List of updates (SSB4)/1.1.1 changelog: Difference between revisions
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This is the list of known changes in version 1.1.1 of ''[[Super Smash Bros. 4]]''. | |||
==Universal== | ==Universal== | ||
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[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Downloadable content]] |
Revision as of 13:51, April 16, 2016
This is the list of known changes in version 1.1.1 of Super Smash Bros. 4.
Universal
- Floor attack shield damage (back, front, and trip): 10 → 8
- Roll invincibility duration reduced by one frame.
- Shieldstun formula for non-projectile attacks: damage / 2.56 → (damage / 1.75) + 2. This significantly increases shieldstun, making attacks safer on shield, and also makes shields significantly easier to break.
- Shieldstun formula for projectiles is now (damage / 3.5) + 2. This results in more shieldstun for projectiles dealing less than approximately 19% damage, and less shieldstun for projectiles with more damage. (Note, however, that projectiles with low hitlag are hurt by the hitlag change below.)
- Powershielding now reduces the amount of shieldstun received by 25%.
- Powershield timing window: 4 frames → 3 frames. This makes powershielding more difficult, though the above change also makes it more rewarding.
- Shieldstun now overlaps shield lock-in. As a result, a character who shields an attack dealing at least 10.5% damage will be able to drop shield immediately after shieldstun ends, even if they shielded just one frame too early for a powershield. Attempting to powershield an attack is therefore slightly safer than before compared to simply holding shield.
- When a character is in shieldstun from a direct attack, the attacker cannot grab them.
- Hitlag modifiers are now applied to shielding characters when they are hit. This means that attacks with increased hitlag (including electric attacks) are now safer on shield, while attacks with reduced hitlag (such as Marth's sourspots) are less safe (though the universal increase in shieldstun compensates for this).
- All sword trails now behave accordingly in slow motion, making sword trails much longer than previously if time is slowed down. This also affects some victory animations.
Stages
- Popular posts now appear more often on the Miiverse stage.
Bowser
- Neutral aerial landing lag reduced: 24 → 20.
- Neutral air damage (all hits): 5% → 6%
- Fire Shot damage: 5% (clean), 4% (late) → 6% (clean), 5% (late)
- Fire Shot base knockback: 25 → 35
- Fire Shot radius: 4.0 (clean), 3.5 (late) → 5.0 (both)
- Fire Shot's late hit starts 5 frames later.
- Fire Shot cooldown animation length is no longer slower than that of Fire Breath.
Bowser Jr.
- 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.
- Air Cannon endlag reduced by 14 frames (frames 5-25 now run 1.3 times slower instead of 2.0).
- Clown Cannon growth increased (60 (sour)/80 (sweet) → 65/85).
- Clown Cannon hitbox size increased: 4.5 → 5.5.
Captain Falcon
- Wind-Up Raptor Boost damage: 7% (air)/8% (ground) → 8%/9%
Charizard
- Sinking Skull now deals 12% on the ground and 10% in the air, as opposed to the previous 10% and 9% (respectively). Endlag reduced by 5 frames.
Diddy Kong
- Created glitch where, if Diddy Kong tries to shield jump, shield grab, or drops shield while blocking a multi-hit attack, he becomes impossible to grab. Diddy only becomes grabbable again after losing a stock or shielding an attack.
Donkey Kong
- Giant Punch shield damage: 2 → 0. Applies to custom variations.
- Headbutt and Stubborn Headbutt shield damage: 30 → 25.
Dr. Mario
- Clothesline Tornado damage increased (8% → 10%/12% depending on the hitbox.)
- The 12% hitbox is larger.
- The 12% hitbox has knockback adjustments.
Fox
- Down throw deals 1.5% damage per blaster shot instead of 2%, but Fox now fires one more shot, leaving the total damage unchanged.
Ganondorf
- Neutral aerial first kick (clean) base knockback 20 → 0, knockback growth 100 → 130/90, and angle 55/60/65 → 55/70/100, allowing it to combo into the second hit at low percentages more effectively while keeping its KO power intact.
- The reduced base knockback on neutral aerial's first kick makes the move less safe on hit at lower percentages.
- Neutral aerial first kick (late) damage: 7% → 8%
- Neutral aerial second kick (clean) damage: 9% → 10%
- Neutral aerial second kick (late) damage: 5% → 7%
- Neutral aerial second kick knockback growth: 100 → 120
- Neutral aerial second kick hitbox size: 4.3/5.7/6.2 → 4.5/5.7/7.4
Greninja
- Frame speed multipliers modified to change timing of hitbox for neutral and back aerials.
Ike
- Smash Counter has decreased knockback growth (100 → 70).
- Smash Counter has increased base knockback (48 → 90).
- Tempest uncharged does damage 5% from 1%, the hitboxes last 2 more frames, and the move ends 4 frames faster.
- Tempest charged initial windboxes last 2 frames longer and are adjusted slightly backwards; later ones last 3 frames longer total, move ends 4 frames faster.
- Tempest max charge initial windboxes last 2 frames longer and are slightly adjusted backwards; later ones last 3 frames longer total, move ends 2 frames faster.
- Furious Eruption uncharged sweetspot size 7.0u → 8.5u, adjusted upwards, first hitbox lasts 10 frames from 12, second hitbox lasts 15 frames from 12.
- Furious Eruption charged sweetspot size 8.0u → 10.0u, adjusted upwards, first hitbox lasts 14 frames from 16, second hitbox lasts 19 frames from 16.
- Furious Eruption max charged sweetspot size 10u → 12.5u, adjusted upwards, sourspot size 15u → 16u, adjusted upwards,second hitbox lasts 19 frames from 16.
- Furious Eruption max charged first hitbox frame duration decreased (14 → 16).
- Third victory animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.
Kirby
- Ice Breath hitboxes were moved forward and has an angle of 6% hitbox angle 40° → 30°, base 50 → 40, size 7.0 → 7.5
- Aerial Hammer Bash weight-based knockback: 20 → 50
- Hammer Bash sourspot hitbox now takes priority over the sweetspot, effectively making the sweetspot smaller.
Link
- Shocking Spin deals more damage on all hitboxes (14% → 16%, 9% → 11%/12%, 7% → 8%, 5% → 6%).
- New 14% hitbox added.
Little Mac
- Stunning Straight Lunge uncharged damage increased 10% → 11%.
- Stunning Straight Lunge charged growth increased 60 → 70.
Lucario
- Glancing Counter hitbox angle altered: 58° → 65°
- Glancing Counter ending lag decreased by 7 frames.
Lucina
- Partially charged Shield Breaker deals less shield damage: 30 → 25.
Luigi
- The changes to shield mechanics have been detrimental to Luigi, as the increase in shieldstun makes it much harder for him to punish from out of shield due to his already low traction. Additionally, only a very select few of his moves benefit from these changes, with the most notable example being a fully charged or misfired Green Missile.
- Down throw's knockback has been altered (75 base/30 growth → 55 base/83 growth). The new knockback scaling removes Luigi's most notable follow-ups (very few moves are now only semi-guaranteed KO set-ups), particularly outside of medium percents.
- Down aerial spike hitbox increased (1.8 → 2.5).
- Down smash knockback growth increased (80/100 → 82/104 first/second strikes)
- Fiery Jump Punch hitbox size increased (3.8 → 4.0).
- Fiery Jump Punch horizontal displacement (6.4 → 7.0).
- Luigi Cyclone initial hitbox hitlag increased (1.0 → 1.3).
- Luigi Cyclone angle 90° → 89°.
- Aerial Luigi Cyclone final hitbox growth decreased 130 → 120.
- Clothesline Tornado damage increased (8% → 10%/12% depending on the hitbox.)
- The sweetspot hitbox is larger.
- The sweetspot has more base knockback: 60 → 100.
- The sweetspot has drastically decreased growth: 120 → 70.
Marth
- Partially charged Shield Breaker deals less shield damage: 30 → 25.
Mega Man
- Hyper Bomb ending lag reduced by 5 frames.
- Hyper Bomb direct damage increased 8% → 10%.
- Hyper Bomb splash damage increased 6% → 8%.
- Ice Slasher ending lag reduced by 6 frames.
Mii Gunner
- Graphic Effects on jab and dash attack altered slightly.
Meta Knight
- Lazy Shuttle Loop final hitbox size increased 7.0 → 7.2 and the hitbox duration is increased by 2 frames.
Ness
- Portions of Rising PK Flash knockback growth: 30 → 80
- Rising PK Flash range: 10 → 13
- PK Freeze range: 10 → 11
- PK Fire Burst damage on hit increased 1% → 2%.
- Damage on PK Fire Burst trigger increased 8% → 9%, hits sooner smaller size and closer.
Palutena
- A glitch where Palutena could infinitely renew Lightweight on platforms has been fixed.
- The last hit of Explosive Flame is no longer unblockable.
Peach
- Toad ending frame reduced 64 → 62
Robin
- Due to sword trails being longer when time is slowed, one of Robin's victory poses has subtle animation changes.
Rosalina & Luma
- Looping hits of jab deal less damage: 2% → 1.7%.
- Floaty Star Bit has decreased ending lag.
- Guardian Luma has reduced ending lag by 1 frame.
- Guardian Luma has some hitbox changes.
Samus
- Up tilt damage values reversed, dealing 13% on grounded opponents instead of 12% and 12% on aerial opponents instead of 13%.
- Partial charge Melee Charge Shot damage increased 5% → 6%.
- Partial charge Melee Charge Shot has more base knockback 30 → 50.
- Partial charge Melee Charge Shot has decreased hitbox sizes 4.0u → 2.5u.
- Fully charged Melee Charge Shot damage increased 18% → 20%.
- Fully charged Melee Charge Shot has slightly more base knockback 65 → 70.
- Fully charged Melee Charge Shot has slightly less knockback growth 35 →32.
- Fully charged Melee Charge Shot has increased hitbox sizes 8 → 10.
- Screw Attack looping hits 2-4 have more weight knockback 150/120 → 178/140.
- Screw Attack looping hits angle has been altered (100 → 96).
- Neutral aerial initial hitbox size increased: 5.5 → 6.0.
- Neutral aerial hitbox duration increased by 2 frames → 4 frames.
- Neutral aerial second hit sweetspot hitbox size increased 3.5 → 4.0.
- Neutral aerial second hit sourspot growth 80 → 98.
- Neutral aerial second hit sourspot hitbox size increased 2.8 → 3.3.
- Neutral aerial second hit hitbox duration increased by 2 frames.
- Neutral aerial's second hit now sends opponents at a 45 degree angle instead of the Sakurai Angle.
- Forward aerial looping hits damage increased: 1% → 1.6%.
- Forward aerial has reduced landing lag: 30 → 24.
Sheik
- Penetrating Needles deal less shield damage: 9 → 6.
Shulk
- Dash Vision knockback growth 84 → 89 (94 → 99 on alternate attack option).
- Dash Vision hitbox angle altered 35° → 32°.
Sonic
- Shield damage from floor attack: 1 → 10.
Toon Link
- Grounded Sliding Spin Attack has 6 hitboxes instead of 1 and has increased growth.
- One of the new hitboxes has increased damage (10% → 11%).
Villager
- Extreme Balloon Trip hitbox sizes: 6.5/14.5 → 4/11.5
Wario
- Inhaling Chomp has faster start-up.
- Minor frame speed multiplier on some unknown action.
Wii Fit Trainer
- Volatile Breathing unknown collision flag altered.
Yoshi
- High Jump ending lag reduced by 4 frames.
- Ledge get-up attack deals increased shield damage 0 → 1.
Zelda
- Neutral air's back hits now drag opponents towards the front hits, allowing the move to deal more damage from this position.
- Farore's Squall hitbox duration increased by 1 frame.
- Farore's Squall ending lag reduced by 6 frames.
- Nayru's Passion explosion hitbox start-up decreased by 5 frames.
- Nayru's Passion windbox startup by 2 frames.
- Nayru's Passion windbox has a slight position alternation.
External links
Super Smash Bros. 4 updates | |
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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 |