Four new Smash Tag icons have been added, all relating to Byleth: the default male and female skins, and the Enlightened One male and female skins. He's the biggest character in the game while simultaneously the most fragile character. Mega Man’s Black Hole Bomb redone – let go of special attack while it is overlapping an opponent to trap them! Completing a rematch will give a score and some. Increased the amount of time opponents will be in the damage animation when hit at the beginning of Magic Burst.

AN AUTOUPDATER!

Though it is not necessarily short, it is still missing some vital information. Attackboxes are smaller after first spin. Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated, Shonen Jump characters are now listed chronologically on character select, Zelda and Sheik completely separated on character select, Rules menu box now covers “KO Fest/Stock Survival Match” text in character select, Moved stages on stage select to roughly resemble the order of characters on the character select, Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors, Fixed stage select and stage switch icons, Redid stage select preview window to look like a cleaner version of the old one, Moved the hazards switch to the top-left corner and redid the graphics for it, Updated the Boxes on the Results screen with missing info that was hidden, Strong meteor smashes play a special sound effect (between angles 200 and 340), New tech sound added for techs, tech rolls, and wall techs, Sword vs Spears event team colors switched, Fixed error when changing start damage setting from the Rules menu outside of the character select, Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc. Modified attackbox positioning to prevent potential hit misses. Attackbox is larger and fully covers Kirby.

This may cause matchmaking to take more time.

Reduced the low-damage window. Please use a html5 video capable browser to watch videos.

6.0.0. Increased the speed that super armor activates when using the move on the ground. Weapon Change now doesn’t flip when facing the other way (Left is always Black Hole Bomb, Right is always Crash Bomber). Final Smash & FS Meter: Crouching opponents will now be launched the same as …

(100 -> 55), Neutral air knockback scaling increased. Increased horizontal death boundaries on first form. Increased power of second and last attack. Increased the downward attack range when used on the ground. Rosalina can be more easily grabbed from the front when walking, crouching, and shielding when Luma is following.

Now possible on hit to cancel the attack animation into a special move.

Reduced the range opponents will be pushed while charging.

2.0.2. Charge indicator is now invisible when Wario is. 1.6.0 – DLC: Ver. effects (fast fall, shield hit, etc. Increased connection stability within Battle Arenas.

(133 -> 105), Forward air damage increased. The Arena ID is now shown in the top right below the Player List button, in addition to being present on the Rules popup as before.

Extended launch distance when hit with the sword tip.

Note that the above requires a Nintendo Switch Online membership. Adjusted the attack range when used just before landing. Charging increases damage and kick distance, Does not give you a vertical boost anymore, Damage 20, angle 90, base knockback 43, knockback scaling 90.

3.1.0.

), Triggering hitbox bigger when it first comes out, then shrinks (instead of the other way around), Explosion can no longer be reflected or absorbed, Explosion made slightly bigger to multihit better, No longer disappears after a set time, instead staying active until it hits a player, after which it continues flying for 25 frames before exploding for the final hit, Mutihit properties edited to more reliably trap opponents for the duration of the move, Final hit buffed (Damage 9% → 10%, BKB 40 → 55, KBG 132 → 138), Second hitbox added to make the move more reliably carry the opponent forward during the initial frames, Expands slightly on contact, further improving its ability to trap opponents, Hitbox updated (BKB 10 → 40, Hitlag 0 → -1, Self Hitlag 0 → -1), Clone projectile knockback now overwrites existing knockback, Clone projectile hitlag now based on attack damage (0 → -1), Clone projectile hitbox vertical range increased and horizontal range decreased, Clone projectile hurtbox increased vertically, Grounded version now allows both the normal and side versions to come out at the same time if the special button is pressed again without holding a direction, First frame of clone uppercut given a wider hitbox, Clone uppercut updated (Hitlag 2 → 4, Self Hitlag 0 → 1, hitstun 1.2 → -1.2), hitlag no longer based on attack damage (Hitlag -1 → 1), Throw hitlag zeroed; now uses Melee throw sound effects, , BKB 50 → 30, Hitlag 2 → 5, Self Hitlag 0 → 4), Hitbox can now properly hit short/crouching characters, Dodge roll deceleration increased (0 → 1.18), BKB normalized between the three hitboxes; based on the strongest of the three hitboxes, Height adjusted to allow it to visibly reach the ceiling, Sound effects now stop when it hits the ground, Sound effect timing changed to better correlate to the active hitboxes, Moved the touchbox on the release frame up and to the side a bit so that Ness can’t chaingrab as effectively, Dodge roll deceleration increased (0 → 0.95), Hitlag no longer based on attack damage (Hitlag autocalc → 5, Auto hitlag autocalc → 3), Weak hits modified (Damage 2% → 4%, Angle 90, Fruits now can be grabbed after hitting foes, and all of them bounce when zdropped, Zdropped Power Fruits no longer disappear after hitting an opponent, Strawberry knockback increased (BKB 50 → 52, KBG 38 → 50), Apple knockback growth increased (80 → 102), Zdropped Apples no longer bounce absurdly high after hitting an opponent, Orange buffed (KBG 58 → 72, Hitlag 2 → 3), Some things that trigger Key glitch fixed but if it’s still in don’t get used to it I’m coming for you, Fixed a bug where a grabbed character would be frozen if the other character hit Pac-Man’s trampoline while grabbing, No longer collides with terrain, preventing platforms from interacting with it, Duration reduced (30 seconds → 23 seconds), Water duration decreased (350 frames → 270 frames), Platform is now destroyed if the hydrant falls past the boundaries when grounded, itlag zeroed; now uses Melee throw sound effects, Hitbox modified (BKB 100 → 110, Weight KB 0 → 100, KBG 79 → 10), Double jump increased (Acceleration 2.5 → 3.65, Max Speed 9 → 11), Sweetspot updated (Damage 10% → 12%, KBG 60 → 102), Sourspot updated (KBG 80 → 102, hitstun 1.35x → 1x), Hitbox updated (Damage 11% → 13%, BKB 58 → 25, KBG 80 → 100, hitstun -1.2 → -1.1), Hitbox updated (Damage 13% → 14%, BKB 55 → 25, KBG 90 → 100), Late hit repurposed into new hitbox on Peach’s body (Damage 10%, Angle 50, Landing lag reduced (7 frames → 5 frames), Hitbox size reduced when floating; now covers only the umbrella portion, Recovery improved to compensate for the extra gravity, Turnips will now destroy each other when clanked, Can no longer slide off the side of the stage during throws, Knockback increased (BKB 41 → 30, KBG 105 → 130), Dodge roll deceleration increased (0 → 1.19), Dodge roll startup increased (1 frame → 2 frames), Dodge roll intangibility reduced (9 frames → 7 frames), Dodge roll endlag decreased (7 frames → 6 frames), Lightning effects changed from blue to yellow, Hitbox modified (Damage 9% → 8%, KBG 104 → 110), , BKB 12 → 40, KBG 100 → 80, Hitlag auto → 3, Self Hitlag auto → 1), Hitlag no longer based on attack damage (Hitlag -1 → 1.5, Self Hitlag -1 → 1.5), Simplified from 7 hit angles to 3: upwards initial hit, late hit semispike, and a lower semispike on the final frame, Simplified; early hit now has the same stats as late hit, Hitbox interpolation added on the first active frame, Control input a bit more responsive and consistent, especially for diagonal angles, Active duration starts 1 frame earlier to ensure it hits opponents at close range, Hitbox/hurtbox at the end of the attack reduced in size, First hit changed (BKB 47 → 70, KBG 105 → 1, Weight KB 0 → 80), Second hit changed (BKB 80 → 50, KBG 90 → 65), Can now be jump-cancelled starting frame 3 after landing if landing in the middle of the attack, Projectile modified (Damage 11% → 10%, KBG 100 → 80), Lightning no longer gets stuck inside terrain and will shift downwards if it spawns inside stage objects, Dodge roll intangibility reduced (8 frames → 7 frames), Air dodge endlag increased (5 frames → 10 frames), Hitstun adjusted (-1.2 → -0.7 first 2 hits, -1.2 → -1.12 final hit), Animation adjusted to feel more impactful, Second hit adjusted to link better (hitstun -1 → 1.1, now uses BKB instead of Weight KB), Second hit knockback growth reduced (120 → 78), Animation edited to make the first hit more impactful and the second hit skid slightly further, Knockback increased (BKB 66 → 40, KBG 102 → 145), Hitboxes changed to better line up with the animation and link together more reliably, Third hit active duration increased by 1 frame, Multihit is slower (every 3 frames → every 3.5 frames), Weak hits adjusted to link together better (Damage 2% → 2.75%, Angle 110, Late hit damage increased on first active frame (8% → 12%), Landing lag decreased (8 frames → 6 frames), Arrows are actually chargeable now (Max Charge Time 2 frames → 10 frames), Arrow hitbox updated (Damage 4-6% → 3-11%, Angle 60, , BKB 4 → 8-58, KBG 80 → 25, hitstun -1.15 → -1.3), Hitbox increased slightly to allow it to beat out ground-based projectiles, Hitbox interpolation compensation added to uppercut, Startup increased by 1 frame on the ground, Can now sweetspot the edge 4 frames earlier, Can now sweetspot the edge during startup, Added a frame 1 transcendent hitbox on startup (Damage 5%, Angle 45, °, BKB 90, KBG 60, Hitlag 5, Self Hitlag 3, Hitstun -1), Lasts a bit longer; hitbox moved back a few frames, Handbox on first 5 frames of fall animation reduced, Aerial animations and effects have been realigned, First hit arm hurtbox increased and hitbox split into 2, reducing disjointed area, First hit hitbox updated (BKB 5 → 15, KBG 100 → 25), Second hit active duration increased by 1 frame, Retimed so that Samus keeps her cannon arm out longer, Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible, Strong hitbox updated (Damage 9% → 14%, BKB 40 → 10, KBG 110 → 100), Late hitbox updated (Damage 9% → 10%, BKB 40 → 10, KBG 110 → 100), Sweetspot size increased, but hitbox priority lowered, Now has hitboxes on her leg on the final hit, Now fires automatically if Samus leaves the ground, Can no longer slide off the edge while charging, Uncharged version KBG increased (40 → 60), Fully charged version BKB decreased (60 → 40), Aerial version hitboxes redone to fit the animation better, Aerial version final hit BKB increased (50 → 80), Aerial version final hit only hits once now, Bomb explosion can no longer be triggered by an opponent without them getting hit in the process, Sweetspot updated (Damage 8% → 9%, Angle 75, Sourspot updated (Damage 6% → 8%, Angle 75, Knockback changed (BKB 0 → 75, KBG 80 → 50), Hitbox increased in size, but length reduced, Metal Sandbag no longer makes metal landing noises rapidly while lying down, Now has a 107.5% knockback multiplier on grounded foes, No longer has a hitstun modifier on grounded foes, Sideways version momentum increased by 50%, Up version can now be canceled 5 frames earlier, Now uses the throw sound instead of a hit sound, Jump and double jump animations tweaked a bit, Initial dash modifier reduced (1.5 → 1.25), Hurtboxes on idle, entrance, walk, run, jump, double jump, fall, land, heavy land, and skid simplified to 1-4 boxes per animation, First hit reaches further down to allow for jab-resets on really short opponents, Has 1 less active sourspot frame and 2 less endlag frames, , BKB 25 → 15, KBG 60 → 90, hitstun -0.9 → -1), Knockback increased (BKB 43 → 10, KBG 69 → 100), Clean hit knockback increased (BKB 20 → 15, KBG 105 → 120), Hurtbox on her foot reduced, giving the move better priority, Hitbox updated (Damage 16% → 14%, BKB 34 → 30), Projectiles weakened (Damage 3% → 2.5%, Angle 70, Can no longer hit the opponent towards Sheik, Knockback synced to the bounce and given more hitlag/self hitlag, Landing lag reduced by 2 frames if it doesn’t hit anything, Now hangs for a few frames in the air before falling, Travels further and has a bigger boost at the beginning to compensate for the gravity changes, Hitbox updated (Damage 10% → 6%, Angle 55, , BKB 67 → 50, KBG 55 → 100, hitstun -1 → -1.1), Updated (KBG 97 → 50, hitstun -1.07 → -1.17), Dodge roll deceleration increased (0 → 1.52), Dodge roll startup decreased (4 frames → 2 frames), Dodge roll intangibility reduced (9 frames → 8 frames), Air dodge endlag increased (8 frames → 10 frames), Spotdodge startup decreased (2 frames → 1 frame), Spotdodge intangibility reduced (8 frames → 7 frames), Spotdodge endlag increased (4 frames → 5 frames), First hit now overwrites previous knockback, Modified to make the hits link more reliably, → 2, Self Hitlag -1 → 2, hitstun -1.25 → -1.1), Hitboxes totally changed; is now a sex kick with 2-frame sweetspot, 5-frame sourspot using old bair sweetspot frame, First hit changed to make comboing easier and allow both hits to connect when rising (Angle 90, BKB 0 → 70, Weight KB 70 → 110, Hitlag auto → hard 2, Self Hitlag auto → hard 1), Max charge time reduced (30 frames → 25 frames), Hurtbox now consistently slightly larger than hitbox on all sides, Homing attack now bounces off of shields on contact, Fixed an issue where Sonic would fall to the ground before hitting a homed opponent due to gravity bringing him down, Fixed a bug where Sonic wouldn’t home in on opponents directly below him, Fixed a bug where Sonic would land on the ground and slide if he hit a shield during the initial frames of the move, Sweetspot improved (Damage 14% → 16%, BKB 52 → 47, KBG 90 → 128), Can be cancelled one frame earlier (frame 4 → frame 3), Now always gets his specials back if hit out of Spring Jump, rather than only if hit after frame 5, Jumping hit changed to be different from base hit (Direction 64, Dodge roll deceleration increased (0 → 1.09), Dodge roll intangibility increased (6 frames → 7 frames), Reverted all auto-hitlag on everything except specials and smashes, Knockback reduced (BKB 38 → 35, KBG 110 → 105), Hitboxes updated to match the effects better, First hit updated (Damage 6% → 5%, BKB 30 → 25), Second hit updated (Damage 6% → 5%, BKB 40 → 25, KBG 100 → 105), Bounce reduced (7.5 → 5), but now applies to both hits, First active frame hitboxes cover the sword trail better, Bounce increased to allow for better air combos, Down combo no longer plays meteor sound effects, Improved to compensate for higher gravity, Spell now appears as an icon on Sora’s damage meter, Effects are now removed if Sora gets hit out of it, Sweetspot improved (Damage 15% → 16%, KBG 55 → 57), Hitbox updated (BKB 70 → 60, KBG 0 → 20, Hitlag 1 → 3, hitstun 1.1x → 1.2x), Dodge roll deceleration increased (0 → 1.2), Dodge roll intangibility reduced (11 frames → 8 frames), Dodge roll endlag increased (6 frames → 7 frames), Initial dash modifier decreased (1.62 → 1.36), Spotdodge intangibility reduced (10 frames → 7 frames), Hurtboxes are now bigger overall on every animation excluding item animations, taunts, and Airlift.

Ultimate on Nintendo Switch (originally released on December 7th 2018 in Europe, North America, and Japan).

Now uses weight-based knockback (base knockback 45->weight-based knockback 20), (sweetspot/sourspot) Equalized damage (12%/8%->11%/10%).

Additionally, the way initial values for Global Smash Power are calculated has also been adjusted. After that, return to the main menu and the King K. Rool Challenge will clear. 1.2.0 are compatible with this version of the game.

Game balance adjustments and bug fixes have been made.

Tweaked platform positioning to properly match visuals. 8.0.0. New alt music track: Overworld (Super Mario Bros.), New alt music track: Caves (Super Mario Bros. 2).

The Replays section now contains information on Edit Video.

Black Mage’s fully charged down smash now plays its sound effect on the back trail if the front trail is cancelled. Added support for the upcoming Simon and Incineroar amiibo figures. Improved knockback behavior so hits connect better into each other. Removed the ability to set a player's damage to what is selected on the. The host player can now change some rules without having to shut down the arena.

Increased the amount of time super armor lasts. The special bonus for the Fighters Pass Vol. (8.5 -> 10), Down tilt base knockback increased.

Active hitbox duration reduced by 1 frame. Can now be played with up to four players offline. (68 -> 90), Aerial up special knockback scaling increased. let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off.

with the ability to accept/deny join requests, choose your input delay, word filters, and more! Will no longer drop the Bonus Fruit while charging the neutral special even if flipped left or right with attacks like Mario’s side special.

Fixed sweetspot indicator on side special being removed by quality settings. Extended the time until you disappear after landing the attack. This means multihit attacks can be used to attack bombs without fear of being hit.

Reduced the amount of time opponents will be in the damage animation when hit with the tip’s attack range.

First active frame now reaches further forward. Increased knockback scaling on all hitboxes (90/85/85->110/110/110). Slightly reduced vulnerability and extended undamaged launch distance.

Up aerial: The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35). Maintained the launch distance and increased power.

Shortened launch distance for fighters that did not get instantly KO’d after Gomorrah’s attack hits. Online now includes Quickplay, Battle Arenas, Spectate, and Background Matchmaking.

(2 -> 1), Dash attack base knockback reduced. The max combo count in Training will stop counting when the opponent can move. The launch distance when hitting an opponent with a vegetable now matches Peach.

You can help the. Multihits now use weight-based knockback (base knockback 50->weight-based knockback 20). Increased attack range for the large silhouette at the end. No more fast-falling during specials right out of knockback, Tumble fall animation now can grab the ledge, Non-tip attackboxes now deal less damage than tip (13%->12%). When using this move on the ground and rising into the air with certain timing, the invincibility will no longer last the entire duration of the move.

Further, his forward throw now launches players just a little farther and his side special, Flare Blitz, causes him to grab the edge a little faster. We adjusted the calculation for Global Smash Power. Super Smash Bros.

Extended vertical and horizontal distance. Angle lowered (70->45), now matches sweetspot. If you’re looking about details about the DLC (contents, schedule), please check out this page instead! Can now throw bombs downward while in the air, Can no longer double jump while holding a bomb. TEN new characters including one unlockable – the most added in one update..EVER!

Adjusted the launch distance when hitting with the elbow and made it easier to hit multiple times when continuing with Neutral Attack 2. Moves that can be interrupted in the air with aerials (Mega Man’s Beat Call, for example) work properly with the C-Stick now.

Ultimate.

(3 -> 7).

You can find it via Games & More → amiibo → Send on a Journey. The "amiibo" setting has been added, allowing players to include or exclude arenas that allow amiibos when searching for arenas.