Welcome to the official Patch Notes thread for the v11.0.0 version series of 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.
Durations are in terms of frames. Damage #s are shown without the 1v1 multiplier (1.2x) and are in %.
Super Smash Bros. Ultimate Update Ver. 11.0.0 - Fighter Adjustments | Nintendo Support & Customer Service -- Nintendo Official Site
en-americas-support.nintendo.com
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.
What Nintendo's official patch notes terms mean:
*Nintendo does not always specify if both BKB and KBG 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
- "Vulnerability when falling in place" - Crumple state (Ryu & Ken's focus attack, etc)
- "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 and KBG have been changed or just one of them when using the term "launch distance."
Durations are in terms of frames. Damage #s are shown without the 1v1 multiplier (1.2x) and are in %.
- Banjo & Kazooie
- Crumple state duration: 90 -> 88
- Byleth
- Down Smash
- Increased knockback.
- Down Air
- Increased knockback.
- Increased shield damage.
- Side Special
- Grounded Shield Stun duration: 15 -> 25
- Aerial Shield Stun duration: 13 -> 24
- Aerial Endlag reduced by 4 frames (FAF: 65 -> 61)
- Up Special
- Increased knockback when stepping on an opponent with high damage.
- Startup reduced by 2 frames: 11 -> 9 (FAF: 48 -> 46)
- Down Smash
- Captain Falcon
- Up Special
- Post-grab endlag: 54 -> 22
- Up Special
- Diddy Kong
- Down Special
- Increased the cooldown time between throwing banana peels.
- Down Special
- Ganondorf
- Up Special
- Post-grab endlag: 48 -> 23
- Up Special
- Hero
- Crumple state duration: 89 -> 88
- Isabelle
- Crumple state duration: 92 -> 88
- Jigglypuff
- Crumple state duration: 91 -> 88
- Joker
- Side Special
- Non-Arsene endlag increased by 3 frames (FAF: 49 -> 52)
- Down Special
- Arsene endlag (when a counter is not triggered) increased by 3 frames (FAF: 53 -> 56)
- Side Special
- King Dedede
- Side Special
- Endlag reduced by 2 frames (FAF: 60 -> 58)
- Increased the chance that a Gordo will stick to a wall.
- Recatch startup decreased by 4 frames (duration: 29 -> 25; FAF: 60 -> 55)
- Side Special
- Link
- Crumple state duration: 90 -> 88
- Little Mac
- Up Smash
- Active frames increased by 1 frame (duration: 10-13 -> 10-14)
- Up Smash
- Mii Brawler
- Crumple state duration: 90 -> 88
- Mii Swordfighter
- Crumple state duration: 90 -> 88
- Mii Gunner
- Side Smash
- Increased hitbox size.
- Crumple state duration: 90 -> 88
- Side Smash
- Min-Min
- Air Dodge
- Neutral Air Dodge duration increased (FAF: 39 -> 50)
- Side Smash
- Shortened the amount of time you can charge up a Smash attack.
- Reduced the knockback of Dragon lasers when using the Dragon ARM.
- Crumple state duration: 91 -> 88
- Air Dodge
- Palutena
- Dash Attack
- Endlag increased by 3 frames (FAF: 37 -> 40)
- Forward Air
- Landing lag duration: 7 -> 9
- Grab
- Reduced normal grab range.
- Dash Attack
- Pichu
- Side Smash
- Recoil Damage: 2 -> 1.5
- Neutral Air
- Made the ears intangible during the high-damage portion of the move (frames 3-9 of hitbox)
- Forward Air
- Recoil Damage: 1.5 -> 1.0
- Forward Throw
- Recoil Damage: 0.8 -> 0.5
- Side Smash:
- Recoil Damage: 2 -> 1.5
- Side Special
- Recoil Damage: 1.8 -> 1.5
- Up Special
- Recoil Damage for first hit: 0.9 -> 0.5
- Recoil Damage for second hit: 1.4 -> 1.0
- Side Smash
- Pyra
- "The tea here is lovely."
- R.O.B.
- Crumple state duration: 95 -> 88
- Sephiroth
- Down Special
- Made the hits of the counter easier to link together.
- Down Special
- Shulk
- Crumple state duration: 98 -> 88
- Steve & Alex
- Down Smash
- Increased hitbox size.
- Down Smash
- Villager
- Crumple state duration: 89 -> 88
- Wario
- Up Tilt
- Active frames reduced by 4 frames (duration: 8-19 -> 8-15)
- Down Special
- 3rd Stage Startup increased by 3 frames (startup: 5 -> 8; FAF: 49 -> 54)
- Final Stage Startup increased by 3 frames (startup: 9 -> 12; FAF: 63 -> 60)
- Up Tilt
- Zelda
- Crumple state duration: 94 -> 88
- Zero Suit Samus
- Neutral Air
- Landing lag duration: 6 -> 8
- Up Special
- Startup for hits: 4/10/14/18/22/26/32 -> 6/12/16/20/24/28/34
- Neutral Air
Last edited: