Template:UpdateList/1.1.3: Difference between revisions
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{{#switch: {{{char|Universal}}} | {{#switch: {{{char|Universal}}} | ||
|Bowser=*{{buff|Up throw | |Bowser=*{{buff|Up throw has less ending lag (FAF 69 → 64).}} | ||
*{{nerf|Up throw deals less damage (1% (hits 1-7)/10% (total) → 0.5%/6.5%).}} | |||
*{{nerf|Up throw | *{{change|Up throw's first seven hits have a lower [[hitlag]] multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.}} | ||
*{{change|Up throw's | *{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.}} | ||
*{{ | *{{buff|Up throw launches opponents at a lower angle (70° → 82°) and it has more base knockback but less knockback scaling (90 (base), 80 (scaling) → 25/155). When combined with its lower ending lag, these changes not only improve up throw's KO potential but they also transform up throw into a highly potent combo throw, granting it combo potential right up until higher percents, including KO confirms into up and back aerial.}} | ||
*{{buff| | *{{buff|Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its ''Brawl'' counterpart.}} | ||
*{{buff|All variations of Flying Slam now have | **{{nerf|However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.}} | ||
*{{buff|All variations of [[Whirling Fortress]] can now grab ledges from behind.}} | *{{buff|Bowser has more control over Flying Slam's trajectory (base air acceleration: 0.18 → 0.21).}} | ||
|Charizard=*{{buff|Dash attack | *{{nerf|The opponent has more control over Flying Slam's trajectory (base air acceleration: 0.17 → 0.19).}} | ||
*{{change|Dash attack | **{{buff|However, this does not fully compensate for Bowser's greater air acceleration, giving him more control overall.}} | ||
*{{buff|All variations of Flying Slam now have invincibility frames before Bowser leaves the ground.}} | |||
*{{buff|All variations of [[Whirling Fortress]] can now grab ledges from behind drastically sooner (frame 48 (Whirling Fortress) → 8), now matching grabbing ledges from the front.}} | |||
|Charizard=*{{buff|Dash attack has less ending lag (FAF 45 → 40).}} | |||
*{{change|Dash attack launches opponents at a lower angle: 70°/80° (near/far) → 50° (near clean)/60° (near late/far clean)/75° (far late)).}} | |||
*{{change|Up smash has received several minor tweaks.}} | *{{change|Up smash has received several minor tweaks.}} | ||
*{{buff|Down | *{{buff|Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.}} | ||
|Dark Pit=*{{buff|Electroshock/Electrocut Arm launch angle | |Dark Pit=*{{buff|Electroshock/Electrocut Arm launch opponents at a significantly lower angle (50° → 43°), significantly improving their KO potential unless they are used extremely close to the upper blast zone.}} | ||
*{{buff|Grounded Electroshock Arm damage | *{{buff|Grounded Electroshock Arm damage deals more damage (11.5% → 12%) and knockback (100 (base), 60 (scaling) → 99/67). When combined with its lower launch angle, this greatly improves its KO potential, especially from further distances from the blast zone.}} | ||
*{{buff| | **{{buff|The higher knockback values also apply to Electrocut Arm.}} | ||
*{{nerf| | *{{nerf|Aerial Electroshock/Electrocut Arm have lower knockback scaling (60 → 58).}} | ||
*{{ | **{{buff|While this does give them lower knockback, their lower launch angle means that they KO noticeably earlier in a majority of cases despite this.}} | ||
|Ganondorf=*{{buff|Ganondorf is slightly heavier|112|113.}} | |Ganondorf=*{{buff|Ganondorf is slightly heavier|112|113.}} | ||
*{{buff|Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to {{SSB4|Captain Falcon}}'s, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.}} | *{{buff|Neutral aerial's first kick has drastically reduced knockback that allows it combo into the second hit more effectively similar to {{SSB4|Captain Falcon}}'s, has a new hitbox on his foot that deals high knockback for spacing properties, transitions three frames faster, has 3 frames less ending lag, and deals 2% more damage on the both the clean and late hitboxes on the second kick.}} |
Revision as of 09:52, April 13, 2023
- If a move from a teammate in team battle (with team attack turned on) is absorbed, the move will have its absorbed damage halved.