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List of updates (SSB4)/1.1.3 changelog

This is the list of known changes in version 1.1.3 of Super Smash Bros. 4. This update became available on December 15th, 2015.

StagesEdit


AdditionsEdit

  • Cloud can be downloaded from the Nintendo eShop, with the new Mii Fighter costumes.
  • Midgar is included with the purchase of Cloud.


BowserEdit

  •   Up throw has less ending lag (FAF 69 → 64).
  •   Up throw deals less damage (1% (hits 1-7)/10% (total) → 0.5%/6.5%).
  •   Up throw's first seven hits have a lower hitlag multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.
  •   Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.
  •   Up throw launches opponents at a lower angle (70° → 82°) and it has more base knockback but less knockback scaling (90 (base), 80 (scaling) → 25/155). When combined with its lower ending lag, these changes not only improve up throw's KO potential but they also transform up throw into a highly potent combo throw, granting it combo potential right up until higher percents, including KO confirms into up and back aerial.
  •   Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its Brawl counterpart.
    •   However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.
  •   Bowser has more control over Flying Slam's trajectory (base air acceleration: 0.18 → 0.21).
  •   The opponent has more control over Flying Slam's trajectory (base air acceleration: 0.17 → 0.19).
    •   However, this does not fully compensate for Bowser's greater air acceleration, giving him more control overall.
  •   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 drastically sooner (frame 48 (Whirling Fortress) → 8), now matching grabbing ledges from the front.


CharizardEdit

  •   Dash attack has less ending lag (FAF 45 → 40).
  •   Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).
  •   Up smash has received several minor tweaks.
  •   Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.


Dark PitEdit

  •   Electroshock/Electrocut Arm launch opponents at a significantly lower angle (50° → 43°), significantly improving their KO potential unless they are used extremely close to the upper blast zone.
  •   Grounded Electroshock Arm damage deals more damage (11.5% → 12%) and knockback (100 (base), 60 (scaling) → 99/67). When combined with its lower launch angle, this greatly improves its KO potential, especially from further distances from the blast zone.
    •   The higher knockback values also apply to Electrocut Arm.
  •   Aerial Electroshock/Electrocut Arm have lower knockback scaling (60 → 58).
    •   While this does give them lower knockback, their lower launch angle means that they KO noticeably earlier in a majority of cases despite this.


GanondorfEdit

  •   Ganondorf is slightly heavier: 112 → 113.
  •   Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to Captain Falcon's, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.
  •   The drastically reduced knockback on neutral aerial's first hit makes the move less safe on hit and on landing and less effective as a spacer unless hitting with the foot, while completely removing its KOing capabilities. It also deals less damage on the clean and late hitbox, and less total damage.
  •   Neutral, forward, back and up aerials all have 1 frame less landing lag.
  •   Down aerial has 2 frames less landing lag, and the hitbox is shifted down two units, giving it more range below him as well as making it easier to land the sourspot.
  •   Down smash's second kick now sends shielding opponents at a different angle, now pushing opponents away rather than towards him.
  •   Down smash now flips opponents.
  •   Warlock Punch and Warlock Blade have increased super armor frames and have added armor when ground reversed.
  •   Grounded Flame Choke grabbox modified so it no longer misses grounded opponents.
  •   Dark Dive improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.

Technical changelist 1.1.3

Change Old value New value
Neutral aerial first kick knockback 0 (base)/130/90 (growth) 20 (base)/30 (growth)
Neutral aerial first kick new hitbox N/A 30 (base)/110 (growth)
Neutral aerial first kick damage 12% (clean)/8% (late) 7%/5.25%
Neutral aerial second kick frame 20 frame 17
Neutral aerial second kick damage 10% (clean)/7% (late) 12%/9%
Neutral aerial total damage 22% (clean)/15% (late) 19%/14.25%
Neutral aerial ending lag 45 frames 42 frames
Neutral aerial landing lag 18 frames 17 frames
Forward aerial landing lag 23 frames 22 frames
Back and up aerials landing lag 20 frames 19 frames
Down aerial landing lag 28 frames 26 frames
Down smash second kick shield angle 130° 50°
Grounded, non-reversed Warlock Punch super armor frames 11-63 11-65
Grounded, reverse Warlock Punch super armor frames N/A 21-67
Grounded, reverse Warlock Blade super armor frames N/A 18-55
Dark Dive multi-hits 1% 1.2%
Dark Dive throw damage 7% 9%
Dark Dive knockback growth 82 90


GreninjaEdit

  •   Forward smash's knockback scaling was increased (99 → 101).
  •   Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).
  •   Down smash's knockback scaling was increased (90 → 92).
  •   All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).


King DededeEdit


KirbyEdit

  •   Kirby dash speed: 1.50 → 1.57.
  •   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.
  •   Kirby is slightly heavier: 77 → 79.


LinkEdit

  •   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.


LucarioEdit

  •   Falling speed has been increased (1.56 → 1.68).
  •   Air speed (1.01 → 1.09), fast falling speed (2.496 → 2.688) and walking speed (1 → 1.05) have been increased.
  •   Aura Sphere charge (including custom variants) angle (80° → 83°).
  •   Aura Sphere (including custom variants) knockback scaling (100 → 93).
  •   Aura Sphere charge (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI..


Mega LucarioEdit

  •   Aura Sphere (including custom variants) knockback (10 (base), 100 (scaling) → 12/93).
  •   Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.


LucasEdit

  •   Forward tilt hitbox size: 4.4 → 4.7.
  •   Neutral air looping hits damage: 1% → 2%.
  •   Forward air landing lag: 15 frames → 12
  •   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.


LucinaEdit

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

Technical changelist 1.1.3

Change Old value New value
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitboxes 0/2) 70 30
Dancing Blade/Efortless Blade hit 2 forward knockback growth (hitbox 1) 50 30
Dancing Blade/Efortless Blade hit 2 forward base knockback (all 3 hitboxes) 28 30
Dancing Blade hit 3 down damage (both hitboxes) 3.325% 4.75%
Dancing Blade hit 3 down knockback growth (hitbox 0) 60 28
Dancing Blade hit 3 down knockback growth (hitbox 1) 40 28
Dancing Blade hit 3 down angle (both hitboxes) 20° 44°
Dancing Blade hit 3 down base knockback (both hitboxes) 30 50
Dancing Blade hit 3 down size (hitbox 1) 4.3 4.6


MarthEdit

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

Technical changelist 1.1.3

Change Old value New value
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitboxes 0/2) 70 30
Dancing Blade/Effortless Blade hit 2 forward knockback growth (hitbox 1) 50 30
Dancing Blade/Effortless Blade hit 2 forward base knockback (all 3 hitboxes) 28 30
Dancing Blade hit 3 down damage (hitbox 0) 3% 4.5%
Dancing Blade hit 3 down damage (hitbox 1) 4% 5.5%
Dancing Blade hit 3 down knockback growth (hitbox 0) 60 28
Dancing Blade hit 3 down knockback growth (hitbox 1) 40 28
Dancing Blade hit 3 down angle (both hitboxes) 20° 44°
Dancing Blade hit 3 down base knockback (both hitboxes) 30 50
Dancing Blade hit 3 down size (hitbox 1) 4.3 4.6


MewtwoEdit

  •   Mewtwo walk speed: 1.0 → 1.2.
  •   Mewtwo dash speed: 1.696 → 1.9
  •   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: 7 frames → 6.
  •   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.

Technical changelist 1.1.3

Change Old value New value
Walking speed 1.0 1.2
Dashing speed 1.696 1.9
Forward smash hitbox 2u 3u
Sourspotted forward smash damage 15% 16%
Neutral & up/forward/back/down aerial landing lag 16/18/21/22 13/14/17/18
Forward aerial start-up 7 frames 6
Back aerial x-axis offset 5.1 5.5
Up aerial damage 7.5% (far)/ 9% (mid) 9%/10%
Up aerial hitboxes' size 4.7u (hitbox 0)/ 3.9u (hitbox 1)/ 3.1u (hitbox 2) 5u/4.5u/4u
Up aerial knockback 0 (base)/100 (growth) 40/97
Down aerial hitbox duration 2 frames 4
Down throw angle 69° 74°


Mii GunnerEdit

  •   The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Mii Gunner at the same angle, but they are now facing Mii Gunner, rather than away from them.
    •   Because of this, the second hit now pushes shielding opponents away from Mii Gunner rather than dragging them towards them, making the move safer.
    •   However, this also makes it easier for the opponent to recover.
  •   Absorbing Vortex heals half damage from absorbing teammates' projectiles.


Mr. Game & WatchEdit

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


NessEdit

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


RobinEdit

  •   Forward tilt's position changed, size increased: 4.0 → 5.0.
  •   Down smash IASA: Frame 62 → 57
  •   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.


ShulkEdit

  •   Dash attack deals 0.5% more damage: 11% → 11.5%.
  •   All tilt attacks deal 0.5% more damage: 13%/11.5% → 13.5%/12% (forward), 8%/7% → 8.5%/7.5% (up), 9%/7% → 9.5%/7.5% (down).
  •   All aerial attacks deal more damage: 7%/8% → 7.5%/8.5% (neutral), 7.5%/6% → 8%/6.5% (forward), 12%/8% → 12.5%/8.5% (back), 5%, 10%/7.5% → 5.5%, 10.5%/8% (up), 5%/7%, 11%/10% → 6%/7.5%, 11.5%/10.5% (down).
  •   All aerials' landing lag decreased: 12 frames → 10 (neutral), 18 frames → 16 (forward), 21 frames → 19 (back), 17 frames → 15 (up), 25 frames → 23 (down).


SonicEdit

  •   Weight slightly decreased: 95 → 94


VillagerEdit

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


ReferencesEdit

Smashboards 1.1.3 patch notes