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List of updates (SSBU)/11.0.0 changelog

This is the list of known changes in version 11.0.0 of Super Smash Bros. Ultimate.

LinkEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

LuigiEdit

  •   The final hit of dash attack is no longer weight independent, reverting one of the changes made in 10.1.0.

Captain FalconEdit

  •   Falcon Dive's throw has significantly less ending lag (FAF 55 → 24), making it considerably harder to Tech Check Falcon's recovery.

JigglypuffEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.
  •   Jiggylpuff can now perform its aerial jumps while charging an item that requires said mechanism.

ZeldaEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

PichuEdit

  •   Neutral aerial makes Pichu's ears intangible during the clean hit (frames 3-9).
  •   The recoil damage on several of Pichu's moves was reduced. These changes revert the recoil increase applied with update 3.1.0 for those moves, with the exception of Agility, which has less recoil than before 3.1.0.
    •   Forward smash: 2% → 1.5%.
    •   Forward aerial: 1.5% → 1%.
    •   Forward throw: 0.8% → 0.5%.
    •   Skull Bash: 1.8% → 1.5%.
    •   Agility: 0.9% (zip 1)/1.4% (zip 2) → 0.5%/1%, total: 2.3% → 1.5%.

GanondorfEdit

  •   Dark Dive's throw has significantly less ending lag (FAF 50 → 25), making it considerably harder to Tech Check Ganondorf's recovery.

Zero Suit SamusEdit

  •   Neutral aerial has more landing lag (6 frames → 8).
  •   Boost Kick has more startup lag (frame 4 → 6).

WarioEdit

  •   Up tilt's late hit has a shorter hitbox duration (frames 11-19 → 11-15).
  • Wario Waft:
    •   The third level charge has more startup (frame 5 → 8) and ending lag (FAF 50 → 55).
    •   The max charge has more startup lag (frame 9 → 12) with its total duration increased as well (FAF 61 → 64).
      •   The super armor starts a frame earlier and lasts longer (frames 5-10 → 4-13).

Diddy KongEdit

  •   Banana Peel takes 24 frames longer to throw after having thrown a previous one. This removes all remaining infinites.

King DededeEdit

  • Gordo Throw:
    •   Has less ending lag (FAF 61 → 59).
    •   Has an increased chance of the Gordos sticking on a wall (50% → 60%), improving its edge guarding ability.
    •   Has increased the speed of Dedede reflecting a Gordo (FAF 61 → 55), with the timing of the reflection being shortened (FAF 29 → 25).

R.O.B.Edit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

VillagerEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Wii Fit TrainerEdit

  •   Removed Header's landing lag, leaving only the universal landing lag (9 frames → 4).
    •   As a result, Header is no longer temporarily disabled after using Header in the air, charging Sun Salutation or using Deep Breathing while still airborne, and canceling the move as Wii Fit Trainer lands.

Little MacEdit

 
The change in Little Mac's Up Smash.
  •   Up smash's hitbox duration is 1 frame longer (10-13 → 10-14), reversing the change to hitbox duration made in version 3.1.0.

Mii BrawlerEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Mii SwordfighterEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Mii GunnerEdit

 
The change in Mii Gunner's Forward Smash's multihit.
 
The change in Mii Gunner's Forward Smash's launcher.
  •   Forward smash has more range towards Mii Gunner, removing a blind spot in the move.
  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

PalutenaEdit

 
The change in Palutena's Grab.
  •   Dash attack has more ending lag (FAF 38 → 41).
  •   Forward aerial has more landing lag (7 frames → 9).
  •   Standing grab has considerably less range (Z2 offset: 11.4u → 9.4u).

ShulkEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Duck HuntEdit

  •   A bug that allowed the reticles on Duck Hunt's smash attacks to activate twice was removed.[1]

IsabelleEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

JokerEdit

HeroEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Banjo & KazooieEdit

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

BylethEdit

  •   Down smash deals more knockback (73 base/62 scaling → 74/66), allowing it to KO earlier.
  • Down aerial:
    •   Has more knockback scaling (57/52/82/74/57/52 → 61/56/86/78/61/56), allowing it to KO earlier.
    •   Deals more shield damage (6 → 9), allowing it to break shields more easily.
  • Areadbhar:
    •   Has gained a shieldstun multiplier of 1.7× on the grounded version and 2× on the aerial version, making it safer on shield.
    •   Has less ending lag in the air (FAF 66 → 62).
  • Sword of the Creator:
    •   Has more base knockback at high percents (0 → 14), allowing to KO earlier. This also removes the dead zone, in which the opponent did not have to tech the spike on stage, increasing the move's utility when used around 50%.
    •   Has less startup lag (frame 11 → 9 (grounded), 12 → 10 (aerial)), with its total duration on the ground reduced as well (FAF 49 → 47).
  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Min MinEdit

  •   Air dodge has more ending lag (FAF 40 → 51), matching the rest of the cast.
  • Forward smash:
    •   Min Min cannot hold the charge as long after it is fully charged (120 frames → 30).
    •   Has less base knockback for the dragon's lasers while using Dragon ARM (70 → 65).
  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

SteveEdit

 
The change in Steve's Down Smash.
  •   Down smash has more range towards Steve, removing a blind spot in the move.

SephirothEdit

 
The change in Sephiroth's Scintilla, when the opponent does not activate the counter.
 
The change in Sephiroth's Scintilla, when the opponent activates the counter, at its smallest size.
 
The change in Sephiroth's Scintilla, when the opponent activates the counter, at its largest size.
  •   Blade Dash has an altered launch angle (73° → 107°), but forces knockback towards Sephiroth's front instead of his back. As such, its effective angle remains unaltered, but it launches opponents facing the direction Sephiroth hit them from instead of the opposite.
  •   Scintilla's last hit has a larger hitbox (9u → 11u (not activated), 16-22u → 18-24u (activated)), allowing it to connect more reliably from the multi-hits.
  •   A glitch involving Shadow Flare and Pokémon Trainer causing the visual effects of moves to not play was fixed.

ReferencesEdit