Template:UpdateList (SSBU)/3.0.0: Difference between revisions

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*{{bugfix|Samus no longer launches herself off screen when grab and [[Bomb (Samus)|Bomb]] occur at the same time.}}
*{{bugfix|Samus no longer launches herself off screen when grab and [[Bomb (Samus)|Bomb]] occur at the same time.}}
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}}
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}}
*{{change|Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.}}
*{{newbug|Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.}}
|Dark Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage.}}
|Dark Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage.}}
*{{bugfix|Dark Samus no longer launches herself off screen when grab and [[Bomb (Samus)|Bomb]] occur at the same time.}}
*{{bugfix|Dark Samus no longer launches herself off screen when grab and [[Bomb (Samus)|Bomb]] occur at the same time.}}
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}}
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}}
*{{change|Created visual glitch where Dark Samus's tether grab beam would disconnect from her arm when performed in the air before landing.}}
*{{newbug|Created visual glitch where Dark Samus's tether grab beam would disconnect from her arm when performed in the air before landing.}}
|Yoshi=*{{nerf|[[Egg Throw]] deals less shield damage.}}
|Yoshi=*{{nerf|[[Egg Throw]] deals less shield damage.}}
|Kirby=*{{buff|Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).}}
|Kirby=*{{buff|Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).}}
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|Young Link=*{{nerf|Fire Arrow has received negative shield damage (0 → -2.5).}}
|Young Link=*{{nerf|Fire Arrow has received negative shield damage (0 → -2.5).}}
*{{nerf|Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.}}
*{{nerf|Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.}}
*{{change|An unknown bug was created where opponents would unexpectedly teleport in any direction upon releasing Boomerang.}}
*{{newbug|An unknown bug was created where opponents would unexpectedly teleport in any direction upon releasing Boomerang.}}
|Ganondorf=*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against him.}}
|Ganondorf=*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against him.}}
*{{bugfix|The [[Piranha Plant Void Glitch|void glitch]] has been removed.}}
*{{bugfix|The [[Piranha Plant Void Glitch|void glitch]] has been removed.}}

Revision as of 06:43, July 2, 2021

  • Change Perfect shields will no longer activate multiple times when the shield button is released once. This reduces its downtime, but makes multihit attacks harder to perfect shield, as each hit needs to be manually perfect shielded.
  • Change In Training Mode, perfect shielding against a projectile grants 3 more frames of advantage. This has been properly applied to normal gameplay in 9.0.0.
  • Nerf The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.
  • Bug fix Stun Jacket has been removed.
  • Change Created glitch where electric hitboxes have increased hitlag in training mode.