Template:UpdateList (SSBU)/4.0.0: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Mario=*{{change|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}}
|Mario=
|Donkey Kong=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
*{{change|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}}
|Link=*{{buff|Link can now [[shield SDI]] if a projectile hits his Hylian Shield.}}
|Donkey Kong=
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
|Link=
*{{buff|Link can now [[shield SDI]] if a projectile hits his Hylian Shield.}}
*{{change|The lag for his wakeup animation has been adjusted to match the rest of the cast.}}
*{{change|The lag for his wakeup animation has been adjusted to match the rest of the cast.}}
*{{bugfix|[[Spin Attack]]'s autolink angle knockback has been reduced, no longer launching opponents at an unusual high speed if the move fails to connect.}}
*{{bugfix|[[Spin Attack]]'s autolink angle knockback has been reduced, no longer launching opponents at an unusual high speed if the move fails to connect.}}
*{{bugfix|Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.}}
*{{bugfix|Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.}}
|Samus=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
|Samus=
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}}
*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}}
|Dark Samus=*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}}
|Dark Samus=
|Yoshi=*{{nerf|Yoshi pushes opponents away less while charging his [[forward smash]], no longer causing certain characters' [[grab]]s to be unable to reach him from the front.}}
*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}}
|Fox=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
|Yoshi=
|Peach=*{{change|Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.}}
*{{nerf|Yoshi pushes opponents away less while charging his [[forward smash]], no longer causing certain characters' [[grab]]s to be unable to reach him from the front.}}
|Fox=
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
|Peach=
*{{change|Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.}}
*{{buff|[[Toad]]'s counterattack connects more easily when blocking an attack from behind.}}
*{{buff|[[Toad]]'s counterattack connects more easily when blocking an attack from behind.}}
*{{bugfix|[[Peach Parasol]]'s late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.}}
*{{bugfix|[[Peach Parasol]]'s late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.}}
*{{change|A rare bug with [[Peach Parasol]] when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.}}
*{{change|A rare bug with [[Peach Parasol]] when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.}}
|Daisy=*{{change|Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.}}
|Daisy=
*{{change|Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.}}
*{{bugfix|Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.}}
*{{bugfix|Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.}}
*{{buff|Toad's counterattack connects more easily when blocking an attack from behind.}}
*{{buff|Toad's counterattack connects more easily when blocking an attack from behind.}}
*{{bugfix|[[Daisy Parasol]]'s late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.}}
*{{bugfix|[[Daisy Parasol]]'s late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.}}
|Bowser=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Bowser=
|Ice Climbers=*{{nerf|Partner climber is no longer able to ledge trump opponents.}}
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Sheik=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Ice Climbers=
|Zelda=*{{change|Medium and fast walking animations have been adjusted to prevent her dress from clipping.}}
*{{nerf|Partner climber is no longer able to ledge trump opponents.}}
|Ganondorf=*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}}
|Sheik=
|Young Link=*{{buff|Young Link can now [[shield SDI]] if a projectile hits his Deku Shield.}}
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Mewtwo=*{{buff|Mewtwo has a slightly shorter and thinner hurtbox on its tail.}}
|Zelda=
*{{change|Medium and fast walking animations have been adjusted to prevent her dress from clipping.}}
|Ganondorf=
*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}}
|Young Link=
*{{buff|Young Link can now [[shield SDI]] if a projectile hits his Deku Shield.}}
|Mewtwo=
*{{buff|Mewtwo has a slightly shorter and thinner hurtbox on its tail.}}
*{{buff|Up smash's last hit has more knockback scaling (107 → 111).}}
*{{buff|Up smash's last hit has more knockback scaling (107 → 111).}}
*{{buff|Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).}}
*{{buff|Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).}}
Line 32: Line 48:
*{{buff|[[Confusion]] has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).}}
*{{buff|[[Confusion]] has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).}}
*{{buff|Confusion starts reflecting projectiles earlier (frame 12 → 10).}}
*{{buff|Confusion starts reflecting projectiles earlier (frame 12 → 10).}}
|Mr. Game & Watch=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Mr. Game & Watch=
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
*{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}}
*{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}}
|Pit=*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}}
|Pit=
*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}}
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}}
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}}
*{{buff|Back aerial has less landing lag (11 frames → 8).}}
*{{buff|Back aerial has less landing lag (11 frames → 8).}}
Line 40: Line 58:
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}}
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}}
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.}}
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.}}
|Dark Pit=*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}}
|Dark Pit=
*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}}
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}}
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}}
*{{buff|Back aerial has less landing lag (11 frames → 8).}}
*{{buff|Back aerial has less landing lag (11 frames → 8).}}
Line 46: Line 65:
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}}
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}}
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.}}
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.}}
|Zero Suit Samus=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
|Zero Suit Samus=
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
**{{nerf|This hinders its mixup potential.}}
**{{nerf|This hinders its mixup potential.}}
|Snake=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
|Snake=
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}}
*{{nerf|Up throw's collateral hitbox is now blockable.}}
*{{nerf|Up throw's collateral hitbox is now blockable.}}
|Pokémon Trainer=*{{bugfix|The duration of ledge invincibility is no longer shortened when using [[Pokémon Change]] in the air before grabbing the ledge.}}
|Pokémon Trainer=
|Ivysaur=*{{nerf|Down aerial's sweetspot is significantly smaller (7u → 4u).}}
*{{bugfix|The duration of ledge invincibility is no longer shortened when using [[Pokémon Change]] in the air before grabbing the ledge.}}
|Ivysaur=
*{{nerf|Down aerial's sweetspot is significantly smaller (7u → 4u).}}
*{{nerf|Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.}}
*{{nerf|Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.}}
*{{nerf|[[Razor Leaf]] has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).}}
*{{nerf|[[Razor Leaf]] has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).}}
*{{nerf|Aerial [[Vine Whip]]'s sweetspot has less base knockback (80 → 70), hindering its KO potential, especially as a follow-up from down throw.}}
*{{nerf|Aerial [[Vine Whip]]'s sweetspot has less base knockback (80 → 70), hindering its KO potential, especially as a follow-up from down throw.}}
*{{bugfix|Fixed a rare glitch in which Vine Whip would not grab ledges properly.}}
*{{bugfix|Fixed a rare glitch in which Vine Whip would not grab ledges properly.}}
|Charizard=*{{buff|Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
|Charizard=
*{{buff|Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).}}
*{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}}
*{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}}
*{{buff|Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).}}
*{{buff|Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).}}
Line 63: Line 87:
*{{change|The outermost hitbox of up smash's first hit uses set angles instead of the 368° [[autolink angle]].}}
*{{change|The outermost hitbox of up smash's first hit uses set angles instead of the 368° [[autolink angle]].}}
**{{nerf|The first hit has a different hitbox during its last active frame that uses the 368° angle, but deals no damage (5% → 0%), effectively providing no benefit over landing only the second hit.}}
**{{nerf|The first hit has a different hitbox during its last active frame that uses the 368° angle, but deals no damage (5% → 0%), effectively providing no benefit over landing only the second hit.}}
|Diddy Kong=*{{bugfix|The glitch that resulted [[Rocketbarrel Boost]] to disappear instantaneous when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during the release has been fixed.}}
|Diddy Kong=
|Lucas=*{{buff|Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).}}
*{{bugfix|The glitch that resulted [[Rocketbarrel Boost]] to disappear instantaneous when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during the release has been fixed.}}
|Lucas=
*{{buff|Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).}}
*{{buff|Dash attack has a longer hitbox duration (frames 13-15 → 13-17).}}  
*{{buff|Dash attack has a longer hitbox duration (frames 13-15 → 13-17).}}  
*{{buff|Up smash has more invulnerability during startup (frames 1-4 → 1-7).}}
*{{buff|Up smash has more invulnerability during startup (frames 1-4 → 1-7).}}
*{{buff|Up aerial has less ending lag (FAF 34 → 32).}}
*{{buff|Up aerial has less ending lag (FAF 34 → 32).}}
*{{buff|[[PK Fire]] has less landing lag (21 frames → 19).}}
*{{buff|[[PK Fire]] has less landing lag (21 frames → 19).}}
|Sonic=*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}}
|Sonic=
*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}}
*{{change|A glitch created where upon recovering with [[Spring Jump]] then landing, the landing lag animation would play more slowly.}}
*{{change|A glitch created where upon recovering with [[Spring Jump]] then landing, the landing lag animation would play more slowly.}}
|King Dedede=*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}}
|King Dedede=
*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}}
*{{bugfix|Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.}}
*{{bugfix|Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.}}
|Olimar=*{{buff|Forward smash's hixbox duration and range has been increased when using Purple Pikmin, reverting to its pre-3.1.0 behavior.}}
|Olimar=
*{{buff|Forward smash's hixbox duration and range has been increased when using Purple Pikmin, reverting to its pre-3.1.0 behavior.}}
*{{bugfix|A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.}}
*{{bugfix|A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.}}
|R.O.B.=*{{nerf|Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.}}
|R.O.B.=
|Toon Link=*{{buff|Toon Link can now [[shield SDI]] if a projectile hits his Hero's Shield.}}
*{{nerf|Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.}}
|Toon Link=
*{{buff|Toon Link can now [[shield SDI]] if a projectile hits his Hero's Shield.}}
*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}}
*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}}
|Villager=*{{buff|Up smash's hits connect more reliably, fixing the issue patch {{SSBU|3.1.0}} introduced.}}
|Villager=
|Rosalina & Luma=*{{nerf|It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.}}
*{{buff|Up smash's hits connect more reliably, fixing the issue patch {{SSBU|3.1.0}} introduced.}}
|Rosalina & Luma=
*{{nerf|It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.}}
*{{buff|Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.}}
*{{buff|Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.}}
|Little Mac=*{{nerf|Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.}}
|Little Mac=
|Greninja=*{{change|Greninja nows immediately descends when using down aerial after being launched, rather than air stalling.}}
*{{nerf|Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.}}
|Mii Brawler=*{{change|The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall))}}.
|Greninja=
*{{change|Greninja nows immediately descends when using down aerial after being launched, rather than air stalling.}}
|Mii Brawler=
*{{change|The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall))}}.
**{{change|[[List of updates (SSBU)/3.1.0 changelog#Mii Brawler|All resulting changes from 3.1.0]] have been reversed as a result.}}
**{{change|[[List of updates (SSBU)/3.1.0 changelog#Mii Brawler|All resulting changes from 3.1.0]] have been reversed as a result.}}
*{{buff|[[Flashing Mach Punch]] has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).}}
*{{buff|[[Flashing Mach Punch]] has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).}}
Line 89: Line 125:
*{{buff|Flashing Mach Punch's final hit has more knockback scaling (103 → 109).}}
*{{buff|Flashing Mach Punch's final hit has more knockback scaling (103 → 109).}}
*{{buff|[[Thrust Uppercut]]'s final hit has more knockback scaling (58 → 71).}}
*{{buff|[[Thrust Uppercut]]'s final hit has more knockback scaling (58 → 71).}}
|Mii Swordfighter=*{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}}
|Mii Swordfighter=
|Mii Gunner=*{{buff|Up smash's hits connect more reliably, due to a new autolink angle (368°), with knockback on the multihits adjusted to prevent opponents being launched at unusually high speeds.}}
*{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}}
|Pac-Man=*{{buff|Pac-Man will no longer drop his [[Bonus Fruit]] if he is hit with a move that [[reverse]]s while charging the attack.}}
|Mii Gunner=
|Shulk=*{{bugfix|Fixed a glitch that allowed Shulk to cancel the revival platform immediately by using [[Back Slash]] after self-destructing while choosing [[Monado Arts]].}}
*{{buff|Up smash's hits connect more reliably, due to a new autolink angle (368°), with knockback on the multihits adjusted to prevent opponents being launched at unusually high speeds.}}
|Pac-Man=
*{{buff|Pac-Man will no longer drop his [[Bonus Fruit]] if he is hit with a move that [[reverse]]s while charging the attack.}}
|Shulk=
*{{bugfix|Fixed a glitch that allowed Shulk to cancel the revival platform immediately by using [[Back Slash]] after self-destructing while choosing [[Monado Arts]].}}
*{{bugfix|Fixed the aforementioned glitch where the Monado Arts would actively display the previous art on player screen after Shulk self-destructs.}}
*{{bugfix|Fixed the aforementioned glitch where the Monado Arts would actively display the previous art on player screen after Shulk self-destructs.}}
*{{bugfix|Fixed a glitch where throws with insufficient knockback to trigger a [[Special Zoom|Finish Zoom]] with Buster Art.}}
*{{bugfix|Fixed a glitch where throws with insufficient knockback to trigger a [[Special Zoom|Finish Zoom]] with Buster Art.}}
|Ryu=*{{buff|Ryu now turns to face opponents after perfect shielding.}}
|Ryu=
|Ken=*{{buff|Ken now turns to face opponents after perfect shielding.}}
*{{buff|Ryu now turns to face opponents after perfect shielding.}}
|Corrin=*{{buff|Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).}}
|Ken=
*{{buff|Ken now turns to face opponents after perfect shielding.}}
|Corrin=
*{{buff|Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).}}
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
*{{buff|[[Dragon Lunge]]'s jump out of the pin has less ending lag (FAF 46 → 40).}}
*{{buff|[[Dragon Lunge]]'s jump out of the pin has less ending lag (FAF 46 → 40).}}
*{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance.}}
*{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance.}}
|Bayonetta=*{{bugfix|Bayonetta's up and side [[taunt]]s no longer cause her voice clips to delay or cut off after finishing her taunting animation.}}
|Bayonetta=
*{{bugfix|Bayonetta's up and side [[taunt]]s no longer cause her voice clips to delay or cut off after finishing her taunting animation.}}
*{{change|Down aerial descends immediately when using the move after being launched.}}
*{{change|Down aerial descends immediately when using the move after being launched.}}
|Ridley=*{{buff|Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.}}
|Ridley=
*{{buff|Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.}}
*{{buff|Up smash has more knockback scaling (76 → 78).}}
*{{buff|Up smash has more knockback scaling (76 → 78).}}
*{{buff|Back aerial deals more damage (15% → 16%) with no compensation on knockback.}}
*{{buff|Back aerial deals more damage (15% → 16%) with no compensation on knockback.}}
Line 112: Line 157:
*{{bugfix|Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.}}
*{{bugfix|Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.}}
*{{buff|[[Wing Blitz]] has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.}}
*{{buff|[[Wing Blitz]] has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.}}
|Simon=*{{change|Down aerial descends immediately when using the move after being launched.}}
|Simon=
|Richter=*{{change|Down aerial descends immediately when using the move after being launched.}}
*{{change|Down aerial descends immediately when using the move after being launched.}}
|Isabelle=*{{buff|Isabelle's rolls travel a longer distance (2.25u → 2.85u).}}
|Richter=
*{{change|Down aerial descends immediately when using the move after being launched.}}
|Isabelle=
*{{buff|Isabelle's rolls travel a longer distance (2.25u → 2.85u).}}
*{{buff|Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.}}
*{{buff|Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.}}
*{{buff|Up smash's second hit has more knockback scaling (111 → 116).}}
*{{buff|Up smash's second hit has more knockback scaling (111 → 116).}}
Line 121: Line 169:
*{{buff|[[Lloid Trap]] has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.}}
*{{buff|[[Lloid Trap]] has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.}}
**{{nerf|The rehit interval was increased to compensate (8 frames → 9), which can result in fewer hits occurring when catching opponents partway through the attack.}}
**{{nerf|The rehit interval was increased to compensate (8 frames → 9), which can result in fewer hits occurring when catching opponents partway through the attack.}}
|Piranha Plant=*{{buff|Up tilt has less ending lag (FAF 32 → 29).}}
|Piranha Plant=
*{{buff|Up tilt has less ending lag (FAF 32 → 29).}}
*{{buff|Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.}}
*{{buff|Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.}}
*{{change|[[Poison Breath]]'s damage increase caps after being reflected multiple times.}}
*{{change|[[Poison Breath]]'s damage increase caps after being reflected multiple times.}}
Line 130: Line 179:
*{{buff|Long-Stem Strike deals more shield damage (0 → 5).}}
*{{buff|Long-Stem Strike deals more shield damage (0 → 5).}}
*{{bugfix|The [https://youtu.be/kqVHRH_uz1Q Strike Cancel glitch] has been fixed.}}
*{{bugfix|The [https://youtu.be/kqVHRH_uz1Q Strike Cancel glitch] has been fixed.}}
|Joker=*{{change|Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.}}
|Joker=
*{{change|Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.}}
*{{nerf|Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in ''Ultimate''.}}
*{{nerf|Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in ''Ultimate''.}}
*{{buff|Makarakarn's vertical searchbox has been raised to 0.25u.}}
*{{buff|Makarakarn's vertical searchbox has been raised to 0.25u.}}
*{{bugfix|Fixed an issue that caused Arsene to be summoned after getting Star KOed.}}
*{{bugfix|Fixed an issue that caused Arsene to be summoned after getting Star KOed.}}
|Universal=*{{nerf|The [[Final Smash Meter]] now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.}}
|Universal=
*{{nerf|The [[Final Smash Meter]] now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.}}
*{{change|The [[combo counter]] in [[Training mode]] no longer has extra frames of leniency after the opponent's [[hitstun]] ends, increasing its accuracy.}}
*{{change|The [[combo counter]] in [[Training mode]] no longer has extra frames of leniency after the opponent's [[hitstun]] ends, increasing its accuracy.}}
*{{bugfix|The [[Z-axis glitch]] has been fixed.}}
*{{bugfix|The [[Z-axis glitch]] has been fixed.}}
*{{bugfix|Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.}}
*{{bugfix|Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.}}
|Items=*{{buff|The [[Daybreak]]'s blast has a lower [[SDI multiplier]], making it harder to escape.}}
|Items=
*{{buff|The [[Daybreak]]'s blast has a lower [[SDI multiplier]], making it harder to escape.}}
*{{nerf|[[Thwomp]] can no longer hit grounded opponents twice.}}
*{{nerf|[[Thwomp]] can no longer hit grounded opponents twice.}}
*{{bugfix|Certain Final Smashes colliding with [[Klaptrap]] no longer cause characters to become stuck indefinitely.}}
*{{bugfix|Certain Final Smashes colliding with [[Klaptrap]] no longer cause characters to become stuck indefinitely.}}
|Stages=*{{bugfix|A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.}}
|Stages=
*{{bugfix|A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.}}
*{{bugfix|In [[Pokémon Stadium 2]], the "Current Leader" segment displays the names of all leading characters, much like in [[Pokémon Stadium]].}}
*{{bugfix|In [[Pokémon Stadium 2]], the "Current Leader" segment displays the names of all leading characters, much like in [[Pokémon Stadium]].}}
|''{{{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]]</noinclude>
<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]]</noinclude>

Revision as of 10:50, January 30, 2021

  • Nerf The Final Smash Meter now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.
  • Change The combo counter in Training mode no longer has extra frames of leniency after the opponent's hitstun ends, increasing its accuracy.
  • Bug fix The Z-axis glitch has been fixed.
  • Bug fix Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.