Melee: SD Remix: Difference between revisions
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==={{SSBM|Luigi}}=== | ==={{SSBM|Luigi}}=== | ||
*{{buff|Aerial mobility increased.}} | *{{buff|Aerial mobility increased through increased acceleration and maximum velocity, resulting in better overall [[air speed]].}} | ||
*{{ | *{{change|Higher-apex short hop.}} | ||
*{{buff|Dashing speed increased | *{{buff|Dashing speed increased, via increased initial dash speed and longer dashing time/length.}} | ||
*{{buff|Neutral combo's third hit has more base knockback.}} | |||
*{{buff| | **{{nerf|Said attack has less knockback scaling.}} | ||
*{{ | *{{buff|Dash attack's initial hits now have a more downward launch angle akin to a meteor smash. | ||
*{{buff| | **{{buff|Dash attack's final hit does more damage with a higher launch angle.}} | ||
**{{ | *{{buff|Forward tilt's set knockback removed on low-angled version, making it deal normal-scaling knockback.}} | ||
*{{buff|Forward tilt | *{{buff|Down tilt now does shield damage, deals 3% more damage, and can be interrupted/cancelled sooner.}} | ||
*{{buff| | *{{buff|Forward smash can be interrupted/cancelled sooner and deals 1% more damage.}} | ||
*{{buff|Forward smash | *{{buff|Down smash has higher knockback scaling.}} | ||
*{{buff|Down smash | *{{buff|Forward aerial can be cancelled/interrupted sooner.}} | ||
*{{buff|Forward aerial | *{{buff|Up aerial has faster startup and longer duration (on its hitboxes which last behind Luigi), and has a more vertical launch angle.}} | ||
*{{buff|Up aerial | *{{buff|Down aerial's meteor smash hitbox has priority if it overlaps with other hitboxes.}} | ||
*{{buff|Down throw's launch angle is slightly more vertical, keeping the opponent more closer for more possible followups.}} | |||
*{{buff|Down aerial's meteor | *{{buff|[[Fireball]]'s midair version is now cancel-able upon performing it near the ground, making it more useful for approaches.}} | ||
*{{buff|[[Green Missile]]'s misfire rate | *{{buff|[[Green Missile]]'s misfire rate increased from 1/8 to 1/6.}} | ||
*{{buff|Super Jump Punch deals more knockback and | *{{buff|[[Super Jump Punch]] has a large number of buffs:}} | ||
*{{buff|[[Luigi Cyclone]] | **{{buff|Has more horizontal momentum upon holding the control stick left or right prior to its startup, and has more air speed during the helpless state.}} | ||
**{{buff|Midair version's sweetspot deals more damage, has more base knockback, increased knockback scaling and a bigger hitbox.}} | |||
*{{buff|[[Luigi Cyclone]] has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum (similar to the other "Tornado" changes).}} | |||
**{{buff|No longer needs to be "charged" by performing it on the ground once; works more like the Dr. Tornado and Mario Tornado in that aspect.}} | |||
**{{buff|On the grounded version, the final grounded hitbox has been moved to Luigi's head, enabling better chances to hit juggled opponents with it.}} | |||
*{{buff|Taunt is now a spike via the changed launch angle, and has increased set knockback.}} | |||
==={{SSBM|Mario}}=== | ==={{SSBM|Mario}}=== |
Revision as of 18:04, June 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 combo's infinite attack no longer starts automatically in any situation; now requires a 4th button press to activate from Gentlemen's knee.
- Raptor Boost in midair has less lag on hit and overall less landing lag.
- Helpless falling state is avoidable for midair Raptor Boost on hit, enough to followup with a Falcon Dive upon connecting.
- Falcon Dive has less landing lag and gains a more notable horizontal air speed boost at its peak.
- Falcon Kick's landing lag (from diving onto the ground from midair) has been decreased by 44%.
- Spot dodge has much less ending lag.
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 in particular deals more damage by 1 more percent and can be cancelled/interrupted sooner.
- Down tilt however, also has both a lower launch angle (making it more horizontal) and less knockback scaling.
- Down tilt in particular deals more damage by 1 more percent and can be cancelled/interrupted sooner.
- Forward smash's hitbox lasts for one more frame at the end.
- Forward aerial can now hit grounded opponents with the hammer's handle with its very first and smallest hitbox, which can also now spike.
- Forward aerial also now a more downward-meteor-smashing-angle at the hammer head's hitbox; said hitbox now also does more damage.
- Up aerial has less landing lag.
- Squall Hammer's hitboxes last longer by one more frame or more, and come out much sooner. This only applies to the leader Climber.
Dr. Mario
- Neutral attack combo's first hit ends sooner, allowing the second hit (the right cross) to come out sooner.
- Dash attack's hitbox on Dr. Mario's right foot is now fully active during the entire move.
- Down tilt can be interrupted/cancelled sooner.
- Forward smash lasts 3 more frames.
- Neutral aerial's strong hit comes out earlier, and also does more damage and knockback on the original stronger hit frame.
- Forward aerial has a faster animation/less duration.
- Both standing grab and running grab have more range.
- Super Jump Punch has less landing lag.
- Dr. Tornado has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum.
Pikachu
- Shield size is larger.
- Friction is lower.
- Forward getup roll (from lying down faceup) has more invincibility frames lasting at the end.
- Dash attack can be interrupted sooner.
- Dash attack has a different animation (Pikachu faces more forward towards its dashing direction as opposed to leaning with its right side facing downwards during the leap.
- Forward tilt deals more damage.
- Damage varies depending on angle now.
- Up tilt deals more damage.
- Now has less knockback scaling.
- Down tilt deals more damage.
- Forward smash is quicker on startup.
- Up smash deals more damage and knockback on the rear hitboxes, and has more knockback scaling.
- Said hitbox's launch angle is changed to a more diagonally upward angle, making the attack less easy to punish from behind.
- Down smash sends opponent at a more downward angle, allowing more hits to connect and preventing the opponent from getting launched out of it sooner.
- Forward aerial has less landing lag, can be interrupted/cancelled sooner, deals more damage to shields, and has much more knockback with a changed knockback angle that allows for better connecting.
- Now has less knockback scaling.
- No longer has any set knockback.
- Back aerial is quicker on landing lag and deals more damage and base knockback on sweetspot hitboxes.
- Up aerial is quicker on landing lag.
- Down aerial is quicker on both startup and landing lag.
- Now has less knockback scaling.
- Knockback angle changed to a more lower angle.
- Knockback angle is more vertical on grounded opponents.
- Forward throw deals more damage on last hit, along with more knockback scaling.
- Down throw ending animation can be interrupted sooner.
- Skull Bash launches farther with more initial velocity.
- Thunder has less cooldown lag on Pikachu's animation and deals more damage.
Samus
- Air speed increased.
- Both of her neutral combo's first and second attacks can be interrupted sooner.
- Neutral combo's second attack has more base knockback.
- Second attack now has less knockback scaling.
- Up tilt has invincibility frames on the shin.
- Down tilt can be interrupted sooner.
- Up smash has been replaced with a new attack animation (Samus punches straight upward with a triple-bunched explosion at her cannon).
- The said explosion has a larger hitbox (which covers her whole body) and more damage with improved base knockback and knockback scaling. Also does notable shield damage.
- Semi-spikes at her foot hitbox, and counts as set knockback.
- Said foot hitbox also leads into the explosion hitbox at normal elevated levels with the opponent.
- The explosion itself only has a hitbox around the upper area if the attack hits a bit late. Has the same base knockback and damage as the main explosion hitbox.
- Said residual explosion hitbox however, has less knockback scaling than the main explosion.
- Only does 1 attack instead of 3, and the attack lasts a little longer via more ending lag.
- Grab works on aerial opponents.
- Charge Shot deals 1% more to all levels, as well as deal more shield damage equal to the current charge level.
- Homing Missile has a higher homing value, and the projectile itself has a longer duration before automatically exploding.
- Bomb does more base knockback.
- However, it now has less knockback scaling.
- Now has a vertical launching angle.
Ganondorf
- Ganondorf dashes faster with more initial and terminal velocity.
- Ganondorf has less lag on his jump startup and his landing animation.
- Dash attack now has three extra frames of invincibility, which occur as soon at the main hitbox comes out.
- Up tilt has been replaced with a Gerudo Uppercut (a slowed-down yet faster occurring Gerudo Dragon without the dash windup).
- Much more quicker on startup with a more vertical hitbox, and good vertical juggling capabilities with solid knockback scaling.
- Up tilt however does less damage now. Its hitbox is not as vertical for platform poking.
- Neutral aerial's hitboxes on both kicks last 3 more frames.
- Down aerial is quicker via less landing lag.
- Both standing grab and running grab have a more disjointed hitbox.
- Midair Gerudo Dragon has less ending lag, and can Dark Dive after a successful hit (similar to Captain Falcon's Raptor Boost changes).
- Dark Dive has less landing lag and gains a more notable horizontal air speed boost at its peak (identical to Captain Falcon's Falcon Dive changes).
- Wizard's Foot's landing lag (from diving onto the ground from midair) has been decreased by 44% (identical to Captain Falcon's Falcon Kick changes).
- Spot dodge can be interrupted sooner.
Luigi
- Aerial mobility increased through increased acceleration and maximum velocity, resulting in better overall air speed.
- Higher-apex short hop.
- Dashing speed increased, via increased initial dash speed and longer dashing time/length.
- Neutral combo's third hit has more base knockback.
- Said attack has less knockback scaling.
- {{buff|Dash attack's initial hits now have a more downward launch angle akin to a meteor smash.
- Dash attack's final hit does more damage with a higher launch angle.
- Forward tilt's set knockback removed on low-angled version, making it deal normal-scaling knockback.
- Down tilt now does shield damage, deals 3% more damage, and can be interrupted/cancelled sooner.
- Forward smash can be interrupted/cancelled sooner and deals 1% more damage.
- Down smash has higher knockback scaling.
- Forward aerial can be cancelled/interrupted sooner.
- Up aerial has faster startup and longer duration (on its hitboxes which last behind Luigi), and has a more vertical launch angle.
- Down aerial's meteor smash hitbox has priority if it overlaps with other hitboxes.
- Down throw's launch angle is slightly more vertical, keeping the opponent more closer for more possible followups.
- Fireball's midair version is now cancel-able upon performing it near the ground, making it more useful for approaches.
- Green Missile's misfire rate increased from 1/8 to 1/6.
- Super Jump Punch has a large number of buffs:
- Has more horizontal momentum upon holding the control stick left or right prior to its startup, and has more air speed during the helpless state.
- Midair version's sweetspot deals more damage, has more base knockback, increased knockback scaling and a bigger hitbox.
- Luigi Cyclone has a higher vertical height boost from button tapping (by proxy more maximum vertical momentum) and has more horizontal aerial momentum (similar to the other "Tornado" changes).
- No longer needs to be "charged" by performing it on the ground once; works more like the Dr. Tornado and Mario Tornado in that aspect.
- On the grounded version, the final grounded hitbox has been moved to Luigi's head, enabling better chances to hit juggled opponents with it.
- Taunt is now a spike via the changed launch angle, and has increased set knockback.
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.
External links