List of updates (SSB4)/1.0.6 changelog: Difference between revisions
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=={{SSB4|Bowser}}== | =={{SSB4|Bowser}}== | ||
*{{buff|Bowser has more control over | *{{buff|Bowser has more control over [[Flying Slam]]'s trajectory.}} | ||
=={{SSB4|Bowser Jr.}}== | =={{SSB4|Bowser Jr.}}== | ||
*{{buff| | *{{buff|Forward smash can hit at a closer range.}} | ||
*{{change| | *{{change|Neutral infinite has less visual whiffs.}} | ||
===Technical changelist=== | ===Technical changelist=== | ||
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=={{SSB4|Captain Falcon}}== | =={{SSB4|Captain Falcon}}== | ||
*{{nerf| | *{{nerf|Down-angled forward smash's knockback has been noticeably reduced.}} | ||
*{{change| | *{{change|Neutral infinite has less visual whiffs.}} | ||
=={{SSB4|Charizard}}== | =={{SSB4|Charizard}}== | ||
*{{buff|Up throw damage | *{{buff|Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).}} | ||
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).}} | |||
*{{nerf|[[Flare Blitz]] | *{{change|Forward aerial's sweetspot and sourspot hitbox positions switched.}} | ||
*{{change| | *{{buff|[[Fly]]'s knockback increased.}} | ||
*{{buff|Down tilt's start-up and ending lag decreased.}} | |||
=={{SSB4|Dark Pit}}== | =={{SSB4|Dark Pit}}== | ||
*{{bugfix|No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.}} | *{{bugfix|No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.}} | ||
=={{SSB4|Diddy Kong}}== | =={{SSB4|Diddy Kong}}== | ||
*{{nerf|Forward smash has increased ending lag.}} | |||
*{{nerf|Forward smash | *{{nerf|Up air damage decreased|8%|6%.}} | ||
*{{ | *{{nerf|Up air's knockback is significantly weaker, no longer KOing until well beyond 150%.}} | ||
*{{ | *{{buff|The aforementioned changes allow it to combo better.}} | ||
*{{ | *{{nerf|Forward air damage decreased|12%/10%|10%/8%.}} | ||
*{{nerf|Forward air damage|12/10%|10/8%}} | *{{change|Up throw deals less damage (10% → 8%), but it also has less knockback, which allows Diddy Kong to combo it into an up aerial more efficiently.}} | ||
*{{change|Up throw deals less damage ( | *{{change|Down throw deals less damage (7% → 6%), which reduces its hitstun but keep opponents closer for follow ups at higher percentages.}} | ||
*{{ | |||
*{{buff|[[Monkey Flip]] (kick) now has an extra hitbox that deals 10% damage near the end of the kick.}} | *{{buff|[[Monkey Flip]] (kick) now has an extra hitbox that deals 10% damage near the end of the kick.}} | ||
*{{nerf| | *{{nerf|Monkey Flip (grab) damage decreased|12%|10%.}} | ||
*{{nerf| | *{{nerf|Monkey Flip (jump) damage decreased|10%|8%.}} | ||
== | =={{SSB4|Donkey Kong}}== | ||
{| | *{{buff|[[Giant Punch]] charges significantly faster|172 frames|144.}} | ||
*{{nerf|[[Headbutt]] no longer stalls Donkey Kong in midair.}} | |||
*{{change|Neutral attack's first hit no longer launches opponents at the [[Sakurai angle]].}} | |||
| | |||
| | |||
=={{SSB4|Dr. Mario}}== | =={{SSB4|Dr. Mario}}== | ||
*{{buff| | *{{buff|Up smash's horizontal knockback increased, making it more effective at KOing while near an edge.}} | ||
*{{buff|Sweetspotted forward aerial deals 1.12% more damage|15.68%|16.8%.}} | |||
=={{SSB4|Ganondorf}}== | =={{SSB4|Ganondorf}}== | ||
*{{buff| | *{{buff|Neutral attack deals 1% more damage on the arm and hand hitboxes respectively|6%/9%|7%/10%.}} | ||
*{{change|Up, forward and down throws have less [[hitlag]].}} | *{{change|Up, forward and down throws have less [[hitlag]].}} | ||
=={{SSB4|Ike}}== | =={{SSB4|Ike}}== | ||
*{{bugfix| | *{{bugfix|Fixed a glitch where Aether Drive behaved erratically while performed in slow motion.}} | ||
*{{buff|[[Counter]]'s knockback growth increased|74|100.}} | |||
=={{SSB4|Kirby}}== | =={{SSB4|Kirby}}== | ||
*{{buff|Down throw damage|6.6%|10.2%}} | *{{buff|Down throw deals 3.6% more damage|6.6%|10.2%.}} | ||
*{{ | *{{nerf|Sourspotted upward angled forward smash deals 1% less damage|13%|12%.}} | ||
*{{nerf|Upward angled forward smash | *{{nerf|Upward angled forward smash also KOs 11% later.}} | ||
*{{buff|Up smash | *{{buff|Up smash KOs 7% earlier.}} | ||
*{{buff|Down smash | *{{buff|Down smash KOs 4% earlier.}} | ||
*{{buff|[[Hammer Flip]] | *{{buff|[[Inhale]] can be canceled earlier.}} | ||
*{{change|Inhale's animation slightly changed. Fiery effects emit from Kirby after he Inhales explosive items.}} | |||
*{{buff|[[Hammer Flip]]'s ending lag decreased.}} | |||
*{{buff|Kirby moves faster on the ground while charging Hammer Flip.}} | |||
*{{change|Final Cutter has improved visual effects.}} | |||
=={{SSB4|Link}}== | =={{SSB4|Link}}== | ||
*{{ | *{{buff|Uncharged [[Spin Attack]] deals 2% more damage|12%|14% and KOs 17% earlier.}} | ||
**{{nerf| | *{{nerf|Spin Attack's back half KOs 19% later.}} | ||
*{{nerf| | *{{buff|Spin Attack comes out 3 frames faster and ends 4 frames sooner.}} | ||
*{{nerf| | *{{change|Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased|6.6|7.}} | ||
*{{buff|Dash attack hitbox | *{{nerf|Neutral attack's first hit ends sooner|27 frames|19. It also no longer has any [[interruptibility]] frames, removing Link's "jab cancel death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds] | ||
*{{nerf|Down tilt's knockback growth | *{{nerf|Non-tippered dash attack deals 1% less damage|13%|12%.}} | ||
*{{ | *{{nerf|Nop-tippered dash attack's knockback growth decreased|78|72.}} | ||
*{{change|Forward smash | *{{buff|Dash attack's hitbox comes out 1 frame faster|frame 21|20.}} | ||
*{{ | *{{nerf|Down tilt's knockback growth decreased.}} | ||
*{{nerf|Down tilt no longer [[meteor smash]]es characters hanging on a ledge except for {{SSB4|Charizard}}.}} | |||
*{{buff|Down | *{{change|Forward smash's sourspot's position has been altered.}} | ||
*{{buff|Parts of forward smash have been made irreversible.}} | |||
*{{buff|Down aerial's reach increased by 50%.}} | |||
=={{SSB4|Little Mac}}== | =={{SSB4|Little Mac}}== | ||
*{{buff| | *{{buff|Jolt Haymaker's knockback increased.}} | ||
=={{SSB4|Lucario}}== | =={{SSB4|Lucario}}== | ||
*{{ | *{{Bugfix|Fixed a [[landing lag glitch]] for Extreme Speed.}} | ||
=={{SSB4|Lucina}}== | =={{SSB4|Lucina}}== | ||
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*{{Buff|Uncharged [[Shield Breaker]] deals 0.5% more damage|8.075%|8.575%.}} | *{{Buff|Uncharged [[Shield Breaker]] deals 0.5% more damage|8.075%|8.575%.}} | ||
*{{Buff|Fully charged Shield Breaker deals 1% more damage|21.85%|22.85%.}} | *{{Buff|Fully charged Shield Breaker deals 1% more damage|21.85%|22.85%.}} | ||
*{{Buff|Neutral attack's first hit can be [[Interruptibility|interrupted]]|frame 29| | *{{Buff|Neutral attack's first hit can be [[Interruptibility|interrupted]] earlier|frame 29|26.}} | ||
*{{Buff|Forward tilt can be interrupted earlier|frame 39| | *{{Buff|Forward tilt can be interrupted earlier|frame 39|35.}} | ||
*{{Buff|[[Dancing Blade]]'s first hit can be interrupted|frame 45| | *{{Buff|[[Dancing Blade]]'s first hit can be interrupted earlier|frame 45|42.}} | ||
*{{Buff|Dancing Blade | *{{Buff|Dancing Blade's hits connect together better.}} | ||
=={{SSB4|Luigi}}== | =={{SSB4|Luigi}}== | ||
*{{nerf|[[Fireball]] | *{{nerf|[[Fireball]] deals 1% less damage the farther it goes: 6% → 5% (late).}} | ||
=={{SSB4|Mario}}== | =={{SSB4|Mario}}== | ||
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=={{SSB4|Marth}}== | =={{SSB4|Marth}}== | ||
*{{buff|Jab | *{{buff|Jab 1 [[IASA]]|Frame 29|Frame 26}} | ||
*{{buff|Forward tilt IASA | *{{buff|Forward tilt IASA: Frame 39 → Frame 35.}} | ||
*{{buff| | *{{buff|Dancing Blade hit 1 IASA: Frame 45 → Frame 42.}} | ||
*{{buff|Dancing Blade combos more consistently}} | *{{buff|Dancing Blade combos more consistently.}} | ||
=={{SSB4|Mega Man}}== | =={{SSB4|Mega Man}}== | ||
*{{ | *{{Buff|Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).}} | ||
*{{ | *{{Bugfix|Landing lag glitch has been fixed.}} | ||
=={{SSB4|Meta Knight}}== | =={{SSB4|Meta Knight}}== | ||
*{{change| | *{{change|Down throw causes the screen to shake slightly more.}} | ||
*{{bugfix|[[Dimensional Cape]] | *{{bugfix|Fixed [[Dimensional Cape]]'s [[landing lag glitch]].}} | ||
=={{SSB4|Mii Brawler}}== | =={{SSB4|Mii Brawler}}== | ||
*{{nerf| | *{{nerf|Both hits of forward aerial deal 1% less damage: 4%/6% → 3%/5%.}} | ||
*{{nerf|Back aerial damage | *{{nerf|Back aerial deals 2% less damage: 12% → 10%.}} | ||
*{{ | *{{nerf|[[Piston Punch]]'s first hit can no longer [[OHKO]] the lightest characters.}} | ||
=={{SSB4|Mii Swordfighter}}== | =={{SSB4|Mii Swordfighter}}== | ||
*{{buff|Down tilt damage|6%|8%}} | *{{buff|Down tilt damage increased by 2%|6%|8%}} | ||
*{{buff|Neutral aerial damage|5%|8%}} | *{{buff|Neutral aerial damage increased by 3%|5%|8%}} | ||
*{{buff|[[Hero's Spin]] (grounded) damage|12-16%|14-19%}} | *{{buff|[[Hero's Spin]] (grounded) damage increased|12-16%|14-19%}} | ||
=={{SSB4|Mr. Game & Watch}}== | =={{SSB4|Mr. Game & Watch}}== | ||
*{{ | *{{buff|Forward tilt base knockback increased|20|30.}} | ||
*{{buff|Chef (all variations) pan size increased|5.76|6.76.}} | |||
*{{buff| | |||
=={{SSB4|Olimar}}== | =={{SSB4|Olimar}}== | ||
*{{bugfix| | *{{bugfix|Fixed a glitch where [[Reflection|reflecting]] Order Tackle would give the Pikmin a permanent power boost.}} | ||
=={{SSB4|Pac-Man}}== | =={{SSB4|Pac-Man}}== | ||
*{{buff| | *{{buff|[[Pac-Jump]] can no longer be [[Pocket]]ed.}} | ||
=={{SSB4|Palutena}}== | =={{SSB4|Palutena}}== | ||
*{{bugfix|Fixed glitch where | *{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's shorts and skirt were darkened and lengthened to be less revealing in the Japanese version.}} | ||
*{{bugfix|Fixed a glitch where [[Super Speed]]'s momentum could be maintained after jump-canceled attacks.}} | |||
=={{SSB4|Pikachu}}== | =={{SSB4|Pikachu}}== | ||
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=={{SSB4|R.O.B.}}== | =={{SSB4|R.O.B.}}== | ||
*{{nerf|Up throw | *{{nerf|Up throw's knockback decreased.}} | ||
=={{SSB4|Robin}}== | =={{SSB4|Robin}}== | ||
*{{buff| | *{{buff|Neutral infinite's knockback decreased and its hits connect together better.}} | ||
*{{change|Tomes | *{{buff|Forward tilt's "deadspot" has been partially fixed.}} | ||
*{{change|Tomes no longer disappear when landing on platforms.}} | |||
*{{bugfix|Fixed a glitch where female Robin's Levin Sword would not repeatedly flash to indicate that it was about to break.}} | |||
=={{SSB4|Rosalina & Luma}}== | =={{SSB4|Rosalina & Luma}}== | ||
*{{nerf|Luma health|52 HP|47 | *{{nerf|Luma's health points decreased|52 HP|47.}} | ||
=={{SSB4|Samus}}== | =={{SSB4|Samus}}== | ||
*{{ | *{{Buff|Sweetspotted forward tilt deals 1% more damage|7%/8%|8%/9% and its knockback increased. This makes it capable of KOing middleweight characters around 180% at the edge.}} | ||
*{{Nerf|Forward tilt sourspot | *{{Nerf|Forward tilt has received a sourspot on the middle part of Samus' leg. This results in it dealing little to no hitstun and 1% less damage|6%/7%|5%/6%.}} | ||
*{{Nerf|Forward tilt can no longer lead into | *{{Nerf|Forward tilt can no longer lead into [[Charge Shot]] [[Tech-chasing|tech-chases]] due to the aforementioned sweetspot's increased knockback and added sourspot.}} | ||
*{{ | *{{buff|Super Missile's speed increased (however, the increase is rather negligible).}} | ||
=={{SSB4|Sheik}}== | =={{SSB4|Sheik}}== | ||
*{{nerf|Back aerial damage | *{{nerf|Back aerial's damage and knockback significantly decreased: 11/10% → 8/7%}} | ||
*{{nerf|Down tilt damage | *{{nerf|Down tilt damage: 7.5% → 5%}} | ||
=={{SSB4|Sonic}}== | =={{SSB4|Sonic}}== | ||
*{{nerf|Back throw | *{{nerf|[[Back throw]]'s knockback growth decreased|90|79. This noticeably weakens one of Sonic's most potent KOing options.}} | ||
*{{nerf|[[Spin Dash]] | *{{nerf|[[Spin Dash]]'s rolling and jumping hitboxes deal 3% less damage: 10% → 7% (rolling), 6% → 3% (jumping). This results in a full Spin Dash combo dealing 6% less damage overall.}} | ||
*{{nerf|Burning Spin Dash | *{{nerf|Burning Spin Dash's [[invincibility]] decreased.}} | ||
*{{buff|[[Spring]] can no longer be | *{{buff|[[Spring Jump]] can no longer be [[Pocket]]ed.}} | ||
*{{change|[[Homing Attack]] | *{{change|[[Homing Attack]] will only target characters. Previously, it could target [[Rosalina & Luma (SSB4)|Luma]] or the can used in {{SSB4|Duck Hunt}}'s [[Trick Shot]].}} | ||
=={{SSB4|Toon Link}}== | =={{SSB4|Toon Link}}== | ||
*{{buff | *{{buff|Hero's Shield now reliably blocks the lasers from {{SSB4|Fox}} and {{SSB4|Falco}}'s [[Blaster]]s.}} | ||
*{{ | *{{change|Down smash's first hit's knockback decreased. While this removes its KO potential against aerial opponents, it allows it to connect together better with the second hit.}} | ||
=={{SSB4|Yoshi}}== | =={{SSB4|Yoshi}}== | ||
*{{buff|Ledge attack's ending lag decreased.}} | |||
*{{buff|Ledge attack | *{{buff|Part of forward smash has been made irreversible.}} | ||
*{{buff|Part of forward smash made irreversible.}} | *{{nerf|Forward smash's range decreased.}} | ||
*{{nerf|Forward smash range decreased.}} | *{{buff|Upward angled forward tilt's start-up lag decreased.}} | ||
{| | |||
=={{SSB4|Zelda}}== | =={{SSB4|Zelda}}== | ||
*{{buff|Forward smash | *{{buff|Forward smash's SDI multipliers decreased, enabling opponents to be kept in place better.}} | ||
*{{buff| | *{{buff|Forward smash's loop hits' angles altered, enabling the move's hits to connect better.}} | ||
*{{buff|Phantom stays out for roughly | *{{buff|Phantom Slash's ending lag decreased.}} | ||
*{{nerf| | *{{buff|Phantom stays out for roughly a quarter of a second longer.}} | ||
*{{nerf|Phantom's respawn time increased|6 seconds|9.}} | |||
*{{change|Back [[Lightning Kick]] has improved visual effects.}} | |||
==References== | ==References== |
Revision as of 21:28, March 29, 2016
This is the list of known changes in version 1.0.6 of Super Smash Bros. 4. All claims on this page must be verifiable, preferably with a trustable source link, and must compare both the old and new states. Ensure that all changes are also listed on the respective pages.
General
- Pressing A + B together produces smash attacks. This can be disabled in the Controls menu.
- Tilting the analog stick + smash stick together produces smash attacks instead of tilt attacks.
- It is no longer possible to perform tilt attacks or smash attacks while holding a throwing item.
- The player's selected name now persists between modes.
- Fixed glitch where feeding an amiibo would affect CPU characters in Master Orders.
- In Team Battles, CPUs use Share Stock a couple seconds after they lose their stocks, rather than instantly.
Stages
- Lylat Cruise edges changed for "slope" recoveries.
- The Nabbit glitch has been removed.
- Fixed glitch where Ness's down throw could send opponents through the boat on Wuhu Island for an instant KO.
Bowser
- Bowser has more control over Flying Slam's trajectory.
Bowser Jr.
- Forward smash can hit at a closer range.
- Neutral infinite has less visual whiffs.
Technical changelist
Change | Old value | New value |
---|---|---|
Forward smash (repeating hit) hitboxes | 1 | 2 |
Forward smash initial hitbox Y-offset | 18 | 17 |
Forward smash final hitbox size | 6 | 7 |
Forward smash final hitbox X/Y-offsets | 20,10 | 18,8 |
Forward smash final hitbox (angled up) Y-offset | 13 | 11 |
Forward smash final hitbox (angled down) X-offset | 20 | 17 |
Captain Falcon
- Down-angled forward smash's knockback has been noticeably reduced.
- Neutral infinite has less visual whiffs.
Charizard
- Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).
- Flare Blitz deals 1% more recoil damage: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).
- Forward aerial's sweetspot and sourspot hitbox positions switched.
- Fly's knockback increased.
- Down tilt's start-up and ending lag decreased.
Dark Pit
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
Diddy Kong
- Forward smash has increased ending lag.
- Up air damage decreased: 8% → 6%.
- Up air's knockback is significantly weaker, no longer KOing until well beyond 150%.
- The aforementioned changes allow it to combo better.
- Forward air damage decreased: 12%/10% → 10%/8%.
- Up throw deals less damage (10% → 8%), but it also has less knockback, which allows Diddy Kong to combo it into an up aerial more efficiently.
- Down throw deals less damage (7% → 6%), which reduces its hitstun but keep opponents closer for follow ups at higher percentages.
- Monkey Flip (kick) now has an extra hitbox that deals 10% damage near the end of the kick.
- Monkey Flip (grab) damage decreased: 12% → 10%.
- Monkey Flip (jump) damage decreased: 10% → 8%.
Donkey Kong
- Giant Punch charges significantly faster: 172 frames → 144.
- Headbutt no longer stalls Donkey Kong in midair.
- Neutral attack's first hit no longer launches opponents at the Sakurai angle.
Dr. Mario
- Up smash's horizontal knockback increased, making it more effective at KOing while near an edge.
- Sweetspotted forward aerial deals 1.12% more damage: 15.68% → 16.8%.
Ganondorf
- Neutral attack deals 1% more damage on the arm and hand hitboxes respectively: 6%/9% → 7%/10%.
- Up, forward and down throws have less hitlag.
Ike
- Fixed a glitch where Aether Drive behaved erratically while performed in slow motion.
- Counter's knockback growth increased: 74 → 100.
Kirby
- Down throw deals 3.6% more damage: 6.6% → 10.2%.
- Sourspotted upward angled forward smash deals 1% less damage: 13% → 12%.
- Upward angled forward smash also KOs 11% later.
- Up smash KOs 7% earlier.
- Down smash KOs 4% earlier.
- Inhale can be canceled earlier.
- Inhale's animation slightly changed. Fiery effects emit from Kirby after he Inhales explosive items.
- Hammer Flip's ending lag decreased.
- Kirby moves faster on the ground while charging Hammer Flip.
- Final Cutter has improved visual effects.
Link
- Uncharged Spin Attack deals 2% more damage: 12% → 14% and KOs 17% earlier.
- Spin Attack's back half KOs 19% later.
- Spin Attack comes out 3 frames faster and ends 4 frames sooner.
- Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased: 6.6 → 7.
- Neutral attack's first hit ends sooner: 27 frames → 19. It also no longer has any interruptibility frames, removing Link's "jab cancel death combo".[1]
- Non-tippered dash attack deals 1% less damage: 13% → 12%.
- Nop-tippered dash attack's knockback growth decreased: 78 → 72.
- Dash attack's hitbox comes out 1 frame faster: frame 21 → 20.
- Down tilt's knockback growth decreased.
- Down tilt no longer meteor smashes characters hanging on a ledge except for Charizard.
- Forward smash's sourspot's position has been altered.
- Parts of forward smash have been made irreversible.
- Down aerial's reach increased by 50%.
Little Mac
- Jolt Haymaker's knockback increased.
Lucario
- Fixed a landing lag glitch for Extreme Speed.
Lucina
- Forward aerial deals 0.5% more damage: 8.075% → 8.575%.
- Down tilt deals 0.5% more damage: 8.075% → 8.575%.
- Forward smash deals 0.55% more damage: 14.725% → 15.275%.
- Down smash's second hit deals 0.5% more damage: 13.775% → 14.275%.
- Uncharged Shield Breaker deals 0.5% more damage: 8.075% → 8.575%.
- Fully charged Shield Breaker deals 1% more damage: 21.85% → 22.85%.
- Neutral attack's first hit can be interrupted earlier: frame 29 → 26.
- Forward tilt can be interrupted earlier: frame 39 → 35.
- Dancing Blade's first hit can be interrupted earlier: frame 45 → 42.
- Dancing Blade's hits connect together better.
Luigi
- Fireball deals 1% less damage the farther it goes: 6% → 5% (late).
Mario
- Part of forward smash made irreversible.
- Part of forward smash's hitbox moved slightly higher.
Technical changelist
Change | Old value | New value |
---|---|---|
Forward smash hitbox 0 Y-offset | 0 | 0.7 |
Forward smash irreversible |
Marth
- Jab 1 IASA: Frame 29 → Frame 26
- Forward tilt IASA: Frame 39 → Frame 35.
- Dancing Blade hit 1 IASA: Frame 45 → Frame 42.
- Dancing Blade combos more consistently.
Mega Man
- Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).
- Landing lag glitch has been fixed.
Meta Knight
- Down throw causes the screen to shake slightly more.
- Fixed Dimensional Cape's landing lag glitch.
Mii Brawler
- Both hits of forward aerial deal 1% less damage: 4%/6% → 3%/5%.
- Back aerial deals 2% less damage: 12% → 10%.
- Piston Punch's first hit can no longer OHKO the lightest characters.
Mii Swordfighter
- Down tilt damage increased by 2%: 6% → 8%
- Neutral aerial damage increased by 3%: 5% → 8%
- Hero's Spin (grounded) damage increased: 12-16% → 14-19%
Mr. Game & Watch
- Forward tilt base knockback increased: 20 → 30.
- Chef (all variations) pan size increased: 5.76 → 6.76.
Olimar
- Fixed a glitch where reflecting Order Tackle would give the Pikmin a permanent power boost.
Pac-Man
Palutena
- Due to concerns raised by CERO, Palutena's shorts and skirt were darkened and lengthened to be less revealing in the Japanese version.
- Fixed a glitch where Super Speed's momentum could be maintained after jump-canceled attacks.
Pikachu
- Ledge grab animation's length has been standardized, becoming slower as a result.
Pit
- No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.
R.O.B.
- Up throw's knockback decreased.
Robin
- Neutral infinite's knockback decreased and its hits connect together better.
- Forward tilt's "deadspot" has been partially fixed.
- Tomes no longer disappear when landing on platforms.
- Fixed a glitch where female Robin's Levin Sword would not repeatedly flash to indicate that it was about to break.
Rosalina & Luma
- Luma's health points decreased: 52 HP → 47.
Samus
- Sweetspotted forward tilt deals 1% more damage: 7%/8% → 8%/9% and its knockback increased. This makes it capable of KOing middleweight characters around 180% at the edge.
- Forward tilt has received a sourspot on the middle part of Samus' leg. This results in it dealing little to no hitstun and 1% less damage: 6%/7% → 5%/6%.
- Forward tilt can no longer lead into Charge Shot tech-chases due to the aforementioned sweetspot's increased knockback and added sourspot.
- Super Missile's speed increased (however, the increase is rather negligible).
Sheik
- Back aerial's damage and knockback significantly decreased: 11/10% → 8/7%
- Down tilt damage: 7.5% → 5%
Sonic
- Back throw's knockback growth decreased: 90 → 79. This noticeably weakens one of Sonic's most potent KOing options.
- Spin Dash's rolling and jumping hitboxes deal 3% less damage: 10% → 7% (rolling), 6% → 3% (jumping). This results in a full Spin Dash combo dealing 6% less damage overall.
- Burning Spin Dash's invincibility decreased.
- Spring Jump can no longer be Pocketed.
- Homing Attack will only target characters. Previously, it could target Luma or the can used in Duck Hunt's Trick Shot.
Toon Link
- Hero's Shield now reliably blocks the lasers from Fox and Falco's Blasters.
- Down smash's first hit's knockback decreased. While this removes its KO potential against aerial opponents, it allows it to connect together better with the second hit.
Yoshi
- Ledge attack's ending lag decreased.
- Part of forward smash has been made irreversible.
- Forward smash's range decreased.
- Upward angled forward tilt's start-up lag decreased.
Zelda
- Forward smash's SDI multipliers decreased, enabling opponents to be kept in place better.
- Forward smash's loop hits' angles altered, enabling the move's hits to connect better.
- Phantom Slash's ending lag decreased.
- Phantom stays out for roughly a quarter of a second longer.
- Phantom's respawn time increased: 6 seconds → 9.
- Back Lightning Kick has improved visual effects.
References
Super Smash Bros. 4 updates | |
---|---|
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.3 · 1.0.4 · 1.0.5 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
Patch changelogs | 1.0.4 · 1.0.6 · 1.0.8 · 1.1.0 · 1.1.1 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 |