Template:UpdateList/1.0.4: Difference between revisions

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*{{nerf|Down aerial deals less damage overall due to having two less hits (14.336% → 12.88%).}}
*{{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 offsets: 11/8 → 12/7), increasing its horizontal 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 (FAF 58 → 52) and landing lag (26 frames → 23).}}
*{{buff|Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).}}
*{{buff|[[Blaster]] has a more generous repeat window (frames 7-14 → 7-17).}}
*{{buff|[[Blaster]] has a more generous repeat window (frames 7-14 → 7-17).}}
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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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*{{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).}}
*{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}}
*{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}}
*{{buff|[[Shadow Sneak]] and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards).}}
*{{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).}}
*{{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.}}
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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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*{{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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*{{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.