Template:UpdateList/1.0.4: Difference between revisions

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|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|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.}}
|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.}}
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*{{nerf|Up smash's first hit has a smaller hitbox (6.5u → 5u).}}
*{{nerf|Up smash's first hit has a smaller hitbox (6.5u → 5u).}}
*{{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|Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.}}
*{{nerf|Up smash's second hit's sourspot deals less damage|{{ChargedSmashDmgSSB4|13}}|{{ChargedSmashDmgSSB4|11}}, significantly hindering its KO potential.}}
*{{nerf|Up smash's second hit's sourspot deals less damage ({{ChargedSmashDmgSSB4|13}} {{ChargedSmashDmgSSB4|11}}), significantly hindering its KO potential.}}
*{{nerf|Up smash's late second hit deals less damage|{{ChargedSmashDmgSSB4|11}}|{{ChargedSmashDmgSSB4|10}}, hindering its KO potential.}}
*{{nerf|Up smash's late second hit deals less damage ({{ChargedSmashDmgSSB4|11}} {{ChargedSmashDmgSSB4|10}}) hindering its KO potential.}}
*{{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.}}
*{{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|Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.}}
*{{nerf|Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.}}
*{{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.}}
*{{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.}}
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*{{nerf|Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.}}
*{{nerf|Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.}}
*{{buff|Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).}}
*{{buff|Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).}}
*{{buff|Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards).}}
*{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}}
*{{buff|Shadow Sneak has less ending lag (FAF 72 → 67).}}
*{{buff|[[Shadow Sneak]] and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).}}
*{{buff|Shadow Sneak has less ending lag (FAF 77 → 67).}}
*{{bugfix|Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.}}
*{{bugfix|Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.}}
**{{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.}}
**{{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.}}
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|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.}}
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|Peach=*{{nerf|Peach can no longer [[ledge cancel]] [[Vegetable]] to instantly pull turnips and items.}}
|Peach=*{{nerf|Peach can no longer [[ledge cancel]] [[Vegetable]] to instantly pull turnips and items.}}
*{{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.}}
*{{bugfix|Peach can no longer throw a turnip with down special to cancel landing lag (outside of special moves).}}
*{{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).}}
**{{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.}}
**{{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.}}
*{{bugfix|Peach can no longer throw a turnip with down special to cancel [[tumble]] hitstun.}}
*{{bugfix|Peach can no longer throw a turnip with down special to cancel [[tumble]] hitstun.}}
**{{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.}}
**{{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.}}
|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.)}}
|Pikachu=*{{buff|Forward smash's early and late hits have higher knockback scaling (65 (clean)/100 (late) → 73/102).}}
*{{buff|[[Skull Bash]] knockback growth|60|62}}
*{{buff|[[Thunder Jolt]] can no longer hit damageable floors, making the projectile considerably more versatile on stages with breakable floors.}}
*{{buff|Forward smash (early) knockback growth|65|73}}
*{{buff|[[Skull Bash]] has higher knockback scaling (60 → 62)}}
*{{buff|Forward smash (late) knockback growth|100|102}}
*{{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 (blast) knockback growth|62|66}}
*{{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.}}
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*{{change|Luma travels slower from uncharged [[Luma Shot]] (2.8 → 2.2), reducing its distance by about 28%.}}
*{{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).}}
*{{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).}}
*{{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|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.}}
*{{change|[[Power Star]] now has a wind effect when it is first summoned.}}
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|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.}}
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|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, nose and arms for his initially shielding animation. This leaves him less susceptible to shield poking, as his head is not fully covered by the shield during these first frames.}}
|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 (FAF 45 → 50).}}
*{{nerf|Dash attack has more ending lag (FAF 45 → 50).}}
*{{nerf|[[Egg Lay]] has more startup lag (frame 17 → 21) and a longer total duration (FAF 40 → 44).}}
*{{nerf|[[Egg Lay]] has more startup lag (frame 17 → 21) and a longer total duration (FAF 40 → 44).}}
*{{nerf|Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).}}
*{{nerf|Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).}}
*{{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 – -18.7|-4 – -15.7. This lowers its range.}}
*{{nerf|Pivot grab's Z-offset decreased|-4 – -18.7|-4 – -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.''

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.