[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
List of updates (SSBU)/8.0.0 changelog
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This is the list of known changes in version 8.0.0 of Super Smash Bros. Ultimate.
Corrin
- Forward smash:
It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.
The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.
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.
Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential.
Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
- Dragon Lunge:
The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
Both kicks' clean hits have more knockback scaling (90 → 98).
Jumping out of the pin has much less ending lag (FAF 40 → 30).