Template:UpdateList (SSBU)/3.1.0: Difference between revisions

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{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Donkey Kong=*{{buff|[[Giant Punch]] has longer [[Armor|super armor]] when using a fully-charged punch.}}
|Donkey Kong=*{{buff|[[Giant Punch]] has longer [[Armor|super armor]] when using a fully-charged punch.}}
*{{bugfix|Fixed a bug that caused Donkey Kong to not get armor when landing during frames 12-17 of Giant Punch.}}
|Link=*{{change|The animation for when Link throws a large item has been adjusted.}}
|Link=*{{change|The animation for when Link throws a large item has been adjusted.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
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*{{bugfix|Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosen [[Monado Art]].}}
*{{bugfix|Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosen [[Monado Art]].}}
*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}}
*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}}
|Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
|Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).}}
|Pikachu=*{{buff|Standing grab has more range (hitboxes: 3.1u → 4.0u (against grounded opponents), 1.55u → 2.0u (against aerial opponents)).}}
|Pikachu=*{{buff|Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.}}
|Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}}
|Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}}
*{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}}
*{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}}
*{{buff|Neutral attack's second hit transitions into its third hit faster. The middle hitbox has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).}}
*{{buff|The middle hitbox of neutral attack's second hit has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).}}
*{{buff|Neutral attack's third hit's hitbox has moved forward.}}
*{{buff|Neutral attack's third hit's hitbox has moved forward (Z offset: 8.2u → 9.2u).}}
*{{buff|Grab aerial has a bigger hitbox.}}
*{{buff|When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.}}
*{{buff|When landing with grab aerial, its plunger has a higher position. This lengthens its duration before it touches the ground.}}
*{{bugfix|Luigi Cyclone's [[invincibility]] no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.}}
*{{bugfix|Luigi Cyclone's [[invincibility]] no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.}}
**{{nerf|This slightly hinders Luigi Cyclone's utility.}}
**{{nerf|This slightly hinders Luigi Cyclone's utility.}}
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*{{buff|[[Raptor Boost]]'s uppercut has less startup lag (frame 6 → 5).}}
*{{buff|[[Raptor Boost]]'s uppercut has less startup lag (frame 6 → 5).}}
*{{buff|Raptor Boost's [[armor]] has a higher damage threshold (8% → 10%).}}
*{{buff|Raptor Boost's [[armor]] has a higher damage threshold (8% → 10%).}}
*{{buff|Raptor Boost deals more hitstun (+0 → +2).}}
*{{buff|Grounded Raptor Boost deals more hitstun (+0 → +3).}}
*{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}}
*{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}}
|Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).}}
*{{buff|Neutral attack 2 has more range.}}
*{{buff|Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.0u).}}
|Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
|Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).}}
*{{buff|Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Back throw has less knockback scaling (95 → 88), no longer KOing at reasonable percents.}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|[[Peach Bomber]] has more ending lag if it connects (FAF 19 25), though the period when the drift starts remains unchanged.}}
*{{nerf|[[Peach Bomber]] has more ending lag if it connects (FAF 21 27), though the period when the drift starts remains unchanged.}}
*{{buff|[[Peach Parasol]]'s hits connect more reliably.}}
*{{buff|[[Peach Parasol]]'s hits connect more reliably.}}
*{{nerf|[[Vegetable]] has more ending lag (FAF 37 → 40).}}
*{{nerf|[[Vegetable]] has more ending lag (FAF 37 → 40).}}
|Daisy=*{{change|Daisy's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
|Daisy=*{{change|Daisy's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{change|Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.}}
*{{newbug|Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.}}
*{{buff|Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).}}
*{{buff|Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Back throw has less knockback scaling (95 → 88), no longer KOing at reasonable percents.}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|[[Daisy Bomber]] has more ending lag if it connects (FAF 19 25), though the period when the drift starts remains unchanged.}}
*{{nerf|[[Daisy Bomber]] has more ending lag if it connects (FAF 21 27), though the period when the drift starts remains unchanged.}}
*{{buff|[[Daisy Parasol]]'s hits connect more reliably.}}
*{{buff|[[Daisy Parasol]]'s hits connect more reliably.}}
*{{nerf|Vegetable has more ending lag (FAF 37 → 40).}}
*{{nerf|Vegetable has more ending lag (FAF 37 → 40).}}
|Bowser=*{{bugfix|Opponents that are hit during [[Flying Slam]]'s initial grab now interrupt Flying Slam instead of it slamming without an opponent.}}
|Ice Climbers=*{{change|Ice Climbers recover midair jumps in the same way as other fighters.}}
|Ice Climbers=*{{change|Ice Climbers recover midair jumps in the same way as other fighters.}}
*{{nerf|Nana will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.}}
*{{nerf|Partner climber will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.}}
*{{bugfix|An unknown glitch that launches Nana at significant high knockback has been fixed.}}
*{{bugfix|An unknown glitch that launches the partner climber at significant high knockback has been fixed.}}
|Pichu=*{{nerf|Pichu has a larger hurtbox, now covering most of its ears.}}
|Pichu=*{{nerf|Pichu has a larger hurtbox, now covering most of its ears.}}
*{{change|Pichu's full shield is bigger. This makes it less likely for Pichu to get [[Shield_stab|shield poked]], but also makes it easier to hit the shield to apply pressure to it.}}
*{{change|Pichu's full shield is bigger. This makes it less likely for Pichu to get [[Shield_stab|shield poked]], but also makes it easier to hit the shield to apply pressure to it.}}
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*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}}
*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}}
*{{nerf|All electrical moves except for pummel and [[Volt Tackle]] cause more recoil damage. While this allows it to build up [[rage]] faster, it mostly worsens its already poor survivability and makes it easier to KO.}}
*{{nerf|All electrical moves except for pummel and [[Volt Tackle]] cause more recoil damage. While this allows it to build up [[rage]] faster, it mostly worsens its already poor survivability and makes it easier to KO.}}
**{{nerf|Forward tilt: 0.7% → 1%}}
**{{nerf|Forward tilt: 0.7% → 1%.}}
**{{nerf|Forward smash: 1.5% → 2%}}
**{{nerf|Forward smash: 1.5% → 2%.}}
**{{nerf|Down smash: 0.8% → 1.3%}}
**{{nerf|Down smash: 0.8% → 1.3%.}}
**{{nerf|Forward aerial: 1% → 1.5%}}
**{{nerf|Forward aerial: 1% → 1.5%.}}
**{{nerf|Back aerial: 1% → 1.5%}}
**{{nerf|Back aerial: 1% → 1.5%.}}
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox)}}
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox).}}
**{{nerf|Forward throw: 0.5% → 0.8%}}
**{{nerf|Forward throw: 0.5% → 0.8%.}}
**{{nerf|[[Thunder Jolt]]: 0.4% → 0.7%}}
**{{nerf|[[Thunder Jolt]]: 0.4% → 0.7%.}}
**{{nerf|[[Skull Bash]]: 1.5% → 1.8%}}
**{{nerf|[[Skull Bash]]: 1.5% → 1.8%.}}
**{{nerf|[[Agility]]: 0.6% → 0.9% (first zip), total: 2% → 2.3%}}
**{{nerf|[[Agility]]: 0.6% → 0.9% (first zip), total: 2% → 2.3%.}}
**{{nerf|[[Thunder]]: 3% → 3.5%}}
**{{nerf|[[Thunder]]: 3% → 3.5%.}}
|Lucina=*{{nerf|Forward smash has less knockback scaling (77 → 73).}}
|Lucina=*{{nerf|Forward smash has less knockback scaling (77 → 73).}}
*{{change|Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.}}
*{{change|Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.}}
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*{{buff|[[Flip Jump]] travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.}}
*{{buff|[[Flip Jump]] travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.}}
|Wario=*{{bugfix|Fixed a rare glitch where Wario's bike would instantly turn sideways.}}
|Wario=*{{bugfix|Fixed a rare glitch where Wario's bike would instantly turn sideways.}}
|Snake=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26)}}
|Snake=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26).}}
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}
|Ivysaur=*{{buff|[[Bullet Seed]]'s hits connect more reliably.}}
|Ivysaur=*{{buff|[[Bullet Seed]]'s first hit connects more reliably (FKB: 110 → 100.}}
|Charizard=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Charizard=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.}}
*{{buff|Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.}}
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*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).}}
*{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}}
*{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}}
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}}
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}}
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]]. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.}}
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]]. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage.}}
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage (total: 7% → 16%).}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage.}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).}}
*{{nerf|Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.}}
*{{nerf|Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).}}
|King Dedede=*{{bugfix|Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.}}
|King Dedede=*{{bugfix|Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.}}
|Olimar=*{{nerf|Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] him.}}
|Olimar=*{{nerf|Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] him.}}
*{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
*{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (non-Purple: frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29); Purple: 11-14/15-19/20-24 → 11-12/13-18/19-24).}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{bugfix|Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.}}
*{{bugfix|Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.}}
*{{nerf|[[Winged Pikmin]] travels a significantly shorter distance with consecutive uses.}}
*{{nerf|[[Winged Pikmin]] takes twice as long to regenerate its flight time after each use.}}
|Lucario=*{{buff|All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).}}
|Lucario=*{{buff|All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).}}
*{{buff|Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).}}
*{{buff|Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).}}
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*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Neutral aerial has two additional hitboxes that can only hit grounded opponents.}}
*{{buff|Neutral aerial has two additional hitboxes that can only hit grounded opponents.}}
*{{buff|Up aerial's sweetspot has a larger hitbox (4.0u → 5.0u).}}
*{{buff|Up aerial's clean hit has a larger hitbox (4.0u → 5.0u).}}
*{{nerf|Up aerial's late hit has less range (Y offset: 17u-12u → 17u-13u).}}
*{{buff|Down aerial's hits connect more reliably.}}
*{{buff|Down aerial's hits connect more reliably.}}
*{{buff|Down aerial's lower hitboxes have more range (size: 4.2u → 4.6u; Y offset: 2u → 2.2u).}}
*{{buff|[[Aura Sphere]] no longer pushes opponents away as much while charging.}}
*{{buff|[[Aura Sphere]] no longer pushes opponents away as much while charging.}}
*{{buff|Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).}}
*{{buff|Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).}}
*{{buff|Aura Sphere travels farther.}}
*{{buff|Aura Sphere travels farther.}}
*{{buff|Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).}}
*{{buff|Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).}}
*{{buff|[[Force Palm]] has more grab range.}}
*{{buff|[[Force Palm]] has more grab range (Z offset: 4.8u/6.5u → 5.3u/7.4u).}}
*{{bugfix|Opponents no longer move through Lucario during Force Palm's startup.}}
*{{bugfix|Opponents no longer move through Lucario during Force Palm's startup.}}
|R.O.B.=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|R.O.B.=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).}}
*{{buff|Neutral attack 2 has more range.}}
*{{buff|Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).}}
|Toon Link=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Toon Link=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
|Wolf=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Wolf=*{{buff|Neutral attack has received various changes to connect more reliably.}}
*{{buff|Neutral attack 2 has more range and connects into neutral attack 3 more reliably.}}
**{{buff|The first hit's second hitbox has been moved closer to Wolf (Z offset: 6.5u → 8u), with the third and fourth hitboxes instead covering a larger horizontal area (Z offset: 11u → 10u-11u) and having more knockback scaling (15 → 20), better dragging opponents towards Wolf.}}
*{{buff|Neutral attack 3 has been moved forward to connect better from neutral attack 2.}}
**{{buff|The second and third hit's outermost hitboxes are displaced further horizontally (Z offset: 11u → 12u (hit 2), 9.5u → 11u (hit 3)). As a result, the third hit is less likely to miss opponents after the second hit at higher percents.}}
*{{nerf|The sweetspotted front hit of down smash deals less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.}}
*{{nerf|The sweetspotted front hit of down smash deals noticeably less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.}}
**{{buff|This also allows down smash to kill slightly earlier when used from across the stage.}}
**{{buff|However, this allows it to KO slightly earlier from across the stage.}}
*{{nerf|{{b|Blaster|Wolf}} has more ending lag (FAF 50 → 53).}}
*{{nerf|{{b|Blaster|Wolf}} has more ending lag (FAF 50 → 53).}}
*{{buff|[[Fire Wolf]]'s hits connect more reliably.}}
*{{buff|[[Fire Wolf]]'s first hit and looping hits deal less knockback (40 base/25 scaling → 50/10 (hit 1), 60/98/60/88 base → 60/35/60/40 (looping hits)), allowing them to connect more reliably.}}
*{{nerf|The last hit of Fire Wolf has less range (hitbox size: 9.0u 6.0u).}}
*{{nerf|The last hit of Fire Wolf has smaller hitboxes (9u 6u).}}
*{{buff|{{b|Reflector|Wolf}} has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.}}
*{{buff|{{b|Reflector|Wolf}} has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.}}
*{{buff|Reflector grants intangibility earlier (frame 6 → 5).}}
*{{buff|Reflector grants intangibility earlier (frame 6 → 5).}}
*{{buff|Reflector reflects projectiles earlier (frame 10 → 9).}}
*{{buff|Reflector reflects projectiles earlier (frame 10 → 9).}}
|Villager=*{{buff|Up smash's hits connect more reliably.}}
|Villager=*{{buff|Up smash's hits connect more reliably.}}
|Wii Fit Trainer=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
**{{nerf|This change boosted the firework launcher's base knockback to connect to the explosion more reliably. However, it was increased so much that it can sometimes launch the opponent out of the explosion, making the move miss entirely.}}
|Wii Fit Trainer=*{{buff|Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.}}
|Rosalina & Luma=*{{nerf|Luma has less HP (50 → 40).}}
|Rosalina & Luma=*{{nerf|Luma has less HP (50 → 40).}}
*{{buff|Luma takes less time to respawn when there are 1-3 opponents (11 seconds → 10 (1 opponent), 9 → 7 (2 opponents), 7 → 5 (3 opponents)).}}
*{{buff|Luma takes less time to respawn when there are 1-3 opponents (11 seconds → 10 (1 opponent), 9 → 7 (2 opponents), 7 → 5 (3 opponents)).}}
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*{{buff|Rosalina can grab ledges faster after using forward aerial (84 frames → 79).}}
*{{buff|Rosalina can grab ledges faster after using forward aerial (84 frames → 79).}}
*{{buff|All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).}}
*{{buff|All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).}}
*{{buff|[[Launch Star]] grants increased [[fast-fall]] speed after being used.}}
*{{buff|[[Launch Star]] allows to [[fast-fall]] sooner after being used.}}
*{{buff|Luma has less ending lag after [[Gravitational Pull]] is used (FAF 43 → 40), matching Rosalina's lag.}}
*{{buff|Luma has less ending lag after [[Gravitational Pull]] is used (FAF 43 → 40), matching Rosalina's lag.}}
|Little Mac=*{{buff|Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.}}
|Little Mac=*{{buff|Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.}}
*{{buff|Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.}}
*{{buff|Neutral attack 3 has more range.}}
*{{buff|Neutral attack 3 has more range(Y/Z offsets: 10u/3u → 8u/6u).}}
*{{buff|Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.}}
*{{buff|Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.}}
*{{buff|Forward tilt's hits connect more reliably against opponents in the air.}}
*{{buff|Forward tilt's hits connect more reliably against opponents in the air.}}
*{{buff|Down tilt has more range.}}
*{{buff|Down tilt has more range.}}
*{{buff|Up smash has more super armor (frames 8-11 → 8-13).}}
*{{buff|Up smash has more super armor (frames 8-11 → 8-13).}}
*{{nerf|Up smash's hitbox duration is 1 frame shorter (frame 10-14 -> 10-13), making it harder to hit opponents above and behind Little Mac. This change appears to have been unintentional. <ref>https://twitter.com/Meshima_/status/1326706130333003776</ref>}}
*{{buff|[[Straight Lunge]] has less ending lag when it is grounded and not fully charged (FAF 50 → 45).}}
*{{buff|[[Straight Lunge]] has less ending lag when it is grounded and not fully charged (FAF 50 → 45).}}
*{{buff|[[KO Uppercut]] has significantly less ending lag when it is grounded (FAF 97 → 77).}}
*{{buff|[[KO Uppercut]] has significantly less ending lag when it is grounded (FAF 97 → 77).}}
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*{{buff|Neutral infinite has more range.}}
*{{buff|Neutral infinite has more range.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))}}
*{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).}}
**{{buff|Because of this, forward aerial can now [[auto-cancel]] in a [[short hop]].}}
**{{buff|Because of this, forward aerial can now [[auto-cancel]] in a [[short hop]].}}
**{{buff|The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes  and semi-spikes.}}
**{{buff|The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes  and semi-spikes.}}
**{{change|Mii Brawler harder to combo, but at the cost of easier to juggle.}}
**{{change|Mii Brawler is harder to combo, but at the cost of easier to juggle.}}
**{{nerf|Mii Brawler can act later after being footstooled in the air (FAF 31 → 35)}}
**{{nerf|Mii Brawler can act later after being footstooled in the air (FAF 31 → 35).}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}
*{{bugfix|Counter Throw collision with [[Alolan Whip]] no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.}}
*{{bugfix|Counter Throw collision with [[Alolan Whip]] no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.}}
|Mii Gunner=*{{buff|Up smash's hits connect more reliably.}}
|Mii Gunner=*{{buff|Up smash's hits connect more reliably.}}
|Pac-Man=*{{bugfix|Fixed an issue that resulted in Pac-Man facing the wrong way.}}
|Pac-Man=*{{bugfix|Fixed an issue that resulted in Pac-Man facing the wrong way.}}
*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Up smash's hits connect more reliably. (Hit 1 angle: 112° → 135°).}}
|Robin=*{{bugfix|Fixed an issue that resulted in Robin losing functionality when getting hit by {{SSBU|Lucas}}'s [[PSI Magnet]] and absorbing Thoron at the same time.}}
|Robin=*{{bugfix|Fixed an issue that resulted in Robin losing functionality when getting hit by {{SSBU|Lucas}}'s [[PSI Magnet]] and absorbing Thoron at the same time.}}
|Shulk=*{{buff|Neutral attack 2 has more range.}}
|Shulk=*{{buff|Neutral attack's second hit has more range below Shulk (Y2-offset: none → 9.2 (middle hitbox), none → 9.5 (foot hitbox)).}}
*{{change|Up smash's hits connect more reliably in some instances, but also worse in some others.}}
*{{change|Up smash's first hit connects more reliably in some instances, but also less reliably in some others (angle: 108° → 112°; FKB: 105 → 92).}}
|Bowser Jr.=*{{buff|Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° 50°).}}
|Bowser Jr.=*{{buff|Up tilt has less ending lag (FAF 33 31).}}
*{{buff|Up tilt has less ending lag (FAF 33 31).}}
*{{buff|Dash attack's last hit's angle has been adjusted (60° 50°). This improves its edgeguarding potential.}}
*{{buff|Up smash's final hit deals more base knockback (32 → 38).}}
*{{buff|Up smash's last hit has more base knockback (32 → 38).}}
*{{buff|[[Clown Cannon]] has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133) when used in the air, matching the lag when used on the ground.}}
*{{buff|Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).}}
*{{buff|[[Clown Kart Dash]] moves faster. Because the damage is determined based on how quickly Bowser Jr. is moving, it also deals more damage (4%-7.3% → 5.2%-8.8%).}}
*{{buff|Clown Kart Dash travels faster.}}
*{{buff|Clown Kart Dash keeps an active hitbox after bouncing off the ground.}}
**{{buff|Due to its damage output being determined by Bowser Jr.'s speed, its collision also deals more damage (4%-7.3% → 5.2%-8.8%).}}
*{{buff|[[Abandon Ship!]]'s clown car hitbox connects into the explosion more reliably when used on the ground.}}
*{{buff|Clown Kart Dash's hitbox remains active after bouncing off the ground.}}
*{{buff|Abandon Ship!'s hammer swing has more range (hitbox size: 6.5u/3.0u 7.0u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
*{{bugfix|Fixed a glitch where Bowser Jr. could cancel aerial Clown Kart Dash's spinout into a jump within a few frames of landing on the ground.}}
|Duck Hunt=*{{buff|Up aerial's hits connect more reliably.}}
*{{buff|Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.}}
|Ryu=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.}}
*{{buff|Abandon Ship!'s hammer has larger hitboxes (6.5u/3u 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
|Duck Hunt=*{{buff|Up aerial's first hit connects more reliably into the second (angle: 80° → 95°; knockback: 25 fixed/80 scaling → 50/100).}}
|Ryu=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12 (jab 2).}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{buff|Forward tilt (light, far)'s sourspot has a smaller hitbox (Z offset: 9u-5u → 6.5u-5u), effectively giving the sweetspot more range.}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°) }}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (light) deals more hitstun (0 → 1).}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Up aerial has a longer hitbox duration and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).}}
*{{buff|Up aerial has a longer hitbox duration (6/10 → 6-7/9-11), with arm intangibility matching, and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).}}
*[[Hadoken]]:
*[[Hadoken]]:
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12).}}
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12) and ending lag (FAF 58 → 57).}}
**{{buff|All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).}}
**{{buff|All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken hit 5: 5% → 7.3%, total: 9.4% → 11.7%).}}
**{{buff|Standard Hadoken deals more base knockback against grounded opponents (65/55 (clean/late) → 68/58).}}
**{{buff|All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).}}
**{{buff|All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).}}
**{{buff|Light normal Hadoken has a longer duration (normal: 75 frames → 82).}}
**{{nerf|Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).}}
*{{buff|The clean hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|The clean hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
|Ken=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.}}
|Ken=*{{buff|Neutral attack 1 and 2 (light) can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12(jab 2)).}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback compensated.}}
*{{buff|Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback scaling not fully compensated (130 → 92).}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{buff|Forward tilt (light, far)'s sourspot has less range (Z offset: 9u-5u → 6.5u-5u), effectively increasing the range of its sweetspot.}}
*{{change|Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).}}
*{{change|Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (light) deals more hitstun (0 → 1).}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Forward smash deals more knockback (26 base/100 scaling → 28/102).}}
*{{buff|Forward smash deals more knockback (26 base/100 scaling → 28/103-102).}}
*{{buff|Down aerial can be canceled into a special move for a longer amount of time, making it identical to Ryu's variant.}}
*{{buff|Down aerial can be canceled into a special move for a longer amount of time (1-12 → 1-17), making it identical to Ryu's variant.}}
*{{buff|The first hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|The first hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|Tatsumaki Senpukyaku has a lower SDI multiplier (1 → 0.5).}}
*{{buff|Tatsumaki Senpukyaku has a lower SDI multiplier (→ 0.).}}
*[[Shoryuken]]:
*[[Shoryuken]]:
**{{buff|Shoryuken's hits connects more reliably and it has a lower SDI multiplier (1 → 0.5).}}
**{{buff|Shoryuken's hits connects more reliably and it has a lower SDI multiplier (→ 0.).}}
**{{buff|Shoryuken's first hit no longer negates other attacks.}}
**{{buff|Shoryuken's first hit no longer negates other attacks.}}
**{{buff|Shoryuken's grounded heavy version has more knockback growth (121 → 126).}}
**{{buff|Shoryuken's grounded heavy version has more knockback growth (120(normal)/121(input) → 126).}}
**{{buff|Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).}}
**{{buff|Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).}}
**{{nerf|Shoryuken's medium aerial version has less knockback growth (121 → 112).}}
**{{nerf|Shoryuken's medium aerial version has less knockback growth (121 → 112).}}
*Command-input moves:
*Command-input moves:
**{{buff|Nata Otoshi Geri has a lower SDI multiplier (1 → 0.5).}}
**{{buff|Nata Otoshi Geri has a lower SDI multiplier (→ 0.).}}
**{{buff|Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated.}}
**{{buff|Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated (40 base/120 scaling → 41/103).}}
**{{buff|Inazuma Kick deals more damage (6% → 10%) with shield damage compensated.}}
**{{buff|Inazuma Kick deals more damage (10% → 12%) with shield damage compensated (7 → 5).}}
|Cloud=*{{buff|Down smash's hits connect more reliably.}}
|Cloud=*{{buff|The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.}}
*{{change|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
*{{newbug|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
|Corrin=*{{bugfix|The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.}}
|Corrin=*{{bugfix|The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.}}
|Bayonetta=*{{buff|Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).}}
|Bayonetta=*Neutral attack:
*{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
**{{buff|Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).}}
**{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
*{{buff|Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).}}
*{{buff|Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).}}
*{{buff|Up tilt's hits connect more reliably.}}
*{{buff|Up tilt's first hit connects more reliably into the second (Knockback scaling: 20 → 10; hitbox 0 angle: 113° → 123°).}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|[[After Burner Kick]] has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).}}
*[[After Burner Kick]]:
**{{change|This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.}}  
**{{buff|After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).}}
*{{buff|[[Witch Twist]] has less landing lag when used twice (32 frames → 28).}}
***{{change|This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.}}  
*{{buff|Witch Twist has an additional hitbox, making its hits connect more reliably.}}
*[[Witch Twist]]:
*{{buff|[[Witch Time]] has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.}}
**{{buff|Witch Twist has less landing lag when used twice (32 frames → 28).}}
*{{buff|Witch Time regenerates faster (0.03 → 0.04).}}
**{{buff|Witch Twist has an additional hitbox, making its hits connect more reliably.}}
|Inkling=*{{buff|Neutral attack 3 has more range and connects more reliably from neutral attack 2.}}
*[[Witch Time]]:
**{{buff|Witch Time has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.}}
**{{buff|Witch Time regenerates faster (0.03 → 0.04).}}
|Inkling=*{{buff|Neutral attack's second and third hits connect more reliably.}}
*{{buff|Neutral attack's third hit has more range (Z offset: 14u → 15.8u).}}
|King K. Rool=*{{buff|Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.}}
|King K. Rool=*{{buff|Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.}}
*{{bugfix|Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.}}
*{{bugfix|Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.}}
Line 250: Line 263:
|Piranha Plant=*{{buff|Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).}}
|Piranha Plant=*{{buff|Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).}}
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
*{{buff|All grabs have an altered Y position, no longer having the grabbox go into the ground (Y/Y2-offset: 144984 → 6.6).}}
|Joker=*{{buff|[[Eigaon]]'s hits 2-4 force backwards knockback instead of forward, connecting more reliably.}}
|Joker=*{{buff|[[Eigaon]]'s hits connect more reliably.}}
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}}
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}}
*{{bugfix|Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.}}
*{{bugfix|Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.}}
Line 267: Line 279:
**Both:
**Both:
***[[Coliseum]], [[Dream Land GB]], [[Gamer]], [[Green Greens]], [[Halberd]], [[Kalos Pokémon League]], [[Mario Bros.]], [[Mushroomy Kingdom]], [[Port Town Aero Dive]], [[Prism Tower]], [[Skyloft]], [[Summit]] and [[Umbra Clock Tower]].
***[[Coliseum]], [[Dream Land GB]], [[Gamer]], [[Green Greens]], [[Halberd]], [[Kalos Pokémon League]], [[Mario Bros.]], [[Mushroomy Kingdom]], [[Port Town Aero Dive]], [[Prism Tower]], [[Skyloft]], [[Summit]] and [[Umbra Clock Tower]].
|''{{{char}}} did not receive changes in this update.''
|#default=''{{{char}}} did not receive changes in this update.''
}}
}}<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]][[Category:Templates]]</noinclude>

Latest revision as of 19:47, February 7, 2024

  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
  • Bug fix Fixed an issue that caused an already-defeated character to reappear in a non-interactable state after getting blast KOed on screen with Death's Scythe and using a specific final smash at the exact location of their KO.
  • Bug fix Fixed the electric hitstun glitch in Training Mode.
  • Nerf Held item attacks have been removed.