List of updates (SSBU)/8.0.0 changelog
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This is the list of known changes in version 8.0.0 of Super Smash Bros. Ultimate.
Mario
- Mario Finale:
- Mario Finale deals more damage per hit (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
- The fireballs' hitboxes stretch vertically (Y offset: 0u, -3u—3u), increasing their range and making the Final Smash harder to escape.
Kirby
- Dash attack:
- Dash attack has less ending lag (FAF 60 → 52).
- The clean hit has more knockback scaling (66 → 71).
- Down smash:
- Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
- It has more knockback scaling (89 → 94).
- Forward aerial's second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%), with base knockback on the third hit not fully compensated (30 → 24).
- Back aerial's sweetspot has more knockback scaling (100 → 104).
- Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).
Marth
- Down smash's tipper deals more knockback (50 base → 57 (hit 1), 88 scaling → 92 (hit 2)).
- Forward, back, and up aerials' closest hitboxes to the tip have been moved inward (Z offset: 3.5u → 2.5u (forward), 3.7u → 1.7u (back), 2u → 0.5u (up)), making the tipper hitboxes easier to land.
Villager
- Neutral attack has received several changes to connect more reliably:
- Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
- The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
- The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
- The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).
- Up tilt:
- The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.
- The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.
- Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) with no compensation on knockback, improving its KO potential.
- Up aerial deals more base knockback (30 → 40).
- Down aerial has less startup lag (frame 14 → 11), with its total duration reduced as well (FAF 46 → 43).
- Timber:
- The seed planting and watering have less ending lag (FAF 43 → 39 (planting), 54 → 50 (watering)).
- The axe deals more base knockback (30 → 36) and shield damage (6 → 9).
- The axe gained additional hitboxes on frame 8 to compensate the axe going away from the playing field.
- Lloid Jacket fixed.
Wii Fit Trainer
- Down tilt launches at a lower angle (55° → 40°). This drastically improves its utility overall, as it now has KO potential and can set up edgeguards.
- Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
- Down smash has less ending lag (FAF 52 → 47).
- Forward aerial has less ending lag (FAF 39 → 36) and landing lag (9 frames → 7), and autocancels earlier (frame 25 → 23).
- Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
- Wii Fit:
- The final silhouette has more knockback scaling (123 → 128).
- The final silhouette has larger hitboxes overall (20u/3u/10.3u/9u → 23u/6u/10u).
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.
- It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
- 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).
King K. Rool
- Belly Super Armor has more durability (14.01 HP → 18.01 HP), allowing it to withstand stronger attacks such as Falcon Punch from full durability, and improving its overall reliability. Considering the armor splitting damage between itself and King K. Rool, it's got effectively 36.02 HP.
- Dash attack:
- The move has more knockback scaling (57 → 61 (clean), 48 → 55 (late)).
- The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 7-11 (clean)/12-25 (late) → 7-14/15-25).
- Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.
- Pummel has a larger hitbox (7u → 8u), allowing it to connect more consistently.
- Back throw launches at a lower angle (45° → 35°), allowing it to KO around 20% earlier.
- Crownerang has an increased armor threshold (6% → 12%).