Template:UpdateList (SSBU)/13.0.1: Difference between revisions

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*{{buff|Fully charged [[Giant Punch]] has more super armor on both the grounded (frames 11-20 → 9-20) and aerial (frames 17-20 → 15-20) hitboxes.}}
*{{buff|Fully charged [[Giant Punch]] has more super armor on both the grounded (frames 11-20 → 9-20) and aerial (frames 17-20 → 15-20) hitboxes.}}
|Link=
|Link=
*{{buff|The first hit of neutral attack has reduced startup (frame 8 → 7) and ending lag (FAF 25 → 24).}}
*{{buff|The first hit of neutral attack has less startup (frame 8 → 7), with its total duration reduced as well (FAF 25 → 24).}}
*{{buff|Down tilt launches at a higher angle (80 85), improving its combo potential.}}
*{{buff|Down tilt launches at a higher angle (80˚ 85˚), improving its combo potential.}}
*{{buff|The final hit of up smash has higher knockback scaling (96 → 101).}}
*{{buff|The final hit of up smash has higher knockback scaling (96 → 101).}}
|Kirby=
*{{buff|Kirby's version of [[Lightning Buster]] has less ending lag (FAF 71 → 69), now matching Mythra's.}}
|Peach=
|Peach=
*{{buff|[[Peach Bomber]] can grab edges for longer (frame 16-37 → frame 16 onwards).}}
*{{buff|[[Peach Bomber]] can grab edges for longer (frame 16-37 → frame 16 onwards).}}
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|Ice Climbers=
|Ice Climbers=
*{{buff|Down smash has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).}}
*{{buff|Down smash has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).}}
*{{buff|Dash attack has less startup (frame 11 → 9) and ending lag (FAF 42 → 40).}}
*{{buff|Dash attack has less startup (frame 11 → 9, FAF 42 → 40).}}
*{{buff|[[Belay]] has less startup (frame 16 → 14).}}
*{{buff|[[Belay]] has less startup (frame 16 → 13).}}
|Falco=
|Falco=
*{{buff|Dash attack deals more damage on both early and late hitboxes (9% (early)/6% (late) → 10.5%/7.5%) with compensated knockback growth (70 → 63/61).}}
*{{buff|Dash attack deals more damage on both early and late hitboxes (9% (early)/6% (late) → 10.5%/7.5%) with compensated knockback growth (70 → 63/61).}}
*{{buff|Forward smash now has added hitboxes on frame 17, while the previous hitboxes are now on frame 18. This makes it better match the move's animation and gives it better hit detection.}}
*{{buff|Forward smash's hitboxes have been moved forward on frame 17, moving back again on frame 18. This makes it better match the move's animation and gives it better hit detection.}}
|Mewtwo=
|Mewtwo=
*{{buff|Forward tilt deals more damage with no compensation on knockback (close/mid/far: 11%/10%/9% → 12%/11%/10%).}}
*{{buff|Forward tilt deals more damage with no compensation on knockback (close/mid/far: 11%/10%/9% → 12%/11%/10%).}}
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**{{buff|The second hit deals more damage (5% → 7%) and has less ending lag (FAF 34 → 30).}}
**{{buff|The second hit deals more damage (5% → 7%) and has less ending lag (FAF 34 → 30).}}
|Ike=
|Ike=
*{{buff|Neutral attack's third hit deals more damage (5% → 7%) with no compensation on knockback.}}
*{{buff|Neutral attack's third hit deals more damage (5% → 7%), and thus deals more knockback.}}
*{{buff|Up smash has altered knockback (base/scaling: 50/86 → 49/90), increasing it overall).}}
*{{buff|Up smash has altered knockback (base/scaling: 50/86 → 49/90), increasing it overall).}}
*{{buff|[[Quick Draw]] deals more base damage (6% → 9%) and has more knockback when grounded.}}
*{{buff|[[Quick Draw]] deals more base damage (6% → 9%), and thus deals more knockback.}}
|Mega Man=
|Mega Man=
*{{buff|Dash attack has less startup (frame 8 → 7) and ending lag (FAF 61 → 60).}}
*Dash attack
**{{buff|Dash attack has less startup (frame 8 → 7, FAF 61 → 60).}}
**{{buff|The final hit deals more knockback (base knockback: 60 → 70).}}
*{{buff|Down smash has more downward range, hitting below the stage more reliably.}}
*{{buff|Down smash has more downward range, hitting below the stage more reliably.}}
*{{buff|[[Crash Bomber]] deals more damage.}}
*{{buff|[[Crash Bomber]] deals more damage (hits 1-4: 1% → 1.5%, total: 8% → 10%).}}
**{{nerf|However, this results in the multi-hits dealing more knockback at high percents, making them more likely to knock opponents out of range of the rest of the hits.}}
|Rosalina & Luma=
|Rosalina & Luma=
*{{buff|Luma takes less knockback.}}
*{{buff|Luma slows down more quickly when launched, resulting in it not being launched as far.}}
*{{buff|Rosalina's down smash has more vertical range as well as more range close to Rosalina.}}
*{{buff|Rosalina's down smash has more vertical range as well as more range close to Rosalina.}}
|Robin=
|Robin=
*Neutral attack:
**{{buff|Rapid jab deals more damage (0.7% → 0.9%).}}
**{{buff|Rapid jab and finisher extends slightly further forward (Z: 11.0 → 12.0 (loop), 16.0 → 17.0 (last hit)).}}
|Bowser Jr.=
|Bowser Jr.=
*{{buff|Clown Kart Dash has more base knockback when spun (60 → 67).}}
*{{buff|Clown Kart Dash has more base knockback when spinning out (60 → 67).}}
*{{buff|Dash attack's multi-hits deal more damage (1.8% → 2%), and some of the hitboxes having less base knockback (50 → 45 (early, hitbox 0), 40 → 35 (mid, hitbox 1), improving its consistency.}}
*Down tilt:
*Down tilt:
**{{buff|The first and second hit of down tilt has less knockback growth (30 → 11) and less base knockback (20 → 17) allowing it to connect more reliably.}}
**{{buff|The first and second hit of down tilt has less knockback growth (30 → 11) less base knockback (20 → 17) and the final hit of down tilt launches at a lower angle (45 → 40).}}
**{{buff|The final hit of down tilt launches at a lower angle (45 → 40).}}
**{{nerf|Only the first hit of down tilt will hit opponents hanging from the ledge, whereas before the first hit would lift opponents into the rest of the attack. Additionally, airborne opponents with frame 1 intangible options (such as [[Rest]]) can now escape the final hit, as the lower knockback reduces hitstun.}}
**{{nerf|Only the first hit of down tilt will hit opponents hanging on the ledge, no longer being able to connect fully.}}
|Ryu=
|Ryu=
*{{buff|Both hits of forward tilt (heavy) have less startup (frames 16 (hit 1)/18-19 (hit 2) → 15/17-18).}}
*[[Hadoken]]:
**{{buff|Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%).}}
**{{buff|Shakunetsu Hadoken's last hit deals more damage (7.3% → 9.3%).}}
**{{change|Input multiplier reduced, but overall damage is still higher due to the base damage increase (1.25× → 1.2×).}}
**{{nerf|All variants have less base knockback (Hadoken: 68/68/67 → 67/67/66, 58 → 57 (late, light and medium), 58/68/58 → 57/67/57 (late, heavy), Shakunetsu Hadoken: 60 → 58 (last hit)).}}
*{{buff|Grounded Tatsumaki Senpukyaku has less ending lag (FAF 31 → 27).}}
|Cloud=
|Cloud=
*{{buff|[[Finishing Touch]] has less startup (grounded/aerial: 14/16 → 12/14) and ending lag (FAF grounded/aerial: 87/90 → 85/88).}}
*{{buff|[[Finishing Touch]] has less startup (grounded/aerial: 14/16 → 12/14, FAF grounded/aerial: 87/90 → 85/88).}}
|Inkling=
|Inkling=
*{{buff|Inkling can act earlier after refilling ink (FAF 30 → 25).}}
*{{buff|Inkling can act earlier after refilling ink (FAF 30 → 25).}}
*{{buff|Forward tilt deals more damage (9% → 10%).}}
*{{buff|Forward tilt deals more damage (9% → 10%).}}
*{{buff|Up tilt has an additional hitbox in front of Inkling during its first active frame.}}
*{{buff|Up tilt has an additional hitbox in front of Inkling during its first active frame, making it less susceptible to low-profiling.}}
*{{buff|Forward smash's sourspot has been pulled back (Z: 12.0 → 9.0) and the sweetspot is extended backwards (Z2 : N/A → 16.0). This makes the sweetspot easier to hit}}
*{{buff|Forward smash's sourspot has been pulled back (Z: 12.0 → 9.0) and the sweetspot is extended backwards (Z2 : N/A → 16.0). This makes the sweetspot easier to hit.}}
*{{buff|[[Splattershot]] has more range (shots' active frames: 13 → 14).}}  
*{{buff|[[Splattershot]] has more range (shots' active frames: 13 → 14).}}  
|Ridley=
|Ridley=

Latest revision as of 21:51, October 9, 2024