Template:UpdateList (SSBU)/3.1.0: Difference between revisions

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*{{bugfix|Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosen [[Monado Art]].}}
*{{bugfix|Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosen [[Monado Art]].}}
*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}}
*{{bugfix|Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.}}
|Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
|Fox=*{{buff|Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).}}
|Pikachu=*{{buff|Standing grab has more range (hitboxes: 3.1u → 4.0u (against grounded opponents), 1.55u → 2.0u (against aerial opponents)).}}
|Pikachu=*{{buff|Standing grab has more range (hitboxes: 3.1u → 4.0u (against grounded opponents), 1.55u → 2.0u (against aerial opponents)).}}
|Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}}
|Luigi=*{{bugfix|The {{s|mariowiki|Warp Pipe}} used during Luigi's [[on-screen appearance]] received lighting effects.}}
*{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}}
*{{buff|Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.}}
*{{buff|The middle hitbox of neutral attack's second hit has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).}}
*{{buff|The middle hitbox of neutral attack's second hit has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).}}
*{{buff|Neutral attack's third hit's hitbox has moved forward.}}
*{{buff|Neutral attack's third hit's hitbox has moved forward (Z offset: 8.2u → 9.2u).}}
*{{buff|When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.}}
*{{buff|When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.}}
*{{bugfix|Luigi Cyclone's [[invincibility]] no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.}}
*{{bugfix|Luigi Cyclone's [[invincibility]] no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.}}
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*{{buff|Grounded Raptor Boost deals more hitstun (+0 → +3).}}
*{{buff|Grounded Raptor Boost deals more hitstun (+0 → +3).}}
*{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}}
*{{buff|[[Falcon Kick]]'s clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).}}
|Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Jigglypuff=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).}}
*{{buff|Neutral attack 2 has more range.}}
*{{buff|Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.5u).}}
|Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
|Peach=*{{change|Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
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*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|[[Peach Bomber]] has more ending lag if it connects (FAF 19 25), though the period when the drift starts remains unchanged.}}
*{{nerf|[[Peach Bomber]] has more ending lag if it connects (FAF 21 27), though the period when the drift starts remains unchanged.}}
*{{buff|[[Peach Parasol]]'s hits connect more reliably.}}
*{{buff|[[Peach Parasol]]'s hits connect more reliably.}}
*{{nerf|[[Vegetable]] has more ending lag (FAF 37 → 40).}}
*{{nerf|[[Vegetable]] has more ending lag (FAF 37 → 40).}}
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*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.}}
*{{nerf|[[Daisy Bomber]] has more ending lag if it connects (FAF 19 25), though the period when the drift starts remains unchanged.}}
*{{nerf|[[Daisy Bomber]] has more ending lag if it connects (FAF 21 27), though the period when the drift starts remains unchanged.}}
*{{buff|[[Daisy Parasol]]'s hits connect more reliably.}}
*{{buff|[[Daisy Parasol]]'s hits connect more reliably.}}
*{{nerf|Vegetable has more ending lag (FAF 37 → 40).}}
*{{nerf|Vegetable has more ending lag (FAF 37 → 40).}}
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|Snake=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26).}}
|Snake=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26).}}
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}
|Ivysaur=*{{buff|[[Bullet Seed]]'s hits connect more reliably.}}
|Ivysaur=*{{buff|[[Bullet Seed]]'s first hit connects more reliably (FKB: 110 → 100.}}
|Charizard=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Charizard=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.}}
*{{buff|Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.}}
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*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).}}
*{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}}
*{{buff|[[Peanut Popgun]]'s peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).}}
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}}
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}}
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]]. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.}}
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]]. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage.}}
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage (total: 7% → 16%.}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage.}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).}}
*{{nerf|Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.}}
*{{nerf|Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).}}
|King Dedede=*{{bugfix|Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.}}
|King Dedede=*{{bugfix|Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.}}
|Olimar=*{{nerf|Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] him.}}
|Olimar=*{{nerf|Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] him.}}
*{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
*{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (non-Purple: frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29); Purple: 11-14/15-19/20-24 → 11-12/13-18/19-24).}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{bugfix|Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.}}
*{{bugfix|Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.}}
*{{nerf|[[Winged Pikmin]] travels a significantly shorter distance with consecutive uses.}}
*{{nerf|[[Winged Pikmin]] takes twice as long to regenerate its flight time after each use.}}
|Lucario=*{{buff|All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).}}
|Lucario=*{{buff|All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).}}
*{{buff|Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).}}
*{{buff|Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).}}
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*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Neutral aerial has two additional hitboxes that can only hit grounded opponents.}}
*{{buff|Neutral aerial has two additional hitboxes that can only hit grounded opponents.}}
*{{buff|Up aerial's sweetspot has a larger hitbox (4.0u → 5.0u).}}
*{{buff|Up aerial's clean hit has a larger hitbox (4.0u → 5.0u).}}
*{{nerf|Up aerial's late hit has less range (Y offset: 17u-12u → 17u-13u).}}
*{{buff|Down aerial's hits connect more reliably.}}
*{{buff|Down aerial's hits connect more reliably.}}
*{{buff|Down aerial's lower hitboxes have more range (size: 4.2u → 4.6u; Y offset: 2u → 2.2u).}}
*{{buff|[[Aura Sphere]] no longer pushes opponents away as much while charging.}}
*{{buff|[[Aura Sphere]] no longer pushes opponents away as much while charging.}}
*{{buff|Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).}}
*{{buff|Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).}}
*{{buff|Aura Sphere travels farther.}}
*{{buff|Aura Sphere travels farther.}}
*{{buff|Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).}}
*{{buff|Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).}}
*{{buff|[[Force Palm]] has more grab range.}}
*{{buff|[[Force Palm]] has more grab range (Z offset: 4.8u/6.5u → 5.3u/7.4u).}}
*{{bugfix|Opponents no longer move through Lucario during Force Palm's startup.}}
*{{bugfix|Opponents no longer move through Lucario during Force Palm's startup.}}
|R.O.B.=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|R.O.B.=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).}}
*{{buff|Neutral attack 2 has more range.}}
*{{buff|Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).}}
|Toon Link=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
|Toon Link=*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
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*{{buff|Rosalina can grab ledges faster after using forward aerial (84 frames → 79).}}
*{{buff|Rosalina can grab ledges faster after using forward aerial (84 frames → 79).}}
*{{buff|All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).}}
*{{buff|All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).}}
*{{buff|[[Launch Star]] grants increased [[fast-fall]] speed after being used.}}
*{{buff|[[Launch Star]] allows to [[fast-fall]] sooner after being used.}}
*{{buff|Luma has less ending lag after [[Gravitational Pull]] is used (FAF 43 → 40), matching Rosalina's lag.}}
*{{buff|Luma has less ending lag after [[Gravitational Pull]] is used (FAF 43 → 40), matching Rosalina's lag.}}
|Little Mac=*{{buff|Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.}}
|Little Mac=*{{buff|Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.}}
*{{buff|Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.}}
*{{buff|Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.}}
*{{buff|Neutral attack 3 has more range.}}
*{{buff|Neutral attack 3 has more range(Y/Z offsets: 10u/3u → 8u/6u).}}
*{{buff|Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.}}
*{{buff|Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.}}
*{{buff|Forward tilt's hits connect more reliably against opponents in the air.}}
*{{buff|Forward tilt's hits connect more reliably against opponents in the air.}}
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**{{buff|Because of this, forward aerial can now [[auto-cancel]] in a [[short hop]].}}
**{{buff|Because of this, forward aerial can now [[auto-cancel]] in a [[short hop]].}}
**{{buff|The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes  and semi-spikes.}}
**{{buff|The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes  and semi-spikes.}}
**{{change|Mii Brawler harder to combo, but at the cost of easier to juggle.}}
**{{change|Mii Brawler is harder to combo, but at the cost of easier to juggle.}}
**{{nerf|Mii Brawler can act later after being footstooled in the air (FAF 31 → 35).}}
**{{nerf|Mii Brawler can act later after being footstooled in the air (FAF 31 → 35).}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}
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|Mii Gunner=*{{buff|Up smash's hits connect more reliably.}}
|Mii Gunner=*{{buff|Up smash's hits connect more reliably.}}
|Pac-Man=*{{bugfix|Fixed an issue that resulted in Pac-Man facing the wrong way.}}
|Pac-Man=*{{bugfix|Fixed an issue that resulted in Pac-Man facing the wrong way.}}
*{{buff|Up smash's hits connect more reliably. (Frame 11 Hitbox Angle 112 135).}}
*{{buff|Up smash's hits connect more reliably. (Hit 1 angle: 112° 135°).}}
|Robin=*{{bugfix|Fixed an issue that resulted in Robin losing functionality when getting hit by {{SSBU|Lucas}}'s [[PSI Magnet]] and absorbing Thoron at the same time.}}
|Robin=*{{bugfix|Fixed an issue that resulted in Robin losing functionality when getting hit by {{SSBU|Lucas}}'s [[PSI Magnet]] and absorbing Thoron at the same time.}}
|Shulk=*{{buff|Neutral attack's second hit has more range below Shulk (Y2-offset: none → 9.2 (middle hitbox), none → 9.5 (foot hitbox)).}}
|Shulk=*{{buff|Neutral attack's second hit has more range below Shulk (Y2-offset: none → 9.2 (middle hitbox), none → 9.5 (foot hitbox)).}}
*{{change|Up smash's hits connect more reliably in some instances, but also less reliably in some others.}}
*{{change|Up smash's first hit connects more reliably in some instances, but also less reliably in some others (angle: 108° → 112°; FKB: 105 → 92).}}
|Bowser Jr.=*{{buff|Up tilt has less ending lag (FAF 33 → 31).}}
|Bowser Jr.=*{{buff|Up tilt has less ending lag (FAF 33 → 31).}}
*{{buff|Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.}}
*{{buff|Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.}}
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*{{buff|Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.}}
*{{buff|Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.}}
*{{buff|Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
*{{buff|Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}
|Duck Hunt=*{{buff|Up aerial's hits connect more reliably.}}
|Duck Hunt=*{{buff|Up aerial's first hit connects more reliably into the second (angle: 80° → 95°; knockback: 25 fixed/80 scaling → 50/100).}}
|Ryu=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.}}
|Ryu=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12 (jab 2).}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{buff|Forward tilt (light, far)'s sourspot has a smaller hitbox (Z offset: 9u-5u → 6.5u-5u), effectively giving the sweetspot more range.}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (light) deals more hitstun (0 → 1).}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Up aerial has a longer hitbox duration and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).}}
*{{buff|Up aerial has a longer hitbox duration (6/10 → 6-7/9-11), with arm intangibility matching, and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).}}
*[[Hadoken]]:
*[[Hadoken]]:
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12).}}
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12) and ending lag (FAF 58 → 57).}}
**{{buff|All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).}}
**{{buff|All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken hit 5: 5% → 7.3%, total: 9.4% → 11.7%).}}
**{{buff|Standard Hadoken deals more base knockback against grounded opponents (65/55 (clean/late) → 68/58).}}
**{{buff|All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).}}
**{{buff|All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).}}
**{{buff|Light regular Hadoken has a longer duration (75 frames → 82).}}
**{{buff|Light normal Hadoken has a longer duration (normal: 75 frames → 82).}}
**{{nerf|Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).}}
**{{nerf|Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).}}
*{{buff|The clean hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|The clean hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
|Ken=*{{buff|Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.}}
|Ken=*{{buff|Neutral attack 1 and 2 (light) can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12(jab 2)).}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.}}
*{{buff|Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback compensated.}}
*{{buff|Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback scaling not fully compensated (130 → 92).}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time.}}
*{{buff|Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{buff|Forward tilt (light, far)'s sourspot has less range (Z offset: 9u-5u → 6.5u-5u), effectively increasing the range of its sweetspot.}}
*{{change|Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).}}
*{{change|Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).}}
*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (light) deals more hitstun (0 → 1).}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Forward smash deals more knockback (26 base/100 scaling → 28/102).}}
*{{buff|Forward smash deals more knockback (26 base/100 scaling → 28/103-102).}}
*{{buff|Down aerial can be canceled into a special move for a longer amount of time, making it identical to Ryu's variant.}}
*{{buff|Down aerial can be canceled into a special move for a longer amount of time (1-12 → 1-17), making it identical to Ryu's variant.}}
*{{buff|The first hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|The first hit of [[Tatsumaki Senpukyaku]] has a larger hitbox when used on the ground (3.5u → 4.5u).}}
*{{buff|Tatsumaki Senpukyaku has a lower SDI multiplier (1 → 0.5).}}
*{{buff|Tatsumaki Senpukyaku has a lower SDI multiplier (→ 0.).}}
*[[Shoryuken]]:
*[[Shoryuken]]:
**{{buff|Shoryuken's hits connects more reliably and it has a lower SDI multiplier (1 → 0.5).}}
**{{buff|Shoryuken's hits connects more reliably and it has a lower SDI multiplier (→ 0.).}}
**{{buff|Shoryuken's first hit no longer negates other attacks.}}
**{{buff|Shoryuken's first hit no longer negates other attacks.}}
**{{buff|Shoryuken's grounded heavy version has more knockback growth (121 → 126).}}
**{{buff|Shoryuken's grounded heavy version has more knockback growth (120(normal)/121(input) → 126).}}
**{{buff|Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).}}
**{{buff|Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).}}
**{{nerf|Shoryuken's medium aerial version has less knockback growth (121 → 112).}}
**{{nerf|Shoryuken's medium aerial version has less knockback growth (121 → 112).}}
*Command-input moves:
*Command-input moves:
**{{buff|Nata Otoshi Geri has a lower SDI multiplier (1 → 0.5).}}
**{{buff|Nata Otoshi Geri has a lower SDI multiplier (→ 0.).}}
**{{buff|Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated.}}
**{{buff|Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated (40 base/120 scaling → 41/103).}}
**{{buff|Inazuma Kick deals more damage (6% → 10%) with shield damage compensated.}}
**{{buff|Inazuma Kick deals more damage (10% → 12%) with shield damage compensated (7 → 5).}}
|Cloud=*{{buff|The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.}}
|Cloud=*{{buff|The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.}}
*{{newbug|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
*{{newbug|Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by [[Cape]] while nearly charging his Limit Break.}}
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**{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
**{{buff|Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).}}
*{{buff|Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).}}
*{{buff|Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).}}
*{{buff|Up tilt's hits connect more reliably.}}
*{{buff|Up tilt's first hit connects more reliably into the second (Knockback scaling: 20 → 10; hitbox 0 angle: 113° → 123°).}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*[[After Burner Kick]]:
*[[After Burner Kick]]:
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**{{buff|Witch Time regenerates faster (0.03 → 0.04).}}
**{{buff|Witch Time regenerates faster (0.03 → 0.04).}}
|Inkling=*{{buff|Neutral attack's second and third hits connect more reliably.}}
|Inkling=*{{buff|Neutral attack's second and third hits connect more reliably.}}
*{{buff|Neutral attack's third hit has more range.}}
*{{buff|Neutral attack's third hit has more range (Z offset: 14u → 15.8u).}}
|King K. Rool=*{{buff|Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.}}
|King K. Rool=*{{buff|Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.}}
*{{bugfix|Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.}}
*{{bugfix|Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.}}
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*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
*{{buff|All grabs have an altered Y position, no longer having the grabbox go into the ground (Y/Y2-offset: 1449984 → 6.6).}}
*{{buff|All grabs have an altered Y position, no longer having the grabbox go into the ground (Y/Y2-offset: 1449984 → 6.6).}}
|Joker=*{{buff|[[Eigaon]]'s hits connect more reliably.}}
|Joker=*{{buff|[[Eigaon]]'s hits 2-4 force backwards knockback instead of forward, connecting more reliably.}}
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}}
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}}
*{{bugfix|Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.}}
*{{bugfix|Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.}}

Revision as of 12:44, November 13, 2021

  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
  • Bug fix Fixed an issue that caused an already-defeated character to reappear in a non-interactable state after getting blast KOed on screen with Death's Scythe and using a specific final smash at the exact location of their KO.
  • Bug fix Fixed the electric hitstun glitch in Training Mode.
  • Nerf Held item attacks have been removed.