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List of updates (SSBU)/7.0.0 changelog

< List of updates (SSBU)
Revision as of 21:16, July 1, 2021 by Diddy Kongstar (talk | contribs) (Mewtwo goes before Roy and Chrom)

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

Donkey Kong

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

Link

  •   Overall shield size has been increased.

Samus

  •   Overall shield size has been increased by 1.025×.
  •   Dash attack's early hit no longer deals less damage than the main hit (7% → 10%).
  •   Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.
  •   Down smash has more knockback scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential.
  •   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).
  •   Up throw has more knockback scaling (72 → 80), drastically improving its KO potential.

Dark Samus

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

Yoshi

  •   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.
  •   Yoshi's head and legs are briefly intangible after activating his shield.

Kirby

  •   Overall shield size has been increased.

Fox

  •   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

  •   Overall shield size has been increased.

Captain Falcon

  •   Overall shield size has been increased by 1.05×.
  •   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

  •   Overall shield size has been increased by 1.075×.

Ice Climbers

  •   Overall shield size has been increased.

Sheik

  •   Overall shield size has been increased.
  •   Down smash has less startup (frame 11/18 → 8/15), with its total duration reduced as well (FAF 52 → 49).
  •   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.
  •   Standing grab has more range (Z2 offset: 7.9 → 9.4 (ground only), 9.45 → 10.95 (air only)).
  •   Needle Storm has less landing lag (16 frames → 12), improving its combo potential.
  •   Burst Grenade has less ending lag (FAF 76-105 → 69-98 (grounded), 85-155 → 79-149 (aerial)).
  •   Burst Grenade's explosion has a longer duration (frames 50-51 → 50-53), and can no longer be negated by opposing attacks.
  •   Vanish's explosion has more knockback scaling (102 → 112), noticeably improving its KO potential.

Zelda

  •   Overall shield size has been increased.
  •   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.
  •   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.
  •   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.
  •   Up aerial has a bigger hitbox (8u → 9u), increasing its range.
  •   Up aerial's clean hit has more knockback scaling (70 → 73).
  •   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.
  •   Din's Fire's sweetspot is larger (2.6u → 3.5u), and the explosion's hitbox is active for longer (4 frames → 6).
  •   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

  •   Forward tilt deals more base damage (7% → 9%), with knockback scaling not fully compensated (70 → 65).
  •   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.
  •   Neutral aerial's late hit deals more base damage (8% → 10%), with knockback scaling not fully compensated (102 → 94).
  •   Down aerial has a longer hitbox duration (frames 16-17 → 16-19).
  •   Super Jump Punch's clean hit has more knockback scaling (100 → 105).

Pichu

  •   Overall shield size has been increased.

Falco

  •   Overall shield size has been increased.

Young Link

  •   Overall shield size has been increased.
  •   Neutral attack's first hit has less startup lag (frame 6 → 4), with its total duration reduced as well (FAF 20 → 18).
  •   Up smash has more knockback scaling (100 → 108), improving its KO potential.
  •   Up aerial has more knockback scaling (77 → 82), slightly improving its KO potential.
  •   Forward throw deals more knockback (45 base/165 scaling → 48/184), allowing it to KO at realistic percents.
  •   Grab aerial has less startup lag (frame 11 → 9).
  •   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

  •   Overall shield size has been increased.

Mewtwo

  •   Overall shield size has been increased by 1.1×.
  •   Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.
  •   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.

Roy

  •   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

  •   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.

Mr. Game & Watch

  •   Overall shield size has been increased by 1.125×.

Meta Knight

  •   Overall shield size has been increased.

Pit

  •   Overall shield size has been increased.

Dark Pit

  •   Overall shield size has been increased.

Zero Suit Samus

  •   Overall shield size has been increased.
  •   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

  •   Wario's head animation during hitstun was shifted.

Snake

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

Squirtle

  •   Overall shield size has been increased by 1.15×.

Charizard

  •   Overall shield size has been increased by 1.2×.

Diddy Kong

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

Sonic

  •   Overall shield size has been increased by 1.1×.
  •   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

  •   Overall shield size has been increased by 1.15×.

Olimar

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

Lucario

  •   Overall shield size has been increased.

Toon Link

  •   Dash attack has less ending lag (FAF 31 → 29), improving its combo potential.
  •   Down smash has more knockback scaling (83 → 90 (hit 1), 79 → 85 (hit 2)).
  • Back aerial:
    •   Back aerial has less startup lag with a longer hitbox duration (frames 7-9 → 6-9).
    •   The stronger "attack connect" HD rumble no longer triggers.
  •   Down aerial's late hit deals more damage (12% → 14%) with knockback scaling not fully compensated (100 → 98), drastically improving its KO potential.
  •   Grab aerial has a longer hitbox duration (frames 11-18 → 11-20).

Wolf

  •   Overall shield size has been increased.

Villager

  •   Overall shield size has been increased.

Wii Fit Trainer

  •   Overall shield size has been increased.

Rosalina & Luma

  •   Overall shield size has been increased.

Little Mac

  •   Overall shield size has been increased.

Greninja

  •   Overall shield size has been increased by 1.206×.

Mii Brawler

  •   Suplex's grab range has been increased.

Mii Swordfighter

  •   Overall shield size has been increased by 1.075×.

Palutena

  •   Overall shield size has been increased.
  •   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.
  •   Down smash's sweetspot has more base knockback (40 → 52).
  •   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.
  •   Neutral aerial's last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).
  •   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).
  •   Down throw has more knockback scaling (25 → 30), worsening its combo potential.
  •   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

  •   Overall shield size has been increased.

Bowser Jr.

  •   Overall shield size has been increased.

Duck Hunt

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

Ryu

  •   Overall shield size has been increased by 1.125×.
  •   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.
  •   Down smash can be canceled into special moves.
    •   Kara Cancelling works even after charging down smash.
  •   Down smash has received negative shield damage (0 → -8/-6), preventing Ryu from easily breaking shields by chaining it into special moves.
  •   Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.
  •   Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.
  •   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.
  •   Tatsumaki Senpukyaku deals more base damage (9%/10%/11% → 11%/12%/13% (grounded, front hit), 8%/9.5%/11% → 10%/11.5%/13% (grounded, back hit), 8%/9%/10% → 10%/11%/12% (aerial, front hit), 7%/8.5%/10% → 9%/10.5%/12% (aerial, back hit)), 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

  •   Overall shield size has been increased by 1.125x.
  •   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.
  •   Down smash can be canceled into special moves.
    •   Kara Cancelling works even after charging down smash.
  •   Down smash has received negative shield damage (0 → -8/-6), preventing Ken from easily breaking shields by chaining it into special moves.
  •   Ken's pivoting leg is intangible during grounded Tatsumaki Senpukyaku. This prevents attacks that hit low to the ground from invalidating the move.
    •   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

  •   Overall shield size has been increased.
  •   Dash attack has more knockback scaling (60 → 70), drastically improving its KO potential, to the point it can KO at around 140%.
  •   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.
  • Up smash:
    •   Up smash has less startup lag (frame 15 → 12), with its total duration reduced as well (FAF 49 → 46).
    •   The 13% hitboxes have more knockback scaling (96 → 105).
    •   The stronger "attack connect" HD rumble no longer triggers.
  •   The rising hit of Climhazzard snaps to the ledge earlier (frame 28 → 24).
  •   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

  •   Overall shield size has been increased.
  •   Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
  •   Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).

Bayonetta

  •   Overall shield size has been increased by 1.05x.
  •   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

  •   Ridley's posture was altered while shielding, reducing the possibility of him getting shield stabbed.
    •   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

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

Isabelle

  •   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

  •   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.
    •   However, this also severely weakens the lariat collateral's KO potential.

Piranha Plant

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

Joker

  •   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.
  •   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

  •   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.