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List of updates (SSBU)/13.0.1 changelog

This is the list of known changes in version 13.0.1 of Super Smash Bros. Ultimate.

Donkey KongEdit

  •   The second hit of neutral attack has more active frames (frames 5-6 → 5-7) and less ending lag (FAF 35 → 32).
  •   Down tilt has 5 additional frames of hitstun on all hitboxes.
  •   Fully charged Giant Punch has more super armor on both the grounded (frames 11-20 → 9-20) and aerial (frames 17-20 → 15-20) hitboxes.

LinkEdit

  •   The first hit of neutral attack has less startup (frame 8 → 7), with its total duration reduced as well (FAF 25 → 24).
  •   Down tilt launches at a higher angle (80˚ → 85˚), improving its combo potential.
  •   The final hit of up smash has higher knockback scaling (96 → 101).

KirbyEdit

  •   Kirby's version of Lightning Buster has less ending lag (FAF 71 → 69), now matching Mythra's.

PeachEdit

  •   Peach Bomber can grab edges for longer (frame 16-37 → frame 16 onwards).

DaisyEdit

  •   Daisy Bomber can grab edges for longer (frame 16-37 → frame 16 onwards).

Ice ClimbersEdit

  •   Down smash has higher knockback scaling (100 → 105 (Popo), 120 → 126 (Nana)).
  •   Dash attack has less startup (frame 11 → 9, FAF 42 → 40).
  •   Belay has less startup (frame 16 → 14).

FalcoEdit

 
The change in Falco's Forward Smash.
  •   Dash attack deals more damage on both early and late hitboxes (9% (early)/6% (late) → 10.5%/7.5%) with compensated knockback growth (70 → 63/61).
  •   Forward smash's hitboxes have been moved forward on frame 17, moving back again on frame 18. This makes it better match the move's animation and gives it better hit detection.

MewtwoEdit

  •   Forward tilt deals more damage with no compensation on knockback (close/mid/far: 11%/10%/9% → 12%/11%/10%).
  •   Forward throw's Shadow Balls deal more damage (2% → 2.4%; total: 13% → 15%).

Meta KnightEdit

 
The change in the first two hits of Meta Knights's Up Smash.
 
The change in the third hit of Meta Knights's Up Smash.
  •   Up smash now has more range (hits 1-2: 4.5u → 5.5u, hit 3: 6u → 7u) and now has a trip chance of -1, making it so the opponent can't trip and fall out of the move.
  •   The first two hits of forward and back aerial deal 0.5% more damage (1.5% → 2%).
  •   Up throw has more knockback growth (70 → 76).

WarioEdit

  • Neutral attack:
    •   The first hit deals more damage (4% → 5%) and has less ending lag (FAF 30 → 28).
    •   The second hit deals more damage (5% → 7%) and has less ending lag (FAF 34 → 30).

IkeEdit

  •   Neutral attack's third hit deals more damage (5% → 7%), and thus deals more knockback.
  •   Up smash has altered knockback (base/scaling: 50/86 → 49/90), increasing it overall).
  •   Quick Draw deals more base damage (6% → 9%), and thus deals more knockback.

Mega ManEdit

 
The change in Mega Man's Down Smash.
  •   Dash attack has less startup (frame 8 → 7, FAF 61 → 60).
  •   Down smash has more downward range, hitting below the stage more reliably.
  •   Crash Bomber deals more damage (hits 1-4: 1% → 1.5%, total: 8% → 10%).

Rosalina & LumaEdit

 
The change in Rosalina & Luma's Down Smash.
  •   Luma slows down more quickly when launched, resulting in it not being launched as far.
  •   Rosalina's down smash has more vertical range as well as more range close to Rosalina.

RobinEdit

 
The change in Robin's Rapid Jab.
 
The change in Robin's Rapid Jab Finisher.
  • Neutral attack:
    •   Rapid jab deals more damage (0.7% → 0.9%).
    •   Rapid jab and finisher extends slightly further forward (Z: 11.0 → 12.0 (loop), 16.0 → 17.0 (last hit)).

Bowser Jr.Edit

  •   Clown Kart Dash has more base knockback when spinning out (60 → 67).
  •   Dash attack's multi-hits deal more damage (1.8% → 2%), and some of the hitboxes having less base knockback (50 → 45 (early, hitbox 0), 40 → 35 (mid, hitbox 1), improving its consistency.
  • Down tilt:
    •   The first and second hit of down tilt has less knockback growth (30 → 11) less base knockback (20 → 17) and the final hit of down tilt launches at a lower angle (45 → 40).
    •   Only the first hit of down tilt will hit opponents hanging from the ledge, whereas before the first hit would lift opponents into the rest of the attack. Additionally, airborne opponents with frame 1 intangible options (such as Rest) can now escape the final hit, as the lower knockback reduces hitstun.

RyuEdit

  •   Both hits of forward tilt (heavy) have less startup (frames 16 (hit 1)/18-19 (hit 2) → 15/17-18).
  • Hadoken:
    •   Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%).
    •   Shakunetsu Hadoken's last hit deals more damage (7.3% → 9.3%).
    •   Input multiplier reduced, but overall damage is still higher due to the base damage increase (1.25× → 1.2×).
    •   All variants have less base knockback (Hadoken: 68/68/67 → 67/67/66, 58 → 57 (late, light and medium), 58/68/58 → 57/67/57 (late, heavy), Shakunetsu Hadoken: 60 → 58 (last hit)).
  •   Grounded Tatsumaki Senpukyaku has less ending lag (FAF 31 → 27).

CloudEdit

  •   Finishing Touch has less startup (grounded/aerial: 14/16 → 12/14, FAF grounded/aerial: 87/90 → 85/88).

InklingEdit

 
The change in Inkling's Forward Smash.
 
The change in Inkling's Up Tilt.
  •   Inkling can act earlier after refilling ink (FAF 30 → 25).
  •   Forward tilt deals more damage (9% → 10%).
  •   Up tilt has an additional hitbox in front of Inkling during its first active frame, making it less susceptible to low-profiling.
  •   Forward smash's sourspot has been pulled back (Z: 12.0 → 9.0) and the sweetspot is extended backwards (Z2 : N/A → 16.0). This makes the sweetspot easier to hit.
  •   Splattershot has more range (shots' active frames: 13 → 14).

RidleyEdit

  •   Dash attack deals more damage (12% → 13.5%) with knockback scaling not fully compensated (70 → 67).

Piranha PlantEdit

  •   Forward tilt 2 has more knockback growth (110 → 117).
  •   Down tilt has more active frames (9-10 → 9-11) and less endlag (FAF 29 → 27).
  •   Down aerial's clean hit is active for longer (9-10/11-14 → 9-11/12-14).
  •   Long-Stem Strike gains armor one frame earlier and can be manually released earlier (frame 28 → 26).

Min MinEdit

  •   The animation for jab resets was adjusted to no longer be much longer than the rest of the cast.
  •   Neutral aerial has more landing lag (10 frames → 12).
  •   Forward tilt deals less shield damage (0 (all) → -2.5 (Ramram/Dragon)/-3.5 (Megawatt).
  •   Forward smash deals less shield damage (0 (all) → -4 (Ramram)/-6 (Megawatt)/-3.5 (Dragon).
  •   Forward smash's Dragon laser has less active frames.

SteveEdit

  •   Hitbox ID 0 of up smash's magma block has less fixed knockback (40 → 20), making it harder for Steve to combo off of it should he cancel the move with his blocks.

PyraEdit

  •   Adjusted jab resets animation to match other fighters.
  •   Blazing End has more ending lag (FAF grounded 53 → 56, aerial 48 → 51).

MythraEdit

  •   Adjusted jab resets animation to match other fighters.
  •   Forward smash has less knockback scaling (65 → 62).

SoraEdit

  •   Adjusted jab resets animation to match other fighters.