Here are the version 6.0.0 patch takeaways for Super Smash Bros. Ultimate

Buffs for Donkey Kong, Kirby, Jigglypuff, Robin, King K. Rool, and Incineroar and no nerfs

Posted by Justin 'AdaptiveTrigger' Gordon • November 7, 2019 at 1:02 p.m. PST | Comments: 4

The version 6.0.0 patch was recently launched for Super Smash Bros. Ultimate. Although Terry Bogard's addition as a new playable fighter is the main highlight of this particular update, there were a number of balance adjustments that were made.

According to the released patch notes, the only combatants that received changes were Donkey Kong, Kirby, Jigglypuff, Robin, King K. Rool, and Incineroar. There's also something mentioned about Hero, but that appears to be a bug fix.

Those familiar with the meta up until this point might have noticed a correlation with the characters that were altered. All of them have generally been regarded as low tiers — maybe mid tier at best in the cases for Robin, Incineroar, and Donkey Kong.

In other words, this update only featured buffs. None of the top tiers were nerfed this time around. Although many might have been hoping for nerfs for characters like Palutena and Joker, they were ultimately left untouched this time around.

But exactly how impactful are these changes going to be for these fighters? Somehow, I don't expect any of them to suddenly rise to top tier and start taking major tournaments.

All the changes were certainly beneficial, sure, but it really only occurs as a starting point in the right direction for the buffed fighters.

Let's take a closer look at everything that was altered with version 6.0.0.

Donkey Kong

It seems like since Super Smash Bros. 64, Donkey Kong has always had a rather poor disadvantage state. Once he's put in a bad situation, he tends to have a difficult time getting out of it.

While this is unlikely to change in version 6.0.0, it does appear that the development team is trying to mitigate this weakness, at least somewhat. As a result, Donkey Kong's neutral air and grounded up special received beneficial modifications.

The reach of Donkey Kong's neutral air has been extended a little bit. This should make it slightly easier to land with. Damage has also been increased.

In the case of Donkey Kong's grounded up special, the armor properties now kick in sooner. Hopefully this means that Donkey Kong will be able to stop aggressive plays a little more easily. It's also worth noting that the multiple hits now connect more reliably against airborne opponents and the final hit has increased knockback.

Finally, it also appears that they're trying to make Donkey Kong a little more efficient at removing stocks from opponents. Forward tilt and neutral special are a little stronger. The Giant Punch also charges more quickly, which is ideal for Ultimate's fast paced meta.


Similar to Donkey Kong, Kirby's adjustments are mostly directed at improving his KO abilities. The sour spot of his up smash, the sweet spot of his neutral air, and his up air will now defeat stocks at lower percentages than previously.

In addition to this, his neutral air and neutral special will now come out a little more quickly. It was also noted that his copied abilities will be less likely to be lost upon receiving powerful hits.

Unfortunately, nothing was apparently done about Kirby's shield problem. He tends to have this problem where his hurtbox is poking out of the protection of his shield bubble. This means that Kirby is not able to block against Hero's Snooze at all.

While these buffs are no doubt going to help somewhat, Kirby is still probably going to be a low tier contender considering all his other problems.


Despite having no projectiles to work with, Jigglypuff has typically been known as a defensive character throughout the Smash series. Her superior aerial mobility has generally made it so that she can avoid bad engagements whenever possible.

To prevent her from eluding opponents for entire matches, it seems that her air dodges were made to have more recovery than the average character's air dodge. In version 6.0.0, the recovery on her air dodges (neutral and directional) have been reduced somewhat.

The developers have also made it so that Jigglypuff's down aerial will require less time to recover while landing with it. Was this intended to improve Jigglypuff's combo opportunities? It's been reported that Jigglypuff is more easily able to chain into her Rest (down special) after hitting a grounded opponent with this.

Perhaps most notably, her side special is noted to have an increased "duration of the damage animation when the move hits." It's also nice that this is being made to be more safer against shielding opponents.

Unfortunately, it's unlikely that Jigglypuff will be able to shake up the meta thanks to these buffs. It's no doubt a step in the right direction, but many of Jigglypuff's problems still remain in this offensively oriented meta.


Although Robin is rarely used in tournaments, there have been a few players that have been able to see limited success with the tactician. With just a little push, Robin certainly has the potential to rise in the tiers.

Version 6.0.0 gave way to some interesting changes for Robin. For one, their side special — Arcfire — will now travel a little further if it doesn't collide with another object. This will allow Robin users to control space more efficiently.

Robin's neutral special will now charge more quickly. Being able to access Arcthunder and Thoron more quickly will certainly help in a game where everyone is much faster compared to Smash 4.

Finally, Robin's neutral aerial and side tilt have seen general improvements in the form of increased attack speed and more knockback respectively. Overall, not a bad deal for Robin players.

King K. Rool

Ironically, King K. Rool was actually nerfed at one point despite being regarded as one of the weaker characters at the time. The adjustments this time are only beneficial to the Kremling King.

Although King K. Rool's neutral aerial is armored in the stomach region, he still tends to have a difficult time landing in certain match ups. Since his aerials tend to have some recovery to them upon landing, he also has trouble getting off the ledge once he has recovered.

To help mitigate these issues, King K. Rool's neutral aerial now has less landing lag. His forward aerial is also stronger, reaches further, and has more active frames. Now it should be just a little more difficult to keep K. Rool airborne with these adjustments.

In addition to this, his neutral special — the Blunderbuss — requires less commitment as a zoning tool. This makes it more difficult for opponents to react and punish against this projectile and vacuum combo.

While King K. Rool still has some problems that probably need adjusting, he ended up with some fairly nice changes this time around. In the right player's hands, it's entirely possible that he could even rise to the bottom of mid tier. That's a big maybe, of course.


According to Sakurai, Incineroar is Super Smash Bros. Ultimate's grappler character. His run speed is the slowest in the game, but if he catches you then he's likely going to dish out a lot of damage.

Unfortunately, there have been times where Incineroar just felt surprisingly weak. This patch seems to be trying to address this.

For starters, his jab combo and neutral special are better at knocking opponents away. His forward aerial has more active frames which makes it a little easier for Incineroar to land and create frame traps against dodges.

The improvements made to his down special are the most interesting. Overall, it's made to be safer to use in scenarios where Incineroar would previously be punished, even if he successfully parried a projectile.

With this adjustment, Incineroar will likely be able to more easily gain access to his Revenge buff and use it when it's most needed.

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