A modifier category is chosen at random, and the level of modifier is chosen based on the score difference between the player who scored the KO (victor) and the player who was KO'd (target), not counting the score from the current KO. Both players get different mod categories.
If the victor is... | The victor gets: | The target gets: |
4+pts up | Buff 1 | Nerf 1 |
0-3pts up | Buff 2 | Nerf 2 |
1-3pts down | Buff 3 | Nerf 3 |
4-6pts down | Buff 4 | Nerf 4 |
7+pts down | Buff 5 | Nerf 5 |
Note that a player can only have 1 level 5 mod at a time. If they receive a second level 5 mod, the previous level 5 is downgraded to a level 4.
Quick Attack
Buff 5: Quick Attacks ignore shields and can be cancelled into any move, including the same attack!
Buff 4: Quick Attacks are 50% faster.
Buff 3: Quick Attacks have half knockback but additional hitstun.
Buff 2: Quick Attack combos do 25% extra damage.
Buff 1: Quick Attacks do 10% extra damage.
Nerf 1: Quick Attack hitstun is slightly reduced.
Nerf 2: Quick Attacks do 10% less damage.
Nerf 3: Quick Attack endlag is 30% longer.
Nerf 4: Repeated Quick Attacks do 50% less damage.
Nerf 5: Quick Attacks have a 50-50 chance of having no effect.
Power Attack
Buff 5: Power Attacks have a chance to instantly KO. Charging the attack increases this chance.
Buff 4: Power Attacks cannot be interrupted by an opponent's attacks.
Buff 3: Power Attacks charge twice as fast.
Buff 2: Power Attack charge scaling increased by 50%
Buff 1: Power Attacks do 10% more damage.
Nerf 1: Power Attacks do 10% less damage.
Nerf 2: Power attacks do 30% less damage if uncharged.
Nerf 3: Power Attack damage does not scale up with charging.
Nerf 4: All Power Attacks inflict self-damage equal to 10% of the attack damage, regardless of whether the attack connects.
Nerf 5: You cannot use power attacks.
Special Attack
Buff 5: Specials are 3x as effective.
Buff 4: Specials are 2x as effective.
Buff 3: Specials are 1.5x as effective.
Buff 2: Specials are 1.2x as effective.
Buff 1: Specials are 1.1x as effective.
Nerf 1: Specials are 0.9x as effective.
Nerf 2: Specials are 0.8x as effective.
Nerf 3: Specials are 0.7x as effective.
Nerf 4: Specials are 0.5x as effective.
Nerf 5: Specials are 0.3x as effective.
The effect of this mod varies depending on the fighter.
Speed
Buff 5: Run into opponents to damage them. You cannot be grabbed while moving.
Buff 4: Unaffected by traps or hazards while moving.
Buff 3: Turning is immediate.
Buff 2: Moving in the air is 20% faster.
Buff 1: Moving is 10% faster.
Nerf 1: Moving is 10% slower.
Nerf 2: You cannot crouch.
Nerf 3: Less control over aerial momentum.
Nerf 4: Moving is 50% slower.
Nerf 5: May randomly trip when trying to walk or dodge.
Jump
Buff 5: Unlimited jumps
Buff 4: Two additional midair jumps.
Buff 3: One additional midair jump.
Buff 2: Jumping from the ground is twice as high.
Buff 1: 20% higher jumps.
Nerf 1: 10% lower jumps.
Nerf 2: Midair jumps are 30% shorter
Nerf 3: Jumping from the ground is half as high.
Nerf 4: Your momentum is significantly less affected by a midair jump.
Nerf 5: You cannot jump in midair.
Shield
Buff 5: Your shield has unlimited durability and stuns enemies for longer.
Buff 4: You can summon a shield quicker after an attack.
Buff 3:Your shield will not degrade automatically.
Buff 2: Your heavy shield covers a larger area.
Buff 1: Your shield is 10% more durable.
Nerf 1: Your shield is 10% less durable.
Nerf 2: Your heavy shield cannot be redirected.
Nerf 3: Shield decay occurs 50% faster.
Nerf 4: Your light shield doesn't cover you completely, and must be redirected.
Nerf 5: Your shield will always break in 2 hits.
Grab
Buff 5: Throws and pummels do 2x damage.
Buff 4: Pummels are 50% faster.
Buff 3: Opponents take longer to escape your grab.
Buff 2: Throws do 30% more damage.
Buff 1: Opponents fly further when thrown.
Nerf 1: You take longer to act after throwing.
Nerf 2: Pummels are half as strong.
Nerf 3: Your grab range is 75% as far.
Nerf 4: Opponents cannot be grabbed for more than one second.
Nerf 5: You may grab and pummel, but you cannot use throws.
Items
Buff 5: You automatically receive a random item if you are not holding one.
Buff 4: Weapon ammo and durability is doubled.
Buff 3: Thrown items will try to return to you after landing a hit.
Buff 2: Projectiles and thrown items are 30% faster and stronger.
Buff 1: Nearby items are attracted to you.
Nerf 1: Items have a 10% likelihood of slipping out of your grasp.
Nerf 2: Items do 20% less damage.
Nerf 3: Projectile weapons have a 20% chance to jam, doing nothing, or a 5% chance to backfire and damage you.
Nerf 4: Attempting to attack with an item will throw the item instead.
Nerf 5: You cannot use items.
Counter
Buff 5: Counter triggers automatically when shield is attacked.
Buff 4: Counter is twice as strong.
Buff 3: Heavy shield becomes larger while counter is active.
Buff 2: Counter is active a bit longer.
Buff 1: Heavy shield doesn't change appearance when counter is active.
Nerf 1: Counter timing is a bit shorter.
Nerf 2: Counter is 30% weaker.
Nerf 3: You receive 60% of the damage from the move you counter.
Nerf 4: Counter timing is severely strict.
Nerf 5: You cannot counter.
Dodge
Buff 5: Dodge roll has no vulnerability.
Buff 4: Dodging does a bit of damage when passing through enemies.
Buff 3: Dodge roll is 50% longer
Buff 2: Dodging intangibility is slightly extended.
Buff 1: Dodging is a bit faster
Nerf 1: Dodging has slightly less intangibility.
Nerf 2: Dodge roll covers half the distance.
Nerf 3: Dodging is 30% slower.
Nerf 4: You cannot dodge roll.
Nerf 5: Dodging has no intangibility.
Super
Buff 5: Your Super Attacks will not use All-Star power unless you score a KO.
Buff 4: The first 2 bars of All-Star Power fill up twice as fast.
Buff 3: Earn more All-Star Power by being hit.
Buff 2: Super Attacks are 10% stronger
Buff 1: All-Star Power is earned 10% faster.
Nerf 1: Super Attacks are 10% weaker.
Nerf 2: The 2nd and 3rd bars of All-Star Power take slightly longer to fill
Nerf 3: All-Star Power slowly drains when not accumulated.
Nerf 4: All-Star Power caps at Lvl 1.
Nerf 5: You cannot earn All-Star Power or use Super Attacks.
Health
Buff 5: Health regenerates 1% per second at all times.
Buff 4: Max health increased by 100%
Buff 3: Half of all damage received will heal slowly over time.
Buff 2: Max health increased by 30%
Buff 1: Healing items are 50% more effective.
Nerf 1: Healing items are half as effective.
Nerf 2: Max health reduced by 20%
Nerf 3: Receive 50% more damage from all sources.
Nerf 4: Receive 80% more damage from all sources.
Nerf 5: Receive 2x damage from all sources.
Resistance
Buff 5: Immune to knockback and flinching.
Buff 4: Immune to gradual damage such as fire, poison, etc.
Buff 3: Strong knockback sends you half as far.
Buff 2: Projectiles do 25% less damage against you
Buff 1: Very weak attacks won't make you flinch.
Nerf 1: Flinching leaves you a bit more vulnerable
Nerf 2: You receive slightly more damage from Special Attacks.
Nerf 3: Gradual damage is twice as strong against you.
Nerf 4: All attack power 20% less briefly after being hit
Nerf 5: Inflicted with a random status ailment every 10 seconds.