Template:UpdateList (SSBU)/2.0.0: Difference between revisions

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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 is worse below 125%, and better above 125%.}}
|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|These changes improve K. Rool's mixup options at low percents, while making his KO confirms more varied and consistent at high percents.}}
**{{buff|This change makes direct KO followups beyond 125% more consistent, especially against opponents good at [[mash]]ing.}}
**{{buff|With these changes, down throw now has 50/50 setup options, which can catch opponents with [[up smash]] or up aerial if they mash out of the bury at ~90%, or setup into forward smash if they are conditioned to wait out the bury.}}
**{{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%.}}
**{{buff|Down throw's changes make up tilt a consistent KO option out of down throw on middleweight characters from around 125%; previously, opponents could mash out even at 130%.}}
**{{nerf|Down throw's changes make dash attack significantly less effective compared to up tilt at 125%.}}
**{{nerf|Down throw's followup into forward tilt now has to be angled up from 110% onwards to hit most of the cast as opposed to 100%.}}
**{{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.