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Tournament Mode [1.1.0] Community Patch Notes

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FlynnCL

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So... from what I can gather...

:4myfriends:
Up aerial:
Base Knockback 40 > 55
Knockback Growth 100 > 94

:4lucas:
Forward tilt:
Sweetspot hitbubble size 4.0 > 4.4

Forward aerial:
Sourspot damage 8% > 9%

Down tilt:
The data seems cut out for the closest vertical hitbox? Middle hitbox trajectory changed to 40 (from 0), with lowered KBG. Subtly increased X co-ordinates implies a very slight increase in range.

:4pit:
Rapid jab finisher:
Hitbubble size 5.0 > 6.0
Hitbubble position has been adjusted (Z? 9.0 > 8.5). Could imply a range decrease but it overall has greater range because of the hitbubble increase.

:4drmario:
Up smash:
Knockback Growth 108 > 117

:4bowser:
Down smash:
Final hit trajectory 60 > 48
 
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Mario766

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Down Throw for Ike also has some code change, though I'm unsure what it actually affects.
 

TheReflexWonder

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The first change seems to be the f-tilt, but I don't know what the change actually is.
Good catch. Whatever attack it is (and it seems to be F-Tilt, yes), the change is that the hitbox is out for one fewer frame (it doesn't linger as long).
 
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Ffamran

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not sure if this is new(tested on past patch tho) and falco up air was changed 11%-->10%

Please refer to this thread: http://smashboards.com/threads/lucas-roy-ryu-1-0-8-community-patch-notes.406319/.

Ike's Up Air has less KBG and has a higher BKB.

According to Dantarion, BKB is now at 37, so +9 from 28 and KBG is now 5e *explain pls* from 64.
5e is hexadecimal. Use this calculator: http://www.binaryhexconverter.com/hex-to-decimal-converter, for future hex conversions. 5e is 94.
 

Amazing Ampharos

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Luigi :4luigi: changes http://opensa.dantarion.com/s4/raw/diff-128-144/luigi.html

Attack11 (Jab 1)
/ Hitboxes renamed. Otherwise, no significant gameplay changes.

Attack12 (Jab 2)
/ Hitboxes renamed. Otherwise, no significant gameplay changes.

AttackS3Lw (Forward Smash, angle down)
/ Hitboxes renamed. Otherwise, no significant gameplay changes.

AttackLw3 (Foward tilt, angle down)
/ Hitboxes renamed. Otherwise, no significant gameplay changes.

AttackAirF (Foward air)
- Damage reduced, 9.0% → 8.0%


SpecialHi (Grounded Up Special: Super Jump Punch)
+ Base knockback increased, 28 → 32

Subaction 17DB0241 (Duplicate entry of SpecialHi)
+ Base knockback increased, 28 → 32


SpecialAirHi (Aerial Up Special: Super Jump Punch)
/ Deleted unknown action entries unk-7172A764(0x3fa00000)

IN SUMMARY
- Fair nerfed
- Grounded Up-Special buffed
To be clear, I'm almost entirely certain that subaction 17DB0241 is grounded up-2 (the custom special, in this case the awful move that has a bigger htibox in exchange for being weaker). Any action you see immediately after a default special will be the corresponding action for the custom version 2.

EDIT: To be extra clear, default is changed and so is up-2.
 
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theyellowflash26

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Robin's down throw is changed. It sends the opponent basically no where at low percents and combos more at higher percents.

More stuffs:
Elthunder 9%>10%
Thunder 3%>4%
Levin up smash hit box bigger
Levin fair 11%>12%
Bronze fair 6%>7%
 
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Nobie

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Good catch. Whatever attack it is (and it seems to be F-Tilt, yes), the change is that the hitbox is out for one fewer frame (it doesn't linger as long).
This seems to be to make the regular forward tilt the same as the up-angled and down-angled varieties (both of those had 1 less active frame). Sooo... a slight nerf to Mewtwo?
 

Shaya

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:4fox:
  • Jab
    • First and second hitbox properties altered (removal of jab lock?)
    • Multi hit contains a new hitbox (frame 3)
  • Shine (Down B)
    • Hitbox duration increased 1 → 2 frames
    • Hitbox size and horizontal displacement increased!!!
 
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EverAlert

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One of the Yoshi mains or anyone from here test Yoshi's Bair for me.
Hi, I main Yoshi.

BAir damage is not changed. Not sure where you're seeing that, but anyway, here are the changes.

Landing lag start changed from 11f to 6f
First two hitboxes:
- Angle changed from 365 to 366 (aerial targets)
- SDI multiplier changed from 1.0 to 0.5 (both targets)
- New value set after hitbox definitions (unk-853CD75E(0x1))

Not sure what the new value means.
 

Lavani

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:4palutena:
http://opensa.dantarion.com/s4/raw/diff-128-144/palutena.html

I believe the Escape_ subactions are roll/spotdodge/airdodge, but the numbers don't match up with her frame data for those actions. Perhaps it's a change to when Palutena's invisible during dodges?
(I don't have the game in front of me so I probably shouldn't be posting about this, but thinking about what those changes could be is bugging me)

:4robinf:
Usmash
- Levin Sword hitbox size increased​
Fair
- Levin Sword damage increased 11%→12.5%
- Bronze Sword damage increased 6.6%→7.5%​
Uthrow
- ...I'm not fully sure what I'm looking at but I think that's a damage buff? Don't have the game in front of me to verify.​
Dthrow
- KBG increased 50→88
- BKB decreased 80→30​

Something's changed on jab2 as well but I have no idea what.
 
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TheReflexWonder

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Can anyone translate this: http://opensa.dantarion.com/s4/raw/diff-128-144/roy.html

From what I can tell, it looks like Blazer (up-B, grounded and aerial) gained hitboxes that do 120 WBKB instead of 160, but I'd like if someone who actually understands this stuff can confirm exactly what's changed.
It looks like a hitbox clean-up. Some of the new hitboxes (primarily the weaker ones) appear to be ground-only.
 

New_Dumal

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What the. How do you read this stuff? I understand some of it is hex values, but how do you figure out which attack is which? If someone can help me make heads or tails of it I'd be glad to go through and figure out a few characters' changes.
This is helping me : http://opensa.dantarion.com/s4/mastercore2/index.php?char=captain&mode=view104
By this (change the character at the top), I could see the 055 code is rapid jab end.


EDIT: The change in :4falcon: rapid jab end hitbox in X goes from 14f to 10f.
Falcon last hit from rapid jab a bit nerfed in horizontal reach.
Trust me guys, it's real.
 
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Lavani

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um

.

:4pit: (NOT :4darkpit:)
Rapid Jab Ender
- Hitbox size increased, hitbox slightly repositioned​
 

Zapp Branniglenn

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You've got an error on Bowser. It's his Dsmash that has an angular change, not Dtilt. Dtilt is still the Sakurai angle (361).

Many characters are unchanged when it comes to endlag, as usual. Like I said earlier, Luigi's neutral B definitely has more endlag. In addition, his Dtilt endlag is reduced.

Donkey Kong's Dash attack endlag was also reduced. Zelda's Uptilt and Down B endlag were reduced. The endlag for Down B is shorter on all amounts of charge. Ganondorf's Uthrow has increased endlag, but since the damage was increased, it's more likely that this is just an appropriate increase to hitlag.

I can get footage of these changes into a video. Let me finish going through all characters first. If you've got a patched and unpatched version of the game to compare, you can see the changes for yourself.
 

Luigi player

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Sonic dsmash front kb significantly weaked, fsmash kbg lowered, and bthrow kb lowered. Spin dash jump kb also lowered.
No damage changes, only kb.
Dantarions data shows that only Fsmash got changed (weaker KBG) (, and there's also a soundeffect change).
 

KenMeister

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Just tested this (@ A2ZOMG A2ZOMG and @TTTTTsd can confirm this as well) but Doc's upsmash now has a bigger hitbox that extends further in front of him. Basically it matches the "slash" animation better.
 

theanjo

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I can confirm that Sonic's Fsmash had its knockback growth reduced (106->101). Might as well say Sonic's nerfs to Dsmash, Bthrow, Spin Dash Nair combo, and Spin Jump might be placebo.
 
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Gunla

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We now return to your normal programming, post clean up.

We're working hard on getting the real changes discovered, and we do appreciate the assistance from you all..
 
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Lavani

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I'm really tired, here's some stuff I got progressively lazier with:

:4ness:
Dair
- Spike hitbox size increased
:4drmario:
Usmash
- KBG 108→117
- Hitbox active 1 frame longer (9-12f)→(9-13f)​

:4duckhunt:
Jab1, Jab2
- Attacks changed to have multiple hitboxes with differing angles
Jab3
- Damage increased? (0x40800000→0x40a00000)
- KBG reduced 130→125
- BKB increased 40→50
- Hitbox size increased and moved forward
Rapid Jab Ender
- Hitbox stretched to reach closer to Duck Hunt Dog (fixed a blind spot?)
Fsmash
- Hitbox sizes substantially increased
---
Other stuff I didn't look at closely:

Shulk seems to have a new hitbox on uair
Yoshi bair has 1 more KBG on certain hitboxes
Something changed on Dancing Blade, I'm guessing a larger window to input the next part of the move

I'm going to go lie down for a bit, hopefully the thread won't lock right before I post again :196:
 

thehard

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From the DK boards:

Confirmed Changes

- Cargo Utoss base kb 90 -> 58, kb growth 30 -> 52 (easier followups at higher %'s)
- Usmash hitbox size increased 7.5/6 -> 8/7
- Fsmash hitbox size increased 5 -> 5.7
- Dash Attack hits frames 9-24 from 10-21 (hits 1 frame earlier and lasts longer)

Possible Changes

- Fsmash partial limb invincibility on frames 20-26?
 

SpottedCerberus

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For Ike's Up air
  • Growth reduced 100→94
  • Base increased 40→55
Could anyone explain to me exactly what that means?
Basically, it's stronger. High base knockback means better KOs off the top near the upper blastlines. High base knockback is why RosaLuma's u-air can kill so early. The knockback growth reduction doesn't really matter, because it's offset by the base knockback buff.

So: it kills things better.
 
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TheReflexWonder

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http://opensa.dantarion.com/s4/raw/diff-128-144/lizardon.html

Charizard D-Tilt now has a windbox during start-up (Frame 6).

Also, based on the values, F-Tilt's four hitboxes appear to go from dealing 10/7/7/7 to 11/7/11/7 (yes, that's the ID order, weirdly enough). The second 11% hitbox joins the original sweetspot at a 40-degree angle instead of Sakurai angle (which is what the other 7% hitboxes were/are).
 
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MOI-ARI

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I dont see these changes posted on the OP for::4zelda:

UnCharged / FullCharged Phantom improvements:

-- 'BlindSpot' no longer exists in the move's start point.

--Registers 3 hits instead of Two.

--First hit 'trips' a unsheilding opponent.

--2 to 5 Less End-Lag

Please add them in @ Shaya Shaya ^^
 
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Theguysayhi

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Has Mega Man's Leaf Shield changes been listed yet?

It multi-hits now for a total of 7% damage.
 

A2ZOMG

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Just tested this (@ A2ZOMG A2ZOMG and @TTTTTsd can confirm this as well) but Doc's upsmash now has a bigger hitbox that extends further in front of him. Basically it matches the "slash" animation better.
More accurately, the hitbox last one frame longer, which matches Brawl Mario's U-smash in terms of duration and hitbox placement.
 

_Sylvan_

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I think WFT's Nair got slightly higher KBG from reading the data.
46->48 on first hit
64->66 on finishing hit
Not 100% so I'd be cool if someone else could confirm
 

Pink'd

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Eh, I figured all of my posts would get deleted. If I can still ask the question...

Fox, Falco, Toon Link and other characters with a momentum based upsmash will slide for a bit when doing a dash immediately followed by an upsmash. If you change the upsmash into a jump-canceled upsmash, the slide will be longer (very easily tell if you use Fox, by the way.). Is this new tech? Or am I a reposted of old tech?
 
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