Template:UpdateList (SSBU)/4.0.0: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Trig Jegman (talk | contribs) 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 09:50, January 30, 2021
- 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.
- The combo counter in Training mode no longer has extra frames of leniency after the opponent's hitstun ends, increasing its accuracy.
- The Z-axis glitch has been fixed.
- Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.