Template:UpdateList/1.1.3: Difference between revisions
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*{{change|Up throw's first seven hits have a lower [[hitlag]] multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.}} | *{{change|Up throw's first seven hits have a lower [[hitlag]] multiplier (1x → 0.5x). This makes the throw faster to execute although it still remains extremely easy to react to/DI.}} | ||
*{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.}} | *{{buff|Up throw's final hit deals more knockback (0 (base), 100 (scaling) → 80/200), making it more potent against bystanders.}} | ||
*{{buff|Up throw launches opponents at a | *{{buff|Up throw launches opponents at a higher angle (70° → 82°) and it has more base knockback but less knockback scaling (90 (base), 80 (scaling) → 25/155). When combined with its lower ending lag, these changes not only improve up throw's KO potential but they also transform up throw into a highly potent combo throw, granting it combo potential right up until higher percents, including KO confirms into up and back aerial.}} | ||
*{{buff|Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its ''Brawl'' counterpart.}} | *{{buff|Flying Slam's grab to slam transition is considerably faster (38 frames → 25), now only being a few frames slower than its ''Brawl'' counterpart.}} | ||
**{{nerf|However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.}} | **{{nerf|However, the slam to grab transition has less intangibility (frames 1-23 → 1-16), as the intangibility frames were not adjusted for the move's new frame speed multiplier.}} | ||
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*{{buff|[[Dark Dive]] improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.}} | *{{buff|[[Dark Dive]] improved. The multi-hits deal 0.2% more damage, the final hit deals 2% more damage, and has slightly increased knockback growth.}} | ||
{{UpdateList/1.1.3/Ganondorf}} | {{UpdateList/1.1.3/Ganondorf}} | ||
|Greninja=*{{buff|Forward smash's knockback | |Greninja=*{{buff|Forward smash's knockback scaling was increased (99 → 101).}} | ||
*{{buff|Sweetspotted up smash's second hit's knockback | *{{buff|Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).}} | ||
*{{buff|Down smash's knockback | *{{buff|Down smash's knockback scaling was increased (90 → 92).}} | ||
*{{buff|All variations of Shadow Sneak have had their knockback | *{{buff|All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).}} | ||
|King Dedede=*{{change|Timing for [[Inhale]] and Taste Test modified.}} | |King Dedede=*{{change|Timing for [[Inhale]] and Taste Test modified.}} | ||
*{{change|Facing restriction for [[Super Dedede Jump]] modified.}} | *{{change|Facing restriction for [[Super Dedede Jump]] modified.}} |
Latest revision as of 05:58, May 1, 2024
- If a move from a teammate in team battle (with team attack turned on) is absorbed, the move will have its absorbed damage halved.