Brawl-/Character changes
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Bowser
Attributes
- Bowser is heavier.
- Shield size increased.
- Character size increased, giving him more range on his attacks but making him a larger target.
- His up aerial, dash, and crouching animation have 10% armor. He will tank attacks that deal less than 10% damage during these instances and be unflinchable.
- Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.
Ground attacks
- Dash attack has super armor from frame (1 → 28) and propels Bowser farther, giving it more reach.
- First hit of down tilt has a chance of tripping the opponent.
- Up tilt has 1 frame less startup allowing it to hit in front of Bowser
- Vacuum effect added to the charging of his forward smash.
- Super armor on his forward smash on frames (12 → 41) (including charge), with forward and backward dodge cancels, simulating a Street Fighter "Focus Attack".
- Fully charged forward smash ignores shields.
- Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.
- Down smash has 4 frames less startup and 7 frames less cooldown
Grabs and throws
- Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.
Aerial attacks
- Aerials all have less landing lag, neutral aerial has its landing lag completely removed, down aerial (40→18), forward aerial (24→16), up air (28→18)
Special moves
- Fire Breath removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.
- Royal Rampage: Bowser performs a Running Bear Grab. Bowser will gain super armor from frames (6→64) and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.
- Forward throw: Bowser spins around and then throws the foe forward.
- Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.
- Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.
- Down throw: "Discus toss". Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
- Galactic Crusher: Bowser spins around in the air and gains super armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback. Functions as a sort of counter.
- Royal Rampage: Bowser performs a Running Bear Grab. Bowser will gain super armor from frames (6→64) and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.
- Whirling Fortress gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.
- Bowser Bomb's falling speed is decreased by half if the special move button is held. Grounded startup can be canceled into aerials or jump.
Captain Falcon
Attributes
- Air speed now carries momentum from his dash ala Melee.
- All of his attacks involving his knee (Gentleman, Knee Smash, and pummel) have electrical effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).
Ground attacks
- The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.
- Up tilt can now meteor smash at his heel.
- Down tilt hits opponents weakly behind Captain Falcon.
- Captain Falcon slides further when Forward Smash is used, giving it more reach.
- Up smash has greater range in front of Falcon.
- First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.
Aerial attacks
- A clean Knee Smash is stronger and can be done on any part of its initial hitbox.
- Down aerial always meteor smashes.
Grabs and throws
- All grabs are faster and have longer reach.
- A successful grab is accompanied by his "Come on!" SFX.
- Forward throw is much stronger, being able to reliably KO under 150%.
- Back throw now meteor smashes.
Special moves
- Falcon Punch hits the foe four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not perfect shielded.
- Falcon Punch has drastically increased hitlag, allowing an opponent to perfect shield all four hits or even roll out of the way after the first perfect shielded hit.
- Falcon Dive's grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.
- If the grab lands, the animation is stalled out significantly longer while Captain Falcon says "Show me your moves!", giving an opponent more time to DI or tech the explosion should he or she be near a wall.
- Raptor Boost no longer makes Captain Falcon helpless. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump once per recovery.
- Falcon Kick is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move for follow up combos.
Taunts
- His side taunt has a vacuum effect, covering a huge area in front of him.
- By quickly inputting up taunt, down taunt, up taunt, he can perform a special "power up" taunt, and successfully completing it without interruption will cause the next Falcon Punch he uses to be much faster in start-up; however, the weaker hitboxes are much smaller, leaving opponents to be mostly hit by the main hitbox. In the power up taunt, Captain Falcon moves like in his up taunt, but the flames around him gradually get bigger and have a flash effect, and he says "show me, show me, show me your moves!".
Charizard
Attributes
- Has two additional midair jumps.
- Glide attack has a fire effect, and is much stronger with additional graphics.
- His gliding mechanics have been adjusted. He can no longer go up during his glide. He glides exclusively between 270 and 360 degrees. Flying straight down builds speed.
Ground attacks
- Dash attack propels Charizard farther.
Aerial attacks
- Can instantly glide any time by performing an aerial down special.
- Forward aerial is now "Heat Wave". Range of the flames is massively increased, all hitboxes flinch, and the final hit causes average knockback.
- Neutral aerial is now "Fire Spin". Sweetspot is enlarged, speed is increased, and additional flame effects have been added.
Grabs and Throws
- Down throw produces an explosion at the end, along with more knockback and damage.
Special moves
- Rock Smash is interruptible during start-up lag by shielding, a grab, or an air dodge. It also leaves behind rock particles that damage upon being contacted with, known as "Stealth Rock".
Diddy Kong
Ground attacks
- Knockback on forward and down tilts are now set, and are extremely weak.
- Diddy Kong can go off ledges when he does his dash attack. Doing so turns it into a neutral aerial immediately upon going off the ledge.
- Forward smash can be interrupted into a shield between the first and second hits. Links with a grab.
- Up smash can be jump canceled 5 frames after the final hit.
Aerial attacks
- Holding B while performing an aerial move will make Diddy pull out a throwable peanut.
Special moves
- Can pull an additional Banana Peel when two are on the ground. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.
- The explosion from when the Peanut Popgun is charged too long now produces a very powerful, damaging hitbox.
- Monkey Flip given armor.
- Monkey Flip grab reworked:
- Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.
- Pressing A or B makes Diddy smack the opponent and propel both of them upwards.
- Jetpack can be fired by holding the shield button when charging Rocketbarrel Boost and only explodes in contact with a wall or after 90 frames. Diddy cannot use Rocketbarrel Boost again until the move ends.
- Rocketbarrel Boost is attack cancelable, doesn't render Diddy Kong helpless, and cancels into Monkey Flip. Diddy can use his double jump after his up special.
Taunts
- Has two side taunts. A light D-Pad press makes Diddy do a quick, silent laugh, while a harder press performs his original side taunt.
- When using down taunt, confetti will appear and the audience will cheer.
Donkey Kong
Ground attacks
- Dash attack propels Donkey Kong farther as well as being much stronger and sending opponents on a semi-spike trajectory.
- Forward smash produces a wind effect.
- Donkey Kong slides much farther when doing a running up smash.
Aerial attacks
- Neutral aerial has a sourspot that very weakly hits opponents towards Donkey Kong.
- Forward aerial now buries foes on the ground if the attack is sweetspotted. This also sends Donkey Kong up a small amount.
Special moves
- Giant Punch charges faster when Donkey Kong is airborne, and it no longer leaves him helpless if used when airborne. Holding the special button sends him forward a little. Charge can be cancelled with air dodge or shield.
- Headbutt's startup is cancelable into anything. This is used to halt his aerial momentum and attack.
- Spinning Kong gives Donkey Kong a slight push upwards right when the move ends and leaves him helpless.
- Pulls Barrels if down special is held instead of pressed, but the Barrels will disappear quickly. They also no longer explode.
Taunts
- Side taunt heals Donkey Kong at a slow rate, for a total of 5% if it is completed without interruption.
- Down taunt can be interrupted at any time by any attack and can be performed in mid-air with an aerial Hand Slap.
Falco
Attributes
- The height of his midair jump has been decreased, but has been given two additional midair jumps.
Ground attacks
- Up tilt is jump cancelable within the final frames.
- Forward smash produces a damaging wind hitbox and is much stronger.
Aerial attacks
- Neutral aerial does more hits.
- Falco spins much faster when he uses his forward aerial, having much less hitlag. Forward aerial also now links into itself more fluidly and contains a powerful hitbox on the final hit.
- Down aerial always meteor smashes when landed, as well as being stronger when sweetspotted.
Grabs and throws
- Lasers from his up, back, and down throw deal less damage, but Falco shoots more of them. These lasers are also affected by the laser slowdown.
Special moves
- Falco Phantasm has additional graphics, hits with more power and hitlag, and does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.
- Reflector now draws foes towards Falco and has additional graphics. This happens when the reflector is pulled back towards him. It retains its normal hitbox going outwards. Is cancelable into non-special moves on hit.
- Fire Bird's fire radius and hitboxes have been increased significantly in size. The charge time has increased but it travels much farther and with much greater velocity. His Final Smash SFX, "Personally, I prefer the air!", is also added during his charging time with the last two words being replaced by "Fire!" from a regular Fire Bird.
- Like Fox, when using his Final Smash, he controls Master Hand instead of a Landmaster tank.
Taunts
- Falco can switch between laser speeds using up taunt.
Fox
Attributes
- If a direction is held on the control stick/C-Stick/D-Pad while air dodging, the air dodge physics become like those in Melee. This allows Fox to wavedash and perform his shine combos. His Brawl air dodge is performed by not touching the control stick.
- Can slide off ledges by crouching while while walking or dashing.
- Dash speed, walking speed, and air speed increased.
Ground attacks
- Dash attack can be cancelled into any attack except another dash attack.
- Down smash slides Fox forward significantly when used during a dash.
Aerial attacks
- landing lag on all aerials matched to the "Melee" L-cancel landing lag.
- "Come on!" SFX added to a landed up aerial.
Grabs and throws
- Up throw can be canceled into a jump approximately thirty frames in.
- Down throw meteor smashes opponents onto the ground, like it did in Melee.
Special attacks
- Grounded Reflector startup lag removed, and can be cancelled via jump, like in Melee. Reflector also has less endlag than melee (2 frames → 0 frames) has a larger hitbox, no longer knocks lightweight foes down, and does more knockback.
- Fox Illusion can be interrupted by anything other than another Fox Illusion. Holding the special button causes the move to become slower and multi hit. At this time, also becomes sheild cancelable. Links with a grab if done this way.
Taunts
- Pressing B during his up taunt executes Fire Fox after it ends.
Ganondorf
Ground attacks
- Neutral attack and up smash have drastically faster start-up and ending lag.
- Up tilt has less start-up, damaging hitboxes dealing 1% per tick on the vacuum, and now produces a near-full screen earthquake hitbox dealing 20% damage.
- The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.
- Dash attack has super armor. Additionally, holding A during the dash will cause Ganondorf to perform a low knockback Gerudo Dragon, creating follow-ups at the cost of super armor.
- Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's forward smash did in Melee.
- Down smash has less ending lag, and the second kick sends opponents on a lower trajectory, with much more knockback.
Aerial attacks
- Neutral aerial goes from first kick to second kick extremely quickly, and links properly. If the first kick connects, Ganondorf will kick the foe four times.
- Forward aerial has drastically less ending and landing lag, longer range, and now auto-cancels in a short hop.
- Neutral aerial's 4th kick and forward aerial produces a darkness effect. Back aerial produces an electric effect.
Grabs and throws
- All grabs are faster and have drastically more reach.
- Pummel deals 6% damage, being one of the highest damaging pummels in the game.
- Up throw does multiple hits.
- Pummel and all throws produce a darkness effect.
Special moves
- Warlock Punch is drastically more powerful, now dealing 666% damage (a reference to the number of the beast) and is essentially guaranteed to OHKO (dealing upwards of 80000 mph worth of knockback). Holding B while using Warlock Punch fires the "Gandouken", a ranged wave of darkness that travels almost instantaneously, covers nearly half of Final Destination, and is more powerful the closer the opponent is to Ganondorf. Neither the punch itself nor the Gandouken can be shielded. An aerial Warlock Punch is interruptible if it hits.
- Flame Choke covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground. Pressing A during the grab of the air version executes an explosive throw akin to Dark Dive with vertical knockback, allowing the option to prevent "Ganoncide".
- Dark Dive throw is drastically stronger and spikes opponents, making it extremely risky to edge-guard. Uppercut hitbox at the end of Dark Dive has also underwent a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.
- Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive or aerial Flame Choke's explosive throw.
- Dark Dive's throw now produces a darkness effect rather than a flame effect, and the uppercut shows claw effects.
- Airborne Wizard's Foot always spikes, buries grounded opponents, restores Ganondorf's midair jump, and ends sooner. Grounded Wizard's Foot is drastically stronger, KOing under 100%, and travels at a faster rate. It also has brief invincibility on frame 6, excluding Ganondorf's arm and shoulder.
Taunts
- During his down taunt (when he pulls out his sword), Ganondorf is invincible.
Ice Climbers
Attributes
- Easier to Desync.
- The partner can no longer SD and must be in hitstun to be truly KOed. If he/she fails a recovery and touches the bottom blast line, a KO explosion will not happen, and using Belay will bring back the partner.
Ground attacks
- When charging a smash attack, the partner can move horizontally in the direction that is held on the analog stick (left or right).
- Down smash has less hitboxes, and deals dramatically less damage.
Aerial attacks
- Both Climbers can now meteor smash with their forward aerial.
- The Climbers now have horizontal control when using their down aerial, while falling at a slower speed when using it. It also now has stronger, horizontal knockback.
Grabs and throws
- Leader's forward throw sends opponents on a semi-spike trajectory.
- Chain throws are no longer possible, as the partner cannot grab.
Special moves
- Belay now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.
- Ice Shots increase in size when traversing the ground instead of decreasing.
- Squall Hammer is able to be cancelled by a shield grab (R + A) or a standing grab (Z). (This is unlike Pit's Angel Ring that is cancelled by shielding and may lead into a grab.) In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.
- It is now possible to move while using Blizzard. It also no longer freezes.
Ike
Ground attacks
- Wind effect added to the end of all his smashes.
- Wind effect added to the charging of his forward smash, and landing the tip of the Ragnell no longer produces a sourspot hitbox.
Aerial attacks
- Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield grab.
- When Ike lands while using his forward aerial, it produces a small wind effect.
- Up aerial propels Ike upwards slightly when the attack button is held.
Grabs and throws
- Pummel speed has been drastically increased.
- Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.
- Down throw knocks opponents down, akin to Snake's down throw.
Special moves
- Aether heals Ike a small amount and has radically more knockback growth.
- Quick Draw can be canceled by any input (including another Quick Draw), the attack doesn't make Ike helpless, and can be used multiple times while airborne without landing.
- The charging of Eruption can be cancelled by shielding. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.
Taunts
- "I fight for my friends!" SFX replaces "Prepare yourself!" SFX on side taunt.
Ivysaur
Attributes
- Up smash, up aerial, and down aerial produce a larger explosion with a larger hitbox. They also have additional sourspot hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sourspots causes a flower effect (though sweetspotting it produces a flower effect as well), and down aerial sourspots have a random chance of putting opponents to sleep.
Ground attacks
- Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.
- Down smash is much stronger.
Aerial attacks
- Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.
Grabs and throws
- Forward, back, and up throw are all drastically stronger, KOing well under 150%.
Special attacks
- New aerial down special: Leaf Storm. Ivysaur creates a tornado of leaves down-forward, dealing 35% damage with high knockback. However, it has a long duration and renders Ivysaur helpless afterwards. Hits through stage elements, such as ledges and platforms.
- Ivysaur spins its leaves during Bullet Seed, producing additional hitboxes on its side. This also causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward, and allowing it to move from side to side at will. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.
- Razor Leaf deals twice as much damage, and has a random chance of producing a critical Razor Leaf that deals four times as much damage, with high knockback and hitlag.
- Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.
Jigglypuff
Attributes
- Has 10 midair jumps instead of 5.
- The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany the shield jump, which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, instantly OHKOing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback.
Ground attacks
- Down tilt slides Jigglypuff forward, while sending opponents on a semi-spike trajectory.
- Forward smash covers much more distance, giving it much more reach, and it is stronger.
- Down Smash has a vacuum effect on its charge animation.
Aerial attacks
- Up air now hits foes forward and below it. Will chain together.
- Down aerial propels it downwards and is able to be attack cancelled into her aerials.
Grabs and throws
- Back throw now sends opponents on a semi-spike trajectory, while the down throw is now a meteor smash.
Special attacks
- The range of Sing has been greatly increased, and the opponent(s) stay asleep for longer.
- Rollout can be interrupted by anything if it hits, including a natural combo into Rest if timed properly. Also cancels into anything while it is turning around. Is able to be jump cancelled after it is launched, but only if Jigglypuff is in the air.
- Pound travels slightly further, and produces a spark at the end, which upon contact damages the opponent with an electrical effect with dramatic hitlag, while sending them on a semi-spike trajectory.
- Rest is much stronger, has less ending lag (Jigglypuff wakes up sooner), and recovers damage at a moderate rate while Jigglypuff is asleep, for a total of 15% if Jigglypuff wakes up without interruption. If Rest connects with a foe, Jigglypuff heals an additional 10%, totaling at a 25% heal. Does side taunt after Rest automatically, but it's able to be cancelled into anything.
Taunts
- Side taunt allows Jigglypuff to move while it is spinning, and if completed without interruption, it will use "gravity", which inflicts slight damage and slightly spikes foes near it.
- Down taunt produces a windbox that blows foes away from it.
King Dedede
Ground attacks
- The last hit on his jab combo spins much faster.
- Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.
- Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward.
- Down smash slides Dedede forward a far distance when used.
Aerial attacks
- Neutral aerial now has two hitboxes that hit consecutively.
- Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.
- Up and down aerials propel Dedede slightly upward when used.
Grabs and throws
- Pivot grab has invincibility frames added.
- Pummel speed has been drastically increased.
- Down throw knocks all opponents down, no longer being able to chain throw. However, it can be interrupted by a tilt after the damaging animation.
Special attacks
- Dedede's neutral special is now the "DDDecree", which allows him to command his Waddle Dees and Waddle Doos directly by using the Control Stick while holding B to make them jump, turn, or trip, or releasing B to make the Waddle Dees do a flip kick and the Waddle Doos use their beam.
- Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.
- Waddle Dee Toss has become far more varied in direction and power. Dedede can choose to throw forward, vertically in the air, or almost straight down. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Gordos will also not hit the minions, leaving only his opponents vulnerable.
- Waddle Dees can be launched at opponents when they are hit by Dedede.
- Inhale has been remapped to be his down special, removing Jet Hammer in the process. The vacuum does damage, and can get an opponent stuck in their shield unless the opponent SDIs away.
Kirby
Ground attacks
- Jab can be interrupted at any time. Jab one and two have better range.
- Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air on hit, akin to his normal sliding kick in the Kirby games.
- Kirby also has two dash attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the Kirby games, which was also his dash attack in Melee). This alt dash attack sends him far, but doesn't send him offstage. Holding the A button after the attack will keep Kirby spinning while retaining a body covering.
- Forward smash covers more distance, giving it more reach.
Aerial attacks
- Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.
- Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.
- Kirby spins his feet faster when he uses his down aerial.
Grabs and throws
- Pummel speed is slightly faster, while dealing more damage.
- Up and down throw have stronger knockback, with the former being able to reliably KO under 150%.
Special attacks
- Kirby moves faster after swallowing someone with Inhale. Opponents spat out with Inhale will have downwards momentum.
- Shares all copied neutral specials changes with the original characters, exceptions being: Bowser, King Dedede, Wario, Ness, Lucas, Mr. Game & Watch, Olimar, Pit, Link, Toon Link, Sheik, Samus, Ice Climbers, Pikachu, Falco, R.O.B., Snake, Ike, Marth, and Sonic.
- Chef cannot cause self-damage.
- Pikmin Pluck tosses Pikmin at a much faster rate.
- Needle Storm charges slightly faster and is charged by pressing the B button instead of holding it, but its needles cannot explode.
- Pulls out Motion-Sensor Bombs with Hand Grenade at a faster rate.
- Ice Shots shrink on distance instead of growing.
- Kirby cannot store Eruption's charge nor can he enter No Sympathy mode; he executes it shortly after full charge.
- Cannot use Captain Falcon's power up taunt to charge a Falcon Punch.
- Cannot perform a Bouncing Attack after copying Homing Attack nor follow up Homing Attack shield hits with more Homing Attacks.
- Copies Fire Breath and Inhale instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.
- Both Hero's Bows, PK Flash, PK Freeze, Falco's Blaster, Chomp, and Palutena's Arrow function like their regular Brawl counterparts.
- Thunder Jolt does not launch opponents upwards.
- Charge Shot lacks the paralyzer effect on non-fully-charged shots.
- Robo Beam always has a first level charge at minimum.
- Uncharged Shield Breaker pushes Kirby backwards.
- Grounded Hammer is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.
- The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.
- Final Cutter can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move before the projectile-shooting part.
- Stone falls nearly immediately after being used.
Link
Attributes
- When rolling forward, if Link holds A, he can attack out of his roll.
Ground attacks
- Forward tilt is now his regular Brawl forward smash, which can now meteor smash.
- All smashes are stronger and faster. Forward Smash is now Link's Jump Strike from Twilight Princess.
- His Forward Smash can be canceled into the Ending Blow if B is pressed while charging.
Aerial attacks
- All aerials have less landing lag, especially his down aerial.
Grabs and throws
- Up and back throws are stronger, with the latter sending opponents on a semi-spike trajectory.
- Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.
Special attacks
- Hero's Bow now shoots fire and bomb arrows randomly (older versions have also randomly-generated ice and electric arrows as well). Fire arrows produce a fire effect with strong horizontal knockback. Bomb arrows also produce a fire effect, but with strong vertical knockback instead.
- When not smash thrown, Gale Boomerang covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.
- Spin Attack gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. "Hyaahh!" SFX added to final airborne strike when landed. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range).
- Bombs can be thrown faster and further, while having much more knockback, giving them KOing capability. There is also a random chance of Link pulling a Deku Nut when he attempts to a pull a bomb. As a result, Link throws normal items faster, further, and stronger.
Taunts
- If one holds A during Link's Up Taunt, Link can perform the Mortal Draw, a fearsome attack that OHKOs any foe it connects with.
Lucario
Attributes
- Maximum Aura power ratio increased to 280, achieved at a new maximum damage cap of 300% damage.
- Air speed has been improved.
Ground attacks
- Dash attack propels Lucario farther, with much less ending lag.
- Forward smash is a multi-hitting attack.
- Down smash now sends opponents on a semi-spike trajectory.
Aerial attacks
- All aerials except down aerial are much faster in start-up and ending lag.
- Neutral aerial has more hitboxes, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.
- The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.
- Pausing from down aerial is now shorter in duration.
Grabs and throws
- Pummel speed increased.
Special attacks
- Aura Sphere is larger, and uncharged to barely charged Aura Spheres follow a zig zag trajectory.
- When charging an Aura Sphere, Lucario will take minor self-damage the longer he is charging a fully-charged Aura Sphere.
- Force Palm now grabs foes in the air. Grounded Force Palm hits normally when used below 75%. Afterwards, the grab portion becomes Close Combat, sending foes upwards. A very powerful attack. The non-grabbing portion of Force Palm has increased hitlag.
- ExtremeSpeed now has damaging hitboxes throughout the move, and knocks the enemy in the direction of movement. It can be interrupted by any aerial attack - doing so before the end of the move lets Lucario keep its momentum, allowing it to recover farther. ExtremeSpeed also no longer leaves Lucario helpless. It also now has virtually no start-up lag.
- Double Team is no longer a counter move, instead activating on its own. If used while below 75%, the move has a slight delay before triggering on its own. After 75%, the move fires instantly.
Taunts
- When using its up taunt, Lucario deals 15% damage to itself (usually to increase aura damage). If using the up taunt when above 300% damage, Lucario will instead deal 50% damage to itself.
- If Lucario is below 75% damage and the player inputs up taunt, down taunt, up taunt in a quick order, he will perform his Ultra Taunt, which creates powerful aura hitboxes all around Lucario and gives Lucario 300% damage, making this a highly risky yet high rewarding power-up.
Lucas
- Dashing speed has been improved.
- PK Freeze no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the PK Freeze projectile.
- PK Fire gives Lucas a larger push back when used. Holding down B propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.
- If Lucas hits a wall/ceiling after hitting himself with the PK Thunder projectile, he does not become helpless and can use PK Thunder again, up to three consecutive PK Thunders.
- PK Thunder can be interrupted by an air dodge. Doing so will not leave Lucas helpless.
- PSI Magnet can be canceled via jump, akin to how Fox's/Falco's Reflector could be in Melee, pulls close opponents towards Lucas, and has electric hitboxes dealing 2% damage per second. Releasing PSI Magnet unleashes a semispike hitbox in front of Lucas.
- Down throw has drastically reduced knockback, no longer being a KO throw, but increases comboing capability, especially into his back aerial.
- Forward tilt is drastically faster, and pushes Lucas back slightly each time it is used.
- Dash attack pushes Lucas much further, and has IASA frames added to all frames after hitboxes cede, essentially giving it no ending lag, which allows Lucas to use the momentum gain from the dash attack to slide forward while using another attack.
- Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.
- Each hit of the neutral aerial has increased hitlag and damage, and the last hit now produces strong horizontal knockback.
- Each stomp on the down aerial comes out faster.
- Lucas' grab aerial now produces a weak hitbox that sends opponents on a semi-spike trajectory towards Lucas. Is attack cancelable on hit.
- Down tilt now trips with his entire leg, instead of just the tip of his foot.
- Up aerial now has high knockback and freezes foes.
- Down aerial's last hit always spikes.
- Up taunt can hit opponents for 1%, tripping them.
- Down taunt can hit opponents for 5%.
- Pressing A during a side taunt will make Lucas pull out a Mr. Saturn.
Luigi
- Dashing and air speed have been increased, while traction is decreased.
- Luigi's footstool jump now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.
- There is slightly less start-up and ending lag when Luigi uses Fireball. Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in Super Mario Land. When holding B, Luigi will use the Thunderhand from the Mario and Luigi series instead, an electric move that deals a single powerful blow.
- Green Missile always results in a misfire when used. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable.
- Forward aerial now sends opponents on a semi-spike trajectory and produces a coin effect.
- Down Tilt is significantly faster, being about twice as fast.
- The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.
- Luigi Cyclone now has more IASA frames. Is attack cancelable and has suction while in the air.
- Pressing the Shield button during the Dash Attack makes Luigi do a "tripping attack". Can send opponents downward if used next to a ledge.
- Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.
- Negative Zone can be jump canceled during the dance.
- Super Jump Punch's sourspot is drastically stronger, being about half as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.
- However, a sweetspotted Super Jump Punch is weaker.
- Down throw sends opponents on a horizontal trajectory instead of vertically.
- Side taunt is now his gun fingers victory pose, which fires two fireballs.
- Pressing the up taunt, down taunt, up taunt makes Luigi perform the Negative Zone dance as a taunt, during which the crowd cheers and confetti and fireworks appear.
Mario
- Mario's footstool jump now damages (for 16%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.
- Start-up and ending lag on his fireballs are much faster, allowing him to shoot them at a more rapid pace. Grounded Fireballs travel forward and rather than bouncing on the ground. Aerial Fireball shoots two fireballs at once. In addition, if one holds B, instead of a fireball, Mario will use the Firebrand from Mario and Luigi: Superstar Saga, which is a burst of flame from his palm deals a bunch of small fire damage hits, allowing Mario to extend combos due to being attack cancelable on hit and having no landing lag.
- By holding B, Super Jump Punch can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.
- Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.
- Forward smash produces a larger explosion, with more power when sweetspotted.
- Forward aerial is much stronger and a different SFX is played when Mario uses it.
- F.L.U.D.D. no longer needs to be charged, as it is always at its maximum level. It now pulls opponents at a 180 degree angle towards Mario and can be cancelled with an attack.
- Down aerial is able to be cancelled into a Footstool jump or aerial attacks.
- Mario has a new dash attack where slides forward with his entire body, as he did in Super Mario 64, which can be followed with a hop attack by pressing A.
- Up taunt has super armor while Mario is giant.
- Mario Finale can be jump canceled.
- Successfully completing a side taunt turns him metal. Holding shield during a side taunt will not turn Mario metal.
- The Metal Box's timer can no longer be refreshed while metal; Mario must become normal in order to put it back on.
- Up tilt produces a coin effect upon being landed.
Marth
- Walking and dashing speed have been improved.
- Shield Breaker pushes Marth forwards further while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag.
- Dancing Blade's third hit angled down is a strong spike and final hit angled up is much stronger. An aerial Dancing Blade is now a single chop, acting like a faster forward aerial.
- Dolphin Slash is stronger at the apex of its height.
- When the attack button is held, Marth will repeat his jab combo at a rapid pace.
- When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal Brawl. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.
- All grabs have longer reach.
- Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to Roy's down tilt in Melee.
- Down aerial has a larger sweetspot, making it much easier to meteor smash with.
- His sword's trails when swung now vary, from green with smash attacks and blue for his tilts and aerials, to purple with his specials.
- Critical Hit has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's Brawl- Warlock Punch.
Meta Knight
- A general decrease of damage in his attacks, but his attacks are stronger in knockback.
- Meta Knight can act out of his helpless state using any special move other than the one that caused him to be in a helpless state, giving him a more flexible recovery.
- Mach Tornado knocks opponents upwards, but can be canceled into any aerial.
- Dimensional Cape is much stronger when used as an attack and has increased hitlag. Also, Infinite Dimensional Cape can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.
- Jab is now a single slash with vertical knockback that makes Meta Knight take a quick step back.
- Down tilt has vertical knockback.
- Down throw produces vertical knockback instead of horizontal. This throw is now a single hit. This throw cancels into Shuttle Loop when the special button is held.
- Up smash consists of one strike only, and it gives Meta Knight a jump upward when used, similar to the Street Fighter special move Shoryuken. On release, he can attack behind him instead if the control stick is held in the direction behind Meta Knight.
- Forward smash makes Meta Knight spin and vanish multiple times and does a upwards slash that does very high knockback, but with large start-up and ending lag.
- Glide attack now produces horizontal knockback instead of vertical knockback.
- Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a heavy explosion, and deals 45% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze attack.
Mr. Game & Watch
Attributes
- Dashing speed has been improved.
- Ground to air jump momentum increased.
Ground attacks
- Each hit on the jab combo deals more damage.
- Forward tilt, up tilt, forward smash, and up smash are faster in both start-up and ending lag.
- Forward smash has two varieties depending on if it is angled or not. Non-angled forward smash functions similarly to how it did in normal Brawl. An angled forward smash will create multiple smaller and weaker hitboxes instead of several strong ones, and will end with Mr. Game & Watch releasing a parachute while holding a match. The parachute contains a strong hitbox.
Aerial attacks
- If the attack button is held, his neutral aerial uses a parachute and functions similarly to how it did in Melee. If the attack button is just tapped, it'll be his neutral aerial from normal Brawl.
- Wind hitboxes on up aerial now cause slight damage and can be removed by not holding the A button.
- Down aerial always meteor smashes outside of the hitbox produced upon landing, can be made similar to its Melee incarnation when the attack button is held, and can be interrupted into a double jump or any special move after the hitbox cedes.
Special moves
- The food from Chef produces vertical knockback and does fire damage and launches five projectiles at once.
- Judge can be interrupted by any attack after 25 frames, and all results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:
- Oil Panic has a much higher damage multiplier for the projectiles caught, making it very powerful once full. Oil Panic can also no longer be held indefinitely, but Mr. Game & Watch now puts away the bucket sooner, due to less ending lag.
- The parachute on Fire has hitboxes added to it.
Taunts
- All taunts add a unit to Oil Panic and are interruptable.
Ness
- Ness can now Double Jump Cancel. This is done by using an aerial while he is double jumping. He retains his jump, however, if the jump button is held.
- PK Flash no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it. Additionally, the startup of PK Flash has set vertical knockback, which can be easily followed up with an uncharged PK Flash. If the attack button is held when PK Flash explodes, the move will gain a darkness effect and send foes on a powerful semi-spiking direction. It can also be held for much longer.
- PK Fire has slightly less start-up and ending lag when fired.
- Ness no longer becomes helpless if the projectile from PK Thunder fails to hit him. Using it for recovery gives him super armor. It also has 5% light armor on startup and 10% on hold/loop.
- PSI Magnet produces a hitbox when initially used that causes light damage and vertical knockback. When it ends, it produces a wind effect. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in Melee.
- Pummel damage has been increased.
- Forward smash has a sweetspot that produces the "Ping" noise when landed, akin to the Home Run Bat. Its knockback and speed have also been greatly improved.
- Down aerial no longer has a sourspot.
Olimar
- Can pluck Pikmin in the air, and pluck much faster. After the sixth Pikmin is plucked, the next pluck in the air will grant Olimar a little height. This self pluck can only be used once per airtime.
- Pikmin Order rearranges the order of Pikmin, putting the Pikmin first in line to the last in line. Deals one damage to surrounding foes, regardless of invincibility or shield.
- Side-B is now the Olimar Flip, a somersault jump replacing Pikmin Throw. This move is attack cancelable into aerials and other specials.
- Pikmin now have much more attack range and diversity in their attacks. Red Pikmin are multi-hit for fire damage. Yellow Pikmin hit for electric damage, spike nearby opponents, and knock midrange opponents towards Olimar. Blue Pikmin consistently knock foes towards Olimar. Purple Pikmin have half the range of other Pikmin, but are the most powerful. White Pikmin also knock foes towards Olimar, but spike foes in the air.
- Forward tilt is now a powerful kick that has much more endlag, but is much more powerful in return.
- Forward smash and up smash distance increased.
- During down smash, Pikmin won't stop at the edge of a stage.
- All of his physics have been tweaked.
Peach
- All Vegetables are stronger, has an increased chance of Peach pulling a stitchface turnip and items, and Peach is able to pull additional items (such as a Pitfall or Smoke Ball). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.
- Peach Bomber can be interrupted by any aerial move or Toad, retaining Peach Bomber's horizontal momentum.
- A successful Toad counter grants Peach a turnip. Toad counter has more range.
- Forward smash is much faster, being approximately twice as fast. Can control what weapon she uses by angling the smash.
- Down smash always trips opponents, with every hit. Cancels into jump and float.
- "Hi" SFX played each time Peach pummels an opponent when they're grabbed.
- "This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.
- Back throw throws opponents on a semi-spike trajectory.
- Down tilt always meteor smashes, as well as being much faster. It also has heart GFX added. Tilting backwards after the move is done grants Peach backwards momentum.
- Peach will have hearts appear while foxtrotting, accompanied by the same sound her up tilt makes.
- Peach has a new down taunt when facing the left (which is one of Zelda's victory poses), accompanied by her "Peachy" SFX.
- Down aerial has an added effect, similar to Peach's up tilt.
- Dash attack can be cancelled by another attack immediately after hitboxes have been used up.
- Canceling Peach's up special puts Peach into her helpless stage, but can be cancelled by another attack. However, after canceling the first time, using Peach's up special again will result in putting her into the helpless animation, without even using the up special.
- Peach can now float cancel and gets an additional float.
- Can grab the ledge backwards during the beginning of Peach Parasol.
- First and second jump now sends Peach higher.
- Neutral aerial now has considerable shield damage, slightly increased knockback, sends opponents at a low angle trajectory, and its landing lag reduced from eleven frames to two. When sourspotted, it sends opponent at an even lower angle.
- Up aerial given some base knockback so it can KO around 150% as opposed to 170%.
Pichu
Attributes
- Pichu is significantly heavier (55 → 74).
- Except as noted below, Pichu no longer takes any recoil.
- While performing an aerial, smash attack, or special, the player can hold down the button to make the move have another effect at the expense of self-damage.
- Pichu heals 1% more damage for every 30 frames it crouches.
Ground attacks
- Up smash now has electrical properties.
- It now has a different angle of knockback (85 → 101).
- It has much less base knockback (80 → 48).
- It has more knockback growth (64 → 69). When charged, it has much more growth (69 → 93) at the expense of 10% self-damage.
- Forward smash is significantly weaker (73 base, 89 growth → 69 base, 54 growth) and sends at the Sakurai angle.
- It is now a single hit that does 18% damage. When charged, it does 10% damage to Pichu but much more growth (54 → 74).
- Pressing A during its forward aerial causes it to fly forward (Parabolic Charge).
- {{buff|Hitting the ground during its downward aerial causes an explosion (Zap Cannon).}
- Its neutral special attack in the air is Electro Ball, which creates a slow, electrified ball that deals a set knockback.
- Its up B can cancel into an aerial attack at any time.
- Its side B is now Wild Charge.
Pikachu
- Skull Bash is much stronger with an electrical effect upon impact and covers much more range. If a fully-charged Skull Bash misses, however, Pikachu is likely to KO itself. On the upside, this can even KO at extremely low damage percentages and can OHKO most characters. The charge for Skull Bash can be shield canceled, but it will not retain the charge. It is granted 7% armor while charging Skull Bash. The angle and speed have been adjusted as well.
- Quick Attack covers more distance, and meteor smashes opponents upon contact. Can now be used twice in the same direction, except with a 45 degree angle.
- Pikachu can footstool while in special fall state.
- Thunder projectile now meteor smashes everywhere except the top.
- Thunder and Thunder Jolt can both be jump canceled while in the air, allowing two to be done in quick succession.
- Forward throw knocks all opponents down, while down throw sends opponents behind Pikachu with more damage.
- Up smash is stronger, with an electrical effect upon impact.
- Pikachu spins much faster during its down smash, and each hit has less hitlag.
- Back aerial moves Pikachu horizontally through the air, similar to a helicopter. Cancels into aerials at the end.
- Down aerial is now a meteor smash.
- Pikachu's jab now hits much faster.
- Neutral special move hits goes up when traveling on the ground. Will spike foes when traveling through the air.
Pit
- There is more control over the arrows shot from Palutena's Bow - there is no limit to their turning speed. Palutena's Bow can also be charged longer, and gains more power. Arrows fired upwards are much slower. Aerial charge animation can be cancelled.
- Angel Ring spins much faster, racking up damage much faster, and propels Pit further. It will also now propel Pit off ledges instead of stopping on the edge. The attack is able to be cancelled by one's shield during the middle section of the attack. Doing Angel Ring in the air will instead make him do a modified glide attack.
- Hitbox added to Wings of Icarus' startup. Can be used again after getting hit, but will retain the amount of time he has lost.
- Mirror Shield is jump cancelable.
- Forward smash can be angled. Unangled forward smash is the same as in regular Brawl. Angled forward smash is a single close-range upward swipe that knocks up-backwards.
- Pummel speed is faster.
- Back throw now throws opponents on a semi-spike trajectory.
- Glide attack now produces vertical knockback that is stronger.
- Forward aerial now sends opponents on semi-spike trajectory.
- Down aerial can now meteor smash.
- The Centurions in Palutena's Army can now change flight directions, allowing them to chase down a target more effectively.
- Last hit on jab combo sends opponents behind Pit.
- "The fight is on!" SFX played during entry.
- When Pit has over 100% damage, teching will play the "You can't defeat me!" SFX and side taunting will play the same SFX instead of "You're not ready yet!".
Pokémon Trainer
- Stamina has been removed, effectively allowing one to play as a single Pokémon for the entire match.
- Type effectiveness is removed.
- Does not switch Pokémon upon being KO'd unless the Shield button is held as the last Pokémon is KO'd.
- Was removed from the CSS, but all the Pokémon are still interchangeable via grounded down special.
R.O.B.
- Has an additional midair jump.
- When Robo Beam is fully charged, the beam will paralyze opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.
- Uncharged beam no longer paralyzes.
- Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.
- Pummel has an electrical effect and deals more damage.
- Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.
- Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.
- Up aerial's speed greatly increased.
- Arm Rotor propels R.O.B. much further when used on the ground and in the air. It is also now interruptible. Only sends him a great distance in the air once per airtime. Is cancelable into aerials.
- If Arm Rotor is immediately interrupted with a back aerial, R.O.B. will move a ridiculous distance forward at breakneck speeds. This can lead to OHKOs on himself.
- Back aerial hits opponent towards R.O.B.
Roy
- Flare Blade releases faster.
- Double-Edge Dance is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him a decent distance forward and a slight distance upward.
- Blazer has super armor, and covers much more distance.
- Blazer has a new spiraling animation.
- Counter multiplier is much higher.
- Forward tilt has weak flames come out the sword, giving it more range.
- The trails of his sword are more prominent.
- Most of his sweetspotted moves have a flame effect.
- Dash attack is now a forward stab.
- Forward aerial is now a two-hit attack, with the second hit being much stronger than the first.
- Up aerial is now an upwards stab.
Samus
- Attacks are generally stronger.
- Charge Shot is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.
- Homing missiles are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.
- Screw Attack's final hit is stronger, with vertical knockback.
- Samus' Bombs are now Power Bombs, starting much slower and having a much stronger explosion that can KO at 100%.
- Forward aerial is now a horizontal moving Screw Attack that can repeated for horizontal recovery, akin to the implementation of the Screw Attack in Metroid Prime 2: Echoes.
- Dash attack is drastically stronger with an electric effect upon impact, emulating the Shinespark.
- Up tilt no longer meteor smashes and will always produce horizontal knockback. Her heel will still meteor.
- Down tilt is an extremely fast close-range explosion with IASA frames as early as frame 8, with vertical knockback.
- It causes 1% self-damage every time it is used.
- First four hits of Up Smash are Aura instead of fire, simulating Phazon. The final hit is ice instead of fire, and freezes opponents. The whole move links properly.
- Down smash produces knockback that is more horizontal.
- Grab now lingers, Identical to Zero Suit Samus's.
- Up Throw is the Grapple Voltage from Metroid Prime 3: Corruption, which knocks the opponent down to the floor but causes 10% self-damage.
- Zero Laser will not transform Samus into Zero Suit Samus unless the L or R button is held.
Sheik
Attributes
- Has an additional midair jump.
- Sheik becomes invisible and has a smokeball effect when she dodges and rolls.
Ground attacks
- Up tilt, down tilt, and dash attack are now all jump cancelable on hit. Not JC if Sheik hits shield. Up throw is jump cancelable.
- Forward smash covers more distance, about twice as far as before.
Aerial attacks
- Down air functions like Zero Suit Samus's down air.
Grabs and throws
- Down throw now fuctions like Snake's down throw.
Special Moves
- Needle Storm must be charged by holding the special button instead of just pressing it. Needles will explode moments after being on the ground. Now charges faster.
- Vanish now produces a explosion upon reappearance that is stronger than the initial explosion. Vanish is faster now.
- Chain now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit.
Snake
- The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.
- All aerials have less landing lag.
- Hand Grenades produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a Motion-Sensor Bomb. Air dodging will make Snake drop and pick up any item he is holding.
- If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.
- The Remote Missile travels dramatically faster, though it can only be controlled during the first second.
- Cypher is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released.
- C4 has a larger sticky radius.
- "Nom" SFX played each time Snake pummels the opponent during a grab.
- Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the up throw is now a meteor smash.
- "Tasty!" SFX played when Snake uses his down throw.
- The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.
- Down tilt is a semi-spike that makes the opponent slide across the floor when on the ground.
- Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.
- Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.
- Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation. Now hits people who will try to roll over a mine.
- Each stomp of the down aerial comes out much faster.
- Can drop his currently held item by pressing A during any dodge.
- Side taunt drops a grenade.
- Snake can move around while in a cardboard box. The "Kept you waiting, huh?" SFX is added when removing a cardboard box.
Sonic
- The knockback of almost all attacks have been improved, while their damage output has been improved drastically, with many dealing in excess of 20%, such as his forward smash and back aerial.
- Homing Attack has significantly less ending lag when it hits an opponent or a wall and can be cancelled into any aerial on hit. If it connects with a shield, Sonic will say "Come on, step it up!" and can immediately use another Homing Attack, allowing him to pressure shields.
- Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits. This refreshes his double jump when it connects. He will grab the ledge as well, but will plummet to his death if there is nothing to bounce off of.
- The Spring projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.
- Spin Dash is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.
- Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.
- Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.
- Down smash can be canceled into anything after the second hit, and when a Homing Attack is used in the middle of down smash, Sonic will fly off a very long distance in the direction of the down smash momentum. This can lead to KOs on himself if used improperly.
- Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.
- Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into the spindash.
- Forward throw is now a simple toss with more horizontal knockback.
- Down throw causes no knockback, like Snake's down throw.
- All taunts are interruptible at any time.
Squirtle
- Initial and midair jump height increased.
- Dash animation sped up, allowing for faster shellshifting.
- New aerial down special: Aqua Jet, a downward water stream that meteor smashes, goes straight through platforms, and gives Squirtle slight upwards momentum. The meteor smash is stronger the closer the foe is to Squirtle.
- Uncharged Water Gun freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.
- Knockback on Withdraw is drastically increased.
- Waterfall gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX if the special button is held.
- Forward smash propels Squirtle about twice as far, increasing its reach.
- Water towers from up smash are twice as high, along with an increase in power.
- Water spouts from down smash cover twice as much distance, giving it more reach.
- Last hit on down aerial now sends opponents on a semi-spike trajectory.
- Neutral air has a lot more range.
Toon Link
- Hero's Bow shoots Fire, Ice, and Light arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched. A maximum of four arrows can be onscreen at once. Ice arrows freeze foes, and Light arrows stun them.
- Boomerang knocks opponents upwards and produces a flower if it hits while returning to Toon Link.
- Toon Link can move across the ground with a grounded Spin Attack, akin to his Hurricane Slash from Wind Waker, but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.
- Bombs are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.
- Forward tilt can now meteor smash.
- Toon Link can grab during two periods of his grab animation: when the hookshot is shot, and while it is being retracted. In the air, his grab cancels into aerials.
- Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.
- Neutral aerial has drastically reduced start-up and ending lag, as well as duration.
- Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.
- Up taunt produces a non-flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.
- Triforce Slash has fire hitboxes and the final hit knocks opponents backwards.
- Toon Link now holds the Mirror Shield. This is purely an aesthetic change.
Wario
- Air speed has been drastically increased, along with an increase in falling speed.
- Chomp's bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.
- Wario Bike is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful. When Wario picks up a large item such as his bike, that animation is cancelable with Chomp, automatically eating it.
- Corkscrew has been removed and replaced with a less powerful fully charged Wario Waft, granting Wario tons of height.
- A fully charged down special produces a rolling crate. That is to say, one doesn't charge this special. After 25 seconds, Wario may fart a Rolling Crate. This move has a 25 second cooldown. Attempting to fart out a crate prematurely will reset the cooldown and Wario will do a weak fart. Wario's attacks do less damage to rolling crates. Rolling crates are weaker and can be ducked through like platforms.
- : Fart animations added to his down throw and back throw. → {{{3}}}
- Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.
- Forward smash's range has been increased and has super armor on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.
- Up smash has a vacuum effect.
- Down smash causes opponents to trip until the final hit.
- Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.
- Down tilt will stay active until a foe hits it or Wario does something else. Has an additional hitbox that is designed to hit rolling crates only.
- Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.
- Up aerial has two variants. Releasing the A button within five frames or using the C-Stick will perform the regular version, while holding the A button will make Wario fart, giving him upwards momentum.
- Down aerial can be used for as long as the A button is held.
- By pressing A during his back aerial, Wario will fart, pushing him backwards.
- Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.
- Wario can fart during his side taunt by pressing B.
- Fart sounds added to his jabs.
- Neutral aerial behaves like dtilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.
Wolf
- Dashing speed has been improved.
- Blaster shoots out a slow projectile that gradually grows in size.
- Wolf Flash can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a Melee air dodge on startup, allowing Wolf to wavedash when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.
- Fire Wolf has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish. Now hits for electrical damage. Only hits twice. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly.
- Reflector knocks upwards when grounded and can be cancelled into any aerial airborne.
- Pummel deals more damage.
- Forward tilt has decreased, vertical knockback, while dealing more damage.
- Dash attack moves Wolf forward a good distance instead of halting all movement.
- Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal Brawl, except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to Weavile. The angled version can be cancelled into Wolf Flash by holding B if it hits.
- Back slice of down smash produces vertical knockback instead of horizontal.
- Neutral aerial has more hitboxes, consisting of more hits.
- Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.
- "Play time's over, Star Fox!" SFX played during entry.
- Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.
- New down taunt: Wolf performs a salute while saying "Play time's over!" if facing right or "Weaklings!" if facing left. The salute can damage for 5%.
Yoshi
- Has an additional midair jump. Has more armor while jumping.
- Dashing speed has been improved.
- Aerial attacks can be performed with either the A button or the Z button; when performed with the latter, Yoshi will halt all momentum, akin to a double jump cancel.
- Egg Lay no longer causes upwards momentum to the laid egg or the escaping opponent.
- Egg Roll no longer leaves Yoshi helpless when ended while airborne, is stronger, and can be canceled into any normal move. In addition, it bounces on the ground. Is grab cancelable.
- Egg Throw has a fire trail and produces a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.
- Ground Pound has IASA frames. Notably, interrupting the jump of the grounded version at specific frames will cause Yoshi to rise very high.
- Forward smash produces a flower.
- Down smash is stronger, and now sends opponents on a semi-spike trajectory.
- Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally. If none of the move's other hitboxes have hit yet, its last lingering hitbox becomes the powerful "Yoshi Kick", analogous to Captain Falcon's knee smash.
- The flutter kicks during Yoshi's down aerial are performed much faster, greatly increasing the speed of the attack.
- When sweetspotted, the forward aerial is stronger, has drastically increased hitlag, and buries grounded opponents.
- Up aerial has very weak sourspot hitboxes added.
- Jab2 endlag cancels into crouch and dash.
Zelda
- Has distant hitboxes added to her jab, all tilts, dash attack, forward smash, forward aerial, back aerial, and down aerial. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack, such as the forward and back aerials sending opponents towards Zelda with moderate knockback, the down aerial and down tilt meteor smashing opponents, and the up tilt sending opponents vertically with powerful knockback. If Zelda holds A as the opponent is hit by these hitboxes, she will teleport to where the hitbox is.
- Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.
- Din's Fire is interruptable at any time. It also no longer leaves Zelda helpless if used in the air.
- The fireball of Din's Fire no longer explodes when hitting a solid surface, but keeps pressing against it. Zelda can hold the move for longer before she is forced to end it and the fireball explodes. If Zelda is hit while using Din's Fire, the fireball keeps heading in the same direction.
- Two Din's Fires can be fired at once if the special attack button is pressed twice quickly. The second Din's Fire is slower.
- Farore's Wind has no ending lag when used for recovery, no longer killing all momentum upon finish.
- Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.
- Uair has lost its fire effect in favor of a magic effect. Holding A propels her down. Landlag produces a hitbox when done this way. Not really meant to be used as an attack.
- Nayru's Love grants Zelda forward momentum if she is moving in the air. Zelda can move forward or backward slightly more distance than a dodge if used on the ground.
- Early during her transformation into Sheik, she can cancel the transformation with normals. This is done to assist those that mess up angling Din's Fire.
- Neutral air cancels into other aerials.
Zero Suit Samus
- Dashing and air speed have been improved, short hop jump height has been decreased.
- Paralyzer travels faster and much further, even when uncharged.
- Plasma Whip has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.
- Alternate Jab remapped to Z for easier use.
- Pummel speed increased.
- Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.
- "Be still" SFX played when down throw is used.
- Forward smash is much stronger when sweetspotted. Hits behind her too. This move has more range.
- The knockback of the first kick of the forward aerial has been reduced.
- Down aerial is no longer a stall-then-fall, behaving like a normal aerial. This move spikes unless the a button is held. This cause her to a multi hitting flipping attack propelling her up.
- Power Suit Samus will not transform Zero Suit Samus into Samus unless the L or R button is held.
- If the special button is held during side special, the move will only hit for electric damage and knock foes toward her.
- Down special only uses the attack portion with A. This is so the move can be followed up with specials better.