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Tournament Mode [1.1.0] Community Patch Notes

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Vipermoon

King Marth's most trusted advisor.
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nerfing marth sourspot would be a buff, that's one of the main reasons why he can combo in other games, in smash 4 he has a strong sourspot so the KB it deals is a lot higher and does not allow for more followups.
No. It wouldn't lead into more combos, hitstun is based purely off knock-back. More combos comes from less lag not less knockback.
 

LRodC

Smashing With Mewtwo and Cloud
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Any changes with Wii Fit Trainer's Deep Breathing and its customs?
 

Zage

Smash Journeyman
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Trampoline changes?
http://opensa.dantarion.com/s4/mastercore3/diff/128-to-144/pacman_trampoline
pacman_trampoline 128 to 144
006 - - 48F6E6F5


-unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x1, 0x1,
+unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x0, 0x0,



00A - - 0AB73944

-Hitbox_14FCC7E4(Id=0x1, Bone?=0x0, unk?=0x0, Damage=5.000000, Angle=0x10e, BKB=0x50, WKB?=0x0, KBG=0x3c, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.800000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x1, 0x2, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0)

+Hitbox_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=0.000000, Angle=0x10e, BKB=0x64, WKB?=0x64, KBG=0x0, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.000000, 0.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x1, 0x1, 0x0)​

Damage 5 > 0; BKB 50 > 64; WKB 0 > 64; and KBG was changed to 0? I tested it ingame however and I'm still able to get the move to hit for 5%.​

Am I reading this wrong?
 
Last edited:

WeirdJoe27

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Trampoline changes?
http://opensa.dantarion.com/s4/mastercore3/diff/128-to-144/pacman_trampoline
pacman_trampoline 128 to 144
006 - - 48F6E6F5


-unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x1, 0x1,
+unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x0, 0x0,



00A - - 0AB73944

-Hitbox_14FCC7E4(Id=0x1, Bone?=0x0, unk?=0x0, Damage=5.000000, Angle=0x10e, BKB=0x50, WKB?=0x0, KBG=0x3c, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.800000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x1, 0x2, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0)

+Hitbox_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=0.000000, Angle=0x10e, BKB=0x64, WKB?=0x64, KBG=0x0, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.000000, 0.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x1, 0x1, 0x0)​

Damage 5 > 0; BKB 50 > 64; WKB 0 > 64; and KBG was changed to 0? I tested it ingame however and I'm still able to get the move to hit for 5%.​

Am I reading this wrong?
I think it's just fixing the trampoline glitch.
 

ParanoidDrone

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Heard on Reddit that PAC-LAND now enlarges players that push the hydrants backwards even when items are off. Used to be items had to be on for it to happen. At work so can't test. Can someone else try?

Also, if the hydrants have changed, I'd be suspicious of the magic boots, the Super Pac, and the balloons.
 

Ghostbone

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Heard on Reddit that PAC-LAND now enlarges players that push the hydrants backwards even when items are off. Used to be items had to be on for it to happen. At work so can't test. Can someone else try?

Also, if the hydrants have changed, I'd be suspicious of the magic boots, the Super Pac, and the balloons.
False.
Unless they randomly make you big but i'm not walking into like 50 hydrants to find out xD.

Also, mushrooms don't actually need to be on to become big, don't know if a certain number of items are required to be on or just 1 or what the requirements are though.
 

Methacrylate

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Trampoline changes?
http://opensa.dantarion.com/s4/mastercore3/diff/128-to-144/pacman_trampoline
pacman_trampoline 128 to 144
006 - - 48F6E6F5


-unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x1, 0x1,
+unk_7075DC5A(0x0, 0x0, 0x0, 0x40800000, 0x10e, 0x46, 0x0, 0x28, 0x40400000, 0x0, 0xc1100000L, 0x0, 0x0, 0x0, 0x3f4ccccd, 0x3f800000, 0x0, 0x0,



00A - - 0AB73944

-Hitbox_14FCC7E4(Id=0x1, Bone?=0x0, unk?=0x0, Damage=5.000000, Angle=0x10e, BKB=0x50, WKB?=0x0, KBG=0x3c, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.800000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x1, 0x2, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0)

+Hitbox_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=0.000000, Angle=0x10e, BKB=0x64, WKB?=0x64, KBG=0x0, Size=6.000000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 0.000000, 0.000000, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x9, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x1, 0x1, 0x0)​

Damage 5 > 0; BKB 50 > 64; WKB 0 > 64; and KBG was changed to 0? I tested it ingame however and I'm still able to get the move to hit for 5%.​

Am I reading this wrong?
You are reading this wrong as you are comparing the Id=0x1 hitbox with the Id=0x0 hitbox. In 1.0.8 there were two hitboxes, 0x0 and 0x1, to the trampoline. 1.1.0 removes the 0x1 hitbox entirely while the 0x0 hitbox was modified. However, the reduction of the damage from 5 to 0% still is true regardless of your error.... We are talking about a hitbox on the trampoline, could you be seeing the damage of Pacman's hitbox instead of the trampoline?
 

ParanoidDrone

Smash Master
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False.
Unless they randomly make you big but i'm not walking into like 50 hydrants to find out xD.

Also, mushrooms don't actually need to be on to become big, don't know if a certain number of items are required to be on or just 1 or what the requirements are though.
1 is enough, and mushrooms aren't required. It's a non-item effect that's tied to the toggle.
 

Zage

Smash Journeyman
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We are talking about a hitbox on the trampoline, could you be seeing the damage of Pacman's hitbox instead of the trampoline?
That raises even more questions, the trampoline never dealt damage by itself.
 
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RevanAndMalak

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Wait, trampoline damage? or the damage from pacman rising up?
 
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LancerStaff

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Hey, I'm still left wondering here... Pit and Dark Pit's rapid jab looks more consistent on my 3DS with the update then on my 3DS without. It appears to pull in the opponent more, but I can only test against CPUs and Sandbags. Can somebody look at the data and see if there's an actual difference?
 

Gunla

It's my bit, you see.
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My questions still remain: where are Pac-Man's buffs and Rosalina's nerfs?
Hey, welcome to Smashboards!

This thread has specific rules due to the nature of it's existence, as marked within the Blurb in the OP:
Shaya said:
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
Posts akin to this are against the rules and are treated as spam. In the future, please be wary of this.

-----
Carry on.
 

DarthGogeta

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Hey, thanks to everyone working on the patch notes! It's made it a lot easier to figure out what's been happening and how to adapt to the new changes! Appreciating the help from you guys.

:4link: I thought he'd get more significant buffs but I'm happy either way.
 

Methacrylate

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That raises even more questions, the trampoline never dealt damage by itself.
Wait, trampoline damage? or the damage from pacman rising up?
Yes, we are talking about the trampoline itself giving damage as the pacman_trampoline data file only shows the code of the trampoline and none of pacman himself.

You are right that the default trampoline never dealt damage nor does it have a hitbox. Which leads me to believe this is actually a change to trampoline custom 3, the meteor trampoline. This trampoline does have several hitboxes on it and in 1.0.8 does 5% damage when the meteor hitbox connects. Each time a character jumps on the trampoline a hitbox appears in the center below the trampoline. I suspect that this change removes one of the trampoline's hitboxes completely while changing another to do 0 damage.

Hey, I'm still left wondering here... Pit and Dark Pit's rapid jab looks more consistent on my 3DS with the update then on my 3DS without. It appears to pull in the opponent more, but I can only test against CPUs and Sandbags. Can somebody look at the data and see if there's an actual difference?
We have completed Dark Pit such that all changes in the data have been assigned. Only Dark Pit's arrows have changed, all 3 custom versions, each does roughly 0.4% more damage. There were no changes in the data to Dark Pit's jab. Pit's jab has had the hitboxes increase in size to his rapid jab with a decrease in z-axis displacement which should mean that it is more consistent.

In short, those feelings you have on the rapid jab are a placebo for Dark Pit but are true for Pit.
 
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Excision7

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i still really don't know why this isn't on the buffs/nerfs patch list yet but i said this before; Ryu's weak spot up tilt got buffed from 1% —> 2% (leading into less combo strings)
 

PapaJ

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i still really don't know why this isn't on the buffs/nerfs patch list yet but i said this before; Ryu's weak spot up tilt got buffed from 1% —> 2% (leading into less combo strings)
Uhh It's always done 2% damage...
 

Scamper52596

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So did Toon Link really get nothing? Not even the 2 frame faster dash grab/1 frame faster pivot grab that everyone else seems to think he got? Or is it just not listed because no one has confirmed it yet? I'm just curious because I main Toon Link so of course I'll want to know if something changed.
 

Methacrylate

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So did Toon Link really get nothing? Not even the 2 frame faster dash grab/1 frame faster pivot grab that everyone else seems to think he got? Or is it just not listed because no one has confirmed it yet? I'm just curious because I main Toon Link so of course I'll want to know if something changed.
We already had someone look into Toon Link for this patch. Here is the post you are looking for:

The person that confirmed the nair landing lag was testing between 1.10 (Wii U) and 1.00 (3DS). Toon Link did in fact have a change in Nair landing lag, but it's not in this patch, it was a previous one. Many changes have gone undocumented in previous updates because it wasn't until just a few days ago that we actually found animation data in the game files that doesn't relate to hitboxes, such as aerial landing lag and FAFs for attacks.

As for Toon Link's dash and pivot grabs, there is no such change in this update. At least not to endlag like I assume you mean. They are completely the same as I compare them now.
Uhh It's always done 2% damage...
I can confirm this, the data does not show a damage change to any move in his moveset.
 

Luigi player

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Alright, here's proof of the differences to how Wario's bike acts between versions.

In 1.0.8:
https://youtu.be/nlF2-6aNKBw

And in 1.1.0:
https://youtu.be/Lxj3sUdFJvw
Damn, that sucks for Wario... I played around with that quite some time ago and it was indeed like that in previous versions. As long as you landed with the bike you got it back once you jumped off and had that regenerating circle, even if you started using it in the air.

Edit: Seems like you will get it back even if you start it shortly above the ground while landing so you will get the grounded start of the bike. And you have quite some time to land during the starting animation. It's something, I guess.
 
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B.A.M.

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@ Shaya Shaya For you good sir. Gonna add a new video soon detailing other buffs. Keep up the work man!!! Always love what you do!!!


 

Vipermoon

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@ Shaya Shaya For you good sir. Gonna add a new video soon detailing other buffs. Keep up the work man!!! Always love what you do!!!


Nice vid but you left out many things. Like most of the Marth stuff.
 

Dusk Pit

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There is incorrect information about Dark Pit's arrows: the damage was buffed to 4.2 or 4.3 from 3.8. Also his uncharged arrows' travel faster now, faster than Pit's.
 

Drig786

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Must say im quite happy with this, i missed his forward throw combo from brawl.
:4kirby:
  • Forward Throw
    • End frame reduced by 3
 

Athorment

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Nothing for Poor Samus Aran? The greatest bounty hunter in the galaxy??? maybe next patch seeing as how the Smash staff finally realized there was a big issue with Ike, Zelda, Wii Fit Trainer and Robin.
 

Linkshot

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So have we finally found all the changes in this update?
I've still got piles of unlabelled changed parameters in Mii Swordfighter and Wii Fit Trainer. We may have uncovered all the WFT stuff through play already (and just haven't connected the dots), but I'm certain we're missing a LOT on Mii Swordfighter.
 

Elite Smasher

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I've still got piles of unlabelled changed parameters in Mii Swordfighter and Wii Fit Trainer. We may have uncovered all the WFT stuff through play already (and just haven't connected the dots), but I'm certain we're missing a LOT on Mii Swordfighter.
Oh okay, so just those two. Thanks. Let me know when you have finished.
 
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