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List of updates (SSB4)/1.0.6 changelog

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

Bowser

  •   Bowser has more control over the trajectory of Flying Slam.

Bowser Jr.

  •   Side smash can now hit at closer range.
  •   Rapid jab combo has less visual whiffs.

Captain Falcon

  •   Forward smash has noticeably less knockback when angled downwards.
  •   Rapid jab combo has less visual whiffs.

Charizard

  •   Up throw damage: 6%, 2% → 8%, 3%
  •   Fly deals more knockback.
  •   Flare Blitz startup recoil damage: 4% → 5%
  •   Sweetspot and sourspot of forward aerial have been switched.

Dark Pit

  •   No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.

Donkey Kong

Diddy Kong

  •   Up air damage: 8% → 6%
  •   Up air's knockback is also significantly weaker.
  •   Forward air damage: 12/10% → 10/8%
  •   Up throw deals less damage (from 10% to 8%), but it also has less knockback, which allows Diddy Kong to combo into up aerial more efficiently.
  •   Down throw damage: 7% → 6%
  •   Monkey Flip (kick) now has an extra hitbox that deals 10% damage near the end of the kick.
  •   Monkey Flip (grab) damage: 12% → 10%
  •   Monkey Flip (jump) damage: 10% → 8%
  •   Forward smash's ending lag increased.

Dr. Mario

  •   Forward aerial (clean) damage: 15.68% → 16.8%
  •   Angle of up smash is more horizontal.

Ganondorf

  •   Jab damage: 4%/6%/9% → 4%/7%/10%
  •   Up, forward and down throws have less hitlag.

Ike

Kirby

  •   Down throw damage: 6.6% → 10.2%
  •   Inhale can be canceled earlier.
  •   Upward angled forward smash sourspot hit: 13% → 12%
  •   Up smash K.O.s 7% earlier.
  •   Down smash K.O.s 4% earlier.
  •   Hammer Flip has less ending lag.

Link

  •   Spin Attack comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and damage (uncharged).: 12% → 14%
  •   Back half of spin attack KOs 19% later.
  •   First hit of jab lasts 27 frames instead of 19, and no longer has any IASA frames.
    •   This change also removes his "Jab Cancel Death Combo."[1]
  •   Dash attack damage (non-tip): 13% → 12%
  •   Dash attack's hitbox comes out one frame sooner.
  •   Down tilt's knockback growth drastically reduced, and no longer Meteor Smashes characters hanging on the ledge, save Charizard.
  •   Hylian Shield now blocks Blaster shots.
  •   Down air's reach increased by 50%.

Little Mac

Lucario

Lucina

  •   Forward aerial damage: 8.075% → ~8.575%
  •   Down tilt damage: 8.075% → ~8.575%
  •   Forward smash damage: 14.725% → ~15.275%
  •   Down smash (second hit) damage: 13.775% → ~14.275%
  •   Down aerial's meteor hitbox has been increased.
  •   Shield Breaker damage: 8.075% → ~8.575%
  •   Shield Breaker (full charge) damage: 21.85% → ~22.85%
  •   Jab hit 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

Luigi

Marth

  •   Jab hit 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
  •   Down aerial's meteor hitbox has been increased.

Mega Man

Meta Knight

Mii Brawler

  •   Forward aerial damage: 4%, 6% → 3%, 5%
  •   Back aerial damage: 12% → ~10%
  •   The first hit of Piston Punch can no longer OHKO light characters.

Mii Swordfighter

  •   Down tilt damage: 6% → 8%
  •   Neutral aerial damage: 5% → 8%
  •   Hero's Spin (grounded) damage: 12-16% → 14-19%

Olimar

Pac-Man

  •   Trampoline can no longer be affected by Pocket.

Palutena

  •   Fixed glitch where using a jump-canceled attack during Super Speed would store Palutena's momentum and apply it to her next jump.

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 does less knockback.

Robin

  •   The wind repeating hits of jab do less knockback and thus link to each other better.
  •   Tomes do not disappear when landing on platforms.

Rosalina & Luma

  •   Luma health: 52 HP → 47 HP

Samus

  •   Forward tilt (sweetspot) knockback and damage increased, can now kill middle weight characters around 180% at the edge. damage: 7/8% → 8/9%.
  •   Forward tilt sourspot added mid part of the leg with low damage and minmal to no hitstun. damage: 7/8% → 4/5%.
  •   Forward tilt sourspot added point blanc with lower damage and trip capabilities. damage: 7/8% → 4/5%.
  •   Forward tilt can no longer lead into charge shot tech chases due to increased knockback on sweetspot and the added sourspots.
  •   Missile travels faster as a Super Missile, but the speed increase is very negligible.

Sheik

  •   Back aerial damage: 11/10% → 8/7%
  •   Down tilt damage: 7.5% → 5%

Sonic

  •   Back throw does less knockback.
  •   Spin Dash (fully charged) damage: 10% → 7%
  •   Burning Spin Dash appears to have reduced invincibility.
  •   Spring can no longer be affected by Pocket.
  •   Homing Attack's applicable targets reduced to characters only (no longer targets Luma).
  •   Spin Shot can now only be used when using the spin dash (or Spin Dash with C-stick when set to attack).

Toon Link

Yoshi

  •   Ledge attack has less ending lag.

Zelda

  •   Forward smash looping hit angles have been lowered to make the move connect better.
  •   Phantom Slash has slightly less ending lag.
  •   Phantom stays out for roughly 1/4 of a second longer.
  •   Destroyed Phantom regeneration time: 6 seconds → 9 seconds

References

SmashBoards Thread

Reddit Thread

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