Template:UpdateList (SSBU)/5.0.0: Difference between revisions
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(Merit/demerit on changes to air dodges) |
(The glitch was discovered while this was the current version. That doesn't mean it was created in that version. It probably existed before then) |
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|Daisy=*{{buff|[[Daisy Parasol]]'s linking hits connect more reliably.}} | |Daisy=*{{buff|[[Daisy Parasol]]'s linking hits connect more reliably.}} | ||
|Ice Climbers=*{{bugfix|The partner can now ledge-trump opponents, fixing an issue introduced in 4.0.0.}} | |Ice Climbers=*{{bugfix|The partner can now ledge-trump opponents, fixing an issue introduced in 4.0.0.}} | ||
|Villager=*{{buff|Up smash's first hit has more set knockback (80 → 120), allowing it to launch buried opponents out of the ground into the following hits.}} | |Villager=*{{buff|Up smash's first hit has more set knockback (80 → 120), allowing it to launch buried opponents out of the ground into the following hits.}} | ||
|Rosalina & Luma=*{{bugfix|Luma is no longer uncontrollable after Rosalina is affected by {{SSBU|Hero}}'s Snooze.}} | |Rosalina & Luma=*{{bugfix|Luma is no longer uncontrollable after Rosalina is affected by {{SSBU|Hero}}'s Snooze.}} | ||
|Mii Brawler=*{{nerf|[[Counter Throw]] can no longer grab opponents who are invincible/intangible (excluding {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]).}} | |Mii Brawler=*{{nerf|[[Counter Throw]] can no longer grab opponents who are invincible/intangible (excluding {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]).}} | ||
|Joker=*{{buff|The ending lag after bouncing when prone has been decreased to be in line with the rest of the roster.}} | |Joker=*{{buff|The ending lag after bouncing when prone has been decreased to be in line with the rest of the roster.}} | ||
|Hero=*{{buff|The ending lag after bouncing when prone has been decreased to be in line with the rest of the roster.}} | |Hero=*{{buff|The ending lag after bouncing when prone has been decreased to be in line with the rest of the roster.}} | ||
*{{nerf|The final hit of [[Kafrizz]] can now be reflected, blocked by passive shields and absorbed.}} | *{{nerf|The final hit of [[Kafrizz]] can now be reflected, blocked by passive shields and absorbed.}} | ||
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**{{bugfix|Fixed an issue that resulted opponents to lose 2 stocks if KOed at high percents. It no longer puts opponents in combat with no stocks remaining.}} | **{{bugfix|Fixed an issue that resulted opponents to lose 2 stocks if KOed at high percents. It no longer puts opponents in combat with no stocks remaining.}} | ||
**{{bugfix|Fixed an issue that resulted opponents to grapically stuck remain in the [[Final Smash]] aura.}} | **{{bugfix|Fixed an issue that resulted opponents to grapically stuck remain in the [[Final Smash]] aura.}} | ||
|Universal=*{{change|Using directional [[air dodge]]s and continuously holding the shield/grab button no longer automatically [[buffer]]s a [[roll]] or [[spot dodge]] on landing, making it slightly harder to reposition with a roll after recovering with a directional air dodge, but it also prevents the user from unintentionally [[Dodge staling| | |Universal=*{{change|Using directional [[air dodge]]s and continuously holding the shield/grab button no longer automatically [[buffer]]s a [[roll]] or [[spot dodge]] on landing, making it slightly harder to reposition with a roll after recovering with a directional air dodge, but it also prevents the user from unintentionally [[Dodge staling|staling]] subsequent dodges.}} | ||
|Items=*{{change|The [[Smash Ball]] travels more slowly, and is easier to hit overall.}} | |Items=*{{change|The [[Smash Ball]] travels more slowly, and is easier to hit overall.}} | ||
|''{{{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 17:25, March 29, 2022
- Using directional air dodges and continuously holding the shield/grab button no longer automatically buffers a roll or spot dodge on landing, making it slightly harder to reposition with a roll after recovering with a directional air dodge, but it also prevents the user from unintentionally staling subsequent dodges.