Template:UpdateList/1.1.6: Difference between revisions

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(What I meant to say was that it wouldn't hurt if someone took care of the wording. Not everyone can understand all this crap.)
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{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Bayonetta=*{{nerf|Forward aerial's first two hits deal less damage (3.8%/2.8% → 3%/2.2%), while the third hit has lower knockback scaling (82 → 68). In addition, a frame speed multiplier of 1.2x has been added to frame 29. This makes the move autocancel 1 frame later and be interruptible 2 frames later.}}  
|Bayonetta=*{{nerf|Forward aerial's first two hits deal less damage (3.8%/2.8% → 3%/2.2%), while the third hit has lower knockback scaling (82 → 68). In addition, a [[frame speed multiplier]] of 1.2x has been added to frame 29. This makes the move autocancel on frame 35 and be interruptible on frame 40.}}  
*{{nerf|Upward [[After Burner Kick]] has higher knockback scaling (40/30/100 → 50/38/112), which makes it more difficult to combo at high percentages.}}
*{{nerf|Upward [[After Burner Kick]] has higher knockback scaling (40/30/100 → 50/38/112), which makes it more difficult to combo at high percentages.}}
*{{nerf|Downward After Burner Kick deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move much worse at comboing, even if the opponent applies no DI.}}
*{{nerf|Downward After Burner Kick deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move much worse at comboing, even if the opponent applies no DI.}}
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*{{nerf|Down aerial's landing hit has lower knockback scaling (140 → 135).}}
*{{nerf|Down aerial's landing hit has lower knockback scaling (140 → 135).}}
*{{nerf|[[Witch Twist]] has a higher SDI multiplier (1x → 2x), allowing opponents to escape her combos and KO confirms. The upper part of the middle hit also deals less knockback (160 fixed/100 scaling → 140/97) and all have less range (Y offset: 24 → 21, radius: 8 → 7).}}  
*{{nerf|[[Witch Twist]] has a higher SDI multiplier (1x → 2x), allowing opponents to escape her combos and KO confirms. The upper part of the middle hit also deals less knockback (160 fixed/100 scaling → 140/97) and all have less range (Y offset: 24 → 21, radius: 8 → 7).}}  
**{{buff|Due to Witch Twist's autolink angle knockback, the change in SDI multiplier allows opponents to be KO'd easily at early percent near close to the upper blast line.}}
*{{buff|Last hit of first Witch Twist deals less knockback (50 base/105 scaling → 55/80), allowing for more follow-ups at higher percentages.}}
*{{buff|Last hit of first Witch Twist deals less knockback (50 base/105 scaling → 55/80), allowing for more follow-ups at higher percentages.}}
*{{nerf|Last hit of first Witch Twist has a smaller hitbox (radius: 9 → 8.5) and lower vertical positioning (Y offset: 20 → 19)).}}
*{{nerf|Last hits of first and second Witch Twist has a smaller hitbox (radius: 9 → 8.5) and lower vertical positioning (Y offset: 20 → 19). The last hit of second Witch Twist has increased base knockback (30 → 50).}}
*{{nerf|Last hit of second Witch Twist has increased base knockback (30 → 50) and a smaller hitbox (radius: 9 → 8.5). It also has modified vertical positioning (Y offset: 20 → 19).}}
|Stages=''No stage changes were made in this update.''
|Stages=''No stage changes were made in this update.''
|Universal=''No universal changes were made in this update.''
|Universal=''No universal changes were made in this update.''
|''{{{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 02:18, March 8, 2021

No universal changes were made in this update.