Not too many changes, but it is as it follows:
Got some tipper adjustments. Dash attack and up tilt both got their tippers buffed, as they have more damage and knockback, as well as easier to land sweetspots. Down tilt also got its sweetspot larger.
Unfortunately no adjustments to his sourspots, which is what he really needs in my opinion (after testing, the sweetspot adjustments doesn't seem to be too big), but it nice he at least got something after so long.
Flashing Mach Punch got its reach increased, a very welcome change to the move. Onslaught got both its damage and knockback buffed. Head-On Assault has more knockback and does even more shield damage.
Nice buffs to these three specific moves, but nothing too tier changing for the character as a whole from what I see.
Airborne Assault has more damage and knockback. Stone Scabbard has more damage and knockback on the last hit. Blade Counter invincibility and counter detection comes out sooner, while it has less endlag on hit. Power Thrust's hitbox comes out sooner, effectively reducing the startup.
These buffs are interesting, as they are buffs to some of lesser used special moves. However, these changes fixes nothing about the character, and the few Swordfighter players remaining are simply going continue using the special moves not listed here. Chakram and Reversal Slash are too important for his playstyle, and they are still going to pick the other two up Bs over Stone Scabbard. The character still down horrendous as a result.
Laser Blaze's change is confusing. It says "Increased the amount of time for additional button inputs to continuously use attacks.", which implies that you have a longer window to shoot another laser after shooting one. If that is the case, then what is point of this change?
Anyways, Lunar Launch comes out sooner and Cannon Jump Kick has its invincibility extended (didn't even know this move even had invincibility). Absorbing Vortex has less endlag, perhaps to match Ness' version? For reference, pre-patch Gunner magnet ends at frame 27, while Ness' ends at frame 25. If so, then this is nice buff.
Similar to the other two Miis, it is changes mostly to its lesser used special moves. I do think these changes are more helpful than Swordfighter's changes, but I don't think it is going to change the character much at all in terms of viability, especially since Gunner players usually use Arm Rocket and Bomb Drop anyways.
Jab finisher has obtained more knockback and an adjusted launch angle. This seems to notably improve the move's KO potential at the ledge, perhaps being one of the reliable "jab KO" moves like Bowser Jr. Too bad everyone still easily drops out of the move when they are midair, which unfortunately limits the usefulness of this buff to an unnecessary degree.
Down smash comes out a bit sooner. The more interesting change it to Witch Time, as countered projectiles now has a longer Witch Time duration. This improves the move's niche as a counter-zoning option, although the counters other issues remains untouched.
Again, another selection of changes that seems nothing tier changing. However, the route Bayo's buffs have taken are interesting, as they specifically improves Witch Time's niche as a counter-zoning option.
After two years of receiving virtually nothing in patch notes outside to their ledge attack, the duo finally got buffed.
Up tilt and forward smash both have increased power, and back air got its final hit adjusted knockback.
Ok... so it is not areas he really needs them in. Nothing to his frame data, combo game, or awkward hitboxes (up tilt still lacks a scoop hitbox), just... he hits a little harder to two of his moves and back air is now better as a very niche setup option. Unless I am missing something here, Banjo's buffs seems pretty disappointing, and is very likely not going to change their placement against the cast.
Took a notable hit on her up smash. It is now one frame slower (frame 7 -> 8), its reflector detector starts up later, and it KOs a bit later. The bigger nerf is to her up B, as it ledge grab detection starts later (frame 5 -> 7). Aka, her already bad recovery is now even worse.
She received mostly slaps on the wrists, but I am not sure why they decided to nerf her recovery of all thing.
Received the same consistency stuff as with Pyra (as listed below).
Lightning Buster is now no longer set-weight, and now KOs at different weight classes as normal. Seems to be more of a bug fix than anything.
More interestingly her airdodge now has less invincibility. Note: invincibility. The distance of the airdodge remains the same. This is a very interesting change. You guys remember my post about how Mythra's dodges are slower than the rest of the cast to compensate for Foresight? That is not the case for her airdodge, as it was pretty better than anyone else's. It is a change that helps Mythra's airdodge actually compensate for having the mechanic.
Outside of that, Mythra's changes are very minor and will not affect the duo's tier placement.
Minor stuff:
Consistency change to up smash.
Forward smash is easier to sweetspot.
Star Bits, when used in reverse, now puts Luma on front of her.
Red Hadoken multi-hits now connect better.
Minor glitch fix with Minecart.
Made jab combo connect better by making jab 2 have more hitstun. Pushbox on front of Pyra while charging forward smash has been lessened, similar with Joker at 6.0.0.
Overall:
Mii Sword, Mii Gunner, Marth, and Banjo got a few buffs, but not to any of the essential areas they need to be better characters.
Same case with Mii Brawler and Bayonetta, but I do find their changes to be rather fascinating.
The changes to the Aegis are fairly inconsequential, and more fixes than anything.
Min Min nerfs are ones that she will feel, but I do think it will come up as slaps on the wrists all things considering.
Fairly minor balance patch in the end.
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In the meantime, I have been fooling around with
.
He feels awful to play as for me.
Between his slow frame data, 7 frame jumpsquat, and the way his jumps work, he feels like playing with a suit of armor in a game where everyone feels smooth to at least move around in.
That being said, I noticed that you can completely stop your aerial momentum during his double jump with a move, even with an aerial.
Not sure how super practical this is, since you likely don't want to be in the air as Kazuya (plus I don't think his aerials are super great), but it is something to be aware of.
Also
has a weight unit of 113, one unit heavier than
. This makes Kazuya the 8th heaviest character in the game. This is only three units lighter than Charizard and Incineroar, who sits at 116. Kazuya is a beefy boy, although this can make him combo fodder as well.
Anyways, I am probably going to stop playing him for now. The next time I jump as this character, I am going to pull my hair out...
Poor Link and Ganon miss the buff train yet again. That sucks.
Link doesn't need any buffs.
That being said, Ganondorf has indeed been dealt a dirty hand once again.