So now officially:
Up-tilt got fixed I guess where it had random hitbox glitches? I never noticed personally, but aight cool. It's also not invulnerable on arm, which I didn't even know about to begin with.
Crawl tilt has more hitlag, but can also be smash DI'd much more easily. A fair thing, I think.
F-Smash is more easy to smash DI which might finally break my bad habit of using F-Smash.
The mine of down smash is now placed higher off the ground for added visibility (here's where I'm eating my words). A far better change than the suggestions here, though.
Edit: doesn't seem that much more visible lol
Fair doesn't always spike now—with the knee meteoring, does this mean it'll act like Falcon's dair and pop grounded opponents up? It also has a lower knockback growth, but I've no clue how that affects anything. Probably harder to KO. So it goes.
Edit: a quick test shows that it will still KO Lucas at the predicted percentage.
They buffed back air a bit—praise. It's easier to auto-cancel and has a strong (tipper?) hitbox.
Up air is slightly nerfed with a shorter vertical hitbox, which probably affects some up-throw up-air combo potential.
Dair becomes much more SDI-able, and the final hit has a third the hitlag—so no more d-air -> up-tilting Foxes at 80%
Edit: it's not so dramatic. You just can't do this at 130% anymore.
Grabs (and this is my favorite part) are changed a lot: standing grab is
even higher now, but this is compensated with a down-angle dash grab. I can see this meaning Snake's boost grab will be far more prominent, much to my pleasure.
Characters that can crouch under the standing grab:
Snake
Kirby
Jigglypuff
Mr. Game & Watch
Squirtle
Sheik
This is from most to least difficult to dash grab, as well. Snake's crouch is so low guys. It's ridiculous.
Tranq can now fire just before landing.
Cypher has lost its ground invincibility, so get ready to buffer rolls I guess. Yay. It sounds as though it'll be easier to sweetspot, though. This "Ability to airdodge after an aerial has been removed" confuses me a little—is it just aerials, or air dodge in general? C4 -> air dodge is outstanding recovery mixup right now so I hope it's the former. The decay in height after hit confuses me too, but I assume they mean it'll get shorter the more Snake is hit out of it. It does less damage as well, but surely it'll still be a solid coverage option, it just won't be the catch-all for regaining neutral.
It's now impossible to air dodge out of cypher regardless of what moves were used after it. However, getting damaged will reset this and allow you full mobility (self-C4).
C4 does 1% less damage, has a 90 degree (straight up) knockback with reduced growth to compensate. That's fantastic changes because of the unintuitive angle it sent at previously that required wonky DI in some situations. It never falls off of an opponent (pitch your tents, boys) until your stock is lost, Grounded sticks are slower while aerial sticks are faster, which means SH stick is even better now, and Cypher -> self-c4 is waaaaaay easier (probably why the cypher has the decay now). Detonations, fake and real, have more endlag as well, and c4 landing lag is higher too WD mitigates this I'm sure).
This changes the move's KO potential drastically: Lucas used to get KO'd at 105% on FD with no DI; Lucas now gets KO'd at 121% with no DI.
That's everything the patch notes tell. Once my download finishes I'll be able to explore more.