Super Smash Bros. Melee

Melee: SD Remix: Difference between revisions

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*{{buff|Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.}}
*{{buff|Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.}}
**{{nerf|Up aerial's knockback scaling has slightly decreased.}}
**{{nerf|Up aerial's knockback scaling has slightly decreased.}}
*{{buff|Down aerial does 7% more damage, has actual base knockback, and has an electric effect (which weakens crouch cancelling.}}
*{{buff|Down aerial does 7% more damage, has actual base knockback, and has an electric effect (which weakens crouch cancelling).}}
**{{buff|Down aerial has slightly less knockback scaling.}}
**{{buff|Down aerial has slightly less knockback scaling.}}
**{{change|Down aerial has a new lightning kick sound effect like with her forward and back aerials.}}
**{{change|Down aerial has a new lightning kick sound effect like with her forward and back aerials.}}

Revision as of 20:10, July 28, 2016

Official logo.

Melee: SD Remix is a gameplay hack of Super Smash Bros. Melee to make it more balanced. The mod adds only buffs and an extremely small amount of nerfs to all except Fox, Falco, Sheik, Marth, Jigglypuff, and Peach. 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 has not 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.

As of version 3.2 of SD Remix, it can be booted from a memory card, being one of the first public mods to achieve this. This version of SD Remix is called SD Remix Lite, as it is not exactly the same if ran from a memory card. It still has all of the character changes and some stage changes, although does not contain a lot of the changes from the original version.

Character changes from Melee

Captain Falcon

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

Technical changelist

Ice Climbers

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

Technical changelist

Dr. Mario

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

Technical changelist

Pikachu

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

Samus

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

Ganondorf

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

Luigi

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

Mario

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

Young Link

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

Link

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

Donkey Kong

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

Yoshi

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


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Zelda

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

Roy

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

Mewtwo

  • Buff Weight increased by 21 units.
  • Buff Shield size increased.
  • Buff Tail hurtbox removed, which overall gives its tail-based moves safer use.
  • Buff Less jump startup lag.
  • Buff Neutral attack combo's first hit can be interrupted sooner, and goes into its second hit sooner.
    • Buff Said attack's hitbox is enlarged to match the its graphics, and lasts for one more frame.
  • Buff Dash attack has larger hitboxes.
  • Buff Forward tilt deals 2% more damage along with more base knockback on its tip.
    • Nerf Forward tilt's tail sweetspot has been removed.
  • Change Up tilt has undergone a number of changes:
    • Buff The tail-base hitbox on the first frame has more base knockback, making the move more difficult to punish on hit.
    • Change The hitbox on the tail's middle has less base knockback, but deals 2% more damage. This applies to the earlier frames of the attack.
    • Buff The tail-tip hitbox (along with the near-tip) deals 5% more damage and increased base knockback during the early frames.
      • Nerf However, said hitboxes have less knockback scaling.
    • Nerf The tail-base hitbox on the later frames deals 1% less damage and base knockback.
    • Change The hitbox on the tail's middle (during the later frames) deals 1% more damage, but has less base knockback and less knockback scaling.
    • Change The near-tip hitbox on the tail during the later frames deals 3% more damage, but has less base knockback.
      • Buff All later frame hitbox changes however, allow for more possible followups.
    • Buff The tail-tip's later frame hitbox deals 4% more damage with increased base knockback.
  • Buff Down tilt's tail-tip deals 1% more damage with more base knockback.
  • Buff Forward smash has less ending lag, deals 3% more on sourspot, and has more base knockback as well as more knockback scaling on both the sourspot and sweetspot. The hitboxes are also larger.
  • Buff Up smash deals 3% more damage with increased base knockback on the final hit. The non-final hit hitboxes are also larger and more disjointed.
  • Buff Down smash deals 2% more damage along with more base knockback, and slightly increased knockback scaling.
  • Buff Neutral aerial has larger hitboxes on all hits.
    • Nerf Neutral aerial's upper hitboxes each do 1% less damage.
      • Buff However, this prevents the opponent/target from DI'ing or SDI'ing out during most early percentages.
  • Buff Forward aerial has less landing lag and has better hitboxes, via increased coverage/trajectory and lasting longer.
  • Buff Back aerial has faster startup, less landing lag, deals 2% more damage on the tail's tip, along with both tipper and non-tipper hitboxes having more base knockback.
  • Buff Up aerial has less landing lag and has actual base knockback on all parts of the tail. The tail now hits in a full arc, via the hitbox occurring earlier and lasting for 2 more frames.
  • Buff Down aerial has less landing and ending lag, can be interrupted sooner, and has its launch angle changed from a meteor smash into a spike. It also auto-cancels 10 frames earlier.
  • Buff Both standing grab and running grab have more range.
  • Buff Forward throw's knockback scaling has increased on the projectiles that fly out.
    • Change The sound effect on forward throw is Mewtwo's laugh.
  • Buff Shadow Ball starts up quicker, both on charging animation and firing animation.
  • Buff Confusion has less ending lag, and enemies will go into an inescapable tumble state unless they fall past Mewtwo's standing level (if they fall past any non-solid terrain).
    • Change However, targets will still end up landing normally upon recovering. This still gives Mewtwo a frame-advantage.
  • Buff Teleport's invincibility frames start earlier by 4 frames.
  • Buff Disable starts up quicker, deals 2% more damage, as well as having a significantly larger hitbox.
    • Nerf However, it instead has less base knockback and less knockback scaling on tumbling opponents.
  • Change Spot dodge has a shorter duration but less ending lag.

Mr. Game & Watch

  • Buff Shield size increased.
  • Buff Weight increased by 15 units.
  • Buff Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
  • Buff Longer dashing length.
  • Buff Dash attack's launch angle is more horizontal, allowing for better followups on hit.
  • Buff Forward tilt has slightly less ending lag and more base knockback.
  • Buff Up tilt starts up quicker.
  • Buff Forward smash's later frame/sourspot hitbox deal more damage and has significantly increased base knockback.
  • Buff Up smash is quicker via faster startup and less ending lag, with increased damage by 3% more and increased base knockback. Now applies legitimate shield damage.
  • Change Down smash has a number of changes:
    • Buff Has less ending lag.
    • Buff Sweetspot has increased base knockback and knockback scaling.
    • Buff Sourspot has increased base knockback, increased knockback scaling and has a much higher-to-horizontal launch angle.
      • Nerf However, the higher angle on said sourspot can no longer semi-spike as a result.
  • Nerf Neutral aerial has more landing lag.
  • Buff Forward aerial has faster startup and has less landing lag. Also has less base knockback which allows for comboability and has increased knockback scaling.
  • Nerf Back aerial has more landing lag.
    • Buff However, it now applies legitimate shield damage on all hits, resulting in a shield stab on the landing hit if it properly connects.
  • Change Up aerial has a number of changes:
    • Buff First hit's knockback scaling decreased, which allows for the second hit to connect properly. Especially since said hit also ends earlier.
    • Buff Second hit's hitbox comes out more faster to match the airblow animation, and the sizes of said hitboxes have increased.
  • Change Down aerial has a number of changes:
    • Buff Down aerial has less landing lag.
    • Nerf The landing hitbox however, has much less base knockback.
      • Buff However, adding along with the increase size of the said landing hitbox and the launch angle being changed to be more downward, it can now allow for better followups on hit.
    • Buff Has has a longer meteor smash hitbox duration, which is increased by 4 more frames.
    • Buff Neutral, back and up aerials can now all be L-cancelled properly.
  • Buff Chef is now land cancellable, no longer affects vertical aerial momentum (meaning he no longer drops down instantly upon aerial execution), and has increased projectile firing rate.
  • Change Judgement has number-specific changes.
    • Buff 2-Hammer poisons the foe temporarily (with a flower) and has increased base knockback.
    • Buff 3-Hammer has increased base knockback.
    • Nerf 4-Hammer does 4% less damage.
      • Buff But on the flip-side, it has notably increased base knockback.
      • Change 4-Hammer also gains a darkness effect on hit.
    • Buff 5-Hammer has increased base knockback on all hits, especially the final hit.
    • Buff 7-Hammer has increased base knockback.
      • Change 7-Hammer gains a slash effect.
    • Buff 8-Hammer deals significantly more damage while freezing for longer, and has a lower launch angle to keep the target closer for more followups and for gimping.
  • Buff Oil Panic has zero ending lag.
  • Buff Forward roll, backward roll and spot dodge all have less ending lag.

Ness

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

Bowser

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

Pichu

  • Buff Friction/traction is lower.
  • Buff More aerial speed and running speed.
  • Buff Up tilt has increased base knockback.
  • Change Down tilt has a more horizontal knockback angle.
  • Buff Pichu has a new dash attack, Rolling Headbutt. It has less cooldown and more knockback growth.
  • Buff Forward smash has less start up and inflicts 1% self damage instead of 2%.
  • Buff Down smash can be interrupted sooner and has more knockback growth.
  • Buff Forward aerial only hits once, has less startup lag, does more damage, has more base knockback, and launches opponents at a different angle.
  • Buff Back aerial can be interrupted sooner and has a sweetspot with greater damage and knockback growth.
  • Nerf Up aerial has less base knockback.
  • Buff Down aerial has less start up and landing lag, and it can now meteor smash opponents. The landing hitbox no longer inflicts self damage.
  • Buff Pummel, forward throw, Thunder Jolt, Quick Attack and Skull Bash no longer inflict self damage.
  • Buff Down throw has more base knockback and send opponents at a more vertical angle.
  • Buff Thunder has less cooldown and the bolt has more knockback growth and now sends opponents at the Sakurai angle. Pichu only takes self-damage if the thunder bolt reaches its body.
  • Buff Get up forward roll has more invincibility frames.

Kirby

  • Buff Friction/traction is lower.
  • Buff Weight increased.
  • Buff Aerial mobility increased.
  • Change Short hop is lower.
  • Buff Copy abilities can no longer be lost by being struck, but can still by taunting or being KO'd.
  • Change Forward tilt no longer sends opponents at the Sakurai angle.
  • Buff Up tilt and down tilt can be interrupted sooner.
  • Buff Dash attack is stronger and harder to punish.
  • Buff Forward smash has greater knockback and sends opponents at a more horizontal angle.
  • Buff The strong part of up smash lasts longer and the weak parts have more knockback.
  • Change Down smash now sends opponents at the Sakurai angle.
  • Buff Neutral aerial does more damage and has greater knockback and knockback growth.
  • Buff Forward aerial has less startup and landing lag. The first 2 hits also connect better.
  • Buff Up aerial hitboxes start earlier and end later.
  • Buff Down aerial has less startup and landing lag.
  • Buff Forward and back throw cannot be escaped.
  • Buff Back throw can be interrupted sooner.
  • Buff Up throw has greater knockback growth.
  • Buff Down throw can be interrupted sooner, has more knockback, and sends opponents at a less vertical angle.
    • Change Each stomp now actually does slight damage while the final hit does much less damage.
  • Buff Swallow is now safer to use and opponents are trapped in the star for longer.
  • Buff Hammer has faster startup, more damage, more shield damage, more knockback, and more knockback growth.
    • Buff Aerial version has larger hitboxes, can be interrupted sooner, and has greater knockback.
  • Buff Final Cutter does more damage, has more knockback, and the downward slash always has a hitbox.
  • Buff Stone has faster startup, does more shield damage, and has greater knockback growth.
  • Buff Get up attack has more invincibility frames.
    • Change The invincibility glitch is fixed.

Stages

The alpha stage select screen.
Fourside recreated as a neutral stage shaped into a stage similar to Smashville.

Various new neutral stages have been created by modifying pre-existing ones in Melee. The stage select screen has been split into two parts; Omega (Ω) and Alpha (α). The Omega stages are all modified (except for Final Destination and Battlefield) to be more balanced. The Alpha stages are the originals, only adding some new ones such as Reverse Battlefield, Whispy's Battle Grounds, and Cranky's Treehouse, all being based off of Battlefield, Green Greens, and Jungle Japes respectively.

External links