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List of updates (SSBU)/12.0.0 changelog

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This is the list of known changes in version 12.0.0 of Super Smash Bros. Ultimate.

Marth[edit]

The change in Marth's Dash Attack.
The change in Marth's Up Tilt.
The change in Marth's Down Tilt.
  • Buff The tipper of dash attack deals more damage (12% → 13%), the blade hitbox has been moved back slightly (Z: 2 → 0.5), and deals more knockback (95 base/55 scaling → 93/58).
  • Buff The tipper of up tilt deals more damage (9% → 10%) with no knockback compensation, and the blade hitbox has been moved back slightly (Z: 2 → 0.7).
  • Buff The tipper hitbox of down tilt is larger, and sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.
  • Bug fix Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.

Lucina[edit]

  • Bug fix Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.

Young Link[edit]

The change in Young Link's Up Smash.
  • Buff Up smash's first and second hits deal less fixed knockback (38, 30, 33, 53 → 33, 23, 23, 48). The second hit's hitboxes are also moved slightly further (X: 0.0, 0.0, 5.2, 5.2 → 1.0, 1.0, 6.5, 6.5). This overall improves the move's ability to connect into the third hit.

King Dedede[edit]

  • Change Inhaling a small item/projectile while falling will make King Dedede fall slower, while inhaling a small item/projectile while rising will make him fall faster.

Olimar[edit]

  • Buff Forward smash's clean hit has a longer duration (frames 11-12 → 11-13). The mid hit was made shorter to compensate.
  • Change Forward throw releases opponents one frame later (frame 17 → 18), effectively reducing its ending lag, but giving the opponent more time to DI.

Lucario[edit]

  • Buff Characters don't get pushed as much when hit with Force Palm after Lucario dashes, making grabbing them much more consistent.

Rosalina & Luma[edit]

  • Buff Luma will now be in front of Rosalina when using Star Bits in reverse.

Mii Brawler[edit]

The change in the first hit of Mii Brawler's Flashing Mach Punch.
The change in the second hit of Mii Brawler's Flashing Mach Punch.
The change in the fifth hit of Mii Brawler's Flashing Mach Punch.
  • Buff The first, second, and fifth hits of Flashing Mach Punch have more range.
  • Buff Onslaught deals more damage (1.5% → 2% (hits 2-6), 5% → 7% (hit 7); 16% total → 20.5%), with knockback scaling partially compensated (170 → 144).
  • Buff Head-On Assault's falling hit against grounded opponents deals more shield damage (0 → 5), and has more knockback scaling (48 → 51). The landing hit also has a new hitbox against aerial opponents, which is larger (4u → 4.5u) and deals more knockback (120 base/48 scaling → 122/56).

Mii Swordfighter[edit]

  • Buff Airborne Assault deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).
  • Buff Adjusted the behavior of Gale Stab such that Mii Swordfighter can now grab the ledge after hitting the target but before reaching the special fall state.
  • Buff Stone Scabbard's landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).
  • Buff Blade Counter has less startup (frames 6-26 → 5-26), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).
  • Buff Power Thrust has less startup (frame 14 (grounded)/16 (aerial) → 12/14), with its total duration reduced as well (FAF 62/68/61 → 60/66/59).

Mii Gunner[edit]

Ryu[edit]

  • Buff Made it easier to hit multiple times when hitting an opponent on the ground with Shakunetsu Hadoken.

Bayonetta[edit]

  • Buff Rapid jab's finisher has more knockback scaling (117 → 121) and launches at a lower angle (55° → 43°), improving its KO potential.
  • Buff Down smash is faster (frame 20 → 17), with its total duration reduced as well (FAF 69 → 66).
  • Buff Witch Time's slowdown duration is reduced less when activated by a projectile (40 frames → 30).

King K. Rool[edit]

  • Bug fix Fixed an issue where King K. Rool could float over Steve's blocks using the final hit of Up Smash or the final hit of his jab.
  • Bug fix Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of his jab.

Banjo & Kazooie[edit]

  • Buff Up tilt has more knockback scaling (114 → 119).
  • Buff Forward smash has more knockback scaling (94 → 97).
  • Change Back aerial's third hit launches at a lower angle (46° → 41°), but has less knockback scaling to compensate (144 → 136).

Min Min[edit]

The change in Min Min's Rapid Jab.
  • Buff Rapid jab's hitboxes are slightly longer (Y/Y2 offset: 5.5—11.5 → 5.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u).
  • Nerf Up smash has more startup lag (frame 7 → 8), and its reflector starts later (frame 6 → 7), with its total duration increased as well (FAF 53 → 54).
  • Nerf Up smash's sweetspot has less knockback scaling (80 → 77 (early)/76 (mid)/75 (late)).
  • Nerf ARM Hook cannot grab ledges as early (frame 5 → 7).

Steve[edit]

  • Bug fix Minecart has been adjusted to prevent certain situations where the opposing fighter would get hit by the minecart, become trapped, and then sometimes go through the landscape.
  • Bug fix Elytra will no longer give Steve extra jumps if he is hit at a certain time during the starting animation.

Pyra[edit]

  • Buff Neutral attack's second hit's farthest hitbox has a higher hitstun modifier (8 → 12), allowing it to connect more reliably into the rapid jab.
  • Nerf Forward smash has less pushback while charging.

Mythra[edit]

  • Nerf Directional air dodge grants less intangibility (frames 6-24 → 6-21), no longer allowing Mythra to grab a ledge with no vulnerability frames inbetween.
  • Buff Neutral attack's second hit's farthest hitbox has a higher hitstun modifier (8 → 12), allowing it to connect more reliably into the rapid jab.
  • Nerf Forward smash has less pushback while charging.
  • Change Lightning Buster's final hit no longer ignores the opponent's weight. As a result, it KOs characters with a weight above 100 later, but KOs characters with a weight below 100 earlier.