Attributes
- Overall speed increased (1.5264 dashing/1.242 walking/1.12 aerial speed/0.03 aerial acceleration -> 1.663 dashing/1.2 walking/1.2 aerial speed/0.05 aerial acceleration).
Jab
- Knockback altered, making it harder for opponents to escape the move before the infinite starts (5bkb/100wbkb -> 25bkb).
- Body hitbox size reduced. While this removes it ability to hit opponents from behind, reducing it's coverage, it also prevents the infinite from potentially accidentally starting with the opponent behind Game and Watch, where the infinite doesn't hit (4.5u -> 4.0u).
Forward Tilt
- Damage output increased, giving the move more kill power (10%/4% -> 12%/5%).
- Knockback decreased to balance out the damage buff (35bkb -> 25bkb).
- Duration increased, making it better for spacing (10 clean, 11-17 late -> 10-14 clean, 15-24 late).
Up tilt
- Hitbox sizes drastically increased, allowing the move to actually hit opponents outside of down throw combos at specific percents (5.5u/3.0u -> 8.0u/5.5u Hit 1, 6.0u/3.5u -> 8.8u/6.3u Hit 2).
- Hit 1 does less damage (7% -> 4%), sends opponents at a more diagonal angle (100 -> 110 degrees) and has set knockback (30/127 -> 58). These changes make it where the first hit will always combo into the second hit, regardless of rage, DI, or weight.
- Hit 2 does more damage (7% -> 10%) and sends opponents at a higher angle (110 -> 90 degrees). This gives the move kill power around 150%.
- Hit 2 does less knockback to slightly compensate for it's damage buff (20/127 -> 12/120).
- Both hits have slightly longer durations (3 -> 5 frames).
Down Tilt
- Manhole hitbox knockback slightly increased (125 -> 130kbg).
- Ending lag reduced, making it safer on block (40 -> 30 FAF).
- Manhole hitbox size increased, matching the size of the manhole (2.5u -> 3.0u).
Forward Smash
- Hitbox sizes altered (5.3u Sweetspot, 3.0u Sourspot -> 6.8u Sweetspot, 1.5u Sourspot), making the sweetspot much easier to land, while the sourspot is still not negligible like it is in Brawl.
- Knockback increased for both hits (91kbg Sweetspot, 100kbg Sourspot -> 94kbg Sweetspot, 110kbg sourspot), making the move more rewarding on hit.
- Angle lowered, making the move less suspectable to DI (53 -> 46 degrees).
- Hitbox duration increased (2 frames -> 6 frames).
Up Smash
Back hitbox size increased (5.5u -> 6.0u), making the move possible to land from behind.
Down Smash
- Hitbox sizes altered, making the sweetspot hitboxes easier to land (5.0u/5.0 Sweetspot, 4.5u Sourspot -> 6.0u/6.0u Sweetspot, 3.0u Sourspot).
- Sourspot knockback heavily increased, giving it kill power before 150% again (35/65 -> 40/80). The sweetspot also has slightly increased knockback (85kbg -> 90kbg).
Neutral Aerial
- SDI Modifyer of the connecting hits reduced, making it easier to land all of the hits (0.8x SDI -> 0.5x SDI). The fish hitboxes are slightly bigger, covering the fish properly (3.0u -> 3.5u).
- Autocancel window altered, making the move autocancel out of a shorthop (44> -> 32>). The move also has slightly less landing lag (12 frames -> 10 frames).
Forward Aerial
- Clean hit is much stronger (11.5%, 30/86 -> 12.5%, 40/90), giving it kill power before 150%, while still not being as strong as it was in Melee and Brawl.
- The late hit lasts slightly longer, making it more viable for jab locks (14 frames -> 21 frames).
- Autocancel window altered, allowing the move to autocancel in a shorthop (42> -> 35>).
- Landing lag slightly increased to balance out the changes above (15 frames -> 18 frames), removing it's use as a somewhat safe landing option.
Back Aerial
- Overall damage increased (2% Looping Hits, 3% Launching Hit -> 2.5% Looping Hits, 4.5% Launching Hit).
- Landing lag reduced (19 frames -> 14 frames), making it a safer option in neutral.
Up Aerial
- Hit 1 has an autolink angle, does set knocback (20bkb, 120wbkb -> 60bkb), and has a much bigger hitbox (4.3u/6.5u -> 4.8u/7.0u). These changes make connecting the first hit into the second hit significantly easier.
- Hit 2 has a much bigger hitbox (4.3u/6.5u -> 5.3u/7.5u) and has slightly more knockback (98kbg -> 105kbg).
- Landing lag slightly decreased (12 frames -> 10 frames).
Down Aerial
- Damage output increased (11%/3.5% -> 13%/4%). The spike hitbox duration slightly increased, making the timing for it less strict (2 frames -> 5 frames).
- Hitbox size increased, giving it more moves it can beat out, overall making Game and Watch slightly less susceptible to juggling (4.0u -> 5.0u).
- Landing lag decreased (28 frames -> 20 frames).
Forward and Back Throws
- Angle lowered (58 -> 30 degrees), making them good for setting up edgeguards.
- Knockback significantly reduced overall to balance out their new angles (100/40 -> 46/70).
Up Throw
- Knockback increased, giving the move kill power around 150% (40kbg -> 80kbg).
Judge
- Judge 1 does more self damage (12% -> 15%) as minor compensation for the numbers above.
- Judge 2 now always trips opponents on hit (20% -> 100%) and has the Flower Effect.
- Judge 3 does much more shield damage, making it much easier to break shields with (25 SD -> 40 SD). It now also has the Stun Effect.
- Judge 4 is now a powerful spike with the Darkness Effect (8%, 50/40 -> 13%, 66/66).
- Judge 5 hits five times instead of four, giving it a slightly higher damage output overall (12% -> 15% if all hits connect).
- Judge 6 is much stronger (12%, 30/80 -> 16%, 35/80).
- Judge 7 now automatically heals Game and Watch 14% along with dropping an Apple. It also does significantly more knocback (30/50 -> 24/100).
- Judge 8 does more damage (9% -> 18%), which indirectly means it freezes opponents for much longer.
- Judge 9 has the same hitbox size as the other numbers (4u/3u -> 6u/3u).
Oil Panic
- Ending lag reduced (50 FAF -> 40 FAF).