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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 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| | *{{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.}} | ||
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*{{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 | |Greninja=*{{buff|Forward smash's knockback scaling was increased (99 → 101).}} | ||
*{{buff|Sweetspotted up smash's second hit's knockback | *{{buff|Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).}} | ||
*{{buff|Down smash's knockback | *{{buff|Down smash's knockback scaling was increased (90 → 92).}} | ||
*{{buff|All variations of Shadow Sneak have had their knockback | *{{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.}} | ||
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*{{change|Shadow Ball deals less recoil.}} | *{{change|Shadow Ball deals less recoil.}} | ||
{{UpdateList/1.1.3/Mewtwo}} | {{UpdateList/1.1.3/Mewtwo}} | ||
|Mii Gunner= | |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.}} | ||
**{{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.}} | ||
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|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=*{{change|If a move from a teammate in [[team battle]] (with [[ | |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> | <noinclude>[[Category:Super Smash Bros. for 3DS Update Lists]][[Category:Super Smash Bros. for Wii U Update Lists]][[Category:Templates]]</noinclude> |
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