This thread is for changes only, so if anything hasn't been removed (like bombslides as of the current patch) then I won't mention it. Also, for anything to be added we need concrete hard data. This means comparisons, testing, numbers and videos when possible.
Patch 'Operation buff Link'
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Link up-b 2 got a bunch of hitbox upgrades: does 16% from 14%, 11/2% from 9%, has some new 14% hitboxes, 8% from 7%, 6% from 5%. No other changes.
Jab 1: Shieldstun increased from 1 frames to 4.
Jab 2: Shieldstun increased from 1 frame to 4.
Jab 3: Shieldstun increased from 2 frames to 5.
F-tilt: Shieldstun increased from 6 frames to 10.
D-tilt: Shieldstun increased from 5 frames to 9.
U-tilt: Shieldstun increased from 4 frames to 8.
Dash Attack: Shieldstun increased from 5 frames to 10 at the base, 6 frames to 11 at the tip.
F-smash 1: Shieldstun increased from 3 frames to 7 at the base, 6 frames to 11 at the tip.
F-smash 2: Shieldstun increased from 6 frames to 10.
D-smash: Shieldstun on the front hit increased from 6 frames to 11. Shieldstun on the back hit increased from 5 frames to 9.
U-smash: Shieldstun on the first two hits increased from 2 frames to 5. Shieldstun on the final hit increased from 5 frames to 9.
N-air: Shieldstun on the strong hit increased from 5 frames to 9. Shieldstun on the weak hit increased from 3 frames to 6.
F-air: Shieldstun on the first hit increased from 4 frames to 7. Shieldstun on the second hit increased from 4 frames to 8.
B-air: Shieldstun on the first hit increased from 2 frames to 4. Shieldstun on the second hit increased from 2 frames to 5.
D-air: Shieldstun increased from 6 frames to 10.
Z-air: Shieldstun on the first hit increased from 1 frame to 4. Shieldstun on the second hit increased from 2 frames to 6.
Spin Attack (Uncharged): Shieldstun increased, from 6 frames to 11.
Spin Attack (Full Charge): Shieldstun increased, from 9 frames to 15.
Shocking Spin (Uncharged): Opponent and self shieldlag is now 16 frames. Previously was 10 frames for the opponent and 15 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 6 frames to 12.
Shocking Spin (Full Charge): Opponent and self shieldlag is now 22 frames. Previously was 13 frames for the opponent and 20 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 9 frames to 17.
Link's projectiles did get shieldstun changes, but for some reason most of them also get hitlag changes too. And I'm pretty sure they didn't get any damage changes. And it doesn't seem like the shieldstun changes for the projectiles follow the same formula as his physical attacks.
Hero's Bow (Uncharged): Hitlag reduced from 6 frames to 5. Shieldstun increased from 2 frames to 4.
Hero's Bow (Full Charge): Hitlag reduced from 9 frames to 7. Shieldstun increased from 5 frames to 6.
Power Bow (Uncharged): Hitlag increased from 5 frames to 7. Shieldstun increased from 1 frame to 3.
Power Bow (Full Charge): Hitlag increased from 12 frames to 16. Shieldstun unchanged.
Quickfire Bow (Uncharged): Hitlag reduced from 5 frames to 4. Shieldstun increased from 1 frame to 3.
Quickfire Bow (Full Charge): Hitlag reduced from 7 frames to 6. Shieldstun increased from 3 to 5.
Gale Boomerang: Hitlag unchanged. Shieldstun increased from 3 frames to 5.
Boomerang: Hitlag unchanged. Shieldstun increased from 4 frames to 5. Hitlag on the returning hit unchanged. Shieldstun on the returning hit increased from 2 frames to 4.
Ripping Boomerang: Hitlag unchanged. Shieldstun increased from 2 frames to 4.
Jab 2: Shieldstun increased from 1 frame to 4.
Jab 3: Shieldstun increased from 2 frames to 5.
F-tilt: Shieldstun increased from 6 frames to 10.
D-tilt: Shieldstun increased from 5 frames to 9.
U-tilt: Shieldstun increased from 4 frames to 8.
Dash Attack: Shieldstun increased from 5 frames to 10 at the base, 6 frames to 11 at the tip.
F-smash 1: Shieldstun increased from 3 frames to 7 at the base, 6 frames to 11 at the tip.
F-smash 2: Shieldstun increased from 6 frames to 10.
D-smash: Shieldstun on the front hit increased from 6 frames to 11. Shieldstun on the back hit increased from 5 frames to 9.
U-smash: Shieldstun on the first two hits increased from 2 frames to 5. Shieldstun on the final hit increased from 5 frames to 9.
N-air: Shieldstun on the strong hit increased from 5 frames to 9. Shieldstun on the weak hit increased from 3 frames to 6.
F-air: Shieldstun on the first hit increased from 4 frames to 7. Shieldstun on the second hit increased from 4 frames to 8.
B-air: Shieldstun on the first hit increased from 2 frames to 4. Shieldstun on the second hit increased from 2 frames to 5.
D-air: Shieldstun increased from 6 frames to 10.
Z-air: Shieldstun on the first hit increased from 1 frame to 4. Shieldstun on the second hit increased from 2 frames to 6.
Spin Attack (Uncharged): Shieldstun increased, from 6 frames to 11.
Spin Attack (Full Charge): Shieldstun increased, from 9 frames to 15.
Shocking Spin (Uncharged): Opponent and self shieldlag is now 16 frames. Previously was 10 frames for the opponent and 15 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 6 frames to 12.
Shocking Spin (Full Charge): Opponent and self shieldlag is now 22 frames. Previously was 13 frames for the opponent and 20 frames for self (the overall increase is due to the damage buff). Shieldstun increased from 9 frames to 17.
Link's projectiles did get shieldstun changes, but for some reason most of them also get hitlag changes too. And I'm pretty sure they didn't get any damage changes. And it doesn't seem like the shieldstun changes for the projectiles follow the same formula as his physical attacks.
Hero's Bow (Uncharged): Hitlag reduced from 6 frames to 5. Shieldstun increased from 2 frames to 4.
Hero's Bow (Full Charge): Hitlag reduced from 9 frames to 7. Shieldstun increased from 5 frames to 6.
Power Bow (Uncharged): Hitlag increased from 5 frames to 7. Shieldstun increased from 1 frame to 3.
Power Bow (Full Charge): Hitlag increased from 12 frames to 16. Shieldstun unchanged.
Quickfire Bow (Uncharged): Hitlag reduced from 5 frames to 4. Shieldstun increased from 1 frame to 3.
Quickfire Bow (Full Charge): Hitlag reduced from 7 frames to 6. Shieldstun increased from 3 to 5.
Gale Boomerang: Hitlag unchanged. Shieldstun increased from 3 frames to 5.
Boomerang: Hitlag unchanged. Shieldstun increased from 4 frames to 5. Hitlag on the returning hit unchanged. Shieldstun on the returning hit increased from 2 frames to 4.
Ripping Boomerang: Hitlag unchanged. Shieldstun increased from 2 frames to 4.
Wii U
3DS
Spin Attack hitboxes adjusted placements
Dash grab and pivot grab both 1 frame faster
F-smash 2: Self hit-lag reduced by 3 frames, 15 -> 12.
F-air, 2nd hit's self hit-lag reduced by 2 frames, 10 -> 8, which matches the first hit.
Spin Attack: Self hit-lag for uncharged version reduced by 3 frames, 14 -> 11. Fully charged version self hit-lag reduced by 4 frames, 19 -> 15.
Dash grab and pivot grab both 1 frame faster
F-smash 2: Self hit-lag reduced by 3 frames, 15 -> 12.
F-air, 2nd hit's self hit-lag reduced by 2 frames, 10 -> 8, which matches the first hit.
Spin Attack: Self hit-lag for uncharged version reduced by 3 frames, 14 -> 11. Fully charged version self hit-lag reduced by 4 frames, 19 -> 15.
This patch did not change any aspect of gameplay, thus, Link is unchanged from patch 1.0.8
Patch noted for v 1.0.8 for all characters
Link specific Patch Notes:
FIXES:
Link specific Patch Notes:
FIXES:
- Multi-hit move properties have been changed so that the separate hits now have a suck-in effect.
- Hylian shield now blocks Villager's Fair / Bair.
- All ledge trickery has been removed, including the bombslide/dash throw slide-off (this thing), the faster freefall after using Up B near the ledge (this thing), and SAF, SAFCs (this thing).
- Dthrow damage has been reduced from 4% to 3%
- Dthrow angle has been changed from 110 to 83 degrees.
- Fthrow throwbox 0 (launching component of throw) angle 55 -> 50.
- Grab cooldown on miss has been reduced by presumably 3 frames (animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54).
- Grab range has been improved on dash grab, normal grab and pivot grab.
- Dtilt hitboxes have been altered again, it has faster start-up (2 frames), lasts less long (3 frames total) damage has been reduced from 12% to 11%, knockback has been changed.
- Spin Attack all stage 1 (of 4) hitboxes kbg 84 -> 85.
- Spin Attack all stage 2 (of 4) hitboxes kbg 80 -> 85.
- Spin Attack all stage 3 (of 4) hitboxes kbg 80 -> 82.
- Shocking Spin Attack all stage 2 (of 3) hitboxes kbg 80 -> 82
- IASA frames improved (allowing Link to move earlier).
- Jab 1 massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Response to bugs that banned users from online play for the use of Mewtwo in certain solo modes. Very small download. Possible other changes as a result of Mewtwo bugs.
Patch notes for v 1.0.6 for all characters.
Link specific Patch Notes:
https://www.youtube.com/watch?v=qwv7ioOogYg
Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD
Jab
Link specific Patch Notes:
https://www.youtube.com/watch?v=qwv7ioOogYg
Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD
Jab
- Endlag has been increased from 11 frames to 19 frames
- Knockback has been nerfed from %175 to %312
- Hitstun has been nerfed
- Spike hitbox was changed to a meteor
- The new meteor hitbox has been moved/changed in some way
- Hitboxes come out on frame 20 (was 21)
- Hilt Hitbox knockback has been nerfed from %106 to %128
- Hilt Hitbox hitstun has been nerfed
- Hilt Hitbox damage nerfed from %13 to %12
- Hitboxes have been increased in size resulting in further disjoint
- Front swing now hits on frame 8 (was 11)
- Back swing now hits on frame 10 (was 13)
- Charge time has been reduced by 4 frames
- Front swing knockback has been buffed from %152 to %130
- Front swing hitstun has been buffed
- Back swing knockback has been nerfed from %152 to %171
- Back swing histun has been nerfed (Unconfirmed)
- Hylian Shield now blocks Fox's/Falco's lasers
- No longer capable of performing a Ftilt/Fsmash while holding an item (i.e. bomb)
Current Patch notes for v 1.0.5 for all characters.
Link specific Patch Notes:
Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD
Jab
Link specific Patch Notes:
Note: All knockback percentages are for the earliest percent to create the lightning effect on Mario at the center of FD
Jab
- Endlag has been increased from 11 frames to 19 frames
- Knockback has been nerfed from %175 to %312
- Hitstun has been nerfed
- Spike hitbox was changed to a meteor
- The new meteor hitbox has been moved/changed in some way
- Hitboxes come out on frame 20 (was 21)
- Hilt Hitbox knockback has been nerfed from %106 to %128
- Hilt Hitbox hitstun has been nerfed
- Hilt Hitbox damage nerfed from %13 to %12
- Hitboxes have been increased in size resulting in further disjoint
- Front swing now hits on frame 8 (was 11)
- Back swing now hits on frame 10 (was 13)
- Charge time has been reduced by 4 frames
- Front swing knockback has been buffed from %152 to %130
- Front swing hitstun has been buffed
- Back swing knockback has been nerfed from %152 to %171
- Back swing histun has been nerfed (Unconfirmed)
- Hylian Shield now blocks Fox's/Falco's lasers
- No longer capable of performing a Ftilt/Fsmash while holding an item (i.e. bomb)
3DS
Patch notes for v 1.0.5 for all characters.
Link specific Patch Notes:
BUG FIXES:
Link specific Patch Notes:
BUG FIXES:
- Hylian shield now blocks space animal lasers.
- Power Bow charge speed has been slowed down to match the Wii U.
Patch notes for v 1.0.4 for all characters.
Link specific Patch Notes:
BUG FIXES:
* The rocket jump or boost jump has been changed. Now instead of launching into the air it makes you get on stage standing up with no lag. Calling this ZLedge Boost.
NERFS:
* Toss Canceling has been completely removed; thus hitstun can't be canceled with it anymore.
* Fmash 1st hit Knockback greatly reduced from 46 ⇒ 37; as a result FSmash 1st hit is no longer a KO move at any % unless tipped.
* DAir>FF no longer bounces off the opponent's shield nor the opponent; whereas before it did.
BUFFS:
* FSmash 1st hit's knockback angle is lower thus linking into Fsmash 2 more consistently. Fsmash 1st & 2nd are a true combo up to 150%, and up to 300% with some timing (improved from v 1.0.3 where the second smash would whiff at 100%).
* Fsmash 1st hit with tipper hitbox fully charged kills at 90%, buffed from 110%.
Thanks to the following people for helping to confirm and test data: Kintuse (@LinkSpecialist), @ FSK , @Catana, @Zane the pure, @LordFluffy, @ Ryu_Ken , and @Thinkaman.
Link specific Patch Notes:
BUG FIXES:
* The rocket jump or boost jump has been changed. Now instead of launching into the air it makes you get on stage standing up with no lag. Calling this ZLedge Boost.
NERFS:
* Toss Canceling has been completely removed; thus hitstun can't be canceled with it anymore.
* Fmash 1st hit Knockback greatly reduced from 46 ⇒ 37; as a result FSmash 1st hit is no longer a KO move at any % unless tipped.
* DAir>FF no longer bounces off the opponent's shield nor the opponent; whereas before it did.
BUFFS:
* FSmash 1st hit's knockback angle is lower thus linking into Fsmash 2 more consistently. Fsmash 1st & 2nd are a true combo up to 150%, and up to 300% with some timing (improved from v 1.0.3 where the second smash would whiff at 100%).
* Fsmash 1st hit with tipper hitbox fully charged kills at 90%, buffed from 110%.
Thanks to the following people for helping to confirm and test data: Kintuse (@LinkSpecialist), @ FSK , @Catana, @Zane the pure, @LordFluffy, @ Ryu_Ken , and @Thinkaman.
Testing Knockback:
If anyone wants to do a knockback comparison on a character's move, all you need is 2 sd cards. One with patch 1.0.4 and the other with an older patch. All you have to do is set lvl 1 cpu Mario's damage to 150% (for more accurate data) and at the start of the match use the move you want to test on Mario once and quit the match. Look through stats in the results screen and find Max Launcher Speed and write that number down. Do this for every move you want to test. After you have all your data written down, turn off the game and insert the other sd card. Do the same tests on lvl 1 Mario and compare your results. This way is much more accurate than using kill percents for finding a moves new knockback.
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