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Tournament Mode [1.1.0] Community Patch Notes

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LimitCrown

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The first two hits of Zelda's jab deal 2.5% each while the third hit deals 3%. This is to clarify exactly how the damage values of each of the hits were changed.
 

Raijinken

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Robin's dthrow now sends the opponent virtually nowhere at low percents. Tested across two Robin players.
 

Browny

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Mewtwos fthrow shadowballs seem to do 2% now instead of 1.5% so his fthrow has gone from 10.5% - 13%

I even managed to get it to do 14% just before so it might even be doing 13.1-13.5% but for now its consistently doing 13, staling down to 12 on the second use.
 

LordWilliam1234

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Hey everyone. I'll be counting frames and checking for changes starting tomorrow. I believe I've recorded everything I've needed.

If anyone notices any frame changes, tag me and I'll check for you when I get the chance.

In the meantime though, I can confirm the following for Greninja:

Shuriken: Uncharged version's start-up reduced by 5 frames, from 25 -> 20. Total frame count down from 50 -> 45.

Down throw total frames reduced by 7 frames, 49 -> 42.

Haven't checked everything else of his yet.
 

Anonano

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So, I looked at the raw data for Charizard from Dantarion's data dump (http://opensa.dantarion.com/s4/raw/diff-128-144/lizardon.html).

Looks like ftilt was changed from doing 10%/7%/7%/7% to 11%/7%/11&/7%, so more of his tail could be considered a sweetspot (and not just a change from 10%>11% on the already existing sweetspot).

Quick edit: Seems like the rest of the values for the 3rd hitbox were changed to match the "sweetspot" values as well, so it's not just a damage increase to the 3rd hitbox.
 
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Spinosaurus

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Wario's dash attack got changed according tot he dump, but can't read it. Seems negligible, though.
 

Dogmaster

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Mewtwos up throw does 13% SPECIFICALLY TO Bowser Jr on the first time you use it. the next 4 up thorw do 14% to him, then it does 13% and then does 4 more 14% and repeats this cycle

Do not test damage on Bowser Jr., he receives differing damage depending if you hit the car or him
 

Lanzoma

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Looking at the data dump for Falcon, comparing it with old data and verifying in game, I got this:

Visual:
- Rapid Jab and Rapid Jab Finisher have adjusted animations.

Game:
- Rapid Jab Finisher no longer has a huge horizontal hitbox (two values got reduced, from 14 -> 10 and 19 -> 15, but I don't know what they mean exactly).
- Sweetspot Bair does 13%, down from 14%. Sourspot has no changes.
 

FullMoon

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Hey everyone. I'll be counting frames and checking for changes starting tomorrow. I believe I've recorded everything I've needed.

If anyone notices any frame changes, tag me and I'll check for you when I get the chance.

In the meantime though, I can confirm the following for Greninja:

Shuriken: Uncharged version's start-up reduced by 5 frames, from 25 -> 20. Total frame count down from 50 -> 45.

Down throw total frames reduced by 7 frames, 49 -> 42.

Haven't checked everything else of his yet.
Thank god I thought the placebo had gotten to me.

I didn't know D-Throw had less endlag though, that's awesome. I only knew about it doing 1% less damage, that more than compensates for it.

It's a good day to be a Greninja main.
 

Nobie

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I'm completely a novice at this reading raw data thing, but I think I figured out one of Mewtwo's buffs.

065 - - 6C3662BB
game
---

+++

@@ -1,8 +1,8 @@

AsynchronousTimer(18.0f)
?SetBit(0x2100001b)
AsynchronousTimer(21.0f)
- Hitbox-B738EABD(ID=0x0,Part=0x0,Bone=0x0,Damage=15.0f,Angle=0x37,KBG=0x70,FKB=0x0,BKB=0x14,Size=4.0f,X=0.0f,Y=3.5f,Z=13.6999998093f,Effect=0x13,Trip=0x0,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x1,SFXLevel=0x0,SFXType=0x2,Ground/Air=0x8,Direct/Indirect=0x3,0x0,0x0)
- Hitbox-B738EABD(ID=0x1,Part=0x0,Bone=0x0,Damage=15.0f,Angle=0x37,KBG=0x70,FKB=0x0,BKB=0x14,Size=8.69999980927f,X=0.0f,Y=3.5f,Z=13.6999998093f,Effect=0x13,Trip=0x0,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x1,SFXLevel=0x0,SFXType=0x2,Ground/Air=0x8,Direct/Indirect=0x1,0x0,0x0)
+ Hitbox-B738EABD(ID=0x0,Part=0x0,Bone=0x0,Damage=15.0f,Angle=0x37,KBG=0x76,FKB=0x0,BKB=0x14,Size=4.0f,X=0.0f,Y=3.5f,Z=13.6999998093f,Effect=0x13,Trip=0x0,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x1,SFXLevel=0x0,SFXType=0x2,Ground/Air=0x8,Direct/Indirect=0x3,0x0,0x0)
+ Hitbox-B738EABD(ID=0x1,Part=0x0,Bone=0x0,Damage=15.0f,Angle=0x37,KBG=0x76,FKB=0x0,BKB=0x14,Size=8.69999980927f,X=0.0f,Y=3.5f,Z=13.6999998093f,Effect=0x13,Trip=0x0,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x1,SFXLevel=0x0,SFXType=0x2,Ground/Air=0x8,Direct/Indirect=0x1,0x0,0x0)
AsynchronousTimer(23.0f)
RemoveAllHitboxes()
End()
I believe this is referring to Mewtwo's Down Smash.
D-Smash starts up on frame 21, and the first active frame is 23. Damage is also 15, which lines up with the damage about listed in the raw data.


Now, looking at what's changed, KBG (Knockback Growth) has been increased from "0x70" to "0x76."


It looks to me like Mewtwo's knockback growth on his down smash is higher.
 

Shaya

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Well, dantarion's website is too dead for me to access it for noting changes in the OP.
Will have to wait a bit I guess ;\

Also Mewtwo fthrow is still doing 10% for me in training mode on Bowser. And it's probably because I random'd bowser in it with those 1% damage reduction mechanics lol.
"It all makes sense now"
 
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New_Dumal

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Someone know how to read dantarion´s dump here?

http://opensa.dantarion.com/s4/raw/diff-128-144/
I can read a lot of things, but I can't understand some terms the development team uses to attacks, throws, ...
Pit... for example.
What exactly it's being changed ?It's >> 055 - - 8427B6B7
But the change itself is the hitbox that lasted 5 frames, now looks to last until frame 6.
Something is changed to 8.5f( f looks to be frame?) from 9.0, I really think is the active hitbox in Y, but I will be only guessing.

At least KBG and damage changes are easy to spot.
 

Voiceuser

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Luigi's Fair down 9%>8%
Up-smash uncharged up from 12%>14%
I havent had the time to look back and see if these are 1.0.8/1.0.9 changes, sorry if they are not new im very tired
 

kew

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@ Shaya Shaya

Here are the Marth changes underlined:
Nair: 3/4% and 7/9%. Up from 2/3 and 6/8. No knockback changes. This is now the strongest Nair in the game (unless some other strong Nair also got buffed).

All aerials: No autocancel improvements.

Dair: Less landing lag. Don't know how much but Dair to tipper Usmash is faster and Dair (hilt hit, non-spike) to Utilt is now a combo.

Fair: Nothing! Same sh***y hitboxes, autocancel, and landing lag

Uair: Might have 1 or 2 frames less landing lag but I honestly have no proof right now.

Smash attacks: No changes! Not even to Dsmash!!!

Dolphin Slash: They did NOT correct hitboxes

Jab: They did not correct hitboxes. I'm guessing no changes here, I can't find anything.

Dtilt and Ftilt: Nothing

Utilt: Reduced end lag again (because forward facing Utilt combos into itself now)!!! Marth moving forward/backwards after Utilt is different in some ways but can't determine exactly what right now. GUESSING: 36 to 37 total frames now. Same hitbox issues.

Dash Attack: Nothing at all! What are they thinking?

Grabs and throws: same, same

Specials: Same
 

LimitCrown

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The visual effects used for the midair version of Meta Knight's Dimensional Cape and all of its custom variations were changed so that it matches the actual hitboxes of the attack instead of appearing at the last part of the animation, which doesn't have any hitboxes in the first place.
 
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Gunla

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@ Shaya Shaya confirming some Greninja stuff, will get footage tomorrow morning if necessary.
  • Greninja's down throw had damage reduction as you noted (6%-5%), but endlag has been slightly decreased and it combos better into stuff (into footstool setups, might I add!)
  • Water Shuriken's endlag has decreased (EDIT: startlag). Can't say how much but it's a lot more like v3DS. Sadly don't have the old version to compare it to.
  • [Bugfix]: Greninja's Water Shuriken now properly shorthops when used in the air. Previously, it didn't always do so. I'll get more footage of this as it's hard to get, but it definitely is consistent.
Hey everyone. I'll be counting frames and checking for changes starting tomorrow. I believe I've recorded everything I've needed.

If anyone notices any frame changes, tag me and I'll check for you when I get the chance.

In the meantime though, I can confirm the following for Greninja:

Shuriken: Uncharged version's start-up reduced by 5 frames, from 25 -> 20. Total frame count down from 50 -> 45.

Down throw total frames reduced by 7 frames, 49 -> 42.

Haven't checked everything else of his yet.
Thanks for frame checks on this.
 
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TheReflexWonder

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Wario's dash attack got changed according tot he dump, but can't read it. Seems negligible, though.
If I'm reading it right (and I may very well be reading it wrong), the sourspot of Dash Attack now hits both grounded and aerial opponents.
 

kew

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I can confirm that Zelda's Down B was buffed: the "blindspot" was decreased. When using a fully charged Phantom Slash, the hitbox now comes out sooner after pushing an enemy instead of just pushing through enemies without hitting them. Tested on .08 3DS and .10 Wii U.

EDIT: also tested U-tilt, doesn't seem to be any quicker, and if it is it's only by 1 frame.
 
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New_Dumal

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Okay, I'm getting how to read almost everything.
The thing with Pit that changed in that move was the ending frame for that hitbox, that was decreased, while the size was increased.
If people can help me with saying "The Pit (or next characters) move that begins in this frame is X" , will be good and I can help you out with a lot of characters.
 

Ray_Kalm

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Another confirmation: Ganon's Dsmash did indeed change.

It's angles are different, and it has more knockback.

Using just the last hit on the top platform of BF, a fully charged Dsmash killed Sheik at 80% on the 3ds unpatched. It killed Sheik at 57% on the Wii U.
 
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Schiffe

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Y'all using Dantario's Master Core, right? You can read that code using it
 

Katakiri

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If I'm reading this string correctly, and I'm not 100% sure I am, Meta Knight:4metaknight: has new hitboxes for Up-Tilt on top of his old ones still existing?

05C - AttackHi3 - 211A601B
game

---

+++

@@ -1,8 +1,11 @@

AsynchronousTimer(8.0f)
unk-AC811479(0x0,1.40129846432e-45f)
+ Hitbox-2988D50F(Id=0x0,Bone?=0x0,unk?=0x0,Damage=7.0f,Angle=0x5f,BKB=0x5a,WKB?=0x0,KBG=0x3c,Size=5.5f,X=0.0f,Y=23.8999996185f,0.899999976158f,0x19,0x0,1.20000004768f,1.0f,0x1,0x1,0x0,0x1,0x3,0x3,0x1,0xa,0x0,20.5f,1.39999997616f)

+ Hitbox-B738EABD(ID=0x1,Part=0x0,Bone=0x0,Damage=5.0f,Angle=0x5f,KBG=0x5a,FKB=0x0,BKB=0x3c,Size=8.0f,X=0.0f,Y=15.6999998093f,Z=2.20000004768f,Effect=0x19,Trip=0x0,Hitlag=1.20000004768f,SDI=1.0f,Clang=0x1,?=0x1,SFXLevel=0x0,SFXType=0x1,Ground/Air=0x3,Direct/Indirect=0x3,0x1,0xa)

+ SynchronousTimer(1.0f)

Hitbox-2988D50F(Id=0x0,Bone?=0x0,unk?=0x19,Damage=7.0f,Angle=0x5f,BKB=0x5a,WKB?=0x0,KBG=0x3c,Size=5.5f,X=0.0f,Y=7.5f,0.0f,0x19,0x0,1.20000004768f,1.0f,0x1,0x1,0x0,0x1,0x3,0x3,0x1,0xa,0x0,4.0f,0.0f)
Hitbox-B738EABD(ID=0x1,Part=0x0,Bone=0x19,Damage=5.0f,Angle=0x5f,KBG=0x5a,FKB=0x0,BKB=0x3c,Size=8.0f,X=0.0f,Y=-1.0f,Z=0.0f,Effect=0x19,Trip=0x0,Hitlag=1.20000004768f,SDI=1.0f,Clang=0x1,?=0x1,SFXLevel=0x0,SFXType=0x1,Ground/Air=0x3,Direct/Indirect=0x3,0x1,0xa)
- SynchronousTimer(3.0f)
+ SynchronousTimer(2.0f)
Hitbox-B738EABD(ID=0x1,Part=0x0,Bone=0x19,Damage=6.0f,Angle=0x55,KBG=0x78,FKB=0x0,BKB=0x23,Size=5.5f,X=0.0f,Y=-1.0f,Z=0.0f,Effect=0x19,Trip=0x0,Hitlag=1.20000004768f,SDI=1.0f,Clang=0x1,?=0x1,SFXLevel=0x0,SFXType=0x1,Ground/Air=0x3,Direct/Indirect=0x3,0x1,0xa)
SynchronousTimer(4.0f)
RemoveAllHitboxes()
 

|RK|

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Another confirmation: Ganon's Dsmash did indeed change.

It's angles are different, and it has more knockback.

Using just the last hit on the top platform of BF, Dsmash killed Sheik at 80% on the 3ds unpatched. It killed Sheik at 57% on the Wii U.
Oh, so Ganon's stronger. Great.

:p
 

Zylach

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Also confirming Zelda's default phantom slash has had the blindspot mostly removed. It can still whiff if the opponent is terribly close to Zelda. The phantom also pulls opponents offstage into the hitbox.
 

RidleyDX

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Another confirmation: Ganon's Dsmash did indeed change.

It's angles are different, and it has more knockback.

Using just the last hit on the top platform of BF, a fully charged Dsmash killed Sheik at 80% on the 3ds unpatched. It killed Sheik at 57% on the Wii U.
Don't forget, 3ds have bigger blast zones than the Wii U version.
 

SapphSabre777

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Confirming on three changes for Kirby, Inhale buffed with significantly less startup, F-Throw losing 2% and now being a combo throw, and jab2 to jab3 transitions fast enough to register as a true combo. We will continue to let you know on any changes, @ Shaya Shaya . Even though you have the data dump.
 

HiNiTe

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have the sheik fair nerfs actually changed anything significant? Are the low percent fair strings still a thing?
If it wasn't mentioned already, Sheik's Fair was reduced in sweetspot damage: 5.5% -> 5.0%

It's still used the same it just kills later.
 
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san.

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Gunner is super good now. Easy high+ IMO.

I believe I had my grenade get cancelled with a hitbox, but I need to test more.
 
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