| | | Changelog

NEWEST – SSF2 Beta 1.0.3.2:

Engine & Misc:

  • Character attacks can clank projectiles, but projectiles cannot clank character attacks. This fixes issues similar to Bomberman up special clanking with Sonic’s spring causing the recovery to move downwards.
  • Picking up items during aerials and dash attacks no longer prevents the attack from coming out.
  • Fixed items not despawning properly on the ground.
  • Updated event images to include Yoshi’s new portrait.
  • Sandbag Basketball goal hitboxes are now even.
  • Sandbag now starts in the middle of the stage in Sandbag Basketball.
  • All items now have an arrow above them a an indicator that they can be interacted with, sans food
  • Linux build will now load more naturally in 64-bit OS

Bandana Dee:

  • Up special damage increased. (9% -> 13%)
  • Grounded up special knockback scaling increased. (68 -> 90)
  • Aerial up special knockback scaling increased. (55 -> 80)

Black Mage:

  • Neutral air startup reduced by two frames. (3 -> 1)

Bomberman:

  • Bomb kick now has a charging animation.

Captain Falcon:

  • Down smash can no longer fall off ledges.
  • Up air self hitlag reduced. (3 -> 2)
  • Up air hitlag reduced. (3 -> 2)
  • Up air weak hit self hitlag reduced. (2 -> 1)
  • Up air weak hit hitlag reduced. (2 -> 1)

Chibi-Robo:

  • Neutral air second hit damage increased. (8.5 -> 10)
  • Down tilt base knockback increased. (15 -> 30)
  • Forward air damage increased. (5 -> 9.5)
  • Forward air angle changed. (30 -> 55)
  • Forward air knockback scaling decreased. (133 -> 105)

Donkey Kong:

  • Forward air damage increased. (12% -> 16%)
  • Forward air meteor hitbox damage reduced. (14% -> 13%)
  • Forward air stats reworked on last active frame.

Falco:

  • Down special self hitlag reduced. (2 -> 1)
  • Down special hitlag reduced. (4 -> 3)

Fox:

  • Down special self hitlag reduced. (2 -> 1)

Ichigo:

  • Dash attack damage reduced. (12% -> 10%)
  • Dash attack base knockback reduced. (70 -> 62)
  • Dash attack knockback growth reduced. (78 -> 74)

Kirby:

  • Fixed Ichigo copy ability.
  • Fixed Naruto copy ability.
  • Fixed CPU Kirby crashing the game if they inhaled Falco.
  • Fixed aerial side special second hit missing.
  • Updated Link copy ability sprites.
  • Down throw angle changed. (63 -> 78)
  • Down throw multihits damage increased. (1% -> 1.33%)
  • Forward air endlag reduced by 2 frames.
  • Down air hitlag and self hitlag reverted.

Link:

  • Hylian shield now works while crouching.
  • Fixed bombs dealing damage twice.
  • Fixed special bomb arrows not being created when an arrow collides with a bomb.

Lloyd:

  • Forward smash base knockback reduced. (70 -> 30)
  • Forward smash knockback scaling increased. (70 -> 95)
  • Forward smash angle changed. (40 -> 45)
  • Forward smash now has a weaker hit after first two active frames.
  • Dash attack knockback scaling reduced. (135 -> 125)
  • Dash attack active frames reduced. (3 -> 2)
  • Jab 1 base knockback increased. (12 -> 24)
  • Jab 1 knockback scaling increased. (25 -> 50)
  • Jab 2 angle changed. (49 -> 135)
  • Forward air endlag reduced. (13 -> 12)
  • Up air active frames increased. (2 -> 3)

Luffy:

  • Engine-calculated hitlag applied for all moves except jab1, jab loop, neutral air, upsmash, and all special moves.
  • Forward smash base knockback decreased.  (60 -> 40)
  • Forward smash knockback scaling increased.  (75 -> 100)
  • Down smash base knockback decreased. (60 -> 40)
  • Down smash knockback scaling increased. (79 -> 99)
  • Up air base knockback decreased.  (60 -> 40)
  • Up air knockback scaling increased. (70 -> 90)
  • Back air base knockback decreased. (60 -> 10)
  • Back air knockback scaling increased.  (59->110)
  • Back air angle lowered.  (47 -> 45)
  • Forward throw knockback scaling increased. (66 -> 70)

Marth:

  • Up smash sweetspot is easier to hit.
  • Up smash sourspot damage increased. (7 -> 10)
  • Up smash sourspot base knockback reduced. (80 -> 40)
  • Up smash sourspot knockback scaling increased. (70 -> 90)
  • Up smash sweetspot damage increased. (8 -> 13)
  • Up smash sweetspot base knockback reduced. (80 -> 60)
  • Up smash sweetspot knockback scaling reduced. (100 -> 90)
  • Up smash grounded hit angle changed. (75 -> 100)
  • Up smash grounded hit self hitlag increased. (0 -> 3)
  • Up smash grounded hit base knockback increased. (75 -> 100)
  • Up smash grounded hit knockback scaling increased. (20 -> 30)
  • Up smash grounded hit active frames increased. (1 -> 2)
  • Forward smash sweetspot angle changed. (50,55 -> 45)

Naruto:

  • Neutral special full charge indicator fixed.

Ness:

  • Down throw angle changed. (62 -> 66)
  • Up air knockback scaling increased. (76 -> 84)
  • Forward smash sweetspot knockback scaling increased. (72 -> 78)
  • Up smash endlag reduced by 2 frames.
  • Forward air landing lag reduced by 1 frame.
  • Down tilt endlag reduced by 1 frame.

Pac-Man:

  • Dash attack base knockback reduced. (100 -> 55)
  • Neutral air knockback scaling increased. (100 -> 123)
  • Galaxian now falls when dropped.

Pikachu:

  • New dash animation.

Pit:

  • Hitlag and self hitlag on neutral air, forward air and up air reverted so the multihits work correctly

Samus:

  • Grounded up special movement adjusted.
  • Grounded up special first hit base knockback reduced. (150 -> 125)
  • Grounded up special multihit base knockback reduced. (80 -> 30)
  • Grounded up special final hit hitlag increased. (2 -> 5)
  • Grounded up special final hit self hitlag increased. (1 -> 5)
  • Grounded up special hitboxes now cover movement better.
  • Grounded up special airspeed reduced.
  • Aerial up special multihit base knockback increased. (0 -> 30)
  • Aerial up special multihit knockback scaling reduced. (95 -> 10)
  • Aerial side special missiles now fire from the correct position.
  • Tether attack now plays landing animation when touching the ground instead of immediately going to idle.

Sandbag:

  • Forward smash damage increased. (14% -> 16%)
  • Forward smash angle raised.  (35 -> 45)
  • Dash attack base knockback increased. (30 -> 40)
  • Forward air knockback scaling increased. (100 -> 110)
  • Down smash second hit knockback scaling increased.  (84 -> 100)
  • Up smash weight-based knockback decreased. (140 -> 130 first portion, 110 -> 105 second portion.  Rest unchanged)
  • Up smash sweetspot base knockback decreased. (80 -> 55)
  • Up smash sweetspot knockback scaling increased. (69 -> 100)
  • Jab knockback scaling increased. (117 -> 120)
  • Down throw hitlag set to 3.
  • Down throw self hitlag set to 1.

Sora:

  • Down special (Fire) hitboxes more accurately match the effects.
  • Fire is now the first spell in down special.
  • Neutral special animation now cancels if the keyblade projectile is destroyed early.
  • Up smash multihit now uses weight-based knockback. Really, this time.
  • Up smash final hit base knockback reduced. (60 -> 40)
  • Fixed hitlag issue on flowmotion that caused hits to fail to connect.
  • Fixed jab combo input handling.
  • Corrected hurtboxes on jab combo.
  • Corrected hurtboxes on grab.

Tails:

  • Up special bomb explosion hitbox no longer activates when it explodes on a shield.

Wario:

  • Fixed sweetspot indicator on side special being removed by quality settings.

Yoshi:

  • Fixed item smash animation using old sprites.

 


SSF2 Beta 1.0.3/1.0.3.1:

Content

  • Added Sandbag Basketball to Arena Mode
  • Added Crystal Smash to Stadium Mode
  • New Results Screen

Engine

  • Fixed jump startup inconsistency between attack jump cancels and normal jumps
  • “Improvements” to SSF1 mode to make it feel even more like SSF1:
    • Easily slide off edges
    • Chargeable attacks are now used immediately
    • Midair jumps use ground jump animation
    • Short hop via crouch key only
    • Jumping while rising mid-jump disabled
    • Crouching enabled
    • Fast fall disabled
    • Hold crouch for 0.5 seconds to drop through platforms,
    • Can’t drop through platforms while falling
    • Entrance animations removed
    • Possible to move while attacking
    • B button and C-sticks now acts as additional A buttons
    • Jumps can cancel attacks
    • Fixed jump momentum issues
    • Traction values amplified
    • Disabled skid animations
    • Run animations no longer end until you come to a complete stop
    • Attacks that utilized grab state now allow the grab state to proceed
    • Removed ability to use smash attacks
  • Special mode settings now carry over into sudden death
  • Exiting a sudden death match now results in a proper “No Contest”
  • Picking up items no longer triggers an attack
  • Improved behavior for acceleration, deceleration, and max speed caps
  • Fixed bug where getting grabbed out of attacks would reset all of your charged attacks
  • Tweaked character select hand for more precise movement
  • Side smash input window extended by 1 frame
  • Optimized hitlag behavior across the board
  • Fixed scaling of reflections when super mushroomed
  • Fixed projectile clanking behavior
  • Fixed issues with reflection sizes on characters under mushroom effects.
  • Fixed issue that caused characters under armor or launch resistance to use higher hitstun than intended when hit.
  • If a character starts walking at a speed above max walking speed, their speeds will be lowered back to max walking speed.
  • No more fast-falling during specials right out of knockback

Characters

Bandana Dee

  • Adjusted heavy knockback animations
  • Tumble fall animation now can grab the ledge
  • Down tilt:
    • Raised angle (35->75)
    • Increased damage (6%->7%)
    • Increased base knockback (30->35)
    • Increased knockback scaling (50->100)
  • Forward Smash:
    • Increased damage (12%->13.5%)
    • Increased base knockback (38->42)
    • Increased knockback scaling (88->90)
  • Down smash:
    • Non-tip attackboxes now deal less damage than tip (13%->12%)
  • Neutral aerial:
    • Is now a single-hit move
      • Damage 11%, angle 45, base knockback 20, knockback scaling 100.
  • Up aerial:
    • Clean hit:
      • Reduced damage (13%->12%)
      • Increased base knockback (20->40)
      • Increased knockback scaling (85->90)
    • Now has a late hit/sourspot
      • Damage 8%, base knockback 40, knockback scaling 90
  • Forward aerial:
    • First two hits now use weight-based knockback (base knockback 35->weight-based knockback 15)
    • Final hit:
      • Increased damage (5%->6%)
      • Increased knockback scaling (100->138)
  • Back aerial:
    • Now has a late hit/sourspot, with 8% damage
    • Clean hit:
      • Reduced damage (12%->11.5%)
      • Decreased base knockback (40->35)
      • Increased knockback scaling (95->105)
  • Down Special (ground):
    • Reduced damage (18%->15%)
    • Increased base knockback (40->45)
    • Increased knockback scaling (80->105)
  • Up throw:
    • Final hit:
      • Reduced base knockback (90->50)
  • Down throw:
    • Increased damage (7%->10%)
  • Getup attack now properly deals damage

Black Mage

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge
  • Dash attack:
    • Lowered angle (45->35)
  • Forward tilt:
    • Lowered angle (50->45)
  • Forward Smash:
    • Lowered angle (50->45)
    • Decreased base knockback (62->40)
    • Increased knockback growth (88->100)
  • Forward aerial:
    • Lowered hitlag modifier (130%->120%)
    • Decreased base knockback (49->30)
    • Increased knockback growth (90->110)
  • Back air
    • Increased knockback growth (100->110).
  • Fixed issue with Back throw inducing hitstun on Black mage himself upon execution
  • Fixed glitch where Up Special circle indicator would stay in camera (and moving) if Black Mage was hit, grabbed or KO’d while he still had control of it

Bomberman

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge
  • Revised and tweaked hitboxes in most attacks, attackboxes now better cover their animations
  • Retimed walk animation
  • Dash attack:
    • Lowered angle (50->30)
    • Increased knockback scaling (70->80)
    • Attackboxes now properly cover Bomberman’s motion
  • Forward tilt:
    • Decreased base knockback (50->25)
    • Increased knockback scaling (80->100)
  • Forward Smash:
    • Changed visuals: now Bomberman holds a bomb during it
    • Reduced base knockback (40->20)
  • Neutral aerial:
    • Clean hit lasts for one more frame
    • Lowered angle (45->36)
    • Reduced base knockback (60->20)
    • Increased knockback scaling (50->95)
  • Forward aerial:
    • Lowered angle (52->46)
    • Increased knockback scaling (105->110)
  • Back aerial:
    • Decreased base knockback (55->40)
    • Increased knockback scaling (85->90)
  • Up aerial:
    • Decreased base knockback (56->32)
    • Increased knockback scaling (85->104)
  • Neutral Special:
    • Fixed held neutral special bomb despawning after 33 seconds holding it
    • Bombs cannot be reflected once they are already on ground
    • Bombs do not have attackboxes when thrown anymore
    • Explosion attackboxes enlarged across the board
  • Side Special (ground):
    • Increased damage (5%->10%)
    • Is now chargeable! Hold special button to charge. Charging increases damage and kick distance
  • Side Special (aerial):
    • Increased hitstun (120%->130%)
    • Raised angle (60->80)
    • Does not give you a vertical boost anymore
  • Back Throw:
    • Lowered angle (130->145)
  • Ledge attack:
    • Reduced damage (13%->6%)

Bowser

  • Centered heavy knockback animation
  • Tumble fall animation spins.
  • Decreased max running speed (9->8)
  • Up Smash:
    • Added sweetspot at Bowser’s top spikes
      • Damage 20, angle 90, base knockback 43, knockback scaling 90
    • Sourspot reaches further to the sides
    • Sourspot:
      • Increased damage (14%->15%)
      • Decreased base knockback (84->43)
      • Increased knockback scaling (85->95)
  • Forward Smash:
    • Increased startup by 1 frame.
    • First hit:
      • Increased damage (6%->10%)
      • Removed semispike attackbox.
    • Second hit:
      • Increased damage (20%->22%)
      • Reduced base knockback (45->25)
      • Reduced knockback scaling (95->92)
      • Lowered angle (45->40)
      • Damage doesn’t decay after 1 frame of activity anymore.
    • Ending lag decreased by 1 frame.
  • Down Smash:
    • Final hit:
      • Damage increased (6%->9%)
      • Increased knockback scaling (140->150)
  • Neutral aerial:
    • Sweetspot is active for 1 more frame, sourspot is active for 1 less frame.
    • Reduced base knockback (50->35)
    • Increased knockback scaling (80->100)
  • Back aerial:
    • Sweetspot is active for 1 more frame, sourspot is active for 1 less frame.
    • Decreased damage (17->16)
    • Increased knockback scaling (65->83)
  • Up aerial:
    • Reduced base knockback (50->35)
    • Increased knockback scaling (85->95)
  • Down Special:
    • Increased fall speed (20->25)
  • Up special:
    • Decreased startup by 1 frame (4->3)
    • Increased ending lag by 2 frames (11->13)
    • Late hits do not deal bonus shield damage anymore.
    • Aerial version is not intangible anymore.

Captain Falcon

  • Updated Screen KO animation
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Repositioned aerial animations.
  • Jab combo:
    • First hit ending lag reduced by 1 frame.
    • Improved knockback behavior so hits connect better into each other.
  • Up Smash:
    • First hit:
      • Now uses weight-based knockback (base knockback 45->weight-based knockback 20)
  • Forward Smash:
    • Reduced base damage (20%->19%)
    • Lowered angle (50->43)
    • Increased base knockback (20->25)
    • Increased knockback scaling (90->95)
  • Down Smash:
    • Lowered angle (50->38)
  • Neutral aerial:
    • 1 less frame of landing lag
  • Up aerial:
    • (sweetspot/sourspot) Equalized damage (12%/8%->11%/10%)
    • Reduced base knockback (35/35->25/25)
    • Increased knockback scaling (90/90->100/100).
    • Fixed mislabeled attackboxes on last two active frames.
  • Back aerial:
    • 1 less frame of landing lag
    • Increased hitstun (100%->110%)
  • Forward aerial:
    • 1 less frame of landing lag
    • Decreased base knockback (47->37)
    • Increased knockback scaling (83->93)
  • Down aerial:
    • Increased hitstun (110%->120%)
  • Neutral Special:
    • Startup increased by 3 frames.
    • Lowered angle (50->40).
  • Side Special (ground):
    • Increased hitstun
    • Added 1 frame of startup after hit detection.
    • Has 2 less frames of movement (and therefore 2 less active frames)
    • Increased movement speed (18->21.6)
  • Side Special (aerial):
    • Increased vertical range of handboxes.
    • Added 1 frame of startup after hit detection.
    • Reduced attackbox size and range.
  • Up Special:
    • Increased vertical range of handboxes.
  • Down Special (aerial)
    • Reduced range
  • Forward throw:
    • Decreased damage (9%->4%)
    • Increased base knockback (30->40)
    • Added 1 frame of ending lag
  • Back throw:
    • Raised angle (160->150)
    • Removed 2 frames of ending lag
  • Down throw:
    • Increased hitstun (100%->110%)
    • Removed 1 frame of ending lag

Chibi-Robo

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up Smash:
    • First 2 hits:
      • Now use weight-based knockback (base knockback 75->weight-based knockback 60)
      • Lowered damage (4%->2%)
    • Final hit:
      • Raised angle (80->85)
      • Increased knockback scaling (90->120)
  • Forward Smash:
    • First 2 hits:
      • Now use weight-base knockback (power 70->wbkb 60)
      • Lowered angle (40->5)
      • Increased damage (2%->3%)
    • Final hit:
      • Increased damage (8%->9%)
      • Increased knockback growth (to 130)
      • Lowered angle (50->40)
  • Down Smash:
    • (Sweetspot/Sourspot) Equalized damage (19%/10%->16%/13%)
    • (Sweetspot/Sourspot) Reduced base knockback (90/50->55/25)
    • (Sweetspot/Sourspot) Increased knockback scaling (67/75->110/110)
  • Neutral aerial:
    • Both attackboxes have the same knockback/damage stats now (direction 32, base knockback 40, knockback scaling 100, damage 10%)
  • Forward aerial:
    • Reduced damage (9.5%->5%)
    • Raised angle (55->60)
    • Increased base knockback (35->40)
    • Increased knockback scaling (105->133)
  • Back aerial:
    • Reduced damage (15%->12%)
    • Lowered angle (50->40)
    • Increased base knockback (15->42)
    • Increased knockback scaling (90->105)
  • Up aerial:
    • (All Attackboxes) lowered angle (60->40)
    • Sweetspot:
      • Increased damage (11%->12%)
      • Increased base knockback (50->54)
      • Increased knockback scaling (95->110)
  • Neutral special:
    • Increased hitstun (30%->70%)

Donkey Kong

  • Up Smash:
    • Reduced knockback scaling (100->85)
    • Shield damage increased by 4
  • Forward Smash:
    • Lowered angle (55->45)
    • Decreased base knockback (35->30)
    • Increased knockback scaling (90->91)
  • Neutral aerial:
    • Reduced damage (12%->11%)
    • Reduced base knockback (35->20)
    • Increased knockback scaling (90->100)
  • Up aerial:
    • Reduced damage (13%->12%)
    • Decreased base knockback (45->32)
    • Increased knockback scaling (70->90)
  • Down aerial:
    • Decreased base knockback (38->30)
    • Increased knockback scaling (85->90)
  • Neutral special:
    • (Ground only) Increased base damage (9%->12%)
    • Reduced base knockback (35->15)
    • Increased knockback scaling (78->100)
  • Up throw:
    • Increased base knockback (70->90)

Falco

  • Increased grounded jump speed (27->27.5)
  • Increased midair jump speed (26.2->26.5)
  • Decreased max aerial horizontal speed (7.8->7.3)
  • Enlarged hitboxes on crash landing and prone animations.
  • Now can grab the ledge during grounded jump animation.
  • Adjusted hitboxes on item toss animations.
  • Touched up sprites in miscellaneous animations
  • Up tilt:
    • Hitstun increased (100%->110%)
    • Increased knockback scaling (90->105)
    • Decreased base knockback (45->30)
    • Reduced range slightly.
    • Added a new attackbox to better cover motion.
  • Dash attack:
    • Lowered knockback scaling (75->65)
  • Up Smash:
    • Increased knockback scaling (70->75)
  • Forward Smash:
    • Increased knockback scaling (60->70)
    • Lowered angle (50->45)
    • Raised attackboxes on last active frame so it can’t hit below ledge
  • Neutral aerial:
    • Decreased base knockback (25->10)
    • Increased knockback scaling (80->100)
    • Decays gradually to damage 9 and base knockback 0
  • Back aerial:
    • Sweetspot:
      • Increased damage (13%->15%)
      • Decreased base knockback (25->0)
      • Increased knockback scaling (95->100)
      • Raised angle (140->135)
      • Decays gradually to 9 damage.
      • Reduced size.
    • Sourspot:
      • Reduced damage (13%->9%)
      • Decreased base knockback (25->0)
      • Increased knockback scaling (95->100),
      • Raised angle (43->45)
      • Increased size.
  • Up aerial:
    • Attackboxes do not cover Falco’s head anymore.
  • Down aerial:
    • Range below Falco reduced.
    • Angle lowered (285->283)
    • Reduced base knockback (30->10)
    • Increased knockback scaling (80->100)
    • Sourspot:
      • Raised angle (25->45)
      • Reduced base knockback (30->20)
  • Neutral Special:
    • Reduced base knockback (14->10)
    • Increased SDI Multiplier (1->2)
  • Up special (both aerial and grounded)
    • Trail effect is now blue
    • Increased base knockback (55->75)
    • Increased knockback scaling (55->105)
    • Speed boost delayed by two frames.
  • Side Special (ground):
    • Trail effect is now red
    • Increased base knockback (20->40)
    • Improved attackboxes to better cover movement.
    • Increased speed decay.
  • Side Special (air):
    • Trail effect is now red
    • Increased landing lag if landing during the attack.
    • Improved attackboxes to better cover movement.
  • Down Special (both aerial and grounded):
    • Effects are now red
    • Increased hitstun (110%->120%)
    • Increased knockback scaling (50->65)
    • Removed intangibility.
  • Forward throw:
    • Increased knockback scaling (50->60)
  • Back throw:
    • Increased knockback scaling (45->55)
    • Lasers:
      • Hitstun decreased (100%->80%)
      • Increased base knockback (30->40)
      • Increased knockback scaling (45->55)
  • AI (level 7 or higher) makes better use of Up Special to recover.

Fox

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Tweaked and/or implemented itemboxes
  • Up tilt:
    • Tweaked speed decay when performing the attack out of run/dash.
    • Ending lag reduced by 1 frame (9->8)
  • Down Smash:
    • Decreased knockback scaling (70->50)
  • Neutral aerial:
    • Late hit has smaller hitboxes.
    • Clean hit:
      • Increased damage (10%/9%->12%/11%)
      • Decreased base knockback (25->10)
      • Increased knockback scaling from (90->100)
    • Late hit:
      • Damage lowered (10%/9%->8%/7%)
  • Up aerial:
    • Second hit attackboxes tightened.
    • Decreased time between both hits (2->1 frame)
  • Back aerial:
    • (Sweetspot/Sourspot):
      • Lowered base knockback (20->0)
      • Increased knockback scaling (85/65->100/100)
    • Sourspot:
      • Lowered damage (14%->9%)
  • Side Special (both versions):
    • Improved hitboxes to better cover Fox’s movement.
    • 2 less frames of startup
    • 4 less active frames
  • Side Special (air):
    • Reduced knockback scaling (110->80)
    • Increased landing lag if landing during movement.
    • Increased speed decay (0.1->0.5)
  • Down Special:
    • Increased base knockback (55->65)
    • Removed intangibility
  • Up Special:
    • Delayed movement start by 2 frames (21->23)
  • Up throw:
    • Knockback cannot be reverse anymore.
    • Decreased damage (9%->3%)
    • Decreased base knockback (90->75)
    • Increased knockback scaling (43->110)
    • Raised angle (95->90)
    • Lowered hitstun (123%->110%)
  • AI (level 7 or higher) makes better use of Up Special to recover.

Goku

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Equalized knockback stats between Regular and Kaio-Ken Goku (Kaio-Ken retains bonus damage)
  • Forward tilt:
    • Reduced damage (13%->11%)
    • Increased knockback scaling (85->100)
  • Forward Smash:
    • Endlag increased by 1 frame
    • Raised angle (31->45)
    • Increased knockback scaling (95->105)
  • Down Smash:
    • Lowered angle (45->30)
    • Sweetspot:
      • Reduced base knockback (59->40)
      • Increased knockback scaling (93->99)
  • Sourspot:
    • Raised angle (25->70)
    • Reduced base knockback (59->20)
    • reduced knockback scaling (95->70)
  • Neutral aerial:
    • Added 4 more active frames.
    • Endlag increased by 3 frames.
    • Increased base knockback (20->30)
  • Up aerial:
    • Increased base knockback (15->30)
    • Decreased knockback scaling (100->90)
  • Back aerial:
    • Increased base knockback (10->25)
  • Back Throw:
    • Fixed potential infinite.
    • Endlag increased by 3 frames.
    • Increased base knockback (60->75)
  • Down throw:
    • Endlag increased by 2 frames.
  • Down Special:
    • Cannot trigger Kaio-Ken from hitting items or projectiles.
  • Ledge attack:
    • Decreased damage (10%->8%)

Ichigo

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Retimed animation for tech roll.
  • Dash attack:
    • Increased damage (8%->12%)
    • Reduced base knockback (85->70)
    • Increased knockback scaling (30->78)
  • Forward tilt:
    • Lowered angle (50->40)
    • Decreased base knockback (40->30)
    • Increased knockback scaling (70->97)
  • Up Smash:
    • Reduced damage (18%->17%),
    • Increased base knockback (11->45)
    • Decreased knockback scaling (95->86)
  • Down Smash:
    • Multihits now use weight-based knockback (base knockback 30->weight-based knockback 20)
    • Extended attackbox range once Ichigo lands.
  • Neutral aerial:
    • Decreased base knockback (50->35)
    • Increased knockback growth (60->105)
  • Forward aerial:
    • Decreased base knockback (40->20)
    • Increased base knockback (60->90)
  • Back aerial:
    • Decreased base knockback (40->30)
    • Increased knockback growth (60->100)
  • Down aerial:
    • Decreased base knockback (40->20)
    • Increased knockback growth (50->90)
  • Neutral special:
    • Is now chargeable: Hold Special button and release to shoot. Charge is not storable.
    • Non-charged Getsuga Tensho is a single-hit small projectile, and it gets larger as it gets more charge.
    • Fully-charged Getsuga Tensho is a slow-moving, multihit projectile.
    • Heavily reduced startup (by 15 frames)
    • Removed delay timer between consecutive usages.
    • Aerial version does not slow your fall anymore, but it provides some lift when projectile is released.
  • Side special:
    • Increased knockback growth (15->65)
    • Reduced base knockback (75->60)

Isaac

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up smash:
    • Lowered knockback scaling (105->97)
  • Up air:
    • Knockback scaling increased (80->90)
  • Neutral Special:
    • Vertical speed on release lowered (15->11). This fixes auto KOs caused with up smash out of vine release.
  • Implemented proper itemboxes in all animations.
  • Tweaked eyes color in most animations.

Jigglypuff

  • Decreased max running speed (7.9->7.7)
  • Increased grounded acceleration (0.9->1.1)
  • Increased aerial horizontal acceleration (1.35->2)
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up tilt:
    • Increased hitstun (100%->110%)
    • Increased damage (5%->7%)
    • Decreased knockback scaling (145->120)
  • Forward tilt:
    • Increased damage (9%->10%)
    • Decreased base knockback (78->25)
    • Increased knockback scaling (30->100).
  • Dash attack:
    • Lowered angle (62->44)
    • Decreased base knockback (66->16)
    • Increased knockback scaling (60->100)
  • Forward Smash:
    • Clean hit:
      • Lowered angle (50->40)
      • Decreased base knockback (30->20)
  • Late hit:
    • Increased damage (11%->13%)
    • Decreased base knockback (50->6)
    • Decreased knockback scaling (100->85)
  • Down Smash:
    • Decreased damage (18%->12%)
    • Raised angle (5->15)
    • Decreased base knockback (44->25)
    • Increased knockback scaling (55->95)
  • Neutral aerial:
    • Both attackboxes deal same damage (12%/11%->11%/11%)
    • Decreased base knockback (35->25)
    • Increased knockback scaling (65->85)
    • 1 more frame of landing lag
    • Reduced hitstun (105%->100%)
  • Forward aerial:
    • Fixed double SFX
    • Reduced base knockback (40->30)
    • Increased knockback scaling (71->90)
  • Back aerial:
    • Extended attackboxes horizontally
    • Decreased base knockback (35->15)
    • Increased knockback scaling (75->120)
  • Up aerial:
    • Increased hitstun (100%->110%)
  • Down Aerial:
    • Decreased hitstun (107%->103%)
  • Side special (both aerial and grounded):
    • Increased hitstun (100%->115%)
    • Increased momentum for aerial up-angled movement.
  • Up throw:
    • Increased hitstun (100%->112%)
    • Increased base knockback (100->105)
  • Forward throw
    • Reduced knockback scaling (120->105)
  • Back throw
    • Increased knockback scaling (25->40)
  • Down Special
    • (Ground) angle matches aerial version (50->45)
    • (Ground) increased knockback scaling (105->115), matching aerial version.

Kirby

  • Temporarily disabled power star versions of Forward Aerial, down Aerial and aerial hammer.
  • Realigned animations for jump, double jump, neutral aerial, back aerial and up aerial.
  • Adjusted hitboxes in almost all animations.
  • Improved itemboxes
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Increased air deceleration (0.075->0.08)
  • Down tilt:
    • Removed 3 frames of endlag.
  • Dash attack:
    • Multihits:
      • now use weight-based knockback (wbkb 20)
      • Raised angle (35->45)
  • Forward Smash:
    • Startup reduced by 3 frames.
    • Ending Lag increased by 3 frames
    • Sweetspot attackbox enlarged.
    • Decreased base knockback (38->30)
    • Increased knockback scaling (90->102)
  • Down Smash:
    • Attackboxes are smaller after first spin.
    • Decreased base knockback (30->25)
    • Increased knockback scaling on all hitboxes (90/85/85->110/110/110)
  • Neutral aerial:
    • Attackbox is larger and fully covers Kirby.
    • Added second sourspot on frame 7 of activation (damage 6)
    • Landing Lag reduced by one frame (6->5)
  • Up air:
    • Attackboxes interpolate better and reach slightly further.
  • Back aerial:
    • Attackboxes reach further from Kirby.
    • Increased damage (12%->13%)
    • Increased knockback scaling (90->104)
    • Increased landing lag by 2 frames (4->6)
  • Forward aerial:
    • Attackboxes are larger overall and should connect better into each other.
  • Down aerial:
    • Startup increased by 1 frame (5->6)
    • Ending lag increased by 1 frame (6->7)
    • Attackboxes stretched horizontally.
    • Added an attackbox on landing animation:
      • Damage 2%, weight-based knockback 40, knockback scaling 100.
    • Landing lag increased by 1 frame (6->7)
  • Side Special (ground):
    • Improved attackboxes to fully cover swing
    • Decreased base knockback (65->60)
    • Increased knockback scaling (72->78)
  • Side Special (aerial):
    • Improved attackboxes to fully cover swing
    • Increased base knockback (50->60)
    • Increased knockback scaling (72->78)
  • Increased grab range.
  • Down throw:
    • Final hit angle lowered
    • Non-final hits cannot be cancelled in Turbo mode anymore.

Link

  • Increased gravity (1.28->1.35)
  • Increased max run speed (8.2->8.5)
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up tilt:
    • Increased hitstun (100%->115%)
    • Increased knockback scaling (90->100)
  • Down tilt:
    • (All attackboxes) increased hitstun (100%/100%/100%->110%/120%/120%)
    • (All attackboxes) lowered base knockback (70/80/80->70/60/60)
    • (All attackboxes) increased knockback scaling (50/50/60->50/70/80)
  • Dash attack:
    • Increased hitstun (100%->115%)
  • Forward Smash:
    • First hit now has two attackboxes:
      • Tip Hitbox (damage 14%, angle 45, base knockback 30, knockback scaling 100)
      • Base hitbox (damage 7%, angle 75, base knockback 47, knockback scaling 15)
    • Second hit damage increased (12%->13%)
  • Up Smash:
    • Final hit:
    • Increased damage (8%->11%)
    • Increased knockback scaling (95->96)
  • Neutral aerial:
    • Raised angle (35->40)
    • Clean hit:
    • Decreased base knockback (40->20)
    • Increased knockback scaling (83->100)
  • Up aerial:
    • Increased hitstun (100%->120%)
  • Down aerial:
    • Increased hitstun (100%->110%)
  • Up throw:
    • Increased hitstun (105%->110%)
  • Down throw:
    • Increased hitstun (105%->110%)
  • Side Special:
    • Increased knockback growth (45->80)
    • Now only hits twice (one on throw, one on the way back)
    • First hit:
      • Lowered angle (90->51)
    • Second hit:
      • Lowered angle (90->140)
  • Down special:
    • Explosion hitstun increased (100%->110%)
    • Decreased base knockback (50->40)
    • Increased knockback scaling (60->90)
    • Thrown and dropped bombs must will land on ground only if they have low vertical speeds (otherwise, they will explode)
    • Bombs do not use a detection hit anymore.
  • Up Special (ground):
    • Clean hit:
      • Increased damage (11%->14%)
      • Decreased base knockback (65->60)
      • Decreased knockback scaling (86->85)

Lloyd

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Reimplemented sword effects to eliminate slowdowns.
  • Jab:
    • Rapid Jabs are now escapable
    • Jab 1:
      • Increased base knockback (0->12),
      • Decreased knockback scaling (70->25)
      • Lowered angle (70->45)
  • Up tilt:
    • Decreased base knockback (80->35)
    • Increased knockback scaling (95->103)
  • Forward tilt:
    • Lowered angle (55->35)
    • Decreased base knockback (70->40)
  • Dash Attack:
    • Increased damage (10%->11%)
    • Lowered angle (45->35)
    • Decreased base knockback (72->45)
    • Increased knockback scaling (98->135)
  • Up Smash:
    • Startup increased by 1 frame
    • Raised angle (100->92)
    • Decreased base knockback (70->40)
    • Increased knockback scaling (80->110)
  • Forward Smash:
    • Increased damage (14%->15%)
    • Lowered angle (50->40)
    • Increased base knockback (60->70)
    • Increased knockback scaling (60->70)
  • Down Smash:
    • Multihits now use weight-based knockback (base knockback 50->weight-based knockback 20)
    • Final hit:
      • Increased knockback scaling (90->150)
      • Decreased base knockback (90->50)
  • Neutral aerial:
    • Decreased base knockback (50->35)
    • Increased knockback scaling (85->110)
  • Side Special:
    • Lowered movement speed during attack
  • Down Special:
    • Removed jump restore from aerial version.

Luffy

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.

Luigi

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Adjusted animation and hitboxes for backflip
  • Up Smash:
    • Raised angle (80->95)
    • Decreased base knockback (70->35)
    • Increased knockback scaling (80->98)
  • Forward Smash
    • Both attackboxes have the same angle (45/55->45/45).
    • Decreased base knockback (75/75->20/20)
    • Increased knockback scaling (60/80->117/117)
  • Down Smash
    • Decreased first hit base knockback (60->40)
  • Up aerial:
    • Startup increased by 1 frame
    • Reduced base knockback (40->30)
    • Increased knockback scaling (75->85)
  • Forward aerial:
    • Decreased base knockback (35->30),
    • Increased knockback scaling (76->80)
  • Back aerial:
    • Lowered angle (53/53->40/40)
    • Decreased base knockback (55/55->12/12)
    • Increased knockback growth (67/88->100/100)
  • Up Special:
    • Increased damage (20%->22%)

Mario

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Forward Smash:
    • Sweetspot:
      • Decreased damage (19%->17%)
      • Increased knockback scaling (80->103)
    • Sourspot:
      • Increased damage (11%->14%)
      • Increased knockback scaling (40->99)
  • Down Smash:
    • First hit:
      • Reduced damage (18%->14%)
      • Lowered angle (50->30)
      • Increased base knockback (25->30)
      • Increased knockback scaling (85->100)
  • Neutral aerial:
    • Clean hit:
      • Lowered angle (45->40)
      • Decreased base knockback (45->20),
      • Increased knockback scaling (80->99).
  • Late hit:
    • Decreased base knockback (40->10).
  • Up aerial:
    • Reduced damage (12%->9%)
    • Decreased base knockback (15->10)
    • Increased knockback scaling (90->110)
  • Back aerial:
    • Increased damage (11%->13%)
    • Lowered angle (50->40)
    • Decreased base knockback (45->15)
    • Increased knockback scaling (80->110)
  • Down aerial:
    • All hits use weight-based knockback (base knockback 20->weight-based knockback 10).
    • Lowered angle (90->95).
    • Landing hit now properly works, but lasts only one frame (weight-based knockback 40).
  • Up throw:
    • Fixed inconsistences on release angle.

Marth

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Reduced ground jump vertical speed (16->14)
    • All tippers use the same SFX
  • Jab:
    • Hitting with sweetspot now properly plays SFX
  • Up tilt:
    • Increased hitstun in all attackboxes (110%->120%)
    • Ending Lag increased by 1 frame.
  • Dash attack:
    • Increased hitstun in all attackboxes (100%/110%->120%)
  • Forward Smash:
    • Reduced startup by 1 frame
    • Redrawn attackboxes
    • Both tipper attackboxes have the same base knockback.
  • Neutral aerial:
    • Increased hitstun on first hit (100%->105%)
    • Second hit comes 1 frame later
  • Up aerial:
    • (All attackboxes) raised angle (80/80/80->90/90/90)
    • (All attackboxes) increased hitstun (115%->120%)
    • (Sourspot) lowered knockback scaling (80->70)
    • (Sweetspot) lowered knockback scaling (90->80)
    • (Sweetspot) lowered base knockback (60->55)
  • Forward aerial:
    • (Sweetspot): Increased hitstun (100%->120%)
    • Landing Lag increased by 1 frame.
  • Back aerial:
    • (All attackboxes): increased hitstun (100%->110%)
    • (Sweetspot/Sourspot): increased base knockback (75/65->85/75)
    • Lowered angle (50->47)
  • Down aerial:
    • Redrawn attackboxes
    • Sweetspot now always induces knockdown/tumble
  • Up throw:
    • Increased hitstun (115%->120%)
  • Side Special:
    • First hit:
      • Raised angle (50->60)
      • Decreased base knockback (45->35)
  • Up Special:
    • Sourspots:
      • Angle lowered (70->45), now matches sweetspot.
      • Increased knockback scaling (60->80)
    • Can now grab the ledge one frame earlier (frame 17)
  • Getup attack matches knockback data of Ledge Attack.

Mega Man

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up Tilt:
    • Raised angle (80->85)
    • Increased base knockback (30->38)
  • Forward Tilt:
    • Decreased base knockback (45->30)
    • Increased knockback scaling (80->90)
  • Forward Smash:
    • Non-projectile attackbox:
      • Increased knockback scaling (85->95)
    • Projectile
      • Decreased base knockback (50->40)
      • Increased knockback scaling (75->90)
  • Down Smash:
    • Decreased base knockback (67->30)
    • Increased knockback scaling (65->99)
  • Back aerial:
    • Decreased base knockback (55->35)
    • Increased knockback scaling (84->100)
  • Neutral Special:
    • Full charge:
      • Lowered angle (50->40)
      • Decreased base knockback (50->25)
      • Increased knockback scaling (62->82)

Meta Knight

  • Adjusted heavy knockback animations
  • Forward Smash:
    • Increased damage (14->15)
    • Decreased base knockback (32->30)
    • Increased knockback scaling (95->108)
  • Down Smash:
    • Fixed attackboxes without any knockback stats assigned to them
    • Lowered angle (43->35)
    • Reduced base knockback (55->36)
    • Increased knockback scaling (85->96)
  • Back aerial:
    • Final hit:
      • Reduced damage (9%->5%)
      • Increased knockback scaling (120->180)
  • Back throw:
    • Fixed infinite
  • Down Throw:
    • Increased ending lag by 1 frame

Mr. Game & Watch

  • Adjusted heavy knockback animations
  • Fixed missing outlines on Assist Trophy and roll animations.
  • Up/Down taunt now has a windbox.
  • Crouch animation is smaller.
  • Forward Tilt:
    • Decreased knockback scaling (100->90)
  • Forward Smash
    • Lowered angle (50->48)
    • Sweetspot:
      • Increased base knockback (32->48)
      • Increased knockback scaling (85->91)
      • Lasts one less frame (2->1)
    • Sourspot:
      • Decreased base knockback (45->40)
      • Decreased knockback scaling (85->80)
      • Lasts one more frame (2->3)
      • Attackboxes extended for better reach.
  • Down Aerial:
    • Decreased base knockback (60->50)
    • Decreased knockback scaling (75->70)
  • Up Special:
    • Attackbox shifted down

Naruto

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Jab Combo:
    • Hits 1 and 2 now use weight-based knockback (base knockback 15->weight-based knockback 15)
  • Dash attack:
    • Hit 1 now uses weight-based knockback (base knockback 50->weight-based knockback 50)
  • Down tilt:
    • Reduced damage (13%->10%)
  • Down Smash:
    • Decreased base knockback (50->40)
    • Increased knockback scaling (65->95)
  • Neutral aerial:
    • Increased damage (8%->10%)
    • Decreased base knockback (42->32)
    • Increased knockback scaling (68->90)
  • Up aerial:
    • Increased base knockback (10->25)
  • Back aerial:
    • Increased knockback scaling (92->97)
  • Neutral Special:
    • Multihits now use weight-based knockback (base knockback 32->weight-based knockback 10)
    • Reduced damage per hit (2%->0.75%)
    • Full charge now also multihits.
  • Up Special:
    • First hit:
      • Raised angle (60/65->75/75).
      • now uses weight-based knockback (base knockback 85->weight-based knockback 120)
    • Increased range of second hit.

Ness

  • Applied itemboxes to all animations.
  • Cleaned up stray pixels on hurt animations.
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Jab 2
    • Endlag reduced by 2 frames,
  • Jab 3
    • Startup reduced by 1 frame
    • Active hitbox duration reduced by 1 frame
  • All jabs
    • Displaced forward slightly for more reach.
  • Forward Tilt
    • One less active frame, one more frame of startup,
    • Hitboxes displaced forward and widened.
  • Down tilt:
    • Displaced forward more.
  • Up tilt
    • Angle lowered (90->105).
  • Dash Attack
    • Completely revamped to work more like official titles.
  • Forward Smash
    • Sweetspot damage reduced (24%->22%)
    • Sweetspot knockback scaling reduced (78->72)
    • Sweetspot now plays the Home Run Bat SFX.
  • Down Smash
    • Release hit base knockback increased (50->73)
    • Release hit knockback scaling increased (68->76)
    • Release hit angle lowered (42->31)
    • 3 more frames of ending lag.
  • Up Smash
    • Added two frames of startup
    • Charge hitbox comes out 3 frames faster and covers in front of him
  • Forward Aerial:
    • Effects are larger
    • Attackboxes resized to match effects
    • Two more frames of landing lag
  • Back aerial:
    • 3 less frames of startup
    • 2 more frames of endlag
    • 4 more frames of landing lag
  • Neutral aerial
    • Animation polished
    • Sweetspot lasts 2 less frames,
    • (Sourspot) raised angle (30->67)
    • (Sourspot) base knockback increased (7->40)
    • 2 more frames of landing lag.
  • Down aerial
    • Early Autocancel window extended by 7 frames
    • Fixed error causing attackbox to not cover effect.
  • Up aerial
    • Range modified
    • Active for 3 more frames
    • Damage decreased (13%->12%)
    • Base knockback decreased (60->55)
    • Knockback Scaling decreased (80->76)
    • 3 more frames of Landing lag
  • Back throw
    • Increased knockback scaling (95->103)
    • Lowered angle (130->140).
  • Down throw
    • Lowered angle (70 -> 62)
  • Forward throw:
    • Increased damage (9%->10%),
    • Increased knockback scaling (20 -> 30),
  • Up throw
    • Decreased hitstun (120%->112%)
  • Up special:
    • Movement speed decreased (30->23)
    • Speed decay per frame charged, overall the move covers less distance.
  • Side Special:
    • Pillar max time 10 frames -> 13 frames
    • Removed SDI distance multiplier
    • Added delay timer between consecutive usages after a successful throw.

Pac-Man

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Forward Smash:
    • All attackboxes:
      • Lowered angle (50/50/50->40/40/40)
      • Lowered base knockback (56/54/54->25/25/25)
      • Increased knockback scaling (90/80/80->99/99/99)
  • Sweetspot:
    • Increased damage (15%->16%)
    • Lasts one more frame
  • Up Smash:
    • Second hit:
      • Raised angle (70->80)
      • Decreased base knockback (65->32)
      • Increased knockback scaling (70->97)
  • Down Smash:
    • Lowered angle (60->30)
    • Lowered base knockback (60->30)
  • Neutral aerial:
    • Lowered base knockback (70->20)
    • Increased knockback scaling (60->100)
  • Up aerial:
    • Lowered base knockback (60->20)
    • Increased knockback growth (62->100)
  • Forward aerial:
    • Increased damage (6%->8%)
    • Lowered angle (55->45)
    • Decreased base knockback (54->15)
    • Increased knockback scaling (69->105)
  • Back aerial:
    • Decreased base knockback (60->20)
    • Increased knockback scaling (70->100)
  • Up Special:
    • Fixed errors if Trampoline was reflected and then used by whoever reflected it.
  • AI (level 8 or higher) makes better use of Up Special to recover.

Peach

  • Max aerial speed increased (6.5->7.5)
  • Centered heavy knockback animation
  • Down tilt:
    • (Non-meteor) increased hitstun (100%->135%)
  • Dash Attack:
    • (All hitboxes) increased hitstun (110%/80%->120%/100%)
  • Neutral aerial:
    • Clean hit:
      • Lowered angle (50->45)
      • Increased damage (11%->14%)
      • Decreased base knockback (60->20)
      • Increased knockback scaling (80->100)
    • Late hit:
      • Increased damage (9%->10%)
      • Decreased base knockback (60->0)
      • Increased knockback scaling (55->100)
  • Up aerial:
    • Increased base knockback (40->55)
  • Forward aerial:
    • Reduced knockback scaling (95->70)
    • Increased base knockback (50->60)
    • Lowered angle (50->45)
    • Increased damage (14%->15%)
  • Back aerial:
    • Increased hitstun (110%->120%)
  • Up throw:
    • Increased hitstun (110%->120%)
    • Reduced base knockback (65->63)
    • Reduced knockback scaling (80->73)
  • Forward throw
    • Reduced knockback scaling (120->105)

Pikachu

  • Max horizontal aerial speed increased (6.2->7.8)
  • Aerial acceleration increased (0.7->0.77)
  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Jab:
    • Raised angle (10->20)
    • Increased base knockback (7->12)
    • Decreased knockback scaling (50->25)
  • Dash attack:
    • Increased damage (8%->9%)
    • Decreased base knockback (75->70)
    • Increased knockback scaling (70->90)
  • Forward Smash:
    • (Sweetspot/Sourspot) Decreased damage (20%/18%->18%/16%)
    • (Sweetspot/Sourspot) Increased base knockback (40/20->60/60)
    • (Sweetspot/Sourspot) Increased knockback scaling (70/55->75/75)
  • Forward Aerial:
    • Multihits now use weight-based knockback (base knockback 25->weight-based knockback 25)
    • Endlag reduced by two frames
  • Up aerial:
    • Clean hit: reduced base knockback (90/90->60/65)
    • Semispike hit has angle 0
  • AI (level 7 or higher) makes better use of Up Special to recover.

Pit

  • Realigned aerial animations
  • Neutral Special:
    • Increased base damage (1%->3.7%)
    • Reduced full-charge damage (13%->8.6%)
    • Reduced base knockback (50->4)
    • Lowered angle (80->60)
    • Increased knockback scaling (70->80)
  • Side Special:
    • Doesn’t use a detection hit anymore
    • Reduced knockback scaling (90->80)
  • Up Special:
    • Adjusted handboxes
  • AI (level 7 or higher) makes better use of Up Special to recover.

Samus

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Increased ground full jump speed (15->15.5)
  • Increased midair jump vertical speed (14->14.5)
  • Increased max midair horizontal speed (8->8.3)
  • Increased midair horizontal acceleration (0.53->0.94)
  • Altered throw animation effects to reduce slowdowns.
  • Dash Grab animation won’t trigger from walk anymore.
  • Updated item use animations
  • Jab 1:
    • Angle lowered (45->0)
  • Up tilt:
    • Grounded hit hitstun decreased (130%->120%)
    • Grounded hit now properly meteors (angle 270)
  • Forward tilt:
    • Decreased hitstun (130%->110%)
  • Down tilt:
    • Decreased hitstun (125%->120%)
  • Dash Attack:
    • Raised angle (60->75)
    • Increased damage (10%->13%)
    • Damage decays after 4 frames (13->9)
    • Increased base knockback (60->70)
    • Increased knockback scaling (50->80)
  • Forward smash:
    • First hit:
      • Now uses weight-based knockback (base knockback 55->weight-based knockback 18)
      • Reduced damage (9%->3%)
    • Second hit:
      • Damage increased (5%->10%)
  • Neutral aerial:
    • Lowered angle (47->45)
    • (Sweetspot/sourspot) Increased damage (9%/7%->10%/9%)
    • (Sweetspot/Sourspot) Decreased base knockback (60/60->40/40)
  • Forward aerial:
    • All attackboxes reduced in size
    • First hit:
      • Angle raised (35->70)
      • Increased knockback scaling (35->65)
    • All multihits now use weight-based knockback (base knockback 25->weight-based knockback 25)
  • Back aerial:
    • (All attackboxes): Decreased base knockback (60/56/56/56->42/30/30/30)
    • (All attackboxes): Increased knockback scaling (70/63/63/63 -> 98/98/98/98)
    • Sweetspot is now located at Samus’ feet.
  • Up aerial:
    • Multihits now use weight-based knockback (base knockback 70->weight-based knockback 30)
  • Down aerial:
    • Increased base knockback (35->45)
    • Decreased knockback scaling (85->70)
    • Landing Lag reduced by 2 frames.
  • Up throw:
    • Increased hitstun (100%->120%)
    • Increased base knockback (25->45)
    • Decreased knockback scaling (100->70)
    • Modified attackbox positioning to prevent potential hit misses.
  • Back throw:
    • Raised angle (140->130)
    • Reduced base knockback (60->55)
    • Decreased knockback scaling (80->60)
    • Modified attackbox positioning to prevent potential hit misses.
  • Down throw:
    • Increased hitstun (100%->115%)
    • Reduced damage (12%->10%)
    • Modified attackbox positioning to prevent potential hit misses.
    • Reduced ending lag by 3 frames.
  • Neutral Special:
    • Base damage reduced (8%->7%)
    • Full Charge damage reduced (31%->25%)
    • Increased movement speed of non-full charge shot (10->12)
    • Decreased movement speed of full-charge shot (16->14)

Sandbag

  • Added visual indicator of Final Smash startup.
  • Adjusted heavy knockback animations

Sheik

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Down tilt:
    • Raised angle (70->75)
  • Forward Smash:
    • First hit:
      • Now uses weight-based knockback (base knockback 58->weight-based knockback 47)
      • Lowered angle (58->45)
    • Second hit:
      • Decreased damage (12->10)
      • Increased knockback scaling (75->109)
  • Down Smash:
    • Reduced knockback scaling (75.6->72)
  • Neutral aerial:
    • Reduced hitstun (100%->90%)
  • Up aerial:
    • Reduced hitstun (115%->110%)
  • Forward aerial:
    • Increased knockback scaling (65->69)
  • Back aerial:
    • Decreased base knockback (20->5)
    • Increased knockback scaling (90->100)
    • Increased sweetspot damage (12%->13%)
  • Down aerial:
    • Increased hitstun (105%->120%)
    • Raised angle (65->85)
    • Increased base knockback (14->34)
    • Late hit damage decreased (12%/12%->10%/9%)
  • Side Special (both versions):
    • Increased damage (11%->12%)
    • Decreased base knockback (60->20)
    • Increased knockback scaling (82->119)
  • AI (level 7 or higher) makes better use of Up Special to recover.

Sonic

  • Adjusted heavy knockback animations
  • Forward tilt:
    • Reduced damage (10%->8%)
    • Decreased base knockback (40->30)
    • Increased knockback scaling (70->115)
  • Down tilt:
    • Increased hitstun multiplier (100% -> 115%)
    • Increased base knockback (40->60)
    • Reduced knockback scaling (95->80)
  • Forward Smash:
    • Increased damage (13%->14%)
    • Lowered angle (45->42)
    • Increased knockback scaling (95->101)
  • Down Smash:
    • Lowered angle (45->30)
    • Increased base knockback (40->55)
    • Increased knockback scaling (75->80)
  • Up aerial:
    • First hit now uses weight-based knockback (base knockback 70->weight-based knockback 70)
  • Back aerial:
    • Increased damage (12%->14%)
    • Reduced base knockback (45->30)
  • Neutral special (air and ground):
    • Lowered angle (55->45)
  • Down Special:
    • Activation after charge is 4 frames faster.
    • Raised angle (50->57)
    • Increased knockback scaling (45->60)
  • Up throw:
    • Increased base knockback (55->75)
    • Increased knockback scaling (70->90)
  • Back throw:
    • Increased base knockback (40->70)

Sora

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Forward Smash:
    • Lowered angle (45->42)
    • Reduced knockback scaling (120->110)
  • Down Smash:
    • Multi-hits now use weight-based knockback (base knockback 30->weight-based knockback 30)
    • Final hit:
      • Increased damage (6%->7%),
      • Decreased base knockback (50->30)
      • Increased knockback scaling (130->150)
  • Neutral aerial:
    • First hit:
      • Reduced base knockback (35->30)
      • Reduced knockback scaling (40->30)
    • Second hit:
      • Decreased base knockback (60->30)
      • Increased knockback scaling (70->100)
  • Up aerial:
    • Increased damage (8%->9%)
    • Reduced base knockback (60->40)
  • Forward aerial:
    • Reduced damage (14%->12%)
    • Increased knockback scaling (82->92)
  • Back aerial:
    • Reduced base knockback (60->40)
    • Increased knockback scaling (80->100)
  • Extended air dodge frame data to match other characters.

Tails

  • Idle animation replaced.
  • Number of midair jumps increased. (3 -> 5)
  • Increased top airspeed. (8 -> 8.6)
  • Increased air acceleration. (0.92 -> 0.96)
  • Initial dash speed increased. (13.86 -> 16.04)
  • Jump hover removed.
  • Added a new, third taunt.
  • Adjusted heavy knockback animations.
  • Tumble Fall animation now can grab the ledge.
  • Normal landing lag decreased. (4->3)
  • Implemented itemboxes on roll animations.
  • Grab leans forward a little bit so it has more range.
  • Grab endlag increased by 3 frames. (6 -> 9)
  • Ledge attack no longer loses intangibility before the first active frame.
  • Jab 3:
    • Reduced hitlag. (2 -> 1)
    • Increased movement speed.
    • Reverse hitbox removed.
  • Up tilt:
    • New!
  • Forward Tilt:
    • Increased startup. (2 -> 4)
    • Reduced active frames. (4 -> 3)
    • Lowered knockback angle. (35 -> 30)
    • Lowered knockback growth. (85 -> 20)
    • Increased base knockback. (20 -> 60)
    • Now always causes knockdown/tumble.
    • Increased hitstun. (100% -> 110%)
  • Down Tilt:
    • Reduced active frames. (5 -> 3)
    • Reduced hitlag. (4 -> 3)
    • Increased endlag. (5 -> 7)
    • Increased hitstun. (100% -> 110%)
    • Damage decreased. (8% -> 7%)
    • Increased knockback scaling. (90 -> 99)
    • Adjusted animation.
  • Dash Attack.
    • (First/Second hit) reduced damage. (6%/6%->4%/5%)
    • Increased hitstun on second hit. (100% -> 105%)
    • Some dash momentum is retained when starting the attack.
  • Up Smash:
    • New!
  • Down Smash:
    • First active frame now reaches further forward.
  • Neutral aerial:
    • Decreased landing lag. (5 -> 4)
  • Forward aerial:
    • Increased horizontal range.
    • Reduced disjoint.
    • Decreased damage. (12% -> 10%)
    • Increased base knockback. (26 -> 27)
    • Increased knockback scaling. (95 -> 108)
    • Increased landing lag. (4 -> 6)
  • Up aerial:
    • Sourspot:
      • Increased damage. (7 -> 8)
      • Increased base knockback. (15 -> 35)
      • Increased knockback scaling. (80 -> 105)
    • Increased landing lag. (5 -> 8)
    • Attackbox width reduced.
  • Back aerial:
    • Adjusted attackboxes.
    • Increased base knockback. (32 -> 34)
    • Decreased knockback scaling. (108 -> 102)
    • Increased landing lag. (6 -> 8)
    • Increased ending lag by 4 frames. (3 -> 7)
    • Late autocancel window pushed 8 frames later.
    • Now has a speed cap.
    • If you leave the ground during landing lag, momentum is lost.
  • Neutral Special:
    • Cannot have 2 projectiles active at the same time. (second one won’t spawn)
    • Projectile no longer has a reverse hitbox.
    • Attackboxes adjusted and reduced.
  • Neutral Special (ground):
    • Reduced startup. (12 -> 10)
  • Neutral Special (aerial):
    • Reduced recoil.
    • Tails has movement control during the last 7 frames of ending lag.
    • Fixed issue with projectile rotation causing too many shield pokes.
  • Side Special:
    • Throws can be activated with C-Stick.
    • Airlift now has a short cooldown after using another airlift throw.
    • Tails falls less during up throw.
  • Side Special (aerial):
    • Increased endlag on whiff by 4 frames. (14 -> 18)
  • Down Special (both aerial and grounded):
    • Increased startup. (2 -> 3)
    • Increased endlag on whiff. (7 -> 12)
    • Increased self-hitlag. (1 -> 2)
    • Both versions now have the same endlag on hit. (ground: 8->6, aerial: 4->6)
    • Improved attackboxes to better cover movement.
  • Up Special:
    • New!
  • Down Throw:
    • Decreased damage. (12 -> 11)
    • Decreased knockback scaling. (85 -> 83)

-Wario:

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Max aerial movement speed reduced (8.77->8)
  • Item use animations are faster.
  • Forward Smash:
    • Decreased base knockback (30->20)
    • Increased knockback scaling (77->99)
    • Increased ending lag by 2 frames.
  • Up aerial:
    • Decreased damage (17%->16%)
    • Decreased base knockback (30->25)
    • Increased knockback scaling (80->97)
  • Back aerial:
    • Fixed non-loading attackboxes
  • Side Special:
    • Now has a visual cue for ending lag (a spark shows once the attackbox has disappeared)
  • Down Special:
    • Charge indicator is now invisible when Wario is.

Yoshi

  • Completely resprited!
  • Now has a Dash Grab
  • Now can crawl
  • Greatly extended max distance and distance control for Up Special
  • You can jump out of Side Special

Zelda

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Up Smash:
    • Multihits:
      • Increased damage (1%->1.5%)
      • Now use weight-based knockback (40)
    • Final hit:
      • Decreased damage (9%->5%)
      • Decreased base knockback (41->24)
      • Increased knockback scaling (135->214)
    • Attackboxes on early hits extended down to better reach small characters.
  • Forward Smash:
    • Final hit:
      • (All attackboxes) Increased damage (8%/10%->13%/13%)
      • (All attackboxes) Decreased base knockback (70.1->37)
      • (All attackboxes) Increased knockback scaling (90->117)
  • Up Special:
    • Attackboxes reduced in size.
  • AI (level 7 or higher) makes better use of Up Special to recover.

Zero Suit Samus

  • Adjusted heavy knockback animations
  • Tumble Fall animation now can grab the ledge.
  • Forward Aerial:
    • First hit:
      • Damage reduced (8%->5%)
      • Decreased base knockback (35->30)
      • Decreased knockback scaling (85->50)
    • Second hit:
      • Increased knockback scaling (90->126)
  • Back aerial:
    • Increased base knockback (33->42)
    • Increased knockback scaling (95->98)

 

Stages

  • Added new stage: Palutena’s Shrine!
  • Smashville:
    • Fixed platform drifting away over time
    • Reduced vertical and horizontal death boundaries.
    • Adjusted background positioning
    • Adjusted terrain to make ledges more reliable
    • UFO is now visible.
    • Now has rain and UFO SFX, updated Balloon SFX
    • Town Hall clock is now based on PC clock
  • Yoshi’s Island:
    • Resprited!
  • Final Destination:
    • Properly centered death boundaries.
    • Death boundaries made now wider.
  • Yoshi’s Story:
    • Drastically reduced cam/death boundaries.
    • Platforms made thinner
  • Nintendo 3ds:
    • Reduced cam/death boundaries.
  • Dream Land:
    • Increased cam/death boundaries.
    • Platforms made thinner
    • New alt music track: Green Greens (Melee)
  • Sky Sanctuary Zone:
    • Properly centered death boundaries.
  • Saturn Valley:
    • Properly centered death boundaries.
  • Dracula’s Castle:
    • Wider death boundaries.
    • Adjusted camera boundaries.
  • Battlefield:
    • Reduced death boundaries.
    • Platforms made thinner
  • Jungle Hijinks:
    • Horizontal death boundaries shrunk down.
    • Tweaked platform positioning to properly match visuals.
  • Desk:
    • No more screen flash after hitting drawers.
  • Mirror Chamber:
    • Vertical death boundaries reduced.
    • Horizontal death boundaries reduced.
    • Adjusted camera boundaries.
  • Tower of Salvation:
    • Centered and adjusted death boundaries.
    • Platforms made thinner
  • Pokémon Colosseum:
    • Widened and centered horizontal death boundaries.
    • New main music track: Main theme (Pokémon Red/Blue)
    • New alt music track: Trainer Battle (Pokémon Red/Blue)
    • Stage doesn’t “transition to normal” on startup anymore (it begins already in normal formation)
    • Fixed some inconsistencies on screen display.
  • Devil’s Machine:
    • New alt music track: Deep Darkness
  • Hylian Skies:
    • New alt music track: Death Mountain
  • Saffron City:
    • New alt music track: City Medley
  • Mushroom Kingdom I:
    • New alt music track: Overworld (Super Mario Bros.)
  • Mushroom Kingdom II:
    • New alt music track: Caves (Super Mario Bros. 2)
  • WarioWare Inc.
    • Reduced horizontal death boundaries
    • Platforms made thinner
  • Castle Siege:
    • Increased horizontal death boundaries on first form.
  • Waiting Room:
    • Updated main music track: Waiting Room
    • Reduced horizontal death boundaries.
    • Lowered bottom death boundary.
  • Starship Mario:
    • Reduced and centered horizontal death boundaries.
  • Metal Cavern:
    • Reduced and centered horizontal death boundaries.

Misc

  • Master Ball is properly spelled on Item Switch
  • Item names are consistent between Item Switch and Training Mode item select
  • Exploding capsule uses new explosion effect.
  • Fixed issues with certain characters when used as usernames for Online Mode.
  • Repositioned and polished Damage meters in HUD
  • Improved behavior for damage meters after being hit by no-hitstun attacks.
  • Realigned buttons in Stadium Mode Menu
  • Improved CSS hand movement.
  • Modified fonts for HUD
  • Improved “Ready to Fight” bar.
  • Improved audio quality of Intro movie.
  • Removed animated effects from update screen.
  • Tweaked in-game Timer
  • Enemies in Multi-Man Modes now use the Smash Bros. symbol.
  • Fixed Sonic missing a partner in 2v2 matches for Classic Mode, which caused rare errors.

SSF2 Beta 1.0.2:
Notable major changes in this version:
  • More online mode improvementsNOTE: Please, please, please, please… if you’re having issues playing multiple matches in one room, do NOT quit. Ride it out until you get an error message and report it on the forums with details. It will help us make the online experience better for everyone.
    • Fixed logins taking forever in some situations esp. for browser players
    • Turned on “load balancing” which should cause less strain on the server during peak times, meaning less glitchiness overall for everyone
    • Added bandwidth balancing between two servers for autoupdater
    • Fixed desyncs caused by code that has to do with holding items and being hit
    • Locked rooms are no longer visible online
    • Rooms no longer break and become invisible to others after matches take too long
    • Error messages added for online mode when things fail
    • Timeouts added for Online Mode when things fail like stuck on 3 bug and etc
    • Rooms no longer break when host disconnects and you’re in Waiting Room
  • Web version can cache more files now
  • Word filter is way less strict now, should be less annoying
  • Browser version downloads files one by one instead of all at once
  • Locked rooms are now hidden in online mode
  • Fixed double-jump cancelling
  • Fixed event match unlock messaging
  • Fixed reflection scaling
  • Other various bug fixes and balancing tweaks

Minor changes:

  • Minor updates to a few HUD objects (Sandbag Soccer, HRC icon)
  • CSS now says “survival” instead of “KO” for stock matches
  • Fixed KO blast on events 21/47 and other multiman matches
  • Fixed bug that caused characters to follow pattern of moving platform when grabbed off of them
  • Fixed issues with event mode messages
  • Fixed bug with Lloyd causing him to go into helpless-fall after an aerial sans upB sometimes
  • Fixed typo with Green Hill Zone being named as a Brawl track but it isn’t
  • CSS arrows for stock/time rules now work Online
  • CSS finger is larger
  • Removed blur effect on star KO due to lag
  • Fixed bug causing rooms to lock/relock when rules are changed (one scenario of the stuck on 3 bug)
  • Updated credits/credits scrollbar
  • Fixed black screen bug for sudden death
  • Fixed artifacts on Temple stage
  • Green Red and Yellow shells should hit the thrower less often
  • Tightened hitbox on the first frame of Sonic fair
  • Fixed artifacts on Marth ftilt/fsmash
  • Fixed bug where Sonic’s hurt animations could only be hit on his head lol
  • Fixed glitched pixels in airdodge
  • Fixed Tails’ nose in a few anims, tails idle hands/etc tweaked
  • Fixed Falco’s airdodge being infinite
  • Made Luffy upB connect better
  • Made Sheik sideB hitboxes larger and have one more frame of hitboxes, buffed power
  • Sheik dsmash last two hits nerfed
  • Zelda fair and bair tipper hitboxes enlarged, dtilt tipper meteors again
  • Fixed Tails/Sonic victory themes
  • Lloyd sword code should be a bit less laggy
  • Last hit of Link upB nerfed a bit
  • Last hit of Link usmash buffed a bit
  • Made G&W bair/fair look less stretchy
  • Tails bair allows you to conserve vertical momentum
  • Some characters updated to hold items better
  • Misc changes to Sora
    • Dash attack hitbox out for 4 more frames
    • Ftilt hitbox horizontal range extended
    • Fsmash one less frame startup and endlag, hitbox now covers arm, damage 12% -> 13%, less hitlag, power increased, kbgrowth increased.
    • Usmash hitbox is out longer and has more range
    • Nair hitbox interpolates better
    • Uair hitbox interpolates better
    • Dair hitboxes have more vertical range
    • New grab animation, more range
  • Misc changes to Isaac
    • Tightened hitbox on sideB
    • Nerfed power growth on uair
  • Misc changes to Bowser
    • Win shrunk to fit better onscreen, effects added
    • Fixed flickering on fsmash/usmash
    • Few frame timing changes (run, lose, jump, skid)
    • Removed 5 frames of endlag on Bowser fsmash
    • Buffed range slightly on Bowser usmash
    • Double jump animation change
  • Misc changes to Mega Man
    • Nerfed downB damage a bit more
    • Updated visual for jab
    • Buffed usmash final hit a bit
    • Buffed power on fair final hit a bit to prevent autocombos

SSF2 Beta 1.0.1:
Notable major changes in this version:
  • Improved online mode stability
  • Improved performance when using “Disabled stage effects” quality setting
  • Restored stock match sudden deaths
  • Fixed crashes from incompatible Bluetooth devices
  • Fixed Role Reversal event
  • Cleared records for Role Reversal and final events
  • Tap jump / dash input settings now saved when gamepads are used (and settings are saved to tags when possible)
  • Desk stage is now available without unlocking
  • Other various bug fixes and balancing tweaks

Minor changes:

  • Fixed Sudden Death on Stock matches.
  • Stage darkening code removed from disabled stage effects quality setting
  • You can pause in Arena Mode now.
  • Tap Jump and Dash settings now don’t revert when game is restarted.
  • Fixed issue with some keys not working as replacements for default Pause Button.
  • Special Smash options now can be selected via keyboard.
  • Fixed issue with some assist trophies (Krillin, Hammer Bro) not loading properly and failing on first spawn.
  • Getting hit while holding an E-Tank will cause you to drop the E-Tank.
  • Sora now has two stocks for Battle of the 99 Heartless event. Also, Sora takes less knockback from enemies.
  • Mr. Game and Watch’s down tilt now has a windbox (like Brawl and Smash 4)
  • Bowser’s Fire Breath hits at the right angle (50) no matter which direction bowser was facing when he shot it.
  • Fixed issue with Kirby’s copy abilities not working properly if Kirby was not slotted as Player 1.
  • Fixed problems with Ness’ Double jump cancel with Up Special.
  • Fixed Meta Knight’s down air not having a proper landing animation.
  • Fixed Sheik’s up smash not having a final hit.
  • Adjusted itemboxes for Goku. Revisited his hitboxes on tech animations.
  • Increased self-damage rate for Kaioken Goku
  • Goku’s back throw has less hitstun.
  • Increased damage output for Sonic’s forward aerial on non-meteor attackboxes. Meteor attackbox has a little less base knockback (from 60 to 58) and less knockback growth (from 60 to 52).
  • Sandbag’s getup animation has proper intangibility. Sandbag’s down special will go into crash landing if it lands at the wrong time.
  • Fixed some inconsistencies on Falco’s size.
  • Chibi Robo’s up special hits connect better into each other.
  • Fixed Samus’ intangibility when holding an E-Tank or Assist Trophy
  • Fixed game freeze caused by Samus landing from a charge shot shorthop.
  • Improved Itemboxes for Bandana Dee
  • First hit of Bomberman’s Down Throw cannot be SDI’d anymore.
  • Fixed issue with Ness getting stuck at aerial PK Thunder if he spawned the PK Thurder Projectile right next to a wall.
  • Donkey Kong’s cargo up throw has two less frames of endlag.
  • Bandana Dee’s weight reduced from 78 to 76.
  • Zelda’s neutral special has slightly larger range, and one more frame of intangibility on startup.
  • Pac-Man has an easier time regrabbing his fruits. Increased hitstun on Galaxian.
  • Fixed infinite KO glitch if any character landed on Pac-Man’s trampoline and crossed the death barrier at the same time.
  • Mega Man’s grounded down special doesn’t deal crazy damage anymore.
  • Tails’ attacks have been revisited extensively. For specifics, please visit this forums post.
  • Fixed bug that caused Lloyd to go into helpless if he cancelled up special with an aerial attack, landed during that attack and performed an aerial attack after.
  • Fixed desynca due to stage background of Bomb Factory.
  • Fixed false ledges on Green Hill Zone.
  • Meteo Campaigns now displays shadows.
  • Tweaked ledges and terrain on Twilight Town.
  • Fixed game freeze if a character under a Poison Mushroom was released by a mirror in Mirror Chamber
  • Fixed loading error for Clock Town if Peach’s Castle or Sky Sanctuary Zone had been loaded before.
  • Fixed mislabel on Green Hill Zone music track
  • Restored Bloody Tears as Dracula’s Castle main track.
  • Champion Battle (Gold/Silver) music track now only plays as alt for Lake of Rage.
  • You can properly set stocks using the display in Online Mode Character Select screen.
  • Changing rules from within your online mode room won’t lock the room anymore.
  • Milliseconds are gray colored in the Timer now.
  • Updated the Icons for Red and Blue Teams Score Display for Arena.
  • Moved the HRC Counter up more to the top right.
  • Timer disappears after pausing in HRC when Sandbag is gaining distance.
  • Fixed unlock message for World Tournament.
  • Updates to Credits screen.

 


SSF2 Beta 1.0:
Notable major changes in this version:
  • AN AUTOUPDATER! This means no more mashing F5 to get the newest update. When it’s available, it will automatically download on game launch and prompt you to install.
  • TEN new characters including one unlockable – the most added in one update..EVER!
  • The ENTIRE cast has been rebalanced!
  • Over ten new stages…of which many are unlockable.
  • Classic Mode, Sandbag Soccer, Home Run Contest, Multi-Man Smash, two new Special Smash options, and a new Break the Targets stage!
  • More single-player events than ANY official Smash Bros. title!
  • Massively improved Online Mode gameplay (no more restarting the entire game!) with the ability to accept/deny join requests, choose your input delay, word filters, and more!
  • Near 140 music tracks, most of which are new, remastered, or original compositions!
  • Over 15 new items, and all items upscaled and completely redone from scratch to be more fun to play with!
  • Tons of new Pokemon and Assist Trophies
  • Customizable quality settings, allowing you to disable anything from stage backgrounds to your characters’ special effects
  • Brand new special effects across the cast
  • Many characters’ sprites redone or recolored to fit in better
  • Tons of stages upscaled and/or redone to fit in better
  • Redone costumes for nearly every character in the game
  • Increased landing lag on recovery moves
  • Balancing teching, rolling, getup attack, etc. frame data
  • Costumes no longer affect special effects unless explicitly enabled
  • NATIVE USB GAMEPAD SUPPORT! (Downloadable version only)

Minor changes:

  • Three years worth! It’s impossible to list them all.

 


0.9.1.1982:
Notable major changes in this version:

  • The game now sends the last three frames of inputs with each Online Mode packet, smoothing out lag if a packet is lost.
0.9.1.1981:

Notable major changes in this version:

  • If your save data is corrupted, the game will automatically clear it out for you and give an error message.
0.9.1.1978:

Notable major changes in this version:

  • Fixed issue that did not allow High Latency mode to work on connections that require it (!!!)
    This means if you get stuck in waiting room consistently you are now able to still play Online Mode if the room is set to High Latency! Please note that these connections will take a little longer to initiate a match for now, so please be patient.
  • (Hopefully) fixed pesky issue with Waiting Room that made projectiles shoot out randomly and attacks end prematurely in matches if you were moving around or attacking the sandbag
      You can finally move/attack in Waiting Room! Hopefully!
  • You should no longer have to clear your data out randomly, a workaround was found for the savedata bug!
  • Fixed a couple of issues with re-sending Online Mode packets that should improve lag even more
  • Fixed time/stock filter
  • Fixed issue with assist trophies spawning a trillion million times

Minor changes:

  • Fixed an issue that could lead to Rush Adapter Mega Man being temporarily immobile
  • Fixed music on Fourside
  • Fixed music on Silph Co
  • Samus’s ftilt now has a sound effect again
  • Link’s boomerang is properly affected by powershielding – Link players, be careful!
  • Black Mage’s stop hitboxes tightened, and the attack has a bit more endlag
  • Fixed a minor issue with frame delay when games began early in the Waiting Room
  • Tails’ jump height is a little higher but not quite as high as 0.9.1.1748
  • Chibi-Robo’s nair second hit angle has been lowered
  • Bobombs now work properly when hitting the ground
0.9.1.1965:

Notable major changes in this version:

  • Online Updates
    • Online Mode maximum input delay 4 frames -> 3 frames
    • Online Mode now sends extra copies of your controls so that if packets are lost the game can recover more quickly. (Meaning less lag!)
    • You can now move in the waiting room
    • Added “remember me” checkbox to online login (saves username)
    • Quitting waiting room now disconnects you from the servers
    • Online mode now displays notification to log out and reconnect if 1 minute goes by and the other players have not responded
    • Fixed random character usage for online mode (same character for match as waiting room)
    • Game now exits after desyncs that freeze the game for too long after a match ends on one machine
    • Fixed bug that caused online mode to become permanently slower after the first match
  • Exploding Tag item removed
  • Fixed the sides of several stages so characters no longer get stuck as easily
  • Fixed freeze bug with Tails CPU.
  • Moves that can be interrupted in the air with aerials (Mega Man’s Beat Call, for example) work properly with the C-Stick now.
  • Grab key tossing for non-swingable items now drops item downward while in mid-air, and throws item forward on ground
  • Fixed issue with smash ball growing/shrinking every time it’s picked up in Mega/Mini mode
  • Tails, Wario and Pikachu’s star rod/ray gun animations fixed
  • Final Smash attacks no longer cancelable in Turbo mode
  • Fixed bug with hovering when pressing up/jump while falling with Peach/Goku
  • You can now grab your teammate when team damage is on
  • Power Shield no longer receive hitstun
  • Gangplank Galleon visually updated, new barrel comes in from the side
  • Fixed bug with grab attacks that allowed other grab attacks to steal away the grabbed opponent
  • Countering items no longer freezes them, and you cannot counter your own tossed projectiles
  • Removed rotation while attacking on slopes

Minor changes:

  • Updated the credits
  • Updated Target Test button design
  • The title screen says 2014! Important.
  • Pokeball Charizard’s knockback angle on Flamethrower updated
  • Pokeball Chikorita’s knockback angle on Razor Leaf updated
  • Pokeball Koffing’s Smokescreen updated graphically
  • Increased Blue Shell knockback
  • Tweaked costumes for Captain Falcon and Sora
  • Fixed electric hit effects not playing (CF knee, for example)
  • Assorted character changes including but not limited to:
    • Captain Falcon
      • Ledge Attack updated graphically
      • New effects for Falcon Kick
      • Max jump speed slightly lowered
      • “Gentleman Jab” added
    • Chibi-Robo
      • Grab realigned
      • SideB hitbox realigned
      • Can no longer store Giga-Robo in his head
      • Fixed an issue where Telly Vision could get stuck cheering forever
    • Donkey Kong
      • Dash attack endlag slowed down
      • Utilt KOs a little worse
      • Fair meteor smash hitbox made bigger
      • Fixed a math error on Giant Punch that caused KOs at 20%
      • Giant punch only has super armor at full charge.
      • UpB hitboxes tightened; now punishable. Also, height halved, and sliding bug fixed
      • Fixed getting stuck in his win animation
      • New effects for Hand Slap
      • New XL Revival Platform
      • Removed a couple white pixels in some of the animations
      • Fixed transparent eyes in run
    • Goku
      • Animations lined up to more smoothly transition
      • Kamehameha sticks to his hands in the air (also applies to alternate forms of Goku and Kirby)
      • Jab acts like a jab and properly cancels into the second one as any other jab does
      • Fixed bug with transforming from Kaio-Ken
      • Super Saiyan Goku’s name properly displays as Goku
    • Ichigo
      • Down Special (grounded) no longer punishable before meteor hit comes out
      • SideB slowed down, less safe on shield, hitboxes a little smaller
    • Jigglypuff
      • Air speed re-upped
      • Rest re-tooled
      • Pound works more similarly to the Smash Bros. games
      • Fair and Bair have a bit more hitstun
      • Roll and tech roll distances adjusted
      • Roll animation flipped
    • Kirby
      • Ledge attack cancelling out sometimes fixed
      • Kirby Hat specials match the various changes from other characters
    • Link
      • Grounded Up Special given more endlag and less priority
      • Fsmash has lower damage output. Power raised on second hit.
      • Dair has two frames more landing lag
      • New vertical taunt
    • Lloyd
      • Final Smash properly traps foes
      • Dash attack rebalanced, it’s now a combo starter that hits upward
    • Mario
      • Fixed issue with run skipping a frame while looping (Thanks Whaku!)
      • New color scheme (more akin to SSB4 rather than Brawl)
    • Marth
      • Tipper boxes revamped to account for interpolation
      • Dair knockback retooled so that tipper isn’t as easily meteor canceled
      • Max air speed raised
      • Removed “red line” that would appear at the top of Up Smash
    • Mega Man
      • Animations lined up to more smoothly transition
      • Dash attack and ftilt damage increased
      • Dtilt has less hitstun, but better trajectory
      • Utilt has more hitstun, hits harder, and reaches higher
      • Dsmash angle raised to prevent bad DI kos at low percentages
      • Fair given punishing landing lag if landed at any time during active frames, zero otherwise
      • Bair weakened
      • Dair strengthened
      • Dthrow angle changed to be not abusable
      • Uncharged Mega Buster does not cause flinch, increased projectile limit. Damage is now static based on which level of shot is fired (there was a small window where uncharged buster could be 1% stronger, for example)
      • Weapon Change now doesn’t flip when facing the other way (Left is always Black Hole Bomb, Right is always Crash Bomber). Also its HUD has new additional graphics showing projectile of choices.
      • Beat Call doesn’t improperly disable sometimes when interrupted with aerials’ landing lag anymore.
      • Super Mega Man (final smash) can now run, attributes are closer to Mega Man, but superior
    • Meta Knight
      • Fsmash range adjusted
      • Dash Attack power revamped
      • Fixed an issue where fsmash audio did not play on successful hits
      • Added 2 Taunts for Meta Knight
    • Naruto
      • Fixed an issue that could disable Naruto’s voice sometimes
      • Up-B mine can now be hit and destroyed.
    • Ness
      • Bthrow now matches Zelda’s
    • Peach
      • Turnips now can properly hit both left and right
      • Weakened the damage output on Peach’s Toad counter.
    • Tails
      • Jumps slightly shortened, upB distance upped
      • Fair/dair power buffed
    • Samus
      • Bombs can now be hit and destroyed.
      • Idle, Run and Dtilt animations adjusted
      • Nspecial, Fspecial, Dspecial and Fair effects updated
      • Grab completely redone
      • Ftilt and Utilt range increase
      • Missile frame timing adjusted to match melee
      • Physics updated (lower aircontrol and airspeed, different jump heights)
      • Bomb Jumping reworked
      • Jab range updated
      • Grounded upB physics adjusted
      • Fsmash and Dair power weakened
      • Has a backflip animation added
    • Sonic
      • SideB sweetspot strengthened, made bigger
    • Sora
      • Flowmotion issue with hitting shields until they break fixed
      • Two frames of startup added to Strike Raid
      • Four frames of startup and five frames of endlag added to Thundaga
      • One frame of startup added to Flowmotion
      • One less frame in between Nair hits
      • Flowmotion back followup nerfed to prevent “psuedo-infinite” from tech chasing on FD, and instead promote combos
      • Dsmash damage nerfed
      • No reversable KB on UpB
      • Rebalanced Dtilt and Dair so they can be combo’d out of
      • Bair Nair hitboxes expanded
    • Wario
      • Fart levels retimed, power level slightly lower
      • Fixed an issue causing Wario to not have invincibility during rolls in some situations
    • Yoshi
      • Uair hitbox tightened
      • Double jump length shortened a bit, dips a little lower before rising
      • Dsmash has higher power
      • Dtilt has set knockback
      • Updated Dragon Yoshi’s name to say Yoshi
    • Zero Suit Samus
      • Priority lowered on Fsmash
      • Weight is a little lighter, similar to her smash counterpart
      • Ledge roll distance updated
      • Ledge attack knockback upped
    • Zelda
      • Fixed visual issue with pitfall animation
0.9.1.1748:

Notable major changes in this version:

  • Fixed issue preventing activated MGN accounts from getting online
  • Updated game credits and title screen for v0.9b
  • Fixed issue preventing Sheik from loading when selected on CSS
  • Fixed issues that would prevent some stages from being disabled in random select
  • Fixed inactive AI during sudden death
  • Fixed assorted bugs that would have greatly affected online play
  • Power shields no longer trigger actions that only happen on shield hit (such as destroying a projectile)
  • Fixed momentum physics issue when double jumping
  • Fixed freeze bug on Casino Night Zone with items on
  • Fixed freeze bug with final smash aura and a star KO
  • Fixed freeze bug with pausing with a Smash Ball onscreen
  • Fixed freeze bug with Mega Man’s final smash taunt
  • Fixed issue that would let some characters have unlimited projectiles at once
  • Fixed Cuccos and Blue Shells overstaying their welcome
  • Fixed Black Mage’s final smash final hit not working
  • Fixed Sheik getting stuck in cucco animation
  • Fixed Donkey Kong freeze bug on forward throw (landing animation issue not fixed yet)
  • Lloyd’s final smash correctly traps opponents
  • Fixed an issue that allowed players to SDI out of Meta Knight’s final smash
  • Fixed freeze bug when missing Link’s final smash
  • Link now releases opponents if there is anything preventing him from reaching them during FS
  • Fixed issue that kept Yoshi stuck on platforms with downB if timed correctly
  • Fixed issue with weird invisible bumpers on Casino Night Zone
  • Fixed invincibility issues with Marth and Peach’s counters
  • Fox and Zelda are now visible during star KO
  • Fixed Ray Gun, Cucco, and Beam Sword for Link
  • Fixed an issue with Donkey Kong and Samus’s neutral specials not charging correctly
  • Relatively large balance changes to Pikachu and Samus
  • Fixed an issue with Samus and Zero Suit Samus’s victory theme
  • Captain Falcon no longer vanishes during FS
  • Fixed effect flipping issue with Ness and Black Mage
  • Fixed huge issue with Chibi-Robo’s Pick Up and Samus’s Charge Shot
  • Fixed issue with Zero Suit Samus’s entrance using Samus’s entrance animation
  • Chibi-Robo’s Pick Up no longer works on stage hazards or final smashes

Minor changes:

  • Fixed Samus’s pummel
  • Sped up Black Mage’s stop release by two frames
  • Sora’s back aerial no longer does 22% damage
  • Fixed gravity and rotation issues with Samus’s bomb jump (including ledge-grab rocket boost)
  • Fixed music loop on Shadow Moses Island
  • Fixed Landmaster SFX bug on jump
  • Fixed huge issue with Landmaster appearing in the middle of stages
  • Improved frame data for Yoshi’s dash attack
  • Fixed issue with Samus’s tether not working
  • Sora’s up special startup hitbox issue fixed
  • Sora’s side smash slowed down
  • Tightened hitbox on Chibi-Robo’s grab
  • Raised angle and lowered power on Chibi-Robo’s forward smash first hit
  • Tightened hitbox on Chibi-Robo’s down smash, made sweetspot larger, halved sourspot duration
  • Fixed issue with Chibi-Robo’s side special deceleration doing a weird satanic dance
  • Added hitbox “swell” (reduction in size over time) for Chibi-Robo’s side special
  • Mario regains down special boost when grabbing a ledge
  • Fixed a hitbox issue with Mario’s up smash first active frame
  • Removed extraneous frames from Marth’s counter detection
  • Marth can now continue with forward dancing blade if he presses B and no direction
  • Fixed issue with Chibi-Robo’s Pick Up that would sometimes leave behind a frozen projectile
  • Zero Suit Samus’s final smash damage lowered
  • Donkey Kong fthrow walking speed lowered
  • Chibi-Robo’s fsmash first hit no longer has reversible knockback
  • Chibi-Robo’s dash attack sweetspot made more apparent
  • Captain Falcon’s Falcon Punch effect resized, now fades out
  • Mario can now grab the ledge at the end of Cape
  • Black Mage dair slightly strengthened
  • Black Mage dash attack super-armor-disabling bug fixed
  • Black Mage issue where attacks would be cancelled if Meteor went out of bounds fixed
  • Slightly improved the strength of Jigglypuff’s Rest and Up Throw
  • Fixed issue with Sora’s final smash not connecting when it should
  • Fixed issue canceling Link’s ledge attack
  • Kirby has two less frames of landing lag on dair
  • Kirby’s forward smash slides farther
  • New entrance for Marth
  • Slowed Sora’s final smash down
  • Fixed double sound issue on Lloyd’s taunt
  • Fixed Super Saiyan Goku’s Kamehameha
  • Aesthetic improvements to ZSS’s final smash
  • Sped up Link’s bomb pluck after landing
  • Fixed priority error with Mario Finale
  • Improved hitstun on Tails fair
  • Naruto’s dash attack slides a little farther
  • Mega Man’s dair gives an upward boost again
  • Strengthened Marth’s counter and Peach’s toad

Known Issues:

  • A few items are temporarily disabled:
    • Assist Trophies
    • Pokeballs
    • Bumpers
    • Exploding Tag
  • There is no automatic detection for Online Mode latency settings.
  • Items and stage hazards can cause Online Mode and Replay desyncs in some rare situations (please report if you figure it out!)
  • There are some rotation issues with Kirby hats and some item attacks.
  • Final Smash aura and Mega/Mini mode don’t work well together
  • Donkey Kong’s forward throw glitches upon landing
  • Ness’s PSI Magnet does not absorb projectiles
  • Tails’ Ray Gun and Star Rod animations do not shoot projectiles
  • Chibi-Robo can…pick up an opponent’s Giga Robo and put him in his head.
0.9.1.1659:

Notable major changes in this version:

  • Online Mode added! Please note that your MGN account must be activated to play online – this will happen sometime over the next week. Don’t have an account yet? Register here! We will be expanding on this barebones functionality later.
  • Replay functionality added! We will be expanding on this in the future.
  • Target Test level 3 added!
  • Marth, Zero Suit Samus, and Chibi-Robo added!
  • Silph. Co and Skyward Voyage added!
  • Special Modes added!
  • Mario and Link have a fresh new look!
  • Ichigo and Naruto have a fresh coat of paint!
  • Global traction fixes!
  • Improved support for sour/sweetspots! Users will see big improvements in aim-based attacks such as CF’s “nipple spike” dair, Zelda’s fair/bair/dair, and more.
  • New hit effects which now rotate and resize based off of knockback.
  • Other new misc. effects (fast fall, shield hit, etc.)
  • Improved egg/frozen effects and mashing calculations
  • Entire roster redone using new development tools
  • SDI distance doubled
  • Forbidden DI is now forbidden
  • Training mode combo counter now includes grabs
  • Sounds can no longer play more than once on the same frame
  • Fixed an issue with knockback staling
  • Fixed an issue with knockback speed calculations using the wrong damage value
  • Added hitlag to wall-bounces
  • Can now c-stick smashes out of crouch
  • Players no longer need to wait 10 frames after hitstun ends to use special attacks
  • Some projectiles inherit the color changes of the character who fired them
  • Projectiles and items can now receive hitlag
  • Fixed Jungle Japes issue where more than one player could enter barrel at once
  • Meteor cancelling is now on frame 9 rather than frame 10
  • Fixed issue dealing with projectiles dying earlier when a character detransforms
  • Ledge actions are no longer affected by wind
  • Sand Ocean track speed now carries over into aerial momentum if players jump
  • Only high-leveled CPUs do advanced mechanics (Fox multishine taunt for example)
  • Can now cancel airdodges into tether attacks
  • Grabbed and pitfallen foes now have heavy armor
  • CPUs understand invincibility
  • Players now receive grab release knockback if an opponent is hit out of their grab/throw
  • Can now do dash attacks with the c-stick
  • The game camera can now follow objects such as Black Mage’s warp and Meteor, and Ness’s PK Thunder.
  • Momentum is reset during star/screen KO’s to prevent lag due to mathematical calculations
  • Homing projectiles (missiles, for example) now switch targets after being reflected
  • Balance changes for the entire cast
  • Sonic side special now works similarly to Wolf in Brawl, but can be angled downward or upward
  • Bomberman’s bomb mechanics have changed significantly.
    • Can now throw bombs upward
    • Can now throw bombs downward while in the air
    • Has jump startup while holding a bomb
    • Can shorthop with a bomb
    • Can no longer double jump while holding a bomb
    • Aerial bomb kick sends bombs at a 50 degree angle.

Minor changes:

  • Improved momentum for Captain Falcon’s up special
  • New Falcon Punch effect!
  • Donkey Kong up special now rises when players mash the special attack button
  • Fixed minor issue with Captain Falcon’s special attacks, causing players to have to wait 2 frames between use
  • Fixed issue with Ness’s PK Thunder causing strange rotation and gravity issues under some circumstances
  • Ness’s up special now does a flip at the end
  • Fixed Sheik’s invisible needles
  • Fox bounces if players land with upB
  • Mega Man’s Black Hole Bomb redone – let go of special attack while it is overlapping an opponent to trap them!
  • TONS more.

This update was over 1600 revisions. Due to time and space constraints, I can not list every change. Rest assured, though, there’s a lot.

0.9.0.2011:

Notable major changes in this version:

  • Various balancing and character changes across the board (detailed in minor changes)
  • File size reduced
  • Hidden Leaf Village now loads on Browser version
  • Repaired a major bug allowing players to be hit out of trapping final smashes.
  • CPUs no longer use attacks in idle mode in training
  • Target Test’s main platform can now be fallen through
  • Social media links on title screen now send you directly to the proper website
  • All remaining broken stage music loops have been fixed
  • Final forms no longer fall back down while invisible when Star or Screen KO’d
  • Projectiles that are already in hitlag no longer inherit hitlag when reflected

Minor changes:

  • Samus’s up smash connects better.
  • Captain Falcon’s alternating downthrow -> side special infinite fixed
  • Donkey Kong’s up special vertical height has been slightly increased
  • Pikachu’s thunderbolt now has an accurate hitbox, fixing shield contact
  • Jigglypuff can now reverse her direction during rollout
  • Jigglypuff’s down smash has been weakened
  • Jigglypuff’s double sound effect bug fixed
  • Jigglypuff (CPU) is even MORE accurate with its rests
  • Link’s down smash knockback reduced (should not K.O at 70% anymore!)
  • Link has a new sidestep animation
  • Zelda received a minor aesthetic upgrade
  • Zelda’s Nayru’s Love attack no longer cancels projectiles instead of reflecting them
  • Zelda’s back throw weakened.
  • Kirby’s final smash deals double damage
  • Bomberman’s up special final hit strengthened
  • Sonic’s homing attack recoded
  • Sonic’s side special has been reverted to previous patch, halved damage
  • Tails’ Dash Dancing has been fixed
  • Tails’ taunts have been re-separated
  • Tails (human players) can now loop their side special while offstage
  • Black Mage’s stop now reflects and stops projectiles
  • Sora’s forward and up smashes no longer hit twice
  • Naruto’s dash attack second hit hitstun reduced and growth increased
  • Naruto’s side taunt recolored to match.
  • Goku can now use his jab to force players to stand up.
  • Goku’s spirit bomb no longer vanishes if this is not fixed in your build please redownload
  • Goku’s (Super Sayian) dodges fixed
  • Goku’s (Kaio-Ken) final smash transformation has been fixed
  • Goku’s (Kaio-Ken) final smash now slows the player’s fall
  • Black Mage’s fully charged down smash now plays its sound effect on the back trail if the front trail is cancelled.
  • Hylian Skies no longer KO’s players that are holding the ledge as it transforms
  • Phase 8’s camera boundary adjusted
  • Phase 8’s music quality improved
  • Hueco Mundo and Castle Siege’s music are louder
  • Credits list updated and adjusted
0.9.0.2007:

Notable major changes in this version:

  • Various balancing changes across the board (detailed in minor changes)
  • General AI improvement
  • All known infinites have been removed
  • Social media buttons added to title screen
  • Star KO and screen KO no longer turn players invisible and always KO them
  • De-transforming in the air takes you directly to the fall animation
  • Projectile hitlag freezes the projectile’s frame
  • All final form transformations stop your fall
  • Wario-Man’s grab and item use freeze bugs fixed
  • Jigglypuff now has a downward pound
  • Samus’s down special no longer intangible
  • Naruto recolored and re-shaded to better match the roster and improve the quality of palette swaps
  • Kaio-Ken Goku’s taunt no longer intangible
  • Many music loops improved.
  • New music on Jungle Hijinx, Yoshi’s Island, Crateria, Bomb Factory, and Hueco Mundo.
  • Jungle Japes barrel no longer glitches when two players enter a barrel at the same time
  • Jungle Japes barrel grab size no longer too big (Makes event #5 less difficult)
  • Meteo Voyage’s lag has been drastically reduced
  • Target Test Level 1 stage now with a new updated look and moving Platforms.

Minor changes:

  • Link received a small audio upgrade
  • Zelda heavily rebalanced
  • Link heavily rebalanced
  • Donkey Kong heavily rebalanced
  • Meta Knight heavily rebalanced
  • Meta Knight CPU now understands how to end up special
  • Tails received a major AI upgrade
  • Jigglypuff received a major AI upgrade
  • Bomberman CPU now knows how to detonate, kick and sit bombs down
  • Black Mage’s fully charged down smash is much quieter
  • Bomberman’s bombs no longer halt momentum if kicked in the air
  • Phase 8’s lava animated
  • …more!
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