List of updates (SSB4)/1.1.3 changelog

Revision as of 03:59, December 16, 2015 by Dhiaalhanai (talk | contribs) (added mewtwo landing lag reductions)
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Bowser

  •   Up throw base knockback 90 → 25, knockback growth 80 → 155, angle 70° → 82°, and ending lag 68 → 61, allowing it to combo into other moves.
  •   Up throw looping hits damage: 1% → 0.5%
  •   Up throw looping hits hitstun: 1x → 0.5x
  •   Up throw final hit knockback growth: 100 → 200
  •   Up throw final hit base knockback: 0 → 80
  •   Flying Slam transitions from grab to slam much faster, akin to Brawl.
  •   Whirling Fortress can now grab ledges from behind.

Charizard

  •   Dash attack hitbox 0 angle: 70° → 50°
  •   Dash attack hitbox 1 angle: 80° → 60°
  •   Several minor tweaks made to up smash.
  •   Down smash hitbox 0/1 knockback growth: 76 → 79
  •   Down smash hitbox 2/3 knockback growth: 82 → 85

Ganondorf

  •   Down smash second hit on shield angle: 130° → 50°, now pushing opponents away rather than towards him.
  •   Down smash now flips opponents.
  •   Neutral aerial first hit has drastically reduced knockback, allowing it combo into the second hit more effectively, similar to Captain Falcon's.
  •   The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing until extremely high percentages, less effective as a spacer, and completely removing its KOing capabilities.
  •   Neutral aerial first hit (clean) damage: 12% → 7%
  •   Neutral aerial first hit (late) damage: 8% → 4.5%
  •   Neutral aerial first hit duration: 7-13 → ?
  •   Neutral aerial second hit startup: 20 → ?
  •   Neutral aerial second hit (clean) damage: 10% → 12%
  •   Neutral aerial second hit (late) damage: 7% → 9%
  •   Neutral aerial landing lag: 18 → 17
  •   Forward aerial landing lag: 23 → 22
  •   Back and up aerial landing lag: 20 → 19
  •   Down aerial landing lag: 28 → 26
  •   Down aerial hitbox shifted down two units, making it easier to hit opponents below him as well as making it easier to land the sourspot.
  •   Grounded, non-reversed Warlock Punch super armor duration: 11-63 → 11-66
  •   Grounded, reverse Warlock Punch now has super armor on frames 11-58.
  •   Grounded, reverse Warlock Blade now has super armor on frames 11-54.
  •   Grounded Flame Choke no longer has a blindspot.
  •   Dark Dive multihits damage: 1% → 1.2%
  •   Dark Dive throw damage: 7% → 9%
  •   Dark Dive throw knockback growth: 82 → 90

Greninja

  •   Forward smash knockback growth: 99 → 101
  •   Up smash second hit sweetspot knockback growth: 103 → 104
  •   Down smash knockback growth: 90 → 92
  •   Shadow Sneak/Strike front hit knockback growth: 102 → 104
  •   Shadow Sneak/Strike back hit knockback growth: 101 → 103
  •   Shadow Dash knockback growth: 90 → 92

King Dedede

  •   Timing for Inhale and Taste Test modified.
  •   Facing restriction for Super Dedede Jump modified.

Kirby

  •   Forward smash clean hit knockback growth: 99 → 100
  •   Forward smash late hit knockback growth: 66 → 67
  •   Up smash clean hit knockback growth: 102 → 103
  •   Up smash mid hit knockback growth: 96 → 97
  •   Up smash late hit knockback growth: 50 → 51
  •   Down smash knockback growth: 108 → 109
  •   Forward aerial knockback growth: 145 → 148
  •   Forward aerial hitlag modifier: 1.0x → 1.2x
  •   Back aerial clean hit knockback growth: 102 → 104
  •   Back aerial late hit knockback growth: 110 → 112
  •   Up throw knockback growth: 63 → 74
  •   Various knockback growth, hitbox size, and duration increases for Hammer Flip and all of its variants.

Link

  •   Forward smash first hit knockback growth: 85 → 89
  •   Down smash first hit angle: 75 → 78
  •   Down smash first hit base knockback: 26 → 40
  •   Down smash first hit knockback growth: 90 → 88
  •   Forward aerial first hit damage: 8% → 11%
  •   Forward aerial first hit base knockback: 10 → 20
  •   Forward aerial first hit knockback growth: 132 → 130
  •   Forward aerial second damage: 10% → 13%
  •   Forward aerial second hit knockback growth: 105 → 100
  •   Down aerial no longer meteor smash's grounded opponents.
  •   Down aerial now has a weak hitbox that only hits grounded opponents.

Little Mac

  •   Jab looping hits deal less damage.

Lucario

  •   Aura Sphere (including custom variants) angle: 80° → 83°
  •   Aura Sphere (including custom variants) knockback growth: 100 → 93
  •   Aura Sphere (including custom variants) hitlag modifier: 1x → 0.78x

Mega Lucario

  •   Aura Sphere (including custom variants) knockback growth: 100 → 93
  •   Aura Sphere (including custom variants) base knockback: 10 → 12
  •   Aura Sphere (including custom variants) hitlag modifier: 1x → 0.78x

Lucas

  •   Neutral air looping hits damage: 1 → 2
  •   As a result, neutral air deals 4% more damage: 8 → 12.

Luigi

  •   Green Missile fully charged damage: 19.8% → 21%
  •   Green Missile misfire damage: 23% → 25%

Mewtwo

  •   Forward smash sourspot damage: 15% → 16%
  •   Forward smash hitbox size: 2.0 → 3.0
  •   Neutral air landing lag 16 -> 13
  •   Forward air startup: 6 frames → 5
  •   Forward air landing lag 18 -> 14
  •   Back air x-axis offset: 5.1 → 5.5
  •   Back air landing lag 21 -> 17
  •   Up air damage: 9% → 10%
  •   Up air landing lag 16 -> 13
  •   Down air hitbox duration: 2 frames → 4
  •   Down air landing lag 22 -> 18
  •   Down throw angle: 69 → 74

Pit

  •   Back air startup and landing lag reduced.

Robin

  •   Forward tilt's position changed, size increased: 4.0 → 5.0
  •   Neutral air's position changed, hitbox 0 and 1 size increased on both hits: 4.0 → 5.0, hitbox 2 size increased on both hits: 3.0 → 5.0
  •   Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5
  •   Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5
  •   Down air (Levin) non-spiking hitbox 1 angle increased: 80 → 70
  •   Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames
  •   Down air (Levin) late hit damage increased: 5% → 8%

Zelda

  •   Nayru's Love back loop hits damage: 1 → 2
  •   Farore's Wind jumps much higher if used right after a midair jump.
  •   Phantom Slash deals less maximum damage: 24 → 26

Zero Suit Samus

  •   Plasma Whip has gained 2 extra hitboxes in the center of the attack.
  •   As a result, it deals 2% more damage: 8 → 10.