HITBOX ADJUSTMENTS
Jabs (Non tipped): Down to 12 base from 20. Angle from special 20 to 55.
Jabs (Tipped): Up to 45 base from 30
F-tilt (blade): Up to 12 damage from 9. 75 growth from 70.
F-tilt (tip): Damage down to 10 from 12. Down to 75 growth from 80 and 50 growth from 40. Angle from special 20 to 110.
D-tilt (blade hits) Angle changed from 30 to 85 KBG from 40 to 58 BKB from 40 to 59
D-tilt (tip): Damage dropped from 10 to 7.
F-smash (blade): Damage from 14 to 17. KBG from 70 to 76 and BKB from 60 to 65. Angle from special 20 to 35
F-smash (tip): Damage from 19 to 11. KBG from 70 to 40. BKB from 80 to 55. Angle from special 20 to 110.
D-smash (blade): Damage from 14 to 17. BKB from 70 to 63.
D-smash (At Roy’s feet): Damage from 14 to 20. Angle from special 20 to 110.
D-smash (tip): From 19 damage to 8. Added hitstun ID. Angle from 70 to 160.
That was all the first swing. The second swing is the same junk, just slightly lower damage added or subtracted.
U-smash (tip): Damage changed from 14 to 5 Angle changed from 90 to 270 KBG from 70 to 60 BKB from 40 to 45 Changed hitbox type to flame
U-smash (blade and sides of Roy) Changed hitbox type to flame.
N-air (initial swing): Unchanged
N-air (second swing, on Roy): Unchanged
N-air (second swing, blade hit): KBG from 90 to 65.
N-air (second swing, tip): Damage from 13 to 7. Angle from Special 20 to 115.
F-air (blade): Damage from 10 to 9. KBG from 70 to 10. BKB from 50 to 90. Angle from special 20 to 45.
F-air (tip): Damage from 13 to 5. KBG from 80 to 75 and BKB from 40 to 35. Angle from special 20 to 123.
B-air (blade) Damage from 11 to 14. BKB from 30 to 35. Angle from special 20 to 33.
B-air (tip) Damage from 14 to 12. KBG from 90 to 20. BKB from 30 to 60. Angle from special 20 to 260.
D-air (hilt): 12 damage from 13. BKB from 30 to 35. Angle from special 20 to 270.
D-air (blade): 12 damage from 13. KBG from 70 to 55. BKB from 40 to 15.
D-air (tip): Switched Marth’s blade d-air hit to the tip.
D-air (VERY tip): Slightly higher values reduced to the values above.
U-air (blade): Damage from 10 to 7. KBG from 70 to 72 BKB from 40 to 35. Added hitstun ID. Angle from 8p to 90.
U-air (tip): Damage from 13 to 6. KBG from 80 to 30. BKG from 40 to 15. Added hitstun ID. Angle from 80 to 270.
Neutral B: There were a few differences between the tip and blade hits, but I just homogenized the move all across. All shield breaks not fully charged do 1% more damage with the fire ID. The fully charged hit does 50 damage from 18 and has the fire ID as well.
Down-B: 12 damage from 8. Added Fire ID.
Side-B: Who cares? It’s getting redone.
Up-B: Up-B has 3 different types of hit. The initial strong hit, any time you connect for about the first half of the move, and any time you connect during the second half. In order their original values were:
-13 Damage, KBG 68, BKB 70. Angle special 20. Slash ID
-7 Damage, KBG 90, BKB 20. Angle special 20. Slash ID
-6 Damage, KBG 90, BKB 20. Angle 74. Slash ID.
The ENTIRE move was given one set value which is as follows:
9 damage, KBG 0, BKB 150. Angle 100. Fire ID.
Dash attack (blade): Angle 45 to 130. BKB from 70 to 75.
Dash attack (tip): unchanged
Get up attack and Grab attack: added fire
FRAME ADJUSTMENTS:
All of Roy’s ALR is set to 40%...
Except U-air, which is 20%
N-air is 25% quicker after frame 19.
Up-b frames 1-3 at 2 times normal speed in order to bypass some invincibility frames
Up-b travels 20% slower after frame 3.
F-tilt twice as fast after frame 11.
F-smash at half speed from frame 8 to frame 11. Then it goes back to normal till frame 19 where is at half speed.
D-tilt 25% faster after frame 21. This does not interfere with the IASA frames (which start on 21) but instead allows faster actions after a d-tilt.
D-air is 20% faster after frame 10. Drops the move from 50 frames to 40.
U-smash is 35% slower after frame 2 till 21 where it is sped up by 4x the normal amount.