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List of updates (SSBU)/9.0.0 changelog

This is the list of known changes in version 9.0.0 of Super Smash Bros. Ultimate.

UniversalEdit

  •   Perfect shielding's 3-frame advantage increase against projectiles (which was added in 3.0.0) properly applies outside of Training mode.
  •   The shieldstun received if two attacks hit a shield on the same frame has been fixed. Previously, the game would combine the highest damage and the highest shieldstun multiplier of the various attacks to calculate the final shieldstun. Now, the game calculates the shieldstun of each attack individually and takes only the highest result.

Donkey KongEdit

 
The change in Donkey Kong’s grounded Headbutt.
  •   Grounded Headbutt has an additional hitbox against grounded opponents that is placed higher (Y offset: 5u → 13u), increasing its vertical range.

LinkEdit

  •   Up smash's first two hits have different angles (105° → 107°) and lower set knockback (39 → 28) on their ground-only hitboxes, and all hitboxes have gained a hitstun modifier of 3. This allows the move to connect more reliably, especially against opponents on platforms above Link.

PikachuEdit

  •   Forward aerial's looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.

NessEdit

  •   Up tilt deals more damage (7% → 9% (spark), 5% → 7% (body)), with knockback compensated (42 base/140 scaling → 46/113).
    •   However, the knockback was slightly overcompensated, and the sweetspot now KOs slightly later.
  •   Dash attack's third hit deals more damage (4% → 6%) without full compensation on knockback (80 base/133 scaling → 85/113), improving its KO potential (KOing middleweights at around 150% with no DI, and 190% with the most optimal DI, down from around 175% and 220% respectively).
  •   Down aerial has less startup (frame 20 → 18), with its total duration reduced as well (FAF 55 → 53).
  •   Up throw deals more damage (10% → 12%) with no compensation on knockback, allowing it to KO middleweights at around 180%.
  •   PK Flash has less startup (frame 44-121 → 40-117), with its total duration reduced as well (FAF 66-143 → 62-139).

Captain FalconEdit

  •   Up smash's first hit has swapped priority for its 12% damage hitboxes, and they deal less knockback (30/8 base/20/10 set → 5/0 base/10/0 set), allowing them to connect more reliably into the second hit, especially against opponents on platforms above Captain Falcon.

Ice ClimbersEdit

 
The change in Ice Climbers’ Dash Attack.
  •   The partner climber takes less damage and knockback (1.05× → 1.02×), making them harder to separate.
  •   The partner climber's AI behavior has been adjusted.
  • Dash attack:
    •   The outer hitbox has been extended forward (Y offset: 5u → 5u—7.5u), increasing its range.
    •   It has increased hitlag (1× → 1.2×), allowing both climbers' dash attacks to connect more reliably.
  •   Down smash has more base knockback (45 → 50).
  •   Squall Hammer sweetspots edges earlier (frame 61/63 → 55/57).
  • Belay:
    •   Belay has increased tether recovery distance.
    •   The player is no longer prevented from using the move if it is automatically used by the partner climber.

SheikEdit

  •   Up tilt's first hit has a hitstun modifier of 2, preventing characters with fast enough options out of hitstun from escaping the second hit.

Young LinkEdit

Meta KnightEdit

WarioEdit

 
The change in Wario’s Corkscrew’s multihit.
 
The change in Wario’s Corkscrew’s launcher.
  • Corkscrew:
    •   The looping hits have different angles (105°/115°/105°/115° → 115°/115°/145°/145°) and higher set knockback (110 → 130), and the last hit's body hitbox is considerably larger (5u → 8u), allowing the move to connect much more reliably.
    •   The looping hits' 1% damage hitbox (which had the highest priority) has been removed, allowing them to deal more damage overall.

IvysaurEdit

CharizardEdit

  •   Flare Blitz's first hit uses the autolink angle (60° → 366°), and has a higher hitlag multiplier if used in the air (0.1× → 0.7×) which is only experienced by the opponent, allowing it to connect more reliably into the explosion.
  •   Fly's first hit has different angles (80°/98°/80°), deals less set knockback (140/140/130 → 120/80/115), and launches opponents in the direction Charizard is facing, while the looping hits use the autolink angle (72°/92°/82°/82° → 367°), allowing the move to connect more reliably.

SonicEdit

 
The change in Sonic’s Up Air.
  •   Up tilt has less ending lag (FAF 40 → 36).
  • Dash attack:
    •   Dash attack has less ending lag (FAF 50 → 46).
    •   It deals more damage (6% → 8% (clean), 4% → 6% (late)), with knockback compensated (88 base/80 scaling → 91/63 (clean), 93/80 → 96/60 (late)).
    •   It has lower shieldstun multipliers (1× → 0.75× (clean), 1.57× → 1.05× (late)). However, it is still safer on shield due to its increased damage and lower ending lag.
  • Up smash:
    •   Up smash has less startup (frame 18 → 14), with its total duration reduced as well (FAF 66 → 62).
    •   It grants longer intangibility (frames 18-20 → 14-18).
    •   It modifies Sonic's jostle area on frame 13, making it less likely for opponents to get pushed out of the move's range.
    •   The first hit's lower hitbox launches more inward (95° → 110°) with higher set knockback (70 → 120), allowing it to lead into the looping hits more effectively.
  •   Up aerial's second hit has an additional hitbox below Sonic, allowing it to connect more reliably from the first hit.

LucarioEdit

  •   Aura has a higher maximum damage multiplier (1.6× → 1.67× (tied stocks)).
  •   Neutral attack's first hit has less startup (frame 7 → 5), with its total duration reduced as well (FAF 27 → 25).
  •   Forward tilt's first hit has higher set knockback (20 → 25/30), and launches at different angles, using the autolink angle against aerial opponents (80° → 361° (grounded)/366° (aerial)), allowing it to connect more reliably into the second hit.
  •   Down smash has less startup (frame 19 → 16), with its total duration reduced as well (FAF 55 → 52).
  •   Force Palm's blast deals more knockback (45 base/48 scaling → 48/58).
  • Extreme Speed:

Mii SwordfighterEdit

 
The change in Mii Swordfighter’s Hero's Spin.
  •   Aerial Hero's Spin's third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.

RobinEdit

ShulkEdit

  •   Up smash's first hit has a hitstun modifier of 3 on its central hitbox, preventing certain characters from escaping the second hit with an air dodge or a fast enough special move if they are hit by this hitbox.
  •   The Shield Monado Art has a higher multiplier for knockback taken (0.5× → 0.6×), making it less effective for tanking attacks out of hitstun and preventing KOs.
  •   Vision has more knockback scaling (70 → 80 (normal), 80 → 90 (holding forward)), allowing it to KO around 20%-30% earlier with no Monado Arts.

Bowser Jr.Edit

 
The change in Bowser Jr’s Up Smash’s first multihit.
 
The change in Bowser Jr’s Up Smash’s second multihit.
 
The change in Bowser Jr’s Up Smash’s launcher.
  •   Bowser Jr. correctly falls through platforms instead of landing and crouching on them when holding down.
  •   Forward tilt has more base knockback (55 → 72), increasing its safety on hit at low percents.
  •   Up smash has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally (Z offset: -4u—7u → -6.5u—7u (loop), -4u—5u → -5u—5u (last hit)), with the last hit placed lower (Y offset: 24.5u—22.5u → 23u—21u). The looping hits also launch at different angles (120°/190°/140° → 105°/175°/140°), and their hitbox with the lowest priority deals more knockback (base: 0 → 30). Altogether, these changes allow the move to connect more reliably.
  •   Down smash has less startup (frame 15 → 12), with its total duration reduced as well (FAF 60 → 57).
  •   Forward throw has much more knockback scaling (70 → 92), significantly improving its KO potential, to the point it can KO middleweights at around 150% at the edge.
  •   Edge attack after using Abandon Ship! deals more damage (9% → 10%), no longer dealing less than a standard edge attack.
  •   Clown Kart Dash's armor resists more damage (6% → ~10.2%).
  •   Abandon Ship! has less startup (frame 21 → 17).

KenEdit

  •   Shippu Jinraikyaku's trapping hit deals more knockback (40 set/0 base → 48/17), and the first two kicks upon successfully hitting an opponent have more horizontally extended hitboxes (Z offset: 8u—10u → 5u—10u), allowing them to connect more reliably.

BayonettaEdit

  • While the update claims that Rapid jab finisher now has transcendent priority, testing has shown that to not be the case. A change existing at all is still being investigated.

RidleyEdit

  •   Rapid jab and its finisher have transcendent priority, preventing them from being canceled out by weak attacks.
  •   Wing Blitz's landing hitbox when angled down no longer affects aerial opponents. Although this removes occasional situations where the landing hitbox could hit aerial opponents if the main attack missed, it is overall a buff, as it prevents more common situations where the landing hitbox would override the main attack's knockback (thus ruining meteor smash attempts) if used too close to the edge.

SimonEdit

 
The change in the Belmont’s Uppercut’s multihit.
 
The change in the Belmont’s Uppercut’s launcher.
  •   Rapid jab and its finisher have transcendent priority, preventing them from being canceled out by weak attacks.
  • Dash attack:
    •   The looping hits deal more damage (1.7% → 2%; 12% total → 13.5%).
    •   The last hit has more base knockback (70 → 80), but less knockback scaling (115 → 105). This improves its KO potential near the edge, but reduces it from across the stage.
  •   Up tilt has more base knockback (60 → 88), but less knockback scaling (75/100 → 57/82). This increases its safety on hit at low percents, but slightly reduces its KO potential.
  • Up smash:
    •   Up smash has less startup (frame 18 → 16), with its total duration reduced as well (FAF 56 → 54).
    •   It deals more knockback (61/60 base/88/82 scaling → 64/63/91/85).
  •   Down smash has more knockback scaling (77 → 82 (front), 82 → 87 (back)).
  •   Uppercut's hitbox stretches farther vertically (Y offset: 23u—6u → 26u—6u), increasing its range above Simon.

RichterEdit

  •   Rapid jab and its finisher have transcendent priority, preventing them from being canceled out by weak attacks.
  • Dash attack:
    •   The looping hits deal more damage (1.7% → 2%; 12% total → 13.5%).
    •   The last hit has more base knockback (70 → 80), but less knockback scaling (115 → 105). This improves its KO potential near the edge, but reduces it from across the stage.
  •   Up tilt has more base knockback (60 → 88), but less knockback scaling (75/100 → 57/82). This increases its safety on hit at low percents, but slightly reduces its KO potential.
  • Up smash:
    •   Up smash has less startup (frame 18 → 16), with its total duration reduced as well (FAF 56 → 54).
    •   It deals more knockback (61/60 base/88/82 scaling → 64/63/91/85).
  •   Down smash has more knockback scaling (77 → 82 (front), 82 → 87 (back)).
  •   Uppercut's hitbox stretches farther vertically (Y offset: 23u—6u → 26u—6u), increasing its range above Richter.

Piranha PlantEdit

Banjo & KazooieEdit

Min MinEdit