Template:UpdateList (SSBU)/8.0.0
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{{#switch: Universal |Mario=
- Mario Finale:
- Mario Finale hits deals 0.5% more damage (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
- Mario Finale has a larger hitbox making harder to escape the final smash.
|Kirby=
- Dash attack has less ending lag (FAF 60 → 52).
- Dash attack's early hit has more knockback scaling (66 → 71).
- Down smash has less startup lag (frame 10 → 7).
- Down smash 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 (grounded shockwave)).
|Luigi=
- Down throw functions correctly near edges, preventing characters like Ridley from being stage spiked away.
|Captain Falcon=
- Dash attack has less ending lag (FAFF 38 → 35).
- It has, however, a lower shieldstun multiplier (1.875x → 1.5x).
- Down tilt has more knockback scaling (80 → 86).
- Up smash's second hit has more knockback scaling (72/74/80 → 80/81/88).
- Template:Bug
- Raptor Boost:
- Grounded Raptor Boost launches at an altered angle (76° → 85°) and lower base knockback (55 → 30). This allows combos at a wider percent range, including a read into Knee Smash.
- Aerial Raptor Boost's meteor hitbox meteor smashes more consistently.
- Falcon Kick has faster startup (frame 15 → 13 (grounded)/frame 16 → 14 (aerial)), and the clean hit has more knockback scaling (84 → 88 (grounded)/52 → 57 (aerial)).
|Jigglypuff=
- Puff Up slows opponents more during its initial startup.
|Peach=
- Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.
|Daisy=
- Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.
|Ice Climbers=
- Pummel has a bigger hitbox size (4.8 → 5.8) and Z position (6.4 → 7.4), making it connect more consistently.
- Iceberg:
- Iceberg slows opponents more during its initial startup.
- The Iceberg appears much faster, and the peak's hitbox size was increased.
- Grabbing the Condor was made easier.
|Sheik=
- Forward smash's hits connect better, and the second hit has more range.
|Dr. Mario=
- Doctor Finale deals more damage.
|Falco=
- Down tilt has a faster startup (frame 10 → 8), less FAF (31 → 29) and a more vertical launch angle, allowing it to KO earlier.
- Up smash has more knockback, both hits of up smash have longer hitbox duartion (7-9 (first hit)/13-18 (second hit) → 7-12/13-20), and the second hit has a bigger hitbox (5.0 → 5.7).
- Neutral aerial's last hit comes out faster (frame 19 → 17) and has a larger hitbox. It also autocancels earlier (frame 43 → 41).
- Down aerial has lower ending lag (FAF 51 → 43) and landing lag (14 frames → 12).
- Falco Phantasm:
- Grounded Falco Phantasm has faster startup (18 → 13) and 3 more active frames (18-24 → 13-22). Its total duration was also decreased (FAF 55 → 50).
- Aerial Falco Phantasm has 3 more active frames (18-24 → 18-27).
|Marth=
- Down smash's tipper deals more knockback (BKB 50 → 58 (hit 1), KBG 80 → 92 (hit 2)).
- Forward, back, and up aerials have increased tipper hitbox sizes.
|Mewtwo=
- Back aerial's far and middle hitboxes deal more damage. The move's knockback has also been increased.
- Up aerial deals more knockback.
- Down throw has less ending lag, allowing for easier follow-ups.
- Shadow Ball:
- Uncharged Shadow Ball deals more damage (2% → 4%).
- Shadow Ball overall travels faster and has less ending lag.
- Teleport has less landing lag.
|Pit=
- Down tilt has less knockback and a shorter launch angle, improving its combo potential.
- Up smash has more knockback.
- Up aerial:
- Up aerial's hits have less startup (12/15/18/21/24 → 10/13/16/19/22) and a shorter total duration (FAF 49 → 40). It also deals more knockback and has a more vertical angle.
- Up aerial now autocancels earlier (frame 37 → 35).
- Guardian Orbitars now have reduced ending lag (FAF 50-129 → 39-124).
|Ike=
- Dash attack:
- Dash attack has more knockback scaling (clean: 78 → 88, late: 100 → 110).
- Down tilt:
- Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.
- Neutral aerial:
- Neutral aerial has more knockback scaling (105 → 130).
- This makes it harder to follow up from the move at high percentages.
- However, this restores some of the clean hit's lost KO power from SSB4.
- Neutral aerial's late hitboxes are smaller (4 → 3u).
- Neutral aerial has more knockback scaling (105 → 130).
- Forward aerial:
- Forward aerial has less ending lag (FAF 60 → 52).
- Forward aerial deals more damage (11.5% → 13%), with its knockback scaling mostly compensated (65 → 60).
- Aether:
- The first hit where Ike throws his sword up now has transcendent priority, improving its utility out of shield.
- The final hit of Aether has much more knockback scaling (115 → 155) and sends at a lower angle (60° → 50°). This drastically improves its KO potential.
|Diddy Kong=
- Dash attack now connects more reliably and the final hit has more knockback.
- Forward tilt has a bigger hitbox, and more horizontal knockback angle, and a longer hitbox duration for the later hit (13-14 → 13-16).
- Down smash has less startup (9/14 → 7/12), the second hit has more active frames (14-14 → 12-13), and a reduced total duration (FAF 52 → 50).
- Forward aerial's clean hit has a bigger hitbox.
- The time until Diddy Kong can throw another Banana Peel has been extended, removing the infamous infinite.
|Lucas=
- Lucas' pivot grab now has more range (0.5 → 3.5).
|Sonic=
- Super Sonic makes opponents go slower during the initial slow down period.
- Super Sonic has more range during during start up.
|King Dedede=
- Up tilt:
- Up tilt deals more damage (10%/8% → 11.5%/9.5%) with no compensation on knockback, improving its power, now being able to KO earlier than brawl's up tilt with rage.
- Down tilt sends at a lower angle (45° → 35°), allowing it to KO earlier.
- Forward smash:
- Forward smash has had its jostling properties adjusted.
- Forward aerial:
- Forward aerial has more knockback scaling (90 → 98).
- Up aerial:
- The final hit has much more knockback scaling (147 → 167), greatly improving its KO potential, now being able to KO below 150% with no DI.
- Inhale:
- Inhale has faster startup (frame 17 → 14).
- The grounded version's grabboxes are larger (initial: 4.0 Z-axis → 4.0-7.0, vacuum: 5.0-9.0 Z-axis → 5.0-12.0), greatly improving its range.