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Lucas, Roy, Ryu (1.0.8) Community Patch Notes

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Karsticles

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It seems like reflected projectiles travel much slower.?
I don't know if this is right. I don't have time to test either. I was just playing a few matches as mewtwo. I remember when people would reflect shadow ball, it would come back really fast.
I was playing a Mario, and when he caped a full charge shadow ball, it came at me much slower than I remember. So it was super easy to reflect back again.
Mario's reflector has never sped up projectiles. Others, like Zelda's, do. I did a full write-up of every reflector on the Mewtwo forums.
 

Kofu

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Well I must admit I am not fully aware of the differences between base and growth. I'm guessing KBG grows exponentially contingent upon enemy's damage in comparison to BKB which may be the minimal knockback the attack will do?
Correct. Go compare Ness's BThrow in training to Robin's BThrow. Ness's has horrible base knockback despite its power at later percentages so the opponent barely goes anywhere. Robin's BThrow has high base knockback but doesn't scale as well.
 

Thinkaman

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Patch 1.0.6 Changelog

Same caveats and limitations apply.

Code:
Mario
-----
Fsmash (all)
    hitbox 0
        y 0.0 -> 0.7
        made irreversible

Luigi
-----
NO CHANGES

Peach
-----
NO CHANGES

Bowser
------
NO CHANGES

Yoshi
-----
Ftilt (up/down)
    hitboxes appear on frame 6 -> 5 (matches normal ftilt)
Fsmash
    hitbox 0
        size 3.1 -> 2.9
        made irreversible

Rosalina
--------
NO CHANGES

Bowser Jr.
----------
Fsmash
    second hitbox added to initial repeating hit
        identical, except positioned differently and angle 361 rather than 93
    initial hitboxes
        y 18 -> 17 (angled down only)
    final hitbox
        size 6 -> 7
        y 10 -> 8 (13 -> 11 for angled up)
        x 20 -> 18 (17 for angled down)

Wario
-----
NO CHANGES

Mr. Game & Watch
----------------
Minor unknown tweaks
Ftilt
    delayed hitboxes
        angle 100 -> 115
        bkb 20 -> 30
Chef
    Pan hitbox
        size 5.76 -> 6.76
        y 6.4 -> 7.4
XXL Chef
    Pan hitbox
        y 6.4 -> 7.4
Short-Order Chef
    Pan hitbox
        y 6.4 -> 7.4

Donkey Kong
-----------
Jab 1
    hitboxes 0 and 1 IDs swapped
    new hitbox 1
        angle 361 -> 110
        kbg 100 -> 25
        bkb 0 -> 35
F-smash
    all hitboxes
        made irreversible
A couple 1.13x multipliers on unknown actions (nothing with a hitbox)

Diddy Kong
----------
Fsmash
    second hit, hitbox 0
        angle 40 -> 46
Usmash
    initial hitbox 0
        angle 120 -> 110
        wkb 130 -> 120
    initial hitboxes 1/2/3
        angle 110 -> 95
    initial hitbox 3
        wkb 80 -> 70
    middle hitbox 0
        angle 115 -> 105
    middle hitboxes 1/2
        angle 110 -> 95
Fair
    initial hitboxes
        damage 12 -> 10
    delayed hitboxes
        damage 10 -> 8
Uair
    all hitboxes
        damage 8 -> 6
Uthrow
    throwbox 0 (launching component of throw)
        damage 6 -> 4 (total damage (10 -> 8)
Dthrow
    throwbox 0 (launching component of throw)
        damage 7 -> 6
        kbg 40 -> 50
Monkey Flip
    kick hitbox
        decays from damage 14/12 -> 12/10 on frame 11
    throw hitbox
        damage 5 -> 3
    additional hitbox added to throw
Flying Monkey Flip
    throw hitbox
        damage 5 -> 3
    additional hitbox added to throw

Link
----
Dash Attack
    hitboxes appear on frame 21 -> 20
    hitbox 2
        damage 13 -> 12
        kbg 78 -> 72
Dtilt
    hitboxes completely remade
    went from having 4 hitboxes to 2 on changed bones--one aerial only, one irreversible
    all hitboxes
        angle 80/80/280/280 -> 280/80
        kbg 50 -> 62/30
        bkb 90 -> 0/90
Fsmash 1
    hitbox 2 (sourspot)
        bone 16 -> 0
        size 3.4 -> 3.2
        x 0 -> 6
        y 0 -> 8.5
        z 1 -> 0
        made irreversible
Fsmash 2
    hitbox 2/3
        made irreversible
Usmash
    2nd round of hitboxes appear frame 26 -> 25
Pummel
    hitbox
        x 0 -> 2
        y 0 -> 1.5
        z 0 -> -1
Ground Spin Attack
    initial hitboxes 0/1
        damage 12 -> 14
    all hitbox 2s
        z 6.6 -> 7.0
    new stage of hitboxes on frame 6 that do 12/12/7 damage
    third stage of hitboxes now on frame 11, not 9
Ground Shocking Spin Attack
    all hitbox 2s
        z 6.6 -> 7.0

Zelda
-----
Fsmash
    looping hitbox 0
        angle 60 -> 25
        wkb 60 -> 40
        size 4.3 -> 4.2
        x 10.0 -> 8.0
    looping hitbox 1
        angle 160 -> 165
        wkb 80 -> 50
        size 5.0 -> 4.5
    final hitbox 0
        size 6.7 -> 5.5
        x 16.0 -> 9.5
    final hitbox 1
        size 5.7 -> 6.0
        x 11.0 -> 16.0
Din's Fire/Flare/Blaze
    sweetspot hitbox
        size 2.7 -> 2.1
Phantom Slash (uncharged swipe)
    animation speed 0.5x for frames 60-70 (10 frames slower)
Phantom Slash (partially charged overhead)
    animation speed 0.5x for frames 90-100 (10 frames slower)
Phantom Slash (partially charged uppercut)
    animation speed 0.5x for frames 135-145 (10 frames slower)

Sheik
-----
Dtilt
    all hitboxes
        damage 7.5 -> 5.0
        kbg 80 -> 100
        bkb 35 -> 37
Bair
    initial hitboxes 0/1
        damage 10 -> 7
    initial hitbox 2
        damage 11 -> 8

Ganondorf
---------
Jab
    hitbox 0
        damage 6 -> 7
        kbg 105 -> 90
        bkb 40 -> 38
    hitbox 1
        damage 8 -> 10
        kbg 105 -> 90
Fthrow
    all hitboxes
        hitlag 2.0 -> 1.5
Bthrow
    all hitboxes
        hitlag 2.0 -> 1.5
Uthrow
    all hitboxes
        hitlag 2.0 -> 1.6

Toon Link
---------
Dsmash
    all hitboxes
        trip 0.15 -> 0.0
        made irreversible
    first hit, hitbox 0 (aerial only)
        x 16.0 -> 15.5
    first hit, hitbox 1 (ground only)
        wkb 140 -> 60
        y 2.0 -> 2.6
        x 16.0 -> 9.5
    hitbox 2 added to first hit
        angle 168
        kbg 100
        wkb 120
        ground only
        irreversible
    second hit, hitbox 0
        kbg 130 -> 127
        size 4.0 -> 4.3
        y 3.0 -> 4.5
    hitbox 1 added to second hit
        size 5.0

Samus
-----
Ftilt (all)
    hitbox 1 and 2 IDs swapped
    hitbox 0
        bone 7 -> 6 (6 -> 5 for straight-angled)
        damage 7 -> 6
        kbg 90 -> 70
        bkb 15 -> 10
        size 3.0 -> 1.8
        z 0 -> -1.5 (1.8 for up-angled)
    new hitbox 1
        kbg 90 -> 70
        bkb 15 -> 10
    new hitbox 2
        kbg 90 -> 100
        bkb 15 -> 30
        z 6.0 -> -0.6
    hitbox 3
        bone 8 -> 9
        damage 6 -> 9  (5 -> 8 for straight-angled)
        kbg 90 -> 100
        bkb 15 -> 30
        size 2.5 -> 3.0
        z 0 -> 6
        y 0 -> -0.5

Zero Suit Samus
---------------
NO CHANGES

Pit
---
NO CHANGES

Palutena
--------
NO CHANGES

Marth
-----
Dancing Blade Ground Third Hit (Forward)
    all hitboxes
        angle 60/70/35 -> 50/55/40
        bkb 30 -> 40

Ike
---
Counter
    hitbox
        kbg 74 -> 100

Robin
-----
Jab1
    hitbox 0 and 2 IDs swapped
        hitbox 0
            angle 361 -> 70
            kbg 30 -> 25
            bkb 30 -> 35
        hitbox 1
            angle 60 -> 88
            kbg 30 -> 25
            bkb 30 -> 35
        hitbox 2
            angle 75 -> 90
            kbg 30 -> 25
            bkb 30 -> 35
Jab2
    hitbox 0
        angle 92 -> 98
        kbg 24 -> 20
        bkb 50 -> 30
    hitbox 1
        angle 80 -> 88
        kbg 24 -> 20
        bkb 50 -> 30
    hitbox 2
        angle 70 -> 80
        bkb 50 -> 35
Rapid Jab Loop
    hits on frames 3/8/13/18/23/28 -> 4/8/12/16/20/24/28
    hitbox
        kbg 100 -> 30
        wkb 16 -> 0
        bkb 0 -> 14
        SDI 0.7 -> 0.8
Rapid Jab Final Hit
    animation speed 2.0x for frames 1-7 (3 frames faster)
    hitbox
        damage 3 -> 2
        kbg 160 -> 186
        x 13 -> 15
Ftilt
    hitbox
        size 5 -> 4
        y 10.0 -> 9.5
        x 16.5 -> 16.0
        made irreversible

Kirby
-----
Fsmash (angled up)
    delayed hitbox
        damage 13 -> 12
Usmash
    initial hitboxes 0/1
        kbg 96 -> 102
        bkb 34 -> 33
Dsmash
    all hitboxes
        angle 76 -> 69
        kbg 102 -> 108
Dthrow
    loop hitbox
        damage 0.4 -> 0.8 (total throw damage 6.6 -> 10.2)
Ground Hammer Flip/Bash
    hitbox 0
        size 4.4 -> 5.4
        y 4.0 -> 4.5
    hitbox 1
        size 2.5 -> 3.5
        y 4.0 -> 4.5
Ground Hammer Flip Max Charge
    hitbox 0
        size 4.8 -> 5.8
        y 4.0 -> 4.2
    hitbox 1
        size 2.9 -> 3.9
        y 4.0 -> 4.2
Ground Giant Hammer
    all hitboxes
        y 4.0 -> 4.5
Aerial Hammer Flip/Bash
    all hitboxes
        size 4.2/2.0 -> 5.2/3.0
        y 4.0 -> 4.3
Aerial Hammer Flip Max Charge
    hitbox 0
        size 4.4 -> 5.4
    hitbox 1
        size 2.5 -> 3.5
Aerial Giant Hammer
    all hitboxes
        y 4.0 -> 4.3

King Dedede
-----------
NO CHANGES

Meta Knight
-----------
Fthrow
    New hitbox added alongside existing one (same values)

Little Mac
----------
Ftilt
    first hit, hitbox 2
        z -3.8 -> -5.8
        y 0 -> 0.5
Fsmash (straight)
    pre-hit windbox
        x 14 -> 11
Dsmash
    second hit, hitbox 1
        bone 22 -> 0
        size 3.0 -> 2.8
        y 0 -> 7.5
        x 0 -> 3.0
Aerial KO Punch (all)
    all hitboxes
        duraction 4 -> 3 frames
Jolt Haymaker
    all hitboxes
        kbg 95 -> 98
        bkb 25 -> 33
Grounding Blow
    all delayed hitboxes (non-spike)
        kbg 95 -> 98
        bkb 25 -> 33

Fox
---
NO CHANGES

Falco
-----
Usmash
    initial hitbox 0/1
        angle 140 -> 110
        kbg 20 -> 25
        bkb 30 -> 60
        can now hit grounded opponents
    initial hitbox 2
        can now hit aerial opponents

Pikachu
-------
NO CHANGES

Charizard
---------
Dtilt
    animation speed 1.25x for frames 1-11 (2 frames faster; hits on frame 11 -> 9)
Nair
    hitboxes appear on frame 8 -> 9
    hitbox 0 (10% fire)
        size 4.0 -> 3.5
    hitbox 1 (7%)
        size 4.0 -> 3.0
    hitbox 2 (7%)
        size 4.0 -> 1.5
    hitbox 3 (7%)
        size 4.0 -> 3.5
    hitbox 4 added (7%, size 4.0)
    hitboxes removed on frame 28 -> 26 (total duration 20 -> 17 frames)
Fair
    all initial hitboxes (11%)
        kbg 100 -> 92
        bkb 45 -> 35
    delayed hitbox (12%)
        kbg 80 -> 98
        bkb 25 -> 35
Bair
    hitbox 0 (15% fire)
        size 4.0 -> 4.5
        x 0 -> -1
    hitbox 1
        z -1.3 -> -1.2
        x 0.0 -> 0.5
    hitbox 3
        y 0.0 -> 0.5
        x 0.0 -> 1.0
Uthrow
    throwbox 0 (launching component of throw)
        damage 2 -> 3
    hitbox
        damage 6 -> 8 (total damage 8 -> 11)



Lucario
-------
NO CHANGES

Jigglypuff
----------
NO CHANGES

Greninja
--------
NO CHANGES

Duck Hunt
---------
Unknown element change (30 -> 32) for non-damaging hitboxes related to the can

R.O.B.
------
Uthrow
    throwbox 0 (launching component of throw)
        kbg 72 -> 70
        bkb 70 -> 60

Ness
----
NO CHANGES

Captain Falcon
--------------
Fsmash downward
    all hitboxes
        angle 40 -> 38
        kbg 94 -> 84

Villager
--------
NO CHANGES

Olimar
------
Very slightly less kbg on 6 unknown attacks for all 5 pikmin
Very slight bkb increase on 3 of those

Wii Fit Trainer
---------------
Fsmash
    all hitboxes
        made irreversible
Usmash
    initial setup hit, all hitboxes
        kbg 105 -> 100
        bkb 30 -> 31

Dr. Mario
---------
Usmash
    all hitboxes
        angle 110 -> 130
        kbg 105 -> 108
Fair
    all middle hitboxes
        damage 14 -> 15
        duration 3 -> 4 frames (final hitbox duration shorted 1 frame to match)

Dark Pit
--------
NO CHANGES

Lucina
------
Ftilt
    all hitboxes
        damage 8.075 -> 8.5
Dtilt
    all hitboxes
        damage 8.075 -> 8.5
Fsmash
    all hitboxes
        damage 14.725 -> 15.0
Dsmash
    second hit, all hitboxes
        damage 13.775 -> 14.0
Ground Shield Breaker Uncharged
    all hitboxes
        damage 8.075 -> 8.5
Ground Shield Breaker Charged
    all hitboxes
        damage 21.85 -> 23
Dancing Blade Ground Third Hit (Forward)
    all hitboxes
        angle 60/70/35 -> 50/55/40
        bkb 30 -> 40

Shulk
-----
NO CHANGES

Pac-Man
-------
Ftilt
    up-angled and down-angled now hit on frame 4 -> 5 (matches normal ftilt)

Mega Man
--------
NO CHANGES

Sonic
-----
Bthrow
    throwbox 0 (launching component of throw)
        kbg 90 -> 79
Homing Attack/Stomp/Surprise Attack
    second hitbox added (identical values to existing)
Spin Dash ??? + both customs
    hitbox
        damage 6 -> 3
        kbg 73 -> 112
        bkb 70 -> 66
Spin Dash + Hammer Spin Dash ???
    hitbox
        kbg 46 -> 62
        bkb 70 -> 67
Burning Spin Dash ???
    hitbox
        damage 7 -> 9
        kbg 46 -> 62
        bkb 70 -> 67
Burning Spin Dash ???
    hitbox
        damage 10 -> 12
Burning Spin Dash ???
    hitbox
        damage 4 -> 6

Mewtwo
------
[NEW]

Mii Brawler
-----------
Fsmash (all)
    all hitboxes
        made irreversible
    hitbox 1
        z -1.6 -> -1.9
Fair
    all initial hitboxes
        damage 4 -> 3
    all second hitboxes
        damage 6 -> 5
Bair
    all hitboxes
        damage 12 -> 10
    hitbox 0
        size 5.7 -> 4.7
Piston Punch
    initial hitbox
        wkb 200 -> 150
    final hitbox
        kbg 190 -> 180

Mii Swordfighter
----------------
Dtilt
    all hitboxes
        damage 6 -> 8
        angle 60 -> 65
        kbg 50 -> 80
        bkb 90 -> 50
Nair
    all hitboxes
        damage 5 -> 8
        kbg 100 -> 68
        bkb 42 -> 48
Fair
    all final hit hitboxes
        angle 60 -> 50
        kbg 150 -> 130
Fthrow
    all hitboxes
        hitlag 2.0 -> 1.7
Bthrow
    all hitboxes
        hitlag 2.0 -> 1.7
Uthrow
    all hitboxes
        hitlag 2.0 -> 1.8
Dthrow
    all hitboxes
        hitlag 2.0 -> 1.8
Ground Hero's Spin
    initial hitbox 0
        damage 12 -> 14
    initial hitbox 1
        damage 13 -> 11
    all hitbox 2s
        y 8.6 -> 9.1
    new stage of hitboxes on frame 6 that do 12/11/7 damage
    third stage of hitboxes now on frame 11, not 9

Mii Gunner
----------
NO CHANGES
 
Last edited:

san.

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Patch 1.0.6 Changelog

Same caveats and limitations apply.

Code:
Ike
---
Counter
    hitbox
        kbg 74 -> 100
Does this include any customs? Ike's smash counter is still the same (since smash counter has the same bkb and kbg, but more damage)? If so, counter may be his best then.
 
Last edited:

Shaya

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I'm confused what irreversible is meant to mean.
UGhhh though, two patch note threads to do things on.

Your original change list on page...22? was only 1.07 -> 1.08 or was it 1.04 -> 1.08?
 

Thinkaman

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It was only 1.0.7 -> 1.0.8.

Made irreversible means given a special offensive collision hitbox, like falcon knee.

I really really want to find where character attributes, including landing lag, are stored in Smash 4.
 

Big O

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I'd also like to point out that the unknown actions with a 1.13x multiplier for DK are probably his Giant Punch charge loops which were slightly faster than usual and noted in the community patch notes
 

Thinkaman

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@ Thinkaman Thinkaman did you happen to post a change log for the 1.06 - 1.07 changes?
No, but here:

Code:
Mario
-----
NO CHANGES

Luigi
-----
NO CHANGES

Peach
-----
NO CHANGES

Bowser
------
NO CHANGES

Yoshi
-----
NO CHANGES

Rosalina
--------
NO CHANGES

Bowser Jr.
----------
NO CHANGES

Wario
-----
NO CHANGES

Mr. Game & Watch
----------------
NO CHANGES

Donkey Kong
-----------
NO CHANGES

Diddy Kong
----------
NO CHANGES

Link
----
NO CHANGES

Zelda
-----
NO CHANGES

Sheik
-----
NO CHANGES

Ganondorf
---------
NO CHANGES

Toon Link
---------
NO CHANGES

Samus
-----
NO CHANGES

Zero Suit Samus
---------------
NO CHANGES

Pit
---
NO CHANGES

Palutena
--------
NO CHANGES

Marth
-----
NO CHANGES

Ike
---
NO CHANGES

Robin
-----
NO CHANGES

Kirby
-----
NO CHANGES

King Dedede
-----------
NO CHANGES

Meta Knight
-----------
NO CHANGES

Little Mac
----------
NO CHANGES

Fox
---
NO CHANGES

Falco
-----
NO CHANGES

Pikachu
-------
NO CHANGES

Charizard
---------
NO CHANGES

Lucario
-------
NO CHANGES

Jigglypuff
----------
NO CHANGES

Greninja
--------
NO CHANGES

Duck Hunt
---------
NO CHANGES

R.O.B.
------
NO CHANGES

Ness
----
NO CHANGES

Captain Falcon
--------------
NO CHANGES

Villager
--------
NO CHANGES

Olimar
------
NO CHANGES

Wii Fit Trainer
---------------
NO CHANGES

Dr. Mario
---------
NO CHANGES

Dark Pit
--------
NO CHANGES

Lucina
------
NO CHANGES

Shulk
-----
NO CHANGES

Pac-Man
-------
NO CHANGES

Mega Man
--------
NO CHANGES

Sonic
-----
NO CHANGES

Mewtwo
------
NO CHANGES

Mii Brawler
-----------
NO CHANGES

Mii Swordfighter
----------------
NO CHANGES

Mii Gunner
----------
NO CHANGES
Does this include any customs? Ike's smash counter is still the same (since smash counter has the same bkb and kbg, but more damage)? If so, counter may be his best then.
I always explicitly stated if a changed applied to customs too. Most do, some don't. (Counter, Phantom Slash)
 
Last edited:

Ulevo

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No, but here:

Code:
Mario
-----
NO CHANGES

Luigi
-----
NO CHANGES

Peach
-----
NO CHANGES

Bowser
------
NO CHANGES

Yoshi
-----
NO CHANGES

Rosalina
--------
NO CHANGES

Bowser Jr.
----------
NO CHANGES

Wario
-----
NO CHANGES

Mr. Game & Watch
----------------
NO CHANGES

Donkey Kong
-----------
NO CHANGES

Diddy Kong
----------
NO CHANGES

Link
----
NO CHANGES

Zelda
-----
NO CHANGES

Sheik
-----
NO CHANGES

Ganondorf
---------
NO CHANGES

Toon Link
---------
NO CHANGES

Samus
-----
NO CHANGES

Zero Suit Samus
---------------
NO CHANGES

Pit
---
NO CHANGES

Palutena
--------
NO CHANGES

Marth
-----
NO CHANGES

Ike
---
NO CHANGES

Robin
-----
NO CHANGES

Kirby
-----
NO CHANGES

King Dedede
-----------
NO CHANGES

Meta Knight
-----------
NO CHANGES

Little Mac
----------
NO CHANGES

Fox
---
NO CHANGES

Falco
-----
NO CHANGES

Pikachu
-------
NO CHANGES

Charizard
---------
NO CHANGES

Lucario
-------
NO CHANGES

Jigglypuff
----------
NO CHANGES

Greninja
--------
NO CHANGES

Duck Hunt
---------
NO CHANGES

R.O.B.
------
NO CHANGES

Ness
----
NO CHANGES

Captain Falcon
--------------
NO CHANGES

Villager
--------
NO CHANGES

Olimar
------
NO CHANGES

Wii Fit Trainer
---------------
NO CHANGES

Dr. Mario
---------
NO CHANGES

Dark Pit
--------
NO CHANGES

Lucina
------
NO CHANGES

Shulk
-----
NO CHANGES

Pac-Man
-------
NO CHANGES

Mega Man
--------
NO CHANGES

Sonic
-----
NO CHANGES

Mewtwo
------
NO CHANGES

Mii Brawler
-----------
NO CHANGES

Mii Swordfighter
----------------
NO CHANGES

Mii Gunner
----------
NO CHANGES


I always explicitly stated if a changed applied to customs too. Most do, some don't. (Counter, Phantom Slash)
They all say no changes?
 

Thinkaman

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They all say no changes?
Yup. 1.0.7 gameplay files are 100% identical. Checked it myself.

So Yoshi fsmash was changed a bit while angled ftilt a single frame faster?
That's some weird buffs but ok...?
Presumibly just fixing mistaken numbers on the angled versions; pac-man got "nerfed" in an identical way.
 
Last edited:

Quickhero

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Ike
---
Counter
hitbox
kbg 74 -> 100
So...we missed an Ike buff back in 1.06?

@ Shaya Shaya are you going to update it here or are you going to update it in the 1.06 thread? I personally recommend you update it here but I'm simply curious.
 
Last edited:

Bribery

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Oooh, Kirby's Hammer sizes were increased in 1.0.6 - an undocumented change IIRC. Yay, it's slightly less useless!
 

Shaya

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I should probably opt to combine things so it's all just one big 1.04 -> 1.08 change log (noting which patch they came in).
But I have an incredibly bizarre and soul destroying phobia of patch note OP editing right now, need a bit of a break; I'm in university exam period at the moment and I haven't even really played since this patch (briefly last night only as a STEAM RELEASE)
 
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san.

1/Sympathy = Divide By Zero
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So...we missed an Ike buff back in 1.06?

@ Shaya Shaya are you going to update it here or are you going to update it in the 1.06 thread? I personally recommend you update it here but I'm simply curious.
Yeah, an increase of 26 kbg is ridiculous, too. Still, it's counter with like 8-9 activation frames, but Ike's counter is better vs. recoveries and smash attacks. There were a few times I lifted an eyebrow when Ike's counter killed me at 100 when it countered aether sometimes.

Ike's smash counter kills at like 80 too on weak hits and 50 on smash attacks. It was one of the few attacks I never tested with the 1.0.6 patch.
 
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Quickhero

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I should probably opt to combine things so it's all just one big 1.04 -> 1.08 change log (noting which patch they came in).
But I have an incredibly bizarre and soul destroying phobia of patch note OP editing right now, need a bit of a break; during my university exam period and I hadn't even actually played Smash until last night for a little bit.
Ah yes, what is the point of putting up patch notes if you cannot even find the time to play the game?

Best of luck on your exam! Thanks for all the effort you've put into the patch notes as well! :D
 

Thinkaman

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Do we have a list of characters for whom timing changes have been investigated fully?
 

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Code:
Falco
-----
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    hitbox 0 and 2 IDs swapped
    all hitboxes
        bkb 30 -> 35
    hitbox 0 (new)
        angle 80 -> 68
        size 2.0 -> 2.5
        z 0.0 -> -0.5
    hitbox 1
        angle 80 -> 77
        size 3.0 -> 3.2
Jab2
    hitbox 2
        angle 50 -> 45
        size 2.0 -> 5.0
        z 0.0 -> -0.5
    transition to jab3
        frame 10 -> 9
Rapid Jab Loop
    hitbox 0
        size 2.0 -> 2.7
    hitbox 1
        size 3.0 -> 3.2
Usmash
    ID and GID tweaks to hitboxes
    final hitboxes last frames 13-20 -> 12-21
Nair
    basically a different move; same timings, but all 16 of its hitboxes have been altered
        generally wkb increased and most angles set to 367 and sizes significantly increases
Fair
    animation speed 1.33x for frames 0-37 (9 frames faster total? hits 2 frames faster?)
    looping hitboxes
        refresh time 6 -> 4 (total looping hits 3 -> 5, or 7 -> 9 damage total)
Fair Landing
    hitbox
        damage 5 -> 3
        bkb 30 -> 50
Uair
    animation speed 1.5x for frames 0-8 (2 frames faster?)
    hitboxes appear on frame 10 -> 8 (4 frames faster total)
    all hitboxes
        damage 11 -> 10
        angle 68/68/80 -> 65/75/85
        kbg 100/100/20 -> 90/90/90
        bkb 27/27/30 -> 35/35/35
    hitbox 0
        size 4.8 -> 5.0
Dair
    initial hitbox bifurcated; hits grounded targets at angle 80
    sourspot replaces on frame 19 -> 20 (sweetspot duration 3 -> 4)
    sourspot hitbox
        size 5.0 -> 5.3
If I'm reading this right, is Falco's Fair frame 10 and Uair frame 8 then? When A2 tested it against Browser's jab and I think GimR too, they said it was frame 7.

Other notes:
They fixed Falco's Up Smash by increasing its knockback on the first two hitboxes and somehow, that works. You'd think you'd have to decrease knockback, but whatever.
Code:
Falco
-----
Usmash
    initial hitbox 0/1
        angle 140 -> 110
        kbg 20 -> 25
        bkb 30 -> 60
        can now hit grounded opponents
    initial hitbox 2
        can now hit aerial opponents
And Ike's Counter was buffed in 1.0.6, but nobody knew or mentioned it. @ san. san.
Code:
Ike
---
Counter
    hitbox
        kbg 74 -> 100
 
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Centicerise

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Robin:

Ftilt
hitbox
size 5 -> 4
y 10.0 -> 9.5
x 16.5 -> 16.0
made irreversible
If I'm understanding this correctly this means ftilt got a range decrease but the hitbox was adjusted to eliminate part of the dead zone and characters will no longer fly in the opposite direction of the ftilt if hit at an awkward angle?
 

LordWilliam1234

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So much for shortly.

But here's Greninja's f-tilt between 1.06 and 1.08.



1.06 was 41 frames, 1.08 is 32.
 

Eureka

Smash Ace
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Messages
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So much for shortly.

But here's Greninja's f-tilt between 1.06 and 1.08.



1.06 was 41 frames, 1.08 is 32.
Nice, hopefully that move isn't so useless anymore. Also does this mean that "better nerf Greninja" can die now? It was kinda funny at first but now it just doesn't make sense. I guess people will have to move on to "please buff Mewtwo" next. Or Wii Fit Trainer, but that's not as catchy.
 

⑨ball

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Messages
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Patch 1.0.6 Changelog

Same caveats and limitations apply.

Code:
Wii Fit Trainer
---------------
Fsmash
    all hitboxes
        made irreversible
Usmash
    initial setup hit, all hitboxes
        kbg 105 -> 100
        bkb 30 -> 31
Haha.

Double sided hitbox made irreversible. Non-existant setup hit nerfed.

The other WFT's should get a kick out of this.
 

Zapp Branniglenn

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According to this video, G&W's B-Air has less landing lag.
Found here: http://smashboards.com/threads/mr-game-watch-v1-0-8-complete.406204/
Lol, it's currently one of many things that need to be added to the OP. I found it just the other day, and the OP of that thread asked if I could provide some visual evidence, so I did.

I still need to provide visual evidence for the other changes in lag to moves that I've found. But if I did just record footage like that, it doesn't tell us the amount of frames that are reduced from lag, which is what we really want to know. Just because people believe in the stuff that I found doesn't mean they're not curious just how much of a difference it makes. That's why I want to record pre-patch footage of them instead, allowing somebody with the update to compare and frame count the difference. I'd ask @ LordWilliam1234 LordWilliam1234 , but he seems preoccupied with his own findings. Can anybody else make the comparisons?
 
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Eureka

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Messages
547
They did buff Mewtwo though.
Exactly, and they also didn't always nerf Greninja. Has Wii Fit Trainer gotten any buffs though? I can't recall any. Still they could afford to do a bit more with Mewtwo. Like, I don't know, his weight? That's the one thing everyone wants changed.
 
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LordWilliam1234

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If you have specific moves you've found a change for and want me to check the exact frames for, just let me know and I'll take care of it. That'd actually make things easier as it'll be less things for me to check when I go through a character's full frame data later.

I'll check G&W b-air landing lag now.
 

thehard

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I can't see Nintendo ever changing the weight, jump height, or movement speed of a character in a patch.
 

ParanoidDrone

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Haha.

Double sided hitbox made irreversible. Non-existant setup hit nerfed.

The other WFT's should get a kick out of this.
So if I'm reading the notes right, the back hit of WFT's fsmash now hits people forward so they land in front of her, while her usmash apparently has a weak initial setup hit? I can sort of vaguely see the reasoning for the first change if I squint (even though weird hitbox placements seem to be WFT's thing and I'd expect a hitbox behind her to hit someone further in that direction), but usmash even having a setup hit like that is news to me. Then again the hitboxes on that move are so bloody precise...
 

Zapp Branniglenn

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Exactly, and they also didn't always nerf Greninja. Has Wii Fit Trainer gotten any buffs though? I can't recall any. Still they could afford to do a bit more with Mewtwo. Like, I don't know, his weight? That's the one thing everyone wants changed.
Nah, his weight defined his character since Melee. That'd be like Jigglypuff mains asking for a weight increase. Unlike Melee Mewtwo, This Mewtwo has more competently designed hitboxes, a reflector that works, even better recovery and his low weight is far better suited to a game that doesn't have Waveshine > Usmash from Fox.

If you have specific moves you've found a change for and want me to check the exact frames for, just let me know and I'll take care of it. That'd actually make things easier as it'll be less things for me to check when I go through a character's full frame data later.

I'll check G&W b-air landing lag now.
I'll send you pre-patch footage of all my findings then. Same settings as last time.
 

andimidna

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Is the old 1.0.6 thread going to be updated or will this be used for both patches now?

[Oh and btw I'm currently looking at trying to hit a sourspot on Palutena's dtlt, figuring out if Luma attack AI was in previous versions (was at the edge of the platform and set my controller down in training mode and broke my shield, and Luma started doing up airs like why)... and maybe looking into the HP stuff... just doesn't seem right. And doesn't it say no change in the data dump above? ]

Edit: agh I thought they patched out getting stuck in the air when holding c stick aerials whyy
 
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⑨ball

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Messages
819
So if I'm reading the notes right, the back hit of WFT's fsmash now hits people forward so they land in front of her, while her usmash apparently has a weak initial setup hit? I can sort of vaguely see the reasoning for the first change if I squint (even though weird hitbox placements seem to be WFT's thing and I'd expect a hitbox behind her to hit someone further in that direction), but usmash even having a setup hit like that is news to me. Then again the hitboxes on that move are so bloody precise...
No, these are old 1.06 changes, but all it did was make it so the overlapping hitboxes in the center of WFT when performing fsmash don't send in the opposite direction when hit with a hit box from the other side. Only they overlap, so the chance of that happening is still as much a thing as always.

Usmash has always had data for a setup hit most likely similar to Lucina/Marth and Shulk's usmashes, but it seems they either forgot or decided against it leaving her with the worst horizontal hitbox of all usmashes. It'd be nice and make jab absurdly scary.
 

Eureka

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Messages
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Nah, his weight defined his character since Melee. That'd be like Jigglypuff mains asking for a weight increase. Unlike Melee Mewtwo, This Mewtwo has more competently designed hitboxes, a reflector that works, even better recovery and his low weight is far better suited to a game that doesn't have Waveshine > Usmash from Fox.
I'm not saying Mewtwo should be a middleweight character, but they DECREASED his weight significantly to the point where he's the second lightest character in the game, lighter than Pikachu and only 4 points above Jiggs. Also he was too light to get waveshined in Melee anyway. Smash 4 Mewtwo is definitely better than Melee Mewtwo, that can't be argued against, but I felt that his weight of 85 was just fine, maybe a bit lower, but 72 just seems too low. If his hurtbox wasn't so big it wouldn't be nearly as bad, but I don't think they'll change that anytime soon.
 
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Nobie

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Speaking of Mewtwo, would anyone be able to check his dash into shield? I feel like it was longer in the previous version (as in Mewtwo would travel further before shielding), but it might just be a placebo effect or my mind playing tricks on me.
 
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