Details On Patch 1.1.0 Of Super Smash Bros.

Posted on by Ryan

As players of Super Smash Bros. noticed last night, a new patch known as Patch 1.1.0 is released. This new patched added multiple balance adjustments and new features. Some of the new additions were the Hyrule Castle stage, Peach’s Castle stage, Mii Costumes, and a Tourney Mode.

Since lots of players play the game competitively, and the characters have been rebalanced due to the patch. We have included all the changes down below…

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%

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%