Super Smash Bros. Ultimate: Difference between revisions

→‎Gameplay changes: General cleanup.
(→‎Gameplay changes: Removed info that contradicted other info)
Tag: Mobile edit
(→‎Gameplay changes: General cleanup.)
Tag: Mobile edit
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*Using a [[flame]] attack on a [[frozen]] character no longer thaws them out.
*Using a [[flame]] attack on a [[frozen]] character no longer thaws them out.
*The physics of launch movement has been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This was mainly done for aesthetic purposes to make moves feel more weighted and impactful. This does not affect moves with [[Knockback#Set knockback|fixed knockback]].
*The physics of launch movement has been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This was mainly done for aesthetic purposes to make moves feel more weighted and impactful. This does not affect moves with [[Knockback#Set knockback|fixed knockback]].
**This change significantly lessen the use of [[hitstun canceling]], as most hitstun and launch speed now wear off as soon as they are able to perform an [[air dodge]] or [[aerial attack]]s.
**This change significantly lessens the usefulness of [[hitstun canceling]], as most of the hits in and launch speed now wear off as soon as you are able to perform an [[air dodge]] or an [[aerial attack]].
**If a character is struck with enough knockback by either a [[meteor smash]] or stage spike, 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>
**If a character is struck with enough knockback by either a [[meteor smash]] or stage spike, they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes meteor smashes more effective, as well as [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref>
**[[Hitstun]] increases at a 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, still allowing for more combo opportunities below high percents.
**[[Hitstun]] increases at a 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, still allowing for more combo opportunities below high percents.
*[[Fall speed]]s and [[gravity]] are now temporarily homogenized during hitstun from knockback which launches at angles 70-110 degrees. This prevents fast fallers from being disproportionately susceptible to ladder combos but also prevents them from having improved vertical survivability while floatier characters have improved vertical survivability.
*[[Fall speed]]s and [[gravity]] are now temporarily homogenized during hitstun from knockback which launches at angles 70°-110°. This prevents fast fallers from being disproportionately susceptible to ladder combos but also prevents them from having improved vertical survivability while floatier characters have improved vertical survivability.
*The base amount of [[freeze frame]]s has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for two players (effectively standardizing freeze frames in one-on-one matches) and a minimum of 0.75× for eight players.
*The base amount of [[freeze frame]]s has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for two players (effectively standardizing freeze frames in one-on-one matches) and a minimum of 0.75× for eight players.
*[[Rage]] has had its knockback increase reduced to a maximum 10% boost, down from 15%. Additionally, it no longer applies to hits that use [[set knockback]], preventing linking moves with high set knockback from KOing at disproportionately early percentages.
*[[Rage]] has had its knockback increase reduced to a maximum 1.1× boost, down from 1.15×. Additionally, it no longer applies to hits that use [[set knockback]], preventing linking moves with high set knockback from KOing at disproportionately early percentages.
*[[Stale-move negation]] uses higher damage reduction values, with a fully stale move dealing 0.4695× of its original damage (down from 0.5294×). Additionally, moves now stale when hitting a shield.
*[[Stale-move negation]] uses higher damage reduction values, with a fully stale move dealing 0.4695× of its original damage (down from 0.5294×). Additionally, moves now stale when hitting a shield.
*[[Shield]]s deplete faster when held, now even surpassing ''Melee''{{'}}s shield depletion.
*[[Shield]]s deplete faster when held, now even surpassing ''Melee''{{'}}s shield depletion.
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*The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref>
*The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref>
**Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent.
**Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent.
**Meteor smash attacks can no longer be teched when grounded regardless of their properties, much like in previous ''Smash Bros.'' titles minus ''Smash 4'', making them more reliable for starting combos.
**Meteor smash attacks can no longer be teched when grounded regardless of their properties, much like in ''Smash Bros.'' titles before ''SSB4'', making them more reliable for starting combos.
*[[Lock]]s can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged [[smash attack]]s. However, they can still be used to combo into faster attacks before the target can get up from the lock.
*[[Lock]]s can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged [[smash attack]]s. However, they can still be used to combo into faster attacks before the target can get up from the lock.
*Characters that originally cannot swim or have a weakness to water in their home series now take slow, constant damage while [[swimming]]. The fighters affected include {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Sonic}}.
*Characters that originally cannot swim or have a weakness to water in their home series now take slow, constant damage while [[swimming]]. The fighters affected include {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Sonic}}.
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*Waiting on a [[revival platform]] now gradually decreases the [[invincibility]] period of a character after they get off it, lasting only one second instead of two if they stay on it for the maximum duration.
*Waiting on a [[revival platform]] now gradually decreases the [[invincibility]] period of a character after they get off it, lasting only one second instead of two if they stay on it for the maximum duration.
*[[Shield break]]ing does not grant the victim any intangibility if it happens during the [[Final countdown timer|last five seconds of a match]].
*[[Shield break]]ing does not grant the victim any intangibility if it happens during the [[Final countdown timer|last five seconds of a match]].
*[[Sudden Death]] consists of the screen slowly zooming in, making the blast zones gradually shrink. It also appears to have a fixed camera angle, and the screen progressively gets covered in aesthetic flames, starting with the corners. This is presumably to balance the gameplay speed of Sudden Death across all stages, especially with large (such as [[Temple]] or [[New Pork City]]), autoscrolling (such as [[Mushroomy Kingdom]]), or [[Stage Builder]] stages. Raining [[Bob-omb]]s from ''Melee'', ''Brawl'' and ''SSB4'' is still present if the screen has finished zooming in and no one is KO'd.
*[[Sudden Death]] consists of the screen slowly zooming in, making the blast zones gradually shrink. It also appears to have a fixed camera angle, and the screen progressively gets covered in aesthetic flames, starting with the corners. This is presumably to balance the gameplay speed of Sudden Death across all stages, especially with large (such as [[Temple]] or [[New Pork City]]), autoscrolling (such as [[Mushroomy Kingdom]]), or [[Stage Builder]] stages. Raining [[Bob-omb]]s from ''Melee'', ''Brawl'' and ''SSB4'' are still present shortly after the screen has finished zooming in.
**All characters participating in Sudden Death are ranked based on what time they are KO'd rather all KO'd characters being automatically ranked 2nd, much like in previous ''Smash Bros.'' titles minus ''Smash 4''.
**All characters participating in Sudden Death are ranked based on what time they are KO'd rather all KO'd characters being automatically ranked 2nd, much like ''Smash Bros.'' titles before ''SSB4''.
*The length of a Timed Battle can be adjusted in 30-second increments between one and three minutes.
*The length of a Timed Battle can be adjusted in 30-second increments between one and three minutes.
*[[Stamina Mode|Stamina]] battles are now part of the basic rule selection, allowing for combinations such as stamina with [[stock]]s.
*[[Stamina Mode|Stamina]] battles are now part of the basic rule selection, allowing for combinations such as stamina with [[stock]]s.
*The [[Final Smash Meter]] is a new [[Rules]] option that enables fighters to charge up their [[Final Smash]] over time for use without a [[Smash Ball]]. When this option is turned on, a gauge will appear under each fighter's [[damage]] display. The more damage the player deals or receives, the more the meter is filled. When it is filled, the player can use a weaker version of their Final Smash.
*The [[Final Smash Meter]] is a new [[Rules]] option that enables fighters to charge up their [[Final Smash]] over time for use without a [[Smash Ball]]. When this option is turned on, a gauge will appear under each fighter's [[damage]] display. The more damage the player deals or receives, the more the meter is filled. When it is filled, the player can use a weaker version of their Final Smash.
*The new [[Custom Balance]] menu allows assigning [[handicap]]s to individual characters. Intended for leveling the field between players of different skill levels, each character can be assigned a Custom Balance value between -3 and +3, with negative numbers reducing [[damage]] dealt, and positive numbers increasing damage dealt. These values are only applied when the Custom Balance [[rule]] option is enabled, which is not available in multi-console wireless or online play.
*The new [[Custom Balance]] menu allows assigning [[handicap]]s to individual characters. Intended for leveling the field between players of different skill levels, each character can be assigned a Custom Balance value between -3 and +3, with negative numbers reducing [[damage]] dealt, and positive numbers increasing damage dealt. These values are only applied when the Custom Balance [[rule]] option is enabled, which is not available in multi-console wireless or online play.
*[[Self-destruct]]ing in online matches with stocks can take away two stocks instead of one (unless it's one on one)
*[[Self-destruct]]ing in online matches with stocks can take away two stocks instead of one (expect on 1v1 battles)
*All [[Smash Taunt]]s now share some consistencies:  
*All [[Smash Taunt]]s now share some consistencies:  
**Subtitles now use the aforementioned main text font, rather than matching those of their respective home series.
**Subtitles now use the aforementioned main text font, rather than matching those of their respective home series.
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