List of updates (SSBU)/3.1.0 changelog

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Revision as of 20:22, August 5, 2020 by Zakawer2 (talk | contribs) (Undid edit by MrMHM: Changing content that should not be changed)
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This is a list of known changes in version 3.1.0 of Super Smash Bros. Ultimate.

Universal

  • Nerf Increased the minimum amount of time between wall jumps made in the same direction (130 frames → 180).
  • Bug fix Fixed an issue for characters appearing on screen that caused them to take damage before the countdown ends.
  • Bug fix 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.
  • Bug fix Fixed the electric hitstun glitch in Training Mode.
  • Nerf Held item attacks[1] have been removed.

Stages

Donkey Kong

Link

  • Change The animation for when Link throws a large item has been adjusted.
  • Bug fix Boomerang teleportation glitch fixed.
  • Change 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

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

Dark Samus

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

Yoshi

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

Kirby

  • Nerf Kirby can no longer perform the initial dash cancel to Pikmin Throw.
  • Bug fix 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.
  • Bug fix Scenarios where the opponent would not escape from Inhale after Kirby gets hitstunned at a specific frame has been fixed.

Fox

  • Buff Neutral attack 2 connects into neutral infinite more reliably.

Pikachu

  • Buff Standing grab has more range (hitboxes: 3.1u → 4.0u (against grounded opponents), 1.55u → 2.0u (against aerial opponents)).

Luigi

  • Buff Neutral attack 1 has lower base knockback on its innermost hitboxes (30 → 25) as well as a lower hitlag multiplier on all hitboxes (2.0x → 1.8x), allowing it to connect into the second hit better.
  • Buff Neutral attack 2 has lower knockback (32 → 25 (base), 25 → 20 (scaling)) and a higher hitlag multiplier (1.2x → 1.23x) on its middle hitbox, allowing it to connect into the second hit better.
  • Buff Neutral attack 3 had its hitbox moved forward (z coordinate : 8.2 → 9.2), giving it more range.
  • Buff 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.
  • Bug fix 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

  • Buff Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.
  • Nerf The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

Captain Falcon

  • Buff Forward tilt deals more base knockback (50 → 60).
  • Buff Up tilt has less startup lag (frame 17 → 14) with identical ending lag, shortening its duration (FAF 40 → 37).
  • Buff Forward aerial's sweetspot is larger (3.0u → 3.75u).
  • Buff Back aerial deals slightly more knockback (25 base/94 scaling → 27/97).
  • Buff Raptor Boost's uppercut has less startup lag (frame 6 → 5).
  • Buff Raptor Boost's armor has a higher damage threshold (8% → 10%).
  • Buff Raptor Boost deals more hitstun (+0 → +2).
  • Buff Falcon Kick's clean hit has a longer hitbox duration, with the total duration of the attack being the same (frames 15-17 → 15-18 (grounded), 16-18 → 16-20 (aerial)).

Jigglypuff

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range.

Peach

  • Change Peach's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
  • Nerf Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
  • Nerf Back throw has less knockback scaling (95 → 88), no longer KOing at reasonable percents.
  • Nerf Peach Bomber has more ending lag if it connects (FAF 19 → 25), though the period when the drift starts remains unchanged.
  • Buff Peach Parasol's hits connect more reliably.
  • Nerf Vegetable has more ending lag (FAF 37 → 40).

Daisy

  • Change Daisy's dress physics were adjusted. It is now less likely for her animations to show visible seams or artifacts.
  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Change Introduced a minor bug where neutral attack 1 would no longer produce the correct sound unless Peach is also in the match.
  • Buff Forward smash has more knockback scaling when using the golf club (61/63 → 65/68).
  • Nerf Forward aerial has less knockback scaling (78 (clean)/76 (sourspot) → 74/71).
  • Nerf Back throw has less knockback scaling (95 → 88), no longer KOing at reasonable percents.
  • Nerf Daisy Bomber has more ending lag if it connects (FAF 19 → 25), though the period when the drift starts remains unchanged.
  • Buff Daisy Parasol's hits connect more reliably.
  • Nerf Vegetable has more ending lag (FAF 37 → 40).

Ice Climbers

  • Change Ice Climbers recover midair jumps in the same way as other fighters.
  • Nerf Nana will no longer jump when pressing the jump button right after a grab. This removes its combo and 0-to death potential.
  • Bug fix An unknown glitch that launches Nana at significant high knockback has been fixed.

Pichu

  • Nerf Pichu has a larger hurtbox, now covering most of its ears.
  • Change 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.
  • Nerf Forward tilt has less knockback scaling (150 → 130).
    • Buff This also allows it to trip opponents at a wider percent range.
  • Nerf Forward smash has more ending lag (FAF 50 → 54).
  • Nerf 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.
    • Nerf Forward tilt: 0.7% → 1%
    • Nerf Forward smash: 1.5% → 2%
    • Nerf Down smash: 0.8% → 1.3%
    • Nerf Forward aerial: 1% → 1.5%
    • Nerf Back aerial: 1% → 1.5%
    • Nerf Down aerial: 1% → 1.5% (aerial hitbox)
    • Nerf Forward throw: 0.5% → 0.8%
    • Nerf Thunder Jolt: 0.4% → 0.7%
    • Nerf Skull Bash: 1.5% → 1.8%
    • Nerf Agility: 0.6% → 0.9% (first zip), total: 2% → 2.3%
    • Nerf Thunder: 3% → 3.5%

Lucina

  • Nerf Forward smash has less knockback scaling (77 → 73).
  • Change 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

  • Bug fix Boomerang teleportation glitch fixed.

Ganondorf

  • Buff 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

  • Buff Up smash's hits connect more reliably.

Chrom

  • Buff Up smash's hits connect more reliably.
  • Bug fix Chrom's sheath is present during his on-screen appearance.
  • Bug fix Chrom's sword and sheath are present in his clapping animation on the results screen.

Mr. Game & Watch

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

Pit

  • Buff Up smash's hits connect more reliably.

Dark Pit

  • Buff Up smash's hits connect more reliably.
  • Buff 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

  • Buff Plasma Whip's hits connect more reliably.
  • Buff Flip Jump travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.

Wario

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

Snake

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.

Ivysaur

Charizard

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 moves Charizard forwards more and connects into neutral attack 3 more reliably.

Diddy Kong

  • Buff Neutral attack 2 has more range and connects more reliably from neutral attack 1.
  • Buff Dash attack's final hit sends at a slightly more vertical angle that allows it to combo better (78° → 83°).
  • Buff Up smash's hits connect more reliably.
  • Buff Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).
  • Buff Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).
  • Buff Down aerial has less startup lag (frame 17 → 15) with identical ending lag, shortening its duration (FAF 49 → 47).
  • Buff 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).
  • Buff Diddy Kong falls slower while charging Rocketbarrel Boost. This only applies for the first charge, Diddy will not stall using it repeatedly without landing.
  • Buff Rocketbarrel Boost travels more vertical distance when charged.
  • Buff Hyper Rocketbarrel's explosion and jet at the start deal more damage.
  • Nerf Hyper Rocketbarrel's tackle deals less damage.
  • Nerf Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.

King Dedede

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

Olimar

  • Nerf Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to shield poke him.
  • Nerf 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).
  • Nerf Forward smash has more ending lag (FAF 40 → 43).
  • Nerf Up smash has more ending lag (FAF 37 → 40).
  • Bug fix 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.
  • Nerf Winged Pikmin travels a significantly shorter distance with consecutive uses.

Lucario

  • Buff All hits of neutral attack have less ending lag (FAF 32, 35, 39 → 27, 27, 36).
  • Buff Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
  • Buff Forward tilt's second hit deals more knockback (50 base/95 scaling → 54/98).
  • Buff Forward smash's sweetspot has a slightly larger hitbox (5.5u → 5.7u).
  • Buff Up smash's hits connect more reliably.
  • Buff Neutral aerial has two additional hitboxes that can only hit grounded opponents.
  • Buff Up aerial's sweetspot has a larger hitbox (4.0u → 5.0u).
  • Buff Down aerial's hits connect more reliably.
  • Buff Aura Sphere no longer pushes opponents away as much while charging.
  • Buff Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).
  • Buff Aura Sphere travels farther.
  • Buff Aura Sphere has less ending lag (FAF 57 → 52. Out of charging: FAF 49 → 43).
  • Buff Force Palm has more grab range.
  • Bug fix Opponents no longer move through Lucario during Force Palm's startup.

R.O.B.

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range.

Toon Link

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

Wolf

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range and connects into neutral attack 3 more reliably.
  • Buff Neutral attack 3 has been moved forward to connect better from neutral attack 2.
  • Nerf 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.
    • Buff This also allows down smash to kill slightly earlier when used from across the stage.
  • Nerf Blaster has more ending lag (FAF 50 → 53).
  • Buff Fire Wolf's hits connect more reliably.
  • Nerf The last hit of Fire Wolf has less range (hitbox size: 9.0u → 6.0u).
  • Buff Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.
  • Buff Reflector grants intangibility earlier (frame 6 → 5).
  • Buff Reflector reflects projectiles earlier (frame 10 → 9).

Villager

  • Buff Up smash's hits connect more reliably.

Wii Fit Trainer

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.

Rosalina & Luma

  • Nerf Luma has less HP (50 → 40).
  • Buff 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)).
  • Buff Luma's dash attack has less ending lag (FAF 49 → 41), matching Rosalina's lag.
  • Buff The sourspot of Luma's forward smash deals more knockback (43 base/174 scaling → 23/219). It also uses the Sakurai angle (45° → 361°).
  • Buff Forward aerial's hits connect more reliably.
  • Buff Forward aerial has less ending lag (FAF 60 → 55).
  • Buff Rosalina can grab ledges faster after using forward aerial (84 frames → 79).
  • Buff All grabs have less startup lag (frame 7 → 6 (standing), 10 → 9 (dash), 11 → 10 (pivot)).
  • Buff Launch Star grants increased fast-fall speed after being used.
  • Buff Luma has less ending lag after Gravitational Pull is used (FAF 43 → 40), matching Rosalina's lag.

Little Mac

  • Buff Neutral attack 1 has less ending lag (FAF 22 → 17) and connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has less ending lag (FAF 22 → 17) and more range.
  • Buff Neutral attack 3 has more range.
  • Buff Neutral attack 3 has less ending lag and a slightly different animation if inputted manually, allowing Mac to act 10 frames earlier.
  • Buff Forward tilt's hits connect more reliably against opponents in the air.
  • Buff Down tilt has more range.
  • Buff Up smash has more super armor (frames 8-11 → 8-13).
  • Buff Straight Lunge has less ending lag when it is grounded and not fully charged (FAF 50 → 45).
  • Buff KO Uppercut has significantly less ending lag when it is grounded (FAF 97 → 77).
  • Buff 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.
  • Buff Slip Counter has less ending lag (FAF 63 → 57).

Greninja

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

Mii Brawler

  • Buff Neutral attack 2 connects into neutral infinite more reliably.
  • Buff Neutral infinite has more range.
  • Buff Flashing Mach Punch's hits connects more reliably.
  • Change Falling speed and fast falling speed reverted back to their SSB4 values. (1.92 → 1.7 (normal); 3.072 → 2.72 (fast fall))
    • Buff Because of this, forward aerial can now auto-cancel in a short hop.
    • Buff The Mii Brawler's recovery travel farther as a result, and they are also less vulnerable to meteor smashes and semi-spikes.
    • Change Mii Brawler harder to combo, but at the cost of easier to juggle.
    • Nerf Mii Brawler can act later after being footstooled in the air (FAF 31 → 35)
    • Nerf Mii Brawler's airdodges have more ending lag (FAF 42 → 45 (neutral), 70 → 77 (sideways), 86 → 92 (up), 59 → 65 (down)).
  • Bug fix 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

  • Buff Up smash's hits connect more reliably.

Pac-Man

  • Bug fix Fixed an issue that resulted in Pac-Man facing the wrong way.
  • Buff Up smash's hits connect more reliably.

Robin

  • Bug fix 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

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

Bowser Jr.

  • Buff Dash attack's final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
  • Buff Up tilt has less ending lag (FAF 33 → 31).
  • Buff Up smash's final hit deals more base knockback (32 → 38).
  • Buff 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.
  • Buff 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%).
  • Buff Clown Kart Dash keeps an active hitbox after bouncing off the ground.
  • Buff Abandon Ship!'s clown car hitbox connects into the explosion more reliably when used on the ground.
  • Buff 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

  • Buff Up aerial's hits connect more reliably.

Ryu

  • Buff Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.
  • Buff 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.
  • Buff Forward tilt (light, close) can be canceled into a special move for a longer amount of time.
  • Buff Forward tilt (light, far)'s tip has a larger hitbox.
  • Buff Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°)
  • Buff Down tilt (light) deals more hitstun.
  • Buff Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  • Buff Up aerial has a longer hitbox duration and a larger hitbox (4.5u (hit 1)/5.5u (hit 2) → 5.0u/6.0u).
  • Hadoken:
    • Buff All variants of Hadoken have slightly less startup lag (frame 13 → 12).
    • Buff 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%).
    • Buff 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).
  • Buff The clean hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).

Ken

  • Buff Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.
  • Buff 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.
  • Buff Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback compensated.
  • Buff Forward tilt (light, close) can be canceled into a special move for a longer amount of time.
  • Buff Forward tilt (light, far)'s tip has a larger hitbox.
  • Change Forward tilt (heavy) sends at a slightly more horizontal angle (38° → 34°).
  • Buff Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).
  • Buff Down tilt (light) deals more hitstun.
  • Buff Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.
  • Buff Forward smash deals more knockback (26 base/100 scaling → 28/102).
  • Buff Down aerial can be canceled into a special move for a longer amount of time, making it identical to Ryu's variant.
  • Buff The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
  • Buff Tatsumaki Senpukyaku has a lower SDI multiplier (1 → 0.5).
  • Shoryuken:
    • Buff Shoryuken's hits connects more reliably and it has a lower SDI multiplier (1 → 0.5).
    • Buff Shoryuken's first hit no longer negates other attacks.
    • Buff Shoryuken's grounded heavy version has more knockback growth (121 → 126).
    • Buff Shoryuken's light and heavy aerial versions have more knockback growth (49 → 55 (light), 100 → 107 (heavy)).
    • Nerf Shoryuken's medium aerial version has less knockback growth (121 → 112).
  • Command-input moves:
    • Buff Nata Otoshi Geri has a lower SDI multiplier (1 → 0.5).
    • Buff Oosoto Mawashi Geri deals more damage (10% → 12% (both hits)) with knockback compensated.
    • Buff Inazuma Kick deals more damage (6% → 10%) with shield damage compensated.

Cloud

  • Buff Down smash's hits connect more reliably.
  • Change 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

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

Bayonetta

  • Buff Neutral attack 1 has a longer hitbox duration (frames 9-11 → 9-12).
  • Buff Neutral infinite's finisher deals more knockback at high percents (70 base/100 scaling → 67/117).
  • Buff Dash attack's clean hit deals more knockback at high percents (80 base/65 scaling → 78/71).
  • Buff Up tilt's hits connect more reliably.
  • Buff Down smash's second hit has a longer hitbox duration (frames 25-27 → 25-28).
  • Buff After Burner Kick has less landing lag (one kick: 20 frames → 18, two kicks: 30 → 26). [2]
    • Change 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.
  • Buff Witch Twist has less landing lag when used twice (32 frames → 28).
  • Buff Witch Twist has an additional hitbox, making its hits connect more reliably.
  • Buff 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.
  • Buff Witch Time's regeneration per frame has been reverted back to it's original scale (0.03 → 0.04).

Inkling

  • Buff Neutral attack 3 has more range and connects more reliably from neutral attack 2.

King K. Rool

  • Buff 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.
  • Bug fix Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.

Isabelle

  • Change Fishing Rod was reverted to its pre-3.0.0 behavior.
    • Buff The move has more active frames when reeling back (frames 9-11 → 2-11).
    • Nerf Fishing Rod no longer catches opponents while it is not moving.

Incineroar

  • Buff Neutral attack's hits connect more reliably.
  • Bug fix 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

  • Buff Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)).
  • Buff Neutral infinite deals more hitstun (3 frames → 4).
  • Buff All grabs have an altered Y position, no longer having the grabbox go into the ground (Y/Y2-offset: 144984 → 6.6).

Joker

  • Buff Eigaon's hits connect more reliably.
  • Bug fix Fixed an unknown glitch that resulted Joker glitching out periodically with Grappling Hook during a tether recovery.
  • Bug fix Fixed a rare glitch that resulted victory screen in team battles to display an incorrect character of a winning teammate.
  • Bug fix Joker now vocalizes when KO'd by reaching 0 HP on last stock in Stamina Mode.

References