[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
List of updates (SSB4)/1.1.3 changelog: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Cite your sources, people. I'm too nice to delete stuff, so have some tags.) |
(→{{SSB4|Mewtwo}}: Listed in Smashboards.) |
||
Line 112: | Line 112: | ||
=={{SSB4|Mewtwo}}== | =={{SSB4|Mewtwo}}== | ||
*{{buff|Walking speed and dashing speed have been increased.}} | |||
*{{buff|Forward smash sourspot damage|15%|16%}} | *{{buff|Forward smash sourspot damage|15%|16%}} | ||
*{{buff|Forward smash hitbox size|2.0|3.0}} | *{{buff|Forward smash hitbox size|2.0|3.0}} | ||
Line 124: | Line 125: | ||
*{{buff|Down air landing lag|22|18}} | *{{buff|Down air landing lag|22|18}} | ||
*{{change|Down throw angle|69|74}} | *{{change|Down throw angle|69|74}} | ||
*{{change|[[Shadow Ball]] deals less recoil.}} | |||
=={{SSB4|Mr. Game and Watch}}== | =={{SSB4|Mr. Game and Watch}}== |
Revision as of 12:16, December 16, 2015
Bowser
Up throw base knockback 90 → 25, knockback growth 80 → 155, angle 70° → 82°, and ending lag 68 → 61, allowing it to combo into other moves.
Up throw looping hits damage: 1% → 0.5%
Up throw looping hits hitlag: 1x → 0.5x
Up throw final hit knockback growth: 100 → 200
Up throw final hit base knockback: 0 → 80
Flying Slam transitions from grab to slam much faster, akin to Brawl.
Whirling Fortress can now grab ledges from behind.
Charizard
Dash attack hitbox 0 angle: 70° → 50°
Dash attack hitbox 1 angle: 80° → 60°
Several minor tweaks made to up smash.
Down smash hitbox 0/1 knockback growth: 76 → 79
Down smash hitbox 2/3 knockback growth: 82 → 85
Falco
Down air startup decreased.[citation needed]
Ganondorf
Down smash second hit on shield angle: 130° → 50°, now pushing opponents away rather than towards him.
Down smash now flips opponents.
Neutral aerial first hit has drastically reduced knockback, allowing it combo into the second hit more effectively, similar to Captain Falcon's.
The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing until extremely high percentages, less effective as a spacer, and completely removing its KOing capabilities.
Neutral aerial first hit (clean) damage: 12% → 7%
Neutral aerial first hit (late) damage: 8% → 4.5%
Neutral aerial first hit duration: 7-13 → ?
Neutral aerial second hit startup: 20 → ?
Neutral aerial second hit (clean) damage: 10% → 12%
Neutral aerial second hit (late) damage: 7% → 9%
Neutral aerial landing lag: 18 → 17
Forward aerial landing lag: 23 → 22
Back and up aerial landing lag: 20 → 19
Down aerial landing lag: 28 → 26
Down aerial hitbox shifted down two units, making it easier to hit opponents below him as well as making it easier to land the sourspot.
Grounded, non-reversed Warlock Punch super armor duration: 11-63 → 11-66
Grounded, reverse Warlock Punch now has super armor on frames 11-58.
Grounded, reverse Warlock Blade now has super armor on frames 11-54.
Grounded Flame Choke no longer has a blindspot.
Dark Dive multihits damage: 1% → 1.2%
Dark Dive throw damage: 7% → 9%
Dark Dive throw knockback growth: 82 → 90
Greninja
Forward smash knockback growth: 99 → 101
Up smash second hit sweetspot knockback growth: 103 → 104
Down smash knockback growth: 90 → 92
Shadow Sneak/Strike front hit knockback growth: 102 → 104
Shadow Sneak/Strike back hit knockback growth: 101 → 103
Shadow Dash knockback growth: 90 → 92
King Dedede
Timing for Inhale and Taste Test modified.
Facing restriction for Super Dedede Jump modified.
Kirby
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: 1.0x → 1.2x
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.
Link
Forward smash first hit knockback growth: 85 → 89
Down smash first hit angle: 75 → 78
Down smash first hit base knockback: 26 → 40
Down smash first hit knockback growth: 90 → 88
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 smash's grounded opponents.
Down aerial now has a weak hitbox that only hits grounded opponents.
Little Mac
Jab looping hits deal less damage.[citation needed]
Lucario
Aura Sphere (including custom variants) angle: 80° → 83°
Aura Sphere (including custom variants) knockback growth: 100 → 93
Aura Sphere (including custom variants) hitlag modifier: 1x → 0.78x, making it less safe on shield.
Mega Lucario
Aura Sphere (including custom variants) knockback growth: 100 → 93
Aura Sphere (including custom variants) base knockback: 10 → 12
Aura Sphere (including custom variants) hitlag modifier: 1x → 0.78x, making it less safe on shield.
Lucas
Neutral air looping hits damage: 1 → 2
As a result, neutral air deals 4% more damage: 8 → 12.
Forward tilt hitbox size: 4.4 → 4.7
Forward tilt hitbox duration: 7-9 → 7-10
Standing grab ending frame: 51 → 38
Dash grab ending frame: 61 → 47
Pivot grab ending frame: 56 → 50
PSI Magnet heals significantly less from ally projectiles.
Luigi
Green Missile fully charged damage: 19.8% → 21%[citation needed]
Green Missile misfire damage: 23% → 25%[citation needed]
Down Throw has more base knockback and less knockback growth, similarly to the initial version, but still not as effective.[citation needed]
Mewtwo
Walking speed and dashing speed have been increased.
Forward smash sourspot damage: 15% → 16%
Forward smash hitbox size: 2.0 → 3.0
Neutral air landing lag: 16 → 13
Forward air startup: 6 frames → 5
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 deals less recoil.
Mr. Game and Watch
Oil Panic deals halved damage from absorbed teammate's projectiles.
Ness
PK Magnet heals halved damage from absorbing teammate's projectiles.
Pit
Back air startup and landing lag reduced.[citation needed]
Robin
Forward tilt's position changed, size increased: 4.0 → 5.0
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
Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5
Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5
Down air (Levin) non-spiking hitbox 1 angle increased: 80 → 70
Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames
Down air (Levin) late hit damage increased: 5% → 8%
Shulk
Neutral air landing lag: 12 → 10
Forward air landing lag: 18 → 16
Back air landing lag: 21 → 19
Down air landing lag: 25 → 23
Up air landing lag: 17 → 15
Villager
Pocket deals halved damage from absorbed teammate's projectiles.
Zelda
Nayru's Love back loop hits damage: 1 → 2[citation needed]
Farore's Wind jumps much higher if used right after a midair jump.[citation needed]
Phantom Slash deals less maximum damage: 26 → 24[citation needed]
Zero Suit Samus
Plasma Whip has gained 2 extra hitboxes in the center of the attack.[citation needed]
As a result, it deals 2% more damage: 8 → 10.[citation needed]