Hello and welcome to our now mostly calmed down Community Patch Note thread.
Nearly all relevant changes should be available here, withstanding some niche character fixes or frame data alterations we haven't found yet.
In general, unless there is solid reason to be believe something else has been missed, video evidence is likely required. Anything else is likely going to have you hit with a warning/infraction.
DUMPED DATA CHANGE LISTS:
1.04 -> 1.06 http://smashboards.com/threads/406319/page-26#post-19465191
1.07 -> 1.08 http://smashboards.com/threads/406319/page-19#post-19454998
1.09 Patch
No gameplay changes were made in this release.
Global Changes
Character | Last (PST) | Changes
Ike | 17th 19:30 |
Nearly all relevant changes should be available here, withstanding some niche character fixes or frame data alterations we haven't found yet.
In general, unless there is solid reason to be believe something else has been missed, video evidence is likely required. Anything else is likely going to have you hit with a warning/infraction.
Please avoid posting things you cannot confirm with evidence. Placebo be damned.
Please double check to see if something you've posted hasn't already been done so. In the top right corner you are able to search specifically within THIS thread, try the character name and see what others have said (+what's been disconfirmed or otherwise)
REMEMBER that damage decreases or increases nearly linearly affects knock back and hit stun. No need to say "this move kills earlier or later" when we already are aware of damage changes. IF damages aren't changed and knock back is different (e.g. Sonic's back throw last patch) that should be noted.
For the most part, hitbox changes (size or angles) are hard to confirm without data backing and require hard evidence to be noted. Otherwise, hopefully we'll get a data dump some time soon #_#
Please be careful about comparing WiiU to 3DS with different versions, blast zones are different even on shared stages and other visual ques can be different. This means a move will kill at different percent in either version.
IF YOU ARE INSISTENT ON POSTING THINGS THAT ARE DUBIOUS AND DO NOT PRODUCE EVIDENCE YOU WILL BE INFRACTED AND/OR TEMPORARILY ROOM BANNED FROM THIS SECTION
Please double check to see if something you've posted hasn't already been done so. In the top right corner you are able to search specifically within THIS thread, try the character name and see what others have said (+what's been disconfirmed or otherwise)
REMEMBER that damage decreases or increases nearly linearly affects knock back and hit stun. No need to say "this move kills earlier or later" when we already are aware of damage changes. IF damages aren't changed and knock back is different (e.g. Sonic's back throw last patch) that should be noted.
For the most part, hitbox changes (size or angles) are hard to confirm without data backing and require hard evidence to be noted. Otherwise, hopefully we'll get a data dump some time soon #_#
Please be careful about comparing WiiU to 3DS with different versions, blast zones are different even on shared stages and other visual ques can be different. This means a move will kill at different percent in either version.
IF YOU ARE INSISTENT ON POSTING THINGS THAT ARE DUBIOUS AND DO NOT PRODUCE EVIDENCE YOU WILL BE INFRACTED AND/OR TEMPORARILY ROOM BANNED FROM THIS SECTION
DUMPED DATA CHANGE LISTS:
1.04 -> 1.06 http://smashboards.com/threads/406319/page-26#post-19465191
1.07 -> 1.08 http://smashboards.com/threads/406319/page-19#post-19454998
1.09 Patch
No gameplay changes were made in this release.
Global Changes
- Grounded to Air [l]edge transition mechanics altered, affecting run offs and other momentum techniques. Notable characters: Captain Falcon, Meta Knight, Zelda (Nayru's Love), Yoshi (Egg Toss)
- 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) or Mewtwo's Confusion.
Ike | 17th 19:30 |
- Forward Tilt
- Start up: 15 → 12 frames
- Damage reduced: 14% → 12.5%
- Dash Attack
- Start up reduced 18 → 15 frames
- Damage 10%/7%/5% → 14%/11%/9%
- Neutral Air Landing lag reduced 16 → 13 frames
- Forward Air
- Hitboxes follow sword trail (hitting above and below him better)
- Landing lag reduced 19 → 18 frames
- Quick Draw (Side-B + customs) Start up reduced 19 → 16 frames
- Jab
- First hit transitions into Second hit 3 frames faster
- Third hit hitboxes follow sword trail (hitting above him)
- Up Air Landing lag reduced 18 → 15
- Down Air Landing lag reduced 26 → 23 (? 22)
- (1.06) Counter (Down-B) Knockback growth increased 74 → 100
- Up Smash
- Knockback growth increased (approx killing 20% earlier)
- Initial hitbox now has increased size and halved SDI multiplier
- Neutral Air
- Damage on front hits 1% → 2%, Damage on back hits 2% → 1%
- Landing lag reduced 22 > 19 frames
- Up Air Landing lag reduced 22 > 19 frames
- Down Air Landing lag reduced 21 > 18 frames
- Forward Tilt
- Damage altered 6.5% → 7.3%
- Ending frame reduced 41 → 32
- Back Air Damage 12% → 14%
- Airborne Assault (Side-B) Displacement trajectory altered (lower than before)
- Jab, Forward Tilt, Down Smash, Forward air Ending/landing lag reduced
- Forward Tilt
- Final hit angle altered 65°→ ~40°
- Ending frame/IASA reduced on each strike from 33/35/38 → 25/27/31 frames (?)
- Damage on final hit 3% → 4%
- Neutral Air Landing lag reduced
- Jab
- Damage increased 1% → 1.2%
- Ending frame reduced approximately 12 frames
- Up Throw Knock back increased significantly (comparable strength to Mewtwo without DI)
- Down Throw
- Knock back reduced significantly (combo throw?)
- Ending lag reduced 80 → 72 frames
- Jab
- Transition from First to Second strike 1 frame faster (now acts as a combo on more/most characters)
- Jab One increased weight based knockback
- Up Tilt
- Damage 10% → 9%
- Start up 12 → 11 frames without animation changes (now hits low to the ground in front)
- Ending 51 → 41 frames
- (1.06) Forward Smash Up angled sour spot damage reduced 13% → 12%
- Balloon Trip (Up-B) Fuel system mechanic (similar to ROB) now recharges noticeably slower, hurting consecutive usages
- Down Throw
- Damage 4.5% → 6%
- Grab
- Standing grab ending reduced 57 → 55 frames
- Dash grab ending reduced 71 → 69 frames
- Pivot grab ending reduced 65 → 64 frames
- PSI Magnet (Down-B) Ending frame reduced (significantly?)
- Neutral Air
- Total damage 12% → 11% (second hit damage 3% → 2%)
- Hits now auto link
- Final hit now forces front facing knockback
- Forward Air
- Aerial Damage 8% → 9%
- Landing Damage 5% → 3%
- Start up reduced 12 → 10 frames
- Landing lag reduced 32 → 25 frames
- Ending lag reduced 58 → 50 frames
- Up Air
- Damage 11% → 10%
- Sour spot removed
- Start up decreased 10 → 7 frames
- Down Air Sweet spot trajectory no longer meteors grounded opponents but sends upwards
- Phantasm (Side-B) Start up increased 18 → 19 frames
- Up Smash Second hit start and duration changed from 13-20 → 12-21 frames
- Down Tilt Knockback increased
- Back Air Landing lag reduced 24 → 19
- Jab One
- Marth Damage reduced 4%/6% → 3%/5%
- Transition frame reduced 21 → 17 (M) / 18 (L)
- Angle altered from Sakurai Angle, more follow up prone
- Ending frame increased from 26 → 28 frames (reversing 1.06)
- Jab 2
- Total Frame Count increased from 26 → 28
- Up Tilt
- Knock back increased
- Ending frame reduced 42 → 39
- Body hitbox angle now more vertical
- Marth moves forward if actions taken at new IASA rather than original animation length
- Lucina Forward Tilt Damage increased by approx 1% (9.97% → 10.92%)
- Neutral Air Landing lag reduced 15 → 12 frames
- Dolphin Slash (Up-B) Knockback increased
- Lucina Counter activation now plays a quote
- Luma HP 47 → 50
- Rapid Jab End Knockback Growth Reduced 170 → 150
- Jab 1
- KBG significantly decreased, now links into jab 2 more reliably
- Now uses weight based knockback growth on Jab One and Two
- Cargo Forward Toss
- Damage increased 8% → 10%
- Reduced endlag?
- Cargo Back Toss
- Damage increased 8% → 12%
- Launch angle increased
- Reduced endlag?
- Cargo Up Toss Damage increased 7% → 10%
- Cargo Down Toss
- Damage increased 6% → 7%
- Now has a "mini hop" that allows DK to float in place while tossing
- Endlag reduced?
- Up Air
- Start up increased 3 → 4 frames without animation changes (no longer hits below him)
- Auto cancel altered from 15 → 27 frames
- Base/Growth 65/99 → 100/89
- Up Throw Damage reduced 8% → 5%
- Down Throw Damage increased 6% → 7%
- Down Tilt Damage reduced 6% → 5.5%
- Jab Transition between third strike and multihit is now faster
- Grab
- Standing grab ending increased 28 → 31 frames
- Dash grab ending increased 35 → 38 frames
- Pivot grab ending increased 33 → 36
- Up Air Damage decreased 13% → 11%
- Grab
- Range increased noticeably
- Regular grab ending reduced 66 → 61 frames
- Dash grab ending reduced 77 → 65 frames
- Pivot grab ending reduced 79 → 66 frames
- Down Tilt
- Damage 12% → 11%
- Start up decreased 13 → 11 frames, ending 31 → 28 frames
- Down Throw
- Trajectory altered 110°→ 83°, growth 90 → 85
- Damage 7% → 6%
- Up Smash Hitboxes rearranged positions and increased size hence more reliably comboing
- Forward Throw Ending lag reduced 39 → 34 frames
- Up Smash
- Knockback / kill power increased
- 1.06 Hitbox sizes increased to help link better
- Grab
- Standing grab ending reduced 79 → 75 frames
- Pivot grab ending reduced 92 → 88 frames
- Up Tilt
- Damage on looping hitboxes increased 1% → 1.2%
- Hitboxes now center on Palutena rather than the staff hence consistent position, increasing reliability of hitting opponents
- Pikmin Mechanics Order no longer reverses from ledge grabs (Bug Fix?)
- Down Air Ending lag reduced (stage height off stage down airs no longer SD)
- Up Smash Knockback reduced (approx 10%~ later)
- Wind Jab Automatic push back from multiple hits now pushes Robin off of edges
- Jab 2 Hitbox sizes increased
- Jab 1 Trajectory modified for both hitboxes, base knockback and knockback growth altered.
- Jab 2 Hitbox sizes increased, additional hitbox added.
- Neutral Air Landing lag reduced 19 → 16 frames
- Absorbing Vortex (Down-B 3) Ending lag reduced significantly (?)
- Neutral Air Landing lag reduced 22 → 17 frames
Code:
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