Radical Larry
Smash Lord
- Joined
- Mar 19, 2014
- Messages
- 1,994
- Location
- The Pocket Dimension
- NNID
- Crimson-Vulcan
- 3DS FC
- 1822-3761-9326
Fine...Link's air speed.
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I'm not saying he needs to literally keep up with them. I'm talking about a walk speed of about 0.85, a run speed of 1.35 (still slower than current DDD), and an air speed of 0.85. I would also shave a frame or two off his jumpsquat.And assuming this patch isn't setting out to completely change character weaknesses... Ganondorf is supposed to not be able to keep up with faster characters. Speed boosts would have to be very minor if any and again, not combined with any type of worthwhile armour. What he does in his game series is 100% irrelevant.
Why do you think it would be such a bad thing to give him a jumpsquat on par with many other characters? Even reducing it by one frame to frame 6 (the same as DK and DDD) could help make him feel slightly more fluid when transitioning into the air.Not the jump squat. That's a much larger change than the movement speed ones even. Those should be handed out really sparingly. Unless there's like a universal change that lowers the range of jump squat timings.
It had grab armor, so he could still grab the opponent even if he traded with their attack.What was Dark Dive's armour in Brawl again?
Can you expand on this? I honestly can't figure out why a character having an item instantly gives a Ganon a zero to death.I can tell you Flame Choke being untechable is most likely a no go because in that case, any MU where the enemy can spawn an item turns into a potential 0-Death after one Flame Choke.
Most of those changes look pretty good to me (though I could be overlooking something). I'm not sure about the Flame Choke and Wizard's Foot changes, however. The Flame Choke changes might be annoying to adapt to (then again, people eventually learn). More importantly, I don't think it's even possible to change that with mods right now, is it? Same with Wizard's Foot, is it even doable?snip
Back in Brawl where Flame Choke was that way, Ganondorf could Z-Drop an item onto somebody after a Flame Choke, force a get up while catching the item, and then Flame Choke them again. Repeat until you kill them.Can you expand on this? I honestly can't figure out why a character having an item instantly gives a Ganon a zero to death.
I doubt this mod is going to see much use in competitive play anyway. Having a pretty much (right?) guaranteed side-B to down-tilt might be a bit too strong though, and it might feel strange to play against if you're used to being able to tech it.I don't see the problem. That situation will appear in competitve play only if someone is careless enough to hand Ganondorf a damaging item. Or doubles, but we already know of lots of ways 2v1 is janky.
It pretty much shuts down huge portions of MegaMan and ROB's gameplans. And not in a good way, but in a cheesy way. Cheese isn't good.I don't see the problem. That situation will appear in competitve play only if someone is careless enough to hand Ganondorf a damaging item. Or doubles, but we already know of lots of ways 2v1 is janky.
You were doing so good too... Until I saw the changelog.I was told by a Moderator I should post this here, so here goes...
I've been reading around the Sm4sh Forums here, and people want to create their own balance patch, and I'm here with the skills to implement most of these changes!
Ever since I've started playing Sm4sh and seeing the tier list, I've been wanting to make a balance overhaul to the majority of the cast. I would also like to eventually fix/remove/adjust various things that are jank about Sm4sh (Ex: Rage, Footstooling, Glitches, etc) when the tools are available.
My goal is to make every character viable in at least one way or another with no character being too bad to even bother with (Ex: Palutena, Zelda, Ganondorf, etc)or too broken to even bother with (i.e. Bayonetta)(Bayonetta's been heavily nerfed in Patch 1.1.6, so this part is redundant). Lower tier characters will be subject to various buffs, while higher tier characters will be left alone for the most part (unless an official patch overnerfed something and/or if something about them is broken).
The best I can do right now if Frame data, Attribute, and Hitbox edits, so Floating Point-related things (Ex: Witch Time, Counter damage multipliers, etc) cannot be changed at this current time until they're properly identified.
Download (New): https://www.dropbox.com/s/mdo57fc8qlhuwkr/Patch 1.1.7 - The Fan Patch.zip?dl=0
Feel free to give your own thoughts and suggestions. Suggestions from dedicated character mains are highly encouraged. What I need the most right now is a sense of direction and criticism for my current edits.
Credits:
-SilentDo0m. Suggested edits for Charizard, Roy, Shulk, Little Mac, and Mewtwo.
-Marioking64DS. Suggested edits for Wario.
-DarkLordRS. Suggested edits for Mii Gunner.
-Palutena and Dedede Boards (SmashBoards). Ideas taken from discussion threads.
-Zikkh Suggested edits for King Dedede.
-Kienamaru. Suggested edits for Zelda.
-Yoshister. Suggested edits for Dr. Mario.
You can see the current changes in the spoiler below.
Update (May 20th, 2016): Zelda changes have been added!
Update (May 21st, 2016): Minor edits to Little Mac's Rapid Jab.
Update (May 23rd, 2016): Dr. Mario changes have been added!
Diddy Kong
- Up Air:
- Damage: 6 -> 7
- Angle: 76 -> 75
- BKB: 64 -> 54
- KBG: 89 -> 99
- Down Throw:
- Angle: 106 -> 105
- KBG: 59 -> 40
Roy
- Walk Max Velocity: 1.1.5 -> 1.2
- Initial Dash Velocity: 1.4 -> 1.5
- Air Acceleration: 0.03 -> 0.05
- Jump V Initial Velocity: 30.97 -> 33.97
- Hop V Initial Velocity: 13 -> 15
- Jab:
- Hitbox Duration: Frame 5 - 8 -> Frame 4 - 8
- Sourspot Angle: 38 -> 70
- Dash Attack:
- Sourspot Angle: 361 -> 140
- Sourspot BKB: 60 -> 80
- FAF: Frame 50 -> Frame 42
- Side Tilt:
- Sourspot Angle: 361 -> 20
- Middle Hit Damage: 9 -> 10
- Up Tilt:
- FAF: Frame 39 -> Frame 36
- Down Tilt:
- Hitbox Duration: Frame 7 - 9 -> Frame 6 - 9
- Sourspot Angle: 30 -> 80
- Sourspot BKB: 40 -> 80
- Sourspot KBG: 40 -> 60
- Side Smash:
- Sourspot KBG: 70 -> 100
- Forward Air:
- Startup: Frame 8 -> Frame 7
- Sweetspot Damage: 11 -> 11.5
- Autocancel: Frame >36 -> Frame >28
- Back Air:
- Sweetspot Damage: 12 -> 13.5
- Autocancel: Frame >32 -> Frame >30
- Up Air:
- Sweetspot Damage: 9 -> 11
- Sourspot Damage: 6 -> 7
- Sourspot BKB: 10 -> 50
- Sourspot KBG: 70 -> 55
- Down Air:
- Sourspot Angle: 80 -> 361
- Autocancel: Frame >55 -> Frame >44
- FAF: Frame 52 -> Frame 48
- Back Throw:
- Damage: 5 -> 7
- Angle: 117 -> 150
- BKB: 70 -> 60
- KBG: 45 -> 75
- Dancing Blade 1
- Angle, BKB, and KBG values edited to match Marth's.
- Sweetspot Damage: 3 -> 4
- Sourspot Damage: 2 -> 3
- Dancing Blade 2 and Dancing Blade 3:
- Damage of all hits increased by 1.
- BKB of all hits changed to 50
- KBG of all hits changed to 30
- Dancing Blade 4 (Angled up and side)
- Damage of all hits increased by 1
- Dancing Blade 4 (Angled down):
- Multihit BKB: 2 -> 10
- Damage of ending hit increased by 1
- Blazer:
- Aerial Damage, BKB, WKB, and KBG values edited to match the ground variant.
Mewtwo
- Jab:
- Hitbox Duration: Frame 6 - 7 -> Frame 6 - 9
- Rapid Jab:
- Hitbox sizes increased by 0.5 units.
- Damage: 1 -> 1.2
- BKB: 14 -> 20
- KBG: 30 -> 35
- Rapid Jab Finisher:
- Hitbox Duration: Frame 6 - 7 -> Frame 6 - 9
- Damage: 2 -> 4
- KBG: 100 -> 120
- Side Tilt:
- Damage: 10/9/8 -> 11/10/9
- BKB: 20 -> 32
- FAF: Frame 36 -> Frame 32
- Side Smash:
- Sweetspot BKB: 21 -> 30
- Sweetspot KBG: 85 -> 95
- Sourspot KBG: 90 -> 100
- Standing Grab/Running Grab/Pivot Grab
- Grab Collisions increased by 0.5 units.
- Teleport:
- Startup: Frame 9 -> Frame 7
Charizard
- Initial Dash Velocity: 1 -> 1.5
- Ground Traction: 0.04 -> 0.05
- JumpSquat: 6 Frames -> 5 Frames
- Jump V Initial Velocity: 32 -> 35
- Hop V Initial Velocity: 15.43 -> 16.5
- Air Speed: 0.92 -> 1
- Air Acceleration: 0.05 -> 0.065
- Side Tilt
- Sweetspot Damage: 11 -> 12
- Sourspot Damage: 7 -> 9
- Sourspot KBG: 100 -> 95
- Up Tilt:
- Startup: Frame 9 -> Frame 8
- Lingering Hitbox added to Frames 14 - 21. Damage: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
- Down Tilt:
- Startup: Frame 9 -> Frame 7
- FAF: Frame 31 -> Frame 27
- Side Smash:
- Sourspot reworked into a Sweetspot.
- Sourspot Damage: 14 -> 20
- Sourspot BKB: 60 -> 50
- Sourspot KBG: 94 -> 84
- Sourspor Effect: Normal -> Fire
- Up Smash:
- Hitbox on Frame 6 edited to hit both grounded and aerial foes.
- Second Hitbox added on Frame around Charizard's torso with similar hitbox values as the first hitbox.
- Second Hit hitbox sizes increased by 0.5 units
- Neutral Air:
- Hitbox Duration: Frame 9 - 26 -> Frame 5 - 29
- Landing Lag: 20 Frames -> 16 Frames
- Hitbox sizes increased by 0.5 units.
- FAF: Frame 60 -> Frame 50
- Forward Air:
- Landing Lag: 22 Frames -> 18 Frames
- FAF: Frame 47 -> Frame 37
- Back Air:
- Sourspot Damage: 11 -> 14
- Up Air:
- Landing Lag: 20 Frames -> 18 Frames
- Startup: Frame 12 -> Frame 9
- Hitbox Duration: Frame 12 - 16 -> Frame 10 - 16
- Autocancel: Frame >38 -> Frame >34
- FAF: Frame 46 -> Frame 40
- Down Air
- Landing Lag: 33 Frames -> 28 Frames
- Up Throw
- FAF added to Frame 74
- Down Throw
- Multihit Hitlag: 1 -> 0.2
- FAF added to Frame 70
- Flare Blitz:
- Detection Hitbox no longer clanks.
- Detection Hitbox Damage: 4 -> 5
- Explosion Damage: 15 -> 16
- Explosion BKB: 70 -> 65
- Explosion KBG: 84 -> 90
- Fly
- All hitbox sizes (except final hit) increased by 0.5 units.
- Final hit hitbox sizes increased by 1 unit.
- All hitboxes moved backward by 3 units
- Multihit Angle: 72/90/90 -> 366/90/90
Wario
- Side Smash:
- Hitbox Duration: Frame 18 - 20 -> Frame 18 -> 21
- BKB: 20 -> 30
- Endlag reduced by 20%
Bowser
- Up Throw:
- Throw KBG: 180 -> 155
Shulk
- Jab 1:
- Startup: Frame 5 -> Frame 4
- Hitboxes lowered and increased in size by 0.5 units.
- Damage: 3 -> 3.5
- FAF: Frame 26 -> Frame 23
- Jab 2:
- Startup: Frame 5 -> Frame 4
- WKB: 52 -> 42
- FAF: Frame 34 -> Frame 28
- Jab 3:
- Startup: Frame 12 -> Frame 8
- Hitbox Duration: Frame 12 - 15 -> Frame 11 - 15. (This was to prevent a glitch in which the attack whiffs from the reduced startup)
- Sweetspot Damage: 5.3 -> 4.3
- Sourspot edited to match sweetspot.
- Dash Attack:
- Startup: Frame 15 -> Frame 10
- Angle: 60 -> 40
- FAF: 53 -> 48
- Side Tilt:
- Startup: Frame 12 -> Frame 9
- Hitbox Duration: Frame 12 - 14 -> Frame 10 -> 14 (This was to prevent a glitch in which the attack whiffs from the reduced startup)
- FAF: 44 -> 40
- Up Tilt:
- FAF: Frame 40 -> Frame 38
- Down Tilt:
- Startup: Frame 10 -> Frame 7
- Hitbox Duration: Frame 10 - 12 -> Frame 9 - 12 (This was to prevent a glitch in which the attack whiffs from the reduced startup)
- FAF: Frame 34 -> Frame 31
- Side Smash:
- Hit 1 no longer clanks.
- Hit 1 hitboxes extended by 2 units and increased in size by 0.25 units.
- Hit 1 (Angled Down) Angle: 78/10/40 -> 68/10/30
- Hit 2 hitbox sizes increased by 0.5 units.
- Hit 2 Hitbox Duration: Frame 23 - 24 -> Frame 23 -> 26
- Hit 2 (No Angle and Angled Down) KBG: 115 -> 125
- Up Smash:
- Hitbox 0 of Hit 1 KBG: 40 -> 100
- FAF: Frame 68 -> Frame 60
- Neutral Air
- Startup: Frame 13 -> Frame 10
- Hitbox Duration: Frame 13 - 31 -> Frame 13 -> Frame 34
- Autocancel: Frame >80 -> Frame >57
- FAF: Frame 71 -> Frame 66
- Forward Air:
- Startup: Frame 14 -> Frame 11
- Hitbox Duration: Frame 14 - 18 -> Frame 14 - 20
- Damage: 8/6.5 -> 9.5/8
- KBG: 100 -> 90
- Autocancel: Frame >57 -> Frame >45
- Back Air:
- Startup: Frame 18 -> Frame 16
- Tipper hitbox size increased by 0.5 units
- Autocancel: Frame >79 -> Frame >48
- Up Air:
- Startup: Frame 14 -> Frame 11
- Hit 1 Hitbox Duration: Frame 14 -15 -> Frame 14 - 17
- Hit 2 Hitbox Duration: Frame 24 - 25 -> Frame 19 - 20
- Hit 2 Sourspot Damage: 8 -> 9
- Hit 2 Sourspot KBG: 100 -> 86
- Lingering Hitbox added to Frames 21 - 30. Damage: 6, Angle: 88, BKB: 35, KBG: 100, Effect: Slash
- Autocancel: Frame >79 -> Frame >48
- Down Air
- Startup: Frame 14 -> Frame 12
- Hit 1 edited to hit both grounded and aerial foes.
- Hit 1 Hitbox Duration: Frame 14 - 15 -> Frame 14 - 17
- Hit 1 Damage: 7.5 -> 6
- Hit 2 Hitbox Duration: Frame 23 - 24 -> Frame 19 - 20
- Hit 2 Hitbox 0: BKB: 10 -> 20
- Hit 2 Hitbox 1: BKB: 10 -> 40
- Lingering Hitbox Added to Frames 21 - 32. Damage: 6, Angle: 85, BKB: 20, KBG: 100, Effect: Slash
- Autocancel: Frame >78 -> Frame >52
- Back Slash:
- Damage: 10/9/16/14 -> 12/12/20/20
- KBG: 100 -> 96
- Back Slash Landing:
- Damage: 10/9/15/14 -> 12/12/20/20
- KBG: 100 -> 96
- Air Slash:
- Hit 1 Ledge Grab: Frame >40 -> Frame >37
- Hit 1 (Frames 10 - 12) WKB: 140/135/100 -> 135/130/125
- Hit 1 (Frame 12 - 14) WKB: 78/80 -> 80/70
- Hit 1 additional hitboxes added to Frames 14 - 16: Damage: 5, Angle: 86/52, WKB: 62/58. KBG: 100, Effect: Slash
- Hit 2 Damage: 5.5 -> 7
- Hit 2 BKB: 35 -> 45
- Hit 2 KBG: 170 -> 145
- Vision:
- Forward Counter Attack KBG: 94 -> 80
- Standard Counter Attack KBG: 84 -> 70
- Aerial Counter Attack Intangibility: Frames 9 - 44 -> Frames 1 - 45
Mii Gunner
- Run Initial Velocity: 1.3 -> 1.4
- Jab 1:
- Startup: Frame 5 -> Frame 3
- Jab 2:
- Jab 3 Window: Frame 13 -> Frame 11
- Jab 3:
- Startup: Frame 7 -> Frame 5
- Hit 1 hitbox sizes increased by 0.5 units.
- Dash Attack:
- BKB: 80 -> 70
- KBG: 70 -> 80
- Side Tilt:
- Damage: 9/7.5/6 -> 10/8.5/7
- Hitbox added to Frames 16 - 18: Damage: 5.5, Angle: 361, BKB: 30, KBG: 100, Effect: Normal
- Up Tilt:
- Hitbox 0 BKB: 50 -> 40
- Hitbox 0 KBG: 100 -> 110
- Hitbox 1 BKB: 50 -> 40
- Hitbox 1 KBG: 80 -> 90
- FAF: Frame 38 -> Frame 30
- Down Tilt:
- Startup: Frame 8 -> Frame 6
- BKB: 80 -> 60
- KB: 60 -> 80
- FAF: Frame 41 -> Frame 38
- Side Smash:
- Startup: Frame 17 -> Frame 15
- Multhit hitbox 0 extended by 2 units.
- Multihit edited to hit downed foes.
- Multihit Damage: 0.8 -> 1
- Multihit Rehit Rate: 4 Frames -> 3 Frames
- Ending Hit KBG: 193 -> 200
- Up Smash:
- Hit 5 KBG: 150 -> 165
- Neutral Air:
- Startup: Frame 8 -> Frame 6
- Autocancel: Frame >35 -> Frame >30
- Forward Air:
- Horizontal Momentum: -1 -> -0.5
- Autocancel: Frame 47 -> Frame 27
- FAF: Frame 56 -> Frame 46
- Back Air:
- Landing Lag: 18 Frames -> 15 Frames
- Hitbox sizes increased by 1 unit.
- Hitbox 0: BKB: 30 -> 42
- Up Air
- Landing Lag: 22 Frames -> 18 Frames
- End Hit KBG: 170 -> 180
- Hitbox added to the first 2 Frames of Landing: Damage: 4, Angle: 72 , BKB: 40, KBG: 180, Effect: Normal
- Autocancel: Frame >60 -> Frame >50
- FAF: Frame 62 -> Frame 52
- Down Air:
- Landing Lag: 28 Frames -> 22 Frames
- Vertical Momentum added to Frame 20: +1
- Hitbox Duration: Frame 20 - 21 -> Frame 20 - 22
- Sourspot Angle: 361 -> 270
- Sourspot BKB: 30 -> 20
- Sourspot: KBG: 90 -> 80
- Sweetspot Ground only hitbox removed and sweetspot air only hitbox edited to hit grounded foes.
- Sweetspot increased in size and moved down by 0.5 units.
- Sweetspot BKB: 2 -> 30
- Forward Throw:
- Throw BKB: 42 -> 32
- Throw KBG: 130 -> 140
- Down Throw:
- Throw BKB: 95 -> 65
- Throw KBG: 50 -> 60
- Charge Blast:
- Full Charge Damage: 22 -> 23
- Full Charge BKB: 20 -> 30
- Full Charge KBG: 64 -> 74
- Laser Blaze:
- Initial hit edited to cause flinching. The later hit is still flinchless.
- Cannon Uppercut:
- Hit 2 Damage: 8 -> 9
- Hit 2 Stage Damage: 6 -> 7
- Hit 2 KBG: 134 -> 140
- Echo Reflector:
- Air only hitbox removed and ground only hitbox edited to hit aerial foes.
- Endlag reduced by 20%
- Absorbing Vortex:
- Endlag reduced by 20%.
Cloud
- Jab 1:
- Hitboxes 1 and 2 extended by 3 units.
- Jab 2:
- Hitbox 2 extended by 1 unit.
- Damage: 2 -> 3
- Jab 3:
- Damage: 3.5 -> 4.5
- Up Tilt:
- Hitbox Duration: Frame 6 - 10 -> Frame 4 - 10
- Startup: Frame 6 -> Frame 6 (1.5* FSM until Frame 4 keep the original startup)
- FAF: Frame 33 -> Frame 32
- Down Tilt:
- Leg Intangibility removed. (It was redundant, as it was on the wrong leg)
- Up Smash:
- Stale Hit Damage: 8 -> 10
- Neutral Air:
- Startup: Frame 5 -> Frame 8
- Hitbox 0 extended by 3 units.
- Forward Air:
- Landing Lag: 18 Frames -> 19 Frames
- Damage: 14/14/13/13 -> 16/16/14.5/14.5
- KBG: 90/100/83/83 -> 90/100/88/88
- Down Air:
- Hitbox 0 Damage: 15 -> 14
- Hitbox 0 KBG: 100 -> 95
- Hitbox 1 KBG: 105 -> 95
- Lingering Hitbox Duration: Frame 14 - 43 -> Frame 14 - 39
- Blade Beam:
- Projectile hitbox sizes increased by 1 unit and extended upward by 2 units
- Cross Slash:
- Hit 1 and Hit 2 Angles, BKB, WKB, and KBG edited to match Limit Break version.
- Hit 2 Damage: 3 -> 2
- Hits 3 and 4 Damage reduced by 1 ( 3 -> 2)
- Climhazard:
- Hitbox 1 BKB: 130 -> 80
- Hitbox 1 KBG: 25 -> 50
- Cross Slash (Limit Break):
- Hit 5 Damage: 10 -> 9
- Hit 5 Angle: 50 -> 60
- Hit 5 KBG: 163 -> 140
- Finishing Touch:
- Intangibility added on Frames 5 - 10.
- Back Hit KGB: 390 -> 417
Palutena
- Air Speed: 0.91 -> 0.975
- Jab:
- Startup: Frame 7 -> Frame 6
- FAF: Frame 26 -> Frame 23
- Dash Attack
- Hitbox Duration: Frame 6 - 17 -> Frame 6 - 19
- Damage: 9 -> 10
- KBG: 90 -> 100
- Lingering Hit Damage: 5 -> 6
- Lingering Hit KBG: 70 -> 80
- FAF: Frame 52 -> Frame 42
- Side Tilt:
- Startup: Frame 17 -> Frame 11
- Attack duration sped up by 30%
- Hit 1 Damage: 6/4 -> 5
- Hit 1 BKB: 43 -> 0
- Hit 1 WKB: 0 -> 75
- Hit 1 KBG: 65 -> 100
- Hit 2 Damage: 6/4 -> 7/5
- Hit 2 BKB: 43 -> 53
- FAF: Frame 68 -> Frame 55
- Up Tilt:
- Startup: Frame 10 -> Frame 8
- Multihit Rehit Rate: 5 Frames -> 4 Frames
- Endlag reduced by 10%.
- FAF: Frame 68 -> 58
- Down Tilt:
- Air only hitbox removed.
- Ground only hitbox edited to hit aerial foes.
- Startup: Frame 14 -> Frame 10
- Hitbox size increased by 1 unit and lowered by 0.5 units.
- Angle: 361 -> 60
- BKB: 38 -> 40
- Side Smash:
- Damage: 16/13/0 -> 17/14/0
- All hitbox sizes increased and moved forward by 2 units.
- FAF: Frame 68 -> Frame 58
- Up Smash:
- Startup: Frame 18 -> Frame 13
- FAF: Frame 68 -> Frame 58
- Down Smash:
- Damage: 15/13/0 -> 16/14/0
- Angle: 60/28 -> 28
- Windbox WKB: 32 -> 40
- Windbox sizes increased by 4 units
- FAF: Frame 72 -> Frame 62
- Neutral Air:
- Startup: Frame 5 -> Frame 3.
- Landing Lag: 20 Frames -> 15 Frames
- Final Hit BKB: 30 -> 40
- Final Hit KBG: 180 -> 190
- Back Air:
- Damage: 12/9 -> 13/10
- Up Air:
- Landing Lag: 22 Frames -> 12 Frames
- Down Air:
- FAF: Frame 59 -> Frame 49
- Back Throw:
- Angle: 361 -> 51
- KBG: 70 -> 100
- Up Throw:
- Damage: 8 -> 10
- KBG: 60 -> 80
- Down Throw:
- Damage: 5 -> 6
- Autoreticle:
- Searching hitbox increased by 25 units.
- Projectile BKB: 20 -> 40
- Projectile KBG: 42 -> 50
- FAF: Frame 68 -> Frame 54
- Reflect Barrier:
- Startup: Frame 8 -> Frame 7
- BKB: 10 -> 30
- Barrier WKB: 35 -> 50
- FAF: Frame 56 -> Frame 40
- Warp:
- Intangibility Frames: Frame 16 - 31 -> Frame 11 - 36
- Counter:
- Counter Duration: Frame 10 - 32 -> Frame 7 - 32
- Counter FAF: Frame 75 -> Frame 55
- Counter Attack Startup: Frame 5 -> Frame 3
- Counter Attack Sourspot edited to match sweetspot
- Counter Attack Sweetspot BKB: 40 -> 45
- Counter Attack Sweetspot KBG: 75 -> 80
- Counter Attack FAF: Frame 56 -> Frame 36
Little Mac *Updated*
- Jump V Initial Velocity: 26 -> 30
- Jab 1:
- BKB: 10 -> 0
- WKB: 0 -> 20
- KBG: 80 -> 90
- FAF: Frame 22 -> Frame 17
- Jab 2:
- Jab 3 and Rapid Jab Windows swapped.
- BKB: 10 -> 0
- WKB: 0 -> 20
- KBG: 80 -> 90
- FAF: Frame 22 -> Frame 18
- Rapid Jab:
- Hitbox sizes increased by 0.8 units
- BKB: 0 -> 10
- BKG: 50 -> 40
- Side Tilt
- Counter Duration: Frame 10 - 32 -> Frame 7 - 32
- Hit 1 (Hitbox 0) Angle: 60 -> 35
- Hit 1 (Hitbox 0) KBG: 50 -> 30
- Hit 2 hitbox sizes increased by 1 unit.
- Side Smash (All Angles):
- Windbox WKB: 24 -> 50
- Windbox KBG: 100 -> 80
- Neutral Air:
- Landing Lag: 16 Frames -> 10 Frames
- Autocancel: Frame >25 -> Frame >15
- Back Air:
- Damage: 6/4/4 -> 7/5/5
- BKB: 25 -> 35
- Up Air
- Landing Lag: 22 Frames -> 14 Frames
- Autocancel: Frame >40 -> Frame >30
- FAF: Frame 42 -> Frame 28
- Grab/Dash Grab/Pivot Grab:
- Startup: Frame 9/10/11 -> Frame 7/9/10
- Grabbox sizes increased by 1 and extended forward by 1.5 units.
- Forward Throw:
- Throw Angle: 45 -> 25
- Throw BKB: 45 -> 35
- Throw KBG: 104 -> 90
- Up Throw:
- Throw Damage: 3 -> 6
- Throw KBG: 104 -> 98
- Rising Uppercut:
- Multihit Damage: 1 -> 2.5
- Slip Counter:
- Counter Attack KBG: 50 -> 60
King Dedede
- Air Mobility: 0.63 -> 0.72
- Walk Max Velocity: 0.98 -> 1.08
- Initial Run Velocity: 1.36 -> 1.46
- Jab 1:
- Startup: Frame 10 -> Frame 5
- Active Frames: Frame 10 - 12 -> Frame 8 - 12 (This was to prevent a glitch in which the attack whiffs from the reduced startup).
- Hitboxes moved from root bone onto the hammer itself
- Angle: 70/105/361 -> 361/361/80
- WKB: 50/48 - > 20/25/35
- BKB: 25 -> 0
- KBG: 10/10/100 -> 100
- Jab 2 Window: Frame 19 -> Frame 16
- Endlag reduced by 15%.
- FAF: Frame 38 -> Frame 34
- Jab 2:
- Startup: Frame 11 -> Frame 6
- Hitbox Duration: Frame 11 - 12 -> Frame 10 - 12
- Hitboxes moved from root bone onto the hammer itself
- Angle: 115/105/100 -> 90
- BKB: 50/50/30 -> 55
- KBG: 10/10/45 -> 0
- Rapid Jab Window: Frame >24 -> Frame >18
- Endlag reduced by 15%
- Rapid Jab Finisher:
- Startup: Frame 6 -> Frame 3
- Dash Attack:
- Knockback-Based Heavy Armor (Threshold of 140) added on Frame 7 - 28
- Added Horizontal Momentum on Frame 28: +2.
- Up Tilt:
- Startup: Frame 9 -> Frame 7
- Sourspot Damage: 10 -> 12
- Down Tilt:
- Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
- Up Smash:
- Hitbox Duration: Frame 17 - 25 -> Frame 16 - 21
- Endlag reduced by 20%
- Neutral Air:
- Landing Lag: 15 Frames -> 12 Frames
- Forward Air:
- Landing Lag: 30 Frames -> 25 Frames
- Damage: 12 -> 13
- Endlag reduced by 20%
- Back Air:
- Landing Lag: 21 Frames -> 19 Frames
- Up Air:
- Final Hit KBG: 150 -> 165
- Down Air:
- Landing Lag: 30 Frames -> 26 Frames
- Sweetspot hitbox sizes increased by 2 units
- Sourspot hitbox sizes reduced by 2 units and moved upward by 10 units.
- Grab/Dash Grab/Pivot Grab:
- Grabbox sizes increased by 0.5 units and extended by 1 unit.
- Forward Throw:
- Throw KBG: 80 -> 90
- Back Throw:
- Hit 1 Damage: 4 -> 5
- Throw Damage: 9 -> 10
- Throw KBG: 79 -> 89
- Up Throw:
- Throw Damage: 5 -> 6
- Throw BKB: 70 -> 60
- Throw KBG: 72 -> 75
- Down Throw:
- Throw BKB: 70 -> 60
- Throw KBG: 82 -> 65
- Inhale:
- FAF: Frame 78 -> Frame 63
- Gordo Toss:
- Startup: Frame 29 -> Frame 25
- Endlag reduced by 15%
- Jet Hammer:
- Startup reduced by 25%
- Full Charge Shield Damage: 0 -> 15
Zelda
- Jab:
- Startup: Frame 11 -> Frame 8
- Side Tilt (All Angles):
- Damage: 12/10/10 -> 13/11/11
- Side Smash:
- FAF: Frame 50 -> Frame 44
- Up Smash:
- FAF: Frame 64 -> Frame 60
- Forward Air:
- Sweetspot Duration: Frame 9 - 10 -> Frame 9 - 11
- Sourspot: Damge: 4 -> 7
- Autocancel: Frame >50 -> Frame >44
- FAF: Frame 53 -> Frame 47
- Back Air:
- Sweetspot Duration: Frame 6 - 7 -> Frame 6 - 8
- Sourspot Damage: 4 -> 7
- Autocancel: Frame 52 -> 46
- FAF: Frame 53 -> Frame 47
- Down Air:
- Sweetspot Duration: Frame 14 - 15 -> Frame 14 - 16
- Sourspot Duration: Frame 15 - 25 -> Frame 16 - 25
- Sourspot: Damage: 5/4 -> 6
- Sweetspot: KBG: 65 -> 105
- Dash Grab:
- FAF: Frame 47 -> Frame 44
- Pivot Grab:
- FAF: Frame 44 -> Frame 43
- Din's Fire:
- Sourspot Damage, Angle, BKB, and KBG edited to match sweetspot.
- Sweetspot: BKB: 50 -> 60
Dr. Mario *New!*
- Weight: 98 -> 102
- Run Initial Velocity: 1.5 -> 1.825
- Walk Max Velocity: 1.1 -> 1.3
- Air Speed: 1.1 -> 1.26
- Dash Attack:
- Main Hit BKB: 90 -> 80
- Main Hit KBG: 42 -> 40
- Side Tilt:
- Hitbox 0 Damage: 7 -> 9
- Hitbox 1/2 Damage: 7 -> 10
- Hitboxes 1 and 2 increased by 0.25 units.
- BKB: 8 -> 10
- Up Tilt:
- Damage: 6.3 -> 8
- Neutral Air:
- Sweetspot Damage: 8 -> 9.2
- Sourspot Damage: 5 -> 5.9
- Forward Air:
- Sweetspot Effect: Normal -> Electric
- Up Air:
- Damage: 7 -> 8
- BKB: 9 -> 10
- KBG: 100 -> 90
- Down Air:
- Autocancel: Frame >37 -> Frame >30
- Pummel:
- Damage: 3.25 -> 3.5
- Back Throw:
- Throw Angle: 45 -> 40
- Throw BKB: 60 -> 70
- Megavitamin:
- 1.2* FSM removed
- Main Pill Damage: 5 -> 6
- Stale Pill Damage: 4 -> 5
- Super Jump Punch:
- Sweetspot Damage: 12 -> 13
- Sweetspot BKB: 30 -> 35
- Sweetspot KBG: 100 -> 95
- Sweetspot Effect: Normal -> Electric
- Dr. Tornado:
- Multihit Damage: 1.2 -> 1.3
- Final Hit Damage: 3 -> 4.8
- Final Hit BKB: 80 -> 50
- Final Hit KBG: 130 -> 110
- FAF: 75 -> 65
You'd be surprised how big small changes from be.You were doing so good too... Until I saw the changelog.
Please, no more "conservative" buffs. Actually change something. 1.2 -> 1.3 isn't a buff, it's just a change.
It depends on which attributes you're editing. Falling speed modifications are NOT buffs or nerfs, as there are good AND bad things about being floaty or a fast-faller. Low falling speed helps with recovery, but makes you more vulnerable to getting Star KO'd, while high falling speed makes you more vulnerable to combos, despite offering better vertical endurance. And of course, high falling speed can be bad for anyone who doesn't have a long-ranged recovery.You were doing so good too... Until I saw the changelog.
Please, no more "conservative" buffs. Actually change something. 1.2 -> 1.3 isn't a buff, it's just a change.