Brawl Plusery 5.0 RC1 Complete Changelist from Original Brawl
Global Gameplay Changes
* Hitstun changed to 0.4865 (up from 0.48)
* Aerial Landing Lag Reduction reduced to 50% of original duration for most characters
Exceptions:
o Captain Falcon's Landing Lag reduced to 40%
o Lucas' Landing Lag reduced to 40%
* Characters individual Short Hop, Full Hop, Fast Fall, Down Gravity and Normal Gravity have been optimized for all characters (see chart below)
* Characters retain momentum when performing a running jump (see chart below)
* Brawls teching system changed from distance to frame window: Tech window = 15 frames
* Handicap no longer gives handicap, the value/10 equals your buffer frame window
* Grabbing a Ledge now causes less lag, you can now perform actions earlier after grabbing a ledge (Constant: 40800000)
* Ledge invulnerable time at 34 frames to restore to brawl default value due to 11 being shaved off
* Dash Dancing window has been improved
* You can now Cancel a dash with a crouch
* You can now shield during a dash dance
* Shieldstun follows New Stun = 2 * OLDSTUN + 3.5
* Hitlag Modifier: NewHitLag=.6*OldHitlag
* Electric Hitlag set to 1.0 (equals regular Hits now)
* Techrolls sped up by 30%
* You will no longer grab edges while performing an Up-B Attack
* Move's no longer stale
* Random Trippings has been removed
* You can no longer perform a fast fall by using the C-Stick
* Ganon, Falcon, Toon Link and Bowser's weird upB momentum was fixed
* Powershield window decreased to 2 Frames (down from 4 Frames)
* Default Setting is now 4 Stock, 8 Minutes, Team Attack on
* Nametags are now saved in replays
* The 3 minute time limit to save a replay has been removed, you can now always save the replay regardless of matchs duration. However, the Replay-Save Symbol is not displayed if the duration is over 3 minutes
* Custom Character Select Screen is now supported
* Grabs now give you back your second jump
* Testing new Death Boundaries (made by kupo)
* Texture Hack Version 2.1a is now supported
* Scar Jumping has been added back into the game
* Added unrestricted Pause and Replay Camera
* Added the Code "colored Shields" cuz its awesome (Shields now look more colored, just better)
Character Specific Momentum Settings:
* Global: 92.5%
* Pikachu: 85%
* Lucario: 75%
* Lucas: 120%
* D3: 70%
* MK: 75%
* Sonic: 175%
* ZSS: 110%
Character Specific Gravity and Jump Power Modifications
Code:
Character Specific Gravity and Jump Power Modifications
Chara ID SH FH FF DGrav Grav Filler
Mario 0 0.900 1.025 1.200 1.175 1.050 0
DK 1 0.850 1.000 1.400 1.000 1.000 0
Link 2 1.050 1.100 1.075 1.025 1.100 0
Samus 3 0.900 1.025 1.300 1.175 1.000 0
Yoshi 4 1.050 1.025 1.200 1.175 1.000 0
Kirby 5 1.000 1.000 1.100 1.000 1.000 0
Fox 6 0.900 1.050 1.150 1.200 1.100 0
Pika 7 1.000 1.000 1.150 1.000 1.000 0
Luigi 8 0.950 1.000 1.200 1.000 1.000 0
Falcon 9 0.900 1.050 1.150 1.200 1.100 0
Ness A 1.075 1.050 1.150 1.075 1.150 0
Bowz B 0.850 0.950 1.200 1.000 1.100 0
Peach C 0.950 1.050 1.200 1.175 1.050 0
Zelda D 0.900 1.000 1.200 1.000 1.000 0
Sheik E 0.950 1.025 1.200 1.150 1.050 0
Clim F 0.800 1.050 1.300 1.000 1.000 0
Marth 11 1.150 1.125 1.075 1.025 1.200 0
G&W 12 1.000 1.000 1.200 1.000 1.000 0
Falco 13 0.900 1.050 1.150 1.200 1.100 0
Ganon 14 1.025 1.050 1.100 1.000 1.000 0
Wario 15 1.000 1.000 1.200 1.000 1.000 0
MK 16 0.900 1.000 1.300 1.100 0.950 0
Pit 17 1.000 1.025 1.200 1.000 1.025 0
ZSS 18 0.900 1.000 1.200 1.050 1.000 0
Olimar 19 0.950 1.025 1.200 1.175 1.050 0
Lucas 1A 1.025 1.025 1.300 1.050 1.025 0
Diddy 1B 0.950 1.025 1.200 1.150 1.050 0
Chariz 1D 1.000 1.025 1.200 1.150 0.950 0
Squirt 1E 0.900 1.050 1.300 1.050 1.000 0
Ivy 1F 1.025 1.025 1.200 1.050 1.000 0
D3 20 1.000 1.025 1.150 0.950 1.000 0
Luc 21 1.050 1.100 1.075 1.025 1.200 0
Ike 22 1.000 1.050 1.100 1.025 1.025 0
ROB 23 1.000 1.025 1.200 1.150 1.050 0
Jiggs 25 0.950 1.000 1.300 1.000 1.000 0
Toony 29 1.000 1.000 1.300 1.150 1.000 0
Wolf 2C 1.025 1.025 1.200 0.850 1.100 0
Snake 2E 0.950 1.100 1.200 1.175 1.050 0
Sonic 2F 0.950 1.000 1.300 1.250 1.000 0
Airdodge Change
Airdodges Ported/Re-Worked:
-Airdodge frame speeds ported to PSA except for Charizard, Ivysaur, Dedede, Squirtle, Ice Climbers – (Replaces frame speed changes)
**********
Air Dodge
**********
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Character New Default
—————————————–
Charizard [4-21 / 39] 4-22 / 34
Diddy Kong 4-21 / 39 4-22 / 34
Ike 4-21 / 39 4-22 / 34
Ivysaur [4-21 / 39] 4-22 / 34
King Dedede [4-21 / 39] 4-22 / 34
Lucario 4-21 / 39 4-22 / 34
Metaknight 4-21 / 39 4-22 / 34
Olimar 4-21 / 39 4-22 / 34
Pit 4-21 / 39 4-22 / 34
R.O.B 4-21 / 39 4-22 / 34
Snake 4-21 / 39 4-22 / 34
Squirtle [4-21 / 39] 4-22 / 34
Wario 4-21 / 39 4-22 / 34
Zero Suit Samus 4-21 / 39 4-22 / 34
Ice Climbers [4-24 / 43] 4-22 / 43
Lucas 4-24 / 43 4-29 / 48
Ness 4-24 / 43 4-29 / 48
Sonic 4-24 / 43 4-22 / 43
Bowser 4-25 / 44 4-23 / 44
Captain Falcon 4-24 / 44 4-22 / 44
Donkey Kong 4-24 / 44 4-22 / 44
Falco 4-24 / 44 4-22 / 44
Fox 4-24 / 44 4-22 / 44
Game & Watch 4-24 / 44 4-22 / 44
Ganondorf 4-24 / 44 4-22 / 44
Jigglypuff 4-24 / 44 4-22 / 44
Kirby 4-24 / 44 4-22 / 44
Link 4-24 / 44 4-22 / 44
Luigi 4-24 / 44 4-22 / 44
Mario 4-24 / 44 4-22 / 44
Pikachu 4-24 / 44 4-22 / 44
Samus 4-24 / 44 4-22 / 44
Sheik 4-24 / 44 4-22 / 44
Toon Link 4-24 / 44 4-22 / 44
Wolf 4-24 / 44 4-22 / 44
Yoshi 4-24 / 44 4-29 / 49
Zelda 4-24 / 44 4-22 / 44
Peach 4-21 / 44 4-19 / 41
Marth 5-25 / 44 5-23 / 44
Charizard, Squirtle, Ivysaur, & King Dedede
Airdodge frame speed changes adjusted to mirror ported airdodges:
-1.450x Frame 4; 0.556x Frame 30
Ice Climbers
Airdodge frame speed changes adjusted to mirror ported airdodges:
-1.240x Frame 4; 1.000x Frame 30
Ground Dodge
Ground Dodge animations fully rebuilt, and with new invincibility durations:
*************
Ground Dodge
*************
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Character New Default
—————————————–
Falco 2-15 / 22 2-20 / 22
Link 2-15 / 22 2-20 / 22
Pikachu 2-15 / 22 2-20 / 22
Toon Link 2-15 / 22 2-20 / 22
Yoshi 2-15 / 22 2-20 / 22
Marth 2-17 / 24 2-20 / 24
Captain Falcon 2-17 / 25 2-20 / 25
Charizard 2-17 / 25 2-20 / 25
Diddy Kong 2-17 / 25 2-20 / 25
Fox 2-17 / 25 2-20 / 25
Game & Watch 2-17 / 25 2-20 / 25
Ganondorf 2-17 / 25 2-20 / 25
Ice Climbers 2-17 / 25 2-20 / 25
Ike 2-17 / 25 2-20 / 25
Ivysaur 2-17 / 25 2-20 / 25
Kirby 2-17 / 25 2-20 / 25
Lucario 2-17 / 25 2-20 / 25
Lucas 2-17 / 25 2-20 / 25
Luigi 2-17 / 25 2-20 / 25
Mario 2-17 / 25 2-20 / 25
Metaknight 2-17 / 25 2-20 / 25
Ness 2-17 / 25 2-20 / 25
Peach 2-17 / 25 2-20 / 25
Pit 2-17 / 25 2-20 / 25
R.O.B 2-17 / 25 2-20 / 25
Samus 2-17 / 25 2-20 / 25
Sheik 2-17 / 25 2-20 / 25
Snake 2-17 / 25 2-20 / 25
Sonic 2-17 / 25 2-20 / 25
Squirtle 2-17 / 25 2-20 / 25
Wario 2-17 / 25 2-20 / 25
Wolf 2-17 / 25 2-20 / 25
Zelda 2-17 / 25 2-20 / 25
Zero Suit Samus 2-17 / 25 2-20 / 25
Olimar 3-17 / 25 3-20 / 25
Jigglypuff 3-16 / 25 3-16 / 25
King Dedede 2-18 / 27 2-20 / 27
Donkey Kong 2-22 / 30 2-23 / 30
Bowser 3-24 / 32 3-24 / 32
Stage Changes:
* Spear Pillar is now freezed
* Wario Ware and Pokémon Stadium 2 are now reversed (no longer change their appereance
* Rumble Falls has been replaced with the Online Waiting Stage
Character specific changes
Mario
* FLUDD
o Base Knockback increased to 5 (up from 0)
o Knockback Growth decreased to 70 (down from 100)
o Angle changed to 50 degrees (from 55)
* Down Air
o Hitbox 2 - Base Knockback decreased to 60 (down from 80)
-SDI Capacity Multiplier: 1.50x->1.00x
* Forward Air
-Hitbox windows changed from 1 (Doc Hit), 3 (Meteor Hit), 2 (Flub Hit) to 2, 2, 2 – (Replaces frame speed changes)
-Flub to 90 growth
-Doc hit to 110 Growth
-Uair 29 base from 9; 60 growth from 100
-Bair
-hitbox 1 (20 base from 10, 10 dmg from 12, 45 growth from 95, 0 angle from 15 angle)
-hitbox 2 (17 base from 7 and 40 growth from 90, 15 angle) Was 7 damage, 28 base, and 130 growth; Now 8 damage, 40 base, and 100 growth
-Backthrow 35 angle from 45
D-Tilt:
-IASA: 35->25
-Inside 7 dmg hitbox changed to have priority over outer 5 dmg hitbox
U-Air:
Previous Stats: On all hitting frames 1-6 [1x Size; 11 Dmg; 100->75 KBG; 9->29 BKB; 45∞]
New Stats:
-Hit Frame 1: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞]
-Hit Frame 2: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->70∞]
-Hit Frame 3: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->90∞]
-Hit Frame 4: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->70∞]
-Hit Frame 5: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->55∞]
-Hit Frame 6: [1x Size; 11->9 Dmg; 100->50 KBG; 9->25 BKB; 45∞]
Up-B (Hits 2-6):
-SDI Capacity Multiplier: 1.00x->0.80x
Down-B:
-Hitlag Multiplier: 1.00x->1.80x
Luigi
Dash Attack (Linking Hits):
-Hitlag Multiplier: 0.30x->0.75x
-SDI Capacity Multiplier: 1.60x->0.60x
N-Air:
-Hits on frame 4 from 3 [0.500x Frame 2; 1.000x Frame 3]
-Damage of strong hit reduced to 12 from 14; KBG compensated for original KB. New:[1x Size; 14->12 Dmg; 100->117 KBG; 20 BKB; 90∞]; Old:[1x Size; 14 Dmg; 100->95 KBG; 20 BKB; 90∞]
Side-B (Misfire):
-Hitlag Multiplier: 1.00x->1.50x
Down-B (Ground; Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
Up-B (Ground):
-Hitlag Multiplier: 1.00x->1.50x
-Jab1 KBG to 87 from 100
-Shorykun (aerial) KBG to 68 from 72
-Shorykun (grounded) has 1 more frame of startup
Wario
F-Smash:
-Dmg to 17 from 19, KBG compensated to 86 from 77
-Super Armor replaced with Heavy Armor that will not flinch when struck by hitboxes doing up to a maximum of 12% of damage
U-Smash (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
U-Air:
-Damage to 15 from 17, KBG to 90 from 80 (compensating KB, no overall change)
D-Air (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.90x
-Damage to 14 from 16
Grab Pummel:
-Now uses coins!
Up-B (Final Hit):
-Hitlag Multiplier: 0.50x->0.80x
Down-B (Full Charge; Strong Hit):
-Hitlag Multiplier: 1.00x->1.50x
Peach
* Down Air
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG]
* Forward Air
o Base Knockback decreased to 35 (down from 60)
o Knockback Growth increased to 90 (up from 68)
-Knockback now able to reverse hit if positioned with them behind you
-Hitlag Multiplier: 1.00x->1.60x
* Down Smash
o Base Knockback increased to 50 (up from 38)
o Damage increased to 7% (up from 5%)
-Peach Bomber 21 BKB, 73 KBG (slight readjustment)
Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50
F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of …Club->Pan->Racket->Club->Pan->Racket…
-Pan +5 KBG (73 from 68)
-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB]
-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB]
-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot)
N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG]
B-Air:
-Can now be IASA frame 50 (down from 56)
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG]
F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40]
D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG]
Neutral B:
-Spores fired no longer clash with other hitboxes
Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed
-Landing with umbrella up and open at 2x speed.
Bowser
* Forward Air
o All Hits - Damage increased by 3%
* Forward Tilt
o All Hits - Damage increased by 2%
-Global speed up reworked to avoid interfering with hitbox window. New:[1.200x Frame 4; 1.000x Frame 10; 1.350x Frame 14] Old:[1.200x Frame 1]
* Up B
o Hitbox 1 - Knockback Growth increased to 90 (up from 80)
o Hitbox 2 - Base Knockback increased to 100 (up from 80)
o Hitbox 3 - Base Knockback increased to 70 (up from 50)
o Landing Lag decreased by 50%
Neutral-B:
-Landing during the startup of the move in the air will skip directly to the flames animation on the ground (Flame Canceling)
-Angle reverted to default 55∞ from previous 75∞
-Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
-SDI Capacity Multiplier: 1.25x->1.50x
* Forward Smash
o Final Hitbox - Now has a fire effect
• hb1 (weak hit): (35 base from 30, 0 growth from 130)
• hb2 headbutt (50 base from 25, 90 growth from 81, slash type)
• hb3 tipped headbutt (40 base from 22, 85 growth from 81, slash type, 80 angle from 60)
F-Smash (Sweetspot):
-Shield damage of 1st hit and untipped hitboxes increased by 5 and 12 (50%); Tipped hitbox increased by 14 (65%)
-Hitlag Multiplier: 1.20x->1.50x
D-Smash (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
* Back Air
o Angle changed to 20 (from 35)
* Down B
o Hitbox 3 - Base Knockback increased to 60 (up from 45)
+ Knockback Growth increased to 90 (up from 75)
o Hitbox 4 - Damage increased to 14% (up from 11%)
+ Knockback Growth increased to 80 (up from 72)
-Special offensive flags changed from 204FFFC0->004FFFC0
* Up Tilt
o Now 1.5x faster on Frame 13
-Removed non-working hitbox shift. Added hitbox in front at beginning of hit window instead
* Down Tilt
-5 frames added between 1st and 2nd swipes, and 5 frames removed from endlag. New:[0.616x Frame 12; 1.000x Frame 20; 2.000x Frame 22]; Old:[1.538x Frame 26]
-1st Hit: [1x Size; 14->12 Dmg; 100->80 KBG; 20->48 BKB; (40)∞]
-2nd Hit: [1x Size; 11->15 Dmg; 100->75 KBG; 12 BKB; (40)∞]
-Forward & Back throws KBG 65 growth from 50; 30 angle from 45; 12 damage from 10
-Nair
-hb1 (30 base from 20, 60 growth from 80, 30 angle from special20, slash type, 1.25x size)
-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 1.25x size)
-Utilt shifted 1000 units positive x offset
-Crawl and crouch have a weak superarmor against weak attacks and projectiles
-Upthrow 30 BKB from 0, 50 KBG from 100
-Nair
-hb1 (30 base from 20, 60 growth from 80, 10 angle from 20, slash type, 2x size)
-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 2x size)
[Hit: 8-13 -> 5-9 (Strong); 14-23 -> 10-28 (Weak)]
-Comes out on frame 5 from 8. [1.750x Frame 1; 1.000x Frame 8]
-Weak Hit: BKB increased to 45 from 40. New:[1.25x Size; 9 Dmg; 80->40 KBG; 20->45 BKB; (40)∞->80∞]; Old:[1.25x Size; 9 Dmg; 80->40 KBG; 20->40 BKB; (40)∞->80∞]
D-Air (Linking Hits):
-Shield damage of each hit increased by 2 (total increased by 18 shield dmg)
-SDI Capacity Multiplier: 1.00x->0.80x
-Forward & Back throws KBG 65 growth from 50; 25 angle from 45; 12 damage from 10
-Downthrow 16 dmg from 12
-Upthrow 60 BKB from 0, 35 KBG from 100
Donkey Kong
* Neutral B
o No longer goes into special fall
Neutral-B (Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.40x
Up-B (Ground):
-SDI Capacity Multiplier: 2.00x->1.50x
Diddy Kong
Rapid Jabs:
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
-SDI Capacity Multiplier: 2.00x->1.20x
Up-B:
-Diddy recovers from being hit out of Up-B at 1.5x speed
Yoshi
* Down Smash
o Strong Hitbox - Knockback Growth increased to 80 (up from 63)
o Weak Hitbox - Knockback Growth increased to 70 (up from 53)
o Angle changed to 23 (from 30)
* Side B
o No longer goes into special fall
* Shield Exit
o Animation Speed increased to 2.0x
-Backthrow BKB to 65 from 55
-Upsmash KBG to 93 from 83
-Downtilt Dtilt tail tip 8 dmg from 5, 15 angle from special 20, 1.25x size
-Down B 85 growth from 70 on falling hitbox
-Dair has 40% ALR
-SideB now refreshes Yoshi's double jump (credit goes to BB)
-Uthrow now deals 12 dmg from 5, BKB to 70 from 65, KBG 20 from 43
2nd Jump:
-By releasing the jump button and then pressing A, Yoshi’s vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
Jab 1:
-SDI Capacity Multiplier: 1.50x->1.20x
B-Air:
-SDI Capacity Multiplier: 1.50x->1.20x (Hit 1); 1.30x->1.00x (Hit 2); 1.30x->0.80x (Hit 3)
D-Air:
-SDI Capacity Multiplier: 1.40x->1.00x
Grab (Standing):
-Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.500x Frame 27] Old:[1.500x Frame 21]
Grab (Dash):
-Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.500x Frame 22] Old:[1.500x Frame 21]
Side-B (Enter):
-Speedup removed
Down-B:
-Special offensive flags changed from 204FFFC3->004FFFC3
Link
* Up B
o First Hitbox - Damage of strong up-b ground hit raised by 4 (12->16 hitboxes A-B; 9->13 hitbox C). KBG scaled to match previous knockback (72->54 hitboxes A-B; 72->50 hitbox C)
o Semi Spike - Angle changed to 16 (from 269) for 2nd, 3rd and 4th Hitbox
-Speedup adjusted to avoid interfering with hitbox window. New:[1.500x Frame 1; 1.000x Frame 11]; Old:[1.500x Frame 1; 1.000x Frame 12]
Up-B (Air):
-Hits 1-4 replaced with refreshing Special Offensive Collisions using a 7 frame refresh rate. Hits a maximum of 5 times at 2 dmg for 10 dmg total
-SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
-Final Hit: DMG to 7 from 4, Hitlag to 1.25x from 1 [4->7 Dmg; 160 KBG; 30 BKB; (40)∞]
-Sword hitboxes on final hit increased in size to 8/7 from 7/6
* Up Tilt
-Full move frame speed change replaced with equivalent IASA adjustment of 36->33 to avoid interfering with hitbox window
* Down Tilt
-Dtilt spike moved to tip instead of hilt.
* Forward Smash
o Angle changed to 25 (from 361)
* Boomerang
o Hitbox 1 - Damage increased to 10% (up from 7%)
o Hitbox 2 - Damage increased to 8% (up from 5%)
o Hitbox 1 and 2 - Knockback Growth decreased to 30 (down from 40)
* Forward Air
o Hitbox 1 - Base Knockback increased to 40 (up from 5)
+ Knockback Growth decreased to 5 (down from 100)
* Back Air
o Hitbox 1 and 2 - Base Knockback increased to 35 (up from 0)
+ Knockback Growth decreased to 0 (down from 100)
+ Angle changed to 72
o Hitbox 3 - Base Knockback decreased to 50 (down from 70)
+ Knockback Growth decreased to 60 (down from 70)
* Up Air
o Strong Hit - Base Knockback increased to 25 (up from 18)
* Z-Air
o Hitbox 2 - Angle changed to 80 (from 45)
* Dash Attack
o All Hits - Base Knockback increased to 40 (up from 30)
+ Knockback Growth decreased to 60 (down from 80)
o Hitbox 2 (mid) - Angle changed to 100 (from 80)
o Hitbox 3 (run through) - Angle changed to 90 (from 70)
o Hitbox 4 (run through) - Angle changed to 80 (from 60)
o Wind-down Speed increased by 1.25x
-Priority of hitboxes changed from 10>12>11>11 to 12>11>11>10. 12 dmg hit should now go through again when both the 10 and 12 dmg hitboxes connect
* Up Smash
o Hitboxes 5 to 8 - Base Knockback increased to 75 (up from 70)
+ Knockback Growth increased to 95 (up from 80)
* Standing Grab
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
Grab (Dash):
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
Grab (Turn):
-Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 17]
-Downthrow 100 angle from 110, BKB 50 from 60
Link
Jab1:
-SDI multiplier to .8x from 1x
Jab2:
-RA-Bit[17] Set True at 16 frames (From 18)
-Allow Interrupt at 17 frames (From 20)
Neutral-B:
-1.333x Animation Speed Starting Frame 0 (subaction 1CE)
-KBG to 60 from 50, BKB to 25 from 7
Zelda
* Up B
o Reappearance now winds-down 1.5x faster (down from 2.0x)
o Landing Lag Animation Speed is now 1.5x faster
* Side B
o No longer goes into special fall
* Forward Tilt
o Now 1.2x faster
-Bthrow 117 KBG from 60, 30 BKB from 80, angle 35 from 45
-Zelda Uthrow 61 KBG from 50
-Jab hitbox 1 40% larger, 110 KBG from 100, 180 angle from "special 20"
-Jab hitbox 2 30% larger, +1 damage, 20 BKB from 10, 120 KGB down from 160
F-Smash (Linking Hits; Reworked):
-Hitbox A: New:[1.15x Size; 1 Dmg; 30->40 KBG-B; 0 BKB; 30∞->1∞; Non-reversible KB; Shifted overtop of Hitbox B to negate horizontal size increase]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 30∞->330∞]
-Hitbox B: New:[1x Size; 1 Dmg; 40->35 KBG-B; 0 BKB; 45∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 45∞->330∞]
-Hitbox C: New:[1x Size; 1 Dmg; 60->25 KBG-B; 0 BKB; 60∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 60∞->200∞]
-Hitbox D: New:[1x Size; 1 Dmg; 80->40 KBG-B; 0 BKB; 160∞->190∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 160∞->200∞]
-SDI Capacity Multiplier: 0.50x->0.60x
U-Smash:
-Linking Hits: Side hitboxes no longer use tripping/tumbling KBs and angles [1x60->0 KBG-B; 0->65 BKB; Angle 200->179]
-Final Hit: Hitbox 0 (top) angle changed to 87 from 90, and increased KBG from 171 to 173 to compensate KO power
-Hitlag Multiplier: 0.50x->0.75x (1st/2nd Loop)
-SDI Capacity Multiplier: 0.10x->0.30x (1st Loop); 0.10x->0.40x (2nd Loop)
N-Air:
-Linking hits no longer cause tumble, but are now SDIable
-Hitbox A: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
-Hitbox B: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
-Hitbox C: New:[1x Size; 2 Dmg; 108->0 KBG-B; 0->63 BKB; 90∞]; Old:[1x Size; 1 Dmg; 108->84 KBG-B; 0 BKB; 90∞]
-Hitbox D: New:[1x Size; 2 Dmg; 45->0 KBG-B; 0->35 BKB; 270∞]
-SDI Capacity Multiplier: 0.00x->0.80x (Linking Hits); 0.00x->1.00x (Final Hit)
F/B-Air (Sweetspot):
-Hitlag Multiplier: 1.50x->1.60x
-SDI Capacity Multiplier: 0.00x->1.00x
D-Air (Flub):
-Foot hitbox reduced to 50 KBG from 70
Neutral-B:
-Angle changed from 10 to 175 on front hitboxes to send inward like rear hitboxes (Linking Hits)
-Angle changed from 10 to 5 on rear hitboxes (Linking Hits)
-Linking hits now all use 24 BKB instead of 12 BKB, 40 KBG
-Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
-Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag (All Hits)
-Hitlag Multiplier: 1.00x->0.75x (1 Damage Linking Hitboxes)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
Down-B:
-Zelda’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Sheik has instant IASA. Removes random loading times as a factor in punishability
Sheik
* Forward Air
o Knockback Growth Change decreased to 120 (down from 135)
o 5 Frames of lag has been removed
U-Air:
-Speedup polished to equivalent. New:[1.250x Frame 15]; Old:[1.400x Frame 21]
* Forward Tilt
o Base Knockback increased to 64 (up from 63)
o Angle changed to 70 (from 90)
-Filt final value: 51 BKB, 61 KBG
-Hitlag Multiplier: 0.50x->0.75x
-SDI Capacity Multiplier: 0.50x->0.80x
F-Smash:
-SDI Capacity Multiplier: 0.50x->0.80x (1st Hit)
-KBG reduced by 2 from previous setting (2nd Hit) [New: 128->126 KBG, 30 BKB][Original: 100 KBG, 50 BKB]
Rapid Jabs:
-BKB increased to 12 from 8 (all hitboxes)
-Hitlag Multiplier: 1.00x->1.60x (2 dmg hitboxes); 1.00x->1.70x (1 dmg hitbox)
-SDI Capacity Multiplier: 0.70x->0.80x
U-Tilt (1st Hit):
-SDI Capacity Multiplier: 0.50x->0.80x
-Uppermost hitbox 310 angle from 330
-Middle hitbox angle 330 from 30
B-Air:
-Initial 3 frame sweetspot damage increased by 1, KBG compensated to slight increase in KB curve. [12->13 damage, 98->96 KBG, 14 BKB]
-Initial 3 frame weakspots’ damage reduced to 9 from 11, no KB compensation
D-Air:
-Angle increased to 75 from 70
Neutral-B:
-Needles now charge/release by holding down/letting go of the B button
Side-B (Air):
-Hitlag Multiplier: 1.00x->1.05x (All Hits)
Down-B:
-Sheik’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Zelda has instant IASA. Removes random loading times as a factor in punishability
Ganondorf
* Down B
o Base Knockback set to 85
o Knockback Growth set to 80
* Aerial Down B
o First Hitbox (Spike) - Base Knockback set to 50
+ Knockback Growth set to 100
o Second Hitbox (Meteor) - Base Knockback set to 20
+ Knockback Growth set to 65
o Now gives your second jump back
-Aerial endlag of grounded version now 150% faster from 185%
-Aerial endlag of aeiral version now 150% faster from 185%
-Grounded endlag (Quake) of aerial verions now 150% faster from 185%
* Side B ('Murder Choke')
o Animation speed on Throw decreased to 2.0x
-Initial Grab Box size: 5.00x->12.00x
* Up B
o First Hitbox - Base Knockback increased to 50 (up from 31)
+ Angle changed to 45 (from 65)
* Neutral A
o Animation Speed changed - Frame 0: 3.5x
o Frame 20: 0.5x
o Frame 28: 3.0x
* Forward Air
o Animation Speed changed on Frame 15 (Sweetspot Frame) changed to 0.25x until Frame 16
o Landing Lag reduced to 40% (down from 50%)
-SideB is now techable
Jab
-Frame speeds repolished. IASA on 23, animation redone to be more organic
-Angle changed to 40 from special 40
-All flags set to 39030203 from 39030283 and 39030280. All hitboxes electric element and uses a different sound effect
-9 damage hitbox reduced to 7. KBG compensated 105->135
-Outer hitbox shifted inward one unit to 17 from 18
-Hitlag Multiplier: 1.00x->1.30x (9 dmg hitbox); 1.00x->1.20x (7 dmg hitbox)
IASA frame for Bair changed to 28 from 35 to enable SH-Bair-DJ within 4 frame window
IASA frame for Uair changed to 27 from 33 to enable SH-Uair-DJ within 5 frame window
Grab Collision Box 1 size increased to 8.8 from 4.8 to match the animation
AC frame on Dair changed to 30 from 31
-Downthrow KBG to 60 from 50, 100 angle from 65
-Upthrow KBG to 55 from 105
D-Throw:
-Angle to 105 from 65, KBG 60 from previous 40. New:[7 Dmg; 70 BKB; 50->60 KBG; 65∞->105∞] Old:[7 Dmg; 70 BKB; 50->40 KBG; 65∞]
U-Tilt:
-Hitlag Multiplier: 1.00x->1.50x (Sweetspot)
F-Smash:
-Hitlag Multiplier: 1.00x->1.20x
Neutral-B (All):
-Hitlag Multiplier: 1.00x->1.50x
Up-B (Grab):
-Holding Hits: Damage increased to 2 from 1
-Final Hit: Damage increased to 9 from 7; KBG lowered to 63 from 82; BKB increased to 75 from 40 [7->9 Dmg; 82->63 KBG; 40->75 BKB; (40)∞]
Down-B:
Toon Link
* Forward Smash
o First Hit - Base Knockback increased to 32 (up from 0)
+ Knockback Growth decreased to 60 (down from 86)
+ Angle changed to 35
-All Offensive Collision events changed to Special Offensive Collision events with reversible-KB disabled (to complete connectibility fix)
F-Smash 2:
-SDI Capacity Multiplier: 0.00x->1.00x
-Nair Launch Angle 50¼ from special 20 original
-Dtilt Launch Angle 85¼ from special 20 original. BKB to 59 from 20. KBG to 40 from 88.
Jab 1-2:
-SDI Capacity Multiplier: 1.50x->1.20x
Dash Attack:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.500x Frame 13]; Old:[2.000x Frame 21]
F-Smash 1:
D-Smash (Front Hit):
-Similar to Melee Young Link’s Dsmash; sends horizontal instead of linking into second hit as the move was glitchy on irregular surfaces.
-Hitbox A: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 70∞->35∞]
-Hitbox B: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 75∞->35∞]
-Hitbox C: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
-Hitbox D: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
-Hitbox E: New:[1x Size; 6->15 Dmg; 100->85 KBG; 0->45 BKB; 180∞->35∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 180∞->35∞]
-SDI Capacity Multiplier: 0.00x->1.00x
D-Smash (Back Hit):
-See D-Smash (Front Hit) description.
-Hitbox A: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
-Hitbox B: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
-Hitbox C: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
-Hitbox D: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
D-Air (Meteor Hitboxes):
-Hitbox A: New:[1x Size; 16 Dmg; 80->90 KBG; 40->50 BKB; 270∞]; Flags set to xxxxxx95 from xxxxxx82 (aura element from slash).
-Hitbox B: New:[1x Size; 16 Dmg; 80->90 KBG; 30->40 BKB; 270∞]
Grab (Standing):
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
Grab (Dash):
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
Grab (Turn):
-Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 20]
Side-B (All: ground and aerial; successful pull and failed pull):
-Frame speed change to reduce boomerang start-up winddown. [1.200x Frame 2]
Up-B (Ground):
-Hitlag Multiplier: 0.50x->0.75x (1 dmg hitboxes)
-SDI Capacity Multiplier: 0.00x->1.00x (Final Hit)
Up-B (Air):
-SDI Capacity Multiplier: 0.50x->0.70x (Linking Hits)
Samus
* Forward Smash
o Base Knockback increased to 56 (up from 20)
o Knockback Growth decreased to 90 (down from 100)
* Neutral Air
o First Hit - Base Knockback increased to 22 (up from 10)
+ Knockback Growth increased to 190 (up from 80)
-Initial 9 damage hitboxes increased to 12 damage
* Neutral B
o Base Knockback increased to 32 (up from 31)
o Knockback Growth increased to 70 (up from 56)
-Hitlag Multiplier: 1.00x->1.40x
* Side B (Super Missiles)
o Damage increased to 12% (up from 10%)
o Knockback Growth ingreased to 82 (up from 65)
o Angle changed to 40 (from 55)
o Animation Speed after Frame 25 increased to 2.0x
* Side B (Homing Missiles)
o Animation Speed after Frame 20 increased to 2.0x
* Standing Grab
o Wind-down Speed increased to 1.6x
-Pummel bug fixed
-First hit jab connects better
hb1: BKB to 20 from 5, 100 degrees from special 20
hb2: KBG to 80 from 100, BKB to 20 from 5
U-Smash (Reworked): [IASA: 58->48]
-The hitboxes of Hits 1-4 now do a much better job of properly leading into each other and towards the final hit
-Outer portion of explosions converted to use lower angles with an additional overlapping cannon hitbox, and shoulder hitbox using higher angles
-Changed to non-reversible KB Special Offensive Collisions
-Total damage of all hits reduced to 18 from 23
-Hit 1: Old:[1.5x Size; 4 Dmg; 50->0 KBG; 50->60 BKB; 130∞->100∞]
-Hitbox A (Shoulder): [2x Size; 4->3 Dmg; 50->0 KBG; 50->75 BKB; 130∞->115∞]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50 BKB; 130∞->125∞]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50->55 BKB; 130∞->140∞]
-Hit 2: Old:[1x Size; 4 Dmg; 50->0 KBG; 35->60 BKB; 120∞->100∞]
-Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->125∞]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->50 BKB; 120∞->150∞]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->200∞]
-Hit 3: Old:[1x Size; 4 Dmg; 50->0 KBG; 25->60 BKB; 90∞->120∞]
-Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->125∞]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->50 BKB; 90∞->190∞]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->210∞]
-Hit 4: Old:[1x Size; 5 Dmg; 50->0 KBG; 30->63 BKB; 85∞->140∞]
-Hitbox A (Shoulder): [1.7x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->115∞]
-Hitbox B (Inner Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->50 BKB; 85∞->200∞]
-Hitbox C (Outer Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->220∞]
-Final Hit: Old:[1x Size; 6 Dmg; 120->100 KBG; 50->40 BKB; 80∞->38∞]
-Hitbox A (Shoulder): [2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
-Hitbox B (Cannon): [1.2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
-SDI Capacity Multiplier: 1.20x->0.70x (Hits 1-4)
F-Air (Hits 1-4):
-SDI Capacity Multiplier: 1.00x->0.80x
B-Air: (Sweetspot)
-KBG increased by 3 [14 damage, 88->91 KBG]
U-Air (Hits 1-5):
-SDI Capacity Multiplier: 1.00x->0.70x
Grab (Standing):
-Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.600x Frame 30] Old:[1.600x Frame 26]
Grab (Dash):
-Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.250x Frame 30] Old:[1.250x Frame 26]
Grab (Turn):
-Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.600x Frame 32] Old:[1.600x Frame 26]
F-Throw:
-Angle reduced to 30 from original 42 [9 Dmg; 55 KBG; 60 BKB; 42∞->30∞]
B-Throw:
-KBG increased and BKB reduced [8 damage; 55->94 KBG, 60->35 BKB]
U-Throw:
-KBG reduced [4 damage; 70->50 KBG]
D-Throw:
-BKB reduced [6 damage; 80->64 BKB]
Up-B (Ground):
-SDI Capacity Multiplier: 0.20x->0.40x (1st Loop); 0.40x->0.60x (2nd Loop)
Up-B (Air):
-SDI Capacity Multiplier: 1.00x->0.40x (1st Loop); 1.00x->0.60x (2nd Loop)
Zero Suit Samus
* Forward Smash
o Damage and Base Knockback on All Electric Hits has been increased by 2
o Last Hitbox (Backwards Hit) - Damage increased to 8% (up from 6%)
+ Base Knockback increased to 128 (up from 65)
+ Knockback Growth decreased to 16 (down from 100)
+ Angle changed to 106, Hits forward Overhead
* Side B
o Whip is 13% Damage, +5 Base Knockback and +5 Knockback Growth (to offset the kb changes caused by lower damage)
* Forward Air
o First Hit - Knockback Growth decreased to 0
U-Smash (Linking Hits, 1 dmg):
-Reworked to less easily fall out of move while moving. Rear part of linking hitboxes have stronger pull to the front
-Hitlag Multiplier: 0.50x->0.95x
-SDI Capacity Multiplier: 1.00x->0.80x
U-Air:
-Angle changed to 70 from 80 on 10 dmg hitboxes
D-Air:
-2.000x speed for duration of hitboxes (frames 14-49)
-Changed the final 5 frames (at new speed) of hitboxes to be flub hits and removed autocancel window
-Angle changed to 70 from 60 (Landing Hit)
-Hitlag Multiplier: 0.30x->0.60x (Landing Hit)
-SDI Capacity Multiplier: 0.00x->1.00x (Landing Hit)
Grab (Standing):
-Total: 84->61; Grab: 16-29. New:[1.700x Frame 29] Old:[1.500x Frame 21]
Grab (Dash):
-Total: 84->72; Grab: 16-29 -> 16-35. [1.333x Frame 35; Grab window +6 frames]
Grab (Turn):
-Total: 84->68; Grab: 16-29 -> 11-24. New:[1.500x Frame 1; 1.000x Frame 16; 1.250x Frame 29] Old:[1.875x Frame 17]
Side-B (Weak Hits):
-Hitlag Multiplier: 0.50x->0.85x
Pit
Rapid Jabs:
-Hitlag Multiplier: 0.80x->1.30x (1 dmg hitboxes); 0.80x->1.25x (2 dmg hitbox)
-SDI Capacity Multiplier: 1.50x->1.20x (1 dmg hitbox A); 1.30x->1.00x (1 dmg hitboxes B-C, 2 dmg hitbox)
D-Tilt (Reworked):
-Non-Meteor Hit: Inner 2 hitboxes. Takes priority over the meteor hitboxes if both types connect.
-Meteor Hit: Outer 2 hitboxes. Space it so the outer half of the attack is what hits them to get the meteor hit. [50->40 KBG; 80->64 BKB]
F-Smash (Final Hit):
-SDI Capacity Multiplier: 0.00x->1.00x
N-Air (Linking Hits):
-SDI Capacity Multiplier: 1.40x->0.80x
U-Air (Linking Hits):
-SDI Capacity Multiplier: 1.30x->0.80x
U-Throw:
-Growth lowered to 65 from 72; angle to 95 from 90 [7 Dmg; 72->65 KBG; 70 BKB; 90∞->95∞]
Side-B:
-Hitlag Multiplier: 1.00x->1.30x (1 dmg hitboxes); 1.00x->1.25x (2 dmg hitbox)
Ice Climbers
* Side B
o Popo's Solo Squall - Trajectory increased to 60 (up from 30)
o Nana's Squall - Base Knockback increased to 40 (up from 20)
+ Knockback Growth decreased to 80 (down from 130)
+ Trajectory increased to 240 (up from 30)
* Down B
o Knockback Growth fo all Hitboxes changed to 60 (from 180, 130 and 30)
o Trajectory increased to 225 (up from 70 and 20)
* Neutral B
o Damage increased to 5% (up from 3%)
* Popo's Neutral Air
o Base Knockback increased to 90 (up from 20)
o Knockback Growth decreased to 90 (down from 100)
o Second Hitbox (?) - Base Knockback increased to 60 (up from 40)
* Nana's Neutral Air
o Base Knockback increased to 40 (up from 20)
o Knockback Growth decreased to 70 (down from 128)
o Trajectory increased to 320 (up from 20)
* Popo's Up Air
o Sweetspot - Knockback Growth increased to 145 (up from 120)
* Nana's Up Air
o Nana's Sourspot - Knockback Growth decreased to 50 (down from 142)
o Trajectory decreased to 35 (down from 70)
* Popo's Forward Air
o Base Knockback increased to 58 (up from 40)
* Nana's Forward Air
o Sourspot - Base Knockback decreased to 8 (down from 40)
+ Knockback Growth decreased to 15 (down from 100)
+ Trajectory increased to 270 (up from 40)
o Sweetspot - Base Knockback decreased to 10 (down from 20)
+ Knockback Growth increased to 30 (up from 10)
* Popo's Down Smash
o Hitbox 1 to 4 - Knockback Growth increased to 120 (up from 105, 105, 102 and 102)
+ Trajectory decreased to 45 (down from 60, 83, 60 and 83)
* Nana's Down Smash
o Hitbox 1 to 3 - Trajectory decreased to 10 (down from 60, 83 and 60)
* Popo's Dash Attack
o Base Knockback decreased to 60 (down from 90)
o Knockback Growth decreased to 40 (down from 60)
* Nana's Dash Attack
o Base Knockback decreased to 60 (down from 90)
* Grab Attack
o Now has an ice effect (no gameplay effect)
-Alternating throw infinites removed
-DownB KBG to 64 from 80, Angle to 144 from 30 (previous set used angle 240, KBG 80)
ROB
Dash Attack:
-Returned to default settings
U-Tilt:
-Improved combo potential while avoiding u-tilt traps on 1st hit
-Hit 1:
-Hitbox 0: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 90∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 90∞->45∞]
-Hitbox 1: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
-Hitbox 2: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
-Hit 2:
-Hitbox 100: [1x Size; 5 Dmg; 80->120 KBG; 55 BKB; 90∞]
-Hitbox 101: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
-Hitbox 102: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
-Hitbox 103: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
D-Smash:
-Adjusted to function more as a reset/GTFO move than a combo setup [1x Size; 5->2 Dmg; 105->80 KBG; 90->120 BKB; 70∞->60∞]
-SDI Capacity Multiplier: 1.00x->0.90x (Linking Hits)
Kirby
-Fsmash
-hitbox 1 KBG to 89 from 98, hitbox 2 KBG to 87 from 96, hitbox 3 KBG to 85 from 94
* Neutral Air
o Base Knockback increased to 60 (up from 10)
* Up Tilt
o Base Knockback increased to 55 (up from 40)
Rapid Jabs:
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
B-Air:
-Outermost hitbox 0.75x size and shifted inward slightly
Neutral-B (Charizard):
-Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
-SDI Capacity Multiplier: 0.50x->1.00x
Neutral-B (Donkey Kong; Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.40x
Neutral-B (Falcon; All):
-Hitlag Multiplier: 1.00x->1.50x
Neutral-B (Ganondorf; All):
-Hitlag Multiplier: 1.00x->1.50x
Neutral-B (Ike; Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.50x
Neutral-B (Marth; Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.45x
Neutral-B (Meta Knight):
-Special offensive flags changed from 204FFFC3->004FFFC3 (hits 1,3,4); A04FFFC3->004FFFC3 (hit 2)
-SDI Capacity Multiplier: 1.00x->0.70x
Neutral-B (Zelda):
-Angle changed from 10 to 170 on front hitboxes to send inward like rear hitboxes (Linking Hits)
-Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
-Special offensive flags changed from 200FFFC3->000FFFC3 to fix non-existent hitlag
-SDI Capacity Multiplier: 1.00x->0.80x
Side-B (Ground; Sweetspot):
-Hitlag Multiplier: 1.00x->1.25x
Metaknight
Up-B (Ground):
-Invincible on frame 8 when hitbox comes out from default 5-8
Up-B (Loop):
-Angle raised to 35∞ from 30∞. New:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞->35∞] Old:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞]
-Hitlag Multiplier: 1.40x->1.70x
* Neutral B
o Now comes out at 0.75x Speed (Hits on Frame 16 instead of Frame 12)
o Landing Lag increased by 1.5x
o No longer can change height due to Gravity Changes
-Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag
-SDI Capacity Multiplier: 1.00x->0.70x
* Down Smash
o Both Hitboxes - Base Knockback decreased to 30 (down from 40)
+ Knockback Growth decreased to 80 (down from 93)
* Forward Air
o Outer Hitbox on 1st and 2nd Swipe now does nothing
-Downthrow
- Angle changed to 120∞ from previous setting of 40∞. New:[1 Dmg; 110 KBG; 60->80 BKB; 50∞->120∞] Old:[1 Dmg; 60->80 BKB; 110 KBG; 50∞->40∞]
Meta Knight: All of MK’s sword attacks now have 1.40x hitlag
Glide Attack:
-Hitlag Multiplier: 1.70x->2.00x
Rapid Jabs:
-SDI Capacity Multiplier: 1.00x->0.80x
D-Tilt:
-Frame speed change reworked with equivalent pre-hitbox slowdown. New:[0.250x Frame 1; 1.000x Frame 2] Old:[0.500x Frame 1; 1.000x Frame 4]
F-Smash:
-Hitlag Multiplier: 1.40x->1.70x
D-Smash:
-Hitlag Multiplier: 1.40x->1.70x
F-Air:
-Outer hitboxes added back in. Shifted inwards.
D-Air:
-Inner Hit: [1x Size; 7 Dmg; 105 KBG; 30 BKB; 35∞->40∞]
-Outer Hit: [1x Size; 9 Dmg; 105 KBG; 15 BKB; 23∞->32∞]; Hitlag Multiplier: 1.40x->1.70x
F-Throw:
-BKB raised to 70 from 50, KBG 125 from 140 [3 Dmg; 140->125 KBG; 50->70 BKB; 65∞]
Dedede
* Down B
o Uncharged - Base Knockback increased to 40 (up from 20)
o Fully charged - Hitbox 1 - Base Knockback increased to 50 (up from 30)
* Down Air
o Knockback Growth removed to allow for combos
o Wind-down Animation Speed increased to 2.0x
* Up Air
o Knockback Growth increased
* Neutral A
o Now 1.25x times faster
o Second Jab - Base Knockback increased to 55 (up from 20)
+ Knockback Growth decreased to 0 (down frum 50)
+ Angle changed to 90 (from 85)
-Uair links better
-SDI Capacity Multiplier: 1.00x->0.80x
-Special fall landing lag (cancelled upB) sped up 125%
-Uthrow KBG to 35 from 72
-DThrow BKB to 50 from 0, KBG to 40 from 100, angle 40 from 20
F-Tilt:
-6 dmg hit does 9 additional damage to shields, and 4 dmg hit an additional 6
F-Smash (Sourspot):
-Trips; 10x Size (this hitbox can only hit characters that are touching the ground)
F-Throw:
-Angle lowered to 35∞ from 45∞; BKB increased to 80 from 70 [6 Dmg; 80 KBG; 70->80 BKB; 45∞->35∞]
Pikmin & Olimar
* Up B
o Purple Pikmin - Knockback Growth increased to 100 (up from 88)
o White Pikmin - Damage increased to 10% (up from 6%)
+ Knockback Growth decreased to 54 (down from 90)
o Yellow Pikmin - Knockback Growth increased to 100 (up from 90)
+ Angle changed to 80 (from 70)
o Red Pikmin - Base Knockback increased to 80 (up from 60)
+ Angle changed to 45 (from 20)
* Dash Attack
o Animation Speed up by 2.0x
Fox
* Neutral Air
o Hitbox 1 - Base Knockback increased to 20 (up from 10)
+ Angle changed to 50 (from 20)
o Hitbox 2 - Base Knockback increased to 10 (up from 0)
+ Angle changed to 50 (from 20)
* Down Air
o Damage reduced to 2% (down from 3%)
* Up Tilt
o Hitbox 1 - Damage reduced to 7% (down from 10%)
+ Base Knockback increased to 47 (up from 22)
+ Knockback Growth increased to 135 (up from 110)
+ Angle changed to 84 (from 110)
o Hitbox 2 - Damage reduced to 7% (down from 8%)
+ Base Knockback increased to 47 (up from 18)
+ Knockback Growth increased to 135 (up from 110)
o Hitbox 3 - Damage reduced to 7% (down from 8%)
+ Base Knockback increased to 47 (up from 18)
+ Knockback Growth increased to 137 (up from 110)
-Dair: 2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33 (disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)
-Down-B:
Shine is now able to be interrupted with a jump, DMG dropped to 3 from 5, BKB dropped to 49 from 60, KBG to 0 from 30, Angle to 5 from 10, (shine JC upsmash and shine JC fair are true combos, dair on certain chars)
-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2]
* Neutral A
o Fixed Jab where it afforded nur Hitstun
o Base Knockback increased to 20 (up from 10)
o All Hitboxes - Angle changed to 80 (from 35, 80 and 20)
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
F-Air (Hits 1-4):
-SDI Capacity Multiplier: 1.00x->0.80x
Up-B (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
Falco
* Down B
o Change re-added - Base Knockback increased to 80 (up from 35)
+ Angle changed fro 120 (from 20)
-Speedup adjusted to avoid interfering with hitbox window. New:[0.500x Frame 1; 1.000x Frame 4; 1.500x Frame 7]; Old:[0.500x Frame 1; 1.000x Frame 5; 1.500x Frame 8]
-Hitlag Multiplier: 0.50x->1.00x
-SDI Capacity Multiplier: 0.00x->1.00x
-Special offensive flags changed from 204FFFC3->004FFFC3
Rapid Jabs:
-Hitlag Multiplier: 1.00x->1.30x
* Neutral B
o Damage reduced to 2% (down from 3%)
* Up Tilt
-Speedup removed; can now cancel with a jump starting on frame 22
F-Smash (Hitbox B):
-Utilt 1.5x (from 2x) after frame 14
Falco
Physics:
-Jump/Grav Values: New: 133AC4E0; Old: 1326AC80
F-Smash (Hitbox B):
-Hitlag Multiplier: 0.30x->0.60x
-SDI Capacity Multiplier: 0.30x->1.00x
F-Air (Hitbox A):
-Hitlag Multiplier: 0.70x->0.90x
F-Air (Hitbox B):
-SDI Capacity Multiplier: 0.00x->0.80x
Neutral-B:
-Can now only perform 1 laser in the air in a SH
-Can now fastfall during the laser animation after the peak of a jump has been reached
Up-B (Linking Hits):
-SDI Capacity Multiplier: 1.50x->0.80x
Wolf
* Down Air
o Sweetspot - Base Knockback increased to 32 (up from 6)
o Animation Speed increased to 1.4x after Frame 20
-SideB
All electric hitboxes now behave like falcons knee at 77.85% power and 15 damage
* Forward Air
o Knockback Growth increased to 110 (up from 95)
o Angle changed to 105 (from 75)
+ Base Knockback increased to 40 (up from 10)
o Hitbox 3 - Damage increased to 2% (up from 1%)
+ Base Knockback increased to 40 (up from 0)
o Hitbox 4 - Base Knockback increased to 40 (up from 0)
+ Knockback Growth increased to 100 (up from 0)
-upB kick ID (118), sped up 100x after frame 20 (allows you to DI after the upB)
-Dair Frame 20 140% faster winddown; BKB to 42 from 6, KBG to 84 from 90
-UpB travel hitboxes designed to link together better
Jab:
-SDI Capacity Multiplier: 0.50x->0.80x (Jab 1); 0.30x->0.80x (Jab 2)
F-Tilt:
-Hitlag Multiplier: 0.50x->0.70x (2nd Hit)
-SDI Capacity Multiplier: 0.00x->0.60x (1st Hit)
U-Tilt:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.250x Frame 11] Old:[2.000x Frame 26]
N-Air:
-Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
-Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
-Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
-Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
-Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]
U-Air:
-New hitbox added near Wolf’s back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]
Up-B (1 dmg Hits):
-Reworked to keep them from falling out of move as often
-Replaced all hitboxes with 3 hitboxes similar to Hitbox B with 16D angle and at 1.333x size
-Front Hitbox: 0 KBG; 64 BKB; 16D Angle
-Middle Hitbox: 0 KBG; 140 BKB; 16D Angle
-Rear Hitbox: 0 KBG; 160 BKB; 16D Angle
-Hitlag Multiplier: 0.50x->0.75x
-SDI Capacity Multiplier: 0.00x->0.60x
Down-B:
-Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
-Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.
Captain Falcon
* Down Air
Both hits reduced to 83 KBG from 86, and BKB increased to 45 from 32
* Forward Air
o Reverse Sweetspot (Knee) - At equivalent forward Power, 60% Hitbox Size
* Side B
o Base Nockback changed to 86
o Knockback Growth changed to 43
-Friction increased to .07 from .05
-UpB Grab 70 growth from 50, 20 angle from 0
N-Air: [Hit: 7-8 -> 7-12 (1st Kick); 20-21 -> 19-30 (2nd Kick); IASA: 45->43] – (Replaces frame speed changes)
-1st Kick; A: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 82∞]
-1st Kick; B: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 78∞]
-1st Kick; C: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 74∞]
-2nd Kick: [1x Size; 6->9 Dmg; 125->85 KBG; 45->42 BKB; (40)∞->50∞]
Jab 3 (Gentleman): [IASA: ??->25]
-Hitbox A: [1x Size; 6 Dmg; 50->110 KBG; 10->25 BKB; 70∞->60∞]
-Hitbox B: [1x Size; 5 Dmg; 70->130 KBG; 0->15 BKB; (40)∞->50∞]
D-Tilt: [IASA: 37->31]
-Hitbox A: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 80∞]
-Hitbox B: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 40∞->70∞]
-Hitbox C: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 20∞->60∞]
D-Smash:
-New:[0.800x Frame 21; 1.000x Frame 29; 1.500x Frame 31]; Old:[1.160x Frame 12]
-Removed the global speed up of entire post-charge animation.
-2nd Kick comes out 2 frames slower and move ends 2 frames sooner from original change.
F-Smash:
-F-Smash (Pre-Charge): [4.000x Frame 1; 0.350x Frame 9] – (Gets to full pullback frames sooner; Same total duration and hit frames)
-Result: 1.000, 5.000, 9.000, 9.350, 9.700, 10.050, 10.400, 10.750, 11.100, 11.450, 11.800, (Charge Anim)
-Up: [1x Size; 20 Dmg; 85->90 KBG; 20 BKB; 45∞]
-Neutral: [1x Size; 19 Dmg; 85->90 KBG; 20 BKB; 43∞]
-Down: [1x Size; 18 Dmg; 85->90 KBG; 20 BKB; 40∞]
U-Air
-Hitbox A: [1x Size; 13 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]
-Hitbox B: [1x Size; 12 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]
F-Air:
-Sweetspot: [1x Size; 19 Dmg; 93->89 KBG; 30->15 BKB; 32∞]
-Flub Hit: Changed to 50∞ from 169/Special(40∞)
-Single large reversible sweetspot hitbox replaced with 2 adjacent smaller reversible HBs. 1 on his knee and the other on his upper thigh/hip area. Removes the superfluous vertical range the previous reversible KB version had
-Hitlag Multiplier: 1.20x->1.30x (Sweetspot)
B-Air: [Hit: 10-11 -> 10-12 (Strong); 12-15 -> 13-18 (Weak); IASA: 36->28] – (Allows a small window to SH->B-Air->DJ)
-Strong Hit; A: [1.1x Size; 14 Dmg; 100->96 KBG; 20->30 BKB; (40)∞]
-Strong Hit; B: [1.1x Size; 14 Dmg; 100->96 KBG; 0->20 BKB; (40)∞]
-Weak Hit; A: [1x Size; 8 Dmg; 100->80 KBG; 20->30 BKB; (40)∞->55∞]
-Weak Hit; B: [1x Size; 8 Dmg; 100->80 KBG; 0->20 BKB; (40)∞->55∞]
Grab (Turn): [1.500x Frame 1; 1.000x Frame 16]
-Result: 1.000, 2.500, 4.000, 5.500, 7.000, 8.500, 10.000, 11.500, 13.000, 14.500, 16.000, 17.000… [Grab: 16-17 -> 11-12]
U-Throw: [IASA: 43->40] [3 Dmg; 105->120 KBG; 70->55 BKB; 85∞->82∞]
Neutral-B (All): Hitlag Multiplier: 1.00x->1.50x
Up-B: [12 Dmg; 82->99 KBG; 40 BKB; (40)∞]
Down-B (Ground): [Endlag Animation: 1.500x]
-Initial Hit: [1x Size; 13 Dmg; 70->64 KBG; 50->75 BKB; 45∞]
-Mid Hit: [1x Size; 11 Dmg; 40->45 KBG; 62->80 BKB; 85∞->60∞]
-End Hit: [1x Size; 7 Dmg; 60 KBG; 50->70 BKB; 50∞->75∞]
Down-B (Aerial Landing): Aerial Falcon Kick landing lag 25 from 45 [1.800x Frame 1]
-Increased in size by 25%; Damage reduced to 6 from 9; KBG increased to 83 from 20; BKB reduced to 65 from 80. [1.25x Size; 9->6 Dmg; 20->83 KBG; 80->65 BKB; 80∞]
-Flags changed from xxx1xxxx->xxx3xxxx
-Block Advantage: -15
Side-B (Ground; Attack): [1x Size; (11)->12 Dmg; (27)->38 KBG; (86)->62 BKB; 80∞]
Pokémon Trainer
* Overall
o Pokémon now have infinite Stamina
o Pokémon no longer automatically switch upon death
* Charizard
o Up Air
+ Animation Speed increased to 1.75x after Frame 18
o Forward Air
+ Hitbox 4 (No Flinch) - Base Knockback increased to 10 (up from 0)
# Knockback Growth increased to 176 (up from 0)
o Down Air
-Speedup adjusted to avoid interfering with hitbox window. Hits 13-15 from 13-14. New:[1.500x Frame 3; 1.000x Frame 18; 1.500x Frame 21]; Old:[1.500x Frame 1; 1.000x Frame 19; 1.500x Frame 21]
o Forward Tilt
+ Wind-down nur 1.75x times faster
Neutral-B:
-Angle reverted to default 60∞ from previous 75∞
-Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
-SDI Capacity Multiplier: 1.20x->1.50x
* Ivysaur
Ivysaur was polished
-35% ALR
-Ivysaur upB speedup
-Razor Leaf 2x last 20 frames (ends 40)
-Jab and jab combo at 1.2x speed
-Ivysaur dair 2x after dair
-Ivysaur dair sourspot 80 degrees from 50
-Ivysaur Dash attack angle 100 from 70
-Ivysaur Bair: All hits do 4 damage instead of 2
-Ivysaur Uair: minus 2 damage, plus 2 base
-Ivysaur Bullet Seed (both hitboxes) KBG 60 from 40, BKB 15 from 10
-F tilt last hitbox (0 angle, 40 base from 20)
-U-tilt (1.5x size)
-Hits on frame 6 from 9 [1.600x Frame 1; 1.000x Frame 9]
-Jabs (40 degrees)
Ivysaur
Physics:
-Jump/Grav Values: Acts the same way, but peaks quicker during jumps. New: 1F66C880; Old: 1F55C640
Neutral-B:
-Angle of 2 dmg hits changed to 90∞ from 86∞; 1 dmg hits 85∞ from 80∞
-SDI Capacity Multiplier: 0.10x->0.40x (2 dmg hitboxes); 0.28x->0.50x (1 dmg hitboxes)
* Squirtle
o Neutral B
+ Base Knockback increased to 5 (up from 0)
+ Knockback Growth decreased to 70 (down from 100)
+ Angle changed to 50 (from 55)
+Hitlag multiplier 1.00x -> 1.80x
o Up Air
+ Damage reduced to 9% (down from 11%)
+ Base Knockback increased to 55 (up from 30)
+ Knockback Growth increased to 100 (up from 94)
+ Angle changed to 70 from 80
+ End on frame 28 from 24
o Forward Air
+ Hitbox 1 - Damage reduced to 10% (down from 12%)
# Knockback Growth increased to 113 (up from 94)
# Hitbox 2 - Damage reduced to 4% (down from 6%)
* Base Knockback increased by 2
* Knockback Growth decreased to 70 (down from 100)
o Back Air
+ Hitbox 1 - Damage reduced to 8% (down from 10%)
# Knockback Growth increased to 121 (up from 97)
+ Hitbox 2 - Damage reduced to 4% (down from 6%)
# Base Knockback increased by 2
# Knockback Growth increased to 135 (up from 90)
o Up Tilt
+ Damage reduced to 4% (down from 6%)
+ Base Knockback increased to 50 (up from 31)
+ Knockback Growth increased to 150 (up from 100)
Lucario
* Up B
o Softlanding Landing Lag - Animation Speed increased to 20.0
o Now flies 1.5x times faster
o No longer goes into Special Fall
* Down Air
o First Hitbox - Now has a set Base Knockback and
no Knockback Growth
* Back Air
o Final Hitbox - Angle changed to 280 (from 361 (special 20 degrees))
* Up Tilt
o All Hitboxes - Knockback Growth increased to 55 (up from 43)
* Dash attack
o Hitbox 1 - Damage reduced to 10% (down from 12%)
+ Knockback Growth decreased to 35 (down from 76)
o Hitbox 2 - Damage reduced to 5% (down from 10%)
+ Base Knockback decreased to 0 (down from 60)
+ Knockback Growth increased to 64 (up from 40)
+ Angle changed to 361 (20 special degrees) (from 75)
Jigglypuff
* Down B
o Damage increased to 25%
o Base Knockback increased to 118 (up from 100)
o Knockback Growth increased to 45
o Angle changed to 45
o Now has a darkness effect instead of poison
-Hitlag Multiplier: 1.00x->1.50x
* Down Tilt
-Frame speed change shifted to avoid interfering with hitbox window. New:[1.500x Frame 13]; Old:[1.500x Frame 11]
-Air mobility raised from .08 to .20
-FF speed to 1.4 from 1.3
-BThrow KBG to 60 from 25 (still significantly stronger than f-throw due to interior damage)
-FThrow KBG to 70 from 30, Angle 40 from 55
D-Air:
-Hitlag Multiplier: 0.80x->0.90x
-SDI Capacity Multiplier: 1.20x->0.80x
Pikachu
D-Smash (Linking Hits):
-SDI Capacity Multiplier: 1.20x->0.90x
F-Air:
-Hitlag Multiplier: 0.70x->0.90x (Linking Hits); 0.70x->1.15x (Final Hit)
-SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
B-Air (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
Marth
* Up B
-Strong Hitbox B: [1.2x Size; 13->14 Dmg; 68->64 KBG; 70 BKB; (40)∞->40∞; Shifted towards back]
-Weak Hitboxes: 20->50 BKB (All Weak); 74∞->35∞ (Weak A)
* Up Air
o Hitbox 1 - Damage reduced to 8% (down from 10%)
Up-air (tip)
-Growth readjusted from previous 70 to 73. New:[1x Size; 13 Dmg; 80->73 KBG; 40 BKB; 90∞]; Old:[1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90∞]
o Hitbox 2 - Damage reduced to 11% (down from 13%)
+ Base Knockback increased to 42 (up from 40)
+ Knockback Growth increased to 95 (up from 80)
* Forward Air
o Hitbox 1 - Damage reduced to 8% (down from 10%)
o Hitbox 2 - Damage reduced to 11% (down from 13%)
+ Base Knockback increased to 42 (up from 40)
+ Angle on Sweetspot Hit changed to 50 (from 20)
+ Angle on Sourspot Hit changed to 40 (from 20)
Physics:
-Jump/Grav Values: New: 119974D0; Old: 11897AC0
-Aerial Stopping Mobility: 0.010->0.007
F-Air (Untipped Hit): [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
-Marth Fair; hb1: 7dmg from 10dmg, KBG 80 from 70, BKB 35 from 40; Angle flub at 40 from special angle 20
F-Air (Tipped Hit): [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]
-Marth Fair; hb2: 9dmg from 13dmg, KBG 87 from 80, BKB 35 from 40; Angle on sweetspot hit changed to 70 from special angle 20.
U-Air (Tipped Hit): [1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90¡]
-Marth Uair; hb2: 70 growth from 80
B-Air (Untipped Hit): [1x Size; 11->9 Dmg; 85->60 KBG; 60 BKB; (40)¡->30¡]
-Marth Bair; hb1: 9 damage from 11; 60 growth from 85; 30 angle from "special 40"
B-Air (Tipped Hit): [1.25x Size; 14->13 Dmg; 90->65 KBG; 60 BKB; (40)¡->30¡]
-Marth Bair; hb2: 13 damage from 14; 65 growth from 90; 30 angle from "special 40"; 1.25x size
D-smash (1st slash, Hitbox 4): [1x Size; 17 Dmg; 80 KBG; 70->90 BKB; 70¡]
-Marth Dsmash: tips 70 base -> 90 base
D-smash (2nd slash, Hitbox 4): [1x Size; 16 Dmg; 80 KBG; 70->90 BKB; 75¡]
-Marth Dsmash: tips 70 base -> 90 base
Made less effective for wall locks
-Hitbox 0: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
D-Tilt (Hitbox D): [1x Size; 10 Dmg; 40 KBG; 50 BKB; 30->35¡]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30
Side-B (1; Hitbox B): [1x Size; 4->3 Dmg; 25->33 KBG; 35->36 BKB; 88¡]
-Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).
Side-B (2; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 75¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 22->23 BKB; 90¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 10¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 70¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 20->21 BKB; 80¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox A): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox B): [1x Size; 5->4 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox C): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 25¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox D): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 20¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox A): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox B): [1x Size; 5->4 Dmg; 60->75 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox C): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 50¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox D): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox A): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox B): [1x Size; 5->4 Dmg; 80->100 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox C): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; 270¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (4; Hitbox A): [1x Size; 6->4 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4; Hitbox B): [1x Size; 8->5 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Up; Hitbox A): [1x Size; 6->4 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Up; Hitbox B): [1x Size; 8->5 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Down; Hitbox A): [1x Size; 2->1 Dmg; 40->80 KBG; 2->3 BKB; 80¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Side-B (4-Down; Hitbox B): [1x Size; 3->2 Dmg; 120->180 KBG; 60->61 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Side-B (4-Down; Hitbox C): [1x Size; 5->3 Dmg; 120 KBG; 60 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Throw mods:
Uthrow: [4 Dmg; 120->65 KBG; 60->80 BKB; 93¡]
(needs further retweaking, PROBABLY too good right now with or without CGs)
Frame Speed:
U-Tilt:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
-Hitboxes on sword shifted inwards and increased in size for more consistent coverage along Z axis
Jab 1-2 (Untipped):
-Hitlag Multiplier: 0.70x->0.80x
F-Smash:
-Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)
N-Air (1st Hit; Untipped):
-Hitlag Multiplier: 0.70x->0.85x
B-Air:
-Tip hitbox lowered to 25 from previous 30. New:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->25∞]; Old:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->30∞]
-Untipped hitbox raised to 55 from previous 30, KBG to 55 from 60; BKB to 45 from 30. New:[1x Size; 11->9 Dmg; 85->55 KBG; 30->45 BKB; (40)∞->60∞]; Old:[1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)∞->30∞]
F/B/U/D-Throw:
B-Throw: [IASA: 45->35] [4 Dmg; 60->62 KBG; 50->66 BKB; 140∞->120∞]
U-Throw: New:[IASA: ??->33] [4 Dmg; 120->80 KBG; 60 BKB; 93∞];
Old:[4 Dmg; 120->65 KBG; 60->80 BKB; 93∞]
D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135∞->150∞]
Neutral-B (Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.45x
Side-B:
-Hitlag Multiplier: 0.50x->0.75x (4-Down; 1 dmg); 0.30x->0.70x (2 dmg); 0.30x->0.65x (3 dmg); 0.30x->0.65x (4 dmg); 0.30x->0.60x (5 dmg)
-SDI Capacity Multiplier: 1.00x->0.80x (4-Down; 1 dmg)
Ike
* Side B
o When swinged, no longer goes into Special Fall
o When swinged, winds-down at 3.0x after Frame 15
* Neutral Air
-Frame speed change shifted to avoid interfering with hitbox window. New:[2.000x Frame 32]; Old:[2.000x Frame 30]
F-Smash (All except sourspot):
-Hitlag Multiplier: 1.00x->1.20x
F-Tilt:
-Hits on 14-16 from 17-19; IASA on 48 from 56 [1.250x Frame 2; 1.000x Frame 17; 1.200x Frame 26]
-KBG to 90 from 100; BKB 40 from 38; 40 angle from special 40. [1x Size; 15/14/12 Dmg; 100->90 KBG; 38->40 BKB; (40)∞->40∞]
D-Tilt:
-IASA on 43 from 55 [1.500x Frame 19]
U-Throw:
-IASA: 57->50
Neutral-B (Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.50x
Up-B:
-Hitlag Multiplier: 0.50x->0.90x (Final Hit)
-SDI Capacity Multiplier: 1.00x->0.80x (Hits 1-4); 0.00x->1.00x (Final Hit)
-Special offensive flags changed from 204FFFC3->004FFFC3 (hits 2-3)
Ness :
-Physics adjustments: SH 1.00, Full Hop 1.075, FF to 1.2, Momentum increased to 110%
2nd Jump:
-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 5]; Old:[2.000x Frame 1; 1.000x Frame 4]
-By releasing the jump button and then pressing A, Ness’ vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
-Dash Attack
-all hitbox size increased by 15%
-Speed up moved to 2.000x speed on frame 30. Interruptible on 35 from default 40. New:[2.000x Frame 30] Old:[2.000x Frame 41]
-Down Air
-Speed up reworked to avoid interfering with hitbox window. Still hits on frame 17 from original 20. New:[1.250x Frame 5; 1.000x Frame 20] Old:[1.250x Frame 1; 1.000x Frame 21]
-Downthrow BKB to 80 from 90
-KBG to 35 from 30
-Dtilt 3 dmg from 4dmg
-Hitlag Multiplier: 0.50x->0.85x
-SDI Capacity Multiplier: 1.00x->0.50x
-Forward Air
-Final hit bkb set to 65, KBG to 60, DMg to 4% from 3%
-KBG of weak hits set to 0
-angle to 365 from 60
-(Final Hit) angle to 75 from 60
-Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->1.10x (Final Hit)
-SDI Capacity Multiplier: 1.50x->0.80x (Linking Hits)
-Forward Smash
-Tipper hitbox size increased by 25%, only hitbox to cause homerun bat sound
-PKT
-Endlag speed up 500%
-PSI Magnet
-PSI Magnet comes out on frame 7
-Psi Magnet start-up (frames 1-7) has refreshable superarmor (that is, can eat multihit attacks and scale with it akin to olimar whistle)
-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size
-PK Flash
-50% larger
-PK Fire
-15% faster startup
-Significantly harder to SDI out on first hit, easier on later hits
-Angle of bottom 2 dmg hitbox changed to 100∞ from previous 80∞
-Hitlag Multiplier: 1.00x->0.70x (2 dmg hitbox); 1.00x->0.75x (1 dmg hitbox)
-SDI Capacity Multiplier: 1.50x->0.80x (2 & 1 dmg hitboxes)
-Special offensive flags changed from 21CF7FC3->01CF7FC0 to fix non-existent hitlag and make KB reversible (2 & 1 dmg hitboxes)
-Utilt
-Utilt is 150% faster cooldown
-KBG to 110 from 126, BKB to 55 from 42
-PSI Magnet
-PSI Magnet comes out on frame 7
-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size
U-Smash:
-Yoyo hitboxes do not clash with other hitboxes
D-Smash:
-Yoyo hitboxes do not clash with other hitboxes
Neutral-B:
-Start up now commences at 125% speed
-Endlag commences at 200% speed
Up-B 2 (Strong Hit):
-Hitlag Multiplier: 1.00x->1.40x
-You can now ride up the wall much easier without bouncing
Lucas
F-Tilt (Electric Hitboxes):
-Hitlag Multiplier: 0.50x->0.80x
* Up Smash
-Frame speed change on post-charge animation reworked using cleaner multiplier for pre-hitbox speedup. New:[1.400x Frame 2; 1.000x Frame 23; 1.250x Frame 48]; Old:[1.333x Frame 1; 1.000x Frame 20; 1.250x Frame 48]
* Back Air
o Final Hexagon Hitbox - Angle changed to 280 (from 361 (special 20 degrees))
* Dash Attack
o Hitbox 1 - Damage reduced to 10% (down from 12%)
+ Knockback Growth decreased to 35 (down from 76)
o Hitbox 2 - Damage reduced to 5% (down from 10%)
+ Base Knockback decreased to 0 (down from 60)
+ Knockback Growth increased to 64 (up from 40)
+ Angle changed to 361 (special 20 degrees) (from 75)
-Frame speed change reworked to avoid interfering with hitbox window. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.200x Frame 1; 0.700x Frame 33]
* Up Tilt
-Frame speed change replaced with equivalent IASA adjustment of 40->36 to avoid interfering with hitbox window
-Hitlag Multiplier: 0.50x->0.85x (1st Hit); 0.50x->0.90x (2nd Hit; Electric Hit A); 0.50x->0.80x (2nd Hit; Electric Hit B)
* Double Jump
o Animation Speed increased to 1.25x after second Frame
-Upthrow KBG to 72 from 65
-Downthrow 30 growth from 100, 120 angle from 90 (think ness D throw backwards)
Lucas
D-Tilt:
-Hitlag Multiplier: 0.40x->0.70x
-SDI Capacity Multiplier: 0.40x->0.50x
N-Air:
-Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->0.85x (Final Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
F-Air:
-Hitlag Multiplier: 0.50x->0.95x (Strong Hit; A); 0.50x->1.05x (Strong Hit; B); 0.50x->0.90x (Weak Hit; A-B)
U-Air:
-IASA: 46->40
D-Air (Hits 1-3):
-Hitlag Multiplier: 0.50x->0.75x
Grab (Standing):
-Frame speed change pushed back 5 frames to not interfere with grab window. New:[1.500x Frame 14] Old:[1.500x Frame 9]
Grab (Dash):
-Frame speed change pushed back 5 frames to not interfere with grab window. New:[2.100x Frame 17] Old:[2.100x Frame 12]
Z-Air
-Rope Snake tip now has hitbox frames 8-13 with following stats: [4 Size; 4 Dmg; 1 shield Dmg; 30 KBG; 60 BKB; 35∞]
Side-B
-Removed 140% speedup
-Moved “PK Fire!” SFX to frame 18 from 2
Up-B 2:
-Hitlag Multiplier: 0.30x->0.65x (Loop 1); 0.30x->0.70x (Loop 2); 1.30x->1.60x (Last Hit)
-SDI Capacity Multiplier: 0.30x->0.50x (1st Hit); 0.20x->0.90x (Loop 1); 0.10x->0.70x (Loop 2)
-You can now ride up the wall much easier without bouncing
Down-B:
-Hitbox increased to the size of the animation (1.75x)
Mr. Game & Watch
* Down Smash
o Animation Speed decreased to 0.85x after Frame 15
* Down Air
o Landing Lag increased back to 100%. All other Aerials remain unchanged (50%)
* Down Throw
o Animation Speed increased to 1.3x
Game & Watch
Rapid Jabs:
-Hitlag Multiplier: 0.50x->0.95x (1 dmg hitbox); 0.50x->0.90x (2 dmg hitbox); 0.50x->0.85x (3 dmg hitbox)
D-Tilt:
-Speedup adjusted to avoid interfering with hitbox window. New:[0.667x Frame 2; 1.000x Frame 6; 0.800x Frame 16]; Old:[0.750x Frame 1; 1.000x Frame 7; 0.800x Frame 17]
B-Air:
-SDI Capacity Multiplier: 1.00x->0.80x
Neutral-B:
-Replaced ground and air animation ID speedups with single action ID speedup
Side-B(9):
-SDI Capacity Multiplier: 0.00x->1.00x
Snake
* Down Air
o Hitbox 4 - Knockback Growth decreased to 50 (down from 100)
Sonic
* Neutral Air
o Hitbox 1 - Base Knockback increased to 50 (up from 30)
+ Knockback Growth increased to 85 (up from 80)
o Hitbox 2 - Base Knockback increased to 30 (up from 20)
* Up Tilt
o Wind-down Speed increased to 1.75x
-1st hit doesn’t cause tumble [1x Size; 3 Dmg; 100->0 KBG; 0->63 BKB; 96∞]
-SDI Capacity Multiplier: 0.50x->0.80x (Hits 1-2)
* Down Smash
o Comes out 2x as fast but has more wind-down (Frame 19, Endlag Frame Speed 0.5x)
-Reduced KBG to 70 from 100; increased BKB by 20 to 60/55/50 from 40/35/30; angle to 40 from 0×169/special 40
* Up Smash
o Animation Speed increased to 2.0x for the last 16 Frames
* Down Throw
o Animation Speed increased to 1.3x
F-Air (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
B-Air:
-Frame speed change polished to equivalent pre-hitbox speedup. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.300x Frame 1; 1.000x Frame 10]
Neutral-B:
-Now able to IASA into other B moves
Side-B/Down-B:
-Spin-jump hitboxes now come out frame 1 instead of 6.