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.}}
*{{change|Down tilt sends backwards at the farthest hitbox.}}
*{{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 the first hit has a 0x [[Smash directional influence|SDI]] multiplier.}}
*{{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.}}
*{{buff|A clean Knee Smash is stronger, last longer (1 frame → 3), and can be done on any part of its initial hitbox.}}
*{{buff|Down aerial always meteor smashes.}}


===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 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.}}
*{{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 on a successful hit.}}


===Taunts===
===Taunts===
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*{{change|Has four costumes where he wears a hoodie}}
*{{change|Has four costumes where he wears a hoodie}}
===Ground attacks===
===Ground attacks===
*{{change|Knockback on forward and down tilts now deal set knockback.}}
*{{change|Knockback on forward and down tilts are now deal set knockback.}}
*{{nerf|Dash attack can go off of ledges.}}
*{{nerf|Dash attack can go off of ledges.}}
*{{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.}}
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=={{SSBB|Donkey Kong}}==
=={{SSBB|Donkey Kong}}==
===Aesthetics===
*{{change|Donkey Kong has four new alternate cosutmes based on [https://skylanders.fandom.com/wiki/Turbo_Charge_Donkey_Kong Turbo Charge Donkey Kong] from [https://skylanders.fandom.com/wiki/Skylanders:_SuperChargers Skylanders: SuperChargers]}}
===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 late hit sends opponents towards Donkey Kong, allowing for more followups.}}
*{{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]] is faster, has significantly larger hitboxes, and the first hit is jump-cancelable. If the special move button is held, it is instead Barrel Pull, where he simply grabs a new [[Barrel]]. They can be thrown the opposite way DK is headed to push himself forward. The Barrels will disappear quickly and no longer explode.}}
*{{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.}}
*{{buff|[[Konga Beat]] has a larger hit box.}}


=={{SSBB|Falco}}==
=={{SSBB|Falco}}==
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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}}'', that, when used on the ground, is a single hit burst of flame from his palm with solid damage and knockback. However, when used in the air, it becomes a multi-hit that has less less knockback, but more combo potential}}
*{{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 turned into Double Jump Punch, akin to Pikachu's Quick Attack, can be canceled into a walljump from frame 9, and the final hit is much stronger.}}
*{{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 uses Minus Water, which pulls opponents towards Mario and can be canceled into anything except another F.L.U.D.D.}}
*{{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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===Attributes===
===Attributes===
*{{buff|Pichu is significantly heavier (55 → 74).}}
*{{buff|Pichu is significantly heavier (55 → 74).}}
*{{nerf|Pichu's forward tilt, up smash, down smash, and back aerial now inflict self-damage.}}
*{{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===
*{{buff|Forward tilt has a disjointed sweetspot with enough power to kill around 110% at ledge.}}
*{{buff|Down tilt now launches vertically, improving its combo ability.}}
*{{nerf|Forward smash final hit is significantly weaker (90 base/140 scaling → 69/90), even with higher damage (6% → 10%).}}
*{{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 (50 base/105 scaling → 48/93).}}
**{{nerf|It has much less base knockback (80 → 48).}}
*{{change|Down smash is now a multi-hit that sends vertically.}}
**{{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|Forward aerial deals more damage (8% → 13%) and the final hit deals more knockback (0 base/100 scaling → 55/105).}}
*{{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.}}
*{{buff|Back aerial is a multi-hit that deals more damage (9% → 14%) and has more kill power.}}
*{{buff|Down aerial is more powerful and meteor smashes.}}
 
===Special moves===
===Special moves===
*{{change|Pichu's neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range.}}
*{{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|After Pichu takes 40% in self-damage, it can use [[Bulbapedia:Discharge_(move)|Discharge]], a powerful kill option. However, it needs to be recharged after use.}}
*{{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:Electro_Ball_(move)|Electro Ball]], a projectile that stuns the opponent.}}
*{{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]] only consists of only one dash, but can be used three times before landing and does not put in special fall. Holding the special button gives the move a hitbox that deals weak fixed knockback but deals self-damage. The held variant will immediately stop when colliding with an opponent.}}
*{{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.}}
*{{change|Down special now is [[Bulbapedia:Thunderbolt_(move)|Thunderbolt]], which does not consist of the shockwave at the end, but also does not self-inflict damage.}}


===Taunts===
===Taunts===
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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}} no longer transforms Samus into Zero Suit Samus.}}
*{{change|{{b|Zero Laser|Samus}} will never transform Samus into Zero Suit Samus.}}


===Taunts===
===Taunts===
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**{{nerf|Opponents break free faster.}}
**{{nerf|Opponents break free faster.}}
*{{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]] now throws Molotov Eggs, which have a fire trail and produce a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.}}
*{{buff|[[Egg Throw]] 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}}==
===Aesthetics===
*{{change|Zero Suit Samus has four new alternate costumes based on her Cadet Samus appearance from ''{{iw|metroidwiki|Metroid: Other M}}''}}


===Attributes===
===Attributes===
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===Ground attacks===
===Ground attacks===
*{{buff|Pressing the grab button for the last hit of a jab will fire a weak shot.}}
*{{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 spike aerial.}}
*{{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.}}
*{{nerf|[[Flip Jump]] No longer has intangibility.}}
*{{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.}}
**{{change|Flip Jump only uses the attack portion with A. This is so the move can be followed up with specials better.}}


===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

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