Super Smash Bros. Ultimate: Difference between revisions

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(→‎Aesthetic changes: Saw this while slowing down replays.)
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*[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85×. This applies until the player lands or uses a [[midair jump]].
*[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85×. This applies until the player lands or uses a [[midair jump]].
*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.
*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.
**If a character is struck with enough knockback by a [[meteor smash]], they will be KO'd as soon as they are off-screen, rather than before reaching the bottom blast line. This makes [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref>
**If a character is struck with enough knockback by a [[meteor smash]], they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref>
*[[Hitstun]] increases at a slightly slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, allowing for more combo opportunities still.
*[[Hitstun]] increases at a slightly slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, allowing for more combo opportunities still.
**According to an in-game [[tip]], hitstun is lower in battles with more than two players, though to what extent is currently unknown.
**According to an in-game [[tip]], hitstun is lower in battles with more than two players, though to what extent is currently unknown.
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