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List of updates (SSB4)/1.1.4 changelog

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This is the list of known changes in version 1.1.4 of Super Smash Bros. 4. This update became available on February 3rd, 2016.

Universal

  •   The "controller glitch" has been removed.
  •   A move's chance of tripping during low knockback has been changed (2-25% → 2-12%). This makes moves less likely to trip; for moves without an additional trip chance, the rate is about halved.


Additions

  • Bayonetta and Corrin can be downloaded from the Nintendo eShop, with the new Mii Fighter costumes.
  • Umbra Clock Tower is included with the purchase of Bayonetta.
  • Castle Siege and Coliseum have two new music tracks included with Corrin.
  • All invincibility frames from tripping have been standardized to 5 frames and all follow ups' invincibility frames have been standardized.


Bowser

  •   Dash attack damage: 10%/8% → 12%/10%.
  •   Up throw knockback growth increased: 155 → 180, reducing its combo potential at high percentages.
  •   All variations of Flying Slam's grab range increased.

Technical changelist 1.1.4

Change Old value New value
Ground Hand Hitbox Size 4/3 5/4
Large Hitbox X Position 17 17.5
Ground to Air Hand Hitbox 1/1 2/2
Outer Hitbox X Position 17 17.5
Air Hand Hitbox 5/3.5 6/4.5
Large Hitbox X Position 15 15.5


Bowser Jr.

  •   All smash attacks' ending lag decreased: 60 frames → 56 (forward), 63 frames → 57 (up), 68 frames → 60 (down).
  •   Forward aerial deals more damage: 8% → 9% (clean), 5% → 7% (late).
  •   Forward aerial knockback increased: 30 (base)/90 (scaling) → 33/93.
  •   Back aerial's late hit deals 2% more damage (8% → 10%) and knockback scaling (90 → 92).


Captain Falcon


Charizard

  •   First hit of up smash's hitbox placements modified significantly and have angle modifications and/or increased knockback.
  •   Second hit of up smash deals more knockback.
  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Dark Pit


Diddy Kong

  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Falco

  •   Up smash's first hit has less startup lag with a longer duration (frame 8 → 7-8). The animation was unchanged, giving the move considerably more range below Falco.
  •   Duriing up smash, Falco now has intangibility on his attacking leg while the hitboxes are active.
  •   Up smash's first hit has altered knockback (60/80 (base near/far), 25/30 (scaling near/far) → 70/18).
  •   Up smash's first hit now has weight independent knockback.
  •   Up smash's Middle hitbox has been moved slightly forwards (x offset: 1.5 → 2).
  •   Up smash's far hitbox is positioned further away from Falco (x offset: 5 → 7.7 (hit 1 early)/7 (hit 1 late/hit 2)), giving the move more range.
  •   Up smash's second hit deals more knockback (30 (base), 98 (scaling) → 31/104), improving its KO potential.
  •   Down smash has higher knockback scaling (76 → 78), slightly improving its KO potential.
  •   Down Throw Ledge Spike Bug removed.
  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Fox

  •   Hard tripping now grants five frames of invincibility.


Ike

  •   Sourspotted forward smash deals 2% more damage: 17% → 19%.
  •   Sourspotted forward smash's angle altered: 60° → 57°.
  •   Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
  •   Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
  •   Forward aerial deals 1% more damage and its range increased.: 12% → 13%
  •   Eruption's hitbox lasts 2 frames longer.
  •   Hard tripping now grants five frames of invincibility.


King Dedede


Kirby

  •   Hard tripping now grants 5 frames of invincibility.
  •   Fixed the glowing eyes glitch.


Little Mac

  •   Up tilt has less startup (frame 5 → 4) and lasts one more frame (6 frames → 7).
  •   Up tilt angle: 85° → 88°
  •   Forward smash deals 1% more damage: 19%/17% (up and side), 22% (down) → 20%/18%, 24% with compensated knockback (85/22 → 81/21).
  •   Up smash deals 1% more damage: 20%/15% → 21%/16% with compensated knockback (80/100 → 76/96)
  •   Down smash deals 1% more damage: 12% → 13% with compensated knockback (100 → 96).


Lucina

  •   Neutral attack's first hit has less ending lag: 28 frames → 25.
  •   Neutral attack's hitbox sizes increased: 6.5u → 7u.
  •   Forward and up tilt's ending lag decreased: 36 frames → 33.
  •   Forward tilt's sour x hitbox and main hitbox sizes increased: 2u (sour x)/6.7u (main) → 2.5u/7.7u.
  •   Down tilt's sour x hitbox and main hitbox sizes increased: 6.7u (main)/15.2u (sour x) → 8.2u/16.7u.
  •   Down tilt's y hitbox size decreased: 3.2u → 2.7u.
  •   Down smash's ending lag decreased: 64 frames → 54.
  •   All aerials deal more damage: 3.345% (neutral hit 1)/7.6% (neutral hit 2), 8.5% (forward), 9.975% (back/up), 11.4% (down sourspot)/13.3% (meteor) → 4.2%/8.5%, 10.5%, 11.8%/11.4%, 12.3%/14.2%.
  •   Neutral, forward and back aerials' main hitbox sizes increased: 6.7u (neutral hit 1)/6.5u (neutral hit 2), 6.7u (forward, back) → 7.7u/7.5u, 7.7u.
  •   Dancing Blade has been improved. Its first hit's start-up decreased: 7 → 6 and it had its grounded and aerial ending lag decreased by 1 frame


Marth

  •   Neutral attack's first hit has less ending lag: (28 frames → 25) and both hits have larger hitboxes: (6.5u → 7u.)
  •   Forward and up tilt have less ending lag: 36 frames → 33.
  •   Forward tilt has a larger sour x and tipper hitbox: (2u (sour)/6.7u (tipper) → 2.5u/7.7u.
  •   Down tilt has a larger tipper and sour x hitbox: 6.7u (tipper)/15.2u (sour x) → 8.2u/16.7.
  •   Down tilt's sour y hitbox is smaller: 3.2u → 2.7u.
  •   Down smash has significantly decreased ending lag: 64 frames → 54.
  •   All aerials deal slightly more damage: 3%/4% (neutral, first hit), 9% (neutral, back hit), 7%/10% (forward), 12% (back), 9%/12% (up), 11%/13%/14% (down) → 3.5%/5%, 9.5%, 8%/11.5%, 12.5%, 9.5%/13%, 12%/14%/15%.
  •   The tipper hitboxes on neutral, forward, and back aerial are larger: 6.7 (neutral, first hit)/6.5 (neutral, back hit), 6.7 (forward and back) → 7.7/7.5, 7.7.
  •   Back aerial's sour x hitbox is slightly bigger: 2 → 2.5.
  •   Dancing Blade improved. The first hit has less startup (7 → 6) and has one frame less of ending lag both on the ground and in the air (IASA: 42/32→ 41/31.)


R.O.B

  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
  •   R.O.B.'s hurtbox sizes have been increased and adjusted.


Rosalina and Luma

  •   Weight slightly decreased: 78 → 77.


Roy

  •   Neutral aerial landing lag: 13 → 11
  •   Forward aerial landing lag: 15 → 13
  •   Up aerial landing lag: 16 → 14
  •   Back aerial landing lag: 19 → 16
  •   Down aerial landing lag: 28 → 23
  •   Double Edge Dance improved. The first hit hits one frame earlier (7 → 6), has one frame less of endlag both grounded and in the air (IASA: 42/32→ 41/31).


Sheik

  •   Weight slightly decreased: 85 → 84.
  •   Vanish's disappearance hitbox knockback scaling (104 → 102) and size are slightly decreased (14 → 13).


Toon Link

  •   Back aerial landing lag: 22 → 17.
  •   Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
  •   Spin Attack and Flying Spin Attack have 2 less frames of startup.
  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.

Technical changelist 1.1.4

Change Old value New value
Back aerial landing lag 22 17
Spin Attack/Flying Spin Attack start up (uncharged/fully charged) 11/70 9/68
Spin Attack duration (uncharged/fully charged) 82/141 80/139
Trip followup on standing/forward/back 17/10/10 16/9/9
Trip invincibility on hard/soft 6/6 5/5


Wario

  •   Grounded state glitch removed.


Yoshi

  •   Trip invincibility and all trip followups except floor attack have one less frame of invincibility.


Zelda


Zero Suit Samus

  •   Zero Suit Samus is slightly lighter (81 → 80).
  •   Boost Kick's final hit has less knockback scaling (220 → 209), hindering its KO potential.
  •   Boost Kick's final hit launches opponents at a slightly lower angle launch angle (50° → 48°). This hinders its KO potential near the upper blastzone and while this does improve its KO potential near the horizontal blastzone, this is offset by the move's lower knockback, make it KO later horizontally regardless.


References