6,286
edits
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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|| | |{{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 | |{{SSBU|9.0.2}}||November 11, 2020 | ||
|- | |- | ||
|{{SSBU|10.0.0}}||December 17, 2020 | |{{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] | ||
Line 114: | Line 114: | ||
|AI||1.2.0|| | |AI||1.2.0|| | ||
*{{change|CPU level reduced for unlock battles}} | *{{change|CPU level reduced for unlock battles}} | ||
| | |Adjusted difficulty of approaching challengers. | ||
|- | |- | ||
|On-screen appearance||3.1.0|| | |On-screen appearance||3.1.0|| | ||
Line 507: | Line 507: | ||
|- | |- | ||
|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 | **{{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 | *{{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 | *{{buff|Hit 5 position vector frames: 6 → 12}} | ||
|Made it easier to hit multiple times. | |Made it easier to hit multiple times. | ||
|- | |- | ||
Line 1,043: | Line 1,043: | ||
|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 | **{{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° ( | **{{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 | *{{change|Hits 2-4 position vector frames: 4 → 10}} | ||
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with | *{{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 1,090: | Line 1,090: | ||
|9.0.2|| | |9.0.2|| | ||
*{{bugfix|Grounded version once again provides its intended height}} | *{{bugfix|Grounded version once again provides its intended height}} | ||
| | |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> | ||
|Increased attack speed. | |||
|Increased attack speed. | |||
|- | |- | ||
|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: | *{{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%}} | ||
Line 1,192: | Line 1,191: | ||
|- | |- | ||
|Rocketbarrel Boost||3.1.0|| | |Rocketbarrel Boost||3.1.0|| | ||
*{{buff| | *{{buff|Fall speed multiplier while charging: 0.5× → 0.35×}} | ||
*{{buff| | *{{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 | *{{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. | ||
Line 1,396: | Line 1,395: | ||
|Wild Gunman||9.0.2|| | |Wild Gunman||9.0.2|| | ||
*{{bugfix|Air-to-ground transition fixed}} | *{{bugfix|Air-to-ground transition fixed}} | ||
| | |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. | ||
|} | |} | ||
Line 2,062: | 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- | *{{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 2,350: | 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 2,686: | 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 | *{{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 3,507: | 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° ( | **{{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° ( | **{{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 3,517: | 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 | **{{buff|Hit 2 hitbox 2 position vector: [-2, 24], 6 frames → [-3, 30], 10 frames}} | ||
**{{buff|Hit 3 hitbox 1 | **{{buff|Hit 3 hitbox 1 position vector: [-12, 13] → [-8, 16]}} | ||
**{{buff|Hit 4 hitboxes 2-3 use | **{{buff|Hit 4 hitboxes 2-3 use position vectors}} | ||
**{{bugfix|Hits 1-4 no longer use set weight (fixes launch speed OHKO anomaly with | **{{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. | ||
|- | |- | ||
Line 3,599: | Line 3,602: | ||
{|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 3,652: | 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 3,676: | 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 4,076: | 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 | *{{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 | *{{buff|Hit 5 position vector frames: 6 → 12}} | ||
|Made it easier to hit multiple times. | |Made it easier to hit multiple times. | ||
|- | |- | ||
Line 4,606: | 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}} | ||
|Increased attack speed. | |Increased attack speed. | ||
|- | |- | ||
Line 4,711: | 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. | ||
Line 4,978: | Line 4,985: | ||
|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 | **{{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° ( | **{{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 4,986: | Line 4,993: | ||
|- | |- | ||
|4.0.0|| | |4.0.0|| | ||
*{{change|Hits 2-4 | *{{change|Hits 2-4 position vector frames: 4 → 10}} | ||
*{{bugfix|Hits 2-4 no longer use set weight (fixes launch speed OHKO anomaly with | *{{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 5,026: | 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}} | ||
| | |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 5,045: | 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 | *{{change|Octaslash hitbox 4 (hit 1)/3 (hits 2-7) position vector: [12, 1] → [5, 1]}} | ||
|''unlisted'' | |''unlisted'' | ||
|- | |- | ||
Line 5,305: | 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 5,371: | 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}} | ||
| | |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}} | ||
| | *{{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 5,381: | 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}} | ||
| | |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 5,644: | 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 5,720: | 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 5,786: | 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 5,899: | Line 5,908: | ||
|9.0.2|| | |9.0.2|| | ||
*{{bugfix|Phantom displacement removed}} | *{{bugfix|Phantom displacement removed}} | ||
| | |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. | ||
|} | |} | ||