List of updates (SSBU)/3.1.0 changelog: Difference between revisions

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==Universal==
==Universal==
*{{nerf|Increased the minimum amount of time between wall jumps made in the same direction.}}
{{UpdateList (SSBU)/3.1.0|char=Universal}}<ref>https://www.youtube.com/watch?v=Jwa562kwhOk</ref>
*{{bugfix|Fixed characters appearing on screen that resulted them taking damage before the countdown ends.}}
 
*{{bugfix|Fixed the electric hitstun glitch in Training Mode.}}
==Stages==
*{{bugfix|Held item attacks<ref>https://www.youtube.com/watch?v=Jwa562kwhOk</ref> have been removed.}}
{{UpdateList (SSBU)/3.1.0|char=Stages}}


=={{SSBU|Donkey Kong}}==
=={{SSBU|Donkey Kong}}==
*{{buff|[[Giant Punch]] has longer [[Armor|super armor]] when using a fully charged punch.}}
{{UpdateList (SSBU)/3.1.0|char=Donkey Kong}}
 
=={{SSBU|Link}}==
{{UpdateList (SSBU)/3.1.0|char=Link}}


=={{SSBU|Samus}}==
=={{SSBU|Samus}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Samus}}
*{{bugfix|Fixed tether beam glitch from 3.0.0.}}


=={{SSBU|Dark Samus}}==
=={{SSBU|Dark Samus}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Dark Samus}}
*{{bugfix|Fixed tether beam glitch from 3.0.0.}}
 
=={{SSBU|Yoshi}}==
{{UpdateList (SSBU)/3.1.0|char=Yoshi}}
 
=={{SSBU|Kirby}}==
{{UpdateList (SSBU)/3.1.0|char=Kirby}}


=={{SSBU|Fox}}==
=={{SSBU|Fox}}==
*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Fox}}


=={{SSBU|Pikachu}}==
=={{SSBU|Pikachu}}==
*{{buff|Standing grab has more range.}}
{{UpdateList (SSBU)/3.1.0|char=Pikachu}}


=={{SSBU|Luigi}}==
=={{SSBU|Luigi}}==
*{{buff|Neutral attack 2 connects into neutral attack 3 more reliably.}}
[[File:3.0.0-3.1.0-Luigi-Jab3.png|300px|thumb|The change in Luigi's third neutral attack.]]
*{{buff|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.}}
{{UpdateList (SSBU)/3.1.0|char=Luigi}}
*{{nerf|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.}}
 
{{clr}}


=={{SSBU|Ness}}==
=={{SSBU|Ness}}==
*{{buff|Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Ness}}


=={{SSBU|Captain Falcon}}==
=={{SSBU|Captain Falcon}}==
*{{buff|Forward tilt deals more base knockback (50 → 60).}}
{{UpdateList (SSBU)/3.1.0|char=Captain Falcon}}
*{{buff|Up tilt has less startup lag (frame 17 → 14) with identical ending lag, shortening its duration (FAF 40 → 37).}}
*{{buff|Forward aerial's sweetspot is larger (3.0u → 3.75u).}}
*{{buff|Back aerial deals slightly more knockback (25 (base)/94 (scaling) → 27/97).}}
*{{buff|Raptor Boost has less startup lag after getting close to an opponent (frame 6 → 2).}}
*{{buff|Raptor Boost's [[armor]] has a higher damage threshold (8% → 10%).}}
*{{buff|Raptor Boost deals more hitstun (+0 → +2).}}
*{{buff|Falcon Kick has a longer hitbox duration.}}


=={{SSBU|Jigglypuff}}==
=={{SSBU|Jigglypuff}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Jigglypuff}}
*{{buff|Neutral attack 2 has more range.}}


=={{SSBU|Peach}}==
=={{SSBU|Peach}}==
*{{change|Peach's dress physics were adjusted.}}
{{UpdateList (SSBU)/3.1.0|char=Peach}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{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),  no longer allowing the move to KO until very high percents.}}
*{{nerf|[[Peach Bomber]] has more ending lag if it connects (FAF 19 → 25).}}
*{{buff|[[Peach Parasol]]'s hits connect more reliably. Opponents are less likely to fall out before the final hit.}}
*{{nerf|[[Vegetable]] has more ending lag (FAF 37 → 40).}}


=={{SSBU|Daisy}}==
=={{SSBU|Daisy}}==
*{{change|Daisy's dress physics were adjusted.}}
{{UpdateList (SSBU)/3.1.0|char=Daisy}}
**{{bugfix|It is now less likely for her animations to show visible seams or artifacts.}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
*{{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), no longer allowing the move to KO until very high percents.}}
*{{nerf|[[Daisy Bomber]] has more ending lag if it connects (FAF 19 → 25).}}
*{{buff|[[Daisy Parasol]]'s hits connect more reliably. Opponents are less likely to fall out before the final hit.}}
*{{nerf|Vegetable has more ending lag (FAF 37 → 40).}}


=={{SSBU|Ice Climbers}}==
=={{SSBU|Ice Climbers}}==
*{{change|Ice Climbers recover midair jumps the same way as other fighters.}}
{{UpdateList (SSBU)/3.1.0|char=Ice Climbers}}
*{{nerf|Nana will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.}}


=={{SSBU|Pichu}}==
=={{SSBU|Pichu}}==
*{{nerf|Pichu has a larger hurtbox.}}
{{UpdateList (SSBU)/3.1.0|char=Pichu}}
*{{change|Pichu's full shield is bigger. This makes it less likely for Pichu to get [[Shield_stab|shield poked]], but also makes it easier to hit the shield to apply pressure to it.}}
*{{nerf|Forward tilt has less knockback scaling (150 → 130).}}
**{{buff|This also allows it to [[trip]] opponents at a wider percent range.}}
*{{nerf|Forward smash has more ending lag (FAF 50 → 54).}}
*{{nerf|All electrical moves except pummel and [[Volt Tackle]] 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.}}
**{{nerf|Forward tilt: 0.7% → 1%}}
**{{nerf|Forward smash: 1.5% → 2%}}
**{{nerf|Down smash: 0.8% → 1.3%}}
**{{nerf|Forward aerial: 1% → 1.5%}}
**{{nerf|Back aerial: 1% → 1.5%}}
**{{nerf|Down aerial: 1% → 1.5% (aerial hitbox)}}
**{{nerf|Forward throw: 0.5% → 0.8%}}
**{{nerf|[[Thunder Jolt]]: 0.4% → 0.7%}}
**{{nerf|[[Skull Bash]]: 1.5% → 1.8%}}
**{{nerf|[[Agility]]: 0.6% → 0.9% (first zip), total: 2% → 2.3%}}
**{{nerf|[[Thunder]]: 3% → 3.5%}}


=={{SSBU|Lucina}}==
=={{SSBU|Lucina}}==
*{{nerf|Forward smash has less knockback scaling (77 → 73).}}
{{UpdateList (SSBU)/3.1.0|char=Lucina}}
*{{nerf|Forward aerial has less knockback scaling (81 → 77), hindering its edge-guarding and KO potential.}}
 
=={{SSBU|Young Link}}==
{{UpdateList (SSBU)/3.1.0|char=Young Link}}


=={{SSBU|Ganondorf}}==
=={{SSBU|Ganondorf}}==
*{{buff|Down smash's hits connect more reliably by preventing opponents to tech after the first hit.}}
{{UpdateList (SSBU)/3.1.0|char=Ganondorf}}


=={{SSBU|Roy}}==
=={{SSBU|Roy}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Roy}}


=={{SSBU|Chrom}}==
=={{SSBU|Chrom}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Chrom}}


=={{SSBU|Mr. Game & Watch}}==
=={{SSBU|Mr. Game & Watch}}==
*{{buff|Up tilt’s first hit deals set knockback, allowing it to connect more reliably into the second hit.}}
{{UpdateList (SSBU)/3.1.0|char=Mr. Game & Watch}}


=={{SSBU|Pit}}==
=={{SSBU|Pit}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Pit}}


=={{SSBU|Dark Pit}}==
=={{SSBU|Dark Pit}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Dark Pit}}
*{{buff|[[Electroshock Arm]] has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.}}


=={{SSBU|Zero Suit Samus}}==
=={{SSBU|Zero Suit Samus}}==
*{{buff|[[Plasma Whip]]'s hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Zero Suit Samus}}
*{{bugfix|Extended the travel distance of [[Flip Jump]] when inputting left or right - reverting an unintentional change from 3.0.0 (Air speed 0.5 -> 0.7).}}
 
=={{SSBU|Wario}}==
{{UpdateList (SSBU)/3.1.0|char=Wario}}


=={{SSBU|Snake}}==
=={{SSBU|Snake}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Snake}}
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}


=={{SSBU|Ivysaur}}==
=={{SSBU|Ivysaur}}==
*{{buff|[[Bullet Seed]]'s hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Ivysaur}}


=={{SSBU|Charizard}}==
=={{SSBU|Charizard}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Charizard}}
*{{buff|Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.}}


=={{SSBU|Diddy Kong}}==
=={{SSBU|Diddy Kong}}==
*{{buff|Neutral attack 2 has more range and connects more reliably from neutral attack 1.}}
{{UpdateList (SSBU)/3.1.0|char=Diddy Kong}}
*{{buff|Dash attack has a more vertical launch angle that allows it to combo much better.}}
 
*{{buff|Up smash's hits connect more reliably.}}
=={{SSBU|King Dedede}}==
*{{buff|Up smash deals more knockback.}}
{{UpdateList (SSBU)/3.1.0|char=King Dedede}}
*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}}
*{{buff|Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).}}
*{{buff|[[Peanut Popgun]] deals more damage (while maintaining shield damage) and charges more quickly (max charge: frame 121 → 94).}}
*{{buff|Diddy Kong falls slower while charging [[Rocketbarrel Boost]].}}
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}}
*{{buff|[[Hyper Rocketbarrel]]'s explosion and jet at the start deal more damage.}}
*{{nerf|Hyper Rocketbarrel's tackle deals less damage.}}
*{{nerf|Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.}}


=={{SSBU|Olimar}}==
=={{SSBU|Olimar}}==
*{{nerf|Olimar has a larger hurtbox.}}
{{UpdateList (SSBU)/3.1.0|char=Olimar}}
*{{nerf|Forward smash's clean hit has a shorter duration (frames 11-14 → 11-12).}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{nerf|[[Winged Pikmin]] travels a significantly shorter distance with consecutive uses.}}


=={{SSBU|Lucario}}==
=={{SSBU|Lucario}}==
*{{buff|All hits of neutral attack have less ending lag.}}
[[File:3.0.0-3.1.0-Lucario-SB.gif|300px|thumb|The change in Lucario's [[Force Palm]] grab range.]]
*{{buff|Dash attack has more range.}}
 
*{{buff|Forward tilt deals more knockback.}}
{{UpdateList (SSBU)/3.1.0|char=Lucario}}
*{{buff|Forward smash's sweetspot has a larger hitbox.}}
{{clr}}
*{{buff|Up smash's hits connect more reliably.}}
*{{buff|Neutral aerial has a longer hitbox duration on grounded opponents.}}
*{{buff|Up aerial's sweetspot has a larger hitbox.}}
*{{buff|Down aerial's hits connect more reliably.}}
*{{buff|Aura Sphere no longer pushes opponents away as much while charging.}}
*{{buff|Fully charged Aura Sphere has a larger hitbox.}}
*{{buff|Aura Sphere has less ending lag.}}
*{{buff|Force Palm has more grab range.}}
*{{bugfix|Opponents no longer move through Lucario during Force Palm.}}


=={{SSBU|R.O.B.}}==
=={{SSBU|R.O.B.}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=R.O.B.}}
*{{buff|Neutral attack 2 has more range.}}


=={{SSBU|Toon Link}}==
=={{SSBU|Toon Link}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Toon Link}}


=={{SSBU|Wolf}}==
=={{SSBU|Wolf}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Wolf}}
*{{buff|Neutral attack 2 has more range and connects into neutral attack 3 more reliably.}}
*{{buff|Neutral attack 3 has been moved forwards to connect better from neutral attack 2.}}
*{{nerf|The sweetspotted front hit of down smash deals less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.}}
**{{buff|This also allows down smash to kill slightly earlier when used from across the stage.}}
*{{nerf|{{b|Blaster|Wolf}} has more ending lag (FAF 50 → 53).}}
*{{buff|[[Fire Wolf]]'s hits connect more reliably.}}
*{{nerf|The last hit of Fire Wolf has less range.}}
*{{buff|{{b|Reflector|Wolf}} has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.}}
*{{buff|Reflector grants intangibility earlier (frame 6 → 5).}}
*{{buff|Reflector reflects projectiles earlier (frame 10 → 9).}}


=={{SSBU|Villager}}==
=={{SSBU|Villager}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Villager}}


=={{SSBU|Wii Fit Trainer}}==
=={{SSBU|Wii Fit Trainer}}==
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Wii Fit Trainer}}


=={{SSBU|Rosalina & Luma}}==
=={{SSBU|Rosalina & Luma}}==
*{{nerf|Luma has less HP (50 → 40).}}
{{UpdateList (SSBU)/3.1.0|char=Rosalina & Luma}}
*{{buff|Luma takes less time to respawn when there are 1-3 opponents (11 seconds → 10 (1 opponent), 9 → 7 (2 opponents), 7 → 5 (3 opponents)).}}
*{{buff|Luma's dash attack has less ending lag (FAF 49 → 41), matching Rosalina's lag.}}
*{{buff|Forward smash deals more knockback if both Rosalina's and Luma's hits connect.}}
*{{buff|Forward aerial's hits connect more reliably.}}
*{{buff|Forward aerial has less ending lag (FAF 60 → 55).}}
*{{buff|Rosalina can grab ledges faster after using forward aerial (84 frames → 79).}}
*{{buff|All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).}}
*{{buff|[[Launch Star]] grants increased [[fast-fall]] speed after being used.}}
*{{buff|Luma has less ending lag after [[Gravitational Pull]] is used (FAF 43 → 40), matching Rosalina's lag.}}


=={{SSBU|Little Mac}}==
=={{SSBU|Little Mac}}==
*{{buff|Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Little Mac}}
*{{buff|Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.}}
 
*{{buff|Neutral attack 3 has more range.}}
=={{SSBU|Greninja}}==
*{{buff|Forward tilt's hits connect more reliably against opponents in the air.}}
{{UpdateList (SSBU)/3.1.0|char=Greninja}}
*{{buff|Down tilt has more range.}}
*{{buff|Up smash has more super armor (frames 8-11 → 8-13).}}
*{{buff|[[Straight Lunge]] has less ending lag when it is grounded and not fully charged (FAF 50 → 45).}}
*{{buff|[[KO Uppercut]] has significantly less ending lag when it is grounded (FAF 97 → 77).}}
*{{buff|[[Jolt Haymaker]] has more range at the start of the move.}}
*{{buff|[[Slip Counter]] has less ending lag (FAF 63 → 57).}}


=={{SSBU|Mii Brawler}}==
=={{SSBU|Mii Brawler}}==
*{{buff|Neutral attack 2 connects into neutral infinite more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Mii Brawler}}
*{{buff|Neutral infinite has more range.}}
*{{buff|Flashing Mach Punch's hits connects more reliably.}}
*{{change|Falling speed and fast falling speed decreased back to their ''Smash 4'' values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))}}
**{{buff|Because of this, forward aerial can [[auto-cancel]] in a [[short hop]].}}
**{{nerf|Mii Brawler can act later after being footstooled in the air (FAF 31 → 35)}}
**{{nerf|Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).}}


=={{SSBU|Mii Gunner}}==
=={{SSBU|Mii Gunner}}==
*{{buff|Up smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Mii Gunner}}


=={{SSBU|Pac-Man}}==
=={{SSBU|Pac-Man}}==
*{{bugfix|Fixed an issue that resulted in Pac-Man facing the wrong way.}}
{{UpdateList (SSBU)/3.1.0|char=Pac-Man}}
*{{buff|Up smash's hits connect more reliably.}}
 
=={{SSBU|Robin}}==
{{UpdateList (SSBU)/3.1.0|char=Robin}}  


=={{SSBU|Shulk}}==
=={{SSBU|Shulk}}==
*{{buff|Neutral attack 2 has more range.}}
{{UpdateList (SSBU)/3.1.0|char=Shulk}}
*{{buff|Up smash's hits connect more reliably.}}
*{{change|Up smash's launch angle is changed.}}


=={{SSBU|Bowser Jr.}}==
=={{SSBU|Bowser Jr.}}==
*{{buff|Dash attack launches at a more horizontal angle that is more desirable for edgeguarding.}}
{{UpdateList (SSBU)/3.1.0|char=Bowser Jr.}}
*{{buff|Up tilt has less ending lag (FAF 33 → 31).}}
*{{buff|Up smash's final hit deals more knockback.}}
*{{buff|[[Clown Cannon]] has less startup lag when used in the air (frame 43-103 → 37-97), matching the lag when used on the ground.}}
*{{buff|[[Clown Kart Dash]] moves faster. Because the damage is determined based on how quickly Bowser Jr. is moving, it also deals more damage.}}
*{{buff|[[Abandon Ship!]]'s clown car hitbox connects into the explosion more reliably when used on the ground.}}
*{{buff|Abandon Ship!'s explosion launches at an angle that makes it easier to hit with the hammer swing afterwards.}}
*{{buff|Abandon Ship!'s hammer swing has more range and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).}}


=={{SSBU|Duck Hunt}}==
=={{SSBU|Duck Hunt}}==
*{{buff|Up aerial's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Duck Hunt}}


=={{SSBU|Ryu}}==
=={{SSBU|Ryu}}==
 
{{UpdateList (SSBU)/3.1.0|char=Ryu}}
*{{buff|The first two hits of tapped neutral attack have a larger special-canceling window.}}
*{{change|Jab (Heavy): Deals significantly less knockback and can be special-cancelled.}}
*Forward tilt (Light)
**{{buff|Close Range: Increased the amount of time you can cancel with a special move.}}
**{{buff|Long Range: Increased hitbox size of tip}}
*{{change|Up tilt (Heavy): Adjusted knockback angle when hitting airborne opponents.}}
*{{buff|Down tilt (Light): Increased hitstun.}}
*{{change|Down tilt (Heavy): Decreased knockback.}}
*Up air
**{{buff|Increased active frames}}
**{{buff|Increased hitbox size}}
*[[Hadoken]]
**{{change|Decreased the speed for light Hadoken and light Shakunetsu Hadoken.}}
**{{change|Increased the speed for heavy Hadoken and heavy Shakunetsu Hadoken.}}
**{{buff|Decreased startup of Hadoken and Shakunetsu Hadoken.}}
**{{buff|Increased damage of Hadoken and Shakunetsu Hadoken.}}
*{{buff|[[Tatsumaki Senpukyaku]]: Increased hitbox size of first hit when used on the ground.}}


=={{SSBU|Ken}}==
=={{SSBU|Ken}}==
*{{buff|Increased the amount of time you can cancel the first and second hit of neutral attack with a special move.}}
{{UpdateList (SSBU)/3.1.0|char=Ken}}
*{{change|Heavy neutral attack has an altered knockback distance and angle.}}
**{{buff|Its damage has been increased while maintaining the same amount of knockback.}}
*{{buff|Inazuma Kick deals more damage while maintaining the same amount of shield damage.}}
*{{buff|Nata Otoshi Geri has a reduced SDI multiplier.}}
*{{buff|Increased the amount of time you can cancel forward tilt (light) with a special move.}}
**{{buff|The tip hitbox has a larger hitbox.}}
**{{change|Heavy forward tilt has an adjusted knockback angle.}}
*{{change|Heavy up tilt has a altered launch angle when hitting airborne opponents.}}
*{{buff|Light down tilt has increased hitstun.}}
**{{nerf|Heavy down tilt has decreased knockback.}}
*{{buff|Increased the amount of time you can cancel down aerial with a special move or Final Smash, making it identical to Ryu's variant.}}
*{{buff|The first hit of Tatsumaki Senpukyaku has an increased hitbox size when used on the ground.}}
**{{buff|Its SDI multiplier has also been reduced making it harder to escape.}}
*{{buff|Shoryuken connects more reliably and its SDI multiplier has been reduced.}}
**{{nerf|The first hit no longer negates other attacks.}}
*{{buff|Shoryuken's grounded heavy version deals more knockback.}}
**{{buff|Shoyuken's aerial version (both light and heavy) deal more knockback.}}
*{{nerf|The medium version of Shoryuken deals less knockback.}}


=={{SSBU|Cloud}}==
=={{SSBU|Cloud}}==
*{{buff|Down smash's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Cloud}}
 
=={{SSBU|Corrin}}==
{{UpdateList (SSBU)/3.1.0|char=Corrin}}


=={{SSBU|Bayonetta}}==
=={{SSBU|Bayonetta}}==
*{{buff|Neutral attack's first hit has a longer hitbox duration (frames 9-11 → 9-12).}}
{{UpdateList (SSBU)/3.1.0|char=Bayonetta}}
*{{buff|Neutral attack's finisher deals more knockback.}}
*{{buff|Dash attack's clean hit deals more knockback.}}
*{{buff|Up tilt's hits connect more reliably.}}
*{{buff|Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).}}
*{{buff|After Burner Kick has less landing lag.}}<!--Not sure by how much for each combination-->
*{{buff|Witch Twist has less landing lag.}}
*{{buff|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.}}
*{{buff|Witch Time regenerates faster.}}


=={{SSBU|Inkling}}==
=={{SSBU|Inkling}}==
*{{buff|Neutral attack 3 has more range and connects more reliably from neutral attack 2.}}
{{UpdateList (SSBU)/3.1.0|char=Inkling}}


=={{SSBU|King K. Rool}}==
=={{SSBU|King K. Rool}}==
*{{buff|Shortened the amount time before K. Rool can grab the ledge after using up aerial.}}
{{UpdateList (SSBU)/3.1.0|char=King K. Rool}}


=={{SSBU|Isabelle}}==
=={{SSBU|Isabelle}}==
*{{bugfix|Fishing Rod was reverted to its pre 3.0.0 behaviour}}
{{UpdateList (SSBU)/3.1.0|char=Isabelle}}
**{{buff|The move has more active frames when reeling back (frames 9-11 -> 2-11).}}
**{{nerf|Fishing Rod no longer catches opponents while it's not moving}}


=={{SSBU|Incineroar}}==
=={{SSBU|Incineroar}}==
*{{buff|Neutral attack's hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Incineroar}}


=={{SSBU|Piranha Plant}}==
=={{SSBU|Piranha Plant}}==
*{{buff|Neutral attack 3 has more range.}}
{{UpdateList (SSBU)/3.1.0|char=Piranha Plant}}
*{{buff|Neutral infinite deals more hitstun.}}


=={{SSBU|Joker}}==
=={{SSBU|Joker}}==
*{{buff|[[Eigaon]]'s hits connect more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Joker}}
*{{bugfix|Fixed an unknown glitch that resulted Joker glitching out periodically with [[Grappling Hook]] during a tether recovery.}}
*{{bugfix|Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.}}


==References==
==References==
{{reflist}}


{{SSBU Updates}}
{{SSBU Updates}}

Latest revision as of 08:56, April 12, 2023

This is a list of known changes in version 3.1.0 of Super Smash Bros. Ultimate.

Universal[edit]

  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
  • Bug fix Fixed an issue that caused an already-defeated character to reappear in a non-interactable state after getting blast KOed on screen with Death's Scythe and using a specific final smash at the exact location of their KO.
  • Bug fix Fixed the electric hitstun glitch in Training Mode.
  • Nerf Held item attacks have been removed.[1]

Stages[edit]

Donkey Kong[edit]

  • Buff Giant Punch has longer super armor when using a fully-charged punch.
  • Bug fix Fixed a bug that caused Donkey Kong to not get armor when landing during frames 12-17 of Giant Punch.

Link[edit]

  • Change The animation for when Link throws a large item has been adjusted.
  • Bug fix Boomerang teleportation glitch fixed.
  • Change The Invisible Bomb glitch, which was formerly removed, has been exclusively returned when the hitboxes of the opponent's attack and bomb detonation collide.

Samus[edit]

  • Buff Up smash's hits connect more reliably.
  • Bug fix Fixed tether beam glitch from 3.0.0.

Dark Samus[edit]

  • Buff Up smash's hits connect more reliably.
  • Bug fix Fixed tether beam glitch from 3.0.0.

Yoshi[edit]

  • Bug fix Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.

Kirby[edit]

  • Nerf Kirby can no longer perform the initial dash cancel to Pikmin Throw.
  • Bug fix Fixed an issue that resulted in Kirby being unable to perform air dodges, shield and crouch after attempting to change then losing the chosen Monado Art.
  • Bug fix Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.

Fox[edit]

  • Buff Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).

Pikachu[edit]

  • Buff Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.

Luigi[edit]

The change in Luigi's third neutral attack.
  • Bug fix The Warp Pipe used during Luigi's on-screen appearance received lighting effects.
  • Buff Neutral attack's first hit has decreased base knockback on the arm hitboxes (30 → 25) to allow them to connect into the second hit more reliably.
  • Buff The middle hitbox of neutral attack's second hit has decreased base knockback and knockback scaling (32 → 25 (base), 25 → 20 (scaling)) to match the tip. These changes allow it to connect into the third hit better despite its higher hitlag multiplier (x1.2 → x1.23).
  • Buff Neutral attack's third hit's hitbox has moved forward (Z offset: 8.2u → 9.2u).
  • Buff When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.
  • Bug fix Luigi Cyclone's invincibility no longer lasts for its entire duration when used on the ground and while ascending into the air with certain timing.
    • Nerf This slightly hinders Luigi Cyclone's utility.

Ness[edit]

  • Buff Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.
  • Nerf The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

Captain Falcon[edit]

  • Buff Forward tilt deals more base knockback (50 → 60).
  • Buff Up tilt has less startup lag (frame 17 → 14) with identical ending lag, shortening its duration (FAF 40 → 37).
  • Buff Forward aerial's sweetspot is larger (3.0u → 3.75u).
  • Buff Back aerial deals slightly more knockback (25 base/94 scaling → 27/97).
  • Buff Raptor Boost's uppercut has less startup lag (frame 6 → 5).
  • Buff Raptor Boost's armor has a higher damage threshold (8% → 10%).
  • Buff Grounded Raptor Boost deals more hitstun (+0 → +3).
  • Buff Falcon Kick's clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 (grounded), 16-18 → 16-20 (aerial)).

Jigglypuff[edit]

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).
  • Buff Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.0u).

Peach[edit]

  • Change Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
  • Nerf Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
  • Nerf Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.
  • Nerf Peach Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
  • Buff Peach Parasol's hits connect more reliably.
  • Nerf Vegetable has more ending lag (FAF 37 → 40).

Daisy[edit]

  • Change Daisy's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Bug introduced Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.
  • Buff Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
  • Nerf Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
  • Nerf Back throw has less knockback scaling (95 → 88), resulting in the move KOing about 15-25% later, which on an average weight character will result in it KOing around 160% near the ledge without rage, and around 140% with max rage.
  • Nerf Daisy Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
  • Buff Daisy Parasol's hits connect more reliably.
  • Nerf Vegetable has more ending lag (FAF 37 → 40).

Ice Climbers[edit]

  • Change Ice Climbers recover midair jumps in the same way as other fighters.
  • Nerf Partner climber will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
  • Bug fix An unknown glitch that launches the partner climber at significant high knockback has been fixed.

Pichu[edit]

  • Nerf Pichu has a larger hurtbox, now covering most of its ears.
  • Change Pichu's full shield is bigger. This makes it less likely for Pichu to get shield poked, but also makes it easier to hit the shield to apply pressure to it.
  • Nerf Forward tilt has less knockback scaling (150 → 130).
    • Buff This also allows it to trip opponents at a wider percent range.
  • Nerf Forward smash has more ending lag (FAF 50 → 54).
  • Nerf All electrical moves except for pummel and Volt Tackle 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 KO.
    • Nerf Forward tilt: 0.7% → 1%.
    • Nerf Forward smash: 1.5% → 2%.
    • Nerf Down smash: 0.8% → 1.3%.
    • Nerf Forward aerial: 1% → 1.5%.
    • Nerf Back aerial: 1% → 1.5%.
    • Nerf Down aerial: 1% → 1.5% (aerial hitbox).
    • Nerf Forward throw: 0.5% → 0.8%.
    • Nerf Thunder Jolt: 0.4% → 0.7%.
    • Nerf Skull Bash: 1.5% → 1.8%.
    • Nerf Agility: 0.6% → 0.9% (first zip), total: 2% → 2.3%.
    • Nerf Thunder: 3% → 3.5%.

Lucina[edit]

  • Nerf Forward smash has less knockback scaling (77 → 73).
  • Change Forward aerial has less knockback scaling (81 → 77), hindering its edgeguarding and KO potential. However, this improves its combo potential at later percentages.

Young Link[edit]

  • Bug fix Boomerang teleportation glitch fixed.

Ganondorf[edit]

  • Buff Down smash's first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased set knockback (90/110/90/110 → 90/95/90/95), allowing it to connect into the second hit more reliably.

Roy[edit]

  • Buff Up smash's hits connect more reliably.

Chrom[edit]

  • Buff Up smash's hits connect more reliably.
  • Bug fix Chrom's sheath is present during his on-screen appearance.
  • Bug fix Chrom's sword and sheath are present in his clapping animation on the results screen.

Mr. Game & Watch[edit]

  • Buff Up tilt's first hit deals weight-independent set knockback, allowing it to connect more reliably into the second hit, even against lightweights.

Pit[edit]

  • Buff Up smash's hits connect more reliably.

Dark Pit[edit]

  • Buff Up smash's hits connect more reliably.
  • Buff Electroshock Arm has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.

Zero Suit Samus[edit]

  • Buff Plasma Whip's hits connect more reliably.
  • Buff Flip Jump travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.

Wario[edit]

  • Bug fix Fixed a rare glitch where Wario's bike would instantly turn sideways.

Snake[edit]

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26).
  • Buff Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.

Ivysaur[edit]

  • Buff Bullet Seed's first hit connects more reliably (FKB: 110 → 100.

Charizard[edit]

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.

Diddy Kong[edit]

  • Buff Neutral attack 2 has more range and connects more reliably from neutral attack 1.
  • Change Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).
  • Buff Up smash's hits connect more reliably.
  • Buff Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).
  • Buff Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).
  • Buff Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).
  • Buff Peanut Popgun's peanut projectile deals more damage (with shield damage compensated: 0 → -1) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).
    • Nerf However, they deal less damage at full charge (15% → 13.8%).
  • Buff Diddy Kong falls slower while charging Rocketbarrel Boost.
  • Buff Rocketbarrel Boost travels more vertical distance when charged.
  • Buff Hyper Rocketbarrel's explosion and jet at the start deal more damage (total: 7% → 16%).
  • Nerf Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).
  • Nerf Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).

King Dedede[edit]

  • Bug fix Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.

Olimar[edit]

  • Nerf Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to shield poke him.
  • Nerf Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (non-Purple: frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29); Purple: 11-14/15-19/20-24 → 11-12/13-18/19-24).
  • Nerf Forward smash has more ending lag (FAF 40 → 43).
  • Nerf Up smash has more ending lag (FAF 37 → 40).
  • Bug fix Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.
  • Nerf Winged Pikmin takes twice as long to regenerate its flight time after each use.

Lucario[edit]

The change in Lucario's Force Palm grab range.


  • Buff All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).
  • Buff Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
  • Buff Forward tilt's second hit deals more knockback (50 base/95 scaling → 54/98).
  • Buff Forward smash's sweetspot has a slightly larger hitbox (5.5u → 5.7u).
  • Buff Up smash's hits connect more reliably.
  • Buff Neutral aerial has two additional hitboxes that can only hit grounded opponents.
  • Buff Up aerial's clean hit has a larger hitbox (4.0u → 5.0u).
  • Nerf Up aerial's late hit has less range (Y offset: 17u-12u → 17u-13u).
  • Buff Down aerial's hits connect more reliably.
  • Buff Down aerial's lower hitboxes have more range (size: 4.2u → 4.6u; Y offset: 2u → 2.2u).
  • Buff Aura Sphere no longer pushes opponents away as much while charging.
  • Buff Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).
  • Buff Aura Sphere travels farther.
  • Buff Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).
  • Buff Force Palm has more grab range (Z offset: 4.8u/6.5u → 5.3u/7.4u).
  • Bug fix Opponents no longer move through Lucario during Force Palm's startup.

R.O.B.[edit]

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
  • Buff Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).

Toon Link[edit]

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Bug fix Boomerang teleportation glitch fixed.

Wolf[edit]

  • Buff Neutral attack has received various changes to connect more reliably.
    • Buff The first hit's second hitbox has been moved closer to Wolf (Z offset: 6.5u → 8u), with the third and fourth hitboxes instead covering a larger horizontal area (Z offset: 11u → 10u-11u) and having more knockback scaling (15 → 20), better dragging opponents towards Wolf.
    • Buff The second and third hit's outermost hitboxes are displaced further horizontally (Z offset: 11u → 12u (hit 2), 9.5u → 11u (hit 3)). As a result, the third hit is less likely to miss opponents after the second hit at higher percents.
  • Nerf The sweetspotted front hit of down smash deals noticeably less base knockback, but has more knockback scaling (56 base/82 scaling → 37/93), causing it to KO later near edges and from center stage.
    • Buff However, this allows it to KO slightly earlier from across the stage.
  • Nerf Blaster has more ending lag (FAF 50 → 53).
  • Buff Fire Wolf's first hit and looping hits deal less knockback (40 base/25 scaling → 50/10 (hit 1), 60/98/60/88 base → 60/35/60/40 (looping hits)), allowing them to connect more reliably.
  • Nerf The last hit of Fire Wolf has smaller hitboxes (9u → 6u).
  • Buff Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.
  • Buff Reflector grants intangibility earlier (frame 6 → 5).
  • Buff Reflector reflects projectiles earlier (frame 10 → 9).

Villager[edit]

  • Buff Up smash's hits connect more reliably.
    • Nerf This change boosted the firework launcher's base knockback to connect to the explosion more reliably. However, it was increased so much that it can sometimes launch the opponent out of the explosion, making the move miss entirely.

Wii Fit Trainer[edit]

  • Buff Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.

Rosalina & Luma[edit]

  • Nerf Luma has less HP (50 → 40).
  • Buff Luma takes less time to respawn when there are 1-3 opponents (11 seconds → 10 (1 opponent), 9 → 7 (2 opponents), 7 → 5 (3 opponents)).
  • Buff Luma's dash attack has less ending lag (FAF 49 → 41), matching Rosalina's lag.
  • Buff The sourspot of Luma's forward smash deals more knockback (43 base/174 scaling → 23/219). It also uses the Sakurai angle (45° → 361°).
  • Buff Forward aerial's hits connect more reliably.
  • Buff Forward aerial has less ending lag (FAF 60 → 55).
  • Buff Rosalina can grab ledges faster after using forward aerial (84 frames → 79).
  • Buff All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).
  • Buff Launch Star allows to fast-fall sooner after being used.
  • Buff Luma has less ending lag after Gravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.

Little Mac[edit]

  • Buff Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.
  • Buff Neutral attack 3 has more range(Y/Z offsets: 10u/3u → 8u/6u).
  • Buff Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.
  • Buff Forward tilt's hits connect more reliably against opponents in the air.
  • Buff Down tilt has more range.
  • Buff Up smash has more super armor (frames 8-11 → 8-13).
  • Nerf Up smash's hitbox duration is 1 frame shorter (frame 10-14 -> 10-13), making it harder to hit opponents above and behind Little Mac. This change appears to have been unintentional. [2]
  • Buff Straight Lunge has less ending lag when it is grounded and not fully charged (FAF 50 → 45).
  • Buff KO Uppercut has significantly less ending lag when it is grounded (FAF 97 → 77).
  • Buff Jolt Haymaker has a hitbox at the start of the attack, positioned above and in front of him, which extends the range above Little Mac.
  • Buff Slip Counter has less ending lag (FAF 63 → 57).

Greninja[edit]

  • Bug fix Fixed an unknown glitch that resulted in Greninja sliding while shielding.

Mii Brawler[edit]

  • Buff Neutral attack 2 connects into neutral infinite more reliably.
  • Buff Neutral infinite finisher has an extra hitbox, giving it more range.
  • Buff Flashing Mach Punch's hits connects more reliably.
  • Change Falling speed and fast falling speed reverted back to their SSB4 values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).
    • Buff Because of this, forward aerial can now auto-cancel in a short hop.
    • Buff The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes and semi-spikes.
    • Change Mii Brawler is harder to combo, but at the cost of easier to juggle.
    • Nerf Mii Brawler can act later after being footstooled in the air (FAF 31 → 35).
    • Nerf Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).
  • Bug fix Counter Throw collision with Alolan Whip no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.

Mii Gunner[edit]

  • Buff Up smash's hits connect more reliably.

Pac-Man[edit]

  • Bug fix Fixed an issue that resulted in Pac-Man facing the wrong way.
  • Buff Up smash's hits connect more reliably. (Hit 1 angle: 112° → 135°).

Robin[edit]

  • Bug fix Fixed an issue that resulted in Robin losing functionality when getting hit by Lucas's PSI Magnet and absorbing Thoron at the same time.

Shulk[edit]

  • Buff Neutral attack's second hit has more range below Shulk (Y2-offset: none → 9.2 (middle hitbox), none → 9.5 (foot hitbox)).
  • Change Up smash's first hit connects more reliably in some instances, but also less reliably in some others (angle: 108° → 112°; FKB: 105 → 92).

Bowser Jr.[edit]

  • Buff Up tilt has less ending lag (FAF 33 → 31).
  • Buff Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.
  • Buff Up smash's last hit has more base knockback (32 → 38).
  • Buff Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).
  • Buff Clown Kart Dash travels faster.
    • Buff Due to its damage output being determined by Bowser Jr.'s speed, its collision also deals more damage (4%-7.3% → 5.2%-8.8%).
  • Buff Clown Kart Dash's hitbox remains active after bouncing off the ground.
  • Bug fix Fixed a glitch where Bowser Jr. could cancel aerial Clown Kart Dash's spinout into a jump within a few frames of landing on the ground.
  • Buff Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.
  • Buff Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).

Duck Hunt[edit]

  • Buff Up aerial's first hit connects more reliably into the second (angle: 80° → 95°; knockback: 25 fixed/80 scaling → 50/100).

Ryu[edit]

  • Buff Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12 (jab 2).
  • Buff Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.
  • Buff Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).
  • Buff Forward tilt (light, far)'s sourspot has a smaller hitbox (Z offset: 9u-5u → 6.5u-5u), effectively giving the sweetspot more range.
  • Buff Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).
  • Buff Down tilt (light) deals more hitstun (0 → 1).
  • Buff Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  • Buff Up aerial has a longer hitbox duration (6/10 → 6-7/9-11), with arm intangibility matching, and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).
  • Hadoken:
    • Buff All variants of Hadoken have slightly less startup lag (frame 13 → 12) and ending lag (FAF 58 → 57).
    • Buff All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken hit 5: 5% → 7.3%, total: 9.4% → 11.7%).
    • Buff Standard Hadoken deals more base knockback against grounded opponents (65/55 (clean/late) → 68/58).
    • Buff All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).
    • Buff Light normal Hadoken has a longer duration (normal: 75 frames → 82).
    • Nerf Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).
  • Buff The clean hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).

Ken[edit]

  • Buff Neutral attack 1 and 2 (light) can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12(jab 2)).
  • Buff Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.
  • Buff Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback scaling not fully compensated (130 → 92).
  • Buff Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).
  • Buff Forward tilt (light, far)'s sourspot has less range (Z offset: 9u-5u → 6.5u-5u), effectively increasing the range of its sweetspot.
  • Change Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).
  • Buff Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).
  • Buff Down tilt (light) deals more hitstun (0 → 1).
  • Buff Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  • Buff Forward smash deals more knockback (26 base/100 scaling → 28/103-102).
  • Buff Down aerial can be canceled into a special move for a longer amount of time (1-12 → 1-17), making it identical to Ryu's variant.
  • Buff The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
  • Buff Tatsumaki Senpukyaku has a lower SDI multiplier (1× → 0.5×).
  • Shoryuken:
    • Buff Shoryuken's hits connects more reliably and it has a lower SDI multiplier (1× → 0.5×).
    • Buff Shoryuken's first hit no longer negates other attacks.
    • Buff Shoryuken's grounded heavy version has more knockback growth (120(normal)/121(input) → 126).
    • Buff Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).
    • Nerf Shoryuken's medium aerial version has less knockback growth (121 → 112).
  • Command-input moves:
    • Buff Nata Otoshi Geri has a lower SDI multiplier (1× → 0.5×).
    • Buff Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated (40 base/120 scaling → 41/103).
    • Buff Inazuma Kick deals more damage (10% → 12%) with shield damage compensated (7 → 5).

Cloud[edit]

  • Buff The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.
  • Bug introduced Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by Cape while nearly charging his Limit Break.

Corrin[edit]

  • Bug fix The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.

Bayonetta[edit]

  • Neutral attack:
    • Buff Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).
    • Buff Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).
  • Buff Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).
  • Buff Up tilt's first hit connects more reliably into the second (Knockback scaling: 20 → 10; hitbox 0 angle: 113° → 123°).
  • Buff Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
  • After Burner Kick:
    • Buff After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).
      • Change This does not affect Downwards After Burner Kick and most combos that start with or land on the ground with the move, but most combos that finish with the move and land normally have reduced landing lag.
  • Witch Twist:
    • Buff Witch Twist has less landing lag when used twice (32 frames → 28).
    • Buff Witch Twist has an additional hitbox, making its hits connect more reliably.
  • Witch Time:
    • Buff Witch Time has a longer counter window (frames 8-21 → 8-27) and grants more intangibility (frames 8-17 → 8-23). The Bat Within window takes place later (frames 18-29 → 24-35) without changing the move's total duration, reducing its ending lag.
    • Buff Witch Time regenerates faster (0.03 → 0.04).

Inkling[edit]

  • Buff Neutral attack's second and third hits connect more reliably.
  • Buff Neutral attack's third hit has more range (Z offset: 14u → 15.8u).

King K. Rool[edit]

  • Buff Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.
  • Bug fix Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.

Isabelle[edit]

  • Change Fishing Rod was reverted to its pre-3.0.0 behavior.
    • Buff The move has more active frames when reeling back (frames 9-11 → 2-11).
    • Nerf Fishing Rod no longer catches opponents while it is not moving.

Incineroar[edit]

  • Buff Neutral attack's hits connect more reliably.
  • Bug fix A glitch involving Alolan Whip and Mii Brawler's Counter Throw putting a fighter in a state where the game will crash if they are KO'd has been fixed.

Piranha Plant[edit]

  • Buff Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).
  • Buff Neutral infinite deals more hitstun (3 frames → 4).

Joker[edit]

  • Buff Eigaon's hits 2-4 force backwards knockback instead of forward, connecting more reliably.
  • Bug fix Fixed an unknown glitch that resulted Joker glitching out periodically with Grappling Hook during a tether recovery.
  • Bug fix Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.
  • Bug fix Joker now vocalizes when KO'd by reaching 0 HP on last stock in Stamina Mode.

References[edit]