• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Project M Demo 2.6b released! (Changelist up!)

Project M

Shared Account
Joined
Mar 28, 2012
Messages
48

Hello everyone! We hope you have been enjoying the release of Demo 2.6. Many users have helped us identify various bugs and oddities that, while minor, we've decided to patch sooner rather than later. We extend our thanks to all of our fellow community members who have stepped up to report these bugs! This patch was designed to improve small oversights while we were preparing for 2.6's release, and it is not meant to be a balance adjustment patch.


Thank you for all of your support and interest in Project M! We really appreciate all of the positive feedback you guys give us, and we are excited to see the future of Project M flourish.

Additionally, below is the full changelist from 2.5b to 2.6b.

[collapse=Change List]
[collapse=General Character, Gameplay Mechanics, and Additions]
-All taunt buttons are able to be used to footstool
-Footstooling someone who is paralyzed, such as after Zero Suit Samus' Down Smash and Neutral B, does not put them in the footstooled animation when jumped off of
-All Armor has been standardized via knockback as Light, Medium, or Heavy. There are color indicators for the characters that have armor during their moves, such as Red for Bowser and Blue for Squirtle, with more opaque overlays generally indicating stronger armor
-The window to release the jump button after starting an aerial to DJC (Ness, Lucas) has been extended
-The DamageFlyRoll animation is no longer based on damage (random while 100+ damage), but knockback instead
-When the C-Stick is set to Attack or Special, it no longer also inputs jumps
-When tap jumping, the game no longer checks for if the player is not holding the C-Stick
-When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive
-The powershield window no longer decrements during hitlag or shieldstun, allowing successive hits on a multi-hit attack to also be powershielded in addition to the first if kept in shieldstun and unable to drop the shield
-The physical powershield drop animation is now interruptible with shield in addition to A and B moves
-Screen KOs have been removed as a temporary fix until it is possible to make them the same duration as Star KOs
-All music tracks are available regardless of being unlocked on the save file or not
-Training Mode is now the default Solo Mode selection in the main menu
-Issues with Mario and Zero Suit Samus being selected significantly more than other characters with Random Select resolved
-Team shield colors now work properly when Team Attack is On
-Various recovery moves with long transitions into Special Fall adjusted to not grab backwards for as long after falling[/collapse]


[collapse=Bowser]
-Giga Bowser significantly revamped
-Bowser's Armor matched to the Project M standard of Light, Medium, and Heavy Armor. Note that the majority of Bowser's Armor already adhered to this standard, and was unchanged
-Converted Bowser's Crawl Armor to Light Armor
-Corrected a mistake where Crawl Armor was much stronger than Light Armor when not moving
-Removed Armor on Whirling Fortress, Back Aerial, and Down Aerial
-Dash Attack now hits a second time (when Bowser lands on the ground)
-Dash Attack cooldown reduced
-Forward Tilt's start up homogenized between angles
-Forward Tilt knockback base reduced, growth compensated for percents over 115
-Neutral Aerial timings and cooldown reverted to Demo 2.1
-Forward Aerial knockback base greatly reduced, growth compensated for percents over 115
-Back Aerial's hitboxes repositioned and resized to closer match melee's placements
-Back Aerial knockback slightly reduced
-Back Aerial autocancels notably sooner
-Up Aerial knockback Angle slightly lowered
-Dash Grab has Bowser lunge notably further
-Dash Grab's startup was changed to look identical to Dash Attack's Startup
-Turn Grab range increased
-Ledge Attack knockback reverted to set knockback (2.1 kb)
-Neutral B reaches slightly further, drains faster to a much smaller minimum range, and recharges a bit slower
-Grounded Up B initial hitboxes reduced in size. Hitbox Damage degrades slightly slower, and the hitboxes enlarge briefly when it does so
-Grounded Down B's horizontal drift can now be controlled slightly during the Jump Cancel window - Bowser can gain or lose about a Bowser's width of distance
-Down B now generates quake hitboxes when Bowser lands
-Down B landing graphics enlarged to match new hitboxes[/collapse]

[collapse=Captain Falcon]
-Initial Dash animation length increased by 1 frame to match Melee, improving moonwalk distance slightly
-Turn Grab animation is longer to match other Turn Grabs
-Fixed a bug on his Ledge Rolls that caused them to not free up the edge until the animations completely ended
-Neutral B additional turns can be prevented by holding B
-Aerial Side B trigger box adjusted so that the hit connects more reliably once triggered
-Aerial Side B now spikes[/collapse]

[collapse=Charizard]
-Forward Tilt can be interrupted sooner
-Forward Tilt no longer gets weaker overtime, it's strong throughout the entirety of the move
-Down Tilt sweetspot angle slightly raised
-Down Smash is interruptible a few frames later than before
-Down Smash hitboxes now vary in angles
-Down Smash inner hitboxes have priority over the outer hitboxes
-Neutral B max angle slightly raised and turn speed slightly increased
-Neutral B hitboxes are slightly less SDIable and knockback increased slightly
-Charizard's Glide uses up all of his jumps once used[/collapse]

[collapse=Diddy Kong]
-Footstool height reduced
-Dash Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no-lag feature when landing from the aerial version.
-Forward Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
-Down Tilt deals a bit more overall knockback
-Up Smash's hits link into each other more reliably
-Neutral Aerial's initial hit angle is slightly higher
-Forward Aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
-Forward Aerial's lingering hit knockback reduced overall
-Back Aerial sends farther at low percents
-Up Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
-Down Aerial's upper (sourspot) hitbox deals slightly more damage
-Dash Grab box has an extra active frame and its total duration is increased slightly
-Turn Grab range increased, and grabs slightly later to match other Turn Grab speeds
-Up Throw clank bug from Brawl that caused him to freeze up fixed
-Neutral B can be airdodged out of a couple frames earlier
-Side B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
-Side B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
-Side B kick hitbox deals less damage and its knockback scales higher with percent
-Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.
-Side B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
-Up B landing lag increased
-Diddy falls a bit faster while charging Up-B in the air
-Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
-Up B damage decreases throughout the boost's duration
-Up B initial hit deals increased knockback
-Up B's loose barrel moves 20% slower and deals slightly less damage
-Banana knockback (air and grounded) is now weight-dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
-Grounded glide-toss moves Diddy significantly farther
-Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit
-Thrown Banana hitboxes are now clankable[/collapse]

[collapse=Donkey Kong]
-Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates
-Forward Aerial damage and knockback reduced slightly
-Back Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly
-Dash Grab distance reduced significantly. Grab boxes adjusted to better match animation
-Turn Grab range reduced slightly
-Cargo Hold is now fastfallable
-Fixed an issue with dropping through a platform while Cargo Holding an item
-Neutral B graphical effect visible at the appropriate time
-Neutral B shoulder hit damage/knockback decreased significantly
-Down B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up[/collapse]

[collapse=Falco]
-Forward Smash animation adjusted to match Melee
-Up Aerial animation adjusted to match Melee
-Neutral B (projectile) decays in damage based on distance
-Up B distance ported from Melee
-Down B invincibility removed
[/collapse]

[collapse=Fox]
-Animation transitions from Wait for some moves adjusted to look cleaner
-Neutral B (projectile) decays in damage based on distance
-Up B distance ported from Melee
-Down B invincibility removed
-Down B can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it
-Up Taunt has the "Here I come!" sound effect re-enabled[/collapse]

[collapse=Ganondorf]
-Initial Dash animation length increased by 1 frame to match Melee, improving moonwalk distance slightly
-T-Pose bug with his Final Smash is fixed
-Ganondorf's magical effects now illuminate his body
-Dash Attack adjusted to use Brawl damage and knockback
-Up Tilt (Volcano Kick) replaced with new, electric stomp attack. Much faster but somewhat weaker
-Forward Smash's Neutral and Down angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, which previously was superior in all 3 of those areas
-Neutral Air 1st kick has less base knockback and higher angle to be slightly better as a combo starter and combo into 2nd hit more often
-Neutral B additional turns can be prevented by holding B[/collapse]

[collapse=Ike]
-Jab3 comes out slightly faster
-Down Tilt comes out slightly earlier and is interruptible sooner
-Down Tilt knockback, damage, hitbox placement, and angle adjusted to be a more useful move
-Down Smash1's knockback growth has been slightly increased and its base knockback has been slightly decreased
-Down Smash2's knockback growth has been slightly increased
-Neutral Air is significantly faster and has more base knockback
-Forward Air base knockback slightly increased
-Standing Grab box and animation adjusted to be slightly more outward
-Up Throw's knockback growth reverted to 2.1
-Neutral B supercharged hitboxes and armor end sooner
-Aerial Side B speed charge gain is slightly less per frame
-Up B air mobility starts sooner, allowing more overall horizontal distance
-Up B height slightly adjusted between what 2.5 and 2.1 were[/collapse]

[collapse=Ivysaur]
-Fastfall speed slightly increased
-Jab range is better overall; Jab1 IASA is worse
-Dash Attack animation is faster, strong hit duration is shorter
-Forward Tilt links more reliably and has slightly less range behind her
-Up Tilt horizontal range increased; animation is faster; knockback growth decreased
-Down Tilt range reduced; the second hit pops up at a higher angle
-Up Smash sweetspot's shield damage is increased
-Down Smash start-up is faster
-Neutral Air hitbox size increased; landing hitbox better for comboing
-Forward Air downward range decreased; animation slightly faster overall; all hits send opponents vertically
-Back Air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall
-Up Air falling hitbox is a spike for the first four frames; shield damage added to bulb sweetspot; can no longer fastfall during Up Air to slow decent.
-Down Air has a faster start-up but greater endlag; shield damage added to sweetspot; can skip to 3rd+ "float" effect by holding Down during start-up
-Standing grab and pivot grab have slightly increased vertical range
-Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range
-Grab pummel deals slightly less damage
-Neutral B when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B
-Solarbeam now takes 22% to fully charge
-Charged Neutral-B's transition to SpecialFall can now grab ledges backward.
-Forward B animation is faster all around; Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on-screen at a time; can now be fastfalled
-Forward B (projectile) does less damage per hit
-Up B sweetspot hitbox size decreased; grounded Up B now matches aerial Up B (has an extra active frame)
-Fixed a glitch where the Up B "hop" wouldn't happen immediately after hitstun
-Down B can be angled to the left or right (less so while in the air); aerial Down B no longer pushes Ivysaur downward[/collapse]

[collapse=King DeDeDe]
-Dash Attack has medium armor which lasts through the strong hit
-Up Tilt's endlag is slightly faster
-Neutral Aerial's 1st hit angle is slightly higher
-Down Aerial has smaller gaps between each hit
-Turn Grab range reduced slightly, and has a bit more startup to match other Turn Grabs
-Forward Throw's damage has been increased slightly, knockback decreased slightly to compensate
-Down Throw can be interrupted earlier
-Neutral B has more mobility in the air than previously
-Up B has a hitbox at the beginning of DeDeDe's ascent
-Up B has medium armor during the same timeframe as the hitbox[/collapse]

[collapse=Link]
-Dash and run speed slightly increased
-Dash attack animation remade, now much more similar to Melee's
-Dash attack is interruptible a bit later
-Up Tilt hitboxes better matched to animation
-Down Tilt is slightly faster, and angle slightly increased
-Forward Smash hit 2 hitboxes better matched to animation
-Up Smash last slash hitboxes better matched to animation
-Neutral Air duration matched to animation
-Forward Throw ends sooner
-Back Throw ends sooner
-Up Throw damage increased, launch point/knockback adjusted to be more useful, animation improved, and interruptible sooner
-Down Throw ends slightly later
-Aerial Clawshot has a new flub hitbox to hit more into the sweetspot
-Aerial Clawshot sweetspot now sends opponents up and slightly towards Link
-Side B (Boomerang) throw distances adjusted to be shorter and thrown faster, with a new boomerang model
-Side B (Boomerang) catch animation only occurs when Link is in his waiting animation
-Side B (Boomerang) has a very weak "slap" hitbox when done with a boomerang already out
-Up B horizontal momentum very slightly lowered[/collapse]

[collapse=Lucario]
-Forward Tilt animation improvements, and provides more forward momentum when canceled early
-Neutral B Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag
-Aerial Side B grab collisions adjusted to cover slightly more vertical area
-Fixed a glitch with aerial Side B used directly out of hitstun where Lucario would fall after grabbing an enemy
-Up B Cancel end animation transitions better into Fall
-Down B can be interrupted sooner on the ground[/collapse]

[collapse=Lucas]
-Double Jump animation tweaked to better evade chain grabs
-Fixed a bug with powershield reflect collision size
-Jab has been changed to be two hits with minor changes in functionality
-Up Tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically
-Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic
-Forward Smash non-Offense Up has reduced knockback growth
-Forward Smash non-Offense Up projectile reflection active frames reduced
-Forward Smash Offense Up graphics shrunk
-Up Smash non-Offense Up graphics shrunk to better match the hitboxes
-Up Smash non-Offense Up has reduced knockback growth
-Up Smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas
-Neutral Air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback
-Neutral Air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.
-Forward Air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased
-Back Air has been completely revamped to reflect his Brawl animation
-Down Air has been completely revamped to reflect his Brawl animation
-Dash Grab tweaked slightly to have the grab better match the animation
-Up Throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's Up Throw
-Up Throw animation has been improved aesthetically
-Lucas's upper body cannot be hit during tether reel-in
-Ledge Roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl
-Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands
-Side B on the ground has reduced endlag
-Up B bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit
-Up B (PKT2) multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh
-Down B time between refresh hits is slightly reduced
-Down B refresh hits in the air now pulls an aerial opponent down and towards him
-Down B multi-hit range more accurately matches release hitbox range
-Down B aesthetically changed to illuminate Lucas while active
-Down B release graphic no longer anchored to Lucas
-Down B can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it
-Down B time to act after absorbing a projectile has been reduced
-Up Taunt makes Lucas behave as if he actually tripped if held[/collapse]

[collapse=Luigi]
-Turn Grab range reduced and grabs slightly later to better match animation
-Up B vertical travel distance and ledge grab duration is closer to melee Luigi's. He now stops rising when he reaches the apex, allowing for faster sweetspots[/collapse]

[collapse=Mario]
-Down Tilt can be interrupted sooner
-Down Tilt base knockback slightly increased, knockback growth slightly decreased, toe part of the leg sends at a straight up angle and each part more inwards on the leg sending at lower angles
-Down Tilt lower leg portion given short invulnerability frames during when the attack is out
-Up Smash functions like Melee Mario's Up Smash at the beginning but then changes back to Doctor Mario's Up Smash vs grounded opponents as he brings his head down in the front -- Vs aerial opponents it is still Mario's Up Smash
-Forward Aerial has a tweaked flash graphical effect over the fist
-Down Aerial lowest hitbox placement adjusted more towards the center
-Standing Grab box shifted outward slightly for more range
-Neutral B projectile slightly increased in damage, knockback growth slightly decreased to compensate
-Neutral B projectile no longer degrades in hitstun, size, or knockback as it bounces. Now uses a consistent set of hitstun, size, and knockback values
-Neutral B can be interrupted sooner
-Side B doesn't reverse controls/momentum for as long[/collapse]

[collapse=Marth]
-Fixed polygonal bugs that could occur when angling his shield
-Up Tilt hitlag adjusted to match Melee
-Standing Grab animation adjusted to match Melee more closely
-Turn Grab animation adjusted to better match its range
-Side B does not continue by using the c-stick unless set to special
[/collapse]

[collapse=Meta Knight]
-Angled Down Aerial body hitboxes are no longer absent
-Down Aerial landing lag when not LCanceled corrected
-Turn Grab range reduced, and has a bit more startup to match other Turn Grabs
-Grounded Up B is able to go into special landing during the loop like the aerial version
-Down B attack edge cancels into Fall properly when sliding off edges
-Down B non-attack reappearance turn around timing adjusted to match the attack
-Grounded Down B does not disable specials and airdodges
-Fixed a bug with glitched specials able to be performed out of aerials following the use of Down B
-Fixed a bug with momentum when Down B was used directly out of hitstun[/collapse]

[collapse=Mr. Game and Watch]
-TechRolls and TechStand are slightly delayed at the start to be harder to read. Same invincibility, distance, and total durations as before
-Dash Attack has a hitbox at the very start of the move that sends forward
-Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size
-Forward Smash is capable of hitting multiple times
-Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated KB, allowing for combos at low damage
-Down Air is interruptible sooner in the air
-All Throws appear identical in animation until the opponent is released
-Down Throw does slightly more damage
-All Neutral B foods are fire element and able to melt Ice, instead of only Shrimp
-Neutral B depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak
-Neutral B foods do slightly less damage at normal size
-Neutral B foods' random trajectories can be limited to the upper or lower three by holding up or down
-Neutral B pan hit window is a bit shorter
-Side B has new graphical effects to indicate whether the next judgement hammer will be an odd or even number[/collapse]

[collapse=Ness]
-Up Tilt has a slightly reduced cooldown
-Up Smash's time between refresh hits while charging has been slightly reduced
-Down Smash's time between refresh hits while charging has been slightly reduced
-Turn Grab has more startup to match other Turn Grabs
-Down B can no longer roll, spot dodge, or jump upon absorbing a projectile while grounded
-Down B can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it
-Down B absorb lag has been greatly reduced[/collapse]

[collapse=Peach]
-Up Tilt's knockback is more Melee-like and the heart graphical effects no longer follow Peach if she is hit out the move.
-Forward Smash object animation paths cleaned a bit
-Up Smash animation moved to be centered on the movement plane
-Neutral Aerial weak hit knockback values have been fixed
-Neutral Aerial has proper weak on-hit sound effects for its late hit
-Neutral B spore release timings matched to Melee
-Fixed the Beam Sword angle glitch when generated by Down B and held
-Beam Sword Forward Smash animation uses less interpolation and has more diagonal coverage[/collapse]

[collapse=Pikachu]
-Full jump sound effect doesn't occur right at the start of the jump
-Neutral Aerial weak hit knockback values have been fixed
-Forward Aerial received slightly more horizontal range with new graphical effects to match that range
-Down Aerial has an added burst graphic to the impact
-Up B startup slightly reduced and can grab edges
-Up B delay between dashes is a little longer
-Up B goes maximum distance upward when stick input is below the amount needed to change direction
-Up B air mobility and air friction adjusted during the move and when in Special Fall
-Up B preserves momentum at the end of the dashes and when going into the ending
-Up B ending animation stretch does not push Pikachu as much away from walls
-Fixed a bug where QACing out of Up B into a platform and dropping through could result in Special Landing well after going into Fall
-Using Up B into the ground uses the ground Up B ending animation instead of Special Landing's
[/collapse]

[collapse=Pit]
-Up Smash hitboxes redone from scratch and animation tweaked so that the hitboxes properly follow the blades.
-Up Smash has less base knockback and more growth
-Down Throw trajectory raised slightly
-Neutral B start up slightly increased, and aerial endlag matched to grounded endlag
-Arrows no longer lose charge when they degrade in damage.
-Arrow knockback no longer degrades to set knock back, but always has some growth
-Up B landing lag increased to the default duration to be similar to other KO specials
-Down B hold duration significantly shortened
-Down B Super Armor replaced with Heavy Armor[/collapse]

[collapse=R.O.B]
-Dash is now slightly faster and transitions into run later, increasing dash-dance range
-Neutral Air angles all adjusted to be the same trajectory and has decreased slightly in knockback growth
-Back Air no longer sets vertical momentum and hitbox adjusted to not be out for as long
-Up Air is now multihit, damage slightly lowered with knockback compensated
-Down Air subtracts horizontal momentum, hits slightly earlier, and damage has been adjusted
-Down Throw has been slightly increased in knockback growth
-Aerial Side B resets all momentum during the startup; allows for it to be used lower to the ground
-Grounded Side B aesthetics cleaned up and reflects slightly earlier
-All three Boosts are returned to R.O.B if hit out of a techroll or techstand[/collapse]

[collapse=Sheik]
-Entry animation polished
-Jab3 hitboxes reduced in size to be more even and less disjointed
-Forward Tilt hitlag and SDI multipliers matched to Melee
-Up Tilt first hit SDI multiplier matched to Melee
-Turn Grab animation shortened to match other Turn Grabs
-Down B (transform) intangibility adjusted slightly and also not as interruptible as soon
-Down B (transform) is slightly faster[/collapse]

[collapse=Snake]
-Jab1's outermost hitbox shifted inward slightly
-Dash Attack ends slightly earlier
-Up Smash comes out slightly faster
-Up Smash is angleable; hold the direction left or right to control the direction of where the mortar goes
-Crawl Stab's knockback growth has been slightly decreased
-Crawl Stab's base knockback has been slightly increased
-Turn Grab has a bit more startup to match other Turn Grabs
-Up Throw has slightly more endlag
-Neutral B has a new throw option, a low throw which Snake "rolls" the grenade on the ground
-Neutral B Back throw of the grenade has been changed to an "Up" input instead of a "Back" input
-Up B is now wavebounceable
-Up B can sweetspot the edge more easily[/collapse]

[collapse=Sonic]
-Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel Grab
-Forward Tilt tipper hit angle raised and homogenized amongst angled variants
-Forward Tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.
-Forward Smash's knockback was decreased
-Forward Smash's weaker lingering hit has notably decreased hitbox sizing and knockback
-Neutral Aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration
-Neutral Aerial's active duration is faster
-Neutral Aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial
-Forward Aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly
-Forward Aerial's damage and knockback were notably decreased, but no longer degrade at the end of the kick.
-Forward Aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames
-Back Aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match Brawl Sonic's values
-Up Aerial's first hit has increased knockback, matching Brawl Sonic's values. The tipper sweetspot on the second hit is now easier to land
-Down Aerial's lingering hit angle was raised to match other diagonal sending moves
-Down Aerial's dive no longer slows down when fast-fell.
-Neutral B has a longer window to acquire a homing target, and a slightly longer start-up
-Neutral B's hit rebound animation has a later interrupt window.
-Neutral B's hit angle is notably higher
-Side B's hitboxes can no longer clank other moves and have increased hitlag
-Side B hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Side B's initial damage and knockback were reduced to compensate
-Side B's previous momentum now has a large effect on the hop's height, making when you use the move more important
-Side B's Jump-cancel window starts later
-Side B's grounded tumble hitboxes have less time between hits, but end faster
-Up B no longer has invincibility, but can be interrupted with an aerial earlier
-Up B's turnaround window is slightly longer
-Sonic can no longer airdodge after performing Up B, even if he performs an aerial in between
-Up B can no longer be canceled with a walljump, or wall jump after using up B
-Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth
-Down B's hitboxes can no longer clank other moves and have increased hitlag
-Down B's jump inputs now properly recognize the tap-jump setting.
-Down B's charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving
-Down B's charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder
-Down B charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel
-Down B spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop
-Down B's spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials
-Down B's spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames
-Down B's spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times[/collapse]

[collapse=Squirtle]
-Ground to Air physics and aerial friction adjusted so that Squirtle retains more momentum into the air
-Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback
-Squirtle's Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).
-Squirtle flashes blue when he has Medium Armor, Side B duration and Watergun charge flashes changed to yellow to prevent confusion
-Aqua Jet has Medium Armor while Squirtle is in his shell
-Forward Smash, Down smash, and Neutral Aerial now have Medium Armor during the initial attack, and Light Armor during the remainder of the time Squirtle is in his shell
-Turnrun, Crawl Attack, and Withdraw now have Light Armor while Squirtle is in his shell
-Fixed > 100% ledge attack timer on hitboxes. Now actually hits properly
-Squirtle now has a crawl attack. He quickly spins forward in shell, popping an opponent up above him as he passes through
-Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits
-Dash Attack covers more space during the initial lunge. Hits earlier and harder. Hit angles lowered to send foes further in front of Squirtle
-Forward Tilt start up and cooldown notably reduced.
-Forward Tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent
-Forward Tilt and Down Tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking
-Down Tilt animation sped up so that Squirtle attacks faster and with less time inbetween tail swipes. Second hit angle raised slightly
-Up Tilt reverted to a brawl-like animation
-Up Tilt base knockback reduced
-Forward Smash now retains previous momentum
-Up Smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane Up smashes
-Up Smash's hitboxes at the top of the water pillars have slightly reduced knockback
-Down Smash start up increased, but cooldown was significantly reduced
-Down Smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle
-All of Down Smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop-up above and behind Squirtle
-Neutral Aerial's lingering hit angle raised
-Neutral Aerial's landing lag now generates a splash instead of a dust cloud
-Forward Aerial's knockback was slightly increased
-Back Aerial and Up Aerial mismatched on-hit sound effects fixed
-Added a missing body hitbox during Up Aerial's initial hit, and pushed the outer hitbox out slightly
-Up Aerial's cooldown reduced
-Up Aerial and Down Aerial tail intangibility added while Squirtle is attacking
-Down Aerial reverted to a brawl-like animation
-Down Aerial hits more frequently and faster. Tweaked the linking hit's knockback to ease the difficulty in landing all the hits
-Down Aerial's final hit sends forward and base knockback increased
-Down Aerial's cooldown significantly reduced
-Turn Grab range increased
-Forward Throw and Up Throw cooldown reduced
-Neutral B stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage
-Neutral B has a new mid-level charge that shoots eight streams with reduced duration and cooldown
-Neutral B full charge now shoots fourteen streams with reduced duration and cooldown
-Fixed a bug with Neutral B charge that could prevent his shield from being damaged
-Side B's Withdraw aerial physics and vertical momentum tweaked on startup to be more consistent
-Side B's Withdraw knockback growth decreased
-Side B's Withdraw can now fall off of edges while turning around
-Side B's Aqua Jet input changed from "Up B" to "A"
-Side B's Aqua Jet now has two frames of start-up
-Revamped positioning, sizing, and timing of initial hitboxes so that the sweespot comes out first and has greater priority among the other hitboxes
-Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback
-Lingering hitbox has a higher angle and increased base knockback
-Aerial control during Side B's Aqua Jet was removed entirely. You can still reverse it however
-Side B's Aqua Jet bug where it would would not rise when used out of hitstun fixed
-Side B's Aqua Jet landing lag slightly reduced
-Up B start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better
-Up B hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint
-Up B linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent[/collapse]

[collapse=Toon Link]
-Down Tilt meteor uses the new "Light" hit element
-Back Air has a more combo-friendly angle and ends one frame sooner
-Forward Throw reworked to offer potential reward when used
-Up Throw reworked to offer potential reward when used
-Side B (boomerang) catch animation only occurs when Toon Link stands still
-Up B damage, knockback, angle, and hitbox sizes all adjusted slightly: Shorter sweetspot, better middle hit, and a relevant "flub"[/collapse]

[collapse=Wario]
-Dash Attack angle changed to hit characters more in front of Wario rather than behind
-Forward Tilt hold command increases in damage and knockback for each wind-up, similar to a Smash Attack
-Up Smash does reduced shield damage
-Fixed a bug where Down Smash's outside hitboxes could hit aerial opponents
-Removed "wind-up" SFX on Down Smash's charging animation
-Down Smash does reduced shield damage and has less range but deals slightly more damage
-Neutral Air's hitbox duration matched to the animation length and sourspot angle adjusted to use a general angle rather than a low trajectory
-Forward Air angles adjusted to be the same and sourspot has slightly increased in base knockback
-Up Air sourspot angle raised to match sweetspot
-Turn Grab has a bit more startup to match other Turn Grabs
-Neutral B grab box size increased
-Removed a restriction that prevented Wario from using Neutral B again for 15 frames after Bite Throw
-Side B -> Jump is always at medium power rather than its weakest power
-Aerial Side B revamped to travel mostly straight (angleable up or down) but go a much shorter distance and is stronger. The hitbox is still negatively disjointed but has improved vertically
-Aerial Side B can be canceled by holding Back and its vertical direction can be influenced by holding Up/Down
-Side B jump no longer happens with the analog stick if Tap Jump is off
-Fully-charged Down-B now has heavy armor near the startup and has stronger knockback[/collapse]

[collapse=Wolf]
-Dash Attack is interruptible slightly later
-Up Tilt hitboxes adjusted to match the animation, and can be interrupted sooner
-Back Aerial has a little less startup
-Grounded Side B ending, such as when Side B is used into an upward slope, is capable of sliding off of edges
-Grounded Side B ending is able to hit with the sweetspot hit when shortened
-Grounded Side B ending no longer goes into the aerial on-hit animation if the sweetspot connects and then re-landing
-Side B being able to pass through Final Destination's and Yoshi's Island's walls near the edge and fall through the stage has been fixed
-Down B invincibility removed
-Down B can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the reflect lag ends from being able to trap him in it[/collapse]

[collapse=Zelda]
-Jab launching hitbox has a higher launch angle and slightly higher base knockback and less knockback growth
-Up Tilt knockback increased very slightly
-Up Smash's lifting hitboxes fine tuned to not throw certain characters out of the move after several connected hits. Has another linking hit and deals one more damage. IASA no longer increased from Melee, but equal to it
-Neutral Air does consistent damage output depending on number of hits rather than placement of hits
-Forward Air/Back Air flub damage increased slightly to be closer to Melee's, and are knockback compensated. Critical sweetspots increased in size slightly to offer more consistency while still being tiny (2/3 size of Rest). Critical Back air has slightly more BKB. Noncrit electric hits have increased damage/KB slightly closer to Melee. Noncrit Fair hitboxes have slightly lower launch angle similar to its critical but not quite as potent
-Up Air's sweetspot size minutely increased. Weak electric hit slightly improved. Graphical effect/sound effect timers edited for accuracy
-Down Air has somewhat increased shield damage and a less small sweetspot, and more knockback growth against grounded targets. Flub damage increased slightly
-Graphical effects on Grabs adjusted
-Forward Throw damage increased slightly
-Down Throw damage increased slightly
-Side B's flashing graphics loop one more time than previously. Minimum time to set slowed down, and set animation has increased lag to deter walling. Set hitboxes are smaller, but activate sooner after setting the projectile. Explosions are significantly larger and deadlier
-Down B (transform) intangibility adjusted slightly and also not as interruptible as soon
-Down B (transform) startup is slightly faster[/collapse]

[collapse=Zero Suit Samus]
-Hurtbox size around her chest decreased slightly
-Dash Attack knockback slightly increased
-Up Throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab
-Down Throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab
-Footstool knockback works like the other characters
-Up B now controllable in the air[/collapse]
[/collapse]

Best regards,
-The PMBR
 

Minor Pandemic

Smash Apprentice
Joined
Apr 28, 2013
Messages
142
Can anyone tell me which files are different? I've got some custom stuff I don't want to lose if I don't have to. I asked in IRC and no one responded, so I might as well ask here too.

Edit: For anyone with the same question as me, I got confirmation in IRC that common5.pac DOES need to be replaced. If you had custom stuff elsewhere too, I'd say play it safe and just do a full reinstall anyway.
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
Waiting for the 2.6 patch note is so july 2013.
Get on with your time, folks ! Cool kids wait for the 2.6b patch note now !
 

| Kailex |

I smell like salty coins and milk
Joined
Jun 3, 2013
Messages
2,887
Location
Dubai - UAE
NNID
pootis
3DS FC
2578-3225-2678
Cant wait for seeing the changes, hopefully metakningt's was kept :( but obviously it wont
 

Pwnz0rz Man

Smash Lord
Joined
Mar 30, 2008
Messages
1,862
Location
Nowhere, Kansas
3DS FC
1950-9089-5761
I was kind of hoping that the soundbank replacement code was implemented in this version. Ah well, I can always add it in myself, so it's not a big deal.
 

trash?

witty/pretty
Premium
Joined
Jul 27, 2012
Messages
3,452
Location
vancouver bc
NNID
????
w-why would you move PS1. that's generally considered by everyone to be a good CP stage.
why not castle siege nobody ever plays castle siege, that's a poor man's skyloft/FD combo
(not to say lylat cruise isn't completely deserving of page 1, it totes is)
 

Sartron

Smash Journeyman
Joined
Jan 1, 2013
Messages
291
Location
Central Florida
Here's the list of file changes. This may help some people update their custom textures and such. Luckily I use Riivolution so it's pretty simple. I'm sure there will be a changelog this time to show actual character changes. [collapse=Differences between 2.6 and 2.6b]
Code:
\fighter\captain\FitCaptain.pac
\fighter\captain\FitCaptainMotionEtc.pac
\fighter\dedede\FitDedede.pac
\fighter\dedede\FitDededeMotionEtc.pac
\fighter\diddy\FitDiddy.pac
\fighter\diddy\FitDiddyMotionEtc.pac
\fighter\donkey\FitDonkeyMotionEtc.pac
\fighter\falco\FitFalco.pac
\fighter\falco\FitFalcoMotionEtc.pac
\fighter\fox\FitFox.pac
\fighter\fox\FitFoxMotionEtc.pac
\fighter\gamewatch\FitGameWatch.pac
\fighter\gamewatch\FitGameWatchMotionEtc.pac
\fighter\ganon\FitGanon.pac
\fighter\ganon\FitGanonMotionEtc.pac
\fighter\gkoopa\FitGKoopa.pac
\fighter\ike\FitIke.pac
\fighter\ike\FitIkeMotionEtc.pac
\fighter\koopa\FitKoopa.pac
\fighter\koopa\FitKoopaEtc.pac
\fighter\link\FitLink.pac
\fighter\link\FitLinkMotionEtc.pac
\fighter\lucario\FitLucario.pac
\fighter\lucario\FitLucarioMotionEtc.pac
\fighter\lucas\FitLucas.pac
\fighter\lucas\FitLucasMotionEtc.pac
\fighter\luigi\FitLuigi.pac
\fighter\luigi\FitLuigiMotionEtc.pac
\fighter\mario\FitMario.pac
\fighter\mario\FitMarioMotionEtc.pac
\fighter\marth\FitMarth.pac
\fighter\marth\FitMarthMotionEtc.pac
\fighter\metaknight\FitMetaknight.pac
\fighter\metaknight\FitMetaknightMotionEtc.pac
\fighter\ness\FitNess.pac
\fighter\ness\FitNessMotionEtc.pac
\fighter\peach\FitPeach.pac
\fighter\peach\FitPeachMotionEtc.pac
\fighter\pikachu\FitPikachu.pac
\fighter\pikachu\FitPikachuMotionEtc.pac
\fighter\pit\FitPit.pac
\fighter\pit\FitPitMotionEtc.pac
\fighter\pokefushigisou\FitPokeFushigisou.pac
\fighter\pokefushigisou\FitPokeFushigisouMotionEtc.pac
\fighter\pokelizardon\FitPokeLizardon.pac
\fighter\pokelizardon\FitPokeLizardonMotionEtc.pac
\fighter\pokezenigame\FitPokeZenigame.pac
\fighter\pokezenigame\FitPokeZenigameMotionEtc.pac
\fighter\purin\FitPurinMotionEtc.pac
\fighter\robot\FitRobot.pac
\fighter\robot\FitRobotMotionEtc.pac
\fighter\sheik\FitSheik.pac
\fighter\sheik\FitSheikMotionEtc.pac
\fighter\snake\FitSnake.pac
\fighter\snake\FitSnakeMotionEtc.pac
\fighter\sonic\FitSonicMotionEtc.pac
\fighter\szerosuit\FitSZerosuitMotionEtc.pac
\fighter\toonlink\FitToonLink.pac
\fighter\toonlink\FitToonLinkMotionEtc.pac
\fighter\wario\FitWario.pac
\fighter\wario\FitWarioMotionEtc.pac
\fighter\wolf\FitWolf.pac
\fighter\wolf\FitWolfMotionEtc.pac
\fighter\zelda\FitZelda.pac
\fighter\zelda\FitZeldaMotionEtc.pac
*\game
*\game\sq_event_data.dat
\menu\strap\StrapEn.pac
\menu\strap\StrapFr.pac
\menu\strap\StrapSp.pac
\menu2\mu_menumain.pac
\menu2\sc_title.pac
\module\ft_pikachu.rel
\module\sora_menu_main.rel
\module\sora_menu_simple_ending.rel
\stage\melee\STGBATTLEFIELD.pac
\stage\melee\STGEARTH.pac
\stage\melee\STGFINAL.pac
\stage\melee\STGNORFAIR.pac
\stage\melee\STGPLANKTON.pac
\stage\melee\STGRESULT.pac
\system\common5.pac
\RSBE01.gct

* = Removed
Date recorded: 8/28/2013 2:38:26 PM
83 file differences.
[/collapse]
 

Vashimus

Smash Master
Joined
Jan 1, 2013
Messages
3,308
Location
Newark, NJ
What, did the Wii Fit Trainer whip them into top shape for 2.6b?

Dedede became Fit Dedede? Could explain why he's so much faster.
 

himemiya

Smash Lord
Joined
Dec 17, 2012
Messages
1,739
Location
Canada (Nothing to find here!)
Here's the list of file changes. This may help some people update their custom textures and such. Luckily I use Riivolution so it's pretty simple. I'm sure there will be a changelog this time to show actual character changes. [collapse=Differences between 2.6 and 2.6b]
Code:
RSBE01.gct
FitCaptain.pac
FitCaptainMotionEtc.pac
FitDedede.pac
FitDededeMotionEtc.pac
FitDiddy.pac
FitDiddyMotionEtc.pac
FitDonkeyMotionEtc.pac
FitFalco.pac
FitFalcoMotionEtc.pac
FitFox.pac
FitFoxMotionEtc.pac
FitGameWatch.pac
FitGameWatchMotionEtc.pac
FitGanon.pac
FitGanonMotionEtc.pac
FitGKoopa.pac
FitIke.pac
FitIkeMotionEtc.pac
FitKoopa.pac
FitKoopaEtc.pac
FitLink.pac
FitLinkMotionEtc.pac
FitLucario.pac
FitLucarioMotionEtc.pac
FitLucas.pac
FitLucasMotionEtc.pac
FitLuigi.pac
FitLuigiMotionEtc.pac
FitMario.pac
FitMarioMotionEtc.pac
FitMarth.pac
FitMarthMotionEtc.pac
FitMetaknight.pac
FitMetaknightMotionEtc.pac
FitNess.pac
FitNessMotionEtc.pac
FitPeach.pac
FitPeachMotionEtc.pac
FitPikachu.pac
FitPikachuMotionEtc.pac
FitPit.pac
FitPitMotionEtc.pac
FitPokeFushigisou.pac
FitPokeFushigisouMotionEtc.pac
FitPokeLizardon.pac
FitPokeLizardonMotionEtc.pac
FitPokeTrainerEff.pac
FitPokeZenigame.pac
FitPokeZenigameMotionEtc.pac
FitPurinMotionEtc.pac
FitRobot.pac
FitRobotMotionEtc.pac
FitSheik.pac
FitSheikMotionEtc.pac
FitSnake.pac
FitSnakeMotionEtc.pac
FitSonic.pac
FitSonicMotionEtc.pac
FitSZerosuitMotionEtc.pac
FitToonLink.pac
FitToonLinkMotionEtc.pac
FitWario.pac
FitWarioMotionEtc.pac
FitWolf.pac
FitWolfMotionEtc.pac
FitZelda.pac
FitZeldaMotionEtc.pac
StrapEn.pac
StrapFr.pac
StrapSp.pac
mu_menumain.pac
sc_title.pac
ft_pikachu.rel
sora_menu_main.rel
STGBATTLEFIELD.pac
STGEARTH.pac
STGFINAL.pac
STGNORFAIR.pac
STGPLANKTON.pac
STGRESULT.pac
common5.pac
[/collapse]
it looks disorganized and I can't understand d/c changes?
 

Minor Pandemic

Smash Apprentice
Joined
Apr 28, 2013
Messages
142
So which time zone are we using to decide if they are released day-of or not? Just passed midnight in the central.
 

Mr.Jackpot

Smash Lord
Joined
Mar 30, 2011
Messages
1,727
Location
WA
Calling it right now Project M 2.6c will come out before the 2.6b changelist.
 

SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
Finallyyyyy

I feel like this list doesn't include everything, leaving out minor changes
 

The_Guide

Smash Journeyman
Joined
Jun 27, 2008
Messages
395
Location
Maryland
What about stages? Lylat was changed to a non-tilting version after 2.6, right? Was there anything else?
 

RKM

Smash Cadet
Joined
Jan 1, 2013
Messages
57
In the Dk section it says
"-Cargo Hold is can fastfalled"
Just a heads up on that.
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
Joined
Sep 4, 2006
Messages
9,632
changelog released after right after the last big PM tournament of the summer?

something's not right here...

PMBR with those hidden advantages
 
Joined
Aug 6, 2008
Messages
19,346
Glad fox/falco lost invincible shines lol

Zero Suit Samus
-Hurtbox size around her chest decreased slightly

Why the heck would that get changed? Is her cleavage so huge it impairs her ability to fight? DK had way larger Monkey boobs back in brawl. The ape just crouches on a platform and it sags so much it drapes through the platforms.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
So now that it's August, is this changelist from 2.5 -> 2.6, or 2.6a -> 2.6b?

And where is the stage change list?
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
As stated in the OP, these are the changes from 2.5b to 2.6b.

We typically don't do a stage changelist.
 

Pwnz0rz Man

Smash Lord
Joined
Mar 30, 2008
Messages
1,862
Location
Nowhere, Kansas
3DS FC
1950-9089-5761
As stated in the OP, these are the changes from 2.5b to 2.6b.

We typically don't do a stage changelist.
Even if there were changes to the stages in the transition? Granted, most of them should be pretty obvious and you guys would have likely mentioned them if they were truly important in the end.
 

Shimesaba

Smash Apprentice
Joined
Dec 2, 2012
Messages
81
Surprised to see so many smart changes to... Mario of all characters this far along. I appreciate it, PMBR.
 
Top Bottom