Super Smash Bros. 4

List of updates (SSB4)/1.1.3 changelog

Revision as of 15:06, February 15, 2016 by Ethan7 (talk | contribs) (Why didn't SmashBoards get these before?)
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Stages

Additions

  • Cloud can be downloaded from the Nintendo eShop, with the new Mii Fighter costumes.

Bowser

  •   Up throw's knockback and angle altered: 90 base/80 growth → 25 base/155 growth, 70° → 82°. These changes repurpose it into a combo starter, which can be performed even up to high percents.
  •   Up throw's ending lag decreased: 68 frames → 61.
  •   Up throw's loop hits deal 0.5% less damage: 1% → 0.5%.
  •   Up throw's loop hits' hitlag multiplier decreased: 1x → 0.5x.
  •   Up throw's final hit's knockback increased: 0 → 80 (base), 100 → 200 (growth).
  •   Flying Slam's grab to slam transition speed increased. This makes it function similarly to how it did in Brawl.
  •   All variations of Flying Slam now have invincibility frames before Bowser leaves the ground.
  •   All variations of 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.

Dark Pit

  •   Electroshock/Electrocut Arm launch angle changed: 50° → 43°, sending opponents offstage at a slightly better angle.
  •   Grounded Electroshock Arm damage increased: 11.5% → 12%.
  •   Grounded Electroshock/Electrocut Arm knockback growth increased: 60 → 67.
  •   Grounded Electroshock/Electrocut Arm base knockback decreased: 100 → 99.
  •   Aerial Electroshock/Electrocut Arm knockback growth decreased: 60 → 58.

Ganondorf

  •   Down smash's second hit's angle changed: 130° → 50°, now pushing shielding opponents away rather than towards him. The first hit now flips non-shielding opponents, leaving the launch angle against them unchanged.
  •   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 removes its KOing capabilities.
  •   Neutral aerial first hit (clean) damage: 12% → 7%.
  •   Neutral aerial first hit (late) damage: 8% → 4.5%.
  •   Neutral aerial second hit startup: 20 → 17.
  •   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.
  •   Weight slightly increased: 112 → 113

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

Kirby

  •   Kirby dashes faster: 1.50 → 1.568.
  •   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 increased: 1.0x → 1.2x, making it safer on shield but easier to DI on the final hit.
  •   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.
  •   Weight slightly increased: 77 → 79.

Link

  •   Forward smash second hit knockback growth: 85 → 89.
  •   Down smash first hit angle: 75° → 78°.
  •   Down smash's first hit's knockback altered: 26 (base)/90 (growth) → 40/88. This allows it to KO slightly earlier.
  •   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 smashes grounded opponents.
  •   Down aerial has a new early hitbox designed to hit only grounded opponents; it deals less knockback (25 base/40 growth) and launches at an angle of 55° instead of meteor smashing. This allows Link to hit foes a second time with the attack right after bouncing off them, dealing a massive amount of damage (26% if both hits connect), which works until they reach about 60% damage.
  •   Down aerial's second bounce deals more damage: 8% → 11%.
  •   Spin Attack and Shocking Spin are slightly faster.

Lucario

  •   Falling speed has been increased.
  •   Air speed, fast falling speed and walking speed have been increased.
  •   Aura Sphere charge (including custom variants) angle: 80° → 83°.
  •   Aura Sphere (including custom variants) knockback growth: 100 → 93.
  •   Aura Sphere charge (including custom variants) hitlag modifier: 1x → 0.78x, making it less safe on shield.

Mega Lucario

  •   Aura Sphere (including custom variants) base knockback: 10 → 12.
  •   Aura Sphere (including custom variants) knockback growth: 100 → 93.
  •   Aura Sphere (including custom variants) hitlag modifier: 1x → 0.78x, making it less safe on shield.

Lucas

  •   Forward tilt hitbox size: 4.4 → 4.7.
  •   Forward tilt hitbox duration: 7-9 → 7-10.
  •   Neutral air looping hits damage: 1% → 2%.
  •   Standing grab and dash grab had their ending lag decreased by 5 frames: 50/60 → 45/55.
  •   All grabs have sped up animations.
  •   PSI Magnet heals half damage from absorbing teammates' projectiles.

Lucina/Marth

  •   Multiple changes to the knockback, hitbox sizes, and damage have made Dancing Blade/Effortless Blade link better.

Mewtwo

  •   Mewtwo walks faster: 1.0 → 1.1.
  •   Mewtwo dashes faster: 1.696 → 1.9, going from being tied for the 20th fastest to the 12th fastest.
  •   Mewtwo's air speed is faster: 1.15 → 1.25.
  •   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°.
  •   Shadow Ball is slightly increased in size.
  •   Shadow Ball deals less recoil.

Mii Gunner

Mr. Game and Watch

  •   Oil Panic deals halved damage from absorbed teammates' projectiles.

Ness

  •   PSI Magnet heals halved damage from absorbing teammates' projectiles.

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.
  •   Neutral air landing lag: 20 → 18.
  •   Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5.
  •   Forward air landing lag: 20 → 18.
  •   Back air landing lag: 21 → 19.
  •   Up air landing lag: 20 → 18.
  •   Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5.
  •   Down air (Levin) late hit damage increased: 5% → 8%.
  •   Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames.
  •   Down air (Levin) non-spiking hitbox 1 angle changed: 80° → 70°.
  •   Down air landing lag: 28 → 26.

Shulk

  •   Dash attack deals 0.5% more damage: 11.0% → 11.5%.
  •   Forward tilt deals 0.5% more damage on both hitboxes: 13.0%/11.5% → 13.5%/12.0%.
  •   Both early and late hitboxes of up tilt deal 0.5% more damage: 8.0 %(early)/7.0% (late) → 8.5%/7.5%.
  •   Both hitboxes of down tilt deal 0.5% more damage: 8.0%/7.0% → 8.5%/7.5%.
  •   Both hitboxes of neutral aerial deal 0.5% more damage: 7.0%/8.0% → 7.5%/8.5%.
  •   Neutral aerial landing lag: 12 → 10.
  •   Both hitboxes of forward aerial deal 0.5% more damage: 7.5%/6.0% → 8.0%/6.5%.
  •   Forward aerial landing lag: 18 → 16.
  •   Both hitboxes of back aerial deal 0.5% more damage: 12.0%/8.0% → 12.5%/8.5%.
  •   Back aerial landing lag: 21 → 19.
  •   Both hits of up aerial deal 0.5% more damage: 5.0% (hit 1) → 5.5%, 10%/7.5% (hit 2) → 10.5%/8%.
  •   Up aerial landing lag: 17 → 15.
  •   Both hits of down aerial deal more damage: 5.0%/7.0% (hit 1) → 6.0%/7.5%, 10.0% (hit 2)/9.0% → 11.5%/10.5%.
  •   Down aerial landing lag: 25 → 23.

Sonic

  •   Weight slightly decreased: 95 → 94

Villager

  •   Pocketing and throwing a teammate's projectile now deals half damage.

Trivia

  • This is the first update to change the attributes of certain characters, while all previous updates focused on tweaking characters' moves.

References

Smashboards 1.1.3 patch notes