Template:UpdateList/1.0.4: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(ZSS)
 
(37 intermediate revisions by 5 users not shown)
Line 4: Line 4:
|Giga Bowser=*{{buff|What appears to be ending lag on most ground attacks has been removed.}}
|Giga Bowser=*{{buff|What appears to be ending lag on most ground attacks has been removed.}}
|Bowser Jr.=*{{nerf|Down throw deals slightly less damage|8%|7.5%. It also does eight hits, down from ten.}}
|Bowser Jr.=*{{nerf|Down throw deals slightly less damage|8%|7.5%. It also does eight hits, down from ten.}}
|Captain Falcon=*{{change|Some hitbox data has been adjusted.}}
|Captain Falcon=*{{change|Raptor Boost (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.}}
|Charizard=*{{buff|Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to [[shield stab]]bing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.}}
|Charizard=*{{buff|Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to [[shield stab]]bing, as its head is not covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.}}
*{{nerf|[[Dragon Rush]] deals less damage|15%|11%.}}
*{{nerf|[[Dragon Rush]] deals less damage|15%|11%.}}
*{{change|Some properties of what appear to be the headbutt in [[Rock Hurl]] and [[Flamethrower]] have been adjusted.}}
*{{change|Some properties of what appear to be the headbutt in [[Rock Hurl]] and [[Flamethrower]] have been adjusted.}}
|Dark Pit=*{{change|Some hitbox data has been adjusted.}}
|Dark Pit=*{{change|[[Electrocut Arm]] (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.}}
|Diddy Kong=*{{nerf|Rapid jab deals less damage per hit|1%|0.6%.}}
|Diddy Kong=*{{nerf|Neutral infinite's loop hits deals less damage per hit (1% 0.6%).}}
*{{buff|Rapid jab's angle altered|60°|70°.}}
*{{buff|Neutral infinite's loop hits launch opponents at a higher angle (60° 70°/90°), they have lower set knockback (8 6) and they have a lower hitlag multiplier (2x → 1.3x). All of these changes overall make neutral infinite connect more reliably.}}
*{{buff|Rapid jab's set knockback decreased|8|6.}}
*{{buff|Neutral infinite's loop hits have bigger hitboxes (2.8u → 3u).}}
*{{buff|Rapid jab's SDI multiplier decreased|2.0x|1.3x.}}
*{{buff|Neutral infinite's final hit has a larger hitbox (4u → 5u) which is positioned higher (y offsets: 5 → 5.5), improving its range.}}
*{{buff|Rapid jab's hitbox sizes increased|2.8 (loop), 4 (finisher)|3 (loop), 5 (finisher).}}
*{{bugfix|Diddy Kong can no longer use [[Peanut Popgun]] to cancel non-tumble hitstun.}}
*{{bugfix|Fixed bug where Diddy could use [[Peanut Popgun]] to cancel hitstun.}}
**{{nerf|This naturally hinders the move's utility at lower percents especially, as Diddy can no longer use Peanut Popgun to potentially escape combos.}}
*{{nerf|Monkey Flip's grab has slower startup|frame 19|20.}}
*{{change|Exploding Popgun can no longer hit damageable floors.}}
*{{nerf|Monkey Flip's grab has decreased hitbox sizes (4/5 3/4) and Z offsets (5/4 → 3/2), reducing its range.}}
*{{nerf|Monkey Flip's grab has more startup lag with a shorter duration (frames 19-36 → 20-36).}}
*{{change|Certain special attack properties have been removed and adjusted.}}
*{{nerf|Monkey Flip and Flying Monkey Flip's grabs have smaller hitboxes (4u/5u 3u/4u) which have been positioned closer to Diddy (z offset: 5/4 → 3/2), reducing their range.}}
|Dr. Mario=*{{buff|Forward aerial has increased knockback scaling|85 (early/late)/95 (clean)|95/102}}
*{{change|Diddy's barrel jets from [[Rocketbarrel Boost]] (and its custom variants) have received additional visual wind effects.}}
*{{buff|Down aerial's loop hits deal 0.336% more damage|1.568%|1.904%}}
|Dr. Mario=*{{buff|Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) 95/102)}}
*{{buff|Down aerial landing lag|24|21 frames.}}
*{{buff|Down aerial's loop hits deal 0.336% more damage (1.568% 1.904%)}}
*{{nerf|Down aerial deals less damage overall|14.336%|12.88%.}}
*{{buff|Down aerial has less landing lag (24 frames → 21).}}
*{{nerf|Down aerial deals less damage overall due to having two less hits (14.336% 12.88%).}}
|Duck Hunt=*{{buff|Up smash's first hit has received an additional aerial-only hitbox. As the previous hitbox was ground-only, this allows the first hit to affect aerial opponents.}}
|Duck Hunt=*{{buff|Up smash's first hit has received an additional aerial-only hitbox. As the previous hitbox was ground-only, this allows the first hit to affect aerial opponents.}}
|Falco=*{{buff|Landing hit of forward aerial deals more damage|2%|5%.}}
|Falco=*{{buff|Forward aerial's landing hit deals considerably more damage (2% 5%). Its knockback values were not compensated, drastically improving its KO potential.}}
*{{buff|Landing hit of forward aerial extends farther horizontally (Z offset: 11 → 12; Z2 offset: 8 → 7), increasing its range.}}
*{{buff|Forward aerial's landing hit extends farther horizontally (z offsets: 11/8 → 12/7), increasing its horizontal range.}}
*{{buff|Down aerial has less ending lag (frame 58 → 52) and landing lag (26 → 23 frames).}}
*{{buff|Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).}}
*{{buff|[[Blaster]] can shoot faster.}}
*{{buff|[[Blaster]] has a more generous repeat window (frames 7-14 → 7-17).}}
*{{buff|Grounded Blaster has a shorter delay between shots (34 frames → 29).}}
*{{buff|Grounded Blaster has less ending lag (FAF 64 → 59).}}
*{{bugfix|Fixed a glitch in which Reflector Void failed to reflect [[Timber]] properly.}}
*{{bugfix|Fixed a glitch in which Reflector Void failed to reflect [[Timber]] properly.}}
*{{change|Certain hitbox properties of [[Landmaster]] have been changed.}}
*{{change|[[Landmaster]]'s falling hitbox can no longer hit damageable floors.}}
|Ganondorf=*{{buff|All aerials' landing lag decreased: 22 → 18 frames (neutral), 25 → 23 frames (forward), 22 → 20 frames (back), 22 → 20 frames (up), 30 →  28 frames (down).}}
|Ganondorf=*{{buff|All aerials' landing lag decreased: 22 → 18 frames (neutral), 25 → 23 frames (forward), 22 → 20 frames (back), 22 → 20 frames (up), 30 →  28 frames (down).}}
|Greninja=*{{buff|The period Greninja can be at its maximum fall speed before using hard landing lag has been lengthened|6|7 frames.}}
|Greninja=*{{buff|Greninja can be at its maximum fall speed for an additional frame before it is forced into hard landing lag when landing (6 frames → 7). This notably means that Greninja now goes into a soft landing after a short hop.}}
*{{nerf|Greninja's hurtbox size increased.}}
*{{nerf|The hurtboxes on Greninja's central body and head are larger (2.6u (body)/2u (head) → 3.2u/2.5u) and the head hurtbox has been extended overall, making Greninja easier to hit.}}
*{{nerf|Up smash has increased ending lag|frame 42|52, significantly reducing its combo potential and making it easier to punish.}}
*{{nerf|Up smash has considerably higher ending lag (FAF 42 52), significantly hindering its combo potential and making it considerably more punishable.}}
*{{nerf|Up smash's first hit's radius decreased|6.5|5.}}
**In '''{{GameIcon|ssb4-wiiu}} 1.0.0''', the FAF was 50.
*{{nerf|Clean up smash's second hit's center radius decreased|7|6.}}
*{{nerf|Up smash's first hit has a smaller hitbox (6.5u → 5u).}}
*{{nerf|Clean up smash's second hit deals 2% less damage|{{ChargedSmashDmgSSB4|13}}|{{ChargedSmashDmgSSB4|11}}.}}
*{{nerf|Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.}}
*{{nerf|Clean up smash's second hit's bigger hitboxes Y-offsets decreased|-5|-4.}}
*{{nerf|Up smash's second hit's sourspot deals less damage ({{ChargedSmashDmgSSB4|13}} {{ChargedSmashDmgSSB4|11}}), significantly hindering its KO potential.}}
*{{nerf|Late up smash's second hit deals 1% less damage|{{ChargedSmashDmgSSB4|11}}|{{ChargedSmashDmgSSB4|10}}.}}
*{{nerf|Up smash's late second hit deals less damage ({{ChargedSmashDmgSSB4|11}} {{ChargedSmashDmgSSB4|10}}) hindering its KO potential.}}
*{{buff|Down smash deals 2% more damage|{{ChargedSmashDmgSSB4|11}} (katanas), {{ChargedSmashDmgSSB4|9}} (arms)|{{ChargedSmashDmgSSB4|13}} (katanas), {{ChargedSmashDmgSSB4|11}} (arms).}}
*{{buff|Down smash deals more damage ({{ChargedSmashDmgSSB4|11}} (katanas), {{ChargedSmashDmgSSB4|9}} (arms) {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|11}}) without full compensation on its knockback scaling (93 90), significantly improving its KO potential.}}
*{{nerf|Down smash's knockback growth decreased|93|90.}}
*{{nerf|Forward aerial has lower knockback scaling (92 84), significantly hindering its KO potential.}}
*{{nerf|Forward aerial's knockback growth decreased|92|84.}}
*{{nerf|Up aerial's fifth hit now has set knockback (0 → 10) and no longer uses the auto-link angle (366° 85°). This makes it connect less reliably with the final hit, along with making Greninja's drag down up aerial combos less consistent.}}
*{{change|Up aerial's hits have been restructured|hits 1-5, hit 6|hits 1-4, hit 5, hit 6. Its timing and overall damage output remain the same.}}
*{{buff|Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).}}
*{{change|Up aerial's fifth hit's angle altered|366°|85°.}}
*{{nerf|Up aerial's final hit has lower knockback scaling (190 168), significantly hindering its KO potential.}}
*{{change|Up aerial's fifth hit's fixed knockback value increased|0|10.}}
*{{buff|Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).}}
*{{change|Up aerial's fifth hit's radius increased|5.5|6.2.}}
*{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}}
*{{nerf|Up aerial's sixth hit's knockback growth decreased|190|168.}}
*{{buff|[[Shadow Sneak]] and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).}}
*{{buff|Up aerial's sixth hit's radii increased|6, 7|6.2, 7.}}
*{{buff|Shadow Sneak has less ending lag (FAF 77 → 67).}}
*{{buff|Shadow Sneak and Shadow Strike's knockback growth increased: 100 → 102 (normal), 100 → 101 (reverse).}}
*{{bugfix|Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.}}
*{{buff|Shadow Sneak's ending lag decreased.}}<!--because it now goes at (0.9^-1)x speed when the hitbox starts, not sure if that would be useful to note-->
**{{nerf|This naturally hinders the mixup potential of Greninja's aerials on landing, as well as removing Shadow Sneak's ability to combo after certain aerials at specific percents.}}
*{{buff|Shadow Sneak's shadow travels faster.}}
*{{nerf|Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).}}
*{{bugfix|Fixed a glitch where Greninja could cancel its landing lag with Shadow Sneak.}}
*{{nerf|High-Capacity Pump has less set knockback (100 90).}}
*{{nerf|Hydro Pump's base knockback decreased|85|65.}}
|Ike=*{{buff|The third hit of neutral attack has less startup lag (frame 8 6), allowing it to connect more reliably.}}
*{{nerf|Hydro Pump's knockback growth decreased|130|100.}}
**{{nerf|However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.}}
*{{nerf|High-Capacity Pump's fixed knockback value decreased|100|90.}}
*{{buff|Forward tilt has considerably lower ending lag (FAF 54 45).}}
|Ike=*{{buff|Third hit of neutral attack has faster startup|frame 8|6, enabling it to connect more reliably.}}
*{{buff|Down tilt has considerably lower ending lag (FAF 39 29).}}
*{{buff|Forward tilt has noticeably reduced ending lag|frame 54|45.}}
*{{buff|Down tilt deals more damage (7% 8%).}}
*{{buff|Down tilt has noticeably reduced ending lag|frame 39|29.}}
*{{nerf|Down tilt has smaller hitboxes (4u → 3.8u/3u).}}
*{{buff|Down tilt deals 1% more damage|7%|8%.}}
*{{buff|Down tilt now launches opponents vertically (361° → 80°) and it has more base knockback but less knockback scaling (50 (base), 90 (scaling) → 70/70). When combined with its lower ending lag, this grants down tilt combo potential.}}
*{{nerf|Down tilt's radius decreased|4|3.8/3.}}
**{{nerf|However, this also hinders its edgeguarding potential.}}
*{{buff|Down tilt has a different launch angle (361° → 80°) and knockback (50 base/90 growth → 70/70), which coupled with its lower ending lag grants it utility as a combo starter.}}
*{{buff|Down smash has less ending lag (FAF 74 71).}}
*{{buff|Down smash has reduced ending lag|frame 74|71.}}
*{{change|Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) 48°/61°.}}
*{{change|Down smash's angles altered|52°(clean)/65° (hit 2, late)|48°/61°.}}
*{{buff|Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).}}
*{{buff|Forward air has faster startup (frame 16 → 13) and reduced ending lag (frame 60 → 55).}}
*{{buff|Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.}}
*{{nerf|Forward air has a shorter hitbox duration|5 frames|4.}}
*{{nerf|Forward aerial has a shorter duration (frames 16-20 → 13-16).}}
*{{buff|Forward air's radius increased|4.5|5.}}
*{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).}}
*{{buff|Back air deals 1% more damage|13%|14%.}}
*{{buff|Forward aerial has larger hitboxes (4.5u → 5u) although the far hitboxes have been moved closer to Ike to compensate for their horizontal range (y offsets: 9.5/6.5 → 9/6.2).}}
*{{buff|Down air's radius increased|4.8/4.5/5.3|6/5.5/6.3.}}
*{{buff|Back aerial deals more damage (13% 14%), improving its KO potential.}}
*{{change|Some of the hitboxes in [[Great Aether]] are now 24% further away from Ike.}}
*{{buff|Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).}}
|Jigglypuff=*{{bugfix|The instant reversal glitch of [[Rollout]] is removed.}}
*{{buff|[[Great Aether]]'s multi hits extend further away from Ike (z offset: 50/10/22/34/46 → 62/12/24/38/52), giving them more range.}}
|Jigglypuff=*{{bugfix|The instant reversal glitch of [[Rollout]] (by holding away while landing with Rollout when facing right) has been removed.}}
**{{nerf|This slightly hinders Rollout's utility.}}
*{{bugfix|There was previously an issue where if Jigglypuff landed with rollout while facing left and holding away, Jigglypuff could not turn around at any point after landing with Rollout and the move lacked a hitbox. This was fixed.}}
|King Dedede=*{{nerf|Forward aerial deals 1% less damage|13%|12%.}}
|King Dedede=*{{nerf|Forward aerial deals 1% less damage|13%|12%.}}
*{{buff|Down throw's angle altered|70°|80°, making it less susceptible to DI.}}
*{{buff|Down throw's angle altered|70°|80°, making it less susceptible to DI.}}
Line 78: Line 84:
|Kirby=*{{change|[[Copy ability|Copy abilities]] whose base character's neutral special was altered by the patch have been altered in the same way.}}
|Kirby=*{{change|[[Copy ability|Copy abilities]] whose base character's neutral special was altered by the patch have been altered in the same way.}}
*{{change|Many behaviors, such as [[Stone]] and its custom variants and [[Final Cutter]], have been adjusted.}}
*{{change|Many behaviors, such as [[Stone]] and its custom variants and [[Final Cutter]], have been adjusted.}}
|Link=*{{buff|Non-tipped forward smash's first hit's base knockback decreased|60|47. This allows it connect together better with the second hit.}}
|Link=*{{buff|Non-tipped forward smash's first hit's has lower base knockback (60 → 47), allowing it to more reliably lead into the second hit.}}
*{{bugfix|Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).}}
**{{nerf|This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Link from canceling hitstun if he lands while in non-tumble hitstun.}}
*{{bugfix|Link can no longer throw a bomb with down special to cancel [[tumble]] hitstun.}}
**{{nerf|This not only makes Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise [[momentum canceling]] to survive longer.}}
|Little Mac=*{{nerf|The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened|4|3 frames.}}
|Little Mac=*{{nerf|The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened|4|3 frames.}}
*{{nerf|End of roll intangibility|frame 17|15.}}
*{{nerf|End of roll intangibility|frame 17|15.}}
Line 85: Line 95:
*{{change|The first hitbox of forward tilt's each hit has a lower X-offset|-5|-3.8}}
*{{change|The first hitbox of forward tilt's each hit has a lower X-offset|-5|-3.8}}
*{{nerf|Neutral aerial's SDI multiplier increased|1x|2x.}}
*{{nerf|Neutral aerial's SDI multiplier increased|1x|2x.}}
*{{nerf|Aerial [[Jolt Haymaker]]'s distance decreased by 10% and its speed decreased​.}}
*{{nerf|Aerial [[Jolt Haymaker]]'s distance decreased by 10% and its speed decreased.}}
|Lucario=*{{nerf|Forward smash's ending lag increased|frame 46|55.}}
|Lucario=*{{nerf|Forward smash's ending lag increased|frame 46|55.}}
*{{nerf|Down smash's ending lag increased|frame 50|55.}}
*{{nerf|Down smash's ending lag increased|frame 50|55.}}
Line 91: Line 101:
*{{nerf|Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames)|0|8}}
*{{nerf|Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames)|0|8}}
*{{nerf|Extreme Speed Attack hit 1 ending lag|0|5}}
*{{nerf|Extreme Speed Attack hit 1 ending lag|0|5}}
|Lucina=*{{Buff|Neutral attack's first hit's knockback decreased|25 base/60 growth|20/50. This allows it to connect together better with the second hit.}}
|Lucina=*{{nerf|Neutral attack's first hit deals less knockback (25 base/60 scaling → 20/50). While this does allow it to connect more reliably into the second hit from far ranges, this more importantly prevents it from linking into the second hit until much higher percents, hindering its reliability as well as its safety on hit.}}
*{{Bugfix|Fixed a glitch where using [[Counter]] after being edge-trumped no longer changes momentum​.}}
*{{Bugfix|Fixed a glitch where using [[Counter]] after being edge-trumped no longer changes momentum.}}
|Luigi=*{{buff|Forward smash damage|{{ChargedSmashDmgSSB4|14}}|{{ChargedSmashDmgSSB4|15}}}}
|Luigi=*{{buff|Forward smash damage|{{ChargedSmashDmgSSB4|14}}|{{ChargedSmashDmgSSB4|15}}}}
*{{change|Forward smash's side angle|55°|53°}}
*{{change|Forward smash's side angle|55°|53°}}
Line 104: Line 114:
*{{change|Super Jump Punch (default) air sweetspot z-offset|4.7|5.5}}
*{{change|Super Jump Punch (default) air sweetspot z-offset|4.7|5.5}}
|Mario=*{{change|Up tilt deals less damage|6.3%|5.5%, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup at high percentage.}}
|Mario=*{{change|Up tilt deals less damage|6.3%|5.5%, but the slight knockback decrease the damage reduction brings makes it slightly easier to followup at high percentage.}}
|Marth=*{{Bugfix|Using Counter after being trumped from the ledge no longer changes momentum​.}}
|Marth=*{{Bugfix|Using Counter after being trumped from the ledge no longer changes momentum.}}
|Mega Man=*{{buff|Mega Man now receives additional backwards momentum when aerial [[grab release]]d (0 → -0.8). Because of this, Mega Man is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.}}
|Mega Man=*{{buff|Mega Man now receives additional backwards momentum when aerial [[grab release]]d (0 → -0.8). Because of this, Mega Man is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.}}
*{{bugfix|Fixed bug where Mega Man could use [[Rush Coil]] to cancel hitstun.}}
*{{bugfix|Fixed bug where Mega Man could use [[Rush Coil]] to cancel hitstun.}}
Line 123: Line 133:
*{{nerf|Down throw's five hits before release deal less damage|1%|0.6%.}}
*{{nerf|Down throw's five hits before release deal less damage|1%|0.6%.}}
*{{nerf|Down throw's release has increased knockback|90 base/30 growth|70/80, hindering its combo ability at high percents.}}
*{{nerf|Down throw's release has increased knockback|90 base/30 growth|70/80, hindering its combo ability at high percents.}}
|Olimar=*{{nerf|[[Pikmin Pluck]] can no longer be edge-cancelled.}}
|Olimar=*{{buff|The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.}}
*{{nerf|Red, Yellow and Blue Pikmin [[Pikmin Throw|latched onto opponents]] deal less damage|1.3%|1.1%.}}
**{{nerf|However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).}}
*{{buff|White Pikmin latched onto opponents deal more damage|2.6%|3.7%.}}
*{{buff|All Pikmin except purple Pikmin run faster (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).}}
*{{nerf|Purple Pikmin thrown deal less damage|6.5%|6%.}}
*{{buff|Pikmin have increased follow distance (18 → 23) if they have to change direction.}}
*{{buff|Pikmin Throw's latch time increased by 100 frames.}}
*{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}}
*{{buff|Neutral, forward, and back aerials have less landing lag (17 frames → 15).}}
*{{nerf|[[Pikmin Pluck]] can no longer be edge-canceled.}}
*{{nerf|Red, Yellow and Blue Pikmin [[Pikmin Throw|latched onto opponents]] deal less damage (1.3% 1.1%).}}
*{{buff|White Pikmin latched onto opponents deal more damage (2.6% 3.7%).}}
*{{nerf|Purple Pikmin throw deal less damage (6.5% 6%).}}
*{{buff|Pikmin Throw's additional latch time has been increased (200 frames → 300).}}
|Pac-Man=*{{nerf|Up smash's ending lag increased|frame 38|50.}}
|Pac-Man=*{{nerf|Up smash's ending lag increased|frame 38|50.}}
*{{nerf|[[Bonus Fruit]]'s Galaxian deals less damage|11%|9%.}}
*{{nerf|[[Bonus Fruit]]'s Galaxian deals less damage|11%|9%.}}
*{{change|[[Power Pellet]] heals more damage|1%|2%.}}
*{{buff|[[Power Pellet]] heals more damage|1%|2%.}}
*{{change|[[Fire Hydrant]] takes more damage to be launched|12%|13%.}}
*{{buff|[[Fire Hydrant]] takes more damage to be launched|12%|13%.}}
|Palutena=*{{buff|Forward, back and up item tosses' ending lag decreased|frame 30|28 (grounded)/24 (aerial).}}
|Palutena=*{{buff|Forward, back and up item tosses' ending lag decreased|frame 30|28 (grounded)/24 (aerial).}}
*{{buff|Up tilt's ending lag decreased|frame 75|68.}}
*{{buff|Up tilt's ending lag decreased|frame 75|68.}}
Line 137: Line 153:
*{{buff|Up smash's hitboxes last longer|frame 18-22|18-26}}
*{{buff|Up smash's hitboxes last longer|frame 18-22|18-26}}
*{{nerf|Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).}}
*{{nerf|Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).}}
*{{bugfix|Fixed a glitch where using {{B|Counter|Palutena}} at certain parts of a walk or run animation would propel Palutena forward a short distance​.}}
*{{bugfix|Fixed a glitch where using {{B|Counter|Palutena}} at certain parts of a walk or run animation would propel Palutena forward a short distance.}}
|Peach=*{{bugfix|Fixed the "instant turnip pull" glitch, which allowed Peach to interrupt the pulling animation by sliding off an edge.}}
|Peach=*{{nerf|Peach can no longer [[ledge cancel]] [[Vegetable]] to instantly pull turnips and items.}}
*{{bugfix|Fixed "float-cancelling vegetable toss", which allowed Peach to interrupt a floated aerial's landing lag with an item throw.}}
*{{bugfix|Fixed how aerials performed while [[float]]ing would not affect the [[Stale-move negation|stale moves]] queue.}}
*{{bugfix|Fixed how aerials performed while [[float]]ing would not affect the [[Stale-move negation|stale moves]] queue.}}
|Pikachu=*{{change|{{b|Thunder|Pokémon}} is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be [[absorb]]ed four times (by [[Oil Panic]], for example.)}}
*{{bugfix|Peach can no longer throw a turnip with down special to cancel landing lag (outside of special moves which already could not be canceled).}}
*{{buff|[[Skull Bash]] knockback growth|60|62}}
**{{nerf|This considerably hinders the safety of her aerials and air dodge, hinders the combo potential of her aerials and it prevents Peach from canceling hitstun if she lands while in non-tumble hitstun.}}
*{{buff|Forward smash (early) knockback growth|65|73}}
*{{bugfix|Peach can no longer throw a turnip with down special to cancel [[tumble]] hitstun.}}
*{{buff|Forward smash (late) knockback growth|100|102}}
**{{nerf|This not only makes Peach considerably more susceptible to combos, since she can no longer throw a turnip to cancel the hitstun and act sooner but this also considerably hinders her endurance, since she can no longer throw a turnip and then utilise [[momentum canceling]] to survive longer.}}
*{{buff|Thunder (blast) knockback growth|62|66}}
|Pikachu=*{{buff|Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).}}
*{{buff|[[Thunder Jolt]] can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.}}
*{{buff|[[Skull Bash]] has higher knockback scaling (60 → 62)}}
*{{change|{{b|Thunder|Pokémon}} is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be [[absorb]]ed four times (by [[Oil Panic]], for example.)}}
*{{buff|Thunder's (and Distant Thunder's) shockwave has higher knockback scaling (62 → 66).}}
|Pit=*{{change|[[Upperdash Arm]] (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.}}
|Robin=*{{change|Second hit of jab has been adjusted.}}
|Robin=*{{change|Second hit of jab has been adjusted.}}
*{{buff|Robin can now grab edges from behind during [[Elwind]] and its custom variations.}}
*{{buff|Robin can now grab edges from behind during [[Elwind]] and its custom variations.}}
*{{bugfix|Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.}}
*{{bugfix|Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.}}
*{{bugfix|Fixed a footstool glitch allowing an infinite.}}
*{{bugfix|Fixed a footstool glitch allowing an infinite.}}
|Rosalina=*{{nerf|Luma takes longer to respawn|9|13 seconds.}}
|Rosalina=*{{nerf|Luma takes longer to respawn (500 frames → 750 frames).}}
*{{nerf|Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.}}
*{{nerf|Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.}}
*{{nerf|Down tilt has one frame more start up with a shorter hitbox duration (frames 4-8 → 5-8). It also has less range 3.5/3 (hitbox 1/2) → 3.2/2.5.}}
*{{nerf|Rosalina's down tilt has more startup lag with a shorter hitbox duration (frames 4-8 → 5-8).}}
*{{nerf|Forward smash has slightly less knockback scaling|115|111.}}
*{{change|Rosalina's down tilt's near hitboxes have swapped priority.}}
*{{nerf|Up smash has less knockback scaling (100 → 90). It also has less range (5.0 → 4.0).}}
*{{nerf|Rosalina's down tilt's near hitboxes are smaller (3.5u/3u → 3.2u/2.5u) and the nearest hitbox has been positioned closer to Rosalina (x offset: 0 → 1).}}
*{{nerf|Down smash has more ending lag|frame 36|42.}}
*{{nerf|Rosalina's forward smash has slightly less knockback scaling (115 111), hindering its KO potential.}}
*{{buff|Luma up smash has increased range (4.0 → 5.5). Its late hit deals more damage (4% → 5%).}}
*{{nerf|Rosalina's up smash has less knockback scaling (100 → 90), considerably hindering its KO potential.}}  
*{{nerf|Neutral aerial deals less damage (6% (early), 10% (late) → 5% (early), 7.5% (late)) without knockback compensation, making it weaker. It also has less range (5.0, 3.5 → 4.2, 3.0).}}
*{{nerf|Rosalina's up smash has a smaller hitbox on her head (5u → 4u).}}
*{{change|Neutral aerial hitbox x-offsets decreased |4.5, -1.5|3.0, -2.0.}}
*{{buff|Luma's up smash has a larger hitbox (4u → 5.5u).}}
*{{change|Forward aerial loop hit has increased base knockback (20/35 → 55).}}
*{{buff|Luma's up smash deals more damage during its late hit (4% → 5%).}}
*{{nerf|Forward aerial last hit has less base knockback (60 → 50).}}
*{{nerf|Rosalina's down smash has more ending lag (FAF 36 → 42).}}
*{{nerf|All grabs have more ending lag: frame 31 → 36 (standing), frame 38 → 43 (dash), frame 37 → 42 (pivot).}}
*{{nerf|Rosalina's neutral aerial deals less damage (6% (early)/10% (late) → 5%/7.5%), hindering its KO potential, especially the late hit.}}  
*{{nerf|Forward throw has less base knockback|85|76.}}
*{{nerf|Rosalina's neutral aerial has smaller hitboxes (5u/3.5u→ 4.2u/3u) which have been positioned closer to Rosalina (x offset:4.5/-1.5 3/-2), reducing its range, especially in front of Rosalina.}}
*{{nerf|Back throw has less base knockback|70|60.}}
*{{change|Rosalina's forward aerial has higher base knockback on its loop hits (20/35 → 55).}}
*{{change|Distance of uncharged [[Luma Shot]] is reduced by about 1/3.}}
*{{nerf|Rosalina's forward aerial has less base knockback on the final hit (60 → 50).}}
*{{change|Lumas move faster when summoned from a distance.}}
*{{nerf|All of Rosalina's grabs have more ending lag (FAF 31 (standing)/38 (dash)/37 (pivot) 36/43/42).}}
*{{nerf|Forward throw has less knockback scaling (85 76), significantly hindering its KO potential.}}
*{{nerf|Back throw has less knockback scaling (70 60), significantly hindering its KO potential.}}
*{{change|Luma travels slower from uncharged [[Luma Shot]] (2.8 → 2.2), reducing its distance by about 28%.}}
*{{change|Lumas moves faster when summoned from a distance (acceleration: 0.1 → 1.2).}}
*{{nerf|Uncharged Luma Shot has a shorter hitbox duration (30 frames → 17).}}
*{{change|Rosalina gains less vertical momentum when using Guardian Luma (1 → 0.5), now matching Gravitational Pull and Catch and Release.}}
*{{change|[[Power Star]] now has a wind effect when it is first summoned.}}
|Samus=*{{change|Internal changes have been made regarding the timing of {{b|Bomb|Samus}}; This does not appear to affect gameplay.}}
|Samus=*{{change|Internal changes have been made regarding the timing of {{b|Bomb|Samus}}; This does not appear to affect gameplay.}}
|Sheik=*{{nerf|Forward aerial deals less damage|6.8% (sweetspot)/6% (sourspot)|5.5%/4.8%.}}
|Sheik=*{{nerf|Forward aerial deals less damage (6.8% (sweetspot)/6% (sourspot) 5.5%/4.8%), hindering its KO potential, as well as its combo potential at lower percents.}}
*{{buff|Forward aerial's decreased damage allows it to combo for longer.}}
**{{buff|However, this also improves its combo potential at higher percents.}}
*{{nerf|Up aerial hits one less time, dealing less total damage as a result|8%|7%.}}
*{{nerf|Up aerial's loop hits hits now function properly, making it hit one less time, dealing less total damage as a result (8% 7%).}}
*{{nerf|Up aerial's last hit has less knockback growth|166|138.}}
*{{nerf|Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.}}
*{{nerf|[[Needle Storm]] has 6 frames more ending lag.}}
*{{nerf|[[Needle Storm]] has more ending lag on the ground (FAF 41 → 47), hindering its safety and combo potential.}}
*{{nerf|[[Bouncing Fish]]'s knockback decreased|30 base/100 growth|26/90.}}
*{{nerf|[[Bouncing Fish]] deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.}}
*{{nerf|Bouncing Fish can no longer be [[ledge-canceling|edge-canceled]].}}
|Shulk=*{{buff|Neutral attack deals more damage: 3% → 3.5% (hit 1, hit 2), 4.3%/3.2% → 5.3%/4.2% (clean hit 3/late hit 3).}}
|Shulk=*{{buff|Neutral attack deals more damage: 3% → 3.5% (hit 1, hit 2), 4.3%/3.2% → 5.3%/4.2% (clean hit 3/late hit 3).}}
*{{buff|All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).}}
*{{buff|All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).}}
Line 197: Line 225:
|Sonic=*{{nerf|Forward smash's ending lag increased|frame 44|48.}}
|Sonic=*{{nerf|Forward smash's ending lag increased|frame 44|48.}}
*{{bugfix|Fixed the [[grab release glitch]].}}
*{{bugfix|Fixed the [[grab release glitch]].}}
|Toon Link=*{{nerf|The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened|4|3 frames.}}
|Toon Link=*{{nerf|The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).}}
*{{bugfix|Fixed bug allowing Toon Link to cancel landing lag of aerials with {{b|Bomb|Link}}.}}
*{{buff|Neutral aerial has less landing lag (15 frames → 12).}}
*{{buff|Neutral aerial's landing lag decreased|15|12 frames.}}
*{{bugfix|Toon Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).}}
**{{nerf|This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Toon Link from canceling hitstun if he lands while in non-tumble hitstun.}}
*{{bugfix|Toon Link can no longer throw a bomb with down special to cancel [[tumble]] hitstun.}}
**{{nerf|This not only makes Toon Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise [[momentum canceling]] to survive longer.}}
|Villager=*{{buff|Forward item toss on the ground has less ending lag|frame 25|24.}}
|Villager=*{{buff|Forward item toss on the ground has less ending lag|frame 25|24.}}
|Wario=*{{bugfix|Change to DI system results in the removal of [[Wectoring]], a glitch allowing Wario to rocket back onstage just after being able to act after knockback.}}
|Wario=*{{bugfix|Change to DI system results in the removal of [[Wectoring]], a glitch allowing Wario to rocket back onstage just after being able to act after knockback.}}
*{{buff|Wario's uniquely high aerial friction no longer applies when grab released, meaning characters can no longer combo him out of an air release.}}
*{{buff|Wario now receives additional backwards momentum when aerial [[grab release]]d (0 → -0.6). Because of this, Wario is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.}}
|Wario Man=*{{Buff|An as-of-yet unknown action has been sped up from two frames to one frame.}}
|Wario Man=*{{Buff|An as-of-yet unknown action has been sped up from two frames to one frame.}}
|Wii Fit Trainer=*{{nerf|Air dodge landing lag standardized|12|22 frames.}}
|Wii Fit Trainer=*{{nerf|Air dodge landing lag standardized|12|22 frames.}}
*{{nerf|Forward aerial's third hitbox is no longer unblockable.}}
*{{nerf|Forward aerial's third hitbox is no longer unblockable.}}
|Yoshi=*{{buff|Four frames of intangibility have been added to Yoshi's head for his shielding animation. This leaves him less susceptible to [[shield stab]]bing, as his head is not fully covered by the shield during these first frames even at full health, and could therefore be hit prior to the change.}}
|Yoshi=*{{buff|Four frames of intangibility have been added to Yoshi's head, nose and arms for his initial shielding animation. This leaves him less susceptible to shield poking, as his head is not fully covered by the shield during these first frames.}}
*{{nerf|Dash attack has more ending lag|frame 45|50.}}
*{{nerf|Dash attack has more ending lag (FAF 45 50).}}
*{{nerf|Down air has increased landing lag|24|28 frames.}}
*{{nerf|[[Egg Lay]] has more startup lag (frame 17 21) and a longer total duration (FAF 40 → 44).}}
*{{nerf|[[Egg Lay]] has slower startup|frame 17|21.}}
*{{nerf|Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).}}
*{{nerf|Egg Lay and Egg Launch's grab box sizes decreased|5/6.8|4/5.9.}}
*{{bugfix|Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in [[Multi-Man mode]] after being swallowed by Egg Lay.}}
*{{bugfix|Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in [[Multi-Man mode]] after being swallowed by Egg Lay.}}
*{{bugfix|Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special after a ledge jump.}}
*{{bugfix|Fixed a glitch that allowed Yoshi to execute a super high [[Egg Throw#Customization|High Jump]] immediately after using [[Yoshi Bomb]].}}
*{{bugfix|Fixed a glitch that allowed Yoshi to execute a super high [[Egg Throw#Customization|High Jump]] immediately after using [[Yoshi Bomb]].}}
*{{bugfix|Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special.}}
*{{bugfix|Fixed a glitch which allowed Yoshi to slide far forwards with his up special after performing a boost pivot grab.}}
*{{change|Yoshi can no longer slide on slopes with [[Yoshi Bomb]].}}
*{{change|Yoshi can no longer slide on slopes with [[Yoshi Bomb]].}}
|Zelda=*{{buff|Up tilt's ending lag decreased|frame 35|33, improving its combo ability.}}
|Zelda=*{{buff|Up tilt's ending lag decreased|frame 35|33, improving its combo ability.}}
*{{buff|Up tilt deals more damage|6.5%|7.2%.}}
*{{buff|Up tilt deals more damage|6.5%|7.2%.}}
*{{nerf|Pivot grab's Z-offset decreased|-4 &ndash; -18.7|-4 &ndash; -15.7. This lowers its range.}}
*{{nerf|Pivot grab's Z-offset decreased|-4 &ndash; -18.7|-4 &ndash; -15.7. This lowers its range.}}
|Zero Suit Samus=*{{nerf|Air dodge landing lag standardized|15|22|frames.}}
|Zero Suit Samus=*{{nerf|Air dodge has more landing lag (14 frames → 21), now matching the rest of the cast.}}
*{{nerf|Up smash has slower startup|frame 8|10.}}
*{{nerf|Up smash has more startup lag (frame 8 10).}}
*{{buff|Up smash's first hit has a longer duration|1|2 frames.}}
*{{buff|Up smash's first hit has a longer duration (frame 8 → 10-11).}}
*{{change|Up smash timing|hits on 8, 11, 14, 17, 20, 23, 28-29|hits on 10-11, 14, 17, 20, 23, 26, 28-29}}
*{{change|Up smash's loop hits all start 3 frames later.}}
*{{nerf|[[Paralyzer]] has 4 frames more ending lag.}}
*{{nerf|[[Paralyzer]] has more ending lag (FAF 25 (from release) → 29).}}
*{{change|Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.}}
*{{nerf|Fully charged Paralyzer launches grounded opponents at a lower angle (60° → 315°), now keeping them on the ground. This not only makes it harder for Zero Suit Samus to get aerial followups out of the move (along with its higher ending lag) but it also notably prevents her from re-stunning fast fallers with another fully charged paralyzer, removing the move's ability to potentially infinite fast fallers.}}
**{{change|Grounded opponent angle|60|315}}
*{{change|Fully charged paralyzer now has a negative trip chance against grounded opponents (0% → -100%). This prevents the move from tripping grounded opponents despite its adjusted angle.}}
<!--**{{change|Grounded opponent trip chance|0%|400%}} leaving this hidden until we can make sense of it-->
|Additions=''No additional content was introduced in this update.''
|Additions=''No additional content was introduced in this update.''
|Stages=''No stage changes were made in this update.''
|Stages=''No stage changes were made in this update.''
|Universal=*{{change|[[Launch speed influence]] no longer affects moves that launch at angles between 65° and 115°, or between 245° and 295°, with [[directional influence]] taken into account. This improves the effectiveness of vertical finishers and combo starters.}}
|Universal=*{{change|[[Launch speed influence]] no longer affects moves that launch at angles between 65° and 115°, or between 245° and 295°, with [[directional influence]] taken into account. This improves the effectiveness of vertical finishers and combo tools.}}
*{{change|[[DACUS]] has been removed, making up smashes slightly less versatile.}}
*{{change|[[DACUS]] has been removed, making certain up smashes slightly less versatile.}}
|''{{{char}}} did not receive changes in this update.''
|''{{{char}}} did not receive changes in this update.''
}}
}}
<noinclude>[[Category:Super Smash Bros. for 3DS Update Lists]][[Category:Templates]]</noinclude>

Latest revision as of 04:24, May 12, 2024

  • Change Launch speed influence no longer affects moves that launch at angles between 65° and 115°, or between 245° and 295°, with directional influence taken into account. This improves the effectiveness of vertical finishers and combo tools.
  • Change DACUS has been removed, making certain up smashes slightly less versatile.