List of updates (SSB4)/1.1.5 changelog: Difference between revisions
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=={{SSB4|Ganondorf}}== | =={{SSB4|Ganondorf}}== | ||
*{{buff|Neutral attack damage|4%/7%/10%|6%/8%/10% | *{{buff|Neutral attack has increased damage, modified positioning, and lower startup and endlag.}} | ||
*{{buff|Dash attack has less ending lag.}} | |||
*{{buff|[[Flame Choke]] and Flame Wave grab range increased.}} | |||
*{{buff|Grounded [[Wizard's Foot]] and variants 2% deal more damage and have altered positioning.}} | |||
===Technical changelist=== | |||
{| class="wikitable sortable collapsible collapsed" style="text-align:center" | |||
! Change!!Old value!!New value | |||
|- | |||
|Neutral attack damage||4%/7%/10%||6%/8%/10% | |||
|- | |||
|Neutral attack start-up||8 frames||7 frames | |||
|- | |||
|Neutral attack ending lag||34 frames||28 frames | |||
|- | |||
|Neutral attack hitbox X position||12/18||11/19 | |||
|- | |||
|Dash attack ending lag||41 frames|37 frames | |||
|- | |||
|[[Flame Choke]] grab X position||5.2 (ground)/5.5 (air)||7.2/7.5 | |||
|- | |||
|[[Flame Wave]] grab X position||5.2 (ground)/6.0 (air)||7.2/8.0 | |||
|- | |||
|Grounded [[Wizard's Foot]] (clean) damage||12%||14% | |||
|- | |||
|Grounded Wizard's Foot (late) damage||10%||12% | |||
|- | |||
|Grounded Wizard's Foot and [[Wizard's Assault]] Z position||-1/-3/4||0/-3/6 | |||
|- | |||
|Grounded [[Wizard's Dropkick]] (clean) damage||9%||11% | |||
|- | |||
|Grounded Wizard's Dropkick (late) damage||7%||9% | |||
|- | |||
|Grounded Wizard's Dropkick Z position||1/-1/6||0/-1/8 | |||
|- | |||
|Grounded Wizard's Assault (clean) damage||10%||12% | |||
|- | |||
|Grounded Wizard's Assault (late) damage||9%||11% | |||
|} | |||
=={{SSB4|Greninja}}== | =={{SSB4|Greninja}}== |
Revision as of 18:06, March 16, 2016
This is the list of known changes in version 1.1.5 of Super Smash Bros. 4. All claims on this page must be verifiable, preferably with a trustable source link, and must compare both the old and new states. Ensure that all changes are also listed on the respective pages.
Bayonetta
- Forward smash has more base knockback, but less scaling: 24 base/105 scaling → 26/102.
- Up smash has less knockback scaling: 92 → 90.
- Down aerial has more ending lag: 7 → 12 frames.
- Heel Slide's second hit has more ending lag (15 → 20 frames), reducing its safety on shield.
- Witch Time has more ending lag: 16 → 21 frames.
- Witch Time's slowdown duration is shorter, decays more with each use and regenerates slower.
Technical changelist
Change | Old value | New value |
---|---|---|
Heel slide (button held) duration | 72 frames | 77 frames |
Witch Time total frames | 44 frames | 49 frames |
Witch Time (standard) slowdown duration | INT(180+Opponent's %/5) | INT(180+Opponent's %/10) |
Witch Time (Bat Within) slowdown duration | INT(120+Opponent's %/5) | INT(120+Opponent's %/10) |
Witch Time duration penalty per use | 50F/50F | 75F/50F |
Witch Time duration recovery per frame | 0.08F/0.08F | 0.06F/0.041F |
Bowser
- Air speed: 0.98 → 1
- Weight: 128 → 130
Charizard
- Air speed: 0.87 → 0.92
- Weight: 115 → 116
- Neutral air landing lag: 22 frames → 20
- Forward air landing lag: 31 frames → 22
- Back air landing lag: 33 frames → 24
- Up air landing lag: 22 frames → 20
- Down air landing lag: 35 frames → 33
- Neutral aerial deals 2% more damage: 10/7/7/7 → 12/9/9/9 but with knockback compensated (90 → 78).
- Forward aerial damage: 11%/12% → 12%/13%
- Back aerial deals 1% more damage: 15/13/10% → 15/14/11/11 and has a larger sweetspot (4.5u → 5u).
- Flare Blitz explosion knockback growth: 78 → 84
- Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
Cloud
- End of roll intangibility: Frame 17 → 15
- Forward smash's third hit has lower knockback growth: 119 → 115.
- Down smash's second hit has lower knockback growth: 96 → 94.
- Up aerial deals less damage: 13% → 12% (clean), 9.5% → 8.5% (late).
- Cross Slash has lower knockback growth: 155 → 153. This applies only to the Limit Break version.
- Aerial Finishing Touch deals less knockback.
- Limit Charge takes longer to fully charge.
Corrin
- Walk and run speed slightly reduced.
- Roll animation length: 29 frames → 30
- End of roll intangibility: Frame 16 → 14
- Neutral air damage: 8% (early)/6.5% (late) → 7%/5.5%
- Forward air damage: 8.5% → 7.5%
- Up air damage: 10% → 9%
- Dragon Fang Shot fully charged damage: 13% → 11%
- Counter Surge knockback reduced.
Duck Hunt
- Forward smash's third hit has higher knockback growth: 123 → 125.
- Up smash's third hit has higher knockback growth: 153 → 155.
- Down smash's third hit has higher knockback growth: 110 → 112.
Ganondorf
- Neutral attack has increased damage, modified positioning, and lower startup and endlag.
- Dash attack has less ending lag.
- Flame Choke and Flame Wave grab range increased.
- Grounded Wizard's Foot and variants 2% deal more damage and have altered positioning.
Technical changelist
Change | Old value | New value |
---|---|---|
Neutral attack damage | 4%/7%/10% | 6%/8%/10% |
Neutral attack start-up | 8 frames | 7 frames |
Neutral attack ending lag | 34 frames | 28 frames |
Neutral attack hitbox X position | 12/18 | 11/19 |
Dash attack ending lag | 37 frames | |
Flame Choke grab X position | 5.2 (ground)/5.5 (air) | 7.2/7.5 |
Flame Wave grab X position | 5.2 (ground)/6.0 (air) | 7.2/8.0 |
Grounded Wizard's Foot (clean) damage | 12% | 14% |
Grounded Wizard's Foot (late) damage | 10% | 12% |
Grounded Wizard's Foot and Wizard's Assault Z position | -1/-3/4 | 0/-3/6 |
Grounded Wizard's Dropkick (clean) damage | 9% | 11% |
Grounded Wizard's Dropkick (late) damage | 7% | 9% |
Grounded Wizard's Dropkick Z position | 1/-1/6 | 0/-1/8 |
Grounded Wizard's Assault (clean) damage | 10% | 12% |
Grounded Wizard's Assault (late) damage | 9% | 11% |
Greninja
- Standing grab startup: 14F → 11F
- Dash attack hitbox startup: 9F → 7F
- Dash attack total frames: 32F → 30F
- Hydro Pump's Bonk: Headbonk angle changed (survival-ability improved).
- Forward aerial landing lag reduced: 18F → 15F
- Back aerial landing lag reduced: 16F → 13F
Kirby
- Forward smash knockback growth: 100 → 102 (clean), 67 → 69 (late).
- Up smash knockback growth: 103/103/97 → 104/104/99 (early), 97 → 98, 51 → 52 (late).
- Down smash knockback growth: 109 → 110 (early).
- All varations of Hammer Flip knockback growth: 76 → 78.
Link
- Down smash hit 2 KBG: 57 → 63
- Dash attack KBG: 78/72 → 85/77
- Dash attack angles: 45/60/70° → 45/50/55°
Meta Knight
- Forward aerial has less landing lag: 20 → 16.
- Up aerial damage: 5% → 4%, weakening its knockback even further, but allowing it combo up to higher percents
- Up aerial angle altered: 78° → 69°, making it harder to follow-up into itself.
- Up aerial SDI multiplier: 1.0x → 1.5x.
Mewtwo
- Mewtwo is heavier: 72 → 74.
- Mewtwo dashes faster.
- Up smash ending lag decreased by five frames.
- Neutral aerial's multi-hits hitboxes are larger: 2.3u → 3u.
Pac-Man
- Forward smash knockback growth: 97/100 → 99/102
- Up smash hit 2 knockback growth: 95/90 → 97/92
- Down smash knockback growth: 84/90 → 86/92
- Back air knockback growth: 98 → 100
Palutena
- Neutral infinite finisher deals more damage: 3% → 3.5%.
- Neutral aerial deals more damage (1.5% → 1.7% (loop), 4% → 5% (last)).
- Forward aerial deals more damage: 8% → 9% with its knockback compensated.
Peach
- Portions of up aerial no longer hit grounded opponents, removing her infinite.
Robin
- Jab 1 base knockback: 35 → 40
- Jab 2 base knockback: 30/35 → 45
- Nosferatu and Distant Nosferatu have one less frame of startup.
Samus
- Air speed: 0.95 → 1.03
- Gravity: 0.75 → 0.77
- Fall speed: 1.25 → 1.3
- Fastfall speed: 2 → 2.08
- Dash attack animation length: 37 frames → 33
- Down smash animation length: 51 frames → 44
- Grab animation length: 75 frames → 69
- Dash grab animation length: 73 frames → 67
- Pivot grab animation length: 89 frames → 83
Sheik
- Weight decreased: 84 → 81.
- Sheik's forward throw now sends opponents tumbling at 0%, reducing its combo ability.
- Forward throw has more knockback growth: 65 → 72.
- Forward throw's angle has been altered: 70° → 72°.
- Down throw's angle has been altered: 80° → 77°.
- Down throw has more knockback growth: 75 → 90.
- Forward aerial has less range: def hitboxZ pos 3.5 → 2.5, hitboxZ pos 3.5 → 2.5.
- Needle Storm has reduced range.
- Down smash's knockback growth increased: 155 → 165.
Zelda
- Jab damage: 8% → 11%
- Forward tilt startup: frame 12 → 10
- Down smash animation length: 40 frames → 37
- Neutral air damage: 7-11% → 11-15%
- Up air damage: 15% → 17%
- End of Nayru's Love intangibility: Frame 12 → 15
Zero Suit Samus
- Up aerial deals less damage: 8% → 6.5%, with knockback compensated.
- Neutral aerial deals less damage: 10% → 8%, with knockback compensated.
- Last active frame of all grabs: Frame 29 → 25
- Down Throw deals less damage: 7% → 5%, with knockback compensated.
- Back throw deals more damage: 4% → 6%, with increased knockback
- Plasma Whip (Sweetspot) deals more damage: 6% → 7%.
References
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 |