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Wait.... what happened to Link's Jab 1?
Anyway, the unknown Param in link's grab is probably the length of the grab box.
It's not faster, and the timings should be the same. The hitboxes were just completely redone, to the point that comparing them to the old ones is a waste of time. The best you can do is go play with the new move yourself.Could we get more info about this? Are the frames faster? Is it cancellable again?
Well, you might do more knockback since growth scales with hitbox damage. But iirc some were saying the IASA timings are more favorable now.I'd like to clarify something. DK's cargo u-throw received only a damage buff and no KB alterations. Does this mean the move is functionally the same as far as combos go? (Thinking of the cargo u-throw/jump/u-air of course)
Yeah, I double checked it after I noticed it was odd.It says Marth's transition to Jab 2 is frame 17 but Lucina's is frame 18. Is that true? If so, here is the first frame difference Marth and Lucina ever had.Oh and THANK YOU!
Yup, double checked it.Also no changes on Kirby huh? Guess there really was no change to the sweet spot of the forward o.o;
Damage is factored into the knockback formula, if I'm not mistaken the damage increase from 7 >10% should have about as much of an effect as the KBG being increased from 30 > ~43I'd like to clarify something. DK's cargo u-throw received only a damage buff and no KB alterations. Does this mean the move is functionally the same as far as combos go? (Thinking of the cargo u-throw/jump/u-air of course)
Falco Dair
sourspot replaces on frame 21 -> 20 (sweetspot duration 4 -> 5)
Now the fun part: Analysis of Jab Buff Party 2015.
THE SLIGHT USMASH NERF I ALWAYS DESPERATELY WANTED, THIS IS PERFECT. IT'S CHRISTMAS! I also like the dair change, assuming it wasn't like that before. That is the sort of stuff Sonic should be capable of; not low-% u-smash and throw kills, urg.
It used to replace on frame 19, not 20; fixed. (It is a 1 frame duration buff to the sweetspot)I'm confused, the sourspot kicks in a frame earlier but the sweetspot is active one frame longer? Is there a typo here, or does the move start sooner?
Well, you might do more knockback since growth scales with hitbox damage. But iirc some were saying the IASA timings are more favorable now.
Alright, thanks. I knew that, it's just a bit confusing when some of his throws had values changed for damage and knockback, and only damage was tweaked for u-throw but it STILL gets that inherent KBG increase.Damage is factored into the knockback formula, if I'm not mistaken the damage increase from 7 >10% should have about as much of an effect as the KBG being increased from 30 > ~43
I don't know if it will affect his combos off it, but opponents will fly further when thrown.
Really amazing job you've done.Now the fun part: Analysis of Jab Buff Party 2015.
see: Zelda usmash. If these changes (they are generous) really do fix her usmash (which is a fast move!), it will help Samus a lot. Potentially one of the most overlooked and underrated changes in significance.
.
I do not think he is top tier by the merits of these changes alone. He might be comfortable in A tier depending on how the rest of the changes effect the other characters, and he definitely fits in B tier already, but this was the case before 1.08. The neutral air landing lag change is nice, but a luxury. The forward tilt hit box size increase and decrease is also nice, but it is still unsafe to use against many mindful opponents in neutral with strong punish options, and it still has to contend with forward smash. The biggest change he has received was the change in 1.07 where his Dimensional Cape was fixed, allowing players to use it as an option. The other changes are trivial.is a top-tier contender now, guys. Take that to the bank.
We've discussed it a bit, and we're quite happy. I mean, what we really want from an update is consistency over whether Bowsercide should kill both targets, or kill Bowser first. Because right now it's bugged to be stage dependent and phase dependent (castle siege, Delfino, etc.). Bowser's Utilt saw no use among our top players prior to the patch. You could hit a target on a platform above you with Utilt, they block it with shield, then they could put down shield, drop under the platform, and get off a smash attack on Bowser before the Utilt's animation finished. You could also swipe at people as they air dodge through it, and they would have frame advantage as they land with their appropriate lag. Our Usmash was just so much better between double damage, more active frames, a second hitbox as he lands, and Shellguard. Now that Utilt is better, we don't think it's game changing, but it's nice to know we COULD make use of it for platform pressure, and maybe an odd mixup. The hitbox for this move is alarmingly huge, giving us the better juggle game we never really knew we wanted.Now the fun part: Analysis of Jab Buff Party 2015.
has a faster, safer, weaker u-tilt, as we already knew. No idea how this will affect him, tbqh. No idea how this move fits into his matchups. I anticipate Bowser being one of the weakest characters after this, but this is pretty definitely a benefit for him.
So, let me make sure I get this right: basically if you use those forward (B)s on Battlefield, they now land above you?The height at which a defender will land on a platform during a throw's animation overlapping a platform has been increased, reducing the ability for this interaction to happen. Notable on Ganondorf's Flame Choke (can no longer force this on battlefield platforms against any character) or Mewtwo's Confusion.
50/0's fair can actually compete with Marth's in terms of range. That's pretty sweet. I'm happy most of the buffs I wanted for swordfighter came true.Hot damn Swordfighter. Dunban costume gonna get extra work, poor Shulk.
The Swordsman meta is soon upon us. Finally.
Why did you have to leave us?!Alright, never say I don't love you guys. Shoutouts to Schiffe for supplying the files.
REMEMBER, this does NOT include:
This DOES include any and all possible changes to:
- 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!)
It is possible but unlikely that any of these were missed while compiling this list.
- 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)
If that's the case, let me check him next.As of now, I am still attempting to get Mewtwo's 1.06/1.07 proper data and see if he received any buffs/nerfs. For some reasons, Mewtwo's files are scrambled randomly in his folder. Not easy to get...
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."hitlag 0.5 -> 0.7 I'm kind of confused as to what this means, can anybody please explain to me what do they mean by hit lag? Like the lag you get when you get hit by an attack? I thought that's static throughout all moves.
Thanks for all the work Thinkaman! :D
And Captain Falcon can still run off and immediately snap to the ledge with a Raptor Boost. It's only special moves that cause a grounded slide that have been affected.This isn't really a change per say, but I'd like to note how despite several characters getting ledge/momentum type techs removed, Ganon's Wizkick cancel is still in.
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.
I'm confused by "hitbox 0"s. I'm especially wondering if one of the hitboxes on G&W's D-Tilt is his windbox? Someone please explain.Alright, never say I don't love you guys. Shoutouts to Schiffe for supplying the files.
REMEMBER, this does NOT include:
This DOES include any and all possible changes to:
- 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!)
It is possible but unlikely that any of these were missed while compiling this list.
- 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)
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
Would perhaps a 1.0.4 > 1.0.6/7 changelist be available sometime then if/since the 1.0.7 files are the same as 1.0.6's for the most part?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.
I think you should also get him 1.04 files to so he can compare them directly and see what's probably missing from our 1.06 community patch notes.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.
Hey welcome to smashboards! Currently in terms of hitboxes, ROB is unchanged. The page previous to this one has a huge compilation of data for every characters hitbox, kb, damage, etc. (except DLC)I dunno if this is the place to ask, but if anyone has an unpatched Wii U, could they test the hitboxes on ROB's down air? Post-patch I feel as if spike hitboxes are far more generous. Could be placebo or confirmation bias, but I feel pretty strong about this one or I wouldn't ask.
worldssmallestviolin.jpgSamus' grabs got the same treatment as Link's. Earlier IASA frames. Though my testing method doesn't give me an easy way to examine dash and pivot grabs. I assume whenever they change one grab, they change them all. Zero Suit was not lucky enough to get the same treatment.
I didn't realize there was a huge dump, I've only really been going off the first page for reference. I apologize! Thanks so much.Hey welcome to smashboards! Currently in terms of hitboxes, ROB is unchanged. The page previous to this one has a huge compilation of data for every characters hitbox, kb, damage, etc. (except DLC)
I think you should also get him 1.04 files to so he can compare them directly and see what's probably missing from our 1.06 community patch notes.
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.Would perhaps a 1.0.4 > 1.0.6/7 changelist be available sometime then if/since the 1.0.7 files are the same as 1.0.6's for the most part?