Template:UpdateList (SSBU)/7.0.0: Difference between revisions

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{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Donkey Kong=*{{buff|Overall shield size has been increased.}}
|Donkey Kong=*{{buff|Overall shield size has been increased.}}
*{{buff|Donkey Kong's head is briefly invincible after activating or decativating shield.}}  
*{{buff|Donkey Kong's head is briefly intangible when activating and deactivating his shield.}}  
|Link=*{{buff|Overall shield size has been increased.}}
|Link=*{{buff|Overall shield size has been increased.}}
|Yoshi=*{{nerf|Yoshi's shield hitbox is bigger. Since it is impossible to poke Yoshi's shield, this does not improve its safety, but it makes it easier to be damaged from a distance.}}
|Yoshi=*{{nerf|Yoshi's shield hitbox is bigger. Since it is impossible to shield stab Yoshi, this does not improve his shield's safety, instead making it easier to hit from a distance.}}
*{{buff|Yoshi's head and legs are briefly invincible after activating shield.}}
*{{buff|Yoshi's head and legs are briefly intangible after activating his shield.}}
|Fox=*{{buff|Fox stays in his new shielding pose after blocking an attack instead of reverting back his pose from ''Smash 4'', making it harder to shield poke Fox's head.}}
|Fox=*{{buff|Fox stays in his new shielding pose after blocking an attack instead of reverting back to his pose from ''Smash 4'', making it harder to shield stab Fox's head.}}
|Samus=*{{buff|Overall shield size has been increased.}}
|Samus=*{{buff|Overall shield size has been increased by 1.025×.}}
**{{buff|Samus's head and right arm are briefly invincible after activating and deactivating shield.}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Up smash's final hit has more knockback scaling (150 → 162).}}
*{{buff|Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.}}
*{{buff|Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)).}}
*{{buff|Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential.}}
*{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)) and the second hit has a longer hitbox duration (frames 16-17 → 16-19).}}
*{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)), and the second hit has a longer duration (frames 16-17 → 16-19).}}
*{{buff|Up throw has more knockback scaling (72 → 80).}}
*{{buff|Up throw has more knockback scaling (72 → 80), drastically improving its KO potential.}}
|Dark Samus=*{{buff|Overall shield size has been increased.}}
|Dark Samus=*{{buff|Overall shield size has been increased by 1.025x.}}
**{{buff|Dark Samus's head and right arm are briefly invincible after activating and deactivating shield.}}
**{{buff|Dark Samus's right arm is briefly intangible when activating and deactivating her shield.}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Up smash's final hit has more knockback scaling (150 → 162).}}
*{{buff|Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.}}
*{{buff|Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)).}}
*{{buff|Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential.}}
*{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)) and the second hit has a longer hitbox duration (frames 16-17 → 16-19).}}
*{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)), and the second hit has a longer duration (frames 16-17 → 16-19).}}
*{{buff|Up throw has more knockback scaling (72 → 80).}}
*{{buff|Up throw has more knockback scaling (72 → 80), drastically improving its KO potential.}}
|Kirby=*{{buff|Overall shield size has been increased.}}
|Kirby=*{{buff|Overall shield size has been increased.}}
|Pikachu=*{{buff|Overall shield size has been increased.}}
|Pikachu=*{{buff|Overall shield size has been increased.}}
|Captain Falcon=*{{buff|Overall shield size has been increased.}}
|Captain Falcon=*{{buff|Overall shield size has been increased by 1.05×.}}
*{{buff|The hitbox priority of Jab 1's 180˚ hitbox has been increased, making Jab 1 more likely to pull opponents towards Falcon, allowing it to better link into the second hit.}}
*{{buff|The hitbox on neutral attack's first hit that launches opponents towards Captain Falcon has higher priority than one of the hitboxes that launches them away. This makes it more likely to pull opponents towards Falcon, allowing it to link better into the second hit.}}
|Bowser=*{{buff|Overall shield size has been increased.}}
|Bowser=*{{buff|Overall shield size has been increased by 1.075×.}}
|Ice Climbers=*{{buff|Overall shield size has been increased.}}
|Ice Climbers=*{{buff|Overall shield size has been increased.}}
|Sheik=*{{buff|Overall shield size has been increased.}}
|Sheik=*{{buff|Overall shield size has been increased.}}
*{{buff|Down smash has less startup (frame 11/18 → 8/15) and ending lag (FAF 52 → 48) and connects more reliably.}}
*{{buff|Down smash has less startup (frame 11/18 → 8/15), with its total duration reduced as well (FAF 52 → 49).}}
*{{buff|Standing grab has more range.}}
*{{buff|One of the hitboxes on down smash's first hit has been extended (Y offset: 8u → 5.2u-8u; Z offset: 7u → 0u-7u), while another of them launches at an angle more towards Sheik (140° → 165°). This allows it to connect more reliably into the second hit.}}
*{{buff|Needle Storm has less landing lag.}}
*{{buff|Standing grab has more range (Z2 offset: 7.9 → 9.4 (ground only), 9.45 → 10.95 (air only)).}}
*{{buff|Needle Storm has less landing lag (16 frames → 12), improving its combo potential.}}
*{{buff|Burst Grenade has less ending lag (FAF 76-105 → 69-98 (grounded), 85-155 → 79-149 (aerial)).}}
*{{buff|Burst Grenade has less ending lag (FAF 76-105 → 69-98 (grounded), 85-155 → 79-149 (aerial)).}}
**{{buff|Burst Grenade's explosion has a longer hitbox duration (frames 50-51 → 50-53).}}
*{{buff|Burst Grenade's explosion has a longer duration (frames 50-51 → 50-53), and can no longer be negated by opposing attacks.}}
**{{buff|Burst Grenade's explosion can no longer be negated.}}
*{{buff|Vanish's explosion has more knockback scaling (102 → 112), noticeably improving its KO potential.}}
*{{buff|Vanish's explosion has more knockback scaling (102 → 112).}}
|Zelda=*{{buff|Overall shield size has been increased.}}
|Zelda=*{{buff|Overall shield size has been increased.}}
*{{buff|Forward tilt deals more damage (10%/12% → 11.5%/15%) with knockback not fully compensated (scaling: 70/70 → 68/69) improving its KO potential.}}
*{{buff|Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This significantly improves its KO potential to the point it is even stronger than in ''Smash 4'', with the sweetspot KOing at around 120% from the center of {{SSBU|Final Destination}}.}}
*{{buff|Neutral aerial's looping hitboxes have altered angles, being more horizontal (92/270/92/270 132/230/152/210), allowing them to connect more reliably.}}
*{{change|Neutral aerial's looping hits launch aerial opponents at more horizontal angles (92°/270°/92°/270° 132°/230°/152°/210°), causing them to connect more reliably if Zelda is drifting away, but less reliably when Zelda is rising or falling.}}
**{{nerf|Due to now sending toward Zelda's opposite side, the final hit's launch direction is much more volatile. This makes follow-ups more difficult, especially from an auto-canceled short hop.}}
*{{buff|Neutral aerial has less landing lag (15 frames → 12), matching its ''Brawl'' counterpart. This improves its combo potential, making KO setups into [[Lightning Kick]]s more reliable.}}
*{{buff|Up aerial has a bigger hitbox (8u → 9u), increasing its range.}}
*{{buff|Up aerial has a bigger hitbox (8u → 9u), increasing its range.}}
*{{buff|Up aerial's clean hit has more knockback scaling (70 → 73).}}
*{{buff|Up aerial's clean hit has more knockback scaling (70 → 73).}}
*{{buff|Up aerial has a new late hit that increases its duration (frames 14-16 → 14-19) and deals less damage (17% → 12%) with knockback not compensated.}}
*{{buff|Up aerial has a new late hit that increases its duration (frames 14-16 → 14-19), and deals less damage (17% → 12%) with knockback not compensated.}}
*{{buff|[[Din's Fire]]'s sweetspot is larger (2.6u → 3.5u), and the explosion's hitbox is active for longer (3 frames → 5).}}
*{{buff|[[Din's Fire]]'s sweetspot is larger (2.6u → 3.5u), and the explosion's hitbox is active for longer (4 frames → 6).}}
<!--*{{change|Phantom Slash deals altered knockback.}}-->
*{{buff|[[Phantom Slash]] deals more damage on all charges (4.7% → 5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).}}
|Dr. Mario=*{{buff|Overall shield size has been increased.}}
|Dr. Mario=*{{buff|Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).}}
*{{buff|Forward tilt deals more damage (7% → 9%) with knockback scaling not fully compensated (70 → 65).}}
*{{buff|Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.}}
*{{buff|Down tilt has less knockback scaling (80 → 55) and deals more hitstun (0 → +3), improving its combo potential and granting it KO confirms into Super Jump Punch.}}
*{{buff|Neutral aerial's late hit deals more base damage (8% → 10%), with knockback scaling not fully compensated (102 → 94).}}
*{{buff|Neutral aerial's strong (late) hit deals more damage (8% → 10%) with knockback scaling not fully compensated (102 → 94).}}
*{{buff|Down aerial has a longer hitbox duration (frames 16-17 → 16-19).}}
*{{buff|Down aerial has a longer hitbox duration (frames 16-17 → 16-19).}}
*{{buff|Super Jump Punch's clean hit has more knockback scaling (100 → 105).}}
*{{buff|Super Jump Punch's clean hit has more knockback scaling (100 → 105).}}
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|Falco=*{{buff|Overall shield size has been increased.}}
|Falco=*{{buff|Overall shield size has been increased.}}
|Young Link=*{{buff|Overall shield size has been increased.}}
|Young Link=*{{buff|Overall shield size has been increased.}}
*{{buff|Neutral attack 1 has less startup lag (frame 6 → 4).}}
*{{buff|Neutral attack's first hit has less startup lag (frame 6 → 4), with its total duration reduced as well (FAF 20 → 18).}}
*{{buff|Up smash has more knockback scaling (100 → 108), improving its KO potential.}}
*{{buff|Up smash has more knockback scaling (100 → 108), improving its KO potential.}}
*{{buff|Up aerial has more knockback scaling (77 → 82), slightly improving its KO potential.}}
*{{buff|Up aerial has more knockback scaling (77 → 82), slightly improving its KO potential.}}
*{{buff|Forward throw deals more knockback (45 base/165 scaling → 48/184), being able to KO at realistic percents.}}
*{{buff|Forward throw deals more knockback (45 base/165 scaling → 48/184), allowing it to KO at realistic percents.}}
*{{buff|Grab aerial has less startup lag (frame 11 → 9).}}
*{{buff|Grab aerial has less startup lag (frame 11 → 9).}}
*{{buff|Grab aerial launches at a higher angle (38˚ → 60˚) and deals more hitstun (0 → +4), giving it combo potential.}}
*{{buff|Grab aerial launches at a higher angle (38˚ → 60˚), and inflicts 4 additional frames of hitstun, giving it combo potential even up to high percents.}}
|Ganondorf=*{{buff|Overall shield size has been increased.}}
|Ganondorf=*{{buff|Overall shield size has been increased.}}
|Mewtwo=*{{buff|Overall shield size has been increased.}}
|Mewtwo=*{{buff|Overall shield size has been increased by 1.1×.}}
*{{buff|Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.}}
*{{buff|Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.}}
*{{buff|Down tilt no longer has a Z-axis blind spot.}}
*{{buff|Down tilt's hitboxes have altered positions on frame 6 to reach more into the plane of gameplay, preventing it from missing characters completely during certain animations.}}
|Roy=*{{bugfix|Fixed weird instances where up smash would cause grounded opponents to trip, thus making the move unable to fully connect.}}
|Roy=*{{buff|Up smash has received a -100% trip chance, preventing it from tripping opponents on platforms and missing its last hit due to the trip's intangibility.}}
|Chrom=*{{bugfix|Fixed weird instances where up smash would cause grounded opponents to trip, thus making the move unable to fully connect.}}
|Chrom=*{{buff|Up smash has received a -100% trip chance, preventing it from tripping opponents on platforms and missing its last hit due to the trip's intangibility.}}
|Mr. Game & Watch=*{{buff|Overall shield size has been increased.}}
|Mr. Game & Watch=*{{buff|Overall shield size has been increased by 1.125×.}}
|Meta Knight=*{{buff|Overall shield size has been increased.}}
|Meta Knight=*{{buff|Overall shield size has been increased.}}
|Pit=*{{buff|Overall shield size has been increased.}}
|Pit=*{{buff|Overall shield size has been increased.}}
|Dark Pit=*{{buff|Overall shield size has been increased.}}
|Dark Pit=*{{buff|Overall shield size has been increased.}}
|Zero Suit Samus=*{{buff|Overall shield size has been increased.}}
|Zero Suit Samus=*{{buff|Overall shield size has been increased.}}
*{{nerf|Flip Jump's bury kick has much less knockback (25 base/145 scaling → 10/90), significantly reducing its bury duration.}}
*{{nerf|Flip Jump's burying hitbox has much less knockback (25 base/145 scaling → 10/90), significantly reducing its bury duration, to the point opponents can mash out and escape KO setups into Boost Kick even at high percents.}}
|Wario=*{{change|Wario's head animation during hitstun was shifted.}}
|Snake=*{{buff|Overall shield size has been increased.}}
|Snake=*{{buff|Overall shield size has been increased.}}
*{{buff|Snake's head is briefly invincible after activating shield.}}
*{{buff|Snake's head is briefly intangible when activating his shield.}}
|Squirtle=*{{buff|Overall shield size has been increased.}}
|Squirtle=*{{buff|Overall shield size has been increased by 1.15×.}}
|Charizard=*{{buff|Overall shield size has been increased.}}
|Charizard=*{{buff|Overall shield size has been increased by 1.2×.}}
|Diddy Kong=*{{buff|Overall shield size has been increased.}}
|Diddy Kong=*{{buff|Diddy Kong's right arm is briefly intangible when activating his shield.}}
|Sonic=*{{buff|Overall shield size has been increased.}}
|Sonic=*{{buff|Overall shield size has been increased by 1.1×.}}
*{{bugfix|Fixed weird instances where up smash would cause grounded opponents to trip, thus making the move unable to fully connect.}}
*{{buff|Up smash's meteor smashing hitboxes have received a -100% trip chance, preventing them from tripping opponents on platforms and causing the last hit to miss due to the trip's intangibility.}}
|King Dedede=*{{buff|Overall shield size has been increased.}}
|King Dedede=*{{buff|Overall shield size has been increased by 1.15×.}}
|Olimar=*{{buff|Overall shield size has been increased.}}
|Olimar=*{{buff|Overall shield size has been increased, now fully covering Olimar's body again.}}
|Lucario=*{{buff|Overall shield size has been increased.}}
|Lucario=*{{buff|Overall shield size has been increased.}}
|Toon Link=*{{buff|Dash attack has less ending lag.}}
|Toon Link=*{{buff|Dash attack has less ending lag (FAF 31 → 29), improving its combo potential.}}
*{{buff|Down smash has more knockback scaling (83 → 90 (hit 1), 79 → 85 (hit 2)).}}
*{{buff|Down smash has more knockback scaling (83 → 90 (hit 1), 79 → 85 (hit 2)).}}
*{{buff|Back aerial has less startup lag (frame 7 → 6).}}
*Back aerial:
*{{buff|Down aerial's late hit deals more damage (12% → 14%) with knockback scaling not fully compensated (100 → 98).}}
**{{buff|Back aerial has less startup lag with a longer hitbox duration (frames 7-9 → 6-9).}}
*{{buff|Grab aerial has a longer hitbox duration.}}
**{{newbug|The stronger "attack connect" HD [[rumble]] no longer triggers.}}
*{{buff|Down aerial's late hit deals more damage (12% → 14%) with knockback scaling not fully compensated (100 → 98), drastically improving its KO potential.}}
*{{buff|Grab aerial has a longer hitbox duration (frames 11-18 → 11-20).}}
|Wolf=*{{buff|Overall shield size has been increased.}}
|Wolf=*{{buff|Overall shield size has been increased.}}
|Villager=*{{buff|Overall shield size has been increased.}}
|Villager=*{{buff|Overall shield size has been increased.}}
|Wii Fit Trainer=*{{buff|Overall shield size has been increased.}}
|Wii Fit Trainer=*{{buff|Overall shield size has been increased.}}
|Rosalina & Luma=*{{buff|Overall shield size has been increased, fully covering Luma.}}
|Rosalina & Luma=*{{buff|Overall shield size has been increased.}}
|Little Mac=*{{buff|Overall shield size has been increased.}}
|Little Mac=*{{buff|Overall shield size has been increased.}}
|Greninja=*{{buff|Overall shield size has been increased.}}
|Greninja=*{{buff|Overall shield size has been increased by 1.206×.}}
|Mii Brawler=*{{buff|Suplex's grab range has been increased.}}
|Mii Brawler=*{{buff|Suplex's grab range has been increased.}}
|Mii Swordfighter=*{{buff|Overall shield size has been increased.}}
|Mii Swordfighter=*{{buff|Overall shield size has been increased by 1.075×.}}
*{{nerf|Light Shuriken's hitbox has been reduced.}}
|Palutena=*{{buff|Overall shield size has been increased.}}
|Palutena=*{{buff|Overall shield size has been increased.}}
*{{buff|Up tilt's last hit deals more damage (2.5% → 4.5%) with knockback not fully compensated (60 base/195 scaling → 75/136).}}
*{{buff|Up tilt's last hit deals more damage (2.5% → 4.5%) with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.}}
*{{buff|Down smash's sweetspot has more base knockback (40 → 52).}}
*{{buff|Down smash's sweetspot has more base knockback (40 → 52).}}
*{{nerf|Neutral aerial's looping hits deal drastically less hitstun (0 → -13).}}
*{{nerf|Neutral aerial's last hit deals less knockback (30 base/180 scaling → 35/155). While this slightly improves its combo potential at low percents, it more drastically hinders its KO potential at high percents.}}
*{{nerf|Neutral aerial's last hit deals less knockback (30 base/180 scaling → 35/155).}}
*{{nerf|Neutral aerial's last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).}}
*{{nerf|Neutral aerial's last hit has a smaller hitbox against airborne opponents (11.5u → 9.8u).}}
*{{nerf|Neutral aerial's penultimate hit inflicts 13 less frames of hitstun, worsening the move's drag-down setups and removing its infinites against certain opponents on platforms (such as {{SSBU|Ridley}}).}}
*{{nerf|Down throw has more knockback scaling (25 → 30), worsening its combo potential.}}
*{{nerf|Down throw has more knockback scaling (25 → 30), worsening its combo potential.}}
*{{change|Palutena's shield has been adjusted during her idle animation while holding a small item, causing it to no longer clip through her arm.}}
|Pac-Man=*{{buff|Overall shield size has been increased.}}
|Pac-Man=*{{buff|Overall shield size has been increased.}}
|Bowser Jr.=*{{buff|Overall shield size has been increased.}}
|Bowser Jr.=*{{buff|Overall shield size has been increased.}}
|Duck Hunt=*{{buff|Overall shield size has been increased.}}
|Duck Hunt=*{{buff|Overall shield size has been increased.}}
*{{buff|Neutral infinite's hits deal more hitstun (0 → +2), preventing opponents from shielding before the finisher comes out.}}
*{{buff|Neutral infinite's hits inflict 2 additional frames of hitstun, preventing opponents from shielding before the finisher comes out.}}
|Ryu=*{{buff|Overall shield size has been increased.}}
|Ryu=*{{buff|Overall shield size has been increased by 1.125×.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{change|Held down tilt launches at a lower angle (64° 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{buff|It is possible to cancel down smash with a special move.}}
*{{buff|Down smash can be canceled into special moves.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.}}
*{{nerf|Down smash has received negative [[shield damage]] (0 → -8/-6), preventing Ryu from easily breaking shields by chaining it into special moves.}}
*{{buff|Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.}}
*{{buff|Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.}}
*{{buff|Shakunetsu Hadoken's multi-hits have altered angles (60/0 366), being an autolink, allowing them to link into later hits more consistently.}}
*{{buff|Shakunetsu Hadoken's looping hits use the [[autolink angle]] (60°/366°), allowing them to connect more reliably.}}
*{{buff|Ryu's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
*{{buff|Ryu's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This allows it to beat out grounded attacks that hit low to the ground.}}
**{{buff|Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.}}
*{{buff|Tatsumaki Senpukyaku deals more base damage (9%/10%/11% → 11%/12%/13% (grounded, front hit), 8%/9.5%/11% → 10%/11.5%/13% (grounded, back hit), 8%/9%/10% → 10%/11%/12% (aerial, front hit), 7%/8.5%/10% → 9%/10.5%/12% (aerial, back hit)), with only base knockback compensated on the heavy version's clean hit (75 → 71) and the late hits (50/57/65 → 42/49/56), strengthening the move overall.}}
|Ken=*{{buff|Overall shield size has been increased.}}
|Ken=*{{buff|Overall shield size has been increased by 1.125x.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{change|Held down tilt launches at a lower angle (64° 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{buff|It is possible to cancel down smash with a special move.}}
*{{buff|Down smash can be canceled into special moves.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ken from easily breaking shields by chaining down smash into special moves.}}
*{{nerf|Down smash has received negative [[shield damage]] (0 → -8/-6), preventing Ken from easily breaking shields by chaining it into special moves.}}
*{{buff|Ken's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
*{{buff|Ken's pivoting leg is intangible during grounded Tatsumaki Senpukyaku. This prevents attacks that hit low to the ground from invalidating the move.}}
**{{buff|Tatsumaki Senpukyaku is easier to connect.}}
**{{buff|Tatsumaki Senpukyaku has altered angles (35° → 55°/31° (grounded), 55° (aerial)) and knockback (62 base/30 scaling → 45/59 base/20/25 scaling (grounded), 45 base/20 scaling (aerial)), allowing its hits to link more reliably.}}
|Cloud=*{{buff|Dash attack has more knockback scaling (60 → 70), allowing it to KO under 150%}}
|Cloud=*{{buff|Overall shield size has been increased.}}
*{{buff|Dash attack has more knockback scaling (60 → 70), drastically improving its KO potential, to the point it can KO at around 140%.}}
*{{buff|The [[set knockback]] of one of the hitboxes of forward smash's second hit was reduced (90 → 80), making it less likely to knock opponents out of the final hit.}}
*{{buff|The [[set knockback]] of one of the hitboxes of forward smash's second hit was reduced (90 → 80), making it less likely to knock opponents out of the final hit.}}
*{{buff|Up smash has less startup lag (frame 15 → 12) with its total duration reduced as well (FAF 49 → 46), and the clean hit has more knockback scaling (96 → 105).}}
*Up smash:
**{{buff|Up smash has less startup lag (frame 15 → 12), with its total duration reduced as well (FAF 49 → 46).}}
**{{buff|The 13% hitboxes have more knockback scaling (96 → 105).}}
**{{newbug|The stronger "attack connect" HD [[rumble]] no longer triggers.}}
*{{buff|The rising hit of [[Climhazzard]] snaps to the ledge earlier (frame 28 → 24).}}
*{{buff|The rising hit of [[Climhazzard]] snaps to the ledge earlier (frame 28 → 24).}}
*{{buff|Cloud fills the Limit Gauge much faster from using Limit Charge (400 frames → 335).}}
*{{buff|Cloud fills the Limit Gauge much faster from using Limit Charge (full charge: 400 frames → 335), filling it slightly faster than the original version in ''Smash 4''.}}
*{{buff|Overall shield size has been increased.}}
|Corrin=*{{buff|Overall shield size has been increased.}}
|Corrin=*{{buff|Overall shield size has been increased.}}
<!--*{{change|A currently unknown modifier for one of Corrin's throws was modified.}}-->
*{{buff|Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.}}
|Bayonetta=*{{buff|Overall shield size has been increased.}}
*{{buff|[[Counter Surge]] [[Slowdown|slows down]] opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).}}
|Bayonetta=*{{buff|Overall shield size has been increased by 1.05x.}}
*{{newbug|Created a visual glitch where Bayonetta's clothes do not disappear during her smash attacks after being hit within their first few frames.<ref>https://www.youtube.com/watch?v=BF3nwJFQ4VE</ref>}}
|Ridley=*{{buff|Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.}}
|Ridley=*{{buff|Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.}}
**{{buff|A portion of Ridley's wings are invincible after activating and deactivating his shield. The portion of his tail is also briefly invincible after deactivating shield.}}
**{{buff|A portion of Ridley's wings are intangible when activating and deactivating his shield. A portion of his tail is also briefly intangible when deactivating the shield.}}
|King K. Rool=*{{buff|Overall shield size has been increased.}}
|King K. Rool=*{{buff|Overall shield size has been increased by 1.011×.}}
**{{buff|The shield's center and K. Rool's posture while shielding has been adjusted to match.}}
**{{buff|The shield's center and K. Rool's posture while shielding has been adjusted to match.}}
|Incineroar=*{{buff|Alolan Whip's collateral hitboxes deal more knockback.}}
|Isabelle=*{{buff|Adjusted variables related to Fishing Rod's ledge tether range (14, 10, -3, -10 → 20, 25, -3, -10), in order to improve its reliability as a tether recovery.}}
|Piranha Plant=*{{buff|Piranha Plant's lips are briefly invincible after deactivating shield.}}
|Incineroar=*{{buff|Alolan Whip's hitboxes have altered knockback against bystanders (80 base/50 scaling → 128/34 (back body drop), 20/76 → 88/38 (lariat)), making them safe on hit at low percents.}}
|Joker=*{{nerf|Downwards aerial [[Gun]]'s hitboxes do not spread out as far (Z2 offset: -9/0/9 → -2/0/2), noticeably reducing their horizontal range below Joker, especially at their maximum reach.}}
**{{nerf|However, this also severely weakens the lariat collateral's KO potential.}}
*{{nerf|Arsene loses more time on the Rebellion Gauge when taking damage in a match with two to three combatants (lost frames: 12 * damage received → 16 * damage received).}}
|Piranha Plant=*{{buff|Piranha Plant's top lip is briefly intangible after deactivating its shield.}}
|Joker=*{{nerf|Downward aerial [[Gun]]'s hitboxes do not spread out as far (Z2 offset: -9/0/9 → -2/0/2), noticeably reducing their horizontal range below Joker, especially at their maximum reach.}}
*{{nerf|Arsene loses more time on the Rebellion Gauge when taking damage in a match with two to three combatants (Lost frames: Damage Received * 12 → Damage Received * 16).}}
|Hero=*{{buff|Kaboom's first hit has much less knockback scaling (100 → 40), making it less likely to knock the opponent out of range of the explosion at higher percents.}}
|Universal=''There were no universal changes this update''.
|Universal=''There were no universal changes this update''.
|''{{{char}}} did not receive changes in this update.''
|#default=''{{{char}}} did not receive changes in this update.''
}}
}}<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]][[Category:Templates]]</noinclude>

Latest revision as of 08:38, September 17, 2024

There were no universal changes this update.