List of updates (SSB4)/1.1.5 changelog

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.

BayonettaEdit

  •   Bayonetta's shielding animation has been changed so her legs are not spaced as far apart, which could cause thin grabs (e.g. most tethers) to miss.
  •   Forward smash deals less knockback (25 base/105 scaling → 26/102), hindering its KO potential.
  •   Up smash has less knockback scaling (92 → 90), slightly hindering its KO potential.
  •   Down aerial has more ending lag (FAF 43 → 48), making it considerably riskier to use off stage.
  •   Heel Slide's second hit has more startup (frame 53 → 54) and ending lag (FAF 68 → 73).
  •   Heel Slide's second hit has a longer duration (frames 53-57 → 54-59).
  •   Witch Twist deals less damage (4% (hit 1 grounded)/3% (hit 1 aerial)/0.3% (loop hits)/8.5%/7.5% (total grounded/aerial) → 3%/2%/0.2%/7%/6%).
  •   Witch Time has more ending lag (FAF 45 → 50).
  •   Witch Time's slowdown duration scales less as the opponent's percent increase (0.2 → 0.1), reducing its slowdown time at higher percents.
  •   Witch Time's minimum slowdown time is shorter (30 frames → 20).
  •   Witch Time decays more with each use (50 frames → 75 frames).
  •   Witch Time regenerates slower (0.08 frames per frame → 0.06 frames per frame).

Technical changelist

 
Comparison of Bayonetta's shielding animation between 1.1.4 and 1.1.5. The original version could have grabs miss between her separated legs.
Change Old value New value
Heel slide (button held) duration 72 frames 77 frames
Witch Time total frames 44 frames 49 frames
Witch Time (standard) slowdown duration INT(180+Opponent's %/5) INT(180+Opponent's %/10)
Witch Time (Bat Within) slowdown duration INT(120+Opponent's %/5) INT(120+Opponent's %/10)
Witch Time duration penalty per use 50F/50F 75F/50F
Witch Time duration recovery per frame 0.08F/0.08F 0.06F/0.041F


BowserEdit

  •   Air speed (0.98 → 1).
  •   Weight (128 → 130).
  •   Max Walk speed with heavy items (1.31432 → 1.33432).


CharizardEdit

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


CloudEdit

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


CorrinEdit

  •   Corrin's walk speed (1.2 → 1.15), run speed (1.5 → 1.45), and air speed (1. → 0.97) have all been slightly reduced.
  •   Corrin's maximum walk speed with heavy items is slightly lower (1.028 → 1.026).
  •   Rolls have a shorter duration (frames 4-16 → 4-14) and more ending lag (FAF 30 → 31)
  •   Neutral aerial deals less damage (8% (clean)/6.5% (late) → 7%/5.5%), hindering its KO potential.
    •   However, this also improves its combo potential.
  •   Forward aerial deals less damage (8.5% → 7.5%), hindering its KO potential.
    •   However, this also improves its combo potential.
  •   Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (94 → 99), hindering its KO potential.
    •   However, this also improves its combo potential.
  •   Dragon Fang Shot's fully charged projectile deals less damage (11% → 9%). This also means that the move's damage scales less as it charges.
  •   Dragon Fang Shot's hitbox deals less damage (13% → 11%).
  •   Dragon Fang Shot's projectile has a shorter duration (55 frames (uncharged)/53 frames (fully charged) → 47/45).
  •   Counter Surge's counter has a shorter duration (frames 7-29 → 7-24).
  •   Counter Surge has a lower damage multiplier during its clean hit (1.3x → 1.2x), hindering its KO potential.
  •   Counter Surge damage now scales properly when time is slowed down.
  •   Fixed a bug where enemies could not escape from Corrin's grab if it was performed near the edges of platforms.


Duck HuntEdit

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


GanondorfEdit

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

Technical changelist

Change Old value New value
Neutral attack damage 4%/7%/10% 6%/8%/10%
Neutral attack start-up 8 frames 7 frames
Neutral attack ending lag 34 frames 28 frames
Neutral attack hitbox X position 12/18 11/19
Dash attack ending lag 41 frames 37 frames
Flame Choke grab X position 5.2 (ground)/5.5 (air) 7.2/7.5
Flame Wave grab X position 5.2 (ground)/6.0 (air) 7.2/8.0
Grounded Wizard's Foot (clean) damage 12% 14%
Grounded Wizard's Foot (late) damage 10% 12%
Grounded Wizard's Foot and Wizard's Assault Z position -1/-3/4 0/-3/6
Grounded Wizard's Dropkick (clean) damage 9% 11%
Grounded Wizard's Dropkick (late) damage 7% 9%
Grounded Wizard's Dropkick Z position 1/-1/6 0/-1/8
Grounded Wizard's Assault (clean) damage 10% 12%
Grounded Wizard's Assault (late) damage 9% 11%


GreninjaEdit

  •   Standing grab has 3 frames less startup (14 frames → 11).
  •   Dash attack has 2 frames less startup (9 frames → 7), and thus has a shorter duration (FAF 33 → 31).
  •   When using Hydro Pump and bonking into the stage, Greninja is sent at a higher angle, making it easier to avoid an SD.
  •   Forward aerial's landing lag was reduced (18 frames → 15).
  •   Back aerial's landing lag was reduced (16 frames → 13).


KirbyEdit

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


LinkEdit

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


Meta KnightEdit

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


MewtwoEdit

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


Pac-ManEdit

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


PalutenaEdit

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


PeachEdit

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


PikachuEdit


RobinEdit

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


SamusEdit

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


SheikEdit

  •   Sheik is lighter (84 → 81).
  •   Sheik's max walk speed with heavy items is slower (0.896 → 0.866).
  •   Forward throw launches opponent's at a slightly higher angle (70° → 72°).
  •   Forward throw has more knockback scaling (65 → 79), hindering its combo potential at higher percents.
  •   Down throw has more knockback scaling (75 → 90) and launches opponents at a slighly lower angle (80° → 77°). This considerably hinders its combo potential at higher percents, notably heavily restricting her 50-50 KO set ups after a down throw.
  •   The sweetspot of forward aerial was brought closer to Sheik, reducing its range (z-offset: 3.5 → 2.5).
  •   Needle Storm's needles have a shorter duration (12 frames → 10), reducing their range by one sixth.
  •   The third hit of down smash has more knockback scaling (155 → 165), improving its KO potential.


ZeldaEdit

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


Zero Suit SamusEdit

  •   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).
  •   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.
  •   Up aerial deals less damage: 8% → 6.5%, though with its knockback scaling compensated (110 → 125).
  •   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.
  •   Back throw's second hit deals more damage (4% → 6%). It also has altered knockback (70 base/60 scaling → 72/45).
  •   Down throw's second hit deals less damage (5%/7% total → 3%/5% total), though its knockback was also slightly increased (100 base/25 scaling → 90/60), making it somewhat more difficult to combo opponents at high percents.
  •   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).


ReferencesEdit