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List of updates (SSBU)/13.0.0 changelog

This is the list of known changes in version 13.0.0 of Super Smash Bros. Ultimate.

UniversalEdit

StagesEdit

JigglypuffEdit

  •   The second hit of neutral attack has less ending lag (FAF 20 → 17).
  •   Back aerial has less ending lag (FAF 38 → 36), and landing lag (11 frames → 8).
  •   Down throw has lower base knockback (105 → 90), and has less ending lag (FAF 85 → 84), improving its followup potential.

ZeldaEdit

 
The change in Zelda's Down Air.
  •   The first hit of neutral attack has less ending lag (FAF 25 → 24).
  •   Neutral infinite's loop hits deal more damage (0.2% → 0.4%).
  •   Up smash has higher knockback scaling (214 → 222).
  •   Down smash has higher knockback scaling (86 (front)/89 (back) → 96/100)
  •   Down aerial's clean hit has a larger hitbox (3.2u/3u → 4.2u/4u).

Dr. MarioEdit

  •   Late neutral aerial has higher knockback scaling (94 → 100).
  •   Up aerial deals more damage (8.7% → 10.2%), with its knockback scaling compensated (114 → 100).
  •   Down aerial has less startup lag (frames 16-19 → 14-17). Its total duration was also subsequently reduced (FAF 45 → 43).
  •   Super Sheet's hitbox has a longer duration (frames 12-14 → 12-16).
  •   Grounded Doctor Tornado gains super armor earlier and for a longer period of time (frames 5-9 → 2-9).

LucarioEdit

 
The change in Lucario's Dash Attack.
  •   Dash attack's sweetspot has a longer duration (frames 7-9 → 7-10).
  •   Dash attack's sweetspot is positioned further away from Lucario (x offset: 3.2 (clean)/2.2 (late) → 3.9/3.2), giving it more range.
  •   The second hit of forward tilt deals more knockback (54 base/98 scaling → 57/105).
  •   Down tilt has less startup lag (frame 9 → 7), with its total duration subsequently reduced (FAF 23 → 21).

Rosalina & LumaEdit

  •   Luma's down smash has higher knockback scaling (165/168 → 170/171).
  •   Luma will now follow Rosalina when using Star Bits in the air. This improves Rosalina’s ability to hit opponent with star bits in the air however, this also hinders the move’s setup potential, particularly at the ledge.

Little MacEdit

  •   Up tilt has 2 additional frames of hitstun on all hitboxes. This makes it safer on hit, and improves its combo potential.
  •   Down-angled Forward smash deals more shield damage (4 → 7), allowing it to break shields much easier.
  • Straight Lunge:
    •   Non-fully charged Straight Lunge has had a flag added on frame 23 of the move, allowing an additional special button input to be read, unleashing the move earlier.
    •   It has higher knockback scaling when not fully charged (65 (grounded)/80 (aerial) → 70/85).
    •   It has less ending lag when not fully charged (45 frames (normal/54 frames (reversed) → 43/52).
  •   Rising Uppercut has higher knockback scaling (190 → 197).
  •   Slip Counter has a higher damage multiplier (1.3x → 1.5x).

RidleyEdit

  •   Space Pirate Rush’s dragging animation has a lower hitlag multiplier on its hitbox (0.8x → 0.5x). This shortens the amount of time between the slamming/dragging animations and when another jump can be input.

King K. RoolEdit

 
The change in King K. Rool's Forward Smash.
  •   Up tilt deals more damage (11.5% → 12.5% (clean), 6.8%/8.2% → 7.4%/8.9% (late)), improving its KO potential, as its knockback was not compensated.
  •   Forward smash has a longer hitbox duration (frames 19-20 → 19-21).
  •   Forward smash's sweetspot has a larger hitbox during its first two active frames (5.2u → 5.8u).
  •   Forward aerial has less ending lag (FAF 58 → 55).
  •   Up throw has higher knockback scaling (40 → 44).

IsabelleEdit

 
The change in Isabelle's Down Smash.
  •   Down tilt has less ending lag (FAF 35 → 32)
  •   Forward smash's clean hit has a longer duration (frames 14-15 → 14-16).
  • Down smash:
    •   Down smash has higher knockback scaling (100 → 104 (front hit)/105 (back hit)).
    •   The far hitbox on both hits is larger (4u → 5u). This gives the move more vertical range, although these hitboxes were moved closer to Isabelle (z offset: 12.5/-12.5 → 11.5/11-5) to compensate for their horizontal range.
  •   Forward throw deals more knockback (102 base/10 scaling → 107/20).

IncineroarEdit

  •   Down smash deals more damage (16% → 17%), with only a slight decrease to its base knockback (75 → 73), improving its KO potential.
  •   Up aerial deals more damage (8% → 9%), with its knockback compensated (65 base/87 scaling → 66/79).
  • Cross Chop:
    •   The non-spiking descending hit of Cross Chop deals more damage (11% → 13%), with its knockback scaling compensated (54 → 48).
    •   The explosion deals more damage (9% → 10.8%), with its knockback compensated (88 base/83 scaling → 89/72).

JokerEdit

HeroEdit

  •   Gigaslash has less ending lag (FAF 31 → 16).

KazuyaEdit

  •   Opponents put in a crumpling state by Devil Fist can no longer be footstooled.
  •   Rage Drive's collateral hitbox now inflicts hitlag on bystanders.