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.

Mario

  •   Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.
  •   The Final Smash Meter version of Mario Finale has a higher knockback multiplier (x0.9 → x0.91).

Donkey Kong

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

Link

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

Samus

  •   Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  •   Missile has more range.
  •   Missile's endlag when airborne has increased (frame 59 -> 61), making it identical to Dark Samus' variant
  •   Bomb has less endlag when used on the ground.

Dark Samus

  •   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.

Yoshi

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

Kirby

  •   Kirby's Dash attack has greater range and deals more damage (10%/7%/4% → 12%/9%/6%), with knockback compensated.
  •   Forward tilt has increased base knockback 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 super armor starting on frame 19 when used in the air. This makes the move harder to intercept.

Pikachu

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

Luigi

  •   Up smash deals more knockback.
  •   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.
  •   Luigi Cyclone deals more knockback.

Ness

  •   Up air autocancels earlier.
  •   Down air deals more damage (12%/10% → 14%/12%) with its knockback compensated.

Jigglypuff

  •   Forward tilt has less ending lag (FAF 28 → 25).
  •   Down tilt deals more knockback.
  •   Up smash's sourspot deals more damage, now doing the same damage as the whole move (13% → 15%).
  •   Back air has less start-up (frame 12 → 10).
    •   The ending lag has also been decreased (FAF 40 → 38).
  •   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).

Peach

  •   Peach Parasol's multi hits have reduced knockback.
    •   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.

Daisy

  •   Daisy Parasol's multi hits have reduced knockback.
    •   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.

Bowser

  •   Second hit of neutral attack deals more damage (6% → 7%).
  •   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 Climbers

  •   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.

Sheik

  •   Up smash's first hit has more range.
  •   Down smash connects more reliably.
  •   Sheik can grab ledges faster after using forward aerial.
  •   Up aerial auto-cancels earlier (frame 47 → 44).
  •   Burst Grenade has less endlag.

Pichu

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

Ganondorf

  •   Forward aerial autocancels earlier (frame 55 → 45), now cancelling out of a double jump.
  •   Shortened the amount of time Ganondorf cannot grab the ledge after performing up aerial.

Mewtwo

  •   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.

Roy

Chrom

  •   Soaring Slash's meteor smash hitbox has reduced knockback. Additionally, the move now KOs Chrom first when used in a sacrificial KO, rendering it useless against opponents on their last stock unless he has more stocks than them.
  •   Down aerial auto-cancels earlier.

Mr. Game & Watch

  •   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.

Pit

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

Zero Suit Samus

  •   Forward smash now has a sourspot at close range.
  •   Flip Jump has altered knockback. 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).

Wario

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

Snake

  •   Up tilt's sweetspot hitbox has a slightly increased duration (7 frames → 8).
  •   Self stick C4 has been fixed.

Ike

  •   Aether's meteor hitbox has reduced knockback though it can still KO opponents first.

Charizard

  •   Dash attack deals more damage (11%/8% → 13%/10%) and knockback.
  •   Charizard's down air landing lag animation no longer causes its tongue to clip through its head.

Diddy Kong

  •   Neutral air autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.

Lucas

  •   Shortened the amount of time Lucas cannot grab the ledge after performing his neutral aerial (73 frames → 69).
  •   Up tilt, down aerial, and pummel now deal electrical damage.

Sonic

  •   Forward tilt connects more reliably.
  •   Forward aerial has less hitlag, making the hits connect faster.
  •   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 Dedede

  •   Gordos' hitboxes on their spikes (4.8u→3.8u) and body (4.5u→4u) have been reduced .

Lucario

  •   Lucario can grab ledge faster after using forward air (64 frames → 52).
  •   Aura Sphere has less hitlag during the charge, 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.

Toon Link

  •   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 Man

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

Rosalina & Luma

  •   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 and forward aerial.
  •   Neutral air start up for both Rosalina and Luma has been reduced (frame 10 → 9 and frame 8 → 7) respectively.
  •   Neutral air hitboxes for Rosalina have been fixed for the most part, making the move connect more reliably.
  •   Smash 4 RAR back air that makes Luma launch forward when performed is back.
  •   Down air'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.

Little Mac

  •   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).

Greninja

  •   Down smash has a larger internal hitbox.
  •   Hydro Pump no longer instantly cancels Greninja's endlag when landing on a moving or slanted platform.

Mii Brawler

  •   Neutral infinite has increased range and is harder to SDI.
  •   Up smash's sweetspot has a longer duration, with its sourspot having a shorter duration.
  •   Neutral aerial has less landing lag.
  •   Back aerial has less landing lag.
  •   Up aerial deals more damage (8% → 9%).
  •   Flashing Mach Punch deals more damage (15.8% total → 17.9% total).
  •   Exploding Side Kick has less ending lag.
  •   Onslaught travels farther and faster.
  •   Soaring Axe Kick can grab onto ledges more easily.
  •   Head-On Assault deals more shield damage.
  •   Feint Jump's kick deals more knockback.

Mii Gunner

  •   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 air autocancels earlier (frame 49 → 43).

Palutena

  •   Reduced hitlag on neutral air, allowing it to execute faster.
  •   Palutena can grab ledges more easily during Warp.

Pac-Man

  •   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.

Robin

  •   Robin grabs the ledges faster when using Elwind backwards (52 frames → 39).

Shulk

  •   Infinite Monado Arts along with RCO lag on every aerial move affected by the glitch has been removed.
  •   Forward aerial auto-cancels earlier (frame 45 → 42) and can now grab on ledges after the entire move.
  •   Up Aerial can now grab ledges after the entire move.

Duck Hunt

  •   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.

Ryu

  •   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.

Ken

  •   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.

Cloud

  •   Cloud can grab ledges faster after using forward aerial.
  •   Finishing Touch has more range at the start of the move.

Corrin

  •   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 → 37), now allowing to auto-cancel out of a rising short hop.

Bayonetta

  •   Infinite Witch Time removed.
  •   Bayonetta can grab ledges faster after using neutral aerial.

Inkling

  •   Shortened the amount of time Inkling is unable to grab a ledge after using neutral air (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.
      •   Decreased base knockback allows combo potential at mid percentages.
    •   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.

Ridley

  •   Ridley can grab the ledge earlier after using his neutral (65 frames → 64), forward (67 frames → 66), and down aerials.
  •   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. Rool

  • Down throw:
  •   Down throw has less base knockback, but more knockback growth. This allows buried opponents to easily escape at low percents, but more difficult at high percents. Specifically, it is worse below 125%, and better above 125%.
    •   These changes improve K.Rool's mixup options at low percents, while making his KO confirms more varied and consistent at high percents.
    •   With these changes, down throw now has 50/50 setup options, which can catch opponents with up smash or up aerial if they mash out of the bury at ~90%, or setup into forward smash if they are conditioned to wait out the bury.
    •   Down throw's changes make up tilt a consistent KO option out of down throw on middleweight characters from around 125%; previously, opponents could mash out even at 130%.
    •   Down throw's changes make dash attack significantly less effective compared to up tilt at 125%.
    •   Down throw's followup into forward tilt now has to be angled up from 110% onwards to hit most of the cast as opposed to 100%.
    •   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, being shortened to 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.

Isabelle

Incineroar

  •   Up smash deals more knockback.
  •   Incineroar can grab ledges faster after using up aerial (frame 58 → 56).
  •   Down aerial auto-cancels earlier (frame 59 → 45), matching the move's interruptibility.
  •   Up throw deals more knockback.
  •   Cross Chop travels more vertical and horizontal distance.

References