List of updates (SSB4)/1.1.1 changelog: Difference between revisions

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(Undid edit by Watashinoku1: It was already 8. It's been 8 since release.)
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==Luigi==
==Luigi==
Down Throw's knockback growth increased, drastically weakening combo potential outside of low percentages and not even KOing until absurd percentages.
*{{Nerf|Down Throw's knockback growth increased, drastically weakening combo potential outside of low percentages and not even KOing until absurdly high percentages.

Revision as of 17:39, September 30, 2015

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The following is a list of character changes in Version 1.1.1 of Super Smash Bros. 4,

Universal

  • Nerf Floor attack shield damage (back, front, and trip): 10 → 8

Bowser

  • Buff Neutral air damage (all hits): 5% → 6%
  • Buff Fire Shot damage: 5% (clean), 4% (late) → 6% (clean), 5% (late)
  • Buff Fire Shot base knockback: 25 → 35
  • Buff Fire Shot radius: 4.0 (clean), 3.5 (late) → 5.0 (both)
  • Buff Fire Shot's late hit starts 5 frames later.
  • Buff Fire Shot cooldown animation length is no longer slower than that of Fire Breath.

Bowser Jr.

  • Bug fix Floor attack shield damage now matches other characters at 8 (was originally just 1).
    • However, back floor attack does 10 shield damage, as other characters' did before this update.
  • Buff Air Cannon endlag reduced by 14 frames (frames 5-25 now run 1.3 times slower instead of 2.0).

Ganondorf

  • Buff Neutral aerial first kick (late) damage: 7 → 8
  • Buff Neutral aerial second kick (clean) damage: 9 → 10
  • Buff Neutral aerial second kick (late) damage: 5 → 7
  • Buff Neutral aerial second kick knockback growth: 100 → 120
  • Buff Neutral aerial's two kicks link together more effectively.

Kirby

  • Buff Ice Breath (Neutral-Special 2) Hitboxes were moved forward and has an angle of 6% hitbox angle 40° → 30°, base 50 → 40, size 7.0 → 7.5
  • Buff Hammer Bash (Side Special-2)'s Aerial weight knockback is 20 50 and has lowered Hitbox prioirity for sweet spot

Luigi

  • {{Nerf|Down Throw's knockback growth increased, drastically weakening combo potential outside of low percentages and not even KOing until absurdly high percentages.