Melee: SD Remix: Difference between revisions
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*{{buff|Dash attack now has three extra frames of invincibility, which occur as soon at the main hitbox comes out.}} | *{{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).}} | *{{change|Up tilt has been replaced with "Gerudo Uppercut" (a slowed-down yet faster occurring Gerudo Dragon without the dash windup).}} | ||
**{{buff|Much | **{{buff|Much 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.}} | **{{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|Neutral aerial's hitboxes on both kicks last 3 more frames.}} |
Revision as of 01:39, July 29, 2016
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
- 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 endlag and 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.
Technical changelist
Change | Old value | New value |
---|---|---|
Raptor Boost (air) endlag | 44 frames | 32 frames |
Raptor Boost landing lag | 40 frames | 30 frames |
Falcon Dive landing lag | 30 frames | 28 frames |
Falcon Kick landing lag | 45 frames | 25 frames |
Spot dodge endlag | 32 frames | 28 frames |
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.
Technical changelist
Change | Old value | New value |
---|---|---|
Down tilt endlag | Frame 29 | Frame 24 |
Down tilt damage | 5% | 6% |
Down tilt knockback growth | 90 | 80 |
Down tilt angle | 70° | 30° |
Forward aerial hammer head damage | 10% | 11% |
Forward aerial hammer head angle | 70° | 270° |
Up aerial landing lag | 32 frames | 24 frames |
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's hitbox 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.
Technical changelist
Change | Old value | New value |
---|---|---|
Neutral attack hit 1 IASA | Frame 14 | Frame 10 |
Down tilt IASA | Frame 35 | Frame 25 |
Forward aerial duration | 74 frames | 49 frames |
Super Jump Punch landing lag | 30 frames | 15 frames |
Pikachu
- Shield size increased.
- Friction/traction is lower.
- 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.
- Forward getup roll (from lying faceup) has more invincibility frames lasting at the end.
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 inflicts 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, and deals 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.
- 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 "Gerudo Uppercut" (a slowed-down yet faster occurring Gerudo Dragon without the dash windup).
- Much 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 improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
- 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.
- Dashing speed increased, via increased initial dash speed.
- Longer dashing time/length, allowing for more windows/frames to dash dance before Luigi's poor traction kicks in.
- Neutral combo's third hit has more base knockback.
- Said attack has less knockback scaling.
- 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).
- 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 improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
- Dashing speed increased via more initial dash velocity.
- Neutral combo's third attack has higher base knockback.
- As a trade-off, it now also has less knockback scaling.
- Dash attack can be interrupted sooner.
- 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.
- Forward tilt's set knockback removed on low-angled version, making it deal normal-scaling knockback.
- Said low-angled version has a more higher horizontal launch angle.
- Up tilt and down tilt can be interrupted/cancelled sooner.
- Forward smash's sourspot deals more base knockback and damage.
- Angled version's sourspot deals 1% more damage from the original, while the non-angled version's sourspot is a 4% damage increase.
- Neutral aerial's clean hit (on the initial hitboxes) has higher base knockback and higher knockback scaling.
- Forward aerial has a faster animation/less duration, and can be interrupted/cancelled sooner.
- Forward aerial now deals 1% less damage.
- Forward aerial's auto-cancel frame is now on frame 58, allowing it to be cancel-able much sooner.
- Back aerial has more knockback scaling.
- Up aerial can be interrupted/cancelled sooner.
- 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.
- Down aerial is quicker via less landing lag and being interruptible/cancel-able much sooner.
- Launch angle somewhat more horizontal, preventing most of the hits from connecting properly on occasion.
- 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
- Both neutral combo's first and second hits can be interrupted sooner.
- Neutral combo's third hit (non-infinite) has more base knockback.
- Dash attack can be interrupted sooner and has a upward-horizontal launch angle.
- Forward tilt has more base knockback and has a more horizontally-upward launch angle.
- Up tilt can be interrupted sooner, deals 1% more damage, has more base knockback and a noticeable vertical launch angle.
- Up tilt however, also has less knockback scaling.
- Down tilt has faster startup and has radically changed hitboxes (original middle blade meteor smash hitbox unchanged):
- Hilt hitbox no longer has a meteor smash hitbox, but has a vertical launch angle for possible followups.
- Meteor smash hitbox is moved to the tip of the sword, allowing for easier edgeguarding.
- Forward smash is quicker via being interruptible sooner into both other actions and the second input.
- First input's hitboxes have undergone notable changes:
- Hilt hitbox sends opponent at a more horizontal launch angle. Lower end has a more vertical angle.
- Both the tip and the middle hitboxes have the Sakurai angle.
- 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.
- Forward smash's second input deals 1% more, along with having a larger hitbox.
- First input's hitboxes have undergone notable changes:
- 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.
- 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.
- Neutral aerial's clean hit (on the initial hitboxes) has higher knockback scaling.
- Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.
- Said later hitbox also has a more vertical launch angle, keeping opponents closer for more followups.
- Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.
- Forward aerial starts up faster and the sweetspot hitbox lasts longer.
- Forward aerial's first hit deals 2% more damage with higher base knockback.
- Forward aerial's second hit now has legitimate base knockback.
- However, said second hit now has less knockback scaling.
- 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.
- Down aerial has less landing lag and and deals more base knockback.
- Both standing grab and running grab work against aerial opponents.
- Forward, back, and up throw have more base knockback.
- Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.
- Up throw has less knockback scaling.
- Said decrease in knockback scaling allows for more comboability.
- Fire Bow has less ending lag, more base knockback, has a larger hitbox size on the arrowhead, and has more hitstun.
- Boomerang starts up quicker.
- 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.
- Backward roll can be interrupted/cancelled sooner.
Link
- Friction/traction is lower.
- Less jump startup lag.
- Dashing speed increased via more initial dash velocity.
- 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.
- Neutral combo's third hit (non-infinite) has more base knockback and a more horizontal angle that's a bit upward.
- Said hit now has less knockback scaling and does 1% less damage.
- Dash attack can be interrupted sooner, and has higher base knockback.
- As a trade-off, it also now has less knockback scaling.
- Forward tilt starts up quicker and has more base knockback, along with a more horizontally-high angle.
- Up tilt deals 4% more damage and has more base knockback and higher knockback scaling.
- Down tilt starts up quicker, and all of its hitboxes can meteor smash.
- Both running grab and grab work against aerial opponents.
- Forward smash can be interrupted/cancelled sooner and has more base knockback on the first input.
- Up smash has a larger hitbox on all three slashes and hitboxes occur sooner and last longer per slash.
- The first two slashes have reduced knockback (making it harder to DI out of) and the final slash has increased knockback scaling.
- 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.
- Neutral aerial's clean hit (on the initial hitboxes) deals 1% more damage and has higher base knockback.
- Neutral aerial's later and weaker hitbox occurs much later, allowing the initial hitboxes more time to connect.
- 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).
- Forward aerial's first hit deals 1% more damage with higher base knockback.
- 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.
- 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.
- Up aerial has more knockback scaling.
- Down aerial has more knockback scaling on the initial hit landed.
- Both standing grab and running grab work against aerial opponents, much like with Young Link's grab changes.
- Forward, back and up throw deals more damage. Forward and back do 3% more, while up deals 1% more.
- However, all three aforementioned throws have less knockback scaling.
- Forward throw and back throw have more base knockback.
- Forward throw's angle is more horizontal, allowing for more edgeguarding setups and kill potential.
- Up throw has a more horizontal upward angle, though it is still close to 90 degrees upward.
- However, the said decrease in knockback scaling in tandem with the new angle allows for more ensured followups.
- Bow has more base knockback, as well as larger hitbox on the arrowhead and faster speed via increased velocity (both charged and uncharged versions).
- Launch angle changed to a more vertical angle, making it safer on hit at lower percents.
- However, as a trade-off it has less knockback scaling.
- Boomerang starts up quicker, and the tilt-input version deals 2% more damage.
- Midair Spin Attack's final hit deals 1% more damage with more knockback scaling.
- Bomb deals 4% more damage and has more knockback scaling.
- The moment where Link pulls out a bomb can now be interrupted/cancelled sooner.
- Backward roll can be interrupted/cancelled sooner.
Donkey Kong
- Weight increased by 2 units.
- Shield size increased.
- Chest/tie hurtbox is removed.
- 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.
- 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.
- Neutral combo's second attack has more base knockback and a higher launch angle.
- Dash attack can be interrupted/cancelled much sooner.
- Forward tilt deals more damage and has more base knockback.
- Up tilt starts up slightly quicker, and has its hitbox come out sooner with it lasting longer to the end via longer duration.
- Can interrupt/cancel it sooner, and the damage and base knockback are increased for the middle/main hitbox.
- Down tilt deals 1% more damage.
- Forward smash can be interrupted/cancelled sooner, deals more damage to shields and has more base knockback.
- The increased hitbox extends past DK's fingers.
- Up smash deals 1% more damage, deals much more damage to shields, has a more vertical launch angle and has more base knockback.
- The increased hitbox extends past DK's fingers.
- Down smash can be interrupted/cancelled sooner, deals 1% more damage, can inflict actual shield damage, and has more base knockback.
- Neutral aerial has a significantly larger hitbox around his body, along with more base knockback.
- Forward aerial starts up quicker, along with having slightly increased base knockback.
- Back aerial has more base knockback.
- Up aerial's hitbox lasts a frame longer.
- Down aerial has a shorter duration and auto-cancels much earlier.
- Giant Punch no longer loses its current charge level when hit out of Spinning Kong.
- Also no longer puts DK into a helpless state if the attacking portion is performed in midair.
- The shoulder area hitbox has increased damage by 2% and more base knockback.
- Headbutt does 8% more damage and has more base knockback: on both shielded hit and on the midair version's meteor smash.
- However, the opponent's time buried into the ground is shorter than before.
- But on the flipside, the opponent now only has 1 frame of invincibility upon exiting the buried state, allowing for more followups.
- However, the opponent's time buried into the ground is shorter than before.
- 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.
- In the air, it gains more horizontal velocity and overall more aerial mobility.
- 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 ending lag, along with more knockback scaling.
- As a trade-off, it has less base knockback.
- However, tying along with a more vertical launching angle and its recovery, this allows for more possible followups from it.
- As a trade-off, it has less base knockback.
- Spot dodge can be interrupted sooner.
- Forward getup roll (from lying facedown) has more invincibility frames lasting at the end.
Yoshi
- Aerial mobility improved through increased acceleration.
- Weight increased by 3 units.
- Double jump's super armor is stronger.
- Dash attack deals more base knockback on the clean and late hit.
- Dash attack deals 1% less damage if it hits late, and no longer has a body hitbox.
- Forward tilt has more knockback scaling.
- Up tilt deals 1% more damage, along with a larger hitbox.
- Down tilt can be interrupted/cancelled sooner.
- Forward smash deals 1% more damage and has more base knockback.
- 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.
- 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 base knockback on the clean hit portion (initial hitboxes).
- Forward aerial starts up quicker.
- Back aerial's final hit deals 4% more damage, and also has more base knockback on all hits.
- Back aerial's 1st to 3rd hit all have significantly less knockback scaling (with the fourth hit having the most knockback scaling).
- The fourth hit also has a slightly more vertical launch angle.
- Up aerial's landing lag has decreased, deals 1% more damage, and base knockback has increased slightly.
- Down aerial has less landing lag.
- Grab works on aerial opponents, as well as starting up 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 scaling with a more horizontal launch angle, making it a better killing move.
- Forward throw has less base knockback, making it more risky at lower percents as a trade-off.
- Back throw deals 1% more damage and also has more base knockback. Also has a more horizontal launch angle.
- Up throw has more base knockback and knockback scaling, and also has less ending lag.
- Egg Lay's damage multiplier is increased when the opponent is trapped inside the egg.
- Invincibility when breaking out of the egg lasts only for 1 frame, allowing for more followups.
- 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.
- 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).
- 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.
Zelda
- Friction/traction is lower.
- Less jump startup lag.
- Faster running speed via increased running velocity.
- Aerial mobility improved through increased acceleration.
- Neutral attack does 1% more damage on the final hit (along with more base knockback and more knockback scaling on said hit).
- Said attack now actually applies legitimate shield damage.
- Dash attack now applies legitimate shield damage and more base knockback on the late and clean hits.
- Forward tilt starts up quicker and has a larger outer hitbox.
- Up tilt starts up quicker.
- Down tilt can be interrupted/cancelled sooner, and has more base knockback. The hitbox also stays out longer.
- 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.
- Up smash's hitbox timings and ranges have been reworked and are matched up to connect better.
- Down smash's first hit deals 1% more damage and has more knockback scaling on both hits.
- 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.
- However, as an offset there is less base knockback and knockback scaling.
- Up aerial deals 2% more, has knockback, and the hitbox matches the explosion.
- Up aerial's knockback scaling has slightly decreased.
- Down aerial does 7% more damage, has actual base knockback, and has an electric effect (which weakens crouch cancelling).
- Down aerial has slightly less knockback scaling.
- Down aerial has a new lightning kick sound effect like with her forward and back aerials.
- 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.
- Forward and back throw have slightly more knockback scaling.
- Nayru's Love has more damage, bigger hitboxes, and more base knockback on the final hit.
- Also draws in targets with a more vertical launch angle on the initial hits. The vertical launch angle also prevents usage of crouch cancelling.
- 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.
- Now launches at a more horizontal angle.
- Farore's Wind causes Zelda to enter into her helpless state much sooner, allowing her to better sweetspot the ledge if possible.
- Now has a fire effect upon reappearing which knocks back a fair amount.
Roy
- Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
- Neutral combo's first attack deals 1% more damage and has more base knockback at the sword's tip.
- 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.
- However, the knockback scaling has slightly decreased on the sword's tip.
- Forward tilt via the sword's tip deals 5% more damage with more base knockback.
- Up tilt has less ending lag, deals 4% more damage on the sourspots, and has more base knockback and knockback scaling on said sourspots.
- 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.
- Up tilt's sound effect is now sound effect 35 on the sourspot.
- Down tilt via the sword's tip deals 6% more damage and has more base knockback.
- Down tilt's sound effect is now sound effect 35.
- Forward smash via the sword's tip has double the base knockback with slightly more knockback scaling.
- 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.
- 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.
- Overall, the explosion effect also gives it a much better hitbox.
- Down smash's front sourspot deals 2% more damage, and the back sourspot deals 4% more damage.
- Both sweetspots have slightly increased knockback scaling and all hitboxes have more base knockback.
- Neutral aerial via the second hit deals 3% more damage, has slightly more knockback scaling and larger hitboxes.
- Forward aerial, back aerial and up aerial's hitboxes now last one more frame at the end.
- 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).
- The tipper also now launches at a more upward-horizontal angle for safety and easy setups on hit.
- Back aerial's non-tipper deals 5% more damage, while its tip deals 4% more. All hitboxes have increased base knockback and knockback scaling.
- Up aerial's non-tipper deals 1% more damage, while the tip deals 2% more. Both hitboxes have more base knockback.
- However, both hitboxes also have less knockback scaling.
- 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).
- The sweetspot is now a spike and the other hitboxes act as a meteor smash.
- Said sweetspot also has a fire effect added.
- Flare Blade deals 1% more on all hitboxes with more knockback scaling.
- 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.
- 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.
- Double Edge Dance's second upward input deals 1% more damage, has more base knockback and cancels into any third input 2 frames earlier.
- Double Edge Dance's second downward input deals 1% more damage with more base knockback.
- Double Edge Dance's third side input deals 1% damage more on the tipper and has increased base knockback on all hitboxes.
- However, the sourspot of said input deals 1% less damage.
- 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.
- The tip of said input can also nearly meteor smash.
- Double Edge Dance's third downward input inflicts more shield damage.
- Double Edge Dance's final upward input and side does 3% more damage with increased base knockback.
- Double Edge Dance's final downward inflicts more shield damage.
- Blazer's duration has increased through more hits/hitboxes being added at the move's ending peak.
- 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
- Weight increased by 21 units.
- Shield size increased.
- Tail hurtbox removed, which overall gives its tail-based moves safer use.
- Less jump startup lag.
- Neutral attack combo's first hit can be interrupted sooner, and goes into its second hit sooner.
- Said attack's hitbox is enlarged to match the its graphics, and lasts for one more frame.
- Dash attack has larger hitboxes.
- Forward tilt deals 2% more damage along with more base knockback on its tip.
- Forward tilt's tail sweetspot has been removed.
- Up tilt has undergone a number of changes:
- The tail-base hitbox on the first frame has more base knockback, making the move more difficult to punish on hit.
- 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.
- The tail-tip hitbox (along with the near-tip) deals 5% more damage and increased base knockback during the early frames.
- However, said hitboxes have less knockback scaling.
- The tail-base hitbox on the later frames deals 1% less damage and base knockback.
- The hitbox on the tail's middle (during the later frames) deals 1% more damage, but has less base knockback and less knockback scaling.
- The near-tip hitbox on the tail during the later frames deals 3% more damage, but has less base knockback.
- All later frame hitbox changes however, allow for more possible followups.
- The tail-tip's later frame hitbox deals 4% more damage with increased base knockback.
- Down tilt's tail-tip deals 1% more damage with more base knockback.
- 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.
- 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.
- Down smash deals 2% more damage along with more base knockback, and slightly increased knockback scaling.
- Neutral aerial has larger hitboxes on all hits.
- Neutral aerial's upper hitboxes each do 1% less damage.
- However, this prevents the opponent/target from DI'ing or SDI'ing out during most early percentages.
- Neutral aerial's upper hitboxes each do 1% less damage.
- Forward aerial has less landing lag and has better hitboxes, via increased coverage/trajectory and lasting longer.
- 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.
- 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.
- 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.
- Both standing grab and running grab have more range.
- Forward throw's knockback scaling has increased on the projectiles that fly out.
- The sound effect on forward throw is Mewtwo's laugh.
- Shadow Ball starts up quicker, both on charging animation and firing animation.
- 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).
- However, targets will still end up landing normally upon recovering. This still gives Mewtwo a frame-advantage.
- Teleport's invincibility frames start earlier by 4 frames.
- Disable starts up quicker, deals 2% more damage, as well as having a significantly larger hitbox.
- However, it instead has less base knockback and less knockback scaling on tumbling opponents.
- Spot dodge has a shorter duration but less ending lag.
Mr. Game & Watch
- Shield size increased.
- Weight increased by 15 units.
- Aerial mobility improved through increased acceleration and maximum horizontal velocity, resulting in better overall air speed.
- Longer dashing length.
- Dash attack's launch angle is more horizontal, allowing for better followups on hit.
- Forward tilt has slightly less ending lag and more base knockback.
- Up tilt starts up quicker.
- Forward smash's later frame/sourspot hitbox deal more damage and has significantly increased base knockback.
- 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.
- Down smash has a number of changes:
- Has less ending lag.
- Sweetspot has increased base knockback and knockback scaling.
- Sourspot has increased base knockback, increased knockback scaling and has a much higher-to-horizontal launch angle.
- However, the higher angle on said sourspot can no longer semi-spike as a result.
- Neutral aerial has more landing lag.
- Forward aerial has faster startup and has less landing lag. Also has less base knockback which allows for comboability and has increased knockback scaling.
- Back aerial has more landing lag.
- However, it now applies legitimate shield damage on all hits, resulting in a shield stab on the landing hit if it properly connects.
- Up aerial has a number of changes:
- First hit's knockback scaling decreased, which allows for the second hit to connect properly. Especially since said hit also ends earlier.
- Second hit's hitbox comes out more faster to match the airblow animation, and the sizes of said hitboxes have increased.
- Down aerial has a number of changes:
- Down aerial has less landing lag.
- The landing hitbox however, has much less base knockback.
- 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.
- Has has a longer meteor smash hitbox duration, which is increased by 4 more frames.
- Neutral, back and up aerials can now all be L-cancelled properly.
- 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.
- Judgement has number-specific changes.
- 2-Hammer poisons the foe temporarily (with a flower) and has increased base knockback.
- 3-Hammer has increased base knockback.
- 4-Hammer does 4% less damage.
- But on the flip-side, it has notably increased base knockback.
- 4-Hammer also gains a darkness effect on hit.
- 5-Hammer has increased base knockback on all hits, especially the final hit.
- 7-Hammer has increased base knockback.
- 7-Hammer gains a slash effect.
- 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.
- Oil Panic has zero ending lag.
- Forward roll, backward roll and spot dodge all have less ending lag.
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/traction is lower.
- More aerial speed and running speed.
- Up tilt has increased base knockback.
- Down tilt has a more horizontal knockback angle.
- Pichu has a new dash attack, Rolling Headbutt. It has less cooldown and more knockback growth.
- Forward smash has less start up and inflicts 1% self damage instead of 2%.
- Down smash can be interrupted sooner and has more knockback growth.
- Forward aerial only hits once, has less startup lag, does more damage, has more base knockback, and launches opponents at a different angle.
- Back aerial can be interrupted sooner and has a sweetspot with greater damage and knockback growth.
- Up aerial has less base knockback.
- Down aerial has less start up and landing lag, and it can now meteor smash opponents. The landing hitbox no longer inflicts self damage.
- Pummel, forward throw, Thunder Jolt, Quick Attack and Skull Bash no longer inflict self damage.
- Down throw has more base knockback and send opponents at a more vertical angle.
- 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.
- Get up forward roll has more invincibility frames.
Kirby
- Friction/traction is lower.
- Weight increased.
- Aerial mobility increased.
- Short hop is lower.
- Copy abilities can no longer be lost by being struck, but can still by taunting or being KO'd.
- Forward tilt no longer sends opponents at the Sakurai angle.
- Up tilt and down tilt can be interrupted sooner.
- Dash attack is stronger and harder to punish.
- Forward smash has greater knockback and sends opponents at a more horizontal angle.
- The strong part of up smash lasts longer and the weak parts have more knockback.
- Down smash now sends opponents at the Sakurai angle.
- Neutral aerial does more damage and has greater knockback and knockback growth.
- Forward aerial has less startup and landing lag. The first 2 hits also connect better.
- Up aerial hitboxes start earlier and end later.
- Down aerial has less startup and landing lag.
- Forward and back throw cannot be escaped.
- Back throw can be interrupted sooner.
- Up throw has greater knockback growth.
- Down throw can be interrupted sooner, has more knockback, and sends opponents at a less vertical angle.
- Each stomp now actually does slight damage while the final hit does much less damage.
- Swallow is now safer to use and opponents are trapped in the star for longer.
- Hammer has faster startup, more damage, more shield damage, more knockback, and more knockback growth.
- Aerial version has larger hitboxes, can be interrupted sooner, and has greater knockback.
- Final Cutter does more damage, has more knockback, and the downward slash always has a hitbox.
- Stone has faster startup, does more shield damage, and has greater knockback growth.
- Get up attack has more invincibility frames.
- The invincibility glitch is fixed.
Stages
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