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
- Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
- Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
- 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.
- Fixed the electric hitstun glitch in Training Mode.
- Held item attacks have been removed.