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 lower 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|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 growth increased|99|101.}}
|Greninja=*{{buff|Forward smash's knockback scaling was increased (99 101).}}
*{{buff|Sweetspotted up smash's second hit's knockback growth increased|103|104.}}
*{{buff|Sweetspotted up smash's second hit's knockback scaling was increased (103 104).}}
*{{buff|Down smash's knockback growth increased|90|92.}}
*{{buff|Down smash's knockback scaling was increased (90 92).}}
*{{buff|All variations of Shadow Sneak have had their knockback growth increased: 102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash).}}
*{{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