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Guide Zelda Social: But also the FE Heroes Internet Cafe

Cenizas

The Zelda We Need, But Not the One We Deserve
Joined
Dec 28, 2014
Messages
1,569
Location
Gaylordsville Baptist Church, NY
3DS FC
1032-1809-6196
I thought the social usually moved at its fastest at 2 in the morning or whatever, I am thoroughly disappointed in this shamefur dispray smh gorls.
 

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
there are like 5 gorls here therefruit its gonna be slow
 

McKnightlíght

Getting back into the dunk game
Joined
Dec 18, 2014
Messages
5,598
Location
"Work"
NNID
EvanMcKnight
3DS FC
4399-0018-3572
I know Ike is good and all, but seriously. I feel like people are overselling him

It's like one of those few rare moments in my life as a breathing human with a brain and a nervous system where I actually trust the opinions of professionals/top smash players who don't even have a high opinion on Ike over those who have a high opinion on him

Although they undersell Ike too much, I still think he's mid-tier and not bad but NOT THAT good
Ike is awful.
 
Joined
Jun 8, 2009
Messages
18,990
Based on my new schedule for college

I can conclude that I'm not going to be as active (if anything, semi-inactive) in SWF >___>
 

Cress!

Keep your chin up!
Joined
Apr 7, 2015
Messages
2,758
Switch FC
2396-9345-5408
I never knew there was a Direct for Wii Fit U. I watched like the first 2 minutes and now I'm seriously wondering if I should make this my new avatar even though I just changed it a few hours ago.



Another broken image I can't delete. Smashboards whyyyyyyyyyyy.
 

EODM07

Smash Hero
Joined
Mar 26, 2015
Messages
6,835
Location
"That's Classified" - Mikuru
NNID
EODM07
3DS FC
3823-9238-9070
Morning girls. How's everyone doing today? :4zelda:

Just had my breakfast and trying to think up a stupid way to make Dedenne viable in VGC. :V (Got one Bold Natured with Nuzzle, Recycle, Charm and Super Fang. Pachirisu 2.0)




.................................................................................................
Noted to never enter this thread again.


Don't go. You're missing out on some good stuff.

Like gifs and how Zelda is obviously Top Tier. :secretkpop:

Also, page steal~ <3
 
Last edited:
Joined
Jun 8, 2009
Messages
18,990
I've been in the lab for several hours. Preparing for a monthly tournament which is 5 days from now. Customs are banned so I'm definitely pumped
 

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
I've been in the lab for several hours. Preparing for a monthly tournament which is 5 days from now. Customs are banned so I'm definitely pumped
Wait I have a tournament in 5 days too

Are you following me
 

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
Really? lmao

Good luck to you too then
Except mines a pm tournament, and I haven't played that at all lately

Not to mention I'm not sure if it'll use pm 3.6 or not if that's out (I don't even know) so then I'll be even more unfamiliar. I just hope I can get past the no input buffer, last time it pretty much killed me

But good luck to you as well
 

Burgundy

kick kick
Joined
Oct 2, 2014
Messages
2,538
Location
KY
NNID
SuperSableye24
3DS FC
5456-0591-6968
Morning girls. How's everyone doing today? :4zelda:

Just had my breakfast and trying to think up a stupid way to make Dedenne viable in VGC. :V (Got one Bold Natured with Nuzzle, Recycle, Charm and Super Fang. Pachirisu 2.0)








Don't go. You're missing out on some good stuff.

Like gifs and how Zelda is obviously Top Tier. :secretkpop:

Also, page steal~ <3
DO IT. Make Dedenne viable plz. They're my favorite of the electric rodents. <3
 

EODM07

Smash Hero
Joined
Mar 26, 2015
Messages
6,835
Location
"That's Classified" - Mikuru
NNID
EODM07
3DS FC
3823-9238-9070
DO IT. Make Dedenne viable plz. They're my favorite of the electric rodents. <3
You shall receive. :yeahboi:

Just need to find some other good Pokes to help make it more useful. :3
Also had 2 more Ranked Battles on Pokemon. Won one, lost one because I made a bad play. Should've used Scald on the Aegislash. :c
 

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
ill probably be playing zelda and g&w if anyone cares

maybe some dorf and marth, too bad they didnt add pichu in pm
 

☆Jazz☆

Jazzin' All Day
Joined
Jun 23, 2014
Messages
2,303
Location
Port Barre
NNID
DaGama21
3DS FC
0920-3971-2053
Last edited:

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
zanda dont be like redfeatherraven and like everything lol
 

WolfieXVII ❂

stay woke
Joined
Jun 18, 2014
Messages
10,791
Location
Hall of Fame
NNID
tresxvii
3DS FC
4699-5598-8215
Welcome to the Zelda Social, Reaper Pirate! Congrats on being a Rankings Staff!

This is how it is in Imagination World.

And this is how it is in the Real World!

The only thing she's missing is a mug of Lipton Tea.
Ty ty~
Who's this ReaperPirate guy you speak of
: ^ )
It's gonna be a long 30 days
;-;
 

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
so on smashwiki it notes a change for toon link in 1.0.6:

First hit of down smash has been reduced.

what does this mean lol
 

Lorde

Let 'em talk
Joined
Oct 20, 2014
Messages
4,479
Location
Ardnaxela
Switch FC
SW-6881-0865-5788
so on smashwiki it notes a change for toon link in 1.0.6:

First hit of down smash has been reduced.

what does this mean lol
reduced.JPG

idk but apparently it's a nerf

it's probably the knockback or damage that was reduced

edit: I just checked the patch thread and it said that it was the KB that was reduced
 
Last edited:

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
View attachment 60341
idk but apparently it's a nerf

it's probably the knockback or damage that was reduced

edit: I just checked the patch thread and it said that it was the KB that was reduced
i dont understand how its a nerf, doesnt it mean it just connects better? no one uses the first hit to kill lol
 
Joined
Mar 4, 2015
Messages
1,579
Location
in your dreams..
i've heard alot of jokes about this thread, from what i see their's no zelda discussion so k. do we just post silly pictures and attempt to be funny?
>mfw

upload_2015-7-6_10-13-41.jpeg
[] I'm actually a guy. @ McKnightlíght McKnightlíght you were right since I first came here. Still a :4peach:y Kid though.

:4wendy:Please Understand:4wendy:
Tbh I saw this coming a mile away. Especially since you also had male in your profile :secretkpop:

Also @berserker00 you never answered my question, you just liked it! @Space Stranger, you need some Disney company?
 
Last edited:

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Real talk: Smash wiki is the. WORST. Place to look for changelogs for smash. Just don't do it and save your brain cells.

That said the change to his Dsmash was likely multiple little things that could be termed all into "reduced". Doesn't make it sound any less dumb imo.

Why don't we check the ACTUAL 1.0.8 changelog
Thinkaman said:
Alright, never say I don't love you guys. Shoutouts to Schiffe for supplying the files.

REMEMBER, this does NOT include:
  • IASA times on animations (endlag nor landing lag)
  • Overall engine quirks/alterations
  • Grabbable items
  • Anything involving Mewtwo; I don't have readable 1.0.6/7 files for him. (If you do, please share?)
  • Anything involving the new characters. (This is a changelog!)
This DOES include any and all possible changes to:
  • Hitbox ID, damage, knockback, angle, element, size, position, tripping, SDI, hitlag, ect.
  • Move startup times
  • Animation speedup-based timing changes
  • All move startup timings
  • All AC timings
  • All super/heavy armor (spoilers, no changes)
  • All state transitions (like jabs)
It is possible but unlikely that any of these were missed while compiling this list.

Code:
Mario
-----
NO CHANGES

Luigi
-----
NO CHANGES

Peach
-----
Jab2
    hitbox 1
        size 2.4 -> 3.0
    hitbox 2
        size 2.4 -> 4.0

Bowser
------
Utilt
    unknown events frame 11 -> 10
    hitbox 2 removed
    all hitboxes
        frame 12 -> 11
        damage 10 -> 9
        x 7.4 -> 6.9
    animation speed 1.5x for frames 17-52 (11 frames faster?)

Yoshi
-----
NO CHANGES

Rosalina
--------
Rapid Jab End
    hitbox
        kbg 170 -> 150

Bowser Jr.
----------
NO CHANGES

Wario
-----
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    hitbox 0
        angle 65 -> 55
        bkb 35 -> 45
    hitbox 1
        angle 75 -> 72
        kbg 50 -> 40
        bkb 28 -> 38
Jab2
    third hitbox added, positions adjusted
    all hitboxes
        size 5.5/3.5 -> 5.8/3.8/3.3

Mr. Game & Watch
----------------
Dtilt
    hitbox 0 (6%)
        kbg 120 -> 125
        bkb 10 -> 40
    hitbox 1 (1%)
        kbg 100 -> 120
        bkb 60 -> 70
        size 9.0 -> 10.5
        unknown param 11.0 -> 9.0

Donkey Kong
-----------
Cargo fthrow
    throwbox 0 (launching component of throw)
        damage 8 -> 10
Cargo bthrow
    throwbox 0 (launching component of throw)
        damage 8 -> 12
        angle 55 -> 72
        bkb 80 -> 70
Cargo uthrow
    throwbox 0 (launching component of throw)
        damage 7 -> 10
Cargo dthrow
    throwbox 0 (launching component of throw)
        damage 6 -> 7
        angle 45 -> 48
        kbg 38 -> 80
        bkb 65 -> 50
    unknown event moved from frame 18 -> 17
        momentum boost added

Diddy Kong
----------
Jab1
    all hitboxes
        damage 1.5 -> 1.2
    transition to jab2
        frame 10 -> 8
Jab2
    all hitboxes
        damage 1.5 -> 1.2
    transition to jab3
        frame 9 -> 8
Jab3
    all hitboxes
        wkb 30 -> 25
        size 4.0/3.5/3.0 -> 4.2/3.7/3.2
    transition to rapid jab loop
        frame 22 -> 15
Rapid Jab Loop
    a variety of small hitboxes replaced with one big one
    new hitboxes
        damage 0.6 -> 0.5
        angle 70/90 -> 60
        wkb 6 -> 4
        size 3.0 -> 6.7
        SDI 1.3 -> 0.7
        unknown param (default) -> 6.8
        unknown param (default) -> 6.0
Rapid Jab End
    animation speed 2.0x for frames 0-8 (4 frames faster)
    hitbox
        kbg 180 -> 177
        bkb 30 -> 45
        size 5.0 -> 7.2
        y 5.5 -> 6.8
        unknown param 5.5 -> 6.8
        unknown param 5.5 -> 6.0
Dtilt
    new 3rd hitbox (centered on clap?) identical to other two
    all hitboxes
        damage 6.0 -> 5.5
Uair
    all hitboxes
        begin frame 3 -> 4
        kbg 99 -> 89
        bkb 65 -> 64
    landing lag window
        3-15 -> 0-27
Uthrow
    hitbox (launching component of throw)
        damage 4 -> 1 (total 8 -> 5)
        bkb 100 -> 120
        bkb 30 -> 50
Dthrow
    throwbox 0 (launching component of throw)
        damage 6.0 -> 7.0
        angle 105 -> 106
        kbg 50 -> 59

Link
----
Jab 1
    massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes
Dtilt
    animation speed 1.33x for frames 0-12 (2 frames faster?)
    hitboxes
        damage 12 -> 11
        x 12.8/15.4 -> 14.1/16.6
Grab
    unknown param 28 -> 32
    animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?)
Dash Grab
    unknown param 28 -> 32
    animation speed 1.25x for frames 32-71 (8 frames faster?)
Pivot Grab
    unknown param 37 -> 41
    animation speed 1.25x for frames 33-72 (8 frames faster?)
Fthrow
    throwbox 0 (launching component of throw)
        angle 55 -> 50
Dthrow
    throwbox 0 (launching component of throw)
        damage 4 -> 3
        angle 110 -> 83
        kbg 90 -> 85
Spin Attack
    all stage 1 (of 4) hitboxes
        kbg 84 -> 85
    all stage 2 (of 4) hitboxes
        kbg 80 -> 85
    all stage 3 (of 4) hitboxes
        kbg 80 -> 82
Shocking Spin Attack
    all stage 2 (of 3) hitboxes
        kbg 80 -> 82

Zelda
-----
Usmash
    all looping hitboxes
        increased in size by 0.5
        wkb 40/50/60/60 -> all 40
        SDI 1.0 -> 0.5
    final hitboxes
        kbg 190 -> 214
Nair
    hitbox 0 and 1 IDs and damage (1.0/2.0) swapped

Sheik
-----
NO CHANGES

Ganondorf
---------
NO CHANGES

Toon Link
---------
Jab1
    hitbox 0 and 2 IDs swapped
Jab2
    hitbox 0 and 2 IDs swapped
    kbg 37 -> 34
    bkb 16 -> 25
Jab3
    all hitboxes
        size 3.5 -> 4.2
    hitbox 0
        z 5.0 -> 4.5

Samus
-----
Usmash
    all hitboxes increased in size by 0.5
    some hitboxes split in two, or given angle+wkb adjustments
    final hitbox
        kbg 135 -> 150
        size 7.0/3.5 -> 7.3/4.0

Zero Suit Samus
---------------
NO CHANGES

Pit
---
NO CHANGES

Palutena
--------
Utilt
    all hitboxes
        bone 1000 -> 0
        size and positions adjusted heavily
    looping hitboxes
        damage 1.0 -> 1.2

Marth
-----
Jab1
    all hitboxes
        damage 4/6 -> 3/5
        angle 361 -> 78/65/90
        kbg 50/70 -> 30
        bkb 20/30 -> 55
        hitlag 1.0 -> 0.7
    transition to jab2
        frame 20 -> 17
Jab2
    all hitboxes
        angle 361 -> 45
        kbg 50/70 -> 75
        bkb 20/30 -> 62
Utilt
    initial hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 50 -> 65
    delayed hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 40 -> 52
Dolphin Slash
    initial hitboxes
        kbg 68 -> 74
        hitlag 0.5 -> 0.7
Crescent Slash
    initial hitboxes
        hitlag 0.5 -> 0.7

Ike
---
Jab1
    transition to jab2
        frame 13 -> 10
Jab2
    new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2
    hitbox 0
        y 8.0 -> 7.5
    new hitbox 1
        angle 80 (others are 65)
        kbg 80 (others are 80/100)
        wbg 25 (others are 40/50)
        size 3.5
Jab3
    hitboxes appear on frame 7 -> 6 (1 frame faster)
    hitbox 3
        size 2.5 -> 3.2
    hitbox duration 3 -> 4 frames
Dash Attack
    animation speed 1.25x for frames 0-17 (3 frames faster?)
    hitboxes appear on frame 18 -> 17 (4 frames faster total?)
    hitbox 0
        damage 10 -> 14
        angle 55 -> 52
        kbg 70 -> 78
        size 6.0 -> 6.3
        hitlag 1.0 -> 1.2
    hitbox 1
        damage 8 -> 11
        angle 55 -> 52
        kbg 70 -> 78
    hitbox 2
        damage 5 -> 9

Ftilt (all)
    animation speed 1.25x for frames 0-14 (2 frames faster?)
    hitboxes appear on frame 15 -> 14 (3 frames faster total?)
    all 3 old hitboxes replaced with 1 new one
    new hitbox
        bone 1000 -> 1
        damage 14/14/12 -> 12.5
Utilt
    initial hitbox
        y 12.0 -> 13.0
    delayed hitbox
        y 10.5 -> 12.0
        lasts until frame 19 -> 22 (duration 5 -> 8 frames)
Fair
    hitboxes appear on frame 16 -> 14 (2 frames faster)
    hitbox 0
        y 9.0 -> 10.5
    hitbox 1
        y 6.2 -> 6.75
    hitbox 2
        y 4.0 -> 3.0
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks)

Robin
-----
NO CHANGES

Kirby
-----
NO CHANGES

King Dedede
-----------
NO CHANGES

Meta Knight
-----------
Rapid Jab Loop
    all hitboxes
        divided into 2 for better coverage (positions adjusted)
        damage 1.0 -> 1.2
        kbg 40 -> 30
        size 5.5 -> 5.8/6.8 pairs
        SDI 1.0 -> 0.6
Rapid Jab End
    hitbox
        size 5.7 -> 8.0
        y 5.5 -> 7.0
        x 18.0 -> 20.0
Ftilt3
    all hitboxes
        damage 3 -> 4
        angle 65 -> 361
        kbg 110 -> 107

Little Mac
----------
NO CHANGES

Fox
---
NO CHANGES

Falco
-----
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    hitbox 0 and 2 IDs swapped
    all hitboxes
        bkb 30 -> 35
    hitbox 0 (new)
        angle 80 -> 68
        size 2.0 -> 2.5
        z 0.0 -> -0.5
    hitbox 1
        angle 80 -> 77
        size 3.0 -> 3.2
Jab2
    hitbox 2
        angle 50 -> 45
        size 2.0 -> 5.0
        z 0.0 -> -0.5
    transition to jab3
        frame 10 -> 9
Rapid Jab Loop
    hitbox 0
        size 2.0 -> 2.7
    hitbox 1
        size 3.0 -> 3.2
Usmash
    ID and GID tweaks to hitboxes
    final hitboxes last frames 13-20 -> 12-21
Nair
    basically a different move; same timings, but all 16 of its hitboxes have been altered
        generally wkb increased and most angles set to 367 and sizes significantly increases
Fair
    animation speed 1.33x for frames 0-37 (9 frames faster total? hits 2 frames faster?)
    looping hitboxes
        refresh time 6 -> 4 (total looping hits 3 -> 5, or 7 -> 9 damage total)
Fair Landing
    hitbox
        damage 5 -> 3
        bkb 30 -> 50
Uair
    animation speed 1.5x for frames 0-8 (2 frames faster?)
    hitboxes appear on frame 10 -> 8 (4 frames faster total)
    all hitboxes
        damage 11 -> 10
        angle 68/68/80 -> 65/75/85
        kbg 100/100/20 -> 90/90/90
        bkb 27/27/30 -> 35/35/35
    hitbox 0
        size 4.8 -> 5.0
Dair
    initial hitbox bifurcated; hits grounded targets at angle 80
    sourspot replaces on frame 19 -> 20 (sweetspot duration 3 -> 4)
    sourspot hitbox
        size 5.0 -> 5.3

Pikachu
-------
NO CHANGES

Charizard
---------
Jab1
    hitbox 0
        wkb 15 -> 26
    hitbox 1 + 2
        wkb 10 -> 22
    transition to jab2
        frame 10 -> 9
Jab2
    transition to jab3
        frame 10 -> 9
Jab3
    all hitboxes
        kbg 110 -> 130
Fair
    hitbox 0
        size 4.3 -> 4.6
        x 7.0 -> 7.5
    delayed hitbox 0
        kbg 98 -> 97
        size 4.5 -> 4.8
        z 7.0 -> 7.5
    hitboxes removed on frame 12-> 13 (total duration 4 -> 5)
Uthrow
    throwbox 0 (launching component of throw)
        angle 60 -> 70
        kbg 160 -> 220
Dthrow
    throwbox 0 (launching component of throw)
        angle 361 -> 70
        kbg 300 -> 130
        bkb 40 -> 70

Lucario
-------
Jab1
    hitbox 0
        angle 60 -> 80
        kbg 30 -> 10
        bkb 45 -> 33
    hitbox 1
        kgb 30 -> 10
        bkb 45 -> 33
    delayed hitbox 0
        angle 90 -> 80
        kbg 30 -> 10
        bkb 50 -> 32
Jab2
    hitbox 0
        angle 72 -> 60
        kbg 30 -> 20
        bkb 50 -> 38
    hitbox 1
        kgb 30 -> 20
        bkb 50 -> 32
    hitbox 2
        kgb 30 -> 20

Jigglypuff
----------
NO CHANGES

Greninja
--------
Ftilt (all)
    all hitboxes
        damage 6.5 -> 7.3
        kbg 112 -> 110/90/70
        bkb 15 -> 20/30/40
    hitboxes 1 + 2 have z-pos adjusted
    hitbox 2 bone 3 -> 5
    animation speed 1.33x from frame 13-38 (7 frames faster?)

Duck Hunt
---------
NO CHANGES

R.O.B.
------
NO CHANGES

Ness
----
NO CHANGES

Captain Falcon
--------------
F-smash (up)
    all hitboxes
        KBG 94 -> 95
F-smash (straight)
    all hitboxes
        KBG 94 -> 95
F-smash (down)
    all hitboxes
        KBG 84 -> 83
Uair
    initial hitbox 0
        damage 13 -> 11
        bkg 10 -> 16
    initial hitbox 1
        damage 12 -> 10
        bkg 10 -> 16
    late hitbox 0
        damage 12 -> 10
        bkg 8 -> 10
    late hitbox 1
        damage 10 -> 9
        bkg 8 -> 10

Villager
--------
Weird FacingRestriction Flag removed from Bair Projectile Hitboxes
Fthrow
    throwbox 0 (launching component of throw)
        bkb 100 -> 102
Bthrow
    throwbox 0 (launching component of throw)
        bkb 15 -> 18
Dthrow
    throwbox 0 (launching component of throw)
        damage 4.5 -> 6.0
        kbg 105 -> 80

Olimar
------
NO CHANGES

Wii Fit Trainer
---------------
NO CHANGES

Dr. Mario
---------
NO CHANGES

Dark Pit
--------
NO CHANGES

Lucina
------
Jab1
    all hitboxes
        damage 4.75 -> 3.325
        angle 361 -> 78/65/90
        kbg 50 -> 30
        bkb 20 -> 55
        hitlag 1.0 -> 0.7
    transition to jab2
        frame 20 -> 18
Jab2
    all hitboxes
        angle 361 -> 45
        kbg 60 -> 75
        bkb 25 -> 62
        hitlag 1.0 -> 0.7
        unknown param 0 -> 1
Ftilt
    all hitboxes
        damage 9.975 -> 10.925
Utilt
    initial hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 50 -> 65
    delayed hitboxes
        angle 361 -> 100 (already 100 on hitboxes 0,3)
        bkb 40 -> 52
Dolphin Slash
    initial hitboxes
        kbg 68 -> 74
        hitlag 0.5 -> 0.7
Crescent Slash
    initial hitboxes
        hitlag 0.5 -> 0.7

Shulk
-----
NO CHANGES

Pac-Man
-------
NO CHANGES

Mega Man
--------
NO CHANGES

Sonic
-----
Usmash
    final hitbox
        kbg 177 -> 165

Mewtwo
------
Usmash
    initial hitbox
        angle 95 -> 100
        size 6.2 -> 3.0
        x 0.0 -> -6.0

Lucas
-----
[NEW]

Roy
---
[NEW]

Ryu
---
[NEW]

Mii Brawler
-----------
Onslaught Startup (ground and aerial)
    all windboxes
        unknown params changed
    windbox 1
        angle 50 -> 361
        kbg 100 -> 0
        wkb 80 -> 0
        element Hit -> Push

Mii Swordfighter
----------------
Unknown parameters set to 63 and 15 on many of his hitboxes
Jab1
    animation speed 1.25x for frames 0-5 (1 frame faster)
    hitboxes appear on frame 7 -> 6 (2 frames faster total)
    hitbox 2 split into 2
    all hitboxes
        angle 85/361/361 -> 85/50/45/45
        kbg 37 -> 20
        bkb 16 -> 32
    transition to jab2
        frame 10 -> 9
Jab2
    hitboxes 0 and 1 IDs swapped
    hitbox 1
        swapped angle 100 -> 96
    hitbox 2 split into 2
    transition to jab3
        frame 10 -> 9
Jab3
    hitboxes 0 and 1 IDs swapped
    hitbox 2 split into 2
Dash Attack
    all hitboxes
        size 3.0/2.2 -> 4.0/3.0
Ftilt
    hitbox 1 split into 2
Nair
    animation speed 1.18x for frames 0-10 (1 frame faster?)
    hitboxes appear on frame 12 -> 11 (2 frames faster total)
Fair
    hitbox 2 (initial and middle)
        size 2.4 -> 3.5
    hitbox 2 (final)
        size 3.2 -> 3.5
Bair
    all hitboxes
        damage 12 -> 14
Dair Landing
    hitbox
        x 9.0 -> 10.5
Slash Launcher
    windbox 0
        x 5.0 -> 6.0

Mii Gunner
----------
NO CHANGES
Edit : Lol oop it musT be in the 1.0.6 changelist, brb

Edit back : HERE's the 1.0.6 changelist, where it should be:
Patch 1.0.6 Changelog

Same caveats and limitations apply.

Code:
Mario
-----
Fsmash (all)
    hitbox 0
        y 0.0 -> 0.7
        made irreversible

Luigi
-----
NO CHANGES

Peach
-----
NO CHANGES

Bowser
------
NO CHANGES

Yoshi
-----
Ftilt (up/down)
    hitboxes appear on frame 6 -> 5 (matches normal ftilt)
Fsmash
    hitbox 0
        size 3.1 -> 2.9
        made irreversible

Rosalina
--------
NO CHANGES

Bowser Jr.
----------
Fsmash
    second hitbox added to initial repeating hit
        identical, except positioned differently and angle 361 rather than 93
    initial hitboxes
        y 18 -> 17 (angled down only)
    final hitbox
        size 6 -> 7
        y 10 -> 8 (13 -> 11 for angled up)
        x 20 -> 18 (17 for angled down)

Wario
-----
NO CHANGES

Mr. Game & Watch
----------------
Minor unknown tweaks
Ftilt
    delayed hitboxes
        angle 100 -> 115
        bkb 20 -> 30
Chef
    Pan hitbox
        size 5.76 -> 6.76
        y 6.4 -> 7.4
XXL Chef
    Pan hitbox
        y 6.4 -> 7.4
Short-Order Chef
    Pan hitbox
        y 6.4 -> 7.4

Donkey Kong
-----------
Jab 1
    hitboxes 0 and 1 IDs swapped
    new hitbox 1
        angle 361 -> 110
        kbg 100 -> 25
        bkb 0 -> 35
F-smash
    all hitboxes
        made irreversible
A couple 1.13x multipliers on unknown actions (nothing with a hitbox)

Diddy Kong
----------
Fsmash
    second hit, hitbox 0
        angle 40 -> 46
Usmash
    initial hitbox 0
        angle 120 -> 110
        wkb 130 -> 120
    initial hitboxes 1/2/3
        angle 110 -> 95
    initial hitbox 3
        wkb 80 -> 70
    middle hitbox 0
        angle 115 -> 105
    middle hitboxes 1/2
        angle 110 -> 95
Fair
    initial hitboxes
        damage 12 -> 10
    delayed hitboxes
        damage 10 -> 8
Uair
    all hitboxes
        damage 8 -> 6
Uthrow
    throwbox 0 (launching component of throw)
        damage 6 -> 4 (total damage (10 -> 8)
Dthrow
    throwbox 0 (launching component of throw)
        damage 7 -> 6
        kbg 40 -> 50
Monkey Flip
    kick hitbox
        decays from damage 14/12 -> 12/10 on frame 11
    throw hitbox
        damage 5 -> 3
    additional hitbox added to throw
Flying Monkey Flip
    throw hitbox
        damage 5 -> 3
    additional hitbox added to throw

Link
----
Dash Attack
    hitboxes appear on frame 21 -> 20
    hitbox 2
        damage 13 -> 12
        kbg 78 -> 72
Dtilt
    hitboxes completely remade
    went from having 4 hitboxes to 2 on changed bones--one aerial only, one irreversible
    all hitboxes
        angle 80/80/280/280 -> 280/80
        kbg 50 -> 62/30
        bkb 90 -> 0/90
Fsmash 1
    hitbox 2 (sourspot)
        bone 16 -> 0
        size 3.4 -> 3.2
        x 0 -> 6
        y 0 -> 8.5
        z 1 -> 0
        made irreversible
Fsmash 2
    hitbox 2/3
        made irreversible
Usmash
    2nd round of hitboxes appear frame 26 -> 25
Pummel
    hitbox
        x 0 -> 2
        y 0 -> 1.5
        z 0 -> -1
Ground Spin Attack
    initial hitboxes 0/1
        damage 12 -> 14
    all hitbox 2s
        z 6.6 -> 7.0
    new stage of hitboxes on frame 6 that do 12/12/7 damage
    third stage of hitboxes now on frame 11, not 9
Ground Shocking Spin Attack
    all hitbox 2s
        z 6.6 -> 7.0

Zelda
-----
Fsmash
    looping hitbox 0
        angle 60 -> 25
        wkb 60 -> 40
        size 4.3 -> 4.2
        x 10.0 -> 8.0
    looping hitbox 1
        angle 160 -> 165
        wkb 80 -> 50
        size 5.0 -> 4.5
    final hitbox 0
        size 6.7 -> 5.5
        x 16.0 -> 9.5
    final hitbox 1
        size 5.7 -> 6.0
        x 11.0 -> 16.0
Din's Fire/Flare/Blaze
    sweetspot hitbox
        size 2.7 -> 2.1
Phantom Slash (uncharged swipe)
    animation speed 0.5x for frames 60-70 (10 frames slower)
Phantom Slash (partially charged overhead)
    animation speed 0.5x for frames 90-100 (10 frames slower)
Phantom Slash (partially charged uppercut)
    animation speed 0.5x for frames 135-145 (10 frames slower)

Sheik
-----
Dtilt
    all hitboxes
        damage 7.5 -> 5.0
        kbg 80 -> 100
        bkb 35 -> 37
Bair
    initial hitboxes 0/1
        damage 10 -> 7
    initial hitbox 2
        damage 11 -> 8

Ganondorf
---------
Jab
    hitbox 0
        damage 6 -> 7
        kbg 105 -> 90
        bkb 40 -> 38
    hitbox 1
        damage 8 -> 10
        kbg 105 -> 90
Fthrow
    all hitboxes
        hitlag 2.0 -> 1.5
Bthrow
    all hitboxes
        hitlag 2.0 -> 1.5
Uthrow
    all hitboxes
        hitlag 2.0 -> 1.6

Toon Link
---------
Dsmash
    all hitboxes
        trip 0.15 -> 0.0
        made irreversible
    first hit, hitbox 0 (aerial only)
        x 16.0 -> 15.5
    first hit, hitbox 1 (ground only)
        wkb 140 -> 60
        y 2.0 -> 2.6
        x 16.0 -> 9.5
    hitbox 2 added to first hit
        angle 168
        kbg 100
        wkb 120
        ground only
        irreversible
    second hit, hitbox 0
        kbg 130 -> 127
        size 4.0 -> 4.3
        y 3.0 -> 4.5
    hitbox 1 added to second hit
        size 5.0

Samus
-----
Ftilt (all)
    hitbox 1 and 2 IDs swapped
    hitbox 0
        bone 7 -> 6 (6 -> 5 for straight-angled)
        damage 7 -> 6
        kbg 90 -> 70
        bkb 15 -> 10
        size 3.0 -> 1.8
        z 0 -> -1.5 (1.8 for up-angled)
    new hitbox 1
        kbg 90 -> 70
        bkb 15 -> 10
    new hitbox 2
        kbg 90 -> 100
        bkb 15 -> 30
        z 6.0 -> -0.6
    hitbox 3
        bone 8 -> 9
        damage 6 -> 9  (5 -> 8 for straight-angled)
        kbg 90 -> 100
        bkb 15 -> 30
        size 2.5 -> 3.0
        z 0 -> 6
        y 0 -> -0.5

Zero Suit Samus
---------------
NO CHANGES

Pit
---
NO CHANGES

Palutena
--------
NO CHANGES

Marth
-----
Dancing Blade Ground Third Hit (Forward)
    all hitboxes
        angle 60/70/35 -> 50/55/40
        bkb 30 -> 40

Ike
---
Counter
    hitbox
        kbg 74 -> 100

Robin
-----
Jab1
    hitbox 0 and 2 IDs swapped
        hitbox 0
            angle 361 -> 70
            kbg 30 -> 25
            bkb 30 -> 35
        hitbox 1
            angle 60 -> 88
            kbg 30 -> 25
            bkb 30 -> 35
        hitbox 2
            angle 75 -> 90
            kbg 30 -> 25
            bkb 30 -> 35
Jab2
    hitbox 0
        angle 92 -> 98
        kbg 24 -> 20
        bkb 50 -> 30
    hitbox 1
        angle 80 -> 88
        kbg 24 -> 20
        bkb 50 -> 30
    hitbox 2
        angle 70 -> 80
        bkb 50 -> 35
Rapid Jab Loop
    hits on frames 3/8/13/18/23/28 -> 4/8/12/16/20/24/28
    hitbox
        kbg 100 -> 30
        wkb 16 -> 0
        bkb 0 -> 14
        SDI 0.7 -> 0.8
Rapid Jab Final Hit
    animation speed 2.0x for frames 1-7 (3 frames faster)
    hitbox
        damage 3 -> 2
        kbg 160 -> 186
        x 13 -> 15
Ftilt
    hitbox
        size 5 -> 4
        y 10.0 -> 9.5
        x 16.5 -> 16.0
        made irreversible

Kirby
-----
Fsmash (angled up)
    delayed hitbox
        damage 13 -> 12
Usmash
    initial hitboxes 0/1
        kbg 96 -> 102
        bkb 34 -> 33
Dsmash
    all hitboxes
        angle 76 -> 69
        kbg 102 -> 108
Dthrow
    loop hitbox
        damage 0.4 -> 0.8 (total throw damage 6.6 -> 10.2)
Ground Hammer Flip/Bash
    hitbox 0
        size 4.4 -> 5.4
        y 4.0 -> 4.5
    hitbox 1
        size 2.5 -> 3.5
        y 4.0 -> 4.5
Ground Hammer Flip Max Charge
    hitbox 0
        size 4.8 -> 5.8
        y 4.0 -> 4.2
    hitbox 1
        size 2.9 -> 3.9
        y 4.0 -> 4.2
Ground Giant Hammer
    all hitboxes
        y 4.0 -> 4.5
Aerial Hammer Flip/Bash
    all hitboxes
        size 4.2/2.0 -> 5.2/3.0
        y 4.0 -> 4.3
Aerial Hammer Flip Max Charge
    hitbox 0
        size 4.4 -> 5.4
    hitbox 1
        size 2.5 -> 3.5
Aerial Giant Hammer
    all hitboxes
        y 4.0 -> 4.3

King Dedede
-----------
NO CHANGES

Meta Knight
-----------
Fthrow
    New hitbox added alongside existing one (same values)

Little Mac
----------
Ftilt
    first hit, hitbox 2
        z -3.8 -> -5.8
        y 0 -> 0.5
Fsmash (straight)
    pre-hit windbox
        x 14 -> 11
Dsmash
    second hit, hitbox 1
        bone 22 -> 0
        size 3.0 -> 2.8
        y 0 -> 7.5
        x 0 -> 3.0
Aerial KO Punch (all)
    all hitboxes
        duraction 4 -> 3 frames
Jolt Haymaker
    all hitboxes
        kbg 95 -> 98
        bkb 25 -> 33
Grounding Blow
    all delayed hitboxes (non-spike)
        kbg 95 -> 98
        bkb 25 -> 33

Fox
---
NO CHANGES

Falco
-----
Usmash
    initial hitbox 0/1
        angle 140 -> 110
        kbg 20 -> 25
        bkb 30 -> 60
        can now hit grounded opponents
    initial hitbox 2
        can now hit aerial opponents

Pikachu
-------
NO CHANGES

Charizard
---------
Dtilt
    animation speed 1.25x for frames 1-11 (2 frames faster; hits on frame 11 -> 9)
Nair
    hitboxes appear on frame 8 -> 9
    hitbox 0 (10% fire)
        size 4.0 -> 3.5
    hitbox 1 (7%)
        size 4.0 -> 3.0
    hitbox 2 (7%)
        size 4.0 -> 1.5
    hitbox 3 (7%)
        size 4.0 -> 3.5
    hitbox 4 added (7%, size 4.0)
    hitboxes removed on frame 28 -> 26 (total duration 20 -> 17 frames)
Fair
    all initial hitboxes (11%)
        kbg 100 -> 92
        bkb 45 -> 35
    delayed hitbox (12%)
        kbg 80 -> 98
        bkb 25 -> 35
Bair
    hitbox 0 (15% fire)
        size 4.0 -> 4.5
        x 0 -> -1
    hitbox 1
        z -1.3 -> -1.2
        x 0.0 -> 0.5
    hitbox 3
        y 0.0 -> 0.5
        x 0.0 -> 1.0
Uthrow
    throwbox 0 (launching component of throw)
        damage 2 -> 3
    hitbox
        damage 6 -> 8 (total damage 8 -> 11)



Lucario
-------
NO CHANGES

Jigglypuff
----------
NO CHANGES

Greninja
--------
NO CHANGES

Duck Hunt
---------
Unknown element change (30 -> 32) for non-damaging hitboxes related to the can

R.O.B.
------
Uthrow
    throwbox 0 (launching component of throw)
        kbg 72 -> 70
        bkb 70 -> 60

Ness
----
NO CHANGES

Captain Falcon
--------------
Fsmash downward
    all hitboxes
        angle 40 -> 38
        kbg 94 -> 84

Villager
--------
NO CHANGES

Olimar
------
Very slightly less kbg on 6 unknown attacks for all 5 pikmin
Very slight bkb increase on 3 of those

Wii Fit Trainer
---------------
Fsmash
    all hitboxes
        made irreversible
Usmash
    initial setup hit, all hitboxes
        kbg 105 -> 100
        bkb 30 -> 31

Dr. Mario
---------
Usmash
    all hitboxes
        angle 110 -> 130
        kbg 105 -> 108
Fair
    all middle hitboxes
        damage 14 -> 15
        duration 3 -> 4 frames (final hitbox duration shorted 1 frame to match)

Dark Pit
--------
NO CHANGES

Lucina
------
Ftilt
    all hitboxes
        damage 8.075 -> 8.5
Dtilt
    all hitboxes
        damage 8.075 -> 8.5
Fsmash
    all hitboxes
        damage 14.725 -> 15.0
Dsmash
    second hit, all hitboxes
        damage 13.775 -> 14.0
Ground Shield Breaker Uncharged
    all hitboxes
        damage 8.075 -> 8.5
Ground Shield Breaker Charged
    all hitboxes
        damage 21.85 -> 23
Dancing Blade Ground Third Hit (Forward)
    all hitboxes
        angle 60/70/35 -> 50/55/40
        bkb 30 -> 40

Shulk
-----
NO CHANGES

Pac-Man
-------
Ftilt
    up-angled and down-angled now hit on frame 4 -> 5 (matches normal ftilt)

Mega Man
--------
NO CHANGES

Sonic
-----
Bthrow
    throwbox 0 (launching component of throw)
        kbg 90 -> 79
Homing Attack/Stomp/Surprise Attack
    second hitbox added (identical values to existing)
Spin Dash ??? + both customs
    hitbox
        damage 6 -> 3
        kbg 73 -> 112
        bkb 70 -> 66
Spin Dash + Hammer Spin Dash ???
    hitbox
        kbg 46 -> 62
        bkb 70 -> 67
Burning Spin Dash ???
    hitbox
        damage 7 -> 9
        kbg 46 -> 62
        bkb 70 -> 67
Burning Spin Dash ???
    hitbox
        damage 10 -> 12
Burning Spin Dash ???
    hitbox
        damage 4 -> 6

Mewtwo
------
[NEW]

Mii Brawler
-----------
Fsmash (all)
    all hitboxes
        made irreversible
    hitbox 1
        z -1.6 -> -1.9
Fair
    all initial hitboxes
        damage 4 -> 3
    all second hitboxes
        damage 6 -> 5
Bair
    all hitboxes
        damage 12 -> 10
    hitbox 0
        size 5.7 -> 4.7
Piston Punch
    initial hitbox
        wkb 200 -> 150
    final hitbox
        kbg 190 -> 180

Mii Swordfighter
----------------
Dtilt
    all hitboxes
        damage 6 -> 8
        angle 60 -> 65
        kbg 50 -> 80
        bkb 90 -> 50
Nair
    all hitboxes
        damage 5 -> 8
        kbg 100 -> 68
        bkb 42 -> 48
Fair
    all final hit hitboxes
        angle 60 -> 50
        kbg 150 -> 130
Fthrow
    all hitboxes
        hitlag 2.0 -> 1.7
Bthrow
    all hitboxes
        hitlag 2.0 -> 1.7
Uthrow
    all hitboxes
        hitlag 2.0 -> 1.8
Dthrow
    all hitboxes
        hitlag 2.0 -> 1.8
Ground Hero's Spin
    initial hitbox 0
        damage 12 -> 14
    initial hitbox 1
        damage 13 -> 11
    all hitbox 2s
        y 8.6 -> 9.1
    new stage of hitboxes on frame 6 that do 12/11/7 damage
    third stage of hitboxes now on frame 11, not 9

Mii Gunner
----------
NO CHANGES
 
Last edited:

EODM07

Smash Hero
Joined
Mar 26, 2015
Messages
6,835
Location
"That's Classified" - Mikuru
NNID
EODM07
3DS FC
3823-9238-9070
So I saw a bit of the Smash Wii U Doubles.

Congrats to GimR winning the Doubles at FC Return.
I feel like if I was offered to be part of a Doubles Team, I'd probably say yes. But if they use Sheik, instant no. :troll:

Also played a bit of Terraria 1.3. Finally got some new NPCs and completed my first Angler Quest. :yeahboi:

I don't check SSBWiki as much now. Mainly for the characters and see what kind of dumb stuff was put down on there. Including tournament results as well.
 

BJN39

Smash Data Ranger
Moderator
Joined
Aug 14, 2012
Messages
5,047
Location
The Zelda Boards
Okay, had to brb for a second, but now that I'm back, I'll outline the changes to TL's Dsmash since they're confusing if you don't know what things mean.

Code:
    all hitboxes
        trip 0.15 -> 0.0
        made irreversible
Basically all of the preexisting hit-boxes for some odd reason had a tiny trip chance. That was removed. In addition "made irreversible" means it was given a KB direction restriction; presumably so that it can only hit backwards--toward hit 2.
Code:
    first hit, hitbox 0 (aerial only)
        x 16.0 -> 15.5
The aerial target specific hit-box was brought inwards half a unit. A negligible horizontal range decrease.
Code:
    first hit, hitbox 1 (ground only)
        wkb 140 -> 60
        y 2.0 -> 2.6
        x 16.0 -> 9.5
The ground target specific hit-box had the derpy 1-hit red sparks shenanigans removed by cutting the weighted KB down a ton. In addition the hit-box areas brought upwards a negligible amount, and brought inwards horizontally a lot.
Code:
    hitbox 2 added to first hit
        angle 168
        kbg 100
        wkb 120
        ground only
        irreversible
This is a completely new hit-box, that is in place of the old hit-box, which is now an "inner" hit-box. This one still has lots of WKB allowing it to chain, but at point-blank it won't hit and shenanigan KO.
Code:
    second hit, hitbox 0
        kbg 130 -> 127
        size 4.0 -> 4.3
        y 3.0 -> 4.5
A slight KB reduction to the second hit, as well as a negligible size increase and it was brought upwards.
Code:
    hitbox 1 added to second hit
        size 5.0
A new hit-box probably to chain the two hits better I presume. It might've increased the range as well.

Edit : Actually... These changes seem to follow the same pattern as Zelda and Bowser Jr's Fsmashes in the same patch. They were made to connect better/correctly, but they received some small weird nerf to the move as well...for...finally working correctly?

In this case though it would be a double whammy to TL wouldn't it, with no lol Dsmash KOs?
 
Last edited:

SBphiloz4

Gatekeeper of the Shadows
Joined
Jun 17, 2014
Messages
3,649
NNID
SBphiloz4
3DS FC
3325-2450-2084
Zelda Social: Toon Link Dsmash changes
 

Shrokatii

Smash Lord
Joined
Jan 10, 2015
Messages
1,688
Location
MD/VA
NNID
thtarwarth
3DS FC
2406-5322-4533
also im playing melee right now

apparently pikachu and pichu can grab opponents that are behind them? is this something just i didnt know?
 
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