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List of updates (SSBU)/8.0.0 changelog: Difference between revisions

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=={{SSBU|Dark Pit}}==
=={{SSBU|Dark Pit}}==
{{UpdateList (SSBU)/8.0.0|char=Dark Pit}}
{{UpdateList (SSBU)/8.0.0|char=Dark Pit}}
=={{SSBU|Zero Suit Samus}}==
{{UpdateList (SSBU)/8.0.0|char=Zero Suit Samus}}
=={{SSBU|Ike}}==
{{UpdateList (SSBU)/8.0.0|char=Ike}}
=={{SSBU|Ivysaur}}==
{{UpdateList (SSBU)/8.0.0|char=Ivysaur}}
=={{SSBU|Diddy Kong}}==
{{UpdateList (SSBU)/8.0.0|char=Diddy Kong}}
=={{SSBU|Sonic}}==
{{UpdateList (SSBU)/8.0.0|char=Sonic}}
=={{SSBU|King Dedede}}==
{{UpdateList (SSBU)/8.0.0|char=King Dedede}}
=={{SSBU|Villager}}==
=={{SSBU|Villager}}==
{{UpdateList (SSBU)/8.0.0|char=Villager}}
{{UpdateList (SSBU)/8.0.0|char=Villager}}

Revision as of 13:50, June 30, 2020

This is the list of known changes in version 8.0.0 of Super Smash Bros. Ultimate.

Mario

  • Mario Finale:
    • Buff Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
    • Buff The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.

Kirby

  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 60 → 52).
    • Buff The clean hit has more knockback scaling (66 → 71).
  • Down smash:
    • Buff Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
    • Buff It has more knockback scaling (89 → 94).
  • Buff Forward aerial's second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%), with base knockback on the third hit not fully compensated (30 → 24).
  • Buff Back aerial's sweetspot has more knockback scaling (100 → 104).
  • Buff Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).

Captain Falcon

  • Buff Dash attack has less ending lag (FAF 38 → 35), improving its combo potential. It has a lower shieldstun multiplier (1.875× → 1.5×), which fully compensates for the clean hit's advantage on shield, but not the late hit's, making the latter slightly safer on shield.
  • Buff Down tilt has more knockback scaling (80 → 86).
  • Up smash:
    • Buff The second hit has more knockback scaling (72/74/80 → 80/81/88).
  • Raptor Boost:
    • Buff The uppercut launches at a higher angle (76° → 85°) and has much less knockback scaling (52 → 30). This allows it to combo at a wider percent range, including a read into Knee Smash.
    • Buff The uppercut's innermost hitbox stretches much farther horizontally (Z offset: 5.5u → 5.5u—12.5u), increasing its range.
    • Buff The overhand's meteor hitbox has the highest priority, making the move easier to meteor smash with.
  • Falcon Kick:
    • Buff Falcon Kick has less startup (frame 15 (grounded)/16 (aerial) → 13/14), with its total duration reduced as well (FAF 71 → 69 (grounded, landing), 68 → 66 (grounded, off-edge), 59 → 57 (aerial)).
    • Buff The clean hit has more knockback scaling (84 → 88 (grounded), 52 → 57 (aerial)).

Jigglypuff

  • Buff Puff Up slows opponents more during startup (3x → 7x).

Ice Climbers

  • Buff Pummel has a larger hitbox (4.8u → 5.8u) that is placed further horizontally (Z offset: 6.4u → 7.4u), allowing it to connect more consistently.
  • Iceberg:
    • Buff Iceberg slows opponents more during startup.
    • Buff The Iceberg appears much faster, and the peak's hitbox size was increased.
    • Buff The Condor has a larger search radius (8u → 9.5u), making it easier to grab onto.

Sheik

  • Forward smash:
    • Buff The first hit's closest hitbox launches at a higher angle (26° → 35°), and both it and the farthest hitbox have reduced set knockback (62/45 → 47/30), allowing it to connect more reliably into the second hit.
    • Buff The second hit has larger hitboxes (3.5u/4u → 4.8u/4.6u) with altered placements (X offset: -1.3u/5.2u → -1.6u/5.6u; Y offset: 0u → 1u/-0.1u), increasing its range.

Dr. Mario

  • Buff Doctor Finale deals more damage (2.7%, 2%, 2.9%/2.2%, 3.1%/2.3%, 3.3%/2.5% → 3%, 2.3%, 3.2%/2.5%, 3.4%/2.6%, 3.6%/2.8%).

Falco

  • Down tilt:
    • Buff Down tilt has less startup (frame 10 → 8), with its total duration reduced as well (FAF 32 → 30).
    • Buff It launches at a more vertical angle (75° → 85°), improving its combo and KO potential.
  • Up smash:
    • Buff The first hit has more base knockback on the clean hit (50 → 70), but less on the late hit (50 → 45), allowing it to lead more consistently into the second hit.
    • Buff The second hit has more knockback scaling (102 → 107).
    • Buff The second hit's hitboxes and leg intangibility have a longer duration (frames 13-18 → 13-20).
    • Buff The second hit's foot hitbox is larger (5u → 5.7u), and stretches towards Falco's front during the first two active frames (X offset: 7u → 7u—0u; Y offset: 0u → 0u—5u; Z offset: 0u → 0u—-3u), allowing it to connect more reliably from the first hit.
  • Neutral aerial:
    • Buff The last hit comes out faster (frame 19 → 17). As a result, the move also has a reduced total duration (FAF 49 → 47) and autocancels earlier (frame 43 → 41).
    • Buff The last hit has a larger hitbox (6u → 7u) that stretches farther vertically (Y offset: 10u—11u → 7u—11u) and horizontally (Z offset: 6u—1u → 7u—1u), allowing it to connect more reliably from the multi-hits.
  • Buff Down aerial has less ending lag (FAF 52 → 44) and landing lag (14 frames → 12).
  • Falco Phantasm:
    • Buff The grounded version has faster startup with a longer hitbox duration (frames 18-24 → 13-22). Its total duration is shorter as well (FAF 55 → 50), reducing its ending lag.
    • Buff The aerial version has a longer hitbox duration (frames 18-24 → 18-27).

Marth

  • Buff Down smash's tipper deals more knockback (50 base → 57 (hit 1), 88 scaling → 92 (hit 2)).
  • Buff Forward, back, and up aerials' closest hitboxes to the tip have been moved inward (Z offset: 3.5u → 2.5u (forward), 3.7u → 1.7u (back), 2u → 0.5u (up)), making the tipper hitboxes easier to land.

Mewtwo

  • Back aerial:
    • Buff The sweetspot has more knockback scaling (97 → 101).
    • Buff The middlespot and sourspot deal more damage (11%/9% → 12%/11%).
  • Buff Up aerial has more knockback scaling, especially on the sweetspot (86 → 98/92/92).
  • Buff Pummel has a larger hitbox (7u → 7.5u) that is placed further horizontally (Z offset: 7u → 7.5u), allowing it to connect more consistently.
  • Buff Down throw has less ending lag (FAF 46 → 42), granting it true combos into forward aerial from mid to high percents.
  • Shadow Ball:
    • Buff The move has less ending lag (FAF 44 → 40).
    • Buff The Shadow Ball travels faster.
    • Buff Uncharged Shadow Ball deals more damage (2.5% → 4%).
  • Buff Teleport has less landing lag (30 frames → 20).

Meta Knight

  • Buff Neutral aerial has larger hitboxes (4u/7u → 4.5u/7.5u (clean), 3.8u/5u → 4u/6u (late)) with altered vertical placements (Y offset: 0u/5.2u/7.2u → 0u/5.2u/5.5u (clean), 0u/4u/7.2u/0u → 0u/5.2u/7.7u/5.5u (late)), increasing its range.
  • Forward aerial:
    • Buff The move has less ending lag (FAF 46 → 40) and autocancels earlier (frame 44 → 39).
    • Buff The first two hits have weight-independent knockback, use set knockback against grounded opponents (60 base/100 scaling → 65 set/100 scaling), and launch at a higher angle with the farthest hitbox (60° → 70°). This allows them to both connect reliably into the third hit and start combos more effectively, now possessing a KO setup into down smash at high percents.
  • Buff Back aerial's first two hits have weight-independent knockback, and use set knockback against grounded opponents (50 base/90 scaling → 55 set/100 scaling). This allows them to both connect reliably into the third hit and start combos more effectively.
  • Buff Mach Tornado's clean hit has a longer duration.
  • Shuttle Loop:
    • Buff The first hit's late hit launches at a slightly lower angle (86° → 84°) with reduced set knockback (80 → 68).
    • Buff The second hit's sword hitbox is much larger (5.5u → 7.7u) and stretches farther vertically (4u—9u → 3.5u—10u), increasing its range and allowing it to connect more reliably from the first hit.

Pit

  • Buff Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
  • Buff Up smash's third hit has more knockback scaling (102 → 111).
  • Buff Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.
  • Up aerial:
    • Buff The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
    • Buff The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
    • Buff The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
  • Nerf Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
  • Buff Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).

Dark Pit

  • Buff Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
  • Buff Up smash's third hit has more knockback scaling (102 → 111).
  • Buff Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.
  • Up aerial:
    • Buff The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
    • Buff The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
    • Buff The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
  • Nerf Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
  • Buff Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).

Zero Suit Samus

  • Buff Zero Laser's final hit lasts three additional frames.

Ike

  • Buff Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.
  • Buff Dash attack has more knockback scaling (78 → 88 (clean), 100 → 110 (late)).
  • Neutral aerial:
    • Change The move has much more knockback scaling (105 → 130). This removes its previous KO setups, but restores most of its standalone KO power from Smash 4.
    • Nerf The late hit has smaller hitboxes (4u → 3u).
  • Forward aerial:
    • Buff The move has less ending lag (FAF 60 → 52), making it safer to use offstage.
    • Buff It deals more damage (11.5% → 13%), with knockback scaling partly compensated (65 → 60).
  • Aether:
    • Buff The first hit has transcendent priority, improving its utility out of shield.
    • Buff The landing hit launches at a lower angle (60° → 50°) and has much more knockback scaling (115 → 155). This drastically improves the move's KO potential, KOing at around 115% from the center stage if all hits connect, and grants Ike a new KO setup from his neutral aerial near the edge at mid percents, regardless of said move's nerfs.

Ivysaur

  • Nerf Rolling techs have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.

Diddy Kong

  • Forward tilt:
    • Buff The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.
    • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
    • Buff The late hit has a longer duration (frames 13-14 → 13-16).
  • Dash attack:
    • Buff The second hit has more consistent set knockback (55/40/70 → 45/45/70), allowing it to link more reliably into the third hit.
    • Buff The third hit has a larger hitbox (4.5u → 5.5u).
  • Down smash:
    • Buff The move has less startup (frame 9/14 → 7/12), with its total duration reduced as well (FAF 52 → 50).
    • Buff The second hit has a longer duration (frame 14 → frames 12-13).
  • Buff Forward aerial's clean hit has larger hitboxes (4u → 5u).
  • Bug fix Rocketbarrel Boost no longer launches Diddy Kong at an unusually high speed if he is hit during the charge frames.
  • Nerf The time until Diddy Kong can produce another Banana Peel after releasing the previous one has been significantly extended (12 frames → 61), removing his "pyramid scheme" infinite combo.

Sonic

  • Buff Super Sonic has more range and slows opponents more during startup.

King Dedede

  • Buff Up tilt deals more damage (10%/8% → 11.5%/9.5%) with no compensation on knockback, drastically improving its KO potential, to the point it is only slightly weaker than his up tilt in Brawl without rage.
  • Buff Down tilt launches at a lower angle (45° → 35°), allowing it to set up tech-chases more effectively at low percents and improving its KO potential at high percents.
  • Change Forward smash has had its jostling properties adjusted.
  • Buff Forward aerial has more knockback scaling (90 → 98).
  • Buff Up aerial's last hit has much more knockback scaling (147 → 167), greatly improving its KO potential, being able to KO under 150% from ground level without DI.
  • Inhale:
    • Buff The move has less startup (frame 17 → 14).
    • Buff The grounded version's grabboxes are larger (Z offset: 4u → 4u—7u (initial), 5u—9u → 5u—12u (vacuum), greatly improving its range.

Villager

  • Buff Neutral attack has received several changes to connect more reliably:
    • Buff Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
    • Buff The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
    • Buff The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
    • Buff The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).
  • Up tilt:
    • Buff The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.
    • Buff The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.
  • Buff Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) with no compensation on knockback, improving its KO potential.
  • Buff Up aerial deals more base knockback (30 → 40).
  • Buff Down aerial has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 46 → 43).
  • Timber:
    • Buff The seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering)).
    • Buff The axe deals more base knockback (30 → 36) and shield damage (6 → 9).
    • Buff The axe gained additional hitboxes on frame 8 to compensate the axe going away from the playing field.
  • Bug fix Lloid Jacket fixed.

Wii Fit Trainer

  • Buff Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
  • Buff Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
  • Buff Down smash has less ending lag (FAF 52 → 47).
  • Buff Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
  • Buff Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
  • Wii Fit:
    • Buff The final silhouette has more knockback scaling (123 → 128).
    • Buff The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).

Corrin

  • Forward smash:
    • Buff It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
      • Bug introduced This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.
    • Buff The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.
    • Buff The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u), making it less likely to whiff due to the z-axis.
  • Buff Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
  • Buff Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential.
  • Buff Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
  • Dragon Lunge:
    • Buff The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
    • Buff Both kicks' clean hits have more knockback scaling (90 → 98).
    • Buff Jumping out of the pin has much less ending lag (FAF 40 → 30).

King K. Rool

  • Buff Belly Super Armor has more durability (14.01 HP → 18.01 HP), allowing it to withstand stronger attacks such as Falcon Punch from full durability, and improving its overall reliability. Considering the armor splitting damage between itself and King K. Rool, it's got effectively 36.02 HP.
  • Dash attack:
    • Buff The move has more knockback scaling (57 → 61 (clean), 48 → 55 (late)).
    • Buff The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 7-11 (clean)/12-25 (late) → 7-14/15-25).
  • Buff Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.
  • Buff Pummel has a larger hitbox (7u → 8u), allowing it to connect more consistently.
  • Buff Back throw launches at a lower angle (45° → 35°), allowing it to KO around 20% earlier.
  • Buff Crownerang has an increased armor threshold (6% → 12%).