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

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*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}}
*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}}
*{{nerf|All electrical moves except for pummel and [[Volt Tackle]] cause more recoil damage. While this allows it to build up [[rage]] faster, it mostly worsens its already poor survivability and makes it easier to KO.}}
*{{nerf|All electrical moves except for pummel and [[Volt Tackle]] cause more recoil damage. While this allows it to build up [[rage]] faster, it mostly worsens its already poor survivability and makes it easier to KO.}}
**{{nerf|Forward tilt: 0.7% → 1%}}
**{{nerf|Forward tilt: 0.7% → 1%.}}
**{{nerf|Forward smash: 1.5% → 2%}}
**{{nerf|Forward smash: 1.5% → 2%.}}
**{{nerf|Down smash: 0.8% → 1.3%}}
**{{nerf|Down smash: 0.8% → 1.3%.}}
**{{nerf|Forward aerial: 1% → 1.5%}}
**{{nerf|Forward aerial: 1% → 1.5%.}}
**{{nerf|Back aerial: 1% → 1.5%}}
**{{nerf|Back aerial: 1% → 1.5%.}}
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox)}}
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox).}}
**{{nerf|Forward throw: 0.5% → 0.8%}}
**{{nerf|Forward throw: 0.5% → 0.8%.}}
**{{nerf|[[Thunder Jolt]]: 0.4% → 0.7%}}
**{{nerf|[[Thunder Jolt]]: 0.4% → 0.7%.}}
**{{nerf|[[Skull Bash]]: 1.5% → 1.8%}}
**{{nerf|[[Skull Bash]]: 1.5% → 1.8%.}}
**{{nerf|[[Agility]]: 0.6% → 0.9% (first zip), total: 2% → 2.3%}}
**{{nerf|[[Agility]]: 0.6% → 0.9% (first zip), total: 2% → 2.3%.}}
**{{nerf|[[Thunder]]: 3% → 3.5%}}
**{{nerf|[[Thunder]]: 3% → 3.5%.}}
|Lucina=*{{nerf|Forward smash has less knockback scaling (77 → 73).}}
|Lucina=*{{nerf|Forward smash has less knockback scaling (77 → 73).}}
*{{change|Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.}}
*{{change|Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.}}
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*{{buff|[[Flip Jump]] travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.}}
*{{buff|[[Flip Jump]] travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.}}
|Wario=*{{bugfix|Fixed a rare glitch where Wario's bike would instantly turn sideways.}}
|Wario=*{{bugfix|Fixed a rare glitch where Wario's bike would instantly turn sideways.}}
|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 hits connect more reliably.}}
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|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.}}
|Wolf=*{{buff|Neutral attack has received various changes to connect more reliably:}}
|Wolf=*{{buff|Neutral attack has received various changes to connect more reliably.}}
**{{buff|The first hit's second hitbox has been moved closer to Wolf (Z offset: 6.5u → 8u), with the third and fourth hitboxes instead covering a larger horizontal area (Z offset: 11u → 10u-11u) and having more knockback scaling (15 → 20), better dragging opponents towards Wolf.}}
**{{buff|The first hit's second hitbox has been moved closer to Wolf (Z offset: 6.5u → 8u), with the third and fourth hitboxes instead covering a larger horizontal area (Z offset: 11u → 10u-11u) and having more knockback scaling (15 → 20), better dragging opponents towards Wolf.}}
**{{buff|The second and third hit's outermost hitboxes are displaced further horizontally (Z offset: 11u → 12u (hit 2), 9.5u → 11u (hit 3)). As a result, the third hit is less likely to miss opponents after the second hit at higher percents.}}
**{{buff|The second and third hit's outermost hitboxes are displaced further horizontally (Z offset: 11u → 12u (hit 2), 9.5u → 11u (hit 3)). As a result, the third hit is less likely to miss opponents after the second hit at higher percents.}}
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*{{buff|Neutral infinite has more range.}}
*{{buff|Neutral infinite has more range.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))}}
*{{change|Falling speed and fast falling speed reverted back to their ''SSB4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).}}
**{{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 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)).}}
*{{bugfix|Counter Throw collision with [[Alolan Whip]] no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.}}
*{{bugfix|Counter Throw collision with [[Alolan Whip]] no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.}}
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*{{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.}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{buff|Forward tilt (light, far)'s tip has a larger hitbox.}}
*{{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.}}
*{{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.}}

Revision as of 09:17, July 29, 2020

  • 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.