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. This update became available on March 15th, 2016.

Bayonetta[edit]

  • Nerf Forward smash has more base knockback, but less scaling, (25 base/105 scaling → 26/102), KOing slightly later.
  • Nerf Up smash has less knockback scaling: 92 → 90.
  • Nerf Down aerial has more ending lag: 7 → 12 frames, making it more difficult to use offstage without self-destructing.
  • Nerf Heel Slide has more startup and ending lag.
  • Buff Heel Slide's second hit duration increased: 7 frames → 8.
  • Nerf Grounded first and multi hit Witch Twist deal less damage.
  • Nerf Witch Time has more ending lag: 16 → 21 frames.
  • Nerf Witch Time's slowdown duration is shorter, decays more with each use and regenerates slower.

Technical changelist

Bowser[edit]

  • Buff Air speed: 0.98 → 1
  • Change Weight: 128 → 130
  • Buff Item Toss strength increased: 1.31432 → 1.33432

Charizard[edit]

  • Buff Air speed: 0.87 → 0.92
  • Change Weight: 115 → 116
  • Buff Neutral (22 → 20), forward (31 → 22), back (33 → 24), up (22 → 20), and down air (35 → 33) all have less landing lag.
  • Buff Neutral aerial deals 2% more damage: 10%/7%/7%/7% → 12%/9%/9%/9% but with knockback compensated (90 → 78).
  • Buff Forward aerial deals 1% more damage: 11%/12% → 12%/13%.
  • Buff Back aerial deals 1% more damage: 15%/13%/10%/10% → 16%/14%/11%/11% and has a larger sweetspot (4.5u → 5u).
  • Buff Flare Blitz explosion knockback growth: 78 → 84
  • Buff Flare Blitz has an additional hitbox that extends its reach to behind Charizard.
  • Buff Item Toss strength: 1.198 → 1.208

Cloud[edit]

  • Nerf End of roll intangibility: Frame 17 → 15
  • Nerf Forward smash's third hit has lower knockback growth: 119 → 115.
  • Nerf Down smash's second hit has lower knockback growth: 96 → 94.
  • Nerf Up aerial deals less damage: 13% → 12% (clean), 9.5% → 8.5% (late).
  • Nerf Limit Break Cross Slash has lower knockback growth: 155 → 153.
  • Nerf Aerial Finishing Touch deals less knockback: 417 (air)/390 (late)/100 (windbox) → 359/335/86.
  • Nerf Limit Charge takes 42 frames (0.7 seconds) longer to fully charge.

Corrin[edit]

  • Nerf Walk (1.2 → 1.15), run speed (1.5 → 1.45), and air speed (1. → 0.97) slightly reduced.
  • Change Roll animation length: 29 frames → 30
  • Nerf End of roll intangibility: Frame 16 → 14
  • Nerf Neutral air deals 1% less damage: 8% (early)/6.5% (late) → 7%/5.5%
  • Nerf Forward air deals 1% less damage: 8.5% → 7.5%
  • Nerf Up air deals 1% less damage: 10% → 9% but its knockback was compensated (94 → 99).
  • Nerf Dragon Fang Shot uncharged/fully charged damage: 11%/13% → 11%/9%
  • Nerf Dragon Fang Shot non-fully charged damage: 4%-10% → 4%-8%
  • Nerf Counter Surge has a lower damage multiplier (1.3x → 1.2x) thus reducing its knockback, and it has reduced active frames (7-29 → 7-24).
  • Bug fix Counter Surge damage now scales properly when time is slowed down.
  • Bug fix Fixed bug where enemies could not escape from Corrin's grab if it was performed near the edges of platforms.
  • Nerf Item toss strength: 1.208 → 1.206

Duck Hunt[edit]

  • Buff Forward smash's third hit has higher knockback growth: 123 → 125.
  • Buff Up smash's third hit has higher knockback growth: 153 → 155.
  • Buff Down smash's third hit has higher knockback growth: 110 → 112.

Ganondorf[edit]

  • Buff Neutral attack has increased damage, modified positioning, and faster startup and endlag.
  • Buff Dash attack has less ending lag.
  • Buff Flame Choke and Flame Wave grab range increased.
  • Buff Grounded Wizard's Foot and variants 2% deal more damage and have altered positioning.

Technical changelist

Greninja[edit]

  • Buff Standing grab has 3 frames less of startup: 14 frames → 11.
  • Buff Dash attack hits 2 frames earlier: 9 frames → 7.
  • Buff Dash attack ending lag reduced by 2 frames: 32 frames → 30.
  • Buff Hydro Pump's Bonk: Headbonk angle changed (survival-ability improved).
  • Buff Forward aerial landing lag reduced: 18 frames → 15
  • Buff Back aerial landing lag reduced: 16 frames → 13

Kirby[edit]

  • Buff Forward smash knockback growth: 100 → 102 (clean), 67 → 69 (late).
  • Buff Up smash knockback growth: 103/103/97 → 104/104/99 (early), 97 → 98, 51 → 52 (late).
  • Buff Down smash knockback growth: 109 → 110 (early).
  • Buff All variations of Hammer Flip knockback growth: 76 → 78.

Link[edit]

  • Buff Down smash hit 2 KBG: 57 → 63
  • Buff Dash attack KBG: 78/72 → 85/77
  • Change Dash attack angles: 45/60/70° → 45/50/55°

Meta Knight[edit]

  • Buff Forward aerial has less landing lag: 20 → 16.
  • Change Up aerial damage: 5% → 4%, weakening its knockback even further, but allowing it combo up to higher percents
  • Nerf Up aerial angle altered: 78°/60° → 69°/52°, making it harder to follow-up into itself.
  • Nerf Up aerial SDI multiplier: 1.0x → 1.5x.

Mewtwo[edit]

  • Change Mewtwo is slightly heavier: 72 → 74.
  • Buff Mewtwo dashes faster (1.9 → 2.05), now being slightly faster than Sheik.
  • Buff Up smash ending lag decreased by five frames.
  • Buff Neutral aerial's multi-hits hitboxes are larger: 2.3u → 3u.

Pac-Man[edit]

  • Buff Forward smash knockback growth: 97/100 → 99/102
  • Buff Up smash hit 2 knockback growth: 95/90 → 97/92
  • Buff Down smash knockback growth: 84/90 → 86/92
  • Buff Back air knockback growth: 98 → 100

Palutena[edit]

  • Buff Neutral infinite finisher deals more damage: 3% → 3.5%.
  • Buff Neutral aerial deals more damage (1.5% → 1.7% (loop), 4% → 5% (last)).
  • Buff Forward aerial deals more damage: 8% → 9% with its knockback compensated.

Peach[edit]

  • Nerf Portions of up aerial no longer hit grounded opponents, reducing the amount of characters that the infinite can be performed on.

Pikachu[edit]

Robin[edit]

  • Change Jab 1 base knockback: 35 → 40
  • Change Jab 2 base knockback: 30/35 → 45
  • Buff Nosferatu and Distant Nosferatu have one less frame of startup.
  • Change Nosferatu and Distant Nosferatu set frame duration increased: 1 frames → 2.
  • Buff Nosferatu has less lag when broken out of (IASA 40 → 38).

Samus[edit]

  • Buff 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.
  • Buff Dash attack ending lag decreased by four frames (IASA 37 → 33).
  • Buff 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.
  • Buff 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.
  • Buff Down smash ending lag decreased by seven frames (IASA 52 → 45).
  • Buff Neutral aerial deals 2% more damage: 8%/6%/7% → 10%/8%/9%.
  • Buff 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.
  • Buff 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.
  • Buff All grabs have decreased ending lag by six frames each (75 (standing)/73 (dash)/89 (pivot) → 69/67/83.
  • Buff Homing Missile and Super Missile come out 2 frames earlier: (20/23 → 18/21).
  • Buff Super Missile's shooting duration is increased by 2 frames.
  • Buff Bombs give Samus more momentum in the air.
  • Change Bomb crouch cancel frame decreased (IASA 47 → 45).

Sheik[edit]

  • Change Weight decreased: 84 → 81.
  • Nerf Forward throw has more knockback growth: 65 → 79 limiting its use at high percent.
  • Change Forward throw's angle has been altered: 70° → 72°. This slightly worsens its combo ability on middleweight or light characters, though it now gives Sheik a new followup on her jump cancel up smash on heavyweights/fastfallers.
  • Change Down throw's angle has been altered: 80° → 77°.
  • Nerf Down throw has more knockback growth: 75 → 90 removing her semi-guaranteed KO set ups.
  • Nerf Forward aerial has less range: def hitboxZ pos 3.5 → 2.5, hitboxZ pos 3.5 → 2.5.
  • Nerf Needle Storm range reduced by one sixth.
  • Buff Down smash's knockback growth increased: 155 → 165.
  • Nerf Item Toss strength decreased: .896 → .866.

Zelda[edit]

  • Buff Jab deals more damage: 8% → 11%. Its knockback was compensated however (35 (base)/130 (growth) → 40/95).
  • Buff 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.
  • Buff Down smash has less ending lag: 40 frames → 37.
  • Buff Neutral air deals more damage: 11% (front)/7% (back) → 15/11%. The knockback was compensated: 160/160/140/140 → 130/130/110/100.
  • Buff Up air deals 2% more damage: (15% → 17%), and has a larger hitbox: 7u → 8u. Its knockback was compensated, however (90 → 84).
  • Buff 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.
  • Buff All grabs have more reach: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7.

Zero Suit Samus[edit]

  • Nerf 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).
  • Change 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.
  • Nerf Up aerial deals less damage: 8% → 6.5%, though with its knockback scaling compensated (110 → 125).
  • Nerf 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.
  • Buff Back throw's second hit deals more damage (4% hit 2/8% total → 6%/8% total).
  • Nerf Back throw has increased knockback (25 base/70 scaling → 45/72), making it much more difficult to followup with Flip Jump's kick to KO the opponent.
  • Nerf Down throw's second hit deals less damage (5%/7% total → 3%/5% total), though its knockback was also slightly increased (25 base/100 scaling → 60/90), making it somewhat more difficult to combo opponents at low percents.
  • Buff 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[edit]