List of updates (SSB4)/1.1.5 changelog
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This is the list of known changes in version 1.1.5 of Super Smash Bros. 4. All claims on this page must be verifiable, preferably with a trustable source link, and must compare both the old and new states. Ensure that all changes are also listed on the respective pages.
Bayonetta
- Bayonetta's shielding animation has been changed so her legs are not spaced as far apart, which could cause thin grabs (e.g. most tethers) to miss.
- Forward smash deals less knockback (25 base/105 scaling → 26/102), hindering its KO potential.
- Up smash has less knockback scaling (92 → 90), slightly hindering its KO potential.
- Down aerial has more ending lag (FAF 43 → 48), making it considerably riskier to use off stage.
- Heel Slide's second hit has more startup (frame 53 → 54) and ending lag (FAF 68 → 73).
- Heel Slide's second hit has a longer duration (frames 53-57 → 54-59).
- Witch Twist deals less damage (4% (hit 1 grounded)/3% (hit 1 aerial)/0.3% (loop hits)/8.5%/7.5% (total grounded/aerial) → 3%/2%/0.2%/7%/6%).
- Witch Time has more ending lag (FAF 45 → 50).
- Witch Time's slowdown duration scales less as the opponent's percent increase (0.2 → 0.1), reducing its slowdown time at higher percents.
- Witch Time's minimum slowdown time is shorter (30 frames → 20).
- Witch Time decays more with each use (50 frames → 75 frames).
- Witch Time regenerates slower (0.08 frames per frame → 0.06 frames per frame).
Technical changelist
Change | Old value | New value |
---|---|---|
Heel slide (button held) duration | 72 frames | 77 frames |
Witch Time total frames | 44 frames | 49 frames |
Witch Time (standard) slowdown duration | INT(180+Opponent's %/5) | INT(180+Opponent's %/10) |
Witch Time (Bat Within) slowdown duration | INT(120+Opponent's %/5) | INT(120+Opponent's %/10) |
Witch Time duration penalty per use | 50F/50F | 75F/50F |
Witch Time duration recovery per frame | 0.08F/0.08F | 0.06F/0.041F |
Bowser
- Air speed (0.98 → 1).
- Weight (128 → 130).
- Max Walk speed with heavy items (1.31432 → 1.33432).
Charizard
- Air speed: 0.87 → 0.92
- Weight: 115 → 116
- Neutral (22 → 20), forward (31 → 22), back (33 → 24), up (22 → 20), and down air (35 → 33) all have less landing lag.
- Neutral aerial deals 2% more damage: 10%/7%/7%/7% → 12%/9%/9%/9% but with knockback compensated (90 → 78).
- Forward aerial deals 1% more damage: 11%/12% → 12%/13%.
- Back aerial deals 1% more damage: 15%/13%/10%/10% → 16%/14%/11%/11% and has a larger sweetspot (4.5u → 5u).
- Flare Blitz explosion knockback growth: 78 → 84
- Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
- Max Walk speed with heavy items increased: 1.198 → 1.208
Cloud
- End of roll intangibility: Frame 17 → 15
- Forward smash's third hit has lower knockback scaling (119 → 115).
- Down smash's second hit has lower knockback scaling (96 → 94).
- Up aerial deals less damage (13% (clean)/9.5% (late) →12%/8.5%), hindering its KO potential.
- However, this also improves its combo potential.
- Limit Break Cross Slash has lower knockback scaling (155 → 153).
- Limit Charge takes 42 frames (0.7 seconds) longer to fully charge.
- Aerial Finishing Touch has lower knockback scaling (417 (clean)/390 (late)/100 (windbox) → 359/335/86).
Corrin
- Corrin's walk speed (1.2 → 1.15), run speed (1.5 → 1.45), and air speed (1. → 0.97) have all been slightly reduced.
- Corrin's maximum walk speed with heavy items is slightly lower (1.028 → 1.026).
- Rolls have a shorter duration (frames 4-16 → 4-14) and more ending lag (FAF 30 → 31)
- Neutral aerial deals less damage (8% (clean)/6.5% (late) → 7%/5.5%), hindering its KO potential.
- However, this also improves its combo potential.
- Forward aerial deals less damage (8.5% → 7.5%), hindering its KO potential.
- However, this also improves its combo potential.
- Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (94 → 99), hindering its KO potential.
- However, this also improves its combo potential.
- Dragon Fang Shot's fully charged projectile deals less damage (11% → 9%). This also means that the move's damage scales less as it charges.
- Dragon Fang Shot's hitbox deals less damage (13% → 11%).
- Dragon Fang Shot's projectile has a shorter duration (55 frames (uncharged)/53 frames (fully charged) → 47/45).
- Counter Surge's counter has a shorter duration (frames 7-29 → 7-24).
- Counter Surge has a lower damage multiplier during its clean hit (1.3x → 1.2x), hindering its KO potential.
- Counter Surge damage now scales properly when time is slowed down.
- Fixed a bug where enemies could not escape from Corrin's grab if it was performed near the edges of platforms.
Duck Hunt
- Forward smash's third hit has higher knockback scaling (123 → 125).
- Up smash's third hit has higher knockback scaling (110 → 112).
- Down smash's third hit has higher knockback growth (153 → 155).
Ganondorf
- Neutral attack has increased damage, modified positioning, and faster startup and endlag.
- Dash attack has less ending lag.
- Flame Choke and Flame Wave grab range increased.
- Grounded Wizard's Foot and variants 2% deal more damage and have altered positioning.
Technical changelist
Change | Old value | New value |
---|---|---|
Neutral attack damage | 4%/7%/10% | 6%/8%/10% |
Neutral attack start-up | 8 frames | 7 frames |
Neutral attack ending lag | 34 frames | 28 frames |
Neutral attack hitbox X position | 12/18 | 11/19 |
Dash attack ending lag | 41 frames | 37 frames |
Flame Choke grab X position | 5.2 (ground)/5.5 (air) | 7.2/7.5 |
Flame Wave grab X position | 5.2 (ground)/6.0 (air) | 7.2/8.0 |
Grounded Wizard's Foot (clean) damage | 12% | 14% |
Grounded Wizard's Foot (late) damage | 10% | 12% |
Grounded Wizard's Foot and Wizard's Assault Z position | -1/-3/4 | 0/-3/6 |
Grounded Wizard's Dropkick (clean) damage | 9% | 11% |
Grounded Wizard's Dropkick (late) damage | 7% | 9% |
Grounded Wizard's Dropkick Z position | 1/-1/6 | 0/-1/8 |
Grounded Wizard's Assault (clean) damage | 10% | 12% |
Grounded Wizard's Assault (late) damage | 9% | 11% |
Greninja
- Standing grab has 3 frames less startup (14 frames → 11).
- Dash attack has 2 frames less startup (9 frames → 7), and thus has a shorter duration (FAF 33 → 31).
- When using Hydro Pump and bonking into the stage, Greninja is sent at a higher angle, making it easier to avoid an SD.
- Forward aerial's landing lag was reduced (18 frames → 15).
- Back aerial's landing lag was reduced (16 frames → 13).
Kirby
- Forward smash knockback growth: 100 → 102 (clean), 67 → 69 (late).
- Up smash knockback growth: 103/103/97 → 104/104/99 (early), 97 → 98, 51 → 52 (late).
- Down smash knockback growth: 109 → 110 (early).
- All variations of Hammer Flip knockback growth: 76 → 78.
Link
- Down smash hit 2 KBG: 57 → 63
- Dash attack KBG: 78/72 → 85/77
- Dash attack angles: 45/60/70° → 45/50/55°
Meta Knight
- Forward aerial has less landing lag: 20 → 16.
- Up aerial damage: 5% → 4%, weakening its knockback even further, but allowing it combo up to higher percents
- Up aerial angle altered: 78°/60° → 69°/52°, making it harder to follow-up into itself.
- Up aerial SDI multiplier: 1.0x → 1.5x.
Mewtwo
- Mewtwo is slightly heavier: 72 → 74.
- Mewtwo dashes faster (1.9 → 2.05), now being slightly faster than Sheik.
- Up smash ending lag decreased by five frames.
- Neutral aerial's multi-hits hitboxes are larger: 2.3u → 3u.
Pac-Man
- Forward smash knockback growth: 97/100 → 99/102
- Up smash hit 2 knockback growth: 95/90 → 97/92
- Down smash knockback growth: 84/90 → 86/92
- Back air knockback growth: 98 → 100
Palutena
- Neutral infinite finisher deals more damage: 3% → 3.5%.
- Neutral aerial deals more damage (1.5% → 1.7% (loop), 4% → 5% (last)).
- Forward aerial deals more damage: 8% → 9% with its knockback compensated.
Peach
- Portions of up aerial no longer hit grounded opponents, reducing the amount of characters that the infinite can be performed on.
Robin
- Jab 1 base knockback: 35 → 40
- Jab 2 base knockback: 30/35 → 45
- Nosferatu and Distant Nosferatu have one less frame of startup.
- Nosferatu and Distant Nosferatu set frame duration increased: 1 frames → 2.
- Nosferatu has less lag when broken out of (IASA 40 → 38).
Samus
- Samus' air speed (0.95 → 1.03), falling speed (1.25 → 1.3), fast falling speed (2 → 2.08) and gravity (0.75 → 0.77) increased.
- Dash attack ending lag decreased by four frames (IASA 37 → 33).
- Dash attack has received a new 2 frame hitbox on frame 8 that deals 7%. This makes it no longer whiff at point-blank range.
- All of forward tilt's hitboxes deal 2% more damage (6%/7%/8%/9% → 8%/9%/10%/11%) and the sourspots have more base knockback (10 → 20), overriding the nerf in 1.0.6 and restoring its tech-chasing abilities.
- Down smash ending lag decreased by seven frames (IASA 52 → 45).
- Neutral aerial deals 2% more damage: 8%/6%/7% → 10%/8%/9%.
- The second hit of neutral aerial (late) has a larger hitbox size and z position: 3.3 (hitbox)/5.3/0 (z position) → 3.6/5.4/0.
- Forward aerial's angles have been altered, its hitboxes values have been extended, and its first hit has received a new hitbox that deals 3% to make it connect together better.
- All grabs have decreased ending lag by six frames each (75 (standing)/73 (dash)/89 (pivot) → 69/67/83.
- Homing Missile and Super Missile come out 2 frames earlier: (20/23 → 18/21).
- Super Missile's shooting duration is increased by 2 frames.
- Bombs give Samus more momentum in the air.
- Bomb can be cancelled with a crouch sooner (frame 47 → 45).
Sheik
- Sheik is lighter (84 → 81).
- Sheik's max walk speed with heavy items is slower (0.896 → 0.866).
- Forward throw launches opponent's at a slightly higher angle (70° → 72°).
- Forward throw has more knockback scaling (65 → 79), hindering its combo potential at higher percents.
- Down throw has more knockback scaling (75 → 90) and launches opponents at a slighly lower angle (80° → 77°). This considerably hinders its combo potential at higher percents, notably heavily restricting her 50-50 KO set ups after a down throw.
- The sweetspot of forward aerial was brought closer to Sheik, reducing its range (z-offset: 3.5 → 2.5).
- Needle Storm's needles have a shorter duration (12 frames → 10), reducing their range by one sixth.
- The third hit of down smash has more knockback scaling (155 → 165), improving its KO potential.
Zelda
- Jab deals more damage: 8% → 11%. Its knockback was compensated however (35 (base)/130 (growth) → 40/95).
- Forward tilt startup and ending lag decreased: frame 12 (startup)/39 (ending lag) → 10/37. The Z position was also slightly increased to give it more reach: 3u → 3.5u.
- Down smash has less ending lag: 40 frames → 37.
- Neutral air deals more damage: 11% (front)/7% (back) → 15/11%. The knockback was compensated: 160/160/140/140 → 130/130/110/100.
- Up air deals 2% more damage: (15% → 17%), and has a larger hitbox: 7u → 8u. Its knockback was compensated, however (90 → 84).
- Nayru's Love has more intangibility frames: 5-12 → 5-15. This now makes it overlap with the first hitbox's first active frames, making it harder to have another attack cancel it.
- All grabs have more reach: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7.
Zero Suit Samus
- Neutral aerial deals less damage: 10% → 8%, though with its knockback compensated (40 base/80 scaling → 38/96). Additionally, some of its hitboxes have less range (hitbox 1 front: 6u → 5.7u, hitbox 1 back: 6u → 5.6u).
- Neutral aerial has modified stretch positioning (hitbox 1 front X-axis: 11 → 10, hitbox 2 front X/Y-axis: 20/7.5 → 19/7, hitbox 1 back X/Y-axis: 9/14.6 → 6.6/13.8, hitbox 2 back X/Y-axis: 16/17 → 15/16.5). This gives it less horizontal range, but it can now hit small characters on the ground.
- Up aerial deals less damage: 8% → 6.5%, though with its knockback scaling compensated (110 → 125).
- The last active frames for all of her grabs are 4 frames shorter without its ending lag compensated: frame 29 → 25. This makes it more difficult to grab opponents out of their rolls or sidesteps with all of her grabs.
- Back throw's second hit deals more damage (4% → 6%). It also has altered knockback (70 base/60 scaling → 72/45).
- Down throw's second hit deals less damage (5%/7% total → 3%/5% total), though its knockback was also slightly increased (100 base/25 scaling → 90/60), making it somewhat more difficult to combo opponents at high percents.
- Plasma Whip has been improved: the first hit has more base knockback (80 → 100), the loops hits deal slightly more damage (.8% → 1.2%), the final hit deals more damage (6% → 7.5%), and various adjustments have been made to allow all of its hits to connect better. It also has less ending lag (27 → 24 frames).
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 |