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Smash Wii U [Sm4sh Mods] (Unofficial) Patch 1.1.7: The Fan Patch [Discontinued. See Updated Thread for details]

KingJigglypuff

Smash Ace
Joined
May 2, 2010
Messages
679
To quell any potential posters in this thread, I'm sorry to say this, but as of January 21st, 2017, Patch 1.1.7 has ceased development, but this doesn't mean the original concept is down for the count. Far from it. During the middle of Patch 1.1.7's development, I was approached and asked to join Sm4sh Remix, and ever since that, I've put my efforts into Sm4sh Remix. Despite this, Patch 1.1.7 still lives on, it's just in Sm4sh Remix now.

To follow the efforts of Sm4sh Remix, follow this link: https://smashboards.com/threads/sm4sh-remix-a-competitive-smash-4-mod.445012/

To get to know why I made this choice, view the comment I've made here: https://smashboards.com/threads/sm4...read-for-details.436970/page-37#post-21629784

Any issues found with the beta of Patch 1.1.7 will not be addressed, as this mod has ceased development.

The original contents of this opening post can be found in the spoiler below.
I was told by a Moderator I should post this here, so here goes...

I've been reading around the Sm4sh Forums here, and people want to create their own balance patch, and I'm here with the skills to implement most of these changes!

Ever since I've started playing Sm4sh and seeing the tier list, I've been wanting to make a balance overhaul to the majority of the cast. I would also like to eventually fix/remove/adjust various things that are jank about Sm4sh (Ex: Rage, Footstooling, Glitches, etc) when the tools are available.

My goal is to make every character viable in at least one way or another with no character being too bad to even bother with (Ex: Palutena, Zelda, Ganondorf, etc) or too broken to even bother with (i.e. Bayonetta) (Bayonetta's been heavily nerfed in Patch 1.1.6, so this part is redundant). Lower tier characters will be subject to various buffs, while higher tier characters will be left alone for the most part (unless an official patch overnerfed something and/or if something about them is broken).

The best I can do right now if Frame data, Attribute, and Hitbox edits, so Floating Point-related things (Ex: Witch Time, Counter damage multipliers, etc) cannot be changed at this current time until they're properly identified.

Download (New): https://www.dropbox.com/s/mdo57fc8qlhuwkr/Patch 1.1.7 - The Fan Patch.zip?dl=0

Feel free to give your own thoughts and suggestions, but try to explain in the best way possible why you want something changed. What I need the most right now is a sense of direction and criticism for my current edits.

Credits:
-SilentDo0m. Suggested edits for Charizard, Roy, Shulk, Little Mac, and Mewtwo.
-Marioking64DS. Suggested edits for Wario.
-DarkLordRS. Suggested edits for Mii Gunner.
-Palutena and Dedede Boards (SmashBoards). Ideas taken from discussion threads.
-Zikkh Suggested edits for King Dedede.
-Kienamaru. Suggested edits for Zelda.
-Yoshister. Suggested edits for Dr. Mario.

You can see the current changes in the spoiler below.

DISCLAIMER: These changes are not final, and are subject to change.

Update (May 20th, 2016): Zelda changes have been added!

Update (May 21st, 2016): Minor edits to Little Mac's Rapid Jab.

Update (May 23rd, 2016): Dr. Mario changes have been added!

Update (July 3rd, 2016): Dr. Mario changes have been updated.

Color coding:
New.
Updated.
May/Will be revised.
May/Will be removed.

:4diddy: Diddy Kong
  • Up Air:
    • Damage: 6 -> 7
    • Angle: 76 -> 75
    • BKB: 64 -> 54
    • KBG: 89 -> 99
  • Down Throw:
    • Angle: 106 -> 105
    • KBG: 59 -> 40

:4feroy: Roy
  • Walk Max Velocity: 1.1.5 -> 1.2
  • Initial Dash Velocity: 1.4 -> 1.5
  • Air Acceleration: 0.03 -> 0.05
  • Jump V Initial Velocity: 30.97 -> 33.97
  • Hop V Initial Velocity: 13 -> 15
  • Jab:
    • Hitbox Duration: Frame 5 - 8 -> Frame 4 - 8
    • Sourspot Angle: 38 -> 70
  • Dash Attack:
    • Sourspot Angle: 361 -> 140
    • Sourspot BKB: 60 -> 80
    • FAF: Frame 50 -> Frame 42
  • Side Tilt:
    • Sourspot Angle: 361 -> 20
    • Middle Hit Damage: 9 -> 10
  • Up Tilt:
    • FAF: Frame 39 -> Frame 36
  • Down Tilt:
    • Hitbox Duration: Frame 7 - 9 -> Frame 6 - 9
    • Sourspot Angle: 30 -> 80
    • Sourspot BKB: 40 -> 80
    • Sourspot KBG: 40 -> 60
  • Side Smash:
    • Sourspot KBG: 70 -> 100
  • Forward Air:
    • Startup: Frame 8 -> Frame 7
    • Sweetspot Damage: 11 -> 11.5
    • Autocancel: Frame >36 -> Frame >28
  • Back Air:
    • Sweetspot Damage: 12 -> 13.5
    • Autocancel: Frame >32 -> Frame >30
  • Up Air:
    • Sweetspot Damage: 9 -> 11
    • Sourspot Damage: 6 -> 7
    • Sourspot BKB: 10 -> 50
    • Sourspot KBG: 70 -> 55
  • Down Air:
    • Sourspot Angle: 80 -> 361
    • Autocancel: Frame >55 -> Frame >44
    • FAF: Frame 52 -> Frame 48
  • Back Throw:
    • Damage: 5 -> 7
    • Angle: 117 -> 150
    • BKB: 70 -> 60
    • KBG: 45 -> 75
  • Dancing Blade 1
    • Angle, BKB, and KBG values edited to match Marth's.
    • Sweetspot Damage: 3 -> 4
    • Sourspot Damage: 2 -> 3
  • Dancing Blade 2 and Dancing Blade 3:
    • Damage of all hits increased by 1.
    • BKB of all hits changed to 50
    • KBG of all hits changed to 30
  • Dancing Blade 4 (Angled up and side)
    • Damage of all hits increased by 1
  • Dancing Blade 4 (Angled down):
    • Multihit BKB: 2 -> 10
    • Damage of ending hit increased by 1
  • Blazer:
    • Aerial Damage, BKB, WKB, and KBG values edited to match the ground variant.

:4mewtwo: Mewtwo
  • Jab:
    • Hitbox Duration: Frame 6 - 7 -> Frame 6 - 9
  • Rapid Jab:
    • Hitbox sizes increased by 0.5 units.
    • Damage: 1 -> 1.2
    • BKB: 14 -> 20
    • KBG: 30 -> 35
  • Rapid Jab Finisher:
    • Hitbox Duration: Frame 6 - 7 -> Frame 6 - 9
    • Damage: 2 -> 4
    • KBG: 100 -> 120
  • Side Tilt:
    • Damage: 10/9/8 -> 11/10/9
    • BKB: 20 -> 32
    • FAF: Frame 36 -> Frame 32
  • Side Smash:
    • Sweetspot BKB: 21 -> 30
    • Sweetspot KBG: 85 -> 95
    • Sourspot KBG: 90 -> 100
  • Standing Grab/Running Grab/Pivot Grab
    • Grab Collisions increased by 0.5 units.
  • Teleport:
    • Startup: Frame 9 -> Frame 7

:4charizard: Charizard
  • Initial Dash Velocity: 1 -> 1.5
  • Ground Traction: 0.04 -> 0.05
  • JumpSquat: 6 Frames -> 5 Frames
  • Jump V Initial Velocity: 32 -> 35
  • Hop V Initial Velocity: 15.43 -> 16.5
  • Air Speed: 0.92 -> 1
  • Air Acceleration: 0.05 -> 0.065
  • Side Tilt
    • Sweetspot Damage: 11 -> 12
    • Sourspot Damage: 7 -> 9
    • Sourspot KBG: 100 -> 95
  • Up Tilt:
    • Startup: Frame 9 -> Frame 8
    • Lingering Hitbox added to Frames 14 - 21. Damage: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
  • Down Tilt:
    • Startup: Frame 9 -> Frame 7
    • FAF: Frame 31 -> Frame 27
  • Side Smash:
    • Sourspot reworked into a Sweetspot.
    • Sourspot Damage: 14 -> 20
    • Sourspot BKB: 60 -> 50
    • Sourspot KBG: 94 -> 84
    • Sourspor Effect: Normal -> Fire
  • Up Smash:
    • Hitbox on Frame 6 edited to hit both grounded and aerial foes.
    • Second Hitbox added on Frame around Charizard's torso with similar hitbox values as the first hitbox.
    • Second Hit hitbox sizes increased by 0.5 units
  • Neutral Air:
    • Hitbox Duration: Frame 9 - 26 -> Frame 5 - 29
    • Landing Lag: 20 Frames -> 16 Frames
    • Hitbox sizes increased by 0.5 units.
    • FAF: Frame 60 -> Frame 50
  • Forward Air:
    • Landing Lag: 22 Frames -> 18 Frames
    • FAF: Frame 47 -> Frame 37
  • Back Air:
    • Sourspot Damage: 11 -> 14
  • Up Air:
    • Landing Lag: 20 Frames -> 18 Frames
    • Startup: Frame 12 -> Frame 9
    • Hitbox Duration: Frame 12 - 16 -> Frame 10 - 16
    • Autocancel: Frame >38 -> Frame >34
    • FAF: Frame 46 -> Frame 40
  • Down Air
    • Landing Lag: 33 Frames -> 28 Frames
  • Up Throw
    • FAF added to Frame 74
  • Down Throw
    • Multihit Hitlag: 1 -> 0.2
    • FAF added to Frame 70
  • Flare Blitz:
    • Detection Hitbox no longer clanks.
    • Detection Hitbox Damage: 4 -> 5
    • Explosion Damage: 15 -> 16
    • Explosion BKB: 70 -> 65
    • Explosion KBG: 84 -> 90
  • Fly
    • All hitbox sizes (except final hit) increased by 0.5 units.
    • Final hit hitbox sizes increased by 1 unit.
    • All hitboxes moved backward by 3 units
    • Multihit Angle: 72/90/90 -> 366/90/90

:4wario: Wario
  • Side Smash:
    • Hitbox Duration: Frame 18 - 20 -> Frame 18 -> 21
    • BKB: 20 -> 30
    • Endlag reduced by 20%

:4bowser: Bowser
  • Up Throw:
    • Throw KBG: 180 -> 155

:4shulk: Shulk
  • Jab 1:
    • Startup: Frame 5 -> Frame 4
    • Hitboxes lowered and increased in size by 0.5 units.
    • Damage: 3 -> 3.5
    • FAF: Frame 26 -> Frame 23
  • Jab 2:
    • Startup: Frame 5 -> Frame 4
    • WKB: 52 -> 42
    • FAF: Frame 34 -> Frame 28
  • Jab 3:
    • Startup: Frame 12 -> Frame 8
    • Hitbox Duration: Frame 12 - 15 -> Frame 11 - 15. (This was to prevent a glitch in which the attack whiffs from the reduced startup)
    • Sweetspot Damage: 5.3 -> 4.3
    • Sourspot edited to match sweetspot.
  • Dash Attack:
    • Startup: Frame 15 -> Frame 10
    • Angle: 60 -> 40
    • FAF: 53 -> 48
  • Side Tilt:
    • Startup: Frame 12 -> Frame 9
    • Hitbox Duration: Frame 12 - 14 -> Frame 10 -> 14 (This was to prevent a glitch in which the attack whiffs from the reduced startup)
    • FAF: 44 -> 40
  • Up Tilt:
    • FAF: Frame 40 -> Frame 38
  • Down Tilt:
    • Startup: Frame 10 -> Frame 7
    • Hitbox Duration: Frame 10 - 12 -> Frame 9 - 12 (This was to prevent a glitch in which the attack whiffs from the reduced startup)
    • FAF: Frame 34 -> Frame 31
  • Side Smash:
    • Hit 1 no longer clanks.
    • Hit 1 hitboxes extended by 2 units and increased in size by 0.25 units.
    • Hit 1 (Angled Down) Angle: 78/10/40 -> 68/10/30
    • Hit 2 hitbox sizes increased by 0.5 units.
    • Hit 2 Hitbox Duration: Frame 23 - 24 -> Frame 23 -> 26
    • Hit 2 (No Angle and Angled Down) KBG: 115 -> 125
  • Up Smash:
    • Hitbox 0 of Hit 1 KBG: 40 -> 100
    • FAF: Frame 68 -> Frame 60
  • Neutral Air
    • Startup: Frame 13 -> Frame 10
    • Hitbox Duration: Frame 13 - 31 -> Frame 13 -> Frame 34
    • Autocancel: Frame >80 -> Frame >57
    • FAF: Frame 71 -> Frame 66
  • Forward Air:
    • Startup: Frame 14 -> Frame 11
    • Hitbox Duration: Frame 14 - 18 -> Frame 14 - 20
    • Damage: 8/6.5 -> 9.5/8
    • KBG: 100 -> 90
    • Autocancel: Frame >57 -> Frame >45
  • Back Air:
    • Startup: Frame 18 -> Frame 16
    • Tipper hitbox size increased by 0.5 units
    • Autocancel: Frame >79 -> Frame >48
  • Up Air:
    • Startup: Frame 14 -> Frame 11
    • Hit 1 Hitbox Duration: Frame 14 -15 -> Frame 14 - 17
    • Hit 2 Hitbox Duration: Frame 24 - 25 -> Frame 19 - 20
    • Hit 2 Sourspot Damage: 8 -> 9
    • Hit 2 Sourspot KBG: 100 -> 86
    • Lingering Hitbox added to Frames 21 - 30. Damage: 6, Angle: 88, BKB: 35, KBG: 100, Effect: Slash
    • Autocancel: Frame >79 -> Frame >48
  • Down Air
    • Startup: Frame 14 -> Frame 12
    • Hit 1 edited to hit both grounded and aerial foes.
    • Hit 1 Hitbox Duration: Frame 14 - 15 -> Frame 14 - 17
    • Hit 1 Damage: 7.5 -> 6
    • Hit 2 Hitbox Duration: Frame 23 - 24 -> Frame 19 - 20
    • Hit 2 Hitbox 0: BKB: 10 -> 20
    • Hit 2 Hitbox 1: BKB: 10 -> 40
    • Lingering Hitbox Added to Frames 21 - 32. Damage: 6, Angle: 85, BKB: 20, KBG: 100, Effect: Slash
    • Autocancel: Frame >78 -> Frame >52
  • Back Slash:
    • Damage: 10/9/16/14 -> 12/12/20/20
    • KBG: 100 -> 96
  • Back Slash Landing:
    • Damage: 10/9/15/14 -> 12/12/20/20
    • KBG: 100 -> 96
  • Air Slash:
    • Hit 1 Ledge Grab: Frame >40 -> Frame >37
    • Hit 1 (Frames 10 - 12) WKB: 140/135/100 -> 135/130/125
    • Hit 1 (Frame 12 - 14) WKB: 78/80 -> 80/70
    • Hit 1 additional hitboxes added to Frames 14 - 16: Damage: 5, Angle: 86/52, WKB: 62/58. KBG: 100, Effect: Slash
    • Hit 2 Damage: 5.5 -> 7
    • Hit 2 BKB: 35 -> 45
    • Hit 2 KBG: 170 -> 145
  • Vision:
    • Forward Counter Attack KBG: 94 -> 80
    • Standard Counter Attack KBG: 84 -> 70
    • Aerial Counter Attack Intangibility: Frames 9 - 44 -> Frames 1 - 45

:4miigun: Mii Gunner
  • Run Initial Velocity: 1.3 -> 1.4
  • Jab 1:
    • Startup: Frame 5 -> Frame 3
  • Jab 2:
    • Jab 3 Window: Frame 13 -> Frame 11
  • Jab 3:
    • Startup: Frame 7 -> Frame 5
    • Hit 1 hitbox sizes increased by 0.5 units.
  • Dash Attack:
    • BKB: 80 -> 70
    • KBG: 70 -> 80
  • Side Tilt:
    • Damage: 9/7.5/6 -> 10/8.5/7
    • Hitbox added to Frames 16 - 18: Damage: 5.5, Angle: 361, BKB: 30, KBG: 100, Effect: Normal
  • Up Tilt:
    • Hitbox 0 BKB: 50 -> 40
    • Hitbox 0 KBG: 100 -> 110
    • Hitbox 1 BKB: 50 -> 40
    • Hitbox 1 KBG: 80 -> 90
    • FAF: Frame 38 -> Frame 30
  • Down Tilt:
    • Startup: Frame 8 -> Frame 6
    • BKB: 80 -> 60
    • KB: 60 -> 80
    • FAF: Frame 41 -> Frame 38
  • Side Smash:
    • Startup: Frame 17 -> Frame 15
    • Multhit hitbox 0 extended by 2 units.
    • Multihit edited to hit downed foes.
    • Multihit Damage: 0.8 -> 1
    • Multihit Rehit Rate: 4 Frames -> 3 Frames
    • Ending Hit KBG: 193 -> 200
  • Up Smash:
    • Hit 5 KBG: 150 -> 165
  • Neutral Air:
    • Startup: Frame 8 -> Frame 6
    • Autocancel: Frame >35 -> Frame >30
  • Forward Air:
    • Horizontal Momentum: -1 -> -0.5
    • Autocancel: Frame 47 -> Frame 27
    • FAF: Frame 56 -> Frame 46
  • Back Air:
    • Landing Lag: 18 Frames -> 15 Frames
    • Hitbox sizes increased by 1 unit.
    • Hitbox 0: BKB: 30 -> 42
  • Up Air
    • Landing Lag: 22 Frames -> 18 Frames
    • End Hit KBG: 170 -> 180
    • Hitbox added to the first 2 Frames of Landing: Damage: 4, Angle: 72 , BKB: 40, KBG: 180, Effect: Normal
    • Autocancel: Frame >60 -> Frame >50
    • FAF: Frame 62 -> Frame 52
  • Down Air:
    • Landing Lag: 28 Frames -> 22 Frames
    • Vertical Momentum added to Frame 20: +1
    • Hitbox Duration: Frame 20 - 21 -> Frame 20 - 22
    • Sourspot Angle: 361 -> 270
    • Sourspot BKB: 30 -> 20
    • Sourspot: KBG: 90 -> 80
    • Sweetspot Ground only hitbox removed and sweetspot air only hitbox edited to hit grounded foes.
    • Sweetspot increased in size and moved down by 0.5 units.
    • Sweetspot BKB: 2 -> 30
  • Forward Throw:
    • Throw BKB: 42 -> 32
    • Throw KBG: 130 -> 140
  • Down Throw:
    • Throw BKB: 95 -> 65
    • Throw KBG: 50 -> 60
  • Charge Blast:
    • Full Charge Damage: 22 -> 23
    • Full Charge BKB: 20 -> 30
    • Full Charge KBG: 64 -> 74
  • Laser Blaze:
    • Initial hit edited to cause flinching. The later hit is still flinchless.
  • Cannon Uppercut:
    • Hit 2 Damage: 8 -> 9
    • Hit 2 Stage Damage: 6 -> 7
    • Hit 2 KBG: 134 -> 140
  • Echo Reflector:
    • Air only hitbox removed and ground only hitbox edited to hit aerial foes.
    • Endlag reduced by 20%
  • Absorbing Vortex:
    • Endlag reduced by 20%.

:4cloud: Cloud
  • Jab 1:
    • Hitboxes 1 and 2 extended by 3 units.
  • Jab 2:
    • Hitbox 2 extended by 1 unit.
    • Damage: 2 -> 3
  • Jab 3:
    • Damage: 3.5 -> 4.5
  • Up Tilt:
    • Hitbox Duration: Frame 6 - 10 -> Frame 4 - 10
    • Startup: Frame 6 -> Frame 6 (1.5* FSM until Frame 4 keep the original startup)
    • FAF: Frame 33 -> Frame 32
  • Down Tilt:
    • Leg Intangibility removed. (It was redundant, as it was on the wrong leg)
  • Up Smash:
    • Stale Hit Damage: 8 -> 10
  • Neutral Air:
    • Startup: Frame 5 -> Frame 8
    • Hitbox 0 extended by 3 units.
  • Forward Air:
    • Landing Lag: 18 Frames -> 19 Frames
    • Damage: 14/14/13/13 -> 16/16/14.5/14.5
    • KBG: 90/100/83/83 -> 90/100/88/88
  • Down Air:
    • Hitbox 0 Damage: 15 -> 14
    • Hitbox 0 KBG: 100 -> 95
    • Hitbox 1 KBG: 105 -> 95
    • Lingering Hitbox Duration: Frame 14 - 43 -> Frame 14 - 39
  • Blade Beam:
    • Projectile hitbox sizes increased by 1 unit and extended upward by 2 units
  • Cross Slash:
    • Hit 1 and Hit 2 Angles, BKB, WKB, and KBG edited to match Limit Break version.
    • Hit 2 Damage: 3 -> 2
    • Hits 3 and 4 Damage reduced by 1 ( 3 -> 2)
  • Climhazard:
    • Hitbox 1 BKB: 130 -> 80
    • Hitbox 1 KBG: 25 -> 50
  • Cross Slash (Limit Break):
    • Hit 5 Damage: 10 -> 9
    • Hit 5 Angle: 50 -> 60
    • Hit 5 KBG: 163 -> 140
  • Finishing Touch:
    • Intangibility added on Frames 5 - 10.
    • Back Hit KGB: 390 -> 417

:4palutena: Palutena
  • Air Speed: 0.91 -> 0.975
  • Jab:
    • Startup: Frame 7 -> Frame 6
    • FAF: Frame 26 -> Frame 23
  • Dash Attack
    • Hitbox Duration: Frame 6 - 17 -> Frame 6 - 19
    • Damage: 9 -> 10
    • KBG: 90 -> 100
    • Lingering Hit Damage: 5 -> 6
    • Lingering Hit KBG: 70 -> 80
    • FAF: Frame 52 -> Frame 42
  • Side Tilt:
    • Startup: Frame 17 -> Frame 11
    • Attack duration sped up by 30%
    • Hit 1 Damage: 6/4 -> 5
    • Hit 1 BKB: 43 -> 0
    • Hit 1 WKB: 0 -> 75
    • Hit 1 KBG: 65 -> 100
    • Hit 2 Damage: 6/4 -> 7/5
    • Hit 2 BKB: 43 -> 53
    • FAF: Frame 68 -> Frame 55
  • Up Tilt:
    • Startup: Frame 10 -> Frame 8
    • Multihit Rehit Rate: 5 Frames -> 4 Frames
    • Endlag reduced by 10%.
    • FAF: Frame 68 -> 58
  • Down Tilt:
    • Air only hitbox removed.
    • Ground only hitbox edited to hit aerial foes.
    • Startup: Frame 14 -> Frame 10
    • Hitbox size increased by 1 unit and lowered by 0.5 units.
    • Angle: 361 -> 60
    • BKB: 38 -> 40
  • Side Smash:
    • Damage: 16/13/0 -> 17/14/0
    • All hitbox sizes increased and moved forward by 2 units.
    • FAF: Frame 68 -> Frame 58
  • Up Smash:
    • Startup: Frame 18 -> Frame 13
    • FAF: Frame 68 -> Frame 58
  • Down Smash:
    • Damage: 15/13/0 -> 16/14/0
    • Angle: 60/28 -> 28
    • Windbox WKB: 32 -> 40
    • Windbox sizes increased by 4 units
    • FAF: Frame 72 -> Frame 62
  • Neutral Air:
    • Startup: Frame 5 -> Frame 3.
    • Landing Lag: 20 Frames -> 15 Frames
    • Final Hit BKB: 30 -> 40
    • Final Hit KBG: 180 -> 190
  • Back Air:
    • Damage: 12/9 -> 13/10
  • Up Air:
    • Landing Lag: 22 Frames -> 12 Frames
  • Down Air:
    • FAF: Frame 59 -> Frame 49
  • Back Throw:
    • Angle: 361 -> 51
    • KBG: 70 -> 100
  • Up Throw:
    • Damage: 8 -> 10
    • KBG: 60 -> 80
  • Down Throw:
    • Damage: 5 -> 6
  • Autoreticle:
    • Searching hitbox increased by 25 units.
    • Projectile BKB: 20 -> 40
    • Projectile KBG: 42 -> 50
    • FAF: Frame 68 -> Frame 54
  • Reflect Barrier:
    • Startup: Frame 8 -> Frame 7
    • BKB: 10 -> 30
    • Barrier WKB: 35 -> 50
    • FAF: Frame 56 -> Frame 40
  • Warp:
    • Intangibility Frames: Frame 16 - 31 -> Frame 11 - 36
  • Counter:
    • Counter Duration: Frame 10 - 32 -> Frame 7 - 32
    • Counter FAF: Frame 75 -> Frame 55
    • Counter Attack Startup: Frame 5 -> Frame 3
    • Counter Attack Sourspot edited to match sweetspot
    • Counter Attack Sweetspot BKB: 40 -> 45
    • Counter Attack Sweetspot KBG: 75 -> 80
    • Counter Attack FAF: Frame 56 -> Frame 36

:4littlemac: Little Mac *Updated*
  • Jump V Initial Velocity: 26 -> 30
  • Jab 1:
    • BKB: 10 -> 0
    • WKB: 0 -> 20
    • KBG: 80 -> 90
    • FAF: Frame 22 -> Frame 17
  • Jab 2:
    • Jab 3 and Rapid Jab Windows swapped.
    • BKB: 10 -> 0
    • WKB: 0 -> 20
    • KBG: 80 -> 90
    • FAF: Frame 22 -> Frame 18
  • Rapid Jab:
    • Hitbox sizes increased by 0.8 units
    • BKB: 0 -> 10
    • BKG: 50 -> 40
  • Side Tilt
    • Counter Duration: Frame 10 - 32 -> Frame 7 - 32
    • Hit 1 (Hitbox 0) Angle: 60 -> 35
    • Hit 1 (Hitbox 0) KBG: 50 -> 30
    • Hit 2 hitbox sizes increased by 1 unit.
  • Side Smash (All Angles):
    • Windbox WKB: 24 -> 50
    • Windbox KBG: 100 -> 80
  • Neutral Air:
    • Landing Lag: 16 Frames -> 10 Frames
    • Autocancel: Frame >25 -> Frame >15
  • Back Air:
    • Damage: 6/4/4 -> 7/5/5
    • BKB: 25 -> 35
  • Up Air
    • Landing Lag: 22 Frames -> 14 Frames
    • Autocancel: Frame >40 -> Frame >30
    • FAF: Frame 42 -> Frame 28
  • Grab/Dash Grab/Pivot Grab:
    • Startup: Frame 9/10/11 -> Frame 7/9/10
    • Grabbox sizes increased by 1 and extended forward by 1.5 units.
  • Forward Throw:
    • Throw Angle: 45 -> 25
    • Throw BKB: 45 -> 35
    • Throw KBG: 104 -> 90
  • Up Throw:
    • Throw Damage: 3 -> 6
    • Throw KBG: 104 -> 98
  • Rising Uppercut:
    • Multihit Damage: 1 -> 2.5
  • Slip Counter:
    • Counter Attack KBG: 50 -> 60

:4dedede: King Dedede
  • Air Mobility: 0.63 -> 0.72
  • Walk Max Velocity: 0.98 -> 1.08
  • Initial Run Velocity: 1.36 -> 1.46
  • Jab 1:
    • Startup: Frame 10 -> Frame 5
    • Active Frames: Frame 10 - 12 -> Frame 8 - 12 (This was to prevent a glitch in which the attack whiffs from the reduced startup).
    • Hitboxes moved from root bone onto the hammer itself
    • Angle: 70/105/361 -> 361/361/80
    • WKB: 50/48 - > 20/25/35
    • BKB: 25 -> 0
    • KBG: 10/10/100 -> 100
    • Jab 2 Window: Frame 19 -> Frame 16
    • Endlag reduced by 15%.
    • FAF: Frame 38 -> Frame 34
  • Jab 2:
    • Startup: Frame 11 -> Frame 6
    • Hitbox Duration: Frame 11 - 12 -> Frame 10 - 12
    • Hitboxes moved from root bone onto the hammer itself
    • Angle: 115/105/100 -> 90
    • BKB: 50/50/30 -> 55
    • KBG: 10/10/45 -> 0
    • Rapid Jab Window: Frame >24 -> Frame >18
    • Endlag reduced by 15%
  • Rapid Jab Finisher:
    • Startup: Frame 6 -> Frame 3
  • Dash Attack:
    • Knockback-Based Heavy Armor (Threshold of 140) added on Frame 7 - 28
    • Added Horizontal Momentum on Frame 28: +2.
  • Up Tilt:
    • Startup: Frame 9 -> Frame 7
    • Sourspot Damage: 10 -> 12
  • Down Tilt:
    • Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
  • Up Smash:
    • Hitbox Duration: Frame 17 - 25 -> Frame 16 - 21
    • Endlag reduced by 20%
  • Neutral Air:
    • Landing Lag: 15 Frames -> 12 Frames
  • Forward Air:
    • Landing Lag: 30 Frames -> 25 Frames
    • Damage: 12 -> 13
    • Endlag reduced by 20%
  • Back Air:
    • Landing Lag: 21 Frames -> 19 Frames
  • Up Air:
    • Final Hit KBG: 150 -> 165
  • Down Air:
    • Landing Lag: 30 Frames -> 26 Frames
    • Sweetspot hitbox sizes increased by 2 units
    • Sourspot hitbox sizes reduced by 2 units and moved upward by 10 units.
  • Grab/Dash Grab/Pivot Grab:
    • Grabbox sizes increased by 0.5 units and extended by 1 unit.
  • Forward Throw:
    • Throw KBG: 80 -> 90
  • Back Throw:
    • Hit 1 Damage: 4 -> 5
    • Throw Damage: 9 -> 10
    • Throw KBG: 79 -> 89
  • Up Throw:
    • Throw Damage: 5 -> 6
    • Throw BKB: 70 -> 60
    • Throw KBG: 72 -> 75
  • Down Throw:
    • Throw BKB: 70 -> 60
    • Throw KBG: 82 -> 65
  • Inhale:
    • FAF: Frame 78 -> Frame 63
  • Gordo Toss:
    • Startup: Frame 29 -> Frame 25
    • Endlag reduced by 15%
  • Jet Hammer:
    • Startup reduced by 25%
    • Full Charge Shield Damage: 0 -> 15

:4zelda: Zelda
  • Jab:
    • Startup: Frame 11 -> Frame 8
  • Side Tilt (All Angles):
    • Damage: 12/10/10 -> 13/11/11
  • Side Smash:
    • FAF: Frame 50 -> Frame 44
  • Up Smash:
    • FAF: Frame 64 -> Frame 60
  • Forward Air:
    • Sweetspot Duration: Frame 9 - 10 -> Frame 9 - 11
    • Sourspot: Damge: 4 -> 7
    • Autocancel: Frame >50 -> Frame >44
    • FAF: Frame 53 -> Frame 47
  • Back Air:
    • Sweetspot Duration: Frame 6 - 7 -> Frame 6 - 8
    • Sourspot Damage: 4 -> 7
    • Autocancel: Frame 52 -> 46
    • FAF: Frame 53 -> Frame 47
  • Down Air:
    • Sweetspot Duration: Frame 14 - 15 -> Frame 14 - 16
    • Sourspot Duration: Frame 15 - 25 -> Frame 16 - 25
    • Sourspot: Damage: 5/4 -> 6
    • Sweetspot: KBG: 65 -> 105
  • Dash Grab:
    • FAF: Frame 47 -> Frame 44
  • Pivot Grab:
    • FAF: Frame 44 -> Frame 43
  • Din's Fire:
    • Sourspot Damage, Angle, BKB, and KBG edited to match sweetspot.
    • Sweetspot: BKB: 50 -> 60

:4drmario: Dr. Mario *Updated*
Note: Dr. Mario's movement-related Attributes are multiplied by 0.8, while damage is multiplied by 1.2 from the listed changes.
  • Weight: 98 -> 102 -> 100
  • Run Initial Velocity: 1.5 -> 1.825 -> 1.71
  • Walk Max Velocity: 1.1 -> 1.3 -> 1.18
  • Air Speed: 1.1 -> 1.26 -> 1.2
  • Jab 1:
    • Damage: 2.5 -> 1.07
    • KBG: 100 -> 45
  • Jab 2:
    • Damage: 1.5 -> 2.93
  • Jab 3:
    • Damage: 4 -> 5
  • Dash Attack:
    • Main Hit BKB: 90 -> 80
    • Main Hit KBG: 42 -> 40
  • Side Tilt:
    • Hitbox 0 Damage: 7 -> 9 -> 7.5
    • Hitbox 1/2 Damage: 7 -> 10 -> 8
    • Hitboxes 1 and 2 increased by 0.4 units.
    • BKB: 8 -> 10
  • Up Tilt:
    • Damage: 6.3 -> 8
  • Neutral Air:
    • Sweetspot Damage: 8 -> 9.2
    • Sourspot Damage: 5 -> 5.9
    • Sourspot Duration: Frame 3 - 7 -> Frame 3 - 5
    • Sweetspot Duration: Frame 8 - 27 -> Frame 6 - 29
  • Forward Air:
    • Sweetspot Effect: Normal -> Electric
  • Up Air:
    • Damage: 7 -> 8
    • BKB: 9 -> 10
    • KBG: 100 -> 90
  • Down Air:
    • Autocancel: Frame >37 -> Frame >30
  • Pummel:
    • Damage: 3.25 -> 3.5
  • Back Throw:
    • Throw Angle: 45 -> 40
    • Throw BKB: 60 -> 70 -> 63
  • Megavitamin:
    • 1.2* FSM removed
    • Main Pill Damage: 5 -> 6
    • Stale Pill Damage: 4 -> 5
  • Super Jump Punch:
    • Sweetspot Damage: 12 -> 13
    • Sweetspot BKB: 30 -> 35
    • Sweetspot KBG: 100 -> 95
    • Sweetspot Effect: Normal -> Electric
  • Dr. Tornado:
    • Multihit Damage: 1.2 -> 1.3
    • Final Hit Damage: 3 -> 4.8
    • Final Hit BKB: 80 -> 50 -> 75
    • Final Hit KBG: 130 -> 110 -> 115
    • FAF: 75 -> 65
 
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Otoshimo

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Pit's Nair. For the love of Palutena, please fix it so it extends the full extend of his blades.

EDIT: since this isn't of of their 2 differences and is virtually the same move, it should go without saying that this applies to Dark Pit as well.
 
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Yoshister

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Hey, didn't another mod like this come around a month or two ago?

It was named Project Smash 4 or something like that.
 
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Wintermelon43

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Hey, didn't another mod like this come around a month or two ago?

It was named Project Smash 4 or something like that.
Yea, but that was too crappy to work out. Plus I heard it disbanded so.... yea. And plus that doesn't stop people from theirizing ideas.
 

Yoshister

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That was disgusting.

:4mewtwo:
Not really.

I was actually one of the guys that worked on it and actually ended up learning how to mod afterwards.
I wouldn't mind helping you guys out.
 
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Yoshister

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I'm not a huge fan of all of these changes (Cloud doesn't need buffs IMO), but a balance patch-esq mod really intrigues me.

It wanted to give :4jigglypuff: a shield-cancelable Sing and Rollout. What great balance.

:4mewtwo:
We actually continued on after the reveal.

It started getting better (Changes that actually made sense were made), but everyone lost interest after a while.

I want to work on a balance patch mod again since the last one was disbanded. :181:
 
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Furret24

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Messages
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Felix, you're back. :D

About this 1.1.7 mod though, some of these changes are really, really bad, especially for Cloud. Do you guys not realize how huge some of these buffs are?

Actually, if you look closely, some of these changes are from the old Project Sm4sh doc. :V
:162:
 
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valakmtnsmash4

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We actually continued on after the reveal.

It started getting better (Changes that actually made sense were made), but everyone lost interest after a while.

I want to work on a balance patch mod again since the last one was disbanded. :181:
Yeah its a shame, we started getting our act together after a while, too bad everyone lost the drive to do it and interest.
 

RIP|Merrick

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Biggest buff Corrin could use is an Oboro alt based on her color scheme. :v
 

Funbot28

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KingJigglypuff KingJigglypuff Omg please add a download to this, this is such an amazing idea :) Anyways here are some changes I would like (note these changes are stated generally without logistics:

:4bayonetta2: Bayonetta :
  • Increase the angle of Dive Kick (maybe approximately to like 75 degrees?)
  • Increase hitbox of Dive Kick slightly
  • Reduce the SDI multiplier of Witch Twist back to 1
  • Decrease the KBG of After Burner Kick slightly
  • Decrease Endlag of Down Tilt
  • Increase hitbox of Down Tilt
Look I know she was nerfed and all, but at least give her a combo game that linked with one another, as that was she was designed to be. I am not saying we need to bring back 0-to death combos, just give her a bit more options in the neutral. I mean you slightly buffed Diddy and Cloud so...

:4falco: Falco:
  • Decrease landing lag on Forward Air
  • Decrease startup on lasers
  • Increase damage on Up Air
  • Increase invincibility on Reflector
  • Increase KBG on Back Air
  • Decrease KB on Up Throw
  • Increase damage on Down tilt
:4jigglypuff: Jigglypuff:
  • Decrease startup of Rollout
  • Increase KB on Up Air
  • Decrease KB on Up Throw
  • Decrease endlag on Rest (very slightly though!!)
  • Decrease endlag on Sing
  • Increase damage on Down throw
  • Increase KB on Back Air
:4duckhunt: Duck Hunt:
  • Make it that his smashes link somehow!! (maybe adding more hitboxes?)
  • Decrease endlag on Down special
  • Add invincibility on Up Special (only on startup)
  • Decrease endlag on Clay Shot
  • Increase damage on Down throw
  • Decrease landing lag on neutral Air
  • Increase KB on Up air
  • Increase damage on forward tilt
:4metaknight: Meta Knight:
  • Increase hurtbox on Down tilt
  • Increase KB on Up throw
  • Decrease landing lab on Down Air
  • Decrease endlag on Tornado (very slightly)
  • Make it that Side B always grabs the ledge 100% of the time
  • Decrease KB on Up Air
:4pacman: Pac-Man:
  • DECREASE ENDLAG ON GRAB (all formes)
  • Increase KB on side special
  • Increase damage on Fire Hydrant
  • Increase KB on Up Air
  • Decrease landing lag on Forward Air
:4wiifit: Wii Fit Trainer:
  • Increase hurtbox on all smash attacks
  • Decrease endlag on Down Special
  • Increase KB on Side Special
  • Increase hurtbox on Down Special
  • Decrease charge time on Sun Salutation (slightly)
Will add more, but here are my initial ideas as of now. really net idea tbh. Project M smash 4 here we come :)
 
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D

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Guest
The fact :4bowser: and :4dedede: are getting their old hoo-hahs back worries me.

Bowser needs more to validate his design, not to be centered around his uthrow.
 

[Zen/Blade]

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KingJigglypuff KingJigglypuff
:4pacman: Pac-Man:
  • DECREASE ENDLAG ON GRAB (all formes)
  • Increase KB on side special
  • Increase damage on Fire Hydrant
  • Increase KB on Up Air
  • Decrease landing lag on Forward Air
As a Pac-Man main, this would make me very, VERY happy. If anything, fix Pac-Man's head-bonk angle when hitting the stage with side-b like Greninja's did a few patches ago. It right now can cost a stock at 0%.
 

The Stoopid Unikorn

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Bowser getting his Koo-Pah back? I'm sorry for saying this, but this is stupid.

Why not just give a Hoo-Hah to everyone and call this mod "Smash 4: Hoo-Hah Edition" instead of "balancing" the game? Sounds like y'all's plan anyway...
 
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Funbot28

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Ok I think we will need to test this patch out before making any assumptions. Sure their may be a few hiccups here and there, but we can adjust these changes with community input, stop freaking out lol
 
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The Stoopid Unikorn

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I can already say in advance that buffing Finishing Touch the way you guys did is really dumb.

I mean, why give his best kill move any sort of safety? That's not balanced at all!

Also, y'all forgot to fix Limit Cross Slash in the way it should be; by giving it some ending lag.
 
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Yoshister

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Ok I think we will need to test this patch out before making any assumptions. Sure their may be a few hiccups here and there, but we can adjust these changes with community input, stop freaking out lol
I would like you to know that I playtested Project Smash 4.

I can safely say that pretty much everyone here was overbuffed.

Also, please keep in mind that some characters may need to be nerfed.
Compensation nerfs are also important.
 
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The Stoopid Unikorn

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Here's a great idea; make Smash 4 Minus instead.

You guys seem to like buffing moves that don't deserve it anyway :V
 
Last edited:

KingJigglypuff

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Wow, this thread sure exploded.

Replies are in the spoiler below, as there's quite a few statements I'd like to reply to.

Pretty sure Finishing Touch was meant to be unsafe, so why the intangibility?
It's to compensate for the Limit Break Cross Slash nerf.

I'm not a huge fan of all of these changes (Cloud doesn't need buffs IMO), but a balance patch-esq mod really intrigues me.
I don't think I would call the Cloud edits buffs, per say, but more of consistency changes. @SiLeNtDo0m should be able to go in depth, as he's the one that suggested these Cloud changes to me.

Diddy buffs? Well this can only end well.

:rolleyes:
Buffing Diddy? What's next? Bringing back the "Hoo-Hah?"
I already brought back the Hoo Hah.


Though this is solely for the memes (I made sure to nerf it enough for it to kill at a the 150 range though, rather than the old 80 range), but if it proves to be too much of an issue, then I'll remove it.

Pretty sure Cross Slash only has 5 five hits.

Good luck nerfing a hit that doesn't even exist! :rotfl:
Oh, whoops. I must have mis-counted. Thanks for letting me know about that. I'll fix it right away!

Bowser getting his Koo-Pah back? I'm sorry for saying this, but this is stupid.

Why not just give a Hoo-Hah to everyone and call this mod "Smash 4: Hoo-Hah Edition" instead of "balancing" the game? Sounds like y'all's plan anyway...
I just found that nerf to be unnecessary, in my opinion. Like with Diddy, I'll revert it if it proves to be too much of an issue. This is exactly why I need feedback and better direction.

As a Pac-Man main, this would make me very, VERY happy. If anything, fix Pac-Man's head-bonk angle when hitting the stage with side-b like Greninja's did a few patches ago. It right now can cost a stock at 0%.
I won't be able to fix the head bonk, but I'll be able to implement everything else I suggested.

Ok I think we will need to test this patch out before making any assumptions. Sure their may be a few hiccups here and there, but we can adjust these changes with community input, stop freaking out lol
I would love this. I think I might just compile a download for those to inject into their own builds, as I want as much feedback as possible. I want to make this fan patch for the community, so I want to put in as much effort as possible.
 

Yoshister

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It's to compensate for the Limit Break Cross Slash nerf.
That's not something that should be compensated for.

Limit Break Cross Slash is far better than it really should be. It being nerfed should not be compensated for.
I just found that nerf to be unnecessary, in my opinion. Like with Diddy, I'll revert it if it proves to be too much of an issue. This is exactly why I need feedback and better direction.
Those nerfs were made so that characters aren't grab to win.

Also if you need a playtester, I'm more than happy to help.

Actually I'm gonna try out what you have now.
 
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