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{{Incomplete|Missing 'official' names for several new attacks/techniques/abilities; see http://BrawlMinus.net/characters for lists of the names (e.g. Pichu's special moves, which have already been added here) as well as the functionality of Secret Power.}} | {{Incomplete|Missing 'official' names for several new attacks/techniques/abilities; see http://BrawlMinus.net/characters for lists of the names (e.g. Pichu's special moves, which have already been added here) as well as the functionality of Secret Power.}} | ||
{{Out of date| | {{Out of date|Tested with version 4.2 and heavily updated.}} | ||
=={{SSBB|Bowser}}== | =={{SSBB|Bowser}}== | ||
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*{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | *{{buff|Air speed now carries momentum from his dash ala ''Melee''.}} | ||
*{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | *{{change|All of his attacks involving his knee ([[Gentleman]], [[Knee Smash]], and pummel) have [[Electric|electrical]] effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | *{{buff|The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.}} | ||
*{{buff|Up tilt can now meteor smash at his heel.}} | *{{buff|Up tilt can now meteor smash at his heel.}} | ||
*{{change|Down tilt sends backwards at the farthest hitbox.}} | |||
*{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | *{{buff|Captain Falcon slides further when Forward Smash is used, giving it more reach.}} | ||
*{{buff|Up smash has greater range and | *{{buff|Up smash has greater range and the first hit has a 0x [[Smash directional influence|SDI]] multiplier.}} | ||
*{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | *{{buff|First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a [[semi-spike]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|A clean Knee Smash is stronger and can be done on any part of its initial hitbox.}} | *{{buff|All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.}} | ||
*{{buff|A clean Knee Smash is stronger, last longer (1 frame → 3), and can be done on any part of its initial hitbox.}} | |||
*{{buff|Down aerial always meteor smashes.}} | *{{buff|Down aerial always meteor smashes.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | *{{buff|Forward throw is much stronger, being able to reliably KO under 150%.}} | ||
*{{buff|Back throw is now a meteor smash.}} | *{{buff|Back throw is now a meteor smash.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falcon Punch]] hits | *{{buff|[[Falcon Punch]] hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}} | ||
*{{change|Falcon Punch has drastically increased hitlag.}} | **{{buff|Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.}} | ||
**{{change|Falcon Punch has drastically increased hitlag.}} | |||
*{{buff|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]], and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.}} | |||
*{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | *{{buff|[[Falcon Dive]]'s grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.}} | ||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move on a successful hit.}} | |||
*{{buff|[[Falcon Kick]] is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move | |||
===Taunts=== | ===Taunts=== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|''Flying Type'': Has two additional [[midair jump]]s.}} | *{{buff|''Flying Type'': Has two additional [[midair jump]]s.}} | ||
*{{buff|[[Glide]] attack has a fire effect, and is much stronger with additional graphics.}} | *{{buff|[[Glide]] attack has a fire effect, and is much stronger (dealing 10% more damage and 20 shield damage) with additional graphics.}} | ||
*{{nerf| | *{{change|Type effectiveness has been removed.}} | ||
*{{nerf|Its gliding mechanics have been adjusted. It can no longer go up during his glide. It glides exclusively between 270 and 360 degrees. Flying straight down builds speed.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|[[Dash attack]] propels Charizard farther.}} | *{{buff|All three hits of jab combo have less ending lag and third hit damage has been increased (6% → 9%).}} | ||
*{{buff|[[Dash attack]] propels Charizard farther, deals more damage (11% (clean)/9% (late) → 17%/13%), and shield damage (1 → 15).}} | |||
*{{buff|All tilts deal more damage, which also improves their kill potential}} | |||
*{{buff|Down smash has significantly more range (being moderately disjointed), more damage (16% → 18%) and knockback (46 (base)/75 (scaling) → 46/83), and has 18 less frames of end lag.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, and speed is increased.}} | *{{buff|All aerials have less landing lag}} | ||
*{{buff|''Heat Wave'': Forward aerial | *{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}} | ||
*{{buff| Down aerial can now be buffered into a down smash by executing the move just before landing.}} | *{{buff|''Heat Wave'': Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.}} | ||
*{{buff|Back and up aerials are more powerful. Back aerial also now only has the second hit, increasing its reliability.}} | |||
*{{buff|Down aerial deals more shield damage (0 → 16), now meteors grounded opponents, and can now be buffered into a down smash by executing the move just before landing.}} | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|Forward and back throws deal more damage (10% → 12%) and are interruptible sooner (59 (forward)/33 (back) → 43/26).}} | |||
*{{change|Up throw deals less knockback, now not being able to reliably kill until beyond 250%. However, the changes to hitstun as well as [[Fly]] make it a more reliable combo starter.}} | |||
*{{buff|Down throw produces an explosion at the end, along with more knockback and damage.}} | *{{buff|Down throw produces an explosion at the end, along with more knockback and damage.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame.}} | *{{buff|Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.}} | ||
*{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]] | *{{buff|[[Rock Smash]] is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a [[shield]] or a grab.}} | ||
*{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air.}} | *{{buff|Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air. Can drag opponents offstage, similarly to the [[Wall of pain]].}} | ||
*{{buff|When used on the ground, [[Fly]] is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.}} | |||
*{{change|Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.}} | *{{change|Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.}} | ||
=={{SSBB|Diddy Kong}}== | =={{SSBB|Diddy Kong}}== | ||
===Aesthetics=== | |||
*{{change|Has four costumes where he wears a hoodie}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Knockback on forward and down tilts | *{{change|Knockback on forward and down tilts now deal set knockback.}} | ||
*{{ | *{{nerf|Dash attack can go off of ledges.}} | ||
*{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | *{{buff|Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.}} | ||
*{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | *{{buff|Up smash can be jump canceled 5 frames after the final hit.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Holding B while performing an aerial move will make Diddy pull out a throwable peanut.}} | *{{buff|Holding B while performing an aerial move (except back aerial) will make Diddy pull out a throwable peanut.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | *{{buff|The explosion from when the [[Peanut Popgun]] is charged too long now produces a very powerful damaging hitbox of near-[[OHKO]] power, while also slightly damaging Diddy.}} | ||
*{{buff|Monkey Flip grab reworked:}} | *{{buff|Monkey Flip grab reworked:}} | ||
**{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | **{{buff|Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.}} | ||
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=={{SSBB|Donkey Kong}}== | =={{SSBB|Donkey Kong}}== | ||
===Aesthetics=== | |||
*{{change|Donkey Kong has four new alternate cosutmes based on [https://skylanders.fandom.com/wiki/Turbo_Charge_Donkey_Kong Turbo Charge Donkey Kong] from [https://skylanders.fandom.com/wiki/Skylanders:_SuperChargers Skylanders: SuperChargers]}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | *{{buff|Dash attack sends opponents on a semi-spike trajectory.}} | ||
*{{buff|Donkey Kong slides much farther when doing a running up smash.}} | *{{buff|Donkey Kong slides much farther when doing a running up smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial late hit sends opponents towards Donkey Kong, allowing for more followups.}} | ||
*{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | *{{buff|''Jungle Climber'': Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff| | *{{buff|[[Giant Punch]] charges twice as fast when Donkey Kong is on the ground, and it no longer leaves him helpless if used when airborne. Holding the special button when unleashing a fully charged punch sends him forward giving the move more reach.}} | ||
*{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | *{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}} | ||
*{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | *{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}} | ||
*{{buff|''Barrel Pull'': [[Hand Slap]] | *{{buff|''Barrel Pull'': [[Hand Slap]] is faster, has significantly larger hitboxes, and the first hit is jump-cancelable. If the special move button is held, it is instead Barrel Pull, where he simply grabs a new [[Barrel]]. They can be thrown the opposite way DK is headed to push himself forward. The Barrels will disappear quickly and no longer explode.}} | ||
*{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | *{{change|''What Barrel?!'': Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.}} | ||
*{{buff|[[Konga Beat]] has a larger hit box.}} | |||
=={{SSBB|Falco}}== | =={{SSBB|Falco}}== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward smash produces a damaging wind hitbox.}} | *{{buff|Forward smash produces a damaging wind hitbox.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | *{{buff|[[Falco Phantasm]] does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.}} | ||
**{{nerf|Falco Phantasm no longer has a hitbox}} | |||
*{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | *{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}} | ||
**{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | **{{buff|Falco also conserves the momentum for a short period of time after the fire.}} | ||
*{{buff| | *{{buff|[[Reflector]] has been replaced with its Melee incarnation, increasing its combo potential.}} | ||
=={{SSBB|Fox}}== | =={{SSBB|Fox}}== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | *{{buff|''Melee Dodge'': If a direction is held on the [[control stick]]/[[C-Stick]]/[[directional pad|D-Pad]] while [[Air dodge|air dodging]], the air dodge physics become like those in [[Super Smash Bros. Melee|''Melee'']]. His ''Brawl'' air dodge is performed by air dodging with the control stick neutral.}} | ||
*{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability.}} | *{{buff|''[[Wavedash]]'': As in ''Melee'', air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability. Additionally, unlike in Melee, he can also wavedash out of a [[jumpsquat]].}} | ||
*{{ | *{{buff|Can slide off ledges by crouching while walking or dashing.}} | ||
*{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | *{{buff|Dash speed, walking speed, falling speed, and air speed increased.}} | ||
*{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | *{{change|Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | *{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}} | ||
*{{buff|Down tilt deals more damage and sends up consistently.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | *{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}} | ||
*{{buff|Back aerial | *{{buff|Back aerial no sour spot.}} | ||
*{{change|"Come on!" SFX added to a landed up aerial.}} | *{{change|"Come on!" SFX added to a landed up aerial.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Up throw can be | *{{buff|Up throw can be interrupted starting on frame 34.}} | ||
*{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | *{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}} | ||
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*{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | *{{buff|[[Blaster]] has less start-up, has more range (twice that of ''Melee''), and can be canceled into a jump or any normal attack.}} | ||
*{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | *{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}} | ||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and | **{{nerf|Fox Illusion no longer has a hitbox}} | ||
**{{buff|''Slow Illusion'': Holding the shield button causes the movement to become slower and trip, also becoming grab cancellable.}} | |||
*{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | *{{change|[[Fire Fox]] now hits at the autolink angle and has darker flame graphics.}} | ||
**{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | **{{buff|If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.}} | ||
**{{buff|Fox can grab the ledge while in Fire Fox's startup.}} | |||
*{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | *{{buff|Grounded [[Reflector]] startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in ''Melee'' (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.}} | ||
*{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | *{{buff|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Easier to [[Desynching|Desync]].}} | *{{buff|Easier to [[Desynching|Desync]].}} | ||
*{{buff|''Fail-Safe Nana'': The partner can no longer SD and must be in hitstun to be truly KOed. If | *{{buff|''Fail-Safe Nana'': The partner can no longer SD and must be in hitstun to be truly KOed. If they fail a recovery and touch the blast line while [[helpless]], a KO explosion will not happen.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Sourspot removed from forward smash.}} | *{{buff|Sourspot removed from forward smash.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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*{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | *{{buff|The charging of [[Eruption]] can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}} | ||
**{{change|Ike’s Eruption now emits blue flames.}} | **{{change|Ike’s Eruption now emits blue flames.}} | ||
**{{buff|Fully charged Eruption extends far beyond the top blast zone if a [[Beam Sword]] is in hand.}} | |||
*{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | *{{buff|[[Quick Draw]] can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.}} | ||
**{{change|Grounded Quick Draw can go off of ledges.}} | |||
*{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | *{{buff|[[Aether]] has radically more knockback growth, and the final hit will heal Ike by 4% if landed.}} | ||
===Taunts=== | ===Taunts=== | ||
*{{change|"I fight for my friends!" | *{{change|"I fight for my friends!" plays for his side taunt. “Prepare yourself!” now plays when [[Eruption]] is fully charged.}} | ||
=={{SSBB|Ivysaur}}== | =={{SSBB|Ivysaur}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff| | *{{buff|Stamina has been removed.}} | ||
*{{buff|Type effectiveness has been removed, granting increased survivability against fire based moves.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Up and down aerials have additional hitboxes added that cause varying effects. Up aerial sweetspots causes a flower effect, and down aerial sweetspots puts opponents to [[sleep]]. Based on Poison Powder and Sleep Powder respectively.}} | |||
*{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | *{{buff|Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|''Ivycopter'': | *{{buff|''Ivycopter'': This causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward if the B button is held, and allowing it to move from side to side at will, greatly aiding its recovery. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.}} | ||
*{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | *{{buff|''Critical Hit'': [[Razor Leaf]] deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.}} | ||
*{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | *{{buff|[[Vine Whip]] sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.}} | *{{buff|Kirby spins faster when he uses his neutral aerial, and it has much less ending lag. It also does more than twice as much damage with the late hit than it did before. (6% -> 15%)}} | ||
*{{buff|Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.}} | *{{buff|Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.}} | ||
*{{buff|Kirby spins his feet faster when he uses his down aerial.}} | *{{buff|Kirby spins his feet faster when he uses his down aerial.}} | ||
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*{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | *{{buff|Kirby moves much faster after sucking someone in with {{b|Inhale|Kirby}}.}} | ||
*{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | *{{change|Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.}} | ||
**{{buff|[[Chef]] | **{{buff|[[Chef]] fires five small projectiles instead of one large one. It is actionable sooner.}} | ||
**{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | **{{buff|[[Pikmin Pluck]] tosses Pikmin at a much faster rate.}} | ||
**{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | **{{buff|Pulls out [[Motion-Sensor Bomb]]s with [[Hand Grenade]] at a faster rate.}} | ||
**{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | **{{nerf|[[Ice Shot]]s shrink on distance instead of growing.}} | ||
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**{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | **{{nerf|Cannot use Captain Falcon's power up taunt to charge a [[Falcon Punch]].}} | ||
**{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | **{{nerf|Cannot perform a Bouncing Attack after copying [[Homing Attack]] nor follow up Homing Attack shield hits with more Homing Attacks.}} | ||
**{{change|[[Needle Storm]] needs to be shield canceled to store charge, instead of after.}} | |||
**{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | **{{change|Copies [[Fire Breath]] and {{b|Inhale|King Dedede}} instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}} | ||
**{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | **{{change|Both [[Hero's Bow]]s, [[PK Flash]], [[PK Freeze]], Falco's [[Blaster]], [[Chomp]], and [[Palutena's Arrow]] function like their regular ''Brawl'' counterparts.}} | ||
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*{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | *{{buff|Grounded [[Hammer (move)|Hammer]] is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.}} | ||
*{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | *{{buff|The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.}} | ||
*{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move before the projectile-shooting part.}} | *{{buff|[[Final Cutter]] can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move with an air-dodge before the projectile-shooting part.}} | ||
*{{change|[[Stone]] falls nearly immediately after being used.}} | *{{change|[[Stone]] falls nearly immediately after being used.}} | ||
=={{SSBB|Link}}== | =={{SSBB|Link}}== | ||
===Aesthetics=== | |||
*{{change|Link now has six alternate costumes based on his Postman Link costume from Hyrule Warriors}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Link's jumpsquat has been sped up (7 → 4).}} | |||
*{{buff|When rolling forward, if Link holds B, he can attack out of his roll.}} | *{{buff|When rolling forward, if Link holds B, he can attack out of his roll.}} | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|[[Hero's Bow]] is slightly stronger, and now | *{{buff|[[Hero's Bow]] is slightly stronger, and now shoots normal or bomb arrows, the latter of which is fired by holding down A. Normal arrows produce horizontal knockback, while fire arrows produce the same damage but with a fire effect and strong vertical knockback instead.}} | ||
*{{buff|When not smash thrown, [[Gale Boomerang]] covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.}} | *{{buff|When not smash thrown, [[Gale Boomerang]] covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.}} | ||
*{{buff|[[Spin Attack]] gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. The SFX for Link’s up-smash plays instead when the move is used in the air. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range) and will break shield on max charge.}} | *{{buff|[[Spin Attack]] gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. The SFX for Link’s up-smash plays instead when the move is used in the air. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range) and will break shield on max charge.}} | ||
*{{buff|[[Bomb]]s can be thrown faster and further, while having much more knockback, giving them KOing capability. Link will start blinking after a period of time and will pull a [[Deku Nut]] when he attempts to a pull a bomb. Link also throws normal [[items]] faster, further, and stronger.}} | *{{buff|[[Bomb]]s can be thrown faster and further, while having much more knockback, giving them KOing capability. They also do not hit Link if an opponent is hit first. Link will start blinking after a period of time and will pull a [[Deku Nut]] when he attempts to a pull a bomb. Link also throws normal [[items]] faster, further, and stronger.}} | ||
===Taunts=== | ===Taunts=== | ||
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=={{SSBB|Lucario}}== | =={{SSBB|Lucario}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|The [[Aura]] mechanic is | *{{nerf|The [[Aura]] mechanic is mostly inactive, leaving Lucario at his initial power level.}} | ||
*{{buff|Air speed has been improved.}} | *{{buff|Air speed has been improved.}} | ||
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===Taunts=== | ===Taunts=== | ||
*{{change| | *{{change|Holding down an up taunt (or inputting the up/down/up combo, which is slightly quicker) will perform an Ultra Taunt, which creates powerful hitboxes all around Lucario that inflict 60% damage on his foes and 999% onto him. All of his attacks (except down-tilt) become immensely more powerful with much more knockback to boot. In this state his aura sphere is even stronger, and a fully charged sphere is a OHKO. This can be performed once per stock, and the buff only persists when at 999%.}} | ||
=={{SSBB|Lucas}}== | =={{SSBB|Lucas}}== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack pushes Lucas much further, and has | *{{buff|Dash attack pushes Lucas much further, and has can be immediately canceled on hit.}} | ||
*{{buff|Forward tilt can cancel into other moves.}} | *{{buff|Forward tilt can cancel into other moves on hit.}} | ||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.}} | *{{buff|Down tilt now always trips on its first hit. Any following hit dows not trip, and 80 frames must pass without a down tilt before it can trip again.}} | ||
*{{buff|Forward smash can be angled.}} | |||
*{{buff|Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory. If the A button is held, it will instead freeze the opponent.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Forward Aerial is now stronger and slightly bigger.}} | ||
*{{buff|Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.}} | *{{buff|Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.}} | ||
*{{buff| | *{{buff|Up and Back aerials are stronger.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | *{{buff|[[PK Freeze]] no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it, although the projectile will vanish at startup if Lucas is too close to a surface. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the projectile.}} | ||
*{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.}} | *{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage. Can be canceled into grab aerial if used in the air}} | ||
*{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | *{{buff|If Lucas strikes a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he will automatically use PK Thunder again, up to three consecutive times.}} | ||
*{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | *{{buff|PK Thunder can be interrupted by an [[air dodge]]. Doing so will not leave Lucas [[helpless]].}} | ||
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=={{SSBB|Luigi}}== | =={{SSBB|Luigi}}== | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Luigi has four new alternate costumes wearing {{SSBB|Peach}}'s dresses, referencing ''Mario & Luigi: Superstar Saga''.}} | *{{change|Luigi has four new alternate costumes wearing {{SSBB|Peach}}'s dresses, referencing ''[[mariowiki:Mario & Luigi: Superstar Saga|Mario & Luigi: Superstar Saga]]''.}} | ||
===Attributes=== | ===Attributes=== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down Tilt is significantly faster, being about twice as fast.}} | *{{buff|Down Tilt is significantly faster, being about twice as fast.}} | ||
*{{buff|Pressing the Shield button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}} | *{{buff|Pressing the Shield or attack button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
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===Special attacks=== | ===Special attacks=== | ||
*{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''Super Mario Land''. When holding B, Luigi will use the Thunderhand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'' instead, an electric move that deals a single powerful blow.}} | *{{buff|Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in ''[[mariowiki:Super Mario Land|Super Mario Land]]''. When holding B, Luigi will use the Thunderhand from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'' instead, an electric move that deals a single powerful blow.}} | ||
*{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable.}} | *{{buff|[[Green Missile]] always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable on hit. The attack is also no longer able to get stuck in walls, making it safer as a recovery move.}} | ||
*{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | *{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}} | ||
*{{nerf|A sweetspotted Super Jump Punch is weaker.}} | *{{nerf|A sweetspotted Super Jump Punch is weaker.}} | ||
*{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground | *{{buff|[[Luigi Cyclone]] can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground.}} | ||
*{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | *{{buff|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|[[ | *{{buff|[[Air speed|Air speed]] increased}} | ||
*{{buff|Mario's [[footstool]] jump now damages (for 16%), as well as burying grounded opponents, and is now the strongest meteor smash in the game.}} | *{{buff|Mario's [[footstool]] jump now damages (for 16%), as well as burying grounded opponents, and is now the strongest meteor smash in the game.}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Forward aerial has fire graphics, is much stronger and no longer has a sourspot.}} | *{{buff|Forward aerial has fire graphics, is much stronger, has less landing lag, and no longer has a sourspot.}} | ||
*{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | *{{buff|Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Start-up and ending lag on his [[Fireball]] | *{{buff|Start-up and ending lag on his [[Fireball]] are significantly shorter, allowing him to shoot them at a more rapid pace. In addition, if one holds B, instead of launching a Fireball, Mario will use the Firebrand move from ''{{s|mariowiki|Mario and Luigi: Superstar Saga}}'', that, when used on the ground, is a single hit burst of flame from his palm with solid damage and knockback. However, when used in the air, it becomes a multi-hit that has less less knockback, but more combo potential}} | ||
*{{buff|By holding ''B'', [[Super Jump Punch]] can be | *{{buff|By holding ''B'', [[Super Jump Punch]] can be turned into Double Jump Punch, akin to Pikachu's Quick Attack, can be canceled into a walljump from frame 9, and the final hit is much stronger.}} | ||
*{{buff|[[F.L.U.D.D.]] is always fully charged. It now pulls opponents towards Mario and can be canceled into anything except | *{{buff|[[F.L.U.D.D.]] is always fully charged. It now uses Minus Water, which pulls opponents towards Mario and can be canceled into anything except another F.L.U.D.D.}} | ||
*{{buff|[[Mario Finale]] can be jump canceled.}} | *{{buff|[[Mario Finale]] can be jump canceled.}} | ||
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*{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | *{{buff|When the attack button is held, Marth will repeat his jab combo at a rapid pace.}} | ||
*{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | *{{buff|When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal ''Brawl''. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.}} | ||
*{{buff|Up smash now has better hitboxes on the side of the attack.}} | *{{buff|Up smash now has better hitboxes on the side of the attack and has more knockback scaling on the tipper.}} | ||
*{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | *{{buff|Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}} | ||
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===Specials=== | ===Specials=== | ||
*{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag.}} | *{{buff|[[Shield Breaker]] pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag. Aerial version autocancels.}} | ||
*{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger | *{{buff|[[Dancing Blade]] is slightly slower. The third hit angled down is a strong spike and final hit angled up is much stronger and can be jump canceled on hit.}} | ||
*{{change[[Dolphin Slash]] plays the SFX from ''Melee''.}} | *{{change|[[Dolphin Slash]] plays the SFX from ''Melee''.}} | ||
*{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | *{{buff|[[Critical Hit]] has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's ''Brawl-'' Warlock Punch.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Meta Knight is drastically lighter | *{{nerf|Meta Knight is drastically lighter (79 → 73).}} | ||
*{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | *{{buff|Meta Knight no longer goes into special fall, and can use each special in the air once.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Last hit of jab ends drastically faster allowing him to attack immediately after.}} | *{{buff|Last hit of jab ends drastically faster allowing him to attack immediately after.}} | ||
*{{ | *{{nerf|Rapid jab cannot be held indefinitely, only for 2 iterations}} | ||
*{{buff|Forward smash is now a slash that angles more upward. It | *{{nerf|Forward tilt deals 2% less total damage.}} | ||
*{{buff|Down tilt has set vertical knockback, allowing for combos and confirms at any percent.}} | |||
*{{nerf|Down tilt's sweetspot removed.}} | |||
*{{buff|Up tilt has significantly decreased ending lag.}} | |||
*{{buff|Forward smash is now a slash that angles more upward. It deals more knockback and has more range above Meta Knight.}} | |||
*{{nerf|Forward smash has increased ending lag.}} | |||
**{{change|If Meta Knight stands idle after performing a forward smash, he will point his sword out like in his side taunt, accompanied by the "Huh" SFX in his up taunt.}} | **{{change|If Meta Knight stands idle after performing a forward smash, he will point his sword out like in his side taunt, accompanied by the "Huh" SFX in his up taunt.}} | ||
*{{buff|Up smash is faster.}} | *{{buff|Up smash is faster, and deals 2% more damage.}} | ||
*{{nerf|Both hits of down smash deal less damage, 1% and 3% respectively.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Glide attack now produces horizontal knockback instead of vertical knockback.}} | *{{change|Glide attack now produces horizontal knockback instead of vertical knockback.}} | ||
*{{nerf|Glide attack's damage has been halved.}} | |||
*{{buff|Neutral Air has decreased ending lag in the air, allowing for more followups.}} | |||
*{{nerf|Up air has more ending lag.}} | |||
*{{buff|Down Air now spikes directly downwards instead of semi-spiking. This allows for more combos and even more effective edge guarding.}} | |||
*{{buff|Back Air has significantly increased knockback.}} | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
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*{{buff|Down throw produces vertical knockback instead of horizontal. This throw is now two hits. This throw cancels into [[Shuttle Loop]] when the special button is held, which can then be followed up with an additional attack}} | *{{buff|Down throw produces vertical knockback instead of horizontal. This throw is now two hits. This throw cancels into [[Shuttle Loop]] when the special button is held, which can then be followed up with an additional attack}} | ||
*{{buff|Forward throw has lowered end lag allowing for easier follow ups.}} | *{{buff|Forward throw has lowered end lag allowing for easier follow ups.}} | ||
*{{buff|Back throw has increased knockback allowing it to be a respectable kill throw without taking deadly damage and knockback from Up throw.}} | |||
===Specials=== | ===Specials=== | ||
*{{ | *{{change|[[Mach Tornado]] knocks opponents outwards, lasts shorter, and can no longer be canceled into aerials. However, it has high base knockback that sends to the side, allowing the move to be a deadly edgeguarding tool that can corner carry and with no risk.}} | ||
*{{buff|[[Drill Rush]] is significantly quicker.}} | *{{buff|[[Drill Rush]] is significantly quicker.}} | ||
*{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | *{{buff|[[Dimensional Cape]] is much stronger when used as an attack and has increased hitlag. Also, [[Infinite Dimensional Cape]] can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.}} | ||
*{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | *{{nerf|Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.}} | ||
===Taunts=== | |||
*{{change|Pressing A during Up Taunt causes Meta Knight to trip.}} | |||
=={{SSBM|Mewtwo}}== | =={{SSBM|Mewtwo}}== | ||
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*{{change|Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.}} | *{{change|Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Shadow Ball]] passes through enemies.}} | *{{buff|[[Shadow Ball]] is stronger and passes through enemies.}} | ||
*{{buff|[[Confusion]] now has several smaller hits accompanying the big hit, making it do more damage and being able to hit nearby opponents.}} | *{{buff|[[Confusion]] now has several smaller hits accompanying the big hit, making it do more damage and being able to hit nearby opponents.}} | ||
*{{buff|[[Teleport]] | *{{buff|[[Teleport]] can be used twice, and no longer leaves Mewtwo helpless.}} | ||
*{{buff|[[Disable]] has been changed to Future Sight. Upon leaving the animation, Mewtwo leaves behind a ball of darkness that explodes with high damage after a few | *{{buff|[[Disable]] has been changed to Future Sight. Upon leaving the animation, Mewtwo leaves behind a ball of darkness that explodes on the spot with high damage after a few seconds. Using the move again before it explodes will instead set a new ball.}} | ||
===Taunts=== | |||
*{{change|Mewtwo’s taunt from ''Melee'' is now mapped to the down button.}} | |||
*{{change|His side taunt has him thrust his arm forward while sounding his cry from the ''Pokemon'' games.}} | |||
*{{change|His up taunt has him leap off the ground and curl up, falling asleep for a moment.}} | |||
=={{SSBB|Mr. Game & Watch}}== | =={{SSBB|Mr. Game & Watch}}== | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches | *{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches a much larger projectile.}} | ||
*{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | *{{buff|[[Judge]] can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:}} | ||
**{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | **{{buff|1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal ''Brawl''.}} | ||
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===Taunts=== | ===Taunts=== | ||
*{{buff|All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.}} | *{{buff|All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.}} | ||
===Miscellaneous=== | |||
*{{change|Like in ''Melee'', Mr. Game & Watch beeps when he is blast KO'd.}} | |||
=={{SSBB|Ness}}== | =={{SSBB|Ness}}== | ||
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=={{SSBB|Olimar}}== | =={{SSBB|Olimar}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|All tilts are considerably quicker.}} | ||
**{{change|Down tilt pushes Olimar forward a fair distance, piercing through foes.}} | |||
*{{buff|Forward smash and up smash distance increased.}} | *{{buff|Forward smash and up smash distance increased.}} | ||
*{{buff|During down smash, Pikmin won't stop at the edge of a stage.}} | *{{buff|During down smash, Pikmin won't stop at the edge of a stage.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|Can [[Pikmin Pluck|pluck]] [[Pikmin (species)|Pikmin]] in the air, | *{{buff|Can [[Pikmin Pluck|pluck]] [[Pikmin (species)|Pikmin]] in the air. Doing so will also elevate Olimar somewhat, which can be done up to 3 times until landing. If plucking in mid-air, Olimar will instantly max out on Pikmin.}} | ||
*{{buff|[[Pikmin | *{{buff|[[Pikmin Throw]] is quicker and hurls Pikmin farther.}} | ||
*{{buff| | *{{buff|[[Pikmin Order]] can now be canceled into anything, including itself. Deals 1% damage (non-flinching) to surrounding foes.}} | ||
=={{SSBB|Peach}}== | =={{SSBB|Peach}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Peach will have hearts appear while | *{{change|Peach will have hearts appear while walking.}} | ||
*{{buff|Peach can now [[float]] cancel and gets a second float. The floats will combine in length if used in one jump.}} | |||
*{{buff|Peach can now [[float]] cancel and gets | |||
*{{buff|Peach jumps higher.}} | *{{buff|Peach jumps higher.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward smash is | *{{buff|Forward smash is approximately twice as fast. Can control what weapon she uses by angling the smash.}} | ||
*{{buff|Down smash always trips opponents, with every hit | *{{buff|Down smash always trips opponents, with every hit.}} | ||
*{{buff|Down tilt always meteor smashes, as well as being much faster | *{{buff|Down tilt always meteor smashes, as well as being much faster.}} | ||
*{{buff|Dash attack can be cancelled by another attack immediately after hitboxes have been used up.}} | *{{buff|Dash attack can be cancelled by another attack immediately after hitboxes have been used up.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Down aerial has an added heart effect, similar to Peach's up tilt.}} | *{{change|Down aerial has an added heart effect, similar to Peach's up tilt.}} | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial has an added heart effect, along with considerable shield damage, slightly increased knockback, sends opponents at a low angle trajectory, and its landing lag reduced from eleven frames to two. When sourspotted, it sends opponent at an even lower angle.}} | ||
**{{change|Peach now says "Whee!" when performing neutral aerial; This is an otherwise unused voice clip found in vanilla ''Brawl''{{'}}s files.}} | |||
*{{buff|Up aerial given some base knockback so it can KO around 150% as opposed to 170%.}} | *{{buff|Up aerial given some base knockback so it can KO around 150% as opposed to 170%.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{change| | *{{change|Down throw has additional heart sound effects, and Peach giggles when it is used, with the latter coming from unused files found in vanilla ''Brawl''{{'}}s files.}} | ||
*{{buff|"This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.}} | *{{buff|"This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.}} | ||
*{{ | *{{nerf|Back throw is slightly weaker.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff| | *{{buff|Toad [[counter]] has more range.}} | ||
*{{buff|[[Peach Bomber]] can be interrupted by any aerial move or [[Toad]], retaining Peach Bomber's horizontal momentum.}} | *{{buff|[[Peach Bomber]] can be interrupted by any aerial move or [[Toad]], retaining Peach Bomber's horizontal momentum.}} | ||
*{{buff| | *{{buff|[[Peach Parasol]] can be cancelled by an aerial attack when it isn’t deployed.}} | ||
*{{buff| | **{{buff|Can grab ledges backwards while her Parasol is deployed.}} | ||
*{{buff| | *{{buff|All [[Vegetable]]s are thrown farther and Peach has an increased random chance of pulling a stitchface turnip or one of the following items: [[Beam Sword]], [[Bob-omb]], [[Lip's Stick]], [[Mr. Saturn]], [[Pitfall]], [[Unira]], or absolutely nothing (which is supposed to be a [[Green Shell]] according to the FitPeach.pac). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.}} | ||
=={{SSBM|Pichu}}== | =={{SSBM|Pichu}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Pichu is significantly heavier (55 → 74).}} | *{{buff|Pichu is significantly heavier (55 → 74).}} | ||
*{{ | *{{nerf|Pichu's forward tilt, up smash, down smash, and back aerial now inflict self-damage.}} | ||
*{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | *{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Forward tilt has a disjointed sweetspot with enough power to kill around 110% at ledge.}} | |||
*{{buff|Down tilt now launches vertically, improving its combo ability.}} | |||
*{{nerf|Forward smash final hit is significantly weaker (90 base/140 scaling → 69/90), even with higher damage (6% → 10%).}} | |||
*{{change|Up smash now has electrical properties.}} | *{{change|Up smash now has electrical properties.}} | ||
**{{change|It now has a different angle of knockback (85 → 101).}} | **{{change|It now has a different angle of knockback (85 → 101).}} | ||
**{{nerf|It has | **{{nerf|It has less knockback (50 base/105 scaling → 48/93).}} | ||
*{{change|Down smash is now a multi-hit that sends vertically.}} | |||
*{{ | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff| | *{{buff|Forward aerial deals more damage (8% → 13%) and the final hit deals more knockback (0 base/100 scaling → 55/105).}} | ||
*{{buff| | *{{buff|Back aerial is a multi-hit that deals more damage (9% → 14%) and has more kill power.}} | ||
*{{buff|Down aerial is more powerful and meteor smashes.}} | |||
*{{buff| | |||
===Special moves=== | ===Special moves=== | ||
*{{ | *{{change|Pichu's neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range.}} | ||
*{{buff|Pichu's | **{{buff|After Pichu takes 40% in self-damage, it can use [[Bulbapedia:Discharge_(move)|Discharge]], a powerful kill option. However, it needs to be recharged after use.}} | ||
*{{buff| | *{{buff|Pichu's side special is [[Bulbapedia:Electro_Ball_(move)|Electro Ball]], a projectile that stuns the opponent.}} | ||
*{{ | *{{buff|[[Agility]] only consists of only one dash, but can be used three times before landing and does not put in special fall. Holding the special button gives the move a hitbox that deals weak fixed knockback but deals self-damage. The held variant will immediately stop when colliding with an opponent.}} | ||
*{{change|Down special now is [[Bulbapedia:Thunderbolt_(move)|Thunderbolt]], which does not consist of the shockwave at the end, but also does not self-inflict damage.}} | |||
===Taunts=== | |||
*{{change|Pichu’s ''Melee'' taunt is moved to the down button.}} | |||
*{{change|His side taunt has him blow kisses to an applauding audience.}} | |||
*{{change|His up taunt is now his infamous butt-slap, sassy grin and all.}} | |||
=={{SSBB|Pikachu}}== | =={{SSBB|Pikachu}}== | ||
Line 733: | Line 784: | ||
*{{buff|Up smash is stronger, with an [[Electric|electrical]] effect upon impact.}} | *{{buff|Up smash is stronger, with an [[Electric|electrical]] effect upon impact.}} | ||
*{{change|Pikachu spins much faster during its down smash, and each hit has less hitlag.}} | *{{change|Pikachu spins much faster during its down smash, and each hit has less hitlag.}} | ||
*{{buff|Pikachu's jab now hits | *{{buff|Pikachu's jab now hits even faster.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Back aerial moves Pikachu horizontally through the air, similar to a helicopter. Cancels into | *{{buff|Back aerial moves Pikachu horizontally through the air, similar to a helicopter. Cancels into any other attack, including itself.}} | ||
*{{buff|Down aerial is now a meteor smash.}} | *{{buff|Down aerial is now a meteor smash.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Forward throw knocks | *{{buff|Forward throw knocks nearby opponents down.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Skull Bash]] is much stronger with an electrical effect upon impact and covers much more range. If a fully-charged Skull Bash misses, however, Pikachu is likely to KO itself. On the upside, this can even KO at extremely low damage percentages and can OHKO most characters. The charge for Skull Bash can be shield canceled, but it will not retain the charge. It is granted 7% armor while charging Skull Bash. The angle and speed have been adjusted as well.}} | *{{buff|[[Skull Bash]] is much stronger with an electrical effect upon impact and covers much more range. If a fully-charged Skull Bash misses, however, Pikachu is likely to KO itself. On the upside, this can even KO at extremely low damage percentages and can OHKO most characters. The charge for Skull Bash can be shield canceled, but it will not retain the charge. It is granted 7% armor while charging Skull Bash. The angle and speed have been adjusted as well. It can also be wall jumped out of.}} | ||
*{{buff|[[Quick Attack]] | *{{buff|[[Quick Attack]] meteor smashes opponents, and can now be used twice in the same direction.}} | ||
*{{buff|{{b|Thunder|Pokémon}} projectile now meteor smashes everywhere except the top.}} | *{{buff|{{b|Thunder|Pokémon}} projectile now meteor smashes everywhere except the top.}} | ||
*{{buff|Thunder | *{{buff|Thunder can be jumped out of while in the air, allowing two to be done in quick succession.}} | ||
*{{buff|Thunder Jolt hits goes up when traveling on the ground. Will spike foes when traveling through the air.}} | *{{buff|Thunder Jolt hits goes up when traveling on the ground. Will spike foes when traveling through the air.}} | ||
=={{SSBB|Pit}}== | =={{SSBB|Pit}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{change|" | *{{change|"Here we go!" SFX played during entry.}} | ||
*{{buff|Glide attack produces vertical knockback that is stronger.}} | *{{buff|Glide attack produces vertical knockback that is stronger.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Jab combo last hit now sends opponents behind Pit.}} | *{{change|Jab combo is no longer an infinite, and the last hit now sends opponents behind Pit.}} | ||
*{{buff|Forward smash can be [[angled]]. Unangled forward smash is the same as in regular ''Brawl''. Angled forward smash is a single | *{{buff|Forward smash can be [[angled]]. Unangled forward smash is the same as in regular ''Brawl''. Angled forward smash is a single weaker upward swipe that knocks up-backwards.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral and up aerials are faster.}} | |||
*{{buff|Forward aerial now sends opponents on semi-spike trajectory.}} | *{{buff|Forward aerial now sends opponents on semi-spike trajectory.}} | ||
*{{buff|Down aerial can now meteor smash.}} | *{{buff|Down aerial can now meteor smash.}} | ||
Line 761: | Line 812: | ||
*{{buff|Back throw throws opponents at a semi-spike.}} | *{{buff|Back throw throws opponents at a semi-spike.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer | *{{buff|There is more control over the arrows shot from [[Palutena's Bow]] - there is no limit to their turning speed. Palutena's Bow can also be charged longer. Arrows fired upwards are much slower and smaller. Aerial charge animation can be cancelled near startup by pressing the shield button, which sends Pit tumbling.}} | ||
*{{buff| | *{{buff|Side Special is now Angel Sweep. Using it in the air will make him execute a weaker glide attack. Holding the special button will make him soar through the air, which can be controlled with the control stick. Using it on the ground executes a short version of the held aerial version.}} | ||
*{{buff|Hitbox added to [[Wings of Icarus]]' startup. | *{{buff|Hitbox added to [[Wings of Icarus]]' startup. It can be used 3 times. The second can be canceled into the third.}} | ||
*{{buff|[[Mirror Shield]] is jump cancelable.}} | *{{buff|[[Mirror Shield]] is jump cancelable.}} | ||
*{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | *{{buff|The Centurions in [[Palutena's Army]] can now change flight directions, allowing them to chase down a target more effectively.}} | ||
== | ===Taunts=== | ||
*{{buff| | *{{buff|Pit’s up taunt now deals damage with a quick series of weak opening slashes, finishing with a 14% jab upwards that can KO at roughly 160%.}} | ||
*{{buff| | *{{buff|The four swipes of Pit’s side taunt can combine for 13% damage.}} | ||
*{{ | *{{buff|Pit’s down taunt is now a variant of [[Heavenly Light]], dealing up to 18% damage vertically over a series of non-flinching hits. Doesn’t push away opponents.}} | ||
=={{SSBB|R.O.B.}}== | =={{SSBB|R.O.B.}}== | ||
===Attributes=== | |||
*{{buff|R.O.B. can crouch walk.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Up tilt is quicker.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.}} | *{{buff|Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.}} | ||
*{{buff|Up aerial's speed greatly increased, with only the final hit launching.}} | |||
*{{buff|Up aerial's speed greatly increased.}} | *{{change|Back aerial hits opponent in front of R.O.B.}} | ||
*{{change|Back aerial hits opponent | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel has an electrical effect and deals more damage.}} | *{{buff|Pummel has an electrical effect and deals more damage.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|When [[Robo Beam]] is fully charged, the beam will [[paralyze]] opponents for a brief moment before knockback occurs | *{{buff|When [[Robo Beam]] is fully charged, the beam will [[paralyze]] opponents for a brief moment before knockback occurs. In addition, a fully charged beam is much more powerful.}} | ||
**{{nerf|Uncharged beam no longer paralyzes.}} | **{{nerf|Uncharged beam no longer paralyzes.}} | ||
*{{buff|[[Arm Rotor]] propels R.O.B. much further | *{{buff|[[Arm Rotor]] propels R.O.B. much further in the air, and even more so on the ground. Repeatedly hitting the special button covers less distance. It is also now interruptible.}} | ||
=={{SSBM|Roy}}== | =={{SSBM|Roy}}== | ||
===Attributes=== | ===Attributes=== | ||
Line 801: | Line 850: | ||
*{{buff|Forward tilt is now a multi-hit flame projectile, giving the move more range.}} | *{{buff|Forward tilt is now a multi-hit flame projectile, giving the move more range.}} | ||
*{{buff|Dash attack is now running stab and has more reach.}} | *{{buff|Dash attack is now running stab and has more reach.}} | ||
*{{buff|Roy now jumps forward slightly when performing a forward smash, giving it more reach.}} | |||
*{{buff|Roy now jumps when performing a forward smash, giving it more reach.}} | |||
*{{buff|Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.}} | *{{buff|Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.}} | ||
*{{nerf|All down tilt hitboxes are weaker.}} | *{{nerf|All down tilt hitboxes are weaker.}} | ||
Line 813: | Line 861: | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Flare Blade]] has less start-up.}} | *{{buff|[[Flare Blade]] has less start-up.}} | ||
*{{buff|[[Double-Edge Dance]] is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him forward.}} | *{{buff|[[Double-Edge Dance]] is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him forward and can be canceled into an aerial.}} | ||
*{{buff|[[Blazer]] has armor, and covers much more distance.}} | *{{buff|[[Blazer]] has armor, and covers much more distance.}} | ||
*{{change|Blazer has a new spiraling animation.}} | *{{change|Blazer has a new spiraling animation.}} | ||
*{{change|Blazer's first hit has drastically less set knockback. While this removes its ability to OHKO floaty characters, it makes it notably easier to connect all the hits.}} | *{{change|Blazer's first hit has drastically less set knockback. While this removes its ability to OHKO floaty characters, it makes it notably easier to connect all the hits.}} | ||
*{{buff|[[Counter]] multiplier is much higher.}} | *{{buff|[[Counter]] multiplier is much higher.}} | ||
===Taunts=== | |||
*{{change|Roy’s taunt from ''Melee'' is now mapped to the down button, and the SFX is his uncharged Flare Blade yell.}} | |||
*{{change|His up taunt makes him say ''Boku wa makenai''.}} | |||
*{{change|His side taunt makes him swipe his sword twice.}} | |||
=={{SSBB|Samus}}== | =={{SSBB|Samus}}== | ||
===Aesthetics=== | |||
*{{change|Samus's name is now stylized as Samus Aran.}} | |||
*{{change|Samus now has costumes based on her Power Suit, Varia Suit, Gravity Suit, and Metroid Suit from Metroid Dread.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Attacks are generally stronger.}} | *{{buff|Attacks are generally stronger.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | *{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}} | ||
*{{buff|Up tilt | *{{buff|Up tilt always spikes on the heel and always sends horizontally on the leg.}} | ||
*{{buff|Down tilt is an extremely fast close-range explosion | *{{buff|Down tilt is an extremely fast close-range explosion that can be canceled after frame 8 on unshielded hit, with vertical knockback. Can be quickly comboed into other moves if it lands.}} | ||
*{{buff| | *{{buff|Up smash is a combination of [[Aura]] and ice instead of fire, simulating Phazon. Last hit is much stronger.}} | ||
*{{buff|Down smash produces knockback that is more horizontal.}} | *{{buff|Down smash produces knockback that is more horizontal.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Grab now lingers, identical to [[Zero Suit Samus]]{{'}}s.}} | *{{buff|Grab now lingers, identical to [[Zero Suit Samus]]{{'}}s.}} | ||
*{{buff|Up Throw is the Grapple Voltage from ''Metroid Prime 3: Corruption'', which knocks the opponent down to the floor and heals Samus.}} | *{{buff|Up Throw is the Grapple Voltage from ''Metroid Prime 3: Corruption'', which knocks the opponent down to the floor and heals Samus for 4%.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Charge Shot]] is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.}} | *{{buff|[[Charge Shot]] charges quicker and in the air and is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.}} | ||
**{{change|Charge Shot now sends Samus much further back when used in the air.}} | **{{change|Charge Shot now sends Samus much further back when used in the air.}} | ||
*{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | *{{buff|[[Missile|Homing missiles]] are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.}} | ||
*{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | *{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}} | ||
*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start | *{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}} | ||
*{{nerf| | **{{nerf|The decreased bomb speed makes bomb jumping more difficult.}} | ||
*{{change|{{b|Zero Laser|Samus}} no longer transforms Samus into Zero Suit Samus.}} | |||
===Taunts=== | |||
*{{change|Attempting to change into Zero Suit Samus via the up/down/up combo will simply make Samus pause for a second.}} | |||
=={{SSBB|Sheik}}== | =={{SSBB|Sheik}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has an additional midair jump.}} | *{{buff|Has an additional midair jump.}} | ||
*{{buff|Walking speed increased.}} | |||
*{{change|Sheik becomes invisible and has a smokeball effect when she dodges and rolls.}} | *{{change|Sheik becomes invisible and has a smokeball effect when she dodges and rolls.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Forward tilt, down tilt, and dash attack are now all jump cancelable on hit. Not JC if Sheik hits shield. Up throw is jump cancelable.}} | ||
*{{change|Dash Attack now has a vanishing effect.}} | |||
*{{buff|Forward smash covers more distance, about twice as far as before.}} | *{{buff|Forward smash covers more distance, about twice as far as before.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down air | *{{buff|Down air can be jumped out of quicker.}} | ||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground. Now charges faster.}} | *{{buff|[[Needle Storm]] must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground. Now charges faster.}} | ||
*{{buff|[[Vanish]] now produces a explosion upon | *{{buff|[[Vanish]] now produces a explosion upon reappearing. Vanish is faster now.}} | ||
*{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit.}} | *{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit. Can also tether ledges.}} | ||
=={{SSBB|Snake}}== | =={{SSBB|Snake}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Can drop his currently held item by pressing A during any dodge.}} | *{{buff|Can drop his currently held item by pressing A during any dodge.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|The hitboxes of the third hit of his jab combo, his | *{{buff|The hitboxes of the third hit of his jab combo, and his up tilt have increased hitlag.}} | ||
*{{change|The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.}} | *{{change|The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.}} | ||
*{{buff|Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.}} | *{{buff|Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.}} | ||
*{{buff|Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.}} | *{{buff|Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.}} | ||
*{{buff|Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation. Now hits people who will try to roll over a mine.}} | *{{buff|Down smash is faster, stronger, has a larger blast radius, activates sooner, and lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation. Now hits people who will try to roll over a mine.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag and much higher hitlag.}} | *{{buff|All aerials have less landing lag and much higher hitlag.}} | ||
Line 879: | Line 937: | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{change|"Nom" SFX played each time Snake pummels the opponent.}} | *{{change|"Nom" SFX played each time Snake pummels the opponent.}} | ||
*{{buff|Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the | *{{buff|Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the forward throw is now a meteor smash.}} | ||
*{{change|"Tasty!" SFX played when Snake uses his down throw.}} | *{{change|"Tasty!" SFX played when Snake uses his down throw.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]] | *{{buff|[[Hand Grenade]]s produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a [[Motion-Sensor Bomb]].}} | ||
*{{buff|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second and can’t be canceled.}} | |||
*{{buff|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second.}} | |||
*{{buff|[[Cypher]] is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released. }} | *{{buff|[[Cypher]] is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released. }} | ||
*{{buff|[[C4]] has a larger sticky radius.}} | *{{buff|[[C4]] has a larger sticky radius.}} | ||
**{{change|The SFX for deploying a C4 also plays when detonating.}} | |||
===Taunts=== | |||
*{{buff|Side taunt drops a grenade.}} | |||
*{{buff|Snake can move around while in a [[cardboard box]]. The "Kept you waiting, huh?" SFX is added when removing a cardboard box.}} | |||
=={{SSBB|Sonic}}== | =={{SSBB|Sonic}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|All attacks except forward tilt are stronger.}} | |||
*{{buff|Down tilt is much faster and pushes Sonic forward.}} | |||
*{{buff|Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.}} | *{{buff|Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.}} | ||
*{{buff|Down smash can be canceled into anything after the second hit, and when a Homing Attack is used | *{{buff|Down smash can be canceled into anything after the second hit, and when a Homing Attack is used, Sonic will fly forward a very long distance. This can lead to KOs on himself if used improperly.}} | ||
*{{buff|Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into [[Spin Dash]].}} | *{{buff|Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into [[Spin Dash]].}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Every aerial except back is stronger.}} | |||
*{{buff|Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.}} | *{{buff|Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel speed has been drastically increased. | *{{buff|Pummel speed has been drastically increased.}} | ||
*{{buff|All throws are quicker.}} | |||
*{{buff|Forward throw is now a simple toss with more horizontal knockback.}} | *{{buff|Forward throw is now a simple toss with more horizontal knockback.}} | ||
*{{buff|Down throw causes no knockback, like Snake's down throw.}} | *{{buff|Down throw causes no knockback, like Snake's down throw.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Homing Attack]] has significantly less ending lag when it hits an opponent or | *{{buff|[[Homing Attack]] has significantly less startup lag, travels much farther and quicker, and has reduced ending lag when it hits an opponent or wall. It can be cancelled into any aerial outright upon striking someone. If it connects with a shield, Sonic will say "Come on, step it up!" and can immediately use another Homing Attack, allowing him to [[pressure]] shields.}} | ||
*{{buff|Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits | *{{buff|Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits. He will plummet to his death if there is nothing below him.}} | ||
*{{buff|The [[Spring]] projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.}} | *{{buff|The [[Spring]] projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.}} | ||
*{{buff|[[Spin Dash]] is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.}} | *{{buff|[[Spin Dash]] is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.}} | ||
===Taunts=== | |||
*{{buff|All taunts are interruptible.}} | |||
=={{SSBB|Squirtle}}== | =={{SSBB|Squirtle}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Initial and midair jump height increased.}} | *{{buff|Initial and midair jump height increased.}} | ||
*{{buff|Dash animation sped up, allowing for faster [[shellshifting]].}} | *{{buff|Dash animation sped up, allowing for faster [[shellshifting]].}} | ||
*{{buff|Stamina has been removed.}} | |||
*{{change|Type effectiveness has been removed.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Up tilt is even faster.}} | |||
*{{buff|Down tilt propels Squirtle slightly.}} | |||
*{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | *{{buff|Forward smash propels Squirtle about twice as far, increasing its reach.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial is now a quicker, waterless attack that bounces Squirtle up slightly if it makes contact.}} | |||
*{{buff|Up aerial is much quicker and can be chained effectively.}} | |||
*{{buff|Last hit on down aerial now sends opponents on a semi-spike trajectory.}} | *{{buff|Last hit on down aerial now sends opponents on a semi-spike trajectory.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | *{{buff|Uncharged [[Water Gun]] freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.}} | ||
*{{buff| | *{{buff|[[Withdraw]] is now a short but swift dash forward. Can aid in recovery.}} | ||
*{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | *{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.}} | ||
*{{buff|New aerial down special: Aqua Jet, a downward water stream that meteor smashes, goes straight through platforms, and gives Squirtle slight upwards momentum. The meteor smash is stronger the closer the foe is to Squirtle. On the ground this move is a weaker copy of up smash where Squirtle jumps up.}} | |||
===Taunts=== | |||
*{{buff|His down taunt is quicker and has armor.}} | |||
=={{SSBB|Toon Link}}== | =={{SSBB|Toon Link}}== | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral combo now has an extra 4th sword swing.}} | |||
*{{buff|Forward tilt can now meteor smash.}} | *{{buff|Forward tilt can now meteor smash.}} | ||
*{{buff|Down tilt is extremely fast.}} | |||
*{{change|Forward smash is now one swing with knockback.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has drastically reduced start-up and ending lag, as well as duration.}} | *{{buff|Neutral aerial has drastically reduced start-up and ending lag, as well as duration.}} | ||
*{{buff|Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.}} | *{{buff|Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Toon | *{{buff|Toon Link’s aerial grab cancels into other aerials.}} | ||
*{{buff|Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.}} | *{{buff|Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Hero's Bow]] randomly shoots | *{{buff|[[Hero's Bow]] randomly shoots fire, ice, and rarely light arrows that stick on the ground, leaving a lasting hitbox that damages opponents considerably upon being touched. A maximum of four arrows can be onscreen at once. Fire arrows have good knockback at higher percents, ice arrows can freeze opponents, while light arrows stun with high knockback.}} | ||
*{{buff|[[Boomerang]] knocks opponents upwards and | *{{buff|[[Boomerang]] knocks opponents upwards and can strike multiple times.}} | ||
*{{buff|Toon Link can move across the ground with a grounded [[Spin Attack]], akin to his Hurricane Slash from ''Wind Waker'', but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.}} | *{{buff|Toon Link can move across the ground with a grounded [[Spin Attack]], akin to his Hurricane Slash from ''Wind Waker'', but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.}} | ||
*{{buff|[[Bomb]]s are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.}} | *{{buff|[[Bomb]]s are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.}} | ||
*{{change|[[Triforce Slash]] has fire hitboxes and the final hit knocks opponents backwards.}} | *{{change|[[Triforce Slash]] has fire hitboxes and the final hit knocks opponents backwards.}} | ||
===Taunts=== | |||
*{{buff|Up taunt produces a non-flinching, damaging hitbox with a wind effect.}} | |||
*{{buff|Down taunt also has hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.}} | |||
=={{SSBB|Wario}}== | =={{SSBB|Wario}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Air speed has been drastically increased, along with an increase in falling speed.}} | *{{buff|Air speed has been drastically increased, along with an increase in falling speed.}} | ||
*{{change|Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.}} | *{{change|Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.}} | *{{buff|Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.}} | ||
*{{buff|Forward smash's range has been increased and has [[armor]] on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.}} | *{{buff|Forward smash's range has been increased and has [[armor]] on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.}} | ||
*{{buff|Up smash has a vacuum effect.}} | *{{buff|Up smash has a vacuum effect.}} | ||
*{{buff|Down smash | *{{buff|Down smash strikes opponents multiple times, tripping them until the final hit.}} | ||
*{{buff|Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.}} | *{{buff|Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.}} | ||
*{{buff|Down tilt will stay active until a foe hits it or Wario does something else. Has an additional hitbox that is designed to hit rolling crates only.}} | *{{buff|Down tilt is quicker and will stay active until a foe hits it or Wario does something else. Has an additional hitbox that is designed to hit rolling crates only.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
Line 964: | Line 1,051: | ||
*{{buff|By pressing A during his back aerial, Wario will fart, pushing him backwards.}} | *{{buff|By pressing A during his back aerial, Wario will fart, pushing him backwards.}} | ||
*{{buff|Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.}} | *{{buff|Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.}} | *{{buff|Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Chomp]]'s bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.}} | *{{buff|[[Chomp]]'s bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.}} | ||
*{{buff|[[Wario Bike]] is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful | *{{buff|[[Wario Bike]] is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful.}} | ||
*{{buff|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}} | *{{buff|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}} | ||
*{{nerf| | *{{nerf|After 25 seconds, Wario may fart out a [[Rolling Crate]]. Attempting to fart out a crate prematurely will reset the cooldown and Wario will do a weak fart. Wario's attacks do less damage to rolling crates. Rolling crates are weaker and can be ducked through like platforms.}} | ||
===Taunts=== | |||
*{{buff|Pressing B during side taunt causes Wario to fart.}} | |||
=={{SSBB|Wolf}}== | =={{SSBB|Wolf}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Dashing speed has been improved.}} | *{{buff|Dashing speed has been improved.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change|Forward tilt has decreased vertical knockback | *{{change|Forward tilt is quicker and has decreased vertical knockback.}} | ||
*{{buff|Down tilt is quicker.}} | |||
*{{buff|Dash attack moves Wolf forward a good distance instead of halting all movement.}} | *{{buff|Dash attack moves Wolf forward a good distance instead of halting all movement.}} | ||
*{{buff|Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal ''Brawl'', except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to [[Weavile]]. The angled version can be cancelled into Wolf Flash by holding B if it hits.}} | *{{buff|Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal ''Brawl'', except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to [[Weavile]]. The angled version can be cancelled into Wolf Flash by holding B if it hits.}} | ||
*{{change|Back slice of down smash produces vertical knockback instead of horizontal.}} | *{{change|Back slice of down smash produces vertical knockback instead of horizontal.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has more hitboxes, consisting of more hits.}} | *{{buff|Neutral aerial has more hitboxes, consisting of more hits.}} | ||
*{{buff|Neutral aerial can now be canceled into another aerial, including another neutral air.}} | *{{buff|Neutral aerial can now be canceled into another aerial, including another neutral air.}} | ||
*{{buff|Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.}} | *{{buff|Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Blaster]] shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.}} | *{{buff|[[Blaster]] shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.}} | ||
*{{buff|[[Wolf Flash]] can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a ''Melee'' air dodge on startup, allowing Wolf to [[wavedash]] when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.}} | *{{buff|[[Wolf Flash]] can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a ''Melee'' air dodge on startup, allowing Wolf to [[wavedash]] when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.}} | ||
*{{buff|[[Fire Wolf]] has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly. When connecting with a wall, Wolf can wall jump.}} | *{{buff|[[Fire Wolf]] travels farther, and has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly. When connecting with a wall, Wolf can wall jump.}} | ||
**{{change|If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.}} | **{{change|If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.}} | ||
*{{buff|[[Reflector (move)|Reflector]] knocks upwards when grounded and can be cancelled into any aerial airborne.}} | *{{buff|[[Reflector (move)|Reflector]] knocks upwards when grounded and can be cancelled into any aerial airborne.}} | ||
===Taunts=== | |||
*{{change|Up taunt makes the audience cheer.}} | |||
*{{buff|Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.}} | |||
=={{SSBB|Yoshi}}== | =={{SSBB|Yoshi}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has an additional midair jump. Has more armor while jumping.}} | *{{buff|Has an additional midair jump. Has more armor while jumping.}} | ||
*{{buff|Dashing speed has been improved.}} | *{{buff|Dashing speed has been improved.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Second hit of jab can cancel into crouch or dash | *{{buff|Second hit of jab can cancel into crouch or dash.}} | ||
*{{buff| | *{{buff|Down tilt now meteor smashes.}} | ||
*{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | *{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Aerial attacks can be performed with either the A button or the Z button; when performed with the latter, Yoshi will halt all momentum, akin to a [[double jump cancel]].}} | *{{buff|Aerial attacks can be performed with either the A button or the Z button; when performed with the latter, Yoshi will halt all momentum, akin to a [[double jump cancel]].}} | ||
*{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | *{{buff|Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's [[knee smash]].}} | ||
*{{ | *{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}} | ||
*{{buff| | *{{buff|Forward aerial only meteors, is stronger, and has drastically increased hitlag.}} | ||
*{{buff| | *{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | *{{buff|[[Egg Lay]] no longer causes upwards momentum to the laid egg or the escaping opponent.}} | ||
*{{buff|[[Egg Roll]] no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground | **{{nerf|Opponents break free faster.}} | ||
*{{buff|[[Egg Throw]] | *{{buff|[[Egg Roll]] is much faster, no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground, and is grab cancelable.}} | ||
*{{buff|[[Ground Pound]] has IASA frames. | *{{buff|[[Egg Throw]] now throws Molotov Eggs, which have a fire trail and produce a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.}} | ||
*{{buff|[[Ground Pound]] has IASA frames. Can be interrupted into other moves, and doing so with the jump of the grounded version at specific frames will cause Yoshi to rise very high.}} | |||
=={{SSBB|Zelda}}== | =={{SSBB|Zelda}}== | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Has distant hitboxes added to her jab | *{{buff|Has distant hitboxes added to her jab, dash attack, forward smash, forward aerial, back aerial, and down aerial. If she holds A as the opponent is hit by any of these particular distant hitboxes, she will teleport straight to it.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Down tilt is quicker, stronger, has a meteor smash effect, and has an additional distant hitbox.}} | |||
*{{buff|Up smash has additional distant hitbox.}} | |||
*{{buff|Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.}} | *{{buff|Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{buff|Neutral air cancels into other aerials.}} | ||
*{{buff|Up aerial has lost its fire effect in favor of a magic effect. Holding A propels her down. Landlag produces a hitbox when done this way. Not really meant to be used as an attack.}} | |||
*{{buff|Forward aerial and back aerial knock opponents towards Zelda’s position with moderate knockback.}} | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}} | *{{buff|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Din's Fire]] is interruptible at any time. It also no longer leaves Zelda helpless if used in the air. | *{{buff|[[Nayru's Love]] can grant Zelda forward or backward momentum both on the ground and in the air.}} | ||
*{{buff|[[Din's Fire]] is interruptible at any time, with no endlag. It also no longer leaves Zelda helpless if used in the air. The fireball of Din's Fire no longer explodes when hitting a solid surface, but keeps pressing against it. Zelda can hold the move for longer before she is forced to end it and the fireball explodes. If Zelda is hit while using Din's Fire, the fireball keeps heading in the same direction.}} | |||
*{{buff|[[Farore's Wind]] has no ending lag when used for recovery, no longer killing all momentum upon finish.}} | *{{buff|[[Farore's Wind]] has no ending lag when used for recovery, no longer killing all momentum upon finish.}} | ||
*{{buff|Early during her transformation into Sheik, she can cancel the transformation with any non-special move. This is done to assist those that mess up angling Din's Fire.}} | |||
*{{buff|Early during her transformation into Sheik, she can cancel the transformation with | |||
=={{SSBB|Zero Suit Samus}}== | =={{SSBB|Zero Suit Samus}}== | ||
===Aesthetics=== | |||
*{{change|Zero Suit Samus has four new alternate costumes based on her Cadet Samus appearance from ''{{iw|metroidwiki|Metroid: Other M}}''}} | |||
===Attributes=== | |||
*{{change|Zero Suit Samus can no longer transform into Samus.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff| | *{{buff|Pressing the grab button for the last hit of a jab will fire a weak shot.}} | ||
*{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | *{{buff|Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.}} | ||
*{{nerf|Down smash is slower.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal spike aerial.}} | |||
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal aerial | |||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Pummel speed increased.}} | *{{buff|Pummel speed increased.}} | ||
*{{change|Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.}} | *{{change|Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.}} | ||
===Specials=== | ===Specials=== | ||
*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | *{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}} | ||
*{{buff|[[Plasma Whip]] has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.}} | *{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}} | ||
*{{ | *{{nerf|[[Flip Jump]] No longer has intangibility.}} | ||
*{{ | **{{change|Flip Jump only uses the attack portion with A. This is so the move can be followed up with specials better.}} | ||
===Taunts=== | |||
*{{buff|Up taunt gives ZSS a throwable arm cannon.}} | |||
==References== | ==References== | ||
*http://blog.brawlminus.net/characters | *http://blog.brawlminus.net/characters | ||
*https://brawlminus.net/characters |
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