Category: Patch

[1.1.6] Final Patch?

Now that 1.1.6, most likely the final balance patch, has been released, I believe that the Smash 4 metagame will be able to move towards solidifying. It will be interesting to see what characters will make a push to claim the top tier ranks.

What makes me believe this is the last update? The fact that they only modified Bayonetta makes me think that the balance team thought she was the only thing in need of adjustment, and since the game has been out for almost 2 years now, the team is also likely ready to be done with the production of this game.

sakuraidontaskme

In my opinion, I find it amazing that they continued to do balance patches this far into the game’s life, it shows that the team really cares about the overall balance of the game, at not only a casual, but competitive level as well.

The wild ride is most likely finished, but now the fun part begins.

– parson

[1.1.6] BayoNERFa.

[1.1.6] BayoNERFa.

The new 1.1.6 patch is now live! The only thing that was touched in this patch, apart from some small stage changes, was Bayonetta. The following information is extracted directly from the Smashboards 1.1.6 Official Patch Discussion Thread, so some of the abbreviations and acronyms may not make sense, but I’ll do my best to explain them.

  • Dtilt
    • Hitbox sizes 3.5 -> 2.8
  • Fair
    • Hit 1 damage 3.8% -> 3%
    • Hit 2 damage 2.8% -> 2.2%
    • Hit 3 KBG (Knockback Growth) 82 -> 68, x1.2 frame speed multiplier added to frame 29 (presumably means 1frame later autocancel/2frame later FAF, but these don’t always translate to ingame as expected)
  • Dair landing
    • KBG 140 -> 135
  • Afterburner Kick (Side-B)
    • All hitboxes: SDI multiplier 1 -> 2 (Much easier to SDI out!)
    • Early hit KBG: 40 -> 50
    • Middle hit KBG: 30 -> 38
    • Late hit KBG 100 -> 112
  • Afterburner Divekick (Downwards-Side-B)
    • Damage 8 -> 6.5
    • Angle 80° -> 60°
    • Hitbox size 6.5 -> 4.5
    • SDI multiplier 1 -> 2 (Much easier to SDI out!)
  • Afterburner Divekick landing
    • SDI multiplier 1 -> 2
  • Witch Twist:
    • All Hitboxes SDI Multiplier: 1 -> 2 (Much easier to SDI out!)
    • Early Middle Hit:
      • Upper Hitbox:
        • KBG: 100 -> 97
        • WKB: 160 -> 140
        • Hitbox Y Position: 24 -> 21 (Moves the hitbox upwards a little)
      • Both Hitbox Sizes: 8 -> 7
    • Middle Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Both Hitbox Sizes: 8 -> 7
    • Late Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Lower Hitbox WKB: 160 -> 135
      • Both Hitbox Sizes: 8 -> 7
    • Last Hit (First Use):
      • KBG: 105 -> 80
      • BKB: 50 -> 55
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19
    • Last Hit (Second Use):
      • KBG: 30 -> 50
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19

TL;DR:

  • Dtilt’s hitbox is a little smaller.
  • Fair does less damage, and the last hit has a little less knockback.
  • Dair’s landing had its knockback reduced by a little.
  • Afterburner Kick is easier to SDI out of, also has increased knockback, making it harder to follow-up after hitting with it.
  • Downwards Afterburner Kick is easier to SDI out of, does less damage, the angle was changed slightly, and the hitbox size was decreased a bit.
  • Witch Twist overall is much easier to SDI out of, with the hitbox sizes reduced, position moved, and the knockback growth is reduced on the Last hit for the first use, but it is increased for the second use.

So what does this mean for Bayonetta? It’s hard to say. Bayonetta main Pink Fresh posted the following on Twitter:

This will change some combos (probably Witch Twist to Uair), and therefore negate some of the off-the-top finishes she could pull off before, but I have no doubt that dedicated Bayonetta mains will be able to make her almost as fearsome as before.

That’s all for now!

– parson