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Arizona Brawl Power Rankings and Brawl Social Thread (Updated: November 2013)

Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
@tommy

let's face the facts about me and you
a love unspecified

though i'm proud to call you chocolate bear, the crowd will always talk and stare
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
I feel exactly those feelings too
And that's why I keep them inside
'cause this bear, can't bare the world disdain
And sometimes is easier to hide.
 

Tokyoinamerica

Smash Journeyman
Joined
Jan 28, 2009
Messages
350
Location
Gilbert, Az
NNID
Tokyodown
NocD do you know Glen or Aj papa from Long Beach?

does anyone do Smash Casual? Trying to get better just got no one to play.
 

DerpDaBerp

Smash Champion
Joined
Oct 26, 2008
Messages
2,589
Location
AZ
Along with Moltar Samus and Space Ghost Cpt. Falcon :D







So was Deku Tree the third we needed for a new update or do we need another tourney?
 

some-guy

Smash Apprentice
Joined
Nov 16, 2009
Messages
123
Location
Glendale, AZ
next tourny our side event should be brawl minus.
YES
DO IT NOW :D

even though i couldn't go anyways probably...

But still, back to my point. :V

Wait, how many people here have played Brawl-? Or any modded version of brawl for that matter?
. 3 .
I just play + and -, wanna try project m and bbrawl...
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
i'm waiting for project m. i've played brawl-, it's too good. i've played the gold build, it was meh, i lost interest in the project a long time ago anyway. but - is legit, and project m is going to be ****.
 

some-guy

Smash Apprentice
Joined
Nov 16, 2009
Messages
123
Location
Glendale, AZ
i'm waiting for project m. i've played brawl-, it's too good. i've played the gold build, it was meh, i lost interest in the project a long time ago anyway. but - is legit, and project m is going to be ****.
any idea on when project m is gonna be released?

who do all you use is brawl- anyways?
inb4allfalcon
 

DerpDaBerp

Smash Champion
Joined
Oct 26, 2008
Messages
2,589
Location
AZ
Some characters still totally fail in - still....................... Link..

Somebody link a thread describing all the characters' changes pl0x. Too lazy to look for it.
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
this is what has been posted so far for changes in Brawl-, not all the character's changes have been put up yet.

Reserved

This post is reserved for more exact changelists/alternate downloads when we have them.

* GENERAL CHANGES:
* -Hitstun raised from 0.4 to 0.54 (compare: Brawl+ has 0.46; this is arguably more than Smash 64, which I don't believe)
* -Shieldstun raised considerably (formula: (Old shield stun*X+Z)/Y=new shield stun)
X=0011
Z=0022(1)
Y=0005
* -Momentum Capture:
Character ID List(Momentum Capture)
--Current Values--
Fox: 110%
Captain Falcon: 80%
Ness: 100%
Sheik: 130%
Lucas: 115%
Ice Climbers: 125%
Marth: 100%
Pit: 120%
Zero Suit Samus: 140%
Dedede: 60%
Lucario: 100%
Sonic: 180%
Global: 85%
* You cannot airdodge during the tumble state (as in Brawl+) (NTSC only)
* You can fastfall during the tumble state (as in Brawl+) (NTSC only)
* Tech window altered: instead of being distance-based, you have from frame 15 to 35 upon hitting the ground (as in Brawl+)
* -No random tripping
* -Moves do not stale. Instead, if a move is perfectly fresh, it gets a 5% damage/knockback bonus (I believe it's 5%) (only NTSC)
* -Cstick fastfall glitch removed
* -Landing Lag on upB ledgegrabs removed
* -If you are air released, you get a jump back
* -Dashdancing and Shield during dashdance codes as seen in B+
* -Dash cancel as seen in B+
* -No "dead frame" on jumps (only NTSC)
* -Ledgeteching as seen in B+ (only NTSC)
* -Ledge animation speed x2 (approximately 10 frames)
* -Ledge invincibility reduced to 15 frames. This is to counteract planking-the very most you can get off of 5 frames after ledgedrop is the startup on the average jump.
* New Pork City is Wifi Waiting Room
* Infinite Replay Length
* Infinite number of replays/snapshots/stages
* Save tags in replays
* Unrestricted camera codes
* -Default settings changed:
4-Stock, 8 Minutes
Handicap OFF
Damage Ratio 1.0
Stage Choice - Choose
Team Attack ON
Pause ON
Score Display OFF
Damage Gauge ON
* -Colored Shields mod added
* -Unrestricted control editing added






[collapse=Captain Falcon]------------------
==Captain Falcon==
------------------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab 3 - Sweespot damage increased. Added Electric effect. "YESZ!" SFX played on hit.

Jab Multi - Speed of hits increased. SDI-ability decreased.

Dash Attack - Travels farther forward. Endlag decreased.

==TILTS==

Forward Tilt - Damage increased. Endlag decreased.

Up Tilt - Foot hitbox spikes.

Down Tilt - Send opponents behind Captain Falcon.

==SMASHES==

Forward Smash - Damage increased. Travels forward slightly.

Up Smash - Second hit damage increased. Hitbox size increased.

Down Smash - Trajectory raised on the first hit, lowered on the second hit.

==AERIALS==

Neutral Air - Speed increased in between hits.

Forward Air - Damage increased. Hitbox size increased. "YESZ!" SFX played on hit. Landing lag decreased.

Back Air - Sweetspot damage increased. Weak hitbox duration increased. Landing lag decreased.

Up Air - Aerial endlag decreased.

Down Air - Damage increased. Sourspot spikes. Aerial endlag decreased. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Grabbox size increased. "COME ON!" SFX played on grab.

Dash Grab - Speed increased slightly. "COME ON!" SFX played on grab.

Pivot Grab - Grabbox size increased. Speed increased. "COME ON!" SFX played on grab.

Pummel - Damage increased. "YESZ!" SFX played on hit.

Forward Throw - Damage increased. Knockback increased.

Back Throw - Trajectory sends opponents downward.

Up Throw - Knockback growth decreased.

Down Throw - Knockback growth decreased.

==SPECIALS==

Neutral Special - Damage increased. Area of Effect damage added after punch hitbox, including GFX. Falcon GFX size increased slightly.

Side Special - Automatically transitions into uppercut at the end of the hitbox on ground. Travels farther forward in air. Endlag decreased in air. Specialfall removed at end in the air.

Up Special - Hitbox added to legs after grabbox ends. Speed slowed down and "SHOW ME YOUR MOVES!" SFX played on grab. Damage and knockback increased slightly.

Down Special - Initial hitbox damage increased. Replaced weak hitboxes with multi-hit hitboxes. Travels farther forward on ground. Endlag decreased. Landing endlag decreased.

==OTHER==

Attributes - Run speed increased. Short hop height decreased.

==MISC==

If the player inputs [Up Taunt], [Down Taunt], [Up Taunt] in quick succession(think Zero Suit Samus transformation), Captain Falcon goes into a "power up" state. Upon finishing the animation, Falcon's next Falcon Punch will be 3 times as fast.[/collapse]

[collapse=Dedede]----------
==Dedede==
----------

==JABS/DASH ATTACK==

Jab 1 - Speed increased. Hitbox duration increased.

Jab 2 - Speed increased. Hitbox duration increased.

Jab Multi - Speed increased. Hitbox duration increased. Hits link together better.

Dash Attack - Hitbox starts much earlier. Impaling hitbox on hitting the ground. Hitbox duration increased. Travels much farther forward.

==TILTS==

Forward Tilt - Speed increased. Sweetspot damage increased. Base Knockback increased. Trajectory sends opponents back toward DDD.

Up Tilt - Unchanged.

Down Tilt - Unchanged.

==SMASHES==

Forward Smash - Startup speed increased. "Quake" hitbox upon hitting the ground, tripping opponents, does more damage if charged.

Up Smash - Speed increased.

Down Smash - Travels horizontally on the ground.

==AERIALS==

Neutral Air - 2 hit attack. First hit weak, second hit stronger. Aerial IASA improved.

Forward Air - Gives a slight vertical momentum boost.

Back Air - Sweetspot sends at a lower trajectory.

Up Air - Gives a slight vertical momentum boost. Last hit much stronger.

Down Air - Gives a slight vertical momentum boost at the end of the attack.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Unchanged.

Back Throw - Unchanged.

Up Throw - Unchanged.

Down Throw - Can be interrupted early by attacks(specifically).

==SPECIALS==

Neutral Special - Wind radius increased. Wind does damage. Wind hits more SDI-able.

Side Special - Unchanged.

Up Special - Stars(from landing) do more damage.

Down Special - Unchanged.

==OTHER==

Attributes - Initial Horizontal Jump Velocity increased.[/collapse]

[collapse=Diddy Kong]--------------
==Diddy Kong==
--------------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab 3 - Unchanged.

Jab Multi - More Hitlag. Less SDI-able. Improved IASA.

Dash Attack - Hits do more damage. Jump and Special cancelable after the first hit. Attack and Grab cancelable after the second hit. If the control stick is held in the direction being traveled, cancels into a run. If attack travels off an edge during the animation, transitions into a Nair.

==TILTS==

Forward Tilt - Damage increased.

Up Tilt - Improved IASA.

Down Tilt - Damage increased slightly. Knockback increased slightly. Improved IASA.

==SMASHES==

Forward Smash - Unchanged.

Up Smash - Last hit damage increased.

Down Smash - Outer hitbox damage increased.

==AERIALS==

Neutral Air - Speed increased. Improved IASA. Landing lag decreased.

Forward Air - Hitbox size and damage increased. Improved IASA. Landing lag decreased.

Back Air - Endlag speed increased. Landing lag decreased.

Up Air - Hitbox size increased. Landing lag decreased.

Down Air - Hitbox size increased. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Range increased slightly.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Damage increased. Improved IASA.

Forward Throw - Knockback increased slightly.

Back Throw - Unchanged.

Up Throw - Unchanged.

Down Throw - Unchanged.

==SPECIALS==

Neutral Special - Peanut damage increased slightly. Exploding hitbox added to gun explosion action. Improved IASA after shot.

Side Special - Increased size of grabbox. Trajectory sends opponents upward.

Up Special - Exploding barrels now set "traps"(The hitbox remains for a set period of time where the barrel last collided).

Down Special - Speed of banana pull increased. After 2 bananas are spawned, more bananas can be summoned on the ground only.

==OTHER==

Attributes - Short Hop Height decreased slightly.[/collapse]

[collapse=Donkey Kong]---------------
==Donkey Kong==
---------------

==JABS/DASH ATTACK==

Jab 1 - Damage increased slightly. Improved IASA

Jab 2 - Damage increased. Endlag decreased slightly.

Dash Attack - Damage increased. Sweetspot trajectory lowered. Inflicts Shield Damage. Endlag decreased slightly.

==TILTS==

Forward Tilt - Damage increased. Range increased slightly.

Up Tilt - Damage increased. Hand hitbox size increased.

Down Tilt - Damage increased.

==SMASHES==

Forward Smash - Range increased slightly. Windbox added outside of hitbox.

Up Smash - Range increased slightly.

Down Smash - Weaker, additional hitbox added outside of normal hitbox(only hits grounded opponents).

==AERIALS==

Neutral Air - Startup speed increased slightly. Sourspot trajectory sends opponents upward.

Forward Air - Startup speed increased slightly. Spiking hitbox impales grounded opponents. Improved autocancel window. Landing lag decreased

Back Air - Damage increased slightly.

Up Air - Landing lag decreased.

Down Air - Aerial endlag decreased slightly. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Grabbox size increased.

Dash Grab - Grabbox size increased. Endlag decreased slightly.

Pivot Grab - Grabbox size increased.

Pummel - Damage increased slightly.

Forward Throw - Unchanged.

Cargo Forward Throw - Trajectory lowered slightly.

Cargo Back Throw - Damage and knockback largely increased.

Cargo Up Throw - Unchanged.

Cargo Down Throw - Endlag decreased slightly.

Back Throw - Damage increased.

Up Throw - Knockback growth decreased.

Down Throw - Endlag decreased slightly.

==SPECIALS==

Neutral Special - Charging punch speed increased in the air only. Punch damage increased slightly. Increased duration of super armor on full charge punch.

Side Special - Shield damage increased. Aerial spiking hitbox knockback increased. Aerial endlag decreased.

Up Special - Increased duration of super armor. Can be controlled to move up and down.

Down Special - Knockback growth increased. If "B" is held before the ground pound animation, spawns a Barrel in hand.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Falco]---------
==Falco==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Endlag decreased.

==TILTS==

Forward Tilt - Down-angled Ftilt sends opponents downward.

Up Tilt - Improved IASA.

Down Tilt - Sweetspot hitbox added, does more damage and sends opponents straight up.

==SMASHES==

Forward Smash - Damaging windbox added to the end of the attack.

Up Smash - Unchanged.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Speed increased. Damage decreased. SDI-ability increased. Greatly improved IASA. Landing lag decreased slightly.

Forward Air - Speed increased. Last hit damage increased. Last hit hitlag increased. Landing lag decreased.

Back Air - Speed increased. Landing lag decreased.

Up Air - Tip hitbox knockback increased slightly. Tip hitbox size increased slightly. Landing lag decreased.

Down Air - Sweetspot knockback increased slightly. Sourspot hitbox spikes. Improved IASA. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Unchanged.

Forward Throw - Knockback increased.

Back Throw - Laser damage decreased slightly. Shoots 11 lasers instead of 3.

Up Throw - Laser damage decreased slightly. Knockback decreased. Shoots 9 lasers instead of 3.

Down Throw - Laser damage decreased slightly. Damage increased. Electric element added.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Fires 3 lasers at once on the ground. Cancelable by jump after laser is fired on the ground. Endlag decreased on the ground. Startup and endlag decreased in the air.

Side Special - Damage, knockback, and hitlag increased in air on aerial opponents. Does not go into helpless state. Added additional graphics.

Up Special - Fire graphic size increased. Increased number of hits when charging and when flying. Final hit increased damage and knockback. Vertical momentum boost given at end of animation.

Down Special - Damage increased slightly. Hits grounded opponents up and toward Falco. Hits aerial opponents downward. Jump cancelable after a certain point. Added additional graphics.

==OTHER==

Attributes - Full Hop Height decreased slightly. Aerial Jump Height decreased slightly. Added 2 additional jumps in air. Falls slightly faster.[/collapse]

[collapse=Fox]-------
==Fox==
-------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Attack cancelable after a certain point. Improved IASA.

==TILTS==

Forward Tilt - Unchanged.

Up Tilt - Damage increased. Knockback increased.

Down Tilt - Unchanged.

==SMASHES==

Forward Smash - Unchanged.

Up Smash - Hitbox size increased slightly.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Landing lag decreased slightly.

Forward Air - Damage decreased very slightly. Hits link together better. Landing lag decreased.

Back Air - Damage increased slightly. Sweetspot trajectory lowered. Landing lag decreased slightly.

Up Air - Last hit damage increased slightly. "COME ON!" SFX played on hit. Improved IASA. Landing lag decreased.

Down Air - Additional hitbox added after looped hits. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Grabbox size increased slightly.

Dash Grab - Grabbox size increased slightly.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Knockback increased.

Back Throw - Laser Damage decreased slightly.

Up Throw - Laser Damage decreased slightly. Knockback decreased slightly. Shoots 8 lasers instead of 3.

Down Throw - Laser Damage decreased slightly. Trajectory sends opponents downward. Improved IASA.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Lasers travel faster and farther.

Side Special - Added looping tripping hitboxes on grounded version. Cancelable by attacks, grabs, jumps, and Fire Fox. If Shield is held, travels at a much slower speed.

Up Special - Charge damage increased. Added additional hits to charge. Flying hit sends at the same angle Fox is traveling. Cancelable by a walljump at the end of the animation.

Down Special - Damage increased slightly. Hitlag decreased. Trajectory sends grounded opponents outward, aerial opponents downward. Cancelable by jumps.

==OTHER==

Attributes - Walk Speed increased slightly. Run Speed increased slightly. Full Hop Height increased slightly. Short Hop height decreased. Aerial Jump Height increased slightly.

==MISC==

Airdodge works like a Hybrid Airdodge. If directional inputs are used when airdodging, Fox will dodge in that direction, then will go into a helpless state shortly after. If no directional input is used when airdodging, he will perform a normal airdodge.[/collapse]

[collapse=Ike]-------
==Ike==
-------

==JABS/DASH ATTACK==

Jab 1 - Endlag decreased slightly.

Jab 2 - Endlag decreased slightly.

Jab 3 - Damage increased slightly. Slightly improved IASA.

Dash Attack - Knockback greatly reduced. Interuptable on hit.

==TILTS==

Forward Tilt - Endlag decreased.

Up Tilt - Startup speed increased.

Down Tilt - Startup speed increased. Sourspot hitbox spikes. Endlag decreased.

==SMASHES==

Forward Smash - Speed increased slightly. Added windbox to charge animation. Windbox added at end of attack.

Up Smash - Windbox added to back end of attack.

Down Smash - Trajectory lowered on both hits. Windboxes added to both hits. Improved IASA.

==AERIALS==

Neutral Air - Aerial endlag decreased. Landing lag decreased.

Forward Air - Improved autocancel window. Windbox added on Landing animation. IASA frames added to Landing animation.

Back Air - Aerial endlag decreased. Landing lag decreased.

Up Air - Gains upward vertical momentum if "A" is pressed repeatedly. Landing lag decreased slightly.

Down Air - Spiking hitbox duration increased slightly. Cancelable by Special Attacks after a certain point. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Endlag decreased slightly.

Back Throw - Unchanged.

Up Throw - Damage increased. Knockback increased. Added fire element.

Down Throw - Damage increased. Knockback decreased. Added knockdown element. Endlag decreased slightly.

==SPECIALS==

Neutral Special - Charge animation cancelable by shield. If charge is held for ~3 seconds, will store a Full Charge Eruption upon next use(if canceled with shield). "Prepare Yourself!" SFX played when Full Charge is able to be stored. If charge is held for longer than 3 seconds, or if Ike charges while he has a Full Charge stored, Ike will incur self-inflicting damage. Full Charge self-inflicting damage raised to 20%.

Side Special - Charge animation cancelable by shield. Attack animation interuptable at any time. Aerial Dash animation interuptable at any time.

Up Special - Heals Ike 5% on hit from landing hitbox.

Down Special - SFX delayed to denote start of "counter frames." Counter attack knockback increased slightly. 1/25 chance of OHKO attack. "You'll get no sympathy from me!" SFX played on successful OHKO execution.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Snake]---------
==Snake==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Added ability to Jab Loop. Improved IASA.

Jab 3 - Shield Damage increased. Hitlag increased.

Dash Attack - Shield Damage increased. Hitlag increased. Cancelable by jump after a certain point.

==TILTS==

Forward Tilt - Shield Damage increased. Hitlag increased. SDI-ability decreased.

Forward Tilt 2 - Shield Damage increased. Hitlag increased.

Up Tilt - Shield Damage increased. Hitlag increased.

Down Tilt - Trajectory sends opponents downward. Knockback greatly decreased. Shield Damage increased. Hitlag increased. Trip Rate increased.

==SMASHES==

Forward Smash - Explosions loop twice, graphics and damage increasing with each successive explosion. Angled Forward Smash sends "rolling" explosions outward, decreasing in damage with each successive explosion.

Up Smash - Shoots 3 mortars instead of 1.

Down Smash - Damage increased. Mine activation speed increased. Mine trigger radius increased. Mine duration greatly increased. "There!" SFX played on setting Mine.

==AERIALS==

Neutral Air - Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. If "B" is pressed between 3rd and 4th hits, C4 is planted. "Good!" SFX played on successfully planting C4 on the opponent. Landing lag decreased slightly.

Forward Air - Startup speed increased slightly. Shield Damage increased. Hitlag increased. Improved autocancel window. Improved IASA. Landing lag decreased slightly.

Back Air - Shield Damage increased. Hitlag increased. Landing lag decreased slightly.

Up Air - Shield Damage increased. Hitlag increased. Improved IASA. Landing lag decreased slightly.

Down Air - Speed increased. Hits link together better. Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. Improved autocancel window. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Damage increased. "Ommnn..." SFX played.

Forward Throw - Trajectory lowered. Knockback decreased slightly.

Back Throw - Trajectory lowered. Knockback decreased slightly.

Up Throw - Damage increased. Trajectory sends opponents downward.

Down Throw - "Tasty!" SFX played.

==SPECIALS==

Neutral Special - Grenade trajectory lowered. Detonation time decreased from 3 seconds to 2 seconds. Upon reaching grenade limit(2), Snake pulls out a motion sensor mine.

Side Special - Nikita damage increased. Nikita shield damage increased. Nikita hitbox size increased. Automatically exits controlling animation after firing.

Up Special - Cypher damage increased slightly. Greatly improved IASA. More horizontal control.

Down Special - C4 hitbox size increased. Sticky radius increased. Sticky transfer interval time decreased. Sticky duration greatly increased. Auto-detonation time greatly increased.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Sonic]
------------------
==Sonic==
------------------

==JABS/DASH ATTACK==

Jab 1 - No Changes

Jab 2 - No Changes

Jab 3 - Damage up considerably; knockback gain compensated

Dash Attack - Damage up and knockback down on strong hit. Weak hit knockback up, slips. Less IASA; can be Jump Canceled very soon after the DA hitbox

==TILTS==

Forward Tilt - Damage up, KBG compensated

Up Tilt - Damage up, KBG compensated

Down Tilt - Damage up, KBG compensated. Faster IASA.

==SMASHES==

Forward Smash - Damage WAY up, KBG compensated. Has a hitbox when sonic pulls his elbow back after the punch.

Up Smash - Damage WAY up, intangible for most of the attack instead of just when he leaves the ground, can be canceled into a homing attack by pressing B, last hit angle significantly lower, knockback up

Down Smash - Damage up. Can be canceled into anything after the second hit. 4th hit (AKA the hit you should never, ever get hit by unless something went horribly, horribly wrong) does MASSIVE DAMAGE, has a ton of hitlag, and kills super early.

==AERIALS==

Neutral Air - Damage up on all hits, KBG compensated on all hits (slightly less on weak hits, meaning that they are viable as kill options at high %s!). Angle on strong hit lower. Hitbox lasts longer.

Forward Air - Does way more damage. Landing lag speed x3.

Back Air - Damage way up. KBG compensated. Strong hitbox lasts longer; weak hitbox doesn't exist

Up Air - Damage on second hit up, KBG down

Down Air - Damage up slightly, angle to straight up

==GRABS/THROWS==

Standing Grab - No changes

Dash Grab - No changes

Pivot Grab - No changes

Pummel - Speed x3

Forward Throw - No changes

Back Throw - No changes

Up Throw - Speed x2, damage up

Down Throw - Damage up considerably

==SPECIALS==

Neutral Special - Speed, damage up

Side Special - Damage up

Up Special - Spring has a light spike to it

Down Special - Damage up

==OTHER==

Attributes - Run speed way up, aerial jump hight slightly higher. [/collapse]
[collapse=Zelda]
------------------
==Zelda==
------------------

==JABS/DASH ATTACK==

Jab 1 - Small Hitbox (marked with star) added slightly in front of zelda; does 10 damage and pops straight up (weak)

Dash Attack - Large Hitbox (marked with star) added a good ways in front and a bit under Zelda (if onstage, should hit near the ledge or inside the stage); spikes with medium knockback

==TILTS==

Forward Tilt - Medium hitbox (marked with star) added slightly in front of zelda which drags the opponent in and down with moderate damage and knockback.

Up Tilt - Very small hitbox (marked with lightning) added way (6 zeldas?) above zelda. Does massive damage, will almost always kill if it connects.

Down Tilt - Medium hitbox (marked with star) added a good ways forwards and a good ways down. Hits under the stage; spikes with powerful knockback and damage

==SMASHES==

Forward Smash - Hitboxes that mirror normal fsmash (marked with sparkles) added a good distance in front of zelda.

Up Smash - No Changes

Down Smash - No Changes

==AERIALS==

Neutral Air - Can be canceled into anything shortly after the first spin (including nair)

Forward Air - Medium hitbox (marked with star) a good distance in front of zelda. Heavy damage, powerful knockback towards zelda (low growth)

Back Air - Medium hitbox (marked with star) a good distance in behind of zelda. Heavy damage, powerful knockback towards zelda (low growth)

Up Air - No changes

Down Air - Medium hitbox (marked with a star) about two zeldas below zelda. Heavy damage, moderate damage upwards

==GRABS/THROWS==

Standing Grab - No changes

Dash Grab - No changes

Pivot Grab - No changes

Pummel - No changes

Forward Throw - Damage and knockback up. IASA up.

Back Throw - Damage and Knockback up (kills quite early)

Up Throw - Damage and Knockback up (kills quite early)

Down Throw - Damage up considerably; faster IASA

==SPECIALS==

Neutral Special - No changes

Side Special - Can be canceled into a grounded special or an airdodge during the looping animation (allows for din's fire->din's fire). Longer growth. Doesn't explode on contact with ground/walls. Gets bigger; more knockback/damage. Lower angle.

Up Special - Far more reach. Endlag on aerial version halved. If started on the ground, cannot go over a ledge. If started in the air, strong, large spike hitbox shortly after the initial hitbox (can't hit if the initial hits) to prevent her from being gimped too hard. If ended on the ground, there's a large spiking hitbox below her that only hits aerial opponents (punishes ledgecampers). If ended in the air, lag down

Down Special - Why would you ever use this?

==OTHER==

Attributes - No changes[/collapse]



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some-guy

Smash Apprentice
Joined
Nov 16, 2009
Messages
123
Location
Glendale, AZ
Some Guy Project M I think is June 22nd
Grape. :O

I use Ness, zss, falcon, and mk as my mains/secondaries with tl, yawshi, rob, link, fox (OHMAHGAWD HE HAS TEH WAVEDASHES), falco, ganon, samus, zelda, jigglypuff, rob, and bowser that im working on.
- is too gewd. Anyone want to brawl me in - sometime? :D
 
Joined
Jul 26, 2008
Messages
926
Location
Tempe, Arizona
After thinking about it,
Theoretically, If a luigi player can power-shield everything, then Luigi is high A right below DDD.

Since one of his biggest weaknesses is that you can hit his shield without punishment,
I know I can just throw out a random attack since I won't be punished. So the element of frame advantage from the luigi power-shield and the failure of the opponent to not play as safe and use reckless options would infinitely make Luigi a better character.

Derp start practicing power shielding like there's no tomorrow =P.
 

DerpDaBerp

Smash Champion
Joined
Oct 26, 2008
Messages
2,589
Location
AZ
That and his poor range :(

I'm not bad at power-shielding, I just can't "predict" well
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
Yeah he is. just pay attention to what people approach you with the most, and maybe look at some of this hotbox videos for a couple of characters to find out how fast each of their moves comes out. Then powershield that shit, and then SHORYUKEN!
 
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