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Revisiting the changelist

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
So a lot of people have been fairly dissatisfied with a lot of pointless changes in the past set. I think its time for all of us to go through the comprehensive changelist and basically isolate changes that we think are fairly frivolous.

I'm not saying to propose new changes (as in new move rebalancing); I'm saying what changes should be removed that are non-obvious (I.E. we all know Ness' fair needs rebalanced, PKT1, Falcon Bair, etc).

So, shoot.

GoG, can you post your changelist here?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Code:
Brawl Plusery 4.1B (28th May 2009)

Global Gameplay Changes

    * Hitstun changed to 0.4865 (up from 0.48)
    * Aerial Landing Lag Reduction reduced to 50% of original duration for most characters
      Exceptions:
          o Captain Falcon's Landing Lag reduced to 40%
          o Lucas' Landing Lag reduced to 40%
    * Characters individual Short Hop, Full Hop, Fast Fall, Down Gravity and Normal Gravity have been optimized for all characters (see chart below)
    * Characters retain momentum when performing a running jump (see chart below)
    * Brawls teching system changed from distance to frame window: Tech window = 15 frames
    * Handicap no longer gives handicap, the value/10 equals your buffer frame window
    * Grabbing a Ledge now causes less lag, you can now perform actions earlier after grabbing a ledge (Constant: 40800000)
    * Ledge invulnerable time at 34 frames to restore to brawl default value due to 11 being shaved off
    * Dash Dancing window has been improved
    * You can now Cancel a dash with a crouch
    * You can now shield during a dash dance
    * Shieldstun follows New Stun = 2 * OLDSTUN + 3.5
    * Hitlag Modifier: NewHitLag=.6*OldHitlag
    * Electric Hitlag set to 1.0 (equals regular Hits now)
    * Techrolls sped up by 30%
    * You will no longer grab edges while performing an Up-B Attack
    * Move's no longer stale
    * Random Trippings has been removed
    * You can no longer perform a fast fall by using the C-Stick
    * Ganon, Falcon, Toon Link and Bowser's weird upB momentum was fixed
    * Powershield window decreased to 2 Frames (down from 4 Frames)
    * Default Setting is now 4 Stock, 8 Minutes, Team Attack on
    * Nametags are now saved in replays
    * The 3 minute time limit to save a replay has been removed, you can now always save the replay regardless of matchs duration. However, the Replay-Save Symbol is not displayed if the duration is over 3 minutes
    * Custom Character Select Screen is now supported
    * Grabs now give you back your second jump
    * Testing new Death Boundaries (made by kupo)
    * Texture Hack Version 2.1a is now supported
    * Scar Jumping has been added back into the game
    * Added unrestricted Pause and Replay Camera
    * Added the Code "colored Shields" cuz its awesome (Shields now look more colored, just better)


Character Specific Momentum Settings:

    * Global: 92.5%
    * Pikachu: 85%
    * Lucario: 75%
    * Lucas: 120%
    * D3: 70%
    * MK: 75%
    * Sonic: 175%
    * ZSS: 110%


Character Specific Gravity and Jump Power Modifications

Code:

Character Specific Gravity and Jump Power Modifications
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Mario	0	0.900	1.025	1.200	1.175	1.050	0
DK	1	0.850	1.000	1.400	1.000	1.000	0
Link	2	1.050   1.100   1.075   1.025   1.100	0
Samus	3	0.900	1.025	1.300	1.175	1.000	0
Yoshi	4	1.050	1.025	1.200	1.175	1.000	0
Kirby	5	1.000	1.000	1.100	1.000	1.000	0
Fox	6	0.900	1.050	1.150	1.200	1.100	0
Pika	7	1.000	1.000	1.150	1.000	1.000	0
Luigi	8	0.950	1.000	1.200	1.000	1.000	0
Falcon	9	0.900	1.050	1.150	1.200	1.100	0
Ness	A	1.075	1.050	1.150	1.075	1.150	0
Bowz	B	0.850	0.950	1.200	1.000	1.100	0
Peach	C	0.950	1.050	1.200	1.175	1.050	0
Zelda	D	0.900	1.000	1.200	1.000	1.000	0
Sheik	E	0.950	1.025	1.200	1.150	1.050	0
Clim 	F	0.800	1.050	1.300	1.000	1.000	0
Marth	11	1.150	1.125	1.075	1.025	1.200	0
G&W	12	1.000	1.000	1.200	1.000	1.000	0
Falco	13	0.900	1.050	1.150	1.200	1.100	0
Ganon	14	1.025	1.050	1.100	1.000	1.000	0
Wario	15	1.000	1.000	1.200	1.000	1.000	0
MK	16	0.900	1.000	1.300	1.100	0.950	0
Pit	17	1.000	1.025	1.200	1.000	1.025	0
ZSS	18	0.900	1.000	1.200	1.050	1.000	0
Olimar	19	0.950	1.025	1.200	1.175	1.050	0
Lucas	1A	1.025	1.025	1.300	1.050	1.025	0
Diddy	1B	0.950	1.025	1.200	1.150	1.050	0
Chariz	1D	1.000	1.025	1.200	1.150	0.950	0
Squirt	1E	0.900	1.050	1.300	1.050	1.000	0
Ivy	1F	1.025	1.025	1.200	1.050	1.000	0
D3	20	1.000	1.025	1.150	0.950	1.000	0
Luc	21	1.050	1.100	1.075	1.025	1.200	0
Ike	22	1.000	1.050	1.100	1.025	1.025	0
ROB	23	1.000	1.025	1.200	1.150	1.050	0
Jiggs	25	0.950	1.000	1.300	1.000	1.000	0
Toony	29	1.000	1.000	1.300	1.150	1.000	0
Wolf	2C	1.025	1.025	1.200	0.850	1.100	0
Snake	2E	0.950	1.100	1.200	1.175	1.050	0
Sonic	2F	0.950	1.000	1.300	1.250	1.000	0

Airdodge Change

    Airdodges Ported/Re-Worked:
    -Airdodge frame speeds ported to PSA except for Charizard, Ivysaur, Dedede, Squirtle, Ice Climbers – (Replaces frame speed changes)
    **********
    Air Dodge
    **********
    —————————————–
    Character New Default
    —————————————–

    Charizard [4-21 / 39] 4-22 / 34
    Diddy Kong 4-21 / 39 4-22 / 34
    Ike 4-21 / 39 4-22 / 34
    Ivysaur [4-21 / 39] 4-22 / 34
    King Dedede [4-21 / 39] 4-22 / 34
    Lucario 4-21 / 39 4-22 / 34
    Metaknight 4-21 / 39 4-22 / 34
    Olimar 4-21 / 39 4-22 / 34
    Pit 4-21 / 39 4-22 / 34
    R.O.B 4-21 / 39 4-22 / 34
    Snake 4-21 / 39 4-22 / 34
    Squirtle [4-21 / 39] 4-22 / 34
    Wario 4-21 / 39 4-22 / 34
    Zero Suit Samus 4-21 / 39 4-22 / 34

    Ice Climbers [4-24 / 43] 4-22 / 43
    Lucas 4-24 / 43 4-29 / 48
    Ness 4-24 / 43 4-29 / 48
    Sonic 4-24 / 43 4-22 / 43

    Bowser 4-25 / 44 4-23 / 44

    Captain Falcon 4-24 / 44 4-22 / 44
    Donkey Kong 4-24 / 44 4-22 / 44
    Falco 4-24 / 44 4-22 / 44
    Fox 4-24 / 44 4-22 / 44
    Game & Watch 4-24 / 44 4-22 / 44
    Ganondorf 4-24 / 44 4-22 / 44
    Jigglypuff 4-24 / 44 4-22 / 44
    Kirby 4-24 / 44 4-22 / 44
    Link 4-24 / 44 4-22 / 44
    Luigi 4-24 / 44 4-22 / 44
    Mario 4-24 / 44 4-22 / 44
    Pikachu 4-24 / 44 4-22 / 44
    Samus 4-24 / 44 4-22 / 44
    Sheik 4-24 / 44 4-22 / 44
    Toon Link 4-24 / 44 4-22 / 44
    Wolf 4-24 / 44 4-22 / 44
    Yoshi 4-24 / 44 4-29 / 49
    Zelda 4-24 / 44 4-22 / 44

    Peach 4-21 / 44 4-19 / 41

    Marth 5-25 / 44 5-23 / 44

    Charizard, Squirtle, Ivysaur, & King Dedede
    Airdodge frame speed changes adjusted to mirror ported airdodges:
    -1.450x Frame 4; 0.556x Frame 30

    Ice Climbers
    Airdodge frame speed changes adjusted to mirror ported airdodges:
    -1.240x Frame 4; 1.000x Frame 30


Ground Dodge
    Ground Dodge animations fully rebuilt, and with new invincibility durations:

    *************
    Ground Dodge
    *************
    —————————————–
    Character New Default
    —————————————–
    Falco 2-15 / 22 2-20 / 22
    Link 2-15 / 22 2-20 / 22
    Pikachu 2-15 / 22 2-20 / 22
    Toon Link 2-15 / 22 2-20 / 22
    Yoshi 2-15 / 22 2-20 / 22

    Marth 2-17 / 24 2-20 / 24
    Captain Falcon 2-17 / 25 2-20 / 25
    Charizard 2-17 / 25 2-20 / 25
    Diddy Kong 2-17 / 25 2-20 / 25
    Fox 2-17 / 25 2-20 / 25
    Game & Watch 2-17 / 25 2-20 / 25
    Ganondorf 2-17 / 25 2-20 / 25
    Ice Climbers 2-17 / 25 2-20 / 25
    Ike 2-17 / 25 2-20 / 25
    Ivysaur 2-17 / 25 2-20 / 25
    Kirby 2-17 / 25 2-20 / 25
    Lucario 2-17 / 25 2-20 / 25
    Lucas 2-17 / 25 2-20 / 25
    Luigi 2-17 / 25 2-20 / 25
    Mario 2-17 / 25 2-20 / 25
    Metaknight 2-17 / 25 2-20 / 25
    Ness 2-17 / 25 2-20 / 25
    Peach 2-17 / 25 2-20 / 25
    Pit 2-17 / 25 2-20 / 25
    R.O.B 2-17 / 25 2-20 / 25
    Samus 2-17 / 25 2-20 / 25
    Sheik 2-17 / 25 2-20 / 25
    Snake 2-17 / 25 2-20 / 25
    Sonic 2-17 / 25 2-20 / 25
    Squirtle 2-17 / 25 2-20 / 25
    Wario 2-17 / 25 2-20 / 25
    Wolf 2-17 / 25 2-20 / 25
    Zelda 2-17 / 25 2-20 / 25
    Zero Suit Samus 2-17 / 25 2-20 / 25

    Olimar 3-17 / 25 3-20 / 25
    Jigglypuff 3-16 / 25 3-16 / 25
    King Dedede 2-18 / 27 2-20 / 27

    Donkey Kong 2-22 / 30 2-23 / 30
    Bowser 3-24 / 32 3-24 / 32


Stage Changes:

    * Spear Pillar is now freezed
    * Wario Ware and Pokémon Stadium 2 are now reversed (no longer change their appereance
    * Rumble Falls has been replaced with the Online Waiting Stag


Character specific changes

Mario

    * FLUDD
          o Base Knockback increased to 5 (up from 0)
          o Knockback Growth decreased to 70 (down from 100)
          o Angle changed to 50 degrees (from 55)

    * Down Air
          o Hitbox 2 - Base Knockback decreased to 60 (down from 80)
-SDI Capacity Multiplier: 1.50x->1.00x

    * Forward Air 
    -Hitbox windows changed from 1 (Doc Hit), 3 (Meteor Hit), 2 (Flub Hit) to 2, 2, 2 – (Replaces frame speed changes)
		-Flub to 90 growth 
		-Doc hit to 110 Growth 
	-Uair 29 base from 9; 60 growth from 100 
	-Bair 
		-hitbox 1 (20 base from 10, 10 dmg from 12, 45 growth from 95, 0 angle from 15 angle) 
		-hitbox 2 (17 base from 7 and 40 growth from 90, 15 angle) Was 7 damage, 28 base, and 130 growth; Now 8 damage, 40 base, and 100 growth 

	-Backthrow 35 angle from 45

    D-Tilt:
    -IASA: 35->25
    -Inside 7 dmg hitbox changed to have priority over outer 5 dmg hitbox
    
    U-Air:
    Previous Stats: On all hitting frames 1-6 [1x Size; 11 Dmg; 100->75 KBG; 9->29 BKB; 45∞]
    New Stats:
    -Hit Frame 1: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞]
    -Hit Frame 2: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->70∞]
    -Hit Frame 3: [1x Size; 11 Dmg; 100->75 KBG; 9->30 BKB; 45∞->90∞]
    -Hit Frame 4: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->70∞]
    -Hit Frame 5: [1x Size; 11->10 Dmg; 100->60 KBG; 9->30 BKB; 45∞->55∞]
    -Hit Frame 6: [1x Size; 11->9 Dmg; 100->50 KBG; 9->25 BKB; 45∞]

    Up-B (Hits 2-6):
    -SDI Capacity Multiplier: 1.00x->0.80x
    Down-B:
    -Hitlag Multiplier: 1.00x->1.80x


    Luigi
    Dash Attack (Linking Hits):
    -Hitlag Multiplier: 0.30x->0.75x
    -SDI Capacity Multiplier: 1.60x->0.60x

    N-Air:
    -Hits on frame 4 from 3 [0.500x Frame 2; 1.000x Frame 3]
    -Damage of strong hit reduced to 12 from 14; KBG compensated for original KB. New:[1x Size; 14->12 Dmg; 100->117 KBG; 20 BKB; 90∞]; Old:[1x Size; 14 Dmg; 100->95 KBG; 20 BKB; 90∞]

    Side-B (Misfire):
    -Hitlag Multiplier: 1.00x->1.50x

    Down-B (Ground; Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x

    Up-B (Ground):
    -Hitlag Multiplier: 1.00x->1.50x
     -Jab1 KBG to 87 from 100
         -Shorykun (aerial) KBG to 68 from 72
         -Shorykun (grounded) has 1 more frame of startup
Wario
    F-Smash:
    -Dmg to 17 from 19, KBG compensated to 86 from 77
    -Super Armor replaced with Heavy Armor that will not flinch when struck by hitboxes doing up to a maximum of 12% of damage
    U-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x
    U-Air:
    -Damage to 15 from 17, KBG to 90 from 80 (compensating KB, no overall change)
    D-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.90x
    -Damage to 14 from 16
    Grab Pummel:
    -Now uses coins!
    Up-B (Final Hit):
    -Hitlag Multiplier: 0.50x->0.80x
    Down-B (Full Charge; Strong Hit):
    -Hitlag Multiplier: 1.00x->1.50x


Peach

    * Down Air   
    -Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
    -Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG]


    * Forward Air
          o Base Knockback decreased to 35 (down from 60)
          o Knockback Growth increased to 90 (up from 68)
-Knockback now able to reverse hit if positioned with them behind you
-Hitlag Multiplier: 1.00x->1.60x


    * Down Smash
          o Base Knockback increased to 50 (up from 38)
          o Damage increased to 7% (up from 5%)
	-Peach Bomber 21 BKB, 73 KBG (slight readjustment)

    Dash Attack (1st Hit):
    -All hitboxes have 0 KBG from 50

    F-Smash:
    -1st swing of the match is random, then each of the following swings continues in sequence of …Club->Pan->Racket->Club->Pan->Racket…
    -Pan +5 KBG (73 from 68)
    -Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB]
    -All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB]
    -Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot)

    N-Air:
    -Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG]
    
       B-Air:
    -Can now be IASA frame 50 (down from 56)
    -Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG]

    F-Throw:
    -Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40]

    D-Throw:
    -Lower KBG to extend poor DI punishment window [60->48 KBG]

    Neutral B:
    -Spores fired no longer clash with other hitboxes
    
    Up-B (Initial Jump):
    -SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
    -(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
    -(Last Hit) Angle increased to 75 from 60

    Up-B (Descent):
    -Opening and closing of umbrella increased to 1.2x speed
    -Landing with umbrella up and open at 2x speed.



Bowser

    * Forward Air
          o All Hits - Damage increased by 3%

    * Forward Tilt
          o All Hits - Damage increased by 2%
-Global speed up reworked to avoid interfering with hitbox window. New:[1.200x Frame 4; 1.000x Frame 10; 1.350x Frame 14] Old:[1.200x Frame 1]


    * Up B
          o Hitbox 1 - Knockback Growth increased to 90 (up from 80)
          o Hitbox 2 - Base Knockback increased to 100 (up from 80)
          o Hitbox 3 - Base Knockback increased to 70 (up from 50)
          o Landing Lag decreased by 50%

    Neutral-B:
    -Landing during the startup of the move in the air will skip directly to the flames animation on the ground (Flame Canceling)
    -Angle reverted to default 55∞ from previous 75∞
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 1.25x->1.50x


    * Forward Smash
          o Final Hitbox - Now has a fire effect
•	hb1 (weak hit): (35 base from 30, 0 growth from 130) 
•	hb2 headbutt (50 base from 25, 90 growth from 81, slash type) 
•	hb3 tipped headbutt (40 base from 22, 85 growth from 81, slash type, 80 angle from 60)
F-Smash (Sweetspot):
    -Shield damage of 1st hit and untipped hitboxes increased by 5 and 12 (50%); Tipped hitbox increased by 14 (65%)
    -Hitlag Multiplier: 1.20x->1.50x

    D-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x


    * Back Air
          o Angle changed to 20 (from 35)

    * Down B
          o Hitbox 3 - Base Knockback increased to 60 (up from 45)
                + Knockback Growth increased to 90 (up from 75)
          o Hitbox 4 - Damage increased to 14% (up from 11%)
                + Knockback Growth increased to 80 (up from 72)
-Special offensive flags changed from 204FFFC0->004FFFC0

    * Up Tilt
          o Now 1.5x faster on Frame 13
-Removed non-working hitbox shift. Added hitbox in front at beginning of hit window instead

    * Down Tilt
 -5 frames added between 1st and 2nd swipes, and 5 frames removed from endlag. New:[0.616x Frame 12; 1.000x Frame 20; 2.000x Frame 22]; Old:[1.538x Frame 26]
    -1st Hit: [1x Size; 14->12 Dmg; 100->80 KBG; 20->48 BKB; (40)∞]
    -2nd Hit: [1x Size; 11->15 Dmg; 100->75 KBG; 12 BKB; (40)∞]

	-Forward & Back throws KBG 65 growth from 50; 30 angle from 45; 12 damage from 10

	-Nair
		-hb1 (30 base from 20, 60 growth from 80, 30 angle from special20, slash type, 1.25x size)
		-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 1.25x size)

	-Utilt shifted 1000 units positive x offset

	-Crawl and crouch have a weak superarmor against weak attacks and projectiles

	-Upthrow 30 BKB from 0, 50 KBG from 100

	-Nair
		-hb1 (30 base from 20, 60 growth from 80, 10 angle from 20, slash type, 2x size)
		-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 2x size)
 [Hit: 8-13 -> 5-9 (Strong); 14-23 -> 10-28 (Weak)]
    -Comes out on frame 5 from 8. [1.750x Frame 1; 1.000x Frame 8]
    -Weak Hit: BKB increased to 45 from 40. New:[1.25x Size; 9 Dmg; 80->40 KBG; 20->45 BKB; (40)∞->80∞]; Old:[1.25x Size; 9 Dmg; 80->40 KBG; 20->40 BKB; (40)∞->80∞]

    D-Air (Linking Hits):
    -Shield damage of each hit increased by 2 (total increased by 18 shield dmg)
    -SDI Capacity Multiplier: 1.00x->0.80x

	-Forward & Back throws KBG 65 growth from 50; 25 angle from 45; 12 damage from 10

	-Downthrow 16 dmg from 12

	-Upthrow 60 BKB from 0, 35 KBG from 100

Donkey Kong

    * Neutral B
          o No longer goes into special fall
    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.40x

    Up-B (Ground):
    -SDI Capacity Multiplier: 2.00x->1.50x


    Diddy Kong
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
    -SDI Capacity Multiplier: 2.00x->1.20x
    Up-B:
    -Diddy recovers from being hit out of Up-B at 1.5x speed



Yoshi

    * Down Smash
          o Strong Hitbox - Knockback Growth increased to 80 (up from 63)
          o Weak Hitbox - Knockback Growth increased to 70 (up from 53)
          o Angle changed to 23 (from 30)

    * Side B
          o No longer goes into special fall

    * Shield Exit
          o Animation Speed increased to 2.0x
	-Backthrow BKB to 65 from 55
	-Upsmash KBG to 93 from 83
	-Downtilt Dtilt tail tip 8 dmg from 5, 15 angle from special 20, 1.25x size
	-Down B 85 growth from 70 on falling hitbox
	-Dair has 40% ALR
	-SideB now refreshes Yoshi's double jump (credit goes to BB)
	-Uthrow now deals 12 dmg from 5, BKB to 70 from 65, KBG 20 from 43


    2nd Jump:
    -By releasing the jump button and then pressing A, Yoshi’s vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)

    Jab 1:
    -SDI Capacity Multiplier: 1.50x->1.20x

    B-Air:
    -SDI Capacity Multiplier: 1.50x->1.20x (Hit 1); 1.30x->1.00x (Hit 2); 1.30x->0.80x (Hit 3)

    D-Air:
    -SDI Capacity Multiplier: 1.40x->1.00x

    Grab (Standing):
    -Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.500x Frame 27] Old:[1.500x Frame 21]
    Grab (Dash):
    -Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.500x Frame 22] Old:[1.500x Frame 21]

    Side-B (Enter):
    -Speedup removed
    Down-B:
    -Special offensive flags changed from 204FFFC3->004FFFC3


Link

    * Up B
	o First Hitbox - Damage of strong up-b ground hit raised by 4 (12->16 hitboxes A-B; 9->13 hitbox C). KBG scaled to match previous knockback (72->54 hitboxes A-B; 72->50 hitbox C)

          o Semi Spike - Angle changed to 16 (from 269) for 2nd, 3rd and 4th Hitbox
    -Speedup adjusted to avoid interfering with hitbox window. New:[1.500x Frame 1; 1.000x Frame 11]; Old:[1.500x Frame 1; 1.000x Frame 12]

    Up-B (Air):
    -Hits 1-4 replaced with refreshing Special Offensive Collisions using a 7 frame refresh rate. Hits a maximum of 5 times at 2 dmg for 10 dmg total
    -SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
    -Final Hit: DMG to 7 from 4, Hitlag to 1.25x from 1 [4->7 Dmg; 160 KBG; 30 BKB; (40)∞]
    -Sword hitboxes on final hit increased in size to 8/7 from 7/6

    * Up Tilt
   -Full move frame speed change replaced with equivalent IASA adjustment of 36->33 to avoid interfering with hitbox window


    * Down Tilt
	-Dtilt spike moved to tip instead of hilt.

    * Forward Smash
          o Angle changed to 25 (from 361)

    * Boomerang
          o Hitbox 1 - Damage increased to 10% (up from 7%)
          o Hitbox 2 - Damage increased to 8% (up from 5%)
          o Hitbox 1 and 2 - Knockback Growth decreased to 30 (down from 40)

    * Forward Air
          o Hitbox 1 - Base Knockback increased to 40 (up from 5)
                + Knockback Growth decreased to 5 (down from 100)

    * Back Air
          o Hitbox 1 and 2 - Base Knockback increased to 35 (up from 0)
                + Knockback Growth decreased to 0 (down from 100)
                + Angle changed to 72
          o Hitbox 3 - Base Knockback decreased to 50 (down from 70)
                + Knockback Growth decreased to 60 (down from 70)

    * Up Air
          o Strong Hit - Base Knockback increased to 25 (up from 18)

    * Z-Air
          o Hitbox 2 - Angle changed to 80 (from 45)

    * Dash Attack
          o All Hits - Base Knockback increased to 40 (up from 30)
                + Knockback Growth decreased to 60 (down from 80)
          o Hitbox 2 (mid) - Angle changed to 100 (from 80)
          o Hitbox 3 (run through) - Angle changed to 90 (from 70)
          o Hitbox 4 (run through) - Angle changed to 80 (from 60)
          o Wind-down Speed increased by 1.25x
    -Priority of hitboxes changed from 10>12>11>11 to 12>11>11>10. 12 dmg hit should now go through again when both the 10 and 12 dmg hitboxes connect

    * Up Smash
          o Hitboxes 5 to 8 - Base Knockback increased to 75 (up from 70)
                + Knockback Growth increased to 95 (up from 80)

    * Standing Grab
  -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
    Grab (Dash):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]

    Grab (Turn):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 17]
	
-Downthrow 100 angle from 110, BKB 50 from 60

    Link
    Jab1:
    -SDI multiplier to .8x from 1x
    Jab2:
    -RA-Bit[17] Set True at 16 frames (From 18)
    -Allow Interrupt at 17 frames (From 20)

    Neutral-B:
    -1.333x Animation Speed Starting Frame 0 (subaction 1CE)
    -KBG to 60 from 50, BKB to 25 from 7


Zelda

    * Up B
          o Reappearance now winds-down 1.5x faster (down from 2.0x)
          o Landing Lag Animation Speed is now 1.5x faster

    * Side B
          o No longer goes into special fall

    * Forward Tilt
          o Now 1.2x faster
	-Bthrow 117 KBG from 60, 30 BKB from 80, angle 35 from 45
	-Zelda Uthrow 61 KBG from 50

	-Jab hitbox 1 40% larger, 110 KBG from 100, 180 angle from "special 20"
	-Jab hitbox 2 30% larger, +1 damage, 20 BKB from 10, 120 KGB down from 160

    F-Smash (Linking Hits; Reworked):
    -Hitbox A: New:[1.15x Size; 1 Dmg; 30->40 KBG-B; 0 BKB; 30∞->1∞; Non-reversible KB; Shifted overtop of Hitbox B to negate horizontal size increase]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 30∞->330∞]
    -Hitbox B: New:[1x Size; 1 Dmg; 40->35 KBG-B; 0 BKB; 45∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 45∞->330∞]
    -Hitbox C: New:[1x Size; 1 Dmg; 60->25 KBG-B; 0 BKB; 60∞->1∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 60∞->200∞]
    -Hitbox D: New:[1x Size; 1 Dmg; 80->40 KBG-B; 0 BKB; 160∞->190∞]; Old:[1x Size; 1 Dmg; 100->64 KBG; 0 BKB; 160∞->200∞]
    -SDI Capacity Multiplier: 0.50x->0.60x

    U-Smash:
    -Linking Hits: Side hitboxes no longer use tripping/tumbling KBs and angles [1x60->0 KBG-B; 0->65 BKB; Angle 200->179]
    -Final Hit: Hitbox 0 (top) angle changed to 87 from 90, and increased KBG from 171 to 173 to compensate KO power
    -Hitlag Multiplier: 0.50x->0.75x (1st/2nd Loop)
    -SDI Capacity Multiplier: 0.10x->0.30x (1st Loop); 0.10x->0.40x (2nd Loop)

    N-Air:
    -Linking hits no longer cause tumble, but are now SDIable
    -Hitbox A: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
    -Hitbox B: New:[1x Size; 2 Dmg; 75->0 KBG-B; 0->55 BKB; 150∞->145∞]
    -Hitbox C: New:[1x Size; 2 Dmg; 108->0 KBG-B; 0->63 BKB; 90∞]; Old:[1x Size; 1 Dmg; 108->84 KBG-B; 0 BKB; 90∞]
    -Hitbox D: New:[1x Size; 2 Dmg; 45->0 KBG-B; 0->35 BKB; 270∞]
    -SDI Capacity Multiplier: 0.00x->0.80x (Linking Hits); 0.00x->1.00x (Final Hit)

    F/B-Air (Sweetspot):
    -Hitlag Multiplier: 1.50x->1.60x
    -SDI Capacity Multiplier: 0.00x->1.00x

    D-Air (Flub):
    -Foot hitbox reduced to 50 KBG from 70

    Neutral-B:
    -Angle changed from 10 to 175 on front hitboxes to send inward like rear hitboxes (Linking Hits)
    -Angle changed from 10 to 5 on rear hitboxes (Linking Hits)
    -Linking hits now all use 24 BKB instead of 12 BKB, 40 KBG
    -Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
    -Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag (All Hits)
    -Hitlag Multiplier: 1.00x->0.75x (1 Damage Linking Hitboxes)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)

    Down-B:
    -Zelda’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Sheik has instant IASA. Removes random loading times as a factor in punishability

Sheik

    * Forward Air
          o Knockback Growth Change decreased to 120 (down from 135)
          o 5 Frames of lag has been removed

    U-Air:
    -Speedup polished to equivalent. New:[1.250x Frame 15]; Old:[1.400x Frame 21]

    * Forward Tilt
          o Base Knockback increased to 64 (up from 63)
          o Angle changed to 70 (from 90)
-Filt final value: 51 BKB, 61 KBG
    -Hitlag Multiplier: 0.50x->0.75x
    -SDI Capacity Multiplier: 0.50x->0.80x

    F-Smash:
    -SDI Capacity Multiplier: 0.50x->0.80x (1st Hit)
    -KBG reduced by 2 from previous setting (2nd Hit) [New: 128->126 KBG, 30 BKB][Original: 100 KBG, 50 BKB]

    Rapid Jabs:
    -BKB increased to 12 from 8 (all hitboxes)
    -Hitlag Multiplier: 1.00x->1.60x (2 dmg hitboxes); 1.00x->1.70x (1 dmg hitbox)
    -SDI Capacity Multiplier: 0.70x->0.80x

    U-Tilt (1st Hit):
    -SDI Capacity Multiplier: 0.50x->0.80x
    -Uppermost hitbox 310 angle from 330
    -Middle hitbox angle 330 from 30

    B-Air:
    -Initial 3 frame sweetspot damage increased by 1, KBG compensated to slight increase in KB curve. [12->13 damage, 98->96 KBG, 14 BKB]
    -Initial 3 frame weakspots’ damage reduced to 9 from 11, no KB compensation

    D-Air:
    -Angle increased to 75 from 70

    Neutral-B:
    -Needles now charge/release by holding down/letting go of the B button

    Side-B (Air):
    -Hitlag Multiplier: 1.00x->1.05x (All Hits)

    Down-B:
    -Sheik’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Zelda has instant IASA. Removes random loading times as a factor in punishability




Ganondorf

    * Down B
          o Base Knockback set to 85
          o Knockback Growth set to 80

    * Aerial Down B
          o First Hitbox (Spike) - Base Knockback set to 50
                + Knockback Growth set to 100
          o Second Hitbox (Meteor) - Base Knockback set to 20
                + Knockback Growth set to 65
          o Now gives your second jump back
    -Aerial endlag of grounded version now 150% faster from 185%
    -Aerial endlag of aeiral version now 150% faster from 185%
    -Grounded endlag (Quake) of aerial verions now 150% faster from 185%


    * Side B ('Murder Choke')
          o Animation speed on Throw decreased to 2.0x
    -Initial Grab Box size: 5.00x->12.00x


    * Up B
          o First Hitbox - Base Knockback increased to 50 (up from 31)
                + Angle changed to 45 (from 65)

    * Neutral A
          o Animation Speed changed - Frame 0: 3.5x
          o Frame 20: 0.5x
          o Frame 28: 3.0x

    * Forward Air
          o Animation Speed changed on Frame 15 (Sweetspot Frame) changed to 0.25x until Frame 16
          o Landing Lag reduced to 40% (down from 50%)


	-SideB is now techable
   Jab 
-Frame speeds repolished. IASA on 23, animation redone to be more organic
    -Angle changed to 40 from special 40
    -All flags set to 39030203 from 39030283 and 39030280. All hitboxes electric element and uses a different sound effect
    -9 damage hitbox reduced to 7. KBG compensated 105->135
    -Outer hitbox shifted inward one unit to 17 from 18
    -Hitlag Multiplier: 1.00x->1.30x (9 dmg hitbox); 1.00x->1.20x (7 dmg hitbox)

IASA frame for Bair changed to 28 from 35 to enable SH-Bair-DJ within 4 frame window
IASA frame for Uair changed to 27 from 33 to enable SH-Uair-DJ within 5 frame window
Grab Collision Box 1 size increased to 8.8 from 4.8 to match the animation
AC frame on Dair changed to 30 from 31
	-Downthrow KBG to 60 from 50, 100 angle from 65
	-Upthrow KBG to 55 from 105


    D-Throw:
    -Angle to 105 from 65, KBG 60 from previous 40. New:[7 Dmg; 70 BKB; 50->60 KBG; 65∞->105∞] Old:[7 Dmg; 70 BKB; 50->40 KBG; 65∞]
   
 U-Tilt:
    -Hitlag Multiplier: 1.00x->1.50x (Sweetspot)
    
F-Smash:
    -Hitlag Multiplier: 1.00x->1.20x
    
    Neutral-B (All):
    -Hitlag Multiplier: 1.00x->1.50x

    Up-B (Grab):
    -Holding Hits: Damage increased to 2 from 1
    -Final Hit: Damage increased to 9 from 7; KBG lowered to 63 from 82; BKB increased to 75 from 40 [7->9 Dmg; 82->63 KBG; 40->75 BKB; (40)∞]

    Down-B:


Toon Link

    * Forward Smash
          o First Hit - Base Knockback increased to 32 (up from 0)
                + Knockback Growth decreased to 60 (down from 86)
                + Angle changed to 35
    -All Offensive Collision events changed to Special Offensive Collision events with reversible-KB disabled (to complete connectibility fix)
    F-Smash 2:
    -SDI Capacity Multiplier: 0.00x->1.00x

	-Nair Launch Angle 50¼ from special 20 original
	
	-Dtilt Launch Angle 85¼ from special 20 original. BKB to 59 from 20. KBG to 40 from 88.
  Jab 1-2:
    -SDI Capacity Multiplier: 1.50x->1.20x

    Dash Attack:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.500x Frame 13]; Old:[2.000x Frame 21]

    F-Smash 1:
    D-Smash (Front Hit):
    -Similar to Melee Young Link’s Dsmash; sends horizontal instead of linking into second hit as the move was glitchy on irregular surfaces.
    -Hitbox A: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 70∞->35∞]
    -Hitbox B: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 75∞->35∞]
    -Hitbox C: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
    -Hitbox D: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170∞->40∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 170∞->35∞]
    -Hitbox E: New:[1x Size; 6->15 Dmg; 100->85 KBG; 0->45 BKB; 180∞->35∞]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 180∞->35∞]
    -SDI Capacity Multiplier: 0.00x->1.00x

    D-Smash (Back Hit):
    -See D-Smash (Front Hit) description.
    -Hitbox A: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox B: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox C: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]
    -Hitbox D: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72∞->35∞]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72∞->35∞]

    D-Air (Meteor Hitboxes):
    -Hitbox A: New:[1x Size; 16 Dmg; 80->90 KBG; 40->50 BKB; 270∞]; Flags set to xxxxxx95 from xxxxxx82 (aura element from slash).
    -Hitbox B: New:[1x Size; 16 Dmg; 80->90 KBG; 30->40 BKB; 270∞]

    Grab (Standing):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
    Grab (Dash):
    -Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
    Grab (Turn):
    -Frame speed change pushed back 1 frame to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 20]

    Side-B (All: ground and aerial; successful pull and failed pull):
    -Frame speed change to reduce boomerang start-up winddown. [1.200x Frame 2]

    Up-B (Ground):
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg hitboxes)
    -SDI Capacity Multiplier: 0.00x->1.00x (Final Hit)

    Up-B (Air):
    -SDI Capacity Multiplier: 0.50x->0.70x (Linking Hits)


Samus

    * Forward Smash
          o Base Knockback increased to 56 (up from 20)
          o Knockback Growth decreased to 90 (down from 100)

    * Neutral Air
          o First Hit - Base Knockback increased to 22 (up from 10)
                + Knockback Growth increased to 190 (up from 80)
    -Initial 9 damage hitboxes increased to 12 damage


    * Neutral B
          o Base Knockback increased to 32 (up from 31)
          o Knockback Growth increased to 70 (up from 56)
-Hitlag Multiplier: 1.00x->1.40x

    * Side B (Super Missiles)
          o Damage increased to 12% (up from 10%)
          o Knockback Growth ingreased to 82 (up from 65)
          o Angle changed to 40 (from 55)
          o Animation Speed after Frame 25 increased to 2.0x

    * Side B (Homing Missiles)
          o Animation Speed after Frame 20 increased to 2.0x

    * Standing Grab
          o Wind-down Speed increased to 1.6x
-Pummel bug fixed
	
-First hit jab connects better
		hb1: BKB to 20 from 5, 100 degrees from special 20 
		hb2: KBG to 80 from 100, BKB to 20 from 5
    U-Smash (Reworked): [IASA: 58->48]
    -The hitboxes of Hits 1-4 now do a much better job of properly leading into each other and towards the final hit
    -Outer portion of explosions converted to use lower angles with an additional overlapping cannon hitbox, and shoulder hitbox using higher angles
    -Changed to non-reversible KB Special Offensive Collisions
    -Total damage of all hits reduced to 18 from 23
    -Hit 1: Old:[1.5x Size; 4 Dmg; 50->0 KBG; 50->60 BKB; 130∞->100∞]
    -Hitbox A (Shoulder): [2x Size; 4->3 Dmg; 50->0 KBG; 50->75 BKB; 130∞->115∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50 BKB; 130∞->125∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50->55 BKB; 130∞->140∞]
    -Hit 2: Old:[1x Size; 4 Dmg; 50->0 KBG; 35->60 BKB; 120∞->100∞]
    -Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->125∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->50 BKB; 120∞->150∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120∞->200∞]
    -Hit 3: Old:[1x Size; 4 Dmg; 50->0 KBG; 25->60 BKB; 90∞->120∞]
    -Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->125∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->50 BKB; 90∞->190∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90∞->210∞]
    -Hit 4: Old:[1x Size; 5 Dmg; 50->0 KBG; 30->63 BKB; 85∞->140∞]
    -Hitbox A (Shoulder): [1.7x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->115∞]
    -Hitbox B (Inner Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->50 BKB; 85∞->200∞]
    -Hitbox C (Outer Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85∞->220∞]
    -Final Hit: Old:[1x Size; 6 Dmg; 120->100 KBG; 50->40 BKB; 80∞->38∞]
    -Hitbox A (Shoulder): [2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
    -Hitbox B (Cannon): [1.2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80∞]
    -SDI Capacity Multiplier: 1.20x->0.70x (Hits 1-4)

    F-Air (Hits 1-4):
    -SDI Capacity Multiplier: 1.00x->0.80x

    B-Air: (Sweetspot)
    -KBG increased by 3 [14 damage, 88->91 KBG]

    U-Air (Hits 1-5):
    -SDI Capacity Multiplier: 1.00x->0.70x

    Grab (Standing):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.600x Frame 30] Old:[1.600x Frame 26]
    Grab (Dash):
    -Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.250x Frame 30] Old:[1.250x Frame 26]
    Grab (Turn):
    -Frame speed change pushed back 6 frames to not interfere with grab window. New:[1.600x Frame 32] Old:[1.600x Frame 26]

    F-Throw:
    -Angle reduced to 30 from original 42 [9 Dmg; 55 KBG; 60 BKB; 42∞->30∞]

    B-Throw:
    -KBG increased and BKB reduced [8 damage; 55->94 KBG, 60->35 BKB]

    U-Throw:
    -KBG reduced [4 damage; 70->50 KBG]

    D-Throw:
    -BKB reduced [6 damage; 80->64 BKB]

    Up-B (Ground):
    -SDI Capacity Multiplier: 0.20x->0.40x (1st Loop); 0.40x->0.60x (2nd Loop)

    Up-B (Air):
    -SDI Capacity Multiplier: 1.00x->0.40x (1st Loop); 1.00x->0.60x (2nd Loop)



Zero Suit Samus

    * Forward Smash
          o Damage and Base Knockback on All Electric Hits has been increased by 2
          o Last Hitbox (Backwards Hit) - Damage increased to 8% (up from 6%)
                + Base Knockback increased to 128 (up from 65)
                + Knockback Growth decreased to 16 (down from 100)
                + Angle changed to 106, Hits forward Overhead

    * Side B
          o Whip is 13% Damage, +5 Base Knockback and +5 Knockback Growth (to offset the kb changes caused by lower damage)

    * Forward Air
          o First Hit - Knockback Growth decreased to 0
    U-Smash (Linking Hits, 1 dmg):
    -Reworked to less easily fall out of move while moving. Rear part of linking hitboxes have stronger pull to the front
    -Hitlag Multiplier: 0.50x->0.95x
    -SDI Capacity Multiplier: 1.00x->0.80x

    U-Air:
    -Angle changed to 70 from 80 on 10 dmg hitboxes

    D-Air:
    -2.000x speed for duration of hitboxes (frames 14-49)
    -Changed the final 5 frames (at new speed) of hitboxes to be flub hits and removed autocancel window
    -Angle changed to 70 from 60 (Landing Hit)
    -Hitlag Multiplier: 0.30x->0.60x (Landing Hit)
    -SDI Capacity Multiplier: 0.00x->1.00x (Landing Hit)

    Grab (Standing):
    -Total: 84->61; Grab: 16-29. New:[1.700x Frame 29] Old:[1.500x Frame 21]
    Grab (Dash):
    -Total: 84->72; Grab: 16-29 -> 16-35. [1.333x Frame 35; Grab window +6 frames]
    Grab (Turn):
    -Total: 84->68; Grab: 16-29 -> 11-24. New:[1.500x Frame 1; 1.000x Frame 16; 1.250x Frame 29] Old:[1.875x Frame 17]

    Side-B (Weak Hits):
    -Hitlag Multiplier: 0.50x->0.85x




Pit

    Rapid Jabs:
    -Hitlag Multiplier: 0.80x->1.30x (1 dmg hitboxes); 0.80x->1.25x (2 dmg hitbox)
    -SDI Capacity Multiplier: 1.50x->1.20x (1 dmg hitbox A); 1.30x->1.00x (1 dmg hitboxes B-C, 2 dmg hitbox)

    D-Tilt (Reworked):
    -Non-Meteor Hit: Inner 2 hitboxes. Takes priority over the meteor hitboxes if both types connect.
    -Meteor Hit: Outer 2 hitboxes. Space it so the outer half of the attack is what hits them to get the meteor hit. [50->40 KBG; 80->64 BKB]

    F-Smash (Final Hit):
    -SDI Capacity Multiplier: 0.00x->1.00x

    N-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.40x->0.80x

    U-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.30x->0.80x

    U-Throw:
    -Growth lowered to 65 from 72; angle to 95 from 90 [7 Dmg; 72->65 KBG; 70 BKB; 90∞->95∞]

    Side-B:
    -Hitlag Multiplier: 1.00x->1.30x (1 dmg hitboxes); 1.00x->1.25x (2 dmg hitbox)



Ice Climbers

    * Side B
          o Popo's Solo Squall - Trajectory increased to 60 (up from 30)
          o Nana's Squall - Base Knockback increased to 40 (up from 20)
                + Knockback Growth decreased to 80 (down from 130)
                + Trajectory increased to 240 (up from 30)

    * Down B
          o Knockback Growth fo all Hitboxes changed to 60 (from 180, 130 and 30)
          o Trajectory increased to 225 (up from 70 and 20)

    * Neutral B
          o Damage increased to 5% (up from 3%)

    * Popo's Neutral Air
          o Base Knockback increased to 90 (up from 20)
          o Knockback Growth decreased to 90 (down from 100)
          o Second Hitbox (?) - Base Knockback increased to 60 (up from 40)

    * Nana's Neutral Air
          o Base Knockback increased to 40 (up from 20)
          o Knockback Growth decreased to 70 (down from 128)
          o Trajectory increased to 320 (up from 20)

    * Popo's Up Air
          o Sweetspot - Knockback Growth increased to 145 (up from 120)

    * Nana's Up Air
          o Nana's Sourspot - Knockback Growth decreased to 50 (down from 142)
          o Trajectory decreased to 35 (down from 70)

    * Popo's Forward Air
          o Base Knockback increased to 58 (up from 40)

    * Nana's Forward Air
          o Sourspot - Base Knockback decreased to 8 (down from 40)
                + Knockback Growth decreased to 15 (down from 100)
                + Trajectory increased to 270 (up from 40)
          o Sweetspot - Base Knockback decreased to 10 (down from 20)
                + Knockback Growth increased to 30 (up from 10)

    * Popo's Down Smash
          o Hitbox 1 to 4 - Knockback Growth increased to 120 (up from 105, 105, 102 and 102)
                + Trajectory decreased to 45 (down from 60, 83, 60 and 83)

    * Nana's Down Smash
          o Hitbox 1 to 3 - Trajectory decreased to 10 (down from 60, 83 and 60)

    * Popo's Dash Attack
          o Base Knockback decreased to 60 (down from 90)
          o Knockback Growth decreased to 40 (down from 60)

    * Nana's Dash Attack
          o Base Knockback decreased to 60 (down from 90)

    * Grab Attack
          o Now has an ice effect (no gameplay effect)

	-Alternating throw infinites removed
	-DownB KBG to 64 from 80, Angle to 144 from 30 (previous set used angle 240, KBG 80)


ROB

    Dash Attack:
    -Returned to default settings

    U-Tilt:
    -Improved combo potential while avoiding u-tilt traps on 1st hit
    -Hit 1:
    -Hitbox 0: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 90∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 90∞->45∞]
    -Hitbox 1: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
    -Hitbox 2: New:[1x Size; 3 Dmg; 100->120 KBG; 0->55 BKB; 105∞->95∞]; Old:[1x Size; 3 Dmg; 100->20 KBG; 0->40 BKB; 105∞->45∞]
    -Hit 2:
    -Hitbox 100: [1x Size; 5 Dmg; 80->120 KBG; 55 BKB; 90∞]
    -Hitbox 101: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
    -Hitbox 102: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]
    -Hitbox 103: New:[1x Size; 6 Dmg; 80->120 KBG; 55 BKB; 90∞]; Old:[1x Size; 6 Dmg; 80->20 KBG; 55->40 BKB; 90∞]

    D-Smash:
    -Adjusted to function more as a reset/GTFO move than a combo setup [1x Size; 5->2 Dmg; 105->80 KBG; 90->120 BKB; 70∞->60∞]
    -SDI Capacity Multiplier: 1.00x->0.90x (Linking Hits)


Kirby

-Fsmash 
-hitbox 1 KBG to 89 from 98, hitbox 2 KBG to 87 from 96, hitbox 3 KBG to 85 from 94

    * Neutral Air
          o Base Knockback increased to 60 (up from 10)

    * Up Tilt
          o Base Knockback increased to 55 (up from 40)

    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)

    B-Air:
    -Outermost hitbox 0.75x size and shifted inward slightly

    Neutral-B (Charizard):
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 0.50x->1.00x

    Neutral-B (Donkey Kong; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.40x

    Neutral-B (Falcon; All):
    -Hitlag Multiplier: 1.00x->1.50x

    Neutral-B (Ganondorf; All):
    -Hitlag Multiplier: 1.00x->1.50x

    Neutral-B (Ike; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.50x

    Neutral-B (Marth; Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.45x

    Neutral-B (Meta Knight):
    -Special offensive flags changed from 204FFFC3->004FFFC3 (hits 1,3,4); A04FFFC3->004FFFC3 (hit 2)
    -SDI Capacity Multiplier: 1.00x->0.70x

    Neutral-B (Zelda):
    -Angle changed from 10 to 170 on front hitboxes to send inward like rear hitboxes (Linking Hits)
    -Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
    -Special offensive flags changed from 200FFFC3->000FFFC3 to fix non-existent hitlag
    -SDI Capacity Multiplier: 1.00x->0.80x

    Side-B (Ground; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.25x

Metaknight

    Up-B (Ground):
    -Invincible on frame 8 when hitbox comes out from default 5-8

    Up-B (Loop):
    -Angle raised to 35∞ from 30∞. New:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞->35∞] Old:[1x Size; 9 Dmg; 60->83 KBG; 90->55 BKB; 30∞]
    -Hitlag Multiplier: 1.40x->1.70x

    * Neutral B
          o Now comes out at 0.75x Speed (Hits on Frame 16 instead of Frame 12)
          o Landing Lag increased by 1.5x
          o No longer can change height due to Gravity Changes
    -Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag
    -SDI Capacity Multiplier: 1.00x->0.70x


    * Down Smash
          o Both Hitboxes - Base Knockback decreased to 30 (down from 40)
                + Knockback Growth decreased to 80 (down from 93)

    * Forward Air
          o Outer Hitbox on 1st and 2nd Swipe now does nothing

-Downthrow     
    - Angle changed to 120∞ from previous setting of 40∞. New:[1 Dmg; 110 KBG; 60->80 BKB; 50∞->120∞] Old:[1 Dmg; 60->80 BKB; 110 KBG; 50∞->40∞]



  Meta Knight: All of MK’s sword attacks now have 1.40x hitlag
    Glide Attack:
    -Hitlag Multiplier: 1.70x->2.00x

    Rapid Jabs:
    -SDI Capacity Multiplier: 1.00x->0.80x

    D-Tilt:
    -Frame speed change reworked with equivalent pre-hitbox slowdown. New:[0.250x Frame 1; 1.000x Frame 2] Old:[0.500x Frame 1; 1.000x Frame 4]
    F-Smash:
    -Hitlag Multiplier: 1.40x->1.70x

    D-Smash:
    -Hitlag Multiplier: 1.40x->1.70x

    F-Air:
    -Outer hitboxes added back in. Shifted inwards.

    D-Air:
    -Inner Hit: [1x Size; 7 Dmg; 105 KBG; 30 BKB; 35∞->40∞]
    -Outer Hit: [1x Size; 9 Dmg; 105 KBG; 15 BKB; 23∞->32∞]; Hitlag Multiplier: 1.40x->1.70x

    F-Throw:
    -BKB raised to 70 from 50, KBG 125 from 140 [3 Dmg; 140->125 KBG; 50->70 BKB; 65∞]

Dedede

    * Down B
          o Uncharged - Base Knockback increased to 40 (up from 20)
          o Fully charged - Hitbox 1 - Base Knockback increased to 50 (up from 30)

    * Down Air
          o Knockback Growth removed to allow for combos
          o Wind-down Animation Speed increased to 2.0x

    * Up Air
          o Knockback Growth increased

    * Neutral A
          o Now 1.25x times faster
          o Second Jab - Base Knockback increased to 55 (up from 20)
                + Knockback Growth decreased to 0 (down frum 50)
                + Angle changed to 90 (from 85)
-Uair links better
-SDI Capacity Multiplier: 1.00x->0.80x
	
-Special fall landing lag (cancelled upB) sped up 125%
-Uthrow KBG to 35 from 72
-DThrow BKB to 50 from 0, KBG to 40 from 100, angle 40 from 20

    F-Tilt:
    -6 dmg hit does 9 additional damage to shields, and 4 dmg hit an additional 6

    F-Smash (Sourspot):
    -Trips; 10x Size (this hitbox can only hit characters that are touching the ground)
    
    F-Throw:
    -Angle lowered to 35∞ from 45∞; BKB increased to 80 from 70 [6 Dmg; 80 KBG; 70->80 BKB; 45∞->35∞]


Pikmin & Olimar

    * Up B
          o Purple Pikmin - Knockback Growth increased to 100 (up from 88)
          o White Pikmin - Damage increased to 10% (up from 6%)
                + Knockback Growth decreased to 54 (down from 90)
          o Yellow Pikmin - Knockback Growth increased to 100 (up from 90)
                + Angle changed to 80 (from 70)
          o Red Pikmin - Base Knockback increased to 80 (up from 60)
                + Angle changed to 45 (from 20)

    * Dash Attack
          o Animation Speed up by 2.0x


Fox

    * Neutral Air
          o Hitbox 1 - Base Knockback increased to 20 (up from 10)
                + Angle changed to 50 (from 20)
          o Hitbox 2 - Base Knockback increased to 10 (up from 0)
                + Angle changed to 50 (from 20)

    * Down Air
          o Damage reduced to 2% (down from 3%)

    * Up Tilt
          o Hitbox 1 - Damage reduced to 7% (down from 10%)
                + Base Knockback increased to 47 (up from 22)
                + Knockback Growth increased to 135 (up from 110)
                + Angle changed to 84 (from 110)
          o Hitbox 2 - Damage reduced to 7% (down from 8%)
                + Base Knockback increased to 47 (up from 18)
                + Knockback Growth increased to 135 (up from 110)
          o Hitbox 3 - Damage reduced to 7% (down from 8%)
                + Base Knockback increased to 47 (up from 18)
                + Knockback Growth increased to 137 (up from 110)
-Dair: 2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33 (disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)
-Down-B:
Shine is now able to be interrupted with a jump, DMG dropped to 3 from 5, BKB dropped to 49 from 60, KBG to 0 from 30, Angle to 5 from 10, (shine JC upsmash and shine JC fair are true combos, dair on certain chars)
    -Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2]




    * Neutral A
          o Fixed Jab where it afforded nur Hitstun
          o Base Knockback increased to 20 (up from 10)
          o All Hitboxes - Angle changed to 80 (from 35, 80 and 20)
    -Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)

    F-Air (Hits 1-4):
    -SDI Capacity Multiplier: 1.00x->0.80x

    Up-B (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x


Falco

    * Down B
          o Change re-added - Base Knockback increased to 80 (up from 35)
                + Angle changed fro 120 (from 20)
    -Speedup adjusted to avoid interfering with hitbox window. New:[0.500x Frame 1; 1.000x Frame 4; 1.500x Frame 7]; Old:[0.500x Frame 1; 1.000x Frame 5; 1.500x Frame 8]
    -Hitlag Multiplier: 0.50x->1.00x
    -SDI Capacity Multiplier: 0.00x->1.00x
    -Special offensive flags changed from 204FFFC3->004FFFC3
          
    Rapid Jabs:
    -Hitlag Multiplier: 1.00x->1.30x

    * Neutral B
          o Damage reduced to 2% (down from 3%)

    * Up Tilt
   -Speedup removed; can now cancel with a jump starting on frame 22
    F-Smash (Hitbox B):


-Utilt 1.5x (from 2x) after frame 14

    Falco
    Physics:
    -Jump/Grav Values: New: 133AC4E0; Old: 1326AC80

    F-Smash (Hitbox B):
    -Hitlag Multiplier: 0.30x->0.60x
    -SDI Capacity Multiplier: 0.30x->1.00x
    
F-Air (Hitbox A):
    -Hitlag Multiplier: 0.70x->0.90x
    F-Air (Hitbox B):
    -SDI Capacity Multiplier: 0.00x->0.80x
    
Neutral-B:
    -Can now only perform 1 laser in the air in a SH
    -Can now fastfall during the laser animation after the peak of a jump has been reached
    
Up-B (Linking Hits):
    -SDI Capacity Multiplier: 1.50x->0.80x

Wolf

    * Down Air
          o Sweetspot - Base Knockback increased to 32 (up from 6)
          o Animation Speed increased to 1.4x after Frame 20

 -SideB 
All electric hitboxes now behave like falcons knee at 77.85% power and 15 damage

    * Forward Air
          o Knockback Growth increased to 110 (up from 95)
          o Angle changed to 105 (from 75)

                + Base Knockback increased to 40 (up from 10)
          o Hitbox 3 - Damage increased to 2% (up from 1%)
                + Base Knockback increased to 40 (up from 0)
          o Hitbox 4 - Base Knockback increased to 40 (up from 0)
                + Knockback Growth increased to 100 (up from 0)

	-upB kick ID (118), sped up 100x after frame 20 (allows you to DI after the upB)
	-Dair Frame 20 140% faster winddown; BKB to 42 from 6, KBG to 84 from 90
	-UpB travel hitboxes designed to link together better

    Jab:
    -SDI Capacity Multiplier: 0.50x->0.80x (Jab 1); 0.30x->0.80x (Jab 2)
    F-Tilt:
    -Hitlag Multiplier: 0.50x->0.70x (2nd Hit)
    -SDI Capacity Multiplier: 0.00x->0.60x (1st Hit)

    U-Tilt:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.250x Frame 11] Old:[2.000x Frame 26]

    N-Air:
    -Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
    -Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
    -Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
    -Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
    -Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]

    U-Air:
    -New hitbox added near Wolf’s back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]

    Up-B (1 dmg Hits):
    -Reworked to keep them from falling out of move as often
    -Replaced all hitboxes with 3 hitboxes similar to Hitbox B with 16D angle and at 1.333x size
    -Front Hitbox: 0 KBG; 64 BKB; 16D Angle
    -Middle Hitbox: 0 KBG; 140 BKB; 16D Angle
    -Rear Hitbox: 0 KBG; 160 BKB; 16D Angle
    -Hitlag Multiplier: 0.50x->0.75x
    -SDI Capacity Multiplier: 0.00x->0.60x

    Down-B:
    -Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
    -Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.


Captain Falcon

    * Down Air
Both hits reduced to 83 KBG from 86, and BKB increased to 45 from 32


    * Forward Air
          o Reverse Sweetspot (Knee) - At equivalent forward Power, 60% Hitbox Size

    * Side B
          o Base Nockback changed to 86
          o Knockback Growth changed to 43
-Friction increased to .07 from .05
-UpB Grab 70 growth from 50, 20 angle from 0
    N-Air: [Hit: 7-8 -> 7-12 (1st Kick); 20-21 -> 19-30 (2nd Kick); IASA: 45->43] – (Replaces frame speed changes)
    -1st Kick; A: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 82∞]
    -1st Kick; B: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 78∞]
    -1st Kick; C: [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 74∞]
    -2nd Kick: [1x Size; 6->9 Dmg; 125->85 KBG; 45->42 BKB; (40)∞->50∞]

    Jab 3 (Gentleman): [IASA: ??->25]
    -Hitbox A: [1x Size; 6 Dmg; 50->110 KBG; 10->25 BKB; 70∞->60∞]
    -Hitbox B: [1x Size; 5 Dmg; 70->130 KBG; 0->15 BKB; (40)∞->50∞]

    D-Tilt: [IASA: 37->31]
    -Hitbox A: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 80∞]
    -Hitbox B: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 40∞->70∞]
    -Hitbox C: [1x Size; 10 Dmg; 75->85 KBG; 25->30 BKB; 20∞->60∞]
   
 D-Smash:
    -New:[0.800x Frame 21; 1.000x Frame 29; 1.500x Frame 31]; Old:[1.160x Frame 12]
    -Removed the global speed up of entire post-charge animation.
    -2nd Kick comes out 2 frames slower and move ends 2 frames sooner from original change.
    
F-Smash:
    -F-Smash (Pre-Charge): [4.000x Frame 1; 0.350x Frame 9] – (Gets to full pullback frames sooner; Same total duration and hit frames)
    -Result: 1.000, 5.000, 9.000, 9.350, 9.700, 10.050, 10.400, 10.750, 11.100, 11.450, 11.800, (Charge Anim)
    -Up: [1x Size; 20 Dmg; 85->90 KBG; 20 BKB; 45∞]
    -Neutral: [1x Size; 19 Dmg; 85->90 KBG; 20 BKB; 43∞]
    -Down: [1x Size; 18 Dmg; 85->90 KBG; 20 BKB; 40∞]

    U-Air
    -Hitbox A: [1x Size; 13 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]
    -Hitbox B: [1x Size; 12 Dmg; 100->97 KBG; 10->15 BKB; (40)∞->45∞]

    F-Air:
    -Sweetspot: [1x Size; 19 Dmg; 93->89 KBG; 30->15 BKB; 32∞]
    -Flub Hit: Changed to 50∞ from 169/Special(40∞)
    -Single large reversible sweetspot hitbox replaced with 2 adjacent smaller reversible HBs. 1 on his knee and the other on his upper thigh/hip area. Removes the superfluous vertical range the previous reversible KB version had
    -Hitlag Multiplier: 1.20x->1.30x (Sweetspot)

    B-Air: [Hit: 10-11 -> 10-12 (Strong); 12-15 -> 13-18 (Weak); IASA: 36->28] – (Allows a small window to SH->B-Air->DJ)
    -Strong Hit; A: [1.1x Size; 14 Dmg; 100->96 KBG; 20->30 BKB; (40)∞]
    -Strong Hit; B: [1.1x Size; 14 Dmg; 100->96 KBG; 0->20 BKB; (40)∞]
    -Weak Hit; A: [1x Size; 8 Dmg; 100->80 KBG; 20->30 BKB; (40)∞->55∞]
    -Weak Hit; B: [1x Size; 8 Dmg; 100->80 KBG; 0->20 BKB; (40)∞->55∞]

    Grab (Turn): [1.500x Frame 1; 1.000x Frame 16]
    -Result: 1.000, 2.500, 4.000, 5.500, 7.000, 8.500, 10.000, 11.500, 13.000, 14.500, 16.000, 17.000… [Grab: 16-17 -> 11-12]
    U-Throw: [IASA: 43->40] [3 Dmg; 105->120 KBG; 70->55 BKB; 85∞->82∞]

    Neutral-B (All): Hitlag Multiplier: 1.00x->1.50x

    Up-B: [12 Dmg; 82->99 KBG; 40 BKB; (40)∞]

    Down-B (Ground): [Endlag Animation: 1.500x]
    -Initial Hit: [1x Size; 13 Dmg; 70->64 KBG; 50->75 BKB; 45∞]
    -Mid Hit: [1x Size; 11 Dmg; 40->45 KBG; 62->80 BKB; 85∞->60∞]
    -End Hit: [1x Size; 7 Dmg; 60 KBG; 50->70 BKB; 50∞->75∞]

    Down-B (Aerial Landing): Aerial Falcon Kick landing lag 25 from 45 [1.800x Frame 1]
    -Increased in size by 25%; Damage reduced to 6 from 9; KBG increased to 83 from 20; BKB reduced to 65 from 80. [1.25x Size; 9->6 Dmg; 20->83 KBG; 80->65 BKB; 80∞]
    -Flags changed from xxx1xxxx->xxx3xxxx
    -Block Advantage: -15

    Side-B (Ground; Attack): [1x Size; (11)->12 Dmg; (27)->38 KBG; (86)->62 BKB; 80∞]


Pokémon Trainer

    * Overall
          o Pokémon now have infinite Stamina
          o Pokémon no longer automatically switch upon death
          
* Charizard

          o Up Air
                + Animation Speed increased to 1.75x after Frame 18

          o Forward Air
                + Hitbox 4 (No Flinch) - Base Knockback increased to 10 (up from 0)
                      # Knockback Growth increased to 176 (up from 0)

          o Down Air
    -Speedup adjusted to avoid interfering with hitbox window. Hits 13-15 from 13-14. New:[1.500x Frame 3; 1.000x Frame 18; 1.500x Frame 21]; Old:[1.500x Frame 1; 1.000x Frame 19; 1.500x Frame 21]

          o Forward Tilt
                + Wind-down nur 1.75x times faster

    Neutral-B:
    -Angle reverted to default 60∞ from previous 75∞
    -Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
    -SDI Capacity Multiplier: 1.20x->1.50x


    * Ivysaur

Ivysaur was polished 
	-35% ALR
	-Ivysaur upB speedup
	-Razor Leaf 2x last 20 frames (ends 40)
	-Jab and jab combo at 1.2x speed
	-Ivysaur dair 2x after dair
	-Ivysaur dair sourspot 80 degrees from 50 
	-Ivysaur Dash attack angle 100 from 70 
	-Ivysaur Bair: All hits do 4 damage instead of 2
	-Ivysaur Uair: minus 2 damage, plus 2 base 
	-Ivysaur Bullet Seed (both hitboxes) KBG 60 from 40, BKB 15 from 10
	-F tilt last hitbox (0 angle, 40 base from 20)
	-U-tilt (1.5x size)
		-Hits on frame 6 from 9 [1.600x Frame 1; 1.000x Frame 9]
	-Jabs (40 degrees)
  Ivysaur
    Physics:
    -Jump/Grav Values: Acts the same way, but peaks quicker during jumps. New: 1F66C880; Old: 1F55C640
    
    Neutral-B:
    -Angle of 2 dmg hits changed to 90∞ from 86∞; 1 dmg hits 85∞ from 80∞
    -SDI Capacity Multiplier: 0.10x->0.40x (2 dmg hitboxes); 0.28x->0.50x (1 dmg hitboxes)


    * Squirtle

          o Neutral B
                + Base Knockback increased to 5 (up from 0)
                + Knockback Growth decreased to 70 (down from 100)
                + Angle changed to 50 (from 55) 
	  +Hitlag multiplier 1.00x -> 1.80x

          o Up Air
                + Damage reduced to 9% (down from 11%)
                + Base Knockback increased to 55 (up from 30)
                + Knockback Growth increased to 100 (up from 94)
	  + Angle changed to 70 from 80
 	  + End on frame 28 from 24

          o Forward Air
                + Hitbox 1 - Damage reduced to 10% (down from 12%)
                      # Knockback Growth increased to 113 (up from 94)
                      # Hitbox 2 - Damage reduced to 4% (down from 6%)
                            * Base Knockback increased by 2
                            * Knockback Growth decreased to 70 (down from 100)

          o Back Air
                + Hitbox 1 - Damage reduced to 8% (down from 10%)
                      # Knockback Growth increased to 121 (up from 97)
                + Hitbox 2 - Damage reduced to 4% (down from 6%)
                      # Base Knockback increased by 2
                      # Knockback Growth increased to 135 (up from 90)

          o Up Tilt
                + Damage reduced to 4% (down from 6%)
                + Base Knockback increased to 50 (up from 31)
                + Knockback Growth increased to 150 (up from 100)

Lucario

    * Up B
          o Softlanding Landing Lag - Animation Speed increased to 20.0
          o Now flies 1.5x times faster
          o No longer goes into Special Fall

    * Down Air
          o First Hitbox - Now has a set Base Knockback and
            no Knockback Growth

    * Back Air
          o Final Hitbox - Angle changed to 280 (from 361 (special 20 degrees))

    * Up Tilt
          o All Hitboxes - Knockback Growth increased to 55 (up from 43)

    * Dash attack
          o Hitbox 1 - Damage reduced to 10% (down from 12%)
                + Knockback Growth decreased to 35 (down from 76)
          o Hitbox 2 - Damage reduced to 5% (down from 10%)
                + Base Knockback decreased to 0 (down from 60)
                + Knockback Growth increased to 64 (up from 40)
                + Angle changed to 361 (20 special degrees) (from 75)


Jigglypuff

    * Down B
          o Damage increased to 25%
          o Base Knockback increased to 118 (up from 100)
          o Knockback Growth increased to 45
          o Angle changed to 45
          o Now has a darkness effect instead of poison
    -Hitlag Multiplier: 1.00x->1.50x


    * Down Tilt
    -Frame speed change shifted to avoid interfering with hitbox window. New:[1.500x Frame 13]; Old:[1.500x Frame 11]

-Air mobility raised from .08 to .20
	-FF speed to 1.4 from 1.3
	-BThrow KBG to 60 from 25 (still significantly stronger than f-throw due to interior damage)
	-FThrow KBG to 70 from 30, Angle 40 from 55
    D-Air:
    -Hitlag Multiplier: 0.80x->0.90x
    -SDI Capacity Multiplier: 1.20x->0.80x


Pikachu

    D-Smash (Linking Hits):
    -SDI Capacity Multiplier: 1.20x->0.90x
    F-Air:
    -Hitlag Multiplier: 0.70x->0.90x (Linking Hits); 0.70x->1.15x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
    B-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x



Marth

    * Up B
    -Strong Hitbox B: [1.2x Size; 13->14 Dmg; 68->64 KBG; 70 BKB; (40)∞->40∞; Shifted towards back]
    -Weak Hitboxes: 20->50 BKB (All Weak); 74∞->35∞ (Weak A)

    * Up Air
          o Hitbox 1 - Damage reduced to 8% (down from 10%)
    Up-air (tip)
-Growth readjusted from previous 70 to 73. New:[1x Size; 13 Dmg; 80->73 KBG; 40 BKB; 90∞]; Old:[1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90∞]

          o Hitbox 2 - Damage reduced to 11% (down from 13%)
                + Base Knockback increased to 42 (up from 40)
                + Knockback Growth increased to 95 (up from 80)

    * Forward Air
          o Hitbox 1 - Damage reduced to 8% (down from 10%)
          o Hitbox 2 - Damage reduced to 11% (down from 13%)
                + Base Knockback increased to 42 (up from 40)
                + Angle on Sweetspot Hit changed to 50 (from 20)
                + Angle on Sourspot Hit changed to 40 (from 20)

Physics:
-Jump/Grav Values: New: 119974D0; Old: 11897AC0
-Aerial Stopping Mobility: 0.010->0.007

F-Air (Untipped Hit): [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
 -Marth Fair; hb1: 7dmg from 10dmg, KBG 80 from 70, BKB 35 from 40; Angle flub at 40 from special angle 20

F-Air (Tipped Hit): [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]
-Marth Fair; hb2: 9dmg from 13dmg, KBG 87 from 80, BKB 35 from 40; Angle on sweetspot hit changed to 70 from special angle 20.

U-Air (Tipped Hit): [1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90¡]
-Marth Uair; hb2: 70 growth from 80

B-Air (Untipped Hit): [1x Size; 11->9 Dmg; 85->60 KBG; 60 BKB; (40)¡->30¡]
-Marth Bair; hb1: 9 damage from 11; 60 growth from 85; 30 angle from "special 40"

B-Air (Tipped Hit): [1.25x Size; 14->13 Dmg; 90->65 KBG; 60 BKB; (40)¡->30¡]
-Marth Bair; hb2: 13 damage from 14; 65 growth from 90; 30 angle from "special 40"; 1.25x size

D-smash (1st slash, Hitbox 4): [1x Size; 17 Dmg; 80 KBG; 70->90 BKB; 70¡]
-Marth Dsmash: tips 70 base -> 90 base

D-smash (2nd slash, Hitbox 4): [1x Size; 16 Dmg; 80 KBG; 70->90 BKB; 75¡]
-Marth Dsmash: tips 70 base -> 90 base

Made less effective for wall locks
    -Hitbox 0: KBG increased to 44 from 40
    -Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
    -Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20

D-Tilt (Hitbox D): [1x Size; 10 Dmg; 40 KBG; 50 BKB; 30->35¡]
-Marth dtilt: hb1, 2, 3, and 4: 35 angle from 30 

Side-B (1; Hitbox B): [1x Size; 4->3 Dmg; 25->33 KBG; 35->36 BKB; 88¡]
-Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).

Side-B (2; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 75¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 22->23 BKB; 90¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 10¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 70¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 20->21 BKB; 80¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (2-Up; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox A): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox B): [1x Size; 5->4 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox C): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 25¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3; Hitbox D): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 20¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox A): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox B): [1x Size; 5->4 Dmg; 60->75 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox C): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 50¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Up; Hitbox D): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox A): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox B): [1x Size; 5->4 Dmg; 80->100 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (3-Down; Hitbox C): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; 270¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).

Side-B (4; Hitbox A): [1x Size; 6->4 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4; Hitbox B): [1x Size; 8->5 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
 
Side-B (4-Up; Hitbox A): [1x Size; 6->4 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4-Up; Hitbox B): [1x Size; 8->5 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.

Side-B (4-Down; Hitbox A): [1x Size; 2->1 Dmg; 40->80 KBG; 2->3 BKB; 80¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Side-B (4-Down; Hitbox B): [1x Size; 3->2 Dmg; 120->180 KBG; 60->61 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Side-B (4-Down; Hitbox C): [1x Size; 5->3 Dmg; 120 KBG; 60 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.

Throw mods:
Uthrow: [4 Dmg; 120->65 KBG; 60->80 BKB; 93¡]
(needs further retweaking, PROBABLY too good right now with or without CGs) 

Frame Speed:
U-Tilt:
    -Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
    -Hitboxes on sword shifted inwards and increased in size for more consistent coverage along Z axis

    Jab 1-2 (Untipped):
    -Hitlag Multiplier: 0.70x->0.80x

   F-Smash:
    -Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
    -SDI Capacity Multiplier: 0.00x->1.00x (Tip)

    N-Air (1st Hit; Untipped):
    -Hitlag Multiplier: 0.70x->0.85x

    B-Air:
    -Tip hitbox lowered to 25 from previous 30. New:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->25∞]; Old:[1.25x Size; 14->13 Dmg; 90->65 KBG; 30 BKB; (40)∞->30∞]
    -Untipped hitbox raised to 55 from previous 30, KBG to 55 from 60; BKB to 45 from 30. New:[1x Size; 11->9 Dmg; 85->55 KBG; 30->45 BKB; (40)∞->60∞]; Old:[1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)∞->30∞]

    F/B/U/D-Throw:
    B-Throw: [IASA: 45->35] [4 Dmg; 60->62 KBG; 50->66 BKB; 140∞->120∞]

    U-Throw: New:[IASA: ??->33] [4 Dmg; 120->80 KBG; 60 BKB; 93∞];
 Old:[4 Dmg; 120->65 KBG; 60->80 BKB; 93∞]

    D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135∞->150∞]

    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.45x

    Side-B:
    -Hitlag Multiplier: 0.50x->0.75x (4-Down; 1 dmg); 0.30x->0.70x (2 dmg); 0.30x->0.65x (3 dmg); 0.30x->0.65x (4 dmg); 0.30x->0.60x (5 dmg)
    -SDI Capacity Multiplier: 1.00x->0.80x (4-Down; 1 dmg)

Ike

    * Side B
          o When swinged, no longer goes into Special Fall
          o When swinged, winds-down at 3.0x after Frame 15

    * Neutral Air
    -Frame speed change shifted to avoid interfering with hitbox window. New:[2.000x Frame 32]; Old:[2.000x Frame 30]

    F-Smash (All except sourspot):
    -Hitlag Multiplier: 1.00x->1.20x

    F-Tilt:
    -Hits on 14-16 from 17-19; IASA on 48 from 56 [1.250x Frame 2; 1.000x Frame 17; 1.200x Frame 26]
    -KBG to 90 from 100; BKB 40 from 38; 40 angle from special 40. [1x Size; 15/14/12 Dmg; 100->90 KBG; 38->40 BKB; (40)∞->40∞]

    D-Tilt:
    -IASA on 43 from 55 [1.500x Frame 19]

    U-Throw:
    -IASA: 57->50

    Neutral-B (Full charged; Sweetspot):
    -Hitlag Multiplier: 1.00x->1.50x

    Up-B:
    -Hitlag Multiplier: 0.50x->0.90x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.80x (Hits 1-4); 0.00x->1.00x (Final Hit)
    -Special offensive flags changed from 204FFFC3->004FFFC3 (hits 2-3)




Ness :
	-Physics adjustments: SH 1.00, Full Hop 1.075, FF to 1.2, Momentum increased to 110%
2nd Jump:
    -Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 5]; Old:[2.000x Frame 1; 1.000x Frame 4]
    -By releasing the jump button and then pressing A, Ness’ vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)

	-Dash Attack
		-all hitbox size increased by 15%
-Speed up moved to 2.000x speed on frame 30. Interruptible on 35 from default 40. New:[2.000x Frame 30] Old:[2.000x Frame 41]
	
	-Down Air
-Speed up reworked to avoid interfering with hitbox window. Still hits on frame 17 from original 20. New:[1.250x Frame 5; 1.000x Frame 20] Old:[1.250x Frame 1; 1.000x Frame 21]

	-Downthrow BKB to 80 from 90
                 -KBG to 35 from 30

	-Dtilt 3 dmg from 4dmg
    -Hitlag Multiplier: 0.50x->0.85x
    -SDI Capacity Multiplier: 1.00x->0.50x

	-Forward Air
		-Final hit bkb set to 65, KBG to 60, DMg to 4% from 3%
		-KBG of weak hits set to 0	
    -angle to 365 from 60
    -(Final Hit) angle to 75 from 60
    -Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->1.10x (Final Hit)
    -SDI Capacity Multiplier: 1.50x->0.80x (Linking Hits)

	-Forward Smash
		-Tipper hitbox size increased by 25%, only hitbox to cause homerun bat sound
	-PKT
		-Endlag speed up 500%

	-PSI Magnet
		-PSI Magnet comes out on frame 7
		-Psi Magnet start-up (frames 1-7) has refreshable superarmor (that is, can eat multihit attacks and scale with it akin to olimar whistle)
		-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size

	-PK Flash
		-50% larger

	-PK Fire
		-15% faster startup
		-Significantly harder to SDI out on first hit, easier on later hits
    -Angle of bottom 2 dmg hitbox changed to 100∞ from previous 80∞
    -Hitlag Multiplier: 1.00x->0.70x (2 dmg hitbox); 1.00x->0.75x (1 dmg hitbox)
    -SDI Capacity Multiplier: 1.50x->0.80x (2 & 1 dmg hitboxes)
    -Special offensive flags changed from 21CF7FC3->01CF7FC0 to fix non-existent hitlag and make KB reversible (2 & 1 dmg hitboxes)

	-Utilt
		-Utilt is 150% faster cooldown
		-KBG to 110 from 126, BKB to 55 from 42 

	-PSI Magnet
		-PSI Magnet comes out on frame 7
		-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size
    U-Smash:
    -Yoyo hitboxes do not clash with other hitboxes

    D-Smash:
    -Yoyo hitboxes do not clash with other hitboxes
  
    Neutral-B:
    -Start up now commences at 125% speed
    -Endlag commences at 200% speed

    Up-B 2 (Strong Hit):
    -Hitlag Multiplier: 1.00x->1.40x
    -You can now ride up the wall much easier without bouncing


Lucas

    F-Tilt (Electric Hitboxes):
    -Hitlag Multiplier: 0.50x->0.80x

    * Up Smash
    -Frame speed change on post-charge animation reworked using cleaner multiplier for pre-hitbox speedup. New:[1.400x Frame 2; 1.000x Frame 23; 1.250x Frame 48]; Old:[1.333x Frame 1; 1.000x Frame 20; 1.250x Frame 48]

    * Back Air
          o Final Hexagon Hitbox - Angle changed to 280 (from 361 (special 20 degrees))

    * Dash Attack
          o Hitbox 1 - Damage reduced to 10% (down from 12%)
                + Knockback Growth decreased to 35 (down from 76)
          o Hitbox 2 - Damage reduced to 5% (down from 10%)
                + Base Knockback decreased to 0 (down from 60)
                + Knockback Growth increased to 64 (up from 40)
                + Angle changed to 361 (special 20 degrees) (from 75)
    -Frame speed change reworked to avoid interfering with hitbox window. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.200x Frame 1; 0.700x Frame 33]

    * Up Tilt
    -Frame speed change replaced with equivalent IASA adjustment of 40->36 to avoid interfering with hitbox window
    -Hitlag Multiplier: 0.50x->0.85x (1st Hit); 0.50x->0.90x (2nd Hit; Electric Hit A); 0.50x->0.80x (2nd Hit; Electric Hit B)

    * Double Jump
          o Animation Speed increased to 1.25x after second Frame

	-Upthrow KBG to 72 from 65
	-Downthrow 30 growth from 100, 120 angle from 90 (think ness D throw backwards)
    Lucas
    D-Tilt:
    -Hitlag Multiplier: 0.40x->0.70x
    -SDI Capacity Multiplier: 0.40x->0.50x

    N-Air:
    -Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->0.85x (Final Hit)
    -SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)

    F-Air:
    -Hitlag Multiplier: 0.50x->0.95x (Strong Hit; A); 0.50x->1.05x (Strong Hit; B); 0.50x->0.90x (Weak Hit; A-B)

    U-Air:
    -IASA: 46->40

    D-Air (Hits 1-3):
    -Hitlag Multiplier: 0.50x->0.75x

    Grab (Standing):
    -Frame speed change pushed back 5 frames to not interfere with grab window. New:[1.500x Frame 14] Old:[1.500x Frame 9]

    Grab (Dash):
    -Frame speed change pushed back 5 frames to not interfere with grab window. New:[2.100x Frame 17] Old:[2.100x Frame 12]

    Z-Air
    -Rope Snake tip now has hitbox frames 8-13 with following stats: [4 Size; 4 Dmg; 1 shield Dmg; 30 KBG; 60 BKB; 35∞]

    Side-B
    -Removed 140% speedup
    -Moved “PK Fire!” SFX to frame 18 from 2

    Up-B 2:
    -Hitlag Multiplier: 0.30x->0.65x (Loop 1); 0.30x->0.70x (Loop 2); 1.30x->1.60x (Last Hit)
    -SDI Capacity Multiplier: 0.30x->0.50x (1st Hit); 0.20x->0.90x (Loop 1); 0.10x->0.70x (Loop 2)
    -You can now ride up the wall much easier without bouncing

    Down-B:
    -Hitbox increased to the size of the animation (1.75x)



Mr. Game & Watch

    * Down Smash
          o Animation Speed decreased to 0.85x after Frame 15

    * Down Air
          o Landing Lag increased back to 100%. All other Aerials remain unchanged (50%)

    * Down Throw
          o Animation Speed increased to 1.3x
    Game & Watch
    Rapid Jabs:
    -Hitlag Multiplier: 0.50x->0.95x (1 dmg hitbox); 0.50x->0.90x (2 dmg hitbox); 0.50x->0.85x (3 dmg hitbox)

    D-Tilt:
    -Speedup adjusted to avoid interfering with hitbox window. New:[0.667x Frame 2; 1.000x Frame 6; 0.800x Frame 16]; Old:[0.750x Frame 1; 1.000x Frame 7; 0.800x Frame 17]

    B-Air:
    -SDI Capacity Multiplier: 1.00x->0.80x

    Neutral-B:
    -Replaced ground and air animation ID speedups with single action ID speedup

    Side-B(9):
    -SDI Capacity Multiplier: 0.00x->1.00x



Snake

    * Down Air
          o Hitbox 4 - Knockback Growth decreased to 50 (down from 100)


Sonic

    * Neutral Air
          o Hitbox 1 - Base Knockback increased to 50 (up from 30)
                + Knockback Growth increased to 85 (up from 80)
          o Hitbox 2 - Base Knockback increased to 30 (up from 20)

    * Up Tilt
          o Wind-down Speed increased to 1.75x
    -1st hit doesn’t cause tumble [1x Size; 3 Dmg; 100->0 KBG; 0->63 BKB; 96∞]
    -SDI Capacity Multiplier: 0.50x->0.80x (Hits 1-2)


    * Down Smash
          o Comes out 2x as fast but has more wind-down (Frame 19, Endlag Frame Speed 0.5x)
    -Reduced KBG to 70 from 100; increased BKB by 20 to 60/55/50 from 40/35/30; angle to 40 from 0×169/special 40


    * Up Smash
          o Animation Speed increased to 2.0x for the last 16 Frames

    * Down Throw
          o Animation Speed increased to 1.3x

    F-Air (Linking Hits):
    -SDI Capacity Multiplier: 1.00x->0.80x

    B-Air:
    -Frame speed change polished to equivalent pre-hitbox speedup. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.300x Frame 1; 1.000x Frame 10]

    Neutral-B:
    -Now able to IASA into other B moves

    Side-B/Down-B:
    -Spin-jump hitboxes now come out frame 1 instead of 6.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
So I've been gone for a while (wedding in Chicago) and now have the free time back. What's going on with this changelist? Anything I can help with? Thanks.
 
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