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| | |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| | |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| | |Diddy Kong=*{{nerf|Neutral infinite's loop hits deals less damage per hit (1% → 0.6%).}} | ||
*{{buff| | *{{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|Neutral infinite's loop hits have bigger hitboxes (2.8u → 3u).}} | |||
*{{buff| | *{{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| | *{{bugfix|Diddy Kong can no longer use [[Peanut Popgun]] to cancel non-tumble hitstun.}} | ||
*{{bugfix| | **{{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 | *{{change|Exploding Popgun can no longer hit damageable floors.}} | ||
*{{nerf|Monkey Flip's | *{{nerf|Monkey Flip's grab has more startup lag with a shorter duration (frames 19-36 → 20-36).}} | ||
*{{change| | *{{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 | *{{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 | |Dr. Mario=*{{buff|Forward aerial has increased knockback scaling (85 (early/late)/95 (clean) → 95/102)}} | ||
*{{buff|Down aerial landing lag | *{{buff|Down aerial's loop hits deal 0.336% more damage (1.568% → 1.904%)}} | ||
*{{nerf|Down aerial deals less damage overall | *{{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| | |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| | *{{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 ( | *{{buff|Down aerial has less ending lag (FAF 58 → 52) and landing lag (26 frames → 23).}} | ||
*{{buff|[[Blaster]] | *{{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| | *{{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=*{{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 | *{{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 | *{{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 | **In '''{{GameIcon|ssb4-wiiu}} 1.0.0''', the FAF was 50. | ||
*{{nerf| | *{{nerf|Up smash's first hit has a smaller hitbox (6.5u → 5u).}} | ||
*{{nerf| | *{{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| | *{{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.}} | |||
*{{buff|Down smash deals | *{{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 | *{{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.}} | ||
*{{ | *{{buff|Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).}} | ||
*{{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).}} | |||
*{{ | *{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}} | ||
*{{nerf|Up aerial's | *{{buff|[[Shadow Sneak]] and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).}} | ||
*{{buff|Up aerial's | *{{buff|Shadow Sneak has less ending lag (FAF 77 → 67).}} | ||
*{{buff|Shadow Sneak and Shadow Strike | *{{bugfix|Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.}} | ||
*{{buff|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|Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).}} | |||
*{{bugfix|Fixed a glitch where Greninja could cancel | *{{nerf|High-Capacity Pump has less set knockback (100 → 90).}} | ||
*{{nerf| | |Ike=*{{buff|The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.}} | ||
*{{nerf|Hydro Pump | **{{nerf|However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.}} | ||
*{{nerf|High-Capacity Pump | *{{buff|Forward tilt has considerably lower ending lag (FAF 54 → 45).}} | ||
|Ike=*{{buff| | *{{buff|Down tilt has considerably lower ending lag (FAF 39 → 29).}} | ||
*{{buff|Forward tilt has | *{{buff|Down tilt deals more damage (7% → 8%).}} | ||
*{{buff|Down tilt has | *{{nerf|Down tilt has smaller hitboxes (4u → 3.8u/3u).}} | ||
*{{buff|Down tilt deals | *{{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 | **{{nerf|However, this also hinders its edgeguarding potential.}} | ||
*{{buff|Down tilt | *{{buff|Down smash has less ending lag (FAF 74 → 71).}} | ||
*{{buff|Down smash has | *{{change|Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.}} | ||
*{{change|Down smash | *{{buff|Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).}} | ||
*{{buff|Forward | *{{buff|Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.}} | ||
*{{nerf|Forward | *{{nerf|Forward aerial has a shorter duration (frames 16-20 → 13-16).}} | ||
*{{buff|Forward | *{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).}} | ||
*{{buff|Back | *{{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 | *{{buff|Back aerial deals more damage (13% → 14%), improving its KO potential.}} | ||
*{{ | *{{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]] | *{{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.}} | ||
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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 | |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|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 | *{{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.}} | ||
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*{{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=*{{ | |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 | *{{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°}} | ||
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*{{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 | |Marth=*{{Bugfix|Using Counter after being trumped from the ledge no longer changes momentum.}} | ||
|Mega Man=*{{buff|Mega Man | |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.}} | ||
*{{buff|[[Leaf Shield]] can be acted out of sooner.}} | *{{buff|[[Leaf Shield]] can be acted out of sooner.}} | ||
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*{{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- | |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 | **{{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 | *{{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 | *{{buff|Pikmin have increased follow distance (18 → 23) if they have to change direction.}} | ||
*{{buff|Pikmin Throw's latch time increased | *{{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%.}} | ||
*{{ | *{{buff|[[Power Pellet]] heals more damage|1%|2%.}} | ||
*{{ | *{{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.}} | ||
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*{{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 | *{{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=*{{ | |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.}} | ||
|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| | **{{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.}} | |||
**{{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=*{{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 | |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| | *{{nerf|Rosalina's down tilt has more startup lag with a shorter hitbox duration (frames 4-8 → 5-8).}} | ||
*{{nerf| | *{{change|Rosalina's down tilt's near hitboxes have swapped priority.}} | ||
*{{nerf| | *{{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| | *{{nerf|Rosalina's forward smash has slightly less knockback scaling (115 → 111), hindering its KO potential.}} | ||
*{{buff|Luma up smash has | *{{nerf|Rosalina's up smash has less knockback scaling (100 → 90), considerably hindering its KO potential.}} | ||
*{{nerf| | *{{nerf|Rosalina's up smash has a smaller hitbox on her head (5u → 4u).}} | ||
*{{ | *{{buff|Luma's up smash has a larger hitbox (4u → 5.5u).}} | ||
*{{change| | *{{buff|Luma's up smash deals more damage during its late hit (4% → 5%).}} | ||
*{{nerf| | *{{nerf|Rosalina's down smash has more ending lag (FAF 36 → 42).}} | ||
*{{nerf|All grabs have more ending lag | *{{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 | *{{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 | *{{change|Rosalina's forward aerial has higher base knockback on its loop hits (20/35 → 55).}} | ||
*{{change| | *{{nerf|Rosalina's forward aerial has less base knockback on the final hit (60 → 50).}} | ||
*{{change|Lumas | *{{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 | |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| | **{{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 | *{{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 knockback | *{{nerf|Up aerial's final hit has less knockback scaling (155 → 138), significantly hindering its KO potential.}} | ||
*{{nerf|[[Needle Storm]] has | *{{nerf|[[Needle Storm]] has more ending lag on the ground (FAF 41 → 47), hindering its safety and combo potential.}} | ||
*{{nerf|[[Bouncing Fish]] | *{{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 | |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| | *{{buff|Neutral aerial has less landing lag (15 frames → 12).}} | ||
*{{ | *{{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 | *{{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 | |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 | *{{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 | *{{nerf|Egg Lay and Egg Launch have smaller grabboxes (5u/6.8u → 4u/5.9u).}} | ||
*{{nerf|Egg Lay and Egg Launch | |||
*{{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 | *{{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 | |Zero Suit Samus=*{{nerf|Air dodge has more landing lag (14 frames → 21), now matching the rest of the cast.}} | ||
*{{nerf|Up smash has | *{{nerf|Up smash has more startup lag (frame 8 → 10).}} | ||
*{{buff|Up smash's first hit has a longer duration | *{{buff|Up smash's first hit has a longer duration (frame 8 → 10-11).}} | ||
*{{change|Up smash | *{{change|Up smash's loop hits all start 3 frames later.}} | ||
*{{nerf|[[Paralyzer]] has | *{{nerf|[[Paralyzer]] has more ending lag (FAF 25 (from release) → 29).}} | ||
*{{ | *{{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|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.}} | |||
|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 | |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
- 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.
- DACUS has been removed, making certain up smashes slightly less versatile.