Template:UpdateList (SSBU)/13.0.1: Difference between revisions
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*{{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, FAF 42 → 40).}} | *{{buff|Dash attack has less startup (frame 11 → 9, FAF 42 → 40).}} | ||
*{{buff|[[Belay]] has less startup (frame 16 → | *{{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).}} | ||
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*{{buff|[[Quick Draw]] deals more base damage (6% → 9%), and thus deals more knockback.}} | *{{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, 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 slows down more quickly when launched, resulting in it not being launched as far.}} | *{{buff|Luma slows down more quickly when launched, resulting in it not being launched as far.}} | ||
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**{{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 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.}} | ||
|Ryu= | |Ryu= | ||
*{{buff|Both hits of forward tilt (heavy) have less startup (frames | *{{buff|Both hits of forward tilt (heavy) have less startup (frames 16 (hit 1)/18-19 (hit 2) → 15/17-18).}} | ||
*[[Hadoken]]: | *[[Hadoken]]: | ||
**{{buff|Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%).}} | **{{buff|Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%).}} |