List of updates (SSBU)/3.1.0 changelog
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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.
- Held item attacks[1] have been removed.
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 base knockback (50 → 60).
- Up tilt has less startup lag (frame 17 → 14) with identical ending lag, shortening its duration (FAF 40 → 37).
- Forward aerial's sweetspot is larger (3.0u → 3.75u).
- Back aerial deals slightly more knockback (25 (base)/94 (scaling) → 27/97).
- Raptor Boost has less startup lag after getting close to an opponent (frame 6 → 2).
- Raptor Boost's armor has a higher damage threshold (8% → 10%).
- Raptor Boost deals more hitstun (+0 → +2).
- 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
- Peach's dress physics were adjusted.
- 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), no longer allowing the move to KO until very high percents.
- Peach Bomber has more ending lag if it connects (FAF 19 → 25).
- Peach Parasol's hits connect more reliably. Opponents are less likely to fall out before the final hit.
- Vegetable has more ending lag (FAF 37 → 40).
Daisy
- Daisy's dress physics were adjusted.
- It is now less likely for her animations to show visible seams or artifacts.
- 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), no longer allowing the move to KO until very high percents.
- Daisy Bomber has more ending lag if it connects (FAF 19 → 25).
- Daisy Parasol's hits connect more reliably. Opponents are less likely to fall out before the final hit.
- Vegetable has more ending lag (FAF 37 → 40).
Ice Climbers
- Ice Climbers recover midair jumps the same way as other fighters.
- Nana will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
Pichu
- Pichu has a larger hurtbox.
- 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.
- Forward tilt has less knockback scaling (150 → 130).
- This also allows it to trip opponents at a wider percent range.
- Forward smash has more ending lag (FAF 50 → 54).
- 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.
- 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% → 1.5% (aerial hitbox)
- Forward throw: 0.5% → 0.8%
- Thunder Jolt: 0.4% → 0.7%
- Skull Bash: 1.5% → 1.8%
- Agility: 0.6% → 0.9% (first zip), total: 2% → 2.3%
- Thunder: 3% → 3.5%
Lucina
- Forward smash has less knockback scaling (77 → 73).
- Forward aerial has less knockback scaling (81 → 77), hindering its edge-guarding and KO potential.
Ganondorf
- Down smash's hits connect more reliably by preventing opponents to tech after the first hit.
Roy
- Up smash's hits connect more reliably.
Chrom
- Up smash's hits connect more reliably.
Mr. Game & Watch
- Up tilt’s first hit deals set knockback, allowing it to connect more reliably into the second hit.
Pit
- Up smash's hits connect more reliably.
Dark Pit
- Up smash's hits connect more reliably.
- 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
- Plasma Whip's hits connect more reliably.
- 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).
Snake
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.
Ivysaur
- Bullet Seed's hits connect more reliably.
Charizard
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.
Diddy Kong
- Neutral attack 2 has more range and connects more reliably from neutral attack 1.
- Dash attack has a more vertical launch angle that allows it to combo much better.
- Up smash's hits connect more reliably.
- Up smash deals more knockback.
- Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).
- Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).
- Peanut Popgun deals more damage (while maintaining shield damage) and charges more quickly (max charge: frame 121 → 94).
- Diddy Kong falls slower while charging Rocketbarrel Boost.
- Rocketbarrel Boost travels more vertical distance when charged.
- Hyper Rocketbarrel's explosion and jet at the start deal more damage.
- Hyper Rocketbarrel's tackle deals less damage.
- Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.
Olimar
- Olimar has a larger hurtbox.
- Forward smash's clean hit has a shorter duration (frames 11-14 → 11-12).
- Forward smash has more ending lag (FAF 40 → 43).
- Up smash has more ending lag (FAF 37 → 40).
- Winged Pikmin travels a significantly shorter distance with consecutive uses.
Lucario
- All hits of neutral attack have less ending lag.
- Dash attack has more range.
- Forward tilt deals more knockback.
- Forward smash's sweetspot has a larger hitbox.
- Up smash's hits connect more reliably.
- Neutral aerial has a longer hitbox duration on grounded opponents.
- Up aerial's sweetspot has a larger hitbox.
- Down aerial's hits connect more reliably.
- Aura Sphere no longer pushes opponents away as much while charging.
- Fully charged Aura Sphere has a larger hitbox.
- Aura Sphere has less ending lag.
- Force Palm has more grab range.
- Opponents no longer move through Lucario during Force Palm.
R.O.B.
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Neutral attack 2 has more range.
Toon Link
- Neutral attack 1 connects into neutral attack 2 more reliably.
Wolf
- Neutral attack 1 connects into neutral attack 2 more reliably.
- Neutral attack 2 has more range and connects into neutral attack 3 more reliably.
- Neutral attack 3 has been moved forwards to connect better from neutral attack 2.
- 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.
- This also allows down smash to kill slightly earlier when used from across the stage.
- Blaster has more ending lag (FAF 50 → 53).
- Fire Wolf's hits connect more reliably.
- The last hit of Fire Wolf has less range.
- Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.
- Reflector grants intangibility earlier (frame 6 → 5).
- Reflector reflects projectiles earlier (frame 10 → 9).
Villager
- Up smash's hits connect more reliably.
Wii Fit Trainer
- Neutral attack 1 connects into neutral attack 2 more reliably.
Rosalina & Luma
- Luma has less HP (50 → 40).
- 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)).
- Luma's dash attack has less ending lag (FAF 49 → 41), matching Rosalina's lag.
- Forward smash deals more knockback if both Rosalina's and Luma's hits connect.
- Forward aerial's hits connect more reliably.
- Forward aerial has less ending lag (FAF 60 → 55).
- Rosalina can grab ledges faster after using forward aerial (84 frames → 79).
- All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).
- Launch Star grants increased fast-fall speed after being used.
- Luma has less ending lag after Gravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.
Little Mac
- Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.
- Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.
- Neutral attack 3 has more range.
- Forward tilt's hits connect more reliably against opponents in the air.
- Down tilt has more range.
- Up smash has more super armor (frames 8-11 → 8-13).
- Straight Lunge has less ending lag when it is grounded and not fully charged (FAF 50 → 45).
- KO Uppercut has significantly less ending lag when it is grounded (FAF 97 → 77).
- Jolt Haymaker has more range at the start of the move.
- Slip Counter has less ending lag (FAF 63 → 57).
Mii Brawler
- Neutral attack 2 connects into neutral infinite more reliably.
- Neutral infinite has more range.
- Flashing Mach Punch's hits connects more reliably.
- Falling speed and fast falling speed decreased back to their Smash 4 values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))
- Because of this, forward aerial can auto-cancel in a short hop.
- Mii Brawler can act later after being footstooled in the air (FAF 31 → 35)
- Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).
Mii Gunner
- Up smash's hits connect more reliably.
Pac-Man
- Fixed an issue that resulted in Pac-Man facing the wrong way.
- Up smash's hits connect more reliably.
Shulk
- Neutral attack 2 has more range.
- Up smash's hits connect more reliably.
- Up smash's launch angle is changed.
Bowser Jr.
- Dash attack launches at a more horizontal angle that is more desirable for edgeguarding.
- Up tilt has less ending lag (FAF 33 → 31).
- Up smash's final hit deals more knockback.
- Clown Cannon has less startup lag when used in the air (frame 43-103 → 37-97), matching the lag when used on the ground.
- Clown Kart Dash moves faster. Because the damage is determined based on how quickly Bowser Jr. is moving, it also deals more damage.
- Abandon Ship!'s clown car hitbox connects into the explosion more reliably when used on the ground.
- Abandon Ship!'s explosion launches at an angle that makes it easier to hit with the hammer swing afterwards.
- Abandon Ship!'s hammer swing has more range and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).
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.
- Its 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, making it identical to Ryu's variant.
- The first hit of Tatsumaki Senpukyaku has an increased hitbox size when used on the ground.
- Its SDI multiplier has also been reduced making it harder to escape.
- Shoryuken connects more reliably and its 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
- Down smash's hits connect more reliably.
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
- Neutral attack 3 has more range and connects more reliably from neutral attack 2.
King K. Rool
- Shortened the amount time before K. Rool can grab the ledge after using up aerial.
Isabelle
- Fishing Rod was reverted to its pre 3.0.0 behaviour
- The move has more active frames when reeling back (frames 9-11 -> 2-11).
- Fishing Rod no longer catches opponents while it's not moving
Incineroar
- Neutral attack's hits connect more reliably.
Piranha Plant
- Neutral attack 3 has more range.
- Neutral infinite deals more hitstun.
Joker
- Eigaon's hits connect more reliably.
- Fixed an unknown glitch that resulted Joker glitching out periodically with Grappling Hook during a tether recovery.
- Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.
References
Super Smash Bros. Ultimate updates | |
---|---|
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 |