Pretty big. Dash attack buff is indeed very impactful, especially since it can combo start at lower %s. Before 9.0.0, didn't have anything to catch landings or follow tech roll away, as well as no burst option. While it's still nowhere near being a good dash attack, at least now it's no longer one of / the worst normal in the game (it had litterally 0 uses due to it not giving any momentum boost and not even connecting).How big were 's changes in this patch? Everyone has been pining for bug fixes (which seemed to be what they adjusted here), but I don't know the full scope of it.
Dash attack buffs look like they could hold a potentially big impact. Dash attacks are usually an effective way of mitigating characters's issues with having less than ideal mobility traits, if characters like Min Min or Snake are anything to go by.
You also die / lose Nana (basically the same tbh, Popo can kill but can't deal damage) a lot less now, which is helpful.
Did that magically make the character good or even remotely close to viable? No, it's still one of the worst character in the game, and this won't change unless they do something about Neutral B being so inconsistent against projectiles (sometimes they beat them, sometimes they get reflected, no one knows why, it probably has to do with the size of the icicle, but in practice it's purely random and ICs can't afford to play the RNG game in most match-ups due to being so terrible at resetting neutral).
You can't force a character with very short range (albeit disjointed), mediocre frame data and probably the worst mobility in the game (when factoring all stats) to approach and expect them to be viable.
One of the most lackluster neutral in the game, combined with a terrible disadvantage state (they are good at getting off the ledge though, I'll give them that).
Also you still die at any % randomly because of UpB not working, and there's absolutely nothing you can do except praying.
They went from Bottom 3 to Bottom ~10 IMO.