[collapse=Tilts]-Forward Tilt multi-hit SDI multipliers set to a consistent 0.80x from 0.75x and 1.05x. Rear send off hit now matches angle/BKB/KBG of front send off hits but is 4 instead of 7 DMG.
-Up Tilt BKB 60 -> 40. KBG 78 -> 105.[/collapse]
Ftilt overall less SDIable with this change? I'm happy with that then. Uptilt actually seems like it may be better at low percents then before.
[collapse=Aerials]Aerials
-Neutral Aerial Auto-cancel pushed back from frame 27 -> 38
-Forward Aerial Vine range reduced 10-20% during frames 17-19.
-Back Aerial DMG inside-to-outside 8/7/5/5 -> 5/5/7/8. Angle inside-to-outside 38/38/30/30 -> 30/30/45/45. Second swing's active frames begin on frame 16 instead of 15.
-Down Aerial Initial vertical boost reduced significantly. Staled vertical boost reduced slightly.[/collapse]
Some interesting stuff here:
-Nair nerf not too bad.
-Fair a little worse, overall not too bad.
-Bair seems different? Will have to play with it. Outside hitbox now a bit better for combos, worse for kills. Inside better angle for kills, does less damage.
-Dair changes make me sad. We probably get hit the hardest with tether nerfs of all characters. Getting back on stage is gonna suck
[collapse=Throws]Grabs/Throws
-Standing Grab Grab-box duration 4 -> 2 frames. Body box moved forward 4 units
-Dash Grab Grab-box duration 5->3 frames. Body box moved forward 4 units. IASA 33->35.
-Forward Throw DMG 11 -> 10. KBG 45 -> 60
-Back Throw DMG 10 -> 11. BKB 70 -> 40. KBG 70 -> 82
-Up Throw Now a bulb attack that Heals / Charges 3%. Now has an outer hit-box that hits non-thrown opponents for 5%. Release frame 14 -> 19. DMG 10 -> 6. Angle 100 -> 90. BKB 70 -> 50. KBG 61 -> 120. IASA 28 -> 43[/collapse]
-Timing for grabs a bit stricter. Happy it was this instead of a range nerf. Still, body box moving forward gives us a little less effective range into attacks.
-Fthrow kills faster.
-Bthrow starts much weaker, doesn't get as strong until very high percents. Combo pontential at low% stronger? Will have to play with this.
-Uthrow I'm not going to make assumptions about before testing. I like the idea. That KBG seems like a kill-throw, at high percents at very least. Late IASA. Might still be able to chaingrab fastfallers at certain %s.
[collapse=Specials]Specials
-Neutral Special (Synthesis/Solar Beam)
--Solar Beam charge requirement 18 -> 22 points of charge
-Side Special (Razor Leaf)
--Removed ability to smash-throw
-Up Special (Power Whip)
--DMG inside-to-outside 13/13/13/18/18 -> 11/11/11/13/14
--BKB inside-to-outside 40/40/40/80/80 -> 40/40/40/60/80
--Landing during up-b goes into heavy landing instead of special landing.
--Fixed the glitch where up special does not go into special fall. [/collapse]
-Beam: 22 points again. Meh. A bit annoying.
-Leaf: Never smash threw them anyways, seemed bad ever since the endlag got huge.
-Whip: Langing lag up, Damage down. Knockback on slightly not tipper a bit worse Shouldn't be too bad. Might as well note here that the tether changes are gonna be hard on us in general.
[collapse=Others]-Can no longer heal or gain charge off of inanimate objects.
-Final Smash added - Sunny Day
--Ivysaur heals 66% and is granted 3 solar beam charges.[/collapse]
-No more shy guy/balloon heal. Whatever, it was kinda gimmicky anyhow.
-I like that I have a final smash now but I'm till never going to use the item.
Overall:
-Recovery hit the hardest. Sort of expected given it's the patches "theme" at least. Haven't looked into the other characters as hard yet but I expected similar things.
-Riskier stuff slightly better, safe stuff slightly worse. Fair enough.
-Throw game seems really different. Will have to play with it before making judgments.
-Fewer kill options(?). Bthrow kills later, bair is harder. Might get a bit off of fthrow/uthrow KBG?
-Lots of stuff to test.