Bowser:
One more hitbox on the end of Bowser's grounded up-B
Side-B different between tilt and full press (tilt: much faster than full press, less endlag, full press: with higher range, knockback and damage)
Faster IASA for Jab 1
Dash speed slightly increased
Captain Falcon:
Smash 64 up-smash
2 frames less landing lag on nair (1 l-cancelled)
Charizard:
move hurtbox on wings (more inwards so not that disjointed)
Diddy Kong:
Remove barrels on up-B
More charging time needed per distance on up-B (just slightly otherwise Diddy can't recover)
Increase distance on instant-release up-B (needed because of above change, otherwise he has problems recovering on low distances)
One frame longer animation/ later IASA on fair, bair and up-air
Bananas on grounded hit only do 7% instead of 8%
Bananas (aerial) do 5% instead of 6%
Donkey Kong:
slightly more distance by dash attack
Run animation starts at frame 17 instead of 18
Aerial Down-B: grab that instantly goes into cargo if it hits
Falco:
Up-B length reverted to NTSC
Reduce SDI modifier on up-throw lasers
Dair landing lag increased by 2 (L-cancelled by 1)
Dair does 2% less and kb reduced on last frames of the hitbox (frames 20-24)
Fox:
Up-Smash animation 4 frames longer, head not including snout not intangible anymore frames 1-7, hit on frame 8 now
Up-B length average between NTSC and PAL
Weight increased by 2
Shield strength increased
Mr. Game&Watch:
Neutral-B landing lag decreased by one frame
Fair landing lag decreased by two, up-air and back-air decreased by one
As new side-b system: Little number instead of the dots indicates which precise number is next (to lower random factor), randomness is now spread like the inner 20% of a Gaussian curve, moves are sorted by usefulness again, other criteria are kept
D-tilt animation/IASA one frame longer
Fair and Up-air one frame earlier IASA
Up-B distance decreased
Ganondorf:
Neutral-B changed to a counter only working on grabboxes, if it worked Ganondorf automatically grabs the opponent
tilt down-B: only around 75% of the distance, jump still resets
Light Armor on down-B
Knockback growth on down-throw increased
Earlier IASA on jab
Ice Climbers:
Autothows with Nana a few frames later
Popo up-b slightly faster
Mixups for Nana AI: She doesn't need to be really smart, but she should do different things
Ike:
Damage and range on Jab one increased, earlier IASA
Earlier IASA for f-tilt
Side-B: Jump out two frames earlier possible
Side-B walljumps give less height than normal walljumps
Up-B window and box for grabbing ledge decreased, horizontal distance slightly increased
Ivysaur:
Down-B tilt/full press mechanic to be able to change distance
Bair base knockback slightly reduced
Jigglypuff:
F-tilt is now a quick mid/low-range (maybe double the jab range( punch with an upwards angle hitbox (also usage for clanking projectiles and linking into up-air)
Neutral-B: If you press shield you make it stop (in around 10-15 frames), also slowing down immediately. Animation ends after you slowed down
Sing has only one hitbox, and ends faster (still you can mashout fast enough to avoid getting rested). After you wake out from a sing all your animations last 1.5x as long for 5 seconds (a bit like Luigi's neutral-b just not as weird).
Down-tilt causes tripping like Squirtle's down-b, increased damage
Increased shield damage on side-b
King Dedede:
Hitbox on up-b as Dedede starts going up
Earlier IASA on f-tilt and jab
Jab comes out earlier
Slightly reduced distance on up-b
Full press: side-b: normal; Tilt: no gordows
Up-tilt base knockback and knockback growth increased
Spot dodge: more active frames, less cooldown (not as extreme as Brawl though)
Kirby:
Increased knockback scaling on down-throw
Crouch's hurtbox goes a bit lower
Increased backtilt horizontal Air Mobility, higher no-dash-jump horizontal maximum velocity
Up-tilt hitbox increased
Down-B knockback increased
Mashing out when inhaled easier
Shield damage on all moves slightly increased
Link:
Boomerang has 1% less damage, distance slightly reduced
Higher jump horizontal lean/tilt initial velocity
Lucario:
Side-B hitbox reaching more downward
Aerial Horizontal Momentum (maximum and tilt/lean initial) slightly increased
Aurasphere release animation slightly sped up
Lucas:
Up-throw knockback growth reduced
Tether range reduced
Duration of neutral-B increased (so its main application is usage after you got a star KO)
Luigi:
F-tilt damage increased
IASA on grounded fireball
IASA on up-tilt and jab 1
Mario:
Fireballs damage reduced to 6%
Increased knockback growth on down-throw
Down-B needs more input for the same height gain
After up-B walljump another up-B isn't possible (air dodge still possible)
Marth:
Press attack+neutral B: Brawl neutral-B
Tipper jab: Higher knockback angle, higher base knockback
IASA on jab
Meta Knight:
Nair landing lag increased by 2 frames (L-cancelled one), startup one frame longer
Increased knockback growth on down-throw
Initial up-B loop height reduced by a little
Mewtwo:
Teleport aerial only if second jump/hover isn't used already
Teleport distance slightly reduced
Slight shadow claw knockback nerf
Up-B induces a window of not being able to grab the ledge again for 38 frames (you can still up-B stall if you delay it, but you will always have at least one frame of being not intangible)
Ness:
Magnet comes out 2 frames faster
Up-B distance slightly reduced
Olimar:
Pikmin evolve faster, side-B damage increased, Pikmin without evolving also a bit stronger, evloved Pikmin slightly weaker
Plucking faster
Neutral-B stall in the air doesn't work anymore, down-B in the air stalls in the way neutral-B did
Knockback and damage on d-tilt increased
Peach:
Dash/run speed increased
Turnip pull slightly faster
Pikachu:
Down-smash: less SDI modifier and more damage on the first hits, less knockback and lowered knockback angle on the last one, less cooldown
Aerial Maximum Horizontal Velocity increased
Lowered knockback angles on fair, bair and nair
IASA on up-tilt
Pit:
Increased knockback growth on down-throw, lowered knockback angle
Side-b cancel criteria are tightened
ROB:
Down-B animation faster
Grounded up-B little hitbox close to the ground
Tilt/Full press to alter side-B distance to go a bit longer/shorter than currently
Roy:
First aerial Side-b upward boost increased (resets on landing as it does now)
Dair landing lag reduced by 2 (L-cancelled 1)
Running animation from frame 16 on (instead of 18)
Samus:
Hold down taunt to start with Ice Beam
Tether range reduced
Zair range slightly reduced
Damage on smash missiles slightly reduced
Sheik:
Poison effect on side-b, different chain options reverted to Melee + grab for an extra distance swing (which leaves you a bit vulnerable afterwards) and down for reduced range and angles but being able to crawl with it. Pressing shield when crawling in side-b will make you go back to normal crouch animation after a ~10 frames animation.
Meteor on the tip of the dair
Needles charge duration slightly increased
Three up-bs to the ledge (shino stalls as example) will trigger to remove invincibility on your next up-b unless you touch the ground inbetween
Snake:
Increase on down-throw knockback growth
Cypher projectile deals less damage
Nair animation sped up
Sonic:
Using aerial side-b forces you to choose between jump or up-b afterwards, both isn't possible
Change SFX/graphics in a way you can react easier to Sonic's moves
Only one aerial neutral-B unless you hit a player, you can choose where to aim though with the control stick
Less startup on dair and up-smash
Squirtle:
Earlier IASA on d-tilt/jab 1
Side-b direction changes easier to control
Hitbox on up-b doesn't reach as far outward
Short hop height decreased
Toon Link:
Bomb pull slightly faster
Bomb's shield damage increased
Zair goes through shields, landing lag increased
Wario:
IASA on Jab 1
Wolf:
Up-B distance slightly reduced (as if there was a NTSC and PAL Wolf and right now its NTSC and its changed to an average of both)
Side-b angle difference between angling up and down increased
Yoshi:
Melee parry mechanics
Zelda:
More damage on the first hit of up-air
Knockback angles and SDI modifiers of neutral-B changed in a way it is possible but hard to get out
Zero Suit Samus:
Up-B Tether range reduced
IASA on Jab 1
Fair works more like Falcon's nair on the tip (bit more range and damage)
In general (mechanics and other stuff):
1-frame momentum delay removed, first-airbourne-frame aerial jump height reduction reverted to Melee
Z tethers can grab the ledge as it is right now if no one is there, if someone is on the edge already they instantly do a slower version of the Forced Tether Jump which takes a route allowing opponents to hit them off if timed precisely. If someone grabs the edge after it is tethered it remains as it is in PM 3.02.
(My tether suggestion isn't optimal yet)
Shieldpoke mechanic is changed (if technically possible) so shieldpokes only happen if the relevant hitbox hits the player with more area than the shield
Crouchcancelling reduces knockback to 0.75x instead of 2/3x if KB*(3/4) is under the ECT of 80 KB units
Animation length on missed tech reverted to Melee
Crouching out of turning animation is instantly cancellable
SFX of powershield relfecting projectiles changed, SFX generally more saturated
Tags don't change their position as much when changing animations (for example dashdancing)
Techrolls slightly shorter in general
...