List of updates (SSBU)/2.0.0 changelog

This is a list of known changes in version 2.0.0 of Super Smash Bros. Ultimate.

StagesEdit

MarioEdit

  •   Dash attack launches at a lower angle (60° (clean)/58° (late) → 50°/48°), improving its ability to setup edgeguards.
  •   Mario Finale's Final Smash Meter version has a higher knockback multiplier (0.9× → 0.91×).

Donkey KongEdit

  •   Forward aerial autocancels earlier (frame 63 → 56), matching the move's interruptibility.

LinkEdit

  •   Up aerial auto-cancels earlier (frame 47 → 43).
  •   Arrows from Bow and Arrows travel a longer distance (40 frames → 46).

SamusEdit

  •   Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  •   Missile has more range.
  •   Aerial Missile has slightly more ending lag (FAF 60 → 62), no longer being less laggy than Dark Samus's version.
  •   Bomb has less endlag when used on the ground (FAF 49 → 47).

Dark SamusEdit

  •   Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  •   Missile has more range.
  •   Bomb has less endlag when used on the ground (FAF 49 → 47).

YoshiEdit

  •   Shortened the amount of time the player is unable to grab a ledge after using forward aerial (71 frames → 68).
  •   Yoshi is now granted grab invincibility during his grab release and throw animations.

KirbyEdit

  •   Kirby's Dash attack has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.
  •   Forward tilt has increased base knockback (12 → 40) and reduced ending lag (frame 28 → 24). This improves its safety as a spacing tool, and even allows it to KO at higher percents.
  •   Stone now has damage-based armor starting on frame 19 when used in the air. This makes the move harder to intercept.

PikachuEdit

  •   Pummel deals less hitlag (14 frames → 12), shortening its duration.

LuigiEdit

  •   Up smash has more knockback scaling (98 → 102).
  •   Down aerial's clean hit no longer affects grounded opponents. As a result, it has more startup against them (frame 10 → 11) and can no longer meteor smash them, greatly hindering its combo potential.
  •   Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing)/17-22 → 17-23 (pivot)), and increases their range as a result.
  •   Green Missile has less ending lag (FAF 95(grounded)/81(aerial) → 94/80).
  •   Luigi Cyclone deals more knockback (80 (base)/130/120 (scaling) → 85/140/130).

NessEdit

  •   Up aerial autocancels earlier (frame 45 → 34), matching the move's interruptibility.
  •   Down aerial deals more damage (12%/10% → 14%/12%) with its knockback scaling compensated (84/86 (clean/late) → 74).

JigglypuffEdit

  •   Forward tilt has less ending lag (FAF 28 → 25).
  •   Down tilt has more knockback scaling (55 → 68).
  •   Up smash's sourspot deals more damage, now doing the same damage as the whole move (13% → 15%).
  •   Back aerial has less start-up (frame 12 → 10).
    •   The ending lag has also been decreased (FAF 40 → 38) and it autocancels earlier (frame 28 → 26).
  •   Forward throw launch angle altered (55° → 50°), now sending people into a more desirable angle for edge guarding.
  •   The Final Smash Meter version of Puff Up has a higher knockback multiplier (x0.815 → x0.92).

PeachEdit

  •   Peach Parasol's multi hits have reduced knockback (FKB: 180/160 → 160/130 (hit 1), 90 → 80/70 (hits 2-5)).
    •   This makes it less likely for the move to KO at 0%.
    •   Consecutive hits will connect better in some scenarios.
  •   It is now easier to grab ledges with Peach Parasol.
  •   Peach Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.

DaisyEdit

  •   Daisy Parasol's multi hits have reduced knockback (FKB: 180/160 → 160/130 (hit 1), 90 → 80/70 (hits 2-5)).
    •   This makes it less likely for the move to KO at 0%.
    •   Consecutive hits will connect better in some scenarios.
  •   It is now easier to grab ledges with Daisy Parasol.
  •   Daisy Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.

BowserEdit

  •   Second hit of neutral attack deals more damage (6% → 7%).
    •   This change affected the combo potential of Jab 2 at low percent, making Jab 2>Dash Grab more strict and removing Jab 2>Dash Attack entirely.
  •   Forward tilt deals more damage (12% → 13%).
  •   Down smash deals more knockback.
  •   Whirling Fortress now connects better.
  •   Giga Bowser Punch now launches crouching opponents the same as standing opponents.

Ice ClimbersEdit

  •   The partner Ice Climber's AI has been improved: the partner will now follow the main climber better.
    •   This makes desyncs even harder to perform.
  •   The ledgegrab-box for Belay has been increased (X offset: 0u → -1u).
  •   Fixed a bug that allowed the partner climber to survive after the leader runs out of stocks.

SheikEdit

  •   Up smash's first hit has more range (6u → 6.1u).
  •   Down smash connects more reliably against aerial opponents (angle: 140° → 200°).
  •   Sheik can grab ledges faster after using forward aerial (frame 87 → 58).
  •   Up aerial auto-cancels earlier (frame 47 → 44).
  •   Burst Grenade has less endlag (FAF 78 → 76).

PichuEdit

  •   Pummel deals less hitlag (15 frames → 14), shortening its duration.

GanondorfEdit

  •   Forward aerial auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and now auto-canceling with a double jump.
  •   Ganondorf can grab edges earlier after using up aerial (63 frames → 58).

MewtwoEdit

  •   Dash attack has a lower shieldstun multiplier. (1.875x → 1.3x).
  •   Forward tilt now always sends opponents in front of Mewtwo.
  •   Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.

RoyEdit

ChromEdit

  •   Soaring Slash's meteor smash hitbox has reduced knockback (FKB 160 → 150), and Chrom's falling speed is increased 15 frames into the descent (-6 → -7.5). This makes the move more likely to KO Chrom first when used in a sacrificial KO, limiting its ability to secure wins in a last-stock scenario.
    •   Additionally, the descent will now sometimes fail to connect into the landing hit when used out of a jump, due to Chrom descending much faster than the opponent.
  •   Down aerial auto-cancels earlier (frame 55 → 52), matching the move's interruptibility.

Mr. Game & WatchEdit

  •   Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.
  •   Down aerial auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.
  •   Up Aerial's location reassignment glitch has been removed.
  •   Oil Panic's grounded mobility glitch has been removed.
  •   Down Taunt's air puff now correctly vanishes and reappears when interrupted.

PitEdit

  •   Lightning Chariot will launch crouching opponents the same as standing opponents.

Zero Suit SamusEdit

  •   Forward smash now has a sourspot at close range that has less knockback scaling (109 → 97).
  •   Flip Jump has altered knockback (60/100 → 25/145). This reduces the bury time at lower percents but increases it at higher percents.
  •   Zero Suit Samus can grab earlier after using forward aerial (73 frames → 71).
  •   Zero Suit Samus can grab earlier after using up aerial (75 frames → 59).

WarioEdit

  •   Wario can grab ledges faster after using down aerial (76 frames → 72).

SnakeEdit

  •   Up tilt's clean hit has a slightly increased duration, with the late hit's duration reduced (6-7/8-13 → 6-8/9-13).
  •   Self stick C4 has been fixed.

IkeEdit

  •   Aether's meteor hitbox has reduced knockback (FKB 165 → 150) though it can still KO opponents first.

Pokémon TrainerEdit

CharizardEdit

  •   Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (Early: 100 base/45 scaling → 96/44; late: 100/30 → 98/27).
  •   Charizard's down aerial landing lag animation no longer causes its tongue to clip through its head.

Diddy KongEdit

  •   Neutral aerial autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.
  •   Monkey Flip release glitch has been fixed.

LucasEdit

  •   Neutral aerial has less landing lag (14 frames → 12).
  •   Lucas can grab edges earlier after using neutral aerial (73 frames → 69).
  •   Up tilt, down aerial, and pummel gained the electric effect, with hitlag compensated.
    •   This means Yellow Pikmin are now invulnerable to Lucas's up tilt and down aerial.

SonicEdit

  •   Forward tilt's first hit connects more reliably in the second (60 (base knockback)/70 (scaling) → 80/3).
  •   Forward aerial's firt 5 hits have less hitlag, making the hits connect faster (1× → 0.7×).
  •   Back aerial has less landing lag (18 frames → 15).
  •   Super Sonic has a higher knockback multipler when used via FS meter (x0.62 → x0.71).
  •   The instant KO glitch involving Ridley has been fixed.

King DededeEdit

  •   Fixed King Dedede's knockback facial expression after Inhaling an opponent holding an explosive item.
  •   Gordos' hitboxes on their spikes (4.8u→3.8u) and body (4.5u→4u) have been reduced.

LucarioEdit

  •   Lucario can grab ledge faster after using forward aerial (64 frames → 52).
  •   Aura Sphere has less hitlag during the charge (0.78× → 0.5×), allowing characters to escape it much easier.
  •   The Final Smash Meter version of Aura Storm has a higher knockback multiplier (x0.7 → x0.77).

R.O.B.Edit

Toon LinkEdit

  •   Forward aerial auto-cancels earlier (frame 51 → 39), matching the move's interruptibility and allowing it to auto-cancel out of a short hop.
  •   Shortened the amount of time the player can't grab ledges after using his back aerial (68 frames → 60).

Mega ManEdit

  •   Special moves can no longer be used when jumping and using neutral attack/forward tilt.

Rosalina & LumaEdit

  •   Luma's physics have been reverted to those from Super Smash Bros. 4 for the most part, giving it access to options that were removed in patch 1.0.0.
  •   Luma now advances once again with jabs thanks to the mechanical changes in its physics, albeit way less than Smash 4 jabs.
  •   Luma's up tilt deals more knockback.
  •   Down tilt sends Luma farther forward, increasing the range. This also removes a bug that made Luma bonk its head on the floor while performing the move.
  •   Dash attack connects more reliably.
  •   Rosalina can grab ledges faster after using neutral (frame 68 → 67) and forward aerial (frame 84 → 83).
  •   Neutral aerial start up for both Rosalina and Luma has been reduced (frame 10 → 9 and frame 8 → 7) respectively.
  •   Neutral aerial hitboxes for Rosalina have been fixed for the most part, making the move connect more reliably.
  •   Smash 4 RAR back aerial that makes Luma launch forward when performed is back.
  •   Down aerial's meteor hitbox on frame 17 has no sourspot anymore, making it always spike despite the positioning.
  • Luma Shot:
    •   No charge ending lag frame 40 → 35, all charges ending lag frame 34 → 29.
    •   Grounded call back ending lag frame 26 → 22, aerial call back ending lag frame 28 → 24.
  •   Launch Star ledge grab size increased, (17, 27.5, -8, 13) → (17, 30.5, -14, 13) during the launch animation, (17, 27.5, -8, 13) → (17, 30.5, -11, 13) when the move ends.
  •   Grand Star's looping hits can no longer be SDIed.

Little MacEdit

  •   Neutral aerial auto-cancels earlier (frame 25 → 16), matching the move's interruptibility.
    •   The amount of time Little Mac cannot grab the ledge after performing neutral aerial has been shortened (46 frames → 40).
  •   The amount of time Little Mac cannot grab the ledge after performing up aerial has been shortened (73 frames → 66).

GreninjaEdit

  •   Down smash has a larger internal hitbox (Z offset: 0u → 0u-7u).
  •   Hydro Pump no longer instantly cancels Greninja's endlag when landing on a moving or slanted platform.

Mii BrawlerEdit

  •   Neutral infinite has increased range (3.5u → 4u) and is harder to SDI.
  •   Up smash's sweetspot has a longer duration, with its sourspot having a shorter duration (frames 8-11/12-14 → 8-12/13-14).
  •   Neutral aerial has less landing lag (8 frames → 6).
  •   Back aerial has less landing lag (14 frames → 11).
  •   Up aerial deals more damage (8% → 9%), with knockback not compensated.
  •   Flashing Mach Punch deals more damage (15.8% total → 17.9% total).
  •   Exploding Side Kick has less ending lag (FAF 90/92 (normal/reversed) → 80/82).
  •   Onslaught travels farther and faster (Horizontal speed multiplier (0.7× → 0.75×).
  •   Soaring Axe Kick can grab onto ledges more easily.
  •   Head-On Assault deals more shield damage.
  •   Feint Jump's kick deals more knockback (35 base/100 scaling → 65/90).

Mii GunnerEdit

  •   Fixed a rare glitch where the Mii Gunner that used Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.
  •   Forward aerial autocancels earlier (frame 49 → 43).

PalutenaEdit

  •   Reduced hitlag on neutral aerial(1×/2× (hit 1-6/7) → 0.5×/1.5×, allowing it to execute faster.
  •   Palutena can grab ledges more easily during Warp.

Pac-ManEdit

  •   Forward aerial auto-cancels earlier (frame 43 → 26), which allows it autocancel out of a short hop fast fall.
  •   Down aerial auto-cancels earlier (frame 56 → 50), matching the move's interruptibility.
  •   Bonus Fruits take longer to disappear after hitting an opponent (30 frames → 32), giving him slightly more time to grab it again.
    •   Cherry no longer disappears immediately after hitting an opponent.

RobinEdit

  •   Robin grabs the ledges faster when using Elwind backwards (52 frames → 39).
  •   The left victory pose was changed from Robin holding a Thunder tome to an Arcfire tome, matching the fire magic used in the animation.

ShulkEdit

  •   Fixed the infinite Monado Arts glitch and removed RCO lag from every aerial move affected by the glitch.
  •   Forward aerial auto-cancels earlier (frame 45 → 42), matching the move's interruptibility. Shulk can also now grab edges after it concludes.
  •   Shulk can grab edges after up aerial concludes (frame 79 → 78).

Duck HuntEdit

  •   Fixed a game crash along with Mii Swordfighter where Wild Gunman and the Mii Swordfighter’s special moves were used at the same time.
  •   Corrupt save data occurs along with Mii Swordfighter if they play Century Smash.
  •   Trick Shot has less endlag (FAF 46 → 42).
  •   Clay Shooting has more endlag (FAF 61 → 64).
  •   Clay Shooting causes less hitlag (1× → 0.5×/0.2× (hit 1/2-3)).

RyuEdit

  •   Neutral attack launches opponents, making them easier to be hit.
  •   Forward aerial auto-cancels earlier (frame 41 → 38), allowing to autocancel from a rising full hop.
  •   Can no longer jump immediately after using down tilt.

KenEdit

  •   Neutral attack launches opponents, making them easier to be hit.
  •   Neutral aerial auto-cancels earlier (frame 34 → 28), matching the move's interruptibility. This allows it to autocancel from a short hop.
  •   Forward aerial auto-cancels earlier (frame 41 → 38), matching the move's interruptibility. This allows it to autocancel from a rising full hop.
  •   Can no longer jump immediately after using down tilt.

CloudEdit

  •   Cloud can grab ledges faster after using forward aerial.
  •   Finishing Touch has more range at its beginning (Y offset: 20u-16u → 20u-11u). This enables it to hit prone opponents.

CorrinEdit

  •   Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
  •   Corrin can grab ledges faster after using forward aerial (62 frames → 60).
  •   Up aerial auto-cancels earlier (frame 40 → 38), now allowing to auto-cancel out of a rising short hop.

BayonettaEdit

  •   Bayonetta can grab edges earlier after using neutral aerial (59 frames → 57).
  •   Fixed the Witch Time slowdown glitch.

InklingEdit

  •   Shortened the amount of time Inkling is unable to grab a ledge after using neutral aerial (60 frames → 56).
  • Splat Roller:
    •   Splat Roller has altered knockback (60 (base)/80 (scaling) → 25/105). This decreases the bury duration at lower percents, but increases it at higher percentages.
      •   By the time the new bury duration overtakes the old one, the bury duration would have already been very long anyway, and the move no longer buries for a notoriously long amount of time at low percents.
    •   Splat Roller hitboxes were moved back, giving it less range.
    •   The ink from the Splat Roller no longer launches specific characters such as Ice Climbers much higher when using their respective up specials on the ink.

RidleyEdit

  •   Ridley can grab the ledge earlier after using his neutral (65 frames → 64), forward (67 frames → 66), and down aerials (80 frames → 69).
  •   The Final Smash Meter version of Plasma Scream has a higher knockback multiplier (x0.62 → x0.71).
  •   The instant KOing glitch involving Sonic has been fixed.

King K. RoolEdit

  •   Down throw has a different bury scaling formula (90 frames + 0.5*damage → 60 + 0.75*damage). This allows buried opponents to more easily escape at low percents, but more difficult at high percents. Specifically, it buries opponents for less time below 125%, and buries them longer above 125%.
    •   This change makes direct KO followups beyond 125% more consistent, especially against opponents good at mashing.
    •   It conversely makes it take longer for followups at low percents to start connecting, as well as makes it easier for opponents bad at mashing to avoid slower KO followups like forward smash below 125%.
    •   The infinite jab combo (down throw to jab, repeat) that worked at 200%+ has been removed, now having the opponent "bounce" on the third loop.
  • Blunderbuss:
    •   Blunderbuss has a shorter windbox duration, (5 seconds → 2.5 seconds).
    •   Blunderbuss no longer turns opponents invisible when KOing at their last stock.
  •   Propellerpack's horizontal hitbox is smaller, making it difficult to KO opponents straight to the upper blast zone and making it less safe when recovering. Most notably, it doesn't snap to the ledge as often as it used to.

IsabelleEdit

IncineroarEdit

  •   Up smash has more knockback.
  •   Incineroar can grab edges earlier after using up aerial (frame 58 → 56).
  •   Down aerial auto-cancels earlier (frame 59 → 45), matching the move's interruptibility.
  •   Up throw has more knockback.
  •   Cross Chop travels farther vertically and horizontally (Height multiplier: 0.81× → 1×). While this hinders its potential as a KO confirm follow-up from down throw, this more prominently improves its recovery potential.

ReferencesEdit

External linksEdit