Template:UpdateList (SSBU)/4.0.0: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
SuperSqank (talk | contribs) No edit summary |
No edit summary |
||
(24 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{#switch: {{{char|Universal}}} | {{#switch: {{{char|Universal}}} | ||
|Mario=*{{change|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}} | |Mario= | ||
|Donkey Kong=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | *{{change|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}} | ||
|Link=*{{buff|Link can now [[shield SDI]] if a projectile hits his Hylian Shield.}} | |Donkey Kong= | ||
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | |||
|Link= | |||
*{{buff|Link can now [[shield SDI]] if a projectile hits his Hylian Shield.}} | |||
*{{change|The lag for his wakeup animation has been adjusted to match the rest of the cast.}} | *{{change|The lag for his wakeup animation has been adjusted to match the rest of the cast.}} | ||
*{{bugfix|[[Spin Attack]]'s | *{{bugfix|Aerial [[Spin Attack]]'s back hits no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | ||
*{{bugfix|Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.}} | *{{bugfix|Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.}} | ||
|Samus=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | |Samus= | ||
*{{bugfix| | *{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | ||
|Dark Samus=*{{bugfix| | *{{bugfix|Certain hitboxes of up smash no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | ||
|Yoshi=*{{nerf|Yoshi pushes opponents away less while charging his [[forward smash]], no longer causing certain characters' [[grab]]s to be unable to reach him from the front.}} | |Dark Samus= | ||
|Fox=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | *{{bugfix|Certain hitboxes of up smash no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | ||
|Peach=*{{change|Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.}} | |Yoshi= | ||
*{{nerf|Yoshi pushes opponents away less while charging his [[forward smash]], no longer causing certain characters' [[grab]]s to be unable to reach him from the front.}} | |||
|Fox= | |||
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | |||
|Peach= | |||
*{{change|Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.}} | |||
*{{buff|[[Toad]]'s counterattack connects more easily when blocking an attack from behind.}} | *{{buff|[[Toad]]'s counterattack connects more easily when blocking an attack from behind.}} | ||
*{{bugfix|[[Peach Parasol]]'s late loop hits no longer | *{{bugfix|[[Peach Parasol]]'s late loop hits no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | ||
*{{change|A rare bug with [[Peach Parasol]] when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.}} | *{{change|A rare bug with [[Peach Parasol]] when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.}} | ||
|Daisy=*{{change|Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.}} | |Daisy= | ||
*{{change|Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.}} | |||
*{{bugfix|Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.}} | *{{bugfix|Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.}} | ||
*{{buff|Toad's counterattack connects more easily when blocking an attack from behind.}} | *{{buff|Toad's counterattack connects more easily when blocking an attack from behind.}} | ||
*{{bugfix|[[Daisy Parasol]]'s late loop hits no longer | *{{bugfix|[[Daisy Parasol]]'s late loop hits no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | ||
|Bowser=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | |Bowser= | ||
|Ice Climbers=*{{nerf|Partner climber is no longer able to ledge trump opponents.}} | *{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | ||
|Sheik=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | |Ice Climbers= | ||
|Zelda=*{{change|Medium and fast walking animations have been adjusted to prevent her dress from clipping.}} | *{{nerf|Partner climber is no longer able to ledge trump opponents.}} | ||
|Ganondorf=*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}} | |Sheik= | ||
|Young Link=*{{buff|Young Link can now [[shield SDI]] if a projectile hits his Deku Shield.}} | *{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | ||
|Mewtwo=*{{buff|Mewtwo has a slightly shorter and thinner hurtbox on its tail.}} | |Zelda= | ||
*{{change|Medium and fast walking animations have been adjusted to prevent her dress from clipping.}} | |||
|Ganondorf= | |||
*{{change|Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.}} | |||
|Young Link= | |||
*{{buff|Young Link can now [[shield SDI]] if a projectile hits his Deku Shield.}} | |||
|Mewtwo= | |||
*{{buff|Mewtwo has a slightly shorter and thinner hurtbox on its tail.}} | |||
*{{buff|Up smash's last hit has more knockback scaling (107 → 111).}} | *{{buff|Up smash's last hit has more knockback scaling (107 → 111).}} | ||
*{{buff|Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).}} | *{{buff|Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).}} | ||
Line 32: | Line 48: | ||
*{{buff|[[Confusion]] has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).}} | *{{buff|[[Confusion]] has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).}} | ||
*{{buff|Confusion starts reflecting projectiles earlier (frame 12 → 10).}} | *{{buff|Confusion starts reflecting projectiles earlier (frame 12 → 10).}} | ||
|Mr. Game & Watch=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | |Mr. Game & Watch= | ||
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | |||
*{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}} | *{{bugfix|Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.}} | ||
|Pit=*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}} | |Pit= | ||
*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}} | |||
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}} | *{{buff|Up tilt has less ending lag (FAF 35 → 33).}} | ||
*{{buff|Back aerial has less landing lag (11 frames → 8).}} | *{{buff|Back aerial has less landing lag (11 frames → 8).}} | ||
Line 40: | Line 58: | ||
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}} | *{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}} | ||
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.}} | *{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.}} | ||
|Dark Pit=*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}} | |Dark Pit= | ||
*{{buff|Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).}} | |||
*{{buff|Up tilt has less ending lag (FAF 35 → 33).}} | *{{buff|Up tilt has less ending lag (FAF 35 → 33).}} | ||
*{{buff|Back aerial has less landing lag (11 frames → 8).}} | *{{buff|Back aerial has less landing lag (11 frames → 8).}} | ||
Line 46: | Line 65: | ||
*{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}} | *{{buff|Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).}} | ||
*{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.}} | *{{bugfix|Fixed an issue in Mega Special Smash that resulted [[Power of Flight]] to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.}} | ||
|Zero Suit Samus=*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun | |Zero Suit Samus= | ||
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun, though Zero Suit Samus still falls slower when using the move out of hitstun due to her [[air friction|vertical air friction]] not being disabled.}} | |||
|Snake=*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | |Snake= | ||
*{{change|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | |||
*{{nerf|Up throw's collateral hitbox is now blockable.}} | *{{nerf|Up throw's collateral hitbox is now blockable.}} | ||
|Pokémon Trainer=*{{bugfix|The duration of ledge invincibility is no longer shortened when using [[Pokémon Change]] in the air before grabbing the ledge.}} | |Pokémon Trainer= | ||
|Ivysaur=*{{nerf|Down aerial's sweetspot is significantly smaller (7u → 4u).}} | *{{bugfix|The duration of ledge invincibility is no longer shortened when using [[Pokémon Change]] in the air before grabbing the ledge.}} | ||
|Ivysaur= | |||
*{{nerf|Down aerial's sweetspot is significantly smaller (7u → 4u).}} | |||
*{{nerf|Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.}} | *{{nerf|Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.}} | ||
*{{nerf|[[Razor Leaf]] has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).}} | *{{nerf|[[Razor Leaf]] has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).}} | ||
*{{nerf|Aerial [[Vine Whip]]'s sweetspot has less base knockback (80 → 70), hindering its KO potential, especially as a follow-up from down throw.}} | *{{nerf|Aerial [[Vine Whip]]'s sweetspot has less base knockback (80 → 70), hindering its KO potential, especially as a follow-up from down throw.}} | ||
*{{bugfix|Fixed a rare glitch in which Vine Whip would not grab ledges properly.}} | *{{bugfix|Fixed a rare glitch in which Vine Whip would not grab ledges properly.}} | ||
|Charizard=*{{buff|Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).}} | |Charizard= | ||
*{{buff|Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).}} | |||
*{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}} | *{{buff|Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).}} | ||
*{{change|The outermost hitbox of up smash's first hit uses set angles (368° → 280°/320°/340° (frame 7/8/9)) and fixed knockback (0 → 32/42/60). On frame 9, there is a new highest priority hitbox that has the same position as and keeps the pre-patch properties of the outermost hitbox (aside from set weight).}} | |||
**{{nerf|However, this new hitbox deals no damage (5% → 0%), reducing the move's damage potential.}} | |||
*{{bugfix|The autolink hitboxes of up smash no longer use [[set weight]], fixing a glitch that caused their [[position vector]] to last much longer than usual and launch opponents much farther if the move was interrupted.}} | |||
*{{nerf|The second hit of up smash always launches in the direction Charizard is facing, making it easier to DI.}} | |||
*{{buff|Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).}} | *{{buff|Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).}} | ||
*{{buff|Forward throw deals more knockback (60 base/65 scaling → 63/70).}} | *{{buff|Forward throw deals more knockback (60 base/65 scaling → 63/70).}} | ||
*{{buff|Flare Blitz can snap to the ledge earlier (frame 54 → frame 45).}} | *{{buff|Flare Blitz can snap to the ledge earlier (frame 54 → frame 45).}} | ||
|Diddy Kong= | |||
*{{bugfix|The glitch that resulted [[Rocketbarrel Boost]] to disappear instantaneous when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during the release has been fixed.}} | |||
|Diddy Kong=*{{bugfix|The glitch that resulted [[Rocketbarrel Boost]] to disappear instantaneous when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during the release has been fixed.}} | |Lucas= | ||
|Lucas=*{{buff|Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).}} | *{{buff|Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).}} | ||
*{{buff|Dash attack has a longer hitbox duration (frames 13-15 → 13-17).}} | *{{buff|Dash attack has a longer hitbox duration (frames 13-15 → 13-17).}} | ||
*{{buff|Up smash has more invulnerability during startup (frames 1-4 → 1-7).}} | *{{buff|Up smash has more invulnerability during startup (frames 1-4 → 1-7).}} | ||
*{{buff|Up aerial has less ending lag (FAF 34 → 32).}} | *{{buff|Up aerial has less ending lag (FAF 34 → 32).}} | ||
*{{buff|[[PK Fire]] has less landing lag (21 frames → 19).}} | *{{buff|[[PK Fire]] has less landing lag (21 frames → 19).}} | ||
|Sonic=*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}} | |Sonic= | ||
*{{ | *{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}} | ||
|King Dedede=*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}} | *{{newbug|A glitch created where upon recovering with [[Spring Jump]] then landing, the landing lag animation would play more slowly.}} | ||
|King Dedede= | |||
*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}} | |||
*{{bugfix|Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.}} | *{{bugfix|Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.}} | ||
|Olimar=*{{buff|Forward smash's | |Olimar= | ||
*{{buff|Forward smash's range has been increased when using Purple Pikmin, reverting to its pre-3.1.0 behavior.}} | |||
*{{bugfix|A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.}} | *{{bugfix|A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.}} | ||
|R.O.B.=*{{nerf|Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.}} | |R.O.B.= | ||
|Toon Link=*{{buff|Toon Link can now [[shield SDI]] if a projectile hits his Hero's Shield.}} | *{{nerf|Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.}} | ||
|Toon Link= | |||
*{{buff|Toon Link can now [[shield SDI]] if a projectile hits his Hero's Shield.}} | |||
*{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}} | *{{change|Down aerial no longer has its downward movement disabled when used out from of hitstun.}} | ||
|Villager=*{{buff|Up smash's hits connect more reliably, fixing the issue patch {{SSBU|3.1.0}} introduced.}} | |Villager= | ||
|Rosalina & Luma=*{{nerf|It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.}} | *{{buff|Up smash's hits connect more reliably, fixing the issue patch {{SSBU|3.1.0}} introduced.}} | ||
|Rosalina & Luma= | |||
*{{nerf|It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.}} | |||
*{{buff|Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.}} | *{{buff|Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.}} | ||
|Little Mac=*{{nerf|Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.}} | |Little Mac= | ||
|Greninja=*{{change|Greninja nows immediately descends when using down aerial after being launched, rather air stalling.}} | *{{nerf|Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.}} | ||
|Mii Brawler=*{{change|The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall))}}. | |Greninja= | ||
*{{change|Greninja nows immediately descends when using down aerial after being launched, rather than air stalling.}} | |||
|Mii Brawler= | |||
*{{change|The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall))}}. | |||
**{{change|[[List of updates (SSBU)/3.1.0 changelog#Mii Brawler|All resulting changes from 3.1.0]] have been reversed as a result.}} | **{{change|[[List of updates (SSBU)/3.1.0 changelog#Mii Brawler|All resulting changes from 3.1.0]] have been reversed as a result.}} | ||
*{{buff|[[Flashing Mach Punch]] has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).}} | *{{buff|[[Flashing Mach Punch]] has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).}} | ||
Line 89: | Line 126: | ||
*{{buff|Flashing Mach Punch's final hit has more knockback scaling (103 → 109).}} | *{{buff|Flashing Mach Punch's final hit has more knockback scaling (103 → 109).}} | ||
*{{buff|[[Thrust Uppercut]]'s final hit has more knockback scaling (58 → 71).}} | *{{buff|[[Thrust Uppercut]]'s final hit has more knockback scaling (58 → 71).}} | ||
|Mii Swordfighter=*{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}} | |Mii Swordfighter= | ||
|Mii Gunner=*{{buff|Up smash's hits connect more reliably, | *{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}} | ||
|Pac-Man=*{{buff|Pac-Man will no longer drop his [[Bonus Fruit]] if he is hit with a move that [[reverse]]s while charging the attack.}} | |Mii Gunner= | ||
|Shulk=*{{bugfix|Fixed a glitch that allowed Shulk to cancel the revival platform immediately by using [[Back Slash]] after self-destructing while choosing [[Monado Arts]].}} | *{{buff|Up smash's hits have adjusted angles and [[position vector]]s, allowing them to connect more reliably.}} | ||
*{{bugfix|Certain hitboxes of up smash no longer use [[set weight]], fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.}} | |||
|Pac-Man= | |||
*{{buff|Pac-Man will no longer drop his [[Bonus Fruit]] if he is hit with a move that [[reverse]]s while charging the attack.}} | |||
|Shulk= | |||
*{{bugfix|Fixed a glitch that allowed Shulk to cancel the revival platform immediately by using [[Back Slash]] after self-destructing while choosing [[Monado Arts]].}} | |||
*{{bugfix|Fixed the aforementioned glitch where the Monado Arts would actively display the previous art on player screen after Shulk self-destructs.}} | *{{bugfix|Fixed the aforementioned glitch where the Monado Arts would actively display the previous art on player screen after Shulk self-destructs.}} | ||
*{{bugfix|Fixed a glitch where throws with insufficient knockback | *{{bugfix|Fixed a glitch where throws with insufficient knockback would often trigger a [[Special Zoom|Finish Zoom]] with Buster Art.}} | ||
|Ryu=*{{buff|Ryu now turns to face opponents after perfect shielding.}} | |Ryu= | ||
|Ken=*{{buff|Ken now turns to face opponents after perfect shielding.}} | *{{buff|Ryu now turns to face opponents after perfect shielding.}} | ||
|Corrin=*{{buff|Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).}} | |Ken= | ||
*{{change|Down aerial no longer has its downward movement disabled when used out of | *{{buff|Ken now turns to face opponents after perfect shielding.}} | ||
*{{buff|[[Dragon Lunge]]'s jump | |Corrin= | ||
*{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance.}} | *{{buff|Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).}} | ||
|Bayonetta=*{{bugfix|Bayonetta's up and side [[taunt]]s no longer cause her voice clips to delay or cut off after finishing her taunting animation.}} | *{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | ||
*{{buff|[[Dragon Lunge]]'s jump out of the pin has less ending lag (FAF 46 → 40).}} | |||
*{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance (height multiplier: 1.63x (ground)/1.53x (aerial) → 1.83x/1.73x).}} | |||
|Bayonetta= | |||
*{{bugfix|Bayonetta's up and side [[taunt]]s no longer cause her voice clips to delay or cut off after finishing her taunting animation.}} | |||
*{{change|Down aerial descends immediately when using the move after being launched.}} | *{{change|Down aerial descends immediately when using the move after being launched.}} | ||
|Ridley=*{{buff|Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.}} | |Ridley= | ||
*{{buff|Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.}} | |||
*{{buff|Up smash has more knockback scaling (76 → 78).}} | *{{buff|Up smash has more knockback scaling (76 → 78).}} | ||
*{{buff|Back aerial deals more damage (15% → 16%) with no compensation on knockback.}} | *{{buff|Back aerial deals more damage (15% → 16%) with no compensation on knockback.}} | ||
Line 112: | Line 159: | ||
*{{bugfix|Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.}} | *{{bugfix|Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.}} | ||
*{{buff|[[Wing Blitz]] has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.}} | *{{buff|[[Wing Blitz]] has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.}} | ||
|Simon=*{{change|Down aerial descends immediately when using the move after being launched.}} | |Simon= | ||
|Richter=*{{change|Down aerial descends immediately when using the move after being launched.}} | *{{change|Down aerial descends immediately when using the move after being launched.}} | ||
|Isabelle=*{{buff|Isabelle's rolls travel a longer distance (2.25u → 2.85u).}} | |Richter= | ||
*{{change|Down aerial descends immediately when using the move after being launched.}} | |||
|Isabelle= | |||
*{{buff|Isabelle's rolls travel a longer distance (2.25u → 2.85u).}} | |||
*{{buff|Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.}} | *{{buff|Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.}} | ||
*{{buff|Up smash's second hit has more knockback scaling (111 → 116).}} | *{{buff|Up smash's second hit has more knockback scaling (111 → 116).}} | ||
Line 121: | Line 171: | ||
*{{buff|[[Lloid Trap]] has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.}} | *{{buff|[[Lloid Trap]] has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.}} | ||
**{{nerf|The rehit interval was increased to compensate (8 frames → 9), which can result in fewer hits occurring when catching opponents partway through the attack.}} | **{{nerf|The rehit interval was increased to compensate (8 frames → 9), which can result in fewer hits occurring when catching opponents partway through the attack.}} | ||
|Piranha Plant=*{{buff|Up tilt has less ending lag (FAF 32 → 29).}} | |Piranha Plant= | ||
*{{buff|Up tilt has less ending lag (FAF 32 → 29).}} | |||
*{{buff|Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.}} | *{{buff|Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.}} | ||
*{{change|[[Poison Breath]]'s damage increase caps after being reflected multiple times.}} | *{{change|[[Poison Breath]]'s damage increase caps after being reflected multiple times.}} | ||
Line 130: | Line 181: | ||
*{{buff|Long-Stem Strike deals more shield damage (0 → 5).}} | *{{buff|Long-Stem Strike deals more shield damage (0 → 5).}} | ||
*{{bugfix|The [https://youtu.be/kqVHRH_uz1Q Strike Cancel glitch] has been fixed.}} | *{{bugfix|The [https://youtu.be/kqVHRH_uz1Q Strike Cancel glitch] has been fixed.}} | ||
|Joker=*{{change|Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.}} | |Joker= | ||
*{{change|Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.<ref>{{cite web|url=https://twitter.com/Meshima_/status/1156931657691090945 |title= Meshima_ on Twitter |quote="Undocumented Joker change, these are related to Grappling Hook so probably they fixed the glitch regarding to tether recovery. air_resist_hang: 0.27 -> 0.24. fighter_offset: 6 -> 8. Also Tetrakarn reflect box has slightly buffed, now having 0.25u larger vertical range"|author=@Meshima_|date=August 1, 2019}}</ref>}} | |||
*{{nerf|Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in ''Ultimate''.}} | *{{nerf|Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in ''Ultimate''.}} | ||
*{{buff|Makarakarn's vertical searchbox has been raised to 0.25u}} | *{{buff|Makarakarn's vertical searchbox has been raised to 0.25u.<ref>{{cite web|url=https://twitter.com/Meshima_/status/1156931657691090945|title= Meshima_ on Twitter |author=@Meshima_}}</ref>}} | ||
*{{bugfix|Fixed an issue that caused Arsene to be summoned after getting Star KOed.}} | *{{bugfix|Fixed an issue that caused Arsene to be summoned after getting Star KOed.}} | ||
|Universal=*{{nerf|The [[Final Smash Meter]] now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.}} | |Universal= | ||
*{{nerf|The [[Final Smash Meter]] now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.}} | |||
*{{change|The [[combo counter]] in [[Training mode]] no longer has extra frames of leniency after the opponent's [[hitstun]] ends, increasing its accuracy.}} | *{{change|The [[combo counter]] in [[Training mode]] no longer has extra frames of leniency after the opponent's [[hitstun]] ends, increasing its accuracy.}} | ||
*{{bugfix|The [[Z-axis glitch]] has been fixed.}} | *{{bugfix|The spring activated [[Z-axis glitch]] has been fixed.}} | ||
*{{bugfix|Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.}} | *{{bugfix|Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.}} | ||
|Items=*{{buff|The [[Daybreak]]'s blast has a lower [[SDI multiplier]], making it harder to escape.}} | |Items= | ||
*{{buff|The [[Daybreak]]'s blast has a lower [[SDI multiplier]], making it harder to escape.}} | |||
*{{nerf|[[Thwomp]] can no longer hit grounded opponents twice.}} | *{{nerf|[[Thwomp]] can no longer hit grounded opponents twice.}} | ||
*{{bugfix|Certain Final Smashes colliding with [[Klaptrap]] no longer cause characters to become stuck indefinitely.}} | *{{bugfix|Certain Final Smashes colliding with [[Klaptrap]] no longer cause characters to become stuck indefinitely.}} | ||
|Stages=*{{bugfix|A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.}} | |Stages= | ||
*{{bugfix|A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.}} | |||
*{{bugfix|In [[Pokémon Stadium 2]], the "Current Leader" segment displays the names of all leading characters, much like in [[Pokémon Stadium]].}} | *{{bugfix|In [[Pokémon Stadium 2]], the "Current Leader" segment displays the names of all leading characters, much like in [[Pokémon Stadium]].}} | ||
|''{{{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 08:53, September 17, 2024
- The Final Smash Meter now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.
- The combo counter in Training mode no longer has extra frames of leniency after the opponent's hitstun ends, increasing its accuracy.
- The spring activated Z-axis glitch has been fixed.
- Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.