Template:UpdateList (SSBU)/2.0.0: Difference between revisions
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Raul Retana (talk | contribs) mNo edit summary |
Omega Tyrant (talk | contribs) m (Details on the effects of the d-throw change is excessive, it's really just it takes longer for sub-125% followups to start connecting on people, and followups that start working beyond 125% will be unavoidable sooner. You don't need to beyond that with getting into specific percent ranges on individual moves, especially when they're heavily variable on the opponent's mashing ability.) |
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*{{buff|The [[Final Smash Meter]] version of [[Plasma Scream]] has a higher knockback multiplier (x0.62 → x0.71).}} | *{{buff|The [[Final Smash Meter]] version of [[Plasma Scream]] has a higher knockback multiplier (x0.62 → x0.71).}} | ||
*{{bugfix|The instant KOing glitch involving {{SSBU|Sonic}} has been fixed.}} | *{{bugfix|The instant KOing glitch involving {{SSBU|Sonic}} has been fixed.}} | ||
|King K. Rool=*{{change|Down throw has a different bury scaling formula (90 frames + 0.5*damage → 60 + 0.75*damage). This allows buried opponents to easily escape at low percents, but more difficult at high percents. Specifically, it | |King K. Rool=*{{change|Down throw has a different bury scaling formula (90 frames + 0.5*damage → 60 + 0.75*damage). This allows buried opponents to more easily escape at low percents, but more difficult at high percents. Specifically, it buries opponents for less time below 125%, and buries them longer above 125%.}} | ||
**{{buff| | **{{buff|This change makes direct KO followups beyond 125% more consistent, especially against opponents good at [[mash]]ing.}} | ||
**{{nerf|It conversely makes it take longer for followups at low percents to start connecting, as well as makes it easier for opponents bad at mashing to avoid slower KO followups like forward smash below 125%.}} | |||
**{{ | |||
**{{nerf|The infinite jab combo (down throw to jab, repeat) that worked at 200%+ has been removed, now having the opponent "bounce" on the third loop.}} | **{{nerf|The infinite jab combo (down throw to jab, repeat) that worked at 200%+ has been removed, now having the opponent "bounce" on the third loop.}} | ||
*[[Blunderbuss]]: | *[[Blunderbuss]]: |
Revision as of 13:53, October 23, 2021
There were no universal changes this update.