Peach
Peach is my secondary, and she is relatively okay. However, I felt she needed a bit more "oomph" in certain areas. Her aerials have better autocancel windows to help with her float game, which were severely nerfed from Brawl.
[DOWN SMASH]
+ Looping hitboxes +1%, total damage 19%
- Knockback growth reduced to compensate
[FORWARD THROW]
+ Knockback growth: 83 → 95
/ Graphic effects altered (heart effect from up tilt on slap)
Rosalina & Luma
Disclaimer: I am a Rosalina main, and I know many people are salty about this character, so I was very conservative. But she does have several issues with her own hitboxes (Luma is fine). In any case, I made one slight change.
[ROSALINA UP SMASH]
+ Hitbox sizes: radii 4.0 → 5.0
Link
+ Run speed: 1.3944 → 1.53
+ Air speed: 0.88 → 0.945
+ Gravity: 0.096 → 0.098
[FORWARD AIR]
+ Final hitbox Knockback growth: 100 → 110
- Landing lag: 12 frames → 15 frames
[Spin Attack - Ground]
+ First hitbox wave Knockback growth: 86 → 96
+ First hitbox wave Size: radii 4/3/3 → 4.2/3.6/3.6
+ All hitboxes: Shield damage 0 → 2.5
GANONDORF
[Attributes]
+ Walk speed: 0.73 → 0.748
+ Run speed initial velocity: 1.3 → 1.32
+ Run speed: 1.218 → 1.3
+ Jump squat: 7 → 6
+ Double jump power: 26 → 28
+ Air speed: 0.79 → 0.85 (Brawl)
+ Fast fall: 2.64 → 2.65
+ Weight: 113 → 114
[UP TILT]
+ Super Armor (intangible) added from frames 20 ~ 60
[NEUTRAL AIR]
+ Landing lag: 17 frames → 15 frames
+ Autocancel window: 42 frames → 36 frames
[UP AIR]
+ Landing lag: 19 frames → 17 frames
+ Autocancel window: 25 frames → 22 frames
[DOWN AIR]
+ Damage: 19% → 20% (+1)
+ Knockback growth: 100 → 105
+ Autocancel window: 32 frames → 24 frames
[GRAB]
+ All grabs catch hitboxes: X offset 4 → 5
[DOWN THROW]
+ Angle: 65° → 60°
- Knockback growth: 50 → 42
- Base knockback: 70 → 53
JIGGLYPUFF
[Attributes]
+ Weight: 68 → 70
+ Air speed: 1.269 → 1.35 (Melee)
+ Air acceleration: 0.08 → 0.1
[UP TILT]
+ Hitbox, heel: Y offset position -3 → -6
+ Hitbox, foot: Y offset position 0 → -3
(The graphic effect now matches the hitboxes)
[DOWN TILT]
/ Angle: 20° → 32°
[UP SMASH]
+ Angle: 88° → 90°
+ Damage: 14% → 15%
+ Hitbox startup: 16 frames → 15 frames
+ Interuption lag: 61 frames → 51 frames
- Knockback growth: 105 → 100
[DOWN SMASH]
+ Damage: 11% → 12% (reverted to Brawl)
+ Knockback growth: 52 → 72
+ Trip chance: 20% → 30%
[NEUTRAL AIR]
+ Landing lag: 15 frames → 12 frames
[BACK AIR]
+ Landing lag: 20 frames → 18 frames
[UP AIR]
+ All hitbox sizes: radii 3.2 → 4 (reverted to Brawl)
[DOWN AIR]
+ Landing lag: 30 frames → 25 frames
+ Autocancel window: 42 frames → 40 frames
+ Final hitbox angle: 91° → 290° (spike)
- Final hitbox base knockback: 30 → 25
- Final hitbox knockback growth: 150 → 115
[FORWARD THROW]
+ Damage: 10% → 10.5% (+0.5)
[UP THROW]
- Knockback growth: 30 → 20
+ Base knockback: 120 → 145
+ Damage: 10% → 11%
[DOWN THROW]
- Damage: 10% → 5%
- Knockback reduced
/ Angle: readjusted
(slight combo throw)
[Rollout]
+ Hitbox size: radii 2.5 → 3.5
[Rest] (reverted back to Melee)
+ Damage: 20% → 28%
+ Angle: 88° → 361°
+ Attribute: Flower → Fire
SAMUS
Parameters
Run speed: 1.504 → 1.63
Weight: 108 → 110
[JAB1]
Hitbox X pos: 12.2/6.2/0.2 → 14 / 7 / 0.2
Hitbox #2 size: radii 3 → 4
Transition: 13 frames → 9 frames
[JAB2]
Hitbox #1 Z pos: 0 → -3
[DASH ATTACK]
(2nd) hitbox #0 kbg: 60 → 70
[FORWARD TILT]
Sourspot damage consistent
[DOWN TILT]
damage 12 → 14
kbg 48 → 60
radi 4.2 / 4.5 → 4.5 / 5
[FORWARD SMASH]
Damage sweetspot +1%
Arm and cannon bones are now intangible frames 10 - 15
Hitbox #0 size 3.2 → 3.5
Hitbox #0 Z pos 0 → -1.25
Hitbox #1 size 2.2 → 3
Hitbox #1 Z pos -4 → 5
Hitbox #2 Z pos 7.5 → 9
Hitbox #2 clangability True → False
(Fixes the hitbox whiff on small characters and makes this move more safe)
[UP SMASH]
New hitbox @ frame 9 for 2 frames
Bone 0, Part 0, Damage 3%, Angle 110, KBG 0, FKB 110, BKB 55, Size 6, Z 0 Y 7.5 X 9, Effect 1, Trip 0, Hitlag 0, SDI 0.8, Clang 0
(creates a hitbox in front of Samus' leg that connects characters into her up smash perfectly, fixing small characters being able to avoid this move and generally making this move functional)
[NEUTRAL AIR]
Second wave of hitboxes removed, third wave compensated
[FORWARD THROW]
Damage +1%
KBG 55 → 60
[BACK THROW]
Damage +2%
KBG 55 → 72
[UP THROW]
BKB 80 → 72
Kirby
[UP TILT]
Knockback growth: 116/110 → 109/109
Base knockback: 40 → 37
[UP SMASH]
First hitbox wave Damage: 15/15/14 → 15/15/15
First hitbox wave Knockback growth: 104 → 110
First hitbox wave Size: 5.2/5.2/5.2 → 5.5/5.5/5.5
[DOWN SMASH]
Hitbox size: 4/4 → 5/5
[NEUTRAL AIR]
Autocancel window: 5 frames → 6 frames / 56 frames → 50 frames
[FORWARD AIR]
Damage: 4/4, 3 → 4.5/4.5, 3.5
Final hitbox Size: 4.9 → 5.5
Autocancel window: 51 frames → 49 frames
[BACK AIR]
Knockback growth 104 → 108
[UP AIR]
Allow interupt on frame 41
Duck Hunt
[JAB FINISHER]
Knockback growth: 140 → 170
[DASH ATTACK]
Late hitbox Damage: 7% → 8%
[UP TILT]
Knockback growth: 130 → 103
Base knockback: 35 → 30
Hitbox size: 7 → 8
[DOWN TILT]
Damage: 8% → 10%
Hitbox size 3.5 → 4
Knockback growth: 60 → 54
(These changes to his smash attacks fix the annoying issue that characters fall out of it, not connecting properly)
[FORWARD SMASH]
Hitbox radii Sizes: 3.8/5.2/7 → 4.8/6.2/8
SDI ratio: 1.0x → 0.8x
Final hitbox Clangability: True → False
[UP SMASH]
First hitbox wave Sizes: 5.3 → 6
First hibox wave X Offsets: 7/7 → 6.5/7.5
Second hitbox wave Size: 6.3 → 7
Final hitbox wave Size: 7.8 → 8.2
SDI ratio: 1.0x → 0.8x
Final hitbox Clangability: True → False
[DOWN SMASH]
First hitbox wave Size: 4.5 → 5
Second hitbox wave Size: 6.1 → 6.5
Final hitbox wave Size: 7.8 → 8.2
SDI ratio: 1.0x → 0.8x
[UP THROW]
Damage: 6% → 8%
Knockback growth: 80 → 75