Template:UpdateList (SSBU)/8.0.0

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Revision as of 00:42, July 1, 2020 by Thermallax (talk | contribs) (Did some labbing by testing on Mario. For brawl, Mario dies at 103% with no DI on FD. Rage doesn't exist in this game. In Ultimate, Mario dies at 112% with no DI and no rage on FD. With rage on and Dedede at 85%, Mario dies at 103%. At max rage: 93%)
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{{#switch: Universal |Mario=

  • Mario Finale:
    • Buff Mario Finale hits deals 0.5% more damage (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
    • Buff Mario Finale has a larger hitbox making harder to escape the final smash.

|Kirby=

  • Buff Dash attack has less ending lag (FAF 60 → 52).
  • Buff Dash attack's early hit has more knockback scaling (66 → 71).
  • Buff Down smash has less startup lag (frame 10 → 7).
  • Buff Down smash has more knockback scaling (89 → 94).
  • Buff 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).
  • Buff Back aerial's sweetspot has more knockback scaling (100 → 104).
  • Buff Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (grounded shockwave)).

|Luigi=

  • Change Down throw functions correctly near edges, preventing characters like Ridley from being stage spiked away.

|Captain Falcon=

  • Buff Dash attack has less ending lag (FAFF 38 → 35).
    • Nerf It has, however, a lower shieldstun multiplier (1.875x → 1.5x).
  • Buff Down tilt has more knockback scaling (80 → 86).
  • Buff Up smash's second hit has more knockback scaling (72/74/80 → 80/81/88).
  • Template:Bug
  • Raptor Boost:
    • Buff 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.
    • Buff Aerial Raptor Boost's meteor hitbox meteor smashes more consistently.
  • Buff 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=

  • Buff Puff Up slows opponents more during its initial startup.

|Peach=

  • Buff Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.

|Daisy=

  • Buff Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.

|Ice Climbers=

  • Buff Pummel has a bigger hitbox size (4.8 → 5.8) and Z position (6.4 → 7.4), making it connect more consistently.
  • Iceberg:
    • Buff Iceberg slows opponents more during its initial startup.
    • Buff The Iceberg appears much faster, and the peak's hitbox size was increased.
    • Buff Grabbing the Condor was made easier.

|Sheik=

  • Buff Forward smash's hits connect better, and the second hit has more range.

|Dr. Mario=

|Falco=

  • Buff Down tilt has a faster startup (frame 10 → 8), less FAF (31 → 29) and a more vertical launch angle, allowing it to KO earlier.
  • Buff 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).
  • Buff Neutral aerial's last hit comes out faster (frame 19 → 17) and has a larger hitbox. It also autocancels earlier (frame 43 → 41).
  • Buff Down aerial has lower ending lag (FAF 51 → 43) and landing lag (14 frames → 12).
  • Falco Phantasm:
    • Buff 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).
    • Buff Aerial Falco Phantasm has 3 more active frames (18-24 → 18-27).

|Marth=

  • Buff Down smash's tipper deals more knockback (BKB 50 → 58 (hit 1), KBG 80 → 92 (hit 2)).
  • Buff Forward, back, and up aerials have increased tipper hitbox sizes.

|Mewtwo=

  • Buff Back aerial's far and middle hitboxes deal more damage. The move's knockback has also been increased.
  • Buff Up aerial deals more knockback.
  • Buff Down throw has less ending lag, allowing for easier follow-ups.
  • Shadow Ball:
    • Buff Uncharged Shadow Ball deals more damage (2% → 4%).
    • Buff Shadow Ball overall travels faster and has less ending lag.
  • Buff Teleport has less landing lag.

|Pit=

  • Buff Down tilt has less knockback and a shorter launch angle, improving its combo potential.
  • Buff Up smash has more knockback.
  • Up aerial:
    • Buff 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.
    • Buff Up aerial now autocancels earlier (frame 37 → 35).
  • Buff Guardian Orbitars now have reduced ending lag (FAF 50-129 → 39-124).

|Ike=

  • Dash attack:
    • Buff Dash attack has more knockback scaling (clean: 78 → 88, late: 100 → 110).
  • Down tilt:
    • Buff Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.
  • Neutral aerial:
    • Change Neutral aerial has more knockback scaling (105 → 130).
      • Nerf This makes it harder to follow up from the move at high percentages.
      • Buff However, this restores some of the clean hit's lost KO power from SSB4.
    • Nerf Neutral aerial's late hitboxes are smaller (4 → 3u).
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 60 → 52).
    • Buff Forward aerial deals more damage (11.5% → 13%), with its knockback scaling mostly compensated (65 → 60).
  • Aether:
    • Buff The first hit where Ike throws his sword up now has transcendent priority, improving its utility out of shield.
    • Buff 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=

  • Buff Dash attack now connects more reliably and the final hit has more knockback.
  • Buff Forward tilt has a bigger hitbox, and more horizontal knockback angle, and a longer hitbox duration for the later hit (13-14 → 13-16).
  • Buff 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).
  • Buff Forward aerial's clean hit has a bigger hitbox.
  • Nerf The time until Diddy Kong can throw another Banana Peel has been extended, removing the infamous infinite.

|Lucas=

  • Buff Lucas' pivot grab now has more range (0.5 → 3.5).

|Sonic=

  • Change Super Sonic makes opponents go slower during the initial slow down period.
  • Buff Super Sonic has more range during during start up.

|King Dedede=

  • Up tilt:
    • Buff 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.
    • Buff Down tilt sends at a lower angle (45° → 35°), allowing it to KO earlier.
  • Forward smash:
    • Change Forward smash has had its jostling properties adjusted.
  • Forward aerial:
    • Buff Forward aerial has more knockback scaling (90 → 98).
  • Up aerial:
    • Buff 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:
    • Buff Inhale has faster startup (frame 17 → 14).
    • Buff 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.