List of updates (SSB4)/1.1.6 changelog: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
This is the list of known changes in version 1.1.6 of ''[[Super Smash Bros. 4]]''. | This is the list of known changes in version 1.1.6 of ''[[Super Smash Bros. 4]]''. | ||
Bayonetta is the only character to have been changed. | |||
=={{SSB4|Bayonetta}}== | =={{SSB4|Bayonetta}}== | ||
{{UpdateList|ver=1.1.6|char=Bayonetta}} | {{UpdateList|ver=1.1.6|char=Bayonetta}} | ||
==External links== | |||
*[http://smashboards.com/threads/1-1-6-patch-notes-patch-discussion.436806/ Smashboards 1.1.6 community patch notes] |
Revision as of 00:52, May 19, 2016
This is the list of known changes in version 1.1.6 of Super Smash Bros. 4.
Bayonetta is the only character to have been changed.
Bayonetta
- Forward aerial's first two hits deal less damage (3.8%/2.8% → 3%/2.2%), while the third hit has lower knockback scaling (82 → 68). In addition, a frame speed multiplier of 1.2x has been added to frame 29. This makes the move autocancel on frame 35 and be interruptible on frame 40.
- Upward After Burner Kick has higher knockback scaling (40/30/100 → 50/38/112), which makes it more difficult to combo at high percentages.
- Downward After Burner Kick deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move much worse at comboing, even if the opponent applies no DI.
- Down tilt has less range (3.5 → 2.8) and slightly more ending lag (FAF: 26 → 27).
- Down aerial's landing hit has lower knockback scaling (140 → 135).
- Witch Twist has a higher SDI multiplier (1x → 2x), allowing opponents to escape her combos and KO confirms. The upper part of the middle hit also deals less knockback (160 fixed/100 scaling → 140/97) and all have less range (Y offset: 24 → 21, radius: 8 → 7).
- Due to Witch Twist's autolink angle knockback, the change in SDI multiplier allows opponents to be KO'd easily at early percent near close to the upper blast line.
- Last hit of first Witch Twist deals less knockback (50 base/105 scaling → 55/80), allowing for more follow-ups at higher percentages.
- Last hits of first and second Witch Twist has a smaller hitbox (radius: 9 → 8.5) and lower vertical positioning (Y offset: 20 → 19). The last hit of second Witch Twist has increased base knockback (30 → 50).