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SSBU/Patch Notes

From Dragdown
Revision as of 06:40, 20 September 2022 by Naptec (talk | contribs) (Made the page a bit nicer to read (kinda pointless but whatever). Only 13.0.1 has been done for now, will do the rest later. Also added a disclaimer on top of the page)
These patch notes will only list changes that had an impact on competitive play. As such, things like Spirits, new game modes, Final Smashes and non legal stages will not be listed

13.0.1

Fighter Adjustments

Fighter Adjustment
[[File:Donkey Kong_{{{2}}}_Stock.png|link=Donkey Kong/{{{2}}}|x25px|alt=]] [[Donkey Kong/{{{2}}}|{{{2}}}]]

Jab 2 has less endlag
Dtilt does more hitstun
Neutral-B's super armor is active sooner

[[File:Link_{{{2}}}_Stock.png|link=Link/{{{2}}}|x25px|alt=]] [[Link/{{{2}}}|{{{2}}}]]

Jab 1 has less startup
Dtilt sends at a different angle
Usmash has more knockback

[[File:Peach_{{{2}}}_Stock.png|link=Peach/{{{2}}}|x25px|alt=]] [[Peach/{{{2}}}|{{{2}}}]]

Side-B can grab ledges easier

[[File:Daisy_{{{2}}}_Stock.png|link=Daisy/{{{2}}}|x25px|alt=]] [[Daisy/{{{2}}}|{{{2}}}]]

Side-B can grab ledges easier

[[File:Ice Climbers_{{{2}}}_Stock.png|link=Ice Climbers/{{{2}}}|x25px|alt=]] [[Ice Climbers/{{{2}}}|{{{2}}}]]

Dash Attack has less startup
Up-B has less startup. It is also easier to grab the ledge

[[File:Falco_{{{2}}}_Stock.png|link=Falco/{{{2}}}|x25px|alt=]] [[Falco/{{{2}}}|{{{2}}}]]

Dash Attack does more damage (knockback stays the same)
Fsmash now matches the visual

[[File:Mewtwo_{{{2}}}_Stock.png|link=Mewtwo/{{{2}}}|x25px|alt=]] [[Mewtwo/{{{2}}}|{{{2}}}]]

Ftilt has more damage and knockback
Fthrow does more damage

[[File:Meta Knight_{{{2}}}_Stock.png|link=Meta Knight/{{{2}}}|x25px|alt=]] [[Meta Knight/{{{2}}}|{{{2}}}]]

Ftilt does more damage and has more knockback
Fthrow does more damage
Usmash has more range and will no longer trip with the first two hits.
Fair does more damage
Bair does more damage
Uthrow has more knockback

[[File:Wario_{{{2}}}_Stock.png|link=Wario/{{{2}}}|x25px|alt=]] [[Wario/{{{2}}}|{{{2}}}]]

Jab 1 does more damage and has less endlag
Jab 2 does more damage (knockback stays the same). It also has less endlag

[[File:Ike_{{{2}}}_Stock.png|link=Ike/{{{2}}}|x25px|alt=]] [[Ike/{{{2}}}|{{{2}}}]]

Jab 3 does more damage and has more knockback
Usmash's sweetspot has more knockback
Grounded side-B does more damage and knockback

[[File:Mega Man_{{{2}}}_Stock.png|link=Mega Man/{{{2}}}|x25px|alt=]] [[Mega Man/{{{2}}}|{{{2}}}]]

Dash Attack has less startup and more knockback
Dsmash hits lower
Side-B does more damage

[[File:Rosalina & Luma_{{{2}}}_Stock.png|link=Rosalina & Luma/{{{2}}}|x25px|alt=]] [[Rosalina & Luma/{{{2}}}|{{{2}}}]]

Luma takes less knockback
Rosalina's Dsmash hits closer to herself

[[File:Robin_{{{2}}}_Stock.png|link=Robin/{{{2}}}|x25px|alt=]] [[Robin/{{{2}}}|{{{2}}}]]

Rapid Jab has more range and does more damage
Rapid Jab's finisher has more range

[[File:Bowser Jr._{{{2}}}_Stock.png|link=Bowser Jr./{{{2}}}|x25px|alt=]] [[Bowser Jr./{{{2}}}|{{{2}}}]]

Dash Attack is more consistent and does more damage.
Dtiltis more consistent and sends at a different angle
Usmash does more damage
Side-B has more knockback when spinning

[[File:Ryu_{{{2}}}_Stock.png|link=Ryu/{{{2}}}|x25px|alt=]] [[Ryu/{{{2}}}|{{{2}}}]]

Heavy FTilt has less startup
Neutral-B does more damage (knockback stays the same)
Grounded side-B has less endlag

[[File:Cloud_{{{2}}}_Stock.png|link=Cloud/{{{2}}}|x25px|alt=]] [[Cloud/{{{2}}}|{{{2}}}]]

Limit Down-B has less startup

[[File:Inkling_{{{2}}}_Stock.png|link=Inkling/{{{2}}}|x25px|alt=]] [[Inkling/{{{2}}}|{{{2}}}]]

Recharging ink has less endlag
Ftilt does more damage and has more knockback
Utilt is more consistent against grounded opponents
Fsmash's sweetspot is bigger
Neutral-B has more range

[[File:Ridley_{{{2}}}_Stock.png|link=Ridley/{{{2}}}|x25px|alt=]] [[Ridley/{{{2}}}|{{{2}}}]]

Dash Attack does more damage and has more knockback

[[File:Piranha Plant_{{{2}}}_Stock.png|link=Piranha Plant/{{{2}}}|x25px|alt=]] [[Piranha Plant/{{{2}}}|{{{2}}}]]

Ftilt 2 has more knockback
Dtilt has more active frames and less endlag
Dair's spike lasts longer
Down-B can be charged for a shorter amount of time

[[File:Min Min_{{{2}}}_Stock.png|link=Min Min/{{{2}}}|x25px|alt=]] [[Min Min/{{{2}}}|{{{2}}}]]

All arms do less shield damage
Knockdown animation adjusted to match other fighters
Nair has more landing lag
Dragon Laser lasts less long

[[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]

Reduced hitstun on Usmash multihits

[[File:Pyra_{{{2}}}_Stock.png|link=Pyra/{{{2}}}|x25px|alt=]] [[Pyra/{{{2}}}|{{{2}}}]]

Knockdown animation adjusted to match other fighters
Side-B has more endlag

[[File:Mythra_{{{2}}}_Stock.png|link=Mythra/{{{2}}}|x25px|alt=]] [[Mythra/{{{2}}}|{{{2}}}]]

Knockdown animation adjusted to match other fighters
Fsmash has less knockback

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

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

Dash Attack'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 is 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's self-damage has been reduced
NAir makes his ears invincible during the attack's sweetspot
FAir's self-damage has been reduced
FThrow's self-damage has been reduced
Side-B's self-damage has been reduced
Up-B's self-damage has been reduced

Ganondorf

Up-B has less endlag on hit

Zero Suit Samus

NAir has more 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

Dash Attack 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 is more consistent, on top of having more range
DAir is more consistent. The move also has more range

Luigi

Dash Attack is more consistent

Zelda

FSmash is more consistent. The final hit has more range

Pichu

FSmash's last hit has more range

Young Link

Aerial up-B is more consistent

Toon Link

Aerial up-B is 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 is 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 Steve's blocks/anvil or Pac-Man'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 is more consistent

Pikachu

FAir is more consistent

Ness

Dash Attack's third hit 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 is more consistent

Ice Climbers

Nana takes less damage and knockback in general, and has an improved AI
Dash Attack'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 is more consistent

Ivysaur

Rapid Jab's finisher is now transcendantCannot clank with any attack

Charizard

Side-B is more consistent
Up-B is more consistent

Sonic

Dash Attack does more damage (knockback stays the same), on top of having reduced endlag
UTilt has less endlag
USmash is more consistent. It also has less startup and more invincibility during startup
UAir is more consistent

Lucario

Increased the max value Aura will strengthen damage
Jab 1 has less startup
FTilt is more consistent
DSmash has less startup
Up-B has less landing lag
Side-B's projectile has more knockback

Mii Swordfighter

Up-B 3 is more consistent

Robin

Rapid Jab's finisher is now transcendantCannot clank with any attack

Shulk

USmash is 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 is 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
Dash Attack 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
Dash Attack 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

Dash Attack 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

Dash Attack 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 is 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. It has also been made 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. It has also been made more consistent
BAir is 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

Dash Attack has more knockback
DTilt has less knockback
NAir has more knockback and the sourspot has beed reduced
FAir has less endlag and does 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

Dash Attack is 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 is more consistent
Utilt is 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 and is 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

Dash Attack 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

Dash Attack 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 more 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

Dash Attack'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

Dash Attack'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 > Jab 2 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

Dash Attack 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

Dash Attack'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

AirdodgesBoth neutral 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 is more consistent

Daisy

Up-B is 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

Dash Attack 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 prior to 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
Dash Attack 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 inputting 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 1 > 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 ground
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 consistent
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 projectilesHadoken and Shakunetsu Hadoken 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 decreased
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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