List of updates (SSBU)/3.0.0 changelog
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This is a list of known changes in version 3.0.0 of Super Smash Bros. Ultimate.
Universal
The new update brings new features on the general gameplay side:
Perfect shields will no longer activate multiple times when the shield button is released once. This reduces its downtime, but makes multihit attacks harder to perfect shield, as each hit needs to be manually perfect shielded.
Perfect shielding against a projectile has less ending lag.
Dodges are more punishable when staled.
Stun Jacket has been removed.
Created glitch where electric hitboxes have increased hitlag in training mode.
Mario
Fireball deals less shield damage.
At the start of Mario Finale, nearby opponents will be slowed more, and for longer.
Donkey Kong
Giant Punch has more range, no longer missing opponents up close.
Link
Boomerang deals less shield damage.
Samus
Charge Shot deals less shield damage.
Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in air before landing.
Dark Samus
Charge Shot deals less shield damage.
Yoshi
Egg Throw deals less shield damage.
Kirby
Up smash's clean hit has a longer duration, with the late hit having a shorter duration instead (frame 12 (strong)/13-14 (mid)/15-17 (late) → 12-14/15-16/17).
Neutral aerial has less ending lag (FAF 63 → 55) and auto-cancels earlier (frame 56 → 51).
The first 9 hits of down throw deal more damage (0.8% → 1%, total: 10.2% → 12%).
Kirby cannot lose Copy Abilities received by Inhale for a longer period of time (5 seconds → 10).
Kirby is less likely to lose Copy Abilities when getting hit (Chance to lose: Damage Received/70 * 130% → Damage Received/70 * 100%).
Fixed visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
Fixed visual glitch where Kirby’s Bandana from Snake would move during the camera view of each frame.
Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
Final Cutter can snap to the ledge earlier (frame 36 → 33).
Pikachu
Thunder Jolt deals less shield damage.
Ness
Up smash and down smash are automatically unleashed from charging state earlier and hit less often while charging (frames between hits: 3 → 5).
PK Flash has more range.
Jigglypuff
Puff Up has a bigger pushbox while growing.
Peach
Toad no longer stalls continuously in the air after the first use.
Vegetable deals less shield damage.
Peach Blossom has a reduced sleep time period.
The animations for Peach's ledge attack and swinging animation have been adjusted.
Daisy
Toad no longer stalls continuously in the air after the first use.
Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making them identical to Peach's variant.
Vegetable deals less shield damage.
Daisy Blossom has a reduced sleep time period.
The animations for Daisy's ledge attack and swinging animation have been adjusted.
Bowser
Opponents can no longer tech on the ground between the looping hits of grounded Whirling Fortress.
The T-Pose glitch involving Superspicy Curry and Screw Ball has been fixed.
Ice Climbers
Iceberg via the FS Meter deals more knockback.
Sheik
The neutral infinite's finisher has less ending lag (FAF 42 → 36).
Down tilt's tipper hitbox is easier to land.
Forward aerial has more vertical range, enabling it to hit small characters in a rising short hop.
Needle Storm reaches its full charge faster (98 frames → 82).
Changes to shield mechanics make charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.
Zelda
Phantom Slash deals less shield damage.
Dr. Mario
Megavitamin deals less shield damage.
At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.
Pichu
Thunder Jolt deals less shield damage.
Pichu's aerial hitstun and landing animations have been changed so its body does not shift as much, which causes certain multihit attacks (e.g. Dancing Blade, Peach's dash attack and more) to connect more reliably against it.
Marth
Dash grab has more range.
Lucina
Dash grab has more range.
Young Link
Fire Arrow deals less shield damage.
Boomerang deals less shield damage.
Ganondorf
Ganondorf's aerial hitstun animation has been changed so his legs do not shift as much, which causes certain multihit attacks (e.g. Dancing Blade, Peach's dash attack and more) to connect more reliably against him.
The void glitch has been removed.
Mewtwo
Mewtwo's weight has been increased (77 → 79). This slightly increases its survivability, but makes it slightly easier to combo.
Neutral attack has less startup lag (frame 6 → 5).
Forward tilt deals 1% more damage with knockback compensated.
Up tilt deals 1% more damage with knockback compensated.
Up tilt's tip hitbox has an altered angle that allows it to combo much better.
Forward smash has more range.
Up aerial deals 1% more damage with knockback compensated.
Edge roll grants more intangibility.
Edge attack has slightly more range.
Shadow Ball deals more knockback.
Shadow Ball deals less shield damage.
Roy
Roy's character model has been adjusted
Dash grab has more range.
Blazer's hits connect more reliably.
Chrom
Chrom's victory theme was corrected to Id (Purpose), matching Lucina and Robin's themes.
Dash grab has more range.
Mr. Game & Watch
Octopus traps opponents for a longer period of time.
Several basic animations, such as idle and crouch animations, have been adjusted.
Pit
Palutena Bow deals less shield damage.
Dark Pit
Silver Bow deals less shield damage.
Zero Suit Samus
The animations for the Grapple Beam have been adjusted.
Flip Jump travels less horizontal distance (Horizontal control speed 0.7 → 0.5).
Wario
Chomp can eat projectiles more easily.
A yellow flash will manifest when Wario Bike is usable again.
The grounded state glitch has been fixed.
Self-Destruct glitch with Wario-Man in Fourside has been fixed.
Snake
Up smash has more ending lag (FAF 51 → 55).
Back aerial's sweetspot deals more knockback.
Hand Grenade deals less shield damage.
However, this also makes it safer for Snake to shield his own grenades.
Remote Missile has a smaller hitbox.
Invisible Cypher fixed.
Ivysaur
Razor Leaf deals less shield damage.
Charizard
Grounded Flare Blitz has more range below it, being able to hit every character lying on the ground and some hanging on the ledge.
Diddy Kong
Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).
Forward tilt has a new late hit that deals less damage (10% → 7%) but increases its duration overall.
Down smash deals more knockback.
Neutral aerial has more range.
Up aerial deals more damage (6% → 7%) with knockback compensated.
Sonic
Spin Charge no longer makes Sonic lose his double jump when performed on platforms.
Super Sonic has more range.
Super Sonic via the FS meter has more range and deals more knockback.
King Dedede
Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.
Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in a hitstun during Inhale.
Gordo Throw deals less shield damage.
Using Gordo Throw and then quickly turning around and immediately using Super Dedede Jump no longer gives the ascent extra height and distance.
Aerial Gordo Throw's animation has been adjusted.
Olimar
Forward smash deals less shield damage.
Olimar's smash attacks now properly have their damage scale when charged.
The universal change where perfect shielding a projectile has less ending lag makes Olimar's smash attacks less safe after a perfect shield.
Pikmin Throw deals less shield damage.
Lucario
Aura Sphere deals less shield damage.
R.O.B.
Toon Link
Boomerang deals less shield damage.
Wolf
The front hit of down smash deals slightly less knockback.
Blaster deals less shield damage.
Using an air dodge before Wolf Flash no longer reduces its landing lag.
Villager
Slingshot attacks (forward and back aerials) deal less shield damage.
Lloid Rocket deals less shield damage.
Mega Man
Mega Man's pellets (Neutral Attack, Forward Tilt, and Neutral Aerial) deal less shield damage.
Up smash's final hit deals more knockback.
Metal Blade deals less shield damage.
Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.
Wii Fit Trainer
Neutral attack's finisher has more bury range.
Sun Salutation deals less shield damage.
Header deals less shield damage.
The interaction of Header's soccer ball with stage collision was fixed, removing several setups and making Header use from ledge less consistent. However, this in turn created a new tech known as Header Getup.
Hitting the soccer ball with Header causes it to drop a bit more slowly, creating an overall trajectory range that is slightly more horizontal and slightly less vertical.
Deep Breathing's effect lasts longer when successful (552 frames → 732).
Rosalina & Luma
If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.
Luma Shot deals less shield damage.
Star Bits deal less shield damage.
At the start of Grand Star, nearby opponents will be slowed more, and for longer.
Greninja
Water Shuriken deals less shield damage.
Mii Brawler
The glitch involving Lucina that allowed Suplex to lose 2 stocks during a Sacrificial KO in 1v1 matches has been fixed.
Additionally, it no longer causes Bayonetta to become stuck after Sacrificial KO.
Mii Swordfighter
Edge attack has more range.
Gale Strike deals less shield damage.
Shuriken of Light deals less shield damage.
Chakram deals less shield damage.
Mii Gunner
Charge Blast deals less shield damage.
Grenade Launch deals less shield damage.
Flame Pillar deals less shield damage.
Gunner Missile deals less shield damage.
Bomb Drop deals less shield damage.
Palutena
Autoreticle deals less shield damage.
Explosive Flame deals less shield damage.
The super Warp Glitch has been removed.
Pac-Man
Bonus Fruit deals less shield damage.
Fire Hydrant has more range below it when it is falling.
Fire Hydrant deals less shield damage.
Fixed rare glitch where the start-up of the Fire Hydrant’s windbox would unintentionally launch characters further.
Several basic animations, such as idle and crouch animations, have been adjusted.
Robin
Shulk
Floor attack has more range.
Edge attack has more range.
Bowser Jr.
Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more easily.
Duck Hunt
Trick Shot deals less shield damage.
However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).
Because perfecting shielding projectiles has less ending lag, Duck Hunt can act before the opponent if he perfect shields a can from Trick Shot that his opponent shields. This allows him to start a variety of combos.
Clay Shooting deals less shield damage.
The shots from Wild Gunman will no longer sometimes go through opponents.
Ryu
Ken
Edge attack deals less hitlag.
Shoryuken's animation has been slightly altered.
Cloud
Non-limit Blade Beam deals less shield damage.
Corrin
Forward smash's charging loop hits connect into the attack more reliably.
Up smash has a longer duration (frames 13-15 → 13-17) and the sweetspot has more range.
Down aerial's looping hits connect more reliably against lightweight characters.
Uncharged Dragon Fang Shot travels more distance before disappearing (61 frames → 71).
Dragon Lunge has less ending lag after stabbing (FAF 15 → 13).
Dragon Ascent grants more intangibility (frames 10-17 → 7-17), its hits connect more reliably and the final hit deals more knockback.
Bayonetta
Bullet Climax deals less shield damage.
Inkling
Splat Roller deals less knockback when accelerating again. This increases its combo potential when hitting an opponent that was already buried.
Ridley
Plasma Breath deals less shield damage.
A successful Plasma Scream has less ending lag, allowing Ridley to act before opponents can.
Simon
Edge attack has more range.
Cross deals less shield damage.
Richter
Edge attack has more range.
Cross deals less shield damage.
Specific Grand Cross parameters have been adjusted, making them identical to Simon's variant.
King K. Rool
Forward tilt's sweetspot has more range.
Forward aerial's sweetspot has more range.
Up aerial has less ending lag (FAF 82 → 72).
Up throw is no longer affected by windboxes while throwing.
- Crownerang:
Gut Check has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).
The desync glitch involving King Dedede has been fixed.
Isabelle
Slingshot attacks (Forward and Back aerials) deal less shield damage.
Fishing Rod's reel has less active frames (frames 2-11 → 10-11).
Fishing Rod's reel can catch opponents in the air while it is not moving, giving it a guaranteed setup for 2 frame punishes.
Piranha Plant
Edge attack has more range.
Ptooie has a larger hitbox.
The screen KO visual glitch in Pilotwings has been fixed.
The void glitch has been removed.