Official Mario Enigma Machine [1.1.1] Patch Notes

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Shaya

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#1
Hello and welcome to our bimonthly ****fest!
Please avoid posting things you cannot confirm with evidence. Placebo be damned.
tl;dr if you don't read the blurb: I WILL INFRACT YOU

Please avoid posting things you cannot confirm with evidence. Placebo be damned.
Please double check to see if something you've posted hasn't already been done so. In the top right corner you are able to search specifically within THIS thread, try the character name and see what others have said (+what's been disconfirmed or otherwise)
REMEMBER that damage decreases or increases nearly linearly affects knock back and hit stun. No need to say "this move kills earlier or later" when we already are aware of damage changes. IF damages aren't changed and knock back is different that should be noted.
For the most part, hitbox changes (size or angles) are hard to confirm without data backing and require hard evidence to be noted. Otherwise, hopefully we'll get a data dump some time soon #_#
Please be careful about comparing WiiU to 3DS with different versions, blast zones are different even on shared stages and other visual ques can be different. This means a move will kill at different percent in either version.

IF YOU ARE INSISTENT ON POSTING THINGS THAT ARE DUBIOUS AND DO NOT PRODUCE EVIDENCE YOU WILL BE INFRACTED AND/OR TEMPORARILY ROOM BANNED FROM THIS SECTION

Global Changes
  • The latest season of Doctor Who has started, ~BREATHE~ fortunately Sundays are far far away
  • Shield damage on tech get up attack decreased across the cast 10 → 8
  • Shield stun mechanics altered: formula assumed: [(damage / 1.75)+2] instead of (damage/2.56) [?]
  • Please refer to here for shield changes: http://smashboards.com/threads/419235/
  • Invincibility on back roll and air dodges FORWARD ROLL reduced by 1 [?]
Table listing is in alphabetical order. You can sort the table by provided values for your convenience.

Thanks to Thinkaman Thinkaman for dumping move set data and hence being the source of a hyper majority of the provided information thus far
Character Last (PST) Changes MISHAUN COMPREE
:4bowser:Bowser Thurs 07:49
  • Fireball (N-Special 2)
    • Initial hit damage increased 5% → 6%
    • Initial hitbox base 25 → 35, size 4 → 5
    • Initial hit duration increased from 15 → 20 frames
    • Weaker hit damage 3.5% → 5%, size 3.5 → 5
    • Ending reduced ?
  • Neutral Air
    • Damage on hits increased 5% → 6%
    • Landing lag reduced 24 → 20 frames

:4bowserjr:Bowser Jr Thur 23:00
  • Tech Get Up Attack alternative to global; shield damage 1 → 10
  • (N-Special 3) ending reduced by 14 frames
  • Cannonball (Neutral Special)
    • Hitbox size increased 4.5 → 5.5
    • Growth increased 60/80 → 65/85 (sour/sweet)

:4falcon:Captain Falcon Wed 01:50
  • Wind-up Raptor Boost (S-Special 3) damage increased 7%/8% → 8%/9% (air/ground)

:4charizard:Charizard Wed 00:31
  • ? (D-Special 2)
    • Damage increased 10%/9% → 12%/10% (grounded/aerial)
    • Ending reduced by 5 frames
    • Startup reduced

:4diddy:Diddy Kong -
Glitch: out of shield actions attempted during an opposing multi hit move grants grab immunity until his shield is struck in another instance
:4dk:Donkey Kong
Wed 03:45
  • Giant Punch (Neutral Special) shield damage decreased 2 → 0 (customs included)
  • Headbutt (Side Special) shield damage decreased 30 → 25 (Stubborn Headbutt [3] included)

:4drmario:Dr. Mario Oct 5
  • ? (D-Special 3)
    • Damage increased from 8% → 10/12%
    • Sweetspot knockback adjusted base 65 → 100, growth 120 → 70

:4fox:Fox Wed 00:18
  • Down Throw
    • Laser damage decreased 2.0% → 1.5%
    • Now shoots an additional laser (total damage maintained)

:4ganondorf:Ganondorf Wed 03:45
  • Neutral Air significant rework
    • Second strike initial hitbox damage increased 9% → 10%, growth 100 → 120

:4greninja:Greninja Oct 5
  • (S-Special 3) ending reduced
:4myfriends:Ike
Wed 03:43
  • Smash Counter (D-Special 3) growth 100 → 70, base 48 → 90
  • Tempest (N-Special 2)
    • Uncharged
      • Damage increased 1% 5%
      • Duration increased by 2 frames
      • Ending reduced by 4 frames
    • Charged
      • Duration increased by 2/3 frames (initial, late)
      • Initial hitbox moved backwards slightly
      • Ending on regular charge reduced by 4 frames
      • Ending on max charge reduced by 2 frames
  • Furious Eruption (N-Special 3)
    • Uncharged
      • Sweet hitbox size 7.0 → 8.5, adjusted upwards
      • Duration altered 12 → 10 frames (1st hitbox), 12 → 15 frames (2nd hitbox)
    • Charged
      • Sweet hitbox size 8.0 → 10.0, adjusted upwards
      • Duration altered 16 → 14 frames (1st hitbox), 16 → 19 frames (2nd hitbox)
    • Maximum Charged
      • Sweet hitbox size 10.0 → 12.5, adjusted upwards
      • Sour hitbox size 15 → 16, adjusted upwards
      • Duration altered 16 → 14 frames (1st hitbox), 16 → 19 frames (2nd hitbox)
      • Ending reduced

:4kirby:Kirby Wed 03:00
  • Ice Breath (N-Special 2)
    • Hitboxes moved forward
    • 6% hitbox angle 40° → 30°, base 50 → 40, size 7.0 → 7.5
    • Startup reduced
    • Ending reduced
  • Hammer Bash (S-Special 2)
    • Aerial weight kb 20 50
    • Hitbox priority lowered for sweet spot
    • Startup reduced

:4link:Link Wed 02:49
  • Shocking Spin (U-Special 2) Hitbox damage increases
    • 14% → 16%, 9% → 11%/12, 7% → 8%, 5% → 6%
    • New 14% hitbox added

:4littlemac:Little Mac Wed 04:40
  • Neutral Special 3
    • Uncharged damage 10% → 11%
    • Charged growth increased 60 → 70

:4lucario:Lucario Wed 00:39
  • ? (D-Special 2)
    • Hitbox angle altered 58° → 65°
    • Ending decreased by 7 frames

:4lucina:/:4marth:Falchions Wed 00:43
  • Shield Breaker (Neutral Special) shield damage decreased 30 → 25

:4luigi:Luigi Oct 5
  • Down Throw base decreased 75 → 55, growth increased 30 → 83
  • Down Air spike hitbox size increased 1.8 → 2.5
  • Cyclone (Down Special)
    • Initial hitbox hit lag modifier increased 1.0 → 1.3
    • Final hitbox growth 130 → 120, angle 90° → 89°
  • Down Smash growth increased 80/100 → 85/104 (first/second strikes)
  • Fiery Jump Punch (U-Special 2) hitboxes altered
    • Size 3.8 → 4.0
    • Vertical displacement 6.0 → 5.5
    • Horizontal displacement 6.4 → 7.0
  • ? (D-Special 3)
    • Damage increased from 8% → 10/12%
    • Sweetspot knockback adjusted base 65 → 100, growth 120 → 70

:4megaman:Mega Man Fri 01:00
  • Hyper Bomb (N-Special 2)
    • Ending decreased by 5 frames
    • Direct damage increased 8% → 10%
    • Splash damage increased 6% → 8%
    • Projectile speed increased
  • Ice Slasher (S-Special 2) ending decreased by 6 frames

:4metaknight:Meta Knight Wed 00:53
  • Lazy Shuttle Loop (U-Special 3) final hitbox size increased 7.0 → 7.2, duration increased by 2 frames

:4ness:Ness Oct 5
  • Side Special 3
    • Damage on hit increased 1% → 2%
    • Damage on trigger increased 8% → 9%, hits sooner, smaller size and closer
  • PK Flash Charge (N-Special 3?) hitbox changes
    • Size 10.0 → 13.0, angle 80 → 85, base 80 → 50, growth 30 → 80
    • Duration of first hit box 3 → 2 frames
    • Minimum charge increased
:4palutena:Palutena
Thur 23:00
  • Lightweight (D-Special 2) "infinite" renewal glitch with platforms removed
  • Explosive Flame (?)
    • Initial looping hit size 3.7 → 4.8, damage 0.6% → 0.8%
    • Final hit size 14.0 → 15.5, damage 4.0% → 4.2%
    • Final hit is no longer unblockable

:4peach:Peach Oct 5
  • Toad (Neutral Special) ending frame reduced 64 → 62 (customs affected: 66 → 61)
:rosalina:Rosalina
Wed 01:11
  • Guardian Luma (D-Special 3)
    • Ending decreased by 1 frame
    • Start up reduced ?
    • Luma hitbox changes
  • Floaty Star Bit (S-Special 2) ending decreased
  • Jab damage on rapid loops 2% → 1.7%

:4ryu:Ryu Sat 06:00
Ryu's turn around animation length increased 2 → 5 frames (easier QCI) changed in 1.1.0
:4samus:Samus
Thurs 07:49
  • Melee Charge Shot (N-Special 3)
    • Fully charged damage 18% → 20%, growth 35 → 32, base 65 → 70, size 8 → 10
    • Fully charged self push back increased substantially
    • Partial charge damage 5% → 6%, angle 45° → 40°, base 30 → 50, size 4.0 → 2.5
  • Screw Attack (Up Special) Looping hitboxes 2-4
    • Angle altered 100 → 96
    • Weight knockback altered 150/120 → 178/140
  • Neutral Air
    • Initial strike hitbox size increased 5.5 → 6.0, duration 2 → 4 frames
    • Second strike angle now 45 from Sakurai Angle
    • Second strike sweetspot size 3.5 → 4.0
    • Second strike sour spot growth 80 → 98, size 2.8 → 3.3, duration increased by 2 frames
  • Forward Air
    • Looping hits damage 1.0% → 1.6%
    • Landing lag reduced 30 → 24

:4sheik:Sheik Thur 23:00
  • Penetrating Needles (N-Special ?) shield damage reduced 9 → 6
:4shulk:Shulk
Wed 01:31
  • Dash Vision (D-Special 2)
    • Hitbox angle altered 35° → 32°
    • Growth increased 84/94 → 89/99 (alt attack options)

:4sonic:Sonic Wed 01:39
  • Tech Get Up Attack alternative to global; shield damage 1 → 10

:4tlink:Toon Link Wed 01:42
  • Sliding Spin Attack (U-Special 2)
    • Grounded attack's active hitboxes increased 1 → 6, growth values adjusted
    • One of the new hitboxes damage increased 10% → 11%

:4villager:Villager Thurs 23:30
  • Extreme Balloon Trip (U-Special ?) hitbox sizes decreased 6.5 → 4.0, 14.5 → 11.5
:4wario:Wario
Wed 01:56
  • Garlic Breath (N-Special 3)
  • Start up increased by 1 frame?
  • Ending frame increased (?)

:4wiifit:Wii Fit Trainer Wed 01:59
  • Volatile Breathing (D-Special 2) unknown collision flag altered

:4yoshi:Yoshi Wed 02:00
  • High Jump (U-Special 2) ending reduced by 4 frames
  • Ledge Get-Up Attack shield damage increased 0 → 1

:4zelda:Zelda Wed 02:00
  • Farore's Squall (U-Special 2)
    • Hitbox duration increased by 1 frame
    • Ending reduced by 6 frames
  • Nayru's Passion (N-Special 3)
    • Explosion hitbox start up decreased by 5 frames
    • Wind hitbox start up decreased by 2 frames, slight position alteration

 
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Vipermoon

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#7
Edit:

This post was reserved for Marth changes. I fell for the placebo.

He apparently wasn't changed at all except for a Shield Breaker shield damage nerf. So now it's... just a kill move? What was the point of that? It's literally named after its ability to break shields. They should have focused on fixing his moveset.
  • He has many blind spots due to missing frames and small hitboxes (both jabs, ftilt, utilt, fsmash, fair, uair, dair, up b).
  • He has bad moves (Dash Attack, Dsmash, and DB1) that need attention.
  • Dancing Blade doesn't connect properly (DB2 goes right under their feet).
  • His throws don't do enough damage and his "combo" throws have the combination of too much knockback and too much end lag for follow-ups.
  • His autocancel windows are crap.
This isn't even the half of it. He's still a character that while heavily buffed compared to 1.0.0, relies way too much on kill power and rage. Maybe next patch.
 
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#13
What fun! I'll get to work spotting changes with my setup. Once I have a list, I can provide the pre-patch footage for comparison. It'll also serve as a frame work of what to look for when people are datamining.

I ran from the left side of FD to the right with Zelda, died faster on the Wii U so I think her run speed got buffed.
3DS FD boundaries are all larger than the Wii U version
 
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New_Dumal

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#15
The Random Talking Brush posted that EVERY character was patched someway.
That's a important information.
Maybe in some mechanics like air dodge, spotdodge, shield ?Or this will not be listed as a change in all characters?
Last update a lot of characters received changes in jab final frames, that kind of silly details...
Anyway, I would help if someones give us the code of the update like the last time.
Too late for testing each single aspect, I have college tomorrow :/

Opening up the files now...
Can you share it with me? I can help you, was there last time.
Also, Lelouch and Hououin Kyouma could make everything faster =D
 
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FlynnCL

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#16
Ganondorf's neutral air is adjusted to link into itself better. Luigi's down throw has greater knockback scaling.

Outside of that almost everyone else seems to be the same in terms of damage/knockback. I was expecting a lot more changes after 2 months.

Edit: Oh wow. Pretty funny how this ended up being arguably the biggest patch yet.
 
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#21
Sheik's needles are unchanged
BF is unchanged
FAir's auto cancel window is unchanged
vanish autocancel unchanged
ftilt unchanged
As confirmed by multiple testers in the Sheik Skype group
Can we keep posts like "I played for 10 mins and don't feel changes from the whole cast" or "I really hope x character go t nerfed" out of this thread
Gets in the way of actual data
 
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New_Dumal

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#24
I don't trust anything that Zero is talking about changes (even when I do think Luigi would be nerfed.).
I don't want high/top tiers get too nerfed at stuff like throws/combo potential.

I'm waiting for Thinkaman Thinkaman information from the code.
He is someone I trust much more than ZeRo to that kind of stuff :)
 
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Vipermoon

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#28
Captain Falcon get up attack shield damage decreased from 10 to 8. Wouldn't be surprised if this turns out to be a global change, and this is what is different on (at least) everyone.
Well it seems Marth's shield breaker is just as effective on shields as it always was.

Edit: ignore this post I was an idiot. It's extremely obvious how weak SB is now
 
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Zionaze

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#31
So wario.
I cant seem to remember but if you rode the bike offstage and you flash yellow you get another bike yes? But if you ride that bike and touch the ground you cant jump off and spawn another one. Was this always the case? Or did they nerf spamming bike
 
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Thinkaman

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#38
Duck Hunt has no changes except for a element change on a windbox on (all 3) Can; no idea, didn't know this hitbox existed.

DK has a few changes.
 
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