Template:UpdateList/1.0.6: Difference between revisions
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|Charizard=*{{buff|Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).}} | |Charizard=*{{buff|Up throw's damage increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw).}} | ||
*{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).}} | *{{nerf|[[Flare Blitz]] deals 1% more [[recoil damage]]: 4% (no collision), 9% (collision) → 5% (no collision), 10% (collision).}} | ||
*{{change|Forward aerial's sweetspot | *{{change|Forward aerial's sourspots deal less knockback (45 base/100 scaling → 35/92), but the sweetspot deals more knockback (25 base/80 scaling → 32/97).}} | ||
*{{buff|[[Fly]]'s knockback increased.}} | *{{buff|[[Fly]]'s knockback increased.}} | ||
*{{buff|Down tilt's start-up and ending lag decreased.}} | *{{buff|Down tilt's start-up and ending lag decreased.}} | ||
|Dark Pit=*{{bugfix|No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.}} | |Dark Pit=*{{bugfix|No longer clips through sloped terrain while using ledge attack as someone else grabs the ledge.}} | ||
|Diddy Kong=*{{nerf|Forward smash has | |Diddy Kong=*{{nerf|Forward smash has more ending lag (FAF 48 → 51).}} | ||
*{{nerf|Forward smash's sweetspot launches opponents at a higher angle | *{{nerf|Forward smash's sweetspot launches opponents at a higher angle (40° → 46°).}} | ||
*{{ | *{{nerf|Up aerial deals less damage (8% → 6%) without compensation on its knockback, significantly hindering its KO potential.}} | ||
*{{nerf|Forward | **{{buff|However, this also improves its combo potential at higher percents.}} | ||
*{{change|Up throw deals less damage (10% → 8%) | *{{nerf|Forward aerial deals less damage (12% (clean)/10% (late) → 10%/8%).}} | ||
*{{ | *{{change|Up throw deals less damage (6% (throw)/10% (total) → 4%/8%) without compensation on its knockback. This hinders its KO potential but improves its followup potential at higher percents.}} | ||
*{{buff|[[Monkey Flip]] | *{{nerf|Down throw deals less damage (7% → 6%) and it has increased kncokback scaling (40 → 50). This gives the throw more knockback overall, hindering its combo potential at higher percents.}} | ||
*{{nerf|Monkey Flip | *{{buff|[[Monkey Flip]]'s kick now has an extra hitbox that deals 10% damage near the end of the kick.}} | ||
*{{nerf|Monkey Flip | *{{nerf|Monkey Flip's grab deals less damage (12% → 10%).}} | ||
*{{nerf|Monkey Flip's jump deals less damage (10% → 8%).}} | |||
|Donkey Kong=*{{buff|[[Giant Punch]] charges significantly faster|172 frames|144.}} | |Donkey Kong=*{{buff|[[Giant Punch]] charges significantly faster|172 frames|144.}} | ||
*{{nerf|[[Headbutt]] no longer stalls Donkey Kong in midair.}} | *{{nerf|[[Headbutt]] no longer stalls Donkey Kong in midair.}} | ||
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|Lucario=*{{Bugfix|Fixed a [[landing lag glitch]] for Extreme Speed.}} | |Lucario=*{{Bugfix|Fixed a [[landing lag glitch]] for Extreme Speed.}} | ||
|Lucina=*{{Buff|Forward aerial deals 0.5% more damage|8.075%|8.575%.}} | |Lucina=*{{Buff|Forward aerial deals 0.5% more damage|8.075%|8.575%.}} | ||
*{{ | *{{buff|Down tilt deals 0.5% more damage|8.075%|8.575%.}} | ||
*{{ | *{{buff|Forward smash deals 0.55% more damage|14.725%|15.275%.}} | ||
*{{ | *{{buff|Down smash's second hit deals 0.5% more damage|13.775%|14.275%.}} | ||
*{{ | *{{buff|Uncharged [[Shield Breaker]] deals 0.5% more damage|8.075%|8.575%.}} | ||
*{{ | *{{buff|Fully charged Shield Breaker deals 1% more damage|21.85%|22.85%.}} | ||
*{{ | *{{buff|The first hit of neutral attack has less ending lag (FAF 30 → 27).}} | ||
*{{ | *{{buff|Forward tilt has less ending lag (FAF 40 → 36).}} | ||
*{{ | *{{buff|The first hit of Dancing Blade has less ending lag on the ground (FAF 47 → 43).}} | ||
*{{ | *{{buff|The third hit of Dancing Blade launches opponents at a lower angle (60°/70°/35° → 50°/55°/40°) and has more base knockback (30 → 40) allowing it to connect into the fourth hit more reliably.}} | ||
|Luigi=*{{nerf|[[Fireball]] deals 1% less damage the farther it goes: 6% → 5% (late).}} | |Luigi=*{{nerf|[[Fireball]] deals 1% less damage the farther it goes: 6% → 5% (late).}} | ||
|Mario=*{{buff|Forward smash's sourspot covers more of Mario's arm, reducing its point-blank blind spot.}} | |Mario=*{{buff|Forward smash's sourspot covers more of Mario's arm, reducing its point-blank blind spot.}} | ||
*{{change|Forward smash's sourspot can no longer send opponents behind Mario.}} | *{{change|Forward smash's sourspot can no longer send opponents behind Mario.}} | ||
{{UpdateList/1.0.6/Mario}} | {{UpdateList/1.0.6/Mario}} | ||
|Marth=*{{buff| | |Marth=*{{buff|The first hit of neutral attack has less ending lag (FAF 30 → 27).}} | ||
*{{buff|Forward tilt | *{{buff|Forward tilt has less ending lag (FAF 40 → 36).}} | ||
*{{buff|Dancing Blade | *{{buff|The first hit of Dancing Blade has less ending lag on the ground (FAF 47 → 43).}} | ||
*{{buff|Dancing Blade | *{{buff|The third hit of Dancing Blade launches opponents at a lower angle (60°/70°/35° → 50°/55°/40°) and has more base knockback (30 → 40) allowing it to connect into the fourth hit more reliably.}} | ||
|Mega Man=*{{Buff|Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).}} | |Mega Man=*{{Buff|Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).}} | ||
*{{Bugfix|Landing lag glitch has been fixed.}} | *{{Bugfix|Landing lag glitch has been fixed.}} | ||
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|Mr. Game & Watch=*{{buff|Forward tilt base knockback increased|20|30.}} | |Mr. Game & Watch=*{{buff|Forward tilt base knockback increased|20|30.}} | ||
*{{buff|Chef (all variations) pan size increased|5.76|6.76.}} | *{{buff|Chef (all variations) pan size increased|5.76|6.76.}} | ||
|Olimar=*{{bugfix| | |Olimar=*{{nerf|Forward smash deals less knockback (30 (base)/92/101/90 (scaling red/(yellow/blue/white)/purple) → 33/(86/94/84).}} | ||
*{{nerf|Up smash has less knockback scaling (86/79/82 (red clean near/clean far/late)/94/86/90 (yellow/blue/white clean near/clean far/late)/84/77/81(purple clean near/clean far/late) → 83/74/78 (R)/91/81/85 (YBW)/81/72/76 (P)).}} | |||
*{{nerf|Down smash deals less knockback (30/22/0 (base/late (red/yellow/blue/white/late (purple))/89/97/78 (scaling red/(yellow/blue/white)/purple) → (32/25 (RBYW)/32/0 (P)/(81/89/72).}} | |||
*{{change|Pummel now has transcendent priority.}} | |||
*{{change|Pikmin can no longer be seen immediately when plucked out of the ground (frame 1 → 2).}} | |||
*{{change|Order tackle can no longer be reflected when the Pikmin return to Olimar.}} | |||
**{{bugfix|As a result, this fixed a glitch where [[reflect]]ing Order Tackle would give the Pikmin a permanent power boost.}} | |||
***{{nerf|This hinders Order Tackle's utility in doubles, as Olimar can no longer attach Pikmin to a {{SSB4|Fox}} holding out a [[Reflector (Fox)|Reflector]], return the Pikmin and have the Pikmin deal over 999% damage and [[OHKO]] opponents when used as an attack.}} | |||
|Pac-Man=*{{buff|[[Pac-Jump]] can no longer be [[Pocket]]ed.}} | |Pac-Man=*{{buff|[[Pac-Jump]] can no longer be [[Pocket]]ed.}} | ||
|Palutena=*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's shorts and skirt were darkened and lengthened to be less revealing in the Japanese version.}} | |Palutena=*{{change|Due to concerns raised by {{s|wikipedia|CERO}}, Palutena's shorts and skirt were darkened and lengthened to be less revealing in the Japanese version.}} | ||
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|''{{{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:Super Smash Bros. for Wii U Update Lists]][[Category:Templates]]</noinclude> |
Latest revision as of 09:44, September 2, 2022
- Pressing A + B together produces smash attacks. This can be disabled in the Controls menu.
- Tilting the analog stick + smash stick together produces smash attacks instead of tilt attacks.
- It is no longer possible to perform tilt attacks or smash attacks while holding a throwing item.
- The player's selected name now persists between modes.
- Fixed glitch where feeding an amiibo would affect CPU characters in Master Orders.
- In Team Battles, CPUs use Share Stock a couple seconds after they lose their stocks, rather than instantly.