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Lucas, Roy, Ryu (1.0.8) Community Patch Notes

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KuroganeHammer

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Alright, never say I don't love you guys. Shoutouts to Schiffe for supplying the files.

REMEMBER, this does NOT include:
  • IASA times on animations (endlag nor landing lag)
  • Overall engine quirks/alterations
  • Grabbable items
  • Anything involving Mewtwo; I don't have readable 1.0.6/7 files for him. (If you do, please share?)
  • Anything involving the new characters. (This is a changelog!)
This DOES include any and all possible changes to:
  • Hitbox ID, damage, knockback, angle, element, size, position, tripping, SDI, hitlag, ect.
  • Move startup times
  • Animation speedup-based timing changes
  • All move startup timings
  • All AC timings
  • All super/heavy armor (spoilers, no changes)
  • All state transitions (like jabs)
It is possible but unlikely that any of these were missed while compiling this list.

Code:
Mario
-----
NO CHANGES

Luigi
-----
NO CHANGES

Peach
-----
Jab2
    hitbox 1
        size 2.4 -> 3.0
    hitbox 2
        size 2.4 -> 4.0

Bowser
------
Utilt
    unknown events frame 11 -> 10
    hitbox 2 removed
    all hitboxes
        frame 12 -> 11
        damage 10 -> 9
        x 7.4 -> 6.9
    animation speed 1.5x for frames 17-52 (11 frames faster?)

Yoshi
-----
NO CHANGES

Rosalina
--------
Rapid Jab End
    hitbox
        kbg 170 -> 150

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

Wario
-----
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    hitbox 0
        angle 65 -> 55
        bkb 35 -> 45
    hitbox 1
        angle 75 -> 72
        kbg 50 -> 40
        bkb 28 -> 38
Jab2
    third hitbox added, positions adjusted
    all hitboxes
        size 5.5/3.5 -> 5.8/3.8/3.3

Mr. Game & Watch
----------------
Dtilt
    hitbox 0 (6%)
        kbg 120 -> 125
        bkb 10 -> 40
    hitbox 1 (1%)
        kbg 100 -> 120
        bkb 60 -> 70
        size 9.0 -> 10.5
        unknown param 11.0 -> 9.0

Donkey Kong
-----------
Cargo fthrow
    throwbox 0 (launching component of throw)
        damage 8 -> 10
Cargo bthrow
    throwbox 0 (launching component of throw)
        damage 8 -> 12
        angle 55 -> 72
        bkb 80 -> 70
Cargo uthrow
    throwbox 0 (launching component of throw)
        damage 7 -> 10
Cargo dthrow
    throwbox 0 (launching component of throw)
        damage 6 -> 7
        angle 45 -> 48
        kbg 38 -> 80
        bkb 65 -> 50
    unknown event moved from frame 18 -> 17
        momentum boost added

Diddy Kong
----------
Jab1
    all hitboxes
        damage 1.5 -> 1.2
    transition to jab2
        frame 10 -> 8
Jab2
    all hitboxes
        damage 1.5 -> 1.2
    transition to jab3
        frame 9 -> 8
Jab3
    all hitboxes
        wkb 30 -> 25
        size 4.0/3.5/3.0 -> 4.2/3.7/3.2
    transition to rapid jab loop
        frame 22 -> 15
Rapid Jab Loop
    a variety of small hitboxes replaced with one big one
    new hitboxes
        damage 0.6 -> 0.5
        angle 70/90 -> 60
        wkb 6 -> 4
        size 3.0 -> 6.7
        SDI 1.3 -> 0.7
        unknown param (default) -> 6.8
        unknown param (default) -> 6.0
Rapid Jab End
    animation speed 2.0x for frames 0-8 (4 frames faster)
    hitbox
        kbg 180 -> 177
        bkb 30 -> 45
        size 5.0 -> 7.2
        y 5.5 -> 6.8
        unknown param 5.5 -> 6.8
        unknown param 5.5 -> 6.0
Dtilt
    new 3rd hitbox (centered on clap?) identical to other two
    all hitboxes
        damage 6.0 -> 5.5
Uair
    all hitboxes
        begin frame 3 -> 4
        kbg 99 -> 89
        bkb 65 -> 64
    landing lag window
        3-15 -> 0-27
Uthrow
    hitbox (launching component of throw)
        damage 4 -> 1 (total 8 -> 5)
        bkb 100 -> 120
        bkb 30 -> 50
Dthrow
    throwbox 0 (launching component of throw)
        damage 6.0 -> 7.0
        angle 105 -> 106
        kbg 50 -> 59

Link
----
Jab 1
    massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Dtilt
    animation speed 1.33x for frames 0-12 (2 frames faster?)
    hitboxes
        damage 12 -> 11
        x 12.8/15.4 -> 14.1/16.6
Grab
    unknown param 28 -> 32
    animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?)
Dash Grab
    unknown param 28 -> 32
    animation speed 1.25x for frames 32-71 (8 frames faster?)
Pivot Grab
    unknown param 37 -> 41
    animation speed 1.25x for frames 33-72 (8 frames faster?)
Fthrow
    throwbox 0 (launching component of throw)
        angle 55 -> 50
Dthrow
    throwbox 0 (launching component of throw)
        damage 4 -> 3
        angle 110 -> 83
        kbg 90 -> 85
Spin Attack
    all stage 1 (of 4) hitboxes
        kbg 84 -> 85
    all stage 2 (of 4) hitboxes
        kbg 80 -> 85
    all stage 3 (of 4) hitboxes
        kbg 80 -> 82
Shocking Spin Attack
    all stage 2 (of 3) hitboxes
        kbg 80 -> 82

Zelda
-----
Usmash
    all looping hitboxes
        increased in size by 0.5
        wkb 40/50/60/60 -> all 40
        SDI 1.0 -> 0.5
    final hitboxes
        kbg 190 -> 214
Nair
    hitbox 0 and 1 IDs and damage (1.0/2.0) swapped

Sheik
-----
NO CHANGES

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

Toon Link
---------
Jab1
    hitbox 0 and 2 IDs swapped
Jab2
    hitbox 0 and 2 IDs swapped
    kbg 37 -> 34
    bkb 16 -> 25
Jab3
    all hitboxes
        size 3.5 -> 4.2
    hitbox 0
        z 5.0 -> 4.5

Samus
-----
Usmash
    all hitboxes increased in size by 0.5
    some hitboxes split in two, or given angle+wkb adjustments
    final hitbox
        kbg 135 -> 150
        size 7.0/3.5 -> 7.3/4.0

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

Pit
---
NO CHANGES

Palutena
--------
Utilt
    all hitboxes
        bone 1000 -> 0
        size and positions adjusted heavily
    looping hitboxes
        damage 1.0 -> 1.2

Marth
-----
Jab1
    all hitboxes
        damage 4/6 -> 3/5
        angle 361 -> 78/65/90
        kbg 50/70 -> 30
        bkb 20/30 -> 55
        hitlag 1.0 -> 0.7
    transition to jab2
        frame 20 -> 17
Jab2
    all hitboxes
        angle 361 -> 45
        kbg 50/70 -> 75
        bkb 20/30 -> 62
Utilt
    initial hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 50 -> 65
    delayed hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 40 -> 52
Dolphin Slash
    initial hitboxes
        kbg 68 -> 74
        hitlag 0.5 -> 0.7
Crescent Slash
    initial hitboxes
        hitlag 0.5 -> 0.7

Ike
---
Jab1
    transition to jab2
        frame 13 -> 10
Jab2
    new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2
    hitbox 0
        y 8.0 -> 7.5
    new hitbox 1
        angle 80 (others are 65)
        kbg 80 (others are 80/100)
        wbg 25 (others are 40/50)
        size 3.5
Jab3
    hitboxes appear on frame 7 -> 6 (1 frame faster)
    hitbox 3
        size 2.5 -> 3.2
    hitbox duration 3 -> 4 frames
Dash Attack
    animation speed 1.25x for frames 0-17 (3 frames faster?)
    hitboxes appear on frame 18 -> 17 (4 frames faster total?)
    hitbox 0
        damage 10 -> 14
        angle 55 -> 52
        kbg 70 -> 78
        size 6.0 -> 6.3
        hitlag 1.0 -> 1.2
    hitbox 1
        damage 8 -> 11
        angle 55 -> 52
        kbg 70 -> 78
    hitbox 2
        damage 5 -> 9

Ftilt (all)
    animation speed 1.25x for frames 0-14 (2 frames faster?)
    hitboxes appear on frame 15 -> 14 (3 frames faster total?)
    all 3 old hitboxes replaced with 1 new one
    new hitbox
        bone 1000 -> 1
        damage 14/14/12 -> 12.5
Utilt
    initial hitbox
        y 12.0 -> 13.0
    delayed hitbox
        y 10.5 -> 12.0
        lasts until frame 19 -> 22 (duration 5 -> 8 frames)
Fair
    hitboxes appear on frame 16 -> 14 (2 frames faster)
    hitbox 0
        y 9.0 -> 10.5
    hitbox 1
        y 6.2 -> 6.75
    hitbox 2
        y 4.0 -> 3.0
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks)

Robin
-----
NO CHANGES

Kirby
-----
NO CHANGES

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

Meta Knight
-----------
Rapid Jab Loop
    all hitboxes
        divided into 2 for better coverage (positions adjusted)
        damage 1.0 -> 1.2
        kbg 40 -> 30
        size 5.5 -> 5.8/6.8 pairs
        SDI 1.0 -> 0.6
Rapid Jab End
    hitbox
        size 5.7 -> 8.0
        y 5.5 -> 7.0
        x 18.0 -> 20.0
Ftilt3
    all hitboxes
        damage 3 -> 4
        angle 65 -> 361
        kbg 110 -> 107

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

Fox
---
NO CHANGES

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

Pikachu
-------
NO CHANGES

Charizard
---------
Jab1
    hitbox 0
        wkb 15 -> 26
    hitbox 1 + 2
        wkb 10 -> 22
    transition to jab2
        frame 10 -> 9
Jab2
    transition to jab3
        frame 10 -> 9
Jab3
    all hitboxes
        kbg 110 -> 130
Fair
    hitbox 0
        size 4.3 -> 4.6
        x 7.0 -> 7.5
    delayed hitbox 0
        kbg 98 -> 97
        size 4.5 -> 4.8
        z 7.0 -> 7.5
    hitboxes removed on frame 12-> 13 (total duration 4 -> 5)
Uthrow
    throwbox 0 (launching component of throw)
        angle 60 -> 70
        kbg 160 -> 220
Dthrow
    throwbox 0 (launching component of throw)
        angle 361 -> 70
        kbg 300 -> 130
        bkb 40 -> 70

Lucario
-------
Jab1
    hitbox 0
        angle 60 -> 80
        kbg 30 -> 10
        bkb 45 -> 33
    hitbox 1
        kgb 30 -> 10
        bkb 45 -> 33
    delayed hitbox 0
        angle 90 -> 80
        kbg 30 -> 10
        bkb 50 -> 32
Jab2
    hitbox 0
        angle 72 -> 60
        kbg 30 -> 20
        bkb 50 -> 38
    hitbox 1
        kgb 30 -> 20
        bkb 50 -> 32
    hitbox 2
        kgb 30 -> 20

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

Greninja
--------
Ftilt (all)
    all hitboxes
        damage 6.5 -> 7.3
        kbg 112 -> 110/90/70
        bkb 15 -> 20/30/40
    hitboxes 1 + 2 have z-pos adjusted
    hitbox 2 bone 3 -> 5
    animation speed 1.33x from frame 13-38 (7 frames faster?)

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

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

Ness
----
NO CHANGES

Captain Falcon
--------------
F-smash (up)
    all hitboxes
        KBG 94 -> 95
F-smash (straight)
    all hitboxes
        KBG 94 -> 95
F-smash (down)
    all hitboxes
        KBG 84 -> 85
Uair
    initial hitbox 0
        damage 13 -> 11
        bkg 10 -> 16
    initial hitbox 1
        damage 12 -> 10
        bkg 10 -> 16
    late hitbox 0
        damage 12 -> 10
        bkg 8 -> 10
    late hitbox 1
        damage 10 -> 9
        bkg 8 -> 10

Villager
--------
Weird FacingRestriction Flag removed from Bair Projectile Hitboxes
Fthrow
    throwbox 0 (launching component of throw)
        bkb 100 -> 102
Bthrow
    throwbox 0 (launching component of throw)
        bkb 15 -> 18
Dthrow
    throwbox 0 (launching component of throw)
        damage 4.5 -> 6.0
        kbg 105 -> 80

Olimar
------
NO CHANGES

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

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

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

Lucina
------
Jab1
    all hitboxes
        damage 4.75 -> 3.325
        angle 361 -> 78/65/90
        kbg 50 -> 30
        bkb 20 -> 55
        hitlag 1.0 -> 0.7
    transition to jab2
        frame 20 -> 18
Jab2
    all hitboxes
        angle 361 -> 45
        kbg 60 -> 75
        bkb 25 -> 62
        hitlag 1.0 -> 0.7
        unknown param 0 -> 1
Ftilt
    all hitboxes
        damage 9.975 -> 10.925
Utilt
    initial hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 50 -> 65
    delayed hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 40 -> 52
Dolphin Slash
    initial hitboxes
        kbg 68 -> 74
        hitlag 0.5 -> 0.7
Crescent Slash
    initial hitboxes
        hitlag 0.5 -> 0.7

Shulk
-----
NO CHANGES

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

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

Sonic
-----
Usmash
    final hitbox
        kbg 177 -> 165

Mewtwo
------
UNKNOWN

Lucas
-----
[NEW]

Roy
---
[NEW]

Ryu
---
[NEW]

Mii Brawler
-----------
Onslaught Startup (ground and aerial)
    all windboxes
        unknown params changed
    windbox 1
        angle 50 -> 361
        kbg 100 -> 0
        wkb 80 -> 0
        element Hit -> Push

Mii Swordfighter
----------------
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    animation speed 1.25x for frames 0-5 (1 frame faster)
    hitboxes appear on frame 7 -> 6 (2 frames faster total)
    hitbox 2 split into 2
    all hitboxes
        angle 85/361/361 -> 85/50/45/45
        kbg 37 -> 20
        bkb 16 -> 32
    transition to jab2
        frame 10 -> 9
Jab2
    hitboxes 0 and 1 IDs swapped
    hitbox 1
        swapped angle 100 -> 96
    hitbox 2 split into 2
    transition to jab3
        frame 10 -> 9
Jab3
    hitboxes 0 and 1 IDs swapped
    hitbox 2 split into 2
Dash Attack
    all hitboxes
        size 3.0/2.2 -> 4.0/3.0
Ftilt
    hitbox 1 split into 2
Nair
    animation speed 1.18x for frames 0-10 (1 frame faster?)
    hitboxes appear on frame 12 -> 11 (2 frames faster total)
Fair
    hitbox 2 (initial and middle)
        size 2.4 -> 3.5
    hitbox 2 (final)
        size 3.2 -> 3.5
Bair
    all hitboxes
        damage 12 -> 14
Dair Landing
    hitbox
        x 9.0 -> 10.5
Slash Launcher
    windbox 0
        x 5.0 -> 6.0

Mii Gunner
----------
NO CHANGES
Charizard's never had a hitbox on frame 12 or 13 of fair.
 

LimitCrown

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What you're probably thinking of is hitstun. Hit lag is a factor that causes any characters involved to freeze for a short time, hence the alternate name of "freeze frames."
Why this hit lag has a decimal value, I'm not sure. Could be a typo or something I don't know about, probably the latter.
It is hitlag multiplier. The attack deals 7/10 of the normal amount of hitlag instead of half of the normal amount to both the attacker and the target if it isn't blocked. Since hitlag modifiers don't affect shielding opponents, is this technically a minor nerf?
 
Last edited:

b2jammer

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It is a freeze-frames multiplier. The attack deals 7/10 of the normal amount of hitlag instead of half of the normal amount. Since hitlag modifiers don't affect shielding opponents, is this technically a minor nerf?
Thanks for the clarification. I want to assume that yes, this is a nerf, but not to the same degree as a damage or KB adjustment.
 

KuroganeHammer

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1.04 Zelda Looped Hitboxes Fsmash:

WKB= 0x3C (60)

1.07 Zelda Looped Hitboxes Fsmash:

WKB= 40 and 50
Thanks, there are a couple of other things too, I would suggest looking at the 1.0.6 patch notes to verify or deconfirm the changes.
 

Vipermoon

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Actually, I am getting version 1.06 as we speak, because I have to check if Mewtwo's original files could be located there instead of 1.07.

The data concerning Mewtwo in 1.07 is quite possibly just the bugfix to remove the Custom Glitch and the GSP Glitch. Not the actual fighter files..

If Thinkaman wishes to decrypt 1.06's Fighter Files, I'll give him the files.

Although, at this point, I do not know if it is still necessary to get 1.06 Fighter files since that we already have 1.07. 1.06 has (supposedly) no differences in balance compared to 1.07.
Wait so we already have 1.0.7? Just like how Thinkaman just poster 1.0.8? That's all I'd want, no need for asking for .6 if you have .7. I just want to see the numbers from the second last balance patch. Where is the 7 stuff then? Is there a link?
 

Zapp Branniglenn

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Haven't found any endlag changes for the Fire Emblem and Kirby cast that wasn't already locked down previously. But, Duck Hunt's Neutral Air landing lag was reduced.
 

Schiffe

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Wait so we already have 1.0.7? Just like how Thinkaman just poster 1.0.8? That's all I'd want, no need for asking for .6 if you have .7. I just want to see the numbers from the second last balance patch. Where is the 7 stuff then? Is there a link?
Thinka posted the comparison between 1.07 and 1.08 so there's that.

But yes, we do have all the fighters data from version 1.06/1.07 Balance Patch. And since Master Core has 1.0.4, we should be able to get the changes done in the transition between 1.02 (for Wii U) and 1.04(3DS) to 1.06.

I had always thought someone had done 1.0.4 to 1.0.6 so I didn't bother to post it really try getting the files.
 
Last edited:

thehard

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There's a 1.0.6/7 thread which is conclusive enough, if anything is missing from there it would be KB/hitbox changes and the like (but a data dump would be great!)
 
Last edited:

Big O

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1.04? Master Core does have 1.04. We do have all the required things to compare 1.07 and 1.04 as of now.
I just figured it would probably be easier for Thinkaman to make a 1.04 -> 1.06 changelog with raw hex files (using his own parser on both) than to compare his parsed file with Mastercore's parsed files.
 
Last edited:

internetmovieguy

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Apologies for the potato quality as I lost my good camcorder, but this is to show that something has definitely changed with Diddy's grab since 1.0.4.

Top is 1.0.4, bottom is 1.0.8;

Can you confirm this with Charazard? probably just placebo but i think his grabs also got a bit slower. it would make sense with his
up-throw buff.
 

Thinkaman

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Yes, it hit previously on frame 8-11 from patches 1.0.0 to 1.0.7.

That's a hitbox duration of 4, when it was supposedly nerfed from 5.
Right. It used to be removed on frame 12, and now it is removed on frame 13. The duration has changed from 4 -> 5, as listed.
 

Thinkaman

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For some reason I read that completely the wrong way lol

My bad.
If you're like me, you have been doing so many Charizard u-throws this week that you're lucky to know which way is up.

Has any character in any Smash game had this level of reward on a throw, while having such a high grab range and run-speed?
 
Last edited:

LordWilliam1234

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Man, my Charizard amiibo is going to have a field day with the new up throw.
 

b2jammer

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Man, my Charizard amiibo is going to have a field day with the new up throw.
Maybe my Link amiibo can finally get up and start training again. Poor guy lost his head (literally) some time ago and hasn't fought since.
 

Bribery

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Kirby's F-Smash change must have been in the update from 1.0.4->1.0.6 and it just went unnoticed.
 

ChronoPenguin

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If you're like me, you have been doing so many Charizard u-throws this week that you're lucky to know which way is up.

Has any character in any Smash game had this level of reward on a throw, while having such a high grab range and run-speed?
Well Sonics Back-throw reward in tandem with the effective range of his grab given hes the fastest mofo in the game...was pretty silly. Fortunate that on top of being fast on the ground with long grab range, Zards also a heavy PoS. Kind of delicious to get that rage U-throw, makes the kit feel a lot more cohesive.
 
Last edited:

KuroganeHammer

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If you're like me, you have been doing so many Charizard u-throws this week that you're lucky to know which way is up.

Has any character in any Smash game had this level of reward on a throw, while having such a high grab range and run-speed?
Brawl Dedede

Also full rage Charizard on jiggs on town and low ceiling extended platform kills at like, 40%

Not gonna lie, it turns me on
 

Sir_Grox

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Regarding the data dump, was there really no mention of the PSI Magnet ending lag reduction. Was it just a typo?
 

Schiffe

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Schiffe
Regarding the data dump, was there really no mention of the PSI Magnet ending lag reduction. Was it just a typo?
To be honest, when I looked at Ness's 1.07 and 1.08 files, there were a few differences (nothing damage or knockback related, however). I remember at the top of my head that a bunch alot of these randomly popped in 1.08:


What the hell is this, you may ask. Good question. "exitSubroutine" is getting called alot in the 1.08 file.
 

Thinkaman

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To be honest, when I looked at Ness's 1.07 and 1.08 files, there were a few differences (nothing damage or knockback related, however). I remember at the top of my head that a bunch alot of these randomly popped in 1.08:


What the hell is this, you may ask. Good question. "exitSubroutine" is getting called alot in the 1.08 file.
There were no changes in Ness's gameplay files. I think he got some tweaks to his graphical scripts, perhaps sharing assets created for Lucas.
 
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Schiffe

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There were no changes in Ness's gameplay files. I think he got some tweaks to his graphical scripts, perhaps sharing assets created for Lucas.
Thought that as well, since Lucas's PSI Magnet has a cooldown that's much shorter than Ness' [before]. So I assumed they buffed it a bit so he could match with Lucas.
 

Tattles

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Any exact details on Dolphin Slash other than that the knockback was increased? Values? Kill % comparisons?
 

Dr. Tuen

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Holy cow, this progress is awesome! I didn't even get as far as getting fighter files off the game. I'm super curious as to how that was done! (it's also great to get some confirmation about suspected ZSS changes. Rumors were anywhere from bair increase in damage/length to faster/longer grabs. No change is neither here nor there, I'm just glad it's put to bed!)

Is there any chance I (or anyone other than the primary team) can get a copy to try my hand at analysis too? Often more eyes is better, and it'd be really awesome to try and crack down on information like IASA frames and such.
 
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Schiffe

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Holy cow, this progress is awesome! I didn't even get as far as getting fighter files off the game. I'm super curious as to how that was done! (it's also great to get some confirmation about suspected ZSS changes. Rumors were anywhere from bair increase in damage/length to faster/longer grabs. No change is neither here nor there, I'm just glad it's put to bed!)

Is there any chance I (or anyone other than the primary team) can get a copy to try my hand at analysis too? Often more eyes is better, and it'd be really awesome to try and crack down on information like IASA frames and such.
I'm not a 100% sure on why IASA frames aren't decipherable for now, but I would guess that we would have got them had we known what they were in the fighters files. As for how we got the game files, I have the patch 1.08 ever since the day that Japan accidentally released it and the Ryu/Roy leak happened. I managed to get my hands on it thanks to a very good friend of mine.
are we going to get a public version of what you and @ Schiffe Schiffe are reading off? :secretkpop:

No clue if Thinka wants to release it, he did the parsing of the files. So I'll leave the decision to him.
 
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LordWilliam1234

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Oof. Finally got all the gifs together of the new Marth changes I found.

Now to check on Mewtwo.
 

Zapp Branniglenn

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Starfox duo have no lag changes that weren't noted previously. Moving on to Pokemon, Charizard's Dthrow has a much quicker IASA frame. I can't run tests for Mewtwo because I gave away my 3DS code to a friend. I assume we'll be having enough people looking at this character that my set of eyes aren't necessary though. ROB doesn't seem to have anything either.
 

Dr. Tuen

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I'm not a 100% sure on why IASA frames aren't decipherable for now, but I would guess that we would have got them had we known what they were in the fighters files. As for how we got the game files, I have the patch 1.08 ever since the day that Japan accidentally released it and the Ryu/Roy leak happened. I managed to get my hands on it thanks to PushDustIn
I pinged PushDustIn, but if any of you are up for sending a copy for analysis, I'd be happy and excited to help find new data.
 
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Schiffe

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Just found Lucas's Up Smash data. The size of that thing is monstrous. And there's multiple hitboxes associated with it, each about the same size but weaker in general due to the timing and such.

Scary move, don't mess with it.

 
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Unknownkid

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So is Villager's Balloon Trip now a Fuel System a dash of placebo or what? If I recall correctly, someone post a video about it and some of the villager players agree on this change... yet Thinkamen's Full Patch Notes doesn't mention it.
 

Zapp Branniglenn

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"Unknown parameters set to 63 and 15 on many of his hitboxes"
The **** does this mean
It's unknown, duh.

Actually, I've got a theory. Way earlier on in this thread we were looking at Falco's moves, and noting how Nair and Jab had "front-facing knockback". A property for a hitbox to always make the victim face the target when struck, rather than facing the hitbox that struck them. My guess is that is what the new parameters are referring to, but it could be anything.
 

Thekiller37

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I'm sorry to ask, but is there any data on changes for Jigglypuff? I seem to remember reading something regarding it in a thread somewhere, but can't seem to find it.
 
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