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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*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}} | *{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}} | ||
*{{buff|''Heat Wave'': Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.}} | *{{buff|''Heat Wave'': Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.}} | ||
*{{buff|Back and up aerials are more powerful | *{{buff|Back and up aerials are more powerful}} | ||
*{{buff|Down aerial deals more shield damage (0 → 16) | *{{buff|Down aerial deals more shield damage (0 → 16), and can now be buffered into a down smash by executing the move just before landing.}} | ||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.}} | *{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.}} | ||
*{{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. Can drag opponents offstage, similarly to the [[Wall of pain]].}} | *{{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. Can drag opponents offstage, similarly to the [[Wall of pain]].}} | ||
*{{buff|When used on the ground, [[Fly]] is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.}} | *{{buff|When used on the ground, [[Fly]] is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.}} | ||
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=={{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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*{{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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=={{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]]. Based on Stun Spore, Poison Powder and Sleep Powder respectively.}} | |||
*{{buff|Stamina has been removed.}} | *{{buff|Stamina has been removed.}} | ||
*{{buff|Type effectiveness has been removed | *{{buff|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.}} | ||
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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. 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 single hit burst of flame from his palm with solid damage and knockback.}} | ||
*{{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, can be canceled into a walljump from frame 9, 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 another F.L.U.D.D.}} | ||
*{{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.}} | ||
*{{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.}} | ||
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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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===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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*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | *{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | ||
**{{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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===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.}} | ||
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*{{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 almost 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 is grab cancelable.}} | *{{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 is 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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=={{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=== | ||
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*{{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 | ||
*https://brawlminus.net/characters | *https://brawlminus.net/characters |