Bowser
Attributes
- 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 armor until frame 28 and propels Bowser farther, giving it more reach.
- 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.
- Up tilt modified to hit in front of Bowser.
- Vacuum effect added to the charging of his forward smash.
- Armor on his forward smash on frames 12 to 41 (including charge), with forward and backward dodge cancels, simulating Focus Attack.
- Fully charged forward smash ignores shields.
- Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.
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, and neutral aerial has its landing lag completely removed.
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 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: Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
- 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.
- 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.
- Flying Slam is quicker and buries foes.
- 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 Boost: Bowser Bomb's grounded startup can be canceled into a jump or an aerial.
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.
- Captain Falcon slides further when Forward Smash is used, giving it more reach.
- Up smash has greater range and no longer has SDI.
- 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.
- All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.
Grabs and throws
- All grabs are faster and have longer reach.
- A successful grab is accompanied by his "Come on!" SFX.
- Captain Falcon now will now say his "Yes!" for every successful pummel.
- Forward throw is much stronger, being able to reliably KO under 150%.
- Back throw is now a meteor smash.
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. 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.
- Falcon Punch has drastically increased hitlag.
- 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, 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.
- 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.
- The salute on his down taunt can damage for 1%.
- He now quietly says “yes” during his up taunt.
Charizard
Attributes
- Flying Type: 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
- Fire Spin: Neutral aerial has additional flame effects, sweetspot is enlarged, and speed is increased.
- Heat Wave: Forward aerial's range on the flames is increased, all hitboxes cause flinching, and the final hit causes better knockback.
- Down aerial can now be buffered into a down smash by executing the move just before landing.
Grabs and Throws
- Down throw produces an explosion at the end, along with more knockback and damage.
Special moves
- Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame.
- 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.
- Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air.
- Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.
Diddy Kong
Ground attacks
- Knockback on forward and down tilts are now set, and are extremely weak.
- Dash attack transitions 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 on hit.
- 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
- 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.
- 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 cancellable, doesn't render Diddy Kong helpless, and cancels into Monkey Flip. Diddy can use his double jump after his up special.
- 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
- 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 sends 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 hits opponents towards Donkey Kong, allowing for more followups.
- 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
- Barrel Blast: DK now moves around much further when throwing Barrels in the air.
Special moves
- '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.
- Headbutt's startup is cancelable into anything, which can be used to halt his aerial momentum.
- Spinning Kong gives Donkey Kong significantly more vertical distance.
- 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.
- 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
- 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.
- Name stylized as Falco Lombardi.
Attributes
- Like an Eagle: The height of his midair jump has been decreased, however Falco now has three midair jumps.
Ground attacks
- Up tilt is jump cancelable within the final frames.
- Forward smash produces a damaging wind hitbox.
Aerial attacks
- 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.
Special moves
- 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.
- Fire Bird travels much farther with much greater momentum, now showing off blue flames.
- Falco also conserves the momentum for a short period of time after the fire.
- 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
- Falco can switch between fast and slow laser speeds using up taunt.
Fox
Aesthetics
- Name stylized as Fox McCloud.
Attributes
- 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.
- Wavedash: As in Melee, air dodging diagonally into the ground allows Fox to retain his momentum, improving mobility and combo ability.
- Can slide off ledges by crouching while walking or dashing.
- Dash speed, walking speed, falling speed, and air speed increased.
- Traction significantly reduced, allowing for a longer wavedash at the cost of the normal effects of higher traction.
Ground attacks
- Multi hit attack on jab removed. Rapidly tapping A will cause Fox to repeat his first two jabs.
Aerial attacks
- Landing lag on all aerials matched to the L-cancel landing lag from Super Smash Brothers: Melee.
- Back aerial has a much stronger hitbox on his foot, being able to reliably KO under 150%.
- "Come on!" SFX added to a landed up aerial.
Grabs and throws
- Up throw can be canceled into a jump on frame 30.
- Down throw meteor smashes opponents onto the ground, allowing Fox to set up Tech-chases.
Special attacks
- Blaster has less start-up, has more range (twice that of Melee), and can be canceled into a jump or any normal attack.
- Fox Illusion can be canceled into a jump or any attack other than Fox Illusion or Blaster.
- 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.
- Fire Fox now hits at the autolink angle and has darker flame graphics.
- 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.
- 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.
- Reflector now locks fallen opponents and has its Melee SFX.
Taunts
- Fire Taunt: Pressing B after he says "Here I come!" in his up taunt will execute Fire Fox.
Ganondorf
Ground attacks
- Neutral attack and up smash have drastically faster start-up and ending lag.
- 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.
- The earthquake hitbox of up tilt produces a darkness effect rather than a flame effect.
- 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.
- 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
- Neutral aerial goes from first kick to second kick extremely quickly, and the first kick has less knockback, making combining easier..
- Forward aerial is faster and produces a darkness effect..
- Back aerial produces an electric effect.
- Down aerial is much stronger.
Grabs and throws
- All grabs have more reach.
- Pummel deals 6% damage.
- Up throw does multiple hits.
- Pummel and all throws produce a darkness effect.
Special moves
- 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.
- 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.
- 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.
- 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.
- 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%.
- 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, 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
- During his down taunt (when he pulls out his sword), Ganondorf is invincible.
Ice Climbers
Attributes
- Easier to Desync.
- 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
- Both Climbers can now meteor smash with their forward aerial.
- 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
- Ice-Grip Nana: Infinite chain throws are no longer possible, as the partner cannot grab (they will freeze upon release instead).
Special moves
- Ice Shot increases in size over time when traversing the ground instead of decreasing.
- Squall Hammer can cancel into any grab input. In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.
- 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.
- To-Tether Forever: As long as the partner Climber has not been KO'd, using Belay or Squall Hammer will bring them back.
- Slippery Blizzard: It is now possible to glide along the ground while using Blizzard.
- Blizzard no longer freezes.
- Nana’s Blizzard can be canceled into another attack.
Ike
Ground attacks
- Wind effect added to forward smash, as well as when charging one.
- Sourspot removed from forward smash.
- Dash Attack cancels on hit.
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.
- Ike Copter: 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%.
Special moves
- 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.
- Ike’s Eruption now emits blue flames.
- 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.
- Aether has radically more knockback growth, and the final hit will heal Ike by 4% if landed.
Taunts
- "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
- 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
- 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 has much more knockback.
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
- 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.
- 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.
- Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.
- Down special changed to Giga Drain, which acts as a grab that heals Ivysaur while damaging opponents.
- Final Smash changed to Solar Beam, which has a wide frontal range and can KO opponents effectively.
Jigglypuff
Attributes
- Air speed increased.
- 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
- Down tilt slides Jigglypuff forward a decent amount.
- Up smash has significantly less cooldown.
- Side smash travels farther.
- 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
- Back aerial now has a static hitbox with range similar to Melee.
- The last hit of down aerial has a chance to trip grounded opponents.
- Up aerial now links into itself, even leading to an early Rest if performed correctly.
Grabs and throws
- Back throw now sends opponents on a semi-spike trajectory, while the down throw is now a meteor smash.
- Up throw now sends opponents with less knockback and knockback growth, allowing more more follow-ups, even at higher percents.
Special attacks
- The range of Sing has been greatly increased
- 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.
- 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.
- 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
- 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.
- Down taunt produces a windbox that blows foes away from it.
King Dedede
Ground attacks
- 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
- Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.
- Up and down aerials spin much faster.
Grabs and throws
- Pivot grab has invincibility frames added.
- 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.
- 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.
- Waddle Dees can be launched at opponents when they are hit by Dedede.
- Dedede will not pick up and throw nearby minions, allowing him to attack freely.
- Inhale has been remapped to be his down special, removing Jet Hammer in the process.
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.
- Forward smash covers more distance, giving it more reach.
- Kirby can now slide left or right during his down smash if the analog stick is tilted in the respective direction.
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 much faster after sucking someone in with Inhale.
- 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; 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 B, he can attack out of his roll.
Ground attacks
- All smashes are slightly stronger and faster.
Aerial attacks
- All aerials have less landing lag, especially his down aerial.
Grabs and throws
- Pummel is stronger.
- Up and back throws are noticeably 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.
- Link's aerial Clawshot has less landing lag, letting it link into itself more.
Special attacks
- 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.
- 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. 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.
- 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
- 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
- The Aura mechanic is currently inactive, leaving Lucario at his initial power level.
- Air speed has been improved.
Ground attacks
- Down tilt is slightly stronger, and pushes Lucario back slightly.
- Dash attack propels Lucario farther, with much less ending lag.
- Up smash now has secondary, weaker hitboxes after the strong ones have disappeared giving the illusion that Lucario is vulnerable.
- 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 now strikes twice, 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.
- Up aerial is powerful KO option, being able to KO as low as 50%.
Grabs and throws
- Pummel speed increased.
- Back throw now sends at a semi-spike trajectory.
Special attacks
- Aura Sphere is larger and stronger. Uncharged to barely charged Aura Spheres follow a zig zag trajectory.
- Force Palm now grabs foes in the air.
- 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 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
- 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
- Dashing speed has been improved.
Ground attacks
- Dash attack pushes Lucas much further, and has IASA frames added to all frames after hitboxes cede, essentially giving it no ending lag.
- Forward tilt can cancel into other moves.
- 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
- Up aerial now has a freezing hitbox.
- Neutral aerial now has more hitstun and less landing lag, allowing the user to follow up with more attacks.
- Forward Aerial is now stronger and slightly bigger.
Grabs and throws
- Lucas' grab aerial is attack cancelable on hit.
- Lucas's down throw now sends opponents slightly behind him instead of above him.
Special moves
- 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.
- 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.
- 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.
- 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.
Taunts
- Up taunt hits nearby opponents for 1%, slightly flinching them.
- Down taunt can hit opponents for 5%.
- Side taunt will make Lucas pull out a Mr. Saturn.
Luigi
Aesthetics
- Luigi has four new alternate costumes wearing Peach's dresses, referencing Mario & Luigi: Superstar Saga.
Attributes
- 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, but still lesser than Mario's.
Ground attacks
- Down Tilt is significantly faster, being about twice as fast.
- Pressing the Shield button during the latter half of the Dash Attack makes Luigi do a "tripping attack" that spikes opponents.
Aerial attacks
- Forward aerial is weaker, but sends opponents on a semi-spike trajectory.
- 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
- Down throw sends opponents on a horizontal trajectory instead of vertically.
Special attacks
- 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.
- 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.
- 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.
- A sweetspotted Super Jump Punch is weaker.
- 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.
- Negative Zone can be jump canceled during the dance and will freeze opponents entirely instead of slow them down.
Taunts
- 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.
- Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.
Mario
Attributes
- Dashing speed increased
- 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
- Forward smash produces a larger explosion, with more power when sweetspotted.
- 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.
- Up tilt produces a coin effect upon being landed.
Aerial attacks
- Forward aerial has fire graphics, is much stronger and no longer has a sourspot.
- 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.
- Neutral aerial now is much more stronger on startup, and can kill certain characters around the 105% range.
Throws/other attacks
- Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.
Special moves
- 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.
- 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.
- 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.
- Mario Finale can be jump canceled.
Taunts
Marth
Attributes
- Walking and dashing speed have been improved.
- 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
- 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.
- Up smash now has better hitboxes on the side of the attack.
- 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
- All aerials are faster and stronger, more noticeably the tippers.
- Down aerial has a larger sweetspot, making it much easier to meteor smash with.
Grabs and throws
- All grabs have longer reach.
Specials
- 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 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.}}
- 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
- Meta Knight is drastically lighter, now only being a single unit heavier than Jigglypuff.
- A general decrease of damage in his attacks, but his attacks are stronger in knockback.
- Meta Knight no longer goes into special fall, and can use each special in the air once.
Ground attacks
- Last hit of jab ends drastically faster allowing him to attack immediately after.
- Down tilt has vertical knockback.
- Forward smash is now a slash that angles more upward. It is more powerful and has even more range.
- 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.
- Up smash is faster.
Aerial attacks
- Glide attack now produces horizontal knockback instead of vertical knockback.
Grabs and throws
- 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.
- 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
- Forward throw has lowered end lag allowing for easier follow ups.
Specials
- Mach Tornado knocks opponents outwards, lasts shorter, and can no longer be canceled into aerials.
- Drill Rush is significantly quicker.
- 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.
- 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
- Tail is drastically longer, akin to its Project M form. This significantly increases its range.
- Double jump is shorter without a speed increase to compensate.
- 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.
- The removal of wavedashing (except for Fox and Wolf) hinders Mewtwo's mobility.
Ground attacks
- Jab is much faster and can be extended or stopped at any point in the multi-hit.
- Forward smash's sweetspot creates a much larger explosion.
- Down smash has less ending lag.
Aerial attacks
- Neutral aerial carries out faster and is harder to escape.
Grabs and throws
- Forward throw's Shadow Balls now come about half a second after the throw instead of almost immediately, making it harder to connect.
- Back throw is much faster.
- Up throw now deals damage as Mewtwo swirls the opponent, which also hits nearby enemies.
- Down throw has slightly more knockback. While this removes Mewtwo's chaingrabs, it gives it access to more versatile and useful combos.
Specials
- Shadow Ball passes through enemies.
- Confusion now has several smaller hits accompanying the big hit, making it do more damage and being able to hit nearby opponents.
- 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.
- 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
- Dashing speed has been improved.
- Ground to air jump momentum increased.
- Traction was decreased.
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 interruptible. Note that these units are weak.
Ness
Attributes
- 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
- All smashes have increased strength and bigger hitboxes and forward smash has increased speed.
- Forward smash has a strong hitbox at the edge of the bat, and it uses the Home-Run Bat SFX.
- Down tilt now has decreased end lag, allowing it to be used multiple times in quick succession.
Aerial attacks
- All aerials have increased strength and less start up.
- Down aerial no longer has a sourspot.
Grabs and throws
- Pummel damage has been increased.
Specials
- 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. And when used in the air it can be jump canceled.
- 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.
- 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.
Olimar
Attributes
- 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.
Ground attacks
- 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.
Specials
- 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 special is now the Olimar Flip, a somersault jump replacing Pikmin Throw. This move is attack cancelable into aerials and other specials.
Peach
Attributes
- 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.
- Peach can now float cancel and gets an additional float.
- Peach jumps higher.
Ground attacks
- 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.
- 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.
- Dash attack can be cancelled by another attack immediately after hitboxes have been used up.
Aerial attacks
- Down aerial has an added heart effect, similar to Peach's up tilt.
- 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%.
Grabs and throws
- "Hi" SFX played each time Peach pummels an opponent.
- "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.
Specials
- All Vegetables are stronger and 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.
- 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.
- 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.
- Can grab the ledge backwards during the beginning of Peach Parasol.
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 6% 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 8% damage to Pichu but much more growth (54 → 74).
Aerial attacks
- Pressing A during its forward aerial causes it to fly forward (Parabolic Charge).
- Hitting the ground during its downward aerial causes an explosion (Zap Cannon). Down aerial also meteor smashes and is a stall-then-fall.
- Back and up aerials now damage Pichu despite the former not gaining electrical properties.
- Up aerial does more damage and is stronger.
- Neutral aerial can be held to give it stronger electric hitboxes at the expense of 3% recoil.
Special moves
- 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 stuff approaches.
- Pichu's tapped side special is Fling, a move with slightly below average attack power that quickly thrusts Pichu forward with long distance and no self-damage. When held, side special becomes Wild Charge, which sends Pichu even farther and deals more damage at the expense of self-damage.
- 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.
- 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
- Pikachu can footstool while in special fall state.
Ground attacks
- Up smash is stronger, with an electrical effect upon impact.
- Pikachu spins much faster during its down smash, and each hit has less hitlag.
- Pikachu's jab now hits much faster.
Aerial attacks
- 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.
Grabs and throws
- Forward throw knocks all opponents down, while down throw sends opponents behind Pikachu with more damage.
Specials
- 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.
- 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.
- Thunder Jolt hits goes up when traveling on the ground. Will spike foes when traveling through the air.
Pit
Attributes
- "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!".
- Glide attack produces vertical knockback that is stronger.
Ground attacks
- Jab combo last hit now sends opponents behind Pit.
- 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
- Forward aerial now sends opponents on semi-spike trajectory.
- Down aerial can now meteor smash.
Grabs and throws
- Pummel speed is faster.
- Back throw throws opponents at a semi-spike.
Specials
- 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.
- The Centurions in Palutena's Army can now change flight directions, allowing them to chase down a target more effectively.
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.
Ground attacks
- Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.
Aerial attacks
- 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.
- Back aerial hits opponent towards R.O.B.
Grabs and throws
- Pummel has an electrical effect and deals more damage.
Specials
- 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.
- 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 an extra distance forward. This can sometimes lead to OHKOs on himself.
Roy
Attributes
- The trails of his sword are more prominent.
- Most of his sweetspotted moves have a flame effect.
- Dashing speed increased (1.61 → 1.8)
- Falling speed decreased (2.4 → 2.2)
Ground attacks
- Jab, side smash, and up tilt are now tilted in the form of a dagger to provide easier hilt sweet-spotting.
- Forward tilt is now a multi-hit flame projectile, giving the move more range.
- Dash attack is now running stab and has more reach.
- Up smash is now a double slash. The first hit is weak and leads into the second hit, which has very high knockback.
- Roy now jumps when performing a forward smash, giving it more reach.
- Down tilt has a sourspot on the hilt that sends at a semi-spike angle, allowing the move to both combo and edgeguard valuably.
- All down tilt hitboxes are weaker.
Aerial attacks
- Forward aerial is now a two-hit attack, dealing more damage and can be jump canceled after the first hit.
- Up aerial is now an upwards stab giving the move less diagonal reach.
- Down aerial's meteor smash hitbox is significantly larger.
Special moves
- Flare Blade has less start-up.
- 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.
- Blazer has armor, and covers much more distance.
- Blazer has a new spiraling animation.
- 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.
- Counter multiplier is much higher.
Samus
Attributes
- Attacks are generally stronger.
Ground attacks
- Dash attack is drastically stronger, and has 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.
- 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.
Grabs and throws
- 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 and heals Samus.
Specials
- Charge Shot is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.
- Charge Shot now sends Samus much further back when used in the air.
- 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.
- Smash Missiles knock the opponent up and towards Samus, working as an effective combo starter at mid percents.
- Screw Attack now deals one powerful hit, which can kill at high percents.
- Samus' Bombs are now Power Bombs, which start much slower and have a much stronger explosion.
- As of 4.0BC Zero Laser will never transform Samus into Zero Suit Samus.
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
Attributes
- 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.
- Can drop his currently held item by pressing A during any dodge.
Ground attacks
- The hitboxes of the third hit of his jab combo, his dash attack, and tilts have significantly increased hitlag.
- 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.
Aerial attacks
- All aerials have less landing lag and much higher hitlag.
- Each stomp of the down aerial comes out much faster.
Grabs and throws
- "Nom" SFX played each time Snake pummels the opponent.
- 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.
Specials
- 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.
Sonic
Attributes
- 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.
- All taunts are interruptible at any time.
Ground attacks
- 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.
- 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
- 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
- Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.
- Forward throw is now a simple toss with more horizontal knockback.
- Down throw causes no knockback, like Snake's down throw.
Specials
- 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.
Squirtle
Attributes
- Initial and midair jump height increased.
- Dash animation sped up, allowing for faster shellshifting.
Ground attacks
- 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.
Aerial attacks
- Last hit on down aerial now sends opponents on a semi-spike trajectory.
- Neutral aerial has a lot more range.
Specials
- 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 and an extra upward boost if the special button is held.
Toon Link
Attributes
- Toon Link holds the Mirror Shield.
- 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
- Forward tilt can now meteor smash.
Aerial attacks
- 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.
Grabs and throws
- 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.
Specials
- 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.
- 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.
- Triforce Slash has fire hitboxes and the final hit knocks opponents backwards.
Wario
Attributes
- Air speed has been drastically increased, along with an increase in falling speed.
- Aesthetic farting sounds added to Wario's jabs, back throw, and down throw.
- Pressing B during side taunt causes Wario to fart.
Ground attacks
- 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 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.
Aerial attacks
- 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.
- Neutral aerial behaves like down tilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.
Grabs and throws
- 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
- 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.
Wolf
Attributes
- Dashing speed has been improved.
- Up taunt makes the audience cheer.
- 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%.
Ground attacks
- 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.
Aerial attacks
- Neutral aerial has more hitboxes, consisting of more hits.
- Neutral aerial can now be canceled into another aerial, including another neutral air.
- 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.
Grabs and throws
- Pummel deals more damage.
Specials
- Blaster shoots out a slow projectile that gradually grows in size. Its end lag can be canceled into attacks.
- 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. 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.
- If the final hit of Fire Wolf connects and the special move button is held, Wolf will howl like in his up taunt.
- Reflector knocks upwards when grounded and can be cancelled into any aerial airborne.
Yoshi
Attributes
- Has an additional midair jump. Has more armor while jumping.
- Dashing speed has been improved.
Ground attacks
- Second hit of jab can cancel into crouch or dash,
- Forward smash produces a flower.
- Down smash is stronger, and now sends opponents on a semi-spike trajectory.
Aerial attacks
- 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.
- 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.
Grabs and throws
Specials
- 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.
Zelda
Attributes
- 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
- Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.
Aerial attacks
- 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
- Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.
Specials
- Din's Fire is interruptible 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.
- 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
Ground attacks
- Alternate Jab remapped to Z for easier use.
- Forward smash hits behind Zero Suit Samus and is much stronger when sweetspotted.
Aerial attacks
- 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 causes her to perform a multi hitting flipping attack propelling her up.
Grabs and throws
- 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.
Specials
- Paralyzer travels faster and much further, even when uncharged.
- Plasma Whip has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.
- 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.