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Buff: Difference between revisions

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m (→‎Kirby: OT was wrong, it halts his falling speed for a brief time)
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===[[Jigglypuff (SSBM)|Jigglypuff]]===  
===[[Jigglypuff (SSBM)|Jigglypuff]]===  
*A general increase in the power, speed, and reach of its attacks.
*A general increase in the power, speed, and reach of its attacks.
*Air speed was improved, giving Jigglypuff considerably bolstered approaching, comboing, and recovery potential.
*Air speed was improved (Now the fastest instead of the fourth fastest), giving Jigglypuff considerably bolstered approaching, comboing, and recovery potential.
*All of Jigglypuff's jumps now give height.
*All of Jigglypuff's jumps now give height.
*[[Pound]] is significantly faster. The [[Rising Pound]] recovery is significantly easier to perform, giving Jigglypuff almost infinite vertical and horizontal recovery and is now often considered the best [[recovery]] in ''Melee''.
*[[Pound]] is significantly faster. The [[Rising Pound]] recovery is significantly easier to perform, giving Jigglypuff almost infinite vertical and horizontal recovery and is now often considered the best [[recovery]] in ''Melee''.
*[[Rest]] is significantly more powerful. Additionally, it now deals fire to the opponent
*[[Rest]] is significantly more powerful. Additionally, it now deals fire to the opponent.
*[[Wall of Pain]] is more effective due to improved jumping prowess.
*[[Wall of Pain]] is more effective due to improved jumping prowess.
*[[Sing]] puts opponents to sleep for a longer time at higher damages.
*[[Sing]] puts opponents to sleep for a longer time at higher damages.
*[[Forward Smash]] is more powerful (in terms of KO percentage, it is the sixth most powerful F-Smash in ''Melee'').
*Forward Smash is more powerful (in terms of KO percentage, it is the sixth most powerful F-Smash in ''Melee'').
*Increased range in its [[Forward air|Forward]] and [[Back air|Back]] Aerials now aids in approach in the air.
*Increased range in its [[Forward aerial|Forward]] and [[Back aerial|Back]] Aerials now aids in approach in the air.
*Up Smash has slightly improved start-up lag.
*Down Smash comes out faster, improving its approach on the ground and its edgeguarding ability.
*Down Smash comes out faster, improving its approach on the ground and its edgeguarding ability.
*Down Tilt has more range, improving its spacing ability.
*Since Pound now hits in a different trajectory, Jigglypuff combo ability improved even more.
*Since Pound now hits in a different trajectory, Jigglypuff combo ability improved even more.
*A reduction in power for all aerials gives Jigglypuff a considerably stronger comboing game.
*A reduction in power for all aerials gives Jigglypuff a considerably stronger comboing game.
*Jigglypuff is often considered the most buffed character from ''SSB'' to ''Melee'' along with [[Samus (SSBM)|Samus]] due to increased power, speed, reach, combo ability, and recovery as it is ranked 3rd on the ''Melee'' tier list (in the S tier).


===[[Kirby (SSBM)|Kirby]]===
===[[Kirby (SSBM)|Kirby]]===

Revision as of 20:34, July 27, 2012

A buff is a term used to describe the improvement of a character (or aspect of a character), either through updating a game or by releasing a sequel. The opposite term is "nerf" which means to weaken the character between sequel games.

Characters that were poor in comparison to other characters are often buffed in sequels, for balance reasons and to make the character more popular to play. It is also common for individual attacks that were ineffective to be buffed to increase their viability in future games. A good example of a character being buffed in the Smash series is Kirby in Super Smash Bros. Brawl, where he has quicker, stronger attacks, along with increased reach, in strong contrast to his attributes in Super Smash Bros. Melee where he was nerfed.

Characters who had attributes buffed from Super Smash Bros. to Melee

There are unique buffs from Super Smash Bros.. Characters have the ability to air dodge and step-dodge. Some might consider chargeable Smash attacks is a buff. Also, the game has faster gameplay, helping character survivability. Most characters have new Special Moves in the form of side-B moves, while some characters, such as Link and Ness, had their neutral-B to their side-B. Below is a list of buffs for the cast of Melee.

Captain Falcon

  • Air speed was improved, being one of the fastest in Melee.
  • Many of his attacks are stronger and are faster in terms of ending lag (due to added IASA frames).
  • A nerf in power for his back aerial has made his Wall of Pain ability better.
  • Improved comboing game, due to added chain throw abilities and better air speed.
  • All Smashes has been changed and made much more powerful (particularly his Up Smash) and are faster in terms of ending lag.
  • Falcon Dive has more distance, both horizontally and vertically.
  • Falcon now has the best vertical endurance in Melee (followed by Donkey Kong).
  • Captain Falcon has a new forward aerial, the Knee Smash, a devastating horizontal finisher and is now the most powerful forward aerial in Melee. His SSB forward aerial is now his neutral aerial.
  • Walking and Dashing speed have been improved.
  • Airborne Falcon Kick restores Falcon's midair jump, increasing his recovery options. Grounded Falcon's Kick travels more distance.
  • Falcon Punch is more powerful and has more range. Due to Melee having characters transfer Momentum into a jump, Falcon can perform the Sacred Combo much easier.
  • Down Air has a bigger hitbox (due to one being added to his torso region and to the point of being disjointed) along with more reach and power (from 14% to 16%; the fourth most powerful meteor smash in Melee).

Donkey Kong

  • Attacks are generally faster.
  • Air speed was significantly improved.
  • Up aerial can now combo opponents.
  • New damage-racking ability with the Headbutt.
  • Giant Punch is faster in start-up and ending lag.

Fox

  • Attacks are generally faster and stronger.
  • Blaster fires considerably faster, giving rise to the Short Hop Laser technique, and the lasers cannot flinch an opponent out of dizziness.
  • Fox has an additional recovery option with Fox Illusion, improving his recovery.
  • Reflector can now be cancelled instantly with a jump, which with the introduction of wave dashing, gives Fox access to his Shine combos.
  • Fire Fox now inflicts damage while charging and travels farther.

Jigglypuff

  • A general increase in the power, speed, and reach of its attacks.
  • Air speed was improved (Now the fastest instead of the fourth fastest), giving Jigglypuff considerably bolstered approaching, comboing, and recovery potential.
  • All of Jigglypuff's jumps now give height.
  • Pound is significantly faster. The Rising Pound recovery is significantly easier to perform, giving Jigglypuff almost infinite vertical and horizontal recovery and is now often considered the best recovery in Melee.
  • Rest is significantly more powerful. Additionally, it now deals fire to the opponent.
  • Wall of Pain is more effective due to improved jumping prowess.
  • Sing puts opponents to sleep for a longer time at higher damages.
  • Forward Smash is more powerful (in terms of KO percentage, it is the sixth most powerful F-Smash in Melee).
  • Increased range in its Forward and Back Aerials now aids in approach in the air.
  • Up Smash has slightly improved start-up lag.
  • Down Smash comes out faster, improving its approach on the ground and its edgeguarding ability.
  • Down Tilt has more range, improving its spacing ability.
  • Since Pound now hits in a different trajectory, Jigglypuff combo ability improved even more.
  • A reduction in power for all aerials gives Jigglypuff a considerably stronger comboing game.
  • Jigglypuff is often considered the most buffed character from SSB to Melee along with Samus due to increased power, speed, reach, combo ability, and recovery as it is ranked 3rd on the Melee tier list (in the S tier).

Kirby

  • New up aerial is significantly more powerful and is his now best KO move.
  • Forward tilt is stronger.
  • Kirby has a new KO option with the Hammer.
  • Kirby can now walk around after he inhaled a character.
  • Kirby can now Kirbycide with large and heavy characters with his forward and back throws.
  • Final Cutter can now be turned around once before ascent.

Link

  • Is generally a faster character, with improved air speed and faster aerials, contributing to a superior aerial and combo game.
  • Spin Attack gains significantly more height, which combined with the introduction of a wall grapple and an easier to utilise bomb recovery, significantly improved Link's recovery.
  • Grab has considerably less ending lag.
  • Grounded Spin Attack is now a highly effective semi-spike in the NTSC versions of Melee.
  • Boomerangs now travel faster and have less starting lag.

Luigi

  • Up smash has drastically less ending lag.
  • Down Smash has vertical knockback, making his combo ability much better.
  • Neutral Aerial has vertical knockback, is stronger (can KO under 150%), and is much better at juggling.
  • New Forward Smash is faster and has much higher scaling.
  • Luigi has three new aerials: a new forward aerial, a back aerial, and a new down aerial that are significantly stronger (The former is a karate chop that is faster and the latter is made more like the Spin Kick from Super Mario World). The back aerial is faster and more useful for edgeguarding.
  • Luigi has an additional recovery and KO option with Green Missile, improving his recovery and KO ability.
  • Luigi Cyclone is a much better OOS (Out of Shield) option, as it moves much faster across the ground.
  • Introduction of wave dashing greatly improved Luigi's approaching options and ground mobility (longest wavedash in Melee).

Mario

  • Up smash has drastically less ending lag.
  • New Forward Aerial is a meteor smash.
  • New Forward Smash is faster, has a visible sweetspot, and damage-input increased by 1% (18% instead of 17%).
  • Neutral Aerial has much higher knockback scaling.
  • New back aerial is more useful for edgeguarding.
  • Down Smash is faster.
  • Up and down throws gives Mario the ability to chain throw opponents.
  • Mario has access to a reflector with Cape, which also works as a very effective edgeguarding attack (The best in the game).

Ness

  • Forward smash has longer reach and more damage (when sweetspotted).
  • Down Tilt is much faster.
  • Forward Tilt is much stronger.
  • Dash Attack and Neutral Air has PSI powers, which makes them have more reach and and more damaging.
  • Up Aerial has more reach with a bigger hitbox.
  • Down Aerial has much higher base knockback (making it a deadly 0-death KO tool if not meteor-canceled)
  • The PK Thunder projectile travels considerably faster, and it has a tighter radius which it can travel, improving its recovery capabilities.
  • PSI Magnet is considerably faster, making it more utilisable.
  • Air speed was greatly improved.

Pikachu

  • Thunder Jolt will continue to hug and traverse platforms once it passes the edge of the platform.
  • Quick Attack has damaging hitboxes and less start-up lag.
  • Pikachu has an additional recovery option with Skull Bash, improving its recovery.

Samus

  • Attacks are generally faster.
  • Air speed was slightly improved.
  • Dash Attack is stronger.
  • Attacks generally have more combo ability.
  • Up Tilt is better for combo`ing and KO`ing.
  • Down Smash is faster and more powerful (The animation for her down tilt in SSB is used for her Down Smash in Melee).
  • New Down Tilt is much more powerful. (can now KO under 200%)
  • Samus has a new, very effective projectile with the Smash Missiles, that greatly improves her projectile arsenal and long distance combat abilities.
  • Down Aerial is much stronger (the fifth most powerful meteor smash in Melee).
  • Bomb jumping is much more effective, improving Samus' recovery.
  • Ability to wall-grapple and wall-jump gives Samus more options for recovery.

Yoshi

  • Down smash is faster and more powerful, having no starting lag at all. This is considered to be one of the game's fastest D-smashes.
  • Forward and Up Smashes are slightly faster.
  • Neutral, Up, and Forward Aerials are more powerful.

Characters who had attributes buffed from Melee to Brawl

There was an overall buff to shielding and dodging: faster shields (both in putting up and dropping), longer perfect shield windows, faster sidesteps (around half with additional multiple IASA frames), faster rolls, and infinite air dodges. All of this, combined with an overall reduction of hitstun, has made Brawl a much more defense based game than its predecessors. Other buffs besides those are implementations of the pivot grab, DACUS, and footstool jump. Some veterans have improved air speed (most notably Fox), while all of them have slower falling speeds.

Bowser

  • Jumping height and speed was improved.
  • Air speed was improved drastically, went from being among the lowest air speeds in Melee to being among the higher air speeds in Brawl.
  • Is a faster character in general.
  • Forward tilt has improved reach.
  • Forward smash deals drastically increased damage, now dealing 33% instead of 24%.
  • Up smash has improved reach.
  • Down smash is more difficult to SDI out of.
  • Walking and dashing speed have been improved.
  • Bowser has grab release options.
  • Back aerial is stronger, and has less ending lag.
  • Fire Breath now can be aimed up and down, recharges faster, and has longer range.
  • Bowser has a new forward special with Flying Slam, that is faster and more versatile than Koopa Klaw. It also gives him access to a suicide KO option.
  • Bowser Bomb falls faster, is much stronger (can reliably KO under 100%), and also hits during the rising animation when used on the ground.

Captain Falcon

  • Forward aerial (The Knee) deals slightly more damage.
  • Air speed was slightly improved.
  • Up aerial, jab, up tilt, and down smash are stronger.
  • Falcon Punch has slightly faster start-up lag, and can be turned around during the beginning of the move.
  • Airborne Raptor Boost gains more horizontal distance, and Falcon can now grab the ledge out of it, allowing it to be a much more effective alternative recovery method. Additionally, it no longer halts Captain Falcon in midair when it hits an enemy, instead he leapfrogs over the enemy.
  • Falcon Dive can grab opponents hanging on ledges, making it more difficult to edgehog Captain Falcon.

Donkey Kong

  • Shield size was increased.
  • Down tilt is significantly faster.
  • Down and forward tilts (when angled down) can trip.
  • All smash attacks have stronger knockback with improved reach.
  • All aerial attacks have stronger knockback.
  • Back aerial is fast enough to be performed twice in a single short hop.
  • Air speed was slightly improved.
  • Up smash can hit grounded opponents.
  • Fully charged Giant Punch now has super armor frames.
  • Headbutt is faster, deals more damage, and can bury opponents from midair. Buried opponents are also no longer fully immune to knockback, greatly improving Headbutt's applications.
  • Airborne Spinning Kong travels slightly farther (both horizontally and vertically), improving Donkey Kong's recovery. Grounded Spinning Kong has super armor frames.
  • Hand Slap has more range and deals more damage.

Falco

  • Air speed was improved.
  • Falco is heavier, with improved horizontal survivability.
  • New forward smash has more reach.
  • Up smash and up aerial are significantly stronger, improving Falco's vertical KO ability.
  • Down throw can now chain throw, and is considered one of the best chain throws in Brawl. It is also now possible for Falco to land his down aerial out of his down throw.
  • Falco's slower falling speed and increased fire rate allows him to shoot two Blaster shots in a single short hop.
  • Falco Phantasm is faster and gains more horizontal distance, improving it as an attack and recovery move.
  • Fire Bird damages opponents while it charges, making Falco's recovery slightly more difficult to intercept.
  • Falco's new Reflector has significantly more horizontal reach, and provides him a strong defensive option.
  • Falco is generally less vulnerable to combos and chain throws in comparison to other characters.
  • Introduction of DACUS improves Falco's KO, approach, and follow up abilities, as well as gives him access to a quick move that can deal damage in access of 20% at lower percentages.
  • Up tilt is stronger.

Fox

  • Air speed was improved.
  • Up smash has improved reach, and with the introduced ability of being able to perform an up smash out of a dash, it is easier to land.
  • The kicks in Fox's forward aerial are faster, and have weaker knockback outside the last kick, allowing Fox to land all kicks on an opponent. The forward aerial also gives Fox a boost upwards when combined with his jumps, improving his recovery options.
  • New back aerial is more powerful, and sends opponents on a lower trajectory.
  • Down smash is slightly stronger and has better range.
  • Down aerial's knockback was slightly increased, improving its edgeguarding capabilities slightly.
  • Reflector has knockback scaling, improving its semi-spiking abilities at higher percents.
  • His Blaster is capable of preforming triple short hop laser.
  • Neutral combo is much faster, making it better for racking up damage.
  • He is a faster character in general.

Ganondorf

  • New forward and down tilts are stronger. The new forward tilt can also semi-spike.
  • Up tilt has slightly faster start-up lag, along with having a vacuum hitbox added to the start-up and creating a much larger explosion upon completion.
  • Dash attack is drastically more powerful, being capable of reliably KOing under 125%.
  • Forward and back throws are significantly more powerful.
  • Forward smash is stronger, and deals horizontal knockback.
  • Up aerial and forward tilt are stronger.
  • Warlock Punch has slightly faster start-up lag, and is drastically more powerful. It can also be turned around with increased power during the beginning of the attack.
  • Down smash has faster start-up and is more difficult to DI out of.
  • Jab is stronger in terms of knockback.
  • Ganondorf has a new forward special in Flame Choke that is faster than Gerudo Dragon, and has better follow-up options. When used in the air, it gains slightly more horizontal distance, and Ganondorf can grab the ledge out of it. It also gives Ganondorf access to a suicide KO option.
  • Airborne Wizard's Foot is significantly stronger.
  • Air Speed was improved.

Ice Climbers

  • Both Climbers can grab ledges simultaneously, preventing Nana from SDing due to being unable to grab the ledge with Popo.
  • Partner Climber's AI is significantly improved when separated.
  • Down smash deals drastically more damage, becoming the most damaging smash attack in Brawl.
  • Belay functions as a tether recovery if near the ledge, and a lone Belay gives slight distance when used for recovery.
  • Back Throw can now chain throw.
  • Air speed was slightly improved.

Jigglypuff

  • Jigglypuff is heavier, and has improved vertical endurance (Jigglypuff is the lightest character in Brawl however, and still has the worst vertical endurance).
  • Forward aerial is significantly stronger.
  • Rollout no longer leaves Jigglypuff helpless.
  • Introduction of DACUS improves Jigglypuff's ground options and approach.
  • Back air can now be performed twice in a single short hop.

Kirby

  • A general increase in the power, speed, and reach of his attacks. For example, his forward smash was weakened from SSB to Melee, but in Brawl, it is among the more powerful f-smashes.
  • Kirby is heavier, and has improved vertical endurance.
  • Air speed was slightly improved.
  • Up tilt is a better juggler.
  • Neutral aerial has improved damage and knockback.
  • Down tilt can trip, which has an inescapable grab follow-up if the trip occurs at the right distance.
  • New dash attack is considered an improvement, being multi-hitting, less punishable, and having better follow-up options.
  • Attacks generally have more combo ability.
  • Up smash's sourspot hitboxes are stronger.
  • Kirby no longer loses all of his jumps after his forward or up throw.
  • Forward and back throws are inescapable.
  • Kirby's Fence of Pain is more effective due to slightly higher air speed.
  • Forward and down throw have significantly improved follow-up options, with them being able to put together highly damaging throw combos at low percents.
  • Up throw is now a KO option at very high percents.
  • The kicks in forward aerial link to each other more efficiently.
  • Up aerial's reduced vertical knockback increases its juggling capabilities.
  • Down aerial is more effective at meteor smashing opponents, with it being able to drag down opponents more efficiently, and with the introduction of the foot stool jump, which Kirby can use on opponents immediately after dairing them.
  • Swallow can eat items and has improved range, improving his defence on the ground and in the air.
  • Hammer no longer requires sweetspotting to be powerful. Airborne Hammer also functions differently, being two strong horizontal swings instead of a multi-hitting vertical loop swing, giving Kirby access to an aerial KO option and a semi-spike, as well as an anti-edgeguard tool. It also aids his horizontal recovery.
  • Final Cutter travels farther horizontally, and is also faster, improving its recovery capabilities. The meteor smash produced on descent now lasts for as long as Kirby falls, not just for a few frames.
  • Stone is significantly stronger, and produces a hitbox upon landing. There is also less ending lag upon cancellation.
  • Overall, Kirby is a lot closer to his SSB incarnation than his Melee incarnation (though not that close) being ranked 20th in Brawl as opposed to his 25th/26th rank in Melee (worst character in Melee along with Pichu, tier-wise).

Link

  • Hero's bow charges faster, with the arrows moving farther and faster as well.
  • Smash attacks are stronger.
  • Decreased knockback in the first two slashes of Link's up smash makes chaining all three hits together easier.
  • Forward, up, and down aerials are stronger.
  • Clawshot has less landing lag, to where it is almost nonexistent.
  • Spin Attack now charges up for more power.
  • His bombs have KO potential.
  • Implementation of DACUS improves Link's ground options and approach.

Luigi

  • Air speed was slightly improved, although being the second-slowest.
  • Forward smash is significantly more powerful in terms of knockback (due to having 1% more damage).
  • Up smash is stronger.
  • Back throw is stronger.
  • Forward aerial has faster start-up and ending lag.
  • Traction was slightly increased (though it is still the lowest).
  • Down aerial has a slightly larger meteor smash hitbox, making it easier to meteor smash with.
  • Green Missile can be charged infinitely, and misfire travels a shorter distance to prevent SDs.
  • It is much easier to gain vertical height with Luigi Cyclone.
  • Vertical momentum is carried into Green Missile and Luigi Cyclone rather than just stopping and the attack executing.
  • Super Jump Punch covers more horizontal distance when helpless (similar to SSB). A sweetspotted Super Jump Punch is also stronger.
  • Down taunt has significantly improved set knockback (To the point of being the most powerful meteor smash at 0% in Brawl).

Mario

  • Mario has a new down aerial (which is now the Mario Tornado), that is faster and deals more knockback than his Melee down aerial.
  • Cape carries any momentum with it, allowing for new techniques such as the Cape Glide. It also reverses foes' momentum and their controls temporarily, rather than just flip their direction.
  • Super Jump Punch has more knockback.
  • Up Smash has slightly more reach and has slightly higher knockback scaling (from 97 to 100).
  • Forward Smash's sourspot is significantly more powerful (can KO under 145% on most characters) and causes more damage, improving Mario's KO'ing options.
  • Up and Back Aerials are stronger.
  • Up Tilt is stronger (in terms of knockback).
  • Fireball has a slightly larger hitbox and causes slightly more hitstun.
  • Air speed was improved.
  • His slower falling speed makes his forward aerial much safer to meteor smash with.

Marth

  • Up smash functions differently with improved horizontal reach, and no longer requires sweetspotting at the tip to KO opponents, improving its utility against grounded opponents.
  • All aerials are stronger when tipped.
  • Forward aerial produces horizontal knockback instead of vertical knockback, improving its edge guarding capabilities.
  • Dancing Blade is faster and easier to perform.
  • Dolphin Slash has invincibility frames, gains more horizontal distance, and its hitboxes are more powerful.
  • Counter's damage and knockback output now scales with the damage of the countered hitbox. Additionally, the counter frames start sooner (starts on frame 4 instead of on frame 6)
  • Introduction of the footstool jump gives Marth access to the vertical spacing technique.
  • Air speed was improved.

Mr. Game & Watch

  • Mr. Game & Watch is significantly heavier, but he is still the second lightest character, tied with Squirtle.
  • Dashing speed was improved.
  • Shield size was increased.
  • All smashes are slightly stronger.
  • Down smash has a larger sweetspot hitbox, and its sourspot hitbox is significantly stronger.
  • Down throw meteor smashes opponents into the ground, giving it significantly better follow-up options.
  • Increased hitlag has greatly improved the utility of the back aerial.
  • Judge #9 is more powerful.
  • Down tilt can now semi-spike.
  • Fire now produces a parachute at the end of the move, functioning similarly to Peach's Parasol, and Fire no longer leaves Mr. Game & Watch helpless.
  • Oil Panic negates all knockback when used during knockback, greatly improving Mr. Game & Watch's endurance.

Ness

  • Up and down smashes are stronger, having KO capability at very high percents.
  • Dash Grab has improved reach and start-up lag.
  • Back throw is slightly stronger.
  • Grabbing range was improved, no longer being the second-shortest.
  • Up and back aerials are stronger.
  • Forward smash is stronger.
  • Down tilt is faster and better at racking up damage.
  • Down aerial has improved reach, start-up lag, and power.
  • PK Flash charges slightly faster and travels further.
  • PK Fire has faster start-up lag, and can trap opponents better.
  • PK Thunder 2 has less ending lag, and is drastically more powerful.
  • Air speed was slightly improved.

Peach

  • New up tilt has a larger and disjointed hitbox.
  • All three weapons in her forward smash are stronger.
  • Up smash is stronger when sweetspotted, and a powerful intermediate hitbox that is weaker than the sweetspot has been added, improving its KO capabilities.
  • Down aerial has improved reach and damage output.
  • Peach Bomber covers increased horizontal distance.
  • Peach Parasol covers increased vertical distance.
  • Toad has faster start-up lag, and the counter frames last longer. The Toad counter attack is also more powerful with improved reach.

Pikachu

  • Down smash is stronger, and more difficult to SDI out of.
  • Grabbing reach was significantly improved, no longer considered the shortest.
  • Pikachu now has access to highly effective chain throws with its forward and down throws.
  • Neutral aerial is more powerful, and can now reliably KO under 150%, giving Pikachu an aerial KO option.
  • Up aerial is a better juggler.
  • Air speed was slightly improved.
  • Quick Attack can now be used to perform a Quick Attack cancel.
  • Thunder has less ending lag and is stronger, both the thunder bolt hitbox and the hitbox produced when it connects with Pikachu.

Samus

  • Down tilt has been strengthened, to where it can reliably KO under 150%.
  • Air speed was improved.
  • Damage-racking and setup abilities are slightly better.
  • Grapple Beam extends very far and straight forward, throws off opponent's combos and cancels quickly upon landing.
  • Homing Missiles have a wider range of homing precision.
  • Screw attack now traps opponents for all hits, and it also goes higher, assisting her recovery.

Sheik

  • Forward tilt can lock most characters in a juggle and has better combo ability.
  • Forward and down smash are stronger.
  • Needles from Needle Storm have transcendent priority.
  • Air speed was improved.
  • Up smash has more knockback on the sides.
  • Up tilt does increased knockback on the second hit.
  • Short hop is better and shorter.
  • Chain moves more freely and can be used as a tether recovery, giving Sheik an additional recovery option.
  • Vanish has less start-up lag, and the hitbox from its explosion is stronger.
  • Up aerial is a better juggler.
  • Introduction of DACUS gives Sheik additional approach and KO options.

Yoshi

  • Improved air speed (improved to being the fastest in Brawl).
  • Neutral attack is faster with improved reach.
  • New forward tilt has improved reach.
  • Introduction of pivot grab significantly improved Yoshi's grabbing options.
  • Yoshi has access to grab release options, including a grab release chain grab on several characters.
  • Throws are generally more powerful, in both knockback and damage output, as well as having better follow-up options.
  • Back aerial's hitboxes link into each other better.
  • Up aerial is significantly more powerful.
  • Egg Toss gains vertical height, giving Yoshi an additional recovery option.
  • Yoshi Bomb can hit opponents upon ascent.

Zelda

  • Slightly improved dashing speed.
  • Forward and up tilts are stronger.
  • All smash attacks are stronger.
  • Standard attack is stronger in terms of damage and knockback.
  • Air speed was slightly improved.
  • Forward and up smash are more difficult to SDI out of.
  • Grab has faster start-up lag.
  • Forward and back aerial "Lightning Kicks" are stronger when sweetspotted.
  • Up aerial is drastically more powerful, becoming the most powerful up aerial in Brawl.
  • Down aerial has a powerful sweetspot hitbox that meteor smashes, functionally similarly to the lightning kicks.
  • Nayru's Love has improved reach and knockback.
  • Din's Fire has a larger hitbox that is much more powerful. It also has faster start-up and ending lag.
  • Farore's Wind creates an explosion hitbox upon reappearing, making it more difficult to punish Zelda out of it.

See also