I'm not going to have internet access for most of Friday, November 29th because of holiday travels, which means the update is probably going to probably be delayed until Saturday or possibly as late as Sunday. Sorry! We'll be sure to get back on schedule right afterwards.
In other news, the Brawl Minus Maximum is getting close to completion! It's been our longstanding goal to finish every major aspect of the project by the end of this year, and 2014 is approaching fast. Expect to see generally bigger updates in the coming weeks, including the last few character introductions.
Big thanks to everyone that's stuck with us so far and assisted with our beta testing. Please keep enjoying Minus as much as we have!
Cancelable into air dodge at any time
Sheik will bounce off of the opponent on hit unless you are holding A
Pummel damage decreased, speed increased
Jump cancelable after throw
Ganondorf (MAX 0.5->0.51)
SFX added on startup and unleash
No longer cancelable
Sweetspot damage 66->30
Near-fullscreen hitbox that only connects with grounded foes added. Deals 20 damage.
The uptilt changes are designed to make uptilt a more viable move in the rare situation where you had time to charge it.
While uptilt will never be Ganon's greatest option, this version allows him to punish unskilled projectile spammers as well as clear any pesky traps from the field.
Changes are from 2.X.6
The punch no longer has the huge AOE hits at the end that make it safe but stupid
Instead, the Punch has been made dramatic and awesome.
Starting frame 51, the Falcon Punch now has four hits.
The first three hits of the Falcon Punch are made transcendent so less manly moves cannot clank with it.
These hits deal 11,3,3,27 (28 for reverse Pawnches) respectively
These hits deal massive shield damage, capable of dropping a full shield to zero before the final hit comes out.
Exact shield damage is 15,15,15,16. (Shields also take regular damage in addition to shield damage)
The hits have massive hitlag and a x0 SDI multiplier. The first three hits use angle 16D (the autolink angle) to ensure true comboing into the final hit.
The Falcon Punch always hits people in the direction C. Falcon is punching.
(Programming mumbo jumbo: Final hit hitboxes converted to special offensive collisions with the same special flags as the knee)
Captain Falcon is now invincible while has Pawnch hitboxes are active.
You shouldn't be able to trade with the Pawnch, only avoid it.
Pawnch Supercharge Ultrataunt:
Input window doubled: Frames to input dtaunt after utaunt 6->12, Frames to input utaunt after dtaunt 6->12
Show me, show me, show me yo moves!
Charged Falcon Punch only deals the last hit rather than the full Pawnch.
In the grounded version:
Uppercut hitbox hitlag x1->0.5
On hit, C. Falcon uses his TOH! soundclip from Fsmash and the move becomes jump-cancelable.
Diddy: current changes from 2.x.6
In the past, Diddy has always been about bananas, quick combos, and.....bananas. In Max, his hitboxes have been buffed to better fit his body, and allor for better followups.
Diddy has great juggling tools, and his side B works great for a chasing tool, so your opponets better know how to DI and tech properly!
term velocity: 1.43 > 1.45
fastfall term velo: 2.002 > 2.01
fair lag: 15 > 12
nair lag 5 > 8
meteor cancel window 25 > 30
Up: now has a sourspot, which hits directly up.
Side: Angled versions now hit correctly.
Down: Trip chance on sourspot
Forward: Buffed, hits a bit harder than 2.X.6
Front: Hitbox size reduced, inner leg hits lighter, to allow easy chases.
Back: Sourspots (inner leg) hit up-forward, to allow for easy combos, and potentially, easy kills.
Up: angles buffed, hits slightly faster. Weaker, but allows easier juggling.
Forward: The first hit hits normally, but now a second hit has been added, to trap characters at lower %'s. very weak, but very helpful.
Down: Hitbox covers his body now.
Back: hits much faster, but much weaker. Very useful combo tool when fastfalled
Neutral: Damage 6% > 9%.
Side: IASA moved earlier, on the kick. You can also grab the edge from the kick now! The grab still functions the same way.
Neutral: Explosion has been buffed. If you get hit by it, you deserve to be hit.
Taunts: Light tap on side taunt for a quick laugh at your opponents.
Mr. Game and Watch
All changes from 2.X
G-dubbs has his hardhat on when he dashes and dash attacks, which now grants him Head Bone invincibility.
...This was intended to let him run through his own Bacon, but instead appears to do nothing. Looks neat, though!
Foods reliably shieldable, reflectable, and absorbable.
Damage reduced 4->2 for the foods
Hitlag reduced 1->.8 for non-bacon foods
Allow interrupt added on frame 17 (effectively 8.5 due to x2 FSM) because I am insane.
All foods will damage Mr. Game and Watch as well
Added repeating hitbox to parachute. Refreshes every 45 frames, deals 2 damage. Hitbox size/shape identical to "hold A" nair/tilted fsmash parachute.
Intangibility frames 1-4 instead of 1-10
Restored 3-absorption requirement
Mr. Game and Watch can catch his own projectiles with Oil Panic
Minimum damage reduced 18->8
Minimum damage per projectile reduced 6->2
Max damage per projectile increased 20->999
Total absorbed damage multiplier 2.8->3
Added x1.5 FSM to all throws.
Uair has been reverted to its pre-2.X.6 version that hits up twice.
Changes are from 2.x.6
We wanted Ganondorf to be less of a punish character and more of a power-based rushdown character.
We're buffing his approach moves' capability to actually approach at the cost of their ability to plow through weaker attacks
Overall this should reduce Ganon's susceptibility to projectiles and increase his threat level from midrange.
He should be capable of getting in without having to wait for the opponent to screw up first
Moves much faster
Pressing Shield while grabbing someone with air flame choke cancels the grab with air dodge
Moves much faster
Foot hurtboxes now invincible, capable of kicking through single hit projectiles without being damaged
Heavy armor removed
"Bounce" animation from hitting a wall now cancelable starting frame 5
All changes are from 2.X.6
Self Damage speed on self harm doubled.
When Eruption is fully charged, Ike enters No Sympathy Mode
While in NS mode, Ike deals extra fire damage to both his opponent and himself on every attack.
Fixed bug where aerial quick draw would fail to have a hitbox
Grounded quick draw can now cancel into special moves
Air quick draw attack can now cancel into aerials
Trajectory on weak hits altered to better chain together
Changes are from 2.X
Press and hold A during uptaunt to prepare the Mortal Draw.
Hold A to hold the mortal draw stance, release A to strike.
Holding the stance does not increase the power of the move.
There is no defense for this. The Mortal Draw deals death.
Press A during Link's forward roll to unleash the back slice
15 damage, 60 KBG (Hex) 2E BKB (Hex)
Link's Forward Smash is now the Jump Strike.
A quick leaping slash on startup is followed up by a mighty overhead swing that creates a shockwave on impact.
Link's old fsmash is now his Forward Tilt
Link's zair has been reverted to its traditional trajectory.
All changes from 2.x.6
Aura Max power cap increased from x2 to x4.
Aura power damage cap increased from 170 to 300
Added ULTRATAUNT if you input uptaunt-downtaunt-uptaunt. Deals massive AOE damage and Lucario deals 300 damage to himself.
Lucario cannot be hit during his power up stance. (The ULTRATAUNT)
Protips: Aura power begins improving your moves at 20%. Listed damage values for Lucario's attacks are at base aura power, which is Lucario at 75%.
For no damage Lucario, multiply listed damage by 0.7. For 300% damage Lucario, multiply listed damage by 2.8. Thus, you can multiply 0% damage by 4
to get Lucario's 300% damage.
Travel speed increased
Grounded throw is now unspeakably awesome; launches opponents upwards and kills well. However, it can be mashed out of before it is completed
Force Palm aura burst stuns opponent for a short time, allowing followups if you're quick enough
Startup animation reduced to 6 frames on the ground 8 frames in the air from 30 and 20, respectively.
Fixed a bug that prevented you from canceling extremespeed late in the animation
No longer an aura hit
Damage fixed to 9
82 KBG, 1C BKB (Values Testing)
Intended to be a kill move post 100% regardless of Lucario's damage
Second hit trajectory buffed to a semi-spike. 169->A (Sakurai angle->10 degrees.) Base knockback reduced by 16 (dec)
Now properly hits grounded opponents
Starts frame 6 instead of 12.
Allow interrupt moved to frame 40 from frame 51.
Hitbox duration increased: frames 17-21 -> frames 17->27
Dsmash allow interrupt moved from frame 48 to frame 40.
Always multi-hits, rather than only multi-hitting when angled.
(There was never a reason to not use the multi hit; its final hit was identical to the normal fsmash hit)
Bthrow now tosses people down-backwards rather than down-forwards. Strong killer if you're at the edge of the stage.
Green Missile should no longer have a random fail chance.
Changes are from 2.X.6
Hitbox can no longer clang with other hitboxes
Now cancelable into cape
No longer grants Mario backwards momentum
Initial angle: 10 degrees -> 20 degrees
Max upward angle 50 degrees -> 70 degrees
Max downward angle 16 degrees -> 30 degrees
x0.7 FSM- endlag given to discourage water planking
The cancels render this endlag moot if you're not planking
Frame duration reduced 75->45 (Hex?)
Cape turnbox size reduced.
2.X's size was nearly doubled from vBrawl- now only about 1.5x the size of vBrawl.
Changes from Marth 2.x.6
Sourspot closest to tipper has had 2 damage deducted and lowered knockback (10 -> 8 damage, 40 -> 24 BKB)
A sourspot close to Marth has had 2 damage deducted. (10 -> 8 damage)
The sourspot closest to Marth has had knockback tweaked and hitlag/SDI increased, simulating Roy's sweetspot (40 -> 24 BKB, 40 -> 46 KBG, 70% -> 110% hitlag, 100% -> 125% SDI)
Angled smash momentum changed from a set distance to a change in current speed.
Sliding backwards is very slightly more potent.
Holding the Attack button during the 3rd downward slash will link it back into the first slash. You can change direction during this.
Red slashes are Fire
Blue slashes are Water
Blue Tippers are Ice
Green slashes are Electric
+2 damage on Red and Blue 4th-hit tippers, knockback slightly compensated for Ice's extra upward momentum. (Damage: 6 -> 8, Hi4 KBG 150 -> 138)
Increased hitlag and SDI on Green 3rd-hit non-tippers. (30% -> 150% hitlag, 100% -> 150% SDI)
Aerial is a single chop with knockback similar to Melee fAir. Still gives momentum.
Tipper Damage 7 -> 16, 300% hitlag for last 2 frames.
The uAir and Down3 nerfs have been applied (and will continue to be tweaked) because Marth's juggle game is too polarizing, and Down3 is not only a very strong spike, but it can combo into many things out of bounce.
ALL SPECIALS INDIVIDUALLY USABLE BETWEEN GROUND TOUCHES
Meta Knight effectively has no disabled fall state, but can still only use each special move once, i.e., DownB->ForwardB but not DownB->DownB.
Touching the ground, grabbing the ledge, or getting hit instantly refreshes all four special moves.
Allow specific interrupt: aerials
Hitbox size, position, and ids tweaked to better fit the move
Hitboxes on the outside of the tornado knock foes in and slightly down towards the center.
The center hitboxes knock foes up and out of the tornado
Increased hitlag on the outside hitboxes.
Move works much better as a chasing tool to hit confirm aerials than a damage blender.
Ending hit damage: 5 -> 1, air version spikes. Size modified to more reliably connect.
Slash knockback buffed to kill at about 70%
The teleporting backwards slash semi-spikes and kills at about 50%
Moving the slash-less version's allow interrupt from frame 28 of the ending animation to frame 11.
Disabled the ability to activate the slash with the A button. (C-Stick will still activate slash)
Intangibility startup buffed to frame 8 from frame 17.
All angles bar final hit changed to 16D
Final hit of the air KB angle changed from 365 (auto-link) to 363 (Direction of hitbox). This basically means it's back-upwards, same direction MK bounces as air FB ends
Ground-only hitbox added at tip of sword to assist with grounded linking (friction interferes with the autolink)
Hitbox sizes increased and position adjusted to better match animation
Hitbox refresh rate buffed from hitting every 6 frames to every 5.
Grounded drill rush cancels into grab after the final hit if you hold A
Final hit of grounded turned into weak set KB hit that always trips, designed to combo into the grab (testing)
Aerial Shuttle Loop damage: 11/5 -> 8/6, kbg: 2C -> 50, trajectory: 1E (30) -> 32 (50)
Grounded Shuttle Loop damage: 11/6 -> 7/4, kbg: 3D -> 5F
Jab completely remade.
Sends Meta Knight jumping backwards
single hit, 6 damage, weak towards Meta Knight
Set knockback uppercut that puts you in normal fall immediately afterwards for combo goodness
7 damage sweetspot at point blank, 5 damage sourspot as you're rising.
Says "Come!" if you connect with sweetspot. And then he brings you with him.
damage: 14 -> 12/10/9
trajectory: 169 (*) -> 28 (40)
kbg: 63 -> 76
Animations modified, new hitbox added to match animation
Meta Knight gives his opponent a Beam Sword so that they may fight a more honorable duel.
Animation modified to complete much faster
damage 10 -> 5.5
Cancels into shuttle loop if B is held
Up-throw: COME BACK WHEN YOU CAN PUT UP A FIGHT! Deals a total of 45 damage and bobomb-level knockback to both Meta Knight and his foe.
damage 10 -> 5 SOC kbg 64 -> 15E
Pikmin & Olimar
Olimar has been completely remade from vBrawl. Changes are comprehensive.
0x000 Walk Initial Velocity 0.085
0x004 Walk Acceleration 0.1
0x008 Walk Maximum Velocity 0.9
0x00C Stopping Velocity 0.06
0x010 Dash & StopTurn Initial Velocity 1.4--------1.6
0x014 StopTurn Deceleration 0.0872
0x018 StopTurn Acceleration 0.04
0x01C Run Terminal Velocity 1.4----------------1.6
0x020 Run Acceleration? 30
*0x028 Dash Cancel Frame Window? 1
*0x030 Jump Startup Time 5------------------3
0x038 Jump V Initial Velocity 2.04
0x040 Jump H Initial Velocity 1.2----------------1.4
0x044 Hop V Initial Velocity 1.428
0x048 Air Jump Multiplier 1
0x050 Footstool V Initial Velocity 2.652
0x054 Short Footstool Initial Velocity 1.8564---1.2
*0x060 Jumps 2
0x064 Gravity 0.06
0x068 Terminal Velocity 1.3------------------------1.1 (Between Jiggs and Kirby)
0x074 Air Mobility 0.07-----------------------0.15
0x078 Air Stopping Mobility 0.01---------------0.08
0x07C Maximum H Air Velocity 0.82---------------1.2
0x080 Fastfall Gravity? 0.015
0x084 Fastfall Terminal Velocity 1.82-------2
0x0B0 Weight 82---------------------------------70
0x0B4 Size 0.95-------------------------------9
0x0B8 Size on Results Screen 1.5
0x0C4 Shield Size 7.6
0x0C8 Shield Break Bounce Velocity 2.244
0x0F8 Edge Jump V Velocity 1
0x0FC Edge Jump H Velocity 2.1
0x118 Item Throw Strength 1
0x128 Projectile Weapon Use Move Speed 0.9
0x12C Projectile Weapon Use F Dash Speed 1.12
0x130 Projectile Weapon Use B Dash Speed 0.896
0x13C Normal Landing Lag 3
0x140 Nair Landing Lag? 15
0x144 Fair Landing Lag? 15
0x148 Bair Landing Lag? 15
0x14C Uair Landing Lag? 30
0x150 Dair Landing Lag 30
0x164 Walljump H Velocity 1.3
0x168 Walljump V Velocity 2.6
In layman's terms:
Fsmash goes much farther, much faster.
Usmash travels higher and goes slower
Pikmin runspeed buffed to keep pace with Olimar's faster runspeed.
Pikmin sync box size drastically increased to make wiffs close to impossible.
Unlike Version 2.X, Pikmin will teleport to Olimar if given smash commands from a distance.
Warning: Purples still lag behind, but due to the increased synch range may still be "next in line."
Mentally keep track of Pikmin order, don't rely on the order the line appears to be in.
NB: Attempting to pluck a seventh Pikmin on the ground still fails, but is immediately cancelable.
Plucked Pikmin don't flip about, they're just there, ready to go.
Plucking in air enabled.
AIR NEUTRAL B IS NOW A RECOVERY MOVE. If Olimar has all 6 Pikmin, Olimar will pluck HIMSELF, setting vertical momentum to 2.4 once per airtime.
Getting hit does not refresh the recovery. Ledge grabbing does.
Hitbox added to frames 5-15. (6 damage 70 KBG, 3F BKB, size 5, trajectory 80 dec)
Forward-B: Reverted to Solimar FB. (Following changes are from Version 2.X rather than Vbrawl.)
Useable regardless of whether you have Pikmin or not. (Solimar is gone, so you should always have Pikmin)
Hitbox size 2.5->1.5. (Priority reduction, no longer large enough to hit people knocked on the ground.)
Hitbox made transcendent to remove effective projectile immunity. (Move uses aerial priority)
Damage reduced to 8/5 from 10/8.
Startup nerfed (5 frames walljump 1 frame FB)->(4 frames FB, 5 frames waljump, 1 frames FB).
The walljump portion of the move (frames 5-10) is, like all walljumps, fully cancelable. Canceling it grants
The walljump's high vertical momentum. However, the next time you FB, it will skip the walljump portion
and launch you downward. This is to prevent infinite recoveries.
Programming note: The following is still true for the Pikmin forward-B actions, but there's currently no way to throw the suckers.
Purple: Damage increased 5->10, KBG increased 32->3C, Shield damage increased 1->10, hitbox size increased 2.2->2.5
Non-purple: initial loop attack frame delay 17->6
Moved RA-Bit 16 from being set frame 11 to being set frame 2.
Added allow specific interrupt: Specials to frame 10, and added a x2 FSM.
Designed for quicker Pikmin reordering.
Added a large 1 damage, flinchless, unshieldable, undodgeable, invincibility-piercing hitbox for trolling purposes.
It also interrupts, stuns, or blocks attacks from enemy Pikmin. Tweet Tweet!
No longer gives Olimar upward momentum, but no longer paralyzes him. x2 FSM.
Damage increased to 12, 12, 12, 11, 13 from 6, 6, 6, 5, 8 for RYBWP, respectively. KBG NOT compensated. (Combo finisher)
While the move does not normally put Olimar in Helpless, if Olimar's Pikmin attempt to grab the ledge and fail he will be unable to act, and fall to his death.
Jump cancelable starting frame 10
Allow interrupt frame 28->25
Gravity and momentum values modified so Pikmin travel approx. 3 Olimars high. Purples actually travel higher than the others.
Final instance of "Terminate Collisions" command Nop'd to compensate for lingering animation. (Hitboxes stay active until the Pikmin starts falling)
Red Pikmin multi-hit: Deals 2 damage & knocks airborne, then combos upward for nine 1-damage hits, then deals a 4 damage finisher.
Basically, a multi-hit 15 damage combo starter.
Yellow Pikmin hit at angle 0 (hard semi-spike) at the tip of their jump, else they just hit upwards. All hitboxes deal 9 damage.
Blue Pikmin hitlag multiplier raised to x2.5, with x3 on max height of jump.
Pikmin are not subject to hitlag; the foe is stunned but Olimar and his Pikmin are undelayed.
Enables many combo options.
White Pikmin hit down-forward (angle 300 in dec) and deal 10-12 damage. Powerful spike, with down-forward angle preventing stage techs near the ledge.
Grounded foes are still spiked, knocking them up-forward with high hitstun.
Non-purple Pikmin do not have a max fsmash range, and will only stop their momentum upon hitting the ground. On flat ground, Fsmash sends Pikmin just under half the length of final destination.
The final hitbox of most Pikmin attacks is a "sniper hitbox." It can only connect when fsmashing offstage or on angled terrain, as on flat ground the move will end before it comes out.
The "Natural range" of the move is how far it travels on flat ground such as FD before touching the ground and ending the move.
Allow interrupt buffed 33->25
Red Pikmin multi-hit: Identical to upsmash except for duration, which is 20 frames, and the final hit, which has the fsmash trajectory from vbrawl.
It also has an initial hitbox that deals 2 damage & knocks the foe barely airborne, preventing friction from stopping the combo
and allowing red->yellow fsmash combo to knock foes towards Olimar. Also it obviously carries people forward, not up.
There is no sniping hitbox, the final hitbox simply lingers when the move exceeds natural range.
Yellow Pikmin: spikes nearby opponents for 5 damage. Midrange opponents knocked towards Olimar for four damage. Sniper hitbox (25 frames in) knocks people away for 5 damage.
First two hitboxes have hitlag x1 reduced to x.2, testing to see if interacts with reds better.
Blue Pikmin Hit towards Olimar, except at max natural range, where it knocks away. 4-5 damage. Sniper hitbox kills hard.
White Pikmin: Spikes at point blank. After 3 frames, white Pikmin hit back towards Olimar with set knockback.
These deal 3 damage and combo into other moves, such as purple fsmash, unless teched.
Sniping an offstage foe will kill hard.
Purple Pikmin: Shoots a short distance forward, then stops and falls. Deals 18/16/13 damage, with sweetspot at the start of the move.
Fsmashing purples off a cliff will cause them to slowly fall to their deaths, spiking foes as they fall. (15 damage, hitbox repeats every 20 frames)
Cooldown buff frame 32->frame 25
Pikmin no longer stop using the attack if they go off a ledge.
White Pikmin spike.
White: 5-6 damage. 30 degree angle (Semi-spike). 5 Shield damage.
Red: Damage reduced by 2, KB compensated.
Yellow: Damage reduced by 3, KB compensated.
Blue: Damage reduced by 2, KB compensated.
Purple: Damage increased by 2, KB NOT compensated.
All Pikmin are slightly easier to sweetspot with.
Purple: Ganon tribute. Electric element, 20 damage. No sourspot.
White: Sweetspot hits straight down for 7 damage, sourspots semi-spike for 5.
Red hits for 16 (3,3,3,3,4) Repeating hits don't guarantee a link.
Yellow hits for 14 (2,2,2,2,2,2,2) Repeating hits don't guarantee a link.
Blue hits for 14 (2,2,2,2,2,4) Repeating hits don't guarantee a link.
White Pikmin deal a ridiculous total of 22 damage (3, 3, 3, 3, 3, 3, 4). Repeating hits link exceptionally well. (Uses autolink angle.)
Purple hits for 21 (5,5,5,6) Repeating hits don't guarantee a link.
Ftilt: It is now a proper drop kick. Damage upped to 12, hitlag upped to x2.5, and FSM of .5 after Olimar lands (frames 17-38). Strong as heck, but punishable and unspammable.
Shield damage also upped to 15 (values in DEC)
Dtilt: x1.5 FSM
Utilt: Hitlag on repeating hits x1->x.5 (Aesthetic reasons) Added "allow interrupt" 5 frames after "terminate collisions." (Frame 25)
Dash Attack: Allow interrupt buffed from frame 37 to frame 25
Pit: (Current) Changes from 2.x.6
Dair Lag: 20 > 14
Fastfall speed: 1.989 > 2
Nair lag 15 > 4
Meteor cancel window 32 > 30
Uair: Grants (very) light vertical momentum if you hold A.
Side: Now cancelable into airdodge/ground dodge! (Ground dodge if you land, airdodge if you're still in the air)
Down: Jump cancelable
Up: Starts faster, and hits weaker. Primarily used for pillaring/getting out of there.
Neutral: Shield Cancelable on startup.
Side: now hits four times (2%, 2%, 2%, 5%)
Up: multihits then hits into the final hit.
Glide starts earlier
No landing wind!
Changes are from 2.X
Initial dash animation is twice as fast so shellshifting can be done sooner
Deals more damage and knockback at closer ranges
Closer ranges now have knockback gain and push further at higher damages
Allow interrupt frame 27->30
(This is still a significant improvement from vBrawl)
Allow interrupt frame 18->24
(This is still a significant improvement from vBrawl)
landing lag 21->12
Changes are from 2.X.6
Changed to Flame Wheel
Additional fire gfx added
- Side Taunt is now Gravity:
* Frames 78-116 have a size 50 strong aerial-only downward windbox, and a size 50 ground-only hitbox that does 1% and downs opponents (Snake's dThrow element).
* It can also be cancelled into Sing during this time.
- Rest Hitbox size buffed from 4.166667 to 4.833317.
- Rest changed to only heal 15% naturally, but heal 10% automatically on hit. (25% total on hit, 15% total on whiff)
Changes are from 2.X
Grab collision boxes all have their sizes increased by 1.5 (About 3.5-4.5 to about 5-6.)
For comparison, Capt. Falcon's grabboxes are about sizes 5.5-6. Snake's grab range didn't feel up to Minus snuff.
Standing grab startup frame 7->frame 5
Dash grab startup frame 10-> frame 7
Pivot grab startup frame 8-> frame 6
Catch collisions end on the same frame as before, thus extending the total length of the catch collision from 2/2/2 frames to 4/5/4 frames.
Cypher Unknown Momentum preservation value 2: 0.05->0.06
Cypher Unknown Momentum preservation value: 1->0
Hopefully this makes Snake not drop before he rises.
In 2.X, Snake can meteor cancel with Cypher and still be falling, causing him to die anyway.
Hitlag on last hit x3->x2
First hitbox of second and third kicks trajectory modified 16B->10A
The first hitbox only hits grounded opponents.
10A (266 degrees) chains better than 16B (Direction hitbox is traveling) vs. grounded opponents.
IASA frame 15->frame 5 (After second kick->after first kick)
Snake has good punish combos out of fastfalled IASA dair, but they don't work on short foes due to the arbitrary IASA placement.
IASA disabled starting frame 37 (After last kick)
Dair is already cancelable into specials after the third kick.
We want players who wiff dair to use that cancel to be safe, not to abuse the lack of landlag intended to enable more interesting combos.
IASA frame 40->frame 33
Added allow specific interrupt: Specials on frame 26 (Same frame hitbox ends; same frame as ASI: Jump)
Heel spikebox damage 15->17 (dec)
Heel and leg spikebox KBG 64->80 (hex) BKB 28->30 (hex)
Changes are from 2.X
Sonic is especially subject to test right now, currently wielding an overwhelmingly annoying moveset in the wrong hands.
Running Speed 4.2->3.5 (vBrawl run speed is 3.5)
We wanted the speed from Sonic Boost to be more noticeable.
Also, Sonic Boost more than makes up for this nerf.
Max Groundspeed 3->7
Aerial Max Horizontal Velocity 2.5->6
Ground-to-air jump horizontal momentum multiplier 0.5->0.8
Weight decreased to 82 from 95
Significantly faster startup
Trajectory changed to better combo
If Sonic connects with a shield, he will say "Come on, step it up!" and immediately be able to cancel into another homing attack
Homing values modified to better seek targets
Forward B is now Sonic Boost- Sonic blasts forwards, instantly reaching insane speeds and smashing through everything he touches.
Sonic will continue boosting as long as you hold B.
If you're holding forward when you end a grounded boost, Sonic will transition into his run, but will still be at boost-level speed.
The Boost deals 6 damage, trajectory 45, BKB 3E, KBG 65.
Boost Attack is many times more powerful in the Subspace Emissary.
Programming notes/Boost details:
Sonic runs with a momentum of 5 units.
Boost is designed to have the worst priority in the game: transcendent with negative disjointedness (Hitbox is slightly behind Sonic)
If an opposing hitbox is active, it will trade at worst, and usually just win outright.
This is to minimize effective priority and prevent Boost from beating other attacks
This is offset by the insane speed of Boost- Boost isn't safe, but it can close the distance in the smallest of openings.
The insane speed of the attack should more than make up for low priority: Sonic can use it to approach between attacks.
You can now use specials other than another Spring after using Spring.
Air down+B is now Bounce Attack:
Bounce attack will cause sonic to fly straight down, hitting and bouncing off the first thing he touches.
Opponents hit by bounce attack will be knocked upwards (angle 46)
Bounce attack deals 4 damage at point-blank range and 8 damage if you fall for a longer distance
Using bounce attack with nothing below you will lead to your death: it cannot be canceled until it bounces.
Bounce attack will refresh your Up-B regardless of what you bounce off of.
Bounce attack will not refresh your double jump unless you bounce off the ground.
If bounce attack refreshed your double-jump, it could true combo into itself off the top at almost any percent
Currently, the move will combo into itself only with poor DI
Grounded down+B is still the spin dash
Spin Dash/Spin charge:
Max Speed 4.7->6
Max time you can move around 110 frames->3600 frames
Spin Dash is many times more powerful in the Subspace Emissary.
Trajectory 169->50 (hex)
Sonic's jab combo was not properly connecting; correction test pending.
x 1.2 FSM
Animation modified- "Instashield" from S3&K
Move now comes out frame 1
Hitbox is significantly larger for the first five frames of the move and can clang projectiles more easily.
Repeating hit hitlag 1->0.5
Hits six times instead of 11
Repeating hits deal 2 damage instead of one
These changes mostly make fair less annoying
Angle changed to 40 from 50 to try and reduce the power of uair chaining
Changes are from 2.X.6
Bombs have a significantly longer lifetime
Toon Link is no longer limited to two active bombs
No longer chains into itself against grounded opponents
Wario has been completely remade from vBrawl. Changes are comprehensive.
Run Initial 1.55
Jump H initial 1.6
Air jump multiplier 1
Footstool V initial 3.5
Air Mobility 0.4
Air stopping mobility 0.1
Maximum H air velocity/mobility 1.444
Fastfall Grav. 0.08
Fastfall terminal velocity 3.08
Releasing B Starts the Bite frame 5 (frome frame 20)
Holding B allows to to keep Wario's mouth open for a whole minute (from 1 and 1/6th of a second max)
I mean, if you really want to. Why not?
The SSE chomp now also works outside the SSE.
Eating a bomb hitbox damage 13->25
Eating a large item allow interupt frame 55->frame 24
Starting Gravity 0.06->0.03
How long after bike is gone you have to wait to do sideB again 180 frames ->160 frames
Initial Groundspeed 2.2->4
Inital Airspeed 2->3
Aerial Initial Jump height 1.5->0.5
Top Groundspeed 2.5->4.3
Grounded Acceleration 0.4->0.75
Top Airspeed 1.3->2.5
Aerial Air Resistance 0.01->0
Aerial Max Fallspeed 1.5->0.3
Air->Ground bounce height 2.3->0
Falling chance on turn from 1 in 14 or 4 (depending on speed)->1 in 255
Up-B is now the Wario Waft
The Wario Waft charges to full in about two seconds
Wario Waft places Wario into Fallspecial like normal Up-B moves.
Fully charged fart hitbox significantly nerfed
Fart Blast Damage 40->26 (Dec) KBG 1E->40, BKB 32->35 (Hex)
Fly damage 20->16, BKB 0->10 (Hex)
If I'm going to let you nuke fart whenever you want, I'm not going to let you 40% nuke fart whenever you want.
The knockback buffs are partial compensation for the damage nerfs; they don't make the move kill earlier.
Wario's down+B is currently a placeholder not meant to be used.
While we felt it would be amusing to make the Waft Wario's primary recovery move, we have yet to decide on a suitable down+B replacement.
2nd hit BKB 3C->1F
1st hit allow interrupt frame 13->11
2nd hit allow interrupt frame 23->Frame 9
Wario does a small fart each jab hit
Naturally moves Wario slightly farther forward
Pressing A again during the dash attack will cause Wario to fart, rocketing him forward and adding an additional hitbox.
Rocket fart damage 10, Trajectory 48 (dec), KBG 70, BKB 28
Non-rocket hitboxes work identically to vBrawl
Opponents can be hit with both a normal hitbox and the rocket fart hitbox with good timing.
All three ftilts are cancelable into ground normals before the hitbox comes out, but not after.
Tilting ftilt up will grant forward momentum, and tilting it down will grant backwards momentum.
Allow interrupt frame 36->30
Allow interrupt frame 37->frame 23
Dtilt now has a sourspot that starts frame 9 (when the move normally loses its hitbox.)
Sourspot identical to sweetspot, but damage 8->4
The move (and thus the sourspot) last until it is canceled.
Cancelable starting frame 25
Copied from 2.X.6
Vaccum Windbox & repeating hits, followed by final hit.
Hits multiple times (each hit individually causing tripping) and combos into a final hit
Travels a short distance forward (longer than vBrawl) at all charge levels.
Hitbox is powerful and comes out very quickly, but has lots of endlag.
Wario has super armor during the opening frames of the attack
Wario is capable of fsmashing left or right regardless of the direction he is facing while charging the fsmash.
Continues spinning as long as you hold A
Animation & sourspot last out until the move is canceled
Cancelable starting frame 20
Holding A during bair will make Wario rocketfart.
During the rocketfart, Wario will hit for 12 damage, trajectory 35 (dec), KBG 75, BKB 14.
Non rocket hitboxes:
Sweetspot damage reduced 10->6 (dec)
Sourspot added. Starts when vBrawl hitbox normally ends, ends when move ends or when you rocketfart. Deals 4 damage.
Opponents can be hit with both a normal hitbox and the rocket fart hitbox with good timing.
Landlag reduced 30 frames->15 frames
Hitbox on landing for four frames: 6 damage, trajectory 35 (hex)
If you hold A, Wario will fart as he uairs, pushing him slightly upwards. The fart deals 1% and trips.
You may choose not to fart by releasing A within five frames or by using the move with the C-stick
Fully cancelable frame 10, but damage reduced from 7/5 to 4/3
A hitbox has been added to the person Wario is swinging around
Damage: F, KBG 70, BKB 1E
Wario can move forward and backwards during fthrow
Wario can loop the spin up to five times by holding A
Pressing B during side taunt causes Wario to fart
Wario can cancel Heavy Item Pickup into Chomp
Wolf: changes from 2.x.6
Welcome to the new Wolf!
In 2.x.6, Wolf, while a solid character, was one of the less popular choices. In Max, he's been revamped, though he's still the juggler everyone wants to stay away from.
Max Wolf, is all about quick combos, juggling, and shines. If yuo're a fan of Melee's fast paced characters, this is the character for you
Third jab can be shield cancelled, immediately after it hits.
Neutral: No changes
Side: cancelable into walljump
up: Jump cancelable if he hits the ground
Down: Starts faster, both in air and on ground.
Hits forward-up, and may cause an ocassional trip. Hitlag reduced greatly to allow fast, seamless combos.
Cancelable into air attacks in air.
Aerials: Lower hitlag on all besides dair and bair. higher DI multiplier for the ultimate juggling challenge!
Up: nerfed: Faster, and hits weaker
Back: Wolf's main killmove. Damage has been buffed since 2.6, however, hitting with the leg, causes opponents to go in the opposite direction.
Forward: Faster, and weaker, similar to the uair, but hits more forward.
Down: Slightly larger hitbox, allows for much easier spiking.
Neutral: Can be interrupted with another A move in the air, before the final hit.
Smashes: No changes here!
forward: hits softer, and faster, canceling it early will grant backwards momentum.
Down: hits softer, and faster.
Misc: Dash attack can be canceled after he lands the flip.
Yoshi has been completely remade from vBrawl; changes are comprehensive.
Yoshi can use his flutter double jump twice before touching the ground rather than only once.
Pressing Z (or shield+attack) in midair does not cause Yoshi to air dodge.
Instead, Yoshi will use an aerial.
Using an Aerial with Z rather than A (or the regular attack button) will cause Yoshi to immediately reset his horizontal and vertical momentum to zero.
Melee players may find this familiar to the old "Jump Cancel."
However, Yoshi's Z-based "jump cancel" will halt momentum from any source, be it from standing jump, double jump, or even the new egg roll and ground pound.
Mastery of Yoshi's momentum tricks is key to high-level Yoshi play: the ability to gain huge amounts of horizontal or vertical momentum and keep or halt it as he chooses makes Yoshi the trickiest dinosaur on the battlefield.
Egg no longer gains upward momentum on spawn
Breaking out of an egg no longer grants upward momentum
These changes make Egg Lay a much more powerful gimping tool
Added allow specific interrupts for jumps, normals, aerials, specials, and grab.
Bounces like a superball
Drastically increased aerial mobility
Aerial egg hitbox sizes reduced by 0.5 and 1, hitbox refresh rate nerfed by five frames (32 frames->37 frames DEC)
ERMAGERD WHAT YOU NERFED THE VBRAWL VALUES THIS IS ANTI-MINUS
The vBrawl egg roll hitboxes were simply not designed for the game-changing mobility buffs given to egg roll.
With the vBrawl hitbox values, many characters were close to completely incapable of hitting Yoshi out of the air in egg form
The air egg was also comboing into itself until near kill percents.
Air Egg roll transforms Yoshi into the most mobile character in the entire game and simultaneously grants him a constantly refreshing hitbox that covers his whole body.
The decreased values are necessary to allow people that aren't playing Yoshi to be capable of winning matches.
Added allow interrupt at frame 11 of the ground version and 19 of the air version. Hitboxes come out sooner.
Grounded down-B given x0.55 FSM
Canceling grounded down-B during certain frames grants Yoshi significant vertical momentum
Added Flower element.
Eggs are on fire.
Eggs will only break on contact rather than breaking automatically when the egg throw animation ends.
Added FSM of x1.2
Added allow specific interrupt: dash/crouch on frame 4.
Allow interrupt frame 29->25
Allow interrupt frame 29->27
Has set knockback that flinches without launching.
Cancelable into specials starting frame 10
Always hits in the direction Yoshi is facing
Sweetspot Damage 9->11
x2 FSM frames 1-26, x1.5 FSM frames 26-end
Fixed a vBrawl bug that crashed the game if you mashed out of Yoshi's grab before entering his mouth
Fixed a vBrawl bug that crashed the game if you mashed out of Yoshi's grab before entering his mouth
Damage increase 16->20 (dec) KBG NOT compensated
Allow interrupt moved frame 44-> Frame 31
Initial hitbox (frames 2-4) hits straight up (angle 5A, or 90 degrees DEC)
Initial hitbox BKB increased F->2F so it doesn't combo into itself a million times. Damage C->A
Lingering hitbox (frames 5-24) damage decreased 9->5
Extended lingering hitbox (frames 25-31) has become the mighty Yoshi Kick.
Channeling pure happiness energy into destructive power, Yoshi strikes with untold strength, killing most characters at 20-30%.
Yoshi Kick has electric element, x2 hitlag, a x0 SDI multiplier, and plays the "Yoshi!" SFX on hit.
While it is mighty, Yoshi Kick is incredibly hard to hit with.
The hitbox can only connect if you haven't connected with any other nair hitboxes on a given target.
Given flower element
***KNOCKBACK AND DAMAGE VALUES CURRENTLY UNDER BALANCE TEST***
Yoshi's insane vertical mobility makes it difficult to not allow his uair to autocombo into itself until it kills off the top, but still allow it to kill off the top at all.
Move given sweet and sour spots
Sweetspot damage 9 (dec), BKB 50 (hex), KBG 60 (Hex), stright up trajectory
Sweetspot is the tip of Yoshi's tail
Sourspot damage 8, BKB 40, KBG 70, diagonally-upwards trajectory
x2 FSM for frames 1-14, then reverts to x1
Frame speed modifiers negatively affect how once-per-frame loops function.
Dair doesn't attain all of its hits properly if the full animation is sped up.
The brief speed-up before the hits come out allows the move to come out quickly enough to achieve all the hits in a single short hop.
Landlag 24 frames->6 frames
Yoshi's dair shouldn't put him at a significant frame disadvantage whenhe hits with it.
Sourspot removed, Sweetspot hitbox size 5.5->6.5
BKB 0->40, KBG 5A->60 (hex)
Yoshi's head bones are intangible during hitbox frames
Damage adjusted from 4->3->3->4 to 3->3->3->6
First three hits given fixed knockback
All hits given flower element
Changes are from 2.X.6
If Zelda is holding A when she connects with a rangebox other than usmash and utilt, she will teleport to its location.
No longer hits for fire element
Rangebox position modified
Remade into the MAGIC DRAGONS
Sends of a line of magic that travels along a set path, repeatedly hitting whatever it touches.
Rangebox spike power buffed
Melee box knockback increased so as to not combo into itself as much
Currently bugged; hits entire area from melee box to rangebox
Will be fixed shortly
Teleporting before the final hit ends the fsmash early and immediately allows Zelda to act
Hits fewer times
Hello everyone! We hope you have been enjoying the latest release of Project M. The Project M Back Room would like to send our thanks to all of you who have been supporting us by downloading, playing and helping give more exposure to Project M as a whole, and we appreciate all of your kind words.
The changes we have made from Demo 2.1 to Demo 2.5 are what truly makes this release what it is. We realize how important the changes are to the community, and we've compiled a list of what was changed going from our previous release, Demo 2.1, to our latest release, Demo 2.5b. Keep in mind that just because a character seems to have plenty of changes listed, doesn't actually mean they were changed all that much overall. Read the changes carefully!
Please discuss the changes on our new forums on Smashboards!
General Character, Gameplay Mechanics, & Additions Change List
-All characters received AI updates ranging from how the CPUs recover to how they use certain moves
-All characters' pummels have had their speed adjusted to prevent infinites with new grab break mechanics
-All characters who had the lightest sounding pummel sound effects were altered to sound heavier
-All characters' hurtboxes that were ungrabbable in Melee are once again ungrabbable. Newcomers received similar treatment
-Several characters have had their hurtboxes modified to make more sense
-All characters have had their ledge grab boxes tweaked to better match Melee in most cases. Newcomers received similar treatment
-All characters have had their get up attacks, ledge attacks, and slip attacks adjusted in hitbox sizes, damage, angle, and knockback
-All characters had their dust cloud graphical effect sizes reduced to a degree
-Random 0-2 frames of Controller Input Lag removed
-Analog shoulder buttons and right stick now work with Classic Controllers, and are able to work with light shoulder presses and buffer shield actions with right stick
-Fixed a bug with light press shielding and c-stick shield actions that would control the wrong player port in some game modes
-Knockback Stacking has been matched to Melee
-It is now possible to ledgetech the stage during hitlag using smash DI
-Fixed a bug when DIing into the ground near an edge that would result in a very low knockback angle due to being unable to collide with the ground immediately after being hit
-Momentum when canceling an airdodge after knockback now works correctly
-Grab mashing formula has been adjusted
-Grab holding time is slightly dependent on the weight of the opponent, with weight advantage allowing longer hold times before breaking out
-Zero Suit Samus' paralyze state is mashable to reduce stun time
-Shield break get up and stun status effect have been matched to Melee, and the ending animation is interruptible
-When grabbed, attacks that hit the grabee from other opponents will do half their normal damage and allow breaking out of the grab, while pummels from the grabber do full damage and prevent breaking out during the stun
-Holding up when breaking out of a grab will now always result in a jump grab break
-Going into disabled fall or a special that leads into it depletes remaining air jumps if any
-It is no longer possible to grab while holding an item and turning
-It is no longer possible to perform a smash attack while holding an item and crouching
-It is now possible to instantly quit out of a match as soon as you pause
-1 Player Versus can only be started in Time mode
-Added Stock Control in place of Buffer, gives the player the ability to set stocks on a per-player basis
-Added a Crew Mode under Stock Control. When selected, it will keep track of the Winner's stock for the next match
-Added Input Assistance, which grants a 3 frame buffer input when turned ON and affects all players
-Redesigned the Stage Select Screen
-Kongo Jungle 64 now works correctly with random stage select
-Added the ability to strike stages on the Stage Select Screen itself
-Added the ability to go between pages on the Stage Select Screen with L/R on the GCN controller and similar buttons on other controllers
-Character Select Screen settings, such as characters and tags picked, are preserved when re-entering the CSS in VS mode
-Added the Japanese characters back in Name creation
-Previously disabled names: P1, P2, P3, P4, and CPU are now enabled for Name creation
-Entering a name already on the list will just take you to the existing name rather than doing nothing; works both on the CSS and Name Entry
-After 3 minutes of idling (9 in the WiFi/Replay codeset), the game's audio will decrease in volume
Bowser Change List
-Bowser's Spot Dodge animation and invulnerability adjusted
-Bowser's Crawl speed has been increased
-Bowser's KB armor strength was increased slightly on Dash Attack's startup, Up Smash's charge, Down Air, and Up Throw to correspond with the tumble threshold
-Bowser's Jab 1 sound effects cleaned up
-Bowser's Neutral Air adjusted in animation and timing to be autocancelable in a short hop
-Bowser's Down Air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better
-Bowser's Down Air causes more shield damage on the landing hit, and less shield damage on the multihits
-Bowser's Up B can properly Meteor Cancel
Captain Falcon Change List
-Captain Falcon's hurtboxes adjusted
-Captain Falcon's Dash animation cleaned up
-Captain Falcon's Forward Roll animation adjusted to be like Melee
-Captain Falcon's aerial attack animations cleaned up to match up with Melee timings
-Captain Falcon's Neutral B is now reversible
-Captain Falcon's Neutral B turn occurs slightly later and can be performed up to four times
-Captain Falcon's Up B launch fire hit graphical effects restored
Charizard Change List
-Charizard's hitboxes cleaned up on various moves
-Charizard's hurtboxes better match his body
-Charizard manually cancelling a Glide with jump or down no longer puts him into SpecialFall
-Charizard can only Glide once per air time
-Charizard's Glide retains momentum a bit better, but drops a bit faster
-Charizard's Glide Attack damage reduced
-Charizard's Jab deals slightly less damage on the weak hit, and is more SDIable
-Charizard's Dash Attack has less startup and the strong hit sends more outward
-Charizard's Up Tilt now better matches his wings
-Charizard's Up Tilt does a bit more damage on initial hit, and has less knockback growth
-Charizard's Down Tilt hit duration is slightly longer
-Charizard's Up Smash now has slightly more base knockback and slightly less knockback growth
-Charizard's Forward Smash hitbox is now active earlier and a little later in the animation, a weak hit added after the initial hit, and the fire sweetspot repositioned to be easier to land
-Charizard's Forward Smash sound effects have been improved
-Charizard's Up Smash has a bit more base knockback and less growth
-Charizard's Down Smash hitboxes are slightly smaller in size and centered around him better
-Charizard's Neutral Air hitboxes are now active for a bit longer
-Charizard's Neutral Air fire hit trajectory gets lower through the animation
-Charizard's Forward Air has been adjusted to give it better poking and offensive properties
-Charizard's Forward Air weak hit now has a lower angle and has improved aesthetics
-Charizard's Back Air non-fire initial hitboxes do more damage, fire hit is slightly larger, and late hit no longer has set knockback
-Charizard's Back Air is interruptible a bit sooner
-Charizard's Up Air SDIability and hitlag reduced to more normal levels, body hit has a lower angle, and the late hit doesn't last as long
-Charizard's Down Air has more knockback growth on grounded opponents
-Charizard's Grab Attack sound effects are stronger sounding
-Charizard's Forward Throw releases slightly faster, angle and base knockback increased, and growth decreased a bit
-Charizard's Back Throw angle, knockback, and endlag adjusted to be usable for combos
-Charizard's Up Throw is significantly stronger
-Charizard's Down Throw frame advantage has been reduced
-Charizard's Down Taunt is taunt cancelable
-Charizard's grounded Up B hits slightly earlier and before intangibility ends
-Charizard's aerial Up B has more startup, is stronger and more damaging near the start, and weaker later on
-Charizard's Down B bug that didn't allow interrupting to and from other moves was fixed
-Charizard's Down B charges faster
Donkey Kong Change List
-Donkey Kong's hurtboxes adjusted
-Donkey Kong's Dash and Run slightly increased in speed
-Donkey Kong's Jab 1 comes out faster and links better into Jab 2
-Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously
-Donkey Kong's Neutral Air has better coverage and comes out slightly sooner
-Donkey Kong's Forward Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm
-Donkey Kong's Forward Air spike sends slightly outward like other spikes do to be outside meteor trajectory range
-Donkey Kong's Down Air leg hitbox position adjusted
-Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
-Donkey Kong's Up B multihits hit at the same times as they did in Melee
-Donkey Kong's Up B can now be reversed on the ground during startup
-Donkey Kong's Down B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block
Falco Change List
-Falco's hurtboxes adjusted
-Falco's Jab 1 reduced SDIability corrected to be normal
-Falco's Back Throw and Up Throw Lasers work like Melee
-Falco's Down Throw now has an animation for the victim while being lasered and no longer freezes them in place before being thrown
-Falco's Down B initial graphical effects sized down to match the hitbox, and the hitbox made clankable
Fox Change List
-Fox's hurtboxes adjusted
-Fox's Up Smash animation matched up more to Melee
-Fox's Down Throw no longer spins the victim around oddly while being lasered
-Fox's Up B hitbox placement adjusted to match Melee
-Fox's Down B graphical effects placed where its hitboxes are properly
Ganondorf Change List
-Ganondorf's Jab and Down Air have new electric graphical effects
-Ganondorf's Down Throw increased slightly in knockback growth
-Ganondorf's Neutral B is now reversible
-Ganondorf's Neutral B turn occurs slightly later and can be performed up to four times
-Ganondorf's Side B top grab box fixed to be active vs ground so he doesn't miss opponents on platforms
-Ganondorf's Side B has its darkness hit effects restored
-Ganondorf's Up B launch fire hit effects restored
Ike Change List
-Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
-Ike's Dash to Run transition is slightly faster
-Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
-Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
-Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
-Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
-Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
-Ike's Jab 3 base knockback decreased a bit
-Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
-Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
-Ike's Dash Attack weak hit duration decreased slightly
-Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
-Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
-Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
-Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
-Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
-Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
-Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
-Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
-Ike's Up Air early hitboxes slightly decreased in base knockback
-Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
-Ike's Standing Grab range reduced slightly
-Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
-Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
-Ike's Up Throw endlag slightly increased, and knockback growth increased
-Ike's Down Throw base knockback slightly decreased, and growth greatly increased
-Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %s
-Ike's Neutral B graphical effects are now blue
-Ike's Side B wall jump can only be performed twice per airtime
-Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
-Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
-Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping
Jigglypuff Change List
-Jigglypuff's Up Taunt now winks
King Dedede Change List
-King Dedede's Dash Attack hitboxes adjusted for better coverage
-King Dedede's Up Tilt belly hitboxes adjusted for better coverage
-King Dedede's Forward Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable
-King Dedede's Neutral Air weak hitbox match the size of the strong hitboxes for better coverage
-King Dedede's Neutral Air IASA fixed to occur slightly before the animation ends
-King Dedede's Forward Air IASA fixed to occur slightly before the animation ends
-King Dedede's Side B can toss waddles at more noticeable angles
-King Dedede's Side B default throw speed decreased, and strong throw speed increased
-King Dedede's Up B hitboxes adjusted for better coverage
-King Dedede's Up B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased
-King Dedede's Up B landing stars have more base knockback
-King Dedede's Down B self-damage cap is 100%
Link Change List
-Link's Up Tilt animation adjusted to match Melee better
-Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Link's Down Throw knockback growth increased
-Link's Down Throw had a bug where not all hitboxes would connect on certain characters that was fixed
-Link's Arrow hitbox size matched to Melee
-Link's Boomerang close range strong hit duration lasts slightly longer
-Link's Boomerang knockback/angle adjusted more towards Melee/64 on the way out, rather than straight up, and like 64 uses similar strength knockback on the return hitbox
-Link's Up B can properly grab edges at the peak and off of platforms
-Link can pull up to 3 Bombs
Lucario Change List
-Lucario is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag
-Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when he has two
-All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes
-Lucario's Jabs, Dash Attack, Forward/Up/Down Tilt are now SDIable like normal
-Lucario's Jab 2 and Forward Smash are slightly more advantaged on block
-Lucario's Jab 3, Forward Tilt, and Up Tilt are more advantaged on block
-Lucario's Dash Attack, Down Tilt, and Down Smash are slightly less advantaged on block
-Many of Lucario's sound effect timings corrected
-Lucario's Spot Dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier
-Lucario's Jab 1 & 2 inner hits link better into the next Jab
-Lucario's Jab 2 hits and can transition into Jab 3 slightly faster to match the animation
-Lucario's Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly
-Lucario's Dash Attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button
-Lucario's Dash Attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later
-Lucario's Dash Attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly
-Lucario's Dash Attack weak hitbox ends sooner when he lowers his leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth
-Lucario's Forward Tilt hitbox comes out sooner, his arm during the swing is intangible, and IASA is much earlier
-Lucario's Forward Tilt has a lower angle, more base knockback, and less growth
-Lucario's Up Tilt hitbox ends slightly sooner, damage increased slightly, and IASA is much earlier
-Lucario's Down Tilt startup greatly reduced, damage decreased slightly, and IASA is earlier
-Lucario's Down Tilt foot aura hitbox does more damage and meteors against grounded foes
-Lucario's Forward Smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it
-Lucario's Up Smash charges up properly, scaling damage and knockback accordingly when charged
-Lucario's Up Smash animation cleaned up, has an aura trail added to the fist, and he steps into the move instead of back giving it much more range
-Lucario's Up Smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly
-Lucario's Down Smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes
-Lucario's Neutral Air has new graphical and sound effects, and damage and knockback are increased
-Lucario's Forward Air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer
-Lucario's Forward Air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory
-Lucario's Forward Air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced
-Lucario's Back Air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer
-Lucario's Back Air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory
-Lucario's Back Air weak late hit removed
-Lucario's Up Air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased
-Lucario's Up Air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically
-Lucario's Down Air second hit has less base knockback and more growth
-Lucario's Dash Grab and Turn Grab have a third grab box added
-Lucario's Forward Throw startup speed adjusted to look more like a throw than a spasm
-Lucario's Up Throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly
-Lucario's Down Throw speed is weight dependent and has significantly less startup to be harder to DI
-Lucario's Down Throw damage and angle decreased slightly, has less base knockback, and more growth
-Lucario's Quick Cliff Attack does not whiff when they are standing very close to the edge
-Lucario's Neutral B charge cancel now has its own animation which allows canceling into Wait instead of into Shield, and the charge hits' hitlag is increased
-Lucario's Super Side B and Up B are no longer activated with the C-Stick
-Lucario's Side B grab has more startup, but grab duration is slightly longer
-Lucario's Side B attack hitboxes adjusted in damage and knockback, with the closest being the strongest
-Lucario's Grounded Side B near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth
-Lucario's Aerial Super Side B throw knockback growth reduced a bit
-Lucario's Up B hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge
-Lucario's Up B uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable
-Lucario's Up B and Down B have priority over Side B for OHCs when inputting diagonally
-Lucario's Down B is reversible and preserves horizontal momentum on startup
-Lucario's Down B startup increased significantly, but is intangible when he begins to move instead of partially into the dash
-Lucario's Down B movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better
Lucas Change List
-Lucas' Cliff Jump height slightly reduced
-Lucas' Air Jump animations cleaned up
-Lucas' Boost Smash window adjusted to be more appropriate for his jump speed
-Lucas' Forward Smash angled up does slightly more damage while angled down does slightly less
-Lucas' Down Smash is two parts just like Link's Forward Smash
-Lucas' Neutral Air now uses weight dependent set knockback on linking hits and is slightly more SDIable
-Lucas' Forward Air has normal hitlag
-Lucas' Back Air now uses the new Light element effect
-Lucas' Up Air has normal hitlag, and now has a sweetspot that uses the new Light element effect
-Lucas' Grab animations edited to not look as awkward
-Lucas' Tether no longer has a hitbox attached to it when it is grabbing the ledge
-Lucas' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Lucas' PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Lucas' PKT2 ending is not as short and is able to grab the edge backwards
-Lucas' PK Freeze has less hitlag and is now SDIable
-Lucas' Down B has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before
Luigi Change List
-Luigi's up angled and down angled Forward Smash animations matched to Melee
-Luigi's Down B final hit's duration increased to match Melee
Mario Change List
-Mario's Jump has the "hoo" sound effect added
-Mario's Down Throw increased slightly in knockback growth
-Mario's aerial Side B vertical momentum was adjusted
-Mario's Up B can no longer be walljumped out of infinitely when touching a wall at the start of Up B, leaving just the single use unconditional method of walljumping out of it
-Mario's Up B walljump no longer has additional walljump decay
-Mario's Down B no longer plummets when used directly after hitstun
Marth Change List
-Marth's Walk animations adjusted to match Melee
-Marth's Dash and Run animations adjusted to match Melee
-Marth's sword trails match Melee
-Marth's Up Smash hitboxes properly cover the sword like his other moves
-Marth's Forward Air animation slightly adjusted to better match Melee
-Marth's Down Air animation slightly adjusted to better match Melee
-Marth's Side B has added overlayed color effects
Mr. Game & Watch Change List
-Mr. G&W's Weight increased from Melee and is now the same as NTSC Melee Kirby's
-Mr. G&W's Rapid Jab IASA is earlier to match the IASA on Jab 1
-Mr. G&W's Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits)
-Mr. G&W's Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased
-Mr. G&W's Forward Tilt timing of when the chair is out and when it hits corrected to match
-Mr. G&W's Forward Tilt and Up Tilt sound effects timing fixed
-Mr. G&W's Up Smash damage and knockback increased
-Mr. G&W's Neutral Air parachute positioning better matched to Melee to have much better coverage on the sides and underneath
-Mr. G&W's Forward Air knockback growth increased
-Mr. G&W's Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him
-Mr. G&W's Up Air has an added landing hitbox identical to the aerial one except slightly less damage
-Mr. G&W's Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top
-Mr. G&W's Forward and Back Throws have less endlag
-Mr. G&W's Up Throw has much less base knockback and more growth
-Mr. G&W's Quick Cliff Jump works properly on sloped edges
-Mr. G&W's Neutral B getting stuck in autofire bug has been fixed
-Mr. G&W's aerial Neutral B pan hitbox is lower and matches its position on the ground
-Mr. G&W's Neutral B pan hitbox does more damage, less base knockback, and much more growth
-Mr. G&W's Side B Hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more
-Mr. G&W's Side B maintains more horizontal momentum when used
-Mr. G&W's Side B hit windows increased to match Melee, and added stronger sound effects to some of them
-Mr. G&W's Side B adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1
-Mr. G&W's Up B is able to IASA into all moves at the peak that he can normally do in Fall after an Up B rather than aerials only, can do so slightly earlier, and can use air mobility during that time
-Mr. G&W's Up B falls more naturally and doesn't tug backwards at the peak when angled
-Mr. G&W's Up B is stronger early in the attack, weaker near the end, and the knockback is reversible
-Mr. G&W's Down B minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already
-Mr. G&W's Down B minimum damage is decreased slightly
-Mr. G&W's Down B initial horizontal momentum slightly increased
-Mr. G&W's Down B absorb collision is decreased in size
-Mr. G&W's Down B attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area
-Mr. G&W's Down B attack IASA is earlier
Ness Change List
-Ness' momentum from a running Jump is slightly increased
-Ness' normal air speed is increased, and air friction decreased
-Ness' Air Jump animation touched up near the end
-Ness' Dash Attack cannot be DIed down and shielded inbetween hits
-Ness' Up Tilt has better coverage in front of him, and IASA is earlier
-Ness' Down Tilt can IASA into itself quickly like Melee and Brawl
-Ness' Forward Smash can be angled up or down
-Ness' Forward Smash tipper hit knockback growth increased
-Ness' Forward Air animation touched up near the end
-Ness' Back Air animation touched up
-Ness' Dash Grab has a new animation
-Ness' Down Throw has more endlag
-Ness' Neutral B can charge for slightly longer
-Ness' Side B travels for slightly longer
-Ness' Up B has a hitbox during startup
-Ness' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Ness' PK Thunder no longer dies when Ness is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Ness' PKT2 travels a bit faster over the same distance
-Ness' PKT2 hitboxes cover him better
-Ness' Down B absorb collision is decreased in size to match the graphic better
-Ness' Down B healing multiplier slightly increased
-Ness' Down B hold and ending can be jumped out of
-Ness' Down B floats at the start for much longer before beginning to fall
-Ness' Down B has a weak initial hitbox at the start of the hold, and a repeating non-flinching hitbox afterwards
-Ness' Up Taunt has a Smash Taunt (release the taunt button quickly) based on a reference from his games
Peach Change List
-Peach's hurtboxes adjusted
-Peach's animations cleaned up for some moves
-Peach's dress/leg clipping issues with certain aerials fixed
-Peach's Jab 1 angle adjusted to link better into Jab 2 when fully spaced Jab 2 would whiff
-Peach's Dash attack animation matched to Melee
-Peach's Down Tilt doesn't shift the camera during the move
-Peach's Up Tilt hitboxes moved more upwards to better match the heart graphics
-Peach's Forward Smash Pan base knockback increased and no longer has a weak hit
-Peach's Forward Air on-hit sound effects altered
-Peach's Neutral B spores slightly decreased in knockback growth
-Peach's Side B increased in knockback
-Peach's Up B is able to reverse grab at its peak like other characters
-Peach's Up B uppermost linking hits adjusted to keep opponents in for the final hit better
-Peach's Turnips and other items are no longer visible when Peach has her parasol out while landing
-Peach's Aerial Final Smash animation properly transitions to her fall animation
-Peach's Final Smash sleep duration modified
Pikachu Change List
-Pikachu's Up Smash and Neutral Air's sound effects adjusted
-Pikachu's Forward Throw has electric graphical hit effects restored
-Pikachu's Up Throw matched to Melee
-Pikachu's Up B minimum and maximum distances increased to match Melee
Pit Change List
-Pit no longer has two Glides in the air, however, starting from the ground does not use it up, and it is regained when grabbing an edge
-Pit's ending Glide animation smoothed out
-Pit's Glide cancels into fall rather than SpecialFall
-Pit's Forward Tilt can be angled up or down
-Pit's Down Tilt meteor sweetspot moved from blade to body and made stronger in knockback
-Pit's Forward Smash is two parts and the first hit links into the second hit better
-Pit's Up Smash hitboxes cleaned up and link better
-Pit's Back Air strong hit sends at a lower angle, lasts slightly longer, and has a bit less base knockback
-Pit's Down Air sweetspot is now a spike and easier to hit
-Pit's Arrows take longer to weaken initially, but then reach their weakest level at the same time they did before
-Pit's Arrows can now be SDIed normally, and use the new Light element effect
-Pit's Up B is now reversible
-Pit's Up B uses the new Light element effect
-Pit's grounded Up B links better into the sweetspot and damage on sourspot slightly increased
-Pit's grounded Up B sweetspot placement adjusted
-Pit's aerial Up B goes a bit higher, animation adjusted, and the sweetspot is easier to hit
R.O.B Change List
-R.O.B now gets horizontal momentum from running jumps and on horizontal air jumps
-All of R.O.B's thruster-based attacks now do slightly more shield damage
-R.O.B can now DACUS
-R.O.B's Forward Tilt's sweetspot hitboxes have priority over the sourspot hitboxes
-R.O.B's Forward Smash damage and knockback increased, hitboxes match the animation better, and it comes out slightly later
-R.O.B's Up Smash damage increased, hitboxes match the animation better, and it now also has a launcher hitbox (pre-charge)
-R.O.B's Neutral Air damage and knockback slightly increased
-R.O.B's Back Air damage and knockback slightly increased
-R.O.B's Back Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Air hitlag slightly decreased
-R.O.B's Down Air endlag decreased
-R.O.B's Down Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Throw adjusted to allow better follow-ups
-R.O.B's Down Throw adjusted to not chaingrab fastfallers as harshly, and does slightly less damage
-R.O.B's Grounded Side B retains its momentum during the startup
-R.O.B's Grounded Side B no longer goes half the normal distance when used out of a Run
-R.O.B's Grounded Side B hitboxes start earlier to match the animation
-R.O.B's Aerial Side B retains his horizontal and vertical momentum during the startup
-R.O.B's Up B upward vertical momentum is retained during startup
-R.O.B gets a boost back when grabbed if he has none
-R.O.B gets all boosts back when hitting the ground during tumble
-R.O.B's Down B shooting endlag reduced
-R.O.B's Down B charge cancel no longer goes into air dodge in the air
Sheik Change List
-Sheik has a new proper entry animation
-Sheik's Dash Attack animation matched to Melee
-Sheik's Forward Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower
-Sheik's Forward Smash can no longer send backwards on 2nd hit
-Sheik's Down Smash animation adjusted to better match Melee
-Sheik's Down Smash IASA timing altered to match Melee
-Sheik's Forward Air animation slightly adjusted to match Melee
-Sheik's Turn Grab grab boxes more closely match the animation, also allowing her to grab very low targets
-Sheik's Forward Throw damage slightly increased
-Sheik's Back Throw releases closer to Sheik, releases slightly faster, and has less endlag
-Sheik's Back Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw
-Sheik's Down Throw releases slightly faster and has a bit more knockback growth
-Sheik's Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in Melee
-Sheik's Down B graphical effects adjusted to better match the timing
-Sheik's Final Smash increased slightly in angle and base knockback
-Sheik's Final Smash uses the new Light element effect
Snake Change List
-Snake's Forward Tilt 2 is stronger
-Snake's Up Tilt animation touched up
-Snake's Up Smash knockback and angle adjusted
-Snake's Neutral Air last hit is stronger
-Snake's Back Air sweetspot lasts slightly longer
-Snake's Back Air angles switched
-Snake's Up B hitboxes are closer in to him
-Snake's Up B adjusted in knockback and angle
-Snake's C4 explosion hitbox shifted upwards to match the graphic and hits slightly longer
Sonic Change List
-Sonic gets more horizontal momentum from grounded Jumps
-Sonic's aerial mobility is slightly lower
-Sonic's Jump startup is slightly faster
-C-Stick up while shielding now correctly jumps instead of Up Smashing
-Sonic's Forward Tilt is now one hit, has less endlag, and much more knockback growth
-Sonic's Up Tilt has a new animation
-Sonic's Down Tilt moves forward and back, and the hitboxes and animation were adjusted
-Sonic's Down Tilt sends foes up and behind him
-Sonic's Forward Smash hit duration extended and has a weak hit added during that time
-Sonic's Up Smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger
-Sonic's Neutral Air is slightly faster, stronger, and has larger hitboxes
-Sonic's Forward Air has slightly faster startup with endlag and knockback adjusted
-Sonic's Back Air adjusted in knockback, and is stronger at lower %s
-Sonic's Up Air 2nd hit comes out slightly faster, sweetspot does a little more damage, and knockback slightly adjusted
-Sonic's Up Air autocancels much earlier and IASA is a bit earlier
-Sonic's Down Air initial hitbox spikes on both grounded and airborne opponents
-Sonic's Down Air no longer has disabled air mobility, and can be fastfalled to change the dive speed
-Sonic's Neutral B on-hit cancel is removed
-Sonic's Neutral B can be shortened by pressing Attack before he homes-in, this is called Blast Attack
-Sonic's Neutral B IASA is earlier
-Sonic's Neutral B hit animation is now reversible
-Sonic's Side B can no longer be jump canceled immediately, and the invincibility is completely gone
-Sonic's Side B initial hitbox sends outward, and halfway through aerial Side B it will send upwards
-Sonic's Side B can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air
-Sonic's grounded Side B goes into a multi-hit somersault instead of a spindash
-Sonic's grounded Side B somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick
-Sonic's grounded Side B somersault and slide kick are both edge cancelable
-Sonic's aerial Side B can grab ledges
-Sonic's Down B releases into spindash sooner
-Sonic's Down B can be B-reversed
-Sonic's Down B startup is faster
Toon Link Change List
-Toon Link's Jab 2 and Jab 3 have a new animation similar to his Wind Waker slash sequence
-Toon Link's Forward Tilt animation adjusted
-Toon Link's Down Tilt tip meteor angle slightly adjusted, knockback growth greatly increased, and now has an electric effect
-Toon Link's Forward Smash is now SDIable
-Toon Link's Forward Smash has a much longer hit duration, hitting earlier and slightly later in the animation
-Toon Link's Forward Smash has a lower trajectory and knockback growth is increased
-Toon Link's Forward Air damage and hit duration slightly increased
-Toon Link's Down Air hit duration and endlag in the air reduced
-Toon Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Toon Link's Forward Throw angle increased
-Toon Link's Back Throw angle lowered and base knockback increased
-Toon Link's Down Throw knockback growth increased
-Toon Link's Neutral B takes slightly longer to draw the arrow
-Toon Link's Boomerang speed, damage, and knockback adjusted
-Toon Link's grounded Up B adjusted so opponents cannot shield in the middle of the move
-Toon Link's grounded Up B damages adjusted to be more rewarding
-Toon Link's aerial Up B hitboxes reduced in size slightly
-Toon Link's aerial Up B initial hit damage, knockback growth, and duration slightly increased
-Toon Link's aerial Up B late hit damage reduced
-Toon Link can pull up to 3 Bombs
Wario Change List
-Added a new Win animation where Wario flexes in reference to Wario Land
-Wario has new Walk, Dash, and Run animations
-Wario gets a little more momentum from a running jump
-Wario's Jab 1 animation adjusted to not put his arm out before hitting
-Wario's Forward Tilt hitboxes reduced in size to match animation
-Wario's Forward Tilt now stronger and more damaging at the tip, and can be delayed by holding Attack button
-Wario's Down Tilt hits at a higher angle, interruptible sooner, and hit duration reduced slightly
-Wario's Up Smash multihits now pull the opponent in better
-Wario's Neutral Air hit duration reduced a bit, and IASA is earlier
-Wario's Neutral Air sourspot hitboxes cover him better, hits at a low angle, and damage increased slightly
-Wario's Forward Air hits at higher angle, hit duration reduced, and IASA is earlier
-Wario's Back Air damage increased, hitlag reduced to normal on strong hit, and has a flub hitbox added after the strong hit
-Wario's Up Air rotated slightly into the plane of attack, making the sweetspot easier to land
-Wario's Down Air hitbox covers him better
-Wario's Dash Grab will now continue charging forward until you release the Grab button, with the furthest distance being his Side B travel length
-Wario's Forward Throw now uses the Wario Land animation. You can perform a quick version or charge it up by holding the Grab button for a stronger throw
-Wario's Back Throw uses the old Forward Throw animation except it is now possible to move around with it. Knockback, angle, and damage adjusted appropriately to match the new animation
-Wario's Down Throw has less endlag, and the damage is significantly increased
-Wario's Neutral B grab box sizes reduced, hold time reduced, and is now maneuverable in the air. Throw knockback tweaked to allow DI-dependent follow-ups
-Wario's Side B can now clank with other attacks, and the damage scaling is adjusted
-Wario's Side B Squat Cancel is faster, has low-knockback armor, and hitbox duration matches the animation better
-Wario's Up-B multi-hits link better, and doesn't pull him backwards at the end when angled
-Wario's Down B no longer goes into SpecialFall, and vertical hit on full charge has less base knockback and more growth
Wolf Change List
-Wolf's Forward Tilt cleaned up to match graphical effects and hitbox timings
-Wolf's Forward Tilt hitlag slightly reduced on 1st hit
-Wolf's Down Tilt IASA is slightly earlier
-Wolf's Neutral Air landing hit's knockback growth slightly increased
-Wolf's Down Air ground and aerial hitboxes adjusted in knockback to be more similar, and both cause knockdown a bit later
-Wolf's aerial Side B matched in startup timing to grounded Side B, and there are now 4 cancel lengths from previous 3
-Wolf's Side B hitbox size reduced, and the trajectory can now be altered slightly higher or lower with the control stick
Zelda Change List
Priority on hitboxes altered to work better on heavyweights' hitstun animations
Animation and graphics cleaned up some
Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
-Zelda's Dash Attack
Animation adjusted to be closer to Melee
Angle on sweetspot adjusted to be like other, similar attacks
-Zelda's Forward Tilt
Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
Hit sound effects adjusted for sweetspot hitboxes
Hitboxes adjusted to give proper spacing for the tipper hitbox
-Zelda's Up Tilt
Hit duration very slightly reduced as a visual correction (1 frame)
Graphical effects edited to match the new timings
Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
Launch angle of first half of the attack increased slightly
-Zelda's Forward Smash
Innermost hitboxes on linking hits have reduced hitlag
Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.
-Zelda's Up Smash
Hit sound effects on linking hits altered to be softer
Final hit has slightly increased base knockback
Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.
-Zelda's Neutral Air graphical effects terminate earlier, closer to when the move stops hitting
-Zelda's Forward Air and Back Air
Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
Melee sized electric flubs (later frames) now use average KO move values instead of flub values
Bair critical sweetspot deals slightly more knockback and shield damage
-Zelda's Up Air
Fire hitboxes (both) have slightly more base knockback
Hit sound effect of large fire hitbox upgraded
Has very slightly increased shield damage on large fire hitbox
-Zelda's Down Air
Sweetspot duration reduced
Sweetspot now has shield damage
Damage and knockback growth against grounded targets significantly increased
Knockback growth against aerial targets slightly increased
Graphics altered to better match the presence of the sweetspot
Thigh flub hitbox has slightly improved power and combo potential from ground bounces
Animation adjusted for the hitboxes to be aligned with the axis for its hit duration
-Zelda's Turn Grab is able to grab very low crouching targets
-Zelda's Forward Throw slightly reduced in knockback growth
-Zelda's Down Throw graphical effects altered to be prettier and similar to Melee
Ground version of the move deals more damage
Air version of the move has quicker intangibility startup, equal to ground version
Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
Size of the last hitbox on air version was reduced to consistent with the linking hits
Has slightly quicker travel speed
Has slightly lower maximum channel time
Projectile starts out smaller, but ending size is unchanged
Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes
Landing lag reduced
Air reappearance transitions properly into SpecialFall
-Zelda's Transform graphical effects adjusted to better match their timing
-Zelda's Final Smash uses the new Light element
Hello everyone! We hope you have been enjoying the release of our highly anticipated Demo 2.5. Many users have helped us identify various bugs and oddities that, while minor, we've decided to patch sooner rather than later. We extend our thanks to all of our fellow community members who have stepped up to report these bugs! This patch was designed to improve small oversights while we were preparing for 2.5's release, and it is not meant to be a balance adjustment patch.
-Entering an existing name will bring you to the name rather than doing nothing
-Charizard's glide can only be used once per air time
-Diddy Kong has a new victory animation at the end of his rocketbarrel spin one
-G&W's ledge jump doesn't instantly land on the right edges of certain stages
-Luigi's angled Forward smashes properly match where his hitboxes were placed
-Luigi's Cyclone properly covers his body at the end of the attack
-Pikachu's Neutral air has better sound effects
-Squirtle no longer loses his water gun charge when using Side B jump
-Zero Suit Samus has a new special fall landing animation
-All characters had their dust cloud sizes reduced in size
-Riivolution Bowser freezing issues resolved
-Demo fights on the title screen freeze less
-Stage striking issues addressed
-It takes 9 minutes for the audio to fade instead of 3 in the WiFi set
-Kongo Jungle 64 random issues fixed
-Timer, Starman, and curry are stickers due to still not working properly
Thank you for all of your support and interest in Project M! We really appreciate all of the positive feedback you guys give us, and we are excited to see the future of Project M flourish.
Project M is looking for Video Editors and Animators!
Dear Project M community, do you want to use your animation skills to help animate your favorite Nintendo characters or create awesome videos showcasing the biggest console game mod of all time? Are you interested in being a part of the Backroom, to bring the awesomeness that is Project M to the forefront of video game news? APPLY HERE!
Hey folks, today we've got a bit of a double-edged sword as far as forum updates go.
First, the Project M Forums here on Smashmods will be closing. They will be open for one week for anyone to get any important information or data before they become archived. Afterward, they will be closed.
Second, Smashboards, most popular Smash-related forum on the web, has opened up Project M forums over there, and we encourage everyone to go over there to discuss what you would here with a larger group of people. Bug reports, help questions, etc. go into the general forum, of course.
Give us a week or two to adjust to the new environment and get some relevant stickies up. We're excited to see more discussion on Project M occur with the larger user base on it. See you there!