List of updates (SSB4)/1.1.5 changelog
This is the list of known changes in version 1.1.5 of Super Smash Bros. 4. This update became available on March 15th, 2016.
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 |
Although some of these nerfs were fairly significant, they were overall cancelled out by the heavier nerfs given to other top tier fighters, resulting in Bayonetta's position on the tier list actually improving in this version. The changes to her smash attacks were to minor to have a serious effect on her, and are still very powerful moves. The change to down aerial meant that Bayonetta is no longer able to rely on the move offstage, and this moderately affected her edgeguarding game, although it is still very strong. The most significant nerf is most likely the nerf to Witch Time, as it is now no longer as 'spammable' as it used to be, and Bayonetta mains are now forced to use the move much more sparingly. Overall, while Bayonetta is technically weaker in 1.1.5 than she was when she was initially released, this is negated by the heavy nerfs given to the other top tiers.
Bowser
- Air speed (0.98 → 1).
- Weight (128 → 130).
- Max Walk speed with heavy items (1.31432 → 1.33432).
Bowser was not really affected by these changes. The increased air speed marginally improves his air combo potential and recovery, but this is negligible. The change to his weight did not affect his survivability much at all, due to it already being very good. The change to item toss strength is irrelevant in competitive play save for very specific circumstances (e.g if he grabs one of Pac-Man's bonus fruits). Overall Bowser is about as good in this version as he was in 1.1.4.
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
Before this patch, Charizard was considered a low tier to even a bottom tier by the general consensus. These buffs had a moderately large effect on Charizard's viability as a fighter. The increase to its air speed marginally improve its combo game in the air, and also noticeably improved its recovery, as fighters with multiple jumps are much more affected by higher air speeds in terms of recovery. The reduced landing lag on its aerials gives Charizard more neutral and landing options, especially since landing forward and back aerials are now relatively safe on shield. Forward and back aerials damage buffs allow them to kill offstage more easily, especially since back aerial's sweetspot size was increased. The changes to Flare Blitz don't make much of a difference, as the move has limited usage in competitive play. Overall, these buffs have caused Charizard's potential in high-level play to increase, as its former weakness of a laggy moveset was lessened. This viability would be later proven in July 2016, in which Sharpy won BeSmash 2016, a national tournament in the Dominican Republic, using only Charizard.
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).
Cloud was nerfed by the changes. His smash attacks were made slightly weaker, his abilities with Limit Break were generally toned down, and his up aerial was given less damage and as a result KOs later. Despite this, Cloud has remained dominant in competitive play.
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.
Corrin was significantly nerfed by these changes. On top of Counter Surge losing its infamous power, its aerials and Dragon Fang Shot were notably weakened, hindering their utility and safety. Additionally, Corrin's already poor mobility was slowed further. Despite these nerfs, however, Corrin's place in competitive play has remained relatively unchanged.
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).
Duck Hunt's smash attacks were made more powerful, but they don't fix the character's biggest weaknesses. As such, Duck Hunt's metagame was completely unchanged by this.
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% |
Ganondorf's changes moderately buff him overall. His neutral attack was made much faster and was given different hitbox positioning as to remove blind spots, slightly alleviating one of his core weaknesses in that he has no fast options. Dash attack's ending lag was reduced, allowing for potential followups. Additionally, Wizard's Foot and its variants were given more damage on the ground, giving them more KO potential. Flame Choke and Wave were also given more range, although this is minor. These changes provide Ganondorf with new options, but they do not truly fix his lack of range or speed and do not address his issues with recovering. As a result, while Ganondorf is slightly better than he was before the changes, it is not by a significant amount.
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).
Greninja was buffed overall by the changes. The speed of its dash attack, grabs, forward aerial, and back aerial were generally improved, slightly alleviating Greninja's biggest weakness. Additionally, Hydro Pump's "headbonk" angle was altered, making it less likely to accidentally self-destruct when recovering. Greninja's viability was not particularly changed by the buffs, but they make the character faster and less unwieldy.
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.
Being considered among the best characters in SSB4 prior to the changes, Meta Knight was nerfed overall. Despite forward aerial's decreased landing lag, up aerial's damage, angle, and SDI multiplier were altered, making the move that was previously the crux of Meta Knight's most deadly combos much less effective. Despite the nerf seeming minor, they have significantly inhibited Meta Knight's results, although he is still considered a viable character.
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.
Despite Mewtwo's changes seeming minor, they have resulted in it being heavily buffed overall. Mewtwo's increased weight, despite not being particularly noticeable, does slightly increase Mewtwo's survivability. Its neutral aerial was given larger hitboxes, which increases its practicality at starting and continuing combos. Its up smash, while still slightly laggy, was made faster and as such safer overall. Most notably, however, is that Mewtwo's dash speed was further increased to be the seventh fastest in the game, improving its followups and ability to run away even further. These changes re-established Mewtwo's metagame and caused players such as Abadango to show the character's drastic improvements, and have significantly improved its viability and resulys isnce then.
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.
Pikachu
- Quick Attack canceling has been removed on both the Ω form and regular version of Umbra Clock Tower, removing Pikachu's intricate infinite combos on that stage.
- Thunder Jolt Glitch removed.
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.
Sheik was drastically nerfed by her changes. Her forward throw was altered and made stronger, making it less effective against most characters Sheik will see at high-level play. Down throw was made stronger as well, effectively removing her KO setups with the move. In addition, her forward aerial's reach was reduced, although this does not make the move much worse. Most significantly, Needles have less range, making Sheik's best long-range option less effective. While down smash was made stronger, it is still one of Sheik's least useful moves. Despite still being one of the most successful characters at high-level tournament play, the changes have made Sheik much less overwhelmingly dominant.
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).
Being one of the most dominant characters in SSB4, Zero Suit Samus was heavily nerfed overall. Despite receiving knockback compensation, neutral and up aerials received less damage, which reduces her effective damage output. Despite followups still being viable, down throw's damage was decreased but its knockback was increased, making low-percent KOs much more difficult and easier to DI. Additionally, her already unsafe grabs were given a shorter duration with no less lag. Despite Plasma Whip and back throw receiving power buffs, they do not compensate for other options being made worse. These changes have negatively affected Zero Suit Samus in competitive play arguably more than any other perceived top tier, with a significant drop in her tier position since then.
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 |