{{#switch: Universal |Mario=
- Mario Finale:
Mario Finale hits deals 0.5% more damage (2% (early)/2.5% (clean)/3% (late) → 2.5%/3%/3.5%).
Mario Finale has a larger hitbox making harder to escape the final smash.
|Kirby=
Dash attack has less ending lag (FAF 60 → 52).
Dash attack's early hit has more knockback scaling (66 → 71).
Down smash has less startup lag (frame 10 → 7).
Down smash has more knockback scaling (89 → 94).
Forward aerial's second and third hit deal more damage (3% → 4% (hit 2), 5% → 6% (hit 3); total: 12% → 14%) with base knockback on the third hit not fully compensated (30 → 24).
Back aerial's sweetspot has more knockback scaling (100 → 104).
Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (grounded shockwave)).
|Luigi=
Down throw functions correctly near edges, preventing characters like Ridley from being stage spiked away.
|Captain Falcon=
Dash attack has less ending lag (FAFF 38 → 35).
It has, however, a lower shieldstun multiplier (1.875x → 1.5x).
Down tilt has more knockback scaling (80 → 86).
Up smash's second hit has more knockback scaling (72/74/80 → 80/81/88).
- Template:Bug
- Raptor Boost:
Grounded Raptor Boost launches at an altered angle (76° → 85°) and lower base knockback (55 → 30). This allows combos at a wider percent range, including a read into Knee Smash.
Aerial Raptor Boost's meteor hitbox meteor smashes more consistently.
Falcon Kick has faster startup (frame 15 → 13 (grounded)/frame 16 → 14 (aerial)), and the clean hit has more knockback scaling (84 → 88 (grounded)/52 → 57 (aerial)).
|Jigglypuff=
Puff Up slows opponents more during its initial startup.
|Peach=
Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.
|Daisy=
Pummel has a bigger hitbox size (4.5 → 5.5) and Z position (5.8 → 6.8), making it connect more consistently.
|Ice Climbers=
Pummel has a bigger hitbox size (4.8 → 5.8) and Z position (6.4 → 7.4), making it connect more consistently.
- Iceberg:
Iceberg slows opponents more during its initial startup.
The Iceberg appears much faster, and the peak's hitbox size was increased.
Grabbing the Condor was made easier.
|Sheik=
Forward smash's hits connect better, and the second hit has more range.
|Dr. Mario=
Doctor Finale deals more damage.
|Falco=
Down tilt has a faster startup (frame 10 → 8), less FAF (31 → 29) and a more vertical launch angle, allowing it to KO earlier.
Up smash has more knockback, both hits of up smash have longer hitbox duartion (7-9 (first hit)/13-18 (second hit) → 7-12/13-20), and the second hit has a bigger hitbox (5.0 → 5.7).
Neutral aerial's last hit comes out faster (frame 19 → 17) and has a larger hitbox. It also autocancels earlier (frame 43 → 41).
Down aerial has lower ending lag (FAF 51 → 43) and landing lag (14 frames → 12).
- Falco Phantasm:
Grounded Falco Phantasm has faster startup (18 → 13) and 3 more active frames (18-24 → 13-22). Its total duration was also decreased (FAF 55 → 50).
Aerial Falco Phantasm has 3 more active frames (18-24 → 18-27).
|Marth=
Down smash's tipper deals more knockback (BKB 50 → 58 (hit 1), KBG 80 → 92 (hit 2)).
Forward, back, and up aerials have increased tipper hitbox sizes.
|Mewtwo=
Back aerial's far and middle hitboxes deal more damage. The move's knockback has also been increased.
Up aerial deals more knockback.
Down throw has less ending lag, allowing for easier follow-ups.
- Shadow Ball:
Uncharged Shadow Ball deals more damage (2% → 4%).
Shadow Ball overall travels faster and has less ending lag.
Teleport has less landing lag.
|Pit=
Down tilt has less knockback and a shorter launch angle, improving its combo potential.
Up smash has more knockback.
- Up aerial:
Up aerial's hits have less startup (12/15/18/21/24 → 10/13/16/19/22) and a shorter total duration (FAF 49 → 40). It also deals more knockback and has a more vertical angle.
Up aerial now autocancels earlier (frame 37 → 35).
Guardian Orbitars now have reduced ending lag (FAF 50-129 → 39-124).
|Ike=
- Dash attack:
Dash attack has more knockback scaling (clean: 78 → 88, late: 100 → 110).
- Down tilt:
Down tilt has less knockback scaling (70 → 55), allowing it to combo at a wider percent range.
- Neutral aerial:
Neutral aerial has more knockback scaling (105 → 130).
This makes it harder to follow up from the move at high percentages.
However, this restores some of the clean hit's lost KO power from SSB4.
Neutral aerial's late hitboxes are smaller (4 → 3u).
- Forward aerial:
Forward aerial has less ending lag (FAF 60 → 52).
Forward aerial deals more damage (11.5% → 13%), with its knockback scaling mostly compensated (65 → 60).
- Aether:
The first hit where Ike throws his sword up now has transcendent priority, improving its utility out of shield.
The final hit of Aether has much more knockback scaling (115 → 155) and sends at a lower angle (60° → 50°). This drastically improves its KO potential.
|Diddy Kong=
Dash attack now connects more reliably and the final hit has more knockback.
Forward tilt has a bigger hitbox, and more horizontal knockback angle, and a longer hitbox duration for the later hit (13-14 → 13-16).
Down smash has less startup (9/14 → 7/12), the second hit has more active frames (14-14 → 12-13), and a reduced total duration (FAF 52 → 50).
Forward aerial's clean hit has a bigger hitbox.
The time until Diddy Kong can throw another Banana Peel has been extended, removing the infamous infinite.
|Lucas=
Lucas' pivot grab now has more range (0.5 → 3.5).
|Sonic=
Super Sonic makes opponents go slower during the initial slow down period.
Super Sonic has more range during during start up.
|King Dedede=
- Up tilt:
Up tilt deals more damage (10%/8% → 11.5%/9.5%) with no compensation on knockback, improving its power, now being able to KO earlier than brawl's up tilt with rage.
Down tilt sends at a lower angle (45° → 35°), allowing it to KO earlier.
- Forward smash:
Forward smash has had its jostling properties adjusted.
- Forward aerial:
Forward aerial has more knockback scaling (90 → 98).
- Up aerial:
The final hit has much more knockback scaling (147 → 167), greatly improving its KO potential, now being able to KO below 150% with no DI.
- Inhale:
Inhale has faster startup (frame 17 → 14).
The grounded version's grabboxes are larger (initial: 4.0 Z-axis → 4.0-7.0, vacuum: 5.0-9.0 Z-axis → 5.0-12.0), greatly improving its range.