List of updates (SSBU)/3.1.0 changelog

< List of updates (SSBU)
Revision as of 12:31, June 3, 2019 by Ray001 (talk | contribs) (→‎{{SSBU|Pichu}}: No, the hurtbox does not go above the ears)

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 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.
  •   Fixed the electric hitstun glitch in Training Mode.
  •   Held item attacks[1] have been removed.

Donkey Kong

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.

Kirby

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

Fox

  •   Neutral attack 2 connects into neutral infinite more reliably.

Pikachu

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

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. 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 (throw)/200 (collateral) → 88/100), no longer KOing at reasonable percents.
  •   Peach Bomber has more ending lag if it connects (FAF 19 → 25).
  •   Peach Parasol's hits connect more reliably.
  •   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 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 (throw)/200 (collateral) → 88/100), no longer KOing at reasonable percents.
  •   Daisy Bomber has more ending lag if it connects (FAF 19 → 25).
  •   Daisy Parasol's hits connect more reliably.
  •   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, 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 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 edgeguarding and KO potential, but slightly improving its combo 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.
  •   Flip Jump travels more horizontal distance (Horizontal control 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

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's final hit sends at a slightly more vertical angle that allows it to combo better (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 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. His shield size was not compensated, making it noticeably easier to shield poke him.
  •   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.
  •   Neutral attack 3 has less ending lag if inputted manually, allowing Mac to act 10 frames earlier.
  •   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 launches at a slightly more horizontal angle, slightly worsening its KO potential.

Bowser Jr.

  •   Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
  •   Up tilt has less ending lag (FAF 33 → 31).
  •   Up smash's final hit deals more base knockback (32 → 38).
  •   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.
  •   Clown Kart Dash keeps an active hitbox after bouncing off the ground.
  •   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 (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

  •   Up aerial's hits connect more reliably.

Ryu

  •   Neutral attack 1 and 2 can be cancelled with a special move for a longer amount of time.
  •   Neutral attack (heavy, close) deals drastically less knockback and sends at a slightly more horizontal angle, making it a much better combo starter even at high percents.
  •   Forward tilt (light, close) can be cancelled with a special move for a longer amount of time.
  •   Forward tilt (light, far)'s tip has a larger hitbox.
  •   Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter.
  •   Down tilt (light) deals more hitstun.
  •   Down tilt (heavy) deals less knockback, allowing it to combo at a wider percent range.
  •   Up aerial has a longer hitbox duration and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).
  •   Heavy Hadoken and Shakunetsu Hadoken travel more quickly while light Hadoken and Shakunetsu Hadoken travel slower. This grants the player more control over the speed of both projectiles.
  •   Hadoken and Shakunetsu Hadoken have less startup lag and deal more damage.
  •   The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground.

Ken

  •   Neutral attack 1 and 2 can be cancelled with a special move for a longer amount of time.
  •   Neutral attack (heavy, close) deals drastically less knockback and sends at a slightly more horizontal angle, making it a much better combo starter even at high percents.
  •   Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback compensated.
  •   Forward tilt (light, close) can be cancelled with a special move for a longer amount of time.
  •   Forward tilt (light, far)'s tip has a larger hitbox.
  •   Forward tilt (heavy) sends at a slightly more horizontal angle.
  •   Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter.
  •   Down tilt (light) deals more hitstun.
  •   Down tilt (heavy) deals less knockback, allowing it to combo at a wider percent range.
  •   Forward smash deals more knockback.
  •   Down aerial can be cancelled with a special move for a longer amount of time, making it identical to Ryu's variant.
  •   The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground.
  •   Tatsumaki Senpukyaku has a lower SDI multiplier.
  •   Shoryuken's hits connects more reliably and it has a lower SDI multiplier.
  •   Shoryuken's 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.
  •   Shoryuken's medium version deals less knockback.
  •   Nata Otoshi Geri has a lower SDI multiplier.
  •   Oosoto Mawashi Geri deals more damage with knockback compensated.
  •   Inazuma Kick deals more damage with shield damage compensated.

Cloud

  •   Down smash's hits connect more reliably.

Bayonetta

  •   Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).
  •   Neutral infinite's finisher deals more knockback at high percents (70 (base)/100 (scaling) → 67/117).
  •   Dash attack's clean hit deals more knockback at high percents (80 (base)/65 (scaling) → 78/71).
  •   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 (one kick: 20 frames → 18, two kicks: 30 → 26). [2]
    •   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 has less landing lag when used twice (32 frames → 28).
  •   Witch Twist has an additional hitbox, making its hits connect more reliably.
  •   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.
  •   Witch Time regenerates faster (0.03 → 0.04).

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 behavior.
    •   The move has more active frames when reeling back (frames 9-11 → 2-11).
    •   Fishing Rod no longer catches opponents while it is 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