Template:UpdateList/1.0.4: Difference between revisions
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*{{nerf|[[Needle Storm]] has more ending lag on the ground (FAF 41 → 47).}} | *{{nerf|[[Needle Storm]] has more ending lag on the ground (FAF 41 → 47).}} | ||
*{{nerf|[[Bouncing Fish]] deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.}} | *{{nerf|[[Bouncing Fish]] deals less knockback (30 (base)/100 (scaling) → 26/90), hindering its KO potential.}} | ||
*{{nerf|Bouncing Fish can no longer be [[edge- | *{{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).}} |
Revision as of 10:09, August 28, 2022
{{#switch: Universal |Bowser=* Self-destructs using Flying Slam now KO Bowser first instead of the opponent. When Bowser is KO'd, the opponent is released from the grab, potentially allowing them to recover back onto the stage.
- Certain properties of Fire Breath have been adjusted.
|Giga Bowser=* What appears to be ending lag on most ground attacks has been removed. |Bowser Jr.=* Down throw deals slightly less damage: 8% → 7.5%. It also does eight hits, down from ten. |Captain Falcon=* Some hitbox data has been adjusted. |Charizard=* Four frames of intangibility have been added to Charizard's head for its shielding animation. This leaves Charizard less susceptible to shield stabbing, 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.
- Dragon Rush deals less damage: 15% → 11%.
- Some properties of what appear to be the headbutt in Rock Hurl and Flamethrower have been adjusted.
|Dark Pit=* Some hitbox data has been adjusted. |Diddy Kong=* Rapid jab deals less damage per hit: 1% → 0.6%.
- Rapid jab's angle altered: 60° → 70°.
- Rapid jab's set knockback decreased: 8 → 6.
- Rapid jab's SDI multiplier decreased: 2.0x → 1.3x.
- Rapid jab's hitbox sizes increased: 2.8 (loop), 4 (finisher) → 3 (loop), 5 (finisher).
- Fixed bug where Diddy could use Peanut Popgun to cancel hitstun.
- Monkey Flip's grab has slower startup: frame 19 → 20.
- Monkey Flip's grab has decreased hitbox sizes (4/5 → 3/4) and Z offsets (5/4 → 3/2), reducing its range.
- Certain special attack properties have been removed and adjusted.
|Dr. Mario=* Forward aerial has increased knockback scaling: 85 (early/late)/95 (clean) → 95/102
- Down aerial's loop hits deal 0.336% more damage: 1.568% → 1.904%
- Down aerial landing lag: 24 → 21 frames.
- Down aerial deals less damage overall: 14.336% → 12.88%.
|Duck Hunt=* 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=* Landing hit of forward aerial deals more damage: 2% → 5%.
- Landing hit of forward aerial extends farther horizontally (Z offset: 11 → 12; Z2 offset: 8 → 7), increasing its range.
- Down aerial has less ending lag (frame 58 → 52) and landing lag (26 → 23 frames).
- Blaster can shoot faster.
- Fixed a glitch in which Reflector Void failed to reflect Timber properly.
- Certain hitbox properties of Landmaster have been changed.
|Ganondorf=* 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=* The period Greninja can be at its maximum fall speed before using hard landing lag has been lengthened: 6 → 7 frames.
- Greninja's hurtbox size increased.
- Up smash has increased ending lag: frame 42 → 52, significantly reducing its combo potential and making it easier to punish.
- Up smash's first hit's radius decreased: 6.5 → 5.
- Clean up smash's second hit's center radius decreased: 7 → 6.
- Clean up smash's second hit deals 2% less damage: 13% → 11%.
- Clean up smash's second hit's bigger hitboxes Y-offsets decreased: -5 → -4.
- Late up smash's second hit deals 1% less damage: 11% → 10%.
- Down smash deals 2% more damage: 11% (katanas), 9% (arms) → 13% (katanas), 11% (arms).
- Down smash's knockback growth decreased: 93 → 90.
- Forward aerial's knockback growth decreased: 92 → 84.
- 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.
- Up aerial's fifth hit's angle altered: 366° → 85°.
- Up aerial's fifth hit's fixed knockback value increased: 0 → 10.
- Up aerial's fifth hit's radius increased: 5.5 → 6.2.
- Up aerial's sixth hit's knockback growth decreased: 190 → 168.
- Up aerial's sixth hit's radii increased: 6, 7 → 6.2, 7.
- Shadow Sneak and Shadow Strike's knockback growth increased: 100 → 102 (normal), 100 → 101 (reverse).
- Shadow Sneak's ending lag decreased.
- Shadow Sneak's shadow travels faster.
- Fixed a glitch where Greninja could cancel its landing lag with Shadow Sneak.
- Hydro Pump's base knockback decreased: 85 → 65.
- Hydro Pump's knockback growth decreased: 130 → 100.
- High-Capacity Pump's fixed knockback value decreased: 100 → 90.
|Ike=* Third hit of neutral attack has faster startup: frame 8 → 6, enabling it to connect more reliably.
- Forward tilt has noticeably reduced ending lag: frame 54 → 45.
- Down tilt has noticeably reduced ending lag: frame 39 → 29.
- Down tilt deals 1% more damage: 7% → 8%.
- Down tilt's radius decreased: 4 → 3.8/3.
- 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.
- Down smash has reduced ending lag: frame 74 → 71.
- Down smash's angles altered: 52°(clean)/65° (hit 2, late) → 48°/61°.
- Forward air has faster startup (frame 16 → 13) and reduced ending lag (frame 60 → 55).
- Forward air has a shorter hitbox duration: 5 frames → 4.
- Forward air's radius increased: 4.5 → 5.
- Back air deals 1% more damage: 13% → 14%.
- Down air's radius increased: 4.8/4.5/5.3 → 6/5.5/6.3.
- Some of the hitboxes in Great Aether are now 24% further away from Ike.
|Jigglypuff=* The instant reversal glitch of Rollout is removed. |King Dedede=* Forward aerial deals 1% less damage: 13% → 12%.
- Down throw's angle altered: 70° → 80°, making it less susceptible to DI.
- Down throw's knockback scaling increased: 60 → 82. This hampers its combo ability at higher percents.
- All variations of Gordo Throw require 1% less damage to be reflected: 3% → 2%.
- All variations of Gordo Throw have had their hitbox sizes decreased by 0.4 units.
- Dedede Burst's hammer hits transition into each other faster.
- Due to the above change and the lower knockback on each hit, characters can now air dodge out of and escape Dedede Burst.
|Kirby=* Copy abilities whose base character's neutral special was altered by the patch have been altered in the same way.
- Many behaviors, such as Stone and its custom variants and Final Cutter, have been adjusted.
|Link=* Non-tipped forward smash's first hit's base knockback decreased: 60 → 47. This allows it connect together better with the second hit. |Little Mac=* The period Little Mac can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
- End of roll intangibility: frame 17 → 15.
- All hits of neutral attack except the first deal less damage: 3% → 2% (second), 8% → 7% (third), 1% → 0.7% (infinite).
- Due to their lower damage, neutral attack's second hit and infinite connect better into the following hits.
- The first hitbox of forward tilt's each hit has a lower X-offset: -5 → -3.8
- Neutral aerial's SDI multiplier increased: 1x → 2x.
- Aerial Jolt Haymaker's distance decreased by 10% and its speed decreased.
|Lucario=* Forward smash's ending lag increased: frame 46 → 55.
- Down smash's ending lag increased: frame 50 → 55.
- Landing lag from helplessness increased: 36 → 60 frames.
- Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
- Extreme Speed Attack hit 1 ending lag: 0 → 5
|Lucina=* 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.
- Fixed a glitch where using Counter after being edge-trumped no longer changes momentum.
|Luigi=* Forward smash damage: 14% → 15%
- Forward smash's side angle: 55° → 53°
- Down smash's second hit angle: 70° → 60°
- Down smash's second hit knockback scaling: 80 → 100
- Forward aerial's hand hitbox radius: 4.8 → 5.6
- Order of hitboxes of forward aerial reversed (no practical effect).
- Super Jump Punch (default) ground sweetspot radius: 1.6 → 1.7
- Super Jump Punch (default) ground sweetspot z-offset: 6.1 → 7.0
- Super Jump Punch (default) air sweetspot radius: 2.1 → 2.2
- Super Jump Punch (default) air sweetspot z-offset: 4.7 → 5.5
|Mario=* 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=* Using Counter after being trumped from the ledge no longer changes momentum. |Mega Man=* Mega Man now receives additional backwards momentum when aerial grab released (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.
- Fixed bug where Mega Man could use Rush Coil to cancel hitstun.
- Leaf Shield can be acted out of sooner.
|Meta Knight=* Neutral aerial deals more damage: 7% clean/5% late → 10%/7.5%.
- Forward aerial's first two hits' aerial-only hitboxes have lower set knockback (90 → 40) and no longer use the autolink angle (366° → 85°), leaving them unable to drag opponents down and set up locks.
- Last hit of back aerial has increased knockback scaling: 180 → 212.
- Up aerial's Y offsets increased: 17/14 → 19/16, giving it more vertical range.
- Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and coverage below Meta Knight.
- The sword trails of up aerial and down aerial match the hitboxes better.
- Dimensional Cape has a more horizontal angle (60° → 53°) and higher knockback growth (105/93 → 107/98), improving its KO potential.
|Mii Brawler=* Omega Blitz's damage has been reduced from 45% to 42%. |Mii Swordfighter=* Certain hitbox properties have been adjusted. |Mr. Game & Watch=* Properties of Octopus have been adjusted. |Ness=* The period Ness can be at his maximum fall speed before using hard landing lag has been lengthened: 4 → 5 frames.
- PK Thunder and all custom variations have 6 frames more ending lag.
- Down throw's five hits have gained additional hitboxes, allowing them to hit Mr. Game & Watch.
- Down throw's five hits before release deal less damage: 1% → 0.6%.
- Down throw's release has increased knockback: 90 base/30 growth → 70/80, hindering its combo ability at high percents.
|Olimar=* The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
- However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
- 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).
- Pikmin have increased follow distance (18 → 23) if they have to change direction.
- Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
- Neutral, forward, and back aerials have less landing lag (17 frames → 15).
- Pikmin Pluck can no longer be edge-cancelled.
- Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
- White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
- Purple Pikmin throw deal less damage (6.5% → 6%).
- Pikmin Throw's additional latch time has been increased (200 frames → 300).
|Pac-Man=* Up smash's ending lag increased: frame 38 → 50.
- Bonus Fruit's Galaxian deals less damage: 11% → 9%.
- Power Pellet heals more damage: 1% → 2%.
- Fire Hydrant takes more damage to be launched: 12% → 13%.
|Palutena=* Forward, back and up item tosses' ending lag decreased: frame 30 → 28 (grounded)/24 (aerial).
- Up tilt's ending lag decreased: frame 75 → 68.
- Down tilt's ending lag decreased: frame 45 → 42.
- Up smash's hitboxes last longer: frame 18-22 → 18-26
- Pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
- Fixed a glitch where using Counter at certain parts of a walk or run animation would propel Palutena forward a short distance.
|Peach=* Fixed the "instant turnip pull" glitch, which allowed Peach to interrupt the pulling animation by sliding off an edge.
- Fixed "float-cancelling vegetable toss", which allowed Peach to interrupt a floated aerial's landing lag with an item throw.
- Fixed how aerials performed while floating would not affect the stale moves queue.
|Pikachu=* Thunder is now a single projectile instead of a stream of four separate projectiles, meaning it cannot be absorbed four times (by Oil Panic, for example.)
- Skull Bash knockback growth: 60 → 62
- Forward smash (early) knockback growth: 65 → 73
- Forward smash (late) knockback growth: 100 → 102
- Thunder (blast) knockback growth: 62 → 66
|Robin=* Second hit of jab has been adjusted.
- Robin can now grab edges from behind during Elwind and its custom variations.
- Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.
- Fixed a footstool glitch allowing an infinite.
|Rosalina=* Luma takes longer to respawn (500 frames → 750 frames).
- Lumas can no longer attack if Rosalina is being thrown, though it still can during grabs.
- Rosalina's down tilt has more startup lag with a shorter hitbox duration (frames 4-8 → 5-8).
- Rosalina's down tilt's near hitboxes have swapped priority.
- 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).
- Rosalina's forward smash has slightly less knockback scaling (115 → 111), hindering its KO potential.
- Rosalina's up smash has less knockback scaling (100 → 90), considerably hindering its KO potential.
- Rosalina's up smash has a smaller hitbox on her head (5u → 4u).
- Luma's up smash has a larger hitbox (4u → 5.5u).
- Luma's up smash deals more damage during its late hit (4% → 5%).
- Rosalina's down smash has more ending lag (FAF 36 → 42).
- Rosalina's neutral aerial deals less damage (6% (early)/10% (late) → 5%/7.5%), hindering its KO potential, especially the late hit.
- 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.
- Rosalina's forward aerial has higher base knockback on its loop hits (20/35 → 55).
- Rosalina's forward aerial has less base knockback on the final hit (60 → 50).
- All of Rosalina's grabs have more ending lag (FAF 31 (standing)/38 (dash)/37 (pivot) → 36/43/42).
- Forward throw has less knockback scaling (85 → 76), significantly hindering its KO potential.
- Back throw has less knockback scaling (70 → 60), significantly hindering its KO potential.
- Luma travels slower from uncharged Luma Shot (2.8 → 2.2), reducing its distance by about 28%.
- Lumas moves faster when summoned from a distance (acceleration: 0.1 → 1.2).
- Uncharged Luma shot has a shorter hitbox duration (30 frames → 17).
- Rosalina gains less vertical momentum when using Guardian Luma (1 → 0.5), now matching Gravitational Pull and Catch and Release.
- Power Star now has a wind effect when it is first summoned.
|Samus=* Internal changes have been made regarding the timing of Bomb; This does not appear to affect gameplay. |Sheik=* Forward aerial deals less damage (6.8% (sweetspot)/6% (sourspot) → 5.5%/4.8%), hindering its KO potential.
- However, this also improves its combo potential at higher percents.
- Up aerial's loop hits hits now function properly, making it hit one less time, dealing less total damage as a result (8% → 7%).
- Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.
- Needle Storm has more ending lag on the ground (FAF 41 → 47).
- 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=* 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).
- All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).
- Forward tilt's knockback growth decreased: 100 → 92, slightly hindering its KO ability despite its increased damage.
- Down tilt's second hitbox's position has changed: bone 25, offset [0,2,-1] → bone 0, offset [0,5.5,5.5]. This removes the move's point blank blind spot.
- Dash attack deals 1% more damage: 10% → 11%.
- Dash attack's ending lag decreased: frame 57 → 53.
- Forward and up smash deal more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).
- Forward smash has been improved. It received a variety of changes to enable both of its hits to connect together better.
- Forward smash's first hit's angles altered: 40° (upward)/75° (forward)/84° (downward) → 78°/10°/40°.
- Forward smash's first hit's fixed knockback values decreased: 45/45/31 → 28/28/28.
- Forward smash's first hit's radii decreased: 4/4/4 → 2/2/4.
- Forward smash's first hit's positions elevated: [-2,0,1]/[4.1,0,1]/[10,0,1] → [11–4,0,2]/[11–4,0,-0.5]/[-2,0,1].
- Forward smash's second hit's radii increased: 3.5/2 → 4/3.
- Forward smash's second hit's first hitbox X-offset decreased: 22–0 → 21–0.
- Down smash deals 1% more damage: 13%/10%, 11%/9%, 9%/7%, 7%/5%, 5%/3% → 14%/11%, 12%/10%, 10%/8%, 8%/6%, 6%/4%.
- All aerial attacks deal more damage: 6%/7% → 7%/8% (neutral), 6.5%/5% → 7.5%/6% (forward), 11%/7% → 12%/8% (back), 4%, 9%/6.5% → 5%, 10%/7.5% (up), 6%/4%, 10%/9% → 7%/5%, 11%/10% (down).
- Forward aerial's landing lag decreased: 21 → 18 frames.
- All throws' first hits deal 1% more damage: 2% → 3%.
- Monado Speed's damage output multiplier increased for all variations: 0.72x (default, Decisive)/0.576x (Hyper) → 0.8x/0.64x.
- Monado Buster's damage input multiplier decreased for all variations: 1.2x (default, Decisive)/1.44x (Hyper) → 1.13x/1.356x.
- All variations of Air Slash deal 1% more damage on the first hit: 5%/4% → 6%/5% (Air Slash, Advancing Air Slash), 8%/6% → 9%/7% (Mighty Air Slash).
- All variations of Vision have had their Y-offsets increased: 8 → 9.
|Sonic=* Forward smash's ending lag increased: frame 44 → 48.
- Fixed the grab release glitch.
|Toon Link=* The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened: 4 → 3 frames.
- Fixed bug allowing Toon Link to cancel landing lag of aerials with Bomb.
- Neutral aerial's landing lag decreased: 15 → 12 frames.
|Villager=* Forward item toss on the ground has less ending lag: frame 25 → 24. |Wario=* 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 now receives additional backwards momentum when aerial grab released (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=* An as-of-yet unknown action has been sped up from two frames to one frame. |Wii Fit Trainer=* Air dodge landing lag standardized: 12 → 22 frames.
- Forward aerial's third hitbox is no longer unblockable.
|Yoshi=* Four frames of intangibility have been added to Yoshi's head for his shielding animation. This leaves him less susceptible to shield stabbing, 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.
- Dash attack has more ending lag: frame 45 → 50.
- Down air has increased landing lag: 24 → 28 frames.
- Egg Lay has slower startup: frame 17 → 21.
- Egg Lay and Egg Launch's grab box sizes decreased: 5/6.8 → 4/5.9.
- Fixed the "Giant Yoshi Glitch", which allowed characters to grow to ridiculous sizes in Multi-Man mode after being swallowed by Egg Lay.
- Fixed a glitch that allowed Yoshi to execute a super high High Jump immediately after using Yoshi Bomb.
- Fixed a glitch which allowed Yoshi to teleport back to an edge after using his up special.
- Yoshi can no longer slide on slopes with Yoshi Bomb.
|Zelda=* Up tilt's ending lag decreased: frame 35 → 33, improving its combo ability.
- Up tilt deals more damage: 6.5% → 7.2%.
- Pivot grab's Z-offset decreased: -4 – -18.7 → -4 – -15.7. This lowers its range.
|Zero Suit Samus=* Air dodge landing lag standardized: 15 → 22
- Up smash has slower startup: frame 8 → 10.
- Up smash's first hit has a longer duration: 1 → 2 frames.
- Up smash timing: hits on 8, 11, 14, 17, 20, 23, 28-29 → hits on 10-11, 14, 17, 20, 23, 26, 28-29
- Paralyzer has 4 frames more ending lag.
- Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.
- Grounded opponent angle: 60 → 315
|Additions=No additional content was introduced in this update. |Stages=No stage changes were made in this update. |Universal=* 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.
- DACUS has been removed, making up smashes slightly less versatile.
|{{{char}}} did not receive changes in this update. }}