Long post alert, I am posting the changelist for all who are too lazy and/or don't know how to get to the site:
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 0×169/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:
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Ground Dodge
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Character New Default
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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)
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Air Dodge
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Character New Default
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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