Super Smash Bros. Ultimate: Difference between revisions

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m (→‎Confirmed elements: Elaborated on a note)
(→‎Gameplay changes: This has been an unofficial term being used quite commonly so maybe it fits here...?)
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*To increase gameplay speed, all damage taken in one-on-one fights with no items is increased to 1.2x.
*To increase gameplay speed, all damage taken in one-on-one fights with no items is increased to 1.2x.
*[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85x. This is presumably to offset the aforementioned 1.2x damage increase.
*[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85x. This is presumably to offset the aforementioned 1.2x damage increase.
*While [[knockback]] itself might be unchanged, the physics of launch movement are different - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly.
*While [[knockback]] itself might be unchanged, the physics of launch movement are different from all previous games - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly. This new knockback behavior is unofficially known as "balloon knockback" by the fanbase.
*[[Rage]] only becomes noticeable with damages of 120% or above, and its knockback increase has been toned down.
*[[Rage]] only becomes noticeable with damages of 120% or above, and its knockback increase has been toned down.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield. This updated mechanic allows a perfect-shielding fighter to retaliate much faster against attacks, though it is currently unknown if it forces shields to take damage before a player can retaliate.
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to ''release'' the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield. This updated mechanic allows a perfect-shielding fighter to retaliate much faster against attacks, though it is currently unknown if it forces shields to take damage before a player can retaliate.