List of updates (SSBU)/3.1.0 changelog

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< List of updates (SSBU)
Revision as of 19:42, June 10, 2019 by DrakRoar (talk | contribs) (Undid edit by Ray001: It does, otherwise we wouldn't list any of these values at all for any change)
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This is a list of known changes in version 3.1.0 of Super Smash Bros. Ultimate.

Universal

  • Change A new animation has been added to all fighters, which changes their facial expression if an ally performs a Share Stock whilst sleeping.
  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed characters appearing on screen that resulted them taking damage before the countdown ends.
  • Bug fix Fixed an issue that resulted an already defeated character to reappear non-interactable 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[1] have been removed.

Donkey Kong

Link

  • Change The animation for when Link throws a large item has been adjusted.

Samus

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

Dark Samus

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

Kirby

  • 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 after attempting to change then losing the chosen Monado Art.

Fox

  • Buff Neutral attack 2 connects into neutral infinite more reliably.

Pikachu

  • Buff Standing grab has more range (hitboxes: 3.1u → 4.0u (against grounded opponents), 1.55u → 2.0u (against aerial opponents)).

Luigi

  • Buff Neutral attack 2 connects into neutral attack 3 more reliably.
  • 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.
  • Bug fix 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

  • Buff Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.

Captain Falcon

  • 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 Raptor Boost deals more hitstun (+0 → +2).
  • Buff Falcon Kick has a longer hitbox duration.

Jigglypuff

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range.

Peach

  • Change Peach's dress physics were adjusted, notably in certain animations such as running.
  • 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 (throw)/200 (collateral) → 88/100), no longer KOing at reasonable percents.
  • Nerf Peach Bomber has more ending lag if it connects (FAF 19 → 25), 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

  • Change Daisy's dress physics were adjusted, notably in certain animations such as running. 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.
  • Change Introduced a 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 (throw)/200 (collateral) → 88/100), no longer KOing at reasonable percents.
  • Nerf Daisy Bomber has more ending lag if it connects (FAF 19 → 25), 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

  • Change Ice Climbers recover midair jumps the same way as other fighters.
  • Nerf Nana 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 Nana at significant high knockback has been fixed.

Pichu

  • 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 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%

Lucina

  • 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.

Ganondorf

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

Roy

  • Buff Up smash's hits connect more reliably.

Chrom

  • 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

  • Buff Up tilt’s first hit deals set knockback, allowing it to connect more reliably into the second hit.

Pit

  • Buff Up smash's hits connect more reliably.

Dark Pit

  • 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

  • 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 behaviour.

Snake

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

Ivysaur

Charizard

  • 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

  • Buff Neutral attack 2 has more range and connects more reliably from neutral attack 1.
  • Buff Dash attack's final hit sends at a slightly more vertical angle that allows it to combo better (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 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.

Olimar

  • 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 (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.

Lucario

  • Buff All hits of neutral attack have less ending lag.
  • Buff Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
  • Buff Forward tilt 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 sweetspot has a larger hitbox (4.0u → 5.0u).
  • 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 (2.0u → 2.6u).
  • Buff Aura Sphere has less ending lag.
  • Buff Force Palm has more grab range.
  • Bug fix Opponents no longer move through Lucario during Force Palm.

R.O.B.

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range.

Toon Link

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.

Wolf

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • 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 Blaster 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 (hitbox size: 9.0u → 6.0u).
  • 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

  • Buff Up smash's hits connect more reliably.

Wii Fit Trainer

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.

Rosalina & Luma

  • 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 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.

Little Mac

  • 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.
  • Buff Neutral attack 3 has less ending lag 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).
  • 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).

Mii Brawler

  • Buff Neutral attack 2 connects into neutral infinite more reliably.
  • 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)).

Mii Gunner

  • Buff Up smash's hits connect more reliably.

Pac-Man

  • Bug fix Fixed an issue that resulted in Pac-Man facing the wrong way.
  • Buff Up smash's hits connect more reliably.

Shulk

  • Buff Neutral attack 2 has more range.
  • Buff Up smash's hits connect more reliably.

Bowser Jr.

  • Buff Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
  • Buff Up tilt has less ending lag (FAF 33 → 31).
  • Buff Up smash's final hit deals more base knockback (32 → 38).
  • Buff Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133) when used in the air, 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 (4%-7.3% → 5.2%-8.8%).
  • Buff Clown Kart Dash keeps an active hitbox after bouncing off the ground.
  • Buff Abandon Ship!'s clown car hitbox connects into the explosion more reliably when used on the ground.
  • Buff Abandon Ship!'s hammer swing has more range (hitbox size: 6.5u/3.0u → 7.0u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).

Duck Hunt

  • Buff Up aerial's hits connect more reliably.

Ryu

  • Buff Neutral attack 1 and 2 can be cancelled with a special move for a longer amount of time.
  • 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 cancelled with a special move for a longer amount of time.
  • Buff Forward tilt (light, far)'s tip has a larger hitbox.
  • 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.
  • 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 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).
    • 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: 5% → 7.3%).
    • 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 The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).

Ken

  • Buff Neutral attack 1 and 2 can be cancelled with a special move for a longer amount of time.
  • 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 compensated.
  • Buff Forward tilt (light, close) can be cancelled with a special move for a longer amount of time.
  • Buff Forward tilt (light, far)'s tip has a larger hitbox.
  • 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.
  • 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) → 28/102).
  • Buff Down aerial can be cancelled with a special move for a longer amount of time, 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 (121 → 126).
    • Buff Shoyuken'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.
    • Buff Inazuma Kick deals more damage (6% → 10%) with shield damage compensated.

Cloud

  • Buff Down smash's hits connect more reliably.

Bayonetta

  • 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 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 (one kick: 20 frames → 18, two kicks: 30 → 26). [2]
    • 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.
  • 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.
  • 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

  • Buff Neutral attack 3 has more range and connects more reliably from neutral attack 2.

King K. Rool

  • Buff Shortened the amount time before K. Rool can grab the ledge after using up aerial.

Isabelle

  • 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

  • Buff Neutral attack's hits connect more reliably.

Piranha Plant

  • Buff Neutral attack 3 has more range.
  • Buff Neutral infinite deals more hitstun.

Joker

  • Buff Eigaon's hits connect 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.

References