Super Smash Bros. for Wii U/3DS – version 1.1.0 patch changes (stats)
Nintendo came out with a new Super Smash Bros. Wii U/3DS update last night. We know that it added things like new stages, Mii Fighter outfits, and features. But subtler changes were made when it comes to the roster.
The folks over on Reddit’s Smash Bros. page have compiled a huge listing of stat modifications for the different characters. If you’d like to give it a look, head past the break. You can also find it on Reddit here.
BKB = Base knockback. High BKB = opponents sent farther at lower percents.
KBG = Knockback growth. High KBG = opponents sent farther at higher percents.
FAF/IASA = the frame you can do other actions out of a move.
http://www.twitter.com/dantarion
http://smashboards.com/threads/tournament-mode-1-1-0-community-patch-notes.412130/
http://opensa.dantarion.com/s4/raw/diff-128-144/
Attack_1 = jab
Attack__3 = tilts
Attack__4 = Smash attacks
AttackAir_ = Aerials
Special_ = Specials
Hi = Up
Lw = Down
S = Side
N = Neutral
055 is the jab finisher
GENERAL
K.K.Slider Mii Gunner outfit for free
Peach’s Castle and Hyrule Castle are on the eShop
New Mii costumes, including Smash Hoodie, Chrom, King K. Rool, Bear, Lloyd, Black Knight, Samus Armor and Helmet
Tourney mode for online
Can upload replays that are less than 3 minutes long in 30fps 720p
Adjustments have also been made to balance the game and make for a more pleasant gaming experience. This is what the majority of this post will be.
LUIGI
Dtilt angle 361 -> 74, KBG 54 -> 65
Fair 9% -> 8%
Sweetspot Super Jump Punch hitbox increased, BKB 40 -> 50
Fireball FAF 40 -> 43
PEACH
Effect and sound changes – no gameplay changes
BOWSER
Dsmash angle 60 -> 48
BOWSER JR.
Cannonball damage increased: fully charged 18% -> 20%
DR. MARIO
Usmash KBG 108 -> 117, stays out for 1 more frame
DONKEY KONG
Cargo uthrow has much less knockback, can be comboed into uair
Usmash hitbox 7.5/6.0 units -> 8.8/7.0 units
Fsmash hand/arms intangibility added frames 20-26, hitbox size 5.0 units -> 5.7 units
Dash Attack duration frames 10-21 -> frames 9-24, FAF 48 -> 41
DIDDY KONG
Usmash hit 1 knockback stronger
Usmash hit 2 different angle
Usmash hit 3 adjusted hitboxes
Dsmash KBG 69/74 -> 72/76
YOSHI
Bair stops autocancelling on frame 6 instead of 11
Bair SDI multiplier 1.0 -> 0.5, allowing it to link better
WARIO
Dash attack hitbox placements adjusted (?)
ZERO SUIT SAMUS
EntryR is changed – this has something to do with her entering animation and has no effect on gameplay
LINK
Spin Attack hitboxes adjusted placements
Dash grab and pivot grab both 1 frame faster
ZELDA
Jab 2%/2%/2% -> 2.5%/2.5%/3%, final hit BKB 24 -> 35, KBG 150 -> 130
Dtilt 4.5% -> 5.5%
Phantom blindspot is reduced
Phantom pushes opponent
Utilt FAF 33 -> 30
SHEIK
Fair strong 5.5% -> 5%, weak 4.8% -> 4.5%, KBG 125 -> 132, weak hitbox now takes precedent over strong hitbox
GANONDORF
Fair hand 17% -> 18%
Fair arm 16% -> 17%
Uthrow 7% -> 10%
Dsmash 2nd hitbox 5.5 units -> 6.5 units
TOON LINK
Dash grab is two frames faster
Pivot grab is 1 frame faster
Nair landing lag reduced
KIRBY
Fthrow sends opponents more upwards allowing for more followups
Fthrow 7% -> 5%
Jab 2 links into rapid jab better
Jab finisher comes out faster
Inhale has faster startup/endlag by 4 frames
META KNIGHT
Sword trails now match hitboxes. NOT HITBOX BUFFS, VISUAL BUFFS
Hitboxes added to utilt. Possibly ground hitboxes to bring opponents up? Idk
KING DEDEDE
Final Smash is changed slightly
FOX
Jab 1 KBG 20 -> 40
Jab 2 KBG 50/50 -> 70/80, angle 80/80/20 -> 40/76/68; this means the infinite jab is no longer possible.
Rapid jab contains a new 0.4% hitbox on frame 3
Shine attack duration 1 frame -> 2 frames, size 4.0 -> 6.0
Blaster has less ending lag
PIKACHU
Thunder Wave angle 361 -> 0; infinite is gone
CHARIZARD
Ftilt sweetspot 10% -> 11%, a sourspot hitbox has become a sweetspot hitbox
Dtilt has a wind box to reliably connect with point-blank opponents
GRENINJA
Water Shuriken startup 25 frames -> 20 frames
Dthrow endlag 49 frames -> 42 frames, 6% -> 5%
MARTH
Nair 2%/3%/6%/8% -> 3%/4%/7%/9%
Utilt FAF 39 -> 36
Fair landing lag 18 -> 16
Bair landing lag 19 -> 17
Uair landing lag 16 -> 14
Dair landing lag 28 -> 24
Dolphin Slash landing lag 23 -> 20
Shield Breaker FAF 52 -> 50
Dancing Blade 5 frame difference, unsure if buff or nerf
IKE
Uair KBG 100 -> 95, BKB 40 -> 55
Dthrow hitbox repositioned so that it can hit more consistently.
ROBIN
Down throw: KBG 50 -> 88, BKB 80 -> 30. This allows for more followups
Thunder or Arcthunder (unsure which) 3% -> 4.5%
Elthunder 9% -> 10.5%
Elthunder+ 11% -> 12.7%
Speed Elthunder 5% -> 5.8%
Levin fair 11% -> 12.5%
Bronze fair 6.6% ->7.5%
Levin usmash size 3.2 units -> 4.3 units
Uthrow 8% -> 9%
LUCINA
Dancing Blade 5 frame difference, unsure if buff or nerf
Nair 2.375%/6.65% -> 3.325%/7.6%
Utilt 6.65%/7.125% -> 7.6%/8.075%
PIT
Jab finisher size 5 units -> 6 units
PALUTENA
Fair 7% -> 8%
Rolls, spotdodge, airdodge invisibility altered
Ftilt size 3.8/2.5 units -> 4.1/2.8 units, separated into two distinct parts with KBG 100 -> 65/100, angle 361 -> 48/361
Dtilt size 2.4/1.9 units -> 2.7/2.1 units
Nair size 3.0 units -> 3.4 units
DARK PIT
Silver Bow 3.3% -> 3.7%
CAPTAIN FALCON
Bair 14% -> 13%
Rapid jab shifted 0.2 units inwards
Rapid jab finisher shifted 4 units inwards
NESS
Dair sweetspot hitbox 3.5 units -> 3.9 units and stays out one more frame
MR. GAME AND WATCH
Something is changed but no one knows what ooOOOooOOOoooo
LITTLE MAC
Jab finisher comes out 1 frame earlier
Fully charged Straight Lunge lasts longer (lol)
Aerial Jolt Haymaker hitbox lasts two frames longer
WII FIT TRAINER
Sun Salutation heal 1% > 2%
Utilt 8% -> 10%
Dsmash 10%/8% -> 12%/10%
Fsmash and usmash hitboxes enlarged
Fsmash BKB 104 -> 106
Usmash KBG 95/100/110/105 -> 97/102/112/107
Dsmash KBG 107 -> 110
Nair KBG 70/100 -> 72/102
Fair front KBG 100 -> 102
Fair back BKB 60/100 -> 62/102
Bair BKB 98/100 -> 100/102
Uair KBG 80 -> 82
Dair KBG 60/58/100 -> 62/60/102
Header KBG 70 -> 71
Cancelled Header falls slower
Grab: hitboxes now reach lower, letting her grab short people
SHULK
Back Slash frame 31 -> frame 25
Dash attack has less endlag
Uair first hit has a new hitbox, angle 100 -> 100/96, WKB 60 -> 80/60, size 5.5 units -> 6.2/6.0 units; second hit size 3.5/5.5 units -> 3.8/6.5 units
DUCK HUNT
Jab 1 and 2 have two different hitboxes, probably meant to link better
Gentleman 4% -> 5%, KBG 130 -> 125, BKB 40 -> 50, size 5.0 units -> 5.8 units, shifted up 1 unit
Rapid jab finisher hitbox no longer stretches vertically
Fsmash hitbox 2 & 3 sizes 4.5/5.1 units -> 5.2/7.0 units
SONIC
Fsmash KBG 106 -> 101
MEGAMAN
Faster Leaf Shield startup and spin
PAC-MAN
Trampoline 5% hit is 1 frame later
Trampoline can no longer send characters through the stage
Hydrant glitch has returned – this is the first instance of a returning glitch afaik
MEWTWO
Shadow Balls 1.5% -> 2%,
Fthrow total damage 10.5% -> 13%
Dsmash KBG 112 -> 118
Unangled Ftilt one frame shorter
LUCAS
Ftilt sweetspot 4.0 units -> 4.4 units, sourspot 2.0 units -> 2.2 units
Dtilt middle hitbox KBG 50 -> 45, angle 0 -> 40; close hitbox BKB 10 -> 18, angle 70 -> 76: now links into itself and into grab
Fair sourspot 8% -> 9%, hitbox size 3.8 units -> 3.3 units
Grab 2.5/2.4 units -> 3.0/2.8 units
PK Thunder size 3.5 units -> 3.8 units
ROY
Blazer has more linking hitboxes
RYU
Tatsumaki frame 10 -> frame 11 (I believe)
MII BRAWLER
Fair 3% -> 4%
Uair 9% -> 8%
Ultimate Uppercut: larger hitboxes, KBG 82 -> 100. Max charge: 22%/17% -> 23%/16%, KBG 79 -> 80
Burning Dropkick BKB 76/69 -> 85/78
MII GUNNER
Laser Blaze 3.6% -> 4%
Lunar Launch hitbox angle 70 -> 55
Uair final hit 3% -> 4%
MII SWORDFIGHTER
Usmash hitbox timings changed
Blurring Blade: Repeated hits WKB 10 -> 22, final hitbox size 4.5 units -> 5.1 units
Grounded Slash Launcher attack lasts for 2 more frames
Chakram has less endlag
Light Shuriken 1.2%/3.2%/4.8%/8.8% -> 2%/4%/6.6%/10%
CONFIRMED UNCHANGED (PROJECTILES, LUMA, PIKMIN ARE NOT INCLUDED)
Mario
Falco
Villager
Olimar
Jigglypuff
ROB
Rosalina
Samus
Lucario
Mega Lucario
Giga Bowser
Giga Mac
Wario-Man