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List of updates (SSBU)/7.0.0 changelog

From SmashWiki, the Super Smash Bros. wiki

This is the list of known changes in version 7.0.0 of Super Smash Bros. Ultimate.

Donkey Kong

  • Buff Overall shield size has been increased.
  • Buff Donkey Kong's head is briefly intangible when activating and deactivating his shield.

Link

  • Buff Overall shield size has been increased.

Samus

  • Buff Overall shield size has been increased by 1.025×.
  • Buff Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).
  • Buff Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.
  • Buff Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential.
  • Buff Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)), and the second hit has a longer duration (frames 16-17 → 16-19).
  • Buff Up throw has more knockback scaling (72 → 80), drastically improving its KO potential.

Dark Samus

  • Buff Overall shield size has been increased by 1.025x.
    • Buff Dark Samus's right arm is briefly intangible when activating and deactivating her shield.
  • Buff Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).
  • Buff Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.
  • Buff Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential.
  • Buff Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)), and the second hit has a longer duration (frames 16-17 → 16-19).
  • Buff Up throw has more knockback scaling (72 → 80), drastically improving its KO potential.

Yoshi

  • Nerf Yoshi's shield hitbox is bigger. Since it is impossible to shield stab Yoshi, this does not improve his shield's safety, instead making it easier to hit from a distance.
  • Buff Yoshi's head and legs are briefly intangible after activating his shield.

Kirby

  • Buff Overall shield size has been increased.

Fox

  • Buff Fox stays in his new shielding pose after blocking an attack instead of reverting back to his pose from Smash 4, making it harder to shield stab Fox's head.

Pikachu

  • Buff Overall shield size has been increased.

Captain Falcon

  • Buff Overall shield size has been increased by 1.05×.
  • Buff The hitbox on neutral attack's first hit that launches opponents towards Captain Falcon has higher priority than one of the hitboxes that launches them away. This makes it more likely to pull opponents towards Falcon, allowing it to link better into the second hit.

Bowser

  • Buff Overall shield size has been increased by 1.075×.

Ice Climbers

  • Buff Overall shield size has been increased.

Sheik

  • Buff Overall shield size has been increased.
  • Buff Down smash has less startup (frame 11/18 → 8/15), with its total duration reduced as well (FAF 52 → 49).
  • Buff One of the hitboxes on down smash's first hit has been extended (Y offset: 8u → 5.2u-8u; Z offset: 7u → 0u-7u), while another of them launches at an angle more towards Sheik (140° → 165°). This allows it to connect more reliably into the second hit.
  • Buff Standing grab has more range.
  • Buff Needle Storm has less landing lag (16 frames → 12), improving its combo potential.
  • Buff Burst Grenade has less ending lag (FAF 76-105 → 69-98 (grounded), 85-155 → 79-149 (aerial)).
  • Buff Burst Grenade's explosion has a longer duration (frames 50-51 → 50-53), and can no longer be negated by opposing attacks.
  • Buff Vanish's explosion has more knockback scaling (102 → 112), noticeably improving its KO potential.

Zelda

  • Buff Overall shield size has been increased.
  • Buff Forward tilt deals more damage (10%/12% → 11.5%/15%), with knockback scaling not fully compensated (70/70 → 68/69). This significantly improves its KO potential to the point it is even stronger than in Smash 4, with the sweetspot KOing at around 120% from the center of Final Destination.
  • Buff Neutral aerial's looping hits launch at more horizontal angles (70°/92°/270°/92°/270° → 70°/132°/230°/152°/210°), allowing them to connect more reliably.
  • Buff Neutral aerial has less landing lag (15 frames → 12), matching its Brawl counterpart. This improves its combo potential, making KO setups into Lightning Kicks more reliable.
  • Buff Up aerial has a bigger hitbox (8u → 9u), increasing its range.
  • Buff Up aerial's clean hit has more knockback scaling (70 → 73).
  • Buff Up aerial has a new late hit that increases its duration (frames 14-16 → 14-19), and deals less damage (17% → 12%) with knockback not compensated.
  • Buff Din's Fire's sweetspot is larger (2.6u → 3.5u), and the explosion's hitbox is active for longer (3 frames → 5).
  • Buff Phantom Slash deals more damage on all charges (4.7% → 5.9% (level 1), 6.6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated on the highest two charges (60 → 57 (level 4), 75 → 68 (level 5)).

Dr. Mario

  • Buff Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).
  • Buff Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.
  • Buff Neutral aerial's late hit deals more base damage (8% → 10%), with knockback scaling not fully compensated (102 → 94).
  • Buff Down aerial has a longer hitbox duration (frames 16-17 → 16-19).
  • Buff Super Jump Punch's clean hit has more knockback scaling (100 → 105).

Pichu

  • Buff Overall shield size has been increased.

Falco

  • Buff Overall shield size has been increased.

Young Link

  • Buff Overall shield size has been increased.
  • Buff Neutral attack's first hit has less startup lag (frame 6 → 4), with its total duration reduced as well (FAF 20 → 18).
  • Buff Up smash has more knockback scaling (100 → 108), improving its KO potential.
  • Buff Up aerial has more knockback scaling (77 → 82), slightly improving its KO potential.
  • Buff Forward throw deals more knockback (45 base/165 scaling → 48/184), allowing it to KO at realistic percents.
  • Buff Grab aerial has less startup lag (frame 11 → 9).
  • Buff Grab aerial launches at a higher angle (38˚ → 60˚), and inflicts 4 additional frames of hitstun, giving it combo potential even up to high percents.

Ganondorf

  • Buff Overall shield size has been increased.

Roy

  • Buff Up smash has received a -100% trip chance, preventing it from tripping opponents on platforms and missing its last hit due to the trip's intangibility.

Chrom

  • Buff Up smash has received a -100% trip chance, preventing it from tripping opponents on platforms and missing its last hit due to the trip's intangibility.

Mewtwo

  • Buff Overall shield size has been increased by 1.1×.
  • Buff Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.
  • Buff Down tilt's hitboxes have altered positions on frame 6 to reach more into the plane of gameplay, preventing it from missing characters completely during certain animations.

Mr. Game & Watch

  • Buff Overall shield size has been increased by 1.125×.

Meta Knight

  • Buff Overall shield size has been increased.

Pit

  • Buff Overall shield size has been increased.

Dark Pit

  • Buff Overall shield size has been increased.

Zero Suit Samus

  • Buff Overall shield size has been increased.
  • Nerf Flip Jump's burying hitbox has much less knockback (25 base/145 scaling → 10/90), significantly reducing its bury duration, to the point opponents can mash out and escape KO setups into Boost Kick even at high percents.

Wario

  • Change Wario's head animation during hitstun was shifted.

Snake

  • Buff Overall shield size has been increased.
  • Buff Snake's head is briefly intangible when activating his shield.

Squirtle

  • Buff Overall shield size has been increased by 1.15×.

Charizard

  • Buff Overall shield size has been increased by 1.2×.

Diddy Kong

  • Buff Diddy Kong's right arm is briefly intangible when activating his shield.

Sonic

  • Buff Overall shield size has been increased by 1.1×.
  • Buff Up smash's meteor smashing hitboxes have received a -100% trip chance, preventing them from tripping opponents on platforms and causing the last hit to miss due to the trip's intangibility.

King Dedede

  • Buff Overall shield size has been increased by 1.15×.

Olimar

  • Buff Overall shield size has been increased, now fully covering Olimar's body again.

Lucario

  • Buff Overall shield size has been increased.

Toon Link

  • Buff Dash attack has less ending lag (FAF 31 → 29), improving its combo potential.
  • Buff Down smash has more knockback scaling (83 → 90 (hit 1), 79 → 85 (hit 2)).
  • Buff Back aerial has less startup lag with a longer hitbox duration (frames 7-9 → 6-9).
  • Buff Down aerial's late hit deals more damage (12% → 14%) with knockback scaling not fully compensated (100 → 98), drastically improving its KO potential.
  • Buff Grab aerial has a longer hitbox duration (frames 11-18 → 11-20).

Wolf

  • Buff Overall shield size has been increased.

Villager

  • Buff Overall shield size has been increased.

Wii Fit Trainer

  • Buff Overall shield size has been increased.

Rosalina & Luma

  • Buff Overall shield size has been increased.

Little Mac

  • Buff Overall shield size has been increased.

Greninja

  • Buff Overall shield size has been increased by 1.206×.

Mii Brawler

  • Buff Suplex's grab range has been increased.

Mii Swordfighter

  • Buff Overall shield size has been increased by 1.075×.

Palutena

  • Buff Overall shield size has been increased.
  • Buff Up tilt's last hit deals more damage (2.5% → 4.5%) with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.
  • Buff Down smash's sweetspot has more base knockback (40 → 52).
  • Nerf Neutral aerial's last hit deals less knockback (30 base/180 scaling → 35/155). While this slightly improves its combo potential at low percents, it more drastically hinders its KO potential at high percents.
  • Nerf Neutral aerial's last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).
  • Nerf Neutral aerial's penultimate hit inflicts 13 less frames of hitstun, worsening the move's drag-down setups and removing its infinites against certain opponents on platforms (such as Ridley).
  • Nerf Down throw has more knockback scaling (25 → 30), worsening its combo potential.
  • Change Palutena's shield has been adjusted during her idle animation while holding a small item, causing it to no longer clip through her arm.

Pac-Man

  • Buff Overall shield size has been increased.

Bowser Jr.

  • Buff Overall shield size has been increased.

Duck Hunt

  • Buff Overall shield size has been increased.
  • Buff Neutral infinite's hits inflict 2 additional frames of hitstun, preventing opponents from shielding before the finisher comes out.

Ryu

  • Buff Overall shield size has been increased by 1.125×.
  • Change Held down tilt launches at a lower angle (64° → 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.
  • Buff Down smash can be canceled into special moves.
    • Buff Kara Cancelling works even after charging down smash.
  • Nerf Down smash has received negative shield damage (0 → -8/-6), preventing Ryu from easily breaking shields by chaining it into special moves.
  • Buff Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.
  • Buff Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.
  • Buff Ryu's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This allows it to beat out grounded attacks that hit low to the ground.
  • Buff Tatsumaki Senpukyaku deals more base damage (9%/10%/11% → 11%/12%/13% (grounded, clean), 8%/9.5%/11% → 10%/11.5%/13% (grounded, late), 8%/9%/10% → 10%/11%/12% (aerial, clean), 7%/8.5%/10% → 9%/10.5%/12% (aerial, late)), with only base knockback compensated on the heavy version's clean hit (75 → 71) and the late hits (50/57/65 → 42/49/56), strengthening the move overall.

Ken

  • Buff Overall shield size has been increased by *1.125.
  • Change Held down tilt launches at a lower angle (64° → 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.
  • Buff Down smash can be canceled into special moves.
    • Buff Kara Cancelling works even after charging down smash.
  • Nerf Down smash has received negative shield damage (0 → -8/-6), preventing Ken from easily breaking shields by chaining it into special moves.
  • Buff Ken's pivoting leg is intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.
    • Buff Tatsumaki Senpukyaku has altered angles (35° → 55°/31° (grounded), 55° (aerial)) and knockback (62 base/30 scaling → 45/59 base/20/25 scaling (grounded), 45 base/20 scaling (aerial)), allowing its hits to link more reliably.

Cloud

  • Buff Overall shield size has been increased.
  • Buff Dash attack has more knockback scaling (60 → 70), drastically improving its KO potential, to the point it can KO at around 140%.
  • Buff The set knockback of one of the hitboxes of forward smash's second hit was reduced (90 → 80), making it less likely to knock opponents out of the final hit.
  • Buff Up smash has less startup lag (frame 15 → 12), with its total duration reduced as well (FAF 49 → 46).
  • Buff Up smash's 13% hitboxes have more knockback scaling (96 → 105).
  • Buff The rising hit of Climhazzard snaps to the ledge earlier (frame 28 → 24).
  • Buff Cloud fills the Limit Gauge much faster from using Limit Charge (full charge: 400 frames → 335), filling it slightly faster than the original version in Smash 4.

Corrin

  • Buff Overall shield size has been increased.
  • Buff Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.

Bayonetta

  • Buff Overall shield size has been increased by 1.05x.
  • Bug: Created a visual glitch where Bayonetta's clothes do not disappear during her smash attacks after being hit within their first few frames.[1]

Ridley

  • Buff Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.
    • Buff A portion of Ridley's wings are intangible when activating and deactivating his shield. A portion of his tail is also briefly intangible when deactivating the shield.

King K. Rool

  • Buff Overall shield size has been increased by 1.011×.
    • Buff The shield's center and K. Rool's posture while shielding has been adjusted to match.

Isabelle

  • Buff Adjusted variables related to Fishing Rod's ledge tether range (14, 10, -3, -10 → 20, 25, -3, -10), in order to improve its reliability as a tether recovery.

Incineroar

  • Buff Alolan Whip's hitboxes have altered knockback against bystanders (80 base/50 scaling → 128/34 (back body drop), 20/76 → 88/38 (lariat)), making them safe on hit at low percents.
    • Nerf However, this also severely weakens the lariat collateral's KO potential.

Piranha Plant

  • Buff Piranha Plant's top lip is briefly intangible after deactivating its shield.

Joker

  • Nerf Downward aerial Gun's hitboxes do not spread out as far (Z2 offset: -9/0/9 → -2/0/2), noticeably reducing their horizontal range below Joker, especially at their maximum reach.
  • Nerf Arsene loses more time on the Rebellion Gauge when taking damage in a match with two to three combatants (Lost frames: Damage Received * 12 → Damage Received * 16).

Hero

  • Buff Kaboom's first hit has much less knockback scaling (100 → 40), making it less likely to knock the opponent out of range of the explosion at higher percents.