SSBU/Version/4.0.0

From Dragdown
< SSBU‎ | Version
Version 4.0.0

Date Released: July 30, 2019

Links
Official Site


Previous Version
3.1.0
Next Version
5.0.0

General

  • Hero joins the game as a playable character

Misc.

  • Training mode's combo counter is more accuratePrior to this update, a combo could still go on even if the opponent wasn't in hitstun for a few frames at some point in the combo. This has been reduced to a single frame

Fighter Adjustments

The wakeup divekick update
Fighter Adjustment
Mario

Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters

Donkey Kong

Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters

Link

Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Aerial up-B has less knockback when all hits doesn't connect
Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around

Samus

Adjusted her wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Usmash has less knockback when all hits doesn't connect

Dark Samus

Usmash has less knockback when all hits doesn't connect

Yoshi

Fsmash has less pushback when charging

Fox

Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters

Peach

Neutral-B is more consistent against attacks that are countered from behind
Up-B has less knockback when all hits doesn't connect

Daisy

Neutral-B is more consistent against attacks that are countered from behind
Up-B has less knockback when all hits doesn't connect

Bowser

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Sheik

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Young Link

Young Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around

Mewtwo

The tail's hurtbox has been made smaller
Usmash has more active frames and more knockback
Dsmash has less endlag
Bthrow does more damage
Side-B has less startup, and reflects projectiles earlier

Mr. Game & Watch

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Pit

Jab 1 has less startup
Utilt has less endlag
Dsmash's front hit has more knockback
Bair has less landing lag
Dair's spike has more knockback

Dark Pit

Jab 1 has less startup
Utilt has less endlag
Dsmash's front hit has more knockback
Bair has less landing lag
Dair's spike has more knockback

Zero Suit Samus

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Snake

Adjusted his wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters

Pokemon TrainerThese changes applies to all 3 Pokémons

Grabbing the ledge after switching Pokémons in the air no longer shortens the invincibility gain from grabbing the ledge

Ivysaur

Dair's sweetspot has less range. The sourspot has less knockback
Side-B has more startup and more endlag
Aerial up-B's sweetspot has less knockback

Charizard

Ftilt's sweetspot has more knockback
Fsmash does more damage and has more knockdown
Usmash has less knockback when all hits doesn't connect
Nair has more active frames and less landing lag
Fthrow has more knockback
Side-B grabs ledges earlier

Lucas

Dash Attack has more active frames
Ftilt does more damage at the beginning of the move. The sweetspot has more knockback
Usmash has more invincibility at the start of the move
Uair has less endlag
Side-B has less landing lag

Sonic

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Olimar

When using a Purple Pikmin, Fsmash has more range and more active frames

R.O.B.

Jab 1's tipper does less hitstun

Toon Link

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Toon Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around

Villager

Usmash is more consistent

Rosalina & Luma

Rosalina is easier to grab from the front
Luma goes in front of Rosalina when doing Jab 1 in reverse
Luma goes in front of Rosalina when doing Fsmash in reverse
Luma goes in front of Rosalina when doing Usmash in reverse

Greninja

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Little Mac

Jab 3's endlag will no longer be reduced depending on the timing after pressing Jab 2This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes

Mii Brawler

Fall speed has been reverted to how it was prior to 3.0.0
Neutral-B 2 has less startup and more knockback
Up-B 1 has more knockback

Mii Swordfighter

Neutral-B 3 is more consistent

Mii Gunner

Usmash is more consistent. It also has less knockback when all hits doesn't connect

Pac-Man

The fruit from neutral-B will no longer drop when charging, even after a forced side switchFor example, being hit by Mario's side-B

Ryu

Any attack buffered out of parry will now be done while facing the opponent

Ken

Any attack buffered out of parry will now be done while facing the opponent

Corrin

Fsmash has more knockback
Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Jumping after using side-B has less endlag
Up-B covers a greater distance, both horizontally and vertically

Bayonetta

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Ridley

Dash Attack has more range
Usmash has more active frames and more knockback
Bair does more damage
Uair's sweetspot has more range and is easier to hit
Jumping out of side-B has less endlag. Additionally, the throw after reaching the ledge has more knockback
Up-B has less startup and moves faster

Simon

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Richter

Dair starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun

Isabelle

Rolls covers a greater distance
It is easier to combo Jab 1 into itself
Usmash has more knockback
Side-B's Uthrow has more knockback. It also starts grabbing opponents earlier
Down-B comes out faster when activated

Piranha Plant

Side-B now has a damage cap when reflectedVillager and Isabelle could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud). It also has less startup and more active frames
Down-B does more shield damage and has less endlag. It also has less charge time

Joker

Down-B (with Arsene out) cannot reflect projectiles that does more than 50% anymore

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