Editing List of updates (SSBU)/3.0.0 changelog
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==Universal== | ==Universal== | ||
The new update brings new features on the general gameplay side: | The new update brings new features on the general gameplay side: | ||
{{ | *{{change|[[Perfect shield]]s 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.}} | ||
*{{buff|Perfect shielding against a projectile has less ending lag.}} | |||
*{{nerf|[[Dodge]]s are more punishable when staled.}} | |||
{{ | *{{change|Stun Jacket has been removed.}} | ||
*{{change|Created glitch where [[electric]] hitboxes have increased [[hitlag]] in training mode.}} | |||
=={{SSBU|Mario}}== | =={{SSBU|Mario}}== | ||
{{ | *{{nerf|[[Fireball]] deals less shield damage.}} | ||
*{{buff|Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}} | |||
*{{buff|At the start of [[Mario Finale]], nearby opponents will be slowed more, and for longer.}} | |||
=={{SSBU|Donkey Kong}}== | =={{SSBU|Donkey Kong}}== | ||
{{ | *{{buff|[[Giant Punch]] has more range, no longer missing opponents up close.}} | ||
=={{SSBU|Link}}== | =={{SSBU|Link}}== | ||
{{ | *{{nerf|[[Boomerang]] deals less shield damage.}} | ||
=={{SSBU|Samus}}== | =={{SSBU|Samus}}== | ||
{{ | *{{nerf|[[Charge Shot]] deals less shield damage.}} | ||
*{{buff|Charge Shot deals more shieldstun.}} | |||
*{{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.}} | |||
*{{change|Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.}} | |||
=={{SSBU|Dark Samus}}== | =={{SSBU|Dark Samus}}== | ||
{{ | *{{nerf|[[Charge Shot]] deals less shield damage.}} | ||
*{{buff|Charge Shot deals more shieldstun.}} | |||
*{{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.}} | |||
*{{change|Created visual glitch where Dark Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.}} | |||
=={{SSBU|Yoshi}}== | =={{SSBU|Yoshi}}== | ||
{{ | *{{nerf|[[Egg Throw]] deals less shield damage.}} | ||
=={{SSBU|Kirby}}== | =={{SSBU|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).}} | ||
*{{buff|Neutral aerial has less ending lag (FAF 63 → 55) and [[auto-cancel]]s earlier (frame 56 → 51).}} | |||
*{{buff|The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).}} | |||
*[[Inhale (Kirby)|Inhale]] | |||
**{{buff|Kirby dies later when performing a [[Kirbycide#Swallowcide|Kirbycide]] with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.}} | |||
**{{buff|Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).}} | |||
**{{buff|Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).}} | |||
**{{bugfix|Fixed a majority amount of Inhale Glitches:}} | |||
***{{bugfix|Visual glitch where Kirby would retain parts of [[Metal Box|Metal]] status with {{SSBU|Wii Fit Trainer}}.}} | |||
***{{bugfix|Visual glitch where Kirby’s Bandana from {{SSBU|Snake}} would move during the camera view of each frame.}} | |||
***{{bugfix|Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.}} | |||
***{{bugfix|Infinite floating glitch that occurs when Kirby uses multiple copied {{SSBU|Mii Swordfighter}}'s [[Gale Strike]]s in the air after perfoming a throw that left him in the air.}} | |||
***{{bugfix|Gliding glitch when Kirby uses a copied and [[B-reverse]]d Mii Swordfighter's Gale Strike while running.}} | |||
*{{buff|[[Final Cutter]] can snap to the ledge earlier (frame 36 → 33).}} | |||
=={{SSBU|Pikachu}}== | =={{SSBU|Pikachu}}== | ||
{{ | *{{nerf|[[Thunder Jolt]] deals less shield damage.}} | ||
=={{SSBU|Luigi}}== | =={{SSBU|Luigi}}== | ||
{{ | *{{nerf|[[Fireball]] deals less shield damage.}} | ||
=={{SSBU|Ness}}== | =={{SSBU|Ness}}== | ||
{{ | *{{nerf|Up smash and down smash are automatically unleashed from charging state earlier and hit less often while charging (frames between hits: 3 → 5).}} | ||
*{{buff|[[PK Flash]] has more range.}} | |||
=={{SSBU|Jigglypuff}}== | =={{SSBU|Jigglypuff}}== | ||
{{ | *{{buff|[[Puff Up]] has a bigger pushbox while growing.}} | ||
=={{SSBU|Peach}}== | =={{SSBU|Peach}}== | ||
{{ | *{{nerf|[[Toad]] no longer stalls continuously in the air after the first use.}} | ||
*{{bugfix|The launch angles of [[Peach Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | |||
*{{nerf|[[Vegetable]] deals less shield damage.}} | |||
*{{nerf|[[Peach Blossom]] has a reduced sleep time period.}} | |||
*{{change|The animations for Peach's ledge attack and swinging animation have been adjusted.}} | |||
=={{SSBU|Daisy}}== | =={{SSBU|Daisy}}== | ||
{{ | *{{nerf|Toad no longer stalls continuously in the air after the first use.}} | ||
*{{bugfix|The launch angles of [[Daisy Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | |||
*{{buff|Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making them identical to Peach's variant, improving their combo, gimping, and KO potential.}} | |||
*{{nerf|Vegetable deals less shield damage.}} | |||
*{{nerf|[[Daisy Blossom]] has a reduced sleep time period.}} | |||
*{{change|The animations for Daisy's ledge attack and swinging animation have been adjusted.}} | |||
=={{SSBU|Bowser}}== | =={{SSBU|Bowser}}== | ||
{{ | *{{buff|Opponents can no longer tech on the ground between the looping hits of grounded [[Whirling Fortress]].}} | ||
*{{bugfix|The T-Pose glitch involving [[Superspicy Curry]] and {{b|Screw Attack|item}} has been fixed.}} | |||
=={{SSBU|Ice Climbers}}== | =={{SSBU|Ice Climbers}}== | ||
{{ | *{{change|Nana's AI was adjusted.}} | ||
**{{change|Nana returns to Popo when he grabs an opponent.}} | |||
**{{change|Scenarios where [[Desynching|desyncs]] would occur have changed.}} | |||
*{{change|The hitlag multiplier of the final hit of Nana's up tilt has been increased.}} | |||
*{{buff|[[Iceberg]] via the FS Meter deals more knockback.}} | |||
=={{SSBU|Sheik}}== | =={{SSBU|Sheik}}== | ||
{{ | *{{buff|Rapid jab's finisher has less ending lag (FAF 42 → 36).}} | ||
*{{buff|Down tilt's tipper hitbox is easier to land.}} | |||
*{{buff|Forward aerial has more vertical range, enabling it to hit small characters in a rising short hop.}} | |||
*{{buff|[[Needle Storm]] charges 1.2x faster, reaching its full charge more quickly (98 frames → 82).}} | |||
*{{buff|Changes to shield mechanics make charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.}} | |||
=={{SSBU|Zelda}}== | =={{SSBU|Zelda}}== | ||
{{ | *{{nerf|[[Phantom Slash]] deals less shield damage.}} | ||
=={{SSBU|Dr. Mario}}== | =={{SSBU|Dr. Mario}}== | ||
{{ | *{{nerf|[[Megavitamin]] deals less shield damage.}} | ||
*{{buff|Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}} | |||
*{{buff|At the start of [[Doctor Finale]], nearby opponents will be slowed more, and for longer.}} | |||
=={{SSBU|Pichu}}== | =={{SSBU|Pichu}}== | ||
{{ | *{{nerf|[[Thunder Jolt]] deals less shield damage.}} | ||
*{{nerf|Pichu's aerial hitstun and landing animations have been changed so its body does 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 it.}} | |||
=={{SSBU|Marth}}== | =={{SSBU|Marth}}== | ||
{{ | *{{buff|Dash grab has more range.}} | ||
=={{SSBU|Lucina}}== | =={{SSBU|Lucina}}== | ||
{{ | *{{buff|Dash grab has more range.}} | ||
=={{SSBU|Young Link}}== | =={{SSBU|Young Link}}== | ||
{{ | *{{nerf|[[Fire Arrow]] deals less shield damage.}} | ||
*{{nerf|[[Boomerang]] deals less shield damage.}} | |||
=={{SSBU|Ganondorf}}== | =={{SSBU|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.}} | |||
=={{SSBU|Mewtwo}}== | =={{SSBU|Mewtwo}}== | ||
{{ | *{{change|Mewtwo's weight has been increased (77 → 79). This slightly increases its survivability, but makes it slightly easier to combo.}} | ||
*{{buff|Neutral attack has less startup lag (frame 6 → 5).}} | |||
*{{buff|Forward tilt deals 1% more damage with knockback compensated.}} | |||
*{{buff|Up tilt deals 1% more damage with knockback compensated.}} | |||
*{{buff|Up tilt's tip hitbox has an altered angle that allows it to combo much better.}} | |||
*{{buff|Forward smash has more range.}} | |||
*{{buff|Up aerial deals 1% more damage with knockback compensated.}} | |||
*{{buff|Edge roll grants more intangibility.}} | |||
*{{buff|Edge attack has slightly more range.}} | |||
*{{buff|[[Shadow Ball]] deals more knockback.}} | |||
*{{nerf|Shadow Ball deals less shield damage.}} | |||
=={{SSBU|Roy}}== | =={{SSBU|Roy}}== | ||
{{ | *{{change|Roy's character model has been adjusted.}} | ||
*{{buff|Dash grab has more range.}} | |||
*{{buff|[[Blazer]]'s hits connect more reliably.}} | |||
=={{SSBU|Chrom}}== | =={{SSBU|Chrom}}== | ||
{{ | *{{bugfix|Chrom's victory theme was corrected to ''Id (Purpose)'', matching Lucina and Robin's themes.}} | ||
*{{buff|Dash grab has more range.}} | |||
=={{SSBU|Mr. Game & Watch}}== | =={{SSBU|Mr. Game & Watch}}== | ||
{{ | *{{buff|[[Octopus]] traps opponents for a longer period of time.}} | ||
*{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | |||
=={{SSBU|Pit}}== | =={{SSBU|Pit}}== | ||
{{ | *{{nerf|[[Palutena Bow]] deals less shield damage.}} | ||
=={{SSBU|Dark Pit}}== | =={{SSBU|Dark Pit}}== | ||
{{ | *{{nerf|[[Silver Bow]] deals less shield damage.}} | ||
=={{SSBU|Zero Suit Samus}}== | =={{SSBU|Zero Suit Samus}}== | ||
{{ | *{{change|The animations for the [[Grapple Beam]] have been adjusted.}} | ||
*{{nerf|[[Flip Jump]] travels less horizontal distance (Horizontal control speed 0.7 → 0.5).}} | |||
=={{SSBU|Wario}}== | =={{SSBU|Wario}}== | ||
{{ | *{{buff|[[Chomp]] can eat projectiles more easily.}} | ||
*{{buff|Chomp has less ending lag after eating a projectile (FAF 35 → 25).}} | |||
*{{buff|A yellow flash will manifest when [[Wario Bike]] is usable again.}} | |||
*{{bugfix|The [https://youtu.be/U6Nw2a3yD7c grounded state glitch] has been fixed.}} | |||
*{{bugfix|Self-Destruct glitch with Wario-Man in Fourside has been fixed.}} | |||
=={{SSBU|Snake}}== | =={{SSBU|Snake}}== | ||
{{ | *{{nerf|Up smash has more ending lag (FAF 51 → 55).}} | ||
*{{buff|Back aerial's sweetspot deals more knockback.}} | |||
*{{nerf|[[Hand Grenade]] deals less shield damage.}} | |||
{{ | **{{buff|However, this also makes it safer for Snake to shield his own grenades.}} | ||
*{{nerf|[[Remote Missile]] has a smaller hitbox.}} | |||
*{{bugfix|Invisible [[Cypher]] fixed.}} | |||
=={{SSBU|Ivysaur}}== | =={{SSBU|Ivysaur}}== | ||
{{ | *{{nerf|[[Razor Leaf]] deals less shield damage.}} | ||
=={{SSBU|Charizard}}== | =={{SSBU|Charizard}}== | ||
{{ | *{{buff|Grounded [[Flare Blitz]] has more range below it, being able to hit every character lying on the ground and some hanging on the ledge.}} | ||
=={{SSBU|Diddy Kong}}== | =={{SSBU|Diddy Kong}}== | ||
{{ | *{{buff|Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).}} | ||
*{{buff|Forward tilt has a new late hit that deals less damage (10% → 7%) but increases its duration overall.}} | |||
*{{buff|Down smash deals more knockback.}} | |||
*{{buff|Neutral aerial has more range.}} | |||
*{{buff|Up aerial deals more damage (6% → 7%) with knockback compensated.}} | |||
=={{SSBU|Sonic}}== | =={{SSBU|Sonic}}== | ||
{{ | *{{buff|Sonic no longer loses his double jump after performing [[Spin Dash]] or [[Spin Charge]] on a platform.}} | ||
*{{buff|[[Super Sonic]] has a larger hitbox.}} | |||
*{{buff|Super Sonic via the FS meter has more range and deals more knockback.}} | |||
=={{SSBU|King Dedede}}== | =={{SSBU|King Dedede}}== | ||
{{ | *{{nerf|Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.}} | ||
*{{bugfix|Fixed reflected [[Charge Shot]] from {{SSBU|Samus}} that would launch the other way using [[Inhale (King Dedede)|Inhale]].}} | |||
*{{bugfix|Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.}} | |||
*{{nerf|[[Gordo Throw]] deals less shield damage.}} | |||
*{{nerf|Gordo Boosted [[Super Dedede Jump]] was removed.}} | |||
*{{change|Aerial Gordo Throw's animation has been adjusted.}} | |||
=={{SSBU|Olimar}}== | =={{SSBU|Olimar}}== | ||
{{ | *{{nerf|Forward smash deals less shield damage.}} | ||
*{{bugfix|Olimar's smash attacks now properly have their damage scale when charged.}} | |||
*{{nerf|The universal change where perfect shielding a projectile has less ending lag makes Olimar's smash attacks less safe after a perfect shield.}} | |||
*{{nerf|[[Pikmin Throw]] deals less shield damage.}} | |||
*{{nerf|Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.}} | |||
*{{bugfix|[[End of Day]] no longer causes Olimar to go through the stage in [[Saffron City]] and self-destruct.}} | |||
=={{SSBU|Lucario}}== | =={{SSBU|Lucario}}== | ||
{{ | *{{nerf|[[Aura Sphere]] deals less shield damage.}} | ||
=={{SSBU|R.O.B.}}== | =={{SSBU|R.O.B.}}== | ||
{{ | *{{nerf|[[Robo Beam]] deals less shield damage.}} | ||
*{{nerf|[[Gyro]] deals less shield damage.}} | |||
=={{SSBU|Toon Link}}== | =={{SSBU|Toon Link}}== | ||
{{ | *{{nerf|[[Boomerang]] deals less shield damage.}} | ||
=={{SSBU|Wolf}}== | =={{SSBU|Wolf}}== | ||
{{ | *{{nerf|The sweetspotted front hit of down smash deals slightly less knockback (50 (base)/90 (scaling) → 56/82).}} | ||
*{{nerf|[[Blaster (Wolf)|Blaster]] deals less shield damage.}} | |||
*{{nerf|Using an air dodge before [[Wolf Flash]] no longer reduces its landing lag.}} | |||
=={{SSBU|Villager}}== | =={{SSBU|Villager}}== | ||
{{ | *{{nerf|Slingshot attacks (forward and back aerials) deal less shield damage.}} | ||
*{{nerf|[[Lloid Rocket]] deals less shield damage.}} | |||
*{{bugfix|The lean glitch performed on sloped stages with Lloid Rocket has been fixed.}} | |||
=={{SSBU|Mega Man}}== | =={{SSBU|Mega Man}}== | ||
{{ | *{{nerf|Pellets (Neutral attack, forward tilt and neutral aerial) deal less shield damage.}} | ||
*{{buff|Up smash's final hit deals more knockback.}} | |||
*{{nerf|[[Metal Blade]] deals less shield damage.}} | |||
*{{nerf|[[Leaf Shield]] has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.}} | |||
=={{SSBU|Wii Fit Trainer}}== | =={{SSBU|Wii Fit Trainer}}== | ||
{{ | *{{buff|Neutral attack's finisher has more bury range.}} | ||
*{{nerf|[[Sun Salutation]] deals less shield damage.}} | |||
*{{nerf|[[Header]] deals less shield damage.}} | |||
*{{change|The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup.}} | |||
*{{nerf|Hitting the soccer ball with Header gives slightly more shallow angles.}} | |||
*{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).}} | |||
=={{SSBU|Rosalina & Luma}}== | =={{SSBU|Rosalina & Luma}}== | ||
{{ | *{{buff|If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.}} | ||
*{{bugfix|The glitch that allowed {{SSBU|Chrom}}’s [[Awakening Aether]] to slow down Luma has been fixed.}} | |||
*{{nerf|[[Luma Shot]] deals less shield damage.}} | |||
*{{nerf|[[Star Bits]] deal less shield damage.}} | |||
*{{buff|At the start of [[Grand Star]], nearby opponents will be slowed more, and for longer.}} | |||
=={{SSBU|Greninja}}== | =={{SSBU|Greninja}}== | ||
{{ | *{{nerf|[[Water Shuriken]] deals less shield damage.}} | ||
=={{SSBU|Mii Brawler}}== | =={{SSBU|Mii Brawler}}== | ||
{{ | *{{bugfix|The glitch involving {{SSBU|Lucina}} that allowed [[Suplex]] to lose 2 stocks during a [[Sacrificial KO]] in 1v1 matches has been fixed.}} | ||
**{{bugfix|Additionally, it no longer causes {{SSBU|Bayonetta}} to become stuck after Sacrificial KO.}} | |||
**{{bugfix|Shadow glitch from {{SSBU|Bowser Jr.}} was fixed.}} | |||
=={{SSBU|Mii Swordfighter}}== | =={{SSBU|Mii Swordfighter}}== | ||
{{ | *{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Gale Strike]] deals less shield damage.}} | |||
*{{nerf|[[Shuriken of Light]] deals less shield damage.}} | |||
*{{nerf|[[Chakram]] deals less shield damage.}} | |||
=={{SSBU|Mii Gunner}}== | =={{SSBU|Mii Gunner}}== | ||
{{ | *{{nerf|[[Charge Blast]] deals less shield damage.}} | ||
*{{nerf|[[Grenade Launch]] deals less shield damage.}} | |||
*{{nerf|[[Flame Pillar]] deals less shield damage.}} | |||
*{{nerf|[[Gunner Missile]] deals less shield damage.}} | |||
*{{nerf|[[Bomb Drop]] deals less shield damage.}} | |||
=={{SSBU|Palutena}}== | =={{SSBU|Palutena}}== | ||
{{ | *{{nerf|[[Autoreticle]] deals less shield damage.}} | ||
*{{nerf|[[Explosive Flame]] deals less shield damage.}} | |||
*{{bugfix|The super [[Warp]] Glitch has been removed.}} | |||
=={{SSBU|Pac-Man}}== | =={{SSBU|Pac-Man}}== | ||
{{ | *{{nerf|[[Bonus Fruit]] deals less shield damage.}} | ||
*{{buff|[[Fire Hydrant]] has more range below it when it is falling.}} | |||
*{{nerf|Fire Hydrant deals less shield damage.}} | |||
*{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | |||
=={{SSBU|Robin}}== | =={{SSBU|Robin}}== | ||
{{ | *{{nerf|[[Thunder (Robin)|Thunder]] and Elthunder deal less shield damage.}} | ||
*{{nerf|[[Arcfire]] deals less shield damage.}} | |||
=={{SSBU|Shulk}}== | =={{SSBU|Shulk}}== | ||
{{ | *{{buff|Floor attack has more range.}} | ||
*{{buff|Edge attack has more range.}} | |||
=={{SSBU|Bowser Jr.}}== | =={{SSBU|Bowser Jr.}}== | ||
{{ | *{{buff|Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.}} | ||
=={{SSBU|Duck Hunt}}== | =={{SSBU|Duck Hunt}}== | ||
{{ | *{{nerf|[[Trick Shot]] deals less shield damage.}} | ||
**{{buff|However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).}} | |||
*{{buff|Because perfecting shielding projectiles has less ending lag, Duck Hunt can act before the opponent if he perfect shields a can from Trick Shot that his opponent shields. This allows him to start a variety of combos.}} | |||
*{{nerf|[[Clay Shooting]] deals less shield damage.}} | |||
*{{buff|The shots from [[Wild Gunman]] will no longer sometimes go through opponents.}} | |||
=={{SSBU|Ryu}}== | =={{SSBU|Ryu}}== | ||
{{ | *{{change|Edge attack deals less [[hitlag]].}} | ||
*{{change|[[Shoryuken]]'s animation has been slightly altered.}} | |||
*{{bugfix|[[Focus Attack]] sliding has been removed.}} | |||
=={{SSBU|Ken}}== | =={{SSBU|Ken}}== | ||
{{ | *{{change|Edge attack deals less hitlag.}} | ||
*{{change|Shoryuken's animation has been slightly altered.}} | |||
*{{bugfix|[[Focus Attack]] sliding has been removed.}} | |||
=={{SSBU|Cloud}}== | =={{SSBU|Cloud}}== | ||
{{ | *{{nerf|Non-limit [[Blade Beam]] deals less shield damage.}} | ||
=={{SSBU|Corrin}}== | =={{SSBU|Corrin}}== | ||
{{ | *{{buff|Forward smash's charging loop hits connect into the attack more reliably.}} | ||
*{{buff|Up smash has a longer duration (frames 13-15 → 13-17) and the sweetspot has more range.}} | |||
*{{buff|Down aerial's looping hits connect more reliably against lightweight characters.}} | |||
*{{buff|Uncharged [[Dragon Fang Shot]] travels more distance before disappearing (61 frames → 71).}} | |||
*{{buff|[[Dragon Lunge]] has less ending lag after stabbing (FAF 15 → 13).}} | |||
*{{buff|[[Dragon Ascent]] grants more intangibility (frames 10-17 → 7-17), its hits connect more reliably and the final hit deals more knockback.}} | |||
=={{SSBU|Bayonetta}}== | =={{SSBU|Bayonetta}}== | ||
{{ | *{{nerf|[[Bullet Climax]] deals less shield damage.}} | ||
=={{SSBU|Inkling}}== | =={{SSBU|Inkling}}== | ||
{{ | *{{buff|[[Splat Roller]] deals less knockback when accelerating again. This increases its combo potential when hitting an opponent that was already buried.}} | ||
=={{SSBU|Ridley}}== | =={{SSBU|Ridley}}== | ||
{{ | *{{nerf|[[Plasma Breath]] deals less shield damage.}} | ||
*{{buff|A successful [[Plasma Scream]] has less ending lag, allowing Ridley to act before opponents can.}} | |||
=={{SSBU|Simon}}== | =={{SSBU|Simon}}== | ||
{{ | *{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Cross]] deals less shield damage.}} | |||
<!--*{{change|Holy Water flies at an even more downwards angle when used in the air}} confirmation needed --> | |||
=={{SSBU|Richter}}== | =={{SSBU|Richter}}== | ||
{{ | *{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Cross]] deals less shield damage.}} | |||
*{{change|Specific [[Grand Cross]] parameters have been adjusted, making them identical to Simon's variant.}} | |||
<!--*{{change|Holy Water flies at an even more downwards angle when used in the air}} confirmation needed --> | |||
*{{bugfix|Audio glitch where charging forward smash did not produce a sound effect has been fixed.}} | |||
=={{SSBU|King K. Rool}}== | =={{SSBU|King K. Rool}}== | ||
{{ | *{{buff|Forward tilt's sweetspot has more range.}} | ||
*{{buff|Forward aerial's sweetspot has more range.}} | |||
*{{buff|Up aerial has less ending lag (FAF 82 → 72).}} | |||
*{{change|Up throw is no longer affected by windboxes while throwing.}} | |||
*[[Crownerang]]: | |||
**{{nerf|Crownerang deals less shield damage.}} | |||
**{{bugfix|Fixed crown duplication with {{SSBU|Villager}} or {{SSBU|Isabelle}}’s [[Pocket]].}} | |||
**{{bugfix|No longer increases the size of the crown while in an egg form from {{SSBU|Yoshi}}'s [[Egg Lay]].}} | |||
*{{buff|[[Gut Check]] has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).}} | |||
*{{bugfix|The [[King K Rool Desync Glitch|desync glitch]] involving {{SSBU|King Dedede}} has been fixed.}} | |||
=={{SSBU|Isabelle}}== | =={{SSBU|Isabelle}}== | ||
{{ | *{{nerf|Slingshot attacks (Forward and Back aerials) deal less shield damage.}} | ||
*{{nerf|[[Fishing Rod]]'s reel has less active frames (frames 2-11 → 10-11).}} | |||
*{{buff|Fishing Rod's reel can catch opponents in the air while it is not moving, giving it a guaranteed setup for [[2 frame punish]]es.}} | |||
=={{SSBU|Incineroar}}== | =={{SSBU|Incineroar}}== | ||
{{ | *{{bugfix|The glitch that allowed the opponent to lose 2 stocks using [[Alolan Whip]] collision glitch with [[Fishing Rod]] in Stamina matches has been fixed.}} | ||
=={{SSBU|Piranha Plant}}== | =={{SSBU|Piranha Plant}}== | ||
{{ | *{{buff|Edge attack has more range.}} | ||
*{{buff|[[Ptooie]] has a larger hitbox.}} | |||
*{{change|Piranha Plant's portrait briefly glints on its fang when [[Poison Breath]] is fully charged.}} | |||
{{ | *{{bugfix|The screen KO visual glitch in [[Pilotwings]] has been fixed.}} | ||
*{{bugfix|The [[Piranha Plant Void Glitch|void glitch]] has been removed.}} | |||
{{SSBU Updates}} | {{SSBU Updates}} |