Editing Brawl-/Character changes
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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 foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | *{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | ||
**{{buff|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 too 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.}} | **{{buff|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 too 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.}} | **{{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.}} | ||
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=={{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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*{{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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===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=== | ||
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===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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===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 ''[[mariowiki:Super Mario Land|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|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''[[mariowiki:Super Mario Land|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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===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=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace. In addition, if one holds B, instead of launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', | *{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, 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 launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', a burst of flame from his palm that deals multiple flame 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|[[Dolphin Slash]] plays the SFX from ''Melee''.}} | *{{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.}} | ||
*{{buff|Down tilt has set vertical knockback, allowing for combos and confirms at any percent.}} | *{{buff|Down tilt has set vertical knockback, allowing for combos and confirms at any percent.}} | ||
*{{buff|Up tilt has significantly decreased ending lag.}} | *{{buff|Up tilt has significantly decreased ending lag.}} | ||
*{{buff|Forward smash is now a slash that angles more upward. It | *{{buff|Forward smash is now a slash that angles more upward. It is more powerful and has even more range.}} | ||
*{{nerf|Forward smash has increased ending lag.}} | *{{nerf|Forward smash has increased ending lag.}} | ||
**{{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.}} | ||
*{{buff|Neutral Air has significantly decreased ending lag in the air, allowing for more followups.}} | |||
*{{buff|Neutral Air has decreased ending lag in the air, allowing for more followups | |||
*{{buff|Down Air now spikes directly downwards instead of semi-spiking. This allows for more combos and even more effective edge guarding.}} | *{{buff|Down Air now spikes directly downwards instead of semi-spiking. This allows for more combos and even more effective edge guarding.}} | ||
*{{buff|Back Air has significantly increased knockback.}} | *{{buff|Back Air has significantly increased knockback.}} | ||
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*{{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, striking 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=== | ||
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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 and smaller. Aerial charge animation can be cancelled near startup by pressing the shield button, which sends Pit tumbling.}} | *{{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 and smaller. Aerial charge animation can be cancelled near startup by pressing the shield button, which sends Pit tumbling.}} | ||
*{{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. Using Angel Ring in the air will instead make him execute a weaker glide attack. Holding the special button will make him soar horizontally after striking.}} | ||
*{{buff|Hitbox added to [[Wings of Icarus]]' startup. It can be used 3 times. The second can be canceled into the third.}} | *{{buff|Hitbox added to [[Wings of Icarus]]' startup. It can be used 3 times. The second can be canceled into the third.}} | ||
*{{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.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{buff|Pit’s up taunt now deals damage with a quick series of weak opening slashes, finishing with a 14% jab upwards that can KO at roughly 160%.}} | *{{buff|Pit’s up taunt now deals damage with a quick series of weak opening slashes, finishing with a 14% jab upwards that can KO at roughly 160%.}} | ||
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=={{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. Can be quickly comboed into other moves if it lands.}} | ||
*{{buff|Up smash is a combination of [[Aura]] and ice instead of fire, simulating Phazon. Last hit is much stronger.}} | *{{buff|Up smash is a combination of [[Aura]] and ice instead of fire, simulating Phazon. Last hit is much stronger.}} | ||
*{{buff|Down smash produces knockback that is more horizontal.}} | *{{buff|Down smash produces knockback that is more horizontal.}} | ||
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===Specials=== | ===Specials=== | ||
*{{buff|[[Charge Shot]] charges quicker | *{{buff|[[Charge Shot]] charges quicker and 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|[[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 slower and have a much stronger explosion.}} | ||
**{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | **{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | ||
*{{change|{{b|Zero Laser|Samus}} | *{{change|{{b|Zero Laser|Samus}} will never transform Samus into Zero Suit Samus.}} | ||
===Taunts=== | ===Taunts=== | ||
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*{{buff|Down tilt propels Squirtle slightly.}} | *{{buff|Down tilt propels Squirtle slightly.}} | ||
*{{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|Neutral aerial is now a quicker, waterless attack that bounces Squirtle up slightly if it makes contact.}} | *{{buff|Neutral aerial is now a quicker, waterless attack that bounces Squirtle up slightly if it makes contact.}} | ||
*{{buff|Up aerial is much quicker and can be chained effectively.}} | *{{buff|Up aerial is much quicker and can be chained effectively.}} | ||
===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. On the ground this move is simply an up smash.}} | |||
*{{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 now a short but swift dash forward. Can aid in recovery.}} | *{{buff|[[Withdraw]] is now a short but swift dash forward. Can aid in recovery.}} | ||
*{{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.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{buff|Squirtle has a few intangibility frames when flipping during his up taunt.}} | |||
*{{buff|His down taunt is quicker and has armor.}} | *{{buff|His down taunt is quicker and has armor.}} | ||
Line 1,098: | Line 1,056: | ||
===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|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.}} | ||
Line 1,106: | Line 1,063: | ||
*{{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]].}} | ||
*{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}} | *{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}} | ||
*{{buff| | *{{buff|When sweetspotted, the forward aerial is stronger, and has drastically increased hitlag.}} | ||
*{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}} | *{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}} | ||
===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.}} | ||
**{{nerf|Opponents break free | **{{nerf|Opponents break free almosf instantly.}} | ||
*{{buff|[[Egg Roll]] is much faster, 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, and | *{{buff|[[Egg Roll]] is much faster, 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, and I s grab cancelable.}} | ||
*{{buff|[[Egg Throw]] | *{{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|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | *{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down tilt is quicker, stronger, has a meteor smash effect, and has an additional distant hitbox.}} | *{{buff|Down tilt is quicker, stronger, has a meteor smash effect, and has an additional distant hitbox.}} | ||
*{{buff|Up smash has additional distant hitbox.}} | *{{buff|Up smash has additional distant hitbox.}} | ||
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=={{SSBB|Zero Suit Samus}}== | =={{SSBB|Zero Suit Samus}}== | ||
===Attributes=== | ===Attributes=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{ | *{{change|Pressing the grab button for the last hit of a jab will fire a weak shot.}} | ||
*{{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.}} | ||
*{{nerf|Down smash is slower.}} | *{{nerf|Down smash is slower.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal | *{{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=== | ||
Line 1,163: | Line 1,118: | ||
*{{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 when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | *{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | ||
*{{ | *{{buff|Down special only uses the attack portion with A. This is so the move can be followed up with specials better. Can jump in either direction, and double jump is regained.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{buff|Up taunt gives ZSS a throwable arm cannon.}} | *{{buff|Up taunt gives ZSS a throwable arm cannon.}} | ||
<br/> | |||
==References== | ==References== | ||
*http://blog.brawlminus.net/characters | *http://blog.brawlminus.net/characters | ||