List of updates (SSB4)/1.0.8 changelog
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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
Grounded to air ledge transition mechanics altered.
Bowser
Occurence of an unknown action in up tilt: frame 11 → frame 10
Up tilt hitbox 2 removed.
Up tilt damage: 10% → 9%
Up tilt startup: 12 frames → 11 frames
Up tilt hitbox X-offset: 7.4 → 6.9
Up tilt endlag: 51 frames → 41 frames
Captain Falcon
Forward smash knockback growth: 94/84 (down) → 95/85
Up air damage: 13%/12%/10% → 11%/10%/9%
Up air knockback growth: 10/8 → 16/10
Charizard
Jab 1 weight-based knockback: 15/10 → 26/22
Transition from first to second jab and second to third is one frame earlier.
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 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
Diddy Kong
Jab 1 damage: 1.5% → 1.2%
Transition from Jab 1 to Jab 2: frame 10 → frame 8
Jab 2 damage: 1.5% → 1.2%
Transition from Jab 1 to Jab 2: frame 9 → frame 8
Jab 3 weight-based knockback: 30 → 25
Jab 3 hitbox sizes: 4/3.5/3 → 4.2/3.7/3.2
Transition between third hit and looping hits of jab: frame 22 → frame 15
Looping hits of jab now use a large, single hitbox as opposed to many small ones.
Looping hits of jab damage: 0.6% → 0.5%
Looping hits of jab angle: 70/90 → 60
Looping hits of jab weight-based knockback: 6 → 4
SDI of jab rapid hits: 1.3 → 0.7
Unknown parameters of rapid jab hits changed from default to 6.8 and 6.
Final hit of jab animation length: frame 8 → frame 4
Final hit of jab knockback scaling: 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 hits of jab changed from 5.5 to 6.8 and 6.
Down tilt given an additional hitbox.
Down tilt damage: 6% → 5.5%
Up air startup: 3 frames → 4 frames
Up air autocancel: 15 frames → 27 frames
Up air base knockback: 65 → 64
Up air knockback growth: 99 → 89
Up throw (hit 1) damage: 4% → 1%
Up throw (hit 1) base knockback: 30 → 50
Up throw (hit 1) knockback scaling: 100 → 120
Down throw damage: 6% → 7%
Down throw angle: 105° → 106°
Down throw knockback scaling: 50 → 59
Donkey Kong
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 back throw base knockback: 65 → 50
Cargo back throw knockback scaling: 38 → 80
Occurence of an unknown action in cargo back throw: frame 18 → frame 17
DK now hops while performing cargo down toss.
Falco
Jab 1 hitboxes 0 and 2 switched.
Jab 1 base knockback: 30 → 35
Jab 1 angle (hitboxes 0-1): 80° → 68°/77°
Jab 1 size (hitboxes 0-1): 2/3 → 2.5/3.2
Jab 1 Z-offset (hitbox 0): 0 → -0.5
Jab 2 hitbox 2 angle: 50° → 45°
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 longetivity: 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.
Forward air hits: 3 → 5
Forward air landing damage: 5% → 3%
Forward air base knockback: 30 → 50
Forward air has less lag overall.
Up air damage: 11% → 10%
Up air angle: 68°/68°/80° → 65°/75°/85°
Up air hitboxes now all do the same knockback.
Up air hitbox 0 size: 4.8 → 5
Up air startup: 10 frames → 7 frames
Down air sweetspot no longer meteor smashes grounded opponents, but sends them upwards.
Down air sweetspot timing starts one frame earlier.
Down air sourspot hitbox size: 5 → 5.3
Greninja
Forward tilt damage: 6.5% → 7.3%
Forward tilt base knockback: 15 → 20/30/40
Forward tilt knockback growth: 112 → 110/90/70
Z-offset of forward tilt adjusted.
Forward tilt hitbox 2 bone: 3 → 5
Forward tilt endlag: 38 frames → 31 frames
Ike
Jab transition into second hit: frame 13 → frame 10
New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2.
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.
Jab 2 (hitbox 0) Y-offset: 8 → 7.5
Jab 3 startup: 7 frames → 6 frames
Jab 3 now properly hits above Ike.
Jab 3 hitbox presence: 3 frames → 4 frames
Forward tilt start-up: 15 frames → 12 frames
Forward tilt's hitboxes combined.
Forward tilt moved from bone 1000 to bone 1.
Forward tilt now does 12.5% damage.
Up tilt Y-offset: 12/10.5 → 13/12
Up tilt hitbox removal: frame 19 → frame 22
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%)
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: 1 → 1.2
Neutral air landing lag: 16 frames → 13 frames
Forward air startup: 16 frames → 14 frames
Forward air has better hitbox placements (Hits better above and below him).
Forward air landing lag reduced: 19 frames → 18 frames
Up air landing lag reduced: 18 frames → 15 frames
Down air landing lag reduced: 26 frames → 23 frames
Quick Draw startup reduced: 19 frames → 16 frames
Link
Down tilt damage: 12% → 11%
X-offsets of down tilt: 12.8/15.4 → 14.1/16.6
Down tilt startup: 13 frames → 11 frames
Down tilt endlag: 31 frames → 28 frames
Up smash now links better.
Grab range increased.
Standing grab endlag: 66 frames → 61 frames
Dash grab endlag: 77 frames → 65 frames
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
Lucario
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
Lucina
Jab 1 damage: 4.75% → 3.325%
Jab 1 angle: Sakurai angle → 78°/65°/90°
Jab 1 knockback growth: 50 → 30
Jab 1 base knockback: 20 → 55
Jab 1 hitlag: 1 → 0.7
Transition from Jab 1 to Jab 2: frame 20 → frame 17
Jab 2 angle: Sakurai angle → 45
Jab 2 knockback growth: 60 → 75
Jab 2 base knockback: 25 → 62
Jab 2 hitlag: 1 → 0.7
Jab 2 unknown parameter: 0 → 1
Jab endlag and time until earliest transitions are two frames shorter.
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
Up tilt body hitbox angle more vertical.
Neutral air landing lag: 15 frames → 12 frames
Dolphin Slash knockback scaling: 68 → 74
Dolphin Slash/Crescent Slash hitlag: 0.5 → 0.7
A quote now plays when Counter is activated.
Marth
Jab 1 damage: 4%/6% → 3%/5%
Jab 1 angle: Sakurai angle → 78°/65°/90°
Jab 1 knockback growth: 50/70 → 30
Jab 1 base knockback: 20/30 → 55
Jab 1 hitlag: 1 → 0.7
Transition from Jab 1 to Jab 2: frame 20 → frame 17
Jab 2 angle: Sakurai angle → 100
Jab 2 initial base knockback: 50 → 65
Jab 2 (late) base knockback: 40 → 52
Jab endlag and time until earliest transitions are two frames shorter.
Up tilt knockback increased.
Up tilt endlag: 42 frames → 39 frames
Marth moves forward if actions are taken during IASA frames.
Up tilt body hitbox angle more vertical.
Neutral air landing lag: 15 frames → 12 frames
Dolphin Slash knockback scaling: 68 → 74
Dolphin Slash/Crescent Slash hitlag: 0.5 → 0.7
Mii Brawler
Onslaught windbox 1: angle → 50°
Onslaught windbox 1 knockback growth: 100 → 0
Onslaught windbox 1 weight-based knockback: 80 → 0
Onslaught windbox 1 element: Hit → Push
Mii Swordfighter
Jab 1 startup: 7 frames → 5 frames
Jab 1 hitbox 2 split in two.
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 in two.
Transition between jabs 2 and 3: frame 10 → frame 9
Jab 3 hitboxes 0 and 1 switched.
Jab 3 hitbox 2 split in two.
Dash attack hitbox size: 3/2.2 → 4/3
Forward tilt hitbox 1 split in two.
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
Airborne Assault hits lower.
Meta Knight
Jab rapid hits' hitbox split to cover more area.
Jab rapid hits damage: 1% → 1.2%
Jab rapid hits knockback scaling: 40 → 30
Jab rapid hits SDI: 1 → 0.6
Jab final hit size: 5.7 → 8
Jab final hit's hitboxes moved slightly.
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 endlag reduced by approximately ten frames.
Neutral air landing lag reduced.
Mewtwo
Neutral air landing lag: 19 frames → 16 frames
Confusion throw distance reduced.
Mr. Game & Watch
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
Ness
PSI Magnet endlag reduced.
Olimar
Pikmin Order no longer reverses from ledge grabs.
Palutena
Up tilt hitboxes moved from bone 1000 to bone 0.
Up tilt loop hits link better into themselves.
Up tilt (loop hits) damage: 1% → 1.2%
Peach
Jab hit 1 range: 2.4 → 3
Jab hit 2 range: 2.4 → 4
Robin
Automatic pushback from jab's rapid hit can now cause Robin to hang on the ledge.
Rosalina & Luma
Luma HP: 47 → 50
Rapid jab end knockback scaling: 170 → 150
Samus
Up smash hitbox sizes increased by 0.5.
Certain hitboxes in Up Smash split.
Up smash (final hit) knockback growth: 135 → 150
Up smash final hitbox sizes: 7/3.5 → 7.3/4
Sonic
Up Smash (final hit) knockback growth: 177 → 165
Down air endlag reduced.
Toon Link
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
Down Air-No wind box
Villager
Forward throw base knockback: 100 → 102
Back throw base knockback: 15 → 18
Down throw damage: 4.5% → 6%
Down throw knockback growth: 105 → 80
Consecutive uses of Balloon Trip now result in less distance.
Wario
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
Jab 2 hitbox sizes: 5.5/3.5 → 5.8/3.8/3.3
Zelda
Up Smash (final hit)knockback scaling: 190 → 214
Up Smash (multihits) size: 3 → 3.5
SDI of Up Smash multihits set to 0.5.
Up Smash weight-based knockback (multihits): 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