Template:UpdateList (SSBU)/3.0.0: Difference between revisions
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{{#switch: {{{char|Universal}}} | {{#switch: {{{char|Universal}}} | ||
|Mario=*{{nerf|[[Fireball]] deals less shield damage.}} | |Mario=*{{nerf|[[Fireball]] deals less shield damage (0 → -2.5/-2 (clean/late).}} | ||
*{{buff|At the start of [[Mario Finale]], nearby opponents will be slowed down for a longer period.}} | *{{buff|At the start of [[Mario Finale]], nearby opponents will be slowed down more (10 → 20) for a longer period (60 frames → 75).}} | ||
|Donkey Kong=*{{buff|[[Giant Punch]] has more range, no longer missing opponents up close.}} | |Donkey Kong=*{{buff|[[Giant Punch]] has more range (5u → 6.5u), no longer missing opponents up close.}} | ||
|Link=*{{nerf|[[Boomerang]] deals less shield damage.}} | |Link=*{{nerf|[[Boomerang]] deals less shield damage (0 → -4,5/-3/-1.5 (clean/late/returning)).}} | ||
|Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage.}} | |Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage (0 → -2.5 (uncharged); 3 → -7 (fully charged).}} | ||
*{{bugfix|Samus no longer launches herself off screen when grab and | *{{bugfix|Samus no longer launches herself off screen when grab and {{b|Bomb|Samus}} occur at the same time.}} | ||
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}} | **{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}} | ||
*{{ | *{{newbug|Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.}} | ||
|Dark Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage.}} | |Dark Samus=*{{nerf|[[Charge Shot]] deals significantly less shield damage (0 → -2.5 (uncharged); 3 → -7 (fully charged).}} | ||
*{{bugfix|Dark Samus no longer launches herself off screen when grab and | *{{bugfix|Dark Samus no longer launches herself off screen when grab and {{b|Bomb|Samus}} occur at the same time.}} | ||
**{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}} | **{{nerf|However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.}} | ||
*{{ | *{{newbug|Created visual glitch where Dark Samus's tether grab beam would disconnect from her arm when performed in the air before landing.}} | ||
|Yoshi=*{{nerf|[[Egg Throw]] deals less shield damage.}} | |Yoshi=*{{nerf|[[Egg Throw]] deals less shield damage (0 → -3).}} | ||
|Kirby=*{{buff|Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).}} | |Kirby=*{{buff|Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).}} | ||
*{{buff|Neutral aerial has less ending lag (FAF 63 → 55) and [[auto-cancel]]s earlier (frame 56 → 51).}} | *{{buff|Neutral aerial has less ending lag (FAF 63 → 55) and [[auto-cancel]]s earlier (frame 56 → 51).}} | ||
*{{buff|The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).}} | *{{buff|The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).}} | ||
* | *{{b|Inhale|Kirby}} | ||
**{{buff|Kirby dies later when performing a [[Kirbycide#Swallowcide|Kirbycide]] with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.}} | **{{buff|Kirby dies later when performing a [[Kirbycide#Swallowcide|Kirbycide]] with Inhale, though he still dies first (distance from the blastzone: (-10 → -4). This gives the opponent less time to recover after Kirby is KO'd.}} | ||
**{{buff|Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).}} | **{{buff|Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).}} | ||
**{{buff|Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * | **{{buff|Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 1.3 → Damage Received/70).}} | ||
**{{bugfix|Fixed multiple Inhale Glitches:}} | **{{bugfix|Fixed multiple Inhale Glitches:}} | ||
***{{bugfix|Fixed a visual glitch where Kirby would retain parts of [[Metal Box|Metal]] status with {{SSBU|Wii Fit Trainer}}.}} | ***{{bugfix|Fixed a visual glitch where Kirby would retain parts of [[Metal Box|Metal]] status with {{SSBU|Wii Fit Trainer}}.}} | ||
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***{{bugfix|Removed Gliding glitch when Kirby uses a copied and [[B-reverse]]d Mii Swordfighter's Gale Strike while running.}} | ***{{bugfix|Removed Gliding glitch when Kirby uses a copied and [[B-reverse]]d Mii Swordfighter's Gale Strike while running.}} | ||
*{{buff|[[Final Cutter]] can snap to the ledge earlier (frame 36 → 33).}} | *{{buff|[[Final Cutter]] can snap to the ledge earlier (frame 36 → 33).}} | ||
|Pikachu=*{{nerf|[[Thunder Jolt]] deals less shield damage.}} | |Pikachu=*{{nerf|[[Thunder Jolt]] deals less shield damage (1 → -2.5/-2/-1.5/-1 (grounded, clean/mid/late), -1.9 (aerial)).}} | ||
|Luigi=*{{nerf|[[Fireball]] deals less shield damage.}} | |Luigi=*{{nerf|[[Fireball]] deals less shield damage (0 → -3/-2.5 (clean/late)).}} | ||
|Ness=*{{nerf|Up smash and down smash are automatically unleashed from charging state earlier and hit less often while charging ( | |Ness=*{{nerf|Up smash and down smash are automatically unleashed from charging state earlier (charge hold: 60 frames → 30) and hit less often while charging (rehit rate: 3 → 4).}} | ||
*{{buff|[[PK Flash]] has more range.}} | *{{buff|[[PK Flash]] has more range ( Size multiplier: 0.9×-1.7× → 1.05×-1.8×).}} | ||
*{{buff|The physics of Ness' yo-yo string are stiffer. This improves the consistency of up smash and down smash at the ledge.}} | *{{buff|The physics of Ness' yo-yo string are stiffer. This improves the consistency of up smash and down smash at the ledge.}} | ||
|Jigglypuff=*{{buff|[[Puff Up]] has a | |Jigglypuff=*{{buff|[[Puff Up]] has a stronger pushbox while growing (FKB: 40 → 75).}} | ||
|Peach=*{{nerf|[[Toad]] no longer stalls continuously in the air after the first use.}} | |Peach=*{{nerf|[[Toad]] no longer stalls continuously in the air after the first use.}} | ||
*{{bugfix|The launch angles of [[Peach Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | *{{bugfix|The launch angles of [[Peach Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | ||
*{{nerf|[[Vegetable]] deals less shield damage.}} | *{{nerf|[[Vegetable]] deals less shield damage (0 → -2.5).}} | ||
*{{nerf|[[Peach Blossom]] has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).}} | *{{nerf|[[Peach Blossom]] has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).}} | ||
*{{change|The animations for Peach's ledge attack and swinging animation have been adjusted.}} | *{{change|The animations for Peach's ledge attack and swinging animation have been adjusted.}} | ||
|Daisy=*{{nerf|Toad no longer stalls continuously in the air after the first use.}} | |Daisy=*{{nerf|Toad no longer stalls continuously in the air after the first use.}} | ||
*{{bugfix|The launch angles of [[Daisy Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | *{{bugfix|The launch angles of [[Daisy Parasol]]'s multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.}} | ||
*{{buff|Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making it identical to Peach's variant. This improves its combo potential at lower percents, and its KOing and gimping potential at higher ones.}} | *{{buff|Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making it identical to Peach's variant. This improves its combo potential at lower percents, and its KOing and gimping potential at higher ones.}} | ||
**{{nerf|However, this limits the move's combo potential at higher percents.}} | **{{nerf|However, this limits the move's combo potential at higher percents.}} | ||
*{{nerf|Vegetable deals less shield damage.}} | *{{nerf|Vegetable deals less shield damage (0 → -2.5).}} | ||
*{{nerf|[[Daisy Blossom]] has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).}} | *{{nerf|[[Daisy Blossom]] has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).}} | ||
*{{change|The animations for Daisy's ledge attack and swinging animation have been adjusted.}} | *{{change|The animations for Daisy's ledge attack and swinging animation have been adjusted.}} | ||
|Bowser=*{{buff|Opponents can no longer | |Bowser=*{{buff|Opponents can no longer trip between the looping hits of grounded [[Whirling Fortress]], sometime avoiding the finisher hit entirely as a result.}} | ||
*{{bugfix|The T-Pose glitch involving [[Superspicy Curry]] and {{b|Screw Attack|item}} has been fixed.}} | *{{bugfix|The T-Pose glitch involving [[Superspicy Curry]] and {{b|Screw Attack|item}} has been fixed.}} | ||
|Ice Climbers=*{{change|Partner climber's AI was adjusted.}} | |Ice Climbers=*{{change|Partner climber's AI was adjusted.}} | ||
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*{{buff|[[Iceberg]] via the FS Meter deals more knockback.}} | *{{buff|[[Iceberg]] via the FS Meter deals more knockback.}} | ||
|Sheik=*{{buff|Rapid jab's finisher has less ending lag (FAF 42 → 36).}} | |Sheik=*{{buff|Rapid jab's finisher has less ending lag (FAF 42 → 36).}} | ||
*{{buff|Down tilt's tipper hitbox | *{{buff|Down tilt's sourspot has reduced range (size: 3.5u → 3.2u; X/Y offsets: 4u/-0.3u → 3u/-0.6u), making the tipper hitbox easier to land.}} | ||
*{{buff|Forward aerial has more vertical range, enabling it to hit small characters from a rising short hop.}} | *{{buff|Forward aerial has more vertical range starting from frame 7 (Y/Z offsets: 0u → -0.5u/1u (hitbox 0), -1u/1.5u (hitbox 1), enabling it to hit small characters from a rising short hop.}} | ||
*{{buff|[[Needle Storm]] charges 1.2x faster, reaching its full charge more quickly (98 frames → 82).}} | *{{buff|[[Needle Storm]] charges 1.2x faster, reaching its full charge more quickly (98 frames → 82).}} | ||
*{{buff|Changes to shield mechanics make charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.}} | *{{buff|Changes to shield mechanics make charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.}} | ||
|Zelda=*{{nerf|[[Phantom Slash]] deals less shield damage.}} | |Zelda=*{{nerf|[[Phantom Slash]] deals less shield damage (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).}} | ||
|Dr. Mario=*{{nerf|Megavitamin has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}} | |Dr. Mario=*{{nerf|Megavitamin has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}} | ||
*{{buff|Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}} | *{{buff|Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}} | ||
*{{buff|At the start of [[Doctor Finale]], nearby opponents will be slowed more, and for longer.}} | *{{buff|At the start of [[Doctor Finale]], nearby opponents will be slowed more (10 → 20), and for longer (60 frames → 85).}} | ||
|Pichu=*{{nerf|[[Thunder Jolt]] deals less shield damage.}} | |Pichu=*{{nerf|[[Thunder Jolt]] deals less shield damage (1 → -3/-2.5/-2 (grounded, clean/mid/late), -4.5 (aerial)).}} | ||
*{{nerf|Pichu's aerial hitstun and landing animations have been changed so its body does not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against it.}} | *{{nerf|Pichu's aerial hitstun and landing animations have been changed so its body does not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against it.}} | ||
|Marth=*{{buff| | |Marth=*{{buff|The grounded-only grabbox of dash grab was made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents it from missing a shielding {{SSBU|R.O.B.}}.}} | ||
|Lucina=*{{buff| | |Lucina=*{{buff|The grounded-only grabbox of dash grab was made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents it from missing a shielding {{SSBU|R.O.B.}}.}} | ||
|Young Link=*{{nerf|Fire Arrow has received negative shield damage (0 → -2.5).}} | |Young Link=*{{nerf|Fire Arrow has received negative shield damage (0 → -2.5).}} | ||
*{{nerf|Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.}} | *{{nerf|Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.}} | ||
*{{ | *{{newbug|An unknown bug was created where opponents would unexpectedly teleport in any direction upon releasing Boomerang.}} | ||
|Ganondorf=*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against him.}} | |Ganondorf=*{{nerf|Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. [[Dancing Blade]], {{SSBU|Peach}}'s dash attack, {{SSBU|Shulk}}'s forward smash and more) to connect more reliably against him.}} | ||
*{{bugfix|The [[Piranha Plant | *{{bugfix|The [[Piranha Plant void glitch|void glitch]] has been removed.}} | ||
|Mewtwo=*{{buff|Mewtwo's [[weight]] was increased (77 → 79), slightly improving its endurance.}}<!--Do not change this to neutral; weight's effect on survivability is more significant than its effect on combos--> | |Mewtwo=*{{buff|Mewtwo's [[weight]] was increased (77 → 79), slightly improving its endurance.}}<!--Do not change this to neutral; weight's effect on survivability is more significant than its effect on combos--> | ||
*{{buff|Neutral attack has less start-up lag (frame 6 → 5).}} | *{{buff|Neutral attack has less start-up lag (frame 6 → 5) and ending lag (FAF 23 → 22).}} | ||
*{{buff|Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%), | *{{buff|Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%), with knockback scaling not fully compensated (80 → 75).}} | ||
*{{buff|Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late)), | *{{buff|Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late)), with knockback scaling not fully compensated (114/114/80/80 → 105/105/71/71 (clean), 114 → 105 (late)).}} | ||
*{{buff|Up tilt's tip hitbox's angle has been adjusted (361° → 110°). This improves its combo potential.}} | *{{buff|Up tilt's tip hitbox's angle has been adjusted (361° → 110°). This improves its combo potential.}} | ||
*{{buff|Forward smash has more range.}} | *{{buff|Forward smash has more range (5.6u → 6.3u).}} | ||
*{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%), | *{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%)}} | ||
*{{buff|Edge [[roll]] grants more [[intangibility]].}} | **{{change|Up aerial's knockback scaling was overcompensated (97 → 86), KOing later but improving its combo potential.}} | ||
*{{buff|Edge attack has slightly more range.}} | *{{buff|Edge [[roll]] grants more [[intangibility]] (1-21 → 1-27).}} | ||
*{{buff|[[Shadow Ball]] has more knockback.}} | *{{buff|Edge attack has slightly more range (Z offset: 19u-5.5u → 19u-3.5u).}} | ||
*{{nerf|Shadow Ball deals less shield damage.}} | *{{buff|Fully charged [[Shadow Ball]] has more knockback scaling (67 → 71).}} | ||
*{{nerf|Shadow Ball deals less shield damage (0/3 (uncharged/fully charged) → -0.6/-4).}} | |||
|Roy=*{{change|Roy's character model has been adjusted.}} | |Roy=*{{change|Roy's character model has been adjusted.}} | ||
*{{buff| | *{{buff|The grounded-only grabbox of dash grab was made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents it from missing a shielding {{SSBU|R.O.B.}}.}} | ||
*{{buff|[[Blazer]]'s hits connect more reliably.}} | *{{buff|[[Blazer]]'s hits connect more reliably (Hits 2-4 FKB: 120 → 85).}} | ||
|Chrom=*{{bugfix|Chrom's victory theme was corrected to ''Id (Purpose)'', matching Lucina and Robin's themes.}} | |Chrom=*{{bugfix|Chrom's victory theme was corrected to ''Id (Purpose)'', matching Lucina and Robin's themes.}} | ||
*{{buff| | *{{buff|The grounded-only grabbox of dash grab was made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents it from missing a shielding {{SSBU|R.O.B.}}.}} | ||
|Mr. Game & Watch=*{{buff|[[Octopus]] traps opponents for a longer period of time.}} | |Mr. Game & Watch=*{{buff|[[Octopus]] traps opponents for a longer period of time (30 + percent * 2.4 → 30 + percent * 3).}} | ||
*{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | *{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | ||
|Pit=*{{nerf|[[Palutena Bow]] deals less [[shield damage]] (0 → -1.6).}} | |Pit=*{{nerf|[[Palutena Bow]] deals less [[shield damage]] (0 → -1.6).}} | ||
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|Zero Suit Samus=*{{change|The animations for the [[Grapple Beam]] have been adjusted.}} | |Zero Suit Samus=*{{change|The animations for the [[Grapple Beam]] have been adjusted.}} | ||
*{{nerf|[[Flip Jump]] travels less horizontal distance (horizontal control speed 0.7 → 0.5).}} | *{{nerf|[[Flip Jump]] travels less horizontal distance (horizontal control speed 0.7 → 0.5).}} | ||
|Wario=* | |Wario=*[[Chomp]]: | ||
*{{buff| | **{{buff|Wario can eat projectiles more easily (Swallow box size: 4.5u → 6u; offsets: -2u/2u/1.5u → -2.75u/2.75u/2.25u).}} | ||
**{{buff|decreased ending lag after eating a projectile (FAF 35 → 25).}} | |||
*{{buff|A yellow flash will manifest when [[Wario Bike]] is usable again.}} | *{{buff|A yellow flash will manifest when [[Wario Bike]] is usable again.}} | ||
*{{bugfix|Wario is now able to consume the [[Staff]] with Chomp.}} | *{{bugfix|Wario is now able to consume the [[Staff]] with Chomp.}} | ||
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|Snake=*{{nerf|Up smash has more ending lag (FAF 51 → 55).}} | |Snake=*{{nerf|Up smash has more ending lag (FAF 51 → 55).}} | ||
*{{buff|Back aerial's sweetspot deals more knockback.}} | *{{buff|Back aerial's sweetspot deals more knockback.}} | ||
*{{nerf|[[Hand Grenade]] deals less shield damage.}} | *{{nerf|[[Hand Grenade]] deals less shield damage (0 → -1/-4.5 (impact/explosion)).}} | ||
**{{buff|However, this also makes it safer for Snake to shield his own grenades.}} | **{{buff|However, this also makes it safer for Snake to shield his own grenades.}} | ||
*{{nerf|[[Remote Missile]] has a smaller hitbox.}} | *{{nerf|[[Remote Missile]] has a smaller hitbox while falling (-2.5u → -2u).}} | ||
*{{bugfix|Invisible [[Cypher]] fixed.}} | *{{bugfix|Invisible [[Cypher]] fixed.}} | ||
*{{bugfix|Climbing a ladder after using Cypher no longer causes Snake to become helpless once he lets go or climbs to the top.}} | *{{bugfix|Climbing a ladder after using Cypher no longer causes Snake to become helpless once he lets go or climbs to the top.}} | ||
|Pokémon Trainer=*{{bugfix|Fixed a glitch where Pokémon Change would not properly switch Pokémon during [[Special Smash]].}} | |Pokémon Trainer=*{{bugfix|Fixed a glitch where Pokémon Change would not properly switch Pokémon during [[Special Smash]].}} | ||
*{{bugfix|Fixed a [[Ditto]]-related glitch where Pokémon Trainer would enter on-stage in [[Training Mode]].}} | *{{bugfix|Fixed a [[Ditto]]-related glitch where Pokémon Trainer would enter on-stage in [[Training Mode]].}} | ||
|Ivysaur=*{{nerf|[[Razor Leaf]] deals less shield damage.}} | |Ivysaur=*{{nerf|[[Razor Leaf]] deals less shield damage (0 → -4/-3/-2 (early/mid/late)).}} | ||
|Charizard=*{{buff|Grounded [[Flare Blitz]] has more | |Charizard=*{{buff|Grounded [[Flare Blitz]] has more an additional hitbox below it, being able to hit every character lying on the ground and some hanging on the ledge.}} | ||
*{{bugfix|Up throw drifts slightly forward, meaning that Pichu and Ridley do not get stage spiked when it is used near the ledge.}} | *{{bugfix|Up throw drifts slightly forward, meaning that Pichu and Ridley do not get stage spiked when it is used near the ledge.}} | ||
**{{nerf|This means true follow-ups with this application (such as back aerial) are no longer possible.}} | **{{nerf|This means true follow-ups with this application (such as back aerial) are no longer possible.}} | ||
|Diddy Kong=*{{buff|Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).}} | |Diddy Kong=*{{buff|Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).}} | ||
*{{buff|Forward tilt has a new late hit on frames 13-14 that deals less damage (10% → 7%) but increases its duration overall.}} | |||
*{{buff|Forward tilt has a new late hit that deals less damage (10% → 7%) but increases its duration overall.}} | *{{buff|Down smash deals more knockback (Hit 1: 40 base/72 scaling → 46/77; hit 2: 35 base → 38).}} | ||
*{{buff|Down smash deals more knockback.}} | *{{buff|Neutral aerial has more range (2u/2u/2u/2u → 3.5u/3.5u/3.5u/3.5u).}} | ||
*{{buff|Neutral aerial has more range.}} | *{{buff|Up aerial deals more damage (6% → 7%) with base knockback not fully compensated (64 → 57).}} | ||
*{{buff|Up aerial deals more damage (6% → 7%) with knockback compensated.}} | |||
|Sonic=*{{buff|Sonic no longer loses his double jump after performing [[Spin Dash]] or [[Spin Charge]] on a platform.}} | |Sonic=*{{buff|Sonic no longer loses his double jump after performing [[Spin Dash]] or [[Spin Charge]] on a platform.}} | ||
*{{buff|[[Super Sonic]] | *{{buff|[[Super Sonic]] has more range and deals more knockback if used via FS Meter (0.71× → 1×).}} | ||
*{{bugfix|Climbing a ladder after using Spring Jump no longer causes Sonic to become helpless once he lets go or climbs to the top.}} | *{{bugfix|Climbing a ladder after using Spring Jump no longer causes Sonic to become helpless once he lets go or climbs to the top.}} | ||
|King Dedede=*{{nerf|Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.}} | |King Dedede=*{{nerf|Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.}} | ||
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*{{nerf|Gordo Boosted [[Super Dedede Jump]] was removed.}} | *{{nerf|Gordo Boosted [[Super Dedede Jump]] was removed.}} | ||
*{{change|Aerial Gordo Throw's animation has been adjusted.}} | *{{change|Aerial Gordo Throw's animation has been adjusted.}} | ||
|Olimar=*{{nerf|Forward smash deals less shield damage.}} | |Olimar=*{{nerf|Forward smash deals less shield damage (0 → -10/-7/-4.2 (Red), -7.2/-5/-3 (Yellow & Blue), -5.3/-4/-2.4 (White), -11.6/-8/-4.8 (Purple)).}} | ||
*{{bugfix|Olimar's smash attacks now properly have their damage scale when charged.}} | *{{bugfix|Olimar's smash attacks now properly have their damage scale when charged.}} | ||
*{{nerf|[[Pikmin Throw]] deals less shield damage (1 → -2.5 (thrown, Purple), 0 → -1/-2.3 (latched, non-White/White), -4.5/-3.2/-3.2/-2.6/-2.5 (thrown, Red/Yellow/Blue/White), -5.2 (Pocketed Purple)).}} | |||
*{{nerf|[[Pikmin Throw]] deals less shield damage.}} | *{{newbug|Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.}} | ||
*{{ | |||
*{{bugfix|[[End of Day]] no longer causes Olimar to go through the stage in [[Saffron City]] and self-destruct.}} | *{{bugfix|[[End of Day]] no longer causes Olimar to go through the stage in [[Saffron City]] and self-destruct.}} | ||
|Lucario=*{{nerf|[[Aura Sphere]] deals less shield damage.}} | |Lucario=*{{nerf|[[Aura Sphere]] deals less shield damage ((0/3 (uncharged/fully charged) → -2.3/-4).}} | ||
|R.O.B.=*{{nerf|[[Robo Beam]] deals less shield damage.}} | |R.O.B.=*{{nerf|[[Robo Beam]] deals less shield damage (0 → -2.2/-3.7 (normal/Super)).}} | ||
*{{nerf|[[Gyro]] deals less shield damage.}} | *{{nerf|[[Gyro]] deals less shield damage (0 → -2/-2.5 (thrown/spinning)).}} | ||
|Toon Link=*{{nerf|[[Boomerang]] deals less shield damage.}} | |Toon Link=*{{nerf|[[Boomerang]] deals less shield damage (0 → -4/-2.5/-1.5 (clean/late/return)).}} | ||
|Wolf=*{{nerf|The sweetspotted front hit of down smash deals less knockback scaling with its base knockback not fully compensated, weakening it overall (50 base/90 scaling → 56/82).}} | |Wolf=*{{nerf|The sweetspotted front hit of down smash deals less knockback scaling with its base knockback not fully compensated, weakening it overall (50 base/90 scaling → 56/82).}} | ||
*{{nerf|Blaster's lasers have received negative shield damage (0 → -3/-4/-3.5 (early/clean/late)), effectively dealing half their usual damage to shields.}} | *{{nerf|Blaster's lasers have received negative shield damage (0 → -3/-4/-3.5 (early/clean/late)), effectively dealing half their usual damage to shields.}} | ||
*{{bugfix|Using a directional air dodge before Wolf Flash no longer reduces its landing lag.}} | *{{bugfix|Using a directional air dodge before Wolf Flash no longer reduces its landing lag. However, the reduced landing lag still persists if Wolf lands while helpless.}} | ||
|Villager=*{{nerf| | |Villager=*{{nerf|Forward aerial deals less shield damage (0 → -3.5/-2/-1 (early/mid/late)).}} | ||
*{{nerf|[[Lloid Rocket]] deals less shield damage.}} | *{{nerf|Back aerial deals less shield damage (0 → -4.5/-2.5/-1.5 (early/mid/late)).}} | ||
*{{nerf|[[Lloid Rocket]] deals less shield damage (0 → -3.5/-2.5 (impact, clean/late), -6 (explosion)).}} | |||
*{{bugfix|The lean glitch performed on sloped stages with Lloid Rocket has been fixed.}} | *{{bugfix|The lean glitch performed on sloped stages with Lloid Rocket has been fixed.}} | ||
*{{bugfix|Fixed Lloid Rocket being deployed incorrectly.}} | *{{bugfix|Fixed Lloid Rocket being deployed incorrectly.}} | ||
|Mega Man=*{{nerf|Neutral attack, forward tilt and neutral aerial all deal less [[shield damage]] (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).}} | |Mega Man=*{{nerf|Neutral attack, forward tilt and neutral aerial all deal less [[shield damage]] (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).}} | ||
*{{buff|Up smash's last hit has increased base knockback (30 → 34).}} | *{{buff|Up smash's last hit has increased base knockback (30 → 34).}} | ||
*{{nerf|Metal Blade deals less shield damage.}} | *{{nerf|Metal Blade deals less shield damage (0 → -2.5/-1.5 (initial throw/item throw)).}} | ||
*{{nerf|Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.}} | *{{nerf|Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.}} | ||
|Wii Fit Trainer=*{{buff|Neutral attack's finisher has more bury range.}} | |Wii Fit Trainer=*{{buff|Neutral attack's finisher has more bury range.}} | ||
*{{nerf|Sun Salutation deals less shield damage (-2.5).}} | *{{nerf|Sun Salutation deals less shield damage (0 → -2.5/-5.3 (uncharged/charged)).}} | ||
*{{nerf|Header's soccer ball deals less shield damage (-2.5).}} | *{{nerf|Header's soccer ball deals less shield damage (-2.5).}} | ||
*{{bugfix|The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup.}} <ref>[https://twitter.com/ | *{{bugfix|The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup.}} <ref>[https://twitter.com/Hi_Its_Evy/status/1120085558624018434 Hi_Its_Evy]</ref> | ||
*{{nerf|The soccer ball has a higher vertical air speed during Header's startup (1.5 → 1.6) ultimately leading to Header yielding more shallow angles.}} | *{{nerf|The soccer ball has a higher vertical air speed during Header's startup (1.5 → 1.6) ultimately leading to Header yielding more shallow angles.}} | ||
*{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → | *{{buff|Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → 432).}} | ||
|Rosalina & Luma=*{{buff|If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.}} | |Rosalina & Luma=*{{buff|If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.}} | ||
*{{bugfix|The glitch that allowed {{SSBU|Chrom}}’s [[Awakening Aether]] to slow down Luma has been fixed.}} | *{{bugfix|The glitch that allowed {{SSBU|Chrom}}’s [[Awakening Aether]] to slow down Luma has been fixed.}} | ||
*{{nerf|[[Luma Shot]] deals less shield damage.}} | *{{nerf|[[Luma Shot]] deals less shield damage (0 → -2.5)}} | ||
*{{nerf|[[Star Bits]] deal less shield damage.}} | *{{nerf|[[Star Bits]] deal less shield damage (0 → -1.5).}} | ||
*{{buff|At the start of [[Grand Star]], nearby opponents will be slowed more, and for longer.}} | *{{buff|At the start of [[Grand Star]], nearby opponents will be slowed more (6 → 15), and for longer (60 frames → 70).}} | ||
|Greninja=*{{nerf|[[Water Shuriken]] deals less shield damage.}} | |Greninja=*{{nerf|[[Water Shuriken]] deals less shield damage (0 → (-1.5 to -5.5)/-4.5 (uncharged/fully charged, hit 6)).}} | ||
|Mii Brawler=*{{bugfix|The glitch involving {{SSBU|Lucina}} that allowed [[Suplex]] to lose 2 stocks during a [[Sacrificial KO]] in 1v1 matches has been fixed.}} | |Mii Brawler=*{{bugfix|The glitch involving {{SSBU|Lucina}} that allowed [[Suplex]] to lose 2 stocks during a [[Sacrificial KO]] in 1v1 matches has been fixed.}} | ||
**{{bugfix|Additionally, it no longer causes {{SSBU|Bayonetta}} to become stuck after Sacrificial KO.}} | **{{bugfix|Additionally, it no longer causes {{SSBU|Bayonetta}} to become stuck after Sacrificial KO.}} | ||
**{{bugfix|Shadow glitch from {{SSBU|Bowser Jr.}} was fixed.}} | **{{bugfix|Shadow glitch from {{SSBU|Bowser Jr.}} was fixed.}} | ||
|Mii Swordfighter=*{{buff|Edge attack has more range.}} | |Mii Swordfighter=*{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Gale Strike]] deals less shield damage.}} | *{{nerf|[[Gale Strike]] deals less shield damage (0 → -6.5/-5.5/-5/-4.5 (clean/mid/late/latest)).}} | ||
*{{nerf|[[Shuriken of Light]] deals less shield damage.}} | *{{nerf|[[Shuriken of Light]] deals less shield damage (0 → -1/-1.5/-2.5/-3 (earliest/early/clean/late)).}} | ||
*{{nerf|[[Chakram]] deals less shield damage.}} | *{{nerf|[[Chakram]] deals less shield damage (0 → -0.5/-4 (tilt, per hit/smash)).}} | ||
|Mii Gunner=*{{nerf|[[Charge Blast]] deals less shield damage.}} | |Mii Gunner=*{{nerf|[[Charge Blast]] deals less shield damage (0 → -2/-6.5 (uncharged/fully charged)).}} | ||
*{{nerf|[[Grenade Launch]] deals less shield damage.}} | *{{nerf|[[Grenade Launch]] deals less shield damage (0 → -0.7/-3.3 (hits 1-4/5)).}} | ||
*{{nerf|[[Flame Pillar]] deals less shield damage.}} | *{{nerf|[[Flame Pillar]] deals less shield damage (0 → -1/-1.1/-1.4 (hits 1/2-5/6)).}} | ||
*{{nerf|[[Gunner Missile]] deals less shield damage.}} | *{{nerf|[[Gunner Missile]] deals less shield damage (-1/-4.5 (Homing/Super) → -4.3/-9.5).}} | ||
*{{nerf|[[Bomb Drop]] deals less shield damage.}} | *{{nerf|[[Bomb Drop]] deals less shield damage (6 → 1/-0.5 (hit 1/2)).}} | ||
|Palutena=*{{nerf|[[Autoreticle]] deals less [[shield damage]] (0 → -1.7).}} | |Palutena=*{{nerf|[[Autoreticle]] deals less [[shield damage]] (0 → -1.7).}} | ||
*{{nerf|[[Explosive Flame]] deals less shield damage (0 (all) → -0.7 (hits 1-6), -2.7 (hit 7)).}} | *{{nerf|[[Explosive Flame]] deals less shield damage (0 (all) → -0.7 (hits 1-6), -2.7 (hit 7)).}} | ||
*{{bugfix|Removed the Super Warp Glitch.}} | *{{bugfix|Removed the Super Warp Glitch.}} | ||
|Pac-Man=*{{nerf|[[Bonus Fruit]] deals less shield damage.}} | |Pac-Man=*{{nerf|[[Bonus Fruit]] deals less shield damage (0 → -2.1/-3/-3.2/-4.7/-4.5/-6/-1.9/-4 (cherry/strawberry/orange/apple/melon/Galaxian/bell/key)).}} | ||
*{{buff|[[Fire Hydrant]] has more range below it when it is falling.}} | *{{buff|[[Fire Hydrant]] has more range below it when it is falling (Y offset: 6u → 6u-2u).}} | ||
*{{nerf|Fire Hydrant deals less shield damage.}} | *{{nerf|Fire Hydrant deals less shield damage (0 → -2.3/-3.3 (falling/launched)).}} | ||
*{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | *{{change|Several basic animations, such as idle and crouch animations, have been adjusted.}} | ||
|Robin=*{{nerf| | |Robin=*{{nerf|{{b|Thunder|Robin}} and Elthunder deal less shield damage (0 → -2.5/-5.5 (Thunder/Elthunder)).}} | ||
*{{nerf|[[Arcfire]] deals less shield damage.}} | *{{nerf|[[Arcfire]] deals less shield damage (0 → -1/-0.6/-2 (hits 1/2-8/9)).}} | ||
|Shulk=*{{buff|Floor attack has more range.}} | |Shulk=*{{buff|Floor attack has more range.}} | ||
*{{buff|Edge attack has more range.}} | *{{buff|Edge attack has more range (Z offset: 12.5u-1u → 18.5u-1u).}} | ||
|Bowser Jr.=*{{buff|Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.}} | |Bowser Jr.=*{{buff|Neutral attack 2 deals more hitstun (0 → 3), allowing it to connect into the rapid jab more reliably.}} | ||
|Duck Hunt=*{{nerf|[[Trick Shot]] deals less shield damage.}} | |Duck Hunt=*{{nerf|[[Trick Shot]] deals less shield damage (0 → -0.9/-1/-5 (reticle/impact/explosion).}} | ||
**{{buff|However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).}} | **{{buff|However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).}} | ||
*{{nerf|[[Clay Shooting]] deals less shield damage (0 → -1 (clay impact), -0.9 (reticle), -1.3/-1.5 (clay break, hits 1-2/3)).}} | |||
*{{nerf|[[Clay Shooting]] deals less shield damage.}} | |||
*{{buff|The shots from [[Wild Gunman]] will no longer sometimes go through opponents.}} | *{{buff|The shots from [[Wild Gunman]] will no longer sometimes go through opponents.}} | ||
|Ryu=*{{change|Edge attack deals less [[hitlag]].}} | |Ryu=*{{change|Edge attack deals less [[hitlag]] (1.5× → 1.1×).}} | ||
*{{change|[[Shoryuken]]'s animation has been slightly altered.}} | *{{change|[[Shoryuken]]'s animation has been slightly altered.}} | ||
*{{bugfix|[[Focus Attack]] sliding has been removed.}} | *{{bugfix|[[Focus Attack]] sliding has been removed.}} | ||
|Ken=*{{change|Edge attack deals less hitlag.}} | |Ken=*{{change|Edge attack deals less hitlag (1.5× → 1.1×).}} | ||
*{{change|Shoryuken's animation has been slightly altered.}} | *{{change|Shoryuken's animation has been slightly altered.}} | ||
*{{bugfix|[[Focus Attack]] sliding has been removed.}} | *{{bugfix|[[Focus Attack]] sliding has been removed.}} | ||
|Cloud=*{{nerf|[[Blade Beam]] deals less [[shield damage]] (0 (all) → -4 (grounded clean)/-3 (grounded late)/-3.2 (aerial clean)/-2.4 (aerial late)).}} | |Cloud=*{{nerf|[[Blade Beam]] deals less [[shield damage]] (0 (all) → -4 (grounded clean)/-3 (grounded late)/-3.2 (aerial clean)/-2.4 (aerial late)).}} | ||
|Corrin=*{{buff|Forward smash's looping hits connect more reliably into its spear hitbox.}} | |Corrin=*{{buff|Forward smash's looping hits connect more reliably into its spear hitbox (Hitstun modifier: 0 → 3).}} | ||
*{{buff|Up smash has a longer hitbox duration (frames 13-15 → 13-17).}} | *{{buff|Up smash has a longer hitbox duration (frames 13-15 → 13-17).}} | ||
*{{buff|Up smash's sweetspot has more range.}} | *{{buff|Up smash's sweetspot has more range (Y offset: 27u-26u → 30u-26u).}} | ||
*{{buff|Down aerial's looping hits | *{{buff|Down aerial's looping hits use set knockback, connecting more reliably against lightweight characters.}} | ||
*{{buff|Uncharged [[Dragon Fang Shot]] travels farther (61 frames → 71).}} | *{{buff|Uncharged [[Dragon Fang Shot]] travels farther (61 frames → 71).}} | ||
*{{buff|[[Dragon Lunge]]'s stab has less ending lag (FAF 15 → 13).}} | *{{buff|[[Dragon Lunge]]'s stab has less ending lag (FAF 15 → 13).}} | ||
*{{buff|[[Dragon Ascent]] has more [[invincibility]] frames (frames 10-17 → 7-17).}} | *{{buff|[[Dragon Ascent]] has more [[invincibility]] frames (frames 10-17 → 7-17).}} | ||
*{{buff|Dragon Ascent's hits connect more reliably and its final hit has more knockback.}} | *{{buff|Dragon Ascent's hits connect more reliably and its final hit has more knockback scaling (155 → 170).}} | ||
|Bayonetta=*{{nerf|[[Bullet Climax]] deals less shield damage (0 (both) → -0.3 (uncharged)/-0.6 (charged)).}} | |Bayonetta=*{{nerf|[[Bullet Climax]] deals less shield damage (0 (both) → -0.3 (uncharged)/-0.6 (charged)).}} | ||
*{{buff|[[Bullet Arts]] are no longer susceptible to [[Stun Jacket]].}} | *{{buff|[[Bullet Arts]] are no longer susceptible to [[Stun Jacket]].}} | ||
|Inkling=*{{buff|[[Splat Roller]] deals less knockback when accelerating again. This increases its combo potential when hitting an opponent that was already buried.}} | |Inkling=*{{buff|[[Splat Roller]] deals less knockback when accelerating again. This increases its combo potential when hitting an opponent that was already buried.}} | ||
|Ridley=*{{nerf|[[Plasma Breath]] deals less shield damage.}} | |Ridley=*{{nerf|[[Plasma Breath]] deals less shield damage (-2 → -3).}} | ||
*{{buff|A successful [[Plasma Scream]] has less ending lag, allowing Ridley to act before opponents can.}} | *{{buff|A successful [[Plasma Scream]] has less ending lag, allowing Ridley to act before opponents can.}} | ||
|Simon=*{{buff|Edge attack has more range.}} | |Simon=*{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Cross]] deals less shield damage.}} | *{{nerf|[[Cross]] deals less shield damage (0 → -3/-2.5 (throw/return)).}} | ||
|Richter=*{{buff|Edge attack has more range.}} | |Richter=*{{buff|Edge attack has more range.}} | ||
*{{nerf|[[Cross]] deals less shield damage.}} | *{{nerf|[[Cross]] deals less shield damage (0 → -3/-2.5 (throw/return)).}} | ||
*{{change|Specific [[Grand Cross]] parameters have been adjusted, making them identical to Simon's variant.}} | *{{change|Specific [[Grand Cross]] parameters have been adjusted, making them identical to Simon's variant.}} | ||
*{{bugfix|Audio glitch where charging forward smash did not produce a sound effect has been fixed.}} | *{{bugfix|Audio glitch where charging forward smash did not produce a sound effect has been fixed.}} | ||
|King K. Rool=*{{buff|Forward tilt's sweetspot has more range.}} | |King K. Rool=*{{buff|Forward tilt's sweetspot has more range.}} | ||
*{{buff|Forward aerial's sweetspot has | *{{buff|Forward aerial's sweetspot has priority over the sourspot.}} | ||
*{{buff|Up aerial has less ending lag (FAF 82 → 72).}} | *{{buff|Up aerial has less ending lag (FAF 82 → 72).}} | ||
*{{change|Up throw is no longer affected by [[wind|wind zones]] for the duration of the move.}} | *{{change|Up throw is no longer affected by [[wind|wind zones]] for the duration of the move.}} | ||
*[[Crownerang]]: | *[[Crownerang]]: | ||
**{{nerf|Crownerang deals less shield damage.}} | **{{nerf|Crownerang deals less shield damage (0 → -4.5/-3.5 (traveling/returning)).}} | ||
***{{buff|The crown item also deals less shield damage (0 → -3), slightly alleviating the shield pressure against K. Rool when the crown is stolen.}} | |||
**{{bugfix|Fixed crown duplication with {{SSBU|Villager}} or {{SSBU|Isabelle}}'s [[Pocket]].}} | **{{bugfix|Fixed crown duplication with {{SSBU|Villager}} or {{SSBU|Isabelle}}'s [[Pocket]].}} | ||
**{{bugfix|No longer increases the size of the crown while in an egg form from {{SSBU|Yoshi}}'s [[Egg Lay]].}} | **{{bugfix|No longer increases the size of the crown while in an egg form from {{SSBU|Yoshi}}'s [[Egg Lay]].}} | ||
*{{buff|[[Gut Check]] has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).}} | *{{buff|[[Gut Check]] has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).}} | ||
*{{bugfix|The [[King K Rool Desync Glitch|desync glitch]] involving {{SSBU|King Dedede}} has been fixed.}} | *{{bugfix|The [[King K Rool Desync Glitch|desync glitch]] involving {{SSBU|King Dedede}} has been fixed.}} | ||
|Isabelle=*{{nerf| | |Isabelle=*{{nerf|Forward aerial deals less shield damage (0 → -3.5/-2/-1 (early/mid/late)).}} | ||
*{{nerf|Back aerial deals less shield damage (0 → -4.5/-2.5/-1.5 (early/mid/late)).}} | |||
*{{nerf|[[Fishing Rod]]'s reel has fewer active frames (frames 2-11 → 10-11).}} | *{{nerf|[[Fishing Rod]]'s reel has fewer active frames (frames 2-11 → 10-11).}} | ||
*{{buff|Fishing Rod's reel can catch opponents in the air while it is not moving, giving it a guaranteed setup for [[2 frame punish]]es.}} | *{{buff|Fishing Rod's reel can catch opponents in the air while it is not moving, giving it a guaranteed setup for [[2 frame punish]]es.}} | ||
Line 233: | Line 234: | ||
*{{change|Piranha Plant's portrait briefly glints on its fang when [[Poison Breath]] is fully charged.}} | *{{change|Piranha Plant's portrait briefly glints on its fang when [[Poison Breath]] is fully charged.}} | ||
*{{bugfix|The screen KO visual glitch in [[Pilotwings]] has been fixed.}} | *{{bugfix|The screen KO visual glitch in [[Pilotwings]] has been fixed.}} | ||
*{{bugfix|The [[Piranha Plant | *{{bugfix|The [[Piranha Plant void glitch|void glitch]] has been removed.}} | ||
|Universal=*{{change|[[Perfect shield]]s will no longer activate multiple times when the shield button is released once. This reduces its downtime, but makes multihit attacks harder to perfect shield, as each hit needs to be manually perfect shielded.}} | |Universal=*{{change|[[Perfect shield]]s will no longer activate multiple times when the shield button is released once. This reduces its downtime, but makes multihit attacks harder to perfect shield, as each hit needs to be manually perfect shielded.}} | ||
*{{ | *{{change|In [[Training Mode]], perfect shielding against a projectile grants 3 more frames of advantage. This has been properly applied to normal gameplay in {{SSBU|9.0.0}}.}} | ||
*{{nerf|[[ | *{{nerf|The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so [[dodge|dodging]] can only be done once a second without penalty rather than twice.}} | ||
*{{bugfix|Stun Jacket has been removed.}} | *{{bugfix|Stun Jacket has been removed.}} | ||
*{{ | *{{newbug|Created glitch where [[electric]] hitboxes have increased [[hitlag]] in training mode.}} | ||
|Additions=*{{SSBU|Joker}} and his challenger pack was added. | |Additions=*{{SSBU|Joker}} and his challenger pack was added. | ||
*[[Stage Builder]] was added | *[[Stage Builder]] was added | ||
Line 244: | Line 245: | ||
*{{bugfix|Removed a layer inside the platforms on [[Kalos Pokémon League]] which caused some textures and model fragments to become transparent when looking at certain characters.}} | *{{bugfix|Removed a layer inside the platforms on [[Kalos Pokémon League]] which caused some textures and model fragments to become transparent when looking at certain characters.}} | ||
*{{bugfix|Fixed a visual glitch on [[Pilotwings]] which caused some models to clip through the screen.}} | *{{bugfix|Fixed a visual glitch on [[Pilotwings]] which caused some models to clip through the screen.}} | ||
|''{{{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 17:53, December 3, 2023
- Perfect shields will no longer activate multiple times when the shield button is released once. This reduces its downtime, but makes multihit attacks harder to perfect shield, as each hit needs to be manually perfect shielded.
- In Training Mode, perfect shielding against a projectile grants 3 more frames of advantage. This has been properly applied to normal gameplay in 9.0.0.
- The value for "dodges refresh one level after X time of the last-used dodge's interruptibility" is now 1 second (from 0.5 seconds), so dodging can only be done once a second without penalty rather than twice.
- Stun Jacket has been removed.
- Created glitch where electric hitboxes have increased hitlag in training mode.