Template:UpdateList/1.1.3: Difference between revisions

no edit summary
mNo edit summary
No edit summary
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Bowser=*{{buff|Up throw's knockback and angle altered: 90 base/80 growth → 25 base/155 growth, 70° → 82°. These changes repurpose it into a combo starter, which can be performed even up to high percents.}}
|Bowser=*{{buff|Up throw has less ending lag (FAF 69 64).}}
*{{buff|Up throw's ending lag decreased|69 frames|64.}}
*{{nerf|Up throw deals less damage (1% (hits 1-7)/10% (total) → 0.5%/6.5%).}}
*{{nerf|Up throw's loop hits deal 0.5% less damage|1%|0.5%.}}
*{{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 loop hits' [[hitlag]] multiplier decreased|1x|0.5x.}}
*{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) 80/200), making it more potent against bystanders.}}
*{{change|Up throw's final hit's knockback increased: 0 → 80 (base), 100 → 200 (growth).}}
*{{buff|Up throw launches opponents at a higher 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|[[Flying Slam]]'s grab to slam transition speed increased. This makes it function similarly to how it did in ''Brawl''.}}
*{{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 [[invincibility frame]]s before Bowser leaves the ground.}}
**{{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's ending lag decreased|44|39.}}
*{{nerf|The opponent has more control over Flying Slam's trajectory (base air acceleration: 0.17 → 0.19).}}
*{{change|Dash attack's angles altered: 70° → 50° (hitbox 0), 80° → 60° (hitbox 1).}}
**{{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 smash's knockback growth increased: 76 → 79 (hitbox 0/1), 82 → 85 (hitbox 2/3).}}
*{{buff|Down smashhas higher knockback scaling (76 (far)/82 (near) → 79/85), improving its KO potential.}}
|Dark Pit=*{{buff|Electroshock/Electrocut Arm launch angle changed|50°|43°, sending opponents offstage at a slightly better 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 increased|11.5%|12%.}}
*{{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|Grounded Electroshock/Electrocut Arm knockback growth increased|60|67.}}
**{{buff|The higher knockback values also apply to Electrocut Arm.}}
*{{nerf|Grounded Electroshock/Electrocut Arm base knockback decreased|100|99.}}
*{{nerf|Aerial Electroshock/Electrocut Arm have lower knockback scaling (60 → 58).}}  
*{{nerf|Aerial Electroshock/Electrocut Arm knockback growth decreased|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.}}
Line 28: Line 32:
*{{buff|[[Dark Dive]] improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.}}
*{{buff|[[Dark Dive]] improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.}}
{{UpdateList/1.1.3/Ganondorf}}
{{UpdateList/1.1.3/Ganondorf}}
|Greninja=*{{buff|Forward smash's knockback growth increased|99|101.}}
|Greninja=*{{buff|Forward smash's knockback scaling was increased (99 101).}}
*{{buff|Sweetspotted up smash's second hit's knockback growth increased|103|104.}}
*{{buff|Sweetspotted up smash's second hit's knockback scaling was increased (103 104).}}
*{{buff|Down smash's knockback growth increased|90|92.}}
*{{buff|Down smash's knockback scaling was increased (90 92).}}
*{{buff|All variations of Shadow Sneak have had their knockback growth increased: 102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash).}}
*{{buff|All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).}}
|King Dedede=*{{change|Timing for [[Inhale]] and Taste Test modified.}}
|King Dedede=*{{change|Timing for [[Inhale]] and Taste Test modified.}}
*{{change|Facing restriction for [[Super Dedede Jump]] modified.}}
*{{change|Facing restriction for [[Super Dedede Jump]] modified.}}
Line 68: Line 72:
*{{buff|Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.}}
*{{buff|Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.}}
|Lucas=*{{buff|Forward tilt hitbox size|4.4|4.7.}}
|Lucas=*{{buff|Forward tilt hitbox size|4.4|4.7.}}
*{{buff|Forward tilt hitbox duration|7-9|7-10.}}
*{{buff|Neutral air looping hits damage|1%|2%.}}
*{{buff|Neutral air looping hits damage|1%|2%.}}
*{{buff|Forward air landing lag|15 frames|12}}
*{{buff|Forward air landing lag|15 frames|12}}
Line 97: Line 100:
*{{change|Shadow Ball deals less recoil.}}
*{{change|Shadow Ball deals less recoil.}}
{{UpdateList/1.1.3/Mewtwo}}
{{UpdateList/1.1.3/Mewtwo}}
|Mii Gunner=*{{change|Down smash second hit angle|130|50}}
|Mii Gunner=*{{change|The second hit now uses a forward launching angle (130° → 50°), but it now uses a backwards angle flipper (3 → 4). This means that the opponent is still sent behind Mii Gunner at the same angle, but they are now facing Mii Gunner, rather than away from them.}}
*{{change|Down smash second hit facing restriction set to 4.}}
**{{buff|Because of this, the second hit now pushes shielding opponents away from Mii Gunner rather than dragging them towards them, making the move safer.}}
**{{nerf|However, this also makes it easier for the opponent to recover.}}
*{{nerf|[[Absorbing Vortex]] heals half damage from absorbing teammates' projectiles.}}
*{{nerf|[[Absorbing Vortex]] heals half damage from absorbing teammates' projectiles.}}
|Mr. Game & Watch=*{{nerf|[[Oil Panic]] deals halved damage from absorbed teammates' projectiles.}}
|Mr. Game & Watch=*{{nerf|[[Oil Panic]] deals halved damage from absorbed teammates' projectiles.}}
Line 126: Line 130:
|Stages=*[[File:SSB4-U Icon.png|16px]]{{bugfix|Walls present on the Ω form of [[Kalos Pokémon League]] can be [[wall jump]]ed on.}}
|Stages=*[[File:SSB4-U Icon.png|16px]]{{bugfix|Walls present on the Ω form of [[Kalos Pokémon League]] can be [[wall jump]]ed on.}}
*[[File:SSB4-U Icon.png|16px]] The lighting on the Ω form of [[Gamer]] is brighter.
*[[File:SSB4-U Icon.png|16px]] The lighting on the Ω form of [[Gamer]] is brighter.
|Universal=''No universal changes were made in this update.''
|Universal=*{{change|If a move from a teammate in [[team battle]] (with [[team attack]] turned on) is [[absorb]]ed, the move will have its absorbed damage halved.}}
|''{{{char}}} did not receive changes in this update.''
|''{{{char}}} did not receive changes in this update.''
}}
}}
<noinclude>[[Category:Super Smash Bros. for 3DS Update Lists]][[Category:Super Smash Bros. for Wii U Update Lists]][[Category:Templates]]</noinclude>
6,568

edits