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Project M Demo 2.5 Changelog Released!

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Project M

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Mar 28, 2012
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Hello everyone! We hope you have been enjoying the latest release of Project M. The Project M Back Room would like to send our thanks to all of you who have been supporting us by downloading, playing and helping give more exposure to Project M as a whole, and we appreciate all of your kind words.

The changes we have made from Demo 2.1 to Demo 2.5 are what truly makes this release what it is. We realize how important the changes are to the community, and we've compiled a list of what was changed going from our previous release, Demo 2.1, to our latest release, Demo 2.5b. Keep in mind that just because a character seems to have plenty of changes listed, doesn't actually mean they were changed all that much overall. Read the changes carefully!

Please discuss these changes in the character specific boards and/or the demo 2.5b changes thread!

[collapse=2.1 to 2.5b Changelog][collapse=General Character, Gameplay Mechanics, & Additions]-All characters received AI updates ranging from how the CPUs recover to how they use certain moves
-All characters' pummels have had their speed adjusted to prevent infinites with new grab break mechanics
-All characters who had the lightest sounding pummel sound effects were altered to sound heavier
-All characters' hurtboxes that were ungrabbable in Melee are once again ungrabbable. Newcomers received similar treatment
-Several characters have had their hurtboxes modified to make more sense
-All characters have had their ledge grab boxes tweaked to better match Melee in most cases. Newcomers received similar treatment
-All characters have had their get up attacks, ledge attacks, and slip attacks adjusted in hitbox sizes, damage, angle, and knockback
-All characters had their dust cloud graphical effect sizes reduced to a degree
-Random 0-2 frames of Controller Input Lag removed
-Analog shoulder buttons and right stick now work with Classic Controllers, and are able to work with light shoulder presses and buffer shield actions with right stick
-Fixed a bug with light press shielding and c-stick shield actions that would control the wrong player port in some game modes
-Knockback Stacking has been matched to Melee
-It is now possible to ledgetech the stage during hitlag using smash DI
-Fixed a bug when DIing into the ground near an edge that would result in a very low knockback angle due to being unable to collide with the ground immediately after being hit
-Momentum when canceling an airdodge after knockback now works correctly
-Grab mashing formula has been adjusted
-Grab holding time is slightly dependent on the weight of the opponent, with weight advantage allowing longer hold times before breaking out
-Zero Suit Samus' paralyze state is mashable to reduce stun time
-Shield break get up and stun status effect have been matched to Melee, and the ending animation is interruptible
-When grabbed, attacks that hit the grabee from other opponents will do half their normal damage and allow breaking out of the grab, while pummels from the grabber do full damage and prevent breaking out during the stun
-Holding up when breaking out of a grab will now always result in a jump grab break
-Going into disabled fall or a special that leads into it depletes remaining air jumps if any
-It is no longer possible to grab while holding an item and turning
-It is no longer possible to perform a smash attack while holding an item and crouching
-It is now possible to instantly quit out of a match as soon as you pause
-1 Player Versus can only be started in Time mode
-Added Stock Control in place of Buffer, gives the player the ability to set stocks on a per-player basis
-Added a Crew Mode under Stock Control. When selected, it will keep track of the Winner's stock for the next match
-Added Input Assistance, which grants a 3 frame buffer input when turned ON and affects all players
-Redesigned the Stage Select Screen
-Kongo Jungle 64 now works correctly with random stage select
-Added the ability to strike stages on the Stage Select Screen itself
-Added the ability to go between pages on the Stage Select Screen with L/R on the GCN controller and similar buttons on other controllers
-Character Select Screen settings, such as characters and tags picked, are preserved when re-entering the CSS in VS mode
-Added the Japanese characters back in Name creation
-Previously disabled names: P1, P2, P3, P4, and CPU are now enabled for Name creation
-Entering a name already on the list will just take you to the existing name rather than doing nothing; works both on the CSS and Name Entry
-After 3 minutes of idling (9 in the WiFi/Replay codeset), the game's audio will decrease in volume[/collapse]

[collapse=Bowser]-Bowser's Spot Dodge animation and invulnerability adjusted
-Bowser's Crawl speed has been increased
-Bowser's KB armor strength was increased slightly on Dash Attack's startup, Up Smash's charge, Down Air, and Up Throw to correspond with the tumble threshold
-Bowser's Jab 1 sound effects cleaned up
-Bowser's Neutral Air adjusted in animation and timing to be autocancelable in a short hop
-Bowser's Down Air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better
-Bowser's Down Air causes more shield damage on the landing hit, and less shield damage on the multihits
-Bowser's Up B can properly Meteor Cancel[/collapse]

[collapse=Captain Falcon]-Captain Falcon's hurtboxes adjusted
-Captain Falcon's Dash animation cleaned up
-Captain Falcon's Forward Roll animation adjusted to be like Melee
-Captain Falcon's aerial attack animations cleaned up to match up with Melee timings
-Captain Falcon's Neutral B is now reversible
-Captain Falcon's Neutral B turn occurs slightly later and can be performed up to four times
-Captain Falcon's Up B launch fire hit graphical effects restored[/collapse]

[collapse=Charizard]-Charizard's hitboxes cleaned up on various moves
-Charizard's hurtboxes better match his body
-Charizard manually cancelling a Glide with jump or down no longer puts him into SpecialFall
-Charizard can only Glide once per air time
-Charizard's Glide retains momentum a bit better, but drops a bit faster
-Charizard's Glide Attack damage reduced
-Charizard's Jab deals slightly less damage on the weak hit, and is more SDIable
-Charizard's Dash Attack has less startup and the strong hit sends more outward
-Charizard's Up Tilt now better matches his wings
-Charizard's Up Tilt does a bit more damage on initial hit, and has less knockback growth
-Charizard's Down Tilt hit duration is slightly longer
-Charizard's Up Smash now has slightly more base knockback and slightly less knockback growth
-Charizard's Forward Smash hitbox is now active earlier and a little later in the animation, a weak hit added after the initial hit, and the fire sweetspot repositioned to be easier to land
-Charizard's Forward Smash sound effects have been improved
-Charizard's Up Smash has a bit more base knockback and less growth
-Charizard's Down Smash hitboxes are slightly smaller in size and centered around him better
-Charizard's Neutral Air hitboxes are now active for a bit longer
-Charizard's Neutral Air fire hit trajectory gets lower through the animation
-Charizard's Forward Air has been adjusted to give it better poking and offensive properties
-Charizard's Forward Air weak hit now has a lower angle and has improved aesthetics
-Charizard's Back Air non-fire initial hitboxes do more damage, fire hit is slightly larger, and late hit no longer has set knockback
-Charizard's Back Air is interruptible a bit sooner
-Charizard's Up Air SDIability and hitlag reduced to more normal levels, body hit has a lower angle, and the late hit doesn't last as long
-Charizard's Down Air has more knockback growth on grounded opponents
-Charizard's Grab Attack sound effects are stronger sounding
-Charizard's Forward Throw releases slightly faster, angle and base knockback increased, and growth decreased a bit
-Charizard's Back Throw angle, knockback, and endlag adjusted to be usable for combos
-Charizard's Up Throw is significantly stronger
-Charizard's Down Throw frame advantage has been reduced
-Charizard's Down Taunt is taunt cancelable
-Charizard's grounded Up B hits slightly earlier and before intangibility ends
-Charizard's aerial Up B has more startup, is stronger and more damaging near the start, and weaker later on
-Charizard's Down B bug that didn't allow interrupting to and from other moves was fixed
-Charizard's Down B charges faster[/collapse]

[collapse=Donkey Kong]-Donkey Kong's hurtboxes adjusted
-Donkey Kong's Dash and Run slightly increased in speed
-Donkey Kong's Jab 1 comes out faster and links better into Jab 2
-Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously
-Donkey Kong's Neutral Air has better coverage and comes out slightly sooner
-Donkey Kong's Forward Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm
-Donkey Kong's Forward Air spike sends slightly outward like other spikes do to be outside meteor trajectory range
-Donkey Kong's Down Air leg hitbox position adjusted
-Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
-Donkey Kong's Up B multihits hit at the same times as they did in Melee
-Donkey Kong's Up B can now be reversed on the ground during startup
-Donkey Kong's Down B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block[/collapse]

[collapse=Falco]-Falco's hurtboxes adjusted
-Falco's Jab 1 reduced SDIability corrected to be normal
-Falco's Back Throw and Up Throw Lasers work like Melee
-Falco's Down Throw now has an animation for the victim while being lasered and no longer freezes them in place before being thrown
-Falco's Down B initial graphical effects sized down to match the hitbox, and the hitbox made clankable[/collapse]

[collapse=Fox]-Fox's hurtboxes adjusted
-Fox's Up Smash animation matched up more to Melee
-Fox's Down Throw no longer spins the victim around oddly while being lasered
-Fox's Up B hitbox placement adjusted to match Melee
-Fox's Down B graphical effects placed where its hitboxes are properly[/collapse]

[collapse=Ganondorf]-Ganondorf's Jab and Down Air have new electric graphical effects
-Ganondorf's Down Throw increased slightly in knockback growth
-Ganondorf's Neutral B is now reversible
-Ganondorf's Neutral B turn occurs slightly later and can be performed up to four times
-Ganondorf's Side B top grab box fixed to be active vs ground so he doesn't miss opponents on platforms
-Ganondorf's Side B has its darkness hit effects restored
-Ganondorf's Up B launch fire hit effects restored[/collapse]

[collapse=Ike]-Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
-Ike's Dash to Run transition is slightly faster
-Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
-Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
-Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
-Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
-Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
-Ike's Jab 3 base knockback decreased a bit
-Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
-Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
-Ike's Dash Attack weak hit duration decreased slightly
-Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
-Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
-Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
-Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
-Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
-Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
-Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
-Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
-Ike's Up Air early hitboxes slightly decreased in base knockback
-Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
-Ike's Standing Grab range reduced slightly
-Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
-Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
-Ike's Up Throw endlag slightly increased, and knockback growth increased
-Ike's Down Throw base knockback slightly decreased, and growth greatly increased
-Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %s
-Ike's Neutral B graphical effects are now blue
-Ike's Side B wall jump can only be performed twice per airtime
-Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
-Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
-Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping[/collapse]

[collapse=Jigglypuff]-Jigglypuff's Up Taunt now winks[/collapse]

[collapse=King Dedede]-King Dedede's Dash Attack hitboxes adjusted for better coverage
-King Dedede's Up Tilt belly hitboxes adjusted for better coverage
-King Dedede's Forward Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable
-King Dedede's Neutral Air weak hitbox match the size of the strong hitboxes for better coverage
-King Dedede's Neutral Air IASA fixed to occur slightly before the animation ends
-King Dedede's Forward Air IASA fixed to occur slightly before the animation ends
-King Dedede's Side B can toss waddles at more noticeable angles
-King Dedede's Side B default throw speed decreased, and strong throw speed increased
-King Dedede's Up B hitboxes adjusted for better coverage
-King Dedede's Up B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased
-King Dedede's Up B landing stars have more base knockback
-King Dedede's Down B self-damage cap is 100%[/collapse]

[collapse=Link]-Link's Up Tilt animation adjusted to match Melee better
-Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Link's Down Throw knockback growth increased
-Link's Down Throw had a bug where not all hitboxes would connect on certain characters that was fixed
-Link's Arrow hitbox size matched to Melee
-Link's Boomerang close range strong hit duration lasts slightly longer
-Link's Boomerang knockback/angle adjusted more towards Melee/64 on the way out, rather than straight up, and like 64 uses similar strength knockback on the return hitbox
-Link's Up B can properly grab edges at the peak and off of platforms
-Link can pull up to 3 Bombs[/collapse]

[collapse=Lucario]-Lucario is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag
-Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when he has two
-All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes
-Lucario's Jabs, Dash Attack, Forward/Up/Down Tilt are now SDIable like normal
-Lucario's Jab 2 and Forward Smash are slightly more advantaged on block
-Lucario's Jab 3, Forward Tilt, and Up Tilt are more advantaged on block
-Lucario's Dash Attack, Down Tilt, and Down Smash are slightly less advantaged on block
-Many of Lucario's sound effect timings corrected
-Lucario's Spot Dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier
-Lucario's Jab 1 & 2 inner hits link better into the next Jab
-Lucario's Jab 2 hits and can transition into Jab 3 slightly faster to match the animation
-Lucario's Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly
-Lucario's Dash Attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button
-Lucario's Dash Attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later
-Lucario's Dash Attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly
-Lucario's Dash Attack weak hitbox ends sooner when he lowers his leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth
-Lucario's Forward Tilt hitbox comes out sooner, his arm during the swing is intangible, and IASA is much earlier
-Lucario's Forward Tilt has a lower angle, more base knockback, and less growth
-Lucario's Up Tilt hitbox ends slightly sooner, damage increased slightly, and IASA is much earlier
-Lucario's Down Tilt startup greatly reduced, damage decreased slightly, and IASA is earlier
-Lucario's Down Tilt foot aura hitbox does more damage and meteors against grounded foes
-Lucario's Forward Smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it
-Lucario's Up Smash charges up properly, scaling damage and knockback accordingly when charged
-Lucario's Up Smash animation cleaned up, has an aura trail added to the fist, and he steps into the move instead of back giving it much more range
-Lucario's Up Smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly
-Lucario's Down Smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes
-Lucario's Neutral Air has new graphical and sound effects, and damage and knockback are increased
-Lucario's Forward Air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer
-Lucario's Forward Air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory
-Lucario's Forward Air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced
-Lucario's Back Air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer
-Lucario's Back Air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory
-Lucario's Back Air weak late hit removed
-Lucario's Up Air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased
-Lucario's Up Air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically
-Lucario's Down Air second hit has less base knockback and more growth
-Lucario's Dash Grab and Turn Grab have a third grab box added
-Lucario's Forward Throw startup speed adjusted to look more like a throw than a spasm
-Lucario's Up Throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly
-Lucario's Down Throw speed is weight dependent and has significantly less startup to be harder to DI
-Lucario's Down Throw damage and angle decreased slightly, has less base knockback, and more growth
-Lucario's Quick Cliff Attack does not whiff when they are standing very close to the edge
-Lucario's Neutral B charge cancel now has its own animation which allows canceling into Wait instead of into Shield, and the charge hits' hitlag is increased
-Lucario's Super Side B and Up B are no longer activated with the C-Stick
-Lucario's Side B grab has more startup, but grab duration is slightly longer
-Lucario's Side B attack hitboxes adjusted in damage and knockback, with the closest being the strongest
-Lucario's Grounded Side B near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth
-Lucario's Aerial Super Side B throw knockback growth reduced a bit
-Lucario's Up B hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge
-Lucario's Up B uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable
-Lucario's Up B and Down B have priority over Side B for OHCs when inputting diagonally
-Lucario's Down B is reversible and preserves horizontal momentum on startup
-Lucario's Down B startup increased significantly, but is intangible when he begins to move instead of partially into the dash
-Lucario's Down B movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better[/collapse]

[collapse=Lucas]-Lucas' Cliff Jump height slightly reduced
-Lucas' Air Jump animations cleaned up
-Lucas' Boost Smash window adjusted to be more appropriate for his jump speed
-Lucas' Forward Smash angled up does slightly more damage while angled down does slightly less
-Lucas' Down Smash is two parts just like Link's Forward Smash
-Lucas' Neutral Air now uses weight dependent set knockback on linking hits and is slightly more SDIable
-Lucas' Forward Air has normal hitlag
-Lucas' Back Air now uses the new Light element effect
-Lucas' Up Air has normal hitlag, and now has a sweetspot that uses the new Light element effect
-Lucas' Grab animations edited to not look as awkward
-Lucas' Tether no longer has a hitbox attached to it when it is grabbing the ledge
-Lucas' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Lucas' PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Lucas' PKT2 ending is not as short and is able to grab the edge backwards
-Lucas' PK Freeze has less hitlag and is now SDIable
-Lucas' Down B has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before[/collapse]

[collapse=Luigi]-Luigi's up angled and down angled Forward Smash animations matched to Melee
-Luigi's Down B final hit's duration increased to match Melee[/collapse]

[collapse=Mario]-Mario's Jump has the "hoo" sound effect added
-Mario's Down Throw increased slightly in knockback growth
-Mario's aerial Side B vertical momentum was adjusted
-Mario's Up B can no longer be walljumped out of infinitely when touching a wall at the start of Up B, leaving just the single use unconditional method of walljumping out of it
-Mario's Up B walljump no longer has additional walljump decay
-Mario's Down B no longer plummets when used directly after hitstun[/collapse]

[collapse=Marth]-Marth's Walk animations adjusted to match Melee
-Marth's Dash and Run animations adjusted to match Melee
-Marth's sword trails match Melee
-Marth's Up Smash hitboxes properly cover the sword like his other moves
-Marth's Forward Air animation slightly adjusted to better match Melee
-Marth's Down Air animation slightly adjusted to better match Melee
-Marth's Side B has added overlayed color effects[/collapse]

[collapse=Mr. Game & Watch]-Mr. G&W's Weight increased from Melee and is now the same as NTSC Melee Kirby's
-Mr. G&W's Rapid Jab IASA is earlier to match the IASA on Jab 1
-Mr. G&W's Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits)
-Mr. G&W's Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased
-Mr. G&W's Forward Tilt timing of when the chair is out and when it hits corrected to match
-Mr. G&W's Forward Tilt and Up Tilt sound effects timing fixed
-Mr. G&W's Up Smash damage and knockback increased
-Mr. G&W's Neutral Air parachute positioning better matched to Melee to have much better coverage on the sides and underneath
-Mr. G&W's Forward Air knockback growth increased
-Mr. G&W's Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him
-Mr. G&W's Up Air has an added landing hitbox identical to the aerial one except slightly less damage
-Mr. G&W's Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top
-Mr. G&W's Forward and Back Throws have less endlag
-Mr. G&W's Up Throw has much less base knockback and more growth
-Mr. G&W's Quick Cliff Jump works properly on sloped edges
-Mr. G&W's Neutral B getting stuck in autofire bug has been fixed
-Mr. G&W's aerial Neutral B pan hitbox is lower and matches its position on the ground
-Mr. G&W's Neutral B pan hitbox does more damage, less base knockback, and much more growth
-Mr. G&W's Side B Hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more
-Mr. G&W's Side B maintains more horizontal momentum when used
-Mr. G&W's Side B hit windows increased to match Melee, and added stronger sound effects to some of them
-Mr. G&W's Side B adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1
-Mr. G&W's Up B is able to IASA into all moves at the peak that he can normally do in Fall after an Up B rather than aerials only, can do so slightly earlier, and can use air mobility during that time
-Mr. G&W's Up B falls more naturally and doesn't tug backwards at the peak when angled
-Mr. G&W's Up B is stronger early in the attack, weaker near the end, and the knockback is reversible
-Mr. G&W's Down B minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already
-Mr. G&W's Down B minimum damage is decreased slightly
-Mr. G&W's Down B initial horizontal momentum slightly increased
-Mr. G&W's Down B absorb collision is decreased in size
-Mr. G&W's Down B attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area
-Mr. G&W's Down B attack IASA is earlier[/collapse]

[collapse=Ness]-Ness' momentum from a running Jump is slightly increased
-Ness' normal air speed is increased, and air friction decreased
-Ness' Air Jump animation touched up near the end
-Ness' Dash Attack cannot be DIed down and shielded inbetween hits
-Ness' Up Tilt has better coverage in front of him, and IASA is earlier
-Ness' Down Tilt can IASA into itself quickly like Melee and Brawl
-Ness' Forward Smash can be angled up or down
-Ness' Forward Smash tipper hit knockback growth increased
-Ness' Forward Air animation touched up near the end
-Ness' Back Air animation touched up
-Ness' Dash Grab has a new animation
-Ness' Down Throw has more endlag
-Ness' Neutral B can charge for slightly longer
-Ness' Side B travels for slightly longer
-Ness' Up B has a hitbox during startup
-Ness' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Ness' PK Thunder no longer dies when Ness is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Ness' PKT2 travels a bit faster over the same distance
-Ness' PKT2 hitboxes cover him better
-Ness' Down B absorb collision is decreased in size to match the graphic better
-Ness' Down B healing multiplier slightly increased
-Ness' Down B hold and ending can be jumped out of
-Ness' Down B floats at the start for much longer before beginning to fall
-Ness' Down B has a weak initial hitbox at the start of the hold, and a repeating non-flinching hitbox afterwards
-Ness' Up Taunt has a Smash Taunt (release the taunt button quickly) based on a reference from his games[/collapse]

[collapse=Peach]-Peach's hurtboxes adjusted
-Peach's animations cleaned up for some moves
-Peach's dress/leg clipping issues with certain aerials fixed
-Peach's Jab 1 angle adjusted to link better into Jab 2 when fully spaced Jab 2 would whiff
-Peach's Dash attack animation matched to Melee
-Peach's Down Tilt doesn't shift the camera during the move
-Peach's Up Tilt hitboxes moved more upwards to better match the heart graphics
-Peach's Forward Smash Pan base knockback increased and no longer has a weak hit
-Peach's Forward Air on-hit sound effects altered
-Peach's Neutral B spores slightly decreased in knockback growth
-Peach's Side B increased in knockback
-Peach's Up B is able to reverse grab at its peak like other characters
-Peach's Up B uppermost linking hits adjusted to keep opponents in for the final hit better
-Peach's Turnips and other items are no longer visible when Peach has her parasol out while landing
-Peach's Aerial Final Smash animation properly transitions to her fall animation
-Peach's Final Smash sleep duration modified[/collapse]

[collapse=Pikachu]-Pikachu's Up Smash and Neutral Air's sound effects adjusted
-Pikachu's Forward Throw has electric graphical hit effects restored
-Pikachu's Up Throw matched to Melee
-Pikachu's Up B minimum and maximum distances increased to match Melee[/collapse]

[collapse=Pit]-Pit no longer has two Glides in the air, however, starting from the ground does not use it up, and it is regained when grabbing an edge
-Pit's ending Glide animation smoothed out
-Pit's Glide cancels into fall rather than SpecialFall
-Pit's Forward Tilt can be angled up or down
-Pit's Down Tilt meteor sweetspot moved from blade to body and made stronger in knockback
-Pit's Forward Smash is two parts and the first hit links into the second hit better
-Pit's Up Smash hitboxes cleaned up and link better
-Pit's Back Air strong hit sends at a lower angle, lasts slightly longer, and has a bit less base knockback
-Pit's Down Air sweetspot is now a spike and easier to hit
-Pit's Arrows take longer to weaken initially, but then reach their weakest level at the same time they did before
-Pit's Arrows can now be SDIed normally, and use the new Light element effect
-Pit's Up B is now reversible
-Pit's Up B uses the new Light element effect
-Pit's grounded Up B links better into the sweetspot and damage on sourspot slightly increased
-Pit's grounded Up B sweetspot placement adjusted
-Pit's aerial Up B goes a bit higher, animation adjusted, and the sweetspot is easier to hit[/collapse]

[collapse=R.O.B]-R.O.B now gets horizontal momentum from running jumps and on horizontal air jumps
-All of R.O.B's thruster-based attacks now do slightly more shield damage
-R.O.B can now DACUS
-R.O.B's Forward Tilt's sweetspot hitboxes have priority over the sourspot hitboxes
-R.O.B's Forward Smash damage and knockback increased, hitboxes match the animation better, and it comes out slightly later
-R.O.B's Up Smash damage increased, hitboxes match the animation better, and it now also has a launcher hitbox (pre-charge)
-R.O.B's Neutral Air damage and knockback slightly increased
-R.O.B's Back Air damage and knockback slightly increased
-R.O.B's Back Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Air hitlag slightly decreased
-R.O.B's Down Air endlag decreased
-R.O.B's Down Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Throw adjusted to allow better follow-ups
-R.O.B's Down Throw adjusted to not chaingrab fastfallers as harshly, and does slightly less damage
-R.O.B's Grounded Side B retains its momentum during the startup
-R.O.B's Grounded Side B no longer goes half the normal distance when used out of a Run
-R.O.B's Grounded Side B hitboxes start earlier to match the animation
-R.O.B's Aerial Side B retains his horizontal and vertical momentum during the startup
-R.O.B's Up B upward vertical momentum is retained during startup
-R.O.B gets a boost back when grabbed if he has none
-R.O.B gets all boosts back when hitting the ground during tumble
-R.O.B's Down B shooting endlag reduced
-R.O.B's Down B charge cancel no longer goes into air dodge in the air[/collapse]

[collapse=Sheik]-Sheik has a new proper entry animation
-Sheik's Dash Attack animation matched to Melee
-Sheik's Forward Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower
-Sheik's Forward Smash can no longer send backwards on 2nd hit
-Sheik's Down Smash animation adjusted to better match Melee
-Sheik's Down Smash IASA timing altered to match Melee
-Sheik's Forward Air animation slightly adjusted to match Melee
-Sheik's Turn Grab grab boxes more closely match the animation, also allowing her to grab very low targets
-Sheik's Forward Throw damage slightly increased
-Sheik's Back Throw releases closer to Sheik, releases slightly faster, and has less endlag
-Sheik's Back Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw
-Sheik's Down Throw releases slightly faster and has a bit more knockback growth
-Sheik's Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in Melee
-Sheik's Down B graphical effects adjusted to better match the timing
-Sheik's Final Smash increased slightly in angle and base knockback
-Sheik's Final Smash uses the new Light element effect[/collapse]

[collapse=Snake]-Snake's Forward Tilt 2 is stronger
-Snake's Up Tilt animation touched up
-Snake's Up Smash knockback and angle adjusted
-Snake's Neutral Air last hit is stronger
-Snake's Back Air sweetspot lasts slightly longer
-Snake's Back Air angles switched
-Snake's Up B hitboxes are closer in to him
-Snake's Up B adjusted in knockback and angle
-Snake's C4 explosion hitbox shifted upwards to match the graphic and hits slightly longer[/collapse]

[collapse=Sonic]-Sonic gets more horizontal momentum from grounded Jumps
-Sonic's aerial mobility is slightly lower
-Sonic's Jump startup is slightly faster
-C-Stick up while shielding now correctly jumps instead of Up Smashing
-Sonic's Forward Tilt is now one hit, has less endlag, and much more knockback growth
-Sonic's Up Tilt has a new animation
-Sonic's Down Tilt moves forward and back, and the hitboxes and animation were adjusted
-Sonic's Down Tilt sends foes up and behind him
-Sonic's Forward Smash hit duration extended and has a weak hit added during that time
-Sonic's Up Smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger
-Sonic's Neutral Air is slightly faster, stronger, and has larger hitboxes
-Sonic's Forward Air has slightly faster startup with endlag and knockback adjusted
-Sonic's Back Air adjusted in knockback, and is stronger at lower %s
-Sonic's Up Air 2nd hit comes out slightly faster, sweetspot does a little more damage, and knockback slightly adjusted
-Sonic's Up Air autocancels much earlier and IASA is a bit earlier
-Sonic's Down Air initial hitbox spikes on both grounded and airborne opponents
-Sonic's Down Air no longer has disabled air mobility, and can be fastfalled to change the dive speed
-Sonic's Neutral B on-hit cancel is removed
-Sonic's Neutral B can be shortened by pressing Attack before he homes-in, this is called Blast Attack
-Sonic's Neutral B IASA is earlier
-Sonic's Neutral B hit animation is now reversible
-Sonic's Side B can no longer be jump canceled immediately, and the invincibility is completely gone
-Sonic's Side B initial hitbox sends outward, and halfway through aerial Side B it will send upwards
-Sonic's Side B can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air
-Sonic's grounded Side B goes into a multi-hit somersault instead of a spindash
-Sonic's grounded Side B somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick
-Sonic's grounded Side B somersault and slide kick are both edge cancelable
-Sonic's aerial Side B can grab ledges
-Sonic's Down B releases into spindash sooner
-Sonic's Down B can be B-reversed
-Sonic's Down B startup is faster[/collapse]

[collapse=Toon Link]-Toon Link's Jab 2 and Jab 3 have a new animation similar to his Wind Waker slash sequence
-Toon Link's Forward Tilt animation adjusted
-Toon Link's Down Tilt tip meteor angle slightly adjusted, knockback growth greatly increased, and now has an electric effect
-Toon Link's Forward Smash is now SDIable
-Toon Link's Forward Smash has a much longer hit duration, hitting earlier and slightly later in the animation
-Toon Link's Forward Smash has a lower trajectory and knockback growth is increased
-Toon Link's Forward Air damage and hit duration slightly increased
-Toon Link's Down Air hit duration and endlag in the air reduced
-Toon Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Toon Link's Forward Throw angle increased
-Toon Link's Back Throw angle lowered and base knockback increased
-Toon Link's Down Throw knockback growth increased
-Toon Link's Neutral B takes slightly longer to draw the arrow
-Toon Link's Boomerang speed, damage, and knockback adjusted
-Toon Link's grounded Up B adjusted so opponents cannot shield in the middle of the move
-Toon Link's grounded Up B damages adjusted to be more rewarding
-Toon Link's aerial Up B hitboxes reduced in size slightly
-Toon Link's aerial Up B initial hit damage, knockback growth, and duration slightly increased
-Toon Link's aerial Up B late hit damage reduced
-Toon Link can pull up to 3 Bombs[/collapse]

[collapse=Wario]-Added a new Win animation where Wario flexes in reference to Wario Land
-Wario has new Walk, Dash, and Run animations
-Wario gets a little more momentum from a running jump
-Wario's Jab 1 animation adjusted to not put his arm out before hitting
-Wario's Forward Tilt hitboxes reduced in size to match animation
-Wario's Forward Tilt now stronger and more damaging at the tip, and can be delayed by holding Attack button
-Wario's Down Tilt hits at a higher angle, interruptible sooner, and hit duration reduced slightly
-Wario's Up Smash multihits now pull the opponent in better
-Wario's Neutral Air hit duration reduced a bit, and IASA is earlier
-Wario's Neutral Air sourspot hitboxes cover him better, hits at a low angle, and damage increased slightly
-Wario's Forward Air hits at higher angle, hit duration reduced, and IASA is earlier
-Wario's Back Air damage increased, hitlag reduced to normal on strong hit, and has a flub hitbox added after the strong hit
-Wario's Up Air rotated slightly into the plane of attack, making the sweetspot easier to land
-Wario's Down Air hitbox covers him better
-Wario's Dash Grab will now continue charging forward until you release the Grab button, with the furthest distance being his Side B travel length
-Wario's Forward Throw now uses the Wario Land animation. You can perform a quick version or charge it up by holding the Grab button for a stronger throw
-Wario's Back Throw uses the old Forward Throw animation except it is now possible to move around with it. Knockback, angle, and damage adjusted appropriately to match the new animation
-Wario's Down Throw has less endlag, and the damage is significantly increased
-Wario's Neutral B grab box sizes reduced, hold time reduced, and is now maneuverable in the air. Throw knockback tweaked to allow DI-dependent follow-ups
-Wario's Side B can now clank with other attacks, and the damage scaling is adjusted
-Wario's Side B Squat Cancel is faster, has low-knockback armor, and hitbox duration matches the animation better
-Wario's Up-B multi-hits link better, and doesn't pull him backwards at the end when angled
-Wario's Down B no longer goes into SpecialFall, and vertical hit on full charge has less base knockback and more growth[/collapse]

[collapse=Wolf]-Wolf's Forward Tilt cleaned up to match graphical effects and hitbox timings
-Wolf's Forward Tilt hitlag slightly reduced on 1st hit
-Wolf's Down Tilt IASA is slightly earlier
-Wolf's Neutral Air landing hit's knockback growth slightly increased
-Wolf's Down Air ground and aerial hitboxes adjusted in knockback to be more similar, and both cause knockdown a bit later
-Wolf's aerial Side B matched in startup timing to grounded Side B, and there are now 4 cancel lengths from previous 3
-Wolf's Side B hitbox size reduced, and the trajectory can now be altered slightly higher or lower with the control stick[/collapse]

[collapse=Zelda]-Zelda's Jab
Priority on hitboxes altered to work better on heavyweights' hitstun animations
Animation and graphics cleaned up some
Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.

-Zelda's Dash Attack
Animation adjusted to be closer to Melee
Angle on sweetspot adjusted to be like other, similar attacks

-Zelda's Forward Tilt
Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
Hit sound effects adjusted for sweetspot hitboxes
Hitboxes adjusted to give proper spacing for the tipper hitbox

-Zelda's Up Tilt
Hit duration very slightly reduced as a visual correction (1 frame)
Graphical effects edited to match the new timings
Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
Launch angle of first half of the attack increased slightly

-Zelda's Forward Smash
Innermost hitboxes on linking hits have reduced hitlag
Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.

-Zelda's Up Smash
Hit sound effects on linking hits altered to be softer
Final hit has slightly increased base knockback
Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.

-Zelda's Neutral Air graphical effects terminate earlier, closer to when the move stops hitting

-Zelda's Forward Air and Back Air
Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
Melee sized electric flubs (later frames) now use average KO move values instead of flub values
Bair critical sweetspot deals slightly more knockback and shield damage

-Zelda's Up Air
Fire hitboxes (both) have slightly more base knockback
Hit sound effect of large fire hitbox upgraded
Has very slightly increased shield damage on large fire hitbox

-Zelda's Down Air
Sweetspot duration reduced
Sweetspot now has shield damage
Damage and knockback growth against grounded targets significantly increased
Knockback growth against aerial targets slightly increased
Graphics altered to better match the presence of the sweetspot
Thigh flub hitbox has slightly improved power and combo potential from ground bounces
Animation adjusted for the hitboxes to be aligned with the axis for its hit duration

-Zelda's Turn Grab is able to grab very low crouching targets

-Zelda's Forward Throw slightly reduced in knockback growth

-Zelda's Down Throw graphical effects altered to be prettier and similar to Melee

-Nayru's Love
Ground version of the move deals more damage
Air version of the move has quicker intangibility startup, equal to ground version
Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
Size of the last hitbox on air version was reduced to consistent with the linking hits

-Din's Fire
Has slightly quicker travel speed
Has slightly lower maximum channel time
Projectile starts out smaller, but ending size is unchanged
Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes

-Farore's Wind
Landing lag reduced
Air reappearance transitions properly into SpecialFall

-Zelda's Transform graphical effects adjusted to better match their timing
-Zelda's Final Smash uses the new Light element[/collapse][/collapse]
 
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