Welcome to the official Patch Notes thread for v13.0.1 of Ultimate, the final balance patch for Super Smash Bros. Ultimate!
Previous patch notes threads can be found in the Archived Threads forum.
Please use the Competitive Character Impressions Thread for discussion of this patch (which has been ongoing!) unless evidence of the contrary via unlisted changes arrives. Changes will still be listed below regardless. Changes that are not listed in Nintendo's patch notes but uncovered via datamines are listed in italics.
All character numerical values are presented in the base format, without the 1-v-1 multiplier.
Character Changes
Previous patch notes threads can be found in the Archived Threads forum.
Please use the Competitive Character Impressions Thread for discussion of this patch (which has been ongoing!) unless evidence of the contrary via unlisted changes arrives. Changes will still be listed below regardless. Changes that are not listed in Nintendo's patch notes but uncovered via datamines are listed in italics.
What Nintendo's official patch notes terms mean:
*Nintendo does not always specify if both BKB (Base knockback) and KBG (knockback growth) have been changed or just one of them when using the term "launch distance."
- "Attack speed" - Startup
- "Power" / "Attack power" - Damage
- "Attack range" - Hitbox size
- "Launch distance" - Base knockback (BKB) and/or Knockback growth (KBG)*
- "Launch angle" - Knockback angle
- "Undamaged launch distance" - Base knockback (BKB)
- "Vulnerability" - Endlag / First active frame (FAF)
- "Vulnerability when Landing" - Landing lag
- "Landing time" - Aerial auto-cancel window
- "Time until launched opponents can move" - Hitstun
- "Hitstun time" - Hitlag
- "Hitstun Shuffle Distance" - SDI multiplier
- "Super armor" - Damage-based armor or knockback-based armor
- "invincibility" - invulnerability frames
- "Hit detection" - Active frames
- "Easier to hit multiple times" - Made hits of a multi-hit move link more reliably
*Nintendo does not always specify if both BKB (Base knockback) and KBG (knockback growth) have been changed or just one of them when using the term "launch distance."
All character numerical values are presented in the base format, without the 1-v-1 multiplier.
Character Changes
Bowser Jr.
- Dash Attack
- Made it easier to hit multiple times.
- Multihit damage: 1.8% -> 2.0%
- Total damage: 13% -> 14%
- Down Tilt
- Made it easier to hit multiple times.
- Adjusted knockback angle for the final hit.
- Up Smash
- Hits 2-4 base damage: 1.3% -> 1.7%
- Final hit damage: 2.3% -> 3.1%
- Total damage: 13.2% -> 15.2%
- Side Special
- Increased knockback for the ending spin.
- Dash Attack
Cloud
- Down Special (While in Limit)
- Ground Startup: 14f -> 12f
- Total duration: 86f -> 84f
- Air Startup: 16f -> 14f
- Total duration: 89f -> 87f
- Ground Startup: 14f -> 12f
- Down Special (While in Limit)
Donkey Kong
- Neutral Attack 2
- Active frames: 2f -> 3f
- Total frames: 34f -> 31f
- Down Tilt
- Hitstun at 0%: 9f -> 14f
- Hitstun at 100%: 28f -> 33f
- Neutral Special
- Full Charge super armor frames: 11-20f -> 9-20f
- Neutral Attack 2
Daisy
- Side Special
- Ledge grabbable duration: 16-37f -> 16f onwards
- Side Special
Falco
- Dash Attack
- Early Damage: 9% -> 10.5%
- Shieldstun: 9 -> 10
- Late Damage: 6% -> 7.5%
- Shieldstun: 6 -> 8
- Early KBG: 70 -> 63
- Late KBG: 70 -> 61
- Early Damage: 9% -> 10.5%
- Side Smash
- Adjusted hitboxes to match visuals.
- Dash Attack
Ice Climbers
- Dash Attack
- Startup frames: 11f -> 9f
- Total duration: 41f -> 39f
- Down Smash
- Increased knockback.
- Up Special
- Startup frames: 16f -> 14f
- Earliest frame Nana can ledgegrab: 16f -> 14f
- Dash Attack
Ike
- Neutral Attack 3
- Damage: 5% -> 7%
- Increased knockback.
- Up Smash
- BKB: 50 -> 49
- KBG: 86 -> 90
- Side Special
- Grounded Base Damage: 6% -> 9%
- Increased knockback for the early part of the dash.
- Neutral Attack 3
Inkling
- Shield & Special / Ink Charge
- Release charge duration: 29f -> 24f
- Minimum total duration: 43f -> 38f
- Side Tilt
- Damage: 9% -> 10%
- Shieldstun: 9 -> 10
- Damage: 9% -> 10%
- Up Tilt
- Increased hitbox size to hit better against grounded opponents.
- Side Smash
- Adjusted hitbox size to make it easier to hit with the sweetspot.
- Neutral Special
- Extended maximum distance of shots.
- Shield & Special / Ink Charge
Link
- Neutral Attack 1
- Startup frames: 8f -> 7f
- Total duration: 24f -> 23f
- Down Tilt
- Adjusted knockback angle.
- Up Smash
- Increased knockback for final hit.
- Neutral Attack 1
Mega Man
- Dash Attack
- Increased knockback for the final hit.
- Startup frames: 8/11/14/17/20/23/26/36f-> 7/10/13/16/19/22/25/35f
- Total frames: 60f -> 59f
- Down Smash
- Increased hitbox size downwards.
- Side Special
- Increased damage.
- Dash Attack
Meta Knight
- Up Smash
- Increased hitbox size.
- Adjusted the move so the first two strikes will no longer trip opponents.
- Forward Air
- Hits 1 & 2 Damage: 1.5% -> 2%
- Back Air
- Hits 1 & 2 Damage: 1.5% -> 2%
- Up Throw
- KBG: 70 -> 76
- Up Smash
Mewtwo
- Side Tilt
- Close Hit damage: 11% -> 12%
- Shieldstun: 10 -> 11
- Mid Hit damage: 10% -> 11%
- Far hit damage: 9% -> 10%
- Shieldstun: 9 -> 10
- Increased knockback.
- Close Hit damage: 11% -> 12%
- Forward Throw
- Shadow Ball damage: 2.0 -> 2.4%
- Total damage: 13% -> 15%
- Side Tilt
Min Min
- ARMS Shield Damage
- Ram Ram: 0 -> -2.5
- Dragon: 0 -> -2.5
- Megawatt: 0-> -3.5
- Ram Ram (Smash): 0 -> -4
- Dragon (Smash): 0 -> -3.5
- Megawatt (Smash): 0-> -6
- Adjusted jab reset animation to match other fighters.
- Neutral Air
- Landing lag: 10f -> 12f
- Side Smash (Dragon)
- Reduced active frames of the beam portion of the move.
- ARMS Shield Damage
Mythra
- Adjusted jab reset animation to match other fighters.
- Side Smash
- Reduced knockback.
Peach
- Side Special
- Ledge grabbable duration: 16-37f -> 16f onwards
- Side Special
Piranha Plant
- Side Tilt
- Increased knockback for second hit.
- Down Tilt
- Active frames: 9-10f -> 9-11f
- Endlag: 28f -> 26f
- Down Air
- Meteor effect active time: 2f -> 3f
- Down Special
- Minimum startup: 20f -> 19f
- Total frames: 64 to 115f -> 63 to 114f (+5 if Plant tips during charge)
- Armor startup: 18f -> 17f
- Side Tilt
Pyra
- Adjusted jab reset animation to match other fighters.
- Side Special
- Increased endlag by 4f.
- Total Duration: 56f -> 52f
Rosalina &Luma
- Reduced the knockback Luma takes when they are launched.
- Down Smash
- Increased hitbox size for Rosalina inwards.
Ridley
- Dash Attack
- Damage: 12% -> 13.5%
- Shieldstun: 11 -> 12
- KBG: 70 -> 67
- Damage: 12% -> 13.5%
- Dash Attack
Robin
- Flurry Attack
- Multihit damage: .7% -> .9%
- Increased hitbox size.
- Flurry Attack Finisher
- Increased hitbox size.
- Flurry Attack
Ryu
- F-Tilt (Strong) startup 16/18f -> 14/16f
- Total duration: 37f -> 35f
- F-Tilt (Strong) startup 16/18f -> 14/16f
- Neutral Special
- Normal Input
- Damage: 7.0-8.0 -> 9.0-10.0
- Shield hitlag duration: 9-10f -> 11-11f
- Shieldstun 8-8 -> 10-10
- Command Input
- Damage: 8.7-10.0% -> 10.8-12.0%
- Shield hitlag duration: 10-11f -> 12-12f
- Shieldstun: 10-10 -> 12-12
- Shakunetsu Input
- Final hit damage: 7.3% -> 9.3%
- Total damage: 11.7% -> 13.7%
- Final hit shield hitlag duration: 10f -> 11f
- Shieldstun: 3 -> 4
- Normal Input
- Side Special
- Grounded total duration: 58-90f -> 54-86f
- Command input total duration: 58-90f -> 54-86f
Sora
- Adjusted getup animations to match other fighters.
S
eve
- Up Smash
- FKB: 40 -> 20
- Up Smash
Wario
- Neutral Attack 1
- Damage: 4 -> 5%
- Shieldstun: 5 -> 6
- Reduced endlag by 2f.
- Total duration: 29f -> 27f
- Damage: 4 -> 5%
- Neutral Attack 2
- Damage: 5 -> 7
- Shieldstun: 6 -> 7
- Reduced endlag by 4f.
- Total duration: 33f -> 29f
- Damage: 5 -> 7
- Neutral Attack 1
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