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List of updates (SSB4)/1.0.8 changelog

Revision as of 18:45, March 11, 2016 by 99.249.169.28 (talk)
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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. It is also a kush god being real nig.

Universal

  •   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.
  •   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

  •   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.
    •   Up tilt's damage was reduced by 1%.

Technical changelist

Captain Falcon

  •   Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
    •   Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
  •   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.
    •   The move's reduced knockback allows it to combo up to higher damages.

Technical changelist

Charizard

  •   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.
  •   Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
    •   Forward aerial's knockback scaling on its sweetspot was minimally decreased, now KOing about 1-2% later.
  •   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.
  •   Down throw repurposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased, it now sending opponents at a vertical trajectory, and ending 8 frames faster. 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

  •   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.
    •   The complete jab deals marginally less damage.
  •   Down tilt's damage was reduced by .5%
  •   Up aerial's startup was increased by 1 frame, and can no longer hit opponents below and horizontal to Diddy. Its knockback growth was additionally decreased, weakening its KOing capabilities, and it autocancels 12 frames later.
  •   All of Diddy's grabs have 3 more frames of ending lag.
  •   Up throw's first hit damage was reduced by 3%.
  •   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

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

Technical changelist

Duck Hunt

  •   Neutral aerial has five less frames of landing lag.

Technical changelist

Falco

  •   Jab improved; it locks opponents more reliably for all hits, and all hits have slightly larger hitboxes.
  •   Up smash's second hitbox starts up 1 frame sooner, and lasts two frames longer.
  •   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.
  •   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.
    •   Its landing hit deals 2% less damage.
  •   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.
    •   Up aerial deals 1% less damage.
    •   All of up aerial's hitboxes deal the same knockback now, removing its sourspot.
  •   Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
    •   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

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

Technical changelist

Ike

  •   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.
  •   Forward tilt's startup is 3 frames faster.
    •   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.
  •   Up tilt has improved vertical reach, and its hitboxes last 3 frames longer.
  •   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%.
  •   Neutral aerial has 3 less frames of landing lag.
  •   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.
  •   Up aerial has 3 less frames of landing lag.
  •   Down aerial has 4 less frames of landing lag.
  •   Quick Draw and all its custom variants have 3 less frames of startup lag.

Technical changelist

Link

  •   Down tilt improved, it has 2 less frames of startup, 3 less frames of ending lag, and increased reach.
    •   It deals 1% less damage, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup on.
  •   Up smash more reliably link all its hits.
  •   All grabs have noticeably improved 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.
  •   Forward throw's trajectory is slightly more horizontal, and it has 5 less frames of ending lag.
  •   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.
  •   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

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

Technical changelist

Lucina

  •   Neutral attack has been improved. Both hits connect together better, due to the faster transition and the first hit's now vertical knockback. The first hit has also been given follow-up potential outside of transiting to the second hit, which is now stronger.
  •   Due to the angle alteration of neutral attack's first hit, neutral attack can no longer jab lock.
  •   Neutral attack's first hit deals 1.425% less damage: 4.75% → 3.325%.
  •   Forward tilt deals 0.95% more damage: 9.975% → 10.925%.
  •   All of up tilt's hitboxes now deal vertical knockback with improved base knockback, making it a better KOing option. It also has 3 frames less ending lag.
  •   Neutral aerial has 3 frames less landing lag.
  •   Dolphin Slash has higher knockback scaling.
  •   Dolphin Slash and Crescent Slash deal more hitlag.
  •   Lucina can possibly say one of two lines when using Counter: "My turn!" or "You're mine!"
  •   Lucina may sometimes grunt when using Dolphin Slash.

Technical changelist

Marth

  •   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.
    •   Both hits of jab deal 1% less damage.
    •   Due to the angle change, the move can no longer Jab Lock.
  •   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.
  •   Neutral aerial has 3 less frames of landing lag.
  •   Dolphin Slash has slightly improved knockback scaling.
    •   Dolphin Slash and Crescent Slash deal slightly more hitlag.

Technical changelist

Mii Brawler

Technical changelist

Mii Gunner

Mii Swordfighter

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

Technical changelist

Meta Knight

  •   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.
  •   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.
  •   Neutral aerial has reduced landing lag.

Technical changelist

Mewtwo

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

Technical changelist

Mr. Game & Watch

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

Technical changelist

Ness

Olimar

Palutena

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

Technical changelist

Peach

  •   Both hits of jab have slightly larger hitboxes.

Technical changelist

Robin

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

Rosalina & Luma

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

Technical changelist

Samus

  •   Up smash links more reliably, and its final hit has improved knockback scaling, KOing about 15% sooner.
  •   Standing and pivot grabs have 4 less frames of ending lag.

Technical changelist

Sonic

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

Technical changelist

Toon Link

  •   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

  •   All grabs have reduced ending lag.
  •   Forward throw has minimally more base knockback.
  •   Back throw has slightly increased base knockback.
  •   Down throw deals 1.5% more damage.
  •   Consecutive uses of Balloon Trip now result in less distance.

Technical changelist

Wario

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

Technical changelist

Zelda

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

Technical changelist

References