General: Altered frame speed of DamageFly animations (does not affect hitstun) Star KO's and Screen KO's have been slightly sped up; Certain characters who always face towards the screen (i.e. Mario, Kirby, Jigglypuff, etc.) now have their back turned when facing left, like in previous games. Attacks Hitbox Active FAF Base Dmg. Angle BKB/FKB KBG Landing Lag Autocancel; Nair.
This mod aims to increase the pace of the game, as well as give characters more diverse combos and options. Every character has been tweaked to allow them to do what they do best... even better! Essentially, every character has been buffed beyond vanilla Sm4sh's standards, while still staying true to their character. This mod is also sort of a tribute to past installments of Smash (namely, Smash 64 and Melee), with some mechanics being reworked, such as hitstun between that of the first two installments (the removal of hitstun cancelling as well), Directional Influence being increased, faster ledgegrabs and more!
*UPDATE*
Faf Base Dmg Angle Bkb Fkb Kbg 2
I've realized that this mod is largely unfinished, so if you've downloaded it and played around, you may have noticed that some characters still feel slow or unchanged. I am currently working to make sure all characters in the game get the attention they deserve, and to make sure they feel less restricted and fun to play. It may take awhile before I release another update of this mod, and when I do, it will probably be under a different name, because my goal of this mod is not have it be an upgrade or updated version of Sm4sh, but something different. This was my first public mod release, and it's evident that this was a learning experience for me. That being said, I aim to improve on it as much as I can to create a different Smash experience than what you may have been used to. Of course, this is no Project M for Wii U (as much as I wish it were), but I plan on the next release being much bigger than what I have uploaded now.
Faf Base Dmg Angle Bkb Fkb Kbg 10
A big thanks to those who have supported me and to those who provided feedback. I'm always open to ideas/opinions, so if you've got one, feel free to let me know in the comments section!
4xM Beta v1.6 patch notes
Overview:
Patch v1.6 primarily addresses issues related to movement.
Ground friction had a major overhaul. When wavedashing was first added to 4xM, the wavedash lengths for each character
were much greater than in Melee. In order to combat this, a universal x1.5 multiplier was applied to character ground
friction, resulting in characters having higher traction than they did in Melee. This multiplier was removed and replaced
with the mechanic that doubles the character friction value when their velocity is greater than their max walk speed. In
other words, wavedash length is now dependent on character friction and their max walk speed value, as it was in Melee.
Movement in general will feel different compared to previous versions of 4xM. Acting out of wavedashes is more smooth
and the movement from wavedashing is a bit less sporadic due to the changes to friction. Jump cancelled grabs will no
longer have certain characters stop short before their grab even comes out (this affected characters like Kirby who have
Legend:
+ Character Buff
> Addition/Misc.
(g) hitbox property affects grounded opponents only
(a) hitbox property affects airborne opponents only
Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
SDI = Smash Directional Influence - Ability to shift character position in hitlag
ASDI = Automatic SDI - Ability to shifts character position after the last frame of hitlag (ASDI distance = 1/2 SDI distance)
DI = Directional Influence - Ability to alter launch angle
FAF = First actionable frame
* = Weight-dependent Throw FAF is calculated based on weight value of 100
10/9/8% = An attack with hitboxes that can deal 10%, 9%, or 8% damage depending on if it's sweetspotted or not
KBG = Knockback Growth
// = Developer comments
General:
> Previously, there was a universal x1.5 multiplier to character friction in order to shorten wavedash lengths
> The x1.5 multiplier was changed to a x2 multiplier to character friction only when their velocity exceeds their max walk speed
> Characters now have the same wavedash length and the same traction as they did in Melee
> The control stick input is now read on the frame before the character leaves the ground
> Landing on slopes no longer causes characters to slide downhill
> Reduced momentum when successfully grabbing an opponent
> Added new hitbox property: Shieldstun Multiplier
> Standardized distance between fighters when escaping a grab on the ground
> Removed max air speed cap when escaping a grab in the air
# Fixed ground to air speed multiplier not being properly applied when jumping
# Fixed characters having no friction during the startup of Up Smash
# Fixed dead input when attempting to L-cancel on the frame right before landing
> This was fixed in an earlier patch, but was inadvertently reintroduced in v1.5
# Fixed initial air dodge speed being applied for more than one frame
# Rapid jabs no longer automatically execute when jabbing a shield
# Fixed SDI multiplier not being used to calculate shield DI distance
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Bayonetta:
+ Dash Attack shieldstun multiplier 1 -> 1.8
+ Ftilt 2 FAF 39 -> 35
> Utilt early hit angle 70(g)/110(a) -> 90(g)/110(a)
+ Increased the window to input a second Side B after the first connects (30 frames -> 60 frames)
// Increased recovery time for dropping shield to match other characters.
Bowser Jr.:
+ Rapid Jab hits are harder to SDI
+ KBG 150 -> 170
+ Ftilt range increased (7.5 -> 9.5)
+ BKB 10 -> 20
+ Dtilt hitbox sizes increased (3/2.8 -> 3.8/3.6)
> Angle 80 -> 100
- BKB 35 -> 32
+ Fair hits 1 frame earlier (frame 9, down from 10)
- BKB 30 -> 25
> Angle 270 -> 265
+ Neutral B uncharged cannonball speed decreased (1.3 -> 1)
+ Up B landing lag 26 -> 3
+ Air dodge landing lag 33 -> 20
+ Down B Mechakoopa first hit links into the second hit more reliably
// Forward Aerial now hits slightly below Bowser Jr., increasing the range of the move.
Captain Falcon:
- Uair FAF 29 -> 30
+ Aerial Down B decreased vertical drop during the ending animation
// Made to be more consistent with his Melee counterpart.
Charizard:
# Fixed rounding error that resulted in Charizard's jumpsquat frames being 7 instead of 6
// The rounding error was present in vanilla Smash 4 as well.
Corrin:
+ Side B initial ground hop FAF 70 -> 30
// Side B hop offstage no longer guarantees Corrin an SD.
Dark Pit:
+ Side B no longer has RCO lag when landing after a successful hit
Diddy Kong:
+ Dash attack second hit links into the final hit more reliably
- Final hit damage 4% -> 3%
- KBG 140 -> 128
+ Nair BKB 35 -> 40
- Range slightly decreased
+ Dair comes out 2 frames faster (hits on frame 15, down from 17)
+ Side B grab range slightly increased
Donkey Kong:
+ Shieldstun multiplier 1 -> 2
+ Side B shieldstun multiplier 1 -> 3
// With proper spacing, Side Special is harder to punish on block.
Ganondorf:
- Neutral angled Ftilt no longer uses damage values of Up angled Ftilt (14/13/12% -> 13/12/11%)
+ FAF 36 -> 31
+ FAF 45 -> 41
+ FAF 42 -> 38
+ Bair landing lag decreased (25 -> 23)
+ Dair landing lag decreased (36 -> 33)
# TurnRun now uses the proper animation
# Fixed audio issue with Melee Ganon's Neutral B voice clip
# Fixed issue where the incorrect damage animation was used on characters released from Ganon's Up B
// Adjusted some parameters that made Ganon worse than his Melee counterpart.
Giga Bowser:
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+ Weight 85 -> 91
+ Dash attack BKB 18 -> 32
+ Dtilt BKB 25 -> 35
+ Nair late hit damage 8% -> 9%
+ Bair final hit KBG 135 -> 140
// The fall speed change reduces Greninja's susceptibility to combos at high percent.
Although it also hinders his vertical survivability, his weight was increased
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- Reduced air mobility when performing aerial jumps
+ Side B comes out 1 frame faster (frame 12, down from 13)
> Gravity takes effect later in the animation
+ SDI multiplier 1.5 -> 1
+ Hitboxes now attached to arm, increasing the range of the initial hit
> Down B changed the animation when facing left
// Made to be more consistent with its Melee counterpart.
King Dedede:
+ Late hit BKB 30 -> 40
- Second hit now has damage scaling (Max damage 18%)
> Fair changed the animation speed during the active frames (No change to frame data)
+ Up B landing hit now meteors grounded opponents
+ Landing lag 51 -> 46
Kirby:
+ Dash attack shieldstun multiplier 1 -> 2
+ Dtilt FAF 21 -> 20
+ Nair damage 14/10/8/6% -> 14/12/10/8%
+ Fair first hit range increased (12 -> 13)
+ Down B ground version will now knockdown grounded opponents
// Increased the recovery time on Rapid Jab finisher to be more in line with other Rapid Jabs.
Little Mac:
- Rapid Jab finisher FAF 26 -> 29
+ Dtilt added hitbox covering blind spot close to Mac's body
+ Pummel standardized damage (2.1% -> 3%)
// Increased the recovery time on Rapid Jab finisher to be more in line with other Rapid Jabs.
Lucario:
> Reduced visual aura effect duration on opponents
Lucas:
+ Dtilt KBG 50/45 -> 60/50
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> Added two new voice clips to the random voice SFX roll
+ Jab 1 comes out 1 frame faster (frame 4, down from 5)
- Jab 2 comes out 1 frame slower (frame 4, up from 3)
+ Dash attack comes out 1 frame faster (frame 12, down from 13)
+ Ftilt comes out 1 frame faster (frame 7, down from 8)
- Usmash first hit damage 4% -> 2%
+ Dair comes out 2 frames faster (frame 6, down from 8)
> Now consistently meteors if the sword hitboxes connect (Angle 280)
+ Sword hit damage 12% -> 14%
- KBG 85 -> 80
+ Autocancel frame 50 -> 48
- KBG 100 -> 70
> Uthrow shifted release point slightly forward
+ Neutral B FAF 40 -> 34
+ Swing 1 FAF 42 -> 30
+ Swing 2Lw FAF 39 -> 36
+ Swing 3S FAF 44 -> 41
+ Swing 4Lw FAF 72 -> 61
> Reduced gravity when airborne
// Lucina received the same treatment as Marth, albeit a few differences.
Luigi:
# Fixed crash when attempting to play Luigi online
Marth:
> Now vocalizes when jumping from the ground
+ Jab 1 comes out 1 frame faster (frame 4, down from 5)
- Jab 2 comes out 1 frame slower (frame 4, up from 3)
+ Dash attack comes out 1 frame faster (frame 12, down from 13)
+ Ftilt comes out 1 frame faster (frame 7, down from 8)
+ Usmash FAF 47 -> 46
+ Floor hitboxes can now hit airborne opponents
+ Dsmash comes out 1 frame faster (frame 5, down from 6)
+ Uair sweetspot now takes priority over the sourspot
> Neutral B changed ground animation to more closely match the aerial animation
+ Swing 1 FAF 34 -> 30
+ Swing 2Lw FAF 43 -> 41
+ Swing 3S FAF 47 -> 46
+ Swing 4Hi FAF 53 -> 51
+ Swing 4S FAF 60 -> 51
- Final Smash shieldstun multiplier 1 -> 0.7
// Made to be more consistent with his Melee counterpart.
Mewtwo:
> Up angled Ftilt hits slightly higher
+ Bair BKB 0/5/12 -> 8/12/15
> Sweetspot is now on the tip of Mewtwo's tail, sourspot at the base
Ness:
+ Forward Roll FAF 35 -> 33
+ Utilt comes out 1 frame earlier (hits on frame 5, down from 6)
+ Dash grab FAF 43 -> 41
+ Nair damage 11% -> 12%
+ Bair sweetspot range increased (4.3 -> 5.3)
> Increased Ness's gravity during Up B
// Adjusted some parameters that made Ness worse than his Melee counterpart.
Pac-Man:
+ Dash attack final hit BKB 40 -> 60
+ Shieldstun multiplier 1 -> 2
+ Dtilt range increased behind Pac-Man (less likely to whiff at point-blank range)
- KBG 105 -> 100
+ Shieldstun multiplier 1 -> 1.5
+ Fair damage 7% -> 8%
+ Bair range increased (4.5 -> 5.4)
+ Uair BKB 13 -> 26
+ Standing grab FAF 76 -> 60
+ Dash grab FAF 76 -> 67
+ Side B bouncing off wall FAF normalized to frame 30
> Angle 60 -> 70
+ Shieldstun multiplier 1 -> 1.8
// Pac-Man had an issue where he would sometimes have 80 frames of lag after crashing
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+ Fair FAF 36 -> 33
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+ Nair hits 2 frames earlier (frame 3, down from 5)
Pit:
+ Utilt final hit active frames 15-16 -> 15-18
+ Fsmash first hit shieldstun multiplier 1 -> 2
+ Uair late hit damage 6/7% -> 7/8%
+ Side B no longer has RCO lag when landing after a successful hit