Attributes:
-Run initial velocity 1.371 -> 1.471
-0x54 (footstool short hop height) 1.6289 -> 1.0289
(this allows footstool -> dair to combo well)
-Fair landing lag 15 -> 9
-Dair landing lag 15 -> 9
-Air mobility .08 -> .12
-Air stopping mobility .03 -> .05
-Maximum H air velocity .85 -> 1
Jab1:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4
-added graphic
-rearranged Bit variables to allow quick jab1->jab2 without jab100
Jab2:
-increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4, Bone -> 1B6
-added graphic
-jab1 -> jab2 at frame 4 (fixed a glitch)
Jab100:
-KBG 64 -> 34
-Hitlag 1 -> 0.7
And the all aspects of Jab from 1.5 that weren't overwritten by the above.
Dash Attack:
-If A is held at frame 11, switch to custom fireball dash attack @ subaction 52 w/ ItemScrew animation.
-Hitboxes at frames 3, 10, 20, 30, and 50 do D, D, B, 9, and 6 damage, 3A, 3A, 3A, 2A, 26 KBG, 44, 40, 4A, 34, 24 BKB, and Size 8, 8, 7, 6, and 5 respectively, all @ angle 89.
-Final hitbox refreshes every 7 frames.
-The move lasts at least until frame 40, after which it ends when A is released, with minimal lag.
-IASA frame 49 -> 50
Fair:
-Kick 1 hitboxes trajectory 2D -> 16D
-Kick 2 hitboxes trajectory 50 -> 16D
-fair2 can interrupt into B-moves as well as aerials
-Air Attack IASA frames 19 - 24
Uair:
-x1.4 speed
-IASA moved from frame 39 -> 29
-All hitboxes DI multiplier 1 -> 1.3
Dair:
-x1.5 speed frames 0 - 17
-x1 speed frames 17 - end
-IASA move from frame 54 -> 48
-Loop hitboxes hitlag 1 -> 0.5
-Upper hitbox (id 1) angle: 10E -> 5A, KBG: 6B -> 3B
-Lower hitbox (id 0) DI multiplier 1 -> 1.3
-On frame 17, every 3 frames 6 times (so, once per hitbox) if A is held, gain -0.4 vertical momentum
Bair:
-IASA moved from frame 40 -> 32
Nair:
-x2 speed frames 0 - 9
-x1 speed frames 9 - 34
-If A is not held at frame 11 or 20, x5 speed until frame 34 and hitbox damage does not change
-x2 speed frames 34 - end
-IASA moved from 72 -> 58
-All hitboxes size -> 8
-Hitboxes damage C, A, 8, 6 -> C, B, D, F
-Terminate Collisions frame 34 -> 41
Ftilt:
-IASA moved from frame 27 -> 21
Utilt:
Identical to 1.5.
Dtilt:
-New animation based off slide attack from Kirby games (could use some touching up)
-Same hitboxes as original dtilt, except frame 4 - 28
- Flag changed to 39830480 (Sfx change)
- Tripping rate 0.35/0.3 -> 0
- Angle 169 -> 69
- Damage +4 on all hitboxes
- BKB 1E -> 4E
- KBG 1E -> 2E
- DI multiplier 1 -> 0.5
-If hitbox hits, change action to jump break escape
-IASA moved from frame 20 -> 41
-dtilt angle 5A -> 6E
-tap dtilt to do vBrawl dtilt, hold to do slide
Fsmash:
Up-angled:
- TransN distance greatly increased
- x0.7 speed frames 8 - 17
- x1 speed frames 17 - end
Normal-angled:
- TransN distance increased
- x0.9 speed frames 8 - 17
- x1 speed frames 17 - end
- Strong hit +2 dmg
- Strong hit -2 KBG
Low-angled:
- Strong hit +5 dmg
- Strong hit -2 KBG
Dsmash:
- If left or right is held at frame 5, 10, or 15, sets +/- 0.5, or adds 0.4 or 0.3 character momentum
- 1.5 changes, but outside hits do E instead of F damage
Usmash:
- 1.5 changes, but with a 21% dmg sweetspot of size 1, 26 y-offset up from frames 7-10, angle 5A, KBG 5E.
Up+B:
-If down is held at the end of grounded SpecialHi, skips to SpecialHi4
-(Air)SpecialHi2 has Air Tread IASA from frame 12 - end
-(Air)SpecialHi2 has Air Attack IASA from frame 22 - end
(this is approximately in time with the spark graphic on the sword)
-(Air)SpecialHi2 can be cancelled into special fall by holding shield after frame 18
-(Air)SpecialHi3 Air Attack and Air Tread IASA throughout
Side+B:
-If B is held at frame 15 of grounded SpecialS, Kirby charges hammer; changes to SpecialSMax at frame 15
- new attack hits on frame 75 - 79, has very slightly more range, deals 35% w/ same KB values @ angle 0x27
- SpecialSMax x1.5 speed at frame 20 - 71
-SpecialS reflects from frames 20 - 28
-SpecialSMax reflects from frames 71 - 81
-SpecialAirS reflects from frames 16 - 18 and 33 - 35
-Uncharged: +1 KBG
-Charged SideB: Frame speed 1.5 -> 1.6
Neutral+B:
-Invincibility during 1EB: SpecialNDrink
-6 -> 14 dmg on 'Drink'
-10 -> 14 dmg on Spit
-Grab IASA on SpecialNLoop and SpecialNSwallow
-Swallow release hitbox KBG 64->0, BKB 0->3A, Angle 169->0
Down+B:
-1.5 startup speed change
-Air dodge IASA from frame 5 on during end transformation
Throws and Pummel
-dthrow BKB 46 -> 30
Other:
-CaptureJump IASA frame 27
-CaptureJump: if left or right is held at frame 21 add +/- 0.4 character momentum
-UTaunt: IASA frame 114 -> 1
-STaunt: IASA frame 114 -> 1
-DTaunt: IASA frame 1