List of updates (SSBU)/6.0.0 changelog: Difference between revisions

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(Undid edit by 209.52.88.123: Such as? Also, how with the reduced lag?)
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**{{buff|The looping hits have received hitboxes that use the [[autolink angle]] (80° → 366°) against aerial opponents, allowing them to connect more reliably.}}
**{{buff|The looping hits have received hitboxes that use the [[autolink angle]] (80° → 366°) against aerial opponents, allowing them to connect more reliably.}}
**{{buff|The last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.}}
**{{buff|The last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.}}
*{{buff|Grounded Hand Slap has less startup (frame 15 → 12) and ending lag (FAF 57 → 47).}}
*{{buff|Grounded Hand Slap has less startup (frame 15 → 12) and ending lag (FAF 58 → 47).}}


=={{SSBU|Kirby}}==
=={{SSBU|Kirby}}==

Revision as of 00:45, November 10, 2019

This is a list of known changes in version 6.0.0 of Super Smash Bros. Ultimate.


Donkey Kong

  • Buff Forward tilt has much more knockback scaling (55 → 78), KOing at around 160% at the edge of Final Destination.
  • Neutral aerial:
    • Buff Neutral aerial deals more damage (11% → 12% (clean), 8% → 9% (late)) with no compensation on knockback.
    • Buff 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.
  • Buff 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):
    • Buff Spinning Kong's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).
    • Buff The looping hits have received hitboxes that use the autolink angle (80° → 366°) against aerial opponents, allowing them to connect more reliably.
    • Buff The last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.
  • Buff Grounded Hand Slap has less startup (frame 15 → 12) and ending lag (FAF 58 → 47).

Kirby

  • Buff Neutral attack's first hit has less startup (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
  • Buff Up smash's clean sourspot deals more knockback (30 base/99 scaling → 36/104), with the knockback values matching the sweetspots.
  • Buff 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.
  • Buff 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.
  • Buff Inhale has less startup (frame 14 → 10) with its total duration reduced as well (FAF 68 → 64).
  • Buff Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (10 seconds → 20).
  • Buff Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 100% → Damage Received/70 * 70%).

Fox

  • Nerf 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

  • Buff 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.
  • Buff 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.
  • Buff Forward throw launches at a much lower angle (50° → 35°), greatly improving its edgeguarding ability.
  • Buff Rollout reaches its full charge faster (frame 60 → 51).
  • Buff 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

Snake

Pokémon Trainer

Charizard

  • Buff Up smash's 0% hitbox introduced in update 4.0.0 has been properly given damage like the rest of the hitboxes (0% → 5%).

Robin

  • Buff Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost.
  • Buff Forward tilt has more base knockback (50 → 62).
  • Buff Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
  • Buff Thunder charges faster (Elthunder: frame 38 → 33, Arcthunder: frame 88 → 73, Thoron: frame 148 → 133).
  • Buff Arcfire's initial fireball has a longer duration (frames 17-62 → 17-77), traveling much farther before expiring.

Mii Brawler

  • Nerf Counter Throw's grabbox is much less extended horizontally (Z offset: 9u-1u → 9u-7.5u), no longer grabbing opponents behind Mii Brawler.

King K. Rool

  • Buff Neutral aerial has less landing lag (13 frames → 9).
  • Forward aerial:
    • Buff 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.
    • Buff 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.
    • Buff The mid hit lasts longer (frames 11 (clean)/12-13 (mid)/14-17 (late) → 11/12-14/15-17).
  • Buff 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:
    • Buff Blunderbuss has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).
    • Buff 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.
    • Buff 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:
    • Buff 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.
    • Buff A successful Gut Check has less ending lag (FAF 42 → 38).
    • Buff 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

  • Buff Neutral attack's third hit deals more damage (4.7% → 6.7%) and knockback (75 base/50 scaling → 80/60).
  • Buff 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.
  • Buff Down aerial's sweetspot takes priority over the sourspot, making the meteor smash easier to land.
  • Darkest Lariat:
    • Buff Darkest Lariat's clean first hit deals more damage (16%/12% → 17%/13%) with no compensation on knockback.
    • Buff 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.
    • Nerf 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:
    • Buff 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).
    • Buff 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

Hero