Spoiler Up Smash- SDI multiplier removed so that the hits are not escapable inbetween.



Side B

All intangibility removed.

Falcon's one weakness would normally have been considered projectiles, having immunity to them in a move was a bit much considering he already has the mobility to maneuver around them. In addition to this, it technically wasn't "projectile invulnerability" as advertised, it just made the whole motion (that stops when he comes in contact with a foe) invincible, which also allowed him to get past some disjointed hitboxes and hit the attacker as well.



Ultrataunt

Captain Falcon now has a flash effect similar to other charged moves when PAWNCH is available

Spoiler Jab Loop

Dodge cancel removed



Up Tilt

KB growth decreased by 10.

D3's up tilt was was too safe to kill at such a low percent. It now KOs slightly later than his Usmash used to.



Up Smash

KB growth increased by 5.

While this smash was too risky to net so little reward. It now KOs slightly sooner than his utilt used to.



Up Air

Final hit damage decreased 2%



Back Throw

Damage decreased by 3%

Spoiler Peanut Popgun

Air explosion had an incorrect offset. Fixed.



Barrel Jetpack:

No longer goes into special fall at all

This move can still only be used once in the air until you land or get hit.



Pummel:

Damage 4% -> 3%

Spoiler Down Smash

Quake hitboxes removed.

Endlag reduced by 2 frames



Barrel Pull

Cleaned up the coding in an effort to eliminate a rare crash involving this move.

Spoiler Reflector

Cancel can only be activated if the reflector has hit something.

This prevents Falco from spamming the move to keep opponents at bay and then canceling the endlag if they approach.



Blaster

Falco can now alternate between laser speeds by using u-taunt.

Fast lasers? Slow lasers? Piece a'cake!



Fire Falco

Looping hitboxes size 12->8

This should restore the design intention of â€œreally good but also really gimpableâ€ that it used to have in MAX without it taking really long to use the move like it did then.

Spoiler Jab 2

Trajectory changed from 50- 45

Growth increased by 12



Dash Attack

Removed full interrupt. Now cancels into normals, Specials, item throws, and jumps.

This is simply to prevent Fox from canceling Dash Attack into Dash Attack



Side Tilt

Damage on low tilted and non tilted have been swapped. (7% for non and 6% for low)



Down Tilt

3 frames of endlag added



Up Smash

Hitbox id correctly named. Should now delete when called to.

Invincible bone is now only active for the frame of the move's sweetspot



Up Air

Extra shield damage removed.

5 frames of endlag added.



Down Air

Looping hit damage reduced by 1%. (move can deal a total of 17 as opposed to 24)

Base kb increased by 1.



Up Throw

Jump cancel added on frame 34

This will help in Fox's signature â€œuThrow->uAirâ€ combo from Melee.

Spoiler Attributes:

Ground to Air Jump Momentum Multiplier .7 -> .85



Down Air

Melee dAir added

Hold dAir to use the dAir Mr. Game & Watch used back in Melee! Now you can have your momentum and your momentumless Down Air! While the longer this dAir is out, the less power it has, this move is by no means weak.



Up Air

Now only grants windboxes when you hold down A

Mind games!



Pummel

Frame duration 30 -> 24



Chef

Mr Game & Watch is trading out his fried meat machine gun for a powerful Chef shotgun! Gone is the unreliable short range flurry that either did nothing with its huge blind spots and terrible range or chunked your opponent for 50% damage when they approached in the air. Instead, Mr. Game and Watch launches a single barrage of 5 projectiles that covers a ton of space and inherits some of GW's momentum to cover your approaches. While he cannot absorb this animal ammo, The Chef Shotgun is also good for you, as Mr. Game & Watch is no longer harmed by his own projectiles.



Judge

Cancels removed

Endlag reduced from 57 frames to 10

25 frame timer added after interrupt

These changes are to continue to prevent easy Judge-chaining, just now in a way that feels more natural.



Oil Panic

Min damage per projectile 2% -> 6%

Max damage per projectile 27% -> 30%



Taunts (all)

Now adds a charge to bucket at the end (adds 6% damage to final bucket damage)

Now interruptible after 59 frames (side and up taunt only last 60 frames anyway)

These changes ensure that Oil Panic is still viable against foes without projectiles now that Chef projectiles cannot be absorbed.

Spoiler Dash Attack

Holding A right before his normal dash attack will cause him to do Gerudo Dragon, his side special from Melee. As he dashes he has a hitbox that always sends the opponent the way he's facing so that it leads into an uppercut. It deals 6% if both hits connect, works as a ground to air combo starter, and comes out at the same speed as his normal dash attack. Unlike his normal attack, this one has no super armor forcing Ganon to play it safe with armor and a potential KO move, or to take a risk for the chance of combo damage.



Up Tilt

reverted to 3.5



Down Smash

reverted to 3.5



Nair (Sweetspot combo)

Hitboxes adjusted to connect much more reliably.



Warlock Punch (Gandouken)

Made into a powerful wave of dark energy that travels half of FD.

Spoiler No Sympathy Mode removed as well as all NS techniques.

As Minus started, this mode evolved out of the infamous "CountEruption" combo, which was designed to stop players from only charging up Aether, and then countering until they get one and canceling into Eruption. However, as the year went on, the means of acquiring and the purpose of No Sympathy Mode has changed, and the CountEruption combo was completely removed, meaning No Sympathy Mode was a leftover that fulfilled no real purpose other than to make an already good character slightly better and gain moves that simply didn't feel right with the rest of the game. After much debate, we decided to return Ike to simpler times (using 2.X.6 Ike as a base) and just make him really good and fun to play as without needing any extra things to be tacked on to him. He still does not have any sympathy for his opponents, he just doesn't need a mode for it anymore.



All changes are from 3.Q.



Forward Smash

Growth increased by 12



Forward Smash Start

1.5x fsm reduced to 1.4x



All aerial normals damage increased 1%



Neutral Air landing

3x Fsm removed. It only has 5 frames of landing lag anyway.



Down Air

Interrupt added at frame 40, special interrupt removed from frame 35



Eruption

Now it takes a full second after reaching max charge before he begins taking damage.

20 frames added to self damaging loop

0.5 FSM added to slow the first 5 frames of attack start-up.

Ike retains his NSM Sword-on-Fire effect on fully charged Eruption



Quickdraw

Damage increased 2%



Aether

Growth increased by 100 on last hit



Counter

Now a standard counter. Doesn't change if Ike has eruption stored.

Spoiler Attributes

Weight decreased- 78- 73



Infinite Jab

Shield damage reduced from 11- 2.



Dash Attack

Set kb on actual body hitbox removed.

This stops Kirby from landing dash attack as a combo starter on foes who are well into KO percents. It will instead launch as the rest of the move does.



Burning

Distance decreased.

0.7 FSM added after final hitbox. Increases the endlag.



ForwardTilt

Given a low version.

100% Trip added to low version but it deals less damage.

5% instead of 8%.

Trip removed from non low versions.



Down Tilt

Sliding D-tilt has more endlag (from frame 18- 24)



Forward Smash

Normal FSM normalized from 0.9

Tilted High- FSM normalized from 0.7, travels further but deals 1% less damage.

Tilted Low- FSM added. The move comes out slowest but also hits the hardest.



Neutral Air

Ending lag increased by 4 frames



Back Air

Angle changed on sweetspot. 169- 28

intended to prevent wall of pains



Up Air

Dmg decreased by 2. Growth increased by 6.



Down Air

Dmg decreased by 1 (per hit). Bkb increased by 2.



Inhale

Grab cancel removed.

While a big part of Kirby's game for a long time, the grab cancel on Inhale made Copy Abilities, the signature of Kirby's character, completely useless in comparison, and also made a ton of chain grabs that shouldn't have been possible. However, his copy abilities have been changed to be more accurate to their original counterparts in Minus.



Copy Abilities

Peach: Toad counters 5 frames earlier, Kirby no longer gets a turnip.

ICs: Kirby Launches 2 Projectiles instead of 1. (spaced 6 frames apart)

Dedede: Grab cancel added.

Jigglypuff: Increased Start-Up Charge-Up speeds

Marth: No charge ground variation now sends Kirby forwards

Metaknight: No longer puts kirby into special fall on end

Fox: Airdodge cancel added.

Falco: Jump cancel added.

Pit: Guard cancel and air dodge cancels added.

Diddy: Peanut Popgun Explosion is much more powerful.

Yoshi: Slightly increased range.

Captain Falcon: Fixed awkward air momentum. Removed frame speed modifiers (required for gfx). Fixed gfx offset issue with reverse aerial FP.

Ganondorf: Kirby now has a weaker cancelable Gandouken.

Ness: Angles now match Ness's pk flash

R.O.B: Uncharged lasers are now green.

Sheik: Needles now explode

Samus: Uncharged shots now stun

Toon Link: Now randomly pulls ice/fire/light arrows (charged arrows travel significantly farther than current toon link's arrows)

Wario: Timings now match wario bite (5 frames from release to bite, 3600 frames mouth held open)

Zelda: Now mimics zelda's b (has momentum and slightly less endlag)



Final Cutter

Able to grab ledges from behind now.

Attack Cancel on falling portion removed.

Walljump cancel added.

Projectile is now a single hit with above average shield damage. It sends upward and away so that it no longer ledge spikes.



Block

Electric hitbox on exit removed.

No one knows why this was there in the first place or who even coded it in, but it's gone now.

Spoiler Down Smash

2 frames of startup added

4 frames of endlag removed



Flying Slam:

Hitbox size 9 -> ~10, now hits Pichu



Pummel:

Damage 3% -> 5%

Spoiler Ending Blow removed. Replaced with Jump Strike.

Ending Blow, while cool, doesn't offer any real benefits to Link's kit outside of the element of surprise to those who didn't know it was even there, or it just threw Link off the stage accidentally. Jump Strike is a move that is just as good if not better, and won't throw Link and his foes off. Just his foes when it hits.



Jump Strike

Knockback and damage adjusted. Damage reduced.



Mortal Draw

Damage increased by 10. Base KB increased by 50

Someone made the mistake of surviving one on the Temple. We're making sure that never happens again.



All Jabs slowed down 1 frame.



Dash Attack

Interrupt delayed 3 frames. JS input moved to frame 4 instead of 6.



Forward Tilt

Reverted to 2.X.6, with new functions based on the angle.

Hi

Comes out .2x faster, deals 2% less damage. Has no meteor box. Instead has a box that sends opponent diagonally upward.

Lw

Comes out at Vbrawl speed. Has no meteor box. Instead always sends Sakurai angle. Deals 1% less damage but 6 more shield damage.



Forward Smash

Reverted to 2.X.6.



Up Smash

last frame speed modifier increase taken from 2x- 1.5x



Forward Air

Slowed 1 down frame



Up Air

Interrupt delayed 6 frames



Z Air

Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair



Pummel

Damage reduced 1%

Hitbox tweaked to hit Pichu



Bow

Growth on bomb arrows decreased by 5

Frame speed modifier on end reduced by .3

Frame speed modifier on charge increased by .3



Spin Attack

Shield damage reduced by 10 on uncharged variant.

Charged variant shield damage increased by 10 each.



Bombs

Frame speed modifier decreased by .2 (1.7 - 1.5)

Spoiler Aura:

floor multiplier: 0.7x -> 1.0x

ceiling multiplier: 2.4x -> 2.0x

floor percentage: set to 0%

baseline percentage: 75% -> 0%

ceiling percentage: 300% -> 200%

Stock multipliers: set to 1.0x - this removes stock aura

Stamina mode floor health 80 HP -> 300 HP

Stamina mode baseline health 50 HP -> 299 HP

Stamina mode ceiling health 30 HP -> 1 HP

While MAX-3.Q Aura had more risk and reward at higher percents, It also created some major balance issues, from him dealing so low knockback at low percents that juggling became easy, to him being able to kill with very powerful moves much earlier than he should. These adjustments will fix these persisting issues. In addition, his Aura is no longer vBrawl Aura in Stamina mode.



Extreme Speed:

No longer becomes unusable after dashing into the ground.

No longer becomes unusable after being hit by a paralyzer effect



Force Palm:

Fixed aerial force palm restoring jumps.

Removed Close Combat, moved to normal grab.



Double Team:

Replaced jump cancel with grab cancel.

Removed 75% limitations.



Forward Smash:

Removed post 75% version.

Spoiler Universal Changes

All normals 3 shield damage added.



Dash Attack

Sourspot buffed from 5%- 9%.

Trajectory lowered from 75 - 70



Forward Tilt

Momentum is only added if you hold the A button. Otherwise he doesn't slide backwards.



Up Smash

10 Shield damage added.

Sourspots buffed from 12 and 14 - 15%.



Down Smash

9 Shield damage added.



Forward Air

Sweetspots buffed to 13% (from 12 and 10)

Sourspots buffed 2%.

Sweetspot stays out 1 frame longer.



Back Air

Non semi spikes buffed to 11%. (from 8 and 7)



Back Throw

KBG increased by 15.



Z Air

Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair

Spoiler Thunderhand

Super armor removed.



Pummel

Is now able to hit Pichu

Spoiler Down Tilt

Damage normalized.

I don't think it was ever meant to deal more than his down smash...



Dash Attack

Endlag slowed down to 0.8x if not canceled into the hop variant (to prevent the move from chaining into itself)



Forward Smash

Endlag reduced

Non tilted- 4 frames less.

Lw tilted- 6 frames less.

When this move was reduced in power we didn't rightly adjust the endlag



Fireballs

Damage increased to 4%.



Firebrand (Aerial)

Super armor removed.

Now goes into the grounded version of Firebrand upon landing.



Cape

Texture reverted to vBrawl

Spoiler Up Smash

Hitboxes shrunk to prevent stage spikes and better link to the sword hitboxes.

Spoiler Attributes:

Gravity: reverted to vBrawl

Terminal velocity: reverted to vBrawl

Air mobility: .07/.01 -> .085/.015



Jab

Reverted to vBrawl rapid jab.

Start and ending 1.5 fsm added

Hitlag on looping hits reduced to .5

Damage on ending hit increased to 4 from 1

Bkb on ending hit increased to 40 from 13

Duration when immediately releasing A reduced

Duration limited to 2 full loops

In short, Meta Knight's jab now goes from the absurdly safe combo starter to an improved version of the â€œGet off me!â€ move Meta Knight's jab was intended to be. Behaves like a Smash 4 jab loop.



Down Tilt

Damage 3 -> 4

Knocks up and in instead of straight up



Forward Smash

Start and Charge animations reverted to vBrawl

Start-up increased 20 -> 21

Endlag reduced 50 -> 27

KBG decreased 81 -> 75



Up Smash

Attack reverted to vBrawl

1.5x fsm

Damage 2/3/4 -> 2/3/6

KBG Reduced



Down Smash

Now always hits away from MK

Damage 11/10 -> 10/10

BKB and KBG changed from 50/33 and 90/52 to 50 and 90



Pummel

Healing removed

Damage 2% -> 3%



Neutral Air

Changed to single hit

Initial hit damage 9 -> 11

BKB 30 -> 40



Forward Air

Damage 1/1/4 -> 1/1/3

Duration 34 -> 28 frames

BKB 60 -> 64



Down Air

Changed to a meteor smash

Trajectory 10/20 -> 275/285

BKB and KBG 14/15 and 120/72 -> 50 and 50/30



Mach Tornado

Now preserves 100% of momentum, significantly faster, responds better to button presses.

hitboxes changed to launch foes away rather than drag foes in (or in other words tornado now pushes instead of pulls)

Duration can only be slightly affected by button presses

Duration reduced from 47-105 frames to 46-48 frames.

Hitbox priorities changed; preferred order is now bounce off the top of tornado, launched from front of tornado, launched from back of tornado, launched from bottom of tornado.

Essentially, it's shorter, but much faster and very good at carrying opponents off the side blast lines!



Drill Rush

Startup speed and travel speed increased by 50%

Travel duration reduced by ~1/4

Now properly carries opponents,

Endlag significantly reduced if final hit connects

Now has fixed knockback that launches opponent up and away rather than straight up (on the ground) or in the direction meta knight was traveling in (in the air).

Very fast, high priority, and leads into combos!



Shuttle Loop

Is now Rising Slash

Only has the rising portion of shuttle loop similar to 3.Q up-smash.

Timing and hitboxes slightly modified, damage changed to 7/10

Invulnerability on startup removed

Hitting foes at low percents makes this a great combo starter, while at high percents a solid finisher, also a great combo finisher near the top blastzone!



Dimensional Cape

Start-up and non-attack endlag reduced by 1/3

Travel distance reduced by 1/3

Spoiler Forward Air

Hitlag reverted to 3.5



PK Fire (Grounded)

4 frames of ending lag added.



PK Thunder 1

Heavy armor removed on loop



PSI Magnet (Release)

Windbox size reduced from 50- 25

Spoiler Item Throw strength increased- 1- 1.1



Dash Attack

Only able to cancel after hitting outside of the specific special cancel



Forward Tilt

Sourspot damage increased 6- 10



Up Tilt

Interrupt sped up 3 frames



Down Tilt

Interrupt delayed 3 frames



Forward Smash (Frying Pan)

Angle changed from 125-140 (Sends opponents backward over her head.)



Up Smash

sourspot damage increased. 8-11 (3%)

Delayed sourspot damage increased. 10-12 (2%)



Down Smash

Total extra Shield damage decreased. 12- 6.

Jump cancel on looping hits changed to Special Cancel.

Jumping out of this attack made it safe on shield or allowed her to instantly cancel it on miss. Canceling into specials allows her to still do powerful followups with Side or Up B. She can still use it as a somewhat safe option in canceling into a Peach bomber and then a dodge, which just seems more fair than outright canceling into a free escape. The move now gains the benefit of being able to potentially bait spore counters by intentionally pressuring shields with it.



Neutral Air

Interrupt added 6 frames sooner

2 frame landlag cancel removed. Increased from 11- 12 frames



Forward Air

Hitlag reduced from 1- 0.5

Interrupt added 5 frames sooner

landing lag reduced from 22- 16 frames



Back Air

Sourspot buffed from 7%- 11%

Momentum only happens if the button is held.

Landlag interrupt delayed from frame 9- 12



Up Air

All hitboxes buffed 1%.

Landlag interrupt delayed from frame 9- 12



Down Air

Hold A to make the last hit into a spike.

Damage on looping hits reduced by 1%. (Total damage of 14% from 17%)



Forward Throw

Hitlag reduced 1- 0.5



Toad

Invincibility frames doubled. 4- 8



Peach Bomber

1.5 FSM added to reduce endlag on miss.

Spoiler Low traction, low shield traction

Specials, smashes, and aerials can now be charged by holding the respective attack button for the move, gaining new effects but dealing damage to Pichu

Self damage removed except where mentioned

Weird looking dark spots on left side of face fixed

Crouching restores 1% every 30 frames and looks adorable

Weight increased from 55-74



Up Smash:

Initial hit trajectory 85 -> 101

BKB 80 -> 48

.8 fsm added after collisions have finished

KBG 64 -> 69

Charge: 10% self damage, KBG 69 -> 93



Forward Smash:

Now a single hit that does 18% damage

Final hit trajectory 50 -> Sakurai Angle

BKB 73 -> 69

KBG 89 -> 54

Charge: 10% self damage, KBG 54 -> 74



Down Smash:

Now functions as Pikachu's down-smash except looping hit BKB removed

Looping hit damage 2% -> 1%

final hitdamage 3% -> 6% (total damage 15% -> 12%)

interruptible immediately after last hitbox on hit

.75 fsm added after last hit

Final hit shield damage 0% -> 6% (total 18% shield damage)

Charge: 8% self damage, final hit shield damage 6% -> 48% (total 60% shield damage)



Jab

Damage 2% -> 1%



Dash Attack

7% damage, hits forward-up



Forward Tilt

Generates an electric hitbox past pichu's legs that does 6% damage and doesn't clash.

Other hitbox damages standardized to 6%



Up Tilt

Now a quick vertical headbutt that deals 4% damage and launches foes directly up and generates an electric hitbox above pichu that doesn't clash and deals 4% damage at the start and 2% damage at the end of the move.



Down Tilt

Trajectory changed to knock up and in



Neutral Air:

Charge: 3% self damage, Drags the opponent with pichu, dealing up to 9% damage looping hits with a final 5% hit that launches opponents forward.



Forward Air:

Deals a single hit that does 14% initially decreasing to 9% after 10 frames

Landing Lag 10 -> 8

Charge: 2% self damage, hits backwards, stops horizontal momentum



Back Air

NEW! Pichu swings his tail back, knocking opponents down and away

Landing lag 10 -> 8

Deals 8% damage with mild knockback

Charge: 4% self damage, damage 8% -> 12% damage, mild knockback -> strong knockback, semi-spike -> spike



Up Air:

Hitboxes moved back 2 frames

Landing lag 20 -> 8

4% damage juggling uair. Timing of attack determines launch angle (starting at up, changes to diagonal)

Charge: 4% self damage, 10% damage, trajectory constant 85, kbg 64 -> 80



Down Air:

Landing Lag 34 -> 15 frames

Drags the opponent with pichu dealing up to 7% damage. Ground impact does 4% and knocks opponents up and away.

Charge: 6% self damage, launches pichu downwards at tremendous speeds, dealing 14% damage with a very strong spike. Cancels into specials on hit. Ground impact does 4%, knocks opponents flat and away, and has .5 fsm.



Pummel:

5% opponent damage

2% Self Damage

Duration: 13 -> 12 frames



Back Throw

Damage 5% -> 13%

KBG 96 -> 138



Forward Throw

Damage 2% -> 10%

KBG 74 -> 54

BKB 74 -> 58



Up Throw

Damage 6% -> 14%

KBG 68 -> 120



Down Throw

Damage 2% -> 7%

KBG 90 -> 22

Trajectory 42 -> 138



Neutral-B (Nuzzle):

Hitbox 32 WKB added

Effect changed to paralyze

FSM 1.5 -> 2.0

No longer generates a projectile and instead generates a short range hitbox on pichu.

Charge (Electro Ball):

2% self damage

Generates a projectile with idential properties to the hitbox from thunder wave

FSM 2.0 -> 1.5 after 9 frames



Side-B (Fling):

Now functions as 2.0-MAX Olimar's self-toss, sending Pichu horizontally into the air.

Can be cancelled into specials.

Limited to twice per air time.

Charge (Wild Charge):

6% self damage

Launch speed doubled

Damage on initial hitbox 13% -> 8% and element changed to electric

Increased lag on miss



Up-B (Agility):

Now only one leg

Does not cause special fall after end

Usable 3 times per air time

Range reduced by 20%

Speed reduced by 50%

Startup 1.5 fsm added

Ending cancellable after 4 frames

Does not use up midair jumps (unlike pikachu's up-b)

No hitbox.

7% heavy armor during dash

Charge (Volt Switch):

2% self damage

Has a weak, electric hitbox that launches foes a fixed, short distance and stopping on impact



Down-B (Thunderbolt):

1.5 fsm added

Projectile changed to single hit (8%)

Trajectory 270 -> 108,

Projectile speed doubled

Projectile lifespan halved

Cancellable into attacks, jumps, and other specials after 18 frames (including fsm speedup) Projectile can no longer hit pichu

Charge (Discharge):

12% self damage

Immediately causes impact explosion instead of generating projectile

Creates large 7% damaging hitbox that doesn't kill and much smaller 15% sweetspot that ko's around 65% (basically requires pichu to be standing in the other fighter)

Horizontal velocity on use reduced by 75% to prevent stalling,

.75 fsm added after explosion

Air friction on use .016 -> .75

Spoiler Jab

Base KB increased. (4-12)



Dash Attack

Interrupt move up 9 frames.

Trajectory changed 20 -> 90

BKB changed 53 -> 69

KBG changed 64 -> 24

Jump cancels on hit from frame 16

Hitlag reduced to 1x from 1.5x



Forward Smash

Shield damage drastically reduced. 21- 4



Up Smash

Non-sweetspot damage increased 11 -> 13

Growth decreased by 6 to compensate.

Sourspot damage increased 7 -> 10



Neutral Air

Sourspot damage increased from 6-8.



Up Air

Middle hitboxes increased by 1%. (second set)



Back Air

IASA moved from frame 12 to frame 8



Thunder Jolt

FSM slowed from 1.4-1.2 to prevent spam.



Thunder

Explosion now always hits at Sakurai angle

Spoiler Pikmin Toss

No longer causes crashes



Pikmin Chain

No longer prevents Olimar from acting or grabbing the ledge when Pikmin chain fails to grab the ledge

Spoiler Now has a 1/3 chance to say "You can't defeat me" on tech after 100% instead of saying it on every single tech past 100%



Palutena's Bow

Endlag increased with 0.75 FSM



Angel Ring

First 3 frames of startlag slowed.



Final Smash

You look different today, Lady Palutena!

Spoiler Pummel:

Damage 5% -> 4%, duration 24 -> 19 (total dps remains similar)

Spoiler Fly

Now deals fire damage instead of normal.



Jab 3

Damage increased 1%



Forward Tilt

Dweetspot damage increased 2%

Sweetspot Base kb decreased from 46- 40



Up Tilt

Bone invulnerability terminates when the hitbox does.



Forward Smash

Invulnerability removed.

Super armor starts when the hitboxes come out. (4 frames later)



Neutral Air

FSM reverted to normal

Sourspot growth reduced 110 -> 105

Interrupt moved back 7 frames. 35- 42.

Landing

FSM reduced to 1

Landing Lag set to 16 frames



Forward Air

Replaced collisions with special collisions so that enemies hit by the sweetspot go in the direction he is facing

Landing lag reduced 30-24



Back Air

Sourspot growth reduced 110 -> 105

Landing lag reduced 22-16



Up Air

Landing lag reduced 22- 16



Down Air

Landing Lag reduced 35- 30



Down Throw

Growth reduced 10

Spoiler Double tap b during startup to skip charging



Neutral air

Hitboxes shrunken by 10%

Spoiler Dash Attack

Endlag sped up 1.3x



Forward Tilt

Damage increased 1%



Up Tilt

Endlag sped up 1.2x



Forward Smash

Endlag sped up 1.2x



Up Smash

Endlag sped up 1.1x



Down Air

Growth increased 20



Hammer Squall

Grab cancel changed to Jump Cancel

Damage doubled

20 growth added

30 bkb added

Trajectory changed from 30- 60

Spoiler Attributes

Jumps reduced from 11 - 6



Rest

Flower element removed. Fire element added.



Up Air

Reverted to 2.X.6 and modified. Angle changed from 88- 78.



Down Air

Reverted to 2.x.6



Gravity

No longer results in desynching

Spoiler Down Smash

Damage reduced on last 5 -> 2

BKB decreased 90 -> 85

KBG increased 105 -> 180

This decreases the amount of shield stun and also lowers the obscene amount of damage that ROB can get out if his opponent DIs out and gets caught in a second smash.



Forward Air

Kb growth decreased from 90-80.

Base kb increased from 30-60.

Interrupt removed.

Landing Lag reduced 11-10 frames



Back Air

Landing Lag reduced 15-11 frames



Netral Air

Landing Lag reduced 20-15 frames



Pummel

Damage reduced from 4%- 3%.



Arm Rotor

Momentum removed, on hit cancel into attacks or grab added.

Reflection restored.

Spoiler Midair Jump height reduced from 0.95- 0.88

Weight Increased- 100- 102

Fastfall speed increased by .3



Dash Attack

Endlag increased. Fsm from 1.5- 1.3



Forward Air

Hitlag increased on first hit by .4 on all but sourspot

Landing Lag increased from 11-14



Back Air

Frame 20 Interrupt made to only occour if the attack lands.

Normal interrupt speed moved back to frame 30.

Hitlag increased by .2 on all but sourspot



Neutral Air

Landing Lag increased from 10-12



Up Air

Growth increased by 4.



Down Air

Growth increased by 7 on all hitboxes.

Damage increased by 1%.



Fire Blade

Knockback and angle now match grounded version.



Air Dash

Momentum reduced from 1.7- 1.45



Double Edge Dance

KB adjusted to make hits link better

Low Finisher

Number of voice clips reduced.

Hi Finisher

Start sped up by 10 frames.

Given Semi Spike angle.

Base KB reduced by 27

Growth reduced by 20

Normal Finisher

Start sped up by 8 frames.

Base KB reduced by 2

Growth reduced by 13



Blazer

Max horizontal displacement 40 -> 30



Counter

Base knockback reduced- 85- 75

Spoiler Fusion of 2.x.6 and 3.Q



Attribute Changes

Air Mobility lowered. 0.7- 0.65

Run speed increased. 1.86- 1.9

Jumps and air jump multiplier reverted to normal

Fast fall velocity increased. 1.75- 1.95

Weight slightly decreased. 108- 106



Taken directly from 3.Q

Forward Tilts

Up throw

Down Throw



Jabs

Modified from 3.Q Growth reduced by 7.



Dash Attack

Sweetspot damage decreased 1%.

Shield damage reduced from 8- 4.

Endlag increased 5 frames.



Up Tilt

Modified from 3.Q

Growth on non meteor reduced by 12.



Down Tilt

Modified 3.Q. Trip rate removed

Interrupt delayed 9 frames.

Growth decreased by 13 to allow the move to combo better.

Damage decreased by 3%



Forward Smash

All hitboxes and trajectory from 3.Q.

Damage normalized at 16%. No longer kills as early.

Growth reduced by 15.



Up Smash

Modified 2.X.6. Final hit taken from 3.Q as well as option to choose between freezing or not freezing.

Inputs switched. Hold for ice final. Don't hold for Aura final.



Down Smash

All hitboxes and trajectory from 3.Q.

First hit Base KB lowered by 10. Damage decreased 1%.



Neutral Air

Modified from 3.Q. Sweetspot damage decreased 2%.

Bkb increased by 15.

Sourspot damage increased 2%.

Landing Lag increased from 9-10



Forward Air

Modified from 3.Q. has 1% higher damage on last hit but 11 less kbg.

Angle changed for better connectivity.

Interrupt pushed back 4 frames.

Landing Lag increased from 9-12



Back Air

Modified from 3.Q. Damage reduced 1%.

Growth reduced by 3.

Base KB reduced by 7.

Hitboxes stay out one frame longer.



Up Air

Modified 3.Q. Final hitbox has 3% more damage but 20 less growth.

Trajectory changed from straight up (90) to (77)

Landing Lag increased from 9-12



Down Air

Modified 3.Q. Damage reduced 3%

Landing Lag increased from 9-15



Z Air

Able to cancel into specials.

Cannot be SDIed.



Forward Throw

Modified from 2.x.6.

Growth increased by 17

Damage decreased by 2%



Back Throw

Modified from 2.x.6.

Growth increased by 25



Power Shot

Knockback growth increased drastically on all charges.

Stun element added on uncharged shots.

Full charged= 35- 25%. Shield damage increased. 3- 15

Near full charged= 28- 21%. Shield damage increased. 0- 12.

High charge= 23- 18%. Shield damage increased. 0- 10.

Mid charge= 18- 15%. Shield damage increased. 0- 8.

Low= Shield damage increased. 0- 6.

Weak Charge= 9- 10%. Shield damage increased. 0- 4.

Weakest Charge= 6- 8%. Shield damage increased. 0- 2.

Uncharged= 4- 6%.



Missiles

Seeker

Modified from 2.X.6

Damage increased from 4- 5.

Shield damage decreased from 17- 0.

Added a second small explosion 12 frames after. Pops foes up a short distance allowing for aerial followups.

Hitlag raised from 1- 1.2

Super

Modified from 2.X.6

Made into hard hitting missiles that launch foes vertically and slightly toward Samus.

Knockback adjusted. KOs at high percents, otherwise sets up for aerial followups.

Shield damage removed.

Damage decreased from 16- 15.

Intangibility ends 2 frames sooner.

Interrupt added on frame 50.



Screw Attack

Modified from 2.X.6.

Made into a single hit KO move.

Deals 17% damage with high shield damage and sends foes straight up.

Hitbox size reduced from 15.2- 10.

Hitstun reduced from 1.5- 1.3



Bombs

Modified from 3.Q.

High shield damage added. Capable of destroying a shield in two blasts.

Damage increased 14- 15.

Growth increased by 14.



Zair

Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair

Spoiler Down Tilt

Endlag increased by 3 frames



Vanish

Invulnerable frames at startup removed.

Growth decreased by 10.



Final Smash

Damage increased from 47- 100.

Spoiler Weight decreased by 5



FitSonic01

Now properly displays the Knuckles texture



Jab 1

Interrupt placed 1 frame sooner



Jab 2

Interrupt placed 6 frames sooner



Jab 3

Interrupt placed 4 frames sooner.



Forward Tilt

Frame speed modifier after hitboxes end increased from 1.5- 1.7



Up Tilt

Interrupt added 15 frames after hitboxes terminate

Growth decreased by 20 on last hit

Base Kb increased by 4 on last hit

Damage decreased by 1% on last hit

Trajectory changed from 70- 75 on last hit



Down Tilt

Damage decreased by 2%

Trajectory lowered from 80/70/361- 20/10/0

Base kb decreased from 40/40- 32/32

Growth decreased by 12

Frame speed modifier after hitboxes terminate increased from 2x- 2.5



Forward Smash

Damage increased 1%



Down Smash

Damage on first sourspot buffed by 3%. (Sweetspots on both sides before the weak hits.)

Sourspot

Weakest sourspot damage buffed by 2%.

Angle normalized from 361- 90

Base kb normalized from 30- 35

Kb growth normalized from 90- 100

(The attack overall now has two properties as opposed to 4)



Neutral Air

Instashield lasts 2 frames longer.



Forward Air

Damage increased 1% on last hit.



Up Air

Damage increased 1% on last hit.



Down Air

Damage and KB all reduced and normalized.



Dash Grab

Starts up 3 frames faster



Pivot Grab

Starts up 3 frames faster



Homing Attack

Weight KB removed.

Jump Cancel added to on hit.



Bounce

Hitbox trajectory changed. 52- 59



Spin Dash

Turned into a hard hitting attack. Can kill at high percents. Otherwise it allows Sonic to basically cannonball into the enemy to launch them diagonally, giving him a nice amount of follow up options depending on how he hits them.



Boost

Now has an 20 frame cooldown starting from the end of the boost

This change, alongside decreasing his weight, will prevent random spamming of Boost and make it less annoying to fight against while still keeping the move fun to use.

Spoiler Forward Tilt

Trip rate on normal removed.

Damage and knockback from low and normal have been swapped.

This helps by making her low kick weaker, which means it trips longer, while her mid kick will deal more damage and knock farther.



Down Tilt

Trip rate removed.



Down Smash

Trip rate removed.

Spoiler Jabs 1, 2, 4

Frame speed modifier changed to a constant 1 frame buff at the start only.



Jab 3

Damage increased by 2%



Jab 4

BKB up 5.

Dmg increased 1%.



Forward Tilt Hi

FSM added to make 1 frame faster.



Forward Smash

Interrupt delayed 3 frames



Up Smash

Interrupt delayed 4 frames



Forward Air

Damage increased 1%



Up Air

1.5x Fsm added after hitboxes end. Interrupt removed.



Down Air

Jump Cancel re-added after frame 15.

Landing Lag reduced by 10 frames.



Grab

Grabboxes reverted to Vbrawl.

FSM 7 frames after they terminate reduced from 2- 1.5



Bow

Dodge cancel changed to guard cancel

Arrows given a 20 second timer.

Damage increased by 2% to compensate for loss of overall control.

Fixed a bug where Fire and Ice arrows had a slightly different chance of occouring

Chances of Light Arrow given to both Fire and Ice, but slightly decreased on each to even out.



Spin Attack

Aerial version's last hit normalized. (No longer has a sourspot)



Z Air

Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair

Spoiler Bike:

Explosion no longer hurts Wario



Back Air:

Hitbox duration reduced by 4 frames to better match animation



Up Smash:

All looping hits all have 40 WKB to prevent launching high damaged foes out of the move before the final hit.

Spoiler Forward Smash

Behavior reverted to 2.x.6



Blaster

Laser Speed reverted to normal



Wolf Flash

Wolf no longer goes into specialfall after using Side-B



Fire Wolf

Up-B retains slight momentum when ending, so you can actually recover now.

Spoiler Forward Tilt

3 frames of endlag added



Down Tilt

8 frames of endlag added

Weight KB removed.



Up Smash

5 frames of endlag added.



Forward Smash

Flower effect removed



Down Smash

4 frames of endlag added



Neutral Air

Bkb decreased by 12 on initial hit.

Endlag increased from 0-10

Landing lag increased from 9-12



Up Air

Bkb reduced by 10



Back Air

Landing lag decreased from 9-6



Down Air

Landing lag increased form 6-12



Back Throw

Growth and Base KB swapped.

In 3.Q, they were the opposite of what we had intended. This resulted in Yoshi scoring KOs from 0 on stages with close blastlines.