List of updates (SSBU)/2.0.0 changelog: Difference between revisions

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=={{SSBU|King K. Rool}}==
=={{SSBU|King K. Rool}}==
*{{nerf|[[Blunderbuss]] has a shorter windbox duration.}}
*{{change|Down throw has less base knockback, but more knockback growth. This allows buried opponents to easily escape at low percentage, but making it more difficult to escape at high percentage. Specifically, it is worse below 125%, and better above 125%.}}
**{{buff|These changes can set up effective mix ups between grounded or aerial attacks, such as [[up aerial]] out of down throw at lower %s for damage, while making his KO confirms more varied and even more consistent.}}
**{{buff|This makes [[up smash]] a much more consistent option from around 90% (KOing at 100% if the correct hitbox lands), catching opponents who mash out of the bury every time. This generates very useful 50/50s which can make opponents choose to not mash (as this makes it miss), allowing potential [[forward smash]] reads.}}
**{{buff|[[Up aerial]] is also a valid KO option due to the changes if up smash isn't considered favorable. This makes it highly effective against frame perfect mashing.}}
**{{buff|Up Tilt usually KOs out of Down Throw on middleweight characters from around 125%, which is where the bury begins to last longer. This makes it a more consistent option, as before it was very possible to mash out at 130%.}}
**{{nerf|This makes Instant Dash Attack much riskier against perfect frame mashing than an up tilt which allowed them to easily escape under 125%.}}
**{{nerf|This worsens [[Forward tilt]], having to be angled up from around 110% onwards to hit many opponents as opposed of requiring 100%.}}
**{{nerf|The infinite jab combo that worked at 200%+ has been removed, now having the opponent "bounce" on the 3rd loop.}}
*{{nerf|Blunderbuss has a shorter windbox duration, being shortened to 2.5 seconds.}}
*{{bugfix|Blunderbuss no longer turns opponents invisible when KOing at their last stock.}}
*{{bugfix|Blunderbuss no longer turns opponents invisible when KOing at their last stock.}}
*{{nerf|[[Propellerpack]]'s hitbox is smaller, making it difficult to KO opponents straight to the upper blast zone and making it less safe when recovering.}}
*{{nerf|Propellerpack's horizontal hitbox is smaller, making it difficult to KO opponents straight to the upper blast zone and making it less safe when recovering. Most notably, it doesn't snap to the ledge as often as it used to.}}
*{{change|Down throw has less base knockback, but more knockback growth. This allows buried opponents to easily escape at low percentage, but making it more difficult to escape at high percentage. These changes can set up situational mix ups between grounded or aerial attacks.}}
*{{nerf|Infinite [[down throw]] combo was removed, as it won't bury opponents the third time.}}


=={{SSBU|Isabelle}}==
=={{SSBU|Isabelle}}==

Revision as of 07:46, April 19, 2019

This is a list of known changes in version 2.0.0 of Super Smash Bros. Ultimate

Mario

  • Buff Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.
  • Buff The Final Smash Meter version of Mario Finale has a higher knockback multiplier (x0.9 → x0.91).

Donkey Kong

  • Buff Forward aerial autocancels earlier (frame 63 → 56), matching the move's interruptibility.

Link

  • Buff Up aerial auto-cancels earlier (frame 47 → 43).
  • Buff Arrows from Bow and Arrows travel a longer distance (40 frames → 48).

Samus

  • Bug fix Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  • Buff Missile has more range.
  • Nerf Missile's endlag when airborne has increased (frame 59 -> 61), making it identical to Dark Samus' variant
  • Buff Bomb has less endlag when used on the ground.

Dark Samus

  • Bug fix Missiles follow the Pokémon Trainer's new Pokémon if they switch after the missile was fired.
  • Buff Missile has more range.
  • Buff Bomb has less endlag when used on the ground.

Yoshi

  • Buff Shortened the amount of time the player is unable to grab a ledge after using forward air (71 frames → 68).
  • Buff Yoshi is now granted grab invincibility during his grab release and throw animations.

Kirby

  • Buff Kirby's Dash attack has greater range and deals more damage (10%/7%/4% → 12%/9%/6%), with knockback compensated.
  • Buff Forward tilt has increased base knockback and reduced ending lag (frame 28 → 24). This improves its safety as a spacing tool, and even allows it to KO at higher percents.
  • Buff Stone now has super armor starting on frame 19 when used in the air. This makes the move harder to intercept.

Pikachu

  • Buff Pummel deals less hitlag (14 frames → 12), shortening its duration.

Luigi

  • Buff Up smash deals more knockback.
  • Nerf Down aerial's clean hit no longer affects grounded opponents. As a result, it has more startup against them (frame 10 → 11) and can no longer meteor smash them, greatly hindering its combo potential.
  • Buff Standing and pivot grabs have longer durations (frames 14-19 → 14-20 (standing)/17-22 → 17-23 (pivot)), and increases their range as a result.
  • Buff Green Missile has less ending lag.
  • Buff Luigi Cyclone deals more knockback.

Ness

  • Buff Up air autocancels earlier.
  • Buff Down air deals more damage (12%/10% → 14%/12%) with its knockback compensated.

Jigglypuff

  • Buff Forward tilt has less ending lag (FAF 28 → 25).
  • Buff Down tilt deals more knockback.
  • Buff Up smash's sourspot deals more damage, now doing the same damage the whole move (13% → 15%).
  • Buff Back air has less start-up (frame 12 → 10).
    • Buff The ending lag has also been decreased (FAF 40 → 38).
  • Buff Forward throw launch angle altered (55° → 45°), now sending people into a more desirable angle for edge guarding.
  • Buff The Final Smash Meter version of Puff Up has a higher knockback multiplier (x0.815 → x0.92).

Peach

  • Change Peach Parasol's multi hits have reduced knockback.
    • Nerf This makes it less likely for the move to KO at 0%.
    • Buff Consecutive hits will connect better in some scenarios.
  • Buff It is now easier to grab ledges with Peach Parasol.
  • Bug fix Peach Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.

Daisy

  • Change Daisy Parasol's multi hits have reduced knockback.
    • Nerf This makes it less likely for the move to KO at 0%.
    • Buff Consecutive hits will connect better in some scenarios.
  • Buff It is now easier to grab ledges with Daisy Parasol.
  • Bug fix Daisy Blossom's camera has been adjusted. The borders will now always display correctly in scrolling stages.

Bowser

  • Buff Second hit of neutral attack deals more damage (6% → 7%).
  • Buff Forward tilt deals more damage (12% → 13%).
  • Buff Down smash deals more knockback.
  • Buff Whirling Fortress now connects better.
  • Bug fix Giga Bowser Punch now launches crouching opponents the same as standing opponents.

Ice Climbers

  • Buff The partner Ice Climber's AI has been improved: the partner will now follow the main climber better.
    • Nerf This makes desync even harder to perform.
  • Buff The ledgegrab-box for Belay has been increased.

Sheik

  • Buff Up smash's first hit has more range.
  • Buff Down smash connects more reliably.
  • Buff Sheik can grab ledges faster after using forward aerial.
  • Buff Up aerial auto-cancels earlier (frame 47 → 44).
  • Buff Burst Grenade has less endlag.

Pichu

  • Buff Pummel deals less hitlag (15 frames → 14), shortening its duration.

Ganondorf

  • Buff Forward aerial autocancels earlier (frame 55 → 45), now cancelling out of a double jump.
  • Buff Shortened the amount of time Ganondorf cannot grab the ledge after performing up aerial.

Mewtwo

  • Nerf Dash attack has a lower shieldstun multiplier. (1.875x → 1.3x).
  • Change Forward tilt now always sends opponents in front of Mewtwo.
  • Buff Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.

Roy

Chrom

  • Nerf Soaring Slash's meteor smash hitbox has reduced knockback. Additionally, the move now KOs Chrom first when used in a sacrificial KO, rendering it useless against opponents on their last stock unless he has more stocks than them.
  • Buff Down aerial auto-cancels earlier.

Mr. Game & Watch

  • Buff Forward aerial's explosion hitbox has increased range, matching the visual explosion more closely and allowing the move to catch opponents from below the ledge. This improves its edgeguarding potential.
  • Buff Down aerial auto-cancels earlier (frame 51 → 49), matching the move's interruptibility and allowing the move to auto-cancel after a full hop + Fire.
  • Bug fix Up Aerial's location reassignment glitch has been removed.
  • Bug fix Oil Panic's grounded mobility glitch has been removed.
  • Bug fix Down Taunt's air puff now correctly vanishes and reappears when interrupted.

Pit

  • Bug fix Lightning Chariot will launch crouching opponents the same as standing opponents.

Zero Suit Samus

  • Nerf Forward smash now has a sourspot at close range.
  • Change Flip Jump has altered knockback. This reduces the bury time at lower percents but increases it at higher percents.
  • Buff Zero Suit Samus can grab earlier after using forward aerial (73 frames → 71).
  • Buff Zero Suit Samus can grab earlier after using up aerial (75 frames → 59).

Wario

  • Buff Wario can grab ledges faster after using down aerial (76 frames → 72).

Snake

  • Buff Up tilt's sweetspot hitbox has a slightly increased duration (7 frames → 8).
  • Bug fix Self stick C4 has been fixed.

Ike

  • Nerf Aether has reduced knockback allowing him to be KOed first rather than opponents fall before him in last stock situations reducing its utility.

Charizard

  • Buff Dash attack deals more damage (11%/8% → 13%/10%) and knockback.
  • Bug fix Charizard's down air landing lag animation no longer causes its tongue to clip through its head.

Diddy Kong

  • Buff Neutral air autocancels earlier (frame 50 → 27). It is now early enough to buffer short hop and fastfall with no landing lag.

Lucas

  • Buff Shortened the amount of time Lucas cannot grab the ledge after performing his neutral aerial (73 frames → 69).
  • Buff Neutral aerial has decreased landing lag (14 frames → 12).
  • Change Up tilt, down aerial, and pummel now deal electrical damage.

Sonic

  • Buff Forward tilt connects more reliably.
  • Change Forward aerial has less hitlag, making the hits connect faster.
  • Buff Back aerial has less landing lag (18 frames → 15).
  • Buff Super Sonic has a higher knockback multipler when used via FS meter (x0.62 → x0.71).
  • Bug fix The instant KO glitch involving Ridley has been fixed.

King Dedede

  • Nerf Gordos' hitboxes on their spikes (4.8u→3.8u) and body (4.5u→4u) have been reduced .

Lucario

  • Buff Lucario can grab ledge faster after using forward air (64 frames → 52).
  • Nerf Aura Sphere has less hitlag during the charge, allowing characters to escape it much easier.
  • Buff The Final Smash Meter version of Aura Storm has a higher knockback multiplier (x0.7 → x0.77).

R.O.B.

  • Bug fix R.O.B’s hurtboxes have been fixed so that thin grabs would not miss him while shielding.
  • Buff Arm Rotor connects more reliably.

Toon Link

  • Buff Forward aerial auto-cancels earlier (frame 51 → 39), matching the move's interruptibility and allowing it to auto-cancel out of a short hop.
  • Buff Shortened the amount of time the player can't grab ledges after using his back aerial (68 frames → 60).

Mega Man

  • Nerf Special moves can no longer be used when jumping and using neutral attack/forward tilt.

Rosalina & Luma

  • Buff Luma's physics have been reverted to those from Super Smash Bros. 4 for the most part, giving it access to options that were removed in patch 1.0.0.
  • Buff Luma now advances once again with jabs thanks to the mechanical changes in its physics, albeit way less than Smash 4 jabs.
  • Buff Luma's up tilt deals more knockback.
  • Buff Down tilt sends Luma farther forward, increasing the range. This also removes a bug that made Luma bonk its head on the floor while performing the move.
  • Buff Dash attack connects more reliably.
  • Buff Rosalina can grab ledges faster after using neutral and forward aerial.
  • Buff Neutral air start up for both Rosalina and Luma has been reduced (frame 10 → 9 and frame 8 → 7) respectively.
  • Buff Neutral air hitboxes for Rosalina have been fixed for the most part, making the move connect more reliably.
  • Buff Smash 4 RAR back air that makes Luma launch forward when performed is back.
  • Buff Down air's meteor hitbox on frame 17 has no sourspot anymore, making it always spike despite the positioning.
  • Luma Shot:
    • Buff No charge ending lag frame 40 → 35, all charges ending lag frame 34 → 29
    • Buff Grounded call back ending lag frame 26 → 22, aerial call back ending lag frame 28 → 24
  • Buff Launch Star ledge grab size increased, (17, 27.5, -8, 13) → (17, 30.5, -14, 13) during the launch animation, (17, 27.5, -8, 13) → (17, 30.5, -11, 13) when the move ends.

Little Mac

  • Buff Neutral aerial auto-cancels earlier (frame 25 → 16), matching the move's interruptibility.
    • Buff The amount of time Little Mac cannot grab the ledge after performing neutral aerial has been shortened (46 frames → 40).
  • Buff The amount of time Little Mac cannot grab the ledge after performing up aerial has been shortened (73 frames → 66).

Greninja

  • Buff Down smash has a larger internal hitbox.
  • Nerf Hydro Pump no longer instantly cancels Greninja's endlag when landing on a moving or slanted platform.

Mii Brawler

  • Buff Neutral infinite has increased range and is harder to SDI.
  • Buff Up smash's sweetspot has a longer duration, with its sourspot having a shorter duration.
  • Buff Neutral aerial has less landing lag.
  • Buff Back aerial has less landing lag.
  • Buff Up aerial deals more damage (8% → 9%).
  • Buff Flashing Mach Punch deals more damage (15.8% total → 17.9% total).
  • Buff Exploding Side Kick has less ending lag.
  • Buff Onslaught travels farther and faster.
  • Buff Soaring Axe Kick can grab onto ledges more easily.
  • Buff Head-On Assault deals more shield damage.
  • Buff Feint Jump's kick deals more knockback.

Mii Gunner

  • Bug fix Fixed a rare glitch where the Mii Gunner that used Full Blast to last stock KO an opponent off stage in stamina matches would unintentionally freeze the opponent vertical movement and animation.
  • Buff Forward air autocancels earlier (frame 49 → 43).

Palutena

  • Change Reduced hitlag on neutral air, allowing it to execute faster.
  • Buff Palutena can grab ledges more easily during Warp.

Pac-Man

  • Buff Forward aerial auto-cancels earlier (frame 43 → 26), which allows it autocancel out of a short hop fast fall.
  • Buff Down aerial auto-cancels earlier (frame 56 → 50), matching the move's interruptibility.
  • Buff Bonus Fruits take longer to disappear after hitting an opponent (30 frames → 32), giving him slightly more time to grab it again.
    • Buff Cherry no longer disappears immediately after hitting an opponent.

Robin

  • Buff Robin grabs the ledges faster when using Elwind backwards (52 frames → 39).

Shulk

  • Bug fix Infinite Monado Arts along with RCO lag on every aerial move affected by the glitch has been removed.
  • Buff Forward aerial auto-cancels earlier (frame 45 → 42) and can now grab on ledges after the entire move.
  • Buff Up Aerial can now grab ledges after the entire move.

Duck Hunt

  • Bug fix Fixed a game crash along with Mii Swordfighter where Wild Gunman and the Mii Swordfighter’s special moves were used at the same time.
  • Change Corrupt save data occurs along with Mii Swordfighter if they play Century Smash.
  • Buff Trick Shot has less endlag (FAF 46 → 42).
  • Nerf Clay Shooting has more endlag (FAF 61 → 64).
  • Nerf Clay Shooting causes less hitlag.

Ryu

  • Buff Neutral attack launches opponents, making them easier to be hit.
  • Buff Forward aerial auto-cancels earlier (frame 41 → 38), allowing to autocancel from a rising full hop.
  • Nerf Can no longer jump immediately after using down tilt.

Ken

  • Buff Neutral aerial auto-cancels earlier (frame 34 → 28), matching the move's interruptibility. This allows it to autocancel from a short hop.
  • Buff Forward aerial auto-cancels earlier (frame 41 → 38), matching the move's interruptibility. This allows it to autocancel from a rising full hop.
  • Nerf Can no longer jump immediately after using down tilt.

Cloud

  • Buff Cloud can grab ledges faster after using forward aerial.
  • Buff Finishing Touch has more range at the start of the move.

Corrin

  • Buff Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
  • Buff Corrin can grab ledges faster after using forward aerial (62 frames → 60).
  • Buff Up aerial auto-cancels earlier (frame 40 → 37), now allowing to auto-cancel out of a rising short hop.

Bayonetta

  • Bug fix Infinite Witch Time removed.
  • Buff Bayonetta can grab ledges faster after using neutral aerial.

Inkling

  • Buff Shortened the amount of time Inkling is unable to grab a ledge after using neutral air (60 frames → 56).
  • Splat Roller:
    • Change Splat Roller has altered knockback (60 (base)/80 (scaling) → 25/105). This decreases the bury duration at lower percents, but increases it at higher percentages.
      • Buff Decreased base knockback allows combo potential at mid percentages.
    • Nerf Splat Roller hitboxes were moved back, giving it less range.
    • Bug fix The ink from the Splat Roller no longer launches specific characters such as Ice Climbers much higher when using their respective up specials on the ink.

Ridley

  • Buff Ridley can grab the ledge earlier after using his neutral (65 frames → 64), forward (67 frames → 66), and down aerials.
  • Buff The Final Smash Meter version of Plasma Scream has a higher knockback multiplier (x0.62 → x0.71).
  • Bug fix The instant KOing glitch involving Sonic has been fixed.

King K. Rool

  • Change Down throw has less base knockback, but more knockback growth. This allows buried opponents to easily escape at low percentage, but making it more difficult to escape at high percentage. Specifically, it is worse below 125%, and better above 125%.
    • Buff These changes can set up effective mix ups between grounded or aerial attacks, such as up aerial out of down throw at lower %s for damage, while making his KO confirms more varied and even more consistent.
    • Buff This makes up smash a much more consistent option from around 90% (KOing at 100% if the correct hitbox lands), catching opponents who mash out of the bury every time. This generates very useful 50/50s which can make opponents choose to not mash (as this makes it miss), allowing potential forward smash reads.
    • Buff Up aerial is also a valid KO option due to the changes if up smash isn't considered favorable. This makes it highly effective against frame perfect mashing.
    • Buff Up Tilt usually KOs out of Down Throw on middleweight characters from around 125%, which is where the bury begins to last longer. This makes it a more consistent option, as before it was very possible to mash out at 130%.
    • Nerf This makes Instant Dash Attack much riskier against perfect frame mashing than an up tilt which allowed them to easily escape under 125%.
    • Nerf This worsens Forward tilt, having to be angled up from around 110% onwards to hit many opponents as opposed of requiring 100%.
    • Nerf The infinite jab combo that worked at 200%+ has been removed, now having the opponent "bounce" on the 3rd loop.
  • Nerf Blunderbuss has a shorter windbox duration, being shortened to 2.5 seconds.
  • Bug fix Blunderbuss no longer turns opponents invisible when KOing at their last stock.
  • Nerf Propellerpack's horizontal hitbox is smaller, making it difficult to KO opponents straight to the upper blast zone and making it less safe when recovering. Most notably, it doesn't snap to the ledge as often as it used to.

Isabelle

Incineroar

  • Buff Up smash deals more knockback.
  • Buff Incineroar can grab ledges faster after using up aerial (frame 58 → 56).
  • Buff Down aerial auto-cancels earlier (frame 59 → 45), matching the move's interruptibility.
  • Buff Up throw deals more knockback.
  • Buff Cross Chop travels more vertical and horizontal distance.

References