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List of updates (SSBU)/12.0.0 changelog

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

MarthEdit

 
The change in Marth's Dash Attack.
 
The change in Marth's Up Tilt.
 
The change in Marth's Down Tilt.
  •   The tipper of dash attack deals more damage (12% → 13%), it deals more knockback (95 base/55 scaling → 93/58) and the blade hitbox has been moved back slightly (Z: 2 → 0.5).
  •   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).
  •   The tipper hitbox of down tilt is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.
  •   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.

LucinaEdit

  •   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 LinkEdit

 
The change in Young Link's Up Smash.
  •   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 DededeEdit

  •   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.

OlimarEdit

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

LucarioEdit

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

Rosalina & LumaEdit

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

Mii BrawlerEdit

 
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.
  •   The first, second, and fifth hits of Flashing Mach Punch have more range.
  •   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).
  •   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 SwordfighterEdit

  •   Airborne Assault deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).
  •   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.
  •   Stone Scabbard's landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).
  •   Blade Counter has less startup (frames 6-26 → 5-25), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).
  •   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 GunnerEdit

  •   The attack window to fire additional lasers from Laser Blaze has been widened.
  •   Lunar Launch has less startup (frame 12 → 10).
  •   Cannon Jump Kick has more intangibility (frame 6 → 5-7).
  •   Absorbing Vortex has less ending lag (FAF 10 → 7 (release), 28 → 25 (total)).

RyuEdit

  • Shakunetsu Hadoken
    •   Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.
    •   Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).
    •   Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).
    •   Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).
    •   Clean multihit has a higher hitstun modifier (4 → 10).

BayonettaEdit

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

King K. RoolEdit

  •   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.
  •   Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of his jab.

JokerEdit

Banjo & KazooieEdit

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

Min MinEdit

 
The change in Min Min's Rapid Jab.
  •   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).
  •   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).
  •   Up smash's sweetspot has less knockback scaling (80 → 77 (early)/76 (mid)/75 (late)).
  •   ARM Hook cannot grab ledges as early (frame 5 → 7).

SteveEdit

  •   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.
  •   Elytra will no longer give Steve extra jumps if he is hit at a certain time during the starting animation.

PyraEdit

  •   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.
  •   Forward smash has less pushback while charging.

MythraEdit

  •   Directional air dodge grants less intangibility (frames 6-24 → 6-21), no longer allowing Mythra to grab a ledge with no vulnerability frames inbetween.
  •   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.
  •   Forward smash has less pushback while charging.
  •   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.