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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Quick question: is there anything character-specific that isnt contained in the pac? and conversely, is there anything not character-specific that is contained in all pacs?

If the answer to both of these questions is no, then PSA hackers now have a solid foundation on which to base characters :D

EDIT: also, what is teh meaning of "-Special offensive flags changed from 204FFFC0->004FFFC0"
 

Yanoss1313

Smash Journeyman
Joined
Oct 15, 2008
Messages
436
Location
Melbourne
*gargles* well, i guess i now start the long wait for PAL... oh wait... no!... i still have my Ntsc import from like early last year! *cranks that shiz*
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Nothing listed on auto snapping on shield hit either it seems.

And since I can't play for a good bit, can anyone tell me if DJC works with the control stick? Like, if you're holding it up you don't DJC but you do otherwise?

I'll have to drop NEss altogether if not.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
So after that whole debate, you didn't want to put in any ledge changes?

No offense, but I'm just curious why.
That is a gameplay change, it is something we are going to be working on while you guys play with this. Did you want to wait a whole month or more? I thought not.

edit: Alphatron: That would require us to fix the code which as I have said 2 times already in the last couple of pages, none of our hackers have any free time for that.
 

El Raspa

Smash Apprentice
Joined
Oct 18, 2007
Messages
115
well hopefully they will see the potential of the fair buff for combo potential and will love it (as soon as the upB infinite is fixed haha)
This was my reaction

1: Very mad about it and complaning
2: goodoldganon explained to me the new potential of Fair->Nair combo
3: I tryed It
4: Then I'm happy and stop complaning LOL

And now, thank for fixing snake infinite recovery (eventhouht It was sexy for the LOLS and oponent johns)
 

weinzey

Smash Apprentice
Joined
May 2, 2009
Messages
176
do u guys know when pk is gonna be back from his vacation?

and @ wario changes: wth? i thought it was agreed on that he either receives the fsmash damage nerf or the sa nerf, but never both.
and is the kb compensate a full compensation for fsmash?
and no compensation for dair? (i like that a lot, but it might be a typo)
anyone knows that?
 

Cero

Smash Lord
Joined
Apr 19, 2008
Messages
1,142
Location
Pembroke Pines, FL
Yeah, something's definitely wrong with your snapshot loader .gct. The game would keep freezing right before the intro video.

I just reverted back to my old loader .gct and it works perfectly.

Should probably look into that.
 

WheelOfFish

Smash Journeyman
Joined
Jul 8, 2009
Messages
387
BOWSER, LINK, AND IKE FEEL SOOOOO MUCH BETTER.

Well, actually, I dunno about Link and Bowser, but my friend who mains them claims they do. Ike is awesome though!

Samus feels a lot better, I was hoping for a fast fastfall, but whatever

So does this mean that in the long break where we develop a metagame, there's gonna be a tier list?

WTF?

Why is TL's spike sweetspot on dair aura?

And why is Shiek unable to charge needles?
To make TL more annoying and...

Neutral-B:
-Needles now charge/release by holding down/letting go of the B button
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Yeah, something's definitely wrong with your snapshot loader .gct. The game would keep freezing right before the intro video.

I just reverted back to my old loader .gct and it works perfectly.

Should probably look into that.
can you post your loader on mediafire, ill update that


regarding autosnap and ledge issues, they are hard to fix. Even with camelots discoveries of a ledgegrab code, it is going to require the editting of A TON of subactions and getting precise window windows for them. Its not a trivial change and will require a lot of time. Expect stuff like that in the future.

We also havent tested if it does anything without the autosweetspot code which will need to be tested.
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
can you post your loader on mediafire, ill update that
I think he meant the double GCT, which I'm now using since the Snapshot Loader GCT also makes my brawl go black before the intro video.
 

Cero

Smash Lord
Joined
Apr 19, 2008
Messages
1,142
Location
Pembroke Pines, FL
can you post your loader on mediafire, ill update that


regarding autosnap and ledge issues, they are hard to fix. Even with camelots discoveries of a ledgegrab code, it is going to require the editting of A TON of subactions and getting precise window windows for them. Its not a trivial change and will require a lot of time. Expect stuff like that in the future.

We also havent tested if it does anything without the autosweetspot code which will need to be tested.
Lol. By the time I read this, someone already beat me to it. :laugh:

I think he meant the double GCT, which I'm now using since the Snapshot Loader GCT also makes my brawl go black before the intro video.
Nope. Was talking about the snapshot loader .gct.

My snapshot loader gct, working flawlessly. Includes the snapshot loader and File Patch Code 3.5.1
http://www.mediafire.com/download.php?ykmlyzw3ctz

Also my snapshot
http://www.mediafire.com/download.php?yonjmyutzn5

And I just checked Wario's dair.
It was changed from
2-2-2-2-2-2-4 to
2-2-2-2-1-1-4
Is your snapshot any different than the one from Brawlplus.net?
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
Cool, will update the autoupdater with the snapshot GCT and the snapshot itself.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Hmm.. Why was the timing of the SFX on Lucas' PK Fire changed? He used to say it when he drew his arms back, now he says it when the projectile comes out..
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
The one from BPN is
9.50 KB (9,728 bytes)

but mine is
8.59 KB (8,800 bytes)

I'm sure I didn't miss a single code. Guess they did something wrong.


Also for the gct

BPN
1.08 KB (1,112 bytes)

Mine
1.03 KB (1,064 bytes)

I played for a while, mine works.
And I got random freezes when I was using BPN's.
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
You're welcome.
Also thank you all for this set, there are so many awesome changes.
I think I'll give some of my impressions:

I love Marth's fsmash, now being able to hit characters above a platform... and bair flub which combos better... and utilit. But he's slightly less mobile, but still OK, cool
Wario's coin pummel, TLink's aura spike make me lol
Falcon Kick is fast now, shoots you forward if you end in the air
Good job on hitlag
And the last thing...

PEACH FSMASH! OH YEAH
although I don't use Peach, it's good to see that some randomness are being removed.

And can you possibly add some invincibility to Zelda/Sheik's transform? You can keep the invincibility while getting rid of the randomness... or does it have invincibility frames actually?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
The only way to fix it is to remove the Up-B IASA and that would remove a major purpose of the buff (which is a recovery boost). That most likely means we'll have to come up with something for Snake as compensation for losing that.
Why in the world would you give snake a recovery boost? And what about Pit's recovery boost?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Shanus, when can we expect a complete changelist (both version-specific and comprehensive)?
This is the changelist for this version:
Code:
Bowser
	Physics:
		-Jump/Grav Values: SH at 0.85(1) from 1.075(7); D-grav at 1.00(4) from 1.025(5); F-grav at 1.10(8) from 1.075(7). New: 0B16C480; Old: 0B33C530
	F-Tilt: 
		-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]
	U-Tilt:
		-Removed non-working hitbox shift. Added hitbox in front at beginning of hit window instead
	D-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)∞]
	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
	N-Air: [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
	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
	Down-B:
		-Special offensive flags changed from 204FFFC0->004FFFC0

Captain Falcon
	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∞]
	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∞]
	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∞]
	D-Air: Both hits reduced to 83 KBG from 86, and BKB increased to 45 from 32
	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∞]

Charizard
	D-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]
	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

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

Donkey Kong
	Neutral-B (Full charged; Sweetspot):
		-Hitlag Multiplier: 1.00x->1.40x
	Up-B (Ground):
		-SDI Capacity Multiplier: 2.00x->1.50x

Falco
	Physics:
		-Jump/Grav Values: New: 133AC4E0; Old: 1326AC80
	Rapid Jabs: 
		-Hitlag Multiplier: 1.00x->1.30x
	U-Tilt:
		-Speedup removed; can now cancel with a jump starting on frame 22
	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
	Down-B:
		-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

Fox
	Rapid Jabs: 
		-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
	Down-B:
		-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2]

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

Ganondorf
	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∞]
	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)
	U-Tilt:
		-IASA removed
		-Hitlag Multiplier: 1.00x->1.50x (Sweetspot)
	F-Smash:
		-Hitlag Multiplier: 1.00x->1.20x
	F-Air:
		-Extension of frame 16 shifted to frame 15. New:[0.250x Frame 15; 1.00x Frame 16];Old:[0.250x Frame 16; 1.00x Frame 17]
	Neutral-B (All):
		-Hitlag Multiplier: 1.00x->1.50x
	Side-B:
		-Initial Grab Box size: 5.00x->12.00x
	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:
		-Speedup on grounded endlag of grounded-version removed
		-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%

Ike
	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]
	N-Air: 
		-Frame speed change shifted to avoid interfering with hitbox window. New:[2.000x Frame 32]; Old:[2.000x Frame 30]
	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)

Ivysaur
	Physics:
		-Jump/Grav Values: Acts the same way, but peaks quicker during jumps. New: 1F66C880; Old: 1F55C640
	U-Tilt:
		-Hits on frame 6 from 9 [1.600x Frame 1; 1.000x Frame 9]
	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)

Jigglypuff
	D-Tilt: 
		-Frame speed change shifted to avoid interfering with hitbox window. New:[1.500x Frame 13]; Old:[1.500x Frame 11]
	D-Air:
		-Hitlag Multiplier: 0.80x->0.90x
		-SDI Capacity Multiplier: 1.20x->0.80x
	Down-B:
		-Hitlag Multiplier: 1.00x->1.50x

King Dedede
	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)
	U-Air (Linking Hits):
		-SDI Capacity Multiplier: 1.00x->0.80x
	F-Throw:
		-Angle lowered to 35∞ from 45∞; BKB increased to 80 from 70 [6 Dmg; 80 KBG; 70->80 BKB; 45∞->35∞]

Kirby
	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

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)
	Dash Attack:
		-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
	U-Tilt:
		-Full move frame speed change replaced with equivalent IASA adjustment of 36->33 to avoid interfering with hitbox window
	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 4 frames to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 17]
	Neutral-B:
		-1.333x Animation Speed Starting Frame 0 (subaction 1CE)
		-KBG to 60 from 50, BKB to 25 from 7
	Up-B (Ground):
		-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]
		-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)
	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

Lucas
	Dash Attack: 
		-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]
	F-Tilt (Electric Hitboxes):
		-Hitlag Multiplier: 0.50x->0.80x
	U-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)
	D-Tilt:
		-Hitlag Multiplier: 0.40x->0.70x
		-SDI Capacity Multiplier: 0.40x->0.50x
	U-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]
	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)

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

Mario
	D-Tilt:
		-IASA: 35->25
		-Inside 7 dmg hitbox changed to have priority over outer 5 dmg hitbox
	F-Air: 
		-Hitbox windows changed from 1 (Doc Hit), 3 (Meteor Hit), 2 (Flub Hit) to 2, 2, 2 - (Replaces frame speed changes)
	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∞]
	D-Air:
		-SDI Capacity Multiplier: 1.50x->1.00x
	Up-B (Hits 2-6):
		-SDI Capacity Multiplier: 1.00x->0.80x
	Down-B:
		-Hitlag Multiplier: 1.00x->1.80x

Marth
	Physics:
		-Jump/Grav Values: New: 119974D0; Old: 11897AC0
		-Aerial Stopping Mobility: 0.010->0.007
	Jab 1-2 (Untipped):
		-Hitlag Multiplier: 0.70x->0.80x
	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
	D-Tilt (Untipped): 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
	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∞]
	U-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∞]
	F/B/U/D-Throw:
		-Global throw speedup removed
	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:
		-Slowdown removed
		-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)
	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)

Meta Knight: All of MK's sword attacks now have 1.40x hitlag
	Special Fall (Landlag):
		-Special fall landing lag slowdown returned to 1x speed from 2/3x
	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
	D-Throw:
		-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∞]
	F-Throw:
		-BKB raised to 70 from 50, KBG 125 from 140 [3 Dmg; 140->125 KBG; 50->70 BKB; 65∞]
	Neutral-B:
		-Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag
		-SDI Capacity Multiplier: 1.00x->0.70x
	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

Ness
	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:
		-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]
	D-Tilt:
		-Hitlag Multiplier: 0.50x->0.85x
		-SDI Capacity Multiplier: 1.00x->0.50x
	F-Smash:
		-SFX readded to tip hitbox
	U-Smash:
		-Yoyo hitboxes do not clash with other hitboxes
		-Restored to default KB values
	D-Smash:
		-Yoyo hitboxes do not clash with other hitboxes
		-Restored to default KB values
	F-Air:
		-Size (Linking Hits) back to 8.1 (1x) from 8.91(1.1x), angle to 365 from 60
		-Size (Final Hit) back to 9 (1x) from 9.9 (1.1x), 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)
	D-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]
	D-Throw:
		-KBG to 35 from 30
	Neutral-B:
		-Start up now commences at 125% speed
		-Endlag commences at 200% speed
	Side-B:
		-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)
	Down-B:
		-Start-up Super armor removed
	Up-B 2 (Strong Hit):
		-Hitlag Multiplier: 1.00x->1.40x
		-You can now ride up the wall much easier without bouncing

Peach
	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]
	F-Air:
		-Knockback now able to reverse hit if positioned with them behind you
		-Hitlag Multiplier: 1.00x->1.60x
	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]
	D-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]
	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
	Side-B:
		-KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23∞]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23∞]
	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.

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

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)

R.O.B.
	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)

Samus
	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)
	N-Air:
		-Initial 9 damage hitboxes increased to 12 damage, KB compensated to be the same [9->12 Damage, 120->90 KBG]
	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]
	Neutral-B (Full charged):
		-Hitlag Multiplier: 1.00x->1.40x
	Side-B (Super Missile):
		-Damage reduced to 12 from 15, KBG compensated to be slightly less KB [15->12 damage; 72->82 KBG]
	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)

Sheik
	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
	F-Tilt:
		-Hitlag Multiplier: 0.50x->0.75x
		-SDI Capacity Multiplier: 0.50x->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
	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]
	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
	U-Air:
		-Speedup polished to equivalent. New:[1.250x Frame 15]; Old:[1.400x Frame 21]
	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

Snake
	F-Tilt:
		-Outermost hitboxes shifted inwards. Horizontal range from center of character: 19->15 units (F-Tilt 1); 23->19 units (F-Tilt 2)
	U-Tilt:
		-Initial Hit: Outermost hitboxes shifted inwards. Horizontal range from center of character: 18->14 units
		-Added BKB to upper (boot) hitbox. Hitbox B:[1x Size; 12 Dmg; 95 KBG; 45->60 BKB; 84∞]
	D-Tilt:
		-IASA changed from 35 to 29; angles to 70/65/60 from 80/75/70
	D-Smash:
		-1.200x speed after charge
	F-Smash:
		-Hitlag Multiplier: 1.00x->1.20x
	F-Air:
		-Now interruptible with a midair jump or Up-B starting on frame 29
	Up-B:
		-Now interruptible with an airdodge starting on frame 21 from 41

Sonic
	U-Tilt:
		-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)
	D-Smash:
		-Reduced KBG to 70 from 100; increased BKB by 20 to 60/55/50 from 40/35/30; angle to 40 from 0x169/special 40
	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.

Squirtle
	U-Air:
		-KBG reduced to 100 from previous 115, BKB raised to 55 from 45; angle changed to 70 from 80. New:[1x Size; 11->9 Dmg; 94->100 KBG; 30->55 BKB; 80∞->70∞] Old:[1x Size; 11->9 Dmg; 94->115 KBG; 30->45 BKB; 80∞]
		-Ends on frame 28 from 24 [0.800x Frame 10]
	Neutral-B:
		-Hitlag Multiplier: 1.00x->1.80x

Toon Link
	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:
		-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
	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)

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

Wolf
	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.

Yoshi
	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

Zelda
	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
	B-Throw:
		-KBG reduced by 1 and BKB reduced by 2 from previous setting [118->117 KBG, 32->30 BKB]
	U-Throw:
		-KBG increased by 1 from previous setting [60->61 KBG][Original: 50 KBG]
	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

Zero Suit Samus
	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


Ground Dodge animations fully rebuilt, and with new invincibility durations:

*************
Ground Dodge
*************
-----------------------------------------
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



Airdodges Ported/Re-Worked:
	-Airdodge frame speeds ported to PSA except for Charizard, Ivysaur, Dedede, Squirtle, Ice Climbers - (Replaces frame speed changes)
**********
Air Dodge
**********
-----------------------------------------
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


-Hitlag Modifier: Breakpoint raised from 2 to 4
-Samus, Kirby, Fox, Pikachu, Sheik, Ice Climbers, Meta Knight, ZSS, Diddy Kong, and Squirtle's jump startup frame speed lines removed as they result in 4 startup regardless
-Charizard, Squirtle, Ivysaur, & King Dedede hitbox data ported into .pac
-Aerial Lag Reduction frame speeds ported to PSA - (Replaces frame speed changes)
-CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 from V2
The entire comprehensive is going to take a while to compile again lol
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Why in the world would you give snake a recovery boost? And what about Pit's recovery boost?
I'm still looking into multi-use wings. I don't know **** about Pit, so if you can provide me detailed info on wing refresh and everything like that, I can look into it more.
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
Ugh...Captain Falcon's Final Smash STILL freezes at the end. Is someone planning on fixing this? Since there ARE people who like to use FSes in Brawl+ for fun sometimes?
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
Remove all your textures, and CF's FS will not freeze. Worked for me.
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
You know, Falcon will use his super epic full-powered Falcon Punch after his final smash, and your Wii will brick if he do that because Falcon is too awesome in B+. We make it freeze to prevent your Wii from bricking.

Don't use Falcon's final smash

Or change the move to Ultimate Falcon Punch
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I'm still looking into multi-use wings. I don't know **** about Pit, so if you can provide me detailed info on wing refresh and everything like that, I can look into it more.
Ok

Wing fatigue: The WoI have like a stamina gauge and after use, it has to "recharge" so to speak like shields. So if you use the Wings all the way until it stops automatically, then immediately WoI, you will notice your flight time drastically reduced. I think it is from 5 secs (full) to a little less than 3 secs (empty). I'm not sure if there is an in between but that is the idea. In fact, it may happen that once you activate WoI and land right away, if you immediately WoI, it will also be at "empty" despite you using it for a split second.

Wing refresh: "Touching the ground" during the WoI (without canceling the wings) so that the game thinks that you to touched the ground so it gives you back all of your recovery options. This is why you see Pits able to use two up bs off the stage before returning with all jumps in tact.

Also, the WoI is momentum based. It takes more time to rise up when using WoI from a decent. So if you added any grav to pit, you already nerfed his recovery without knowing and it should be fixed. It would be nice if the Wings weren't momentum based at all. Snake's isn't (jumps don't count) and you removed the momentum factor from a bunch of other characters also.

Also, I think Pit also loses all jumps when he uses the WoI which should be changed seeing how everyone else retains their jumps. If anything, he loses his jumps when hit out of WoI but not if he attacks out (then hit).

You really don't have to worry about any of what was mentioned to make the code (I don't think) only if you want to decide if it will be OP in which it will not. Wing refresh won't allow for it to be OP because if you use WoI then get hit out of it, if you want to get the full 5 secs again, you would have to fall halfway while it refreshes. Else if you use it immediately, your time is drastically reduced. Hopefully there is a subaction in PSA that can be tweaked so this fix can be easy

kupo, we nerfed his ftilt and utilt range badly. So we gave him a very slight recovery boost to help him out.
Going with the whole "trade off thing." I personally don't see why that is the only way to deal with buffs and nerfs. Just buffing or just nerfing is also fine. He has a pretty good recovery already there is no need for it to be even better.
 
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