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[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. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.
  • 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 has 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]