(Template fixes (only stock icons for now, those are more urgent)) |
(Color template fixes (might have missed some)) |
||
Line 10: | Line 10: | ||
|- |
|- |
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| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
{{tilt|Jab 2}} has less endlag<br> |
{{clr|tilt|Jab 2}} has less endlag<br> |
||
{{tilt|Dtilt}} does more hitstun<br> |
{{clr|tilt|Dtilt}} does more hitstun<br> |
||
{{special|Neutral-B}}'s super armor is active sooner |
{{clr|special|Neutral-B}}'s super armor is active sooner |
||
|- |
|- |
||
| {{StockIcon|SSBU|Link}} || |
| {{StockIcon|SSBU|Link}} || |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{tilt|Dtilt}} sends at a different angle<br> |
{{clr|tilt|Dtilt}} sends at a different angle<br> |
||
{{smash|Usmash}} has more knockback |
{{clr|smash|Usmash}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Peach}} || |
| {{StockIcon|SSBU|Peach}} || |
||
{{special|Side-B}} can grab ledges easier |
{{clr|special|Side-B}} can grab ledges easier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Daisy}} || |
| {{StockIcon|SSBU|Daisy}} || |
||
{{special|Side-B}} can grab ledges easier |
{{clr|special|Side-B}} can grab ledges easier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ice Climbers}} || |
| {{StockIcon|SSBU|Ice Climbers}} || |
||
{{tilt|Dash Attack}} has less startup<br> |
{{clr|tilt|Dash Attack}} has less startup<br> |
||
{{special|Up-B}} has less startup. It is also easier to grab the ledge |
{{clr|special|Up-B}} has less startup. It is also easier to grab the ledge |
||
|- |
|- |
||
| {{StockIcon|SSBU|Falco}} || |
| {{StockIcon|SSBU|Falco}} || |
||
{{tilt|Dash Attack}} does more damage (knockback stays the same)<br> |
{{clr|tilt|Dash Attack}} does more damage (knockback stays the same)<br> |
||
{{smash|Fsmash}} now matches the visual |
{{clr|smash|Fsmash}} now matches the visual |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mewtwo}} || |
| {{StockIcon|SSBU|Mewtwo}} || |
||
{{tilt|Ftilt}} has more damage and knockback<br> |
{{clr|tilt|Ftilt}} has more damage and knockback<br> |
||
{{grab|Fthrow}} does more damage |
{{clr|grab|Fthrow}} does more damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Meta Knight}} || |
| {{StockIcon|SSBU|Meta Knight}} || |
||
{{tilt|Ftilt}} does more damage and has more knockback<br> |
{{clr|tilt|Ftilt}} does more damage and has more knockback<br> |
||
{{grab|Fthrow}} does more damage<br> |
{{clr|grab|Fthrow}} does more damage<br> |
||
{{smash|Usmash}} has more range and will no longer trip with the first two hits.<br> |
{{clr|smash|Usmash}} has more range and will no longer trip with the first two hits.<br> |
||
{{aerial|Fair}} does more damage<br> |
{{clr|aerial|Fair}} does more damage<br> |
||
{{aerial|Bair}} does more damage<br> |
{{clr|aerial|Bair}} does more damage<br> |
||
{{grab|Uthrow}} has more knockback |
{{clr|grab|Uthrow}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wario}} || |
| {{StockIcon|SSBU|Wario}} || |
||
{{tilt|Jab 1}} does more damage and has less endlag<br> |
{{clr|tilt|Jab 1}} does more damage and has less endlag<br> |
||
{{tilt|Jab 2}} does more damage (knockback stays the same). It also has less endlag |
{{clr|tilt|Jab 2}} does more damage (knockback stays the same). It also has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ike}} || |
| {{StockIcon|SSBU|Ike}} || |
||
{{tilt|Jab 3}} does more damage and has more knockback<br> |
{{clr|tilt|Jab 3}} does more damage and has more knockback<br> |
||
{{smash|Usmash}}'s sweetspot has more knockback<br> |
{{clr|smash|Usmash}}'s sweetspot has more knockback<br> |
||
Grounded {{special|side-B}} does more damage and knockback |
Grounded {{clr|special|side-B}} does more damage and knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mega Man}} || |
| {{StockIcon|SSBU|Mega Man}} || |
||
{{tilt|Dash Attack}} has less startup and more knockback<br> |
{{clr|tilt|Dash Attack}} has less startup and more knockback<br> |
||
{{smash|Dsmash}} hits lower<br> |
{{clr|smash|Dsmash}} hits lower<br> |
||
{{special|Side-B}} does more damage |
{{clr|special|Side-B}} does more damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Luma takes less knockback<br> |
Luma takes less knockback<br> |
||
Rosalina's {{smash|Dsmash}} hits closer to herself |
Rosalina's {{clr|smash|Dsmash}} hits closer to herself |
||
|- |
|- |
||
| {{StockIcon|SSBU|Robin}} || |
| {{StockIcon|SSBU|Robin}} || |
||
{{tilt|Rapid Jab}} has more range and does more damage<br> |
{{clr|tilt|Rapid Jab}} has more range and does more damage<br> |
||
{{tilt|Rapid Jab's finisher}} has more range |
{{clr|tilt|Rapid Jab's finisher}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser Jr.}} || |
| {{StockIcon|SSBU|Bowser Jr.}} || |
||
{{tilt|Dash Attack}} is more consistent and does more damage.<br> |
{{clr|tilt|Dash Attack}} is more consistent and does more damage.<br> |
||
{{tilt|Dtilt}}is more consistent and sends at a different angle<br> |
{{clr|tilt|Dtilt}} is more consistent and sends at a different angle<br> |
||
{{smash|Usmash}} does more damage<br> |
{{clr|smash|Usmash}} does more damage<br> |
||
{{special|Side-B}} has more knockback when spinning |
{{clr|special|Side-B}} has more knockback when spinning |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
{{tilt|Heavy FTilt}} has less startup<br> |
{{clr|tilt|Heavy FTilt}} has less startup<br> |
||
{{special|Neutral-B}} does more damage (knockback stays the same)<br> |
{{clr|special|Neutral-B}} does more damage (knockback stays the same)<br> |
||
Grounded {{special|side-B}} has less endlag |
Grounded {{clr|special|side-B}} has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Cloud}} || |
| {{StockIcon|SSBU|Cloud}} || |
||
{{special|Limit Down-B}} has less startup |
{{clr|special|Limit Down-B}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Inkling}} || |
| {{StockIcon|SSBU|Inkling}} || |
||
Recharging ink has less endlag<br> |
Recharging ink has less endlag<br> |
||
{{tilt|Ftilt}} does more damage and has more knockback<br> |
{{clr|tilt|Ftilt}} does more damage and has more knockback<br> |
||
{{tilt|Utilt}} is more consistent against grounded opponents<br> |
{{clr|tilt|Utilt}} is more consistent against grounded opponents<br> |
||
{{special|Fsmash}}'s sweetspot is bigger<br> |
{{clr|special|Fsmash}}'s sweetspot is bigger<br> |
||
{{special|Neutral-B}} has more range |
{{clr|special|Neutral-B}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
{{tilt|Dash Attack}} does more damage and has more knockback |
{{clr|tilt|Dash Attack}} does more damage and has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{tilt|Ftilt 2}} has more knockback<br> |
{{clr|tilt|Ftilt 2}} has more knockback<br> |
||
{{tilt|Dtilt}} has more active frames and less endlag<br> |
{{clr|tilt|Dtilt}} has more active frames and less endlag<br> |
||
{{aerial|Dair}}'s spike lasts longer<br> |
{{clr|aerial|Dair}}'s spike lasts longer<br> |
||
{{special|Down-B}} can be charged for a shorter amount of time |
{{clr|special|Down-B}} can be charged for a shorter amount of time |
||
|- |
|- |
||
| {{StockIcon|SSBU|Min Min}} || |
| {{StockIcon|SSBU|Min Min}} || |
||
All arms do less shield damage<br> |
All arms do less shield damage<br> |
||
Knockdown animation adjusted to match other fighters<br> |
Knockdown animation adjusted to match other fighters<br> |
||
{{aerial|Nair}} has more landing lag<br> |
{{clr|aerial|Nair}} has more landing lag<br> |
||
Dragon Laser lasts less long |
Dragon Laser lasts less long |
||
|- |
|- |
||
| {{StockIcon|SSBU|Steve}} || |
| {{StockIcon|SSBU|Steve}} || |
||
Reduced hitstun on {{smash|Usmash}} multihits |
Reduced hitstun on {{clr|smash|Usmash}} multihits |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pyra}} || |
| {{StockIcon|SSBU|Pyra}} || |
||
Knockdown animation adjusted to match other fighters<br> |
Knockdown animation adjusted to match other fighters<br> |
||
{{special|Side-B}} has more endlag |
{{clr|special|Side-B}} has more endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mythra}} || |
| {{StockIcon|SSBU|Mythra}} || |
||
Knockdown animation adjusted to match other fighters<br> |
Knockdown animation adjusted to match other fighters<br> |
||
{{smash|Fsmash}} has less knockback |
{{clr|smash|Fsmash}} has less knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sora}} || |
| {{StockIcon|SSBU|Sora}} || |
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Line 135: | Line 135: | ||
|- |
|- |
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| {{StockIcon|SSBU|Jigglypuff}} || |
| {{StockIcon|SSBU|Jigglypuff}} || |
||
{{tilt|Jab 2}} has less endlag<br> |
{{clr|tilt|Jab 2}} has less endlag<br> |
||
{{aerial|Bair}} has less endlag and landing lag<br> |
{{clr|aerial|Bair}} has less endlag and landing lag<br> |
||
{{grab|Dthrow}} has less endlag and knockback |
{{clr|grab|Dthrow}} has less endlag and knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dr. Mario}} || |
| {{StockIcon|SSBU|Dr. Mario}} || |
||
{{aerial|Nair}}'s late hitbox has more knockback<br> |
{{clr|aerial|Nair}}'s late hitbox has more knockback<br> |
||
{{aerial|Uair}} does more damage (knockback stays the same)<br> |
{{clr|aerial|Uair}} does more damage (knockback stays the same)<br> |
||
{{aerial|Dair}} has less startup<br> |
{{clr|aerial|Dair}} has less startup<br> |
||
{{special|Side-B}} has more active frames<br> |
{{clr|special|Side-B}} has more active frames<br> |
||
Grounded {{special|down-B}}'s super armor comes out earlier |
Grounded {{clr|special|down-B}}'s super armor comes out earlier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zelda}} || |
| {{StockIcon|SSBU|Zelda}} || |
||
{{tilt|Jab 1}} has less endlag<br> |
{{clr|tilt|Jab 1}} has less endlag<br> |
||
{{tilt|Rapid Jab}} does more damage<br> |
{{clr|tilt|Rapid Jab}} does more damage<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{aerial|Dair}}'s sweetspot has more range |
{{clr|aerial|Dair}}'s sweetspot has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucario}} || |
| {{StockIcon|SSBU|Lucario}} || |
||
{{tilt|Ftilt}}'s second hit has more knockback<br> |
{{clr|tilt|Ftilt}}'s second hit has more knockback<br> |
||
{{tilt|Dtilt}} has less startup |
{{clr|tilt|Dtilt}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Luma will appear in front of Rosalina when using {{smash|Dsmash}} and turning around. Luma's attack has more knockback<br> |
Luma will appear in front of Rosalina when using {{clr|smash|Dsmash}} and turning around. Luma's attack has more knockback<br> |
||
Luma now follows Rosalina when using {{special|side-B}} in the air |
Luma now follows Rosalina when using {{clr|special|side-B}} in the air |
||
|- |
|- |
||
| {{StockIcon|SSBU|Little Mac}} || |
| {{StockIcon|SSBU|Little Mac}} || |
||
{{tilt|Utilt}} does more hitstun<br> |
{{clr|tilt|Utilt}} does more hitstun<br> |
||
{{smash|Fsmash}} does more shield damage when angled down<br> |
{{clr|smash|Fsmash}} does more shield damage when angled down<br> |
||
{{special|Neutral-B}} has more knockback, less startup and less endlag. Little Mac can now buffer the strike<br> |
{{clr|special|Neutral-B}} has more knockback, less startup and less endlag. Little Mac can now buffer the strike<br> |
||
{{special|Up-B}}'s last hit has more knockback<br> |
{{clr|special|Up-B}}'s last hit has more knockback<br> |
||
{{special|Down-B}} has a higher damage multiplier |
{{clr|special|Down-B}} has a higher damage multiplier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
Can now jump out of {{special|side-B}} earlier |
Can now jump out of {{clr|special|side-B}} earlier |
||
|- |
|- |
||
| {{StockIcon|SSBU|King K. Rool}} || |
| {{StockIcon|SSBU|King K. Rool}} || |
||
{{tilt|Utilt}} does more damage and has more knockback<br> |
{{clr|tilt|Utilt}} does more damage and has more knockback<br> |
||
{{smash|Fsmash}} has more active frames and more range at the beginning of the move<br> |
{{clr|smash|Fsmash}} has more active frames and more range at the beginning of the move<br> |
||
{{aerial|Fair}} has less endlag<br> |
{{clr|aerial|Fair}} has less endlag<br> |
||
{{grab|Uthrow}} has more knockback |
{{clr|grab|Uthrow}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Isabelle}} || |
| {{StockIcon|SSBU|Isabelle}} || |
||
{{tilt|Dtilt}} has less endlag<br> |
{{clr|tilt|Dtilt}} has less endlag<br> |
||
{{smash|Fsmash}}'s sweetspot has more range<br> |
{{clr|smash|Fsmash}}'s sweetspot has more range<br> |
||
{{smash|Dsmash}} has increased range and knockback<br> |
{{clr|smash|Dsmash}} has increased range and knockback<br> |
||
{{grab|Fthrow}} has more knockback |
{{clr|grab|Fthrow}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Incineroar}} || |
| {{StockIcon|SSBU|Incineroar}} || |
||
{{smash|Dsmash}} does more damage and knockback<br> |
{{clr|smash|Dsmash}} does more damage and knockback<br> |
||
{{aerial|Uair}} deals more damage (knockback stays the same)<br> |
{{clr|aerial|Uair}} deals more damage (knockback stays the same)<br> |
||
{{special|Up-B}}'s descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing |
{{clr|special|Up-B}}'s descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing |
||
|} |
|} |
||
Line 199: | Line 199: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Marth}} || |
| {{StockIcon|SSBU|Marth}} || |
||
{{tilt|Dash Attack}}'s tipper has more damage and knockback. It is also easier to hit<br> |
{{clr|tilt|Dash Attack}}'s tipper has more damage and knockback. It is also easier to hit<br> |
||
{{tilt|Utilt}}'s tipper has more damage and knockback. It is also easier to hit<br> |
{{clr|tilt|Utilt}}'s tipper has more damage and knockback. It is also easier to hit<br> |
||
{{tilt|Dtilt}}'s tipper is easier to hit |
{{clr|tilt|Dtilt}}'s tipper is easier to hit |
||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Olimar}} || |
| {{StockIcon|SSBU|Olimar}} || |
||
{{smash|Fsmash}}'s sweetspot has more active frames |
{{clr|smash|Fsmash}}'s sweetspot has more active frames |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Luma now comes in front of Rosalina when doing {{special|side-B}} in reverse |
Luma now comes in front of Rosalina when doing {{clr|special|side-B}} in reverse |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Brawler}} || |
| {{StockIcon|SSBU|Mii Brawler}} || |
||
{{special|Neutral-B 2}} has more range in the front<br> |
{{clr|special|Neutral-B 2}} has more range in the front<br> |
||
{{special|Side-B 1}} does more damage and knockback<br> |
{{clr|special|Side-B 1}} does more damage and knockback<br> |
||
{{special|Down-B 1}} does more shield damage and knockback |
{{clr|special|Down-B 1}} does more shield damage and knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Swordfighter}} || |
| {{StockIcon|SSBU|Mii Swordfighter}} || |
||
{{special|Side-B 1}} does more damage and knockback<br> |
{{clr|special|Side-B 1}} does more damage and knockback<br> |
||
{{special|Up-B 1}}'s last hit does more damage and knockback<br> |
{{clr|special|Up-B 1}}'s last hit does more damage and knockback<br> |
||
{{special|Down-B 1}}'s invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag<br> |
{{clr|special|Down-B 1}}'s invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag<br> |
||
{{special|Down-B 3}} has less startup |
{{clr|special|Down-B 3}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
The cooldown between two shots of {{special|Neutral-B 2}} has been reduced<br> |
The cooldown between two shots of {{clr|special|Neutral-B 2}} has been reduced<br> |
||
{{special|Up-B 1}} has less startup<br> |
{{clr|special|Up-B 1}} has less startup<br> |
||
{{special|Up-B 2}} has more invincibility<br> |
{{clr|special|Up-B 2}} has more invincibility<br> |
||
{{special|Down-B 3}} has less endlag |
{{clr|special|Down-B 3}} has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
{{special|Shakunetsu Hadouken}} is more consistent against knocked down opponents |
{{clr|special|Shakunetsu Hadouken}} is more consistent against knocked down opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{tilt|Rapid Jab's finisher}} has more knockback and launches at a different angle<br> |
{{clr|tilt|Rapid Jab's finisher}} has more knockback and launches at a different angle<br> |
||
{{special|Down-B}}'s slowdown against projectile has been increased |
{{clr|special|Down-B}}'s slowdown against projectile has been increased |
||
|- |
|- |
||
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
||
{{tilt|Utilt}} has more knockback<br> |
{{clr|tilt|Utilt}} has more knockback<br> |
||
{{smash|Fsmash}} has more knockback<br> |
{{clr|smash|Fsmash}} has more knockback<br> |
||
{{aerial|Bair}} sends at a different angle (knockback stays the same) |
{{clr|aerial|Bair}} sends at a different angle (knockback stays the same) |
||
|- |
|- |
||
| {{StockIcon|SSBU|Min Min}} || |
| {{StockIcon|SSBU|Min Min}} || |
||
{{smash|Usmash}} has more startup and less knockback. The reflector also has more startup<br> |
{{clr|smash|Usmash}} has more startup and less knockback. The reflector also has more startup<br> |
||
{{special|Up-B}}'s ledge detection has more startup |
{{clr|special|Up-B}}'s ledge detection has more startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Steve}} || |
| {{StockIcon|SSBU|Steve}} || |
||
Fixed a bug where opponents trapped inside {{special|side-B}} would sometimes go through the stage |
Fixed a bug where opponents trapped inside {{clr|special|side-B}} would sometimes go through the stage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pyra}} || |
| {{StockIcon|SSBU|Pyra}} || |
||
{{tilt|Jab 2}}'s tipper has more hitstun<br> |
{{clr|tilt|Jab 2}}'s tipper has more hitstun<br> |
||
{{smash|Fsmash}} has less pushback while charging |
{{clr|smash|Fsmash}} has less pushback while charging |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mythra}} || |
| {{StockIcon|SSBU|Mythra}} || |
||
Airdodge has less invincibility frames<br> |
Airdodge has less invincibility frames<br> |
||
{{tilt|Jab 2}}'s tipper has more hitstun<br> |
{{clr|tilt|Jab 2}}'s tipper has more hitstun<br> |
||
{{smash|Fsmash}} has less pushback while charging<br> |
{{clr|smash|Fsmash}} has less pushback while charging<br> |
||
{{special|Neutral-B}}'s last hit now takes the opponent's weight into account |
{{clr|special|Neutral-B}}'s last hit now takes the opponent's weight into account |
||
|} |
|} |
||
===11.0.1=== |
===11.0.1=== |
||
====General==== |
====General==== |
||
* {{tt|A shadow change concerning {{StockIcon|SSBU|Wii Fit Trainer}}'s {{special|side-B}} has been removed in order to match 10.1.0|Prior to this patch, WFT's side-B had her landing lag cut in half}} |
* {{tt|A shadow change concerning {{StockIcon|SSBU|Wii Fit Trainer}}'s {{clr|special|side-B}} has been removed in order to match 10.1.0|Prior to this patch, WFT's side-B had her landing lag cut in half}} |
||
===11.0.0=== |
===11.0.0=== |
||
Line 284: | Line 284: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Captain Falcon}} || |
| {{StockIcon|SSBU|Captain Falcon}} || |
||
{{special|Up-B}} has less endlag on hit |
{{clr|special|Up-B}} has less endlag on hit |
||
|- |
|- |
||
| {{StockIcon|SSBU|Jigglypuff}} || |
| {{StockIcon|SSBU|Jigglypuff}} || |
||
Line 293: | Line 293: | ||
|- |
|- |
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| {{StockIcon|SSBU|Pichu}} || |
| {{StockIcon|SSBU|Pichu}} || |
||
{{smash|Fsmash}}'s self-damage has been reduced<br> |
{{clr|smash|Fsmash}}'s self-damage has been reduced<br> |
||
{{aerial|Nair}} makes his ears invincible during the attack's sweetspot<br> |
{{clr|aerial|Nair}} makes his ears invincible during the attack's sweetspot<br> |
||
{{aerial|Fair}}'s self-damage has been reduced<br> |
{{clr|aerial|Fair}}'s self-damage has been reduced<br> |
||
{{grab|Fthrow}}'s self-damage has been reduced<br> |
{{clr|grab|Fthrow}}'s self-damage has been reduced<br> |
||
{{special|Side-B}}'s self-damage has been reduced<br> |
{{clr|special|Side-B}}'s self-damage has been reduced<br> |
||
{{special|Up-B}}'s self-damage has been reduced |
{{clr|special|Up-B}}'s self-damage has been reduced |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ganondorf}} || |
| {{StockIcon|SSBU|Ganondorf}} || |
||
{{special|Up-B}} has less endlag on hit |
{{clr|special|Up-B}} has less endlag on hit |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zero Suit Samus}} || |
| {{StockIcon|SSBU|Zero Suit Samus}} || |
||
{{aerial|Nair}} has more landing lag<br> |
{{clr|aerial|Nair}} has more landing lag<br> |
||
{{special|Up-B}} has more startup |
{{clr|special|Up-B}} has more startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wario}} || |
| {{StockIcon|SSBU|Wario}} || |
||
{{tilt|Utilt}} has less active frames<br> |
{{clr|tilt|Utilt}} has less active frames<br> |
||
{{special|Down-B}} has more startup on level 3 and on max charge |
{{clr|special|Down-B}} has more startup on level 3 and on max charge |
||
|- |
|- |
||
| {{StockIcon|SSBU|Diddy Kong}} || |
| {{StockIcon|SSBU|Diddy Kong}} || |
||
Increased the cooldown before Diddy is able to throw another banana peel ({{special|down-B}}) |
Increased the cooldown before Diddy is able to throw another banana peel ({{clr|special|down-B}}) |
||
|- |
|- |
||
| {{StockIcon|SSBU|King Dedede}} || |
| {{StockIcon|SSBU|King Dedede}} || |
||
{{special|Side-B}} has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
{{clr|special|Side-B}} has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
||
|- |
|- |
||
| {{StockIcon|SSBU|R.O.B.}} || |
| {{StockIcon|SSBU|R.O.B.}} || |
||
Line 324: | Line 324: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Little Mac}} || |
| {{StockIcon|SSBU|Little Mac}} || |
||
{{smash|Usmash}} has more active frames |
{{clr|smash|Usmash}} has more active frames |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Brawler}} || |
| {{StockIcon|SSBU|Mii Brawler}} || |
||
Line 333: | Line 333: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
{{smash|Fsmash}} has more range<br> |
{{clr|smash|Fsmash}} has more range<br> |
||
Matched crumple state's endlag with other fighters |
Matched crumple state's endlag with other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Palutena}} || |
| {{StockIcon|SSBU|Palutena}} || |
||
{{tilt|Dash Attack}} has more endlag<br> |
{{clr|tilt|Dash Attack}} has more endlag<br> |
||
{{aerial|Fair}} has more landing lag<br> |
{{clr|aerial|Fair}} has more landing lag<br> |
||
{{grab|Standing grab}} has less range |
{{clr|grab|Standing grab}} has less range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Shulk}} || |
| {{StockIcon|SSBU|Shulk}} || |
||
Line 348: | Line 348: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Joker}} || |
| {{StockIcon|SSBU|Joker}} || |
||
{{special|Side-B}} (without Arsene) has more endlag<br> |
{{clr|special|Side-B}} (without Arsene) has more endlag<br> |
||
{{special|Down-B}} (with Arsene) has more endlag on whiff |
{{clr|special|Down-B}} (with Arsene) has more endlag on whiff |
||
|- |
|- |
||
| {{StockIcon|SSBU|Hero}} || |
| {{StockIcon|SSBU|Hero}} || |
||
Line 358: | Line 358: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Byleth}} || |
| {{StockIcon|SSBU|Byleth}} || |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{special|Side-B}}'s tipper has more shieldstun and has less endlag in the air<br> |
{{clr|special|Side-B}}'s tipper has more shieldstun and has less endlag in the air<br> |
||
{{special|Up-B}} has less startup and more knockback against opponents above 50%<br> |
{{clr|special|Up-B}} has less startup and more knockback against opponents above 50%<br> |
||
Matched crumple state's duration with other fighters |
Matched crumple state's duration with other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Min Min}} || |
| {{StockIcon|SSBU|Min Min}} || |
||
Matched airdodge's endlag with other fighters<br> |
Matched airdodge's endlag with other fighters<br> |
||
{{smash|Fsmash}}'s charge time has been reduced<br> |
{{clr|smash|Fsmash}}'s charge time has been reduced<br> |
||
Dragon ARM's laser has less knockback<br> |
Dragon ARM's laser has less knockback<br> |
||
Matched crumple state's duration with other fighters |
Matched crumple state's duration with other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Steve}} || |
| {{StockIcon|SSBU|Steve}} || |
||
{{smash|Dsmash}} has more range |
{{clr|smash|Dsmash}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sephiroth}} || |
| {{StockIcon|SSBU|Sephiroth}} || |
||
{{special|Down-B}}'s counterattack is more consistent |
{{clr|special|Down-B}}'s counterattack is more consistent |
||
|} |
|} |
||
Line 386: | Line 386: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Fox}} || |
| {{StockIcon|SSBU|Fox}} || |
||
{{aerial|Fair}} is more consistent, on top of having more range<br> |
{{clr|aerial|Fair}} is more consistent, on top of having more range<br> |
||
{{aerial|Dair}} is more consistent. The move also has more range |
{{clr|aerial|Dair}} is more consistent. The move also has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Luigi}} || |
| {{StockIcon|SSBU|Luigi}} || |
||
{{tilt|Dash Attack}} is more consistent |
{{clr|tilt|Dash Attack}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zelda}} || |
| {{StockIcon|SSBU|Zelda}} || |
||
{{smash|Fsmash}} is more consistent. The final hit has more range |
{{clr|smash|Fsmash}} is more consistent. The final hit has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pichu}} || |
| {{StockIcon|SSBU|Pichu}} || |
||
{{smash|Fsmash}}'s last hit has more range |
{{clr|smash|Fsmash}}'s last hit has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
Aerial {{special|up-B}} is more consistent |
Aerial {{clr|special|up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Toon Link}} || |
| {{StockIcon|SSBU|Toon Link}} || |
||
Aerial {{special|up-B}} is more consistent |
Aerial {{clr|special|up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Olimar}} || |
| {{StockIcon|SSBU|Olimar}} || |
||
After throwing a Pikmin with an {{smash|Fsmash}} or {{special|side-B}}, if there are other Pikmin nearby when using {{special|up-B}}, {{tt|an aerial using a Pikmin|All of them except Nair}} will occur |
After throwing a Pikmin with an {{clr|smash|Fsmash}} or {{clr|special|side-B}}, if there are other Pikmin nearby when using {{clr|special|up-B}}, {{tt|an aerial using a Pikmin|All of them except Nair}} will occur |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
{{aerial|Fair}} is more consistent. It also has less range above the skirt's hemline. The final hit has more range |
{{clr|aerial|Fair}} is more consistent. It also has less range above the skirt's hemline. The final hit has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
{{grab|Uthrow}} sends at a different angle. The shot also has more range |
{{clr|grab|Uthrow}} sends at a different angle. The shot also has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Duck Hunt}} || |
| {{StockIcon|SSBU|Duck Hunt}} || |
||
{{smash|Fsmash}}'s SDI multiplier has been decreased. It has also been made more consistent |
{{clr|smash|Fsmash}}'s SDI multiplier has been decreased. It has also been made more consistent |
||
|} |
|} |
||
Line 427: | Line 427: | ||
===9.0.2=== |
===9.0.2=== |
||
====General==== |
====General==== |
||
* Fixed an issue where the player could not use the stick to jump while falling after creating an anvil using {{StockIcon|SSBU|Steve}}'s {{aerial|Dair}} |
* Fixed an issue where the player could not use the stick to jump while falling after creating an anvil using {{StockIcon|SSBU|Steve}}'s {{clr|aerial|Dair}} |
||
* Reverted the initial velocity of {{StockIcon|SSBU|Samus}}'s and {{StockIcon|SSBU|Dark Samus}}'s {{special|up-B}} back to how it was in 9.0.0 |
* Reverted the initial velocity of {{StockIcon|SSBU|Samus}}'s and {{StockIcon|SSBU|Dark Samus}}'s {{clr|special|up-B}} back to how it was in 9.0.0 |
||
* Fixed an issue where sometimes fighters would go through stages when knocked back |
* Fixed an issue where sometimes fighters would go through stages when knocked back |
||
===9.0.1=== |
===9.0.1=== |
||
====General==== |
====General==== |
||
* Fixed an issue in which characters could fall though the stage when breaking {{StockIcon|SSBU|Steve}}'s blocks ({{special|Neutral-B}}) |
* Fixed an issue in which characters could fall though the stage when breaking {{StockIcon|SSBU|Steve}}'s blocks ({{clr|special|Neutral-B}}) |
||
* Fixed an issue in which characters could fall through the stage when caught between {{StockIcon|SSBU|Steve}}'s anvil ({{aerial|Dair}}) and a block |
* Fixed an issue in which characters could fall through the stage when caught between {{StockIcon|SSBU|Steve}}'s anvil ({{clr|aerial|Dair}}) and a block |
||
* Fixed an issue in which fighters could be frozen if hit with {{StockIcon|SSBU|Steve}}'s minecart ({{special|Side-B}}) |
* Fixed an issue in which fighters could be frozen if hit with {{StockIcon|SSBU|Steve}}'s minecart ({{clr|special|Side-B}}) |
||
* Fixed an issue in which {{StockIcon|SSBU|Steve}}'s minecart does not hit opponents when reflected off a wall |
* Fixed an issue in which {{StockIcon|SSBU|Steve}}'s minecart does not hit opponents when reflected off a wall |
||
* Fixed an issue in which a fighter caught by {{StockIcon|SSBU|Steve}}'s minecart teleports to the position in which they were caught |
* Fixed an issue in which a fighter caught by {{StockIcon|SSBU|Steve}}'s minecart teleports to the position in which they were caught |
||
Line 459: | Line 459: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
Increased grounded {{special|side-B}}'s vertical range against grounded opponents |
Increased grounded {{clr|special|side-B}}'s vertical range against grounded opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|Link}} || |
| {{StockIcon|SSBU|Link}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pikachu}} || |
| {{StockIcon|SSBU|Pikachu}} || |
||
{{aerial|Fair}} is more consistent |
{{clr|aerial|Fair}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ness}} || |
| {{StockIcon|SSBU|Ness}} || |
||
{{tilt|Dash Attack}}'s third hit does more damage and knockback<br> |
{{clr|tilt|Dash Attack}}'s third hit does more damage and knockback<br> |
||
{{tilt|Utilt}} does more damage (knockback stays the same)<br> |
{{clr|tilt|Utilt}} does more damage (knockback stays the same)<br> |
||
{{aerial|Dair}} has less startup<br> |
{{clr|aerial|Dair}} has less startup<br> |
||
{{grab|Uthrow}} does more damage<br> |
{{clr|grab|Uthrow}} does more damage<br> |
||
{{special|Neutral-B}} has less startup |
{{clr|special|Neutral-B}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Captain Falcon}} || |
| {{StockIcon|SSBU|Captain Falcon}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ice Climbers}} || |
| {{StockIcon|SSBU|Ice Climbers}} || |
||
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} takes less damage and knockback in general, and has an improved AI<br> |
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} takes less damage and knockback in general, and has an improved AI<br> |
||
{{tilt|Dash Attack}}'s {{tt|double hits|Popo's Dash Attack comboing into Nana's Dash Attack}} are more consistent, on top of having more range<br> |
{{clr|tilt|Dash Attack}}'s {{tt|double hits|Popo's Dash Attack comboing into Nana's Dash Attack}} are more consistent, on top of having more range<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{special|Side-B}} starts grabbing the ledge earlier<br> |
{{clr|special|Side-B}} starts grabbing the ledge earlier<br> |
||
{{special|Up-B}} covers more distance. Also, Nana automatically using {{special|down-B}} does not prevent the player from using {{special|up-B}} anymore |
{{clr|special|Up-B}} covers more distance. Also, Nana automatically using {{special|down-B}} does not prevent the player from using {{clr|special|up-B}} anymore |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sheik}} || |
| {{StockIcon|SSBU|Sheik}} || |
||
{{tilt|Utilt}} is more consistent |
{{clr|tilt|Utilt}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Meta Knight}} || |
| {{StockIcon|SSBU|Meta Knight}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wario}} || |
| {{StockIcon|SSBU|Wario}} || |
||
{{special|Up-B}} is more consistent |
{{clr|special|Up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ivysaur}} || |
| {{StockIcon|SSBU|Ivysaur}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Charizard}} || |
| {{StockIcon|SSBU|Charizard}} || |
||
{{special|Side-B}} is more consistent<br> |
{{clr|special|Side-B}} is more consistent<br> |
||
{{special|Up-B}} is more consistent |
{{clr|special|Up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sonic}} || |
| {{StockIcon|SSBU|Sonic}} || |
||
{{tilt|Dash Attack}} does more damage (knockback stays the same), on top of having less endlag<br> |
{{clr|tilt|Dash Attack}} does more damage (knockback stays the same), on top of having less endlag<br> |
||
{{tilt|Utilt}} has less endlag<br> |
{{clr|tilt|Utilt}} has less endlag<br> |
||
{{smash|Usmash}} is more consistent. It also has less startup and more invincibility during startup<br> |
{{clr|smash|Usmash}} is more consistent. It also has less startup and more invincibility during startup<br> |
||
{{aerial|Uair}} is more consistent |
{{clr|aerial|Uair}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucario}} || |
| {{StockIcon|SSBU|Lucario}} || |
||
Increased the max value Aura will strengthen damage<br> |
Increased the max value Aura will strengthen damage<br> |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{tilt|Ftilt}} is more consistent<br> |
{{clr|tilt|Ftilt}} is more consistent<br> |
||
{{smash|Dsmash}} has less startup<br> |
{{clr|smash|Dsmash}} has less startup<br> |
||
{{special|Up-B}} has less landing lag<br> |
{{clr|special|Up-B}} has less landing lag<br> |
||
{{special|Side-B}}'s projectile has more knockback |
{{clr|special|Side-B}}'s projectile has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Swordfighter}} || |
| {{StockIcon|SSBU|Mii Swordfighter}} || |
||
{{special|Up-B 3}} is more consistent |
{{clr|special|Up-B 3}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Robin}} || |
| {{StockIcon|SSBU|Robin}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Shulk}} || |
| {{StockIcon|SSBU|Shulk}} || |
||
{{smash|Usmash}} is more consistent<br> |
{{clr|smash|Usmash}} is more consistent<br> |
||
Shulk takes more knockback while {{tt|Monado Shield|One of Shulk's power-ups obtained with his neutral-B}} is active<br> |
Shulk takes more knockback while {{tt|{{clr|special|Monado Shield}}|One of Shulk's power-ups obtained with his neutral-B}} is active<br> |
||
{{special|Down-B}}'s counter has more knockback |
{{clr|special|Down-B}}'s counter has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser Jr.}} || |
| {{StockIcon|SSBU|Bowser Jr.}} || |
||
Adjusted certain landing behaviors to no longer prevent passing through platforms<br> |
Adjusted certain landing behaviors to no longer prevent passing through platforms<br> |
||
{{tilt|Ftilt}} has more knockback<br> |
{{clr|tilt|Ftilt}} has more knockback<br> |
||
{{smash|Usmash}} is more consistent<br> |
{{clr|smash|Usmash}} is more consistent<br> |
||
{{smash|Dsmash}} has less startup<br> |
{{clr|smash|Dsmash}} has less startup<br> |
||
{{grab|Fthrow}} has more knockback<br> |
{{clr|grab|Fthrow}} has more knockback<br> |
||
Ledge Attack does more damage after using {{special|up-B}}<br> |
Ledge Attack does more damage after using {{clr|special|up-B}}<br> |
||
{{special|Side-B}} has more priority<br> |
{{clr|special|Side-B}} has more priority<br> |
||
{{special|Up-B}} has less startup |
{{clr|special|Up-B}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
{{tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{special|Up-B}}'s landing hitbox when going downwards now only affects grounded opponents |
{{clr|special|Up-B}}'s landing hitbox when going downwards now only affects grounded opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|Simon}} || |
| {{StockIcon|SSBU|Simon}} || |
||
{{tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Dash Attack}} does more damage, on top of having more base knockback<br> |
{{clr|tilt|Dash Attack}} does more damage, on top of having more base knockback<br> |
||
{{tilt|Utilt}} has more base knockback<br> |
{{clr|tilt|Utilt}} has more base knockback<br> |
||
{{smash|Usmash}} has less startup and more knockback<br> |
{{clr|smash|Usmash}} has less startup and more knockback<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{special|Up-B}} has more range |
{{clr|special|Up-B}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Richter}} || |
| {{StockIcon|SSBU|Richter}} || |
||
{{tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Dash Attack}} does more damage, on top of having more base knockback<br> |
{{clr|tilt|Dash Attack}} does more damage, on top of having more base knockback<br> |
||
{{tilt|Utilt}} has more base knockback<br> |
{{clr|tilt|Utilt}} has more base knockback<br> |
||
{{smash|Usmash}} has less startup and more knockback<br> |
{{clr|smash|Usmash}} has less startup and more knockback<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{special|Up-B}} has more range |
{{clr|special|Up-B}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
||
{{tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br> |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Min Min}} || |
| {{StockIcon|SSBU|Min Min}} || |
||
{{tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}} |
||
|} |
|} |
||
Line 602: | Line 602: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Kirby}} || |
| {{StockIcon|SSBU|Kirby}} || |
||
{{tilt|Dash Attack}} has less endlag and more knockback at the beginning of the move<br> |
{{clr|tilt|Dash Attack}} has less endlag and more knockback at the beginning of the move<br> |
||
{{smash|Dsmash}} has less startup and more knockback<br> |
{{clr|smash|Dsmash}} has less startup and more knockback<br> |
||
{{aerial|Fair}}'s last two hits does more damage. The last hit has more knockback<br> |
{{clr|aerial|Fair}}'s last two hits does more damage. The last hit has more knockback<br> |
||
{{aerial|Bair}}'s sweetspot has more knockback<br> |
{{clr|aerial|Bair}}'s sweetspot has more knockback<br> |
||
{{special|Down-B}} has more knockback |
{{clr|special|Down-B}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Captain Falcon}} || |
| {{StockIcon|SSBU|Captain Falcon}} || |
||
{{tilt|Dash Attack}} has less endlag<br> |
{{clr|tilt|Dash Attack}} has less endlag<br> |
||
{{tilt|Dtilt}} has more knockback<br> |
{{clr|tilt|Dtilt}} has more knockback<br> |
||
{{smash|Usmash}}'s second hit has more knockback<br> |
{{clr|smash|Usmash}}'s second hit has more knockback<br> |
||
Grounded {{special|side-B}} has more range, launches at a different angle and has less knockback<br> |
Grounded {{clr|special|side-B}} has more range, launches at a different angle and has less knockback<br> |
||
Aerial {{special|side-B}} is easier to spike with<br> |
Aerial {{clr|special|side-B}} is easier to spike with<br> |
||
{{special|Down-B}} has less startup. The sweetspot has more knockback |
{{clr|special|Down-B}} has less startup. The sweetspot has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sheik}} || |
| {{StockIcon|SSBU|Sheik}} || |
||
{{smash|Fsmash}} is more consistent. The last hit also has more range |
{{clr|smash|Fsmash}} is more consistent. The last hit also has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Falco}} || |
| {{StockIcon|SSBU|Falco}} || |
||
{{tilt|Dtilt}} has less startup and sends at a different angle<br> |
{{clr|tilt|Dtilt}} has less startup and sends at a different angle<br> |
||
{{smash|Usmash}} has more active frames and knockback. It has also been made more consistent<br> |
{{clr|smash|Usmash}} has more active frames and knockback. It has also been made more consistent<br> |
||
{{aerial|Nair}}'s last hit comes out faster and has more range<br> |
{{clr|aerial|Nair}}'s last hit comes out faster and has more range<br> |
||
{{aerial|Dair}} has less endlag and landing lag<br> |
{{clr|aerial|Dair}} has less endlag and landing lag<br> |
||
{{special|Side-B}} has more active frames and less startup on the ground |
{{clr|special|Side-B}} has more active frames and less startup on the ground |
||
|- |
|- |
||
| {{StockIcon|SSBU|Marth}} || |
| {{StockIcon|SSBU|Marth}} || |
||
{{smash|Dsmash}}'s tipper has more knockback<br> |
{{clr|smash|Dsmash}}'s tipper has more knockback<br> |
||
{{aerial|Fair}}'s tipper is easier to hit<br> |
{{clr|aerial|Fair}}'s tipper is easier to hit<br> |
||
{{aerial|Bair}}'s tipper is easier to hit<br> |
{{clr|aerial|Bair}}'s tipper is easier to hit<br> |
||
{{aerial|Uair}}'s tipper is easier to hit |
{{clr|aerial|Uair}}'s tipper is easier to hit |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mewtwo}} || |
| {{StockIcon|SSBU|Mewtwo}} || |
||
{{aerial|Bair}} has more knockback. The tip and middle of the tail also does more damage<br> |
{{clr|aerial|Bair}} has more knockback. The tip and middle of the tail also does more damage<br> |
||
{{aerial|Uair}} has more knockback<br> |
{{clr|aerial|Uair}} has more knockback<br> |
||
{{grab|Dthrow}} has less endlag<br> |
{{clr|grab|Dthrow}} has less endlag<br> |
||
{{special|Neutral-B}} does more damage when uncharged, on top of having less startup and endlag<br> |
{{clr|special|Neutral-B}} does more damage when uncharged, on top of having less startup and endlag<br> |
||
{{special|Up-B}} has less landing lag (does not apply in freefall) |
{{clr|special|Up-B}} has less landing lag (does not apply in freefall) |
||
|- |
|- |
||
| {{StockIcon|SSBU|Meta Knight}} || |
| {{StockIcon|SSBU|Meta Knight}} || |
||
{{aerial|Nair}} has more range<br> |
{{clr|aerial|Nair}} has more range<br> |
||
{{aerial|Fair}} has less endlag. It has also been made more consistent<br> |
{{clr|aerial|Fair}} has less endlag. It has also been made more consistent<br> |
||
{{aerial|Bair}} is more consistent<br> |
{{clr|aerial|Bair}} is more consistent<br> |
||
{{special|Neutral-B}}'s sweetspot lasts longer<br> |
{{clr|special|Neutral-B}}'s sweetspot lasts longer<br> |
||
{{special|Up-B}} is more consistent. The first hit sends at a different angle, and the second hit has more range |
{{clr|special|Up-B}} is more consistent. The first hit sends at a different angle, and the second hit has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pit}} || |
| {{StockIcon|SSBU|Pit}} || |
||
{{tilt|Dtilt}} sends at a different angle and has less knockback<br> |
{{clr|tilt|Dtilt}} sends at a different angle and has less knockback<br> |
||
{{smash|Usmash}}'s last hit has more knockback<br> |
{{clr|smash|Usmash}}'s last hit has more knockback<br> |
||
{{smash|Dsmash}}'s front hit sends at a different angle<br> |
{{clr|smash|Dsmash}}'s front hit sends at a different angle<br> |
||
{{aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
{{clr|aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
||
Getup attacks' endlag has beed adjusted to match other fighters<br> |
Getup attacks' endlag has beed adjusted to match other fighters<br> |
||
{{special|Down-B}} has less endlag |
{{clr|special|Down-B}} has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Pit}} || |
| {{StockIcon|SSBU|Dark Pit}} || |
||
{{tilt|Dtilt}} sends at a different angle and has less knockback<br> |
{{clr|tilt|Dtilt}} sends at a different angle and has less knockback<br> |
||
{{smash|Usmash}}'s last hit has more knockback<br> |
{{clr|smash|Usmash}}'s last hit has more knockback<br> |
||
{{smash|Dsmash}}'s front hit sends at a different angle<br> |
{{clr|smash|Dsmash}}'s front hit sends at a different angle<br> |
||
{{aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
{{clr|aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
||
Getup attacks' endlag has beed adjusted to match other fighters<br> |
Getup attacks' endlag has beed adjusted to match other fighters<br> |
||
{{special|Down-B}} has less endlag |
{{clr|special|Down-B}} has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ike}} || |
| {{StockIcon|SSBU|Ike}} || |
||
{{tilt|Dash Attack}} has more knockback<br> |
{{clr|tilt|Dash Attack}} has more knockback<br> |
||
{{tilt|Dtilt}} has less knockback<br> |
{{clr|tilt|Dtilt}} has less knockback<br> |
||
{{aerial|Nair}} has more knockback and the sourspot has beed reduced<br> |
{{clr|aerial|Nair}} has more knockback and the sourspot has beed reduced<br> |
||
{{aerial|Fair}} has less endlag and does more damage (knockback stays the same)<br> |
{{clr|aerial|Fair}} has less endlag and does more damage (knockback stays the same)<br> |
||
{{special|Up-B}}'s final hit has more knockback and sends at a different angle. {{tt|Ike also can't trade after ascending|Needs clarification}} |
{{clr|special|Up-B}}'s final hit has more knockback and sends at a different angle. {{tt|Ike also can't trade after ascending|Needs clarification}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ivysaur}} || |
| {{StockIcon|SSBU|Ivysaur}} || |
||
Line 673: | Line 673: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Diddy Kong}} || |
| {{StockIcon|SSBU|Diddy Kong}} || |
||
{{tilt|Dash Attack}} is more consistent. The final hit has more range<br> |
{{clr|tilt|Dash Attack}} is more consistent. The final hit has more range<br> |
||
{{tilt|Ftilt}} has more range near the hands. It also sends at a different angle, and the sourspot has more active frames<br> |
{{clr|tilt|Ftilt}} has more range near the hands. It also sends at a different angle, and the sourspot has more active frames<br> |
||
{{smash|Dsmash}} has less startup, and the second hit has more active frames<br> |
{{clr|smash|Dsmash}} has less startup, and the second hit has more active frames<br> |
||
{{aerial|Fair}} has more range at the beginning<br> |
{{clr|aerial|Fair}} has more range at the beginning<br> |
||
Increased the cooldown before Diddy is able to throw another banana peel ({{special|down-B}}) |
Increased the cooldown before Diddy is able to throw another banana peel ({{clr|special|down-B}}) |
||
|- |
|- |
||
| {{StockIcon|SSBU|King Dedede}} || |
| {{StockIcon|SSBU|King Dedede}} || |
||
{{tilt|Utilt}} does more damage and has more knockback<br> |
{{clr|tilt|Utilt}} does more damage and has more knockback<br> |
||
{{tilt|Dtilt}} sends at a different angle<br> |
{{clr|tilt|Dtilt}} sends at a different angle<br> |
||
{{aerial|Fair}} has more knockback<br> |
{{clr|aerial|Fair}} has more knockback<br> |
||
{{aerial|Uair}}'s final hit has more knockback<br> |
{{clr|aerial|Uair}}'s final hit has more knockback<br> |
||
{{special|Neutral-B}} has less startup. Fighters can also be inhaled from further away if used on the ground |
{{clr|special|Neutral-B}} has less startup. Fighters can also be inhaled from further away if used on the ground |
||
|- |
|- |
||
| {{StockIcon|SSBU|Villager}} || |
| {{StockIcon|SSBU|Villager}} || |
||
{{tilt|Jab}} is more consistent<br> |
{{clr|tilt|Jab}} is more consistent<br> |
||
{{tilt|Utilt}} is more consistent. The arm and the head are also invincible<br> |
{{clr|tilt|Utilt}} is more consistent. The arm and the head are also invincible<br> |
||
{{smash|Usmash}}'s fireworks does more damage and has more knockback<br> |
{{clr|smash|Usmash}}'s fireworks does more damage and has more knockback<br> |
||
{{aerial|Uair}} has more knockback<br> |
{{clr|aerial|Uair}} has more knockback<br> |
||
{{aerial|Dair}} has less startup<br> |
{{clr|aerial|Dair}} has less startup<br> |
||
Planting a seed ({{special|down-B}}) and watering it has less endlag<br> |
Planting a seed ({{clr|special|down-B}}) and watering it has less endlag<br> |
||
Axe swings ({{special|down-B}} when a tree is up) has more knockback and does more shield damage |
Axe swings ({{clr|special|down-B}} when a tree is up) has more knockback and does more shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mega Man}} || |
| {{StockIcon|SSBU|Mega Man}} || |
||
Line 699: | Line 699: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
||
{{tilt|Dtilt}} sends at a different angle<br> |
{{clr|tilt|Dtilt}} sends at a different angle<br> |
||
{{smash|Usmash}} has less startup<br> |
{{clr|smash|Usmash}} has less startup<br> |
||
{{smash|Dsmash}} has less endlag<br> |
{{clr|smash|Dsmash}} has less endlag<br> |
||
{{aerial|Fair}} has less endlag and landing lag<br> |
{{clr|aerial|Fair}} has less endlag and landing lag<br> |
||
{{special|Neutral-B}} has more knockback |
{{clr|special|Neutral-B}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Little Mac}} || |
| {{StockIcon|SSBU|Little Mac}} || |
||
Line 716: | Line 716: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Corrin}} || |
| {{StockIcon|SSBU|Corrin}} || |
||
{{smash|Fsmash}}'s tipper has more knockback, on top of having more range. It also does more shieldstun<br> |
{{clr|smash|Fsmash}}'s tipper has more knockback, on top of having more range. It also does more shieldstun<br> |
||
{{aerial|Fair}} does more damage (knockback stays the same)<br> |
{{clr|aerial|Fair}} does more damage (knockback stays the same)<br> |
||
{{aerial|Bair}}'s sweetspot does more damage and has more knockback<br> |
{{clr|aerial|Bair}}'s sweetspot does more damage and has more knockback<br> |
||
{{aerial|Uair}} does more damage and has more knockback<br> |
{{clr|aerial|Uair}} does more damage and has more knockback<br> |
||
{{special|Side-B}}'s lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag |
{{clr|special|Side-B}}'s lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{tilt|Ftilt 3}} has less endlag<br> |
{{clr|tilt|Ftilt 3}} has less endlag<br> |
||
{{tilt|Utilt}} has less startup and is more consistent. The final hit has more range and active frames<br> |
{{clr|tilt|Utilt}} has less startup and is more consistent. The final hit has more range and active frames<br> |
||
{{smash|Fsmash}} has more knockback and active frames<br> |
{{clr|smash|Fsmash}} has more knockback and active frames<br> |
||
{{special|Side-B}} has less endlag. Same goes for the followup<br> |
{{clr|special|Side-B}} has less endlag. Same goes for the followup<br> |
||
{{special|Up-B}}'s SDI multiplier has been decreased |
{{clr|special|Up-B}}'s SDI multiplier has been decreased |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
{{special|Down-B}}'s tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
{{clr|special|Down-B}}'s tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|King K. Rool}} || |
| {{StockIcon|SSBU|King K. Rool}} || |
||
{{tilt|Dash Attack}} has more knockback. The sweetspot also lasts longer<br> |
{{clr|tilt|Dash Attack}} has more knockback. The sweetspot also lasts longer<br> |
||
{{smash|Usmash}} does more damage and has more knockback<br> |
{{clr|smash|Usmash}} does more damage and has more knockback<br> |
||
{{grab|Bthrow}} sends at a different angle<br> |
{{clr|grab|Bthrow}} sends at a different angle<br> |
||
{{special|Side-B}}'s crown has more priority<br> |
{{clr|special|Side-B}}'s crown has more priority<br> |
||
Belly armor is more durable in general |
Belly armor is more durable in general |
||
|- |
|- |
||
| {{StockIcon|SSBU|Isabelle}} || |
| {{StockIcon|SSBU|Isabelle}} || |
||
{{tilt|Dash Attack}} has less startup<br> |
{{clr|tilt|Dash Attack}} has less startup<br> |
||
{{tilt|Utilt}} has less endlag<br> |
{{clr|tilt|Utilt}} has less endlag<br> |
||
{{smash|Usmash}} has less startup<br> |
{{clr|smash|Usmash}} has less startup<br> |
||
{{aerial|Uair}} has more knockback<br> |
{{clr|aerial|Uair}} has more knockback<br> |
||
{{aerial|Dair}} has less startup |
{{clr|aerial|Dair}} has less startup |
||
|- |
|- |
||
| {{StockIcon|SSBU|Incineroar}} || |
| {{StockIcon|SSBU|Incineroar}} || |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{grab|Grabs}} has less startup in general<br> |
{{clr|grab|Grabs}} has less startup in general<br> |
||
{{grab|Fthrow}} has more knockback<br> |
{{clr|grab|Fthrow}} has more knockback<br> |
||
{{special|Side-B}} starts grabbing sooner. The lariat followup also has more knockback on hit<br> |
{{clr|special|Side-B}} starts grabbing sooner. The lariat followup also has more knockback on hit<br> |
||
{{special|Down-B}} has less endlag. On hit, the power up is increased |
{{clr|special|Down-B}} has less endlag. On hit, the power up is increased |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{tilt|Utilt}} sends at a different angle and has less startup<br> |
{{clr|tilt|Utilt}} sends at a different angle and has less startup<br> |
||
{{smash|Dsmash}} has less startup<br> |
{{clr|smash|Dsmash}} has less startup<br> |
||
{{aerial|Fair}} has less startup<br> |
{{clr|aerial|Fair}} has less startup<br> |
||
{{aerial|Bair}} has more knockback<br> |
{{clr|aerial|Bair}} has more knockback<br> |
||
{{aerial|Uair}} does more damage and has more knockback |
{{clr|aerial|Uair}} does more damage and has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Hero}} || |
| {{StockIcon|SSBU|Hero}} || |
||
{{tt|{{special|Kaboom}}|One of the many spells accessible through Hero's down-B}} is more consistent |
{{tt|{{clr|special|Kaboom}}|One of the many spells accessible through Hero's down-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
| {{StockIcon|SSBU|Banjo & Kazooie}} || |
||
Line 785: | Line 785: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Samus}} || |
| {{StockIcon|SSBU|Samus}} || |
||
{{tilt|Dash Attack}}'s sweetspot does more damage<br> |
{{clr|tilt|Dash Attack}}'s sweetspot does more damage<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{aerial|Zair}} does more damage and has more active frames<br> |
{{clr|aerial|Zair}} does more damage and has more active frames<br> |
||
{{grab|Uthrow}} has more knockback<br> |
{{clr|grab|Uthrow}} has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Samus}} || |
| {{StockIcon|SSBU|Dark Samus}} || |
||
{{tilt|Dash Attack}}'s sweetspot does more damage<br> |
{{clr|tilt|Dash Attack}}'s sweetspot does more damage<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{aerial|Zair}} does more damage and has more active frames<br> |
{{clr|aerial|Zair}} does more damage and has more active frames<br> |
||
{{grab|Uthrow}} has more knockback<br> |
{{clr|grab|Uthrow}} has more knockback<br> |
||
Increased shield size<br> |
Increased shield size<br> |
||
Dark Samus' right arm is now invincible when pressing shield |
Dark Samus' right arm is now invincible when pressing shield |
||
Line 815: | Line 815: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Captain Falcon}} || |
| {{StockIcon|SSBU|Captain Falcon}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
Line 825: | Line 825: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Sheik}} || |
| {{StockIcon|SSBU|Sheik}} || |
||
{{smash|Dsmash}} has less startup and is more consistent<br> |
{{clr|smash|Dsmash}} has less startup and is more consistent<br> |
||
{{grab|Standing grab}} has more range<br> |
{{clr|grab|Standing grab}} has more range<br> |
||
Aerial {{special|neutral-B}} has less landing lag<br> |
Aerial {{clr|special|neutral-B}} has less landing lag<br> |
||
{{special|Side-B}} has less endlag. The explosion is now {{tt|transcendant|Cannot clank with any attack}} and has more active frames<br> |
{{clr|special|Side-B}} has less endlag. The explosion is now {{tt|transcendant|Cannot clank with any attack}} and has more active frames<br> |
||
{{special|Up-B}}'s explosion has more knockback<br> |
{{clr|special|Up-B}}'s explosion has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zelda}} || |
| {{StockIcon|SSBU|Zelda}} || |
||
{{tilt|Ftilt}} does more damage and has more knockback<br> |
{{clr|tilt|Ftilt}} does more damage and has more knockback<br> |
||
{{aerial|Nair}} is more consistent and has less landing lag<br> |
{{clr|aerial|Nair}} is more consistent and has less landing lag<br> |
||
{{aerial|Uair}} has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback<br> |
{{clr|aerial|Uair}} has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback<br> |
||
{{special|Side-B}} has more active frames and a bigger sweetspot<br> |
{{clr|special|Side-B}} has more active frames and a bigger sweetspot<br> |
||
{{special|Down-B}} does more damage and has more knockback<br> |
{{clr|special|Down-B}} does more damage and has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dr. Mario}} || |
| {{StockIcon|SSBU|Dr. Mario}} || |
||
{{tilt|Ftilt}} does more damage and has more knockback<br> |
{{clr|tilt|Ftilt}} does more damage and has more knockback<br> |
||
{{tilt|Dtilt}} does more hitstun and has less knockback<br> |
{{clr|tilt|Dtilt}} does more hitstun and has less knockback<br> |
||
{{aerial|Nair}}'s sweetspot does more damage and has more knockback<br> |
{{clr|aerial|Nair}}'s sweetspot does more damage and has more knockback<br> |
||
{{aerial|Dair}} has more active frames<br> |
{{clr|aerial|Dair}} has more active frames<br> |
||
{{special|Up-B}}'s sweetspot has more knockback |
{{clr|special|Up-B}}'s sweetspot has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pichu}} || |
| {{StockIcon|SSBU|Pichu}} || |
||
Line 854: | Line 854: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{aerial|Uair}} has more knockback<br> |
{{clr|aerial|Uair}} has more knockback<br> |
||
{{aerial|Zair}} is faster and launches at a different angle. It also does more hitstun<br> |
{{clr|aerial|Zair}} is faster and launches at a different angle. It also does more hitstun<br> |
||
{{grab|Fthrow}} has more knockback<br> |
{{clr|grab|Fthrow}} has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
Line 881: | Line 881: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Zero Suit Samus}} || |
| {{StockIcon|SSBU|Zero Suit Samus}} || |
||
{{special|Down-B}}'s bury {{tt|has been weakened|It is easier to mash out of bury}}<br> |
{{clr|special|Down-B}}'s bury {{tt|has been weakened|It is easier to mash out of bury}}<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
Line 910: | Line 910: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Toon Link}} || |
| {{StockIcon|SSBU|Toon Link}} || |
||
{{tilt|Dash Attack}} has less endlag<br> |
{{clr|tilt|Dash Attack}} has less endlag<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{aerial|Bair}} has less startup<br> |
{{clr|aerial|Bair}} has less startup<br> |
||
{{aerial|Dair}}'s sourspot does more damage and has more knockback<br> |
{{clr|aerial|Dair}}'s sourspot does more damage and has more knockback<br> |
||
{{aerial|Zair}} has more active frames |
{{clr|aerial|Zair}} has more active frames |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wolf}} || |
| {{StockIcon|SSBU|Wolf}} || |
||
Line 932: | Line 932: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Brawler}} || |
| {{StockIcon|SSBU|Mii Brawler}} || |
||
{{special|Down-B 3}}'s grab is bigger |
{{clr|special|Down-B 3}}'s grab is bigger |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Swordfighter}} || |
| {{StockIcon|SSBU|Mii Swordfighter}} || |
||
Line 938: | Line 938: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Palutena}} || |
| {{StockIcon|SSBU|Palutena}} || |
||
{{tilt|Utilt}}'s last hit does more damage and has more knockback<br> |
{{clr|tilt|Utilt}}'s last hit does more damage and has more knockback<br> |
||
{{smash|Dsmash}}'s sweetspot has more knockback<br> |
{{clr|smash|Dsmash}}'s sweetspot has more knockback<br> |
||
{{aerial|Nair}} has less knockback, and the last hit has less range against airborne opponents<br> |
{{clr|aerial|Nair}} has less knockback, and the last hit has less range against airborne opponents<br> |
||
{{grab|Dthrow}} has more knockback<br> |
{{clr|grab|Dthrow}} has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
Line 951: | Line 951: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Duck Hunt}} || |
| {{StockIcon|SSBU|Duck Hunt}} || |
||
{{tilt|Rapid Jab}} does more hitstun<br> |
{{clr|tilt|Rapid Jab}} does more hitstun<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
{{tilt|Heavy Dtilt}} sends at a different angle<br> |
{{clr|tilt|Heavy Dtilt}} sends at a different angle<br> |
||
{{smash|Dsmash}} is now special cancellable |
{{clr|smash|Dsmash}} is now special cancellable. Unlike other special cancellable moves, it can also be done on whiff. It also does less shield damage<br> |
||
{{special|Neutral-B}} does more shieldstun<br> |
{{clr|special|Neutral-B}} does more shieldstun<br> |
||
{{special|Shakunetsu Hadouken}} is more consistent<br> |
{{clr|special|Shakunetsu Hadouken}} is more consistent<br> |
||
Ryu's leg is now invincible when using {{special|side-B}}. The sweetspot also does more damage and has more knockback<br> |
Ryu's leg is now invincible when using {{clr|special|side-B}}. The sweetspot also does more damage and has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ken}} || |
| {{StockIcon|SSBU|Ken}} || |
||
{{tilt|Heavy Dtilt}} sends at a different angle<br> |
{{clr|tilt|Heavy Dtilt}} sends at a different angle<br> |
||
{{smash|Dsmash}} is now special cancellable |
{{clr|smash|Dsmash}} is now special cancellable. Unlike other special cancellable moves, it can also be done on whiff. It also does less shield damage<br> |
||
Ken's leg is now invincible when using {{special|side-B}}. The sweetspot also does more damage and has more knockback<br> |
Ken's leg is now invincible when using {{clr|special|side-B}}. The sweetspot also does more damage and has more knockback<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
| {{StockIcon|SSBU|Cloud}} || |
| {{StockIcon|SSBU|Cloud}} || |
||
{{tilt|Dash Attack}}'s sweetspot has more knockback<br> |
{{clr|tilt|Dash Attack}}'s sweetspot has more knockback<br> |
||
{{smash|Fsmash}} is more consistent<br> |
{{clr|smash|Fsmash}} is more consistent<br> |
||
{{smash|Usmash}} has less startup, as well as more knockback on the tipper<br> |
{{clr|smash|Usmash}} has less startup, as well as more knockback on the tipper<br> |
||
{{special|Down-B}} fills the Limit gauge faster<br> |
{{clr|special|Down-B}} fills the Limit gauge faster<br> |
||
Increased shield size |
Increased shield size |
||
|- |
|- |
||
Line 990: | Line 990: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Incineroar}} || |
| {{StockIcon|SSBU|Incineroar}} || |
||
Increased {{special|side-B}}'s Lariat (and back body drop)'s knockback against non grabbed opponents |
Increased {{clr|special|side-B}}'s Lariat (and back body drop)'s knockback against non grabbed opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
Line 996: | Line 996: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Joker}} || |
| {{StockIcon|SSBU|Joker}} || |
||
Downwards shots with aerial {{special|neutral-B}} has less range<br> |
Downwards shots with aerial {{clr|special|neutral-B}} has less range<br> |
||
{{tt|Arsene gauge depletes faster when Joker gets hit while Arsene is summoned|This only applies in 1v1 games}} |
{{tt|Arsene gauge depletes faster when Joker gets hit while Arsene is summoned|This only applies in 1v1 games}} |
||
|} |
|} |
||
Line 1,005: | Line 1,005: | ||
===6.1.0=== |
===6.1.0=== |
||
====General==== |
====General==== |
||
* Fixed a bug where {{StockIcon|SSBU|Terry}} could freeze {{StockIcon|SSBU|Ice Climbers}} when hit by {{special|Buster Wolf}} |
* Fixed a bug where {{StockIcon|SSBU|Terry}} could freeze {{StockIcon|SSBU|Ice Climbers}} when hit by {{clr|special|Buster Wolf}} |
||
===6.0.0=== |
===6.0.0=== |
||
Line 1,012: | Line 1,012: | ||
====Online==== |
====Online==== |
||
* Several {{tt|QoL|Quality of Life}} changes were made to arenas |
* Several {{tt|QoL|Quality of Life}} changes were made to arenas, such as being able to change the game's rules without having to recreate an arena |
||
====Fighter Adjustments==== |
====Fighter Adjustments==== |
||
Line 1,020: | Line 1,020: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
{{tilt|Ftilt}} has more knockback<br> |
{{clr|tilt|Ftilt}} has more knockback<br> |
||
{{aerial|Nair}} does more damage and has more range<br> |
{{clr|aerial|Nair}} does more damage and has more range<br> |
||
Fully charged {{special|neutral-B}} has more knockback. The charge time has also been shortened<br> |
Fully charged {{clr|special|neutral-B}} has more knockback. The charge time has also been shortened<br> |
||
Grounded {{special|up-B}}'s armor comes out earlier. It is also more consistent against airborne opponents. The final hit has more knockback<br> |
Grounded {{clr|special|up-B}}'s armor comes out earlier. It is also more consistent against airborne opponents. The final hit has more knockback<br> |
||
Grounded {{special|down-B}} has less startup and endlag |
Grounded {{clr|special|down-B}} has less startup and endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Kirby}} || |
| {{StockIcon|SSBU|Kirby}} || |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{smash|Usmash}}'s sourspot has more knockback<br> |
{{clr|smash|Usmash}}'s sourspot has more knockback<br> |
||
{{aerial|Nair}} has less startup. The sweetspot also has more knockback<br> |
{{clr|aerial|Nair}} has less startup. The sweetspot also has more knockback<br> |
||
{{aerial|Uair}} does more damage and has more knockback, on top of less startup<br> |
{{clr|aerial|Uair}} does more damage and has more knockback, on top of less startup<br> |
||
{{special|Neutral-B}} starts inhaling stuff earlier<br> |
{{clr|special|Neutral-B}} starts inhaling stuff earlier<br> |
||
Kirby's Copy Abilities are harder to take off (outside of taunting) |
Kirby's Copy Abilities are harder to take off (outside of taunting) |
||
|- |
|- |
||
| {{StockIcon|SSBU|Jigglypuff}} || |
| {{StockIcon|SSBU|Jigglypuff}} || |
||
{{tt|Airdodges|Both neutral and directional}} has less endlag<br> |
{{tt|Airdodges|Both neutral and directional}} has less endlag<br> |
||
{{aerial|Dair}} has less landing lag, {{tt|as well as a larger autocancel window|It can now be autocancelled from a short hop if the move was buffered}}<br> |
{{clr|aerial|Dair}} has less landing lag, {{tt|as well as a larger autocancel window|It can now be autocancelled from a short hop if the move was buffered}}<br> |
||
{{grab|Fthrow}} sends at a different angle<br> |
{{clr|grab|Fthrow}} sends at a different angle<br> |
||
{{special|Neutral-B}}'s charge time has been shortened<br> |
{{clr|special|Neutral-B}}'s charge time has been shortened<br> |
||
{{special|Side-B}} does more hitstun and shield damage |
{{clr|special|Side-B}} does more hitstun and shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Robin}} || |
| {{StockIcon|SSBU|Robin}} || |
||
{{tilt|Ftilt}} has more knockback<br> |
{{clr|tilt|Ftilt}} has more knockback<br> |
||
{{aerial|Nair}} has less startup<br> |
{{clr|aerial|Nair}} has less startup<br> |
||
The time for going from one version of {{special|neutral-B}} to another has been shortened<br> |
The time for going from one version of {{special|neutral-B}} to another has been shortened<br> |
||
{{special|Side-B}}'s fireball goes further (flame pillar stays the same)<br> |
{{clr|special|Side-B}}'s fireball goes further (flame pillar stays the same)<br> |
||
When the Levin gauge is empty, {{smash|Smash attacks}} fills up the gauge a bit more |
When the Levin gauge is empty, {{clr|smash|Smash attacks}} fills up the gauge a bit more |
||
|- |
|- |
||
| {{StockIcon|SSBU|King K. Rool}} || |
| {{StockIcon|SSBU|King K. Rool}} || |
||
{{aerial|Nair}} has less landing lag<br> |
{{clr|aerial|Nair}} has less landing lag<br> |
||
{{aerial|Fair}}'s sweetspot does more damage, has more range and sticks out longer<br> |
{{clr|aerial|Fair}}'s sweetspot does more damage, has more range and sticks out longer<br> |
||
{{aerial|Uair}} has more active frames. The sweetspot has more knockback<br> |
{{clr|aerial|Uair}} has more active frames. The sweetspot has more knockback<br> |
||
{{special|Neutral-B}} has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback<br> |
{{clr|special|Neutral-B}} has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback<br> |
||
{{special|Down-B}}'s counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger |
{{clr|special|Down-B}}'s counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger |
||
|- |
|- |
||
| {{StockIcon|SSBU|Incineroar}} || |
| {{StockIcon|SSBU|Incineroar}} || |
||
{{tilt|Jab 3}} does more damage and has more knockback<br> |
{{clr|tilt|Jab 3}} does more damage and has more knockback<br> |
||
{{aerial|Fair}} has more active frames. A late hit does less damage<br> |
{{clr|aerial|Fair}} has more active frames. A late hit does less damage<br> |
||
{{aerial|Dair}}'s spike is easier to hit<br> |
{{clr|aerial|Dair}}'s spike is easier to hit<br> |
||
{{special|Neutral-B}}'s early hit does more damage and has more range. The move lasts longer<br> |
{{clr|special|Neutral-B}}'s early hit does more damage and has more range. The move lasts longer<br> |
||
{{special|Down-B}} has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback |
{{clr|special|Down-B}} has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Hero}} || |
| {{StockIcon|SSBU|Hero}} || |
||
{{StockIcon|SSBU|Rosalina & Luma}}'s {{special|down-B}} no longer affects {{tt|{{special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent<br> |
{{StockIcon|SSBU|Rosalina & Luma}}'s {{clr|special|down-B}} no longer affects {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent<br> |
||
{{StockIcon|SSBU|Villager}} and {{StockIcon|SSBU|Isabelle}}'s {{special|neutral-B}} no longer affects {{tt|{{special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent |
{{StockIcon|SSBU|Villager}} and {{StockIcon|SSBU|Isabelle}}'s {{clr|special|neutral-B}} no longer affects {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent |
||
|} |
|} |
||
Line 1,078: | Line 1,078: | ||
| '''Universal''' || |
| '''Universal''' || |
||
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge<br> |
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge<br> |
||
The time where a character can move after teching a {{grab|grab}} has been made more consistent across the board |
The time where a character can move after teching a {{clr|grab|grab}} has been made more consistent across the board |
||
|- |
|- |
||
| {{StockIcon|SSBU|Yoshi}} || |
| {{StockIcon|SSBU|Yoshi}} || |
||
Can now buffer a {{grab|grab}} after a roll or a spotdodge |
Can now buffer a {{clr|grab|grab}} after a roll or a spotdodge |
||
|- |
|- |
||
| {{StockIcon|SSBU|Peach}} || |
| {{StockIcon|SSBU|Peach}} || |
||
{{special|Up-B}} is more consistent |
{{clr|special|Up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Daisy}} || |
| {{StockIcon|SSBU|Daisy}} || |
||
{{special|Up-B}} is more consistent |
{{clr|special|Up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ice Climbers}} || |
| {{StockIcon|SSBU|Ice Climbers}} || |
||
Line 1,093: | Line 1,093: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Villager}} || |
| {{StockIcon|SSBU|Villager}} || |
||
{{smash|Usmash}} is more consistent against buried opponents |
{{clr|smash|Usmash}} is more consistent against buried opponents |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Fixed a bug where Luma couldn't act after Rosalina got hit by {{StockIcon|SSBU|Hero}}'s {{tt|{{special|Snooze}}|One of the many spells accessible through Hero's down-B}} |
Fixed a bug where Luma couldn't act after Rosalina got hit by {{StockIcon|SSBU|Hero}}'s {{tt|{{clr|special|Snooze}}|One of the many spells accessible through Hero's down-B}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Joker}} || |
| {{StockIcon|SSBU|Joker}} || |
||
Line 1,102: | Line 1,102: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Hero}} || |
| {{StockIcon|SSBU|Hero}} || |
||
The final hit of {{tt|{{special|Kafrizz}}|Neutral-B with max charge}} can now be {{tt|shielded|When shield is already out. Clarifications are needed}}, reflected and absorbed<br> |
The final hit of {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} can now be {{tt|shielded|When shield is already out. Clarifications are needed}}, reflected and absorbed<br> |
||
{{tt|{{special|Magic Burst}}|One of the many spells accessible through Hero's down-B}}'s multi hits does more hitstun<br> |
{{tt|{{clr|special|Magic Burst}}|One of the many spells accessible through Hero's down-B}}'s multi hits does more hitstun<br> |
||
The misstech animation facing down has been adjusted to match other fighters |
The misstech animation facing down has been adjusted to match other fighters |
||
|} |
|} |
||
Line 1,122: | Line 1,122: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Mario}} || |
| {{StockIcon|SSBU|Mario}} || |
||
Adjusted |
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
Adjusted |
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Link}} || |
| {{StockIcon|SSBU|Link}} || |
||
Adjusted |
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br> |
||
Aerial {{special|up-B}} has less knockback when all hits doesn't connect<br> |
Aerial {{clr|special|up-B}} has less knockback when all hits doesn't connect<br> |
||
Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Samus}} || |
| {{StockIcon|SSBU|Samus}} || |
||
Adjusted |
Adjusted her {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br> |
||
{{smash|Usmash}} has less knockback when all hits doesn't connect |
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Samus}} || |
| {{StockIcon|SSBU|Dark Samus}} || |
||
{{smash|Usmash}} has less knockback when all hits doesn't connect |
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect |
||
|- |
|- |
||
| {{StockIcon|SSBU|Yoshi}} || |
| {{StockIcon|SSBU|Yoshi}} || |
||
{{smash|Fsmash}} has less pushback when charging |
{{clr|smash|Fsmash}} has less pushback when charging |
||
|- |
|- |
||
| {{StockIcon|SSBU|Fox}} || |
| {{StockIcon|SSBU|Fox}} || |
||
Adjusted |
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
||
|- |
|- |
||
| {{StockIcon|SSBU|Peach}} || |
| {{StockIcon|SSBU|Peach}} || |
||
{{special|Neutral-B}} is more consistent against attacks that are countered from behind<br> |
{{clr|special|Neutral-B}} is more consistent against attacks that are countered from behind<br> |
||
{{special|Up-B}} has less knockback when all hits doesn't connect |
{{clr|special|Up-B}} has less knockback when all hits doesn't connect |
||
|- |
|- |
||
| {{StockIcon|SSBU|Daisy}} || |
| {{StockIcon|SSBU|Daisy}} || |
||
{{special|Neutral-B}} is more consistent against attacks that are countered from behind<br> |
{{clr|special|Neutral-B}} is more consistent against attacks that are countered from behind<br> |
||
{{special|Up-B}} has less knockback when all hits doesn't connect |
{{clr|special|Up-B}} has less knockback when all hits doesn't connect |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser}} || |
| {{StockIcon|SSBU|Bowser}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sheik}} || |
| {{StockIcon|SSBU|Sheik}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
Line 1,164: | Line 1,164: | ||
| {{StockIcon|SSBU|Mewtwo}} || |
| {{StockIcon|SSBU|Mewtwo}} || |
||
The tail's hurtbox has been made smaller<br> |
The tail's hurtbox has been made smaller<br> |
||
{{smash|Usmash}} has more active frames and more knockback<br> |
{{clr|smash|Usmash}} has more active frames and more knockback<br> |
||
{{smash|Dsmash}} has less endlag<br> |
{{clr|smash|Dsmash}} has less endlag<br> |
||
{{grab|Bthrow}} does more damage<br> |
{{clr|grab|Bthrow}} does more damage<br> |
||
{{special|Side-B}} has less startup, and reflects projectiles earlier |
{{clr|special|Side-B}} has less startup, and reflects projectiles earlier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mr. Game & Watch}} || |
| {{StockIcon|SSBU|Mr. Game & Watch}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pit}} || |
| {{StockIcon|SSBU|Pit}} || |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{tilt|Utilt}} has less endlag<br> |
{{clr|tilt|Utilt}} has less endlag<br> |
||
{{smash|Dsmash}}'s front hit has more knockback<br> |
{{clr|smash|Dsmash}}'s front hit has more knockback<br> |
||
{{aerial|Bair}} has less landing lag<br> |
{{clr|aerial|Bair}} has less landing lag<br> |
||
{{aerial|Dair}}'s spike has more knockback |
{{clr|aerial|Dair}}'s spike has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Pit}} || |
| {{StockIcon|SSBU|Dark Pit}} || |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{tilt|Utilt}} has less endlag<br> |
{{clr|tilt|Utilt}} has less endlag<br> |
||
{{smash|Dsmash}}'s front hit has more knockback<br> |
{{clr|smash|Dsmash}}'s front hit has more knockback<br> |
||
{{aerial|Bair}} has less landing lag<br> |
{{clr|aerial|Bair}} has less landing lag<br> |
||
{{aerial|Dair}}'s spike has more knockback |
{{clr|aerial|Dair}}'s spike has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zero Suit Samus}} || |
| {{StockIcon|SSBU|Zero Suit Samus}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Snake}} || |
| {{StockIcon|SSBU|Snake}} || |
||
Adjusted |
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
||
|- |
|- |
||
| {{tt|{{StockIcon|SSBU|Pokemon Trainer}}|These changes applies to all 3 Pokémons}} || |
| {{tt|{{StockIcon|SSBU|Pokemon Trainer}}|These changes applies to all 3 Pokémons}} || |
||
Line 1,196: | Line 1,196: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Ivysaur}} || |
| {{StockIcon|SSBU|Ivysaur}} || |
||
{{aerial|Dair}}'s sweetspot has less range. The sourspot has less knockback<br> |
{{clr|aerial|Dair}}'s sweetspot has less range. The sourspot has less knockback<br> |
||
{{special|Side-B}} has more startup and more endlag<br> |
{{clr|special|Side-B}} has more startup and more endlag<br> |
||
Aerial {{special|up-B}}'s sweetspot has less knockback |
Aerial {{clr|special|up-B}}'s sweetspot has less knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Charizard}} || |
| {{StockIcon|SSBU|Charizard}} || |
||
{{tilt|Ftilt}}'s sweetspot has more knockback<br> |
{{clr|tilt|Ftilt}}'s sweetspot has more knockback<br> |
||
{{smash|Fsmash}} does more damage and has more knockdown<br> |
{{clr|smash|Fsmash}} does more damage and has more knockdown<br> |
||
{{smash|Usmash}} has less knockback when all hits doesn't connect<br> |
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect<br> |
||
{{aerial|Nair}} has more active frames and less landing lag<br> |
{{clr|aerial|Nair}} has more active frames and less landing lag<br> |
||
{{grab|Fthrow}} has more knockback<br> |
{{clr|grab|Fthrow}} has more knockback<br> |
||
{{special|Side-B}} grabs ledges earlier |
{{clr|special|Side-B}} grabs ledges earlier |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucas}} || |
| {{StockIcon|SSBU|Lucas}} || |
||
{{tilt|Dash Attack}} has more active frames<br> |
{{clr|tilt|Dash Attack}} has more active frames<br> |
||
{{tilt|Ftilt}} does more damage at the beginning of the move. The sweetspot has more knockback<br> |
{{clr|tilt|Ftilt}} does more damage at the beginning of the move. The sweetspot has more knockback<br> |
||
{{smash|Usmash}} has more invincibility at the start of the move<br> |
{{clr|smash|Usmash}} has more invincibility at the start of the move<br> |
||
{{aerial|Uair}} has less endlag<br> |
{{clr|aerial|Uair}} has less endlag<br> |
||
{{special|Side-B}} has less landing lag |
{{clr|special|Side-B}} has less landing lag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sonic}} || |
| {{StockIcon|SSBU|Sonic}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Olimar}} || |
| {{StockIcon|SSBU|Olimar}} || |
||
When using a Purple Pikmin, {{smash|Fsmash}} has more range and more active frames |
When using a Purple Pikmin, {{clr|smash|Fsmash}} has more range and more active frames |
||
|- |
|- |
||
| {{StockIcon|SSBU|R.O.B.}} || |
| {{StockIcon|SSBU|R.O.B.}} || |
||
{{tilt|Jab 1}}'s tipper does less hitstun |
{{clr|tilt|Jab 1}}'s tipper does less hitstun |
||
|- |
|- |
||
| {{StockIcon|SSBU|Toon Link}} || |
| {{StockIcon|SSBU|Toon Link}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
||
Toon Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
Toon Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Villager}} || |
| {{StockIcon|SSBU|Villager}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Rosalina is easier to grab from the front<br> |
Rosalina is easier to grab from the front<br> |
||
Luma goes in front of Rosalina when doing {{tilt|Jab 1}} in reverse<br> |
Luma goes in front of Rosalina when doing {{clr|tilt|Jab 1}} in reverse<br> |
||
Luma goes in front of Rosalina when doing {{smash|Fsmash}} in reverse<br> |
Luma goes in front of Rosalina when doing {{clr|smash|Fsmash}} in reverse<br> |
||
Luma goes in front of Rosalina when doing {{smash|Usmash}} in reverse |
Luma goes in front of Rosalina when doing {{clr|smash|Usmash}} in reverse |
||
|- |
|- |
||
| {{StockIcon|SSBU|Greninja}} || |
| {{StockIcon|SSBU|Greninja}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Little Mac}} || |
| {{StockIcon|SSBU|Little Mac}} || |
||
{{tt|{{tilt|Jab 3}}'s endlag will no longer be reduced depending on the timing after pressing {{tilt|Jab 2}}|This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes}} |
{{tt|{{clr|tilt|Jab 3}}'s endlag will no longer be reduced depending on the timing after pressing {{clr|tilt|Jab 2}}|This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Brawler}} || |
| {{StockIcon|SSBU|Mii Brawler}} || |
||
Fall speed has been reverted to how it was prior to 3.0.0<br> |
Fall speed has been reverted to how it was prior to 3.0.0<br> |
||
{{special|Neutral-B 2}} has less startup and more knockback<br> |
{{clr|special|Neutral-B 2}} has less startup and more knockback<br> |
||
{{special|Up-B 1}} has more knockback |
{{clr|special|Up-B 1}} has more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Swordfighter}} || |
| {{StockIcon|SSBU|Mii Swordfighter}} || |
||
{{special|Neutral-B 3}} is more consistent |
{{clr|special|Neutral-B 3}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
{{smash|Usmash}} is more consistent. It also has less knockback when all hits doesn't connect |
{{clr|smash|Usmash}} is more consistent. It also has less knockback when all hits doesn't connect |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pac-Man}} || |
| {{StockIcon|SSBU|Pac-Man}} || |
||
The fruit from {{special|neutral-B}} will no longer drop when charging, {{tt|even after a forced side switch|For example, being hit by Mario's side-B}} |
The fruit from {{clr|special|neutral-B}} will no longer drop when charging, {{tt|even after a forced side switch|For example, being hit by Mario's side-B}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
Line 1,264: | Line 1,264: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Corrin}} || |
| {{StockIcon|SSBU|Corrin}} || |
||
{{smash|Fsmash}} has more knockback<br> |
{{clr|smash|Fsmash}} has more knockback<br> |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
||
Jumping after using {{special|side-B}} has less endlag<br> |
Jumping after using {{clr|special|side-B}} has less endlag<br> |
||
{{special|Up-B}} covers a greater distance, both horizontally and vertically |
{{clr|special|Up-B}} covers a greater distance, both horizontally and vertically |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
{{tilt|Dash Attack}} has more range<br> |
{{clr|tilt|Dash Attack}} has more range<br> |
||
{{smash|Usmash}} has more active frames and more knockback<br> |
{{clr|smash|Usmash}} has more active frames and more knockback<br> |
||
{{aerial|Bair}} does more damage<br> |
{{clr|aerial|Bair}} does more damage<br> |
||
{{aerial|Uair}}'s sweetspot has more range and is easier to hit<br> |
{{clr|aerial|Uair}}'s sweetspot has more range and is easier to hit<br> |
||
Jumping out of {{special|side-B}} has less endlag. Additionally, the throw after reaching the ledge has more knockback<br> |
Jumping out of {{clr|special|side-B}} has less endlag. Additionally, the throw after reaching the ledge has more knockback<br> |
||
{{special|Up-B}} has less startup and moves faster |
{{clr|special|Up-B}} has less startup and moves faster |
||
|- |
|- |
||
| {{StockIcon|SSBU|Simon}} || |
| {{StockIcon|SSBU|Simon}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Richter}} || |
| {{StockIcon|SSBU|Richter}} || |
||
{{tt|{{aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Isabelle}} || |
| {{StockIcon|SSBU|Isabelle}} || |
||
Rolls covers a greater distance<br> |
Rolls covers a greater distance<br> |
||
It is easier to combo {{tilt|Jab 1}} into itself<br> |
It is easier to combo {{clr|tilt|Jab 1}} into itself<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{special|Side-B}}'s {{grab|Uthrow}} has more knockback. It also starts grabbing opponents earlier<br> |
{{clr|special|Side-B}}'s {{clr|grab|Uthrow}} has more knockback. It also starts grabbing opponents earlier<br> |
||
{{special|Down-B}} comes out faster when activated |
{{clr|special|Down-B}} comes out faster when activated |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{tt|{{special|Side-B}} now has a damage cap when reflected|Villager and Isabelle could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud)}}. It also has less startup and more active frames<br> |
{{tt|{{clr|special|Side-B}} now has a damage cap when reflected|Villager and Isabelle could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud)}}. It also has less startup and more active frames<br> |
||
{{special|Down-B}} does more shield damage and has less endlag. It also has less charge time |
{{clr|special|Down-B}} does more shield damage and has less endlag. It also has less charge time |
||
|- |
|- |
||
| {{StockIcon|SSBU|Joker}} || |
| {{StockIcon|SSBU|Joker}} || |
||
{{special|Down-B}} (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
{{clr|special|Down-B}} (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
||
|} |
|} |
||
Line 1,316: | Line 1,316: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
Fully charged {{special|neutral-B}}'s armor lasts longer |
Fully charged {{clr|special|neutral-B}}'s armor lasts longer |
||
|- |
|- |
||
| {{StockIcon|SSBU|Samus}} || |
| {{StockIcon|SSBU|Samus}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Samus}} || |
| {{StockIcon|SSBU|Dark Samus}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Fox}} || |
| {{StockIcon|SSBU|Fox}} || |
||
{{tilt|Jab 2}} > {{tilt|Rapid Jab}} is more consistent |
{{clr|tilt|Jab 2}} > {{clr|tilt|Rapid Jab}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pikachu}} || |
| {{StockIcon|SSBU|Pikachu}} || |
||
{{grab|Grab}} has more range |
{{clr|grab|Grab}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Luigi}} || |
| {{StockIcon|SSBU|Luigi}} || |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{aerial|Zair}} has more range when used before landing<br> |
{{clr|aerial|Zair}} has more range when used before landing<br> |
||
Grounded {{special|down-B}} is no longer invincible for the entire duration when rising in the air with a certain timing |
Grounded {{clr|special|down-B}} is no longer invincible for the entire duration when rising in the air with a certain timing |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ness}} || |
| {{StockIcon|SSBU|Ness}} || |
||
{{tilt|Jab 2}} has more range and the hitbox has been moved forward<br> |
{{clr|tilt|Jab 2}} has more range and the hitbox has been moved forward<br> |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Captain Falcon}} || |
| {{StockIcon|SSBU|Captain Falcon}} || |
||
{{tilt|Ftilt}} has more knockback<br> |
{{clr|tilt|Ftilt}} has more knockback<br> |
||
{{aerial|Fair}}'s sweetspot is bigger<br> |
{{clr|aerial|Fair}}'s sweetspot is bigger<br> |
||
{{aerial|Bair}} has more knockback<br> |
{{clr|aerial|Bair}} has more knockback<br> |
||
{{special|Side-B}}'s strike has less startup and does more hitstun. The {{tt|hyper armor|Similar to super armor, except that it only goes through attecks that does a certain amount of damage}} has been enhanced<br> |
{{clr|special|Side-B}}'s strike has less startup and does more hitstun. The {{tt|hyper armor|Similar to super armor, except that it only goes through attecks that does a certain amount of damage}} has been enhanced<br> |
||
Both versions of his {{special|down-B}} have more active frames |
Both versions of his {{clr|special|down-B}} have more active frames |
||
|- |
|- |
||
| {{StockIcon|SSBU|Jigglypuff}} || |
| {{StockIcon|SSBU|Jigglypuff}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} has more range |
{{clr|tilt|Jab 2}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Peach}} || |
| {{StockIcon|SSBU|Peach}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{smash|Fsmash}} has more knockback when using the golf club<br> |
{{clr|smash|Fsmash}} has more knockback when using the golf club<br> |
||
{{aerial|Fair}} has less knockback<br> |
{{clr|aerial|Fair}} has less knockback<br> |
||
{{grab|Bthrow}} has less knockback<br> |
{{clr|grab|Bthrow}} has less knockback<br> |
||
{{special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br> |
{{clr|special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br> |
||
{{special|Up-B}} is more consistent<br> |
{{clr|special|Up-B}} is more consistent<br> |
||
{{special|Down-B}} has more endlag |
{{clr|special|Down-B}} has more endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Daisy}} || |
| {{StockIcon|SSBU|Daisy}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{smash|Fsmash}} has more knockback when using the golf club<br> |
{{clr|smash|Fsmash}} has more knockback when using the golf club<br> |
||
{{aerial|Fair}} has less knockback<br> |
{{clr|aerial|Fair}} has less knockback<br> |
||
{{grab|Bthrow}} has less knockback<br> |
{{clr|grab|Bthrow}} has less knockback<br> |
||
{{special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br> |
{{clr|special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br> |
||
{{special|Up-B}} is more consistent<br> |
{{clr|special|Up-B}} is more consistent<br> |
||
{{special|Down-B}} has more endlag |
{{clr|special|Down-B}} has more endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ice Climbers}} || |
| {{StockIcon|SSBU|Ice Climbers}} || |
||
The Ice Climbers gets back their double jumps the same way as other fighters do<br> |
The Ice Climbers gets back their double jumps the same way as other fighters do<br> |
||
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} will no longer jump when inputting {{grab|Grab}} + Jump |
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} will no longer jump when inputting {{clr|grab|Grab}} + Jump |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pichu}} || |
| {{StockIcon|SSBU|Pichu}} || |
||
Line 1,376: | Line 1,376: | ||
Increased shield size<br> |
Increased shield size<br> |
||
{{tt|Self-damage has been increased for all moves that inflicts self-damage|The only exceptions are his pummel and his Final Smash}}<br> |
{{tt|Self-damage has been increased for all moves that inflicts self-damage|The only exceptions are his pummel and his Final Smash}}<br> |
||
{{tilt|Ftilt}} has less knockback<br> |
{{clr|tilt|Ftilt}} has less knockback<br> |
||
{{smash|Fsmash}} has more endlag |
{{clr|smash|Fsmash}} has more endlag |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucina}} || |
| {{StockIcon|SSBU|Lucina}} || |
||
{{smash|Fsmash}} has less knockback<br> |
{{clr|smash|Fsmash}} has less knockback<br> |
||
{{aerial|Fair}} has less knockback |
{{clr|aerial|Fair}} has less knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ganondorf}} || |
| {{StockIcon|SSBU|Ganondorf}} || |
||
{{smash|Fsmash}} is more consistent |
{{clr|smash|Fsmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Roy}} || |
| {{StockIcon|SSBU|Roy}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Chrom}} || |
| {{StockIcon|SSBU|Chrom}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mr. Game & Watch}} || |
| {{StockIcon|SSBU|Mr. Game & Watch}} || |
||
{{tilt|Utilt}} is more consistent |
{{clr|tilt|Utilt}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pit}} || |
| {{StockIcon|SSBU|Pit}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Pit}} || |
| {{StockIcon|SSBU|Dark Pit}} || |
||
{{smash|Usmash}} is more consistent<br> |
{{clr|smash|Usmash}} is more consistent<br> |
||
Aerial {{special|side-B}} has less endlag {{tt|on contact|On hit and on shield}} |
Aerial {{clr|special|side-B}} has less endlag {{tt|on contact|On hit and on shield}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zero Suit Samus}} || |
| {{StockIcon|SSBU|Zero Suit Samus}} || |
||
{{special|Side-B}} is more consistent<br> |
{{clr|special|Side-B}} is more consistent<br> |
||
{{tt|{{special|Down-B}} covers more horizontal distance|This reverts the changes made in 3.0.0}} |
{{tt|{{clr|special|Down-B}} covers more horizontal distance|This reverts the changes made in 3.0.0}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Snake}} || |
| {{StockIcon|SSBU|Snake}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{tilt|Jab 2}} moves Snake forward a bit more |
{{clr|tilt|Jab 2}} moves Snake forward a bit more |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ivysaur}} || |
| {{StockIcon|SSBU|Ivysaur}} || |
||
{{aerial|Nair}} is more consistent |
{{clr|aerial|Nair}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Charizard}} || |
| {{StockIcon|SSBU|Charizard}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{tilt|Jab 2}} moves Charizard forward a bit more |
{{clr|tilt|Jab 2}} moves Charizard forward a bit more |
||
|- |
|- |
||
| {{StockIcon|SSBU|Diddy Kong}} || |
| {{StockIcon|SSBU|Diddy Kong}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} has more range<br> |
{{clr|tilt|Jab 2}} has more range<br> |
||
{{tilt|Dash Attack}} launches at a different angle<br> |
{{clr|tilt|Dash Attack}} launches at a different angle<br> |
||
{{smash|Usmash}} is more consistent and has more knockback<br> |
{{clr|smash|Usmash}} is more consistent and has more knockback<br> |
||
{{aerial|Uair}} has less endlag, as well as less landing lag<br> |
{{clr|aerial|Uair}} has less endlag, as well as less landing lag<br> |
||
{{aerial|Dair}} has less startup<br> |
{{clr|aerial|Dair}} has less startup<br> |
||
{{special|Neutral-B}} does more damage (shield damage remains the same). The charge time has also been shortened<br> |
{{clr|special|Neutral-B}} does more damage (shield damage remains the same). The charge time has also been shortened<br> |
||
Charging {{special|up-B}} makes Diddy fall slower. It also covers more vertical distance when charged |
Charging {{clr|special|up-B}} makes Diddy fall slower. It also covers more vertical distance when charged |
||
|- |
|- |
||
| {{StockIcon|SSBU|Olimar}} || |
| {{StockIcon|SSBU|Olimar}} || |
||
Olimar has a bigger hurtbox<br> |
Olimar has a bigger hurtbox<br> |
||
{{smash|Fsmash}}'s sweetspot is shorter. It also has more endlag<br> |
{{clr|smash|Fsmash}}'s sweetspot is shorter. It also has more endlag<br> |
||
{{smash|Usmash}} has more endlag<br> |
{{clr|smash|Usmash}} has more endlag<br> |
||
{{special|Up-B}}'s flight time has been adjusted when using this move repeatedly |
{{clr|special|Up-B}}'s flight time has been adjusted when using this move repeatedly |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucario}} || |
| {{StockIcon|SSBU|Lucario}} || |
||
{{tilt|Jab 1}} has less endlag<br> |
{{clr|tilt|Jab 1}} has less endlag<br> |
||
{{tilt|Jab 2}} has less endlag<br> |
{{clr|tilt|Jab 2}} has less endlag<br> |
||
{{tilt|Jab 3}} has less endlag<br> |
{{clr|tilt|Jab 3}} has less endlag<br> |
||
{{tilt|Dash Attack}} has more range<br> |
{{clr|tilt|Dash Attack}} has more range<br> |
||
{{tilt|Ftilt}} has more knockback<br> |
{{tilt|Ftilt}} has more knockback<br> |
||
{{smash|Fsmash}}'s sweetspot has more range<br> |
{{clr|smash|Fsmash}}'s sweetspot has more range<br> |
||
{{smash|Usmash}} is more consistent<br> |
{{clr|smash|Usmash}} is more consistent<br> |
||
{{aerial|Nair}} has more range against grounded opponents<br> |
{{clr|aerial|Nair}} has more range against grounded opponents<br> |
||
{{aerial|Uair}}'s sweetspot has more range<br> |
{{clr|aerial|Uair}}'s sweetspot has more range<br> |
||
{{aerial|Dair}} is more consistent<br> |
{{clr|aerial|Dair}} is more consistent<br> |
||
{{special|Neutral-B}}'s windbox has less range when charging. When max charged, the projectile has more range. It also has less endlag<br> |
{{clr|special|Neutral-B}}'s windbox has less range when charging. When max charged, the projectile has more range. It also has less endlag<br> |
||
Opponents can no longer go through Lucario when using {{special|side-B}}. The grab's range has been increased |
Opponents can no longer go through Lucario when using {{clr|special|side-B}}. The grab's range has been increased |
||
|- |
|- |
||
| {{StockIcon|SSBU|R.O.B.}} || |
| {{StockIcon|SSBU|R.O.B.}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} has more range |
{{clr|tilt|Jab 2}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Toon Link}} || |
| {{StockIcon|SSBU|Toon Link}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wolf}} || |
| {{StockIcon|SSBU|Wolf}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{tilt|Jab 2}} has more range<br> |
{{clr|tilt|Jab 2}} has more range<br> |
||
{{tilt|Jab 3}} makes Wolf move forward<br> |
{{clr|tilt|Jab 3}} makes Wolf move forward<br> |
||
{{smash|Dsmash}}'s front attack has less knockback<br> |
{{clr|smash|Dsmash}}'s front attack has less knockback<br> |
||
{{special|Neutral-B}} has more endlag<br> |
{{clr|special|Neutral-B}} has more endlag<br> |
||
{{special|Up-B}}'s final hit has less range. It also sends at a different angle. The move in general is more consistent<br> |
{{clr|special|Up-B}}'s final hit has less range. It also sends at a different angle. The move in general is more consistent<br> |
||
{{special|Down-B}} has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox |
{{clr|special|Down-B}} has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox |
||
|- |
|- |
||
| {{StockIcon|SSBU|Villager}} || |
| {{StockIcon|SSBU|Villager}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
Luma |
Luma's {{clr|tilt|Dash Attack}} has less endlag<br> |
||
{{smash|Fsmash}} has more knockback when Luma is near Rosalina<br> |
{{clr|smash|Fsmash}} has more knockback when Luma is near Rosalina<br> |
||
{{aerial|Fair}} has less endlag and is more consistent. It also grabs the ledge earlier<br> |
{{clr|aerial|Fair}} has less endlag and is more consistent. It also grabs the ledge earlier<br> |
||
{{grab|Grab}} has less startup<br> |
{{clr|grab|Grab}} has less startup<br> |
||
Rosalina can fastfall sooner after using {{special|up-B}}<br> |
Rosalina can fastfall sooner after using {{clr|special|up-B}}<br> |
||
Luma has less endlag when using {{special|down-B}}<br> |
Luma has less endlag when using {{clr|special|down-B}}<br> |
||
Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}} |
Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Little Mac}} || |
| {{StockIcon|SSBU|Little Mac}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 1}} has less endlag<br> |
{{clr|tilt|Jab 1}} has less endlag<br> |
||
{{tilt|Jab 2}} has less endlag and more range<br> |
{{clr|tilt|Jab 2}} has less endlag and more range<br> |
||
{{tilt|Jab 3}} has more range<br> |
{{clr|tilt|Jab 3}} has more range<br> |
||
{{tilt|Ftilt}} is more consistent against airborne opponents<br> |
{{clr|tilt|Ftilt}} is more consistent against airborne opponents<br> |
||
{{tilt|Dtilt}} has more range<br> |
{{clr|tilt|Dtilt}} has more range<br> |
||
{{smash|Usmash}}'s super armor lasts longer<br> |
{{clr|smash|Usmash}}'s super armor lasts longer<br> |
||
Non-charged {{special|neutral-B}} has less endlag on the ground<br> |
Non-charged {{clr|special|neutral-B}} has less endlag on the ground<br> |
||
{{special|KO Punch}} has less endlag on the ground<br> |
{{clr|special|KO Punch}} has less endlag on the ground<br> |
||
{{special|Side-B}} has more range at the beginning of the move<br> |
{{clr|special|Side-B}} has more range at the beginning of the move<br> |
||
{{special|Down-B}} has less endlag on whiff |
{{clr|special|Down-B}} has less endlag on whiff |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Brawler}} || |
| {{StockIcon|SSBU|Mii Brawler}} || |
||
{{tilt|Jab 2}} > {{tilt|Rapid Jab}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Rapid Jab}} is more consistent<br> |
||
{{tilt|Rapid Jab}} has more range<br> |
{{clr|tilt|Rapid Jab}} has more range<br> |
||
{{special|Neutral-B 2}} is more consistent |
{{clr|special|Neutral-B 2}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pac-Man}} || |
| {{StockIcon|SSBU|Pac-Man}} || |
||
{{smash|Usmash}} is more consistent |
{{clr|smash|Usmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Shulk}} || |
| {{StockIcon|SSBU|Shulk}} || |
||
{{tilt|Jab 2}} has more range<br> |
{{clr|tilt|Jab 2}} has more range<br> |
||
{{smash|Usmash}} sends at a different angle and is more consistent |
{{clr|smash|Usmash}} sends at a different angle and is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser Jr.}} || |
| {{StockIcon|SSBU|Bowser Jr.}} || |
||
{{tilt|Dash Attack}} sends at a different angle<br> |
{{clr|tilt|Dash Attack}} sends at a different angle<br> |
||
{{tilt|Utilt}} has less endlag<br> |
{{clr|tilt|Utilt}} has less endlag<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{special|Neutral-B}} has less startup in the air<br> |
{{clr|special|Neutral-B}} has less startup in the air<br> |
||
{{special|Side-B}} starts to move earlier<br> |
{{clr|special|Side-B}} starts to move earlier<br> |
||
{{special|Up-B}}'s hammer hit has more range and more active frames. {{tt|The explosion sends opponents at a different angle|Only on grounded up-B}} and is more consistent |
{{clr|special|Up-B}}'s hammer hit has more range and more active frames. {{tt|The explosion sends opponents at a different angle|Only on grounded up-B}} and is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Duck Hunt}} || |
| {{StockIcon|SSBU|Duck Hunt}} || |
||
{{aerial|Uair}} is more consistent |
{{clr|aerial|Uair}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
{{tilt|Jab 1}}'s special cancel window is larger<br> |
{{clr|tilt|Jab 1}}'s special cancel window is larger<br> |
||
{{tilt|Jab 2}}'s special cancel window is larger<br> |
{{clr|tilt|Jab 2}}'s special cancel window is larger<br> |
||
{{tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle<br> |
{{clr|tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle<br> |
||
{{tilt|Close light Ftilt}}'s special cancel window is larger<br> |
{{clr|tilt|Close light Ftilt}}'s special cancel window is larger<br> |
||
{{tilt|Far light Ftilt}} has more range on the tip<br> |
{{clr|tilt|Far light Ftilt}} has more range on the tip<br> |
||
{{tilt|Heavy Utilt}} sends airborne opponents at a different angle<br> |
{{clr|tilt|Heavy Utilt}} sends airborne opponents at a different angle<br> |
||
{{tilt|Light Dtilt}} does more hitstun<br> |
{{clr|tilt|Light Dtilt}} does more hitstun<br> |
||
{{tilt|Heavy Dtilt}} has less knockback<br> |
{{clr|tilt|Heavy Dtilt}} has less knockback<br> |
||
{{aerial|Uair}} has more active frames, as well as more range<br> |
{{clr|aerial|Uair}} has more active frames, as well as more range<br> |
||
The light version of {{tt|{{special|his projectiles}}|Hadoken and Shakunetsu Hadoken}} travels slower, while the heavy versions travels faster. They also has less startup and does more damage. {{special|Neutral-B}} has more range against grounded opponents<br> |
The light version of {{tt|{{special|his projectiles}}|Hadoken and Shakunetsu Hadoken}} travels slower, while the heavy versions travels faster. They also has less startup and does more damage. {{clr|special|Neutral-B}} has more range against grounded opponents<br> |
||
Grounded {{special|side-B}}'s first hit has more range |
Grounded {{clr|special|side-B}}'s first hit has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ken}} || |
| {{StockIcon|SSBU|Ken}} || |
||
{{tilt|Jab 1}}'s special cancel window is larger<br> |
{{clr|tilt|Jab 1}}'s special cancel window is larger<br> |
||
{{tilt|Jab 2}}'s special cancel window is larger<br> |
{{clr|tilt|Jab 2}}'s special cancel window is larger<br> |
||
{{tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle. It also does more damage (knockback remains the same)<br> |
{{clr|tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle. It also does more damage (knockback remains the same)<br> |
||
{{tilt|Close light Ftilt}}'s special cancel window is larger<br> |
{{clr|tilt|Close light Ftilt}}'s special cancel window is larger<br> |
||
{{tilt|Far light Ftilt}} has more range on the tip<br> |
{{clr|tilt|Far light Ftilt}} has more range on the tip<br> |
||
{{tilt|Heavy Ftilt}} sends at a different angle<br> |
{{clr|tilt|Heavy Ftilt}} sends at a different angle<br> |
||
{{tilt|Heavy Utilt}} sends airborne opponents at a different angle<br> |
{{clr|tilt|Heavy Utilt}} sends airborne opponents at a different angle<br> |
||
{{tilt|Light Dtilt}} does more hitstun<br> |
{{clr|tilt|Light Dtilt}} does more hitstun<br> |
||
{{tilt|Heavy Dtilt}} has less knockback<br> |
{{clr|tilt|Heavy Dtilt}} has less knockback<br> |
||
{{smash|Fsmash}} has more knockback<br> |
{{clr|smash|Fsmash}} has more knockback<br> |
||
{{aerial|Dair}}'s special cancel window is larger<br> |
{{clr|aerial|Dair}}'s special cancel window is larger<br> |
||
Grounded {{special|side-B}}'s first hit has more range. The SDI multiplier has also been decreased<br> |
Grounded {{clr|special|side-B}}'s first hit has more range. The SDI multiplier has also been decreased<br> |
||
{{special|Up-B}} is more consistent and has a decreased SDI multiplier. The first hit can now trade with other attacks. {{tt|The heavy version|The one with flames}} has more knockback. The light version has more knockback against airborne opponents. The medium version travels less distance<br> |
{{clr|special|Up-B}} is more consistent and has a decreased SDI multiplier. The first hit can now trade with other attacks. {{tt|The heavy version|The one with flames}} has more knockback. The light version has more knockback against airborne opponents. The medium version travels less distance<br> |
||
{{special|Crescent Kick}}'s SDI multiplier has been decreased<br> |
{{clr|special|Crescent Kick}}'s SDI multiplier has been decreased<br> |
||
{{special|Roundhouse Kick}} does more damage (knockback stays the same)<br> |
{{clr|special|Roundhouse Kick}} does more damage (knockback stays the same)<br> |
||
{{special|Inazuma Kick}} does more damage (shield damage remains the same) |
{{clr|special|Inazuma Kick}} does more damage (shield damage remains the same) |
||
|- |
|- |
||
| {{StockIcon|SSBU|Cloud}} || |
| {{StockIcon|SSBU|Cloud}} || |
||
{{smash|Dsmash}} is more consistent |
{{clr|smash|Dsmash}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{tilt|Jab 1}} has more active frames<br> |
{{clr|tilt|Jab 1}} has more active frames<br> |
||
{{tilt|Rapid Jab's finisher}} has more knockback<br> |
{{clr|tilt|Rapid Jab's finisher}} has more knockback<br> |
||
{{tilt|Dash Attack}}'s sweetspot has more knockback<br> |
{{clr|tilt|Dash Attack}}'s sweetspot has more knockback<br> |
||
{{tilt|Utilt}} is more consistent<br> |
{{clr|tilt|Utilt}} is more consistent<br> |
||
{{smash|Dsmash}} has more active frames. Side-B has less landing lag<br> |
{{clr|smash|Dsmash}} has more active frames. Side-B has less landing lag<br> |
||
{{special|Up-B}} has less landing lag<br> |
{{clr|special|Up-B}} has less landing lag<br> |
||
{{special|Down-B}}'s counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster |
{{clr|special|Down-B}}'s counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster |
||
|- |
|- |
||
| {{StockIcon|SSBU|Inkling}} || |
| {{StockIcon|SSBU|Inkling}} || |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{tilt|Jab 3}}'s hitbox has been moved forward |
{{clr|tilt|Jab 3}}'s hitbox has been moved forward |
||
|- |
|- |
||
| {{StockIcon|SSBU|King K. Rool}} || |
| {{StockIcon|SSBU|King K. Rool}} || |
||
Can grab the ledge earlier when using {{aerial|Uair}} |
Can grab the ledge earlier when using {{clr|aerial|Uair}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Isabelle}} || |
| {{StockIcon|SSBU|Isabelle}} || |
||
{{tt|Opponents won't get caught by {{special|side-B}} if the hook isn't moving. Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}} |
{{tt|Opponents won't get caught by {{clr|special|side-B}} if the hook isn't moving. Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}} |
||
|- |
|- |
||
| {{StockIcon|SSBU|Incineroar}} || |
| {{StockIcon|SSBU|Incineroar}} || |
||
{{tilt|Jab 1}} > {{tilt|Jab 2}} is more consistent<br> |
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br> |
||
{{tilt|Jab 2}} > {{tilt|Jab 3}} is more consistent<br> |
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br> |
||
{{tilt|Jab 1}}'s elbow hit sends at a different angle |
{{clr|tilt|Jab 1}}'s elbow hit sends at a different angle |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{tilt|Jab 3}} has more range<br> |
{{clr|tilt|Jab 3}} has more range<br> |
||
{{tilt|Rapid Jab}} does more hitstun |
{{clr|tilt|Rapid Jab}} does more hitstun |
||
|- |
|- |
||
| {{StockIcon|SSBU|Joker}} || |
| {{StockIcon|SSBU|Joker}} || |
||
{{tt|{{special|Eigaon}}|Side-B when Arsene is active}} is more consistent |
{{tt|{{clr|special|Eigaon}}|Side-B when Arsene is active}} is more consistent |
||
|} |
|} |
||
Line 1,609: | Line 1,609: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Mario}} || |
| {{StockIcon|SSBU|Mario}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Donkey Kong}} || |
| {{StockIcon|SSBU|Donkey Kong}} || |
||
{{special|Neutral-B}} has more range |
{{clr|special|Neutral-B}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Link}} || |
| {{StockIcon|SSBU|Link}} || |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Samus}} || |
| {{StockIcon|SSBU|Samus}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Samus}} || |
| {{StockIcon|SSBU|Dark Samus}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Yoshi}} || |
| {{StockIcon|SSBU|Yoshi}} || |
||
{{special|Up-B}} does less shield damage |
{{clr|special|Up-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Kirby}} || |
| {{StockIcon|SSBU|Kirby}} || |
||
{{smash|Usmash}}'s sweetspot is longer during the move's active frames. In consequence, the sourspot is shorter<br> |
{{clr|smash|Usmash}}'s sweetspot is longer during the move's active frames. In consequence, the sourspot is shorter<br> |
||
{{aerial|Nair}} has less endlag and landing lag<br> |
{{clr|aerial|Nair}} has less endlag and landing lag<br> |
||
{{grab|Dthrow}} does more damage<br> |
{{clr|grab|Dthrow}} does more damage<br> |
||
{{special|Up-B}} starts catching the ledge earlier<br> |
{{clr|special|Up-B}} starts catching the ledge earlier<br> |
||
Copy Abilities are harder to lose without taunting. The delay before Kirby can lose his current Copy Ability by getting hit has been increased |
Copy Abilities are harder to lose without taunting. The delay before Kirby can lose his current Copy Ability by getting hit has been increased |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pikachu}} || |
| {{StockIcon|SSBU|Pikachu}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Luigi}} || |
| {{StockIcon|SSBU|Luigi}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ness}} || |
| {{StockIcon|SSBU|Ness}} || |
||
{{smash|Usmash}}'s charge time has been shortened. It also has less active frames while charging<br> |
{{clr|smash|Usmash}}'s charge time has been shortened. It also has less active frames while charging<br> |
||
{{smash|Dsmash}}'s charge time has been shortened. It also has less active frames while charging<br> |
{{clr|smash|Dsmash}}'s charge time has been shortened. It also has less active frames while charging<br> |
||
{{special|Neutral-B}} has more range |
{{clr|special|Neutral-B}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Peach}} || |
| {{StockIcon|SSBU|Peach}} || |
||
{{special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br> |
{{clr|special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br> |
||
Turnips ({{special|down-B}}) does less shield damage |
Turnips ({{clr|special|down-B}}) does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Daisy}} || |
| {{StockIcon|SSBU|Daisy}} || |
||
{{special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br> |
{{clr|special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br> |
||
Turnips ({{special|down-B}}) does less shield damage |
Turnips ({{clr|special|down-B}}) does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser}} || |
| {{StockIcon|SSBU|Bowser}} || |
||
Grounded {{special|up-B}} cannot make opponents trip anymore |
Grounded {{clr|special|up-B}} cannot make opponents trip anymore |
||
|- |
|- |
||
| {{StockIcon|SSBU|Sheik}} || |
| {{StockIcon|SSBU|Sheik}} || |
||
{{tilt|Rapid Jab's finisher}} has less endlag<br> |
{{clr|tilt|Rapid Jab's finisher}} has less endlag<br> |
||
{{tilt|Dtilt}}'s tipper is easier to hit<br> |
{{clr|tilt|Dtilt}}'s tipper is easier to hit<br> |
||
{{aerial|Fair}} has more range<br> |
{{clr|aerial|Fair}} has more range<br> |
||
{{special|Neutral-B}}'s charge time has been shortened |
{{clr|special|Neutral-B}}'s charge time has been shortened |
||
|- |
|- |
||
| {{StockIcon|SSBU|Zelda}} || |
| {{StockIcon|SSBU|Zelda}} || |
||
{{special|Down-B}} does less shield damage |
{{clr|special|Down-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dr. Mario}} || |
| {{StockIcon|SSBU|Dr. Mario}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pichu}} || |
| {{StockIcon|SSBU|Pichu}} || |
||
Changed aerial hitstun animation in order to reduce its hurtbox shifting<br> |
Changed aerial hitstun animation in order to reduce its hurtbox shifting<br> |
||
Changed landing animation in order to reduce its hurtbox shifting<br> |
Changed landing animation in order to reduce its hurtbox shifting<br> |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Marth}} || |
| {{StockIcon|SSBU|Marth}} || |
||
{{grab|Dash Grab}} has more range |
{{clr|grab|Dash Grab}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucina}} || |
| {{StockIcon|SSBU|Lucina}} || |
||
{{grab|Dash Grab}} has more range |
{{clr|grab|Dash Grab}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Young Link}} || |
| {{StockIcon|SSBU|Young Link}} || |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ganondorf}} || |
| {{StockIcon|SSBU|Ganondorf}} || |
||
Line 1,687: | Line 1,687: | ||
| {{StockIcon|SSBU|Mewtwo}} || |
| {{StockIcon|SSBU|Mewtwo}} || |
||
Mewtwo is heavier<br> |
Mewtwo is heavier<br> |
||
{{tilt|Jab 1}} has less startup<br> |
{{clr|tilt|Jab 1}} has less startup<br> |
||
{{tilt|Ftilt}} does more damage (knockback stays the same)<br> |
{{clr|tilt|Ftilt}} does more damage (knockback stays the same)<br> |
||
{{tilt|Utilt}} does more damage (knockback stays the same). The tip of the tail sends at a different angle<br> |
{{clr|tilt|Utilt}} does more damage (knockback stays the same). The tip of the tail sends at a different angle<br> |
||
{{smash|Fsmash}} has more range<br> |
{{clr|smash|Fsmash}} has more range<br> |
||
{{aerial|Uair}} does more damage (knockback stays the same)<br> |
{{clr|aerial|Uair}} does more damage (knockback stays the same)<br> |
||
{{special|Neutral-B}} has more knockback. It also does less shield damage<br> |
{{clr|special|Neutral-B}} has more knockback. It also does less shield damage<br> |
||
Ledge Attack has more range<br> |
Ledge Attack has more range<br> |
||
Ledge Roll is invincible for longer |
Ledge Roll is invincible for longer |
||
|- |
|- |
||
| {{StockIcon|SSBU|Roy}} || |
| {{StockIcon|SSBU|Roy}} || |
||
{{grab|Dash Grab}} has more range<br> |
{{clr|grab|Dash Grab}} has more range<br> |
||
{{special|Up-B}} is more consistent |
{{clr|special|Up-B}} is more consistent |
||
|- |
|- |
||
| {{StockIcon|SSBU|Chrom}} || |
| {{StockIcon|SSBU|Chrom}} || |
||
{{grab|Dash Grab}} has more range |
{{clr|grab|Dash Grab}} has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pit}} || |
| {{StockIcon|SSBU|Pit}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Dark Pit}} || |
| {{StockIcon|SSBU|Dark Pit}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wario}} || |
| {{StockIcon|SSBU|Wario}} || |
||
{{special|Neutral-B}} works better against projectiles |
{{clr|special|Neutral-B}} works better against projectiles |
||
|- |
|- |
||
| {{StockIcon|SSBU|Snake}} || |
| {{StockIcon|SSBU|Snake}} || |
||
{{smash|Usmash}} has less endlag<br> |
{{clr|smash|Usmash}} has less endlag<br> |
||
{{aerial|Bair}}'s sweetspot has more knockback<br> |
{{clr|aerial|Bair}}'s sweetspot has more knockback<br> |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{clr|special|Side-B}} has less range once Snake stops controlling the missile |
|||
|- |
|- |
||
| {{StockIcon|SSBU|Ivysaur}} || |
| {{StockIcon|SSBU|Ivysaur}} || |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Charizard}} || |
| {{StockIcon|SSBU|Charizard}} || |
||
Grounded {{special|side-B}} hits lower |
Grounded {{clr|special|side-B}} hits lower |
||
|- |
|- |
||
| {{StockIcon|SSBU|Diddy Kong}} || |
| {{StockIcon|SSBU|Diddy Kong}} || |
||
{{tilt|Dash Attack}} has less startup<br> |
{{clr|tilt|Dash Attack}} has less startup<br> |
||
{{tilt|Ftilt}} has more active frames<br> |
{{clr|tilt|Ftilt}} has more active frames<br> |
||
{{smash|Dsmash}} has more knockback<br> |
{{clr|smash|Dsmash}} has more knockback<br> |
||
{{aerial|Nair}} has more range<br> |
{{clr|aerial|Nair}} has more range<br> |
||
{{aerial|Uair}} does more damage (knockback stays the same) |
{{clr|aerial|Uair}} does more damage (knockback stays the same) |
||
|- |
|- |
||
| {{StockIcon|SSBU|King Dedede}} || |
| {{StockIcon|SSBU|King Dedede}} || |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Olimar}} || |
| {{StockIcon|SSBU|Olimar}} || |
||
Olimar's {{smash|Smash attacks}}' damage now properly scales when charging the move<br> |
Olimar's {{clr|smash|Smash attacks}}' damage now properly scales when charging the move<br> |
||
{{smash|Fsmash}} does less shield damage<br> |
{{clr|smash|Fsmash}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage<br> |
{{clr|special|Side-B}} does less shield damage<br> |
||
|- |
|- |
||
| {{StockIcon|SSBU|Lucario}} || |
| {{StockIcon|SSBU|Lucario}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|R.O.B.}} || |
| {{StockIcon|SSBU|R.O.B.}} || |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Down-B}} does less shield damage |
{{clr|special|Down-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Toon Link}} || |
| {{StockIcon|SSBU|Toon Link}} || |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wolf}} || |
| {{StockIcon|SSBU|Wolf}} || |
||
{{smash|Dsmash}}'s front hit has less knockback<br> |
{{clr|smash|Dsmash}}'s front hit has less knockback<br> |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Villager}} || |
| {{StockIcon|SSBU|Villager}} || |
||
{{aerial|Fair}} does less shield damage<br> |
{{clr|aerial|Fair}} does less shield damage<br> |
||
{{aerial|Bair}} does less shield damage<br> |
{{clr|aerial|Bair}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mega Man}} || |
| {{StockIcon|SSBU|Mega Man}} || |
||
{{tt|{{tilt|Pellets}}|Mega Man's Jab, Ftilt and Nair}} does less shield damage<br> |
{{tt|{{clr|tilt|Pellets}}|Mega Man's Jab, Ftilt and Nair}} does less shield damage<br> |
||
{{smash|Usmash}} has more knockback<br> |
{{clr|smash|Usmash}} has more knockback<br> |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Down-B}} has more startup and endlag<br> |
{{clr|special|Down-B}} has more startup and endlag<br> |
||
It is now impossible to throw items while {{special|down-B}} is active |
It is now impossible to throw items while {{clr|special|down-B}} is active |
||
|- |
|- |
||
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
| {{StockIcon|SSBU|Wii Fit Trainer}} || |
||
{{tilt|Jab 3}}'s bury has more range<br> |
{{clr|tilt|Jab 3}}'s bury has more range<br> |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage<br> |
{{clr|special|Side-B}} does less shield damage<br> |
||
{{special|Down-B}} lasts longer when done successfully<br> |
{{clr|special|Down-B}} lasts longer when done successfully<br> |
||
Fixed some interactions between {{special|side-B}} and stage collisions |
Fixed some interactions between {{clr|special|side-B}} and stage collisions |
||
|- |
|- |
||
| {{StockIcon|SSBU|Rosalina & Luma}} || |
| {{StockIcon|SSBU|Rosalina & Luma}} || |
||
If Luma is close, he will move in front of Rosalina when doing {{tilt|Ftilt}} in reverse<br> |
If Luma is close, he will move in front of Rosalina when doing {{clr|tilt|Ftilt}} in reverse<br> |
||
If Luma is close, he will move in front of Rosalina when doing {{tilt|Dtilt}} in reverse<br> |
If Luma is close, he will move in front of Rosalina when doing {{clr|tilt|Dtilt}} in reverse<br> |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Greninja}} || |
| {{StockIcon|SSBU|Greninja}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Swordfighter}} || |
| {{StockIcon|SSBU|Mii Swordfighter}} || |
||
{{special|Neutral-B 1}} does less shield damage<br> |
{{clr|special|Neutral-B 1}} does less shield damage<br> |
||
{{special|Neutral-B 2}} does less shield damage<br> |
{{clr|special|Neutral-B 2}} does less shield damage<br> |
||
{{special|Side-B 3}} does less shield damage<br> |
{{clr|special|Side-B 3}} does less shield damage<br> |
||
Ledge Attack has more range |
Ledge Attack has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Mii Gunner}} || |
| {{StockIcon|SSBU|Mii Gunner}} || |
||
{{special|Neutral-B 1}} does less shield damage<br> |
{{clr|special|Neutral-B 1}} does less shield damage<br> |
||
{{special|Neutral-B 3}} does less shield damage<br> |
{{clr|special|Neutral-B 3}} does less shield damage<br> |
||
{{special|Side-B 1}} does less shield damage<br> |
{{clr|special|Side-B 1}} does less shield damage<br> |
||
{{special|Side-B 3}} does less shield damage<br> |
{{clr|special|Side-B 3}} does less shield damage<br> |
||
{{special|Down-B 2}} does less shield damage |
{{clr|special|Down-B 2}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Palutena}} || |
| {{StockIcon|SSBU|Palutena}} || |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Pac-Man}} || |
| {{StockIcon|SSBU|Pac-Man}} || |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Down-B}} hits lower while falling down. It also does less shield damage |
{{clr|special|Down-B}} hits lower while falling down. It also does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Robin}} || |
| {{StockIcon|SSBU|Robin}} || |
||
{{tt|{{special|Thunder}} and {{special|Elthunder}}|Levels 1 and 2 of Robin's neutral-B, respectively}} both does less shield damage<br> |
{{tt|{{clr|special|Thunder}} and {{clr|special|Elthunder}}|Levels 1 and 2 of Robin's neutral-B, respectively}} both does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Shulk}} || |
| {{StockIcon|SSBU|Shulk}} || |
||
Line 1,811: | Line 1,811: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Bowser Jr.}} || |
| {{StockIcon|SSBU|Bowser Jr.}} || |
||
{{tilt|Jab 2}} does more hitstun |
{{clr|tilt|Jab 2}} does more hitstun |
||
|- |
|- |
||
| {{StockIcon|SSBU|Duck Hunt}} || |
| {{StockIcon|SSBU|Duck Hunt}} || |
||
{{special|Neutral-B}} does less shield damage<br> |
{{clr|special|Neutral-B}} does less shield damage<br> |
||
{{special|Side-B}} does less shield damage |
{{clr|special|Side-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ryu}} || |
| {{StockIcon|SSBU|Ryu}} || |
||
Line 1,824: | Line 1,824: | ||
|- |
|- |
||
| {{StockIcon|SSBU|Cloud}} || |
| {{StockIcon|SSBU|Cloud}} || |
||
Regular {{special|neutral-B}} does less shield damage |
Regular {{clr|special|neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Corrin}} || |
| {{StockIcon|SSBU|Corrin}} || |
||
{{smash|Fsmash}} is more consistent when releasing the charge<br> |
{{clr|smash|Fsmash}} is more consistent when releasing the charge<br> |
||
{{smash|Usmash}} has more active frames. The tipper also has more range<br> |
{{clr|smash|Usmash}} has more active frames. The tipper also has more range<br> |
||
{{aerial|Dair}} is more consistent against light weights<br> |
{{clr|aerial|Dair}} is more consistent against light weights<br> |
||
Uncharged {{special|neutral-B}} stays on the screen for longer<br> |
Uncharged {{clr|special|neutral-B}} stays on the screen for longer<br> |
||
Corrin can act sooner after stabbing the stage with {{special|side-B}}<br> |
Corrin can act sooner after stabbing the stage with {{clr|special|side-B}}<br> |
||
{{special|Up-B}} is more consistent. It is also intangible sooner, on top of having more knockback |
{{clr|special|Up-B}} is more consistent. It is also intangible sooner, on top of having more knockback |
||
|- |
|- |
||
| {{StockIcon|SSBU|Bayonetta}} || |
| {{StockIcon|SSBU|Bayonetta}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Inkling}} || |
| {{StockIcon|SSBU|Inkling}} || |
||
{{special|Side-B}} has less knockback when accelerating again (such as when turning around) |
{{clr|special|Side-B}} has less knockback when accelerating again (such as when turning around) |
||
|- |
|- |
||
| {{StockIcon|SSBU|Ridley}} || |
| {{StockIcon|SSBU|Ridley}} || |
||
{{special|Neutral-B}} does less shield damage |
{{clr|special|Neutral-B}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Simon}} || |
| {{StockIcon|SSBU|Simon}} || |
||
{{special|Side-B}} does less shield damage<br> |
{{clr|special|Side-B}} does less shield damage<br> |
||
Ledge Attack has more range |
Ledge Attack has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|Richter}} || |
| {{StockIcon|SSBU|Richter}} || |
||
{{special|Side-B}} does less shield damage<br> |
{{clr|special|Side-B}} does less shield damage<br> |
||
Ledge Attack has more range |
Ledge Attack has more range |
||
|- |
|- |
||
| {{StockIcon|SSBU|King K. Rool}} || |
| {{StockIcon|SSBU|King K. Rool}} || |
||
{{tilt|Ftilt}}'s sweetspot is out for a longer amount of time<br> |
{{clr|tilt|Ftilt}}'s sweetspot is out for a longer amount of time<br> |
||
{{aerial|Fair}}'s sweetspot is out for a longer amount of time<br> |
{{clr|aerial|Fair}}'s sweetspot is out for a longer amount of time<br> |
||
{{aerial|Uair}} has less endlag<br> |
{{clr|aerial|Uair}} has less endlag<br> |
||
{{grab|Uthrow}} is now immune to wind during the animation<br> |
{{clr|grab|Uthrow}} is now immune to wind during the animation<br> |
||
{{special|Side-B}} does less shield damage<br> |
{{clr|special|Side-B}} does less shield damage<br> |
||
{{special|Down-B}} has less endlag, on contact and on whiff |
{{clr|special|Down-B}} has less endlag, on contact and on whiff |
||
|- |
|- |
||
| {{StockIcon|SSBU|Isabelle} || |
| {{StockIcon|SSBU|Isabelle} || |
||
{{aerial|Fair}} does less shield damage<br> |
{{clr|aerial|Fair}} does less shield damage<br> |
||
{{aerial|Bair}} does less shield damage |
{{clr|aerial|Bair}} does less shield damage |
||
|- |
|- |
||
| {{StockIcon|SSBU|Piranha Plant}} || |
| {{StockIcon|SSBU|Piranha Plant}} || |
||
{{special|Neutral-B}}'s projectile has more range<br> |
{{clr|special|Neutral-B}}'s projectile has more range<br> |
||
Ledge Attack has more range |
Ledge Attack has more range |
||
|} |
|} |
Revision as of 09:27, 15 November 2022
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These patch notes will only list changes that had an impact on competitive play. As such, things like Spirits, new game modes, Final Smashes and non legal stages will not be listed |
13.0.1
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Jab 2 has less endlag |
![]() |
Jab 1 has less startup |
![]() |
Side-B can grab ledges easier |
![]() |
Side-B can grab ledges easier |
![]() |
Dash Attack has less startup |
![]() |
Dash Attack does more damage (knockback stays the same) |
![]() |
Ftilt has more damage and knockback |
![]() |
Ftilt does more damage and has more knockback |
![]() |
Jab 1 does more damage and has less endlag |
![]() |
Jab 3 does more damage and has more knockback |
![]() |
Dash Attack has less startup and more knockback |
![]() |
Luma takes less knockback |
![]() |
Rapid Jab has more range and does more damage |
![]() |
Dash Attack is more consistent and does more damage. |
![]() |
Heavy FTilt has less startup |
![]() |
Limit Down-B has less startup |
![]() |
Recharging ink has less endlag |
![]() |
Dash Attack does more damage and has more knockback |
![]() |
Ftilt 2 has more knockback |
![]() |
All arms do less shield damage |
![]() |
Reduced hitstun on Usmash multihits |
![]() |
Knockdown animation adjusted to match other fighters |
![]() |
Knockdown animation adjusted to match other fighters |
![]() |
Knockdown animation adjusted to match other fighters |
13.0.0
General
Sora joins the game as a playable character
- Hollow Bastion has been added as a stage
Misc.
- The Shy Guys on Yoshi's Story (Hazards on) no longer carry food if items are turned off
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
Made it so opponents hit by |
![]() |
Jab 2 has less endlag |
![]() |
Nair's late hitbox has more knockback |
![]() |
Jab 1 has less endlag |
![]() |
Ftilt's second hit has more knockback |
![]() |
Luma will appear in front of Rosalina when using Dsmash and turning around. Luma's attack has more knockback |
![]() |
Utilt does more hitstun |
![]() |
Can now jump out of side-B earlier |
![]() |
Utilt does more damage and has more knockback |
![]() |
Dtilt has less endlag |
![]() |
Dsmash does more damage and knockback |
12.0.0
General
Kazuya joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Dash Attack's tipper has more damage and knockback. It is also easier to hit |
![]() |
Usmash is more consistent |
![]() |
Fsmash's sweetspot has more active frames |
![]() |
Luma now comes in front of Rosalina when doing side-B in reverse |
![]() |
Neutral-B 2 has more range in the front |
![]() |
Side-B 1 does more damage and knockback |
![]() |
The cooldown between two shots of Neutral-B 2 has been reduced |
![]() |
Shakunetsu Hadouken is more consistent against knocked down opponents |
![]() |
Rapid Jab's finisher has more knockback and launches at a different angle |
![]() |
Utilt has more knockback |
![]() |
Usmash has more startup and less knockback. The reflector also has more startup |
![]() |
Fixed a bug where opponents trapped inside side-B would sometimes go through the stage |
![]() |
Jab 2's tipper has more hitstun |
![]() |
Airdodge has less invincibility frames |
11.0.1
General
- A shadow change concerning
Wii Fit Trainer's side-B has been removed in order to match 10.1.0Prior to this patch, WFT's side-B had her landing lag cut in half
11.0.0
General
Online
- Arenas will now close if the host's packets are dropped during a match
- The average packet size was expanded
Misc.
- Players can now disconnect other players by pressing
on their slot, at the character selection screen
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Matched crumple state's duration with other fighters |
![]() |
Up-B has less endlag on hit |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Fsmash's self-damage has been reduced |
![]() |
Up-B has less endlag on hit |
![]() |
Nair has more landing lag |
![]() |
Utilt has less active frames |
![]() |
Increased the cooldown before Diddy is able to throw another banana peel (down-B) |
![]() |
Side-B has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Usmash has more active frames |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Fsmash has more range |
![]() |
Dash Attack has more endlag |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Side-B (without Arsene) has more endlag |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Matched crumple state's duration with other fighters |
![]() |
Dsmash has more knockback |
![]() |
Matched airdodge's endlag with other fighters |
![]() |
Dsmash has more range |
![]() |
Down-B's counterattack is more consistent |
10.1.0
Misc.
- Sephiroth Challenge was removed
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Fair is more consistent, on top of having more range |
![]() |
Dash Attack is more consistent |
![]() |
Fsmash is more consistent. The final hit has more range |
![]() |
Fsmash's last hit has more range |
![]() |
Aerial up-B is more consistent |
![]() |
Aerial up-B is more consistent |
![]() |
After throwing a Pikmin with an Fsmash or side-B, if there are other Pikmin nearby when using up-B, an aerial using a PikminAll of them except Nair will occur |
![]() |
Fair is more consistent. It also has less range above the skirt's hemline. The final hit has more range |
![]() |
Uthrow sends at a different angle. The shot also has more range |
![]() |
Fsmash's SDI multiplier has been decreased. It has also been made more consistent |
10.0.0
General
Sephiroth joins the game as a playable character
- Northern Cave has been added as a stage
Misc.
- A new mode, Sephiroth Challenge, was added. It allows players to fight Sephiroth on Northern Cave on 3 different difficulty modes. Winning the fight unlocked both Sephiroth and Northern Cave
9.0.2
General
- Fixed an issue where the player could not use the stick to jump while falling after creating an anvil using
Steve's Dair
- Reverted the initial velocity of
Samus's and
Dark Samus's up-B back to how it was in 9.0.0
- Fixed an issue where sometimes fighters would go through stages when knocked back
9.0.1
General
- Fixed an issue in which characters could fall though the stage when breaking
Steve's blocks (Neutral-B)
- Fixed an issue in which characters could fall through the stage when caught between
Steve's anvil (Dair) and a block
- Fixed an issue in which fighters could be frozen if hit with
Steve's minecart (Side-B)
- Fixed an issue in which
Steve's minecart does not hit opponents when reflected off a wall
- Fixed an issue in which a fighter caught by
Steve's minecart teleports to the position in which they were caught
- Fixed an issue in which
Meta Knight would clip through any terrain which wasn't native to a stageThings such as Steve's blocks and anvil, Pac-Man's hydrant or Villager's tree after losing a stock
Misc.
- One of
Steve's victory animations was changed in order to remove the meat after it has been eatenThe meat could've been interpreted as an erect penis
9.0.0
General
Steve joins the game as a playable character
- An issue where the movement delay after a parry was behaving incorrectly against projectiles has been fixedThis change was actually in the game since 04/17/2019, but was only applied in training mode before this update
Online
- The tick rate for battle arenas with 4 or fewer players has been increased from 30Hz to 60Hz, instead of only applying to 1-on-1 battles without spectators
- Adjustments have been made to the way GSP is calculated
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Increased grounded side-B's vertical range against grounded opponents |
![]() |
Usmash is more consistent |
![]() |
Fair is more consistent |
![]() |
Dash Attack's third hit does more damage and knockback |
![]() |
Usmash is more consistent |
![]() |
NanaRefers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place) takes less damage and knockback in general, and has an improved AI |
![]() |
Utilt is more consistent |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
![]() |
Up-B is more consistent |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
![]() |
Side-B is more consistent |
![]() |
Dash Attack does more damage (knockback stays the same), on top of having less endlag |
![]() |
Increased the max value Aura will strengthen damage |
![]() |
Up-B 3 is more consistent |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
![]() |
Usmash is more consistent |
![]() |
Adjusted certain landing behaviors to no longer prevent passing through platforms |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
![]() |
Rapid Jab is now transcendantCannot clank with any attack |
![]() |
Rapid Jab is now transcendantCannot clank with any attack |
![]() |
Rapid Jab is now transcendantCannot clank with any attack |
![]() |
Rapid Jab is now transcendantCannot clank with any attack |
![]() |
Rapid Jab is now transcendantCannot clank with any attack |
![]() |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
8.1.0
General
- Small Battlefield has been added as a stage. It can be choosen in Quickplay and Elite Smash
- Battlefield, Big Battlefield, Final Destination and Small Battlefield can now use music from all stages
Online
- The tick rate of 1-on-1 battles not involving spectators has been increased from 30Hz to 60Hz, matching the in-game frame rateThis improves responsiveness, but decreases stability on low quality connections
- Average input delay of 1-on-1 battles not involving spectators has been reduced from roughly 5 frames to 4 frames
- Matchmaking in Quickplay has been adjusted
- Elite Smash's threshold has been adjusted in order to allow more players in
8.0.0
General
Min Min joins the game as a playable character
Misc.
- Fountain of Dreams' lag spikes were fixedThe lag that comes from Wario turning while using his side-B still persists
- Lylat Cruise has bigger ledges and it is overall easier to recover on it
- Garreg Mach Monastery's Omega and Battlefield form's blastzones has been adjusted to match other omega stages
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Dash Attack has less endlag and more knockback at the beginning of the move |
![]() |
Dash Attack has less endlag |
![]() |
Fsmash is more consistent. The last hit also has more range |
![]() |
Dtilt has less startup and sends at a different angle |
![]() |
Dsmash's tipper has more knockback |
![]() |
Bair has more knockback. The tip and middle of the tail also does more damage |
![]() |
Nair has more range |
![]() |
Dtilt sends at a different angle and has less knockback |
![]() |
Dtilt sends at a different angle and has less knockback |
![]() |
Dash Attack has more knockback |
![]() |
Rolling techs' duration now matches the rest of the cast |
![]() |
Dash Attack is more consistent. The final hit has more range |
![]() |
Utilt does more damage and has more knockback |
![]() |
Jab is more consistent |
![]() |
Rolling techs' duration now matches the rest of the cast |
![]() |
Dtilt sends at a different angle |
![]() |
Rolling techs' duration now matches the rest of the cast |
![]() |
Rolling techs' duration now matches the rest of the cast |
![]() |
Rolling techs' duration now matches the rest of the cast |
![]() |
Fsmash's tipper has more knockback, on top of having more range. It also does more shieldstun |
![]() |
Ftilt 3 has less endlag |
![]() |
Down-B's tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
![]() |
Dash Attack has more knockback. The sweetspot also lasts longer |
![]() |
Dash Attack has less startup |
![]() |
Usmash has more knockback |
![]() |
Utilt sends at a different angle and has less startup |
![]() |
KaboomOne of the many spells accessible through Hero's down-B is more consistent |
![]() |
Ledge Attack's back hit has more range |
7.0.0
General
Byleth joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Dash Attack's sweetspot does more damage |
![]() |
Dash Attack's sweetspot does more damage |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Changed animation when shielding attacksPreviously, Fox went back to his Smash 4 shielding animation after shielding one attack |
![]() |
Increased shield size |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Dsmash has less startup and is more consistent |
![]() |
Ftilt does more damage and has more knockback |
![]() |
Ftilt does more damage and has more knockback |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Jab 1 has less startup |
![]() |
Increased shield size |
![]() |
Changed animation while shielding in order to prevent shield pokes |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Down-B's bury has been weakenedIt is easier to mash out of bury |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Diddy's arm is now invincible when releasing shield |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Dash Attack has less endlag |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Down-B 3's grab is bigger |
![]() |
Increased shield size |
![]() |
Utilt's last hit does more damage and has more knockback |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Rapid Jab does more hitstun |
![]() |
Heavy Dtilt sends at a different angle |
![]() |
Heavy Dtilt sends at a different angle |
![]() |
Dash Attack's sweetspot has more knockback |
![]() |
Increased shield size |
![]() |
Increased shield size |
![]() |
Ridley's wing is now partly invincible when pressing or releasing shield |
![]() |
Adjusted the center of King K. Rool's shield in order to match other fighters |
![]() |
Increased side-B's Lariat (and back body drop)'s knockback against non grabbed opponents |
![]() |
The Plant's lips are now invincible when releasing shield |
![]() |
Downwards shots with aerial neutral-B has less range |
6.1.1
Nothing of note happened in this update, as it only introduced support for two new amiibos
6.1.0
General
- Fixed a bug where
Terry could freeze
Ice Climbers when hit by Buster Wolf
6.0.0
General
Terry joins the game as a playable character
Online
- Several QoLQuality of Life changes were made to arenas, such as being able to change the game's rules without having to recreate an arena
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Ftilt has more knockback |
![]() |
Jab 1 has less startup |
![]() |
AirdodgesBoth neutral and directional has less endlag |
![]() |
Ftilt has more knockback |
![]() |
Nair has less landing lag |
![]() |
Jab 3 does more damage and has more knockback |
![]() |
|
5.0.0
General
Banjo & Kazooie joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge |
![]() |
Can now buffer a grab after a roll or a spotdodge |
![]() |
Up-B is more consistent |
![]() |
Up-B is more consistent |
![]() |
NanaRefers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place) can ledge trump again |
![]() |
Usmash is more consistent against buried opponents |
![]() |
Fixed a bug where Luma couldn't act after Rosalina got hit by |
![]() |
The misstech animation facing down has been adjusted to match other fighters |
![]() |
The final hit of KafrizzNeutral-B with max charge can now be shieldedWhen shield is already out. Clarifications are needed, reflected and absorbed |
4.0.0
General
Hero joins the game as a playable character
Misc.
- Training mode's combo counter is more accuratePrior to this update, a combo could still go on even if the opponent wasn't in hitstun for a few frames at some point in the combo. This has been reduced to a single frame
Fighter Adjustments
Fighter | Adjustment |
---|---|
![]() |
Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Adjusted her wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Usmash has less knockback when all hits doesn't connect |
![]() |
Fsmash has less pushback when charging |
![]() |
Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Neutral-B is more consistent against attacks that are countered from behind |
![]() |
Neutral-B is more consistent against attacks that are countered from behind |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Young Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around |
![]() |
The tail's hurtbox has been made smaller |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Jab 1 has less startup |
![]() |
Jab 1 has less startup |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
![]() |
Grabbing the ledge after switching Pokémons in the air no longer shortens the invincibility gain from grabbing the ledge |
![]() |
Dair's sweetspot has less range. The sourspot has less knockback |
![]() |
Ftilt's sweetspot has more knockback |
![]() |
Dash Attack has more active frames |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
When using a Purple Pikmin, Fsmash has more range and more active frames |
![]() |
Jab 1's tipper does less hitstun |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Usmash is more consistent |
![]() |
Rosalina is easier to grab from the front |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Jab 3's endlag will no longer be reduced depending on the timing after pressing Jab 2This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes |
![]() |
Fall speed has been reverted to how it was prior to 3.0.0 |
![]() |
Neutral-B 3 is more consistent |
![]() |
Usmash is more consistent. It also has less knockback when all hits doesn't connect |
![]() |
The fruit from neutral-B will no longer drop when charging, even after a forced side switchFor example, being hit by Mario's side-B |
![]() |
Any attack buffered out of parry will now be done while facing the opponent |
![]() |
Any attack buffered out of parry will now be done while facing the opponent |
![]() |
Fsmash has more knockback |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Dash Attack has more range |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
![]() |
Rolls covers a greater distance |
![]() |
Side-B now has a damage cap when reflectedVillager and Isabelle could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud). It also has less startup and more active frames |
![]() |
Down-B (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
3.1.0
Online
- New Quickplay rules can be chosen
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
There is now a cooldown before a character is able to wall jump again |
![]() |
Fully charged neutral-B's armor lasts longer |
![]() |
Usmash is more consistent |
![]() |
Usmash is more consistent |
![]() |
Jab 2 > Rapid Jab is more consistent |
![]() |
Grab has more range |
![]() |
Jab 2 > Jab 3 is more consistent |
![]() |
Jab 2 has more range and the hitbox has been moved forward |
![]() |
Ftilt has more knockback |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
The Ice Climbers gets back their double jumps the same way as other fighters do |
![]() |
Pichu's hurtbox is bigger |
![]() |
Fsmash has less knockback |
![]() |
Fsmash is more consistent |
![]() |
Usmash is more consistent |
![]() |
Usmash is more consistent |
![]() |
Utilt is more consistent |
![]() |
Usmash is more consistent |
![]() |
Usmash is more consistent |
![]() |
Side-B is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Nair is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Olimar has a bigger hurtbox |
![]() |
Jab 1 has less endlag |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Usmash is more consistent |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Luma's Dash Attack has less endlag |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 2 > Rapid Jab is more consistent |
![]() |
Usmash is more consistent |
![]() |
Usmash is more consistent |
![]() |
Jab 2 has more range |
![]() |
Dash Attack sends at a different angle |
![]() |
Uair is more consistent |
![]() |
Jab 1's special cancel window is larger |
![]() |
Jab 1's special cancel window is larger |
![]() |
Dsmash is more consistent |
![]() |
Jab 1 has more active frames |
![]() |
Jab 2 > Jab 3 is more consistent |
![]() |
Can grab the ledge earlier when using Uair |
![]() |
Opponents won't get caught by side-B if the hook isn't moving. Reeling back the hook catches opponentsThis reverts the changes made to this move in 3.0.0 |
![]() |
Jab 1 > Jab 2 is more consistent |
![]() |
Jab 3 has more range |
![]() |
EigaonSide-B when Arsene is active is more consistent |
3.0.1
Nothing of note regarding competitive play has happened in this update
3.0.0
General
Joker joins the game as a playable character
Online
- Matchmaking has been improved in Quickplay
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
Parries won't activate multiple times after releasing the shield button once, since it gave less frame advantage than a regular parry |
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Neutral-B does less shield damage |
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Neutral-B has more range |
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Side-B does less shield damage |
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Neutral-B does less shield damage |
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Neutral-B does less shield damage |
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Up-B does less shield damage |
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Usmash's sweetspot is longer during the move's active frames. In consequence, the sourspot is shorter |
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Neutral-B does less shield damage |
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Neutral-B does less shield damage |
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Usmash's charge time has been shortened. It also has less active frames while charging |
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Neutral-B won't make Peach's fall speed decrease when spammed in the air anymore |
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Neutral-B won't make Peach's fall speed decrease when spammed in the air anymore |
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Grounded up-B cannot make opponents trip anymore |
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Rapid Jab's finisher has less endlag |
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Down-B does less shield damage |
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Neutral-B does less shield damage |
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Changed aerial hitstun animation in order to reduce its hurtbox shifting |
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Dash Grab has more range |
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Dash Grab has more range |
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Neutral-B does less shield damage |
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Changed aerial hitstun animation in order to reduce its hurtbox shifting |
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Mewtwo is heavier |
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Dash Grab has more range |
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Dash Grab has more range |
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Neutral-B does less shield damage |
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Neutral-B does less shield damage |
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Neutral-B works better against projectiles |
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Usmash has less endlag |
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Side-B does less shield damage |
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Grounded side-B hits lower |
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Dash Attack has less startup |
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Side-B does less shield damage |
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Olimar's Smash attacks' damage now properly scales when charging the move |
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Neutral-B does less shield damage |
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Neutral-B does less shield damage |
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Side-B does less shield damage |
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Dsmash's front hit has less knockback |
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Fair does less shield damage |
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PelletsMega Man's Jab, Ftilt and Nair does less shield damage |
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Jab 3's bury has more range |
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If Luma is close, he will move in front of Rosalina when doing Ftilt in reverse |
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Neutral-B does less shield damage |
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Neutral-B 1 does less shield damage |
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Neutral-B 1 does less shield damage |
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Neutral-B does less shield damage |
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Neutral-B does less shield damage |
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Thunder and ElthunderLevels 1 and 2 of Robin's neutral-B, respectively both does less shield damage |
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Ledge Attack has more range |
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Jab 2 does more hitstun |
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Neutral-B does less shield damage |
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Ledge Attack has less hitstopAlso known as hitlag or hitpause |
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Ledge Attack has less hitstopAlso known as hitlag or hitpause |
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Regular neutral-B does less shield damage |
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Fsmash is more consistent when releasing the charge |
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Neutral-B does less shield damage |
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Side-B has less knockback when accelerating again (such as when turning around) |
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Neutral-B does less shield damage |
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Side-B does less shield damage |
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Side-B does less shield damage |
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Ftilt's sweetspot is out for a longer amount of time |
SSBU|Isabelle} |
Fair does less shield damage |
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Neutral-B's projectile has more range |
2.0.2
Nothing of note happened in this update, as it only introduced support for one new amiibo
2.0.1
Nothing of note regarding competitive play has happened in this update