List of updates (SSB4)/1.1.4 changelog
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This is the list of known changes in version 1.1.4 of Super Smash Bros. 4.
Additions
- Bayonetta and Corrin can be downloaded from the Nintendo eShop, with the new Mii Fighter costumes.
- Umbra Clock Tower is included with the purchase of Bayonetta.
- Castle Siege and Coliseum have two new music tracks included with Corrin.
- All invincibility frames from tripping have been standardized to 5 frames and all follow ups' invincibility frames have been standardized.
Bowser
- Dash attack deals more damage (10% (clean)/8% (late) → 12%/10%). Its knockback values were not compensated, giving the move more knockback.
- Up throw has higher knockback scaling (155 → 180), hindering its combo potential at high percentages.
- However, this also improves its combo potential at lower percents, in addition to allowing Bowser’s up throw, up air combo to KO at lower percents.
- All variations of Flying Slam have increased grab range.
Technical changelist 1.1.4
Change | Old value | New value |
---|---|---|
Ground Hand Hitbox Size | 4/3 | 5/4 |
Large Hitbox X Position | 17 | 17.5 |
Ground to Air Hand Hitbox | 1/1 | 2/2 |
Outer Hitbox X Position | 17 | 17.5 |
Air Hand Hitbox | 5/3.5 | 6/4.5 |
Large Hitbox X Position | 15 | 15.5 |
Bowser Jr.
- All smash attacks' ending lag decreased: 60 frames → 56 (forward), 63 frames → 57 (up), 68 frames → 60 (down).
- Forward aerial deals more damage: 8% → 9% (clean), 5% → 7% (late).
- Forward aerial knockback increased: 30 (base)/90 (scaling) → 33/93.
- Back aerial's late hit deals 2% more damage (8% → 10%) and knockback scaling (90 → 92).
Captain Falcon
- Blue Falcon's visual effects modified.
Charizard
- First hit of up smash's hitbox placements modified significantly and have angle modifications and/or increased knockback.
- Second hit of up smash deals more knockback.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Dark Pit
- Dark Pit Staff's visual effects modified.
Diddy Kong
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Falco
- Up smash's first hit has less startup lag with a longer duration (frame 8 → 7-8). The animation was unchanged, giving the move considerably more range below Falco.
- During up smash, Falco now has intangibility on his attacking leg while the hitboxes are active.
- Up smash's first hit has altered knockback (60/80 (base near/far), 25/30 (scaling near/far) → 70/18).
- Up smash's first hit now has weight independent knockback.
- Up smash's Middle hitbox has been moved slightly forwards (x offset: 1.5 → 2).
- Up smash's far hitbox is positioned further away from Falco (x offset: 5 → 7.7 (hit 1 early)/7 (hit 1 late/hit 2)), giving the move more range.
- Up smash's second hit deals more knockback (30 (base), 98 (scaling) → 31/104), improving its KO potential.
- Down smash has higher knockback scaling (76 → 78), slightly improving its KO potential.
- Down Throw Ledge Spike Bug removed.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Fox
- Hard tripping now grants five frames of invincibility.
Ike
- Sourspotted forward smash deals 2% more damage: 17% → 19%.
- Sourspotted forward smash's angle altered: 60° → 57°.
- Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
- Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
- Forward aerial deals 1% more damage and its range increased.: 12% → 13%
- Eruption's hitbox lasts 2 frames longer.
- Hard tripping now grants five frames of invincibility.
King Dedede
- Air speed decreased: 0.658 → 0.63.
Little Mac
- Up tilt has less startup (frame 5 → 4) and lasts one more frame (6 frames → 7).
- Up tilt angle: 85° → 88°
- Forward smash deals 1% more damage: 19%/17% (up and side), 22% (down) → 20%/18%, 24% with compensated knockback (85/22 → 81/21).
- Up smash deals 1% more damage: 20%/15% → 21%/16% with compensated knockback (80/100 → 76/96)
- Down smash deals 1% more damage: 12% → 13% with compensated knockback (100 → 96).
Lucina
- Neutral attack's first hit has less ending lag: 28 frames → 25.
- Neutral attack's hitbox sizes increased: 6.5u → 7u.
- Forward and up tilt's ending lag decreased: 36 frames → 33.
- Forward tilt's sour x hitbox and main hitbox sizes increased: 2u (sour x)/6.7u (main) → 2.5u/7.7u.
- Down tilt's sour x hitbox and main hitbox sizes increased: 6.7u (main)/15.2u (sour x) → 8.2u/16.7u.
- Down tilt's y hitbox size decreased: 3.2u → 2.7u.
- Down smash's ending lag decreased: 64 frames → 54.
- All aerials deal more damage: 3.345% (neutral hit 1)/7.6% (neutral hit 2), 8.5% (forward), 9.975% (back/up), 11.4% (down sourspot)/13.3% (meteor) → 4.2%/8.5%, 10.5%, 11.8%/11.4%, 12.3%/14.2%.
- Neutral, forward and back aerials' main hitbox sizes increased: 6.7u (neutral hit 1)/6.5u (neutral hit 2), 6.7u (forward, back) → 7.7u/7.5u, 7.7u.
- Dancing Blade has been improved. Its first hit's start-up decreased: 7 → 6 and it had its grounded and aerial ending lag decreased by 1 frame
Marth
- Neutral attack's first hit has less ending lag (FAF 29 → 26) and the tipper on both hits has been moved further away from Marth (Z offset: 6.5 → 7), improving their range.
- Forward tilt and up tilt have less ending lag (FAF 36 → 34).
- Down tilt has its sourspot (Y/Z offsets : 3.2/15.2 → 2.7/16.7u) and tipper (Z offset: 6.7 → 8.2) moved further away from Marth, improving the move's range.
- Down smash has significantly less ending lag (FAF 65 → 55).
- All aerials deal more damage:
- Neutral aerial (3%/4% (hit 1 near/tipper), 9% (hit 2 tipper) → 3.5%/5%, 9.5%).
- Forward aerial (7%/10% (near/tipper) → 8%/11.5%.
- Back aerial 12% (tipper) → 12.5%).
- Up aerial aerial 9%/12% (near/tipper) → 9.5%/13%).
- Down aerial 11%/13%/14% (near/tipper/meteor) → 12%/14%/15%).
- The knockback values on these aerials were not compensated, improving their KO potential.
- The tipper hitboxes on neutral, forward, and back aerial have been moved further away from Marth: Z offset: 6.7/6.5 (neutral hit 1/hit 2), 6.7 (forward and back) → 7.7/7.5, 7.7), improving their range.
- Back aerial's lower sword hitbox has been mvoed further away from Marth (Z offset: 2 → 2.5). This moves the hitbox closer to the tipper although it does not fully compensate for the tipper's increased range, making the tipper easier to land despite this change.
- Dancing Blade's first hit has less startup lag (frame 7 → 6) with its total duration subsequently reduced (FAF 43 (ground)/33 (aerial) → 42/32.)
- Critical Hit can no longer hit invincible opponents.
R.O.B
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
- R.O.B.'s hurtbox sizes have been increased and adjusted.
Rosalina and Luma
- Weight slightly decreased: 78 → 77.
Roy
- Neutral aerial landing lag: 13 → 11
- Forward aerial landing lag: 15 → 13
- Up aerial landing lag: 16 → 14
- Back aerial landing lag: 19 → 16
- Down aerial landing lag: 28 → 23
- Double Edge Dance improved. The first hit hits one frame earlier (7 → 6), has one frame less of endlag both grounded and in the air (IASA: 42/32→ 41/31).
Sheik
- Weight slightly decreased: 85 → 84.
- Vanish's disappearance hitbox knockback scaling (104 → 102) and size are slightly decreased (14 → 13).
Toon Link
- Back aerial landing lag: 22 → 17.
- Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
- Spin Attack and Flying Spin Attack have 2 less frames of startup.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Technical changelist 1.1.4
Change | Old value | New value |
---|---|---|
Back aerial landing lag | 22 | 17 |
Spin Attack/Flying Spin Attack start up (uncharged/fully charged) | 11/70 | 9/68 |
Spin Attack duration (uncharged/fully charged) | 82/141 | 80/139 |
Trip followup on standing/forward/back | 17/10/10 | 16/9/9 |
Trip invincibility on hard/soft | 6/6 | 5/5 |
Wario
- Grounded state glitch removed.
Yoshi
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Zelda
- Light Arrow's visual effects modified.
Zero Suit Samus
- Zero Suit Samus is slightly lighter (81 → 80).
- Boost Kick's final hit has less knockback scaling (220 → 209), hindering its KO potential.
- Boost Kick's final hit launches opponents at a slightly lower angle launch angle (50° → 48°). This hinders its KO potential near the upper blastzone and while this does improve its KO potential near the horizontal blastzone, this is offset by the move's lower knockback, make it KO later horizontally regardless.
References
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 |