Some fairly notable changes this patch, particularly to the top tiers.
For the buffs:
They both have less endlag after hitting opponents after up B, which helps out against anti-check teching attempts.
A good bunch of its attacks got less recoil damage. This includes forward smash, forward air, forward throw, Skull Bash, and Agility.
Recoil damage on forward tilt, down smash, back air, down air, Thunder Jolt, and Thunder remains unadjusted.
In addition to this, the sweetspot of neutral air (aka the start of the move) now has Pichu's ears be intangible, making the move slightly safer to throw out.
Overall nice buffs to make Pichu's risk vs reward slightly less skewed.
Gordo Toss got a nice buff. It has received less endlag, now has a greater chance of sticking to the walls, and Gordos reflected by the opponent can now be reflected back at a greater speed. Since Gordo Toss is a big part of Dedede's gameplan, any adjustment to it is nice.
Byleth got some nice adjustments. They made down smash and down air even stronger, as if it they weren't already strong enough. Down air deals even more shield damage, which I guess it's cool?
The more significant changes to it his side B and up B. Sweetspotted side B now has more shieldstun, making it more safe, and the aerial version has more endlag, also making it more safe. Up B got less startup, which is pretty nice. The footstool version of the move now has more knockback. This is a smart change since on stage, using the footstool version puts the opponent so close to the ground, it allows the opponent to put Byleth in a bad spot.
Relatively modest changes, but nice ones regardless.
Minor stuff:
They once again increased the amount of time it takes for Diddy to pull out another banana after throwing one. I don't really see the point of this change considering that the infinite was already removed. I don't see this doing anything.
They made Mii Gunner's forward smash have more range. Thanks, I guess?
His down smash now has slightly more range.
His counter now has better multi-hit consistency. I have seen a few strange instances of his counter acting weird, so I guess this should help out in that regard.
They have all received the "Matched the vulnerability with other fighters when falling in place." change. Seems like the obligatory universal change of the patch, but it seems so minor.
Now the nerfs:
Neutral air now has more landing lag and Boost Kick has more startup. Nair by itself without landing is -2 on shield, so I don't really see how 2 more frames is going to affect things too much (frame 9 landing lag is still fast). Boost Kick going from frame 4 to frame 6 is a bit more notable, but I think it is still going to be a solid OoS option.
ZSS have gone off of this patch pretty easy.
Wario got a HUGE nerf this patch. Up tilt's hitbox doesn't linger quite as much. I don't really know how significant this change is, but I personally don't think it affects things too much. The Waft nerf, however, is more significant. Waft now has more startup for both half-charge and full-waft, which pretty much neuters a lot of the traditional combos into Waft. Up air still combos into it, but up tilt no longer does.
Wario still has some highly damaging combos to his name, but he can no longer cheat off his stocks anymore. While all of this does kinda suck for Wario players, the Waft comeback factor is such a degenerate thing to deal with, and he can still KO early off of a hard read.
I personally don't see Wario being top tier anymore, but I still think he is a pretty good character, at least right now. Definitely the biggest loser of the patch.
Palutena got a few nerfs. Dash attack got quite a bit more endlag (FAF 38 -> 41). It makes the move slightly more risky to throw out, but considering that the move is already -21 on shield, I don't really see this changing too much. Similar to ZSS, forward air got two more frames of landing lag. Fair by itself without landing is -3 (pre-patch). I could see some niche scenarios play out differently, but I don't think this changes too much.
Palutena now has less grab range. Since I don't have the Switch with me right now, I can't really tell how significant this change is. This could be fairly significant depending on how much it is nerfed, but I will have the folks here tell me about it.
Overall, Palutena also got off relatively easy. Not as easy as ZSS, but she is still very much chilling up there.
Joker's counter (Arsene) has more endlag. Smart change considering how ridiculous the counter is when landed, so increasing the risk of using it is nice. I would've preferred if they instead nerfed Tetrakarn's hitbox size instead. But overall not very significant.
Eiha has received more endlag (FAF 50 -> 53). Again, smart change to give Joker players more risk in throwing out such an annoying projectile. The move pre-patch is -27. For the most part, shielding it would result in a punish, but at close-to-max range, some characters have difficulty punishing it. It should be slightly easier to do so. The list of characters that could punish it at max range should still be short.
Again, not too significant changes. Similar to ZSS and Palu, he has gone off easy.
Min Min's forward smash has received two changes: she cannot charge it for as long as other forward smashes, and the Dragon's lasers deal less knockback. Again, I don't really how this really affects the character. Most Min Min players don't even use max charge forward smashes.
But overall, this balance change was far more significant than I expected. Pichu and Byleth is looking a bit better, although I don't really see either tier placement changing too much.
The top tiers have received a few adjustments, but for the most part, they are still very much chilling among the best.
Wario is the exception, as he definitely took a big blow this patch. We will see how his meta shakes up from there.
I kind of expected this would be the patch to nerf top tiers. Shulk and Pikachu managed to avoid nerfs though, and a few others.
I don't think
and especially
were performing that well in tournaments to warrant nerfs, and online has put
in the backburner for now.
I am honestly more surprised that characters like
did not get any nerfs.
Loving the Pichu nerf reversion (really it only needed the f-tilt nerf and maybe the hurtbox increase) and the Byleth buffs. Up B oos also might now be a far better oos for Ganondorf, remedying his poor oos at least somewhat.
The Ganon up B buff is for tech-checking and that alone. It is still only a ok OoS option at best, since it is still frame 14 with an awkward hitbox to land.