Super Smash Bros. Melee

Melee: SD Remix: Difference between revisions

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(→‎{{SSBM|Kirby}}: A couple things)
(→‎Character changes from Melee: Seriously have no idea about guy who said "this move is quicker" when in reality it means "you can interrupt it sooner". But of course not everyone knows about IASA frames; stopping at Roy for now)
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==={{SSBM|Pikachu}}===
==={{SSBM|Pikachu}}===
*{{buff|Shield size is larger.}}
*{{buff|Shield size is larger.}}
*{{buff|Friction is lower.}}
*{{buff|Friction/traction is lower.}}
*{{buff|Forward getup roll (from lying down faceup) has more invincibility frames lasting at the end.}}
*{{buff|Forward getup roll (from lying faceup) has more invincibility frames lasting at the end.}}
*{{buff|Dash attack can be interrupted sooner.}}
*{{buff|Dash attack can be interrupted sooner.}}
**{{change|Dash attack has a different animation (Pikachu faces more forward towards its dashing direction as opposed to leaning with its right side facing downwards during the leap.}}
**{{change|Dash attack has a different animation (Pikachu faces more forward towards its dashing direction as opposed to leaning with its right side facing downwards during the leap.}}
Line 74: Line 74:
*{{buff|Down tilt can be interrupted sooner.}}
*{{buff|Down tilt can be interrupted sooner.}}
*{{change|Up smash has been replaced with a new attack animation (Samus punches straight upward with a triple-bunched explosion at her cannon).}}
*{{change|Up smash has been replaced with a new attack animation (Samus punches straight upward with a triple-bunched explosion at her cannon).}}
**{{buff|The said explosion has a larger hitbox (which covers her whole body) and more damage with improved base knockback and knockback scaling. Also does notable shield damage.}}
**{{buff|The said explosion has a larger hitbox (which covers her whole body) and more damage with improved base knockback and knockback scaling. Also inflicts notable shield damage.}}
**{{change|Semi-spikes at her foot hitbox, and counts as [[set knockback]].}}
**{{change|Semi-spikes at her foot hitbox, and counts as [[set knockback]].}}
***{{buff|Said foot hitbox also leads into the explosion hitbox at normal elevated levels with the opponent.}}
***{{buff|Said foot hitbox also leads into the explosion hitbox at normal elevated levels with the opponent.}}
Line 81: Line 81:
**{{nerf|Only does 1 attack instead of 3, and the attack lasts a little longer via more ending lag.}}
**{{nerf|Only does 1 attack instead of 3, and the attack lasts a little longer via more ending lag.}}
*{{buff|Grab works on aerial opponents.}}
*{{buff|Grab works on aerial opponents.}}
*{{buff|[[Charge Shot]] deals 1% more to all levels, as well as deal more shield damage equal to the current charge level.}}
*{{buff|[[Charge Shot]] deals 1% more to all levels, and deals more shield damage equal to the current charge level.}}
*{{buff|[[Missile|Homing Missile]] has a higher homing value, and the projectile itself has a longer duration before automatically exploding.}}
*{{buff|[[Missile|Homing Missile]] has a higher homing value, and the projectile itself has a longer duration before automatically exploding.}}
*{{buff|[[Bomb (Samus)|Bomb]] does more base knockback.}}
*{{buff|[[Bomb (Samus)|Bomb]] does more base knockback.}}
Line 103: Line 103:


==={{SSBM|Luigi}}===
==={{SSBM|Luigi}}===
*{{buff|Aerial mobility increased through increased acceleration and maximum horizontal velocity, resulting in better overall [[air speed]].}}
*{{buff|Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall [[air speed]].}}
*{{change|Higher-apex short hop.}}
*{{change|Higher-apex short hop.}}
*{{buff|Dashing speed increased, via increased initial dash speed and longer dashing time/length.}}
*{{buff|Dashing speed increased, via increased initial dash speed and longer dashing time/length.}}
Line 129: Line 129:


==={{SSBM|Mario}}===
==={{SSBM|Mario}}===
*{{buff|Aerial mobility increased through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.}}
*{{buff|Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.}}
*{{buff|Dashing speed increased via more initial dash velocity.}}
*{{buff|Dashing speed increased via more initial dash velocity.}}
*{{buff|Neutral combo's third attack has higher base knockback.}}
*{{buff|Neutral combo's third attack has higher base knockback.}}
Line 146: Line 146:
*{{buff|Back aerial has more knockback scaling.}}
*{{buff|Back aerial has more knockback scaling.}}
*{{buff|Up aerial can be interrupted/cancelled sooner.}}
*{{buff|Up aerial can be interrupted/cancelled sooner.}}
**{{|Has a more vertical launch angle on the 6th frame's hitbox. Tying into the above change, it keeps the opponent closer for more earlier followups.}}
**{{buff|Has a more vertical launch angle on the 6th frame's hitbox. Tying into the above change, it keeps the opponent closer for more earlier followups.}}
*{{buff|Down aerial is quicker via less landing lag and being interruptible/cancel-able much sooner.}}
*{{buff|Down aerial is quicker via less landing lag and being interruptible/cancel-able much sooner.}}
**{{nerf|Launch angle somewhat more horizontal, preventing most of the hits from connecting properly on occasion.}}
*{{buff|[[Mario Tornado]] has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum (similar to the Dr. Tornado changes).}}
*{{buff|[[Mario Tornado]] has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum (similar to the Dr. Tornado changes).}}


==={{SSBM|Young Link}}===
==={{SSBM|Young Link}}===
*{{buff|Both running grab and grab work against aerial opponents.}}
*{{buff|Both neutral combo's first and second hits can be interrupted sooner.}}
*{{buff|[[Spin Attack]]'s hitbox is matched to fit animation, as well as final hitbox being larger.}}
*{{buff|Neutral combo's third hit (non-infinite) has more base knockback.}}
*{{buff|Forward tilt has more knockback.}}
*{{buff|Dash attack can be interrupted sooner and has a upward-horizontal launch angle.}}
*{{buff|Up tilt is quicker, deals 1% more, and has more knockback.}}
*{{buff|Forward tilt has more base knockback and has a more horizontally-upward launch angle.}}
**{{nerf|Up tilt has less knockback based on damage.}}
*{{buff|Up tilt can be interrupted sooner, deals 1% more damage, has more base knockback and a noticeable vertical launch angle.}}
*{{buff|Down tilt starts quicker.}}
**{{nerf|Up tilt however, also has less knockback scaling.}}
*{{buff|Dash attack is quicker.}}
*{{buff|Down tilt has faster startup and has radically changed hitboxes (original middle blade meteor smash hitbox unchanged):}}
*{{buff|Forward smash is quicker, and the second hit deals 1% more, along with having a larger hitbox.}}
**{{buff|Hilt hitbox no longer has a meteor smash hitbox, but has a vertical launch angle for possible followups.}}
*{{buff|Up smash has a larger hitbox.}}
**{{buff|Meteor smash hitbox is moved to the tip of the sword, allowing for easier edgeguarding.}}
*{{buff|Down smash is quicker.}}
*{{buff|Forward smash is quicker via being interruptible sooner into both other actions and the second input.}}
*{{buff|Neutral aerial has more knockback based on damage.}}
**{{buff|First input's hitboxes have undergone notable changes:}}
**{{nerf|Neutral aerial less starting frames on late hitbox.}}
***{{buff|Hilt hitbox sends opponent at a more horizontal launch angle. Lower end has a more vertical angle.}}
*{{buff|Forward aerial starts faster, deals 2% more on first hit, does more knockback on both hits, and the sweetspot hitbox lasts longer.}}
***{{buff|Both the tip and the middle hitboxes have the [[Sakurai angle]].}}
**{{nerf|Forward aerial's second hit deals less knockback based on damage.}}
****{{buff|These new hitboxes now allow the second input to connect at a more closer range, via pushing the opponent further in front without Young Link passing by them with the second input.}}
*{{buff|Back aerial's sweetspot hitbox lasts longer.}}
**{{buff|Forward smash's second input deals 1% more, along with having a larger hitbox.}}
*{{buff|Down aerial has less landing lag and deals more knockback.}}
*{{buff|Up smash has a larger hitbox on all three slashes and hitboxes occur sooner and last longer per slash. First slash has a reworked hitbox timer frame.}}
*{{buff|Forward, back, and up throw have more knockback.}}
*{{buff|Down smash is interruptible sooner and has a more horizontal launching angle. The original sourspot hitboxes are also now stronger via being in-line with the sweetspot's damage and knockback.}}
**{{nerf|Up throw has less knockback based on damage.}}
*{{buff|Neutral aerial's clean hit (on the initial hitboxes) has higher knockback scaling.}}
*{{buff|[[Fire Bow]] has less ending lag, has more knockback, has a larger size, and has a better stun.}}
**{{buff|Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.}}
*{{buff|[[Boomerang]] starts quicker.}}
***{buff|Said later hitbox also has a more vertical launch angle, keeping opponents closer for more followups.}}
*{{buff|Backward roll is quicker.}}
*{{buff|Forward aerial starts up faster and the sweetspot hitbox lasts longer.}}
**{{buff|Forward aerial's first hit deals 2% more damage with higher base knockback.}}
**{{buff|Forward aerial's second hit now has legitimate base knockback.}}
***{{nerf|However, said second hit now has less knockback scaling.}}
*{{buff|Back aerial's first and second hits have a more diagonally-vertical launch angle, deal increased set knockback (both previous cases turn it into a better combo and killing tool), and the sweetspot hitboxes last longer.}}
*{{buff|Down aerial has less landing lag and and deals more base knockback.}}
*{{buff|Both standing grab and running grab work against aerial opponents.}}
*{{buff|Forward, back, and up throw have more base knockback.}}
**{{buff|Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.}}
**{{nerf|Up throw has less knockback scaling.}}
***{{buff|Said decrease in knockback scaling allows for more comboability.}}
*{{buff|[[Fire Bow]] has less ending lag, more base knockback, has a larger hitbox size on the arrowhead, and has more hitstun.}}
*{{buff|[[Boomerang]] starts up quicker.}}
*{{buff|[[Spin Attack]]'s final grounded hit has a more horizontal launch angle, the hitbox size is increased to match the animation, as well as final hitbox being larger.}}
*{{buff|Backward roll can be interrupted/cancelled sooner.}}


==={{SSBM|Link}}===
==={{SSBM|Link}}===
*{{buff|Link now has less friction.}}
*{{buff|Friction/traction is lower.}}
*{{buff|Less jump startup lag.}}
*{{buff|Less jump startup lag.}}
*{{buff|Down tilt is now a meteor smash and starts quicker.}}
*{{buff|Dashing speed increased via more initial dash velocity.}}
*{{buff|Neutral combo's second hit acts similar to ''Brawl's'' version, where the opponent is launched at a higher angle, keeping them closer and in more hitstun for any incoming followups.}}
*{{buff|Neutral combo's third hit (non-infinite) has more base knockback and a more horizontal angle that's a bit upward.}}
**{{nerf|Said hit now has less knockback scaling and does 1% less damage.}}
*{{buff|Dash attack can be interrupted sooner, and has higher base knockback.}}
**{{nerf|As a trade-off, it also now has less knockback scaling.}}
*{{buff|Forward tilt starts up quicker and has more base knockback, along with a more horizontally-high angle.}}
*{{buff|Up tilt deals 4% more damage and has more base knockback and higher knockback scaling.}}
*{{buff|Down tilt starts up quicker, and all of its hitboxes can meteor smash.}}
*{{buff|Both running grab and grab work against aerial opponents.}}
*{{buff|Both running grab and grab work against aerial opponents.}}
*{{buff|Dash speed increased.}}
*{{buff|Forward smash can be interrupted/cancelled sooner and has more base knockback on the first input.}}
*{{buff|Forward tilt starts quicker and has more knockback.}}
*{{buff|Up smash has a larger hitbox on all three slashes and hitboxes occur sooner and last longer per slash.}}
*{{buff|Up tilt deals 4% more damage and has more knockback.}}
**{{buff|The first two slashes have reduced knockback (making it harder to DI out of) and the final slash has increased knockback scaling.}}
*{{buff|Dash attack is quicker and has more knockback.}}
*{{buff|Down smash deals 1% more damage on the first hit and 5% more damage on the second hit, as well as increased knockback scaling on both hits.}}
**{{nerf|Dash attack however has less knockback based on damage.}}
*{{buff|Neutral aerial's clean hit (on the initial hitboxes) deals 1% more damage and has higher base knockback.}}
*{{buff|Forward smash is quicker and has more knockback on the first hit.}}
**{{buff|Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.}}
*{{buff|Up smash starts quicker, deals more knockback based on damage on the last hit, and hitboxes are out sooner and longer and are bigger. There are also more hitboxes near the body.}}
*{{buff|Forward aerial has higher base knockback on both hitboxes, and with much less of a gap/pause between both hitboxes (the first hit lasts longer towards the second hit, making the move overall end faster).}}
*{{buff|Down smash deals 1% more on the first hit and 5% more on the second hit, as well as increased knockback based on damage for both hits.}}
**{{buff|Forward aerial's first hit deals 1% more damage with higher base knockback.}}
*{{buff|Neutral aerial deals 1% more on a clean first hit, more knockback on the first hit, knockback for the second hit, and more knockback based on damage for the second hit.}}
**{{buff|Forward aerial's second hit now has a more upward-horizontal launch angle, a legitimate base knockback value (higher than the first hit) and more knockback scaling.}}
**{{nerf|The late hit start frame starts later.}}
*{{buff|Back aerial's first hit has a more vertical launch angle (making it more safe on hit at lower percents), and the second hit has a larger hitbox.}}
*{{buff|Forward aerial deals 1% more on first hit, has more knockback on the first hit, knockback for the second hit, more knockback based on damage for the second hit, as well as no pause in between hitboxes.}}
*{{buff|Up aerial has more knockback scaling.}}
*{{buff|Back aerial's second hit has larger hitboxes.}}
*{{buff|Down aerial has more knockback scaling on the initial hit landed.}}
*{{buff|Up aerial has more knockback based on damage.}}
*{{buff|Both standing grab and running grab work against aerial opponents, much like with Young Link's grab changes.}}
*{{buff|Down aerial has more knockback based on damage on initial impact.}}
*{{buff|Forward, back and up throw deals more damage. Forward and back do 3% more, while up deals 1% more.}}
*{{buff|Forward and back throw have more knockback, as well as dealing 3% more damage.}}
**{{nerf|However, all three aforementioned throws have less knockback scaling.}}
**{{nerf|Forward and back throw both have less knockback based on damage.}}
**{{buff|Forward throw and back throw have more base knockback.}}
*{{buff|Up throw deals more damage.}}
**{{buff|Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.}}
**{{nerf|Up throw has significantly less knockback based on damage.}}
**{{change|Up throw has a more horizontal upward angle, though it is still close to 90 degrees upward.}}
*{{buff|[[Bow]] has more knockback, as well as larger hitboxes and faster speed.}}
***{{buff|However, the said decrease in knockback scaling in tandem with the new angle allows for more ensured followups.}}
*{{buff|[[Boomerang]] starts quicker, and deals 2% more if non-smashed.}}
*{{buff|[[Bow]] has more base knockback, as well as larger hitbox on the arrowhead and faster speed via increased velocity (both charged and uncharged versions).}}
*{{buff|[[Spin Attack]] in the air deals 1% more and has more knockback based on damage on the last hit.}}
**{{buff|Launch angle changed to a more vertical angle, making it safer on hit at lower percents.}}
*{{buff|[[Bomb (Link)|Bomb]] deals 4% more, has a quicker bomb grab, and has more knockback based on damage.}}
**{{nerf|However, as a trade-off it has less knockback scaling.}}
*{{buff|Backward roll is quicker.}}
*{{buff|[[Boomerang]] starts up quicker, and the tilt-input version deals 2% more damage.}}
*{{buff|Midair [[Spin Attack]]'s final hit deals 1% more damage with more knockback scaling.}}
*{{buff|[[Bomb (Link)|Bomb]] deals 4% more damage and has more knockback scaling.}}
**{{buff|The moment where Link pulls out a bomb can now be interrupted/cancelled sooner.}}
*{{buff|Backward roll can be interrupted/cancelled sooner.}}


==={{SSBM|Donkey Kong}}===
==={{SSBM|Donkey Kong}}===
*{{buff|Weight increased.}}
*{{buff|Weight increased by two units.}}
*{{buff|Shield is larger.}}
*{{buff|Shield size is larger.}}
*{{buff|Chest and tie hurtbox removed.}}
*{{buff|Chest/tie hurtbox is removed.}}
*{{buff|Neutral attack, up tilt, forward tilt, down tilt, up smash, back aerial, down aerial, [[Giant Punch]], and grabs have more range.}}
*{{buff|Forward getup roll (from lying facedown) has more invincibility frames lasting at the end.}}
*{{buff|Down tilt deals 1% more.}}
*{{buff|Neutral attack combo, forward tilt, up tilt, down tilt, forward smash, up smash, neutral aerial, back aerial, down aerial, [[Giant Punch]], and grabs have more range via increased hitboxes.}}
*{{buff|Getup forward roll has more invincibility frames.}}
*{{buff|Neutral combo's first attack's launch angle is changed to launch in the opponent, closer to DK for more followups. This applies to the sweetspotted version.}}
*{{buff|Forward tilt deals more damage and has more knockback.}}
*{{buff|Neutral combo's second attack has more base knockback and a higher launch angle.}}
*{{buff|Up tilt starts slightly quicker and deals more damage and knockback in the middle hitbox.}}
*{{buff|Dash attack can be interrupted/cancelled much sooner.}}
*{{buff|Dash attack is much quicker.}}
*{{buff|Forward tilt deals more damage and has more base knockback.}}
*{{buff|Forward smash is quicker, deals more damage to shields, deals more knockback, and has much larger htiboxes.}}
*{{buff|Up tilt starts up slightly quicker, and has its hitbox come out sooner with it lasting longer to the end via longer duration.}}
*{{buff|Up smash deals 1% more damage, deals much more damage to shields, and has more knockback.}}
**{{buff|Can interrupt/cancel it sooner, and the damage and base knockback are increased for the middle/main hitbox.}}
*{{buff|Down smash is quicker, deals 1% more, does damage to shields, and has more knockback.}}
*{{buff|Down tilt deals 1% more damage.}}
*{{buff|Neutral aerial has a significantly larger hitbox, along with more knockback.}}
*{{buff|Forward smash can be interrupted/cancelled sooner, deals more damage to shields and has more base knockback.}}
*{{buff|Forward aerial starts quicker, along with having slightly more knockback.}}
**{{buff|The increased hitbox extends past DK's fingers.}}
*{{buff|Back aerial has more knockback.}}
*{{buff|Up smash deals 1% more damage, deals much more damage to shields, has a more vertical launch angle and has more base knockback.}}
**{{buff|The increased hitbox extends past DK's fingers.}}
*{{buff|Down smash can be interrupted/cancelled sooner, deals 1% more damage, can inflict actual shield damage, and has more base knockback.}}
*{{buff|Neutral aerial has a significantly larger hitbox around his body, along with more base knockback.}}
*{{buff|Forward aerial starts up quicker, along with having slightly increased base knockback.}}
*{{buff|Back aerial has more base knockback.}}
*{{buff|Up aerial's hitbox lasts a frame longer.}}
*{{buff|Up aerial's hitbox lasts a frame longer.}}
*{{buff|Down aerial is shorter and autocancels much earlier.}}
*{{buff|Down aerial has a shorter duration and auto-cancels much earlier.}}
*{{buff|[[Giant Punch]] no longer loses charge when hit by [[Spinning Kong]].}}
*{{buff|[[Giant Punch]] no longer loses its current charge level when hit out of [[Spinning Kong]].}}
*{{buff|Spinning Kong, while on the ground, has a larger sweetspot hitbox, more mobility, and more knockback on the weak hits. In the air, it has more mobility and speed.}}
**{{buff|Also no longer puts DK into a helpless state if the attacking portion is performed in midair.}}
**{{buff|The shoulder area hitbox has increased damage by 2% and more base knockback.}}
**{{buff|[[Headbutt]] does 8% more damage and has more base knockback: on both shielded hit and on the midair version's meteor smash.}}
***{{nerf|However, the opponent's time buried into the ground is shorter than before.}}
****{{buff|But on the flipside, the opponent now only has 1 frame of invincibility upon exiting the buried state, allowing for more followups.}}
*{{buff|Spinning Kong on the ground has a larger sweetspot hitbox, more horizontal mobility and more base knockback on the weaker hits during the later frames of the move.}}
**{{nerf|Said ground version has less base knockback and does 2% less damage on the front sweetspot.}}
**{{buff|In the air, it gains more horizontal velocity and overall more aerial mobility.}}
**{{nerf|The ground version of Spinning Kong has less knockback on the front sweetspot, along with 2% less damage on the front sweetspot.}}
**{{nerf|The ground version of Spinning Kong has less knockback on the front sweetspot, along with 2% less damage on the front sweetspot.}}
*{{buff|[[Hand Slap]] has less end lag, along with more knockback based on damage.}}
*{{buff|[[Hand Slap]] has less ending lag, along with more knockback scaling.}}
**{{nerf|Hand Slap has less knockback.}}
**{{nerf|As a trade-off, it has less base knockback.}}
*{{buff|Spot dodge is quicker.}}
***{{buff|However, tying along with a more vertical launching angle and its recovery, this allows for more possible followups from it.}}
*{{buff|Spot dodge can be interrupted sooner.}}


==={{SSBM|Yoshi}}===
==={{SSBM|Yoshi}}===
*{{buff|Aerial mobility increased.}}
*{{buff|Aerial mobility improved through increased acceleration.}}
*{{buff|Weight increased.}}
*{{buff|Weight increased by 3 units.}}
*{{buff|Double jump's super armor is stronger.}}
*{{buff|Double jump's super armor is stronger.}}
*{{buff|Forward tilt has more knockback based on damage.}}
*{{buff|Dash attack deals more base knockback on the clean and late hit.}}
**{{nerf|Dash attack deals 1% less damage if it hits late, and no longer has a body hitbox.}}
*{{buff|Forward tilt has more knockback scaling.}}
*{{buff|Up tilt deals 1% more damage, along with a larger hitbox.}}
*{{buff|Up tilt deals 1% more damage, along with a larger hitbox.}}
*{{buff|Down tilt is quicker.}}
*{{buff|Down tilt can be interrupted/cancelled sooner.}}
*{{buff|Dash attack deals more knockback on the clean and late hit.}}
*{{buff|Forward smash deals 1% more damage and has more base knockback.}}
**{{nerf|Dash attack deals 1% less damage if late, and no longer has a body hitbox.}}
*{{buff|Up smash has less ending lag, deals 1% more damage and has more base knockback. The hitboxes and head invincibility also last one more frame, enabling frontal attack usage.}}
*{{buff|Forward smash deals 1% more damage and has more knockback.}}
*{{buff|Up smash has less ending lag, deals 1% more and has more knockback. The hitboxes and head invincibility also last one more frame.}}
*{{buff|Down smash has less ending lag.}}
*{{buff|Down smash has less ending lag.}}
*{{buff|Neutral aerial's hitbox has been re-shaped to actual foot size, as well as having a bit more knockback.}}
*{{buff|Neutral aerial's hitbox has been re-shaped to actual foot size, as well as having a bit more base knockback on the clean hit portion (initial hitboxes).}}
*{{buff|Forward aerial starts quicker.}}
*{{buff|Forward aerial starts up quicker.}}
*{{buff|Back aerial's last hit deals 4% more, and also has more knockback on all hits.}}
*{{buff|Back aerial's final hit deals 4% more damage, and also has more base knockback on all hits.}}
**{{nerf|Back aerial's 1st to 3rd hit all have significantly less knockback based on damage, but the 4th hit has slightly less knockback based on damage.}}
**{{nerf|Back aerial's 1st to 3rd hit all have significantly less knockback scaling (with the fourth hit having the most knockback scaling).
*{{buff|Up aerial's landing lag has decreased, deals 1% more, and knockback has increased slightly.}}
**{{change|The fourth hit also has a slightly more vertical launch angle.}}
*{{buff|Up aerial's landing lag has decreased, deals 1% more damage, and base knockback has increased slightly.}}
*{{buff|Down aerial has less landing lag.}}
*{{buff|Down aerial has less landing lag.}}
*{{buff|Grab works on aerial opponents, as well as starting earlier and having less ending lag.}}
*{{buff|Grab works on aerial opponents, as well as starting up earlier and having less ending lag.}}
*{{buff|Running grab works on aerial opponents, also has larger mouth hitboxes. These hitboxes also last as long as the tongue stays out.}}
*{{buff|Running grab works on aerial opponents, also has larger mouth hitboxes. These hitboxes also last as long as the tongue stays out.}}
*{{buff|Forward throw deals 2% more and has more knockback based on damage.}}
*{{buff|Forward throw deals 2% more and has more knockback scaling with a more horizontal launch angle, making it a better killing move.}}
**{{nerf|Forward throw has less knockback.}}
**{{nerf|Forward throw has less base knockback, making it more risky at lower percents as a trade-off.}}
*{{buff|Back throw deals 1% more and also has more knockback.}}
*{{buff|Back throw deals 1% more damage and also has more base knockback. Also has a more horizontal launch angle.}}
*{{buff|Up throw has more knockback and knockback based on damage, and also has less ending lag.}}
*{{buff|Up throw has more base knockback and knockback scaling, and also has less ending lag.}}
*{{buff|[[Egg Lay]]'s invincibility when getting out of the egg lasts a lot less time, along with Yoshi's damage multiplier being increased when used.}}
*{{buff|[[Egg Lay]]'s damage multiplier being increased when it connects.
*{{buff|[[Egg Roll]] has a horizontal boost, no longer has free fall, has less gravity, has slightly more air acceleration, no longer has a minimum amount of frames in the egg, and also has a doubled hitbox size.}}
**{(buff|Invincibility when breaking out of the egg lasts only for 1 frame, allowing for more followups.}}
*{{buff|[[Yoshi Bomb]] has less landing lag.}}
*{{buff|[[Egg Roll]] gains an initial horizontal boost, no longer puts Yoshi into a helpless state, has less gravity (falls down slower in the air), has slightly more air acceleration, can cancel the move sooner, and also has a doubled hitbox size.}}
*{{change|Yoshi goes into his egg when using shield a few frames later.}}
*{{buff|[[Yoshi Bomb]] has less landing lag, and the grounded version has a hitbox (with high knockback scaling and set knockback) on the initial leap that carries opponents into the main hitbox (where Yoshi falls down; acts similar to grounded Bowser Bomb).}}
*{{buff|Yoshi goes into his egg when using shield 3 frames later than before, allowing him to abort it and/or jump-cancel it much easier.}}


==={{SSBM|Zelda}}===
==={{SSBM|Zelda}}===
*{{buff|Has less friction.}}
*{{buff|Friction/traction is lower.}}
*{{buff|Has less jump startup lag.}}
*{{buff|Less jump startup lag.}}
*{{buff|Faster running speed.}}
*{{buff|Faster running speed via increased running velocity.}}
*{{buff|Forward tilt starts quicker and has a larger outer hitbox.}}
*{{buff|Aerial mobility improved through increased acceleration.}}
*{{buff|Up tilt starts quicker.}}
*{{buff|Neutral attack does 1% more damage on the final hit (along with more base knockback and more knockback scaling on said hit).}}
*{{buff|Down tilt starts quicker and has more knockback. The hitbox also stays out longer.}}
**{{buff|Said attack now actually applies legitimate shield damage.}}
*{{buff|Dash attack now has shield damage and more knockback on the late and clean hit.}}
*{{buff|Dash attack now applies legitimate shield damage and more base knockback on the late and clean hits.}}
*{{buff|Up smash's hitbox timings and ranges have been matched to connect better.}}
*{{buff|Forward tilt starts up quicker and has a larger outer hitbox.}}
*{{buff|Down smash's first hit deals 1% more and has more knockback based on damage for the 1st and 2nd hit.}}
*{{buff|Up tilt starts up quicker.}}
*{{buff|Neutral aerial's backward hitbox is more disjointed, and the hitboxes are larger, has an electric effect, and has a landing hitbox. There is now shield damage.}}
*{{buff|Down tilt can be interrupted/cancelled sooner, and has more base knockback. The hitbox also stays out longer.}}
**{{nerf|There is less knockback on neutral aerial.}}
*{{buff|Forward smash's initial non-final hitboxes now launch the opponent towards Zelda upon connecting, allowing the move to suck up opponents into the final hit easier.}}
*{{buff|Up smash's hitbox timings and ranges have been reworked and are matched up to connect better.}}
*{{buff|Down smash's first hit deals 1% more damage and has more knockback scaling on both hits.}}
*{{buff|Neutral aerial's backward hitbox is more disjointed (with overall larger hitboxes), has an electric effect (to weaken crouch cancelling), and has a landing hitbox (which lasts for half the total frames if L-cancelled). Now applies legitimate shield damage.}}
**{{nerf|However, as an offset there is less base knockback and knockback scaling.}}
*{{buff|Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.}}
*{{buff|Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.}}
**{{nerf|Up aerial's knockback based on damage has slightly decreased.}}
**{{nerf|Up aerial's knockback scaling has slightly decreased.}}
*{{buff|Down aerial does 7% more, has knockback, and has an electric effect.}}
*{{buff|Down aerial does 7% more damage, has actual base knockback, and has an electric effect (which weakens crouch cancelling.}}
**{{buff|Down aerial has slightly less knockback based on damage.}}
**{{buff|Down aerial has slightly less knockback scaling.}}
**{{change|Down aerial has a new lightning kick sound effect.}}
**{{change|Down aerial has a new lightning kick sound effect like with her forward and back aerials.}}
*{{buff|Grab and running grab's hitbox is 6 and 3 frames earlier, respectively. Running grab's hitboxes have been made lower to get crouching or shorter characters.}}
*{{buff|Grab and running grab's hitbox is 6 and 3 frames earlier, respectively. Running grab's hitboxes have also been made lower to grab crouching or shorter characters.}}
*{{buff|Forward and back throw have slightly more knockback based on damage.}}
*{{buff|Forward and back throw have slightly more knockback scaling.}}
*{{buff|[[Nayru's Love]] has more damage, bigger hitboxes, and more knockback on the final hit.}}
*{{buff|[[Nayru's Love]] has more damage, bigger hitboxes, and more base knockback on the final hit.}}
*{{buff|[[Din's Fire]] moves faster, has less lag during release, and no longer causes freefall in the air.}}
**{{buff|Also draws in targets with a more vertical launch angle on the initial hits. The vertical launch angle also prevents usage of crouch cancelling.}}
*{{buff|[[Farore's Wind]] has a fire effect.}}
*{{buff|[[Din's Fire]] moves faster with more acceleration, has better angling, has less ending lag during release (along with the explosion occurring sooner), an increased hitbox size and damage multiplier and no longer causes helpless state if used in midair.}}
**{{change|Now launches at a more horizontal angle.}}
*{{buff|[[Farore's Wind]] causes Zelda to enter into her helpless state much sooner, allowing her to better sweetspot the ledge if possible.
**{{buff|Now has a fire effect upon reappearing which knocks back a fair amount.}}


==={{SSBM|Roy}}===
==={{SSBM|Roy}}===
*{{buff|Aerial mobility increased.}}
*{{buff|Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.}}
*{{buff|Max aerial speed increased.}}
*{{buff|Forward getup roll (from lying faceup) has more invincibility frames that occur sooner, matching up to the rest of the casts' getup rolls.}}
*{{buff|Forward tilt deals 2% more and no longer has a sourspot.}}
*{{buff|Neutral combo's first attack deals 1% more damage and has more base knockback at the sword's tip.}}
*{{buff|Up tilt has less ending lag, is quicker, deals 4% more, and has more knockback.}}
*{{buff|Dash attack via the sword's tip deals 4% more damage, has more base knockback, launches at a more upward angle. The hitboxes also last 4 more active frames.}}
**{{change|Up tilt's sound effect is now sound effect 35.}}
**{{nerf|However, the knockback scaling has slightly decreased on the sword's tip.}}
*{{buff|Down tilt deals 6% more, has more knockback, and no longer has a sourspot.}}
*{{buff|Forward tilt via the sword's tip deals 5% more damage with more base knockback.}}
*{{buff|Up tilt has less ending lag, deals 4% more damage on the sourspots, and has more base knockback and knockback scaling on said sourspots.}}
**{{buff|Launch angles have changed. The strong sourspot's launch angle is vertically behind of Roy, while the tip sourspot's launch angle is vertically in front. Both make the move much safer to use.}}
**{{change|Up tilt's sound effect is now sound effect 35 on the sourspot.}}
*{{buff|Down tilt via the sword's tip deals 6% more damage and has more base knockback.}}
**{{change|Down tilt's sound effect is now sound effect 35.}}
**{{change|Down tilt's sound effect is now sound effect 35.}}
*{{buff|Dash attack deals 4% more, has more knockback, no longer has a sourspot, and has 4 more active frames.}}
*{{buff|Forward smash via the sword's tip has double the base knockback with slightly more knockback scaling.}}
**{{nerf|Dash attack's knockback based on damage has slightly decreased.}}
*{{change|Up smash now has an explosion effect (similar to Samus' up smash), and the main sword hitbox is now a single hit instead of multiple hits at once, and the launch angle is 90 degrees exact.}}
*{{buff|Forward smash has more knockback. The tip is now slightly stronger.}}
**{{buff|The feet are now part of the hitbox and occur sooner. Said hitbox's launch angle is directed towards the main sword hitbox.}}
*{{buff|Up smash now has an explosion effect, along with the feet being part of the hitbox.}}
**{{buff|Overall, the explosion effect also gives it a much better hitbox.}}
**{{change|There is a different animation for up smash.}}
*{{buff|Down smash's front sourspot deals 2% more damage, and the back sourspot deals 4% more damage.
*{{buff|Down smash's front sourspot deals 2% more, and the back sourspot deals 4% more. There is slightly more knockback based on damage.}}
**{{buff|Both sweetspots have slightly increased knockback scaling and all hitboxes have more base knockback.}}
*{{buff|Neutral aerial deals 3% more, deals slightly more knockback based on damage, has larger hitboxes, and the 2nd hit is a kill move.}}
*{{buff|Neutral aerial via the second hit deals 3% more damage, deals slightly more knockback scaling, and larger hitboxes.}}
*{{buff|Forward aerial's non-tipper deals 1% more, lasts a frame longer, has a different tipper. The sourspot hitboxes have been reworked.}}
*{{buff|Forward aerial, back aerial and up aerial's hitboxes now last one more frame at the end.}}
*{{buff|Back aerial deals 4% more on the middle hitboxes, lasts a frame longer, and deals more knockback based on damage.}}
*{{buff|Forward aerial's non-tipper deals 1% more damage, while its tip deals 3% more. Both hitboxes have increased knockback scaling (the tip having more than before).}}
*{{buff|Up aerial's sweetspot deals 1% more, the sourspot deals 2% more, and the sourspot has slightly more knockback. Back aerial lasts a frame longer as well.}}
**{{buff|The tipper also now launches at a more upward-horizontal angle for safety and easy setups on hit.}}
**{{nerf|Up aerial has less knockback based on damage for the sourspot, and has less knockback and knockback based on damage for the up aerial's sweetspot.}}
*{{buff|Back aerial's non-tipper deals 5% more damage, while its tip deals 4% more. All hitboxes have increased base knockback and knockback scaling.
*{{buff|Down aerial's end lag is shorter and has more knockback. The sweetspot is a spike and has a fire effect, and the sourspot is a meteor spike.}}
*{{buff|Up aerial's non-tipper deals 1% more damage, while the tip deals 2% more. Both hitboxes have more base knockback.}}
*{{buff|[[Flare Blade]] deals 1% more on all hitboxes.}}
**{{nerf|However, both hitboxes also have less knockback scaling.}}
*{{buff|[[Double Edge Dance]]'s tips are slightly stronger.}}
*{{buff|Down aerial's ending lag is shorter. And the sweetspot, tipper and non-tipper hitboxes deal more damage and all have higher base knockback (the tipper and non-tipper hitboxes also have more knockback scaling).
**{{buff|Double Edge Dance's start vertical boost is slightly higher.}}
**{{buff|The sweetspot is now a spike and the other hitboxes act as a meteor smash.}}
**{{buff|Double Edge Dance's second, high deals 1% more and cancels into any third edge dance.}}
**{{change|Said sweetspot also has a fire effect added.}}
**{{buff|Double Edge Dance's second, side deals 1% more on all hitboxes and has more knockback.}}
*{{buff|[[Flare Blade]] deals 1% more on all hitboxes with more knockback scaling.}}
**{{buff|Double Edge Dance's second, low does a lot more shield damage.}}
*{{buff|[[Double Edge Dance]]'s tippers (save for the third and final downward inputs) are slightly stronger on both increased damage by 1% and more base knockback.}}
**{{buff|Double Edge Dance's third, high deals 2% more on sourspot.}}
**{{buff|Double Edge Dance's vertical boost via the first input is slightly higher. Also has a higher launch angle to make it more safe on hit.}}
**{{buff|Double Edge Dance's third, side deals 1% more on all hitboxes and has more knockback.}}
**{{buff|Double Edge Dance's second upward input deals 1% more damage, has more base knockback and cancels into any third input 2 frames earlier.}}
**{{buff|Double Edge Dance's third, low does a lot more shield damage.}}
**{{buff|Double Edge Dance's second downward input deals 1% more damage with more base knockback.}}
**{{buff|Double Edge Dance's final, high and side does 3% more.}}
**{{buff|Double Edge Dance's third upward input deals 2% more damage on the sourspot and the tip, along with more base knockback being on the said sourspot.}}
**{{buff|Double Edge Dance's final, low does a lot more shield damage.}}
***{{buff|The tip of said input can also nearly meteor smash.}}
*{{buff|Getup forward roll now starts at beginning of animation.}}
**{{buff|Double Edge Dance's third side input deals 1% damage more on the tipper and has more knockback on all hitboxes.}}
***{{nerf|However, the sourspot of said input deals 1% less damage.}}
**{{buff|Double Edge Dance's third downward input does a lot more shield damage.}}
**{{buff|Double Edge Dance's final upward input and side does 3% more damage with increased base knockback.}}
**{{buff|Double Edge Dance's final downward input does a lot more shield damage.}}
*{{buff|[[Blazer]]'s duration has increased through more hits being added at the move's end.}}
 


==={{SSBM|Mewtwo}}===
==={{SSBM|Mewtwo}}===
Line 434: Line 493:


==={{SSBM|Pichu}}===
==={{SSBM|Pichu}}===
*{{buff|Friction decreased.}}
*{{buff|Friction/traction is lower.}}
*{{buff|More aerial speed and running speed.}}
*{{buff|More aerial speed and running speed.}}
*{{buff|Up tilt has much more knockback.}}
*{{buff|Up tilt has much more knockback.}}
Line 440: Line 499:


==={{SSBM|Kirby}}===
==={{SSBM|Kirby}}===
====Attributes====
*{{buff|Friction/traction is lower.}}
*{{buff|Friction|0.08|0.06}}
*{{buff|Weight increased.}}
*{{buff|Initial run velocity|1.4|1.5}}
*{{buff|Aerial mobility increased.}}
*{{buff|Weight|70|74}}
*{{buff|Short hop initial velocity|1.5|1.25}}
*{{buff|Aerial mobility|0.04|0.08}}
*{{buff|Aerial stopping mobility|0.2|0.3}}
*{{buff|Max horizontal aerial velocity|0.78|0.975}}
*{{buff|The chances of losing a copy ability have been greatly decreased.}}
====Standard attacks====
*{{buff|The dash attack sweetspot is much stronger.}}
*{{buff|The sourspot of dash attack is more difficult to punish.}}
====Tilt attacks====
*{{change|Forward tilt angle|[[Sakurai angle]]|33°}}
*{{buff|Up tilt IASA|30|21}}
*{{buff|Down tilt IASA|30|21}}
====Smash attacks====
*{{buff|Forward smash damage (late)|13%|14%}}
*{{buff|Forward smash base knockback (clean)|24|42}}
*{{buff|Forward smash base knockback (late)|18|26}}
*{{buff|Forward smash knockback growth (clean)|96|100}}
*{{buff|Forward smash angle (clean)|Sakurai angle|38°}}
*{{buff|Forward smash angle (late)|75°|38°}}
====Grab & Throws====
*{{buff|Forward and back throw cannot be escaped.}}
*{{buff|Forward and back throw cannot be escaped.}}
====Specials====
*{{buff|[[Final Cutter]]'s slash down always has a hitbox.}}
*{{buff|[[Final Cutter]]'s slash down always has a hitbox.}}
*{{buff|[[Hammer (move)|Hammer]]'s aerial hitboxes are larger.}}
*{{buff|[[Hammer (move)|Hammer]]'s aerial hitboxes are larger.}}

Revision as of 01:50, June 5, 2015

Official logo.

Melee: SD Remix is a gameplay hack of Super Smash Bros. Melee to make it more balanced. The mod adds various buffs to all except the top 6 characters in the tier list. The remaining characters were modified according to three principles: emphasize existing character strengths, increase mobility, and uphold a character's "style".

SD Remix's competitive recognition hasn't expanded too far, but it is the most popular mod of Melee at the moment to introduce changes to characters. Among the other popular mods of the series, notably Project M, it has the least tourneys of the whole.

Character changes from Melee

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Captain Falcon

  • Buff Neutral combo's infinite attack no longer starts automatically in any situation; now requires a 4th button press to activate from Gentlemen's knee.
  • Buff Raptor Boost in midair has less lag on hit and overall less landing lag.
    • Buff Helpless falling state is avoidable for midair Raptor Boost on hit, enough to followup with a Falcon Dive upon connecting.
  • Buff Falcon Dive has less landing lag and gains a more notable horizontal air speed boost at its peak.
  • Buff Falcon Kick's landing lag (from diving onto the ground from midair) has been decreased by 44%.
  • Buff Spot dodge has much less ending lag.

Ice Climbers

  • Buff Range of jab, forward tilt, up tilt, down tilt, dash attack, up smash, neutral aerial, back aerial, up aerial, down aerial, and pummel increased.
    • Buff Down tilt in particular deals more damage by 1 more percent and can be cancelled/interrupted sooner.
      • Change Down tilt however, also has both a lower launch angle (making it more horizontal) and less knockback scaling.
  • Buff Forward smash's hitbox lasts for one more frame at the end.
  • Buff Forward aerial can now hit grounded opponents with the hammer's handle with its very first and smallest hitbox, which can also now spike.
    • Buff Forward aerial also now a more downward-meteor-smashing-angle at the hammer head's hitbox; said hitbox now also does more damage.
  • Buff Up aerial has less landing lag.
  • Buff Squall Hammer's hitboxes last longer by one more frame or more, and come out much sooner. This only applies to the leader Climber.

Dr. Mario

  • Buff Neutral attack combo's first hit ends sooner, allowing the second hit (the right cross) to come out sooner.
  • Buff Dash attack's hitbox on Dr. Mario's right foot is now fully active during the entire move.
  • Buff Down tilt can be interrupted/cancelled sooner.
  • Buff Forward smash lasts 3 more frames.
  • Buff Neutral aerial's strong hit comes out earlier, and also does more damage and knockback on the original stronger hit frame.
  • Buff Forward aerial has a faster animation/less duration.
  • Buff Both standing grab and running grab have more range.
  • Buff Super Jump Punch has less landing lag.
  • Buff Dr. Tornado has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum.

Pikachu

  • Buff Shield size is larger.
  • Buff Friction/traction is lower.
  • Buff Forward getup roll (from lying faceup) has more invincibility frames lasting at the end.
  • Buff Dash attack can be interrupted sooner.
    • Change Dash attack has a different animation (Pikachu faces more forward towards its dashing direction as opposed to leaning with its right side facing downwards during the leap.
  • Buff Forward tilt deals more damage.
    • Change Damage varies depending on angle now.
  • Buff Up tilt deals more damage.
    • Nerf Now has less knockback scaling.
  • Buff Down tilt deals more damage.
  • Buff Forward smash is quicker on startup.
  • Buff Up smash deals more damage and knockback on the rear hitboxes, and has more knockback scaling.
    • Buff Said hitbox's launch angle is changed to a more diagonally upward angle, making the attack less easy to punish from behind.
  • Buff Down smash sends opponent at a more downward angle, allowing more hits to connect and preventing the opponent from getting launched out of it sooner.
  • Buff Forward aerial has less landing lag, can be interrupted/cancelled sooner, deals more damage to shields, and has much more knockback with a changed knockback angle that allows for better connecting.
    • Nerf Now has less knockback scaling.
    • Change No longer has any set knockback.
  • Buff Back aerial is quicker on landing lag and deals more damage and base knockback on sweetspot hitboxes.
  • Buff Up aerial is quicker on landing lag.
  • Buff Down aerial is quicker on both startup and landing lag.
    • Nerf Now has less knockback scaling.
    • Change Knockback angle changed to a more lower angle.
    • Change Knockback angle is more vertical on grounded opponents.
  • Buff Forward throw deals more damage on last hit, along with more knockback scaling.
  • Buff Down throw ending animation can be interrupted sooner.
  • Buff Skull Bash launches farther with more initial velocity.
  • Buff Thunder has less cooldown lag on Pikachu's animation and deals more damage.

Samus

  • Buff Air speed increased.
  • Buff Both of her neutral combo's first and second attacks can be interrupted sooner.
    • Buff Neutral combo's second attack has more base knockback.
    • Nerf Second attack now has less knockback scaling.
  • Buff Up tilt has invincibility frames on the shin.
  • Buff Down tilt can be interrupted sooner.
  • Change Up smash has been replaced with a new attack animation (Samus punches straight upward with a triple-bunched explosion at her cannon).
    • Buff The said explosion has a larger hitbox (which covers her whole body) and more damage with improved base knockback and knockback scaling. Also inflicts notable shield damage.
    • Change Semi-spikes at her foot hitbox, and counts as set knockback.
      • Buff Said foot hitbox also leads into the explosion hitbox at normal elevated levels with the opponent.
    • Change The explosion itself only has a hitbox around the upper area if the attack hits a bit late. Has the same base knockback and damage as the main explosion hitbox.
      • Nerf Said residual explosion hitbox however, has less knockback scaling than the main explosion.
    • Nerf Only does 1 attack instead of 3, and the attack lasts a little longer via more ending lag.
  • Buff Grab works on aerial opponents.
  • Buff Charge Shot deals 1% more to all levels, and deals more shield damage equal to the current charge level.
  • Buff Homing Missile has a higher homing value, and the projectile itself has a longer duration before automatically exploding.
  • Buff Bomb does more base knockback.
    • Nerf However, it now has less knockback scaling.
    • Change Now has a vertical launching angle.

Ganondorf

  • Buff Ganondorf dashes faster with more initial and terminal velocity.
  • Buff Ganondorf has less lag on his jump startup and his landing animation.
  • Buff Dash attack now has three extra frames of invincibility, which occur as soon at the main hitbox comes out.
  • Change Up tilt has been replaced with a Gerudo Uppercut (a slowed-down yet faster occurring Gerudo Dragon without the dash windup).
    • Buff Much more quicker on startup with a more vertical hitbox, and good vertical juggling capabilities with solid knockback scaling.
    • Nerf Up tilt however does less damage now. Its hitbox is not as vertical for platform poking.
  • Buff Neutral aerial's hitboxes on both kicks last 3 more frames.
  • Buff Down aerial is quicker via less landing lag.
  • Buff Both standing grab and running grab have a more disjointed hitbox.
  • Buff Midair Gerudo Dragon has less ending lag, and can Dark Dive after a successful hit (similar to Captain Falcon's Raptor Boost changes).
  • Buff Dark Dive has less landing lag and gains a more notable horizontal air speed boost at its peak (identical to Captain Falcon's Falcon Dive changes).
  • Buff Wizard's Foot's landing lag (from diving onto the ground from midair) has been decreased by 44% (identical to Captain Falcon's Falcon Kick changes).
  • Buff Spot dodge can be interrupted sooner.

Luigi

  • Buff Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
  • Change Higher-apex short hop.
  • Buff Dashing speed increased, via increased initial dash speed and longer dashing time/length.
  • Buff Neutral combo's third hit has more base knockback.
    • Nerf Said attack has less knockback scaling.
  • Buff Dash attack's initial hits now have a more downward launch angle akin to a meteor smash.
    • Buff Dash attack's final hit does more damage with a higher launch angle.
  • Buff Forward tilt's set knockback removed on low-angled version, making it deal normal-scaling knockback.
  • Buff Down tilt now does shield damage, deals 3% more damage, and can be interrupted/cancelled sooner.
  • Buff Forward smash can be interrupted/cancelled sooner and deals 1% more damage.
  • Buff Down smash has higher knockback scaling.
  • Buff Forward aerial can be cancelled/interrupted sooner.
  • Buff Up aerial has faster startup and longer duration (on its hitboxes which last behind Luigi), and has a more vertical launch angle.
  • Buff Down aerial's meteor smash hitbox has priority if it overlaps with other hitboxes.
  • Buff Down throw's launch angle is slightly more vertical, keeping the opponent more closer for more possible followups.
  • Buff Fireball's midair version is now cancel-able upon performing it near the ground, making it more useful for approaches.
  • Buff Green Missile's misfire rate increased from 1/8 to 1/6.
  • Buff Super Jump Punch has a large number of buffs:
    • Buff Has more horizontal momentum upon holding the control stick left or right prior to its startup, and has more air speed during the helpless state.
    • Buff Midair version's sweetspot deals more damage, has more base knockback, increased knockback scaling and a bigger hitbox.
  • Buff Luigi Cyclone has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum).
    • Buff No longer needs to be "charged" by performing it on the ground once; works more like the Dr. Tornado and Mario Tornado in that aspect.
    • Buff On the grounded version, the final grounded hitbox has been moved to Luigi's head, enabling better chances to hit juggled opponents with it.
  • Buff Taunt is now a spike via the changed launch angle, and has increased set knockback.

Mario

  • Buff Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
  • Buff Dashing speed increased via more initial dash velocity.
  • Buff Neutral combo's third attack has higher base knockback.
    • Nerf As a trade-off, it now also has less knockback scaling.
  • Buff Dash attack can be interrupted sooner.
    • Buff The hitboxes have been moved to the right foot, giving it more range and making it act similar to Dr. Mario's dash attack's hitboxes.
  • Buff Forward tilt's set knockback removed on low-angled version, making it deal normal-scaling knockback.
    • {buff|Said low-angled version has a more higher horizontal launch angle.}}
  • Buff Up tilt and down tilt can be interrupted/cancelled sooner.
  • Buff Forward smash's sourspot deals more base knockback and damage.
    • Buff Angled version's sourspot deals 1% more damage from the original, while the non-angled version's sourspot is a 4% damage increase.
  • Buff Neutral aerial's clean hit (on the initial hitboxes) has higher base knockback and higher knockback scaling.
  • Buff Forward aerial has a faster animation/less duration, and can be interrupted/cancelled sooner.
    • Nerf Forward aerial now deals 1% less damage.
    • Buff Forward aerial's auto-cancel frame is now on frame 58, allowing it to be cancel-able much sooner.
  • Buff Back aerial has more knockback scaling.
  • Buff Up aerial can be interrupted/cancelled sooner.
    • Buff Has a more vertical launch angle on the 6th frame's hitbox. Tying into the above change, it keeps the opponent closer for more earlier followups.
  • Buff Down aerial is quicker via less landing lag and being interruptible/cancel-able much sooner.
    • Nerf Launch angle somewhat more horizontal, preventing most of the hits from connecting properly on occasion.
  • Buff Mario Tornado has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum (similar to the Dr. Tornado changes).

Young Link

  • Buff Both neutral combo's first and second hits can be interrupted sooner.
  • Buff Neutral combo's third hit (non-infinite) has more base knockback.
  • Buff Dash attack can be interrupted sooner and has a upward-horizontal launch angle.
  • Buff Forward tilt has more base knockback and has a more horizontally-upward launch angle.
  • Buff Up tilt can be interrupted sooner, deals 1% more damage, has more base knockback and a noticeable vertical launch angle.
    • Nerf Up tilt however, also has less knockback scaling.
  • Buff Down tilt has faster startup and has radically changed hitboxes (original middle blade meteor smash hitbox unchanged):
    • Buff Hilt hitbox no longer has a meteor smash hitbox, but has a vertical launch angle for possible followups.
    • Buff Meteor smash hitbox is moved to the tip of the sword, allowing for easier edgeguarding.
  • Buff Forward smash is quicker via being interruptible sooner into both other actions and the second input.
    • Buff First input's hitboxes have undergone notable changes:
      • Buff Hilt hitbox sends opponent at a more horizontal launch angle. Lower end has a more vertical angle.
      • Buff Both the tip and the middle hitboxes have the Sakurai angle.
        • Buff These new hitboxes now allow the second input to connect at a more closer range, via pushing the opponent further in front without Young Link passing by them with the second input.
    • Buff Forward smash's second input deals 1% more, along with having a larger hitbox.
  • Buff Up smash has a larger hitbox on all three slashes and hitboxes occur sooner and last longer per slash. First slash has a reworked hitbox timer frame.
  • Buff Down smash is interruptible sooner and has a more horizontal launching angle. The original sourspot hitboxes are also now stronger via being in-line with the sweetspot's damage and knockback.
  • Buff Neutral aerial's clean hit (on the initial hitboxes) has higher knockback scaling.
    • Buff Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.
      • {buff|Said later hitbox also has a more vertical launch angle, keeping opponents closer for more followups.}}
  • Buff Forward aerial starts up faster and the sweetspot hitbox lasts longer.
    • Buff Forward aerial's first hit deals 2% more damage with higher base knockback.
    • Buff Forward aerial's second hit now has legitimate base knockback.
      • Nerf However, said second hit now has less knockback scaling.
  • Buff Back aerial's first and second hits have a more diagonally-vertical launch angle, deal increased set knockback (both previous cases turn it into a better combo and killing tool), and the sweetspot hitboxes last longer.
  • Buff Down aerial has less landing lag and and deals more base knockback.
  • Buff Both standing grab and running grab work against aerial opponents.
  • Buff Forward, back, and up throw have more base knockback.
    • Buff Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.
    • Nerf Up throw has less knockback scaling.
      • Buff Said decrease in knockback scaling allows for more comboability.
  • Buff Fire Bow has less ending lag, more base knockback, has a larger hitbox size on the arrowhead, and has more hitstun.
  • Buff Boomerang starts up quicker.
  • Buff Spin Attack's final grounded hit has a more horizontal launch angle, the hitbox size is increased to match the animation, as well as final hitbox being larger.
  • Buff Backward roll can be interrupted/cancelled sooner.

Link

  • Buff Friction/traction is lower.
  • Buff Less jump startup lag.
  • Buff Dashing speed increased via more initial dash velocity.
  • Buff Neutral combo's second hit acts similar to Brawl's version, where the opponent is launched at a higher angle, keeping them closer and in more hitstun for any incoming followups.
  • Buff Neutral combo's third hit (non-infinite) has more base knockback and a more horizontal angle that's a bit upward.
    • Nerf Said hit now has less knockback scaling and does 1% less damage.
  • Buff Dash attack can be interrupted sooner, and has higher base knockback.
    • Nerf As a trade-off, it also now has less knockback scaling.
  • Buff Forward tilt starts up quicker and has more base knockback, along with a more horizontally-high angle.
  • Buff Up tilt deals 4% more damage and has more base knockback and higher knockback scaling.
  • Buff Down tilt starts up quicker, and all of its hitboxes can meteor smash.
  • Buff Both running grab and grab work against aerial opponents.
  • Buff Forward smash can be interrupted/cancelled sooner and has more base knockback on the first input.
  • Buff Up smash has a larger hitbox on all three slashes and hitboxes occur sooner and last longer per slash.
    • Buff The first two slashes have reduced knockback (making it harder to DI out of) and the final slash has increased knockback scaling.
  • Buff Down smash deals 1% more damage on the first hit and 5% more damage on the second hit, as well as increased knockback scaling on both hits.
  • Buff Neutral aerial's clean hit (on the initial hitboxes) deals 1% more damage and has higher base knockback.
    • Buff Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.
  • Buff Forward aerial has higher base knockback on both hitboxes, and with much less of a gap/pause between both hitboxes (the first hit lasts longer towards the second hit, making the move overall end faster).
    • Buff Forward aerial's first hit deals 1% more damage with higher base knockback.
    • Buff Forward aerial's second hit now has a more upward-horizontal launch angle, a legitimate base knockback value (higher than the first hit) and more knockback scaling.
  • Buff Back aerial's first hit has a more vertical launch angle (making it more safe on hit at lower percents), and the second hit has a larger hitbox.
  • Buff Up aerial has more knockback scaling.
  • Buff Down aerial has more knockback scaling on the initial hit landed.
  • Buff Both standing grab and running grab work against aerial opponents, much like with Young Link's grab changes.
  • Buff Forward, back and up throw deals more damage. Forward and back do 3% more, while up deals 1% more.
    • Nerf However, all three aforementioned throws have less knockback scaling.
    • Buff Forward throw and back throw have more base knockback.
    • Buff Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.
    • Change Up throw has a more horizontal upward angle, though it is still close to 90 degrees upward.
      • Buff However, the said decrease in knockback scaling in tandem with the new angle allows for more ensured followups.
  • Buff Bow has more base knockback, as well as larger hitbox on the arrowhead and faster speed via increased velocity (both charged and uncharged versions).
    • Buff Launch angle changed to a more vertical angle, making it safer on hit at lower percents.
    • Nerf However, as a trade-off it has less knockback scaling.
  • Buff Boomerang starts up quicker, and the tilt-input version deals 2% more damage.
  • Buff Midair Spin Attack's final hit deals 1% more damage with more knockback scaling.
  • Buff Bomb deals 4% more damage and has more knockback scaling.
    • Buff The moment where Link pulls out a bomb can now be interrupted/cancelled sooner.
  • Buff Backward roll can be interrupted/cancelled sooner.

Donkey Kong

  • Buff Weight increased by two units.
  • Buff Shield size is larger.
  • Buff Chest/tie hurtbox is removed.
  • Buff Forward getup roll (from lying facedown) has more invincibility frames lasting at the end.
  • Buff Neutral attack combo, forward tilt, up tilt, down tilt, forward smash, up smash, neutral aerial, back aerial, down aerial, Giant Punch, and grabs have more range via increased hitboxes.
  • Buff Neutral combo's first attack's launch angle is changed to launch in the opponent, closer to DK for more followups. This applies to the sweetspotted version.
  • Buff Neutral combo's second attack has more base knockback and a higher launch angle.
  • Buff Dash attack can be interrupted/cancelled much sooner.
  • Buff Forward tilt deals more damage and has more base knockback.
  • Buff Up tilt starts up slightly quicker, and has its hitbox come out sooner with it lasting longer to the end via longer duration.
    • Buff Can interrupt/cancel it sooner, and the damage and base knockback are increased for the middle/main hitbox.
  • Buff Down tilt deals 1% more damage.
  • Buff Forward smash can be interrupted/cancelled sooner, deals more damage to shields and has more base knockback.
    • Buff The increased hitbox extends past DK's fingers.
  • Buff Up smash deals 1% more damage, deals much more damage to shields, has a more vertical launch angle and has more base knockback.
    • Buff The increased hitbox extends past DK's fingers.
  • Buff Down smash can be interrupted/cancelled sooner, deals 1% more damage, can inflict actual shield damage, and has more base knockback.
  • Buff Neutral aerial has a significantly larger hitbox around his body, along with more base knockback.
  • Buff Forward aerial starts up quicker, along with having slightly increased base knockback.
  • Buff Back aerial has more base knockback.
  • Buff Up aerial's hitbox lasts a frame longer.
  • Buff Down aerial has a shorter duration and auto-cancels much earlier.
  • Buff Giant Punch no longer loses its current charge level when hit out of Spinning Kong.
    • Buff Also no longer puts DK into a helpless state if the attacking portion is performed in midair.
    • Buff The shoulder area hitbox has increased damage by 2% and more base knockback.
    • Buff Headbutt does 8% more damage and has more base knockback: on both shielded hit and on the midair version's meteor smash.
      • Nerf However, the opponent's time buried into the ground is shorter than before.
        • Buff But on the flipside, the opponent now only has 1 frame of invincibility upon exiting the buried state, allowing for more followups.
  • Buff Spinning Kong on the ground has a larger sweetspot hitbox, more horizontal mobility and more base knockback on the weaker hits during the later frames of the move.
    • Nerf Said ground version has less base knockback and does 2% less damage on the front sweetspot.
    • Buff In the air, it gains more horizontal velocity and overall more aerial mobility.
    • Nerf The ground version of Spinning Kong has less knockback on the front sweetspot, along with 2% less damage on the front sweetspot.
  • Buff Hand Slap has less ending lag, along with more knockback scaling.
    • Nerf As a trade-off, it has less base knockback.
      • Buff However, tying along with a more vertical launching angle and its recovery, this allows for more possible followups from it.
  • Buff Spot dodge can be interrupted sooner.

Yoshi

  • Buff Aerial mobility improved through increased acceleration.
  • Buff Weight increased by 3 units.
  • Buff Double jump's super armor is stronger.
  • Buff Dash attack deals more base knockback on the clean and late hit.
    • Nerf Dash attack deals 1% less damage if it hits late, and no longer has a body hitbox.
  • Buff Forward tilt has more knockback scaling.
  • Buff Up tilt deals 1% more damage, along with a larger hitbox.
  • Buff Down tilt can be interrupted/cancelled sooner.
  • Buff Forward smash deals 1% more damage and has more base knockback.
  • Buff Up smash has less ending lag, deals 1% more damage and has more base knockback. The hitboxes and head invincibility also last one more frame, enabling frontal attack usage.
  • Buff Down smash has less ending lag.
  • Buff Neutral aerial's hitbox has been re-shaped to actual foot size, as well as having a bit more base knockback on the clean hit portion (initial hitboxes).
  • Buff Forward aerial starts up quicker.
  • Buff Back aerial's final hit deals 4% more damage, and also has more base knockback on all hits.
    • {{nerf|Back aerial's 1st to 3rd hit all have significantly less knockback scaling (with the fourth hit having the most knockback scaling).
    • Change The fourth hit also has a slightly more vertical launch angle.
  • Buff Up aerial's landing lag has decreased, deals 1% more damage, and base knockback has increased slightly.
  • Buff Down aerial has less landing lag.
  • Buff Grab works on aerial opponents, as well as starting up earlier and having less ending lag.
  • Buff Running grab works on aerial opponents, also has larger mouth hitboxes. These hitboxes also last as long as the tongue stays out.
  • Buff Forward throw deals 2% more and has more knockback scaling with a more horizontal launch angle, making it a better killing move.
    • Nerf Forward throw has less base knockback, making it more risky at lower percents as a trade-off.
  • Buff Back throw deals 1% more damage and also has more base knockback. Also has a more horizontal launch angle.
  • Buff Up throw has more base knockback and knockback scaling, and also has less ending lag.
  • Buff Egg Lay's damage multiplier being increased when it connects.
    • {(buff: Invincibility when breaking out of the egg lasts only for 1 frame, allowing for more followups. → {{{3}}}
  • Buff Egg Roll gains an initial horizontal boost, no longer puts Yoshi into a helpless state, has less gravity (falls down slower in the air), has slightly more air acceleration, can cancel the move sooner, and also has a doubled hitbox size.
  • Buff Yoshi Bomb has less landing lag, and the grounded version has a hitbox (with high knockback scaling and set knockback) on the initial leap that carries opponents into the main hitbox (where Yoshi falls down; acts similar to grounded Bowser Bomb).
  • Buff Yoshi goes into his egg when using shield 3 frames later than before, allowing him to abort it and/or jump-cancel it much easier.

Zelda

  • Buff Friction/traction is lower.
  • Buff Less jump startup lag.
  • Buff Faster running speed via increased running velocity.
  • Buff Aerial mobility improved through increased acceleration.
  • Buff Neutral attack does 1% more damage on the final hit (along with more base knockback and more knockback scaling on said hit).
    • Buff Said attack now actually applies legitimate shield damage.
  • Buff Dash attack now applies legitimate shield damage and more base knockback on the late and clean hits.
  • Buff Forward tilt starts up quicker and has a larger outer hitbox.
  • Buff Up tilt starts up quicker.
  • Buff Down tilt can be interrupted/cancelled sooner, and has more base knockback. The hitbox also stays out longer.
  • Buff Forward smash's initial non-final hitboxes now launch the opponent towards Zelda upon connecting, allowing the move to suck up opponents into the final hit easier.
  • Buff Up smash's hitbox timings and ranges have been reworked and are matched up to connect better.
  • Buff Down smash's first hit deals 1% more damage and has more knockback scaling on both hits.
  • Buff Neutral aerial's backward hitbox is more disjointed (with overall larger hitboxes), has an electric effect (to weaken crouch cancelling), and has a landing hitbox (which lasts for half the total frames if L-cancelled). Now applies legitimate shield damage.
    • Nerf However, as an offset there is less base knockback and knockback scaling.
  • Buff Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.
    • Nerf Up aerial's knockback scaling has slightly decreased.
  • Buff Down aerial does 7% more damage, has actual base knockback, and has an electric effect (which weakens crouch cancelling.
    • Buff Down aerial has slightly less knockback scaling.
    • Change Down aerial has a new lightning kick sound effect like with her forward and back aerials.
  • Buff Grab and running grab's hitbox is 6 and 3 frames earlier, respectively. Running grab's hitboxes have also been made lower to grab crouching or shorter characters.
  • Buff Forward and back throw have slightly more knockback scaling.
  • Buff Nayru's Love has more damage, bigger hitboxes, and more base knockback on the final hit.
    • Buff Also draws in targets with a more vertical launch angle on the initial hits. The vertical launch angle also prevents usage of crouch cancelling.
  • Buff Din's Fire moves faster with more acceleration, has better angling, has less ending lag during release (along with the explosion occurring sooner), an increased hitbox size and damage multiplier and no longer causes helpless state if used in midair.
    • Change Now launches at a more horizontal angle.
  • {{buff|Farore's Wind causes Zelda to enter into her helpless state much sooner, allowing her to better sweetspot the ledge if possible.
    • Buff Now has a fire effect upon reappearing which knocks back a fair amount.

Roy

  • Buff Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
  • Buff Forward getup roll (from lying faceup) has more invincibility frames that occur sooner, matching up to the rest of the casts' getup rolls.
  • Buff Neutral combo's first attack deals 1% more damage and has more base knockback at the sword's tip.
  • Buff Dash attack via the sword's tip deals 4% more damage, has more base knockback, launches at a more upward angle. The hitboxes also last 4 more active frames.
    • Nerf However, the knockback scaling has slightly decreased on the sword's tip.
  • Buff Forward tilt via the sword's tip deals 5% more damage with more base knockback.
  • Buff Up tilt has less ending lag, deals 4% more damage on the sourspots, and has more base knockback and knockback scaling on said sourspots.
    • Buff Launch angles have changed. The strong sourspot's launch angle is vertically behind of Roy, while the tip sourspot's launch angle is vertically in front. Both make the move much safer to use.
    • Change Up tilt's sound effect is now sound effect 35 on the sourspot.
  • Buff Down tilt via the sword's tip deals 6% more damage and has more base knockback.
    • Change Down tilt's sound effect is now sound effect 35.
  • Buff Forward smash via the sword's tip has double the base knockback with slightly more knockback scaling.
  • Change Up smash now has an explosion effect (similar to Samus' up smash), and the main sword hitbox is now a single hit instead of multiple hits at once, and the launch angle is 90 degrees exact.
    • Buff The feet are now part of the hitbox and occur sooner. Said hitbox's launch angle is directed towards the main sword hitbox.
    • Buff Overall, the explosion effect also gives it a much better hitbox.
  • {{buff|Down smash's front sourspot deals 2% more damage, and the back sourspot deals 4% more damage.
    • Buff Both sweetspots have slightly increased knockback scaling and all hitboxes have more base knockback.
  • Buff Neutral aerial via the second hit deals 3% more damage, deals slightly more knockback scaling, and larger hitboxes.
  • Buff Forward aerial, back aerial and up aerial's hitboxes now last one more frame at the end.
  • Buff Forward aerial's non-tipper deals 1% more damage, while its tip deals 3% more. Both hitboxes have increased knockback scaling (the tip having more than before).
    • Buff The tipper also now launches at a more upward-horizontal angle for safety and easy setups on hit.
  • {{buff|Back aerial's non-tipper deals 5% more damage, while its tip deals 4% more. All hitboxes have increased base knockback and knockback scaling.
  • Buff Up aerial's non-tipper deals 1% more damage, while the tip deals 2% more. Both hitboxes have more base knockback.
    • Nerf However, both hitboxes also have less knockback scaling.
  • {{buff|Down aerial's ending lag is shorter. And the sweetspot, tipper and non-tipper hitboxes deal more damage and all have higher base knockback (the tipper and non-tipper hitboxes also have more knockback scaling).
    • Buff The sweetspot is now a spike and the other hitboxes act as a meteor smash.
    • Change Said sweetspot also has a fire effect added.
  • Buff Flare Blade deals 1% more on all hitboxes with more knockback scaling.
  • Buff Double Edge Dance's tippers (save for the third and final downward inputs) are slightly stronger on both increased damage by 1% and more base knockback.
    • Buff Double Edge Dance's vertical boost via the first input is slightly higher. Also has a higher launch angle to make it more safe on hit.
    • Buff Double Edge Dance's second upward input deals 1% more damage, has more base knockback and cancels into any third input 2 frames earlier.
    • Buff Double Edge Dance's second downward input deals 1% more damage with more base knockback.
    • Buff Double Edge Dance's third upward input deals 2% more damage on the sourspot and the tip, along with more base knockback being on the said sourspot.
      • Buff The tip of said input can also nearly meteor smash.
    • Buff Double Edge Dance's third side input deals 1% damage more on the tipper and has more knockback on all hitboxes.
      • Nerf However, the sourspot of said input deals 1% less damage.
    • Buff Double Edge Dance's third downward input does a lot more shield damage.
    • Buff Double Edge Dance's final upward input and side does 3% more damage with increased base knockback.
    • Buff Double Edge Dance's final downward input does a lot more shield damage.
  • Buff Blazer's duration has increased through more hits being added at the move's end.


Mewtwo

  • Buff Weight increased.
  • Buff Shield size is larger.
  • Buff Tail hurtbox removed.
  • Buff Less jump start-up lag.
  • Buff Dash speed increased.
  • Buff Forward tilt deals 2% more, has more knockback, and all hitboxes are now strong.
    • Nerf Forward tilt's tail sweetspot has been removed.
  • Buff Up tilt deals 2% more normally, along with more knockback on the 6th frame's attack.
    • Nerf Up tilt's knockback based on damage for the 6th frame and normal attack is slightly lower, along with the normal knockback.
  • Buff Down tilt's sweetspot deals 1% more, and it's sourspot deals 2% more.
  • Buff Dash attack has a larger hitbox.
  • Buff Forward smash is quicker, deals 3% more on sourspot, and has more knockback on sourspot and sweetspot. The hitboxes are also larger.
  • Buff Up smash deals 3% more on the final hit.
  • Buff Down smash deals 2% more.
  • Buff Neutral aerial has larger hitboxes.
  • Buff Forward aerial has less landing lag and the hitbox lasts a bit longer.
  • Buff Back aerial starts quicker and has less landing lag.
  • Buff Up aerial has less landing lag and has knockback. The tail now hits in a full arc.
    • Nerf Up aerial is slower and starts slightly later.
  • Buff Down aerial is shorter, has less landing lag, is quicker, and is a spike. It also autocancels after 10 frames.
  • Buff Grab and running grab's range increased.
  • Buff Forward throw's knockback based on damage is much larger, and the shadow balls send the opponent further.
    • Change The sound effect on forward throw is Mewtwo's laugh.
  • Buff Confusion has less end lag, is quicker, and enemies will go into an inescapable tumble state.
  • Buff Teleport's invincibility frame starts earlier.
  • Buff Disable starts quicker and deals 2% more, as well as having a significantly larger hitbox.
  • Buff Spot dodge lasts less time and is quicker.

Mr. Game & Watch

  • Buff Shield is larger.
  • Buff Weight increased.
  • Buff Aerial mobility increased by a minuscule amount.
  • Buff Max aerial speed has been slightly increased.
  • Buff Forward tilt is slightly faster. Hitbox data adjusted to match similar to Brawl's.
  • Buff Up tilt starts quicker.
  • Buff Down tilt has more knockback. Sourspot hitbox data adjusted to match similar to Brawl's.
  • Buff Up smash is quicker and does shield damage.
  • Buff Down smash is quicker and has more knockback. The weak inner hitboxes are stronger.
  • Buff Neutral aerial is quicker and can be L-cancelled.
  • Buff Forward aerial is quicker and has less landing lag, along with more knockback.
  • Buff Back aerial has less landing lag, does shield damage, and can be L-cancelled.
  • Buff Up aerial's second hit does more damage and second hit hitbox matches animation. This can now be l-cancelled.
    • Nerf Up aerial has less knockback based on damage.
  • Buff Down aerial has less landing lag, is more disjointed, has a longer meteor spike duration, and ground hitbox causes resets.
  • Buff Chef is now land cancellable, doesn't affect momentum, and can spam sausages by rapidly pressing B.
  • Buff Judgement has some specific buffs.
    • Buff 2-Hammer poisons the foe temporarily.
    • Buff 3-Hammer resets momentum.
    • Buff 4-Hammer has darkness and is a strong move.
    • Buff 7-Hammer has slash element.
    • Buff 8-Hammer sets up damage racking.
  • Buff Oil Panic has no end lag.
  • Buff Forward and back roll are quicker.
  • Buff Spot dodge is quicker.

Ness

  • Buff Aerial mobility increased.
  • Buff Run speed increased.
  • Buff Max aerial speed increased.
  • Buff Up tilt has less end lag, is quicker, and has more knockback.
    • Nerf Up tilt has less knockback based on damage.
  • Buff Dash attack connects better.
  • Buff Forward smash has less end lag, is quicker, and has more knockback based on damage.
  • Buff Up smash deals shield damage, deals around 4% more damage, is quicker, and has slightly more knockback. It no longer clanks, has a bigger hitbox, and is larger.
    • Nerf Up smash has some lower knockback on parts of the yo-yo.
  • Buff Down smash has slightly more knockback based on damage, has a quicker start time, deals about 3% more damage, doesn't clank, and has bigger hitboxes.
    • Nerf Down smash's knockback has been heavily decreased on parts of the yo-yo.
  • Buff Neutral aerial starts quicker, has less ending lag, less landing lag, is quicker, deals 2% more on sweetspot, and has knockback on late hits and more knockback on clean hits.
  • Buff Forward aerial deals more shield damage and has more knockback on the final hit.
    • Nerf Forward aerial has less knockback on the normal hit.
  • Buff Back aerial has a stronger hit and sweetspot lasts one frame longer.
  • Buff Up aerial is quicker.
  • Buff Down aerial starts quicker, has less landing lag, and less end lag.
  • Buff Grab has more range, lasts longer, and has a bigger hitbox.
  • Buff Running grab has more range and lasts longer.
  • Buff Forward throw has more knockback based on damage.
  • Nerf Up throw has less knockback.
  • Buff Down throw has more knockback based on damage.
    • Nerf Down throw has less knockback.
  • Buff PK Flash has less ending lag, has more knockback, no longer causes freefall, is faster and more powerful, can go further horizontally, has more gravity, rising height, final hit size multiplier, control sensitivity, and horizontal momentum. Hitbox also matches explosion.
  • Buff PK Fire starts quicker, has much less landing lag, is quicker, and has new aerial trajectory.
  • Buff PK Thunder has more knockback and deceleration rate.
  • Buff PSI Magnet starts quicker and has less ending lag.
    • Nerf PSI Magnet no longer has body invincibility on the first frame.

Bowser

  • Buff Weight increased.
  • Buff Dash speed increased.
  • Buff Running speed increased.
  • Buff Shield size increased.
  • Buff Landing lag decreased.
  • Buff Walk acceleration slightly increased.
  • Buff Dash speed slightly increased.
  • Buff Run speed slightly increased.
  • Buff Forward tilt is quicker and deals 1% more at normal angle on a sourspot.
  • Buff Up tilt is quicker and hitbox lasts a few frames longer.
  • Buff Down tilt is quicker and both hits are extremely stronger.
  • Buff Dash attack's end lag has been heavily decreased, along with being quicker.
  • Buff Forward smash is more disjointed, is quicker and has shield damage.
  • Buff Up smash's hitboxes last a few frames longer, is quicker and is more disjointed.
  • Buff Down smash is quicker and has less ending lag.
  • Buff Neutral aerial has much more knockback.
  • Buff Forward aerial has less landing lag and deals more damage, along with having slightly more knockback based on damage.
  • Buff Back aerial has less landing lag and deals 2% more on a clean hit.
  • Buff Up aerial lasts less time, deals 1% more, and has much more power.
  • Buff Down aerial has been replaced with Fire Claw, which has a fire effect and involves Bowser swinging his claw downwards. This is a meteor spike.
  • Buff Grab and running grab have significantly more range.
  • Buff Forward throw works much better at high percents.
  • Buff Back throw is much more stronger at high percents.
    • Nerf Back throw, however, does less against low percentages.
  • Buff Down throw is quicker.
  • Buff Fire Breath has less landing lag and has a bite hitbox.
  • Buff Koopa Klaw starts quicker and is quicker, along with having more range to grab and a huge amount of shield damage.
  • Buff Whirling Fortress has more knockback based on damage on the ground, while the aerial version rises higher and has much more mobility.
  • Buff Bowser Bomb has less landing lag.
    • Nerf Bowser Bomb, however, has much less shield damage.
  • Buff Forward and back roll are shorter.
  • Buff Spot dodge is shorter.

Pichu

  • Buff Friction/traction is lower.
  • Buff More aerial speed and running speed.
  • Buff Up tilt has much more knockback.
  • Buff Dash attack is different

Kirby

  • Buff Friction/traction is lower.
  • Buff Weight increased.
  • Buff Aerial mobility increased.
  • Buff Forward and back throw cannot be escaped.
  • Buff Final Cutter's slash down always has a hitbox.
  • Buff Hammer's aerial hitboxes are larger.

External links