Cenizas
The Zelda We Need, But Not the One We Deserve
I thought the social usually moved at its fastest at 2 in the morning or whatever, I am thoroughly disappointed in this shamefur dispray smh gorls.
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Ike is awful.I know Ike is good and all, but seriously. I feel like people are overselling him
It's like one of those few rare moments in my life as a breathing human with a brain and a nervous system where I actually trust the opinions of professionals/top smash players who don't even have a high opinion on Ike over those who have a high opinion on him
Although they undersell Ike too much, I still think he's mid-tier and not bad but NOT THAT good
very nice
some dude was complaining about how he lost to your zeldaomg what they say
omg I feel so lovedsome dude was complaining about how he lost to your zelda
someone said "you didnt lose to zelda, you lost to ven. hes amazing."
.................................................................................................
Noted to never enter this thread again.
Best of luck in that tournament, hope it goes well for you.I've been in the lab for several hours. Preparing for a monthly tournament which is 5 days from now. Customs are banned so I'm definitely pumped
Wait I have a tournament in 5 days tooI've been in the lab for several hours. Preparing for a monthly tournament which is 5 days from now. Customs are banned so I'm definitely pumped
Really? lmaoWait I have a tournament in 5 days too
Are you following me
Except mines a pm tournament, and I haven't played that at all latelyReally? lmao
Good luck to you too then
DO IT. Make Dedenne viable plz. They're my favorite of the electric rodents. <3Morning girls. How's everyone doing today?
Just had my breakfast and trying to think up a stupid way to make Dedenne viable in VGC. :V (Got one Bold Natured with Nuzzle, Recycle, Charm and Super Fang. Pachirisu 2.0)
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Don't go. You're missing out on some good stuff.
Like gifs and how Zelda is obviously Top Tier.
Also, page steal~ <3
You shall receive.DO IT. Make Dedenne viable plz. They're my favorite of the electric rodents. <3
You can do it!I've been in the lab for several hours. Preparing for a monthly tournament which is 5 days from now. Customs are banned so I'm definitely pumped
Hi, I'm new to this site
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Hi, I'm new to this site
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Welcome to the Zelda Social, Reaper Pirate! Congrats on being a Rankings Staff!Hi, I'm new to this site
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This is how it is in Imagination World.
And this is how it is in the Real World!
My Wii U is like: "lol nope."Anyone wanna play?
Just being friendly.zanda dont be like redfeatherraven and like everything lol
Ty ty~Welcome to the Zelda Social, Reaper Pirate! Congrats on being a Rankings Staff!
This is how it is in Imagination World.
And this is how it is in the Real World!
The only thing she's missing is a mug of Lipton Tea.
so on smashwiki it notes a change for toon link in 1.0.6:
First hit of down smash has been reduced.
what does this mean lol
i dont understand how its a nerf, doesnt it mean it just connects better? no one uses the first hit to kill lolView attachment 60341
idk but apparently it's a nerf
it's probably the knockback or damage that was reduced
edit: I just checked the patch thread and it said that it was the KB that was reduced
>mfwi've heard alot of jokes about this thread, from what i see their's no zelda discussion so k. do we just post silly pictures and attempt to be funny?
Tbh I saw this coming a mile away. Especially since you also had male in your profile[] I'm actually a guy. @McKnightlíght you were right since I first came here. Still a
y Kid though.
Please Understand
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Edit : Lol oop it musT be in the 1.0.6 changelist, brbThinkaman said:Alright, never say I don't love you guys. Shoutouts to Schiffe for supplying the files.
REMEMBER, this does NOT include:
This DOES include any and all possible changes to:
- IASA times on animations (endlag nor landing lag)
- Overall engine quirks/alterations
- Grabbable items
- Anything involving Mewtwo; I don't have readable 1.0.6/7 files for him. (If you do, please share?)
- Anything involving the new characters. (This is a changelog!)
It is possible but unlikely that any of these were missed while compiling this list.
- Hitbox ID, damage, knockback, angle, element, size, position, tripping, SDI, hitlag, ect.
- Move startup times
- Animation speedup-based timing changes
- All move startup timings
- All AC timings
- All super/heavy armor (spoilers, no changes)
- All state transitions (like jabs)
Code:Mario ----- NO CHANGES Luigi ----- NO CHANGES Peach ----- Jab2 hitbox 1 size 2.4 -> 3.0 hitbox 2 size 2.4 -> 4.0 Bowser ------ Utilt unknown events frame 11 -> 10 hitbox 2 removed all hitboxes frame 12 -> 11 damage 10 -> 9 x 7.4 -> 6.9 animation speed 1.5x for frames 17-52 (11 frames faster?) Yoshi ----- NO CHANGES Rosalina -------- Rapid Jab End hitbox kbg 170 -> 150 Bowser Jr. ---------- NO CHANGES Wario ----- Unknown parameters set to 63 and 15 on many of his hitboxes Jab1 hitbox 0 angle 65 -> 55 bkb 35 -> 45 hitbox 1 angle 75 -> 72 kbg 50 -> 40 bkb 28 -> 38 Jab2 third hitbox added, positions adjusted all hitboxes size 5.5/3.5 -> 5.8/3.8/3.3 Mr. Game & Watch ---------------- Dtilt hitbox 0 (6%) kbg 120 -> 125 bkb 10 -> 40 hitbox 1 (1%) kbg 100 -> 120 bkb 60 -> 70 size 9.0 -> 10.5 unknown param 11.0 -> 9.0 Donkey Kong ----------- Cargo fthrow throwbox 0 (launching component of throw) damage 8 -> 10 Cargo bthrow throwbox 0 (launching component of throw) damage 8 -> 12 angle 55 -> 72 bkb 80 -> 70 Cargo uthrow throwbox 0 (launching component of throw) damage 7 -> 10 Cargo dthrow throwbox 0 (launching component of throw) damage 6 -> 7 angle 45 -> 48 kbg 38 -> 80 bkb 65 -> 50 unknown event moved from frame 18 -> 17 momentum boost added Diddy Kong ---------- Jab1 all hitboxes damage 1.5 -> 1.2 transition to jab2 frame 10 -> 8 Jab2 all hitboxes damage 1.5 -> 1.2 transition to jab3 frame 9 -> 8 Jab3 all hitboxes wkb 30 -> 25 size 4.0/3.5/3.0 -> 4.2/3.7/3.2 transition to rapid jab loop frame 22 -> 15 Rapid Jab Loop a variety of small hitboxes replaced with one big one new hitboxes damage 0.6 -> 0.5 angle 70/90 -> 60 wkb 6 -> 4 size 3.0 -> 6.7 SDI 1.3 -> 0.7 unknown param (default) -> 6.8 unknown param (default) -> 6.0 Rapid Jab End animation speed 2.0x for frames 0-8 (4 frames faster) hitbox kbg 180 -> 177 bkb 30 -> 45 size 5.0 -> 7.2 y 5.5 -> 6.8 unknown param 5.5 -> 6.8 unknown param 5.5 -> 6.0 Dtilt new 3rd hitbox (centered on clap?) identical to other two all hitboxes damage 6.0 -> 5.5 Uair all hitboxes begin frame 3 -> 4 kbg 99 -> 89 bkb 65 -> 64 landing lag window 3-15 -> 0-27 Uthrow hitbox (launching component of throw) damage 4 -> 1 (total 8 -> 5) bkb 100 -> 120 bkb 30 -> 50 Dthrow throwbox 0 (launching component of throw) damage 6.0 -> 7.0 angle 105 -> 106 kbg 50 -> 59 Link ---- Jab 1 massive adjustments; hitbox timings, sizes, positions, angles, and knockback entirely reworked with separate ground/aerial target hitboxes Dtilt animation speed 1.33x for frames 0-12 (2 frames faster?) hitboxes damage 12 -> 11 x 12.8/15.4 -> 14.1/16.6 Grab unknown param 28 -> 32 animation speed 1.25x for frames 30-70 instead of 1.33x for frames 30-54 (3 frames faster?) Dash Grab unknown param 28 -> 32 animation speed 1.25x for frames 32-71 (8 frames faster?) Pivot Grab unknown param 37 -> 41 animation speed 1.25x for frames 33-72 (8 frames faster?) Fthrow throwbox 0 (launching component of throw) angle 55 -> 50 Dthrow throwbox 0 (launching component of throw) damage 4 -> 3 angle 110 -> 83 kbg 90 -> 85 Spin Attack all stage 1 (of 4) hitboxes kbg 84 -> 85 all stage 2 (of 4) hitboxes kbg 80 -> 85 all stage 3 (of 4) hitboxes kbg 80 -> 82 Shocking Spin Attack all stage 2 (of 3) hitboxes kbg 80 -> 82 Zelda ----- Usmash all looping hitboxes increased in size by 0.5 wkb 40/50/60/60 -> all 40 SDI 1.0 -> 0.5 final hitboxes kbg 190 -> 214 Nair hitbox 0 and 1 IDs and damage (1.0/2.0) swapped Sheik ----- NO CHANGES Ganondorf --------- NO CHANGES Toon Link --------- Jab1 hitbox 0 and 2 IDs swapped Jab2 hitbox 0 and 2 IDs swapped kbg 37 -> 34 bkb 16 -> 25 Jab3 all hitboxes size 3.5 -> 4.2 hitbox 0 z 5.0 -> 4.5 Samus ----- Usmash all hitboxes increased in size by 0.5 some hitboxes split in two, or given angle+wkb adjustments final hitbox kbg 135 -> 150 size 7.0/3.5 -> 7.3/4.0 Zero Suit Samus --------------- NO CHANGES Pit --- NO CHANGES Palutena -------- Utilt all hitboxes bone 1000 -> 0 size and positions adjusted heavily looping hitboxes damage 1.0 -> 1.2 Marth ----- Jab1 all hitboxes damage 4/6 -> 3/5 angle 361 -> 78/65/90 kbg 50/70 -> 30 bkb 20/30 -> 55 hitlag 1.0 -> 0.7 transition to jab2 frame 20 -> 17 Jab2 all hitboxes angle 361 -> 45 kbg 50/70 -> 75 bkb 20/30 -> 62 Utilt initial hitboxes angle 361 -> 100 (already 100 on hitboxes 0,3) bkb 50 -> 65 delayed hitboxes angle 361 -> 100 (already 100 on hitboxes 0,3) bkb 40 -> 52 Dolphin Slash initial hitboxes kbg 68 -> 74 hitlag 0.5 -> 0.7 Crescent Slash initial hitboxes hitlag 0.5 -> 0.7 Ike --- Jab1 transition to jab2 frame 13 -> 10 Jab2 new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2 hitbox 0 y 8.0 -> 7.5 new hitbox 1 angle 80 (others are 65) kbg 80 (others are 80/100) wbg 25 (others are 40/50) size 3.5 Jab3 hitboxes appear on frame 7 -> 6 (1 frame faster) hitbox 3 size 2.5 -> 3.2 hitbox duration 3 -> 4 frames Dash Attack animation speed 1.25x for frames 0-17 (3 frames faster?) hitboxes appear on frame 18 -> 17 (4 frames faster total?) hitbox 0 damage 10 -> 14 angle 55 -> 52 kbg 70 -> 78 size 6.0 -> 6.3 hitlag 1.0 -> 1.2 hitbox 1 damage 8 -> 11 angle 55 -> 52 kbg 70 -> 78 hitbox 2 damage 5 -> 9 Ftilt (all) animation speed 1.25x for frames 0-14 (2 frames faster?) hitboxes appear on frame 15 -> 14 (3 frames faster total?) all 3 old hitboxes replaced with 1 new one new hitbox bone 1000 -> 1 damage 14/14/12 -> 12.5 Utilt initial hitbox y 12.0 -> 13.0 delayed hitbox y 10.5 -> 12.0 lasts until frame 19 -> 22 (duration 5 -> 8 frames) Fair hitboxes appear on frame 16 -> 14 (2 frames faster) hitbox 0 y 9.0 -> 10.5 hitbox 1 y 6.2 -> 6.75 hitbox 2 y 4.0 -> 3.0 Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) Robin ----- NO CHANGES Kirby ----- NO CHANGES King Dedede ----------- NO CHANGES Meta Knight ----------- Rapid Jab Loop all hitboxes divided into 2 for better coverage (positions adjusted) damage 1.0 -> 1.2 kbg 40 -> 30 size 5.5 -> 5.8/6.8 pairs SDI 1.0 -> 0.6 Rapid Jab End hitbox size 5.7 -> 8.0 y 5.5 -> 7.0 x 18.0 -> 20.0 Ftilt3 all hitboxes damage 3 -> 4 angle 65 -> 361 kbg 110 -> 107 Little Mac ---------- NO CHANGES Fox --- NO CHANGES Falco ----- Unknown parameters set to 63 and 15 on many of his hitboxes Jab1 hitbox 0 and 2 IDs swapped all hitboxes bkb 30 -> 35 hitbox 0 (new) angle 80 -> 68 size 2.0 -> 2.5 z 0.0 -> -0.5 hitbox 1 angle 80 -> 77 size 3.0 -> 3.2 Jab2 hitbox 2 angle 50 -> 45 size 2.0 -> 5.0 z 0.0 -> -0.5 transition to jab3 frame 10 -> 9 Rapid Jab Loop hitbox 0 size 2.0 -> 2.7 hitbox 1 size 3.0 -> 3.2 Usmash ID and GID tweaks to hitboxes final hitboxes last frames 13-20 -> 12-21 Nair basically a different move; same timings, but all 16 of its hitboxes have been altered generally wkb increased and most angles set to 367 and sizes significantly increases Fair animation speed 1.33x for frames 0-37 (9 frames faster total? hits 2 frames faster?) looping hitboxes refresh time 6 -> 4 (total looping hits 3 -> 5, or 7 -> 9 damage total) Fair Landing hitbox damage 5 -> 3 bkb 30 -> 50 Uair animation speed 1.5x for frames 0-8 (2 frames faster?) hitboxes appear on frame 10 -> 8 (4 frames faster total) all hitboxes damage 11 -> 10 angle 68/68/80 -> 65/75/85 kbg 100/100/20 -> 90/90/90 bkb 27/27/30 -> 35/35/35 hitbox 0 size 4.8 -> 5.0 Dair initial hitbox bifurcated; hits grounded targets at angle 80 sourspot replaces on frame 19 -> 20 (sweetspot duration 3 -> 4) sourspot hitbox size 5.0 -> 5.3 Pikachu ------- NO CHANGES Charizard --------- Jab1 hitbox 0 wkb 15 -> 26 hitbox 1 + 2 wkb 10 -> 22 transition to jab2 frame 10 -> 9 Jab2 transition to jab3 frame 10 -> 9 Jab3 all hitboxes kbg 110 -> 130 Fair hitbox 0 size 4.3 -> 4.6 x 7.0 -> 7.5 delayed hitbox 0 kbg 98 -> 97 size 4.5 -> 4.8 z 7.0 -> 7.5 hitboxes removed on frame 12-> 13 (total duration 4 -> 5) Uthrow throwbox 0 (launching component of throw) angle 60 -> 70 kbg 160 -> 220 Dthrow throwbox 0 (launching component of throw) angle 361 -> 70 kbg 300 -> 130 bkb 40 -> 70 Lucario ------- Jab1 hitbox 0 angle 60 -> 80 kbg 30 -> 10 bkb 45 -> 33 hitbox 1 kgb 30 -> 10 bkb 45 -> 33 delayed hitbox 0 angle 90 -> 80 kbg 30 -> 10 bkb 50 -> 32 Jab2 hitbox 0 angle 72 -> 60 kbg 30 -> 20 bkb 50 -> 38 hitbox 1 kgb 30 -> 20 bkb 50 -> 32 hitbox 2 kgb 30 -> 20 Jigglypuff ---------- NO CHANGES Greninja -------- Ftilt (all) all hitboxes damage 6.5 -> 7.3 kbg 112 -> 110/90/70 bkb 15 -> 20/30/40 hitboxes 1 + 2 have z-pos adjusted hitbox 2 bone 3 -> 5 animation speed 1.33x from frame 13-38 (7 frames faster?) Duck Hunt --------- NO CHANGES R.O.B. ------ NO CHANGES Ness ---- NO CHANGES Captain Falcon -------------- F-smash (up) all hitboxes KBG 94 -> 95 F-smash (straight) all hitboxes KBG 94 -> 95 F-smash (down) all hitboxes KBG 84 -> 83 Uair initial hitbox 0 damage 13 -> 11 bkg 10 -> 16 initial hitbox 1 damage 12 -> 10 bkg 10 -> 16 late hitbox 0 damage 12 -> 10 bkg 8 -> 10 late hitbox 1 damage 10 -> 9 bkg 8 -> 10 Villager -------- Weird FacingRestriction Flag removed from Bair Projectile Hitboxes Fthrow throwbox 0 (launching component of throw) bkb 100 -> 102 Bthrow throwbox 0 (launching component of throw) bkb 15 -> 18 Dthrow throwbox 0 (launching component of throw) damage 4.5 -> 6.0 kbg 105 -> 80 Olimar ------ NO CHANGES Wii Fit Trainer --------------- NO CHANGES Dr. Mario --------- NO CHANGES Dark Pit -------- NO CHANGES Lucina ------ Jab1 all hitboxes damage 4.75 -> 3.325 angle 361 -> 78/65/90 kbg 50 -> 30 bkb 20 -> 55 hitlag 1.0 -> 0.7 transition to jab2 frame 20 -> 18 Jab2 all hitboxes angle 361 -> 45 kbg 60 -> 75 bkb 25 -> 62 hitlag 1.0 -> 0.7 unknown param 0 -> 1 Ftilt all hitboxes damage 9.975 -> 10.925 Utilt initial hitboxes angle 361 -> 100 (already 100 on hitboxes 0,3) bkb 50 -> 65 delayed hitboxes angle 361 -> 100 (already 100 on hitboxes 0,3) bkb 40 -> 52 Dolphin Slash initial hitboxes kbg 68 -> 74 hitlag 0.5 -> 0.7 Crescent Slash initial hitboxes hitlag 0.5 -> 0.7 Shulk ----- NO CHANGES Pac-Man ------- NO CHANGES Mega Man -------- NO CHANGES Sonic ----- Usmash final hitbox kbg 177 -> 165 Mewtwo ------ Usmash initial hitbox angle 95 -> 100 size 6.2 -> 3.0 x 0.0 -> -6.0 Lucas ----- [NEW] Roy --- [NEW] Ryu --- [NEW] Mii Brawler ----------- Onslaught Startup (ground and aerial) all windboxes unknown params changed windbox 1 angle 50 -> 361 kbg 100 -> 0 wkb 80 -> 0 element Hit -> Push Mii Swordfighter ---------------- Unknown parameters set to 63 and 15 on many of his hitboxes Jab1 animation speed 1.25x for frames 0-5 (1 frame faster) hitboxes appear on frame 7 -> 6 (2 frames faster total) hitbox 2 split into 2 all hitboxes angle 85/361/361 -> 85/50/45/45 kbg 37 -> 20 bkb 16 -> 32 transition to jab2 frame 10 -> 9 Jab2 hitboxes 0 and 1 IDs swapped hitbox 1 swapped angle 100 -> 96 hitbox 2 split into 2 transition to jab3 frame 10 -> 9 Jab3 hitboxes 0 and 1 IDs swapped hitbox 2 split into 2 Dash Attack all hitboxes size 3.0/2.2 -> 4.0/3.0 Ftilt hitbox 1 split into 2 Nair animation speed 1.18x for frames 0-10 (1 frame faster?) hitboxes appear on frame 12 -> 11 (2 frames faster total) Fair hitbox 2 (initial and middle) size 2.4 -> 3.5 hitbox 2 (final) size 3.2 -> 3.5 Bair all hitboxes damage 12 -> 14 Dair Landing hitbox x 9.0 -> 10.5 Slash Launcher windbox 0 x 5.0 -> 6.0 Mii Gunner ---------- NO CHANGES
Patch 1.0.6 Changelog
Same caveats and limitations apply.
Code:Mario ----- Fsmash (all) hitbox 0 y 0.0 -> 0.7 made irreversible Luigi ----- NO CHANGES Peach ----- NO CHANGES Bowser ------ NO CHANGES Yoshi ----- Ftilt (up/down) hitboxes appear on frame 6 -> 5 (matches normal ftilt) Fsmash hitbox 0 size 3.1 -> 2.9 made irreversible Rosalina -------- NO CHANGES Bowser Jr. ---------- Fsmash second hitbox added to initial repeating hit identical, except positioned differently and angle 361 rather than 93 initial hitboxes y 18 -> 17 (angled down only) final hitbox size 6 -> 7 y 10 -> 8 (13 -> 11 for angled up) x 20 -> 18 (17 for angled down) Wario ----- NO CHANGES Mr. Game & Watch ---------------- Minor unknown tweaks Ftilt delayed hitboxes angle 100 -> 115 bkb 20 -> 30 Chef Pan hitbox size 5.76 -> 6.76 y 6.4 -> 7.4 XXL Chef Pan hitbox y 6.4 -> 7.4 Short-Order Chef Pan hitbox y 6.4 -> 7.4 Donkey Kong ----------- Jab 1 hitboxes 0 and 1 IDs swapped new hitbox 1 angle 361 -> 110 kbg 100 -> 25 bkb 0 -> 35 F-smash all hitboxes made irreversible A couple 1.13x multipliers on unknown actions (nothing with a hitbox) Diddy Kong ---------- Fsmash second hit, hitbox 0 angle 40 -> 46 Usmash initial hitbox 0 angle 120 -> 110 wkb 130 -> 120 initial hitboxes 1/2/3 angle 110 -> 95 initial hitbox 3 wkb 80 -> 70 middle hitbox 0 angle 115 -> 105 middle hitboxes 1/2 angle 110 -> 95 Fair initial hitboxes damage 12 -> 10 delayed hitboxes damage 10 -> 8 Uair all hitboxes damage 8 -> 6 Uthrow throwbox 0 (launching component of throw) damage 6 -> 4 (total damage (10 -> 8) Dthrow throwbox 0 (launching component of throw) damage 7 -> 6 kbg 40 -> 50 Monkey Flip kick hitbox decays from damage 14/12 -> 12/10 on frame 11 throw hitbox damage 5 -> 3 additional hitbox added to throw Flying Monkey Flip throw hitbox damage 5 -> 3 additional hitbox added to throw Link ---- Dash Attack hitboxes appear on frame 21 -> 20 hitbox 2 damage 13 -> 12 kbg 78 -> 72 Dtilt hitboxes completely remade went from having 4 hitboxes to 2 on changed bones--one aerial only, one irreversible all hitboxes angle 80/80/280/280 -> 280/80 kbg 50 -> 62/30 bkb 90 -> 0/90 Fsmash 1 hitbox 2 (sourspot) bone 16 -> 0 size 3.4 -> 3.2 x 0 -> 6 y 0 -> 8.5 z 1 -> 0 made irreversible Fsmash 2 hitbox 2/3 made irreversible Usmash 2nd round of hitboxes appear frame 26 -> 25 Pummel hitbox x 0 -> 2 y 0 -> 1.5 z 0 -> -1 Ground Spin Attack initial hitboxes 0/1 damage 12 -> 14 all hitbox 2s z 6.6 -> 7.0 new stage of hitboxes on frame 6 that do 12/12/7 damage third stage of hitboxes now on frame 11, not 9 Ground Shocking Spin Attack all hitbox 2s z 6.6 -> 7.0 Zelda ----- Fsmash looping hitbox 0 angle 60 -> 25 wkb 60 -> 40 size 4.3 -> 4.2 x 10.0 -> 8.0 looping hitbox 1 angle 160 -> 165 wkb 80 -> 50 size 5.0 -> 4.5 final hitbox 0 size 6.7 -> 5.5 x 16.0 -> 9.5 final hitbox 1 size 5.7 -> 6.0 x 11.0 -> 16.0 Din's Fire/Flare/Blaze sweetspot hitbox size 2.7 -> 2.1 Phantom Slash (uncharged swipe) animation speed 0.5x for frames 60-70 (10 frames slower) Phantom Slash (partially charged overhead) animation speed 0.5x for frames 90-100 (10 frames slower) Phantom Slash (partially charged uppercut) animation speed 0.5x for frames 135-145 (10 frames slower) Sheik ----- Dtilt all hitboxes damage 7.5 -> 5.0 kbg 80 -> 100 bkb 35 -> 37 Bair initial hitboxes 0/1 damage 10 -> 7 initial hitbox 2 damage 11 -> 8 Ganondorf --------- Jab hitbox 0 damage 6 -> 7 kbg 105 -> 90 bkb 40 -> 38 hitbox 1 damage 8 -> 10 kbg 105 -> 90 Fthrow all hitboxes hitlag 2.0 -> 1.5 Bthrow all hitboxes hitlag 2.0 -> 1.5 Uthrow all hitboxes hitlag 2.0 -> 1.6 Toon Link --------- Dsmash all hitboxes trip 0.15 -> 0.0 made irreversible first hit, hitbox 0 (aerial only) x 16.0 -> 15.5 first hit, hitbox 1 (ground only) wkb 140 -> 60 y 2.0 -> 2.6 x 16.0 -> 9.5 hitbox 2 added to first hit angle 168 kbg 100 wkb 120 ground only irreversible second hit, hitbox 0 kbg 130 -> 127 size 4.0 -> 4.3 y 3.0 -> 4.5 hitbox 1 added to second hit size 5.0 Samus ----- Ftilt (all) hitbox 1 and 2 IDs swapped hitbox 0 bone 7 -> 6 (6 -> 5 for straight-angled) damage 7 -> 6 kbg 90 -> 70 bkb 15 -> 10 size 3.0 -> 1.8 z 0 -> -1.5 (1.8 for up-angled) new hitbox 1 kbg 90 -> 70 bkb 15 -> 10 new hitbox 2 kbg 90 -> 100 bkb 15 -> 30 z 6.0 -> -0.6 hitbox 3 bone 8 -> 9 damage 6 -> 9 (5 -> 8 for straight-angled) kbg 90 -> 100 bkb 15 -> 30 size 2.5 -> 3.0 z 0 -> 6 y 0 -> -0.5 Zero Suit Samus --------------- NO CHANGES Pit --- NO CHANGES Palutena -------- NO CHANGES Marth ----- Dancing Blade Ground Third Hit (Forward) all hitboxes angle 60/70/35 -> 50/55/40 bkb 30 -> 40 Ike --- Counter hitbox kbg 74 -> 100 Robin ----- Jab1 hitbox 0 and 2 IDs swapped hitbox 0 angle 361 -> 70 kbg 30 -> 25 bkb 30 -> 35 hitbox 1 angle 60 -> 88 kbg 30 -> 25 bkb 30 -> 35 hitbox 2 angle 75 -> 90 kbg 30 -> 25 bkb 30 -> 35 Jab2 hitbox 0 angle 92 -> 98 kbg 24 -> 20 bkb 50 -> 30 hitbox 1 angle 80 -> 88 kbg 24 -> 20 bkb 50 -> 30 hitbox 2 angle 70 -> 80 bkb 50 -> 35 Rapid Jab Loop hits on frames 3/8/13/18/23/28 -> 4/8/12/16/20/24/28 hitbox kbg 100 -> 30 wkb 16 -> 0 bkb 0 -> 14 SDI 0.7 -> 0.8 Rapid Jab Final Hit animation speed 2.0x for frames 1-7 (3 frames faster) hitbox damage 3 -> 2 kbg 160 -> 186 x 13 -> 15 Ftilt hitbox size 5 -> 4 y 10.0 -> 9.5 x 16.5 -> 16.0 made irreversible Kirby ----- Fsmash (angled up) delayed hitbox damage 13 -> 12 Usmash initial hitboxes 0/1 kbg 96 -> 102 bkb 34 -> 33 Dsmash all hitboxes angle 76 -> 69 kbg 102 -> 108 Dthrow loop hitbox damage 0.4 -> 0.8 (total throw damage 6.6 -> 10.2) Ground Hammer Flip/Bash hitbox 0 size 4.4 -> 5.4 y 4.0 -> 4.5 hitbox 1 size 2.5 -> 3.5 y 4.0 -> 4.5 Ground Hammer Flip Max Charge hitbox 0 size 4.8 -> 5.8 y 4.0 -> 4.2 hitbox 1 size 2.9 -> 3.9 y 4.0 -> 4.2 Ground Giant Hammer all hitboxes y 4.0 -> 4.5 Aerial Hammer Flip/Bash all hitboxes size 4.2/2.0 -> 5.2/3.0 y 4.0 -> 4.3 Aerial Hammer Flip Max Charge hitbox 0 size 4.4 -> 5.4 hitbox 1 size 2.5 -> 3.5 Aerial Giant Hammer all hitboxes y 4.0 -> 4.3 King Dedede ----------- NO CHANGES Meta Knight ----------- Fthrow New hitbox added alongside existing one (same values) Little Mac ---------- Ftilt first hit, hitbox 2 z -3.8 -> -5.8 y 0 -> 0.5 Fsmash (straight) pre-hit windbox x 14 -> 11 Dsmash second hit, hitbox 1 bone 22 -> 0 size 3.0 -> 2.8 y 0 -> 7.5 x 0 -> 3.0 Aerial KO Punch (all) all hitboxes duraction 4 -> 3 frames Jolt Haymaker all hitboxes kbg 95 -> 98 bkb 25 -> 33 Grounding Blow all delayed hitboxes (non-spike) kbg 95 -> 98 bkb 25 -> 33 Fox --- NO CHANGES Falco ----- Usmash initial hitbox 0/1 angle 140 -> 110 kbg 20 -> 25 bkb 30 -> 60 can now hit grounded opponents initial hitbox 2 can now hit aerial opponents Pikachu ------- NO CHANGES Charizard --------- Dtilt animation speed 1.25x for frames 1-11 (2 frames faster; hits on frame 11 -> 9) Nair hitboxes appear on frame 8 -> 9 hitbox 0 (10% fire) size 4.0 -> 3.5 hitbox 1 (7%) size 4.0 -> 3.0 hitbox 2 (7%) size 4.0 -> 1.5 hitbox 3 (7%) size 4.0 -> 3.5 hitbox 4 added (7%, size 4.0) hitboxes removed on frame 28 -> 26 (total duration 20 -> 17 frames) Fair all initial hitboxes (11%) kbg 100 -> 92 bkb 45 -> 35 delayed hitbox (12%) kbg 80 -> 98 bkb 25 -> 35 Bair hitbox 0 (15% fire) size 4.0 -> 4.5 x 0 -> -1 hitbox 1 z -1.3 -> -1.2 x 0.0 -> 0.5 hitbox 3 y 0.0 -> 0.5 x 0.0 -> 1.0 Uthrow throwbox 0 (launching component of throw) damage 2 -> 3 hitbox damage 6 -> 8 (total damage 8 -> 11) Lucario ------- NO CHANGES Jigglypuff ---------- NO CHANGES Greninja -------- NO CHANGES Duck Hunt --------- Unknown element change (30 -> 32) for non-damaging hitboxes related to the can R.O.B. ------ Uthrow throwbox 0 (launching component of throw) kbg 72 -> 70 bkb 70 -> 60 Ness ---- NO CHANGES Captain Falcon -------------- Fsmash downward all hitboxes angle 40 -> 38 kbg 94 -> 84 Villager -------- NO CHANGES Olimar ------ Very slightly less kbg on 6 unknown attacks for all 5 pikmin Very slight bkb increase on 3 of those Wii Fit Trainer --------------- Fsmash all hitboxes made irreversible Usmash initial setup hit, all hitboxes kbg 105 -> 100 bkb 30 -> 31 Dr. Mario --------- Usmash all hitboxes angle 110 -> 130 kbg 105 -> 108 Fair all middle hitboxes damage 14 -> 15 duration 3 -> 4 frames (final hitbox duration shorted 1 frame to match) Dark Pit -------- NO CHANGES Lucina ------ Ftilt all hitboxes damage 8.075 -> 8.5 Dtilt all hitboxes damage 8.075 -> 8.5 Fsmash all hitboxes damage 14.725 -> 15.0 Dsmash second hit, all hitboxes damage 13.775 -> 14.0 Ground Shield Breaker Uncharged all hitboxes damage 8.075 -> 8.5 Ground Shield Breaker Charged all hitboxes damage 21.85 -> 23 Dancing Blade Ground Third Hit (Forward) all hitboxes angle 60/70/35 -> 50/55/40 bkb 30 -> 40 Shulk ----- NO CHANGES Pac-Man ------- Ftilt up-angled and down-angled now hit on frame 4 -> 5 (matches normal ftilt) Mega Man -------- NO CHANGES Sonic ----- Bthrow throwbox 0 (launching component of throw) kbg 90 -> 79 Homing Attack/Stomp/Surprise Attack second hitbox added (identical values to existing) Spin Dash ??? + both customs hitbox damage 6 -> 3 kbg 73 -> 112 bkb 70 -> 66 Spin Dash + Hammer Spin Dash ??? hitbox kbg 46 -> 62 bkb 70 -> 67 Burning Spin Dash ??? hitbox damage 7 -> 9 kbg 46 -> 62 bkb 70 -> 67 Burning Spin Dash ??? hitbox damage 10 -> 12 Burning Spin Dash ??? hitbox damage 4 -> 6 Mewtwo ------ [NEW] Mii Brawler ----------- Fsmash (all) all hitboxes made irreversible hitbox 1 z -1.6 -> -1.9 Fair all initial hitboxes damage 4 -> 3 all second hitboxes damage 6 -> 5 Bair all hitboxes damage 12 -> 10 hitbox 0 size 5.7 -> 4.7 Piston Punch initial hitbox wkb 200 -> 150 final hitbox kbg 190 -> 180 Mii Swordfighter ---------------- Dtilt all hitboxes damage 6 -> 8 angle 60 -> 65 kbg 50 -> 80 bkb 90 -> 50 Nair all hitboxes damage 5 -> 8 kbg 100 -> 68 bkb 42 -> 48 Fair all final hit hitboxes angle 60 -> 50 kbg 150 -> 130 Fthrow all hitboxes hitlag 2.0 -> 1.7 Bthrow all hitboxes hitlag 2.0 -> 1.7 Uthrow all hitboxes hitlag 2.0 -> 1.8 Dthrow all hitboxes hitlag 2.0 -> 1.8 Ground Hero's Spin initial hitbox 0 damage 12 -> 14 initial hitbox 1 damage 13 -> 11 all hitbox 2s y 8.6 -> 9.1 new stage of hitboxes on frame 6 that do 12/11/7 damage third stage of hitboxes now on frame 11, not 9 Mii Gunner ---------- NO CHANGES
all hitboxes
trip 0.15 -> 0.0
made irreversible
first hit, hitbox 0 (aerial only)
x 16.0 -> 15.5
first hit, hitbox 1 (ground only)
wkb 140 -> 60
y 2.0 -> 2.6
x 16.0 -> 9.5
hitbox 2 added to first hit
angle 168
kbg 100
wkb 120
ground only
irreversible
second hit, hitbox 0
kbg 130 -> 127
size 4.0 -> 4.3
y 3.0 -> 4.5
hitbox 1 added to second hit
size 5.0