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The Smash Ultimate patch notes are out here, and unfortunately the patch notes utilizes bizarre terms for already existing terms, such as "hitstun shuffling" for SDI, making the long list of changes hard to read for even seasoned Smash players, so, as someone with a lot of freetime and lack of access to Piranha Plant, I'm here to try and help you guys out. Of course this is still an early list, so I don't know the specifics of the notes yet, but this is just from early play testing. But, first thing's first, lets get some of the nigh-universal changes out of the way so that we can get to the nitty-gritty stuff:
  • Overall Changes - Almost every single character has at least one of these 2 following changes relating to at least one of their aerials:
  1. "Shortened the landing time after using the move." This is landing lag reduction, or the reduction of time that a character is vulnerable after landing with an aerial attack. As far as I can tell, no character has had their attacks be drastically changed by this, but if you see this, it is a buff, potentially major.
  2. "Shortened the amount of time you cannot grab edges after using the move." This buff shortens the amount of time from when you preform an aerial attack to when you are able to grab the ledge. While this does mean that the move will be safer offstage, this change shouldn't really affect anything big, but it is still technically a buff.
With those out of the way, let get into character buffs and nerfs:

BUFFS

Note: I'm not going to talk about any of the above changes, if you see them in the patch notes, it's a buff. I'm also not going to talk about FS Meter or Final Smash changes, as they aren't competitive, but just know that every change involving one of these two changes are buffs to the character
  • Link
    • Arrows take longer to disappear after being fired, increasing the amount of time for them to be grabbed and to be used as standard thrown projectiles. Not a major buff.
  • Samus
    • Missiles have extended range, and their landing lag when used in the air is reduced. From what I can tell, the extended range applies to both the normal and super variety, and in the case of the normal missiles, the range increase is moderately large. While this isn't a major buff, it is enough of a boon that gives Samus a niche over her Dark echo, whereas prior to the patch there was no reason Samus over Dark Samus.
    • She escapes out of her morph ball faster after laying a bomb, potentially allowing for a betteeasier recovery.
  • Dark Samus
    • It escapes out of her morph ball faster after laying a bomb, potentially allowing for a betteeasier recovery. (Same as Samus).
  • Kirby
    • The clean hit of his dash attack both lasts longer and is stronger. The move also has no increased knockback, meaning that the moves launches opponents the same way that it did pre-patch.
    • Side-tilt has less endlag, and has higher base knockback.
    • Rock has more invincibility frames.
  • Pikachu
    • The patch note states that his pummel has " Shortened hitstun time," which to me seems to imply that the pummel is faster, but as far as I can tell, that's not the case. I honestly do not know what this patch note implys. (Needs further research)
  • Luigi
    • Up Smash has higher knockback
    • Down air no longer meteors grounded opponents, meaning that the move is potentially a better combo move.
    • Green Missile now has less ending lag, making both his recovery stronger and hail-Mary misfires less punishable
    • Luigi Cyclone has higher knockback
  • Ness
    • Down Air does more damage without increasing knockback
  • Jigglypuff
    • Side tilt has less ending lag
    • Down tilt has higher knockback
      • Could potentially be a nerf, as higher knockback means it it less of a combo-starter, needs more testing
    • Back air has fewer startup frames, meaning that the move comes out faster
  • Peach/Daisy
    • Up Special's multi hits more reliably link into each other
  • Bowser
    • Jab and Side Tilt have increased damage and knockback
    • Down Smash has increased knockback
    • Up Smash'sFlying Fortress' multi hits more reliably link into each other
  • Ice Climbers
    • 2nd Ice Climber more closely follows the leader, lessening the amount of SD's done by the CPU Icy
      • Is probably more of a nerf than a buff, as is makes desync combos more difficult to preform
    • Belay magnetizes to the ledge easier
  • Sheik
    • Up Smash has more range
    • Down Smash's multi hits more reliably link into each other
    • Burst Grenade has less ending lag
  • Pichu
    • Same pummel changes as Pikachu
  • Mewtwo
    • Dash Attack is safer on shield
    • F-Tilt consistently launches the opponent forward, leading to more reliable followups.
    • Teleport snaps on to ledges easier, allowing for stronger platform movement
  • Mr. Game & Watch
    • Forward air, the bomb drop, has significantly more vertical range, making the move a significantly stronger landing options, as well as a stronger edgeguarding tool.
  • Snake
    • Up Tilt's clean hit window is longer
  • Charizard
    • His Dash attack is stronger with more knockback, making it a slightly stronger kill option
  • Lucas
    • Up tilt and down air now have electrical properties, causing the move to have more hitstun and shieldstun, which also allows for the multi hits of his down air to connect more reliably.
      • Pummel also has these properties, but it honestly doesn't do anything for the character.
  • Sonic
    • Forward tilt's multi hits more reliably link into each other
  • ROB
    • Arm Rotor's multi hits more reliably link into each other
  • Rosalina and Luma
    • Dash attack's multi hit more reliably link into each other
    • Down tilt pushes the Luma more forward, allowing for more Luma followups
    • Down Air's meteor comes out quicker
    • Launch Star magnetizes to the ledge easier
  • Greninja
    • Down Smash's blindspot right below Greninja is removed
  • Mii Brawler
    • They were buffed by a fair bit. Most of the changes involve buffs to their specials, which unfortunately weren't labeled in the notes, meaning that, for example, we don't know which Neutral Special has increased power.
  • Palutena
    • Teleport snaps on to ledges easier, allowing for stronger platform movement
  • PAC-MAN
    • Bonus fruit last longer, extending their range
  • Robin
    • Elwind propels Robin more strongly, and magnetizes to the ledge easier when facing away from the stage
  • Duck Hunt
    • Trick Shot has less ending lag
  • Cloud
    • Finishing touch has increased range
  • Incineroar
    • Up Smash has increased knockback
    • Up Throw has increased knockback
    • Cross chop has increased vertical and horizontal distances, meaning that the move is far better for recovery

NERFS

  • Chrom
    • Awakening Aether Soaring Slash has a shorter meteor hitbox, and if you do manage to connect the meteor, you will die before your opponent. Makes the already poor recovery even worse
  • Zero Suit Samus
    • Sour Spot forward smash deals less knockback
    • Undamaged opponents are buried for less time, making the move a less effective combo starter (though if you were using the move to start combos...well)
  • King DeDeDe
    • Gordos travel slightly less distance. From testing it out myself, the distance lost is negligible, but it's still technically a nerf. Gordos' are smaller. Not necessarily sure how this effects DDD, but it sounds like a nerf. (Shoutouts to u/McBehrer for pointing this out)
      • Interesting note is that DDD, alongside King K. Rool are the only characters in the patch to receive exclusively nerfs; every other character that received nerfs at least had one move that was buffed.
  • Lucario
    • Aura Sphere causes less hitstun, making uncharged spheres a less reliable zoning tool and combo starter
  • Greninja
    • Can no longer move immediately when landing on a moving platform or slanted ground, meaning that on stages like Lylat Cruise or Smashville, his recovery is slightly nerfed. Very minor
      • NeRf GrEnInJa HaHa
  • Duck Hunt
    • Skeet Shoot has increased ending lag and the move no longer reliably links into itself
  • Ryu/Ken
    • Down tilt is no longer jump-cancelable, greatly weakening the move's combo ability
      • From what I can tell, it is potentially the biggest nerfs in the patch, which is bizarre seeing as though Ryu and Ken were desperately needing a buff, not a nerf.
  • Inkling
    • Roller's grounded horizontal hitbox was decreased, and undamaged opponents are buried for less time, making the move a less effective combo starter. Latter isn't too much of a nerf, though the former makes the move a fair bit easier to punish if you block it.
  • King K. Rool
    • Blunderbuss' followup suck has a smaller hitbox, making the patented Suck and Cuck less reliable. Also weakens K. Rool's ledgetrapping potential.
    • Propellerpack's vertical hitbox is shortened, making the move easier to edgeguard and overall weakening his recovery
    • Down throw buries undamaged opponents for less time, making the move a less effective combo starter.




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