Melee: SD Remix: Difference between revisions
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'''Melee: SD Remix''' is a gameplay hack of ''[[Super Smash Bros. Melee]]'' to make it more balanced. The mod adds various buffs to all except the top 6 characters in the [[tier list]]. The remaining characters were modified according to three principles: emphasize existing character strengths, increase mobility, and uphold a character's "style". | '''Melee: SD Remix''' is a gameplay hack of ''[[Super Smash Bros. Melee]]'' to make it more balanced. The mod adds various buffs to all except the top 6 characters in the [[tier list]]. The remaining characters were modified according to three principles: emphasize existing character strengths, increase mobility, and uphold a character's "style". | ||
SD Remix's competitive recognition hasn't expanded too far, but it is the most popular mod of Melee at the moment to introduce changes to characters. | SD Remix's competitive recognition hasn't expanded too far, but it is the most popular mod of Melee at the moment to introduce changes to characters. Among the other popular mods of the series, notably [[Project M]], it has the least tourneys of the whole. | ||
== Character changes from ''Melee'' == | == Character changes from ''Melee'' == |
Revision as of 03:34, May 4, 2015
Melee: SD Remix is a gameplay hack of Super Smash Bros. Melee to make it more balanced. The mod adds various buffs to all except the top 6 characters in the tier list. The remaining characters were modified according to three principles: emphasize existing character strengths, increase mobility, and uphold a character's "style".
SD Remix's competitive recognition hasn't expanded too far, but it is the most popular mod of Melee at the moment to introduce changes to characters. Among the other popular mods of the series, notably Project M, it has the least tourneys of the whole.
Character changes from Melee
Captain Falcon
- Neutral attack no longer starts automatically in any situation; requires a 4th button press to activate from Gentlemen's knee.
- Raptor Boost midair cooldown: 44 frames → 32
- Raptor Boost landing lag: 40 frames → 30
- Special fall avoidible for Raptor Boost on hit.
- Falcon Dive landing lag: 30 frames → 28
- Falcon Dive somersault drift: 0.85 → 1
- Falcon Kick's landing lag has been decreased by 44%.
- Spot dodge endlag: 32 frames → 28
Ice Climbers
- Range of jab, forward tilt, up tilt, down tilt, dash attack, up smash, neutral aerial, back aerial, up aerial, down aerial, and pummel increased.
- Down tilt IASA: 29 frames → 24
- Down tilt damage: 5% → 6%
- Down tilt knockback angle: 70° → 30°
- Down tilt knockback growth: 90 → 80
- Forward smash's hitbox lasts for one more frame.
- Forward aerial (hammer head) damage: 10% → 11%
- Forward aerial (hammer head) knockback angle: 70° → 270°
- Forward aerial can now hit grounded opponents with the hammer's handle.
- Up aerial landing lag: 32 frames → 24
- Squall Hammer's hitboxes last an additional frame on the leader Climber.
Dr. Mario
- Forward smash lasts 3 more frames.
- Neutral aerial's strong hit comes out earlier.
- Both grab and running grab have more range.
- Down tilt lasts less time.
- Right foot on dash attack's hitbox is active during entire move.
- Forward aerial is much quicker.
- Super Jump Punch has less landing lag.
- Dr. Tornado moves farther.
Pikachu
- Shield size is larger.
- Friction is lower.
- Forward getup roll has more invincibility frames.
- Dash attack lasts less time.
- Dash attack has a different animation.
- Forward tilt deals more damage.
- Damage varies depending on angle now.
- Up tilt deals more damage.
- Knockback decreases a bit more based on damage.
- Forward smash is quicker.
- Up smash deals more damage and knockback.
- Forward aerial is quicker, deals damage to shields, and has much more knockback.
- Back aerial is quicker and deals more damage on sweetspot hitboxes.
- Up aerial is quicker.
- Down aerial is quicker.
- Knockback decreases a bit more based on damage.
- Forward throw deals more shield damage on last hit, along with more knockback.
- Down throw is quicker.
- Skull Bash launches farther.
- Thunder is quicker and deals more damage.
Samus
- Air mobility increased.
- Up tilt has invincibility frames on the shin.
- Grab works on aerial opponents.
- Homing Missile has a higher homing value.
- Neutral attack's first attack is quicker, the second attack is quicker and minimum knockback has increased.
- Knockback based on damage has been decreased a little bit.
- Down tilt is quicker.
- Up smash has been replaced with a new attack, that has a larger hitbox and more damage.
- Only does 1 attack instead of 3, and the attack lasts a little longer.
- Charge Shot deals 1% more to all levels, as well as deal more shield damage.
- Bomb does more knockback.
- Bomb however has less knockback based on damage.
Ganondorf
- Ganondorf dashes faster.
- Ganondorf has less landing lag.
- Ganondorf has less lag on his jump startup.
- Up tilt has been replaced with Gerudo Uppercut, a quicker attack.
- Up tilt however does less damage now.
- Neutral aerial's kick hitboxes last 3 more frames.
- Both running grab and grab have a more disjointed hitbox.
- Down aerial is quicker.
- Gerudo Dragon has less end lag, and can Dark Dive after a successful hit.
- Dark Dive has less landing lag, and also is faster.
- Wizard's Foot has less landing lag.
- Spot dodge is quicker.
Luigi
- Aerial mobility increased.
- Maximum air speed increased.
- Dashing speed increased.
- Down tilt now harms shield, deals 3% more, and is quicker.
- Taunt is now a spike, and deals much more knockback.
- Fireball is ground and land cancelable.
- Neutral attack's minimum knockback is larger.
- Neutral attack has less knockback based on damage.
- Forward tilt deals knockback.
- Dash attack's final hit has more damage and knockback.
- Forward smash is quicker and deals 1% more damage.
- Down smash's knockback based on damage is increased.
- Forward aerial is quicker.
- Up aerial starts quicker.
- Up aerial however, lasts longer.
- Down aerial's meteor spike hitbox has priority if it overlaps with other hitboxes.
- Green Missile's misfire rate went from 1/8 to 1/6.
- Super Jump Punch deals more knockback and damage if sweetspotted, as well as the sweetspot hitbox being much larger.
- Luigi Cyclone goes a bit farther.
Mario
- Aerial mobility increased.
- Dashing speed increased.
- Maximum aerial speed increased.
- Up tilt and down tilt are quicker.
- Dash attack is quicker.
- The hitboxes have been moved to the right foot.
- Forward smash's sourspot deals more knockback and damage.
- Neutral aerial deals more knockback if clean.
- Forward aerial is significantly faster.
- Forward aerial now deals 1% less damage.
- Back aerial has more knockback based on damage.
- Up aerial is much quicker.
- Down aerial is quicker and has less landing lag.
- Mario Tornado goes farther.
Young Link
- Both running grab and grab work against aerial opponents.
- Spin Attack's hitbox is matched to fit animation, as well as final hitbox being larger.
- Forward tilt has more knockback.
- Up tilt is quicker, deals 1% more, and has more knockback.
- Up tilt has less knockback based on damage.
- Down tilt starts quicker.
- Dash attack is quicker.
- Forward smash is quicker, and the second hit deals 1% more, along with having a larger hitbox.
- Up smash has a larger hitbox.
- Down smash is quicker.
- Neutral aerial has more knockback based on damage.
- Neutral aerial less starting frames on late hitbox.
- Forward aerial starts faster, deals 2% more on first hit, does more knockback on both hits, and the sweetspot hitbox lasts longer.
- Forward aerial's second hit deals less knockback based on damage.
- Back aerial's sweetspot hitbox lasts longer.
- Down aerial has less landing lag and deals more knockback.
- Forward, back, and up throw have more knockback.
- Up throw has less knockback based on damage.
- Fire Bow has less ending lag, has more knockback, has a larger size, and has a better stun.
- Boomerang starts quicker.
- Backward roll is quicker.
Link
- Link now has less friction.
- Less jump startup lag.
- Down tilt is now a meteor smash and starts quicker.
- Both running grab and grab work against aerial opponents.
- Dash speed increased.
- Forward tilt starts quicker and has more knockback.
- Up tilt deals 4% more damage and has more knockback.
- Dash attack is quicker and has more knockback.
- Dash attack however has less knockback based on damage.
- Forward smash is quicker and has more knockback on the first hit.
- Up smash starts quicker, deals more knockback based on damage on the last hit, and hitboxes are out sooner and longer and are bigger. There are also more hitboxes near the body.
- Down smash deals 1% more on the first hit and 5% more on the second hit, as well as increased knockback based on damage for both hits.
- Neutral aerial deals 1% more on a clean first hit, more knockback on the first hit, knockback for the second hit, and more knockback based on damage for the second hit.
- The late hit start frame starts later.
- Forward aerial deals 1% more on first hit, has more knockback on the first hit, knockback for the second hit, more knockback based on damage for the second hit, as well as no pause in between hitboxes.
- Back aerial's second hit has larger hitboxes.
- Up aerial has more knockback based on damage.
- Down aerial has more knockback based on damage on initial impact.
- Forward and back throw have more knockback, as well as dealing 3% more damage.
- Forward and back throw both have less knockback based on damage.
- Up throw deals more damage.
- Up throw has significantly less knockback based on damage.
- Bow has more knockback, as well as larger hitboxes and faster speed.
- Boomerang starts quicker, and deals 2% more if non-smashed.
- Spin Attack in the air deals 1% more and has more knockback based on damage on the last hit.
- Bomb deals 4% more, has a quicker bomb grab, and has more knockback based on damage.
- Backward roll is quicker.
Donkey Kong
- Weight increased.
- Shield is larger.
- Chest and tie hurtbox removed.
- Neutral attack, up tilt, forward tilt, down tilt, up smash, back aerial, down aerial, Giant Punch, and grabs have more range.
- Down tilt deals 1% more.
- Getup forward roll has more invincibility frames.
- Forward tilt deals more damage and has more knockback.
- Up tilt starts slightly quicker and deals more damage and knockback in the middle hitbox.
- Dash attack is much quicker.
- Forward smash is quicker, deals more damage to shields, deals more knockback, and has much larger htiboxes.
- Up smash deals 1% more damage, deals much more damage to shields, and has more knockback.
- Down smash is quicker, deals 1% more, does damage to shields, and has more knockback.
- Neutral aerial has a significantly larger hitbox, along with more knockback.
- Forward aerial starts quicker, along with having slightly more knockback.
- Back aerial has more knockback.
- Up aerial's hitbox lasts a frame longer.
- Down aerial is shorter and autocancels much earlier.
- Giant Punch no longer loses charge when hit by Spinning Kong.
- Spinning Kong, while on the ground, has a larger sweetspot hitbox, more mobility, and more knockback on the weak hits. In the air, it has more mobility and speed.
- The ground version of Spinning Kong has less knockback on the front sweetspot, along with 2% less damage on the front sweetspot.
- Hand Slap has less end lag, along with more knockback based on damage.
- Hand Slap has less knockback.
- Spot dodge is quicker.
Yoshi
- Aerial mobility increased.
- Weight increased.
- Double jump's super armor is stronger.
- Forward tilt has more knockback based on damage.
- Up tilt deals 1% more damage, along with a larger hitbox.
- Down tilt is quicker.
- Dash attack deals more knockback on the clean and late hit.
- Dash attack deals 1% less damage if late, and no longer has a body hitbox.
- Forward smash deals 1% more damage and has more knockback.
- Up smash has less ending lag, deals 1% more and has more knockback. The hitboxes and head invincibility also last one more frame.
- Down smash has less ending lag.
- Neutral aerial's hitbox has been re-shaped to actual foot size, as well as having a bit more knockback.
- Forward aerial starts quicker.
- Back aerial's last hit deals 4% more, and also has more knockback on all hits.
- Back aerial's 1st to 3rd hit all have significantly less knockback based on damage, but the 4th hit has slightly less knockback based on damage.
- Up aerial's landing lag has decreased, deals 1% more, and knockback has increased slightly.
- Down aerial has less landing lag.
- Grab works on aerial opponents, as well as starting earlier and having less ending lag.
- Running grab works on aerial opponents, also has larger mouth hitboxes. These hitboxes also last as long as the tongue stays out.
- Forward throw deals 2% more and has more knockback based on damage.
- Forward throw has less knockback.
- Back throw deals 1% more and also has more knockback.
- Up throw has more knockback and knockback based on damage, and also has less ending lag.
- Egg Lay's invincibility when getting out of the egg lasts a lot less time, along with Yoshi's damage multiplier being increased when used.
- Egg Roll has a horizontal boost, no longer has free fall, has less gravity, has slightly more air acceleration, no longer has a minimum amount of frames in the egg, and also has a doubled hitbox size.
- Yoshi Bomb has less landing lag.
- Yoshi goes into his egg when using shield a few frames later.
Zelda
- Has less friction.
- Has less jump startup lag.
- Faster running speed.
- Forward tilt starts quicker and has a larger outer hitbox.
- Up tilt starts quicker.
- Down tilt starts quicker and has more knockback. The hitbox also stays out longer.
- Dash attack now has shield damage and more knockback on the late and clean hit.
- Up smash's hitbox timings and ranges have been matched to connect better.
- Down smash's first hit deals 1% more and has more knockback based on damage for the 1st and 2nd hit.
- Neutral aerial's backward hitbox is more disjointed, and the hitboxes are larger, has an electric effect, and has a landing hitbox. There is now shield damage.
- There is less knockback on neutral aerial.
- Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.
- Up aerial's knockback based on damage has slightly decreased.
- Down aerial does 7% more, has knockback, and has an electric effect.
- Down aerial has slightly less knockback based on damage.
- Down aerial has a new lightning kick sound effect.
- Grab and running grab's hitbox is 6 and 3 frames earlier, respectively. Running grab's hitboxes have been made lower to get crouching or shorter characters.
- Forward and back throw have slightly more knockback based on damage.
- Nayru's Love has more damage, bigger hitboxes, and more knockback on the final hit.
- Din's Fire moves faster, has less lag during release, and no longer causes freefall in the air.
- Farore's Wind has a fire effect.
Roy
- Aerial mobility increased.
- Max aerial speed increased.
- Forward tilt deals 2% more and no longer has a sourspot.
- Up tilt has less ending lag, is quicker, deals 4% more, and has more knockback.
- Up tilt's sound effect is now sound effect 35.
- Down tilt deals 6% more, has more knockback, and no longer has a sourspot.
- Down tilt's sound effect is now sound effect 35.
- Dash attack deals 4% more, has more knockback, no longer has a sourspot, and has 4 more active frames.
- Dash attack's knockback based on damage has slightly decreased.
- Forward smash has more knockback. The tip is now slightly stronger.
- Up smash now has an explosion effect, along with the feet being part of the hitbox.
- There is a different animation for up smash.
- Down smash's front sourspot deals 2% more, and the back sourspot deals 4% more. There is slightly more knockback based on damage.
- Neutral aerial deals 3% more, deals slightly more knockback based on damage, has larger hitboxes, and the 2nd hit is a kill move.
- Forward aerial's non-tipper deals 1% more, lasts a frame longer, has a different tipper. The sourspot hitboxes have been reworked.
- Back aerial deals 4% more on the middle hitboxes, lasts a frame longer, and deals more knockback based on damage.
- Up aerial's sweetspot deals 1% more, the sourspot deals 2% more, and the sourspot has slightly more knockback. Back aerial lasts a frame longer as well.
- Up aerial has less knockback based on damage for the sourspot, and has less knockback and knockback based on damage for the up aerial's sweetspot.
- Down aerial's end lag is shorter and has more knockback. The sweetspot is a spike and has a fire effect, and the sourspot is a meteor spike.
- Flare Blade deals 1% more on all hitboxes.
- Double Edge Dance's tips are slightly stronger.
- Double Edge Dance's start vertical boost is slightly higher.
- Double Edge Dance's second, high deals 1% more and cancels into any third edge dance.
- Double Edge Dance's second, side deals 1% more on all hitboxes and has more knockback.
- Double Edge Dance's second, low does a lot more shield damage.
- Double Edge Dance's third, high deals 2% more on sourspot.
- Double Edge Dance's third, side deals 1% more on all hitboxes and has more knockback.
- Double Edge Dance's third, low does a lot more shield damage.
- Double Edge Dance's final, high and side does 3% more.
- Double Edge Dance's final, low does a lot more shield damage.
- Getup forward roll now starts at beginning of animation.
Mewtwo
- Weight increased.
- Shield size is larger.
- Tail hurtbox removed.
- Less jump start-up lag.
- Dash speed increased.
- Forward tilt deals 2% more, has more knockback, and all hitboxes are now strong.
- Forward tilt's tail sweetspot has been removed.
- Up tilt deals 2% more normally, along with more knockback on the 6th frame's attack.
- Up tilt's knockback based on damage for the 6th frame and normal attack is slightly lower, along with the normal knockback.
- Down tilt's sweetspot deals 1% more, and it's sourspot deals 2% more.
- Dash attack has a larger hitbox.
- Forward smash is quicker, deals 3% more on sourspot, and has more knockback on sourspot and sweetspot. The hitboxes are also larger.
- Up smash deals 3% more on the final hit.
- Down smash deals 2% more.
- Neutral aerial has larger hitboxes.
- Forward aerial has less landing lag and the hitbox lasts a bit longer.
- Back aerial starts quicker and has less landing lag.
- Up aerial has less landing lag and has knockback. The tail now hits in a full arc.
- Up aerial is slower and starts slightly later.
- Down aerial is shorter, has less landing lag, is quicker, and is a spike. It also autocancels after 10 frames.
- Grab and running grab's range increased.
- Forward throw's knockback based on damage is much larger, and the shadow balls send the opponent further.
- The sound effect on forward throw is Mewtwo's laugh.
- Confusion has less end lag, is quicker, and enemies will go into an inescapable tumble state.
- Teleport's invincibility frame starts earlier.
- Disable starts quicker and deals 2% more, as well as having a significantly larger hitbox.
- Disable has less knockback.
- Spot dodge lasts less time and is quicker.
Mr. Game & Watch
- Shield is larger.
- Weight increased.
- Aerial mobility increased by a minuscule amount.
- Max aerial speed has been slightly increased.
- Forward tilt is slightly faster. Hitbox data adjusted to match similar to Brawl's.
- Up tilt starts quicker.
- Down tilt has more knockback. Sourspot hitbox data adjusted to match similar to Brawl's.
- Up smash is quicker and does shield damage.
- Down smash is quicker and has more knockback. The weak inner hitboxes are stronger.
- Neutral aerial is quicker and can be L-cancelled.
- Forward aerial is quicker and has less landing lag, along with more knockback.
- Back aerial has less landing lag, does shield damage, and can be L-cancelled.
- Up aerial's second hit does more damage and second hit hitbox matches animation. This can now be l-cancelled.
- Up aerial has less knockback based on damage.
- Down aerial has less landing lag, is more disjointed, has a longer meteor spike duration, and ground hitbox causes resets.
- Chef is now land cancellable, doesn't affect momentum, and can spam sausages by rapidly pressing B.
- Judgement has some specific buffs.
- 2-Hammer poisons the foe temporarily.
- 3-Hammer resets momentum.
- 4-Hammer has darkness and is a strong move.
- 7-Hammer has slash element.
- 8-Hammer sets up damage racking.
- Oil Panic has no end lag.
- Forward and back roll are quicker.
- Spot dodge is quicker.
Ness
- Aerial mobility increased.
- Run speed increased.
- Max aerial speed increased.
- Up tilt has less end lag, is quicker, and has more knockback.
- Up tilt has less knockback based on damage.
- Dash attack connects better.
- Forward smash has less end lag, is quicker, and has more knockback based on damage.
- Up smash deals shield damage, deals around 4% more damage, is quicker, and has slightly more knockback. It no longer clanks, has a bigger hitbox, and is larger.
- Up smash has some lower knockback on parts of the yo-yo.
- Down smash has slightly more knockback based on damage, has a quicker start time, deals about 3% more damage, doesn't clank, and has bigger hitboxes.
- Down smash's knockback has been heavily decreased on parts of the yo-yo.
- Neutral aerial starts quicker, has less ending lag, less landing lag, is quicker, deals 2% more on sweetspot, and has knockback on late hits and more knockback on clean hits.
- Forward aerial deals more shield damage and has more knockback on the final hit.
- Forward aerial has less knockback on the normal hit.
- Back aerial has a stronger hit and sweetspot lasts one frame longer.
- Up aerial is quicker.
- Down aerial starts quicker, has less landing lag, and less end lag.
- Grab has more range, lasts longer, and has a bigger hitbox.
- Running grab has more range and lasts longer.
- Forward throw has more knockback based on damage.
- Up throw has less knockback.
- Down throw has more knockback based on damage.
- Down throw has less knockback.
- PK Flash has less ending lag, has more knockback, no longer causes freefall, is faster and more powerful, can go further horizontally, has more gravity, rising height, final hit size multiplier, control sensitivity, and horizontal momentum. Hitbox also matches explosion.
- PK Fire starts quicker, has much less landing lag, is quicker, and has new aerial trajectory.
- PK Thunder has more knockback and deceleration rate.
- PSI Magnet starts quicker and has less ending lag.
- PSI Magnet no longer has body invincibility on the first frame.
Bowser
- Weight increased.
- Dash speed increased.
- Running speed increased.
- Shield size increased.
- Landing lag decreased.
- Walk acceleration slightly increased.
- Dash speed slightly increased.
- Run speed slightly increased.
- Forward tilt is quicker and deals 1% more at normal angle on a sourspot.
- Up tilt is quicker and hitbox lasts a few frames longer.
- Down tilt is quicker and both hits are extremely stronger.
- Dash attack's end lag has been heavily decreased, along with being quicker.
- Forward smash is more disjointed, is quicker and has shield damage.
- Up smash's hitboxes last a few frames longer, is quicker and is more disjointed.
- Down smash is quicker and has less ending lag.
- Neutral aerial has much more knockback.
- Forward aerial has less landing lag and deals more damage, along with having slightly more knockback based on damage.
- Back aerial has less landing lag and deals 2% more on a clean hit.
- Up aerial lasts less time, deals 1% more, and has much more power.
- Down aerial has been replaced with Fire Claw, which has a fire effect and involves Bowser swinging his claw downwards. This is a meteor spike.
- Grab and running grab have significantly more range.
- Forward throw works much better at high percents.
- Back throw is much more stronger at high percents.
- Back throw, however, does less against low percentages.
- Down throw is quicker.
- Fire Breath has less landing lag and has a bite hitbox.
- Koopa Klaw starts quicker and is quicker, along with having more range to grab and a huge amount of shield damage.
- Whirling Fortress has more knockback based on damage on the ground, while the aerial version rises higher and has much more mobility.
- Bowser Bomb has less landing lag.
- Bowser Bomb, however, has much less shield damage.
- Forward and back roll are shorter.
- Spot dodge is shorter.
Pichu
- Friction decreased.
- More aerial speed and running speed.
- Up tilt has much more knockback.
- Dash attack is different
Kirby
- Friction decreased.
- Weight increased.
- Aerial mobility increased.
- Forward and back throw cannot be escaped.
- Final Cutter's slash down always has a hitbox.
- Hammer's aerial hitboxes are larger.
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