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SSBU/Version/3.1.0

From Dragdown
< SSBU‎ | Version
Version 3.1.0

Date Released: May 30, 2019

Links
Official Site


Previous Version
3.0.1
Next Version
4.0.0

3.1.0

Online

  • New Quickplay rules can be chosen

Fighter Adjustments

The consistent jab update
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 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

The Ice Climbers gets back their double jumps the same way as other fighters do
NanaRefers to the second Ice Climber, regardless of the color used (some of Ice Climbers' colors swaps Popo and Nana's place) will no longer jump when inputting 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

Fsmash 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 > Jab 3 is more consistent
Jab 2 moves Snake forward a bit more

Ivysaur

Nair is more consistent

Charizard

Jab 1 > Jab 2 is more consistent
Jab 2 > Jab 3 is more consistent
Jab 2 moves Charizard forward a bit more

Diddy Kong

Jab 1 > Jab 2 is more consistent
Jab 2 has more range
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 shortened
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 endlag
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 > Jab 3 is more consistent
Jab 2 has more range
Jab 3 makes Wolf move forward
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's Dash Attack has less endlag
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 > Jab 2 is more consistent
Jab 1 has less endlag
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. Neutral-B 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 and has a decreased SDI multiplier. 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 Kick 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 2 > Jab 3 is more consistent
Jab 3's hitbox has been moved forward

King 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 > Jab 2 is more consistent
Jab 2 > Jab 3 is more consistent
Jab 1's elbow hit sends at a different angle

Piranha Plant

Jab 3 has more range
Rapid Jab does more hitstun

Joker

EigaonSide-B when Arsene is active is more consistent

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