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Template:SSB4 to SSBU changelist: Difference between revisions

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(changed attributes for Wario (again) and Snake)
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|Wario====Aesthetics===
|Wario====Aesthetics===
*{{change|Wario's appearance is largely the same as it was in ''SSB4'', though his model features a more vibrant color scheme. Similarly to his appearance in ''Brawl'', his clothing and hair features subtle detailing.}}
*{{change|Wario's appearance is largely the same as it was in ''SSB4'', though his model features a more vibrant color scheme. Similarly to his appearance in ''Brawl'', his clothing and hair features subtle detailing.}}
*{[change|Like {{SSBU|Mario}} and {{SSBU|Luigi}}, Wario's overalls in his classic outfit have greater denim detailing; they are also a brighter shade of purple, more closely resembling his appearance in the ''Mario'' and ''Wario'' series.}}
*{{change|Wario's [[alternate costume]]s have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to {{SSBU|Cloud}}.}}
*{{change|Wario's [[alternate costume]]s have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to {{SSBU|Cloud}}.}}
*{{change|In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.}}
*{{change|In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.}}
*{{change|Wario fully closes his eyes while [[asleep]].}}
*{{change|Down [[taunt]] has a more comical, "poppier" animation, and is much faster. Wario also now vocalize faster as {{SSBU|Luigi}}'s up taunt.}}
*{{change|Down [[taunt]] has a more comical, "poppier" animation, and is much faster. Wario also now vocalize faster as {{SSBU|Luigi}}'s up taunt.}}
*{{change|Wario's air dodge animation is slightly different, with Wario's hands being outstretched for the duration of the dodge.}}
*{{change|[[Air dodge]] and footstooled animations have changed. Additionally, Wario fully closes his eyes while [[asleep]].}}
*{{change|When Wario is footstooled, he has a different animation. Rather than his head acting like a spring, he now instead has a more traditional footstool animation.}}
*{{change|Wario's left-inputted victory pose now begins with him walking forward for the victory animation before patting his belly, then farting. He also keeps a shocked expression throughout, and takes slightly longer to sniff and scratch his head.}}
*{{change|Two of Wario's victory poses have been slightly modified:}}
**{{change|He begins walking forward for the victory animation involving him patting his belly, then farting. He also keeps a shocked expression throughout, and takes slightly longer to sniff and scratch his head.}}
**{{change|His head no longer faces the screen in his victory animation involving his bike.}}
*{{change|Wario's [[Palutena's Guidance]] conversation has slightly been modified (see [[Palutena's Guidance#Wario_2|here]]).}}
*{{change|Wario's [[Palutena's Guidance]] conversation has slightly been modified (see [[Palutena's Guidance#Wario_2|here]]).}}


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|Snake====Aesthetics===
|Snake====Aesthetics===
<!--Please do not make a comment about Snake's butt. As sad as you may think it is, the wiki is not the place for it.-->
<!--Please do not make a comment about Snake's butt. As sad as you may think it is, the wiki is not the place for it.-->
*{{change|Snake retains his design from ''Metal Gear Solid 2: Sons of Liberty''. However, his body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana.}}
*{{change|Due to the game's graphical improvements, Snake has a sleeker design, and his overall color scheme is more vibrant. His body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana. His pupils are also smaller. Altogether, these changes make Snake closely resemble his official artwork for ''Metal Gear Solid: The Legacy Collection''.}}
*{{change|Snake has two additional [[alternate costumes]], increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from ''Metal Gear Solid 4: Guns of the Patriots''. The other is a lighter green costume resembling the leaf camouflage from ''Metal Gear Solid 3: Snake Eater''.}}  
*{{change|Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and stands more upright instead of slouching.}}
*{{change|Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and stands more upright instead of slouching.}}
*{{change|Snake has refined animations for many of his moves.}}
*{{change|The majority of Snake's animations are more fluid and polished.}}
*{{change|Snake's [[series symbol]] has changed from the FOX logo to the "!" Alert symbol seen in ''Metal Gear Solid'' games.}}
*{{change|Snake always speaks during his [[on-screen appearance]].}}
*{{change|Snake always speaks during his [[on-screen appearance]].}}
*{{change|Snake's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Snake uses one of his attacking voice clips (or stays silent) when using a smash attack with battering items rather than the voice clip from his forward smash in ''Brawl''.}}
*{{change|Snake has two additional [[alternate costumes]], increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from ''Metal Gear Solid 4: Guns of the Patriots''. The other is a lighter green costume resembling the leaf camouflage from ''Metal Gear Solid 3: Snake Eater''.}} 
*{{change|Snake's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}  
*{{change|Snake has a new [[victory animation]]. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from ''Brawl''.}} [https://i.redditmedia.com/rgI5tgRJU8NnjMoxNmCmt3oaAGRwdhaFRK_6PxxJUmE.png?w=1024&s=24cc1e5811448d6c5b2845fdc3ef654b]
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.}}
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.}}
*{{change|When using a smash attack with battering items, Snake uses one of his attacking voice clips (or stays silent) rather than the voice clip from his forward smash in ''Brawl''.}}
*{{change|Snake has a new [[victory animation]]. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from ''Brawl''.}}
*{{change|Due to his absence in ''SSB4'', Snake now has a [[Boxing Ring]] title and a [[Palutena's Guidance]] conversation.}}


===Attributes===
===Attributes===

Revision as of 20:06, March 26, 2020

Like Mario and Luigi, Wario's overalls in his classic outfit have greater denim detailing; they are also a brighter shade of purple, more closely resembling his appearance in the Mario and Wario series.

  • Change Wario's alternate costumes have been re-ordered; his classic outfit now occupies his even-numbered costumes instead of the second half, similar to Cloud.
  • Change In his biker outfit, Wario's jacket and helmet straps have more physics-based movement.
  • Change Down taunt has a more comical, "poppier" animation, and is much faster. Wario also now vocalize faster as Luigi's up taunt.
  • Change Air dodge and footstooled animations have changed. Additionally, Wario fully closes his eyes while asleep.
  • Change Wario's left-inputted victory pose now begins with him walking forward for the victory animation before patting his belly, then farting. He also keeps a shocked expression throughout, and takes slightly longer to sniff and scratch his head.
  • Change Wario's Palutena's Guidance conversation has slightly been modified (see here).

Attributes

  • Buff Like all characters, Wario's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Wario runs faster (1.5 → 1.65).
    • Buff Wario's initial dash is significantly faster (1.3 → 1.837).
  • Buff Wario walks slightly faster (0.847 → 0.889).
  • Buff Wario's air speed is higher (1.21 → 1.271).
  • Change Wario's gravity is higher (0.092 → 0.107). This allows him to land more safely, but worsens his vertical endurance and reduces his jump height.
  • Buff Wario's traction has increased (0.07 → 0.106), improving his ability to punish out of shield. However, it is much lower relative to the cast, going from the 3rd highest to the 42nd highest.
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 51).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 14 → 11).
    • Buff The first hit has altered angles (55°/72° → 361°) and knockback (45/38 base/50/40 scaling → 40/38 base/20 scaling) to keep opponents on the ground and closer to Wario, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock.
    • Buff The first hit has three hitboxes instead of two, with the existing ones being smaller (4u/5u → 2.2u/2.2u/2.8u), and they are placed farther horizontally (Z offset: 5u/10u → 7u/9.2u/12u). While this reduces its vertical range, it increases its horizontal range and gives it more favorable hitbox placements overall.
    • Buff The second hit's farthest hitbox follows Wario's hand instead of covering a static area, increasing its vertical range.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The second hit's hitbox on Wario's shoulder has been removed; however, the hitbox on his arm has been moved closer to compensate (Z offset: 8u → 6u).
  • Forward tilt:
    • Change Wario has a new forward tilt: a heavy-handed slap.
    • Buff It deals more knockback (22 base/98 scaling → 20/102), allowing it to KO slightly earlier.
    • Buff It consists of only two hitboxes instead of four, but they are placed farther apart from each other (X offset: -3u/0u/1u/1.8u → -0.5u/2.3u), and the sweetspot is larger (5.5u → 5.7u). Additionally, Wario no longer keeps his arm in front of him after the hitboxes cease. As a result, the move has more favorable hitbox placements overall, with more horizontal range and disjoint.
    • Buff The sourspot deals more damage when the move is angled down (10% → 11%), matching the other angles.
    • Change The sweetspot deals consistent damage across every angle (13% (not angled)/14% (angled up)/12% (angled down) → 13%). This reduces the angled up variant's KO potential, but improves the angled down variant's.
  • Up tilt:
    • Buff Up tilt has less startup (frame 12 → 8) and ending lag (FAF 36 → 28). In combination with Wario's faster jumpsquat, this greatly improves its combo potential, even allowing it to chain into itself.
    • Buff The clean hit's body hitbox has increased horizontal range (Z offset: 0 → -1.5 - 1.5) and launches at a higher angle (92° → 95°), allowing it to better hit grounded opponents at Wario's sides and lead into subsequent up tilts.
    • Buff The late hit deals more knockback (30 base/50 scaling → 20/120) and launches at a higher angle (80° → 90°), granting it situational KO potential at very high percents, without hindering its combo potential due to the move's reduced ending lag.
    • Nerf It deals less damage (10% → 6% (clean), 6% → 5% (late)).
    • Nerf It no longer grants intangibility on Wario's head or arms.
    • Change The clean hit has altered knockback, which does not fully compensate for its reduced damage (65 base/74 scaling → 28/130). This moderately reduces the move's KO potential, but further improves its combo potential when coupled with the aforementioned changes, granting it a KO setup into a half charged or fully charged Wario Waft at mid to high percents.
  • Dash attack:
    • Change Wario has a new dash attack: his "Shoulder Tackle" Dash Attack from the Wario Land series, which was previously the basis of his forward smash in Brawl.
    • Buff It deals more damage (7% → 11% (clean), 4% → 5% (late)) and knockback, with the late hit no longer having set knockback (80 base/70 scaling (clean), 50 set/100 scaling (late) → 60 base/97 scaling). This significantly improves the clean hit's KO potential, allowing it to KO at around 145% from the center of Final Destination, making it one of the strongest dash attacks in the game.
    • Buff It provides more forward momentum, effectively increasing its horizontal range, despite the hitboxes being smaller (4.5u/4u → 4u/4u (clean), 4u/3u (late)) and located closer to Wario (Z offset: 6u/11u → 5.8u/2u (clean), 6u/9u → 4.8u/2u (late)).
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 4-5 (clean)/6-23 (late) → 5-8/9-23).
    • Nerf The move has one frame more startup (frame 4 → 5).
    • Nerf The clean hit has a sourspot on Wario's body that deals less damage (7% → 5%), although it is outprioritized by the sweetspot.
    • Change The late hit launches at a different angle (180° → 70°), matching the clean hit.
    • Nerf The late hit no longer has a 100% trip chance, and in combination with its altered angle and knockback, it can no longer trip opponents in any capacity whatsoever. This removes its setup potential.
    • Change The late hit has a lower hitlag multiplier (1.2× → 1×).
  • Forward smash:
    • Buff Forward smash deals more damage (19% → 20%).
    • Nerf It has less knockback scaling (99 → 93), marginally reducing its KO potential despite its higher damage.
    • Change Wario's fist enlarges more, although this does not give the move more range. Both of his feet remain on the ground when he punches, only lifting the back leg after the blow.
  • Up smash:
    • Buff Up smash's clean hit deals more damage (16% → 17%), with only base knockback compensated (40 → 35), marginally improving its KO potential.
    • Nerf The late hit has less base knockback like the clean hit (40 → 35), hindering its KO potential.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 68 → 62).
    • Buff The clean hit has a lower hitlag multiplier (1× → 0.85×), making it slightly harder to DI.
    • Buff The clean and mid hit's hitboxes have been extended horizontally, and have varying horizontal offsets throughout the move instead of a static one. This increases the move's horizontal range and disjoint.
    • Buff The late hit has a marginally bigger hitbox (2.5u → 2.6u).
    • Change Wario has a surprised facial expression when using down smash.

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral, up), 16 → 10 (forward), 27 → 16 (back), 19 → 18 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 50 → 46).
    • Buff It auto-cancels one frame earlier (frame 44 → 43).
    • Buff Both hits deal slight shield damage (0 → 0.7).
    • Buff The first hit's body hitbox is much larger, and it has gained two additional hitboxes for Wario's respective hands (3u → 4.5u/3u/3u). This significantly increases its range all around, improving its utility for approaching.
    • Buff The first hit has a significantly longer duration (frame 4 → frames 4-17), with a late hit on frames 13-17 that deals 3% if Wario's arms hit; the second hit has more startup instead (frame 15 → 20). This covers a large part of the gap between it and the second hit, further improving its utility as an approach option.
    • Nerf The second hit has more startup with a shorter duration (frame 15-38 → 20-42), causing it to connect less reliably from the first hit's early frames at low percents.
      • Buff However, combined with the aforementioned changes, this further reduces the move's ending lag to only three frames, and allows it to auto-cancel immediately after the hitboxes cease. This considerably improves its combo potential on all accounts.
    • Buff The second hit has a stronger late hit during frames 27-42, dealing 5% damage. While this also increases its knockback, the move still has improved combo potential due to its lower ending and landing lag.
    • Nerf The first clean hit deals slightly less damage (6.5% → 6%).
    • Nerf The second hit has a smaller hitbox (4.5u → 3.5u).
  • Back aerial:
    • Buff Wario's head enlarges slightly less during the move, but the hitbox placements remain unchanged, slightly increasing its disjoint and making it safer to use.
    • Buff It deals more knockback (20 base/100 scaling → 21/106), improving its KO potential.
    • Nerf Its initial auto-cancel window is one frame shorter (frames 1-5 → 1-4).
  • Down aerial:
    • Change Down aerial has a slightly different animation, with Wario putting his arms around his head, and his hands together in a diving pose.

Throws and other attacks

  • Grabs:
    • Buff All grabs are active for three frames instead of two.
    • Buff They have increased horizontal range (Z2 offset: 9.3u → 10.3u (standing), 11.3u → 12u (dash), -15.8u → -15.9u (pivot)).
    • Nerf They have more ending lag (FAF 30 → 36 (standing), 37 → 44 (dash), 35 → 39 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 11 (dash), 12 (pivot)). As a result, Wario no longer has the same startup for all his grabs, nor has the fastest pivot grab in the game.
    • Change Wario's hand is placed lower when grabbing an opponent.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.6%).
    • Change It has much less startup (frame 5 → 2) and ending lag (FAF 19 → 8), but deals considerably more hitlag (4 frames → 15), keeping its effective duration unchanged. Relative to the rest of the cast, Wario's pummel is now among the slowest but most damaging, rather than average on both accounts.
    • Change Wario's finger points slightly higher when pummeling the opponent.
  • Change All of Wario's throws have been altered with more exaggerated animations.
  • Forward throw:
    • Buff Forward throw consists of a hitbox before the throw, like back throw in Brawl, allowing it to hit bystanders. Its total damage remains unchanged (12% → 4% (hit 1), 8% (throw)).
    • Nerf The throw portion's knockback scaling has not been fully compensated for its lower damage output (65 → 70). This significantly hinders its KO potential, no longer being one of the strongest forward throws in the game.
    • Nerf While the move's lag remains the same, it inflicts hitlag due to the new hitbox, making it easier to DI.
  • Up throw:
    • Buff Due to Wario's faster jumpsquat, up throw has gained utility as a combo starter, with followups into up aerial from low to mid percents.
    • Nerf The throw portion deals less damage (7% → 4%; 11% total → 8%).
    • Buff The throw portion has more knockback scaling (72 → 105), allowing it to KO slightly earlier despite its lower damage.
  • Down throw:
    • Buff The throw portion deals more damage (4% → 7%; 8% total → 11%).
    • Change It has a more forceful animation, with Wario clenching his fists upon contact, better resembling the Ground Pound from the Wario Land games.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Chomp:
    • Buff Both biting opponents and eating projectiles now heals Wario; the former heals him by 0.6% per bite, while the latter does by 1%, like eating non-explosive items.
    • Buff The throw has much more knockback scaling (76 → 109), allowing it to KO at high percents.
    • Buff It has less ending lag after eating a projectile (FAF 36 → 26).
    • Buff The explosion from eating explosive items has less startup (frame 18 → 17), with its total duration reduced as well (FAF 73 → 72).
    • Buff Eating explosive items deals less recoil damage (5% → 3%).
    • Nerf It has more ending lag if it misses (FAF 38 → 42).
    • Nerf It no longer grants intangibility on Wario's head.
  • Wario Bike:
    • Buff A thrown bike deals much more knockback, capable of launching opponents a fair distance and KOing at high percents.
    • Buff The wheelie slam comes out faster, to where it can hit opponents as soon as the bike drops down, allowing it to hit aerial opponents more easily.
    • Buff The start of the wheelie deals slightly more damage (8% → 8.3%).
    • Nerf After the bike is destroyed or disappears, it has a cooldown of six seconds before it can be used again.
    • Nerf The bike no longer bounces as much when thrown, giving fewer options as a projectile.
    • Change Aerial Wario Bike has physics when Wario is not riding it, rather than staying static in animation.
    • Change Wario gets thrown forward and put into tumble if he hits a wall whilst riding the bike.
    • Change The bike releases smoke and sparks to signify how much damage it has taken.
    • Change Wario continually pumps his fist while performing a wheelie with the bike.
  • Corkscrew:
    • Buff The looping hits use five hitboxes instead of a single one, which are smaller (6.5u → 3u/4u/4u/4u/4u), but spread farther around Wario (Y offset: 11u → 6u/7u/7u/13u/13u, Z offset: 0u → 1u/4u/-3u/4u/-3u), increasing their range.
    • Buff Both the first hit and looping hits have altered angles (85°/115°/85°/105° → 127° (first hit), 104° → 80°/105°/115°/105°/115° (looping hits)) and are weight-independent, and the latter also have a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.5× → 0.3×). This allows them to connect more reliably.
    • Buff The looping hits' hitboxes deal different damage each (1% → 1%/1.2%/1.3%/1.4%/1.5%). This increases its total damage output, although it is much more inconsistent as a result.
    • Buff The last hit no longer have two separate hitboxes on each of Wario's hands, instead having one hitbox that extends between them. The body hitbox is also larger (4u → 5u) and placed lower (Y offset: 8u → 7u). Altogether, this increases the last hit's range, especially above Wario.
    • Change The last hit's hand hitbox has a lower hitlag multiplier (2.5× → 2×).
    • Change The last hit is weight-independent, hindering the move's KO potential against lighter targets, but improving it against heavier ones.
  • Wario Waft:
    • Change Wario Waft's fart cloud's visual effects have been redone.
    • Change Wario turns away from the screen when executing a fully charged Wario Waft.
    • Change A fully charged Waft triggers Special Zoom.
  • Wario-Man:
    • Change Wario-Man has been significantly overhauled. Instead of a transformation, it is a cinematic Final Smash where Wario dashes forward, hitting caught opponents several times in a comic book style and launching them away at the end, similar to Stampede!.
    • Nerf Wario-Man is significantly less effective overall, no longer giving Wario access to a stronger version of himself with invincibility and extremely fast attacks, instead limiting him to a ramming attack that has merely average power and is much easier to avoid.
    • Change Wario once again vocalize "Oooooh..." at the end of move like in Brawl, though it now plays during the final hit of cinematic rather than the deactivation itself.

|Snake====Aesthetics===

  • Change Due to the game's graphical improvements, Snake has a sleeker design, and his overall color scheme is more vibrant. His body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana. His pupils are also smaller. Altogether, these changes make Snake closely resemble his official artwork for Metal Gear Solid: The Legacy Collection.
  • Change Snake has two additional alternate costumes, increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from Metal Gear Solid 4: Guns of the Patriots. The other is a lighter green costume resembling the leaf camouflage from Metal Gear Solid 3: Snake Eater.
  • Change Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and stands more upright instead of slouching.
  • Change The majority of Snake's animations are more fluid and polished.
  • Change Snake always speaks during his on-screen appearance.
  • Change Snake uses one of his attacking voice clips (or stays silent) when using a smash attack with battering items rather than the voice clip from his forward smash in Brawl.
  • Change Snake's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
  • Change Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.
  • Change Snake has a new victory animation. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from Brawl.
  • Change Due to his absence in SSB4, Snake now has a Boxing Ring title and a Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Snake's jumpsquat animation takes 3 frames to complete (down from 9), the biggest difference out of the cast. This greatly improves his ground-to-air transitioning.
  • Buff Snake walks faster (0.84 → 0.882).
  • Buff Snake runs much faster (1.35 → 1.595).
    • Buff Snake's initial dash is significantly faster (1.1 → 1.76), no longer being the second slowest. This noticeably improves his mobility on the ground.
  • Buff Snake's air speed is faster (0.94 → 0.987), although it is significantly slower relative to the cast, going from the 19th highest out of 38 characters to the 59th highest out of 81 characters.
  • Buff Snake's fast falling speed is much higher (2.422 → 2.768).
  • Buff Snake's traction is significantly higher (0.0542 → 0.116) going from the 25th highest to the 16th highest.
  • Nerf Snake is considerably lighter (113 → 106), going from 3rd heaviest in Brawl to tied for 16th in Ultimate, worsening his endurance especially vertically when combined with the removal of momentum canceling and the general changes to vertical knockback.
  • Buff The removal of chain grabbing noticeably improves Snake's endurance against certain characters.
  • Change The changes to hitstun canceling both help and hinder Snake. While they leave him much more susceptible to combos (even with his reduced weight) and make his bomb recovery easier to punish, they also grant him setups from his projectiles into his direct attacks, most notably his highly damaging neutral aerial and down aerial. Due to Hand Grenades coming out on frame 1, they also give Snake one of the best combo breaking abilities out of the cast, compared to air dodges and aerial attacks having previously been the fastest options out of hitstun for every character.
  • Buff Forward roll has less ending lag (FAF 36 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 34 → 36).
  • Nerf Spot dodge has more startup with less intangibility (frames 2-20 → 3-17), and more ending lag (FAF 26 → 27).
  • Nerf Air dodge grants less intangibility (frames 4-29 → 4-28) and has more ending lag (FAF 40 → 48).
  • Buff The reintroduction of directional air dodges improves Snake's recovery more than other characters', as due to Cypher not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile, and C4) can be absorbed.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions slightly faster into the second hit (frame 7 → 6).
    • Buff The first hit's outermost hitboxes launch opponents towards Snake (80°/88°/80° → 180°), allowing it to connect and lock opponents more reliably from far distances.
    • Buff The third hit has less startup lag (frame 10 → 8).
    • Nerf All hits deals less damage (4% → 2.5% (hit 1), 3% → 2.5% (hit 2), 7% → 6% (hit 3)), with the latter also dealing significantly less knockback (60 base/115 scaling → 70/58). Combined with its reduced damage output, it is no longer the strongest neutral attack in the game, and no longer KOs until around Sudden Death percents.
    • Nerf All hits have noticeably smaller hitboxes (4u/3.5u/5.5u/3.5u → 1.9u/2.1u/2.3u/2.3u (hit 1), 3.7u/3.5u/5u/3.5u → 2.6u/2.6u/3.5u (hit 2), 4u/6.5u/4u/4u → 3.3u/3.8u/4.3u (hit 3)).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hits 1-2), 1.8× (hit 3)), giving opponents more time to DI the last hit; however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
    • Nerf The first two hits no longer use set knockback, and instead have less base knockback (30/20 set/100 scaling → 25/20/26/20 base/25/20 scaling (hit 1), 20 set/100 scaling → 28/25/28/25 base/25 scaling (hit 2)), causing them to connect less reliably at higher percents, while hindering the first hit's jab cancel setups until high percents.
    • Nerf The third hit has a shorter hitbox duration (frames 10-13 → 8-9), and its total duration was not compensated for its faster startup, increasing its ending lag.
  • Forward tilt:
    • Nerf Both hits have smaller hitboxes (7u/6u/5u → 4.5u/4.5u (hit 1), 6u/7u/5u/6.5u → 4.5u/6u/6u (hit 2)).
    • Nerf The first hit and the second hit's grounded sweetspot deal less damage (8% → 4% (hit 1), 12% → 11% (hit 2)), hindering the second hit's KO potential.
    • Nerf The first hit launches grounded opponents at a higher angle (275°/361° → 78°), and has less knockback compared to the previous sourspot, but no longer has set knockback compared to the previous sweetspot (50/30 base/20/0 set/75 scaling → 42 base/0 set/10 scaling). As the sweetspot was larger than the sourspot and outprioritized it, this causes the first hit to connect less reliably into the second hit against grounded opponents overall, despite gaining a hitstun modifier of 2, and removes its ability to trip and lock opponents.
      • Nerf This also means that the second hit's grounded sweetspot can no longer connect after the first hit, further worsening its KO potential.
      • Nerf Against aerial opponents, it launches at a higher angle (361° → 65°), and deals much less knockback (50 base/100 scaling → 20/10) with a hitstun modifier of 2, but the resulting hitstun is no longer enough for it to true combo into the second hit until high percents. This allows aerial opponents to jump or air dodge out of the second hit, and removes the first hit's individual KO potential against them.
    • Nerf The first hit has a higher hitlag multiplier (1× → 1.6×), giving opponents more time to DI the second hit.
    • Nerf The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40). This causes it to hit one frame later after the first hit, despite its marginally faster transition (frame 11 → 10).
    • Nerf The second hit's sourspot takes priority over the sweetspots.
    • Change The second hit has more base knockback, but less knockback scaling (55 base/80 scaling → 85/62).
  • Up tilt:
    • Buff Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late)), with the clean hit's knockback compensated (55 base/95 scaling → 65/82). In combination with the increased shieldstun and more limited out of shield options, this makes it noticeably safer on shield.
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 6-7/8-13 → 6-8/9-13).
    • Buff The late hit launches opponents at a higher angle (84° → 95°), and its knockback was not fully compensated for the increased damage (45 base/95 scaling → 50/88), slightly improving its KO potential.
    • Nerf Up tilt has much smaller hitboxes (6u/5u/5u (clean) → 3.5u/2.5u/2.5u (clean, frames 6-7), 7u/5u/6u (late) → 5u/3u/3u (clean, frame 8; late)), and the clean hit's hitboxes are not placed as far (Z offset: 12u/4u/7.5u → 7u/4u/2.5u (frame 6), 10u/5u/2.5u (frame 7), 0u/0u/0u (frame 8)). This drastically reduces its infamously disjointed horizontal range, to the point opponents have to be close to Snake in order for the move to connect.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 35 → 31).
    • Buff It deals more damage (10% → 12%). Combined with its reduced ending lag and the shield changes, this makes it significantly safer on shield.
    • Nerf It has a shorter hitbox duration (frames 6-9 → 6-7).
    • Nerf It deals drastically less knockback (50 base/100/110/100 scaling → 60 base/62 scaling), no longer KOing until very high percentages, despite its increased damage.
    • Nerf The hitbox covering Snake's body has been removed.
  • Dash attack:
    • Buff The changes to jostle mechanics allow dash attack to connect more reliably at point-blank range, as Snake can no longer run through his opponents.
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 5-6/7-12 → 5-8/9-12).
    • Nerf The clean hit has much more base knockback, but much less knockback scaling (50 base/85 scaling → 95/45), greatly hindering its KO potential.
    • Buff The clean hit launches opponents at a lower angle (65° → 45°), which alongside its higher base knockback allows it to set up edgeguards more effectively.
    • Nerf The Gatling Combo can no longer be performed, hindering dash attack's damage racking ability.
    • Nerf The late hit has less knockback scaling (85 → 75).
  • Smash attacks:
    • Change The voice clips for Snake's smash attacks have been swapped around. His forward smash uses his previous down smash's clip, his up smash uses his previous forward smash's clip, and his down smash uses his previous up smash's clip.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 80 → 74).
    • Nerf It deals less knockback (100 base/60 scaling → 66/75), reducing its KO potential despite its higher knockback scaling, especially at the edge.
    • Change Snake no longer vocalizes consistently when using the move, and he does so after it has been performed, rather than before. It has additionally gained a new "clicking" sound effect.
  • Up smash:
    • Buff Up smash's mortar shell no longer follows a random trajectory, instead always arcing slightly towards Snake's front. While this removes its ability to hit opponents behind Snake, it most importantly improves its consistency, allowing it to be used more effectively for disrupting approaches and edgeguarding.
    • Change The move's sound effects are more realistic, replacing the previous move's distinctive "bloop" sound.
    • Buff The mortar shell deals more damage (10% → 14%) with knockback not fully compensated (90 base/67 scaling → 87/60), improving its KO potential.
    • Buff The mortar shell travels slightly higher when uncharged.
    • Buff Due to the changes to hitstun canceling, opponents can no longer air dodge the mortar shell after the first hit, and due to the weakening of DI, they can no longer get out of its range as effectively, allowing it to connect more reliably.
    • Nerf Snake takes longer to act out of up smash (FAF 52 → 55).
    • Nerf The removal of DACUS significantly hinders its approach potential.
    • Nerf The first hit has smaller hitboxes (8u/8u → 5u/5u) that are not placed as far horizontally (Z offset: -2u/8u → 1u/7u), decreasing its overall range especially horizontally, despite the hitboxes now extending vertically (Y offset: 4u → 4u-6u).
    • Nerf The mortar shell has more startup (frame 29 → 35).
      • Buff However, since the move's total duration was not fully compensated, this reduces its ending lag.
  • Down smash:
    • Change Snake has a new down smash: rather than setting up a landmine, he kicks to his frontside, then his backside, similar to Zelda's down smash.
    • Buff It has dramatically less startup (frame 61 (setup), 132 (explosion) → 8 (hit 1), 20 (hit 2)) and a shorter total duration (FAF 77 → 45), and launches at a semi-spike angle (88° → 25° (hit 1), 20° (hit 2)), making it much more useful as a close range attack and granting Snake another potent edgeguarding tool.
    • Buff Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can connect both hits at low percents if the opponent is launched backward by the first hit, racking up much more damage (14% → 26%).
    • Buff It can affect aerial opponents, and no longer damages Snake.
    • Nerf Due to being a direct attack instead of a projectile, Snake can no longer set up an additional trap with his down smash to complement his other projectiles, removing its utility as a neutral and stage control tool, as well as its followup ability. As a result, it is generally much more situational.
    • Nerf Both hits have an immensely shorter hitbox duration than the previous landmine's detector (≈24 seconds → frames 8-10 (hit 1), 20-22 (hit 2)).
    • Nerf Both hits have smaller hitboxes than the landmine's explosion (5u/5u/5u → 4u/3.3u).
    • Nerf The first hit deals less damage than the landmine (14% → 12%).
    • Change It has altered knockback (90 base/58 scaling → 30/87 (hit 1), 30/88 (hit 2)), weakening the first hit's KO potential compared to the landmine, but strengthening the second hit's.

Aerial attacks

  • Buff All aerials have less landing lag (30 frames → 16 (neutral), 30 → 19 (forward, back), 22 → 15 (up), 30 → 20 (down)).
  • Neutral aerial:
    • Buff The hits after the first have less startup (frame 22/34/44 → 18/26/36), with its total duration reduced as well (FAF 68 → 60), allowing it to land all hits in a short hop.
    • Buff The first three hits use the autolink angle against aerial opponents (120°/60°/100°/75° (hits 1-2), 260°/280°/100°/75° (hit 3) → 367°/90°) and have more consistent set knockback (5/5/40/40 (hits 1-2), 10/10/70/70 (hit 3) → 30/50). Combined with the weakening of SDI and the hits' faster startup, this allows them to connect much more reliably.
    • Buff Due to the move's reduced landing lag, the first three hits can set up into other attacks against grounded opponents if Snake lands as soon as possible after any of them hits.
    • Nerf All hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); 28% total → 21%). The last hit also deals much less knockback (45 base/95 scaling → 25/90), greatly hindering its KO potential, no longer being the strongest neutral aerial in the game (although it remains among the strongest).
    • Nerf All hits except the last have a shorter hitbox duration (4 frames → 2).
    • Nerf All hits have smaller hitboxes (5u/5u/5u/5u → 4u/4u (hits 1-3), 9u → 7.5u (hit 4)) that do not cover as much space vertically (Y offset: 14u/14u/2u/2u (hits 1-3) → 7u/7u (hit 1), 9u/9u (hits 2-3), 13u → 11u (hit 4)) and horizontally (12u/2u/12u/2u → 4u-11u (hits 1-3), 11u → 7u (hit 4)), significantly reducing the move's range.
  • Forward aerial:
    • Buff The removal of meteor canceling improves sweetspotted forward aerial's reliability for edgeguarding.
    • Buff The changes to hitstun canceling combined with the move's reduced landing lag grant the sweetspot combo potential onstage from low to mid percents.
    • Nerf It deals less knockback (40 base/100 scaling → 35/90), hindering its KO potential, although its sweetspot remains one of the strongest meteor smashes in the game.
    • Nerf It grants Snake a weaker vertical boost (1.2 → 0.8), making it riskier to use offstage and removing its ability to auto-cancel in a full hop.
    • Nerf The sourspot is noticeably smaller (6.5u → 4.7u).
  • Back aerial:
    • Buff Back aerial can now auto-cancel before its animation ends (frame 43 → 40), although it remains unable to auto-cancel in a short hop.
    • Buff The clean hit's sweetspot is placed on Snake's feet rather than his legs (Z offset: -11u/-5.5u/0u → -4u/-10u). This gives it a more favorable placement, allowing the move to be spaced more effectively, and making the sweetspot easier to land without getting outprioritized by the sourspot.
    • Nerf It deals much less knockback (40 base/90 scaling → 42/43 base/72 scaling (clean), 25/100 → 25/85 (late)), no longer being one of the strongest back aerials in the game.
    • Nerf It has smaller hitboxes, and the hitbox on Snake's back has been removed (5.4u/5.7u/4u → 4.5u/5.4u (clean), 5u/5u/4u → 4.3u/5u (late)).
    • Nerf The late hit has gained a sourspot on Snake's legs akin to the clean hit, which deals less damage (10% → 9%).
      • Buff However, coupled with its reduced knockback, this allows it to lock opponents for longer.
  • Up aerial:
    • Buff The changes to hitstun canceling combined with the move's reduced landing lag grant it some combo potential from low to mid percents.
    • Nerf The clean hit has more base knockback, but much less knockback scaling (40 base/95 scaling → 65/72), hindering its KO potential.
    • Nerf The late hit has less knockback scaling (100 → 95).
    • Nerf It has much smaller hitboxes (6u/6u/6u → 4u/4u/4u), and they are placed higher (Y offset: 10u/15u/20u → 15u/18u/21u). While it has marginally longer range above Snake as a result, it also has much shorter frontal range and no longer covers his upper body, making it harder to connect against grounded opponents.
    • Change It has an altered animation, with Snake flipping forward before the kick rather than backward.
  • Down aerial:
    • Buff Down aerial auto-cancels earlier (frame 60 → 53).
    • Buff The hits after the first have less startup (frame 14/25/36 → 10/17/25).
      • Nerf However, the move's total duration remains the same, increasing its ending lag.
    • Buff Snake gains a significant vertical boost after performing the final kick (0 → 1.2), allowing the move to auto-cancel in a short hop combined with its faster auto-cancel window, and increasing its safety offstage.
    • Buff The first three hits have lower set knockback (50 (hit 1), 60 (hit 2), 80 (hit 3) → 50/35/25 (all)), and the uppermost hitbox launches at a more horizontal angle (80° → 70°). Combined with the weakening of SDI and the hits' faster startup, this allows them to connect much more reliably.
    • Nerf All hits deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); 28% total → 20%). The last hit also has much less knockback scaling (110 → 80), significantly hindering its KO potential.
    • Nerf It has noticeably smaller hitboxes, with the last hit also having one of its hitboxes removed (6u/7u/7u (hits 1-2), 7u/8u/8u (hits 3-4) → 5.5u/5.5u/4.5u (hits 1-3), 7u/6u (hit 4)).

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 35 (standing), 40 → 43 (dash), 30 → 38 (pivot)).
    • Nerf All grabs have smaller hitboxes (4.5u/3.5u (standing), 4.5/3.5u/3.5u (dash, pivot) → 4u/2u).
    • Nerf The changes to aerial grab releases heavily hinder Snake, as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a regrab) outside of his explosives.
  • Change The speed of forward, back and up throws is no longer weight-dependent.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 18 → 7), shortening its effective duration.
    • Nerf It deals less damage (2% → 1.3%).
    • Change It has a quieter animation, with Snake not yanking the opponent backward as much.
  • Forward throw:
    • Buff Forward throw has less startup (frame 26 → 21), with its total duration reduced as well (FAF 45 → 40).
    • Change It has a different ending animation, where Snake poses with his arms out.
  • Back throw:
    • Nerf Back throw has more startup (frame 17 → 20), making it easier to DI.
      • Buff However, it has a shorter total duration (FAF 32 → 31), reducing its ending lag by four frames. Alongside the changes to hitstun canceling and Snake's faster initial dash, this allows it to combo into dash attack at low percents.
    • Change Snake no longer faces the other way after using back throw.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 50 → 48).
    • Buff It has gained a hitbox before the throw, allowing it to hit bystanders.
    • Buff It deals more damage (10% → 7% (hit 1), 4% (throw)); 11% total).
    • Buff The throw has altered knockback (68 base/60 scaling → 55/130). In combination with the move's reduced ending lag and the changes to hitstun canceling, this allows it to combo into up tilt at low percents, while improving its KO potential at very high percents.
    • Nerf Due to the new first hit's hitlag, the throw is easier to DI.
    • Change It has an altered animation, with Snake shoulder tackling the opponent as he falls.
  • Down throw:
    • Buff Down throw has drastically less startup (frame 59 → 35).
      • Nerf However, its total duration was not fully compensated (FAF 60 → 42), giving it six more frames of ending lag.
    • Nerf It deals less damage (12% → 9%).
    • Nerf Due to the removal of chain grabbing, Snake can no longer tech-chase opponents repeatedly with the move, hindering its damage racking potential.
    • Change How soon an opponent can act out of down throw is based on their percentage before the throw; it begins immobilizing them for three frames, which increases to four frames at 7%, then by one frame for every additional 17%, until capping out at 13 frames. This hinders its tech-chasing potential at lower percents, but gives Snake guaranteed followups at higher percents, most notably a KO setup into up tilt once it reaches its cap at 160%.
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack grants more intangibility (frames 1-21 → 1-27).
    • Buff It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
    • Nerf It has noticeably less range (6u/5u/4.5u/3u → 4.5u).

Special moves

  • Nerf Due to tumbling characters no longer hitting opponents they fly into other than the one that launched them (including projectiles belonging to them), Snake can no longer disrupt opponents or rack up extra damage on them by launching himself with his explosives.
  • Hand Grenade:
    • Buff Generating the Hand Grenades has less ending lag (FAF 24 → 22).
    • Buff Snake can use his double jump while holding a Hand Grenade, improving its aerial versatility.
    • Nerf The normal throw has more startup (frame 6 → 8 (normal)).
      • Buff However, its total duration remains the same, reducing its ending lag.
    • Change Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.
    • Change The explosion deals less damage (12% → 9%), hindering its KO potential, but improving its combo potential in combination with the changes to hitstun canceling. It has also received negative shield damage, which alongside its reduced damage output weakens Hand Grenades' shield pressuring ability, but allows Snake himself to shield them more safely.
    • Bug fix Shield dropping a Hand Grenade no longer causes other active ones in the air to fall straight down, nor drops Hand Grenades held by other characters.
  • Remote Missile:
    • Buff Remote Missile has one frame less startup (frame 42 → 41).
    • Buff It has less ending lag both when canceled (FAF 34 → 28) and upon hitting an opponent (FAF 34 → 30).
    • Buff The Remote Missile reaches its top speed immediately upon being fired, travels faster, and turns much quicker, making it significantly easier to control and hit opponents with.
    • Buff The changes to air dodges in combination with the move's faster maneuverability significantly improve its utility for edgeguarding, as it can now cover opponents' recovery options much more effectively and force them to use up their air dodges, KOing them at high percents if it hits. This gives it a more defined purpose in Snake's arsenal, no longer being one of his most situational moves.
    • Buff The weak hit has more base knockback (45 → 50).
    • Nerf It no longer deals shield damage (1 → 0).
    • Change The Remote Missile no longer fully stops and drops down when canceled, instead falling in an arc carried by its horizontal momentum.
    • Change It uses a different sound when preparing to fire a missile.
  • Cypher:
    • Buff Snake can grab ledges out of Cypher, improving its safety.
    • Nerf Cypher can be destroyed by attacks that deal at least 13% damage, worsening Snake's recovery.
    • Nerf Due to the new limitations to teching, Snake can no longer infinitely stall by using Cypher, hitting himself with C4 and then teching on the stage if his percent is too high, hindering his recovery at high percents.
    • Nerf It no longer deals shield damage (1 → 0).
    • Change It launches at a slightly different angle (361° → 42°).
    • Change It no longer uses set knockback (90 set/100 scaling → 63 base/17 scaling), making it weaker at low percents, but stronger at high percents.
    • Change It uses two smaller hitboxes instead of a single large hitbox (6u → 2.5u/3u).
    • Bug fix The grab release glitch has been fixed.
    • Bug fix Grabbing onto a ladder no longer causes Snake to become helpless whenever he lets go or falls after climbing to the top.
  • C4:
    • Buff While crouching, Snake can place and detonate a C4 without standing up, allowing him to take advantage of his low crouch while using the move.
      • Buff Placing it from a crouching position has less startup (frame 20 → 14) and a shorter total duration (FAF 40 → 34) compared to the standing version.
    • Buff It detonates faster with a longer duration (frames 29-30 → 25-27), and has less ending lag (FAF 40 → 33 (standing, aerial), 36 (crouching)). In combination with the changes to hitstun canceling, this improves its combo potential from low to mid percents.
    • Nerf It no longer deals shield damage (1 → 0).
    • Nerf Dropping it in the air has one frame more startup (frame 15 → 16).
      • Buff However, its total duration remains the same, reducing its ending lag.
    • Nerf Sticking it to an opponent when Snake is on the ground has one frame more startup (frame 8 → 9).
      • Buff However, it has much less ending lag (FAF 33 → 25), now matching the wall version.
    • Nerf The extended invincibility on throws makes it more difficult to perform the Omnigay.
    • Change C4 emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of it more easily, but also allows opponents to do the same.
    • Change It produces a quieter sound when placed.
    • Change Snake kneels when detonating it from a standing position.
    • Change Snake can say "There!" in addition to "Now!" when detonating it, which was previously an unused voice clip from Brawl's files.
  • Final Smash:
    • Change Snake has a new Final Smash called Covering Fire. It involves him throwing a flare grenade to call an airstrike. He will announce "It's showtime!" if the move is started on the ground, but not in the air. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in Metal Gear Solid V, where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.

|Ike====Aesthetics===

  • Change Ike's appearance as a Ranger in Fire Emblem: Path of Radiance - the basis of his appearance in Brawl - is once again his default costume. His appearance as a Hero in Fire Emblem: Radiant Dawn, which was his default design in SSB4, is now an alternate costume, and five of his previous costumes have been distributed among the two appearances. Additionally, Ike has a new alternate costume based on his father, Greil.
  • Change As with all veterans returning from SSB4, both of Ike's models feature a more subdued color scheme, and his clothing on both designs now feature simple detailing. Additionally, both models have been updated:
    • For his Path of Radiance model from Brawl, the inside of his cape is now light pink instead of yellow, and his boots are now colored brown instead of orange. His facial features are slightly different, with Ike's face being less narrow, and now having slightly larger and rounder eyes, making them closer to his appearance in Path of Radiance. Most notably, his hair has a simpler, tamer appearance, being overall flatter and now mostly flowing downwards. While this makes it look less like how it appears in PoR's pre-rendered cutscenes, it gives it a closer resemblance to more recent depictions of Ike.
    • For his Radiant Dawn model from SSB4, his skin tone is noticeably more tanned, and his facial features have been notably modified; his face is narrower, his eyes are sharper and closer together, and his hair is slightly more voluminous and spiked. In addition, Ike's neck is longer, his collar has been made smaller and is now flared, and his cape hangs lower from the front, giving a better overall view of his face. His pauldron now jutts outwards and no longer moves with his left arm, and his arm bandaging is less visible. Finally, Ike's muscles are more pronounced.
  • Change Ike's voice changes slightly depending on the costume. In the Japanese version, Ike's voice is deeper and more masculine in his Radiant Dawn costume. In the English version, Ike sounds more energetic and aggressive in his Path of Radiance costume, and more serious and composed in his Radiant Dawn costume.
  • Change Palutena's Guidance conversation for Ike has been changed to accommodate for his Path of Radiance costume.
  • Change Ike has a new idle animation, which is more similar to his idle stance in Path of Radiance: he faces more towards the screen, and his left arm is no longer suspended, while clenching his left fist.
  • Change Ike no longer does a backflip during his backward jumping animation.
  • Change Ike's clapping animation now differs slightly depending on which outfit he is using. Path of Radiance Ike has a new clapping animation, whereas Radiant Dawn Ike reuses the previous animation from Brawl and SSB4.
    • Change Additionally, Ragnell is no longer present in the "No Contest" screen.
  • Change During his victory animations, Ike has different quotes depending on which outfit is used.
    • On the first one where he swings Ragnell twice, Path of Radiance Ike says, "Your skills were... remarkable," (あんたの戦い、見事だった, Your combat was excellent.) and Radiant Dawn Ike says, "Don't stand in my way." (どうして俺の前に立った, Why do you stand before me?).
    • On the second one where he plants Ragnell into the ground, Path of Radiance Ike says, "I submit to no one," (誰にも、譲る気はない, I cannot yield to anyone.) and Radiant Dawn Ike says, "I must move forward." (俺は前に進む, I move forward.).
    • On the third one where he performs Aether, Path of Radiance Ike says, "You'll get no sympathy from me," (極めれば…誰にも負けはしない, To the end... I will not lose to anyone.) and Radiant Dawn Ike says, "I fight for my friends." (俺には守るべき物が在る, I have things I must protect.).

Attributes

  • Buff Like all characters, Ike's jumpsquat animation takes 3 frames to complete (down from 7).
  • Buff Ike dashes slightly faster (1.5 → 1.507), although it is by far the lowest increase out of everyone.
    • Buff Ike's initial dash is faster (1.5 → 1.815).
  • Buff Ike walks slightly faster (0.869 → 0.912).
  • Buff Ike's air speed is slightly faster (1.08 → 1.134).
  • Buff Ike's traction is significantly higher (0.044 → 0.112), improving his punish game out of shield.
  • Buff Forward roll has less ending lag (FAF 33 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-18 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-18 → 5-16), and more ending lag (FAF 33 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Nerf Air dodge has more startup (frame 3 → 4) and significantly more ending lag (FAF 34 → 50).
  • Buff Air dodge grants more intangibility (frames 3-28 → 4-31).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the third hit faster (frame 12 → 9), allowing them to connect better.
    • Buff The first and second hits have altered angles and knockback to keep opponents close to Ike, akin to other neutral attacks. While this removes their already minimal jab canceling potential, this more prominently allows them to connect better and jab lock.
    • Nerf The first and second hits deal less damage (3% → 2.5%).
    • Nerf The third hit has more ending lag (FAF 39 → 41).
  • Forward tilt:
    • Buff The move has faster startup (frame 13 → 12).
      • Nerf However, as its interruptibility frames remain unchanged, this gives it one frame more ending lag.
    • Buff It deals more damage (12.5% → 13.5%) without compensation on knockback, improving its KO potential.
  • Up tilt:
    • Buff The move has drastically less ending lag (FAF 48 → 40), which combined with Ike's faster jumpsquat grants the late hit combo potential.
    • Buff The clean hit lasts longer compared to the late hit (frames 11-13/14-21 (clean/late) → 11-16/17-21).
    • Nerf The hitbox is smaller and has been repositioned (Y offset: 1-13 → 2.8-13.5), making it less extended and moving it further up the blade. This reduces its horizontal range.
    • Nerf The move deals less damage (14% → 12% (clean), 10% → 8% (late)) without compensation on knockback. This hinders the clean hit's KO potential.
  • Down tilt:
    • Buff The move has increased combo potential due to Ike's faster jumpsquat.
    • Nerf Its hitboxes are smaller (3.8u/3.8u/3.8u/3u → 3.4u/3.4u/3.4u/3u) and have been repositioned, reducing both its vertical and horizontal range.
  • Dash attack:
    • Buff The move has less ending lag (FAF 52 → 48).
    • Buff The move's hitboxes are larger (6.3u/4u → 7u/5u) and have been repositioned, and it has an extra hitbox. This improves the move's range, and makes it easier to land the sweetspot, since the new hitbox is a sweetspot.
    • Buff The changes to jostle mechanics allow dash attack to hit opponents close to Ike more easily.
    • Buff It has increased shieldstun (1x → 1.2x), improving its safety on shield.
  • Forward smash:
    • Buff The move's sweetspot deals more base knockback (40 base/86 scaling → 49/85), improving its KO potential despite its slightly decreased knockback scaling.
  • Down smash:
    • Buff Both hits deal more damage (14% → 16% (hit 1), 17% → 19% (hit 2, clean), 8% → 9% (hit 2, late)) without compensation on knockback, improving the move's KO potential.

Aerial attacks

  • Buff All aerials have less landing lag (14 frames → 8 (neutral), 18 frames → 14 (forward), 19 frames → 11 (back), 15 frames → 9 (up), 23 frames → 14 (down)).
  • Neutral aerial:
    • Buff The move has faster startup (frame 12 → 10).
    • Change It deals less damage (10% → 7.5% (clean), 7% → 6% (late)) without compensation on knockback. As a result, it has lost its KO potential, but significantly improves its combo potential combined with its lower landing lag.
    • Change The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.
      • Nerf The clean hit now lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).
    • Buff It auto-cancels earlier (frame 64 → 50), but still requires a double jump to autocancel.
    • Nerf Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).
    • Buff It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.
  • Forward aerial:
    • Buff The move has faster startup (frame 12 → 11).
    • Buff It now always launches opponents in the direction Ike is facing, even if hit from behind, improving its reliability for edgeguarding.
    • Buff It now sends opponents at a lower angle (361° → 30°), further improving its edgeguarding use.
    • Nerf It has increased ending lag (FAF 55 → 60).
    • Nerf The hitboxes have been moved towards the middle of the blade, reducing the move's range and giving it a larger blindspot.
    • Nerf It deals less damage (13% → 11.5%) and has altered knockback (30 base/100 scaling → 55/65). This drastically hinders its KO potential, no longer KOing middleweights until around 175% from the center of Final Destination.
    • Buff Its higher base knockback makes it much safer on hit at lower percentages.
    • Nerf It autocancels later (frame 36 → 42), thus no longer doing so in a short hop. This hinders Ike's already poor approach.
    • Nerf It no longer has an initial auto-cancel window.
  • Back aerial:
    • Nerf The move now has four smaller hitboxes instead of two large hitboxes, which are moved lower and one of them is now extended, significantly reducing its vertical range.
  • Up aerial:
    • Change Ike has a new up aerial: a wide overhead swing starting from the front, similar to the rest of the Fire Emblem cast, but going inwards rather than outwards, and without a backflip.
      • Buff It has significantly increased range and coverage around Ike, especially horizontally, allowing it to juggle opponents much more effectively.
      • Nerf It has a shorter hitbox duration (frames 13-29 → 13-18).
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 33 → 37 (standing), 41 → 45 (dash), 39 → 40 (pivot)).
    • Nerf All grabs have reduced horizontal range (Z offset: 4u-9.4u → 4u-8.4u (standing), 4u-11.2u → 4u-10u (dash), 4u-15.4u → 4u-14.2u (pivot)).
  • Pummel:
    • Nerf It deals much less damage (3% → 1.6%).
    • Buff It has faster startup (frame 5 → 1), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 23 → 7), shortening its duration and increasing the amount of times Ike can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Buff It deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
  • Up throw:
    • Buff It deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
    • Buff It has faster startup (frame 26 (hit 1), 28 (throw) → 18, 20).
      • Nerf However, the move's total duration remains the same, increasing its ending lag. Ike's faster jumpsquat also fails to compensate, thus hindering its combo potential.
    • Change The collateral hitbox has been moved down (Y offset: 21 → 9). This noticeably reduces the throw's vertical range, but makes it much easier to hit bystanders in front of Ike.
  • Down throw:
    • Buff It has increased combo potential due to Ike's faster jumpsquat.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Eruption:
    • Buff The move now produces multiple flaming pillars of decreasing sizes as it charges, producing two pillars when at a high level of charge, and three pillars at maximum charge. This greatly improves its range and edgeguarding potential.
    • Change Much like in Brawl, Ike vocalizes when unleashing a fully charged Eruption.
    • Change Fully-charged or high charge levels of Eruption cause Special Zoom when it hits.
  • Quick Draw:
    • Buff The move has less ending lag both when missed (FAF 57 → 53) and when the attack is triggered (FAF 45 → 35).
    • Buff It has much greater vertical range.
    • Nerf Its charge can no longer be held indefinitely, now releasing it after roughly two seconds of being fully charged.
  • Aether:
    • Buff The move has faster startup (frame 18 → 15), with faster super armor on the aerial version as well (frame 18 → 15).
    • Buff The grounded version grants much more super armor (frames 18-38 → 5-35), allowing it to tank through opposing attacks more effectively.
    • Buff The move has less landing lag (38 frames → 36).
    • Buff The landing hit has significantly more knockback scaling (80 → 115). This grants it KO potential, now being able to KO middleweights at around 180%.
    • Nerf Ragnell can no longer clip through the bottom of stages while using Aether, instead moving along the stages' perimeters, making it less safe against opponents at the ledge.
    • Buff The changes to knockback received during meteor smashes significantly improve Aether's sacrificial KO potential, as Ike is now less likely to be KOed first than his opponent.
  • Counter:
    • Buff The move's intangibility is faster (frame 9 → 8).
    • Buff In addition to its full intangibility, it grants intangibility on Ike's head for the entire counter duration.
    • Nerf It has a shorter counter duration (frames 8-35 → 8-33).
    • Nerf It has more ending lag on both the counter (FAF 59 → 74) and the attack (FAF 35 → 44), making it much riskier to use.
    • Change It now gives off flaming visuals from Ragnell after Ike performs a successful counterattack.
    • Change Ike's vocalizations in English during a successful counterattack have been altered. Path of Radiance Ike says "Gotcha!", and Radiant Dawn Ike says "Amateur!"
  • Great Aether:
    • Nerf The final hit launches at a lower angle (70° → 63°), weakening its KO potential.
    • Nerf The sword deals less damage when hitting opponents while flying up for Ike to grab it (10% → 3%), thus reducing the maximum damage of the final smash (60% → 53%).
    • Change The move is significantly flashier, with a dark blue backdrop alongside flaming visuals. Before the final hit, the victim flashes with blue light, and the landing eruption now appears significantly more cartoony, with fewer smoke effects.

|Pokémon Trainer====Aesthetics===

  • Change The male Pokémon Trainer's model is significantly more detailed than it was in Brawl, having stylized body proportions and sharper, slimmer eyes. Additionally, the Trainer's Poké Balls have been resized to fit in his palm. Both of these changes make his design similar to the style of recent Pokémon titles.
  • Change The Pokémon Trainer has completely new alternate costumes based on protagonists in the Pokémon series. Half of them are based on the female Pokémon Trainer from FireRed and LeafGreen. In addition to distinct voice clips, the majority of her animations are unique.
  • Change The Pokémon Trainer now turns in battle to face the position of the Pokémon.
  • Change The announcer no longer mentions Squirtle, Ivysaur or Charizard on the character selection screen; instead, when selecting a Pokémon manually, a small portrait of Squirtle, Ivysaur or Charizard appears in upper right portion of Pokémon Trainer's portrait.
  • Change Triple Finish has a different text box and animations; the text box is now identical to how they appear in the Generation VII games.
  • Change The Pokémon Trainer now says "All right!" when performing an up taunt and "Yeah!" when performing a down taunt.
  • Change On the results screen, the Pokémon Trainer is shown and announced as the winner of the fight rather than the Pokémon that was in battle.
  • Change The Trainer's face is also used as the stock icon for all three Pokémon, although the Pokémon also have their own stock icons used for other modes.
  • Change The Trainer now claps on the results screen, instead of looking down in disappointment like in Brawl.
  • Change Pokémon Trainer's crowd cheer is now "I choose you!"
  • Change Both genders of the Pokémon Trainer have unique reactions to the situation of their Pokémon, such as when it lands a hit, takes a hit, scores a KO or is KO'd.
  • Change Squirtle, Ivysaur, Charizard, as well as both Trainers now each have an individual Sound Test section, rather than being grouped together.

Attributes

  • Buff The Stamina mechanic has been removed, eliminating the need to switch out Pokémon to restore their power.
  • Change Type effectiveness has been removed. This greatly benefits Ivysaur and slightly benefits Charizard, but it also greatly hinders Squirtle.
  • Change Squirtle is now selected as the starting Pokémon by default when the player chooses Pokémon Trainer on the character select screen. This selection can still be changed before starting the match. In Brawl, a random starting Pokémon would be chosen by default if the player did not choose a Pokémon on the character select. If an amiibo of the Pokémon Trainer's Pokémon is used, it will be the default starting Pokémon.

Special moves

  • Pokémon Change:
    • Buff Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
    • Buff It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
    • Nerf It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
    • Nerf It no longer resets stale-move negation.
    • Nerf It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
  • Triple Finish:
    • Nerf Triple Finish deals less total damage (58% → 44.3%).

|Squirtle====Aesthetics===

  • Change Squirtle's design and proportions have changed. It has slightly larger eyes, which are a darker shade of magenta, and its nostrils and eyelids are less pronounced. It has a rounder head, stubbier arms and legs, and its shell has a sleeker, shinier design. It is more vibrantly colored overall, with its skin being a lighter shade of blue and the top of its shell being a lighter shade of brown, with the bottom being a lighter shade of yellow. Due to these changes, it now matches its appearances in the more recent Pokémon titles.
  • Change Squirtle has received three new alternate costumes.
  • Change Much like other characters, Squirtle always faces the screen regardless of which direction it is facing, making its stance mirrored.
  • Change Squirtle has a more upright stance.
  • Change Squirtle shows much more emotion, with its eyes changing size in certain animations. It appears angry when jabbing, and it looks shocked when attacked.
  • Change Squirtle is proportioned correctly to the Pokémon Trainer in its victory poses.
  • Change Squirtle's side taunt has a different ending animation, where it teeters clumsily after spinning on its tail.
  • Change Squirtle has a new dash animation, which involves it surfing on a small wave of water.
  • Change Squirtle no longer retreats inside its shell when turning while dashing, spot dodging, rolling, and its supine and prone positions when knocked down.
  • Change Squirtle has new crouch and crawl animations: a comical defensive crouch while covering its head with its hands.
  • Change Squirtle now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.

Attributes

  • Buff Squirtle's hurtboxes are smaller, matching its model more closely.
  • Buff Like all characters, Squirtle's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf Squirtle's run turn no longer grants it a considerable boost forward and on the way back, removing shellshifting and all the advanced movement techniques that utilized it.
  • Buff Squirtle walks faster (1.2 → 1.281).
  • Buff Squirtle runs significantly faster (1.37 → 1.76), going from 30th fastest of 39 characters to being tied with Mario, Ken and Bayonetta for the 35th fastest of 82 characters. This improves Squirtle's grounded approach and somewhat compensates for the removal of shellshifting.
    • Buff Its initial dash is much faster (1.6 → 1.936).
  • Nerf Squirtle's air speed is slower (1.081 → 1.01), especially when relative to the cast. It has went from the 7th highest out of 39 characters to the 52nd highest out of 77 characters.
  • Nerf Squirtle's air acceleration is lower (0.12 → 0.105), although it is still among the highest.
  • Buff Squirtle's traction is higher (0.042 → 0.088), going from the 3rd lowest to the 13th lowest.
  • Change Squirtle's falling speed is slightly higher (1.3 → 1.35).
    • Buff Its fast falling speed is slightly higher (2.1 → 2.16) although it is much lower relative to the cast. It has went from the 12th highest out of 39 characters to the 14th lowest out of 79.
  • Change Squirtle's gravity is much higher (0.1067 → 0.128).
  • Nerf Squirtle's new crouching and crawling animations do not shrink its hurtboxes as much, making it easier to hit during these actions.
  • Nerf Squirtle's crawling speed is slower.
  • Buff The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
  • Nerf Type effectiveness has been removed. This affects Squirtle the most adversely out of the Pokémon Trainer's party, as it previously had a disproportionate resistance to the common flame attacks of the cast. This also reduces the power of Squirtle's water attacks against Charizard.
    • Buff However, this does improve Squirtle's endurance against Ivysaur's grass attacks, and increases the power of its water based attacks against Ivysaur.
  • Buff Squirtle's aerial grab release sends it much further out, as the action is no longer affected by gravity. In combination with aerial grab releases incurring significantly less lag (29 frames, as opposed to 50 frames plus 3 frames of landing lag), and the removal of chain grabbing, Squirtle is no longer vulnerable to many inescapable followups out of its aerial grab release (including an infinite chain grab from Zero Suit Samus).
  • Nerf The changes to grounded grab releases combined with Squirtle's slower and shorter ranged jab have removed Squirtle's ability to get a guaranteed jab on opponents out of a grounded grab release.
  • Nerf The removal of meteor canceling hinders Squirtle the most adversely out of the Pokémon Trainer's party, as while it doesn't hinder Squirtle's endurance against meteor smashes as much as Ivysaur, Squirtle lacks a meteor smash of its own, so it receives no compensation for the removal of the mechanic unlike Ivysaur.
  • Nerf Both rolls cover a shorter distance.
  • Buff Forward roll has less ending lag (FAF 30 → 28).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-14).
  • Nerf Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 30 → 33).
  • Buff Spot dodge has less ending lag (FAF 26 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-16).
  • Buff Air dodge has less startup (frame 4 → 2).
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26) and has much more ending lag (FAF 40 → 54).

Ground attacks

  • Neutral attack:
    • Change Squirtle's full neutral attack has a different animation. The first hit is a punch rather than a slap, the second hit is a jumping kick with one leg rather than a dropkick, and the third hit is an inward tail whip rather than a frontflipping tail slam.
    • Buff Consecutive uses of the first hit are much faster (13 → 6 frames).
    • Buff The first hit transitions faster into the second hit (frame 6 → 5), and its outermost hitbox launches opponents towards Squirtle (361° → 180°), allowing it to connect more reliably from far distances.
    • Buff The third hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 36 → 32).
    • Nerf All hits have smaller hitboxes (4u/3u/3u/3u → 1.5u/1.8u/2.2u/2.2u (hit 1), 4.5u/4u/3.5u → 2.2u/2.5u/2.8u (hit 2), 5u/4u/3u → 3.2u/3.5u/3.8u (hit 3)), and Squirtle no longer lunges as far during the first hit, nor moves forward during the second and third hits, greatly reducing their range.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to DI the last hit; however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
    • Nerf The first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)), and no longer have set knockback (10 set/100 scaling → 25/20 base/20/15 scaling (hit 1), 15 set/100 scaling → 25 base/25/20 scaling (hit 2)), causing the move to connect less reliably at high percents.
    • Nerf The first hit has more startup (frame 1 → 2).
      • Buff However, its total duration remains the same, reducing its ending lag by one frame.
    • Nerf The second hit no longer has a 20% bonus trip chance, removing its setup potential.
    • Nerf The third hit has less knockback scaling (120 → 110).
  • Forward tilt:
    • Buff Forward tilt has more base knockback (8 → 20), increasing its safety on hit at low percents.
    • Buff It benefits significantly from the increased shieldstun and the more limited out of shield options, now being safe on shield due to its minimal ending lag.
    • Nerf It has more startup with a shorter hitbox duration (frames 4-6 → 5-6).
    • Nerf It deals less damage (6% → 5%).
    • Nerf It has smaller hitboxes (5u/4u/3u → 2u/2.6u/3.6u).
  • Up tilt:
    • Buff The changes to hitstun canceling considerably improve up tilt's combo potential at higher percents where it starts causing tumbling.
    • Nerf It has a shorter hitbox duration (frames 5-7 → 5-6) and more ending lag (FAF 18 → 20), slightly hindering its combo potential at lower percents.
    • Nerf It has smaller hitboxes (6u/8u → 5u/5.2u). This weakens its anti-air capabilities, no longer allows it to hit opponents in the middle platforms of Battlefield, and in combination with the changes to the jostle mechanics, makes it much harder to hit opponents at Squirtle's sides, greatly reducing its overall utility.
    • Change It launches at a marginally higher angle (86° → 88°).
  • Down tilt:
    • Change Squirtle has a new down tilt: a ground-level leg sweep with a water effect. It hits only once, rather than five times.
    • Buff It has less ending lag (FAF 37 → 30).
    • Buff It launches opponents at a lower angle than the previous down tilt's last hit (65° → 38°), granting it edgeguarding potential and allowing it to KO near edges more effectively.
    • Nerf It has more startup with a shorter hitbox duration (frames 6, 8, 10, 12, 14 → 8-13).
    • Nerf It deals less damage (2% (hits 1-4), 5% (hit 5); 13% total → 9%), with knockback compensated (40 base/130 scaling → 53/75).
    • Nerf It has smaller hitboxes (4u/4u/4u (looping hits), 7u/7u (last hit) → 3u/3.6u/2.1u (clean), 3u/3.6u/4.2u (late)).
  • Dash attack:
    • Change Squirtle has a new dash attack: a lunging kick with both feet, similar to Bowser's forward smash, which produces a corkscrew of water.
    • Buff Dash attack has less ending lag (FAF 42 → 36).
    • Buff The clean hit has gained a shieldstun multiplier of 1.45×, which combined with the universally increased shieldstun makes it safer on shield.
    • Buff The late hit deals more knockback (45 base/30 scaling → 70/50). Combined with the move's reduced ending lag and the changes to hitstun canceling, this allows it to start combos from low to mid percents.
    • Nerf The move has more startup lag with a shorter duration (frames 6-22 → 8-17).
    • Nerf Both hits have smaller hitboxes (5u → 4.2u (clean), 4u → 3.5u (late)).
    • Nerf The clean hit deals less damage (9% → 8%).
    • Change It launches opponents away from Squirtle rather than towards it (110° → 65° (clean), 120° → 60° (late)).
  • Smash attacks:
    • Change All of Squirtle's smash attacks uses the drumbeat sound rather than the twittering sound.
  • Forward smash:
    • Change Squirtle has a new forward smash: it lashes a torrent of water in front of itself, instead of doing a tackle in its shell.
    • Buff It has significantly less ending lag (FAF 65 → 50).
    • Buff It deals more damage (14% → 15%), and has more base knockback (18 → 35), greatly improving its KO potential.
    • Buff It no longer moves Squirtle forward, but has gained an additional hitbox (5u/4u → 4.2u/3.6u/3.4u), and its hitboxes have been moved farther away from Squirtle (Z offset: -3u/2u → 7.8u/12u/16u). This gives it a more favorable hitbox placement overall, with a much larger disjoint, and in combination with its reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
    • Nerf It has more startup with a shorter hitbox duration (frames 18-21 → 20-21).
    • Nerf It no longer grants super armor on frames 17-21, removing its ability to plow through opposing attacks.
  • Up smash:
    • Buff Up smash's late hits deal more damage (11%/9%/7%/5% → 12%/10%/9%/8%) and knockback (60/64/60/58 base/90 scaling → 60 base/92 scaling).
    • Nerf The removal of DACUS and shellshifting (thus no longer allowing for pump sliding) significantly hinder up smash's approach potential.
    • Nerf The clean hit has altered knockback (70 base/87 scaling → 60/92), slightly reducing its KO ability overall.
    • Change The launcher hit has slightly more knockback scaling (90 → 92).
    • Change Squirtle points upward to generate the torrents of water, rather than leaping and pounding the ground.
  • Down smash:
    • Change Squirtle has a new down smash: it lashes a torrent of water in a circle around itself.
    • Buff It has significantly less ending lag (FAF 53 → 41).
    • Buff It deals more damage (11% → 13%) with no sourspots. Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can also connect both hits at low percents if the opponent is launched backward by the first hit, racking up even more damage (11% → 26%).
    • Buff It has smaller hitboxes (5u/5u/4u/4u → 4.2u/4u/3.8u/3.5u), but they have been moved much farther away from Squirtle (Z offset: 4.5u/-4.5u/11u/-11u → 6u/10.5u/15u/19u), significantly improving its horizontal range. In combination with the move's reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
    • Nerf It has more startup with a shorter hitbox duration (frames 17-29 → 18-19 (hit 1), 24-25 (hit 2)).
    • Nerf It deals less knockback compared to the previous sweetspot (21 base/102/85 scaling → 50 base/74 scaling), slightly hindering its KO potential despite its higher damage.

Aerial attacks

  • Buff All aerials except back aerial have less landing lag (12 frames → 8 (neutral), 12 → 6 (forward), 21 → 6 (up), 19 → 16 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
  • Neutral aerial:
    • Change Squirtle has a new neutral aerial: a midair cartwheel.
    • Buff It has less ending lag (FAF 49 → 42).
    • Buff It deals more damage (9% → 10% (clean), 6% → 7% (late)).
    • Buff It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.
    • Buff It auto-cancels one frame earlier (frame 36 → 35).
    • Buff The late hit has altered knockback (15 base/100 scaling → 35/90), increasing its combo potential in combination with the move's reduced landing lag and the changes to hitstun canceling.
    • Nerf It launches at a different angle (361° → 42°), removing its ability to lock opponents.
    • Nerf It has a shorter hitbox duration (frames 4-7 (clean)/8-32 (late) → 4-6/7-26).
    • Nerf The clean hit has more base knockback, but less knockback scaling (20 base/100 scaling → 30/85), slightly reducing its KO potential despite its increased damage.
  • Forward aerial:
    • Nerf The clean hit deals much less damage (12% → 7%), with knockback not fully compensated (30 base/94 scaling → 50/96). This drastically reduces its power, no longer KOing middleweights under 160% from the center of Final Destination.
    • Buff It has less ending lag (FAF 38 → 36), and launches opponents at a higher angle (45° → 48°). The late hit also deals more knockback (30 base/90 scaling → 50/94). Combined with the aforementioned changes, its reduced landing lag, and the changes to hitstun canceling, this significantly improves its combo potential.
    • Nerf It auto-cancels later (frame 28 → 35).
    • Nerf It has smaller hitboxes (6.5u/5.5u → 4u/3.5u (clean), 4.5u/3.5u → 3.5u/3.5u (late)).
    • Change The kick now produces a corkscrew of water.
  • Back aerial:
    • Change Back aerial is now a multi-hit move, and has Squirtle spin in a horizontal corkscrew while stretching out its tail, similar to Pikachu's back aerial.
    • Buff It deals more damage (10% (clean), 6% (late) → 1% (hits 1-5), 6% (hit 6); 11% total), and has gained a landing hitbox that deals 2%, making it more effective for shield stabbing.
    • Buff It has a longer hitbox duration (frames 5-6 (clean)/7-14 (late) → 5-14 (looping hits)/15-16 (last hit)).
    • Buff It auto-cancels earlier (frame 28 → 22). In combination with its multi-hit property and the changes to hitstun canceling, this improves its combo potential.
    • Nerf It has slightly more ending lag (FAF 35 → 36), and twice as much landing lag (9 frames → 18).
    • Nerf Due to the last hit's lower damage than the previous back aerial's clean hit, it has reduced KO potential, despite its much higher base knockback and only minimally reduced knockback scaling (20 base/97 scaling → 55/95).
    • Nerf It launches at a different angle (361° → 38°/65° (looping hits), 40° (last hit)), removing its ability to lock opponents.
    • Change It has altered hitbox sizes, with the looping hits' being similar to the previous late hit's (4.3u/3.3u → 4.2u/4.2u), and the last hit's being similar to the previous clean hit's (6.5u/5.5u → 5.8u/6u).
  • Up aerial:
    • Nerf Up aerial deals less damage (11% → 7%) with knockback not fully compensated (30 base/94 scaling → 40/115), and launches at a lower angle (80° → 64°) that is now vulnerable to LSI, drastically hindering its KO potential.
    • Buff It has less startup with a longer hitbox duration (frames 6-7 → 5-9).
    • Buff The changes to hitstun canceling combined with move's reduced knockback and landing lag significantly improve its combo potential, allowing Squirtle to perform up aerial ladders into Waterfall, much like Mario.
    • Nerf It has more ending lag (FAF 25 → 30) and auto-cancels later (frame 18 → 20).
    • Nerf It has much smaller hitboxes (6.7u/6.7u → 3.6u/3.4u/3.2u).
      • Buff However, the hitboxes are now attached to Squirtle's tail. Combined with the longer hitbox duration, this gives up aerial more range in front and behind of Squirtle.
  • Down aerial:
    • Buff Down aerial has less ending lag (FAF 51 → 45).
    • Buff It auto-cancels earlier (frame 45 → 35), enabling it to do so in a short hop. Combined with its reduced ending lag and the changes to hitstun canceling, this turns it into a viable combo starter and extender from low to mid percents.
    • Buff The looping hits deal more damage (1% → 1.5%), increasing the move's total output (10% → 11.5%) despite the last hit dealing less damage (5% → 4%).
    • Buff The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit (frames 6-7, 9-10, 12-13, 15-16, 18-19 → 6-20; rehit rate: 3).
    • Buff The looping hits have a lower hitlag multiplier (1× → 0.8×), allowing them to transition faster, and making them harder to escape in combination with the weakening of SDI.
    • Buff The last hit has less startup (frame 23 → 22).
    • Nerf The move has smaller hitboxes, especially the last hit (6u/6u → 4.2u/4.4u/4.6u (loop hits), 9u/9u → 5.5u/6u (last hit)).
    • Nerf The last hit has a higher SDI multiplier (0.2× → 1×).
    • Change The looping hits launch opponents more towards Squirtle (94° → 98°), allowing them to connect better from far distances, but making them more likely to drag targets to the opposite side of Squirtle at close range.
    • Change The last hit deals less knockback (70 base/105 scaling → 50/85). Coupled with its reduced damage, this weakens its utility for edgeguarding and removes its KO potential, but further aids in its combo potential.

Throws and other attacks

  • Grabs:
    • Change Squirtle's grabs have new animations. Instead of performing a pouncing clinch grab, it reaches out with one arm. Additionally, its dash grab no longer has it retreat into its shell upon missing.
    • Nerf All grabs have smaller hitboxes (4.5u/3.5u → 3.3u/1.65u (standing, pivot), 2.6u/1.3u (dash)).
    • Nerf Standing and pivot grab have more ending lag (FAF 30 → 35 (standing), 36 → 38 (pivot)).
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 6), shortening its effective duration.
    • Nerf It deals less damage (2% → 1%).
  • Forward throw:
    • Nerf Forward throw deals less damage (7% → 6% (throw); 9% total → 8%).
    • Buff It has more knockback scaling (75 → 92), improving its edgeguarding and KO potential despite its reduced damage.
    • Nerf It has less startup (frame 13 (hit 1), 14 (throw) → 11, 12), but more ending lag (FAF 32 → 35), and the hit before the throw has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.
    • Change It launches at a slightly higher angle (45° → 48°).
  • Back throw:
    • Change Squirtle has a new back throw: it lifts the opponent over its head and throws them backward, similar to Dr. Mario's new back throw.
    • Buff It deals more damage on release (5% → 8%) and knockback (60 base/100 scaling → 30/128), significantly improving its KO potential to the point it is one of the strongest back throws in the game, despite launching at a higher angle (140° → 48°).
    • Nerf It releases the opponent later (frame 16 → 27), making it easier to DI.
      • Buff However, its total duration was not fully compensated (FAF 36 → 45), reducing its ending lag by two frames.
    • Nerf It deals less total damage (5% (hit 1), 5% (throw); 10% total → 8%), and has lost its first hit before the throw, removing its ability to hit bystanders.
  • Up throw:
    • Change Squirtle has a new up throw: it performs a leaping headbutt, instead of tackling the opponent upward with its shell.
    • Buff The changes to hitstun canceling turn it into a reliable combo starter from low to mid percents.
    • Change It deals less damage (9% → 5% (throw); 11% total → 7%) and knockback (70 base/72 scaling → 80/65), removing its KO potential at very high percents, but further improving its combo ability.
  • Down throw:
    • Buff Like up throw, the changes to hitstun canceling turn down throw into a reliable combo starter.
    • Nerf It has much more startup (frame 8 (hit 1), 11 (throw) → 22, 30), with its total duration increased as well (FAF 28 → 47), and the hit before the throw has a higher hitlag multiplier (0.5× → 1.5×), making it significantly easier to DI.
    • Change It deals less knockback (80 base/140 scaling → 45/110), and launches at a higher angle (55° → 68°). This significantly weakens its KO potential, no longer being one of the strongest down throws in the game, but further aids in its combo ability, giving it guaranteed followups even up to high percents.
  • Floor attacks:
    • Buff Floor attacks have less ending lag (FAF 50 → 46).
    • Buff They deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Nerf They have more startup lag (frame 12 (front), frame 15 (back) → 19 (both)).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack has more intangibility (frames 1-26 → 1-30).
    • Buff It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
    • Nerf It has less range (5u/5u/5u → 4.5u).

Special moves

  • Water Gun:
    • Buff Water Gun reaches its full charge faster (frame 80 → 65).
    • Buff It has less ending lag (FAF 71 → 64).
    • Buff It has significantly more set knockback (9 → 45), allowing it to push opponents much farther. In combination with its reduced ending lag, this improves its utility for zoning and stage control.
    • Buff Like other charge-cancelable moves, it can be canceled by jumping or spot dodging.
    • Buff The water pumps have slightly larger hitboxes (2.5u → 2.8u).
    • Nerf The uncharged version no longer generates a damaging close-range hitbox, instead acting like other charge levels.
    • Nerf Squirtle only shoots six water pumps instead of eleven, effectively shortening the move's duration.
    • Change Squirtle is pushed back a much shorter distance upon using the move.
  • Withdraw:
    • Buff Withdraw deals much more damage (3%-7% → 8%-13.9%) and knockback (50 base/50 scaling → 75/60), and launches at a lower angle (80° → 45°), granting it KO potential at very high percents.
    • Buff It travels much faster on the ground.
    • Buff It can be canceled earlier (frame 60 → 42).
    • Nerf It has more startup (frame 20 → 23), and canceling it incurs more lag (FAF 33 → 35).
    • Nerf The move is canceled automatically after around a full second since its initiation, no longer covering the full length of Final Destination. Combined with the move's increased lag upon cancelation, this makes it easier to punish from long distances.
    • Change Squirtle bounces back into an animation with 26 frames of lag upon hitting an opponent with the move, rather than continuing its execution. This decreases its utility in battles with multiple opponents, but increases its safety against a single opponent.
  • Waterfall:
    • Buff Waterfall has less startup (frame 10 → 9).
    • Buff The looping hits use the autolink angle (60°/70° → 367°) with consistent set knockback (60/30 → 40), allowing them to connect much more reliably.
    • Buff It has a consistent hitlag multiplier (1×/0× → 0.7×), and the looping hits have a lower SDI multipler (2× → 1×). Combined with the weakening of SDI, this makes it significantly harder to escape from.
    • Buff The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit, and have a longer duration (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32, 34-35 → 9-41; rehit rate: 5).
    • Buff The last hit deals more knockback (50 base/130 scaling → 70/152), allowing it to KO more reliably near the upper blast line.
    • Nerf The move hits eight times, down from ten, and the first three hits deal less damage (2% → 1.4%). This reduces its total damage output (15% → 12.8%), despite the fourth to seventh hits dealing more damage (1% → 1.4%).
    • Nerf It has smaller hitboxes (5u/12u → 9u (looping hits), 13u → 10u (last hit)) that are not placed as far horizontally (Z offset: 13u → 9u), greatly reducing its range.
    • Change The move has softer, more realistic water sound effects.
  • Pokémon Change:
    • Buff Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
    • Buff It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
    • Nerf It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
    • Nerf It no longer resets stale-move negation, effectively weakening Ivysaur when Squirtle switches.
    • Nerf It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
  • Triple Finish:
    • Nerf Triple Finish deals less total damage (58% → 44.3%).
    • Change It has a different text box, more closely resembling its appearance in the Generation VII games.

|Ivysaur====Aesthetics===

  • Change Ivysaur's design and proportions have changed. Its flower bud now has multiple layers of petals and a smoother texture. Its pupils and ears are slightly larger, and its toes are much less pronounced. Its patches have also been re-positioned. It is more vibrantly colored overall, with its skin being a lighter shade of blue and its flower bud being a lighter shade of pink with its leaves being a lighter shade of green. In addition, Ivysaur's teeth and toes are white instead of beige. Due to these changes, it now matches match its appearance in more recent Pokémon games.
  • Change Ivysaur has received three new alternate costumes.
  • Change Ivysaur is much more expressive than it was in Brawl It smiles when taunting, has an determined smirk when selected by the Trainer, and scowls during multiple attacks, grabbing an opponent, or shielding.
  • Change Ivysaur always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Ivysaur has a new air dodge animation, where it no longer twirls horizontally.
  • Change Opponents now grab Ivysaur by its body, instead of its flower bud.
  • Change The grass type and effect of Ivysaur's moves have been removed and replaced with weapon or typeless and normal effects.
  • Change Ivysaur has a new victory animation, where it performs Vine Whip in front of itself a couple of times. This replaces the victory pose where it walks in place a few times.
  • Change The victory pose where Ivysaur backflips now has it land upright, as opposed to landing on its belly.
  • Change Ivysaur now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.

Attributes

  • Buff Like all characters, Ivysaur's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Ivysaur walks faster (1.05 → 1.1103).
  • Buff Ivysaur runs faster (1.5 → 1.595). However, it is slower relative to the rest of the cast, going from average (17th fastest out of 39 characters) to below-average (59th fastest out of 82 characters).
    • Buff Its initial dash is much faster (1.4 → 1.903).
  • Buff Ivysaur's air speed is much faster (0.752 → 0.998), going from the 3rd slowest in Brawl to the 58th fastest out of 81 characters in Ultimate.
  • Nerf Ivysaur's crawling speed is slower.
  • Buff Ivysaur's traction is much higher (0.0532 → 0.121), allowing it to punish more easily out of shield.
  • Change Ivysaur's fall speed is slightly higher (1.35 → 1.38).
    • Buff Its fast falling speed is significantly higher (1.89 → 2.208), leaving it much less vulnerable to juggling.
  • Change Ivysaur's gravity is higher (0.07 → 0.082).
  • Nerf Ivysaur is lighter (100 → 96). Combined with the removal of momentum canceling, this reduces its survivability.
  • Buff The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
  • Buff The removal of type effectiveness benefits Ivysaur significantly more than the rest of the Pokémon Trainer's party, as it previously had a disproportionate weakness to the common flame attacks of the cast. This also increases the power of its grass attacks against Charizard.
    • Nerf However, this also hinders Ivysaur's endurance against water based attacks (which are slightly more prevalent than in Brawl), and reduces the power of its grass attacks against Squirtle.
  • Buff The removal of edgehogging improves Ivysaur's tether-dependent recovery.
  • Change The removal of meteor canceling both helps and hinders Ivysaur. While it improves the reliability of its buffed down aerial, it also leaves Ivysaur significantly more vulnerable to meteor smashes, as it had one of the most lenient meteor cancel windows in Brawl.
  • Buff Forward roll has less ending lag (FAF 33 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 33 → 36).
  • Nerf Spot dodge has more startup with less intangibility (frames 2-20 → 3-16), and more ending lag (FAF 26 → 27).
  • Buff Air dodge has less startup and grants more intangibility (frames 4-29 → 3-29).
  • Nerf Air dodge has much more ending lag (FAF 40 → 57).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 13 → 10 (hit), 16 → 13 (no hit)), which transitions into the neutral infinite faster (frame 15 → 8).
    • Buff The first two hits have altered angles to keep opponents close to Ivysaur (30° (hit 1), 85° (hit 2) → 361°/180°), and the second hit has altered knockback (10 base/50 scaling → 25/20 base/25/20/15 scaling), allowing them to lock opponents and connect more reliably.
    • Buff The second hit has less startup (frame 7 → 5), and can be used without triggering the neutral infinite. If it misses, it can also loop back into the first hit on frame 20 if the button is held, instead of transitioning into the infinite.
    • Change The infinite has a new animation: Ivysaur swings both vines much faster in front of itself, instead of alternatingly slamming them down at a moderate pace.
    • Buff The infinite has less startup (frame 6 → 4), a much shorter gap between hits (10 frames → 3), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), keeps opponents on the ground (30° → 361°), and deals less knockback (20 base/20/0 scaling → 7/30). Combined with the weakening of SDI, this allows it to connect much more reliably. Additionally, like all neutral infinites since Smash 4, it has gained a finisher in the form of a double vine slap, making it significantly safer.
    • Nerf The first two hits have smaller hitboxes (3u/4u/4u/3u → 2.3u/2.3u/2.3u/2.8u (hit 1), 3u/3u/3u/3u (hit 2)).
    • Nerf The first two hits have a shorter hitbox duration (frames 7-9 → 7-8 (hit 1), 5-6 (hit 2)).
    • Nerf The first hit and the infinite deal less damage (3% → 2% (hit 1), 2%/1% → 0.5% (infinite)).
    • Nerf The first hit no longer uses set knockback (8 set/100 scaling → 25/20 base/25/20/15 scaling), causing it to connect less reliably at high percents.
    • Change The first hit has a higher hitlag multiplier (1× → 1.3×); however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
  • Forward tilt:
    • Buff Forward tilt's looping hits have a lower hitlag multiplier (1× → 0.7×) and SDI multiplier (1.2× → 1×). Combined with the weakening of SDI, this allows them to connect more reliably.
    • Buff The looping hits are placed farther horizontally (Z offset: 11u/5.3u/0u/15u → 11.5u/6u/1u/16u), increasing their range.
    • Buff The last hit deals more knockback (40/30/20 base/100 scaling → 55/136).
    • Buff Due to the changes to the jostle mechanics, Ivysaur can no longer cross-up opponents at point blank range and cause them to fall out of the move.
    • Nerf It has more startup (frame 6 → 10), with its total duration increased as well (FAF 42 → 46).
    • Nerf The last hit has a much higher hitlag multiplier (1× → 2.1×), making it easier to DI.
    • Change The looping hits deal consistent damage (2%/1% → 1.5%; 14%-8% total → 11%).
  • Up tilt:
    • Buff Up tilt has less startup (frame 9 → 7), with its total duration reduced as well (FAF 35 → 33).
    • Nerf Due to the changes to the jostle mechanics, it is harder to connect against grounded opponents.
    • Nerf It has more base knockback (50/60 → 85), but much less knockback scaling (100/90 → 61), removing its KO potential at very high percents.
    • Change It has an altered animation, with Ivysaur looking more towards the screen and no longer performing a frontflip.
  • Down tilt:
    • Change Down tilt hits once instead of twice.
    • Buff It has less ending lag (FAF 38 → 32).
    • Buff It keeps the angle of the previous first hit rather than the second hit's (361° → 30°), increasing its effectiveness for gimping and setting up edgeguards.
    • Nerf It deals less damage (2% (hit 1), 5% (hit 2) → 5.5%) and knockback (60 base/100 scaling → 50/65).
    • Nerf It has a longer duration than the previous first hit, but still a shorter overall duration due to the removal of the second hit (frames 4-5, 9-10 → 4-6).
  • Dash attack:
    • Buff The hitbox is placed farther horizontally (Z offset: 3u → 5.6u/6.4u/6.2u/6u/5.5u (clean), 1u → 3.6u/2.8u/2.5u/1.5u (late)), increasing its range.
    • Nerf The clean hit has less knockback scaling (70 → 57), greatly hindering its KO potential, despite launching at a slightly higher angle (70° → 74°).
    • Change The late hit launches at a slightly higher angle (70° → 73°).
    • Change It has an altered animation, with Ivysaur performing a tackle rather than a headbutt.
  • Forward smash:
    • Buff Forward smash has a longer duration (frames 15-18 → 15-20), although with a late hit during the last two frames that deals less damage (16% → 14%) and has smaller hitboxes (6u/5u → 5u/4u).
    • Nerf The clean hit deals less knockback (20 base/99 scaling → 45/78), and can no longer lock or trip opponents at lower percents due to its higher base knockback.
    • Nerf It starts charging earlier (frame 14 → 10), no longer having immediate startup when released.
    • Change The sweetspot launches at a slightly higher angle when angled up (361° → 44°).
  • Up smash:
    • Buff The topmost hitbox is larger (11u → 13u) and placed farther vertically (Y offset: 15u → 17u), increasing its already impressive range.
    • Nerf It deals much less knockback (80 base/90 scaling → 78/78), no longer being the strongest in the game.
    • Nerf It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.
    • Change It has an altered animation, with Ivysaur raising its front legs before unleashing the spores.
  • Down smash:
    • Buff Down smash has less startup (frame 16 → 13) and ending lag (FAF 54 → 46).
    • Buff All hitboxes except the innermost one deal more damage (8% → 8%/10%/12%), giving the move a ranged middlespot and sweetspot.
    • Buff The middlespot and sweetspot launch at lower angles (361° → 34°/30°) and deal more knockback (40 base/80 scaling → 45/50 base/84/77 scaling). Combined with their increased damage, this significantly improves the move's KO potential, no longer being the weakest down smash in the game.

Aerial attacks

  • Buff All aerials except neutral aerial have less landing lag (28 frames → 13 (forward), 10 → 7 (back), 22 → 11 (up), 28 → 13 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
  • Neutral aerial:
    • Change Ivysaur has a new neutral aerial: it points its bud towards the screen and spins its leaves. It hits eight times, up from seven.
    • Buff The looping hits are consistently active throughout and use a faster rehit rate, instead of possessing gaps between each hit (frames 4-5, 8-9, 12-13, 16-17, 20-21, 24-25 → 7-26; rehit rate: 3). They also have a lower hitlag multiplier (1× → 0.7×), and aside from the innermost hitbox, they use the autolink angle (90°/270° → 361°/367°). In combination with the weakening of SDI, this allows them to connect much more reliably, despite having a higher SDI multiplier (0.2× → 1.2×).
    • Buff The hitboxes are spread better around Ivysaur, more disjointed due to the new animation, and larger for the last hit (3u/6u/6u → 6.5u/6.5u/6.5u/6.5u), improving the move's range and coverage, despite the looping hits' smaller hitboxes overall (3u/6u/6u → 4.5u/4.5u/4.5u/4.5u).
    • Buff The last hit has altered knockback (10 base/220 scaling → 30/200), increasing its safety on hit at low percents. In combination with the changes to hitstun canceling, this also allows it to combo into a forward or back aerial from low to mid percents if Ivysaur does not land during it.
    • Nerf It deals much less damage (2% (hits 1-7) → 1% (hits 1-7), 2% (hit 8); 14% total → 9%).
    • Nerf It has more startup (frame 4 → 7) and landing lag (11 frames → 16).
    • Nerf It auto-cancels later (frame 35 → 41), no longer doing so in a short hop.
    • Nerf The last hit launches at a different angle (361° → 43°), removing its ability to lock opponents.
  • Forward aerial:
    • Buff Forward aerial deals consistent damage (12%/10% → 12%).
    • Buff One of its hitboxes launches at a higher angle (80°/70°/60°/60° → 80°/70°/70°/60°), improving its consistency for KOing.
    • Buff The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
    • Nerf It deals less knockback (35 base/103 scaling → 51/46/45 base/76/81/90 scaling), hindering its KO potential.
    • Nerf It has smaller hitboxes (4u/4u/4u/2.5u → 3.6u/3.2u/3u/2u), slightly reducing its range despite the hitboxes being placed a bit farther horizontally (Z offset: 3.7u/3u/2.8u/2.8u → X offset: 0u/2u/3.8u/4u).
  • Back aerial:
    • Buff Back aerial deals much more damage (2% → 3% (hit 1), 3%/2% → 6% (hit 2); 5%/4% total → 9%), no longer being the least damaging back aerial in the game. The second hit's knockback was not fully compensated (10 base/160/170 scaling → 25 base/118 scaling), improving its utility for edgeguarding.
    • Nerf The first hit has more startup (frame 4 → 7).
      • Buff However, the second hit's startup remains unchanged, thus reducing the gap between both hits. This allows the move to connect more reliably, despite the first hit's increased knockback (20 base/20 scaling → 30/27).
    • Nerf It can no longer auto-cancel in a short hop due to Ivysaur's higher gravity and faster falling speed.
    • Nerf It has higher hitlag multipliers (0.5× → 0.8× (hit 1), 1× → 1.2× (hit 2)), making it easier to DI.
    • Nerf Ivysaur does not extend its vines as far, reducing the move's range despite having slightly larger hitboxes (3u/4u/4u/2.5u → 4.2u/3.8u/3.4u/3u (hit 1), 4u/4u/4u/3u → 4.8u/4.4u/4u/3u (hit 2)).
    • Change The first hit launches at a slightly lower angle (80° → 76°).
  • Up aerial:
    • Buff Up aerial no longer causes Ivysaur to fast fall, instead just giving it a moderate amount of downwards momentum, making it less risky to use offstage. Ivysaur can still fast fall manually when using up aerial, allowing it to mix up its positioning when using the move.
    • Buff The hitboxes are placed higher (Y offset: 14u/9u → 20u/20u), improving its vertical range.
    • Buff The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos from low to mid percents.
    • Nerf It deals less damage (16% → 15%), and has altered knockback (32 base/97 scaling → 64/72). While this further aids in the move's combo potential at lower percents, it most significantly hinders its KO potential, despite launching at a higher angle (83° → 90°).
    • Nerf It no longer grants intangibility to the bottom of Ivysaur's bulb while the hitboxes are out.
    • Change The second hitbox is much larger (6u → 13u), matching the first hitbox, but due to its altered Y offset, both hitboxes now occupy the same space, the only difference being that the first one only affects grounded opponents and the second one only affects aerial opponents.
  • Down aerial:
    • Buff Down aerial's sweetspot deals more damage (8% → 10%), dealing as much as the sourspot.
    • Buff The sweetspot deals more knockback (20 base/80 scaling → 27/80 (grounded), 9/98 (aerial)).
    • Buff The sweetspot is larger (2.2u → 4u) and placed lower (-9u → -13.5u), improving its range.
    • Buff The sourspot meteor smashes opponents like the sweetspot (50° → 270°). This allows the move to lock opponents more reliably, and combined with the removal of meteor canceling, significantly improves its effectiveness for edgeguarding.
    • Buff It halts Ivysaur's horizontal momentum for a significantly shorter time.
    • Buff The changes to hitstun canceling coupled with its reduced landing lag allow it to start combos onstage even up to high percents.
    • Nerf The sourspot deals much less knockback (32 base/92 scaling → 17/62 (grounded), 8/62 (aerial)), significantly hindering its KO potential onstage.
    • Change The move gives Ivysaur a weaker vertical boost (0.8 → 0.3). Combined with Ivysaur's higher gravity and faster falling speed, this allows it to land faster after using the move, but makes it riskier to use offstage.

Throws and other attacks

  • Grabs:
    • Buff Standing and pivot grab have larger hitboxes against grounded opponents (3u → 3.3u).
    • Buff Standing grab has less ending lag (FAF 50 → 43).
    • Nerf Dash grab has smaller hitboxes against grounded opponents (3u → 2.6u), and all grabs have smaller hitboxes against aerial opponents (3u → 1.65u (standing, pivot), 1.3 (dash)).
    • Nerf Pivot grab has more ending lag (FAF 36 → 45).
  • Pummel:
    • Change Ivysaur has a new pummel: it headbutts the opponent, rather than squeezing them with its vines.
    • Buff It deals more hitlag (5 frames → 14), but has less startup (frame 6 → 1) and much less ending lag (FAF 25 → 7), shortening its effective duration.
    • Nerf It deals much less damage (3% → 1.3%).
  • Change The speed of Ivysaur's throws is no longer weight-dependent.
  • Forward throw:
    • Change Ivysaur has a new forward throw: it tackles the opponent away, rather than tossing them with its vines.
    • Buff It has gained a hitbox before the throw, allowing it to hit bystanders.
    • Buff It deals more damage (8% → 5% (hit 1 and throw); 10% total).
    • Nerf It releases opponents later (frame 16 → 17) and has more ending lag (FAF 34 → 38).
    • Nerf The throw's knockback was not fully compensated for its reduced individual damage output (60 base/55 scaling → 80/60).
  • Back throw:
    • Buff Back throw deals more damage (10% → 12%) with no compensation on knockback. This greatly improves its KO potential, allowing it to KO at around 130% near the edge.
    • Nerf It releases opponents later (frame 18 → 20), with its total duration increased as well (FAF 34 → 36), making it easier to DI.
    • Change Ivysaur no longer spins around once before the throw, but it has a more pronounced animation.
  • Up throw:
    • Change Up throw has a different animation, where Ivysaur jumps and bumps the opponent upward with its bud.
    • Buff It has gained a hitbox before the throw, allowing it to hit bystanders.
    • Nerf It releases opponents later (frame 13 → 21) and has more ending lag (FAF 28 → 40).
    • Buff The changes to hitstun canceling and Ivysaur's faster jumpsquat allow up throw to combo into a neutral or up aerial from low to mid percents, and Vine Whip even up to high percents, despite its increased ending lag.
    • Nerf It deals less damage (10% → 4% (hit 1), 5% (throw); 9% total), with knockback not fully compensated on the throw (70 base/72 scaling → 75/95). This greatly hinders its KO potential, no longer KOing at around 170% from ground level.
  • Down throw:
    • Nerf Down throw deals less damage (10% → 7%).
    • Buff It has altered knockback (83 base/50 scaling → 44/122). Combined with its lower damage and Ivysaur's faster jumpsquat, this turns it into an excellent combo starter until up to high percents, even gaining a KO setup into Vine Whip's sweetspot near the edge, while also granting it KO potential at very high percents.
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack less startup (frame 24 → 21) and one more frame of intangibility (frames 1-22 → 1-23).
    • Buff It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
    • Nerf It has less range (6u/6u/6u → 5u).

Special moves

  • Bullet Seed:
    • Buff Bullet Seed has less ending lag (FAF 86 → 80).
    • Buff It fires a finishing seed when ended, which deals more damage (2% (clean), 1% (late) → 3%) with much more knockback (10 base/40 scaling → 100/46). Coupled with its reduced ending lag, this makes it less punishable.
    • Buff The seeds have altered knockback (10 base/40 scaling → 15/30) and launch at slightly higher angles (86°/80° → 90°/88°), allowing them to connect more reliably at higher percents.
    • Buff The seeds' late hits deal more damage (1% → 1.3%).
    • Nerf It has more startup lag (frame 4 → 7).
    • Nerf It no longer grants Ivysaur full intangibility on frames 1-3.
    • Nerf It has a significantly shorter maximum duration, with Ivysaur firing a much smaller amount of seeds (35 → 11), lasting only around one second instead of four.
    • Nerf The first hit and the seeds' clean hits deal less damage (4% → 3% (hit 1), 2% → 1.5% (clean seed)). Combined with the move's much shorter maximum duration, this significantly reduces its maximum damage (74% → 21%).
    • Nerf The seeds have smaller hitboxes (6.2u → 4.5u (clean), 5u → 3.5u (late)).
    • Change The seeds have a lower hitlag multiplier (1× → 0.5× (near), 0.8× (far)), but a a higher SDI multiplier (0.1× (near), 0.28× (far) → 0.5×).
    • Change The finishing seed launches at a lower angle (86°/80° → 70°).
  • Razor Leaf:
    • Buff Razor Leaf has less ending lag on the ground (FAF 51 → 49).
    • Buff Its random trajectory has been made significantly less variable, improving its consistency.
    • Buff It deals more knockback (30/18/5 base/50/50/30 scaling → 54/38/30 base/50/40/32 scaling), allowing it to keep opponents away more effectively.
    • Buff The universal increase to hitlag in Ultimate benefits Razor Leaf, as it uses the average hitlag multiplier of 1× unlike most other projectiles, increasing its advantage on hit.
    • Nerf It has more startup (frame 22 → 24).
    • Nerf It has more ending lag in the air (FAF 46 → 49).
    • Nerf It has received negative shield damage (0 → -4/-3/-2), effectively dealing half its usual damage to shields.
    • Change The mid and late hits have altered angles (70°/30° → 55°/40°).
  • Vine Whip:
    • Buff Vine Whip no longer causes helplessness in the air, allowing Ivysaur to use it much more safely offensively, and to reattempt a failed recovery by using the move again or a directional air dodge.
    • Buff It can be angled upward and forward, increasing its versatility and making the sweetspot easier to land.
    • Buff The grounded version's sourspots deal more and consistent damage (7%/8%/9%/10% → 11%), matching the aerial version.
    • Buff It has less startup (frame 22 (grounded), 21 (aerial) → 15). In combination with its new ability to be angled, and the changes to hitstun canceling, this greatly improves its utility as a combo finisher.
    • Nerf It has a shorter hitbox duration (frames 22-24 (grounded), 21-25 (aerial) → 15-17), and its total duration was not compensated for its faster startup, increasing its ending lag.
    • Nerf The aerial version's sweetspot has less base knockback (80 → 70), no longer being stronger than the grounded version.
  • Pokémon Change:
    • Buff Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
    • Buff It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
    • Nerf It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
    • Nerf It no longer resets stale-move negation, effectively weakening Charizard when Ivysaur switches.
    • Nerf It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
  • Triple Finish:
    • Nerf Triple Finish deals less total damage (58% → 44.3%).
    • Change It has a different text box, more closely resembling its appearance in the Generation VII games.

|Charizard====Aesthetics===

  • Change Charizard's model features a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games. Its legs and arms are more prominently muscular, and the flame on its tail is also more vibrant.
  • Change During normal matches, Charizard uses the Pokémon Trainer's stock icon and name call instead of having its own. However, its own stock icon is seen in the Spirits mode, as both a playable character and an enemy.
  • Change Charizard moves in a wave-like motion during its dash animation, similar to Lugia on the title screen for Pokémon SoulSilver. [1]
  • Change Charizard now hangs onto the ledge with one hand instead of two.
  • Change Charizard has two new taunts: one where it stands upright for its up taunt, similar to Ridley's down taunt, and another where it does a quick aerial flip and roars during its side taunt. Its former up taunt is now its down taunt.
  • Change While maintaining its Flare Blitz victory pose from Smash 4, Charizard regains its victory pose from Brawl where the Pokémon Trainer pets its neck, replacing the roaring victory pose from Smash 4.

Attributes

  • Change Charizard is once again a part of Pokémon Trainer, allowing it to switch to Squirtle and Ivysaur.
  • Buff Like all characters, Charizard's jumpsquat animation takes 3 frames to complete (down from 7).
  • Nerf Charizard walks slightly slower (1.2 → 1.187).
  • Buff Charizard's initial dash speed is exponentially higher (1 → 2.28), going from the slowest in the game to the 4th fastest.
  • Buff Charizard runs faster (2 → 2.2).
  • Buff Charizard's air speed is much faster (0.92 → 1.103).
  • Buff Charizard has significantly higher traction (0.04 → 0.11), no longer being tied with Mewtwo for the second lowest in the game. This allows it to punish out of shield much more easily.
  • Buff Charizard moves its head to a less vulnerable position during forward air, down smash, standing grab, and when hanging on the ledge.
  • Change Charizard's midair jumps' animations have been changed so that they are more distinguishable from each other.
  • Buff Charizard's second midair jump now gives as much height as its first, improving its air game and recovery.
  • Change Charizard's falling speed and fast falling speed are much faster (1.4 → 1.52) and (2.24 → 2.432) respectively. This makes it more prone to combos, but improves its tomahawk and overall neutral game.
  • Nerf Charizard once again possesses hurtboxes on its wings like in Brawl, making it easier to hit from above.
  • Nerf Charizard takes small amounts of damage while swimming. It shares this attribute with Sonic, Inkling, and Incineroar.
  • Nerf Forward roll grants less intangibility (frames 4-18 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frames 4-18 → 5-17), and more ending lag (FAF 33 → 38).
  • Nerf Spot dodge has more ending lag (FAF 28 → 29).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 50).
  • Change Air dodge has a different animation.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 10 → 7), which transitions into the third hit faster (frame 10 → 8), allowing the whole move to connect more smoothly.
    • Nerf The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).
    • Nerf The final hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing its range.
    • Change The first and second hits have altered angles and knockback to keep opponents close to Charizard, like other neutral attacks. This allows them to connect and jab lock more consistently, but removes their jab cancel setups against grounded opponents.
    • Change Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.
  • Forward tilt:
    • Buff Forward tilt contains a new sweetspot hitbox on frame 12 that is centered in front of Charizard's tail, with the original sweetspot remaining intact. This makes the sweetspot larger and prohibits issues with the z-axis.
    • Buff Forward tilt has less ending lag (FAF 43 → 38).
    • Nerf It has more startup lag with a shorter duration (frames 11-13 → 12-13).
    • Buff The sweetspot deals more knockback (40 base/100 scaling → 45/104).
  • Up tilt:
    • Change Up tilt has an altered animation, with Charizard jumping higher and its wings spreading out more to its sides.
    • Buff In addition to the hitbox above Charizard, it possesses hitboxes covering its wings as they spread out. This increases the move's coverage above Charizard, although due to the high placements of these hitboxes, it still cannot hit grounded opponents at Charizard's sides.
    • Nerf It has a shorter hitbox duration (frames 9-13 → 9-12).
    • Nerf It launches opponents slightly away from Charizard instead of towards it (96° → 78°/84°), and deals much less knockback (40 base/130 scaling → 50 base/80/85 scaling). This collectively worsens both the move's combo and KO potential, stringing into itself less reliably at low percents, and still having too much ending lag to combo into other moves, despite Charizard's faster jumpsquat, while it is now unable to KO grounded opponents below 200% (compared to KOing below 140% under the same circumstances in Smash 4).
    • Nerf Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes now extend upward especially during the active frames, leaving Charizard more vulnerable to trades with opponents' aerial attacks.
  • Down tilt:
    • Buff The changes to jostle mechanics allow down tilt to connect better against nearby opponents despite the removal of the windbox.
    • Nerf The hitbox does not extend as far (Z offset: 7-16 → 7-13.5), considerably reducing its range.
    • Change It features a tighter animation.
  • Dash attack:
    • Buff Dash attack deals more damage (11%/8% → 13%/10%) with knockback not fully compensated (100 (base)/45 (scaling) → 96/44), improving its KO potential.
    • Buff Dash attack deals more shieldstun (1x → 1.5x) which combined with the increased damage makes it safer on shields.
  • Forward smash:
    • Change Charizard no longer breathes fire during the animation.
    • Buff Forward smash deals more damage (17% → 19% (clean, late body), 14% → 16.4% (late head)) with knockback scaling not fully compensated (94 → 91 (clean, late body), 86 (late head)).
    • Buff Forward smash grants more intangibility (frames 22-25 → 20-24).
  • Up smash:
    • Buff Up smash's second hit comes out more quickly (frame 17 → 14), allowing it to connect better from the first hit and giving the move faster interruptibility (FAF 49 → 47).
    • Buff The outermost hitbox on the first hit now uses the 368° autolink angle to properly launch opponents into the second hit instead of weakly meteor smashing them in place, enabling it to connect more efficiently.
    • Nerf Due to Charizard once again possessing hurtboxes on its wings, the move is riskier to use as an anti-air option, although not to the same degree as its up tilt.

Aerial attacks

  • Buff All aerials have less landing lag (20 frames → 10 (neutral), 22 → 19 (forward), 24 → 20 (back), 20 → 13 (up), 33 → 21 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has faster startup (frame 9 → 8) and significantly less ending lag (FAF 60 → 40), making it safer to use offstage.
    • Change Its animation has been sped up. This reduces the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.
      • Nerf Due to its autocancel window remaining unchanged, this effectively increases the move's ending lag before it can autocancel.
  • Forward aerial:
    • Buff Forward aerial has one frame less ending lag (FAF 47 → 46).
    • Nerf It no longer autocancels in a short hop, as Charizard's faster falling speed causes its autocancel to fall short by one frame.
    • Nerf The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its reach.
  • Back aerial:
    • Buff Back aerial's animation has been altered, increasing its vertical range. This enables it to punish opponents recovering from above more reliably.
    • Nerf The first active frame does not contain the 16% sweetspot.
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frame 41 → 38).
    • Nerf The move's initial auto-cancel window has been shortened (frames 1-4 → 1-3)
  • Down aerial:
    • Buff Down aerial's lower landing lag alongside the removal of teching for grounded meteor smashes enable it to function as a potent combo starter onstage. The sweetspot also has a longer duration (frames 18-20 → 18-21).
    • Nerf The clean hit has received a sourspot on Charizard's body that does not meteor smash, making it slightly harder to use for edgeguarding. The late hit also has a shorter duration (frames 21-26 → 22-25).
    • Nerf It auto-cancels later (frame 41 → 42).
    • Buff Its initial auto-cancel window has been lengthened (frames 1-4 → 1-5).
    • Change Down aerial's animation has been altered.
    • Bug fix Down aerial's landing animation no longer causes Charizard's tongue to clip through its head.

Throws and other attacks

  • Grabs:
    • Buff Standing grab has been moved forward (Z offset: 5-13.6 → 7.5-16), improving its range.
    • Buff Dash grab extends further (Z offset: 5-12.3 → 5-16.5), improving its range.
    • Nerf All grabs have more ending lag (FAF 34 → 40 (standing), 42 → 46 (dash), 40 → 43 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 10 → 11 (dash), 11 → 12 (pivot)).
    • Nerf Pivot grab doesn't extend as far (Z offset: 4-17.6 → 4-17.2), worsening its range.
    • Change Standing and dash grab's animations have been altered, with Charizard lunging farther forward, matching their increased range.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.6%).
    • Nerf It has much less ending lag (FAF 17 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
      • Change Relative to the rest of the cast, Charizard's pummel is among the slowest but most damaging, rather than average on both accounts.
  • Forward throw:
    • Buff Forward throw deals more knockback (60 base/65 scaling → 63/70).
    • Change Charizard spreads its arms out during the ending animation of forward throw.
  • Back throw:
    • Change Back throw releases opponents faster (frame 29 → 26), though with its interruptibility frames unchanged. This makes it harder to DI, but gives it more ending lag.
      • Buff Despite this change, it has increased combo ability due to Charizard's much faster initial dash speed and jumpsquat.
  • Down throw:
    • Buff Down throw deals less hitlag, allowing it to execute faster.
    • Change Down throw's looping hits now deal knockback to bystanders (0 (base)/0 (scaling) → 0/100).
    • Nerf It has slightly more ending lag (19 → 22 frames), hindering its combo potential.
      • Nerf The decreased hitstun in tumble knockback exacerbates this nerf.
    • Change It has an altered animation where Charizard hovers slightly while breathing fire onto the opponent.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Flamethrower:
    • Change Flamethrower's color is more vibrant compared to in Smash 4.
  • Flare Blitz:
    • Buff Flare Blitz deals drastically more damage (4% → 6% (hit 1), 15% → 18% (hit 2); 19% → 24% (total)).
    • Buff Flare Blitz deals more knockback, KOing middleweights under 80% from the center of Final Destination.
    • Buff The tumble animation following Flare Blitz's collision cannot be jab locked.
    • Buff Grounded Flare Blitz has more range below it, being capable of hitting every character lying on the ground and a few hanging on the ledge.
    • Nerf Flare Blitz is now only able to grab the ledge starting frame 45 (about two-thirds of the way).
    • Change Flare Blitz causes Charizard to emit orange flames on startup instead of glowing blue. Its flame effects are much more intense.
    • Change Charizard's voice is now louder when using the move, allowing players to hear it without adjusting the Sound settings.
  • Fly:
    • Bug fix Fly no longer suffers RCO lag.
    • Buff Due to rage being changed to not affect hitboxes with set knockback, Fly no longer launches opponents away from the rest of the hits when Charizard has rage, allowing it to connect more reliably.
  • Pokémon Change:
    • Change Since Charizard has returned to Pokémon Trainer's team, Rock Smash has been replaced with Pokémon Change. While this reduces Charizard's own defensive capabilities, it can now change places with Squirtle and Ivysaur to adapt to certain situations.
      • Nerf The removal of Rock Smash hinders Charizard's landing options and eliminates one of its finishers.
    • Buff Pokémon Change is much faster, as it does not need to load the next Pokémon during every switch. The quicker switch time allows it to potentially combo into another Pokémon's moves, work akin to an air dodge, or supplement the Pokémon's recovery.
    • Buff Pokémon Change can now be used in the air. Like in Brawl, it also offers brief intangibility upon switching out.
    • Nerf Spamming Pokémon Change will grant no invincibility frames for a period of time. It also has a cooldown of 140 frames (2.33 seconds), which can be skipped via a special move.
  • Final Smash:

|Diddy Kong====Aesthetics===

  • Change As with all veterans returning from SSB4, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, his fur is less detailed than the previous installment.
  • Change Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge. His hat also appears to be "looser" around his head, popping off slightly while performing many actions.
  • Change Diddy Kong's chest now faces the screen, regardless of whether he is facing left or right. As a result, most of his moves are now mirrored.
  • Change Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.

Attributes

  • Buff Like all characters, Diddy Kong's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Diddy Kong runs faster (1.824 → 2.006).
    • Buff His initial dash is significantly faster (1.7 → 2.09).
  • Buff Diddy Kong walks faster (1.25 → 1.313).
  • Buff Diddy Kong's air speed is higher (0.88 → 0.924).
  • Buff Diddy Kong's traction is much higher (0.0484 → 0.093).
  • Nerf Diddy Kong is lighter (93 → 90), worsening his endurance.
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • Buff Spot dodge has less ending lag (FAF 26 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-26 → 2-27).
  • Nerf Air dodge has significantly more ending lag (FAF 32 → 45).

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.
    • Buff The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) → 361°/180°) and knockback (16/18/24 set/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better and jab lock.
    • Buff The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).
    • Buff The first hit can be held for a consecutive jab.
    • Change The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).
      • Buff This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).
      • Nerf However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center of Final Destination.
    • Nerf All hits have a shorter hitbox duration (2 frames → 1 frame).
    • Change All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).
    • Change The third hit has an altered animation, being a side kick rather than a back kick.
  • Forward tilt:
    • Buff Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.
    • Nerf Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60), and launches at a higher angle (361° → 45°). This increases it safety on hit at low percents, but more drastically reduces its KO potential, and removes its ability to lock.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.
    • Nerf It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms in Battlefield.
  • Down tilt:
    • Nerf Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
      • Change It is also lower down (Y offset: 2.25 → 1.8).
  • Dash attack:
    • Buff Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.
    • Buff Due to the changes to jostle mechanics, it can no longer whiff if initiated too close to an opponent.
    • Buff The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second hit's also being larger (3.5u → 4u), allowing the move to connect more reliably.
    • Buff The second and third hits have a longer hitbox duration (1 frame → 2 frames).
    • Change The third hit launches at a slightly higher angle (78° → 83°).
    • Change Diddy Kong sports an angry expression at the third hit.
  • Forward smash:
    • Buff The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well as weight-independent knockback, allowing it to connect more reliably into the second hit.
    • Buff The second hit has one frame less startup (frame 22 → 21).
      • Nerf However, its total duration remains unchanged, giving it one frame more ending lag.
  • Up smash:
    • Buff The first and second hits have received various changes to their angles and set knockback, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.
    • Buff The third hit deals more knockback (50 base/129 scaling → 55/131).
  • Down smash:
    • Buff Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).
    • Buff The second hit has less startup (frame 16 → 14).
      • Nerf However, it has a shorter hitbox duration (frames 16-18 → frame 14), and the move's total duration remains the same, giving it more ending lag.
    • Nerf Both hits have two hitboxes instead of three, which are smaller (4u/4u/5u → 3.9u/3.3u).
    • Nerf The first hit has more startup (frame 6 → 9).

Aerial attacks

  • Buff All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has regained its much faster auto-cancel window from Brawl (frame 59 → 27), allowing it to autocancel in a short hop fast fall once again.
    • Buff It has noticeably larger hitboxes (2u → 3.5u).
  • Forward aerial:
    • Nerf Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).
    • Change It has an altered animation where Diddy Kong does not spin as much.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from Smash 4 prior to update 1.0.8. This allows it to combo slightly better into itself.
    • Buff It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.
    • Nerf The animation at the beginning of the move has been sped up with its hitbox duration unchanged, creating a blind spot in front of Diddy Kong.
  • Down aerial:
    • Buff Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).
    • Nerf All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).
    • Change Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.
    • Nerf It deals less damage (2% → 1%).
    • Change It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.
  • Up throw:
    • Nerf The faster knockback physics hinder up throw's combo potential at high percents, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 35 → 32), improving its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Peanut Popgun:
    • Buff Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negate reflectors.
    • Buff The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).
    • Change Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.
    • Change Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.
  • Monkey Flip:
    • Buff Monkey Flip has less startup lag (frame 20 → 18).
    • Buff The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).
    • Buff The jump attack now immobilises the opponent for a minimum of 20 frames if the hitstun is less than 20 frames, improving its gimping potential and its safety when used onstage.
    • Nerf It has more ending lag (FAF 44 → 48).
    • Change The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.
  • Rocketbarrel Boost:
    • Buff Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).
    • Buff It grants slightly more distance when uncharged.
    • Nerf Its maximum charge time has been significantly reduced (90 frames → 60), to the point the fully charged version barely grants more distance than the uncharged version if used while falling, greatly hindering Diddy Kong's recovery.
  • Banana Peel:
    • Nerf Diddy Kong throws the Banana Peel in a higher arc, causing it to take longer to pick up afterwards.
    • Change The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged.
    • Change The move has a snappier animation.
  • Final Smash:
    • Change Diddy Kong has a new Final Smash, Hyper Rocketbarrel, which functions differently from Rocketbarrel Barrage. Diddy Kong flies through the stage in an erratic fashion to punch his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed punch, dealing heavy knockback. Diddy Kong then lands and deactivates his Rocketbarrel Pack at the spot where he first used the move.

|Lucas====Aesthetics===

  • Change As with all veterans returning from SSB4, Lucas's model features a more subdued color scheme. Similar to Brawl, some of the detailing on his clothes and weapons are more prominent, such as the vertical stitching of his socks.
  • Change The Rope Snake's scales are more pronounced.
  • Change Lucas’ stance is now mirrored, always facing the screen regardless of which direction he turns.
  • Change All of Lucas’ PSI-based attacks are now dominantly light blue. This closely resembles the colors of PK Love in Mother 3.
  • Change Lucas makes a new face when hit, with his eyes growing somewhat larger and rounder.
  • Change As with all previous downloadable fighters in SSB4, Lucas now has a unique Palutena's Guidance conversation.
  • Change Lucas's victory theme is now the ending of "Eight Melodies" from both Mother / EarthBound Beginnings as well as "Eight Melodies" from EarthBound layered together.
  • Change Lucas has a new idle pose where he points to his forehead with his eyes closed with his leading hand then waves it in front of him. It replaces the animation of Lucas waving his fists in front of him.
  • Change Lucas is more emotive. His eyes are now more prominent when using his attacks, as well as his new facial features when hit.

Attributes

  • Buff Like all characters, Lucas's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Lucas dashes faster (1.5 → 1.65).
  • Buff Lucas's initial dash is faster (1.3→1.815).
  • Buff Lucas walks slightly faster (0.85 → 0.893).
  • Buff Lucas' air speed is slightly higher (1.1 → 1.155).
  • Buff Lucas jumps higher.
  • Nerf Because footstools can now be teched, Lucas's d-throw/up-air into Footstool combo game has been removed.

Ground attacks

  • Neutral attack:
    • Change All three hits of Lucas's neutral attack have more hitlag (1.0/1.0/1.0 → 1.7/1.8/2.0).
    • Buff Neutral attack's second hit can be interrupted sooner, improving its potential for mix-ups.
    • Nerf Neutral attack deals slightly less damage (8.5% → 7.5%).
    • Buff The third hit launches at a lower angle (48 → 361).
  • Dash attack:
    • Buff Dash attack has less startup (frame 15 → 13), less ending lag (FAF 39 → 38) and a longer hitbox duration (frames 13-15 → 13-17).
    • Buff Dash attack has increased knockback scaling (70 → 81), increasing its KO power.
  • Forward tilt:
    • Buff Sweetspot forward tilt deals more base knockback (30 → 55) and knockback scaling (75 → 80), increasing its KO power.
      • Buff The sweetspot also has a bigger hitbox during the first 2 active frames (4.7u → 5.6u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 37 → 34).
    • Change Up tilt now uses the electric effect.
  • Down tilt:
    • Buff Down tilt deals more damage (3% → 5%).
    • Buff Down tilt's close hit has more vertical angle (76 → 84), allowing more consistent follow-ups.
    • Buff Down tilt has increased base knockback (18/8 → 20/10) and combined with its higher damage, makes it easier to combo at lower percent.
    • Nerf Down tilt has an altered animation and its far hit was removed, lowering its vertical range.
  • Forward smash:
    • Buff Forward smash has slightly less ending lag (FAF 47 → 46).
    • Buff Sweetspotted forward smash has higher knockback growth (88 → 91).
    • Nerf The reflector activates later with a shorter duration (frame 10-19 → 11-19).
  • Up smash:
    • Change Up smash's hitboxes are handled differently. The new hitbox positions jitter a bit more without affecting the total reach of the move.
    • Buff All up smash's second hit hitboxes deal 2% more damage (19/18/16/14/12% → 21/20/18/16/14%) without their knockback compensated, increasing their KO power.
    • Nerf The hitboxes in the second hit are all smaller (12u/11u/10u/8u/6.5u → 11u/10u/9u/6u).
    • Buff Up smash has more active frames (frames 30-53 → frames 30-55) due to having an additional hitbox.
    • Buff Up smash has more invulnerability during startup (frames 1-4 → 1-7).
    • Change Because Up-smash's Charge Hold is on frame 4 and the invulnerability was increased to 7, Lucas now has 3 frames of invulnerability after releasing Up-smash
  • Down smash:
    • Change Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
    • Buff All hits of down smash have increased active frames (2 → 3 frames).
    • Buff The three hits of Lucas's down smash now reset between hits, allowing it to hit opponents or shields multiple times.
      • Nerf The individual hits of down smash deal significantly less shield damage to compensate (0/0/0 → -10/-8/-6).

Aerial attacks

  • Buff All aerials except grab aerial have less landing lag (13 frames → 12 (neutral), 12 → 7 (forward), 15 → 9 (back), 12 → 7 (up), 24 → 16 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has much larger hitboxes (5.3u (loop)/8u (last) → 6.9u/10.2u).
    • Buff Neutral aerial is harder to SDI out of, despite retaining its 2x modifier, as its hitlag has been reduced (1 → 0.44).
    • Nerf The looping hitbox has fewer active frames (frames 7-23 → 7-21), consequently reduces the maximum number of hits to 4, reducing its total damage (12% → 10%).
    • Nerf Neutral aerial now sends opponents behind or in front of Lucas depending on which part of the hitbox hits the last hit. This makes it more difficult to guarantee combos with.
      • Buff Although this grants it followups with back aerial which it didn't have before.
    • Change Lucas appears furious during the ending hitbox rather than looking scared.
  • Forward aerial:
    • Buff Forward aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential, even beyond its power in Brawl.
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 39 → 34), enabling it to auto-cancel out of a short hop.
    • Buff Back aerial has more active frames (frames 15-20 → 15-22), giving it additional vertical range below Lucas and allowing it to hit small targets.
      • Nerf The sweetspot for aerial opponents has a shorter duration (15-20 → 15-19).
    • Change Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this hinders its ability to send grounded opponents offstage from behind him.
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Up aerial's hitbox is now attached to Lucas's head. This removes its blindspot and increases its range.
      • Buff The main hitbox is now extended and an extra hitbox is added behind him on frames 8-10, giving the move a noticeable disjoint behind Lucas.
      • Change A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.
    • Buff Up aerial has much less ending lag (FAF 46 → 32).
    • Buff Up aerial has increased active frames (frames 7-9 → 7-10), giving it additional horizontal range, and improving its juggling potential.
    • Nerf Up aerial deals less damage (13% → 11%) without full compensation on its base knockback (10 → 20), giving it considerably less KO power.
      • Buff However, its higher base knockback combined with its lower ending lag makes it safer on hit at low percents.
  • Down aerial:
    • Buff Down aerial’s first three hits connect more reliably due to altering angle (90° → 363°)
    • Nerf Down aerial now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in Smash 4.
    • Nerf Down aerial’s hitboxes at Lucas’ feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox placement (Y offset: -5 → -4), decreasing its range below Lucas.
  • Grab aerial:
    • Nerf Grab aerial has less range.
    • Buff Grab aerial has more active frames (9-19 → 9-21).
    • Buff Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).
    • Buff Grab aerial has less ending lag (FAF 60 → 52).
    • Buff Grab aerial can be double jump canceled, allowing Lucas to use it very close to the ground to start combos and approach.

Throws and other attacks

  • Grab:
    • Change The endings of Lucas's grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
    • Change Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.
    • Change Lucas now looks angry during his grab animation.
    • Nerf Lucas's standard grab has one frame more ending lag (FAF 46 → 47).
    • Buff Lucas's dash grab has one frame less ending lag (FAF 56 → 55).
  • Pummel:
    • Change Lucas's pummel animation now has him attack the grabbed opponent with PSI.
  • Forward throw:
    • Change Lucas has a new forward throw animation similar to Diddy Kong's forward throw.
    • Buff Forward throw has increased knockback scaling (65 → 69).
  • Back throw:
  • Up throw:
    • Buff Up throw has increased knockback (78 base/69 scaling → 77/73).
  • Down throw:
    • Change Lucas has a new down throw animation. Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground, sending them up and away.
    • Buff Down throw deals more damage (6.5% → 11.0%) and thus more knockback.
    • Nerf Down throw has more ending lag (FAF 50 → 58), reducing its combo potential at low percentages due to its increased knockback (78 → 100 (base)/51 → 32 (growth)) and removes his KO confirm from an up aerial at higher percentages, which was one of his more potent finishers in Smash 4.

Special moves

  • PK Freeze:
    • Change Lucas's animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from Mother 3.
      • Buff PK Freeze deals 1% more damage on all charges (9%-22% → 10%-23%).
      • Buff PK Freeze deals more knockback (80 (base)/21 (growth) → 35/60).
      • Buff The projectile travels faster.
      • Buff The projectile can now travel through soft and semisoft platforms.
      • Buff PK Freeze no longer dissipates upon making contact with hard platforms and can instead be held at the ground until the move is fully-charged.
      • Buff The projectile now launches opponents at a horizontal angle (80° → 34°) away from Lucas (no matter which direction he faces), making it better for edgeguarding and KO'ing.
      • Buff Lucas no longer becomes helpless when firing PK Freeze in the air.
      • Nerf Fully charged PK Freeze has more startup (89 → 92) and ending lag (116 → 119).
  • PK Fire:
    • Change Lucas's hands now feature a red spark until PK Fire is fired, similarly to his finger in his down smash animation. The same spark appears when PK Fire successfully connects. PK Fire graphics from Mother 3 now appear when Lucas fires it and when it bursts.
    • Buff PK Fire has slightly increased damage (9% → 10%).
    • Buff PK Fire has increased knockback growth (97 → 110) and launches at slightly lower angle (45° → 42°).
  • PK Thunder:
    • Change Lucas's PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from Smash 4, PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from Mother 3.
    • Buff PK Thunder's electric ball travels faster.
    • Buff Grounded PK Thunder has less ending lag.
    • Change It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.
  • PK Thunder 2:
    • Nerf Lucas's momentum at the end of PK Thunder 2 is lower, slightly shortening its recovery distance.
    • Buff PK Thunder 2 has less landing lag.
    • Nerf PK Thunder 2 deals less damage when all hits connect. (35.5% → 32.5%)
    • Change PK Thunder 2 last hit now triggers Special Zoom.
    • Buff The window for using PK Thunder again after bouncing against a wall is much bigger.
  • PSI Magnet:
    • Change PSI Magnet now features its PSI graphics from Mother 3 upon use. Lucas' back is angled lower in the end of his animation, similar to the beginning of his run animation in Mother 3.
    • Change PSI Magnet's launching hitbox is now extended (Z offset: 12 → 7-9), however isn't as far out, reducing its maximum reach but making it more consistent at hitting opponents close to Lucas.
    • Buff PSI Magnet now features a Windbox on frame 7 which drags opponents closer to the PSI Magnet's hitbox.
      • Change This windbox doesn't scale with the opponents % when Lucas is on the ground, but it does in the air
    • Nerf PSI Magnet no longer halts Lucas's momentum in the air. This prevents Lucas from being able to use it to mix up his landing as effectively.
    • Buff PSI Magnet begins absorbing sooner (10 → 7 frames) and has less ending lag (36 → 28 frames).
  • PK Starstorm:
    • Change PK Starstorm is now similar to its Brawl iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses Ness's Final Smash animation and is instead replaced with one reminiscent of his animation in Brawl. Lucas is also assisted by Kumatora and Boney. Like his other PSI moves, the move features graphics from PK Starstorm's animation in Mother 3, including the background from the Final Boss.
      • Change However, the trajectory of the meteors can still be angled.

|Sonic====Aesthetics===

  • Change As with all veterans returning from Smash 4, Sonic's model features a more subdued color scheme. His fur is now lightly detailed, similar to other furry characters.
  • Change Sonic is much more expressive than in Smash 4, as he now has a sly grin while dashing and now frowns when using his up tilt, forward smash, forward throw, and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in Brawl, such as not looking impatient during his foot-tapping idle animation and not grinning while waving his finger.
  • Change Sonic's head quills bounce and move around more, resembling how their movement was in Brawl.
  • Change Sonic now grins during his running victory pose instead of smirking, like in Brawl.
  • Change One of Sonic's victory poses, where he grabs a Chaos Emerald, now has him running up to the Emerald before grabbing it.
  • Change Though Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that it appears more natural.

Attributes

  • Buff Like all characters, Sonic's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Sonic walks faster (1.375 → 1.444).
  • Buff Sonic runs faster (3.5 → 3.85).
    • Buff Sonic's initial dash is significantly faster (1.5 → 2.31), now being the 3rd fastest.
  • Buff Sonic's traction has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish out of shield.
  • Buff Sonic's air speed is faster (1.15 → 1.208).
  • Change Sonic falls faster (1.45 → 1.65).
  • Buff Sonic's fast-fall is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.
  • Nerf Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than Zelda and being lighter than Little Mac, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).
  • Buff The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf Sonic takes a slight amount of damage per second when swimming. He shares this trait with Charizard, Inkling, and Incineroar.
    • Change His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/361° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 set/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but have gained hitstun modifiers (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to lock opponents.
    • Buff Consecutive uses of the first hit are faster (13 → 10 frames).
    • Buff The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).
    • Buff The third hit launches at a lower angle (50° → 361°), allowing it to force opponents offstage more effectively and set up tech-chases.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The first hit has had its three large hitboxes replaced with four smaller ones (3u/3.5u/4u → 1.4u/1.4u/1.6u/1.6u). The second and third hits have smaller hitboxes as well (4u/3.4u/3u → 2.3u/2.3u/2.8u (hit 2), 3u/3.5u/5u → 2.6u/2.6u/3.6u (hit 3)).
    • Nerf The second hit deals less damage (2% → 1.5%).
    • Nerf The third hit has a shorter hitbox duration (frames 4-6 → 4-5).
    • Change The third hit has a slightly different animation.
  • Forward tilt:
    • Buff The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.
    • Buff The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.
  • Up tilt
    • Buff Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
      • Nerf However, its total duration remains unchanged, giving it more ending lag. This completely removes its combo potential.
    • Change The first hit's late portion no longer uses the autolink angle (365° → 95°).
    • Nerf The first active hitbox is slightly smaller (5.5u → 5.2u).
  • Down tilt:
    • Buff Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.
    • Buff It returns Sonic to his original position after kicking, rather than moving him forward, making it safer to use for spacing.
  • Dash attack:
    • Change Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times, although its total damage remains intact (1% (hits 1-3), 3% (hit 4) → 6% (clean)). It also deals less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (late)).
    • Buff It has much less ending lag (FAF 62 → 50).
    • Buff The late hit has gained a shieldstun multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.
    • Nerf It launches at a lower angle (70° → 60°), hindering its KO potential.
  • Forward smash:
    • Buff Sonic's arm stretches out further during the punch, improving its range.
  • Up smash:
    • Buff Up smash has less startup lag (frame 19 → 18).
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff Up smash's looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.
    • Buff The first hit launches opponents towards Sonic (90° → 95°), while the looping hits have a lower SDI multiplier (0.6× → 0.5×), and both use weight-independent knockback, allowing them to connect more reliably.
    • Buff The last hit has increased knockback scaling (165 → 170), improving its KO potential.
  • Down smash:
    • Buff Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.

Aerial attacks

  • Buff All aerials have less landing lag (16 frames → 10 (neutral), 26 → 16 (forward), 30 → 15 (back), 21 → 13 (up), 38 → 21 (down)).
  • Forward aerial:
    • Buff Forward aerial's multi-hits consist of one large hitbox instead of four smaller ones (2u → 5.5u), which uses the autolink angle (130°/60°/200°/340° → 367°) and has more set knockback (30 → 40), allowing them to connect more reliably. They also have a lower hitlag multiplier (1× → 0.7×), making them harder to SDI out of.
  • Back aerial:
    • Nerf Back aerial's late hit has much less knockback scaling (100 → 76), significantly hindering its KO potential.
  • Up aerial:
    • Nerf Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.
    • Buff The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).
  • Down aerial:
    • Change Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).
      • Buff Its meteor smash hitbox is slightly larger (3.5u → 3.6u).
      • Buff This allows for the aerial meteor smash to be landed much more easily.
      • Nerf However, this reduces the clean hit's duration against grounded opponents.
    • Buff The late hit deals more knockback (80 base/70 scaling → 75/80).
    • Nerf The late hit has gained a sourspot that deals less damage (7% → 5%) without compensation on knockback.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
    • Nerf Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).
    • Nerf Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).
  • Pummel:
    • Nerf It deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
    • Change It has a slightly different animation.
  • Forward throw:
    • Buff Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).
    • Nerf It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.
    • Nerf It has significantly less knockback scaling (100 → 75), no longer KOing at high percents.
  • Up throw:
    • Nerf Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.
  • Down throw:
    • Buff Down throw's release deals more damage (4% → 5%), with its base knockback compensated (80 → 75).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Homing Attack:
    • Buff Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).
      • Buff It has less startup when uncharged (frame 22 → 15), allowing it to be comboed into from other moves.
    • Buff It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.
    • Buff It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.
    • Buff It incurs less ending lag upon hitting an opponent (FAF 32 → 27), allowing it to combo into other moves at certain percentages.
    • Buff It has larger hitboxes (3.5u/3.5u → 5u/5u).
    • Nerf It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in Smash 4, despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.
    • Change It launches at a slightly lower angle (55° → 53°).
    • Change The move shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle most closely resembles its design in Sonic Colors.
  • Spin Dash:
    • Buff A grounded charged Spin Dash can be released in the air while keeping its charge.
    • Buff The first jump hit deals slightly more damage (4% → 5%) and has a bigger hitbox (2u → 3u).
    • Nerf Its charge can no longer be canceled by shielding, removing its usefulness for faking out approaches.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than two seconds. However, this can be somewhat circumvented by starting the move on the ground, then jumping out of it and charging it in the air, in which case the automatic release does not happen until Sonic lands.
    • Nerf The move stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change The trail changes from purple to yellow when fully charged.
    • Change Sonic does not hop if the move is released at full charge.
    • Bug fix Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
  • Spring Jump:
    • Buff Sonic gains slightly more vertical height from Spring Jump, matching the move's vertical height from Brawl.
    • Nerf The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.
    • Nerf It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.
    • Nerf Using the move incurs 10 frames of landing lag.
    • Bug fix Grabbing onto a ladder no longer causes Sonic to become helpless whenever he lets go or falls after climbing to the top.
  • Spin Charge:
    • Buff Spin Charge's hits launch at a more horizontal angle (60° → 9°), and have more base knockback (40 → 70), but drastically less knockback scaling (60 → 15), as well as lower hitlag and SDI multipliers (1× → 0.5×). This allows them to connect much more reliably.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than three seconds.
    • Nerf Like the Spin Dash, it stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change It changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
  • Super Sonic:
    • Change Super Sonic's functionality has been changed. Instead of being fully controllable, he moves automatically across the horizontal axis at a drastically increased speed, and only his vertical position can be controlled.
    • Buff When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
    • Nerf Super Sonic's damage output is significantly weaker than its previous iterations, and it lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.

|King Dedede====Aesthetics===

  • Change King Dedede's clothing and general design is more cartoonish, with higher contrast colors and greater detail in his clothes; the fur on his coat and hat appears fluffier and more detailed, and his sash has more depth.
    • Change Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.
  • Change Like many other characters, King Dedede is more expressive. For instance, he now squints in a humorously seductive manner during his crouching animation. King Dedede generally has more furious expressions during attacks, his Screen KO, and his Freefall animation.
  • Change Down taunt now has a more exaggerated animation.
  • Change Two of King Dedede's victory poses were slightly altered:
    • Change His hammer spinning victory pose now finishes with him charging Jet Hammer.
    • Change His victory pose where he stands next to a Waddle Dee and pats his stomach now shows Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
  • Change King Dedede's star KO voice clip has been shortened, as it no longer extends past the KO's animation.
  • Change King Dedede's Boxing Ring alias has been changed to "Self-Made King", a direct translation of the Japanese title, for consistency with its appearance in Kirby Star Allies.

Attributes

  • Buff Like all characters, King Dedede's jumpsquat animation takes three frames to complete (down from 6).
  • Buff King Dedede runs faster (1.36 → 1.496).
    • Buff Initial dash is much faster (1.4 → 1.815), enabling foxtrotting for boosted ground mobility.
  • Buff King Dedede walks faster (0.98 → 1.029).
  • Buff King Dedede's air speed is much faster (0.63 → 0.735), now being nearly on par with Luigi's.
  • Change King Dedede's gravity is higher (0.08788 → 0.097).
    • Change His short hop and jump are shorter as a result (38 frames → 36 frames (short hop), 55 frames → 48 frames (jump).
  • Buff King Dedede is much heavier (119 → 127), allowing him to survive even longer.

Ground attacks

  • Neutral attack:
    • Buff The first hit has less ending lag (FAF 38 → 33).
    • Buff The first two hits of neutral attack can now lock.
    • Buff Neutral infinite has less startup lag (8 → 5), is faster, and connects more reliably.
    • Buff Neutral infinite's finisher has less startup lag (6 → 4) and deals significantly more knockback (scaling 150 → 162).
    • Buff Neutral infinite's finisher has 2 hitboxes rather than 1 (10u → 7u/7u), and the hitboxes extend farther vertically (Y offset: 10u-12u → 7.5u-13u (both)). The finisher has more range overall as a result.
    • Nerf The finisher has more ending lag (FAF 47 → 50).
    • Nerf Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).
  • Dash attack:
    • Buff Dash attack deals more knockback (40 base/100 scaling → 65/92 (clean), 35 base/100 scaling → 55/92 (late)), improving its already potent KO potential. This is boosted further by the changes to the Sakurai angle on the ground.
    • Buff The clean hit and first late hitbox extend further inwards (Z offset: 7.8u-11.8u → 5u-11.8u), improving their ability to hit opponents at the edge, and combined with the changes to jostleing remove its blind spot.
    • Buff Dash attack hitbox duration lasts longer with 2 new sourspot hitboxes (Frame 26-36 → 26-42).
  • Forward tilt:
    • Buff Forward tilt's looping hits have altered angles (25°/96° → 22°/100°) and have altered knockback (20 base/24/80/90 set/100 scaling → 60/50/30/26 set/100 scaling), allowing the move to connect more reliably.
    • Change Forward tilt has an altered animation.
  • Up tilt:
    • Buff Up tilt has less startup (9 → 7) and ending lag (FAF 44 → 39).
    • Nerf Up tilt does less damage (12%/10% → 10%/8%).
    • Buff Up tilt deals more knockback (50 base/80 scaling → 65/94), making the move much stronger despite the damage reduction.
    • Nerf Up tilt's hitboxes are smaller (7u/8u → 6u/6.5u), reducing its range.
  • Down tilt:
    • Buff Down tilt's clean hitbox now extends inwards (Z offset: 12u → 12u-6u), removing its blind spot.
  • Forward smash:
    • Buff Forward smash has less startup (42 → 40) and ending lag (FAF 82 → 78).
    • Buff Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and all but the shockwave and early hitboxes deal more knockback (30 base/93 scaling → 50/70 base/85/74 scaling).
    • Buff There is now a hitbox on the handle during the early hit which instead of launching opponents pushes them into the sourspot of the main hit (which is still stronger than the early hit), making it slightly easier to land the main hit.
    • Nerf Forward smash has a new sourspot on the hammer's handle that's much weaker (though is still powerful in its own right), and the early hit deals less knockback (30 base/93 scaling → 85/55), hindering its KO potential despite its increased damage.
  • Up smash:
    • Buff Up smash deals more damage (14%/9% → 16%/10%) with no compensation on knockback, improving its KO ability.

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 10 (neutral), 30 → 19 (forward/down), 21 → 14 (back), 22 → 14 (up).
  • Neutral aerial:
    • Buff Neutral aerial possesses much greater combo potential due to its reduced landing lag and King Dedede's shorter jumpsquat, especially when hitting with the late hit.
    • Change Neutral aerial causes King Dedede's belly to wobble around during the move.
  • Forward aerial:
    • Change Forward aerial has a snappier animation, with a significant delay on when King Dedede flips.
  • Back aerial:
    • Change Back aerial is now a horizontal hammer swing, which better matches the move's hitboxes.
    • Nerf Back aerial now has 3 unextended hitboxes rather than 1 extended one (10u → 6.5u/6.5u/6.5u). Compared to the previous hitbox, the new hitboxes have both less vertical range (Y reach: 20u–0u → 16.5u–3.5u), and less horizontal range (Z reach: -25u–1u → 0.5u–-24.5u).
    • Nerf Due to his reduced short hop duration, King Dedede can no longer jump out of a short hop back aerial before landing.
  • Up aerial:
    • Change Up aerial has altered knockback (50 base/150 scaling → 55/147).
    • Nerf Up aerial launches at a lower angle (70°/80° → 60°), greatly hindering its KO potential close to the upper blast zone, while also making it much more susceptible to DI and LSI.
  • Down aerial:
    • Change Down aerial has a more forceful animation.

Throws and other attacks

  • Nerf All grabs have more startup (standing/dash/pivot: 7/9/10 → 8/11/12) and ending lag (standing/dash/pivot: FAF 36/45/42 → 40/48/43).
  • Change Pummel is faster but deals less damage (3% → 1.6%).
  • Buff Standing grab's grabbox extends farther (Z offset: 4u-11.5u → 4u-12.5u), improving its range, making it more similar to how it was in Brawl.
  • Buff Dash grab's grabbox extends slightly farther (Z offset: 4u-14u → 4u-14.4u), slightly improving its range.
  • Nerf Pivot grab's grabbox extends a slightly shorter distance (Z offset: 4u-19.5u → 4u-19.3u), which combined with the changes to jostling hinders its utility.
  • Buff Due to King Dedede's faster jumpsquat, Up throw possesses combo potential into moves such as up aerial.
  • Change Down throw has an altered animation, with him slamming his opponent face-first onto the ground.

Special moves

  • Inhale:
    • Buff Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once Inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
      • Buff Inhale can catch and spit Dedede's own Gordos. This gives him an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with Gordo Throw.
    • Buff Inhale has a much larger grabbox.
    • Buff Inhale's spit deals more damage (10% → 12%).
    • Change Inhale has an updated, more opaque visual effect.
  • Gordo Throw:
    • Buff Gordos have significantly larger hitboxes that cover their bodies and spikes.
    • Change Gordos gain a surprised expression when deflected. Additionally, they have animated spines.
    • Buff Gordos stick to the edge more consistently, significantly improving their edgeguarding potential.
    • Buff Gordo Throw has less ending lag (FAF 64 → 61).
  • Super Dedede Jump:
    • Buff Super Dedede Jump's landing hit deals more damage (11% → 12%).
    • Buff Super Dedede Jump deals more knockback.
    • Buff Super Dedede Jump will snap to edge when reversed.
    • Buff Super Dedede Jump has far less ending lag when canceled.
    • Change Super Dedede Jump descends more quickly.
    • Change King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.
  • Jet Hammer:
    • Buff Jet Hammer breaks shields when fully charged.
    • Buff Jet Hammer deals more damage (grounded: 11%-38% → 12%-40%, aerial: 10%-27% → 11%-32%) and knockback.
    • Buff Jet Hammer has heavy armor during the swing (frames 1-14) when used on the ground.
    • Buff Uncharged and fully charged Jet Hammer's hammer head hitbox is larger (7.5u → 9u).
    • Change The fire from Jet Hammer is blue instead of red.
    • Change Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.
  • Final Smash:
    • Change King Dedede has a new Final Smash called Dede-Rush, which features King Dedede taking his "Masked Dedede" persona from Kirby Super Star Ultra before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.
    • Buff It deals more damage (46% → 59.6%) and knockback.
    • Buff Unlike Dedede Burst in SSB4, it is not possible for opponents to escape once trapped.
    • Nerf Dede-Rush cannot trap more than one opponent at a time for extra damage.

|Olimar====Aesthetics===

  • Change As with all veterans returning from SSB4, Olimar's model features a more subdued color scheme. His helmet has a more glossy sheen.
  • Change Alph's suit now features a lateral, zipper-like line down the center.
  • Change Olimar's antenna has less physics-based movement.
  • Change Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is Screen KO'd.
  • Change Pikmin now always face the screen regardless of which direction they turn.
  • Change Pikmin now have trails that match their colors when attacking, like in the Pikmin games.
  • Change Olimar now only jumps twice during his up taunt, shortening its duration.
  • Change Sidestep and ledge-hanging's animations have changed.

Attributes

  • Buff Like all characters, Olimar's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Olimar walks slightly faster (0.9 → 0.945).
  • Buff Olimar dashes faster (1.47 → 1.617).
  • Buff Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.
  • Buff Olimar's air speed is slightly higher (0.82 → 0.861).
  • Nerf All Pikmin types have less HP.
    • Nerf Red, Yellow: 8 → 6.
    • Nerf Blue: 11 → 8.
    • Nerf White: 7 → 5.
    • Nerf Purple: 13 → 11.
  • Nerf Pikmin can be swallowed.
  • Nerf Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
  • Nerf Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
  • Nerf Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
  • Nerf When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.
  • Buff Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
    • Nerf However, Olimar has a larger hurtbox vertically.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack 1 has less ending lag (FAF 30 → 20).
      • Change Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
    • Nerf Jab 2's hitboxes have been moved inwards (Z offset: 7/13 → 6/10) reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
    • Nerf Jab 2's sweetspot is closer to the sourspot now, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
  • Dash attack:
    • Buff Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 45 → 39).
  • All smash attacks:
    • Buff The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Forward smash:
    • Buff Forward smash deals more damage when using red or purple Pikmin.
      • Buff Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
      • Buff Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
    • Nerf Forward smash has more ending lag (FAF 40 → 43).
    • Nerf Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
  • Up smash:
    • Buff Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
      • Buff Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
      • Buff Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
    • Buff Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
  • Down smash:
    • Buff Down smash deals more damage when using red or purple Pikmin.
      • Buff Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
      • Buff Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
  • Buff All aerials involving Pikmin have Transcendent priority.
  • Buff All aerials that use Pikmin have more range.
  • Buff The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Neutral aerial:
    • Change Neutral aerial's hitboxes on the looping hits are bigger, but the hitboxes in the final hit are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 4u/3u/3u/4u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
  • Forward aerial:
    • Buff Forward aerial deals more damage when using red or purple Pikmin.
      • Buff Red: 10.2% → 11.9%
      • Buff Purple: 11.9% → 13.6%
  • Back aerial:
    • Buff Back aerial deals more damage when using red or purple Pikmin.
      • Buff Red: 12.9% → 15.1%
      • Buff Purple: 15.1% → 17.2%
  • Up aerial and down aerial:
    • Buff They deal more damage when using red or purple Pikmin.
      • Buff Red: 10.8% → 12.6%
      • Buff Purple: 12.6% → 14.4%
    • Nerf They auto-cancel one frame later (frame 30 → 31).

Throws and other attacks

  • Grabs:
    • Buff All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
    • Nerf All grabs have slightly more startup lag (frame 10 → 12).
    • Nerf Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
    • Change All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
      • Change Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
      • Change Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
      • Nerf Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
  • Pummel:
    • Change Pummel is a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.
    • Nerf Olimar can no longer benefit from the high-damaging pummel of White Pikmin.
  • Forward throw:
    • Buff Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
      • Buff Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
  • Back throw:
    • Buff Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
      • Buff Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
    • Buff Back throw deals significantly more knockback when using blue Pikmin.
  • Up throw:
    • Buff Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
    • Buff Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.
    • Change Up throw has a more exaggerated animation.
  • Down throw:
    • Buff Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
      • Buff Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
    • Nerf Down throw sends opponents at a more horizontal angle, reducing its combo potential.

Special moves

  • Pikmin Throw:
    • Buff Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
    • Nerf Purple Pikmin thrown deal less damage (6.5% → 6%).
    • Nerf Pikmin take fall damage when thrown and landing on the ground.
    • Bug fix The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
    • Change Opponents express when a Pikmin is latched onto them.
  • Winged Pikmin:
    • Nerf Winged Pikmin travels a significantly shorter distance with consecutive uses.
    • Nerf If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
  • Pikmin Order:
    • Buff Pikmin Order has less ending lag (FAF 21 → 18).
    • Change Pikmin Order's super armor starts earlier (frames 6-12 → 2-7). This helps Olimar combo break more easily, but also effectively increases the move's ending lag.
      • Nerf It has a lower duration (7 frames → 6 frames).
    • Change Pikmin Order's whistling animation is less exaggerated.
  • End of Day
    • Change End of Day has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
    • Nerf The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).

|Lucario====Aesthetics===

  • Change Similar to all veterans returning from Smash 4, Lucario's model has a more subdued color scheme, and its fur has a more detailed texture.
  • Change Aura is now cyan in color instead of indigo at earlier percentages, and its visual effects are smoother. At higher Aura levels, the flames produced are more intense, becoming indigo in color, which leave behind a trail as Lucario moves. Purple electricity starts emanating from its paws, and the spikes on each paw begin to glow white. The appendages on the back of its head also rise up as Aura grows in power.
  • Change Many of Lucario's attacking animations have been updated from SSB4. Notably, Lucario stands on one foot more in its attacks, particularly with its smash attacks and Double Team.

Attributes

  • Buff Like all characters, Lucario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Lucario walks slightly faster (1.05 → 1.103).
  • Buff Lucario runs faster (1.55 → 1.705).
    • Buff Lucario's initial dash is significantly faster (1.8 → 2.255).
  • Buff Lucario's air speed is much higher (1.09 → 1.281), now being on par with Wolf's.
  • Buff Lucario's air acceleration is higher 0 → 0.01 (base), 0.07 → 0.08 (additional), 0.07 → 0.09 (max).
  • Buff Lucario's traction is higher (0.0736 → 0.116). However, due to traction being significantly increased across the cast, it no longer has the highest traction in the game going from first out of 58 to eighteenth out of 76 characters.
  • Nerf Lucario is lighter (99 → 92), making it more difficult to survive at higher percents to take advantage of Aura.
  • Change Aura increases in strength faster at lower percentages, reaching base damage at 65% (70% in SSB4), but slower at higher percentages, reaching a maximum of 1.6x power at 190% (down from 1.7x). Aura's strength at 0% is unchanged (0.66x).
  • Nerf The weakening of Rage reduces Lucario's KO potential at high percents. When combined with the changes to Aura and Lucario's reduced weight, he has become considerably less threatening when damaged.
  • Buff Aura's effects have been modified regarding placement. In 1v1 matches, the overall multiplier for Aura has increased slightly (0.8x → 0.83x (minimum), 1.33x → 1.4x (maximum)).
    • Nerf However, this new multiplier applies beyond 1v1, also reducing the maximum multiplier of a four player match down from x2 to x1.4. This removes much of the Anubis Combo's extreme comeback factor, which makes Lucario more reliant on taking damage to reap the benefits of Aura.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's hits connect much more consistently.
    • Buff All three hits of neutral attack have less ending lag (FAF 34, 38, 41 → 27, 27, 36).
    • Buff The first two hits of neutral attack can jab lock opponents.
    • Nerf Neutral attack's first hit comes out later than before (frame 6 → 7).
    • Nerf The first hit has fewer active frames (frames 6-8 → 7-8).
    • Nerf The final hit has fewer active frames (frames 9-11 → 9-10).
  • Dash attack:
    • Buff Dash attack now has a sweetspot located on Lucario's foot during the early frames of the attack. This new sweetspot deals more damage (10%) and knockback than the rest of the attack, letting it KO earlier.
    • Buff The sourspot of the clean hit does more damage (8% → 8.5%).
    • Buff Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).
    • Change Lucario now lands on its feet after using dash attack; previously, it fell on its side after the kick.
  • Forward tilt:
      • Change Forward tilt has a new animation, with Lucario leaning back before the palm thrust. In addition, the updated visual on the Aura effect matches the hitboxes much better.
  • Up tilt:
    • Change Up tilt has a new animation; Lucario jumps slightly higher when kicking, and kicks in an overall more animated fashion. It then quickly hops back into place at the end of the attack.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 25 → 23). This improves its safety and combo potential.
    • Buff Down tilt's new animation has Lucario crouch low to the ground while kicking. This allows it to lower its profile and dodge more attacks while using down tilt.
  • Forward smash:
    • Buff Forward smash's clean hit has a larger hitbox (5.5u → 5.7u), and greater horizontal extension (Z offset: 4.7-10.2 → 5-11.7), improving its range.
    • Buff Forward smash becomes active earlier (frame 22 → 19).
    • Change Forward smash has more vibrant Aura effects.
    • Change Forward smash's animation is more animated and snappy compared to SSB4. It also now ends the attack standing on one foot.
    • Buff The new animation of forward smash has Lucario lean back at the start of the attack, allowing it to evade attacks before retaliating with its own.
  • Up smash:
    • Change Up smash has an altered animation, with Lucario raising its leg much higher while releasing the blast of Aura. The charging stance is different, and the blast of Aura is much wider than before to match the hitbox more accurately.
    • Buff Up smash's first hit has more horizontal range (Z offset: -4–4 → -5–5).
    • Change Up smash's second hitbox is larger (8u → 8.8u), and lower down (Y offset: 25 → 23.5), improving its horizontal range and allowing it to connect better against opponents pulled up from the ground, but reducing its vertical range.
  • Down smash:
    • Change Down smash has a new animation; instead of raising its arms into the air and bringing them down, Lucario now briefly stands on one foot before stomping it to the ground while simultaneously releasing Aura from its palms.
    • Change The charging animation of down smash now has Lucario fold its arms while crouching in front of its chest instead of waving its arms in a circular motion.
      • Buff Due to the change in stance, Lucario is less vulnerable to attack while charging down smash.

Aerial attacks

  • Neutral aerial:
    • Buff Neutral aerial now consists of six hitboxes which surround Lucario rather than consisting of two hitboxes on its right arm (6u/4u (clean)/4.5u/3.3u (late) → 4.6u/4.6u/4.6u/4.6u/3.6u/3.6u (both)). This allows the move to hit behind Lucario much sooner and lead into the second hit; increasing its potency.
      • Buff This also allows the attack to drag opponents forwards if they are behind Lucario, improving its followup potential.
    • Buff It has less landing lag (9 frames → 5).
    • Nerf The first hit has more startup lag (frame 8 → 10).
    • Buff The first hit has a longer hitbox duration (frames 8-11 → 10-14).
    • Buff The second hit has less startup lag (frame 22 → 18).
    • Nerf The second hit has a shorter hitbox duration (frames 22-29 → 18-21).
      • Buff Altogether, these changes allow both hits to connect much more reliably.
    • Buff It auto-cancels earlier (frame 39 → 36).
    • Nerf Its initial auto-cancel window is shorter (frames 1-7 → 1-4).
    • Change It has a new animation; Lucario spins more quickly than it did in Smash 4.
      • Nerf This new animation is longer (54 frames → 56), slightly increasing the amount of time Lucario cannot grab ledges after performing the move.
  • Forward aerial:
    • Buff Forward aerial has less landing lag (18 frames → 9).
    • Buff Lucario can grab ledges sooner after using forward aerial (64 frames → 52).
  • Back aerial:
    • Buff Back aerial has less startup lag (frame 16 → 13).
    • Nerf It deals less damage (15% → 14%/13%), hindering its KO potential.
    • Nerf It has more ending lag (FAF 49 → 50).
    • Buff Its initial auto-cancel window is longer (frames 1-3 → 1-4).
    • Change The burst of aura from its animation has better adjusted to more accurately better match its hitboxes.
    • Buff It has a new animation which is slightly shorter than the previous animation (63 frames → 61). This slightly decreases the amount of time Lucario cannot grab ledges after performing the move.
  • Up aerial:
    • Buff Up aerial has less landing lag (22 frames → 13).
    • Nerf It has a shorter hitbox duration (frames 10-15 → 10-13).
    • Change It has an altered animation, with Lucario backflipping following the initial kick.
      • Nerf This new animation is longer (50 frames → 54), slightly increasing the amount of time Lucario cannot grab ledges after performing the move.
  • Down aerial:
    • Nerf Down aerial stalls Lucario's movement less on successive uses.
    • Nerf It has more landing lag (9 frames → 12).
    • Nerf It has a new animation which is longer than the previous animation (31 frames → 40). This increases the amount of time Lucario cannot grab ledges after performing the move.

Throws and other attacks

  • Buff Pivot grab has more horizontal range (Z offset: 4-15.2 → 4-16.5).
  • Buff Forward throw is now a two-hit move. This change also grants the move a collateral hitbox to hit opponents near Lucario. This is makes it better at seperating certain two-in-one characters such as the Ice Climbers and Rosalina & Luma.

Special moves

  • Aura Sphere:
    • Change Aura Sphere is visually closer to how it appears in recent Pokémon games. It has an "energy absorption" effect while charging and no longer emits a trail of smoke when launched.
    • Buff Aura Sphere can now be jump-canceled, even in the air. Additionally, it can now be canceled into any grounded option while charging with an advanced technique called Charge Storage Cancelling.
      • Buff With Lucario's increased air speed, this makes it possible to edge-guard opponents by charging Aura Sphere and then cancelling it into an aerial, as well as improving its movement when combined with B-Reverses, Wavebounces, etc.
    • Change Moving the control stick down has Lucario spot dodge, much like how moving it left or right has it roll.
    • Nerf Lucario cannot shield immediately out of Aura Sphere, making it less safe to charge.
    • Nerf Lucario cannot use its standard grab out of a charging Aura Sphere without shielding, as pressing the Z button fires the Aura Sphere.
    • Change The aerial charge animation for Aura Sphere was altered; it now more closely resembles the grounded charging animation.
    • Buff Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).
  • Force Palm:
    • Buff Force Palm has increased grab range.
    • Nerf Force Palm's projectile deals less damage with the far hit (7.56% → ~5.4%).
    • Change Force Palm's hitbox now matches its Aura graphics more closely.
    • Change Force Palm's grab triggers Special Zoom if Lucario has at least half of its maximum Aura.
    • Change The animation for Force Palm has been completely changed; instead of pulling its left paw back before thrusting it forward with a stomp to release a blast of Aura, Lucario now moves its paws in a circle around its body while crouching low to the ground before gathering its paws together and releasing a blast of Aura from its left paw.
  • Extreme Speed:
    • Buff Extreme Speed has less ending and landing lag.
    • Buff Extreme Speed now has a hitbox upon directly crashing into the ground or a wall, making it safer to use for recovery.
    • Buff Crashing into a wall now sends Lucario upward as opposed to stopping it in place. This greatly increases the safety of the recovery.
    • Nerf Extreme Speed's controls have been modified; the initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs.
    • Nerf Extreme Speed travels less distance overall.
    • Nerf Extreme Speed now halts at the end of the move, making it worse for recovering at low percents.
    • Change The animation for Extreme Speed has been updated; Lucario now gathers Aura in its paws at the start of the move. If it is grounded, dust ripples appear around Lucario as it gathers Aura. Additionally, the streams of Aura during flight are much bigger and more colorful than before. At the end of the flight, a gust of wind envelops the front of Lucario to indicate the attack portion of the move.
  • Double Team:
    • Change When performing the attack, Lucario now moves into the direction the control stick is being held rather than from it, making the move more intuitive.
    • Buff Double Team deals more damage (11% → 12.5%).
    • Buff Double Team's counterattack activates faster (frame 28 → 16), making the attack much more consistent.
    • Change Lucario leaves blue-colored afterimages of itself in the location where it stood just before the attack.
    • Buff Double Team has less ending lag on an unsuccessful counter (FAF 80 → 71), decreasing the window of time where Lucario can be punished.
    • Buff Double Team can now track opponents that activate the counterattack; Lucario will teleport to the attacker's location (within a certain range) and start its counterattack.
    • Buff Double Team now slows down time for the opponent that attacked Lucario. This allows Double Team to punish many more attacks, greatly increasing its reliability.
    • Nerf Double Team has fewer active frames (frames 5-39 → 5-24), no longer having the longest frame window in the game.
    • Nerf Double Team has significantly fewer intangibility frames (5-39 → 4-13), no longer covering the entire counter window.
    • Change Double Team's momentum in the air carries over into Lucario's own movement, which both benefits and hinders its recovery potential, as it can help with recovering when facing towards the stage, but prevent recovery (or even lead to a self-destruct) when facing away from the stage.
    • Change The animation for Double Team has completely changed; instead of moving its arms in a circular motion while crouching, Lucario now stands upright with its left leg raised while holding a pose. It then pulls its right paw back while holding its martial arts-like stance. A vortex of wind surrounds Lucario throughout the entire animation.
  • Final Smash:
    • Change Lucario's Final Smash has been reverted to Aura Storm. It now Mega Evolves into Mega Lucario before performing the attack.
    • Buff Compared to Aura Storm in Brawl, the beam fired is much wider, improving the move's horizontal reach.

|R.O.B.====Aesthetics===

  • Change As with all veterans returning from SSB4, R.O.B.'s model features a more subdued color scheme. His body has a duller matte finish, and his eyes are less reflective. As a result, he more closely resembles the original peripheral.
  • Bug fix R.O.B.'s eye expressions are now seen properly at all times, as in Super Smash Bros. for Nintendo 3DS.
  • Change Up and side taunt's animations have been slightly altered:
    • During his up taunt, R.O.B. now slightly lifts his arms while spinning.
    • During his side taunt, R.O.B. now emits purple flashing sparkles from his eyes instead of white, and he claps twice.
  • Change R.O.B.'s victory animations have been updated to be more expressive:
    • The first one where he spins his arms and rotates his head, and flexes his arms while rotating his head, now has him advance forward slowly on the ground while he rotates his hands before performing the rest of his victory pose.
    • The second one where he hovers in the air and spins, then lands and rotates his head while continuously lowering and rising his arm base, now has him advance forward before taking off, and he spins twice in quick succession before landing.
    • The third one where he turns his head and flashes the lights in his eyes, now has him spin once before vigorously clapping three times while flashing the lights in his eyes in a more exaggerated manner, then continuously slightly rising his arms and clapping, slowly lowering them after each clap.

Attributes

  • Buff R.O.B.'s character model was shrunken. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
  • Buff Prone animation has been altered: R.O.B. now lies on the floor compacted instead of straightened. This makes him harder to hit and lock.
  • Buff Like all characters, R.O.B.'s jumpsquat animation takes three frames to complete (down from 5).
  • Change Double jump animation has been altered: R.O.B. now spins horizontally while jumping.
  • Buff R.O.B. walks slightly faster (1.122 → 1.178).
  • Buff R.O.B.'s initial dash speed is much faster (1.3 → 2.002).
  • Buff R.O.B. dashes faster (1.568 → 1.725).
  • Change Dash animation has been slightly altered: R.O.B. crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.
  • Buff R.O.B.'s air speed is slightly higher (1.08 → 1.134).
  • Buff R.O.B.'s traction has been increased (0.06 → 0.105).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Nerf Backward roll has more ending lag (FAF 30 → 35).
  • Nerf Neutral air dodge has more ending lag (FAF 33 → 51).
    • Buff Neutral air dodge has less landing lag (22 frames → 10).
  • Buff The re-introduction of directional airdodges notably benefit R.O.B: they improve his recovery, as he can airdodge out of Robo Burner to mix-up his recovery or reach the edge after he has ran out of fuel. They also improve his edgeguarding ability due to his useful aerial game and the buffs to Arm Rotor.

Ground attacks

  • Neutral attack:
    • Buff Its first hit can be held for a consecutive jab.
    • Buff Both hits have gained additional hitboxes (3.5u → 2.5u/2.5u/2.8u/2.8u (hit 1), 3.5u → 3.4u/3.4u/3.6u (hit 2)), improving its range.
    • Buff The first hit has altered knockback (4 (base)/70 (scaling) → (18/23)/15) allowing both hits of neutral attack to connect easier.
    • Buff The first hit's angles have been altered (100° → 361°/180°), allowing it to lock opponents.
  • Forward tilt:
    • Buff The move deals more damage (5%/6% (arm)/8% (arm's tip) → 7%/8% (arm)/10% (arm's tip)).
    • Change The move has altered knockback (30 (base)/100 (scaling) → 48/77). This makes the move safer on hit at low percentages, but slightly reduces its KO power.
    • Change Forward tilt now uses stationary hitboxes rather than connecting the hitboxes to R.O.B.'s arm.
  • Up tilt:
    • Change R.O.B. no longer faces the screen directly during the move much like his taunts.
  • Dash attack:
    • Buff It has less ending lag (FAF 35 → 31), improving its combo potential.
  • Forward smash:
    • Buff The move has altered hitbox placements (Z offset: 12u → 14u (close), 22u → 24u (mid)), increasing the horizontal range of both the closest hit and mid hit.
    • Buff It has increased knockback scaling (close: 100 → 105, mid/far: 100 → 110).
    • Buff Its charging animation has been changed to resemble its animation in Brawl. This makes the move safer to execute when charging, as R.O.B. doesn't lean forward.
  • Down smash:
    • Buff The side of which down smash launches opponents is no longer inconsistent; the front hits always launch in front of R.O.B. and vice versa.
    • Buff The multi-hits are now stationary, improving the consistency of their range.
    • Buff The multihits have less knockback (30 (base)/40 (scaling) → 20/20), allowing them to connect into each other more reliably.
    • Nerf It only hits 3 times instead of 5, slightly reducing its overall damage output up close despite the first hits dealing more damage (2% (hits 1-4 base)/1.5% (hits 1-4 tip) → 3.5% (hits 1-2 base)/3% (hits 1-2 tip); total: 13%/11% → 12%/11%).

Aerial attacks

  • Buff All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 frames (forward), 22 → 13 frames (back and up aerials), 21 → 12 frames (down).
  • Neutral aerial:
    • Buff The move has faster startup (frame 18 → 14) with a longer duration (frames 18-32 → 14-32).
    • Buff It deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).
    • Change The sourspot hitbox takes priority over the sweetspot hitbox. This makes the sourspot easier to land for combos, but makes the sweetspot harder to land for KOing.
  • Forward aerial:
    • Buff Forward aerial has a longer duration (frames 6-7 → 6-8).
  • Back aerial:
    • Buff The move deals more damage (12% (base)/10% (tip)/6% (late base)/4.5% (late tip) → 15%/13%/9%/7.5%) with knockback not fully compensated on the base hit (32 (base)/100 (scaling) → 41/87 (base), 32/100 → 35/83 (tip), 30/100 → 35/76 (late base), 30/100 → 35/74 (late tip)). This noticeably improves its KO potential.
    • Change As a result of its higher damage, the move slows down R.O.B. for longer upon hitting a shielding opponent.
    • Buff The late hit has a longer duration (frames 24-29 → 24-32).
  • Up aerial:
    • Change Up aerial's final hit comes out quicker (frame 26 → 23).
      • Buff This allows the final hit to connect better with the initial hits.
      • Nerf The move's duration has been unchanged, resulting in more ending lag overall.
  • Down aerial:
    • Change R.O.B. faces further forward when performing his down aerial.
    • Buff R.O.B. is given greater vertical speed upon activating the aerial (0.1 → 0.7), allowing R.O.B. to use the move closer to the ground and not land before the hitbox comes out, and improving the move's stalling potential in general.

Throws and other attacks

  • Grabs:
    • Buff Standing grab and pivot grab have slightly less startup lag (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), FAF 37 → 45 (dash), FAF 36 → 40 (pivot)).
    • Buff Standing grab has more range (Z2 offset: 10.6u → 11.6u).
    • Nerf Dash grab and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).
  • Pummel
    • Change R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.
      • Nerf This new pummel deals less damage (2% → 1.3%).
      • Buff However, this pummel has faster startup (frame 2 → 1), deals more hitlag (4 → 14 frames) and has reduced ending lag (FAF 17 → 7). This increases the amount of times R.O.B. can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Change R.O.B. has a new forward throw where he throws the opponent overhead with his arm.
      • Buff Forward throw's animation change has R.O.B. release the opponent later (frame 7 → 11) with its duration unchanged, reducing its ending lag. Compounded with R.O.B.'s improved initial dash, this grants the move limited followup potential at low percentages.
  • Back throw:
    • Change R.O.B. has a more dynamic animation and now turns to face the direction in which he threw the opponent.
  • Up throw:
    • Change Up throw rises higher during the animation.
    • Nerf Up throw releases the opponent earlier (frame 66 → 59) with its duration unchanged, increasing its ending lag. This hinders its combo ability past low percentages.
  • Down throw:
    • Change Down throw now buries opponents briefly.
      • Buff This allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. a new KO confirm into up smash.
      • Nerf The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in Smash 4, although it is still possible at low percentages or if the opponent doesn't mash out fast enough.
    • Nerf Down throw deals significantly less damage (10% → 5%).
    • Nerf Down throw has more ending lag (FAF 66 → 76).

Special moves

  • Robo Beam:
    • Buff Super Robo Beam deals significantly more damage (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%) with knockback scaling compensated (70 → 43).
    • Buff Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)).
    • Buff Both stages of Robo Beam launch opponents at lower angles (Robo Beam: 80° → 60°, Super Robo Beam: 60° → 45°). This makes them better for edgeguarding.
    • Change Super Robo Beam's graphic is flashier.
    • Nerf Both stages of Robo Beam deal negative shield damage (0 → -2.2 (Robo Beam), 0 → -3.7 (Super Robo Beam)), effectively dealing half of their shield damage.
  • Arm Rotor:
    • Buff The move has less startup (frame 16 → 13) and ending lag (54 frames → 41).
    • Buff Arm Rotor is executed much faster (FAF 110~137 → 86~108), improving its safety offstage.
    • Buff The multihits now have set knockback (20 (base)/70 (scaling) → 40 (set)/65 (scaling)), use an autolink angle (120°/145°/145°/361° → 367°) and have a noticeably reduced hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (multi-hits: 3.3u/3.3u/3.3u/4.3u → 3.3u/3.3u/4u/4.5u, final hit: 5.5u → 6u), and the final hit extends further inwards (Z offset: -4–14 → -4.5–14). These changes allow the move to connect significantly more reliably, make it harder to escape from, and allow it to hit behind R.O.B better, increasing the move's reliability.
    • Nerf Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground.
    • Nerf Arm Rotor deals more damage per hit (1% → 1.5%), but has an increased rehit rate (3 frames → 5), reducing its overall damage output if all hits connect (16%-25% → 10.5%-18%).
    • Change Arm Rotor's finishing hit animation has been altered: it is now more exaggerated.
    • Change The final hit has a reduced hitlag multiplier (3.4× → 2.4×).
  • Robo Burner:
    • Change R.O.B. now has a gauge on his chassis that shows how much fuel he has left for Robo Burner.
    • Change Robo Burner has new particle effects.
    • Buff Robo Burner can be jump cancelled.
    • Buff Robo Burner can be cancelled immediately into an air dodge if one is available.
  • Gyro:
    • Buff If R.O.B. grabs a Gyro he's previously thrown or dropped, it can be returned to its dock and charged again. This allows him to store his Gyro in a similar manner to Pocket, reducing the opportunity for his opponents to use it against him, and allowing him to keep up the pressure with it for a longer period of time.
    • Buff Gyro can now be jump cancelled while charging.
    • Nerf Gyro deals less shield damage.
  • Final Smash:
    • Change R.O.B. has a new Final Smash called Guided Robo Beam, in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second.
    • Buff This is an improvement over Super Diffusion Beam, as it is much easier to hit opponents.

|Toon Link====Aesthetics===

  • Change As with all veterans returning from Smash 4, Toon Link's model features a more subdued color scheme. His clothing now features simple woven and stitched detailing, similar to his design in Brawl, though his hair remains clay-like.
  • Change Some of the textures of Toon Link's face have been modified: his brow is more furrowed, and his mouth is now represented by a black dash, making it look less organic. Overall, he appears more cartoonish as a result.
  • Change Toon Link's hair is now affected by gravity and wind. His hat also now has more physics-based movement than before.
  • Change Like many other returning characters, Toon Link is more expressive. He is now more consistently angry and serious to match the other Links. In general, he now has wide variety of expressions in his animations.
  • Change Several of Toon Link's animations have been altered to further distinguish him from the other Links.
    • Change While jumping, he raises his shield more.
    • Change During his falling animation, he spreads his legs apart. His helpless animation is also different, now leaning more forward as he falls. However, he reuses his falling animations from Smash 4 when moving forward or backwards while falling.
    • Change His double jump animation is now an upward flip similar to Roy and Ganondorf.
  • Change Toon Link's sword attacks now use a set of new, cartoonish slash sound effects when they land.
  • Change Toon Link's taunts have all been modified:
    • Change His up taunt now faces the screen regardless of the direction he is facing.
    • Change His side taunt has a more surprised expression and pose. The fairy also now disappears in a Wind Waker style puff of smoke.
    • Change His down taunt now has him visibly sweating. Like his up taunt, it now faces the screen regardless of the direction he's facing.
  • Change Toon Link's victory pose where he conducts with the Wind Waker has been modified to be more in line with his official art from The Legend of Zelda: The Wind Waker and its HD version.

Attributes

  • Buff Like all characters, Toon Link's jumpsquat animation takes three frames to complete (down from 5).
  • Nerf Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.
  • Buff Toon Link walks slightly faster (1.2265 → 1.288).
  • Buff Toon Link dashes faster (1.7325 → 1.906).
  • Buff Toon Link's air speed has been increased (0.94 → 1.05).
  • Change Toon Link's falling speed has been increased (1.28 → 1.38).
    • Buff His fast fall speed has also been increased (2.048 → 2.208), making him harder to juggle.
  • Change Due to his higher falling speed, Toon Link's air time is shorter (SH timing: 41 → 40), (FH timing: 63 → 56).
  • Change Toon Link's sidestep has increased startup on his invincibility (2-15 → 3-16), but less ending lag (25 → 20), now being tied for the third fastest.
  • Change Toon Link's back roll has slightly increased invincibility (4-14 → 4-15), but much more ending lag (27 frames → 34).
  • Nerf Toon Link's forward roll has slightly longer duration (FAF 27 → 29).
  • Buff Toon Link can now Z-drop items such as his Bombs without releasing the Hookshot. This vastly improves its versatility and utility as a tactic, mixup, combo and disadvantage tool. This also sees the return of the Invincibomb technique.
    • Change This change no longer allows Toon Link to Z-drop and use hookshot at the same time.
  • Nerf The mechanical change to Tethers removes Toon Link's ability to cancel his airdodge into his hookshot, removing an option from his kit and vastly nerfing his recovery mixup potential.
    • Change Toon Link is still able to Tether to ledge while holding a bomb, by simply pressing Grab without holding a direction.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's first hit has faster startup (frame 6 → 5) and slightly lower duration (FAF 20 → 18).
      • Nerf Neutral attack's first hit does slightly less damage (3% → 2%).
    • Nerf Neutral attack's third hit has fewer active frames (frame 6-10 → 6-7), reducing consistency and utility.
    • Buff Neutral attack's third hit deals more base knockback but less knockback scaling (55 base/100 scaling → 70/75) and sends opponents at a lower angle (48° → 30°), granting it tech chase setups.
      • Change Toon Link strikes a pose at the end of his third neutral attack.
    • Buff As with nearly every other character, Toon Link's first and second neutral attack can now lock opponents.
    • Nerf Neutral attack's first hit (3.5u/4.2/3.8u → 1.8u/1.8u/1.8u/1.8u) and second (3.5u/4.2u/4u → 2.5u/3.2u/3.2u/3.2u) hits have had their three larger hitboxes replaced with four smaller ones, and the third hit has lost one of its hitboxes altogether (4.2u/4.2u/3u → 4.5u/3.5u).
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 33 → 29), improving its safety and utility.
    • Buff Forward tilt's frame 9 hit now has its farthest hitbox launch opponents in the direction he is facing (361° → 38°), improving its consistency and trap potential.
    • Change Forward tilt has more base knockback, but less knockback scaling (25 base/102 scaling → 45/83), improving its safety on hit at lower percents but hindering its KO potential.
    • Nerf Forward tilt's arm hitbox is deleted on frame 10, slightly weakening the move's consistency.
  • Down tilt:
    • Buff Down tilt has a lower knockback angle, increasing its tech chase and setup potential.
    • Nerf Down tilt has an altered animation where Toon Link's sword doesn't stay pointed outwards for both frames of the active hitbox, reducing its effective duration.
  • Dash attack:
    • Buff Dash attack has less startup (frame 9 → 7) and ending lag (FAF 40 → 29), making it much more useful and safer in landing trap situations.
    • Buff Both sweetspot hitboxes now have priority over the sourspot.
    • Buff Dash attack's hitboxes are larger (3.5u/4u/3u → 4.2u/4u/3.5u).
  • Forward smash:
    • Change Toon Link has a new forward smash: a single upward swing.
    • Change Toon Link is now silent when performing the move.
    • Nerf Forward smash now has slightly more startup (15 frames → 16) and has decreased damage due to the removal of the second hit (21% → 14%).
      • Nerf Due to the removal of the second swing, Toon Link is also no longer able to use this move to space or mix up his opponent.
    • Buff Forward smash's new animation has Toon Link swipe upwards and lunge farther, improving its vertical range.
      • Nerf The new animation also makes hitting grounded opponents more inconsistent, and no longer able to hit opponents hanging at the ledge.
    • Change The first hit has reduced knockback values compared to his old forward smash's second hit (25/32 base / 130 scaling → 25/20 / 110) to compensate for its increased damage (12% → 14%).
  • Up smash:
    • Change Up smash has a slightly altered animation. Toon Link slightly turns after leaping.
    • Buff Due to the altered animation, the sourspot hitbox is harder to land, improving its consistency and KO potential.
    • Nerf Up Smash has fewer active frames (frame 11-17 → 11-15).
  • Down smash:
    • Change Down smash has a tweaked animation.
    • Change Down smash's front hitbox no longer sends opponents behind Toon Link; instead, each swing has strong knockback on its own.
      • Nerf This means Toon Link can no longer use down smash to send opponents behind him. The overall damage output for hitting the front hitbox has also been reduced (14% (both hits) → 12%).
    • Buff Down smash has less ending lag (50 frames → 46). Also, each hit of down smash does more damage (6%/7% → 12% (front)/13% (back)) and can KO on either side of Toon Link.
    • Buff This also vastly improves the consistency of the move and prevents grounded opponents from escaping between hits. Aerial opponents also are now hit with the regular hitbox as opposed to the aerial-only hitbox, which had reduced damage and altered knockback.

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 18 → 11 (forward), 17 → 8 (back), 21 → 13 (up), 40 → 23 (down)).
  • Neutral aerial:
    • Buff Both of neutral aerial's hits have larger hitboxes (3u/3.6u/4u/2.5u → 4u/4.5u/4.5u/2.5u)
  • Forward aerial:
    • Buff Forward aerial auto-cancels significantly earlier (frame 51 → 39), matching its interruptibility. This also allows it to auto-cancel out of a short hop like in Brawl.
    • Change Forward aerial's large hitbox has been replaced with three smaller ones (7.5u → 5u/5u/4u).
  • Back aerial:
    • Buff Back aerial has less startup (frame 7 → 6).
    • Buff Back aerial has far less ending lag (FAF 46 → 36), allowing Toon Link to double jump out of a short hop with it once again.
    • Buff Back aerial auto-cancels earlier (frame 38 → 34).
    • Nerf Back aerial deals less damage (11% → 8%) without full compensation for its base knockback (18 → 24), losing its already poor KO potential.
      • Buff Back aerial's lowered knockback and less ending lag has vastly improved its combo and setup potential.
  • Up aerial:
    • Buff Up aerial has an altered animation where Toon Link ducks more. This lowers his hurtbox and allows him to hit opponents beneath him more effectively, similar to Link's up aerial.
  • Down aerial:
    • Nerf Down aerial's hitboxes are slightly smaller (5.6u (clean)/5.3u (late) → 5.5u/5u) and higher up (Y offset: -3 → -1.1), reducing its range.
    • Buff When landing, it has received a hitbox that deals 5% and appears when Toon Link raises the Master Sword from the ground.
  • Grab aerial:
    • Buff Grab aerial has less ending lag (frame 75 → 74).
    • Nerf Grab aerial has fewer active frames (frame 11-20 → 11-18).
    • Nerf Grab aerial can only hit one opponent or projectile. Once it collides with something, it bounces off and the hitbox is disabled.

Throws and other attacks

  • Buff All grabs have less ending lag (FAF 62 → 51 (standing), 72 → 60 (dash), 72 → 55 (pivot)).
  • Change Toon Link has an altered down throw animation where he jumps much higher in the air before tackling his opponent. This helps him avoid projectiles close to the ground (especially his own bombs), but opens him to projectiles in the air.
  • Nerf Up throw's collateral has a much shorter duration (26-30 → 27), hindering its range.
  • Nerf Back throw has less knockback growth (120 → 110), reducing its KO potential.
  • Change Toon Link now faces the opposite direction when using down throw.
  • Nerf All of Toon Link's item tosses have more ending lag, reducing the potency of his item throws and followups (20 → 24 (forward/back), 20 → 23 (up), 19 → 20 (down)).)

Special moves

  • Hero's Bow:
    • Nerf Arrows can no longer be held indefinitely upon reaching full charge, now automatically firing if held for more than three seconds.
  • Boomerang:
    • Change Boomerang appears to have a new model, featuring a more simplistic design.
    • Buff A Boomerang performed with a smash input has increased damage and slightly increased knockback compared to a Tilt input (8% (near)/5% (mid) → 9.6%/6%).
    • Change Boomerang now has a clanking animation where it bounces quickly before falling and disappearing.
      • Nerf Boomerang is unavailable during this clanking animation, reducing Boomerang's utility in trade situations.
    • Change Boomerang has less duration on the returning hitbox. This reduces the potential of the returning boomerang, but the Boomerang now reappears in Toon Link's hands more quickly.
    • Change Boomerang has different physics when bouncing against surfaces in certain situations, most notably on return, altering the utility of returning boomerang.
  • Spin Attack:
    • Change Spin Attack's sword trails are blue, now matching how they were in The Legend of Zelda: The Wind Waker. In addition, the grounded version's animation was altered a bit. Toon Link no longer holds the sword perfectly parallel to the ground while he spins.
    • Buff Grounded Spin Attack has less startup lag (frame 9 → 6) and its duration was compensated (FAF 80 → 77), increasing its utility and safety.
    • Buff Grounded Spin Attack's final hit has significantly increased knockback scaling (141 → 180) and launches at a lower angle (55° → 48°), granting it KO potential.
    • Buff Grounded Spin Attack always knocks opponents in the direction Toon Link is facing, giving Toon Link the ability to control where his opponent is sent.
    • Buff Aerial Spin Attack has a lower angle (75 → 45°) and much more knockback growth (120 → 170), giving it much better edgeguarding and kill power.
    • Buff Aerial Spin Attack now has multiple hitboxes behind Toon Link, improving its safety and utility, and also increasing damage output on large targets caught in the attack.
    • Buff Aerial Spin Attack now allows Toon Link to retain much more horizontal drift after the final hitbox, improving its spacing and recovery potential.
    • Bug fix Aerial Spin Attack no longer takes away Toon Link's midair jump if he is interrupted before recovering, granting him more recovery mixups.
    • Change Toon Link strikes a slightly different pose during the final hit of Aerial Spin Attack, closely matching Link's new pose during his Aerial Spin Attack as well.
  • Bomb:
    • Buff Toon Link now pulls out the Bomb slightly quicker (39 frames → 36).
    • Change Bomb no longer does differing damage based on direct contact (4%) or the explosion (5%-8%). Both damage values have been homogenized, and the only factor to the bombs damage is the velocity before impact.
      • Change Bombs overall do less damage (4%-8% → 4.2%-6.5%). However, the lower damage betters bomb combo potential.
    • Nerf Bombs no longer beat weak projectiles, instead bouncing at the point of contact and falling to the ground. This massively reduces the potency of bombs in trade situations.
    • Change Bombs now always explode against fire-based attacks, regardless of how much damage the move does. While this removes their potential to absorb fire-based projectiles, it also allows Toon Link to force an opponent to blow up a bomb in his favor.
  • Triforce Slash:
    • Buff Triforce Slash has had its activation range massively increased, allowing Toon Link to chase down targets across Final Destination, like Link's iteration from Brawl and Smash 4.

|Wolf====Aesthetics===

  • Change Wolf's design takes some elements from his appearance in Star Fox Zero. He now sports a traditional eye patch instead of a visor, and his normal eye is red instead of purple. His fur is also more detailed and fluffier due to the game's graphical improvements.
  • Change Wolf's jacket is now purple with heliotrope accents and has a more traditional appearance: it has a collar, buttons, a zipper, and a belt; it also appears to have more depth, and his necklace and choker have been replaced with a hopbush bandana (also wears one on his left leg). His gloves match his jacket and are wrapped around in bands. Wolf's boots are less metallic and instead have metallic detailing protruding from his heels and toe boxes; he also wears shin guards that possess similar metallic details, and his knee pads are asymmetrical. The spikes on his shoulder pads and knee pad are significantly more protruding and are now old gold instead of gray. Lastly, Wolf no longer carries his reflecting device around. These changes make Wolf's design largely unique to Ultimate.
  • Change Wolf has received three new alternate costumes, bringing his total up to the standard eight. All of his alternate costumes are completely renewed, with two of them being based on his teammates Andrew Oikonny and Pigma.
  • Change Like many other characters, Wolf is more expressive. He now smirks in an evil manner on certain occasions, like his side taunt, spotdodging, when grabbing opponents, and his up victory pose.
  • Change All of Wolf's claw-based attacks now sport purple claw trails.
  • Change The majority of Wolf's animations are more fluid and polished with a majority of them (air dodge, rolls, spot dodge, and shielding, etc.) now being unique to him rather than being borrowed from Fox's.
  • Change Walking, dashing, and falling animations have all been altered.
  • Change Crouching animation has been altered. He now kneels akin to the other spacies instead of laying on all four limbs. However, he transitions to his crouching animation from Brawl when holding a small item.
    • Nerf Wolf's new crouching animation doesn't lower his hurtboxes as much as before, making it easier to hit him vertically.
  • Change Wolf's fur has physics-based movement.
  • Change Wolf's ears now have unique animations, such as bending while dashing and twitching during his Brawl idle animation.
  • Change Wolf's up taunt has him face the screen, regardless which side he's currently facing.
    • Change The howling voice clip has been sped up to match the new animation.
  • Change Wolf has a new side taunt, a beckoning gesture with two fingers while asking "Are you scared?". This replaces his taunt from Brawl, in which he kicked the air three times and said "What's the matter, scared?".
  • Change Wolf's crowd cheer only has the audience howling, instead of going "Wooolf! - *howl*".
  • Change All of Wolf's victory poses have been given either updated animations or dialogues.
    • Change He has a new left-inputted victory pose where he claws the air and poses, replacing the victory pose where he snarls, crosses his arms and then laughs.
    • Change His up-inputted victory pose now has him saying "You're good, but I'm better.", one of his famous lines from Star Fox 64. This replaces his "I will be the one to...take you down!" line from Brawl.
    • Change His right-inputted victory pose ending animation has been altered as he now extends his right arm, keeping his left arm closer to his face as the camera zooms in. In addition, he now says "Weaklings, the lot of you." instead of "Weaklings, the bunch of you.".
  • Change Wolf's specific victory dialogue against Fox ("Playtime's over, Star Fox!") has a chance of being used on any of his three victory poses rather than solely on the left-inputted victory pose.
  • Bug fix Wolf's tumbling animation no longer detaches his left arm from his elbow.

Attributes

  • Change Wolf stands in an upright, much less awkward posture, similar to Yoshi and Bowser in their transitions from Brawl. This translates to his moveset, be it through a tweaked animation or a completely new move. However, he transitions to his idle animation from Brawl when holding a small item.
    • Change Wolf's new upright posture makes him harder to hit horizontally, but easier to hit vertically.
  • Change The changes to hitstun canceling both help and hinder Wolf: they allow him to combo his opponents much better than in Brawl, but make him more susceptible to combos due to his fast falling speed.
  • Buff The 19% damage increase to shields, higher shieldstun and more limited out of shield options allow Wolf to pressure shields much more effectively, with many of his attacks now being safe on shield with proper spacing.
  • Change The changes to momentum canceling both help and hinder Wolf: it makes his stronger moves more likely to KO and renders his vertical endurance more in line with the rest of the cast, but also worsens his horizontal endurance.
  • Buff The removal of meteor canceling benefits Wolf far more than any other character, as he is equally as vulnerable to meteor smashes as the rest of the cast instead of having a significantly longer meteor cancel delay, while making his own meteor smashes much more effective.
  • Buff The removal of chain grabbing significantly improves Wolf's survivability and matchups against several characters, most notably no longer being vulnerable to guaranteed zero-to-death combos.
    • Nerf However, it also slightly hinders Wolf's damage racking game, as he could chain grab with his down throw in Brawl.
  • Nerf The removal of glide tossing and super glide tossing hinders Wolf's approach while holding items.
  • Buff Like all characters, Wolf's jumpsquat animation takes 3 frames to complete (down from 5).
  • Nerf Wolf is significantly lighter (102 → 92), going from above average to below average weight. This significantly hinders his endurance, while not making him much less susceptible to combos from other characters due to the changes to hitstun canceling.
  • Nerf Wolf walks slower (1.3 → 1.208).
  • Buff Wolf runs faster (1.4 → 1.54).
    • Buff Wolf's initial dash speed is much faster (1.7 → 2.09).
  • Buff Wolf's air speed is faster (1.222 → 1.281).
  • Buff Wolf's fast fall speed is much higher and more in line with the rest of the roster (1.9 → 2.88), being far more useful than before.
  • Buff Wolf's traction is higher (0.07 → 0.11).
  • Buff Forward roll has less ending lag (FAF 32 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 32 → 35).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-17).
  • Buff Air dodge has less startup (frame 4 → 2) and ending lag (FAF 50 → 45).
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26).
  • Buff The changes to air dodging help Wolf overall, as they allow him to juggle his opponents more easily than in Brawl when coupled with the changes to hitstun canceling. They also give Wolf an effective way to mix up his recovery and landing options, the latter due to his fast falling speed.

Ground attacks

  • Neutral attack:
    • Buff The first and second hits both transition into the next hits faster (frame 9 → 7).
    • Nerf The first hit deals less damage (3% → 2%).
    • Nerf All hits have smaller hitboxes (4u/3u/3u → 1.6u/1.8u/2.2u/2.2u (hit 1), 3u/3.5u/4u → 2u/2.5u/3u (hit 2), 5u/4u/4u → 2.5u/2.8u/4u (hit 3)) with a shorter duration (2 frames → 1 frame).
    • Nerf The first two hits have higher hitlag multipliers (1× → 1.6× (hit 1), 1.2× (hit 2)) and SDI multipliers (0.5× (hit 1), 0.3× (hit 2) → 1×).
    • Nerf The third hit no longer deals extra shield damage (6 → 0).
    • Change The first two hits have altered angles (80°/35°/30° → 361°/180° (hit 1), 20°/15°/45° → 361° (hit 2)) and knockback (22/26/28 base/30 scaling (hit 1), 35/50/15/25 (hit 2) → 25/20 base/25/20 scaling) to keep opponents close to Wolf, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
    • Change Neutral attack has a much cleaner look overall. The ending hit is a third claw swipe instead of a lunging bite.
  • Forward tilt:
    • Buff The changes to shield hitlag from Brawl make forward tilt safer on shield, as shielding opponents now experience the same hitlag as Wolf from the first hit instead of much less, preventing them from punishing him before the second hit comes out.
    • Buff The first hit has less knockback scaling (110 → 70), allowing it to connect more reliably into the second hit.
    • Nerf Forward tilt has more ending lag (FAF 33 → 35).
    • Nerf The first hit is no longer impossible to SDI (0× → 1×).
    • Change The first hit has a different angle (361° → 60°) and a lower hitlag multiplier (3× → 1.8×).
    • Change The second hit has more base knockback (40 → 55), but less knockback scaling (120 → 106). This slightly worsens its KO ability from center stage, but improves it near edges.
    • Change The move has an updated animation where Wolf forcefully brings his claws together.
  • Up tilt:
    • Nerf Up tilt's hitboxes that affect both grounded and aerial opponents have reversed priority (10%/9%/8% → 8%/9%/10%), making the sweetspot harder to land.
    • Nerf All hitboxes except the grounded-and-aerial sweetspot are smaller (6u/5u/5u → 4.5u).
    • Change The grounded sweetspot launches at a lower angle (88° → 80°).
    • Change It has a new ending animation where Wolf flicks his nose with his thumb while smirking.
  • Dash attack:
    • Change Wolf has a new dash attack: a lunging kick instead of a backflip.
    • Buff It no longer halts Wolf's momentum, instead boosting him forward a considerable distance. This drastically increases its horizontal range, despite its hitboxes being smaller (3.5u/4.5u/5u → 2.5u/3.5u/4u). It can also cross-up opponents despite the changes to the jostle mechanics.
    • Buff It has a longer hitbox duration with a clean hit and late hit, though with the former still lasting longer than the previous dash attack's hitboxes (frames 11-13 → 11-14 (clean), 15-18 (late)).
    • Buff The clean hit deals more damage (9% → 11%) and has increased knockback (50 base/80 scaling → 40/40/45 base/92/91/85 scaling), noticeably improving its KO potential. Combined with its previous buffs, this allows it to punish landings and whiffed attacks much more effectively.
    • Nerf Due to its new animation and smaller hitboxes, dash attack has less vertical range.
    • Change It no longer deals extra shield damage (1 → 0), although it is still more damaging against shields due to its increased damage output.
  • Forward smash:
    • Change Wolf has a new forward smash: a forceful standing palm strike that deals one hit instead of two.
    • Buff Due to dealing one hit with the same damage as the total of the previous hits (5% (hit 1), 10% (hit 2) → 15%), and its knockback values being unchanged, it is more consistent and much stronger, allowing it to KO middleweights at 100% from the center of Final Destination, compared to being unable to KO below 140% under the same circumstances.
    • Nerf It has double the startup lag (frame 10 → 20), no longer being one of the fastest forward smashes in the game.
      • Buff However, it has less ending lag (FAF 46 → 42), especially given the slower startup. Coupled with its increased damage and much higher shieldstun, it is now safe on shield and can be used to bait approaches.
    • Nerf It does not have Wolf lunge as far forward, and its hitboxes are smaller (4.5u/4u/3u (hit 1), 6.5u/5u (hit 2) → 3.5u/3u), significantly decreasing its range.
  • Up smash:
    • Buff The second hit has a longer duration (frames 20-22 → 20-23).
    • Nerf Up smash has more ending lag (FAF 44 → 48).
    • Nerf The removal of DACUS significantly hinders its utility for approaching.
    • Change The second hit has a consistent angle (95°/361° → 95°), with the hitboxes on Wolf's body no longer launching horizontally, and has different knockback values (40/50 base/85/100 scaling → 85 base/65 scaling), strengthening the leg hitboxes, but weakening the body hitboxes. This improves its vertical KO power, but removes its ability to KO earlier horizontally.
    • Change The move has an altered animation: a breakdance-style rotation followed by an upward dropkick. The hits are also clearly highlighted by trails.
  • Down smash:
    • Buff Down smash's two outermost hitboxes on both hits deal more damage (14%/12% → 16% (hit 1), 13%/10% → 14% (hit 2)) and have increased knockback (50 base/90/60 scaling → 37 base/93 scaling (hit 1), 50 base/90 scaling (hit 2)). As a result, the sweetspots are located farther away from Wolf instead of closer to him, and have been strengthened significantly to the point the first hit's sweetspots can KO under 100% from center stage.
      • Buff These hitboxes also launch at a lower angle (35°/361° → 30°), allowing them to semi-spike. Combined with their knockback increase, they can KO opponents near edges at much lower percents, especially if Wolf has rage.
    • Nerf Down smash has noticeably more startup with a shorter hitbox duration (frames 8-10 → 14-15 (hit 1), 14-16 → 21-22 (hit 2)), and more ending lag (FAF 35 → 44).
    • Nerf Both hits' sourspots have slightly decreased knockback (40 base/90 scaling → 50/80), with the second hit's sourspot also dealing less damage (13% → 12%), reducing their KO potential.
    • Nerf The second hit has considerably smaller hitboxes (5.5u/4.4u/4.4u → 2.5u/3u/3.5u).
    • Change The move's animation has been altered: Wolf swipes both sides with one hand.

Aerial attacks

  • Neutral aerial:
    • Change Wolf has a new neutral aerial: a sex kick similar to Fox's.
    • Buff It has one frame less landing lag (10 frames → 9).
    • Buff It deals more damage (8% → 12% (clean), 3%/1% → 8% (late)).
    • Buff The clean hit uses three hitboxes instead of only one (4u → 4.2u/4.2u/3.5u), while the late hit has larger hitboxes (4u/2.5u/2.5u → 4u/4u/3u), and both cover a larger area in front of Wolf due to the move's new animation. This greatly improves its utility as an approach option.
    • Buff The late hit no longer has weak set knockback (5 set/100 scaling → 0 base/100 scaling) or a rehit rate, increasing its safety and preventing it from overriding the knockback of the stronger clean hit. Combined with the changes to hitstun canceling, this also increases the move's combo potential on landing.
    • Nerf Neutral aerial has more startup and a shorter hitbox duration (frames 4-34 → 7-26).
      • Buff However, the clean hit has a longer duration (frames 4-5 → 7-9).
    • Nerf The clean hit deals less knockback (40 base/100 scaling → 30/75), slightly weakening its KO potential.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 52 → 41), making it safer to use offstage.
    • Buff It has significantly less landing lag (30 frames → 10), which alongside the changes to hitstun canceling turns it into an excellent combo starter from low to mid percents, with followups including tilts, a grab, aerials (including more forward aerials), and Wolf Flash. This also makes it much safer on shield.
    • Nerf It deals less damage (11% → 9%) and knockback (40 base/95 scaling → 45/85), drastically hindering its KO potential.
    • Nerf Its hitboxes are much smaller (7u/5u/4u → 4.5u/4u/3.5u), no longer possessing a large disjoint.
    • Change Forward aerial sends opponents at a less vertical angle (75° → 60°).
  • Back aerial:
    • Buff Back aerial's weakest hitbox has been removed, while all its other hitboxes deal more damage (13%/11%/10% → 15%/13%/11%) and have increased base knockback (20 → 37). This drastically improves its KO potential, with the sweetspot KOing middleweights under 110% from center stage, and the middlespot doing so under 130%.
      • Nerf However, its increased knockback removes its ability to lock opponents at lower percents.
    • Nerf Back aerial is noticeably slower overall, possessing twice as much startup with a shorter duration (frames 6-9 → 13-15), and more ending (FAF 30 → 45) and landing lag (9 frames → 15). This hinders its utility for challenging opponents' approaches and starting combos, and makes it riskier to use offstage.
      • Buff However, due to the move's autocancel window remaining unchanged, its slower startup makes it harder to punish if used in a short hop.
    • Nerf The sourspots are smaller (5.3u/4.7u → 4.5u/4u) and now take priority over the sweetspot, requiring more careful spacing to KO efficiently with the move.
  • Up aerial:
    • Buff Up aerial has more knockback scaling (75 → 85), improving its KO potential.
    • Buff The changes to hitstun canceling noticeably improve its combo potential.
    • Nerf It has one frame more landing lag (9 frames → 10).
    • Nerf The outermost hitbox is smaller (5.5u → 5u).
  • Down aerial:
    • Buff Down aerial has less ending lag (FAF 60 → 54), making it safer to use offstage.
    • Buff The removal of meteor canceling improves its reliability for edgeguarding, while the changes to hitstun canceling allow it to start combos against grounded opponents beyond low percents.
    • Nerf The sourspot is smaller (6u → 5u) and takes priority over the sweetspot.
    • Change The move has a slightly altered animation, where Wolf swipes downwards instead of plunging his fists down.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), 40 → 45 (dash), 35 → 40 (pivot)).
    • Buff Dash grab has less startup lag (frame 11 → 8).
  • Pummel:
    • Buff Pummel deals more damage (1% → 1.3%).
    • Nerf It deals significantly more hitlag (4 frames → 14), lengthening its duration. Combined with the majority of other characters receiving similar pummel durations, it is no longer the fastest in the game.
  • Forward throw:
    • Change Forward throw has a different animation, where Wolf slashes the opponent away instead of punching them. The first hit has a slash effect instead of a neutral effect.
    • Buff It has one frame less ending lag (FAF 34 → 33).
    • Buff It deals more damage (4% → 5% (hit 1), 3% → 4% (throw); 7% → 9% (total)).
    • Nerf It has significantly decreased knockback (35 base/130 scaling → 55/57), no longer KOing under 350% even at the edge.
  • Back throw:
    • Change Back throw has a different animation, where Wolf performs a jumping slash from below, instead of fully somersaulting and slashing the opponent from above.
    • Buff It has less startup (frame 26 (hit 1), 27 (throw) → 23, 24), with its total duration reduced as well (FAF 50 → 47).
    • Buff It deals more damage (4% → 6% (hit 1), 3% → 5% (throw); 7% → 11% (total)) with no compensation on knockback, improving its KO potential.
    • Buff It launches opponents at a lower angle (68° → 50°), allowing it to set up edgeguards and KO near edges much more effectively.
  • Up throw:
    • Change Up throw has a different animation, where Wolf jumps and slashes the opponent with one claw, instead of two like in Brawl. The animation is also cleaner overall.
    • Buff The changes to hitstun canceling allow up throw to combo into a forward or up aerial until high percents, improving its utility.
  • Down throw:
    • Change Wolf has a new down throw: he grabs the opponent by the head, jumps while spinning around once, and chokeslams them into the ground.
    • Buff It has less ending lag (FAF 51 → 41), allowing it to combo into dash attack at low percents.
    • Nerf It deals less damage (6% (hit 1 and throw); 12% (total) → 8.5%), with knockback compensated (30 base/86 scaling → 50/65). The first hit has been removed, meaning the move can no longer hit bystanders.
    • Nerf Wolf can no longer chain grab with down throw, hindering its damage racking potential.
    • Change It launches at a different angle (0° → 44°), no longer being a semi-spike. This hinders its tech-chasing and edgeguarding abilities, but combined with its lower ending lag and the changes to hitstun canceling, this allows it to combo into Wolf Flash at mid percents.
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
      • Buff They have less startup (frame 19 (front), frame 17 (back) → 16 (both)) and ending lag (FAF 50 → 46).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Change Wolf has a new edge attack, an inward slash.
    • Buff It deals more damage than his previous under 100% edge attack (8%/6% → 9%), and no longer has set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
    • Buff It has less startup (frame 25 → 24) and grants more intangibility (frames 1-23 → 1-26).
    • Nerf It has more ending lag (FAF 55 → 56), while its hitboxes have a shorter duration (frames 25-32 → 24-26) and are smaller (5.76u → 5u).
    • Change Its angle has been altered (361° → 45°).

Special moves

  • Blaster:
    • Buff Both the bayonet's hitbox and the lasers deal more damage (4% → 7% (bayonet), 5% early/6% clean/5% late → 6%/8%/7% (laser)) and knockback (70 base/40 scaling → 80/37 (bayonet), 20/24/20 set/100 scaling → 35/40/30/120 (laser)).
    • Buff The lasers have a longer duration (frames 16-48 → 16-50).
    • Nerf Blaster has more ending lag (FAF 45 → 53), hindering its camping ability, while the bayonet's hitbox has more startup (frame 11 → 15).
    • Nerf The lasers have received negative shield damage (0 → -3/-4/-3.5), effectively dealing half their usual damage to shields.
    • Change The bayonet's hitbox launches at a higher angle (20° → 60°), no longer being a semi-spike. This hinders its edgeguarding potential, but allows it to set up juggles.
    • Change Wolf has an altered animation for firing lasers: it is a thrust forward before a firing animation that causes the Blaster to recoil upwards, instead of Brawl's downwards draw animation.
    • Change The lasers fired from Wolf's Blaster are colored purple instead of green. The blaster itself has a new design and updated sound effects.
  • Wolf Flash:
    • Buff Wolf Flash can be angled by tilting up or down on the control stick, giving it more recovery mixups and allowing the clean hit to land more easily, despite having smaller hitboxes overall (3u/10u → 4u/7u). In particular, it can hit several tall characters on the ground when angled down.
    • Buff The clean hit deals more damage (15%/10% → 20%/15%), and the meteor hitbox has more knockback scaling (80 → 100), while the semi-spike hitbox's scaling has not been fully compensated (106 → 85). This makes the move much more powerful and rewarding to land, especially with the removal of meteor canceling.
    • Buff The aerial version has faster startup (frame 21 → 19), matching that of the grounded version.
    • Buff The changes to hitstun canceling give Wolf several ways to combo into Wolf Flash, allowing for risky, yet deadly KO confirms.
    • Nerf The move can no longer be shortened, and travels less horizontal and vertical distance when not angled.
    • Nerf Scarring is harder to perform, as Wolf no longer hugs the ledge as much when using the move, which can result in a self-destruct.
    • Change It has been given updated visual effects: its trail features three long, red slash-marks. Another shorter, identical trail also appears in front of Wolf, which indicates the sweetspot.
  • Fire Wolf:
    • Buff Fire Wolf has less startup lag (frame 23 → 18), and Wolf gains control sooner after the move has ended.
    • Buff It has five hits, down from nine, but deals more total damage (2% → 4% (hit 1), 1% (hits 2-8) → 2.5% (hits 2-4), 3%/4% (hit 9) → 5%/6% (hit 5); 12%/13% → 16.5%/17.5% (total)).
    • Buff The looping hits use a different type of autolink angle (45°/365°/45°/361° → 40°/367°/40°/367°), allowing them to connect more reliably.
    • Buff The first hit and looping hits deal more base knockback with minimal knockback scaling, rather than using set knockback (15 set/100 scaling → 50 base/10 scaling (hit 1), 60/0/70/70 set/70/12/70/50 scaling → 60/35/60/40 base/20 scaling (looping hits)), which may cause opponents to get hit out of range at very high percents, but overall helps them link better.
    • Buff The last hit has increased knockback scaling (131 → 148 (grounded), 115 → 136 (aerial)), and launches at a lower angle for the grounded version (65° → 361°). Combined with its higher damage outputs, this makes the last hit powerful enough to KO reliably under 100% near edges, giving Wolf a new finisher.
    • Buff The grounded version's last hit has larger hitboxes (6u/6u/5u → 6u/8u/5u).
    • Nerf The move travels less distance, worsening its recovery potential.
    • Nerf All hits except the grounded version's last hit have smaller hitboxes (8u → 7u (hit 1), 7u/9u/3.5u/3.5u → 5u/6u/3.5u/3.5u (looping hits), 9u → 6u (aerial, last hit)).
    • Change The first hit uses a different angle (100° → 93°).
    • Change Fire Wolf has Wolf enveloped in blue aura. The animation itself has been changed, as Wolf performs the multi-hitting kicks with his left foot and the final kick with his right foot. Additionally, Wolf delivers the final kick aimed in the direction he traveled rather then performing a horizontal kick.
  • Reflector:
    • Buff Reflector deals more damage (3% → 4%).
    • Buff Its hitbox is larger (6u → 9u), and has less startup with a longer duration (frames 8-9 → 6-8).
    • Buff Reflected projectiles have a higher damage multiplier (1.3x → 1.5x).
    • Buff It has been given a hitbox once a projectile has been successfully reflected, which deals 5% damage.
    • Buff Due to explosive hitboxes now being reflectable, it protects Wolf from all types of explosives when active (with the exception of sudden death Bob-ombs).
    • Buff The ending lag of the held variant has been reduced (FAF 18 → 13). Additionally, the aerial version no longer has 1 additional frame of lag, matching the grounded version.
      • Nerf A 10-frame window has been added where Wolf is locked in his reflection hitbox before he can cancel out of the move, resulting in the move having increased ending lag (FAF 27 grounded/28 aerial → 31).
    • Nerf Its intangibility has more startup with a shorter duration (frames 1-9 → 5-8), making it less effective for escaping combos.
    • Change Reflector sends opponents at a higher angle (10° → 65°), and no longer has set knockback (40 set/100 scaling → 60 base/85 scaling). This allows it to be followed up with aerials, but weakens its gimping potential.
    • Change Reflector has updated visual effects, resembling a force field. It also has unique sound effects that are no longer shared with Fox's Reflector.
    • Change It has an altered animation, where Wolf holds out his reflecting device. He also always faces the screen while Reflector is active.
  • Final Smash:
    • Change Wolf has a new Final Smash, Team Star Wolf, replacing the Landmaster from Brawl. It functions similarly to Team Star Fox, Fox's and Falco's new Final Smash. Upon activating, Wolf yells, "Wolf Pack!" and summons a large aiming reticle in front of him. If the crosshair successfully catches a target, a cutscene is initiated where Wolf yells, "Grahaha! The hunt is on, boys!" with it captioned on screen. The target is then fired at with the Wolfen's lasers, and then launched horizontally with an explosion at the end.
      • Change If Team Star Wolf is used against Fox or Falco, Wolf will say, "I've got you now, Star Fox!"
    • Buff Team Star Wolf can potentially deal more damage compared to Landmaster, and the single hit has increased KO power, making it more consistent.
    • Buff Due to being a cutscene Final Smash, Wolf can no longer accidentally self-destruct like he could in the Landmaster.
    • Nerf Team Star Wolf is much easier to avoid compared to Landmaster and is overall less versatile.

|Villager====Aesthetics===

  • Change As with all veterans returning from SSB4, Villager's model features a more subdued color scheme. All costumes’ clothing features subtle detailing.
  • Change Villager's seventh and eight alternate costumes now have a darker skin tone.
  • Change Clothing such as Villager's shorts have more movement while fighting.
  • Change Villager now faces the foreground regardless of whether he's facing left or right, resulting in all of their animations being mirrored.
  • Change Villager now blinks during the clapping animation on the results screen.

Attributes

  • Buff Like all characters, Villager's jumpsquat animation now only takes three frames to complete (down from 5).
  • Nerf Villager is lighter (97 → 92), weighing the same as Ice Climbers. This worsens his survivability.
  • Buff Villager dashes faster (1.27 → 1.397).
  • Buff Villager's initial dash is faster (1.5 → 1.815).
  • Buff Villager's traction has been increased (0.06 → 0.131).
  • Buff Villager's spot dodge has slightly less ending lag (FAF 28 → 26).
    • Nerf Spot dodge has a slightly shorter duration (frames 3-18 → 3-17).
  • Buff Forward roll has slightly reduced ending lag (FAF 31 → 30).
    • Nerf Forward roll has a shorter duration (frames 4-17 → 4-15).
  • Nerf Backward roll has slightly more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
    • Nerf Backward roll has a shorter duration (frames 4-17 → 5-16).
  • Buff Neutral air dodge's intangibility lasts for two more frames (frames 3-28 → 3-30).
    • Nerf Neutral air dodge has significantly increased ending lag (FAF 34 → 58).
    • Buff Neutral air dodge has less landing lag (22 frames → 10).

Ground attacks

  • Neutral attack:
    • Buff Villager's jab now is a neutral infinite and has a finisher, a straight jab. This significantly improves it damage racking ability and makes it safer.
    • Nerf However, the jab to axe kill confirm Villager had in Smash 4 is no longer possible due to the new finisher, removing their jab cancel mixups.
  • Dash attack:
    • Buff Dash attack has noticeably less startup (frame 13 → 9) and much less ending lag (FAF 55 → 45).
  • Forward tilt:
    • Change Forward tilt deals much less knockback scaling, but much more base knockback (30 (base)/90 (scaling) → 80 (base)/50 (scaling)). This makes it safer on hit at low percents, but significantly hinders its KO potential at higher percents.
    • Nerf Forward tilt launches at a higher angle (361° → 45°), further reducing its KO potential.
  • Up tilt:
    • Change Up tilt's animation has been altered; Villager swings the stick back and forth rather than in a circular motion.
    • Buff Up tilt has less ending lag (FAF 50 → 48).
    • Buff The first hit has a reduced hit lag multiplier (1x → 0.8x), making it harder to escape from.
    • Nerf It has significantly smaller hitboxes (4u/6u/6u → 3.8u/4u/4u (hit 1), 6u/4u → 5u/4u (hit 2)).
    • Change It has its damage values reversed (6% → 5% (hit 1), 5% → 6% (hit 2)).
      • Nerf However, its damage wasn't compensated enough for its lower knockback scaling (160 → 140), dealing less knockback overall.
  • Down tilt:
    • Buff Down tilt's sourspot deals more damage (8% → 10%) and more knockback (40 (base)/90 (scaling) → 50/95), improving its KO potential.
    • Buff It has a slightly longer duration (frames 9-10 → 9-11).
    • Change Down tilt now has a small patch of dirt underneath the weed before Villager pulls it from the ground.
    • Nerf Down tilt has more ending lag (FAF 35 → 38).
    • Nerf Down tilt's sweetspot deals less damage (13% → 12%), albeit with knockback compensated (40 (base)/90 (scaling) → 50/95).
    • Nerf Down tilt's sweetspot launches at a lower angle (80° → 75°), slightly hindering its KO potential.
  • Forward smash:
    • Change Forward smash's bowling ball now lingers for a moment after landing on the ground.
    • Nerf Forward smash has less knockback scaling (100 → 95).
    • Nerf Forward smash's damage multiplier for fully charging is lower (1.4x → 1.2x).
  • Up smash:
    • Buff Up smash's final hit has more knockback scaling (205 → 220).
    • Buff The multihits have had their large hitbox replaced with four smaller ones (7u → 2.8/2.8u/2.8u/2.8u), increasing its range.
    • Nerf The first hit and final hit have smaller hitboxes (6.0u/6.0u → 4.0u/6.0u (hit 1), 10.0u → 9.0u (final)).
  • Down smash:
    • Buff Down smash has more range (Z offset: 10.0u/9.0u → 13.0u/12.0u (hit 1), -10.0u/-9.0u → -13.0u/-12.0u (hit 2)).
    • Buff Down smash has more base knockback (0 → 30), increasing the duration of its bury effect.
    • Nerf Down smash is now unable to jab lock, removing Villager’s infinite combo.
    • Nerf Down smash has slightly more ending lag (FAF 48 → 50), although this is compensated by the higher knockback.

Aerial attacks

  • Buff All aerials have less landing lag: (14 frames → 8 (neutral), 23 → 14 (forward), 23 → 14 (back), 15 → 12 (up), 15 → 12 (down)).
  • Forward aerial/Back aerial
    • Change Forward and back aerial's pellets now arc downwards.
    • Nerf Forward and back aerial have smaller initial auto-cancel windows (1-7/1-9 frames → 1-2), and back aerial auto-cancels later (frame 25 → 30).
    • Nerf All hitboxes of forward and back aerial's pellets have negative shield damage, dealing half the usual damage to shields.
  • Down aerial:
    • Buff Down aerial has a hitbox on the clean hit that will now always meteor smash, regardless of how many turnips are used, greatly increasing its reliability and edgeguarding potential.
    • Buff It has a larger initial auto-cancel window (frames 1-7 → 1-13).
    • Nerf Down aerial has noticeably increased startup lag (frame 8 → 14), no longer being one of the fastest meteor smashes in the game.

Throws and other attacks

  • Grab:
    • Change Villager has a shocked expression when missing a grab.
    • Buff Standing grab has slightly less startup lag (frame 15 → 14).
    • Buff All grabs have slightly longer durations (frames 15-16 → 14-16 (standing), 16-17 → 16-18 (dash), 17-18 → 17-19 (pivot)).
    • Buff All grabs has significantly reduced ending lag (FAF 56 → 44 (standing), 70 → 48 (dash), 66 → 45 (pivot))..
    • Buff Grab can now pocket items.
    • Nerf Dash grab and especially pivot grab have significantly less range (Z2 offset: 16.9u → 13u (dash), -23.5u → -14.0u (pivot)).
  • Forward throw:
    • Change Forward throw releases the opponent later (frame 10 → 15), reducing its end lag by five frames, but giving the opponent more time to DI.
    • Buff Forward throw has more base knockback (102 → 108), improving its ability to get opponents offstage.
  • Back throw:
    • Buff Back throw releases the opponent slightly later (frame 10 → 11) with its total duration unchanged, reducing its ending lag.
    • Buff Back throw has much more base knockback but much less knockback scaling (18 (base)/110 (growth) → 46/88), making it safer at lower percents while still keeping its KO potential at higher percents.
  • Up throw:
    • Change Up throw has increased base knockback, but reduced knockback scaling (105 (base)/40 (scaling) → 114/34).
  • Down throw:
    • Buff Down throw has more base knockback, but lower knockback scaling (60 (base)/80 (scaling) → 78/60), allowing it to combo for longer.
    • Buff Down throw releases the opponent later (frame 16 → 18) with its duration unchanged, reducing its ending lag by two frames, further improving its combo potential.

Special moves

  • Pocket:
    • Buff Pocketed projectiles no longer vanish after 30 seconds and can be kept indefinitely.
    • Nerf Pocket throw has more startup lag (frame 5 → 9).
      • Buff This gives the move one less frame ending lag since its duration was not fully compensated (FAF 27 → 30).
    • Change While Villager has a pocketed item or projectile, the item/projectile will appear in a display above the damage meter, making Pocket easier to use but also allowing opponents to know what item is pocketed.
  • Lloid Rocket:
    • Buff Lloid Rocket has slightly less ending lag (FAF 38 → 36).
    • Change Lloid now has a shocked expression when hit.
    • Change Lloid has increased base knockback, but reduced knockback scaling (30 (base)/100 (scaling) → 65/75), making it safer on hit and increasing its KO potential at center stage, but reducing it near the ledge.
    • Nerf Lloid launches at a slightly higher angle (55° → 60°), hindering its edgeguarding potential.
  • Balloon Trip:
    • Nerf Balloon Trip recharges helium slower, and if the helium is low enough it will only spawn one balloon instead of two, slowing Villager's ascent and making them more susceptible to edgeguarding.
  • Timber:
    • Nerf The sprinkler water's windbox deals less set knockback (FKB 60 → 25), significantly weakening its utility
    • Buff Timber now bounces once on the ground before disappearing.
    • Change Just like down tilt, Timber now has a patch of dirt underneath the sapling in the move's first stage.
  • Dream Home:
    • Change Dream Home now has the house rotate while Tom Nook, Timmy and Tommy build it. Tom Nook also throws furniture into the building more rapidly.
    • Change Dream Home has a longer pause before the final explosion.

|Mega Man====Aesthetics===

  • Change As with all veterans returning from Smash 4, Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced, and his armor has a more realistic metallic sheen.
  • Change Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in Mega Man 8, Mega Man & Bass, and Mega Man 11.
  • Change Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth while shielding.
  • Change Mega Man has a new shield break animation.
  • Change All of Mega Man's victory animations have been changed in some way:
    • Change The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.
    • Change The victory animation where he strikes his title screen pose from Rockman has been reanimated to be slightly slower.
    • Change Mega Man now shoots thrice instead of twice in his standing victory animation.
  • Change Mega Man's Boxing Ring alias has been changed to "The Blue Bomber".

Attributes

  • Buff Like all characters, Mega Man's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Mega Man runs faster (1.456 → 1.602).
    • Buff Mega Man's initial dash is significantly faster (1.5 → 1.958).
  • Buff Mega Man walks slightly faster (1.078 → 1.132).
  • Buff Mega Man's air speed is slightly higher (1.1 → 1.155).
  • Buff Mega Man's traction is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has more ending lag (FAF 34 → 46).
  • Buff The reintroduction of directional air dodges improves Mega Man's recovery more than other characters', as due to Rush Coil not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf The ability to tech aerial footstools in Ultimate hinders Mega Man's KO setups at high percents.

Ground attacks

  • Neutral attack/Forward tilt:
    • Buff Neutral attack and forward tilt's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
    • Nerf Both moves deal less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).
    • Change Mega Man centers his eyes for a bit after using his forward tilt.
  • Up tilt:
    • Buff The ability to use any ground attack out of a run in Ultimate benefits up tilt's usage, as combined with its sheer knockback and Mega Man's faster ground movement, it can catch landings and punish opponents much more effectively for KOs.
  • Down tilt:
    • Change Down tilt's clean hit has more base knockback (80 → 92), but less knockback scaling (70 → 60). This makes it safer on hit at low percents, but hinders its KO potential.
  • Dash attack:
    • Buff Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.
    • Buff Its linking hits have a lower hitlag multiplier (1× → 0.5×), and one of their hitboxes has lower set knockback (65 → 36), making them harder to SDI out of and allowing them to connect more reliably.
    • Buff One of dash attack's looping hitboxes is bigger (1u → 3u).
    • Buff The last hit has gained a shieldstun multiplier of 2.1×, making it safer on shield.
    • Buff The final hit has a larger hitbox (6u → 8u).
  • Forward smash:
    • Buff Forward smash has much less ending lag (FAF 70 → 55), significantly improving its utility as a projectile and long range KO option.
    • Buff The shot travels faster, allowing it to cover more distance.
    • Nerf It deals less damage when fully charged (19.5% → 14.95%), reducing its maximum KO potential.
  • Up smash:
    • Buff Up smash's last hit has increased base knockback (30 → 34).
    • Buff Up smash's looping hits have a new hitbox, improving its consistency.
  • Down smash:
    • Buff Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.

Aerial attacks

  • Neutral aerial:
    • Buff Neutral aerial's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
    • Nerf The move deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
  • Forward aerial:
    • Buff Forward aerial has less landing lag (19 frames → 11). Combined with its launch angle, this grants it combo ability into itself from low to mid percents.
    • Buff It deals significantly more knockback (23 base/90 scaling → 48/118), now KOing reliably below 170% from the center of Final Destination, compared to being unable to KO below 250% under the same circumstances.
  • Back aerial:
    • Buff Back aerial's first two hits launch grounded opponents vertically instead of horizontally along the ground, allowing them to connect more reliably.
    • Nerf The move has slightly more ending lag (FAF 43 → 45).
    • Nerf The third hit has altered knockback (30 base/180 scaling → 20/183), hindering its overall KO potential, although its KO potential from across the stage is slightly better.
  • Up aerial:
    • Buff The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.
    • Nerf It has one frame more landing lag (19 frames → 20).
    • Nerf Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longer autocancel in a full hop.
    • Change The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.
  • Down aerial:
    • Buff Down aerial has less landing lag (24 frames → 14).
    • Buff The shot lasts longer (11 frames → 13), allowing it to cover more distance and thus increasing its range.
    • Nerf The late hit against grounded opponents has more base knockback (5 → 40), but less knockback scaling (90 → 70), slightly hindering its KO potential.

Throws and other attacks

  • Grabs:
    • Buff All grabs have slightly longer range (Z2 offset: 8.4 → 8.9 (standing), 10.5 → 10.6 (dash), -14.4 → -14.8 (pivot)).
    • Nerf All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change The speed of Mega Man's throws is no longer weight-dependent. This reduces down throw's combo potential on lightweights, but increases it on heavyweights.
  • Change Mega Man's throws are all reanimated to be less stiff.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 29 → 7), shortening its duration. This makes it much more reliable for racking up damage.
    • Nerf It deals much less damage (3% → 1.3%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Metal Blade:
    • Nerf Metal Blade deals less shield damage.
    • Change Its damage outputs have been reversed: it deals more damage per hit when spawned (3% → 5%), but less when thrown as an item (5% → 3%).
    • Change Metal Blade wobbles once it sticks to the ground or another surface.
    • Change Mega Man now appears surprised if the move fails to spawn a Metal Blade.
  • Crash Bomber:
    • Buff Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.
    • Change The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.
    • Change Crash Bomber visually flashes more intensely.
  • Rush Coil:
    • Buff Rush Coil no longer incurs 30 frames of landing lag, allowing Mega Man to land onstage with it much more safely without having to grab the ledge.
  • Leaf Shield:
    • Buff Leaf Shield has significantly less startup (frame 50 → 9) and ending lag (FAF 54 → 36) when activated, making it much safer to use.
    • Buff The leaves spin faster around Mega Man, do not vanish upon hitting opponents, and deal more knockback (14 base/22 scaling → 35/20) with a faster rehit rate (18 frames → 11). This allows the move to protect Mega Man much more effectively, with the hits of the circling leaves now comboing opponents in range until the shield is thrown.
      • Buff This also increases the move's overall damage output, despite each hit from the circling shield dealing less damage (2% → 1.5%).
    • Buff The shield can be thrown much faster after its activation (frame 22 → 13).
      • Nerf However, the throw's total duration has not been fully compensated (FAF 56 → 54), increasing its ending lag by seven frames.
    • Nerf Leaf Shield no longer allows Mega Man to shield, grab, or hang onto ledges while the shield is active. This prevents him from dealing extra damage to grabbed opponents with the leaves.
    • Nerf The shield has a shorter maximum duration, and Mega Man always throws it automatically after it ends, potentially leaving him open to punishment if the shield's duration ends when he is close to opponents.
    • Change Leaf Shield requires holding the special move button for it to spin around Mega Man; otherwise, it will be thrown automatically.
    • Change The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier to DI, but gives Mega Man more time to follow up.
  • Mega Legends:
    • Change Both Proto Man and Bass have been added at the end of the Final Smash's cutscene.
    • Nerf The final hit has lower knockback scaling (140 → 130), weakening its KO potential.

|Wii Fit Trainer====Aesthetics===

  • Change As with all veterans returning from SSB4, Wii Fit Trainer's model features a more subdued color scheme. Both genders are now slightly more muscular, and their clothing and hair also feature simple detailing.
  • Change Wii Fit Trainer's face is clearer and has more detailed eyes, similarly to Wii Fit U's trainer. According to Sakurai, this was a requested change from the Wii Fit development team.
  • Change Wii Fit Trainer's body faces the screen more compared to the previous entry; however, their animations are not mirrored.
  • Change Much like other fighters, Wii Fit Trainer is more expressive. In particular, they smile while taunting and using Header, and appear angry while using smash attacks.
  • Change All three of Wii Fit Trainer's victory poses have been given more dynamic camera angles.

Attributes

  • Buff Like all characters, Wii Fit Trainer's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Wii Fit Trainer's initial dash is significantly faster (1.5 → 2.024)
  • Buff Wii Fit Trainer runs much faster (1.696 → 1.866).
  • Buff Wii Fit Trainer walks faster (1.166 → 1.224).
  • Buff Wii Fit Trainer's air speed is slightly faster (0.97 → 1.019).

Ground attacks

  • Neutral attack:
    • Nerf Jab 1 deals less damage on the front hit (3% → 2%).
    • Buff Jab 1 has a slightly longer duration on the back hit (frame 4 → 4-5).
    • Buff Jab 1 covers the ground more effectively.
    • Buff Jab 1's back hit completely covers Wii Fit Trainer's foot.
    • Buff Jab 1 has hitboxes that pull the opponent in, making the move combo more consistently.
    • Nerf Jab 2 slides the opponent away and has a chance to trip, making it harder to bury with Jab 3.
    • Buff Jab 2 has larger hitboxes.
    • Buff Jab 3 has less startup lag (frame 6 → 5).
    • Buff Jab 3 has larger hitboxes for both its sourspot and burying sweetspot.
    • Buff Jab 1 and 2 now have the Sakurai angle which allows them to jablock, creating new setups and punish options.
  • Dash attack:
    • Buff Dash attack has less startup (frame 7 → 6) and ending lag (FAF 43 → 39).
    • Buff Dash attack has a new early hitbox that deals more damage (6% → 10%) and sends at a lower angle (65° → 50°), making it a better kill option despite its lower knockback growth (80 → 71).
  • Forward tilt:
    • Buff Forward tilt deals more damage (9% → 11%), improving its KO potential despite its lower knockback scaling (100 → 85).
    • Buff Forward tilt has a longer duration (frames 6-7 → 6-10).
    • Nerf Forward tilt's back hit has less horizontal range.
  • Up tilt:
    • Buff Up tilt has more vertical range and combos into itself at low percents.
    • Buff Up tilt has intangibility on the arm for 10 frames (frames 3-12).
    • Buff Up tilt has a hitbox behind Wii Fit Trainer that sends the opponent away at a 75° angle rather than straight up. This hit also has higher base knockback (40 → 60) and lower knockback growth (70 → 50) than the main hit.
    • Buff Up tilt has a significantly longer duration (frames 5-7 → 5-12).
    • Buff Up tilt has less ending lag (FAF 35 → 30).
  • Down tilt:
    • Buff Down tilt has less startup lag (frame 10 → 9).
    • Buff Down tilt deals more damage (12% → 13.5%).
    • Nerf Down tilt has slightly more ending lag (FAF 38 → 39).
    • Buff Down tilt has larger hitboxes.
  • Forward smash
    • Buff Forward smash has less ending lag (FAF 62 → 57).
  • Up smash:
    • Buff One of up smash's sourspot hitboxes is much larger.
  • Down smash
    • Buff Down smash has less ending lag (FAF 57 → 52).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 14 frames → 8, Forward: 15 → 9, Back: 20 → 12, Up: 15 → 9, Down: 20 → 12).
  • Neutral aerial:
    • Nerf The first hit of neutral aerial links into the second hit less consistently.
    • Buff The first hit of neutral aerial has an extra hitbox on the arms.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 46 → 39).
    • Buff Forward aerial's spike hitbox has slightly more base knockback (10 → 15) and knockback growth (62 → 68).
    • Buff Forward aerial has a hitbox near the center of Wii Fit Trainer's body on frame 9, remedying its blindspot issues.
  • Back aerial:
    • Buff Back aerial's sweetspot is larger (1.7u →2.2u).
  • Down aerial:
    • Buff Down aerial has less startup lag (frame 20 → 15) with identical ending lag, shortening its total duration (FAF 45 → 40).
    • Buff Down aerial's spike hitbox now covers Wii Fit Trainer's entire lower body rather than just her feet.
    • Buff Down aerial's spike hitbox has a longer duration (2 frames → 3), consequently increasing the move's total duration as well (5 frames → 6).
    • Buff Down aerial auto-cancels earlier (frame 40 → 35).

Throws and other attacks

  • Buff Standing grab extends further (Z2 offset: 7.7 → 8.2), slightly improving its range.
  • Buff Dash grab extends considerably further (Z2 offset: 8.7 → 9.9), noticeably improving its range.
  • Nerf Pivot grab doesn't extend as far (Z2 offset: -14.7 → -14), reducing its range which combined with the universal reduction of the widths of grabboxes on aerial opponents drastically reduces its utility.
  • Change Pummel is faster but deals less damage (3% → 1.3%).
  • Up throw:
    • Buff Up throw has lower base knockback (80 → 40) and higher knockback growth (50 → 80), as well as a slightly less vertical launch angle (85° → 80°). These changes make up throw a much better combo tool.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 57 → 50), making it a better combo starter.

Special moves

  • Nerf The introduction of the 1v1 multiplier hinders Wii Fit Trainer's ability to heal themself, as recovered damage is not increased by the multiplier.
  • Sun Salutation:
    • Change Sun Salutation is orange in color instead of bright yellow.
    • Buff Sun Salutation deals more damage when fully charged (18% → 21%).
    • Buff Charging Sun Salutation can be canceled with a jump.
  • Header:
    • Buff Header's soccer ball is around 50% bigger.
    • Buff The soccer ball deals more damage on average. The damage dealt varies based on the move the ball was hit with, but also seems to differ slightly depending on how long the ball has been out.
    • Buff The ball has much higher gravity (0.4 → 0.8).
    • Buff The ball travels more quickly when headed (2.8 → 3.5).
    • Change The ball has a higher vertical air speed during Header's startup (1.5 → 1.6).
    • Buff Header has significantly less ending lag (FAF 59-75 → 41-57).
    • Buff Header has less landing lag (14 frames → 9).
    • Buff Header offers a larger range of motion when hitting the ball both with a second input (10° min → 13°) and without (-7.7° max → -22°).
    • Buff Header's spike hitbox is larger (5 clean → 5.7, 3 late → 4).
  • Super Hoop:
    • Buff Super Hoop's base vertical speed is higher (0.75 → 0.88).
    • Buff The speed added to Super Hoop with every input is higher (0.2 → 0.25).
    • Nerf The interval between mash inputs registering is longer (6 frames → 11).
    • Change Super Hoop is now a multihit move that can hit up to three times, increasing its maximum damage output (5% → 15%) but reducing its gimp potential.
    • Nerf Super Hoop's overall vertical distance has been reduced significantly. It is not possible to travel as far as in Smash 4, even after reaching the maximum amount of button-mashing or rhythmic tapping possible.
  • Deep Breathing:
    • Buff A fresh Deep Breathing can be performed more quickly (frame 48 → 38).
    • Buff There is a wider window for a stale Deep Breathing to successfully activate (16 frames → 32).
    • Buff Deep Breathing's ending lag has been reduced when activating it on the ground (31 frames → 24).
    • Buff Deep Breathing's effect lasts longer both when fresh (552 frames → 732) and stale (360 frames → ~530).
    • Buff Successfully using Deep Breathing improves many more attributes.
      • Buff Air speed: x1.17 ~ x1.2
      • Buff Fall speed: x1.17 ~ x1.2
      • Buff Gravity: x1.17 ~ x1.2
      • Buff Initial dash speed: x1.1 ~ x1.13
      • Buff Run speed: x1.1 ~ x1.13
      • Buff Ground traction x1.1 ~ x1.13
    • Buff Successfully using Deep Breathing gives a larger damage output buff (x1.16 ~ x1.2 → x1.2 ~ x1.25).
    • Buff Deep Breathing has a much shorter refresh time (3600 frames → 2400).
  • Wii Fit:
    • Nerf Wii Fit's silhouettes have a limited travel distance. This trait is shared with Final Edge.
    • Buff Wii Fit launches a large, slow-moving Dancer pose image at the end of the move. This image has KO potential, increasing the Final Smash's overall reliability.
    • Nerf Wii Fit can no longer be enhanced by Deep Breathing.

|Rosalina & Luma====Aesthetics===

  • Change As with all veterans returning from SSB4, Rosalina & Luma's models feature a more subdued color scheme. Rosalina's gown now features simple textile detailing, and has a more turquoise color, consistent with her appearances outside of Smash Bros.
  • Change Rosalina's slippers are now their usual silver, rather than matching the shade of her dress.
  • Change As with Peach, default Rosalina's crown in her stock icon is its usual silver, rather than cyan like her dress.
  • Change Luma always faces the screen regardless of direction it turns towards; Rosalina's stance, however, is not mirrored.
  • Change As with Peach, Zelda and Palutena, Rosalina's dress now has independent physics. This is most noticeable with her crouching animation; her dress fans out behind her rather than moving to her front.
  • Change Rosalina's airdodge and rolls now cause a bright light to appear as she steps right or left. Additionally, her sidestep animation now features more effects as she teleports.
  • Change Luma now cries out at the end of its jab and smash attacks.
  • Change During Rosalina's Star KO, Luma will follow her by flying into the background, before exploding in a burst of stars once she is KOed.
  • Change When Luma has low HP, it will have a tired idle animation.
  • Change Luma is slightly less expressive as it no longer blinks when idle and in all of Rosalina's victory poses.

Attributes

  • Buff Like all characters, Rosalina's jumpsquat animation takes three frames to complete (down from 5).
  • Nerf Luma has less HP (50 → 40).
  • Buff Luma's respawn time has shortened and is dependent on the amount of players in the battle (12.5 seconds → 10 (2 players), 7 (3 players), 5 (>3 players)).
  • Buff Luma's attacks benefit from a 1.5x damage amplifier when Rosalina launches it away.
  • Buff When Luma is launched, it receives roughly 25% less knockback, improving its survivability.
  • Buff When opponents get near a detethered Luma, it autofaces them, in a similar way to Ryu's mechanic.
  • Buff Rosalina walks faster (1.0835 → 1.138).
  • Buff Rosalina dashes faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035).
  • Buff The introduction of attack canceling benefits Rosalina more than other returning veterans, as she can make Luma perform a grounded attack while she performs an aerial, giving her unique attack options.
  • Nerf Luma receives more knockback in general, making it easier to KO.
  • Nerf Luma no longer stalls in place as long when performing attacks airborne.
  • Buff Rosalina is heavier (77 → 82), increasing her survivability.

Ground attacks

  • Neutral attack:
    • Buff The first hit of Rosalina's jab has less startup lag (frame 8 → 5), The second hit of her jab deals more damage (1% → 2%) and both third hits of jab have less startup lag (frame 9 → 7). Both first hits of jab also have less ending lag (frame 23 → 21).
    • Nerf The first two hits of Luma's jab deals less damage (2% → 1%).
    • Nerf Luma's jab movement and range have decreased significantly, no longer pushing Luma forward. This hinders Rosalina's ability to space with jab.
    • Nerf Luma's jab 3 knockback growth greatly decreased, removing its KO potential. Jab 3 also has a shorter duration (frames 9-11 (Rosa), 9-13 (Luma) → 7-8 (both)).
    • Buff Luma's rapid jab knockback growth greatly increased, making it a good killing option near the ledge. The final hit also has less startup lag (frame 9 (Rosa), 8 (Luma) → 6 (both)).
    • Nerf Rapid jab deals much less damage (1.7% (Rosa), 1.2% (Luma) → 0.3% (Rosa), 0.1% (Luma)) greatly hindering its damage racking potential. The final hit also has a shorter duration (frames 9-11 (Rosa), 8-12 (Luma) → 6-7 (both)).
  • Forward tilt:
    • Buff Forward tilt deals more damage (6%/5% → 7.5%/6.7% (Rosa), 4.3% → 6.7%/4.5% (Luma)). Luma's forward tilt also has less ending lag (frame 39 → 38).
    • Nerf Luma's forward tilt has a shorter duration (frames 8-11 → 8-10).
  • Up tilt:
    • Buff Rosalina's up tilt has a larger horizontal hitbox, deals more damage when hit clean (8% → 10%) and has decreased startup lag with a longer duration (frames 9-17 → 7-17). Luma's up tilt also deals more damage (8%/4%/3% → 12%/6%/4.5%).
    • Nerf Rosalina's up tilt has a weaker late hit and has less intangibility (frames 4-11 → 4-10). Luma's up tilt has more ending lag (frame 31 → 41).
  • Down tilt:
    • Buff Down tilt deals more damage (4.5% → 5.5% (Rosa), 3.5% → 5.2% (Luma)).
    • Nerf Luma's down tilt has more ending lag (frame 32 → 33).
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 48 → 41).
  • Forward smash:
    • Change Luma's forward smash hitbox has less range but has increased knockback to compensate for the change.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 8 (neutral), 20 → 16 (forward), 16 → 10 (back), 18 → 11 (up), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Rosalina has a new neutral aerial: she spins her wand around herself. It now hits in front of Rosalina first and the animation is much faster, improving its safety. Because of this, it has significantly decreased ending lag (FAF 66 → 44) and the second hit of Luma's neutral aerial comes out twice as fast (frame 26 → 13). It auto-cancels drastically earlier (60 → 33), allowing it to autocancel in a short hop fast fall and when the hitboxes cease, and Luma can perform two neutral aerials in a short hop. It also deals more damage (5% → 10% (Rosa early), 7.5% → 8% (Rosa late), 4% (Luma front), 3% (Luma back) → 4.5% (Luma)). This makes it much faster, safer and versatile than the old neutral aerial.
    • Nerf Luma's neutral aerial has increased startup lag for the first hit and both neutral aerials have a shorter duration (frames 9-34 (clean), 35-46 (late) → 9-26/27-33 (Rosa), frames 3-6 (Luma hit 1), frames 26-29 (Luma hit 2) → 7-9/13-14)).
    • Change Both neutral aerials have different angles (361° → 60°/72° (Rosalina)/ 74° (Luma)).
  • Forward aerial:
    • Buff Rosalina's forward aerial has less startup (frame 11 → 10) and much less ending lag (frame 76 → 55).
    • Buff It autocancels much earlier (67 → 50), allowing it to do so in a short hop.
    • Nerf Luma's forward aerial has a shorter duration (frames 11-14 → 11-13) and has more ending lag (frame 58 → 60).
  • Back aerial:
    • Nerf It autocancels later (46→ 50), although it can still autocancel in a short hop.
  • Up aerial:
    • Change Luma has a new up aerial: an uppercut, instead of an upwards kick.
    • Buff Rosalina's late up aerial has drastically higher knockback scaling (30 → 98). It also autocancels slightly earlier (45 → 42).
    • Nerf Luma's up aerial has more startup lag and both up aerials have a shorter duration (frames 8-29 → 8-19 (Rosa), frames 3-10 → 6-11 (Luma)). Up aerial's ending lag has also increased (FAF 42 → 50), significantly worsening its juggling potential.
  • Down aerial:
    • Nerf Luma's down aerial has increased startup lag (frame 8 → 15) and ending lag (FAF 42 → 50).
    • Nerf It autocancels one frame later, matching its new interruptibility (49 → 50).

Special moves

  • Luma Shot:
    • Buff Luma Shot has less ending lag when sending out (FAF 44 → 35) and calling back Luma (FAF 38 → 22)
    • Nerf Luma Shot travels less distance, and Luma halts all momentum at the end of the move.
    • Nerf Luma Shot can no longer be held indefinitely.
  • Star Bits:
    • Buff The first two Star Bits have less startup lag (13/17 → 10/16).
    • Buff Star Bits have greatly increased range.
    • Buff Star Bits deal more damage (2.8% → 3%).
    • Nerf The last Star Bit has more startup lag (21 → 22).
    • Change Star Bits are now projectiles, rather than moving hitboxes connected to Luma. As such, once a Star Bit is fired, its movement is independent of Luma.
      • Nerf As with most projectiles, Star Bits can now be Reflected, Absorbed, and Pocketed.
      • Nerf The Star Bits are now affected by the reduced shieldstun for projectiles, and like most projectiles have reduced shield damage (0 → -1.5).
      • Buff However, this also means Luma does not sustain hitlag when the star bits connect, improving their safety on hit, especially when combined with the universal increase to hitlag.
  • Launch Star:
    • Buff Rosalina's head does not poke out during her 2-frame animation, making it safer when snapping the ledge.
  • Gravitational Pull:
    • Buff Gravitational Pull equips items instead of only pulling them in.
    • Buff Gravitational Pull has less ending lag (FAF 45 → 40).
    • Nerf Gravitational Pull has slower startup and fewer active frames (frame 2–60 → 5–39), no longer pulling objects after the animation has ended.
    • Nerf Gravitational Pull range has been reduced.
  • Final Smash:
    • Change Rosalina's Final Smash uses a Grand Star during her Final Smash, and the name was changed to accommodate for that, going from Power Star to Grand Star. The change however, is only aesthetic, and the move overall functions the same as it did in SSB4.
    • Change During Grand Star, an outer space backdrop temporarily appears.
    • Buff Grand Star pulls opponents in towards the multi-hitting star, making it more effective as a damage dealing attack. The Grand Star itself also covers more area, and grows significantly faster.
    • Nerf The smaller stars that fly off of the grand star travel a shorter distance before disappearing, and deal less damage (3% → 1%). They also no longer spawn from inside the power star, and thus cannot deal additional damage to opponents caught in the star. This drastically reduces the move's maximum damage potential.
    • Nerf The explosion at the end of the move deals less damage (12% → 11%), and has altered knockback (50 (base)/118 (scaling) → 80/105), dealing less knockback overall. Combined with the above change, this removes the ability for the move to KO opponents starting at 0% damage.

|Little Mac====Aesthetics===

  • Change As with all veterans returning from SSB4, Little Mac's model features a more subdued color scheme. His clothing now features simple detailing and his muscles are slightly more pronounced.
  • Change Little Mac no longer has sixteen alternate costumes, only eight. Of the cut costumes, his blue and orange outfits have been removed, while Wire-Frame Mac has notably been reduced to just two outfits: his standard and sweatshirt outfits.
  • Change Little Mac's alternate costumes no longer change his skin tone.
  • Change For certain attacks, the visual trail textures will match the color of Little Mac's boxing gloves.
  • Change Side taunt has been altered to have a significantly more noticeable glove-tightening and arm-swinging animation.
  • Change Air dodge has an altered animation.
  • Change Once KO Uppercut is used or lost, the Power Meter now shows the meter physically draining to zero, rather than cutting immediately to the lowest level.
  • Change Little Mac now winces and frowns while clapping during the results screen.
  • Change Doc Louis' quotes have been shortened in Little Mac's victory poses.
  • Change Doc Louis no longer appears in Little Mac's victory pose during Team Battles.
  • Change Little Mac is much more expressive. He now scowls in many more animations, smiles in his down taunt, appears shocked when he gets hit, and pained when he is laying on the ground or tumbling.

Attributes

  • Buff Like all characters, Little Mac's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Little Mac benefits from the re-addition of directional air dodges, which grant him a new option to mix up his landings and giving him a new recovery option.
    • Nerf Air dodges have higher ending lag and can only be performed once before landing or getting hit, leaving Little Mac more susceptible to edgeguarding if he does not grab the ledge.
  • Buff Little Mac benefits significantly from the ability to dash cancel almost any grounded attack, increasing the versatility of his ground game.
    • Nerf In turn, Little Mac suffers from the removal of perfect pivoting due to his previous heavy reliance on the technique in Smash 4.
  • Buff As characters no longer dash through each other, many of Little Mac's moves now connect consistently better, most notably with forward smash, Straight Lunge, and KO Uppercut.
    • Nerf This change hinders his mixup options, as he can no longer run through opponents for a positional advantage.
  • Buff Little Mac dashes much faster (2.24 → 2.464).
  • Buff Little Mac walks slightly faster (1.32 → 1.386).
  • Buff Little Mac's air speed is much faster (1 → 1.208), going from tied for 31st fastest in Smash 4 to tied for 12th in Ultimate. Among other things, this improves his recovery.
  • Buff Little Mac's max additional air acceleration is slightly higher (0.028 → 0.03).
  • Buff Little Mac jumps higher, now being able to reach the lower platforms of Battlefield with one full hop, and the top platform with both jumps. This improves his offstage survivability and prevents him from being camped as easily.
  • Change Little Mac's falling speed (1.8 → 1.95) and fast falling speed (2.88 → 3.12) are much faster, now tied with King Dedede for the 2nd highest falling speed. This makes it easier for him to land safely, but makes him easier to combo.
  • Change Little Mac's gravity is higher ( 0.08 → 0.09), now being around average instead of slightly below average. Combined with his faster falling speed, this allows him to land more safely, but slightly hinders his horizontal recovery and makes him easier to combo.
  • Change As a result, he spends less time in the air after jumping (SH air time: 35→ 33) (FH air time: 51 → 44).
  • Buff Little Mac is heavier (82 → 87), now being slightly heavier than Sonic. This improves his survivability.
    • Nerf However, this makes him easier to combo when combined with his faster falling speed and higher gravity.
  • Nerf Little Mac's spot dodge has more startup with a shorter duration (2-16 → 3-14), reducing its intangibility period by three frames.
  • Buff However, it has slightly decreased ending lag (FAF 25 → 24), allowing Mac to act faster out of it.
  • Change Back roll has more intangibility (4-12 → 4-14), but increased ending lag (FAF 27 → 33).
  • Buff Little Mac's air dodge has one more frame of intangibility (2-25 → 2-26).
  • Nerf Little Mac's air dodge has much more ending lag ( FAF 31 → 50), going from the second fastest in Smash 4 to being merely average in Ultimate. It can also be used only once before landing.

Ground attacks

  • Buff The increase to shieldstun for grounded attacks benefit Little Mac more than everyone else, making his grounded attacks safer on shield.
  • Buff Like most neutral attacks in the game, the first two hits of Mac's jab can jab lock due to their altered angles (85°/80° → 361°/180°), though it can be difficult to land on smaller characters.
    • Buff Due to the universal improvements to neutral infinites, Little Mac's neutral infinite connects significantly better, as it could be escaped from relatively easily in SSB4.
    • Buff Neutral attack's first and second hits have less ending lag (FAF 22 → 17), improving their jab canceling potential.
    • Buff Neutral attack's third hit has slightly less ending lag (FAF 32 → 30).
    • Nerf All hits of neutral attack except for the infinite's finisher deal less damage (2% → 1.5% (hits 1-2), 7% → 5% (hit 3), 0.7% → 0.5% (infinite)).
    • Nerf Neutral attack no longer has anti-rebounding priority.
    • Nerf Neutral attack can no longer be edge canceled into KO Uppercut, as the universal change to neutral infinites prevents Mac from being pushed off edges while hitting opponents.
    • Change Holding down the standard attack button causes Little Mac to do his neutral attack, while mashing it causes him to perform his neutral infinite. Previously, the infinite would be initiated by holding down standard attack.
  • Dash attack:
    • Buff The changes to jostle mechanics prevents dash attack from whiffing close opponents.
    • Buff Dash attack has a slightly altered animation that allows it to hit opponents at the ledge.
  • Up tilt:
    • Nerf The removal of perfect pivoting significantly harms up tilt's overall versatility.
    • Nerf Up tilt deals less damage (9% → 6.5%).
    • Nerf Up tilt's base knockback was reduced, while its knockback scaling was increased (50 (base), 80 (scaling) → 25/120). This increases its knockback overall, but makes up tilt unsafe on hit at very low percents (as opponents can air dodge or attack out of it) while still not being strong enough to be a viable KO move.
      • Buff The reduced damage output and altered knockback improves its combo potential at low and mid percentages.
    • Nerf Up tilt is less effective for out-prioritizing attacks with its anti-rebounding priority, due to the move's lowered damage.
  • Forward tilt:
    • Buff Forward tilt's second hit connects more consistently.
  • Down tilt:
    • Buff Down tilt's has a slighly altered animation where Little Mac stretches his arm more horizontally instead of torwards the ground. As a result, its outermost hitbox has been moved further outwards (X offset: 3 → 4.4), noticeably improving the move's range and giving it a disjoint.
    • Nerf Down tilt has more ending lag (FAF 22 → 26), reducing its combo ability and followups with a majority of its followups only usable at low percents, while limiting its few consistent followups at higher percents (Jolt Haymaker and Rising Uppercut).
  • Change All smash attacks cause the screen to shake.
  • Change While using any smash attack, Little Mac voices out with his weak knockback voice clip if he takes damage during the move. This allows for a minor mindgame when Mac is hit during his super armor state, but is otherwise a small detail.
  • Change All smash attacks trigger Special Zoom if Little Mac is hit during their startup and lands the move on an opponent.
  • Forward smash:
    • Change All angles of forward smash now use a single "wind" sound effect instead of three separate sound effects.
    • Buff The changes to jostling make the unangled and upward angled versions' sweetspots easier to land, especially against grounded opponents. The windboxes have been removed as well.
    • Change Downward angled forward smash deals more base knockback (50 → 65). While this improves its ability to send enemies away or offstage, this significantly reduces its ability to set up tech chases.
  • Up smash:
    • Change Up smash's first frame produces a spark akin to a glancing blow, which visualizes its stronger flame sweetspot.
    • Buff Up smash has more super armor (frames 8-11 → frames 8-13), now matching the duration of the hitboxes.
    • Nerf It has a shorter duration (10-14 → 10-13).

Aerial attacks

  • Buff All aerials have noticeably less landing lag (Neutral: 16 → 10 frames, Forward: 22 → 13, Back: 26 → 16, Up: 22 → 13, Down: 30 → 16).
  • Nerf Due to Little Mac's faster falling speed and higher gravity, forward aerial and back aerial no longer auto-cancel in a short hop.
  • Buff Neutral aerial auto-cancels earlier (frame 25 → 16), allowing Little Mac to use it twice in a short hop without landing lag.
  • Buff If Little Mac uses forward aerial or a double jump after Jolt Haymaker, it will give him more momentum.
  • Buff The changes to shieldstun for aerial attacks greatly benefits Little Mac, making him less vulnerable to aerial approaches.

Throws and other attacks

  • Buff Standing grab's grabbox has been moved forward and is larger (Z offset: 4-8.1 → 7-10), significantly improving its range, no longer being the third shortest grab in the game. This also removes the blindspot in Little Mac's arm and hand.
  • Buff Dash grab's grabbox has been moved forward (Z offset: 0-5.7 → 4-9.7), considerably improving its range.
  • Buff Pivot grab's grabbox extends further (Z offset: 4-12.1 → 4-13.6), improving its range.
  • Nerf Dash grab and pivot grab have increased startup (Dash grab: frame 10 → 13, Pivot grab: frame 11 → 14).
  • Nerf All grabs have more ending lag (Standing: FAF 33 → 39, Dash: FAF 41 → 47, Pivot: FAF 34 → 42).
  • Change Pummel is much faster, but deals less damage (2.1% → 1%), going from an average pummel in speed and damage to being weak but among the fastest in the game.
  • Change Little Mac's throws are no longer weight dependent. This worsens their combo potential against lightweights, but improves it against heavier characters.
  • Down throw:
  • Change Down throw deals less damage on the throw hitbox (5% → 3% (throw)), (9% → 7% (total)) and has less base knockback, but higher knockback scaling (78 (base), 40 (scaling) → 50/88).
    • Buff The lower base knockback allows Mac to combo into other moves besides Rising Uppercut at low percents, as it no longer puts into tumble at low percents.
    • Nerf The higher knockback scaling combined with Ultimate's knockback and hitstun changes makes down throw combo less reliably at higher percents despite the throw hitbox's lower damage, as its knockback was increased overall.
  • Change Little Mac has altered swing animations for battering items like the Beam Sword, no longer performing a stab forward when using a forward smash. This applies to all except his dash attack. Like in Smash 4, he shares this change with Captain Falcon.

Special moves

  • Straight Lunge:
    • Buff Straight Lunge can be canceled by shielding.
    • Buff Like with most non-storable charge moves, Straight Lunge can be unleashed in the opposite direction upon releasing the move.
    • Buff Fully-charged Straight Lunge no longer has a blindspot, as characters can no longer pass through each other.
    • Buff Straight Lunge gains power and damage as it is charged; previously, it had fixed damage values for an uncharged and fully-charged attack.
    • Buff Uncharged Straight Lunge has less ending lag (FAF 49 → 44).
      • Nerf Uncharged grounded Straight Lunge deals less damage (14% → 12%) and has lower knockback scaling (90 → 65) significantly hindering its KO potential. The aerial version also has lower knockback scaling (95 → 80).
      • Buff Late uncharged aerial Straight Lunge deals more damage (7% → 8%).
      • Buff Fully-charged Straight Lunge deals much more damage (25% → 30% (grounded), 15% → 20% (aerial)) without full compensation on its knockback (55 (base), 86 (scaling) → 50/77 (grounded), 25/100 → 25/95 (aerial)), and deals consistent damage throughout the move instead of having a weaker late hit.
    • Nerf Because all edge attacks now do at least 9% damage, Straight Lunge can no longer tank through them as its heavy armor caps at 8%, removing a key ledge trapping option for Mac.
  • KO Uppercut:
    • Change KO Uppercut has a new animation. Little Mac performs a jumping uppercut while facing the screen, making it appear more identical to the Star Punch from Punch-Out!! on the NES.
    • Change The new animation is treated as an actual jump, meaning it is possible to use the grounded variant and end up offstage, especially if the punch is used out of a dash.
    • Change KO Uppercut now uses Special Zoom. As a result, the move will no longer zoom in the camera outside of a 1v1.
    • Buff KO Uppercut's new animation gives the move more vertical range, allowing it to hit opponents on the lower platforms of Battlefield. It also grants recovery distance if used in midair.
    • Buff KO Uppercut is performed faster in general, making it harder to punish.
    • Buff KO Uppercut no longer has a windbox, making the hitbox connect more consistently.
    • Buff KO Uppercut has less ending lag (FAF 93 → 77).
    • Nerf KO Uppercut has less horizontal reach.
    • Buff Aerial KO Uppercut deals much more knockback (40 (base), 80 (scaling) → 50/95), greatly improving its KO potential.
    • Nerf Aerial KO Uppercut is no longer unblockable. [2]
    • Nerf The change to the move's animation causes a ledge-cancelled KO Uppercut (the "Gazelle Punch") to land as an aerial attack, removing its KO potential at the ledge.
  • Jolt Haymaker:
    • Change Grounded Jolt Haymaker makes Little Mac spend less time in the air. He also lands with significantly more traction.
    • Buff Jolt Haymaker has 1 less frame of startup (frame 9 → 8).
    • Buff Grounded Jolt Haymaker has reduced ending lag.
    • Buff Jolt Haymaker deals more base knockback (33 → 75), sending opponents into tumble at 0%.
    • Nerf Jolt Haymaker has less knockback scaling (98 → 63), killing slightly later as its base knockback was not fully compensated.
    • Buff Jolt Haymaker no longer renders Little Mac helpless and keeps more forward momentum, thus granting more distance. This significantly improves his recovery and turns what was previously a common suicidal mistake into a potent edge guarding tool.
    • Nerf Grounded Jolt Haymaker travels a shorter distance.
    • Nerf Grounded Jolt Haymaker gains less height off the ground, making it harder to dodge projectiles with the initial leap.
    • Nerf All versions of Jolt Haymaker can only be used once until Mac touches the ground again, even if he is hit out of it. This makes it less safe to use, especially if at the risk of being sent offstage.
    • Buff Grounded Jolt Haymaker will stop Little Mac from going over the ledge in the last few frames, preventing him from just barely overshooting the ledge and having to get back to the stage.
  • Rising Uppercut:
    • Bug fix Little Mac no longer suffers from RCO lag if he is hit out of Rising Uppercut.
    • Buff Rising Uppercut travels a higher distance when performed on the ground.
    • Buff Aerial Rising Uppercut snaps to the ledge earlier on during the move, instead of only during startup and after the final hitbox appears.
    • Buff Aerial Rising Uppercut travels slightly higher.
    • Buff Aerial Rising Uppercut keeps a small amount of forward momentum, slightly improving its horizontal distance.
    • Change Rising Uppercut's first hit has a trail to highlight its hitbox.
  • Slip Counter:
    • Buff Slip Counter has less ending lag (FAF 61 → 57) if missed.
    • Change Slip Counter grants less momentum after an aerial counter. This lowers its recovery potential, but makes it less likely that Mac gets accidentally sent offstage by a counter.
    • Change Slip Counter produces an aesthetic spark upon retaliating.
    • Change When Slip Counter connects, the opponent's knockback is initially slowed before going to normal speed.
  • Final Smash:
    • Change Little Mac has a new Final Smash called Giga Mac Rush. Rather than using Giga Mac as a controllable transformation, Little Mac transforms into his Giga Mac form and rushes forward, and if he comes into contact with an opponent, he unleashes a rush of punches before launching them.

|Greninja====Aesthetics===

  • Change Greninja's model features a slightly more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games. Its body and tongue appear to have a glossy, wet sheen. The textures on Greninja's tongue have also been adjusted.
  • Change Every move that once used water katanas now uses water kunai, similar to when Ash's Greninja uses Cut in the Pokémon anime.
  • Change Greninja's tongue has less physics-based movement than the previous game.
  • Change Greninja has altered animations for its sidestep, roll, and airdodge animations; it now disappears in a small whirlwind with leaves scattering, similarly to when Substitute is successful.
  • Change Greninja's victory pose where it flips in the air and lands with its arms crossed has been altered: the camera doesn't move as much, causing Greninja's body to face away from the camera.

Attributes

  • Buff Like all characters, Greninja's jumpsquat animation takes three frames to complete (down from 4).
  • Buff Greninja dashes faster (2.08 → 2.288).
  • Buff Greninja walks faster (1.43 → 1.502).
  • Buff Greninja has increased air speed (1.18 → 1.239).
  • Nerf Greninja is lighter (94 → 88). This worsens its survivability.
  • Nerf The ability to tech footstools hinders Greninja's combo options.
  • Nerf Greninja's down taunt, unlike other taunts, is not interruptible (unless it's used during Shadow Sneak). This makes Greninja more vulnerable while using it. However, due to how incredibly situational down taunt is, this is negligible in normal play.

Ground attacks

  • Neutral attack:
    • Buff The first two hits have lower knockback (hit 1: 30 base/30 scaling → 20 / 25/25/15/15; hit 2: 30 base/50 scaling → 20/ 25/25/20), and they now keep opponents on the ground (hit 1: 70°/60°/80° → 361°/361°/180°/361°; hit 2: 70°/60°/90° → 361°). This allows them to connect better and jab lock.
    • Change The third hit now uses stationary hitboxes rather than hitboxes connected to Greninja's arms.
    • Nerf The first three hits have smaller hitboxes overall (hit 1: 3u/2.5u/3.5u → 2.0u/2.0u/2.2u/2.2u; hit 2: 3u/2.5u/4u → 2.5u/2.8u/3.0u; hit 3: 5u/3u/3u → 3u/3.4u/4u). This reduces their vertical range.
    • Buff The second hit deals more damage (1.6% → 2%).
    • Nerf The third hit deals less damage (3.5% → 3%), and thus less knockback.
    • Buff Neutral attack's infinite hits at a considerably faster rate and now keeps opponents on the ground during the attack. It also has reduced knockback scaling (40 → 10), as well as lower hitlag (1.0x → 0.5x) and SDI (1.0x → 0.4) multipliers. These changes allow it to connect better.
    • Change The infinite is now comprised of one extended hitbox rather than two normal ones (size: 5.2u/6.2u → 5.5; Y/Z-offset: 7/7 → 7.5/7.5; Z-stretch: 13 → 14).
    • Change The infinite's finisher now has three hitboxes instead of two, with different sizes (5.6u/6.6 → 4.2u/4.2u/4.8u) and positions (ID 0: 7 Y-offset/8 Z-offset → 7.5/9; ID 1: 7 Y-offset/16 Z-offset → 7.3/13 → ID 2: 7.5 Y-offset/16.5 Z-offset. This increases its horizontal range, but lowers its vertical range.
    • Change The infinite has reduced hitlag (3.0x → 2.0x).
  • Forward tilt
    • Buff It deals more damage when angled (7.3% → 8.3%).
    • Change It has significantly altered knockback (angled up: 20/30/40 base / 110/90/70 scaling → 50 / 100/79/58; non-angled/angled down: 20/30/40 base / 110/90/70 scaling → 50 / 98/77/56). This improves its KO power if sweetspotted (especially when angled up), but hinders its KO power otherwise.
  • Down tilt:
    • Change Greninja has a new down tilt: a downward hand sweep instead of a shin kick.
    • Nerf It deals less damage (7% → 4%).
    • Buff It has altered knockback (60 base/40 scaling → 30/110). This slightly narrows its combo range at low percentages, but increases it from mid to higher ones, to the point it now allows for KO confirms at high percentages.
    • Buff The move launches opponents at a more upward angle (70° → 79°/77°/75°), further improving its combo potential at high percentages.
    • Buff It has less ending lag (FAF 27 → 23).
  • Dash attack:
    • Change The move has an altered animation with Greninja stopping halfway through the spin.
    • Buff It deals more damage (7% → 8%).
    • Buff It has reduced base knockback (100 → 90).
    • Buff It has less ending lag (FAF 31 → 29).
    • Buff It sends at a higher angle (60° → 70°). Combined with its lower ending lag and base knockback, this improves its followup and combo ability.
  • Forward smash:
    • Buff It deals more knockback (30 base/101 scaling → 35/104).
  • Up smash
    • Buff The first hit has a new hitbox that only hits grounded opponents with significantly reduced knockback (30 base/120 scaling → 20/10) and SDI multiplier (1.0x → 0.5x), whereas the previous hitbox can now only hit aerial opponents and has reduced knockback scaling (120 → 90). This makes the first hit connect more consistently into the second hit.
  • Down smash:
    • Buff The move has much less startup lag (15 → 10), and thus a shorter duration (FAF 55 → 50).
    • Buff Both hits' arm hitboxes are now extended (Z-stretch: 0 → 7). This removes their blindspots.

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 15 → 11 (forward), 13 → 10 (back), 15 → 14 (up), 32 → 30 (down)).
  • Neutral aerial:
    • Buff The move has considerably less ending lag (FAF 65 → 53).
  • Forward aerial:
    • Buff It has much more knockback scaling (84 → 95), improving its KO power.
    • Buff The move has a new, smaller extended hitbox directly in front of Greninja (size: 3u; Y/Z-offset: 7.5/8; Y-stretch: 8.5). This removes its blindspot.
    • Nerf The move's two other hitboxes are smaller (5.4u/4.4u → 4.7u/3.7u), and one of them is offset further from Greninja (Y-offset: -7 → -8). This creates a new blindspot between them.
  • Back aerial
    • Buff The move has less ending lag (FAF 46 → 41).
    • Buff The first hit sends at different angles, one of them being a different autolink angle (365°/30°/30° → 367°/35°/35°). This allows it to connect better into the second hit.
    • Buff The third hit deals more damage (4% → 6%), though with its knockback scaling mostly compensated (120 → 95).
    • Buff It has bigger hitboxes (hits 1 and 2: 5u/4u/2u → 5.5u/4.3u/2.5u; hit 3: 5.8u/4.5u/2u → 5.8u/4.5u/2.5u).
  • Up aerial:
    • Buff The fifth hit now sends at an autolink angle (85° → 367°). This allows it to connect slightly better into the final hit.
    • Nerf The fifth hit no longer has both based and set knockback, instead only using base knockback (45 base/10 set → 55 base). This makes it connect marginally less consistently at very high percentages.
  • Down aerial:
    • Buff The move has less ending lag if it misses (FAF 57 → 52).
    • Buff Greninja no longer loses its double jump when it lands down aerial.
    • Nerf The move has more ending lag when it hits an opponent, hindering its combo potential and making it slightly less safe on shield.
    • Nerf Its hitboxes are smaller (clean: 6u → 4.3u; late: 7u → 5.2u) and higher up (Y-offset: -2 → 0.1).

Throws and other attacks

  • Grab:
    • Buff Standing and pivot grab have one frame faster startup (standing: frame 11 → 10; pivot: frame 15 → 14).
    • Nerf Dash grab has slower startup (frame 9 → 13).
    • Nerf Dash grab's grabbox doesn't extend out as far (Z-stretch: 20 → 17.5), reducing its range.
    • Buff Pivot grab's grabbox extends further (Z-stretch: -22 → -25.3), increasing its range. It is now the largest non-tether pivot grab in the game.
  • Pummel:
    • Nerf It deals less damage (2% → 1%).
    • Buff It has faster startup (frame 6 → 2), deals more hitlag (4 frames → 11) and has less ending lag, making it significantly faster than in Smash 4.
  • Forward throw:
    • Buff The move consists of two hits rather than one. Both deal more damage overall (5% throw → 3.5% hit 1/4.5% throw/8% total).
    • Buff The throw has less base knockback, but significantly more knockback scaling (70 base/45 scaling → 65/100), improving its KO power.
  • Back throw:
    • Change Greninja has a new back throw: it turns around and throws the opponent with both hands.
    • Buff It deals more damage (8% → 9%).
    • Buff Its animation is faster, making it harder to DI properly.
  • Buff Edge attack has increased damage (7% → 9%).
  • Down taunt
    • Nerf Down taunt has increased ending lag (FAF 80 → 110), further reducing its very limited utility.
    • Nerf Greninja now suffers hitlag when down taunt connects, however the opponent only suffers hitlag on the ground, as the air only hitboxes are flinchless, and thus cannot inflict hitlag. This effectively reduces the move's hit rate.

Special moves

  • Water Shuriken:
    • Buff Water Shuriken has slightly increased range.
    • Buff Opponents don't fall out of the fully charged shuriken as much as before.
    • Nerf Uncharged Water Shuriken has less knockback scaling (85 → 45).
    • Change Water Shuriken looks sharper.
  • Shadow Sneak:
    • Buff It can now be used multiple times in midair.
    • Buff Shadow Sneak's shadow travels faster.
    • Buff Both attack variants have less startup.
    • Buff Forward Shadow Sneak has a new animation: it is a forward kick instead of a handstand kick. It launches at a much lower angle (48° → 36°), improving its KO potential.
    • Change Greninja now cloaks itself in a whirlwind before disappearing.
    • Nerf The shadow is notably darker, and the shadow's eyes flash red just before release. This makes it easier to predict the attack.
  • Hydro Pump:
    • Change Hydro Pump now has an arrow pointing in the direction of travel, similar to Pikachu's Quick Attack and Pichu's Agility.
    • Buff Hydro Pump can now be ledge-cancelled.
    • Buff Greninja no longer loses its double jump if it is hit out of Hydro Pump.
    • Nerf The water shots have considerably reduced knockback (65 (base)/100(scaling) → 60/80), and smaller hitboxes (6u → 4.7u), greatly reducing the move's offensive utility.
  • Substitute:
    • Buff The counter window is longer (frames 8-29 → 8-34).
    • Nerf It has more ending lag if it misses (FAF: 65 → 70).
    • Buff Substitute slows down the opponent when the attack activates, allowing the attack to land more consistently.
    • Buff All of the attack's variants have one frame faster startup (frame 41 → 40).
    • Buff All of the attack's variants now grant Greninja intangibility during the attack (frames 1-37 → 1-56).
    • Nerf All of the attack's variants have slightly more ending lag (FAF: 85 → 87).
    • Nerf The side variant has much less knockback scaling (100 → 85).
    • Nerf The up and diagonal up variants deal less damage (up: 14% → 13%; diagonal up: 13% → 12) and have less knockback scaling (both: 100 → 95), noticeably hindering their KO power.
    • Nerf The down variant deals less damage (14% → 13%) and has less knockback (grounded: 100 scaling → 95; aerial: 50 base/100 scaling → 25/65). This hinders its KO power; particularly, the aerial version is no longer among the strongest meteor smashes in the game.
    • Nerf The diagonal down variant deals less damage (13% → 12%) without compensation on knockback, hindering its KO power.
    • Change Substitute has more vibrant particle effects.
  • Secret Ninja Attack:
    • Change Greninja now turns into Ash-Greninja during its Final Smash.
    • Change Greninja and its opponents are no longer silhouetted during the attack.
    • Nerf The final hit deals less knockback, reducing the move's KO potential.

|Mii Brawler====Aesthetics===

  • Change Mii Brawler's name on UIs is now said Mii Brawler across all English and Asian versions of the game, rather than Mii Fighter in the Japanese version.
  • Change Players can customize the Mii Brawler's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Brawlers have had their body proportions adjusted: they are now much more realistic, compared to the more cartoony proportions they had in Smash 4.
  • Change While still based off the "Guest C" Mii, the default Mii Brawler has an altered appearance. His hair is longer, and he now sports a stern expression instead of a neutral one as he did in Smash 4.
  • Change The default outfit for the Mii Brawler has significantly more detail, featuring a stylized character-colored shirt with extra padding on their forearms and shins.

Attributes

  • Buff Like all characters, the Mii Brawler's jumpsquat animation takes three frames to complete (down from 5).
  • Change As with the other Mii Fighter types, the Mii Brawler now has fixed attributes:
    • Buff Mii Brawler walks much faster (1.15 → 1.26).
    • Buff Mii Brawler dashes much faster (1.72 → 1.92).
      • Buff Mii Brawler's initial dash speed is faster (1.6 → 1.97).
    • Buff Mii Brawler's traction is significantly higher (0.045 → 0.12).
    • Nerf Mii Brawler has a slower air speed (1.2 → 1.15).
    • Change Mii Brawler falls much faster (1.7 → 1.92). This slightly improves their vertical mobility, but makes them more vulnerable to combos.
    • Change The Mii Brawler's gravity is much higher (0.1 → 0.192). This lets the Brawler reach their maximum falling speed faster, improving their mobility, but reduces their jump height and makes them much more susceptible to combos and meteor smashes.
    • Nerf The Mii Brawler now has a set weight of 94, down from 100 in Smash 4. This makes their weight on par with Ness, Lucas and Inkling, and makes them the lightest Mii Fighter. The Mii Brawler is now lighter than the lightest possible Mii in Smash 4, hindering their survivability, while still being more vulnerable to combos due to their faster falling speed and gravity.
  • Change Due to their higher falling speed and gravity, the Mii Brawler's short hop and full jump last for a shorter time (short hop: 36 frames → 28, full jump: 55 frames → 41).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with reduced intangibility (frames 4-16 → 5-16) and increased ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Nerf Spot dodge has more startup with reduced intangibility (frames 2-17 → 3-17).
  • Buff Air dodge has increased intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 45).

Ground attacks

  • Neutral attack:
    • Nerf Apart from the final hit, all of neutral attack's hits deal less damage (hit 1: 3% → 1.8%, hit 2: 2% → 1%, looping hits: 1% → 0.5%).
    • Nerf The first hit has two additional hitboxes, but reduced hitbox sizes (2.8u/4.0u → 1.6/1.6/1.8/1.8). This reduces the attack's vertical range.
    • Change The second hit has altered hitbox sizes (4.0u/2.8u/2.8u → 3.0/3.5/3.5).
    • Change The first two hits have increased hitlag (1.0x → 1.8x hit 1/1.2x hit 2).
    • Buff The infinite's hitbox is larger (3.5u → 4.0), increasing its vertical range. It also has reduced hitlag (1.0x → 0.6x) and a lower SDI multiplier (1.0x → 0.4x). These changes make it much harder to escape.
    • Change The infinite has modified stretch positionings (Z-axis: 15.5 → 8.0, Z-stretch: 9.0 → 15.5). Overall, the infinite's horizontal range is unchanged.
    • Change The finisher's hitbox is no longer an extended hitbox, but now has has three additional hitboxes. All of them have reduced sizes (4.5u → 3.5/3.5/3.5/3.5). This gives the move around the same range.
    • Buff All hits except for the finisher send at lower angles (hit 1: 45˚/80˚ → 361˚/361˚/180˚/361˚, hit 2: 94˚/45˚/45˚ → 361˚/180˚/180˚, infinite: 75˚ → 361˚). This allows the attack to connect significantly better, and allows the two first hits to lock.
    • Change All hits except for the finisher no longer have set knockback (hit 1: 10/15 set/100 scaling → 25/25/20/20 base/25/25/15/15 scaling, hit 2: 25/15/15 set/100 scaling → 25 base/25/20/20 scaling, infinite: 10 set/100 scaling → 7 base/20 scaling).
  • Forward tilt:
    • Buff All angles no longer have a sourspot on the Mii Brawler's leg that deals less damage.
    • Change All angles have altered knockback (12 base/100 scaling → 34/86). This makes the move safe on hit at low percentages, but slightly hinders its KO power at high ones.
  • Dash attack:
    • Buff Both the clean and late hits have a new hitbox on the Brawler's leg. This makes the attack more likely to connect.
    • Nerf The late hit's farthest hitbox has slightly reduced size (3.5u → 3.2), reducing the attack's range.
  • Forward smash:
    • Change Forward smash has a slightly different animation: it now leaves an electrical trail on the Mii Brawler's fist (though it does not deal electric damage). The Mii Brawler also no longer flexes their fist during the ending animation; instead, the Brawler pumps their arms downwards.
    • Buff The Mii Brawler now steps further forward when using their forward smash, giving it slightly more range.
    • Buff The move lasts for one more frame (frame 17 → 17-18).
    • Buff The move deals more knockback (30 base/100 scaling → 35/102), improving its already great KO power.
  • Up smash:
    • Buff The clean hit deals more knockback (32 base/93 scaling → 33/96).
  • Down smash:
    • Buff Both hits deal more knockback (front: 31 base/80 scaling → 41/85, back: 83 scaling → 88). This improves the move's KO power, especially the front hit.

Aerial attacks

  • Buff All aerials except down aerial have less landing lag (Neutral: 10 → 6, Forward/Back: 14 → 11, Up: 14 → 10).
  • Neutral aerial:
    • Buff The move has reduced ending lag (FAF: 56 → 46). It is no longer the sex kick with the most ending lag by a significant margin.
    • Nerf Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range. Also, due to Mii Brawler's higher fast speed and gravity, it can no longer autocancel in a short hop.
  • Forward aerial:
    • Change Forward aerial has a new animation: the Mii Brawler now does two alternating kicks inwards, instead of a spin kick.
    • Buff Both hits deal more damage (hit 1: 4% → 5%, hit 2: 5% → 6%).
    • Buff The second hit has faster startup (frame 18 → 15), allowing both hits to connect better while rising.
      • Nerf However, this means the first hit is now more difficult to use the first hit to initiate combos by landing.
    • Nerf The first hit no longer has set knockback (40/40 set/100 scaling → 39/47 base/10 scaling) or sends at the autolink angle (366˚ → 25˚), making it connect less reliably when falling or moving backwards.
    • Buff One of the hitboxes on both hits is larger (hit 1: 3.0u → 3.5, hit 2: 4.0u → 4.3).
      • Nerf However, both hits' hitboxes have modified positionings (hit 1: 4.2/0.0 X-axis → 4.2/-1.0, hit 2: 4.2/0.0 X-axis → 4.2/-1.3). This decreases the second hit's range very slightly.
    • Buff The move autocancels earlier (frame 43 → 30). However, the move is still unable to autocancel from a short hop due to the Brawler's faster falling speed and gravity.
  • Back aerial:
    • Buff The move deals more damage (10% → 12%) and has more knockback scaling (100 → 105), significantly improving its KO potential.
    • Nerf Mii Brawler's leg no longer extends at the start of the move. Due to the hitboxes being attached to the feet, this results in the clean hit having considerably less range.
  • Up aerial:
    • Buff The move deals more damage (8% → 9%). This makes it safer on hit, improving its combo ability.
  • Down aerial:
    • Buff The meteor hitbox has significantly more knockback scaling (80 → 95), although it is still weaker than the clean hit on grounded opponents.

Throws and other attacks

  • Change Pummel deals less damage (3.25% → 1.3%) but is much faster.
  • Forward throw
    • Buff It launches at a lower angle (45˚ → 42˚), improving its ability to set up edgeguards and slightly improving its KO potential.
  • Back throw
  • Buff The first hit deals more damage (2% → 4%).
  • Change The move has a more fluid animation.
  • Up throw
    • Buff It deals more damage (8% → 11%), although it is still incapable of KOing until Sudden Death percentages.
  • Down throw
    • Nerf The move has more knockback scaling (100 → 120), making followups more difficult at mid percents and completely removing them at high ones. The reduced knockback of Helicopter Kick and the removal of Piston Punch also remove the Brawler's infamous down throw KO setups, now making them damage racking combos instead.

Special moves

Neutral specials

  • Shot Put:
    • Buff The move has less ending lag after throwing the ball (FAF: 80 → 68).
    • Buff The iron ball's clean hit sends at a lower angle (67˚ → 47˚), improving its utility at keeping opponents away and its edgeguarding ability.
    • Buff The iron ball deals slightly more damage as it bounces (first bounce: 11% → 11.25%, second bounce: 8% → 8.4%).
    • Change The iron ball appears to be smaller. However, its hitbox remains the same.
  • Exploding Side Kick:
    • Change The move now causes Special Zoom when it lands.
    • Buff A reversed Exploding Side Kick deals more damage (27%/25% → 28%/26%).
    • Change The aerial Exploding Side Kick's sourspot deals very slightly less damage (19.55% → 19.549999%), though this is unnoticeable in gameplay.
    • Buff An aerial reversed Exploding Side Kick deals more damage (22.95%/21.25% → 23.799999%/22.1%).
    • Buff The move has increased knockback (grounded/aerial: 35 base/79 scaling → 40/80, reversed/aerial reversed: 35 base/79 scaling → 40/77). This makes the move safer on hit and slightly improves its KO power.
    • Buff Both reversed versions have faster startup (frame 58 → 52).
    • Buff Exploding Side Kick has significantly lower ending lag (grounded/aerial: FAF 90 → 80, reversed/aerial reversed: FAF 98 → 82), making it much safer on shield.
    • Buff The move can be reversed much later (up until frame 48, just before the kick comes out). Coupled with the new dodge mechanics, this makes the move better for punishing a dodge.

Side specials

  • Onslaught:
    • Change Onslaught has a different animation: the Mii Brawler now throws in a mixed barrage of punches and kicks, with the final hit being a backflip kick.
    • Buff Onslaught has a new mechanic: Onslaught deals increased knockback as the Mii Brawler's damage accumulates, similarly to and separate from the effects of rage, but this multiplier lowers to 1x when the move is successfully used. It takes time until Onslaught's knockback multiplier returns to its increased value; a purple sparkle briefly appears on the Mii Brawler's shoes this happens. Due to this, the move is now capable of KOing at around 100% if not fully stale, and much lower with rage due to both the move's multiplier and rage stacking together.
    • Buff Grounded Onslaught's second to last hit is now a meteor smash that drags opponents to the ground (75˚ → 270˚) and has higher knockback, with the opponent not being able to tech the hit, even at low percentages. This allows the entire move to connect consistently at higher percents.
      • Change However, the meteor smash will cause opponents to drop out of the move if they are near an edge, though this can be used to gimp opponents with weak vertical recoveries, and can set up for edgeguards.
    • Buff Both versions now hit seven times instead of five. Each hit now deals more and consistent damage (grounded: 1.2% loop hits/1.2% hit 4/4% final hit/8.8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total, aerial: 1% loop hits/1% hit 4/4% final hit/8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total).
    • Nerf Both versions' final hit deals reduced knockback (80 base/175 scaling → 58/170). This makes the normal (stale) version KO slightly later.
    • Nerf Aerial Onslaught's final hit sends at a lower angle (80˚ → 70˚), making it prone to LSI and reducing its KO power at lower percents.
  • Burning Dropkick:
    • Nerf Burning Dropkick can no longer be charged. The Mii Brawler now leaps forward and launches a fixed distance diagonally downwards after a brief pause. It has vastly reduced distance and can now miss entirely if started right next to an opponent, significantly reducing its recovery range, reliability, and utility for mindgames.
    • Buff Burning Dropkick deals more damage compared to the previous uncharged version (10% → 13%).
    • Buff Burning Dropkick's landing lag can be reduced by using it at the peak of a full hop.

Up specials

  • Soaring Axe Kick:
    • Buff Soaring Axe Kick's has faster startup (frame 16 → 10).
    • Buff Soaring Axe Kick's first hit is now highlighted by a large blue trail that significantly increases its range.
    • Buff Soaring Axe Kick's descending hit is much stronger , now being a capable KO option. It also has more base knockback, making sacrificial KOs more effective, though it still KOs the Brawler first at 0%.
    • Buff Soaring Axe Kick gains slightly more height and can now sweetspot the ledge halfway through the ascending hit; previously it could only do so right before the Brawler descended. This significantly improves its safety, as it was notoriously easy to intercept in Smash 4.
    • Buff The descending part of the move now has to be initiated manually, similar to Cloud's Climhazzard. This eliminates the descending portion when recovering, which previously caused self destructs.
  • Helicopter Kick:
    • Change The trajectory of Helicopter Kick's final hit can now be altered. Holding forward will make its knockback diagonal, while holding back will make its knockback more vertical.
    • Buff Helicopter Kick travels significantly higher when used on the ground.
    • Nerf Helicopter Kick has lower knockback, preventing it from KOing early. However, it can still KO at high percents.

Down specials

  • Head-On Assault:
    • Change Head-On Assault has an altered startup animation, with the Brawler doing a half-backflip instead of a headbutt while rising. It also has a different ending animation; the Brawler simply stands back up again.
    • Change The descending hit no longer buries opponents. Instead, it deals diagonal knockback that can KO at 112%. This removes bury followups, but significantly improves its utility as an attack.
    • Change Head-On Assault's headbutt is now a corkscrewing attack that deals multiple hits very quickly. Each hit deals 1%, and a ground-starting attack can hit at least 3 times.
    • Nerf The descending hits deal less overall damage if started on the ground (8% → 4%).
    • Buff Due to the multiple hits, Head-On Assault deals more damage if it lands on an aerial opponent, and it will always KO the opponent first if it the grounded version leads to a sacrificial KO. However, whoever is KO'd first is still inconsistent if the aerial version is used.
    • Buff Head-On Assault deals significantly more shield damage, especialy the landing hit. This allows it to break full shields if all hits land.
  • Feint Jump:
    • Change Feint Jump's kick now surrounds itself in a blue aura instead of purple.
    • Change The kick attack used during Feint Jump sends the Brawler flying at a more downward angle.
      • Nerf Because of this, its recovery potential has been worsened.
      • Change Mii Brawler can hit closer grounded opponents more easily but also can have a harder time hitting opponents from a far distance.
      • Nerf Feint Jump’s momentum is stopped completely when landing with the kick, removing its notorious ledge-cancel and resulting in high landing lag.
    • Buff The Kick can be initiated much earlier and later, now adding more mixups.
    • Buff When landing on an opponent during the descent of the flip, the Brawler will now automatically perform a meteor smashing kick that deals 7%.

Final Smash

  • Change Omega Blitz now has the Brawler stay in one place while throwing a barrage of punches and kicks after dragging the opponent upward, the initial attack is now an upwards-arcing heel kick, and the Final Smash finishes with a downward punch rather than a chop.
  • Buff Because of the change of the initial attack, the activation hitbox has extended range.
  • Buff Omega Blitz deals more total damage (42% → 47%).
  • Nerf The final hit deals considerably less knockback (85 base/162 → 63/132), making it noticeably weaker overall despite a marginally improved angle (272˚ → 270˚).

New special moves

The Mii Brawler has received four new special moves, each replacing one former special move from each category.

  • Flashing Mach Punch:
    • This neutral special move replaces Ultimate Uppercut. It is a multi-hitting series of five fast punches from a single hand, that extends to a total of 22 consecutive punches if any initial hits connect. The final hit deals good vertical knockback and can KO at around 115%.
      • Change Compared to Ultimate Uppercut, Flashing Mach Punch deals consistent damage (8-22% → 17.9%).
      • Buff Flashing Mach Punch does not leave the Mii Brawler helpless, and the first midair use causes them to stall.
      • Buff Flashing Mach Punch has KO potential anytime it lands and has the same power on the ground and in the air, whereas Ultimate Uppercut needs to be fully charged and grounded to have KO potential.
      • Buff Flashing Mach Punch offers invincibility for the duration of the move if it connects with an opponent, making it harder to interrupt than Ultimate Uppercut.
      • Nerf Unlike Ultimate Uppercut, Flashing Mach Punch does not offer armor for a few frames before an uncharged punch, or super armor during a fully-charged punch.
      • Nerf Flashing Mach Punch has punishable ending lag. It also cannot start the looping portion if it hits a shield.
  • Suplex:
    • This side special command grab replaces Headache Maker. The Mii Brawler will dash forward a short distance: if it connects, the Brawler will lift the opponent into the air and do a backwards suplex, slamming the opponent headfirst into the ground.
      • Buff Suplex goes through shields since it is a grab.
      • Buff Suplex deals high damage for a command grab, and does more total damage than the strongest hit of Headache Maker (13% → 18%).
      • Buff Suplex covers slightly more horizontal distance than Headache Maker, though it still travels less than Onslaught.
      • Nerf Suplex has very low knockback scaling, making it ineffective for KOing.
      • Nerf Suplex causes helplessness if used in the air, and causes the Brawler to be KO'ed first if used as a Sacrificial KO.
  • Thrust Uppercut:
    • This up special move replaces Piston Punch. Unlike the other new moves, it is similar in function to the attack it replaced. It consists of a multi-hitting uppercut, dealing five hits in total. The Mii Brawler switches their hands for the final hit.
      • Buff Thrust Uppercut travels upward with a slight diagonal trajectory, making it better for recovering than Piston Punch. It can also be angled to travel further horizontally. Coupled with its fast startup, it can easily act as a combo finisher out of an aerial.
      • Buff Thrust Uppercut deals more damage than Piston Punch (10% → 13%).
      • Nerf Thrust Uppercut is much worse for KOing, only doing so at ground level after 180%.
  • Counter Throw:
    • This down special counterattack replaces Foot Flurry. After being hit, the Mii Brawler will grab the opponent before throwing the victim on the ground behind them.
      • Change Counter Throw removes a niche approach and aerial stalling option, but grants the Brawler a counterattack.
      • Change Unlike other counterattacks, Counter Throw has a very short duration, but very low ending lag, allowing it to be used more flexibly.
      • Buff Counter Throw has the second highest damage multiplier of any counterattack by default (1.5×), tied with King K. Rool's Gut Check and surpassed by Joker's Tetrakarn.
      • Nerf Counter Throw completely fails against projectiles and attacks that hit the Brawler's legs, while any sufficiently disjointed move will cause the retaliating grab to miss.

|Mii Swordfighter====Aesthetics===

  • Change Mii Swordfighter's name on UIs is now said Mii Swordfighter across all English and Asian versions of the game, rather than Mii Swordsman in the Japanese version or Mii Sword Fighter in PAL versions.
  • Change Players can customize the Mii Swordfighter's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Swordfighters have had their body proportions adjusted.
  • Change While still based off the "Guest B" Mii, the default Mii Swordfighter has an altered appearance, including shorter hair and thinner eyebrows.
  • Change The default outfit for the Mii Swordfighter has significantly more detail, with the Swordfighter now wearing a character-colored tunic, with additional armor pieces and a sheath.

Attributes

  • Buff Like all characters, the Mii Swordfighter's jumpsquat animation takes three frames to complete (down from 7).
  • Change As with all Mii Fighters, the Mii Swordfighter now has fixed attributes:
    • Change The Mii Swordfighter now has a set weight of 100, on par with that of Cloud. This is identical to that of a default sized Mii Fighter in Smash 4.
    • Nerf The Mii Swordfighter walks slower (1.188 → 1.07). This affects their mobility significantly compared to the cast, as they are now the 50th fastest walker (compared to 19-20th fastest in Smash 4).
    • Buff Mii Swordfighter dashes faster (1.5 → 1.58).
      • Buff Mii Swordfighter's initial dash speed is faster (1.3 → 1.74).
    • Buff Mii Swordfighter has slightly higher air acceleration (0.04 → 0.05).
    • Buff Mii Swordfighter has a significantly higher air speed (0.96 → 1.17), giving them the 18th highest air speed in the game (compared to 53-59th in Smash 4).
    • Change Mii Swordfighter has a slightly slower falling speed (1.6 → 1.55).

Ground attacks

  • Neutral attack:
    • Buff Like almost all characters, the first two hits of neutral attack can now lock.
    • Buff Third hit of neutral attack launches at a lower angle, improving its KO potential near an edge.
    • Buff Third hit of neutral attack has increased knockback scaling (50 → 70).
    • Nerf First hit of neutral attack does less damage (4% → 3%).
  • Forward tilt:
    • Buff Forward tilt has slightly less startup lag (frame 11 → 10).
    • Nerf It has a shorter hitbox duration (frames 11-13 → 10-11), and its total duration was unchanged, slightly increasing its ending lag.
    • Nerf It has smaller hitboxes (3.5u → 2.7u).
    • Nerf It has gained a shieldstun multiplier of 0.7×, reducing its safety on shield despite shieldstun being increased for other tilt attacks.
  • Down tilt:
    • Nerf Down tilt has smaller hitboxes, with its extended hitbox being removed (2.7u/2.7u/2.2u → 2.4u/2.4u).
  • Dash attack:
    • Change Dash attack is now an outward swipe instead of an outward stab, similar to Toon Link's.
    • Buff Dash attack has 1 less frame of startup (frame 9 → 8).
    • Buff Dash attack now consists of a single hitbox, thus losing its weaker late hitbox that dealt 6%.
    • Buff Dash attack has increased base knockback (80 → 87), improving its KO potential.
    • Nerf Dash attack has a much shorter duration (9-18 → 9-10).
    • Change Its new animation increase its vertical range, but reduces its horizontal range.
  • Forward smash:
    • Buff Forward smash has slightly less startup lag (frame 16 → 15).
      • Nerf Its duration was unchanged, slightly increasing its ending lag.
    • Nerf The weak hit takes priority over the mid hit.
    • Change All hitboxes have redistributed sizes, with one of the weak hitboxes having been removed (4u/3u/4u/2.4u → 2.8u/2.8u/2.8u).
      • Buff The strong hit is larger and is easier to land when compounded with the removal of one of the weak hitboxes.
      • Nerf It has smaller hitboxes all around.
    • Buff All hits have increased base knockback (30 → 39), improving its KO potential all around.
  • Up smash:
    • Change Up smash now consists of two slashes instead of three.
    • Change Up smash's previous second hit has now been moved behind the Mii Swordfighter.
    • Buff Up smash's altered hitbox placement now allows it to hit opponents touching the Mii Swordfighter's back, although this will only deal two hits.
    • Buff Up smash's final hit has increased base knockback (40 → 50), improving its KO potential.
    • Nerf Its second and third hits have shorter durations (frames 14-16/20-22 → 14-15/21-22).
  • Down smash:
    • Buff Both hits deal much more base knockback, but noticeably reduced knockback scaling (26 (base)/80 (scaling) → 78/50 (front hit), 25 (base)/80 (scaling) → 50/71 (back hit)), slightly improving its KO potential overall.
    • Nerf Both hits have one small hitbox instead of three larger ones (4u/4u/2.8u → 3u (front hit), 4u/4u/2.8u → 2.5u (back hit).

Aerial attacks

  • Buff All aerials have significantly reduced landing lag (15 frames → 9 (neutral, back), 17 → 12 (forward), 16 → 10 (up), 30 → 18 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has slightly less startup lag (frame 11 → 10).
      • Nerf Its duration was unchanged, slightly increasing its ending lag.
    • Buff Neutral aerial has increased base knockback (48 → 60).
  • Forward aerial:
    • Buff Its hitboxes are larger (4.2u/3.8u/3.5u (hits 1-2) → 4.5u/4.5u/4.5u, 5u/4.5u/3.5u (hit 3) → 4.5u/4.5u/4.5u).
    • Buff It has longer durations on each hit (frames 11/16/21 → 11-12/16-17/21-22).
    • Buff It auto-cancels earlier (frame 51 → 48).
  • Back aerial:
    • Change Back aerial has an altered animation; the Swordfighter leans forward slightly.
    • Nerf It has more startup lag (frame 8 → 10).
      • Buff Its duration was unchanged, giving it less ending lag overall.
    • Nerf It has significantly smaller hitboxes, with two of the four having been removed altogether (4u/4u/3u/4.3u → 2.5u/2.1u (frame 10), 4u/4u/3u/4.3u → 2.5u/2.5u (frame 11).
  • Up aerial:
    • Buff The decreased landing lag of up aerial now gives the late hit combo potential.
  • Down aerial:
    • Change Down aerial has an altered animation, with the Swordfighter now stabbing downwards and twirling with their sword instead of turning upside down completely.
    • Buff Down aerial's looping hits deal more damage (1% → 1.5%), improving its damage racking ability.
    • Nerf It has smaller hitboxes (4.6u/4.6u → 4u/4u).

Throws and other attacks

  • Nerf Dash grab and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 37 → 43 (dash), 34 → 37 (pivot)).
  • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Buff The Mii Swordfighter's pummel is now a knee strike. It is significantly faster but deals much lower damage (3.25% → 1.3%), but this is a buff overall due to the Swordfighter's previously sluggish pummel.
  • Back throw:
    • Change Back throw's kick has now been changed to a roundhouse kick behind the Swordfighter.
  • Down throw:
    • Change Down throw now throws opponents to the ground, similar to Marth's.
    • Buff Down throw has increased combo potential due to Mii Swordfighter's faster jumpsquat.
  • Buff Edge attack deals more damage (7% → 9%).

Special moves

Neutral specials

  • Gale Strike:
    • Buff Gale Strike now has set knockback and higher hitlag (80 (base)/104 (scaling) → 150 (set)/100). This grants it newfound combo potential, and gives the Swordfighter an almost guaranteed followup if it lands. This tremendously improves what was previously one of the least effective projectiles in the game.
    • Buff The gale deals significantly more damage (early: 3.7% → 13%, middle: 2.9% → 11%, late: 2% → 10%, total: 11% → 13%).
    • Buff The gale has less startup. (frame 23 → 20).
    • Buff Its early hitboxes have been enlarged to match the size of its late hitboxes (2.5u/3.1u/3.9u/5u → 5u/5u/5u/5u).
    • Nerf The gale travels a smaller distance, only half of Final Destination. It has also lost its pushing ability at the end, removing its utility to blow opponents and items away.
    • Change The gale now has transcendent priority, meaning that it can no longer clash or neutralize projectiles, but can now beat out all direct attacks, even those with much greater damage outputs.
  • Shuriken of Light:
    • Change The throwing animation has been altered: it is now a quick ninja-like finger flick near the Mii Swordfighter's torso.
    • Buff Shurikens now gradually pick up speed as they travel.
    • Buff The move has less startup (frame 16 → 13) and ending lag (FAF 50 → 38), making it function better as a conventional projectile.
    • Buff Mid-range and long-range shurikens can now lock.
    • Nerf Max range shurikens deal significantly less damage (10% → 6.5%).
  • Blurring Blade:
    • Buff Blurring Blade now sets the Swordfighter's blade aflame for its duration, deals flame damage, and ends in an upward slash, rather than a thrust. The final hit has a larger hitbox because of this.
    • Buff Blurring Blade deals much higher damage across all charge levels (9.9 ~ 23.75% → 12 ~ 28.8%). It also has much higher knockback, allowing it to KO very early (100% uncharged, 24% fully charged at the edge of Final Destination).
    • Buff Blurring Blade can now be reversed after charging, similar to Roy's Flare Blade, but it can only be reversed once.

Side specials

  • Airborne Assault:
    • Change Airborne Assault is no longer a chargeable move, and travels a set distance (about 3/4 of Final Destination).
    • Buff Airborne Assault travels further on average when compared to the previous uncharged variant.
    • Buff Airborne Assault deals higher knockback, allowing it to KO at high percents.
    • Change Airborne Assault deals significantly more damage than the previous uncharged version (7.2% → 12%), but less than a full-charged version (16% → 12%).
    • Change The move will stop at a ledge if it happens to pass one. This eliminates accidental self-destructs while using the move, but also makes it harder to pursue offstage opponents or those on a different platform.
    • Buff Airborne Assault now has around a half-second window where the Swordfighter can act to bypass helplessness if the Swordfighter uses this move in the air, but if the move hits an opponent, the Mii won't be helpless. This significantly improves the Mii's recovery.
    • Buff The bounce gained from hitting an opponent travels higher, making it safer to use against shield.
    • Change Airborne Assault's rebounding animation has the Mii perform a flourishing backflip, with a larger sword trail accompanying it.
  • Chakram:
    • Buff Smash-thrown charkrams deal more damage (6.5% → 8%).
    • Buff Slow chakrams now behave like a short-range multi-hit Boomerang, staying out for a longer duration and slowly returning to where it was initially thrown, dealing 1.1% per hit. This improves its ability to wall out approaches, initiate combos, ledge trap and edgeguard opponents.
    • Buff Smash-thrown charkrams have much more knockback growth (40/50 → 70).
  • Gale Stab:
    • Change Gale Stab (formerly Slash Launcher) has a new animation that has the Mii perform a charging stab rather than a reverse-gripped slash. If it misses, the Swordfighter will brake on the ground; if it hits, the Swordfighter will hold their sword in a stabbing motion forwards.
    • Buff Gale Stab has less startup lag (frame 13 → 9).
    • Buff Gale Stab deals much more damage when fully charged (10.2% → 18.5%). It also deals much more knockback, allowing the charged versions to KO.
    • Nerf Gale Stab now slows down upon hitting an opponent. It also deals slightly less damage late unless uncharged.
    • Nerf Gale Stab cannot sweetspot ledges during its ending animation if it hits an opponent.

Up specials

  • Stone Scabbard:
    • Change Stone Scabbard's descending trail is now blue instead of yellow. The move now has a unique sword sound byte at the end of the move if an opponent is hit.
    • Buff Stone Scabbard travels much higher and grants more horizontal momentum at the start and right before falling, significantly increasing its usefulness as a recovery move.
    • Buff Stone Scabbard can now sweetspot ledges from behind while falling.
    • Buff Stone Scabbard's rising hit has a larger hitbox.
    • Buff Stone Scabbard's landing hit is significantly stronger, allowing it to KO within the 110% range at the edge.
    • Nerf Stone Scabbard's first hit deals less damage (5% → 4%). The sword's hitbox when going through platforms also deals less damage (6% → 3%).
  • Skyward Slash Dash:
    • Change Skyward Slash Dash's ascending trail is now orange instead of yellow.
    • Buff Skyward Slash Dash has significantly less startup lag (frame 24 → 14).
      • Buff This leaves the Swordfighter less vulnerable to attacks and functions much more like a surprise attack.
    • Buff Skyward Slash deals significantly higher total damage (12% → 21.2%).
  • Hero's Spin:
    • Change Hero's Spin now has identical particles as Spin Attack, albeit colored purple. The Swordfighter also undulates during the spin, much like the mentioned attack.
    • Change Aerial Hero's Spin's initial and final hits have redistributed damage values (4% (hit 1) → 3%, 4% → 5% (final hit).
      • Buff The final hit did not receive any compensation for knockback, drastically increasing its KO potential to a point where it's now a potential KO confirm off of down throw near the ledge at mid percents.
    • Buff Aerial Hero Spin now possesses hitboxes behind Mii Swordfighter on frames 11, 19, and 26.
    • Change Aerial Hero Spin's multihits have one large hitbox in place of three smaller ones (4u/4u/5u → 6u (hits 1-4).
    • Buff Aerial Hero Spin's final hit is slightly larger (7u → 7.5u).

Down specials

  • Blade Counter:
    • Change Blade Counter has a new visual effect, and now retaliates with an upward slash.
    • Buff The counter now causes opponents to recoil before the counterattack.
    • Buff The counterattack now sends opponents vertically, similar to Counter Surge, and has lower ending lag. At low percents, this makes it possible for follow ups.
    • Change Blade Counter's vertical launch angle improves its KO potential at higher percents in general, but worsens its KO potential against strong attacks close to a side blast line.
  • Reversal Slash:
    • Change Reversal Slash's graphic is now an S-shaped swirl, instead of a C-shaped slash.
    • Nerf Reversal Slash's damaging hitbox has more startup lag (frame 12 → 16). Its reflecting hitbox stays the same (frame 5).
    • Buff Reflected projectiles deal increased damage (1.5× → 1.8×).
    • Change Similarly to Cape and Super Sheet, the move always forces opponents to show their backside while they are using their moves, regardless of whether their animations are mirrored or not.
  • Power Thrust:
    • Change Power Thrust now causes the Swordfighter's sword to glow purple instead of blue.
    • Buff Grounded Power Thrust deals more damage, with the middle hitbox now dealing as much damage as the previous early hitbox (tipper/blade early: 13/10% → 15/12%, tipper/blade middle: 11/8% → 13/10%, tipper/blade late: 8% → 10/7.5%).
    • Buff The tipper hitboxes takes priority over the blade hitboxes.
    • Buff Grounded Power Thrust deals significantly higher knockback throughout all charge levels, allowing the early tipper to KO at 100%, and the middle hits at around the 115% range.
    • Change Grounded Power Thrust now stops at ledge. This prevents going offstage and attacking players offstage.
    • Buff Aerial Power Thrust's landing hit deals significantly higher knockback (80 (base)/20 (scaling) → 60/120), KOing at around 105% at the edge of Final Destination.

Final Smash

  • Change Final Edge now causes the Mii Swordfighter to rapidly perform slashes while each beam comes out instead of holding the sword skyward.
  • Buff Final Edge is performed significantly faster, generates more beams at once and is stronger than before potentially dealing high damage.
  • Nerf Final Edge has had its range reduced, only covering all of Final Destination; this significantly reduces its KO potential considering that there is no finishing projectile at the end of the move.

|Mii Gunner====Aesthetics===

  • Change Players can customize the Mii Gunner's voice clips from 12 different voices, with 3 different pitches.
  • Change Mii Gunners have had their body proportions adjusted.
  • Change While still based off the "Guest F" Mii, the default Mii Gunner has an altered appearance. She now has a smile on her face instead of a neutral expression, her eyebrows are angled downwards to give a confident appearance, her hair has been changed from a middle-parting style to one with a side-swept fringe, and her eyes are now brown instead of black.
  • Change The default Mii Gunner's color is now yellow instead of orange.
  • Change The default outfits for the Mii Gunner has significantly more detail, now being a bodysuit with a character-colored high collar jacket, grey inner shirt, gloves with white accents, and boots that appear less futuristic. The Gunner no longer wears an ammo backpack, and their arm cannon has a different appearance.
  • Change The Mii Gunner has a new idle animation involving them standing with their arms spread, with their cannonless arm clenched in a fist.

Attributes

  • Buff Like all characters, the Mii Gunner's jumpsquat animation takes three frames to complete (down from 6).
  • Change As with all Mii Fighters, the Mii Gunner now has fixed attributes:
    • Buff The Mii Gunner now has a set weight of 104, on par with Captain Falcon, Link and Yoshi. This makes the Mii Gunner the heaviest Mii Fighter, and also heavier than the largest possible Mii Fighter in Smash 4. This improves their survivability.
    • Nerf The Mii Gunner walks slightly slower (1.05 → 1), and is now the 53rd fastest walker (compared to 37-38th fastest in Smash 4).
    • Buff The Mii Gunner dashes slightly faster (1.3 → 1.37).
      • Buff The Mii Gunner's initial dash is slightly faster (1.6 → 1.613), although it is now the third-slowest initial dash speed, only beating Olimar and Dr. Mario.
    • Nerf The Mii Gunner has significantly lower air acceleration (0.07 → 0.043), now being the 60th fastest instead of 22-31rd fastest.
    • Nerf The Mii Gunner has a lower air speed (1.05 → 0.93), giving them the 67th highest air speed in the game (compared to 25th in Smash 4).

Ground attacks

  • Neutral attack:
    • Change Neutral attack's hits are now a jab with the left hand, followed by a kick, then an explosion from their arm cannon for the final hit.
    • Buff The first hit can now be held for a consecutive jab, and is repeated much faster than the previous version.
    • Buff Neutral attack's explosive hits now have less of a pause, making it connect consistently even at high percents. The first two hits can now lock.
    • Change Neutral attack's final hit deals slightly more damage (4% → 4.5%). However, the first two hits deal less damage (2% → 1.7%), making its total damage the same.
  • Forward tilt:
    • Buff All hitboxes of forward tilt deal much more damage (9/7.5/6% (close/mid/far) → 13/10.5/8%).
    • Buff Forward tilt has less startup (frame 10/11 → 7) and ending lag (frame 39 → 33).
    • Change It has altered knockback on all hitboxes (30 (base)/100 (scaling) → 56/56), making it safe on hit at low percents, but weakening its KO potential.
  • Dash attack
    • Buff Dash attack deals more damage (10 → 11) with knockback scaling not fully compensated (70 → 65), dealing more knockback.
    • Buff Dash attack sends at a more horizontal angle (60 → 45) which combined with the above change enables it to KO at useful percentages.
    • Buff The inner hitboxes were moved closer towards Mii Gunner, which combined with the new Jostle mechanics removes its blindspot.
    • Buff It has an increased shieldstun multiplier (none → 1.5), making it safer on shield.
  • Forward smash:
    • Buff Forward smash deals significantly more total damage (9.8% → 18.3%) and much more knockback. Previously, it was one of the weakest forward smashes in the game in terms of damage and knockback.
    • Buff Forward smash is much harder to escape from.
  • Up smash:
    • Buff Up smash deals more total damage (16.5% → 17.5%).
  • Down smash:
    • Change The first hit of its down smash no longer drags opponents in behind the Mii Gunner, and both hits now act independently. This hinders the move's usability in situations it previously excelled in (such as by the ledge).
      • Buff However, due to the increased damage and knockback from each hit, the move is significantly more useful in general. Opponents can no longer DI out of the second hit as well.
    • Buff Both hit's damage have been increased, with the back hit dealing the same damage as the previous down smash's total (front hit: 4% → 11.5%, back hit: 10% → 14%).
    • Buff Down smash's second hit KOs significantly earlier due to its damage being the sum of the previous down smash's hits (KOs Mario from the edge of Final Destination at 94% → 66%).
    • Nerf Down smash has had its range slightly reduced on the first hit, though it still has high range.

Aerial attacks

  • Buff All aerials except forward aerial have reduced landing lag (Neutral: 18 → 11, Back: 18 → 11, Up: 22 → 13, Down: 28 → 17).
  • Neutral aerial:
    • Buff Due to Neutral aerial's reduced landing lag, it can now lead into followups upon landing.
    • Buff Neutral aerial does more damage (6% → 10%).
    • Change Neutral aerial has altered knockback (45 base/80 scaling → 65/40).
  • Forward aerial:
    • Buff Forward aerial does more damage (6/4% (close/far) → 8/6%).
    • Nerf Forward aerial starts later (frame 10 → 12).
    • Nerf Forward aerial has significantly decreased range, now only traveling a fourth of Final Destination. This makes it worse for spacing.
  • Back aerial:
    • Change Back aerial's early and late hitboxes now deal different damage. The main hit deals more damage (12% → 13%) while the late hit that comes out a frame later deals less damage (12% → 11%).
    • Buff Back aerial's main hitbox deals more knockback (30 base/88 scaling → 29/96), which combined with its increased damage improves its KO potential.
  • Up aerial:
    • Change Up aerial has a new animation. The Gunner now "stands" upright while performing the move, rather than laying on their back.
    • Change The move's duration has been shortened, and the final hitbox ends earlier (frame 39 → 34, total frames: 61 → 59). This now allows the move to complete in a short hop, but makes it less effective at trapping air dodges.
      • Change Up aerial now hits 7 times instead of 9 due to its shorter length.
    • Buff Up aerial deals more damage total due to the multi-hits dealing more damage (multi-hits: 1% → 1.7%, total damage: 13% → 14.8%).
    • Buff Up aerial's looping hits can now combo into other moves when landing due to its reduced landing lag.
    • Buff Up aerial's final hit deals more knockback (40 base/170 scaling → 50/175) improving its KO potential.

Throws and other attacks

  • Change The Mii Gunner's pummel is now a knee strike, rather than an arm cannon bash.
  • Change Pummel is much faster, but weaker (2% → 1.2%).
  • Nerf The Mii Gunner's grabs all have higher ending lag (standing: frame 28 → 34, dash: 39 → 42, pivot: 34 → 37).
  • Nerf Dash grab and pivot grab start slower (dash: frame 8 → 9, pivot: 9 → 10).
  • Buff All of the Mii Gunner's throws have been buffed, each dealing much more damage, whereas previously each only did 5%.
  • Forward throw:
    • Buff Forward throw's first hit deals more damage (2% → 4%, total: 5% → 7%).
  • Back throw:
    • Buff Back throw's first hit deals much more damage (2% → 7%, total: 5% → 10%).
    • Buff The first hit now deals set knockback, allowing it to reliably connect into the second hit.
  • Up throw:
    • Buff Up throw's first hit deals much more damage (2% → 7%). The Gunner now fires two lasers instead of one, and the total damage is significantly higher (total: 5% → 13%), now being the second most damaging up throw in the game, behind King K. Rool. The second shot deals no knockback however, and so does not improve the throw's KO potential and only increases the target's damage.
    • Change Up throw's first hit now deals set knockback, improving the throw's consistency but hindering its KO potential.
    • Buff Up throw has lower ending lag (frame 59 → 51). However, it is still too slow to follow up with.
  • Down throw:
    • Buff Down throw deals more damage (5% → 7%), with knockback scaling partly compensated (50 → 42).
    • Buff Down throw launches at a higher angle (100 → 95), improving its followup potential and making it less susceptible to DI.
    • Buff Down throw has less ending lag (frame 42 → 40).
    • Nerf Down throw no longer inflicts hitlag on release, reducing its combo potential despite its slightly reduced ending lag.
  • Buff Edge attack deals more damage (7% → 9%).

Special moves

Neutral specials

  • Charge Blast:
    • Change The Mii Gunner no longer spins around before charging or firing a Charge Blast.
    • Buff Charge Blast can be charged and canceled with other actions while in mid-air.
    • Buff It deals more damage (3.15%-22% → 4%-26%) with knockback compensated.
    • Buff It charges faster (144 frames → 132).
  • Laser Blaze:
    • Buff Like Falco's lasers, Laser Blaze makes opponents flinch and can lock.
    • Buff It deals more and consistent damage (3%-4% → 5%).
    • Buff It has less startup (frame 12 → 10) and ending lag (FAF 48 → 42).
    • Nerf Consecutive shots take longer (frame 17 → 22).
  • Grenade Launch:
    • Change The Mii Gunner's arm cannon glows with a orange-tinted "fuse" while preparing a grenade.
    • Buff Grenade Launch deals much more damage (0.5% → 1.3% (hits 1-5), 6% → 6.5% (hit 6); total: 8.5% → 12.2%) with knockback not compensated.
    • Buff It has less ending lag (FAF 56 → 53).
    • Change It can no longer be charged and launches a fixed distance. It travels further than an uncharged Smash 4 Grenade Launch, but less than a fully-charged one.
    • Nerf It has significantly more startup lag (frame 18 → 35). Coupled with its fixed trajectory, this vastly reduces its flexibility for limiting approaches.
    • Nerf Mii Gunner cannot turn around while charging it.

Side specials

  • Flame Pillar:
    • Buff Flame Pillar hits multiple times with a stronger final hit, similar to Robin's Arcfire, making it better for pressuring shields and allowing it to set up for follow-ups, instead of only acting as a spacing tool.
    • Buff It deals more total damage (4% (hit 1), 6% (hit 2) → 2% (hit 1), 2.2% (hits 2-5), 2.7% (hit 6); total: 10% → 13.5%).
    • Buff It no longer cancels if the Mii Gunner lands before the projectile can fire.
    • Nerf It has slightly more ending lag (FAF 59 → 63).
  • Gunner Missile:
    • Change Both types of missiles have been redesigned: homing missiles are now metallic grey with short neon blue lines along the top of its body (instead of silver with a green top), and super missiles are now fatter with a futuristic rocket design and a neon blue head (instead of silver with neon blue markings going down the missile).
    • Buff Both missiles deal more damage (homing: 4.5% → 7.5%, super: 10% → 14.5%).
    • Buff It has less startup (frame 29 → 27) and ending lag (FAF 62 → 46).
    • Buff Super Missiles deal significantly more knockback, being able to KO at realistic percentages.
    • Nerf The regular missiles from Gunner Missile travel faster, but their homing ability have been reduced. This significantly hinders their effectiveness.
  • Stealth Burst:
    • Change The Mii Gunner no longer spins around before firing a Stealth Burst.
    • Buff It travels faster and further.
    • Buff It no longer leaves Mii Gunner helpless.
    • Buff It deals much more damage (10.8%-15.4% → 12.1%-18%) without compensation on knockback.
    • Buff Its earliest explosion has less startup lag (frames 42-75 → 36-66).
    • Nerf It no longer turns invisible after some travel distance.

Up specials

  • Lunar Launch:
    • Change Lunar Launch launches opponents opposite to where the Mii Gunner is facing. This allows it to stage spike, but makes it more difficult to edgeguard conventionally.
    • Buff It deals much more knockback, causing it to KO around 45% earlier.
    • Buff It grants much more vertical distance, making it better for recovering.
    • Nerf It has one more frame of landing lag (frame 18 → 19).
  • Cannon Jump Kick:
    • Change Cannon Uppercut has been reworked into Cannon Jump Kick, which still features a launch with the Mii Gunner's arm cannon, but uses a kick instead of a punch to deal damage while firing upwards.
    • Buff It has significantly less startup lag (hits 1/2: frame 11/15 → 6/10), making it much more effective as an out of shield option.
    • Buff It grants intangibility on frame 6.
    • Buff Its late second hitbox has been significantly shortened in duration, allowing the stronger clean hit to out-prioritize it more often.
    • Buff It travels slightly more vertical distance.
    • Nerf It has less horizontal recovery range than Cannon Uppercut.
  • Arm Rocket:
    • Buff Arm Rocket can be angled during the flight, similar to Diddy Kong's Rocketbarrel Boost.
    • Buff It has significantly less landing lag (34 frames → 14).

Down specials

  • Echo Reflector:
    • Change Echo Reflector has been redesigned. The Mii Gunner now plants their arm cannon downwards into the ground to generate a transparent green barrier with two yellow hexagons rotating around it. This does not change the effects of the move. The Mii Gunner can still turn around during the move, but this is aesthetic.
    • Buff It has less ending lag (FAF 40 → 38).
    • Nerf It stalls Mii Gunner once before landing, with subsequent uses of the move forcing them to fall down.
  • Bomb Drop:
    • Change Bomb Drop's bombs are more detailed, having a slight octagonal exterior made of metal and a glowing blue interior, instead of being a simple circular shape with four metal outer reinforcements.
    • Buff It can be triggered manually by using the move again; this detonates the bomb currently in play and drops another. This allows a bomb to act as a deterrent while launching a second bomb.
    • Buff Its bombs have a much longer fuse (72 frames → 134) and are lighter, bouncing more when hitting the stage. These changes make them much better for stage control.
    • Buff It has significantly less ending lag (FAF 63 → 53).
    • Nerf Its bombs can be knocked away by attacks, making it harm Mii Gunner instead.
  • Absorbing Vortex:
    • Change The vortex appears less realistic, looking less like a bubble and more like a cartoon swirl of energy. The Gunner no longer sways their cannon around to generate the vortex, and simply points it up as the cannon glistens.
    • Buff Much like Ness' PSI Magnet, Absorbing Vortex has a weak hitbox upon startup, allowing for safer use of the move in general.
      • Buff The hitbox is also produced upon absorbing projectiles.
    • Buff Its healing multiplier is higher (1.2x → 1.4x).
    • Buff It has less ending lag (FAF 29 → 27).

Final Smash

  • Change Full Blast's main laser now is green in color and the background turns blue during the Final Smash.
  • Buff It deals more damage (1.5% (loop), 4% (last) → 1.8%/5%)
  • Nerf The final hit deals less knockback (65 base/180 scaling → 55/155), dealing slightly less knockback overall despite the aforementioned damage increase.

|Palutena====Aesthetics===

  • Change As with all veterans returning from Super Smash Bros. 4, Palutena's model has a more subdued color scheme. Her chiton and armor feature simple detailing, and her face appears more realistic and expressive. Altogether, this makes her overall appearance more closely resemble how it was in Brawl and Kid Icarus: Uprising.
  • Change Palutena's sidestep now causes a visible warping effect when she disappears.
  • Change Palutena is more emotive as she now smiles consistently rather than frowning.
  • Change Palutena's skirt now has independent physics.
  • Change Palutena's shielding animation is slightly altered.
  • Change The golden door in Palutena's on-screen appearance now disappears without the transparency effects.

Attributes

  • Buff Like all characters, Palutena's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Palutena walks slightly faster (1.21 → 1.271).
  • Buff Palutena runs faster (1.888 → 2.077).
    • Buff Her initial dash speed is much faster (1.5 → 2.035).
  • Buff Palutena's air speed is slightly faster (0.91 → 1).
  • Buff Palutena's max additional air acceleration is higher (0.1 → 0.105).
  • Change Palutena's falling speed and fast falling speed are higher (1.4 → 1.55 and 2.24 → 2.48 respectively).
  • Buff Palutena's gravity is higher (0.105 → 0.12). In combination with her faster falling speed, this improves her vertical mobility, while not affecting her vertical endurance due to gravity no longer affecting vertical knockback between 70 and 110 degrees.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 50).

Ground attacks

  • Neutral attack:
    • Change the first hit has an altered animation. Palutena swings her staff downwards instead of jabbing it forward.
    • Buff The first hit and neutral infinite's finisher have less ending lag (FAF 26 → 25 (hit 1), 43 → 40 (finisher)).
    • Buff The first hit transitions into the neutral infinite faster (frame 15 → 11).
    • Buff The first hit has altered angles to keep opponents closer to Palutena (76°/70° → 361°/180°), and has gained a hitstun modifier of 4, allowing it to lock opponents and connect better into the infinite.
    • Buff The infinite has a lower hitlag multiplier (1.2× → 0.5×) and SDI multiplier (1× → 0.4×), a different launch angle to keep grounded opponents closer to Palutena (60°/110° → 361°), and a much larger hitbox (3.5 → 6u). This allows it to connect much more effectively, and rack up more damage overall despite each hit dealing slightly less damage (0.8% → 0.6%).
    • Nerf The first hit has a shorter hitbox duration (frames 8-10 → 8-9).
    • Nerf The first hit deals less knockback (30 base/60 scaling → 25/20 base/20 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and additional hitstun.
    • Change The first hit has a higher hitlag multiplier (0.5× → 1.6×).
  • Change Forward tilt and up tilt have flashier motion effects.
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 17, 25 → 14, 24) and ending lag (FAF 68 → 60).
    • Buff The first hit no longer has a sourspot (6%/4% → 6%), and the second hit deals higher, consistent damage (6%/4% → 7%), as well as more knockback (43 base/100 scaling → 78/80), allowing it to KO at around 130% near the edge.
    • Buff The first hit has different angles (48° → 90°/45° (clean), 285°/100° (mid), 20°/85° (late)), set knockback (43 base/65 scaling → 25/45 set/100 scaling, 25/40/100, 35/30/100) that is weight-independent, a lower hitlag multiplier (1× → 0.8×), and it can no longer be SDIed (1× → 0×). These changes allow it to connect much more reliably into the second hit, regardless of the opponent's percent.
    • Buff The second hit has larger hitboxes (4.1u/2.8u → 4.8u/3.9u).
    • Buff Palutena's right arm is now intangible for the duration of the hitboxes.
    • Nerf The move has a shorter hitbox duration by one frame (frames 17-24/25-39 → 14-23/24-35).
    • Change The second hit launches at a slightly different angle (361° → 40°).
  • Up tilt:
    • Buff Up tilt has less startup (frame 10 → 8) and Palutena can act faster (FAF 68 → 56).
    • Buff It has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 3), causing the move to execute noticeably faster.
    • Buff The last hit deals higher, consistent damage (2.5%/1.5% → 4.5%), with knockback not fully compensated (60 base/195 scaling → 75/136), slightly improving its KO potential.
    • Nerf The looping portion has a shorter duration (frames 10-38 (looping hits)/40-41 (last hit) → 8-22/24-25), and thus hits five times instead of six before the last hit, despite its faster rehit rate. This increases the move's ending lag by five frames, as its FAF was not fully compensated.
      • Buff However, the looping hits deal more damage (1.2% → 1.4%), and alongside the last hit's increased damage, the move's total output is still higher (9.7% → 11.5%).
    • Change The last hit's hitbox was moved more upwards (Y offset: 19u/13u → 23u/17u). This improves its vertical range, but causes it to have a blindspot and makes it harder to hit opponents on the ground.
    • Change The last hit has a lower hitlag multiplier (2× → 1.5×).
  • Down tilt:
    • Buff Down tilt has a longer hitbox duration (frames 14-24 → 14-27), making it even more effective for 2 frame punishes.
    • Buff It launches grounded opponents at a lower angle (361° → 35°), improving its edgeguarding and KO abilities near the edge. It also launches aerial opponents at a higher angle (70° → 75°), improving its combo potential when used to catch landings and hit ledge-hanging opponents.
    • Buff Some of its hitboxes are larger and extend farther, giving it more range.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 52 → 38).
    • Buff It deals more damage (9% → 11% (clean), 5% → 7% (late)), although with its knockback compensated (70 base/90 scaling → 71/76 (clean), 60/70 → 61/56 (late)).
    • Change Its invincibility starts one frame later with its duration compensated (frames 4-15 → 5-16).
    • Change It causes Palutena's shield to glow, indicating its hitbox.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 67 → 64).
    • Buff The hitboxes have a longer duration (frame 18-19 → 18-20), with the windboxes having a shorter duration instead (frames 20-31 → 21-31).
    • Buff The hitboxes have slightly more knockback scaling (97/96 → 100/102), while the windboxes have more set knockback (40 → 60 (clean), 26 → 35 (late)), improving the move's KO potential.
  • Up smash:
    • Buff Up smash has less ending lag (FAF 68 → 64).
    • Buff It has a longer hitbox duration (frames 18-26 → 18-35), now lasting twice as long as before, although with a weaker late hit during frames 31-35. This allows it to punish dodges and landings a lot more efficiently.
    • Buff The mid and high hitboxes deal more knockback (55 base/85 scaling → 58/89 (mid), 55/87 → 62/92 (high)) and are larger (2.5u → 2.8u).
  • Down smash:
    • Buff Down smash has less ending lag (FAF 72 → 69).
    • Buff The sweetspot has more base knockback (40 → 52), improving its KO potential.
    • Buff Its hitboxes are larger (2.5u → 3.7u (clean), 4u → 6u (late), 8u → 9u (windboxes)).
    • Buff The windboxes have more horizontal range (Z offset: 22u → 24u) and more set knockback (30 → 55), making them more effective for disrupting opponents.
    • Change The clean hit has a higher hitlag multiplier (1× → 1.4×), while the late hit has a lower multiplier (1× → 0.85×).

Aerial attacks

  • Buff All aerials have less landing lag (20 frames → 12 (neutral), 12 → 7 (forward), 16 → 10 (back), 24 → 14 (up), 18 → 11 (down).
  • Neutral aerial:
    • Buff Neutral aerial has lower hitlag multipliers (1× → 0.5× (looping hits), 2× → 1.5× (last hit)), and the looping hits have a faster rehit rate (5 → 4), causing the move to execute noticeably faster.
    • Buff It has larger hitboxes (3.4u → 4.2u (looping hits), 11u → 11.5u (last hit)), improving its utility for approaching.
      • Nerf However, the last hit has a smaller hitbox against aerial opponents (11.5u → 9.8u).
    • Buff The looping hits have more set knockback (20 → 65/80 (hit 1, grounded opponents only), 65 (hits 2-6)), which in combination with the move's landing lag allows them to combo into several other moves, including an up aerial at high percents as a KO setup, and to be used for drag-down setups. However, the penultimate hit has a hitstun modifier of -13 (giving it roughly the same hitstun as the Smash 4 looping hits), so only the first five hits are effective for these purposes.
    • Buff The last hit comes out faster (frame 31 → 29).
      • Nerf However, the move's total duration remains unchanged, increasing its ending lag.
    • Buff The last hit always sends opponents in the direction Palutena is facing. Combined with her faster dash speed and the move's lower landing lag, this allows it to combo into itself several times at low percents, greatly improving her damage racking ability.
    • Nerf The last hit deals less knockback (30 base/180 scaling → 35/155). While this slightly improves its combo potential at low percents, it more drastically hinders its KO potential at high percents.
    • Change Due to the looping hits' faster rehit rate, the move hits seven times instead of six. However, its damage values have been redistributed (1.7% (hits 1-5) → 1.4% (hits 1-6), 5% → 5.1% (last hit)), leaving its total damage unchanged.
    • Change The first hit no longer has set knockback against aerial opponents.
    • Change The beginning of the animation is slightly different. Palutena now spins her staff by knocking the lower part of it instead of letting it spin on its own.
  • Forward aerial:
    • Buff Forward aerial deals more damage (9% → 10%) with no compensation on knockback, improving its KO potential near the edge.
  • Back aerial:
    • Buff Back aerial no longer has a sourspot (12%/9% → 12%), and has slightly more knockback scaling (92 → 95), improving its KO potential.
    • Nerf Its invincibility starts later and thus has a shorter duration (frames 3-10 → 7-10).
    • Change It causes Palutena's shield to glow, indicating its hitbox.
  • Up aerial:
    • Buff Up aerial auto-cancels significantly earlier (frame 64 → 42), doing so in a full hop.
    • Buff The looping hits have a lower hitlag multiplier (0.8× → 0.6×) and a faster rehit rate (5 → 3). As a result, the move executes noticeably faster, and hits six times instead of five, increasing its total damage (9% → 10%).
    • Change The last hit comes out faster (frame 25 → 24). However, this is compensated by the multi-hits of up aerial having a shorter duration meaning the amount of startup remains the same.
      • Nerf However, the move's total duration remains unchanged, increasing its ending lag.
    • Nerf The move has more startup, with the looping hits having a shorter duration (frames 8-23 → 10-22).
  • Down aerial:
    • Buff Down aerial has a longer hitbox duration (frame 10 → 10-11).
    • Buff It deals more damage (9% → 11%) with no compensation on knockback, making it a stronger meteor smash.
    • Buff The meteor hitbox is slightly larger (4u → 4.2u).

Throws and other attacks

  • Grabs:
    • Buff Pivot grab has more range (Z2 offset: -17.4u → -18.9u).
    • Nerf All grabs have more ending lag (FAF 32 → 40 (standing), 40 → 48 (dash), 40 → 43 (pivot)).
    • Nerf Dash and pivot grabs have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Nerf Dash grab has less range (Z2 offset: 13.7u → 13.1u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 8 → 1) and ending lag (FAF 23 → 7), shortening its duration.
    • Nerf It deals much less damage (3.1% → 1.3%).
    • Change Palutena pummels the opponent by holding her staff vertically instead of horizontally.
  • Back throw:
    • Buff Due to the Sakurai angle being lower against aerial opponents in Ultimate (45° → 38°), back throw KOs more effectively near edges.
  • Down throw:
    • Nerf Down throw triggers a hitlag effect on both Palutena and the opponent for 7 frames prior to release, rather than inflicting 5 frames of hitlag on the opponent upon release, and has more knockback scaling (25 → 30). This worsens its combo potential beyond low percents.
      • Buff However, it has less ending lag to compensate (FAF 50 → 46), and launches at a slightly higher angle (70° → 73°), which combined with Palutena's faster jumpsquat and jump speed slightly improves its combo potential at low percents nevertheless.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Autoreticle:
    • Buff Autoreticle's shots are faster (frame 29/35/41 → 25/31/37).
    • Buff The shots deals more damage (2.9% → 3.5%) and knockback (20 base/42 scaling → 40/41), making them more effective for disrupting approaches. The changes now give the move a chance of tripping opponents.
    • Nerf The shots have received negative shield damage (0 → -1.7), effectively dealing around half their usual damage to shields.
    • Nerf The changes to locking make the projectile almost useless to start combos.
    • Change Autoreticle's reticle is red instead of green. Additionally, Palutena illuminates her staff's orb with a blue light instead of a yellow one.
  • Explosive Flame:
    • Buff Explosive Flame, previously one of Palutena's custom neutral specials, is now her side special. Since Reflect Barrier has been merged into her down special, she has effectively gained an additional move. This provides Palutena with another long-ranged attack option.
    • Buff It has significantly less ending lag (FAF 89 → 72).
    • Buff It deals considerably more damage (0.8% → 1.5% (hits 1-6), 4.2% → 5.5% (hit 7); 9% → 14.5% total) without compensation on knockback. This turns it into a much more effective finisher, KOing opponents from ground level at around 135% if all hits connect.
    • Buff It can be unleashed at two different distances away from Palutena depending on whether the control stick is tilted or tapped, improving its zoning ability.
    • Buff The looping hits have a lower SDI multiplier (1× → 0.4×).
    • Nerf It has received negative shield damage (0 → -0.7 (hits 1-6), -2.7 (hit 7)), effectively dealing around half its usual damage to shields.
    • Change The last hit has a higher hitlag multiplier (1× → 1.5×).
  • Warp:
    • Buff Warp has one extra frame of intangibility (frames 16-31 → 16-32).
    • Change It has a more stylish appearance.
  • Counter and Reflect Barrier:
    • Buff Reflect Barrier has been merged with Counter; By default, Counter activates upon blocking an attack, but if it is a reflectable projectile, Reflect Barrier activates instead, akin to King K. Rool's Gut Check and Joker's Tetrakarn / Makarakarn. This allows her to respond to a larger variety of attacks using only one move, while also freeing up her side special for an additional move.
    • Buff The move has less startup with a longer counter window (frames 10-31 → 7-34), less ending lag (FAF 75 → 71), and grants intangibility earlier (frames 10-16 → 6-12).
    • Buff Upon activation, Counter has significantly less ending lag (FAF 56 → 37), as does Reflect Barrier compared to the previous side special (FAF 56 → 35), and the latter also has immediate startup (frame 8 → 1).
    • Buff Counter has more base knockback (40/20 → 50/30), with only the sweetspot having less knockback scaling (75 → 70), making it more consistent and improving its KO potential near edges.
    • Buff Projectiles reflected by Reflect Barrier have a much higher damage multiplier (1.17× → 1.4×).
    • Nerf Reflect Barrier has a shorter duration (frames 9-66 → 1-42), and no longer possesses an offensive hitbox.
    • Nerf Palutena can no longer directly access Reflect Barrier. As a result, she can no longer use its windbox on command to gimp opponents, or deter projectile use with the barrier's longer duration.
    • Change Palutena closes her eyes instead of showing a angry look upon activating the move. Additionally, she no longer shouts "Counter" until she successfully counters a melee attack. Counter also glows blue instead of yellow.
  • Black Hole Laser:
    • Buff Black Hole Laser produces a larger black hole and a wider laser, making the attack harder to avoid.
    • Nerf The final hit has less knockback scaling (135 (trapped)/105 (collateral) → 127/97), reducing its KO potential.

|Pac-Man====Aesthetics===

  • Change As with all veterans returning from SSB4, Pac-Man's model features a more subdued color scheme. Most notably, the yellow of his body is now much lighter compared to the saturated shade used in SSB4, being more consistent with his appearances outside of Smash Bros.
  • Change Pac-Man's boots now have well-defined soles on the bottom.
  • Change Like most of the cast, Pac-Man is more expressive, now not being limited to simply smiling and surprised expressions. He now shows an angry look during his forward smash, down smash, back aerial, and the end of his dash attack. He will also look disappointed if his grab misses, and will appear panicked while drowning. His mouth also briefly opens when he stands up from a crouch.
  • Change Pac-Man's on-screen appearance has been slightly altered, now doing a slow chomp in his 8-bit form, before jumping into his modern form. In Smash 4, the chomp is quicker and stops once Pac-Man opens his mouth once.
  • Change Pac-Man's taunts have been altered:
    • Change Namco Roulette's animation is faster. Its roster includes the exclusive characters from both the Wii U and 3DS versions. Additionally, Heihachi Mishima from Tekken and The Prince of All Cosmos from Katamari Damacy have been added.
    • Change Side taunt has been altered to show Pac-Man alternating chomps left and right twice, instead of twice on one side before turning.
    • Change Pixelated fairies from Pac-Land appear during Pac-Man's down taunt in place of Blinky and Pinky.
  • Change A fairy now appears in his Pac-Land-inspired victory animation.

Attributes

  • Buff Like all characters, Pac-Man's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Pac-Man walks faster (1.045 → 1.097).
  • Buff Pac-Man dashes faster (1.52 → 1.672).
  • Buff Pac-Man's initial dash is much faster (1.6 → 1.87).
  • Buff Pac-Man's air speed is slightly higher (1.04 → 1.092).
  • Buff Pac-Man has significantly more traction (0.045 → 0.116).
  • Buff Spot dodge has slightly less ending lag (FAF 26 → 25).
  • Nerf Forward roll has a slightly shorter duration (frames 4-16 → 4-15).
  • Nerf Back roll has slightly more startup lag (frame 4 → 5), a slightly shorter duration (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Neutral air dodge has a slightly longer duration (frames 3-27 → 3-29).
  • Buff Neutral air dodge has less significantly less landing lag (22 frames → 10).
  • Nerf Neutral air dodge has significantly more ending lag (FAF 33 → 56).

Ground attacks

  • Neutral attack:
    • Change Neutral attack's first hit is now a hook rather than a jab.
    • Buff Neutral attack transitions faster.
    • Buff Neutral attack's first and second hits no longer use set knockback, instead having minimal knockback scaling (22/16 set/ 100 scaling → 25/15 base/ 25/20 scaling (hit 1), 26/15 set / 100 scaling → 30/35 base / 30/35 scaling (hit 2)), and all but one of its hitboxes launch at a more consistent angle (80°/361° → 361°/361°/180°/361° (hit 1), 80°/361° → 361°/361°/361° (hit 2)), allowing both hits to connect into each other more reliably and jab lock.
    • Nerf Neutral attack's first hit deals slightly less damage (3% → 2%).
    • Nerf Neutral attack's first and second hits have increased hitlag multipliers (1× → 1.6× (hit 1), 1× → 1.2× (hit 2)), giving the opponent more time to SDI each hit.
    • Nerf Neutral attack's first and second hits have had their two larger hitboxes replaced with smaller ones (4.2u/3.5u → 1.5u/1.7u/2u/2u (hit 1), 4.2u/3.5u → 2.5u/2.8u/3u (hit 2)), giving them less range.
    • Nerf All hits of neutral attack have shorter durations (frames 4-6 → 4 (hits 1 and 2), 4-7 → 4-5 (hit 3)).
  • Dash attack:
    • Change Dash attack hits four times instead of three.
      • Buff All hits after the first one have less startup lag (frame 20/30 → 19/28/37) and the last hit has comparatively less ending lag (FAF 42 → 46).
      • Buff Dash attack deals more damage if all hits connect (9% → 10%).
    • Buff The looping hits have drastically less hitlag (2x → 0.6x), making them much harder to SDI out of.
    • Nerf The last hit deals less damage (5% → 4%) with knockback scaling partially compensated (60 → 65).
  • Forward tilt:
    • Buff Forward tilt has altered hitboxes (4u/4u/3u → 4.8u/3.6u/3u) with the outermost hitbox larger and positioned further out (X offset: 6 → 7), improving its range overall despite the middle hitbox being smaller.
  • Up tilt:
    • Change Pac-Man has a new up tilt: a quick upwards punch.
    • Buff Up tilt has more vertical range.
    • Buff Up tilt has much less ending lag (FAF 34 → 25), improving its combo potential.
    • Nerf Up tilt deals slightly less damage (7% → 6.5%) and much less knockback (50 base/100 scaling → 43/68), noticeably hindering its KO potential.
      • Buff However, its reduced knockback further improves its combo potential.
    • Nerf Pac-Man's fist has one less frame of intangibility (frame 6-10 → 7-10).
    • Nerf Up tilt's hitbox is located on Pac-Man's fist. As a result, it is generally smaller overall (6.5u → 5.5u/3.2u), and has much less horizontal reach, missing most characters on the ground even if they stand directly next to him. Due to the same factors, Pac-Man's new up tilt can no longer be used to knock Fire Hydrant backwards.
    • Change Up tilt launches at a slightly higher angle (96° → 93°).
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 29 → 27).
    • Buff Pac-Man returns to his original position after attacking, rather than moving forward, making it safer to use for spacing.
    • Change Down tilt has more base knockback and less knockback scaling (50 base/80 scaling → 65/50), making it safer on hit at lower percents, but hindering its KO potential.
  • Forward smash:
    • Buff Forward smash has less startup lag (frame 18 → 16) with its duration increased (18-28 → 16-29, 11 frames → 14).
      • Nerf Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.
    • Buff Forward smash's ghost has a bigger hitbox (4.8u → 5.4u (early), 4u → 4.3u (late)) and extends vertically (Y offset: 5 → 5.4-4.2), improving its range.
    • Buff Forward smash's early hits deal noticeably more base knockback, greatly improving its KO potential despite the lower knockback scaling (25 base/99 scaling → 40/97).
  • Up smash:
    • Buff Both hits of up smash have less startup lag (frame 13/16 → 11/15) with its duration increased on the second hit (16-26 → 15-28, 11 frames → 14).
      • Nerf Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.
    • Buff Up smash's ghost has a larger hitbox (6u → 6.2u (clean), 4u → 4.5u (late)).
    • Change Up smash's first hit now uses set knockback (95 base/20 scaling → 125 set/100 scaling) and launches at a lower angle (115° → 135°). This improves its linking ability into the second hit and now allows it to be used to knock a Fire Hydrant backwards, but significantly worsens its reliability as a follow-up option off of Bonus Fruit's Bell projectile.
  • Down smash:
    • Buff Down smash has less startup lag (frame 18 → 15) with its duration increased (18-28 → 15-28, 11 frames → 14).
      • Nerf Its FAF remains unchanged, giving its strong hit more comparative ending lag and making it less safe on shield.
    • Buff Down smash's ghosts have larger hitboxes (6u → 6.2u (clean), 4u → 4.5u (late)) and extend vertically (Y offset: 6 → 5.3-5.8), improving its range.

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 12 frames → 7, Forward: 16 → 10, Back: 22 → 13, Up: 16 → 10, Down: 20 → 12).
  • Neutral aerial:
    • Buff Neutral aerial deals less knockback (20 base/100 scaling → 45/70). Coupled with its lowered landing lag, it can combo consistently.
    • Buff Neutral aerial's later hits deal more damage (6% → 8.5% (mid), 3% → 6% (late)).
    • Change Neutral aerial's angle on all hits was changed (361° → 50°). This increases its combo potential, but removes its ability to lock.
    • Buff Neutral aerial has larger hitboxes (7.0u → 7.6u (clean), 5.0u → 7.0u (mid), 3.5u → 4.5u (late)).
    • Nerf Neutral aerial's lowered knockback removes one of Pac-Man's former KO options, as it can no longer KO until the 180% range.
  • Forward aerial:
    • Buff Forward aerial deals more damage (5.3% → 7.65%).
    • Buff Forward aerial has more base knockback, but less knockback scaling (7 base/90 scaling → 70/29), increasing the percent range in which the move can combo.
    • Nerf Due to the changes to its knockback, forward aerial can no longer lock opponents.
  • Back aerial:
    • Buff The changes to the Sakurai Angle has back aerial launch opponents at a lower angle (40°/45° → 38°), improving its KO potential.
  • Up aerial:
    • Change Up aerial has an altered ending animation.
    • Nerf Up aerial now pushes Pac-Man back down to where he would have been as the move ends. In order to use the floating effect to boost his recovery, one must repeatedly interrupt the ending animation of the move with another up aerial.
  • Down aerial:
    • Buff Down aerial's hits transition faster, with 1 frame less lag between each one.
    • Buff Down aerial's multi-hits are larger (5.5u → 6.2u) and have gained an additional hitbox against aerial opponents, improving its range overall.
    • Buff Down aerial has much less ending lag (FAF 60 → 50).
    • Buff Down aerial deals more damage (1.5% → 2% (hits 1-3), 6% → 7% (hit 4), 10.5% → 13% (maximum)) with knockback compensated on the final hit (90 scaling → 80).
    • Buff Down aerial's multi-hits deal more set knockback (10 → 35 (grounded), 10 → 22 (aerial)), and launch aerial opponents at an altered angle (100° → 130°), improving its linking ability overall.
    • Buff Down aerial's final hit sends at a more horizontal angle (65° → 45°), granting it edgeguarding and KO potential.
    • Buff Down aerial's final hit always sends in the direction Pac-Man is facing, improving its combo potential.

Throws and other attacks

  • Grab:
    • Nerf Dash grab and pivot grab have more startup lag, no longer the same as his standing grab (frame 12 → 14 (dash), 12 → 15 (pivot)).
    • Buff All grabs have significantly less ending lag (FAF 76 → 59 (standing), 76 → 67 (dash), 76 → 62 (pivot)).
    • Buff Grab has two long-lasting hitboxes instead of multiple short hitboxes (frames 12-14, 22-24 & 32-39 → 12-33 (standing)/14-35 (dash)/15-36 (pivot)).
    • Buff One of grab's hitboxes extends alongside the tractor beam's animation, removing its notorious blindspots.
    • Change Grab's tractor beam has a smoother extending and receding animation.
    • Change If the grab misses, Pac-Man will look disappointed.
  • Pummel:
    • Change Pummel is much faster but deals less damage (3.25% → 1.2%).
  • Forward throw:
    • Buff Forward throw deals more damage (6% → 8%) and has more base knockback (48 → 55), improving its edgeguarding potential.
  • Back throw:
    • Change Back throw has a visible wind effect while Pac-Man spins.
    • Buff Back throw releases the opponent earlier (frame 28 → 25) and has significantly less ending lag (FAF 72 → 60).
  • Up throw:
    • Buff Up throw has less ending lag (FAF 45 → 38) and base knockback (60 → 55), granting it combo potential.
  • Down throw:
    • Change Down throw's animation has been sped up significantly.
    • Nerf Down throw releases the opponent earlier (frame 39 → 34) with its duration unchanged, increasing its ending lag.

Special moves

  • Bonus Fruit:
    • Buff All Bonus Fruit except the second and third fruits cycle significantly faster (Apple: frame 54 → 52, Melon: 78 → 72, Galaxian: 102 → 92, Bell: 126 → 112, Key: 150 → 132).
    • Buff Bonus Fruit can be jumped or air dodged out of while charging.
    • Buff Cherry, Apple and Key deal slightly more damage (Cherry: 4% → 4.3%, Apple: 9% → 9.5%, Key: 15% → 16%).
    • Buff When Z-dropped, Bonus Fruit's Bell can stun the opponent.
    • Buff If Pac-Man grabs a fruit he's previously thrown or dropped, Bonus Fruit is able to be recycled through the items again.[1] This allows him to store his items in a similar manner to Pocket, create possible setups from his Bell to his Key, reduce the opportunities for his opponents to use his fruits against him, and keep up pressure with his more powerful fruits for a longer period of time.
      • Buff Bonus Fruit's new recycling mechanic allows fruits to be caught again if they are charged slightly before throwing, as they are considered a newly generated item.
    • Buff Bonus Fruit's toss has less ending lag (FAF 45 → 42).
    • Nerf Bonus Fruit's Strawberry and Orange take slightly longer to charge (Strawberry: frame 19 → 20, Orange: frame 29 → 32).
    • Nerf Orange and Bell deal slightly less damage (Orange: 8% → 7.5%, Bell: 8% → 7.5%).
    • Nerf Cherries and Strawberries have a limited airtime before they disappear automatically, significantly lowering their maximum distance. It is no longer possible to bounce them off platforms to extend their lifetime.
    • Nerf Cherry, Strawberry, Orange, Apple, Galaxian, Bell and Key all deal noticeably less knockback, with Orange and Bell losing their KO potential almost altogether.
    • Change Bonus Fruit's items can only be Z-dropped once before being unable to be recatched by anyone. This limits Pac-Man's combo potential and removes his zero-to-deaths, but makes it harder for other players to limit his usage of Bonus Fruit.
    • Change Dropped fruits (either from being thrown or if an opponent knocks it out of Pac-Man's charge process) will only bounce once before disappearing instead of lingering on the floor for around three seconds. This makes it difficult for anyone to take advantage of dropped fruits, and significantly limits fruit-catching methods.
    • Change Bonus Fruits that hit an enemy pop into air for a much shorter time. This makes it much harder to recatch fruits after they hit enemies, but it also makes it harder for the enemies to grab it in the air.
    • Change The sprites used during Bonus Fruit have been redrawn with thinner outlines. If Pac-Man tries generating a fruit while one is in play, a pixelated "pop" effect will display instead of a puff of smoke.
  • Power Pellet:
    • Buff All variants of Power Pellet travel further, with the fully-charged version traveling almost the full length of Final Destination.
    • Buff Power Pellet has less ending lag when colliding with a wall, and no longer makes Pac-Man tumble onto the ground when the Pac-Dot trail is aimed at the floor. Instead, he will move along the ground in the last horizontal direction he moved in during the attack.
    • Nerf There is now a weak hit right at the start of the dash triggered by grabbing the Pellet, which deals just 1% damage and weak knockback.
    • Nerf Pac-Man's trajectory in the air after grabbing the Pellet now curves downwards, slightly weakening its recovery potential.
    • Change Pac-Man's afterimages when using Power Pellet go from yellow to orange and then red. Pac-Man also flashes white and red after eating the power pellet.
  • Pac-Jump:
    • Change Pac-Jump's trampoline has a hurtbox.
      • Buff This means Pac-Jump's trampoline can be used to block projectiles.
      • Change The trampoline can be attacked by other players, but not by Pac-Man. Based on the power of the attack, the trampoline's uses will be reduced, from as little to one use or all uses.
    • Buff Pac-Jump has a longer duration (frames 4-17 → 4-21).
    • Nerf Pac-Jump's trampoline comes out on frame 10 rather than frame 1, so the move is no longer unblockable.
    • Change Pac-Jump's attack damage increases with time, similar to Dr. Mario's neutral air (Early: 7% → 5%, Middle: 6%, Late: 5% → 7%).
    • Change Pac-Man's afterimages when using Pac-Jump are more visible and go from yellow to white.
    • Change At the peak of each jump, the damage increases.
  • Fire Hydrant:
    • Change Fire Hydrant has altered physics, acting heavier and losing more height and speed from each bounce.
    • Buff Fire Hydrant's heavier physics makes it easier to hit grounded opponents.
    • Nerf Fire Hydrant's new physics significantly reduce its overall coverage and distance when bouncing.
    • Nerf Aerial Fire Hydrant has more startup lag, matching the grounded version's startup (frame 9 → 12).
      • Buff Its total duration was unchanged, reducing its ending lag.
    • Change Fire Hydrant's fall attack has a reduced hitlag multiplier (1.5× → 1×).
    • Buff Fire Hydrant's hitbox extends further downwards when falling (Y offset: 6 → 6-2).
  • Super Pac-Man:
    • Change Super Pac-Man has been changed. Pac-Man still transforms into a two-dimensional sprite to launch enemies, but automatically moves forward and loops around the screen, slowly building up speed. His trajectory can be adjusted by aiming him up or down. He will also eat items he runs into during the move. Aesthetically, the move resembles Pac-Man Championship Edition 2, featuring pulsating lights in the background and a rising pitch as the move progresses.

|Robin====Aesthetics===

  • Change As with all veterans returning from SSB4, Robin's model features a more subdued color scheme. Both genders have hair that is more stylized, and eyes that appear sharper.
  • Change The player can now see how many uses Robin's Levin Sword and each Tome has, located above their icon on the HUD.
  • Change Several of Robin's alternate costumes have different hair colors that no longer match the color of Robin's coat. For example, male Robin's green costume now has light brown hair and female Robin's red costume has blonde hair. These typically reference other Fire Emblem characters rather than just Robin's own customization options.
  • Change Robin shares a new victory theme with Lucina and Chrom that is based off "Id (Purpose)" from Fire Emblem Awakening.
  • Change Robin's victory poses have been altered:
    • Change The hand-waving victory pose now causes flames to swirl from both hands.
    • Change The sword-swinging victory pose no longer generates a sword trail.
  • Change The victory pose with Chrom no longer has Chrom blinking.
  • Change Palutena's Guidance conversation for Robin has been changed, presumably due to Chrom has been upgraded to a playable character.

Attributes

  • Buff Like all characters, Robin's jumpsquat animation takes three frames to complete (down from 7).
  • Buff Robin runs faster (1.15 → 1.265) going from the slowest in SSB4 to the second-slowest in Ultimate.
    • Buff Robin's initial dash is much faster (1.5 → 1.815).
  • Buff Robin's air speed is slightly faster (1 → 1.05).
  • Nerf Robin no longer starts the match with the Levin Sword, and instead has to wait for it to appear. This only occurs on Robin's first stock, as subsequent stocks start with it.
  • Change The particle effect of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.
  • Nerf Discarded tomes deal significantly less damage (18% → 12.3%) and knockback when thrown.

Ground attacks

  • Neutral attack:
    • Buff First two hits of neutral attack have altered animations and can lock.
    • Buff Neutral attack's fire finisher has a reduced cost, allowing for more uses before recharging (6 → 12).
    • Buff Neutral attack's fire finisher has less startup lag (frame 10 → 6).
    • Buff Neutral infinite has less startup lag (frame 9 → 4) and a faster rehit rate (frames between hits: 3 → 1).
    • Buff Neutral infinite keeps opponents on the ground while hitting them. This allows it to connect much more reliably.
    • Nerf Neutral attack deals less damage (3%/3%/5% → 2%/1.5%/5% (hits 1-3), 1% → 0.7% (infinite)).
    • Change Neutral infinite has altered particles.
  • Forward tilt:
    • Buff Forward tilt has more base knockback (50 → 62).
    • Nerf Forward tilt's hitbox has been moved closer to Robin (Z-offset: 15u → 14u), slightly reducing its horizontal range.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 33).
    • Buff Up tilt starts from ground level, allowing it to hit enemies in front.
    • Buff Up tilt has a longer duration.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 42).
  • Buff Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost.
  • Forward smash:
    • Buff The clean hit of Levin Sword's forward smash deals more knockback (50 base/87 scaling → 53/90).
  • Up smash:
    • Buff Up smash has an altered animation when holding the Levin Sword. Robin's sword levitates out of the right hand and does a twirl before raising upward. This increases its range, and the move is now capable of hitting opponents on the ground and from behind. It also can combo more reliably from down throw at 0%. [3]
    • Buff The clean hit of Levin Sword's up smash deals more knockback (45 base/84 scaling → 55/86).
  • Down smash:
    • Buff The clean sparks (Levin Sword only) travel outwards, increasing their range.

Aerial attacks

  • Buff All aerials have less landing lag (neutral: 18 → 11, forward: 18 → 11, back: 19 → 11, up: 18 → 11, down: 26 → 16).
  • Neutral aerial:
  • Buff Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
    • Buff Robin can now use the Levin Sword for neutral aerial. Like other aerial attacks, this gives it more range, an electric effect and it deals more damage (7% → 11.5%).
      • Nerf Neutral aerial with the Levin Sword uses durability as a result of the change, and Robin can no longer switch to the Bronze Sword while in midair if the Levin Sword is equipped.
      • Nerf Neutral aerial with the Levin Sword cannot autocancel in a short hop.
    • Nerf Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).
    • Change The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using neutral aerial. This only works if the player has the A+B Smash Attack control option enabled.

Throws and other attacks

  • Grab:
    • Change A halo-like indicator appears during Robin's grab, visualizing its range. This halo also appears when successfully grabbing an opponent.
    • Change The speed of Robin's throws are longer no weight-dependent.
    • Nerf Dash grab and pivot grab have more startup lag (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Buff Dash grab and pivot grab have less ending lag (FAF 49 → 47 (dash), 46 → 42 (pivot)).
    • Buff All grabs have had their hitboxes moved farther from Robin (Z-offset 2: 8.7u → 9.2u (standing), 10.7u → 11u (dash), 14.7u → 15.7u (pivot)), improving their horizontal range overall.
  • Forward throw:
    • Buff Forward throw deals more base knockback (82 → 95), allowing it to better set up for edgeguards.
  • Down throw:
    • Nerf Down throw deals more knockback (30 base/88 scaling → 50/108). While it is capable of KOing below 200%, it has less effective follow-up potential at mid percents and hinders the “checkmate” combo, and still does not KO earlier than back throw, even vertically.

Special moves

  • Thunder:
    • Change Thunder charges appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.
      • Change Thunder charges are denoted by different colors: aqua for Thunder, yellow for Elthunder, and purple for Arcthunder.
      • Change The covers for Thunder's tomes change to denote the charge levels of the move.[2]
    • Buff Thunder charges much faster (Elthunder: frame 38 → 33, Arcthunder: frame 108 → 73, Thoron: frame 168 → 133).
    • Buff Thunder, Elthunder, and Arcthunder have less startup lag (frame 11 → 8).
    • Buff Thunder can be charge-canceled midair by jumping.
    • Buff Thunder deals more damage (4.5% → 5.5%).
    • Change Elthunder has a bright yellow color.
    • Buff Elthunder deals more damage (10.5% → 11%) with knockback not compensated, KOing earlier.
    • Buff Arcthunder deals significantly more damage (10% → 23.6%).
      • Buff The final hit deals more drastically more damage (1% → 8%) with knockback not fully compensated (60 base/280 scaling → 85/85), improving its KO potential.
    • Nerf Arcthunder keeps opponents in place for a much shorter time. As a result, Robin can no longer act fast enough to follow up with the trapping hits, unless the move connects at a distance where Robin can run beside the projectile.
    • Buff Thoron deals much more knockback, making it a powerful KO move at 105% or above.
  • Arcfire:
    • Buff Arcfire's initial fireball has a longer duration (frames 17-50 → 17-77), traveling much farther before expiring.
    • Buff Arcfire deals more damage if all hits connect (10% → 15.1%).
    • Buff Arcfire is much harder to escape.
    • Buff Arcfire's projectile is slightly bigger (1.6u → 1.8u).
    • Nerf Arcfire's pillar no longer activates when hitting another hitbox.
  • Elwind:
    • Change Elwind projectiles are thicker and more opaque.
    • Buff Elwind's projectiles can be angled, letting Robin go twice in the same direction, improving horizontal recovery by making it less linear and less predictable. Additionally, the move has been sped up and can travel further horizontally.
    • Buff Elwind sends Robin much higher.
    • Buff Robin grabs ledges faster when using Elwind backwards (52 frames → 39).
    • Buff Elwind projectiles push opponents away when they hit the ground.
    • Buff Elwind recharges faster (6 seconds → 4).
    • Nerf Elwind has fewer uses before needing to recharge (9 → 5).
    • Buff When using Elwind while depleted, Robin will gain a short upward boost upward, slightly improving the chance of a successful recovery.
      • Buff The short boost does not render him helpless, meaning Robin can follow up with a midair jump or directional air dodge.
  • Nosferatu:
    • Change Nosferatu is more opaque and has fewer particles, looking more like a dark whirlpool instead of a cloud of particles.
    • Buff Nosferatu has slightly more range.
    • Buff Nosferatu's hits have been sped up, allowing Robin to heal and deal damage at a faster rate than before.
    • Buff Nosferatu has less ending lag (FAF 56 → 50).
    • Nerf Nosferatu has reduced uses (4 uses → 3).
      • Buff However, this allows Robin to expend its charges and use the book as a throwing item faster.
    • Buff Nosferatu recharges faster (40 seconds → 30).
  • Pair Up:
    • Buff The final hit deals more damage (14% → 18%).
    • Nerf The final hit has significantly lower knockback scaling (162 → 118), dealing slightly less knockback overall despite its increased damage.

|Shulk====Aesthetics===

  • Change As with all veterans returning from SSB4, Shulk's model features a more subdued color scheme. In addition to losing most of the glossy sheen from his clothes and hair, Shulk's clothing now features simple detailing, his face is more defined, and his hair is somewhat less tousled.
  • Change Shulk's alternate costumes now alter his hair color to match each party member they represent.
    • Change His hair colors are now dirty blonde, black, auburn, black, silver, and orange for the palette swaps of Fiora, Dunban, Reyn, Sharla, Melia, and Riki respectively.
  • Change Shulk's muscles are more prominently defined in his shirtless alternate costume.
  • Change Shulk's idle stance has been slightly altered, as his chest now visibly moves as he breathes.
  • Change The Monado's blue glow during certain moves (such as the first hits of up smash and up aerial) has been made brighter and more noticeable.
  • Change Shulk's second jump freefall animation has been altered, with his limbs no longer being straightened out. This brings it closer to how Shulk jumps in Xenoblade Chronicles.
  • Change During Shulk's hip-posing victory pose, the Monado now glows with a sword trail when swung, and Shulk gives a wide grin at the end.
  • Change Shulk now grins when applauding the winner after a match.
  • Bug fix The Monado's beam blade no longer becomes misaligned on stages with a 2D effect, like Flat Zone X.
  • Bug fix Shulk's armorless costume no longer causes his neck to extend during certain animations, although it still causes the Monado Arts' symbols to flash above Shulk's neck during hitstun.

Attributes

  • Buff Like all characters, Shulk's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Shulk walks faster (1.1 → 1.155).
  • Buff Shulk runs faster (1.52 → 1.672).
    • Buff His initial dash is much faster (1.5 → 1.87).
  • Buff Shulk's air speed is faster (1.06 → 1.113).
  • Change Shulk falls faster (1.5 → 1.58).
  • Change Shulk's gravity is higher (0.085 → 0.098). This improves his vertical mobility and leaves him less vulnerable to juggles, but worsens his vertical endurance and reduces his jump height.
  • Buff Shulk's traction has been increased (0.044 → 0.94), improving his ability to punish out of shield.
  • Nerf Shulk is lighter (102 → 97), worsening his endurance.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 50).

Ground attacks

  • Neutral attack:
    • Change The first hit has an altered animation where Shulk doesn't lunge forward as far, and the second hit has been changed to a full roundhouse kick.
    • Buff The first and second hits have altered angles (70°/60°/88° → 361°/180° (hit 1), 66°/70°/80° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks. They also no longer use set knockback, but deal less knockback until very high percents (40 set/100 scaling → 35/25 base/10 scaling (hit 1), 52 set/100 scaling → 40/35 base/10 scaling (hit 2)), and have gained hitstun modifiers (0 → 2 (hit 1), 5 (hit 2)). This allows them to connect much more reliably and jab lock.
    • Buff The first hit transitions faster into the second hit (frame 12 → 11).
    • Buff The third hit has less startup (frame 12 → 6). In combination with the aforementioned changes, this allows it to connect much better from the second hit, no longer requiring specific timing against floaty or highly-damaged opponents.
      • Nerf However, its total duration remains the same, increasing its ending lag.
    • Buff The third hit is placed farther horizontally (Z offset: 12.8u-7.8u → 14u-10u (clean), 12.8u → 14u (late)) and higher (Y offset: 9u → 10u), with the late hit also stretching more vertically (Y offset: 15u-12u → 16.5u-12u), increasing its range.
    • Nerf All hits except the late third hit deal less damage (3.5% → 2% (hit 1), 3.5% → 1.5% (hit 2), 5.3% → 5% (hit 3, clean)). This greatly reduces the move's total damage (12.3% → 8.5%), no longer being the most damaging non-infinite neutral attack in the game.
    • Nerf The first and second hits have a shorter hitbox duration (frames 5-6 (hit 1), 5-7 (hit 2) → frame 5).
    • Nerf The first and third hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 2× (hit 3)), making the former easier to SDI and the latter easier to DI.
    • Nerf The first hit uses four hitboxes instead of three, which are smaller (3u/2.5u/3.5u → 1.8u/1.8u/2u/2u). In combination with its altered animation, this noticeably reduces its range.
    • Nerf Consecutive uses of the first hit are slower (12 frames → 15).
    • Nerf The second hit's middle hitbox is larger (3u → 3.2u), but the farthest hitbox is smaller (4u → 3.4u), reducing its range overall.
  • Up tilt:
    • Buff Up tilt deals more damage (8.5%/7.5% → 10%/9%), with knockback scaling compensated (90/85 → 80/75).
    • Change The move's ending animation has been altered, with Shulk crouching lower.
  • Dash attack:
    • Buff Dash attack has less startup (frame 15 → 12) and much less ending lag (FAF 53 → 41).
    • Buff It has a sweetspot near the base of the Monado, much like Shulk's other moves that use it, which deals more damage (11.5% → 12.5%) and is larger (3.2u → 3.7u).
    • Buff It launches at a higher angle (60° → 65°), improving its juggling ability.
    • Buff Due to the changes to jostling, the move can no longer miss opponents at point-blank range.
    • Nerf It does not propel Shulk as far forward, reducing its range.
    • Nerf The sourspot deals less damage (11.5% → 11%) and is marginally smaller (3.2u → 3.1u).
    • Nerf It has less knockback scaling (80 → 68), hindering its KO potential despite its higher launch angle and the sweetspot's higher damage.
  • Up smash:
    • Buff The first hit launches at angles more towards Shulk (92°/105° → 92°/95°/112°) and is weight-independent, with the ground-only hitboxes also having lower set knockback (110 → 92). This allows it to connect more reliably into the second hit.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 16 → 10 (forward), 19 → 11 (back), 15 → 9 (up), 23 → 14 (down)).
  • Buff All aerials auto-cancel earlier (frame 80 → 54 (neutral), 57 → 42 (forward), 79 → 43 (back), 79 → 53 (up), 78 → 52 (down)). This allows back aerial to auto-cancel in a full hop, and all aerials except forward aerial to auto-cancel before their interruptibility frames.
    • Buff Additionally, all aerials have gained initial auto-cancel windows (frames 1-2 (neutral, back, down), 1-4 (forward), 1-3 (up)).
  • Neutral aerial:
    • Buff Neutral aerial has significantly less ending lag (FAF 71 → 60), making it safer to use offstage.
    • Buff The animation executes faster with no change in hitbox duration. This allows the move to hit more effectively around Shulk and cover a full 360 degrees, no longer possessing a blindspot directly behind him.
    • Change The sweetspot and sourspot's placements has been swapped, with the former being located on the Monado's base instead of the beam blade, much like Shulk's other moves. This increases the move's damage output at close range, but reduces it from a distance.
  • Forward aerial:
    • Change Forward aerial can no longer send opponents behind Shulk. This improves its consistency for edgeguarding, but removes some of its combos and situational stage spiking ability.
  • Back aerial:
    • Nerf Back aerial has more startup (frame 18 → 19). Coupled with the changes to the Speed Monado Art, this makes short hop back aerials more timing-specific in the Speed Art, as Shulk has to perform the back aerial immediately out of a short hop.
    • Nerf The hitbox is set to a static position behind Shulk instead of following the Monado, and is smaller (5.5u → 3.6u (clean), 4u → 2.6u (late)). This reduces its horizontal range, and removes its ability to hit in front of Shulk.
    • Change The hitbox has been adjusted to be parallel to the ground instead of slanted upward, making it less likely to overshoot grounded opponents, but easier to avoid by jumping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 60 → 55).
    • Buff Both hits have a longer duration (frames 14-15 → 14-16 (hit 1), 24-25 → 24-26 (hit 2)).
    • Buff The first hit has received an additional hitbox on the Monado, with the previously existing two being larger (6.2u/6u → 6.5u/6.3u), and they launch at angles more towards Shulk (100°/96° → 102°/111°/104°) with lower set knockback (80/60 → 60/60/40). This allows it to connect more reliably into the second hit.
    • Nerf The second hit's sourspot stretches a slightly shorter distance vertically (Y offset: 40u-15u → 39u-15u), reducing its vertical range despite the hitbox being larger (3.8u → 4u).
  • Down aerial:
    • Buff Both hits have a longer duration (frames 14-15 → 14-16 (hit 1), 23-24 → 23-25 (hit 2)).
    • Buff The first hit's hitboxes are larger (5u → 5.3u), and the aerial-only hitbox launches at a lower angle (172° → 215°) with lower set knockback (20 → 15). This increases its range and allows it to connect more reliably into the second hit.
    • Buff The second hit's meteor hitbox and sweetspot have more base knockback, especially the latter (10 → 15/50), improving the move's KO potential.
    • Buff The second hit's sourspot is larger (3.5u → 3.7u).

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), 37 → 45 (dash), 35 → 40 (pivot)).
    • Nerf They have reduced horizontal range (Z2 offset: 9.5u → 9u (standing), 11.5u → 10.7u (dash), -16u → -15.3u (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
  • Pummel:
    • Buff Pummel deals more hitlag (8 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 27 → 7), noticeably shortening its duration. This makes it much more reliable for racking up damage.
    • Nerf It deals much less damage (3% → 1.3%).
  • Forward throw:
    • Nerf The throw portion deals less damage (8% → 5%; 11% total → 8%), with knockback scaling not fully compensated (70 → 95), slightly hindering its KO potential.
  • Back throw:
    • Nerf The throw portion deals less damage (9% → 6%; 12% total → 9%), with knockback scaling not fully compensated (63 → 83), slightly hindering its KO potential.
  • Up throw:
    • Nerf Due to the new knockback speed up effect decreasing hitstun for higher knockback values, up throw has lost its KO setups into up aerial at high percents with the Jump Art active.
  • Down throw:
    • Buff Down throw launches at a higher angle (50° → 60°), allowing it to combo into a forward tilt at mid percents with the Buster Art active.
    • Nerf The throw portion deals less damage (4% → 2.5%; 7% total → 5.5%) and knockback (75 base/115 scaling → 85/105), making it significantly weaker overall. Notably, it is no longer the strongest down throw in the game by a large margin with the Smash Art active.
    • Nerf Due to the new knockback speed up effect, it has lost its true combos into forward aerial at low to mid percents with the Speed Art active.
    • Change It has a snappier animation, with Shulk physically thrusting the Monado into the ground with both hands and performing a short jump before the main hit.

Special moves

  • Monado Arts:
    • Buff Monado Arts possess a new feature, where all Arts appear in a wheel around Shulk if the special move button is held, then can be selected by tilting the control stick in the appropriate direction and releasing the button. The Arts are mapped to the following directions: up for Smash, upper left for Jump, lower left for Speed, upper right for Buster, and lower right for Shield. The previous method of selecting Monado Arts can still be used by tapping the button.
      • Buff This new method allows Shulk to select and activate Monado Arts significantly faster, as well as switch them without needing to cancel the current one. This opens up more flexibility in using the different Monado Arts, making them an even more important aspect of Shulk's moveset. Additionally, if the original method to select Arts has been initiated, it can be canceled by activating the wheel without tilting the control stick in any direction, preventing accidental activations of Arts.
      • Buff Due to Monado Arts being usable out of hitstun, this faster method allows Shulk to escape combos and disadvantage much more effectively by using the intangibility from activating the Arts, then he can select either the Shield Art to survive potential KOs or the Buster/Smash Art to punish the opponent.
    • Change Arts that are on cooldown have a gradually regenerating bar under them to indicate how much time is left until they can be used again. Likewise, a gradually depleting bar appears below the active Art in Shulk's damage meter to indicate how much is left until it deactivates.
    • Buff Monado Arts activate significantly faster when selected individually.
    • Change Monado Art Landing Lag Canceling can still be performed, though it has a different window due to the faster activation time. Additionally, its usage to reduce landing lag is negligible due to the universal reduction to landing lag.
      • Buff The addition of selecting Arts through the Art wheel allows Shulk access to MALLC at any time, without having to time landings with his jumps. It also grants access to the Dial Storage technique.
    • Change The kanji graphics are stylized and shown in solid colored, thick-outlined text. Upon activation, the kanji flashes with a cartoon-styled burst.
    • Change Highlighted Arts display their name in addition to the kanji, like in Shulk's damage meter.
    • Bug fix Switching or deactivating Arts immediately resets Shulk's movement attributes. For example, he no longer has increased run speed if he is running when the Speed Art expires.
      • Nerf This removes some advanced techniques such as Monado Art Run Cancel, Monado Art Buffered Deactivation, and MonaDACUS.
    • Change Monado Arts have significantly amplified strengths and weaknesses, alongside much shorter durations and longer cooldowns, making the move similar to one of Shulk's previous custom moves, Hyper Monado Arts.
    • Jump Art:
      • Buff It grants higher air speed (1.5× → 1.7×), falling speed (1.22× → 1.4×), and gravity (1.3× → 1.4×), making it far more effective for aerial movement.
      • Nerf It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).
      • Nerf It increases damage taken even more (1.22× → 1.3×).
    • Speed Art:
      • Buff It increases Shulk's gravity by 1.2×, giving him an even lower jump as a result. It also grants higher initial dash and run speeds (1.7× → 2×), and a higher air speed (1.3× → 1.4×). Combined with the reduced landing lag of Shulk's aerials, Speed is a more effective aerial rushdown and spacing tool.
      • Buff It fully preserves knockback dealt by using the final damage the opponent would have had without the Art's damage reduction when calculating knockback.
      • Nerf It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).
      • Nerf It lowers damage dealt even more (0.8× → 0.7×).
      • Nerf The reduced jump height makes it even worse for recovering vertically.
    • Shield Art:
      • Buff It further reduces damage taken (0.67× → 0.5×) and knockback taken (0.78× → 0.5×). This allows Shulk to survive almost any KO move even at high percents, and punish opponents more effectively after getting hit at low percents.
      • Buff Due to the new selection method for Monado Arts, it can be activated inbetween most multi-hit moves and combos. This allows Shulk to break out of a variety of situations, including potential game-ending strings.[4]
      • Buff It has increased shield health and shield regeneration rates (1.5× → 2×).
      • Nerf It lasts significantly shorter (16s → 6s) and has a longer cooldown (10s → 18s).
      • Nerf It lowers damage dealt even more (0.7× → 0.5×), and reduces knockback dealt by 0.8×, considerably hindering Shulk's KO potential while active.
      • Nerf On top of the Art's reduced duration, its meter depletes faster if Shulk takes damage. This removes its ability to stall matches for a noticeable period of time.
    • Buster Art:
      • Buff It lowers knockback dealt even more (0.68× → 0.65×), allowing combos for longer.
      • Buff With the usage of Dial Storage, it grants Shulk KO setups, such as a Buster neutral aerial into Smash Air Slash.
      • Nerf It lasts significantly shorter (16s → 10s) and has a longer cooldown (10s → 14s). However, it is the longest-lasting and quickest-charging Monado Art.
      • Nerf It increases damage taken even more (1.13× → 1.3×).
      • Change Opponents hit by Shulk with Buster active glow briefly with a purple tint.
    • Smash Art:
      • Buff It further boosts knockback dealt (1.18× → 1.25×), improving Shulk's KO potential even more.
      • Nerf It lasts significantly shorter (16s → 8s) and has a longer cooldown (10s → 16s).
      • Nerf It lowers damage dealt even more (0.5× → 0.3×).
      • Nerf It further increases knockback taken (1.07× → 1.2×), giving Shulk the worst endurance in the game while Smash is active.
      • Change Opponents hit by Shulk with Smash active glow briefly with a red tint.
  • Back Slash:
    • Buff Back Slash's distance can be adjusted slightly by tilting the control stick after it is initiated.
    • Buff It can grab ledges from frame 49 onward, giving it situational use offstage.
    • Buff Due to characters no longer turning around when hit from behind with high enough knockback, the back-hitting sweetspot is easier to land.
    • Nerf The front-facing hitboxes have less knockback scaling (100 → 80).
    • Change Back-hitting Back Slash causes a yellow burst effect, similar to the graphic shown when a party member successfully lands an Art's bonus effect in Xenoblade Chronicles (in this case, hitting the back of an enemy).
  • Air Slash:
    • Buff The first swing grabs ledges earlier (frame 41 → 21 (front), 31 (back)), improving its safety for recovering.
    • Buff The second swing has less startup (frame 15 → 9), allowing it to connect more reliably from the first swing.
    • Nerf The first swing can no longer grab ledges before the hitboxes come out, preventing Shulk from grabbing them out of a rising jump.
  • Vision:
    • Buff Both counterattacks have noticeably larger hitboxes, especially their sweetspots (8.5u/5.5u → 12u/7u (normal), 11u/7u (forward)).
      • Change They do not stretch as much horizontally (Z offset: 24u-5u/31u-2u → 28u-20.5u/33u-9.5u (normal), -29u - -12u / -37u - -8u → -24.5u - -15u / -28.5u - -3u (forward)), greatly improving the normal counterattack's range in front of Shulk, but reducing both variants' horizontal range behind him.
    • Buff The normal counterattack has a longer hitbox duration, with the aerial version having less startup (frame 45-46 → 45-47 (grounded), 40-42 (aerial)), and both versions have less ending lag (FAF 97 → 88 (grounded), 83 (aerial)).
    • Buff The normal counterattack's sourspot deals more minimum damage (7% → 9%).
    • Nerf The counterattacks are no longer unblockable.
    • Nerf Both counterattacks have less knockback scaling (84 → 70 (normal), 94 → 80 (forward)), noticeably hindering their KO ability. However, the forward-held version is still the strongest counterattack in the game with the Smash Art active.
    • Change Vision's backdrop is significantly brighter.
    • Bug fix Vision Sliding has been removed.
  • Chain Attack:
    • Change Mecha-Fiora appears during Chain Attack, attacking with Shulk in addition to Riki and Dunban. Camera angles have been adjusted to accommodate for her, and Shulk has gained an additional voice clip that calls out her name. Additionally, Riki and Dunban have more detailed models.

|Bowser Jr.====Aesthetics===

  • Change Bowser Jr.'s model features a more subdued color scheme. Like his father, his horns, hair, and spikes feature greater detailing, but his scales remain undefined and his body is not as monotone. The new detailing is also expressed by the Koopalings.
    • Change The Junior Clown Car's color scheme is also more subdued. In addition, the inside of the Junior Clown Car now contains a control panel. This change is unique to Ultimate.
  • Change Instead of a hammer, the Koopalings pull out their respective wands from Super Mario Bros. 3 and the New Super Mario Bros. games.
  • Change Morton's star mark is now gray instead of dark brown, matching his appearance in Mario Kart 8 onwards.
  • Change Bowser Jr is more expressive, he has a shocked expression when hit and scared expression when grabbed. The Junior Clown Car is also expressive, with new facial animations when Bowser Jr. gets hit and when he misses a grab.
    • Change The Koopalings are more emotive than before, with their eyes and mouths animating somewhat differently from Bowser Jr.'s. Previously, only Lemmy had unique expressions.
  • Change Larry, Morton, Lemmy, and Ludwig's hair respectively have less independent physics. On the contrary, Wendy's bow and rings have greater independent physics.
  • Change Air dodge, falling, and ledge-hanging animations have changed.

Attributes

  • Buff Like all characters, Bowser Jr.'s jumpsquat animation takes three frames to complete (down from 6).
  • Buff Bowser Jr. runs faster (1.424 → 1.566).
  • Buff Bowser Jr.'s initial dash is faster (1.6 → 1.76).
  • Buff Bowser Jr. walks faster (0.88 → 0.924).
  • Buff Bowser Jr.'s air speed is faster (1.08 → 1.134)
  • Buff Forward roll has less ending lag (FAF: 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has slower startup (frame 4 → 5), grants less intangibility (frames 4-17 → 5-16) and has more ending lag (FAF: 31 → 35).
  • Buff Spot dodge has less ending lag (FAF: 28 → 25).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF: 34 → 50).
  • Change The changes to air dodge mechanics both help and hinder Bowser Jr.: he can now make use of a directional air dodge to lengthen and mix up his recovery without the need to use Abandon Ship!, but the single air dodge limit makes him more vulnerable to edgeguarding.
  • Buff Bowser Jr.'s Junior Clown Car hurtbox takes priority over his body hurtbox, meaning that if the opponent hits the Clown Car and body hurtboxes at the same time, he takes less damage.

Ground attacks

  • Neutral attack:
    • Buff The first hit has two additional hitboxes, one of which sends towards Bowser Jr. (angle: 180°).
    • Buff The second hit has an additional hitbox, and all of its hitboxes now keep opponents on the ground (80°/70 → 361° (all)). This allows it to lock.
    • Buff The second hit has less ending lag (FAF 40 → 30) and has gained a hitstun modifier of 3, allowing it to connect into the looping hits much more reliably.
    • Buff The first and second hits have less knockback (hit 1: 10 base/50 scaling → 25/25/20/20 / 25/25/15/15, hit 2: 24 base/50 scaling → 25/25/20 / 25/25/15). This allows them to connect better and jab lock for longer.
    • Nerf The first and second hits' hitboxes are smaller (hit 1: 3u/4u → 2u/2u/2.2u/2.2u, hit 2: 3.2u/4u → 2.5u/3.2u/3.8u), reducing their vertical range.
    • Change The first and second hits have increased hitlag (hit 1: 1x → 1.5x, hit 2: 1x → 1.2x).
    • Nerf The first hit and looping hits deal less damage (hit 1: 3% → 2%, infinite: 2% → 0.5%).
    • Buff The looping hits have faster startup (frame 10 → 4), a faster rehit rate (4 → 2), less knockback (20 base/20 scaling → 8/10), reduced hitlag (1x → 0.5x) and SDI (0.8x → 0.5x) multipliers, keep opponents on the ground (74° → 361°), and have a new extended hitbox in front of the Clown Car (size: 5u, Y/Z-offset: 6.5, Z-offset: 21-13). Overall, these changes make the infinite much harder to escape, and compensate for the move's lower damage.
    • Buff The last hit has a new animation: it is now an uppercut instead of a jab. It has slightly faster startup (frame 8 → 7) and now has three hitboxes instead of one, which have bigger size (5u → 5.5u) and are positioned differently throughout the move (Y-offset: 6 → 6.5, Z-offset: 13 → 13/18/22.5). This gives it much more range, making it a significantly more consistent KO option.
    • Nerf The new last hit has more ending lag (FAF 39 → 44).
  • Forward tilt:
    • Buff The move has less ending lag (FAF 34 → 32).
    • Nerf The move now has a sourspot that deals less damage (8% → 6%).
    • Nerf The move has less knockback (30 base/110 scaling → 55/70). While this makes it even safer on hit at low percentages, this significantly worsens its previously respectable KO power.
  • Up tilt:
    • Buff The move's hitboxes' positions have been adjusted (ID 0: 4-3 X-offset/4 Z-stretch → 8.5-10/0, ID 1: -1-0 X-offset → 0-3.5). This removes the blindspot between the fork's prongs and the Clown Car.
    • Buff The move has less ending lag (FAF 33 → 31).
  • Down tilt:
    • Buff The move deals more damage (hits 1-2: 1.5% → 2%, hit 3: 5% → 6%, total: 8% → 10%), with no compensation on the third hit's knockback, slightly improving its KO and edgeguarding potential.
    • Buff The first two hits have reduced hitlag (1x → 0.5x), and have gained a hitstun modifier of 4 with a shieldstun multiplier of 1.2x.
    • Nerf The first two hits no longer deal set knockback (30 set/100 scaling → 20 base/30 scaling), and thus connect worse at higher percents.
  • Dash attack:
    • Buff The looping hits deal more damage (1.5% → 1.8%, total: 11.5% → 13%).
    • Buff The move has slightly less ending lag (FAF 50 → 48).
    • Nerf One of the looping hits' hitboxes is smaller (ID 1: 5u → 4u).
    • Buff The looping hits have received several adjustments that allow the move to connect much more reliably:
      • Buff One of the hitboxes is larger (ID 0: 2.8u → 4u).
      • Buff One of the hitboxes is no longer located in the buzzsaw, now being separate from Bowser Jr. (ID 1: bone 1041 → 0, 0 Y-offset/0 Z-offset/stretch → 8/13-8). While this results in around the same range, this means the hitbox no longer moves around the Z-axis.
      • Change One of the hitboxes is positioned differently (ID 0: 9 Y-offset/8-13 Z-offset → 8/9-8). This is made up by the other hitbox's new position.
      • Buff The two previous hitboxes send at different angles (25° (all) → 30°/34°).
      • Buff There is a new hitbox (ID 2, angle: 65°, size: 4u, 8 Y-offset/18-8 Z-offset), which temporarily gives the attack more range.
      • Buff There is now have a "late" hit on frames 13-20, comprised of two hitboxes which have the same size as the new ones, but are positioned differently (ID 1: 8 Y-offset/9-8 Z-offset, ID 2: 8 Y-offset/14-8 Z-offset) and send at different angles (25° (all) → 32°/65°).
      • Buff All hits have reduced hitlag (1x → 0.6x), making the move less prone to SDI.
    • Buff The final hit launches at a more horizontal angle that is more desirable for edgeguarding (60° → 50°).
    • Change The final hit has increased hitlag (1.5x → 1x). This makes it safer on shield, but easier to DI.
  • Forward smash:
    • Buff The looping hits' closest hitbox to Bowser Jr. is larger (ID 1: 1u → 2.5u), which allows the attack to connect better up close.
    • Nerf The looping hits' hitboxes are positioned differently and don't extend as much (ID 0: 7-13 Y-offset/18 Z-offset → 8-12.5/16.5 (non-angled), 10-16 Y-offset/18-17 Z-offset → 12-16.5/15-14.5 (angled up), 4-10 Y-offset/17-18 Z-offset → 3.5-7.5/16-17; ID 1: 5-11 Y-offset/12.2 Z-offset → 7-12/9.7 (non-angled), 8-14 Z-offset/12.2-11.2 Z-offset → 10-15/8.3-7.8 (angled up), 2-8 Y-offset/11.2-12.2 Z-offset → 4.5-9/9.1-10.5 (angled down)), while the farthest hitbox to Bowser Jr. is smaller (ID 0: 5u → 4.5u). This reduces the looping hits' range.
      • Buff However, this somewhat fixes the blindspot in front of Bowser Jr., making the looping hits connect slightly more reliably.
    • Buff The final hit has slightly faster startup (frame 36 → 35) making it connect more reliably from the looping hits.
    • Nerf The final hit's hitbox is smaller (7u → 6u) and does not extend as far (non-angled: 8-12 Y-offset/18 Z-offset → 9-12/17; angled up: 11-15 Y-offset/18-17 Z-offset → 13-16/16-15; angled down: 5-9 Y-offset/19-18 Z-offset → 4.5-6.5/16.5-17). This noticeably reduces its range and, combined with the changes to the looping hits above, causes opponents to potentially fall out more frequently.
  • Up smash:
    • Change The move's hitboxes have shorter durations (hit 1: frames 7-9 → 7-8, looping hits: frames 10-24 → 9-18, second to last hit: frame 25 → 18, last hit: 30-31 → 22-23), and the looping hits have a faster rehit rate (4 → 3).
      • Change As a result, the move hits six times instead of seven. However, the second to last hit has been merged with the looping hits on frame 18, leaving the move's total damage unchanged (1.3% hits 2-5/1% hit 6 → 1.3% hits 2-4/2.3% hit 5).
    • Change The move now has a green visual trail that matches the Junior Clown Car's propeller. Strangely, the color does not change for the Koopalings.
      • Buff The faster gap between hits allows the move to connect more reliably.
      • Nerf However, this gives the move more ending lag as a result, despite its faster interruptibility (FAF 57 → 54).
    • Change The looping hits are positioned higher up from Bowser Jr. (17-15 ID 0/20-18 ID 1/17-15 ID 2 (Y-offset) → 18-16/21-19/18-16). This improves their upwards range and allows them to connect slightly more reliably, but makes it slightly harder to hit smaller/crouching targets on the ground.
    • Buff Except for the second to last hit, the looping hits have reduced hitlag (1x → 0.6x). Combined with the move's improved upwards range and faster gap between hits, this makes the move harder to escape.
    • Buff The final hit deals more base knockback (32 → 38).
    • Nerf The final hit has a smaller hitbox (6u → 5.5u), reducing its vertical range, although its horizontal range was mostly compensated (23-21 Y-offset → 24.5-22.5).
  • Down smash:
    • Buff The move's hitboxes have a slightly longer duration (frames 15-16 → 15-17).
    • Buff The move deals more knockback (40 base/89 scaling → 41/91).

Aerial attacks

  • Buff All aerials have less landing lag (neutral: 18 frames → 9, forward: 27 → 16, back: 24 → 14, up: 15 → 9, down: 25 → 15).
  • Neutral aerial:
    • Buff The move deals more damage (6% clean/5% mid/3% late → 8%/7%/5%), with knockback scaling mostly compensated (100 → 83/81/80).
    • Buff The move now has hitboxes on the Clown Car's arms (size: 4u clean/3.5u mid/3.0u late, X-offset: -3), which removes the blindspots in front of Bowser Jr. They deal less damage than the sweetspots, but more than the move's previous damage (6.5% clean/5.5% mid/3.5% late).
      • Nerf However, the new sourspots outprioritize the sweetspots. Since their knockback was not compensated, this makes the move weaker if the sourspots connect.
  • Back aerial:
    • Buff The move's sourspot now extends into the Clown Car (X-offset: 0 → 0—-6), removing its blindspot.
  • Down aerial:
    • Buff The looping hits have a faster rehit rate (4 → 3), making the move now hit up to nine times instead of seven.
    • Buff The looping hits have reduced hitlag (1x → 0.8x).
    • Buff The move deals more damage (1.3% looping hits/2% last hit → 1.5%/2.5%). Combined with the move's faster rehit rate, this makes the move deal more damage if all hits connect (9.8% → 14.5%), though with the last hit's knockback scaling compensated (130 → 124).
    • Buff One of the looping hits' hitboxes is now extended and positioned further up (Y-offset: 2 → 4, Z-offset/stretch: 0 → -2—2), giving it more range.
      • Change However, since the last hit is not extended, this can cause it to fail to connect into the last hit.
    • Nerf One of the looping hits' hitboxes (ID 2) has been removed, while the old one (ID 1) now detects both aerial and grounded opponents. However, the hitbox no longer sends at an autolink angle (366° → 96°). Combined with the above change, this causes the looping hits to connect less reliably, despite their reduced hitlag and faster rehit rate.
    • Change The looping hits have altered knockback (30 set/100 scaling (ID 0), 30 base/100 scaling (ID 1) → 30 base/10 scaling (both)). This allows them to connect more consistently at low percentages, but since all of its hitboxes no longer use set knockback, it still connects less consistently at very high percentages.
    • Buff The landing hitbox extends further (Z-offset: -2—2 → -2.5—2.5), improving its range.
      • Change The hitbox has also been moved upwards (Y-offset: 3.2 → 4).

Throws and other attacks

  • Grabs:
    • Change Bowser Jr. now preemptively pulls out his toy hammer in his grab animation and holds it while the opponent is grabbed.
    • Change The color of the claw now matches each Koopaling's Clown Car.
    • Buff Standing and pivot grabs have faster startup (standing/pivot: frame 12/15 → 11/12).
    • Nerf Dash grab has slightly more startup lag (frame 13 → 14).
    • Nerf All grabs have more ending lag (Standing/dash/pivot: FAF 36/45/42 → 41/49/44).
    • Buff Standing grab's grabbox has been moved forwards (Z-offset: 4-13 → 6.5-14), improving its notoriously poor range despite being less extended.
    • Nerf Dash and pivot grab's grabboxes are less extended, especially pivot grab (dash: 4-15.5 Z-offset → 6.5-15, pivot: 4—-21.5 Z-offset → 6.5—-16.4), reducing their range.
  • Pummel:
    • Change Its animation is slightly different.
    • Nerf It deals less damage (2% → 1.3%).
    • Buff It has faster startup (frame 6 → 1), deals more hitlag (4 → 14 frames) and has less ending lag (FAF 18 → 6), shortening its duration and increasing the number of times Bowser Jr. can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Buff Forward throw's second hit deals more damage (6% → 7%, total: 9% → 10%) with no compensation on knockback, slightly improving its KO power.
  • Back throw:
    • Nerf Back throw deals less damage (12% → 11%) with knockback scaling not fully compensated (65 → 70), slightly hindering its KO power.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 45 → 38) and deals less knockback (55 base/85 scaling → 65/60), granting it combo potential.
  • Down throw:
    • Buff Down throw has seven looping hits instead of five that deal significantly more damage (0.5% hits 1-5 → 1.2% hits 1-7, total: 6.5% → 12.4%).
    • Buff It sends at a more horizontal angle (55° → 30°), allowing it to set up edgeguards.
    • Change It deals less knockback overall (80 base/110 scaling → 90/55).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 10%).

Special moves

  • Clown Cannon:
    • Buff The move has faster startup (frame 43-103 → 37-97) and less ending lag (FAF 81-141 → 73-133).
    • Buff Bowser Jr. can now have up to two cannonballs in play at once.
    • Buff A cannonball's hitbox is bigger (3.2u → 3.8u).
    • Buff A cannonball now travels in a spiraling path (similar to ones fired by Shotzos), instead of flying straight. Combined with the above change, this noticeably increases a cannonball's effective range.
    • Buff A cannonball now keeps an active hitbox after it starts to fall in midair, allowing the move to be used for edgeguarding. However, this does not apply for cannonballs that have already landed, and cannonballs can only hit non-shielding opponents once.
    • Buff An uncharged cannonball deals more damage (8.5% early/5.9% late → 10%/7%).
    • Buff A cannonball now deals shield damage (0 → 8), capable of doing more than half a shield's health when fully charged.
    • Change An uncharged cannonball travels slower, letting Bowser Jr. follow it. This makes cannonballs easier to dodge, but grants new setups based around them.
      • Buff Combined with the above change, an uncharged cannonball can hit shields twice before it drops at maximum distance, dealing extreme shield damage.
    • Nerf A cannonball deals significantly altered knockback (40 base/82 scaling → 90/52). This makes them safe on hit at any percentage, but significantly worsen their KO power, now only having KO power if one is fully charged.
  • Clown Kart Dash:
    • Buff The Clown Car moves faster and reaches its maximum speed immediately after beginning to move, therefore no longer needing to accelerate to deal maximum damage with the collision.
    • Buff The collision deals more damage (4%-7% → 5.2%-8.8%).
    • Change The collision has more knockback scaling (80 → 95). This improves its combo ability from low-mid to mid percentages, but reduces it at high ones.
    • Buff The spinout deals more damage (8%-12% → 10%-16.3%) with knockback scaling not fully compensated (80 → 75), noticeably improving its KO power.
    • Buff The spinout has faster startup (frame 5 → 3).
    • Buff If the move is canceled it in the air, Bowser Jr. now keeps his double jump. This significantly improves Bowser Jr's recovery, giving it more mix-ups.
    • Nerf It can no longer be air dodged out of.
    • Change It makes Bowser Jr. jump higher on sloped platforms.
  • Abandon Ship!:
    • Change The Clown Car no longer respawns when Bowser Jr. grabs onto a ledge after using Abandon Ship!. While this results in him always receiving 1.15x damage if he gets hit, it also means that his hurtbox is considerably smaller.
    • Buff The hammer swing has a longer hitbox duration (frame 8/13 → 8-9/13-14), and the hitboxes are even larger (6.5u/3.0u → 7.0u/3.5u).
    • Nerf Like with regular air dodges, Bowser Jr. can only use a single air dodge out of Abandon Ship!. This makes him easier to edgeguard.
  • Mechakoopa:
    • Buff Mechakoopas start walking earlier (frame 54 → 48), and no longer bounce.
    • Buff They cling onto the opponent they make contact with, detonating on them even if they are being knocked away. This makes them connect into the second hit reliably, and allows for more reliable kill setups.
    • Change They explode upon hitting a shield if thrown.
    • Nerf They deactivate and lie on the ground when they walk into a shield, no longer crossing them up. They can still be picked up and used before they completely disappear after a second passes. This makes them easier to use against Bowser Jr.
  • Shadow Mario Paint:
    • Nerf Shadow Mario Paint is active for a shorter amount of time.

|Duck Hunt====Aesthetics===

  • Change Duck Hunt's model is of a significantly higher visual quality. The dog's overall color scheme is more vibrant, better matching his sprite in Duck Hunt, and he now features detailing on his fur, collar, paws, and nose. The duck's color scheme is more subdue and features greater feather detailing.
  • Change Duck Hunt is significantly more vocal. They have more voice clips during gameplay beyond their taunts and Star KO, consisting of bitcrushed realistic dog noises and duck quacks. These voice clips are also now available in the Sound Test.
  • Change Similar to other cartoonish fighters, the duo are more expressive.
  • Change The duck no longer blinks during the duo's idle and crouching animation and on the results screen.
  • Change Duck Hunt's shielding animation is slightly altered. The duck now covers the dog with its feathers.

Attributes

  • Buff Like all characters, Duck Hunt's jumpsquat animation takes three frames to complete (down from 4).
  • Buff Duck Hunt dashes faster (1.63 → 1.793).
    • Buff Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.
  • Buff Duck Hunt walks faster (1.155 → 1.213).
  • Buff Duck Hunt's air speed is slightly faster (1.1 → 1.155).
  • Nerf Duck Hunt is lighter (91 → 86), now only slightly heavier than Zelda, which reduces their survivability.
  • Nerf Spot dodge has slightly more ending lag (FAF 24 → 25), no longer being the best in the game.
  • Nerf Forward roll has more ending lag (FAF 27 → 30).
  • Nerf Back roll has more startup (frames 4-15 → 5-16) and ending lag (FAF 27 → 35).
  • Nerf Neutral air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 31 → 50).
  • Buff Neutral air dodge has less landing lag (22 frames → 10).
  • Buff Neutral air dodge has a slightly longer duration (frames 2-25 → 3-27).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's animation is faster and the rapid jab and rapid finisher have less startup lag, making them connect more reliably.
    • Buff Neutral attack 2's largest hitbox is bigger (4.2u → 5u).
    • Nerf Neutral attack 3 has a smaller hitbox (5.8u → 5u).
    • Nerf Neutral attack 1 and 2 and neutral infinite deal less damage (2% (first)/3% (second) → 1.5% each, 0.8% → 0.4% (infinite)).
    • Change Neutral attack 1 has its two larger hitboxes replaced with four smaller ones (3u/3u → 1.8u/1.8u/2u/2u).
  • Forward tilt:
    • Buff Forward tilt deals more base knockback (15 → 35).
    • Change Its angle is different when angled (361° (both) → 48° (up)/30° (down)).
  • Up tilt:
    • Buff Up tilt has less startup (frame 7 → 6) and ending lag (FAF 34 → 28).
    • Nerf Up tilt is harder to connect on grounded opponents, since characters can no longer run through each other.
    • Nerf Up tilt's hitbox is smaller (7u → 5u), while its Y2 offset was compensating (13 → 15), the hitbox is narrower and has less range against grounded opponents.
    • Change Up tilt deals significantly more base knockback (35 → 95), but has much less knockback scaling (130 → 40), removing its KO potential, but increasing its combo potential.
  • Down tilt
    • Buff Down tilt has less ending lag (FAF 35 → 28).
    • Buff Down tilt sends at a slightly more horizontal angle that is more desirable for edgeguarding (30° → 25°).
  • Forward smash:
    • Buff If the first hit of forward smash connects, subsequent hits will be positioned to continue the chain into the final hit, rather than having their positions somewhat randomized.
    • Buff Forward smash's first and second hits launch at a higher angle (5° → 45°) and deal more set knockback (60 → 66 (hit 1), 60 → 69 (hit 2)), making them connect more reliably.
    • Buff It has larger hitboxes (3.8u → 4.7u (hit 1), 5.2u → 6.9u (hit 2), 7u → 7.8u (hit 3)).
  • Up smash:
    • Buff The first two hits no longer have set knockback (72/60 → 0), and use an autolink angle (140°/150° → 368° (hit 1), 115° → 368° (hit 2)), allowing them to connect more reliably.
    • Buff Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
    • Buff Up smash's final hit deals more knockback (40 base/112 scaling → 45/120).
  • Down smash:
    • Buff The first two hits no longer have set knockback (115 → 0), and use an autolink angle (165° → 368°), allowing them to connect more reliably.
    • Buff Down smash's final hit deals more base knockback (32 → 37).

Aerial attacks

  • Buff All aerials have less landing lag (17 frames → 10 (neutral), 15 → 9 (forward), 24 → 14 (back), 18 → 11 (up), 34 → 15 (down)).
  • Neutral aerial:
    • Change Neutral aerial's clean hit has less knockback scaling (100 → 86). This reduces its KO potential, but combined with the landing lag reduction grants it combo potential when landing.
  • Forward aerial:
    • Buff Forward aerial has marginally less ending lag (FAF 46 → 45).
    • Buff Its sweetspot comes out slightly earlier (frame 9 → 8).
    • Nerf It has a slightly shorter duration overall (frames 7-12 → 7-11).
  • Back aerial:
    • Buff Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO slightly earlier.
  • Up aerial:
    • Buff The first hit sends the opponent at a lower angle (145° → 95°), the second hit launches at an autolink angle (145° → 363°), both hits deal more set knockback (40 → 50) and have a reduced hitlag multiplier (1× → 0.5×), allowing them to connect more reliably overall.
    • Buff All hits have larger hitboxes (5.5u → 6u (hits 1-2), 8u → 8.5u (hit 3)) and the second hit and third hit's hitboxes have been moved upward (Y offset: 20u → 21.5u (hits 2), 21u → 22.5u (hit 3)), improving its range overall.
    • Nerf The first hit's hitbox has been moved lower (Y offset: 20u → 18.5u), slightly reducing its range overall.
  • Down aerial:
    • Buff Down aerial has considerably less ending lag (FAF 60 → 50).
    • Buff Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).
    • Nerf Down aerial auto-cancels later (frame 33 → 45), preventing it from doing so in a short hop.

Throws and other attacks

  • Buff Standing grab and dash grab have less startup lag (stand/dash: frame 8/10 → 6/9).
  • Nerf All grabs have more ending lag (stand/dash/pivot: FAF 29/36/34 → 36/43/38).
  • Nerf All grabs have less range (Z2 offset: 11.7u → 11.2u (standing), 13.9u → 12.9u (dash), -19.2u → -18.5u (pivot)).
  • Buff Back throw has less ending lag (FAF 44 → 40).

Special moves

  • Trick Shot:
    • Change Trick Shot's can is slower and more floaty, but starts further forward.
    • Change Trick Shot's can travels more distance every time it is shot. This increases its effective range, but also means it will fly over grounded opponents more often.
    • Change Trick Shot's explosion sends the opponent flying in the direction of the side of the can that hit them, instead of sending them the direction Duck Hunt is facing.
    • Change Trick Shot's can has bullet holes appear every time the special button is pressed.
    • Change Trick Shot's can auto explodes more quickly after the eighth shot (76 frames → 60).
    • Buff Trick Shot's can is able to be hit with an attack midair, allowing Duck Hunt to cover more options.
    • Buff Trick Shot's can and its explosion deal more damage (1.8%-2% → 1.6%-4.4% (contact), 8% → 10% (explosion)), without full compensation for knockback on the explosion (110 scaling → 100), improving its KO potential.
    • Buff Trick Shot's can can be shot even when it is about to explode, increasing the amount of time it can be maneuvered.
    • Buff Trick Shot has less ending lag (FAF 46 → 42).
    • Nerf Trick Shot has lost some setups in combination with Clay Shooting.
  • Clay Shooting:
    • Change Shooting Clay Shooting's pigeon with Special Move works differently. Instead of always getting destroyed immediately, it will only be shot once per input made. If it is moving too fast, it will not be destroyed, but it will always be destroyed in one shot if it is moving slowly enough.
    • Buff Clay Shooting has slightly less ending lag (FAF 66 → 64).
    • Buff Clay Shooting forces the opponent to stay in place if they get hit, making it a significantly better combo starter.
    • Buff When Clay Shooting's pigeon is destroyed, debris that deals damage flies in multiple directions. [3]
      • Nerf However, these particles will damage Duck Hunt if the pigeon is destroyed by the opponent.
      • Nerf This means a pigeon that missed and was thrown with the smash input takes longer to destroy, reducing its safety.
    • Change Clay Shooting faces the screen more.
  • Duck Jump:
    • Buff After 50 frames, Duck Jump can be cancelled with an attack or air dodge, though Duck Hunt will still be helpless afterwards.
    • Buff If Duck Hunt gets hit by a windbox or an attack that deals no knockback (like Fox's laser) after cancelling Duck Jump but before entering helpless state, Duck Jump can be used again. This can be repeated indefinitely. [4]
  • Wild Gunman:
    • Change The Wild Gunmen's eyes flash before they are about to shoot, instead of flashing immediately after spawning.
    • Buff Wild Gunman has less ending lag (FAF 45 → 42).
    • Buff Each Gunman fires three frames earlier.
    • Buff Each Gunman deals 4% more damage (4%-7% → 8%-11%) with no compensation on knockback, granting them KO potential at high percents, especially the Sombrero Gunman.
    • Nerf When a Gunman is defeated, it will take longer for him to disappear and for another Gunman to be spawned.
      • Buff However, the Gunman's defeated body has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.
    • Change The Wild Gunmen have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.
    • Change The Gunmen have a soft, CRT-like glow.
  • NES Zapper Posse:
    • Buff NES Zapper Posse has a larger hitbox.
    • Nerf It has altered knockback (60 base/180 scaling → 70/160), dealing less knockback overall and KOing later even at the ledge.

|Ryu====Aesthetics===

  • Change Ryu's design has changed. His muscles and other physical features are more pronounced, his hair is spikier, and his skin tone is also slightly tanned. Additionally, his pupils are smaller. Lastly, the aesthetic used in Ultimate has resulted in Ryu's color scheme being more vibrant and his gi having subtle detailing. Altogether, these changes make him appear virtually identical to his appearance in Street Fighter V.
  • Change Ryu's eighth alternate costume has been replaced to based on his tenth color in Street Fighter V.
  • Change Ryu's up taunt no longer has him turn around when tightening his headband, now more closely resembling the taunt it is based on from Street Fighter IV.
  • Change The victory pose where Ryu throws a hook is slightly modified. He now closes his eyes and crosses his arms before winding the hook, with the camera coming in from the left, making the victory pose more resemble his Street Fighter IV pose.
  • Change As with all previous downloadable fighters in SSB4, Ryu now has a unique Palutena's Guidance conversation.
  • Change Ryu's Boxing Ring alias has been changed to "Eternal Wanderer", his official title as of Street Fighter V.

Attributes

  • Buff Like all characters, Ryu's jumpsquat animation takes three frames to complete (down from 5).
  • Buff Being able to dash cancel his tilts greatly improves his approach, letting him threaten the opponent with his tapped tilts for combos, or space his smash attacks more safely.
  • Buff Ryu's initial dash is faster (1.6 → 1.76).
  • Buff Double jump is slightly higher.
  • Change In 1-on-1 matches, Ryu will always face his opponent, similar to how he behaves in the Street Fighter series.
    • Buff This makes it harder to be hit from behind by Back Slash or Nosferatu.
    • Nerf This makes it difficult to attack things behind Ryu, such as Luma, and makes him easier to be hit by Disable.
    • Buff This changes the application of his dash dance, as his initial dash does not turn him in the opposite direction. Instead, he performs a back dash similar to his home series, allowing him to perform an evasive "shimmy" to keep within an effective range while still facing the opponent. This potentially improves his punishes.
    • Buff This makes his command inputs easier to perform. For instance, it is now impossible to accidentally perform a Hadoken backwards when attempting to perform a Tatsumaki Senpukyaku, or accidentally perform a Tatsumaki Senpukyaku when trying to perform a Hadoken.
    • Buff This makes it practically impossible for Ryu to be reversed by Cape/Super Sheet on the ground, as Ryu will immediately turn right back around.

Ground attacks

  • Change Ryu now has proximity normals that change depending on his distance from the opponent. Tapped forward tilt changes from his standing medium kick to a new attack based off his Street Fighter II close medium punch, a right hook inwards. Held neutral attack changes from his Street Fighter II standing heavy kick to his close heavy punch, which has the same damage and animation to held up tilt, but doesn't launch the opponent away. Both attacks can be special cancelled on hit.
    • Buff Proximity forward tilt is capable of locking while proximity held neutral attack deals 14% and cancels into Shoryuken's sweetspot reliably, which gives Ryu a stronger followup than most of his other options for a Focus Attack crumple punish. Two forward tilts locks into a held neutral attack deals 26%, turning missed techs into potential KOs.
  • Neutral attack:
    • Buff Tapped neutral attack can now jab reset.
    • Buff Neutral attack launches opponents, making them easier to be hit.
    • Buff Ryu can now special cancel the first and second hit of his neutral attack.
    • Nerf Held neutral attack's hitbox has been moved inward (Z offset: 6.4-13.9 → 5.4-11.9), reducing its range.
    • Nerf First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).
    • Change First and second hit of neutral attack have reduced hitlag.
  • Forward tilt:
    • Buff Tapped forward tilt has less ending lag (FAF 28 → 24).
    • Nerf Held forward tilt has more startup (frame 14 → 16) and ending lag (FAF 35 → 39).
  • Up tilt:
    • Nerf Up tilt's light version has smaller hitboxes (5u/5u → 3.8u/3.8u).
    • Nerf Tapped up tilt has a more horizontal angle on airborne opponents (84° → 75°).
  • Down tilt:
    • Buff Tapped down tilt has gained a hitstun modifier of 1.
    • Buff Held down tilt has less startup lag (7 frames → 6).
    • Buff Held down tilt deals less knockback (70 (base)/23 (scaling) → 73/16), allowing it to combo at a wider percent range.
    • Change Held down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.
    • Nerf Light down tilt's outermost hitbox is smaller (3.5u → 2.5u), and all 3 of the hitboxes have lost their extensions, reducing the move's range.
    • Nerf Held down tilt's outer hitbox does not extend as far (Z offset: 7-17.2 → 7-15.7), noticeably reducing its range.
  • Forward smash:
    • Buff Forward smash deals more knockback (25 (base)/94 (scaling) → 26/98).
  • Up smash:
    • Buff Up smash deals more knockback (scaling 76 (clean)/81 (late) → 82/86).
    • Nerf Up smash transitions to its late hit one frame earlier, reducing the clean hit's duration (frames 9-10 → 9).
  • Down smash:
    • Buff Down smash's sweetspot launches at a lower angle (45˚ → 35˚), with knockback scaling not fully compensated (50 → 47), improving its KO potential and turning it into a semi-spike.
    • Buff Down smash can now be canceled into special moves.
    • Nerf Down smash's shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.
    • Nerf Down smash's outermost hitbox has been removed entirely, with no changes to the other hitboxes to compensate. As such, the move has considerably reduced range.

Aerial attacks

  • Buff Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.
  • Buff All aerials have reduced landing lag (6 frames → 5 (neutral), 14 frames → 11 (forward), 12 frames → 10 (back), 14 frames → 11 (up), 18 frames → 15 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's weak hitbox stays out much longer (frame 7-22 → 7-32).
    • Nerf Neutral aerial has more ending lag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.
    • Nerf The late hit has smaller hitboxes (3.3u/3.3u → 3u/3u), further weakening its already very poor range.
    • Nerf Due to engine-wide changes to the Sakurai angle (~45° → 38°), chaining neutral aerial into itself or down aerial is significantly harder, removing a major component of Ryu's combo and kill confirm game.
  • Forward aerial:
    • Buff Its sweetspot deals significantly more knockback (80 base/49 scaling → 82/56), boosting its KO potential.
      • Nerf This reduces its combo potential.
    • Nerf It has more startup (frame 6 → 8) and fewer active frames (6-14 → 8-14).
    • Nerf It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).
  • Back aerial:
    • Buff Back aerial deals more base knockback (12 → 21).
    • Nerf Back aerial's outer hitbox does not extend as far (Z offset: 7.5-16 → 7.5-15), reducing its infamously large horizontal reach somewhat.
  • Up aerial:
    • Buff Up aerial's hitboxes stay out longer (1 frame (both) → 2 frames (hit 1), 3 frames (hit 2)).
    • Nerf Up aerial has smaller hitboxes (6u (hit 1)/7u (hit 2) → 5.0u/6.0u), and they do not extend as far upwards (Y offset: 15-17 (hit 1)/17-19 (hit 2) → 15-16.5/17-18.5), significantly reducing its previously infamously large range above Ryu.
  • Down aerial:
    • Change Down aerial's grounded hitbox has reversed knockback values (14 (base)/60 (growth) → 60/14).

Throws and other attacks

  • Grabs:
    • Nerf Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot).
    • Nerf All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot).
    • Buff Standing grab extends slightly further (Z offset: 4-8.7 → 4-9.1), slightly improving its range
    • Nerf Dash grab does not extend as far (Z offset: 4-10.6 → 4-10), somewhat reducing its range.
    • Nerf Pivot grab extends a shorter distance (Z offset: 4-14.7 → 4-14.1), somewhat reducing its range. Combined with the new mechanic of Ryu facing his opponent, it has lost much of its utility.
  • Down throw:
    • Nerf Down throw deals less damage (5% (hit 1)/4% (throw) → 3% (both)), with its knockback compensated (growth 137 → 157). In addition, Ultimate's front-loaded knockback results in this move having very little true followups.

Special moves

  • Hadoken:
    • Buff All variants of Hadoken have slightly less startup lag (frame 13 → 12).
    • Buff All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, True Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).
    • Buff All variants of Hadoken had their travel speeds adjusted, increasing their versatility (Light: 0.9 → 0.8, Medium: 1.2 → 1.3, Heavy: 1.5 → 1.8).
    • Buff Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.
    • Buff Shakunetsu Hadoken's multi-hits have altered angles (60/0 → 366), now being an autolink, allowing them to link into later hits more consistently.
    • Change The design of Hadoken has been changed. It now more closely resembles its appearance in the Street Fighter series.
  • Tatsumaki Senpukyaku:
    • Buff The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
    • Buff Tatsumaki Senpukyaku's weak hitbox deals more damage and knockback.
    • Buff Ryu's pivoting leg is now intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.
    • Buff Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.
    • Nerf The changes to jostling makes Tatsumaki Senpukyaku even more unsafe on shield, as Ryu can no longer cross up with the move.
  • Shoryuken:
    • Nerf Shoryuken has more landing lag (18 frames → 22).
    • Nerf Shoryuken has less invulnerability frames, most notably on the input version of Shoryuken, which no longer grants intangibility on the first few frames when the move is inputted.
    • Nerf Shoryuken has a shorter window of time in which Ryu can snap to the edge when recovering with it.
  • Focus Attack:
    • Nerf Focus Attack's first stage of charge is harder to combo off of.
    • Nerf Focus Attack's hitbox does not extend as far backwards (Z offset: -3—11.5 → 2—11.5), no longer being able to hit opponents directly behind Ryu.
    • Nerf The maximum amount of damage Focus Attack's armor can sustain is lowered (22%-39% → 16.8%-33.6%).
  • Final Smash:
    • Change During Shin Shoryuken, the opposing fighter has been given new animations while getting hit, somewhat inspired by animations from Street Fighter IV for the Metsu Shoryuken.
    • Buff Ryu can cancel several standard attacks and any special move excluding Focus Attack into Shin Shoryuken or Shinku Hadoken.
    • Nerf Shin Shoryuken's final hit has significantly less knockback scaling (105 → 90), weakening its KO potential.

|Cloud====Aesthetics===

  • Change As with all veterans returning from SSB4, Cloud's model features a more subdued color scheme. His clothing features subtle detailing, and the Buster Sword's blade texture appears more "battle-worn", featuring scratches and a metallic sheen.
  • Change Cloud's sixth alternate costume is black instead of a deep teal, making it identical to the default Advent Children costume with the exception of his exposed left arm. His seventh alternate costume has also been slightly updated. It is now brown, instead of black.
  • Change As with all previous downloadable fighters in SSB4, Cloud now has a unique Palutena's Guidance conversation.
  • Change Cloud's "No hard feelings" victory pose has been altered slightly. He closes his eyes and keeps them closed when the camera focuses on him.
  • Change Cloud's "Better luck next time" victory pose has been altered slightly. He only flourishes the Buster Sword once, and also turns his head away from the camera completely, hiding his face, instead of spinning the Buster Sword and looking back over his shoulder at the camera in SSB4.
  • Change Cloud keeps his eyes open during his clapping animation.
  • Change Cloud's Limit Break gauge is shown persistently above his damage meter.
  • Change The Buster Sword has a much brighter glow effect at its tip during Cloud's sword-based attacks, although this does not affect the range of the sword itself.

Attributes

  • Buff Like all characters, Cloud's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Cloud's initial dash speed (1.8 → 2.145) and run speed (1.97 → 2.167) are much faster.
  • Buff Cloud walks slightly faster (1.1 → 1.155).
  • Buff Cloud's air speed is slightly higher (1.1 → 1.155).
  • Buff Cloud's traction is higher (0.055 → 0.106).
  • Buff Forward roll has less ending lag (FAF 32 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 32 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 48).

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have altered angles (60°/82° → 361°/180°) and knockback (42/28 base/24 scaling → 35/20 base/25/15 scaling) to keep opponents close to Cloud, akin to other neutral attacks. This allows them to connect better and jab lock.
    • Buff The first hit transitions faster into the second hit (frame 9 → 8), which transitions faster into the third hit (frame 11 → 9).
    • Buff The final hit's hitbox extends further inwards (Z offset: 9-16 → 8-16), improving its consistency against nearby opponents.
    • Nerf The first and third hits have higher hitlag multipliers (1.2× → 1.5× (hit 1), 1.4× → 2× (hit 3)), making them easier to SDI and DI respectively.
    • Nerf The first hit has had its three larger hitboxes replaced with four smaller ones (3.9u/2.9u/2.9u → 2u/2u/2.3u/2.3u).
    • Nerf Consecutive uses of the first hit are slower (11 frames → 15).
    • Change Cloud's leg for the first hit is angled lower, making the animation more consistent with the hitbox.
    • Change The second hit has redistributed hitbox sizes (3.3u/3.3u/3.3u → 3u/3u/3.5u).
  • Forward tilt:
    • Change Forward tilt no longer moves Cloud forward slightly, making it safer for spacing, but decreasing its effective range.
  • Dash attack:
    • Buff Dash attack has more knockback scaling (60 → 70), noticeably improving its KO potential.
  • Forward smash:
    • Nerf Forward smash has slightly more ending lag (FAF 64 → 67).
    • Nerf Each hit has smaller hitboxes (5.4u/5.4u → 4.5u/4.5u (hit 1), 3u/5.4u/5.4u → 2.5u/5.2u/5.2u (hit 2), 6.8u/6.8u → 5.5u/5.5u (hit 3)), reducing its vertical range.
  • Up smash:
    • Buff Up smash has less startup lag (frame 15 → 12) with its total duration reduced as well (FAF 47 → 46).
      • Nerf Its total duration wasn't fully compensated, giving it two more frames of ending lag.
    • Buff The clean hit has more knockback scaling (96 → 105), improving its KO potential.
  • Down smash:
    • Buff The farthest hitbox on the first hit deals less set knockback (120 → 85) and sends at a lower angle (176° (aerial)/165° (grounded) → 155°/150°), allowing it to connect into the second hit more reliably.
    • Nerf Down smash deals less damage (4% → 3% (hit 1), 12% → 11% (hit 2)), and the second hit also has less knockback scaling (94 → 92), reducing its KO potential.

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 9 (neutral, up), 18 → 11 (forward), 14 → 8 (back), 26 → 16 (down)).
  • Neutral aerial:
    • Nerf Neutral aerial has an altered animation where Cloud doesn't stretch his arm as much, noticeably reducing its range.
  • Forward aerial:
    • Change Forward aerial's sweetspots have a lower hitlag multiplier (2× → 1.4×), while the sourspots have a higher multiplier (1× → 1.4×).
  • Up aerial:
    • Nerf Up aerial has more startup with a shorter clean hit duration (frames 7-9 → 8-9), and no animation change. This reduces its range below and in front of Cloud and prevents it from hitting grounded opponents as easily.
    • Nerf The clean hit's deceptively large hitboxes have become smaller (4.7u (frames 7-9) → 4.2u (frame 8)/4u (frame 9)).
    • Nerf It auto-cancels later (frame 26 → 32), no longer doing so from a short hop fast fall and immediately after its hitboxes cease.
    • Change It deals less damage (12% → 11% (clean), 8.5% → 8% (late)) and knockback, and launches at a slightly more horizontal angle (82° → 80°). This hinders its KO potential, but allows it to combo better on landing.
  • Down aerial:
    • Nerf Down aerial has a shorter duration (frames 11-42 → 11-39) and auto-cancels later (frame 43 → 46), making its late hit harder to combo with.
    • Nerf It has more ending lag (FAF 60 → 65).

Throws and other attacks

  • Nerf All grabs have more startup (frame 7/10/11 (standing/dash/pivot) → 9/12/13) and ending lag (FAF 32/40/37 → 37/45/40).
  • Nerf Dash grab has slightly less range (Z2 offset: 10.6u → 10.4u).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 5 → 1) and ending lag (FAF 26 → 7), shortening its duration.
    • Nerf It deals much less damage (3% → 1.3%).
  • Back throw:
    • Nerf Back throw deals less knockback to bystanders (100 base/70 scaling → 48/90).
    • Change It launches bystanders at a lower angle (50° → 45°).
  • Down throw:
    • Nerf Down throw inflicts hitlag, and thus releases opponents later (frame 18 → 27), giving them more time to DI.
    • Nerf Due to the faster knockback physics, it has lost its combo potential.
    • Change The speed of the throw is no longer weight-dependent.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Change With the exception of Limit Blade Beam, all of Cloud's Limit Break specials cause Special Zoom when hitting an opponent.
  • Blade Beam:
    • Buff Non-Limit Blade Beam has less ending lag on the ground (FAF 61 → 54), improving its camping ability.
    • Nerf It has negative shield damage (0 → -4 (grounded, clean)/-3 (grounded, late)/-3.2 (aerial, clean)/-2.4 (aerial, late)), effectively dealing half its usual damage to shields.
  • Cross Slash:
    • Nerf Limit Cross Slash's strikes slow down significantly when hitting a shield. While this doesn't change the safety of the move on shield due to the new shieldstun formula, it gives opponents substantially more time to react to the move being blocked and continue doing so.
    • Nerf Limit Cross Slash's last hit has less knockback scaling (153 → 147), weakening its KO potential.
    • Change Cross Slash's last hit has a lower hitlag multiplier (2.5× → 2×).
    • Change Cross Slash's visual effects have a sharper design inspired by Dissidia Final Fantasy instead of the brush-like strokes from Smash 4.
  • Climhazzard:
    • Buff Cloud can now tech at the peak of Climhazzard's height.
    • Buff There is a slightly wider window for the downward slash to snap the ledge.
    • Buff It has less landing lag (41 → 26 frames).
    • Buff The rising portion of Climhazzard snaps to ledges earlier (frame 28 → 24).
    • Buff The downward slash's sweetspot has been made untechable [5] and deals set knockback (90 base/25 scaling → 110 set/100 scaling), increasing its knockback at lower percents and allowing the grounded hit to land far more reliably at any percent. It is also easier to use as a sacrificial KO, as meteor smashes can now KO the opponent before they reach the bottom blast line.
    • Nerf The downward slash's sourspot deals much less base knockback (130 → 50), with knockback scaling not fully compensated (25 → 80), significantly hindering its safety on hit at lower percents, and in combination with the nerfs to rage, no longer KOing at very low percents near the edge.
    • Nerf Due to the changes to jostle mechanics, Cloud's horizontal momentum now immediately halts when hitting opponents with the rising hit of Climhazzard, increasing its vulnerability to edgeguarding. [6]
    • Buff Limit Climhazzard's second early hit has more knockback scaling (135 → 142), improving its KO potential.
    • Change Limit Climhazzard has a purple blade effect rather than a blue one.
  • Limit Charge:
    • Buff Like other charge-cancelable specials, Cloud can cancel Limit Charge by jumping or spot dodging.
    • Buff Cloud fills the Limit Gauge faster from dealing damage (full charge: 250% → 150%) and using Limit Charge (full charge: 400 frames → 335).
    • Nerf Canceling it is no longer instantaneous, instead incurring 7 frames of lag, leaving Cloud more vulnerable when charging it.
    • Nerf If Cloud gets hit during Limit Charge, including the lag from canceling it, his Limit Gauge is depleted rather than filled.
    • Nerf Cloud loses his Limit Break if no special move is used within 15 seconds of reaching full charge, requiring it to be charged again. This makes his Limit Breaks much easier to avoid, and prevents him from having his stats increased indefinitely.
  • Finishing Touch:
    • Buff Finishing Touch has less startup lag on the ground (frame 16 → 14).
    • Buff The ground version's late hit has more vertical range during its first frames (Y offset: 16u → 22u), allowing it to hit opponents standing on the lower platforms of Battlefield.
    • Buff It has more knockback scaling (417 (early, grounded)/390 (late, grounded)/359 (early, air)/335 (late, air) → 431/406/371/349), improving its KO potential.
    • Nerf It has more ending lag (FAF 80 → 86).
  • Omnislash:
    • Nerf The final hit has lower knockback scaling (120 → 113) and launches at a lower angle (70° → 65°), weakening its KO potential.

|Corrin====Aesthetics===

  • Change Corrin's appearance is largely the same as it was in SSB4, though his model features a more subdued color scheme. The fabric of his attire is more detailed, which is more noticeable during his Dragon Fang transformations. His eyes are sharper, and his skin tone is slightly more tanned.
    • Change Besides the latter two, these changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.
  • Change Corrin's previously unused damage yells from Smash 4's Sound Test are now heard when taking high knockback.
  • Change As with all previous downloadable fighters in SSB4, Corrin now has a unique Palutena's Guidance conversation.
  • Change Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.

Attributes

  • Buff Like all characters, Corrin's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Corrin runs faster (1.45 → 1.595).
  • Buff Corrin walks faster (1.15 → 1.208).
  • Buff Corrin's air speed is higher (0.97 → 1.019).
  • Buff Corrin's traction is significantly higher (0.065 → 0.129).
  • Nerf Corrin's double jump covers less distance.
  • Buff Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
  • Buff Back roll grants more intangibility (frames 4-14 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 34 → 50).

Ground attacks

  • Neutral attack:
    • Nerf All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
    • Buff The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).
    • Buff The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and has gained a hitstun modifier of 2, allowing them to connect better and jab lock.
    • Buff The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).
    • Nerf The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and DI the last one.
    • Nerf The first hit no longer deals set knockback (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at much higher percents, and removing their jab cancel setups.
    • Nerf The third hit of neutral attack has a new animation: it is an outward slash, rather than a stab. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).
    • Buff The new third hit has less ending lag (FAF 36 → 31).
    • Nerf The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
    • Buff The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.
    • Buff The neutral infinite has a shorter gap between hits (5 frames → 4), lower hitlag (1x → 0.5x) and SDI (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.
    • Nerf One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.
      • Buff However, the previous neutral infinite's hitbox is extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.
    • Nerf The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.
    • Nerf The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
    • Buff The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.
  • Forward tilt:
    • Nerf The move has a shorter hitbox duration (frames 8-10 → 8-9).
    • Buff The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to LSI.
      • Nerf However, it removes its situational juggling potential and hinders its KO power from across the stage.
  • Dash attack:
    • Nerf The move has one frame slower startup (frame 11 → 12).
    • Buff The move has less ending lag (FAF 56 → 50).
    • Buff The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have more set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.
  • Forward smash:
    • Buff The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.
    • Buff The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.
    • Change Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/15.2% (all)).
      • Buff This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
      • Nerf However, this removes the late tip sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18).
    • Buff The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This improves the sourspots' KO power, and compensates for the tip's lower damage while making the move safer at low percentages.
    • Nerf The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
    • Change The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
    • Change The move has gained a water effect on hit.
  • Up smash:
    • Buff The move has a longer hitbox duration (frames 13-15 → 13-17).
    • Buff The tip has more knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.
  • Down smash:
    • Buff The move has less ending lag (FAF 54 → 49).
    • Nerf The back hit's tip sweetspot has lower knockback scaling (95 → 85).

Aerial attacks

  • Buff All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).
  • Neutral aerial:
  • Forward aerial:
    • Nerf The move has more startup lag (frame 7 → 9).
      • Buff However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.
  • Up aerial:
    • Buff The move auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a short hop.
  • Down aerial:
    • Buff The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
    • Nerf Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.
    • Change The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Nerf All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).
  • Pummel:
    • Change Corrin has a new pummel, a knee strike.
      • Nerf It deals much less damage (3% → 1.3%).
      • Buff However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Nerf Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
      • Buff However, its total duration remains unchanged, reducing its ending lag.
    • Nerf The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
  • Change Corrin's back, up and down throws release the opponent one frame faster (frame 14 → 13 (back, up), frame 28 → 27 (down)). However, their total durations remain unchanged, giving them one frame more ending lag.
  • Back throw:
    • Nerf Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Dragon Fang Shot:
    • Buff Due to the altered paralysis mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.
    • Buff A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 → 90), improving its KO potential.
    • Buff A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier.
    • Nerf Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
    • Nerf A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.
      • Nerf This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less hitstun at higher percents.
  • Dragon Lunge:
    • Buff Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
      • Buff Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
    • Buff The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).
    • Nerf The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.
    • Nerf Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).
    • Nerf The changes to jostle mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through shielding opponents, especially if the opponent is heavier, making the kicks much easier to punish.
    • Nerf The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.
    • Nerf Pin canceling incurs 19 frames of landing lag.
  • Dragon Ascent:
    • Change The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
    • Buff The move grants more intangibility (frames 10-17 → 7-17).
    • Buff The last hit has more knockback scaling (155 → 170).
    • Change The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
    • Change It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.
  • Counter Surge:
    • Buff Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
    • Nerf Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.
    • Nerf It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.
    • Nerf It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.

|Bayonetta====Aesthetics===

  • Change Bayonetta's appearance is largely the same as it was in SSB4, though her model features a more subdued color scheme. Her hair and clothes feature greater detailing and appear less glossy.
  • Change Bayonetta's alternate costumes have been re-ordered; her original outfit now occupies her even-numbered costumes instead of the second half, similar to Cloud.
  • Change Love is Blue and Scarborough Fair have louder sound effects to distinguish the two.
  • Change While veterans' facial expressions were typically upgraded, Bayonetta seems to lack expressions she possessed in the previous installment, notably in her Screen KO, a wink in one of her victory animations, and during certain moves such as up tilt.
  • Change The excess hair tendrils hanging from her outfits have more individual physics.
  • Change Bayonetta's taunts are sped up.
  • Change When the victory screen shows her name, Bayonetta's glasses glint at the edge. While this was present in her victory poses in Smash 4, it only showed for a brief moment.
  • Change As with all previous downloadable fighters in SSB4, Bayonetta now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Bayonetta's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf Bayonetta is lighter (84 → 81), further hindering her endurance.
  • Buff Bayonetta's initial dash speed (1.6 → 1.936) and run speed (1.6 → 1.76) are much faster.
  • Buff Bayonetta walks slightly faster (0.9 → 0.945).
  • Buff Bayonetta's air speed is faster (0.97 → 1.019).
  • Buff Bayonetta's traction is much higher (0.055 → 0.11).
  • Buff Forward roll has less ending lag (FAF 38 → 32). Bat Within also activates faster and has a longer duration (frames 3-5 → 2-5).
  • Nerf Forward roll grants less intangibility (frames 6-19 → 6-15).
  • Buff Back roll has less ending lag (FAF 38 → 37). Bat Within also has a longer duration (frames 3-5 → 3-6).
  • Nerf Back roll has more startup and grants less intangibility (frames 6-19 → 7-16).
  • Buff Spot dodge has less ending lag (FAF 30 → 26).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 5-19 → 6-17). Bat Within also activates slower (frame 1 → 2).
  • Buff Air dodge grants more intangibility (frames 5-27 → 5-31).
  • Nerf Air dodge has more ending lag (FAF 37 → 46).
  • Buff With the reintroduction of directional air dodges, Bayonetta can take advantage of her special moves not causing helplessness by getting additional distance with a directional air dodge after using them. This slightly improves her recovery.
    • Nerf Bat Within cannot have its direction altered, instead always going straight down. If Bayonetta is hit offstage and attempts to recover with a directional air dodge, and Bat Within activates, this could cause her to self-destruct.
  • Nerf Much like other characters, Bayonetta's wall jump covers significantly less distance, making her more frail while offstage.
  • Nerf Bullet Arts' range has been significantly reduced on all of her moves.
  • Bug fix Bullet Arts are no longer susceptible to Stun Jacket.

Ground attacks

  • Neutral attack:
    • Buff The first three hits have altered angles (hit 1: 55°/55°/85° → 361°/180°; hit 2: 48°/68°/82°/70° → 361°; hit 3: 68°/85°/68°/90° → 361°) and knockback (hit 1: 45/30/42 base, 25 scaling → 36/32, 8; hit 2: 45/40/38/40, 25 → 42/38, 8; hit 3: 47/47/28/28, 20 → 40, 8) to keep opponents close to Bayonetta, akin to other neutral attacks, and have gained hitstun modifiers (0 → 8 (hits 1-2), 10 (hit 3)). This allows them to connect better and jab lock.
    • Buff The second and third hits have less startup (frame 9 → 7 (hit 2), 11 → 7 (hit 3)).
    • Buff The rapid jab has a lower hitlag multiplier (1× → 0.6×) and SDI multiplier (0.6× → 0.4×), and has gained a hitstun modifier of 2 for each hit, making it harder to escape.
    • Buff The rapid jab's finisher deals more knockback (70 base/90 scaling → 67/117).
    • Nerf All hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)).
    • Nerf The first three hits have more ending lag (FAF 26 → 32 (hit 1), 31 → 32 (hit 2), 34 → 40 (hit 3)).
  • Forward tilt:
    • Buff The first and second hit have altered angles (hit 1: 60°/45°/75°/80°/45° → 58°/45°/70°/70°/50°, hit 2: 43°/75° → 48°/62°) and knockback (hit 1: 62/50/45/60/56 base, 25/15/25/15/25 scaling → 55/45/50/35/60, 15; hit 2: 60/58 base → 42/46), allowing them to connect more reliably.
    • Nerf The first and third hits deal less damage (3.5% → 3% (hit 1), 8.5% → 7% (hit 3)), though with the latter's knockback scaling mostly compensated (60 → 68).
  • Up tilt:
    • Buff The first hit's grounded hitbox launches opponents into the second hit rather than away from Bayonetta (68° → 123°), and has altered knockback (80 base/40 scaling → 100/10) allowing it to connect more consistently.
    • Nerf The move has more startup (frame 7 → 9 (hit 1), 11 → 15 (hit 2)) and more ending lag (FAF 27 → 32), and the second hit has a shorter hitbox duration (frames 11-12 → frame 15), hindering the move's combo potential despite the second hit having decreased base knockback (60 → 55).
    • Nerf The first hit deals less damage when clean (5% → 1.5%), being less than the late hit's damage.
    • Nerf The first hit's aerial hitbox connects worse into the second hit due to its lower angle (110° → 123°), despite having altered knockback (80 base/40 scaling → 90/10).
  • Down tilt:
    • Nerf The move has more ending lag (FAF 27 → 29), hindering its combo potential.
    • Nerf The move deals less damage (6%/7% → 5%/6%). While its knockback scaling was not fully compensated (50 → 55), its combo potential remains worse due to its increased ending lag.
  • Dash attack:
    • Buff The move has less ending lag (FAF 47 → 43).
    • Buff It deals more knockback (85 base/55 scaling → 78/71 (clean), 80/65 (late)).
    • Buff It has a larger hitbox (4.2u → 5u (clean), 4.5u (late)).
  • Smash attacks:
    • Buff All Wicked Weave hitboxes have been split into ground-only and aerial-only hitboxes, with the latter possessing transcendent priority. This prevents them from getting canceled out by aerial attacks.
    • Nerf They have a lower maximum damage multiplier (1.4× → 1.2×).
    • Nerf They have 8 additional frames of ending lag if they hit a shield.
  • Forward smash:
    • Buff The move has less startup (frame 19 → 17).
      • Nerf However, its total duration was not fully compensated (FAF 68 → 67), giving it one frame more ending lag.
    • Buff Forward smash can be angled. Despite this, all angles still have a blindspot directly in front of her.
  • Down smash:
    • Buff The second hit has a longer hitbox duration (frames 25-27 → 25-28).
    • Nerf The second hit's meteor smash hitbox has less knockback scaling (90 → 80).

Aerial attacks

  • Buff Forward, back and up aerial have less landing lag (14 frames → 12 (forward), 12 → 10 (back), 12 → 8 (up)).
  • Nerf All aerials except down aerial have more landing lag if their Bullet Arts extensions are used (10 frames → 18 (neutral), 12 → 18 (forward), 12 → 16 (back, up)). This worsens Bayonetta's pressure ability with her neutral and up aerials.
  • Neutral aerial:
    • Nerf The move deals drastically less knockback (40 base/100 scaling → 65/60 (clean), 40/90 → 65/50 (late)), no longer KOing under 300% from the center of most stages. While this allows it to combo for longer, it most significantly hinders Bayonetta's KO ability at high percents.
    • Nerf The Bullet Arts extension deals less damage (4.5% → 3%) and knockback (50 base/100 scaling → 60/85).
  • Forward aerial:
    • Buff All hits deal more damage (3% → 4% (hit 1), 2.2% → 3.3% (hit 2), 6% → 7% (hit 3)).
    • Nerf All hits have more ending lag (FAF 27 → 38 (hit 1), 32 → 40 (hit 2), 40 → 47 (hit 3)). This prevents the first hit from comboing into After Burner Kick or Witch Twist, or being used repeatedly to drag opponents offstage, significantly weakening its utility.
    • Nerf The first hit has noticeably smaller hitboxes (4u/8u → 2.8u/5.8u) and less vertical range (Y offset: 8u/16u/12u → 9.2u/14.8u/12u).
    • Nerf The first hit auto-cancels later (frame 28 → 30).
    • Change The third hit's angle has been altered (44° → 54°). This worsens its KO ability near the horizontal blast lines, but combined with its knockback not being compensated for its increased damage, this allows it to KO more reliably at the end of a ladder combo.
  • Back aerial:
    • Nerf The move has more ending lag (FAF 30 → 35).
    • Nerf Its hitboxes are smaller (6.2u/4.8u → 4.6u/4.2u), with the sweetspot no longer being disjointed and extending over Bayonetta's foot.
  • Up aerial:
    • Nerf The move deals less damage (9% → 7.5%), its knockback scaling has been reduced (90 → 80), and it launches at a more horizontal angle (75° → 55°). While this allows it to combo into back aerial and After Burner Kick, it hinders its combo potential into most other moves at higher percents, and renders it vulnerable to LSI. These nerfs significantly hinder its KO ability, no longer KOing vertically from a ladder combo until much higher percents, unless it is initiated very close to the top blast line.
    • Nerf The Bullet Arts extension deals less damage (4% → 3%).
  • Down aerial:
    • Buff The move deals set knockback to grounded opponents (30/80 base/120/50 scaling → 50/90 set/100 scaling) to lead more effectively into the landing hit, allowing it to deal more damage and KO them more effectively.
      • Nerf However, this gives the meteor smash hitboxes a random chance to trip opponents of Samus's weight and above, as they do not cause them to tumble, making it unable to lead into the landing hit.[5]
    • Nerf It deals less knockback to aerial opponents (80 base/50 scaling → 50/65 (clean), 30/50 (late)), no longer being able to KO off a meteor smash at very low percents, and the landing hit has less knockback scaling (135 → 127), KOing later onstage.
    • Nerf It has more ending lag (FAF 48 → 53), making it harder to use offstage without self-destructing.
    • Nerf It has more landing lag (28 frames → 30).
    • Nerf As aerial footstools are techable, down aerial can no longer be confirmed into from a footstool, further worsening its KO ability.
    • Change It no longer deals weight-independent knockback, making it weaker against heavier opponents, but stronger against lighter ones.

Throws and other attacks

  • Grabs:
    • Buff All grabs have more range (Z2 offset: 8.7u → 9.2u (standing), 10.6u → 10.9u (dash), -14.7u → -15.5u (pivot)).
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Change Bayonetta's hand grabs characters using a form of Umbran magic, as seen via a slightly updated animation where she swings her hand around, which is sparkling with a noticeable Umbran purple.
  • Pummel:
    • Nerf It deals much less damage (1.6% (hits 1-2) → 0.6% (hit 1), 0.7% (hit 2); 3.2% → 1.3% total).
    • Buff It deals more hitlag per hit (4 frames → 10), but has significantly less startup (frame 7, 14 → 1, 4) and ending lag (FAF 22 → 7). This overall shortens its duration and increases the amount of times Bayonetta can pummel the opponent before throwing them or before they break out.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Bullet Climax:
    • Buff The move's bullets have more range.
    • Buff Fully charged bullets deal more knockback (20 base/150 scaling → 15/190).
    • Nerf The move has more ending lag (FAF 71 → 76).
    • Nerf The move needs to be fully charged before it can be charge-canceled.
    • Nerf It can only be held for up to one second upon reaching full charge.
    • Nerf The bullets have received negative shield damage (0 → -0.3 (uncharged), -0.6 (charged)).
  • Change Heel Slide and After Burner Kick have lower hitlag multipliers (Heel Slide: 1.2× → 0.9× (hit 1), 1× (hit 2); After Burner Kick: 2× → 1.4× (up), 1.5× → 1.2× (down)), although this is offset by the universal increase to hitlag, except in battles with more than two players.
  • Heel Slide:
    • Buff The second hit comes out faster (frame 54 → 51).
    • Buff It has less ending lag (FAF 78 → 73).
    • Nerf All hits deal less damage (9%/8.5%/8% → 8%/7.5%/7% (hit 1, clean/mid/late), 6% → 5% (hit 2)).
    • Nerf It has an increased SDI multiplier (1× → 1.3×).
    • Nerf The second hit cannot be performed if the first hit is shielded. Combined with the changes to jostle mechanics preventing the move from crossing up shields, this makes it much easier to punish.
    • Nerf The second hit has a shorter hitbox duration (frames 54-59 → 51-55).
  • After Burner Kick:
    • Nerf The normal version travels on a more horizontal angle and gains less vertical height, worsening her recovery.
    • Nerf Both variations bounce farther away when hitting a wall, sometimes not snapping the ledge afterwards, requiring the use of a directional air dodge to grab the ledge.
    • Nerf Upon hitting an opponent with After Burner Kick, the second one can only be used within a one-second window afterwards, hindering its mixup potential.
      • Nerf Additionally, it cannot be used altogether if the first one is shielded.
    • Change The downwards version can be inputted by pressing down during the first five frames of After Burner Kick.
    • Buff The downwards version launches grounded opponents at a higher angle (60° → 80°), much like in Smash 4 before update 1.1.6, allowing it to be a reliable combo starter once again.
    • Nerf The downwards version can no longer be auto-canceled.
    • Nerf The downwards version has a higher SDI multiplier (2× → 2.5×).
  • Witch Twist:
    • Buff The move's looping hits have a lower hitlag multiplier (1.3× → 0.8×), and the first hit can no longer be SDIed, making it harder to escape.
    • Buff One of the first hit's hitboxes is slightly larger if used in the air (5u → 5.3u).
    • Nerf The move has more startup (frame 4 → 6) and ending lag (FAF 29 → 32), slightly weakening it as an out of shield option and followup.
    • Nerf It gains less vertical height, making it even harder to drag opponents to the top blast line, as well as worsening her recovery.
    • Nerf It takes much longer to sweetspot edges from the front (frame 11 → 27), and can no longer sweetspot them from behind.
    • Nerf The first hit's body hitbox is much smaller (4u (grounded)/5u (aerial) → 2.5u/3u), no longer extending behind Bayonetta, preventing it from hitting opponents behind her into the multi-hits. The subsequent hits' hitboxes are also smaller (7u → 5u/4.5u/2u (looping hits), 8.5u → 6.5u (last hit)) and placed higher, meaning they cannot hit some crouching or shorter opponents such as Pichu.
      • Buff However, since 3.1.0, it received a new smaller hitbox on Bayonetta's body to help it connect into the rest of the multi-hits more consistently.
  • Witch Time:
    • Nerf The move has more startup (frame 5 → 8).
      • Buff However, its counter window is slightly longer (frames 5-21 → 8-27), no longer being the shortest, with Bat Within's window taking place later (frames 18-29 → 24-35). It also grants more intangibility (frames 5-16 → 8-23).
    • Nerf It has significantly more ending lag (FAF 50 → 67).
      • Nerf It also takes significantly longer for Bayonetta to act out of the move after its activation (frame 15 → 40 (normal), 50 (Bat Within)).
    • Nerf The minimum duration has been lowered (30 → 22).
    • Nerf Bat Within's minimum duration has been lowered to 12 frames.
    • Buff Its duration scaling is higher (10 → 30), meaning its duration increases by 30 frames for every 100% the opponent takes, rather than by 10 frames. This allows it to reach its maximum duration faster (600% → 500% fresh).
      • Nerf However, its base duration has been halved (180 frames → 90). This causes a 300% Witch Time to be equivalent to a 0% Witch Time in Smash 4, and drastically reduces its utility, no longer being effective at any percent range even against uncharged smash attacks.[6]
    • Buff It has less penalty frames per use (75 → 60).
    • Nerf Its regeneration per frame is slower (0.06 → 0.04).
    • Buff The slowdown hitbox is twice as large (30u → 60u), allowing it to affect opponents from much farther distances.[7]
    • Change The screen turns dark whenever someone is affected by Witch Time.
    • Change The Bat Within portion always takes away 30 frames from the duration, as opposed to reducing the length to 2/3 in Smash 4. This makes the Bat Within portion longer if Witch Time would be above 30 frames, but less if at or below 30.
  • Infernal Climax:
    • Change When Witch Time is activated, opponents move a little faster. This makes it easier to dodge her attacks but effectively reduces intangibility for every consecutive dodges during the Final Smash.
    • Nerf Infernal Climax deals less damage before releasing opponents (30% → 28% (Gomorrah), 15% → 13% (full Climax Gauge)).
      • Buff However, when the Final Smash ends, opponents take an additional 10% damage.
    • Nerf The Climax Gauge takes longer to fill up, requiring more button presses in order to achieve a full gauge.
    • Change Each succesful input to fill the Climax Gauge uses a distinct sound effect from the Bayonetta games.

Recovery frames

  • Buff Witch Twist has less landing lag (19 → 18).
  • Buff After Burner Kick has less landing lag (20 → 18).
  • Buff Witch Twist to After Burner Kick has less landing lag (25 → 22).
  • Nerf Downwards After Burner Kick has much more landing lag if it connects (20 → 30).
  • Nerf After Burner Kick to Downwards After Burner Kick, and DABK to DABK has much more landing lag (30 → 40). ABK to DABK still has 30 frames of landing lag.
  • Nerf Whiffed Downwards After Burner Kick can no longer autocancel, and it has 20 frames of landing lag.
  • Nerf Bayonetta gains recovery frames for air dodging after Witch Twist (18 → 22) and combinations that would give her 28 frames of landing lag (28 → 38).
  • Buff Several combinations of moves give her less landing lag (30 → 28, 43 → 38).
  • Nerf Down aerial adds ten frames of landing lag to combinations that give Bayonetta 28 (32 in Smash 4) frames of landing lag (32 → 38). This removes her ability to bypass landing lag with this move.
  • Nerf Using an upwards directional air dodge after using Witch Twist increases the landing lag she would receive (19 → 25).
  • Nerf Downwards After Burner Kick's landing hitbox has 50 recovery frames after any combo minus Witch Twist to DABK and DABK alone. This increases the maximum landing lag Bayonetta can receive (43 → 50).

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