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Tournament Mode [1.1.0] Community Patch Notes

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Schiffe

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Slightly off topic, but good job y'all. Took no time and we made our own changelog faster than Nintendo could.

Also, has Lucas's down tilt change been explained? I do not seem to understand it very well
 

_Sylvan_

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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?
This has been in the game for a long time, I believe since its release. A great discovery, but it's nothing new :/
 

Fryelt

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Did Donkey Kong's Cargo up-throw always launch his opponent in a perfectly vertical trajectory ? looks a bit different to me

'cause I can get a grounded Cargo Up throw into double jump up-air guaranteed in training mode, Kills Diddy Kong at 95 % in Omega Final Destination. I don't know if it was already guaranteed. Just throwing that out ~

EDIT : nevermind, was found earlier on the DK boards, oh well. This post's kinda useless I guess .-.
 
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Shmeckie

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Looks like Ganon's Aerial Wizard Foot does more shield damage.


Not a guaranteed shield breaker like Bowser Bomb or anything, but shield damage has been significantly increased.
 

Lavani

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If someone doesn't beat me to it I'll post Wii Fit's stuff later, good lord the buffs.

A teaser for now: Grab hitboxes are lowered, so she should have less problems with short characters.

Spotdodge seems to start earlier (9f -> 6f) and end earlier (28f -> 19f)
Forward/backward roll startup (7f -> 6f) and endlag (20f -> 17f)
Air Dodge seems to last longer? end lag (20f > 23f)
That isn't what that data is telling you

If I don't say it I don't think anybody will... Villager's up-b was nerfed. If you continuously use up-b, the ballons will not stay out as long, in a way deflating. Shouldn't change Villager too much but if you're being edge-guarded hard then you're screwed... Good luck all Villagers out there!
That's literally always been how it works

Was in the last character balance patch.
Last patch only made it recharge more slowly, it's always functioned that way

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?
This has existed since Melee.
 

Eureka

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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:
Duck Hunt can actually hit things smaller then the broad side of a barn with his forward smash? That's actually kinda a big deal for the character.

Also, I noticed something really weird in training mode. When the game is slowed down to half speed or slower, Duck Hunt's smash attacks hit twice instead of once. It's most obvious with forward smash, but the effect is on all of his smashes. Was this glitch in the game before the update?
 

Blobface

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Looks like Ganon's Aerial Wizard Foot does more shield damage.


Not a guaranteed shield breaker like Bowser Bomb or anything, but shield damage has been significantly increased.
I don't think it's actually gotten shield damage increases, but something about the quake seems to have changed. Previously, IIRC, the quake would usually shieldpoke people instead of hitting the shield, now it seems to hit the shield. If it is actually changed as such, unreactable aerial shieldbreakers ahoy!

am I seeing things or does ganon's uair autocancel now?
It's always autocanceled.
 
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Sir Tundra

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I made another vid explaining how fox's shine spike works in smash 4 for those who're interested


note: I'm a bit quiet because theirs people sleeping in my house

welp anyways im heading to bed now so peace
 
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Lavani

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Also, I noticed something really weird in training mode. When the game is slowed down to half speed or slower, Duck Hunt's smash attacks hit twice instead of once. It's most obvious with forward smash, but the effect is on all of his smashes. Was this glitch in the game before the update?
It's been a thing since 1.0.0, but thanks, I was going to ask if it got patched yet. Apparently not!
 

Nysyr

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My lovely 10 second paint rendition of Sheiks fair change. Basically its got a tipper style hitbox setup now.

Just a very quick note that the reason why Sheik's sweet-spot forward-air seems to have worse range is because the sour-spot now takes priority over it, similar to a Marth tipper. Sizes and co-ordinates are the same for both, so there's no actual range reduction.
Edit: More accurate now that I can actually read the hitbox coords

Pre on left, Post on right
 
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Mario766

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Dunno if posted here but Duck Hunt's F-Smash has hitbox increases on hits 2 and 3.
 

Eureka

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It's been a thing since 1.0.0, but thanks, I was going to ask if it got patched yet. Apparently not!
Thanks for telling me, I thought it might of had something to do with the new hitboxes. But yeah if Duck Hunt actually has a reliable smash attack now that's going to help him out a lot.
 
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Zapp Branniglenn

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yeah, something along those lines...it feels faster.
Ganon's Uair has always been this fast. No change.

Yo, I think Marth and Lucina fans will be happy to hear about the multitude of endlag changes. Utilt and Neutral B at any charge. As well as the landing lag for Fair, Bair, Dair, Uair, and Up B. I'm still compiling FAF changes for all characters, but I couldn't contain that news.
 

BJN39

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PLEASE PARDON ME IF THIS WAS ALREADY POSTED HERE.

Just posting up the CURRENTLY CONFIRMED changes to Zelda in 1.1.0 for precision/posterity.

Code:
Jab
    all looping hitboxes
        bone 14/17/0 –> all 0
        damage 2.0 –> 2.5
        angle 361/361/80 –> 361/140/140
        wkb 40/30/7 –> 40/40/30
        size 2.5/3.0/4.0 –> 3.2/3.2/4.0
        z 3.0/0.0/0.0 –> all 0.0
        y 0.0/0.0/12.5 –> all 12.5
        x 0.0/0.0/0.0 –> 5.5/9.5/13.0
    all final hitboxes
        bone 14/17/0 –> all 0
        damage 2.0 –> 3.0
        bkb 24 –> 35
        kbg 150 –> 130
        size 6.0/3.0/2.5 –> 6.0/3.6/3.6
        z 0.0/0.0/3.0 –> all 0.0
        y 12.5/0.0/0.0 –> all 12.5
        x 0.0/0.0/0.0 –> 13.0/5.5/9.5

Dtilt
        damage 4.5 –> 5.5

Utilt
        FAF 33 –> 30
AKA
Jab:
• Heavy position, bone, angle, size, and wkb adjustments, all vastly improving its ability to connect correctly
• Damage 2.0 + 2.0 + 2.0 –> 2.5 + 2.5 + 3.0
• Final hit BKB raised, KBG lowered

Dtilt
• Damage 4.5 –> 5.5

There are also vast improvements to the wind boxes on all Phantom Slash variations, nearly completely removing the blind spot. But that data didn't get released afaik.


Rumors that Utilt and Phantom Release animation FAFs were improved, but no concrete evidence yet.
 
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Shaya

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:4falcon:Captain Falcon
  • Back Air damage reduced 14% → 13%
  • Jab
    • Rapid jab horizontal? displacement reduced 5.0u/4.8u → 3.0u/2.8u
    • Rapid jab finisher horizontal? displacement reduced 14u → 10u

So this combined with the up air nerf last patched has gone and covered about 2/3rds or more of the stuff I felt was stupid on Falcon.

(i'm on page 5)
 
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Only things confirmed about Shulk: (Thread link)

Back Slash's start up reduced (Frame 31 > Frame 25)
U-air has a new hitbox... but the data about the new hitbox is vague at the moment
UPDATE: Dash attack has less cooldown


That's about it so far. Shield art wasn't buffed. The art mechanics weren't changed. MALLC, MADC, buffered deactivation is still in. KB values are all the same

Edit: When I meant art mechanics, I meant how the arts work (switching, activation, etc)
 
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LRodC

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:4falcon:Captain Falcon
  • Back Air damage reduced 14% → 13%
  • Jab
    • Rapid jab horizontal? displacement reduced 5.0u/4.8u → 3.0u/2.8u
    • Rapid jab finisher horizontal? displacement reduced 14u → 10u

So this combined with the up air nerf last patched has gone and covered about 2/3rds or more of the stuff I felt was stupid on Falcon.

(i'm on page 5)
What does displacement mean? Hitboxes?
 

Uraniulvl

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Can anyone confirm if sheiks fair was nerfed 1 or 2 frames specifically. Did they change the 11 frame autocancel on it either? Cause if they didn't really feel like that nerf is almost pointless.
 

Vipermoon

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Ganon's Uair has always been this fast. No change.

Yo, I think Marth and Lucina fans will be happy to hear about the multitude of endlag changes. Utilt and Neutral B at any charge. As well as the landing lag for Fair, Bair, Dair, Uair, and Up B. I'm still compiling FAF changes for all characters, but I couldn't contain that news.
WAIT WHAT???

Maybe that's why I couldn't notice a Fair landing lag reduction. Because the DIFFERENCE between it and the other aerials remained the same!!! Seriously if this is true OMG. Shield Breaker too? What are they trying to make it safe on shield?
 

Lavani

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:4wiifit:
Utilt
- Damage increased 8%→10%​

Fsmash
- Hitbox sizes increased​

Usmash
- Hitbox sizes increased
- Knockback growth increased
- KBG increased by 2 on all hitboxes​

Dsmash
- Damage increased (10/8%)→(12/10%)
- KBG increased 107→110​

Nair
- KBG increased by 2 on all hitboxes​

Fair
- KBG increased by 2 on all hitboxes​

Bair

- KBG increased by 2 on all hitboxes​

Uair
- KBG increased by 2 on all hitboxes​

Grab, dash grab, pivot grab
- Grabbox height lowered​

All sideB variants
- KBG increased by 1 on head hitboxes
As an aside, there is some inconsistent labeling on KBG/WKB/BKB in this data I'm noticing. What I just listed should be the correct order in all instances.
 

Man Li Gi

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I dunno if this was covered already, but :4dk: had less knockback on cargo u throw meaning more combos out of it. Can even get floaties at reasonable percents.
 

Shaya

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@Radical Larry
no instance of 0x41300000 in the change logs for Falcon. You're testing in training mode right? if you weren't I'm infracting you.

Also I'd like to wait for someone to confirm your thoughts on Link's upb (or if you can provide video comparison that'll be good too)
 

Man Li Gi

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Anything about Jigglypuff? Hitboxes, animation, sounds, what ever, just tell me that she wasn't excluded again ;..(
For now, yes. It appears that the least popular character is getting the least amount of attention.
 

Big-Cat

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:4wiifit:
Utilt
- Damage increased 8%→10%​

Fsmash
- Hitbox sizes increased​

Usmash
- Hitbox sizes increased
- Knockback growth increased
- KBG increased by 2 on all hitboxes​

Dsmash
- Damage increased (10/8%)→(12/10%)
- KBG increased 107→110​

Nair
- KBG increased by 2 on all hitboxes​

Fair
- KBG increased by 2 on all hitboxes​
Bair
- KBG increased by 2 on all hitboxes​

Uair
- KBG increased by 2 on all hitboxes​

Grab, dash grab, pivot grab
- Grabbox height lowered​

All sideB variants
- KBG increased by 1 on head hitboxes
As an aside, there is some inconsistent labeling on KBG/WKB/BKB in this data I'm noticing. What I just listed should be the correct order in all instances.
Nothing but buffs for her. She got both her projectile and close up significantly improved. And this increase in KBG by 2, what units is that?
 

Eureka

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:4wiifit:
Utilt
- Damage increased 8%→10%​

Fsmash
- Hitbox sizes increased​

Usmash
- Hitbox sizes increased
- Knockback growth increased
- KBG increased by 2 on all hitboxes​

Dsmash
- Damage increased (10/8%)→(12/10%)
- KBG increased 107→110​

Nair
- KBG increased by 2 on all hitboxes​

Fair
- KBG increased by 2 on all hitboxes​
Bair
- KBG increased by 2 on all hitboxes​

Uair
- KBG increased by 2 on all hitboxes​

Grab, dash grab, pivot grab
- Grabbox height lowered​

All sideB variants
- KBG increased by 1 on head hitboxes
As an aside, there is some inconsistent labeling on KBG/WKB/BKB in this data I'm noticing. What I just listed should be the correct order in all instances.
Wii Fit Trainer buffs?
Seriously though, Wii Fit Trainer has been the character that I think has deserved some good buffs the most. That grab used to be so... Why?
 

Mr. Johan

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The Thunder and Elthunder variants of Robin's neutral special have been given slight damage increases.

Thunder: 3% -> 4.5%
Elthunder: 9% -> 10.5%

Thunder, Elthunder, and Arcthunder all also have less cooldown after the bolt is fired.


Robin now also has slight horizontal control during the first gust of Elwind. He can aim himself slightly forward or backward (the latter basically making him go straight up).
 
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FlynnCL

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Just a very quick note that the reason why Sheik's sweet-spot forward-air seems to have worse range is because the sour-spot now takes priority over it, similar to a Marth tipper. Sizes and co-ordinates are the same for both, so there's no actual range reduction.
 
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Seagull Joe

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3 frames of endlag added to :4luigi:'s fireball meaning it takes him slightly longer to do another action. Ixis tested this.

:018:
 
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FUEGO!

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So Lucas' D-tilt change basically made it do the same thing Ness' D-tilt does, just an odd fast move that combos into itself and almost every other move, but namely it's a very VERY good set-up into his grab, which was something he was really lacking
 

Zeth444

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http://opensa.dantarion.com/s4/raw/diff-128-144/miiswordsman.html
Its Mii Swordsman's.
If you go down to AttackLw3, it has changes. But I don't know What they mean, or/and if they are anything significant.
The thing I saw that called my atention was that BKB and KBG values were swapped.
Pre-Patch
- Hitbox-B738EABD(ID=0x2,Part=0x0,Bone=0x15,Damage=8.0f,Angle=0x41,KBG=0x50,FKB=0x0,BKB=0x32,Size=2.20000004768f,X=3.20000004768f,Y=0.0f,Z=0.0f,Effect=0x19,Trip=0x3e99999a,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x0,SFXLevel=0x0,SFXType=0x1,Ground/Air=0x3,Direct/Indirect=0x3,0x1,0xa)

Patch 1.1.0
+ Hitbox-2988D50F(Id=0x2,Bone?=0x0,unk?=0x0,Damage=8.0f,Angle=0x41,BKB=0x50,WKB?=0x0,KBG=0x32,Size=2.20000004768f,X=0.0f,Y=3.5f,11.0f,0x19,0x3e99999a,1.0f,1.0f,0x0,0x0,0x0,0x1,0x3,0x3,0x1,0xa,0x0,3.70000004768f,8.5f)
 
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Lavani

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http://opensa.dantarion.com/s4/raw/diff-128-144/miiswordsman.html
Its Mii Swordsman's.
If you go down to AttackLw3, it has changes. But I don't know What they mean, or/and if they are anything significant.
The thing I saw that called my atention was that BKB and KBG values were swapped.
Pre-Patch
- Hitbox-B738EABD(ID=0x2,Part=0x0,Bone=0x15,Damage=8.0f,Angle=0x41,KBG=0x50,FKB=0x0,BKB=0x32,Size=2.20000004768f,X=3.20000004768f,Y=0.0f,Z=0.0f,Effect=0x19,Trip=0x3e99999a,Hitlag=1.0f,SDI=1.0f,Clang=0x0,?=0x0,SFXLevel=0x0,SFXType=0x1,Ground/Air=0x3,Direct/Indirect=0x3,0x1,0xa)

Patch 1.1.0
+ Hitbox-2988D50F(Id=0x2,Bone?=0x0,unk?=0x0,Damage=8.0f,Angle=0x41,BKB=0x50,WKB?=0x0,KBG=0x32,Size=2.20000004768f,X=0.0f,Y=3.5f,11.0f,0x19,0x3e99999a,1.0f,1.0f,0x0,0x0,0x0,0x1,0x3,0x3,0x1,0xa,0x0,3.70000004768f,8.5f)
The KBG/BKB being swapped around is an error I mentioned earlier

a precursory glance suggests a hitbox was moved off the bone on that attack but I'm not really sure what the practical difference is
 

Vipermoon

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3 frames of endlag added to :4luigi:'s fireball meaning it takes him slightly longer to do another action. Ixis tested this.

:018:
You're so f'in happy. Don't act like you aren't.
 

Shaya

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:4lucas:Lucas
  • Forward Air damage increased 8% → 9%
  • Forward Tilt
    • Sweet spot hitbox size increased 4.0 → 4.4
    • Sour spot hitbox size increased 2.0u → 2.2u; horizontal? displacement 1.6 → 0
  • Down Tilt
    • Far hitbox horizontal displacement 7.0 → 7.2
    • Middle hitbox angle altered 0° → 40°, growth reduced 50 → 45, horizontal displacement 2.7 → 3.0
    • Close hitbox angle altered 70 → 76, base increased 10 → 18, y/z? displacement 0 → 3.5
  • Grab (All)
    • Grab Box (early) size increased 2.5 → 3.0
    • Grab Box (late) size increased 2.4 → 2.8

So I think I've decrypted the entirety of Lucas' change file.
Hopefully someone else hadn't yet.

Forward tilt sweetspot will now be more common/composes more space
Down tilt is bigger with knockback properties altered on close and middle hits
and all three grabs have larger 'grab' boxes (I think).

Also as Lavani mentioned the order of values in the dumps aren't consistent and also sometimes the wrong way around. So VUGH.
 

Chiroz

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No more OHKO on Jigglypuff?? I really hate her and it's part of the reason I use Roy.
EDIT: There is still OHKO on Jigglypuff whit Roy´s Blazer, i was using the hitbox that comes from a grounded b-reversed Blazer, which somewhat changed: https://www.youtube.com/watch?v=hv_VeLvrRDI i still managed to get the OHKO on the air tough.

The knockback has always been set. People don't understand that rage increases knockback by 40-60%. Charging a Smash further increases knockback by 25%.

So even though it has set knockback, full rage + smash charge makes it do like 80% more knockback.
 
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