}
|The new hitbox weighted knockback || 40/50 ||25
*{{buff|Up air landing lag reduced|18 frames|15 frames}}
|-
*{{buff|Down air landing lag reduced|26 frames|23 frames}}
|The new hitbox knockback growth || 80/100 || 80
*{{buff|[[Quick Draw]] startup reduced|19 frames|16 frames}}
|-
|The new hitbox size || ||| 3.5
|-
|Jab 2 (hitbox 0) Y-offset||8||7.5
|-
|Jab 3 hitbox startup || 7 || 6
|-
|Jab 3 hitbox duration || 3 || 4
|-
|Jab 3 hitbox size || 2.5 || 3.2
|-
|Forward tilt animation speed 1.25x for frames 0-14 || ||
|-
|Forward tilt start-up||15 frames||12 frames
|-
|All 3 old hitboxes replaced with 1 new one || ||
|-
|New forward tilt hitbox damage || 14%/14%/12% || 12.5%
|-
|New forward tilt hitbox bone change || 1000 || 1
|-
|Up tilt Y-offset||12/10.5||13/12
|-
|Up tilt hitbox removal||frame 19||frame 22
|-
|Dash attack animation speed 1.25x for frames 0-17
|-
|Dash attack startup || 18 || 15
|-
|Dash attack damage || 10%/7%/5% || 14%/11%/9%
|-
|Dash attack angle (all but sourspot)||55°||52°
|-
|Dash attack knockback growth (all but sourspot)||70||78
|-
|Dash attack sweetspot size||6||6.3
|-
|Dash attack sweetspot hitlag multiplier||1||1.2
|-
|Neutral air landing lag||16 frames||13 frames
|-
|Forward air startup||16 frames||14 frames
|-
|Forward aerial hitbox y-positioning || 9.0/6.2/4.0 || 10.5/6.75/3.0
|-
|Forward air landing lag reduced||19 frames||18 frames
|-
|Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial || ||
|-
|Up air landing lag reduced||18 frames||15 frames
|-
|Down air landing lag reduced||26 frames||23 frames
|-
|[[Quick Draw]] and all custom variants startup reduced||19 frames||16 frames
|}


=={{SSB4|Link}}==
=={{SSB4|Link}}==
*{{nerf|Down tilt damage|12%|11%}}
*{{buff|Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.}}
*{{buff|X-offsets of down tilt|12.8/15.4|14.1/16.6}}
**{{change|It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.}}
*{{buff|Down tilt startup|13 frames|11 frames}}
*{{buff|Up smash more reliably link all its hits.}}
*{{buff|Down tilt endlag|31 frames|28 frames}}
*{{buff|All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.}}
*{{buff|Up smash now links better.}}
*{{buff|Forward throw's trajectory is slightly more horizontal, and it has less ending lag.}}
*{{buff|Grab range increased.}}
*{{buff|Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.}}
*{{buff|Standing grab endlag|66 frames|61 frames}}
*{{buff|The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of [[Shocking Spin Attack]] also has slightly increased knockback scaling.}}
*{{buff|Dash grab endlag|77 frames|65 frames}}
 
*{{buff|Pivot grab endlag|79 frames|66 frames}}
===Technical changelist===
*{{buff|Forward throw angle|55°|50°}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{nerf|Down throw (hit 2) damage|4%|3%}}
! Change!!Old value!!New value
*{{buff|Down throw angle|110°|83°}}
|-
*{{buff|Down throw knockback growth|90|85}}
|Down tilt damage||12%||11%
*{{buff|[[Spin Attack]] knockback growth (stages 1-3)|84/80/80|85/85/82}}
|-
*{{buff|Shocking Spin Attack stage 2 knockback growth|80|82}}
|X-offsets of down tilt||12.8/15.4||14.1/16.6
|-
|Down tilt animation speed 1.33x for frames 0-12 || ||
|-
|Down tilt startup||13 frames||11 frames
|-
|Down tilt endlag||31 frames||28 frames
|-
|Grab unknown parameter || 28 || 32
|-
|Grab animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 || ||
|-
|Standing grab endlag||66 frames||61 frames
|-
|Dash grab unknown parameter || 28 || 32
|-
|Dash grab animation speed 1.25x for frames 32-71 || ||
|-
|Dash grab endlag||77 frames||65 frames
|-
|Pivot grab unknown parameter || 37 || 41
|-
|Pivot grab animation speed 1.25x for frames 33-72 || ||
|-
|Pivot grab endlag||79 frames||66 frames
|-
|Forward throw angle||55°||50°
|-
|Down throw (hit 2) damage||4%||3%
|-
|Down throw angle||110°||83°
|-
|Down throw knockback growth||90||85
|-
|[[Spin Attack]] knockback growth (stages 1-3)||84/80/80||85/85/82
|-
|Shocking Spin Attack stage 2 knockback growth||80||82
|}


=={{SSB4|Lucario}}==
=={{SSB4|Lucario}}==
*{{change|Jab 1 hitbox 0 angle|60°/90° (late)|80°}}
*{{buff|Knockback on first two of hits jab altered to make the jab combo link more reliably.}}
*{{change|Jab 1 base knockback|45/50 (late)|33/32}}
 
*{{change|Jab 1 knockback growth|30|10}}
===Technical changelist===
*{{change|Jab 2 hitbox 0 angle|72°|60°}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Jab 2 (hitbox 0/1) base knockback|50|32/38}}
! Change!!Old value!!New value
*{{change|Jab 2 knockback growth|30|20}}
|-
|Jab 1 hitbox 0 angle||60°/90° (late)||80°
|-
|Jab 1 base knockback||45/50 (late)||33/32
|-
|Jab 1 knockback growth||30||10
|-
|Jab 2 hitbox 0 angle||72°||60°
|-
|Jab 2 (hitbox 0/1) base knockback||50||32/38
|-
|Jab 2 knockback growth||30||20
|}


=={{SSB4|Lucina}}==
=={{SSB4|Lucina}}==
*{{nerf|Jab 1 damage|4.75%|3.325%}}
*{{buff|Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.}}
*{{buff|Jab 1 angle|[[Sakurai angle]]|78°/65°/90°}}
*{{buff|Forward tilt deals approximately 1% more damage.}}
*{{change|Jab 1 knockback growth|50|30}}
*{{buff|All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.}}
*{{change|Jab 1 base knockback|20|55}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{change|Jab 1 hitlag|1|0.7}}
*{{buff|Dolphin Slash has slightly improved knockback scaling.}}
*{{buff|Transition from Jab 1 to Jab 2|frame 20|frame 17}}
**{{change|Dolphin Slash and [[Crescent Slash]] deal slightly more hitlag.}}
*{{buff|Jab 2 angle|Sakurai angle|45}}
*{{bugfix|Lucina's Counter quotes now play when her Counter is activated.}}
*{{change|Jab 2 knockback growth|60|75}}
 
*{{change|Jab 2 base knockback|25|62}}
===Technical changelist===
*{{change|Jab 2 hitlag|1|0.7}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Jab 2 unknown parameter|0|1}}
! Change!!Old value!!New value
*{{buff|Jab endlag and time until earliest transitions are two frames shorter.}}
|-
*{{buff|Forward tilt damage|9.975|10.925}}
|Jab 1 damage||4.75%||3.325%
*{{change|Up tilt angle|Sakurai angle/100°|100°}}
|-
*{{buff|Up tilt base knockback|50/40|65/52}}
|Jab 1 angle|||[[Sakurai angle]]|||78°/65°/90°
*{{buff|Up tilt endlag|42 frames|39 frames}}
|-
*{{change|Up tilt body hitbox angle more vertical.}}
|Jab 1 knockback growth||50||30
*{{buff|Neutral air landing lag|15 frames|12 frames}}
|-
*{{buff|[[Dolphin Slash]] knockback scaling|68|74}}
|Jab 1 base knockback||20||55
*{{buff|Dolphin Slash/Crescent Slash hitlag|0.5|0.7}}
|-
*{{change|A quote now plays when [[Counter]] is activated.}}
|Jab 1 hitlag|||1|||0.7
|-
|Transition from Jab 1 to Jab 2||frame 21||frame 18
|-
|Jab 1 ending frame increased || 26 || 28
|-
|Jab 2 angle||Sakurai angle||45
|-
|Jab 2 knockback growth||60||75
|-
|Jab 2 base knockback||25||62
|-
|Jab 2 hitlag multiplier||1||0.7
|-
|Jab 2 unknown parameter||0||1
|-
|Forward tilt damage||9.975||10.925
|-
|Up tilt angle||Sakurai angle/100°||100°
|-
|Up tilt base knockback||50/40||65/52
|-
|Up tilt endlag||42 frames||39 frames
|-
|Neutral air landing lag||15 frames||12 frames
|-
|[[Dolphin Slash]] knockback scaling||68||74
|-
|Dolphin Slash/Crescent Slash hitlag multiplier||0.5||0.7
|-
|A quote now plays when [[Counter]] is activated || ||
|}


=={{SSB4|Marth}}==
=={{SSB4|Marth}}==
*{{nerf|Jab 1 damage|4%/6%|3%/5%}}
*{{buff|Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.}}
*{{buff|Jab 1 angle|[[Sakurai angle]]|78°/65°/90°}}
**{{nerf|Both hits of jab deal 1% less damage.}}
*{{change|Jab 1 knockback growth|50/70|30}}
*{{buff|All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.}}
*{{change|Jab 1 base knockback|20/30|55}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
*{{change|Jab 1 hitlag|1|0.7}}
*{{buff|Dolphin Slash has slightly improved knockback scaling.}}
*{{buff|Transition from Jab 1 to Jab 2|frame 20|frame 17}}
**{{change|Dolphin Slash and [[Crescent Slash]] deal slightly more hitlag.}}
*{{buff|Jab 2 angle|Sakurai angle|100}}
 
*{{change|Jab 2 initial base knockback|50|65}}
===Technical changelist===
*{{change|Jab 2 (late) base knockback|40|52}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Jab endlag and time until earliest transitions are two frames shorter.}}
! Change!!Old value!!New value
*{{buff|Up tilt knockback increased.}}
|-
*{{buff|Up tilt endlag|42 frames|39 frames}}
|Jab 1 damage||4%/6%||3%/5%
*{{buff|Marth moves forward if actions are taken during IASA frames.}}
|-
*{{change|Up tilt body hitbox angle more vertical.}}
|Jab 1 angle||[[Sakurai angle]]||78°/65°/90°
*{{buff|Neutral air landing lag|15 frames|12 frames}}
|-
*{{buff|[[Dolphin Slash]] knockback scaling|68|74}}
|Jab 1 knockback growth||50/70||30
*{{buff|Dolphin Slash/Crescent Slash hitlag|0.5|0.7}}
|-
|Jab 1 base knockback||20/30||55
|-
|Jab 1 hitlag||1||0.7
|-
|Transition from Jab 1 to Jab 2||frame 21||frame 17
|-
|Jab 1 ending frame increased || 26 || 28
|-
|Jab 2 angle||Sakurai angle||100
|-
|Jab 2 initial base knockback||50||65
|-
|Jab 2 (late) base knockback||40||52
|-
|Up tilt angle||Sakurai angle/100°||100°
|-
|Up tilt base knockback||50/40||65/52
|-
|Up tilt endlag||42 frames||39 frames
|-
|Neutral air landing lag||15 frames||12 frames
|-
|[[Dolphin Slash]] knockback growth||68||74
|-
|Dolphin Slash/Crescent Slash hitlag multiplier||0.5||0.7
|}


=={{SSB4|Mii Brawler}}==
=={{SSB4|Mii Brawler}}==
*{{change|[[Onslaught]] windbox 1|angle|50°|Sakurai angle}}
*{{change|[[Onslaught]]'s windboxes modified.}}
*{{change|Onslaught windbox 1 knockback growth|100|0}}
 
*{{change|Onslaught windbox 1 weight-based knockback|80|0}}
===Technical changelist===
*{{change|Onslaught windbox 1 element|Hit|Push}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Onslaught windbox 1||angle|50°||Sakurai angle
|-
|Onslaught windbox 1 knockback growth||100||0
|-
|Onslaught windbox 1 weight-based knockback||80||0
|-
|Onslaught windbox 1 element||Hit||Push
|-
|Onslaught all windboxes had unknown parameters changed || ||
|}
 
=={{SSB4|Mii Gunner}}==
*{{buff|[[Absorbing Vortex]]'s ending lag reduced significantly.}}


=={{SSB4|Mii Swordfighter}}==
=={{SSB4|Mii Swordfighter}}==
*{{buff|Jab 1 startup|7 frames|5 frames}}
*{{buff|Jab improved; it has 2 less frames of startup, transitions faster, and link all hits more reliably. It additionally has less ending lag.}}
*{{change|Jab 1 hitbox 2 split in two.}}
*{{buff|Forward tilt has less ending lag.}}
*{{change|Jab 1 angle|85/361/361|85/50/45/45}}
*{{buff|Dash attack's hitboxes are larger.}}
*{{change|Jab 1 base knockback|16|32}}
*{{buff|Down smash has less ending lag.}}
*{{change|Jab 1 knockback growth|37|20}}
*{{buff|Neutral aerial has 2 less frames of ending lag.}}
*{{buff|Transition between jabs 1 and 2|frame 10|frame 9}}
*{{buff|Forward aerial has larger hitboxes, in addition to reduced landing lag.}}
*{{change|Jab 2 hitboxes 0 and 1 switched.}}
**{{buff|Back aerial deals 2% more damage, with the increased knockback making it a more reliable KO move.}}
*{{change|Jab 2 hitbox 1 angle|100°|96°}}
*{{change|[[Airborne Assault]] launches at a lower trajectory.}}
*{{change|Jab 2 hitbox 2 split in two.}}
 
*{{buff|Transition between jabs 2 and 3|frame 10|frame 9}}
===Technical changelist===
*{{change|Jab 3 hitboxes 0 and 1 switched.}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Jab 3 hitbox 2 split in two.}}
! Change!!Old value!!New value
*{{buff|Dash attack hitbox size|3/2.2|4/3}}
|-
*{{change|Forward tilt hitbox 1 split in two.}}
|Jab 1 animation speed 1.25x for frames 0-5 || ||
*{{buff|Neutral air startup|frame 12|frame 10}}
|-
*{{buff|Forward air hitbox 2 size|2.4/3.2 (late)|3.5}}
|Jab 1 startup||7 frames||5 frames
*{{buff|Back air damage|12%|14%}}
|-
*{{change|Down air landing X-offset|9|10.5}}
|Jab 1 hitbox 2 split into two different hitboxes || ||
*{{change|[[Slash Launcher]] windbox 0 X-offset|5|6}}
|-
*{{change|[[Airborne Assault]] hits lower.}}
|Jab 1 angle||85/361/361||85/50/45/45
|-
|Jab 1 base knockback||16||32
|-
|Jab 1 knockback growth||37||20
|-
|Transition between jabs 1 and 2||frame 10||frame 9
|-
|Jab 2 hitboxes 0 and 1 switched.|| ||
|-
|Jab 2 hitbox 1 angle||100°||96°
|-
|Jab 2 hitbox 2 split into two different hitboxes || ||
|-
|Transition between jabs 2 and 3||frame 10||frame 9
|-
|Jab 3 hitboxes 0 and 1 switched || ||
|-
|Jab 3 hitbox 2 split into two different hitboxes || ||
|-
|Dash attack hitbox size||3/2.2||4/3
|-
|Forward tilt hitbox 1 split into two different hitboxes || ||
|-
|Neutral air startup||frame 12||frame 10
|-
|Forward air hitbox 2 size||2.4/3.2 (late)||3.5
|-
|Back air damage||12%||14%
|-
|Down air landing X-offset||9||10.5
|-
|Slash Launcher windbox 0 X-offset||5||6
|}


=={{SSB4|Meta Knight}}==
=={{SSB4|Meta Knight}}==
*{{buff|Jab rapid hits' hitbox split to cover more area.}}
*{{buff|Jab improved; the rapid hits of the jab keep opponents locked in better while dealing .2% more damage each, while the final hit has a significantly larger hitbox with improved reach. Jab also has 12 less frames of ending lag.}}
*{{buff|Jab rapid hits damage|1%|1.2%}}
*{{buff|Forward tilt improved; each hit is interruptible 8 frames sooner, and the final hit deals 1% more damage with a Sakurai angle trajectory instead of a diagonal trajectory.}}
*{{buff|Jab rapid hits knockback scaling|40|30}}
*{{buff|Neutral aerial has reduced landing lag.}}
*{{buff|Jab rapid hits SDI|1|0.6}}
 
*{{buff|Jab final hit size|5.7|8}}
===Technical changelist===
*{{change|Jab final hit's hitboxes moved slightly.}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{buff|Jab endlag reduced by approximately twelve frames.}}
! Change!!Old value!!New value
*{{change|Forward tilt final hit angle|65°|Sakurai angle}}
|-
*{{change|Forward tilt final hit knockback growth|110|107}}
|Jab rapid hits' hitboxes split into two each to cover more area. || ||
*{{buff|Forward tilt final hit damage|3%|4%}}
|-
*{{buff|Forward tilt endlag reduced by approximately ten frames.}}
|Jab rapid hits damage||1%||1.2%
*{{buff|Neutral air landing lag reduced.}}
|-
|Jab rapid hits knockback scaling||40||30
|-
|Jab rapid hits SDI multiplier||1||0.6
|-
|Jab final hit size||5.7||8
|-
|Jab final hit y-positioning || 5.5 || 7.0
|-
|Jab final hit x-positioning || 18.0 || 22.0
|-
|Jab endlag reduced by approximately twelve frames || ||
|-
|Forward tilt final hit angle||65°||Sakurai angle
|-
|Forward tilt final hit knockback growth||110||107
|-
|Forward tilt final hit damage||3%||4%
|-
|Forward tilt IASA on all hits || 33/35/38 || 25/27/31
|-
|Neutral air landing lag reduced || ||
|}


=={{SSB4|Mewtwo}}==
=={{SSB4|Mewtwo}}==
*{{buff|Neutral air landing lag|19 frames|16 frames}}
*{{nerf|Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.}}
*{{change|[[Confusion]] throw distance reduced.}}
*{{buff|Neutral aerial has 3 less frames of landing lag.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up smash initial hitbox angle || 95 || 100
|-
|Up smash initial hitbox size || 6.2 || 3.0
|-
|Up smash initial hitbox x-positioning || 0.0 || -6.0
|-
|Neutral air landing lag|19 frames|16 frames
|}


=={{SSB4|Mr. Game & Watch}}==
=={{SSB4|Mr. Game & Watch}}==
*{{buff|Down tilt base knockback (sweetspot)|10|40}}
*{{buff|Down tilt's knockback is increased, especially its base knockback.}}
*{{buff|Down tilt knockback scaling (sweetspot)|120|125}}
*{{buff|Back aerial has 5 less frames of landing lag.}}
*{{buff|Down tilt base knockback (sourspot)|60|70}}
 
*{{buff|Down tilt knockback scaling (sourspot)|100|120}}
===Technical changelist===
*{{change|Down tilt sourspot size|9|10.5}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Unknown parameter of down tilt sourspot|11|9}}
! Change!!Old value!!New value
|-
|Down tilt base knockback (sweetspot)||10||40
|-
|Down tilt knockback scaling (sweetspot)||120||125
|-
|Down tilt base knockback (sourspot)||60||70
|-
|Down tilt knockback scaling (sourspot)||100||120
|-
|Down tilt sourspot size||9||10.5
|-
|Unknown parameter of down tilt sourspot||11||9
|-
|Back aerial landing lag || 24 || 19
|}


=={{SSB4|Ness}}==
=={{SSB4|Ness}}==
*{{buff|[[PSI Magnet]] endlag reduced.}}
*{{buff|[[PSI Magnet]] has significantly less ending lag.}}


=={{SSB4|Olimar}}==
=={{SSB4|Olimar}}==
Line 275: Line 716:


=={{SSB4|Palutena}}==
=={{SSB4|Palutena}}==
*{{change|Up tilt hitboxes moved from bone 1000 to bone 0.}}
*{{buff|Up tilt's looping hits deal .2% more damage, and they keep opponents locked in more effectively.}}
*{{buff|Up tilt loop hits link better into themselves.}}
 
*{{buff|Up tilt (loop hits) damage|1%|1.2%}}
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up tilt hitboxes bone change || 1000 || 0
|-
|Up tilt (loop hits) damage||1%||1.2%
|}


=={{SSB4|Peach}}==
=={{SSB4|Peach}}==
*{{buff|Jab hit 1 range|2.4|3}}
*{{buff|Both hits of jab have slightly larger hitboxes.}}
*{{buff|Jab hit 2 range|2.4|4}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Jab hit 1 size||2.4||3
|-
|Jab hit 2 range||2.4||4
|}


=={{SSB4|Robin}}==
=={{SSB4|Robin}}==
*{{change|Automatic pushback from jab's rapid hit can now cause Robin to hang on the ledge.}}
*{{change|Automatic pushback from jab's rapid hit now pushes Robin off the edges of platforms.}}


=={{SSB4|Rosalina & Luma}}==
=={{SSB4|Rosalina & Luma}}==
*{{buff|Luma HP|47|50}}
*{{buff|Luma has 3 more HP.}}
*{{nerf|Rapid jab end knockback scaling|170|150}}
*{{nerf|The final hit of Rosalina's jab has decreased knockback scaling. reducing its KO potential.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Luma HP||47||50
|-
|Rapid jab final hit knockback growth||170||150
|}


=={{SSB4|Samus}}==
=={{SSB4|Samus}}==
*{{buff|Up smash hitbox sizes increased by 0.5.}}
*{{buff|Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.}}
*{{change|Certain hitboxes in Up Smash split.}}
*{{buff|All grabs have reduced ending lag.}}
*{{buff|Up smash (final hit) knockback growth|135|150}}
 
*{{buff|Up smash final hitbox sizes|7/3.5|7.3/4}}
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up smash hitbox sizes increased by 0.5 || ||
|-
|Certain hitboxes in Up Smash split into two different hitboxes. || ||
|-
|Up smash (final hit) knockback growth||135||150
|-
|Up smash final hitbox sizes||7/3.5||7.3/4
|}


=={{SSB4|Sonic}}==
=={{SSB4|Sonic}}==
*{{nerf|Up Smash (final hit) knockback growth|177|165}}
*{{nerf|Up smash's final hit has reduced knockback scaling, KOing about 10-15% later.}}
*{{buff|Down air endlag reduced.}}
*{{buff|Down aerial is interruptible sooner, Sonic can now act before SDing when used at stage height offstage.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up Smash (final hit) knockback growth||177||165
|-
|Down air endlag reduced || ||
|}


=={{SSB4|Toon Link}}==
=={{SSB4|Toon Link}}==
*{{change|Jab 2 knockback growth|37|34}}
*{{buff|Jab improved; the second hit keeps opponent locked in better for the final hit, and the final hit's hitbox is slightly larger.}}
*{{change|Jab 2 base knockback|16|25}}
 
*{{buff|Jab 3 hitbox sizes|3.5|4.2}}
===Technical changelist===
*{{change|Jab 3 hitbox 0 Z-offset|5|4.5}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Jab 1 hitbox 0 and 2 switched || ||
|-
| Jab 2 hitbox 0 and 2 switched || ||
|-
|Jab 2 knockback growth||37||34
|-
|Jab 2 base knockback||16||25
|-
|Jab 3 hitbox sizes||3.5||4.2
|-
|Jab 3 hitbox 0 Z-offset||5||4.5
|}


=={{SSB4|Villager}}==
=={{SSB4|Villager}}==
*{{buff|Forward throw base knockback|100|102}}
*{{buff|All grabs have reduced ending lag.}}
*{{buff|Back throw base knockback|15|18}}
*{{buff|Forward throw has minimally more base knockback.}}
*{{buff|Down throw damage|4.5%|6%}}
*{{buff|Back throw has slightly increased base knockback.}}
*{{change|Down throw knockback growth|105|80}}
*{{buff|Down throw deals 1.5% more damage.}}
*{{nerf|Consecutive uses of [[Balloon Trip (move)|Balloon Trip]] now result in less distance.}}
 
===Technical changelist===
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|FacingRestriction Flag removed from back aerial Projectile Hitboxes || ||
|-
|Forward throw base knockback||100||102
|-
|Back throw base knockback||15||18
|-
|Down throw damage||4.5%||6%
|-
|Down throw knockback growth||105||80
|}


=={{SSB4|Wario}}==
=={{SSB4|Wario}}==
*{{change|Unknown parameters set to 63 and 15 on many hitboxes.}}
*{{buff|Jab links more reliably, and the second hit has slightly larger hitboxes.}}
*{{change|Jab 1 (hitbox 0) angle|65°|55°}}
 
*{{nerf|Jab 1 (hitbox 0) base knockback|35|45}}
===Technical changelist===
*{{change|Jab 1 (hitbox 1) angle|75°|72°}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
*{{change|Jab 1 (hitbox 1) knockback scaling|50|40}}
! Change!!Old value!!New value
*{{nerf|Jab 1 (hitbox 1) base knockback|28|38}}
|-
*{{buff|Jab 2 hitbox sizes|5.5/3.5|5.8/3.8/3.3}}
|Unknown parameters set to 63 and 15 on many hitboxes || ||
|-
|Jab 1 (hitbox 0) angle||65°||55°
|-
|Jab 1 (hitbox 0) base knockback||35||45
|-
|Jab 1 (hitbox 1) angle||75°||72°
|-
|Jab 1 (hitbox 1) knockback scaling||50||40
|-
|Jab 1 (hitbox 1) base knockback||28||38
|-
|Third hitbox added on jab 2, positions adjusted. || ||
|-
|Jab 2 hitbox sizes||5.5/3.5||5.8/3.8/3.3
|}


=={{SSB4|Zelda}}==
=={{SSB4|Zelda}}==
*{{buff|Up Smash (final hit)knockback scaling|190|214}}
*{{buff|Up smash more reliably links all hits. Its final hit additionally has improved knockback scaling, KOing about 15-20% sooner.}}
*{{buff|Up Smash (multihits) size|3|3.5}}
*{{change|Neutral aerial's sweetspot and sourspot hitboxes switched.}}
*{{buff|SDI of Up Smash multihits set to 0.5.}}
*{{buff|Neutral aerial's landing lag reduced by 3 frames.}}
*{{buff|Up Smash weight-based knockback (multihits)|60|40}}
*{{buff|Up aerial's landing lag reduced by 3 frames.}}
*{{change|Sweetspot and sourspot on neutral air switched.}}
*{{buff|Down aerial's landing lag reduced by 3 frames.}}
*{{buff|Neutral air landing lag|22 frames|19 frames.}}
 
*{{buff|Up air landing lag|22 frames|19 frames}}
===Technical changelist===
*{{buff|Down air landing lag|21 frames|18 frames}}
{| class="wikitable sortable collapsible collapsed" style="text-align:center"
! Change!!Old value!!New value
|-
|Up Smash (final hit)knockback growth||190||214
|-
|Up Smash multihits size||3||3.5
|-
|Up smash multihits SDI capacity || 1.0 || 0.5
|-
|Up Smash multihits weight-based knockback ||60||40
|-
|Sweetspot and sourspot on neutral air switched. || ||
|-
|Neutral air landing lag||22 frames||19 frames
|-
|Up air landing lag||22 frames||19 frames
|-
|Down air landing lag||21 frames||18 frames
|}


==References==
==References==

Revision as of 20:19, June 22, 2015

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This is the list of known changes in version 1.0.8 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.

Universal

  • Change Grounded to air ledge transition mechanics altered, affecting run offs and other momentum techniques; characters can no longer run off the edge of a platform while performing a special move.
  • Change The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on Battlefield platforms against any character) and Mewtwo's Confusion.

Bowser

  • Buff Up tilt's startup reduced by 1 frame, and has increased reach, now being able to hit opponents in front of Bowser. It also has 10 less frames of ending lag.
    • Nerf Up tilt's damage was reduced by 1%.

Technical changelist

Captain Falcon

  • Buff Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
    • Nerf Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
  • Nerf Up's aerial sweetspot and middle hitboxes had their damage reduced by 2%, while its sourspot's damage was reduced by 1%. Its reduced knockback additionally makes the move a less reliable KO option.
    • Buff The move's reduced knockback allows it to combo up to higher damages.

Technical changelist

Charizard

  • Buff Charizard's jab transitions faster and can more reliably link all three hits. The final hit of the jab also has increased knockback scaling, and can now KO at very high damages around 175% before rage.
  • Buff Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
    • Nerf Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.
  • Buff Up throw repurposed into a KO throw more effective than Charizard's old down throw, with significantly increased knockback scaling and a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.
  • Buff Down throw repurposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased and it now sending opponents at a vertical trajectory. It can combo into up smash at very low damages, combo into forward aerial and Dragon Rush up to mid-high damages, and setup an up aerial and Fly.


Technical changelist

Diddy Kong

  • Buff Jab improved; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
    • Nerf The complete jab deals marginally less damage.
  • Nerf Down tilt's damage was reduced by .5%
  • Nerf Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.
  • Nerf All of Diddy's grabs have increased ending lag.
  • Nerf Up throw's damage was reduced by 3%, and its knockback was increased, reducing its followup capabilities.
  • Nerf Down throw's damage was increased by 1%, with increased knockback scaling and a very slightly more diagonal knockback trajectory, reducing its followup capabilities.

Technical changelist

Donkey Kong

  • Buff Cargo forward throw deals 2% more damage, and the increased knockback makes it a more viable KO option at very high damages.
  • Buff Cargo back throw deals 4% more damage, and the significantly increased knockback allows it to KO at damages around 175%.
    • Change Back throw's knockback trajectory is more vertical.
  • Buff Cargo up throw deals 3% more damage.
  • Buff Cargo down deals 1% more damage with increased knockback scaling. Donkey Kong additionally now hops when performing the throw.

Technical changelist

Falco

  • Buff Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.
  • Buff Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.
  • Buff Neutral aerial significantly improved; it has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its followup capabilities.
  • Buff Forward aerial has 2 frames faster startup, and overall completes about 9 frames faster, giving it followup capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
    • Nerf Its landing hit deals 2% less damage.
  • Buff Up aerial's startup was decreased by 3 frames, and its hitboxes deal more vertical based knockback, making it more combo-friendly. Its hitboxes are also slightly larger.
    • Nerf Up aerial deals 1% less damage.
    • Change All of up aerial's hitboxes deal the same knockback now, removing its sourspot.
  • Buff Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
    • Change Down aerial's sweetspot no longer meteors grounded opponents, now sending opponents at a slightly diagonal vertical trajectory. While this removes its followup potential at high damages, it can no longer be teched by grounded opponents.

Technical changelist

Greninja

  • Buff Forward tilt deals .8% more damage, and its ending lag was reduced by 9 frames.
    • Change Forward tilt's hitboxes now deal varying degrees of knockback.

Technical changelist

Ike

  • Buff Jab transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.
  • Buff Forward tilt's startup is 3 frames faster.
    • Change All hitboxes replaced with a single hitbox that deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but .5% more than its sourspot hitbox.
  • Buff Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.
  • Buff Dash attack significantly improved; its startup is 3 frames faster, all its hitboxes deal 4% more damage, its sweetspot is slightly larger, and its sweetspot's knockback trajectory is slightly more horizontal. Its significantly increased knockback also now makes it capable of reliably KOing under 150%.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Forward aerial has 2 frames faster startup, 1 less frame of landing lag, and it has improved reach, with its hitboxes now properly following the sword swing, notably it can now properly hit above and below Ike.
  • Buff Up aerial has 3 less frames of landing lag.
  • Buff Down aerial has 4 less frames of landing lag.
  • Buff Quick Draw and all its custom variants have 3 less frames of startup lag.

Technical changelist

Link

  • Buff Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.
    • Change It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.
  • Buff Up smash more reliably link all its hits.
  • Buff All grabs have noticeably improve reach and less ending lag; standing grab has 5 less frames of ending lag, dash grab has 12 less frames, and pivot grab has 13 less frames.
  • Buff Forward throw's trajectory is slightly more horizontal, and it has less ending lag.
  • Buff Down throw is significantly better at setting up combos; its knockback trajectory was made more vertical, its damage was reduced by 1%, and its knockback scaling was reduced.
  • Buff The first three stages of Spin Attack have slightly increased knockback scaling. The second stage of Shocking Spin Attack also has slightly increased knockback scaling.

Technical changelist

Lucario

  • Buff Knockback on first two of hits jab altered to make the jab combo link more reliably.

Technical changelist

Lucina

  • Buff Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
  • Buff Forward tilt deals approximately 1% more damage.
  • Buff All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback scaling.
  • Bug fix Lucina's Counter quotes now play when her Counter is activated.

Technical changelist

Marth

  • Buff Jab improved; both hits link more reliably as the transition is faster and jab 1 now produces vertical-based knockback, and the second hit deals increased knockback. The first hit also now has followup potential outside of transiting to the second hit.
    • Nerf Both hits of jab deal 1% less damage.
  • Buff All hitboxes of up tilt now deal vertical knockback, with improved base knockback, making it a better KO move. It additionally has 3 less frames of ending lag.
  • Buff Neutral aerial has 3 less frames of landing lag.
  • Buff Dolphin Slash has slightly improved knockback scaling.

Technical changelist

Mii Brawler

Technical changelist

Mii Gunner

Mii Swordfighter

  • Buff Jab improved; it has 2 less frames of startup, transitions faster, and link all hits more reliably. It additionally has less ending lag.
  • Buff Forward tilt has less ending lag.
  • Buff Dash attack's hitboxes are larger.
  • Buff Down smash has less ending lag.
  • Buff Neutral aerial has 2 less frames of ending lag.
  • Buff Forward aerial has larger hitboxes, in addition to reduced landing lag.
    • Buff Back aerial deals 2% more damage, with the increased knockback making it a more reliable KO move.
  • Change Airborne Assault launches at a lower trajectory.

Technical changelist

Meta Knight

  • Buff Jab improved; the rapid hits of the jab keep opponents locked in better while dealing .2% more damage each, while the final hit has a significantly larger hitbox with improved reach. Jab also has 12 less frames of ending lag.
  • Buff Forward tilt improved; each hit is interruptible 8 frames sooner, and the final hit deals 1% more damage with a Sakurai angle trajectory instead of a diagonal trajectory.
  • Buff Neutral aerial has reduced landing lag.

Technical changelist

Mewtwo

  • Nerf Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.
  • Buff Neutral aerial has 3 less frames of landing lag.

Technical changelist

Mr. Game & Watch

  • Buff Down tilt's knockback is increased, especially its base knockback.
  • Buff Back aerial has 5 less frames of landing lag.

Technical changelist

Ness

Olimar

Palutena

  • Buff Up tilt's looping hits deal .2% more damage, and they keep opponents locked in more effectively.

Technical changelist

Peach

  • Buff Both hits of jab have slightly larger hitboxes.

Technical changelist

Robin

  • Change Automatic pushback from jab's rapid hit now pushes Robin off the edges of platforms.

Rosalina & Luma

  • Buff Luma has 3 more HP.
  • Nerf The final hit of Rosalina's jab has decreased knockback scaling. reducing its KO potential.

Technical changelist

Samus

  • Buff Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.
  • Buff All grabs have reduced ending lag.

Technical changelist

Sonic

  • Nerf Up smash's final hit has reduced knockback scaling, KOing about 10-15% later.
  • Buff Down aerial is interruptible sooner, Sonic can now act before SDing when used at stage height offstage.

Technical changelist

Toon Link

  • Buff Jab improved; the second hit keeps opponent locked in better for the final hit, and the final hit's hitbox is slightly larger.

Technical changelist

Villager

  • Buff All grabs have reduced ending lag.
  • Buff Forward throw has minimally more base knockback.
  • Buff Back throw has slightly increased base knockback.
  • Buff Down throw deals 1.5% more damage.

Technical changelist

Wario

  • Buff Jab links more reliably, and the second hit has slightly larger hitboxes.

Technical changelist

Zelda

  • Buff Up smash more reliably links all hits. Its final hit additionally has improved knockback scaling, KOing about 15-20% sooner.
  • Change Neutral aerial's sweetspot and sourspot hitboxes switched.
  • Buff Neutral aerial's landing lag reduced by 3 frames.
  • Buff Up aerial's landing lag reduced by 3 frames.
  • Buff Down aerial's landing lag reduced by 3 frames.

Technical changelist

References