Template:UpdateList (SSBU)/4.0.0: Difference between revisions
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*{{buff|Link can now [[shield SDI]] if a projectile hits his Hylian Shield.}} | *{{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= | |Samus= | ||
*{{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.}} | ||
*{{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.}} | ||
|Dark Samus= | |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= | |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.}} | *{{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.}} | ||
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*{{change|Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.}} | *{{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= | |Daisy= | ||
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*{{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= | |Bowser= | ||
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | *{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | ||
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*{{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= | |Zero Suit Samus= | ||
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun | *{{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= | |Snake= | ||
*{{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.}} | ||
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*{{buff|Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).}} | *{{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= | |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.}} | *{{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.}} | ||
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|Sonic= | |Sonic= | ||
*{{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.}} | ||
*{{ | *{{newbug|A glitch created where upon recovering with [[Spring Jump]] then landing, the landing lag animation would play more slowly.}} | ||
|King Dedede= | |King Dedede= | ||
*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}} | *{{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= | |Olimar= | ||
*{{buff|Forward smash's | *{{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.= | |R.O.B.= | ||
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*{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}} | *{{buff|[[Blurring Blade]]'s hits connect more reliably into the final slash.}} | ||
|Mii Gunner= | |Mii Gunner= | ||
*{{buff|Up smash's hits connect more reliably, | *{{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= | |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.}} | *{{buff|Pac-Man will no longer drop his [[Bonus Fruit]] if he is hit with a move that [[reverse]]s while charging the attack.}} | ||
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*{{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 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= | |Ryu= | ||
*{{buff|Ryu now turns to face opponents after perfect shielding.}} | *{{buff|Ryu now turns to face opponents after perfect shielding.}} | ||
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*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}} | *{{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 Lunge]]'s jump out of the pin has less ending lag (FAF 46 → 40).}} | ||
*{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance.}} | *{{buff|[[Dragon Ascent]] travels noticeably more vertical and horizontal distance (height multiplier: 1.63x (ground)/1.53x (aerial) → 1.83x/1.73x).}} | ||
|Bayonetta= | |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.}} | *{{bugfix|Bayonetta's up and side [[taunt]]s no longer cause her voice clips to delay or cut off after finishing her taunting animation.}} | ||
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*{{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>}} | *{{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.<ref>{{cite web|url=https://twitter.com/ | *{{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= | |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.}} | *{{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= | |Items= |
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.