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

====Fighter Adjustments====
{| class="wikitable" style="margin:auto"
|-
! Fighter !!Adjustment
|-
| Universal || There is now a cooldown before a character is able to wall jump again
|-
| Donkey Kong || Fully charged neutral-B's armor lasts longer
|-
| Samus || USmash is more consistent
|-
| Dark Samus || USmash is more consistent
|-
| Fox || Jab 2 > Rapid Jab is more consistent
|-
| Pikachu || Grab has more range
|-
| Luigi || Jab 2 > Jab 3 is more consistent<br>ZAir has more range when used before landing<br>Grounded down-B is no longer invincible for the entire duration when rising in the air with a certain timing
|-
| Ness || Jab 2 has more range and the hitbox has been moved forward. Jab 2 > Jab 3 is now more consistent
|-
| Captain Falcon || FTilt has more knockback<br>FAir's sweetspot is bigger<br>BAir has more knockback<br>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 down-B have more active frames
|-
| Jigglypuff || Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range
|-
| Peach || Jab 1 > Jab 2 is more consistent<br>FSmash has more knockback when using the golf club<br>FAir has less knockback<br>BThrow has less knockback<br>Side-B has more endlag {{tt|on contact|On hit and on shield}}<br>Up-B is more consistent<br>Down-B has more endlag
|-
| Daisy || Jab 1 > Jab 2 is more consistent<br>FSmash has more knockback when using the golf club<br>FAir has less knockback<br>BThrow has less knockback<br>Side-B has more endlag {{tt|on contact|On hit and on shield}}<br>Up-B is more consistent<br>Down-B has more endlag
|-
| Ice Climbers || Ice Climbers gets back their double jumps the same way as other fighters do<br>Nana will no longer jump when pressing Grab + Jump
|-
| 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>FTilt has less knockback<br>FSmash has more endlag
|-
| Lucina || FSmash has less knockback<br>FAir has less knockback
|-
| Ganondorf || DSmash is more consistent
|-
| Roy || USmash is more consistent
|-
| Chrom || USmash is more consistent
|-
| Mr. Game & Watch || UTilt is more consistent
|-
| Pit || USmash is more consistent
|-
| Dark Pit || USmash is more consistent<br> Aerial side-B has less endlag {{tt|on contact|On hit and on shield}}
|-
| Zero Suit Samus || Side-B is more consistent<br>{{tt|Down-B covers more horizontal distance|This reverts the changes made in 3.0.0}}
|-
| Snake || Jab 1 > Jab 2 is more consistent<br>Jab 2 moves Snake forward a bit more. Jab 2 > Jab 3 is more consistent
|-
| Ivysaur || NAir is more consistent
|-
| Charizard || Jab 1 > Jab 2 is more consistent<br>Jab 2 moves Charizard forward a bit more. Jab 2 > Jab 3 is more consistent
|-
| Diddy Kong || Jab 2 has more range. Jab 1 > Jab 2 is more consistent<br>Dash Attack launches at a different angle<br>USmash is more consistent and has more knockback<br>Uair has less endlag, as well as less landing lag<br>DAir has less startup<br>Neutral-B does more damage (shield damage remains the same). The charge time has also been reduced<br>Charging up-B makes Diddy fall slower. It also covers more vertical distance when charged
|-
| Olimar || Olimar has a bigger hurtbox<br>FSmash's sweetspot is shorter. It also has more endlag<br>USmash has more endlag<br>UP-B's flight time has been adjusted when using this move repeatedly
|-
| Lucario || Jab 1 has less endlag<br>Jab 2 has less endlag<br>Jab 3 has less andlag<br>Dash Attack has more range<br>FTilt has more knockback<br>FSmash's sweetspot has more range<br>USmash is more consistent<br>NAir has more range against grounded opponents<br>UAir's sweetspot has more range<br>DAir is more consistent<br>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 side-B. The grab's range has been increased
|-
| R.O.B. || Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range
|-
| Toon Link || Jab > Jab 2 is more consistent
|-
| Wolf || Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range. Jab 2 > Jab 3 is more consistent<br>Jab 3 makes Wolf move forward. Jab 2 > Jab 3 is more consistent<br>DSmash's front attack has less knockback<br>Neutral-B has more endlag<br>Up-B's final hit has less range. It also sends at a different angle. The move in general is more consistent<br>Down-B has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox
|-
| Villager || USmash is more consistent
|-
| Wii Fit Trainer || Jab 1 > Jab 2 is more consistent
|-
| Rosalina & Luma || Luma has less endlag when using Dash Attack<br>FSmash has more knockback when Luma is near Rosalina<br>FAir has less endlag and is more consistent. It also grabs the ledge earlier<br>Grab has less startup<br>Rosalina can fastfall sooner after using up-B<br>Luma has less endlag when using down-B<br>Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}}
|-
| Little Mac || Jab 1 has less endlag. Jab 1 > Jab 2 is more consistent<br>Jab 2 has less endlag and more range<br>Jab 3 has more range<br>FTilt is more consistent against airborne opponents<br>DTilt has more range<br>USmash's super armor lasts longer<br>Non-charged neutral-B has less endlag on the ground<br>KO Punch has less endlag on the floor<br>Side-B has more range at the beginning of the move<br>Down-B has less endlag on whiff
|-
| Mii Brawler || Jab 2 > Rapid Jab is more consistennt<br>Rapid Jab has more range<br>Neutral-B 2 is more consistent
|-
| Mii Gunner || USmash is more consistent
|-
| Pac-Man || USmash is more consistent
|-
| Shulk || Jab 2 has more range<br>USmash sends at a different angle and is more consistent
|-
| Bowser Jr. || Dash Attack sends at a different angle<br>UTilt has less endlag<br>USmash has more knockback<br>Neutral-B has less startup in the air<br>Side-B starts to move earlier<br>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
|-
| Duck Hunt || UAir is more consistent
|-
| Ryu || Jab 1's special cancel window is larger<br>Jab 2's special cancel window is larger<br>Strong Pjab sends at a different angle. The knockback has been changed to match this new angle<br>Close light FTilt's special cancel window is larger<br>Far light FTilt has more range on the tip<br>Heavy UTilt sends airborne opponents at a different angle<br>Light DTilt does more hitstun<br>Heavy DTilt has less knockback<br>UAir has more active frames, as well as more range<br>The light version of his projectiles travels slower, while the heavy versions travels faster. They also has less startup and does more damage. Hadoken has more range against grounded opponents<br>Grounded side-B's first hit has more range
|-
| Ken || Jab 1's special cancel window is larger<br>Jab 2's special cancel window is larger<br>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>Close light FTilt's special cancel window is larger<br>Far light FTilt has more range on the tip<br>Heavy FTilt sends at a different angle<br>Heavy UTilt sends airborne opponents at a different angle<br>Light DTilt does more hitstun<br>Heavy DTilt has less knockback<br>FSmash has more knockback<br>DAir's special cancel window is larger<br>Grounded side-B's first hit has more range. The SDI multiplier has also been decreased<br>Up-B is more consistent. The SDI multiplier has been decreased. 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>Crescent Kick's SDI multiplier has been reduced<br>Roundhouse does more damage (knockback stays the same)<br>Inazuma Kick does more damage (shield damage remains the same)
|-
| Cloud || DSmash is more consistent
|-
| Bayonetta || Jab 1 has more active frames<br>Rapid Jab's finisher has more knockback<br>Dash Attack's sweetspot has more knockback<br>UTilt is more consistent<br>DSmash has more active frames. Side-B has less landing lag<br>Up-B has less landing lag<br>Down-B's counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster
|-
| Inkling || Jab 3's hitbox has been moved forward. Jab 2 > Jab 3 is more consistent
|-
| King K. Rool || K. Rool can grab the ledge earlier when using UAir
|-
| Isabelle || {{tt|Opponents won't get caught by side-B if the hook isn't moving<br>Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}}
|-
| Incineroar || Jab 1's elbow hit sends at a different angle. Jab 1 > Jab 2 is more consistent<br>Jab 2 > Jab 3 is more consistent
|-
| Piranha Plant || Jab 3 has more range<br>Rapid Jab does more hitstun
|-
| Joker || {{tt|Eigaon|Side-B when Arsene is active}} is more consistent
|}

===3.0.1===
===3.0.1===
===3.0.0===
===3.0.0===

Revision as of 09:12, 19 September 2022

13.0.1

Fighter Adjustments

Fighter Adjustment
Donkey Kong Jab 2 reduced endlag
DTilt added bonus hitstun
Neutral-B super armor is active sooner
Link Jab 1 has less startup
DTilt has a different launch angle
USmash has more knockback
Peach & Daisy Side-B can grab ledges easier
Ice Climbers DA has less startup
Up-b is faster and can snap ledges easier
Falco DA deals more damage but has similar knockback
FSmash now matches the visual
Mewtwo FTilt has more damage and knockback
FThrow deals more damage
Meta Knight FTilt does more damage and knockback
FThrow does more damage
USmash has more range and will no longer trip with the first two hits.
FAir deals more damage
BAir deals more damage
UThrow deals more knockback
Wario Jab 1 deals more damage and has less endlag
Jab 2 deals more damage but has similar knockback, and has less endlag
Ike Jab 3 deals more damage and knockback
USmash deals more knockback when sweetspotted
Side-B Deals more damage and knockback on the ground when charging
Mega Man Dash Attack has less startup and more knockback
Down Smash hits lower
Side-B deals more damage
Rosalina & Luma Luma takes less knockback
Rosalina's Down Smash hits closer to herself
Robin Rapid Jab has more range and deals more damage with the multihits.
Bowser Jr. DA will fall out less often and does more damage.
DTilt will fall out less often and has a new launch angle
USmash deals more damage
Side-B has more knockback when spinning
Ryu Heavy FTilt has less startup
Neutral-B deals more damage but has similar knockback
Side-B has less endlag on the ground
Cloud Limit Down-B has less startup
Inlking Recharging ink has less endlag
FTilt has more damage and knockback
UTilt has a larger hitbox
FSmash has a larger sweetspot
Neutral-B has more range
Ridley DA has more damage and knockback
Piranha Plant FTilt 2 has more knockback
DTilt lasts longer and has less endlag
DAir's sweetspot lingers longer
Down-B has less startup
Min Min All arms do less shield damage
Knockdown animation adjusted to match other fighters
NAir has more landing lag
Dragon Laser lasts less long
Steve Reduced hitstun on USmash multihits
Pyra Knockdown animation adjusted to match other fighters
Side-B has more endlag
Mythra Knockdown animation adjusted to match other fighters
FSmash has less knockback
Sora Knockdown animation adjusted to match other fighters

13.0.0

General

  • [[File:Sora_{{{2}}}_Stock.png|link=Sora/{{{2}}}|x25px|alt=]] [[Sora/{{{2}}}|{{{2}}}]] 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

Fighter Adjustment
Universal Made it so opponents hit by Kazuya's side-B cannot be footstooled
Jigglypuff Jab 2 has less endlag
BAir has less endlag and landing lag
DThrow has less endlag and reduced knockback
Dr. Mario NAir's late hitbox has increased knockback
UAir deals more damage (knockback stays the same)
DAir has less startup
Side-B has more active frames
Down-B super armor comes out earlier on the ground
Zelda Jab 1 has less endlag
Rapid jab does more damage
USmash has increased knockback
DSmash has increased knockback
DAir's sweetspot has more range
Lucario FTilt's second hit has more knockback
DTilt has less startup
Rosalina & Luma Luma will appear in front of Rosalina when using DSmash and turning around. Luma's attack has more knockback
Luma now follows Rosalina when using side-B in the air
Little Mac UTilt does more hitstun
FSmash does more shield damage when angled down
Neutral-B has more knockback, less startup and less endlag. Little Mac can now buffer the second button
Up-B's last hit has more knockback
Down-B has a higher damage multiplier
Ridley Can now jump out of side-B earlier
King K. Rool UTilt does more damage and has more knockback
FSmash has more active frames and more range at the beginning of the move
Fair has less endlag
UThrow has more knockback
Isabelle DTilt has less endlag
FSmash's sweetspot has more range
DSmash has increased range and knockback
FThrow has more knockback
Incineroar DSmash does more damage and knockback
UAir deals more damage (knockback stays the same)
Up-B's descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing

12.0.0

General

  • [[File:Kazuya_{{{2}}}_Stock.png|link=Kazuya/{{{2}}}|x25px|alt=]] [[Kazuya/{{{2}}}|{{{2}}}]] joins the game as a playable character

Fighter Adjustments

Fighter Adjustment
Marth DA's tipper has more damage and knockback. It is also easier to hit
Utilt's tipper has more damage and knockback. It is also easier to hit
DTilt's tipper is easier to hit
Young Link USmash's multi hits are more consistent
Olimar FSmash's sweetspot has more active frames
Rosalina & Luma Luma now comes in front of Rosalina when doing side-B in reverse
Mii Brawler Neutral-B 2 has more range in the front
Side-B 1 does more damage and knockback
Down-B 1 does more shield damage and knockback
Mii Swordfighter Side-B 1 does more damage and knockback
Up-B 1's last hit does more damage and knockback
Down-B 1's invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag
Down-B 3 has less startup
Mii Gunner The cooldown between two shots of Neutral-B 2 has been reduced
Up-B 1 has less startup
Up-B 2 has more invincibility
Down-B 3 has less endlag
Ryu Shakunetsu Hadouken is now more consistent against knocked down opponents
Bayonette Rapid Jab's finisher has more knockback and launches at a different angle
Down-B's slowdown against projectile has been increased
Banjo & Kazooie UTilt has more knockback
FSmash has more knockback
BAir sends at a different angle (knockback stays the same)
Min Min USmash has more startup and less knockback. The reflector also has more startup
Up-B's ledge detection has more startup
Steve Fixed a bug where opponents trapped inside side-B would sometimes go through the stage
Pyra Jab 2's tipper has more hitstun
FSmash has less pushback while charging
Mythra Airdodge has less invincibility frames
Jab 2's tipper has more hitstun
FSmash has less pushback while charging
Neutral-B's last hit now takes the opponent's weight into account

11.0.1

General

  • A shadow change concerning [[File:Wii Fit Trainer_{{{2}}}_Stock.png|link=Wii Fit Trainer/{{{2}}}|x25px|alt=]] [[Wii Fit Trainer/{{{2}}}|{{{2}}}]]'s side-B has been removed in order to match 10.1.0Prior to this patch, WFT's side-B had her landing lag cut in half

11.0.0

General

  • [[File:Pyra_{{{2}}}_Stock.png|link=Pyra/{{{2}}}|x25px|alt=]] [[Pyra/{{{2}}}|{{{2}}}]] and [[File:Mythra_{{{2}}}_Stock.png|link=Mythra/{{{2}}}|x25px|alt=]] [[Mythra/{{{2}}}|{{{2}}}]] 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 the A button on their slot, at the character selection screen

Fighter Adjustments

Fighter Adjustment
Link Matched crumple state's duration with other fighters
Captain Falcon Up-B has less endlag on hit
Jigglypuff Matched crumple state's duration with other fighters
Zelda Matched crumple state's duration with other fighters
Pichu FSmash deals less damage to Pichu
NAir makes his ears invincible during the attack's sweetspot
FAir deals less damage to Pichu
FThrow deals less damage to Pichu
Side-B deals less damage to Pichu
Up-B deals less damage to Pichu
Ganondorf Up-B has less endlag on hit
Zero Suit Samus NAir has increased landing lag
Up-B has more startup
Wario UTilt has less active frames
Down-B has more startup on level 3 and on max charge
Diddy Kong Increased the cooldown between two banana peels
King Dedede 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
R.O.B. Matched crumple state's duration with other fighters
Villager Matched crumple state's duration with other fighters
Little Mac USmash has more active frames
Mii Brawler Matched crumple state's duration with other fighters
Mii Swordfighter Matched crumple state's duration with other fighters
Mii Gunner FSmash has more range
Matched crumple state's endlag with other fighters
Palutena DA has more endlag
FAir has more landing lag
Standing grab has less range
Shulk Matched crumple state's duration with other fighters
Isabelle Matched crumple state's duration with other fighters
Joker Side-B (without Arsene) has more endlag
Down-B (with Arsene) has more endlag on whiff
Hero Matched crumple state's duration with other fighters
Banjo Matched crumple state's duration with other fighters
Byleth DSmash has more knockback
Side-B's tipper has more shieldstun and has less endlag in the air
Up-B has less startup and more knockback against opponents above 50%
Matched crumple state's duration with other fighters
Min Min Matched airdodge's endlag with other fighters
FSmash's charge time has been reduced. Dragon ARM's laser has less knockback
Matched crumple state's duration with other fighters
Steve DSmash has more range
Sephiroth Down-B's multi hits are now more consistent

10.1.0

Misc.

  • Sephiroth Challenge was removed

Fighter Adjustments

Fighter Adjustment
Fox FAir's multi hits are more consistent, on top of having more range
DAir's multi hits are more consistent. The move also has more range
Luigi DA's multi hits are more consistent
Zelda FSmash's multi hits are more consistent. The final hit has more range
Pichu FSmash's last hit has more range
Young Link Aerial up-B's multi hits are more consistent
Toon Link Aerial up-B's multi hits are more consistent
Olimar After throwing a Pikmin with an FSmash or side-B, if there are other Pikmin nearby when using up-B, an air attack using a Pikmin will occur
Rosalina & Luma FAir's multi hits are more consistent. It also has less range above the skirt's hemline. The final hit has more range
Mii gunner UThrow sends at a different angle. The shot also has more range
Duck Hunt FSmash's multi hits are more consistent, on top having a reduced SDI multiplier

10.0.0

General

  • [[File:Sephiroth_{{{2}}}_Stock.png|link=Sephiroth/{{{2}}}|x25px|alt=]] [[Sephiroth/{{{2}}}|{{{2}}}]] 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 [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s DAir
  • Reverted the initial velocity of [[File:Samus_{{{2}}}_Stock.png|link=Samus/{{{2}}}|x25px|alt=]] [[Samus/{{{2}}}|{{{2}}}]]'s and [[File:Dark Samus_{{{2}}}_Stock.png|link=Dark Samus/{{{2}}}|x25px|alt=]] [[Dark Samus/{{{2}}}|{{{2}}}]]'s 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 [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s blocks (neutral-B)
  • Fixed an issue in which characters could fall through the stage when caught between [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s anvil (DAir) and a block (Neutral-B)
  • Fixed an issue in which fighters could be frozen if hit with [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B
  • Fixed an issue in which [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B does not hit opponents when reflected off a wall
  • Fixed an issue in which a fighter caught by [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B teleports to the position in which they were caught
  • Fixed an issue in which [[File:Meta Knight_{{{2}}}_Stock.png|link=Meta Knight/{{{2}}}|x25px|alt=]] [[Meta Knight/{{{2}}}|{{{2}}}]] would clip through any terrain which wasn't native to a stageThings such as [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s blocks or [[File:Pac-Man_{{{2}}}_Stock.png|link=Pac-Man/{{{2}}}|x25px|alt=]] [[Pac-Man/{{{2}}}|{{{2}}}]]'s hydrant after losing a stock

Misc.

  • One of [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s victory animations was changed in order to remove the meat after it has been eaten

9.0.0

General

  • [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]] joins the game as a playable character
  • An issue where the movement delay after a parry was behaving incorrectly against projectiles has been fixedThis change was actually in the game for at least one year, 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

Fighter Adjustment
Donkey Kong Increased grounded side-B's vertical range against grounded opponents
Link USmash's multi hits are more consistent
Pikachu FAir's multi hits are more consistent
Ness DA's third range does more damage and knockback
UTilt does more damage (knockback stays the same)
DAir has less startup
UThrow does more damage
Neutral-B has less startup
Captain Falcon USmash's multi hits are more consistent
Ice Climbers Nana takes less damage and knockback in general, and has an improved AI
DA's double hits are more consistent, on top of having more range
DSmash has more knockback
Side-B starts grabbing the ledge earlier
Up-B covers more distance. Also, Nana automatically using down-B does not prevent the player from using up-B anymore
Sheik UTilt's multi hits are more consistent
Young Link Rapid Jab's finisher is now transcendantCannot clank with any attack
Meta Knight Rapid Jab's finisher is now transcendantCannot clank with any attack
Wario Up-B's multi hits are more consistent
Ivysaur Rapid Jab's finisher is now transcendantCannot clank with any attack
Charizard Side-B's multi hits are more consistent
Up-B's multi hits are more consistent
Sonic DA does more damage (knockback stays the same), on top of having reduced endlag
UTilt has less endlag
USmash's multi hits are more consistent. It also has less startup and more invincibility during startup
UAir's multi hits are more consistent
Lucario Increased the max value the Aura will strengthen damage
Jab 1 has less startup
FTilt's multi hits are more consistent
DSmash has less startup
Up-B has less landing lag
Side-B's projectile has more knockback
Mii Swordfighter Up-B 3's multi hits are more consistent
Robin Rapid Jab's finisher is now transcendantCannot clank with any attack
Shulk USmash's multi hits are more consistent
Shulk takes more knockback while Monado Shield is active
Down-B's counter has more knockback
Bowser Jr. Adjusted certain landing behaviors to no longer prevent passing through platforms
FTilt has more knockback
USmash's multi hits are more consistent
DSmash has less startup
FThrow has more knockback
Ledge Attack does more damage after using up-B
Side-B has more priority
Up-B has less startup
Bayoneta Rapid Jab's finisher is now transcendantCannot clank with any attack
Ridley Rapid Jab is now transcendantCannot clank with any attack
Rapid Jab's finisher is now transcendantCannot clank with any attack
Up-B's landing hitbox when going downwards now only affects grounded opponents
Simon Rapid Jab is now transcendantCannot clank with any attack
Rapid Jab's finisher is now transcendantCannot clank with any attack
DA does more damage, on top of having more base knockback
UTilt has more base knockback
USmash has less startup and more knockback
DSmash has more knockback
Up-B has more range
Richter Rapid Jab is now transcendantCannot clank with any attack
Rapid Jab's finisher is now transcendantCannot clank with any attack
DA does more damage, on top of having more base knockback
UTilt has more base knockback
USmash has less startup and more knockback
DSmash has more knockback
Up-B has more range
Piranha Plant Rapid Jab is now transcendantCannot clank with any attack
Rapid Jab's finisher is now transcendantCannot clank with any attack
Banjo & Kazooie Rapid Jab is now transcendantCannot clank with any attack
Rapid Jab's finisher is now transcendantCannot clank with any attack
Min Min Rapid Jab's finisher is now transcendantCannot 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

  • The tick rate of 1-on-1 battles not involving spectators has been increased from 30Hz to 60Hz, matching the in-game frame rateThis 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

  • [[File:Min Min_{{{2}}}_Stock.png|link=Min Min/{{{2}}}|x25px|alt=]] [[Min Min/{{{2}}}|{{{2}}}]] joins the game as a playable character

Misc.

  • Fountain of Dreams' lag spikes were fixedThe lag that comes from [[File:Wario_{{{2}}}_Stock.png|link=Wario/{{{2}}}|x25px|alt=]] [[Wario/{{{2}}}|{{{2}}}]] 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

Fighter Adjustment
Kirby DA has less endlag and more knockback at the beginning of the move
DSmash has less startup and more knockback
FAir's last two hits does more damage. The last hit has more knockback
BAir's sweetspot has more knockback
Down-B has more knockback
Captain Falcon DA has less endlag
DTilt has more knockback
USmash's second hit has more knockback
Grounded side-B has more range, launches at a different angle and has less knockback
Aerial side-B is easier to spike with
Down-B has less startup. The sweetspot has more knockback
Sheik FSmash's multi hits are more consistent. The last hit also has more range
Falco DTilt has less startup and sends at a different angle
USmash has more active frames and knockback. The multi hits are also more consistent
NAir's last hit comes out faster and has more range
DAir has less endlag and landing lag
Side-B has more active frames and less startup on the ground
Marth DSmash's tipper has more knockback
FAir's tipper is easier to hit
BAir's tipper is easier to hit
UAir's tipper is easier to hit
Mewtwo BAir has more knockback. The tip and middle of the tail also does more damage
UAir has more knockback
DThrow has less endlag
Neutral-B does more damage when uncharged, on top of having less startup and endlag
Up-B has less landing lag (does not apply in freefall)
Meta Knight NAir has more range
FAir has less endlag. The multi hits are also more consistent
BAir's multi hits are more consistent
Neutral-B's sweetspot lasts longer
Up-B is more consistent. The first hit sends at a different angle, and the second hit has more range
Pit DTilt sends at a different angle and has less knockback
USmash's last hit has more knockback
DSmash's front hit sends at a different angle
UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback
Getup attacks' endlag has beed adjusted to match other fighters
Down-B has less endlag
Dark Pit DTilt sends at a different angle and has less knockback
USmash's last hit has more knockback
DSmash's front hit sends at a different angle
UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback
Getup attacks' endlag has beed adjusted to match other fighters
Down-B has less endlag
Ike DA has more knockback
DTilt has less knockback
NAir has more knockback and the sourspot has beed reduced
FAir has less endlag and more damage (knockback stays the same)
Up-B's final hit has more knockback and sends at a different angle. Ike also can't trade after ascendingNeeds clarification
Ivysaur Rolling techs' duration now matches the rest of the cast
Diddy Kong DA's multi hits are more consistent. The final hit has more range
FTilt has more range near the hands. It also sends at a different angle, and the sourspot has more active frames
DSmash has less startup, and the second hit has more active frames
FAir has more range at the beginning
The cooldown between two banana throws has been extended
King Dedede UTilt does more damage and has more knockback
DTilt sends at a different angle
FAir has more knockback
Uair's final hit has more knockback
Neutral-B has less startup. Fighters can also be inhaled from further away if used on the ground
Villager Jab's multi hits are more consistent
Utilt's multi hits are more consistent. The arm and the head are also invincible
USmash's fireworks does more damage and has more knockback
UAir has more knockback
DAir has less startup
Planting a seed (down-B) and watering it has less endlag
Axe swings has more knockback and does more shield damage
Mega Man Rolling techs' duration now matches the rest of the cast
Wii Fit Trainer DTilt sends at a different angle
USmash has less startup
DSmash has less endlag
FAir has less endlag and landing lag
Neutral-B has more knockback
Little Mac Rolling techs' duration now matches the rest of the cast
Getup attacks' endlag has beed adjusted to match other fighters
Pac-Man Rolling techs' duration now matches the rest of the cast
Duck Hunt Rolling techs' duration now matches the rest of the cast
Corrin FSmash's tipper has more knockback, on top of having more range. It also does more shieldstun
FAir does more damage (knockback stays the same)
Bair's sweetspot does more damage and has more knockback
Uair does more damage and has more knockback
Side-B's lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag
Bayonetta FTilt 3 has less endlag
UTilt has less startup. The multi hits are more consistent. The final hit has more range and active frames
FSmash has more knockback and active frames
Side-B has less endlag. Same goes for the follow up
Up-B's SDI multiplier has been decreased
Ridley 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
King K. Rool DA has more knockback. The sweetspot also lasts longer
USmash does more damage and has more knockback
BThrow sends at a different angle
Side-B's crown has more priority
Belly armor is more durable in general
Isabelle DA has less startup
UTilt has less endlag
USmash has less startup
Uair has more knockback
DAir has less startup
Incineroar USmash has more knockback
Grabs has less startup in general
FThrow has knockback
Side-B starts grabbing sooner. Lariat also has more knockback on hit
Down-B has less endlag. On hit, the power up is increased
Piranha Plant Utilt sends at a different angle and has less startup
DSmash has less startup
FAir has less startup
BAir has more knockback
Uair does more damage and has more knockback
Hero Kaboom's multi hits are more consistent
Banjo & Kazooie Ledge Attack's back hit has more range

7.0.0

General

  • [[File:Byleth_{{{2}}}_Stock.png|link=Byleth/{{{2}}}|x25px|alt=]] [[Byleth/{{{2}}}|{{{2}}}]] joins the game as a playable character

Fighter Adjustments

The shield size update
Fighter Adjustment
Donkey Kong Increased shield size
DK's head is now invincible when releasing shield
Link Increased shield size
Samus DA's sweetspot does more damage
USmash has more knockback
DSmash has more knockback
UThrow has more knockback
ZAir does more damage and has more active frames
Increased shield size
Dark Samus DA's sweetspot does more damage
USmash has more knockback
DSmash has more knockback
UThrow has more knockback
ZAir does more damage and has more active frames
Increased shield size
Their right arm is now invincible when pressing shield
Yoshi Increased shield size
Yoshi's head and legs are now invincible when pressing shield
Kirby Increased shield size
Fox Changed animation when shielding attacksPreviously, Fox went back to his Smash 4 shielding animation after shielding one attack
Pikachu Increased shield size
Captain Falcon Jab 1 is more consistent
Increased shield size
Bowser Increased shield size
Ice Climbers Increased shield size
Sheik DSmash has less startup and is more consistent
Standing grab has more range
Aerial neutral-B has less landing lag
Side-B has less endlag. The explosion is now transcendant and has more active frames
Up-B's explosion has more knockback
Increased shield size
Zelda FTilt does more damage and has more knockback
NAir is more consistent and has less landing lag
UAir has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback
Side-B has more active frames and a bigger sweetspot
Down-B does more damage and has more knockback
Increased shield size
Dr. Mario DTilt does more damage and has more knockback
DTilt does more hitstun and has less knockback
NAir's sweetspot does more damage and has more knockback
DAir has more active frames
Up-B's sweetspot has more knockback
Pichu Increased shield size
Falco Increased shield size
Young Link Jab 1 has less startup
USmash has more knockback
UAir has more knockback
FThrow has more knockback
ZAir is faster and launches at a different angle. It also does more hitstun
Increased shield size
Ganondorf Increased shield size
Mewtwo Changed animation while shielding in order to prevent shield pokes
Increased shield size
Mr. Game & Watch Increased shield size
Meta Knight Increased shield size
Pit Increased shield size
Dark Pit Increased shield size
Zero Suit Samus Down-B's bury is shorter
Increased shield size
Snake Increased shield size
Snake's head is now invincible when pressing shield
Squirtle Increased shield size
Charizard Increased shield size
Diddy Kong Diddy's arm is now invincible when releasing shield
Sonic Increased shield size
King Dedede Increased shield size
Olimar Increased shield size
Lucario Increased shield size
Toon Link DA has less endlag
DSmash has more knockback
BAir has less startup
DAir's sourspot does more damage and has more knockback
ZAir has more active frames
Wolf Increased shield size
Villager Increased shield size
Wii Fit Trainer Increased shield size
Little Mac Increased shield size
Greninja Increased shield size
Mii Brawler Down-B 3's grab is bigger
Mii Swordfighter Increased shield size
Palutena UTilt's last hit does more damage and has more knockback
DSmash's sweetspot has more knockback
NAir has less knockback, and the last hit has less range against airborne opponents
DThrow has more knockback
Increased shield size
Pac-Man Increased shield size
Bowser Jr. Increased shield size
Duck Hunt Rapid jab does more hitstun
Increased shield size
Ryu Heavy DTilt sends at a different angle
DSmash is now special cancellable on hitAlso doable on whiff. This is known as a kara cancel. It also does less shield damage
Neutral-B does more shieldstun
Shakunetsu Hadouken is more consistent
Ryu's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback
Increased shield size
Ken Heavy DTilt sends at a different angle
DSmash is now special cancellable on hitAlso doable on whiff. This is known as a kara cancel. It also does less shield damage
Ken's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback
Increased shield size
Cloud DA's sweetspot has more knockback
FSmash is more consistent
USmash has less startup, as well as more knockback on the tipper
Down-B fills the Limit gauge faster
Increased shield size
Corrin Increased shield size
Bayonetta Increased shield size
Ridley Ridley's wing is now partly invincible when pressing or releasing shield
Changed animation while shielding in order to prevent shield pokes
King K. Rool Adjusted the center of King K. Rool's shield in order to match other fighters
Increased shield size
Incineroar Increased Side-B's Lariat (and back body drop)'s knockback against non grabbed opponents
Piranha Plant The Plant's lips are now invincible when releasing shield
Joker Downwards shots with aerial neutral-B has less range
Arsene gauge depletes faster when Joker gets hit while Arsene is summonedThis 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 Terry could freeze some characters when hit by Buster Wolf

6.0.0

General

  • [[File:Terry_{{{2}}}_Stock.png|link=Terry/{{{2}}}|x25px|alt=]] [[Terry/{{{2}}}|{{{2}}}]] joins the game as a playable character

Online

  • Several QoLQuality of Life changes were made to arenas

Fighter Adjustments

Fighter Adjustment
Donkey Kong FTilt has more knockback
NAir does more damage and has more range
Fully charged neutral-B has more knockback. The charge time for neutral-B has also been reduced
Grounded up-B's armor comes out earlier. The multi hits are more consistent against airborne opponents. The final hit has more knockback
Grounded down-B has less startup and endlag
Kirby Jab 1 has less startup
USmash's sourspot has more knockback
NAir has less startup. The sweetspot also has more knockback
UAir does more damage and has more knockback, on top of less startup
Neutral-B starts inhaling stuff earlier. Kirby's Copy Abilities are made harder to remove (outside of taunting)
Jigglypuff AirdodgesNeutral and directional has less endlag
DAir has less landing lag, as well as a larger autocancel windowIt can now be autocancelled from a short hop if the move was buffered
FThrow sends at a different angle
Neutral-B's charge time has been shortened
Side-B does more hitstun and shield damage
Robin FTilt has more knockback
NAir has less startup
The time for going from one version of neutral-B to another has been shortened
Side-B's fireball goes further (flame pillar stays the same)
When the Levin gauge is empty, Smash attacks fills up the gauge a bit more
King K. Rool NAir has less landing lag
FAir's sweetspot does more damage, has more range and sticks out longer
UAir has more active frames. The sweetspot has more knockback
Neutral-B has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback
Down-B's counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger
Incineroar Jab 3 does more damage and has more knockback
FAir has more active frames. A late hit does less damage
DAir's spike is easier to hit
Neutral-B's early hit does more damage and has more range. The move lasts longer
Down-B has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback
Hero Rosalina's down-B and Villager/Isabelle's neutral-B no longer affects KafrizzNeutral-B with max charge after hitting an opponent

5.0.0

General

  • [[File:Banjo & Kazooie_{{{2}}}_Stock.png|link=Banjo & Kazooie/{{{2}}}|x25px|alt=]] [[Banjo & Kazooie/{{{2}}}|{{{2}}}]] joins the game as a playable character

Fighter Adjustments

Fighter Adjustment
Universal Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge
The time where a character can move after teching a grab has been made more consistent across the board
Yoshi Can now buffer a grab after a roll or a spotdodge
Peach Up-B's multi hits are more consistent
Daisy Up-B's multi hits are more consistent
Ice Climbers Nana can ledge trump again
Villager USmash is more consistent against buried opponents
Rosalina & Luma Fixed a bug where Luma couldn't act after Rosalina got hit by Hero's Snooze
Joker The misstech animation facing down has been adjusted to match other fighters
Hero The final hit of Kafrizz can now be shieldedWhen shield is already out. Clarifications are needed, reflected and absorbed
Magic Burst's multi hits does more hitstun
The misstech animation facing down has been adjusted to match other fighters

4.0.0

General

  • [[File:Hero_{{{2}}}_Stock.png|link=Hero/{{{2}}}|x25px|alt=]] [[Hero/{{{2}}}|{{{2}}}]] joins the game as a playable character

Misc.

  • Training mode's combo counter is more accuratePrior 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

The wakeup divekick update
Fighter Adjustment
Mario Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Donkey Kong Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Link Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Aerial up-B has less knockback when all hits doesn't connect
Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around
Samus Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
USmash has less knockback when all hits doesn't connect
Dark Samus USmash has less knockback when all hits doesn't connect
Yoshi FSmash has less pushback when charging
Fox Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Peach Neutral-B is more consistent against attacks that are countered from behind
Up-B has less knockback when all hits doesn't connect
Daisy Nautral-B is more consistent against attacks that are countered from behind
Up-B has less knockback when all hits doesn't connect
Bowser DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Sheik DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Young Link Young Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around
Mewtwo The tail's hurtbox has been made smaller
USmash has more active frames and more knockback
DSmash has less endlag
BThrow does more damage
Side-B has less startup, and reflects projectiles earlier
Mr. Game & Watch DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Pit Jab 1 has less startup
UTilt has less endlag
DSmash's front hit has more knockback
BAir has less landing lag
DAir's spike has more knockback
Dark Pit Jab 1 has less startup
UTilt has less endlag
DSmash's front hit has more knockback
BAir has less landing lag
DAir's spike has more knockback
Zero Suit Samus DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Snake Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters
Pokémon TrainerThese 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
Ivysaur DAir's sweetspot has less range. The sourspot has less knockback
Side-B has more startup and more endlag
Aerial up-B's sweetspot has less knockback
Charizard FTilt's sweetspot has more knockback
FSmash does more damage and has more knockdown
USmash has less knockback when all hits doesn't connect
NAir has more active frames and less landing lag
FThrow has more knockback
Side-B grabs ledges earlier
Lucas DA has more active frames
FTilt does more damage at the beginning of the move. The sweetspot has more knockback
USmash has more invincibility at the start of the move
UAir has less endlag
Side-B has less landing lag
Sonic DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Olimar When using a Purple Pikmin, FSmash has more range and more active frames
R.O.B. Jab 1's tipper does less hitstun
Toon Link DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Toon Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around
Villager USmash's multi hits are more consistent
Rosalina & Luma Rosalina is easier to grab from the front
Luma goes in front of Rosalina when doing jab 1 in the other direction
Luma goes in front of Rosalina when doing FSmash in the other direction
Luma goes in front of Rosalina when doing USmash in the other direction
Greninja DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Little Mac Jab 3's endlag will no longer be reduced depending on the timing after pressing jab 2This 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
Mii Brawler Fall speed has been reverted to how it was in 3.0.0
Neutral-B 2 has less startup and more knockback
Up-B 1 has more knockback
Mii Swordfighter Neutral-B 3 is more consistent
Mii Gunner USmash's multi hits are more consistent
USmash has less knockback when all hits doesn't connect
Pac-Man The fruit from neutral-B will no longer drop when charging, even after a forced side switchFor example, being hit by [[File:Mario_{{{2}}}_Stock.png|link=Mario/{{{2}}}|x25px|alt=]] [[Mario/{{{2}}}|{{{2}}}]]'s side-B
Ryu Any attack buffered out of parry will now be done while facing the opponent
Ken Any attack buffered out of parry will now be done while facing the opponent
Corrin FSmash has more knockback
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Jumping after using side-B has less endlag
Up-B covers a greater distance, both horizontally and vertically
Bayonetta DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Ridley USmash has more active frames and more knockback
BAir does more damage
UAir's sweetspot has more range and is easier to hit
DA has more range
Jumping out of side-B has less endlag. Additionally, the throw after reaching the ledge has more knockback
Up-B has less startup and moves faster
Simon DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Richter DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun
Isabelle Rolls covers a greater distance
It is easier to combo jab 1 into itself
USmash has more knockback
Side-B's UThrow has more knockback. It also starts grabbing opponents earlier
Down-B comes out faster when activated
Piranha Plant Side-B now has a damage cap when reflected[[File:Villager_{{{2}}}_Stock.png|link=Villager/{{{2}}}|x25px|alt=]] [[Villager/{{{2}}}|{{{2}}}]] and [[File:Isabelle_{{{2}}}_Stock.png|link=Isabelle/{{{2}}}|x25px|alt=]] [[Isabelle/{{{2}}}|{{{2}}}]] 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
Down-B does more shield damage and has less endlag. It also has less charge time
Joker 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

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

3.0.1

3.0.0

2.0.2

2.0.1

2.0.0

1.2.1

1.2.0

1.1.0

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