List of updates (SSBU)/4.0.0 changelog

This is a list of known changes in version 4.0.0 of Super Smash Bros. Ultimate.

UniversalEdit

  •   The Final Smash Meter now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.
  •   The combo counter in Training mode no longer has extra frames of leniency after the opponent's hitstun ends, increasing its accuracy.
  •   The spring activated Z-axis glitch has been fixed.
  •   Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.

ItemsEdit

  •   The Daybreak's blast has a lower SDI multiplier, making it harder to escape.
  •   Thwomp can no longer hit grounded opponents twice.
  •   Certain Final Smashes colliding with Klaptrap no longer cause characters to become stuck indefinitely.

StagesEdit

  •   A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.
  •   In Pokémon Stadium 2, the "Current Leader" segment displays the names of all leading characters, much like in Pokémon Stadium.

MarioEdit

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

Donkey KongEdit

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

LinkEdit

  •   Link can now shield SDI if a projectile hits his Hylian Shield.
  •   The lag for his wakeup animation has been adjusted to match the rest of the cast.
  •   Aerial Spin Attack's back hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  •   Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.

SamusEdit

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.
  •   Certain hitboxes of up smash no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

Dark SamusEdit

  •   Certain hitboxes of up smash no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

YoshiEdit

  •   Yoshi pushes opponents away less while charging his forward smash, no longer causing certain characters' grabs to be unable to reach him from the front.

FoxEdit

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.

PeachEdit

  •   Walking, initial dash, initial dash turnaround and running animations have been adjusted to prevent her dress from clipping.
  •   Toad's counterattack connects more easily when blocking an attack from behind.
  •   Peach Parasol's late loop hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  •   A rare bug with Peach Parasol when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.

DaisyEdit

  •   Medium and fast walking, initial dash, running and run turnaround animations have been adjusted to prevent her dress from clipping.
  •   Neutral attack 1 now makes the correct sound, regardless of whether Peach is present in the match or not.
  •   Toad's counterattack connects more easily when blocking an attack from behind.
  •   Daisy Parasol's late loop hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

BowserEdit

  •   Down aerial no longer has its downward movement disabled when used out of hitstun.

Ice ClimbersEdit

  •   Partner climber is no longer able to ledge trump opponents.

SheikEdit

  •   Down aerial no longer has its downward movement disabled when used out of hitstun.

ZeldaEdit

  •   Medium and fast walking animations have been adjusted to prevent her dress from clipping.

GanondorfEdit

  •   Up tilt's windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.

MewtwoEdit

  •   Mewtwo has a slightly shorter and thinner hurtbox on its tail.
  •   Up smash's last hit has more knockback scaling (107 → 111).
  •   Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).
  •   Down smash has less ending lag (FAF 44 → 41).
  •   Back throw deals more damage (10% → 11%) with no compensation on knockback.
  •   Confusion has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).
  •   Confusion starts reflecting projectiles earlier (frame 12 → 10).

Mr. Game & WatchEdit

  •   Down aerial no longer has its downward movement disabled when used out of hitstun.
  •   Fixed an issue that resulted Game & Watch to do a T-Pose with Fire upon hitting opponents off screen by their last stock.

PitEdit

  •   Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
  •   Up tilt has less ending lag (FAF 35 → 33).
  •   Back aerial has less landing lag (11 frames → 8).
  •   Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
  •   Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
  •   Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.

Dark PitEdit

  •   Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
  •   Up tilt has less ending lag (FAF 35 → 33).
  •   Back aerial has less landing lag (11 frames → 8).
  •   Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
  •   Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
  •   Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.

Zero Suit SamusEdit

  •   Down aerial no longer has its downward movement disabled when used out of hitstun.

SnakeEdit

  •   The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.
  •   Up throw's collateral hitbox is now blockable.

Pokémon TrainerEdit

  •   The duration of ledge invincibility is no longer shortened when using Pokémon Change in the air before grabbing the ledge.

IvysaurEdit

  •   Down aerial's sweetspot is significantly smaller (7u → 4u).
  •   Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.
  •   Razor Leaf has more startup lag (frame 22 → 24) with its total duration increased as well (FAF 47 → 49).
  •   Aerial Vine Whip's sweetspot has less base knockback (80 → 70), hindering its KO potential, especially as a follow-up from down throw.
  •   Fixed a rare glitch in which Vine Whip would not grab ledges properly.

CharizardEdit

  •   Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).
  •   Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
  •   The outermost hitbox of up smash's first hit uses set angles instead of the 368° autolink angle.
    •   The first hit has a different hitbox during its last active frame that uses the 368° angle, but deals no damage (5% → 0%), effectively providing no benefit over landing only the second hit.
  •   Certain hitboxes of up smash's first hit no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  •   Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).
  •   Forward throw deals more knockback (60 base/65 scaling → 63/70).
  •   Flare Blitz can snap to the ledge earlier (frame 54 → frame 45).

Diddy KongEdit

  •   The glitch that resulted Rocketbarrel Boost to disappear instantaneous when hit by a certain move (ex. Palutena's neutral aerial) during the release has been fixed.

LucasEdit

  •   Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).
  •   Dash attack has a longer hitbox duration (frames 13-15 → 13-17).
  •   Up smash has more invulnerability during startup (frames 1-4 → 1-7).
  •   Up aerial has less ending lag (FAF 34 → 32).
  •   PK Fire has less landing lag (21 frames → 19).

SonicEdit

  •   Down aerial no longer has its downward movement disabled when used out from of hitstun.
  •   A glitch created where upon recovering with Spring Jump then landing, the landing lag animation would play more slowly.

King DededeEdit

  •   Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.
  •   Fixed an issue where Gordo would become stuck under King Dedede after catching it back during invulnerabily.

OlimarEdit

  •   Forward smash's range has been increased when using Purple Pikmin, reverting to its pre-3.1.0 behavior.
  •   A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.

R.O.B.Edit

  •   Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.

Toon LinkEdit

  •   Toon Link can now shield SDI if a projectile hits his Hero's Shield.
  •   Down aerial no longer has its downward movement disabled when used out from of hitstun.

VillagerEdit

  •   Up smash's hits connect more reliably, fixing the issue patch 3.1.0 introduced.

Rosalina & LumaEdit

  •   It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.
  •   Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.

Little MacEdit

  •   Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.

GreninjaEdit

  •   Greninja nows immediately descends when using down aerial after being launched, rather than air stalling.

Mii BrawlerEdit

  •   The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall)).
  •   Flashing Mach Punch has less startup lag (frame 15 → 10) with its total duration reduced as well (FAF 60 → 55 (miss), 108 → 94 (hit)).
  •   Flashing Mach Punch has more invulnerability if it connects (frames 15-37 & 60-73 → 10-69).
  •   Flashing Mach Punch's final hit has more knockback scaling (103 → 109).
  •   Thrust Uppercut's final hit has more knockback scaling (58 → 71).

Mii SwordfighterEdit

Mii GunnerEdit

  •   Up smash's hits have adjusted angles and position vectors, allowing them to connect more reliably.
  •   Certain hitboxes of up smash no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.

Pac-ManEdit

  •   Pac-Man will no longer drop his Bonus Fruit if he is hit with a move that reverses while charging the attack.

ShulkEdit

  •   Fixed a glitch that allowed Shulk to cancel the revival platform immediately by using Back Slash after self-destructing while choosing Monado Arts.
  •   Fixed the aforementioned glitch where the Monado Arts would actively display the previous art on player screen after Shulk self-destructs.
  •   Fixed a glitch where throws with insufficient knockback would often trigger a Finish Zoom with Buster Art.

RyuEdit

  •   Ryu now turns to face opponents after perfect shielding.

KenEdit

  •   Ken now turns to face opponents after perfect shielding.

CorrinEdit

  •   Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).
  •   Down aerial no longer has its downward movement disabled when used out of hitstun.
  •   Dragon Lunge's jump out of the pin has less ending lag (FAF 46 → 40).
  •   Dragon Ascent travels noticeably more vertical and horizontal distance (height multiplier: 1.63x (ground)/1.53x (aerial) → 1.83x/1.73x).

BayonettaEdit

  •   Bayonetta's up and side taunts no longer cause her voice clips to delay or cut off after finishing her taunting animation.
  •   Down aerial descends immediately when using the move after being launched.

RidleyEdit

  •   Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.
  •   Up smash has more knockback scaling (76 → 78).
  •   Back aerial deals more damage (15% → 16%) with no compensation on knockback.
  •   Up aerial's sweetspot is bigger (4.5u → 5.5u) and takes priority over the sourspot.
  •   Down aerial no longer has its downward movement disabled when used out of hitstun.
  •   Space Pirate Rush has less ending lag when jumping after grabbing an opponent (FAF 42 → 39).
  •   Space Pirate Rush has more knockback scaling when throwing the opponent at an edge (83 → 90).
  •   Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.
  •   Wing Blitz has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.

SimonEdit

  •   Down aerial descends immediately when using the move after being launched.

RichterEdit

  •   Down aerial descends immediately when using the move after being launched.

IsabelleEdit

  •   Isabelle's rolls travel a longer distance (2.25u → 2.85u).
  •   Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.
  •   Up smash's second hit has more knockback scaling (111 → 116).
  •   Fishing Rod has less startup lag (frame 25 → 21) and can be reeled in faster (frame 50 → 46).
  •   Fishing Rod's up throw has more knockback scaling (62 → 66).
  •   Lloid Trap has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.
    •   The rehit interval was increased to compensate (8 frames → 9), which can result in fewer hits occurring when catching opponents partway through the attack.

Piranha PlantEdit

  •   Up tilt has less ending lag (FAF 32 → 29).
  •   Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.
  •   Poison Breath's damage increase caps after being reflected multiple times.
  •   Poison Breath has less startup (frame 23 → 21) and ending lag (FAF 49 → 46).
  •   Poison Breath has a slightly longer hitbox duration (97 frames → 99 (uncharged), 133 → 135 (fully charged), 18 → 19 (windbox)).
  •   Long-Stem Strike charges faster (Max charge: 78 frames → 68).
  •   Long-Stem Strike has less ending lag (Uncharged: FAF 65 → 60, max charge: 126 → 116, max charge (sideways): 136 → 121).
  •   Long-Stem Strike deals more shield damage (0 → 5).
  •   The Strike Cancel glitch has been fixed.

JokerEdit

  •   Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.[1]
  •   Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in Ultimate.
  •   Makarakarn's vertical searchbox has been raised to 0.25u.[2]
  •   Fixed an issue that caused Arsene to be summoned after getting Star KOed.

ReferencesEdit

  1. ^ @Meshima_ (August 1, 2019). Meshima_ on Twitter. “"Undocumented Joker change, these are related to Grappling Hook so probably they fixed the glitch regarding to tether recovery. air_resist_hang: 0.27 -> 0.24. fighter_offset: 6 -> 8. Also Tetrakarn reflect box has slightly buffed, now having 0.25u larger vertical range"”
  2. ^ @Meshima_. Meshima_ on Twitter.