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List of updates (SSBU)/4.0.0 changelog: Difference between revisions
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=={{SSBU|Samus}}== | =={{SSBU|Samus}}== | ||
*{{ | *{{buff|Samus has less endlag when waking up from sleep to match other fighters.}} | ||
*{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}} | *{{bugfix|Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.}} | ||
Revision as of 07:58, August 2, 2019
This is a list of known changes in version 4.0.0 of Super Smash Bros. Ultimate.
Universal
Characters with passive shields (Link, Young Link, Toon Link, and Hero) have gained the ability to shield SDI when blocking an attack with them.
The Final Smash Meter now resets if the Final Smash is not used within 20 seconds after it is obtained. This does not happen in Spirits mode.
Stall-then-fall down aerials no longer have their downward movement disabled when used out of hitstun. This removes the down air stall
The combo counter in Training mode no longer has extra frames of leniency after the opponent's hitstun ends, increasing its accuracy.
The Z-axis glitch has been fixed.
Players can no longer take damage during a Stamina Sudden Death countdown preventing characters to disappear from the stage.
Items
The Daybreak's blast has a lower SDI multiplier, making it harder to escape.
Thwomp can no longer hit grounded opponents twice.
Certain Final Smashes colliding with Klaptrap no longer cause characters to become stuck indefinitely.
Stages
A bug that resulted a game crash where characters grab through certain shaped designs with multiple ledge grabs nearby in custom stages has been fixed.
In Pokémon Stadium 2, the "Current Leader" segment displays the names of all leading characters, much like in Pokémon Stadium.
Mario
Mario has less endlag when waking up from sleep to match other fighters.
Donkey Kong
Donkey Kong has less endlag when waking up from sleep to match other fighters.
Link
Link has less endlag when waking up from sleep to match other fighters.
Samus
Samus has less endlag when waking up from sleep to match other fighters.
Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
Dark Samus
Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
Yoshi
Yoshi pushes opponents away less while charging his forward smash, no longer causing certain characters' grabs to be unable to reach him from the front.
Fox
The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.
Peach
Various grounded movement animations have been slightly adjusted to prevent her dress from clipping.
Toad's counterattack connects more easily when blocking an attack from behind.
Peach Parasol's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
Daisy
Various grounded movement animations have been slightly adjusted to prevent her dress from clipping.
Neutral attack 1 now makes the correct sound, regardless of whether Peach is present or not.
Toad's counterattack connects more easily when blocking an attack from behind.
Daisy Parasol's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
Zelda
Various grounded movement animations have been slightly adjusted to prevent her dress from clipping.
Mewtwo
Mewtwo has a slightly shorter and thinner hurtbox on its tail.
Up smash's final hit has a longer hitbox duration (2 frames → 4) and more knockback scaling (107 → 111).
Down smash has less ending lag (FAF 44 → 41).
Back throw deals more damage (10% → 11%) with no compensation on knockback.
Confusion has less startup lag and reflects projectiles faster (frame 12 → 10).
Pit
Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
Up tilt has less ending lag (FAF 35 → 33).
Back aerial has less landing lag (11 frames → 8).
Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Pit to be stuck in his up special.
Dark Pit
Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
Up tilt has less ending lag (FAF 35 → 33).
Back aerial has less landing lag (11 frames → 8).
Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.
Zero Suit Samus
The universal changes made to stall-then-fall down aerial hinders its mixup potential.
Snake
The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.
Pokémon Trainer
The duration of ledge invincibility is no longer shortened when using Pokémon Change in the air before grabbing the ledge.
Ivysaur
Down aerial's sweetspot is significantly smaller (7u → 4u).
Down aerial's sourspot deals less knockback against airborne opponents (9 base/68 scaling → 8/62), hindering its spiking capabilities.
Razor Leaf has more startup (frame 22 → 24) and ending lag (FAF 47 → 49).
Aerial Vine Whip's sweetspot has less base knockback (80 → 70).
Fixed a rare glitch where Vine Whip would not properly grab ledges.
Charizard
Forward tilt's sweetspot deals more knockback (40 base/100 scaling → 45/104).
Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
Neutral aerial has a slightly longer hitbox duration (frames 8-19 → 8-20) and less landing lag (13 frames → 10).
Forward throw deals more knockback (60 base/65 scaling → 63/70).
Flare Blitz can snap to the ledge earlier.
Lucas
Forward tilt's sweetspot has more base knockback (35 → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).
Dash attack has a longer hitbox duration (frames 13-15 → 13-17).
Up smash has more invulnerability during startup (frames 1-4 → 1-7).
Up aerial has less ending lag (FAF 34 → 32).
PK Fire has less landing lag (21 frames → 19).
Olimar
Forward smash has more range and a longer hitbox duration when using purple Pikmin.
R.O.B.
Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.
Villager
Up smash's hits connect more reliably, fixing the issue patch 3.1.0 introduced.
Rosalina & Luma
It is now easier to grab Rosalina during her walking, crouching and shielding animations if Luma is in front of her.
Luma will be in front of Rosalina for the first hit of neutral attack, forward smash and up smash when using them immediately after turning around.
Little Mac
Neutral Attack manual inputed hits can no longer reduce its ending lag, significantly reducing its combo potential.
Mii Brawler
The Mii Brawler's fall speed and fast falling speed has been reverted back to the pre-3.1.0 values.
Because of this, forward aerial can no longer auto-cancel in a short hop.
Mii Brawler is easier to combo but harder to juggle.
Flashing Mach Punch has reduced startup lag (Frame 15 → 10).
Flashing Mach Punch KOs slightly earlier.
Thrust Uppercut's final hit has more knockback.
Mii Swordfighter
Blurring Blade's hits connect more reliably into the final slash.
Mii Gunner
Up smash's hits connect more reliably, due to a new autolink angle (368°), with knockback on the multihits adjusted to prevent opponents from being launched at unusually high speeds.
Pac-Man
Pac-Man will no longer drop his Bonus Fruit if he is hit with a move that reverses while charging the attack.
Ryu
Ryu now turns to face opponents after perfect shielding.
Ken
Ken now turns to face opponents after perfect shielding.
Corrin
Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).
Due to universal changes made to stall-then-fall down aerials, down aerial can no longer fully connect against targets at certain height worsening its damage output. Additionally, Corrin no longer maintains momentum after timing with a double jump and down aerial.
Dragon Lunge's jump option has less ending lag (FAF 46 → 40).
Dragon Ascent travels noticeably more vertical and horizontal distance.
Ridley
Up smash has a longer hitbox duration (frames 12-16 → 12-17), increasing its range in front of Ridley.
Up smash has more knockback scaling (76 → 78).
Back aerial deals more damage (15% → 16%) with no compensation on knockback.
Up aerial's sweetspot is bigger (4.5u → 5.5u) and takes priority over the sourspot.
Down aerial no longer has its downward movement disabled when used out of hitstun.
Space Pirate Rush has less ending lag when jumping after grabbing an opponent (FAF 42 → 39).
Space Pirate Rush has more knockback scaling when throwing the opponent at an edge (83 → 90).
Fixed an issue that resulted in Space Pirate Rush launching floaty characters much higher when used in a Sacrificial KO.
Wing Blitz has less startup lag (frame 37 → 34 (up), 39 → 36 (forward/back), 40 → 37 (down)), travels faster and covers more distance.
Isabelle
Isabelle's rolls travel a longer distance (2.25u → 2.85u).
Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.
Up smash's second hit has more knockback scaling (111 → 116).
Fishing Rod has less startup lag (frame 25 → 21).
Fishing Rod's up throw has more knockback scaling (62 → 66).
Lloid Trap has less startup lag once activated (frame 11 → 9). This means most characters can no longer run over it without getting hit.
Piranha Plant
Up tilt has less ending lag (FAF 32 → 29).
Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.
Poison Breath's damage increase caps after being reflected multiple times.
Poison Breath has less startup (frame 23 → 21) and ending lag (FAF 49 → 46).
Poison Breath has a slightly longer hitbox duration (97 frames → 99 (uncharged), 133 → 135 (fully charged)).
Long-Stem Strike charges faster (Max charge: 78 frames → 68).
Long-Stem Strike has less ending lag (Uncharged: FAF 65 → 60, max charge: 126 → 116, max charge (sideways): 136 → 121).
Long-Stem Strike deals more shield damage (0 → 5).
The Strike Cancel glitch has been fixed.
Joker
Grappling Hook's air resistance was changed from 0.27 → 0.24, and fighter offset from 6 → 8, making it no longer have Joker clip into the walls of stages.[1]
Makarakarn no longer reflects projectiles that have been reflected and deal 50% or more damage, bringing it in line with other reflectors in Ultimate.
Makarakarn's vertical searchbox raised by 0.25u[2]
Fixed an issue that caused Arsene to be summoned after getting Star KOed.
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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 |