List of updates (SSBU)/3.1.0 changelog

This is a list of known changes in version 3.1.0 of Super Smash Bros. Ultimate.

UniversalEdit

  •   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]

StagesEdit

Donkey KongEdit

  •   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.

LinkEdit

  •   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.

SamusEdit

  •   Up smash's hits connect more reliably.
  •   Fixed tether beam glitch from 3.0.0.

Dark SamusEdit

  •   Up smash's hits connect more reliably.
  •   Fixed tether beam glitch from 3.0.0.

YoshiEdit

  •   Fixed a glitch where Egg Lay would cause trapped opponents to fast fall while caught during hitstun.

KirbyEdit

  •   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.

FoxEdit

  •   Neutral attack 2 connects into neutral infinite more reliably (angle: 361° → 180°; knockback scaling: 10 → 20).

PikachuEdit

  •   Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.

LuigiEdit

 
The change in Luigi's third neutral attack.
  •   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.

NessEdit

  •   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 FalconEdit

  •   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)).

JigglypuffEdit

  •   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).

PeachEdit

  •   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).

DaisyEdit

  •   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 ClimbersEdit

  •   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.

PichuEdit

  •   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%.

LucinaEdit

  •   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 LinkEdit

  •   Boomerang teleportation glitch fixed.

GanondorfEdit

  •   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.

RoyEdit

  •   Up smash's hits connect more reliably.

ChromEdit

  •   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 & WatchEdit

  •   Up tilt's first hit deals weight-independent set knockback, allowing it to connect more reliably into the second hit, even against lightweights.

PitEdit

  •   Up smash's hits connect more reliably.

Dark PitEdit

  •   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 SamusEdit

  •   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.

WarioEdit

  •   Fixed a rare glitch where Wario's bike would instantly turn sideways.

SnakeEdit

  •   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.

IvysaurEdit

  •   Bullet Seed's first hit connects more reliably (FKB: 110 → 100.

CharizardEdit

  •   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 KongEdit

  •   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. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.
  •   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 DededeEdit

  •   Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.

OlimarEdit

  •   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.

LucarioEdit

 
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 LinkEdit

  •   Neutral attack 1 connects into neutral attack 2 more reliably.
  •   Boomerang teleportation glitch fixed.

WolfEdit

  •   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).

VillagerEdit

  •   Up smash's hits connect more reliably.
    •   This change boosted the firework launcher's base knockback to connect to the explosion more reliably. However, it was increased so much that it can sometimes launch the opponent out of the explosion, making the move miss entirely.

Wii Fit TrainerEdit

  •   Neutral attack 1 has two new hitboxes which pull the opponent in, allowing the move to connect into neutral attack 2 more reliably.

Rosalina & LumaEdit

  •   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.
  •   The sourspot of Luma's forward smash deals more knockback (43 base/174 scaling → 23/219). It also uses the Sakurai angle (45° → 361°).
  •   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 allows to fast-fall sooner after being used.
  •   Luma has less ending lag after Gravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.

Little MacEdit

  •   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(Y/Z offsets: 10u/3u → 8u/6u).
  •   Neutral attack 3 has less ending lag and a slightly different animation 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).
  •   Up smash's hitbox duration is 1 frame shorter (frame 10-14 -> 10-13), making it harder to hit opponents above and behind Little Mac. This change appears to have been unintentional. [2]
  •   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 a hitbox at the start of the attack, positioned above and in front of him, which extends the range above Little Mac.
  •   Slip Counter has less ending lag (FAF 63 → 57).

GreninjaEdit

  •   Fixed an unknown glitch that resulted in Greninja sliding while shielding.

Mii BrawlerEdit

  •   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 reverted back to their SSB4 values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall)).
    •   Because of this, forward aerial can now auto-cancel in a short hop.
    •   The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes and semi-spikes.
    •   Mii Brawler is harder to combo, but at the cost of easier to juggle.
    •   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)).
  •   Counter Throw collision with Alolan Whip no longer causes an already-grabbed opponent to become stuck in grab invulnerability state resulting in a game crash if KOed.

Mii GunnerEdit

  •   Up smash's hits connect more reliably.

Pac-ManEdit

  •   Fixed an issue that resulted in Pac-Man facing the wrong way.
  •   Up smash's hits connect more reliably. (Hit 1 angle: 112° → 135°).

RobinEdit

  •   Fixed an issue that resulted in Robin losing functionality when getting hit by Lucas's PSI Magnet and absorbing Thoron at the same time.

ShulkEdit

  •   Neutral attack's second hit has more range below Shulk (Y2-offset: none → 9.2 (middle hitbox), none → 9.5 (foot hitbox)).
  •   Up smash's first hit connects more reliably in some instances, but also less reliably in some others (angle: 108° → 112°; FKB: 105 → 92).

Bowser Jr.Edit

  •   Up tilt has less ending lag (FAF 33 → 31).
  •   Dash attack's last hit's angle has been adjusted (60° → 50°). This improves its edgeguarding potential.
  •   Up smash's last hit has more base knockback (32 → 38).
  •   Aerial Clown Cannon has less startup (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133).
  •   Clown Kart Dash travels faster.
    •   Due to its damage output being determined by Bowser Jr.'s speed, its collision also deals more damage (4%-7.3% → 5.2%-8.8%).
  •   Clown Kart Dash's hitbox remains active after bouncing off the ground.
  •   Fixed a glitch where Bowser Jr. could cancel aerial Clown Kart Dash's spinout into a jump within a few frames of landing on the ground.
  •   Grounded Abandon Ship!'s clown car hitbox connects with its explosion hitbox more reliably.
  •   Abandon Ship!'s hammer has larger hitboxes (6.5u/3u → 7u/3.5u) and a longer hitbox duration (frame 8 (hit 1)/13 (hit 2) → 8-9/13-14).

Duck HuntEdit

  •   Up aerial's first hit connects more reliably into the second (angle: 80° → 95°; knockback: 25 fixed/80 scaling → 50/100).

RyuEdit

  •   Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12 (jab 2).
  •   Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.
  •   Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).
  •   Forward tilt (light, far)'s sourspot has a smaller hitbox (Z offset: 9u-5u → 6.5u-5u), effectively giving the sweetspot more range.
  •   Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).
  •   Down tilt (light) deals more hitstun (0 → 1).
  •   Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  •   Up aerial has a longer hitbox duration (6/10 → 6-7/9-11), with arm intangibility matching, and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).
  • Hadoken:
    •   All variants of Hadoken have slightly less startup lag (frame 13 → 12) and ending lag (FAF 58 → 57).
    •   All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken hit 5: 5% → 7.3%, total: 9.4% → 11.7%).
    •   Standard Hadoken deals more base knockback against grounded opponents (65/55 (clean/late) → 68/58).
    •   All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).
    •   Light normal Hadoken has a longer duration (normal: 75 frames → 82).
    •   Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).
  •   The clean hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).

KenEdit

  •   Neutral attack 1 and 2 (light) can be canceled into a special move for a longer amount of time (1-7 → 1-11(jab 1)/1-12(jab 2)).
  •   Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), 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 scaling not fully compensated (130 → 92).
  •   Forward tilt (light, close) can be canceled into a special move for a longer amount of time (8-14 → 8-24).
  •   Forward tilt (light, far)'s sourspot has less range (Z offset: 9u-5u → 6.5u-5u), effectively increasing the range of its sweetspot.
  •   Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).
  •   Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).
  •   Down tilt (light) deals more hitstun (0 → 1).
  •   Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  •   Forward smash deals more knockback (26 base/100 scaling → 28/103-102).
  •   Down aerial can be canceled into a special move for a longer amount of time (1-12 → 1-17), making it identical to Ryu's variant.
  •   The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
  •   Tatsumaki Senpukyaku has a lower SDI multiplier (1× → 0.5×).
  • Shoryuken:
    •   Shoryuken's hits connects more reliably and it has a lower SDI multiplier (1× → 0.5×).
    •   Shoryuken's first hit no longer negates other attacks.
    •   Shoryuken's grounded heavy version has more knockback growth (120(normal)/121(input) → 126).
    •   Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).
    •   Shoryuken's medium aerial version has less knockback growth (121 → 112).
  • Command-input moves:
    •   Nata Otoshi Geri has a lower SDI multiplier (1× → 0.5×).
    •   Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated (40 base/120 scaling → 41/103).
    •   Inazuma Kick deals more damage (10% → 12%) with shield damage compensated (7 → 5).

CloudEdit

  •   The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.
  •   Created glitch where Cloud would significantly increase his momentum if he immediately used his aerial attacks or jump and be hit by Cape while nearly charging his Limit Break.

CorrinEdit

  •   The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.

BayonettaEdit

  • Neutral attack:
    •   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 first hit connects more reliably into the second (Knockback scaling: 20 → 10; hitbox 0 angle: 113° → 123°).
  •   Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
  • After Burner Kick:
    •   After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26).
      •   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:
    •   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:
    •   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).

InklingEdit

  •   Neutral attack's second and third hits connect more reliably.
  •   Neutral attack's third hit has more range (Z offset: 14u → 15.8u).

King K. RoolEdit

  •   Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.
  •   Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.

IsabelleEdit

  •   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.

IncineroarEdit

  •   Neutral attack's hits connect more reliably.
  •   A glitch involving Alolan Whip and Mii Brawler's Counter Throw putting a fighter in a state where the game will crash if they are KO'd has been fixed.

Piranha PlantEdit

  •   Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).
  •   Neutral infinite deals more hitstun (3 frames → 4).

JokerEdit

  •   Eigaon's hits 2-4 force backwards knockback instead of forward, connecting 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.
  •   Joker now vocalizes when KO'd by reaching 0 HP on last stock in Stamina Mode.

ReferencesEdit