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Sm4sh

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Sm4sh

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  1. Logo created by Flight from Smashboards! CURRENT STATUS: CURRENT STATUS: IN PROGRESS, FOCUSING ON CHARACTER BALANCE IN PROGRESS, FOCUSING ON CHARACTER BALANCE BUFF/NERF: BUGFIX: AESTHETIC CHANGE: Contributors, Thank You All For Helping! Feelicks, Bowserboy3, Routa, SilentDoom, Spinny, valaksmash4, L9999, TheFalconer, TD|Atlas, Endurrr, Speedi (The Kirby Fanboy), DBZHedgy, Wintermelon43, UNIK0ЯИ, LuigiMaster♫, FullMoon, Reserved, KuroganeHammer, Asidoh Furret24 Completed: Incomplete: GENERAL CHANGES: GENERAL CHANGES: ●Victory themes are changed: most characters have their own individual victory themes instead of sharing one with other series representatives.

  2. victory themes instead of sharing one with other series representatives. ●Vertical blast KOs removed. If a player dies while their opponent is in the process of a star or screen KO, the player in the process of said star/screen KO will be the one who loses the match. ●Grab armor is reinstated. ●Blast zones are universally smaller in size, making players living to rather high percents like in Brawl much less likely. ●Stage hazards can be toggled on or off in the match options, allowing for stages to become legal in competitive play that previously weren’t. ●Rolling and sidesteps have more ending lag. ●General fixes to the combo counter in training mode. ●Tips are remade in order reflect possible new changes to chto aracters. ●The character selection screen is redone, making it a solid rectangle like other games. Clone corner is removed, and veteran characters that were DLC are placed with the rest of their series reps. CHARACTER CHANGES: CHARACTER CHANGES: The top 15 ( to and including possible aesthetic changes... ) are to remain unchanged aside from apart from , whose breast size is increased. kappa. Feel free to comment on what you think should be changed here on this list of character balanced changes and why! I will respond to any concerns and we can sort things out. ~Feelicks KING DEDEDE Dedede now has an alternate costume based on his “Masked Dedede” persona from the Kirby games. Dedede’s victory theme is now an excerpt of the remix of his theme from Brawl, no longer sharing Kirby’s victory theme. Airdodge invincibility starts on frame 3 instead of 4. King Dedede’s air speed is increased: (0.63 → 0.9) King Dedede walks slightly faster: (0.98 → 1.1)

  3. King Dedede walks slightly faster: (0.98 → 1.1) King Dedede has a slightly faster dash speed: (1.36 → 1.4) Forward aerial and back air’s hitboxes now match the attack trails and animations. Pivot grab range increased. Forward aerial’s arc changed, resembling that of Ike’s forward aerial to make for more efficient aerial chases. The move’s hitbox lasts longer (frame 13-15 → frame 13-18) and the move has far less landing lag (30 frames → 22 frames), slightly faster startup (frame 13 → frame 11), and is capable of autocanceling from a shorthop. The move also does more damage (12% → 15%), allowing it to kill more effectively outside of edgeguarding. Up smash has its sourspot completely removed. The move has less startup and ending lag, and can KO most characters solidly at 105%. Hitboxes now match the animation, and no longer misses grounded opponents. Inhale has less startup and ending lag, and does more damage (10% → 12%). Due to the reintroduction of grab armor, it’s now effectively safer to use. King Dedede has only three midair jumps rather than four to compensate for his much better air mobility. However, they are slightly higher. Jet Hammer now has super armor at full charge, and takes less time to charge. Similar to Project M and the Dash Jet Hammer custom, Dedede dashes forward when unleashing the move at full charge. Dash attack’s sourspot is removed, and the attack has increased range. This makes it no longer miss at point blank. Down tilt’s hitbox is now Dedede’s entire body, no longer making the move whiff at close range. Forward tilt’s range is slightly increased, decreased startup (frame 12 > frame 10) and has less ending lag (26 → 22 frames). Up tilt’s sourspot is removed. The move is stronger, and can KO better at around 150% similarly to its Brawl version. It has less startup (9 frames → 7 frames) and ending lag (29 → 25 frames). Down smash deals 2% more damage. It also comes out 3 frames faster (frame 14 → frame 11), has longer hitbox duration and has decreased ending lag (FAF 53 → FAF 47). Neutral air now has a more lenient autocancel window, has less landing lag (15 frames > 13 frames) and does more damage (12% clean, 7% late → 13% clean, 8% late). However, knockback compensated for increased damage. Jab 1 startup slightly faster (frame 10 > frame 7), Jab 1 no longer sends opponents behind Dedede, locking them in place for them to be hit by Jab 2 similar to DK’s jab. Jab 2 comes out faster to connect from Jab 1 better. This no longer makes the move unsafe on hit. Rapid jab comes out faster to combo from jab 2 reliably. Jab finisher comes out faster as well to prevent early escapes. Back throw is now a reliable KO move, being able to KO at around 140% and sends at a much lower angle. Gordo hitboxes are larger in size by 0.4 units, reverting a nerf from patch 1.0.4.

  4. Gordo hitboxes are larger in size by 0.4 units, reverting a nerf from patch 1.0.4. Forward throw also now reliably KOs at around 150% and sends at a semispike angle. Down aerial reverted to its Brawl version, with the last hit being able to meteor smash. This gives Dedede a solid shield pressure tool. Side-special reworked. When tilted, Dedede will throw Waddle Dees like in Brawl. When smashed, he will throw Gordos just as in Smash 4. The Gordos have a higher damage reflection threshold (2% → 5%), making them safer at midrange and less susceptible to being hit by weak moves. They travel slower when reflected unless hit by a proper reflecting move, giving Dedede ample time to react. The Waddle Dees deal 1% damage whenever touched by an opponent. Forward smash comes out 5 frames sooner (frame 42 → frame 37). Super Dedede Jump is now capable of breaking a full shield if all hitboxes connect, similar to Bowser Bomb. The stars produced when Dedede lands are also slightly bigger. JIGGLYPUFF Jigglypuff’s green headband and Peach crown alternate costumes return from Melee. Airdodge invincibility starts one frame earlier (frame 4 → frame 3). Weight increased (68 units → 70 units). Fsmash start up reduced by 2 frames (from frame 16 → frame 14), and endlag is also reduced by the same frames. U-smash start up reduced by 5 frames (frame 16 → frame 11). Additionally, the KBG is increased (105 → 108). Jiggs no longer falls helpless after hitting somebody with Rollout in midair. Dsmash start up reduced by 2 frames (frame 14 → frame 12). Rest can no longer trigger Blast KOs in the upper blast line due to the change in game mechanics. The move can now KO most characters around 45%, bringing it closer than ever to its power from Melee but not to the same extent. Nair, Fair and Uair all have 2 frames less landing lag (from 15 frames to 13 frames). Bair has 2 frames less landing lag (18 frames → 16 frames). Has less startup (12 frames -> 9 frames). Rollout charge up can now be cancelled with shield, increasing the move’s utility. The move’s kill power is restored to that of Brawl’s. Rollout can be stopped by pressing the special button while rolling to prevent accidental self-destructs. Sing is now cancelable by shield, and no longer triggers counters. Pound gains more vertical and horizontal distance in midair, reviving its previously lost utility for recovery. Dair has significantly less landing lag (from 30 frames to at least 22 frames), and autocancels out of a shorthop. Uthrow KBG increased from 110 to 120 (just to give it more “oomph” and potentially KO

  5. Uthrow KBG increased from 110 to 120 (just to give it more “oomph” and potentially KO at realistic percents). / Dthrow deals less damage (from 10% to 8%). However, the decreased damage will mean less knockback, meaning for a few more reliable follow ups at low percents. Additionally, the BKB is reduced (45 BKB → 40 BKB), and the FAF is reduced by approximately 5 frames (just guesses really. Jigglypuff’s Dthrow should connect more reliably into Uair at low percents, up to about 20%). Down tilt trips at low percents. WARIO Wario regains all his cut alternate costumes from Brawl. Forward smash has significantly less ending lag. Nair hit 1 deals 1% more damage (from 6.5% → 7.5%) Fair clean deals 1% more damage (from 7% → 8%) Uair KBG increased so the move KO’s approximately 10% sooner. Dair autocancels in a short hop (AC frames from 42> to 34>). Up smash has more range, along with less startup and ending lag. Down smash now one strong hit, with a short lingering hitbox afterwards that trips opponents. Down throw now throws opponents on the ground, making it a reliable tech-chase option. Corkscrew covers slightly more vertical distance, and Wario has more control over the move when using it to recover. Dair KBG reduced from 200 to 180 (or KO’s approximately 15-20% later). Additionally, the looping hits deal less damage, from 1.3% to 1%. MARTH Marth now uses his quotes when using Counter, and occasionally when using Dolphin Slash (similar to Lucina). Marth now has an alternate costume based off his appearance in Brawl. Marth’s sourspotted attacks now have a hitlag modifier of x0.8 as opposed to x0.7, making them approximately 1 frame safer on shield (this is debatable, not really needed as much as the other changes, other changes come before this. Could even possibly be removed). Jab 1 start up decreased from frame 5 to frame 4, which prevents blindspots on small characters. Dash attack’s sourspot hitbox launches at the same trajectory as in Melee, allowing for better follow ups. Dash attack also has noticeably less startup and ending lag, and the tipper has stronger KOing potential. Up tilt’s frame 6 hitboxes match the sword trail better, preventing odd whiffing when it

  6. Up tilt’s frame 6 hitboxes match the sword trail better, preventing odd whiffing when it looks like the move should hit on it’s first active frame. Additionally, all hitboxes deal 1% more damage (from 5/6/9% to 6/7/10%). Up tilt’s BKB compensated for the increased damage, so that the kill power is unchanged. Forward smash’s tipper hitbox increased in size slightly, and the sourspot decreased slightly to make the spacing on it less lenient. No increase on range however. (example: rather than xxxxxxxxxxtt being the tip, xxxxxxxxxttt is the tip hitbox, meaning the move has the same range but the tip hitbox is bigger and the sourspot is smaller, though very slightly). Neutral air has better auto cancel frames, to allow it to just auto cancel in a short hop (from AC on frame 47> to AC on frame 40>). Additionally, it has 1 frame less landing lag (from 12 frames to 11 frames). Forward air has better auto cancel frames, in line with Back air (from AC on frame 36> to AC on frame 32>). Additionally, it has 2 frames less landing lag (from 16 frames to 14 frames). Up air has better auto cancel frames (from AC on frame 38> to AC on frame 34>). Additionally, the tipper hitbox is slightly larger. Shield Breaker deals more shield damage so it can actually break shields again ffs… (from 25 shield damage → 27 shield damage). Dolphin Slash deals 1% more damage on the sweetspot, to make it’s damage in line with Crescent Slash (sweetspot from 11% to 12% like Crescent Slash). Additionally, the sword trail on the animation is changed to show a solid blade rather than a tipped blade, akin to Luicna’s Dolphin Slash (as the move has no tipper). Forward throw has less base knockback, at around 70 BKB from 100 BKB, becoming a better combo throw. Down throw has slightly less BKB, but has slightly higher KBG, making it better for combos at low percent, but removes any potential follow ups outside of what is already possible at high percents. (95 BKB, 50 KBG → 90 BKB, 53 KBG.) LUCINA When Lucina performs her down taunt where she puts her mask on, she keeps it on for the rest of the match if the taunt button is held. Jab 1 start up decreased from frame 5 to frame 4, which prevents blindspots on small characters. Dash attack is made more powerful in contrast to Marth’s sourspot having a different launch angle. Damage increased from 9.975% to 10.25%, and the KBG increased from 58 to 64. Up tilt’s frame 6 hitboxes match the sword trail better, preventing odd whiffing when it looks like the move should hit on it’s first active frame. Additionally, the hitboxes deal 0.225% more damage (front 7.6% back 8.1% to front 7.825% back 8.325%). Up tilt’s KBG is lowered by 1 point to compensate for the slight damage increase (from 100 KBG to 99 KBG). Neutral air has better auto cancel frames, to allow it to just auto cancel in a short hop (from

  7. Neutral air has better auto cancel frames, to allow it to just auto cancel in a short hop (from AC on frame 47> to AC on frame 40>). Additionally, it has 1 frame less landing lag (from 12 frames to 11 frames). Forward air has better auto cancel frames, in line with Back air (from AC on frame 36> to AC on frame 32>). Additionally, it has 2 frames less landing lag (from 16 frames to 14 frames). Up air has better auto cancel frames (from AC on frame 38> to AC on frame 34>). Shield Breaker deals more shield damage so it can actually break shields again ffs… (from 25 shield damage → 27 shield damage). Dolphin Slash deals 1% more damage on the sweetspot, to make it’s damage in line with Crescent Slash (sweetspot from 11% to 12% like Crescent Slash). Forward throw has less base knockback, at around 70 BKB from 100 BKB, becoming a better combo throw. Down throw has slightly less BKB, but has slightly higher KBG, making it better for combos at low percent, but removes any potential follow ups outside of what is already possible at high percents. From 95 BKB 50 KBG, to 90 BKB 53 KBG. SHULK Shulk now has an alternate color based on Alvis from Xenoblade Chronicles. (a fanmade mockup of this exists in fact!) Jab 1 startup decreased (frame 5 → 4). Jab 1 FAF decreased (frame 26 → 23). Jab 1 hitboxes are lowered slightly and made a very tiny bit larger. Jab 1 damage output decreased (3.5% → 3%). Jab 2 startup decreased (frame 5 → 4). Jab 2 FAF decreased (frame 34 → 28). Jab 2 BKB decreased (52 → 42). This allows the move to link more reliably into Jab 3 against floatier characters. Jab 3 damage output decreased (5.3% → 4.3%). However, its sourspot removed. Dash attack startup decreased (frame 15 → 11). Dash attack knockback angle lowered (60° → 40°). This grants Shulk a bigger chance of stage control upon a successful hit. Dash attack FAF decreased (frame 53 → 48). Forward tilt startup decreased (frame 13 → 11). Forward tilt FAF decreased (frame 44 → 40). Up tilt startup decreased (frame 11 → 10). Up tilt FAF decreased (frame 40 → 38). Down tilt startup decreased (frame 10 → 7). Down tilt FAF decreased (frame 34 → 31).

  8. Down tilt FAF decreased (frame 34 → 31). Forward smash (hit 1) changed to be unclankable. Forward smash hitboxes extended closer to the Monado’s hilt. Neutral air’s hitbox now matches the ether trail graphic more closely. Neutral air startup decreased (frame 13 → frame 8). His up throw is a combo throw into up tilt (and potentially up air at higher percentages). Back Slash’s initial leap is lower, preventing Shulk from hopping over projectiles anymore but also making it easier to land a hit up close without just leaping over the opponent instead (which is especially common against smaller or thinner characters as of right now). Back Slash now snaps to the ledge. roy Roy’s victory theme is now a clearer sounding rendition of the Fire Emblem series victory theme from Melee. Or alternatively, Roy’s victory theme is now a shortened version of the Winning Road track from Binding Blade. Walk speed increased: (1.15 → 1.2) Initial dash velocity increased to match Marth’s. Air acceleration increased: (0.03 → 0.05). Jab has adjusted hitbox duration (frames 5-7 → 4-7). Sourspot angle adjusted (38° → 70°). Dash attack has decreased cooldown (FAF 50 → 42). The sourspot also has increased BKB (60 → 80) and a more favorable angle for aerial followups (361° → 140°). Forward tilt’s middle hitbox deals more damage (9% → 10%). sourspot angle adjusted (361° → 20°). Up tilt has decreased cooldown (FAF 39 → 36). Down tilt’s sourspot launches opponents at the same angle as it did in Melee. Forward smash sourspot KBG increased (70 → 100). Forward air hitbox duration adjusted (frames 10-12 → frames 8-10). Sweetspot damage increased: (11 → 11.5). Autocancel window changed: ( >33 to >28). Back air sweetspot damage increased (12 →12.5%). Autocancel window changed: (>32 to >30). Up air damage increased (9/6% → 11/7%). Sourspot BKB/KBG adjusted: (10/70 → 50/55). Down air sourspot angles adjusted (80° → 361°). It has decreased cool down (52 frames → 48 frame) along with a more favorable autocancel window (>55 to >44). Back throw angle changed (117° → 150°). BKB decreased (70 → 60). KBG increased (45 → 60). This makes the move more useful for setting up edgeguards. Damage and knockback on aerial version of Blazer are adjusted to match the grounded version.

  9. version. First hit of Double Edge Dance angles and knockback adjusted to match Marth's. Second and third hits knockback values adjusted to 50/30 (BKB/KBG). BKB of Down 4 multihits increased from (2 → 10). IKE Some of the sound effects for Ike’s attacks are taken once again from Brawl, such as his nair and fsmash. Ike’s victory theme is an excerpt of the “Ike’s Theme” from Fire Emblem: Radiant Dawn. Dair changed into its Brawl incarnation, giving Ike another efficient tool in his edgeguarding arsenal. Sourspot on forward smash removed. Aether can reverse snap the the ledge, and the move grants slightly more horizontal distance. Similarly to Project M, Quick Draw simply dashes Ike across the stage with the distance depending on how long side-B is held without attacking. Ike will only attack if the attack button is pressed anytime during the dash. This improves Ike’s approach and stage movement. LINK Higher volume on shouts! AAAAAAH! HIYAAAA!! Air speed increased: (0.88 → 0.92). Running speed increased: (1.3944 → 1.45). Jab 1 can now be effectively used for jab canceling once again (FAF 27→19) Neutral air comes out two frames earlier (frame 7 → frame 5). Neutral air’s KBG reduced to compensate for the reduced start up (from 100 KBG to 90 KBG). Down air spikes grounded foes once again. Damage dealt with thrown bomb increased by 2% (5% → 7%). Gale Boomerang comes out 2 frames earlier along with other custom Boomerangs (frame 27 → 25). Link’s dash attack is changed to the one he had in Melee and Brawl: a sword swing forwards. It has less startup and cooldown compared to those games while having decent KO potential at high percents. PALUTENA Palutena’s victory theme would either be a cover of the beginning of “The Return of Palutena” or the results screen music from Kid Icarus: Uprising.

  10. Palutena” or the results screen music from Kid Icarus: Uprising. Autoreticle’s projectiles come out faster (frame 30/26/42 → frame 15/21/27). Less cooldown (FAF 68 → FAF 54) along with increased BKB (20 → 40) and KBG (42 → 50). Autoreticle locks on target and tracks their movement similar to Mii Gunner/Samus’ homing missiles. Reflect has increased BKB (10 → 30). The move has less cooldown (FAF 56 → FAF 40). Barrier has a longer duration, and Palutena can move around while the barrier is still active. The barrier itself is solid and cannot be walked through or penetrated by tether grabs. Warp has slightly increased invincibility (frames 16-31 → frames 11-31). The move has less cooldown (FAF 67 → FAF 50). Counter has more BKB and counter activation frames (9 → 7). Sourspot removed. It has less cooldown (FAF 75> FAF 55). Jab comes out three frames sooner (frame 8 → frame 5). Cooldown decreased (FAF 26 → FAF 19). Dash attack has less cooldown (FAF 52 → FAF 45). Damage increased by 1% (9% → 10%). Up tilt ending lag reduced (FAF 68 → FAF 40). Forward tilt has reduced startup (frame 17 → frame 11). Now a multi-hit move. Last hit has increased BKB and less ending lag. Down tilt hitbox active (frame 14-24 → frame 10-20). Down tilt’s tip can now poke opponents on the ledge. Forward smash hitbox active (frame 18-19 → frame 15-16). It also has less ending lag (FAF 67 → FAF 50). Size of the hitboxes increased. Down smash has less ending lag (FAF 72 → FAF 59). Hitbox active (17→ 15). Increased windbox range and BKB to match Forward smash. Hitbox extended horizontally to match the animation, tip of the wings now have hitboxes. Neutral aerial has decreased landing lag (20 frames → 13 frames). Can now put the opponent on tumble state. Back throw has increased KBG (70 → 100), making it a more viable kill option. Angle changed. (Sakurai angle → 51º). Up throw has increased KBG (60 → 80). Increased damage by 2% (8% → 10%). MR . GAME AND WATCH The sourspots on all of G&W’s moves are slightly decreased in size, no longer taking priority over the sweetspots. Mr. Game & Watch dashes slightly faster (1.5264 → 1.6). Bucket has less ending lag by approximately 4 frames. Up tilt has less ending lag (36 FAF → 32 FAF) and its hitboxes are bigger. Forward tilt has slightly less ending lag (38 FAF → 35 FAF).

  11. Forward tilt has slightly less ending lag (38 FAF → 35 FAF). Down tilt has less ending lag (40 FAF → 34 FAF). Dash attack and can stage spike again, and has slightly less endlag (38 FAF → 35 FAF). Forward smash sweetspot is stronger, KOing most characters around 80-90%. Down smash’s sweetspot can now KO around 95%. Up smash has more range and deals more damage by 1% (16% → 17%). Its duration has been increased (2 frames → 4 frames). Neutral aerial autocancels in a short hop (from 44> to 35>) Forward aerial’s BKB is higher, making it stronger, being able to KO at percents just below under 150% (from 30 BKB to 40 BKB on clean, and 10 BKB to 20 BKB on late). It also deals more damage (11.5% → 12%). It autocancels in a shorthop similarly to its Brawl iteration (from 38> to 35>). Back aerial deals more damage (9% → 11%), though the KBG is slightly lowered to compensate, but the damage increase means it is still more powerful (from 170 KBG → approximately 165 KBG). Additionally, it has 2 frames less landing lag (19 → 17 frames). Up aerial has slightly less landing lag (12 frames → 9 frames). Down aerial deals more damage (11%,/3.5% → 12.5%/4%) and has less landing lag (26 frames → 24 frames), though the knockback is compensated due to the increased damage. Forward throw and back throw now send opponents at a lower angle, making them more suitable for setting up edgeguards (from 58° → 45°) CHARIZARD Air speed increased: (0.87 → 1.1) Charizard’s jumpsquat is one frame shorter (frame 7 → frame 6). Charizard’s jumps have greater height. Charizard’s traction is reverted to its Brawl values (0.04 → 0.055). Charizard can now tech on collision with a wall or against shield when using Flare Blitz. Forward smash deals 5% more damage (17% → 22%). Neutral aerial deals 2% more damage (10% → 12% (flame), 7% → 9% (tail)) and knockback. Jab does 1% more damage (13% → 14%). Flare Blitz does more shield damage, making it safer on block. Rock Smash deals more damage (14% → 18% (headbutt), 3% → 5% (fragments)), though with it’s knockback mostly compensated. Sourspotted forward tilt deals 2% more damage (7% → 9%). Down tilt now trips at low percents. It deals 2% more damage (10% → 12% (head), 6% → 8% (neck)), which makes it slightly more powerful. Neutral aerial deals 2% more damage (10% → 12% (flame), 7% → 9% (tail)) and knockback.

  12. knockback. Back aerial auto-cancels from a short hop (from 44> to 34>) and has less landing lag.. Forward and down smashes have 1 frame less start up, and 2 frames less endlag, meaning the moves are 3 frames faster as a whole. MEWTWO Weight increased noticeably (72 units → 77 units: not increased to Melee levels because of keeping in archetype of Sakurai’s Smash 4 Mewtwo vision. Too much weight also could heavily imbalance Mewtwo). Jab has decreased startup (frame 6 → frame 5), and more active frames (1 frame → 3 frames). Rapid jab hitbox sizes increased, with knockback adjusted to make the hits link more reliably. Finisher has increased damage (2% → 4%), increased active frames (frame 1 → frame 3). Forward tilt has decreased cooldown (FAF 36 → 32) and has increased BKB (20 → 25). Neutral air’s hitbox is larger, now covering nearly the entirety of Mewtwo's body and around him. Up tilt comes out 1 frame sooner (frame 8 → frame 7) and the damages are changed. Rather than dealing 6%/5%/4%/3%/4.5% the move deals 6%/5% based on near/far, essentially making getting 5% or more easier. Forward smash sweetspot BKB/KBG increased (21/85 → 25/90). Down smash has increased active frames (2 frames → 4 frames). Hitbox size 0.5 units larger, and lowered slightly. All grab hitboxes increased by 0.5 units. Down throw has decreased ending lag. Up smash’s initial hitbox size increased. Pummel deals 1% more damage (2% → 3%). Mewtwo’s tail attacks have hitboxes that match the animations, reducing the chance of them whiffing. Teleport has less landing lag, and no longer bounces off walls or diagonal slopes. Mii BRAWLER Weight increased on larger sizes and endlag is reduced along with damage increased on all normal attacks. Forward smash’s endlag is reduced on the same levell as Wario’s. Neutral air FAF reduced (frame 56 → frame 50) Landing lag on Soaring Axe Kick decreased (41 frames → 39 frames). Early hit and late hit of Headache Maker's hitboxes have changed places.

  13. Early hit and late hit of Headache Maker's hitboxes have changed places. Endlag of Burning Dropkick is reduced Mii SWORDFIGHTER Weight increased on larger sizes and endlag is reduced along with damage increased on all normal attacks. Enemies no longer fall out of Up smash. Up tilt’s hitbox matches the animation Damage of pp throw is increased (2/3 % → 3/5%) Angle of forward throw changed (45°→ 40°) KBG of back throw is reduced slightly. Stone Scabbard's damage on a way down increased by 2% All hits of Blade Flurry now connect properly Surging Slash no longer puts Swordfighter in a Freefall like state after coming in contact with something Power Thrust startup reduced by 3 frames (frame 14 → 11) Aerial Power Thrust's Hitbox size increased. KBG on last hit of Super Slash Dash is increased. Mii GUNNER Weight increased on larger sizes and endlag is reduced along with damage increased on all normal attacks. All smash attacks now connect properly. Landing lag of Neutral air reduced by 2 frames (frame 18 → 16) KBG of Bair increased in a way that it kills 5% earlier Down tilt deals more shield damage. Up throws 2nd hit deals more damage and has slightly higher knockback (3% → 5%) Back throws 2nd hit deals more damage (3% → 5%) Visual size of Stealth Burst is reduced and KBG is increased by 5. Distance travelled with Arm Rocket is increased. Endlag of Laser Blade reduced drastically. GANONDORF

  14. GANONDORF Dash speed increased: (1.218 → 1.32). Air speed increased: (0.79 → 0.846). Jab comes out 2 frames sooner (frame 8 → frame 6). Additionally, it has 3 frames less endlag (from 35 FAF → 32 FAF). Its sourspot is removed. Down tilt comes out 1 frame sooner (from frame 10 to frame 9). Additionally, it has 3 frames less endlag (from 36 FAF → 33 FAF). As compensation, Down tilt deals 0.5% less damage, making it very slightly weaker. Fair has three frames less landing lag (from 22 frames to 19 frames). Dair has one frames less landing lag (from 26 frames to 25 frames). It also autocancels out of a shorthop as it did in Brawl. Default Up Special changed to Dark Fists (Custom 1). Alternatively, Dark Dive’s grab final hitbox deals more knockback (40 BKB → 90 KBG, to 45 BKB → 95 KBG). The grounded version of Wizard’s Foot, travels slightly quicker along the ground, comes out 4 frames sooner (from frame 16 to frame 12), and also ends sooner on the ground (due to it travelling slightly faster). It also does not slow down upon hitting an opponent. The grounded part of the move deals more KBG (so much that it can KO approximately 10% earlier than it does now). Grab has very slightly more range. Dash Grab also has very slightly more range, decreased start up (from frame 11 to frame 9), and also less cool down (from 45 FAF to 41 FAF). Pivot grab also has very slightly more range. Fthrow deals more knockback (from 65 KBG → 80 KBG) Dthrow angle changed: (65° → 70°). SAMUS secretly gets added to the game… Walk and dash speeds increased slightly (Walk: 1.0615 → 1.1, and dash: 1.504 →1.61). Air speed increased back to Brawl level (from 0.95 → 0.987). Both forward and backward rolls end quicker (from 40 FAF to 36 FAF, still slowest roll in the game). Additionally, the rolls have slightly more invincibility (from frames 4-23 to 4-26, still bad in comparison to roll time, but better than before). Overall, goes from having significantly the worst roll in the game, to having the worst roll in the game by a slight margin. Jab links together reliably. Jab 2 deals less damage, to compensate for it linking reliably now (from 8% to 6%). Dash attack’s hitbox duration extended. The hitboxes come out on frame 8 rather than frame 10 to prevent whiffing problems. Forward tilt sourspot removed and replaced with a bigger hitbox on the lower leg,

  15. Forward tilt sourspot removed and replaced with a bigger hitbox on the lower leg, essentially going from 8% (foot), 7% (lower leg), 5% (upper leg), 6% (body), to removing the “upper leg” hitbox and replacing it with another 7% “lower leg” hitbox”, making it similar to pre 1.0.6. Down tilt deals more KBG (from 48 KBG → 55 KBG). Down aerial’s hitbox now matches the animation, improving the move’s utility. Neutral air hitbox duration changed. The front hit comes out 2 frames sooner (frame 8-11 → frame 6-11), and the clean back hit deals 1% more damage, to be in line with the clean front hit (7% → 8%). Neutral air’s front hit has slightly reduced KBG to compensate for its decreased start up (from 100 KBG to 90 KBG). This, and the damage increase on the clean back hit makes that part of the move stronger than the front hit, making it similar in function to down smashes. Forward smash’s sweetspot is increased to be as big as the fiery hitbox. The hitbox also runs onto the very end of the arm cannon, making the hitbox essentially easier to space. The sourspot hitbox is also extended right up to Samus’s body to prevent the rare occasions when it can whiff close range. Down smash improved to be able to KO at reasonably high percents rather than not at all. Damage increased (front hit 10% → 12%, back hit 12% → 14%), and the KBG increased (46 KBG front hit → 50KBG, and 48KBG back hit → 52KBG). Fair autocancels in a short hop (from AC frame 47> to AC frame 42>, which is the same as Bair). Missiles improved. Both kinds of missile have 5 frames less endlag (from 57 FAF Homing, 59 FAF Super → 52 FAF Homing, 54 FAF Super), and Samus can now have 2 Super Missiles on screen at a time as opposed to one. Additionally, Super Missiles deal slightly more knockback (from 50BKB/65KBG → 55BKB/75KBG) and launch opponents at a more favourable angle of 45° rather than 65°, combined essentially meaning Super Missiles have more potential to KO rather than 200%+, but still being weaker than Melee. All grabs come out 2 frames sooner (standing and dash frame 16 → frame 14, pivot frame 17 → frame 15), and all grabs have 4 frames less endlag (standing: 76 FAF → 72 FAF, dash: 74 FAF → 70 FAF, pivot: 90 FAF → 86 FAF). Forward throw deals more KBG (from 50 KBG → 70 KBG). Back throw deals more knockback (from 60 BKB 50 KBG, → 65 BKB 79 KBG). Up throw has altered knockback (from 80 BKB 70 KBG → 60 BKB and 90 KBG). This can allow Samus to combo into Up air at very low percents. Down throw launch angle altered from 80° to 83°, making DI slightly less effective, essentially making the throw more reliable. DR . MARIO Dr. Mario’s victory theme is a remixed excerpt of the versus victory theme from Dr. Mario. Dr. Mario dashes faster (1.3 → 1.45).

  16. Dr. Mario walks faster (0.9 → 1.05). Jab 3 deals 1% more damage (from 4.48% to 5.48%), upping the total damage of the move and slightly increasing the knockback of the final hit, without affecting his jab cancels, or it’s superior linking ability compared to Mario’s. Super Sheet deals more damage (7.84% → 9%). Dr. Tornado deals more damage (11.424% → 12%), has less ending lag (both ground/aerial 75 FAF → ground/aerial 65 FAF) and covers very slightly more vertical distance when mashed. To compensate for the damage increase on Dr. Tornado, the knockback is lowered so the move kills no earlier than before. Forward air’s sourspot decreased noticeably in size, making it easier to hit the sweetspot. Neutral aerial deals 1.6% more damage on all hitboxes (5.6%/8.96% to 7.2%/10.56%). Up air has 2 frames less landing lag (from 14 frames to 12 frames). Additionally, it’s launch angle is altered from 45° to 50°, which though still not as reliable as Mario’s for combos, is more reliable for combos than before. Back air has less landing lag (from 16 frames to 14 frames). Down aerial can now autocancel in a short hop (from 45> to 34>). Megavitamins deal solid damage due to increased damage (from 5.6%/4.48% to 6%/5%). Back throw has increased knockback (70 base/60 growth → 70 base/70 growth). LUCAS Lucas’ sourspots on all of his moves have been generally reduced. PK Freeze is slightly faster, and no longer dissipates upon hitting a surface. Lucas’ up smash now matches the power and range of its Brawl iteration, but with more startup and ending lag to compensate. PK Thunder 2 deals 15% more damage (43% → 58%), and its knockback is closer to Ness’ PKT2. Rope Snake has slightly more range. PK Thunder now controls like Ness’, and has less ending/landing lag. PSI Magnet’s hitbox size is bigger. (Not the whole magnet though). Lucas can now turn around if he is hit by an energy projectile from behind, akin to Brawl. Jab deals 1.5% more damage (8.5% → 10%). Down smash reworked. The first hit of the move locks the opponent into the two other hits, even when in shield. The move deals a good amount of shield damage, having the potential to shield break if the opponent’s shield health is low. The last hit of dsmash sends at a semi-spike trajectory. Sourspotted dash attack deals 1% more damage (9% → 10%) and increased knockback. Sourspotted up, down and forward tilts all deal more damage (9.5% → 11% (utilt), 3% →

  17. Sourspotted up, down and forward tilts all deal more damage (9.5% → 11% (utilt), 3% → 6% (dtilt), 7.5% → 9% (ftilt)). Down tilt now trips opponents. Up smash can force ledge-hanging opponents into the main hitbox (Like the goddamn tip says!). Neutral, forward and down aerials all deal more damage (12% → 17% (neutral), 11.5% → 12% (forward), 15.5% → 20% (down)). Neutral, forward and up aerials can now autocancel in a short hop. Neutral aerial a lower SDI multiplier (2.0x → 1.0x), making it more difficult to escape. Up aerial’s hitbox now matches the animation, having range like Lucas’ up air in Brawl. Pivot grab has decreased cooldown (interruptibility frame 61 → 50). KIRBY Ducking sounds made as loud as Brawl’s when crouching and going back to normal. Original Gameboy skin changed so Kirby’s stubs and main body is now white with his feet being black akin to Melee’s. Kirby has no idle animation for crouching so he no longer momentarily makes his hurtbox tallerigger, making it safer. Weight slightly increased (77 units → 80 units). Walk speed increased: (0.93 → 1.0) Run speed increased: (1.568 → 1.6) Air acceleration increased: (0.65 → 0.85) Air speed increased: (0.8 → 0.975) Jab 1 and 2 hitboxes last 2 frame instead of one removing blind spots. Rapid jab now comes out on frame 2. Jab finisher comes out 4 frames faster. Up tilt sourspot removed, now does 7% on all hitboxes. Up tilt BKB increased (BKB 40 → BKB 60). Up tilt combos are no longer lethal but due to his other buffs no longer needs to rely on up tilt juggles for most of his damage. Forward tilt sourspot removed, now does 8% on all hitboxes. Forward air start-up decreased (10 frames → 6 frames). Autocancels out of a shorthop. Up air start-up decreased (10 frames → 7 frames). Decreased ending lag (40 frames → 30 frames). BKB increased (BKB 20 → BKB 40). Neutral aerial start-up decreased (10 frames→ 6 frames). Ending lag decreased significantly so it isn't a death sentence to use offstage. (FAF 73 → FAF 48). Down aerial startup decreased (18 frames → 12 frames). Gives it a better risk/reward ratio. Hammer Flip startup decreased (24 frames → 16 frames). Makes the move usable. BKB increased significantly (74 BKB → 95 BKB) Ending lag decreased (Faf 74 → Faf 55). When

  18. increased significantly (74 BKB → 95 BKB) Ending lag decreased (Faf 74 → Faf 55). When used in the air momentum is no longer killed. Stone startup lag decreased (30 frames → 16 frames). Percent threshold to knock Kirby out of Stone increased (24% → 28%). Grounded stone hitboxes slightly larger and affect airborne opponents. Stone ending lag increased slightly (FAF 32 → FAF 36). Stone BKB and KBG made much lower (IE: kills Mario at 165% in the middle of FD) to compensate for speed increase. Down smash startup reduced (frame 10 > frame 8). Now sends at a semi-spike angle. (From 10? → 30*). Down smash is slightly weaker to compensate for the new angle. Forward smash startup decreased (14 frames → 13 frames). Up smash frontal hit sourspots removed. Reverse hit has increased BKB (BKB 10 → BKB 20). Dash attack startup decreased (12 frames → 5 frames). Makes it a usable burst movement option/ quick punish tool. Angle lowered (90° → 55°). Ending lag decreased (FAF 54 → FAF 47). Dash attack multihits come out much faster in relation to each other to keep consistent linking. Damage decreased to compensate for speed increase (9%→> 6%). Forward throw has decreased KBG (KBG 125 → 115). Has a hitbox on the opponent's body for safer team battle usage. Back throw KBG increased to be able to KO Mario at 150% with no rage at the ledge. Damage increase (8% > 10%). Has a hitbox on the opponent's body to make safer usage in teams. Up throw angle raised higher (75° → 90). As such, it is harder to DI and will KO earlier. BKB and KBG increased (BKB 74 → 80) (KBG 75 → 85). Down throw tosses opponents onto the ground at a semi-spike angle akin to Sonic’s or Brawl G&W’s down throw, making it good for tech chasing. Down throw damage decreased to compensate for new functionality (10% → 7%). Final Cutter startup decreased (frame 22 → frame 14). Cutter wave travels a distance between Brawl’sand Smash 4’s. Can snap ledge while rising. Hitbox on sword lasts the entire animation for better protection. No longer goes into freefall when pushed off stage during Final Cutter’s ending animation. Airborne Final Cutter travels same vertical distance as grounded version. OLIMAR Number of Pikmin increased by one (3 Pikmin → 4 Pikmin). Air speed increased: (0.82 → 0.953). Olimar’s up tilt is now a jumping headbutt similar to the one in Yoshi’s up tilt in Smash 64 or Olimar’s Project M incarnation, having the ability to chain into itself, juggle and lead into Olimar’s aerials.

  19. Olimar’s aerials. Pikmin are no longer treated as projectiles. The Pikmin also have smarter AI. Up air has a slightly larger hitbox. Jab does slightly more damage (7% → 10%). ROBIN Running speed increased (1.15 → 1.218). Walking speed slightly increased (0.891 → 0.92). Roll FAF (frame 33 → frame 31). Arcfire has slightly reduced start-up and ending lag. It can now be used up to 13 times before breaking. It also traps more efficiently, akin to Ness’ PK Fire. Elwind is faster, and no longer breaks. Robin no longer enters into a helpless state after using Nosferatu in the air. Nosferatu has a larger grabbox, and now recovers in 9 seconds. Levin Sword can now be used up to 11 times before breaking. All tilts have improved hitboxes. Robin’s grabs have greater range and less ending lag. R.O.B. Forward air is reverted to its Brawl range, giving R.O.B. another way to space out opponents in the air. Neutral air has faster startup (frame 18 → frame 14). Down tilt has a greater chance of tripping opponents, particularly at low percents. It also has slightly more range. Back air’s startup and ending lag reverted to Brawl’s, and it gives R.O.B. more horizontal distance. The move does less damage and knockback to compensate. ZELDA (Bowserboy3 is to balance Zelda.) Zelda’s victory theme is now the Legend of Zelda series victory theme from Melee. Zelda now has an alternate costume based off how she appeared as an adult in Ocarina of Time and Melee. Wii FIT TRAINER

  20. Wii FIT TRAINER Taunts heal 1%. Hitbox tweaks in attacks and grab. Damage dealt with up tilt is increased (10% → 11%). Healing done with both Neutral Special and Down Special are increased by 2% (2% → 4%). Deep Breathing duration (7 seconds → 17 seconds). Deep Breathing fail penalty lag time slightly reduced. Jab keeps opponents near the ground, making it easier to bury opponents. All of WFT’s tilts have 2 less frames of startup. Forward smash has additional hitboxes on WFT’s leg and foot so it can hit small characters. Up smash has now additional scooping hitboxes to hit small opponents. All of WFT’s smash attacks have 7 less frames of ending lag. All grabs have less general lag. Down throw now allows proper aerial followups. Back throw is stronger, to the point of KOing reliably at the edge. Forward throw and Back throw have better positional launch directions for setting up edgeguards. PAC-MAN All variations of grab have less 5 frames of startup and 10 frames lessend lag. Grab no longer whiffs at point blank range. MEGA MAN Down tilt has reduced cooldown, being similar to Cloud’s in terms of speed. Pellets no longer stale in any move that uses them, making them exceptions to stale move negation. Pellets do 4% each. The arm-cannon hitbox does 7%. Up tilt comes out 2 frames earlier and is jump-cancellable so it can be an OoS option. PEACH Tennis racket sweetspot is much more powerful like it was in Brawl. The sweetspot is also easier to land. LUIGI

  21. LUIGI Luigi’s victory theme is an excerpt of the Luigi’s Mansion Series Medley. His outfit from NES Open Tournament Golf has been added as an alternate costume. Forward smash reverted to Brawl incarnation, so it kills earlier. Down smash timings reverted to Brawl: (Front hit frame 6-3, back hit frame 14-12). Green missile misfire chance reverted to ⅛. Forward tilt does 1% more damage (8% → 9%). Cyclone’s rising ability has been made better, but the last hit does 1% less, resulting in less kill power. Luigi can now wall jump. Fireballs have slightly less ending lag, and are larger in size. Luigi’s down taunt now deals 5% instead of 2%, and its angle has been changed to 290, meaning that you can no longer DI towards the stage and tech it. Set knockback has been slightly increased, as well as the hitbox being slightly bigger. His crawling backwards speed has been standardized with the rest of the crawlers (sans WFT). Luigi’s traction is slightly increased (0.024 → 0.030), although it is still the lowest traction in the game. FALCO Falco has increased running speed (1.472 → 1.6). Falco has increased air speed (0.893 → 1.2). Blaster has drastically less ending lag (FAF 59 → FAF 40). The blaster shot does 1% more damage (3% → 4%) and is larger in size. Falco Phantasm hitbox is now Falco’s body. The spike is also noticeably stronger. blindspots fixed. Side Smash hits 2 frames sooner (17 frames → 15 frames). Neutral aerial has less landing lag (15 frames → 11 frames). Down Aerial has less start-up (16 frames → 13 frames). Jab’s DUCK HUNT Back throw kills at 135%. Back air’s sourspot is removed. Duck Jump is faster and covers far more vertical and horizontal distance. Neutral and forward aerials have less landing lag each (neutral 17 → 15 frames, forward 15

  22. Neutral and forward aerials have less landing lag each (neutral 17 → 15 frames, forward 15 → 12 frames). Additionally, Neutral air’s autocancel frames changed to allow it to autocancel in a short hop (from 44> to 39>). Up air and down air also have less landing lag (up 18 frames → 14 frames, down 34 frames → 22 frames). Neutral special (Trick Shot), cannot harm Duck Hunt Duo on the explosion if they were in control of the can. However, if the opponent hits the can towards Duck Hunt Duo, the explosion can still harm them (functionality similar to Link’s Bombs, where if Link throws the Bomb, the explosion cannot harm him, but if the opponent caught and threw the Bomb, it could harm Link). Down special: Wild Gunman, significantly improved. All varieties of the gunmen shoot 5 frames faster and deal 1% more damage on their attacks. Additionally, all gunmen have 3 more HP (from each having 5HP → 8HP) and Duck Hunt Duo can act out of summoning them 3 frames earlier (from 45FAF → 42 FAF). Duck Hunt’s smash attacks all connect properly regardless of rage or percentage. Side special: Clay Shooting, has significantly less startup (frame 17 → frame 12) and ending lag (FAF 66 → FAF 45). Forward air damage increased (10% sweetspot, 6% sour → 11.5% sweetspot, 7.5% sour). LUCARIO (Bowserboy3 looking into this) LITTLE MAC Dair now makes the ping sound and uses the electric hit effect as a joke. Dair does 1% more damage. Aerial Rising Uppercut goes as high as Dr. Mario’s Super Jump Punch. Ledge grab box slightly bigger. Ending hit of rapid jab does 1% more damage, like it did in the first version of Smash 4. Rapid jab connects better. Sourspot on up and forward angled forward smashes removed. All aerials have decreased landing lag. Neutral aerial (16 frames → 12 frames), forward aerial (22 frames → 11 frames), Back Aerial (26 frames → 13 frames), up aerial (22 frames → 11 frames), down aerial (30 frames → 15 frames). Aerial Jolt Haymaker distance reverted to what it was in vanilla Smash 4. CORRIN Corrin’s infinite grab glitch has been removed. Counter Surge’s damage multiplier slightly decreased (1.3x → 1.2x), along with its angle changed to prevent early vertical KOs (90° late, 80°early → 65°early, 80° late) .

  23. changed to prevent early vertical KOs (90° late, 80°early → 65°early, 80° late) . Looping hits of forward smash charge do more damage. (.5% → .7%) BOWSER jr. Bowser Jr.’s victory theme is an excerpt of Enter Bowser Jr. from Super Mario Galaxy. Cannonball is now shield cancelable, and takes less time to charge. The cannonball itself deals much more shield damage. Bowser Jr. can now shield or airdodge during Clown Kart Dash. Now has a hitbox in the air. Abandon Ship kart hit connects better with the explosion. Mechakoopa has less ending lag. Jabs are more consistent, and the finisher has greater KO potential. Down tilt is now one quick lick, giving the move a consistent hitbox and chance of tripping at low percents. Up tilt’s hitbox now completely matches the animation, allowing up tilt to hit in front of it. Forward smash deals more shield damage. Nair can now autocancel in a short hop. Nair now has hitboxes on the kart. Grab is longer and has reduced startup and ending lag. Down throw can now combo reliably into Jr’s aerials, and it has less ending lag. Damage decreased to compensate for now being a combo throw (8% → 6%). Forward throw can now KO reliably. BOWSER Bowser’s voice is now grunts and cries from his voice actor in the Mario series for all animations. During stage entrance animation, Bowser now says “SHOWTIME!” quote from Mario & Luigi:Bowser’s Inside Story. Invincibility on airdodge starts one frame earlier (frame 4 → 3). Walk speed increased (0.85 → 1.05). Air speed returned to Brawl’s values (0.98 → 1.034) Jab 1 comes out slightly faster (frame 7 > frame 5). “Tough Guy” mechanic reworked to make it so that Bowser’s armor depletes depending on his own damage and not the move he is attacked with. Doesn't go into hitlag when Tough Guy is in effect. Armor only appears on certain attacks and animations similarly to Project M. Knockback on Jab 2 weakened slightly to compensate for speed buff. (BKB 50 → BKB 30).

  24. 30). Forward tilt is slightly faster (frame 10 → frame 7). Knockback on forward tilt weakened to compensate (KBG 83 → KBG 70). Forward tilt’s cooldown slightly decreased (FAF 38 → FAF 30) Up tilt startup back to Melee speed (frame 11 → frame 8). Has slightly less cooldown which makes it safer on hit at lower percentages (FAF 41 → FAF 38). Down tilt has slightly faster startup (frame 10 → frame 8). Forward smash sourspot removed. Forward smash lasts a shorter duration to compensate (frames 22-27 → frames 22-25). Down smash startup decreased slightly (frame 10 → frame 8). Down throw ending lag decreased. Damage on decreased for compensation. (12% → 8%) Neutral aerial is faster (frame 8 → frame 7). Has less landing lag (20 frames → 17 frames). Bowser’s entire body is an active hitbox instead of just his limbs. Forward air has less startup (frame 11 → frame 7). Has much less landing lag (24 frames → 16 frames). Down aerial has much less landing lag (frame 40 → frame 30). Up aerial has less landing lag (24 frames → 18 frames). Hitbox lasts the entire animation. Fire Breath is the same strength for the entire trail (meaning no sourspots, not that they made since anyways lol). Startup is decreased (frame 23 → frame 14). Flying Slam’s hitbox now covers Bowser’s entire arm, giving it more range. The move now has invincibility throughout the entire attack, meaning Bowser no longer can be interrupted out of it at any point. Whirling Fortress startup reduced (frame 6 → frame 4). DONKEY KONG Donkey Kong’s victory theme is the level clear theme from Donkey Kong Country Returns. DK retains his cartoonish voice clips from the Donkey Kong Country series and various Mario spinoff games. Giant Punch no longer leaves DK in a helpless state after use in midair. Up smash properly scoops grounded opponents into the initial hitbox, similar to Marth and R.O.B.’s up smashes. Dash attack can now roll off ledges, similarly to Project M. DK is able to wall jump, assisting his recovery slightly. Hand Slap can now hit opponents in the air in the form of rock fragments, similarly to Charizard’s Rock Smash. This makes the move safer to use. Hand Slap’s cooldown returned to same amount as Brawl’s. Headbutt has slightly decreased cooldown (FAF 64 → FAF 50). Invincibility from opponents popping out of bury reduced (? frames → 1 frame).

  25. opponents popping out of bury reduced (? frames → 1 frame). Bair has less landing lag (17 frames → 14 frames). Dair has decreased cooldown (FAF 55 → FAF 50). Able to auto cancel from a short hop. GRENINJA Forward and down smash hitboxes fixed so that it removes the deadzone in front of Greninja. Hydro Pump no longer can bounce off the ledge. Standing grab start-up reduced (frame 14 → frame 9). Forward tilt startup decreased (Frame 10 -> frame 6). All angles come out on the same frame. Up air hitboxes altered in order to link more reliably. Greninja’s entire body is the hitbox rather than his legs and feet. Substitute locks the opponent in more hitlag upon being triggered, making it connect more reliably. Greninja is also invincible upon reappearing. Sweetspotted up smash connects properly on opponents standing on platforms. Forward air start-up reduced (frame 16 → frame 12). Neutral air faster startup (frame 12 -> frame 9). Cooldown significantly decreased (Faf 65 -> Faf 50). Back air now auto cancels from a shorthop. Increased knockback growth on down smash (92 → 100). TOON LINK Now has an alternate costume based off his attire from when he lived on Outset Island from the beginning of The Legend of Zelda: The Wind Waker, complete with the Hero’s Sword replacing the Master Sword. This is similar to Project M. He also now has an outfit based on his Train Engineer outfit from The Legend of Zelda: Spirit Tracks, complete with the Lokomo Sword replacing the Master Sword and the regular shield from said game. Toon Link now holds the Mirror Shield from The Wind Waker. This is a purely aesthetic change and does not apply to the new costumes. Dair now bounces when it hits an opponent like it did in Brawl. Down throw sends at the same angle as Link’s with similar knockback, giving Toon Link a proper combo throw. Hookshot has its startup and ending lag decreased on all variations of its grab. PIT

  26. PIT PITTOO SoniC Shadow can be selected as an alternate costume. BSBS fixed ClouD The variations of his “Cloudy Wolf” outfit have more vibrant colors so it can be easier to differentiate them. An outfit based on his Kingdom Hearts attire has been added. He can also crossdress now. Cloud now speaks English in international versions. Mario His Jumpman outfit is back from previous Smash titles.

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