Template:UpdateList (SSBU)/9.0.0: Difference between revisions
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|Link= | |Link= | ||
*{{buff|[[Up smash]]'s first two hits have different angles (105° → 107°) and lower [[set knockback]] (39 → 28) on their ground-only hitboxes, and all hitboxes have gained a [[hitstun modifier]] of 3. This allows the move to connect more reliably, especially against opponents on platforms above Link.}} | *{{buff|[[Up smash]]'s first two hits have different angles (105° → 107°) and lower [[set knockback]] (39 → 28) on their ground-only hitboxes, and all hitboxes have gained a [[hitstun modifier]] of 3. This allows the move to connect more reliably, especially against opponents on platforms above Link.}} | ||
|Samus= | |||
*{{newbug|Grounded [[Screw Attack]] covers slightly less vertical distance, no longer being able to reach the top platform of [[Yoshi's Story]].}} | |||
|Dark Samus= | |||
*{{newbug|Grounded [[Screw Attack]] covers slightly less vertical distance, no longer being able to reach the top platform of [[Yoshi's Story]].}} | |||
|Pikachu= | |Pikachu= | ||
*{{change|[[Forward aerial]]'s looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.}} | *{{change|[[Forward aerial]]'s looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.}} | ||
|Ness= | |Ness= | ||
*{{buff|[[Up tilt]] deals more damage (7% → 9% (spark), 5% → 7% (body)), with knockback compensated (42 base/140 scaling → 46/113).}} | *{{buff|[[Up tilt]] deals more damage (7% → 9% (spark), 5% → 7% (body)), with knockback compensated (42 base/140 scaling → 46/113).}} | ||
**{{nerf|However, the knockback was slightly overcompensated, and the sweetspot now KOs slightly later.}} | |||
*{{buff|[[Dash attack]]'s third hit deals more damage (4% → 6%) without full compensation on knockback (80 base/133 scaling → 85/113), improving its KO potential (KOing middleweights at around 150% with no DI, and 190% with the most optimal DI, down from around 175% and 220% respectively).}} | *{{buff|[[Dash attack]]'s third hit deals more damage (4% → 6%) without full compensation on knockback (80 base/133 scaling → 85/113), improving its KO potential (KOing middleweights at around 150% with no DI, and 190% with the most optimal DI, down from around 175% and 220% respectively).}} | ||
*{{buff|[[Down aerial]] has less startup (frame 20 → 18), with its total duration reduced as well (FAF 55 → 53).}} | *{{buff|[[Down aerial]] has less startup (frame 20 → 18), with its total duration reduced as well (FAF 55 → 53).}} | ||
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*{{buff|[[Rapid jab]] finisher has [[transcendent priority]], preventing it from being canceled out by weak attacks.}} | *{{buff|[[Rapid jab]] finisher has [[transcendent priority]], preventing it from being canceled out by weak attacks.}} | ||
|Charizard= | |Charizard= | ||
*{{buff|[[Flare Blitz]]'s first hit uses the [[autolink angle]] (60° → 366°), and has a higher [[hitlag]] multiplier if used in the air (0.1× → 0.7×), allowing it to connect more reliably into the explosion.}} | *{{buff|[[Flare Blitz]]'s first hit uses the [[autolink angle]] (60° → 366°), and has a higher [[hitlag]] multiplier if used in the air (0.1× → 0.7×) which is only experienced by the opponent, allowing it to connect more reliably into the explosion.}} | ||
*{{buff|[[Fly]]'s first hit has different angles (80°/98°/80°) | *{{buff|[[Fly]]'s first hit has different angles (80°/98°/80° → 65°/100°/70°) with less [[set knockback]] (140/140/130 → 115/120/80) and altered priority (ID 0/1/2 → 2/0/1), and launches opponents in the direction Charizard is facing, while the looping hits use the autolink angle (72°/92°/82°/82° → 367°), allowing the move to connect more reliably.}} | ||
|Sonic= | |Sonic= | ||
*{{buff|[[Up tilt]] has less ending lag (FAF 40 → 36).}} | *{{buff|[[Up tilt]] has less ending lag (FAF 40 → 36).}} | ||
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*{{buff|[[Up aerial]]'s second hit has an additional hitbox below Sonic, allowing it to connect more reliably from the first hit.}} | *{{buff|[[Up aerial]]'s second hit has an additional hitbox below Sonic, allowing it to connect more reliably from the first hit.}} | ||
|Lucario= | |Lucario= | ||
*{{buff|[[Aura]] has a higher maximum multiplier (1.6× → 1.67× (tied stocks)).}} | *{{buff|[[Aura]] has a higher maximum damage multiplier (1.6× → 1.67× (tied stocks)).}} | ||
*{{buff|[[Neutral attack]]'s first hit has less startup (frame 7 → 5) | *{{buff|[[Neutral attack]]'s first hit has less startup (frame 7 → 5), with its total duration reduced as well (FAF 27 → 25).}} | ||
*{{buff|[[Forward tilt]]'s first hit has higher [[set knockback]] (20 → 25/30), and launches at different angles, using the [[autolink angle]] against aerial opponents (80° → [[361]]° (grounded)/366° (aerial)), allowing it to connect more reliably into the second hit.}} | *{{buff|[[Forward tilt]]'s first hit has higher [[set knockback]] (20 → 25/30), and launches at different angles, using the [[autolink angle]] against aerial opponents (80° → [[361]]° (grounded)/366° (aerial)), allowing it to connect more reliably into the second hit.}} | ||
*{{buff|[[Down smash]] has less startup (frame 19 → 16), with its total duration reduced as well (FAF 55 → 52).}} | *{{buff|[[Down smash]] has less startup (frame 19 → 16), with its total duration reduced as well (FAF 55 → 52).}} | ||
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*[[Extreme Speed]]: | *[[Extreme Speed]]: | ||
**{{buff|[[Extreme Speed]] has less landing lag (40 frames → 35).}} | **{{buff|[[Extreme Speed]] has less landing lag (40 frames → 35).}} | ||
|Mii Swordfighter= | |Mii Swordfighter= | ||
*{{buff|Aerial [[Hero's Spin]]'s third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.}} | *{{buff|Aerial [[Hero's Spin]]'s third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.}} | ||
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*{{buff|[[Clown Kart Dash]]'s armor resists more damage (6% → ~10.2%).}} | *{{buff|[[Clown Kart Dash]]'s armor resists more damage (6% → ~10.2%).}} | ||
*{{buff|Abandon Ship! has less startup (frame 21 → 17).}} | *{{buff|Abandon Ship! has less startup (frame 21 → 17).}} | ||
|Ken= | |||
*{{buff|[[Shippu Jinraikyaku]]'s trapping hit deals more knockback (40 [[set knockback|set]]/0 base → 48/17), and the first two kicks upon successfully hitting an opponent have more horizontally extended hitboxes (Z offset: 8u—10u → 5u—10u), allowing them to connect more reliably.}} | |||
|Ridley= | |Ridley= | ||
*{{buff|[[Rapid jab]] and its finisher have [[transcendent priority]], preventing them from being canceled out by weak attacks.}} | *{{buff|[[Rapid jab]] and its finisher have [[transcendent priority]], preventing them from being canceled out by weak attacks.}} | ||
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|Min Min= | |Min Min= | ||
*{{buff|[[Rapid jab]] finisher has [[transcendent priority]], preventing it from being canceled out by weak attacks.}} | *{{buff|[[Rapid jab]] finisher has [[transcendent priority]], preventing it from being canceled out by weak attacks.}} | ||
|Universal=*{{bugfix|[[Perfect shield]]ing's 3-frame advantage increase against [[projectile]]s (which was added in {{SSBU|3.0.0}}) properly applies outside of [[Training]] mode.}} | |Universal= | ||
}} | *{{bugfix|[[Perfect shield]]ing's 3-frame advantage increase against [[projectile]]s (which was added in {{SSBU|3.0.0}}) properly applies outside of [[Training]] mode.}} | ||
*{{bugfix|The [[shieldstun]] received if two attacks hit a shield on the same frame has been fixed. Previously, the game would combine the highest damage and the highest shieldstun multiplier of the various attacks to calculate the final shieldstun. Now, the game calculates the shieldstun of each attack individually and takes only the highest result.}} | |||
|#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
- Perfect shielding's 3-frame advantage increase against projectiles (which was added in 3.0.0) properly applies outside of Training mode.
- The shieldstun received if two attacks hit a shield on the same frame has been fixed. Previously, the game would combine the highest damage and the highest shieldstun multiplier of the various attacks to calculate the final shieldstun. Now, the game calculates the shieldstun of each attack individually and takes only the highest result.