Super Smash Bros. Brawl

Brawl-/Character changes

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Bowser

Attributes

  • Buff 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.
  • Change Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.

Ground attacks

  • Buff Dash attack has armor until frame 28 and propels Bowser farther, giving it more reach.
  • Change Down tilt is now two separate inputs. The first hit is significantly weaker, but leaves Bowser less vulnerable if it misses. The first hit also has a chance of tripping the opponent.
  • Buff Up tilt modified to hit in front of Bowser.
  • Buff Vacuum effect added to the charging of his forward smash.
  • Buff Armor on his forward smash on frames 12 to 41 (including charge), with forward and backward dodge cancels, simulating Focus Attack.
  • Buff Fully charged forward smash ignores shields.
  • Buff Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.

Grabs and throws

  • Buff 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

  • Buff Aerials all have less landing lag, and neutral aerial has its landing lag completely removed.

Special moves

  • Change Fire Breath removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.
    • Buff Royal Rampage: Bowser performs a running bear grab. Bowser will gain 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.
      • Buff Forward throw: Bowser spins around and then throws the foe forward.
      • Buff Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.
      • Buff Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.
      • Buff Down throw: Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
    • Buff Galactic Crusher: When Neutral B is used in the air, Bowser spins around in the air and gains armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback.
  • Buff Flying Slam is quicker and buries foes.
  • Buff 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.
  • Buff Bowser Boost: Bowser Bomb's grounded startup can be canceled into a jump or an aerial.

Captain Falcon

Attributes

  • Buff Air speed now carries momentum from his dash ala Melee.
  • Change 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

  • Buff 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.
  • Buff Up tilt can now meteor smash at his heel.
  • Buff Captain Falcon slides further when Forward Smash is used, giving it more reach.
  • Buff Up smash has greater range and no longer has SDI.
  • Buff First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.

Aerial attacks

  • Buff A clean Knee Smash is stronger and can be done on any part of its initial hitbox.
  • Buff Down aerial always meteor smashes.
  • Buff All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.

Grabs and throws

  • Buff All grabs are faster and have longer reach.
    • Change A successful grab is accompanied by his "Come on!" SFX.
  • Change Captain Falcon now will now say his "Yes!" for every successful pummel.
  • Buff Forward throw is much stronger, being able to reliably KO under 150%.
  • Buff Back throw is now a meteor smash.

Special moves

  • Buff 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. Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go to soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it’s not as strong as a full 4-hit punch, it’s much quicker.
  • Change Falcon Punch has drastically increased hitlag.
  • Buff 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.
    • Nerf 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.
  • Buff Raptor Boost no longer makes Captain Falcon helpless, and it covers more ground, making it effective for recovery. 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.
  • Buff 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

  • Change His side taunt has a vacuum effect, covering a huge area in front of him.
  • Buff The salute on his down taunt can damage for 1%.
  • Change He now quietly says “yes” during his up taunt.

Charizard

Attributes

  • Buff Flying Type: Has two additional midair jumps.
  • Buff Glide attack has a fire effect, and is much stronger with additional graphics.
  • Nerf 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

Aerial attacks

  • Buff Fire Spin: Neutral aerial has additional flame effects, sweetspot is enlarged, and speed is increased.
  • Buff Heat Wave: Forward aerial's range on the flames is increased, all hitboxes cause flinching, and the final hit causes better knockback.
  • Buff Down aerial can now be buffered into a down smash by executing the move just before landing.

Grabs and Throws

  • Buff Down throw produces an explosion at the end, along with more knockback and damage.

Special moves

  • Buff Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame.
  • Buff Rock Smash is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a shield, a grab, or an air dodge.
  • Buff Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air.
  • Change Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.

Diddy Kong

Ground attacks

  • Change Knockback on forward and down tilts are now set, and are extremely weak.
  • Buff Dash attack transitions into a neutral aerial immediately upon going off the ledge.
  • Buff Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.
  • Buff Up smash can be jump canceled 5 frames after the final hit.

Aerial attacks

  • Buff Holding B while performing an aerial move will make Diddy pull out a throwable peanut.

Special moves

  • Buff The explosion from when the Peanut Popgun is charged too long now produces a very powerful damaging hitbox of near-OHKO power, while also slightly damaging Diddy.
  • Buff Monkey Flip given armor.
  • Buff Monkey Flip grab reworked:
    • Buff Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.
    • Buff Pressing A or B makes Diddy smack the opponent and propel both of them upwards.
  • Buff 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.
  • Buff Rocketbarrel Boost is attack cancellable, doesn't render Diddy Kong helpless, and cancels into Monkey Flip. Diddy can use his double jump after his up special.
  • Buff Banana Hoard: Can pull an additional Banana Peel when two are on the ground already. 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.

Taunts

  • Change 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.
  • Change When using down taunt, confetti will appear and the audience will cheer.

Donkey Kong

Ground attacks

  • Buff Dash attack sends opponents on a semi-spike trajectory.
  • Buff Forward smash produces a wind effect.
  • Buff Donkey Kong slides much farther when doing a running up smash.

Aerial attacks

  • Buff Neutral aerial has a sourspot that hits opponents towards Donkey Kong, allowing for more followups.
  • Buff Jungle Climber: Forward aerial now buries foes on the ground if the attack is sweetspotted and also sends Donkey Kong up a small amount.

Throws/other attacks

  • Buff Barrel Blast: DK now moves around much further when throwing Barrels in the air.

Special moves

  • Buff 'Giant Punch charges twice as fast when Donkey Kong is on the ground, and it no longer leaves him helpless if used when airborne. Holding the special button when unleashing a fully charged punch sends him forward giving the move more reach.
  • Buff Headbutt's startup is cancelable into anything, which can be used to halt his aerial momentum.
  • Buff Spinning Kong gives Donkey Kong significantly more vertical distance.
  • Buff Barrel Pull: Hand Slap pulls out a Barrel if the special move button is held. The Barrels will disappear quickly and no longer explode. The move is also faster and has significantly larger hitboxes.
  • Change What Barrel?!: Performing Hand Slap/Barrel Pull in the air has DK do his down taunt animation in the air. It can also be interrupted at any time by any attack.

Falco

Aesthetics

  • Change New Star KO scream: Falco now says "You aren’t worth the trouble!" which is also a voice clip from one of his victory poses.
  • Change Name stylized as Falco Lombardi.

Attributes

  • Buff Like an Eagle: The height of his midair jump has been decreased, however Falco now has three midair jumps.

Ground attacks

  • Buff Up tilt is jump cancelable within the final frames.
  • Buff Forward smash produces a damaging wind hitbox.

Aerial attacks

  • Buff 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.
  • Buff Down aerial always meteor smashes when landed.

Special moves

  • Buff Falco Phantasm 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.
  • Buff Fire Bird travels much farther with much greater momentum, now showing off blue flames.
    • Buff Falco also conserves the momentum for a short period of time after the fire.
  • Buff Retractor: Reflector has additional graphics, and now draws foes towards Falco when the reflector is pulled back towards him. It is cancellable into non-special moves on hit.

Taunts

  • Buff Falco can switch between fast and slow laser speeds using up taunt.

Fox

Aesthetics

  • Change Name stylized as Fox McCloud.

Attributes

  • Buff Melee Dodge: 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. His Brawl air dodge is performed by air dodging with the control stick neutral.
  • Buff Wavedash: As in Melee, air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability.
  • Change Can slide off ledges by crouching while walking or dashing.
  • Buff Dash speed, walking speed, falling speed, and air speed increased.
  • Change Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.

Ground attacks

  • Change Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.

Aerial attacks

  • Buff Landing lag on all aerials matched to the L-cancel landing lag from Super Smash Brothers: Melee.
  • Buff Back aerial has a much stronger hitbox on his foot, being able to reliably KO under 150%.
  • Change "Come on!" SFX added to a landed up aerial.

Grabs and throws

  • Buff Up throw can be canceled into a jump on frame 30.
  • Buff Down throw meteor smashes opponents onto the ground, allowing Fox to set up Tech-chases.

Special attacks

  • Buff Blaster has less start-up, has more range (twice that of Melee), and can be canceled into a jump or any normal attack.
  • Buff Fox Illusion can be canceled into a jump or any attack other than Fox Illusion or Blaster.
    • Buff Slow Illusion: Holding the shield button causes the movement to become slower and multi hit, also becoming shield cancellable. Links with a grab if done this way.
  • Change Fire Fox now hits at the autolink angle and has darker flame graphics.
    • Buff If driven into a wall, Fire Fox can be cancelled into a wall jump if timed properly. Fox will also retain his midair jump if not already used.
  • Buff Grounded Reflector startup lag removed, and can be jump cancelled. Reflector can be jump-canceled earlier than in Melee (3 frames → 1 frame), no longer knocks lightweight foes down, and deals more knockback.
  • Buff Reflector now locks fallen opponents and has its Melee SFX.

Taunts

  • Change Fire Taunt: Pressing B after he says "Here I come!" in his up taunt will execute Fire Fox.

Ganondorf

Ground attacks

  • Buff Neutral attack and up smash have drastically faster start-up and ending lag.
  • Buff Dark Quake: 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.
  • Change The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.
  • Buff Dash attack has armor. Additionally, holding A during the dash will cause Ganondorf to perform a low knockback Gerudo Dragon, creating follow-ups at the cost of the armor.
  • Buff 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.

Aerial attacks

  • Buff Neutral aerial goes from first kick to second kick extremely quickly, and the first kick has less knockback, making combining easier..
  • Buff Forward aerial is faster and produces a darkness effect..
  • Change Back aerial produces an electric effect.
  • Buff Down aerial is much stronger.

Grabs and throws

  • Buff All grabs have more reach.
  • Buff Pummel deals 6% damage.
  • Buff Up throw does multiple hits.
  • Change Pummel and all throws produce a darkness effect.

Special moves

  • Buff Satan Punch/Negative Warlock Punch: 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). Ignores shields. An aerial Warlock Punch is interruptible if it hits.
    • Buff Gandouken: Holding the special move button while using Warlock Punch fires a ranged wave of fire that travels slowly, hits multiple times, and can be shielded.
  • Buff 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.
    • Buff Devil's Fine Print: Pressing A during the grab of the air version executes an explosive throw akin to Dark Dive with vertical knockback, instead of causing both Ganondorf and the grabbed opponent to plummet downward. It is also worth mentioning that if canceled 1 frame before hitting the blast zone, Ganondorf will not die, but the opponent will.
  • Buff Ganryuken: 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 undergone a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.
  • Change Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive or aerial Flame Choke's explosive throw.
  • Change Dark Dive's throw now produces a darkness effect rather than a flame effect, and the uppercut shows claw effects.
  • Buff Airborne Wizard's Foot always spikes, buries grounded opponents, and restores Ganondorf's midair jump. 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

  • Buff During his down taunt (when he pulls out his sword), Ganondorf is invincible.

Ice Climbers

Attributes

  • Buff Easier to Desync.
  • Buff Fail-Safe Nana: The partner can no longer SD and must be in hitstun to be truly KOed. If he/she fails a recovery and touches the blast line while helpless, a KO explosion will not happen.

Aerial attacks

  • Change Both Climbers can now meteor smash with their forward aerial.
  • Buff Icicle Drop: Down aerial now attacks with icicles that freeze foes on-contact, with stronger, horizontal knockback. The Climbers now have horizontal control when using the move, while also falling at a slower speed when using it.

Grabs and throws

  • Nerf Ice-Grip Nana: Infinite chain throws are no longer possible, as the partner cannot grab (they will freeze upon release instead).

Special moves

  • Buff Ice Shot increases in size over time when traversing the ground instead of decreasing.
  • Buff Squall Hammer can cancel into any grab input. In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.
  • Buff 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.
    • Buff To-Tether Forever: As long as the partner Climber has not been KO'd, using Belay or Squall Hammer will bring them back.
  • Buff Slippery Blizzard: It is now possible to glide along the ground while using Blizzard.
    • Nerf Blizzard no longer freezes.
    • Buff Nana’s Blizzard can be canceled into another attack.

Ike

Ground attacks

  • Buff Wind effect added to forward smash, as well as when charging one.
  • Buff Sourspot removed from forward smash.
  • Buff Dash Attack cancels on hit.

Aerial attacks

  • Buff 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.
  • Buff Ike Copter: Up aerial propels Ike upwards slightly when the attack button is held.

Grabs and throws

  • Buff Pummel speed has been drastically increased.
  • Buff Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.

Special moves

  • Buff The charging of Eruption can be cancelled by shielding or air dodging, and doing so will store a fully charged eruption. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.
    • Change Ike’s Eruption now emits blue flames.
  • Buff Quick Draw can be canceled by any input (including another Quick Draw), no longer makes Ike helpless, and can be used multiple times while airborne without landing.
  • Buff Aether has radically more knockback growth, and the final hit will heal Ike by 4% if landed.

Taunts

  • Change "I fight for my friends!" SFX replaces "Prepare yourself!" SFX on side taunt. And When Eruption is fully charged it will use the "You'll get no sympathy from me." SFX.

Ivysaur

Attributes

  • Buff Up smash, up aerial, and down aerial have additional hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sweetspots causes a flower effect, and down aerial sweetspots puts opponents to sleep.

Ground attacks

  • Buff Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.
  • Buff Down smash has much more knockback.

Aerial attacks

  • Buff Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.

Grabs and throws

  • Buff Forward, back, and up throw are all drastically stronger, KOing well under 150%.

Special attacks

  • Buff Ivycopter: 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 if the B button is held, and allowing it to move from side to side at will, greatly aiding its recovery. 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.
  • Buff Critical Hit: Razor Leaf deals twice as much damage. At the very end of a leaf's lifespan, it becomes a critical Razor Leaf that instead deals four times as much damage, with high knockback and hitlag.
  • Buff Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.
  • Change Down special changed to Giga Drain, which acts as a grab that heals Ivysaur while damaging opponents.
  • Change Final Smash changed to Solar Beam, which has a wide frontal range and can KO opponents effectively.

Jigglypuff

Attributes

  • Buff Air speed increased.
  • Buff Self-Destruct: 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, OHKOing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback. It will also put Jigglypuff into a Star KO every time.

Ground attacks

  • Buff Down tilt slides Jigglypuff forward a decent amount.
  • Buff Up smash has significantly less cooldown.
  • Buff Side smash travels farther.
  • Buff Down smash now drags nearby opponents in and traps them until the attack is released, sliding them across the stage or off of it.

Aerial attacks

  • Buff Back aerial now has a static hitbox with range similar to Melee.
  • Buff The last hit of down aerial has a chance to trip grounded opponents.
  • Buff Up aerial now links into itself, even leading to an early Rest if performed correctly.

Grabs and throws

  • Buff Back throw now sends opponents on a semi-spike trajectory, while the down throw is now a meteor smash.
  • Buff Up throw now sends opponents with less knockback and knockback growth, allowing more more follow-ups, even at higher percents.

Special attacks

  • Buff The range of Sing has been greatly increased
  • Buff Rollout can be interrupted by anything if it hits, including a true 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 in midair.
  • Buff Pound 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.
  • Buff Rest is much stronger and recovers damage at a moderate rate while Jigglypuff is asleep (10% when Rest connects, 15% during the sleeping portion if not interrupted.

Taunts

  • Buff Side taunt allows Jigglypuff to move while it is spinning, and if completed without interruption, it will use Secret Power, in which Jigglypuff gains a powerful explosive hitbox on its arm that deals 28% damage.
  • Buff Down taunt produces a windbox that blows foes away from it.

King Dedede

Ground attacks

  • Buff Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.
  • Buff 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.
  • Buff Down smash slides Dedede forward a far distance when used.

Aerial attacks

  • Buff Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.
  • Buff Up and down aerials spin much faster.

Grabs and throws

  • Buff Pivot grab has invincibility frames added.
  • Change 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

  • Buff 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.
    • Buff Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.
  • Buff For Waddle Dee Toss, Dedede can also throw minions vertically in the air. 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.
  • Buff Waddle Dees can be launched at opponents when they are hit by Dedede.
  • Buff Dedede will not pick up and throw nearby minions, allowing him to attack freely.
  • Change Inhale has been remapped to be his down special, removing Jet Hammer in the process.

Kirby

Ground attacks

  • Buff Jab can be interrupted at any time. Jab one and two have better range.
  • Buff 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.
  • Buff 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.
  • Buff Forward smash covers more distance, giving it more reach.
  • Buff Kirby can now slide left or right during his down smash if the analog stick is tilted in the respective direction.

Aerial attacks

  • Buff Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.
  • Buff Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.
  • Buff Kirby spins his feet faster when he uses his down aerial.

Grabs and throws

  • Buff Pummel speed is slightly faster, while dealing more damage.
  • Buff Up and down throw have stronger knockback, with the former being able to reliably KO under 150%.

Special attacks

  • Buff Kirby moves much faster after sucking someone in with Inhale.
  • Change 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.
    • Buff Chef cannot cause self-damage.
    • Buff Pikmin Pluck tosses Pikmin at a much faster rate.
    • Buff Needle Storm charges slightly faster and is charged by pressing the B button instead of holding it, but its needles cannot explode.
    • Buff Pulls out Motion-Sensor Bombs with Hand Grenade at a faster rate.
    • Nerf Ice Shots shrink on distance instead of growing.
    • Nerf Kirby cannot store Eruption's charge; he executes it shortly after full charge.
    • Nerf Cannot use Captain Falcon's power up taunt to charge a Falcon Punch.
    • Nerf Cannot perform a Bouncing Attack after copying Homing Attack nor follow up Homing Attack shield hits with more Homing Attacks.
    • Change Copies Fire Breath and Inhale instead of Royal Rampage/Galactic Crusher and DDDcree. Dedede's Inhale's changes still apply to Kirby upon copying.
    • Change Both Hero's Bows, PK Flash, PK Freeze, Falco's Blaster, Chomp, and Palutena's Arrow function like their regular Brawl counterparts.
    • Change Thunder Jolt does not launch opponents upwards.
    • Change Charge Shot lacks the paralyzer effect on non-fully-charged shots.
    • Change Robo Beam always has a first level charge at minimum.
    • Change Uncharged Shield Breaker pushes Kirby backwards.
  • Buff 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.
  • Buff The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.
  • Buff 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.
  • Change Stone falls nearly immediately after being used.

Link

Attributes

  • Buff When rolling forward, if Link holds B, he can attack out of his roll.

Ground attacks

  • Buff All smashes are slightly stronger and faster.

Aerial attacks

  • Buff All aerials have less landing lag, especially his down aerial.

Grabs and throws

  • Buff Pummel is stronger.
  • Buff Up and back throws are noticeably stronger, with the latter sending opponents on a semi-spike trajectory.
  • Buff Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.
  • Buff Link's aerial Clawshot has less landing lag, letting it link into itself more.

Special attacks

  • Buff Hero's Bow is slightly stronger, and now randomly shoots normal or fire arrows. Normal arrows produce horizontal knockback, while fire arrows produce the same damage but with a fire effect and strong vertical knockback instead.
  • Buff 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.
  • Buff 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. The SFX for Link’s up-smash plays instead when the move is used in the air. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range) and will break shield on max charge.
  • Buff Bombs can be thrown faster and further, while having much more knockback, giving them KOing capability. Link will start blinking after a period of time and will pull a Deku Nut when he attempts to a pull a bomb. Link also throws normal items faster, further, and stronger.

Taunts

  • Buff 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

  • Nerf The Aura mechanic is currently inactive, leaving Lucario at his initial power level.
  • Buff Air speed has been improved.

Ground attacks

  • Buff Down tilt is slightly stronger, and pushes Lucario back slightly.
  • Buff Dash attack propels Lucario farther, with much less ending lag.
  • Buff Up smash now has secondary, weaker hitboxes after the strong ones have disappeared giving the illusion that Lucario is vulnerable.
  • Buff Down smash now sends opponents on a semi-spike trajectory.

Aerial attacks

  • Buff All aerials except down aerial are much faster in start-up and ending lag.
  • Buff Neutral aerial now strikes twice, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.
  • Buff 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.
  • Change Pausing from down aerial is now shorter in duration.
  • Buff Up aerial is powerful KO option, being able to KO as low as 50%.

Grabs and throws

  • Buff Pummel speed increased.
  • Buff Back throw now sends at a semi-spike trajectory.

Special attacks

  • Buff Aura Sphere is larger and stronger. Uncharged to barely charged Aura Spheres follow a zig zag trajectory.
  • Buff Force Palm now grabs foes in the air.
  • Buff 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.
  • Change Double Team has become Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage. Down-B again will use Double team instantly, and grabbing someone with Force Palm will unleash Close Combat. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.

Taunts

  • Change If Lucario holds his up taunt (or inputs the up/down/up combo, which is slightly quicker), he will perform his Ultra Taunt, which creates powerful hitboxes all around him inflicting 60% damage on his foes and 999% onto him. In this state, his aura sphere is even stronger, and a fully charged sphere is a OHKO. All of his other attacks are immensely powerful with much more knockback to boot. However, for some apparent reason, his down tilt is unaffected. He can only use this once per stock, and healing at all will disable the buff, but should he ever return to 999% he will once again gain the buff.

Lucas

Attributes

  • Buff Dashing speed has been improved.

Ground attacks

  • Buff Dash attack pushes Lucas much further, and has IASA frames added to all frames after hitboxes cede, essentially giving it no ending lag.
  • Buff Forward tilt can cancel into other moves.
  • Buff 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.

Aerial attacks

  • Buff Up aerial now has a freezing hitbox.
  • Buff Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.
  • Buff Forward Aerial is now stronger and slightly bigger.

Grabs and throws

  • Buff Lucas' grab aerial is attack cancelable on hit.
  • Change Lucas's down throw now sends opponents slightly behind him instead of above him.

Special moves

  • Buff 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, although the projectile will vanish at startup if Lucas is too close to a surface. 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 projectile.
  • Buff PK Fire gives Lucas a larger push back when used. Holding B (or tapping thrice) propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.
  • Buff If Lucas strikes a wall/ceiling after hitting himself with the PK Thunder projectile, he will automatically use PK Thunder again, up to three consecutive times.
  • Buff PK Thunder can be interrupted by an air dodge. Doing so will not leave Lucas helpless.
  • Buff 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.

Taunts

  • Buff Up taunt hits nearby opponents for 1%, slightly flinching them.
  • Buff Down taunt can hit opponents for 5%.
  • Buff Side taunt will make Lucas pull out a Mr. Saturn.

Luigi

Aesthetics

  • Change Luigi has four new alternate costumes wearing Peach's dresses, referencing Mario & Luigi: Superstar Saga.

Attributes

  • Buff Dashing and air speed have been increased, while traction is decreased.
  • Buff Luigi's footstool jump now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback, but still lesser than Mario's.

Ground attacks

  • Buff Down Tilt is significantly faster, being about twice as fast.
  • Buff Pressing the Shield button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.

Aerial attacks

  • Change Forward aerial is weaker, but sends opponents on a semi-spike trajectory.
  • Buff The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.

Grabs and throws

  • Change Down throw sends opponents on a horizontal trajectory instead of vertically.

Special attacks

  • Buff 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 Mario and Luigi: Superstar Saga instead, an electric move that deals a single powerful blow.
  • Buff Green Missile always results in a misfire when used. They can still be charged indefinitely, but won’t gain any extra distance. 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.
  • Buff Super Jump Punch's sourspot is drastically stronger, being about a third as strong as a sweetspotted Super Jump Punch. Also has Green Fire GFX.
  • Nerf A sweetspotted Super Jump Punch is weaker.
  • Buff Luigi Cyclone can cancel into a neutral, tilt, or smash attack just before the final hit when used on the ground. It also has suction while in the air.
  • Buff Negative Zone can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.

Taunts

  • Change Side taunt is now his gun fingers victory pose, which fires two fireballs.
  • Change 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.
  • Buff Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.

Mario

Attributes

  • Buff Dashing speed increased
  • Buff Mario's footstool jump now damages (for 16%), as well as burying grounded opponents, and is now the strongest meteor smash in the game.

Ground attacks

  • Buff Forward smash produces a larger explosion, with more power when sweetspotted.
  • Buff Mario has a new dash attack where he slides forward with his entire body, as he did in Super Mario 64, which can be followed with a hop attack by pressing A.
  • Change Up tilt produces a coin effect upon being landed.

Aerial attacks

  • Buff Forward aerial has fire graphics, is much stronger and no longer has a sourspot.
  • Buff Down aerial is able to be cancelled into a Footstool jump or aerial attacks, including itself. It can also be used to increase the height of any jump.
  • Buff Neutral aerial now is much more stronger on startup, and can kill certain characters around the 105% range.

Throws/other attacks

  • Buff Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.

Special moves

  • Buff Start-up and ending lag on his Fireballs are much faster, allowing him to shoot them at a more rapid pace. Grounded Fireballs bounce less often and come out two at a time. 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.
  • Buff 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.
  • Buff F.L.U.D.D. is always fully charged. It now pulls opponents towards Mario and can be canceled into anything except Fireball, Super Jump Punch, another F.L.U.D.D., or a jump.
  • Buff Mario Finale can be jump canceled.

Taunts

  • Buff Up taunt has armor while Mario is giant.
  • Change Successfully completing a side taunt turns him metal. Holding shield during a side taunt will not turn Mario metal.

Marth

Attributes

  • Buff Walking and dashing speed have been improved.
  • Change 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.

Ground Attacks

  • Buff When the attack button is held, Marth will repeat his jab combo at a rapid pace.
  • Buff 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.
  • Buff Up smash now has better hitboxes on the side of the attack.
  • Buff Down tilt sends Marth forward slightly. Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to Roy's down tilt in Melee.

Aerial attacks

  • Buff All aerials are faster and stronger, more noticeably the tippers.
  • Buff Down aerial has a larger sweetspot, making it much easier to meteor smash with.

Grabs and throws

  • Buff All grabs have longer reach.

Specials

  • Buff 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.
  • Buff Dancing Blade is slightly slower. The 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 that also propels Marth slightly.
  • {{changeDolphin Slash plays the SFX from Melee.}}
  • Buff 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

Attributes

  • Nerf Meta Knight is drastically lighter, now only being a single unit heavier than Jigglypuff.
  • Change A general decrease of damage in his attacks, but his attacks are stronger in knockback.
  • Buff Meta Knight no longer goes into special fall, and can use each special in the air once.

Ground attacks

  • Buff Last hit of jab ends drastically faster allowing him to attack immediately after.
  • Change Down tilt has vertical knockback.
  • Buff Forward smash is now a slash that angles more upward. It is more powerful and has even more range.
    • Change If Meta Knight stands idle after performing a forward smash, he will point his sword out like in his side taunt, accompanied by the "Huh" SFX in his up taunt.
  • Buff Up smash is faster.

Aerial attacks

  • Change Glide attack now produces horizontal knockback instead of vertical knockback.

Grabs and throws

  • Change Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a large explosion, and deals 25% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze attack.
  • Buff Down throw produces vertical knockback instead of horizontal. This throw is now two hits. This throw cancels into Shuttle Loop when the special button is held, which can then be followed up with an additional attack
  • Buff Forward throw has lowered end lag allowing for easier follow ups.

Specials

  • Nerf Mach Tornado knocks opponents outwards, lasts shorter, and can no longer be canceled into aerials.
  • Buff Drill Rush is significantly quicker.
  • Buff 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.
  • Nerf Shuttle Loop no longer includes the loop, instead leaving Meta Knight with the initial jump. As such, it also loses the glide and glide attack, leaving Meta Knight with only one (albeit the superior) glide.

Mewtwo

Attributes

  • Buff Tail is drastically longer, akin to its Project M form. This significantly increases its range.
  • Nerf Double jump is shorter without a speed increase to compensate.
  • Buff Mewtwo can no longer double-jump cancel, improving its recovery. However, the benefits of Brawl-'s combo-heavy physics and Mewtwo's other changes compensate for its less effective combos out of a double jump.
  • Nerf The removal of wavedashing (except for Fox and Wolf) hinders Mewtwo's mobility.

Ground attacks

  • Buff Jab is much faster and can be extended or stopped at any point in the multi-hit.
  • Buff Forward smash's sweetspot creates a much larger explosion.
  • Buff Down smash has less ending lag.

Aerial attacks

  • Buff Neutral aerial carries out faster and is harder to escape.

Grabs and throws

  • Nerf Forward throw's Shadow Balls now come about half a second after the throw instead of almost immediately, making it harder to connect.
  • Buff Back throw is much faster.
  • Buff Up throw now deals damage as Mewtwo swirls the opponent, which also hits nearby enemies.
  • Change Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.

Specials

  • Buff Shadow Ball passes through enemies.
  • Buff Confusion now has several smaller hits accompanying the big hit, making it do more damage and being able to hit nearby opponents.
  • Buff Teleport acts similarly to how it did in Project M 3.0, as it can be used twice and no longer leaves Mewtwo helpless at all.
  • Buff Disable has been changed to Future Sight. Upon leaving the animation, Mewtwo leaves behind a ball of darkness that explodes with high damage after a few frames.

Mr. Game & Watch

Attributes

  • Buff Dashing speed has been improved.
  • Buff Ground to air jump momentum increased.
  • Change Traction was decreased.

Ground attacks

  • Buff Each hit on the jab combo deals more damage.
  • Buff Forward tilt, up tilt, forward smash, and up smash are faster in both start-up and ending lag.
  • Buff 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

  • Buff 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.
  • Buff Wind hitboxes on up aerial now cause slight damage and can be removed by not holding the A button.
  • Buff 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

  • Buff The food from Chef produces vertical knockback and does fire damage and launches five projectiles at once. The pan is much stronger, but the projectiles are slightly weaker.
  • Buff 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:
    • Buff 1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal Brawl.
    • Buff 2 produces a flower effect.
    • Buff 3 has dramatically increased hitlag.
    • Buff 4 puts the opponent to sleep.
    • Buff 5 buries the opponent.
    • Buff 7 stuns the opponent.
  • Buff Oil Panic has a much higher damage multiplier for the projectiles caught, making it very powerful once full.
  • Buff The parachute on Fire has hitboxes added to it.

Taunts

  • Buff All taunts add a unit to Oil Panic and are interruptible. Note that these units are weak.

Ness

Attributes

  • Buff 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.

Ground attacks

  • Buff All smashes have increased strength and bigger hitboxes and forward smash has increased speed.
  • Buff Forward smash has a strong hitbox at the edge of the bat, and it uses the Home-Run Bat SFX.
  • Buff Down tilt now has decreased end lag, allowing it to be used multiple times in quick succession.

Aerial attacks

  • Buff All aerials have increased strength and less start up.
  • Buff Down aerial no longer has a sourspot.

Grabs and throws

  • Buff Pummel damage has been increased.

Specials

  • Buff 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. It also travels a lot quicker and can be held for much longer.
  • Buff PK Fire has slightly less start-up and ending lag when fired. And when used in the air it can be jump canceled.
  • Buff Ness no longer becomes helpless if the projectile from PK Thunder fails to hit him. Using it for recovery gives him armor. It also has 5% light armor on startup and 10% on hold/loop.
  • Buff PSI Magnet produces a hitbox when initially used that causes light damage and vertical knockback. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in Melee.

Taunts

  • Buff Ness’s down taunt can damage nearby foes.

Olimar

Ground attacks

  • Buff All tilts are considerably quicker.
    • Change Down tilt pushes Olimar forward a fair distance, piercing through foes.
  • Buff Forward smash and up smash distance increased.
  • Buff During down smash, Pikmin won't stop at the edge of a stage.

Specials

  • Buff Can pluck Pikmin in the air. Doing so will also elevate Olimar somewhat, which can be done up to 3 times until landing. If plucking in mid-air, Olimar will instantly max out on Pikmin.
  • Buff Pikmin Throw is quicker and hurls Pikmin farther.
  • Buff Pikmin Order can now be canceled into anything, including itself. Deals 1% damage (non-flinching) to surrounding foes.

Peach

Attributes

  • Change Peach will have hearts appear while walking.
  • Buff Peach can now float cancel and gets a second float. The floats will combine in length if used in one jump.
  • Buff Peach jumps higher.

Ground attacks

  • Buff Forward smash is approximately twice as fast. Can control what weapon she uses by angling the smash.
  • Buff Down smash always trips opponents, with every hit.
  • Buff Down tilt always meteor smashes, as well as being much faster.
  • Buff Dash attack can be cancelled by another attack immediately after hitboxes have been used up.

Aerial attacks

  • Change Down aerial has an added heart effect, similar to Peach's up tilt.
  • Buff Neutral aerial has an added heart effect, along with 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.
  • Buff Up aerial given some base knockback so it can KO around 150% as opposed to 170%.

Grabs and throws

  • Change Down throw has additional heart sound effects.
  • Buff "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%.
  • Nerf Back throw is slightly weaker.

Specials

  • Buff Toad counter has more range.
  • Buff Peach Bomber can be interrupted by any aerial move or Toad, retaining Peach Bomber's horizontal momentum.
  • Buff Peach Parasol can be cancelled by an aerial attack when it isn’t deployed.
    • Buff Can grab ledges backwards while her Parasol is deployed.
  • Buff All Vegetables are thrown farther nd Peach has an increased random chance of pulling a stitchface turnip or one of the following items: Beam Sword, Bob-omb, Lip's Stick, Mr. Saturn, Pitfall, Unira, or absolutely nothing (which is supposed to be a Green Shell according to the FitPeach.pac). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.

Pichu

Attributes

  • Buff Pichu is significantly heavier (55 → 74).
  • Buff Pichu no longer takes any recoil from normal attacks. Instead, while performing an aerial, special, or smash attack, the player can hold down the button to strengthen the move at the expense of self-damage.
  • Buff Pichu heals 1% more damage for every 30 frames it crouches.

Ground attacks

  • Change Up smash now has electrical properties.
    • Change It now has a different angle of knockback (85 → 101).
    • Nerf It has much less base knockback (80 → 48).
    • Buff It has more knockback growth (64 → 69). When charged, it has much more growth (69 → 93) at the expense of 6% self-damage.
  • Nerf Forward smash is significantly weaker (73 base, 89 growth → 69 base, 54 growth) and sends at the Sakurai angle.
    • Buff It is now a single hit that does 18% damage. When charged, it does 8% damage to Pichu but much more growth (54 → 74).

Aerial attacks

  • Buff Hitting the ground during its downward aerial causes an explosion (Zap Cannon). Boosted down aerial also meteor smashes and is a stall-then-fall.

Special moves

  • Buff Pichu's tapped neutral special is Nuzzle, which stuns opponents in front of Pichu at close range without self-damage. Pichu's held neutral special is Electro Ball, which causes Pichu to take self-damage but leave behind a sphere of electricity that can stop approaches. Electro Ball is an exception to the recoil feature, being weaker than Nuzzle.
  • Buff Pichu's tapped side special is Fling, a move that launches him forward, strikeinf opponents at the beginning of the move. When held, side special becomes Wild Charge, which sends Pichu even farther and deals more damage at the expense of self-damage.
  • Buff Tapped up special is still Agility, but it does not damage Pichu or leave it helpless, and is one quick burst of distance that can be used up to three times in the air. Held up special is Volt Switch, which functions the same way but causes damage to both the opponent and Pichu.
  • Buff Tapped down special is Thunderbolt, which is weaker than Thunder but is faster and does not directly hit Pichu, thus removing the self-damage. Held down special is Discharge, which causes significant self-damage to Pichu, but is also much stronger, able to KO below 100% if sweetspotted.

Pikachu

Attributes

  • Buff Pikachu can footstool while in special fall state.

Ground attacks

  • Buff Up smash is stronger, with an electrical effect upon impact.
  • Change Pikachu spins much faster during its down smash, and each hit has less hitlag.
  • Buff Pikachu's jab now hits much faster.

Aerial attacks

  • Buff Back aerial moves Pikachu horizontally through the air, similar to a helicopter. Cancels into aerials at the end.
  • Buff Down aerial is now a meteor smash.

Grabs and throws

  • Buff Forward throw knocks all opponents down, while down throw sends opponents behind Pikachu with more damage.

Specials

  • Buff 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.
  • Buff 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.
  • Buff Thunder projectile now meteor smashes everywhere except the top.
  • Buff Thunder and Thunder Jolt can both be jump canceled while in the air, allowing two to be done in quick succession.
  • Buff Thunder Jolt hits goes up when traveling on the ground. Will spike foes when traveling through the air.

Pit

Attributes

  • Change "The fight is on!" SFX played during entry.
  • Change 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!".
  • Buff Glide attack produces vertical knockback that is stronger.

Ground attacks

  • Change Jab combo last hit now sends opponents behind Pit.
  • Buff 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.

Aerial attacks

  • Buff Forward aerial now sends opponents on semi-spike trajectory.
  • Buff Down aerial can now meteor smash.

Grabs and throws

  • Buff Pummel speed is faster.
  • Buff Back throw throws opponents at a semi-spike.

Specials

  • Buff 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.
  • Buff 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.
  • Buff Hitbox added to Wings of Icarus' startup. Can be used again after getting hit, but will retain the amount of time he has lost.
  • Buff Mirror Shield is jump cancelable.
  • Buff The Centurions in Palutena's Army can now change flight directions, allowing them to chase down a target more effectively.

Pokémon Trainer

  • Buff Stamina has been removed, effectively allowing one to play as a single Pokémon for the entire match.
  • Buff Type effectiveness is removed.
  • Change Does not switch Pokémon upon being KO'd unless the Shield button is held as the last Pokémon is KO'd.
  • Change Was removed from the CSS, but all the Pokémon are still interchangeable via grounded down special.

R.O.B.

Ground attacks

  • Buff Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.

Aerial attacks

  • Buff 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.
  • Buff Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.
  • Buff Up aerial's speed greatly increased.
  • Change Back aerial hits opponent towards R.O.B.

Grabs and throws

  • Buff Pummel has an electrical effect and deals more damage.

Specials

  • Buff 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.
    • Nerf Uncharged beam no longer paralyzes.
  • Buff 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.
    • Change If Arm Rotor is immediately interrupted with a back aerial, R.O.B. will move an extra distance forward. This can sometimes lead to OHKOs on himself.

Roy

Attributes

  • Change The trails of his sword are more prominent.
  • Change Most of his sweetspotted moves have a flame effect.
  • Buff Dashing speed increased (1.61 → 1.8)
  • Change Falling speed decreased (2.4 → 2.2)

Ground attacks

  • Buff Jab, side smash, and up tilt are now tilted in the form of a dagger to provide easier hilt sweet-spotting.
  • Buff Forward tilt is now a multi-hit flame projectile, giving the move more range.
  • Buff Dash attack is now running stab and has more reach.
  • Buff Up smash is now a double slash. The first hit is weak and leads into the second hit, which has very high knockback.
  • Buff Roy now jumps when performing a forward smash, giving it more reach.
  • Buff Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.
  • Nerf All down tilt hitboxes are weaker.

Aerial attacks

  • Buff Forward aerial is now a two-hit attack, dealing more damage and can be jump canceled after the first hit.
  • Nerf Up aerial is now an upwards stab giving the move less diagonal reach.
  • Buff Down aerial's meteor smash hitbox is significantly larger.

Special moves

  • Buff Flare Blade has less start-up.
  • Buff 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 forward.
  • Buff Blazer has armor, and covers much more distance.
  • Change Blazer has a new spiraling animation.
  • Change Blazer's first hit has drastically less set knockback. While this removes its ability to OHKO floaty characters, it makes it notably easier to connect all the hits.
  • Buff Counter multiplier is much higher.

Samus

Attributes

  • Buff Attacks are generally stronger.

Ground attacks

  • Buff Dash attack is drastically stronger, and has an electric effect upon impact, emulating the Shinespark.
  • Buff Up tilt no longer meteor smashes and will always produce horizontal knockback. Her heel will still meteor.
  • Buff Down tilt is an extremely fast close-range explosion with IASA frames as early as frame 8, with vertical knockback.
  • Buff 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.
  • Buff Down smash produces knockback that is more horizontal.

Grabs and throws

  • Buff Grab now lingers, identical to Zero Suit Samus's.
  • Buff Up Throw is the Grapple Voltage from Metroid Prime 3: Corruption, which knocks the opponent down to the floor and heals Samus.

Specials

  • Buff Charge Shot is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.
    • Change Charge Shot now sends Samus much further back when used in the air.
  • Buff 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.
    • Buff Smash Missiles knock the opponent up and towards Samus, working as an effective combo starter at mid percents.
  • Buff Screw Attack now deals one powerful hit, which can kill at high percents.
  • Buff Samus' Bombs are now Power Bombs, which start much slower and have a much stronger explosion.
  • Nerf As of 4.0BC Zero Laser will never transform Samus into Zero Suit Samus.

Sheik

Attributes

  • Buff Has an additional midair jump.
  • Change Sheik becomes invisible and has a smokeball effect when she dodges and rolls.

Ground attacks

  • Buff 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.
  • Buff Forward smash covers more distance, about twice as far as before.

Aerial attacks

Grabs and throws

  • Buff Down throw now fuctions like Snake's down throw.

Special Moves

  • Buff 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.
  • Buff Vanish now produces a explosion upon reappearance that is stronger than the initial explosion. Vanish is faster now.
  • Buff Chain now grants Sheik horizontal trajectory in the air, comes out much faster, paralyzes and auto-cancels upon hit.

Snake

Attributes

  • Buff Side taunt drops a grenade.
  • Buff Snake can move around while in a cardboard box. The "Kept you waiting, huh?" SFX is added when removing a cardboard box.
  • Buff Can drop his currently held item by pressing A during any dodge.

Ground attacks

  • Buff The hitboxes of the third hit of his jab combo, his dash attack, and tilts have significantly increased hitlag.
  • Change The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.
  • Buff Down tilt is a semi-spike that makes the opponent slide across the floor when on the ground.
  • Buff 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.
  • Buff Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.
  • Buff 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.

Aerial attacks

  • Buff All aerials have less landing lag and much higher hitlag.
  • Buff Each stomp of the down aerial comes out much faster.

Grabs and throws

  • Change "Nom" SFX played each time Snake pummels the opponent.
  • Buff 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.
  • Change "Tasty!" SFX played when Snake uses his down throw.

Specials

  • Buff 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.
  • Buff If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.
  • Buff The Remote Missile travels dramatically faster, though it can only be controlled during the first second.
  • Buff 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.
  • Buff C4 has a larger sticky radius.

Sonic

Attributes

  • Buff 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.
  • Buff All taunts are interruptible at any time.

Ground attacks

  • Buff 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.
  • Buff 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.
  • Buff 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 Spin Dash.

Aerial attacks

  • Buff 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.

Grabs and throws

  • Buff Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.
  • Buff Forward throw is now a simple toss with more horizontal knockback.
  • Buff Down throw causes no knockback, like Snake's down throw.

Specials

  • Buff 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.
  • Buff 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.
  • Buff 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.
  • Buff 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.

Squirtle

Attributes

  • Buff Initial and midair jump height increased.
  • Buff Dash animation sped up, allowing for faster shellshifting.

Ground attacks

  • Buff Forward smash propels Squirtle about twice as far, increasing its reach.
  • Buff Water towers from up smash are twice as high, along with an increase in power.
  • Buff Water spouts from down smash cover twice as much distance, giving it more reach.

Aerial attacks

  • Buff Last hit on down aerial now sends opponents on a semi-spike trajectory.
  • Buff Neutral aerial has a lot more range.

Specials

  • Buff 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.
  • Buff 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.
  • Buff Knockback on Withdraw is drastically increased.
  • Buff Waterfall gives Squirtle a higher upward push at the end, accompanied by its "Squirtle!" SFX and an extra upward boost if the special button is held.

Toon Link

Attributes

  • Change Toon Link holds the Mirror Shield.
  • Buff 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.

Ground attacks

  • Buff Forward tilt can now meteor smash.

Aerial attacks

  • Buff Neutral aerial has drastically reduced start-up and ending lag, as well as duration.
  • Buff 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.

Grabs and throws

  • Buff 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.
  • Buff Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.

Specials

  • Buff Hero's Bow randomly 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.
  • Buff Boomerang knocks opponents upwards and produces a flower if it hits while returning to Toon Link.
  • Buff 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.
  • Buff 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.
  • Change Triforce Slash has fire hitboxes and the final hit knocks opponents backwards.

Wario

Attributes

  • Buff Air speed has been drastically increased, along with an increase in falling speed.
  • Change Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.
  • Buff Pressing B during side taunt causes Wario to fart.

Ground attacks

  • Buff Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.
  • Buff Forward smash's range has been increased and has armor on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.
  • Buff Up smash has a vacuum effect.
  • Buff Down smash causes opponents to trip until the final hit.
  • Buff 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.
  • Buff 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.

Aerial attacks

  • Buff Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.
  • Buff 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.
  • Buff Down aerial can be used for as long as the A button is held.
  • Buff By pressing A during his back aerial, Wario will fart, pushing him backwards.
  • Buff Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.

Grabs and throws

  • Buff 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.

Specials

  • Buff 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.
  • Buff 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.
  • Buff Corkscrew has been removed and replaced with a less powerful fully charged Wario Waft, granting Wario tons of height.
  • Nerf 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.

Wolf

Attributes

  • Buff Dashing speed has been improved.
  • Change Up taunt makes the audience cheer.
  • Buff Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.
  • Buff 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%.

Ground attacks

  • Change Forward tilt has decreased vertical knockback while dealing more damage.
  • Buff Dash attack moves Wolf forward a good distance instead of halting all movement.
  • Buff 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.
  • Change Back slice of down smash produces vertical knockback instead of horizontal.

Aerial attacks

  • Buff Neutral aerial has more hitboxes, consisting of more hits.
  • Buff Neutral aerial can now be canceled into another aerial, including another neutral air.
  • Buff Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.
  • Change "Play time's over, Star Fox!" SFX played during entry.

Grabs and throws

  • Buff Pummel deals more damage.

Specials

  • Buff Blaster shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.
  • Buff 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.
  • Buff 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. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly. When connecting with a wall, Wolf can wall jump.
    • Change If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.
  • Buff Reflector knocks upwards when grounded and can be cancelled into any aerial airborne.

Yoshi

Attributes

  • Buff Has an additional midair jump. Has more armor while jumping.
  • Buff Dashing speed has been improved.

Ground attacks

  • Buff Second hit of jab can cancel into crouch or dash,
  • Buff Forward smash produces a flower.
  • Buff Down smash is stronger, and now sends opponents on a semi-spike trajectory.

Aerial attacks

  • Buff 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.
  • Buff 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.
  • Buff The flutter kicks during Yoshi's down aerial are performed much faster, greatly increasing the speed of the attack.
  • Buff When sweetspotted, the forward aerial is stronger, has drastically increased hitlag, and buries grounded opponents.
  • Buff Up aerial has very weak sourspot hitboxes added.

Grabs and throws

Specials

  • Buff Egg Lay no longer causes upwards momentum to the laid egg or the escaping opponent.
  • Buff 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.
  • Buff 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.
  • Buff Ground Pound has IASA frames. Notably, interrupting the jump of the grounded version at specific frames will cause Yoshi to rise very high.

Zelda

Attributes

  • Buff 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.

Ground attacks

  • Buff Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.

Aerial attacks

  • Buff Up aerial 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.

Grabs and throws

  • Buff Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.

Specials

  • Buff Din's Fire is interruptible at any time. It also no longer leaves Zelda helpless if used in the air.
  • Buff 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.
  • Buff 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.
  • Buff Farore's Wind has no ending lag when used for recovery, no longer killing all momentum upon finish.
  • Buff 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.
  • Buff 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.
  • Buff Neutral air cancels into other aerials.

Zero Suit Samus

Ground attacks

  • Buff Alternate Jab remapped to Z for easier use.
  • Buff Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.

Aerial attacks

  • Nerf The knockback of the first kick of the forward aerial has been reduced.
  • Buff Down aerial is no longer a stall-then-fall, behaving like a normal aerial. This move spikes unless the A button is held. This causes her to perform a multi hitting flipping attack propelling her up.

Grabs and throws

  • Buff Pummel speed increased.
  • Change Forward throw knocks opponents down, no longer being able to chain throw them, while back throw sends opponents on a semi-spike trajectory.
  • Change "Be still" SFX played when down throw is used.

Specials

  • Buff Paralyzer travels faster and much further, even when uncharged.
  • Buff Plasma Whip has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.
  • Buff If the special button is held during side special, the move will only hit for electric damage and knock foes toward her.
  • Buff Down special only uses the attack portion with A. This is so the move can be followed up with specials better.


References