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SSBU/Patch Notes: Difference between revisions

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(Replaced content with "{{notice|These patch notes will only list changes that had an impact on competitive play. As such, things like Spirits, new game modes, Final Smashes and non legal stages will not be listed}} {{TOClimit|2}} {{#cargo_query:tables=Patches_SSBU |fields=version=Versions,DATE_FORMAT(date,'%M %D, %Y')=Date,summary=Summary,links=Source, |order by=DATE_FORMAT(date,'%Y-%m-%d') DESC |format=table }}")
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{{#cargo_query:tables=Patches_SSBU

|fields=version=Versions,DATE_FORMAT(date,'%M %D, %Y')=Date,summary=Summary,links=Source,
===13.0.1===
|order by=DATE_FORMAT(date,'%Y-%m-%d') DESC
====Fighter Adjustments====
|format=table
{| class="wikitable" style="margin:auto"
}}
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
{{clr|tilt|Jab 2}} has less endlag<br>
{{clr|tilt|Dtilt}} does more hitstun<br>
{{clr|special|Neutral-B}}'s super armor is active sooner
|-
| {{StockIcon|SSBU|Link}} ||
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|tilt|Dtilt}} sends at a different angle<br>
{{clr|smash|Usmash}} has more knockback
|-
| {{StockIcon|SSBU|Peach}} ||
{{clr|special|Side-B}} can grab ledges easier
|-
| {{StockIcon|SSBU|Daisy}} ||
{{clr|special|Side-B}} can grab ledges easier
|-
| {{StockIcon|SSBU|Ice Climbers}} ||
{{clr|tilt|Dash Attack}} has less startup<br>
{{clr|special|Up-B}} has less startup. It is also easier to grab the ledge
|-
| {{StockIcon|SSBU|Falco}} ||
{{clr|tilt|Dash Attack}} does more damage (knockback stays the same)<br>
{{clr|smash|Fsmash}} now matches the visual
|-
| {{StockIcon|SSBU|Mewtwo}} ||
{{clr|tilt|Ftilt}} has more damage and knockback<br>
{{clr|grab|Fthrow}} does more damage
|-
| {{StockIcon|SSBU|Meta Knight}} ||
{{clr|tilt|Ftilt}} does more damage and has more knockback<br>
{{clr|grab|Fthrow}} does more damage<br>
{{clr|smash|Usmash}} has more range and will no longer trip with the first two hits.<br>
{{clr|aerial|Fair}} does more damage<br>
{{clr|aerial|Bair}} does more damage<br>
{{clr|grab|Uthrow}} has more knockback
|-
| {{StockIcon|SSBU|Wario}} ||
{{clr|tilt|Jab 1}} does more damage and has less endlag<br>
{{clr|tilt|Jab 2}} does more damage (knockback stays the same). It also has less endlag
|-
| {{StockIcon|SSBU|Ike}} ||
{{clr|tilt|Jab 3}} does more damage and has more knockback<br>
{{clr|smash|Usmash}}'s sweetspot has more knockback<br>
Grounded {{clr|special|side-B}} does more damage and knockback
|-
| {{StockIcon|SSBU|Mega Man}} ||
{{clr|tilt|Dash Attack}} has less startup and more knockback<br>
{{clr|smash|Dsmash}} hits lower<br>
{{clr|special|Side-B}} does more damage
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Luma takes less knockback<br>
Rosalina's {{clr|smash|Dsmash}} hits closer to herself
|-
| {{StockIcon|SSBU|Robin}} ||
{{clr|tilt|Rapid Jab}} has more range and does more damage<br>
{{clr|tilt|Rapid Jab's finisher}} has more range
|-
| {{StockIcon|SSBU|Bowser Jr.}} ||
{{clr|tilt|Dash Attack}} is more consistent and does more damage.<br>
{{clr|tilt|Dtilt}} is more consistent and sends at a different angle<br>
{{clr|smash|Usmash}} does more damage<br>
{{clr|special|Side-B}} has more knockback when spinning
|-
| {{StockIcon|SSBU|Ryu}} ||
{{clr|tilt|Heavy FTilt}} has less startup<br>
{{clr|special|Neutral-B}} does more damage (knockback stays the same)<br>
Grounded {{clr|special|side-B}} has less endlag
|-
| {{StockIcon|SSBU|Cloud}} ||
{{clr|special|Limit Down-B}} has less startup
|-
| {{StockIcon|SSBU|Inkling}} ||
Recharging ink has less endlag<br>
{{clr|tilt|Ftilt}} does more damage and has more knockback<br>
{{clr|tilt|Utilt}} is more consistent against grounded opponents<br>
{{clr|special|Fsmash}}'s sweetspot is bigger<br>
{{clr|special|Neutral-B}} has more range
|-
| {{StockIcon|SSBU|Ridley}} ||
{{clr|tilt|Dash Attack}} does more damage and has more knockback
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{clr|tilt|Ftilt 2}} has more knockback<br>
{{clr|tilt|Dtilt}} has more active frames and less endlag<br>
{{clr|aerial|Dair}}'s spike lasts longer<br>
{{clr|special|Down-B}} can be charged for a shorter amount of time
|-
| {{StockIcon|SSBU|Min Min}} ||
All arms do less shield damage<br>
Knockdown animation adjusted to match other fighters<br>
{{clr|aerial|Nair}} has more landing lag<br>
Dragon Laser lasts less long
|-
| {{StockIcon|SSBU|Steve}} ||
Reduced hitstun on {{clr|smash|Usmash}} multihits
|-
| {{StockIcon|SSBU|Pyra}} ||
Knockdown animation adjusted to match other fighters<br>
{{clr|special|Side-B}} has more endlag
|-
| {{StockIcon|SSBU|Mythra}} ||
Knockdown animation adjusted to match other fighters<br>
{{clr|smash|Fsmash}} has less knockback
|-
| {{StockIcon|SSBU|Sora}} ||
Knockdown animation adjusted to match other fighters
|}

===13.0.0===
====General====
* ''{{StockIcon|SSBU|Sora}}'' '''''joins the game as a playable character'''''
* '''Hollow Bastion''' has been added as a stage

====Misc.====
* The Shy Guys on Yoshi's Story (Hazards on) no longer carry food if items are turned off

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| '''Universal''' ||
Made it so opponents hit by {{StockIcon|SSBU|Kazuya}}'s {{special|side-B}} cannot be footstooled
|-
| {{StockIcon|SSBU|Jigglypuff}} ||
{{clr|tilt|Jab 2}} has less endlag<br>
{{clr|aerial|Bair}} has less endlag and landing lag<br>
{{clr|grab|Dthrow}} has less endlag and knockback
|-
| {{StockIcon|SSBU|Dr. Mario}} ||
{{clr|aerial|Nair}}'s late hitbox has more knockback<br>
{{clr|aerial|Uair}} does more damage (knockback stays the same)<br>
{{clr|aerial|Dair}} has less startup<br>
{{clr|special|Side-B}} has more active frames<br>
Grounded {{clr|special|down-B}}'s super armor comes out earlier
|-
| {{StockIcon|SSBU|Zelda}} ||
{{clr|tilt|Jab 1}} has less endlag<br>
{{clr|tilt|Rapid Jab}} does more damage<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|aerial|Dair}}'s sweetspot has more range
|-
| {{StockIcon|SSBU|Lucario}} ||
{{clr|tilt|Ftilt}}'s second hit has more knockback<br>
{{clr|tilt|Dtilt}} has less startup
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Luma will appear in front of Rosalina when using {{clr|smash|Dsmash}} and turning around. Luma's attack has more knockback<br>
Luma now follows Rosalina when using {{clr|special|side-B}} in the air
|-
| {{StockIcon|SSBU|Little Mac}} ||
{{clr|tilt|Utilt}} does more hitstun<br>
{{clr|smash|Fsmash}} does more shield damage when angled down<br>
{{clr|special|Neutral-B}} has more knockback, less startup and less endlag. Little Mac can now buffer the strike<br>
{{clr|special|Up-B}}'s last hit has more knockback<br>
{{clr|special|Down-B}} has a higher damage multiplier
|-
| {{StockIcon|SSBU|Ridley}} ||
Can now jump out of {{clr|special|side-B}} earlier
|-
| {{StockIcon|SSBU|King K. Rool}} ||
{{clr|tilt|Utilt}} does more damage and has more knockback<br>
{{clr|smash|Fsmash}} has more active frames and more range at the beginning of the move<br>
{{clr|aerial|Fair}} has less endlag<br>
{{clr|grab|Uthrow}} has more knockback
|-
| {{StockIcon|SSBU|Isabelle}} ||
{{clr|tilt|Dtilt}} has less endlag<br>
{{clr|smash|Fsmash}}'s sweetspot has more range<br>
{{clr|smash|Dsmash}} has increased range and knockback<br>
{{clr|grab|Fthrow}} has more knockback
|-
| {{StockIcon|SSBU|Incineroar}} ||
{{clr|smash|Dsmash}} does more damage and knockback<br>
{{clr|aerial|Uair}} deals more damage (knockback stays the same)<br>
{{clr|special|Up-B}}'s descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing
|}

===12.0.0===
====General====
* ''{{StockIcon|SSBU|Kazuya}}'' '''''joins the game as a playable character'''''

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Marth}} ||
{{clr|tilt|Dash Attack}}'s tipper has more damage and knockback. It is also easier to hit<br>
{{clr|tilt|Utilt}}'s tipper has more damage and knockback. It is also easier to hit<br>
{{clr|tilt|Dtilt}}'s tipper is easier to hit
|-
| {{StockIcon|SSBU|Young Link}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Olimar}} ||
{{clr|smash|Fsmash}}'s sweetspot has more active frames
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Luma now comes in front of Rosalina when doing {{clr|special|side-B}} in reverse
|-
| {{StockIcon|SSBU|Mii Brawler}} ||
{{clr|special|Neutral-B 2}} has more range in the front<br>
{{clr|special|Side-B 1}} does more damage and knockback<br>
{{clr|special|Down-B 1}} does more shield damage and knockback
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
{{clr|special|Side-B 1}} does more damage and knockback<br>
{{clr|special|Up-B 1}}'s last hit does more damage and knockback<br>
{{clr|special|Down-B 1}}'s invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag<br>
{{clr|special|Down-B 3}} has less startup
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
The cooldown between two shots of {{clr|special|Neutral-B 2}} has been reduced<br>
{{clr|special|Up-B 1}} has less startup<br>
{{clr|special|Up-B 2}} has more invincibility<br>
{{clr|special|Down-B 3}} has less endlag
|-
| {{StockIcon|SSBU|Ryu}} ||
{{clr|special|Shakunetsu Hadouken}} is more consistent against knocked down opponents
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{clr|tilt|Rapid Jab's finisher}} has more knockback and launches at a different angle<br>
{{clr|special|Down-B}}'s slowdown against projectile has been increased
|-
| {{StockIcon|SSBU|Banjo & Kazooie}} ||
{{clr|tilt|Utilt}} has more knockback<br>
{{clr|smash|Fsmash}} has more knockback<br>
{{clr|aerial|Bair}} sends at a different angle (knockback stays the same)
|-
| {{StockIcon|SSBU|Min Min}} ||
{{clr|smash|Usmash}} has more startup and less knockback. The reflector also has more startup<br>
{{clr|special|Up-B}}'s ledge detection has more startup
|-
| {{StockIcon|SSBU|Steve}} ||
Fixed a bug where opponents trapped inside {{clr|special|side-B}} would sometimes go through the stage
|-
| {{StockIcon|SSBU|Pyra}} ||
{{clr|tilt|Jab 2}}'s tipper has more hitstun<br>
{{clr|smash|Fsmash}} has less pushback while charging
|-
| {{StockIcon|SSBU|Mythra}} ||
Airdodge has less invincibility frames<br>
{{clr|tilt|Jab 2}}'s tipper has more hitstun<br>
{{clr|smash|Fsmash}} has less pushback while charging<br>
{{clr|special|Neutral-B}}'s last hit now takes the opponent's weight into account
|}

===11.0.1===
====General====
* {{tt|A shadow change concerning {{StockIcon|SSBU|Wii Fit Trainer}}'s {{clr|special|side-B}} has been removed in order to match 10.1.0|Prior to this patch, WFT's side-B had her landing lag cut in half}}

===11.0.0===
====General====
* ''{{StockIcon|SSBU|Pyra}}'' '''''and''''' ''{{StockIcon|SSBU|Mythra}}'' '''''joins the game as playable characters'''''

====Online====
* Arenas will now close if the host's packets are dropped during a match
* The average packet size was expanded

====Misc.====
* Players can now disconnect other players by pressing {{Prompt|A}} on their slot, at the character selection screen

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|+ The crumple update
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Link}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Captain Falcon}} ||
{{clr|special|Up-B}} has less endlag on hit
|-
| {{StockIcon|SSBU|Jigglypuff}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Zelda}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Pichu}} ||
{{clr|smash|Fsmash}}'s self-damage has been reduced<br>
{{clr|aerial|Nair}} makes his ears invincible during the attack's sweetspot<br>
{{clr|aerial|Fair}}'s self-damage has been reduced<br>
{{clr|grab|Fthrow}}'s self-damage has been reduced<br>
{{clr|special|Side-B}}'s self-damage has been reduced<br>
{{clr|special|Up-B}}'s self-damage has been reduced
|-
| {{StockIcon|SSBU|Ganondorf}} ||
{{clr|special|Up-B}} has less endlag on hit
|-
| {{StockIcon|SSBU|Zero Suit Samus}} ||
{{clr|aerial|Nair}} has more landing lag<br>
{{clr|special|Up-B}} has more startup
|-
| {{StockIcon|SSBU|Wario}} ||
{{clr|tilt|Utilt}} has less active frames<br>
{{clr|special|Down-B}} has more startup on level 3 and on max charge
|-
| {{StockIcon|SSBU|Diddy Kong}} ||
Increased the cooldown before Diddy is able to throw another banana peel ({{clr|special|down-B}})
|-
| {{StockIcon|SSBU|King Dedede}} ||
{{clr|special|Side-B}} has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected
|-
| {{StockIcon|SSBU|R.O.B.}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Villager}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Little Mac}} ||
{{clr|smash|Usmash}} has more active frames
|-
| {{StockIcon|SSBU|Mii Brawler}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|smash|Fsmash}} has more range<br>
Matched crumple state's endlag with other fighters
|-
| {{StockIcon|SSBU|Palutena}} ||
{{clr|tilt|Dash Attack}} has more endlag<br>
{{clr|aerial|Fair}} has more landing lag<br>
{{clr|grab|Standing grab}} has less range
|-
| {{StockIcon|SSBU|Shulk}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Isabelle}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Joker}} ||
{{clr|special|Side-B}} (without Arsene) has more endlag<br>
{{clr|special|Down-B}} (with Arsene) has more endlag on whiff
|-
| {{StockIcon|SSBU|Hero}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Banjo & Kazooie}} ||
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Byleth}} ||
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|special|Side-B}}'s tipper has more shieldstun and has less endlag in the air<br>
{{clr|special|Up-B}} has less startup and more knockback against opponents above 50%<br>
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Min Min}} ||
Matched airdodge's endlag with other fighters<br>
{{clr|smash|Fsmash}}'s charge time has been reduced<br>
Dragon ARM's laser has less knockback<br>
Matched crumple state's duration with other fighters
|-
| {{StockIcon|SSBU|Steve}} ||
{{clr|smash|Dsmash}} has more range
|-
| {{StockIcon|SSBU|Sephiroth}} ||
{{clr|special|Down-B}}'s counterattack is more consistent
|}

===10.1.0===
====Misc.====
* Sephiroth Challenge was removed

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Fox}} ||
{{clr|aerial|Fair}} is more consistent, on top of having more range<br>
{{clr|aerial|Dair}} is more consistent. The move also has more range
|-
| {{StockIcon|SSBU|Luigi}} ||
{{clr|tilt|Dash Attack}} is more consistent
|-
| {{StockIcon|SSBU|Zelda}} ||
{{clr|smash|Fsmash}} is more consistent. The final hit has more range
|-
| {{StockIcon|SSBU|Pichu}} ||
{{clr|smash|Fsmash}}'s last hit has more range
|-
| {{StockIcon|SSBU|Young Link}} ||
Aerial {{clr|special|up-B}} is more consistent
|-
| {{StockIcon|SSBU|Toon Link}} ||
Aerial {{clr|special|up-B}} is more consistent
|-
| {{StockIcon|SSBU|Olimar}} ||
After throwing a Pikmin with an {{clr|smash|Fsmash}} or {{clr|special|side-B}}, if there are other Pikmin nearby when using {{clr|special|up-B}}, {{tt|an aerial using a Pikmin|All of them except Nair}} will occur
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
{{clr|aerial|Fair}} is more consistent. It also has less range above the skirt's hemline. The final hit has more range
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|grab|Uthrow}} sends at a different angle. The shot also has more range
|-
| {{StockIcon|SSBU|Duck Hunt}} ||
{{clr|smash|Fsmash}}'s SDI multiplier has been decreased. It has also been made more consistent
|}

===10.0.0===
====General====
* ''{{StockIcon|SSBU|Sephiroth}}'' '''''joins the game as a playable character'''''
* '''Northern Cave''' has been added as a stage

====Misc.====
* A new mode, Sephiroth Challenge, was added. It allows players to fight Sephiroth on Northern Cave on 3 different difficulty modes. Winning the fight unlocked both Sephiroth and Northern Cave

===9.0.2===
====General====
* Fixed an issue where the player could not use the stick to jump while falling after creating an anvil using {{StockIcon|SSBU|Steve}}'s {{clr|aerial|Dair}}
* Reverted the initial velocity of {{StockIcon|SSBU|Samus}}'s and {{StockIcon|SSBU|Dark Samus}}'s {{clr|special|up-B}} back to how it was in 9.0.0
* Fixed an issue where sometimes fighters would go through stages when knocked back

===9.0.1===
====General====
* Fixed an issue in which characters could fall though the stage when breaking {{StockIcon|SSBU|Steve}}'s blocks ({{clr|special|Neutral-B}})
* Fixed an issue in which characters could fall through the stage when caught between {{StockIcon|SSBU|Steve}}'s anvil ({{clr|aerial|Dair}}) and a block
* Fixed an issue in which fighters could be frozen if hit with {{StockIcon|SSBU|Steve}}'s minecart ({{clr|special|Side-B}})
* Fixed an issue in which {{StockIcon|SSBU|Steve}}'s minecart does not hit opponents when reflected off a wall
* Fixed an issue in which a fighter caught by {{StockIcon|SSBU|Steve}}'s minecart teleports to the position in which they were caught
* Fixed an issue in which {{StockIcon|SSBU|Meta Knight}} would clip through {{tt|any terrain which wasn't native to a stage|Things such as Steve's blocks and anvil, Pac-Man's hydrant or Villager's tree}} after losing a stock

====Misc.====
* One of {{StockIcon|SSBU|Steve}}'s victory animations was changed in order to {{tt|remove the meat after it has been eaten|The meat could've been interpreted as an erect penis}}

===9.0.0===
====General====
* ''{{StockIcon|SSBU|Steve}}'' '''''joins the game as a playable character'''''
* {{tt|An issue where the movement delay after a parry was behaving incorrectly against projectiles has been fixed|This change was actually in the game since 04/17/2019, but was only applied in training mode before this update}}

====Online====
* The tick rate for battle arenas with 4 or fewer players has been increased from 30Hz to 60Hz, instead of only applying to 1-on-1 battles without spectators
* Adjustments have been made to the way GSP is calculated

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|+ The transcendance update
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
Increased grounded {{clr|special|side-B}}'s vertical range against grounded opponents
|-
| {{StockIcon|SSBU|Link}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Pikachu}} ||
{{clr|aerial|Fair}} is more consistent
|-
| {{StockIcon|SSBU|Ness}} ||
{{clr|tilt|Dash Attack}}'s third hit does more damage and knockback<br>
{{clr|tilt|Utilt}} does more damage (knockback stays the same)<br>
{{clr|aerial|Dair}} has less startup<br>
{{clr|grab|Uthrow}} does more damage<br>
{{clr|special|Neutral-B}} has less startup
|-
| {{StockIcon|SSBU|Captain Falcon}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Ice Climbers}} ||
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} takes less damage and knockback in general, and has an improved AI<br>
{{clr|tilt|Dash Attack}}'s {{tt|double hits|Popo's Dash Attack comboing into Nana's Dash Attack}} are more consistent, on top of having more range<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|special|Side-B}} starts grabbing the ledge earlier<br>
{{clr|special|Up-B}} covers more distance. Also, Nana automatically using {{special|down-B}} does not prevent the player from using {{clr|special|up-B}} anymore
|-
| {{StockIcon|SSBU|Sheik}} ||
{{clr|tilt|Utilt}} is more consistent
|-
| {{StockIcon|SSBU|Young Link}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Meta Knight}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Wario}} ||
{{clr|special|Up-B}} is more consistent
|-
| {{StockIcon|SSBU|Ivysaur}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Charizard}} ||
{{clr|special|Side-B}} is more consistent<br>
{{clr|special|Up-B}} is more consistent
|-
| {{StockIcon|SSBU|Sonic}} ||
{{clr|tilt|Dash Attack}} does more damage (knockback stays the same), on top of having less endlag<br>
{{clr|tilt|Utilt}} has less endlag<br>
{{clr|smash|Usmash}} is more consistent. It also has less startup and more invincibility during startup<br>
{{clr|aerial|Uair}} is more consistent
|-
| {{StockIcon|SSBU|Lucario}} ||
Increased the max value Aura will strengthen damage<br>
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|tilt|Ftilt}} is more consistent<br>
{{clr|smash|Dsmash}} has less startup<br>
{{clr|special|Up-B}} has less landing lag<br>
{{clr|special|Side-B}}'s projectile has more knockback
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
{{clr|special|Up-B 3}} is more consistent
|-
| {{StockIcon|SSBU|Robin}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Shulk}} ||
{{clr|smash|Usmash}} is more consistent<br>
Shulk takes more knockback while {{tt|{{clr|special|Monado Shield}}|One of Shulk's power-ups obtained with his neutral-B}} is active<br>
{{clr|special|Down-B}}'s counter has more knockback
|-
| {{StockIcon|SSBU|Bowser Jr.}} ||
Adjusted certain landing behaviors to no longer prevent passing through platforms<br>
{{clr|tilt|Ftilt}} has more knockback<br>
{{clr|smash|Usmash}} is more consistent<br>
{{clr|smash|Dsmash}} has less startup<br>
{{clr|grab|Fthrow}} has more knockback<br>
Ledge Attack does more damage after using {{clr|special|up-B}}<br>
{{clr|special|Side-B}} has more priority<br>
{{clr|special|Up-B}} has less startup
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Ridley}} ||
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|special|Up-B}}'s landing hitbox when going downwards now only affects grounded opponents
|-
| {{StockIcon|SSBU|Simon}} ||
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Dash Attack}} does more damage, on top of having more base knockback<br>
{{clr|tilt|Utilt}} has more base knockback<br>
{{clr|smash|Usmash}} has less startup and more knockback<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|special|Up-B}} has more range
|-
| {{StockIcon|SSBU|Richter}} ||
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Dash Attack}} does more damage, on top of having more base knockback<br>
{{clr|tilt|Utilt}} has more base knockback<br>
{{clr|smash|Usmash}} has less startup and more knockback<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|special|Up-B}} has more range
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Banjo & Kazooie}} ||
{{clr|tilt|Rapid Jab}} is now {{tt|transcendant|Cannot clank with any attack}}<br>
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|-
| {{StockIcon|SSBU|Min Min}} ||
{{clr|tilt|Rapid Jab's finisher}} is now {{tt|transcendant|Cannot clank with any attack}}
|}

===8.1.0===
====General====
* '''Small Battlefield''' has been added as a stage. It can be choosen in Quickplay and Elite Smash
* Battlefield, Big Battlefield, Final Destination and Small Battlefield can now use music from all stages

====Online====
* {{tt|The tick rate of 1-on-1 battles not involving spectators has been increased from 30Hz to 60Hz, matching the in-game frame rate|This improves responsiveness, but decreases stability on low quality connections}}
* Average input delay of 1-on-1 battles not involving spectators has been reduced from roughly 5 frames to 4 frames
* Matchmaking in Quickplay has been adjusted
* Elite Smash's threshold has been adjusted in order to allow more players in

===8.0.0===
====General====
* ''{{StockIcon|SSBU|Min Min}}'' '''''joins the game as a playable character'''''

====Misc.====
* {{tt|Fountain of Dreams' lag spikes were fixed|The lag that comes from Wario turning while using his side-B still persists}}
* Lylat Cruise has bigger ledges and it is overall easier to recover on it
* Garreg Mach Monastery's Omega and Battlefield form's blastzones has been adjusted to match other omega stages

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Kirby}} ||
{{clr|tilt|Dash Attack}} has less endlag and more knockback at the beginning of the move<br>
{{clr|smash|Dsmash}} has less startup and more knockback<br>
{{clr|aerial|Fair}}'s last two hits does more damage. The last hit has more knockback<br>
{{clr|aerial|Bair}}'s sweetspot has more knockback<br>
{{clr|special|Down-B}} has more knockback
|-
| {{StockIcon|SSBU|Captain Falcon}} ||
{{clr|tilt|Dash Attack}} has less endlag<br>
{{clr|tilt|Dtilt}} has more knockback<br>
{{clr|smash|Usmash}}'s second hit has more knockback<br>
Grounded {{clr|special|side-B}} has more range, launches at a different angle and has less knockback<br>
Aerial {{clr|special|side-B}} is easier to spike with<br>
{{clr|special|Down-B}} has less startup. The sweetspot has more knockback
|-
| {{StockIcon|SSBU|Sheik}} ||
{{clr|smash|Fsmash}} is more consistent. The last hit also has more range
|-
| {{StockIcon|SSBU|Falco}} ||
{{clr|tilt|Dtilt}} has less startup and sends at a different angle<br>
{{clr|smash|Usmash}} has more active frames and knockback. It has also been made more consistent<br>
{{clr|aerial|Nair}}'s last hit comes out faster and has more range<br>
{{clr|aerial|Dair}} has less endlag and landing lag<br>
{{clr|special|Side-B}} has more active frames and less startup on the ground
|-
| {{StockIcon|SSBU|Marth}} ||
{{clr|smash|Dsmash}}'s tipper has more knockback<br>
{{clr|aerial|Fair}}'s tipper is easier to hit<br>
{{clr|aerial|Bair}}'s tipper is easier to hit<br>
{{clr|aerial|Uair}}'s tipper is easier to hit
|-
| {{StockIcon|SSBU|Mewtwo}} ||
{{clr|aerial|Bair}} has more knockback. The tip and middle of the tail also does more damage<br>
{{clr|aerial|Uair}} has more knockback<br>
{{clr|grab|Dthrow}} has less endlag<br>
{{clr|special|Neutral-B}} does more damage when uncharged, on top of having less startup and endlag<br>
{{clr|special|Up-B}} has less landing lag (does not apply in freefall)
|-
| {{StockIcon|SSBU|Meta Knight}} ||
{{clr|aerial|Nair}} has more range<br>
{{clr|aerial|Fair}} has less endlag. It has also been made more consistent<br>
{{clr|aerial|Bair}} is more consistent<br>
{{clr|special|Neutral-B}}'s sweetspot lasts longer<br>
{{clr|special|Up-B}} is more consistent. The first hit sends at a different angle, and the second hit has more range
|-
| {{StockIcon|SSBU|Pit}} ||
{{clr|tilt|Dtilt}} sends at a different angle and has less knockback<br>
{{clr|smash|Usmash}}'s last hit has more knockback<br>
{{clr|smash|Dsmash}}'s front hit sends at a different angle<br>
{{clr|aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br>
Getup attacks' endlag has beed adjusted to match other fighters<br>
{{clr|special|Down-B}} has less endlag
|-
| {{StockIcon|SSBU|Dark Pit}} ||
{{clr|tilt|Dtilt}} sends at a different angle and has less knockback<br>
{{clr|smash|Usmash}}'s last hit has more knockback<br>
{{clr|smash|Dsmash}}'s front hit sends at a different angle<br>
{{clr|aerial|Uair}} has less startup, less endlag, sends at a different angle and the final hit has more knockback<br>
Getup attacks' endlag has beed adjusted to match other fighters<br>
{{clr|special|Down-B}} has less endlag
|-
| {{StockIcon|SSBU|Ike}} ||
{{clr|tilt|Dash Attack}} has more knockback<br>
{{clr|tilt|Dtilt}} has less knockback<br>
{{clr|aerial|Nair}} has more knockback and the sourspot has beed reduced<br>
{{clr|aerial|Fair}} has less endlag and does more damage (knockback stays the same)<br>
{{clr|special|Up-B}}'s final hit has more knockback and sends at a different angle. {{tt|Ike also can't trade after ascending|Needs clarification}}
|-
| {{StockIcon|SSBU|Ivysaur}} ||
Rolling techs' duration now matches the rest of the cast
|-
| {{StockIcon|SSBU|Diddy Kong}} ||
{{clr|tilt|Dash Attack}} is more consistent. The final hit has more range<br>
{{clr|tilt|Ftilt}} has more range near the hands. It also sends at a different angle, and the sourspot has more active frames<br>
{{clr|smash|Dsmash}} has less startup, and the second hit has more active frames<br>
{{clr|aerial|Fair}} has more range at the beginning<br>
Increased the cooldown before Diddy is able to throw another banana peel ({{clr|special|down-B}})
|-
| {{StockIcon|SSBU|King Dedede}} ||
{{clr|tilt|Utilt}} does more damage and has more knockback<br>
{{clr|tilt|Dtilt}} sends at a different angle<br>
{{clr|aerial|Fair}} has more knockback<br>
{{clr|aerial|Uair}}'s final hit has more knockback<br>
{{clr|special|Neutral-B}} has less startup. Fighters can also be inhaled from further away if used on the ground
|-
| {{StockIcon|SSBU|Villager}} ||
{{clr|tilt|Jab}} is more consistent<br>
{{clr|tilt|Utilt}} is more consistent. The arm and the head are also invincible<br>
{{clr|smash|Usmash}}'s fireworks does more damage and has more knockback<br>
{{clr|aerial|Uair}} has more knockback<br>
{{clr|aerial|Dair}} has less startup<br>
Planting a seed ({{clr|special|down-B}}) and watering it has less endlag<br>
Axe swings ({{clr|special|down-B}} when a tree is up) has more knockback and does more shield damage
|-
| {{StockIcon|SSBU|Mega Man}} ||
Rolling techs' duration now matches the rest of the cast
|-
| {{StockIcon|SSBU|Wii Fit Trainer}} ||
{{clr|tilt|Dtilt}} sends at a different angle<br>
{{clr|smash|Usmash}} has less startup<br>
{{clr|smash|Dsmash}} has less endlag<br>
{{clr|aerial|Fair}} has less endlag and landing lag<br>
{{clr|special|Neutral-B}} has more knockback
|-
| {{StockIcon|SSBU|Little Mac}} ||
Rolling techs' duration now matches the rest of the cast<br>
Getup attacks' endlag has beed adjusted to match other fighters
|-
| {{StockIcon|SSBU|Pac-Man}} ||
Rolling techs' duration now matches the rest of the cast
|-
| {{StockIcon|SSBU|Duck Hunt}} ||
Rolling techs' duration now matches the rest of the cast
|-
| {{StockIcon|SSBU|Corrin}} ||
{{clr|smash|Fsmash}}'s tipper has more knockback, on top of having more range. It also does more shieldstun<br>
{{clr|aerial|Fair}} does more damage (knockback stays the same)<br>
{{clr|aerial|Bair}}'s sweetspot does more damage and has more knockback<br>
{{clr|aerial|Uair}} does more damage and has more knockback<br>
{{clr|special|Side-B}}'s lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{clr|tilt|Ftilt 3}} has less endlag<br>
{{clr|tilt|Utilt}} has less startup and is more consistent. The final hit has more range and active frames<br>
{{clr|smash|Fsmash}} has more knockback and active frames<br>
{{clr|special|Side-B}} has less endlag. Same goes for the followup<br>
{{clr|special|Up-B}}'s SDI multiplier has been decreased
|-
| {{StockIcon|SSBU|Ridley}} ||
{{clr|special|Down-B}}'s tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents
|-
| {{StockIcon|SSBU|King K. Rool}} ||
{{clr|tilt|Dash Attack}} has more knockback. The sweetspot also lasts longer<br>
{{clr|smash|Usmash}} does more damage and has more knockback<br>
{{clr|grab|Bthrow}} sends at a different angle<br>
{{clr|special|Side-B}}'s crown has more priority<br>
Belly armor is more durable in general
|-
| {{StockIcon|SSBU|Isabelle}} ||
{{clr|tilt|Dash Attack}} has less startup<br>
{{clr|tilt|Utilt}} has less endlag<br>
{{clr|smash|Usmash}} has less startup<br>
{{clr|aerial|Uair}} has more knockback<br>
{{clr|aerial|Dair}} has less startup
|-
| {{StockIcon|SSBU|Incineroar}} ||
{{clr|smash|Usmash}} has more knockback<br>
{{clr|grab|Grabs}} has less startup in general<br>
{{clr|grab|Fthrow}} has more knockback<br>
{{clr|special|Side-B}} starts grabbing sooner. The lariat followup also has more knockback on hit<br>
{{clr|special|Down-B}} has less endlag. On hit, the power up is increased
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{clr|tilt|Utilt}} sends at a different angle and has less startup<br>
{{clr|smash|Dsmash}} has less startup<br>
{{clr|aerial|Fair}} has less startup<br>
{{clr|aerial|Bair}} has more knockback<br>
{{clr|aerial|Uair}} does more damage and has more knockback
|-
| {{StockIcon|SSBU|Hero}} ||
{{tt|{{clr|special|Kaboom}}|One of the many spells accessible through Hero's down-B}} is more consistent
|-
| {{StockIcon|SSBU|Banjo & Kazooie}} ||
Ledge Attack's back hit has more range
|}

===7.0.0===
====General====
* ''{{StockIcon|SSBU|Byleth}}'' '''''joins the game as a playable character'''''

====Fighter Adjustments====
{|class="wikitable" style="margin:auto"
|+ The shield size update
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
Increased shield size<br>
DK's head is now invincible when releasing shield
|-
| {{StockIcon|SSBU|Link}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Samus}} ||
{{clr|tilt|Dash Attack}}'s sweetspot does more damage<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|aerial|Zair}} does more damage and has more active frames<br>
{{clr|grab|Uthrow}} has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Dark Samus}} ||
{{clr|tilt|Dash Attack}}'s sweetspot does more damage<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|aerial|Zair}} does more damage and has more active frames<br>
{{clr|grab|Uthrow}} has more knockback<br>
Increased shield size<br>
Dark Samus' right arm is now invincible when pressing shield
|-
| {{StockIcon|SSBU|Yoshi}} ||
Increased shield size<br>
Yoshi's head and legs are now invincible when pressing shield
|-
| {{StockIcon|SSBU|Kirby}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Fox}} ||
{{tt|Changed animation when shielding attacks|Previously, Fox went back to his Smash 4 shielding animation after shielding one attack}}
|-
| {{StockIcon|SSBU|Pikachu}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Captain Falcon}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
Increased shield size
|-
| {{StockIcon|SSBU|Bowser}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Ice Climbers}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Sheik}} ||
{{clr|smash|Dsmash}} has less startup and is more consistent<br>
{{clr|grab|Standing grab}} has more range<br>
Aerial {{clr|special|neutral-B}} has less landing lag<br>
{{clr|special|Side-B}} has less endlag. The explosion is now {{tt|transcendant|Cannot clank with any attack}} and has more active frames<br>
{{clr|special|Up-B}}'s explosion has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Zelda}} ||
{{clr|tilt|Ftilt}} does more damage and has more knockback<br>
{{clr|aerial|Nair}} is more consistent and has less landing lag<br>
{{clr|aerial|Uair}} has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback<br>
{{clr|special|Side-B}} has more active frames and a bigger sweetspot<br>
{{clr|special|Down-B}} does more damage and has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Dr. Mario}} ||
{{clr|tilt|Ftilt}} does more damage and has more knockback<br>
{{clr|tilt|Dtilt}} does more hitstun and has less knockback<br>
{{clr|aerial|Nair}}'s sweetspot does more damage and has more knockback<br>
{{clr|aerial|Dair}} has more active frames<br>
{{clr|special|Up-B}}'s sweetspot has more knockback
|-
| {{StockIcon|SSBU|Pichu}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Falco}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Young Link}} ||
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|aerial|Uair}} has more knockback<br>
{{clr|aerial|Zair}} is faster and launches at a different angle. It also does more hitstun<br>
{{clr|grab|Fthrow}} has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Ganondorf}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Mewtwo}} ||
Changed animation while shielding in order to prevent shield pokes<br>
Increased shield size
|-
| {{StockIcon|SSBU|Mr. Game & Watch}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Meta Knight}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Pit}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Dark Pit}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Zero Suit Samus}} ||
{{clr|special|Down-B}}'s bury {{tt|has been weakened|It is easier to mash out of bury}}<br>
Increased shield size
|-
| {{StockIcon|SSBU|Snake}} ||
Increased shield size<br>
Snake's head is now invincible when pressing shield
|-
| {{StockIcon|SSBU|Squirtle}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Charizard}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Diddy Kong}} ||
Diddy's arm is now invincible when releasing shield
|-
| {{StockIcon|SSBU|Sonic}} ||
Increased shield size
|-
| {{StockIcon|SSBU|King Dedede}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Olimar}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Lucario}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Toon Link}} ||
{{clr|tilt|Dash Attack}} has less endlag<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|aerial|Bair}} has less startup<br>
{{clr|aerial|Dair}}'s sourspot does more damage and has more knockback<br>
{{clr|aerial|Zair}} has more active frames
|-
| {{StockIcon|SSBU|Wolf}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Villager}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Wii Fit Trainer}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Little Mac}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Greninja}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Mii Brawler}} ||
{{clr|special|Down-B 3}}'s grab is bigger
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Palutena}} ||
{{clr|tilt|Utilt}}'s last hit does more damage and has more knockback<br>
{{clr|smash|Dsmash}}'s sweetspot has more knockback<br>
{{clr|aerial|Nair}} has less knockback, and the last hit has less range against airborne opponents<br>
{{clr|grab|Dthrow}} has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Pac-Man}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Bowser Jr.}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Duck Hunt}} ||
{{clr|tilt|Rapid Jab}} does more hitstun<br>
Increased shield size
|-
| {{StockIcon|SSBU|Ryu}} ||
{{clr|tilt|Heavy Dtilt}} sends at a different angle<br>
{{clr|smash|Dsmash}} is now special cancellable. Unlike other special cancellable moves, it can also be done on whiff. It also does less shield damage<br>
{{clr|special|Neutral-B}} does more shieldstun<br>
{{clr|special|Shakunetsu Hadouken}} is more consistent<br>
Ryu's leg is now invincible when using {{clr|special|side-B}}. The sweetspot also does more damage and has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Ken}} ||
{{clr|tilt|Heavy Dtilt}} sends at a different angle<br>
{{clr|smash|Dsmash}} is now special cancellable. Unlike other special cancellable moves, it can also be done on whiff. It also does less shield damage<br>
Ken's leg is now invincible when using {{clr|special|side-B}}. The sweetspot also does more damage and has more knockback<br>
Increased shield size
|-
| {{StockIcon|SSBU|Cloud}} ||
{{clr|tilt|Dash Attack}}'s sweetspot has more knockback<br>
{{clr|smash|Fsmash}} is more consistent<br>
{{clr|smash|Usmash}} has less startup, as well as more knockback on the tipper<br>
{{clr|special|Down-B}} fills the Limit gauge faster<br>
Increased shield size
|-
| {{StockIcon|SSBU|Corrin}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Bayonetta}} ||
Increased shield size
|-
| {{StockIcon|SSBU|Ridley}} ||
Ridley's wing is now partly invincible when pressing or releasing shield<br>
Changed animation while shielding in order to prevent shield pokes
|-
| {{StockIcon|SSBU|King K. Rool}} ||
Adjusted the center of King K. Rool's shield in order to match other fighters<br>
Increased shield size
|-
| {{StockIcon|SSBU|Incineroar}} ||
Increased {{clr|special|side-B}}'s Lariat (and back body drop)'s knockback against non grabbed opponents
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
The Plant's lips are now invincible when releasing shield
|-
| {{StockIcon|SSBU|Joker}} ||
Downwards shots with aerial {{clr|special|neutral-B}} has less range<br>
{{tt|Arsene gauge depletes faster when Joker gets hit while Arsene is summoned|This only applies in 1v1 games}}
|}

===6.1.1===
Nothing of note happened in this update, as it only introduced support for two new amiibos

===6.1.0===
====General====
* Fixed a bug where {{StockIcon|SSBU|Terry}} could freeze {{StockIcon|SSBU|Ice Climbers}} when hit by {{clr|special|Buster Wolf}}

===6.0.0===
====General====
* ''{{StockIcon|SSBU|Terry}}'' '''''joins the game as a playable character'''''

====Online====
* Several {{tt|QoL|Quality of Life}} changes were made to arenas, such as being able to change the game's rules without having to recreate an arena

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
{{clr|tilt|Ftilt}} has more knockback<br>
{{clr|aerial|Nair}} does more damage and has more range<br>
Fully charged {{clr|special|neutral-B}} has more knockback. The charge time has also been shortened<br>
Grounded {{clr|special|up-B}}'s armor comes out earlier. It is also more consistent against airborne opponents. The final hit has more knockback<br>
Grounded {{clr|special|down-B}} has less startup and endlag
|-
| {{StockIcon|SSBU|Kirby}} ||
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|smash|Usmash}}'s sourspot has more knockback<br>
{{clr|aerial|Nair}} has less startup. The sweetspot also has more knockback<br>
{{clr|aerial|Uair}} does more damage and has more knockback, on top of less startup<br>
{{clr|special|Neutral-B}} starts inhaling stuff earlier<br>
Kirby's Copy Abilities are harder to take off (outside of taunting)
|-
| {{StockIcon|SSBU|Jigglypuff}} ||
{{tt|Airdodges|Both neutral and directional}} has less endlag<br>
{{clr|aerial|Dair}} has less landing lag, {{tt|as well as a larger autocancel window|It can now be autocancelled from a short hop if the move was buffered}}<br>
{{clr|grab|Fthrow}} sends at a different angle<br>
{{clr|special|Neutral-B}}'s charge time has been shortened<br>
{{clr|special|Side-B}} does more hitstun and shield damage
|-
| {{StockIcon|SSBU|Robin}} ||
{{clr|tilt|Ftilt}} has more knockback<br>
{{clr|aerial|Nair}} has less startup<br>
The time for going from one version of {{special|neutral-B}} to another has been shortened<br>
{{clr|special|Side-B}}'s fireball goes further (flame pillar stays the same)<br>
When the Levin gauge is empty, {{clr|smash|Smash attacks}} fills up the gauge a bit more
|-
| {{StockIcon|SSBU|King K. Rool}} ||
{{clr|aerial|Nair}} has less landing lag<br>
{{clr|aerial|Fair}}'s sweetspot does more damage, has more range and sticks out longer<br>
{{clr|aerial|Uair}} has more active frames. The sweetspot has more knockback<br>
{{clr|special|Neutral-B}} has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback<br>
{{clr|special|Down-B}}'s counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger
|-
| {{StockIcon|SSBU|Incineroar}} ||
{{clr|tilt|Jab 3}} does more damage and has more knockback<br>
{{clr|aerial|Fair}} has more active frames. A late hit does less damage<br>
{{clr|aerial|Dair}}'s spike is easier to hit<br>
{{clr|special|Neutral-B}}'s early hit does more damage and has more range. The move lasts longer<br>
{{clr|special|Down-B}} has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback
|-
| {{StockIcon|SSBU|Hero}} ||
{{StockIcon|SSBU|Rosalina & Luma}}'s {{clr|special|down-B}} no longer affects {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent<br>
{{StockIcon|SSBU|Villager}} and {{StockIcon|SSBU|Isabelle}}'s {{clr|special|neutral-B}} no longer affects {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} after hitting an opponent
|}

===5.0.0===
====General====
* ''{{StockIcon|SSBU|Banjo & Kazooie}}'' '''''joins the game as a playable character'''''

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| '''Universal''' ||
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge<br>
The time where a character can move after teching a {{clr|grab|grab}} has been made more consistent across the board
|-
| {{StockIcon|SSBU|Yoshi}} ||
Can now buffer a {{clr|grab|grab}} after a roll or a spotdodge
|-
| {{StockIcon|SSBU|Peach}} ||
{{clr|special|Up-B}} is more consistent
|-
| {{StockIcon|SSBU|Daisy}} ||
{{clr|special|Up-B}} is more consistent
|-
| {{StockIcon|SSBU|Ice Climbers}} ||
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} can ledge trump again
|-
| {{StockIcon|SSBU|Villager}} ||
{{clr|smash|Usmash}} is more consistent against buried opponents
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Fixed a bug where Luma couldn't act after Rosalina got hit by {{StockIcon|SSBU|Hero}}'s {{tt|{{clr|special|Snooze}}|One of the many spells accessible through Hero's down-B}}
|-
| {{StockIcon|SSBU|Joker}} ||
The misstech animation facing down has been adjusted to match other fighters
|-
| {{StockIcon|SSBU|Hero}} ||
The final hit of {{tt|{{clr|special|Kafrizz}}|Neutral-B with max charge}} can now be {{tt|shielded|When shield is already out. Clarifications are needed}}, reflected and absorbed<br>
{{tt|{{clr|special|Magic Burst}}|One of the many spells accessible through Hero's down-B}}'s multi hits does more hitstun<br>
The misstech animation facing down has been adjusted to match other fighters
|}

===4.0.0===
====General====
* ''{{StockIcon|SSBU|Hero}}'' '''''joins the game as a playable character'''''

====Misc.====
* {{tt|Training mode's combo counter is more accurate|Prior to this update, a combo could still go on even if the opponent wasn't in hitstun for a few frames at some point in the combo. This has been reduced to a single frame}}

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
|+ The wakeup divekick update
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Mario}} ||
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters
|-
| {{StockIcon|SSBU|Link}} ||
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br>
Aerial {{clr|special|up-B}} has less knockback when all hits doesn't connect<br>
Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}}
|-
| {{StockIcon|SSBU|Samus}} ||
Adjusted her {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br>
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect
|-
| {{StockIcon|SSBU|Dark Samus}} ||
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect
|-
| {{StockIcon|SSBU|Yoshi}} ||
{{clr|smash|Fsmash}} has less pushback when charging
|-
| {{StockIcon|SSBU|Fox}} ||
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters
|-
| {{StockIcon|SSBU|Peach}} ||
{{clr|special|Neutral-B}} is more consistent against attacks that are countered from behind<br>
{{clr|special|Up-B}} has less knockback when all hits doesn't connect
|-
| {{StockIcon|SSBU|Daisy}} ||
{{clr|special|Neutral-B}} is more consistent against attacks that are countered from behind<br>
{{clr|special|Up-B}} has less knockback when all hits doesn't connect
|-
| {{StockIcon|SSBU|Bowser}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Sheik}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Young Link}} ||
Young Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}}
|-
| {{StockIcon|SSBU|Mewtwo}} ||
The tail's hurtbox has been made smaller<br>
{{clr|smash|Usmash}} has more active frames and more knockback<br>
{{clr|smash|Dsmash}} has less endlag<br>
{{clr|grab|Bthrow}} does more damage<br>
{{clr|special|Side-B}} has less startup, and reflects projectiles earlier
|-
| {{StockIcon|SSBU|Mr. Game & Watch}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Pit}} ||
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|tilt|Utilt}} has less endlag<br>
{{clr|smash|Dsmash}}'s front hit has more knockback<br>
{{clr|aerial|Bair}} has less landing lag<br>
{{clr|aerial|Dair}}'s spike has more knockback
|-
| {{StockIcon|SSBU|Dark Pit}} ||
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|tilt|Utilt}} has less endlag<br>
{{clr|smash|Dsmash}}'s front hit has more knockback<br>
{{clr|aerial|Bair}} has less landing lag<br>
{{clr|aerial|Dair}}'s spike has more knockback
|-
| {{StockIcon|SSBU|Zero Suit Samus}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Snake}} ||
Adjusted his {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters
|-
| {{tt|{{StockIcon|SSBU|Pokemon Trainer}}|These changes applies to all 3 Pokémons}} ||
Grabbing the ledge after switching Pokémons in the air no longer shortens the invincibility gain from grabbing the ledge
|-
| {{StockIcon|SSBU|Ivysaur}} ||
{{clr|aerial|Dair}}'s sweetspot has less range. The sourspot has less knockback<br>
{{clr|special|Side-B}} has more startup and more endlag<br>
Aerial {{clr|special|up-B}}'s sweetspot has less knockback
|-
| {{StockIcon|SSBU|Charizard}} ||
{{clr|tilt|Ftilt}}'s sweetspot has more knockback<br>
{{clr|smash|Fsmash}} does more damage and has more knockdown<br>
{{clr|smash|Usmash}} has less knockback when all hits doesn't connect<br>
{{clr|aerial|Nair}} has more active frames and less landing lag<br>
{{clr|grab|Fthrow}} has more knockback<br>
{{clr|special|Side-B}} grabs ledges earlier
|-
| {{StockIcon|SSBU|Lucas}} ||
{{clr|tilt|Dash Attack}} has more active frames<br>
{{clr|tilt|Ftilt}} does more damage at the beginning of the move. The sweetspot has more knockback<br>
{{clr|smash|Usmash}} has more invincibility at the start of the move<br>
{{clr|aerial|Uair}} has less endlag<br>
{{clr|special|Side-B}} has less landing lag
|-
| {{StockIcon|SSBU|Sonic}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Olimar}} ||
When using a Purple Pikmin, {{clr|smash|Fsmash}} has more range and more active frames
|-
| {{StockIcon|SSBU|R.O.B.}} ||
{{clr|tilt|Jab 1}}'s tipper does less hitstun
|-
| {{StockIcon|SSBU|Toon Link}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br>
Toon Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}}
|-
| {{StockIcon|SSBU|Villager}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Rosalina is easier to grab from the front<br>
Luma goes in front of Rosalina when doing {{clr|tilt|Jab 1}} in reverse<br>
Luma goes in front of Rosalina when doing {{clr|smash|Fsmash}} in reverse<br>
Luma goes in front of Rosalina when doing {{clr|smash|Usmash}} in reverse
|-
| {{StockIcon|SSBU|Greninja}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Little Mac}} ||
{{tt|{{clr|tilt|Jab 3}}'s endlag will no longer be reduced depending on the timing after pressing {{clr|tilt|Jab 2}}|This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes}}
|-
| {{StockIcon|SSBU|Mii Brawler}} ||
Fall speed has been reverted to how it was prior to 3.0.0<br>
{{clr|special|Neutral-B 2}} has less startup and more knockback<br>
{{clr|special|Up-B 1}} has more knockback
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
{{clr|special|Neutral-B 3}} is more consistent
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|smash|Usmash}} is more consistent. It also has less knockback when all hits doesn't connect
|-
| {{StockIcon|SSBU|Pac-Man}} ||
The fruit from {{clr|special|neutral-B}} will no longer drop when charging, {{tt|even after a forced side switch|For example, being hit by Mario's side-B}}
|-
| {{StockIcon|SSBU|Ryu}} ||
Any attack buffered out of parry will now be done while facing the opponent
|-
| {{StockIcon|SSBU|Ken}} ||
Any attack buffered out of parry will now be done while facing the opponent
|-
| {{StockIcon|SSBU|Corrin}} ||
{{clr|smash|Fsmash}} has more knockback<br>
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br>
Jumping after using {{clr|special|side-B}} has less endlag<br>
{{clr|special|Up-B}} covers a greater distance, both horizontally and vertically
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Ridley}} ||
{{clr|tilt|Dash Attack}} has more range<br>
{{clr|smash|Usmash}} has more active frames and more knockback<br>
{{clr|aerial|Bair}} does more damage<br>
{{clr|aerial|Uair}}'s sweetspot has more range and is easier to hit<br>
Jumping out of {{clr|special|side-B}} has less endlag. Additionally, the throw after reaching the ledge has more knockback<br>
{{clr|special|Up-B}} has less startup and moves faster
|-
| {{StockIcon|SSBU|Simon}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Richter}} ||
{{tt|{{clr|aerial|Dair}} starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}
|-
| {{StockIcon|SSBU|Isabelle}} ||
Rolls covers a greater distance<br>
It is easier to combo {{clr|tilt|Jab 1}} into itself<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|special|Side-B}}'s {{clr|grab|Uthrow}} has more knockback. It also starts grabbing opponents earlier<br>
{{clr|special|Down-B}} comes out faster when activated
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{tt|{{clr|special|Side-B}} now has a damage cap when reflected|Villager and Isabelle could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud)}}. It also has less startup and more active frames<br>
{{clr|special|Down-B}} does more shield damage and has less endlag. It also has less charge time
|-
| {{StockIcon|SSBU|Joker}} ||
{{clr|special|Down-B}} (with Arsene out) cannot reflect projectiles that does more than 50% anymore
|}

===3.1.0===
====Online====
* New Quickplay rules can be chosen

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
|+ The consistent jab update
|-
! Fighter !!Adjustment
|-
| '''Universal''' ||
There is now a cooldown before a character is able to wall jump again
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
Fully charged {{clr|special|neutral-B}}'s armor lasts longer
|-
| {{StockIcon|SSBU|Samus}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Dark Samus}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Fox}} ||
{{clr|tilt|Jab 2}} > {{clr|tilt|Rapid Jab}} is more consistent
|-
| {{StockIcon|SSBU|Pikachu}} ||
{{clr|grab|Grab}} has more range
|-
| {{StockIcon|SSBU|Luigi}} ||
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|aerial|Zair}} has more range when used before landing<br>
Grounded {{clr|special|down-B}} is no longer invincible for the entire duration when rising in the air with a certain timing
|-
| {{StockIcon|SSBU|Ness}} ||
{{clr|tilt|Jab 2}} has more range and the hitbox has been moved forward<br>
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent
|-
| {{StockIcon|SSBU|Captain Falcon}} ||
{{clr|tilt|Ftilt}} has more knockback<br>
{{clr|aerial|Fair}}'s sweetspot is bigger<br>
{{clr|aerial|Bair}} has more knockback<br>
{{clr|special|Side-B}}'s strike has less startup and does more hitstun. The {{tt|hyper armor|Similar to super armor, except that it only goes through attecks that does a certain amount of damage}} has been enhanced<br>
Both versions of his {{clr|special|down-B}} have more active frames
|-
| {{StockIcon|SSBU|Jigglypuff}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} has more range
|-
| {{StockIcon|SSBU|Peach}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|smash|Fsmash}} has more knockback when using the golf club<br>
{{clr|aerial|Fair}} has less knockback<br>
{{clr|grab|Bthrow}} has less knockback<br>
{{clr|special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br>
{{clr|special|Up-B}} is more consistent<br>
{{clr|special|Down-B}} has more endlag
|-
| {{StockIcon|SSBU|Daisy}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|smash|Fsmash}} has more knockback when using the golf club<br>
{{clr|aerial|Fair}} has less knockback<br>
{{clr|grab|Bthrow}} has less knockback<br>
{{clr|special|Side-B}} has more endlag {{tt|on contact|On hit and on shield}}<br>
{{clr|special|Up-B}} is more consistent<br>
{{clr|special|Down-B}} has more endlag
|-
| {{StockIcon|SSBU|Ice Climbers}} ||
The Ice Climbers gets back their double jumps the same way as other fighters do<br>
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} will no longer jump when inputting {{clr|grab|Grab}} + Jump
|-
| {{StockIcon|SSBU|Pichu}} ||
Pichu's hurtbox is bigger<br>
Increased shield size<br>
{{tt|Self-damage has been increased for all moves that inflicts self-damage|The only exceptions are his pummel and his Final Smash}}<br>
{{clr|tilt|Ftilt}} has less knockback<br>
{{clr|smash|Fsmash}} has more endlag
|-
| {{StockIcon|SSBU|Lucina}} ||
{{clr|smash|Fsmash}} has less knockback<br>
{{clr|aerial|Fair}} has less knockback
|-
| {{StockIcon|SSBU|Ganondorf}} ||
{{clr|smash|Fsmash}} is more consistent
|-
| {{StockIcon|SSBU|Roy}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Chrom}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Mr. Game & Watch}} ||
{{clr|tilt|Utilt}} is more consistent
|-
| {{StockIcon|SSBU|Pit}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Dark Pit}} ||
{{clr|smash|Usmash}} is more consistent<br>
Aerial {{clr|special|side-B}} has less endlag {{tt|on contact|On hit and on shield}}
|-
| {{StockIcon|SSBU|Zero Suit Samus}} ||
{{clr|special|Side-B}} is more consistent<br>
{{tt|{{clr|special|Down-B}} covers more horizontal distance|This reverts the changes made in 3.0.0}}
|-
| {{StockIcon|SSBU|Snake}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|tilt|Jab 2}} moves Snake forward a bit more
|-
| {{StockIcon|SSBU|Ivysaur}} ||
{{clr|aerial|Nair}} is more consistent
|-
| {{StockIcon|SSBU|Charizard}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|tilt|Jab 2}} moves Charizard forward a bit more
|-
| {{StockIcon|SSBU|Diddy Kong}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} has more range<br>
{{clr|tilt|Dash Attack}} launches at a different angle<br>
{{clr|smash|Usmash}} is more consistent and has more knockback<br>
{{clr|aerial|Uair}} has less endlag, as well as less landing lag<br>
{{clr|aerial|Dair}} has less startup<br>
{{clr|special|Neutral-B}} does more damage (shield damage remains the same). The charge time has also been shortened<br>
Charging {{clr|special|up-B}} makes Diddy fall slower. It also covers more vertical distance when charged
|-
| {{StockIcon|SSBU|Olimar}} ||
Olimar has a bigger hurtbox<br>
{{clr|smash|Fsmash}}'s sweetspot is shorter. It also has more endlag<br>
{{clr|smash|Usmash}} has more endlag<br>
{{clr|special|Up-B}}'s flight time has been adjusted when using this move repeatedly
|-
| {{StockIcon|SSBU|Lucario}} ||
{{clr|tilt|Jab 1}} has less endlag<br>
{{clr|tilt|Jab 2}} has less endlag<br>
{{clr|tilt|Jab 3}} has less endlag<br>
{{clr|tilt|Dash Attack}} has more range<br>
{{tilt|Ftilt}} has more knockback<br>
{{clr|smash|Fsmash}}'s sweetspot has more range<br>
{{clr|smash|Usmash}} is more consistent<br>
{{clr|aerial|Nair}} has more range against grounded opponents<br>
{{clr|aerial|Uair}}'s sweetspot has more range<br>
{{clr|aerial|Dair}} is more consistent<br>
{{clr|special|Neutral-B}}'s windbox has less range when charging. When max charged, the projectile has more range. It also has less endlag<br>
Opponents can no longer go through Lucario when using {{clr|special|side-B}}. The grab's range has been increased
|-
| {{StockIcon|SSBU|R.O.B.}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} has more range
|-
| {{StockIcon|SSBU|Toon Link}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent
|-
| {{StockIcon|SSBU|Wolf}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|tilt|Jab 2}} has more range<br>
{{clr|tilt|Jab 3}} makes Wolf move forward<br>
{{clr|smash|Dsmash}}'s front attack has less knockback<br>
{{clr|special|Neutral-B}} has more endlag<br>
{{clr|special|Up-B}}'s final hit has less range. It also sends at a different angle. The move in general is more consistent<br>
{{clr|special|Down-B}} has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox
|-
| {{StockIcon|SSBU|Villager}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Wii Fit Trainer}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
Luma's {{clr|tilt|Dash Attack}} has less endlag<br>
{{clr|smash|Fsmash}} has more knockback when Luma is near Rosalina<br>
{{clr|aerial|Fair}} has less endlag and is more consistent. It also grabs the ledge earlier<br>
{{clr|grab|Grab}} has less startup<br>
Rosalina can fastfall sooner after using {{clr|special|up-B}}<br>
Luma has less endlag when using {{clr|special|down-B}}<br>
Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}}
|-
| {{StockIcon|SSBU|Little Mac}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 1}} has less endlag<br>
{{clr|tilt|Jab 2}} has less endlag and more range<br>
{{clr|tilt|Jab 3}} has more range<br>
{{clr|tilt|Ftilt}} is more consistent against airborne opponents<br>
{{clr|tilt|Dtilt}} has more range<br>
{{clr|smash|Usmash}}'s super armor lasts longer<br>
Non-charged {{clr|special|neutral-B}} has less endlag on the ground<br>
{{clr|special|KO Punch}} has less endlag on the ground<br>
{{clr|special|Side-B}} has more range at the beginning of the move<br>
{{clr|special|Down-B}} has less endlag on whiff
|-
| {{StockIcon|SSBU|Mii Brawler}} ||
{{clr|tilt|Jab 2}} > {{clr|tilt|Rapid Jab}} is more consistent<br>
{{clr|tilt|Rapid Jab}} has more range<br>
{{clr|special|Neutral-B 2}} is more consistent
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Pac-Man}} ||
{{clr|smash|Usmash}} is more consistent
|-
| {{StockIcon|SSBU|Shulk}} ||
{{clr|tilt|Jab 2}} has more range<br>
{{clr|smash|Usmash}} sends at a different angle and is more consistent
|-
| {{StockIcon|SSBU|Bowser Jr.}} ||
{{clr|tilt|Dash Attack}} sends at a different angle<br>
{{clr|tilt|Utilt}} has less endlag<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|special|Neutral-B}} has less startup in the air<br>
{{clr|special|Side-B}} starts to move earlier<br>
{{clr|special|Up-B}}'s hammer hit has more range and more active frames. {{tt|The explosion sends opponents at a different angle|Only on grounded up-B}} and is more consistent
|-
| {{StockIcon|SSBU|Duck Hunt}} ||
{{clr|aerial|Uair}} is more consistent
|-
| {{StockIcon|SSBU|Ryu}} ||
{{clr|tilt|Jab 1}}'s special cancel window is larger<br>
{{clr|tilt|Jab 2}}'s special cancel window is larger<br>
{{clr|tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle<br>
{{clr|tilt|Close light Ftilt}}'s special cancel window is larger<br>
{{clr|tilt|Far light Ftilt}} has more range on the tip<br>
{{clr|tilt|Heavy Utilt}} sends airborne opponents at a different angle<br>
{{clr|tilt|Light Dtilt}} does more hitstun<br>
{{clr|tilt|Heavy Dtilt}} has less knockback<br>
{{clr|aerial|Uair}} has more active frames, as well as more range<br>
The light version of {{tt|{{special|his projectiles}}|Hadoken and Shakunetsu Hadoken}} travels slower, while the heavy versions travels faster. They also has less startup and does more damage. {{clr|special|Neutral-B}} has more range against grounded opponents<br>
Grounded {{clr|special|side-B}}'s first hit has more range
|-
| {{StockIcon|SSBU|Ken}} ||
{{clr|tilt|Jab 1}}'s special cancel window is larger<br>
{{clr|tilt|Jab 2}}'s special cancel window is larger<br>
{{clr|tilt|Strong Pjab}} sends at a different angle. The knockback has been changed to match this new angle. It also does more damage (knockback remains the same)<br>
{{clr|tilt|Close light Ftilt}}'s special cancel window is larger<br>
{{clr|tilt|Far light Ftilt}} has more range on the tip<br>
{{clr|tilt|Heavy Ftilt}} sends at a different angle<br>
{{clr|tilt|Heavy Utilt}} sends airborne opponents at a different angle<br>
{{clr|tilt|Light Dtilt}} does more hitstun<br>
{{clr|tilt|Heavy Dtilt}} has less knockback<br>
{{clr|smash|Fsmash}} has more knockback<br>
{{clr|aerial|Dair}}'s special cancel window is larger<br>
Grounded {{clr|special|side-B}}'s first hit has more range. The SDI multiplier has also been decreased<br>
{{clr|special|Up-B}} is more consistent and has a decreased SDI multiplier. The first hit can now trade with other attacks. {{tt|The heavy version|The one with flames}} has more knockback. The light version has more knockback against airborne opponents. The medium version travels less distance<br>
{{clr|special|Crescent Kick}}'s SDI multiplier has been decreased<br>
{{clr|special|Roundhouse Kick}} does more damage (knockback stays the same)<br>
{{clr|special|Inazuma Kick}} does more damage (shield damage remains the same)
|-
| {{StockIcon|SSBU|Cloud}} ||
{{clr|smash|Dsmash}} is more consistent
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{clr|tilt|Jab 1}} has more active frames<br>
{{clr|tilt|Rapid Jab's finisher}} has more knockback<br>
{{clr|tilt|Dash Attack}}'s sweetspot has more knockback<br>
{{clr|tilt|Utilt}} is more consistent<br>
{{clr|smash|Dsmash}} has more active frames. Side-B has less landing lag<br>
{{clr|special|Up-B}} has less landing lag<br>
{{clr|special|Down-B}}'s counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster
|-
| {{StockIcon|SSBU|Inkling}} ||
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|tilt|Jab 3}}'s hitbox has been moved forward
|-
| {{StockIcon|SSBU|King K. Rool}} ||
Can grab the ledge earlier when using {{clr|aerial|Uair}}
|-
| {{StockIcon|SSBU|Isabelle}} ||
{{tt|Opponents won't get caught by {{clr|special|side-B}} if the hook isn't moving. Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}}
|-
| {{StockIcon|SSBU|Incineroar}} ||
{{clr|tilt|Jab 1}} > {{clr|tilt|Jab 2}} is more consistent<br>
{{clr|tilt|Jab 2}} > {{clr|tilt|Jab 3}} is more consistent<br>
{{clr|tilt|Jab 1}}'s elbow hit sends at a different angle
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{clr|tilt|Jab 3}} has more range<br>
{{clr|tilt|Rapid Jab}} does more hitstun
|-
| {{StockIcon|SSBU|Joker}} ||
{{tt|{{clr|special|Eigaon}}|Side-B when Arsene is active}} is more consistent
|}

===3.0.1===
Nothing of note regarding competitive play has happened in this update

===3.0.0===
====General====
* ''{{StockIcon|SSBU|Joker}}'' '''''joins the game as a playable character'''''

====Online====
* Matchmaking has been improved in Quickplay

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
|+ The projectile nerf update
|-
! Fighter !!Adjustment
|-
| '''Universal''' ||
Parries won't activate multiple times after releasing the shield button once, since it gave less frame advantage than a regular parry<br>
Dodges and rolls have increased {{tt|staling|The more you use a dodge or a roll, the more startup and endlag it has}}<br>
{{tt|Parrying a projectile gives better frame advantage|Only available in training mode up until 9.0.0}}
|-
| {{StockIcon|SSBU|Mario}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Donkey Kong}} ||
{{clr|special|Neutral-B}} has more range
|-
| {{StockIcon|SSBU|Link}} ||
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Samus}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Dark Samus}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Yoshi}} ||
{{clr|special|Up-B}} does less shield damage
|-
| {{StockIcon|SSBU|Kirby}} ||
{{clr|smash|Usmash}}'s sweetspot is longer during the move's active frames. In consequence, the sourspot is shorter<br>
{{clr|aerial|Nair}} has less endlag and landing lag<br>
{{clr|grab|Dthrow}} does more damage<br>
{{clr|special|Up-B}} starts catching the ledge earlier<br>
Copy Abilities are harder to lose without taunting. The delay before Kirby can lose his current Copy Ability by getting hit has been increased
|-
| {{StockIcon|SSBU|Pikachu}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Luigi}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Ness}} ||
{{clr|smash|Usmash}}'s charge time has been shortened. It also has less active frames while charging<br>
{{clr|smash|Dsmash}}'s charge time has been shortened. It also has less active frames while charging<br>
{{clr|special|Neutral-B}} has more range
|-
| {{StockIcon|SSBU|Peach}} ||
{{clr|special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br>
Turnips ({{clr|special|down-B}}) does less shield damage
|-
| {{StockIcon|SSBU|Daisy}} ||
{{clr|special|Neutral-B}} won't make Peach's fall speed decrease when spammed in the air anymore<br>
Turnips ({{clr|special|down-B}}) does less shield damage
|-
| {{StockIcon|SSBU|Bowser}} ||
Grounded {{clr|special|up-B}} cannot make opponents trip anymore
|-
| {{StockIcon|SSBU|Sheik}} ||
{{clr|tilt|Rapid Jab's finisher}} has less endlag<br>
{{clr|tilt|Dtilt}}'s tipper is easier to hit<br>
{{clr|aerial|Fair}} has more range<br>
{{clr|special|Neutral-B}}'s charge time has been shortened
|-
| {{StockIcon|SSBU|Zelda}} ||
{{clr|special|Down-B}} does less shield damage
|-
| {{StockIcon|SSBU|Dr. Mario}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Pichu}} ||
Changed aerial hitstun animation in order to reduce its hurtbox shifting<br>
Changed landing animation in order to reduce its hurtbox shifting<br>
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Marth}} ||
{{clr|grab|Dash Grab}} has more range
|-
| {{StockIcon|SSBU|Lucina}} ||
{{clr|grab|Dash Grab}} has more range
|-
| {{StockIcon|SSBU|Young Link}} ||
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Ganondorf}} ||
Changed aerial hitstun animation in order to reduce its hurtbox shifting
|-
| {{StockIcon|SSBU|Mewtwo}} ||
Mewtwo is heavier<br>
{{clr|tilt|Jab 1}} has less startup<br>
{{clr|tilt|Ftilt}} does more damage (knockback stays the same)<br>
{{clr|tilt|Utilt}} does more damage (knockback stays the same). The tip of the tail sends at a different angle<br>
{{clr|smash|Fsmash}} has more range<br>
{{clr|aerial|Uair}} does more damage (knockback stays the same)<br>
{{clr|special|Neutral-B}} has more knockback. It also does less shield damage<br>
Ledge Attack has more range<br>
Ledge Roll is invincible for longer
|-
| {{StockIcon|SSBU|Roy}} ||
{{clr|grab|Dash Grab}} has more range<br>
{{clr|special|Up-B}} is more consistent
|-
| {{StockIcon|SSBU|Chrom}} ||
{{clr|grab|Dash Grab}} has more range
|-
| {{StockIcon|SSBU|Pit}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Dark Pit}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Wario}} ||
{{clr|special|Neutral-B}} works better against projectiles
|-
| {{StockIcon|SSBU|Snake}} ||
{{clr|smash|Usmash}} has less endlag<br>
{{clr|aerial|Bair}}'s sweetspot has more knockback<br>
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} has less range once Snake stops controlling the missile
|-
| {{StockIcon|SSBU|Ivysaur}} ||
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Charizard}} ||
Grounded {{clr|special|side-B}} hits lower
|-
| {{StockIcon|SSBU|Diddy Kong}} ||
{{clr|tilt|Dash Attack}} has less startup<br>
{{clr|tilt|Ftilt}} has more active frames<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|aerial|Nair}} has more range<br>
{{clr|aerial|Uair}} does more damage (knockback stays the same)
|-
| {{StockIcon|SSBU|King Dedede}} ||
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Olimar}} ||
Olimar's {{clr|smash|Smash attacks}}' damage now properly scales when charging the move<br>
{{clr|smash|Fsmash}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage<br>
|-
| {{StockIcon|SSBU|Lucario}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|R.O.B.}} ||
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Down-B}} does less shield damage
|-
| {{StockIcon|SSBU|Toon Link}} ||
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Wolf}} ||
{{clr|smash|Dsmash}}'s front hit has less knockback<br>
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Villager}} ||
{{clr|aerial|Fair}} does less shield damage<br>
{{clr|aerial|Bair}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Mega Man}} ||
{{tt|{{clr|tilt|Pellets}}|Mega Man's Jab, Ftilt and Nair}} does less shield damage<br>
{{clr|smash|Usmash}} has more knockback<br>
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Down-B}} has more startup and endlag<br>
It is now impossible to throw items while {{clr|special|down-B}} is active
|-
| {{StockIcon|SSBU|Wii Fit Trainer}} ||
{{clr|tilt|Jab 3}}'s bury has more range<br>
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage<br>
{{clr|special|Down-B}} lasts longer when done successfully<br>
Fixed some interactions between {{clr|special|side-B}} and stage collisions
|-
| {{StockIcon|SSBU|Rosalina & Luma}} ||
If Luma is close, he will move in front of Rosalina when doing {{clr|tilt|Ftilt}} in reverse<br>
If Luma is close, he will move in front of Rosalina when doing {{clr|tilt|Dtilt}} in reverse<br>
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Greninja}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Mii Swordfighter}} ||
{{clr|special|Neutral-B 1}} does less shield damage<br>
{{clr|special|Neutral-B 2}} does less shield damage<br>
{{clr|special|Side-B 3}} does less shield damage<br>
Ledge Attack has more range
|-
| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|special|Neutral-B 1}} does less shield damage<br>
{{clr|special|Neutral-B 3}} does less shield damage<br>
{{clr|special|Side-B 1}} does less shield damage<br>
{{clr|special|Side-B 3}} does less shield damage<br>
{{clr|special|Down-B 2}} does less shield damage
|-
| {{StockIcon|SSBU|Palutena}} ||
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Pac-Man}} ||
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Down-B}} hits lower while falling down. It also does less shield damage
|-
| {{StockIcon|SSBU|Robin}} ||
{{tt|{{clr|special|Thunder}} and {{clr|special|Elthunder}}|Levels 1 and 2 of Robin's neutral-B, respectively}} both does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Shulk}} ||
Ledge Attack has more range<br>
Getup Attack has more range
|-
| {{StockIcon|SSBU|Bowser Jr.}} ||
{{clr|tilt|Jab 2}} does more hitstun
|-
| {{StockIcon|SSBU|Duck Hunt}} ||
{{clr|special|Neutral-B}} does less shield damage<br>
{{clr|special|Side-B}} does less shield damage
|-
| {{StockIcon|SSBU|Ryu}} ||
Ledge Attack has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
| {{StockIcon|SSBU|Ken}} ||
Ledge Attack has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
| {{StockIcon|SSBU|Cloud}} ||
Regular {{clr|special|neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Corrin}} ||
{{clr|smash|Fsmash}} is more consistent when releasing the charge<br>
{{clr|smash|Usmash}} has more active frames. The tipper also has more range<br>
{{clr|aerial|Dair}} is more consistent against light weights<br>
Uncharged {{clr|special|neutral-B}} stays on the screen for longer<br>
Corrin can act sooner after stabbing the stage with {{clr|special|side-B}}<br>
{{clr|special|Up-B}} is more consistent. It is also intangible sooner, on top of having more knockback
|-
| {{StockIcon|SSBU|Bayonetta}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Inkling}} ||
{{clr|special|Side-B}} has less knockback when accelerating again (such as when turning around)
|-
| {{StockIcon|SSBU|Ridley}} ||
{{clr|special|Neutral-B}} does less shield damage
|-
| {{StockIcon|SSBU|Simon}} ||
{{clr|special|Side-B}} does less shield damage<br>
Ledge Attack has more range
|-
| {{StockIcon|SSBU|Richter}} ||
{{clr|special|Side-B}} does less shield damage<br>
Ledge Attack has more range
|-
| {{StockIcon|SSBU|King K. Rool}} ||
{{clr|tilt|Ftilt}}'s sweetspot is out for a longer amount of time<br>
{{clr|aerial|Fair}}'s sweetspot is out for a longer amount of time<br>
{{clr|aerial|Uair}} has less endlag<br>
{{clr|grab|Uthrow}} is now immune to wind during the animation<br>
{{clr|special|Side-B}} does less shield damage<br>
{{clr|special|Down-B}} has less endlag, on contact and on whiff
|-
| {{StockIcon|SSBU|Isabelle}} ||
{{clr|aerial|Fair}} does less shield damage<br>
{{clr|aerial|Bair}} does less shield damage
|-
| {{StockIcon|SSBU|Piranha Plant}} ||
{{clr|special|Neutral-B}}'s projectile has more range<br>
Ledge Attack has more range
|}

===2.0.2===
Nothing of note happened in this update, as it only introduced support for one new amiibo

===2.0.1===
Nothing of note regarding competitive play has happened in this update

===2.0.0===
====General====
* ''{{StockIcon|SSBU|Piranha Plant}}'' '''''joins the game as a playable character'''''

====Online====
* GSP calculation has been improved

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
|+ The ledge grab/landing lag update
|-
! Fighter !!Adjustment
|-
| {{StockIcon|SSBU|Mario}} ||
{{clr|tilt|Dash Attack}} sends at a different angle
|-
|| {{StockIcon|SSBU|Donkey Kong}} ||
{{clr|aerial|Fair}} has less landing lag
|-
|| {{StockIcon|SSBU|Link}} ||
{{clr|aerial|Uair}} has less landing lag<br>
Arrows ({{clr|special|Neutral-B}}) lingers for longer after being shot
|-
|| {{StockIcon|SSBU|Samus}} ||
{{clr|special|Side-B}} goes further and has increased endlag<br>
{{clr|special|Down-B}} has less endlag
|-
|| {{StockIcon|SSBU|Dark Samus}} ||
{{clr|special|Down-B}} has less endlag
|-
|| {{StockIcon|SSBU|Yoshi}} ||
Yoshi can grab ledges sooner after using {{clr|aerial|Fair}}
|-
|| {{StockIcon|SSBU|Kirby}} ||
{{clr|tilt|Dash Attack}} has more range. It also does more damage (knockback stays the same)<br>
{{clr|tilt|Ftilt}} has less endlag and more base knockback<br>
{{clr|special|Down-B}}'s super armor comes out sooner
|-
|| {{StockIcon|SSBU|Pikachu}} ||
{{clr|grab|Pummel}} has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
|| {{StockIcon|SSBU|Luigi}} ||
{{clr|smash|Usmash}} has more knockback<br>
{{tt|{{clr|aerial|Dair}} no longer spikes grounded opponents in order to prevent 0-to-deaths|Luigi mains quickly found an alternative route, which is the one you're probably familiar with}}<br>
{{clr|special|Side-B}} has less endlag<br>
{{clr|special|Down-B}} has more knockback
|-
|| {{StockIcon|SSBU|Ness}} ||
{{clr|aerial|Uair}} has less landing lag<br>
{{clr|aerial|Dair}} does more damage (knockback stays the same)
|-
|| {{StockIcon|SSBU|Jigglypuff}} ||
{{clr|tilt|Ftilt}} has less endlag<br>
{{clr|tilt|Dtilt}} has more knockback<br>
{{clr|smash|Usmash}}'s sourspot does more damage<br>
{{clr|aerial|Bair}} has less startup<br>
{{clr|grab|Fthrow}} sends at a different angle
|-
|| {{StockIcon|SSBU|Peach}} ||
{{clr|special|Up-B}}'s multi-hits has less knockback
|-
|| {{StockIcon|SSBU|Daisy}} ||
{{clr|special|Up-B}}'s multi-hits has less knockback
|-
|| {{StockIcon|SSBU|Bowser}} ||
{{clr|tilt|Jab}} does more damage<br>
{{clr|tilt|Ftilt}} does more damage<br>
{{clr|smash|Dsmash}} has more knockback<br>
{{clr|special|Up-B}} is more consistent
|-
|| {{StockIcon|SSBU|Ice Climbers}} ||
{{tt|Nana|Refers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place)}} will follow Popo more often when both Climbers are separated<br>
{{clr|special|Up-B}} has an easier time grabbing ledges
|-
|| {{StockIcon|SSBU|Sheik}} ||
{{clr|smash|Usmash}}'s first hit has more range<br>
{{clr|smash|Dsmash}} is more consistent<br>
Sheik can grab ledges sooner after using {{clr|aerial|Fair}}<br>
{{clr|aerial|Uair}} has less landing lag<br>
{{clr|special|Side-B}} has less endlag
|-
|| {{StockIcon|SSBU|Pichu}} ||
{{clr|grab|Pummel}} has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
|| {{StockIcon|SSBU|Ganondorf}} ||
{{clr|aerial|Fair}} has less endlag<br>
Ganondorf can grab ledges sooner after using {{clr|aerial|Uair}}
|-
|| {{StockIcon|SSBU|Roy}} ||
{{clr|aerial|Dair}} has less landing lag
|-
|| {{StockIcon|SSBU|Chrom}} ||
{{clr|aerial|Dair}} has less landing lag<br>
{{tt|{{clr|special|Up-B}}'s spike has less knockback|This prevents Chrom to win by using kamikaze strats near the ledge, since he now dies first}}
|-
|| {{StockIcon|SSBU|Mr. Game & Watch}} ||
{{clr|aerial|Fair}} has more range<br>
{{clr|aerial|Dair}} has less landing lag
|-
|| {{StockIcon|SSBU|Zero Suit Samus}} ||
{{clr|smash|Fsmash}}'s non tipper hit has less knockback<br>
ZSS can grab ledges sooner after using {{clr|aerial|Uair}}<br>
Opponents can mash faster out of {{clr|special|Down-B}} when buried
|-
|| {{StockIcon|SSBU|Wario}} ||
Wario can grab ledges sooner after using {{clr|aerial|Dair}}
|-
|| {{StockIcon|SSBU|Snake}} ||
{{clr|tilt|Utilt}}'s sweetspot has more range
|-
|| {{StockIcon|SSBU|Ike}} ||
{{clr|special|Up-B}}'s spike has less knockback
|-
|| {{StockIcon|SSBU|Charizard}} ||
{{clr|tilt|Dash Attack}} does more damage and has more knockback
|-
|| {{StockIcon|SSBU|Diddy Kong}} ||
{{clr|aerial|Dair}} has less landing lag
|-
|| {{StockIcon|SSBU|Lucas}} ||
{{tt|{{clr|tilt|Utilt}}, {{clr|aerial|Dair}} and {{clr|grab|Pummel}} now have electric properties|This means that they all have one more frame of hitstop/shieldstop, making them slightly safer on shield}}<br>
Lucas can grab ledges sooner after using {{clr|aerial|Nair}}
|-
|| {{StockIcon|SSBU|Sonic}} ||
{{clr|tilt|Ftilt}} is more consistent<br>
{{clr|aerial|Fair}} has less {{tt|hitstop|Also known as hitlag or hitpause}}<br>
{{clr|aerial|Bair}} has less landing lag
|-
|| {{StockIcon|SSBU|King Dedede}} ||
{{clr|special|Side-B}}'s projectile has less range
|-
|| {{StockIcon|SSBU|Lucario}} ||
Lucario can grab ledges sooner after using {{clr|aerial|Fair}}<br>
{{clr|special|Neutral-B}} has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
|| {{StockIcon|SSBU|R.O.B.}} ||
{{clr|special|Side-B}} is more consistent
|-
|| {{StockIcon|SSBU|Toon Link}} ||
{{clr|aerial|Fair}} has less landing lag<br>
Toon Link can grab ledges sooner after using {{clr|aerial|Bair}}
|-
|| {{StockIcon|SSBU|Mega Man}} ||
{{tt|Mega Man can no longer use special moves after jumping and shooting pellet ({{clr|tilt|Jab}}, {{clr|tilt|Ftilt}} and {{clr|aerial|Nair}})|>This removes a technique known as Pellet Macro Cancelling (PMC)}}
|-
|| {{StockIcon|SSBU|Rosalina & Luma}} ||
{{clr|tilt|Dash Attack}} is more consistent<br>
Luma's {{clr|tilt|Utilt}} has more knockback<br>
Luma moves forward a bit more when using {{clr|tilt|Dtilt}}<br>
Rosalina can grab ledges sooner after using {{clr|aerial|Nair}}. It also has more active frames<br>
Rosalina can grab ledges sooner after using {{clr|aerial|Fair}}<br>
{{clr|aerial|Dair}}'s spike comes out sooner<br>
{{clr|special|Neutral-B}} has less endlag when sending and calling back Luma<br>
{{clr|special|Up-B}} has an easier time grabbing ledges
|-
|| {{StockIcon|SSBU|Little Mac}} ||
Little Mac can grab ledges sooner after using {{clr|aerial|Nair}}. It also has less landing lag<br>
Little Mac can grab ledges sooner after using {{clr|aerial|Uair}}
|-
|| {{StockIcon|SSBU|Greninja}} ||
{{clr|smash|Dsmash}}'s inner hitboxes have more range<br>
Landing lag is properly applied when Greninja lands on a moving platform or slanted terrain after using {{clr|special|Up-B}}
|-
|| {{StockIcon|SSBU|Mii Brawler}} ||
{{clr|tilt|Rapid Jab}} has more range. Its SDI multiplier has also been decreased<br>
{{clr|smash|Usmash}}'s sweetspot comes out sooner. Its sourspot has been reduced to match the change<br>
{{clr|aerial|Nair}} has less landing lag<br>
{{clr|aerial|Bair}} has less landing lag<br>
{{clr|aerial|Uair}} does more damage<br>
{{clr|special|Neutral-B 2}} does more damage<br>
{{clr|special|Neutral-B 3}} has less endlag<br>
{{clr|special|Side-B 1}} has less startup and travels further<br>
{{clr|special|Up-B 1}} has an easier time grabbing ledges<br>
{{clr|special|Down-B 1}} does way more shield damage<br>
{{clr|special|Down-B 2}} has more knockback
|-
|| {{StockIcon|SSBU|Mii Gunner}} ||
{{clr|aerial|Fair}} has less landing lag<br>
|-
|| {{StockIcon|SSBU|Palutena}} ||
{{clr|aerial|Nair}} has less {{tt|hitstop|Also known as hitlag or hitpause}}<br>
{{clr|special|Up-B}} has an easier time grabbing ledges
|-
|| {{StockIcon|SSBU|Pac-Man}} ||
Pac-Man can grab ledges sooner after using {{clr|aerial|Fair}}. It also has less landing lag<br>
{{clr|aerial|Dair}} has less landing lag<br>
{{clr|special|Neutral-B}} disappears later after hitting something
|-
|| {{StockIcon|SSBU|Robin}} ||
{{clr|special|Up-B}} starts grabbing ledges sooner when facing away from them
|-
|| {{StockIcon|SSBU|Shulk}} ||
Shulk can grab ledges sooner after using {{clr|aerial|Fair}}. It also has less landing lag<br>
Shulk can grab ledges sooner after using {{clr|aerial|Uair}}
|-
|| {{StockIcon|SSBU|Duck Hunt}} ||
{{clr|special|Neutral-B}} has less endlag<br>
{{clr|special|Side-B}} has more endlag. The projectile also has less {{tt|hitstop|Also known as hitlag or hitpause}}
|-
|| {{StockIcon|SSBU|Ryu}} ||
{{clr|tilt|Jab}} now launches airborne opponents, making it more consistent<br>
{{clr|aerial|Fair}} has less landing lag<br>
Ryu can no longer jump immediately after using {{clr|tilt|Dtilt}}
|-
|| {{StockIcon|SSBU|Ken}} ||
{{clr|tilt|Jab}} now launches airborne opponents, making it more consistent<br>
{{clr|aerial|Nair}} has less landing lag<br>
{{clr|aerial|Fair}} has less landing lag<br>
Ken can no longer jump immediately after using {{clr|tilt|Dtilt}}
|-
|| {{StockIcon|SSBU|Cloud}} ||
Cloud can grab ledges sooner after using {{clr|aerial|Fair}}<br>
{{clr|special|Finishing Touch}} ({{clr|special|Down-B}} when the Limit gauge is full) has more range at the beginning of the move
|-
|| {{StockIcon|SSBU|Corrin}} ||
{{clr|aerial|Nair}} has less landing lag<br>
Cloud can grab ledges sooner after using {{clr|aerial|Fair}}<br>
{{clr|aerial|Uair}} has less landing lag
|-
|| {{StockIcon|SSBU|Bayonetta}} ||
Bayonetta can grab ledges sooner after using {{clr|aerial|Nair}}
|-
|| {{StockIcon|SSBU|Inkling}} ||
Inkling can grab ledges sooner after using {{clr|aerial|Nair}}<br>
Opponents can mash faster out of {{clr|special|Side-B}} when buried. It also has less range when used on the ground
|-
|| {{StockIcon|SSBU|Ridley}} ||
Ridley can grab ledges sooner after using {{clr|aerial|Nair}}, {{clr|aerial|Fair}} or {{clr|aerial|Dair}}
|-
|| {{StockIcon|SSBU|King K. Rool}} ||
{{clr|special|Neutral-B}}'s vacuum can be held for way less longer<br>
{{clr|special|Up-B}} has less range<br>
Opponents can mash faster out of {{clr|grab|Dthrow}} when buried
|-
|| {{StockIcon|SSBU|Isabelle}} ||
Isabelle can grab ledges sooner after using {{clr|aerial|Nair}}. It also has less landing lag
|-
|| {{StockIcon|SSBU|Incineroar}} ||
{{clr|smash|Usmash}} has more knockback<br>
Incineroar can grab ledged sooner after using {{clr|aerial|Uair}}<br>
{{clr|aerial|Dair}} has less landing lag<br>
{{clr|grab|Uthrow}} has more knockback<br>
{{clr|special|Up-B}} travels further, both vertically and horizontally
|}

===1.2.1===
===1.2.0===
===1.1.0===
Day 1 patch

Revision as of 13:16, 12 May 2023

These patch notes will only list changes that had an impact on competitive play. As such, things like Spirits, new game modes, Final Smashes and non legal stages will not be listed
Versions Date Summary Source
13.0.1 December 1st, 2021 placeholder Official Site
13.0.0 October 18th, 2021 placeholder Official Site
12.0.0 June 29th, 2021 placeholder Official Site
11.0.1 March 23rd, 2021 placeholder Official Site
11.0.0 March 4th, 2021 placeholder Official Site
10.1.0 December 22nd, 2020 placeholder Official Site
10.0.0 December 17th, 2020 placeholder Official Site
9.0.2 November 11th, 2020 placeholder Official Site
9.0.1 October 21st, 2020 placeholder Official Site
9.0.0 October 13th, 2020 placeholder Official Site
8.1.0 August 4th, 2020 placeholder Official Site
8.0.0 June 29th, 2020 placeholder Official Site
7.0.0 January 28th, 2020 placeholder Official Site
6.1.1 January 7th, 2020 placeholder Official Site
6.1.0 November 14th, 2019 placeholder Official Site
6.0.0 November 6th, 2019 placeholder Official Site
5.0.0 September 4th, 2019 placeholder Official Site
4.0.0 July 30th, 2019 placeholder Official Site
3.1.0 May 30th, 2019 placeholder Official Site
3.0.1 April 25th, 2019 placeholder Official Site
3.0.0 April 17th, 2019 placeholder Official Site
2.0.2 April 2nd, 2019 placeholder N/A
2.0.1 February 21st, 2019 placeholder Official Site
2.0.0 January 29th, 2019 placeholder Official Site
1.2.1 December 21st, 2018 placeholder Official Site
1.2.0 December 13th, 2018 placeholder Official Site
1.1.0 December 7th, 2018 placeholder Official Site
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