Template:SSB4 to SSBU changelist: Difference between revisions

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*[[Final Smash]]:
*[[Final Smash]]:
**{{change|Lucario's Final Smash has been reverted to [[Aura Storm]]. It now Mega Evolves into [[Mega Lucario]] before performing the attack.}}
**{{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.}}
***{{buff|Compared to Aura Storm in ''Brawl'', the beam fired is much wider, improving the move's horizontal reach.}
**{{bugfix|As a result, the [[undead glitch]] on the [[Stamina Mode]], and results screen glitch on the [[Time|timed]] [[team battle]] have been removed.}}
***{{bugfix|As a result, the [[undead glitch]] on the [[Stamina Mode]], and results screen glitch on the [[Time|timed]] [[team battle]] have been removed.}}
***{{change|Lucario only vocalizes at the startup of Aura Storm, as opposed to both the startup and the move itself like in ''Brawl''.}}


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

Revision as of 21:04, June 1, 2020

{{#switch: Universal |Mario====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Mario's model features a more subdued color scheme, and he has a slightly darker skin tone. His eyes and clothing feature greater detailing, and his buttons have a more polished finish. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
    • Change Mario's standard cap has been replaced by Cappy from Super Mario Odyssey. Cappy's eyes appear during his side taunt and, on occasion, Super Jump Punch, but he otherwise has no effect on gameplay.
  • Change Mario's Builder outfit from the Super Mario Maker series and his Wedding tuxedo and top hat from Super Mario Odyssey are present as alternate costumes. They replace his Wario-inspired costume and his Fire Mario costume.
  • Change Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front. This has translated into his moveset, with many of his moves having tweaked animations.
  • Change Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
  • Change Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Mario now faces the screen instead of away while sleeping.
  • Change Mario's mustache has independent physics, as it moves during certain animations.
  • Change Mario's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
  • Change Mario has two new taunts: one where he turns his back to the camera and gives a thumbs-up while smiling, and another where he happily throws Cappy around in a circle. They replace his previous up and side taunts.
    • Change Mario performs his down taunt much faster.
  • Change Mario's right-inputted victory pose has been slightly altered; he jumps much higher, spins around only once, and has a more joyful expression after landing on the ground.

Attributes

  • Buff Like all characters, Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Mario walks slightly faster (1.1 → 1.155).
  • Buff Mario runs faster (1.6 → 1.76).
    • Buff Mario's initial dash is significantly faster (1.6 → 1.936).
  • Buff Mario's air speed is faster (1.15 → 1.208).
  • Buff Mario's traction is much higher (0.045 → 0.102), allowing him to punish out of shield more easily.
  • Change Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 30 → 35).
  • 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 significantly more ending lag (FAF 33 → 53).

Ground attacks

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).
    • Buff The first two hits transition into the subsequent hits faster (frame 8 → 5 (hit 1), frame 7 → 6 (hit 2)).
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (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 two hits have altered damage values (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).
    • Nerf The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (15/10/15 set/100 scaling → 20/15 base/50/33/20 scaling (hit 1), 18/15/25 set/100 scaling → 20/15 base/30/15 scaling (hit 2)) and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). This improves its locking ability, and causes it to connect more reliably with the farthest hitboxes, but less reliably with the closest hitboxes at high percents.
  • Forward tilt:
    • Buff Forward tilt has a longer duration (5-6 → 5-7).
    • Buff It has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential unless the opponent is close to the edge.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    • Change Its animation has been reversed, with Mario spinning towards the screen instead of away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Nerf The sweetspot is slightly smaller (3.5u → 3.2u).
    • Change Its animation has been reversed, with Mario spinning towards the screen instead of away from it.
  • Dash attack:
    • Buff Dash attack's hitboxes are placed farther from Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Buff The clean hit launches at a lower angle (60° → 50°), allowing it to KO more effectively near edges.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has a different animation where Mario's head is positioned higher, his legs extend farther from him and during the ending lag (before it's interruptible), he gets up instead of staying sit. Because of this, the new animation doesn't lower Mario's hurtbox as much, preventing him from sliding under certain attacks, and making him easier to hit both horizontally and vertically.
    • Nerf The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30) and preventing it from stage spiking opponents below edges.
    • Change It has a higher hitlag multiplier (1× → 1.25×).
  • Forward smash:
    • Buff Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), slightly increasing it overall.
    • Buff The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100). Combined with the increased damage, this slighty improves its KO potential.
  • Up smash:
    • Change Up smash's animation has been reversed, with Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 26 → 17 (forward), 12 → 6 (back, up), 19 → 15 (down)).
  • Neutral aerial:
    • Nerf Neutral aerial auto-cancels later (frame 34 → 39), although it still auto-cancels in a short hop.
    • Nerf The hitbox on the late hit is slightly smaller (3u → 2.8u).
  • Forward aerial:
    • Buff The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Change It has a different animation, with Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Buff Down aerial's last hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from air dodging out of it.
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Buff The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.
    • Buff The looping hits are weight-independent, and no longer use set knockback, instead having more base knockback with minimal knockback scaling (10 set/100 scaling → 50/25 base/15 scaling). This allows for all hits to connect more reliably, preventing opponents from air dodging the last hit.
    • Nerf It can no longer be frame canceled.
    • Nerf The size of the looping hits' vertically lowest hitbox has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7u/5u/5u → 7u/4u). The landing hitbox is also very slightly smaller (4.32u → 4.3u).
    • Change The final hit has an altered animation, and the vortex emitted around Mario is larger.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • 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 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.25% → 1.3%).
    • Change It has a slightly different animation: when Mario hits with the headbutt, he holds the opponent still with one hand instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • Change All of Mario's throws have been altered with more forceful animations. For example, when he launches the opponent away in all of his throws, his arms move more exaggeratedly.
  • Change The speed of Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw:
    • Buff Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.
  • Change Its animation has been altered, with Mario turning on the opposite direction faster, but the second half of the spin is slower and he tosses the opponent more forcefully and exaggerately.
  • Back throw:
    • Change It has an altered animation before the throw: Mario no longer briefly lets go of the opponent before swinging them. Instead, to make the opponent fall, he lifts them by the feet and positions their legs closer to his chest, and then he swings the oppponent before throwing them away. This altered animation more closely represents a real-life giant swing.
  • Up throw:
    • Buff Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.
    • Change It has a different animation where Mario faces horizontally rather than towards the screen and holds the opponent by the chest instead of lifting them on their back before throwing, more closely resembling the Upward Cap Throw from Super Mario Odyssey.
  • Down throw:
    • Nerf Down throw can no longer combo into up tilt except against certain large or tall characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.
    • Change Mario no longer performs a front flip after throwing the opponent. He also slams the opponent more forcefully and with a single arm instead of two.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Fireball:
    • Buff Fireball has less ending lag (FAF 53 → 50), improving its safety.
    • Buff It has larger hitboxes (2u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2u), with the early hit's hitboxes matching his younger brother's Fireballs.
    • Buff It has an increased hitlag multiplier (0.3× → 0.6×), giving Mario more time to follow up.
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Mario no longer opens his mouth when using Fireball on the ground.
  • Cape:
    • Buff Cape no longer gives the opponent super armor on hit.
    • Nerf The reflective hitbox has more startup with a shorter duration (frame 6-20 → 9-20), although it will start two frames earlier (frame 7) if a projectile is very close to Mario at the time. This slightly reduces its safety.
      • Buff In the same circumstances, the offensive hitbox will also come out two frames earlier, reducing its startup lag and allowing it to hit on frame 10.
    • Change It always forces opponents to show their backside while they are using their moves; this even works to characters with mirrored stances, such as another Mario, causing them to turn away from the screen.
    • Change It has a new animation where Mario wears the Cape around his neck while using it, akin to its appearance in Super Mario World.
  • Super Jump Punch:
    • Buff Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).
    • Buff The looping hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.
    • Nerf It sweetspots edges later (frame 10 → 13).
    • Nerf Due to rage being changed to not affect set knockback, the linking hits can no longer KO off the top blast line as easily, removing Mario's low percent KO setups.
    • Nerf The second through sixth hits deal less damage (1% → 0.6%), causing the move to deal less damage overall (13% → 11.5%).
    • Nerf Its hitboxes are much smaller, especially on the first hit (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).
    • Nerf The final hit has slightly less base knockback (52 → 50).
    • Change The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change Occasionally, the coins produced from Super Jump Punch will appear as regional coins found in the Metro Kingdom from Super Mario Odyssey. Cappy's eyes appear when this occurs.
      • Change Additionally, the Metro Kingdom coins have an altered sound originating from the regional coins collected in Super Mario Odyssey.
    • Change Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.
  • F.L.U.D.D.:
    • Buff F.L.U.D.D. has more range and less ending lag (FAF 75 → 68).
    • Buff It has increased set knockback (50 → 70).
    • Buff It can be charge-canceled by jumping or spot dodging.
    • Change It has an altered charging animation.
  • Mario Finale:
    • Buff At the start of Mario Finale, nearby opponents will be slowed down more, and for longer.
    • Nerf Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.
    • Change Mario sports an angrier expression than in previous games when unleashing the move.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball weaker early during the Final Smash, but the back fireball stronger later during it.

|Donkey Kong====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Donkey Kong's model features a more subdued color scheme. His fur is less detailed and appears flatter, while his tie features subtle detailing. His facial proportions have been tweaked, with his nose specifically being updated to match its appearance in Mario Party 10 onwards.
  • Change Donkey Kong faces the foreground at an angle, instead of facing directly forward. In addition, he now faces the screen regardless of whether he's facing left or right, resulting in all of his animations being mirrored and many of them being tweaked.
  • Change Like most of the returning roster, Donkey Kong has become much more expressive than in the previous games. For example, he scowls during multiple attacks, he also appears furious when he fully charged the Giant Punch, with his face turning red and veins being visible.
  • Change Up taunt has a new animation where he moves his body much less, more closely resembling how real-life gorillas beat their chests.
  • Change Ledge-hanging animation has changed.
  • Change Two of Donkey Kong's victory poses have been tweaked:
    • Change His up-inputted victory pose now has him look at the camera at the freeze frame and shakes his hands as opposed to his whole body afterwards.
    • Change His right-inputted victory pose has him strike a different pose while maintaining an angrier expression.

Attributes

  • Buff Like all characters, Donkey Kong's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Donkey Kong is heavier (122 → 127). However, he is no longer the second heaviest character in the game (claimed by King K. Rool) but instead tied with King Dedede for the third heaviest. Nevertheless, this noticeably improves his survivability.
  • Buff Donkey Kong walks slightly faster (1.3 → 1.365).
  • Buff Donkey Kong runs faster (1.7031 → 1.873).
    • Buff Donkey Kong's initial dash speed is much faster (1.6 → 2.09).
  • Buff Donkey Kong's air speed is slightly higher (1.15 → 1.208).
  • Buff Donkey Kong's traction is much higher (0.0529 → 0.123).
  • Change Donkey Kong's gravity is slightly lower (0.08505 → 0.085).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15) and has more ending lag (FAF 30 → 31).
  • Nerf Back roll has has more startup (frame 4 → 5) and ending lag (FAF 30 → 36).
  • Buff Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
  • Nerf Spot dodge grants less intangibility (frames 4-19 → 3-17).
  • Buff Air dodge grant more intangibility (frames 4-29 → 4-32).
  • Nerf Air dodge has significantly more ending lag (FAF 35 → 49).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 11 → 8).
    • Buff The second hit comes out faster (frame 6 → 4), which alongside the previous change allows it to connect better from the first hit.
      • Nerf However, its total duration remains unchanged, giving it more ending lag.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The first hit deals less knockback (0/35/45 base/100/25/25 scaling → 25/20/20 base/35/20/20 scaling) and its outermost hitbox launches opponents closer to Donkey Kong (110° → 180°), allowing it to connect better, but hindering its jab cancel setups.
  • Forward tilt:
    • Buff The move has less startup (frame 8 → 6) and ending lag (FAF 38 → 35).
    • Buff Its hitboxes are larger (4.5u/5u/3.2u → 5.5u/5u/3.5u).
    • Nerf It deals less damage when angled up (11% → 9%) and not angled (10% → 8%).
    • Nerf It grants much less intangibility on Donkey Kong's arm (frames 7-11 (up), 1-25 (forward, down) → 6-9 (all)), being in line with the duration of the hitboxes.
    • Change For all angles, it has higher base knockback, but lower knockback scaling (10 base/100 scaling → 50/78). This makes it much safer on hit at low percents, but weakens its KO potential.
      • Nerf Due to its higher base knockback, it can no longer lock opponents, and the down angled variant can no longer cause tripping.
    • Change It has an altered animation where Donkey Kong keeps his other arm planted on the ground rather than it twisting with the rest of his body.
  • Up tilt:
    • Nerf The move deals less damage (11%/10%/9% → 10%/9%/8%) without compensation on knockback, hindering its KO potential.
    • Buff The sweetspot is on the hand instead of the shoulder, making it easier to land overall.
  • Down tilt:
    • Buff The move has less startup lag (frame 7 → 6).
    • Nerf The hitbox duration is shorter (3 frames → 2 frames).
    • Nerf It has more ending lag (FAF 23 → 25).
    • Nerf It grants much less intangibility on Donkey Kong's arm (frames 1-9 → 5-7), being more in line with the duration of the hitboxes.
    • Nerf The hitboxes on Donkey Kong's arm deal less damage (7% → 6%), matching the sourspot.
      • Buff However, their knockback was not compensated, allowing them to trip opponents for longer.
  • Dash attack:
    • Buff The move has less ending lag (FAF 42 → 35).
    • Buff It deals more damage (10% → 12% (clean), 8% → 9% (late)), with knockback scaling compensated (53 → 46 (clean), 65 → 60 (late)).
    • Buff Its hitboxes are larger (6u → 7u (clean), 4u → 5.5u (late)) and further out (Z offset: 7 (clean)/4.2 (late) → 8/5.2), improving its range.
    • Nerf It deals more hitlag (1x → 1.25x), making it easier to DI.
  • Forward smash:
    • Buff The move deals more damage (20%/19% → 22%/21%) without proper compensation on knockback (30/25 base/91 scaling → 21/18 base/88/86 scaling), improving its KO power.
    • Change Its animation has been altered: Donkey Kong no longer brings his arms behind him as much when charging the move, doing so before releasing the move.
  • Up smash:
    • Buff The move deals more damage (18% → 19%) and has increased knockback (30 base/83 scaling → 40/84), improving its KO potential.
    • Buff Up smash's hand hitbox is higher up (Y offset: 26 → 28) and the arm hitbox is lower down (Y offset: 20 → 18) and extends further outwards (Z offset: -3—3 → -5—5). This improves the move's range above and next to Donkey Kong, allowing it to hit larger fighters on the ground.

Aerial attacks

  • Buff All aerials have less landing lag (17 frames → 11 (neutral), 29 → 17 (forward), 18 → 11 (back), 25 → 15 (up), 24 → 14 (down)).
  • Buff The removal of teching for grounded meteor smashes improves the combo potential of Donkey Kong's forward and down aerials onstage, compounded further by their reduced landing lag.
  • Neutral aerial:
    • Buff It deals more damage (11% → 12% (clean), 8% → 9% (late)) with no compensation on knockback, improving its KO potential.
    • Buff It has larger hitboxes (5u/4u → 5u/5u/5.7u), and the clean hit has received an additional hitbox during its first active frame that is placed further vertically (Y offset: 8u) and horizontally (Z offset: 15u), greatly improving the move's range.
  • Forward aerial:
    • Buff The late hit lasts one frame longer (frames 21-22 → 21-23), allowing it to reach farther below Donkey Kong.
    • Nerf It has a slightly altered animation, with Donkey Kong spinning at an angle after performing a downwards punch. This new animation is longer (55 frames → 62) increasing the amount of time DK cannot grab the ledge after using it, although its interruptibility and late auto-cancel window were compensated.
  • Up aerial:
    • Nerf The move grants less intangibility on Donkey Kong's head (frames 1-10 → 5-10), being more in line with the duration of the hitboxes.
    • Nerf The move has an altered animation where Donkey Kong doesn't bring his head as far backwards as before, reducing its coverage behind him.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 31 → 39 (standing), 39 → 47 (dash), 37 → 42 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 10 → 11 (dash), 11 → 12 (pivot)).
    • Nerf Dash and pivot grab have less range (Z2 offset: 17 → 15.9 (dash), -24.5 → -21.5 (pivot)).
  • Pummel:
    • Nerf Pummel deals less damage (2.1% → 1.6%).
    • Nerf It has much less startup (frame 9 → 2) and ending lag (FAF 16 → 8), but deals considerably more hitlag (4 frames → 15), increasing its effective duration.
      • Change Relative to the rest of the cast, Donkey Kong's pummel is among the slowest but most damaging, rather than average on both accounts.
    • Change Its animation has been slightly changed. Donkey Kong chops the opponent's body rather than their head.
  • Change Donkey Kong's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Forward throw (cargo throw):
    • Change Cargo throw involves Donkey Kong hauling the opponent over his shoulder, similarly to his grandfather in the Donkey Kong arcade game and his own carrying animation in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze.
    • Cargo forward throw:
      • Buff The move deals more damage (10% → 12%) without proper compensation on knockback (80 base/50 scaling → 90/46), slightly improving its KO potential.
    • Cargo back throw:
      • Buff Donkey Kong has a new cargo back throw: he holds the opponent with both hands by the legs and hurls them behind himself. This new throw deals more damage (12% → 13%) and knockback (70 base/50 scaling → 85/52), improving its KO potential to the point it can KO middleweights under 150% in the air.
    • Cargo up throw:
      • Buff The move deals more damage (10% → 12%).
      • Nerf The move has increased knockback (58 base/52 scaling → 65/53). While this slightly improves its combo potential at low to mid-percentages due to Donkey Kong's faster jumpsquat, it also limits its combo potential into only up aerial. It also noticeably worsens its combo potential past mid-percentages, no longer leading into guaranteed KOs off the top blast line except if initiated on platforms.
        • Buff However, this grants the move KO potential, especially when combined with a jump.
    • Cargo down throw:
      • Change Donkey Kong has a new cargo down throw: he performs a bearhug instead of throwing the opponent downward.
      • Buff This new throw deals more damage (7% → 11%).
      • Buff It grants Donkey Kong a slight boost upwards if used in the air, giving it more offstage utility.
      • Change It has altered knockback (50 base/80 scaling → 70/45). Combined with its upward boost, this makes it safer to use at low percentages and keeps its KO potential at high ones if used offstage, but removes its ability to chain grab opponents on moving platforms (such as Smashville's) or against walls, while still lacking KO ability if not used offstage.
  • Down throw:
    • Buff Down throw releases the opponent earlier (frame 24 → 19), with its total duration reduced as well (FAF 60 → 55), making it harder to DI in time.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Giant Punch:
    • Buff The move has less lag when charge-canceled by shielding (8 frames → 4), making it safer to charge. It can also be charge-canceled by jumping or spot dodging, with the same amount of lag beforehand.
      • Nerf However, this lag applies to rolls out of the move as well, instead of them being immediate, making it riskier to charge-cancel by rolling.
    • Buff It no longer causes helplessness when used in the air, much like in Smash 64.
    • Buff The move reaches its full charge much faster (frame 154 → 121).
    • Change The move gains damage at a different rate (2% per 14 frames → 1% per 6.77 frames). This makes it closer to other chargeable moves.
    • Nerf Uncharged Giant Punch deals less knockback (15 base/100 scaling → 45/70). This makes it weaker than the fully charged version regardless of charge.
    • Buff Fully charged Giant Punch deals more knockback that is consistent throughout (10 base/80/50 scaling → 35/73), making it stronger than the almost fully charged version.
    • Buff Fully charged Giant Punch's mid-arm hitbox is larger (5u → 6.5u).
    • Nerf The move no longer has a hitbox that hits behind Donkey Kong, removing its situational ability to KO off the top blast line.
    • Change Donkey Kong charges Giant Punch with either arm due to his mirrored animation. Previously, it was charged with his right arm in Smash 64 and his left arm in the other games.
    • Change Donkey Kong charges up Giant Punch with more circular arm motions, and trails of electricity appear on Donkey Kong's arm and fist during the charge up and punch of the move (reminiscent of Lightning Punch, one of his custom moves in Smash 4). Additionally, he makes an angry expression when he gets a full charge (including maintaining the expression throughout other animations after its charge), and he winds up faster the closer the move is to being fully charged. He also has an altered pose upon using the punch.
    • Change Fully charged Giant Punch triggers the Special Zoom upon hitting an opponent.
  • Headbutt:
    • Buff The move has super armor on frames 5-14.
    • Buff It has one frame less ending lag (FAF 64 → 63).
  • Spinning Kong:
    • Buff The move's loop hits connect more reliably, especially for the aerial version, which uses the autolink angle (20°/180°/180° → 366°). The grounded version's loop hits hold the opponent in place rather than knocking them back and forth.
    • Buff The move has less landing lag (40 frames → 38).
    • Buff The grounded version's super armor starts earlier and has a longer duration (frames 8-17 → 5-17).
    • Buff The grounded version's last hit has more base knockback (40 → 60), but less knockback scaling (170 → 157), slightly improving its KO potential overall.
    • Buff The aerial version has a final hit that launches opponents away with more knockback (0 base/100 scaling → 72/80), improving its utility.
    • Nerf The grounded version has more ending lag (FAF 93 → 105).
    • Nerf Both versions of the move deal less total damage, most significantly the aerial version (17.5% → 16% (grounded), 36% → 19% (aerial)). The grounded version deals more damage on its loop hits (1.3% → 1.4%), but less on the first hit (7% → 5%), and the aerial version has 14 hits instead of 8, but they deal drastically less damage (10% (hit 1), 5%/4% (hits 2-5), 2% (hits 6-8) → 5% (hit 1), 1% (hits 2-13), 2% (hit 14)) and have inconsistent timing, only dealing full damage to opponents that are very close to Donkey Kong.
    • Nerf The aerial version no longer grants intangibility on frames 3-6 upon startup.
    • Change Donkey Kong glints and strikes a pose upon ending a grounded Spinning Kong, doing another spin before coming to a full stop.
    • Change The aerial version travels a shorter distance horizontally, but also goes slightly higher overall.
    • Change The aerial version has a shorter duration due to its animation being sped up (94 frames → 54).
    • Change Unlike Grounded Spinning Kong, the aerial version no longer produces a visual "blue ring" effect upon startup.
  • Hand Slap:
    • Buff The grounded version has less startup lag (frame 18 → 12).
    • Buff Both the grounded and aerial versions have drastically less ending lag (FAF 75 → 47 (grounded), 62 → 50 (aerial)).
    • Buff The aerial version has significantly less landing lag (30 frames → 10), greatly improving its ability to set up combos and tech-chases.
    • Nerf The grounded version's hitboxes are smaller (13u → 10.3u).
    • Nerf The grounded version has gained a shieldstun multiplier of 0.58×, thus dealing less shieldstun than in Smash 4 despite it being increased for moves other than smash attacks and aerials. This allows shielding opponents to escape between hits more easily, worsening the move's shield breaking ability.
  • Final Smash:
    • Change Donkey Kong has a new Final Smash called Jungle Rush, which replaces Konga Beat. It consists of a single punch that, if successfully landed, leads to a barrage of rapid punches that traps the opponent, concluding with an uppercut that launches them. The move, alongside the comical bongo noises it produces, are based off Donkey Kong's attacks in Donkey Kong Jungle Beat.
    • Nerf Since the move's first hit only hits in front of Donkey Kong, Jungle Rush can no longer hit opponents behind, above and below him as Konga Beat could, giving it significantly less range.
    • Change Jungle Rush's hits deals less damage than a perfectly inputted Konga Beat (7% initial shockwave/1% "miss" shockwave/7% "good" shockwave/12% "great" shockwave/15% fourth "great" shockwave → 12% hit 1/1.2% hits 2-19/1.1% hits 20-32/14% hit 33). This makes the Final Smash deal potentially deal less damage than Konga Beat (150~% → 61.9%), but makes it more consistent.
    • Buff Jungle Rush's last hit has stronger knockback than a fourth "great" shockwave from Konga Beat (55 base/90 scaling → 90/96), making it much more powerful and consistent at KOing.
    • Change Jungle Rush's last hit sends at a vertical angle compared to Konga Beat's horizontal one for the fourth "great" shockwave (361° → 70°).

|Link====Aesthetics===

  • Change Link's design is explicitly based on his appearance in The Legend of Zelda: Breath of the Wild and its forthcoming sequel. His default outfit is the blue Champion's Tunic and the Hylian Trousers, with the more traditional green Hero of the Wild set as an alternate costume.
  • Change Link holds the Master Sword with his right hand and the Hylian Shield with his left. As a result, all of Link's animations have been horizontally flipped.
  • Change Link has several altered animations, including a new idle pose with his legs positioned farther apart, his sword and shield held up at all times, and does not bounce in place.
  • Change Link's new on-screen appearance involves him gliding onto the stage using the Paraglider.
  • Change Link has a new side taunt where he holds the Master Sword in front of him with both hands while it glows, similar to one of Ike's taunts. This replaces his Fairy taunt from previous games, which has been given to Young Link.
  • Change Link's up taunt is much faster, as he no longer twirls the Master Sword before sheathing it.
  • Change Link's victory animation where he swings his sword then sheathes it shows him swinging it back, no longer twirling his sword before sheathing it. He also faces away from the camera while doing it.
  • Change Link vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud. He shares this addition with Young Link, Zelda and Ganondorf.

Attributes

  • Buff Like all characters, Link's jumpsquat animation takes 3 frames to complete (down from 7).
  • Buff Link walks faster (1.188 → 1.247).
  • Buff Link runs faster (1.3944 → 1.534).
  • Buff Link's traction is much higher (0.064 → 0.113).
  • Buff Link's initial dash is significantly faster (1.3 → 1.98).
  • Buff Link has increased air speed (0.88 → 0.924).
  • 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 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • 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).
  • Buff Link's head hurtbox has been reduced and he sports a slightly thinner hurtbox overall; compounded with his longer Master Sword, this gives him a more favorable disjoint.

Ground attacks

  • Neutral attack:
    • Buff The third hit has higher knockback scaling (50 → 70), allowing it to set up edgeguards more effectively.
    • Nerf The first hit has smaller hitboxes (3.8u/4.5u/3u/2.5u → 1.8u), noticeably decreasing its 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 SDI each hit and DI the last hit.
    • Change The first and second hits have altered angles (95°/80°/361°/361° (hit 1), 90°/78°/60°/50° (hit 2) → 361°/361°/180°/361°) and knockback (35/30 base/37 scaling (hit 1), 38/10 (hit 2) → 25/20 base/25/15 scaling) to keep opponents close to Link, akin to other neutral attacks. This allows them to connect better and jab lock, but hinders their previously guaranteed jab cancel setups.
    • Change Neutral attack's speed has been modified overall.
      • Nerf The first hit has more startup (frame 7 → 8) and transitions into the second slower (frame 11 → 12).
      • Buff The second hit has less startup (frame 6 → 5) and transitions into the third faster (frame 11 → 8).
      • Buff The first and third hits have less ending lag (FAF 28 → 25 (hit 1), 37 → 35 (hit 3)).
      • Nerf The second hit has more ending lag (FAF 21 → 26), removing its jab cancel setups.
      • Nerf The third hit has a shorter hitbox duration (frames 6-10 → 6-7).
    • Change Neutral attack's damage has been redistributed, with the first two hits dealing more damage (2.5% → 3%) and the third hit dealing less (5% → 4%).
    • Change The third hit involves Link swiping vertically instead of thrusting his sword.
  • Forward tilt:
    • Buff The clean hit's hitbox has been placed farther from Link (X offset: 6.2 → 7.8), improving the move's range despite its smaller hitboxes (4.3u/2.8u/2.1u → 4u/2.8u/2.1u (early), 5.2u → 3.5u (clean)).
    • Nerf Forward tilt has more ending lag (FAF 38 → 40).
    • Change It always sends opponents in the direction Link is facing, even if hit from behind.
    • Change It causes the screen to shake when the sword hits the ground.
  • Up tilt:
    • Buff Up tilt's sword hitboxes have been placed farther from Link (X offset: 5/0 → 8.4/2), considerably improving its range despite its reduced hitboxes (3.6u/4.32u/2.88u/2.16u → 3.4u/4.3u/2.7u/2.16u).
    • Buff Up tilt deals more damage (9% → 11%), with its knockback scaling compensated (122/130/124/123 → 103/111/105/104).
    • Change It has a new animation, starting from behind Link rather than from his front.
      • Nerf The sword no longer reaches the ground in front of Link before its hitboxes cease, making it more difficult (or sometimes impossible) to hit short or crouching opponents.
    • Change It has a lower hitlag multiplier (1× → 0.9×).
  • Down tilt:
    • Buff Down tilt has less startup (frame 11 → 10).
    • Buff It has more horizontal range (Z offset: 16.6u → 17.5u).
    • Nerf It deals less damage (11% → 9%).
      • Buff However, its knockback was not compensated, allowing it to combo for longer, and even serve as a KO confirm at higher percents into Spin Attack.
    • Nerf It has more ending lag (FAF 29 → 31), though its combo potential is compensated by Link's faster jumpsquat.
    • Nerf It has a smaller hitbox (3.1u → 2u), reducing its vertical range.
    • Nerf It can no longer meteor smash aerial opponents.
  • Dash attack:
    • Buff The changes to jostle mechanics allow dash attack to hit opponents close to Link more easily, as he can no longer go through them during startup.
    • Buff It has gained a shieldstun multiplier of 1.4×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Buff The strong hit has been moved slightly farther from Link (X offset: 8u → 8.5u), and the mid hit has been moved back (X offset: 3.8u → 3u), slightly increasing the range of the strong hit overall.
    • Nerf It has slightly smaller hitboxes (3.5u/3.8u/3u → 3.2u/3.5u/3u).
    • Change The sweetspot has a higher hitlag multiplier (1× → 1.2×).
  • Forward smash:
    • Buff Both hits of forward smash have less ending lag (FAF 52 → 51 (hit 1), 68 → 61 (hit 2)).
    • Buff The first hit shoots out a spinning Sword Beam as a projectile when Link is at 0% damage, in reference to multiple Zelda games where his sword shoots out beams when he is at full health. Charging forward smash increases the size, distance and damage of the projectile, dealing between 5% and 13% damage. This gives him a new long range option, while increasing the total damage of his forward smash at close range.
    • Buff The first hit's innermost hitboxes have different angles (75°/55° → 69°/60°) and deal less knockback (47 base/15 scaling → 45/12), while the second hit has less startup (frame 12 → 10), allowing them to connect together more reliably.
    • Buff Both hits have noticeably more range on the sword hitboxes (X offset: 0.5/6.2 → 2.7/8.5 (hit 1), 1/6 → 1.5/7.5 (hit 2)).
    • Buff The closest hitbox of the first hit is larger, with tip's hitbox slightly reduced to compensate (3.5u → 4.2u (close), 3.8u → 3.5u (far)).
    • Buff The second hit has larger hitboxes overall (4u/4u/3.6u/3.2u → 4.5u/4.5u/3.5u/3.5u).
    • Nerf The first hit has increased startup (frame 15 → 17) and transitions into the second hit slower (frame 20 → 22).
  • Up smash:
    • Buff All 3 hits have had their sword hitboxes placed farther from Link (X offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4.8u (hits 1 and 2), 4.3u/4.3u/3.5u/5.2u → 4.3u/4.3u/3u/5.2u (hit 3)).
  • Down smash:
    • Buff The first hit's hitboxes have been redistributed so that the weak hits have the lowest priority (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.
    • Buff Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).
    • Buff The first and second hit have had their sweetpots moved farther from Link (Z offset: 5.8 → 7.5 (both hits)), noticeably increasing its range and making the sweetspots much easier to land.
    • Nerf It has more startup on both hits (frame 9 → 12 (hit 1), 21 → 24 (hit 2)), and more ending lag (FAF 50 → 55).

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral, back), 12 → 11 (forward), 23 → 14 (up), 32 → 19 (down)).
  • Forward aerial:
    • Buff Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.
    • Buff The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), being as powerful as the first hit in Smash 4 .
    • Buff Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.
    • Nerf Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).
    • Nerf It auto-cancels later (frame 51 → 53).
    • Nerf Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).
    • Change The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/367°/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses weight-independent knockback.
      • Buff This allows it to connect into the second hit even at high percents, and coupled with its lower landing lag, improves its combo potential on landing from low to mid percents.
      • Nerf However, this completely removes the first hit's previously high KO potential, requiring Link to land the slower second hit in order to KO with the move.
  • Back aerial:
    • Buff Both hits of back aerial deal more damage (3% → 5% (hit 1), 5% → 7% (hit 2)).
    • Buff The first hit launches at different angles (72°/68° → 73°/70°/66°), has a lower hitlag multiplier (1× → 0.8×), deals different set knockback to grounded and aerial opponents (40 → 50 (grounded)/36 (aerial)), and uses weight-independent knockback. These changes allow it to connect more reliably into the second hit.
    • Buff The second hit has less startup (frame 18 → 15), thus reducing the frame gap between hits.
    • Buff The second hit has lower base knockback (70 → 45), but higher knockback scaling (70 → 98). This allows it to combo more reliably at low percents, while also significantly improving its KO potential, KOing middleweights at around 200% from the center of Final Destination.
    • Nerf The second hit has less active frames (frame 18-22 → 15-17). The move's total duration was also not compensated for the second hit's faster startup, increasing its ending lag.
    • Nerf The first hit has slightly smaller hitboxes (4.5u/4.8u/5u → 4u/4.5u/5u).
    • Change The second hit has a slightly different animation.
  • Up aerial:
    • Buff Up aerial's clean hit has increased knockback (18 base/88 scaling → 23/93), improving its KO potential .
    • Buff It auto-cancels earlier (frame 47 → 43).
    • Buff It has an altered hitbox placement (X offset: 6u → 6.9u) and an increased stretch offset (X2 offset: 0u → -1.5u) relative to its hitbox placement, increasing its vertical range overall.
    • Nerf It has a smaller hitbox (6u → 4.5u), reducing its horizontal range.
    • Change It has an increased hitlag multiplier (1× → 1.2×).
  • Down aerial:
    • Change Down aerial has been reverted to possessing only a clean hit and late hit like in Brawl, with its early hit being removed. The clean hit remains mostly unchanged against grounded opponents, but meteor smashes aerial opponents like the early hit in Smash 4.
      • Buff Because of this change, the move can KO grounded opponents much more reliably. The meteor smash against aerial opponents is also stronger, due to its knockback not being compensated for the clean hit's higher damage compared to the previous early hit.
      • Nerf Due to the removal of the early hit, down aerial can no longer combo into its bounce-off hit as effectively at higher percents, reducing its damage potential.
    • Nerf Down aerial's hitboxes are smaller (5u → 4u (clean), 6u → 4.2u (late)).
    • Nerf The clean hit (against grounded opponents) and late hit launch at a lower angle (65° → 60°), with the former also having decreased knockback scaling (80 → 78), slightly hindering their KO potential.
    • Change All portions of the move have a higher hitlag multiplier (1× → 1.2×).
    • Change It has a different animation, with a more exaggerated downward thrust.

Throws and other attacks

  • Change Link grabs opponents with his hand instead of using his Clawshot.
    • Buff All grabs have noticeably less startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.
    • Nerf However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).
  • Nerf Link no longer has a grab aerial or a tether recovery due to losing the Clawshot.
    • Buff However, this allows him to Z-drop items without triggering the grab aerial's lengthy animation.
  • Pummel:
    • Nerf Pummel deals less damage (2.1% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
  • Buff Link's forward, back, and down throws deal knockback to bystanders, making them safer to use in battles with multiple opponents.
  • Forward throw:
    • Buff Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).
    • Nerf It has slightly more ending lag (FAF 36 → 38).
    • Nerf It deals less damage (4% → 2.5% (release); 7% → 5.5% (total)).
    • Change It has higher base knockback (55 → 75), but lower knockback scaling (120 → 85). This allows it to knock opponents offstage more easily at low percents, but reduces its already lacking KO potential.
    • Change It has an altered animation where Link swings his foot upward as opposed to thrust kicking the opponent.
  • Back throw:
    • Nerf Back throw deals less damage (4% → 2.5% (release); 7% → 5.5% (total)), with only its base knockback somewhat compensated (50 → 67).
  • Down throw:
    • Buff Down throw has one frame less ending lag (FAF 50 → 49). Combined with Link's faster jumpsquat, this increases its combo potential.
    • Change It has drastically increased knockback scaling (85 → 125), KOing middleweights at around 250%. This further improves its combo potential at low to mid percents, but weakens its KO setups into up aerial at high percents.
    • Change Its speed is no longer weight-dependent. This improves its combo ability on heavyweights, but reduces it on lightweights.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Bow and Arrows:
    • Change Link uses the Traveler's Bow from Breath of the Wild instead of the Hero's Bow.
    • Change Arrows fired have a bright tip, making them easier to track. Arrows will also become momentarily lodged in opponents' bodies.
    • Buff The move has less startup (frame 18 → 16), with its total duration reduced as well (FAF 47 → 45), improving its camping ability.
    • Buff Arrows have higher knockback scaling (66 → 71).
    • Buff Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.
      • Nerf Arrows can be picked up by opponents and thrown at Link.
    • Nerf Arrows can no longer be held indefinitely upon reaching full charge, being fired automatically if held for more than three seconds.
  • Boomerang:
    • Change The more traditional Boomerang has replaced the Gale Boomerang, functioning as it did in Smash 64 and Melee.
    • Buff Boomerang has regained its damaging hitbox while returning, allowing Link to interrupt opponents' attacks and perform combos more reliably than he could with Gale Boomerang's returning windbox.
    • Buff It deals more damage (7% → 8% (clean), 5% → 6% (late)), which increases further if used as a smash special move (7% → 9.6% (clean), 5% → 7.2% (late)). In addition, the returning hitbox deals 3% damage.
    • Buff Its throw distance has been increased.
    • Nerf It damages Link if it gets reflected back at him.
    • Nerf It has received negative shield damage (0 → -4 (clean), -3 (late)), effectively dealing half its usual damage to shields.
    • Nerf Due to the removal of the Gale Boomerang, Link can no longer perform the Gale Guarding technique.
    • Change Boomerang travels more slowly upon returning. This increases the amount of time the hitbox is active, but also increases the amount of time it takes before Link can throw it again.
    • Change Rather than simply disappearing, the Boomerang will drop to the ground and disappear in a puff of smoke if it is intercepted by another projectile.
      • Nerf The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.
  • Spin Attack (grounded):
    • Change Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in Breath of the Wild. The grounded version is an inward spin.
    • Change Link has separate voice clips for grounded and aerial Spin Attacks.
    • Buff The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).
    • Buff The grounded version's sweetspot hitbox is larger, with its sourspot smaller to compensate (3u → 3.5u, 3u → 2.8u).
    • Buff The grounded version's early and clean hits deal more knockback (early: 86 scaling → 88, clean: 48 base/86 scaling → 52/88).
  • Spin Attack (aerial):
    • Buff Each hit has a longer duration (frames 8/11/16/19/22/26/31/38/47-48 → 8-9/12-13/16-17/19-20/22-23/26-27/31-32/38-39/47-49).
    • Buff The multihits have a significantly reduced SDI multiplier (1× → 0.3×), making it much harder to escape from.
    • Change Due to the Sakurai angle sending aerial opponents at a lower trajectory (45° → 38°), the last hit is worse for KOing off the top blast line, but better for KOing off the sides.
    • Change The front hits use one large hitbox instead of 3 smaller ones (5u/4u/4u → 6u (hit 1), 5u/4u/4.5u → 6u (hits 2-3), 5u/4u/4.5u → 7u (hit 4)).
  • Remote Bomb:
    • Change The spherical Remote Bomb from Breath of the Wild replaces Bomb as Link's down special. Rather than exploding on contact or after a short time, the Remote Bomb bounces off opponents and objects, and can be launched around by attacks (including Link's). It is detonated by inputting down special again, similar to Snake's C4. Alternatively, it detonates automatically after about 30 seconds. This changes up Link's item play and recovery tactics substantially.
    • Buff Remote Bomb's 30 second fuse allows it to remain in play much longer than Bomb's 3.66 seconds.
    • Buff The explosion has a significantly larger blast radius.
    • Buff The explosion deals significantly higher knockback, improving its KO potential. It also launches opponents at a more horizontal angle, allowing it to edgeguard more effectively.
    • Buff Remote Bombs themselves can lock opponents if thrown lightly.
    • Nerf Remote Bomb's detonation has 12 frames of startup before it can damage the opponent. It also cannot be manually detonated if it is held by an opponent; if attempted, Link will try to generate another Remote Bomb, but this will fail and give him high ending lag.
    • Nerf Only one Remote Bomb can be on the field at a time, as opposed to two traditional Bombs.
    • Nerf The explosion damages Link even if opponents are caught within it.
    • Nerf The Remote Bomb itself deals less damage when hitting an opponent (5%/9% → 1%), since it no longer explodes on contact and cannot be detonated while held by the opponent.
    • Nerf Remote Bomb cannot be detonated while Link is helpless, preventing him from using his up special multiple times offstage. This hinders Link's vertical recovery.
      • Buff However, in a similar vein to Snake's C4, Link can Z-drop and quickly detonate a Remote Bomb on himself to supplement his recovery, especially at higher percents due to its higher knockback.
    • Change Remote Bomb's explosion deals consistent damage (5%/9% → 7%).
    • Change Remote Bomb lacks the flame effect.
  • Ancient Bow and Arrow:
    • Change Link's new Final Smash is the Ancient Bow and Arrow, replacing Triforce Slash. It is functionally similar to Zelda's Light Arrow and Dark Pit’s Dark Pit Staff from previous games, although it only deals a single powerful blow to the first opponent in the arrow's path along with any bystanders.
    • Buff Ancient Bow and Arrow has more horizontal range than Triforce Slash.
    • Nerf It deals significantly less damage than Triforce Slash (60% → 35%).

|Samus====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Samus has a sleeker design, and her overall color scheme is significantly more vibrant, now matching her color scheme from Metroid: Samus Returns. The Varia Suit's black vents are much more defined and detailed, and her visor is more opaque; it along with the suit's accents are lime green rather than emerald like in Brawl.
  • Change Samus's eighth costume, formerly based on Dark Samus, has been replaced with a black and yellow costume due to Dark Samus's inclusion as a playable fighter.
  • Change Samus's idle animation is altered slightly; she faces the foreground at an angle instead of facing directly forward, and her Arm Cannon is positioned slightly lower.
  • Change Air dodge's animation has changed.
  • Change Samus has two new victory poses and one slightly modified:
    • Change She fires a Super Missile and strikes a pose similar to her official artwork.
    • Change She lands on the ground and readies her arm cannon.
    • Change She retains her kneeling victory pose, however the shots resemble the shotgun blast from her Melee Charge Shot custom move from Smash 4 rather than small explosions.
  • Change Samus emits sparks whenever she takes damage. This is shared with Dark Samus, R.O.B., and Mega Man, all of which are mechanical-based fighters.

Attributes

  • Buff Like all characters, Samus's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Samus runs faster (1.504 → 1.654).
    • Buff Samus's initial dash is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.
  • Buff Samus's air speed is faster (1.03 → 1.103).
  • Buff Samus reaches the maximum height of her jumps more quickly.
  • Change Samus has a slightly faster falling speed (1.3 → 1.33).
  • Buff Samus's fast falling speed is faster (2.08 → 2.168). This improves her air mobility and makes her less susceptible to juggles.
  • Buff Samus's traction is higher (0.0585 → 0.082 ).
  • Buff Forward roll has less ending lag (FAF 40 → 35).
  • Nerf Forward roll grants less intangibility (frames 4-23 → 4-19).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-23 → 5-20).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 57).
  • Change Samus's stunned animation no longer has her shake erratically, as if her suit was malfunctioning.

Ground attacks

  • Neutral attack:
    • Buff The first hit has a lower hitlag multiplier (1× → 0.8×).
    • Nerf The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its jab cancel setups.
    • Nerf The first hit transitions slower into the second hit (frame 13 → 15).
    • Buff The first hit has gained a hitstun modifier of 4, increasing its safety on hit at low percents, although due to the aforementioned changes, it still fails to truly connect into the second hit.
  • Forward tilt:
    • Buff Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.
    • Buff The sourspot deals more knockback (20 base/70 scaling → 30/80), increasing its safety on hit and KO potential.
  • Up tilt:
  • Down tilt:
    • Buff Down tilt has increased knockback scaling (48 → 65), giving the move KO potential against middleweights under 160%, compared to being unable to KO under 200% in Smash 4. This change brings it closer to its Brawl strength.
    • Nerf It has more ending lag (FAF 40 → 45).
  • Dash attack:
    • Buff Dash attack has increased knockback scaling (60 → 90), allowing the clean hit KOing middleweights at around 150% from the center of Final Destination.
    • Buff The early hit no longer deals less damage than the clean hit (7% → 10%), which makes the hits only differ in hitbox size.
    • Nerf It has drastically more ending lag (FAF 34 → 42), removing its combo potential entirely.
    • Change It launches at a more horizontal angle (75° → 55°), which hinders its combo and juggling potential, but further assists in its KO ability near edges.
    • Change It produces a visual effect similar to the Shinespark ability from Super Metroid.
  • Forward smash:
    • Buff Forward smash's innermost hitbox is larger (2.2u → 3.3u), allowing Samus to hit short nearby opponents more easily.
  • Up smash:
    • Buff Up smash has a different kind of autolink angle (366° → 368°), and the second to fourth hits use weight-independent knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.
    • Buff The last hit has more knockback scaling (150 → 162), improving its KO potential.
    • Nerf The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.
    • Nerf It has a higher SDI multiplier (0.8× → 1×), and the first to fourth hits no longer use set knockback. Coupled with the aforementioned hitbox changes, this causes the move to connect less reliably overall.
  • Down smash:
    • Buff Down smash has drastically increased knockback scaling (46/48 (front/back) → 70/68), with the front hit and back hit KOing at around 160% and 138% (respectively) from the center of Final Destination. It is no longer the weakest smash attack in the game by a considerable margin.
    • Change It has an altered ending animation, with Samus retaining more momentum from the kick.

Aerial attacks

  • Buff All aerials except up aerial have less landing lag (16 frames → 9 (neutral), 24 → 14 (forward), 18 → 14 (back), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's second hit comes out faster (frame 16 → 14).
      • Nerf However, its total duration remains the same, increasing its ending lag.
  • Forward aerial:
    • Buff The first hit has altered angles (80°/280°/60° → 367°/18°), while the first to fourth hits deal more set knockback (15 → 25 (hit 1), 30 → 35/40 (hits 2-4)). These changes overall improve its linking capabilities.
    • Change The first four hits have a lower hitlag multiplier (1× → 0.8×), but a higher SDI multiplier (0.8× → 1×).
  • Back aerial:
    • Nerf Back aerial has more ending lag (FAF 39 → 42).
    • Change It has a slightly different animation. Samus faces further behind herself while kicking and curls in her leg afterwards.
  • Up aerial:
    • Change Up aerial deals five total hits, down from six.
    • Buff The first four hits' feet hitboxes use the autolink angle (361° → 367°) and set knockback (0 base/130 scaling → 25 set/100 scaling), allowing them to connect more reliably.
    • Buff The hits after the first are faster (frame 8, 11, 14, 17, 20 → 7, 10, 13, 16).
      • Nerf However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.
    • Nerf Up aerial has more landing lag (12 frames → 18).
    • Nerf The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it has gained a hitstun modifier of -10. As a result, and combined with its increased landing lag, it connects less reliably into the following hits without having increased combo potential.
    • Nerf Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).
    • Nerf Its initial auto-cancel window is shorter (frames 1-4 → 1-2).
    • Change The last hit has a higher hitlag multiplier (1x → 1.8×).
    • Change The last hit has an altered animation, with Samus thrusting her foot upward.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Nerf The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.
  • Grab aerial:
    • Buff Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)).
    • Buff The second hit has a slightly longer duration (frames 16-17 → 16-19).
    • Nerf It causes the Grapple Beam to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
    • Change The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in Melee.

Throws and other attacks

  • Grabs:
    • Buff Standing grab has less startup (frame 16 → 15).
    • Buff Standing and pivot grab have less ending lag, especially the latter (FAF 70 → 60 (standing), 84 → 63 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
  • Pummel:
    • Buff Pummel deals slightly more damage (1.2% → 1.3%).
    • Nerf It has less startup (frame 3 → 1) and ending lag (FAF 9 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.
  • Buff All throws deal more damage (9% → 10% (forward), 8% → 10% (back), 9% → 12% (up), 6% → 8% (down)).
    • Buff Forward and back throw's knockback was not compensated, improving their KO potential.
  • Change Samus's forward, back and up throws are no longer weight-dependent.
  • Change Forward, back and down throws use the electric effect, much like in Smash 64.
  • Up throw:
    • Change Samus has a new up throw: she blasts her opponent upward with her arm cannon. It uses the flame effect, and consists of two hits instead of six, with its damage being redistributed (1% (hits 1-5), 4% (throw) → 5% (hit 1), 7% (throw)).
    • Buff It has increased knockback scaling (70 → 80) on top of its higher damage, making it powerful enough to KO middleweights under 170%.
    • Buff It releases opponents faster (frame 28 → 16), making it harder to DI. Opponents are also released closer to Samus.
      • Nerf However, its total duration remains the same, increasing its ending lag.
  • Down throw:
    • Buff Down throw releases opponents one frame slower (frame 20 → 21), but has less ending lag (FAF 42 → 38). Combined with Samus's faster jumpsquat and jump speed, this noticeably improves its combo potential.
    • Buff It has lower base knockback (80 → 60), but higher knockback scaling (50 → 75). This gives it new followup options at low percents, such as a dash attack and dashing up smash, without hindering its combo potential at higher percents due to the aforementioned changes.
    • Change It launches at a slightly lower angle (80° → 74°).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Charge Shot:
    • Buff Charge Shot can be charged in midair. It can also be charge-canceled by jumping or spot dodging.
    • Buff It has less ending lag when not fully charged (FAF 54 → 45).
    • Buff It deals more damage (3%-25% → 5%-28%), with altered knockback on the fully charged shot (30 base/62 scaling → 46/50), making it stronger overall.
    • Buff It can be B-reversed.
    • Nerf Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.
    • Nerf It has received negative shield damage (0 → -2.5 (uncharged), -7 (fully charged)), weakening fully charged shots' ability to break shields.
    • Change Charge Shot can be fired by pressing the attack button.
  • Missile:
    • Buff Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.
    • Buff Both types of Missiles have slightly less ending lag (FAF 57 → 55 (Homing), 59 → 58 (Super)).
    • Buff Super Missiles travel faster and stall initially before flying forward, similar to the Turbo Missile custom move from Smash 4. This allows them to effectively stay out for a longer time, improving their camping potential.
    • Buff Samus can drift horizontally after firing a Missile in midair, and Missiles don't halt her aerial momentum.
    • Change Missiles have updated designs. When firing a missile, Samus's visor and armor lights flash blue in reference to Samus's palette when Missiles are selected in the original Metroid.
  • Screw Attack:
    • Buff Screw Attack has less lag before Samus begins falling.
    • Buff Grounded Screw Attack has less startup (frame 5 → 4), making it more effective out of shield.
    • Buff The looping hits have a lower hitlag multiplier (1× → 0.5×), and a lower SDI multiplier for the aerial version (1× → 0.5×), allowing them to transition faster and making them harder to escape.
    • Buff The last hit has a slightly larger hitbox (9.6u → 10u), allowing it to connect better from the looping hits.
    • Nerf Due to rage being changed to not affect set knockback, the linking hits of Screw Attack can no longer KO off the top blast line at low percents, removing Samus's early KO setups.
    • Change Grounded Screw Attack deals up to nine hits instead of eleven, but has increased damage on its first hit (2% → 3%) and last hit (1% → 2%).
      • Buff The last hit's knockback was not fully compensated (50 base/240 scaling → 56/190), slightly improving its KO potential.
    • Change The grounded version's last hit has a higher hitlag multiplier (2× → 2.5×).
    • Change The move uses unique sound effects on hit, rather than standard "kick" sound effects.
  • Bomb:
    • Buff Bombs explode earlier on contact (frame 22).
  • Zero Laser:
    • Buff When Samus unleashes Zero Laser, the jets on the back of her suit vent flames as exhaust, which deal damage.

|Yoshi====Aesthetics===

  • Change Yoshi's model retains its brighter green color from Smash 64 and SSB4 with a more subdued color scheme, keeping the consistency with his appearance in the Mario and Yoshi series. His irises appear larger while his shoes feature subtle detailing.
  • Change Yoshi has a new alternate costume based on his felted design in Yoshi's Crafted World. It replaces his Black Yoshi costume from SSB4.
  • Change Yoshi always faces the screen regardless of the direction he turns. Because of this, both his stance and moveset are mirrored.
  • Change Yoshi is more expressive, he scowls when using his aerials and when grabbing onto a ledge.
  • Change Idle pose, dashing, falling, and double jump's animations have been updated to further match Yoshi's upright posture.
    • Bug fix Yoshi no longer reverts to his posture and idle poses from Brawl while holding a small item.
  • Change Two of Yoshi's victory poses were slightly altered.
    • Change The victory animation where Yoshi spins around and strikes a V sign has him performing a Flutter Jump before spinning around once and striking a V sign.
    • Change The victory animation where Yoshi punches the air once and striking a pose has him punching the air twice and strikes a pose with his right leg farther back.

Attributes

  • Buff Like all characters, Yoshi's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Yoshi runs faster (1.86 → 2.046).
    • Buff Yoshi's initial dash is significantly faster (1.33 → 1.98).
  • Buff Yoshi walks slightly faster (1.15 → 1.208).
  • Buff Yoshi's air speed has been increased, being almost as high as Jigglypuff's in Melee (1.28 → 1.344).
  • Buff Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily.
  • Nerf Yoshi's jump height has been slightly reduced.
  • Buff Forward roll has less ending lag (FAF 36 → 31).
  • Nerf Forward roll grants less intangibility (frames 4-21 → 4-15).
  • Nerf Back roll has more startup and grants less intangibility (frames 4-21 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • 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 → 59).
  • Buff The reintroduction of directional air dodges benefits Yoshi, as due to Egg Throw not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Buff The removal of shield platform dropping benefits Yoshi, as he was the only character unable to perform the technique in Smash 4. When combined with his unique shield rendering him immune to shield stabbing, this effectively gives him the best shield in the game.
  • Change Yoshi's double jump armor has been altered. The armor duration is significantly shorter, but like in Smash 64 and Melee, knockback taken is reduced if the armor is broken by an attack with sufficiently high knockback.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 9 → 6).
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.5× (hit 1), 2× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The first hit has altered angles (60°/90°/50° → 361°/180°) and knockback (30 base/50 scaling → 40/35/10 base/30/28/20 scaling) to keep opponents close to Yoshi, akin to other neutral attacks. This allows it to connect better into the second hit and jab lock, but removes some of its guaranteed jab cancel setups.
      • Change Due to this change, and the second hit using the Sakurai angle, grounded opponents hit by the move are launched at a lower angle. This allows it to get them offstage more effectively, but makes followups harder.
  • Forward tilt:
    • Buff Forward tilt has drastically less ending lag (FAF 39 → 30).
    • Buff It launches opponents at higher angles (80°/65°/50° → 88°/85°), and has more base knockback (50 → 60), but less knockback scaling (80 → 75). Combined with the previous change, this turns it into a reliable combo starter, while also improving its KO ability.
    • Buff It deals more damage when not angled (7% → 8%).
    • Buff The outermost hitbox is slightly larger (2.8u → 3u).
    • Change Its animation has been altered, with Yoshi no longer performing a full spin when swinging his tail. Yoshi also has an angry expression.
  • Up tilt:
    • Nerf Up tilt's hitboxes start from a higher position, making them unable to hit short characters in front of Yoshi.
  • Down tilt:
    • Buff Down tilt has slightly more base knockback (65 → 67).
    • Change Down tilt's animation is reversed, with Yoshi spinning towards the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 50 → 41).
    • Buff It deals more damage (9% → 11% (clean), 6% → 8% (late)), with knockback scaling compensated (52 → 45 (clean), 44 (late)).
    • Nerf It no longer crosses up shields consistently, making it easier to punish.
    • Nerf The late hit has smaller hitboxes (5u/3.5u → 4u/2.5u).
  • Forward smash:
    • Buff Forward smash has two different hitboxes instead of three, with the sweetspot taking priority over the sourspot and being located closer to Yoshi. This effectively removes its weaker sourspot (that dealt 13%) and makes the sweetspot easier to land.
    • Buff It has a longer hitbox duration (frame 14 → 14-16) and grants more intangibility on Yoshi's head (frames 12-14 → 12-16).
    • Buff The sweetspot has more knockback scaling (98 → 102).
  • Up smash:
    • Buff Up smash deals more knockback (37 base/95 scaling → 38/99).
  • Down smash:
    • Buff Down smash launches at a lower angle (30° → 26°) and deals more knockback (hit 1:40/42 base/73/57 scaling → 51/46/75/63, hit 2: 40/42 base/81/75 scaling → 51/44/83/75), allowing it to KO around 150% with the first and 130% with the second hit from center stage.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 17 → 12 (forward), 19 → 11 (back), 14 → 8 (up), 24 → 17 (down)).
  • Forward aerial:
    • Buff The removal of teching for grounded meteor smashes improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Buff The sourspot has been removed, with the sweetspot and meteor hitboxes being made bigger to compensate (2.4u (sweetspot)/3.5u (meteor) → 4.2u/4u).
    • Nerf Despite the auto-cancel window remaining unchanged, it no longer auto-cancels in a short hop due to Yoshi's lower short hop duration.
    • Change It has a different animation, with Yoshi no longer flipping after the headbutt.
  • Back aerial:
    • Buff Back aerial deals more damage (2.5% → 3.5% (hits 1-2), 5% → 5.5% (hit 3), total: 10% → 12.5%) with knockback not compensated on the third hit, increasing its KO potential.
    • Buff It has much lower hitlag multipliers (2× → 0.5× (hits 1-2), 1.5× (hit 3)), allowing it to execute faster and making the first two hits harder to SDI.
    • Buff The second and third hits have less startup lag (frame 17/25 → 14/18), causing them to connect more reliably.
      • Nerf However, the move's total duration remains unchanged, giving it more ending lag.
    • Buff The move's first two hits deal much less knockback (30/50 base/200/150 scaling → 20 base/100 scaling), and use the autolink angle against grounded opponents as well (361° → 367°) instead of only aerial ones. This allows them to connect more reliably, and combined with the move's lower landing lag, start combos at a wide range of percentages.
    • Change All hitboxes have been moved upwards (Y offset: 2u-4u → 3u-5u (hit 1 and 2), 3u → 5u (hit 3)), increasing the move's range above Yoshi, but reducing it below him.
    • Change Back aerial has a slightly altered animation, with Yoshi striking a new pose at the end of the move.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 39 → 37).
    • Buff It auto-cancels earlier (frame 33 → 31).
    • Change It has a new animation where Yoshi raises his tail up from behind without flipping.
  • Down aerial:
    • Buff Down aerial's looping hits have a lower hitlag multiplier (1.1× → 0.6×), use the autolink angle (270°/260°/280° → 367°), and have consistent knockback scaling (100/80 → 100), allowing them to connect more reliably and making them harder to SDI, despite their higher SDI multiplier (1.5× → 1.8×).
    • Buff The landing hit deals more knockback that is no longer set (40 set/100 scaling → 65 base/100 scaling), causing opponents to tumble even at 0%. This allows it to set up edgeguards more effectively, and grants it followups at low percents if the opponent fails to tech.
    • Nerf The move's initial auto-cancel window has been removed.
    • Nerf It has smaller hitboxes (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)).
    • Nerf The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits 7-12)), reducing the move's maximum damage output (32.2% → 28%) despite the last hit dealing more damage (1% → 2.8%).
      • Buff The last hit's knockback has not been fully compensated for its higher damage output (60 base/200 scaling → 55/179), improving its KO potential.
    • Change The last hit has a higher hitlag multiplier (1.1× → 1.5×).

Throws and other attacks

  • Grabs:
    • Buff All grabs have noticeably less ending lag (FAF 56 → 49 (standing), 68 → 57 (dash), 65 → 52 (pivot)), especially compared to the rest of the cast, as all non-extended grabs have conversely had their ending lag increased.
    • Nerf Dash and pivot grab have more startup lag (frame 11 → 16 (dash), 10 → 17 (pivot)), no longer being faster than his standing grab. His pivot grab in particular has gone from among the fastest to one of the slowest.
    • Change Yoshi's pivot grab animation has been altered; Yoshi pauses for a bit before turning around on one foot.
    • Change Yoshi's grab animation has changed. After grabbing an opponent and holding them in his mouth, his cheeks become swollen and jiggle, as if the fighter inside is trying to break out. He also holds his mouth closed with his hands, and no longer crouches down to the ground.
  • Pummel:
    • Nerf Pummel 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 uses a unique, cartoony chomping sound effect, rather than a standard "kick" sound effect.
  • Change The speed of Yoshi's throws is no longer weight-dependent.
  • Forward throw:
    • Buff Forward throw deals more damage (7% → 9%) with no compensation on knockback.
  • Back throw:
    • Buff Back throw deals more damage (7% → 9%) with no compensation on knockback.
  • Up throw:
    • Buff Up throw has significantly more knockback scaling (43 → 90), allowing it to KO at around 230%, compared to being unable to KO under 500% without rage.
  • Down throw:
    • Nerf Down throw releases the opponent later (frame 15 → 25), making it easier to DI.
      • Buff However, its ending lag has been reduced relative to its release frame (FAF 44 → 51). Combined with Yoshi's faster jumpsquat and jump speed, this improves its combo potential, possessing followups even up to high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Egg Lay:
    • Buff Egg Lay has less startup lag (frame 20 → 18) with identical ending lag, shortening its duration (FAF 44 → 42).
    • Buff Opponents can no longer move left and right in the air while in an egg.
    • Change It has a slightly altered animation, inflating Yoshi's cheeks more as he swallows opponents, similar to his grab.
  • Egg Roll:
    • Buff Egg Roll deals drastically more damage (4%-≈9% → 10%-≈13.8%).
    • Buff Its base knockback and knockback scaling have been reversed (50/70 → 70/50), making it safer on hit at low percents, while still improving its KO potential due to its higher damage output.
    • Nerf Yoshi always bounces once when using Egg Roll on the ground. This makes the move's execution slower and more predictable.
    • Nerf Changing direction takes longer.
    • Change Yoshi strikes a new pose before using Egg Roll.
  • Egg Throw:
    • Buff Yoshi gains slightly more vertical distance on the first Egg Throw, particularly after a jump.
    • Buff Eggs have a higher hitlag multiplier (0.3× → 0.6×), giving Yoshi more time to follow up.
    • Buff Eggs can bounce on the ground and retain their horizontal momentum before they break, giving Yoshi a new option to stop approaches.
    • Buff Eggs deal a single hit to opponents instead of two, with the same total damage (1% (hit 1), 5% (hit 2) → 6%) and no compensation on knockback.
    • Nerf Egg Throw has more startup (frame 15 → 16) and ending lag (FAF 54 → 56).
    • Nerf Eggs have received negative shield damage (0 → -3), effectively dealing half their usual damage to shields.
    • Change Yoshi can use either his right arm or left arm to throw eggs, due to his mirrored stance.
  • Yoshi Bomb:
    • Buff Yoshi Bomb can sweetspot a ledge even if Yoshi is facing away from it.
    • Buff Both the grounded and aerial versions allow Yoshi to go through soft platforms if he is high enough above them and the control stick is held down.
      • Change If too close to them, he will always go through.
    • Change Yoshi once again vocalizes when using the grounded version, much like in previous games up until Brawl.
  • Final Smash:
    • Change Yoshi has a new Final Smash called Stampede!. He headbutts in front of him and an army of multicolored Yoshis stampede over the trapped players, similar to his part of the Super Smash Bros. Melee opening.

|Kirby====Aesthetics===

  • Change Kirby's appearance is largely the same as it was in SSB4, though his model features a more subdued color scheme. His feet have a pinkish tint, and his blush marks are slightly blurred. These changes make Kirby more closely resemble his appearance in recent Kirby games.
  • Change Like many other characters, Kirby is more expressive, both with his face and his movement.
  • Change Some of Kirby's animations, particularly his dash and initial jump, have been tweaked to closer resemble his appearance from Kirby's Return to Dream Land onward.
  • Change One of Kirby's voice clips when taking high knockback has been changed to his alternate KO sound from SSB4.
    • Change As a result, he gains a new KO clip, which sounds similar to one of his unused high knockback voice clips from Brawl.
    • Change Kirby's unused damage yell from Smash 4 is used when he takes medium knockback.
  • Change Kirby's on-screen appearance has a more intense, fiery explosion than in previous games. The large, cartoony stars that appear have been removed, and while the sparkle effects are still present, they have been drastically toned down. All in all, it more closely resembles how it appeared in Smash 64
  • Change Up taunt has been shortened, with Kirby striking the ending pose without dancing first. The pose itself has been tweaked; Kirby raises one of his feet, resembling the pose he makes when gaining an ability in his games.
  • Change Kirby smiles during his side taunt.
  • Change Kirby's victory poses have been modified. Two new dances are used, one with Kirby waving his arms and breakdancing, and another with Kirby moonwalking and sliding, both based off of Kirby’s Return to Dream Land and ending in a unique pose. Kirby also splits into three separate Kirbys when not in team battles, referencing his home series. This is the first and only game to have Kirby's victory poses finish differently.
    • Change Kirby's idle pose at the end of his victory animation is more animated, with a gentle squash-and-stretch effect leading to a more rubbery feeling.
    • Change Kirby faces forward instead of away when "wiggling" in one of his victory poses.
  • Change When Kirby gains a new Copy Ability, he briefly poses like he does in his home series. This animation can be canceled.
  • Change Some Copy Ability hats have been changed.
    • Change His Samus helmet has a fully opaque visor, as it was in Super Smash Bros.
    • Change His Captain Falcon helmet has triangular eyes, and the visor is opaque as in Super Smash Bros.
    • Change Unlike Smash 4, his Jigglypuff cap matches his costume color, as in previous games up to Brawl.
    • Change His Zelda cap has been changed from the wimple she wore as a child in The Legend of Zelda: Ocarina of Time to a hairstyle matching her new A Link to the Past and A Link Between Worlds-inspired look.
    • Change His Ganondorf cap is consistent with Ganondorf's Ocarina of Time appearance, effectively reverting to its design in Melee.
    • Change His Ike cap uses the hairstyle from his Path of Radiance design, as in Brawl.
    • Change His Wolf cap matches Wolf's Star Fox Zero-based appearance.
    • Change His Robin cap, upon exhausting the Thunder tome, will disappear like it does in all other cases, instead of just disappearing with no animation.
  • Change Kirby's Boxing Ring alias has been changed to "The Pink Demon", a direct translation of the Japanese title, for consistency with its appearance in Kirby: Planet Robobot.

Attributes

  • Buff Like all characters, Kirby's jumpsquat takes 3 frames to complete (down from 4).
  • Buff Kirby runs faster (1.57 → 1.727).
    • Buff His initial dash is noticeably faster (1.5 → 1.9).
  • Buff Kirby walks faster (0.93 → 0.977).
  • Buff Kirby's air speed is slightly faster (0.8 → 0.84).
  • Buff Kirby's traction is much higher (0.0493 → 0.116), going from below average to being tied for the 17th highest, making easier for him to punish out of shield.
  • Buff The changes to taunt interruptibility benefit Kirby more than any other returning veteran, as he can act quicker after discarding a Copy Ability.
  • 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 → 36).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 63), being tied with Rosalina for the second slowest air dodge in the game duration-wise, only behind Jigglypuff.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's first and second hits have altered angles (55° → 361°/180° (hit 1), 70° → 361° (hit 2)) and knockback (8 base/30 scaling → 20 base/25/20 scaling (hit 1), 15/30 → 25/15 (hit 2)) to keep opponents close to Kirby, akin to other neutral attacks. This allows them to jab lock, and noticeably improves their previously poor linking ability.
    • Buff The first hit has less startup lag (frame 3 → 2), with its total duration reduced as well (FAF 16 → 15).
    • Buff The second hit transitions faster into the infinite (frame 8 → 5) and has a lower SDI multiplier (1× → 0.3×), although with a slightly higher hitlag multiplier (1× → 1.2×).
    • Buff The infinite has shorter gaps between hits (4 frames → 2), a consistent angle (55°/68°/80° → 361°), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), and deals less knockback (6/4/2 base/100 scaling → 7 base/35 scaling). This allows it to connect more reliably and makes it much harder to escape.
    • Buff The infinite's finisher has less startup (frame 5 → 3) and ending lag (FAF 51 → 40).
    • Buff The finisher deals more damage (2% → 3%) and launches at a lower angle (45° → 361°), with knockback not fully compensated (80 base/120 scaling → 70/115), improving its KO potential.
    • Nerf All hits except the finisher deal less damage (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (infinite)).
    • Nerf The first hit has a higher hitlag multiplier (1× → 1.7×), giving opponents more time to SDI it.
    • Nerf The second hit and each hit of the infinite have a shorter hitbox duration (2 frames → 1), and the latter also has one frame more startup (frame 6 → 7), although this is compensated by its faster transition from the second hit.
    • Nerf The finisher has smaller hitboxes overall (4.5u/6.5u/5.5u → 5u/5u/5u).
    • Nerf The finisher has a much higher hitlag multiplier (1× → 3×), making it easier to DI after SDIing the infinite.
    • Change The infinite has gained a shieldstun multiplier of 7×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Kirby more easily if they shield 10 hits or more.
    • Change Kirby's punching hand disappears during his rapid jab; instead, the visual effects have been made thicker.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 28 → 24). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Buff It has much more base knockback (12 → 40), improving its KO potential.
  • Up tilt:
    • Buff Up tilt's closest hitbox is larger (4u → 4.8u), slightly surpassing the late hit in Brawl.
    • Buff The late hit and foot intangibility last one more frame (frames 6-9 → 6-10), matching its duration from Brawl.
    • Buff It has less base knockback (40 → 30/26 (clean), 26 (late)) and more knockback scaling (116 → 132/125 (clean), 110 → 130/119 (late)), allowing it to combo better into his aerials from low to mid percents, while also improving its KO potential at very high percents.
    • Change The hitbox at the tip of Kirby's foot launches at a slightly different angle (100° → 98° (clean), 88° → 86° (late)).
  • Down tilt:
    • Buff Due to the increased traction across the cast, opponents do not slide back as much upon tripping from down tilt, improving its reliability for starting combos.
    • Change It has more knockback scaling (30 → 43), causing it to stop tripping opponents sooner, but improving its combo potential at higher percents if it doesn't trip due to the aforementioned change.
  • Dash attack:
    • Change Dash attack has reverted to its Melee iteration, where Kirby does a flaming tackle identical to the Burning copy ability from his home series, although it does not drop him off edges.
    • Buff It hits only once instead of six times, possessing a clean hit, mid hit and late hit. This makes it more reliable overall than the previous dash attack, which could sometimes miss its last hit due to the looping hits' poor linking ability.
    • Buff It propels Kirby a much farther distance forward, increasing its range.
    • Buff It has less startup, with its hitboxes active fully throughout (frames 12, 15, 19, 24, 30, 35-37 → 9-17 (clean)/18-26 (mid)/27-34 (late)).
    • Buff It has larger hitboxes (3.5u/3.5u/3.3u (hits 1-5), 3u (hit 6) → 5u (clean), 3.5u (mid & late)).
    • Buff It has lower hitlag multipliers (2× → 1.3× (clean)/1× (mid)/0.8× (late)). In combination with its faster startup and consisting of a single hit, this makes it harder to DI.
    • Buff The clean hit deals more damage (1% (hits 1-5), 4% (hit 6); 9% total → 12%), with knockback not fully compensated (100 base/70 scaling → 82/66), and launches at a more horizontal angle (65° → 46°). This turns it into a much stronger finisher, KOing opponents at around 160% from center stage and 105% near edges, compared to being unable to KO under 280% regardless of horizontal positioning.
    • Buff The mid and late hits deal more damage than the previous dash attack's last hit (4% → 9% (mid), 6% (late)), and the former launches at a higher angle (65° → 76°), allowing it to KO slightly earlier despite its lower knockback values (100 base/70 scaling → 80/50).
    • Nerf It has more ending lag (FAF 54 → 60). Combined with no longer dealing multiple hits, this makes it much more punishable on shield, regardless of timing and despite mantaining the ability to cross-up shields during its early frames.
    • Nerf The late hit deals much less knockback (100 base/70 scaling → 80/50), hindering its KO potential despite launching at a higher angle (65° → 76°).
  • Forward smash:
    • Buff Forward smash's clean hit deals more knockback (30 base/102 scaling → 32/109), improving its KO potential.
    • Buff Kirby lunges farther forward, giving it more range.
    • Buff It deals more damage when angled down (14% → 15% (clean), 10% → 11% (late)).
    • Nerf It deals less damage when angled up (16% → 15% (clean), 12% → 11% (late)), although the clean hit is still slightly stronger than in Smash 4 due to its higher knockback values.
    • Nerf The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Change It has a different startup animation: Kirby pulls back before executing a thrust kick instead of performing a spin first, resembling Smash Kick, one of Smash Bros. Kirby's attacks in Kirby: Planet Robobot.
  • Up smash:
    • Buff Up smash has less startup (frame 14 → 12), with its leg intangibility frames moved accordingly (frames 14-19 → 12-17) and its total duration reduced (FAF 48 → 46).
    • Buff The clean hit has a longer duration, with the late hit having a shorter duration instead (frame 14 (clean)/15-16 (mid)/17-19 (late) → 12-14/15-16/17). This improves its utility as an anti-air, as the clean hit remains active when the hitboxes go above Kirby.
    • Buff The clean hit deals more knockback (33/30 base/104/99 scaling → 36 base/104 scaling), improving its KO potential.
    • Buff The mid hit's sourspot (12% → 13%) and late hit (12%/11% → 13%/12%) deal more damage.
  • Down smash:
    • Buff Down smash launches at a semi-spike angle like its foot hitboxes in Melee and Brawl (69° → 29°), significantly improving its edgeguarding ability and allowing it to KO earlier near edges.
    • Nerf It has much less knockback scaling (110 → 89), hindering its KO potential from center stage and across the stage.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 13 → 8 (forward), 17 → 10 (back), 12 → 7 (up), 17 → 16 (down).
  • Neutral aerial:
    • Buff Neutral aerial has less startup (frame 10 → 8) and significantly less ending lag (FAF 73 → 53).
    • Buff The clean hit deals significantly more knockback (30 base/90 scaling → 35/117), allowing it to KO reliably at around 150% from center stage.
    • Buff All hitboxes are bigger (8u → 9u (clean), 7u → 8u (mid), 6u → 7u (mid-to-late), 5u → 6u (late)).
    • Buff It auto-cancels earlier (frame 56 → 51).
  • Forward aerial:
    • Buff Forward aerial's first hit launches at a higher angle (45°/80° → 53°/84°) and deals less knockback (35 base/50 scaling → 43/39 (close), 35/38 (far)), allowing it to connect into the second hit more reliably.
    • Buff The first and second hits have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.5×), making them harder to escape.
    • Buff The first and third hits have larger hitboxes (4.3u/4.3u → 5u/4.4u (hit 1), 4.9u → 5.1u (hit 3)), with the latter extending further horizontally (Z offset: 8u-12u → 7u-13u) and vertically (Y offset: 3.9u-4.2u → 3u-4.2u), improving their range.
    • Buff Due to its reduced landing lag, and forward smash's improved range and knockback, the first hit has gained a KO setup into it at high percents.
    • Buff The second hit extends further outwards (Z offset: 8u-12u → 7u-13u) and below Kirby (Y offset: 3.7u-4.2u → 2.8u-4.1u), improving its horizontal range, and allowing it to hit short or crouching characters, even in a rising short hop.
    • Buff The third hit has a longer duration (frames 25-26 → 25-27).
  • Back aerial:
    • Buff Back aerial has larger hitboxes (4u → 4.5u (clean), 3.4u → 3.5u (late)), and they extend further horizontally (Z offset: 7u-10.5u → 6u-13u (clean), 7u-10u → 6u-11u (late)), noticeably improving its range.
    • Buff The clean hit has a longer duration (frames 6-7 → 6-8).
    • Nerf The clean hit deals less knockback (20 base/104 scaling → 15/100), hindering its KO potential.
    • Nerf The clean hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Nerf The late hit has a shorter duration (frames 8-14 → 9-12).
  • Up aerial:
    • Buff Up aerial has less startup (frame 10 → 8), less ending lag (FAF 40 → 36), and auto-cancels earlier (frame 22 → 20).
    • Buff It deals more damage (9% → 10%) and has noticeably more knockback scaling (100 → 115), greatly improving its KO ability, without worsening its combo ability due to its reduced lag.
  • Down aerial:
    • Buff Down aerial's looping hits deal more damage (1% → 1.3%, total: 7% → 8.5%), with knockback scaling compensated (107 → 100).
    • Buff The looping hits have a noticeably lower hitlag multiplier (1.5× → 0.8×), alongside a larger hitbox (5u → 6u), increasing their range and making them harder to escape from.
    • Nerf It can no longer be frame canceled, with its landing lag not reduced enough to compensate. As a result, it has more landing lag relative to Smash 4 if the landing hit connects, hindering its combo potential.
    • Nerf The last hit has a smaller hitbox (6.2u → 5.6u).

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 28 → 34 (standing), 39 → 42 (dash), 33 → 37 (pivot)), albeit they are still among the fastest in the game.
    • Nerf All grabs have less range (Z2 offset: 10.2u → 9.4u (standing), 12.1u → 11u (dash), -17.9u → -15.7u (pivot)).
    • Nerf Dash grab has slightly more startup lag (frame 8 → 9).
  • Pummel:
    • Nerf Pummel deals less damage (1.55% → 1%).
    • Nerf It has less startup (frame 9 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.
  • Forward throw:
    • Nerf Forward throw has Kirby jump slightly higher and further backwards at the end of the animation, able to reach the height of Battlefield's lower platform. The additional height weakens its combo potential at low percents, while the additional backwards distance prevents him from benefitting from the extra height at higher percents.
  • Back throw:
    • Nerf Back throw has Kirby jump immediately after releasing the opponent, as opposed to a few frames later, causing him to be much higher in the air after the move ends. Additionally, Kirby lands a short distance forward relative to where the throw is initiated from, rather than in the same spot. This removes the throw's followups at low percents, and weakens its edgeguarding potential, as it pushes Kirby away from edges.
    • Change It has an altered animation where Kirby doesn't squish as much upon slamming the opponent to the ground.
  • Up throw:
    • Buff Up throw has gained a collateral hitbox upon landing that deals 7%, similar to Meta Knight's up throw, increasing its effectiveness in battles with multiple opponents.
  • Down throw:
    • Buff Down throw's first nine hits deal more damage (0.8% → 1%, total: 10.2% → 12%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Inhale:
    • Buff Inhale has less startup lag (frame 14 → 10), making it much easier to combo into.
    • Buff It has a larger vortex hitbox (7u → 8.5u) with altered hitbox placements (Y offset: 7.5u → 7u, Z offset: 13u → 15.5u), and an additional vortex hitbox, increasing its range.
    • Buff It has less ending lag when failing to inhale anything (FAF 73 → 64), and after copying an opponent (FAF 30 → 21), preventing the copied opponent from being able to hit Kirby before he can move.
    • Buff The swallowing hitboxes are larger (4.2u/4.6u → 5.3u/5.8u), increasing the safety of copying an opponent when others are nearby.
    • Buff It can catch projectiles to heal Kirby, albeit with noticeable ending lag.
      • Buff Kirby can keep certain projectiles, like a fully charged Charge Shot, inside his mouth and then choose to spit them out as a star that deals damage or swallow them to heal himself.
    • Buff Kirby dies later when performing a Kirbycide, though he still dies first. This gives the opponent less time to recover after Kirby is KO'd.
    • Buff Kirby receives a 1.2× damage multiplier for his Copy Abilities compared to the copied opponent's neutral special.
    • Buff Kirby cannot lose his Copy Ability by getting hit for 20 seconds after receiving it, allowing him to keep it much more efficiently.
    • Buff The distance an opponent travels in a star scales with damage, allowing Kirby to KO spat opponents near edges more effectively at higher percents.
    • Nerf Rather than a 3.125% chance regardless of move, the chance for Kirby to lose his Copy Ability by getting hit is equal to the damage % taken, thus increasing it for hits that deal more than 3.125% damage.
      • Buff This also means moves that deal less than 3.125% (like some multi-hit moves) are less likely to make Kirby lose his ability.
    • Change Inhale has a more opaque visual effect.
  • Hammer Flip:
    • Buff Hammer launches at a lower angle when not fully charged (53° → 48° (grounded), 55° → 50° (aerial)), slightly improving its KO potential.
    • Buff The grounded version has intangibility (frames 2-10) and more super armor (frames 11-13 → 11-17) when fully charged.
    • Buff The aerial version deals slightly more damage (15%-27% → 16%-28%) with no compensation on knockback.
    • Nerf The aerial version sends at a higher angle when fully charged (45° → 50°), slightly reducing its KO potential despite its increased damage.
    • Change Kirby may use his uncharged or fully charged voice lines from Smash 4 when swinging an uncharged Hammer.
    • Change A fully charged Hammer triggers Special Zoom.
  • Final Cutter:
    • Buff Final Cutter has less landing lag (34 frames → 30).
    • Buff It can snap to the ledge earlier (frame 36 → 33).
    • Buff The rising hit has a longer duration (frames 23-24 → 23-26). The set knockback during the additional active frames is lower (117/102 → 60/50) to link into the falling hit as well.
    • Buff The landing hit no longer has set knockback (120 set/100 scaling → 85 base/95 scaling).
    • Nerf The falling hit has smaller hitboxes (6.5u → 6u (meteor), 6u → 5.5u (late)).
    • Nerf The falling hit's meteor smash portion has slightly less set knockback (100 → 96).
    • Change The projectile has a lower hitlag multiplier (1× → 0.7×), although this is compensated by the universal increase to hitlag.
  • Stone:
    • Buff Aerial Stone has super armor during startup (frames 19-28).
    • Buff The landing hit launches at a higher angle (0° → 25°) and has much more base knockback (40 → 86), although with its knockback scaling compensated (40 → 24), allowing it to set up edgeguards more effectively, while also increasing its KO power.
    • Nerf The aerial hit can no longer combo into the landing hit, significantly decreasing its shield damage.
    • Change If Stone is hit with a reversing move such as Cape, the transformation will visually spin around.
    • Change Stone can transform into a Treasure Chest found in The Legend of Zelda: Breath of the Wild's shrines.
    • Change If Kirby is metal when using Stone, the transformation will also be metal.
    • Change Kirby doesn't change back to normal if he lands underwater.
  • Ultra Sword:
    • Nerf The final hit has less knockback scaling (100 → 95), hindering its KO potential.
    • Change It features a special background effect upon usage, in a similar fashion to the use of Super Abilities in Kirby's Return to Dream Land.

|Fox====Aesthetics===

  • Change Fox wears his flight suit and headset from Star Fox Zero, while still retaining some elements of his appearance in Super Smash Bros. 4. The proportions of his head have been slightly altered, and his fur is more pronounced. Fox also has visible whiskers. Lastly, the aesthetic used in Ultimate has resulted in Fox's overall color scheme being more vibrant.
  • Change Fox's jacket collar is smaller, and his holster has been redesigned indigo with vegas gold tints. Additionally, his headset is entirely gray. Lastly, Fox's toe boxes are much smoother and are brick red. These changes are unique to Ultimate.
  • Change Like all characters, Fox is significantly more expressive than in previous games.
  • Change Idle, walking, and on-screen appearance all have slightly different animations. However, Fox will revert to his idle animation from Brawl while holding a small item.
  • Change Opponents and items hit by Fox's lasers have a black puff of smoke appear off them, as if they are being burned.
  • Change Much like in Melee, Fox has a voice clip when performing his midair jump. Due to the changes in the last game, he vocalizes occasionally.
  • Change Fox's taunts have been tweaked.
    • Change Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.
    • Change Side taunt has an altered animation: Fox spins his Blaster in his hand rather than tossing it in the air.
    • Change Down taunt has Fox saying "Come at me." instead of "Come on!".
  • Change Fox's victory animation that is based on his character selection from Smash 64 has the camera behind Fox, rather than in front of him. [1]

Attributes

  • Change The changes to perfect shielding both benefit and hinder Fox. He can more easily punish the opponents out of shield with his fast moves and allows him to pressure shields because of perfect shields mostly being ineffective against multi-hits like his down aerial, but it also makes easier for the opponents to punish his safe aerials, most notably neutral aerial.
  • Buff Like all characters, Fox's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf Fox's weight has been decreased (79 → 77), being lighter than Kirby and the 5th lightest character in the game.
  • Buff Fox runs significantly faster (2.184 → 2.402).
    • Nerf Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.
  • Buff Fox walks faster (1.45 → 1.523).
  • Buff Fox's air speed is noticeably faster (0.96 → 1.11), being average instead of below-average.
  • Buff Fox's falling speed and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.
  • Nerf Fox's gravity is much higher (0.19 → 0.23), being as high as in Melee. While this makes his jumps slightly faster, it worsens his endurance at higher percents considerably, particularly when coupled with his lower weight, and makes him much more susceptible to combos at lower percents.
  • Buff Fox's traction is higher (0.06 → 0.115).
  • Nerf The removal of un-techable reeling on the ground hinders Fox more than the rest of the returning veterans, as his up smash KO setups from his forward tilt, neutral aerial and down aerial at high percentages can always be teched.
  • Nerf Forward roll grants less intangibility (frames 4-14 → 4-12).
  • Nerf Back roll has more ending lag (FAF 27 → 33).
  • Buff Spot dodge has less ending lag (FAF 25 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has more ending lag (FAF 31 → 39), although it is the fastest in the game due to the universal changes.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 6 → 5), which transitions into the infinite faster (frame 7 → 5).
    • Buff The infinite has a shorter gap between hits (4 frames → 2) and a lower hitlag multiplier (1× → 0.5×), allowing it to connect more reliably and making it harder to escape, despite its higher SDI multiplier (0.4× → 0.6×).
    • Nerf The first hit and infinite deal less damage (2% → 1.8% (hit 1), 0.7% → 0.6% (infinite)).
    • Nerf The first and second hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2)), giving opponents more time to SDI them.
    • Nerf The second hit's hitboxes have a shorter duration (frames 2-3 → frame 2).
    • Nerf The infinite has more startup (frame 3 → 5), no longer possessing an early hit that deals 0.4%, though this is mitigated by the second hit's faster transition into it.
    • Nerf The infinite's finisher has more ending lag (FAF 33 → 39).
    • Change The first and second hits have altered angles (35°/80°/20° (hit 1), 40°/76°/68° (hit 2) → 361°/180°) and knockback (hit 1: 15 base/40 scaling → 20/15 base/35/33/20 scaling, hit 2: 25/32 base/70/80 scaling → 20 base/35/33/20 scaling) to keep opponents close to Fox, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their guaranteed jab cancel setups.
    • Change The first and second hits have altered animations, with Fox standing more upright rather than lunging forward.
    • Change The infinite has gained a shieldstun multiplier of 6×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Fox more easily if they shield 10 hits or more.
    • Change The infinite's finisher has higher base knockback (30 → 55), but lower knockback scaling (170 → 130).
  • Forward tilt:
    • Nerf Forward tilt angled up deals less damage (8% → 7%).
    • Nerf For all angles, forward tilt has higher base knockback (10 → 40), but lower knockback scaling (110 → 80). This makes it safer on hit at low percents, but hinders its KO potential while also hindering its locking potential.
  • Up tilt:
    • Nerf Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.
    • Nerf The clean hit's grounded sweetspot deals less damage (9% → 8%).
    • Nerf The sourspots take priority over the sweetspots, diminishing the move's damage potential.
    • Nerf Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).
    • Change The sourspots deal more knockback (18 base/110 scaling → 20/125). This improves their KO potential, but worsens their combo potential. Conversely, the sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged.
    • Nerf The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, they can no longer true combo into an up aerial as a KO option at high percents.
  • Down tilt:
    • Buff Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and has gained a hitstun modifier of 3. This noticeably improves its combo potential.
    • Nerf Its hitboxes have been slightly reduced, with the farthest hitbox having been removed altogether (3.3u/3.2u/3u/2u → 3.2u/2.8u/3u).
    • Nerf Due to the farthest hitbox's more horizontal angle, it can no longer true combo into an up aerial as a KO option at high percents.
    • Change It uses a slap SFX instead of a punch SFX on hit.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 36 → 32), improving its combo potential.
    • Buff It has gained a shieldstun multiplier of 1.8×. Combined with its lower ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.
    • Nerf Due to the changes to jostle mechanics, it can no longer cross-up shields, allowing it to be punished more easily despite its increased shieldstun.
    • Change It has a higher hitlag multiplier (1× → 1.15×).
  • Forward smash:
    • Buff Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential and improving its safety at lower percentages.
    • Nerf It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance.
  • Up smash:
    • Buff Up smash's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.
    • Buff The early clean hit deals consistent damage (16%/14% → 16%).
    • Nerf The animation is faster with the hitbox duration unchanged. While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it more inconsistent as a KO option.
    • Nerf It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.
    • Change The move's ending animation has been modified: Fox does a three point landing after doing his up smash.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 27 → 18 (forward), 15 → 9 (back), 22 → 13 (up), 25 → 17 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 42 → 39).
    • Nerf Its hitboxes have a shorter duration (frames 4-25 → 4-23).
  • Forward aerial:
    • Buff Forward aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated on the last hit (130 → 103).
    • Buff The linking hits have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.
    • Buff All hits after the first come out faster (frame 13, 19, 26, 32 → 11, 16, 21, 26), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 51 → 44).
      • Nerf Due to the move's auto-cancel window remaining unchanged, this effectively increases its ending lag before it can auto-cancel.
    • Nerf Due to the shorter gaps between hits, and rage no longer affecting set knockback, the move cannot lead into a footstool as effectively, hindering its gimping potential.
    • Nerf Due to Fox's higher gravity, and no compensation on the vertical boosts from the kicks, the move is much less effective at extending Fox's jumps, stalling him in the air and makes it much harder to auto-cancel in a full hop.
    • Change The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.
    • Change It has an altered animation.
  • Back aerial:
    • Nerf Back aerial auto-cancels slightly later (frame 15 → 18), making it harder to auto-cancel in a short hop fast fall.
    • Buff It has an altered animation, with Fox facing more towards the screen, and leaving his leg outstretched for the entirety of the hitbox duration, effectively increasing the range of the last 2 frames of the active frames.
  • Up aerial:
    • Nerf The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).
    • Nerf Fox's higher falling speed and gravity prevents up aerial to auto-cancel in a short hop unless inputted in the first frame of jumpsquat.
    • Buff Due to the lower landing lag, the first hit can combo into other moves, and possesses a KO setup into up smash at high percents.
    • Change The first hit of up aerial uses a slap SFX instead of a punch SFX on hit.
  • Down aerial:
    • Buff Down aerial's linking hits deal more knockback (5 set/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.
      • Buff They also have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.
    • Buff It auto-cancels slightly earlier (frame 29 → 28).
    • Change The hitbox on the foot is slightly larger (3u → 3.2u), but is no longer extended.
    • Nerf The final hit's foot hitbox is noticeably smaller (8.5u → 7u).
    • Nerf The move can no longer be frame canceled, worsening its landing hit's combo potential at higher percents despite its lower landing lag.

Throws and other attacks

  • Nerf All grabs have increased ending lag (FAF 29 → 37 (standing), 36 → 45 (dash), 34 → 40 (pivot)).
  • Nerf All grabs are less extended (Z2 offset: 9u → 8u (standing), 10.8u → 9.6u (dash), -15u → -13.5u (pivot)), reducing even further his already poor grab range.
  • Pummel:
    • Nerf Pummel deals less damage (1.2% → 1%).
    • Nerf It has less startup (frame 2 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.
    • Buff Pummel has an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.
  • Back throw:
    • Nerf Back throw launches opponents at a higher angle (45° → 56°), worsening its ability to set up edgeguards.
  • Down throw:
    • Nerf Due to the new knockback speed up effect decreasing hitstun for higher knockback values, as well as Fox's slower initial dash speed, the move has lost its combo potential almost entirely, only leading into a forward aerial at very low percents if the opponent does not DI away.
    • Change Down throw fires three lasers instead of four, but they deal more damage (1.5% → 2%), leaving the total damage unchanged.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Blaster:
    • Buff Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its camping ability.
    • Buff The lasers have a slightly longer duration (20 frames → 22), and thus more range.
  • Fox Illusion:
    • Buff Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version (10 base/170 scaling → 30/110 (grounded), 10/200 → 15/148 (aerial)). This drastically increases the grounded version's knockback, allowing it to KO middleweights under 180%.
    • Buff It can no longer send opponents behind Fox, allowing the aerial version to start combos more consistently.
    • Buff The grounded version has much less ending lag (FAF 70 → 56).
    • Nerf Fox Illusion has more startup lag (frame 21 → 25).
    • Nerf The aerial version has more ending lag (FAF 70 → 73).
    • Nerf The move covers slightly less distance, and it immediately halts when it hits an opponent's shield, making it easier to punish.
  • Fire Fox:
    • Buff Fire Fox deals less damage on the initial hits (2% → 1.8%), but more on the dash (14% → 16% (clean), 8% → 10% (late)), allowing it to still deal slightly more total damage (28% → 28.6%).
    • Buff The initial hits deal less knockback (28 base/30 scaling → 20/20), and have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.6×), allowing them to connect more effectively despite launching at a more vertical angle (110° → 105°).
    • Buff The dash deals more knockback (60 base → 70 (clean), 60 base/60 scaling → 85/50 (late)), which alongside its increased damage improves its KO potential, despite launching at a lower angle (80° → 60°).
    • Buff It also has larger hitboxes (5.3u (clean)/4.7u (late) → 7.2u/5u).
    • Nerf Fire Fox travels a shorter distance.
    • Change Its charging animation has been altered, and Fox glances up before firing.
  • Reflector:
    • Buff Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).
    • Buff It has gained intangibility on frames 2-3, improving its utility as a combo breaker and as a gimping tool.
    • Buff The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.
    • Nerf Its hitbox has a shorter duration (2 frames → 1).
    • Nerf Only the first use will stall Fox in the air before landing.
    • Change Reflector is a darker shade of blue.
  • Final Smash:
    • Change Fox has a new Final Smash called Team Star Fox, which involves an Arwing strike. Upon activating, Fox yells, "It's go time!" If the Arwings successfully catch their target, Fox yells, "Star Fox, fire at will!" with it captioned on screen during the cinematic.
      • Change If Team Star Fox is used against Wolf, Fox will say, "This is the end for you, Wolf!"
    • Nerf Team Star Fox is easier to avoid compared to the Landmaster and has less versatility.
    • Buff Team Star Fox can potentially deal more damage than the Landmaster, and the single hit has increased KO power, making it more consistent.
    • Buff Due to being a cutscene Final Smash, Fox can no longer accidentally self-destruct like he could in the Landmaster.

|Pikachu====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Pikachu's model has a more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games.
  • Change Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles and Choice Band costumes from SSB4, partially due to reintroduction of Pichu as a playable character.
  • Change Pikachu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Like other fighters, Pikachu is significantly more expressive. It appears much angrier during some animations, such as neutral air and shielding; it also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.
  • Change Pikachu's cheeks flash white when it uses electric attacks.
  • Change Pikachu only waves once during its side taunt, shortening its duration. Down taunt is also faster.
    • Change For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.
  • Change All of Pikachu's tail-based attacks now use a slap SFX rather than a kick SFX.

Attributes

  • Buff Like all characters, Pikachu's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Pikachu walks slightly faster (1.24 → 1.302).
  • Buff Pikachu runs faster (1.85325 → 2.039).
    • Buff Pikachu's initial dash is faster (1.8 → 1.98).
  • Buff Pikachu's air speed is slightly higher (0.9118 → 0.957).
  • Buff Pikachu's traction is significantly higher (0.0596 → 0.132), being the fourth highest in the game.
  • Nerf Both rolls have more ending lag (FAF 27 → 29 (forward), 34 (back)).
  • Buff Back roll grants more intangibility (frames 4-14 → 4-15).
  • 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).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack has less ending lag (FAF 22 → 18).
    • Buff It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
    • Buff The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes to jostle mechanics make up for the hitboxes not reaching in as far as a result.
  • Forward tilt:
  • Up tilt:
    • Change Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
      • Nerf Because of this, it can no longer hit opponents hanging at the ledge.
    • Nerf The middle hitbox is marginally smaller (3.84u → 3.8u).
  • Down tilt:
    • Change Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 36).
    • Buff It has gained a shieldstun multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by a shield grab.
    • Buff The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.
    • Nerf Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
    • Nerf It has a higher hitlag multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.
  • Forward smash:
    • Buff All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).
    • Buff The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).
    • Nerf Forward smash has more ending lag (FAF 49 → 54).
    • Nerf The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).
    • Nerf The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.
  • Up smash:
    • Buff Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).
  • Down smash:
    • Buff Down smash's looping hits have a lower SDI multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.
    • Buff The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.
    • Change The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192).

Aerial attacks

  • Buff All aerials have much less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).
  • Neutral aerial:
    • Change Pikachu has a new neutral aerial: it discharges electricity around itself, hitting 4 times, similarly to Mewtwo's neutral aerial.
    • Buff Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.
    • Buff The first three hits use the autolink angle (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.
    • Buff The last hit launches at a more vertical angle (361° → 60°). Combined with its multi-hit nature, this significantly improves its combo potential.
    • Buff It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
    • Change Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.
    • Nerf It auto-cancels slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.
    • Nerf Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.
    • Change It has a lower hitlag multiplier (1× → 0.8×).
  • Forward aerial:
    • Buff Forward aerial hits six times instead of five, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).
    • Buff It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.
    • Buff The looping hits have different angles (74°/280° → 35°/310°/60°/290°), allowing them to connect better.
    • Buff The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.
    • Nerf It has slightly more startup lag (frame 10 → 11).
      • Buff However, its total duration is unchanged, giving it one frame less ending lag.
    • Change The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
    • Buff The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.
    • Buff The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.
    • Change The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.
    • Change It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.
      • Buff This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.
      • Nerf However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).
    • Change It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position.
  • Up aerial:
    • Buff Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.
  • Down aerial:
    • Buff Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.
    • Nerf Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.

Throws and other attacks

  • Grabs:
    • Buff Standing grab has a larger hitbox (3.1u → 4u), slightly increasing its range despite extending slightly less far horizontally (Z2 offset: 8.1u → 7.9u).
    • Nerf All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).
    • Nerf Dash and pivot grab do not extend as far horizontally (Z2 offset: 9.8u → 9u (dash), 13.4u → 12.7u (pivot)), reducing their range.
    • Change Pikachu grabs the opponent with one hand instead of two.
  • Pummel:
    • Buff Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.
    • Nerf It deals less damage (1.9% → 1%).
    • Change When pummeling, Pikachu headbutts the victim as well instead of just using electricity.
  • Forward throw:
    • Buff Forward throw no longer has any hitlag, executing faster as a result.
  • Back throw:
    • Nerf Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
    • Change The throw's speed is no longer weight-dependent.
  • Up throw:
    • Buff Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.
    • Buff The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use in doubles play.
    • Nerf Its increased knockback reduces its combo potential, especially into Thunder.
  • Down throw:
    • Buff Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential.
    • Nerf The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.
    • Change It launches at a slightly more vertical angle (80° → 83°).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
    • Buff It has increased intangibility (frames 1-20 → 1-25).
    • Nerf It has more ending lag (FAF 54 → 56).

Special moves

  • Thunder Jolt:
    • Buff Thunder Jolt has less ending lag (FAF 58 → 52).
    • Nerf It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).
    • Nerf It has negative shield damage (0 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)).
  • Skull Bash:
    • Buff Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).
    • Buff It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).
    • Buff If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.
  • Quick Attack:
    • Bug fix Quick Attack no longer has RCO lag.
    • Buff Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.
    • Nerf Quick Attack cancelling is no longer possible, hindering Pikachu's approach options, especially from the ledge.
    • Change It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.
  • Thunder:
    • Buff Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.
    • Buff The meteor smash at the cloud deals set knockback (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.
    • Change When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint, much like its depiction in the Pokémon anime.
  • Volt Tackle:
    • Change Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.
    • Buff Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
    • Nerf Pikachu can no longer chase down opponents if the initial attack misses, and may self-destruct if initiated too close to the edge.

|Luigi====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Luigi's model features a less saturated, subdued color scheme.The fabric of his clothes feature subtle detailing, and his buttons are more glossy. Altogether, these changes make him appear virtually identical to his appearance as of Super Mario Odyssey.
  • Change Luigi's idle animation has been slightly altered, with his head turned toward the screen and his arms moving in a more circular motion. However, he reverts to his previous idle animation while holding a small item.
  • Change Like most of the returning roster, Luigi has become much more expressive than in the previous games. He has an angry expression when charging the Green Missile and using his forward aerial, as well as having a winced face when throwing an opponent with the new Poltergust, appearing scared when dodging, and surprised if he lands the Super Jump Punch.
  • Change Luigi has a new dashing animation akin to how he runs in Luigi's Mansion and other games such as the Mario & Luigi series. Luigi has a more upright posture in this new animation, making his hurtbox slightly bigger vertically, but also makes it narrower horizontally.
  • Change Air dodge and backwards jump animations have changed. Additionally, Luigi now faces the screen instead of away while sleeping.
  • Change As with Mario, Luigi's on-screen appearance emits the Warp Pipe sound effect rather than the jump sound, similar to Smash 64.
  • Change Luigi's victory animation where he throws rapid punches was slightly altered, with a different animation for gasping at the end.

Attributes

  • Buff Like all characters, Luigi's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Luigi walks faster (1.08 → 1.134).
  • Buff Luigi runs faster (1.5 → 1.65).
    • Buff Luigi's initial dash is significantly faster (1.28 → 1.815).
  • Buff Luigi's air speed is slightly higher (0.7341766 → 0.77).
  • Change Luigi falls faster (1.25 → 1.32). This improves his vertical endurance and makes him less susceptible to juggling, but makes him more susceptible to combos.
  • Buff Luigi's fast falling speed is faster (2 → 2.112). This improves his air mobility and makes him less susceptible to juggles.
  • Buff Luigi's gravity is higher (0.075 → 0.083). This makes his jumps faster and makes him less vulnerable to juggles, while his faster falling speed compensates for its faster vertical knockback.
  • Buff Luigi has significantly higher traction (0.024 → 0.096), no longer being the lowest in the game. This allows him to punish out of shield much more easily.
  • 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 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 58).

Ground attacks

  • Neutral attack:
    • Buff The first hit can be held for a consecutive jab, akin to Mario's.
    • Buff The third hit has static hitboxes with different sizes (4.5u/4.5u → 5u/3.5u), making its outermost hitbox bigger and the innermost one smaller, increasing its range overall.
    • Nerf The first and third hits deal less damage (3% → 2% (hit 1), 5% → 4% (hit 3)), with the third hit also having less base knockback (65 → 60).
    • Nerf The first hit has an altered animation where Luigi doesn't lunge forward as much. In addition, its hitboxes were shrunk to match his arm and fist, reducing the attack's range (4.5u/3.0u/3.5u → 1.4u/1.7u/2.0u).
    • Change The first and second hits have altered angles and knockback to keep opponents close to Luigi, akin to other neutral attacks. This allows them to connect better and jab lock, but removes their guaranteed jab cancel setups.
  • Forward tilt:
    • Buff Forward tilt deals more damage (8% → 9%) and has much more base knockback (2 → 50), without full compensation on its knockback scaling (100 → 75). This improves its safety on hit at low percents due to sending the opponent into tumble earlier (75% →17%), while also greatly increasing its KO potential overall, allowing it to KO below 200%.
    • Nerf However, due to its increased knockback, it can no longer lock opponents.
    • Buff The outermost hitbox has been moved further outwards (X offset: 3.6u → 4u), slightly improving the move's range.
    • Nerf It has lost the smallest hitbox located at Luigi's torso, and its knee hitbox has been slightly reduced (4.8/4u/3.4u → 4.8u/3.8u), worsening its coverage at point blank range.
    • Change It has an altered animation, being a side kick instead of a spinning hook kick. Luigi also faces the camera during the kick.
  • Up tilt:
    • Change Luigi has a new up tilt: a jumping uppercut, similar to the one he possessed in the original Super Smash Bros..
    • Buff Due to the new animation, it has more range above and in front of Luigi, allowing it to reach opponents on the lower platforms of Battlefield, and opponents further in front of him.
    • Buff It has less ending lag (FAF 31 → 28), which combined with the previous change, this improves its combo potential.
    • Nerf It can no longer hit opponents behind Luigi.
  • Down tilt:
    • Buff Down tilt has significantly less ending lag (FAF 27 → 14), dramatically improving its safety and granting it combo ability.
    • Nerf It no longer has a bonus trip chance.
    • Change It deals less damage (8% → 5%). However, its knockback was not fully compensated (20 base/65 scaling → 32/72), further improving its combo potential.
  • Dash attack:
    • Buff Dash attack has drastically less ending lag (FAF 76 → 48).
    • Buff It consists of five hits instead of seven, which deal much more damage (1% (hits 1-6), 2% (hit 7) → 2% (hits 1-4), 4% (hit 5)) with knockback not compensated on the last hit, improving its KO potential.
    • Nerf The first four hits have a higher hitlag multiplier (0.3× → 0.5×). Combined with the universally increased hitlag, this allows opponents to SDI them, which was previously impossible due to their lack of hitlag.
    • Change The first four hits have a different angle (10°/65° → 0°) and more base knockback (26/60 → 51/74). Combined with the increased traction across the cast, this generally helps them connect more reliably; however, it is also more prone to whiffing at high percents as a result, especially at the edge.
    • Change The final hit has lost its closest hitbox (5u/4u/3u → 5u/4u), but its second innermost hitbox has been moved more inwards to compensate (Z offset: 6u → 5u).
  • Forward smash:
    • Buff Forward smash launches at a lower angle (65° (up)/53° (non-angled)/45° (down) → 52°/42°/37°), with the upward and non-angled variants also having higher knockback scaling (121 (up)/116 (non-angled) → 131/121), greatly improving their KO potential despite the downward variant's slightly lower knockback scaling (117 → 116).
  • Up smash:
    • Buff Up smash has increased knockback scaling (98 → 102), improving its KO potential.
    • Buff Luigi's nose is intangible along with his head while the hitboxes are active, instead of only his head being intangible.
    • Change The move's animation has been reversed, with Luigi facing towards the screen rather than away from it.
  • Down smash:
    • Buff Down smash's sweetspots on both hits take priority over the sourspots, making them easier to land.
    • Nerf Both hits launch at lower angles (120° (hit 1)/60° (hit 2) → 52°/48°), with the first one no longer launching opponents towards Luigi. This hinders their setup and KO potential, without meaningfully improving their ability to get opponents offstage.
    • Nerf The sweetspot on the first hit has been moved inwards (Z offset: 6.8u → 6.5u), slightly reducing its range.

Aerial attacks

  • Buff All aerials have less landing lag (14 frames → 8 (neutral), 22 → 13 (forward), 16 → 10 (back), 12 → 7 (up), 20 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial is interruptible, giving it one frame less ending lag (FAF 46 → 45).
    • Change Luigi's head is slightly repositioned when using it.
  • Forward aerial:
    • Buff Forward aerial's animation has been altered, with Luigi's arm swinging in a fuller arc ending slightly further down while the hitbox is active, increasing its range below him.
    • Change Luigi sports an angry expression when using the move.
  • Back aerial:
    • Buff Back aerial always launches opponents towards Luigi's back, akin to most other back aerials, improving its reliability for edgeguarding.
    • Buff It has one frame less ending lag (FAF 46 → 45), allowing Luigi to act just before the animation ends.
    • Change Luigi has a neutral expression when using the move instead of a scared expression.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 30 → 27), improving its combo potential. This also allows Luigi to perform two up aerials in a short hop and auto-cancel the second one, like in Brawl and Smash 64.
  • Down aerial:
    • Buff Down aerial's clean hit has increased base knockback (20 → 30) and a bigger hitbox (2.5u → 3u), improving the meteor smash's KO potential without worsening its combo potential due to the decreased jumpsquat and landing lag.
    • Change The clean hit has a lower hitlag multiplier (2× → 1.4×).
  • Buff Luigi gained a grab aerial, the Suction Shot, effectively gaining an extra attack. Unlike other grab aerials, it has considerable landing lag and cannot be used as a tether recovery, but produces a projectile in the form of a plunger that drops a set distance downward. It can be shot even during landing lag depending on timing, allowing it to be used as a new edgeguarding option and combo starter. Lastly, it can hit opponents at the ledge if the plunger is falling. It is incapable of connecting when Luigi is grounded, but will connect if the opponent is hanging on the ledge.

Throws and other attacks

  • Change Luigi has a tether grab, using his Poltergust G-00 from Luigi's Mansion 3 to shoot a plunger attached to a rope, the Suction Shot. His pummel and all his throws except down throw have received new animations reflecting this change.
    • Buff Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).
    • Nerf However, all grabs have noticeably increased startup (frame 6/8/9 (standing/dash/pivot) → 14/16/17) and ending lag (FAF 29/36/34 → 48/52/50), making them riskier to use at close range, and easier to punish if they miss.
    • Change Due to the Poltergust G-00 having a right-handed design, Luigi turns his back toward the screen when using the grab facing left.
  • Pummel:
    • Change Pummel has Luigi squeeze the opponent with the Poltergust.
    • Buff It deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.2% → 1.3%).
  • Change The speed of Luigi's throws is no longer weight-dependent. This improves his up and down throws' combo potential on heavyweights, but reduces it on lightweights.
  • Change Forward and back throws trigger a hitlag effect on both Luigi and the opponent prior to release, while down throw no longer inflicts hitlag on the opponent when released.
  • Forward throw:
    • Change Luigi has a new forward throw: the Slam used in Luigi's Mansion 3.
    • Nerf It releases opponents slower (frame 13 → 15) with 4 frames of hitlag to the opponent, but has more ending lag (FAF 28 → 38).
  • Back throw:
    • Change Luigi has a new back throw: a backward Slam with the Poltergust.
    • Buff It releases opponents drastically faster (frame 44 → 15) and inflicts 4 frames of hitlag to the opponent, with its total duration reduced as well (FAF 67 → 38), making it harder to DI and much more consistent for KOs.
    • Buff Luigi releases the opponent farther away from him, slightly improving its KO potential.
    • Nerf Its collateral hitbox has been removed. As a result, it can no longer hit bystanders.
  • Up throw:
    • Change Luigi has a new up throw: he swings his opponent upward with the Poltergust.
    • Buff It has increased combo ability due to Luigi's faster jumpsquat and jump speed.
    • Buff It has gained a collateral hitbox in front of Luigi that deals 6% damage and has similar knockback to the throw, allowing it to hit and even start combos against bystanders.
  • Down throw:
    • Change Down throw's animation has been slightly changed, with the Poltergust being visible throughout it.
    • Buff It has gained a hitbox before the throw that lasts on frames 18-28, with its damage redistributed (6% → 3% (hit 1 and throw)) and knockback compensated on the throw (55 base/83 scaling → 45/135). This allows it to hit bystanders.
    • Buff It releases the opponent slower (frame 18 → 29), but it no longer causes 6 frames of hitlag to the opponent. Overall, since its total duration is unchanged, this reduces its effective ending lag by five frames. Combined with Luigi's faster jumpsquat and jump speed, this significantly improves its combo potential, granting it multiple KO setups at high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
  • Down taunt:
    • Buff Due to Luigi's down taunt using set knockback, it is unaffected by Ultimate's knockback speed up mechanic and thus does not have reduced hitstun like other moves that cause tumbling, greatly improving its combo potential onstage in conjunction with Luigi's faster jumpsquat and jump speed. This is further compounded by grounded meteor smashes no longer being techable, allowing it to guarantee combos and KO setups at high percents if it hits.
    • Nerf Due to the inability to taunt in Quickplay matches (except to discard Copy Abilities as Kirby), Luigi cannot take advantage of his down taunt's offensive capabilities in said online mode.

Special moves

  • Fireball:
    • Nerf It has received negative shield damage (0 → -3 (clean)/-2.5 (late)), effectively dealing half its usual damage to shields.
  • Green Missile:
    • Buff Green Missile has less ending lag in the air (FAF 86 → 81) and on hit (FAF 42 → 33).
    • Buff It travels farther when fully charged.
    • Buff The regular version has intangibility after releasing the charge (frames 1-5).
    • Buff The regular version has increased base knockback (20 → 30), improving its KO potential when charged.
    • Buff The regular version has larger hitboxes (4.2u → 4.8u).
    • Buff Misfire covers more horizontal distance, but less vertical distance. Therefore, it's easier to land a misfire while grounded.
    • Change Luigi's misfire animation has been changed, having him spin.
    • Change Luigi's charging animation has been changed, appearing angrier and has an altered pose with his arms in behind him in a shoulder tackle position.
  • Super Jump Punch:
    • Buff Super Jump Punch has significantly decreased landing lag (68 frames → 45).
    • Buff It grants more vertical distance.
    • Buff The sweetspot has increased knockback scaling (77 (grounded)/66 (aerial) → 88/80), greatly improving its KO potential.
    • Buff The sweetspot reaches further into the Z axis, making it more consistent at hitting some fighters.
    • Nerf It has less aerial drift when Luigi starts facing downwards, making it riskier to use farther away from the ledge.
    • Nerf The sourspot has smaller hitboxes (7.68u/6.24u → 5.8u/4.7u).
    • Nerf The move has issues connecting against certain characters due to the changes to jostle mechanics.
    • Change Like several other powerful attacks in the game, the grounded version's sweetspot triggers the Special Zoom when it successfully hits an opponent.
  • Luigi Cyclone:
    • Buff Luigi Cyclone grants Luigi full invincibility on frames 4-8 for the grounded version and frames 1-7 for the aerial version. This allows it to tank through opposing attacks and break combos very effectively.
    • Buff The last hit comes out faster (frame 44 → 40), allowing it to connect more reliably, and giving the move faster interruptibility as a result (FAF 90 → 86).
    • Buff It deals more damage (1.5% → 2% (hits 1-4), 3% → 4% (hit 5); 9% → 12% (total)), and has increased knockback on the last hit (80 (base)/130/120 (scaling) → 85/140/130), significantly improving its KO potential.
    • Buff It has gained a windbox that pulls opponents into the move. The looping hits also have a lower hitlag multiplier (1× (grounded)/1.3× (aerial) → 0.8×) and SDI multiplier (1× → 0.8×), and their aerial version deals less knockback (60 base/120 scaling → 80/30), allowing them to connect more reliably.
    • Buff It has larger hitboxes (4.5u/5u/5u → 5.5u/5.5u/6u (multi-hits), 6u/6u/6u → 7.5u/7.5u/6.5u (last hit)) and the grounded version's stomach hitbox was moved down, greatly increasing its range and coverage around Luigi, while also allowing it to hit some characters hanging on the ledge.
    • Nerf Luigi Cyclone has much less horizontal maneuverability on the ground.
    • Nerf It gains significantly less height from button mashing, essentially removing its usefulness in recovery, and considerably weakening Luigi's recovery overall.
    • Nerf The addition of the windbox to the move and the aerial loop hits' lower knockback completely remove its ability to gimp opponents offstage.
    • Change Luigi Cyclone has a more opaque vortex form around Luigi when used.
    • Change The aerial version uses the same ending animation as the grounded version.
  • Final Smash:
    • Change While Luigi's Final Smash is the same as in Smash 4, he uses his new Poltergust from Luigi's Mansion 3, the Poltergust G-00.[1] Much like his grabs and throws, the animation is slightly different; he turns his back to the screen when used while facing left.
    • Nerf The release deals less knockback (80 base/160 scaling → 70/142), noticeably weakening its KO potential.
    • Change It releases multiple victims slower.

|Ness====Aesthetics===

  • Change Ness' appearance is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate, now more closely resembles his sprite in EarthBound. The detailing on his clothes and weapons are more prominent, such as the stitching on his socks. His skin tone is also slightly tanned.
  • Change Ness faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some, such as his dash animation.
  • Change Ness' idle animation has been altered: he keeps his arms to his side rather than swinging them around.
  • Change Ness, like many other characters, has been made much more expressive. He is much angrier when attacking, such as using his tilts. His eyes bulge and grow more circular when he is hit or frozen. His eyebrows are much more prominent when attacking or stunned.
  • Change Ness' PSI graphic effects have been changed: both rings are thinner and are colored magenta instead of just the smaller circle, closely resembling the appearance of Hypnosis in Mother 3.
  • Change Air dodge animation has changed.
  • Change Ness' victory poses have been slightly altered:
    • When Ness poses with his bat, he swings his bat only once instead of multiple times.
    • Ness skips into the victory area instead of hopping in place.
    • He has a more astonished expression during his look-about victory pose.
  • Change Ness has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.

Attributes

  • Buff Like all characters, Ness' jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Ness runs faster (1.46265 → 1.609).
    • Buff Ness' initial dash is much faster (1.3 → 1.826).
  • Buff Ness walks slightly faster (0.8635 → 0.907).
  • Buff Ness' air speed is higher (0.9588 → 1.007).
  • Buff Ness' traction has been significantly increased (0.0546 → 0.131), going from average to being tied for the fifth highest traction in the game.
  • Buff Ness jumps higher.
  • 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 → 60), being one of the slowest.
  • Buff The reintroduction of directional air dodges benefits Ness more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with Lucas), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using PK Thunder.

Ground attacks

  • Neutral attack:
    • Buff The first hit drags opponents towards Ness with the farthest hitboxes (361° → 180°), and the second hit uses a different angle throughout (70° → 361°). Both hits also have altered knockback (8 base/50 scaling → 30/20 base/25/15 scaling (hit 1), 30/20/25/20 (hit 2)). This allows for the full neutral attack to connect more reliably.
    • Buff Consecutive uses of the first hit are faster (9 frames → 7).
    • Buff The first hit transitions faster into the second hit (frame 7 → 5), which transitions faster into the third hit (frame 7 → 6).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.7× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The second hit deals less damage (2% → 1.5%).
    • Nerf The third hit has a shorter hitbox duration (frames 6-9 → 6-7).
  • Forward tilt:
    • Buff Forward tilt has drastically increased base knockback (12 → 35), turning it into a viable KO option starting at around 155% from the center of Final Destination.
    • Buff It deals more damage when not angled (9% → 10%), no longer dealing less damage than the angled versions, and thus making its KO ability consistent.
    • Nerf The hitboxes have been moved slightly inwards (X offset: 0.7u/2.9u → 0.6u/2.7u), marginally reducing its range.
  • Up tilt:
    • Buff Up tilt has less startup, with the sweetspot having a longer duration (frames 7-8 → 5-6 (sourspot)/5-8 (sweetspot)), and less ending lag (FAF 32 → 29). This improves its combo potential and allows it to function more effectively as an anti-air.
    • Buff It has more knockback scaling (126 → 140), improving the sweetspot's KO potential, without worsening the move's combo ability due to its reduced lag and Ness' faster jumpsquat.
  • Down tilt:
    • Buff Down tilt deals more damage (4%/2% → 4.5%/3%).
    • Buff It can be interrupted earlier by actions besides another down tilt (FAF 14 → 12).
    • Buff Its base knockback and knockback scaling have been reversed (3/6 base/20 scaling → 20/3). This increases its safety on hit at low percents so that opponents in range can no longer shield in-between hits, improving its reliability for racking up damage.
    • Buff The increased shieldstun for tilts allows down tilt to repeatedly hit and keep opponents locked into their shields until they get out of the move's range or are shield stabbed, improving its offensive utility.
    • Nerf It no longer has a bonus trip chance, removing its guaranteed setups.
  • Dash attack:
    • Buff Dash attack's second hit extends backwards (Z offset: 16u → 13u-16u), improving its ability to hit opponents next to Ness.
    • Buff The last hit has drastically increased knockback scaling (104 → 133), significantly improving its KO potential despite its lowered angle (80° → 70°).
  • Yoyo (up smash and down smash):
    • Buff Up smash and down smash once again have their charging hitboxes from Melee and Brawl, hitting opponents repeatedly for 1% damage per hit. Unlike in those games, however, charging these moves still increases their damage, making the charging hitboxes far more useful. The yo-yo can also hang below the ledge, improving Ness' edgeguarding abilities significantly.
    • Nerf They have a lower maximum damage multiplier (1.4× → 1.2×) and cannot be held as long as most other smash attacks.
    • Change The text on the yo-yo reads "SUPER NINTENDO 2018 MOTHER".
  • Up smash:
    • Buff Up smash has less ending lag (FAF 56 → 53).
    • Buff It no longer possesses an early hit that deals 9%, allowing it to KO more consistently.
    • Buff It has considerably more knockback scaling (60 → 79), significantly improving its KO potential.
    • Nerf It has more startup (frame 6 → 10), no longer hitting behind Ness during its first active frames.
  • Down smash:
    • Nerf Down smash deals one hit less at both sides, increasing its startup (frame 10 → 12) and reducing its total damage (12% → 11%).

Aerial attacks

  • Buff All aerials have much less landing lag (18 frames → 8 (neutral), 20 → 12 (forward), 17 → 10 (back), 14 → 8 (up), 28 → 12 (down)).
  • Neutral aerial:
    • Change Ness emits PSI from his hands when using the move. It also uses a magic effect and SFX, rather than a neutral effect with punch SFX.
  • Forward aerial:
    • Buff Forward aerial deals more damage (1% → 1.5% (hits 1-3), 4% → 5.5% (hit 4); 7% → 10% (total)), with knockback scaling not fully compensated on the last hit (150 → 128), improving its KO potential.
  • Back aerial:
    • Buff Back aerial's outer hitbox has been moved outward and down (X offset: 2.7u → 3.7u, Y offset: 0u → 2u), improving its horizontal range and better matching the inner hitbox in height.
  • Up aerial:
    • Change Ness has a new up aerial: he waves his hand in an overhead arc while emitting PSI from his index finger. It is a multi-hit move, dealing up to five hits.
    • Buff Up aerial has a longer hitbox duration (frames 8-11 → 8-14 (hits 1-4), 15-16 (hit 5)), and more disjointed vertical range above Ness.
    • Buff It has less ending lag (FAF 42 → 34). Coupled with its longer duration and multi-hit nature (guaranteeing opponents are launched during the latest active frames), this allows it to combo into itself in the air from low to mid percents.
    • Buff The first four hits use the autolink angle (366°). This allows Ness to drag opponents down to the ground with the move and combo into several others, which is further complemented by its lower landing lag.
    • Buff It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.
    • Nerf Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.
    • Nerf It auto-cancels later (frame 27 → 34), matching its interruptibility.
    • Nerf The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is vulnerable to LSI.
  • Down aerial:
    • Buff Down aerial is interruptible, reducing its ending lag (FAF 60 → 55).
    • Buff It deals more damage (12% → 14% (clean), 10% → 12% (late)) and knockback (20 base/70 scaling → 37/74 (clean), 70 scaling → 74 (late)), making it a significantly stronger meteor smash.
    • Buff It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).
    • Buff It auto-cancels earlier (frame 50 → 41), allowing Ness to auto-cancel it in a short hop like in earlier Smash titles.
    • Buff The clean hit has a much larger hitbox (3.9u → 6u), making it easier to land.
    • Buff The removal of teching for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag and better auto-cancel window, significantly improve its combo potential onstage.
    • Change Down aerial uses a kick SFX instead of a magic SFX on hit.
    • Change Its animation was reversed to make Ness face the screen. The landing animation was also tweaked.

Throws and other attacks

  • Change Ness grabs and pummels his opponents using PSI, with accompanying sound effects.
  • Grabs:
    • Nerf Standing grab has increased ending lag (FAF 35 → 38).
    • Nerf Dash grab has more startup (frame 8 → 9) and ending lag (FAF 43 → 46), and slightly less horizontal range (Z2 offset: 10u → 9.8u).
  • Pummel:
    • Buff Pummel deals slightly more damage (1.2% → 1.3%).
    • Nerf It has less startup (frame 3 → 1) and ending lag (FAF 10 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.
    • Change It uses a magic effect, rather than a neutral effect.
  • Back throw:
    • Nerf Back throw releases the opponent closer to Ness, slightly reducing its KO potential.
  • Down throw:
    • Buff Down throw's first three hits have a lower hitlag multiplier (1× → 0.5×), allowing it to execute faster.
    • Nerf It launches the opponent earlier (frame 30 → 28), and has a slightly longer duration (FAF 50 → 51), reducing its combo potential.
    • Change While the move's total damage is unchanged, it deals four hits before the throw instead of five, which have redistributed timings (frames 10/14/18/22/26 → 6/10/14/27) and damage values (0.6% (hits 1-5) → 0.5% (hits 1-3), 1.5% (hit 4)).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • PK Flash:
    • Buff PK Flash travels faster, and reaches its full charge much quicker (frame 150 → 121).
    • Buff It has five frames less ending lag (uncharged: FAF 70 → 65).
    • Buff It can travel through soft and semisoft platforms. It also no longer dissipates immediately upon making contact with hard platforms, allowing its full charge to be unleashed on the ground by simply holding the button, much like in Melee.
    • Buff The explosion has a longer hitbox duration (1 → 4 frames) and is larger (size multiplier: 0.9× uncharged/1.43× fully charged → 1.05×/1.8×).
    • Buff It no longer causes helplessness when used in the air, allowing Ness to hit opponents near edges from offstage without self-destructing.
    • Buff It has much more base knockback (10 → 50), with knockback scaling barely compensated (70 → 65), strengthening it at lower charge levels. Combined with its lower ending lag, and the increased hitlag in Ultimate, which effectively lengthens the move's frame advantage on hit due to its projectile properties, it can also start combos at low to mid percents if the opponent is hit close enough to Ness.
    • Nerf It deals significantly less damage when fully charged (37% → 27%), hindering its KO potential despite its increased knockback values.
    • Change PK Flash has a more aquamarine color and emits its respective EarthBound graphic (specifically the "α" form) upon detonating.
  • PK Fire:
    • Buff PK Fire has less startup (frame 21 → 18), with its total duration reduced as well (FAF 59 → 56).
    • Buff It has significantly less landing lag (30 frames → 12), improving the aerial version's zoning ability.
    • Buff The spark is bigger and deals more damage on its initial hit (4% → 6%).
    • Buff Due to the universal nerfs to roll intangibility frames, PK Fire can catch rolls more effectively.
    • Change The flame pillar has a faster rehit rate (11 → 7), but no longer has a hitbox that deals more damage (2%/1% → 1%). As a result, it cannot deal as much damage, but it is more consistent overall.
    • Change PK Fire pushes Ness back slightly, similar to Lucas's PK Fire.
    • Change Ness uses one hand to fire the projectile while emitting a red spark from his index finger. Diamond-shaped PSI energy also rises up within the fire pillar, resembling PK Fire γ's graphics from EarthBound.
  • PK Thunder:
    • Buff PK Thunder deals more damage (8% → 11%) and has increased knockback scaling (50 → 55), allowing it to KO near the top blast line at high percents.
    • Buff The new air dodge mechanics significantly improve its edgeguarding ability, allowing Ness to pressure opponents more reliably and force them to spend their air dodge, leaving them open to punishes.
    • Change PK Thunder emits yellow hexagon-shaped PSI energy, which more closely resembles its appearance in EarthBound.
    • Change It has an angle indicator when the ball of lighting moves close to Ness. While this allows for the player to more accurately determine the trajectory Ness will travel during PK Thunder 2, it also makes it more predictable to opponents.
  • PK Thunder 2:
    • Buff PK Thunder 2 travels further.
    • Buff In addition to its full intangibility during frames 1-9, it grants intangibility on Ness' head during frames 10-32, improving its safety for recovery.
    • Buff The window for using PK Thunder again after bouncing off a wall is much bigger. In addition, Ness enters the rebound animation when bouncing against the ground, instead of being knocked down, allowing him to use PK Thunder a second time.
    • Nerf When hit by PK Thunder 2, the opponent is always launched in the horizontal direction Ness is facing. This makes KOing at very low percents much less likely if the opponent gets hit behind Ness.
    • Change The clean hit triggers Special Zoom upon hitting an opponent.
  • PSI Magnet:
    • Buff PSI Magnet begins absorbing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).
    • Buff It no longer halts Ness' horizontal momentum in the air, functioning as it did in Brawl, improving Ness' movement options.
    • Buff It has gained a hitbox close to Ness from frame 7 onward, which deals 4% damage with weak set knockback, and can rehit opponents every 10 frames. This grants the move offensive utility, and alongside the changes above, allows it to be used in combos. The lingering hitbox can also destroy weak projectiles, improving its safety when used for absorption.
    • Change PSI Magnet emits pink diamond-shaped PSI from the center, more closely resembles its appearance in EarthBound. It also features a visible suction effect around the magnet.
  • PK Starstorm:
    • Change PK Starstorm summons slower meteors that spread out over the stage, similar to its Brawl iteration, but can still be aimed horizontally like the Smash 4 iteration. Paula and Poo accompany Ness during the move. PK Starstorm particle effects from EarthBound accompany each meteor, and the Sound Stone's background pattern appears in the stage's background.
    • Buff Ness no longer sinks downward while channeling PK Starstorm while airborne. In addition, if this Final Smash was initiated while in the air, Ness is propelled upward a moderate amount at the conclusion. This can assist in recovery.

|Captain Falcon====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Captain Falcon's model features a more vibrant color scheme, with his racing suit having a purple tint like in Melee. In addition to an upgrade in detail, his attire appears to have visible scuffs; his logo also appears to be warn-down. His racing suit appears to be less form-fitting, while his muscles are more chistled. His eyes are also larger, akin to Brawl.
    • Change Captain Falcon's logo is now a modeled part of its body rather than a texture.
  • Change Captain Falcon has a slightly altered dashing animation, where he now keeps his hands clenched.
  • Change Captain Falcon's mouth once again moves during his down and side taunts, like in Brawl. Both taunts have also been shortened, with the former now having the same duration when facing either direction.
  • Change Captain Falcon's tumbling animation has been altered. He faces more towards/away from the screen, similar to Little Mac, Shulk, Greninja, and other fighters.
  • Change The pose at the end of Captain Falcon's triple size kick victory screen has been altered. Instead of pointing his wrist sideways, he points it upwards, forming a pose similar to his idle pose.

Attributes

  • Buff Like all characters, Captain Falcon's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Captain Falcon walks faster (0.94 → 0.987).
  • Buff Captain Falcon runs faster (2.32 → 2.552).
    • Buff His initial dash is faster (1.7 → 1.98).
  • Buff Captain Falcon's traction has been drastically increased (0.05 → 0.105). This makes it easier for him to punish out of shield.
  • Buff Captain Falcon's air speed is faster (1.1 → 1.218).
  • Change Captain Falcon falls slightly faster (1.837 → 1.865).
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • 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 → 43).
  • Buff The changes to air dodges greatly benefit Falcon: the ability to only air dodge once allows him to take better advantage of his fast mobility to pressure and juggle opponents, while their increased ending lag allows him to punish them more effectively with powerful moves such as Knee Smash.
  • Buff The ability to run cancel any move significantly benefits Falcon's grounded neutral game and punish game. This allows him to pressure the opponent easier by canceling into a neutral or tilt attack, especially if pivot canceled.
  • Nerf The ability to tech aerial footstools prevents Falcon from repeatedly footstooling and meteor smashing opponents back into the air with his down aerial, removing one of his most potent damage racking options.
  • Nerf The reintroduction of dash-dancing hurts Falcon's grounded movement due to possessing one of the slowest initial dashes in the game, as it hinders its mindgame potential.

Ground attacks

  • Neutral attack:
    • Buff The first hit has an altered animation, with Falcon jabbing underhanded. This slightly lowers its position, allowing it to hit shorter and crouching characters.
    • Buff The first hit transitions into the second faster (frame 8 → 5), which transitions into either of the subsequent hits faster (frame 10 → 8).
    • Buff The infinite has faster startup (frame 9 → 5), a much shorter gap between hits (5 frames → 2) and reduced knockback (15/15/8 base/50/50/30 scaling → 8 base/15 scaling), in addition to keeping opponents on the ground, and gaining a hitstun modifier of 2 on each hit. This allows it to connect much more reliably.
    • Buff The infinite's finisher deals more damage (2% → 3%), though with its knockback scaling compensated (70 → 55).
    • Nerf The first two hits and the infinite deal less damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)).
    • Nerf The first three hits have reduced range overall (hit 1: 4.3u/4.3u/3.3u → 2.0/2.3/2.5/2.5; hit 2: 4.3u/4.3u/3.3u → 2.5/3.0/3.6; hit 3: 6.0u/3.5u → 5.5/3.8).
    • Nerf The infinite's finisher has drastically more ending lag (FAF 40 → 50).
    • Nerf The infinite has an increased hitlag multiplier (0.3× → 0.5x). Combined with the universally increased hitlag, this allows opponents to SDI the hits, which was previously impossible due to their lack of hitlag, despite their decreased SDI multiplier (0.7× → 0.4×).
    • Change The first and second hits have altered angles (hit 1: 80° → 361°/361°/180°/361°; hit 2: 80° → 361°) and knockback (both hits: 20 set/100 scaling → 20 base/25 caling) to keep opponents close to Captain Falcon, akin to other neutral attacks. This allows them to connect better and lock, but removes their guaranteed jab cancel setups.
    • Change The infinite and its finisher have altered hitbox sizes (infinite: 4.2u/4.0u/4.0u → 2.25/6.5; finisher: 7.0u → 4.5/4.5). This gives the finisher more horizontal range, but reduces its vertical range.
    • Change The infinite has gained a shieldstun multiplier of 9×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Captain Falcon more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff It has less startup and a longer hitbox duration (frames 9-11 → 7-10), with its total duration reduced as well (FAF 32 → 30). This makes it safer to use at close range.
    • Nerf The sweetspot no longer has priority over the sourspots.
    • Change It has significantly increased base knockback, but significantly decreased scaling (10 base/100 scaling → 60/58). This noticeably improves its safety on hit at low percents, but drastically hinders its KO potential, to the point it can no longer KO reliably.
  • Up tilt:
    • Buff It has less startup (frame 17 → 14), with its total duration reduced as well (FAF 40 → 37).
    • Buff It meteor smashes throughout its entirety, including grounded opponents, instead of only aerial opponents at the heel. Due to the removal of teching for grounded meteor smashes, this drastically improves its combo potential.
      • Buff This makes the meteor smash stronger if Falcon's knee doesn't connect (22 base → 35).
    • Buff It gives Falcon intangibility on his leg, though due to Falcon raising his arm during the animation, he will still rarely be able to avoid a hit.
    • Nerf It has an altered animation where Captain Falcon's foot no longer reaches all the way to the floor, resulting in a more circular motion. This animation reduces its vertical range, making it almost unable to hit opponents hanging from an edge.
    • Change It no longer moves Falcon forward with each use.
  • Down tilt:
    • Change The hitbox on Falcon's torso sends at an inverse angle (25° → 155°).
  • Dash attack:
    • Buff Both clean and late hits have more knockback scaling (50 → 67). This makes the clean hit stronger (KOing at around 170% without rage), and the late hit much safer on hit at low percentages.
  • Forward smash:
    • Change Captain Falcon has a new forward smash: a backhand punch that resembles Warlock Punch.
    • Buff It deals more knockback overall (angled up/non-angled: 24 base/95 scaling → 36/94; angled down: 24 base/83 scaling → 36/87), improving its KO potential, especially when angled down.
    • Nerf It only consists of two hitboxes rather than three (4.5u/3.0u/3.0u → 3.8/3.2). Falcon also doesn't lean forward as much before hitting and no longer lunges forward during the attack. This makes the move harder to land, significantly reduces its range and leaves it prone to missing short opponents.
  • Up smash:
    • Buff It has less ending lag (FAF 52 → 46). Combined with Falcon's faster jumpsquat and jump speed, this allows it to true combo into an up and forward aerial from low to mid percents.
    • Buff Both hits have a longer duration (hit 1: frame 22 → frames 22-23; hit 2: 28 → 28-29), and grant Falcon intangibility on his respective legs, making the move safer to use against opposing aerial attacks.
    • Buff Both hits deal more damage (hit 1: 6%/11% → 7%/12%; hit 2: 13%/12% → 14%/13%).
    • Buff One of the first hit's hitboxes (hitbox ID 1 → 0) outprioritizes the other (hitbox ID 0 → 1). The hitboxes also have slightly altered angles (95°/110°/80°/90° → 96°/110°/80°/80°) and knockback values (hitbox 0: 140 set → 150; hitbox 1: 120 → 90; hitbox 3: 30 base/20 set → 8 base/10 set). These changes make the first hit connect better into the second hit.
    • Change The second hit has more base knockback, but less knockback scaling (30 base/104/106/112 scaling → 70 base/72/74/80 scaling).
  • Down smash:
    • Buff Down smash has an altered animation where Falcon kicks lower to the ground, allowing it to hit smaller and crouching opponents more easily. In spite of this animation change, its horizontal reach is unaffected.
    • Buff It launches at a lower, semi-spike angle (361° → 28°). This improves the move's KO potential especially near edges, despite the second hit's lower knockback scaling (90 → 84).

Aerial attacks

  • Buff All aerials except up aerial have reduced landing lag (12 frames → 7 (neutral), 30 → 18 (forward), 12 → 10 (back), 21 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial transitions faster into the second hit (frame 20 → 13), with its total duration mostly reduced as well (FAF 45 → 40).
      • Nerf However, this increases its ending lag by 2 frames, making it more difficult to chain multiple neutral aerials without landing.
    • Buff The first hit no longer has set knockback (55 set/100 scaling → 50 base/25 scaling), and deals more knockback to grounded opponents (55 set/100 scaling → 65 base/75 scaling), improving its combo potential on landing, despite its increased SDI multiplier (1.0x → 1.4x).
      • Nerf However, this makes the first hit transition into the second hit less consistently on aerial opponents at very high percentages.
    • Change The second hit has less knockback scaling (130 → 120), improving its combo potential but worsening its KO power.
    • Change The first hit sends at lower angles (86°/78°/74° → 74°/80°/68°). Two of its hitboxes send grounded opponents at lower angles as well (86°/78° → 68°/74°).
    • Nerf The first hit has smaller hitboxes (5.0u/6.5u/5.5u → 6.0/4.0/3.5), slightly reducing its range.
    • Change The second hit has altered hitbox sizes (4.8u/6.0u/5.0u → 5.2/6.0/3.8). This makes it easier to connect from afar, but slightly harder to connect up close.
  • Forward aerial:
    • Buff Sweetspotted Knee Smash deals more damage (19% → 22%), albeit with its knockback scaling compensated (93 → 81). This damage increase also makes it much harder to punish on landing if shielded.
    • Buff Sweetspotted Knee Smash hitbox is larger (3u → 3.75u)
    • Buff The move's reduced landing lag increases the usefulness of its late hit's bonus trip chance, allowing Captain Falcon to get true followups if it trips the opponent.
  • Back aerial:
    • Nerf It deals less knockback (25 base/100 scaling → 27/97), KOing slightly later.
  • Up aerial:
    • Buff It has slightly less ending lag (FAF 34 → 32), improving its combo potential into itself.
    • Nerf It has one frame more startup and a shorter duration (frames 6-12 → 7-12).
    • Nerf It has a new animation which is noticeably longer than the previous animation (33 frames → 52). This increases the amount of time Captain Falcon cannot grab the ledge after using the move.
    • Nerf It has one frame more landing lag (9 frames → 10). Combined with the decreased shieldstun for aerial attacks, this makes it much less safe on shield.
    • Nerf It deals less damage (clean: 11%/10% → 10%/9%; late: 10%/9% → 9%/8%).
    • Change The clean hit has more base knockback, but less knockback scaling (16 base/100 scaling → 20/96) and sends at a lower angle (70° → 66°). Combined with its lower damage, these changes improve its combo ability, but hinder its KO potential.
  • Down aerial:
    • 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

  • Change Falcon 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.
  • Grabs:
    • Buff Standing and pivot grabs have less startup (standing: frame 7 → 6; pivot: frame 12 → 10).
    • Nerf All grabs have more ending lag (FAF 31 → 36 (standing); 38 → 44 (dash); 37 → 39 (pivot)).
    • Nerf All grabs have less range on aerial opponents (standing/pivot: 3.3u → 1.65; dash: 2.6u → 1.3).
    • Nerf Due to Falcon's increased traction, dash grab does not cause him to retain as much horizontal momentum. This significantly decreases its range.
  • Pummel:
    • Nerf Pummel 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 an altered animation where Captain Falcon strikes the opponent with his left knee, somewhat resembling his Knee Smash.
  • Forward throw:
    • Nerf Forward throw's first hit deals less damage (5% → 3.5%; 9% → 7.5% total).
    • Nerf Due to Falcon's increased traction no longer allowing him to retain horizontal momentum during the throw, it has lost its combo potential.
  • Back throw:
    • Nerf Back throw's first hit deals less damage (5% → 3.5%; 9% → 7.5% total).
  • Up throw:
    • Buff Up throw's release deals more damage (3% → 5%; 7% → 9% total), allowing it to KO more reliably at high percents despite its reduced knockback (80 base/110 scaling → 68/100) and very slightly lower angle (85° → 84°).
  • Down throw:
    • Nerf Down throw has less base knockback (80 → 65), but more knockback scaling (45 → 70). Combined with Falcon's increased traction no longer allowing him to retain horizontal momentum during the throw, this hinders its combo potential past low and mid percents despite its higher angle (65° → 68°); most notably, this removes his semi-guaranteed setups into forward aerial at high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 10%).

Special moves

  • Falcon Punch:
    • Buff It has less ending lag when not reversed (FAF 110 → 104).
    • Buff It has significantly altered knockback (grounded/aerial/aerial reversed: 0 base/90 scaling → 93/59; grounded reversed: 0 base/90 scaling → 85/65). This makes it no longer unsafe on hit at low percents (as in previous games), and significantly increases its KO power despite its reduced knockback scaling (for reference, it can KO middleweights at 55% from the center of Final Destination).
      • Nerf However, this results in its usefulness in Home-Run Contest being reduced yet again, being the least useful in this game than in any other game the mode appears in.
    • Buff Both versions have larger hitboxes (grounded/reversed: 4.0u/2.5u/3.5u → 4.5/2.5/4.0; aerial/aerial reversed: 4.6u/2.875u/4.025u → 5.175/2.875/4.6).
    • Buff Falcon slides backwards slightly at the end of the move, somewhat improving its safety, especially on shield.
    • Nerf Falcon Punch does not move Falcon as far when performing the move, slightly reducing its range despite its larger hitboxes.
    • Change Like several other powerful attacks in the game, Falcon Punch triggers Special Zoom when it successfully hits an opponent.
    • Change Falcon Punch's flames are more pronounced and better resemble an actual falcon model than in Smash 4. In addition, the falcon particle effect lingers for much longer.
  • Raptor Boost:
    • Buff Both versions deal more damage (9% grounded/8% aerial → 10% both), with knockback not compensated on the aerial version, improving the meteor smash's KO potential.
    • Buff Grounded Raptor Boost has less startup (inert detector: frame 16 → 10), and less ending lag if it misses (FAF 80 → 72).
    • Buff Falcon has damage-based armor (10%, 12% in 1v1) on the grounded version right before the uppercut comes out (frames 1-5), akin to how Heavy Raptor Boost in Smash 4 had Super Armor. This improves its use for zonebreaking, although the active armor frames make it difficult to use reliably.
    • Buff The uppercut has a reduced hitlag multiplier (2.0x → 1.5x), making it harder to DI.
    • Nerf The uppercut has more startup (frame 4 → 5).
      • Buff However, it has much less ending lag (FAF 36 → 29) and has gained a hitstun modifier of 3, greatly improving its combo potential.
    • Buff Aerial Raptor Boost no longer causes helplessness or landing lag if the overhand is activated, increasing its safety.
    • Buff One of the overhand's sourspots has been removed, with the meteor smash hitbox having the highest priority, improving its reliability.
    • Nerf The uppercut sends at a lower angle (85° → 76°) and deals much less knockback (100 base/75 scaling → 82/55). While this improves its combo potential, it significantly reduces its KO power, no longer KOing opponents at realistic percentages without rage.
    • Nerf The uppercut has altered hitboxes, which are attached to Falcon's body (startup: 7.0u → 6.0/5.5; ending: 7.0u → 4.5). This reduces its range.
    • Change The move has a slightly altered animation.
  • Falcon Dive:
    • Buff It covers more horizontal range and travels higher, and reversing it no longer decreases its horizontal distance.
    • Buff It has less landing lag (30 frames → 24).
    • Buff One of the move's grabboxes has increased size (4.5u → 5.0), and a higher position (Y-axis displacement: 12.0 → 13.0), improving the move's protection from above, as well as its reach, while only marginally reducing its consistency against grounded opponents.
    • Buff The throw has less ending lag (FAF 61 → 55).
    • Buff The throw deals more damage (12% → 13%; 17% → 18% total) and has altered knockback (40 base/82 scaling → 85/62). Overall, this improves its KO potential.
    • Buff The hitbox when Falcon latches onto an opponent deals knockback to bystanders (50 base/100 scaling, at an angle of 361), instead of simply damaging them, making the move safer to use in doubles or free-for-alls.
    • Bug fix Connecting with the throw no longer gives RCO lag.
    • Change Falcon Dive has Captain Falcon flash with an orange tint when grabbing an opponent. It additionally has a new animation, in which he grabs his opponent with one hand while leaning more similar to Dark Dive in SSB4 onward, and the flip after grabbing an opponent has him spin slightly.
    • Change The move's sound effects no longer cut off when grabbing an opponent.
  • Falcon Kick:
    • Buff Grounded Falcon Kick has less startup (frame 18 → 15), with its total duration reduced as well (FAF 74 → 71).
    • Buff The grounded version's clean hit deals more damage (13% → 15%), all of its hits have more knockback scaling (clean: 60 → 84; mid: 40 → 60; late: 60 → 65), and they launch at a much more horizontal angle (clean: 80° → 52°; mid: 68° → 52°; late: 50° → 46°). This increases its KO ability overall, with the clean hit remaining mostly the same from center stage save for its angle, which allows it to KO earlier near edges.
    • Buff Aerial Falcon Kick has much less landing lag (48 frames → 36), making it safer as a landing option.
    • Buff The aerial version deals more knockback (clean: 40 base/60 scaling → 80/52; mid/late: 40 base/65 scaling → 80/46; landing: 20 scaling → 35). This improves the clean hit's KO potential (KOing at around 150% from center stage) and makes the entire move safer on hit.
    • Buff The aerial version's landing hit sends at a lower angle (80 → 60). This makes it harder to punish.
    • Nerf The aerial version's mid and late hits deal less damage (mid: 13% → 12%; late: 11% → 9%). This worsens their KO potential despite their higher knockback.
  • Blue Falcon:
    • Nerf The starting hit has smaller hitboxes (19.0u/22.0u/19.0u → 16.0/18.0/16.0) with altered displacements (hitbox 0: 10.0 Z-axis displacement → 13; hitbox 2: 50.0 Z-axis displacement → 45). This significantly reduces its range, especially right in front of Falcon.
    • Nerf The finishing hit has significantly lower knockback scaling (165 → 135), no longer being a potential One-hit KO, and rendering it fairly average in strength overall, even despite the general nerfs to final smashes in general.
    • Change Blue Falcon releases flames on both sides when the Blue Falcon itself is on the racetrack, making it appear much like a falcon itself.
    • Change The track Captain Falcon drives on sports a new design with no side rails, better matching the rail-less sections of F-Zero race tracks.

|Jigglypuff====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Jigglypuff's model features a more subdued color scheme. Its its irises are more detailed, and its eyes and ears are slightly smaller. It more closely resembles its appearance in recent mainline Pokémon titles as a result.
    • Change Jigglypuff's eyes are now a modeled part of its body rather than a texture.
  • Change The animation where Jigglypuff looks back is an idle pose rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.
  • Change Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling. For instance, it appears angry when throwing an opponent or charging its side smash, and it has a pained look when shielding.
  • Change Jigglypuff's ears fold slightly inward when using Rollout or Rest.
  • Change Jigglypuff has new walking animations. Its slow walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.
  • Change Air dodge animation has changed, where Jigglypuff poses more gracefully during the ending lag.
  • Change Jigglypuff has two new victory poses:
    • Change It jumps twice, spins around, and assumes a pose similar to its render from SSB4.
    • Change It runs into the scene, does a backflip, and assumes a pose similar to its official art from Pokémon Yellow Version.

Attributes

  • Buff Like all characters, Jigglypuff's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Jigglypuff runs faster (1.155 → 1.271).
    • Buff Jigglypuff's initial dash is faster (1.4 → 1.65).
  • Buff Jigglypuff walks slightly faster (0.7 → 0.735).
  • Buff Jigglypuff's air speed is faster (1.269 → 1.332).
  • Change Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in SSB4 to being tied for the 65th–66th highest traction in Ultimate.
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • Buff Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
  • Nerf Spot dodge grants less intangibility (frames 4-19 → 3-17).
  • Buff Air dodge grants more intangibility (frames 4-29 → 4-32).
  • Nerf Air dodge has significantly more ending lag (FAF 35 → 64), becoming the slowest in the game. This makes it much more punishable, and removes its former ability to bait approaches in combination with Jigglypuff's floatiness and fast aerial movement.
  • Buff The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.
    • Buff Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.
  • Change The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.
  • Buff Jigglypuff arguably benefits most from the weakening of the rage mechanic, increasing its endurance.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 9 → 7).
    • Buff The second hit launches at a lower angle that is consistent throughout (55°/65° → 361°), and has more base knockback (22 → 50), increasing its efficiency in keeping opponents away.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.3× (hit 1), 1.7× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Change The first hit has altered angles (60°/78° → 361°/180°) and knockback (12 base/50 scaling → 18/20 base/25/20 scaling) to keep opponents close to Jigglypuff, akin to other neutral attacks. This allows it to connect better into the second hit, and restores its jab lock ability from previous games, but hinders its jab cancel setups.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 28 → 25). Combined with the increased shieldstun for tilt attacks, this makes it safer on shield.
  • Up tilt:
    • Nerf Up tilt has one frame more ending lag (FAF 24 → 25).
  • Down tilt:
    • Buff Down tilt has increased knockback scaling (55 → 68), allowing it to KO under 200% from the center of Final Destination.
  • Dash attack:
    • Buff Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.
    • Buff It has larger hitboxes (5u (clean)/4u (late) → 5.5u/4.5u) and better hitbox placement, giving it more range.
    • Nerf It launches at a different angle (361° → 43°), removing its ability to lock opponents.
    • Nerf The clean hit has a shorter duration (frames 5-9 → 5-7), with the late hit lasting longer instead (frames 10-20 → 8-20).
    • Nerf The late hit has less knockback scaling (100 → 83).
    • Change It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.
  • Forward smash:
    • Buff Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.
    • Change The animations of both the charge and execution of the move have changed. Jigglypuff charges it by holding its foot behind itself, then swiftly swings its foot around to execute a roundhouse kick, similar to Kirby.
  • Up smash:
    • Buff Up smash deals more damage with no sourspot (14%/12% → 15%), and knockback scaling mostly compensated (105 → 100), making its KO ability more consistent.
    • Change While the hitbox placement is better, the size of the hitbox has been reduced (7.2u → 6u).
  • Down smash:
    • Buff Down smash has a longer hitbox duration (frames 14-15 → 14-16).
    • Change The changes to the 0° launch angle cause the attack's angle to increase at higher percents.
      • Buff However, it has much greater knockback scaling (69 → 99), significantly improving its KO potential despite these changes.

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).
  • Forward aerial:
    • Buff Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).
  • Back aerial:
    • Buff Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).
    • Buff It auto-cancels earlier (frame 28 → 26).
    • Nerf Back air turns Jigglypuff around after its use, akin to Marth's back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 45 → 40).
  • Down aerial:
    • Buff It auto-cancels earlier (frame 45 → 42), allowing it to auto-cancel in a short hop if buffered immediately.
    • Nerf Jigglypuff can no longer jump out of a full hopped down aerial onstage due to the changes to full hops, making it harder to follow up.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 27 → 33 (standing), 33 → 40 (dash), 32 → 35 (pivot)).
    • Nerf Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    • Change Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them. It also has an angry face.
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.
    • Nerf It deals much less damage (3% → 1.3%).
  • Forward throw:
    • Buff Forward throw launches at a much more desirable angle for edgeguarding (55° → 35°), and has slightly more base knockback (100 → 103).
  • Change The speed of back throw and up throw is no longer weight-dependent.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 42 → 38).
    • Nerf It deals less damage (10% → 8%), although with its base knockback somewhat compensated (110 → 130).
  • Down throw:
    • Buff Down throw's first hit deals more damage (4% → 6%; 10% → 12% total).
    • Change It has more base knockback (100 → 105), and a lower launch angle (80° → 75°).
  • Edge attack:
    • Buff Edge attack deals more damage (6% → 8%).

Special moves

  • Rollout:
    • Buff Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.
    • Buff It reaches its full charge faster (frame 60 → 51).
    • Buff Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).
      • Buff Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in Brawl, preventing it from self-destructing if the move is landed offstage.
    • Buff Additionally, Jigglypuff can grab ledges during this state.
    • Buff When using an uncharged Rollout, Jigglypuff will only roll once, significantly speeding up the animation.
    • Nerf Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.
    • Nerf Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.
    • Nerf Jigglypuff cannot roll through opponents while turning, removing the ability to cross up counters.
    • Nerf Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.
    • Nerf After reversing twice, Rollout deals less damage than normal.
    • Change The aerial version launches at the same angle as the grounded version (90° → 30°).
    • Change Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.
    • Bug fix An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.
  • Pound:
    • Buff Pound has less ending lag (FAF 46 → 40) and has gained a hitstun modifier of 2, allowing it to true combo into other moves (including Rest), and slightly boost Jigglypuff's vertical recovery without use of a ledge.
    • Buff It has gained a shieldstun multiplier of 1.5×, improving its shield pressuring ability.
    • Buff It has more range when used in the air.
    • Nerf Jigglypuff can no longer accelerate in the air during the startup of Pound when acting out of a previous Pound before the animation ends, making consecutive Pounds to recover much less effective.
  • Sing:
    • Buff All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).
    • Buff It has significantly less ending lag (FAF 180 → 150).
    • Buff It has slightly more range.
    • Buff It has more knockback scaling (30/10 → 40/30), putting opponents to sleep for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.
    • Buff Jigglypuff can move slightly while using Sing in the air.
  • Rest:
    • Buff Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
      • Buff This makes it possible to recover back to the ledge after landing Rest offstage, albeit with significant risk of being edgeguarded.
    • Buff Its hitbox size has been increased (3.4u → 3.8u).
    • Nerf Due to the altered jostle mechanics preventing characters from running through each other, Rest can no longer hit most characters out of a walk or run.
    • Change Rest triggers Special Zoom upon connecting.
  • Puff Up:
    • Change Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep after it sings.
    • Buff The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.
    • Change Puff Up being faster means it can catch opponent's off guard easier and not give them time to prepare to try to survive it. On the other hand, the slower version could keep opponents off of the stage for longer and hinder their recovery by not being able to land or grab ledge, Puff Up being faster means recoveries don't need to stall as long to wait to get back on stage.

|Peach====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Peach's model features a more subdued color scheme. Her dress retains its design from SSB4, but features a glossy satin texture. Her hair and gloves feature subtle detailing, similar to her design in Brawl.
  • Change Peach has a new alternate costume—a golden dress. It replaces her Princess Daisy-inspired costume, most likely due to Daisy being a separate character as Peach's Echo Fighter.
  • Change Peach faces the foreground at an angle, instead of facing directly forward. In addition, her stance, moveset, and animations are mirrored as a result.
  • Change Like other fighters, Peach is more expressive, having angrier facial expressions during many of her attacks.
  • Change Double jump and air dodge animation has changed slightly. Additionally, Peach's stun animation is sped up.
  • Change Peach's dress has independent physics, like in Melee. Her dress also no longer puffs up when floating.
  • Change As with all veterans, Peach's taunts have been sped up, resulting in two of them being tweaked:
    • Change Side taunt has been shortened, as she only dances back and forth once instead of three times, though the music notes still appear. Peach's voice has also been slightly sped up.
    • Change Down taunt has a heart pop up next to her head. She also no longer spins, and winks immediately.
  • Change Peach's victory poses have been changed:
    • Change Her left-inputted victory pose is completely new. She twirls once while leaning on her parasol and raises it, while saying "Aw, did I win?". This replaces her up-inputted victory pose from Melee to SSB4 where she swings her arm out and puts it behind her.
    • Change Her left-inputted victory pose from previous games has been moved to the up button, and has significantly altered appearance: spinning before waving with her right hand, one has her walking towards the screen waving before blows a kiss and continuing to wave with her left hand. She also says "Peachy!", as in her up-inputted pose from Brawl and SSB4.
    • Change Her right-inputted victory pose has her perform a more elegant twirl before striking the pose.

Attributes

  • Buff Like all characters, Peach's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Peach walks slightly faster (0.86 → 0.924).
  • Buff Peach runs faster (1.4175 → 1.595).
    • Buff Her initial dash is significantly faster (1.5 → 1.826).
  • Buff Peach's traction is much higher (0.068 → 0.111).
  • Buff Peach's air speed is faster (0.95 → 1.029), which also increases her floating speed and distance.
  • Change Peach's base air acceleration has been increased (0.01 → 0.04), but her additional air acceleration has been reduced (0.1 → 0.08). This increases her total air acceleration (0.11 → 0.12) but gives her less control over her air speed.
  • Change Peach's falling speed (1.15 → 1.19) and fast falling speed (1.84 → 1.904) are slightly faster.
  • Change Peach's gravity has been increased (0.068 → 0.07).
  • 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 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • 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 → 62), being tied with her Echo Fighter for the third slowest air dodge in the game duration-wise, only behind Rosalina and Jigglypuff.
  • Change The homogenization of fall speeds during vertical knockback improves Peach's survivability, but makes her more susceptible to combos.

Ground attacks

  • Neutral attack:
    • Buff The first hit has altered angles (74°/78° → 361°/180°), allowing it to lock opponents.
    • Buff The first hit transitions slightly faster into the second hit (frame 8 → 7).
    • Buff The second hit launches at a lower angle (361° → 35°) and has different knockback values (30 base/100 scaling → 60/70), making it safer on hit.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.2× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has a shorter hitbox duration (frames 2-3 → 2).
    • Nerf The second hit's inner hitbox is smaller (4u → 3u).
    • Nerf The first hit no longer uses set knockback (20 set/100 scaling → 30/20 base/25/15 scaling), causing it to connect less reliably into the second hit at higher percents without giving it jab cancel setups.
  • Up tilt:
    • Change The stronger and weaker hits have been reversed: the hitbox on the heart is stronger than the hitbox on her shoulders, much like in Brawl.
  • Down tilt:
    • Change Peach has a new down tilt: a sweep kick rather than an arm sweep.
    • Buff It has noticeably less startup (frame 13 → 8), with its total duration reduced as well (FAF 28 → 24). Combined with grounded meteor smashes no longer being techable, this allows it to start combos much more effectively.
    • Buff The hitbox for aerial opponents matches the one for grounded opponents, no longer being shorter and attached to Peach.
    • Nerf It no longer grants intangibility.
    • Bug fix The zero gravity glitch can no longer be performed.
  • Dash attack:
    • Buff Dash attack's first hit uses different hitboxes for grounded and aerial opponents, which change in angle (70°/50° → 40°/68° (grounded)/30°/40° (aerial)) and set knockback values (50/70 → 55/40 (grounded)/45/25 (aerial)), and use weight-independent knockback. This allows it to connect better into the second hit.
    • Buff The first hit has gained a shieldstun multiplier of 2.9×, preventing shielding opponents from escaping before the second hit comes out.
    • Buff The second hit's outermost hitbox is slightly larger (4u → 4.5u).
    • Nerf The second hit has lower knockback scaling (140 → 130), hindering its KO potential.
    • Change Hearts appear at the end of the move.
  • Forward smash:
    • Buff Forward smash no longer cycles between its three weapons in a set order, instead being determined by which angle the control stick is held into. This greatly improves its reliability, letting Peach freely choose what weapon to use without having to telegraph it. This also allows her to change weapon while charging the move.
    • Buff The golf club's tipper hitbox deals more knockback (60 base/65 scaling → 65/68).
    • Buff The tennis racket deals more damage (13% → 13.5%) and is consistent throughout.
    • Nerf The golf club launches at a higher angle (361° → 45°), hindering the sourspots' KO potential.
    • Nerf The tennis racket deals less knockback (80/86 base/56/60 scaling → 65/60), hindering its KO potential despite its increased damage and marginally lower launch angle (28° → 27°).
    • Nerf The frying pan has less base knockback (70 → 68).
  • Down smash:
    • Buff Down smash hits up to seven times instead of five, and deals consistent damage (2%/3% (hits 1-4) → 2% (hits 1-6), 11%-15% → 15% (total)).
      • Buff This also gives it more active frames (6-7, 11-12, 16-17, 21-22, 26-27 → 6-7, 10-11, 14-15, 18-19, 22-23, 26-27, 30-31).
    • Buff The looping hits keep opponents on the ground (15°/170° → 0°/180°), have different set knockback values (30/20 → 20/25), and lower hitlag and SDI multipliers (1× → 0.5×), allowing them to connect more reliably.
    • Change The final hit's hitbox is higher up (Y offset: 1.6 → 1.8), improving its range against onstage opponents but weakening it against opponents below the ledge.
    • Change Its animation has been reversed, with Peach spinning towards the screen rather than away from it.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 7 (neutral), 22 → 13 (forward), 18 → 11 (back), 12 → 7 (up), 13 → 8 (down)).
  • Buff The introduction of the 0.85× damage multiplier for short hopped aerials benefits Peach, as unlike the rest of the cast (besides her Echo Fighter, Daisy), she can do a full hop and still attack with her aerials at a low height thanks to her floating ability, effectively bypassing the damage multiplier.
  • Forward aerial:
    • Nerf Forward aerial has gained a sourspot on Peach's arm that deals less damage (15% → 14%) and takes priority over the sweetspot, with both also dealing less knockback (45 base/84 scaling → 50 base/71/74 scaling), greatly hindering its KO potential.
    • Change It has a different angle (361° → 42°), making it slightly higher against grounded opponents, but slightly lower against aerial opponents.
    • Change It has a magic-like trail of red and turquoise sparkles emerging from Peach's crown.
  • Back aerial:
    • Change Back aerial has hearts emerging from near Peach's rear.
    • Buff The late hitbox is larger (5u → 6u), no longer being smaller than the clean hit, improving its range.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
    • Nerf Dash grab has more startup (frame 8 → 9).
    • Nerf Dash grab's grabbox does not extend as far (Z offset: 4-10.6 → 4-10.4), slightly reducing its range.
  • Change When Peach grabs an opponent, Toad appears to attack alongside her when she uses her pummel and throws.
  • Pummel:
    • Change Peach has a new pummel, where Toad punches the opponent.
    • Buff It deals more hitlag (4 frames → 14), but has less startup (frame 4 → 1) and much less ending lag (FAF 19 → 7), shortening its duration.
    • Nerf It deals less damage (2% → 1.3%).
  • Forward throw:
    • Change Peach has a new forward throw, where Toad headbutts the opponent away.
    • Buff It deals much more knockback to bystanders (12 base/0 scaling → 55/50) and launches them more horizontally (80° → 361°), allowing it to force them off the stage.
  • Back throw:
    • Nerf Back throw has less knockback scaling (95 → 88), no longer KOing opponents until around 150% at the edge.
  • Down throw:
    • Change Peach has a new down throw, where Toad headbutts the opponent onto the ground.
    • Buff It has increased combo potential due to her faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Toad:
    • Buff Toad has less startup with a longer counter window (frames 10-34 → 8-34), and grants intangibility sooner (frame 11 → 8).
    • Buff It hits up to six times, down from nine, but deals more damage per hit (2% → 3.5%), increasing its total output (18% → 21%), with knockback compensated on the last hit (15 base/300 scaling → 40/210).
    • Nerf It no longer grants slight vertical distance on its first midair use, instead merely stalling Peach in place, and subsequent uses cause her to start falling immediately rather than stall, worsening the move's edgeguarding and recovery abilities.
    • Nerf Its intangibility has a shorter duration (frames 11-14 → 8-10).
    • Change The last hit launches at a higher angle (361° → 45°).
    • Change The spores are individual projectiles rather than hitboxes attached to Peach.
      • Buff As a result, Peach no longer takes any hitlag from the move, allowing it to transition faster and connect more reliably, despite each hit having a higher hitlag multiplier (0.4× → 1×).
      • Nerf However, this greatly decreases its shieldstun.
    • Change Toad has a different animation. Peach ducks down covering her ears while Toad angrily appears in front of her. If Toad successfully counters an attack, Peach winces in shock instead of crouching.
  • Peach Bomber:
    • Buff Peach Bomber has less startup (frame 14 (grounded), frame 20 (aerial) → 13 (both)) and ending lag (FAF 65 → 63 (grounded), 95 → 88 (aerial)).
    • Buff It deals more damage (10% → 12%) and has more knockback scaling (69 → 73), greatly improving its KO potential.
    • Buff Peach can control her drift much earlier after a missed aerial Peach Bomber.
    • Nerf It has more ending lag if it connects (FAF 21 → 25).
  • Peach Parasol:
    • Buff Peach Parasol has less landing lag if the parasol is open (41 frames → 26).
    • Buff The looping hits use weight-independent knockback, with the last one also having a different autolink angle (366° → 368°), and all of them having different set knockback values (180/160 (hit 1), 90 (hit 2-5) → 160/130 (hit 1), 160/80/70 (hits 2-4), 80/70 (hit 5)), allowing them to connect more reliably.
    • Nerf Due to rage being changed to not affect set knockback, and the first hit's lower values, it can no longer one-hit KO opponents, removing Peach's early KO setups.
    • Nerf The open parasol during Peach's descent deals less damage (3% → 2%) and significantly less knockback (90 base/100 scaling → 65/15), making a single hit much less safe.
    • Buff The open parasol no longer deals any hitlag, and has a faster rehit rate (30 → 18), which combined with the previous change allows Peach to more effectively hit opponents multiple times with it, much like in Melee.
  • Vegetable:
    • Buff Vegetable has less ending lag (FAF 43 → 40).
    • Buff Peach's item throw has less ending lag (FAF 27 → 25), allowing for easier followups.
    • Buff Turnips have less base knockback (30 → 25), but more knockback scaling (35 → 45) improving weaker turnips' combo potential and stronger turnips' KO potential.
    • Change Upon hitting the ground, turnips bounce off it before vanishing, although they still lose their hitbox and cannot be grabbed upon doing so.
  • Peach Blossom:
    • Buff Peach Blossom has more knockback scaling (120/90/60 (clean), 100/80/60 (late) → 200/130/100), putting opponents to sleep for longer as a result.

|Bowser====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Bowser's model features a more subdued color scheme. His colors overall are darker and more monotone, similar to his appearance in Brawl, while his scales, hair, horns, and spikes exhibit more subtle detailing; his bands in particular have visible scuffs and scratches. His pupils are larger with a slightly subdued eye color.
  • Change Bowser has been made more expressive than previous installments, sporting facial expressions that are more prominent, as well as his jaw moving more naturally to match his angry expressions.
  • Change Bowser makes roaring noises during his idle poses, instead of being silent like in SSB4.
  • Change Bowser's shielding pose has changed: he turns around more and guards attacks with his shell.
  • Change Bowser's hair has independent physics.
  • Change Up and side taunts have been shortened, the latter also updated to match his upright stance.
  • Change Bowser's victory poses have been updated:
    • Change His left-inputted pose where he roars in victory shows him rearing back and swaying his head before performing the rest of his victory pose. His body also faces more towards the screen during said animation.
    • Change His up-inputted pose where he slashes the air with his claws twice shows him running up to the victory area before doing so.
    • Change His right-inputted is completely new. He breathes fire towards the screen before striking a pose reminiscent of his SSB4 artwork. It replaces victory pose from Melee to SSB4 where he performs Whirling Fortress and strikes a pose.

Attributes

  • Buff Like all characters, Bowser's jumpsquat animation takes 3 frames to complete (down from 8), the second largest difference out of all veterans (only behind Snake), greatly improving his ground-to-air transitioning and out of shield game.
  • Buff Bowser walks slightly faster (0.858 → 0.901).
  • Buff Bowser runs faster (1.792 → 1.971).
    • Buff Bowser's initial dash is significantly faster (1 → 2.255), going from the slowest to the fifth fastest. This significantly helps him with his defensive and offensive approach on the ground, and gives him a respectable dash dance.
  • Buff Bowser's air speed is faster (1 → 1.155).
  • Buff Bowser's falling speed (1.39 → 1.77) and fast falling speed (2.224 → 2.832) are much faster, going from 42nd fastest in Smash 4 to tied for 16th in Ultimate, giving him much better vertical endurance and improving his air-to-ground transitioning, but making him easier to combo. The most notable change, however, is this coupled with him receiving less landing lag on his aerials, helps Bowser out with one of his primary weaknesses in Smash 4: his trouble landing safely.
  • Buff Bowser is heavier (130 → 135), further improving his already excellent endurance, as well as the effectiveness of his Tough Guy heavy armor.
  • Buff The universal knockback reduction in rapid jabs allows Tough Guy to resist all of them, including some he could not resist in Smash 4, such as Captain Falcon's.
  • Buff Forward roll has less ending lag (FAF 34 → 33).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frames 4-19 → 5-17), and more ending lag (FAF 34 → 38).
  • Buff Spot dodge has less startup (frame 4 → 3).
  • Buff Air dodge grants more intangibility (frames 4-29 → 4-32).
  • Nerf Air dodge has significantly more ending lag (FAF 35 → 47).

Ground attacks

  • Buff Bowser has percent-based super armor during the startup of all his tilt and smash attacks:
    • Up tilt: Armor active on frames 8-10; resists up to 4% damage
    • Forward tilt and down tilt: 7-9; 4%
    • Forward smash: 17-21; 10%
    • Up smash: 11-15; 8%
    • Down smash: 5-11; 8%
  • Neutral attack:
    • Buff The first hit transitions faster into the second (frame 12 → 10).
    • Buff The second hit deals more damage (6.5% → 7%), slightly increasing its knockback as a result.
    • Nerf Both hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has more ending lag (FAF 21 → 26), greatly reducing its jab cancel ability.
    • Nerf The first hit deals less damage (5% → 4%), reducing the move's total damage output (11.5% → 11%).
    • Nerf The first hit has a shorter hitbox duration, with its arm intangibility reduced as well (frames 7-9 → 7-8).
    • Change The first hit has altered angles (30°/50°/85° → 361°/180°) to keep opponents closer to Bowser, and no longer deals set knockback (45/30/18 set/100 scaling → 40/35/30 base/18 scaling). This allows it to jab lock and connect more reliably into the second hit up to high percents, but less reliably afterward, without increasing its jab cancel ability due to its increased ending lag.
    • Change Neutral attack has a slightly different animation, consisting of a sumo-style palm strike followed by a punch.
  • Forward tilt:
    • Buff The move deals more damage (12% → 13%) with no compensation on knockback, increasing its KO power.
    • Nerf The move has a slightly different animation, consisting of a swung backhand punch with the arm slightly bent. This slightly reduces its range.
  • Up tilt:
    • Buff The move deals more damage (9% → 11%) with no compensation on knockback, allowing it to KO at around 130%, much like in Brawl.
    • Buff Bowser's arm is intangible during the move (frames 11-16).
  • Down tilt:
    • Buff The first hit has received set knockback (20 base/100 scaling → 50/30 set/100 scaling), and its outermost hitbox launches opponents towards Bowser (361° → 130°), while the second hit comes out faster (frame 20 → 15). This allows both hits to link much more reliably.
      • Nerf However, the move's total duration remains the same, increasing its ending lag.
    • Nerf Both hits deal drastically less damage (14% → 7% (hit 1), 11% → 8% (hit 2)), still resulting in slightly higher total damage than the first hit alone in Smash 4 (14% → 15%), but significantly reducing it at low percents where the unchanged hits could link, in addition to weakening its shield safety and shield breaking ability.
    • Nerf The second hit's knockback was also not fully compensated (12 base/100 scaling → 20/111), drastically weakening its KO potential, especially compared to the first hit in Smash 4.
    • Buff The second hit has larger hitboxes (5u/4.5u/4u → 5.6u/5u/4.5u), improving its range.
  • Up smash:
    • Buff The move deals slightly more damage (20%/15%/15% → 22%/16%/16%) with no compensation on knockback, and its sourspots launch opponents at a higher angle (70°/120° → 85°), further improving its KO ability, to the point the sweetspot is stronger than Ganondorf's up smash.
    • Buff The landing hit deals twice as much damage (6% → 12%).
    • Buff The landing hit has more range behind Bowser (Z offset: 4–-5.5 → 4–-7.5).
    • Nerf The landing hit deals much less knockback (80 base/100 scaling → 30/70), hindering its KO potential despite its increased damage.
      • Buff However, this improves its combo potential, having a KO setup into his back air.
  • Down smash:
    • Change Bowser has a new down smash: a low claw swipe forward with one hand, then another swipe backward with his other hand, similar to Wolf in Brawl. It hits only twice instead of seven times, with one hit at each side.
      • Buff The move's new animation gives it much more horizontal range.
    • Buff Both hits deal much more individual damage, with the first hit's being the same the total of the previous down smash (2% (hit 1), 1% (hits 2-6), 9% (hit 7) → 16% (hit 1), 15% (hit 2)), and they launch at a lower angle (50° → 40°), with their knockback not fully compensated (40 base/130 scaling → 60/86 (hit 1), 60/92 (hit 2)). This significantly improves its KO potential, with both hits KOing under 100% from center stage, and effectively replaces a highly situational move that was notoriously outclassed by Whirling Fortress.
    • Nerf The new down smash has more startup, and significantly fewer active frames due to the removal of the looping hits (frame 10, 14-15, 17-18, 20-21, 23-24, 26-27, 31 → 12-13, 28-29). This makes it somewhat less effective for punishing rolls, and makes the first hit less safe on shield.

Aerial attacks

  • Buff All aerials have less landing lag (neutral: 20 frames → 15, forward: 24 → 14, back: 40 → 24, up: 28 → 17, down: 40 → 34).
  • Neutral aerial:
    • Buff The move auto-cancels earlier (frame 45 → 41).
    • Buff Due to its lower landing lag and Bowser's faster jumpsquat, it is a much better landing option and combo starter, leading into aerial attacks even up to high percentages.
    • Nerf Its hitboxes are smaller (5.5u → 5u).
  • Forward aerial:
    • Buff The move always sends opponents towards Bowser's front, improving its consistency in edgeguarding and KOing.
      • Nerf However, this removes a confirm the move had in the previous game into Bowser's back aerial if the opponent was sent backwards by it.
  • Down aerial:
    • Buff The landing hitbox has a longer duration (frames 1-3 → 1-6).

Throws and other attacks

  • Grabs:
    • Buff All grabs have a longer hitbox duration (2 frames → 3).
    • Buff Standing grab has less startup (frame 9 → 8).
    • Nerf Standing grab has more ending lag (FAF 39 → 41).
    • Nerf Dash and pivot grabs have more startup (dash: frame 10 → 11, pivot: frame 11 → 12), with dash grab's total duration increased as well (FAF 48 → 49).
    • Buff Dash grab has slightly more range (Z2 offset: 15.5u → 16.2u).
    • Buff Pivot grab has less ending lag (FAF 46 → 44).
    • Nerf Pivot grab has drastically reduced range (Z2 offset: -26.5u → -22u), being stricter to Bowser's arm.
  • Pummel:
    • Buff Pummel has less startup (frame 9 → 2), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 24 → 8), shortening its duration. This slightly increases the amount of times Bowser can pummel the opponent before throwing them or before they break out.
    • Nerf Pummel deals much less damage (3.1% → 1.6%). This makes it marginally less reliable for racking up damage.
  • Up throw:
    • Buff The eighth hit deals more damage (1% → 2%), and it has an additional hit right as the release occurs that deals 4%, almost doubling its total damage output (6.5% → 11.5%).
    • Nerf The ending hit's knockback will override the throw's knockback up until very high percents, with very different knockback values (25 (base)/180 (scaling) → 85/80) effectively resulting in the move dealing noticeably more knockback at lower percents while not having improved KO potential at high percents, reducing the move's combo potential significantly and preventing followups with neutral aerial almost entirely.
    • Nerf The throw releases opponents slower (frame 53 → 57), but has more ending lag (FAF 64 → 75). Although this is somewhat alleviated by Bowser's faster jumpsquat, it completely removes the move's combo potential past mid percents, along with no longer possessing any guranteed KO setups.
    • Nerf The last hit deals much less knockback to bystanders (80 base/200 scaling → 85/80).
    • Change The last hit launches bystanders vertically instead of being a semi-spike (0° → 80°). Coupled with the previous change, this removes its extreme horizontal KO power, but allows it to combo them alongside the thrown victim.
    • Change Bowser hops during the final hit.
  • Down throw:
    • Buff The throw's release deals more damage (2% → 4%) with no compensation on knockback, although it is still weaker than forward throw.
    • Nerf It has faster startup (frame 45, 56 → 35, 37), but with its total duration not reduced, significantly increasing its ending lag, while it remains easy to react to.
    • Change It has a more exaggerated animation where Bowser leaps upward and collapses belly-first on the opponent.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 10%).

Special moves

  • Fire Breath:
    • Buff Each flame deals more damage per hit (1.2% → 1.8%).
    • Buff Each flame have larger hitboxes (4u → 4.5u).
    • Change Flames are more vibrant in color, as opposed to the more realistic flames in Smash 4.
  • Flying Slam:
    • Buff The move has significantly faster startup overall (frame 8 (ground)/17 (aerial) → 6 (both)). This allows Bowser to beat out shielding opponents much more easily when airborne.
    • Change The outer grabbox is smaller (5u → 4u), but further out (Z offset: 17.5 → 19), increasing its horizontal reach but worsening its vertical reach.
    • Buff The inner grabbox is larger (4u → 5u).
    • Nerf The move has noticeably more ending lag (FAF 43 (grounded), 50 (aerial) → 53), and the aerial version no longer auto-cancels upon landing, making it much easier to punish.
    • Nerf Upon grabbing an opponent, it has more lag before Bowser jumps (25 frames → 33) making it easier to DI.
    • Buff Bowser spins around more dramatically on the way down if he grabs an opponent. This makes the throw deal slightly increased damage on landing the more he spins.
    • Change The move has an aesthetic explosion effect on landing.
  • Whirling Fortress (grounded):
    • Buff The looping hits use different angles (180° → 160°/165°), deal less knockback (50/70 set/100 scaling → 80/120/50), have a lower hitlag multiplier (1× → 0.7×), use weight-independent knockback, and have gained an additional hitbox above Bowser that meteor smashes opponents into the attack (180° → 240°) with low knockback. This allows it to connect more reliably, with opponents no longer being able to tech out of it, and increases its vertical range.
    • Buff The last hit deals more damage (4% → 6%), with knockback compensated (70 base/150 scaling → 50/140).
    • Change The last hit uses weight-independent knockback. This hinders the move's KO potential against lighter targets, but improves it against heavier ones.
    • Change The last hit launches at a lower angle (60° → 55°).
  • Whirling Fortress (aerial):
    • Buff The aerial version has significantly less landing lag (50 frames → 36).
    • Buff The first hit and looping hits use the autolink angle (84° → 367°), with the former dealing effectively set knockback (80 base/60 scaling → 50/0), and it has an additional finishing hit at the end (dealing 12 hits, up from 11) with significantly more knockback scaling (20 → 180). This repurposes the move into a more traditional multi-hit move that can rack up damage more safely.
    • Nerf It deals significantly less damage (10% (hit 1), 3% (hits 2-6), 2% (hits 7-11) → 7% (hit 1), 1% (hits 2-11), 2% (hit 12); 35% total → 19%), no longer making it among the most damaging up specials in the game.
    • Nerf The looping hits have smaller hitboxes (6u → 4.3u).
    • Change The last hit launches at a lower angle (84° → 60°).
    • Change Its animation has been altered, with Bowser spinning more at an angle toward the camera.
  • Bowser Bomb:
    • Buff The grounded version's first hit has different angles (85° → 80°/100°/90°) and deals less set knockback (90 → 60), but uses weight-independent knockback, a lower SDI multiplier (1× → 0.5×), and has gained a hitstun modifier of 8, while the second hit has less startup (frame 38 → 37). This makes the first hit impossible to DI, and allows it to connect better into the second hit.
    • Buff The first hit uses 4 smaller but extended hitboxes rather than one large unextended one. Overall it has more reach.
    • Buff The aerial version has less startup (frame 32 → 31).
    • Change The move meteor smashes at the beginning of its descent (76° → 290°). This grants it utility in edgeguarding, but making its onstage KO potential less consistent.
      • Nerf The aforementioned new meteor smash hitbox deals less knockback (45 base/75 scaling → 13/65), making it significantly less powerful as a result.
  • Final Smash:
    • Change Bowser has a new Final Smash called Giga Bowser Punch. Rather than utilizing Giga Bowser's Brawl moveset, he teleports to the background of the stage in giant form, and aims a single punch that does 40% damage. If the opponent's damage percent is at 60% or greater before they are punched, they receive an instant Screen KO, otherwise they receive moderately high knockback.
    • Buff Since Giga Bowser Punch causes Bowser to teleport to the background, the Final Smash no longer renders Bowser vulnerable to damage during it.
    • Change Since Giga Bowser Punch consists of a single hit rather than allowing Bowser to hit opponents, this makes its KO power and damage more consistent and allows it to more easily KO several targets, but hinders the damage racking ability Giga Bowser previously had.
      • Nerf As a result, Giga Bowser Punch deals less damage than Giga Bowser's most damaging option, which was a fully charged down smash (4.2% hits 1-7/18.2% hit 8/47.6% if all hits connect → 40%).
    • Bug fix As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.

|Ice Climbers====Aesthetics===

  • Change Due to the game's graphical improvements, the Ice Climbers gain a sleeker design with more subtle detailing in their hair and parkas, and their overall color scheme is significantly more vibrant. The duo wears coats with detailed furry lining, similar to Melee. The duo have slightly smaller more proportionate heads, more faint blushes on their cheeks, and slightly thinner eyes on top of losing the purple hue in their eyes. Their boots and hammers also appear to be covered in light powdered snow.
  • Change The Ice Climbers' black costume has been updated: Nana's parka is now brown instead of black. They have also gained two additional alternate costumes, increasing their total to eight. Additionally, their costumes have been re-ordered; the Nana-leading costumes now occupy the second half of their costumes instead of the even-numbered costumes, similar to Olimar.
  • Change Both Ice Climbers face the foreground at an angle, instead of facing directly forward. In addition, they always face the screen regardless which direction either of them turn, making all of their animations mirrored while altering some.
  • Change The Ice Climbers have a new idle pose of them turning to look behind themselves. It replaces the animation of them dropping their hammers then lifting them back up.
  • Change Like other fighters, the Ice Climbers are more expressive than before, they appear excited when using their specials, scowl when shielding and charging their up and down smash, and the partner climber will also panic when the leader is grabbed.
    • Change In addition, the partner climber will have a worried expression and wince periodically when the main climber gets frozen, dizzy, or gets attacked.
  • Change Spot dodge and ledge-hanging animations have changed.
  • Change The Ice Climbers only jump once when using up taunt as opposed to three times.
  • Change In the end of a solo match, only the leading Ice Climber will be shown inside the losing pane on the results screen. Both Ice Climbers are still shown if the match ends in a No Contest.
  • Change Their victory theme has been shortened to only contain the second half.
  • Change The Ice Climbers' crowd cheer is "I scream, you scream, Ice Climbers!"
  • Bug fix Nana's crowd cheer is no longer the back sound of the menu if she is currently the leader.
  • Change The Ice Climbers' voice clip numbers in Sound Test are numbered individually (i.e. "Popo: Voice [number]"/"Nana: Voice [number]"), similar to other team-based fighters as well as the Mii Fighters, Assist Trophies, Poké Ball Pokémon and bosses.
  • Change The sound effects of the partner are quieter. This is best heard when they're either Star or Screen KO'd.
  • Change Due to their absence in SSB4, the Ice Climbers now have a Boxing Ring title and a Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, both of the Ice Climbers' jumpsquat animations take three frames to complete (down from 4).
  • Buff The partner climber is generally faster than the leader. This helps them keep up if the two are separated.
  • Nerf If either Ice Climber lands a hit, the other one takes a small amount of hitlag, regardless of whether their attack connects or not.
    • Nerf This makes desyncing slightly more difficult.
  • Nerf The partner climber takes 1.05x times the damage and knockback from attacks, making them slightly easier to separate and KO.
  • Buff The Ice Climbers walk faster (0.96 → 1.008 (leader), 1.1088 (partner)).
  • Buff The Ice Climbers dash faster (1.388 → 1.53 (leader), 1.683 (partner)). Their initial dash is also faster (1.4 → 1.68).
  • Buff The Ice Climbers' air speed is faster (0.7708 → 0.83 (leader), 0.8715 (partner)).
  • Change The Ice Climbers' falling speed is faster (1.2 → 1.3).
  • Change The Ice Climbers' gravity is slightly higher (0.077 → 0.082), although it is lower relative to the cast.
  • Buff As with all returning veterans, the Ice Climbers have much higher traction (0.035 → 0.077) although it is still the second lowest in the game.
  • Buff The partner climber has higher air acceleration (0.09 → 0.0945).
  • Nerf The removal of chain grabbing hinders the Ice Climbers more than any other character, as it harshly reduces their damage racking and KO abilities and zero-to-death potential. They also greatly suffer from the ability to tech footstools as it removes their guaranteed lock setups from grabs.
  • Nerf The partner climber's AI is worse as they have more difficulty recovering and making it back to the leader which can lead to them self destructing.
  • Buff The duration enemies are frozen from the Ice Climbers' ice attacks are much longer, allowing for easier unavoidable followups at high percentages. At very high percentages, it can even freeze them long enough to be unable to recover from near the ledge.
  • Buff Ice Climbers arguably benefit the most from the reintroduction of wavedashing because of their very low traction, significantly increasing their approach and mobility, as well as giving them more mixups with grabbing and attacking opponents.
  • Change The partner climber's attacks affect the duo's staleness queue; in previous games, they would use the queue but could not alter it. This generally means that the duo's attacks will both stale and refresh twice as quickly.
  • Bug fix When KO'd by reaching 0 HP during their last stock in Stamina Mode, the partner climber will enter the defeat animation along with the leader, similar to Rosalina's Lumas.
    • Nerf This consequently remove the partner climber's ability to intervene the results of opponents, hindering their impact on Stamina battles.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack can lock opponents due to its altered angle (60° → 361°/180°) and the partner's second hit deals more damage (2% → 2.6%).
    • Nerf Neutral attack does less damage (3% → 2% (leader hit 1), 4% → 3.5% (leader hit 2), 2% → 1.5% (partner hit 1), 11% → 9.6% (total)).
    • Nerf Second hit of neutral attack has more ending lag (frame 20 → 30) and both hits have a shorter duration (frames 4-7 (hit 1), 4-6 (hit 2) → 4-5 (both)).
  • Forward tilt:
    • Nerf The partner's forward tilt deals less damage (7% (non angled), 9% (angled) → 6.75%).
    • Nerf Forward tilt has a shorter duration (frames 9-12 → 9-10).
  • Up tilt:
    • Buff The final hit of up tilt has more combo potential due to the removal of hitstun canceling. The partner's final hit also deals more knockback (40 (base), 100 (scaling) → 38/118).
    • Nerf Up tilt deals less damage (1% (loop hits) → 0.8% (leader loop hits), 0.6% (partner loop hits), 17% → 15.4% (total)), the loop hits have increased knockback (10 (base), 20 (scaling) → (65/60/20)/10) and the final hit has more startup lag (frame 23 → 24).
  • Down tilt:
    • Change The partner's down tilt deals consistent damage (4%/5% → 4.5%) making it deal more damage at close range but makes it deal less damage at the tip of the hammer.
    • Nerf Down tilt connects less reliably at higher percents when both climbers are present.
  • Dash attack:
    • Buff The partner's dash attack deals more damage (4% → 4.5%) and has increased knockback scaling (40 → 60). Dash attack also has a longer duration (frames 11-12 → 11-14).
    • Nerf Dash attack causes less hitlag making it connect far less reliably at higher percents when both climbers are present.
  • Forward smash:
    • Buff Forward smash has less startup lag with a longer duration (frames 12-13 → 11-13). It also has less ending lag (frame 49 → 47) and has higher base knockback (30 → 50). The partner's forward smash also has higher knockback scaling (118 → 126).
    • Nerf It has an altered animation where the Ice Climbers don't slam their hammers as far, hindering its range. It also no longer has a sweetspot which deals more damage (13% → 12% (leader), 10% → 9% (partner), 23% → 21% (both)).
  • Up smash
    • Buff Up smash has less startup lag (frame 13 → 12) and the partner's up smash has higher knockback scaling (113 → 126).
    • Nerf The partner's up smash deals less damage (9% → 8.2%) and it has more ending lag (frame 48 → 50).
  • Down smash:
    • Change Down smash is a sweep that hits one side. The partner will use the same attack facing the other way.
    • Buff Down smash covers more horizontal ground when together and it deals more damage (12%/10% → 13% (leader), 9%/8% → 9.7% (partner)). It also has less ending lag (frame 44 → 41) and deals more knockback than the previous sweetspots (30 (base), 105 (leader scaling)/113 (partner scaling) → 45/(100/120)).
    • Nerf Down smash only hits on one side when solo. It is also drastically harder to connect with both climbers and even if it does, its maximum damage output is much lower as it no longer has two hits (42% → 22.7% (both)).

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 7 (neutral/back), 20 → 10 (forward), 30 → 14 (up), 42 → 20 (down).
  • Nerf The Ice Climbers can no longer use two back or up aerials in a short hop due to their faster falling speed as well as the latter having increased ending lag.
  • Neutral aerial:
    • Buff The partner's neutral aerial deals more damage (5% → 5.25%).
    • Nerf Neutral aerial connects less reliably when both climbers are present especially at higher percents.
    • Nerf The partner's neutral aerial also has less knockback scaling (128 → 120) hindering its KO potential despite its higher damage.
  • Forward aerial:
    • Buff The partner's sourspot forward aerial deals more damage (7% → 9%).
    • Buff The partner's forward aerial has increased knockback scaling (100 → 114) improving its KO potential when both climbers are present.
    • Buff The removal of meteor canceling improves the partner's sweetspot's reliability.
  • Back aerial:
    • Nerf Back aerial deals less damage (11% → 10% (leader), 8% → 7.5% (partner), 19% → 17.5% (both)) although its knockback scaling was compensated (107 (leader), 128 (partner) → 115/138) and connects less reliably when both climbers are present especially at higher percents.
  • Up aerial:
    • Buff The Ice Climbers have a new up aerial: an upwards hammer swing in a horizontal arc. Compared to the old up aerial, it provides much more horizontal range and hits in front of them, covering them more efficiently than before. It also has higher knockback scaling (120 (leader), 142 (partner) → 129/154.80003) improving its KO potential despite its lower damage.
    • Nerf New up aerial deals less damage (10%/9% → 9% (leader), 7%/6% → 5.75% (partner)), has more startup lag, a shorter duration (frames 6-23 → 7-11) and more ending lag (frame 30 → 36) compared to the previous one. It also has less vertical range making it much harder to connect against grounded opponents.
  • Down aerial:
    • Buff The partner's down aerial deals more damage (5% → 6%). Down aerial also auto-cancels earlier (frame 58 → 54).
    • Change The Ice Climbers bounce up before performing down aerial similar to Sheik's down aerial.
    • Nerf Down aerial has more startup lag with a shorter duration (frames 9-51 → 12-51).

Throws and other attacks

  • Nerf Grabs have more startup (frame 6 → 8 (standing), frame 8 → 10 (dash/pivot)) and ending lag (frame 30 → 40 (standing), frame 40 → 48 (dash), frame 40 → 41 (pivot)).
  • Nerf The partner climber cannot act while the leader is held by an opponent's grab while on the ground, and enters a panicking animation instead (although this can be avoided with desyncs).
  • Nerf The partner climber can no longer grab, and will taunt during the leader's throw while on the ground. This removes their chain grabs and locks the Ice Climbers were infamous for in previous titles.
  • Buff Up throw deals more damage (2% (hit), 4% (throw), 6% (total) → 3%/5%/8%) and the knockback scaling on the throw was not fully compensated (28 → 26).
  • Change Down throw has the leader grab the opponent with both hands, lift them up in the air, and slam them on the ground.
    • Buff The changes to hitstun canceling improve down throw's combo potential beyond lower percents with a solo climber.
    • Nerf The removal of chain grabbing hinders down throw's damage racking potential at lower percents even with a solo climber. Down throw also has increased knockback scaling (100 → 116) hindering its combo potential.
  • Buff The leader's front and back floor attacks deals more damage (6% → 7%).
  • Nerf The partner's floor attacks deals less damage (6% → 5.2% (front & back), 5% → 3.5% (trip)).
  • Change Ledge attack is a horizontal swing similar to their old over 100% ledge attack. It deals consistent damage compared to the previous two ledge attacks but the partner's ledge attack is weaker (8% (hammer), 6% (body) → 8% (leader), 6% (partner).
    • Nerf New ledge attack deals less damage compared to their old over 100% ledge attack (10% (hammer), 8% (body) → 8% (leader), 6% (body)) and the Ice climbers do not hunch over when performing it making them easier to hit.

Special moves

  • Ice Shot:
    • Buff Ice Shot deals more damage (1%-3% → 2-2%-3.5%). It also has less ending lag (frame 60 → 56).
    • Buff Ice Shot can function as a projectile blocker since the sliding ice pieces won't get destroyed by any projectiles, and will cancel them out no matter how powerful they are.
    • Change Ice Shot makes a different sound effect.
    • Nerf Ice Shot has more startup lag (frame 17 → 18).
    • Nerf Reflected ice chunks can damage the Ice Climbers.
  • Squall Hammer:
    • Buff Solo Squall Hammer ends with a stronger hit that deals mild diagonal damage and knockback. The move also has less startup lag (frame 12 → 10).
    • Buff Desynced Squall Hammer can be used to trap opponents between both Ice Climbers.
    • Change Squall Hammer makes a twinkling sound effect when used.
    • Nerf Squall Hammer grants much less vertical distance with mashing and it has more ending lag with both climbers (frame 70 → 78).
    • Nerf Squall Hammer doesn't sweetspot the ledge anymore.
  • Belay:
    • Buff Belay covers slightly more distance with a solo climber and the solo climber has more control while using it.
    • Change When both climbers are present, the solo climber covers more vertical distance but less horizontal.
    • Change Belay uses a unique sound effect rather than regular jump sound from Ice Climber.
    • Nerf The partner's hitbox on Belay can be out prioritized. If it is, then the leader will rise no higher than when the move is done solo.
    • Nerf Belay has a smaller hitbox making it harder to land against grounded opponents.
  • Blizzard:
    • Change Both Ice Climbers aim Blizzard forward while on the ground, similarly to their aerial version in previous games. This increases its damage output when used on the ground, but means that Blizzard can no longer hit opponents behind them, hindering its spacing potential.
    • Buff Blizzard freezes opponents for a longer period of time.
    • Nerf Blizzard deals less damage at close range (2% → 1.7%) and it has more ending lag (frame 80 → 85). It also no longer causes hitstun or freezes opponent when used at far range removing its ability to lock and hindering its spacing potential.
  • Iceberg:
    • Buff Iceberg spins and features a teetering Polar Bear that launches opponents with greater knockback. During the move, a Condor will circle around the top of the screen, which the Ice Climbers can grab onto, and it will also deal damage to opponents that touch it.
    • Change When paired, the Ice Climbers no longer make a "clapping" sound upon activating Iceberg.
    • Change Iceberg lasts a shorter duration. This makes it less threatening to opponents, but also makes it less likely to lose the partner climber.
    • Buff The iceberg can be moved across the stage.
    • Nerf Iceberg no longer freezes opponents.
    • Nerf Iceberg no longer causes platforms to damage opponents.

|Sheik====Aesthetics===

  • Change Sheik's design is based on the Sheikah Set from The Legend of Zelda: Breath of the Wild, wearing the Stealth Chest Guard, Stealth Tights, and the long white scarf of the Stealth Mask. Her armor and hair feature subtle detailing, with the latter's shadow being more pronounced to further obscure her face. Her pupils are also smaller. She also no longer carries her dagger around. Lastly, the aesthetic used in Ultimate has resulted in Sheik's overall color scheme being more vibrant.
  • Change The Stealth Tights appear to have heels, and the Stealth Mask scarf is shorter. These changes are unique to Ultimate.
  • Change Sheik is more vocal. She vocalizes when using Vanish and Bouncing Fish.
  • Change Up taunt has been shortened, where it no longer has Sheik do a flip to rebound.
  • Change Palutena's Guidance conversation for Sheik has been changed.

Attributes

  • Buff Like all characters, Sheik's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Sheik's initial dash speed (1.7 → 2.178) and run speed (2.016 → 2.42) are faster, having the fourth fastest run speed in the game.
  • Buff Sheik's air speed is slightly faster (1.1 → 1.155).
  • Nerf Sheik's weight has been decreased (81 → 78), being lighter than Kirby and making her the 6th lightest character in the game. This further worsens her already poor endurance.
  • Buff Sheik's traction is higher (0.06 → 0.106).
  • Buff Forward roll has less ending lag (FAF 28 → 27).
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-12).
  • Nerf Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
  • Buff Spot dodge has less ending lag (FAF 25 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 45).
  • Nerf The removal of perfect pivoting hinders her ground mobility, worsens Needle Storm's mindgame potential, and worsens her ability to extend combos.

Ground attacks

  • Neutral attack:
    • Change The first and second hits have altered angles (70° → 361°/180° (hit 1), 361° (hit 2)) and knockback (10 base/100 scaling → 35/30/20 base/30/30/15 scaling (hit 1), 20 base/40 scaling → 35/25 base/25/20 scaling (hit 2)) to keep opponents close to Sheik, akin to other neutral attacks.
      • Buff This allows them to connect better and lock.
      • Nerf However, this worsens Sheik's guaranteed jab cancel setups, which played a large part in the utility of her neutral attack in Smash 4 (though they're still the only neutral attack able to jab cancel, if done on aerial characters).
    • Buff The neutral infinite has faster startup (frame 9 → 5), a consistent angle (50°/60°/70° → 361°), lower hitlag (1× → 0.5×) and SDI (1× → 0.4×) multipliers, and deals less knockback (14 base/20 scaling → 12/15) while gaining a hitstun modifier of 2 on each hit. This vastly improves its linking capabilities, making it much more reliable overall.
    • Buff The neutral infinite's finisher has significantly less ending lag (FAF 53 → 36), no longer being the slowest in the game and being much less punishable if shielded.
    • Nerf The finisher uses 3 small hitboxes instead of one extended hitbox. Overall, it does not reach as far horizontally as before, and its range is narrower vertically.
    • Nerf All hits except the first deal less damage (3% → 1.6% (hit 2), 0.8%/0.6% → 0.3% (infinite), 3% → 2% (finisher)), with knockback scaling not fully compensated on the finisher (115 → 132), slightly reducing its already lacking KO potential.
    • Change The infinite has gained a shieldstun multiplier of 9×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Sheik more easily if they shield 10 hits or more.
  • Forward tilt:
    • Nerf The move deals less damage (4% → 3%), with knockback scaling compensated (158/165 → 180/188).
  • Up tilt:
    • Buff The move has less ending lag (FAF 36 → 33), improving its safety and combo potential.
    • Buff The second hit has less startup lag (frame 19 → 17), allowing it to connect better from the first hit.
    • Nerf Both hits deal less damage (5% hit 1/6% hit 2 → 3%/4%).
      • Buff However, the second hit's knockback was not fully compensated (20 base/125 scaling → 25/147), improving its combo ability.
    • Nerf Due to the changes to jostle mechanics, the first hit is harder to connect against grounded opponents.
    • Buff The move has a slightly altered animation: Sheik's heel hits the ground after the second hit, bearing a closer resemblance Samus's up tilt. This slightly increases its range in front of Sheik, and allows it to hit opponents grabbing the ledge.
  • Down tilt:
    • Buff The move has less ending lag (FAF 30 → 27), improving its safety and combo potential.
    • Nerf It deals less damage (5% → 4.5%).
      • Buff Its knockback was not compensated, allowing it to combo for longer.
    • Change The middle hitbox is smaller (3.5u → 3.2u), and has been moved inwards (X offset: 4 → 3). This makes it easier to land the outermost hitbox, but makes it harder to hit opponents below the ledge and slightly reduces the attack's range.
  • Dash attack:
    • Buff The move has less ending lag (FAF 41 → 35).
    • Buff It deals slightly more damage (6.5% → 7% (clean), 4.5% → 5% (late)) with no compensation on knockback, slightly improving its KO potential.
    • Buff It has increased shieldstun (1x → 1.5x), improving its safety against shields, although it is still more unsafe than most dash attacks in Ultimate.
  • Forward smash:
    • Buff The second hit has faster startup (frame 26 → 20), allowing it to connect better from the first hit. The move's total duration has been reduced as well (FAF 51 → 45).
  • Up smash:
    • Buff The first hit deals more knockback (50 base/86 scaling → 52/88).
    • Buff The first hit has a marginally larger hitbox (6u → 6.1u).
  • Down smash:
    • Buff The move has less startup (frame 11/18 → 8/15) and ending lag (FAF 55 → 48).
    • Buff The first hit deals more damage (3% → 4%).
    • Buff The first hit has received an additional hitbox that launches opponents more inward (140° → 200°), allowing it to connect much better into the second hit.
    • Buff The second hit launches at a lower angle (48° → 43°), improving both its edgeguarding and KO potential.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 10 → 5 (forward), 12 → 7 (back), 21 → 13 (up), 30 → 22 (down)).
  • Neutral aerial:
    • Nerf The move deals less damage (8%/7% → 6%/5% (clean), 5%/4% → 4%/3% (late)), with only base knockback compensated (20 → 30). This hinders its limited KO and gimping potential, while not improving its combo potential.
  • Forward aerial:
    • Buff The move's total animation lasts much shorter (88 frames → 59). This lets her grab ledges faster after using the move. Its interruptibility remains unchanged.
    • Nerf It deals less damage (4.3%/5% → 3.8%/4.5%), being the least damaging forward aerial in the game.
    • Buff It deals less knockback (40 base/132 scaling → 44/43 base/127 scaling). Coupled with its lower damage, this improves its combo potential.
    • Buff It has more range after the first 2 active frames (Y offset: 0 → -0.5/-1, Z offset: 0 → 1/1.5). This allows it to hit opponents below her slightly more easily.
  • Back aerial:
    • Buff The move deals more damage (7%/8% → 7.5%/9.5% (clean), 5% → 6% (late)), with knockback not properly compensated on the clean hit (30 base/100 scaling → 32/30 base/98 scaling), improving its KO potential especially if sweetspotted.
  • Up aerial:
    • Buff The move auto-cancels earlier (frame 47 → 44).
    • Change The looping hits launch grounded opponents at a slightly different angle (90˚ → 80˚).
    • Buff The looping hits have a lower hitlag multiplier (1.3× → 0.7×), making them harder to SDI out of.
    • Nerf However, the changes to hitlag and the introduction of the DI angle indicator make it much easier to react with appropriate DI when the final hit connects, hindering its cross-up potential.
  • Down aerial:
    • Buff The move deals more damage (8% → 10%), with no compensation on the clean hit's knockback, increasing the meteor smash's power.
    • Nerf The late hit launches at a lower angle (70° → 56°), and has altered knockback (30 base/105 scaling → 55/78). This reduces its KO potential overall, especially near the top blast line.
    • Change The landing hit launches at a higher angle (40° → 48°), and has altered knockback (40 base/150 scaling → 77/50). This makes it safer on hit at any percentage, but removes its previously limited KO power.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have noticeably more ending lag (FAF 28 → 37 (standing), 35 → 45 (dash), 33 → 40 (pivot)).
    • Nerf All grabs have less range (Z2 offset: 8.9 → 7.9 (standing), 10.7 → 9.5 (dash), -14.9 → -13.4 (pivot)).
    • Nerf Dash and pivot grab have more startup lag (frame 8 → 9 (dash), 9 → 11 (pivot)).
  • Pummel:
    • Change Sheik has a new pummel, a knee strike rather than an elbow jab.
      • Nerf It deals much less damage (3.1% → 1%).
      • Buff However, has significantly faster startup (frame 9 → 1), deals more hitlag (5 frames → 11), and has less ending lag (FAF 24 → 6), shortening its duration. This makes it one of the fastest pummels in the game and increases the amount of times Sheik can pummel the opponent before they break free or she throws them, thus being more reliable for racking up damage.
  • Up throw:
    • Buff The move deals more damage (2% → 3% (throw), 5% → 6% (total)).
    • Nerf The move deals significantly more knockback (80 base/60 scaling → 110/62). This limits its 50/50 setups to low to mid percentages only, while still unable to KO at realistic percentages (until Sudden Death).
  • Down throw:
    • Buff Down throw has altered knockback (80 base/90 scaling → 95/60). This overall improves its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Needle Storm:
    • Buff Its charge can be canceled by jumping or spot dodging.
    • Buff It reaches its full charge faster (98 frames → 82).
    • Buff It has less ending lag (1-5 needles/6 needles: FAF 48/54 → 42/49), allowing for better followups with the aerial version.
    • Buff The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 1-3 (clean)/4-10 (late) → 1-5/6-10).
    • Nerf A needle deals less damage (1.9% → 1.5% (clean), 1.2% → 0.8% (late)).
    • Change A needle has less knockback scaling (180 → 167). Coupled with its lower damage, this reduces the move's already limited KO potential, but further increases its combo potential at high percentages.
    • Nerf Its charge can no longer be canceled immediately by rolling, instead incurring 4 frames of lag beforehand.
    • Change The flight trajectory of aerial needles has been altered from approximately a 45° angle to a shallower 30° angle. This makes them worse for followups into aerials at lower percents, but better at higher percents.
    • Change After charging the move, Sheik holds the produced needles in one hand until they are fired.
  • Burst Grenade:
    • Buff The move no longer leaves Sheik helpless in the air.
    • Buff It has less ending lag upon releasing the grenade.
    • Change The grenade's vortex is clear/white rather than light blue.
  • Vanish:
    • Buff The move grants intangibility earlier when used on the ground (frame 19 → 14).
    • Change Sheik emits a gold flash right before she disappears.
    • Change Sheik's silhouette can be briefly seen in the direction the move travels, before she disappears. This makes it easier to predict where she teleports.
  • Bouncing Fish:
    • Buff After the first kick of Bouncing Fish hits an opponent, successive kicks deal more damage (12% → 13%) and knockback (26 base/90 scaling → 28/97), making them much stronger.
    • Nerf The move has slightly more startup lag (frame 17 → 18).
    • Nerf The move no longer grants intangibility.
    • Nerf The move no longer refreshes if Sheik is hit in midair after using it, hindering her recovery.
    • Nerf The first kick deals less damage (12% → 11%), though with its knockback scaling compensated (90 → 97).
    • Nerf The attack's hitboxes are considerably smaller (6u/4u → 3.5u/3u), reducing its reliability.
    • Change Bouncing Fish produces a splash of water at the start.
  • Sheikah Dance:
    • Change Sheik has a new Final Smash called Sheikah Dance, replacing Light Arrow. She dashes forward while the Sheikah symbol flashes on-screen. If the initial attack lands, Sheik will trap the opponent in place and repeatedly beat them up and slash them with her dagger, before launching them away and behind her. This Final Smash is similar to Triforce Slash.
    • Nerf Sheikah Dance can only trap one opponent, as opposed to up to seven.
    • Buff Sheikah Dance deals much higher, consistent damage (1% hit 1/44% first opponent/33% second/24% third/19% fourth/14% fifth/11% sixth/6% seventh → 3% hit 1, clean/2% hit 1, late/3% hits 2-3, 5-7, 9-11, 13-14/2% hits 4, 8, 12, 15/12% hit 16/52%-53% total).
    • Change Sheikah Dance launches at a higher angle compared to Light Arrow (20° → 361°).
    • Nerf Sheikah Dance's last hit deals less knockback due to its lower damage output. Combined with its higher angle, this makes it KO slightly later than Light Arrow despite its increased knockback (30 base/65 scaling → 65 base/135 scaling), though it remains among the strongest Final Smashes in the game.

|Zelda====Aesthetics===

  • Change Zelda's appearance is based on her design from The Legend of Zelda: A Link to the Past [2][3][4] and A Link Between Worlds,[5] with her overall design being a combination of the two.[6]
    • Change As a result of her design change, many of Zelda's basic animations have been altered, including her standing pose, idle poses, and walking animation. All of these animations depict her as more expressive and cheerful than her SSB4 incarnation, which rarely showed emotion.
    • Change Zelda has an updated Palutena's Guidance conversation to coincide with the design change.
  • Change Most of Zelda's alternate costumes have been tweaked: the color of her tapestry now matches the upper half of her dress, with the bottom half of her red and blue costumes are now white instead of dark red and indigo respectively; her black costume now feature a purple gradation at bottom of her dress; and her Ocarina of Time-based costume has been modified to better match the coloration of the original. Finally, Zelda now has a new purple costume based on her appearance in The Legend of Zelda: Twilight Princess. It replaces her pink costume in SSB4, which was based on her A Link Between Worlds appearance, effectively swapping its place with her default costume.
  • Change Zelda always faces the screen regardless of which direction she turns, causing all of her animations to be mirrored.
  • Change All of Zelda's taunts have been altered:
    • Change Her up taunt is entirely new; she draws a cross pattern with magic from her fingertips, vocalizing similarly to the Ice Climbers' side taunt and Daisy's down taunt.
    • Change Her side taunt has a faster and flashier animation.
    • Change Her down taunt is a more casual and joyful wave.
  • Change Zelda hangs onto ledges with one hand.
  • Change Zelda's dress has independent physics.
  • Change Many of Zelda's attacks produce brighter, flashier magical effects.
  • Change All of Zelda's victory poses are completely new:
    • Change For the left-inputted pose, she conjures a small flame out of her finger and swirls it around playfully, akin to Lucas' right-inputted victory pose.
    • Change For the right-inputted pose, she summons the Phantom armor and proudly poses in front of it.
    • Change For the up-inputted pose, she emits magic out of two fingers and points at the screen.
  • Change Zelda is more vocal, and is significantly more expressive. She vocalizes in all of her taunts and victory poses; she giggles during during her down taunt and new up-inputted victory pose; makes a kiai noise during her side taunt; makes a breathe during her new right-inputted pose. As with Link, Young Link and Ganondorf, she also now vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud.
    • Change Some of her pre-existing voice clips are also tweaked, making them more in line with other characters' such voice clips; she makes more alarmed and loud, painful screams while taking knockback; makes a dazed noise upon being stunned; and her sleeping voice clip is more quiet.

Attributes

  • Buff Like all characters, Zelda's jumpsquat takes 3 frames to complete (down from 6).
  • Buff Zelda runs faster (1.3 → 1.43).
    • Buff Her initial dash speed is also much faster (1.6 → 1.958). This improves her approach on the ground and gives her an above average foxtrot.
  • Buff Zelda walks slightly faster (0.87 → 0.914).
  • Buff Zelda's air speed is slightly faster (1.04 → 1.092).
  • Change Zelda's full hop has less air time (62 frames → 57). This allows her to land faster, but reduces her window to use aerials.
  • 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 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • 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 → 57).

Ground attacks

  • Neutral attack:
    • Change Neutral attack has gained a rapid jab alongside a finisher, which can be transitioned into from the first portion of the move on frame 9.
    • Buff It has significantly less startup lag (frame 11, 13, 15 → 4, 7), no longer being the slowest neutral attack in the game.
    • Buff The first portion's third hit has been removed, with its first two hits having a lower hitlag multiplier (1× → 0.6×) and launching opponents closer to Zelda with their outermost hitboxes (140° → 180°), allowing it to jab lock and connect more reliably into the rapid jab.
    • Buff The rapid jab's finisher deals more knockback than the previous third hit (40 base/95 scaling → 55/140), improving its KO potential.
    • Nerf Both the first portion and the rapid jab's finisher have more ending lag, most significantly the latter (FAF 24 → 25, 43). Combined with the removal of the first portion's third hit and its faster startup, this makes the move much less safe on shield, and eliminates its combo potential at low percents.
    • Change The first portion deals less damage, though this is compensated by the rapid jab (3% (hits 1-2), 5% (hit 3) → 2.5% (hits 1-2), 0.2% (rapid jab), 3% (finisher)).
    • Change The first portion no longer has set knockback (40/30 set/100 scaling → 25 base/35/30/20 scaling (hit 1), 40/25/40 base/25/20/25 scaling (hit 2)), and has gained a hitstun modifier of 2. At high percents, this causes it to connect much less reliably into the rapid jab, but grants it jab cancel setups.
  • Forward tilt:
    • Buff Forward tilt no longer has a blindspot directly in front of Zelda. Instead, if she is close to another character, her lunge animation will push her backwards to allow the hitbox to connect.
    • Buff It uses five small hitboxes instead of three medium-sized ones, improving its horizontal range and making it more disjointed.
    • Nerf However, this reduces its vertical range.
    • Nerf It has more startup lag (frame 10 → 12).
    • Buff It has a shorter total duration (FAF 38 → 37), effectively reducing the ending lag by 3 frames due to the increased startup.
    • Buff It deals more damage (12% → 15% (sweetspot), 10% → 11.5% (sourspot)) with knockback not fully compensated on the sweetspot (50 base/88 scaling → 72/69), increasing its KO potential.
    • Nerf The sourspot has more base knockback (50 → 72), but noticeably less knockback scaling (88 → 68), hindering its KO potential.
    • Nerf The three sourspot hitboxes take priority over the two sweetspot hitboxes, making them harder to land.
  • Up tilt:
    • Buff Up tilt has a longer hitbox duration (frames 7-18 → 7-19), allowing it to hit opponents lying down.
    • Buff The outermost hitbox is larger (5u → 5.5u), improving its range.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 25 → 22).
    • Nerf It has 3 small unextended hitboxes instead of 1 medium-sized extended one, reducing its range.
    • Change It sends opponents at a lower angle (80° → 62°), and has less base knockback (20 → 15), but more knockback scaling (120 → 125).
    • Buff This allows it to combo more reliably into a dash attack and neutral aerial at mid percents and gives it a new KO set-up into forward aerial in combination with its lower ending lag.
    • Nerf However, this greatly worsens its combo potential into other attacks at low and high percents, and no longer has a guaranteed set-up into up aerial.
  • Dash attack:
    • Buff Dash attack's hitboxes are larger (2.2u (sweetspot)/5u (sourspot)/4.8u (late hit) → 2.8u/5.2u/5u) and the sweetspot is extended (Z offset: 12.8 → 12.6-13.2), improving the move's range and making it easier to land the sweetspot.
    • Buff The late hit has a longer duration (frames 8-10 → 8-12).
    • Buff Dash attack has less ending lag (FAF 40 → 36).
  • Forward smash:
    • Buff Forward smash's looping hits have been moved further out (Z offset: 8/16 → 9/17), as has its final hitboxes (Z offset: 9.5/16 → 10.5/17), increasing its horizontal range while not introducing a blindspot due to the new jostle mechanics.
  • Up smash:
    • Nerf Up smash only has seven hits instead of eight, reducing its total damage (15.4% → 14.6%).
    • Change It has different angles (90°/366°/200°/200° → 90°/160°/100°/367°), allowing it to connect more reliably against aerial opponents, but no longer pulling opponents standing on either side of her into the looping hitboxes as easily.

Aerial attacks

  • Buff All aerials have less landing lag (19 frames → 12 (neutral), 23 → 15 (forward), 25 → 16 (back), 19 → 12 (up), 18 → 12 (down)).
  • Change Lightning Kicks and down aerial have unique sound effects when used.
  • Neutral aerial:
    • Nerf Neutral aerial is vulnerable to SDI again (0× → 0.8× (looping hits), 1× (last hit)), and the looping hits no longer use the autolink angle (366° → 70°/132°/230°/152°/210°) nor set knockback (75 set/100 scaling → 50/35/10 base/80/10/10 scaling). This causes it to connect less reliably, despite the looping hits using weight-independent knockback and having a lower hitlag multiplier (1× → 0.6×).
      • Buff However, this improves the first hit's combo potential on grounded opponents if used in a short hop fast fall.
    • Buff The last hit has less base knockback (40 → 35), allowing it to combo for longer, while preserving its edgeguarding potential due to the changes to the Sakurai angle (40° (grounded)/45.2637° (aerial) → 38°).
    • Change The last hit has a higher hitlag multiplier (1× → 2×).
  • Forward aerial:
    • Buff Forward aerial has less startup (frame 9 → 6), with its total duration reduced as well (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 50 → 43), although still not fast enough to auto-cancel in a short hop.
    • Buff The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis (X offset: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.
    • Nerf Its initial auto-cancel window is shorter (frames 1-3 → 1-2).
  • Back aerial:
    • Buff Back aerial has less ending lag (FAF 53 → 50).
    • Buff It auto-cancels earlier (frame 52 → 45).
    • Buff The sweetspot has more base knockback (28 → 30).
    • Buff The sweetspot is slightly larger (1.9u → 2.2u) and extends further into the Z-axis (X offset: -1–1), making it easier to land and preventing it from missing due to opponents leaning into the Z-axis.
  • Up aerial:
    • Buff Up aerial consists of a clean hit and a weaker late hit that deals 12%, doubling the move's hitbox duration (frames 14-16 → 14-16 (clean)/17-19 (late)).
    • Buff It auto-cancels slightly earlier (frame 55 → 54), with its auto-cancel window no longer exceeding its animation length.
    • Buff The hitbox is larger (8u → 9u).
    • Change Its hitbox is higher up (Y offset: 23 → 26.5). Combined with its larger size, this noticeably improves its range above Zelda, but introduces a blindspot and makes it very hard (or even impossible) to hit grounded opponents onstage.
    • Change It has more base knockback (30 → 55), but less knockback scaling (84 → 73 (clean)/70 (late)). This improves the new clean hit's KO potential after a full hop and near the upper blast line, but slightly reduces it near ground level.
    • Nerf It has a new animation which is longer than the previous one (54 frames → 63). This increases the amount of time Zelda cannot grab the ledge after using the move although the move has interruptibility frames to compensate for its total duration.
  • Down aerial:
    • Buff Down aerial's clean hit has an additional hitbox that covers Zelda's lower leg, removing its blindspot and giving it more range despite the hitboxes are smaller (4u → 3.2u/3.2u). This makes it easier to land.
    • Nerf The late hit has smaller hitboxes (6u/6u → 5u/4u), reducing its range and worsening its gimping potential.

Throws and other attacks

  • Grabs:
    • Nerf Standing grab has more ending lag (FAF 38 → 40).
    • Nerf Dash and pivot grabs have more startup lag (frame 11 → 13 (dash), 14 (pivot)).
      • Buff However, dash grab's total duration was not fully compensated (FAF 47 → 48), giving it one frame less ending lag.
    • Nerf Dash grab has less range (Z2 offset: 14.5u → 13.3u).
    • Buff Pivot grab has significantly increased range (Z2 offset: -16.7u → -19.2u), becoming one of the farthest reaching non-tether pivot grabs in the game.
    • Buff Pivot grab has less ending lag (FAF 45 → 43).
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 7 → 2) and ending lag (FAF 25 → 8), shortening its duration.
    • Nerf It deals much less damage (3% → 1.3%).
    • Change Zelda grabs and pummels opponents with one hand instead of two.
  • Change Forward, back, and up throws have altered animations, and Zelda's hands emit brighter trails of magic.
  • Forward throw:
    • Nerf Forward throw deals less damage (12% → 10%) and knockback (70 base/50 scaling → 100/30). This significantly hinders its KO potential despite launching at a lower angle (45° → 42°), to the point it can no longer KO under 215% even near the edge.
  • Back throw:
    • Buff Back throw deals more damage (11% → 12%) and has less base knockback (80 → 40), but more knockback scaling (60 → 90), greatly improving its KO potential from center stage.
  • Up throw:
    • Buff Up throw has much higher knockback scaling (60 → 82), allowing it to KO middleweights at around 150% without worsening its combo ability due to the change below, while in SSB4, it was unable to KO until around 200%.
    • Buff It has increased combo potential due to Zelda's faster jumpsquat and jump speed.
    • Change It sends opponents at a marginally less vertical angle (88° → 87°).
  • Down throw:
    • Buff Down throw's four looping hits deal more damage (1% → 1.5%), increasing its total damage output (6% → 8%).
    • Change It has less base knockback (85 → 75), but more knockback scaling (55 → 85), increasing its combo potential at lower percents in combination with Zelda's faster jumpsquat and jump speed, but reducing it at higher percents.
    • Change It sends opponents at a less vertical angle (100° → 104°), leaving it unable to combo into an up aerial at low-mid percents, but allowing it to combo better into a sweetspotted back aerial.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Nayru's Love:
    • Buff The hitboxes of Nayru's Love have less startup lag (frame 13 → 11), with their total duration reduced as well (FAF 60 → 58).
    • Buff Its intangibility starts one frame earlier (frame 5 → 4).
    • Buff It no longer halts vertical momentum, allowing Zelda to move in the air while using the move.
    • Nerf Its reflective hitbox timing (frames 5-43 → 5-40) has a shorter duration. The intangibility also ends two frames earlier, reducing its duration by one frame (frames 5-15 → 4-13).
  • Din's Fire:
    • Buff Din's Fire no longer leaves Zelda helpless in the air.
    • Buff It travels a slightly longer distance.
    • Buff Its hitboxes are larger, especially the sweetspot (2.1u → 3.5u (sweetspot), 4.5u → 4.8u (sourspot)).
    • Change The flame has a more stylized appearance.
  • Farore's Wind:
    • Buff Farore's Wind has less startup lag with the first hit having a longer duration (frame 8 → 6-7 (hit 1), 41-42 → 35-36 (hit 2)), and its total duration reduced as well (FAF 81 → 76).
    • Buff Its intangibility starts earlier and lasts longer (frames 21-39 → 11-35).
    • Buff Zelda can drift in the air much sooner after reappearing.
    • Buff Zelda has more precise angles of reappearance, allowing her to land its second hit on enemies who DI the initial hit.
    • Nerf The second hit has less base knockback (90/70 → 80/60), hindering its KO potential despite the aerial version's sweetspot having higher knockback scaling (90 → 94).
    • Change It shows small green orbs that move in the direction Zelda is moving while before reappearing.
    • Change A more intense green/yellow vortex is produced at the start and end of the move.
  • Phantom Slash:
    • Change Phantom Slash has been heavily reworked. The Phantom armor assembles itself behind Zelda rather than appearing fully formed out of a portal in front of her. It is a single-press chargeable move; pressing the special move button again will cause the incomplete armor to attack at its current charge level. The move has five charge levels, each resulting in a different attack:
      • 1st: Kick (frame 15)
      • 2nd: Punch (frame 20)
      • 3rd: Outward slash (frame 28)
      • 4th: Downward slash (frame 38)
      • 5th: Upward slash (frame 50, can be delayed up to frame 120)
    • Buff The move reaches full charge much faster and with less ending lag (FAF 67), and the Phantom can be delayed in place even after the charge is finished, allowing Zelda to move around before it rushes forward. Zelda can set it as a trap and attack the opponent in tandem with the Phantom, or she can retreat behind it for protection. This improves Zelda's neutral game and advantage state, and also discourages the opponent from reflecting the Phantom since she has enough time to respond with Nayru's Love.
    • Buff All levels have a longer hitbox duration, and all after the first also have less startup (frame 11 (1st), 13-14 (2nd), 18-19, 24-27 (3rd) → frames 11-12 (1st), 8-12 (2nd), 8-11 (3rd & 4th), 7-17 (5th)).
    • Buff Releasing the Phantom has less ending lag (FAF 47 → 40).
    • Buff There is no longer a cooldown if the Phantom is destroyed. Once the armor disappears, the move can be used again immediately.
    • Nerf Phantom Slash deals less damage overall, especially when fully charged (≈6%-≈8% (1st level), ≈11%-≈15% (2nd), ≈24% total (3rd) → 5.9% (1st), 8.2% (2nd), 10.5%-11.8% (3rd), 14.1%-15.4% (4th), 17.7% (5th)), as the fully charged hit only hits once. It has also received negative shield damage (0 → -1, -1.5, -2, -2.5, -3).
    • Nerf The Phantom charges behind Zelda instead of in front, leaving her more vulnerable since it has to travel a short distance before it can hit in front of her.
    • Change The last level has more base knockback (32 → 60), but less knockback scaling (100 → 75), and launches at a lower angle (50° → 46°). This make it better for KOing at the ledge, but worse from afar.
  • Final Smash:
    • Change Zelda has a new Final Smash called Triforce of Wisdom. She magically opens a glowing, triangular portal that sucks in the opponent and immobilizes them while dealing damage. If the opponent is at or above 100% damage before the portal closes, they are "sealed away" and instantly KO'd; otherwise, they receive set knockback. Other opponents above 100% damage can be launched significantly if they are within a certain radius of the portal when it closes.
    • Buff Compared to Light Arrow, Triforce of Wisdom has a significantly longer duration and more range covering the entire stage, making it almost impossible to avoid. It also deals more total damage (40% → 67%).
    • Nerf Triforce of Wisdom can only trap one opponent, making it less effective in battles with more than two players.

|Dr. Mario====Aesthetics===

  • Change Dr. Mario's model features a more subdued color scheme. Like Mario, the fabric of his clothes feature greater detailing, and his head mirror's headband is cordovan brown instead of a dark taupe gray like in Melee. The inside of his pants are also slate grey instead of white. Additionally, Dr. Mario has a slightly darker skin tone.
  • Change Dr. Mario has a new idle animation with less exaggerated bouncing and his head turned more toward the screen, similar to the one he had in Melee. It no longer reverts to Mario's idle when holding an item.
  • Change Most, if not all, of Mario's aesthetic and animation changes also apply to Dr. Mario:
    • Change Dr. Mario has become drastically more expressive in this game, to an even greater degree than its predecessor, or the rest of the cast. In particular, he will sometimes smile and appear whimsical or happy in battle or when applauding the winner of a match, although he still looks serious and with angry brows most of the time. In contrast, Dr. Mario will also make much angrier expressions than before, particularly when he is preparing to throw someone or when grabbing onto a ledge.
    • Change Walking, air dodge, helpless, skidding, and ledge-hanging animations have changed. Additionally, Dr. Mario's sleeping animation is mirrored.
    • Change Dr. Mario's mustache has independent physics, as it moves during certain animations.
  • Change All of Dr. Mario's victory poses have been slightly altered.
    • Change The victory animation where Dr. Mario rubs his chin has him tap the toe of his shoe on the ground before contemplatively rubbing his chin.
    • Change The victory animation where Dr. Mario throws Megavitamins has him looking towards the camera with a happy expression when holding the Megavitamins in his hands.
    • Change The victory animation where Dr. Mario poses with his stethoscope is more exaggerated.

Attributes

  • Buff Like all characters, Dr. Mario's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Dr. Mario's damage modifier has been increased from 1.12× to 1.175×, meaning that all of his attacks have increased damage output and slightly higher KO power as a result.
    • Nerf However, the damage modifier no longer applies to his floor attacks.
  • Nerf Due to Dr. Mario's movement speed being relatively unchanged from his previous appearance, he hardly benefits from the universal mobility buffs, and is slower relative to the roster as a result of most other characters receiving such buffs, in a manner similar to Ryu and the Mii Gunner.
  • Buff Dr. Mario runs slightly faster (1.3312 → 1.397792).
    • Buff His initial dash is also faster (1.3312 → 1.5375712), although it is the slowest in the game.
  • Buff Dr. Mario walks slightly faster (0.9152 → 0.917301).
  • Buff Dr. Mario's traction is much higher (0.045 → 0.106), allowing him to punish out of shield more easily. It is slightly higher than Mario's.
  • Nerf Dr. Mario's air speed is slower (0.9292 → 0.9238784).
  • Nerf Dr. Mario's first jump covers less distance, no longer being on par with Mario's (36.331814 → 30.8805).
  • Change Dr. Mario's gravity is slightly lower (0.08715 → 0.087).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • 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 significantly more ending lag (FAF 33 → 53).

Ground attacks

  • Neutral attack:
    • Buff Consecutive uses of the first hit of neutral attack are faster (11 → 6 frames).
    • Buff The first two hits transition into the subsequent hits noticeably faster (frame 10 → 5 (hit 1), 6 (hit 2)) and have less ending lag (FAF 23 → 20 (hit 1), 25 → 22 (hit 2)), no longer being slower than Mario's.
    • Buff The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.
      • Nerf However, its total duration was not fully compensated (FAF 36 → 34), giving it more ending lag.
    • Buff The third hit has increased base knockback (45 → 60).
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf All hits have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).
    • Change The first two hits no longer use set knockback (30 set/100 scaling → 25/20/10 base/30/20 scaling (hit 1), 30/20/15 base/35/25/15 scaling (hit 2)), and have altered angles (60°/70°/80° → 361°/180° (hit 1), 70°/78°/88° → 361° (hit 2)). This allows them to lock, and gives them jab cancel setups at high percents, but causes them to connect less reliably.
  • Forward tilt:
    • Buff Forward tilt deals slightly more damage (7% → 9%).
    • Buff Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased shieldstun for ground attacks, this makes it much safer on shield.
    • Change It has much more base knockback (8 → 55), but less knockback scaling (100 → 65). This makes it significantly safer on hit at low percents, but removes its ability to lock, and reduces its KO potential from across the stage.
  • Up tilt:
    • Nerf Up tilt has an altered animation with the spinning uppercut starting from a higher and closer position, reducing its grounded and horizontal range.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Down tilt:
    • Buff Down tilt's sweetspot takes priority over the sourspot.
    • Buff It has less knockback scaling (80 → 55) and has gained a hitstun modifier of 3, significantly improving its combo ability, to the point of possessing KO setups at high percents.
    • Change Its animation has been reversed, with Dr. Mario spinning toward the screen rather than away from it.
  • Dash attack:
    • Buff Dash attack's clean hit deals more damage (8% → 9.8%) with knockback scaling not fully compensated (42 → 38), improving its KO potential.
    • Buff The hitboxes are placed farther from Dr. Mario (Z offset: 4.4u/4u → 5.4u/4.9u), improving its horizontal range.
    • Buff It has gained a shieldstun multiplier of 1.875×, which when combined with the increased shieldstun for grounded attacks makes it safer on shield.
    • Buff The late hit has a slightly bigger hitbox (2.6u → 2.7u).
    • Nerf It has an altered animation that lowers Dr. Mario's hurtbox less, which prevents him from sliding under certain attacks.
  • Forward smash:
    • Buff Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall, with knockback scaling minimally compensated on the unangled (96 → 94) and downward angled (96 → 95) versions.
    • Change The electricity produced from Dr. Mario's forward smash is magenta/lavender instead of light blue.
  • Up smash:
    • Change Up smash launches at a more vertical angle (130° → 120°), which allows it to KO earlier onstage and function better as an anti-air punishment tool, but makes it more vulnerable to LSI and worsens its KO ability near the ledge.
    • Change Its animation has been reversed, with Dr. Mario facing toward the screen rather than away from it.
  • Down smash:

Aerial attacks

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 28 → 17 (forward), 16 → 10 (back), 14 → 8 (up), 21 → 13 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's late hit deals more damage (8% → 10%) and has more knockback scaling (90 → 94), improving its KO potential.
    • Buff The late hit has larger hitboxes (3u → 3.6u).
  • Forward aerial:
    • Change Forward aerial has a different animation, with Dr. Mario punching downward with his opposite hand and twisting around afterwards instead of flipping.
  • Up aerial:
    • Buff Up aerial has less ending lag (FAF 32 → 31).
    • Buff It deals more damage (7% → 8.7%) and knockback (9 base/100 scaling → 10/114), giving it much more KO ability, without drastically reducing its combo ability due to its reduced lag.
    • Buff It auto-cancels earlier (frame 18 → 17).
    • Nerf Its hitboxes have a shorter duration (frames 4-8 → 4-7).
  • Down aerial:
    • Change Dr. Mario has a new down aerial: a downward stomp similar to that of Captain Falcon. It consists of only one hit instead of five.
    • Buff It has a shorter total duration (FAF 52 → 45), making it safer to use offstage.
    • Buff It deals more damage (1.7% (hits 1-4), 3% (hit 5); 9.8% total → 12%), with knockback not fully compensated (50 base/120 scaling → 10/100), and has a sweetspot that meteor smashes opponents, while the sourspot launches them at a lower angle (45° → 270°/361°). Combined with its previous changes, this allows it to start combos onstage at various percents, while also improving its edgeguarding ability, being as strong as Mario's forward aerial.
    • Buff It auto-cancels much earlier (frame 45 → 35), allowing it to auto-cancel in a short hop.
    • Buff It has larger hitboxes overall (4.5u/3.2u (hits 1-4), 5.5u/3.7u (hit 5) → 5.2u/4.5u).
    • Nerf Down aerial has more startup with a shorter hitbox duration (frames 11-27 → 16-19), which also increases its ending lag despite its total duration being reduced.
    • Nerf It no longer possesses a landing hit.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
    • 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 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    • Nerf It deals much less damage (3.25% → 1.3%).
    • Change It has a slightly different animation: Dr. Mario uses one hand during it instead of both of his hands like in previous installments, to maintain consistency with his grab animation.
  • Change All of Dr. Mario's throws have been altered with more exaggerated animations.
  • Change The speed of Dr. Mario's throws is no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.
  • Back throw:
    • Change Dr. Mario has a new back throw: he heaves the opponent overhead behind him.
    • Buff It releases opponents faster (frame 44 → 30), making it harder to DI.
      • Nerf However, its total duration remains unchanged, increasing its ending lag.
    • Buff It has more knockback scaling (60 → 68). In combination with Dr. Mario's higher damage multiplier, this turns it into one of the strongest back throws in the game.
    • Nerf It no longer possesses a collateral hit.
  • Up throw:
    • Buff Up throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario faces horizontally rather than facing the screen.
  • Down throw:
    • Buff Down throw has increased combo ability due to Dr. Mario's faster jumpsquat and jump speed.
    • Change Dr. Mario no longer spins after throwing the opponent.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 8.51%).

Special moves

  • Megavitamin:
    • Buff Megavitamin has less ending lag (FAF 53 → 50).
    • Buff It launches at a higher angle (361° → 65°), deals much more knockback (35 base/20 scaling → 60/40 (clean), 28/15 → 55/40 (mid), 22/10 → 50/40 (late)), and has a higher hitlag multiplier (0.3× → 1×). Alongside the previous change, this greatly improves the move's camping and followup abilities.
      • Nerf Due to these changes, however, it can no longer lock opponents.
    • Buff Megavitamins are slightly larger, and have been given an extended hitbox to match their size, increasing their range despite the hitbox itself being smaller overall (2u (clean)/1.8u (mid)/1.6u (late) → 1.7u).
    • Nerf It has received negative shield damage (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.
    • Change Dr. Mario no longer opens his mouth when using Megavitamin on the ground.
  • Super Sheet:
    • Buff Projectiles reflected by Super Sheet have a higher damage multiplier (1.5× → 1.6×).
    • Buff It no longer gives the opponent super armor on hit.
    • Change Super Sheet has an updated animation to differentiate it from Cape. It starts flat on the floor, and Dr. Mario lifts it up above his head. This better indicates the move's higher vertical reach compared to Mario's Cape.
    • Change Like Mario's Cape, it forces opponents to show their backside while they are using their moves, regardless of whether their stance is mirrored or not.
  • Super Jump Punch:
    • Buff Super Jump Punch's clean hit has slightly more knockback scaling (100 → 105).
    • Nerf The clean hit's hitbox is no longer extended towards Dr. Mario. Thanks to the new jostle mechanics, it doesn't induce a blindspot despite the reduced range.
    • Change The window to reverse Super Jump Punch is shorter, no longer being reversible during the clean hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.
    • Change The clean hit has a lower hitlag multiplier (1.5× → 1×).
    • Change It has an altered landing animation where Dr. Mario lands on his feet as opposed to his back.
  • Dr. Tornado:
    • Buff Dr. Tornado hits seven times, up from five, and deals much more damage (1.2% (hits 1-4); 7.8% total → 1.6% (hits 1-6); 12.6% total).
    • Buff It has gained percent-based heavy armor during frames 5-9 when used on the ground, with a threshold of 10%.
    • Buff It has larger hitboxes (3.5u/4.2u → 4u/4.5u (looping hits), 6u/6u → 6.5u/6u (last hit)).
    • Buff It gains more height via button mashing, improving Dr. Mario's recovery.
    • Buff The looping hits have shorter gaps between them (6 frames → 4), different angles (90°/180° (grounded), 90°/366° (aerial) → 90°/105°/367°), a lower hitlag multiplier (1× → 0.5×), and use set knockback for all their hitboxes, allowing them to connect much more reliably despite their increased SDI multiplier (1× → 1.2×).
    • Buff The last hit has more knockback scaling (130 → 154), which combined with its increased damage greatly improves its KO potential.
    • Nerf The looping hits are only active for one frame each, instead of being fully active throughout and using a rehit rate (frames 10-33 → 10, 14, 18, 22, 26, 30).
    • Change Dr. Mario opens his hands when using the move, and rises slightly upwards on the ground.
    • Change It has a vortex form around Dr. Mario when used, much like Luigi Cyclone.
  • Doctor Finale:
    • Buff At the start of Doctor Finale, nearby opponents will be slowed down more, and for longer.
    • Change Damage from each hit is dealt solely based on how long the attack has been out, with the Megavitamins becoming more powerful as the attack continues. This makes the front Megavitamin worse early during the Final Smash, but the back Megavitamin stronger later during it.
    • Change Dr. Mario sports an angrier expression than in the previous game when unleashing Doctor Finale.

|Pichu====Aesthetics===

  • Change Pichu's design and proportions have changed. It has thicker arms, rounder cheek spots, a thinner torso, smaller eyes, and a more oval-shaped head. Its ears are more narrow, and its black portions are thicker. Its feet are less detailed, and its eyes are brown instead of navy blue. Additionally, due to the aesthetic used in Ultimate, Pichu's model has a more subdued color scheme. Due to these changes, Pichu matches its appearances in the more recent Pokémon titles.
  • Change Pichu's blue and red costumes no longer have it wear a scarf, while its green costume has been removed entirely. Pichu has also received five new alternate costumes, increasing its total to eight.
  • Change Pichu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change All of Pichu's non-attack animations are unique to the character.
  • Change Pichu has a new idle animation where it wobbles left to right, and an idle pose where it looks back to twitch its tail.
  • Change Pichu is much more expressive. Like Pikachu, its eyes become swirls when dazed, a detail derived from the Pokémon anime from when a Pokémon faints. It also looks angry during many of it's moves, such it's specials or grabbing an opponent. Pichu also has squash and stretch in its animations, giving it a more bouncy feel than in Melee.
  • Change Pichu has been updated with universal features introduced in Brawl and SSB4.
    • Change Pichu has an on-screen appearance, a Boxing Ring title, a Palutena's Guidance conversation, and an up taunt. Its left-facing taunt from Melee has been moved to its side taunt, and its right-facing taunt has been moved to its down taunt.
    • Change Pichu uses various voice clips for any move between any tilt attack, its dash attack, and any aerial attack. Additionally, it always uses specific clips for each of its smash attacks.
    • Change Pichu has a secondary KO scream, a voice clip when jumping, and a voice clip when emerging from underwater.
  • Change Like Pikachu, Pichu's cheeks flash white when it uses electric attacks.
  • Change Pichu no longer appears to sleep while crouching, most likely due to its ability to crawl.
  • Change Pichu has a new victory animation where it discharges electricity and briefly faints (similar to its new taunt), then gets up and winks at the camera; this replaces the animation from Melee where it jumps and claps with its feet. Its other two victory animations from Melee are updated with new expressions and ending poses, and Pichu has voice clips for all of its victory animations.

Attributes

  • Buff Pichu can crawl, much like Pikachu. This allows for an easier approach while dodging projectiles.
  • Buff Pichu walks faster (1.24 → 1.302).
  • Buff Pichu dashes much faster (1.72 → 1.892), although it is slower relative to the cast, having the 25th fastest dash speed out of 78 characters compared to the 5th fastest out of 26 characters.
  • Buff Pichu's traction is slightly higher (0.1 → 0.11).
  • Buff Pichu's air speed is higher (0.85 → 1.029).
  • Buff Pichu's air acceleration is much higher (0.05 → 0.1), going from being the 12th highest out of 26 characters to the 9th highest out of 78 characters.
  • Buff Pichu is heavier (55 → 62), which improves its horizontal survivability, though it still remains the lightest character in the game.
  • Change Pichu's gravity is higher (0.11 → 0.14).
  • Nerf Due to the introduction of the gravity penalty for knockback, Pichu sustains more knockback especially since it has above average gravity. Additionally, the changes to knockback physics have made Pichu's vertical endurance even worse than it was in Melee despite its increased weight (being the worst in the game).
  • Buff Forward roll has less ending lag (FAF 32 → 29).
  • 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 32 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
  • Buff Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Pichu to sweetspot edges with directional air dodges.
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing.
  • Change With the implementation of rage, Pichu's self-inflicted damage can gradually increase its launching power, and also keep itself out of kill confirm percentages. Conversely, Pichu's status as the lightest character in the game means it will not be able to survive very well at percentages which allow it to take advantage of rage, and will also die sooner against an opponent who has high rage.
  • Buff The removal of chain grabs immensely aids Pichu's endurance and longevity.
    • Nerf However, this also removes some chain grabs Pichu was capable of performing on fast-fallers.

Ground attacks

  • Buff The increased shieldstun for ground attacks makes Pichu's slightly to moderately safer on shield, especially its tilt attacks.
  • Neutral attack:
    • Buff Neutral attack has less ending lag (FAF 22 → 17) and it can be looped by holding the attack button.
    • Nerf It deals less damage (2% → 1.2%).
    • Nerf It deals more knockback (7 base/50 scaling → 10/20 base/60 scaling), hindering its ability to chain into itself.
  • Forward tilt:
    • Change Forward tilt has a different animation, where Pichu kicks in an upward arcing motion rather than straight forward, and electricity comes out of its legs.
    • Buff It has less ending lag (FAF 30 → 25).
    • Buff It has more range.
    • Buff It always trips opponents at low percents.
    • Buff It deals less base knockback but significantly more knockback scaling (10 base/100 scaling → 5/130), giving it KO potential at high percents.
    • Nerf It has a shorter duration (frames 5-14 → 5-12).
    • Nerf It has an electric effect and therefore causes recoil damage (1%).
    • Nerf It can no longer be angled.
  • Up tilt:
    • Change Up tilt deals less knockback (20/25 base/120 scaling → 32/105), improving its combo potential but hindering its KO potential.
    • Nerf It deals less damage (6% → 5%).
  • Down tilt:
    • Nerf Down tilt deals less damage (7% → 6%).
    • Nerf It has a shorter duration (frames 7-9 → 7-8).
    • Change It sends opponents at a vertical angle (35° → 80°/100°) and deals less knockback (12 base/100 scaling → 40/50), making it a potent combo starter but removing its edgeguarding and tech chasing potential.
  • Dash attack:
    • Buff Dash attack has noticeably less ending lag (FAF 50 → 35).
    • Buff It deals more knockback (40 base/70 scaling → 60/100 (clean), 60/80 (late)).
    • Nerf It has more startup lag and a shorter duration (frames 5-16 → 6-15).
    • Nerf The late hit deals less damage (8% → 6%).
    • Change It sends opponents at a more vertical angle (361° → 70°), reducing its edgeguarding potential, but improving its combo potential combined with the decreased ending lag.
  • Forward smash:
    • Buff Forward smash's hits connect more reliably: their angles have been altered (0°/20°/180° → 366°/20°), and they have a reduced hitlag (0.3x) and SDI multiplier (0.5x), on top of the weakened SDI from Melee to Ultimate.
    • Buff The final hit deals more damage (6% → 8%), and the looping hits deal consistent damage due to changes to stale-move negation, increasing the total dealt (14.74% → 18%).
    • Nerf It has more ending lag (FAF 51 → 54).
    • Nerf The final hit deals less knockback (90 base/140 scaling → 68/123), hindering its KO potential despite its increased damage.
  • Up smash:
    • Buff Up smash has intangibility on Pichu's ears while its hitboxes are active.
    • Nerf It deals less damage (16% → 14%).
    • Nerf It deals drastically less knockback (50/40 base/105 scaling → 40/15 base/85 scaling), which alongside its lower damage significantly hinders its KO potential, going from one of the strongest up smashes in Melee to one of the weakest in Ultimate.
  • Down smash:
    • Change Down smash hits multiple times instead of once.
    • Buff It deals more damage (13% → 1.5% (loop hits), 8% (final), 14% (total)) if all hits connect.
    • Buff The final hit deals more knockback (30 base/70 scaling → 45/150), KOing at around 125% from center stage, compared to the single hit in Melee KOing at around 170% under the same circumstances.
    • Buff Pichu moves forward and backwards during the attack and the hitbox is extended, increasing its horizontal range.
    • Nerf It has more startup lag (frame 7 → 8).
    • Nerf It sends at a more vertical angle (160° → 50°) that is less desirable for edgeguarding, no longer being a semi-spike.
    • Nerf It has an electric effect and therefore causes recoil damage (1.3%).

Aerial attacks

  • Change All aerials except back aerial have less landing lag (12 frames → 7 (neutral), 15 → 12 (forward), 18 → 11 (up), 26 → 22 (down)). However, due to the removal of L-canceling, their landing lag is not fully compensated.
  • Nerf The decreased shieldstun for aerial attacks makes Pichu's less safe on shield compared to their L-canceled versions in Melee.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (12%/9% → 7%/5%) without full compensation on knockback (clean: 18 base/100 scaling → 20/112, late: 0/100 → 0/112).
    • Nerf It has a slightly shorter duration (frames 3-28 → 3-27).
    • Change It has an altered animation: Pichu performs a frontflipping cartwheel instead of a somersault, and attacks with it's head instead of its tail.
  • Buff The hitbox is extended and follows Pichu as it spins around, giving it more range and better coverage around it.
  • Forward aerial:
    • Buff Forward aerial causes considerably less recoil damage (4% (1% per hit) → 1.5%).
    • Buff It deals significantly more damage (2% → 3.5% (per hit); 7.46% → 14% (total)).
    • Buff The first three hits deal less set knockback (30 → 20), use the autolink angle (361° → 366°), and have a lower hitlag multiplier (0.5x), which alongside the weakening of SDI allows them to connect much more reliably.
    • Buff The last hit no longer deals set knockback (30 set/100 scaling → 55 base/140 scaling), making it safer on hit and granting it KO potential at high percents.
    • Nerf The last hit has a shorter duration (frames 22-24 → 22-23).
    • Change The last hit has a different launch angle (361° → 45°).
  • Back aerial:
    • Change Back aerial hits multiple times instead of once.
      • Buff The loop hits use the autolink angle (367°), allowing them to drag opponents down for combos.
    • Buff It has less ending lag (FAF 60 → 55).
    • Buff It deals more damage if all hits connect (9% → 2% (hits 1-5), 2.5% (last); 12.5% (total)).
    • Buff The last hit deals more knockback (20 base/100 scaling → 70/160), launches at a lower angle (361° → 42°), and always sends opponents towards Pichu's back, greatly improving its edgeguarding ability.
    • Buff It auto-cancels earlier (frame 50 → 38).
    • Nerf It has more startup lag (frame 4 → 5).
    • Nerf It has an electric effect and therefore causes recoil damage (1.5%).
  • Up aerial:
    • Buff Up aerial deals less knockback (100 base/60 scaling → 70/70), improving its combo potential.
    • Buff It has slightly less ending lag (FAF 28 → 27).
  • Down aerial:
    • Buff Down aerial has a clean hit that deals more damage (12% → 13%) and meteor smashes opponents (361° → 270°), greatly improving it edgeguarding and onstage combo abilities.
    • Buff Pichu's ears are intangible during the clean hit.
    • Buff It auto-cancels earlier (frame 38 → 32), doing so at the peak of a short hop.
    • Buff The landing hit no longer deals set knockback (30 set/100 scaling → 50 base/100 scaling).
    • Nerf The clean hit deals less knockback (20 base/100 scaling → 16/86), hindering its KO potential onstage.
    • Change Using the move in the air causes more recoil damage (1% → 1.5%), but landing with it causes less (1% → 0.5%).

Throws and other attacks

  • Grabs:
    • Buff Standing and dash grab have less startup lag (frame 7 → 6 (standing), 11 → 8 (dash)).
    • Buff Standing grab has more range.
    • Buff Dash grab has slightly less ending lag (FAF 41 → 40).
    • Nerf Standing grab has slightly more ending lag (FAF 31 → 32).
    • Change When grabbing, Pichu swipes one hand sideways, instead of grabbing overhead like Pikachu. Pichu also no longer rolls over after performing a dash grab.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 14), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 25 → 6), shortening its duration.
    • Buff It causes significantly less recoil damage (1% → 0.1%).
    • Nerf It deals less damage (3% → 1.4%).
  • Nerf The removal of chain grabbing combined with the changes to knockback significantly hinders forward throw, up throw and down throw's damage racking potential.
  • Change All throws except forward throw no longer have an electric effect.
  • Forward throw:
    • Buff Forward throw deals more damage (2% → 1.5% (loop hits), 2% → 6% (throw), 9% → 12% (total)) with no compensation on knockback, making it a viable KO option near the edge.
    • Buff It causes slightly less recoil damage (1% → 0.8%).
    • Buff It no longer has any hitlag, executing faster as a result.
    • Nerf Its first four hits are slower (frame 10, 14, 18, 22 → 11, 15, 19, 23), and it releases the opponent faster (frame 29 → 27) with its total duration unchanged. This slightly hinders its combo potential.
  • Back throw:
    • Nerf Back throw releases the opponent faster (frame 30 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pichu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time to DI.
    • Change Its speed is no longer weight-dependent.
    • Change It has a different animation.
  • Up throw:
    • Buff Up throw releases the opponent faster (frame 20 → 15) and has less ending lag (FAF 44 → 36), improving its combo potential from low to mid percents.
  • Down throw:
    • Buff Down throw releases the opponent faster (frame 20 → 19) and has less ending lag (FAF 48 → 40), improving its combo potential from low to mid percents despite its increased knockback.
    • Nerf The first hit has more startup (frame 12 → 14).
    • Nerf It deals less damage (5% (hit 1 and throw) → 4%; 10% → 8% total) and has significantly increased knockback scaling (38 → 100), hindering its combo potential at high percents, while still lacking KO potential.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 9%).

Special moves

  • Thunder Jolt:
    • Buff Thunder Jolt has less ending lag (FAF 58 → 52).
    • Buff It causes less recoil damage (1% → 0.7%).
    • Buff The grounded version has increased base knockback (10 → 25 (grounded opponents)/13 (aerial opponents)).
    • Nerf Pichu can no longer fast fall or control its trajectory while using the move.
    • Nerf The grounded version deals less damage on its later frames (7% → 7% (clean), 6% (mid), 5% (late)).
  • Skull Bash:
    • Buff When it hits an opponent, Skull Bash causes Pichu to bounce back in an animation with significantly less lag, making it safer to use.
    • Nerf It deals less damage (5%-39% → 4%-33%).
    • Nerf It causes more recoil damage (1% → 1.8%).
  • Agility:
    • Buff Agility travels a longer distance.
    • Buff It causes less recoil damage (1%/3% → 0.9%/1.4%).
    • Buff It has less ending lag when used into the ground.
    • Change It has an angle indicator to telegraph Pichu's trajectory. This may help prevent missed directional inputs, but makes Pichu's movement more predictable.
  • Thunder:
    • Buff Thunder meteor smashes targets hit near the cloud (94° → 270°), much like Pikachu's version from Smash 4 onward, dealing more damage (4% → 6%) and leading into the shockwave.
    • Buff The shockwave deals more damage (13% → 14%) and has more knockback scaling (60 → 65), allowing it to KO at around 110% from center stage.
    • Buff If the Thunder hits Pichu, it will rise a bit, helping its recovery.
    • Nerf The shockwave causes more recoil damage (3% → 3.5%).
    • Nerf The lightning bolt no longer hits multiple times.
    • Change Thunder passes through the stage. While this lets Pichu use it as a close range attack under platforms and such, it also means Pichu can hurt itself doing so.
    • Change The lightning bolt has different knockback values (80 base/55 scaling → 74/60).
    • Change The electricity discharged when the lightning strikes Pichu is yellow rather than blue and has Pichu flash with a dark tint.
  • Change Pichu has a Final Smash, Volt Tackle, which is nearly identical to Pikachu's: it has Pichu dash quickly around the stage at different angles while surrounded in a ball of electricity, then launching opponents with an electric blast at the end of the move as the ball disappears. It also causes massive recoil damage, unlike Pikachu's version of the move.

|Falco====Aesthetics===

  • Change Falco's design takes elements from Star Fox Zero and his design in Super Smash Bros. 4. He now wears his flight suit and headset from Zero, and his eyes are now colored green instead of blue. His beak and feathers are also more pronounced. Lastly, the aesthetic used in Ultimate has resulted in Falco's overall color scheme being more vibrant.
  • Change Falco's holster has been redesigned indigo with vegas gold tints, and his headset is now entirely gray. These changes are unique to Ultimate.
  • Change Idle, sidestep, roll, initial and secondary falling animations animations have changed slightly. However, he will revert to his idle animation from Brawl while holding a small item.
  • Change Much like in Melee, Falco has a voice clip when performing his midair jump. Due to the changes in the last game, he now vocalizes occasionally.
  • Change Falco now says "Come on!" during his side taunt instead of "Get some!".
  • Change Falco now does a different pose in his jumping in the air victory animation.
  • Change Falco has a new victory pose. He walks up to the camera, shrugs, and says "Sorry! Gotta jet!" while crossing his arms. This line replaces his "You aren't worth the trouble." line from previous games.

Attributes

  • Buff Like all characters, Falco's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Falco runs much faster (1.472 → 1.619).
  • Buff Falco walks slightly faster (1.28 → 1.344).
  • Buff Falco's air speed is slightly higher (0.93 → 0.977).
  • Buff Falco's traction is significantly higher (0.065 → 0.127).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Back roll has a new animation in which Falco jumps backwards after the initial flip. As such it covers even more distance.
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-26 → 2-27).
  • Nerf Air dodge has more ending lag (FAF 32 → 44).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second faster (frame 9 → 5), which transitions into the neutral infinite faster (frame 10 → 7). The second hit's automatic transition into the infinite (by holding the button when it hits) is also faster (frame 18 → 7).
    • Buff The neutral infinite has faster startup (frame 8 → 5), a much shorter gap between hits (5 frames → 2), and deals less hitlag, in addition to keeping opponents on the ground, allowing it to connect much more reliably and making it harder to escape.
    • Change The neutral infinite's finisher has a new animation: Falco performs a spinning downwards kick instead of a knifehand strike, and backflips upon finishing the attack.
    • Buff Neutral infinite's finisher connects better due to its hitbox change, as it was prone to missing in Smash 4.
    • Nerf All hits except the finisher deal less damage (3% → 1.5% (hit 1), 2% → 1.5% (hit 2), 0.4% → 0.3% (infinite)).
    • Nerf Falco no longer moves forward when performing each hit of neutral attack, decreasing its range. Additionally, the first two hits have a shorter duration (frames 2-4 → 2 (hit 1), frames 3-5 → 3-4 (hit 2)).
    • Nerf The neutral infinite's finisher has one frame more ending lag (FAF 40 → 41).
    • Change The first and second hits have altered angles (68°/77°/80° (hit 1), 80°/50°/45° (hit 2) → 361°/180° (both)) and knockback (35 (base), 30 (scaling) (hit 1), 30/30 (hit 2) → (25/20)/(30/25/20) (both)) to keep opponents close to Falco, akin to other neutral attacks. This allows them to connect better and jab lock, but hinders their guaranteed jab cancel setups.
    • Change Neutral infinite has a much larger "wind" particle around Falco while he spins.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (FAF 28 → 25).
    • Nerf It deals less damage (9% → 6%), with altered knockback (0 (base), 100 (scaling) → 42/60). While this makes forward tilt slightly safer at lower percents, it hinders its locking potential and greatly reduces its KO potential to the point it can no longer KO under 300% from center stage.
  • Up tilt:
    • Buff Up tilt has much less ending lag (FAF 37 → 30), significantly improving its combo potential.
    • Nerf It deals less damage (4% → 3.5% (hit 1), 3% → 2.7% (hit 1, late tip), 5% → 4% (hit 2)).
      • Change The second hit's knockback was not compensated, further aiding in combos but reducing its KO potential.
  • Down tilt:
    • Buff All of down tilt's hitboxes deal more damage (12%/11%/9% (near/mid/far) → 13%/12%/10.5%) and the mid hits have higher base knockback (35 → 40). This improves the move's KO potential, while keeping its combo potential intact due to Falco's faster jumpsquat.
    • Nerf Down tilt has more startup (frame 7 → 10), with its total duration increased as well to match the change to startup (FAF 29 → 32).
  • Forward smash:
    • Buff Forward smash deals more damage (15% → 16% (clean), 10% → 12% (late)), with its knockback scaling not fully compensated (90/93/96 → 89/91/93), improving its KO potential.
    • Nerf It has an altered animation where Falco does not move as far forward, hindering its range.
  • Up smash:
    • Change Up smash has a new animation: a 540 kick while facing the camera (if facing left, his back is toward the camera). In terms of execution, it is similar to Captain Falcon's up smash.
    • Buff Up smash's second hit deals slightly more damage (12% → 13%), although with its knockback compensated (31 (base), 104 (scaling) → 28/102).
    • Nerf Its animation change lifts its hitboxes much higher from the ground. This prevents it from hitting behind Falco, and reduces its horizontal reach in front of him, with up tilt's first hit having more range; it also limits his ability to hit shorter, crouching or prone opponents with the move, even if they are directly in front of him. This drastically reduces up smash's utility.
    • Nerf The second hit has a shorter duration (frames 13-20 → 13-18).
  • Down smash:
    • Buff Down smash has one extra frame of intangibility (frames 3-7 → 3-8).
    • Nerf It has more startup lag (frame 7 → 8).
    • Change The sourspot's angle has been altered (80° → 361°).
    • Change Falco's torso faces the camera while performing down smash. He also spreads his palms out towards the camera, with one arm on the ground.

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 9 (neutral, up), 25 → 15 (forward), 15 → 13 (back), 23 → 14 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's third and fourth hits have less startup lag (frame 14 → 10 (hit 3), frame 23 → 19 (hit 4)).
      • Nerf However, the move's total duration remains the same, thus increasing its ending lag. This worsens its ability to combo into other attacks without landing.
    • Buff Its reduced landing lag allows it to combo into itself repeatedly near the ground from low to mid percents, drastically improving its damage racking potential.
    • Nerf Due to Falco rising faster from his jumps, opponents are more likely to fall out of neutral aerial's looping hits, making it harder to connect.
    • Change It has a larger "wind" particle around Falco while he spins.
  • Forward aerial:
    • Buff Forward aerial has less startup lag (frame 10 → 7).
      • Nerf However, its total duration remains the same, thus slightly increasing its ending lag.
    • Buff It auto-cancels earlier (frame 46 → 42).
    • Buff The landing hit deals more base knockback (30 → 50), allowing it to KO more reliably near edges.
    • Nerf The initial auto-cancel window is shorter (frames 1-5 → 1-4).
    • Nerf The last hit has lower knockback scaling (145 → 137).
  • Back aerial:
    • Nerf Back aerial has significantly increased startup lag (frame 4 → 9). This makes it harder for him to hit opponents out of a short hop with the move, and it is no longer one of the fastest-starting back aerials in the game.
      • Buff However, its total duration remains the same, thus reducing its ending lag compared to the hitbox, slightly improving its followup potential.
    • Nerf It auto-cancels later (frame 15 → 20).
    • Change It has a slightly altered animation, with one of Falco's arms facing the camera while he looks back over his shoulder.
  • Up aerial:
    • Nerf Up aerial does less damage (10% → 9%), with its knockback compensated (35 (base), 90 (scaling) → 38/95).
    • Change It has an altered animation where Falco's body faces the side of the screen more than in SSB4, matching the hitboxes more closely.
  • Down aerial:
    • Buff Down aerial has significantly faster startup (frame 16 → 10), being only twice the startup of Falco's down aerial in Brawl.
      • Nerf However, its total duration remains the same, thus increasing its ending lag.
    • Buff It auto-cancels earlier (frame 38 → 30), restoring its ability to auto-cancel from a short hop. Combined with its faster startup and lower landing lag, this significantly improves its previously situational use, making it more reliable for approaching and contesting opposing attacks.
    • Change Down aerial's clean hit on grounded opponents has more base knockback, but less knockback scaling (10 (base), 80 (scaling) → 55/50). This allows it to start combos at a wider range of percents, but hinders its KO potential.

Throws and other attacks

  • Buff All grabs have less startup lag (frame 8 → 6 (standing), frame 10 → 9 (dash), frame 11 → 10 (pivot).
  • Nerf Standing and dash grab have more ending lag (FAF 32 → 35 (standing), 40 → 43 (dash)).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 5 → 1) and ending lag (FAF 16 → 7).
  • Nerf As a consequence of the faster knockback physics, back throw and up throw's lasers stop connecting earlier.
  • Back throw:
    • Nerf Back throw's release deals less knockback. However, due to the aforementioned change, this fails to make it connect better into the laser, while reducing the move's KO potential.
  • Up throw:
    • Buff Up throw has increased combo ability due to Falco's faster jumpsquat and jump speed.
  • Down throw:
    • Change Down throw has an altered animation. Falco lays the opponent on the ground and fires a point-blank Blaster shot without slamming the opponent downwards.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Blaster:
    • Buff Grounded Blaster fires faster (frame 11 → 8) and has significantly lowered ending lag (FAF 59 → 42).
    • Buff Aerial Blaster fires faster (frame 9 → 7) and has drastically lowered ending lag (FAF 50 → 39). As a result, short hop Blaster shots now cause Falco to experience only 6 frames of landing lag.
      • Nerf Consecutive aerial Blaster shots fire slower.
    • Buff The grounded version has a shorter delay between consecutive shots (29 frames → 26).
    • Change Blaster has different sound effects when fired and when hitting an opponent.
  • Falco Phantasm:
    • Buff Grounded Falco Phantasm has less ending lag on the ground (FAF 61 → 56).
    • Buff The grounded version has altered knockback (40 (base), 100 (scaling) → 83/50). Combined with the aforementioned change, and Falco's faster jumpsquat and jump speed, this grants it combo potential from low to mid percents if it hits near the end of the dash.
    • Nerf Aerial Falco Phantasm travels a slightly shorter distance.
    • Nerf It no longer travels through shields, making it extremely unsafe if blocked.
  • Fire Bird:
    • Buff The charging portion's looping hits launch opponents towards Falco instead of away from him, allowing them to connect much more reliably.
    • Buff The dashing portion's looping hits connect significantly more consistently, due to using a different autolink angle that lifts opponents off the ground, though it is still prone to launching opponents away at very high percents.
    • Buff Fire Bird is able to deal more damage (31% → 33%)
  • Reflector:
    • Buff Reflector has less ending lag (FAF 51 → 47), improving its safety both defensively and offensively.
    • Buff It can no longer be reflected.
    • Nerf It no longer has a bonus trip chance, removing its followups and safety on hit at close range.
    • Change It now deals hitlag.
    • Change Reflector's ending animation has been altered, with Falco standing upright to catch his Reflector while turned slightly.
  • Final Smash:
    • Change Falco has a new Final Smash, Team Star Fox, which involves him leading an Arwing strike in a similar manner to Fox's Final Smash, but with a more erratic and aggressive flight pattern. Unlike Fox's version, Falco's sends opponents almost vertically.
    • Change Upon activating, Falco yells, "Showtime!" If the Arwings successfully catch their target, Falco yells, "Time for a little payback!", one of Falco's famous quotes from Star Fox 64 with it captioned on screen during the cinematic.
      • Change If the Final Smash hits multiple opponents, he will yell "We've got multiple bogies inbound!". [2]
    • Buff Team Star Fox can potentially deal more damage than Landmaster (although it could also deal a lot less), and the single hit has increased KO power, making it more consistent.
    • Nerf It is much easier to avoid compared to Landmaster, and is overall less versatile.
    • Buff Due to being a cutscene Final Smash, Falco can no longer accidentally self-destruct like he could in the Landmaster.

|Marth====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Marth's model features a more vibrant color scheme. His design has the various shades of blue on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a brighter hue for his cape especially. The design of his headpiece and cape have been subtly modified; his armor, belt, gloves, and boots have been given subtle detailing, and his hair is slightly more unkempt. His eyes are also sharper.
    • Change Exalted Falchion retains its design from Shadow Dragon and the Blade of Light, but has been altered to better resemble its official artwork. Its scabbard is its most significant change, now being near identical to its official artwork compared to its previous grey blue-pattern scabbard from Melee.
  • Change Marth's eighth alternate costume, formerly based on Roy, has been modified to resemble his artwork from Shadow Dragon and the Blade of Light.
  • Change Marth has several new basic animations. His idle, crouch, and sidestep all have new animations, and his jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in Smash 4. However, he will revert to his previous idle pose and crouch when holding a small item.
  • Change Marth's sweetspotted moves now a unique heavy sword SFX, similar to Ike's sword. He shares this distinction with Roy.
  • Change Marth is more expressive overall.
  • Change Much like in Melee, Marth has a voice clip when performing his first jump. Due to the changes in the last game, he now vocalizes occasionally.
  • Change Marth's cape has better physics and rigging, allowing for more fluid animations.
  • Change In non-Japanese versions, Marth is fully dubbed in English. In the Japanese version, Marth has completely new voice clips for the first time since Melee.
    • Change His up taunt has him say, "This is it!" in English, as he points his sword upwards. In Japanese, he says "行くぞ!", which means "Let's go!".
    • Change His side taunt has him say, "I won't lose!" in English. In Japanese, he says "僕は負けない!", which also means "I won't lose!"
    • Change His down taunt has him say, "Keep your eyes open!", a phrase similar to "みんな、見ていてくれ!" ("Everyone, watch over me!"), which remains the same in the Japanese version.
  • Change Marth's side taunt has been shortened; he only swings his sword once before sheathing it.
  • Change Marth's victory animations are all different.
    • Change His first one has him performing a Shield Breaker before posing with Falchion at his right side, as opposed to swinging it above his head first, saying "The day is mine!" (今回は僕の勝ちだね。, This time victory is mine.)
    • Change The second has him keep hold of the sheathed Falchion, saying "I live to fight again!" (今日も生き延びることが出来た。, I was able to survive again today.)
    • Change The third pose is completely new. He jumps in the air swinging his sword twice, and then lands with a pose that resembles his Counter animation, saying "I cannot afford to lose." (僕は負ける訳には行かないんだ。, I can't afford to lose.) This replaces his old one where he stands with his right arm outstretched before lowering it to his side.

Attributes

  • Buff Like all characters, Marth's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Marth walks faster (1.5 → 1.575).
  • Buff Marth runs significantly faster (1.785 → 1.964).
    • Buff Marth's initial dash is significantly faster (1.5 → 2.255).
  • Buff Marth's air speed is faster (1.02 → 1.071).
  • Buff Marth's traction is much higher (0.055 → 0.114).
  • 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 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).
  • Buff Marth has a new jump animation where he picks up his feet more, allowing him to short hop over certain projectiles.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit much faster (frame 18 → 11), allowing it to connect better.
    • Nerf Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
    • Nerf Both hits have higher hitlag multipliers (0.7×/1.25× → 1.3×/1.7×), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Marth, akin to other neutral attacks. This allows it to jab lock much like in SSB4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups, which made it one of Marth's most potent punishment tools in SSB4.
      • Nerf This also makes it harder to land the tippers of both hits, as the first hit's tipper is more prone to dragging opponents into the second hit's non-tipper hitboxes due to the change in angle.
    • Change The first hit has an altered animation where Marth swings in a more horizontal arc, matching its hitboxes better.
  • Dash attack:
    • Buff Dash attack's tipper hitbox deals more base knockback (80 → 95), improving its KO potential.
    • Buff The move has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Change It has higher hitlag multipliers (0.7×/1.25× → 0.875×/1.25×/1.5625×).
    • Change It has a different animation, with Marth swinging in a slightly more horizontal arc.
  • Forward smash:
    • Nerf Forward smash's non-tipper hitboxes deal less knockback (55 base/80 scaling → 48/75), no longer being able to KO middleweights under 100% at the edge and making the move unsafe at low percents.
  • Up smash:
    • Buff Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
  • Down smash:
    • Buff Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively.
    • Nerf It has one frame more ending lag (FAF 55 → 56).
    • Nerf The second hit's non-tipper hitboxes have less base knockback (70/50/50 → 40), hindering its KO potential.
    • Change The first hit's non-tipper hitboxes have different base knockback in between the previous vertical-launching and horizontal-launching hitboxes (70/50/50 → 60).

Aerial attacks

  • Buff All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing combined with its lower landing lag.
  • Forward aerial:
    • Nerf Forward aerial has altered hitbox placements (Z offset: 2u/0u/7.7u → 3.5u/0u/7.5u, X offset: 0u → 1u) and are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u). This reduces its range and makes the tipper harder to land.
    • Nerf The tipper hitbox has less knockback scaling (90 → 80), hindering its KO potential.
  • Back aerial:
    • Nerf Back aerial has altered hitbox placements (2.5u/0u/7.7u → 3.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)). This reduces its range and makes the tipper harder to land.
  • 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.
    • Buff The meteor smash hitbox is larger (4.3u → 5u).
    • Change The meteor hitbox has a higher hitlag multiplier (1× → 1.3×).

Throws and other attacks

  • Grabs:
    • Buff Standing grab has less startup (frame 7 → 6).
    • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change The speed of Marth's throws is no longer weight-dependent. This improves his down throw's combo potential on heavyweights, but reduces it on lightweights.
  • Nerf All of Marth's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
    • Buff However, back throw's total duration remains unchanged, giving it less ending lag.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
  • Forward throw:
    • Change Marth has a new forward throw, a quick elbow strike to the opponent's chest.
    • Nerf Due to the new knockback speed up effect, it has lost its combo potential.
  • Up throw:
    • Buff Up throw deals more damage (4% → 5%).
    • Nerf It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
  • Down throw:
    • Nerf Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
    • Nerf The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
    • Change Its animation has been changed slightly, with Marth slamming the opponent onto the ground with a more exaggerated throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shield Breaker:
    • Buff Shield Breaker can be angled vertically.
    • Buff It deals 1.15× its regular damage if it hits an opponent's head.
    • Nerf Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
    • Change Marth composes himself after performing the move.
    • Change The move triggers Special Zoom upon breaking an opponent's shield.
  • Dancing Blade:
    • Buff All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
    • Buff All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
    • Buff All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30 base/70/50/70 scaling → 30/25 (second, up), 40 b/50/35/50 s → 55/30 (third, neutral), 40 b/60/40/60 s → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
    • Buff The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
    • Buff The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
    • Buff The fourth forward swing's tipper has greater knockback overall (60 base/130 scaling → 85/125), improving its KO potential.
    • Buff The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
      • Nerf However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
    • Buff The fourth upward swing's hitboxes have extended downward, no longer causing it to whiff against short opponents and improving its vertical reach.
    • Nerf All swings deal less damage (3%/4% → 2.5%/3% (first & second), 4%/5% → 3%/4% (third, neutral & up), 4.5%/5.5% → 3%/4% (third, down), 5%/7% → 4%/6% (fourth, neutral), 6%/8% → 5%/7% (fourth, up), 6% → 5% (fourth, down, last hit's tipper)).
    • Nerf The first swing has more startup (frame 6 → 9).
    • Nerf The fourth forward swing's non-tipper hitboxes deal less knockback (60 base/130 scaling → 74/103), hindering their KO potential.
    • Nerf The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
    • Change Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to his forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Marth spinning before he slashes the opponent.
    • Change The third downward swing has an altered animation, now being a low outward swing instead of a stab.
  • Dolphin Slash:
    • Nerf Dolphin Slash has more landing lag (20 frames → 24).
    • Change It leaves multiple afterimages of Marth during the leap.
  • Counter:
    • Buff Counter's counterattack has less startup (frame 5 → 4).
    • Nerf It has more ending lag on both the counter (FAF 60 → 65) and the attack (FAF 36 → 41).
    • Change Marth once again vocalizes when connecting a successful Counter. In English, he'll say "My turn!", "Nice try!" or "Predictable!"; the last of which, in Japanese, is changed to "させない!".
    • Change If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
  • Critical Hit:
    • Buff Due to the changes to teching, Critical Hit is almost impossible to tech though at some circumstances such as Shulk's Shield Monado Art can still tech at very low percentage.

|Lucina====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Lucina's model features a more vibrant color scheme. Her clothing now has subtle detailing, and her hair has been reshaped. Her face also appears sharper, with her cheeks now showing a slight pink blush.
  • Change Being an Echo Fighter of Marth, his animation changes carry over to Lucina:
    • Change Lucina has several new basic animations. Her idle, crouch, and sidestep all have new animations, and her jump animations have all been changed as well, resembling (but not identical to) Roy's jumps in SSB4. She also has a new screen KO animation. However, she will revert to her SSB4 idle pose and crouch when holding a small item.
    • Change Lucina now occasionally vocalizes when performing her first jump.
    • Change Lucina's cape has better physics and rigging, allowing for more fluid animations.
  • Change Lucina's victory theme is now a snippet of the Fire Emblem Awakening song, "Id (Purpose)".

Attributes

  • Buff Like all characters, Lucina's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Lucina walks faster (1.5 → 1.575).
  • Buff Lucina runs significantly faster (1.785 → 1.964).
    • Buff Lucina's initial dash is significantly faster (1.5 → 2.255).
  • Buff Lucina's air speed is faster (1.02 → 1.071).
  • Buff Lucina's traction is much higher (0.055 → 0.114).
  • 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 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 53).
  • Change Lucina is taller, and is now as tall as Marth. This increases her range, but also increases her hurtbox, making her easier to hit.
  • Buff Lucina has a new jump animation where she picks up her feet more, allowing her to short hop over certain projectiles.

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the second hit much faster (frame 19 → 11), allowing it to connect better.
    • Nerf Neutral attack does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her neutral attack.
    • Nerf Both hits have shorter durations, with the second hit also having more startup (frames 5-7 → 5-6 (hit 1), 3-5 → 4-5 (hit 2)).
    • Nerf Both hits have higher hitlag multipliers (0.7× → 1.3×), giving opponents more time to SDI the first hit and DI the second hit.
    • Nerf The first hit has altered angles (78°/65°/90° → 361°/361°/180°/361°) and knockback (55 base/30 scaling → 30 base/15/12/12/12 scaling) to keep opponents close to Lucina, akin to other neutral attacks. This allows it to jab lock much like in Smash 4 before update 1.0.8, but most importantly removes all its guaranteed jab cancel setups.
    • Change The first hit has an altered animation where Lucina swings in a more horizontal arc, matching its hitboxes better.
  • Forward tilt:
    • Buff Forward tilt deals slightly more damage (10.925% → 11%), albeit with knockback scaling compensated (77 → 74).
  • Up tilt:
    • Nerf Up tilt does not retain Lucina's horizontal momentum anymore; like Marth, she stops if she uses her up tilt.
    • Buff Up tilt has 2 new hitboxes on the first frame of its activation, improving the first frame's notoriously poor range.
    • Change Lucina's up tilt has her move forward just like Marth's. This improves its horizontal range, but makes it harder to repeatedly land the stronger late hit.
  • Dash attack:
    • Buff Dash attack deals more damage (9.975% → 10.925%).
    • Buff It deals significantly more knockback (48 base/58 scaling → 75/67), giving it KO potential.
    • Buff It has gained a shieldstun multiplier of 1.5×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Change The move has a different animation, with Lucina swinging in a slightly more horizontal arc.
  • Forward smash:
    • Nerf Forward smash has less knockback scaling (80 → 73).
  • Up smash:
    • Buff Up smash's launcher hitbox can no longer hit on the same frame as the sword hitboxes and override their knockback at low percents, making it more consistent.
  • Down smash:
    • Buff Down smash launches at a consistent angle (75°/361° (hit 1), 60°/361° (hit 2) → 361°), allowing it to set up edgeguards and KO near edges more effectively, despite the lower base knockback on both hits (60 (both) → 55 (front)/45 (back)).
    • Nerf It has one frame more ending lag (FAF 55 → 56).

Aerial attacks

  • Buff All aerials have reduced landing lag (12 frames → 7 (neutral), 16 → 10 (forward), 17 → 10 (back), 14 → 8 (up), 24 → 14 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's first hit has more base knockback (30 → 45/45/35) and altered angles (80°/75°/65°/90° → 75°/80°/90°), allowing it to connect into the second hit while rising, and improving its combo potential on landing when combined with its lower landing lag.
    • Buff It deals slightly more damage (4.2% → 4.275% (hit 1), 8.5% → 8.55% (hit 2)).
    • Nerf Both hits now use 3 larger hitboxes rather than 4 smaller hitboxes (3.5u/3u/2u/3.5u → 3.8u/4u/3.3u), slightly reducing its range overall.
  • Forward aerial:
    • Nerf Forward aerial has altered hitbox placements (2u/0u/7.7u → 3.5u/0u/7.5u (Z-offset), 0u/0u/0u → 1u/1u/1u (X-offset)), and the hitboxes are smaller overall (3.5u/3.5u/3.5u → 3u/3.8u/3u), reducing its range.
    • Change It has less knockback scaling (85 → 77), hindering its KO potential, but allowing it to combo for longer.
  • Back aerial:
    • Nerf Back aerial has altered hitbox placements (2.0u/0u/7.7u → 3.7u/0u/7u (Z-offset), 0u/0u/0u → 0u/2u/0u (X-offset)), reducing its range.
  • 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.
    • Buff It deals slightly more damage (12.3% → 12.35% (non-meteor), 14.2% → 14.25% (meteor)).
    • Buff The meteor smash hitbox is larger (4.3u → 5u), and lower down (Y offset: -3u → -3.3u), improving its range.
    • Nerf The meteor hitbox has a higher hitlag multiplier (1× → 1.2×).

Throws and other attacks

  • Grabs:
    • Buff Standing grab has less startup (frame 7 → 6).
    • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change The speed of Lucina's throws is no longer weight-dependent. This improves her down throw's combo potential on heavyweights, but reduces it on lightweights.
  • Nerf All of Lucina's throws except up throw trigger a hitlag effect before the release frame, with back throw also having more startup, and thus they release the opponent later (frame 15 → 18 (forward), 8 → 19 (back), 16 → 20 (down)), making them easier to DI.
    • Buff However, back throw's total duration remains unchanged, giving it less ending lag.
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
  • Forward throw:
    • Change Lucina has a new forward throw, a quick elbow strike to the opponent's chest.
    • Nerf Due to the faster knockback physics, it has lost its combo potential.
  • Up throw:
    • Buff Up throw deals more damage (4% → 5%).
    • Nerf It has less knockback scaling (120 → 102), KOing slightly later despite its higher damage output.
  • Down throw:
    • Nerf Down throw deals less damage (5% → 4%), with knockback scaling compensated (50 → 57).
    • Nerf The faster knockback physics hinder its combo potential, due to its high base knockback compared to other throws.
    • Change Its animation has been changed slightly, with Lucina slamming the opponent onto the ground with a more exaggerated throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shield Breaker:
    • Buff Shield Breaker can be angled vertically.
    • Buff It deals 1.15× its regular damage if it hits an opponent's head.
    • Nerf Shield Breaker has less knockback scaling (95 → 90).
    • Nerf Fully charged Shield Breaker has slightly more startup lag (frame 78 → 79).
    • Change Shield Breaker only has the Parallel Falchion glow purple instead of Lucina's whole body.
    • Change The move triggers Special Zoom upon breaking an opponent's shield.
  • Dancing Blade:
    • Buff All swings except the first have less startup (frame 9 → 5 (second, neutral), 7 → 4 (second, up), 6 → 4 (third, neutral), 8 → 5 (third, up & down), 13 → 7 (fourth, neutral & down), 11 → 6 (fourth, up)), allowing the move to execute faster and connect all hits more reliably.
    • Buff All swings except the fourth ones have lower hitlag multipliers (1× → 0.5× (first), 0.7× (second & third)), allowing the move to transition faster and making it harder to SDI out of.
    • Buff All swings except the fourth ones deal less knockback (25 base/75 scaling → 25/30 (first), 30/30 → 30/25 (second, neutral), 30/60 → 30/25 (second, up), 40/43 → 55/30 (third, neutral), 40/50 → 55/30/30/50 (third, up), 50/28 → 40/30 (third, down)), improving their linking ability at high percents.
    • Buff The first swing has less ending lag (FAF 42 → 40 (grounded), 32 → 30 (aerial)), as does the fourth upward swing (FAF 51 → 45).
    • Buff The first two neutral swings have different angles (78°/92°/20° → 361°/90°/361° (first), 60°/65°/40° → 361° (second)), granting them the ability to lock.
    • Buff The fourth downward swing's hits after the first are faster (frame 19, 25, 31, 37 → 10, 13, 16, 19), and the first four hits have less knockback scaling (40 → 20), allowing them to connect better and preventing opponents from jumping out of them at low percents.
      • Nerf However, it has much more ending lag in combination with the faster swings (FAF 72 → 75).
    • Nerf All swings deal less damage (3.325% → 2.85% (first & second), 4.275% → 3.325% (third, neutral & up), 4.75% → 3.325% (third, down), 5.7% → 4.75% (fourth, neutral), 6.65% → 5.7% (fourth, up), 4.75% → 4.275% (fourth, down, last hit)).
    • Nerf The first swing has more startup (frame 6 → 9).
    • Nerf The fourth forward swing has lower knockback overall (60 base/130 scaling → 74 base/115 scaling), which alongside its lower damage hinders its KO potential.
    • Nerf The fourth upward swing has more base knockback (60 → 80/85), but drastically less knockback scaling (118 → 40), removing its ability to KO at realistic percents.
    • Change Dancing Blade's neutral swings all have altered animations, except for the third. The first one is an outward swing similar to her forward tilt, the second is a vertical swing instead of a horizontal one, and the final swing no longer has Lucina spinning before she slashes the opponent.
    • Change The third downward swing has an altered animation, now being a low outward swing instead of a stab.
  • Dolphin Slash:
    • Nerf Dolphin Slash has more landing lag (20 frames → 24).
    • Change It leaves multiple afterimages of Lucina during the leap.
  • Counter:
    • Buff Counter's counterattack has less startup (frame 5 → 4).
    • Nerf Counter has more ending lag (counter: FAF 60 → 65, attack: FAF 36 → 41).
    • Change If a powerful enough attack is countered, it causes a large yellow flash, and plays the noise from Critical Hit if the counterattack successfully lands.
  • Critical Hit:
    • Buff Due to the changes to teching, Critical Hit is almost impossible to tech, although under some circumstances such as with Shulk's Shield Monado Art, it can still be teched at very low percentages.

|Young Link====Aesthetics===

  • Change Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in Melee, while his eye color is more vibrant.
  • Change The Kokiri Sword now has a bronze hilt, and leaves behind a white trail with blue accents, as opposed to a pure white trail in Melee.
    • Change Additionally, Link's yellow and blue Spin Attack sword trail from SSB4 is recycled for Young Link, as Link now has a unique sword trail.
  • Change Young Link has gained three additional alternate costumes, bringing his total up to the standard eight. His black alternate costume now also has grey hair, black skin and red eyes, matching Dark Link's appearance as of The Legend of Zelda: Twilight Princess, as well as Link and Toon Link's corresponding counterparts.
  • Change Young Link is much more expressive. He appears angry while attacking, and smiles in his taunts and one of his victory poses.
  • Change Young Link has been updated with universal features introduced in Brawl and SSB4.
  • Change All sword attacks make a standard slash sound effect on hit, instead of a punch/kick sound effect like in Melee.
  • Change Young Link's victory pose where he adjusts his belt is slightly different. After adjusting his belt, he holds the Kokiri Sword and flicks his nose with his thumb.

Attributes

  • Change Young Link is relatively bigger than in Melee. This increases his range, but also increases his hurtbox.
  • Buff Like all characters, Young Link's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Young Link walks faster (1.2 → 1.26).
  • Buff Young Link runs faster (1.6 → 1.749).
  • Nerf Young Link's air speed is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.
  • Change Young Link's falling speed has been reduced (2.13 → 1.8), but is now faster relative to the roster.
  • Buff Young Link's midair jump is significantly higher. This improves his ability to recover back to the stage.
  • Buff Young Link's fast falling speed is much more in line with the rest of the roster (2.2 → 2.88), in comparison to his almost unnoticeable fast fall in Melee. This greatly increases the versatility of his air game, and allows him to use various mixups like other characters.
  • Buff Young Link's Deku Shield now protects him from projectiles while walking, similar to the shields of all other Link incarnations.
  • Buff Young Link is slightly heavier (85 → 88), improving his survivability, while still being less susceptible to combos than in Melee due to the changes to hitstun and his decreased falling speed.
  • Nerf The removal of meteor canceling harms Young Link more than any other returning veteran, as he no longer has access to any meteor smashes of his own, whereas his endurance is significantly hindered against opponents' meteor smashes.
  • Buff Both rolls have noticeably less ending lag (FAF 38 → 29 (forward), 34 (back)), making them safer to use for repositioning and escaping pressure.
  • Nerf Both rolls grant less intangibility (frames 4-19 → 4-14 (forward), 4-15 (back)).
  • Nerf Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
  • Buff Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Young Link to sweetspot edges with directional air dodges.
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing. Young Link can also no longer use his grab aerial out of an air dodge, hindering his recovery.

Ground attacks

  • Buff The increased shieldstun for ground attacks makes Young Link's slightly to moderately safer on shield, especially his tilt attacks (although not his smash attacks due to their increased ending lag).
  • Neutral attack:
    • Buff The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes (361° → 180°), akin to other neutral attacks. This allows them to connect more reliably.
    • Buff The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).
    • Buff All hits have less startup (frame 6 (first hit)/frame 7 (second & third) → 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).
    • Buff The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like Link's (361° → 30°), increasing its safety on hit at low percents and allowing it to set up tech-chases.
    • Change Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.
    • Buff Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while gaining a hitstun modifier of 2 on each hit, allowing it to connect much more reliably. Like all neutral infinites since Smash 4, it has also gained a finisher in the form of an ascending slash, making it significantly safer.
    • Buff Neutral infinite has gained a lower hitlag multiplier (0.5×) and SDI multiplier (0.4×), which alongside the changes to DI and SDI from Melee to Ultimate make it much harder to escape from, increasing its reliability for racking up damage.
    • Nerf Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).
    • Nerf The first three hits have shorter durations (frames 6-8 (hit 1), 7-9 (hit 2), 7-11 (hit 3) → 6-7 (all)).
    • Nerf The third hit has more ending lag (FAF 33 → 36), and decreased knockback scaling (100 → 70), causing it to KO later from center stage despite its higher base knockback.
    • Change Like most neutral attacks from Brawl onward, the full sequence of hits can be unleashed by simply holding the attack button instead of pressing it multiple times. Likewise, the neutral infinite can be looped by holding the button instead of having to mash it.
      • Change The second hit can transition into the neutral infinite if the attack button is pressed three times in quick succession, with the third hit now being activated by holding it or pressing it at a slower rate. In Melee, it would only transition into the infinite if the button was pressed more than three times.
    • Change The infinite has gained a shieldstun multiplier of 6×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Young Link more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has less startup lag (frame 11 → 10).
    • Buff It has more vertical range.
    • Buff It has higher base knockback (5/2 → 30/25), although with its knockback scaling reduced to compensate (100 → 85). This increases its safety on hit at low percents, while keeping its KO ability at high percents.
    • Buff The weaker sourspots have been replaced by sweetspots (12%/11%/10%/10% → 12%/11%/12%), making the move's power more consistent.
    • Change The sweetspot has a higher hitlag multiplier (1.2×).
  • Up tilt:
    • Nerf Up tilt has a shorter duration (frames 9-15 → 9-14) and more ending lag (FAF 30 → 32), hindering its combo potential.
    • Change It has an altered animation, with Young Link slashing in a faster and heavier arc, akin to Link in Brawl and Smash 4.
  • Down tilt:
    • Buff Down tilt has much faster startup (frame 14 → 8), with its total duration reduced as well (FAF 32 → 26). This makes it safer and more reliable as a combo starter.
    • Buff It has considerably reduced knockback scaling (50 → 25), allowing it to combo for longer.
    • Nerf It has a shorter hitbox duration (frames 14-16 → 8-9), and less vertical range.
    • Nerf It launches at a consistent angle (280°/70° → 80°). While this slightly improves its combo potential, it most notably removes its ability to meteor smash.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 40 → 35).
    • Buff It has significantly higher base knockback (10 → 70), increasing its safety on hit at lower percents.
    • Buff It has less sourspots (11%/10%/10%/10% → 11%/10%/11%), making its power more consistent.
    • Nerf It has more startup lag with a shorter duration (frames 7-12 → 8-10).
    • Nerf It has lower knockback scaling (100 → 70), reducing its KO ability.
    • Change It launches at higher angles (361° → 45°/50°/55°).
    • Change The sweetspot has a higher hitlag multiplier (1.2×).
  • Forward smash:
    • Buff The first hit has less ending lag (FAF 50 → 48).
    • Buff The second hit's damage output is properly affected by charging.
    • Buff Due to the changes to jostle mechanics, the second hit of forward smash no longer misses when Young Link is extremely close to the opponent, improving its reliability.
    • Nerf Both hits have a shorter duration (frames 15-17 → 15-16 (hit 1), 10-13 → 10-11 (hit 2)).
    • Nerf The first hit deals less damage (10% → 6%), and no longer has set knockback (40 set/100 scaling → 35/40 base/15 scaling), hindering its reliability at higher percents.
    • Nerf The second hit has more startup (frame 10 → 11) and ending lag (FAF 40 → 50).
    • Nerf The second hit launches at a higher angle (361° → 48°) with more base knockback (30 → 43), but less knockback scaling (120 → 115), hindering its KO potential if not used near the edge.
    • Change The first hit has different angles (75° → 65°/50°).
    • Change The second hit has a higher hitlag multiplier (1.5×).
    • Change The second hit's two previous sourspots have been merged into one, with its damage being the average of both (11%/9% → 10%).
  • Up smash:
    • Buff Up smash's first two hits have lower hitlag (0.6×) and SDI multipliers (0.5×), and use weight-independent knockback, which alongside the changes to DI and SDI allows them to connect much more reliably.
    • Buff The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).
    • Buff The second hit deals more damage (2% → 3%), which alongside the changes to stale-move negation increases the move's total damage (12.1%/11.19% → 14%/13%).
    • Buff The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.
    • Nerf Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.
    • Nerf The third hit has more startup lag (frame 40 → 41).
    • Nerf The third hit no longer has a late hit that deals more damage (8%/9% → 7%/8%) and is a semi-spike (30° → 100°), removing its edgeguarding potential.
  • Down smash:
    • Buff Down smash's sourspots deal more damage (7% → 10% (hit 1), 6% → 9% (hit 2)), and thus have increased knockback.
    • Buff The first hit no longer has hitboxes that launch opponents vertically (30°/70°/70°/30° → 30°), improving its consistency in edgeguarding and KOing.
    • Nerf It has more ending lag (FAF 42 → 50).
    • Nerf Both hits have a shorter duration (frames 9-12 → 9-10 (hit 1), 21-23 → 21-22 (hit 2)).
    • Nerf The second hit no longer has a hitbox on Young Link's foot, preventing it from hitting opponents in front of him.

Aerial attacks

  • Buff All aerials have significantly less landing lag (15 frames → 6 (neutral, forward, back), 30 → 14 (up), 50 → 17 (down)) having even less than when L-canceled in Melee.
  • Nerf The decreased shieldstun for aerial attacks makes Young Link's slightly to moderately less safe on shield compared to their L-canceled versions in Melee, despite their reduced landing lag.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
      • Buff However, this allows the late hit to combo for longer.
  • Forward aerial:
    • Buff Forward aerial is no longer a single degrading hit, and instead hits twice like Link's. It deals more damage if both hits connect (12%/11%/9% (clean), 8%/7%/5% (late) → 6% (hit 1), 8%/7% (hit 2); 14%/13% total), and has increased knockback on the second hit (5 base/100 scaling → 45/125), improving its KO potential.
    • Buff It has less ending lag (FAF 47 → 41).
    • Buff It always launches opponents in the direction Young Link is facing, even if they are hit from behind, making it more reliable for edgeguarding.
    • Buff The first hit can lead into combos if Young Link lands before the second hit comes out, which gives him more options to rack up damage or secure a KO.
    • Nerf Forward aerial has a much shorter hitbox duration (frames 14-32 → 14-15 (hit 1), 24-25 (hit 2)).
    • Change It launches at a consistent angle (361° (clean), 76° (late) → 48°).
    • Change The second hit has a higher hitlag multiplier (1.2×).
  • Back aerial:
    • Buff Back aerial's first hit has set knockback (0 base/100 scaling → 50/20 set/100 scaling) and launches at higher angles (361° → 75°/72°/70°), allowing it to connect more reliably into the second hit.
    • Buff It always launches opponents opposite the direction Young Link is facing, even if hit from the front, making it more reliable for edgeguarding.
    • Nerf Both hits have shorter durations (frames 6-9 → 6-8 (hit 1), 18-23 → 18-20 (hit 2)).
    • Nerf The first hit deals less damage (7% → 5%).
    • Change The second hit deals much more knockback (15 base/100 scaling → 40/102), improving its KO potential, but hindering its combo potential.
    • Change The second hit has a higher hitlag multiplier (1.2×).
  • Up aerial:
    • Nerf Up aerial has lower knockback scaling (85 → 82), slightly hindering its KO potential.
    • Nerf It has smaller hitboxes (4.8u/2.4u → 3.4u/2.6u). Combined with the changes to jostle mechanics, landing an up aerial on a grounded opponent is much more difficult than before.
  • Down aerial:
    • Buff Down aerial's early hit deals more damage (14%/16% → 18%).
    • Nerf It no longer has a flame hitbox near Young Link's head that deals more damage and is a meteor smash, removing its extreme edgeguarding potential against opponents hit from below.
    • Nerf The late hit deals less damage (17%/21% → 15%).
    • Nerf The move deals less knockback (40/70 base/100 scaling → 30/83), especially with the late hit due to its decreased damage, significantly hindering its KO potential.
    • Change It has a higher hitlag multiplier (1.2×).
  • Grab aerial:
    • Buff Grab aerial has less startup with a longer hitbox duration (frames 11-15 → 9-16).
    • Buff It has significantly less landing lag (30 frames → 8) and no longer causes helplessness, making it much more useful offensively.
    • Buff It launches at a higher angle (361° → 60°) and has gained a hitstun modifier of 4, which alongside its reduced landing lag grants it combo potential even up to high percents.
    • Nerf It deals less damage (5% → 4%).
      • Buff However, it deals additional shield damage to compensate (0 → 1).
    • Nerf It causes the Hookshot to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
    • Change It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.
    • Change It has a lower hitlag multiplier (0.8×).
    • Change It is now affected by stale-move negation, reducing its damage output with consecutive uses, but allowing it to refresh other moves.
    • Change Due to universal changes, grab aerial functions like a tether recovery rather than a wall grapple.
      • Buff This allows it to be shot much faster to ledges if used close enough to them, leaving opponents with a shorter window to edgeguard Young Link.
      • Nerf However, this removes its ability to grapple to any wall, reducing its versatility.

Throws and other attacks

  • Grabs:
    • Buff Standing and dash grabs have significantly less ending lag (FAF 85 → 53 (standing), FAF 95 → 61 (dash)), leaving them much less punishable if they miss.
    • Buff Both grabs have longer durations (4 frames → 7), and the hitbox on the Hookshot's end now affects aerial opponents.
    • Nerf Standing grab has one frame more startup lag (frame 11 → 12).
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 13), but has significantly less startup (frame 10 → 1) and ending lag (FAF 26 → 7), shortening its duration.
    • Nerf It deals much less damage (3% → 1%).
  • Change Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to DI them properly, but increases their ending lag.
  • Forward throw:
    • Buff Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.
  • Back throw:
    • Buff Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.
  • Up throw:
    • Buff Up throw releases the opponent slower (frame 27 → 29) with its total duration unchanged, increasing its combo potential at low percents.
    • Change It has more base knockback (18 → 30), but less knockback scaling (230 → 210). This further improves its combo potential at low percents (due to its previously lacking hit advantage), but hinders its KO potential at high percents.
    • Change Young Link jumps a bit higher during up throw.
  • Down throw:
    • Nerf Down throw deals much more knockback (60 base/50 scaling → 70/115), drastically hindering its combo potential beyond mid percents. Most notably, it no longer has a guaranteed KO confirm into an up aerial at high percents.
    • Nerf Its speed is no longer weight-dependent, further diminishing its combo ability on lightweights, while still being worse on heavyweights due to its increased knockback.
    • Change Its damage values have been redistributed (2% → 3% (hit 1), 4% → 3% (throw)).
    • Change It launches opponents at a slightly more horizontal angle (90° → 86°).
  • 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 deals more damage (8% → 9%) and no longer has set knockback (90 set/100 scaling → 90 base/20 scaling).

Special moves

  • Buff Due to the changes to Perfect Shielding, Young Link's projectiles can no longer be reflected back at him by any character.
  • Nerf The decreased shieldstun for projectiles hinders their safety at close distances.
  • Fire Arrow:
    • Change Fire Bow has been renamed to Fire Arrow.
    • Buff Fire Arrow has one frame less ending lag (FAF 39 → 38).
    • Buff It can be B-reversed.
    • Buff Arrows fly much further, especially when uncharged. This greatly increases Fire Arrow's zoning and pressing ability, making it a more essential part of Young Link's toolkit.
    • Buff Arrows have more knockback scaling (30 → 70), increasing their combo potential despite launching at a slightly lower angle (80° → 78°).
    • Nerf They stay active for a shorter period of time.
    • Nerf They deal less damage (8%-15% → 4%-12%), and have received negative shield damage (0 → -2.5).
    • Nerf The move can no longer be held indefinitely upon reaching full charge, instead firing the arrow automatically if held for more than three seconds.
    • Change Fire Arrows are ablaze when being charged and fired, compared to Melee where the arrow does not light up at all.
    • Change Fire Arrows have been redesigned to more closely resemble the artwork found in the manual for Ocarina of Time.
    • Bug fix Ghost Arrow glitch has been removed.
  • Boomerang:
    • Buff Boomerang is bigger, and Young Link throws it vertically instead of horizontally, increasing its coverage immensely.
    • Buff It can be B-reversed.
    • Nerf It deals much less damage at point-blank range (16% → 11% (normal), 19% → 13.2% (smash input)), and has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
      • Buff However, its knockback has not been compensated, improving its combo potential.
    • Change Boomerang cannot be angled as sharply as in Melee; however, this makes its more useful angles easier to use.
    • Change Young Link has a new throwing animation for the boomerang.
    • Bug fix The boomerang superjump and chain dance glitches have been removed.
  • Spin Attack (grounded):
    • Buff Grounded Spin Attack has less ending lag (FAF 80 → 71), while its last hit is slower (frame 44 → 49), allowing it to combo reliably into aerial attacks even up to high percents.
    • Buff Its linking hits have set, weight-independent knockback (80/60 base/40 scaling → 55/10 set/100 scaling), and lower hitlag (0.4×) and SDI multipliers (0.5×), which combined with the weakening of SDI allows them to connect much more reliably.
    • Buff The last hit has higher base knockback (60 → 71), but lower knockback scaling (100 → 85), and launches at a higher angle (80° → 84°), further improving its combo potential.
    • Buff It can be charged to increase its damage and knockback, as with the other incarnations of Link.
    • Nerf Grounded Spin Attack has one frame more startup (frame 8 → 9), and its linking hits have a slightly longer duration (frames 8-43 → 9-45), but a slower rehit rate (3 → 4). As a result, it deals a total of 11 hits instead of 13, reducing its total damage when uncharged despite the changes to stale-move negation (13.74% → 13%).
    • Change The last hit has a higher hitlag multiplier (1.8×).
  • Spin Attack (aerial):
    • Buff Aerial Spin Attack has increased vertical distance, preserves much more momentum after being used, and Young Link can drift more in the air during its animation.
    • Buff Like most recovery moves from Brawl onward, it sweetspots the edge much earlier, making it safer to recover with.
    • Buff The multi-hits have a lower SDI multiplier (0.3×), weight-independent knockback, and use the autolink angle (367°), which alongside the changes to DI and SDI allows them to connect much more reliably.
    • Buff It deals more total damage due to the changes to stale-move negation (11.19% → 12%).
    • Change The last hit has a higher hitlag multiplier (2×).
  • Bomb:
    • Buff Like with Link's Bombs in Smash 4, the explosions from Young Link's bombs do not damage him if they hit an opponent.
    • Buff The bombs travel further when thrown.
    • Buff Their multi-hits accumulate much faster, making their damage more consistent.
    • Buff Similarly to Link in Smash 4, Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in Melee.
    • Nerf Bomb's damage output is lower, even with all hits connecting (13% → 8%).
    • Bug fix The bomb dash glitch has been removed.
  • Change Young Link now has a Final Smash, that being Triforce Slash. Visually, it resembles Link's version from Smash 4, but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.

|Ganondorf====Aesthetics===

  • Change Ganondorf's design has been reverted back to his appearance in The Legend of Zelda: Ocarina of Time, which was the basis of his appearance in Melee. His model features a more vibrant color scheme due to the aesthetic used in Ultimate, and his clothing and hair now feature simple detailing.
    • Change His sword has also been reverted back to the sword seen in the SpaceWorld 2000 GameCube Tech Demo.
    • Change Palutena's Guidance conversation for Ganondorf has been changed to accommodate for his Ocarina of Time costume.
  • Change Ganondorf's model has been updated from Melee. His crown, earrings; boots, gauntlets, and epaulettes have been slightly redesigned, making them closer to his appearance in Ocarina of Time. His cape is now red instead of brown, having been redesigned with intricate gold lines as well as golden tassels at the bottom. His muscles are more pronounced, and his skin tone is more green. These changes make Ganondorf appear significantly more in line with his appearance in Ocarina of Time, specifically after obtaining the Triforce of Power.
  • Change Ganondorf's alternate costumes are more vibrant like in Melee, with his red costume being updated with elements from his purple costume in SSB4. Additionally, Ganondorf has received two new alternate costumes based on his appearance in The Legend of Zelda: The Wind Waker and The Legend of Zelda: Twilight Princess respectively; the latter replaces his yellow costume in SSB4, which was based on his Ocarina of Time appearance, effectively swapping its place with his default costume.
  • Change Ganondorf's cape has better physics and rigging, allowing for more fluid animations.
  • Change Initial dash, walking, running, spot dodge, roll, air dodge, hitstun, jump, and backwards jump animations have changed.
  • Change Like many other characters, Ganondorf is more expressive. The corners of his mouth once again open, allowing for his facial expressions to be more natural and dynamic.
  • Change Ganondorf's new blast KO voice clips no longer appears to play past the duration of the KO animation.
  • Change Ganondorf vocalizes upon waking up from a sleep when not experiencing any knockback, similar to few other characters such as Palutena and Cloud. He shares this addition with Link, Young Link, and Zelda.
  • Change Ganondorf has new victory poses, which appear to be updated versions of his previous ones:
    • Change His left-inputted victory pose now has him flip his cape and turning to face the screen before pumping his fist, showing the back of it. Ganondorf also no longer kneels when pumping his fist.
    • Change His up-inputted victory pose now has him levitate in the air, land on the ground while punching his palm, then reel back before thrusting his hand towards the screen rather than pumping his fist.
    • Change His right-inputted victory pose now has him flip his cape before crossing his arms and laughing wickedly, then looking at the screen with a sinister smile.

Attributes

  • Buff Like all characters, Ganondorf's jumpsquat animation takes 3 frames to complete (down from 7).
  • Buff The inability to move past opponents on the ground prevents dash attack, Flame Choke, and Wizard's Foot from whiffing up close.
  • Buff Ganondorf dashes slightly faster (1.218 → 1.34), being nearly as fast as he was in Melee.
    • Buff Ganondorf's initial dash animation is both faster (1.3 → 1.87) and moves him farther, resulting in his foxtrot outpacing his dash.
  • Buff Ganondorf walks slightly faster (0.73 → 0.767), being slightly faster than he was in Melee.
  • Buff Ganondorf's traction is higher (0.068 → 0.125).
  • Buff Ganondorf's air speed is slightly higher (0.79 → 0.83), being nearly as fast as he was in Brawl.
  • Change Ganondorf's gravity is slightly higher (0.107835 → 0.108).
  • Buff Ganondorf is considerably heavier (113 → 118), weighing more than Charizard. This improves his already excellent endurance.
  • Buff Forward roll has less ending lag (FAF 34 → 33).
  • Nerf Forward roll grants less intangibility (frame 4-19 → 4-16).
  • Nerf Back roll has more startup with less intangibility (frame 4-19 → 5-17), and more ending lag (FAF 34 → 38).
  • Buff Spot dodge has faster startup (frame 4 → 3).
    • Nerf However, its total duration remains the same, giving it one frame more ending lag.
  • Buff Air dodge grants more intangibility (frame 4-29 → 4-32).
  • Nerf Air dodge has drastically more ending lag (FAF 35 → 47).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack deals more damage and no longer has sourspots (8%/10%/6% → 11%).
    • Buff It has slightly less ending lag (FAF 29 → 27).
    • Change The move's knockback values are consistent across its hitboxes (38/30/40 base/ 90/90/105 scaling → 41/74). It deals more knockback than its previous two sourspots, but less than its previous sweetspot.
  • Forward tilt:
    • Buff Forward tilt deals more damage (12%/13% → 13%/14%), with its knockback compensated (30 base/88 scaling → 31/82).
    • Nerf It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u).
    • Nerf The sourspot takes priority over the sweetspot.
  • Up tilt:
    • Buff Up tilt has significantly less startup (frame 81 → 60) and ending lag (FAF 115 → 96). Because of this, the windboxes have a shorter duration (frames 6-70 → 6-53).
    • Buff Its windboxes have higher set knockback (1 → 22/22/10/10), allowing them to pull opponents in more effectively.
    • Buff The explosion has more vertical reach.
    • Nerf Its sweetspot has decreased knockback scaling (80 → 68), no longer KOing opponents under 50% from the center of the stage.
    • Nerf The explosion has much less horizontal reach.
    • Nerf On frames 62-63, the move has a new sourspot at the height of the explosion. It launches opponents at a semi-spike angle (80° → 0°) but with much less damage (18% → 13%) and has decreased base knockback (60 → 0), being unable to KO even at realistic percentages.
    • Change The move deals consistent damage (28%/20%/18% → 24%), dealing more than the original sourspot, but less than the original sweetspot.
      • Buff The sourspots increased damage allows it to shatter full shields like the sweetspot, and boosts its KO potential despite its lower angle (80° → 70°).
    • Change Its sweetspot triggers Special Zoom.
    • Change The windboxes no longer affect items or attackable stage elements. Notably, this prevents Ganondorf from riding on rolling crates at high speed.
    • Change The move has a revamped animation; rather than simply holding his pose, he reels back and anticipates the kick. His foot produces a flame effect rather than wind, and he no longer holds his leg up with his hand.
    • Change Ganondorf now vocalizes during the move's startup.
  • Down tilt:
    • Buff Down tilt deals more damage (13% → 14%), with its knockback scaling compensated (100 → 94).
    • Nerf The priority on its angles has been swapped (80°/70°/60° → 60°/70°/80°). This weakens its KO ability especially out of Flame Choke.
  • Dash attack:
    • Buff Dash attack deals more damage (14% → 15% (clean), 10% → 11% (late)).
    • Buff Its clean hit has higher knockback scaling (80 → 85). Combined with its higher damage, it now KOs around 120%, making it the second strongest dash attack in the game.
    • Buff The late hit has improved combo potential due to Ganondorf's faster jumpsquat.
    • Buff The late hit deals more shieldstun (1x → 1.3x), improving its safety on shield.
  • Change Ganondorf has new smash attacks: they utilize his sword from the Space World 2000 tech demo. They also all have the slash effect, with forward smash losing the darkness effect, and up and down smash losing their normal effect.
  • Forward smash:
    • Change Forward smash is now a downward sword slash in front of Ganondorf, similar to Ike's.
      • Buff This new forward smash has disjointed hitboxes and significantly more range, allowing it to hit opponents above Ganondorf, further in front of him, and slightly below the edge of the stage. This gives the move more coverage and allows it to be used for onstage edgeguarding.
      • Buff It now deals consistent and more knockback (35/30 base / 83/75 scaling → 61/75), KOing around 65% from the center of the stage.
      • Nerf It has noticeably more startup lag with a shorter duration (frames 21-26 → 29-31) and more ending lag (FAF 60 → 70).
      • Nerf Ganondorf does not lean back during his new forward smash, making it less safe than his previous forward smash.
  • Up smash:
    • Change Up smash is now an overhead sword swing from front to back, appearing visually similar to Link's previous up tilt from Smash 4.
      • Buff This new up smash has disjointed hitboxes and significantly more range that hits all around Ganondorf, making it more effective as an anti-air, at covering platforms and catching rolls. It also hits slightly below the edge of the stage, allowing it to be used for onstage edgeguarding.
      • Buff It has less startup lag with a longer duration (frames 21-23 → 20-25).
      • Nerf It has significantly more ending lag (FAF 42 → 62), going from one of the fastest smash attacks interruptibility-wise to one of the slowest. This removes its ability to bait opponents into approaching.
      • Nerf It has a blind spot directly in front of Ganondorf. This can cause it to miss on certain situations.
  • Down smash:
    • Change Down smash is a forward hilt thrust that leads into a backwards stab, similar to Cloud's.
      • Buff Its hitboxes are disjointed and placed lower, reliably hitting crouching opponents.
      • Buff Ganondorf ducks while performing it, lowering his hurtbox.
      • Buff It has less ending lag (FAF 64 → 60).
      • Buff The hitbox on the first hit that previously sent opponents away from Ganondorf has been removed. In addition, its first hit launches at a more horizontal angle (160°/165°/147°/150° → 160°/175°/147°/150°) with decreased base knockback (90/110/90/110 → 90/95/90/95). This allows it to connect into the second hit more reliably.
      • Buff The second hit deals consistent damage (15%/13% → 15%) and sends opponents at a semi-spike angle (130° → 35°), improving its KO potential, especially near edges, despite its lower knockback (60 base/94 scaling → 61/81).
      • Nerf The first hit deals less damage (6% → 5%).
      • Nerf Both hits have slightly less horizontal range.

Aerial attacks

  • Buff All aerials have less landing lag (17 frames → 10 (neutral), 22 → 13 (forward), 19 → 11 (back, up), 26 → 16 (down)).
    • Buff The lowered landing lag improves neutral aerial's and down aerial's safety, while allowing them to function as effective combo starters.
  • Neutral aerial:
    • Buff Neutral aerial has slightly less ending lag (FAF 42 → 41), and auto-cancels slightly earlier (frame 38 → 37).
    • Nerf Both hits have a shorter duration (hit 1: frames 9-13 → 9-12, hit 2: 19-29 → 19-26).
  • Forward aerial:
    • Buff Forward aerial has an altered animation: Ganondorf leans farther forward as he punches, similar to its animation in Melee. This increases its range.
    • Buff The move auto-cancels earlier (frame 55 → 45), matching the move's interruptibility and auto-canceling in a double jump.
  • Back aerial:
    • Buff Back aerial deals more damage (16%/17%/16% → 17%/18.5%/17%), with its knockback scaling not fully compensated (89 → 86), improving its KO potential.
    • Nerf The hitboxes are significantly smaller (5.5u/6.3u/4.8u → 4u/4.5u/3u), greatly reducing its vertical range.
    • Change It has a slightly altered animation: Ganondorf no longer crosses his legs during it.
  • Up aerial:
    • Buff Up aerial's hitbox is marginally larger (5.76u → 5.8u).
    • Nerf It has more startup lag and a shorter duration (frames 6-16 → 8-16). Not only is the move no longer Ganondorf's fastest attack, this causes the late hit to no longer hit below Ganondorf, significantly weakening its gimping potential and lock combos.
    • Change It has a slightly altered animation: Ganondorf brings his kicking leg forward midway through the spin.
  • Down aerial:
    • Buff Down aerial has less ending lag (FAF 47 → 45).
    • Buff It no longer has transcendent priority, allowing it to cancel out projectiles.
    • Change It has a slightly altered animation: Ganondorf leans back slightly as he stomps, similar to its animation in Melee.

Throws and other attacks

  • Grabs:
    • Buff All grabs have a longer duration (2 frames → 3).
    • Buff All grabs have more range (Z2 offset: 9.0u → 10.0u (standing), 10.8u → 11.8u (dash), -15.1u → -15.6u (pivot)).
    • Nerf Standing and pivot grab have slightly more startup lag (frame 7 → 8 (standing), 10 → 12 (pivot)).
    • Nerf Standing and dash grab have more ending lag (FAF 36 → 39 (standing), 45 → 47 (dash)).
    • Change Ganondorf now grabs with his left hand.
    • Change Ganondorf has a different pose while holding the enemy.
  • Pummel:
    • Nerf Pummel deals much less damage (3% → 1.6%).
    • Buff It deals more hitlag (5 frames → 15), but has less startup (frame 4 → 2) and significantly less ending lag (FAF 24 → 8), shortening its duration. This makes it faster and more reliable for racking up damage.
    • Change Pummel has a different animation, with Ganondorf arching forward as he delivers his knee strikes.
  • Forward throw:
    • Buff Forward throw deals more knockback (60 base/65 scaling → 68/70), KOing around 150% near the edge.
    • Change It has an altered animation: it is now an uppercut with his right hand instead of a gut punch with his left hand.
  • Back throw:
    • Change Back throw has a slightly altered animation: his upper body is near parallel with the ground during the kicking portion.
  • Up throw:
    • Buff Up throw's first hit deals more damage (7% → 10%, total: 10% → 13%).
    • Change It has an altered animation: Ganondorf punches with his right hand. The animation itself also has more weight to it.
  • Down throw:
    • Buff Down throw has improved combo potential due to Ganondorf's faster jumpsquat.
    • Buff It is no longer weight-dependent, improving its combo potential on heavyweights, while leaving it generally unchanged against lightweights due to Ganondorf's faster jumpsquat.
    • Change It has a slightly altered animation: Ganondorf slams the enemy onto the ground more forcefully.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Warlock Punch:
    • Buff Non-reversed Warlock Punch has more knockback scaling (42 → 46).
    • Buff All of its variants have a longer duration (frames 70-71 → 70-73 (normal), 80-81 → 80-83 (reversed)).
    • Buff It has more super armor (frames 11-65 → 11-68 (normal), 21-67 → 21-75 (reversed)).
    • Buff The outermost hitbox is slightly larger (4.3u → 4.8u).
    • Change It triggers Special Zoom upon hitting the opponent.
    • Change It has slightly altered animation, with his other hand being closer to his body.
    • Change Ganondorf's voice clip now echoes during the move, similar to that of a Final Smash.
    • Nerf Ganondorf no longer slides forwards as the hitbox is coming out, instead simply leaning forwards, reducing the move's range slightly.
  • Flame Choke:
    • Buff Both versions of Flame Choke have less ending lag upon grabbing an opponent (grounded: FAF 62 → 58, aerial: FAF 41 → 38), significantly improving its combo potential, with the grounded version allowing for more possible follow-ups on missed techs; in particular, a combo into down tilt or dash attack is guaranteed against all characters.
    • Buff The grounded version's super armor upon grabbing an opponent lasts slightly longer (frames 17-40 → 17-41).
    • Buff The grounded version no longer dashes over an edge, and ends earlier if used toward an edge, making it safer to use.
    • Buff The aerial version has less startup lag (frame 19 → 16), no longer whiffing up close.
    • Nerf The aerial version can be escaped by button mashing, which scales with the opponent's damage percentage, significantly hindering Ganoncide's utility at low percentages.
      • Nerf Additionally, the opponent is no longer KO'd first during a Ganoncide, removing the technique as a viable option when both players are on their last stock and its ability to deter edgeguards.
  • Dark Dive:
    • Buff The disjointed grabbox on frame 14 can now grab aerial opponents, giving the move more range against them.
    • Buff Dark Dive's looping hits deal more damage (1.2% → 1.9%, total: 13.8% → 16.6%).
    • Buff The throw deals drastically more knockback (40 base/90 scaling → 50/108), restoring most of its lost KO power from Melee, now KOing around 89% near the edge.
    • Buff The throw has less ending lag (FAF 60 → 50).
    • Nerf Ganondorf leaps back much farther out of a throw. While this makes it very slightly harder to punish out of a stage tech, it significantly hinders Ganondorf's already poor recovery.
    • Nerf The grounded version's grabbox is now only active after Ganondorf has left the ground, causing it to whiff against smaller opponents.
    • Change The throw causes a vibrant burst of purple magic rather than a fiery explosion. It also has the electric effect.
    • Change The uppercut at the end of the move now uses the kick SFX instead of the burn SFX.
  • Bug fix Flame Choke and Dark Dive no longer experience RCO lag.
  • Wizard's Foot:
    • Buff The grounded version's foot hitbox deals more damage (12% → 16%), now being the move's sweetspot. The move also has altered knockback (60 base/70 scaling → 65/65), restoring most of its lost KO power from Melee, now KOing around 93% near the edge.
    • Buff The grounded version travels faster and has significantly less ending lag (FAF 77 → 61).
    • Buff The aerial version's meteor smash can no longer be teched by grounded opponents.
    • Nerf Both versions have smaller hitboxes, and a hitbox on the thigh was removed.
    • Change The aerial version's late hit has a shorter duration (frames 19-38 → 19-29), however this change is negligible as the attack animation does not exceed 30 frames.
    • Change The move's animation is closer to its appearance in Melee.
      • Change The grounded version has a slightly different animation at the startup, with Ganondorf bending his knee forward before kicking.
      • Change The aerial version has a slightly different animation and pose upon landing, where Ganondorf's landing arm is more centered to his body and he no longer brings his free arm down.
  • Final Smash:
    • Change Ganondorf's Final Smash is called Ganon, The Demon King, and is based on his bipedal form from Ocarina of Time. It is functionally identical to Beast Ganon; however, instead of slamming the ground with his body, Ganon slashes with his twin greatswords before rushing forward. When Ganondorf activates his Final Smash, the Triforce of Power briefly flashes on the back of his hand.
    • Buff The charge deals more damage (40% (sweetspot) / 30% (sourspot) → 45%/35%).
    • Nerf The charge has altered knockback (20 base/70 scaling → 122/25), being stronger on very small stages at the ledge and weaker in all other circumstances.
    • Nerf The charge launches at a worse angle for KOing (30 → 42).
    • Nerf The sourspot is more likely to connect due to the hitboxes being rearranged.
    • Change Opponents are meteor smashed sooner upon being hit by the twin greatswords. This can cause the dash to miss, but against offstage opponents it allows for gimps due to the high set knockback.
    • Nerf The burying hitbox that occurred when transforming was removed.
    • Nerf The meteor smash hitbox has significantly less horizontal reach, stopping at his twin greatswords.

|Mewtwo====Aesthetics===

  • Change As with other previous downloadable fighters in SSB4, Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.
  • Change Mewtwo's idle pose has been altered; it now keeps one of its arms lifted. However, it will revert to his idle animation from SSB4 while holding a small item.
  • Change Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backwards.
  • Change Side taunt now has it slightly levitate over the ground.
  • Change Mewtwo's victory poses have been slightly altered:
    • Change The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    • Change The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    • Change The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
  • Change As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Mewtwo's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
  • Buff Mewtwo runs faster (2.05 → 2.255).
    • Buff Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  • Buff Mewtwo walks slightly faster (1.2 → 1.26).
  • Buff Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish out of shield.
  • Buff Mewtwo's air speed is higher (1.25 → 1.313).
  • Buff Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  • Change Mewtwo's falling speed is faster (1.5 → 1.55). This improves its vertical survivability, but makes it more susceptible to combos.
  • Buff Both rolls grant more intangibility (frames 4-13 → 4-15 (forward), 5-16 (back)).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 30 → 35).
  • Buff Spot dodge grants more intangibility (frames 2-14 → 3-17).
  • Nerf Spot dodge has more startup (frame 2 → 3), with its total duration increased as well (FAF 25 → 26).
  • Buff Air dodge grants more intangibility (frames 2-24 → 3-26).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly increased ending lag (FAF 29 → 52), no longer being the fastest in the game. In combination with the removal of unlimited air dodging, this greatly hinders Mewtwo's approach and defensive options.
  • Nerf Mewtwo has an additional hurtbox in its tail that extends to near the tip. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall.

Ground attacks

  • Neutral attack:
    • Buff The first hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 25 → 22).
    • Buff The first hit transitions into the infinite faster (frame 10 → 7).
    • Buff The first hit has altered angles to keep opponents closer to Mewtwo (76°/70° → 361°/180°), and a hitstun modifier of 6, allowing it to lock opponents and connect better into the infinite.
    • Buff The infinite has received several changes to allow it to connect much more effectively and rack up more damage overall, despite dealing slightly less damage per hit (1% → 0.8%):
      • Buff It has less startup (frame 8 → 5), a shorter gap between hits (6 frames → 3), and a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), making it harder to escape.
      • Buff It has a different launch angle to keep grounded opponents closer to Mewtwo (70°/89° → 361°).
      • Buff It deals less knockback (14 base/30 scaling → 8/10) and each hit has a hitstun modifier of 3.
      • Buff It has a larger hitbox (5.2u → 5.6u).
    • Buff The infinite's finisher has a longer hitbox duration (frame 6 → frames 6-7).
    • Buff The finisher deals slightly more damage (2% → 2.5%) with no compensation on knockback, allowing it to KO under 200% near the edge.
    • Nerf The first hit deals less damage (4% → 3%) and knockback (50/20 base/20/60 scaling → 25/20 base/15 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and hitstun modifier.
    • Nerf Like other neutral attacks, the first hit can transition into the infinite by simply holding the attack button or pressing it once more if it hits an opponent, rather than only by pressing it multiple times. This makes it harder to jab cancel, as the window to input other attacks instead of triggering the infinite is effectively shortened.
    • Nerf The finisher has more ending lag (FAF 36 → 41).
    • Change The first hit and the finisher have higher hitlag multipliers (1× → 1.8× (hit 1), 2× (finisher)).
    • Change The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Mewtwo more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
      • Nerf However, this removes its ability to lock opponents at low percents.
    • Buff It has larger hitboxes (4.3u/3.7u/2.9u → 5u/4.6u/4.2u) with altered placements (X offset: 0u/1.8u/0u → 1.5u/2.5u/2u, Z offset: 0u/-2u/0u → 0u/0u/0u (Z-offset)), improving its range.
    • Change It has an altered animation: Mewtwo spins its full body around before swinging its tail.
  • Up tilt:
    • Buff Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
      • Change The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.
    • Buff The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.
    • Change The move has a slightly altered animation, having Mewtwo land on its feet immediately after the flip.
  • Down tilt:
    • Nerf Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.
    • Change It has an altered animation: Mewtwo sweeps its tail inward instead of outward.
  • Dash attack:
    • Buff Dash attack's clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.
    • Buff It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.
    • Nerf Due to the changes to jostle mechanics, it can no longer cross-up shields, allowing it to be punished more easily despite its increased shieldstun.
    • Nerf It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.
    • Change It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.
  • Forward smash:
    • Buff Forward smash can be angled.
    • Buff It has a longer hitbox duration (frames 19-21 → 19-22).
    • Buff The sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential (allowing it to KO under 90% from the center of Final Destination, compared to previously not KOing until around 110% under the same circumstances).
    • Buff The sweetspot is larger (5.6u → 6.3u), improving its range.
  • Up smash:
    • Buff Up smash's first hit sends at an autolink angle (100° → 368°), allowing it to connect better into the subsequent hits.
    • Buff The last hit has a longer duration (frames 34-35 → 22-25).
    • Buff The last hit has more knockback scaling (107 → 111), improving its KO potential.
    • Change The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.
      • Nerf The last hit has less startup to accomodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.
    • Change The energy swirl is opaque and stylized, instead of a translucent whirl of particles.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 44 → 41).
    • Buff It deals more damage (15% → 16%) with no knockback compensation, improving its KO potential. Alongside its reduced ending lag, this also makes it safer on shield.
    • Buff It deals additional shield damage (0 → 8 (close)/4 (far)), allowing it to better wear down shields, even with the potential of breaking them depending on charge.
    • Buff It has a longer hitbox duration (frames 21-22 → 21-23).
    • Buff It has much larger hitboxes (4u/8.7u → 7.5u/11u) that are placed higher (Y offset: 3.5u/3.5u → 4u/4u), improving its range. In combination with its longer hitbox duration, this makes it more effective for 2 frame punishes.
    • Nerf It has a higher hitlag multiplier (1× → 1.3×), making it easier to DI.

Aerial attacks

  • Buff All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
  • Neutral aerial:
    • Buff The looping hits' deal more set knockback (22/46 → 30/60), and their feet hitboxes send at an autolink angle (110° → 367°), allowing them to connect more reliably.
    • Nerf The move takes longer to interrupt (FAF 46 → 50).
    • Nerf The looping hits have smaller hitboxes (3u → 2.5u), reducing the move's range for most of its duration.
      • Buff However, the last hit has a larger hitbox (10.9u → 13.5u).
    • Change The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.
      • Nerf The last hit has less startup to accomodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.
    • Change Due to the change to the Sakurai angle against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.
    • Change The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.
    • Change The move has altered visuals: rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
  • Forward aerial:
    • Buff Forward aerial's arm hitbox is larger (3.9u → 4.5u).
    • Buff It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.
    • Nerf It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.
    • Nerf It auto-cancels later (frame 36 → 37).
  • Back aerial:
    • Buff Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.
  • Up aerial:
    • Buff Up aerial deals more damage (11%/10%/9% → 12%/11%/10%).
    • Nerf It has less knockback scaling (97 → 86), hindering its KO potential despite its increased damage output.
    • Change It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.
  • Down aerial:
    • Buff Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.
    • Nerf The move has more ending lag (FAF 46 → 48).
    • Nerf The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 36 → 40 (standing), 43 → 48 (dash), 41 → 43 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Nerf Dash grab has less range (Z2 offset: 12.7u → 12u).
    • Buff Pivot grab has more range (Z2 offset: -15.2u → -17.3u).
  • Pummel:
    • Buff Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.
    • Nerf It deals less damage (2% → 1.3%).
    • Change It uses a darkness effect and visuals, rather than electric ones.
  • Forward throw:
    • Buff Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.
    • Buff The Shadow Balls have a lower SDI multiplier (1× → 0.8×), making them harder to escape.
    • Change The speed of the throw is no longer weight dependent, causing the shots to connect less reliably against lightweights, but more reliably against heavyweights.
    • Change The universally increased hitlag causes the shots to connect more reliably at lower percents, while the knockback speed-up effect causes them to connect less reliably at higher percents.
      • Nerf However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with more than two players.
    • Change The throw has more set knockback (30 → 35).
  • Back throw:
    • Buff Back throw deals more damage (10% → 11%) with no compensation on knockback, improving its KO potential.
    • Change It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shadow Ball:
    • Buff Like other charge-cancelable moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.
    • Buff It has less startup (frame 23 → 18), with its total duration reduced as well (FAF 49 → 44).
    • Buff It reaches its full charge more quickly (138 → 123 frames).
    • Buff The universally increased hitlag in combination with Mewtwo's faster mobility allow Shadow Balls to combo into other attacks depending on charge and positioning, mainly dash attack and forward aerial.
    • Buff Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
    • Nerf The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.
    • Nerf Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.
  • Confusion:
    • Buff Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).
    • Buff It has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
    • Buff It incapacitates opponents for a certain amount of time after they are swirled around, which increases alongside their percent. Mewtwo has an advantage of one frame over the opponent starting at 15%, which increases by one frame for each additional 25%, until capping at six frames with a percentage of 140%. This grants the move followup potential, notably enabling a near-inescapable KO setup into forward aerial when performed in the air with the opponent at 140% or higher.
    • Nerf It halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
    • Change It no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack, but far enough to be unable to punish Mewtwo with an aerial attack after using the move.
  • Teleport:
    • Buff Teleport has less ending lag on the ground (FAF 53 → 45).
    • Buff It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.
    • Buff It grants slightly more intangibility frames (frames 9-17 → 9-19).
    • Nerf It retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
    • Change It has a darker, more distinct visual effect when Mewtwo disappears and reappears.
  • Disable:
    • Buff Disable grants full intangibility during frames 10-16.
    • Buff The projectile has a longer duration (frames 16-22 → 16-23), also traveling farther as a result.
    • Buff The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.
    • Nerf The move has more ending lag (FAF 48 → 53).
    • Nerf The ground-only hitbox is slightly smaller (2.34u → 2.3u).
    • Change It has an altered animation: Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
  • Psystrike:
    • Buff Psystrike deals more damage (30% → 40%).
    • Change It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.
    • Change It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.

|Roy====Aesthetics===

  • Change As with other previous downloadable fighters in SSB4, Roy's appearance is largely unchanged. Like Marth, his design has the various shades of red on his hair, outfit, armor pieces, and cape adjusted to be more vibrant and analogous with each other, with a notably brighter hue of purple for his cape especially. His armor, belt, gloves, and boots have been given subtle detailing. His eyes are sharper, and his skin tone is slightly tanned.
  • Change Roy's sword was previously called the "Sword of Seals", a direct translation from its Japanese name, in the trophy descriptions of Melee and Smash 4, but Palutena's Guidance now refers to the weapon as the Binding Blade, matching the English localization as of Fire Emblem Heroes.
  • Change Roy has a new crouching animation, although he shifts to the previous animation when holding a small item, like in SSB4.
  • Change Roy's sweetspotted moves now use a unique heavy sword SFX, similar to Ike's sword. He shares this distinction with Marth.
  • Change Roy's cape has better physics and rigging, allowing for more fluid animations. Additionally, the logo on Roy's cape is now part of his model, rather than being a flat texture.
  • Change Roy's side taunt has been dubbed in English and now has him saying "I won't lose!"
  • Change All of Roy's victory animations have been slightly altered with new camera angles. In addition, all of his victory lines have been dubbed in English, "That was a fierce battle!", "Failure is not an option!", and "Now the true battle begins!" respectively.
  • Change The Binding Blade and its sheath are no longer present in Roy's Defeated/No Contest animations.
  • Change As with all previous downloadable fighters in SSB4, Roy now has a unique Palutena's Guidance conversation.
  • Change In the Japanese language, Roy's jumping voice clip has been sped up.
  • Change Aside from when his shield breaks, Roy only vocalizes once when stunned, much like the rest of the cast.

Attributes

  • Buff Like all characters, Roy's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Roy walks faster (1.15 → 1.208), slightly surpassing his Melee walking speed.
  • Buff Roy runs faster (1.95 → 2.145).
    • Buff His initial dash is significantly faster (1.4 → 2.2).
  • Buff Roy's air speed is faster (1.24 → 1.302).

Ground attacks

  • Neutral attack:
    • Buff The sweetspot launches at a higher angle (62° → 69°), and has more base knockback (40 → 55), but less knockback scaling (60 → 40). In combination with Roy's faster jumpsquat, this greatly improves its combo potential, even giving it a KO setup into back aerial at high percents.
  • Forward tilt:
    • Buff The sweetspot has more knockback scaling (100 → 105), improving its already outstanding KO potential.
    • Nerf The move has more ending lag (FAF 32 → 34).
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 50 → 46).
    • Buff It has gained a shieldstun multiplier of 1.25×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Buff The sweetspot has more knockback scaling (82 → 85).
  • Forward smash:
    • Buff The move has one frame less startup (frame 14 → 13), with its total duration reduced as well (FAF 55 → 54).
    • Change The move's hitboxes have been entirely reworked: the sweetspot is smaller (4.2u → 3.3u) and less extended horizontally (Z offset: 8.4u-5.1u → 9.1u-7.7u), the middlespot is larger (3.7u → 4.0u), and both the sourspot and middlespot have horizontally extended hitboxes with slightly altered placements, which fully cover the Binding Blade's trail (middlespot X/Y/Z offset: 0u/0u/1.5u → 2u-14u/1u/1.5u, sourspot X/Y/Z offset: 0u/0u/7.2u → 2u-9.5u/1u/7.5u).
      • Buff These changes significantly increase the move's vertical coverage, allowing it to hit opponents on low platforms above Roy, such as the ones in Battlefield.
      • Nerf However, these changes also make the sweetspot harder to land due to its reduced size and less favorable offset, with the middlespot being easier to land due to having the largest hitbox. The sourspot's higher offset also means it no longer matches the Binding Blade's entire length.
    • Change Both the sweetspot and middlespot have different knockback values (70 base/70 scaling → 60/75). This worsens their KO power at the edge, especially with rage, but improves it anywhere else without the need for rage.
  • Up smash:
    • Buff The clean first hit launches opponents more towards Roy (101°/116° → 118°/127°), whereas the late first hit and second to four hits have lower set knockback (95/60 → 85/55), allowing them to connect more reliably.
    • Buff The late first hit and second to fourth hits have received a -100% trip chance, preventing the move from tripping opponents on platforms and missing its last hit due to the trip's intangibility.
    • Change The clean first hit has lower SDI multipliers (1× → 0×/0.5×), but the late first hit and second to fourth hits have become vulnerable to SDI (0× → 0.3×).
  • Down smash:
    • Buff The back hit's sourspot is placed farther horizontally (X offset: 0u → -1.6u) and closer to the Binding Blade's tip, increasing its range.
    • Nerf The back hit's sweetspot stretches a shorter distance vertically and horizontally (Y/Z offset: 4.1u-5.5u/-13u - -7.5u → 4.1u-4.5u/-11u - -8u). This moves the sweetspot farther from the Binding Blade's hilt and closer to Roy's arm, making it harder to land.

Aerial attacks

  • Buff All aerials have less landing lag (11 frames → 9 (neutral), 13 → 8 (forward), 16 → 10 (back), 14 → 8 (up), 23 → 14 (down)).
  • Neutral aerial:
    • Buff The first hit has more base knockback (30 → 32), while the second hit's sweetspot has more knockback scaling (100 → 105). This improves the move's KO potential, without worsening its combo potential due to its lower landing lag.
    • Change The second hit uses weight-independent knockback, causing it to deal less knockback to lighter targets and more knockback to heavier ones. This worsens the move's KO potential but allows it to combo for longer in the former case, and vice versa in the latter case.
  • Forward aerial:
    • Buff Forward aerial auto-cancels earlier (frame 33 → 31), allowing it to auto-cancel if performed at the start of a short hop.
    • Buff It launches at a slightly higher angle (361° → 42°), and its sweetspot has more knockback scaling (80 → 83), improving its ability to start combos at low percents and KO at high percents.
  • Back aerial:
    • Buff The sweetspot deals more knockback (30 base/100 scaling → 35/107), allowing it to KO at around 125% from the center of Final Destination.
  • Up aerial:
    • Buff The sweetspot has much more knockback scaling (80 → 105), making the move more potent for juggling and granting it KO potential at realistic percents, starting at around 160% from ground level (compared to previously being unable to KO until around 220%).
  • Down aerial:
    • Buff Down aerial auto-cancels earlier (frame 55 → 52), matching its interruptibility.
    • Buff The sweetspot has larger hitboxes (3.6u/3.6u → 4.4u/4.4u).
    • Change It has a slightly altered animation, setting the Binding Blade ablaze. In accordance to this, it uses a flame effect and SFX rather than slash ones.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), 37 → 45 (dash), 35 → 40 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Nerf Pivot grab has less horizontal range (Z2 offset: -13.4u → -12.8u).
    • Change Dash grab has a larger hitbox against grounded opponents (2.6u → 3u) and is placed slightly higher (Y offset: 7u → 7.25u), but doesn't reach as far horizontally (Z2 offset: 9.3u → 9.1u).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 6 → 1) and ending lag (FAF 16 → 7).
  • Forward throw:
    • Change Roy has a new forward throw: an elbow strike to the opponent's chest.
    • Nerf Due to the new knockback speed up effect and Double-Edge Dance's slower startup, it has lost its combo potential.
  • Down throw:
    • Buff Down throw has one frame less ending lag (FAF 43 → 42), improving its combo potential at low percents in combination with Roy's faster jumpsquat.
    • Nerf It has much more knockback scaling (60 → 90), worsening its combo potential at mid to high percents.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special moves

  • Flare Blade:
    • Buff Flare Blade has less startup (frame 23 → 21).
      • Nerf However, its total duration remains unchanged, increasing its ending lag.
    • Buff It can be reversed during the charge, allowing Roy to catch opponents behind him.
    • Change The charging sound no longer changes in pitch if Roy is giant or tiny.
    • Change A fully charged Flare Blade triggers a Special Zoom on hit.
  • Double-Edge Dance:
    • Buff As with Dancing Blade, Double-Edge Dance transitions significantly faster into each hit. It can also now be buffered and is much harder to escape from.
    • Buff Double-Edge Dance's last forward hit has significantly larger hitboxes (5.175u/4.6u/4.025u → 7.0u/8.0u/7.0u).
    • Buff Double-Edge Dance's last forward hit has significantly increased knockback (60 base/130 scaling → 80/123), which when combined with the move's other changes, now make it a viable KO option.
    • Nerf Double-Edge Dance's first hit has increased startup (frame 6 → 9).
    • Nerf Double-Edge Dance's last forward hit has increased ending lag (FAF 56 → 59).
    • Change Roy uses a single voice clip when performing down-inputted fourth swing rather than three. The voice clip itself is the same one used whenever he performs his down aerial.
  • Blazer:
    • Nerf Blazer sweetspots edges later (frame 15 → 24), no longer doing so before the last hit comes out.
    • Nerf The last hit has more base knockback (40 → 75), but less knockback scaling (130 → 93). This increases its safety on hit at low percents, but most importantly weakens its KO potential, especially at farther distances from the top blast line.
  • Counter:
    • Buff Counter has a longer counter window (frames 8-27 → 8-29).
    • Buff The counter grants intangibility earlier (frame 8 → 7).
    • Buff It deals more knockback, with the sourspot incurring a less significant knockback loss over the sweetspot (35 base/100/70 scaling → 60/50 base/90/80 scaling).
    • Nerf It has more ending lag on both the counter (FAF 60 → 68) and the attack (FAF 37 → 41).
    • Nerf Its base damage is lower (9% → 8%).
    • Nerf It has higher hitlag multipliers (1.7×/1× → 1.9×/1.2×), making it easier to DI.
    • Change Along with an attack grunt, two of Roy's lines during a successful counterattack are dubbed, with him saying either "Now!" or "Gotcha!".
    • Change If a powerful enough attack is countered, the noise from Critical Hit will play if the counterattack successfully lands.
  • Critical Hit:
    • Nerf Critical Hit's finishing hit has less knockback scaling (55 → 47), worsening its already below average power.
    • Change It causes a flaming background to appear once the main hit is unleashed.
    • Change Roy removes the Binding Blade from its sheath once he has finished sheathing it.

|Mr. Game & Watch====Aesthetics===

  • Change Mr. Game & Watch's base model is unaltered from the previous installment; however, the following moves temporarily alter his appearance to resemble the characters from the Game & Watch games they are based on:
    • Neutral attack (Greenhouse), forward tilt (Lion), up tilt (Flagman), down tilt (Manhole), forward smash (Fire Attack), down smash (Vermin), up aerial (Spitball Sparky), all throws (Ball), Chef, Judge and Oil Panic.
  • Change Mr. Game & Watch's walking animation has been changed; now looking less flippant.
  • Change Like in Melee, Mr. Game & Watch now makes a noise when getting KOed, and he also has a new sound for getting Star KOed. Both use the sound of his up and side taunts.
  • Change Mr. Game & Watch has a new victory animation where he juggles balls using his appearance from Ball. This replaces the victory pose where he jumps up and down.
  • Change Mr. Game & Watch's mouth is open during his clapping animation, similar to his Melee appearance.

Attributes

  • Buff Like all characters, Mr. Game & Watch's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Mr. Game & Watch runs faster (1.5264 → 1.679).
  • Buff Mr. Game & Watch walks slightly faster (1.1242 → 1.18).
  • Buff Mr. Game and Watch's traction has been significantly increased (0.06 → 0.131), now tied for the 5th highest in the entire game.
  • Buff Mr. Game & Watch's air speed is slightly higher (1.12 → 1.176).
  • Nerf Forward roll has more ending lag (FAF 30 → 31) and grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 36).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 60).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-28).
  • Buff The reintroduction of directional air dodges improves Mr. Game & Watch's recovery more than other characters', as due to Fire not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Change Mr. Game and Watch has his hurtboxes modeled to match the new animation changes made to his attacks. This increases his hurtbox size for some of his attacks (notably Chef and up tilt), but reduces it for others (notably down tilt and neutral attack).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions into the neutral infinite faster (frame 12 → 7).
    • Buff The first hit and infinite have altered angles to keep opponents closer to Mr. Game & Watch (83°/85° → 361°/180° (hit 1), 74°/40° → 361° (infinite)), and the latter has gained a hitstun modifier of 4, allowing the move to lock opponents and connect better.
    • Buff The infinite's finisher deals more damage (2% → 3%), with its knockback scaling not fully compensated (180 → 160).
    • Buff The infinite has gained a shieldstun multiplier of 10×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, without allowing opponents to cancel shieldstun like other neutral infinites, as the move pushes them out of range before they can shield 10 hits.
    • Buff The finisher has a larger hitbox (5.5u/4u → 6u/4u), and its farthest hitbox is placed higher (Y offset: 8.5u → 9.5u), improving its vertical range.
    • Nerf The first hit has smaller hitboxes (5.5u/4u/3u → 3.8u/4.3u), with the hitbox that reached behind Mr. Game & Watch being removed.
    • Nerf The first hit has a higher hitlag multiplier (1× → 1.5×), making it easier to SDI.
    • Nerf The infinite deal less damage per hit (1% → 0.8%).
    • Nerf The infinite no longer uses set knockback (5/10 set/100 scaling → 12 base/20 scaling), causing it to connect less reliably at high percents.
    • Nerf The finisher has considerably more ending lag (FAF 24 → 35).
    • Change The first hit no longer uses set knockback (5/10/20 set/100 scaling → 25/20 base/22/15 scaling). At high percents, this causes it to connect less reliably into the infinite, but gives it a guaranteed jab cancel followup into Fire thanks to the latter's faster startup.
    • Change The infinite has a higher hitlag multiplier (0.5× → 0.7×), but a lower SDI multiplier (1× → 0.8×).
  • Forward tilt:
    • Buff Forward tilt has less startup with a longer hitbox duration (frames 10 (clean)/11-17 (late) → 8-9/10-20).
    • Buff It deals more damage (10%/9% → 12%/10% (clean), 4% → 6% (late)) with knockback partially compensated only on the clean sweetspot (100 → 96), improving its KO potential.
    • Buff The late hit has significantly more knockback scaling (100 → 135/120). Combined with its increased damage, this grants it KO potential.
    • Nerf The move has smaller hitboxes (4.8u/4u → 4u/3.5u (clean), 4.5u/3.5u → 3.3u/2.8u (late)), the sourspot does not extend as far (Z offset: 5u-16u → 7u-12u, Y offset: 4u → 4.5u), and the sweetspot has been moved towards Mr. Game and Watch and does not extend as far vertically (Z offset: 16u → 15u, Y offset: 4u-7u → 4.5u-6.5u). This reduces its range overall.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 34).
    • Buff It grants intangibility on Mr. Game & Watch's hands throughout the entire move, as well as his raised arm during each hit's active frames, allowing it to beat out opposing attacks more effectively.
    • Buff The first hit uses weight-independent set knockback (20 base/125/127 scaling → 60/80 set/100 scaling) and launches opponents at lower angles (100°/115° → 170°/145°), now being specifically designed to connect into the second hit. This allows the move to consistently deal its full damage and provide a higher frame advantage over the opponent.
    • Buff The second hit launches at a more vertical angle (115° → 75°). In combination with the move's reduced ending lag, consistent two-hit nature, and Mr. Game & Watch's faster jumpsquat, this considerably improves its combo potential.
    • Buff The second hit has more base knockback (30 → 50), but less knockback scaling (127/125 → 117), improving its KO potential overall.
    • Nerf Both hits' flags have smaller hitboxes (5.5u → 4.5u).
    • Change The flags appear on each side of Mr. Game & Watch instead of above. This increases the move's horizontal range, but reduces its vertical range.
  • Down tilt:
    • Buff Down tilt deals more damage (6% → 9%) with knockback not fully compensated (40 base/125 scaling → 45/112), drastically improving its KO potential to the point it is the strongest down tilt at the edge (KOing at around 90%), and one of the strongest down tilts from center stage (KOing at around 130%).
    • Buff The hitbox is placed higher, and it has gained an additional hitbox that extends much farther vertically (Y offset: 1.5u → 2.1u-9.3u), improving its coverage in front of Mr. Game & Watch.
    • Nerf The move has more ending lag (FAF 40 → 43).
    • Nerf It has a shorter hitbox duration (frames 6-11 → 6-8).
    • Nerf The windbox has been removed. This deprives the move of its juggling capabilities and potential recovery interruptions (such as when used against Ike's Quick Draw), and it can no longer hit aerial opponents as a result.
    • Nerf The hitboxes are much smaller (2.5u → 1.2u/1.2u), and extend farther horizontally, but are placed closer to Mr. Game & Watch (Z offset: 12u-18u → 6.7u-16.8u). This reduces their horizontal range overall, and gives them a much less favorable disjoint due to Mr. Game and Watch leaning in further during the attack.
  • Dash attack:
    • Nerf The hitbox has been moved closer to Mr. Game & Watch (Z offset: 6u → 5u), reducing its horizontal range.
  • Forward smash:
    • Buff The sweetspot deals more knockback overall (48 base/91 scaling → 46/97), and launches at a lower angle (52° → 48°), improving its KO potential.
    • Buff The move has gained an additional sweetspot hitbox inbetween the sourspot and existing sweetspot (5.3u → 2.9u/5.3u), while the sourspot has been slightly reduced to compensate (3u → 2.6u). This makes the sweetspot easier to land.
    • Nerf The sourspot has less base knockback (44 → 42).
    • Change All hitboxes have been moved closer to Mr. Game and Watch (Z offset: 11u → 7.8u (sourspot), 17u → 12u/16u (sweetspot)) and upwards (Y offset: 3.5u → 5.3u (sourspot), 7.2u → 6.8u/7.8u (sweetspot)). Additionally, he doesn't lean forward as much. This reduces the move's horizontal range, but increases its vertical range and gives it a more favorable disjoint.
    • Change The sourspot no longer has a sound effect on hit.
  • Up smash:
    • Buff Up smash has less startup with a longer hitbox duration (frames 24-25 → 21-25), matching its Brawl counterpart.
    • Buff It grants full invincibility to Mr. Game & Watch, rather than only to his head and frontal limbs.
    • Buff It has more knockback scaling (93 → 98), improving its KO potential.
    • Nerf It has a significantly shorter invincibility period, matching the duration of the hitboxes (frames 4-25 → 21-25). This prevents it from negating opposing attacks much earlier than the hitbox comes out, as well as during the whole period it is charged.
    • Change The hitbox has been moved lower (Y offset: 12u-10u → 9.5u-8u), but also extends farther horizontally (Z offset: −3u-6u → −6u-5.5u). This noticeably reduces its vertical range, but increases its horizontal range, especially behind Mr. Game and Watch.
    • Change Mr. Game & Watch faces away from the camera when using his up smash to the left. He also slightly flashes white during the move's invincibility frames.
  • Down smash:
    • Buff Down smash has less startup (frame 15 → 12) and ending lag (FAF 42 → 38).
    • Buff The sweetspots bury grounded opponents, allowing them to followup into several other moves, including stronger finishers at high percents.
    • Buff The sourspot has significantly more knockback scaling (65 → 80), allowing it to KO under 150% from the center of Final Destination.
    • Buff All hitboxes extend farther to both sides (Z offset: -4.8u-4.8u → -5u-5u (sourspot), -12u/12u → -14.2u-−12.2u/14.2u-12.2u (sweetspots)), increasing the move's horizontal range and making the sweetspots easier to land.
    • Nerf The sweetspots are smaller (5u → 4.5u), slightly reducing their vertical range.

Aerial attacks

  • Buff Neutral, back, and down aerial have less landing lag (12 → 7 frames (neutral), 19 → 18 (back), 28 → 22 (down)).
  • Neutral aerial:
    • Buff Neutral aerial auto-cancels earlier (frame 44 → 42).
    • Buff All hits have significantly longer durations (frames 7/12/17/22 → 7-10/12-15/17-20/22-23), much like the move's Brawl iteration.
    • Buff All of the move's hitboxes except the first hit's fish hitboxes are stretched horizontally (Z offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit 3), −11u/12.7u → −10.2u-10u/1.8u-3.4u (hit 4)) and vertically (Y offset: 17.9u/21u → 20.7u-21u/17.9u-18.3u (hit 2), 11u/12.5u → 12.4u-13.6u/11u-12u (hit 3), 1u/1.5u → 1.5u-2.9u/2.4u-1u (hit 4)), increasing the range of each hitbox.
    • Buff Due to its reduced landing lag, it has greatly improved combo potential, even allowing the multi-hits to set up into moves such as down tilt and forward tilt at KO percents.
    • Buff The first three hits have a lower hitlag multiplier (1× → 0.8×), making them harder to SDI out of.
    • Buff The first three hits launch at different angles, with the first two using autolink angles (160°/160°/90° → 165°/165°/367°/105° (hit 1), 160°/150°/367°/105° (hit 2), 145°/140°/120°/120° (hit 3)), and all of their hitboxes deal weight-independent set knockback (30/30/0 → 30/30/30/45 (hit 1), 30/30/20/20 (hit 2), 30/30/15/15 (hit 3)), improving their linking ability and preventing opponents from falling out at higher percents.
    • Nerf The move deals less damage (5% (hit 1), 4% (hits 2-3) → 3%; 17% total → 13%).
    • Nerf The last hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
    • Change The first three hit have had their large hitbox replaced by two small ones (5u → 2.5u/2.5u (hit 1), 5u → 3u/3u (hits 2-3)).
  • Forward aerial:
    • Change Mr. Game & Watch has a new forward aerial: he holds a bomb in front of him and drops it straight down, resembling Mario's Bombs Away, Safebuster, or Bomb Sweeper. Uniquely, the bomb functions as a projectile, exploding half a second (30 frames) after it is dropped or when it hits the stage. The move consists of both hits; one in front of Mr. Game & Watch when he drops the bomb, which deals 3% damage, and the other on the bomb's explosion, which deals 12%. The bomb does not explode upon hitting an opponent, and any attack that hits it will cause it to disappear.
    • Buff It deals more damage if both hits connect (11.5% → 15%).
    • Buff The explosion has significantly more knockback scaling (86 → 101), which alongside its higher damage output than the previous forward aerial improves its KO potential.
    • Buff Due to its new properties, it has increased vertical range below Mr. Game and Watch.
    • Buff The delayed explosion significantly improves the move's safety as a landing option against shielding opponents, to the point it is nearly impossible to punish after shielding it, despite its increased landing lag. It also grants the move combo potential, and allows it to hit offstage opponents below the ledge.
    • Buff The explosion has a much larger hitbox (5.5u → 10u).
    • Nerf The move has more ending lag (FAF 45 → 48) and landing lag (15 frames → 17).
    • Nerf Its initial auto-cancel window has been removed.
    • Nerf The hit in front of Mr. Game & Watch has a much smaller hitbox (5.5u → 2u), noticeably smaller than the bomb. This drastically reduces its range, despite being placed slightly farther horizontally (Z offset: 9u → 9.3u).
    • Nerf Both the initial hit and explosion have a much shorter duration (frames 10-25 → 10-13 (bomb), 44-45 (explosion)), and the bomb's ability to be canceled out by opposing attacks leaves Mr. Game and Watch completely vulnerable if it trades with an opposing attack. This makes the move significantly less effective for attacking and approaching directly.
    • Change Both hits have a lower hitlag multiplier (1× → 0.5×).
    • Change The initial hit uses set knockback (30/10 base/86/80 scaling → 30 set/50 scaling) and a hitstun modifier of 5, in order to link consistently into the explosion when close to the ground.
    • Change The explosion launches at a higher angle (361° → 45°). This further improves its combo potential, but makes it less effective for edgeguarding.
  • Back aerial:
    • Buff The looping hits consistently use an autolink angle (366°/25° → 367°/367°), allowing them to connect reliably, despite the outermost hitbox dealing more knockback overall and the innermost hitbox no longer using set knockback (30/0 base/0/40 set/40/100 scaling → 0 base/100 scaling).
    • Buff The looping hits have a lower hitlag multiplier (1.5× → 0.9×), allowing them to transition faster.
    • Buff The last hit has more knockback scaling (170 → 185), improving its KO potential.
    • Nerf The move can no longer be frame canceled. Its reduced landing lag does not compensate, hindering its combo potential and safety on shield.
    • Nerf The landing hit launches at a lower angle (68° → 58°) and deals much less knockback overall (90 base/120 scaling → 95/60). In combination with the removal of frame canceling, this removes both its combo potential and its ability to KO at realistic percents.
    • Change The move has a slightly altered animation where Mr. Game and Watch has his legs positioned to the side of his body rather than below it.
  • Up aerial:
    • Change Up aerial has been reworked: it shoots a single puff of air that functions as a projectile, flying straight up and hitting multiple times, much like Mega Man's up aerial.
    • Buff Due to its new properties, it has much more vertical range, making it a more reliable followup option.
    • Buff It has a much longer duration (frames 6-12/20-22 → 9-14/15-20/21-26/27-32/33-36/37-42), significantly improving its juggling potential.
    • Buff The looping hits launch opponents more inward (94° → 97°) and use set knockback (20 base/60 scaling → 63/55/40 set/100 scaling), and the move no longer causes hitlag (1× → 0×). This allows for all hits to connect more reliably and makes them nearly impossible to escape.
    • Nerf The move has more startup (frame 6 → 9), with its total duration increased as well (FAF 40 → 43), being interruptibile just after the hitboxes cease.
    • Nerf It auto-cancels later (frame 41 → 44) and no longer has an initial auto-cancel window.
    • Nerf It deals less damage (7% (hit 1), 9% (hit 2) → 1.8% (hits 1-5), 3% (hit 6); 16% total → 12%).
    • Nerf The hitbox is much smaller overall (6.5u/4.3u → 3.8u (hits 1-5), 4.3u (hit 6)), reducing its horizontal range.
    • Change It no longer possesses windboxes, allowing it to hit consistently without pushing opponents out of range, but removing the ability to juggle opponents during vulnerable states (such as helplessness).
    • Change The last hit deals significantly less knockback (55 base/98 scaling → 65/35). This removes its KO potential, but in combination with its longer duration and multi-hit nature, this allows it to combo far more effectively into other moves, including another up aerial to carry the opponent closer to the top blast line.
  • Down aerial:
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
    • Buff It auto-cancels earlier (frame 51 → 49), matching its interruptibility, and allowing it to auto-cancel after a full hop and Fire.
    • Buff The late hit deals much more knockback (20 base/106 scaling → 22/117), improving its KO potential.
    • Change The move can no longer be frame canceled; however, this is compensated by its reduced landing lag.
    • Change The key is larger, matching the vertical range of the sourspot more closely.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 37 (pivot)).
    • Buff Dash grab and pivot grab have increased range, especially dash grab (Z2 offset: 11.1u → 13.5u (dash), -14.8u → −15.6u (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change When a playable character is thrown by Mr. Game & Watch, they turn into their respective stock icon for the duration of the juggle; combined with the new, more flatter look of stock icons, it greatly resembles a ball in the original game. Grabbable Assist Trophies still uses Smash 4's grab animation.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 13 → 1), and ending lag (FAF 30 → 7), greatly shortening its duration and making it more reliable for racking up damage.
    • Nerf It deals much less damage (3% → 1.3%).
  • Forward throw:
    • Buff Forward throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
  • Back throw:
    • Buff Back throw launches at a lower angle (58° → 52°), making it more effective for getting opponents offstage.
  • Up throw:
    • Buff Up throw deals much more damage (8% → 12%), with its knockback scaling compensated (40 → 29).
    • Buff It has increased combo ability due to Mr. Game and Watch's faster jumpsquat and jump speed; in addition to Fire, it can combo into neutral aerial and up aerial at low percents.
  • Down throw:
    • Nerf Down throw releases the opponent later (frame 26 → 35), with its total duration increased as well (FAF 41 → 50), giving the opponent more time to DI.
    • Change It has significantly more base knockback (35 → 70). This worsens its combo potential at mid to high percents, and when combined with the changes to up aerial, effectively removes the "Toot-Toot" KO confirm he could pull off in Smash 4. However, this also increases its combo potential at low to mid percents in combination with Mr. Game & Watch faster jumpsquat, and grants it KO potential at around 200%.
    • Change Mr. Game & Watch "drops" the character's icon during the animation.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Chef:
    • Buff Chef deals more damage (5% → 8% (pan), 4% → 5% (food)) without compensation for knockback, although the food deals negative shield damage to compensate (0 → -1).
    • Buff The food's trajectory can be controlled by tilting the control stick horizontally, rather than being randomized, improving its consistency as a ledge-trapping and zoning option.
    • Nerf The move has more ending lag (FAF 50 → 55).
    • Change It shoots food at a slower rate when not tapping the special move button repeatedly (23 frames → 32).
    • Change The pan hitbox has been replaced with two smaller ones (6.76u → 3.5u/4.2u).
  • Judge:
    • Buff Judge 5's first three hits have less knockback (40 base/80 scaling → 15/25 base/60/70 scaling), making it easier to hit opponents multiple times at higher percents.
    • Buff Judge 7 spawns three apples on hit instead of one, allowing Mr. Game & Watch to heal significantly more health after using the move.
    • Buff Judge 7 deals more base knockback (30 → 45), making it safer on hit at low percents.
    • Buff Judge 8 does more damage (9% → 13%), which also causes the freeze effect to last longer.
    • Buff Judge 8 deals less set knockback (70 → 60), slightly improving its gimping potential.
    • Buff Judge 9 has a larger hitbox (3u/4u → 3u/6u), matching the rest of the numbers.
    • Nerf Judge 2 no longer has a bonus trip chance of 20%, removing its situational followups.
    • Nerf Judge 7 launches at a higher angle (361° → 45°), removing its ability to lock opponents at low percents.
    • Nerf Judge 9 has a much higher SDI multiplier (0× → 2×), allowing the opponent to manipulate their launch position to improve their chances of surviving, and shift their position when shielding the move to make it easier to punish, due to its high hitlag.
    • Change Judge can no longer roll the same number twice in a row.
    • Change During startup, the numbers appear in a jumble before settling on the decided number.
    • Change Judge 9 triggers a Special Zoom on hit.
  • Fire:
    • Buff Fire's windbox has been removed, instead possessing a new hit on frames 3-4 when the firemen appear, which links into Mr. Game & Watch's own hitbox. This hit deals 3% damage, launches opponents vertically (83° (grounded), 75° (aerial)) and has very high base knockback (132 base/36 scaling (grounded), 100/70 (aerial)), with a hitstun modifier of 10 on the grounded version. This new hit effectively reduces the move's startup (frame 9 → 3) and increases its horizontal range, giving it immense utility as an out of shield and disadvantage option, and due to the grounded version's high hitstun, it has also gained combo potential, leading into a neutral aerial at low percents and an up aerial until high percents.
    • Buff It transitions into the parachute faster (FAF 41 → 37).
  • Oil Panic:
    • Buff Oil Panic reflects projectiles that aren't absorbable, increasing its utility.
    • Buff It begins absorbing projectiles earlier (frame 7 → 6).
    • Buff The absorbing portion has less ending lag (FAF 50 → 44).
    • Buff The absorbing portion's loop has been standardized, allowing Mr. Game & Watch to immediately go into the ending animation if the button is released after frame 30.
    • Buff Mr. Game & Watch is no longer forced into another loop after absorbing a projectile if the button is not being held. He also isn't put into the ending animation, allowing him to act the moment intangibility ends.
    • Nerf The move's damage multiplier has been significantly reduced (2.8× → 2×).
    • Nerf The attack portion no longer has intangibility on frames 1-6.
    • Nerf The attack's minimum and maximum damage are lower, especially the latter (18%-60% → 16%-48%), and it deals less knockback (30 base/80 scaling → 25/80 (clean), 25/78 (mid), 25/76 (late)). This makes it significantly weaker, removing its one-hit KO ability, and further reduces its safety on hit at low percents when absorbing weak projectiles.
    • Nerf The attack has slightly smaller hitboxes overall (3.36u/4.8u/8.16u → 3.4u/4.5u/8u).
    • Change Oil Panic triggers Special Zoom on hit, and briefly leaves the opponent covered in oil.
  • Octopus:
    • Change Octopus's functionality has been altered. Instead of being controllable, the octopus automatically rears back and charges forward, grabs opponents who touch its tentacles, and drags them offscreen, akin to Ganondorf's Ganon, The Demon King. The main body deals damage instead of the tentacles. This allows the move to KO earlier, but makes it more polarized overall, as escaping the grab frees the opponent of any punishment.
    • Change A greenish-beige backdrop similar to that of a Game & Watch game temporarily appears during the Final Smash.

|Meta Knight====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Meta Knight's model features a more subdued color scheme. His mask, gauntlets, pauldrons, and sabatons have subtle detailing. His mask in particular is a notably darker gray, and his eyes now have a bright orange glow around them.
  • Change Galaxia's sword trails have reversed colors, using aqua with yellow accents instead of the yellow with turquoise accents from Smash 4.
  • Change His Galacta Knight-inspired alternate costume more closely resembles its inspiration: his mask becomes cross-shaped with red eyes, his spikes and insignia become yellow, and Galaxia turns pink like Galacta Knight's lance. Similarly, Galaxia turns silver with a blue gem when donning the Dark Meta Knight costume, his sabatons turn a darker red as opposed to the inaccurate purple of Smash 4, and his mask gains a scar and has paler eyes, much like his Mirror World doppelgänger.
  • Change Meta Knight now wraps himself in his cape when performing his spot dodge, like his rolling animation.
  • Change Meta Knight's wings now droop or curl up when fast falling.
  • Change Two of Meta Knight's victory animations were altered:
    • Change The one where he warps away now has him perform three sword slashes before warping.
    • Change The one where he flies on-screen from the side now shows him him flying around and dropping to the ground before striking a pose.
  • Bug fix Meta Knight no longer grunts twice during his reeling animation.

Attributes

  • Buff Like all characters, Meta Knight's jumpsquat takes 3 frames to complete (down from 4).
  • Buff Meta Knight walks faster (1.18 → 1.239).
  • Buff Meta Knight runs faster (1.9 → 2.09).
    • Buff His initial dash is much faster (1.7 → 2.211).
  • Buff Meta Knight's air speed is faster (0.99 → 1.04).
  • Buff Meta Knight's traction is much higher (0.055 → 0.097).
  • 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 However, its total duration remains the same, giving it one frame less ending lag.
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 48).
  • Buff The new air dodge mechanics improve Meta Knight's juggling and edge-guarding abilities.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's infinite has received several changes to allow it to connect better and rack up damage more effectively:
      • Buff It has considerably less startup with a shorter gap between hits (frame 7, 11, 15, 20, 24 → 4, 7, 10, 13, 16), and a lower hitlag multiplier (1× → 0.5×), making it harder to SDI out of.
      • Buff It has a different launch angle to keep grounded opponents closer to Meta Knight (60°/84° → 361°).
      • Buff It has more base knockback (8 → 10) and each hit has gained a hitstun modifier of 2.
      • Buff It has larger hitboxes overall (5.8u/6.8u → 7u/6.5u).
    • Buff The finisher has less ending lag (FAF 35 → 31).
    • Nerf The infinite deals less damage per hit (1.2% → 1%) and no longer deals extra shield damage (1 → 0).
    • Change The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Meta Knight more easily if they shield 10 hits or more.
    • Change The finisher consists of three medium-sized hitboxes instead of a single large one (8u → 5u/6u/6u). However, its overall range remains unchanged.
  • Forward tilt:
    • Buff The first two hits have different knockback (8 base/88 scaling → 25/20 (hit 1), 20/20 (hit 2)) and their outermost hitboxes launch opponents closer to Meta Knight (85° → 88° (hit 1), 80° → 85° (hit 2)), allowing them to connect more reliably.
    • Buff The second hit has larger hitboxes (3.5u → 4u/3.6u).
  • Up tilt:
    • Buff Up tilt's sweetspot has more vertical range (Y offset: 23.9u → 25.2u (clean), 7.5u → 9u (late)).
    • Change The sourspot deals more damage during the clean hit (5% → 6%), but less during the late hit (6% → 5%).
  • Down tilt:
    • Buff Down tilt's innermost hitbox is larger (3.2u → 3.5u), while the outermost hitbox stretches farther horizontally (Z offset: 13u → 15u), removing its blindspot next to Meta Knight and increasing its range to the point it properly covers the full tip of the blade.
  • Dash attack:
    • Change Dash attack has an altered animation. Meta Knight now spins on himself before thrusting his foot forward.
    • Buff It deals more damage (6%/5% → 7%/6%).
    • Nerf It has one more frame of ending lag (FAF 32 → 33).
    • Nerf It has slightly less base knockback (70 → 65/65/67), but more knockback scaling (90 → 107). In combination with the previous changes, this removes its combo potential almost entirely past low percents, no longer having KO setups into Shuttle Loop.
      • Buff However, this allows it to KO under 180%, giving it more utility as an emergency KO move.
    • Nerf It has smaller hitboxes (5.5u/5u/4.5u → 5u/4u/3.5u).
  • Forward smash:
    • Change Forward smash has a modified sword trail with spiked edges.
  • Up smash:
    • Buff Up smash deals more damage (3% (hit 1)/2% (hit 2)/4% (hit 3) → 4%/3%/5%; 9% → 12% (total)), with knockback scaling compensated on the last hit (166 → 148).
    • Buff The first and second hits have more set knockback (20/25 → 30), and their outer hitboxes launch opponents at a higher angle (135° → 130°), allowing them to connect more reliably.
  • Down smash:
    • Change Down smash has an altered animation with Meta Knight swinging Galaxia upwards for the first hit.
    • Buff It deals more damage (7% → 10% (hit 1), 10% → 13% (hit 2)) with knockback scaling not fully compensated (93 → 77 (hit 1)/78 (hit 2)), allowing the first hit to KO under 190% from center stage.
    • Buff It no longer starts charging immediately (frame 1 → 2), allowing the player to use the uncharged move without buffering.
    • Buff The second hit has larger hitboxes (4.5u/4u → 4.6u/4.6u).
    • Nerf The first hit has a smaller hitbox (4.5u/4u → 3.8u).
      • Buff However, it has more range due to the hitbox being extended to match the sword instead of not covering it completely.

Aerial attacks

  • Buff All aerials have less landing lag (16 frames → 7 (neutral), 16 → 10 (forward), 18 → 11 (back), 18 → 9 (up), 22 → 9 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's late hit has an additional hitbox that is larger (3.5u → 5u), giving it more range.
  • Forward aerial:
    • Buff All hits have slightly more horizontal range (Z offset: 13u → 13.5u).
    • Buff The first two hits' ground-only hitboxes launch at a higher angle (361° → 60°) and have more base knockback (30 → 60), but less knockback scaling (130 → 100). This allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
    • Buff The first two hits' aerial-only hitboxes use the autolink angle like in the original version of Smash 4 (85° → 367°), allowing them to once again drag opponents down and set up combos, which is strengthened by the move's lower landing lag.
    • Nerf The first two hits' ground-only hitboxes deal less damage (2.2% → 1.5%).
  • Back aerial:
    • Buff All hits have more horizontal range (Z offset: -12u/-6u → -15u/-9u).
    • Buff The first two hits' ground-only hitboxes launch at a higher angle (361° → 55°) and have more base knockback (40 → 50), but less knockback scaling (130 → 90). Much like forward aerial, this allows them to connect more reliably, and in combination with the move's lower landing lag, start combos into other attacks at various percents.
    • Nerf The first and second hits' ground-only hitboxes deal less damage (2.2% → 1.5%).
    • Nerf The third hit has less knockback scaling (212 → 198), hindering its KO potential.
  • Up aerial:
    • Change Up aerial's angles have been altered (69°/69°/52° → 67°/67°/50°), improving its combo potential into other aerials, but worsening the consistency of up aerial ladder combos.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have increased ending lag (FAF 32 → 37 (standing), 40 → 45 (dash), 38 → 40 (pivot)).
    • Nerf All grabs have less range, especially standing grab (Z2 offset: 10u → 8.5u (standing), 10.8u → 10.1u (dash), -15u → -14.3u (pivot)).
    • Nerf Dash and pivot grabs have increased startup (frame 9 → 11 (dash), 9 → 12 (pivot)).
    • Nerf In a similar vein to Captain Falcon, due to Meta Knight's increased traction, dash grab does not cause him to retain as much horizontal momentum, further decreasing its effective range.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 11), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 24 → 6), greatly shortening its effective duration.
    • Nerf It deals much less damage (3% → 1%).
      • Change Relative to the rest of the cast, Meta Knight's pummel is among the fastest but least damaging, rather than among the slowest but most damaging.
  • Forward throw:
    • Nerf Due to Meta Knight's increased traction no longer allowing him to retain horizontal momentum during throws, forward throw has lost its combo potential entirely past very low percents.
  • Up throw:
    • Nerf Up throw's notoriously powerful collateral hitbox deals less knockback (90 base/160 scaling → 85/150), no longer KOing under 80% from ground level.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Mach Tornado:
    • Buff Mach Tornado travels faster horizontally, and gives more height via button mashing.
    • Buff It has gained a windbox, allowing it to pull opponents more effectively into the attack.
    • Nerf The duration of the attack can no longer be extended by button mashing, making it worse for covering rolls and getups, or for juggling
    • Change Instead of being a multi-hit attack, it only hits once, possessing a clean hit and late hit.
      • Nerf It deals significantly less total damage (22% → 12% (clean)/8% (late)).
      • Change It launches opponents horizontally (70° → 361°), which allows it to KO horizontally far earlier, working as a potent combo finisher and even an edgeguarding tool[7], but hinders its KO ability near the top blast line.
      • Change The clean hit is stronger than the previous final hit from center stage (55 base/170 scaling → 90/44), but the late hit is weaker (55/170 → 70/60).
      • Change It has more range than the previous multi-hits, but less than the previous final hit (6u/11u → 9u).
      • Change It has a lower hitlag multiplier (2× → 1.2×), although it still has more hitlag due to its higher individual damage and the universal hitlag increase.
    • Change Mach Tornado has updated visual effects: its trails are more opaque and incorporate more white accents than yellow. Its shape is also thinner, better resembling how it looked in Brawl.
  • Drill Rush:
    • Buff Drill Rush has a faster rehit rate (6 → 4), causing it to hit up to twelve times (up from nine), and its looping hits deal more damage (1% → 1.1%), increasing its total output (11% → 15.1%).
    • Buff The looping hits have different angles (0°/30°/361°/366° (clean), 50°/366°/366° (late) → 363°/367°/30°/30°/367°/365°) and knockback (30/30/0/0 set/60/100/70/70 base → 45/30/45/45/0/0 set/50/80/50/80/25/25 base), alongside a lower hitlag multiplier (1× → 0.6×). In combination with their faster rehit rate, this allows them to connect much more effectively and makes them harder to escape.
    • Buff The final hit has gained an additional hitbox that is larger (6u → 8u), increasing its range.
    • Nerf Drill Rush loses a significant amount of momentum if shielded. This hinders its ability to cross-up opponents, making it easier to punish.
    • Change The final hit has less knockback scaling (200 → 185), although it launches at a lower angle to compensate (60° → 40°).
    • Change The final hit has a unique, bright red visual effect if it hits an opponent.
  • Shuttle Loop:
    • Buff Shuttle Loop conserves more vertical momentum after the second hit.
    • Nerf The first hit deals set knockback (grounded: 130/127/98/98 base/10 scaling (early), 90/10 (late) → 125/125/120/120 set/120 scaling (early), 100/120 (mid), 80/100 (late); aerial: 120/70 base/10 scaling → 116/110 set/120 scaling (early), 80/100 (late)) and is weight-independent. While this would make it connect the same way regardless of percent, the set knockback means it no longer scales with percent, removing its ability to potentially hit opponents up to a higher position and lead to earlier KOs with the second hit, hindering the move's KO potential, which is further worsened by rage no longer affecting moves with set knockback.
  • Dimensional Cape:
    • Buff Dimensional Cape deals more damage if done on the ground without moving (15% → 16%).
    • Nerf It deals less damage if done on the ground moving backward (14% → 13%).
    • Nerf Due to the changes to the jostle mechanics, Dimensional Cape can no longer cross-up opponents once Meta Knight reappears.
  • Darkness Illusion:
    • Change Meta Knight has a new Final Smash, Darkness Illusion. It creates a surge of energy around Meta Knight which traps opponents, dragging them into the air, where Meta Knight clones himself to strike repeatedly, before finishing with a slash that sends opponents at a horizontal angle. It bears a resemblance to Upper Calibur, Meta Knight's strongest attack in Kirby: Star Allies, with the cross-lightning being similar to Kirby Super Star Ultra's version of Mach Tornado and Meta Knight's Shuttle Loop when combined with electricity in Kirby Star Allies.
    • Nerf The surge of energy from Darkness Illusion has less range than the cape from Galaxia Darkness. In addition, it has lost the ability to hit others not trapped in the Final Smash, unlike Galaxia Darkness.

|Pit====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Pit's model features a more vibrant color scheme. His eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
  • Change Pit has a new alternate costume; it is almost identical to his default costume, but turns his hair and shoes blonde and white respectively. This replaces his cyan costume from SSB4. His black costume has also been modified to resemble how it was in Brawl, though it is still colored differently from Dark Pit's default costume, much like in SSB4.
  • Change Pit's idle animation has been slightly altered. However, he reverts to his previous idle animation while holding a small item.
  • Change Like many other characters, Pit is more expressive.
  • Change Pit's side taunt has been shortened. He now swings his bow three times instead of four.
  • Change The wing particle effects from Pit's down taunt are more pronounced.
  • Change Pit has a new Star KO scream in the English version. He now shouts "I never learned how to read!", which is a line from Uprising.
  • Change Pit's "victory sign" animation has changed. He now does a celebratory jump before showing the hand sign.

Attributes

  • Buff Like all characters, Pit's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Pit walks faster (1.199 → 1.259).
  • Buff Pit runs much faster (1.66215 → 1.828).
    • Buff Pit's initial dash is significantly faster (1.5 → 2.09).
  • Buff Pit's air speed is higher (0.89 → 0.935).
  • Buff Pit's air acceleration is higher (0.065 → 0.075).
  • Buff Pit's traction is significantly higher (0.0505 → 0.135), being tied with his Echo Fighter's for the second highest in the game.
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-29).

Ground attacks

  • Neutral attack:
    • Buff The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
    • Change Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Pit quickly slashes with the bow split in two.
    • Buff The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
    • Buff The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5).
    • Buff The finisher deals more knockback (45 base/170 scaling → 40/185).
    • Nerf The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
    • Nerf The third hit has a shorter hitbox duration (frames 3-4 → 3).
    • Nerf The infinite's finisher has more ending lag (FAF 40 → 48).
    • Change The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
    • Change The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Pit more easily if they shield 10 hits or more.
  • Forward tilt:
    • Nerf Forward tilt has a slightly altered animation during which Pit lunges less far, reducing the move's range.
  • Up tilt:
    • Change Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
    • Buff It has noticeably less ending lag (FAF 43 → 33), which combined with Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
    • Buff The first hit uses the autolink angle, allowing to connect better into the second hit.
    • Nerf It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
    • Change The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Pit's faster jumpsquat, this significantly improves its combo potential.
    • Change It moves Pit forward slightly with each use, allowing for a pseudo-crawl.
  • Dash attack:
    • Change Dash attack's animation has been altered to a downward swipe of Pit's blade. Pit no longer spins during the animation.
    • Buff It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 59 → 55).
    • Buff The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
    • Buff The second hit has a longer hitbox duration (frame 21 → frames 21-22).
    • Change The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
  • Up smash:
    • Buff Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
  • Down smash:
    • Buff Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.

Aerial attacks

  • Buff All aerials have significantly reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's looping hits' two smallest hitboxes have been increased (2u/2.5u → 2.5u/3u), and its smallest hitbox uses altered angle (25° → 220°/140°) and set knockback values (20 → 30/30) for aerial and grounded opponents, with the rest of the multhit hitboxes having their angle (65°/125°/160° → 48°/335°/130°) and set knockback values (70/70/20/20 → 50/30/65) changed as well. This allows them to connect more reliably and reduces the blindspots around Pit.
    • Buff The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.
    • Buff The looping hits have longer hitbox durations (1 frame → 2 frames).
    • Buff The last hit deals more damage (4% → 4.5%).
    • Buff The final hit is larger (9.2u → 9.5u), and has been repositioned (Y offset: 8 → 9.5, Z offset: 2 → 3), improving its horizontal and vertical range.
  • Forward aerial:
    • Buff Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), partially restoring its KO potential from Brawl.
    • Buff The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
    • Buff The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.
  • Back aerial:
    • Buff Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
    • Buff Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
    • Buff It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
  • Up aerial:
    • Buff Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
    • Buff The last hit has more base knockback but drastically less knockback scaling to compensate(5 base/270 scaling → 50/130), improving its juggling ability and making it safer on hit at low percents.
    • Buff The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
  • Down aerial:
    • Buff Down aerial's meteor smash sweetspot is larger (3u → 4u), and extends further downwards (Y offset: -4 → -4—-6) making it easier to edgeguard with it.
    • Buff The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.

Throws and other attacks

  • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Nerf Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
  • Back throw:
    • Nerf Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
      • Buff However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
    • Buff Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
  • Up throw:
    • Nerf Up throw has more ending lag (FAF 33 → 38).
  • Down throw:
    • Buff Down throw has increased combo potential due to Pit's faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Palutena Bow:
    • Buff Palutena Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47), improving its camping ability.
    • Nerf It has received negative shield damage (0 → -1.6).
    • Change Firing a fully charged arrow causes the screen to shake.
  • Upperdash Arm:
    • Buff Grounded and aerial Upperdash Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105). The aerial version also has less ending lag upon activation (FAF 58 → 52).
    • Buff Upperdash Arm has increased knockback scaling (60 → 72), improving its KO ability.
    • Nerf The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
    • Change The charging voice clip has swapped places with one of the attacking voice clips from SSB4. Additionally, Pit no longer consistently vocalizes when summoning the Upperdash Arm and only vocalizes during the attack if he's silent when summoning it.
    • Change The look of Pit's Upperdash Arm has been altered. The blue orb in the center has more detail, making it more closely resemble its appearance in Uprising.
  • Power of Flight:
    • Buff Power of Flight can sweetspot edges from behind.
    • Change Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
    • Nerf It takes longer for Pit to move after he begins to fall, leaving him more vulnerable to attacks.
  • Guardian Orbitars:
    • Buff Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
    • Buff The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
      • Nerf However, they gradually shrink the longer they are held out.
    • Nerf They have less HP against physical attacks (18 → 15).
    • Nerf Unlike in Smash 4, Pit's left foot noticeably sticks out from the bottom, leaving it more easily exposed to attacks from the side that wouldn't have normally hit him in Smash 4.
  • Final Smash:
    • Change Instead of the Three Sacred Treasures, Pit's Final Smash is the Lightning Chariot. It involves him going offscreen, aiming at opponents, and charging towards them atop the Lightning Chariot, akin to the Dragoon.
    • Buff Lightning Chariot provides Pit with a single, powerful blow that deals very high knockback, KOing opponents at around 15% from center stage, and can hit opponents much more effectively due to being fully controllable.
    • Nerf Lightning Chariot affects a smaller area, and its damage potential is significantly lower.

|Dark Pit====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Dark Pit's model features a more subdued color scheme, more closely resemble how it was in Kid Icarus: Uprising. Like Pit, his eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
  • Change Most of Dark Pit's alternate costumes have been altered, using more vibrant and easily distinguishable colors.
  • Change Dark Pit's idle animation has been slightly altered. However, he reverts to his SSB4 idle pose when holding a small item.
  • Change Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
  • Change Dark Pit's down and side taunts are performed faster.

Attributes

  • Buff Like all characters, Dark Pit's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Dark Pit walks faster (1.199 → 1.259).
  • Buff Dark Pit runs much faster (1.66215 → 1.828).
    • Buff Dark Pit's initial dash is significantly faster (1.5 → 2.09).
  • Buff Dark Pit's air speed is higher (0.89 → 0.935).
  • Buff Dark Pit's air acceleration is higher (0.065 → 0.075).
  • Buff Dark Pit's traction is significantly higher (0.0505 → 0.135), being tied with Pit's for the second highest in the game.
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-29).

Ground attacks

  • Neutral attack:
    • Buff The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
    • Change Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Dark Pit quickly slashes with the bow split in two.
    • Buff The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
    • Buff The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5). The hitbox is also larger, making it identical to Pit's.
    • Buff The finisher deals more knockback (45 base/170 scaling → 40/185).
    • Nerf The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
    • Nerf The third hit has a shorter hitbox duration (frames 3-4 → 3).
    • Nerf The infinite's finisher has more ending lag (FAF 40 → 48).
    • Change The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Dark Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
    • Change The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Dark Pit more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
    • Nerf Forward tilt has a slightly altered animation during which Dark Pit lunges less far, reducing the move's range.
  • Up tilt:
    • Change Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
    • Buff It has noticeably less ending lag (FAF 43 → 33), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
    • Buff The first hit uses the autolink angle (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.
    • Nerf Up tilt deals less total damage (10% → 9%).
    • Nerf It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
    • Change The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential.
    • Change It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
  • Dash attack:
    • Change Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. Dark Pit no longer spins during the animation.
    • Buff It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 59 → 55).
    • Buff The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
    • Buff The second hit has a longer hitbox duration (frame 21 → frames 21-22).
    • Change The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
  • Up smash:
    • Buff Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
  • Down smash:
    • Buff Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.

Aerial attacks

  • Buff All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's looping hits use five different hitboxes instead of four, which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Dark Pit.
    • Buff The looping hits deal drastically less hitlag, making them harder to SDI out of.
    • Buff The looping hits have longer hitbox durations (1 frame → 2 frames).
    • Buff The last hit deals more damage (4% → 4.5%).
  • Forward aerial:
    • Buff Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), allowing it to KO slightly earlier.
    • Buff The looping hits have larger hitboxes (1.5u → 2.3u).
  • Back aerial:
    • Buff Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
    • Buff Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
    • Buff It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
  • Up aerial:
    • Buff Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
    • Buff The last hit has different knockback values (5 base/270 scaling → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its juggling ability.
  • Down aerial:
    • Buff Down aerial's meteor smash sweetspot is larger (3u → 4u), making it easier to edgeguard with it.
    • Buff The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.

Throws and other attacks

  • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
  • Back throw:
    • Nerf Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
      • Buff However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
    • Buff Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
  • Up throw:
    • Nerf Up throw has more ending lag (FAF 33 → 38).
  • Down throw:
    • Buff Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Silver Bow:
    • Buff Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
    • Buff It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
    • Buff It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
    • Buff The arrows travel faster.
    • Nerf It has received negative shield damage (0 → -2.2).
  • Electroshock Arm:
    • Buff Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
    • Buff Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
    • Nerf The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
    • Change Dark Pit's "Electroshock!" voice clip has been moved to when he summons the Electroshock Arm rather then attacking with it and he no longer consistently vocalizes.
      • Change Additionally, he now uses both voice clips from using Power of Flight from Smash 4 whenever he strikes an opponent with the attack. Should he attack an opponent after saying "Electroshock!", he will remain silent.
  • Power of Flight:
    • Buff Power of Flight can sweetspot edges from behind.
    • Change Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
    • Nerf It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
    • Change Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from Smash 4.
  • Guardian Orbitars:
    • Buff Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
    • Buff The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
      • Nerf However, they gradually shrink the longer they are held out.
  • Dark Pit Staff:
    • Nerf Dark Pit Staff has drastically reduced knockback (50 base/100 scaling → 63/53), launching fighters a considerably shorter distance even from 0%, and no longer being one of the strongest in the game.

|Zero Suit Samus====Aesthetics===

  • Change Due to the aesthetic used in Ultimate, Zero Suit Samus's model features a more vibrant color scheme. The material of her Zero Suit no longer looks homogeneous; her physique has been altered as well, with her figure now being leaner and more muscular and her bust being reduced. Most of her suit is now a lighter shade of blue with a matte texture, which matches her in-game design in Metroid: Samus Returns. Her eyes are a more vibrant green and less blue. Her skin is also paler.
  • Change Zero Suit Samus has a new idle animation. She now holds the Paralyzer in a high ready position, similar to one of her idle poses and victory animations, and no longer bounces in place.
  • Change Zero Suit Samus's walking and running animations have been altered slightly; she now bobs with each step.
  • Change Zero Suit Samus propels herself forward using her jet boots when performing a forward roll.
  • Change Zero Suit Samus now strikes a pose during her down taunt animation.

Attributes

  • Buff Like all characters, Zero Suit Samus's jumpsquat takes 3 frames to complete (down from 4).
  • Buff Zero Suit Samus runs significantly faster (2.1 → 2.31).
    • Buff Her initial dash is significantly faster (1.7 → 2.42), now being the fastest in the game.
  • Buff Zero Suit Samus walks slightly faster (1.4 → 1.47).
  • Buff Zero Suit Samus' air speed is slightly faster (1.2 → 1.26).
  • Buff Zero Suit Samus' traction is higher (0.07 → 0.116).
  • Buff Forward roll has less ending lag (FAF 28 → 27).
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-12).
  • Change Zero Suit Samus activates her Jet Boots during forward roll.
  • Nerf Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
  • Buff Spot dodge has less ending lag (FAF 25 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 46).

Ground attacks

  • Neutral attack:
    • Buff The first hit transitions faster into the second hit (frame 12 → 6), which transitions faster into the third hit (frame 10 → 6).
    • Buff The first and second hits have altered angles (92°/61° → 361°/180° (hit 1), 45° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks, and the first hit has gained a hitstun modifier, which is higher for the hitboxes closer to Zero Suit Samus (0 → 10/6/2). This allows the move to jab lock and connect more reliably overall.
    • Buff The first and second hits' hitboxes are placed lower (Y offset: 12u/11u → 10u (hit 1), 11u/10u → 9.5u/9.8u/10u (hit 2)), allowing them to hit opponents at low heights slightly more effectively.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.8×), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The first two hits have a shorter hitbox duration (frames 1-2 → frame 1 (hit 1), 2-3 → 2 (hit 2)).
    • Nerf The first and third hits have more ending lag (FAF 21 → 24 (hit 1), 32 → 35 (hit 3)).
    • Nerf The first two hits no longer use set knockback (23/45 set/100 scaling → 20/15/10 base/50/33/20 scaling (hit 1), 34/50 set/100 scaling → 30/25/20 base/40/40/30 scaling (hit 2)), causing them to connect less reliably at high percents, without granting them jab cancel setups whatsoever.
    • Change The first hit has an altered animation where Zero Suit Samus jabs at a slightly lower height, matching its changed hitbox positions.
    • Change The first and second hit consist of three hitboxes instead of two, which are smaller (3u/3.8u → 2u/2.3u/2.5u (hit 1), 2.2u/2.8u/3.5u (hit 2)).
    • Change The third hit has altered hitbox sizes (4.2u/3u → 4u/3.5u) and a consistent horizontal placement throughout (Z offset: 6u/2u (frame 3), 8.1u/1.1u (frame 4) → 8u/2u (frames 3-4)) This increases its range on the first active frame, but reduces its disjoint on the second active frame.
  • Up tilt:
    • Buff The first hit deals less knockback (55/85 base/30/50 scaling → 40/57/30/40), and its aerial-only hitbox launches at a higher angle (150° → 138°), allowing it to connect better into the second hit.
    • Nerf It no longer grants intangibility on Zero Suit Samus' legs, making it less effective as an anti-air.
    • Change It no longer has anti-rebound properties. This prevents the second hit from hitting opponents after the first hit clangs, but can also prove beneficial by allowing Zero Suit Samus to escape subsequent attacks from opponents rather than remaining stuck in the move's ending lag.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 36 → 30). In combination with the increased shieldstun for ground attacks, this makes it safer on shield.
    • Buff It launches at a higher angle (60° → 70°). Coupled with the above change, this gives the move combo potential at low percents.
    • Change It moves Zero Suit Samus a much shorter, almost negligible distance forward. This reduces its range, but improves its utility for spacing in combination with its lower ending lag.
    • Change It has a different animation: Zero Suit Samus uses her left leg instead of her right.
  • Dash attack:
    • Buff The innermost hitbox stretches downward (Y offset: 10u → 10u-5u), with the late hit's also being larger (4.1u → 4.5u), allowing it to hit opponents lying down more effectively.
  • Forward smash:
    • Buff Forward smash's second hit can be angled, allowing her to both hit characters in the air more reliably when angled up, and hit smaller characters when angled down.
    • Buff It has less startup (frame 14, 27 → 13, 26).
    • Buff The first hit has different hitboxes for grounded and aerial opponents, with altered angles (45°/40°/38° → 60°/40°/38° (grounded)/45°/18°/16° (aerial)) and set knockback (50/68/72 → 35/68/72 (grounded)/38/60/67 (aerial)), allowing it to connect more reliably into the second hit.
    • Nerf It has more ending lag (FAF 63 → 65).
    • Nerf Zero Suit Samus doesn't move forward as much, especially during the second kick. This makes it harder to hit opponents from farther away.
    • Nerf The second hit's hitboxes on Zero Suit Samus's leg have less knockback scaling (109 → 97), hindering their KO potential, especially in comparison to the hitbox on her foot.
  • Up smash:
    • Buff The last hit has less base knockback (70 → 45), but much more knockback scaling (145 → 212). This greatly increases its KO power, no longer being one of the weakest up smashes in the game, and simultaneously improves its combo potential at low percents.
  • Down smash:
    • Nerf Down smash applies hitlag to Zero Suit Samus, reducing her advantage over the opponent.
    • Nerf It has a lower hitlag multiplier (1× → 0.6×) and deals much less knockback (50/40 base/90/50 scaling → 0 base/90/85 scaling), significantly reducing its paralysis time. In combination with the aforementioned change, this greatly hinders its combo potential to the point it is unsafe on hit at low percents, with the sweetspot not leading into a jab until around 12%.

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral), 16 → 10 (forward), 11 → 10 (back), 9 → 5 (up), 30 → 24 (down)).
  • Forward aerial:
    • Buff Zero Suit Samus kicks at a slightly lower height, allowing her to hit grounded characters more easily at the start of a short hop.
    • Buff The first hit has different hitboxes against grounded opponents, which launch at a higher angle (361° → 50°) and have more base knockback (50 → 60), allowing it to connect better into the second hit.
    • Buff The first hit transitions faster into the second (frame 16 → 13).
      • Nerf However, the move's total duration remains the same, increasing its ending lag.
    • Nerf The second hit has less knockback scaling (116 → 104), hindering its KO potential.
  • Back aerial:
    • Nerf The sourspot is larger (2.5u → 3.5u), placed closer to Zero Suit Samus (X offset: 1.5u → -1u), and takes priority over the sweetspot. While this covers a blindspot on Zero Suit Samus' upper leg, it most notably makes the sweetspot harder to land, as the sourspot previously covered a very small space and was thus almost negligible.
    • Change The move has a slightly altered animation: Zero Suit Samus is more upright while kicking and her left leg is more inward.
  • Up aerial:
    • Nerf Up aerial has slightly more ending lag (FAF 34 → 35). This hinders her ability to combo and juggle her opponents without landing, and makes successful ladder combos into Boost Kick much harder to pull off.
  • Down aerial:
    • Buff Down aerial has less knockback scaling against grounded opponents (90 → 60), allowing it to connect better into the landing hit.
    • Buff The landing hitbox is larger (8u → 9u), extends farther horizontally (Z offset: -1u–1u → -1.5u–1u), and is positioned higher (Y offset: 6u → 7u). This improves its range, especially against opponents above or behind Zero Suit Samus, further helping it connect from the main hitboxes.
    • Buff The landing hit can combo into a forward aerial at low percents due to its increased range and the move's lower landing lag.
  • Grab aerial:
    • Buff Grab aerial has less ending lag (FAF 60 → 50).
    • Buff It has a lower hitlag multiplier (1× → 0.7×).
    • Nerf It causes the Plasma Whip to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
    • Nerf It has less tether range.
    • Change It deals consistent damage (3% early/6% clean → 5%). It is less than the previous clean hit, but more than the early hit.
    • Change It has a different hitbox size inbetween the previous early and clean hits (2u (early)/4u (clean) → 3u).
    • Change The Plasma Whip droops and lays on the ground during landing lag.

Throws and other attacks

  • Grabs:
    • Buff All grabs have less ending lag, especially pivot grab (FAF 69 → 59 (standing), 72 → 67 (dash), 80 → 62 (pivot)).
    • Buff Standing grab has less startup (frame 16 → 15), and the hitbox on the Plasma Whip has a longer duration (frames 16-25 → 15-25).
    • Buff The changes to jostle mechanics prevent dash grab from whiffing when initiated too close to the opponent.
    • Nerf Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
    • Nerf Standing and dash grab's hitboxes at close range have a shorter duration (frames 16-19 → 15-17 (standing), 16-18 (dash)).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
  • Forward throw:
    • Change Zero Suit Samus has a new forward throw: a kick to the opponent's chest.
    • Buff It releases opponents at a lower angle (45° → 33°), allowing it to set up tech-chases.
    • Nerf It has less startup (frame 6 (hit 1), 8 (release) → 8, 9), giving the opponent slightly more time to DI.
      • Buff However, its total duration remains the same, giving it one frame less ending lag.
    • Change It deals less damage on release (7% → 4%), with the first hit dealing more damage instead (2% → 5%), and only base knockback slightly compensated on the former (50 → 58). This makes it less effective for getting opponents offstage, but allows it to set up tech-chases for longer.
    • Change It no longer uses an electric effect and SFX, instead using a neutral effect with kick SFX, but the first hit has a higher hitlag multiplier (1× → 1.5×).
  • Back throw:
    • Buff The first hit has a larger hitbox (4u → 5u) that is placed higher (Y offset: 12u → 16u) and farther horizontally (Z offset: -12u → -14u), allowing it to hit bystanders more effectively.
  • Up throw:
    • Buff Up throw deals much more knockback (80 base/60 scaling → 65/93), allowing it to KO under 170% without LSI.
    • Buff The first hit's hitbox follows Zero Suit Samus' leg instead of remaining static in front of her, allowing it to hit bystanders above her more effectively.
  • Down throw:
    • Buff Down throw has less startup (frame 26 (hit 1), 28 (release) → 20, 22).
    • Buff It deals more damage (2% (hit 1), 3% (throw) → 4% (both); 5% total → 8%).
    • Nerf It takes longer to interrupt (FAF 46 → 52), significantly increasing its ending lag in combination with its faster startup. This completely removes its guaranteed followups, no longer being Zero Suit Samus' most reliable combo starter, to the point it has gone from one of her best moves, to arguably becoming her worst, and is her least useful throw.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Paralyzer:
    • Buff Paralyzer's shots scale in damage and paralysis time as they are charged, rather than only changing when fully charged.
    • Nerf Uncharged shots paralyze opponents for roughly half as much time unless they are hit at point-blank range, weakening their setups.
    • Change The shots are more orange in color.
  • Plasma Whip:
    • Buff Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).
    • Buff All hits have larger hitboxes (4u/2.5u (hit 1), 2.8u (hit 2), 3.2u (hit 3), 3.5u (hit 4), 4.6u (hit 5) → 4u/3.5u (hit 1), 4u (hit 2), 3.5u (hit 3), 3.7u (hit 4), 4u (hit 5), 6u (hit 6)).
    • Buff The first five hits use different angles (30°/10° → 20°/10° (hit 1), 10° (hits 2-4) → 17° (hits 2-3), 15° (hits 4-5)) and set knockback (100/60 base/30/70 scaling → 50/80 set/100 scaling (hit 1), 60 base/65 scaling (hits 2-4) → 80 set/100 scaling (hit 2), 60/100 (hit 3), 65/100 (hit 4), 60/95 (hit 5)), allowing them to connect more reliably.
    • Buff The last hit has less startup with a longer duration (frames 32-34 → 31-35).
    • Buff The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of Final Destination if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from Brawl and giving Zero Suit Samus another reliable finisher.
    • Buff A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.
  • Boost Kick:
    • Buff The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the autolink angle (87° → 367°), allowing them to connect more reliably.
    • Buff The last hit has less startup (frame 36 → 32).
    • Nerf It has more landing lag (23 frames → 30).
    • Nerf It hits seven times instead of eight, with the previous sixth hit being removed, dealing less total damage as a result (16.8% → 15.5%). The new sixth hit has more startup to compensate (frame 24 → 26).
    • Nerf The grounded version's first hit has lost its farthest hitbox, reducing its range to the point Zero Suit Samus has to be right next to the opponent in order for it to connect. This worsens its effectiveness as an out of shield option.
    • Nerf The aerial version's last hit has less knockback scaling (209 → 184), causing it to KO roughly 25% later than the grounded version unless it is used close to the top blast line.
    • Bug fix The move no longer experiences RCO lag.
  • Flip Jump:
    • Buff Flip Jump travels slightly faster and has less ending lag (FAF 50 → 39).
    • Buff The manual kick can be inputted earlier (frame 19 → 14).
    • Buff The footstool stomp has much less ending lag in the air (FAF 85 → 60), and bounces Zero Suit Samus a shorter distance upward, allowing her to reach opponents sooner after they are buried.
    • Nerf It can no longer be ledge canceled.
    • Nerf The flip no longer grants intangibility on Zero Suit Samus's head, legs and feet for its entire duration after the full intangibility on frames 3-12 ends.
    • Nerf The kick has a shorter duration (frames 9-14 → 9-12).
    • Nerf The footstool stomp's burying hitbox deals much less knockback (60 base/100 scaling → 10/90), significantly hindering its followup potential, no longer possessing KO setups until very high percents if the opponent mashes fast enough.
    • Change The kick uses the "small" kick sound effect on hit rather than the "large" one.
  • Final Smash:
    • Change Zero Suit Samus has a new Final Smash, Zero Laser. She summons her gunship, but temporarily dons her Varia Suit (using the same model as the playable version) and fires a single, long-lasting laser from the top of the ship, similarly to Aura Storm. The players choose where to aim the laser with a targeting reticle.
    • Buff Zero Laser deals significantly increased damage compared to a single laser (0.8% loop hits/10% last/17.2% total → 1.2%/1.6% loop hits/20%/25% last/51.2%-66.6% total), and the last hit has much higher knockback, making it more powerful.
    • Nerf Zero Laser only has a single use compared to Gunship's maximum of five shots, making it deal less total damage if all hits connect (86% → 66.6%). The last hit also has a delay before being fired, meaning the Final Smash can miss. This makes it less versatile and consistent.

|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 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.
    • Change Wario's hands no longer expand for the last hit.
  • 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.
    • Bug fix As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.

|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 costume-purple jacket. They replace his "ordinary soldier" and Chrom-inspired costumes, with the latter being coincide with Chrom's inclusion as a playable fighter.
    • Change Palutena's Guidance conversation for Ike has been changed to accommodate for his Path of Radiance costume.
  • 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 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 10 → 9), which transitions into the third hit faster (frame 11 → 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 auto-cancel.
    • 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 auto-cancels 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 If the Trainer's Pokémon is moved significantly when he is standing on the main platform of large stages (such as the Training stage), he will chase his Pokémon by dash into them instead of a space jump.
  • Change As with all previously cut veterans returning from Melee and Brawl, Pokémon Trainer now has a Boxing Ring title and a Palutena's Guidance conversation.
  • 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 As with all previously cut veterans returning from Melee and Brawl, Squirtle now has a Boxing Ring title and a Palutena's Guidance conversation, though the former is shared by the group.
  • 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 instead of being set to a static position above him. 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 As with all previously cut veterans returning from Melee and Brawl, Ivysaur now has a Boxing Ring title and a Palutena's Guidance conversation, though the former is shared by the group.
  • 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.
    • Change The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Ivysaur more easily if they shield 10 hits or more.
  • 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 gives Ivysaur a weaker vertical boost downward (-1.8 → -0.3), making it less risky to use offstage. Ivysaur can still fall fast 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°).
    • 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.
    • Nerf It tethers the ledge slightly later (frame 9 → 13).
  • 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 defined, and the flame on its tail is more vibrant.
  • Change During normal matches, Charizard uses the Pokémon Trainer's stock icon, name call, and Boxing Ring title 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. [3]
  • 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 part of Pokémon Trainer, allowing it to switch to Squirtle and Ivysaur.
  • Buff Like all characters, Charizard's jumpsquat animation lasts 3 frames (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 higher (0.92 → 1.103).
  • Buff Charizard has significantly higher traction (0.04 → 0.11), no longer being tied with Mewtwo for having the second lowest traction in the game. This allows it to punish opponents 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.
  • Nerf Charizard now has hurtboxes on the base of its wings.
  • Change Charizard's midair jumps' animations have been changed to be more distinguishable from each other.
  • 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's animation has been altered.

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 combo to connect more smoothly.
    • Nerf The first and second hits deal less damage (3% → 2.5% (hit 1), 4% → 2.5% (hit 2)).
    • 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.
    • Nerf The last hit has fewer hitboxes, and the remaining hitboxes are smaller (6.5u/5.5u/5u/4u → 5u/4u/4u), reducing the attack range.
    • Change Charizard rears back in a more pronounced fashion during the ending lag of neutral attack's last hit.
  • Forward tilt:
    • Buff Forward tilt has 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 It 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 new hitboxes covering its wings as they spread out. This increases the move's lateral range above Charizard, although due to the high placements of these hitboxes, it still cannot effectively 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). It can no longer KO opponents below 200%, and the new angle and ending lag hurt the move's combo ability.
    • Nerf Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, as these hurtboxes extend upward during the active frames. This makes it easier for opponents' aerial attacks to trade with Charizard.
  • Down tilt:
    • Change Down tilt no longer has a windbox drawing opponents in.
    • 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 against shielding opponents.
  • Forward smash:
    • Change Charizard no longer breathes fire during forward smash's 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)). This considerably improves its KO potential.
    • 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 instead of weakly meteor smashing them in place, allowing it to consistently link into the second hit.
    • Nerf Due to Charizard gaining hurtboxes on its wings, the move is riskier to use as an anti-air option, although to a much lesser extent compared to up tilt.
  • Down smash:
    • Buff The knockback scaling and angles on down smash's hitboxes close to Charizard have been homogenized with the tipper hitboxes (KBG: 85 → 79; angle: 46° → 33°). Despite the move's lower knockback scaling, the more horizontal angle improves its KO ability.

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 off-stage.
    • Change Its animation has been sped up. This shortens the duration of its hitboxes (frames 9-25 → 8-20) but allows it to hit faster around Charizard.
      • Nerf The auto-cancel window is unchanged, increasing the move's ending lag before it can auto-cancel.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 47 → 46).
    • Nerf It no longer auto-cancels in a short hop, as Charizard's faster falling speed causes its auto-cancel window to fall short by one frame.
    • Nerf The sweetspot has been moved inwards (X offset: 7.5 → 6), reducing its range.
  • Back aerial:
    • Buff Back aerial's animation has been rotated slightly to prevent issues with the z-axis. The last active frame is now directly behind Charizard, increasing the move's vertical range and enabling it to punish opponents from below.
    • 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 Due to the aesthetic used in Ultimate, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, fur is less detailed and appears flatter. The fabric of his hat and shirt have subtle detail, and his facial proportions have been tweaked.
  • Change Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small item.
  • Change Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.
  • Change Diddy Kong's hat has greater independent physics; it appears to be "looser" around his head, popping off slightly while performing many actions.
  • 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 auto-cancel 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 other previous downloadable fighters in SSB4, Lucas' appearance is largely unchanged, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. Like Ness, the detailing on his clothes and weapons are more prominent, such as the stitching on his socks. Additionally, his hair is more defined, and his skin tone is slightly tanned.
  • Change Lucas faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some. However, he reverts to Ness' previous idle animation while holding a small item.
  • 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 expressive. His eyes are now more prominent when using his attacks, as well as his new facial features when hit.
  • Change Lucas' PSI graphic effects have been changed: they are now dominantly light blue instead of magenta, closely resembling the colors of PK Love in Mother 3.
  • Change Lucas' left-inputted victory pose now has light glow from where the Needle is pulled, as well as glittery particle effects coming from its trail. Lucas also strikes a different pose.
  • Change As with Ness, Lucas has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.
  • Change As with all previous downloadable fighters in SSB4, Lucas now has a unique Palutena's Guidance conversation.

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 grabs all have less active frames (8 frames → 6 frames).
    • 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, where he throws the opponent with one hand instead of two.
    • Buff Forward throw has increased knockback scaling (65 → 69).
  • Back throw:
    • Change Lucas has a new back throw: a telekinetic underhand throw backwards.
  • 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 Sonic's design is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. His fur is now lightly detailed, and his shoes appear more polished.
  • 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 have greater independent physics, resembling how their movement was in Brawl.
  • Change Two of Sonic's victory poses have been tweaked:
    • His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprint off-screen twice before appearing. He also grins instead of smirking, like in Brawl.
    • His up-inputted victory pose now has him running up to the Chaos 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 Due to the aesthetic used in Ultimate, King Dedede's model features a more subdued color scheme. His 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 helpless animation.
  • Change Down taunt now has a more exaggerated animation.
  • Change Two of King Dedede's victory poses were slightly altered:
    • His up-inputted victory pose now shows a Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
    • His right-inputted victory pose now finishes with him charging Jet Hammer.
  • 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%).
    • Change The infinite has gained a shieldstun multiplier of 5×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish King Dedede more easily if they shield 10 hits or more.
  • 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 Due to the aesthetic used in Ultimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His space suit and life support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by Alph.
  • Change Olimar's antenna has less independent physics, allowing it to move more naturally.
  • 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 Olimar now only jumps twice during his up taunt, shortening its duration.
  • Change Sidestep and ledge-hanging's animations have changed.
  • 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.

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.}
      • Bug fix As a result, the undead glitch on the Stamina Mode, and results screen glitch on the timed team battle have been removed.
      • Change Lucario only vocalizes at the startup of Aura Storm, as opposed to both the startup and the move itself like in Brawl.

: This template contains the technical changelists for all veterans from Super Smash Bros. 4 in the transition to Super Smash Bros. Ultimate. If you're an autoconfirmed user, you can edit it and locate characters by using your browser's search function, but please be sure to verify all changes you add to the template via resources such as the games' scripts (which can be found here), and in-game testing if necessary.

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  1. ^ https://m.imgur.com/KMI6ICi
  2. ^ Masahiro Sakurai (translated by Brando) (2018-06-20). "Smash is Special – Part 1" Sakurai's Famitsu Column Vol. 557. SourceGaming.info (original Japanese publication in Famitsu). Retrieved on 2018-06-20. “Zelda's new design is based on "The Legend of Zelda: A Link to the Past"
  3. ^ Dairantou Smash Bros. SPECIAL (E3 2018). Nintendo (2018-06-12). Retrieved on 2018-07-08. “Breath of the Wild Zelda isn't interested in combat, so her design is from A Link to the Past.”
  4. ^ Super Smash Bros. Ultimate (North America) - Palutena's Guidance: "Yes, that's Zelda from A Link to the Past. She's a descendant of the Seven Sages. When she was captured, she used telepathy to ask Link for help."
  5. ^ Super Smash Bros. Ultimate - E3 2018. Nintendo (2018-06-12). Retrieved on 2018-07-08. “In The Legend of Zelda: Breath of the Wild, Zelda's more into research than fighting, so her design is from The Legend of Zelda: A Link Between Worlds
  6. ^ PushDustIn on Twitter: Zelda is confirmed to be based on Link to the Past AND Link Between Worlds.
  7. ^ https://twitter.com/RagsMK/status/1068004925207121920?s=19