Template:UpdateList (SSBU)/8.0.0: Difference between revisions

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{{#switch: {{{char|Universal}}}
{{#switch: {{{char|Universal}}}
|Stages=
*{{bugfix|[[Fountain of Dreams]]' lag spikes were fixed, however the lag that comes from Wario turning while using Wario Bike still persists.}}
*{{change|[[Lylat Cruise]]'s ledges were made larger and various collisions near the underside of the stage were modified to make it easier for certain characters to recover.}}
*{{change|[[Garreg Mach Monastery]]'s Ω and Battlefield forms' lower blast zones and camera bounds were adjusted to match other Ω forms.}}
|Mario=
|Mario=
*[[Mario Finale]]:
*[[Mario Finale]]:
**{{buff|Mario Finale deals more damage.}}
**{{buff|Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).}}
**{{buff|Mario Finale has a larger hitbox.}}
**{{buff|The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.}}
|Kirby=
|Kirby=
*Dash attack:
*Dash attack:
**{{buff|Dash attack has less ending lag (FAF 60 → 52).}}
**{{buff|Dash attack has less ending lag (FAF 60 → 52).}}
**{{buff|Dash attack deals more knockback when hitting with the early hit.}}
**{{buff|The clean hit has more knockback scaling (66 → 71).}}
*Down smash:
*Down smash:
**{{buff|Down smash has less startup lag (Frame 10 → 7).}}
**{{buff|Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).}}
**{{buff|Down smash deals more knockback.}}
**{{buff|It has more knockback scaling (89 → 94).}}
*Forward aerial:
*{{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|The second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%).}}
*{{buff|Back aerial's sweetspot has more knockback scaling (100 → 104).}}
**{{buff|The third hit deals more knockback.}}
*{{buff|[[Stone]] deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).}}
*{{buff|Back aerial's sweetspot deals more knockback.}}
|Luigi=
*{{buff|[[Stone]] deals more knockback.}}
*{{bugfix|Down throw functions correctly near edges, preventing characters like Ridley from being stage spiked away.}}
|Captain Falcon=
|Captain Falcon=
*{{buff|Dash attack has less ending lag.}}
*{{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 deals more knockback.}}
*{{buff|Down tilt has more knockback scaling (80 → 86).}}
*{{buff|Up smash's second hit deals more knockback.}}
*Up smash:
*{{bugfix|Up smash's first hit no longer has a hitsound.}}
**{{buff|The second hit has more knockback scaling (72/74/80 → 80/81/88).}}
*[[Raptor Boost]]:
*[[Raptor Boost]]:
**{{buff|Grounded Raptor Boost has an altered angle and lowered knockback. This allows combos at a wider percent range, including a read into [[Knee Smash]].}}
**{{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|Aerial Raptor Boost's meteor hitbox meteor smashes more consistently.}}
**{{buff|The uppercut's innermost hitbox stretches much farther horizontally (Z offset: 5.5u → 5.5u—12.5u), increasing its range.}}
**{{buff|[[Falcon Kick]] has a faster startup, and the clean hit deals higher knockback.}}
**{{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=
|Jigglypuff=
*{{buff|[[Puff Up]] slows opponents more during its initial startup.}}
*{{buff|[[Puff Up]] slows opponents more during startup (3x → 7x).}}
|Peach=
*{{buff|Pummel has a larger hitbox (4.5u → 5.5u) that is placed further horizontally (Z offset: 5.8u → 6.8u), allowing it to connect more consistently.}}
|Daisy=
*{{buff|Pummel has a larger hitbox (4.5u → 5.5u) that is placed further horizontally (Z offset: 5.8u → 6.8u), allowing it to connect more consistently.}}
*{{newbug|Created a visual glitch where Daisy's dress become [https://www.twitter.com/msdrvous_Time/status/1279240780356485120 shortened under certain circumstances].}}
|Ice Climbers=
|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]]:
*[[Iceberg]]:
**{{buff|Iceberg slows opponents more during its initial startup.}}
**{{buff|Iceberg slows opponents more during startup.}}
**{{buff|The Iceberg appears much faster, and the peak's hitbox size was increased.}}
**{{buff|The Iceberg appears much faster, and the peak's hitbox size was increased.}}
**{{buff|Grabbing the [[Condor]] was made easier.}}
**{{buff|The [[Condor]] has a larger search radius (8u → 9.5u), making it easier to grab onto.}}
|Sheik=
|Sheik=
*{{buff|Forward smash's hits connect better, and the second hit has more range.}}
*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=
|Dr. Mario=
*{{buff|[[Doctor Finale]] deals more damage.}}
*{{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=
|Falco=
*{{buff|Down tilt has a faster startup and adjusted launch angle.}}
*Down tilt:
*{{buff|Up smash's hits connect better with each other, and its knockback and hitbox duration were increased.}}
**{{buff|Down tilt has less startup (frame 10 → 8), with its total duration reduced as well (FAF 32 → 30).}}
*{{buff|Neutral aerial's last hit comes out faster and has a larger hitbox.}}
**{{buff|It launches at a more vertical angle (75° → 85°), improving its combo and KO potential.}}
*{{buff|Down aerial has lower ending lag and landing lag.}}
*Up smash:
*{{buff|[[Falco Phantasm]] has a longer hitbox duration and faster startup.}}
**{{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=
|Marth=
*{{buff|Down smash's tipper deals more knockback (BKB 50 → 58 (hit 1), KBG 80 → 92 (hit 2)).}}
*{{buff|Down smash's tipper deals more knockback (50 base 57 (hit 1), 88 scaling → 92 (hit 2)).}}
*{{buff|Forward, back, and up aerials have increased tipper hitbox sizes.}}
*{{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=
|Mewtwo=
*{{buff|Back aerial's far and middle hitboxes deal more damage. The move's knockback has also been increased.}}
*Back aerial:
*{{buff|Up aerial deals more knockback.}}
**{{buff|The sweetspot has more knockback scaling (97 → 101).}}
*{{buff|Down throw has less ending lag, allowing for easier follow-ups.}}
**{{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]]:
*[[Shadow Ball]]:
**{{buff|Uncharged Shadow Ball deals more damage (2% → 4%).}}
**{{buff|The move has less ending lag (FAF 44 → 40).}}
***{{buff|Shadow Ball overall travels faster and has less ending lag.}}
**{{buff|The Shadow Ball travels faster.}}
*{{buff|Teleport has less landing lag.}}
**{{buff|Uncharged Shadow Ball deals more damage (2.5% → 4%).}}
*{{buff|[[Teleport]] has less landing lag (30 frames → 20).}}
|Mr. Game & Watch=
*{{buff|Pummel has a larger hitbox (5u → 6u), allowing it to connect more consistently.}}
|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|[[Floor attack|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|[[Floor attack|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.}}
|Wario=
*{{buff|Forward throw's first hit has altered placements (X offset: 1u → 0u; Y offset: -1u → -3u), preventing it from missing characters such as {{SSBU|Ganondorf}}.}}
*{{buff|Wario recovers faster from eating food (FAF 50 → 36).}}
|Ike=
|Ike=
*{{buff|Dash attack deals more knockback.}}
*{{buff|Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.}}
*{{nerf|Neutral aerial has more knockback, making it harder to follow up at high percentages.}}
*{{buff|Dash attack has more knockback scaling (78 → 88 (clean), 100 → 110 (late)).}}
*{{nerf|Neutral aerial's late hitbox has reduced range.}}
*Neutral aerial:
*{{buff|Forward aerial has less ending lag.}}
**{{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''.}}
*{{buff|Forward aerial deals more damage, with its knockback compensated.}}
**{{nerf|The late hit has smaller hitboxes (4u → 3u).}}
*{{change|The first hit upward swing of Aether no longer becomes neutralized.}}
*Forward aerial:
*{{buff|The final hit of Aether deals more knockback.}}
**{{buff|The move has less ending lag (FAF 60 → 52), making it safer to use offstage.}}
*{{change|The final hit of Aether has an adjusted knockback angle.}}
**{{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.}}
|Pokémon Trainer=
*{{bugfix|Fixed a bug in [[Garden of Hope]] that caused the Pokémon to remain tiny after escaping the fully constructed pot if they used [[Pokémon Change]] at the top of the pot.}}
|Ivysaur=
*{{nerf|[[Rolling tech]]s 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).}}
*{{bugfix|[[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.}}
|Lucas=
*{{buff|Pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.}}
*{{bugfix|The projectiles of PK Starstorm no longer launch in the opposite direction if initiated above the blast zone.}}
|Sonic=
|Sonic=
*{{change|Super Sonic makes opponents go slower during the initial slow down period.}}
*{{buff|[[Super Sonic]] has more range and slows opponents more during startup.}}
*{{buff|Super Sonic has more range during during start up.}}
|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.}}
|Olimar=
*[[End of Day]]:
**{{buff|The explosion deals more damage (12%/10% → 14%/12%) with no compensation on knockback, improving its KO potential.}}
**{{buff|The explosion's sweetspot consists of one extended hitbox rather than two standard ones, which is much larger (25u → 35u), although with its vertical stretch mostly compensated (Y offset: -15u/15u → -10u—10u).}}
|Villager=
|Villager=
*{{buff|Neutral attack connects more reliably.}}
*{{buff|Neutral attack has received several changes to connect more reliably:}}
*{{buff|Up tilt connects more reliably.}}
**{{buff|Both hits have higher [[hitstun modifier]]s (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).}}
*{{buff|Villager's head and arm are invincible during up tilt (frames 9-20).}}
**{{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|Up aerial deals more knockback.}}
**{{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|Down aerial has less startup lag (frame 14 → 11).}}
**{{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).}}
*{{buff|[[Timber]]'s seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering).}}
*Up tilt:
*{{buff|Timber's axe deals more knockback and shield damage.}}
**{{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.}}
*{{bugfix|[[Lloid Rocket#Lloid Jacket|Lloid Jacket]] fixed.}}
|Mega Man=
*{{nerf|[[Rolling tech]]s have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.}}
|Wii Fit Trainer=
|Wii Fit Trainer=
*{{buff|Down tilt now sends at a diagonal angle, turning it into a KO move and edgeguard tool at the ledge.}}
*{{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 lag (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).}}
*{{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|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).}}
*{{buff|Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).}}
*{{buff|[[Sun Salutation]] deals more knockback.}}
*{{buff|Fully charged [[Sun Salutation]] deals more knockback (30 base/63 scaling → 38/64).}}
*{{buff|[[Wii Fit (Final Smash)|Wii Fit]]'s final hit deals more knockback and has a larger hitbox.}}
*{{b|Wii Fit|Final Smash}}:
**{{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).}}
|Rosalina & Luma=
*[[Grand Star]]:
**{{buff|The multi-hits have a faster rehit rate (8 → 6), making the move harder to escape and allowing it to deal more damage.}}<!--SDI multiplier has always been 0, so the patch notes' claim about hitstun shuffling is inaccurate-->
**{{buff|The last hit has more knockback scaling (105 → 108).}}
|Little Mac=
*{{nerf|[[Floor attack|Trip attack]] has one frame more ending lag (FAF 49 → 50), matching the rest of the cast.}}
*{{nerf|Backward [[rolling tech]] has one frame more ending lag (FAF 40 → 41), matching the rest of the cast.}}
|Greninja=
*{{buff|Pummel has a larger hitbox (5u → 6u), allowing it to connect more consistently.}}
|Palutena=
*[[Black Hole Laser]]:
**{{nerf|Nearby opponents are slowed down for a shorter period at the start of the move.}}
**{{nerf|Black Hole's windbox is smaller (50u → 45u). Combined with the move's shorter slowdown period, this makes it easier to escape.}}
|Pac-Man=
*{{nerf|Standing and rolling [[tech]]s have one frame more ending lag (FAF 26 → 27 (standing), 40 → 41 (rolling)), matching the rest of the cast.}}
*{{bugfix|Fire Hydrant can no longer freeze characters holding an assist trophy item if they ledge roll into the hydrant.}}
|Shulk=
*{{buff|[[Vision]]'s aerial counterattack intangibility now starts earlier and has a longer duration (frames 9-40 → 1-40).}}
|Duck Hunt=
*{{nerf|Standing and rolling [[tech]]s have one frame more ending lag (FAF 26 → 27 (standing), 40 → 41 (rolling)), matching the rest of the cast.}}
|Corrin=
|Corrin=
*[[Forward smash]]:
*Forward smash:
**{{buff|Forward smash's tip deals more damage (15.2% → 16.7%) and shieldstun (1x → 1.6x).}}
**{{buff|It has gained a [[shieldstun]] multiplier of 1.6×, making it harder to punish.}}
**{{buff|Forward smash's tip has more range.}}
***{{newbug|This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.}}
*{{buff|Forward aerial deals more damage (7.5% → 9%) with knockback scaling compensated (99 → 87).}}
**{{buff|The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.}}
*{{buff|Back aerial's early hitbox deals more damage (11% → 12%) with knockback not compensated.}}
**{{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|Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97).}}
*{{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]]:
*[[Dragon Lunge]]:
**{{buff|The pin attack inflicts less cooldown.}}
**{{buff|The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).}}
**{{buff|The kick's sweetspot has more knockback scaling (90 → 98).}}
**{{buff|Both kicks' clean hits have more knockback scaling (90 → 98).}}
**{{buff|Jumping after stabbing the ground has much less ending lag (FAF 39 → 30).}}
**{{buff|Jumping out of the pin has much less ending lag (FAF 40 → 30).}}
|Bayonetta=
|Bayonetta=
*{{buff|Forward tilt's third hit has less ending lag, granting guaranteed followups at lower percents.}}
*{{bugfix|The visual glitch from 7.0.0 involving her clothing has been fixed.}}
*{{buff|Up tilt connects more reliably, has less startup lag (frame 9 → 7) and the last hit has more range and a longer hitbox duration.}}
*Forward tilt:
*{{change|Up tilt's first hit has a different angle, launching higher up and closer to Bayonetta than before during Witch Time.}}
**{{buff|The third hit has less ending lag (FAF 43 → 40), allowing it to combo into a forward aerial from low to mid percents.}}
*{{buff|Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 13-15 13-17).}}
**{{change|The second hit has a slightly wider [[jostle]] area.}}
*{{buff|Heel Slide has less ending lag. The second hit has significantly lower ending lag, giving it more combo potential.}}
*Up tilt:
*{{buff|Witch Twist has a lower SDI multiplier (2x → 1.5x).}}
**{{buff|The move has less startup (frame 9 → 7), and the second hit has a longer duration (frame 15 → frames 13-15). The move's interruptibility has been compensated as well (FAF 32 → 30), reducing its ending lag.}}
*{{buff|Bayonetta will retain her double jump if Witch Twist is used 1 frame after her jumpsquat, increasing the window to 4 frames.}}
**{{buff|The first hit uses [[set knockback]] (100/90 base/10 scaling → 145/100 set/100 scaling), and launches grounded opponents at an angle more towards Bayonetta (123° → 125°), allowing it to connect more reliably into the second hit.}}
*{{bugfix|The visual glitch from 7.0.0 has been fixed.}}
**{{buff|The second hit has an additional hitbox that is placed lower (Y offset: 25.5u → 20u) and extends farther horizontally compared to the existing one (Z offset: -1u—1u → -3u—3u), increasing its range.}}
*{{nerf|Opponents not instantly KO'd by Gomorrah's attacks do not suffer as much knockback. The launch angle was altered as well.}}
*{{buff|Forward smash has more base knockback (26 → 34/35) and a longer hitbox duration (frames 17-19 17-21).}}
*{{buff|Heel Slide has less ending lag (FAF 72 → 67 (non-extended), 73 → 68 (extended)), improving its combo potential.}}
*[[Witch Twist]]:
**{{buff|The move has a lower [[SDI multiplier]] (→ 1.).}}
**{{buff|The window for Bayonetta to regain her [[double jump]] if the move is used after it has been increased (3 frames → 4).}}
*{{nerf|[[Infernal Climax]] has considerably less base knockback (120 → 90) at a higher angle against opponents not [[Instant KO|instantly KO'd]] by it, making it less likely to KO off the blast lines if they are caught near them.}}
|Inkling=
*{{buff|Pummel has a larger hitbox (4u → 4.8u) that is placed further vertically (Y offset: 4u → 5.2u) and horizontally (Z offset: 5.5u → 6.5u), allowing it to connect more consistently.}}
*{{change|Splat Roller has an altered [[jostle]] position.}}
|Ridley=
|Ridley=
*[[Skewer]]:
*[[Skewer]]:
**{{buff|Skewer's tip hitbox deals more damage (40% → 45%).}}
**{{buff|The sweetspot hitbox deals more damage (40% → 45%).}}
**{{bug|A new glitch prevents Skewer from causing [[Special Zoom]] and the crumpling effect if it connects after a down throw, while still doing full damage.}}
**{{nerf|The sweetspot no longer triggers a [[Special Zoom]] nor [[crumple]]s opponents with grab immunity, effectively making the move a [[hit grab]]. This significantly worsens a [[hard read]] into the move from Ridley's down throw at low percents, which is now unsafe on hit, and removes the infamous Skewer bury infinite in doubles matches.}}
|King K. Rool=
|King K. Rool=
*{{buff|Belly Super Armor has more durability (28.02% 36%), allowing it to tank attacks like [[Warlock Punch]] at max durability.}}
*{{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.}}
*{{buff|Dash attack deals more knockback. The clean hitbox also has a longer hitbox duration.}}
*Dash attack:
*{{buff|Up smash deals more damage and knockback.}}
**{{buff|The move has more knockback scaling (57 → 61 (clean), 48 → 55 (late)).}}
*{{buff|Back throw launches at a more favorable angle, allowing it to KO around 20% earlier.}}
**{{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|Crownerang has an increased [[armor]] threshold (6% → 12%).}}
*{{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%).}}
|Isabelle=
*{{buff|Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.}}
*{{buff|Dash attack has less startup (frame 9 → 7), with its total duration reduced as well (FAF 42 → 40).}}
*[[Up smash]]:
**{{buff|The move has less startup (frame 11 → 9), with its total duration reduced as well (FAF 48 → 46).}}
**{{change|It starts charging sooner (frame 8 → 7).}}
*{{buff|Up aerial has 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).}}
*{{buff|Pummel has a larger hitbox (5u → 6.3u), allowing it to connect more consistently.}}
|Incineroar=
*{{buff|Up smash has altered knockback (94 base/53 scaling → 89/61), increasing it overall.}}
*{{buff|All grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).}}
*{{buff|Forward throw has more knockback scaling (52 → 58).}}
*[[Alolan Whip]]:
**{{buff|The move has faster startup (frame 18 → 16), with its total duration reduced as well (FAF 60 → 58).}}
**{{buff|The lariat attack has more knockback scaling on both grabbed opponents (440 → 454) and bystanders (38 → 40).}}
*[[Revenge]]:
**{{buff|The move has less ending lag if it misses (FAF 54 → 50).}}
**{{buff|It applies a larger damage multiplier to the next attack (1 + (0.25 + 0.075 * damage) → 1 + (0.5 + 0.075 * damage)).}}
|Piranha Plant=
|Piranha Plant=
*{{buff|Up tilt is faster overall and now sends opponents straight upwards. This improves its ability to combo into aerials.}}
*Up tilt:
*{{buff|Down smash is faster overall.}}
**{{buff|The move has less startup (frame 8 → 6), with its total duration reduced as well (FAF 29 → 27).}}
*{{buff|Forward aerial comes out faster, increasing its utility.}}
***{{nerf|Due to the [[frame speed multiplier]] used in the speed change, up tilt has much more trouble hitting behind, possesses a large hurtbox extension, and the final active frame dips lower, worsening its overall effectiveness as an anti-air.}}
*{{buff|Back aerial deals higher knockback.}}
**{{buff|It launches opponents at a higher angle (80°/85° → 85°/90°), improving both its combo and KO potential.}}
*{{buff|Up aerial has increased damage and knockback, allowing it to KO at high percents near the top blast line at around 130%.}}
*{{buff|Down smash has less startup (frame 12 → 10), with its total duration reduced as well (FAF 46 → 44).}}
}}
*{{buff|Forward aerial has less startup (frame 10 → 7), with its total duration reduced as well (FAF 48 → 45). It also autocancels earlier as a result (frame 42 → 39). This makes it more reliable as an approach tool.}}
*{{buff|Back aerial has more knockback scaling (100 → 105).}}
*Up aerial:
**{{buff|Up aerial deals more damage (8% → 10%), with knockback scaling not fully compensated (110 → 104), allowing it to KO under 150% from ground level.}}
**{{buff|It grants [[intangibility]] on Piranha Plant's stem and head during active frames, allowing it to contest opposing aerial attacks more effectively.}}
|Hero=
*{{buff|[[Kaboom]]'s first hit has gained a [[hitstun modifier]] of 4, preventing opponents from shielding or dodging the second hit afterward.}}
*{{change|Hero’s placement in [[All-Star Mode]] is changed from being fought before {{SSBU|Byleth}} to being fought between {{SSBU|Mega Man}} and {{SSBU|Daisy}}, matching the release date of ''Dragon Quest III'' rather than ''Dragon Quest XI S''.}}
|Banjo & Kazooie=
*{{buff|[[Edge attack]]'s hitbox stretches much farther backward (Z offset: 12u—2u → 12u—-2.5u), allowing it to hit behind the duo and fully cover the edge.}}
|Terry=
*{{buff|[[Triple Wolf]]'s last hit has altered knockback (40 base/155 scaling → 58/144), slightly improving its KO potential.}}<!--Knockback starts getting lower way beyond KO percents; it still KOs earlier from anywhere even with DI-->
|#default=''{{{char}}} did not receive changes in this update.''
}}<noinclude>[[Category:Super Smash Bros. Ultimate Update Lists]][[Category:Templates]]</noinclude>

Latest revision as of 22:18, September 12, 2023

{{{char}}} did not receive changes in this update.