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]
Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
Fixed an issue characters appearing on screen that caused them to take damage before the countdown ends.
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.
Fixed the electric hitstun glitch in Training Mode.
Held item attacks have been removed.[1]
Stages[edit]
Several stages' on-screen appearances and revival platforms locations have been changed:
- On-screen appearances:
- Revival platforms:
- Kongo Falls and Smashville.
- Both:
Donkey Kong[edit]
Giant Punch has longer super armor when using a fully-charged punch.
Fixed a bug that caused Donkey Kong to not get armor when landing during frames 12-17 of Giant Punch.
Link[edit]
The animation for when Link throws a large item has been adjusted.
Boomerang teleportation glitch fixed.
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]
Up smash's hits connect more reliably.
Fixed tether beam glitch from 3.0.0.
Dark Samus[edit]
Up smash's hits connect more reliably.
Fixed tether beam glitch from 3.0.0.
Yoshi[edit]
Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.
Kirby[edit]
Kirby can no longer perform the initial dash cancel to Pikmin Throw.
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.
Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.
Fox[edit]
Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).
Pikachu[edit]
Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.
Luigi[edit]
The Warp Pipe used during Luigi's on-screen appearance received lighting effects.
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.
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).
Neutral attack's third hit's hitbox has moved forward (Z offset: 8.2u → 9.2u).
When landing with grab aerial, its plunger has a better position. This lengthens its duration before it touches the ground and improves its range.
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.
This slightly hinders Luigi Cyclone's utility.
Ness[edit]
Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.
The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.
Captain Falcon[edit]
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's uppercut has less startup lag (frame 6 → 5).
Raptor Boost's armor has a higher damage threshold (8% → 10%).
Grounded Raptor Boost deals more hitstun (+0 → +3).
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]
Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).
Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.0u).
Peach[edit]
Peach'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 has more knockback scaling when using the golf club (61/63 → 65/68).
Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
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.
Peach Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
Peach Parasol's hits connect more reliably.
Vegetable has more ending lag (FAF 37 → 40).
Daisy[edit]
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.Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.
Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
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.
Daisy Bomber has more ending lag if it connects (FAF 21 → 27), though the period when the drift starts remains unchanged.
Daisy Parasol's hits connect more reliably.
Vegetable has more ending lag (FAF 37 → 40).
Ice Climbers[edit]
Ice Climbers recover midair jumps in the same way as other fighters.
Partner climber will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
An unknown glitch that launches the partner climber at significant high knockback has been fixed.
Pichu[edit]
Pichu has a larger hurtbox, now covering most of its ears.
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 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.
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[edit]
Forward smash has less knockback scaling (77 → 73).
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]
Boomerang teleportation glitch fixed.
Ganondorf[edit]
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]
Up smash's hits connect more reliably.
Chrom[edit]
Up smash's hits connect more reliably.
Chrom's sheath is present during his on-screen appearance.
Chrom's sword and sheath are present in his clapping animation on the results screen.
Mr. Game & Watch[edit]
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]
Up smash's hits connect more reliably.
Dark Pit[edit]
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[edit]
Plasma Whip's hits connect more reliably.
Flip Jump travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.
Wario[edit]
Fixed a rare glitch where Wario's bike would instantly turn sideways.
Snake[edit]
Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26).
Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.
Ivysaur[edit]
Bullet Seed's first hit connects more reliably (FKB: 110 → 100.
Charizard[edit]
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[edit]
Neutral attack 2 has more range and connects more reliably from neutral attack 1.
Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).
Up smash's hits connect more reliably.
Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).
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'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).
However, they deal less damage at full charge (15% → 13.8%).
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 (total: 7% → 16%).
Hyper Rocketbarrel's tackle deals less damage (2.5% → 2%).
Hyper Rocketbarrel's final tackle deals slightly less overall knockback (135 base/47 scaling → 115/58).
King Dedede[edit]
Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.
Olimar[edit]
Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to shield poke him.
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).
Forward smash has more ending lag (FAF 40 → 43).
Up smash has more ending lag (FAF 37 → 40).
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.
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.
All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).
Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
Forward tilt's second hit deals more knockback (50 base/95 scaling → 54/98).
Forward smash's sweetspot has a slightly larger hitbox (5.5u → 5.7u).
Up smash's hits connect more reliably.
Neutral aerial has two additional hitboxes that can only hit grounded opponents.
Up aerial's clean hit has a larger hitbox (4.0u → 5.0u).
Up aerial's late hit has less range (Y offset: 17u-12u → 17u-13u).
Down aerial's hits connect more reliably.
Down aerial's lower hitboxes have more range (size: 4.2u → 4.6u; Y offset: 2u → 2.2u).
Aura Sphere no longer pushes opponents away as much while charging.
Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).
Aura Sphere travels farther.
Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).
Force Palm has more grab range (Z offset: 4.8u/6.5u → 5.3u/7.4u).
Opponents no longer move through Lucario during Force Palm's startup.
R.O.B.[edit]
Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).
Toon Link[edit]
Neutral attack 1 connects into neutral attack 2 more reliably.
Boomerang teleportation glitch fixed.
Wolf[edit]
Neutral attack has received various changes to connect more reliably.
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.
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.
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.
However, this allows it to KO slightly earlier from across the stage.
Blaster has more ending lag (FAF 50 → 53).
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.
The last hit of Fire Wolf has smaller hitboxes (9u → 6u).
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).