• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

3DS Community Patch Notes v1.0.4 -- Engine Changes to DI

Status
Not open for further replies.

-RedX-

Smash Lord
Joined
Sep 9, 2009
Messages
1,976
Location
Bronx, NY
I was slightly worried Dtilt lost some range. Can't believe that Dsmash change was real. Lol

Nothing on Nair?
 
Last edited:

Terotrous

Smash Champion
Joined
Feb 4, 2014
Messages
2,419
Location
Ontario
3DS FC
1762-2767-5898
is it just me or is it really hard to do a running up smash now
They appear to have tightened the input window. You want to press Up and A at almost the same time now. If you finish the smash motion before pressing A, it will not work.


Alternatively, just hold Up and press X + A, with the X very slightly earlier than the A. It's quite easy to do it that way, though it takes some getting used to.
 

Hyruleslink

Smash Journeyman
Joined
Jun 24, 2013
Messages
224
Location
Hyrule
Please, can someone test Pit and Dark Pit changes ?
I heard D.Pit arrows are easier to control, and Pit Guardian Orbitars are easier to be broken.
If anyone can confirm this and test other things, I'll be happy.
Lumburgh voice: Yeeeahhh... if someone could go ahead and try to remember to do that, that'd be greaaat. Thanks!
 

ObsoletePixel

Smash Rookie
Joined
Nov 15, 2013
Messages
14
Location
Charlotte, NC
NNID
ObsoletePixel
3DS FC
1032-1711-1983
I don't see Pit or Dark Pit on the list, did they get no changes or did you just forget them? Anyway, great list! ^w^
 

Flamecircle

Smash Apprentice
Joined
May 19, 2008
Messages
154
Addition

Removed
Ahh, gotcha. I couldn't see anything outstanding when scanning down so I tried to compare versions 3 and 4 in an external diff and didn't find changes. It seems the old version pages aren't displaying properly. It also doesn't explain why we can't see the data for game 38 or the one that he previewed before.

...Is there a way to search for underlines?

EDIT: got it. Open up the developer console and find an insert and delete. Highlight them. in the right styles bar, hit the plus sign to style all elements tagged ins or del. you can color code them by typing color:[whatever color]

Easier: in dev console, ctrl+F for ins or del, right click the line, and select scroll to in view. I'm using chrome, but firefox should be similar.
 
Last edited:

san.

1/Sympathy = Divide By Zero
Moderator
Joined
Oct 26, 2008
Messages
5,651
Location
Rochester, NY
NNID
Sansoldier
3DS FC
4957-2846-2924
Ahh, gotcha. I couldn't see anything outstanding when scanning down so I tried to compare versions 3 and 4 in an external diff and didn't find changes. It seems the old version pages aren't displaying properly. It also doesn't explain why we can't see the data for game 38 or the one that he previewed before.

...Is there a way to search for underlines?
I had to look through it manually since the older versions also seemed to be 1.0.4.

ctrl+F hitbox_ and game_ made it easy to find changes to attacks.
 
Last edited:

icraq

Smash Lord
Joined
Feb 24, 2007
Messages
1,020
Location
Spokane
NNID
McJesusCrucifry
3DS FC
0662-2567-7986
Sorry to be nitpicky but I thought maybe the OP should be edited for Rosalina, it says "Luma cannot be controlled when Rosalina is thrown or takes damage", that's slightly misleading, it's specifically when Rosalina is in hitstun, it's not necessarily damage related or specific to throws. E.g. Rosalina can control Luma when she's getting shot by lasers. So it should probably read "Rosalina can no longer control Luma when in hitstun"
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
VI changes make sense. The worst part of VI was that vertical kill moves became super weak, while horizontal ones still at least lead to edgeguard scenarios. Vertical KOs became super hard to pull off with proper VI and dont have any other positional benefit really. However, horizontal KO moves that are VId correctly still bring the opponent offstage, so you get some reward still for landing it.

It seems the dev team realised this and removed VI for vertical knockback to make vertical kill moves properly strong again, and kept it for horizontal kill moves because it didnt hurt them as much.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,425
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I'm apparently getting some mixed feedback with Rosalina's up smash. @sonicbrawler182 mentions that he KO'd Mario with uncharged up smash at over 135% damage. I tried doing that myself, but Mario survived.

I tried doing this multiple times, and the results were always the same; Mario survives getting KO'd. It's not until Mario's damage went over 150% that I got the KO, so there's apparently something that's not right. Either I'm doing something wrong, or sonicbrawler182 did something that I don't know about.

On a side note, Mario was standing still when I did the tests.
 
Last edited:

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
I don't know if this is mentioned or not, but Rosalina's forward throw and backward throw have much weaker knockback than before.

Forward throw now KOs Mario at an Omega Form stage's center if he has over 250% damage; exactly 253% damage if you want to be accurate. Originally, he only needed to take over 215% damage to get KO'd.

Backward throw now KOs Mario at an Omega Form stage's center if her has over 245% damage. Originally, he only needed to take over 195% damage to get KO'd.

Up throw still KOs Mario at over 210% damage, though to be more accurate, he did get KO'd at 214% damage.

Also, in terms of the up smash, uncharged potentially KOs Mario at over 150% damage, while fully charged up smash potentially KOs him at over 110% damage.

All tests were done in Training on an Omega Form stage, with Mario as the test subject.
read the op, most of these changes are mentioned

but yes her bthrow bkb was changed from 70 -> 60
 

Flamecircle

Smash Apprentice
Joined
May 19, 2008
Messages
154
Alright, I can read this stuff now. Can't tell which moves they are though, but I can assume based on prior info.

Falco's last hitbox of Fair while landing was buffed from 2 to 5%, right? It's hitbox in the Z direction also changed from 11 to 12, whatever that means. Bigger?

Also, some number at the end changed from 8 to 7. Might be cooldown/lag?

Other than that, some asych timers changed, but I can't tell what they correspond to. Something must affect the blaster. Does anyone know what Unk_whatever means?

Also, A lot of Asych timers changed to "pass" which is also mysterious.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,425
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
read the op, most of these changes are mentioned

but yes her bthrow bkb was changed from 70 -> 60
The backward throw wasn't mentioned though, so that's something new to add.

Anyway, I was just bringing up my findings based on damage estimates, but if you're going by knockback values, then I guess my information is unnecessary then.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Alright, I can read this stuff now. Can't tell which moves they are though, but I can assume based on prior info.

Falco's last hitbox of Fair while landing was buffed from 2 to 5%, right? It's hitbox in the Z direction also changed from 11 to 12, whatever that means. Bigger?

Also, some number at the end changed from 8 to 7. Might be cooldown/lag?

Other than that, some asych timers changed, but I can't tell what they correspond to. Something must affect the blaster. Does anyone know what Unk_whatever means?

Also, A lot of Asych timers changed to "pass" which is also mysterious.
Unk_whatever is something that dantarion hasn't put into his translator yet, so it doesn't know what it corresponds to and defaults to Unknown.

For example, unk_0CE is "Generate Effect".

(I miss working on Brawl hacks someone make PSA for 3DS SSB4 plz)
 

Nidtendofreak

Smash Hero
Joined
Feb 10, 2006
Messages
7,265
Location
Belleville, Ontario
NNID
TheNiddo
3DS FC
3668-7651-8940
@ Thinkaman Thinkaman
:4myfriends: looking at some of the code some new things

Confirmed:
-Fair hitbox size increase and hitbox shifted slightly lower vertically. Beginning autocancel changed from 5 to 2 frames.
-Dtilt slightly shorter range
-Range increase on dair with some vertical hitbox shifts
-Dsmash more horizontal knockback

Uncertain:
-Possible ending lag decrease on dash attack
-Possible ending lag decrease on down smash
-Possible ending lag decrease and random tweaks on some specials
Things from the coding/I would assume dant's files?
 
Last edited:

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
it should help me if you posted a list of subaction ids->actual names. I'm working on making the diff site only show differences, but its still a ways off.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
it should help me if you posted a list of subaction ids->actual names. I'm working on making the diff site only show differences, but its still a ways off.
This is all I threw down.

0x50: "Jab1",
0x51: "Jab2",
0x52: "Jab3",
0x56: "Dash Attack",
0x57: "F-tilt (high)",
0x58: "F-tilt (normal)",
0x5b: "F-tilt (low)",
0x5c: "U-tilt",
0x5d: "D-tilt",
0x5e: "F-smash release (high)",
0x5f: "F-smash release (normal)",
0x61: "F-smash release (low)",
0x63: "U-smash release",
0x65: "D-smash release", #wrong?
0x68: "Nair",
0x69: "Fair",
0x6a: "Bair",
0x6b: "Uair",
0x6c: "Dair",
0x6d: "Nair Landing",
0x6e: "Fair Landing",
0x6f: "Bair Landing",
0x70: "Uair Landing",
0x71: "Dair Landing",
0x72: "Grab",
0x73: "Dash Grab",
0x74: "Pivot Grab",
0x76: "Pummel",
0x78: "F-throw",
0x79: "B-throw",
0x7a: "U-throw",
0x7b: "D-throw",
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
HELLO AND WELCOME TO THE OFFICIAL THINKAMAN CHANGELOG POST

Brought to you by @ Dantarion Dantarion !

Buckle your seatbelts and get your F5 key ready. We're doing this.

As a reminder, these are just changes to character script files--not game engine alterations, and not animations!

IASA and AC data does not seem seem to be stored in these files!!!

:4mario:
U-tilt damage 6.3 -> 5.5
a few unknown line deletions in the misc scripts for subactions 216-21d

:4luigi:
F-smash damage 14 -> 15
D-smash back hit angle 0x46 -> 0x3C, base knockback 0x50 -> 0x64
Fair hitbox size 4.8 -> 5.6
subaction 242 hitbox size 1.6 -> 1.7, z-pos 6.1 -> 7.0 (whatever it is, it does 25% at a 0x58 angle)
subaction 246 hitbox size 2.1 -> 2.2, z-pos 4.7 -> 5.5 (whatever it is, it does 20% at a 0x5A angle)

:4peach:
NOTHING

:4bowser:
NOTHING

:4yoshi:
unknown code added to subaction 47
unknown alterations to subactions 20e and 210; probably fixing up-b bugs?

:rosalina:
D-tilt hitboxes come out on frame 4 -> 5, and have had their sizes reduced 4.0/2.5/2.0 -> 4.0/3.2/2.5; the priorities of the latter two hitboxes has been corrected, and and the x-pos of the last one shifted 0 -> 1; in accordance with the delayed start time, the hitboxes only last 5 -> 4 frames.

F-smash base knockback 0x73 -> 0x6F
U-smash base knockback 0x64 -> 0x5A, primary hitbox size 5.0 -> 4.0 (secondary size unchanged)
Nair early hitbox sizes reduced 5.0/3.5 -> 4.2/3.0, x-pos shifted 4.5/1.5 -> 3.0/2.0
Nair early hitbox damage 6.0 -> 5.0
Nair late hitbox sizes reduced 5.0/3.5 -> 4.2/3.0, x-pos shifted 4.5/1.5 -> 3.0/2.0
Nair late hitbox damage decreased 10.0 -> 7.5
Fair early hits knockback growth adjusted 0x14/0x23 -> 0x37/37
Fair final hit knockback growth reduced 0x3C -> 0x32
F-throw base knockback reduced 0x55 -> 0x4C
B-throw base knockback reduced 0x46 -> 0x3C

:4bowserjr:
unknown additional line added on frame 28 in subaction 16

:4wario:
unknown additional line added to subaction 8F
subactions 231 and 232 do something on frame 1 instead of 2

:4gaw:
unknown changes to the misc script of uair
unknown new line and tweak to subaction 290

:4dk:
NOTHING

:4diddy:
Repeating jab final hitbox size 4.0 -> 5.0, y-pos 5.0 -> 5.5
unknown line deleted from subactions FC and FD
unknown line and 57 frame timer added to subactions 1A7-1AC
unknown line deleted from subaction 21F; also has an unknown hitbox (1%, hits after frame 6) param changed from 0x3F -> 0x1F
subaction 23E timer changed from 8 -> 9, unknown hitbox-like params of 5.0 and 4.0 reduced by 1
subaction 240 unknown hitbox-like params of 5.0 and 4.0 reduced by 1 or 2

:4link:

F-smash 1 sweetspot knockback growth decreased 0x3C -> 0x2F

:4zelda:

U-tilt damage increased 6.5 -> 7.2
Unknown param on grab hitbox of pivot grab changed from -18.7 -> -15.0

:4sheik:

Fair damage reduced 6.8/6.0 -> 5.5/4.8
Uair final hit base knockback reduced 0x9B -> 0x8A
Bouncing Fish base knockback reduced 0x64 -> 0x5A, knockback growth reduced 0x1E -> 0x1A

:4ganondorf:
The following line removed from misc scripting for u-tilt, u-smash and d-smash charge, and subactions 67, 137, 141, 147, 14D, 153, 1A7-1AA, 20E-210, 212-214, 216-218, 21A-21C, 23E, 240, 246-248
Code:
unk_010(0x0, 3.000000, 30.000000, 2.000000, 1.000000, 0.000000, 12.000000, 40.000000, 20.000000, 0x32, )
:4tlink:
NOTHING

:4samus:
NOTHING

:4zss:
U-smash hit frame slowed 8 -> 10, first hitbox duration increased 1 -> 2

:4pit:
unknown value in subaction 1B3 tweaked from 0x2 to 0x4
subaction 250-252 and 258-25A windboxes unknown parameter changed from 0x3F to 0x1F
unknown value in subaction 2D0 tweaked from 1.0 to 2.0
unknown line added to subactions 2D8 to 2DC

:4palutena:
A lot of mystery lines removed from misc scripts like ganon that I don't care about atm
U-smash hitbox duration increased, from frame 23 -> 27 (duration 5 -> 9)
Unknown param of pivot grab tweaked from -19.4 -> -17.4 (like Zelda)

:4marth:
Also has more mystery misc script lines I don't care about right now

:4myfriends:
Ton of misc script changes
Mystery lines added to Jab 3 startup
Jab 3 hit frame faster 8 -> 7
D-tilt damage increased 7->8, angle changed 0x169 -> 0x50, base knockback decreased 0x5A ->0x46, knockback growth increased 0x32 -> 0x46, size decreased 4.0 -> 3.8 (4.0 -> 3.0 on last hitbox), slight positional tweaks
D-smash angel changed 0x34 -> 0x30
Mystery lines added to fair startup and hitbox removal
Fair size increased 4.5 -> 5.0, y-pos adjustments
Bair damage increased 13 -> 14
Dair hitbox 1 (angle 0x32) size increased 4.8 -> 6.0, y-pos adjusted 3.0 -> 2.0
Dair hitbox 2 (angle 0x10E) size increased 4.5 -> 5.5
Dair hitbox 3 (angle 0x10E) size increased 5.3 -> 6.3, y-pos adjusted -7.0 -> -6.0
subaction 286 hitboxes (5%, angles 0x4B, 0x50, 0x46) unknown parameter changed 0x3F -> 0x1F
subaction 289 hitboxes (2%, angle 0x5A) unknown parameter changed 0x3F -> 0x1F, various z-pos adjustments
subaction 28A hitboxes (4%, angle 0x10E) unknown parameter changed 0x3F -> 0x1F
subaction 28B hitboxes (10%, angle 0x46) unknown parameter changed 0x3F -> 0x1F, various z-pos adjustments

:4robinm:
Yet more misc script lines deleted
Unknown param at the end of jab2 tweaked from 0x2B -> 0x2F
Unknown line of code added after frame 32 to subactions 260-262
Unknown param at the end of subaction 28C tweaked from 0xF -> 0x16

:4kirby:
Lots of misc scripting deletions
unknown instruction change at the end of subaction 2BA-2BC, 2BE-2C0, 2C2, 2C4, 2C6, 2C8
unknown line deleted at start of subaction 2E2-2E4, 2E6-2E8, 2EA, 2EC, 2EE-2F0, 2F2-2F4, 2F6-2F8
subaction 2FA and 2FB have unknown line removed and hurtboxes (3.0/5.0 damage, angel 0x16/0x169) unknown parameter changed from 0x3F to 0x1F
unknown line deleted on frame 15 of subaction 370
unknown line deleted at start of subactions 371-379, 37B, 3A2, 3AC
unknown line deleted on frame 23 of subactions 372-375, 377-379
unknown parameter in subaction 39F graphics changed from 0x2B -> 0x2F
multiple lines deleted on frames 11, 56, 71, and 101 of subactions 3BE-3C1
sound tweaks in subaction 3D0

:4dedede:
More mystery misc deletions
Fair damage reduced 13 -> 12
D-throw angle changed 0x46 -> 0x50, base knockback increased 0x3C -> 0x52
Subaction 304 hitbox frame reduced 1.0 -> 0.0
Subaction 304 and 306 hitboxs (10%, angel 0x169) has a lot of differences, adds additional hitbox spaced differently (z=40.0)

:4metaknight:
Nair initial hit damage increased 7.0 -> 10.0
Nair later hit damage increased 5.0 -> 7.5
Fair initial hits angle changed from 0x16E -> 0x55 on all applicable hitboxes
Bair final hit base knockback increased 0xB4 -> 0xD4
Uair y-pos changed 17.0 -> 19.0
Uair graphics tweaked
Dair y-pos changed 4.5 -> 6.5, z-pos changed 4.5 -> 3.5
Dair graphics tweaked
F-throw initial timer changed to synchronous (shouldn't matter?), additional hitboxes added at different positions.
Unknown line added to subaction 272
Unknown parameter in subaction 274 changed 0x1 -> 0x2

:4littlemac:
Jab 2 damage reduced 3.0 -> 2.0
Jab 3 damage reduced 8.0 -> 7.0
F-tilt (normal) tertiary hitboxes x-pos -5.0 -> -3.8
Nair unknown parameter changed 1.0 -> 2.0

:4fox:
NOTHING

:4falco:
Fair landing hitbox damage increased 2.0 -> 5.0, z-pos 11.0 -> 12.0, unknown parameter 8.0 -> 7.0
Unknown timer in subactions 213 and 21F moved from frame 9 -> 12
Code removed from graphics and sound scripts for subactions 234-236

:4pikachu:
F-smash 15% hitbox base knockback increased 0x41 -> 0x49
F-smash 12% hitbox base knockback increased 0x64 -> 0x66
subaction 222 base knockback increased 0x3C -> 0x3E (6%, angle 0x169)
subaction 255 base knockback increased 0x3E -> 0x42 (15%, angle 0x169)
subaction 258 base knockback increased 0x3E -> 0x42 (6%, angle 0x169)
subaction 267 defined, but code is empty

:4charizard:
Mystery lines added to subaction 47
Unknown parameter in hitbox of subaction 218 (8%, angle 0x32) changed 0x3F -> 0x1F
(Dragon Rush should be in a subroutine...)

:4lucario:
A ton of sound effect tweaks

:4jigglypuff:
NOTHING

:4greninja:
A few mystery misc lines deleted, though not many
U-smash hitbox size 6.5 -> 5.0
U-smash unknown operation following first hitbox changed: formerly changed -5.0 after 5 frames, now changes -4.0 after 3 frames.
U-smash 14% hitbox size reduced 7.0 -> 6.0
U-smash secondary hitboxes damage reduced 13% -> 11%
U-smash final hitbox damage reduced 11% -> 10%
D-smash damage increased 11%/9% -> 13%/11%
Fair base knockback reduced 0x5C -> 0x54
Uair structural changes including a new hitbox with a 0x55 angle following the normal 0x16E one
Uair final hit base knockback 0xBE -> 0xA8
Subactions 23A, 23E, 24A, 24E unknown parameter changed 1.0 -> 0.9
Subactions 23A, 23B, 23E, 23F, 24A, 24B, 24E, 24F hitbox (10%, angle 0x30) base knockback increased 0x64 -> 0x66
Unknown lines added to subaction 246, 252, 256

:4duckhunt:
A dozen mystery misc deletions
Additional hitbox added to first hit of u-smash; seems the same, but hits at tweaked angle and knockback compared to original it sits alongside.

:4rob:
Subactions 20E-210 unknown paramter on frame 25 changed 0x2B -> 0x2F

:4ness:
D-throw initial hitbox base knockback increased 0x1E -> 0x50, unknown parameter decreased 0x5A -> 0x46
D-throw repeating hits damage decreased 1.0 -> 0.6 (5 hits)
D-throw second hitbox added; x-pos = -4.4 instead of -6.4

:4falcon:
Couple misc deletions
Subactions 21E-220, 226-228 windbox unknown parameter changed 0x3F -> 0x1F

:4villager:
Subactions 2C9 hitbox (10%, angle 0x169) unknown parameter changed 0x3F -> 0x1F
(Remember, u-smash and many other Villager moves are articles)

:4olimar:
Unknown changes to subaction 25E
(remember, Pikmin are articles)

:4wiifit:
Reverse fair now correctly flagged as blockable
Unknown lines added to subaction 1B2

:4drmario:
Misc script deletions
Fair initial hitbox (10%) base knockback increased 0x55 -> 0x5F
Fair sweetspot hitbox (14%) base knockback increased 0x5F -> 0x66
Fair final hitbox (9%) base knockback increased 0x55 -> 0x5F
Dair repeating hit damage increased 1.4 -> 1.7 (4 hits?)

:4darkpit:
subactions 250-252 and 258-25A windboxes unknown parameter changed from 0x3F to 0x1F

:4lucina:
Misc script removals
Jab 1 base knockback decreased 0x3C -> 0x32, knockback growth decreased 0x19 -> 0x14

:4shulk:
Jab 1 damage increased 3.0 -> 3.5
Jab 2 damage increased 3.0 -> 3.5
Jab 3 damage increased 4.3/3.2 -> 5.3/4.2
Dash Attack damage increased 10 -> 11
F-tilt damage increased 12/10.5 -> 13/11.5
U-tilt damage increased 7/6 -> 8/7
D-tilt damage increased 8/6 -> 9/7, minor positional tweaks on third hitbox
F-smash initial hit 3rd hitbox weight knockback decreased 0x2D -> 0x1C
F-smash main hit damage increased 12.5/11.0 -> 13.0/11.5
F-smash main-hit size increased 3.5/2.0 -> 4.0/3.0, second hitbox x-pos 22.0 -> 21.0
U-smash initial hit damage increased 2.0 -> 4.5
U-smash main hit damage increased 13.0 -> 13.5
D-smash hit 1 damage increased 13/10 -> 14/11
D-smash hit 2 damage increased 11/9 -> 12/10
D-smash hit 3 damage increased 9/7 -> 10/8
D-smash hit 4 damage increased 7/5 -> 8/6
D-smash hit 5 damage increased 5/3 -> 6/4
Nair damage increased 6/7 -> 7/8
Fair damage increased 6.5/5.0 -> 7.5/6.0
Bair damage increased 11/7 -> 12/8
Uair hit 1 damage increased 4 -> 5
Uair hit 2 damage increased 9.0/6.5 -> 10.0/7.5
Dair hit 1 damage increased 4/6 -> 5/7
Dair hit 2 damage increased 10/9 -> 11/10
All throw hitbox (not the throws themselves) damage increased 2 -> 3
Subaction 253 damage increased 5/4 -> 6/5
Subaction 254 damage increased 8/6 -> 9/7
Subactions 26A-26D, 26F, 270 hitboxes y-pos 8.0 -> 9.0

:4pacman:
A lot of changes seemingly confined to audio/visual model properties.
Unknown line added to subactions 16 and 277

:4megaman:
Misc script deletions
Unknown line added to subaction 8F
Timer in subaction 236 changed from frame 24 -> 20 (...Leaf Shield?)
Timer in subaction 238 changed from frame 3 -> 2

:4sonic:
Unknown tweaks to subactions 29A and 29C

:4miibrawl:
Subaction 220 and 222 windboxes unknown parameter changed from 0x3F to 0x1F
Sound tweak in subaction 226

:4miigun:
NOTHING

:4miisword:
Subaction 21D windboxes unknown parameter changed from 0x3F to 0x1F
Sound tweak to subaction 21D
Subaction 24E hitboxes (many 8%, some 6%, angle 0x26) unknown parameter changed from 0x3F to 0x1F


Done!
 
Last edited:

Terotrous

Smash Champion
Joined
Feb 4, 2014
Messages
2,419
Location
Ontario
3DS FC
1762-2767-5898
I'm pretty sure the later subactions must be B moves. There's probably a lot of them because of customs. I suspect those Luigi ones are Fire Jump Punch (Sweetspot) and the easier version of that move that does less damage.

Fire Jump Punch Sweetspot is indeed 25% damage at a nearly vertical (0x58 = 88) angle, so that seems to line up. The next one having a noticeably bigger hitbox lines up too.

If my prediction is correct, that means that change is "Sweetspot hitbox on Luigi UpB moved up and made very slightly larger". Likely makes it a bit easier to connect.
 
Last edited:

Terotrous

Smash Champion
Joined
Feb 4, 2014
Messages
2,419
Location
Ontario
3DS FC
1762-2767-5898
Oh wait, that Luigi thing could also be SideB misfire. Depends on whether 90 degrees is considered to be up or forward. Does anyone know which angle counts as 0?

Also, yes! Zelda got 0.2% more damage than we thought!


:4ganondorf:

OH GOD 73 CHANGES
Lolol.
 
Last edited:

SolCalibre

One of UK's Best Sonics, apparently.
Joined
Sep 23, 2011
Messages
72
Location
London, UK
NNID
Solcalibur64
Wasn't there a video from CT that showed that Rosalina could still use luma to escape from grabs?
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Wasn't there a video from CT that showed that Rosalina could still use luma to escape from grabs?
I don't think I've seen the video but although Luma can still free Rosalina from being pummeled, it cannot act once a throw animation starts. This also applies to command grabs.
 
Last edited:

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
Peh, who needs patch notes :p

In all honesty, so many things were minorly changed that, for an update like this (a 'final month of development before the game is complete' update) would have been a nightmare to release patch notes for. Because developmers don't usually have to release public patch notes that say what they changed during the final month of in-house pre-release development.

It's just strange since the game was KIND OF out. In the sense that, the pre-release changes done to the Wii U version have to be applied to the 3ds. But this is more of a Wii U developmental update, than a 3ds patch. I hope we get patch notes in the future, though.
 

backlot

Smash Journeyman
Joined
Jul 29, 2014
Messages
345
So the stuff about changes to Zero Suit's up b and side b didn't turn out to be true? That's too bad.
 

EOE

Smash Apprentice
Joined
May 9, 2012
Messages
119
Location
EU
@ SamuraiPanda SamuraiPanda
Peach can N-air lock as before - it has not been changed in any way.

@ Thinkaman Thinkaman
How are you viewing the character script files? I'm familiar with modding Brawl characters and I recognize a lot of the sub-actions, so I may be of some help if it's needed. :)
 

san.

1/Sympathy = Divide By Zero
Moderator
Joined
Oct 26, 2008
Messages
5,651
Location
Rochester, NY
NNID
Sansoldier
3DS FC
4957-2846-2924
If this helps @ Thinkaman Thinkaman

I went through most of the changes manually earlier today. Many changes were from expression line removals, whatever that means.

Looked through @ Dantarion Dantarion 's stuff, going to pretty it up later, but these were my preliminary looks at it:

tl;dr for things we didn't quite know just yet
-Fair hitbox size increase and hitbox shifted slightly lower vertically. Beginning autocancel changed from 5 to 2 frames
-Dtilt ever so slightly shorter range
-Range increased on dair with some shifts
-Possible ending lag decrease on dash attack
-Dsmash more horizontal knockback
-Possible ending lag decrease on down smash
-Possible ending lag decrease and random tweaks on some specials

Source: http://opensa.dantarion.com/s4/mastercore/index.php?char=ike&mode=diff104


Ike frame data

Jab1: game_50
Startup: 4
Lasts: 2
Angle: 0x41
Base knockback: 0x64
WKB: 0x32
Knockback Growth: 0
Size: 3.5, X:0, Y:10, Z:13

Jab2: game_51
Startup: 3
Lasts: 2
Angle: 0x41
Base knockback: 0x50
WKB: 0x28
Knockback Growth: 0
Sizes:
3.5- X:0 Y:8 Z:17.5
4.5- X:0 Y:8 Z:8

Jab3: game_52
Startup: 7 (used to be 8)
Lasts: 3
Difference from 1.0.3: Additional 4 frame timer for unk_0DF(1.000000, ) from unk_0DF(0.500000, )
Angle: 0x2D
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x3C
Sizes:
4- X:0 Y:12 Z:-2
4- X:0 Y:9 Z:-2
4- X:0 Y:5 Z:-2
2.5- X:0 Y:1 Z:0

Dash Attack: game_56
Startup: 18
Lasts: 5 (5% sourspot appears after frame 20)
Difference from 1.0.3: Some expressions were removed, to me the hitbox feels better.
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0
Sizes:
6(10%) X:0 Y:8 Z:17.5
4(8%) X:0 Y:8 Z:10.5
2(5%) X:0 Y:12 Z:-1

Forward Tilt: game_57
Startup: 15
Lasts: 2
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x1E
Sizes:
4- X:0 Y:12 Z:-6
4- X:0 Y:6 Z:-6.5
4- X:0 Y:-1 Z:-7
game_58 and game_5B seem to be the same

Up Tilt: game_5C
Startup: 11
Lasts: 8 (strong hitbox 14% 11-13, weak hitbox 10% 14-19)
Angle: 0x5F (sweetspot) 0x55 (sourspot)
Base knockback: 0x5A
WKB: 0
Knockback Growth: 0x32
Sizes:
5(14%) X:0 Y: 12 Z:0
5(10%) X:0 Y:10.5 Z:-1
Some values at the end are different between the sweetspot and sourspot

Down Tilt: game_5D
Startup: 7
Lasts: 2
Angle: 0x50 (from 0x169)
Base knockback: 0x46 (from 0x5A)
WKB: 0
Knockback Growth: 0
Differences from 1.0.3: hitbox, knockback, angle, and damage changes (7->8 damage)
Sizes: 3.8 (from 4)
3.8- X:0 Y:0 (used to be 14) Z:-2
3.8- X:0 Y:9.5 Z:-2
3.8- X:0 Y:5 Z:-2
3.8- X:0 Y:13.5 (used to be 0) Z:-2

Forward Smash: game_5F
Startup: 25 (charge), 31(hit)
Lasts: 6 (31-33 for 19% damage above him, 33-36 for the 22% damage sweetspot and 17% damage sourspot)
Angle: 0x169 (sourspot: 0x3C)
Base knockback: 0x5A 19%, 0x56 for sweetspot and sourspot
WKB: 0
Knockback Growth: 0x28
Sizes:
19%
4 X:0 Y:6 Z:-3
3 X:0 Y:11 Z:-3
22%
5 X:0 Y:2 Z:-4
5.7 X:0 Y:7 Z:-4
17%
5.5 X:0 Y:11 Z:-4
19% covers the sourspot hitbox for the first few frames
Some expressions were removed (less ending lag?)


game_62, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?


Up Smash: game_63
Startup: 12(charge) 25(hit)
Lasts: 7 (25-30 sweetspot) then the sweetspot hitboxes disappear, then 2 more frames for the 10% soutspot
Angle: 0x52, 0x4B, 0x46, 0x41, 0x41(sourspot)
Base knockback: 0x56 (0x55 sourspot)
WKB: 0
Knockback Growth: 0x32
Sizes:
Sweetspot: 5 X:0 Y:0,4,7.5,11 Z:-2,-2,-2,0
Sourspot: 6, X:0 Y:7 Z:-16


game_64, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?


Down Smash: game_65
Startup: 6(charge) 13(hit1) 32(hit2)
Lasts: 3(hit1) 5(hit2, 32-34 sweetspot, 35-37 sourspot)
Damage: 14% (hit1) 17%(hit2 sweetspot) 8%(hit2 sourspot)
Differences from 1.0.3: more horizontal angle, tons of expressions removed (less ending lag?)
Angle: 0x30 (from 0x34), 0x3D (sourspot, from 0x41)
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x28, 0x1E(sourspot)
Sizes:
hit1: 4.2 X:0 Y:15 Z:0
hit2: 4.2 X:0 Y:15 Z:0
hit2 sourspot: 3 X:0 Y:12 Z:0

Many expressions were removed, so good chance of less ending lag


game_67, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?


Neutral Air: game_68
Startup: 6(autocancel end) 12(hitbox begins)
Lasts: 12-22 (sweetspot), 22-28(hitboxes change to 6 damage), then I see an ending at 64 frames, can't exactly tell what it does there
Damage: 9%
Differences from 1.0.3: None
Angle: 0x46
Base knockback: 0x69
WKB: 0
Knockback Growth: 0x23
Sizes:
4 X:0,0,0 Y:12,8,4 Z:0,0,0


Forward Air: game_69
Startup: 2(autocancel end used to be 5 frames) 12(hitbox begins)
Lasts: 16-21, then I see something at frame 42, probably autocancel frames
Damage: 12%
Differences from 1.0.3: additional unk_0DF(0.75) in the beginning, unk_0DF(1.0) after the hitbox ends, and animation start from 5 frames to 2 frames. These have something to do with speeding it up. Sizes increased from 4.5 to 5 and vertically shifted downward
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
5 (used to be 4.5), X:0,0,0 Y:9.0(used to be 9.5),6.2(used to be 6.5),4 Z:-2,-2,-2


Back Air: game_6A
Startup: 3(autocancel end) 7(hitbox begins)
Lasts: 7-10, then I see something at frame 35, probably autocancel frames
Damage: 14% (from 13%)
Differences from 1.0.3: +1 damage to 14%
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
7.5 X:0 Y:9 Z:-9
6.0 X:0 Y:0 Z:-6


Up Air: game_6B
Startup: 6(autocancel end) 13(hitbox begins)
Lasts: 13-30, then I see something at frame 51, probably autocancel frames
Damage: 11%
Differences from 1.0.3: None
Angle: 0x50
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x28
Sizes:
5 X:0,0,0,0 Y:12,8,4,0 Z:0,0,0,0


Down Air: game_6C
Startup: 5(autocancel end) 16(hitbox begins)
Lasts: 16-18, then autocancels at frame 48
Damage: 15%
Differences from 1.0.3: Size increased for spike and "sourspot", vertical shift to hitboxes
Angle: 0x32 (spike), 0x10E
Base knockback: 0x64 (spike), 0x5A
WKB: 0
Knockback Growth: 0x1E (spike), 0x14
Sizes:
Spike: 6.0 (used to be 4.8!), X:0 Y:2(used to be 3), Z:1
"sourspot:" 5.5(used to be 4.5),6.3(used to be 5.3), X:0,0 Y:-2,-6(used to be -7), Z:1


Then there's a lot of unchanged stuff with specials.

Eruption: 21E
Something at 262 with 6 damage, aether wave? 263 is probably diagonal aether
Then a bunch of aether hitboxes...

THEN, at game_289, there are some changes to the Z offset, 50->62, then some others from Z:10,22,34,46 to Z:12,24,38,52
game28B has a 10 damage hitbox with a size reduced from 20 to 18 and some Z offset increases. Is this the Aether Wave projectile?


expression_137, expression_141, expression_147, expression_14D, expression_153, 20E, 20F, 212, 213, 214, 216, 217, 218, 21A, 21B, 21C, 21E, 21F, 220, 222, 223, 224, 226, 227, 228, 22A, 22B, 22C, 22E, 22F, 230, 232, 233, 234, 236, 237, 238, 23A, 23B, 23C, 23E, 23F, etc (gave up lol) had a line or 2 removed

 
Last edited:

Fenrir VII

Smash Master
Joined
Sep 9, 2005
Messages
3,506
Comparing the data @ Thinkaman Thinkaman is pulling from Dantarion's stuff to what @Doval compiled for 1.0.3, it looks like Megaman has some attack speed changes.

So Thinkaman is compiling frame data from a script dump by Dantarion for 1.0.4, and there seems to be some differences from what we have.
Link to data: http://smashboards.com/threads/frame-data-and-hitbox-values-for-every-character-wip.378789/

Currently no IASA data at that link... not sure if he'll be able to add it.


Jab1 - Hits on frame: 2.0 < 5 frames faster compared to Doval's 1.0.3 data
Nair - Hits on frame: 2.0 < 5 frames faster co
mpared to Doval's 1.0.3 data

Dash Attack - Hits on frame: 8.0 < No change
U-tilt - Hits on frame: 6.0 < No change
D-tilt - Hits on frame: 5.0 < 1 frame slower compared to Doval's 1.0.3 data
U-smash release - Hits on frame: 8.0 < 1 frame faster compared to Doval's 1.0.3 data
D-smash release - Hits on frame: 17.0 < 2 frames faster compared to Doval's 1.0.3 data
Fair - Hits on frame: 9.0 < No change
Bair - Hits on frame: 4.0 < No change
(Link to quote to see Doval's original data thread)

Looks like the dsmash speed buff was real.
I'm not currently sure about the jab/nair numbers because 5 frames is pretty significant... may just be an apples to oranges comparison.
EDIT: Yes, Nair/jab change confirmed false... just a difference in what's being measured I suspect. No change from old
 
Last edited:
Status
Not open for further replies.
Top Bottom