User:DrakRoar/SSBU patch summary: Difference between revisions

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|'''{{SSBU|9.0.0}}'''||October 13, 2020||[https://en-americas-support.nintendo.com/app/answers/detail/a_id/53118]
|'''{{SSBU|9.0.0}}'''||October 13, 2020||[https://en-americas-support.nintendo.com/app/answers/detail/a_id/53118]
|-
|-
|{{SSBU|9.0.1}}||October 21, 2020||N/A
|{{SSBU|9.0.1}}||October 21, 2020||rowspan=3|[https://en-americas-support.nintendo.com/app/answers/detail/a_id/42809/~/how-to-update-super-smash-bros.-ultimate#v901]
|-
|-
|{{SSBU|9.0.2}}||November 11, 2020||N/A
|{{SSBU|9.0.2}}||November 11, 2020
|-
|-
|{{SSBU|10.0.0}}||December 17, 2020||N/A
|{{SSBU|10.0.0}}||December 17, 2020
|-
|-
|'''{{SSBU|10.1.0}}'''||December 22, 2020||[https://en-americas-support.nintendo.com/app/answers/detail/a_id/54095]
|'''{{SSBU|10.1.0}}'''||December 22, 2020||[https://en-americas-support.nintendo.com/app/answers/detail/a_id/54095]
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|AI||1.2.0||
|AI||1.2.0||
*{{change|CPU level reduced for unlock battles}}
*{{change|CPU level reduced for unlock battles}}
|N/A
|Adjusted difficulty of approaching challengers.
|-
|-
|On-screen appearance||3.1.0||
|On-screen appearance||3.1.0||
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|-
|-
|3.1.0||
|3.1.0||
*{{buff|Hammer hitbox duration: frame 8/13 → frames 8-9/13-14}}
*{{buff|Hammer hitbox duration: frame 8/13 → frames 8-9/13-14}} <small>{{rollover|(*)|2× FSM applied on frame 8 and 13, then 0.5× on frames 9-10 and 14|y}}</small>
*{{buff|Hammer hitbox size: 6.5u/3u → 7u/3.5u}}
*{{buff|Hammer hitbox size: 6.5u/3u → 7u/3.5u}}
*Changes to Junior Clown Car to connect better:
*Changes to Junior Clown Car to connect better:
Line 654: Line 654:
**{{buff|Hitbox 3 changes on frame 8 (angle: 280° → 320°, FKB: 32 → 42) and frame 9 (angle: 280° → 340°, FKB: 32 → 60)}}
**{{buff|Hitbox 3 changes on frame 8 (angle: 280° → 320°, FKB: 32 → 42) and frame 9 (angle: 280° → 340°, FKB: 32 → 60)}}
**{{change|Frame 7 hitbox 3 angle: 368° → 280°, forces forward knockback}}
**{{change|Frame 7 hitbox 3 angle: 368° → 280°, forces forward knockback}}
**{{bugfix|Frame 7 hitboxes 0-1 no longer use set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
**{{bugfix|Frame 7 hitboxes 0-1 no longer use set weight (fixes launch speed OHKO anomaly with position vector)}}
*{{nerf|Hitbox 0 reappears on frame 9, but deals 0% damage}}
*{{nerf|Hitbox 0 reappears on frame 9, but deals 0% damage}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
Line 936: Line 936:
|-
|-
|3.1.0||
|3.1.0||
*{{buff|Hit 5 uses a 368° angle with set weight (connects better)}}
*{{buff|Hit 5 uses a 368° angle with set weight and a position vector (connects better)}}
*{{change|Hit 5 disables the knockback smoke effect}}
*{{change|Hit 5 disables the knockback smoke effect}}
|Made it easier to hit multiple times.
|Made it easier to hit multiple times.
|-
|-
|4.0.0||
|4.0.0||
*{{bugfix|Hit 5 no longer uses set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
*{{bugfix|Hit 5 no longer uses set weight (fixes launch speed OHKO anomaly with position vector)}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
|-
|-
|5.0.0||
|5.0.0||
*{{buff|Hit 1 autolink position: [6, 25, 6] [6, 25, 12]}}
*{{buff|Hit 5 position vector frames: 6 → 12}}
|Made it easier to hit multiple times.
|Made it easier to hit multiple times.
|-
|-
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|rowspan=3|Up smash||3.1.0||
|rowspan=3|Up smash||3.1.0||
*Changes to connect better:
*Changes to connect better:
**{{buff|Hit 1 autolink position: [5, 25, 8] → [4, 22, 4]}}
**{{buff|Hit 1 position vector: [5, 25], 8 frames → [4, 22], 4 frames}}
**{{buff|Hits 2-4 angles: 200°/366°/160°, 190°/366°/160°, 190°/366°/170° → 368°/160°, 368°/160°, 368°/170° (autolink positions added)}}
**{{buff|Hits 2-4 angles: 200°/366°/160°, 190°/366°/160°, 190°/366°/170° → 368°/160°, 368°/160°, 368°/170° (position vectors added)}}
**{{buff|Hits 2-4 hitbox 2 BKB: 20 → 0}}
**{{buff|Hits 2-4 hitbox 2 BKB: 20 → 0}}
**{{change|Farthest portion of hits 2-4 uses 2 hitboxes instead of 3}}
**{{change|Farthest portion of hits 2-4 uses 2 hitboxes instead of 3}}
Line 1,051: Line 1,051:
|-
|-
|4.0.0||
|4.0.0||
*{{change|Hits 2-4 autolink X position: 4 → 10}}
*{{change|Hits 2-4 position vector frames: 4 → 10}}
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with position vector)}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
|-
|-
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|9.0.2||
|9.0.2||
*{{bugfix|Grounded version once again provides its intended height}}
*{{bugfix|Grounded version once again provides its intended height}}
|N/A
|Fixed an issue where the initial velocity of Samus’s and Dark Samus’s up special when used on the ground was not behaving as intended.
|-
|-
|rowspan=2|Bomb||2.0.0||
|rowspan=2|Bomb||2.0.0||
Line 1,127: Line 1,127:
|rowspan=3|Dash attack||3.0.0||
|rowspan=3|Dash attack||3.0.0||
*{{buff|Reduced lag (frame 9/18/24 → 8/16/22; FAF 43 → 41)}} <small>{{rollover|(*)|0.8× FSM applied on frames 1-10|y}}</small>
*{{buff|Reduced lag (frame 9/18/24 → 8/16/22; FAF 43 → 41)}} <small>{{rollover|(*)|0.8× FSM applied on frames 1-10|y}}</small>
**{{nerf|Hit 1 duration: frames 9-10 → frame 8}}
|Increased attack speed.
|Increased attack speed.<br>''unlisted''
|-
|-
|3.1.0||
|3.1.0||
Line 1,184: Line 1,183:
|-
|-
|Peanut Popgun||3.1.0||
|Peanut Popgun||3.1.0||
*{{buff|Charge time: 39/106 frames (aim/total) → 30/80}}
*{{buff|Charge time: 40/107 frames (aim/total) → 30/80}} <small>{{rollover|(*)|FSM: 0.66× → 0.5×|y}}</small>
*{{buff|Hits 1-2 base damage: 2% → 3%}}
*{{buff|Hits 1-2 base damage: 2% → 3%}}
**{{buff|Uncharged shot damage: 3.85% → 4.85%}}
**{{buff|Uncharged shot damage: 3.85% → 4.85%}}
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|-
|-
|Rocketbarrel Boost||3.1.0||
|Rocketbarrel Boost||3.1.0||
*{{buff|Reduced gravity while charging}}<!--vl_param spreadsheet doesn't seem to have the updated values yet-->
*{{buff|Fall speed multiplier while charging: 0.5× → 0.35×}}
*{{buff|Increased distance with charge}}
*{{buff|Additional speed with charge: 0.019 → 0.021 (maximum: 4.24 → 4.36 (grounded), 4.395 → 4.515 (aerial))}}
|Decreased the fall speed while charging.<br>Extended vertical distance when charged.
|Decreased the fall speed while charging.<br>Extended vertical distance when charged.
|-
|-
Line 1,269: Line 1,268:
|Spinning Kong||6.0.0||
|Spinning Kong||6.0.0||
*{{buff|Grounded version super armor: frames 8-17 → 5-17}}
*{{buff|Grounded version super armor: frames 8-17 → 5-17}}
*{{buff|Grounded version hits 2-6 has different hitboxes for aerial opponents that use the autolink angle (95°/80°/80° → 366°)}}
*{{buff|Grounded version hit 1 has different hitboxes for aerial opponents that use the autolink angle (95°/80°/80° → 366°)}}
*{{buff|Grounded version hit 7 knockback: 40b/170s → 60/157}} <small>{{rollover|(K%)|171.18% → 158.9%|y}}</small>
*{{buff|Grounded version hit 7 knockback: 40b/170s → 60/157}} <small>{{rollover|(K%)|171.18% → 158.9%|y}}</small>
|Increased the speed that super armor activates when using the move on the ground.<br>Made it easier to hit multiple times when hitting an airborne opponent when using the move on the ground, and extended the last attack’s launch distance.
|Increased the speed that super armor activates when using the move on the ground.<br>Made it easier to hit multiple times when hitting an airborne opponent when using the move on the ground, and extended the last attack’s launch distance.
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|Wild Gunman||9.0.2||
|Wild Gunman||9.0.2||
*{{bugfix|Air-to-ground transition fixed}}
*{{bugfix|Air-to-ground transition fixed}}
|N/A
|Fixed an issue where the gunman from Duck Hunt’s down special and the phantom from Zelda’s down special were not behaving as intended.
|}
|}


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|-
|-
|Forward aerial||8.0.0||
|Forward aerial||8.0.0||
*{{buff|FAF: 60 → 52}}
*{{buff|Damage: 11.5% → 13%}}
*{{buff|Damage: 11.5% → 13%}}
**{{change|KBS: 65 → 60}} <small>{{rollover|(K%)|184.54% → 179.58%|y}}</small>
**{{change|KBS: 65 → 60}} <small>{{rollover|(K%)|184.54% → 179.58%|y}}</small>
Line 2,061: Line 2,061:
|-
|-
|rowspan=2|Back aerial||2.0.0||
|rowspan=2|Back aerial||2.0.0||
*{{buff|Reduced lag (frame 12 → 10; FAF 40 → 38)}} <small>{{rollover|(*)|0.8× FSM applied on frames 1-11|y}}</small>
*{{buff|Reduced lag (frame 12 → 10; FAF 40 → 38)}} <small>{{rollover|(*)|0.8× FSM applied on frames 1-9|y}}</small>
**{{buff|Autocancel: frame 28 → 26}}
**{{buff|Autocancel: frame 28 → 26}}
**{{change|Turnaround frame: 10 → 9}}
**{{change|Turnaround frame: 10 → 9}}
Line 2,349: Line 2,349:
|Adjusted launch angle.
|Adjusted launch angle.
|-
|-
|Forward smash||8.0.0||
|rowspan=2|Forward smash||3.0.0||
*{{nerf|Late hit part: 1 → 0 (can no longer hit alongside clean hit)}}
|''unlisted''
|-
|8.0.0||
*{{change|Jostle area modified (6 to 7) on frame 32 and during charge}}
*{{change|Jostle area modified (6 to 7) on frame 32 and during charge}}
|''unlisted''
|''unlisted''
Line 2,685: Line 2,689:
|-
|-
|Spin Attack||4.0.0||
|Spin Attack||4.0.0||
*{{bugfix|Aerial version hits 2/4/6/8 no longer use set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
*{{bugfix|Aerial version hits 2/4/6/8 no longer use set weight (fixes launch speed OHKO anomaly with position vector)}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
|-
|-
Line 3,506: Line 3,510:
*Changes to connect better:
*Changes to connect better:
**{{buff|Knockback: 68/41/122b/30f → 70/10/0/0b/30/30/30/0f (hit 1), 105/130/90/60b/25f/30s → 100/100/0b/30/30/0f/100s (hit 2), 80/105/95/5b/25f/30s → 80/0b/25/0f/30/100s (hit 3), 45b/3f → 44/44/26/26b/30f (hit 4)}}
**{{buff|Knockback: 68/41/122b/30f → 70/10/0/0b/30/30/30/0f (hit 1), 105/130/90/60b/25f/30s → 100/100/0b/30/30/0f/100s (hit 2), 80/105/95/5b/25f/30s → 80/0b/25/0f/30/100s (hit 3), 45b/3f → 44/44/26/26b/30f (hit 4)}}
**{{buff|Hit 1 angles: 92°/88°/117° → 86°/86°/90°/361° (autolink position: [8, 22, 6] → [8, 23, 6])}}
**{{buff|Hit 1 angles: 92°/88°/117° → 86°/86°/90°/361° (position vector: [8, 22] → [8, 23])}}
**{{buff|Hits 2-4 angles: 125°/125°/145°/175°, 90°/190°/220°/223°, 100°/100°/215°/215° → 110°/110°/361°, 90°/361°, 120°/116°/218°/218° (autolink positions added)}}
**{{buff|Hits 2-4 angles: 125°/125°/145°/175°, 90°/190°/220°/223°, 100°/100°/215°/215° → 110°/110°/361°, 90°/361°, 120°/116°/218°/218° (position vectors added)}}
**{{change|Hit 2 uses 3 hitboxes instead of 4}}
**{{change|Hit 2 uses 3 hitboxes instead of 4}}
**{{change|Hit 3 uses 2 hitboxes instead of 4}}
**{{change|Hit 3 uses 2 hitboxes instead of 4}}
Line 3,516: Line 3,520:
*Changes to connect better:
*Changes to connect better:
**{{buff|Hit 1 hitbox 0 angle: 86° → 96°}}
**{{buff|Hit 1 hitbox 0 angle: 86° → 96°}}
**{{buff|Hit 2 hitbox 2 autolink positions: [-2, 24, 6] → [-3, 30, 10]}}
**{{buff|Hit 2 hitbox 2 position vector: [-2, 24], 6 frames → [-3, 30], 10 frames}}
**{{buff|Hit 3 hitbox 1 autolink positions: [-12, 13, 5] → [-8, 16, 5]}}
**{{buff|Hit 3 hitbox 1 position vector: [-12, 13] → [-8, 16]}}
**{{buff|Hit 4 hitboxes 2-3 use autolink positions (set_vec_target_pos)}}
**{{buff|Hit 4 hitboxes 2-3 use position vectors}}
**{{bugfix|Hits 1-4 no longer use set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
**{{bugfix|Hits 1-4 no longer use set weight (fixes launch speed OHKO anomaly with position vector)}}
|Made it easier to hit multiple times.<br>Shortened launch distance when the full combo doesn't connect.
|Made it easier to hit multiple times.<br>Shortened launch distance when the full combo doesn't connect.
|-
|-
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{|class="wikitable sortable"
{|class="wikitable sortable"
!Action!!Version!!Changes!!Official description
!Action!!Version!!Changes!!Official description
|-
|Edge attack||3.0.0||
*{{buff|Z offset: 15.5u-2u → 15.5u-0u}}
|Increased attack range.
|-
|-
|rowspan=2|Gale Strike||style="background:#cccbcb"|1.1.0||style="background:#cccbcb"|
|rowspan=2|Gale Strike||style="background:#cccbcb"|1.1.0||style="background:#cccbcb"|
Line 3,651: Line 3,659:
*{{buff|Counter intangibility: frames 5-6 → 4-6}}
*{{buff|Counter intangibility: frames 5-6 → 4-6}}
*{{buff|Counter window: frames 6-25 → 5-25}}
*{{buff|Counter window: frames 6-25 → 5-25}}
*{{buff|Attack FAF: 41 → 39}} <small>{{rollover|(*)|True FAF: 50 → 47 (applies 0.65× FSM from frame 23 onward)|y}}</small>
*{{buff|Attack FAF (grounded/aerial): 41/44 → 39/42}} <small>{{rollover|(*)|True FAF: 50/58 → 47/54 (applies 0.65×/0.6× FSM from frame 23 onward)|y}}</small>
|Increased invincibility speed.<br>Increased speed for the counter detection.<br>Reduced vulnerability when the attack hits.
|Increased invincibility speed.<br>Increased speed for the counter detection.<br>Reduced vulnerability when the attack hits.
|-
|-
Line 3,675: Line 3,683:
|Punch||13.0.1||
|Punch||13.0.1||
*{{nerf|Dragon shield damage: 0 → -2.5/-3.5 (tilt/smash)}}
*{{nerf|Dragon shield damage: 0 → -2.5/-3.5 (tilt/smash)}}
*{{nerf|Dragon Plus shield damage: 0 → -2.5/-4.5 (tilt/smash)}}
*{{nerf|Megawatt shield damage: 0 → -3.5/-6 (tilt/smash)}}
*{{nerf|Megawatt shield damage: 0 → -3.5/-6 (tilt/smash)}}
*{{nerf|Ramram shield damage: 0 → -2.5/-4 (tilt/smash)}}
*{{nerf|Ramram shield damage: 0 → -2.5/-4 (tilt/smash)}}
Line 4,075: Line 4,084:
|-
|-
|3.1.0||
|3.1.0||
*{{buff|Hit 5 uses a 368° angle with set weight (connects better)}}
*{{buff|Hit 5 uses a 368° angle with set weight and a position vector (connects better)}}
*{{change|Hit 5 disables the knockback smoke effect}}
*{{change|Hit 5 disables the knockback smoke effect}}
|Made it easier to hit multiple times.
|Made it easier to hit multiple times.
|-
|-
|4.0.0||
|4.0.0||
*{{bugfix|Hit 5 no longer uses set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
*{{bugfix|Hit 5 no longer uses set weight (fixes launch speed OHKO anomaly with position vector)}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
|-
|-
|5.0.0||
|5.0.0||
*{{buff|Hit 1 autolink position: [6, 25, 6] [6, 25, 12]}}
*{{buff|Hit 5 position vector frames: 6 → 12}}
|Made it easier to hit multiple times.
|Made it easier to hit multiple times.
|-
|-
Line 4,605: Line 4,614:
*{{buff|Reduced lag (frame 9 → 7; FAF 50 → 48)}} <small>{{rollover|(*)|0.75× FSM applied on frames 1-7|y}}</small>
*{{buff|Reduced lag (frame 9 → 7; FAF 50 → 48)}} <small>{{rollover|(*)|0.75× FSM applied on frames 1-7|y}}</small>
**{{buff|Ending autocancel: frame 34/42 (Bronze/Levin) → 32/40}}
**{{buff|Ending autocancel: frame 34/42 (Bronze/Levin) → 32/40}}
**{{change|Initial autocancel: frames 1-3 → 1-2}}
|Increased attack speed.
|Increased attack speed.
|-
|-
Line 4,710: Line 4,718:
|-
|-
|Neutral aerial||2.0.0||
|Neutral aerial||2.0.0||
*{{buff|Clean hit duration (Rosalina): frames 10-19 → 9-19}}
*{{buff|Clean hit duration (Rosalina): frames 10-19 → 9-19}} <small>{{rollover|(*)|True duration: frames 12-21 → 11-21 (applies 0.8× FSM on frames 1-11)|y}}</small>
*{{buff|Hit 1 duration (Luma): frames 8-9 → 7-9}}
*{{buff|Hit 1 duration (Luma): frames 8-9 → 7-9}} <small>{{rollover|(*)|True duration: frame 11 → frames 10-11; FSM: (1 / 2.6)× on frames 1-2, (1 / 1.3)× on 3-10, (1 / 0.55)× on 11, (1 / 0.85)× on 12-14 → (1 / 2.6)× on frames 1-2, (1 / 1.3)× on 3-9 and 11, (1 / 0.65)× on 10, (1 / 0.85)× on 12-14|y}}</small>
*{{buff|Ledge grab window: frame 69 (after animation length) → 68}}
*{{buff|Ledge grab window: frame 69 (after animation length) → 68}}
|Shortened the amount of time you cannot grab edges after using the move. Increased the amount of time hit detection lasts.
|Shortened the amount of time you cannot grab edges after using the move. Increased the amount of time hit detection lasts.
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|rowspan=3|Up smash||3.1.0||
|rowspan=3|Up smash||3.1.0||
*Changes to connect better:
*Changes to connect better:
**{{buff|Hit 1 autolink position: [5, 25, 8] → [4, 22, 4]}}
**{{buff|Hit 1 position vector: [5, 25], 8 frames → [4, 22], 4 frames}}
**{{buff|Hits 2-4 angles: 200°/366°/160°, 190°/366°/160°, 190°/366°/170° → 368°/160°, 368°/160°, 368°/170° (autolink positions added)}}
**{{buff|Hits 2-4 angles: 200°/366°/160°, 190°/366°/160°, 190°/366°/170° → 368°/160°, 368°/160°, 368°/170° (position vectors added)}}
**{{buff|Hits 2-4 hitbox 2 BKB: 20 → 0}}
**{{buff|Hits 2-4 hitbox 2 BKB: 20 → 0}}
**{{change|Farthest portion of hits 2-4 uses 2 hitboxes instead of 3}}
**{{change|Farthest portion of hits 2-4 uses 2 hitboxes instead of 3}}
Line 4,985: Line 4,993:
|-
|-
|4.0.0||
|4.0.0||
*{{change|Hits 2-4 autolink X position: 4 → 10}}
*{{change|Hits 2-4 position vector frames: 4 → 10}}
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with set_vec_target_pos)}}
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with position vector)}}
|Shortened launch distance when the full combo doesn't connect.
|Shortened launch distance when the full combo doesn't connect.
|-
|-
Line 5,025: Line 5,033:
|9.0.2||
|9.0.2||
*{{bugfix|Grounded version once again provides its intended height}}
*{{bugfix|Grounded version once again provides its intended height}}
|N/A
|Fixed an issue where the initial velocity of Samus’s and Dark Samus’s up special when used on the ground was not behaving as intended.
|-
|-
|rowspan=2|Bomb||2.0.0||
|rowspan=2|Bomb||2.0.0||
Line 5,044: Line 5,052:
|Blade Dash / Octaslash||11.0.0||
|Blade Dash / Octaslash||11.0.0||
*{{change|Blade Dash forces knockback forward instead of backward, with its angle mirrored horizontally (73° → 107°)}}
*{{change|Blade Dash forces knockback forward instead of backward, with its angle mirrored horizontally (73° → 107°)}}
*{{change|Octaslash X position for autolink angle: 12 → 5}}
*{{change|Octaslash hitbox 4 (hit 1)/3 (hits 2-7) position vector: [12, 1] [5, 1]}}
|''unlisted''
|''unlisted''
|-
|-
Line 5,304: Line 5,312:
|9.0.0||
|9.0.0||
*{{buff|Reduced lag (frame 18 → 14; FAF 66 → 62)}} <small>{{rollover|(*)|0.6× FSM applied on frames 3-12|y}}</small>
*{{buff|Reduced lag (frame 18 → 14; FAF 66 → 62)}} <small>{{rollover|(*)|0.6× FSM applied on frames 3-12|y}}</small>
*{{buff|Intangibility: frames 18-20 → 14-18}}
*{{buff|Intangibility: frames 18-20 → 14-18}} <small>{{rollover|(*)|True intangibility: frames 18-20 → 18-22|y}}</small>
*{{buff|Jostle area modified (3.2 to 4) on frame 13}}
*{{buff|Jostle area modified (3.2 to 4) on frame 13}}
*Changes to connect more reliably:
*Changes to connect more reliably:
Line 5,370: Line 5,378:
|Down aerial||9.0.2||
|Down aerial||9.0.2||
*{{bugfix|Tap jump works properly for jumping off the anvil}}
*{{bugfix|Tap jump works properly for jumping off the anvil}}
|N/A
|Fixed an issue where you could not use the stick to jump while falling after creating an anvil using the down air attack.
|-
|-
|Create Block||9.0.1||
|Create Block||9.0.1||
*{{bugfix|The following characters can no longer fall through the stage when breaking Blocks: Dark Samus, King Dedede, King K. Rool, Link, Meta Knight, Samus}}  
*{{bugfix|The following characters can no longer fall through the stage when breaking Blocks: Dark Samus, King Dedede, King K. Rool, Link, Meta Knight, Samus}}
|N/A
*{{bugfix|Hitting an opponent with an anvil near a Block can no longer cause them to fall through the stage}}
|Fixed the issue where sometimes an opposing fighter would go through the landscape when Steve/Alex created a block at a certain location and the opposing fighter destroyed the block.<br>Fixed the issue where sometimes an opposing fighter would go through the landscape when Steve/Alex created a block at a certain location and the anvil created with a down air attack struck the opposing fighter.<br>Fixed the issue where certain fighters could go through Steve/Alex's block once KO'd.
|-
|-
|rowspan=2|Minecart||9.0.1||
|rowspan=2|Minecart||9.0.1||
Line 5,380: Line 5,389:
*{{bugfix|Can properly hit opponents when reflected off a wall}}
*{{bugfix|Can properly hit opponents when reflected off a wall}}
*{{bugfix|A trapped character can no longer teleport back to the position where they were caught}}
*{{bugfix|A trapped character can no longer teleport back to the position where they were caught}}
|N/A
|Fixed the issue where the opposing fighter would become uncontrollable when Steve/Alex hit them with a minecart in certain situations.<br>Fixed the issue where if Steve/Alex's minecart bounced off the wall, it would not hit the opposing fighter.<br>Fixed the issue where opposing fighters carried in Steve/Alex's minecart would sometimes be warped to the original location where they were picked up.
|-
|-
|12.0.0||
|12.0.0||
Line 5,643: Line 5,652:
|-
|-
|Down smash||8.0.0||
|Down smash||8.0.0||
*{{buff|FAF: 51 → 47}}
*{{buff|FAF: 51 → 47}} <small>{{rollover|(*)|0.8× FSM applied on frames 31-50|y}}</small>
|Reduced vulnerability.
|Reduced vulnerability.
|-
|-
Line 5,719: Line 5,728:
|-
|-
|3.1.0||
|3.1.0||
*{{nerf|FAF: 50 → 53}}
*{{nerf|FAF: 50 → 53}} <small>{{rollover|(*)|True aerial FAF: 46; FSM: 1.5× from frame 38 onward → 1.8× from frame 38 onward|y}}</small>
|Increased vulnerability.
|Increased vulnerability.
|-
|-
Line 5,785: Line 5,794:
*Changes to connect better:
*Changes to connect better:
**{{buff|Hits 1-2 FKB: 38/30/33/53 → 33/23/23/48}}
**{{buff|Hits 1-2 FKB: 38/30/33/53 → 33/23/23/48}}
**{{buff|Hits 1-2 hitstun modifier: 0 → 6}}
**{{buff|Hit 2 X offset: 0u/0u/5.2u/5.2u → 1u/1u/6.5u/6.5u}}
**{{buff|Hit 2 X offset: 0u/0u/5.2u/5.2u → 1u/1u/6.5u/6.5u}}
|Made it easier to hit multiple times.
|Made it easier to hit multiple times.
Line 5,898: Line 5,908:
|9.0.2||
|9.0.2||
*{{bugfix|Phantom displacement removed}}
*{{bugfix|Phantom displacement removed}}
|N/A
|Fixed an issue where the gunman from Duck Hunt’s down special and the phantom from Zelda’s down special were not behaving as intended.
|}
|}