Template:UpdateList (SSBU)/12.0.0: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
mNo edit summary
 
(19 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Marth=
|Marth=
*{{buff|The tipper of dash attack deals 1% more damage (12% → 13%), the blade hitbox has been moved back slightly (Z: 2 → 0.5), and deals more knockback (BKB: 95 → 93, KBG: 55 → 58).}}
*{{buff|The tipper of dash attack deals more damage (12% → 13%), it deals more knockback (95 base/55 scaling → 93/58) and the blade hitbox has been moved back slightly (Z: 2 → 0.5).}}
*{{buff|The tipper of up tilt deals 1% more damage (9% → 10%), the blade hitbox has been moved back slightly, and deals more knockback.}}
*{{buff|The tipper of up tilt deals more damage (9% → 10%) with no knockback compensation, and the blade hitbox has been moved back slightly (Z: 2 → 0.7).}}
*{{buff|The tipper hitbox of down tilt is larger, and sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.}}
*{{buff|The tipper hitbox of down tilt is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.}}
*{{bugfix|Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.}}
|Lucina=
*{{bugfix|Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.}}
|Young Link=
|Young Link=
*{{buff|Up smash's first and second hits deal less fixed knockback (FKB: 38, 30, 33, 53 → 33, 23, 23, 48). The second hit's hitboxes are also moved slightly further (X: 0.0, 0.0, 5.2, 5.2 → 1.0, 1.0, 6.5, 6.5). This overall improves the move's ability to connect into the third hit.}}
*{{buff|Up smash's first and second hits deal less fixed knockback (38, 30, 33, 53 → 33, 23, 23, 48). The second hit's hitboxes are also moved slightly further (X: 0.0, 0.0, 5.2, 5.2 → 1.0, 1.0, 6.5, 6.5). This overall improves the move's ability to connect into the third hit.}}
|King Dedede=
|King Dedede=
*{{change|[[Inhale (King Dedede)|Inhaling]] a small item/projectile while falling will make King Dedede fall slower, while inhaling a small item/projectile while rising will make him fall faster.}}
*{{change|[[Inhale (King Dedede)|Inhaling]] a small item/projectile while falling will make King Dedede fall slower, while inhaling a small item/projectile while rising will make him fall faster.}}
|Olimar=
|Olimar=
*{{buff|Forward Smash's clean hit has a longer duration (11-12 → 11-13). The mid hit was made shorter to compensate.}}
*{{buff|Forward smash's clean hit has a longer duration (frames 11-12 → 11-13). The mid hit was made shorter to compensate.}}
*{{change|Forward throw releases opponents one frame later (frame 17 → 18), effectively reducing its ending lag, but giving the opponent more time to DI.}}
|Lucario=
*{{buff|Characters don't get pushed as much when hit with [[Force Palm]] after Lucario dashes, making grabbing them much more consistent.}}
|Rosalina & Luma=
|Rosalina & Luma=
{{buff|Luma will now be in front of Rosalina when using [[Star Bits]] in reverse.}}
*{{buff|Luma will now be in front of Rosalina when using [[Star Bits]] in reverse.}}
|Mii Brawler=
|Mii Brawler=
*{{buff|All five hits of [[Flashing Mach Punch]] have more range.}}
*{{buff|The first, second, and fifth hits of [[Flashing Mach Punch]] have more range.}}
*{{buff|Hits 2-6 of [[Onslaught]] deals 0.5% more damage (1.5% → 2.0%), with the final hit deals 2% more (5% → 7%), bringing to the total from 16% to 20.5%.}}
*{{buff|[[Onslaught]] deals more damage (1.5% → 2% (hits 2-6), 5% → 7% (hit 7); 16% total → 20.5%), with knockback scaling partially compensated (170 → 144).}}
*{{buff|[[Head-On Assault]] deals more shield damage, and more knockback.}}
*{{buff|[[Head-On Assault]]'s falling hit against grounded opponents deals more shield damage (0 → 5), and has more knockback scaling (48 → 51). The landing hit also has a new hitbox against aerial opponents, which is larger (4u → 4.5u) and deals more knockback (120 base/48 scaling → 122/56).}}
|Mii Swordfighter=
|Mii Swordfighter=
*{{buff|[[Airborne Assault]] deals more 2% damage (12% → 14%) and deals more knockback.}}
*{{buff|[[Airborne Assault]] deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).}}
*{{buff|The last hit of [[Stone Scabbard]] deals 3% more damage (5% → 8%), and deals more knockback.}}
*{{buff|Adjusted the behavior of [[Gale Stab]] such that Mii Swordfighter can now grab the ledge after hitting the target but before reaching the special fall state.}}
*{{buff|[[Blade Counter]]'s intangibility starts 1 frame faster (5-6 → 4-5).}}
*{{buff|[[Stone Scabbard]]'s landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).}}
**{{buff|It's counter detection is also 1 frame faster (6-26 → 5-26).}}
*{{buff|[[Blade Counter]] has less startup (frames 6-26 → 5-25), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).}}
**{{buff|It also has less ending lag on activation (41 → 39 FAF).}}
*{{buff|[[Power Thrust]] has less startup (frame 14 (grounded)/16 (aerial) → 12/14), with its total duration reduced as well (FAF 62/68/61 → 60/66/59).}}
*{{buff|[[Power Thrust]] is 2 frames faster (14 (grounded)/16 (aerial) → 12/14).}}
|Mii Gunner=
|Mii Gunner=
*{{buff|The attack window to fire additional lasers from [[Laser Blaze]] has been widened.}}
*{{buff|The attack window to fire additional lasers from [[Laser Blaze]] has been widened.}}
*{{buff|[[Lunar Launch]] is now 2 frames faster (12 frames → 10).}}
*{{buff|[[Lunar Launch]] has less startup (frame 12 → 10).}}
*{{buff|[[Cannon Jump Kick]] has more intangibility (6 frames → 5-7).}}
*{{buff|[[Cannon Jump Kick]] has more intangibility (frame 6 → 5-7).}}
*{{buff|[[Absorbing Vortex]] has 3 frames less of ending lag.}}
*{{buff|[[Absorbing Vortex]] has less ending lag (FAF 10 → 7 (release), 28 → 25 (total)).}}
|Ryu=
|Ryu=
{{buff|Made it easier to hit multiple times when hitting an opponent on the ground with Shakunetsu Hadoken.}}
*Shakunetsu Hadoken
**{{buff|Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.}}
**{{change|Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).}}
**{{change|Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).}}
**{{buff|Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).}}
**{{buff|Clean multihit has a higher [[hitstun modifier]] (4 → 10).}}
|Bayonetta=
|Bayonetta=
*{{buff|Rapid jab's finisher deals more knockback (KBG: 117 → 121) and has a lower angle (55º 43º).}}
*{{buff|Rapid jab's finisher has more knockback scaling (117 → 121) and launches at a lower angle (55° 43°), improving its KO potential.}}
*{{buff|Down smash is faster (20-21/25/26-28 → 17-18/22/23-25) with it's total duration as well (FAF 69 → 66).}}
*{{buff|Down smash is faster (frame 20 → 17), with its total duration reduced as well (FAF 69 → 66).}}
*{{buff|Witch Time's slowdown duration is reduced less when activated by a projectile (40 frames → 30).}}
|King K. Rool=
|King K. Rool=
*{{bugfix|Fixed an issue where King K. Rool could float over Steve's blocks using the final hit of Up Smash or the final hit of Jab.}}
*{{bugfix|Fixed an issue where King K. Rool could float over Steve's blocks using the final hit of up smash or the final hit of his jab.}}
*{{bugfix|Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of Jab.}}
*{{bugfix|Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of his jab.}}
|Joker=
*{{bugfix|The {{SSBU|Pyra}} and {{SSBU|Mythra}} method of the [[Unlimited Rebellion Gauge glitch]] has been removed.}}
|Banjo & Kazooie=
|Banjo & Kazooie=
*{{buff|Up tilt deals more knockback (KBG: 114 → 119).}}
*{{buff|Up tilt has more knockback scaling (114 → 119).}}
*{{buff|Forward smash deals more knockback (KBG: 94 → 97).}}
*{{buff|Forward smash has more knockback scaling (94 → 97).}}
*{{change|The final hit of back air has a lower angle (46º 41º) but deals less knockback to compensate (KBG: 144 → 136).}}
*{{change|Back aerial's third hit launches at a lower angle (46° 41°), but has less knockback scaling to compensate (144 → 136).}}
|Min Min=
|Min Min=
*{{buff|Rapid jab's hitboxes are slightly longer (Y/Y offset: 5.5—11.5 → 5.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u).}}
*{{buff|Rapid jab's hitboxes are slightly longer (Y/Y2 offset: 5.5—11.5 → 5.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u).}}
*{{nerf|Up smash is slower (frame 7 → 8). The reflection is also slower (frame 6 → 7).}}
*{{nerf|Up smash has more startup lag (frame 7 → 8), and its reflector starts later (frame 6 → 7), with its total duration increased as well (FAF 53 → 54).}}
*{{nerf|Up smash's sweetspot deals less knockback (KBG: 80 → 77 (early)/76 (mid)/75 (late)).}}
*{{nerf|Up smash's sweetspot has less knockback scaling (80 → 77 (early)/76 (mid)/75 (late)).}}
*{{nerf|Decreased the speed of the edge-grab range detection.}}
*{{nerf|ARM Hook cannot grab ledges as early (frame 5 → 7).}}
|Steve=
|Steve=
*{{bugfix|[[Minecart]] has been adjusted to prevent certain situations where the opposing fighter would get hit by the minecart, become trapped, and then sometimes go through the landscape.}}
*{{bugfix|[[Minecart]] has been adjusted to prevent certain situations where the opposing fighter would get hit by the minecart, become trapped, and then sometimes go through the landscape.}}
*{{bugfix|[[Elytra]] will no longer give Steve extra jumps if he is hit at a certain time during the starting animation.}}
|Pyra=
|Pyra=
*{{buff|Neutral attack's second hit's farthest hitbox deals more hitstun (8 frames → 12 frames).}}
*{{buff|Neutral attack's second hit's farthest hitbox has a higher [[hitstun modifier]] (8 → 12), allowing it to connect more reliably into the rapid jab.}}
*{{nerf|Forward smash has less pushback while charging.}}
*{{nerf|Forward smash has less pushback while charging.}}
|Mythra=
|Mythra=
*{{buff|Neutral attack's second hit's farthest hitbox deals more hitstun (8 frames → 12 frames).}}
*{{nerf|Directional [[air dodge]] grants less intangibility (frames 6-24 → 6-21), no longer allowing Mythra to grab a ledge with no vulnerability frames inbetween.}}
*{{buff|Neutral attack's second hit's farthest hitbox has a higher [[hitstun modifier]] (8 → 12), allowing it to connect more reliably into the rapid jab.}}
*{{nerf|Forward smash has less pushback while charging.}}
*{{nerf|Forward smash has less pushback while charging.}}
*{{nerf|Directional airdodge has less intangibility.}}
*{{change|[[Lightning Buster]]'s final hit no longer ignores the opponent's [[weight]]. As a result, it KOs characters with a weight above 100 later, but KOs characters with a weight below 100 earlier.}}
*{{change|[[Lightning Buster]] now launches the opponents differently depending on their [[weight]].}}
|Stages=
*{{bugfix|{{SSB|Dream Land}}: Adjusted the vertexes of the main platform. This removes the invisible slopes that prevented [[lock]]s from occurring when hitting towards the center of the stage, an issue that was present since ''Smash 4''.}}
*{{bugfix|[[Pokémon Stadium]]: Adjusted the vertexes of the two floating platform to make them equal in height and remove the invisible slope on the right platform that could prevent locks from occurring.}}
*{{change|[[Flat Zone X]]: Changed the spawn positions.}}
}}<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]][[Category:Templates]]</noinclude>
}}<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]][[Category:Templates]]</noinclude>

Latest revision as of 04:06, January 24, 2024