List of updates (SSB4)/1.1.6 changelog: Difference between revisions

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(I wish that they need to stop releasing patches. This is getting way too far and this could be the next Brawl version.)
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=={{SSB4|Bayonetta}}==
=={{SSB4|Bayonetta}}==
*{{nerf|Forward aerial's first and second hit deal less damage (3.8%/2.8% -> 3%/2.2%). Third hit of forward aerial has less knockback growth (82 -> 68). In addition, frame speed multiplier 1.2x is added to frame 29 (makes the autocancel window start approximately 1 frame later, and 2 frames later for FAF).}}
{{UpdateList|ver=1.1.6|char=Bayonetta}}
*{{nerf|Upward [[After Burner Kick]] up has increased knockback growth (40/30/100 -> 50/38/112), which makes it more difficult to combo at high percentage.}}
*{{nerf|Downwards After Burner Kick deals less damage (8% -> 6.5%). Its angle has been altered (80° -> 60°), making it easy for opponents to DI. It also has less range (6.5 -> 4.5).}}
*{{nerf|Down tilt has less range (3.5 -> 2.8).}}
*{{nerf|Down aerial's landing Hit knockback growth has decreased (140 -> 135).}}
*{{nerf|Witch Twist has a increased SDI multiplier (1 -> 2), making it easy for opponents to escape her combos and KO confirms. Upper early middle hit hitbox has less knockback (100g/160w -> 97g/140w). All have less range (yposex: 24 -> 21, all hitbox size: 8 -> 7, Middle middle hit: 24 -> 21).}}
*{{nerf|Last hit of first Witch Twist is weaker (105g/50b -> 80g/55b) and decreased hitbox size (9 -> 8.5). It also has modified Y'pos (20 -> 19)).}}
*{{nerf|Last hit of second Witch Twist has increased base knockback (30 -> 50), and decreased hitbox size (9 -> 8.5). It also has modified Y'pos (20 -> 19).}}

Revision as of 01:47, May 19, 2016

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This is the list of known changes in version 1.1.6 of Super Smash Bros. 4.

Bayonetta

  • Nerf Forward aerial's first two hits deal less damage (3.8%/2.8% → 3%/2.2%), while the third hit has lower knockback scaling (82 → 68). In addition, a frame speed multiplier of 1.2x has been added to frame 29. This makes the move autocancel on frame 35 and be interruptible on frame 40.
  • Nerf Upward After Burner Kick has higher knockback scaling (40/30/100 → 50/38/112), which makes it more difficult to combo at high percentages.
  • Nerf Downward After Burner Kick deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move much worse at comboing, even if the opponent applies no DI.
  • Nerf Down tilt has less range (3.5 → 2.8) and slightly more ending lag (FAF: 26 → 27).
  • Nerf Down aerial's landing hit has lower knockback scaling (140 → 135).
  • Nerf Witch Twist has a higher SDI multiplier (1x → 2x), allowing opponents to escape her combos and KO confirms. The upper part of the middle hit also deals less knockback (160 fixed/100 scaling → 140/97) and all have less range (Y offset: 24 → 21, radius: 8 → 7).
    • Buff Due to Witch Twist's autolink angle knockback, the change in SDI multiplier allows opponents to be KO'd easily at early percent near close to the upper blast line.
  • Buff Last hit of first Witch Twist deals less knockback (50 base/105 scaling → 55/80), allowing for more follow-ups at higher percentages.
  • Nerf Last hits of first and second Witch Twist has a smaller hitbox (radius: 9 → 8.5) and lower vertical positioning (Y offset: 20 → 19). The last hit of second Witch Twist has increased base knockback (30 → 50).