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.
Extra hitlag frames from perfect shielding have been reduced for the defender against both direct projectiles (11 → 8) and indirect projectiles (2 → -1). However, due to an oversight, this change only takes effect in Training mode.
Dodges are more punishable when staled.
Stun Jacket has been removed.
Created glitch where electric hitboxes have increased hitlag in training mode.
Stages
Fixed a visual glitch on the Acorn Plains layout Mushroom Kingdom U where looking at two clouds from a lower angle will cause the one on front to overlap the other in a transparent sheet.
Removed a layer inside the platforms on Kalos Pokémon League which caused some textures and model fragments to become transparent when looking at certain characters.
Fixed a visual glitch on Pilotwings which caused some models to clip through the screen.
Fireball deals less shield damage.
At the start of Mario Finale, nearby opponents will be slowed down for a longer period.
Giant Punch has more range, no longer missing opponents up close.
Charge Shot deals significantly less shield damage.
Samus no longer launches herself off screen when grab and Bomb occur at the same time.
However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.
Created visual glitch where Samus’s tether grab beam would disconnect from her arm when performed in the air before landing.
Charge Shot deals significantly less shield damage.
Dark Samus no longer launches herself off screen when grab and Bomb occur at the same time.
However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.
Created visual glitch where Dark Samus's tether grab beam would disconnect from her arm when performed in the air before landing.
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%).
- Inhale
Kirby dies later when performing a Kirbycide with Inhale, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
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 multiple Inhale Glitches:
Fixed a visual glitch where Kirby would retain parts of Metal status with Wii Fit Trainer.
Fixed a 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.
Removed Infinite floating glitch that occurs when Kirby uses multiple copied Mii Swordfighter's Gale Strikes in the air after perfoming a throw that left him in the air.
Removed Gliding glitch when Kirby uses a copied and B-reversed Mii Swordfighter's Gale Strike while running.
Final Cutter can snap to the ledge earlier (frame 36 → 33).
Up smash and down smash are automatically unleashed from charging state earlier and hit less often while charging (rehit rate: 3 → 4).
PK Flash has more range.
The physics of Ness' yo-yo string are stiffer. This improves the consistency of up smash and down smash at the ledge.
Puff Up has a bigger pushbox while growing.
Toad no longer stalls continuously in the air after the first use.
The launch angles of Peach Parasol's multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.
Vegetable deals less shield damage.
Peach Blossom has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).
The animations for Peach's ledge attack and swinging animation have been adjusted.
Toad no longer stalls continuously in the air after the first use.
The launch angles of Daisy Parasol's multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.
Vegetable's knockback values have been adjusted (30 (base), 35 (scaling) → 25/45), making it identical to Peach's variant. This improves its combo potential at lower percents, and its KOing and gimping potential at higher ones.
However, this limits the move's combo potential at higher percents.
Vegetable deals less shield damage.
Daisy Blossom has a slightly reduced sleep time period (clean: 260/200/160 (scaling) → 230/130/100, late: 210/170/140 (scaling) → 200/130/100).
The animations for Daisy's ledge attack and swinging animation have been adjusted.
Partner climber's AI was adjusted.
The partner climber returns to the leader when grabbing an opponent.
Scenarios where desyncs would occur have changed.
The hitlag multiplier of the final hit of the partner climber's up tilt has been increased.
Iceberg via the FS Meter deals more knockback.
Rapid jab'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 from a rising short hop.
Needle Storm charges 1.2x faster, reaching its full charge more quickly (98 frames → 82).
Changes to shield mechanics make charged Needle Storm much harder to perfect shield, as each needle must be manually perfect shielded.
Phantom Slash deals less shield damage (0 (all) → -1 (1st charge)/-1.5 (2nd charge)/-2 (3rd charge)/-2.5 (4th charge)/-3 (5th charge)).
Megavitamin has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
Super Sheet no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.
At the start of Doctor Finale, nearby opponents will be slowed more, and for longer.
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, Shulk's forward smash and more) to connect more reliably against it.
Dash grab has more range.
Dash grab has more range.
Fire Arrow has received negative shield damage (0 → -2.5).
Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
An unknown bug was created where opponents would unexpectedly teleport in any direction upon releasing Boomerang.
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, Shulk's forward smash and more) to connect more reliably against him.
The void glitch has been removed.
Mewtwo's weight was increased (77 → 79), slightly improving its endurance.
Neutral attack has less start-up lag (frame 6 → 5).
Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%), although its knockback was compensated.
Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late)), although its knockback was compensated.
Up tilt's tip hitbox's angle has been adjusted (361° → 110°). This improves its combo potential.
Forward smash has more range.
Up aerial deals more damage (11%/10%/9% → 12%/11%/10%), although its knockback was compensated.
Edge roll grants more intangibility.
Edge attack has slightly more range.
Shadow Ball has more knockback.
Shadow Ball deals less shield damage.
Roy's character model has been adjusted.
Dash grab has more range.
Blazer's hits connect more reliably.
Chrom's victory theme was corrected to Id (Purpose), matching Lucina and Robin's themes.
Dash grab has more range.
Octopus traps opponents for a longer period of time.
Several basic animations, such as idle and crouch animations, have been adjusted.
The animations for the Grapple Beam have been adjusted.
Flip Jump travels less horizontal distance (horizontal control speed 0.7 → 0.5).
Chomp can eat projectiles more easily.
Chomp has less ending lag after eating a projectile (FAF 35 → 25).
A yellow flash will manifest when Wario Bike is usable again.
Wario is now able to consume the Staff with Chomp.
The grounded state glitch has been fixed.
Self-Destruct glitch with Wario-Man in Fourside has been fixed.
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.
Climbing a ladder after using Cypher no longer causes Snake to become helpless once he lets go or climbs to the top.
Grounded Flare Blitz has more range below it, being able to hit every character lying on the ground and some hanging on the ledge.
Up throw drifts slightly forward, meaning that Pichu and Ridley do not get stage spiked when it is used near the ledge.
This means true follow-ups with this application (such as back aerial) are no longer possible.
Dash attack has less startup lag (frame 9/18/24 → 8/16/22) with identical ending lag, shortening its duration (FAF 43 → 41).
However, due to a frame speed multiplier being used, the first hit has a shorter hitbox duration (frames 8-9 → 8).
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 no longer loses his double jump after performing Spin Dash or Spin Charge on a platform.
Super Sonic has a larger hitbox.
Super Sonic via the FS meter has more range and deals more knockback.
Climbing a ladder after using Spring Jump no longer causes Sonic to become helpless once he lets go or climbs to the top.
Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.
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 hitstun during Inhale.
Gordo Throw deals less shield damage.
Gordo Boosted Super Dedede Jump was removed.
Aerial Gordo Throw's animation has been adjusted.
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.
Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.
End of Day no longer causes Olimar to go through the stage in Saffron City and self-destruct.
Robo Beam deals less shield damage.
Gyro deals less shield damage.
The sweetspotted front hit of down smash deals less knockback scaling with its base knockback not fully compensated, weakening it overall (50 base/90 scaling → 56/82).
Blaster's lasers have received negative shield damage (0 → -3/-4/-3.5 (early/clean/late)), effectively dealing half their usual damage to shields.
Using a directional air dodge before Wolf Flash no longer reduces its landing lag. However, the reduced landing lag still persists if Wolf lands while helpless.
Slingshot attacks (forward and back aerials) deal less shield damage.
Lloid Rocket deals less shield damage.
The lean glitch performed on sloped stages with Lloid Rocket has been fixed.
Fixed Lloid Rocket being deployed incorrectly.
Neutral attack, forward tilt and neutral aerial all deal less shield damage (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).
Up smash's last hit has increased base knockback (30 → 34).
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.
Neutral attack's finisher has more bury range.
Sun Salutation deals less shield damage both when uncharged (-2.5) and charged (-5.3).
Header's soccer ball deals less shield damage (-2.5).
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. [1]
The soccer ball has a higher vertical air speed during Header's startup (1.5 → 1.6) ultimately leading to Header yielding more shallow angles.
Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).
If Luma is close, Luma will move in front of Rosalina when using a reversed down tilt or forward tilt.
The glitch that allowed Chrom’s Awakening Aether to slow down Luma has been fixed.
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.
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.
Shadow glitch from Bowser Jr. was fixed.
Bonus Fruit deals less shield damage.
Fire Hydrant has more range below it when it is falling.
Fire Hydrant deals less shield damage.
Several basic animations, such as idle and crouch animations, have been adjusted.
Thunder and Elthunder deal less shield damage.
Arcfire deals less shield damage.
Floor attack has more range.
Edge attack has more range.
Neutral attack 2 deals more hitstun, allowing it to connect into the rapid jab more reliably.
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.
Edge attack deals less hitlag.
Shoryuken's animation has been slightly altered.
Focus Attack sliding has been removed.
Blade Beam deals less shield damage (0 (all) → -4 (grounded clean)/-3 (grounded late)/-3.2 (aerial clean)/-2.4 (aerial late)).
Forward smash's looping hits connect more reliably into its spear hitbox.
Up smash has a longer hitbox duration (frames 13-15 → 13-17).
Up smash's sweetspot has more range.
Down aerial's looping hits connect more reliably against lightweight characters.
Uncharged Dragon Fang Shot travels farther (61 frames → 71).
Dragon Lunge's stab has less ending lag (FAF 15 → 13).
Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
Dragon Ascent's hits connect more reliably and its final hit has more knockback.
Splat Roller deals less knockback when accelerating again. This increases its combo potential when hitting an opponent that was already buried.
Plasma Breath deals less shield damage.
A successful Plasma Scream has less ending lag, allowing Ridley to act before opponents can.
Edge attack has more range.
Cross deals less shield damage.
Edge attack has more range.
Cross deals less shield damage.
Specific Grand Cross parameters have been adjusted, making them identical to Simon's variant.
Audio glitch where charging forward smash did not produce a sound effect has been fixed.
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 wind zones for the duration of the move.
- Crownerang:
Crownerang deals less shield damage.
Fixed crown duplication with Villager or Isabelle's Pocket.
No longer increases the size of the crown while in an egg form from Yoshi's Egg Lay.
Gut Check has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).
The desync glitch involving King Dedede has been fixed.
Slingshot attacks (forward and back aerials) deal less shield damage.
Fishing Rod's reel has fewer 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.
The glitch that allowed the opponent to lose 2 stocks using Alolan Whip collision glitch with Fishing Rod in Stamina matches has been fixed.
Edge attack has more range.
Ptooie has a larger hitbox.
Piranha Plant's portrait briefly glints on its fang when Poison Breath is fully charged.
The screen KO visual glitch in Pilotwings has been fixed.
The void glitch has been removed.
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