List of updates (SSB4)/1.1.1 changelog

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The following is a list of character changes in Version 1.1.1 of Super Smash Bros. 4,

Universal

  •   Floor attack shield damage (back, front, and trip): 10 → 8
  •   Back roll and air dodge invincibility duration reduced by one frame each.

Bowser

  •   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 (Neutral-Special 3) endlag reduced by 14 frames (frames 5-25 now run 1.3 times slower instead of 2.0).

Captain Falcon

Donkey Kong

  •   Giant Punch shield damage: 2 → 0. Applies to custom variations.
  •   Headbutt and Stubborn Headbutt shield damage: 30 → 25

Fox

  •   Down throw does far less damage.

Ganondorf

  •   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's two kicks link together more effectively.

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).

Kirby

  •   Ice Breath (Neutral-Special 2) Hitboxes were moved forward and has an angle of 6% hitbox angle 40° → 30°, base 50 → 40, size 7.0 → 7.5
  •   Hammer Bash (Side Special-2)'s Aerial weight knockback is 20 50 and has lowered Hitbox prioirity for sweet spot


Lucina

  •   Shield Breaker does less shield damage.

Luigi

  •   Down Throw's knockback growth increased, drastically weakening combo potential outside of low percentages and not even KOing until absurdly high percentages.
  •   Down throw base knockback significantly decreased, making combos at low percents deadlier.

Marth

  •   Shield Breaker does less shield damage.

Mr. Game and Watch

  •   Up air second hit knockback reduced, no longer KO'ing until 150% on the ground.

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 size 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 → 6.5.
  •   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 aerial second hit hitbox duration increased by 2 frames.
  •   Forward aerial looping hits damage increased: 1% → 1.6%.

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.
  •   Farore's Windfall explosion hitbox start-up decreased by 5 frames.
  •   Farore's Windfall windbox startup by 2 frames.
  •   Farore's Windfall windbox has a slight position alternation.

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