List of updates (SSBU)/6.0.0 changelog: Difference between revisions
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(Script differences are up in the calculator and they show nothing for Spin Charge. It's just placebo (remember when people kept claiming back during the Smash 4 patches that Pac-Man's grab was faster?)) |
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=={{SSBU|Donkey Kong}}== | =={{SSBU|Donkey Kong}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Donkey Kong}} | |||
=={{SSBU|Kirby}}== | =={{SSBU|Kirby}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Kirby}} | |||
=={{SSBU|Fox}}== | |||
{{UpdateList (SSBU)/6.0.0|char=Fox}} | |||
=={{SSBU|Jigglypuff}}== | =={{SSBU|Jigglypuff}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Jigglypuff}} | |||
=={{SSBU|Zero Suit Samus}}== | |||
{{UpdateList (SSBU)/6.0.0|char=Zero Suit Samus}} | |||
=={{SSBU|Snake}}== | |||
{{UpdateList (SSBU)/6.0.0|char=Snake}} | |||
=={{SSBU|Pokémon Trainer}}== | =={{SSBU|Pokémon Trainer}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Pokémon Trainer}} | |||
=={{SSBU| | =={{SSBU|Charizard}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Charizard}} | |||
=={{SSBU|Lucario}}== | |||
{{UpdateList (SSBU)/6.0.0|char=Lucario}} | |||
=={{SSBU|Mii Brawler}}== | =={{SSBU|Mii Brawler}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Mii Brawler}} | |||
=={{SSBU|Robin}}== | |||
{{UpdateList (SSBU)/6.0.0|char=Robin}} | |||
=={{SSBU|King K. Rool}}== | =={{SSBU|King K. Rool}}== | ||
{{UpdateList (SSBU)/6.0.0|char=King K. Rool}} | |||
=={{SSBU|Incineroar}}== | =={{SSBU|Incineroar}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Incineroar}} | |||
=={{SSBU|Joker}}== | =={{SSBU|Joker}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Joker}} | |||
=={{SSBU|Hero}}== | =={{SSBU|Hero}}== | ||
{{UpdateList (SSBU)/6.0.0|char=Hero}} | |||
{{SSBU Updates}} | {{SSBU Updates}} |
Latest revision as of 03:55, January 31, 2020
This is a list of known changes in version 6.0.0 of Super Smash Bros. Ultimate.
Donkey Kong[edit]
- Forward tilt has much more knockback scaling (55 → 78), KOing at around 160% at the edge of Final Destination.
- Neutral aerial:
- Neutral aerial deals more damage (11% → 12% (clean), 8% → 9% (late)) with no compensation on knockback.
- It has larger hitboxes (4.5u/4.5u/5.5u → 5u/5u/5.7u), and the clean hit has received an additional hitbox during its first active frame that is placed further vertically (Y offset: 8u) and horizontally (Z offset: 15u), greatly improving the move's range.
- Giant Punch reaches its full charge faster (frame 131 → 121), and the fully charged punch has more base knockback (20 → 35), but less knockback scaling (78 → 73), slightly improving its KO potential overall.
- Spinning Kong (grounded):
- Spinning Kong's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).
- The looping hits have received hitboxes that use the autolink angle (80° → 366°) against aerial opponents, allowing them to connect more reliably.
- The last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.
- Grounded Hand Slap has less startup (frame 15 → 12) and ending lag (FAF 58 → 47).
Kirby[edit]
- Neutral attack's first hit has less startup (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
- Up smash's clean sourspot deals more knockback (30 base/99 scaling → 36/104), with the knockback values matching the sweetspots.
- Neutral aerial has less startup (frame 10 → 8) with its total duration reduced as well (FAF 55 → 53), and the clean hit has more knockback scaling (100 → 117), KOing under 150% from the center of Final Destination.
- Up aerial has less startup (frame 10 → 8) with its total duration reduced as well (FAF 38 → 36), and deals more damage (9% → 10%) with more knockback scaling (108 → 115), KOing under 160% from ground level.
- Inhale has less startup (frame 14 → 10) with its total duration reduced as well (FAF 68 → 64).
- Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (10 seconds → 20).
- Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 100% → Damage Received/70 * 70%).
Fox[edit]
- Fox's aerial hitstun animation has been altered to have his head placed slightly higher, allowing some multi-hit moves such as Spin Charge to connect more easily.
Jigglypuff[edit]
- Air dodge has less ending lag (FAF 75 → 64 (neutral), 123 → 107 (side), 175 → 159 (up), 103 → 86 (down)), no longer being laggier than every other air dodge in the game by a wide margin, although it is still the slowest.
- Down aerial has less landing lag (15 frames → 12) and auto-cancels earlier (frame 45 → 42), allowing it to auto-cancel in a short hop if buffered immediately.
- Forward throw launches at a much lower angle (50° → 35°), greatly improving its edgeguarding ability.
- Rollout reaches its full charge faster (frame 60 → 51).
- Pound inflicts 2 additional frames of hitstun, and has gained a shieldstun multiplier of 1.5×, improving its combo potential and shield pressuring ability.
Zero Suit Samus[edit]
- Flip Jump's burying hitbox is no longer active during landing lag if Zero Suit Samus lands before the hitbox is deleted.
Snake[edit]
- Fixed bug causing a detonated C4 stuck to a character to retain its hitbox during knockback if Finish Zoom is triggered.
Pokémon Trainer[edit]
- The Unlimited Rebellion Gauge glitch has been fixed.
Charizard[edit]
- Up smash's 0% hitbox introduced in update 4.0.0 has been properly given damage like the rest of the hitboxes (0% → 5%).
Lucario[edit]
- Lucario's portrait now briefly shows upon activating Final Smash Meter version of Aura Storm.
Mii Brawler[edit]
- Counter Throw's grabbox is much less extended horizontally (Z offset: 9u-1u → 9u-7.5u), no longer grabbing opponents behind Mii Brawler.
Robin[edit]
- Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost (20 frames → 24).
- Forward tilt has more base knockback (50 → 62).
- Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
- Thunder charges faster (Elthunder: frame 38 → 33, Arcthunder: frame 88 → 73, Thoron: frame 148 → 133).
- Arcfire's initial fireball has a longer duration (frames 17-61 → 17-76), traveling much farther before expiring.
King K. Rool[edit]
- Neutral aerial has less landing lag (13 frames → 9).
- Forward aerial:
- Forward aerial's clean and mid hits deal more damage (14%/12% → 15.5%/13.5%) with knockback not fully compensated (40 base/78 scaling (clean), 35/80 (mid) → 36/76), improving their KO potential.
- The clean and mid hits' sweetspot is larger (5.5u → 6.5u) and placed higher (Y offset: 7.5u → 8.5u (clean), 10.5u → 11.5u (mid)), increasing its range.
- The mid hit lasts longer (frames 11 (clean)/12-13 (mid)/14-17 (late) → 11/12-14/15-17).
- Up aerial has a longer hitbox duration (frames 7-8 (clean)/9-16 (late) → 7-13/14-19), and the clean hit deals more knockback (85 base/56 scaling → 84/60), KOing at around 135% from ground level.
- Blunderbuss:
- Blunderbuss has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).
- The Kannonball is easier to vacuum, and has less base knockback (30 → 18), but much more knockback scaling (70 → 92), improving its KO potential overall.
- Both the Kannonball and opponents are shot faster after being vacuumed. This makes it much easier for King K. Rool to recover offstage after using the move without self-destructing, increasing its utility as an edgeguarding tool.
- Gut Check:
- The counter detection hitbox has more range (size: 6u → 7.8u, Y offset: 8.6u → 7.4u, Z offset: 6u → 4.4u), now covering some area below his belly.
- A successful Gut Check has less ending lag (Normal/Reversed: FAF 42/53 → 38/45).
- The counter hitbox and the counterattack's sweetspot have more range (size: 10u → 12u, Y offset: 11u → 12.5u, Z offset: 9u → 10.5u).
Incineroar[edit]
- Neutral attack's third hit deals more damage (4.7% → 6.7%) and knockback (75 base/50 scaling → 80/60).
- Forward aerial has gained a late hit on frames 11-14 that deals less damage (12%/13% → 9%/9.6%), increasing the move's duration and allowing it to lock more effectively.
- Down aerial's sweetspot takes priority over the sourspot, making the meteor smash easier to land.
- Darkest Lariat:
- Darkest Lariat's clean first hit deals more damage (16%/12% → 17%/13%) with no compensation on knockback.
- The clean first hit's hitboxes on Incineroar's arms are larger (4.6u/4.2u → 5.8u/5.4u) and placed higher (Y offset: 10u → 11u), increasing its range.
- The late first hit's arm hitboxes are placed higher (Y offset: 10u → 11u). While this better matches the move's animation, it more prominently makes it slightly worse at hitting small characters.
- Revenge:
- Revenge's counter window lasts longer (frames 3-22 → 3-27), and the move has reduced ending lag both when missed (FAF 59 → 54) and successful (FAF 29 → 26).
- The counterattack launches at a marginally lower angle (52°/56° → 51°/54°) with slightly more knockback (36/34 base/38/36 set → 40/38/40/38), and uses weight-independent knockback, making it consistent across the cast.
Joker[edit]
- The Unlimited Rebellion Gauge glitch has been fixed.
- Joker's collision detection during forward smash has been altered to push opponents less, no longer causing certain characters' moves to be unable to reach him from the front.
Hero[edit]
- Gravitational Pull and Pocket can no longer affect the explosion of Kafrizz.
Super Smash Bros. Ultimate updates | |
---|---|
List of updates | 1.0.0 · 1.1.0 · 1.2.0 · 1.2.1 · 2.0.0 · 2.0.1 · 2.0.2 · 3.0.0 · 3.0.1 · 3.1.0 · 4.0.0 · 5.0.0 · 6.0.0 · 6.1.0 · 6.1.1 · 7.0.0 · 8.0.0 · 8.1.0 · 9.0.0 · 9.0.1 · 9.0.2 · 10.0.0 · 10.1.0 · 11.0.0 · 11.0.1 · 12.0.0 · 13.0.0 · 13.0.1 · 13.0.2 · 13.0.3 |
Patch changelogs | 1.1.0 · 1.2.0 · 2.0.0 · 3.0.0 · 3.1.0 · 4.0.0 · 5.0.0 · 6.0.0 · 7.0.0 · 8.0.0 · 9.0.0 · 9.0.1 · 9.0.2 · 10.0.0 · 10.1.0 · 11.0.0 · 12.0.0 · 13.0.0 · 13.0.1 |