Super Smash Bros. Brawl

Brawl-/Character changes: Difference between revisions

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m (Removed the "are" in "Knockback on forward and down tilts are now deal set knockback.)
 
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{{cleanup|Post-split}}
{{ArticleIcons|ssbb=y}}
{{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{{Out of date|Tested with version 4.2 and heavily updated.}}
 
=={{SSBB|Bowser}}==
=={{SSBB|Bowser}}==
===Attributes===
===Attributes===
*{{buff|Bowser is [[Weight|heavier]].}}
*{{buff|His up aerial, dash, and crouching animation have 10% armor.  He will tank attacks that deal less than 10% damage during these instances and be unflinchable.}}
*{{buff|[[Shield]] size increased.}}
*{{change|Character size increased, giving him more range on his attacks but making him a larger target.}}
*{{buff|His up aerial, down aerial, dash, and crouching animation have armor.  He will tank weak attacks during these instances and be unflinchable.}}
*{{change|Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.}}
*{{change|Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.}}
===Ground attacks===
===Ground attacks===
*{{buff|Dash attack has super armor and propels Bowser farther, giving it more reach.}}
*{{buff|Dash attack has armor until frame 28 and propels Bowser farther, giving it more reach.}}
*{{change|First hit of down tilt has a chance of tripping the opponent.}}
*{{change|Down tilt is now two separate inputs. The first hit is significantly weaker, but leaves Bowser less vulnerable if it misses. The first hit also has a chance of tripping the opponent.}}
*{{buff|Up tilt modified to hit in front of Bowser.}}
*{{buff|Vacuum effect added to the charging of his forward smash.}}
*{{buff|Vacuum effect added to the charging of his forward smash.}}
*{{buff|Super armor on his forward smash (including charge), with forward and backward dodge cancels, simulating a Street Fighter "Focus Attack".}}
*{{buff|Armor on his forward smash on frames 12 to 41 (including charge), with forward and backward dodge cancels, simulating [[Focus Attack]].}}
*{{buff|Fully charged forward smash ignores shields.}}
*{{buff|Fully charged forward smash ignores shields.}}
*{{buff|Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.}}
*{{buff|Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.}}
===Grabs and throws===
===Grabs and throws===
*{{buff|Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.}}
*{{buff|Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.}}
===Aerial attacks===
*{{buff|Aerials all have less landing lag, and neutral aerial has its landing lag completely removed.}}
===Special moves===
===Special moves===
*{{buff|[[Fire Breath]] removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.}}
*{{change|[[Fire Breath]] removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.}}
**{{buff|Royal Rampage: Bowser performs a Running Bear Grab. Bowser will gain [[super armor]] and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.}}
**{{buff|''Royal Rampage'': Bowser performs a running bear grab. Bowser will gain [[armor]] from frames (6→64) and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.}}
***{{buff|Forward throw: Bowser spins around and then throws the foe forward.}}
***{{buff|Forward throw: Bowser spins around and then throws the foe forward.}}
***{{buff|Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.}}
***{{buff|Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.}}
***{{buff|Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.}}
***{{buff|Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.}}
***{{buff|Down throw: "Discus toss". Bowser slams the opponent on the ground. The opponent can [[tech]] the move like with {{SSBB|Mr. Game & Watch}}'s down throw.}}
***{{buff|Down throw: Bowser slams the opponent on the ground. The opponent can [[tech]] the move like with {{SSBB|Mr. Game & Watch}}'s down throw.}}
**{{buff|Galactic Crusher: Bowser spins around in the air and gains [[super armor]]. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback. Functions as a sort of [[Counterattack|counter]].}}
**{{buff|''Galactic Crusher'': When Neutral B is used in the air, Bowser spins around in the air and gains armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback.}}
*{{buff|[[Flying Slam]] is quicker and buries foes.}}
*{{buff|[[Whirling Fortress]] gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.}}
*{{buff|[[Whirling Fortress]] gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.}}
*{{buff|[[Bowser Bomb]]'s falling speed is decreased by half if the special move button is held. Grounded startup can be canceled into aerials or jump.}}
*{{buff|''Bowser Boost'': [[Bowser Bomb]]'s grounded startup can be canceled into a jump or an aerial.}}


=={{SSBB|Captain Falcon}}==
=={{SSBB|Captain Falcon}}==
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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.}}
*{{buff|Down tilt hits opponents weakly behind Captain Falcon.}}
*{{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 in front of Falcon.}}
*{{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===
*{{buff|All grabs are faster and have longer reach.}}
*{{buff|All grabs are faster and have longer reach.}}
**{{change|A successful grab is accompanied by his "Come on!" SFX.}}
**{{change|A successful grab is accompanied by his "Come on!" SFX.}}
*{{change|Captain Falcon now will now say his "Yes!" for every successful pummel.}}
*{{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 now meteor smashes.}}
*{{buff|Back throw is now a meteor smash.}}
 
===Special moves===
===Special moves===
*{{buff|[[Falcon Punch]] hits the foe four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not [[perfect shield]]ed.}}
*{{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.}}
**{{nerf|Falcon Punch has drastically increased hitlag, allowing an opponent to perfect shield all four hits or even roll out of the way after the first perfect shielded hit.}}
**{{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.}}
**{{nerf|If the grab lands, the animation is stalled out significantly longer while Captain Falcon says "Show me your moves!", giving an opponent more time to DI or tech the explosion should he or she be near a wall.}}
*{{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|[[Raptor Boost]] no longer makes Captain Falcon [[helpless]]. 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 once per recovery.}}
 
*{{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 for follow up combos.}}
===Taunts===
===Taunts===
*{{change|His side taunt has a vacuum effect, covering a huge area in front of him.}}
*{{change|His side taunt has a vacuum effect, covering a huge area in front of him.}}
*{{change|By quickly inputting up taunt, down taunt, up taunt, he can perform a special "power up" taunt, and successfully completing it without interruption will cause the next Falcon Punch he uses to be much faster in start-up; however, the weaker hitboxes are much smaller, leaving opponents to be mostly hit by the main hitbox. In the power up taunt, Captain Falcon moves like in his up taunt, but the flames around him gradually get bigger and have a flash effect, and he says "show me, show me, show me your moves!".}}
*{{buff|The salute on his down taunt can damage for 1%.}}
*{{change|He now quietly says “yes” during his up taunt.}}


=={{SSBB|Charizard}}==
=={{SSBB|Charizard}}==
===Attributes===
===Attributes===
*{{buff|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|His gliding mechanics have been adjusted.  He can no longer go up during his glide.  He glides exclusively between 270 and 360 degrees. Flying straight down builds speed.}}
*{{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|Can instantly glide any time by performing an aerial down special.}}
*{{buff|All aerials have less landing lag}}
*{{buff|Forward aerial is now "Heat Wave". Range of the flames is massively increased, all hitboxes flinch, and the final hit causes average knockback.}}
*{{buff|''Fire Spin'': Neutral aerial has additional [[flame]] effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.}}
*{{buff|Neutral aerial is now "Fire Spin". Sweetspot is enlarged, speed is increased, and additional [[flame]] effects have been added.}}
*{{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|[[Rock Smash]] is interruptible during start-up lag by [[shield]]ing, a grab, or an air dodge. It also leaves behind rock particles that damage upon being contacted with, known as "Stealth Rock".}}
*{{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]] 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. 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.}}


=={{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 are now set, and are extremely weak.}}
*{{change|Knockback on forward and down tilts now deal set knockback.}}
*{{buff|Diddy Kong can go off ledges when he does his dash attack. Doing so turns it into a neutral aerial immediately upon going off the ledge.}}
*{{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.}}
*{{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|Can pull an additional Banana Peel when two are on the ground. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.}}
*{{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.}}
*{{buff|[[Monkey Flip]] given armor.}}
*{{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.}}
**{{buff|Pressing A or B makes Diddy smack the opponent and propel both of them upwards.}}
**{{buff|Pressing A or B makes Diddy smack the opponent and propel both of them upwards.}}
*{{buff|Jetpack can be fired by holding the shield button when charging [[Rocketbarrel Boost]] and only explodes in contact with a wall or after 90 frames. Diddy cannot use [[Rocketbarrel Boost]] again until the move ends.}}
*{{buff|Jetpack can be fired by holding the shield button when charging [[Rocketbarrel Boost]] and only explodes in contact with a wall or after 90 frames. Diddy cannot use [[Rocketbarrel Boost]] again until the move ends.}}
*{{buff|Rocketbarrel Boost is attack cancelable, doesn't render Diddy Kong [[helpless]], and cancels into Monkey Flip. Diddy can use his double jump after his up special.}}
*{{buff|Rocketbarrel Boost is attack cancellable, doesn't render Diddy Kong [[helpless]], and cancels into Monkey Flip. Diddy can use his double jump after his up special.}}
*{{buff|''Banana Hoard'': Can pull an additional Banana Peel when two are on the ground already. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.}}


===Taunts===
===Taunts===
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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 propels Donkey Kong farther as well as being much stronger and sending opponents on a semi-spike trajectory.}}
*{{buff|Dash attack sends opponents on a semi-spike trajectory.}}
*{{change|Forward smash produces a wind effect.}}
*{{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===
*{{change|Neutral aerial has a sourspot that very weakly hits opponents towards Donkey Kong.}}
*{{buff|Neutral aerial late hit sends opponents towards Donkey Kong, allowing for more followups.}}
*{{buff|Forward aerial now buries foes on the ground if the attack is sweetspotted.  This 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.}}
 
===Throws/other attacks===
*{{buff|''Barrel Blast'': DK now moves around much further when throwing [[Barrel]]s in the air.}}


===Special moves===
===Special moves===
*{{buff|[[Giant Punch]] charges faster when Donkey Kong is airborne, and it no longer leaves him helpless if used when airborne. Holding the special button sends him forward a little. Charge can be cancelled with air dodge or shield.}}
*{{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.  This is used to halt his aerial momentum and attack.}}
*{{buff|[[Headbutt]]'s startup is cancelable into anything, which can be used to halt his aerial momentum.}}
*{{buff|[[Spinning Kong]] gives Donkey Kong a slight push upwards right when the move ends and leaves him helpless.}}
*{{buff|[[Spinning Kong]] gives Donkey Kong significantly more vertical distance.}}
*{{buff|Pulls [[Barrel]]s if [[Down special move|down special]] is held instead of pressed, but the Barrels will disappear quickly. They also no longer explode.}}
*{{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.}}
*{{buff|[[Konga Beat]] has a larger hit box.}}


===Taunts===
=={{SSBB|Falco}}==
*{{buff|Side taunt heals Donkey Kong at a slow rate, for a total of 5% if it is completed without interruption.}}
===Aesthetics===
*{{change|Down taunt can be interrupted at any time by any attack and can be performed in mid-air with an aerial Hand Slap.}}
*{{change|New Star KO scream: Falco now says "You aren’t worth the trouble!" which is also a voice clip from one of his victory poses.}}
*{{change|Name stylized as Falco Lombardi.}}


=={{SSBB|Falco}}==
===Attributes===
===Attributes===
*{{change|The height of his midair jump has been decreased, but has been given two additional midair jumps.}}
*{{buff|''Like an Eagle'': The height of his midair jump has been decreased, however Falco now has three midair jumps.}}


===Ground attacks===
===Ground attacks===
*{{buff|Up tilt is jump cancelable within the final frames.}}
*{{buff|Forward smash produces a damaging wind hitbox.}}
*{{buff|Forward smash produces a damaging wind hitbox and is much stronger.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial does more hits.}}
*{{buff|Falco spins much faster when he uses his forward aerial, having much less hitlag. Forward aerial also now links into itself more fluidly and contains a powerful hitbox on the final hit.}}
*{{buff|Falco spins much faster when he uses his forward aerial, having much less hitlag. Forward aerial also now links into itself more fluidly and contains a powerful hitbox on the final hit.}}
*{{buff|Down aerial always meteor smashes when landed, as well as being stronger when sweetspotted.}}
*{{buff|Down aerial always meteor smashes when landed.}}
 
===Grabs and throws===
*{{change|Lasers from his up, back, and down throw deal less damage, but Falco shoots more of them. These lasers are also affected by the laser slowdown.}}


===Special moves===
===Special moves===
*{{buff|[[Falco Phantasm]] has additional graphics, hits with more power and hitlag, and 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.}}
*{{buff|[[Reflector]] now draws foes towards Falco and has additional graphics. This happens when the reflector is pulled back towards him. It retains its normal hitbox going outwards. Is cancelable into non-special moves on hit.}}
**{{nerf|Falco Phantasm no longer has a hitbox}}
*{{buff|[[Fire Bird]]'s fire radius and hitboxes have been increased significantly in size. The charge time has increased but it travels much farther and with much greater velocity. His Final Smash SFX, "Personally, I prefer the air!", is also added during his charging time with the last two words being replaced by "Fire!" from a regular Fire Bird.}}
*{{buff|[[Fire Bird]] travels much farther with much greater momentum, now showing off blue flames.}}
*{{change|Like Fox, when using his Final Smash, he controls [[Master Hand]] instead of a [[Landmaster]] tank.}}
**{{buff|Falco also conserves the momentum for a short period of time after the fire.}}
*{{buff|[[Reflector]] has been replaced with its Melee incarnation, increasing its combo potential.}}


===Taunts===
=={{SSBB|Fox}}==
*{{buff|Falco can switch between laser speeds using up taunt.}}
===Aesthetics===
*{{change|Name stylized as Fox McCloud.}}


=={{SSBB|Fox}}==
===Attributes===
===Attributes===
*{{buff|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'']]. This allows Fox to [[wavedash]] and perform his shine combos. His ''Brawl'' air dodge is performed by not touching the control stick.}}
*{{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|Dashing and air speed have been improved, while traction has been decreased.}}
*{{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]].}}
*{{change|Can slide off ledges by crouching while while walking or dashing.}}
*{{buff|Can slide off ledges by crouching while walking or dashing.}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*{{buff|Dash attack can be cancelled into any attack except another dash attack.}}
*{{change|Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.}}
*{{buff|Down smash slides Fox forward significantly when used during a dash.}}
*{{buff|Down tilt deals more damage and sends up consistently.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Back aerial has much more duration, behaving more like his back aerial from ''Melee''.}}
*{{buff|Landing lag on all aerials matched to the L-cancel landing lag from ''Super Smash Brothers: Melee''.}}
*{{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 canceled into a jump approximately thirty frames in.}}
*{{buff|Up throw can be interrupted starting on frame 34.}}
*{{buff|Down throw meteor smashes opponents onto the ground, like it did in ''Melee''.}}
*{{buff|Down throw meteor smashes opponents onto the ground, allowing Fox to set up [[Tech-chasing|Tech-chases]].}}


===Special attacks===
===Special attacks===
*{{buff|Grounded [[Reflector]] can be cancelled via jump, similar to how it could be in ''Melee''. Reflector also has a larger hitbox.}}
*{{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 interrupted by anything other than another Fox Illusion. Holding the special button causes the move to become slower and multi hit. At this time, also becomes sheild cancelable. Links with a grab if done this way.}}
*{{buff|[[Fox Illusion]] can be canceled into a jump or any attack other than Fox Illusion or Blaster.}}
*{{change|When using his Final Smash, [[Landmaster]], he controls [[Master Hand]] instead of a Landmaster tank.}}
**{{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.}}
**{{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|[[Reflector]] now [[lock]]s fallen opponents and has its ''Melee'' SFX.}}


===Taunts===
===Taunts===
*{{change|Pressing B during his up taunt executes [[Fire Fox]] after it ends.}}
*{{change|''Fire Taunt'': Pressing B after he says "Here I come!" in his up taunt will execute [[Fire Fox]].}}


=={{SSBB|Ganondorf}}==
=={{SSBB|Ganondorf}}==
===Attributes===
*{{buff|Ganondorf is heavier (now approximately as heavy as Snake).}}
===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack and up smash have drastically faster start-up and ending lag.}}
*{{buff|Neutral attack and up smash have drastically faster start-up and ending lag.}}
*{{buff|''Dark Quake'': Up tilt has less start-up, damaging hitboxes dealing 1% per tick on the vacuum, and now produces a near-full screen earthquake hitbox dealing 20% damage.}}
*{{change|The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.}}
*{{change|The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.}}
*{{buff|Dash attack has [[launch resistance|super armor]]. Additionally, holding A during the dash will cause Ganondorf to perform a low knockback [[Gerudo Dragon]], creating follow-ups at the cost of super armor.}}
*{{buff|Dash attack has [[armor]]. Additionally, holding A during the dash will cause Ganondorf to perform a low knockback [[Gerudo Dragon]], creating follow-ups at the cost of the armor.}}
*{{buff|Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's forward smash did in ''Melee''.}}
*{{buff|Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's forward smash did in ''Melee''.}}
*{{buff|New down smash is now his old up tilt, but Ganondorf can choose when to let go and stomp his heel for the attack, which has gained a hitbox behind him. Vacuum effect is increased and deals 1% damage ticks in addition to high shield damage.<!--Down smash has less ending lag, and the second kick sends opponents on a lower trajectory, with much more knockback.-->}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial goes from first kick to second kick extremely quickly, and links properly. If the first kick connects, Ganondorf will kick the foe four times.}}
*{{buff|Neutral aerial goes from first kick to second kick extremely quickly, and the first kick has less knockback, making combining easier..}}
*{{buff|Forward aerial has drastically less ending and landing lag, longer range, and now auto-cancels in a short hop.}}
*{{buff|Forward aerial is faster and produces a darkness effect..}}
*{{buff|Back aerial has longer range and hitbox duration.}}
*{{change|Back aerial produces an electric effect.}}
*{{change|Neutral aerial's 4th kick and forward aerial produces a darkness effect. Back aerial produces an electric effect.}}
*{{buff|Down aerial is much stronger.}}
*{{nerf|Down aerial, when landed on a grounded opponent, has its knockback angle altered, lessening its KO ability.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|All grabs are faster and have longer reach.}}
*{{buff|All grabs have more reach.}}
*{{buff|Pummel deals 6% damage, being one of the highest damaging pummels in the game.}}
*{{buff|Pummel deals 6% damage.}}
*{{buff|Up throw deals much more damage and knockback. It now also does multiple hits.}}
*{{buff|Up throw does multiple hits.}}
*{{change|Pummel and all throws produce a darkness effect.}}
*{{change|Pummel and all throws produce a darkness effect.}}


===Special moves===
===Special moves===
*{{buff|[[Warlock Punch]]'s power was increased drastically, now dealing 666% damage (a reference to [[wikipedia:666_(number)|the number of the beast]]) and is essentially guaranteed to [[OHKO]] (dealing upwards of 80000 mph worth of [[knockback]]). Holding the special button fires the "Gandouken", a ranged wave of darkness that travels very fast, covers nearly half of Final Destination, and is more powerful the closer the opponent is to Ganondorf. Neither the punch itself nor the Gandouken can be shielded. An aerial Warlock Punch is interruptible if it hits.}}
*{{buff|''Satan Punch''/''Negative Warlock Punch'': [[Warlock Punch]] is drastically more powerful, now dealing 666% damage (a reference to [[wikipedia:666_(number)|the number of the beast]]) and is essentially guaranteed to [[OHKO]] (dealing upwards of 80000 mph worth of [[knockback]]). Ignores shields. An aerial Warlock Punch is interruptible if it hits.}}
*{{buff|Airborne [[Wizard's Foot]] always spikes, buries grounded opponents, restores Ganondorf's midair jump, and ends sooner. Grounded Wizard's Foot is drastically stronger, KOing under 100%, and travels at a faster rate. It also has brief invincibility on frame 6, excluding Ganondorf's arm and shoulder.}}
**{{buff|''Gandouken'': Holding the special move button while using Warlock Punch fires a ranged wave of fire that travels slowly, hits multiple times, and can be shielded.}}
*{{buff|[[Flame Choke]] covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground. Pressing A during the grab of the air version executes an explosive throw akin to Dark Dive with vertical knockback, allowing the option to prevent "Ganoncide".}}
*{{buff|[[Flame Choke]] covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground.}}
*{{nerf|Grounded Flame Choke is now [[tech]]able.}}
**{{buff|''Devil's Fine Print'': Pressing A during the grab of the air version executes an explosive throw akin to Dark Dive with vertical knockback, instead of causing both Ganondorf and the grabbed opponent to plummet downward. It is also worth mentioning that if canceled 1 frame before hitting the blast zone, Ganondorf will not die, but the opponent will.}}
*{{buff|[[Dark Dive]] throw is drastically stronger and spikes opponents, making it extremely risky to edge-guard. Uppercut hitbox at the end of Dark Dive has also underwent a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.}}
*{{buff|''Ganryuken'': [[Dark Dive]] throw is drastically stronger and spikes opponents, making it extremely risky to edge-guard. Uppercut hitbox at the end of Dark Dive has also undergone a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.}}
*{{change|Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive or aerial Flame Choke's explosive throw.}}
*{{change|Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive or aerial Flame Choke's explosive throw.}}
*{{change|Dark Dive's throw now produces a darkness effect rather than a flame effect, and the uppercut shows claw effects.}}
*{{change|Dark Dive's throw now produces a darkness effect rather than a flame effect, and the uppercut shows claw effects.}}
*{{buff|Airborne [[Wizard's Foot]] always spikes, buries grounded opponents, and restores Ganondorf's midair jump. Grounded Wizard's Foot is drastically stronger, KOing under 100%, and travels at a faster rate. It also has brief invincibility on frame 6, excluding Ganondorf's arm and shoulder.}}


===Taunts===
===Taunts===
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=={{SSBB|Ice Climbers}}==
=={{SSBB|Ice Climbers}}==
===Attributes===
===Attributes===
*{{buff|Increased air speed.}}
*{{buff|Easier to [[Desynching|Desync]].}}
*{{buff|Easier to [[Desynching|Desync]].}}
*{{buff|The partner can no longer SD and must be in hitstun to be truly KOed. If he/she fails a recovery and touches the bottom blast line, a KO explosion will not happen, and using [[Belay]] will bring back the partner.}}
*{{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.}}
 
===Ground attacks===
*{{buff|When charging a smash attack, the partner can move horizontally in the direction that is held on the analog stick (left or right).}}
*{{buff|Down smash has improved knockback.}}
*{{nerf|Down smash has less hitboxes, and deals dramatically less damage.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Both Climbers can now meteor smash with their forward aerial.}}
*{{change|Both Climbers can now meteor smash with their forward aerial.}}
*{{buff|The Climbers now have horizontal control when using their down aerial, while falling at a slower speed when using it. It also now has stronger, horizontal knockback.}}
*{{buff|''Icicle Drop'': Down aerial now attacks with icicles that freeze foes on-contact, with stronger, horizontal knockback. The Climbers now have horizontal control when using the move, while also falling at a slower speed when using it.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Leader's forward throw sends opponents on a semi-spike trajectory.}}
*{{nerf|''Ice-Grip Nana'': Infinite [[chain throw]]s are no longer possible, as the partner cannot grab (they will freeze upon release instead).}}
*{{nerf|[[Chain throw]]s are no longer possible, as the partner cannot grab.}}


===Special moves===
===Special moves===
*{{buff|Belay now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.}}
*{{buff|[[Ice Shot]] increases in size over time when traversing the ground instead of decreasing.}}
*{{buff|[[Ice Shot]]s increase in size when traversing the ground instead of decreasing.}}
*{{buff|[[Squall Hammer]] can cancel into any grab input. In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.}}
*{{buff|[[Squall Hammer]] is able to be cancelled by a shield grab (R + A) or a standing grab (Z). (This is unlike Pit's Angel Ring that is cancelled by shielding and may lead into a grab.) In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.}}
*{{buff|[[Belay]] now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.}}
*{{buff|It is now possible to move while using [[Blizzard]]. It also no longer freezes.}}
**{{buff|''To-Tether Forever'': As long as the partner Climber has not been KO'd, using Belay or Squall Hammer will bring them back.}}
*{{buff|''Slippery Blizzard'': It is now possible to glide along the ground while using [[Blizzard]].}}
**{{nerf|Blizzard no longer freezes.}}
**{{buff|Nana’s Blizzard can be canceled into another attack.}}


=={{SSBB|Ike}}==
=={{SSBB|Ike}}==
===Ground attacks===
===Ground attacks===
*{{buff|Wind effect added to the end of all his smashes. Does damage when in No Sympathy mode.  Wind boxes become heat waves in NS mode.}}
*{{buff|Sourspot removed from forward smash.}}
*{{buff|Wind effect added to the charging of his forward smash, and landing the tip of the Ragnell no longer produces a sourspot hitbox.}}
*{{nerf|The forward smash hits teammates, even when Team Attack is turned off.}}
*{{change|Both strikes of the down smash now send opponents on a horizontal trajectory.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield grab.}}
*{{buff|Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield.}}
*{{buff|When Ike lands while using his forward aerial, it produces a small wind effect.}}
*{{buff|''Ike Copter'': Up aerial propels Ike upwards slightly when the attack button is held.}}
*{{buff|Up aerial propels Ike upwards slightly when the attack button is held.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Pummel speed has been drastically increased.}}
*{{buff|Pummel speed has been drastically increased.}}
*{{buff|Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.}}
*{{buff|Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.}}
*{{change|Down throw knocks opponents down, akin to Snake's down throw.}}


===Special moves===
===Special moves===
*{{buff|Aether heals Ike a small amount and has radically more knockback growth.}}
*{{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|[[Quick Draw]] can be canceled by any input (including another Quick Draw), the attack doesn't make Ike helpless, and can be used multiple times while airborne without landing.}}
**{{change|Ike’s Eruption now emits blue flames.}}
*{{buff|The charging of [[Eruption]] can be cancelled by shielding. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.}}
**{{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.}}
**{{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.}}


===Taunts===
===Taunts===
*{{change|"You'll get no sympathy from me!" SFX replaces "Prepare yourself!" SFX on his side taunt during No Sympathy Mode. Otherwise, he says "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|Up smash, up aerial, and down aerial produce a larger explosion with a larger hitbox. They also have additional sourspot hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sourspots causes a flower effect (though sweetspotting it produces a flower effect as well), and down aerial sourspots have a random chance of putting opponents to [[sleep]].}}
*{{buff|Stamina has been removed.}}
*{{buff|Type effectiveness has been removed, granting increased survivability against fire based moves.}}


===Ground attacks===
===Ground attacks===
*{{buff|Dash attack is stronger.}}
*{{buff|Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.}}
*{{buff|Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.}}
*{{buff|Down smash is much stronger.}}
*{{buff|Down smash has much more knockback.}}


===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%.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Pummel causes more damage.}}
*{{buff|Forward, back, and up throw are all drastically stronger, KOing well under 150%.}}
*{{buff|Forward, back, and up throw are all drastically stronger, KOing well under 150%.}}


===Special attacks===
===Special attacks===
*{{buff|New aerial down special: Leaf Storm. Ivysaur creates a tornado of leaves down-forward, dealing 35% damage with high knockback. However, it has a long duration and renders Ivysaur helpless afterwards. Hits through stage elements, such as ledges and platforms.}}
*{{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|Ivysaur spins its leaves during [[Bullet Seed]], producing additional hitboxes on its side. This also causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward, and allowing it to move from side to side at will. 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|[[Razor Leaf]] deals twice as much damage, and has a random chance of producing a critical Razor Leaf that 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.}}
*{{change|Down special changed to Giga Drain, which acts as a grab that heals Ivysaur while damaging opponents.}}
*{{change|Final Smash changed to Solar Beam, which has a wide frontal range and can KO opponents effectively.}}


=={{SSBB|Jigglypuff}}==
=={{SSBB|Jigglypuff}}==
===Attributes===
===Attributes===
*{{buff|Has 10 midair jumps instead of 5.}}
*{{buff|[[Air speed]] increased.}}
*{{buff|The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany the [[shield jump]], which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, instantly [[OHKO]]ing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback.}}
*{{buff|''Self-Destruct'': The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany the [[shield jump]], which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, [[OHKO]]ing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback. It will also put Jigglypuff into a [[Star KO]] every time.}}


===Ground attacks===
===Ground attacks===
*{{buff|Down tilt slides Jigglypuff forward, while sending opponents on a semi-spike trajectory.}}
*{{buff|Down tilt slides Jigglypuff forward a decent amount.}}
*{{buff|Forward smash covers much more distance, giving it much more [[reach]], and it is stronger.}}
*{{buff|Up smash has significantly less cooldown.}}
*{{buff|Down Smash has a vacuum effect on its charge animation.}}
*{{buff|Side smash travels farther.}}
*{{buff|Down smash now drags nearby opponents in and traps them until the attack is released, sliding them across the stage or off of it.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Up air now hits foes forward and below her. Will chain together.}}
*{{buff|Back aerial now has a static hitbox with range similar to ''Melee''.}}
*{{buff|Down aerial propels her downwards and is able to be attack cancelled into her aerials.}}
*{{buff|The last hit of down aerial has a chance to trip grounded opponents.}}
*{{buff|Up aerial now links into itself, even leading to an early [[Rest]] if performed correctly.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Back throw now sends opponents on a [[semi-spike]] trajectory, while the down throw is now a [[meteor smash]].}}
*{{buff|Back throw now sends opponents on a [[semi-spike]] trajectory, while the down throw is now a [[meteor smash]].}}
*{{buff|Up throw now sends opponents with less knockback and knockback growth, allowing more more follow-ups, even at higher percents.}}


===Special attacks===
===Special attacks===
*{{buff|The range of [[Sing]] has been greatly increased, and the opponent(s) stay asleep for longer.}}
*{{buff|The range of [[Sing]] has been greatly increased}}
*{{buff|[[Rollout]] can be interrupted by anything if it hits, including a natural combo into Rest if timed properly.  Also cancels into anything while she is turning around. Is able to be jump cancelled after it is launched, but only if Jigglypuff is in the air.}}
*{{buff|[[Rollout]] can be interrupted by anything if it hits, including a true combo into Rest if timed properly.  Also cancels into anything while it is turning around. Is able to be jump cancelled after it is launched in midair.}}
*{{buff|[[Pound]] travels slightly further, and produces a spark at the end, which upon contact damages the opponent with an [[Electric|electrical]] effect with dramatic hitlag, while sending them on a [[semi-spike]] trajectory.}}
*{{buff|[[Pound]] produces a spark at the end, which upon contact damages the opponent with an [[Electric|electrical]] effect with dramatic hitlag, while sending them on a [[semi-spike]] trajectory.}}
*{{buff|[[Rest]] is much stronger, has less ending lag (Jigglypuff wakes up sooner), and recovers damage at a moderate rate while Jigglypuff is asleep, for a total of 15% if Jigglypuff wakes up without interruption. If Rest connects with a foe, Jigglypuff heals an additional 10%, totaling at a 25% heal. Does side taunt after Rest automatically, but it's able to be cancelled into anything.}}
*{{buff|[[Rest]] is much stronger and recovers damage at a moderate rate while Jigglypuff is asleep (10% when [[Rest]] connects, 15% during the sleeping portion if not interrupted.}}


===Taunts===
===Taunts===
*{{buff|Side taunt allows Jigglypuff to move while she is spinning, and if completed without interruption, she will use "gravity", which inflicts slight damage and slightly spikes foes near her.}}
*{{buff|Side taunt allows Jigglypuff to move while it is spinning, and if completed without interruption, it will use Secret Power, in which Jigglypuff gains a powerful explosive hitbox on its arm that deals 28% damage.}}
*{{buff|Down taunt produces a windbox that blows foes away from her.}}
*{{buff|Down taunt produces a windbox that blows foes away from it.}}


=={{SSBB|King Dedede}}==
=={{SSBB|King Dedede}}==
===Ground attacks===
===Ground attacks===
*{{buff|Each hit on his jab combo comes out faster, and the last hit on his jab combo spins much faster.}}
*{{buff|Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.}}
*{{buff|Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.}}
*{{buff|Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward. The forward smash is also slightly faster.}}
*{{buff|Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward.}}
*{{buff|Down smash slides Dedede forward a far distance when used.}}
*{{buff|Down smash slides Dedede forward a far distance when used.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial now has two hitboxes that hit consecutively.}}
*{{buff|Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.}}
*{{buff|Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.}}
*{{buff|Up and down aerials propel Dedede slightly upward when used.}}
*{{buff|Up and down aerials spin much faster.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|[[Pivot grab]] has invincibility frames added.}}
*{{buff|[[Pivot grab]] has invincibility frames added.}}
*{{buff|Pummel speed has been drastically increased.}}
*{{change|Down throw knocks all opponents down, no longer being able to [[chain throw]]. However, it can be interrupted by a tilt after the damaging animation.}}
*{{change|Down throw knocks all opponents down, no longer being able to [[chain throw]]. However, it can be interrupted by a tilt after the damaging animation.}}


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*{{buff|Dedede's neutral special is now the "DDDecree", which allows him to command his Waddle Dees and Waddle Doos directly by using the Control Stick while holding B to make them jump, turn, or trip, or releasing B to make the Waddle Dees do a flip kick and the Waddle Doos use their beam.}}
*{{buff|Dedede's neutral special is now the "DDDecree", which allows him to command his Waddle Dees and Waddle Doos directly by using the Control Stick while holding B to make them jump, turn, or trip, or releasing B to make the Waddle Dees do a flip kick and the Waddle Doos use their beam.}}
**{{buff|Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.}}
**{{buff|Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.}}
*{{buff|[[Waddle Dee Toss]] has become far more varied in direction and power. Dedede can choose to throw forward, vertically in the air, or almost straight down. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Gordos will also not hit the minions, leaving only his opponents vulnerable.}}
*{{buff|For [[Waddle Dee Toss]], Dedede can also throw minions vertically in the air. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Gordos will also not hit the minions, leaving only his opponents vulnerable.}}
*{{buff|Waddle Dees can be launched at opponents when they are hit by Dedede.}}
*{{buff|Waddle Dees can be launched at opponents when they are hit by Dedede.}}
*{{change|[[Inhale]] has been remapped to be his down special, removing [[Jet Hammer]] in the process. The vacuum does damage, and can get an opponent stuck in their shield unless the opponent [[SDI]]s away.}}
*{{buff|Dedede will not pick up and throw nearby minions, allowing him to attack freely.}}
*{{change|{{b|Inhale|King Dedede}} has been remapped to be his down special, removing [[Jet Hammer]] in the process.}}


=={{SSBB|Kirby}}==
=={{SSBB|Kirby}}==
Line 335: Line 366:
*{{buff|Jab can be interrupted at any time. Jab one and two have better range.}}
*{{buff|Jab can be interrupted at any time. Jab one and two have better range.}}
*{{buff|Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air on hit, akin to his normal sliding kick in the ''Kirby'' games.}}
*{{buff|Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air on hit, akin to his normal sliding kick in the ''Kirby'' games.}}
*{{buff|Kirby also has two dash attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the ''Kirby'' games, which was also his dash attack in ''Melee''). This alt dash attack sends him far, but doesn't send him offstage. Holding the A button after the attack will keep Kirby spinning while retaining a body covering.}}
*{{buff|Kirby also has two dash attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the ''Kirby'' games, which was also his dash attack in ''Melee''). This alt dash attack sends him far, but doesn't send him offstage.}}
*{{buff|Forward smash covers more distance, giving it more reach.}}
*{{buff|Forward smash covers more distance, giving it more reach.}}
*{{buff|Kirby can now slide left or right during his down smash if the analog stick is tilted in the respective direction.}}


===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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===Special attacks===
===Special attacks===
*{{buff|Kirby moves faster after swallowing someone with [[Inhale]]. Opponents spat out with Inhale will have downwards momentum.}}
*{{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]] cannot cause self-damage.}}
**{{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|[[Needle Storm]] charges slightly faster and is charged by pressing the B button instead of holding it, but its needles cannot explode.}}
**{{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.}}
**{{nerf|Kirby cannot store [[Eruption]]'s charge nor can he enter No Sympathy mode; he executes it shortly after full charge.}}
**{{nerf|Kirby cannot store [[Eruption]]'s charge; he executes it shortly after full charge.}}
**{{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|Copies [[Fire Breath]] and [[Inhale]] instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.}}
**{{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|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.}}
**{{change|[[Thunder Jolt]] does not launch opponents upwards.}}
**{{change|[[Thunder Jolt]] does not launch opponents upwards.}}
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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|When rolling forward, if Link holds A, he can attack out of his roll.}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*{{buff|Forward tilt is now his regular ''Brawl'' forward smash, which can now meteor smash.}}
*{{buff|All smashes are slightly stronger and faster.}}
*{{buff|All smashes are stronger and faster. Forward Smash is now Link's Jump Strike from ''Twilight Princess''.}}
*{{buff|His Forward Smash can be canceled into the Ending Blow if B is pressed while charging.}}


===Aerial attacks===
===Aerial attacks===
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===Grabs and throws===
===Grabs and throws===
*{{buff|Up and back throws are stronger, with the latter sending opponents on a semi-spike trajectory.}}
*{{buff|Pummel is stronger.}}
*{{buff|Up and back throws are noticeably stronger, with the latter sending opponents on a semi-spike trajectory.}}
*{{buff|Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.}}
*{{buff|Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.}}
*{{buff|Link's aerial Clawshot has less landing lag, letting it link into itself more.}}


===Special attacks===
===Special attacks===
*{{buff|[[Hero's Bow]] now shoots fire and bomb arrows randomly (older versions have also randomly-generated ice and electric arrows as well). Fire arrows produce a fire effect with strong horizontal knockback. Bomb arrows also produce a fire effect, but with strong vertical knockback instead.}}
*{{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. "Hyaahh!" SFX added to final airborne strike when landed. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range).}}
*{{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. There is also a random chance of Link pulling a [[Deku Nut]] when he attempts to a pull a bomb. As a result, Link 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===
*{{buff|Maximum [[Aura]] power ratio increased to 280, achieved at a new maximum damage cap of 300% damage.}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*{{buff|Down tilt is slightly stronger, and pushes Lucario back slightly.}}
*{{buff|Dash attack propels Lucario farther, with much less ending lag.}}
*{{buff|Dash attack propels Lucario farther, with much less ending lag.}}
*{{change|Forward smash is a multi-hitting attack.}}
*{{buff|Up smash now has secondary, weaker hitboxes after the strong ones have disappeared giving the illusion that Lucario is vulnerable.}}
*{{buff|Down smash now sends opponents on a semi-spike trajectory.}}
*{{buff|Down smash now sends opponents on a semi-spike trajectory.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials except down aerial are much faster in start-up and ending lag.}}
*{{buff|All aerials except down aerial are much faster in start-up and ending lag.}}
*{{buff|Neutral aerial has more hitboxes, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.}}
*{{buff|Neutral aerial now strikes twice, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.}}
*{{buff|The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.}}
*{{buff|The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.}}
*{{change|Pausing from down aerial is now shorter in duration.}}
*{{change|Pausing from down aerial is now shorter in duration.}}
*{{buff|Up aerial is powerful KO option, being able to KO as low as 50%.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Pummel speed increased.}}
*{{buff|Pummel speed increased.}}
*{{buff|Back throw now sends at a semi-spike trajectory.}}


===Special attacks===
===Special attacks===
*{{buff|[[Aura Sphere]] is larger, and uncharged to barely charged Aura Spheres follow a zig zag trajectory.}}
*{{buff|[[Aura Sphere]] is larger and stronger. Uncharged to barely charged Aura Spheres follow a zig zag trajectory.}}
*{{nerf|When charging an Aura Sphere, Lucario will take minor self-damage the longer he is charging a fully-charged Aura Sphere.}}
*{{buff|[[Force Palm]] now grabs foes in the air.}}
*{{buff|[[Force Palm]] now grabs foes in the air. Grounded Force Palm hits normally when used below 75%. Afterwards, the grab portion becomes Close Combat, sending foes upwards. A very powerful attack. The non-grabbing portion of Force Palm has increased hitlag.}}
*{{buff|[[ExtremeSpeed]] now has damaging hitboxes throughout the move, and knocks the enemy in the direction of movement. It can be interrupted by any aerial attack - doing so before the end of the move lets Lucario keep its momentum, allowing it to recover farther. ExtremeSpeed also no longer leaves Lucario helpless. It also now has virtually no start-up lag.}}
*{{buff|[[ExtremeSpeed]] now has damaging hitboxes throughout the move, and knocks the enemy in the direction of movement. It can be interrupted by any aerial attack - doing so before the end of the move lets Lucario keep its momentum, allowing it to recover farther. ExtremeSpeed also no longer leaves Lucario helpless. It also now has virtually no start-up lag.}}
*{{change|[[Double Team]] is no longer a [[counter]] move, instead activating on its own. If used while below 75%, the move has a slight delay before triggering on its own. After 75%, the move fires instantly.}}
*{{change|[[Double Team]] has become Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage.  Down-B again will use Double team instantly, and grabbing someone with Force Palm will unleash Close Combat. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.}}


===Taunts===
===Taunts===
*{{change|When using its up taunt, Lucario deals 15% damage to itself (usually to increase aura damage). If using the up taunt when above 300% damage, Lucario will instead deal 50% damage to itself.}}
*{{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%.}}
*{{change|If Lucario is below 75% damage and the player inputs up taunt, down taunt, up taunt in a quick order, he will perform his Ultra Taunt, which creates powerful aura hitboxes all around Lucario and gives Lucario 300% damage, making this a highly risky yet high rewarding power-up.}}


=={{SSBB|Lucas}}==
=={{SSBB|Lucas}}==
===Attributes===
*{{buff|Dashing speed has been improved.}}
*{{buff|Dashing speed has been improved.}}
*{{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. 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 PK Freeze projectile.}}
 
*{{buff|[[PK Fire]] gives Lucas a larger push back when used. Holding down B propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.}}
===Ground attacks===
*{{buff|If Lucas hits a wall/ceiling after hitting himself with the [[PK Thunder]] projectile, he does not become helpless and can use PK Thunder again, up to three consecutive PK Thunders.}}
*{{buff|Dash attack pushes Lucas much further, and has can be immediately canceled on hit.}}
*{{buff|Forward tilt can cancel into other moves on hit.}}
*{{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===
*{{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|Up and Back aerials are stronger.}}
 
===Grabs and throws===
*{{buff|Lucas' [[grab aerial]] is attack cancelable on hit.}}
*{{change|Lucas's down throw now sends opponents slightly behind him instead of above him.}}
 
===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 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|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]].}}
*{{buff|[[PSI Magnet]] can be canceled via jump, akin to how Fox's/Falco's Reflector could be in ''Melee'', pulls close opponents towards Lucas, and has electric hitboxes dealing 2% damage per second.  Releasing PSI Magnet unleashes a semispike hitbox in front of Lucas.}}
*{{buff|[[PSI Magnet]] can be canceled via jump, akin to how Fox's/Falco's Reflector could be in ''Melee'', pulls close opponents towards Lucas, and has electric hitboxes dealing 2% damage per second.  Releasing PSI Magnet unleashes a semispike hitbox in front of Lucas.}}
*{{buff|Down throw has drastically reduced knockback, no longer being a KO throw, but increases comboing capability, especially into his back aerial.}}
 
*{{buff|Forward tilt is drastically faster, and pushes Lucas back slightly each time it is used.}}
===Taunts===
*{{buff|Dash attack pushes Lucas much further, and has [[IASA]] frames added to all frames after hitboxes cede, essentially giving it no ending lag, which allows Lucas to use the momentum gain from the dash attack to slide forward while using another attack.}}
*{{buff|Up taunt hits nearby opponents for 1%, slightly flinching them.}}
*{{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|Each hit of the neutral aerial has increased hitlag and damage, and the last hit now produces strong horizontal knockback.}}
*{{buff|Each [[stomp]] on the down aerial comes out faster.}}
*{{buff|Lucas' [[grab aerial]] now produces a weak hitbox that sends opponents on a semi-spike trajectory towards Lucas. Is attack cancelable on hit.}}
*{{buff|Down tilt now trips with his entire leg, instead of just the tip of his foot.}}
*{{buff|Up aerial now has high knockback and freezes foes.}}
*{{buff|Down aerial's last hit always spikes.}}
*{{buff|Up taunt can hit opponents for 1%, tripping them.}}
*{{buff|Down taunt can hit opponents for 5%.}}
*{{buff|Down taunt can hit opponents for 5%.}}
*{{buff|Pressing A during a side taunt will make Lucas pull out a [[Mr. Saturn]].}}
*{{buff|Side taunt will make Lucas pull out a [[Mr. Saturn]].}}


=={{SSBB|Luigi}}==
=={{SSBB|Luigi}}==
===Aesthetics===
*{{change|Luigi has four new alternate costumes wearing {{SSBB|Peach}}'s dresses, referencing ''[[mariowiki:Mario & Luigi: Superstar Saga|Mario & Luigi: Superstar Saga]]''.}}
===Attributes===
*{{buff|Dashing and air speed have been increased, while traction is decreased.}}
*{{buff|Dashing and air speed have been increased, while traction is decreased.}}
*{{buff|Luigi's [[footstool jump]] now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.}}
*{{buff|Luigi's [[footstool jump]] now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback, but still lesser than Mario's.}}
*{{buff|There is slightly less start-up and ending lag when Luigi uses [[Fireball]]. 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 the ''Mario and Luigi'' series instead, an electric move that deals a single powerful blow.}}
 
*{{buff|[[Green Missile]] always results in a misfire when used. 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.}}
===Ground attacks===
*{{buff|Forward aerial now sends opponents on a semi-spike trajectory and produces a coin effect.}}
*{{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 or attack button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.}}
===Aerial attacks===
*{{change|Forward aerial is weaker, but sends opponents on a semi-spike trajectory.}}
*{{buff|The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.}}
*{{buff|The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.}}
*{{buff|[[Luigi Cyclone]] now has more [[IASA]] frames. Is attack cancelable and has suction while in the air.}}
 
*{{buff|Pressing the Shield button during the Dash Attack makes Luigi do a "tripping attack". Can send opponents downward if used next to a ledge.}}
===Grabs and throws===
*{{buff|Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.}}
*{{buff|[[Negative Zone]] can be jump canceled during the dance.}}
*{{buff|[[Super Jump Punch]]'s sourspot is drastically stronger, being about half as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.}}
**{{nerf|However, a sweetspotted Super Jump Punch is weaker.}}
*{{change|Down throw sends opponents on a horizontal trajectory instead of vertically.}}
*{{change|Down throw sends opponents on a horizontal trajectory instead of vertically.}}
===Special attacks===
*{{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 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.}}
*{{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|[[Negative Zone]] can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.}}
===Taunts===
*{{change|Side taunt is now his gun fingers victory pose, which fires two fireballs.}}
*{{change|Side taunt is now his gun fingers victory pose, which fires two fireballs.}}
*{{change|Pressing the up taunt, down taunt, up taunt makes Luigi perform the Negative Zone dance as a taunt, during which the crowd cheers and confetti and fireworks appear.}}
*{{change|Pressing the up taunt, down taunt, up taunt makes Luigi perform the Negative Zone dance as a taunt, during which the crowd cheers and confetti and fireworks appear.}}
*{{buff|Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.}}


=={{SSBB|Mario}}==
=={{SSBB|Mario}}==
*{{buff|Mario's [[footstool]] jump now damages (for 16%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.}}
 
*{{buff|Start-up and ending lag on his [[fireball]]s are much faster, allowing him to shoot them at a more rapid pace. Fireball shoots two fireballs when performed airborne. In addition, if one holds B, instead of a fireball, he will use the Firebrand from the ''Mario and Luigi'' series, which deals a bunch of small fire damage hits, allowing Mario to extend combos. Is attack cancelable on hit and has no landing lag.}}
===Attributes===
*{{buff|[[Super Jump Punch]] can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.}}
*{{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.}}
 
===Ground attacks===
*{{buff|Forward smash produces a larger explosion, with more power when sweetspotted.}}
*{{buff|Mario has a new dash attack where he slides forward with his entire body, as he did in ''Super Mario 64'', which can be followed with a hop attack by pressing A.}}
*{{change|Up tilt produces a coin effect upon being landed.}}
 
===Aerial attacks===
*{{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.}}
 
===Throws/other attacks===
*{{buff|Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.}}
*{{buff|Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.}}
*{{buff|Forward smash produces a larger explosion, with more power when sweetspotted.}}
 
*{{buff|Forward aerial is much stronger and a different SFX is played when Mario uses it.}}
===Special moves===
*{{buff|[[F.L.U.D.D.]] no longer needs to be charged, as it is always at its maximum level. It now sends opponents at a 180 degree angle towards Mario and can be cancelled with an attack.}}
*{{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|Down aerial is able to be cancelled into a Footstool jump or aerial attacks.}}
*{{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|New dash attack where Mario slides forward with his entire body, which can be followed with a hop attack by pressing the attack button.}}
*{{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|Up taunt has [[Launch resistance|super armor]] while Mario is giant.}}
*{{buff|[[Mario Finale]] can be jump canceled.}}
*{{buff|[[Mario Finale]] can be jump canceled.}}
===Taunts===
*{{buff|Up taunt has [[armor]] while Mario is giant.}}
*{{change|Successfully completing a side taunt turns him [[Metal Box|metal]]. Holding shield during a side taunt will not turn Mario metal.}}
*{{change|Successfully completing a side taunt turns him [[Metal Box|metal]]. Holding shield during a side taunt will not turn Mario metal.}}
**{{nerf|The [[Metal Box]]'s timer can no longer be refreshed while metal; Mario must become normal in order to put it back on.}}
*{{change|Up tilt produces a coin effect upon being landed.}}


=={{SSBB|Marth}}==
=={{SSBB|Marth}}==
===Attributes===
*{{buff|Walking and dashing speed have been improved.}}
*{{buff|Walking and dashing speed have been improved.}}
*{{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.}}
*{{change|His sword's trails when swung now vary, from green with smash attacks and blue for his tilts and aerials, to purple with his specials.}}
*{{buff|[[Dancing Blade]]'s third hit angled down is a strong spike and final hit angled up is much stronger. An aerial Dancing Blade is now a single chop, acting like a faster forward aerial.}}
 
*{{buff|[[Dolphin Slash]] is stronger at the apex of its height.}}
===Ground Attacks===
*{{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 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''.}}
===Aerial attacks===
*{{buff|All aerials are faster and stronger, more noticeably the tippers.}}
*{{buff|Down aerial has a larger sweetspot, making it much easier to meteor smash with.}}
===Grabs and throws===
*{{buff|All grabs have longer reach.}}
*{{buff|All grabs have longer reach.}}
*{{buff|Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to {{SSBM|Roy}}'s down tilt in ''Melee''.}}
 
*{{buff|Down aerial has a larger sweetspot, making it much easier to meteor smash with.}}
===Specials===
*{{change|His sword's trails when swung now vary, from green with smash attacks and blue for his tilts and aerials, to purple with his 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. 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 and can be jump canceled on hit.}}
*{{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.}}


=={{SSBB|Meta Knight}}==
=={{SSBB|Meta Knight}}==
*{{change|A general decrease of damage in his attacks, but his attacks are stronger in knockback.}}
 
*{{buff|Meta Knight can act out of his helpless state using any special move other than the one that caused him to be in a helpless state, giving him a more flexible recovery.}}
===Attributes===
*{{buff|[[Mach Tornado]] knocks opponents upwards, but can be canceled into any aerial.}}
*{{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.}}
 
===Ground attacks===
*{{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}}
*{{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.}}
*{{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===
*{{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===
*{{change|Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a large explosion, and deals 25% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze 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|Back throw has increased knockback allowing it to be a respectable kill throw without taking deadly damage and knockback from Up throw.}}
 
===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|[[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.}}
*{{change|Jab is now a single slash with vertical knockback that makes Meta Knight take a quick step back.}}
*{{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.}}
*{{change|Down tilt has vertical knockback.}}
 
*{{buff|Down throw produces vertical knockback instead of horizontal. This throw is now a single hit. This throw cancels into [[Shuttle Loop]] when the special button is held.}}
===Taunts===
*{{buff|Up smash consists of one strike only, and it gives Meta Knight a jump upward when used, similar to the ''Street Fighter'' special move Shoryuken. On release, he can attack behind him instead if the control stick is held in the direction behind Meta Knight.}}
*{{change|Pressing A during Up Taunt causes Meta Knight to trip.}}
*{{buff|Forward smash makes Meta Knight spin and vanish multiple times and does a upwards slash that does very high knockback, but with large start-up and ending lag.}}
 
*{{change|Glide attack now produces horizontal knockback instead of vertical knockback.}}
=={{SSBM|Mewtwo}}==
*{{change|Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a heavy explosion, and deals 45% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze attack.}}
===Attributes===
*{{buff|Tail is drastically longer, akin to [[Mewtwo (PM)|its Project M form]]. This significantly increases its range.}}
*{{nerf|Double jump is shorter without a speed increase to compensate.}}
*{{buff|Mewtwo can no longer double-jump cancel, improving its recovery. However, the benefits of ''Brawl-'''s combo-heavy physics and Mewtwo's other changes compensate for its less effective combos out of a double jump.}}
*{{nerf|The removal of [[wavedash]]ing (except for Fox and Wolf) hinders Mewtwo's mobility.}}
 
===Ground attacks===
*{{buff|Jab is much faster and can be extended or stopped at any point in the multi-hit.}}
*{{buff|Forward smash's sweetspot creates a much larger explosion.}}
*{{buff|Down smash has less ending lag.}}
===Aerial attacks===
*{{buff|Neutral aerial carries out faster and is harder to escape.}}
===Grabs and throws===
*{{nerf|Forward throw's Shadow Balls now come about half a second after the throw instead of almost immediately, making it harder to connect.}}
*{{buff|Back throw is much faster.}}
*{{buff|Up throw now deals damage as Mewtwo swirls the opponent, which also hits nearby enemies.}}
*{{change|Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.}}
===Specials===
*{{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|[[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 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}}==
Line 509: Line 651:
*{{buff|Dashing speed has been improved.}}
*{{buff|Dashing speed has been improved.}}
*{{buff|Ground to air jump momentum increased.}}
*{{buff|Ground to air jump momentum increased.}}
*{{change|Traction was decreased.}}


===Ground attacks===
===Ground attacks===
Line 521: Line 664:


===Special moves===
===Special moves===
*{{buff|The food from [[Chef]] produces vertical knockback and does fire damage and launches five projectiles at once.}}
*{{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''.}}
Line 529: Line 672:
**{{buff|5 [[Bury|buries]] the opponent.}}
**{{buff|5 [[Bury|buries]] the opponent.}}
**{{buff|7 [[stun]]s the opponent.}}
**{{buff|7 [[stun]]s the opponent.}}
*{{buff|[[Oil Panic]] has a much higher damage multiplier for the projectiles caught, making it very powerful once full. Oil Panic can also no longer be held indefinitely, but Mr. Game & Watch now puts away the bucket sooner, due to less ending lag.}}
*{{buff|[[Oil Panic]] has a much higher damage multiplier for the projectiles caught, making it very powerful once full.}}
*{{buff|The parachute on [[Fire]] has hitboxes added to it.}}
*{{buff|The parachute on [[Fire]] has hitboxes added to it.}}


===Taunts===
===Taunts===
*{{buff|All taunts add a unit to Oil Panic and are interruptable.}}
*{{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}}==
===Attributes===
*{{buff|Ness can now [[Double Jump Cancel]]. This is done by using an aerial while he is double jumping. He retains his jump, however, if the jump button is held.}}
*{{buff|Ness can now [[Double Jump Cancel]]. This is done by using an aerial while he is double jumping. He retains his jump, however, if the jump button is held.}}
*{{buff|[[PK Flash]] no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it. Additionally, the startup of PK Flash has set vertical knockback, which can be easily followed up with an uncharged PK Flash. If the attack button is held when PK Flash explodes, the move will gain a [[darkness]] effect and send foes on a powerful semi-spiking direction. It can also be held for much longer.}}
 
*{{buff|[[PK Fire]] has slightly less start-up and ending lag when fired.}}
===Ground attacks===
*{{buff|Ness no longer becomes helpless if the projectile from [[PK Thunder]] fails to hit him. Using it for recovery gives him [[Launch resistance|super armor]]. It also has 5% light armor on startup and 10% on hold/loop.}}
*{{buff|All smashes have increased strength and bigger hitboxes and forward smash has increased speed.}}
*{{buff|[[PSI Magnet]] produces a hitbox when initially used that causes light damage and vertical knockback. When it ends, it produces a wind effect. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in ''Melee''.}}
*{{buff|Forward smash has a strong hitbox at the edge of the bat, and it uses the [[Home-Run Bat]] SFX.}}
*{{buff|Down tilt now has decreased end lag, allowing it to be used multiple times in quick succession.}}
 
===Aerial attacks===
*{{buff|All aerials have increased strength and less start up.}}
*{{buff|Down aerial no longer has a sourspot.}}
 
===Grabs and throws===
*{{buff|Pummel damage has been increased.}}
*{{buff|Pummel damage has been increased.}}
*{{buff|Forward smash has a sweetspot that produces the "Ping" noise when landed, akin to the Home Run Bat. Its knockback and speed have also been greatly improved.}}
 
*{{buff|Down aerial no longer has a sourspot.}}
===Specials===
*{{buff|[[PK Flash]] no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it. Additionally, the startup of PK Flash has set vertical knockback, which can be easily followed up with an uncharged PK Flash. It also travels a lot quicker and can be held for much longer.}}
*{{buff|[[PK Fire]] has slightly less start-up and ending lag when fired. And when used in the air it can be jump canceled.}}
*{{buff|Ness no longer becomes helpless if the projectile from [[PK Thunder]] fails to hit him. Using it for recovery gives him [[armor]]. It also has 5% light armor on startup and 10% on hold/loop.}}
*{{buff|[[PSI Magnet]] produces a hitbox when initially used that causes light damage and vertical knockback. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in ''Melee''.}}
 
===Taunts===
*{{buff|Ness’s down taunt can damage nearby foes.}}


=={{SSBB|Olimar}}==
=={{SSBB|Olimar}}==
*{{buff|Can [[Pikmin Pluck|pluck]] [[Pikmin (species)|Pikmin]] in the air, and pluck much faster. After the sixth Pikmin is plucked, the next pluck in the air will grant Olimar a little height. This self pluck can only be used once per airtime.}}
===Ground attacks===
*{{buff|[[Pikmin Order]] rearranges the order of Pikmin, putting the Pikmin first in line to the last in line. Deals one damage to surrounding foes, regardless of invincibility or shield.}}
*{{buff|All tilts are considerably quicker.}}
*{{buff|Side-B is now the Olimar Flip, a somersault jump replacing [[Pikmin Throw]]. This move is attack cancelable into aerials and other specials.}}
**{{change|Down tilt pushes Olimar forward a fair distance, piercing through foes.}}
*{{buff|Pikmin now have much more attack range and diversity in their attacks. Red Pikmin are multi-hit for fire damage. Yellow Pikmin hit for electric damage, spike nearby opponents, and knock midrange opponents towards Olimar. Blue Pikmin consistently knock foes towards Olimar. Purple Pikmin have half the range of other Pikmin, but are the most powerful. White Pikmin also knock foes towards Olimar, but spike foes in the air.}}
*{{buff|Forward tilt is now a powerful kick that has much more endlag, but is much more powerful in return.}}
*{{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.}}
*{{change|All of his physics have been tweaked.}}
===Specials===
*{{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 Throw]] is quicker and hurls Pikmin farther.}}
*{{buff|[[Pikmin Order]] can now be canceled into anything, including itself. Deals 1% damage (non-flinching) to surrounding foes.}}


=={{SSBB|Peach}}==
=={{SSBB|Peach}}==
*{{buff|All [[Vegetable]]s are stronger, has an increased chance of Peach pulling a stitchface turnip and items, and Peach is able to pull additional items (such as a [[Pitfall]] or [[Smoke Ball]]). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.}}
===Attributes===
*{{buff|[[Peach Bomber]] can be interrupted by any aerial move or [[Toad]], retaining Peach Bomber's horizontal momentum.}}
*{{change|Peach will have hearts appear while walking.}}
*{{buff|A successful Toad [[counter]] grants Peach a turnip. Toad counter has more range.}}
*{{buff|Peach can now [[float]] cancel and gets a second float. The floats will combine in length if used in one jump.}}
*{{buff|Forward smash is much faster, being approximately twice as fast. Can control what weapon she uses by angling the smash.}}
*{{buff|Peach jumps higher.}}
*{{buff|Down smash always trips opponents, with every hit. Cancels into jump and float.}}
===Ground attacks===
*{{change|"Hi" SFX played each time Peach pummels an opponent when they're grabbed.}}
*{{buff|Forward smash is approximately twice as fast. Can control what weapon she uses by angling the smash.}}
*{{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|Down smash always trips opponents, with every hit.}}
*{{buff|Back throw throws opponents on a semi-spike trajectory.}}
*{{buff|Down tilt always meteor smashes, as well as being much faster.}}
*{{buff|Down tilt always meteor smashes, as well as being much faster. It also has heart GFX added. Tilting backwards after the move is done grants Peach backwards momentum.}}
*{{change|Peach will have hearts appear while foxtrotting, accompanied by the same sound her up tilt makes.}}
*{{change|Peach has a new down taunt when facing the left (which is one of Zelda's victory poses), accompanied by her "Peachy" SFX.}}
*{{change|Down aerial has an added effect, similar to Peach's up tilt.}}
*{{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.}}
*{{buff|Canceling Peach's up special puts Peach into her helpless stage, but can be cancelled by another attack. However, after canceling the first time, using Peach's up special again will result in putting her into the helpless animation, without even using the up special.}}
===Aerial attacks===
*{{buff|Peach can now [[float]] cancel and gets an additional float.}}
*{{change|Down aerial has an added heart effect, similar to Peach's up tilt.}}
*{{buff|Can grab the ledge backwards during the beginning of [[Peach Parasol]].}}
*{{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.}}
*{{buff|First and second jump now sends Peach higher.}}
**{{change|Peach now says "Whee!" when performing neutral aerial; This is an otherwise unused voice clip found in vanilla ''Brawl''{{'}}s files.}}
*{{buff|Neutral aerial now has 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.}}
*{{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===
*{{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%.}}
*{{nerf|Back throw is slightly weaker.}}
===Specials===
*{{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 Parasol]] can be cancelled by an aerial attack when it isn’t deployed.}}
**{{buff|Can grab ledges backwards while her Parasol is deployed.}}
*{{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}}==
*{{buff|Pressing A during its forward aerial causes it to fly forward (Parabolic Charge).}}
===Attributes===
*{{buff|Hitting the ground during its downward aerial causes an explosion (Zap Cannon).}}
*{{buff|Pichu is significantly heavier (55 → 74).}}
*{{buff|Its neutral special attack in the air is Electro Ball, which creates a slow, electrified ball that deals a set knockback.}}
*{{nerf|Pichu's forward tilt, up smash, down smash, and back aerial now inflict self-damage.}}
*{{buff|Its up B can cancel into an aerial attack at any time.}}
*{{buff|Pichu heals 1% more damage for every 30 frames it crouches.}}
 
===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|Its side B is now Wild Charge.}}
**{{change|It now has a different angle of knockback (85 → 101).}}
**{{nerf|It has less knockback (50 base/105 scaling → 48/93).}}
*{{change|Down smash is now a multi-hit that sends vertically.}}
 
===Aerial attacks===
*{{buff|Forward aerial deals more damage (8% → 13%) and the final hit deals more knockback (0 base/100 scaling → 55/105).}}
*{{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.}}
 
===Special moves===
*{{change|Pichu's neutral special is [[Bulbapedia:Nuzzle_(move)|Nuzzle]], which stuns opponents in front of Pichu at close range.}}
**{{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|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}}==
*{{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.}}
===Attributes===
*{{buff|[[Quick Attack]] covers more distance, and meteor smashes opponents upon contact. Can now be used twice in the same direction, except with a 45 degree angle.}}
*{{buff|Pikachu can footstool while in special fall state.}}
*{{buff|Pikachu can footstool while in special fall state.}}
*{{buff|{{b|Thunder|Pokémon}} projectile now meteor smashes everywhere except the top.}}
===Ground attacks===
*{{buff|Thunder and [[Thunder Jolt]] can both be jump canceled while in the air, allowing two to be done in quick succession.}}
*{{buff|Forward throw knocks all opponents down, while down throw sends opponents behind Pikachu with more damage.}}
*{{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|Back aerial moves Pikachu horizontally through the air, similar to a helicopter. Cancels into aerials at the end.}}
*{{buff|Pikachu's jab now hits even faster.}}
===Aerial attacks===
*{{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.}}
*{{buff|Pikachu's jab now hits much faster.}}
===Grabs and throws===
*{{buff|Neutral special move hits goes up when traveling on the ground.  Will spike foes when traveling through the air.}}
*{{buff|Forward throw knocks nearby opponents down.}}
===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. It can also be wall jumped out of.}}
*{{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|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.}}


=={{SSBB|Pit}}==
=={{SSBB|Pit}}==
*{{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, and gains more power. Arrows fired upwards are much slower. Aerial charge animation can be cancelled.}}
===Attributes===
*{{buff|[[Angel Ring]] spins much faster, racking up damage much faster, and propels Pit further. It will also now propel Pit off ledges instead of stopping on the edge. The attack is able to be cancelled by one's shield during the middle section of the attack. Doing Angel Ring in the air will instead make him do a modified glide attack.}}
*{{change|"Here we go!" SFX played during entry.}}
*{{buff|Hitbox added to [[Wings of Icarus]]' startup. Can be used again after getting hit, but will retain the amount of time he has lost.}}
*{{buff|Glide attack produces vertical knockback that is stronger.}}
*{{buff|[[Mirror Shield]] is jump cancelable.}}
===Ground attacks===
*{{buff|Forward smash can be [[angled]]. Unangled forward smash is the same as in regular ''Brawl''. Angled forward smash is a single close-range upward swipe that knocks up-backwards.}}
*{{change|Jab combo is no longer an infinite, and the last hit now sends opponents behind Pit.}}
*{{buff|Pummel speed is faster.}}
*{{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.}}
*{{buff|Back throw now throws opponents on a semi-spike trajectory.}}
===Aerial attacks===
*{{buff|Glide attack now produces vertical knockback that is stronger.}}
*{{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.}}
===Grabs and throws===
*{{buff|Pummel speed is faster.}}
*{{buff|Back throw throws opponents at a semi-spike.}}
===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. 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|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. It can be used 3 times. The second can be canceled into the third.}}
*{{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.}}
*{{change|Last hit on jab combo sends opponents behind Pit.}}
*{{change|"The fight is on!" SFX played during entry.}}
*{{change|When Pit has over 100% damage, teching will play the "You can't defeat me!" SFX and side taunting will play the same SFX instead of "You're not ready yet!".}}


=={{SSBB|Pokémon Trainer}}==
===Taunts===
*{{buff|[[Stamina (stat)|Stamina]] has been removed, effectively allowing one to play as a single Pokémon for the entire match.}}
*{{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|[[Type effectiveness]] is removed.}}
*{{buff|The four swipes of Pit’s side taunt can combine for 13% damage.}}
*{{change|Does not switch Pokémon upon being KO'd unless the [[Shield]] button is held as the last Pokémon is KO'd.}}
*{{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.}}
*{{change|Was removed from the CSS, but all the Pokémon are still interchangeable via grounded down special.}}


=={{SSBB|R.O.B.}}==
=={{SSBB|R.O.B.}}==
*{{buff|Has an additional midair jump.}}
===Attributes===
*{{buff|When [[Robo Beam]] is fully charged, the beam will [[paralyze]] opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.}}
*{{buff|R.O.B. can crouch walk.}}
===Ground attacks===
*{{buff|Up tilt is quicker.}}
===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|Up aerial's speed greatly increased, with only the final hit launching.}}
*{{change|Back aerial hits opponent in front of R.O.B.}}
===Grabs and throws===
*{{buff|Pummel has an electrical effect and deals more damage.}}
===Specials===
*{{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|Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.}}
*{{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.}}
*{{buff|Pummel has an electrical effect and deals more damage.}}
*{{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|Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.}}
*{{buff|Up aerial's speed greatly increased.}}
*{{buff|[[Arm Rotor]] propels R.O.B. much further when used on the ground and in the air. It is also now interruptible. Only sends him a great distance in the air once per airtime. Is cancelable into aerials.}}
**{{nerf|If [[Arm Rotor]] is immediately interrupted with a back aerial, R.O.B. will move a ridiculous distance forward at breakneck speeds. This can lead to OHKOs on himself.}}
*{{change|Back aerial hits opponent towards R.O.B.}}


=={{SSBM|Roy}}==
=={{SSBM|Roy}}==
*{{buff|[[Flare Blade]] releases faster.}}
 
*{{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 a decent distance forward and a slight distance upward.}}
===Attributes===
*{{buff|[[Blazer]] has super armor, and covers much more distance.}}
*{{change|The trails of his sword are more prominent.}}
*{{change|Most of his sweetspotted moves have a [[flame]] effect.}}
*{{buff|[[Dash|Dashing speed]] increased (1.61 → 1.8)}}
*{{change|[[Falling speed]] decreased (2.4 → 2.2)}}
===Ground attacks===
*{{buff|Jab, side smash, and up tilt are now tilted in the form of a dagger to provide easier hilt sweet-spotting.}}
*{{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|Roy now jumps forward slightly 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.}}
*{{nerf|All down tilt hitboxes are weaker.}}
 
===Aerial attacks===
*{{buff|Forward aerial is now a two-hit attack, dealing more damage and can be jump canceled after the first hit.}}
*{{nerf|Up aerial is now an upwards stab giving the move less diagonal reach.}}
*{{buff|Down aerial's meteor smash hitbox is significantly larger.}}
 
===Special moves===
*{{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 and can be canceled into an aerial.}}
*{{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.}}
*{{buff|[[Counter]] multiplier is much higher.}}
*{{buff|[[Counter]] multiplier is much higher.}}
*{{buff|Forward tilt has weak flames come out the sword, giving it more range.}}
 
*{{change|The trails of his sword are more prominent.}}
===Taunts===
*{{change|Most of his sweetspotted moves have a [[flame]] effect.}}
*{{change|Roy’s taunt from ''Melee'' is now mapped to the down button, and the SFX is his uncharged Flare Blade yell.}}
*{{change|Dash attack is now a forward stab.}}
*{{change|His up taunt makes him say ''Boku wa makenai''.}}
*{{change|Forward aerial is now a two-hit attack, with the second hit being much stronger than the first.}}
*{{change|His side taunt makes him swipe his sword twice.}}
*{{change|Up aerial is now an upwards stab.}}


=={{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===
*{{buff|Attacks are generally stronger.}}
*{{buff|Attacks are generally stronger.}}
*{{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.}}
===Ground attacks===
*{{buff|Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.}}
*{{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 that can be canceled after frame 8 on unshielded hit, with vertical knockback. Can be quickly comboed into other moves if it lands.}}
*{{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.}}
===Grabs and throws===
*{{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 for 4%.}}
 
===Specials===
*{{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.}}
*{{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]]'s final hit is stronger, with vertical knockback.}}
*{{buff|[[Screw Attack]] now deals one powerful hit, which can kill at high percents.}}
*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, starting much slower and having a much stronger explosion that can KO at 100%.}}
*{{buff|[[Bomb (Samus)|Samus' Bombs]] are now Power Bombs, which start slower. Samus now moves faster while in morph ball.}}
*{{buff|Forward aerial is now a horizontal moving Screw Attack that can repeated for horizontal recovery, akin to the implementation of the Screw Attack in ''Metroid Prime 2: Echoes''.}}
**{{nerf|The decreased bomb speed makes bomb jumping more difficult.}}
*{{buff|Dash attack is drastically stronger with an electric effect upon impact, emulating the Shinespark.}}
*{{change|{{b|Zero Laser|Samus}} no longer transforms Samus into Zero Suit Samus.}}
*{{buff|Up tilt no longer meteor smashes and will always produce horizontal knockback. Her heel will still meteor.}}
 
*{{buff|Down tilt is an extremely fast close-range explosion with [[IASA]] frames as early as frame 8, with vertical knockback. It causes 1% self-damage every time it is used.}}
===Taunts===
*{{buff|First four hits of Up Smash are [[Aura]] instead of fire, simulating Phazon. The final hit is ice instead of fire, and freezes opponents. The whole move links properly.}}
*{{change|Attempting to change into Zero Suit Samus via the up/down/up combo will simply make Samus pause for a second.}}
*{{buff|Down smash produces knockback that is more horizontal.}}
*{{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 but causes 10% self-damage.}}
*{{buff|[[Zero Laser]] will not transform Samus into Zero Suit Samus unless the L or R button is held.}}


=={{SSBB|Sheik}}==
=={{SSBB|Sheik}}==
===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.}}
===Ground attacks===
*{{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.}}
===Aerial attacks===
*{{buff|Down air can be jumped out of quicker.}}
===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 reappearance that is stronger than the initial explosion. Vanish is faster now.}}
*{{buff|[[Vanish]] now produces a explosion upon reappearing. Vanish is faster now.}}
*{{buff|Forward smash covers more distance, about twice as far as before.}}
*{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit. Can also tether ledges.}}
*{{buff|Back aerial now sends opponents on a semi-spike trajectory.}}
*{{buff|[[Chain]] now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit.}}
*{{buff|Down throw now fuctions like Snake's down throw.}}
*{{buff|Up tilt, down tilt, and dash attack are now all jump cancelable on hit. Not JC if Sheik hits shield. Up throw is jump cancelable.}}
*{{buff|Down air functions like [[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s down air.}}
*{{change|Sheik becomes invisible and has a smokeball effect when she dodges and rolls.}}


=={{SSBB|Snake}}==
=={{SSBB|Snake}}==
*{{buff|The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.}}
 
*{{buff|All aerials have less landing lag.}}
===Attributes===
*{{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]]. Air dodging will make Snake drop and pick up any item he is holding.}}
*{{buff|Can drop his currently held item by pressing A during any dodge.}}
*{{buff|If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.}}
 
*{{buff|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second.}}
===Ground attacks===
*{{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|The hitboxes of the third hit of his jab combo, and his up tilt have increased hitlag.}}
*{{buff|[[C4]] has a larger sticky radius.}}
*{{change|"Nom" SFX played each time Snake pummels the opponent during a grab.}}
*{{buff|Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the up throw is now a meteor smash.}}
*{{change|"Tasty!" SFX played when Snake uses his down throw.}}
*{{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|Down tilt is a semi-spike that makes the opponent slide across the floor when on the ground.}}
*{{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===
*{{buff|All aerials have less landing lag and much higher hitlag.}}
*{{buff|Each stomp of the down aerial comes out much faster.}}
*{{buff|Each stomp of the down aerial comes out much faster.}}
*{{buff|Can drop his currently held item by pressing A during any dodge.}}
 
===Grabs and throws===
*{{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 forward throw is now a meteor smash.}}
*{{change|"Tasty!" SFX played when Snake uses his down throw.}}
===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|The [[Remote Missile]] travels dramatically faster, though it can only be controlled during the first second and can’t be canceled.}}
*{{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.}}
**{{change|The SFX for deploying a C4 also plays when detonating.}}
 
===Taunts===
*{{buff|Side taunt drops a grenade.}}
*{{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.}}
*{{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}}==
*{{buff|The knockback of almost all attacks have been improved, while their damage output has been improved drastically, with many dealing in excess of 20%, such as his forward smash and back aerial.}}
 
*{{buff|[[Homing Attack]] has significantly less ending lag when it hits an opponent or a wall and can be cancelled into any aerial on hit. 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.}}
===Ground attacks===
*{{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. This refreshes his double jump when it connects. He will grab the ledge as well, but will plummet to his death if there is nothing to bounce off of.}}
*{{buff|All attacks except forward tilt are stronger.}}
*{{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|Down tilt is much faster and pushes Sonic 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.}}
*{{buff|Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.}}
*{{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 in the middle of down smash, Sonic will fly off a very long distance in the direction of the down smash momentum. This can lead to KOs on himself if used improperly.}}
*{{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]].}}
 
===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.}}
*{{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 the spindash.}}
 
===Grabs and throws===
*{{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.}}
*{{buff|All taunts are interruptible at any time.}}
===Specials===
*{{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. 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|[[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===
*{{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|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.}}
*{{buff|Stamina has been removed.}}
*{{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.}}
*{{change|Type effectiveness has been removed.}}
*{{buff|Knockback on [[Withdraw]] is drastically increased.}}
 
*{{buff|[[Waterfall]] gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX if the special button is held.}}
===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.}}
*{{buff|Water towers from up smash are twice as high, along with an increase in power.}}
 
*{{buff|Water spouts from down smash cover twice as much distance, giving it more reach.}}
===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.}}
*{{buff|Neutral air has a lot more range.}}
 
===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|[[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|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}}==
*{{buff|[[Hero's Bow]] shoots Fire, Ice, and Light arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched. A maximum of four arrows can be onscreen at once. Ice arrows freeze foes, and Light arrows stun them.}}
 
*{{buff|[[Boomerang]] knocks opponents upwards and produces a flower if it hits while returning to Toon Link.}}
===Ground attacks===
*{{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|Neutral combo now has an extra 4th sword swing.}}
*{{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|Forward tilt can now meteor smash.}}
*{{buff|Forward tilt can now meteor smash.}}
*{{buff|Toon Link can grab during two periods of his grab animation: when the hookshot is shot, and while it is being retracted. In the air, his grab cancels into aerials.}}
*{{buff|Down tilt is extremely fast.}}
*{{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.}}
*{{change|Forward smash is now one swing with knockback.}}
 
===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.}}
*{{buff|Up taunt produces a non-flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.}}
 
===Grabs and throws===
*{{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.}}
 
===Specials===
*{{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 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|[[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.}}
*{{change|Toon Link now holds the Mirror Shield. This is purely an aesthetic change.}}
 
===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===
*{{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.}}
*{{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.}}
*{{change|Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.}}
*{{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. When Wario picks up a large item such as his bike, that animation is cancelable with Chomp, automatically eating it.}}
 
*{{buff|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}}
===Ground attacks===
*{{nerf|A fully charged down special produces a [[rolling crate]]. That is to say, one doesn't charge this special. After 25 seconds, Wario may fart a [[Rolling Crate]]. This move has a 25 second cooldown. 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.}}
*{{buff|Fart animations added to his down throw and back throw.}}
*{{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 [[Launch resistance|super 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 causes opponents to trip until the final hit.}}
*{{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===
*{{buff|Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.}}
*{{buff|Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.}}
*{{buff|Up aerial has two variants. Releasing the A button within five frames or using the C-Stick will perform the regular version, while holding the A button will make Wario fart, giving him upwards momentum.}}
*{{buff|Up aerial has two variants. Releasing the A button within five frames or using the C-Stick will perform the regular version, while holding the A button will make Wario fart, giving him upwards momentum.}}
*{{buff|Down aerial can be used for as long as the A button is held.}}
*{{buff|Down aerial can be used for as long as the A button is held.}}
*{{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.}}
===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.}}
*{{buff|Wario can fart during his side taunt by pressing B.}}
 
*{{change|Fart sounds added to his jabs.}}
===Specials===
*{{buff|Neutral aerial behaves like dtilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.}}
*{{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|[[Corkscrew]] has been removed and replaced with a less powerful fully charged [[Wario Waft]], granting Wario tons of height.}}
*{{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===
*{{buff|Dashing speed has been improved.}}
*{{buff|Dashing speed has been improved.}}
*{{buff|[[Blaster]] shoots out a slow projectile that gradually grows in size.}}
 
*{{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.}}
===Ground attacks===
*{{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. Now hits for electrical damage. Only hits twice. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly.}}
*{{change|Forward tilt is quicker and has decreased vertical knockback.}}
*{{buff|[[Reflector (move)|Reflector]] knocks upwards when grounded and can be cancelled into any aerial airborne.}}
*{{buff|Down tilt is quicker.}}
*{{buff|Pummel deals more damage.}}
*{{change|Forward tilt has decreased, vertical knockback, while dealing more damage.}}
*{{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===
*{{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|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.}}
*{{change|"Play time's over, Star Fox!" SFX played during entry.}}
 
===Specials===
*{{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|[[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.}}
*{{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.}}
*{{buff|Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.}}
*{{buff|New down taunt: Wolf performs a salute while saying "Play time's over!" if facing right or "Weaklings!" if facing left. The salute can damage for 5%.}}


=={{SSBB|Yoshi}}==
=={{SSBB|Yoshi}}==
===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===
*{{buff|Second hit of jab can cancel into crouch or dash.}}
*{{buff|Down tilt now meteor smashes.}}
*{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}}
===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]].}}
*{{nerf|The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.}}
*{{buff|Forward aerial only meteors, is stronger, and has drastically increased hitlag.}}
*{{buff|The final hit of a back aerial has increased hitlag and an electrical effect.}}
===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. Is grab cancelable.}}
**{{nerf|Opponents break free faster.}}
*{{buff|[[Egg Throw]] has a fire trail and produces 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|[[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. Notably, interrupting the jump of the grounded version at specific frames will cause Yoshi to rise very high.}}
*{{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|Forward smash produces a flower.}}
*{{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.}}
*{{buff|Down smash is stronger, and now sends opponents on a semi-spike trajectory.}}
*{{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|The flutter kicks during Yoshi's down aerial are performed much faster, greatly increasing the speed of the attack.}}
*{{buff|When sweetspotted, the forward aerial is stronger, has drastically increased hitlag, and buries grounded opponents.}}
*{{buff|Up aerial has very weak sourspot hitboxes added.}}
*{{buff|Jab2 endlag cancels into crouch and dash.}}


=={{SSBB|Zelda}}==
=={{SSBB|Zelda}}==
*{{buff|Has distant hitboxes added to her jab, all tilts, dash attack, forward smash, forward aerial, back aerial, and down aerial. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack, such as the forward and back aerials sending opponents towards Zelda with moderate knockback, the down aerial and down tilt meteor smashing opponents, and the up tilt sending opponents vertically with powerful knockback. If Zelda holds A as the opponent is hit by these hitboxes, she will teleport to where the hitbox is.}}
 
===Attributes===
*{{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===
*{{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.}}
*{{buff|[[Din's Fire]] is interruptable at any time. It also no longer leaves Zelda helpless if used in the air.}}
 
*{{buff|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.}}
===Aerial attacks===
*{{buff|Two Din's Fires can be fired at once if the special attack button is pressed twice quickly. The second Din's Fire is slower.}}
*{{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===
*{{buff|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}}
 
===Specials===
*{{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|Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.}}
*{{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|Uair 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|[[Nayru's Love]] grants Zelda forward momentum if she is moving in the air. Zelda can move forward or backward slightly more distance than a dodge if used on the ground.}}
*{{buff|Early during her transformation into Sheik, she can cancel the transformation with normals. This is done to assist those that mess up angling Din's Fire.}}
*{{buff|Neutral air cancels into other aerials.}}


=={{SSBB|Zero Suit Samus}}==
=={{SSBB|Zero Suit Samus}}==
*{{buff|Dashing and air speed have been improved, short hop jump height has been decreased.}}
 
*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}}
===Aesthetics===
*{{buff|[[Plasma Whip]] has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.}}
*{{change|Zero Suit Samus has four new alternate costumes based on her Cadet Samus appearance from ''{{iw|metroidwiki|Metroid: Other M}}''}}
*{{buff|Alternate Jab remapped to Z for easier use.}}
 
===Attributes===
*{{change|Zero Suit Samus can no longer transform into Samus.}}
 
===Ground attacks===
*{{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.}}
*{{nerf|Down smash is slower.}}
 
===Aerial attacks===
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal spike aerial.}}
 
===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.}}
*{{change|"Be still" SFX played when down throw is used.}}
 
*{{buff|Forward smash is much stronger when sweetspotted. Hits behind her too. This move has more range.}}
===Specials===
*{{nerf|The knockback of the first kick of the forward aerial has been reduced.}}
*{{buff|[[Paralyzer]] travels faster and much further, even when uncharged.}}
*{{buff|Down aerial is no longer a [[stall-then-fall]], behaving like a normal aerial.  This move spikes unless the a button is held.  This cause her to a multi hitting flipping attack propelling her up.}}
*{{buff|[[Plasma Whip]] has a sourspot hitbox added when the special button is held that hits opponents towards Zero Suit Samus weakly.}}
*{{change|[[Power Suit Samus]] will not transform Zero Suit Samus into Samus unless the L or R button is held.}}
*{{nerf|[[Flip Jump]] No longer has intangibility.}}
*{{buff|If the special button is held during side special, the move will only hit for electric damage and knock foes toward her.}}
**{{change|Flip Jump only uses the attack portion with A. This is so the move can be followed up with specials better.}}
*{{buff|Down special 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==
*http://blog.brawlminus.net/characters
*https://brawlminus.net/characters

Latest revision as of 19:14, April 14, 2024

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Bowser[edit]

Attributes[edit]

  • Buff His up aerial, dash, and crouching animation have 10% armor. He will tank attacks that deal less than 10% damage during these instances and be unflinchable.
  • Change Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.

Ground attacks[edit]

  • Buff Dash attack has armor until frame 28 and propels Bowser farther, giving it more reach.
  • Change Down tilt is now two separate inputs. The first hit is significantly weaker, but leaves Bowser less vulnerable if it misses. The first hit also has a chance of tripping the opponent.
  • Buff Up tilt modified to hit in front of Bowser.
  • Buff Vacuum effect added to the charging of his forward smash.
  • Buff Armor on his forward smash on frames 12 to 41 (including charge), with forward and backward dodge cancels, simulating Focus Attack.
  • Buff Fully charged forward smash ignores shields.
  • Buff Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.

Grabs and throws[edit]

  • Buff Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.

Aerial attacks[edit]

  • Buff Aerials all have less landing lag, and neutral aerial has its landing lag completely removed.

Special moves[edit]

  • Change Fire Breath removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.
    • Buff Royal Rampage: Bowser performs a running bear grab. Bowser will gain armor from frames (6→64) and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.
      • Buff Forward throw: Bowser spins around and then throws the foe forward.
      • Buff Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.
      • Buff Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.
      • Buff Down throw: Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
    • Buff Galactic Crusher: When Neutral B is used in the air, Bowser spins around in the air and gains armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback.
  • Buff Flying Slam is quicker and buries foes.
  • Buff Whirling Fortress gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.
  • Buff Bowser Boost: Bowser Bomb's grounded startup can be canceled into a jump or an aerial.

Captain Falcon[edit]

Attributes[edit]

  • 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 electrical effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).

Ground attacks[edit]

  • 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.
  • Change Down tilt sends backwards at the farthest hitbox.
  • Buff Captain Falcon slides further when Forward Smash is used, giving it more reach.
  • Buff Up smash has greater range and the first hit has a 0x SDI multiplier.
  • Buff First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.

Aerial attacks[edit]

  • 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.

Grabs and throws[edit]

  • Buff All grabs are faster and have longer reach.
    • Change A successful grab is accompanied by his "Come on!" SFX.
  • Change Captain Falcon now will now say his "Yes!" for every successful pummel.
  • Buff Forward throw is much stronger, being able to reliably KO under 150%.
  • Buff Back throw is now a meteor smash.

Special moves[edit]

  • 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 shielded.
    • 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 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.

Taunts[edit]

  • Change His side taunt has a vacuum effect, covering a huge area in front of him.
  • Buff The salute on his down taunt can damage for 1%.
  • Change He now quietly says “yes” during his up taunt.

Charizard[edit]

Attributes[edit]

  • Buff Flying Type: Has two additional midair jumps.
  • Buff Glide attack has a fire effect, and is much stronger (dealing 10% more damage and 20 shield damage) with additional graphics.
  • 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[edit]

  • 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[edit]

  • Buff All aerials have less landing lag
  • Buff Fire Spin: Neutral aerial has additional flame effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.
  • 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[edit]

  • 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.

Special moves[edit]

  • 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 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. 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.

Diddy Kong[edit]

Aesthetics[edit]

  • Change Has four costumes where he wears a hoodie

Ground attacks[edit]

  • 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 Up smash can be jump canceled 5 frames after the final hit.

Aerial attacks[edit]

  • Buff Holding B while performing an aerial move (except back aerial) will make Diddy pull out a throwable peanut.

Special moves[edit]

  • 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 Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.
    • Buff Pressing A or B makes Diddy smack the opponent and propel both of them upwards.
  • Buff Jetpack can be fired by holding the shield button when charging Rocketbarrel Boost and only explodes in contact with a wall or after 90 frames. Diddy cannot use Rocketbarrel Boost again until the move ends.
  • Buff Rocketbarrel Boost is attack cancellable, doesn't render Diddy Kong helpless, and cancels into Monkey Flip. Diddy can use his double jump after his up special.
  • Buff Banana Hoard: Can pull an additional Banana Peel when two are on the ground already. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.

Taunts[edit]

  • Change Has two side taunts. A light D-Pad press makes Diddy do a quick, silent laugh, while a harder press performs his original side taunt.
  • Change When using down taunt, confetti will appear and the audience will cheer.

Donkey Kong[edit]

Aesthetics[edit]

Ground attacks[edit]

  • Buff Dash attack sends opponents on a semi-spike trajectory.
  • Buff Donkey Kong slides much farther when doing a running up smash.

Aerial attacks[edit]

  • 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.

Throws/other attacks[edit]

  • Buff Barrel Blast: DK now moves around much further when throwing Barrels in the air.

Special moves[edit]

  • 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 Spinning Kong gives Donkey Kong significantly more vertical distance.
  • 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.
  • Buff Konga Beat has a larger hit box.

Falco[edit]

Aesthetics[edit]

  • Change New Star KO scream: Falco now says "You aren’t worth the trouble!" which is also a voice clip from one of his victory poses.
  • Change Name stylized as Falco Lombardi.

Attributes[edit]

  • Buff Like an Eagle: The height of his midair jump has been decreased, however Falco now has three midair jumps.

Ground attacks[edit]

  • Buff Forward smash produces a damaging wind hitbox.

Aerial attacks[edit]

  • Buff Falco spins much faster when he uses his forward aerial, having much less hitlag. Forward aerial also now links into itself more fluidly and contains a powerful hitbox on the final hit.
  • Buff Down aerial always meteor smashes when landed.

Special moves[edit]

  • 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 Falco also conserves the momentum for a short period of time after the fire.
  • Buff Reflector has been replaced with its Melee incarnation, increasing its combo potential.

Fox[edit]

Aesthetics[edit]

  • Change Name stylized as Fox McCloud.

Attributes[edit]

  • Buff Melee Dodge: If a direction is held on the control stick/C-Stick/D-Pad while air dodging, the air dodge physics become like those in 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. 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.
  • Change Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.

Ground attacks[edit]

  • 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[edit]

  • Buff Landing lag on all aerials matched to the L-cancel landing lag from Super Smash Brothers: Melee.
  • Buff Back aerial no sour spot.
  • Change "Come on!" SFX added to a landed up aerial.

Grabs and throws[edit]

  • 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-chases.

Special attacks[edit]

  • 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.
    • 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.
    • 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 Reflector now locks fallen opponents and has its Melee SFX.

Taunts[edit]

  • Change Fire Taunt: Pressing B after he says "Here I come!" in his up taunt will execute Fire Fox.

Ganondorf[edit]

Ground attacks[edit]

  • Buff Neutral attack and up smash have drastically faster start-up and ending lag.
  • Buff Dark Quake: Up tilt has less start-up, damaging hitboxes dealing 1% per tick on the vacuum, and now produces a near-full screen earthquake hitbox dealing 20% damage.
  • Change The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.
  • Buff Dash attack has armor. Additionally, holding A during the dash will cause Ganondorf to perform a low knockback Gerudo Dragon, creating follow-ups at the cost of the armor.
  • Buff Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's forward smash did in Melee.

Aerial attacks[edit]

  • Buff Neutral aerial goes from first kick to second kick extremely quickly, and the first kick has less knockback, making combining easier..
  • Buff Forward aerial is faster and produces a darkness effect..
  • Change Back aerial produces an electric effect.
  • Buff Down aerial is much stronger.

Grabs and throws[edit]

  • Buff All grabs have more reach.
  • Buff Pummel deals 6% damage.
  • Buff Up throw does multiple hits.
  • Change Pummel and all throws produce a darkness effect.

Special moves[edit]

  • Buff Satan Punch/Negative Warlock Punch: Warlock Punch is drastically more powerful, now dealing 666% damage (a reference to the number of the beast) and is essentially guaranteed to OHKO (dealing upwards of 80000 mph worth of knockback). Ignores shields. An aerial Warlock Punch is interruptible if it hits.
    • Buff Gandouken: Holding the special move button while using Warlock Punch fires a ranged wave of fire that travels slowly, hits multiple times, and can be shielded.
  • Buff Flame Choke covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground.
    • Buff Devil's Fine Print: Pressing A during the grab of the air version executes an explosive throw akin to Dark Dive with vertical knockback, instead of causing both Ganondorf and the grabbed opponent to plummet downward. It is also worth mentioning that if canceled 1 frame before hitting the blast zone, Ganondorf will not die, but the opponent will.
  • Buff Ganryuken: Dark Dive throw is drastically stronger and spikes opponents, making it extremely risky to edge-guard. Uppercut hitbox at the end of Dark Dive has also undergone a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.
  • Change Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive or aerial Flame Choke's explosive throw.
  • Change Dark Dive's throw now produces a darkness effect rather than a flame effect, and the uppercut shows claw effects.
  • Buff Airborne Wizard's Foot always spikes, buries grounded opponents, and restores Ganondorf's midair jump. Grounded Wizard's Foot is drastically stronger, KOing under 100%, and travels at a faster rate. It also has brief invincibility on frame 6, excluding Ganondorf's arm and shoulder.

Taunts[edit]

  • Buff During his down taunt (when he pulls out his sword), Ganondorf is invincible.

Ice Climbers[edit]

Attributes[edit]

  • Buff Easier to Desync.
  • 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[edit]

  • Change Both Climbers can now meteor smash with their forward aerial.
  • Buff Icicle Drop: Down aerial now attacks with icicles that freeze foes on-contact, with stronger, horizontal knockback. The Climbers now have horizontal control when using the move, while also falling at a slower speed when using it.

Grabs and throws[edit]

  • Nerf Ice-Grip Nana: Infinite chain throws are no longer possible, as the partner cannot grab (they will freeze upon release instead).

Special moves[edit]

  • Buff Ice Shot increases in size over time when traversing the ground instead of decreasing.
  • Buff Squall Hammer can cancel into any grab input. In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.
  • Buff Belay now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.
    • Buff To-Tether Forever: As long as the partner Climber has not been KO'd, using Belay or Squall Hammer will bring them back.
  • Buff Slippery Blizzard: It is now possible to glide along the ground while using Blizzard.
    • Nerf Blizzard no longer freezes.
    • Buff Nana’s Blizzard can be canceled into another attack.

Ike[edit]

Ground attacks[edit]

  • Buff Sourspot removed from forward smash.

Aerial attacks[edit]

  • Buff Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield.
  • Buff Ike Copter: Up aerial propels Ike upwards slightly when the attack button is held.

Grabs and throws[edit]

  • Buff Pummel speed has been drastically increased.
  • Buff Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.

Special moves[edit]

  • 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.
    • 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.
    • 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.

Taunts[edit]

  • Change "I fight for my friends!" plays for his side taunt. “Prepare yourself!” now plays when Eruption is fully charged.

Ivysaur[edit]

Attributes[edit]

  • Buff Stamina has been removed.
  • Buff Type effectiveness has been removed, granting increased survivability against fire based moves.

Ground attacks[edit]

  • Buff Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.
  • Buff Down smash has much more knockback.

Aerial attacks[edit]

  • 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%.

Grabs and throws[edit]

  • Buff Forward, back, and up throw are all drastically stronger, KOing well under 150%.

Special attacks[edit]

  • 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 Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.
  • Change Down special changed to Giga Drain, which acts as a grab that heals Ivysaur while damaging opponents.
  • Change Final Smash changed to Solar Beam, which has a wide frontal range and can KO opponents effectively.

Jigglypuff[edit]

Attributes[edit]

  • Buff Air speed increased.
  • Buff Self-Destruct: The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany the shield jump, which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, OHKOing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback. It will also put Jigglypuff into a Star KO every time.

Ground attacks[edit]

  • Buff Down tilt slides Jigglypuff forward a decent amount.
  • Buff Up smash has significantly less cooldown.
  • Buff Side smash travels farther.
  • Buff Down smash now drags nearby opponents in and traps them until the attack is released, sliding them across the stage or off of it.

Aerial attacks[edit]

  • Buff Back aerial now has a static hitbox with range similar to Melee.
  • Buff The last hit of down aerial has a chance to trip grounded opponents.
  • Buff Up aerial now links into itself, even leading to an early Rest if performed correctly.

Grabs and throws[edit]

  • Buff Back throw now sends opponents on a semi-spike trajectory, while the down throw is now a meteor smash.
  • Buff Up throw now sends opponents with less knockback and knockback growth, allowing more more follow-ups, even at higher percents.

Special attacks[edit]

  • Buff The range of Sing has been greatly increased
  • Buff Rollout can be interrupted by anything if it hits, including a true combo into Rest if timed properly. Also cancels into anything while it is turning around. Is able to be jump cancelled after it is launched in midair.
  • Buff Pound produces a spark at the end, which upon contact damages the opponent with an electrical effect with dramatic hitlag, while sending them on a semi-spike trajectory.
  • Buff Rest is much stronger and recovers damage at a moderate rate while Jigglypuff is asleep (10% when Rest connects, 15% during the sleeping portion if not interrupted.

Taunts[edit]

  • Buff Side taunt allows Jigglypuff to move while it is spinning, and if completed without interruption, it will use Secret Power, in which Jigglypuff gains a powerful explosive hitbox on its arm that deals 28% damage.
  • Buff Down taunt produces a windbox that blows foes away from it.

King Dedede[edit]

Ground attacks[edit]

  • Buff Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.
  • Buff Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward.
  • Buff Down smash slides Dedede forward a far distance when used.

Aerial attacks[edit]

  • Buff Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.
  • Buff Up and down aerials spin much faster.

Grabs and throws[edit]

  • Buff Pivot grab has invincibility frames added.
  • Change Down throw knocks all opponents down, no longer being able to chain throw. However, it can be interrupted by a tilt after the damaging animation.

Special attacks[edit]

  • Buff Dedede's neutral special is now the "DDDecree", which allows him to command his Waddle Dees and Waddle Doos directly by using the Control Stick while holding B to make them jump, turn, or trip, or releasing B to make the Waddle Dees do a flip kick and the Waddle Doos use their beam.
    • Buff Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.
  • Buff For Waddle Dee Toss, Dedede can also throw minions vertically in the air. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Gordos will also not hit the minions, leaving only his opponents vulnerable.
  • Buff Waddle Dees can be launched at opponents when they are hit by Dedede.
  • Buff Dedede will not pick up and throw nearby minions, allowing him to attack freely.
  • Change Inhale has been remapped to be his down special, removing Jet Hammer in the process.

Kirby[edit]

Ground attacks[edit]

  • Buff Jab can be interrupted at any time. Jab one and two have better range.
  • Buff Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air on hit, akin to his normal sliding kick in the Kirby games.
  • Buff Kirby also has two dash attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the Kirby games, which was also his dash attack in Melee). This alt dash attack sends him far, but doesn't send him offstage.
  • Buff Forward smash covers more distance, giving it more reach.
  • Buff Kirby can now slide left or right during his down smash if the analog stick is tilted in the respective direction.

Aerial attacks[edit]

  • 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 Kirby spins his feet faster when he uses his down aerial.

Grabs and throws[edit]

  • Buff Pummel speed is slightly faster, while dealing more damage.
  • Buff Up and down throw have stronger knockback, with the former being able to reliably KO under 150%.

Special attacks[edit]

  • Buff Kirby moves much faster after sucking someone in with Inhale.
  • 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 Grounded 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 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.

Link[edit]

Aesthetics[edit]

  • Change Link now has six alternate costumes based on his Postman Link costume from Hyrule Warriors

Attributes[edit]

  • 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.

Ground attacks[edit]

  • Buff All smashes are slightly stronger and faster.

Aerial attacks[edit]

  • Buff All aerials have less landing lag, especially his down aerial.

Grabs and throws[edit]

  • Buff Pummel is stronger.
  • Buff Up and back throws are noticeably stronger, with the latter sending opponents on a semi-spike trajectory.
  • Buff Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.
  • Buff Link's aerial Clawshot has less landing lag, letting it link into itself more.

Special attacks[edit]

  • 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 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 Bombs 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[edit]

  • Buff If one holds A during Link's Up Taunt, Link can perform the Mortal Draw, a fearsome attack that OHKOs any foe it connects with.

Lucario[edit]

Attributes[edit]

  • Nerf The Aura mechanic is mostly inactive, leaving Lucario at his initial power level.
  • Buff Air speed has been improved.

Ground attacks[edit]

  • Buff Down tilt is slightly stronger, and pushes Lucario back slightly.
  • Buff Dash attack propels Lucario farther, with much less ending lag.
  • Buff Up smash now has secondary, weaker hitboxes after the strong ones have disappeared giving the illusion that Lucario is vulnerable.
  • Buff Down smash now sends opponents on a semi-spike trajectory.

Aerial attacks[edit]

  • Buff All aerials except down aerial are much faster in start-up and ending lag.
  • Buff Neutral aerial now strikes twice, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.
  • Buff The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.
  • Change Pausing from down aerial is now shorter in duration.
  • Buff Up aerial is powerful KO option, being able to KO as low as 50%.

Grabs and throws[edit]

  • Buff Pummel speed increased.
  • Buff Back throw now sends at a semi-spike trajectory.

Special attacks[edit]

  • Buff Aura Sphere is larger and stronger. Uncharged to barely charged Aura Spheres follow a zig zag trajectory.
  • Buff Force Palm now grabs foes in the air.
  • Buff ExtremeSpeed now has damaging hitboxes throughout the move, and knocks the enemy in the direction of movement. It can be interrupted by any aerial attack - doing so before the end of the move lets Lucario keep its momentum, allowing it to recover farther. ExtremeSpeed also no longer leaves Lucario helpless. It also now has virtually no start-up lag.
  • Change Double Team has become Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage. Down-B again will use Double team instantly, and grabbing someone with Force Palm will unleash Close Combat. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.

Taunts[edit]

  • 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%.

Lucas[edit]

Attributes[edit]

  • Buff Dashing speed has been improved.

Ground attacks[edit]

  • Buff Dash attack pushes Lucas much further, and has can be immediately canceled on hit.
  • Buff Forward tilt can cancel into other moves on hit.
  • 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[edit]

  • 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 Up and Back aerials are stronger.

Grabs and throws[edit]

  • Buff Lucas' grab aerial is attack cancelable on hit.
  • Change Lucas's down throw now sends opponents slightly behind him instead of above him.

Special moves[edit]

  • 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. 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 PK Thunder can be interrupted by an air dodge. Doing so will not leave Lucas helpless.
  • Buff PSI Magnet can be canceled via jump, akin to how Fox's/Falco's Reflector could be in Melee, pulls close opponents towards Lucas, and has electric hitboxes dealing 2% damage per second. Releasing PSI Magnet unleashes a semispike hitbox in front of Lucas.

Taunts[edit]

  • Buff Up taunt hits nearby opponents for 1%, slightly flinching them.
  • Buff Down taunt can hit opponents for 5%.
  • Buff Side taunt will make Lucas pull out a Mr. Saturn.

Luigi[edit]

Aesthetics[edit]

Attributes[edit]

  • Buff Dashing and air speed have been increased, while traction is decreased.
  • Buff Luigi's footstool jump now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback, but still lesser than Mario's.

Ground attacks[edit]

  • Buff Down Tilt is significantly faster, being about twice as fast.
  • 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[edit]

  • Change Forward aerial is weaker, but sends opponents on a semi-spike trajectory.
  • Buff The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.

Grabs and throws[edit]

  • Change Down throw sends opponents on a horizontal trajectory instead of vertically.

Special attacks[edit]

  • 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 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 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.
  • 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 Negative Zone can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.

Taunts[edit]

  • Change Side taunt is now his gun fingers victory pose, which fires two fireballs.
  • Change Pressing the up taunt, down taunt, up taunt makes Luigi perform the Negative Zone dance as a taunt, during which the crowd cheers and confetti and fireworks appear.
  • Buff Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.

Mario[edit]

Attributes[edit]

  • Buff 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.

Ground attacks[edit]

  • Buff Forward smash produces a larger explosion, with more power when sweetspotted.
  • Buff Mario has a new dash attack where he slides forward with his entire body, as he did in Super Mario 64, which can be followed with a hop attack by pressing A.
  • Change Up tilt produces a coin effect upon being landed.

Aerial attacks[edit]

  • 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.

Throws/other attacks[edit]

  • Buff Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.

Special moves[edit]

  • 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 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 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 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.

Taunts[edit]

  • Buff Up taunt has armor while Mario is giant.
  • Change Successfully completing a side taunt turns him metal. Holding shield during a side taunt will not turn Mario metal.

Marth[edit]

Attributes[edit]

  • Buff Walking and dashing speed have been improved.
  • Change His sword's trails when swung now vary, from green with smash attacks and blue for his tilts and aerials, to purple with his specials.

Ground Attacks[edit]

  • 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 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 Roy's down tilt in Melee.

Aerial attacks[edit]

  • Buff All aerials are faster and stronger, more noticeably the tippers.
  • Buff Down aerial has a larger sweetspot, making it much easier to meteor smash with.

Grabs and throws[edit]

  • Buff All grabs have longer reach.

Specials[edit]

  • 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 and can be jump canceled on hit.
  • 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.

Meta Knight[edit]

Attributes[edit]

  • 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.

Ground attacks[edit]

  • 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
  • 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.
  • 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[edit]

  • 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[edit]

  • Change Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a large explosion, and deals 25% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze 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 Back throw has increased knockback allowing it to be a respectable kill throw without taking deadly damage and knockback from Up throw.

Specials[edit]

  • 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 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.

Taunts[edit]

  • Change Pressing A during Up Taunt causes Meta Knight to trip.

Mewtwo[edit]

Attributes[edit]

  • Buff Tail is drastically longer, akin to its Project M form. This significantly increases its range.
  • Nerf Double jump is shorter without a speed increase to compensate.
  • Buff Mewtwo can no longer double-jump cancel, improving its recovery. However, the benefits of Brawl-'s combo-heavy physics and Mewtwo's other changes compensate for its less effective combos out of a double jump.
  • Nerf The removal of wavedashing (except for Fox and Wolf) hinders Mewtwo's mobility.

Ground attacks[edit]

  • Buff Jab is much faster and can be extended or stopped at any point in the multi-hit.
  • Buff Forward smash's sweetspot creates a much larger explosion.
  • Buff Down smash has less ending lag.

Aerial attacks[edit]

  • Buff Neutral aerial carries out faster and is harder to escape.

Grabs and throws[edit]

  • Nerf Forward throw's Shadow Balls now come about half a second after the throw instead of almost immediately, making it harder to connect.
  • Buff Back throw is much faster.
  • Buff Up throw now deals damage as Mewtwo swirls the opponent, which also hits nearby enemies.
  • Change Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.

Specials[edit]

  • 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 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 on the spot with high damage after a few seconds. Using the move again before it explodes will instead set a new ball.

Taunts[edit]

  • 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.

Mr. Game & Watch[edit]

Attributes[edit]

  • Buff Dashing speed has been improved.
  • Buff Ground to air jump momentum increased.
  • Change Traction was decreased.

Ground attacks[edit]

  • Buff Each hit on the jab combo deals more damage.
  • Buff Forward tilt, up tilt, forward smash, and up smash are faster in both start-up and ending lag.
  • Buff Forward smash has two varieties depending on if it is angled or not. Non-angled forward smash functions similarly to how it did in normal Brawl. An angled forward smash will create multiple smaller and weaker hitboxes instead of several strong ones, and will end with Mr. Game & Watch releasing a parachute while holding a match. The parachute contains a strong hitbox.

Aerial attacks[edit]

  • Buff If the attack button is held, his neutral aerial uses a parachute and functions similarly to how it did in Melee. If the attack button is just tapped, it'll be his neutral aerial from normal Brawl.
  • Buff Wind hitboxes on up aerial now cause slight damage and can be removed by not holding the A button.
  • Buff Down aerial always meteor smashes outside of the hitbox produced upon landing, can be made similar to its Melee incarnation when the attack button is held, and can be interrupted into a double jump or any special move after the hitbox cedes.

Special moves[edit]

  • 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 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 2 produces a flower effect.
    • Buff 3 has dramatically increased hitlag.
    • Buff 4 puts the opponent to sleep.
    • Buff 5 buries the opponent.
    • Buff 7 stuns the opponent.
  • Buff Oil Panic has a much higher damage multiplier for the projectiles caught, making it very powerful once full.
  • Buff The parachute on Fire has hitboxes added to it.

Taunts[edit]

  • Buff All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.

Miscellaneous[edit]

  • Change Like in Melee, Mr. Game & Watch beeps when he is blast KO'd.

Ness[edit]

Attributes[edit]

  • Buff Ness can now Double Jump Cancel. This is done by using an aerial while he is double jumping. He retains his jump, however, if the jump button is held.

Ground attacks[edit]

  • Buff All smashes have increased strength and bigger hitboxes and forward smash has increased speed.
  • Buff Forward smash has a strong hitbox at the edge of the bat, and it uses the Home-Run Bat SFX.
  • Buff Down tilt now has decreased end lag, allowing it to be used multiple times in quick succession.

Aerial attacks[edit]

  • Buff All aerials have increased strength and less start up.
  • Buff Down aerial no longer has a sourspot.

Grabs and throws[edit]

  • Buff Pummel damage has been increased.

Specials[edit]

  • Buff PK Flash no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it. Additionally, the startup of PK Flash has set vertical knockback, which can be easily followed up with an uncharged PK Flash. It also travels a lot quicker and can be held for much longer.
  • Buff PK Fire has slightly less start-up and ending lag when fired. And when used in the air it can be jump canceled.
  • Buff Ness no longer becomes helpless if the projectile from PK Thunder fails to hit him. Using it for recovery gives him armor. It also has 5% light armor on startup and 10% on hold/loop.
  • Buff PSI Magnet produces a hitbox when initially used that causes light damage and vertical knockback. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in Melee.

Taunts[edit]

  • Buff Ness’s down taunt can damage nearby foes.

Olimar[edit]

Ground attacks[edit]

  • 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 During down smash, Pikmin won't stop at the edge of a stage.

Specials[edit]

  • Buff Can pluck 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 Throw is quicker and hurls Pikmin farther.
  • Buff Pikmin Order can now be canceled into anything, including itself. Deals 1% damage (non-flinching) to surrounding foes.

Peach[edit]

Attributes[edit]

  • 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 jumps higher.

Ground attacks[edit]

  • 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 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.

Aerial attacks[edit]

  • Change Down aerial has an added heart effect, similar to Peach's up tilt.
  • 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%.

Grabs and throws[edit]

  • 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%.
  • Nerf Back throw is slightly weaker.

Specials[edit]

  • 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 Parasol can be cancelled by an aerial attack when it isn’t deployed.
    • Buff Can grab ledges backwards while her Parasol is deployed.
  • Buff All Vegetables 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.

Pichu[edit]

Attributes[edit]

  • 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.

Ground attacks[edit]

  • 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 It now has a different angle of knockback (85 → 101).
    • Nerf It has less knockback (50 base/105 scaling → 48/93).
  • Change Down smash is now a multi-hit that sends vertically.

Aerial attacks[edit]

  • Buff Forward aerial deals more damage (8% → 13%) and the final hit deals more knockback (0 base/100 scaling → 55/105).
  • 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.

Special moves[edit]

  • Change Pichu's neutral special is Nuzzle, which stuns opponents in front of Pichu at close range.
    • Buff After Pichu takes 40% in self-damage, it can use Discharge, a powerful kill option. However, it needs to be recharged after use.
  • Buff Pichu's side special is 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 Thunderbolt, which does not consist of the shockwave at the end, but also does not self-inflict damage.

Taunts[edit]

  • 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.

Pikachu[edit]

Attributes[edit]

  • Buff Pikachu can footstool while in special fall state.

Ground attacks[edit]

  • Buff Up smash is stronger, with an electrical effect upon impact.
  • Change Pikachu spins much faster during its down smash, and each hit has less hitlag.
  • Buff Pikachu's jab now hits even faster.

Aerial attacks[edit]

  • 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.

Grabs and throws[edit]

  • Buff Forward throw knocks nearby opponents down.

Specials[edit]

  • 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 meteor smashes opponents, and can now be used twice in the same direction.
  • Buff Thunder projectile now meteor smashes everywhere except the top.
  • 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.

Pit[edit]

Attributes[edit]

  • Change "Here we go!" SFX played during entry.
  • Buff Glide attack produces vertical knockback that is stronger.

Ground attacks[edit]

  • 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 weaker upward swipe that knocks up-backwards.

Aerial attacks[edit]

  • Buff Neutral and up aerials are faster.
  • Buff Forward aerial now sends opponents on semi-spike trajectory.
  • Buff Down aerial can now meteor smash.

Grabs and throws[edit]

  • Buff Pummel speed is faster.
  • Buff Back throw throws opponents at a semi-spike.

Specials[edit]

  • 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 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. It can be used 3 times. The second can be canceled into the third.
  • 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.

Taunts[edit]

  • 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 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.

R.O.B.[edit]

Attributes[edit]

  • Buff R.O.B. can crouch walk.

Ground attacks[edit]

  • Buff Up tilt is quicker.

Aerial attacks[edit]

  • 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.
  • Change Back aerial hits opponent in front of R.O.B.

Grabs and throws[edit]

  • Buff Pummel has an electrical effect and deals more damage.

Specials[edit]

  • 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.
  • 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.

Roy[edit]

Attributes[edit]

  • Change The trails of his sword are more prominent.
  • Change Most of his sweetspotted moves have a flame effect.
  • Buff Dashing speed increased (1.61 → 1.8)
  • Change Falling speed decreased (2.4 → 2.2)

Ground attacks[edit]

  • Buff Jab, side smash, and up tilt are now tilted in the form of a dagger to provide easier hilt sweet-spotting.
  • 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 Roy now jumps forward slightly 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.
  • Nerf All down tilt hitboxes are weaker.

Aerial attacks[edit]

  • Buff Forward aerial is now a two-hit attack, dealing more damage and can be jump canceled after the first hit.
  • Nerf Up aerial is now an upwards stab giving the move less diagonal reach.
  • Buff Down aerial's meteor smash hitbox is significantly larger.

Special moves[edit]

  • 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 and can be canceled into an aerial.
  • Buff Blazer has armor, and covers much more distance.
  • 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.
  • Buff Counter multiplier is much higher.

Taunts[edit]

  • 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.

Samus[edit]

Aesthetics[edit]

  • 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[edit]

  • Buff Attacks are generally stronger.

Ground attacks[edit]

  • Buff Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.
  • 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 that can be canceled after frame 8 on unshielded hit, with vertical knockback. Can be quickly comboed into other moves if it lands.
  • 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.

Grabs and throws[edit]

  • 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 for 4%.

Specials[edit]

  • 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.
  • Buff 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 Samus' Bombs are now Power Bombs, which start slower. Samus now moves faster while in morph ball.
    • Nerf The decreased bomb speed makes bomb jumping more difficult.
  • Change Zero Laser no longer transforms Samus into Zero Suit Samus.

Taunts[edit]

  • Change Attempting to change into Zero Suit Samus via the up/down/up combo will simply make Samus pause for a second.

Sheik[edit]

Attributes[edit]

  • Buff Has an additional midair jump.
  • Buff Walking speed increased.
  • Change Sheik becomes invisible and has a smokeball effect when she dodges and rolls.

Ground attacks[edit]

  • 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.

Aerial attacks[edit]

  • Buff Down air can be jumped out of quicker.

Special Moves[edit]

  • 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 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. Can also tether ledges.

Snake[edit]

Attributes[edit]

  • Buff Can drop his currently held item by pressing A during any dodge.

Ground attacks[edit]

  • 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.
  • 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 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[edit]

  • Buff All aerials have less landing lag and much higher hitlag.
  • Buff Each stomp of the down aerial comes out much faster.

Grabs and throws[edit]

  • 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 forward throw is now a meteor smash.
  • Change "Tasty!" SFX played when Snake uses his down throw.

Specials[edit]

  • Buff Hand Grenades 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 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.
    • Change The SFX for deploying a C4 also plays when detonating.

Taunts[edit]

  • 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.

Sonic[edit]

Ground attacks[edit]

  • 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 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.

Aerial attacks[edit]

  • 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.

Grabs and throws[edit]

  • 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 Down throw causes no knockback, like Snake's down throw.

Specials[edit]

  • 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. 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 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[edit]

  • Buff All taunts are interruptible.

Squirtle[edit]

Attributes[edit]

  • Buff Initial and midair jump height increased.
  • Buff Dash animation sped up, allowing for faster shellshifting.
  • Buff Stamina has been removed.
  • Change Type effectiveness has been removed.

Ground attacks[edit]

  • Buff Up tilt is even faster.
  • Buff Down tilt propels Squirtle slightly.
  • Buff Forward smash propels Squirtle about twice as far, increasing its reach.

Aerial attacks[edit]

  • 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.

Specials[edit]

  • 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 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 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[edit]

  • Buff His down taunt is quicker and has armor.

Toon Link[edit]

Ground attacks[edit]

  • Buff Neutral combo now has an extra 4th sword swing.
  • Buff Forward tilt can now meteor smash.
  • Buff Down tilt is extremely fast.
  • Change Forward smash is now one swing with knockback.

Aerial attacks[edit]

  • 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.

Grabs and throws[edit]

  • 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.

Specials[edit]

  • 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 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 Bombs 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.

Taunts[edit]

  • 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.

Wario[edit]

Attributes[edit]

  • 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.

Ground attacks[edit]

  • 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 Up smash has a vacuum effect.
  • 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 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[edit]

  • Buff Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.
  • Buff Up aerial has two variants. Releasing the A button within five frames or using the C-Stick will perform the regular version, while holding the A button will make Wario fart, giving him upwards momentum.
  • Buff Down aerial can be used for as long as the A button is held.
  • 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.

Grabs and throws[edit]

  • 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[edit]

  • 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 Corkscrew has been removed and replaced with a less powerful fully charged Wario Waft, granting Wario tons of height.
  • 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[edit]

  • Buff Pressing B during side taunt causes Wario to fart.

Wolf[edit]

Attributes[edit]

  • Buff Dashing speed has been improved.

Ground attacks[edit]

  • 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 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.

Aerial attacks[edit]

  • 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 Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.

Specials[edit]

  • 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 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.
  • Buff Reflector knocks upwards when grounded and can be cancelled into any aerial airborne.

Taunts[edit]

  • 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.

Yoshi[edit]

Attributes[edit]

  • Buff Has an additional midair jump. Has more armor while jumping.
  • Buff Dashing speed has been improved.

Ground attacks[edit]

  • Buff Second hit of jab can cancel into crouch or dash.
  • Buff Down tilt now meteor smashes.
  • Buff Down smash is stronger, and now sends opponents on a semi-spike trajectory.

Aerial attacks[edit]

  • 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.
  • Nerf The flutter kicks during Yoshi's down aerial have increased knockback, making comboing more difficult.
  • Buff Forward aerial only meteors, is stronger, and has drastically increased hitlag.
  • Buff The final hit of a back aerial has increased hitlag and an electrical effect.

Specials[edit]

  • Buff Egg Lay no longer causes upwards momentum to the laid egg or the escaping opponent.
    • Nerf Opponents break free faster.
  • 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 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.

Zelda[edit]

Attributes[edit]

  • 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[edit]

  • 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.

Aerial attacks[edit]

  • 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[edit]

  • Buff Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.

Specials[edit]

  • 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 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.

Zero Suit Samus[edit]

Aesthetics[edit]

  • Change Zero Suit Samus has four new alternate costumes based on her Cadet Samus appearance from Metroid: Other M

Attributes[edit]

  • Change Zero Suit Samus can no longer transform into Samus.

Ground attacks[edit]

  • 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.
  • Nerf Down smash is slower.

Aerial attacks[edit]

  • Buff Down aerial is no longer a stall-then-fall, behaving like a normal spike aerial.

Grabs and throws[edit]

  • 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.

Specials[edit]

  • Buff Paralyzer travels faster and much further, even when uncharged.
  • 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[edit]

  • Buff Up taunt gives ZSS a throwable arm cannon.

References[edit]