Editing Brawl-/Character changes
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{{Incomplete|Missing 'official' names for several new attacks/techniques/abilities; see http://BrawlMinus.net/characters for lists of the names (e.g. Pichu's special moves, which have already been added here) as well as the functionality of Secret Power.}} | {{Incomplete|Missing 'official' names for several new attacks/techniques/abilities; see http://BrawlMinus.net/characters for lists of the names (e.g. Pichu's special moves, which have already been added here) as well as the functionality of Secret Power.}} | ||
{{Out of date| | {{Out of date|Terribly outdated with version 4.1 having been released.)}} | ||
=={{SSBB|Bowser}}== | =={{SSBB|Bowser}}== | ||
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*{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | *{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | ||
*{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | *{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | *{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | ||
*{{buff|Up tilt can now meteor smash at his heel.}} | *{{buff|Up tilt can now meteor smash at his heel.}} | ||
*{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | *{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | ||
*{{buff|Up smash has greater range and | *{{buff|Up smash has greater range and no longer has [[Smash directional influence|SDI]].}} | ||
*{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | *{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|A clean Knee Smash is stronger and can be done on any part of its initial hitbox.}} | |||
*{{buff|Down aerial always meteor smashes.}} | |||
*{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | *{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | *{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | ||
*{{buff|Back throw is now a meteor smash.}} | *{{buff|Back throw is now a meteor smash.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falcon Punch]] hits | *{{buff|[[Falcon Punch]] hits the foe four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed. Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go to soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | ||
*{{change|Falcon Punch has drastically increased hitlag.}} | |||
*{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | |||
**{{nerf|If the grab lands, the animation is stalled out significantly longer while Captain Falcon says "Show me your moves!", giving an opponent more time to DI or tech the explosion should he or she be near a wall.}} | |||
*{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | *{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | ||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move for follow up combos.}} | |||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move | |||
===Taunts=== | ===Taunts=== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|''Flying Type'': Has two additional [[midair jump]]s.}} | *{{buff|''Flying Type'': Has two additional [[midair jump]]s.}} | ||
*{{buff|[[Glide]] attack has a fire effect, and is much stronger | *{{buff|[[Glide]] attack has a fire effect, and is much stronger with additional graphics.}} | ||
*{{nerf|His gliding mechanics have been adjusted. He can no longer go up during his glide. He glides exclusively between 270 and 360 degrees. Flying straight down builds speed.}} | |||
*{{nerf| | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|[[Dash attack]] propels Charizard farther.}} | |||
*{{buff|[[Dash attack]] propels Charizard farther | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, and speed is increased.}} | |||
*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged | *{{buff|''Heat Wave'': Forward aerial's range on the flames is increased, all hitboxes cause flinching, and the final hit causes better knockback.}} | ||
*{{buff|''Heat Wave'': Forward aerial | *{{buff| Down aerial can now be buffered into a down smash by executing the move just before landing.}} | ||
*{{buff|Down aerial | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|Down throw produces an explosion at the end, along with more knockback and damage.}} | *{{buff|Down throw produces an explosion at the end, along with more knockback and damage.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame | *{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame.}} | ||
*{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]] | *{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]], a grab, or an air dodge.}} | ||
*{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air | *{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air.}} | ||
*{{change|Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.}} | *{{change|Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.}} | ||
=={{SSBB|Diddy Kong}}== | =={{SSBB|Diddy Kong}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Knockback on forward and down tilts now | *{{change|Knockback on forward and down tilts are now set, and are extremely weak.}} | ||
*{{ | *{{buff|Dash attack transitions into a neutral aerial immediately upon going off the ledge.}} | ||
*{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | *{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | ||
*{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | *{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Holding B while performing an aerial move | *{{buff|Holding B while performing an aerial move will make Diddy pull out a throwable peanut.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | *{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | ||
*{{buff|[[Monkey Flip]] given armor.}} | |||
*{{buff|Monkey Flip grab reworked:}} | *{{buff|Monkey Flip grab reworked:}} | ||
**{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | **{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | ||
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=={{SSBB|Donkey Kong}}== | =={{SSBB|Donkey Kong}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | *{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | ||
*{{buff|Forward smash produces a wind effect.}} | |||
*{{buff|Donkey Kong slides much farther when doing a running up smash.}} | *{{buff|Donkey Kong slides much farther when doing a running up smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial has a sourspot that hits opponents towards Donkey Kong, allowing for more followups.}} | ||
*{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | *{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[Giant Punch]] charges twice as fast when Donkey Kong is on the ground, and it no longer leaves him helpless if used when airborne. Holding the special button when unleashing a fully charged punch sends him forward giving the move more reach.}} | *{{buff|'[[Giant Punch]] charges twice as fast when Donkey Kong is on the ground, and it no longer leaves him helpless if used when airborne. Holding the special button when unleashing a fully charged punch sends him forward giving the move more reach.}} | ||
*{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | *{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | ||
*{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | *{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | ||
*{{buff|''Barrel Pull'': [[Hand Slap]] | *{{buff|''Barrel Pull'': [[Hand Slap]] pulls out a [[Barrel]] if the special move button is held. The Barrels will disappear quickly and no longer explode. The move is also faster and has significantly larger hitboxes.}} | ||
*{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | *{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | ||
=={{SSBB|Falco}}== | =={{SSBB|Falco}}== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Up tilt is jump cancelable within the final frames.}} | |||
*{{buff|Forward smash produces a damaging wind hitbox.}} | *{{buff|Forward smash produces a damaging wind hitbox.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | *{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | ||
*{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | *{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | ||
**{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | **{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | ||
*{{buff|[[Reflector]] has | *{{buff|''Retractor'': [[Reflector]] has additional graphics, and now draws foes towards Falco when the reflector is pulled back towards him. It is cancellable into non-special moves on hit.}} | ||
===Taunts=== | |||
*{{buff|Falco can switch between fast and slow laser speeds using up taunt.}} | |||
=={{SSBB|Fox}}== | =={{SSBB|Fox}}== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | *{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | ||
*{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability | *{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability.}} | ||
*{{ | *{{change|Can slide off ledges by crouching while walking or dashing.}} | ||
*{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | *{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | ||
*{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | *{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | *{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | *{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | ||
*{{buff|Back aerial | *{{buff|Back aerial has a much stronger hitbox on his foot, being able to reliably KO under 150%.}} | ||
*{{change|"Come on!" SFX added to a landed up aerial.}} | *{{change|"Come on!" SFX added to a landed up aerial.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Up throw can be | *{{buff|Up throw can be canceled into a jump on frame 30.}} | ||
*{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | *{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | ||
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*{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | *{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | ||
*{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | *{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | ||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and multi hit, also becoming shield cancellable. Links with a grab if done this way.}} | |||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and | |||
*{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | *{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | ||
**{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | **{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | ||
*{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | *{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | ||
*{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | *{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Easier to [[Desynching|Desync]].}} | *{{buff|Easier to [[Desynching|Desync]].}} | ||
*{{buff|''Fail-Safe Nana'': The partner can no longer SD and must be in hitstun to be truly KOed. If | *{{buff|''Fail-Safe Nana'': The partner can no longer SD and must be in hitstun to be truly KOed. If he/she fails a recovery and touches the blast line while [[helpless]], a KO explosion will not happen.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Wind effect added to forward smash, as well as when charging one.}} | |||
*{{buff|Sourspot removed from forward smash.}} | *{{buff|Sourspot removed from forward smash.}} | ||
*{{buff|Dash Attack cancels on hit.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
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*{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | *{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | ||
**{{change|Ike’s Eruption now emits blue flames.}} | **{{change|Ike’s Eruption now emits blue flames.}} | ||
*{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | *{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | ||
*{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | *{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{change|"I fight for my friends!" | *{{change|"I fight for my friends!" SFX replaces "Prepare yourself!" SFX on side taunt. And When [[Eruption]] is fully charged it will use the "You'll get no sympathy from me." SFX.}} | ||
=={{SSBB|Ivysaur}}== | =={{SSBB|Ivysaur}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Up smash, up aerial, and down aerial have additional hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sweetspots causes a flower effect, and down aerial sweetspots puts opponents to [[sleep]].}} | |||
*{{buff|Stamina has been removed.}} | *{{buff|Stamina has been removed.}} | ||
*{{ | *{{change|Type effectiveness has been removed.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | *{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|''Ivycopter'': This causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward if the B button is held, and allowing it to move from side to side at will, greatly aiding its recovery. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.}} | *{{buff|''Ivycopter'': Ivysaur spins its leaves during [[Bullet Seed]], producing additional hitboxes on its side. This also causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward if the B button is held, and allowing it to move from side to side at will, greatly aiding its recovery. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.}} | ||
*{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | *{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | ||
*{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | *{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Kirby spins faster when he uses his neutral aerial, and it has much less ending lag. | *{{buff|Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.}} | ||
*{{buff|Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.}} | *{{buff|Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.}} | ||
*{{buff|Kirby spins his feet faster when he uses his down aerial.}} | *{{buff|Kirby spins his feet faster when he uses his down aerial.}} | ||
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*{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | *{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | ||
*{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | *{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | ||
**{{buff|[[Chef]] | **{{buff|[[Chef]] cannot cause self-damage.}} | ||
**{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | **{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | ||
**{{buff|[[Needle Storm]] charges slightly faster and is charged by pressing the B button instead of holding it, but its needles cannot explode.}} | |||
**{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | **{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | ||
**{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | **{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | ||
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**{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | **{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | ||
**{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | **{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | ||
**{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | **{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | ||
**{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | **{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | ||
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*{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | *{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | ||
*{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | *{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | ||
*{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move | *{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move before the projectile-shooting part.}} | ||
*{{change|[[Stone]] falls nearly immediately after being used.}} | *{{change|[[Stone]] falls nearly immediately after being used.}} | ||
=={{SSBB|Link}}== | =={{SSBB|Link}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|When rolling forward, if Link holds B, he can attack out of his roll.}} | *{{buff|When rolling forward, if Link holds B, he can attack out of his roll.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|[[Hero's Bow]] is slightly stronger, and now shoots normal or | *{{buff|[[Hero's Bow]] is slightly stronger, and now randomly shoots normal or fire arrows. Normal arrows produce horizontal knockback, while fire arrows produce the same damage but with a fire effect and strong vertical knockback instead.}} | ||
*{{buff|When not smash thrown, [[Gale Boomerang]] covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.}} | *{{buff|When not smash thrown, [[Gale Boomerang]] covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.}} | ||
*{{buff|[[Spin Attack]] gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. The SFX for Link’s up-smash plays instead when the move is used in the air. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range) and will break shield on max charge.}} | *{{buff|[[Spin Attack]] gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. The SFX for Link’s up-smash plays instead when the move is used in the air. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range) and will break shield on max charge.}} | ||
*{{buff|[[Bomb]]s can be thrown faster and further, while having much more knockback, giving them KOing capability | *{{buff|[[Bomb]]s can be thrown faster and further, while having much more knockback, giving them KOing capability. Link will start blinking after a period of time and will pull a [[Deku Nut]] when he attempts to a pull a bomb. Link also throws normal [[items]] faster, further, and stronger.}} | ||
===Taunts=== | ===Taunts=== | ||
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=={{SSBB|Lucario}}== | =={{SSBB|Lucario}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|The [[Aura]] mechanic is | *{{nerf|The [[Aura]] mechanic is currently inactive, leaving Lucario at his initial power level.}} | ||
*{{buff|Air speed has been improved.}} | *{{buff|Air speed has been improved.}} | ||
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===Taunts=== | ===Taunts=== | ||
*{{change| | *{{change|If Lucario holds his up taunt (or inputs the up/down/up combo, which is slightly quicker), he will perform his Ultra Taunt, which creates powerful hitboxes all around him inflicting 60% damage on his foes and 999% onto him. In this state, his aura sphere is even stronger, and a fully charged sphere is a OHKO. All of his other attacks are immensely powerful with much more knockback to boot. However, for some apparent reason, his down tilt is unaffected. He can only use this once per stock, and healing at all will disable the buff, but should he ever return to 999% he will once again gain the buff.}} | ||
=={{SSBB|Lucas}}== | =={{SSBB|Lucas}}== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack pushes Lucas much further, and has | *{{buff|Dash attack pushes Lucas much further, and has [[IASA]] frames added to all frames after hitboxes cede, essentially giving it no ending lag.}} | ||
*{{buff|Forward tilt can cancel into other moves | *{{buff|Forward tilt can cancel into other moves.}} | ||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.}} | |||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Up aerial now has a freezing hitbox.}} | |||
*{{buff|Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.}} | |||
*{{buff|Forward Aerial is now stronger and slightly bigger.}} | *{{buff|Forward Aerial is now stronger and slightly bigger.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
Line 482: | Line 460: | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | *{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | ||
*{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage. | *{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.}} | ||
*{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | *{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | ||
*{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | *{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | ||
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=={{SSBB|Luigi}}== | =={{SSBB|Luigi}}== | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Luigi has four new alternate costumes wearing {{SSBB|Peach}}'s dresses, referencing '' | *{{change|Luigi has four new alternate costumes wearing {{SSBB|Peach}}'s dresses, referencing ''Mario & Luigi: Superstar Saga''.}} | ||
===Attributes=== | ===Attributes=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down Tilt is significantly faster, being about twice as fast.}} | *{{buff|Down Tilt is significantly faster, being about twice as fast.}} | ||
*{{buff|Pressing the Shield | *{{buff|Pressing the Shield button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in '' | *{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''Super Mario Land''. When holding B, Luigi will use the Thunderhand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'' instead, an electric move that deals a single powerful blow.}} | ||
*{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable | *{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable.}} | ||
*{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | *{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | ||
*{{nerf|A sweetspotted Super Jump Punch is weaker.}} | *{{nerf|A sweetspotted Super Jump Punch is weaker.}} | ||
*{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground.}} | *{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground. It also has suction while in the air.}} | ||
*{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | *{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|[[ | *{{buff|[[Dash|Dashing speed]] increased}} | ||
*{{buff|Mario's [[footstool]] jump now damages (for 16%), as well as burying grounded opponents, and is now the strongest meteor smash in the game.}} | *{{buff|Mario's [[footstool]] jump now damages (for 16%), as well as burying grounded opponents, and is now the strongest meteor smash in the game.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward aerial has fire graphics, is much stronger | *{{buff|Forward aerial has fire graphics, is much stronger and no longer has a sourspot.}} | ||
*{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | *{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | ||
*{{buff|Neutral aerial now is much more stronger on startup, and can kill certain characters around the 105% range.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
Line 543: | Line 522: | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|Start-up and ending lag on his [[Fireball]] are | *{{buff|Start-up and ending lag on his [[Fireball]]s are much faster, allowing him to shoot them at a more rapid pace. Grounded Fireballs bounce less often and come out two at a time. In addition, if one holds B, instead of a fireball, Mario will use the Firebrand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', which is a burst of flame from his palm deals a bunch of small fire damage hits, allowing Mario to extend combos due to being attack cancelable on hit.}} | ||
*{{buff|By holding ''B'', [[Super Jump Punch]] can be | *{{buff|By holding ''B'', [[Super Jump Punch]] can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.}} | ||
*{{buff|[[F.L.U.D.D.]] is always fully charged. It now | *{{buff|[[F.L.U.D.D.]] is always fully charged. It now pulls opponents towards Mario and can be canceled into anything except Fireball, Super Jump Punch, another F.L.U.D.D., or a jump.}} | ||
*{{buff|[[Mario Finale]] can be jump canceled.}} | *{{buff|[[Mario Finale]] can be jump canceled.}} | ||
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*{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | *{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | ||
*{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | *{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | ||
*{{buff|Up smash now has better hitboxes on the side of the attack | *{{buff|Up smash now has better hitboxes on the side of the attack.}} | ||
*{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | *{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | ||
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===Specials=== | ===Specials=== | ||
*{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag | *{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag.}} | ||
*{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger | *{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger. An aerial Dancing Blade is now a single chop, acting like a faster forward aerial that also propels Marth slightly.}} | ||
*{{change | *{{change[[Dolphin Slash]] plays the SFX from ''Melee''.}} | ||
*{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | *{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Meta Knight is drastically lighter | *{{nerf|Meta Knight is drastically lighter, now only being a single unit heavier than Jigglypuff.}} | ||
*{{change|A general decrease of damage in his attacks, but his attacks are stronger in knockback.}} | |||
*{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | *{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Last hit of jab ends drastically faster allowing him to attack immediately after.}} | *{{buff|Last hit of jab ends drastically faster allowing him to attack immediately after.}} | ||
*{{ | *{{change|Down tilt has vertical knockback.}} | ||
*{{buff|Forward smash is now a slash that angles more upward. It is more powerful and has even more range.}} | |||
*{{buff|Forward smash is now a slash that angles more upward. It | |||
**{{change|If Meta Knight stands idle after performing a forward smash, he will point his sword out like in his side taunt, accompanied by the "Huh" SFX in his up taunt.}} | **{{change|If Meta Knight stands idle after performing a forward smash, he will point his sword out like in his side taunt, accompanied by the "Huh" SFX in his up taunt.}} | ||
*{{buff|Up smash is faster | *{{buff|Up smash is faster.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Glide attack now produces horizontal knockback instead of vertical knockback.}} | *{{change|Glide attack now produces horizontal knockback instead of vertical knockback.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Down throw produces vertical knockback instead of horizontal. This throw is now two hits. This throw cancels into [[Shuttle Loop]] when the special button is held, which can then be followed up with an additional attack}} | *{{buff|Down throw produces vertical knockback instead of horizontal. This throw is now two hits. This throw cancels into [[Shuttle Loop]] when the special button is held, which can then be followed up with an additional attack}} | ||
*{{buff|Forward throw has lowered end lag allowing for easier follow ups.}} | *{{buff|Forward throw has lowered end lag allowing for easier follow ups.}} | ||
===Specials=== | ===Specials=== | ||
*{{ | *{{nerf|[[Mach Tornado]] knocks opponents outwards, lasts shorter, and can no longer be canceled into aerials.}} | ||
*{{buff|[[Drill Rush]] is significantly quicker.}} | *{{buff|[[Drill Rush]] is significantly quicker.}} | ||
*{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | *{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | ||
*{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | *{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | ||
=={{SSBM|Mewtwo}}== | =={{SSBM|Mewtwo}}== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches | *{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches five projectiles at once. The pan is much stronger, but the projectiles are slightly weaker.}} | ||
*{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | *{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | ||
**{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | **{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | ||
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===Taunts=== | ===Taunts=== | ||
*{{buff|All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.}} | *{{buff|All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.}} | ||
=={{SSBB|Ness}}== | =={{SSBB|Ness}}== | ||
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*{{change|Down aerial has an added heart effect, similar to Peach's up tilt.}} | *{{change|Down aerial has an added heart effect, similar to Peach's up tilt.}} | ||
*{{buff|Neutral aerial has an added heart effect, along with considerable shield damage, slightly increased knockback, sends opponents at a low angle trajectory, and its landing lag reduced from eleven frames to two. When sourspotted, it sends opponent at an even lower angle.}} | *{{buff|Neutral aerial has an added heart effect, along with considerable shield damage, slightly increased knockback, sends opponents at a low angle trajectory, and its landing lag reduced from eleven frames to two. When sourspotted, it sends opponent at an even lower angle.}} | ||
*{{buff|Up aerial given some base knockback so it can KO around 150% as opposed to 170%.}} | *{{buff|Up aerial given some base knockback so it can KO around 150% as opposed to 170%.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{change|Down throw has additional heart sound effects | *{{change|Down throw has additional heart sound effects.}} | ||
*{{buff|"This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.}} | *{{buff|"This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.}} | ||
*{{nerf|Back throw is slightly weaker.}} | *{{nerf|Back throw is slightly weaker.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|Toad [[counter]] has more range.}} | *{{buff|Toad [[counter]] has more range.}} | ||
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*{{buff|[[Peach Parasol]] can be cancelled by an aerial attack when it isn’t deployed.}} | *{{buff|[[Peach Parasol]] can be cancelled by an aerial attack when it isn’t deployed.}} | ||
**{{buff|Can grab ledges backwards while her Parasol is deployed.}} | **{{buff|Can grab ledges backwards while her Parasol is deployed.}} | ||
*{{buff|All [[Vegetable]]s are thrown farther | *{{buff|All [[Vegetable]]s are thrown farther nd Peach has an increased random chance of pulling a stitchface turnip or one of the following items: [[Beam Sword]], [[Bob-omb]], [[Lip's Stick]], [[Mr. Saturn]], [[Pitfall]], [[Unira]], or absolutely nothing (which is supposed to be a [[Green Shell]] according to the FitPeach.pac). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.}} | ||
=={{SSBM|Pichu}}== | =={{SSBM|Pichu}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Pichu is significantly heavier (55 → 74).}} | *{{buff|Pichu is significantly heavier (55 → 74).}} | ||
*{{ | *{{buff|Pichu no longer takes any recoil from normal attacks. Instead, while performing an aerial, special, or smash attack, the player can hold down the button to strengthen the move at the expense of self-damage.}} | ||
*{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | *{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Up smash now has electrical properties.}} | *{{change|Up smash now has electrical properties.}} | ||
**{{change|It now has a different angle of knockback (85 → 101).}} | **{{change|It now has a different angle of knockback (85 → 101).}} | ||
**{{nerf|It has less knockback ( | **{{nerf|It has much less base knockback (80 → 48).}} | ||
*{{ | **{{buff|It has more knockback growth (64 → 69). When charged, it has much more growth (69 → 93) at the expense of 6% self-damage.}} | ||
*{{nerf|Forward smash is significantly weaker (73 base, 89 growth → 69 base, 54 growth) and sends at the Sakurai angle.}} | |||
**{{buff|It is now a single hit that does 18% damage. When charged, it does 8% damage to Pichu but much more growth (54 → 74).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Hitting the ground during its downward aerial causes an explosion ([[Bulbapedia:Zap_Cannon_(move)|Zap Cannon]]). Boosted down aerial also meteor smashes and is a stall-then-fall.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{ | *{{buff|Pichu's tapped neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range without self-damage. Pichu's held neutral special is [[Bulbapedia:Electro_Ball_(move)|Electro Ball]], which causes Pichu to take self-damage but leave behind a sphere of electricity that can stop approaches. Electro Ball is an exception to the recoil feature, being weaker than Nuzzle.}} | ||
*{{buff|Pichu's tapped side special is [[Bulbapedia:Fling_(move)|Fling]], a move that launches him forward, strikeinf opponents at the beginning of the move. When held, side special becomes [[Bulbapedia:Wild_Charge_(move)|Wild Charge]], which sends Pichu even farther and deals more damage at the expense of self-damage.}} | |||
*{{buff|Pichu's side special is [[Bulbapedia: | *{{buff|Tapped up special is still [[Bulbapedia:Agility_(move)|Agility]], but it does not damage Pichu or leave it helpless, and is one quick burst of distance that can be used up to three times in the air. Held up special is [[Bulbapedia:Volt_Switch_(move)|Volt Switch]], which functions the same way but causes damage to both the opponent and Pichu.}} | ||
*{{buff|[[Agility]] | *{{buff|Tapped down special is [[Bulbapedia:Thunderbolt_(move)|Thunderbolt]], which is weaker than Thunder but is faster and does not directly hit Pichu, thus removing the self-damage. Held down special is [[Bulbapedia:Discharge_(move)|Discharge]], which causes significant self-damage to Pichu, but is also much stronger, able to KO below 100% if sweetspotted.}} | ||
*{{ | |||
===Taunts=== | ===Taunts=== | ||
*{{change|Pichu’s ''Melee'' taunt is moved to the down button.}} | *{{change|Pichu’s ''Melee'' taunt is moved to the down button.}} | ||
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=={{SSBB|Pit}}== | =={{SSBB|Pit}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{change|" | *{{change|"The fight is on!" SFX played during entry.}} | ||
*{{change|When Pit has over 100% damage, teching will play the "You can't defeat me!" SFX and side taunting will play the same SFX instead of "You're not ready yet!".}} | |||
*{{buff|Glide attack produces vertical knockback that is stronger.}} | *{{buff|Glide attack produces vertical knockback that is stronger.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Jab combo | *{{change|Jab combo last hit now sends opponents behind Pit.}} | ||
*{{buff|Forward smash can be [[angled]]. Unangled forward smash is the same as in regular ''Brawl''. Angled forward smash is a single | *{{buff|Forward smash can be [[angled]]. Unangled forward smash is the same as in regular ''Brawl''. Angled forward smash is a single close-range upward swipe that knocks up-backwards.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward aerial now sends opponents on semi-spike trajectory.}} | *{{buff|Forward aerial now sends opponents on semi-spike trajectory.}} | ||
*{{buff|Down aerial can now meteor smash.}} | *{{buff|Down aerial can now meteor smash.}} | ||
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*{{buff|Back throw throws opponents at a semi-spike.}} | *{{buff|Back throw throws opponents at a semi-spike.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer. Arrows fired upwards are much slower | *{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer, and gains more power. Arrows fired upwards are much slower. Aerial charge animation can be cancelled.}} | ||
*{{buff| | *{{buff|[[Angel Ring]] spins much faster, racking up damage much faster, and propels Pit further. It will also now propel Pit off ledges instead of stopping on the edge. The attack is able to be cancelled by one's shield during the middle section of the attack. Doing Angel Ring in the air will instead make him do a modified glide attack.}} | ||
*{{buff|Hitbox added to [[Wings of Icarus]]' startup. | *{{buff|Hitbox added to [[Wings of Icarus]]' startup. Can be used again after getting hit, but will retain the amount of time he has lost.}} | ||
*{{buff|[[Mirror Shield]] is jump cancelable.}} | *{{buff|[[Mirror Shield]] is jump cancelable.}} | ||
*{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | *{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | ||
== | =={{SSBB|Pokémon Trainer}}== | ||
*{{buff| | *{{buff|[[Stamina (stat)|Stamina]] has been removed, effectively allowing one to play as a single Pokémon for the entire match.}} | ||
*{{buff| | *{{buff|[[Type effectiveness]] is removed.}} | ||
*{{ | *{{change|Does not switch Pokémon upon being KO'd unless the [[Shield]] button is held as the last Pokémon is KO'd.}} | ||
*{{change|Was removed from the CSS, but all the Pokémon are still interchangeable via grounded down special.}} | |||
=={{SSBB|R.O.B.}}== | =={{SSBB|R.O.B.}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.}} | *{{buff|Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.}} | ||
*{{buff|Up aerial's speed greatly increased | *{{buff|Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.}} | ||
*{{change|Back aerial hits opponent | *{{buff|Up aerial's speed greatly increased.}} | ||
*{{change|Back aerial hits opponent towards R.O.B.}} | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel has an electrical effect and deals more damage.}} | *{{buff|Pummel has an electrical effect and deals more damage.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|When [[Robo Beam]] is fully charged, the beam will [[paralyze]] opponents for a brief moment before knockback occurs. In addition, a fully charged beam is much more powerful.}} | *{{buff|When [[Robo Beam]] is fully charged, the beam will [[paralyze]] opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.}} | ||
**{{nerf|Uncharged beam no longer paralyzes.}} | **{{nerf|Uncharged beam no longer paralyzes.}} | ||
*{{buff|[[Arm Rotor]] propels R.O.B. much further | *{{buff|[[Arm Rotor]] propels R.O.B. much further when used on the ground and in the air. It is also now interruptible. Only sends him a great distance in the air once per airtime. Is cancelable into aerials.}} | ||
**{{change|If [[Arm Rotor]] is immediately interrupted with a back aerial, R.O.B. will move an extra distance forward. This can sometimes lead to OHKOs on himself.}} | |||
=={{SSBM|Roy}}== | =={{SSBM|Roy}}== | ||
===Attributes=== | ===Attributes=== | ||
Line 850: | Line 803: | ||
*{{buff|Forward tilt is now a multi-hit flame projectile, giving the move more range.}} | *{{buff|Forward tilt is now a multi-hit flame projectile, giving the move more range.}} | ||
*{{buff|Dash attack is now running stab and has more reach.}} | *{{buff|Dash attack is now running stab and has more reach.}} | ||
*{{buff|Roy now jumps | *{{buff|Up smash is now a double slash. The first hit is weak and leads into the second hit, which has very high knockback.}} | ||
*{{buff|Roy now jumps when performing a forward smash, giving it more reach.}} | |||
*{{buff|Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.}} | *{{buff|Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.}} | ||
*{{nerf|All down tilt hitboxes are weaker.}} | *{{nerf|All down tilt hitboxes are weaker.}} | ||
Line 861: | Line 815: | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Flare Blade]] has less start-up.}} | *{{buff|[[Flare Blade]] has less start-up.}} | ||
*{{buff|[[Double-Edge Dance]] is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him forward | *{{buff|[[Double-Edge Dance]] is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him forward.}} | ||
*{{buff|[[Blazer]] has armor, and covers much more distance.}} | *{{buff|[[Blazer]] has armor, and covers much more distance.}} | ||
*{{change|Blazer has a new spiraling animation.}} | *{{change|Blazer has a new spiraling animation.}} | ||
*{{change|Blazer's first hit has drastically less set knockback. While this removes its ability to OHKO floaty characters, it makes it notably easier to connect all the hits.}} | *{{change|Blazer's first hit has drastically less set knockback. While this removes its ability to OHKO floaty characters, it makes it notably easier to connect all the hits.}} | ||
*{{buff|[[Counter]] multiplier is much higher.}} | *{{buff|[[Counter]] multiplier is much higher.}} | ||
=={{SSBB|Samus}}== | =={{SSBB|Samus}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Attacks are generally stronger.}} | *{{buff|Attacks are generally stronger.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | *{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | ||
*{{buff|Up tilt always | *{{buff|Up tilt no longer meteor smashes and will always produce horizontal knockback. Her heel will still meteor.}} | ||
*{{buff|Down tilt is an extremely fast close-range explosion | *{{buff|Down tilt is an extremely fast close-range explosion with [[IASA]] frames as early as frame 8, with vertical knockback.}} | ||
*{{buff|Up | *{{buff|First four hits of Up Smash are [[Aura]] instead of fire, simulating Phazon. The final hit is ice instead of fire, and freezes opponents. The whole move links properly.}} | ||
*{{buff|Down smash produces knockback that is more horizontal.}} | *{{buff|Down smash produces knockback that is more horizontal.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Grab now lingers, identical to [[Zero Suit Samus]]{{'}}s.}} | *{{buff|Grab now lingers, identical to [[Zero Suit Samus]]{{'}}s.}} | ||
*{{buff|Up Throw is the Grapple Voltage from ''Metroid Prime 3: Corruption'', which knocks the opponent down to the floor and heals Samus | *{{buff|Up Throw is the Grapple Voltage from ''Metroid Prime 3: Corruption'', which knocks the opponent down to the floor and heals Samus.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Charge Shot]] | *{{buff|[[Charge Shot]] is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.}} | ||
**{{change|Charge Shot now sends Samus much further back when used in the air.}} | **{{change|Charge Shot now sends Samus much further back when used in the air.}} | ||
*{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | *{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | ||
**{{buff|Smash Missiles knock the opponent up and towards Samus, working as an effective combo starter at mid percents.}} | |||
*{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | *{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | ||
*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower | *{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start much slower and have a much stronger explosion.}} | ||
*{{nerf|As of 4.0BC {{b|Zero Laser|Samus}} will never transform Samus into Zero Suit Samus.}} | |||
=={{SSBB|Sheik}}== | =={{SSBB|Sheik}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has an additional midair jump.}} | *{{buff|Has an additional midair jump.}} | ||
*{{change|Sheik becomes invisible and has a smokeball effect when she dodges and rolls.}} | *{{change|Sheik becomes invisible and has a smokeball effect when she dodges and rolls.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Up tilt, down tilt, and dash attack are now all jump cancelable on hit. Not JC if Sheik hits shield. Up throw is jump cancelable.}} | ||
*{{buff|Forward smash covers more distance, about twice as far as before.}} | *{{buff|Forward smash covers more distance, about twice as far as before.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down air | *{{buff|Down air functions like [[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s down air.}} | ||
===Grabs and throws=== | |||
*{{buff|Down throw now fuctions like Snake's down throw.}} | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground. Now charges faster.}} | *{{buff|[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground. Now charges faster.}} | ||
*{{buff|[[Vanish]] now produces a explosion upon | *{{buff|[[Vanish]] now produces a explosion upon reappearance that is stronger than the initial explosion. Vanish is faster now.}} | ||
*{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit | *{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit.}} | ||
=={{SSBB|Snake}}== | =={{SSBB|Snake}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Side taunt drops a grenade.}} | |||
*{{buff|Snake can move around while in a [[cardboard box]]. The "Kept you waiting, huh?" SFX is added when removing a cardboard box.}} | |||
*{{buff|Can drop his currently held item by pressing A during any dodge.}} | *{{buff|Can drop his currently held item by pressing A during any dodge.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The hitboxes of the third hit of his jab combo, and | *{{buff|The hitboxes of the third hit of his jab combo, his dash attack, and tilts have significantly increased hitlag.}} | ||
*{{change|The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.}} | *{{change|The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.}} | ||
*{{buff|Down tilt is a semi-spike that makes the opponent slide across the floor when on the ground.}} | |||
*{{buff|Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.}} | *{{buff|Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.}} | ||
*{{buff|Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.}} | *{{buff|Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.}} | ||
*{{buff|Down smash is faster, stronger, has a larger blast radius, activates sooner, | *{{buff|Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation. Now hits people who will try to roll over a mine.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag and much higher hitlag.}} | *{{buff|All aerials have less landing lag and much higher hitlag.}} | ||
Line 937: | Line 881: | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{change|"Nom" SFX played each time Snake pummels the opponent.}} | *{{change|"Nom" SFX played each time Snake pummels the opponent.}} | ||
*{{buff|Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the | *{{buff|Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the up throw is now a meteor smash.}} | ||
*{{change|"Tasty!" SFX played when Snake uses his down throw.}} | *{{change|"Tasty!" SFX played when Snake uses his down throw.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]].}} | *{{buff|[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]]. Air dodging will make Snake drop and pick up any item he is holding.}} | ||
*{{buff|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second | *{{buff|If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.}} | ||
*{{buff|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second.}} | |||
*{{buff|[[Cypher]] is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released. }} | *{{buff|[[Cypher]] is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released. }} | ||
*{{buff|[[C4]] has a larger sticky radius.}} | *{{buff|[[C4]] has a larger sticky radius.}} | ||
=={{SSBB|Sonic}}== | =={{SSBB|Sonic}}== | ||
===Attributes=== | |||
*{{buff|The knockback of almost all attacks have been improved, while their damage output has been improved drastically, with many dealing in excess of 20%, such as his forward smash and back aerial.}} | |||
*{{buff|All taunts are interruptible at any time.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.}} | *{{buff|Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.}} | ||
*{{buff|Down smash can be canceled into anything after the second hit, and when a Homing Attack is used, Sonic will fly | *{{buff|Down smash can be canceled into anything after the second hit, and when a Homing Attack is used in the middle of down smash, Sonic will fly off a very long distance in the direction of the down smash momentum. This can lead to KOs on himself if used improperly.}} | ||
*{{buff|Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into [[Spin Dash]].}} | *{{buff|Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into [[Spin Dash]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.}} | *{{buff|Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel speed has been drastically increased. | *{{buff|Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.}} | ||
*{{buff|Forward throw is now a simple toss with more horizontal knockback.}} | *{{buff|Forward throw is now a simple toss with more horizontal knockback.}} | ||
*{{buff|Down throw causes no knockback, like Snake's down throw.}} | *{{buff|Down throw causes no knockback, like Snake's down throw.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Homing Attack]] has significantly less | *{{buff|[[Homing Attack]] has significantly less ending lag when it hits an opponent or a wall and can be cancelled into any aerial on hit. If it connects with a shield, Sonic will say "Come on, step it up!" and can immediately use another Homing Attack, allowing him to [[pressure]] shields.}} | ||
*{{buff|Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits. He will plummet to his death if there is nothing | *{{buff|Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits. This refreshes his double jump when it connects. He will grab the ledge as well, but will plummet to his death if there is nothing to bounce off of.}} | ||
*{{buff|The [[Spring]] projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.}} | *{{buff|The [[Spring]] projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.}} | ||
*{{buff|[[Spin Dash]] is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.}} | *{{buff|[[Spin Dash]] is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.}} | ||
=={{SSBB|Squirtle}}== | =={{SSBB|Squirtle}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Initial and midair jump height increased.}} | *{{buff|Initial and midair jump height increased.}} | ||
*{{buff|Dash animation sped up, allowing for faster [[shellshifting]].}} | *{{buff|Dash animation sped up, allowing for faster [[shellshifting]].}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | *{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | ||
*{{buff|Water towers from up smash are twice as high, along with an increase in power.}} | |||
*{{buff|Water spouts from down smash cover twice as much distance, giving it more reach.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Last hit on down aerial now sends opponents on a semi-spike trajectory.}} | *{{buff|Last hit on down aerial now sends opponents on a semi-spike trajectory.}} | ||
*{{buff|Neutral aerial has a lot more range.}} | |||
===Specials=== | ===Specials=== | ||
*{{buff|New aerial down special: Aqua Jet, a downward water stream that meteor smashes, goes straight through platforms, and gives Squirtle slight upwards momentum. The meteor smash is stronger the closer the foe is to Squirtle.}} | |||
*{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | *{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | ||
*{{buff|[[Withdraw]] is | *{{buff|Knockback on [[Withdraw]] is drastically increased.}} | ||
*{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | *{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | ||
=={{SSBB|Toon Link}}== | =={{SSBB|Toon Link}}== | ||
===Attributes=== | |||
*{{change|Toon Link holds the Mirror Shield.}} | |||
*{{buff|Up taunt produces a non-flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward tilt can now meteor smash.}} | *{{buff|Forward tilt can now meteor smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has drastically reduced start-up and ending lag, as well as duration.}} | *{{buff|Neutral aerial has drastically reduced start-up and ending lag, as well as duration.}} | ||
*{{buff|Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.}} | *{{buff|Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Toon | *{{buff|Toon Link can grab during two periods of his grab animation: when the hookshot is shot, and while it is being retracted. In the air, his grab cancels into aerials.}} | ||
*{{buff|Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.}} | *{{buff|Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Hero's Bow]] randomly shoots | *{{buff|[[Hero's Bow]] randomly shoots Fire, Ice, and Light arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched. A maximum of four arrows can be onscreen at once. Ice arrows freeze foes, and Light arrows stun them.}} | ||
*{{buff|[[Boomerang]] knocks opponents upwards and | *{{buff|[[Boomerang]] knocks opponents upwards and produces a flower if it hits while returning to Toon Link.}} | ||
*{{buff|Toon Link can move across the ground with a grounded [[Spin Attack]], akin to his Hurricane Slash from ''Wind Waker'', but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.}} | *{{buff|Toon Link can move across the ground with a grounded [[Spin Attack]], akin to his Hurricane Slash from ''Wind Waker'', but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.}} | ||
*{{buff|[[Bomb]]s are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.}} | *{{buff|[[Bomb]]s are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.}} | ||
*{{change|[[Triforce Slash]] has fire hitboxes and the final hit knocks opponents backwards.}} | *{{change|[[Triforce Slash]] has fire hitboxes and the final hit knocks opponents backwards.}} | ||
=={{SSBB|Wario}}== | =={{SSBB|Wario}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Air speed has been drastically increased, along with an increase in falling speed.}} | *{{buff|Air speed has been drastically increased, along with an increase in falling speed.}} | ||
*{{change|Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.}} | *{{change|Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.}} | ||
*{{buff|Pressing B during side taunt causes Wario to fart.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.}} | *{{buff|Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.}} | ||
*{{buff|Forward smash's range has been increased and has [[armor]] on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.}} | *{{buff|Forward smash's range has been increased and has [[armor]] on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.}} | ||
*{{buff|Up smash has a vacuum effect.}} | *{{buff|Up smash has a vacuum effect.}} | ||
*{{buff|Down smash | *{{buff|Down smash causes opponents to trip until the final hit.}} | ||
*{{buff|Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.}} | *{{buff|Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.}} | ||
*{{buff|Down tilt | *{{buff|Down tilt will stay active until a foe hits it or Wario does something else. Has an additional hitbox that is designed to hit rolling crates only.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
Line 1,051: | Line 966: | ||
*{{buff|By pressing A during his back aerial, Wario will fart, pushing him backwards.}} | *{{buff|By pressing A during his back aerial, Wario will fart, pushing him backwards.}} | ||
*{{buff|Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.}} | *{{buff|Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.}} | *{{buff|Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Chomp]]'s bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.}} | *{{buff|[[Chomp]]'s bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.}} | ||
*{{buff|[[Wario Bike]] is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful.}} | *{{buff|[[Wario Bike]] is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful. When Wario picks up a large item such as his bike, that animation is cancelable with Chomp, automatically eating it.}} | ||
*{{buff|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}} | *{{buff|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}} | ||
*{{nerf|After 25 seconds, Wario may fart | *{{nerf|A fully charged down special produces a [[rolling crate]]. That is to say, one doesn't charge this special. After 25 seconds, Wario may fart a [[Rolling Crate]]. This move has a 25 second cooldown. Attempting to fart out a crate prematurely will reset the cooldown and Wario will do a weak fart. Wario's attacks do less damage to rolling crates. Rolling crates are weaker and can be ducked through like platforms.}} | ||
=={{SSBB|Wolf}}== | =={{SSBB|Wolf}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Dashing speed has been improved.}} | *{{buff|Dashing speed has been improved.}} | ||
*{{change|Up taunt makes the audience cheer.}} | |||
*{{buff|Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.}} | |||
*{{buff|New down taunt: Wolf performs a salute while saying "Play time's over!" if facing right or "Weaklings!" if facing left. The salute can damage for 5%.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Forward tilt | *{{change|Forward tilt has decreased vertical knockback while dealing more damage.}} | ||
*{{buff|Dash attack moves Wolf forward a good distance instead of halting all movement.}} | *{{buff|Dash attack moves Wolf forward a good distance instead of halting all movement.}} | ||
*{{buff|Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal ''Brawl'', except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to [[Weavile]]. The angled version can be cancelled into Wolf Flash by holding B if it hits.}} | *{{buff|Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal ''Brawl'', except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to [[Weavile]]. The angled version can be cancelled into Wolf Flash by holding B if it hits.}} | ||
*{{change|Back slice of down smash produces vertical knockback instead of horizontal.}} | *{{change|Back slice of down smash produces vertical knockback instead of horizontal.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has more hitboxes, consisting of more hits.}} | *{{buff|Neutral aerial has more hitboxes, consisting of more hits.}} | ||
*{{buff|Neutral aerial can now be canceled into another aerial, including another neutral air.}} | *{{buff|Neutral aerial can now be canceled into another aerial, including another neutral air.}} | ||
*{{buff|Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.}} | *{{buff|Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.}} | ||
*{{change|"Play time's over, Star Fox!" SFX played during entry.}} | |||
===Grabs and throws=== | |||
*{{buff|Pummel deals more damage.}} | |||
===Specials=== | ===Specials=== | ||
*{{buff|[[Blaster]] shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.}} | *{{buff|[[Blaster]] shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.}} | ||
*{{buff|[[Wolf Flash]] can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a ''Melee'' air dodge on startup, allowing Wolf to [[wavedash]] when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.}} | *{{buff|[[Wolf Flash]] can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a ''Melee'' air dodge on startup, allowing Wolf to [[wavedash]] when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.}} | ||
*{{buff|[[Fire Wolf]] | *{{buff|[[Fire Wolf]] has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly. When connecting with a wall, Wolf can wall jump.}} | ||
**{{change|If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.}} | **{{change|If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.}} | ||
*{{buff|[[Reflector (move)|Reflector]] knocks upwards when grounded and can be cancelled into any aerial airborne.}} | *{{buff|[[Reflector (move)|Reflector]] knocks upwards when grounded and can be cancelled into any aerial airborne.}} | ||
=={{SSBB|Yoshi}}== | =={{SSBB|Yoshi}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has an additional midair jump. Has more armor while jumping.}} | *{{buff|Has an additional midair jump. Has more armor while jumping.}} | ||
*{{buff|Dashing speed has been improved.}} | *{{buff|Dashing speed has been improved.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Second hit of jab can cancel into crouch or dash | *{{buff|Second hit of jab can cancel into crouch or dash,}} | ||
*{{buff| | *{{buff|Forward smash produces a flower.}} | ||
*{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | *{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Aerial attacks can be performed with either the A button or the Z button; when performed with the latter, Yoshi will halt all momentum, akin to a [[double jump cancel]].}} | *{{buff|Aerial attacks can be performed with either the A button or the Z button; when performed with the latter, Yoshi will halt all momentum, akin to a [[double jump cancel]].}} | ||
*{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | *{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | ||
*{{ | *{{buff|The flutter kicks during Yoshi's down aerial are performed much faster, greatly increasing the speed of the attack.}} | ||
*{{buff| | *{{buff|When sweetspotted, the forward aerial is stronger, has drastically increased hitlag, and buries grounded opponents.}} | ||
*{{buff| | *{{buff|Up aerial has very weak sourspot hitboxes added.}} | ||
===Grabs and throws=== | |||
===Specials=== | ===Specials=== | ||
*{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | *{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | ||
*{{buff|[[Egg Roll]] no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground. Is grab cancelable.}} | |||
*{{buff|[[Egg Roll]] | *{{buff|[[Egg Throw]] has a fire trail and produces a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.}} | ||
*{{buff|[[Egg Throw]] | *{{buff|[[Ground Pound]] has IASA frames. Notably, interrupting the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | ||
*{{buff|[[Ground Pound]] has IASA frames. | |||
=={{SSBB|Zelda}}== | =={{SSBB|Zelda}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has distant hitboxes added to her jab, dash attack, forward smash, forward aerial, back aerial, and down aerial. If | *{{buff|Has distant hitboxes added to her jab, all tilts, dash attack, forward smash, forward aerial, back aerial, and down aerial. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack, such as the forward and back aerials sending opponents towards Zelda with moderate knockback, the down aerial and down tilt meteor smashing opponents, and the up tilt sending opponents vertically with powerful knockback. If Zelda holds A as the opponent is hit by these hitboxes, she will teleport to where the hitbox is.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.}} | *{{buff|Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{Buff|Up aerial has lost its fire effect in favor of a magic effect. Holding A propels her down. Landlag produces a hitbox when done this way. Not really meant to be used as an attack.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}} | *{{buff|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Din's Fire]] is interruptible at any time. It also no longer leaves Zelda helpless if used in the air.}} | |||
*{{buff|[[Din's Fire]] is interruptible at any time | *{{buff|The fireball of Din's Fire no longer explodes when hitting a solid surface, but keeps pressing against it. Zelda can hold the move for longer before she is forced to end it and the fireball explodes. If Zelda is hit while using Din's Fire, the fireball keeps heading in the same direction.}} | ||
*{{buff|Two Din's Fires can be fired at once if the special attack button is pressed twice quickly. The second Din's Fire is slower.}} | |||
*{{buff|[[Farore's Wind]] has no ending lag when used for recovery, no longer killing all momentum upon finish.}} | *{{buff|[[Farore's Wind]] has no ending lag when used for recovery, no longer killing all momentum upon finish.}} | ||
*{{buff|Early during her transformation into Sheik, she can cancel the transformation with | *{{buff|[[Nayru's Love]] grants Zelda forward momentum if she is moving in the air. Zelda can move forward or backward slightly more distance than a dodge if used on the ground.}} | ||
*{{buff|Early during her transformation into Sheik, she can cancel the transformation with normals. This is done to assist those that mess up angling Din's Fire.}} | |||
*{{buff|Neutral air cancels into other aerials.}} | |||
=={{SSBB|Zero Suit Samus}}== | =={{SSBB|Zero Suit Samus}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Alternate Jab remapped to Z for easier use.}} | ||
*{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | *{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal | *{{nerf|The knockback of the first kick of the forward aerial has been reduced.}} | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal aerial. This move spikes unless the A button is held. This causes her to perform a multi hitting flipping attack propelling her up.}} | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel speed increased.}} | *{{buff|Pummel speed increased.}} | ||
*{{change|Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.}} | *{{change|Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.}} | ||
*{{change|"Be still" SFX played when down throw is used.}} | |||
===Specials=== | ===Specials=== | ||
*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | *{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | ||
*{{buff|[[Plasma Whip]] has a sourspot hitbox added | *{{buff|[[Plasma Whip]] has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.}} | ||
*{{ | *{{buff|If the special button is held during side special, the move will only hit for electric damage and knock foes toward her.}} | ||
*{{buff|Down special only uses the attack portion with A. This is so the move can be followed up with specials better.}} | |||
<br/> | |||
==References== | ==References== | ||
*http://blog.brawlminus.net/characters | *http://blog.brawlminus.net/characters | ||