Neutral Special:
Arrows do not deal fire damage, and are not physically on fire.
The move has more startup (earliest firing frame: 14 → 18).
The arrows take longer to charge (50 frames → 60).
The move has slightly less ending lag (lag after firing: 24 → 22).
The arrows fire at an altered, variable angle (4˚ → 5˚ (uncharged)/1˚ (fully charged)).
Arrows have a longer duration (35 frames → 60).
Arrows fly slower (speed: 2.8 (uncharged)/6.3 (fully charged) → 2/4.4).
Arrows are floatier (gravity: 0.035 → 0.015 (uncharged)/0.005 (fully charged)).
Overall, arrows have more range.
Arrows deal slightly less damage on average (4.5 (min)/12 (max) [rounded down] → 4/12 [rounded down]).
The arrows launches at the Sakurai angle, rather than upwards, and has less knockback (45 (base)/70 (scaling) → 8/50), removing their followup potential and preventing Toon Link from properly punishing opponents who get hit by them.
The arrows do not have reduced shield damage.
Side Special:
The max angle of the boomerang is slightly higher (33˚ → 35˚).
Boomerangs have a longer duration (127 frames (normal)/163 (smash input) → 147/185).
Boomerangs deal less damage when moving out (base: 11 (clean)/7 (late) → 8/5).
Boomerangs' clean hit lasts longer (3 frames → 9). The return also deals slightly more damage (2 → 3).
Boomerangs travel slower (speed: 2.4 (normal)/2.9 (smash) → 2.3/2.8), and turn around slower (acceleration: 0.047 → 0.04).
Up Special:
Grounded Spin Attack has less startup (minimum frames: 9 → 6).
It has more ending lag (Spin FAF: 66 → 75).
It is more likely to drop some hits.
It launches horizontally instead of vertically (84˚ → 48˚), combined with the previous change, this removes its combo potential.
It deals much more knockback (71 (base)/85 (scaling) → 70/180), granting it KO potential.
The aerial version grants less height, and rises slower, worsening its recovery.
The aerial version deals more total damage (12 → 14). The final hit deals more damage (3 → 4), increasing its knockback despite slightly reduced knockback scaling (180 → 170).
The final hit launches at a higher angle (38˚ → 45˚), improving its KO potential off the top, but worsening it off the side.
It has more landing lag (24 frames → 30).
Down Special:
Down special has less ending lag (FAF 40 → 37).
The bomb deals less total damage (base damage 8 → 4.2).
The bomb only has one hit, making it more consistent.
The bomb deals more knockback.
The bomb has a longer timer (220 frames → 300).
The bomb is more prone to exploding when hitting the ground (speed to detonate: 1.7 → 0.7).