Editing List of updates (SSB4)/1.1.5 changelog
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{{competitive expertise}} | |||
This is the list of known changes in version 1.1.5 of ''[[Super Smash Bros. 4]]''. This update became available on March 15th, 2016. | This is the list of known changes in version 1.1.5 of ''[[Super Smash Bros. 4]]''. This update became available on March 15th, 2016. | ||
=={{SSB4|Bayonetta}}== | =={{SSB4|Bayonetta}}== | ||
{{UpdateList/1.1.5|char=Bayonetta}} | {{UpdateList/1.1.5|char=Bayonetta}} | ||
Although some of these nerfs were fairly significant, they were overall cancelled out by the heavier nerfs given to other top tier fighters, resulting in Bayonetta's position on the tier list actually improving in this version. The changes to her smash attacks were to minor to have a serious effect on her, and are still very powerful moves. The change to down aerial meant that Bayonetta is no longer able to rely on the move offstage, and this moderately affected her edgeguarding game, although it is still very strong. The most significant nerf is most likely the nerf to Witch Time, as it is now no longer as 'spammable' as it used to be, and Bayonetta mains are now forced to use the move much more sparingly. Overall, while Bayonetta is technically weaker in 1.1.5 than she was when she was initially released, this is negated by the heavy nerfs given to the other top tiers. | |||
=={{SSB4|Bowser}}== | =={{SSB4|Bowser}}== | ||
{{UpdateList/1.1.5|char=Bowser}} | {{UpdateList/1.1.5|char=Bowser}} | ||
Bowser was not really affected by these changes. The increased air speed marginally improves his air combo potential and recovery, but this is negligible. The change to his weight did not affect his survivability much at all, due to it already being very good. The change to item toss strength is irrelevant in competitive play save for very specific circumstances (e.g if he grabs one of Pac-Man's bonus fruits). Overall Bowser is about as good in this version as he was in 1.1.4. | |||
=={{SSB4|Charizard}}== | =={{SSB4|Charizard}}== | ||
{{UpdateList/1.1.5|char=Charizard}} | {{UpdateList/1.1.5|char=Charizard}} | ||
Before this patch, Charizard was considered a low tier to even a bottom tier by the general consensus. These buffs had a moderately large effect on Charizard's viability as a fighter. The increase to its air speed marginally improve its combo game in the air, and also noticeably improved its recovery, as fighters with multiple jumps are much more affected by higher air speeds in terms of recovery. The reduced landing lag on its aerials gives Charizard more neutral and landing options, especially since landing forward and back aerials are now relatively safe on shield. Forward and back aerials damage buffs allow them to kill offstage more easily, especially since back aerial's sweetspot size was increased. The changes to Flare Blitz don't make much of a difference, as the move has limited usage in competitive play. Overall, these buffs have caused Charizard's potential in high-level play to increase, as its former weakness of a laggy moveset was lessened. This viability would be later proven in July 2016, in which Sharpy won BeSmash 2016, a national tournament in the Dominican Republic, using only Charizard. | |||
=={{SSB4|Cloud}}== | =={{SSB4|Cloud}}== | ||
{{UpdateList/1.1.5|char=Cloud}} | {{UpdateList/1.1.5|char=Cloud}} | ||
Cloud was nerfed by the changes. His smash attacks were made slightly weaker, his abilities with Limit Break were generally toned down, and his up aerial was given less damage and as a result KOs later. Despite this, Cloud has remained dominant in competitive play. | |||
=={{SSB4|Corrin}}== | =={{SSB4|Corrin}}== | ||
{{UpdateList/1.1.5|char=Corrin}} | {{UpdateList/1.1.5|char=Corrin}} | ||
Corrin was significantly nerfed by these changes. On top of Counter Surge losing its [https://www.youtube.com/watch?v=yAAVDtNjNms infamous power], its aerials and Dragon Fang Shot were notably weakened, hindering their utility and safety. Additionally, Corrin's already poor mobility was slowed further. Despite these nerfs, however, Corrin's place in competitive play has remained relatively unchanged. | |||
=={{SSB4|Duck Hunt}}== | =={{SSB4|Duck Hunt}}== | ||
{{UpdateList/1.1.5|char=Duck Hunt}} | {{UpdateList/1.1.5|char=Duck Hunt}} | ||
Duck Hunt's smash attacks were made more powerful, but they don't fix the character's biggest weaknesses. As such, Duck Hunt's metagame was completely unchanged by this. | |||
=={{SSB4|Ganondorf}}== | =={{SSB4|Ganondorf}}== | ||
{{UpdateList/1.1.5|char=Ganondorf}} | {{UpdateList/1.1.5|char=Ganondorf}} | ||
Ganondorf's changes moderately buff him overall. His neutral attack was made much faster and was given different hitbox positioning as to remove blind spots, slightly alleviating one of his core weaknesses in that he has no fast options. Dash attack's ending lag was reduced, allowing for potential followups. Additionally, Wizard's Foot and its variants were given more damage on the ground, giving them more KO potential. Flame Choke and Wave were also given more range, although this is minor. These changes provide Ganondorf with new options, but they do not truly fix his lack of range or speed and do not address his issues with recovering. As a result, while Ganondorf is slightly better than he was before the changes, it is not by a significant amount. | |||
=={{SSB4|Greninja}}== | =={{SSB4|Greninja}}== | ||
{{UpdateList/1.1.5|char=Greninja}} | {{UpdateList/1.1.5|char=Greninja}} | ||
Greninja was buffed overall by the changes. The speed of its dash attack, grabs, forward aerial, and back aerial were generally improved, slightly alleviating Greninja's biggest weakness. Additionally, Hydro Pump's "headbonk" angle was altered, making it less likely to accidentally self-destruct when recovering. Greninja's viability was not particularly changed by the buffs, but they make the character faster and less unwieldy. | |||
=={{SSB4|Kirby}}== | =={{SSB4|Kirby}}== | ||
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=={{SSB4|Meta Knight}}== | =={{SSB4|Meta Knight}}== | ||
{{UpdateList/1.1.5|char=Meta Knight}} | {{UpdateList/1.1.5|char=Meta Knight}} | ||
Being considered among the best characters in ''SSB4'' prior to the changes, Meta Knight was nerfed overall. Despite forward aerial's decreased landing lag, up aerial's damage, angle, and SDI multiplier were altered, making the move that was previously the crux of Meta Knight's most deadly combos much less effective. Despite the nerf seeming minor, they have significantly inhibited Meta Knight's results, although he is still considered a viable character. | |||
=={{SSB4|Mewtwo}}== | =={{SSB4|Mewtwo}}== | ||
{{UpdateList/1.1.5|char=Mewtwo}} | {{UpdateList/1.1.5|char=Mewtwo}} | ||
Despite Mewtwo's changes seeming minor, they have resulted in it being heavily buffed overall. Mewtwo's increased weight, despite not being particularly noticeable, does slightly increase Mewtwo's survivability. Its neutral aerial was given larger hitboxes, which increases its practicality at starting and continuing combos. Its up smash, while still slightly laggy, was made faster and as such safer overall. Most notably, however, is that Mewtwo's dash speed was further increased to be the seventh fastest in the game, improving its followups and ability to run away even further. These changes re-established Mewtwo's metagame and caused players such as {{Sm|Abadango}} to show the character's drastic improvements, and have significantly improved its viability and resulys isnce then. | |||
=={{SSB4|Pac-Man}}== | =={{SSB4|Pac-Man}}== | ||
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=={{SSB4|Sheik}}== | =={{SSB4|Sheik}}== | ||
{{UpdateList/1.1.5|char=Sheik}} | {{UpdateList/1.1.5|char=Sheik}} | ||
Sheik was drastically nerfed by her changes. Her forward throw was altered and made stronger, making it less effective against most characters Sheik will see at high-level play. Down throw was made stronger as well, effectively removing her KO setups with the move. In addition, her forward aerial's reach was reduced, although this does not make the move much worse. Most significantly, Needles have less range, making Sheik's best long-range option less effective. While down smash was made stronger, it is still one of Sheik's least useful moves. Despite still being one of the most successful characters at high-level tournament play, the changes have made Sheik much less overwhelmingly dominant. | |||
=={{SSB4|Zelda}}== | =={{SSB4|Zelda}}== | ||
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=={{SSB4|Zero Suit Samus}}== | =={{SSB4|Zero Suit Samus}}== | ||
{{UpdateList/1.1.5|char=Zero Suit Samus}} | {{UpdateList/1.1.5|char=Zero Suit Samus}} | ||
Being one of the most dominant characters in ''SSB4'', Zero Suit Samus was heavily nerfed overall. Despite receiving knockback compensation, neutral and up aerials received less damage, which reduces her effective damage output. Despite followups still being viable, down throw's damage was decreased but its knockback was increased, making low-percent KOs much more difficult and easier to DI. Additionally, her already unsafe grabs were given a shorter duration with no less lag. Despite Plasma Whip and back throw receiving power buffs, they do not compensate for other options being made worse. These changes have negatively affected Zero Suit Samus in competitive play arguably more than any other perceived top tier, with a significant drop in her tier position since then. | |||
==References== | ==References== | ||
*[http://smashboards.com/threads/1-1-5-patch-notes.433162/ SmashBoards 1.1.5 Community Patch Notes] | *[http://smashboards.com/threads/1-1-5-patch-notes.433162/ SmashBoards 1.1.5 Community Patch Notes] | ||
{{SSB4 Updates}} | {{Template:SSB4 Updates}} | ||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category: | [[Category:Downloadable content]] |