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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.
  •   Music Menu silhouette roster expanded to include alternate forms for characters such as Bowser Jr., Robin, and Wii Fit Trainer.

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

Olimar

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

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

References