Welcome to the official Patch Notes thread for v13.0.0 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. 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.
Global Changes
Nintendo Support: Super Smash Bros. Ultimate Update Ver. 13.0.0 - Fighter Adjustments
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. 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.
Global Changes
- Opponents that are in a crumple state due to Kazuya's side special can no longer be stepped on when jumping.
- Yoshi's Story Shy Guys no longer carry food when Hazards are On and items are set to Off.
- Dr. Mario
- Neutral Air
- Increased knockback for sweetspot of the move.
- Up Air
- Damage: 10.2% -> 11.9%
- Maintained knockback.
- Down Air
- Startup frames: 16 -> 14
- Total frames: 44 -> 42
- Startup frames: 16 -> 14
- Side Special
- Active frames: 12-14 -> 12->16
- Down Special
- Armor duration (ground only): 5-9 -> 2-9
- Neutral Air
- Hero
- Final Smash
- Reduced endlag after using the move successfully.
- Final Smash
- Incineroar
- Down Smash
- Base Damage: 16% -> 17%
- Increased knockback.
- Up Air
- Damage: 8% -> 9%
- Maintained knockback.
- Up Special:
- Falling Late Hit Damage: 11% -> 13%
- Explosion Close Hit Damage: 9% -> 10.8%
- Down Smash
- Isabelle
- Down Tilt
- Total frames: 34 -> 31
- Side Smash
- Sweetspot active frames: 14-15 -> 14-16
- Down Smash
- Increased knockback.
- Increased hitbox size.
- Forward Throw
- Increased knockback.
- Down Tilt
- Jigglypuff
- Neutral Attack 2
- Total Frames: 19 -> 16
- Back Air
- Total Frames: 37 -> 35
- Landing Lag: 11 -> 8
- Down Throw
- Total Frames: 84 -> 83
- Neutral Attack 2
- Joker
- Final Smash
- Reduced endlag after using the move successfully.
- Final Smash
- King K. Rool
- Up Tilt
- Damage:
- Early Hit: 11.5% -> 12.5%
- Late Close Hit: 6.8% -> 7.4%
- Late Far Hit: 8.2% -> 8.9%
- Increased knockback.
- Damage:
- Side Smash
- Increased active frames.
- Increased hitbox size at the start of the move.
- Forward Air
- Total Frames: 57 -> 54
- Up Throw
- Increased knockback.
- Up Tilt
- Little Mac
- Up Tilt
- Hitstun duration: 19 -> 21 at 0%
- Side Smash
- Increased shield damage for downwards-angled variant.
- Neutral Special
- Increased knockback.
- Reduced endlag when used on the ground.
- Full charged total frames: 44 -> 42
- Increased charge speed of the move.
- Minimum charge time: 32 -> 30
- The move can also now be buffered.
- Up Special
- Increased knockback of the final hit.
- Down Special
- Increased damage ratio of the counterattack.
- Up Tilt
- Lucario
- Dash Attack
- Sweetspot active frames: 7-9 -> 7-10
- Increased hitbox size of the sweetspot.
- Side Tilt
- Increased knockback of the second hit.
- Down Tilt
- Startup frames: 9 -> 7
- Total Frames: 22 -> 20
- Startup frames: 9 -> 7
- Dash Attack
- Ridley
- Side Special
- The ground slam -> drag combo now lasts 3 frames less.
- Side Special
- Rosalina & Luma
- Down Smash
- Luma will now appear in front of Rosalina when using the move and turning around.
- Side Special
- Luma will now follow Rosalina when using the move in the air.
- Down Smash
- Sora
- Managed to escape the legal nightmare.
- Zelda
- Neutral Attack 1
- Total Frames: 24 -> 23
- Flurry Attack
- Rapid Jab Damage: .2% -> .4%
- Up Smash
- Increased knockback.
- Down Smash
- Increased knockback.
- Down Air
- Increased hitbox size of the sweetspot.
- Neutral Attack 1
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