NOTE: Green/Red bullets are simply to denote increases/decreases in values, and are not meant to imply whether the change is considered a buff/nerf; excepting the hitlag and SDI multipliers, which are reversed (I'm all sure we can agree with those being buffs/nerfs lol). Blue bullets denote either a change that includes both increased and decreased values, or a change in value that can't technically be considered an increase/decrease.
DAMAGE:
• U-Tilt (12->15 on early hit, 11->13 on late hit)
• D-Tilt (Damage 7/8 -> 10/11)
• U-Smash (Removed extra linking hit previously added to 2nd attack wave, which increased damage. Now 16 -> 15 damage)
• F-Air (Sweetspot damage 18(initial hit frame)/16(remaining hit window) -> 19/16)
• B-Air (Sweetspot damage 17/15 -> 18/15)
• Grab Pummel (Damage decreased from 4->3, but slightly faster)
• F-Throw (Damage decreased from 12->10)
• U-Throw (Damage decreased from 9-8)
• D-Throw (Damage decreased from 15-14)
ANGLE: (HIGHER/LOWER)
• Jab (Angle 55->361. 361 basically = 45 in Smash, for those who don't know)
• Dash Attack (Angle 78->88)
• F-Tilt (Tip angle 108->110 to match other upwards hitboxes)
• U-tilt (Late hit angle 92->85, begins when arm is around 1 o'clock position instead of behind)
• U-Air (Electric flub hitbox angle 85->75)
• U-Smash (Angle 90-88)
• F-Throw (Release point is closer and lower to combo better)
BASE KNOCKBACK:
• F-Tilt (Tip angle 108->110...BKB/KBG adjusted)
• U-Smash (BKB reduced slightly)
• U-Air (BKB 64-60)
• F-Throw (Release point is closer...to combo better. BKB 68 ->60)
• U-Throw (Damage decreased from 9-8, KB values compensated)
• D-Throw (Damage decreased from 15->14, KB values compensated)
KNOCKBACK GROWTH:
• F-Tilt (Tip angle 108->110...BKB/KBG adjusted)
• U-Tilt (Damage 12->15 on early hit, 11->13 on late hit, KBG compensated)
• D-Tilt (Damage 7/8 -> 10/11, KBG compensated)
• U-Smash (BKB reduced slightly, KBG increased to compensate)
• U-Air (KBG 75-100)
• F-Throw (Damage decreased from 12->10, KBG compensated)
• U-Throw (Damage decreased from 9-8, KB values compensated)
• D-Throw (Damage decreased from 15-14, KB values compensated)
WEIGHT DEPENDENT SET KNOCKBACK:
• N-Air (Landing hitbox vs grounded opponents WDSK 54-40 to induce a less erratic hitstun animation)
HITBOXES: (BIGGER/SMALLER) (ADDITION/REMOVAL)
• Jab (hitbox size slightly decreased on last hit)
• Dash Attack (Travels across a slightly larger area while the strong hit is out)
• D-Tilt (Simplified hitboxes to maintain same usage, but have less hitbox commands)
• U-Smash (Removed extra linking hit previously added to 2nd attack wave, which increased damage)
• D-Smash (Removed pointless fully overlapped hitbox on foot, front hit terminates one frame earlier to not connect on opponents behind you and preventing the stronger back hit from hitting, or sometimes double hitting)
• F-Air (Super sweetspot removed...Overlapping flub hitbox on leg moved to cover hip)
• B-Air (Super sweetspot removed...Overlapping flub hitbox on leg moved to cover hip)
• Standing Grab (Grabboxes cleaned up)
• Turn Grab (Hitboxes cleaned up)
FRAMES: (SHORTER/LONGER STARTUP+ENDLAG) (LONGER/SHORTER ACTIVE DURATION)
• Dash Attack (Late hit terminates 1 frame earlier when her arms are no longer in front)
• F-Tilt (Hitbox terminates one frame earlier to trim excessive lingering)
• U-Smash (Endlag reduced by 1 frame, to match Melee IASA)
• D-Smash (front hit terminates one frame earlier to not connect on opponents behind you and preventing the stronger back hit from hitting, or sometimes double hitting)
• Standing Grab (Grabs on Frame 8 from 9. Active for 2 frame from 3)
• Turn Grab (Grab duration reduced from 3->2 to match other turn grabs)
• Grab Pummel (Damage decreased from 4->3, but slightly faster)
• F-Throw (Endlag uses added IASA and less drastic FSM to look more natural)
• U-Throw (Releases a frame faster)
HITLAG MULTIPLIER: (DECREASE/INCREASE) (REMOVAL/ADDITION)
• F-Tilt (Hitlag/SDI modifiers now 1.0x)
• F-Smash (Hitlag multipliers 0x -> 0.7x)
• U-Air (Hitlag multiplier on early hitbox 0.6 -> 1.0)
• U-Taunt (Hitlag multiplier...0.25x -> 1.0x)
• S-Taunt (Hitlag multiplier...0.5x->1.0x)
SDI MULTIPLIERS: (DECREASE/INCREASE) (REMOVAL/ADDITION)
• Jab (SDI multiplier on final hit now 1.0x)
• F-Tilt (Hitlag/SDI modifiers now 1.0x)
• F-Smash (SDI multipliers 0x -> 0.25x)
• U-Smash (SDI multipliers (0.15, 0.2, 0.25) -> 0.25x)
• N-Air (SDI multipliers on outer hits 0.4x -> 0.5x)