List of updates (SSB4)/1.1.3 changelog
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This is the list of known changes in version 1.1.3 of Super Smash Bros. 4. This update became available on December 15th, 2015.
Stages[edit]
- Walls present on the Ω form of Kalos Pokémon League can be wall jumped on.
- The lighting on the Ω form of Gamer is brighter.
Additions[edit]
- Cloud can be downloaded from the Nintendo eShop, with the new Mii Fighter costumes.
- Midgar is included with the purchase of Cloud.
Bowser[edit]
- Up throw has less ending lag (FAF 69 → 64).
- Up throw deals less damage (1% (hits 1-7)/10% (total) → 0.5%/6.5%).
- Up throw's first seven hits have a lower hitlag multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.
- Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.
- Up throw launches opponents at a higher angle (70° → 82°) and it has more base knockback but less knockback scaling (90 (base), 80 (scaling) → 25/155). When combined with its lower ending lag, these changes not only improve up throw's KO potential but they also transform up throw into a highly potent combo throw, granting it combo potential right up until higher percents, including KO confirms into up and back aerial.
- Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its Brawl counterpart.
- However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.
- Bowser has more control over Flying Slam's trajectory (base air acceleration: 0.18 → 0.21).
- The opponent has more control over Flying Slam's trajectory (base air acceleration: 0.17 → 0.19).
- However, this does not fully compensate for Bowser's greater air acceleration, giving him more control overall.
- All variations of Flying Slam now have invincibility frames before Bowser leaves the ground.
- All variations of Whirling Fortress can now grab ledges from behind drastically sooner (frame 48 (Whirling Fortress) → 8), now matching grabbing ledges from the front.
Charizard[edit]
- Dash attack has less ending lag (FAF 45 → 40).
- Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).
- Up smash has received several minor tweaks.
- Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.
Dark Pit[edit]
- Electroshock/Electrocut Arm launch opponents at a significantly lower angle (50° → 43°), significantly improving their KO potential unless they are used extremely close to the upper blast zone.
- Grounded Electroshock Arm damage deals more damage (11.5% → 12%) and knockback (100 (base), 60 (scaling) → 99/67). When combined with its lower launch angle, this greatly improves its KO potential, especially from further distances from the blast zone.
- The higher knockback values also apply to Electrocut Arm.
- Aerial Electroshock/Electrocut Arm have lower knockback scaling (60 → 58).
- While this does give them lower knockback, their lower launch angle means that they KO noticeably earlier in a majority of cases despite this.
Ganondorf[edit]
- Ganondorf is slightly heavier: 112 → 113.
- Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to Captain Falcon's, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.
- The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing and less effective as a spacer unless hitting with the foot, while completely removing its KOing capabilities. It also deals less damage on the clean and late hitbox, and less total damage.
- Neutral, forward, back and up aerials all have 1 frame less landing lag.
- Down aerial has 2 frames less landing lag, and the hitbox is shifted down two units, giving it more range below him as well as making it easier to land the sourspot.
- Down smash's second kick now sends shielding opponents at a different angle, now pushing opponents away rather than towards him.
- Down smash now flips opponents.
- Warlock Punch and Warlock Blade have increased super armor frames and have added armor when ground reversed.
- Grounded Flame Choke grabbox modified so it no longer misses grounded opponents.
- Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Neutral aerial first kick knockback | 0 (base)/130/90 (growth) | 20 (base)/30 (growth) |
Neutral aerial first kick new hitbox | N/A | 30 (base)/110 (growth) |
Neutral aerial first kick damage | 12% (clean)/8% (late) | 7%/5.25% |
Neutral aerial second kick | frame 20 | frame 17 |
Neutral aerial second kick damage | 10% (clean)/7% (late) | 12%/9% |
Neutral aerial total damage | 22% (clean)/15% (late) | 19%/14.25% |
Neutral aerial ending lag | 45 frames | 42 frames |
Neutral aerial landing lag | 18 frames | 17 frames |
Forward aerial landing lag | 23 frames | 22 frames |
Back and up aerials landing lag | 20 frames | 19 frames |
Down aerial landing lag | 28 frames | 26 frames |
Down smash second kick shield angle | 130° | 50° |
Grounded, non-reversed Warlock Punch super armor frames | 11-63 | 11-65 |
Grounded, reverse Warlock Punch super armor frames | N/A | 21-67 |
Grounded, reverse Warlock Blade super armor frames | N/A | 18-55 |
Dark Dive multi-hits | 1% | 1.2% |
Dark Dive throw damage | 7% | 9% |
Dark Dive knockback growth | 82 | 90 |
Greninja[edit]
- Forward smash's knockback scaling was increased (99 → 101).
- Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).
- Down smash's knockback scaling was increased (90 → 92).
- All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).
King Dedede[edit]
- Timing for Inhale and Taste Test modified.
- Facing restriction for Super Dedede Jump modified.
Kirby[edit]
- Kirby dash speed: 1.50 → 1.57.
- Forward smash clean hit knockback growth: 99 → 100.
- Forward smash late hit knockback growth: 66 → 67.
- Up smash clean hit knockback growth: 102 → 103.
- Up smash mid hit knockback growth: 96 → 97.
- Up smash late hit knockback growth: 50 → 51.
- Down smash knockback growth: 108 → 109.
- Forward aerial knockback growth: 145 → 148.
- Forward aerial hitlag modifier increased: 1.0x → 1.2x, making it safer on shield but easier to DI on the final hit.
- Back aerial clean hit knockback growth: 102 → 104.
- Back aerial late hit knockback growth: 110 → 112.
- Up throw knockback growth: 63 → 74.
- Various knockback growth, hitbox size, and duration increases for Hammer Flip and all of its variants.
- Kirby is slightly heavier: 77 → 79.
Link[edit]
- Forward smash second hit knockback growth: 85 → 89.
- Down smash first hit angle: 75° → 78°.
- Down smash's first hit's knockback altered: 26 (base)/90 (growth) → 40/88. This allows it to KO slightly earlier.
- Forward aerial first hit damage: 8% → 11%.
- Forward aerial first hit base knockback: 10 → 20.
- Forward aerial first hit knockback growth: 132 → 130.
- Forward aerial second damage: 10% → 13%.
- Forward aerial second hit knockback growth: 105 → 100.
- Down aerial no longer meteor smashes grounded opponents.
- Down aerial has a new early hitbox designed to hit only grounded opponents; it deals less knockback (25 base/40 growth) and launches at an angle of 55° instead of meteor smashing. This allows Link to hit foes a second time with the attack right after bouncing off them, dealing a massive amount of damage (26% if both hits connect), which works until they reach about 60% damage.
- Down aerial's second bounce deals more damage: 8% → 11%.
- Spin Attack and Shocking Spin are slightly faster.
Lucario[edit]
- Falling speed has been increased (1.56 → 1.68).
- Air speed (1.01 → 1.09), fast falling speed (2.496 → 2.688) and walking speed (1 → 1.05) have been increased.
- Aura Sphere charge (including custom variants) angle (80° → 83°).
- Aura Sphere (including custom variants) knockback scaling (100 → 93).
- Aura Sphere charge (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI..
Mega Lucario[edit]
- Aura Sphere (including custom variants) knockback (10 (base), 100 (scaling) → 12/93).
- Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.
Lucas[edit]
- Forward tilt hitbox size: 4.4 → 4.7.
- Neutral air looping hits damage: 1% → 2%.
- Forward air landing lag: 15 frames → 12
- Standing grab and dash grab had their ending lag decreased by 5 frames: 50/60 → 45/55.
- All grabs have sped up animations.
- PSI Magnet heals half damage from absorbing teammates' projectiles.
Lucina[edit]
- Multiple changes to the knockback, hitbox sizes, and damage have made Dancing Blade/Effortless Blade link better.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitboxes 0/2) | 70 | 30 |
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitbox 1) | 50 | 30 |
Dancing Blade/Efortless Blade hit 2 forward base knockback (all 3 hitboxes) | 28 | 30 |
Dancing Blade hit 3 down damage (both hitboxes) | 3.325% | 4.75% |
Dancing Blade hit 3 down knockback growth (hitbox 0) | 60 | 28 |
Dancing Blade hit 3 down knockback growth (hitbox 1) | 40 | 28 |
Dancing Blade hit 3 down angle (both hitboxes) | 20° | 44° |
Dancing Blade hit 3 down base knockback (both hitboxes) | 30 | 50 |
Dancing Blade hit 3 down size (hitbox 1) | 4.3 | 4.6 |
Marth[edit]
- Multiple changes to the knockback, hitbox sizes, and damage have made Dancing Blade/Effortless Blade link better.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitboxes 0/2) | 70 | 30 |
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitbox 1) | 50 | 30 |
Dancing Blade/Effortless Blade hit 2 forward base knockback (all 3 hitboxes) | 28 | 30 |
Dancing Blade hit 3 down damage (hitbox 0) | 3% | 4.5% |
Dancing Blade hit 3 down damage (hitbox 1) | 4% | 5.5% |
Dancing Blade hit 3 down knockback growth (hitbox 0) | 60 | 28 |
Dancing Blade hit 3 down knockback growth (hitbox 1) | 40 | 28 |
Dancing Blade hit 3 down angle (both hitboxes) | 20° | 44° |
Dancing Blade hit 3 down base knockback (both hitboxes) | 30 | 50 |
Dancing Blade hit 3 down size (hitbox 1) | 4.3 | 4.6 |
Mewtwo[edit]
- Mewtwo walk speed: 1.0 → 1.2.
- Mewtwo dash speed: 1.696 → 1.9
- Mewtwo's air speed is faster: 1.15 → 1.25.
- Forward smash sourspot damage: 15% → 16%.
- Forward smash hitbox size: 2.0 → 3.0.
- Neutral air landing lag: 16 → 13.
- Forward air startup: 7 frames → 6.
- Forward air landing lag: 18 → 14.
- Back air x-axis offset: 5.1 → 5.5.
- Back air landing lag: 21 → 17.
- Up air damage: 9% → 10%.
- Up air landing lag: 16 → 13.
- Down air hitbox duration: 2 frames → 4.
- Down air landing lag: 22 → 18.
- Down throw angle: 69° → 74°.
- Shadow Ball is slightly increased in size.
- Shadow Ball deals less recoil.
Technical changelist 1.1.3
Change | Old value | New value |
---|---|---|
Walking speed | 1.0 | 1.2 |
Dashing speed | 1.696 | 1.9 |
Forward smash hitbox | 2u | 3u |
Sourspotted forward smash damage | 15% | 16% |
Neutral & up/forward/back/down aerial landing lag | 16/18/21/22 | 13/14/17/18 |
Forward aerial start-up | 7 frames | 6 |
Back aerial x-axis offset | 5.1 | 5.5 |
Up aerial damage | 7.5% (far)/ 9% (mid) | 9%/10% |
Up aerial hitboxes' size | 4.7u (hitbox 0)/ 3.9u (hitbox 1)/ 3.1u (hitbox 2) | 5u/4.5u/4u |
Up aerial knockback | 0 (base)/100 (growth) | 40/97 |
Down aerial hitbox duration | 2 frames | 4 |
Down throw angle | 69° | 74° |
Mii Gunner[edit]
- The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Mii Gunner at the same angle, but they are now facing Mii Gunner, rather than away from them.
- Because of this, the second hit now pushes shielding opponents away from Mii Gunner rather than dragging them towards them, making the move safer.
- However, this also makes it easier for the opponent to recover.
- Absorbing Vortex heals half damage from absorbing teammates' projectiles.
Mr. Game & Watch[edit]
- Oil Panic deals halved damage from absorbed teammates' projectiles.
Ness[edit]
- PSI Magnet heals halved damage from absorbing teammates' projectiles.
Robin[edit]
- Forward tilt's position changed, size increased: 4.0 → 5.0.
- Down smash IASA: Frame 62 → 57
- Neutral air's position changed, hitbox 0 and 1 size increased on both hits: 4.0 → 5.0, hitbox 2 size increased on both hits: 3.0 → 5.0.
- Neutral air landing lag: 20 → 18.
- Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5.
- Forward air landing lag: 20 → 18.
- Back air landing lag: 21 → 19.
- Up air landing lag: 20 → 18.
- Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5.
- Down air (Levin) late hit damage increased: 5% → 8%.
- Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames.
- Down air (Levin) non-spiking hitbox 1 angle changed: 80° → 70°.
- Down air landing lag: 28 → 26.
Shulk[edit]
- Dash attack deals 0.5% more damage: 11% → 11.5%.
- All tilt attacks deal 0.5% more damage: 13%/11.5% → 13.5%/12% (forward), 8%/7% → 8.5%/7.5% (up), 9%/7% → 9.5%/7.5% (down).
- All aerial attacks deal more damage: 7%/8% → 7.5%/8.5% (neutral), 7.5%/6% → 8%/6.5% (forward), 12%/8% → 12.5%/8.5% (back), 5%, 10%/7.5% → 5.5%, 10.5%/8% (up), 5%/7%, 11%/10% → 6%/7.5%, 11.5%/10.5% (down).
- All aerials' landing lag decreased: 12 frames → 10 (neutral), 18 frames → 16 (forward), 21 frames → 19 (back), 17 frames → 15 (up), 25 frames → 23 (down).
Sonic[edit]
- Weight slightly decreased: 95 → 94
Villager[edit]
- Pocketing and throwing a teammate's projectile now deals half damage.
References[edit]
Super Smash Bros. 4 updates | |
---|---|
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.3 · 1.0.4 · 1.0.5 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
List of updates | 1.0.0 · 1.0.1 · 1.0.2 · 1.0.6 · 1.0.7 · 1.0.8 · 1.0.9 · 1.1.0 · 1.1.1 · 1.1.2 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 · 1.1.7 |
Patch changelogs | 1.0.4 · 1.0.6 · 1.0.8 · 1.1.0 · 1.1.1 · 1.1.3 · 1.1.4 · 1.1.5 · 1.1.6 |