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List of updates (SSBU)/3.1.0 changelog: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
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=={{SSBU|Daisy}}== | =={{SSBU|Daisy}}== | ||
*{{buff| | *{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}} | ||
*{{buff| | *{{buff|Forward smash deals more knockback when using the golf club.}} | ||
*{{ | *{{nerf|Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).}} | ||
*{{ | *{{nerf|Back throw has less knockback scaling (95 (throw)/200 (collateral) → 88/100).}} | ||
*{{nerf| | *{{nerf|[[Daisy Bomber]] has more ending lag if it connects.}} | ||
*{{buff| | *{{buff|[[Daisy Parasol]]'s hits connect more reliably.}} | ||
*{{nerf| | *{{nerf|Vegetable has more ending lag.}} | ||
=={{SSBU|Ice Climbers}}== | =={{SSBU|Ice Climbers}}== |
Revision as of 14:45, May 31, 2019
This is a list of known changes in version 3.1.0 of Super Smash Bros. Ultimate.
Universal
Increased the minimum amount of time between wall jumps made in the same direction.
Fixed characters appearing on screen that resulted them taking damage before the countdown ends.
Fixed the electric hitstun glitch in Training Mode.
Donkey Kong
Giant Punch has longer super armor when using a fully charged punch.
Samus
Up smash's hits connect more reliably.
Fixed tether beam glitch from 3.0.0.
Dark Samus
Up smash's hits connect more reliably.
Fixed tether beam glitch from 3.0.0.
Fox
Neutral attack 2 connects into neutral infinite more reliably.
Pikachu
Standing grab has more range.
Luigi
Neutral attack 2 connects into neutral attack 3 more reliably.
When landing with grab aerial, the move has a bigger hitbox and a higher position, giving it an extra active frame before the plunger touches the ground.
The invincibility of Luigi Cyclone no longer lasts for the entire duration of the move when used on the ground and rising into the air with certain timing.
Ness
Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.
Captain Falcon
Forward tilt deals more knockback.
Up tilt has less startup lag.
Forward aerial's sweetspot is larger.
Back aerial deals more knockback.
Raptor Boost has less startup lag after getting close to an opponent (frame 6 → 2).
Raptor Boost's super armor has a higher damage threshold.
Raptor Boost deals more hitstun.
Falcon Kick has a longer hitbox duration.
Jigglypuff
Neutral attack 1 connects into neutral attack 2 more reliably.
Neutral attack 2 has more range.
Peach
Neutral attack 1 connects into neutral attack 2 more reliably.
Forward smash deals more knockback when using the golf club.
Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
Back throw has less knockback scaling (95 (throw)/200 (collateral) → 88/100).
Peach Bomber has more ending lag if it connects.
Peach Parasol's hits connect more reliably.
Vegetable has more ending lag.
Daisy
Neutral attack 1 connects into neutral attack 2 more reliably.
Forward smash deals more knockback when using the golf club.
Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
Back throw has less knockback scaling (95 (throw)/200 (collateral) → 88/100).
Daisy Bomber has more ending lag if it connects.
Daisy Parasol's hits connect more reliably.
Vegetable has more ending lag.
Ice Climbers
Ice Climbers now recover midair jumps the same way as other fighters.
Nana will no longer jump when pressing the jump button right after a grab.
Pichu
Pichu has a larger hurtbox.
Pichu's full shield is bigger.
Forward tilt deals less knockback.
Forward smash has more ending lag (FAF 50 → 54).
All electrical moves except pummel cause more recoil damage. While this allows it to build up rage faster, it mostly worsens its already poor survivability and makes it easier to be KOed.
Forward tilt: 0.7% → 1%
Forward smash: 1.5% → 2%
Down smash: 0.8% → 1.3%
Forward aerial: 1% → 1.5%
Back aerial: 1% → 1.5%
Down aerial: 1.5% → 2%
Forward throw: 0.5% → 0.8%
Thunder Jolt: 0.4% → 0.7%
Skull Bash: 1.5% → 1.8%
Agility: 2% → 2.3%
Thunder: 3% → 3.5%
Lucina
Forward Smash has less knockback scaling (77 → 73).
Forward Aerial has less knockback scaling (81 → 77). This improves its combo potential, but weakens its KO potential.
Ganondorf
Made it easier to hit with down smash multiple times.
Roy
Made it easier to hit with up smash multiple times.
Chrom
Made it easier to hit with up smash multiple times.
Mr. Game & Watch
Made it easier to hit with up tilt multiple times.
Pit
Made it easier to hit with up smash multiple times.
Dark Pit
Made it easier to hit with up smash multiple times.
Reduced vulnerability when hitting an opponent with Electroshock Arm in midair.
Zero Suit Samus
Made it easier to hit with Plasma Whip multiple times.
Extended the travel distance of Flip Jump when inputting left or right with the stick.
Snake
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Increased forward movement distance of the second hit of jab and made it easier to hit multiple times when continuing with the third hit.
Ivysaur
Made it easier to hit with Bullet Seed multiple times.
Charizard
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Increased forward movement distance of the second hit of jab and made it easier to hit multiple times when continuing with the third hit.
Diddy Kong
Increased range of the second hit of jab and made it easier to hit multiple times when continuing from the first hit.
Adjusted launch angle of dash attack.
Made it easier to hit multiple times with up smash.
Extended launch distance of up smash.
Reduced vulnerability of up air.
Reduced landing vulnerability of up air.
Increased attack speed of down air
Increased power of Peanut Popgun.
Shortened the charge time of Peanut Popgun.
Decreased the fall speed while charging Rocketbarrel Boost.
Increased distance traveled after charging Rocketbarrel Boost.
Increased power of Hyper Rocketbarrel's explosion and jet at the start.
Decreased the power of Hyper Rocketbarrel's tackle.
Made it harder for opponents with lower damage to be launched with Hyper Rocketbarrel's final tackle.
Olimar
Increased hurtbox size.
Reduced the high-damage window of side smash.
Forward smash has more ending lag (FAF 40 → 42).
Up smash has more ending lag (FAF 37 → 39).
Adjusted the flight time when Winged Pikmin is used repeatedly. As a result, the move now travels a significantly reduced distance with consecutive use.
Lucario
Reduced ending lag of all hits of jab.
Increased range of dash attack.
Increased knockback of side tilt.
Increased the sweetspot of side smash.
Up smash connects more reliably.
Increased the range of neutral air to help hit opponents on the ground.
Increased the sweetspot of up air.
Down air's multihits connect more reliably.
Reduced the range Aura Sphere will push opponents while charging.
Increased maximum range of Aura Sphere.
Reduced vulnerability of Aura Sphere.
Fighters can no longer move through Lucario when using Force Palm.
Increased grab range of Force Palm.
R.O.B.
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Increased range of jab's second hit.
Toon Link
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Wolf
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Increased range on the second of hit of jab and adjusted it to make it easier to hit multiple times when continuing with the third hit.
Moved the hitbox of the final hit of jab forward and adjusted it to make it easier to hit multiple times when continuing from the second hit.
The front hit of down smash deals less knockback.
Blaster has more endlag.
Fire Wolf's final hit has a smaller hitbox.
Adjusted the launch angle of Fire Wolf.
Fire Wolf's multihits now connect more reliably.
Reflector becomes invincible sooner.
Reflector's hitbox has less startup lag.
Reflector reflects projectiles sooner.
Villager
Up smash's multihits now connect more reliably.
Wii Fit Trainer
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Rosalina & Luma
Luma has less endlag after using dash attack.
Forward smash deals more knockback when used in tangent with Luma.
Forward air's multihits now connect more reliably.
Forward air has less endlag.
Rosalina can now grab ledges more quickly after using forward air.
Grab has less startup lag.
Increased fastfall speed after using Launch Star.
Luma has less endlag after using Gravitational Pull.
Luma now takes less damage before being KO'd.
Luma now respawns faster after being KO'd when there are 1 to 3 opponents.
Little Mac
First hit of jab has less endlag.
Adjusted the first hit of jab to make it easier to hit multiple times when continuing with the second hit.
Second hit of jab has less endlag.
Second hit of jab has more range.
Final hit of jab has more range.
Forward tilt's multihits connect more reliably when used against an airborne opponent.
Down tilt has more range.
Super armor on up smash lasts longer.
Straight Lunge has less endlag when used uncharged while on the ground.
KO Uppercut has less endlag when used on the ground.
Jolt Haymaker has more range when the hitbox is used directly after commencing the move.
Slip Counter has less endlag.
Mii Brawler
Adjusted the second hit of jab to make it easier to hit multiple times when continuing with rapid jab.
Rapid jab has more range.
Flashing Mach Punch's multihits now connect more reliably.
Falling speed and fast falling speed decreased.
Mii Gunner
Up smash's multihits now connect more reliably.
Pac-Man
Up smash's multihits now connect more reliably.
Shulk
Second hit of jab has more range.
Adjusted the launch angle of up smash.
Up smash's multihits now connect more reliably.
Bowser Jr.
Adjusted the launch angle of dash attack.
Up tilt has less endlag.
Up smash deals more knockback.
Clown Cannon has less startup lag when used in the air.
Clown Kart Dash travels faster when the move begins.
Abandon Ship!'s hammer hitbox has more range.
Abandon Ship!'s hammer hitbox has more active frames.
Adjusted the launch angle of Abandon Ship!'s Clown Car hitbox when used on the ground.
Abandon Ship!'s Clown Car multihits now connect more reliably.
Duck Hunt
Up aerial's hits connect more reliably.
Ryu
The first two hits of tapped neutral attack have a larger special-canceling window.
Jab (Heavy): Deals significantly less knockback and can be special-cancelled.
- Forward tilt (Light)
Close Range: Increased the amount of time you can cancel with a special move.
Long Range: Increased hitbox size of tip
Up tilt (Heavy): Adjusted knockback angle when hitting airborne opponents.
Down tilt (Light): Increased hitstun.
Down tilt (Heavy): Decreased knockback.
- Up air
Increased active frames
Increased hitbox size
- Hadoken
Decreased the speed for light Hadoken and light Shakunetsu Hadoken.
Increased the speed for heavy Hadoken and heavy Shakunetsu Hadoken.
Decreased startup of Hadoken and Shakunetsu Hadoken.
Increased damage of Hadoken and Shakunetsu Hadoken.
Tatsumaki Senpukyaku: Increased hitbox size of first hit when used on the ground.
Ken
Increased the amount of time you can cancel the first and second hit of neutral attack with a special move.
Heavy neutral attack has an altered knockback distance and angle.
It's damage has been increased while maintaining the same amount of knockback.
Inazuma Kick deals more damage while maintaining the same amount of shield damage.
Nata Otoshi Geri has a reduced SDI multiplier.
Increased the amount of time you can cancel forward tilt (light) with a special move.
The tip hitbox has a larger hitbox.
Heavy forward tilt has an adjusted knockback angle.
Heavy up tilt has a altered launch angle when hitting airborne opponents.
Light down tilt has increased hitstun.
Heavy down tilt has decreased knockback.
Increased the amount of time you can cancel down aerial with a special move or Final Smash.
The first hit of Tatsumaki Senpukyaku has an increased hitbox size when used on the ground.
It's SDI multiplier has also been reduced making it harder to escape.
Shoryuken connects more reliably and it's SDI multiplier has been reduced.
The first hit no longer negates other attacks.
Shoryuken's grounded heavy version deals more knockback.
Shoyuken's aerial version (both light and heavy) deal more knockback.
The medium version of Shoryuken deals less knockback.
Cloud
Made it easier to connect both hits with down smash.
Bayonetta
Neutral attack's first hit has a longer hitbox duration (frames 9-11 → 9-12).
Neutral attack's finisher deals more knockback.
Dash attack's clean hit deals more knockback.
Up tilt's hits connect more reliably.
Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
After Burner Kick has less landing lag.
Witch Twist has less landing lag.
Witch Time has a longer counter window (frames 8-21 → 8-23) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window has been moved forward (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.
Witch Time regenerates faster.
Inkling
Increased range of third jab, allowing it to combo from the second jab easier.
King K. Rool
Shortened the amount time before K. Rool can grab the ledge after using up aerial.
Isabelle
Fishing Rod will reliably catch opponents when reeling on the ground
Fishing Rod won't catch opponents while it's not moving
Incineroar
Jab connects each hit more reliably.
Piranha Plant
Increased hitbox size of jab 3.
Opponents will be stuck in the jab flurry for a longer time.
Joker
Eigaon connects all its hits more reliably.
hide Super Smash Bros. Ultimate updates | |
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List of updates | 1.0.0 · 1.1.0 · 1.2.0 · 1.2.1 · 2.0.0 · 2.0.1 · 2.0.2 · 3.0.0 · 3.0.1 · 3.1.0 · 4.0.0 · 5.0.0 · 6.0.0 · 6.1.0 · 6.1.1 · 7.0.0 · 8.0.0 · 8.1.0 · 9.0.0 · 9.0.1 · 9.0.2 · 10.0.0 · 10.1.0 · 11.0.0 · 11.0.1 · 12.0.0 · 13.0.0 · 13.0.1 · 13.0.2 · 13.0.3 |
Patch changelogs | 1.1.0 · 1.2.0 · 2.0.0 · 3.0.0 · 3.1.0 · 4.0.0 · 5.0.0 · 6.0.0 · 7.0.0 · 8.0.0 · 9.0.0 · 9.0.1 · 9.0.2 · 10.0.0 · 10.1.0 · 11.0.0 · 12.0.0 · 13.0.0 · 13.0.1 |