Template:UpdateList (SSBU)/3.1.0: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
mNo edit summary
Line 231: Line 231:
*{{change|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
*{{change|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
|Corrin=*{{bugfix|The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.}}
|Corrin=*{{bugfix|The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.}}
|Bayonetta=*[[Neutral attack]]:
|Bayonetta=*Neutral attack:
**{{buff|Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).}}
**{{buff|Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).}}
**{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
**{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
Line 237: Line 237:
*{{buff|Up tilt's hits connect more reliably.}}
*{{buff|Up tilt's hits connect more reliably.}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|[[After Burner Kick]] has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).}}
*After Burner Kick:
**{{change|This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.}}  
**{{buff|[[After Burner Kick]] has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).}}
*[[Witch Twist]]:
***{{change|This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.}}  
*Witch Twist:
**{{buff|[[Witch Twist]] has less landing lag when used twice (32 frames → 28).}}
**{{buff|[[Witch Twist]] has less landing lag when used twice (32 frames → 28).}}
**{{buff|Witch Twist has an additional hitbox, making its hits connect more reliably.}}
**{{buff|Witch Twist has an additional hitbox, making its hits connect more reliably.}}
*[[Witch Time]]:
*Witch Time:
**{{buff|[[Witch Time]] has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.}}
**{{buff|[[Witch Time]] has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.}}
**{{buff|Witch Time regenerates faster (0.03 → 0.04).}}
**{{buff|Witch Time regenerates faster (0.03 → 0.04).}}

Revision as of 00:00, July 3, 2020

  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
  • Bug fix Fixed an issue that caused an already-defeated character to reappear in a non-interactable state after getting blast KOed on screen with Death's Scythe and using a specific final smash at the exact location of their KO.
  • Bug fix Fixed the electric hitstun glitch in Training Mode.
  • Nerf Held item attacks have been removed.