All right guys. It's about a day late. Here's the update:
http://www.mediafire.com/?3n4f344mh8jwwd3
The changelist is included. The only characters that have changed are those that are so good that it's necessary, those that are so terrible that we felt justified in buffing them before this (peach and zelda, and they're still not impressive) (and CF, but **** you Falcon Kick should not be unsafe on hit). It shouldn't be too hard to acclimatize oneself to this in the next week.
Changelist:
[collapse=changelist]
CAPTAIN FALCON (BPC)
DONKEY (Big O)
LUIGI (BPC)
NESS (BPC/Veril)
PEACH (Xyless)
SAMUS (BPC)
SONIC (BPC)
WARIO (BPC)
ZELDA (BPC)
CAPTAIN (BPC)
------
Grounded DownB can Jump Cancel after frame 17 to allow for a better pressure game. Linking hits Trajectory 20->16D, BKB 1E->2E to have hitstun, shield damage 3->1
||||||||||||||||||||||||||||||||||
DONKEY (Big O)
------
Jab1- Jab combo links 2 frames earlier, inner hitboxes [kbg 100 to 0, basekb 0 to 43]
FtiltD- 15% trip chance on new hitbox, angle 361 to 0
Utilt- 1 less damage, kbg 80/80/80 to 88/100/100
Dtilt- 100% trip chance, IASA 22 to 19
Dash Atk- Extra 1.0 horizontal momentum frame 1 to enable sliding Usmash, +1 damage, velocity tweaks [frame 6 1.5 horizontal momentum, frame 21 -0.65 horizontal momentum, frame 25 -0.25 horizontal momentum], sweetspot [angle 25 to 20, kbg 30 to 40]
Pivot Grab- size 7/6 to 8/7, x offset -21/-10 to -23/-10
All Smashes- Shield cancelable during charge (charging with grab is unaffected)
Fsmash- 20/21/19/18 to 21 damage, 30/30/18/18 to 30 basekb, 94/94/100/100 to 100 kbg
Usmash- Pseudo DACUS effect 1.0 horizontal momentum
Dsmash- Quake hitbox starts frame 13 to prevent override of strong hit, 0 hitlag on quakebox, sourspot damage +3
Nair- Size 6/6/7 to 7/7/9, AC 39+ to 27+ (34+ to 22+), LL 15 to 10
Fair- +1 damage
Bair- AC 31 to 26, LL 15 to 11
Uair- AC 26+ to 17+
Dair- AC 50+ to 37+ (43+ to 34+)
Quick Ledge Atk- +4 damage, +1 invincibility frame
Slow Ledge Atk- +5 damage
B- +1 damage uncharged, +2 damage charged backhand, no ghost sourspots (changed to match normal values), SA frames 11-20 to 11-22, 1.6 horizontal momentum if B is held on full charge
Air B- +1 damage uncharged,+2 damage charged, no ghost sourspots (changed to match normal values), SA frames 11-20 to 11-22, 1.0 horizontal momentum if B is held when charged on full charge, can ledge grab after hitbox ends and during charge cancels. Slower charge canceling to prevent buffered AD from charge cancels and faster charge start to compensate the extra lag (8 to 11 and 7 to 4)
Side B- +4 damage, -10 shield damage, IASA frame 45, cancelable by A moves, grab, aerials, item throws, and air dodge before it hits. Cancelable by jumps, aerial specials, and ground dodges at any point. Sourspot [damage 8 to 14, angle 70 to 270, basekb 15 to 50, kbg 40 to 80], Other Hitboxes [basekb 20 to 50, kbg 40 to 80], all hitboxes now hit grounded and aerial opponents
Air Side B- Sourspot now gone (changed to match sweetspot values), IASA frame 45 instead of 1.4x cooldown speed, cancelable into aerials, air dodge, and item throws before it hits. Cancelable by jumps, ground item throws, and ground dodges at any point
Up B- Last Hit [basekb 40 to 64, kbg 90 to 0, size 9 to 11, x offset 4/-4 to 6/-6], Hits 5-8 [basekb 5 to 15, kbg 50 to 0], Hits 1-4 [angle 361/361/140 to 361/361/225, kbg 70/70/70 to 0], SDI multiplier 2x to 1x on all hitboxes
Air Up B- Hits 6-8 [kbg 100 to 0, base kb 0 to 40], Hits 2-5 [basekb 20 to45, kbg 70 to 0], First Hit [basekb 40 to 64, kbg 80 to 64], 0x hitlag multiplier on all hitboxes
Down B- Barrel pickup starts frame 13 instead of 17, size 13 to 20
Dthrow- 1.6x cooldown speed, angle 361 to 50
Uthrow- basekb 64 to 80, +2 damage
Cargo Fthrow- Angle 40 to 60
Cargo Dthrow- .7 Horizontal momentum boost on throw, IASA frame 35 instead of speedup
Barrel Fthrow- 1.5x Speed (13/26)
Barrel Bthrow- 1.5x Speed (14/26)
Barrel Dthrow- 2.25 Vertical momentum boost on throw (15/22)
Barrel Uthrow- 1.21x Speed (13/24)
Smash Barrel Fthrow- (18/33)
Smash Barrel Bthrow- 2 Horizontal and .5 vertical momentum boost away from barrel on throw (20/29)
Smash Barrel Dthrow- 1.25 Horizontal and 1.75 vertical momentum boost on throw (15/30)
Smash Barrel Uthrow- IASA frame 29 to 27, -2.0 Vertical momentum boost (downwards) on frame 1
Staunt- Heals 5%
Utaunt- Generates Franklin Badge in hand on completion
Dtaunt- Cancelable into anything but movement and other taunts
||||||||||||||||||||||||||||||||||
LUIGI (BPC)
-----
Landing lag on all aerials doubled (frame speed modifiers removed)
Nair sweetspot lasts 1 frame instead of 4, sourspot angle 90->180/0
Fair angle 167 (359)->1A (20)
Bair KBG 69->5C
||||||||||||||||||||||||||||||||||
METAKNIGHT (BPC/Doom)
----
Tornado:
-Hitbox ID 0 angle 5A->, Y-offset -2->7, Transcendant
-Hitbox ID 1 weight KBG 64->4
-Hitbox ID 2,3 Y-offset 7->14, Transcendant
-Hitbox ID 3 angle 96 (150)->A0 (160)
-Hitbox ID 2 angle 1E (30)->14 (20)
Dair:
-Hitbox ID 0,1 direction A->23 (revert to vBrawl)
-Hitbox ID 2 KBG 50->48, Angle 15E (350)->23 (35), X-offset -10->10
-Hitbox ID 3 Angle 15E->17 (vbrawl), X-offset 10->-10
Bthrow KBG 78->60
Fthrow trajectory 20->30, KBG 8C->70
Uthrow, looping hits self-damage 1->2, last hit self damage 3->4
||||||||||||||||||||||||||||||||||
NESS (BPC/Veril)
----
linking hits
bkb=32 -> 26 [20 -> 1A in hex] (vBrawl default)
shield damage modifier: 1 -> 0
Size: 12 -> 8.10x (vBrawl default, about the size of MK's body during nair)
X offset: stays at B- value of 10 (so still slightly greater horizontal range than v-brawl)
SDI: .1 -> 1.2 (lower than vBrawl's 1.5 to account for 2 additional hits and the increase in hitlag)
hitlag: .5 -> .75
final hit
trajectory: 60 -> 45∞ [3C -> 2D] the best zoning move should NOT have an autocombo angle.
kbg: unchanged
bkb: 75 -> 55 [4B -> 37]
size reverted to vBrawl: 12 ->9
x-offset stays at B- 10.00x for now...
Jump cancel on grounded sideB removed (JC still available on aerial), Frame speed after frame 22 x2, for about a total of 40 frames from startup to finish.
Bthrow KBG 64->5F, Trajectory 96->87, BKB 14->F
||||||||||||||||||||||||||||||||||
PEACH (Xyless)
-----
-Down Tilt speed modifier: 2x, so she also slides backward far further with buffered attacks.
-Up Smash ("spin") and Up Tilt ("heart") have been swapped, to accommodate the fact that her utilt is far more interesting of an attack, and her usmash is more fun to watch without a charge, and already one heck of a move
-Up Smash ("heart") - large hitbox: Damage 13 -> 15 [D -> F], KBG 70 -> 80 [46 -> 50]
-Up Smash ("heart") - small hitbox: KBG 70 -> 91 [46 -> 5B]
Added interrupts right after the first hitboxes of Peach's dash attack terminate. These interrupts are:
-Ground Attack
-Ground Escape (dodge)
-Ground Item (throwing an item, right?)
-Ground Jump
-Ground Special
||||||||||||||||||||||||||||||||||
WARIO (TELB edition) (The Enigma Lies Broken)
-----
Wario change list from 1.5 to my version
Walk Initial Velocity: 0 => 0.7
Dash & Stop Turn Initial Velocity: 1.3 => 1.765
Stop Turn Acceleration: 0.04 => 1.3
Run initial Velocity: 1.35 => 1.55
Jump V Initial Velocity: 3.5 => 2
Jump H Initial Velocity: 1.3 => 2
Footstool Initial Velocity: 4.55 => 3.5
Jumps: 2 => 3
Gravity: 0.09 => 0.0842
Terminal Velocity: 2.2 => 1.4
Air Mobility: 0.3 => 0.55
Air Stopping Mobility: 0.04 => 0.3
Maximum H Air Velocity: 1.692 => 1.75
Item Throw Strength: 1.0 => 1.5
3 jumps. Given the falco treatment, low air jump height.
Dair: No longer rockets toward the ground. Floats in place like vBrawl. Spikes. IASA after Frame 24
Fair: Animation Speed 4x
||||||||||||||||||||||||||||||||||
ZELDA (BPC)
-----
Jab1 can shield cancel on frame 10, jab linking hitboxes angle 361->32/32/160/160, BKB 0->10 (16)
Naryu's love IASA frame 15
Fair, Bair landing lag 22->10 frames, ghost angle A0 (160)->96 (150)
All grabs speed x1.3
All grabs furthest hitbox size 4.8->8
Ftilt ghostbox angle 180 (B4)->150 (96)
Ftilt hitbox angle 110 (6E)/361->135/361, KBG 58->10, BKB 32->52
[/collapse]