< SSBU
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
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
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 |