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

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
 
(29 intermediate revisions by 15 users not shown)
Line 5: Line 5:
|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.}}
|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 intangible after activating his 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 stab 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 by 1.025×.}}
|Samus=*{{buff|Overall shield size has been increased by 1.025×.}}
*{{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%).}}
Line 28: Line 28:
*{{buff|Down smash has less startup (frame 11/18 → 8/15), with its total duration reduced as well (FAF 52 → 49).}}
*{{buff|Down smash has less startup (frame 11/18 → 8/15), with its total duration reduced as well (FAF 52 → 49).}}
*{{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|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|Standing grab has more range.}}
*{{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|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)).}}
Line 35: Line 35:
|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 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|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 hits launch at more horizontal angles (70°/92°/270°/92°/270° → 70°/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|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).}}
*{{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)).}}
*{{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|Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).}}
|Dr. Mario=*{{buff|Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).}}
Line 81: Line 82:
|Toon Link=*{{buff|Dash attack has less ending lag (FAF 31 → 29), improving its combo potential.}}
|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 with a longer hitbox duration (frames 7-9 → 6-9).}}
*Back aerial:
**{{buff|Back aerial has less startup lag with a longer hitbox duration (frames 7-9 → 6-9).}}
**{{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|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).}}
*{{buff|Grab aerial has a longer hitbox duration (frames 11-18 → 11-20).}}
Line 99: Line 102:
*{{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|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.}}
Line 111: Line 115:
*{{buff|Shakunetsu Hadoken's looping hits use the [[autolink angle]] (60°/0° → 366°), allowing them to connect more reliably.}}
*{{buff|Shakunetsu Hadoken's looping hits use the [[autolink angle]] (60°/0° → 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 allows it to beat out grounded attacks that hit low to the ground.}}
*{{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 base damage (9%/10%/11% → 11%/12%/13% (grounded, clean), 8%/9.5%/11% → 10%/11.5%/13% (grounded, late), 8%/9%/10% → 10%/11%/12% (aerial, clean), 7%/8.5%/10% → 9%/10.5%/12% (aerial, late)), 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.}}
*{{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 by *1.125.}}
|Ken=*{{buff|Overall shield size has been increased by 1.125x.}}
*{{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.}}
*{{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|Down smash can be canceled into special moves.}}
*{{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|Down smash has received negative [[shield damage]] (0 → -8/-6), preventing Ken from easily breaking shields by chaining it 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 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.}}
**{{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|Overall shield size has been increased.}}
|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|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).}}
*Up smash:
*{{buff|Up smash's 13% hitboxes have more knockback scaling (96 → 105).}}
**{{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 (full charge: 400 frames → 335), filling it slightly faster than the original version in ''Smash 4''.}}
*{{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''.}}
|Corrin=*{{buff|Overall shield size has been increased.}}
|Corrin=*{{buff|Overall shield size has been increased.}}
*{{buff|Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.}}
*{{buff|Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.}}
*{{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.}}
|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 intangible when activating and deactivating his shield. A portion of his tail is also briefly intangible when deactivating the 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.}}
Line 134: Line 142:
**{{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.}}
|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.}}
|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.}}
|Incineroar=*{{buff|Alolan Whip's hitboxes deal more knockback to bystanders (80 base/50 scaling → 128/34 (back body drop), 20/76 → 88/38 (lariat)).}}
|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.}}
**{{nerf|However, this also severely weakens the lariat collateral's KO potential.}}
|Piranha Plant=*{{buff|Piranha Plant's top lip is briefly intangible after deactivating its shield.}}
|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.}}
|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: 12 * damage received → 16 * damage received).}}
*{{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.}}
|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.