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.

Universal

  •   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[1] have been removed.

Stages

Donkey Kong

Link

  •   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.

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.

Yoshi

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

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, 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.

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 transitions into the 3rd hit faster and the latter had its hitbox moved forward, giving it more range.
  •   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.
  •   The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

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's uppercut has less startup lag (frame 6 → 5).
  •   Raptor Boost's armor has a higher damage threshold (8% → 10%).
  •   Raptor Boost deals more hitstun (+0 → +2).
  •   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)).

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 → 88), no longer KOing at reasonable percents.
  •   Peach Bomber has more ending lag if it connects (FAF 19 → 25), though the period when the drift starts remains unchanged.
  •   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.
  •   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), no longer KOing at reasonable percents.
  •   Daisy Bomber has more ending lag if it connects (FAF 19 → 25), 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 Climbers

  •   Ice Climbers recover midair jumps in 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.
  •   An unknown glitch that launches Nana at significant high knockback has been fixed.

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 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%

Lucina

  •   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 Link

  •   Boomerang teleportation glitch fixed.

Ganondorf

  •   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.

Roy

  •   Up smash's hits connect more reliably.

Chrom

  •   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 & Watch

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

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), reverting to its pre-3.0.0 behavior.

Wario

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

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's peanut projectile deals more damage (with shield damage compensated) (3.3%-15% → 4.3%-13.8%) and charges faster (max charge: frame 121 → 94, explosion startup: 123 → 97).
  •   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.
  •   Hyper Rocketbarrel's tackle deals less damage.
  •   Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.

King Dedede

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

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, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
  •   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 travels a significantly shorter distance with consecutive uses.

Lucario

  •   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 sweetspot has a larger hitbox (4.0u → 5.0u).
  •   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 (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.
  •   Opponents no longer move through Lucario during Force Palm's startup.

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.
  •   Boomerang teleportation glitch fixed.

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 forward 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 (hitbox size: 9.0u → 6.0u).
  •   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.
  •   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 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 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).
  •   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).

Greninja

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

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 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 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 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.

Robin

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

Shulk

  •   Neutral attack 2 has more range.
  •   Up smash's hits connect more reliably in some instances, but also worse in some others.

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 (frame 43-103 → 37-97) and ending lag (FAF 79-139 → 73-133) when used in the air, 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 (4%-7.3% → 5.2%-8.8%).
  •   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 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 canceled into a special move for a longer amount of time.
  •   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.
  •   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 (66° → 75°)
  •   Down tilt (light) deals more hitstun.
  •   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 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).
    •   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: 5% → 7.3%).
    •   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).
  •   The clean hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).

Ken

  •   Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.
  •   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 compensated.
  •   Forward tilt (light, close) can be canceled into 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 (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.
  •   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 → 28/102).
  •   Down aerial can be canceled into 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 (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 (121 → 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.
    •   Inazuma Kick deals more damage (6% → 10%) with shield damage compensated.

Cloud

  •   Down smash's 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.

Corrin

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

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

  •   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.

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.
  •   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 Plant

  •   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).
  •   All grabs have an altered Y position, no longer having the grabbox go into the ground (Y/Y2-offset: 144984 → 6.6).

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