Template:UpdateList (SSBU)/7.0.0: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 1: Line 1:
{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Donkey Kong=*{{buff|Overall shield size has been increased.}}
|Donkey Kong=*{{buff|Overall shield size has been increased.}}
**{{buff|Donkey Kong's head is now briefly invincible after activating or decativating shield.}}  
*{{buff|Donkey Kong's head is briefly invincible after activating or decativating shield.}}  
|Link=*{{buff|Overall shield size has been increased.}}
|Link=*{{buff|Overall shield size has been increased.}}
|Yoshi=*{{nerf|Yoshi's shield hitbox is bigger. Since it is impossible to poke Yoshi's shield, this does not improve its safety, but it makes it easier to be damaged from a distance.}}
|Yoshi=*{{nerf|Yoshi's shield hitbox is bigger. Since it is impossible to poke Yoshi's shield, this does not improve its safety, but it makes it easier to be damaged from a distance.}}
*{{buff|Yoshi's head and legs are briefly invincible after activating shield.}}
*{{buff|Yoshi's head and legs are briefly invincible after activating shield.}}
|Fox=*{{buff|Fox now stays in his new shielding pose after blocking an attack, instead of reverting back his pose from ''Smash 4'', making it harder to shield poke Fox's head.}}
|Fox=*{{buff|Fox stays in his new shielding pose after blocking an attack instead of reverting back his pose from ''Smash 4'', making it harder to shield poke Fox's head.}}
|Samus=*{{buff|Overall shield size has been increased.}}
|Samus=*{{buff|Overall shield size has been increased.}}
**{{buff|Samus's head and right arm are now briefly invincible after activating and deactivating shield.}}
**{{buff|Samus's head and right arm are briefly invincible after activating and deactivating shield.}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Up smash's final hit deals more knockback (scaling: 150 → 162).}}
*{{buff|Up smash's final hit deals more knockback (scaling: 150 → 162).}}
Line 14: Line 14:
*{{buff|Up throw deals more knockback (scaling: 72 → 80).}}
*{{buff|Up throw deals more knockback (scaling: 72 → 80).}}
|Dark Samus=*{{buff|Overall shield size has been increased.}}
|Dark Samus=*{{buff|Overall shield size has been increased.}}
**{{buff|Dark Samus's head and right arm are now briefly invincible after activating and deactivating shield.}}
**{{buff|Dark Samus's head and right arm are briefly invincible after activating and deactivating shield.}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).}}
*{{buff|Up smash's final hit deals more knockback (scaling: 150 → 162).}}
*{{buff|Up smash's final hit deals more knockback (scaling: 150 → 162).}}
Line 43: Line 43:
<!--*{{change|Phantom Slash deals altered knockback.}}-->
<!--*{{change|Phantom Slash deals altered knockback.}}-->
|Dr. Mario=*{{buff|Overall shield size has been increased.}}
|Dr. Mario=*{{buff|Overall shield size has been increased.}}
*{{buff|Forward tilt deals more damage (base damage: 7% → 9%) with knockback not fully compensated (scaling: 70 → 65).}}
*{{buff|Forward tilt deals more damage (7% → 9%) with knockback scaling not fully compensated (70 → 65).}}
*{{buff|Down tilt deals less knockback (scaling: 80 → 55), and has an increased hitstun modifier (+3 frames), improving its combo potential, and granting it KO confirms into Super Jump Punch.}}
*{{buff|Down tilt has less knockback scaling (80 → 55) and deals more hitstun (0 → +3), improving its combo potential and granting it KO confirms into Super Jump Punch.}}
*{{buff|Neutral aerial's strong (late) hit deals more damage (base damage: 8% → 10%) with knockback not fully compensated (scaling: 102 → 94).}}
*{{buff|Neutral aerial's strong (late) hit deals more damage (8% → 10%) with knockback scaling not fully compensated (102 → 94).}}
*{{buff|Down aerial has a longer hitbox duration (2 frames → 4 frames).}}
*{{buff|Down aerial has a longer hitbox duration (frames 16-17 16-19).}}
*{{buff|Super Jump Punch deals more knockback (scaling: 100 → 105).}}
*{{buff|Super Jump Punch's clean hit has more knockback scaling (100 → 105).}}
|Pichu=*{{buff|Overall shield size has been increased.}}
|Pichu=*{{buff|Overall shield size has been increased.}}
|Falco=*{{buff|Overall shield size has been increased.}}
|Falco=*{{buff|Overall shield size has been increased.}}
Line 56: Line 56:
*{{buff|Forward throw deals more knockback (45 (base)/165 (scaling) → 48/184), noticeably improving its KO potential to the point where it can KO at realistic percents.}}
*{{buff|Forward throw deals more knockback (45 (base)/165 (scaling) → 48/184), noticeably improving its KO potential to the point where it can KO at realistic percents.}}
*{{buff|Grab aerial has less startup (10 frames → 8 frames).}}
*{{buff|Grab aerial has less startup (10 frames → 8 frames).}}
*{{buff|Grab aerial launches at a higher angle (38˚ → 60˚), and now has a +4 frame hitstun modifier. Combined, these changes grant landing grab aerial combo potential.}}
*{{buff|Grab aerial launches at a higher angle (38˚ → 60˚), and has a +4 frame hitstun modifier. Combined, these changes grant landing grab aerial combo potential.}}
|Ganondorf=*{{buff|Overall shield size has been increased.}}
|Ganondorf=*{{buff|Overall shield size has been increased.}}
|Mewtwo=*{{buff|Overall shield size has been increased.}}
|Mewtwo=*{{buff|Overall shield size has been increased.}}
Line 87: Line 87:
|Villager=*{{buff|Overall shield size has been increased.}}
|Villager=*{{buff|Overall shield size has been increased.}}
|Wii Fit Trainer=*{{buff|Overall shield size has been increased.}}
|Wii Fit Trainer=*{{buff|Overall shield size has been increased.}}
|Rosalina & Luma=*{{buff|Overall shield size has been increased, noticeably fully covering Luma now.}}
|Rosalina & Luma=*{{buff|Overall shield size has been increased, fully covering Luma.}}
|Little Mac=*{{buff|Overall shield size has been increased.}}
|Little Mac=*{{buff|Overall shield size has been increased.}}
|Greninja=*{{buff|Overall shield size has been increased.}}
|Greninja=*{{buff|Overall shield size has been increased.}}
Line 106: Line 106:
|Ryu=*{{buff|Overall shield size has been increased.}}
|Ryu=*{{buff|Overall shield size has been increased.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{buff|It is now possible to cancel down smash with a special move.}}
*{{buff|It is possible to cancel down smash with a special move.}}
**{{buff|Kara Cancelling now works even after charging down smash.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.}}
*{{buff|Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.}}
*{{buff|Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.}}
*{{buff|Shakunetsu Hadoken's multi-hits have altered angles (60/0 → 366), now being an autolink, allowing them to link into later hits more consistently.}}
*{{buff|Shakunetsu Hadoken's multi-hits have altered angles (60/0 → 366), being an autolink, allowing them to link into later hits more consistently.}}
*{{buff|Ryu's pivoting leg is now intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
*{{buff|Ryu's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
**{{buff|Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.}}
**{{buff|Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.}}
|Ken=*{{buff|Overall shield size has been increased.}}
|Ken=*{{buff|Overall shield size has been increased.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{change|Heavy down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
*{{buff|It is now possible to cancel down smash with a special move.}}
*{{buff|It is possible to cancel down smash with a special move.}}
**{{buff|Kara Cancelling now works even after charging down smash.}}
**{{buff|Kara Cancelling works even after charging down smash.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ken from easily breaking shields by chaining down smash into special moves.}}
**{{nerf|Its shield damage was reduced (0 → -8/-6), preventing Ken from easily breaking shields by chaining down smash into special moves.}}
*{{buff|Ken's pivoting leg is now intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
*{{buff|Ken's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.}}
**{{buff|Tatsumaki Senpukyaku is easier to connect.}}
**{{buff|Tatsumaki Senpukyaku is easier to connect.}}
|Cloud=*{{buff|Dash attack has more knockback scaling (60 → 70), allowing it to KO under 150%}}
|Cloud=*{{buff|Dash attack has more knockback scaling (60 → 70), allowing it to KO under 150%}}
Line 130: Line 130:
|Bayonetta=*{{buff|Overall shield size has been increased.}}
|Bayonetta=*{{buff|Overall shield size has been increased.}}
|Ridley=*{{buff|Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.}}
|Ridley=*{{buff|Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.}}
**{{buff|A portion of Ridley's wings are now invincible after activating and deactivating his shield. The portion of his tail is also briefly invincible after deactivating shield.}}
**{{buff|A portion of Ridley's wings are invincible after activating and deactivating his shield. The portion of his tail is also briefly invincible after deactivating shield.}}
|King K. Rool=*{{buff|Overall shield size has been increased.}}
|King K. Rool=*{{buff|Overall shield size has been increased.}}
**{{buff|The shield's center and K. Rool's posture while shielding has been adjusted to match.}}
**{{buff|The shield's center and K. Rool's posture while shielding has been adjusted to match.}}
|Incineroar=*{{buff|Alolan Whip's collateral hitboxes deal more knockback.}}
|Incineroar=*{{buff|Alolan Whip's collateral hitboxes deal more knockback.}}
|Piranha Plant=*{{buff|Piranha Plant's lips are now briefly invincible after letting go of shield.}}
|Piranha Plant=*{{buff|Piranha Plant's lips are briefly invincible after deactivating shield.}}
|Joker=*{{nerf|Downwards aerial [[Gun]]'s hitboxes do not spread out as far (Z2 offset: -9/0/9 → -2/0/2), noticeably reducing their horizontal range below Joker, especially at their maximum reach.}}
|Joker=*{{nerf|Downwards aerial [[Gun]]'s hitboxes do not spread out as far (Z2 offset: -9/0/9 → -2/0/2), noticeably reducing their horizontal range below Joker, especially at their maximum reach.}}
*{{nerf|Arsene loses more time on the Rebellion Gauge when taking damage in a match with two to three combatants ((12 * damage received) frames ((16 * damage received) frames.}}
*{{nerf|Arsene loses more time on the Rebellion Gauge when taking damage in a match with two to three combatants (lost frames: 12 * damage received → 16 * damage received).}}
|Universal=''There were no universal changes this update''.
|Universal=''There were no universal changes this update''.
|''{{{char}}} did not receive changes in this update.''
|''{{{char}}} did not receive changes in this update.''
}}
}}

Revision as of 13:14, January 30, 2020

There were no universal changes this update.