List of updates (SSBU)/12.0.0 changelog: Difference between revisions
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{{UpdateList (SSBU)/12.0.0|char=Young Link}} | {{UpdateList (SSBU)/12.0.0|char=Young Link}} | ||
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=={{SSBU|King Dedede}}== | |||
{{UpdateList (SSBU)/12.0.0|char=King Dedede}} | |||
=={{SSBU|Olimar}}== | =={{SSBU|Olimar}}== | ||
{{UpdateList (SSBU)/12.0.0|char=Olimar}} | {{UpdateList (SSBU)/12.0.0|char=Olimar}} |
Revision as of 21:17, June 30, 2021
This is the list of known changes in version 12.0.0 of Super Smash Bros. Ultimate.
Marth
- The tipper of dash attack deals more damage (12% → 13%), it deals more knockback (95 base/55 scaling → 93/58) and the blade hitbox has been moved back slightly (Z: 2 → 0.5).
- The tipper of up tilt deals more damage (9% → 10%) with no knockback compensation, and the blade hitbox has been moved back slightly (Z: 2 → 0.7).
- The tipper hitbox of down tilt is larger, and the sourspot has been slightly shrunken (16.7u → 15.7u), making it easier to land the sweetspot.
- Fixed an issue that caused opponents to sometimes go below the ledge and get bounced off the side of the stage after using down throw.
Young Link
- Up smash's first and second hits deal less fixed knockback (38, 30, 33, 53 → 33, 23, 23, 48). The second hit's hitboxes are also moved slightly further (X: 0.0, 0.0, 5.2, 5.2 → 1.0, 1.0, 6.5, 6.5). This overall improves the move's ability to connect into the third hit.
King Dedede
- Inhaling a small item/projectile while falling will make King Dedede fall slower, while inhaling a small item/projectile while rising will make him fall faster.
Olimar
- Forward smash's clean hit has a longer duration (frames 11-12 → 11-13). The mid hit was made shorter to compensate.
- Forward throw releases opponents one frame later (frame 17 → 18), effectively reducing its ending lag, but giving the opponent more time to DI.
Rosalina & Luma
- Luma will now be in front of Rosalina when using Star Bits in reverse.
Mii Brawler
- The first, second, and fifth hits of Flashing Mach Punch have more range.
- Onslaught deals more damage (1.5% → 2% (hits 2-6), 5% → 7% (hit 7); 16% total → 20.5%), with knockback scaling partially compensated (170 → 144).
- Head-On Assault's falling hit against grounded opponents deals more shield damage (0 → 5), and has more knockback scaling (48 → 51). The landing hit also has a new hitbox against aerial opponents, which is larger (4u → 4.5u) and deals more knockback (120 base/48 scaling → 122/56).
Mii Swordfighter
- Airborne Assault deals more damage (12% → 14%) with knockback scaling partially compensated (90 → 85).
- Adjusted the behavior of Gale Stab such that Mii Swordfighter can now grab the ledge after hitting the target but before reaching the special fall state.
- Stone Scabbard's landing hit deals more damage (5% → 8%), with knockback scaling compensated (110 → 93).
- Blade Counter has less startup (frames 6-26 → 5-25), with its intangibility starting earlier (frames 5-6 → 4-6), and has less ending lag on activation (FAF 41 → 39).
- Power Thrust has less startup (frame 14 (grounded)/16 (aerial) → 12/14), with its total duration reduced as well (FAF 62/68/61 → 60/66/59).
Mii Gunner
- The attack window to fire additional lasers from Laser Blaze has been widened.
- Lunar Launch has less startup (frame 12 → 10).
- Cannon Jump Kick has more intangibility (frame 6 → 5-7).
- Absorbing Vortex has less ending lag (FAF 10 → 7 (release), 28 → 25 (total)).
Ryu
- Shakunetsu Hadoken
- Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.
- Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).
- Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).
- Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).
- Clean multihit has a higher hitstun modifier (4 → 10).
Bayonetta
- Rapid jab's finisher has more knockback scaling (117 → 121) and launches at a lower angle (55° → 43°), improving its KO potential.
- Down smash is faster (frame 20 → 17), with its total duration reduced as well (FAF 69 → 66).
- Witch Time's slowdown duration is reduced less when activated by a projectile (40 frames → 30).
King K. Rool
- Fixed an issue where King K. Rool could float over Steve's blocks using the final hit of up smash or the final hit of his jab.
- Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of his jab.
Banjo & Kazooie
- Up tilt has more knockback scaling (114 → 119).
- Forward smash has more knockback scaling (94 → 97).
- Back aerial's third hit launches at a lower angle (46° → 41°), but has less knockback scaling to compensate (144 → 136).
Min Min
- Rapid jab's hitboxes are slightly longer (Y/Y2 offset: 5.5—11.5 → 5.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u).
- Up smash has more startup lag (frame 7 → 8), and its reflector starts later (frame 6 → 7), with its total duration increased as well (FAF 53 → 54).
- Up smash's sweetspot has less knockback scaling (80 → 77 (early)/76 (mid)/75 (late)).
- ARM Hook cannot grab ledges as early (frame 5 → 7).
Steve
- Minecart has been adjusted to prevent certain situations where the opposing fighter would get hit by the minecart, become trapped, and then sometimes go through the landscape.
- Elytra will no longer give Steve extra jumps if he is hit at a certain time during the starting animation.
Pyra
- Neutral attack's second hit's farthest hitbox has a higher hitstun modifier (8 → 12), allowing it to connect more reliably into the rapid jab.
- Forward smash has less pushback while charging.
Mythra
- Directional air dodge grants less intangibility (frames 6-24 → 6-21), no longer allowing Mythra to grab a ledge with no vulnerability frames inbetween.
- Neutral attack's second hit's farthest hitbox has a higher hitstun modifier (8 → 12), allowing it to connect more reliably into the rapid jab.
- Forward smash has less pushback while charging.
- Lightning Buster's final hit no longer ignores the opponent's weight. As a result, it KOs characters with a weight above 100 later, but KOs characters with a weight below 100 earlier.
Super Smash Bros. Ultimate updates | |
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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 |