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List of updates (SSB4)/1.1.0 changelog

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This is the list of known changes in version 1.1.0 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.

Universal

  •   Momentum from actions no longer sliding off ledges has been reverted (for example, Falcon's dash grab can once again slide off ledges).
  •   Strong attacks now have new animations on hit.
  •   The duration of invincibility on all spot dodges and rolls have been reduced by one frame. This means that a roll or spot dodge now renders a character invincible for a slightly shorter amount of time.

Bowser

  •   Down smash knockback angle altered (60° → 48°).

Bowser Jr.

  •   Clown Cannon deals more damage (Uncharged damage 4.4%/7% → 5.9%/8.5%) (Fully charged damage 12.6%/18% → 14%/20%).

Captain Falcon

  •   Back aerial damage reduced (14% → 13%).
  •   Rapid jab horizontal displacement reduced (5.0u/4.8u → 3.0u/2.8u).
  •   Rapid jab finisher horizontal displacement reduced (14u → 10u).

Charizard

  •   Forward tilt's sweetspot damage increased (10% → 11%).
  •   One of forward tilt's three sourspot hitboxes is now a sweetspot, making it essentially larger.
  •   Down tilt windbox added that pushes opponents inwards (pre-animation modifier frames 6-9).
  •   Back aerial landing lag reduced (36 → 33).
  •   Down throw end frame reduced (72 → 70).

Dark Pit

  •   Silver Bow's end frame reduced by 3 (customs affected).
  •   Silver Bow damage increased (3.3% → 3.7%).

Diddy Kong

  •   Down smash knockback growth on both hits increased (69/74 → 72/76), making it slightly better for KOing.
  •   Up smash's first hit hitbox order altered.
  •   Up smash's second hit angles altered 95°/105° → 105°/125°.
  •   Up smash's higher hit's weight based knockback increased (45 → 48).
  •   Up smash's third hit horizontal displacement (3.5 → 4.0), vertical (0.0 → 0.6).

Donkey Kong

  •   Up smash hitbox size increased (7.5u → 8.8u).
  •   Forward smash hitbox size increased (5.0u → 5.7u).
  •   Forward smash's bone intangibility on head and arms added (frames 20-26).
  •   Dash attack hitbox duration and start up altered from 10-21 to 9-24.
  •   Cargo up throw's end frame reduced (48 → 41).
  •   Cargo up throw base knockback altered (90 → 58), knockback growth (30 → 52).

Duck Hunt

  •   Jab's first and second strike now have two hitboxes with differing angles.
  •   Jab's third strike damaged increased (4% → 5%).
  •   Jab's third strike hitbox growth (130 → 125), base (40 → 50), size (5.0 → 5.8), vertical displacement (4.5 → 5.5).
  •   Rapid finisher hitbox no longer stretches vertically.
  •   Forward smash's second and third hitbox sizes increased (4.5/5.1 → 5.2/7.0).

Dr. Mario

  •   Up smash's knockback growth increased (108 → 117).
  •   Up smash's duration increased 4 → 5 frames (now matches head swing).

Fox

  •   Jab's first and second hitbox properties have been altered, increasing their knockback and ending lag, removing his double jab chain.
  •   Multi hit contains a new hitbox (frame 3).
  •   Reflector's hitbox duration increased 1 → 2 frames. Its hitbox size (4.0 → 6.0) and horizontal displacement (4.0 → 4.2) are also increased.
  •   Blaster has 3 less frames of ending lag, with customs also being affected.

Ganondorf

  •   Forward aerial damage increased (16%/17% → 17%/18%).
  •   Up throw damage increased (7% → 10%).
  •   Down smash's second hit knockback and hitbox size increased, allowing it to connect and KO much more reliably.

Greninja

  •   Water Shuriken start up decreased from 25 to 20 frames (total duration: 50 → 45 frames).
  •   Greninja no longer stalls at the start of Water Shuriken when using it right after a jump.
  •   Down throw damage decreased (6% → 5%).
  •   Down throw's ending lag is reduced (49 → 42 frames).

Ike

  •   Up aerial's base knockback increased (40 → 55).
  •   Up aerial's knockback growth reduced (100 → 94).
  •   Down throw's collateral hitbox moved forward (-7.0u → -5.0u).

Kirby

  •   Forward throw launches closer and more vertical to Kirby, and has 3 less frames of ending lag, allowing it to combo.
    •   Forward throw KOs 24% earlier, from 238% to 214%.
    •   Forward throw deals less damage (7% → 5%).
  •   Inhale has 4 less frames of startup and 5 less of endlag.
  •   2nd jab connects into rapid jab better.
  •   Jab finisher comes out quicker.

Little Mac

  •   Fully charged Straight Lunge's start up reduced (7 → 6 frames).
  •   Straight Lunge's early sweetspot extended for 2 extra frames, later hitbox extended 4 extra frames.
  •   Jolt Haymaker hitbox duration increased (5 → 7 frames).

Lucas

  •   Forward tilt's sweetspot hitbox size increased (4.0 → 4.4).
  •   Forward tilt's sourspot hitbox size increased (2.0u → 2.2u).
  •   Down tilt's far hitbox horizontal displacement (7.0 → 7.2).
  •   Down tilt's middle hitbox angle altered (0° → 40°).
  •   Down tilt's horizontal displacement (2.7 → 3.0).
  •   Down tilt's growth reduced (50 → 45).
  •   Down tilt's close hitbox angle altered (70 → 76).
  •   Down tilt's base knockback increased (10 → 18).
  •   Down tilt's displacement (0 → 3.5).
  •   Forward aerial's vertical displacement (1.0 → 2.9) and sourpot damage (8% → 9%) increased.
  •   Forward aerial's sourspot hitbox size decreased (3.8 → 3.3).
  •   Grab range early size (2.5 → 3.0) and later size (2.4 → 2.8) increased. This goes for all grabs.
  •   PK Thunder's hitbox size increased (3.5 → 3.8).

Lucina

  •   Neutral aerial's first hit damage (2.375% → 3.325%~) and second hit damage (6.55% → 7.6%~) increased.
  •   Up tilt damage increased (6.65%/7.125% → 7.6%~/8.1%~) (early/late).
  •   Up tilt ending lag reduced (39 → 36).
  •   Forward aerial landing lag reduced (18 → 16).
  •   Back aerial landing lag reduced (19 → 17).
  •   Up aerial landing lag reduced (16 → 14).
  •   Down aerial landing lag reduced (28 → 24).
  •   Shield Breaker endlag reduced (52 → 50). Also affects customs.
  •   Dancing Blade input window length increased by 5 frames on all strikes from 1st to 3rd.
  •   Dolphin Slash landing lag reduced (23 → 20). Also affects customs.

Luigi

  •   Forward aerial deals less damage (9% → 8%). While this slightly worsens its edgeguarding abilities, it also slightly improves its combo abilities.
  •   Fireball's ending lag is increased (total: 40 → 43 frames).
  •   Fiery Jump Punch (custom 2) knockback growth increased (40 → 50).
  •   Super Jump Punch's default grounded hitbox size increased (1.7u → 2.2u).
  •   Super Jump Punch's default aerial hitbox size increased (2.2u → 2.7u).
  •   Down tilt's angle altered from 74° to the Sakurai angle.
  •   Down tilt's knockback growth increased (54 → 65).
  •   Down tilt's ending lag is decreased (29 → 26).

Marth

  •   Neutral aerial's first hit damage (2%/3% → 3%/4% and second hit damage increased (6%/8% → 7%/9%) increased.
  •   Up tilt's ending lag reduced (39 → 36).
  •   Forward aerial landing lag reduced (18 → 16).
  •   Back aerial landing lag reduced (19 → 17).
  •   Up aerial landing lag reduced (16 → 14).
  •   Down aerial landing lag reduced (28 → 24).
  •   Shield Breaker endlag reduced (52 → 50). Also affects customs.
  •   Dancing Blade input window length increased by 5 frames on all strikes from 1st to 3rd.
  •   Dolphin Slash landing lag reduced (23 → 20). Also affects customs.

Mega Man

Meta Knight

  •   Visuals have been altered so that most hitboxes now match their sword trails.
  •   Up tilt's initial frame hitbox now centered on body for 1 frame before reverting.

Mewtwo

  •   Forward throw's projectile orb damage increased (1.5% → 2%) (total damage 10.5% → 13%).
  •   Down smash's knockback growth increased (112 → 118).
  •   Angled up forward tilt's hitbox duration decreased (3 → 2 frames).

Mii Brawler

  •   Ending lag on rapid jab reduced (43 → 40).
  •   Ultimate Uppercut's charge speed increased, taking less frames to fully charge up (137 → 124).

Mii Gunner

  •   Up air landing lag reduced (26 → 22 frames).
  •   Charge Blast ending lag reduced (45 → 39).
  •   Gunner Missile ending lag reduced: 76 → 62 on homing missiles, 59 → 49 on smash missiles.

Mii Swordfighter

Ness

  •   Down aerial's meteor hitbox size increased (3.5u → 3.9u).

Pac-Man

  •   A glitch that caused Pac-Man's trampoline to send opponents through the stage is removed.
  •   A formerly removed glitch that caused Pac-Man to send hydrants through stages returns; this is the first known case of a removed glitch returning to the game.

Palutena

  •   Forward tilt's hitbox sizes increased (3.8/2.5 → 4.1/2.8).
  •   Frames 17-24 and 25-39 of forward tilt have reversed properties.
  •   Down tilt ending lag reduced.
  •   Down tilt's hitbox sizes increased (2.4/1.9 → 2.7/2.1).
  •   Neutral air's hitbox sizes increased (3.0 → 3.4).
  •   Forward air deals more damage (7% → 8%).
  •   All grabs have 2 less frames of ending lag.

Pikachu

  •   Thunder Jolt's projectile hitbox angle altered to 0° on both it and custom neutral special Thunder Wave.
    •   This removes Thunder Wave's ability to lock.

Pit

  •   Jab's rapid finisher hitbox size increased (5.0u → 6.0u).
  •   Jab's rapid finisher Z-axis displacement changed (9.0u → 8.5u).
  •   Palutena's Arrow has 3 less frames of ending lag.

Robin

  •   Up smash Levin Sword hitbox size increased (3.2u → 4.3u).
  •   Forward aerial's Levin Sword damage (11% → 12.5%) and Bronze Sword damage (6.6% → 7.5%) increased.
  •   Up throw damage increased (8% → 9%).
  •   Down throw has much less base knockback, instead having some more knockback growth (80/50 → 30/88), now allowing it to true combo into up tilt.
  •   Thunder damage increased (3% → 4.5%).
  •   Elthunder damage increased (9% → 10.5%).
  •   Elthunder+ (custom 2) damage increased (11% → 12.7%).
  •   Speedy Elthunder (custom 3) damage increased (5% → 5.8%).
  •   Endlag reduced by 3 on Thunder, and by 10 on Elthunder and Arcthunder. Customs are also affected.

Roy

  •   The first and last sweetspotted hits of Blazer deal less damage (6%/9% → 5%/8%).

Sheik

  •   Forward aerial deals less damage (5.5%/4.8% → 5.0%/4.3%).
  •   Forward aerial's sweetspot knockback scaling increased (125 → 132).
  •   Sourspot hitbox now overlaps sweetspot hitbox.

Shulk

  •   Neutral combo's third hit deals increased knockback. This allows it to KO at high percentages, but prevents followups from a jab at medium percentages.
  •   Back Slash's startup decreased (31 → 22 frames).
  •   Back Slash travels slower when activated in air making back hitting predictions harder to land.
  •   Up aerial's first hit has a new hitbox trajectory (96°), and both hitbox sizes increased with more horizontal coverage. Second hitbox sizes increased (3.5/5.5 → 3.8/6.5).

Sonic

  •   Forward smash knockback growth decreased (106 → 101).

Wario

  •   Dash attack sourspot can now hit aerial opponents.

Wii Fit Trainer

  •   Up tilt damage: 8% → 10%.
  •   Forward and up smash have increased range and knockback.
  •   Down smash damage: 10%/8% → 12%/10%
  •   Down smash knockback growth increased (107 → 110).
  •   Neutral aerial knockback increased by 2 on all hitboxes.
  •   Forward aerial knockback growth increased by 2 on all hitboxes.
  •   Back aerial knockback growth increased by 2 on all hitboxes.
  •   Up aerial growth increased by 2 on all hitboxes.
  •   Sun Salutation heal effect: 1% → 2% (Sweeping Sun Salutation: 2%-3%).
  •   Header's landing lag reduced (29 → 16 frames).
  •   Header's knockback growth increased by 1 on head hitboxes. Customs are also affected.
  •   Grab, dash grab and pivot grab hitbox vertical displacement lowered.

Yoshi

  •   Back aerial has a lower SDI multiplier (x1.0 → x0.5) and a different hitbox angle 365° → 366°, allowing it to link more consistently.

Zelda

  •   Jab's final hit base knockback increased (24 → 35).
    •   Jab's final hit knockback growth decreased (150 → 130).
    •   Heavy position, bone, angle, size, and weight based knockback adjustments on all hits. [1]
  •   Up tilt endlag reduced (32 → 29).
  •   Phantom Slash's endlag reduced by 5. Customs are also affected.
  •   Phantom Slash's windboxes on slash altered, reducing blind spots.

References