Template:UpdateList (SSBU)/3.1.0: Difference between revisions
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*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}} | *{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}} | ||
|Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).}} | |Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).}} | ||
|Pikachu=*{{buff|Standing grab has more range | |Pikachu=*{{buff|Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.}} | ||
|Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}} | |Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}} | ||
*{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}} | *{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}} | ||
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*{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}} | *{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}} | ||
|Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).}} | |Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).}} | ||
*{{buff|Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9. | *{{buff|Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.0u).}} | ||
|Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}} | |Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}} | ||
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}} | *{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}} | ||
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*{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}} | *{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}} | ||
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}} | **{{nerf|However, they deal less damage at full charge (15% → 13.8%).}} | ||
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]] | *{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]].}} | ||
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}} | *{{buff|Rocketbarrel Boost travels more vertical distance when charged.}} | ||
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage (total: 7% → 16%.}} | *{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage (total: 7% → 16%).}} | ||
*{{nerf|Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).}} | *{{nerf|Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).}} | ||
*{{nerf|Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).}} | *{{nerf|Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).}} | ||
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|Greninja=*{{bugfix|Fixed an unknown glitch that resulted in Greninja sliding while shielding.}} | |Greninja=*{{bugfix|Fixed an unknown glitch that resulted in Greninja sliding while shielding.}} | ||
|Mii Brawler=*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}} | |Mii Brawler=*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}} | ||
*{{buff|Neutral infinite has more range.}} | *{{buff|Neutral infinite finisher has an extra hitbox, giving it more range.}} | ||
*{{buff|Flashing Mach Punch's hits connects more reliably.}} | *{{buff|Flashing Mach Punch's hits connects more reliably.}} | ||
*{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).}} | *{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).}} | ||
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|Piranha Plant=*{{buff|Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).}} | |Piranha Plant=*{{buff|Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).}} | ||
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}} | *{{buff|Neutral infinite deals more hitstun (3 frames → 4).}} | ||
|Joker=*{{buff|[[Eigaon]]'s hits 2-4 force backwards knockback instead of forward, connecting more reliably.}} | |Joker=*{{buff|[[Eigaon]]'s hits 2-4 force backwards knockback instead of forward, connecting more reliably.}} | ||
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}} | *{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}} |
Latest revision as of 22:11, December 3, 2024
- Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
- Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
- Fixed an issue that caused an already-defeated character to reappear in a non-interactable state after getting blast KOed on screen with Death's Scythe and using a specific final smash at the exact location of their KO.
- Fixed the electric hitstun glitch in Training Mode.
- Held item attacks have been removed.