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

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iLink

Smash Champion
Joined
Oct 17, 2007
Messages
2,075
Location
NorCal
After thourough testing, this build is indeed amazing and i must say is the best so far i believe, in my opinion of course, the only thing I dislike are Ness' aerial basically magnetically pulling him to the ground, why was this put in? ness can no longer come with an aerial attack from ledges without commiting suicide
You have to hold the jump button and he won't fall. If you don't hold the jump button then he cancels the double jump and just goes straight down.

Only he has this I believe.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Marth175, you can choose whether you want to double-jump cancel. If you're holding down the jump button when you use an aerial, it doesn't DJC.

Yoshi has it, too.
 

GuruKid

Smash Ace
Joined
Sep 14, 2007
Messages
875
Location
Brooklyn, NY
After Hackfest, I was intent on writing a nice wall of text of things I disliked about the build. But now that I think about it, most of my complaints may not be so bad. Most of it can be attributed to mere shock value, I suppose.

Only things I'll say is; the added hitlag makes this game feel considerably slower, but if it's supposed to help escape combos more often, I guess that's okay.

I fear with the many changes (mostly buffs) most characters have gotten that Ivysaur may have fallen far behind most characters. I really must play and experiment more to confirm this, but that was unfortunately my initial impression when I first tried the codeset at Hackfest. Hence why I stayed away from PT and went mostly Squirtle. Cape can back me up on this; he felt the same way.

It's all good though; the codeset is out, and for better or worse, it's here to stay. So... yeah, time to hit the hyperbolic time chamber and just train and learn.

I'm surprised this thread isn't locked already...
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
1. PLEASE READ THE CHANGELIST........

You'll understand what is going on a little better...........

2. I fail to see why the OP says the thread will be updated with the changelist if the thread is planning to be locked. EXPLANATION?

3. I agree with guru on his Ivy comments.

4. PLEASE experiment with other characters before complaining about balance......you'll be very surprised to find a few interesting counters have awaken themselves....
 

Dai Tian

Smash Journeyman
Joined
Sep 28, 2008
Messages
453
Location
Phendrana Drifts, SoCal
no, sheiks is definitely stronger than fox's. peach's is right under fox. Sheiks tipped usmash kills 5% lower than fox's does.

anyways, check this out for all the people who think samus is too floaty

http://www.youtube.com/watch?v=5IvlpumLypw

(No further hacks were used, this is the current downloadable build)
Samus is in no way an incompetent character, no she's been very capable these past few months. It's not that the floatiness is keeping her from being a good character, it's that every so often you can jump and for a split second it feels you've been in the air for too long, like if she were Luigi or Jigglypuff. I think her fast fall could be tweaked to be just a little bit faster, so that it'd feel more natural for her. I'd make the comparison to Melee Samus but Melee also had higher gravity so...

Thing is, this is a change that I've felt isn't needed, simply because she's been good without it. It would be very nice to have but it doesn't seem needed like the reworking they gave Link or Bowser. It would just be a small plus to make the character feel better, so the argument doesn't seem to hold much weight.

Now though is when the idea has gotten support, so I may as well bring it up too. I mean why not? If it's approved I get a "better" feeling Samus and if it's not approved then Samus remains a good character. It's not a complaint to me, more of a "why not?" And again, it's not something I need and if it's not done then fine by me.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Yo Shanus, I finally got some time to play around with the frame data on Fox's d-air. I think it needs a teensy bit more work. Here's what I got:

Landing lag: 6 frames (was this changed at some point? Could've sworn in 4.1 or 4.2 it was 9 frames)
Most amount of airborne frames possible between d-air and landing: 2
Stun time: 14 frames (Shield comes out on frame 15)
-----
Up Smash active on frame: 8+
Up Tilt active on frames:
*Frame 3 - behind Fox, foot pointing downwards into ground
*Frame 4 - behind fox, pointing upwards at 45 degree angle
*Frame 5 - vertical
*Frames 6-10(?) slightly in front

Assuming equal probability of getting 0, 1, or 2 extra airborne frames, and using the buffering, Fox can Up Smash after d-air 1/3 of the time, and the other 2/3 his Up-Smash will be powershielded and he'll get punished.

But what really concerns me is the up-tilt. Even in the worst case scenario of +2 air time, Fox can still get up to the 6th frame (the point where it finally goes forward) of his Up-Tilt by frame 14, the last frame before the opponent can shield. Worse yet is that Fox bends over forward quite a bit to up-tilt, and he has a hit box in his torso that becomes active on frame 3 - it's very easy to get this hit box to connect if the opponent doesn't Smash DI away, especially since most characters bend over forward as well when hit by the d-air.

I'd also like to point out that it only takes 1 extra frame to turn around to do a back-facing up-tilt. This is as simple to do as setting C-stick to Attack and simply holding back on the analog stick while you C-stick up. However, doing this prevents you from buffering the attack. Might I suggest that you try shrinking his torso hitbox, and on frame 6 onwards, his foot hitbox? Seems to me like it'd be a good thing if you made it almost impossible to land the forward-facing up-tilt altogether, since currently there's a tight but doable time frame to do a turn-around up-tilt, and there's no way to do these but pure timing.
 

RPGsFTW

Smash Ace
Joined
Nov 8, 2007
Messages
754
Fox Dair Frame data
This relates to what I've said before about me thinking Fox's Dair is too safe/effective. I, however, am not too savy on the more in-depth details about Brawl, its frame date, its engine, etc.

And also like I said before. This same friend played Fox before in all the other builds before this, and it NEVER felt like Fox was ever ****** us too hard, JC shine or not, fat character or not.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Sure, I'll bite.
1) She doesn't run at ludicrous speeds without the Speed Booster accessory, which you have no reason to believe she uses in Smash Bros. Although the dash attack was clearly inspired by the Shinespark, it's certainly not a Shinespark, seeing as how she's not invulnerable when she uses it, doesn't damage herself when she uses it, she can use it right out of a dash, and she can't use it to fly off the ground in a straight line.
2) Any game that gives you control over your jumps lets you control the height (only sucky games like Ghouls and Goblins and old Castlevanias don't let you do this.) It's not Metroid-specific and seems pretty silly to bring this up at all. Mario, Luigi, Peach, Yoshi, Sonic, Wario, DK/Diddy, and probably several others I'm too lazy to think of right now, can do this in their games too. More importantly, this game feature is completely at odds with Super Smash Bros' (and fighting games in general) gameplay formula. Character-specific fall speeds isn't. And, gameplay balance permitting, Smash does try to implement as many canonical elements from the character as possible (otherwise what's the point?)

Bottom line to point 2 is basically that the only reason not to use canonical character attributes is imbalanced gameplay (e.g. Kirby having infinite mid-air jumps would break the game, but giving him multiple mid-air jumps is a good enough compromise to keep in spirit with his character.) I can't speak for the WBR but it seems ridiculous to start changing characters because people simply don't like his/her falling speed. I haven't heard a single argument as to why her floatiness is either detrimental to her or makes her too good.
If I wasn't clear, I actually was saying in that post that canonical =/= balanced. By no means am I actually suggesting that samus should run as fast as falcon.

But you're wrong about her run speed. Go try using the run button before you get the speed booster for once and you might see where I'm coming from - even without the speed booster she's able to dash across the fast vanishing pit blocks, and that is fast.

And as for the jumps... the fact that you have control over your jumps means if you want to stay canonical you shouldn't be restrained to "high" or "very high." Being able to make very short jumps is actually one of the keys in speedrunning. But whatever.

Doval said:
Yo Shanus, I finally got some time to play around with the frame data on Fox's d-air. I think it needs a teensy bit more work. Here's what I got:

Landing lag: 6 frames (was this changed at some point? Could've sworn in 4.1 or 4.2 it was 9 frames)
Most amount of airborne frames possible between d-air and landing: 2
Stun time: 14 frames (Shield comes out on frame 15)
-----
Up Smash active on frame: 8+
Up Tilt active on frames:
*Frame 3 - behind Fox, foot pointing downwards into ground
*Frame 4 - behind fox, pointing upwards at 45 degree angle
*Frame 5 - vertical
*Frames 6-10(?) slightly in front

Assuming equal probability of getting 0, 1, or 2 extra airborne frames, and using the buffering, Fox can Up Smash after d-air 1/3 of the time, and the other 2/3 his Up-Smash will be powershielded and he'll get punished.

But what really concerns me is the up-tilt. Even in the worst case scenario of +2 air time, Fox can still get up to the 6th frame (the point where it finally goes forward) of his Up-Tilt by frame 14, the last frame before the opponent can shield. Worse yet is that Fox bends over forward quite a bit to up-tilt, and he has a hit box in his torso that becomes active on frame 3 - it's very easy to get this hit box to connect if the opponent doesn't Smash DI away, especially since most characters bend over forward as well when hit by the d-air.

I'd also like to point out that it only takes 1 extra frame to turn around to do a back-facing up-tilt. This is as simple to do as setting C-stick to Attack and simply holding back on the analog stick while you C-stick up. However, doing this prevents you from buffering the attack. Might I suggest that you try shrinking his torso hitbox, and on frame 6 onwards, his foot hitbox? Seems to me like it'd be a good thing if you made it almost impossible to land the forward-facing up-tilt altogether, since currently there's a tight but doable time frame to do a turn-around up-tilt, and there's no way to do these but pure timing.
The ALR for dair has been at 50% (6 frames of landlag) for the majority of brawl+'s lifespan. It's been tinkered with a bit at times, but it was reverted back to 50% when it was overnerfed. Anyway, we'll look into lowering the stun by a couple frames when we release a patch at a later date to fix a few of the things we overlooked. I'm surprised that the usmash got through testing, tbh.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
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:

*************
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
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
If they honestly can't click one button to go back a page and see a huge freaking post that SHOWS all the changes, well....


EDIT: nvm I guess they wouldn't know to go back a page. I mean it's not like they have ESP. >.>
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
I fear with the many changes (mostly buffs) most characters have gotten that Ivysaur may have fallen far behind most characters. I really must play and experiment more to confirm this, but that was unfortunately my initial impression when I first tried the codeset at Hackfest. Hence why I stayed away from PT and went mostly Squirtle. Cape can back me up on this; he felt the same way.
Usmash moar? that thing is scary D:

square bracket CODE endsquarebracket

...

squarebracket slashCODE endsquarebracket
fix plz
 

proteininja

Smash Journeyman
Joined
Apr 18, 2009
Messages
243
I didn't read anything about Bowser getting SA on crouch, but I think it is in there. As opposed to last set where it was only on crawl.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Once we get to the next page, people will be too lazy to look for THAT.
This.

So let's see, there's been quite a bit going back and forth, here's my input.

Ness, he's good, but he's not the best. Perhaps he could be tweaked a bit, toned down, but I don't think it's really necessary. He has some major drawbacks... He has one of the worst recoveries in the game.

Falco, more impressions: I love his new physics, his SHL is awesome. As for his uTilt change, I think it's a great fix, I mean, the purpose of it was to retain comboability at the cost of reducing uTilt self-comboing.

In my experince, Falco's much slower uTilt makes it very difficult in a GTFO me moment. He could still uTilt, and hope his speed is comparable with the openents options, or, as I've found, he'll often be beat out. I fight a ZSS quite a bit, my only safe option, so it seams, is trying to out jab her. Her uTilt comes out much faster than Falco's, her dTilt also comes out extremely quickly, and is great for shield pressure. She also has good jabs. Basically when caught up close by a chracter whose combos ream fast falling spacies there aren't too many options to get them off of you.

I generally try SH Nair, when I'm closely engaged, uTilt, or jab. I've never found the ZSS, and Wolf matchups to be as difficult for Falco as I have in this build. Another problem against some characters is actually being able to finish them. Once the enemy's damage is too high uAir can't reach. Not to mention the fact that it's hard to land and the flub hits have virtually no knockback. His Bair is fine as is, though it's only able to ko near the edge. His Dair would be a fine KOing option if it wasn't so darn easy to cancel meteors. It's so aggravating when I actually pull off a Dair spike combo and ZSS effortlessly cancels it with an upwards tether.

I don't know if it's just me. Just puttig my thoughts out there. But I think Falco could use a better aerial finisher, either a tweak to Fair, or making Uair more reliable.. Fixing some o the flub hits. I'm not about a GTFO option. UTilt was nice before, he still has his jab.. But I dunno. I'd love if the Dtilt was sped up by a very small amount, to make it more viable up close. Usually other moves are much faster and beat it out.

Bowser: I really love his physics! His flame cancel thingy is awesome! I love it. He seems pretty solid now. Good work WBR!

Lucas: Also feels great. I love the htbox on ZAir, awesome. Really fun to play!

Kirby: I guess I suck with Kirby... No pun intnded. But with his Bair nerf I can't perform. I'm also confused as to why he's considered so good, I want to see some videos. I find it really difficult to do stairway to heaven because it seems the lag after a Uair is too long to jump and do another Uair. I don't think this was changed in the last build, I'm just stating I don't get how to do this combo effecively.

Anyway, I guess that's all I can think of for now.

P.s. Ignore any and all rediculous typos, I typed this from my touch.

Maybe it's just me.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
But you're wrong about her run speed. Go try using the run button before you get the speed booster for once and you might see where I'm coming from - even without the speed booster she's able to dash across the fast vanishing pit blocks, and that is fast.
That's also highly relative. Mario has also been capable of some very high speeds in all his 2D games, for instance. Yet in his 3D games, his running speed is drastically slower. So what happened there?

Moreover, what is your reference for Falcon's speed? We don't know just how fast he is. For all you know, he would put Samus to shame at sprinting if he had cameo'd in Super Metroid. The only thing we have to go on is his absurd running speed relative to other Smash characters.
And as for the jumps... the fact that you have control over your jumps means if you want to stay canonical you shouldn't be restrained to "high" or "very high.
Again, this is a universal platformer game mechanic/convention; it has nothing to do with Samus or Metroid directly. It's a feature that practically needs to be in the game, because Ghouls and Goblins-style jumping is not fun. Nobody would seriously suggest that Mario or Sonic or Kirby should be able to hop as low as they want just because they can do that in their games, so I don't see why you would assert this for Samus.

Regardless of whether you're right or wrong about her run speed, it's still besides the point. Canon or not, she wouldn't be given ridiculous dash speed because it would be unbalanced. However, what's the balance problem with Samus's current floatiness level? As far as I remember not one person who complained about her floatiness gave any reasoning behind the complaint. So, what, they simply don't like it?
Anyway, we'll look into lowering the stun by a couple frames when we release a patch at a later date to fix a few of the things we overlooked. I'm surprised that the usmash got through testing, tbh.
Out of curiosity how do you tweak the stun without touching the damage? BKB?

EDIT: I *may* have found something else. I can cancel Sonic's HA into mid-air jump on hit. I thought the cancel was just for Side B and Down B?
 

Mattnumbers

Smash Master
Joined
Aug 3, 2007
Messages
4,189
Location
Kirkland, Washington
What about Jigglypuff rollout cancel discussion?

Also one of my friends who secondaries DDD in vBrawl plays him in Brawl+ as well, and we had a smashfest last weekend where he mostly played DDD. I feel that he is definitely a good character. I don't feel that he is overpowered at all but I think he is underrated by lots of people and he really didn't NEED the changes he just got in this latest build. That being said, there was no big reason NOT to give him those buffs, since they are pretty cool and useful, and he still isn't overpowered, it just makes me wonder what the standard that the WBR is aiming for with average character ability.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
jigglypuff rollout cancel sounds ****ing ********

why does everything need to be cancelled...(ganon utilt, anyone)
 

Mattnumbers

Smash Master
Joined
Aug 3, 2007
Messages
4,189
Location
Kirkland, Washington
Oh it was, it was a very very stupid and long argument about a stupid and pointless idea that a guy had randomly and didn't even seriously support.

Also no celebration for Lucas getting a Zair stingers? Or have you completely switched over to ROB by now :ohwell:
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
i didnt really play many b+ matches at the tourney besides my tournament ones...and i didnt want to use lucas in tournament so...no word on it yet
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
On Ness:
okay, so I played Ness for hours upon hours today.

I love him.

His DJC is excellent, took me a lil while to get use to, but it's great. His fair is great for pressuring the enemy, along with his PK1(thunder). His Fair is good, but my friends Meta was reaming me for a bit, using his Fair to space and ut prioritize mine.

Ness is great in that he can combo well, has a Pk1, is pretty quick. I especially love his Bthrow for finishing the enemy. Conversely, despite his pros, he's got a prime weakness... Recovering. I would NEVER want Ness to have replenishable up-Bs, as he's supposed to have a garbage recovery. I'm glad the WBR decide to keep his recovery weak. I also like his absorber wind hitbox!

Anyway, Ness is extremely fun, and he's good. I'd say it's possible that he may fall into top 15, maybe even top 10. There are plenty of characters that can gimp him pretty easily.
 

LopTank

Smash Rookie
Joined
Apr 28, 2009
Messages
21
Orca says:

"Bowser: I really love his physics! His flame cancel thingy is awesome! I love it. He seems pretty solid now. Good work WBR!"


College has prevented me from lurking, and I just decided to make a new account. Can someone please tell me what this magical "flame cancel thingy" is? I'd very much like to try it out.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
if you activate your flame JUST before you land from a jump, it'll start faster then if you use it on the ground.
 

LopTank

Smash Rookie
Joined
Apr 28, 2009
Messages
21
:V possibly has the coolest (symbol?) name ever. It's genius, really.

But anyways, thanks for the serious response stingers. I was half-expecting a "READ PAGE 312, n00bSAUCE" response.
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite

Nybb

Smash Journeyman
Joined
Aug 16, 2007
Messages
399
Location
Victoria, BC
Out of curiosity what do you use?
Ubuntu 9.04. I think the problem may have just been me putting the wrong .gct on my SD card, so I'm trying that out now. Other than those few random errors, this build looks really nice. I'll be able to get some human competition in the next couple days, and hopefully our local biweeklies will have a B+ event this week to report also.

Thanks stingers. You're a real champ, aren't you?

Your mom must be proud.
uhhhhhhhhhhhh
 

Viquey

Smash Journeyman
Joined
Jun 15, 2009
Messages
335
Location
Under a Rock
Regardless of whether you're right or wrong about her run speed, it's still besides the point. Canon or not, she wouldn't be given ridiculous dash speed because it would be unbalanced. However, what's the balance problem with Samus's current floatiness level? As far as I remember not one person who complained about her floatiness gave any reasoning behind the complaint. So, what, they simply don't like it?
Umm, one page before your post...

Samus is in no way an incompetent character, no she's been very capable these past few months. It's not that the floatiness is keeping her from being a good character, it's that every so often you can jump and for a split second it feels you've been in the air for too long, like if she were Luigi or Jigglypuff. I think her fast fall could be tweaked to be just a little bit faster, so that it'd feel more natural for her. I'd make the comparison to Melee Samus but Melee also had higher gravity so...

Thing is, this is a change that I've felt isn't needed, simply because she's been good without it. It would be very nice to have but it doesn't seem needed like the reworking they gave Link or Bowser. It would just be a small plus to make the character feel better, so the argument doesn't seem to hold much weight.

Now though is when the idea has gotten support, so I may as well bring it up too. I mean why not? If it's approved I get a "better" feeling Samus and if it's not approved then Samus remains a good character. It's not a complaint to me, more of a "why not?" And again, it's not something I need and if it's not done then fine by me.
Also I pretty much agree with all of this. I don't even play Samus that often, and I don't mind her floatiness really (especially not in vB; as for B+, the only legit argument against it is the fact that it can really slow down gameplay, but eh). But it would just feel better, as Dai Tian said. :p

And since you're all trying to close up shop and call it "gold", figure it'd be best to mention this now just in case it's considered/approved, before there officially will be no more changes, you know?

soooo yeah.

Aaand @:V, nice new name. It suits you for some reason. :laugh:
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
i finally got to play against someone who used DJC as part of their game. it made the game so much more interesting. It was a risk reward factor as it hurt their recovery when used, but increased offensive options (it was Yoshi). I'll have some vids tonight I think.
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
I know...

thats what makes it interesting, the versatile uses the DJC ability. I actually haven't played as Ness/Yoshi yet, however playing against them was quite fun imo.
 
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