| | | Changelog

NEWEST – SSF2 Beta v1.1.0.1:

Sorry about the formatting, will be fixed later.

 

Engine:

  • Fixed an issue where all projectiles were basically transcendent
  • All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
  • Targets can now break when hit by windboxes that do > 0 damage

 

Items:

  • Fixed internal item limits for Pokemon, Assists, and Cuccos
  • Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
  • Characters are no longer extra thicc when breaking out of Master Ball
  • Master Ball can no longer capture opponents that are stuck in a barrel
  • Master Ball status now resets properly after releasing a player
  • Barreled opponents can no longer be hit

 

Arena Mode:

  • Arena Mode replays are now functional

 

Online Mode:

  • Password systems for rooms now work again
  • Profanity filter no longer false-positives words ending in “a”
  • Online replays hopefully no longer desync due to differences in online/offline input buffer
  • Players can no longer join a room if it’s at maximum capacity
  • “Private” column re-added on the room list

 

Misc:

  • Status boxes no longer appear in training mode if HUD is disabled
  • Removed stray comma from Pichu’s unlock screen
  • Multiman opponents are now lighter (100 → 85)
  • In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties

 

General Character Updates:

  • :’)

 

Bomberman:

  • Fixed some issues involving Bomb Toss that may have resulted in undiscovered bugs
  • Fixed an issue where Detonate would not detonate any bombs

 

Captain Falcon:

  • Falcon Punch now shakes the camera 5x as violently
  • Falcon Punch hitlag increased (Hitlag -1 → 30, Self Hitlag -1 → 10)
  • Raptor Boost no longer uses a detection hitbox; the first hit does the damage and knockback that the second hit originally did
  • Falcon Dive now does hitlag and no longer shakes the camera when used in the air

 

Falco:

  • Fixed an issue where Falco could pummel once per frame

 

Fox:

  • Fixed a bug where the randomized camera shake on Fox’s land/heavyland animations would break replays and desync online battles
  • Fixed an issue where Fox could pummel once per frame
  • Forward throw hitbox updated (BKB 52 → 54, KBG 60 → 78, Hitlag 2 → 1)

 

Isaac:

  • Missing egg and star animations re-added

 

Jigglypuff:

  • Fixed an issue where Jigglypuff would not get KO’d after getting its shield broken

 

Luffy:

  • Fixed an issue where Gum-Gum Rocket would sometimes not work/freeze the opponent when it connects

 

Mega Man:

  • Fixed an issue where Mega Man could pummel once per frame

 

Ness:

  • Fixed an issue where Ness would get hit by PK Thunder instantly when powershielded
  • Fixed an issue where PSI Magnet couldn’t be held down

 

PAC-Man:

  • NO MORE KEY JACKET
  • Fixed an issue where throwing fruit backwards makes them fly forwards instead
  • Fixed an issue where Trampoline could break the hell out of held fruit behavior
  • Hydrant no longer breaks in Arena Mode if it’s currently out when scoring
  • Back throw KBG decreased (107 → 97)

 

Pichu:

  • Now uses Pokemon Colosseum as its unlock stage
  • Skull Bash now stops when it hits a shield
  • Skull Bash now goes into endlag immediately after hitting a wall
  • Handbox on discharged Agility comes out 1 frame earlier and is much bigger on first active frame
  • Pummel now does 0.5% self-damage

 

Pikachu:

  • Skull Bash now goes right into endlag when it hits a shield
  • Quick Attack can no longer be platform-cancelled when landing
  • Quick Attack now resets Pikachu’s rotation when landing

 

Sonic:

  • Fixed an issue where Sonic could pummel once per frame

 

Zelda:

  • Down smash KBG increased (103 → 116)
  • Farore’s Wind hitbox updated (KBG 100 → 95, Hitlag -1 → 6, Self Hitlag -1 → 2)
  • Farore’s Wind teleport duration reduced by 1 frame
  • Farore’s Wind second hit now extended to cover the entire height of the red effect on the first active frame

 

Zero Suit Samus:

  • Aerial Flip Jump can now hit grounded opponents


SSF2 Beta 1.1.0

 

Engine:

  • TRADING ATTACKS IS NOW LIVE
    • Grabs have priority over attacks now so Luffy is viable
  • Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players
    • Double jump reworked
      • Fixed horizontal momentum when holding forward
      • Horizontal momentum now decreases by 30% if no direction is held
      • Backwards jumps now reset all horizontal momentum
    • Throws that don’t actually hit the foe can no longer be SDI’d and feel/look better
  • Clanked attacks can no longer hit after the clank
  • Clanking now pauses animations for the duration of attack hitstuns
  • Intangible CPUs should no longer react to attack collisions
  • Attacks should no longer react when colliding with intangible players
  • Hitboxes that are supposed to ignore shield now work properly
  • Projectile attacks should now properly affect targets
  • Fixed bug where projectiles didn’t clank properly
  • Fixed bug where reflected projectiles couldn’t hurt opponents
  • Projectiles can now respond to receiving “damage”
  • Projectiles that are overpowered are now destroyed
  • If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.
  • Powershielded projectiles can now damage players after being reflected multiple times
  • Reactions for attack hitbox interactions made more consistent overall
  • Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays
  • Hitlag mechanics reworked
  • DI mechanics reworked
  • Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact
  • Aerial hitboxes are now processed if player touches the ground on the same frame
  • Attack hitboxes are now processed if player grabs the edge on the same frame
  • Previous frame before ledge grab is no longer shown for an extra frame
  • Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles
  • When an object takes damage, its sprites are not flipped until the frame after the collision happens
  • Characters no longer turn around if their shield breaks
  • Fixed a rare issue where grab released opponents would get flipped around
  • Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges
  • When using a homing attack, the homing target is now cleared when the attack initiates
  • It is now possible to enter turn animation during the first frame of skid so turning isn’t frame perfect
  • Additional tweaks to turns to behave more like Smash 4 (so if you try to cancel a turn in the opposite direction it will downgrade to walk)
  • Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman
  • Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes

 

Items:

  • Item hitlag now ends when the item is picked up
  • Held items can now clank
  • Back-tossed items now hit opponents in the proper direction (rip Peach)
  • Assist Trophies
    • Should no longer harm/target allied players in any situations
    • Lyn assist trophy added
    • Mother Brain’s lasers are now transcendent
    • Silver assist trophy completely recoded
    • White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team
    • White Mage can now cast Silence, which disables a random character’s specials for 10 seconds (will not target the owner of the AT or their teammates)
    • White Mage will no longer crash the game if a player dies with her status effects on them
    • White Mage’s spell window is now color coded based on player slot/team colors
  • Beam Sword
    • Now actually works
  • Capsule
    • Can no longer spawn another capsule
  • Food
    • Can no longer collide with attacks/projectiles
  • Heart Container
    • Can no longer collide with attacks/projectiles
  • Master Ball
    • Now knows how to handle captured players that die prematurely, disappear, or get turned to standby mode in training
  • Maxim Tomato
    • Can no longer collide with attacks/projectiles
  • Metal Box
    • Use in Metal Smash Mode no longer removes metal status when finished
  • Poison Mushroom
    • Can no longer collide with attacks/projectiles
  • Pokemon
    • Should no longer harm/target allied players in any situations
    • Pokeballs no longer stick to ceilings forever
    • Minor Master Ball fixes
    • Arceus added as a legendary Pokemon
    • Ditto no longer freezes characters if it despawns while grabbing them
    • Ditto now drops any held items when it despawns
  • Super Mushroom
    • Can no longer collide with attacks/projectiles
  • Super Star
    • Can no longer collide with attacks/projectiles
  • Unira
    • Hitstun increased
    • Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner

 

Arena Mode:

  • Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
  • Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
  • Sandbag now disappears after going through a goal
  • The screen shakes when a goal is scored and locks in place
  • The announcer calls out the team name that scored
  • The announcer says GO when a new round starts
  • The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
  • Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
  • Fixed error when switching between arena mode character select screens

 

Online Mode:

  • Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
  • Special modes now work online again
  • Added a 20 second timeout to room join requests so unresponsive hosts don’t lock your game up forever
  • Clicking “no” when player tries to join your room now plays “back” sound instead of stage select sound
  • The “unlock” sound effect now plays when player joins a room
  • Added location column to room list
  • Added “ping” column to room list (use with a grain of salt as this is the ping to the server not to you/your opponents)
  • Fixed more bugs with consecutive online mode matches
  • “Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where you will get a message explaining that your connection is incompatible with the foe’s
  • Online mode will now automatically fall back on a server-based connection if P2P connection fails
  • Renamed “Low” latency to “Auto” to describe new behavior better
  • Online group menu added

 

Misc:

  • Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail
  • All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device
  • Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.
  • Some menu graphics have been tweaked
  • Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated
  • Shonen Jump characters are now listed chronologically on character select
  • Zelda and Sheik completely separated on character select
  • Rules menu box now covers “KO Fest/Stock Survival Match” text in character select
  • Moved stages on stage select to roughly resemble the order of characters on the character select
  • Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors
  • Fixed stage select and stage switch icons
  • Redid stage select preview window to look like a cleaner version of the old one
  • Moved the hazards switch to the top-left corner and redid the graphics for it
  • Updated the Boxes on the Results screen with missing info that was hidden
  • Strong meteor smashes play a special sound effect (between angles 200 and 340)
  • Shield break sound effects changed
  • New tech sound added for techs, tech rolls, and wall techs
  • Sword vs Spears event team colors switched
  • Fixed RNG for stage theme selection
  • Fixed error when changing start damage setting from the Rules menu outside of the character select
  • Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)
  • Fixed file size limit on save data
  • Fixed autodash breaking running for gamepads
  • Damage meters size reduced by 10%
  • Grey shield for CPUs added
  • Sudden Death bombs start appearing at 10 seconds instead of 30
  • Classic Mode text on Multi-Man Smash and Master Hand screens updated
  • Classic Mode Multi-Man Smash stage made a bit harder
  • Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)
  • Nameless controllers will now display “Generic Device” in the controls screen
  • Sound effect added when pausing/unpausing the game
  • Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely
  • Added light acceleration to paused camera panning
  • Music volume is now halved while paused
  • Fixed error with pressing A+B at the same time on the Finish button in training mode
  • Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100
  • Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect
  • Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man
  • CPUs now have grey shields
  • Master Hand will no longer try to grab non-character objects
  • Auraka, TDC, GWilliamson, and Cleod9 added to music credits
  • Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits
  • ED added to PR credits
  • Removed quotes from L0Z741’s name in credits
  • Added Noxxious to “Our Old Friends” section in the credits
  • Updated copyright to 2018 on title screen
  • Removed all traces of unreleased content. Yes, we made sure. Don’t waste your time looking. Do something productive with your time. Go outside. Draw something. Study for school. Cook something. Make sure it’s productive.

 

General Character Updates:

  • Revival platform animations updated for all characters
  • Shock frames added/edited for all characters
  • Star KO animations updated
  • Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
  • Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
  • Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
  • Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
  • Dash skid can be cancelled into turn on the first frame of skid
  • Interrupting a turn with a back input will result in a dash in the original direction
  • Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
  • Fixed coloration errors of some costumes

 

Bandana Dee:

General/Misc

  • No longer uses Kirby’s voice when stunned
  • Jump increased (12 → 13.4)
  • Double jump increased (11 → 12.4)
  • Short hop increased (7 → 9.3)
  • Dodge roll speed increased (8 → 20)
  • Dodge roll deceleration increased (0 → 2.14)
  • Gravity increased (0.85 → 1.06)
  • Getup roll speed increased (16 → 30)

Ground Moves

  • Jab Combo
    • Modified to make the hits link together more reliably
      • First hit (Angle 30° → 50°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
      • Second hit (Angle 70° → 57°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
      • Third hit (BKB 10 → 40, Hitlag -1 → 4, Self Hitlag -1 → 1)
  • Down Tilt
    • Horizontal momentum increased (10 → 13.75), but decays by 30% after 6 frames
  • Dash Attack
    • Now does a spinning attack after the pole vault. Animation and stats completely redone.

Aerials

  • Neutral Air
    • Now works as a multihit again; hits up to 4 times for a total of 12% with a stronger final hit
    • Duration increased (19 frames → 22 frames)
    • Active duration increased (9 frames → 15 frames)
    • Animation tweaked to make the final hit more visible
  • Forward Air
    • Final hit knockback decreased (BKB 50 → 30, KBG 138 → 123)
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
  • Up Air
    • Sweetspot added on frame 1 (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102)
  • Down Air
    • Changed to a downwards stab. New stats and animation.

 

Specials

  • Beam Whip
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
  • Parasol Dive
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)

Other Moves

  • Ledge attack
    • Covers slightly less range and can no longer reverse-hit opponents

 

Black Mage:

General/Misc

  • Jump increased (14 → 15.8)
  • Double jump increased (12 → 14)
  • Short hop increased (7 → 10)
  • Dodge roll speed increased (10 → 14)
  • Dodge roll deceleration increased (0 → 0.76)
  • Gravity increased (1.1 → 1.375)
  • Spotdodge intangibility ends earlier (frame 10 → frame 9)
  • Crouch animation sped up

Ground Moves

  • Up Tilt
    • Endlag reduced (9 frames → 8 frames)
  • Up Smash
    • Hitbox modified (Angle 89° → 90°, KBG 95 → 105)
  • Dash Attack
    • Animation adjusted to line up with armor frames

Aerials

  • Neutral Air
    • Initial hits updated (Angle 110° → 105°, Weight KB 70 → 120, hitstun -1.4 → -1)
    • Now hits on every active frame instead of every other active frame
    • Now has a third hitbox to provide better coverage
    • Startup increased (1 frame → 2 frames)
    • Endlag increased (1 frame → 5 frames)
    • Final hit angle changed (45° → 55°)
  • Forward Air
    • Hitbox updated (BKB 30 → 50, KBG 110 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.15)
    • Landing lag decreased (6 frames → 5 frames)
  • Back Air
    • Landing lag decreased (6 frames → 5 frames)
  • Up Air
    • Weak and strong hits now use a new effect
    • Projectiles now inherit 55% of Black Mage’s momentum

Specials

  • Stop
    • Hitboxes updated to match effects better
  • Haste
    • Final hit altered (Damage 7% → 8%, Angle 45° → 40°, BKB 75 → 70, KBG 85 → 112)
    • Now refreshes when grabbing the edge
  • Warp
    • Fixed a bug where using grounded Warp to teleport onto the grass in World Tournament wouldn’t KO Black Mage if hazards were on
    • Fixed a bug where grounded Warp could scale near-vertical terrain like the pillar on Hyrule Temple
    • Fixed a bug where grounded Warp could not travel underneath low ceilings
  • Meteor
    • Can now be aimed again
    • Fixed a bug where BM would lose control of his current meteor if a previous meteor gets destroyed

Throws

  • Back Throw
    • Knockback updated (BKB 65 → 90, KBG 100 → 80)

Other Moves

  • Getup Attack
    • Sound/hit effects added

 

Bomberman:

General/Misc

  • Jump increased (18 → 19.2)
  • Double jump increased (18 → 19.2)
  • Short hop increased (10 → 11.2)
  • Max airspeed reverted to 9b (6.05 → 6.5)
  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.3)
  • Gravity increased (1.52 → 1.7)
  • Initial dash modifier reverted to 9b (1.45 → -1)
  • Air deceleration decreased (0.39 → 0.23)
  • Getup roll speed increased (21 → 28)
  • Ledge animations now have a hurtbox on his hand so most down tilts hit him (consistent with the rest of the cast)

Ground Moves

  • Jab Combo
    • First 2 hits modified to link together more reliably (BKB 0 → 20, Hitlag -1 → 2)

Aerials

  • Neutral Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
    • Sourspot angle changed (35° → 80°)
    • Sweetspot changed to match sourspot (Angle 85° 80°, BKB 56 → 20)
  • Back Air
    • Hitlag now based on attack damage (2 → -1)
    • Sweetspot now has priority over sourspot

Specials

  • Bomb Toss
    • Held bombs will now change size when Bomberman does
    • Held bombs no longer continue to charge if Bomberman’s animation gets interrupted in a way other than being hurt
    • Thrown bombs no longer stick to ceilings forever
  • Bomb Kick
    • Can no longer be charged
  • Jetpack
    • Hitbox made thinner, but taller to cover head and arms
    • Vertical boost increased (30 → 31)
    • Startup decreased (12 frames → 11 frames)
    • Horizontal speed now transitions more smoothly into the move
    • Rocket hit updated (Damage 7% → 9%, KBG 50 → 60)

Throws

  • Grab
    • Hitbox moved forward
  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
    • Knockback growth increased (60 → 75)
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
    • Angle changed (145° → 155°)
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Hitbox updated (KBG 45 → 85, Hitlag -1 → 2, Self Hitlag -1 → 2)

Other Moves

  • Getup Attack
    • Frame data standardized

 

Bowser:

General/Misc

  • Jump increased (15.5 → 17.2)
  • Double jump increased (15.4 → 17.9)
  • Short hop increased (9.5 → 11)
  • Dodge roll speed increased (9 → 16)
  • Dodge roll deceleration increased (0 → 0.85)
  • Gravity increased (1.3 → 1.56)
  • Crawling speed increased (4 → 4.5)
  • Max run speed increased (8 → 8.75)
  • Initial dash modifier increased (1.25 → 1.3)
  • Traction decreased (1.05 → 0.85)
  • Idle animation tweaked slightly
  • Red costume adjusted
  • Natural landing lag decreased (7 frames → 5 frames)

Ground Moves

  • Up Tilt
    • Active duration increased (frame 4-6 → frame 4-7)

Aerials

  • Forward Air
    • Now becomes active earlier (frame 7 → frame 6)
    • Frame 1 range decreased
  • Back Air
    • Early autocancel duration increased (frame 1-2 → frame 1-4)
    • Late autocancel duration increased (frame 21-22 → frame 15-22)
    • Sourspot updated (Angle 130° → 100°, Hitlag -1 → 4, Self Hitlag -1 → 1)
    • Displaces further for more hitbox reach
    • Effect/sounds now fit the animation better
    • Effect disappears during sourspot
    • Landing lag animation tweaked
  • Down Air
    • Hitboxes updated (Damage 1% → 2% per hit, Hitlag -1 → 1, Self Hitlag -1 → 1, hitstun -1 → -1.15)
    • Doesn’t make the camera shake as much

Specials

  • Flying Slam
    • Is now transcendent
    • Scratch hitbox moved forward slightly
    • Hitstun increased (-1.2 → -1.3)
  • Whirling Fortress
    • No longer does increased shield damage on later hits (17.5 → -1)
  • Bowser Bomb
    • Grounded version hitbox updated (Angle 70° → 86°, BKB 50 → 65)
    • Grounded version hit 1 active duration increased (frame 4 → frames 4-5)
    • Grounded version hit 2 active duration shifted (frames 13-20 → frames 16-23)
    • Grounded version hit 2 landing lag increased (13 frames → 16 frames)
    • Grounded version hit 2 shield damage increased (5 → 18.75)

Throws

  • Grab
    • Range decreased by about 25%
  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Angle changed (50° → 62°)

 

Captain Falcon:

General/Misc

  • Fixed screen KO animation
  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.35)
  • Fall speed increased (13.8 → 15)

Ground Moves

  • Jab Combo
    • Jab hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)

Aerials

  • All aerial animations and effects have been realigned
  • Neutral Air
    • Landing lag increased (3 frames → 4 frames)
    • Second hit updated (Angle 42° → 45°, BKB 45 → 40, KBG 90 →100)

Specials

  • Falcon Punch
    • Air movement slows 2 frames earlier and lasts 3 frames longer
    • Endlag reduced by 2 frames
  • Raptor Boost
    • Effects now disappear properly on land and edge sweetspot
    • Grounded version no longer kills Captain Falcon if he slides off the edge
    • Grounded version puts Captain Falcon into heavy land state if he goes off a platform and lands during the special endlag animation
    • Players can now influence their momentum starting on the 6th frame of the grounded version’s special endlag animation
  • Falcon Dive
    • Acceleration increased (0.8 → 0.85)
    • Grab box size increased
    • Damage increased (13% → 17%)
    • Air movement returns to normal 4 frames later
  • Falcon Kick
    • CPUs will no longer use aerial Falcon Kick if they are too low or too close to the ledge

Throws

  • Down Throw
    • Endlag reduced by 1 frame

 

Chibi-Robo:

General/Misc

  • Jump increased (17 → 17.8)
  • Double jump increased (17 → 17.8)
  • Short hop increased (12.5 → 13)
  • Dodge roll speed increased (8 → 17)
  • Dodge roll deceleration increased (0 → 1.5)
  • Trail effects now disappear if Chibi is interrupted during dash attack, down smash, up smash, forward smash, neutral air, down air, up air, down tilt, or forward tilt

Ground Moves

  • Up Smash
    • Knockback on the first hit now overwrites previous knockback so that it affects opponents properly when used during combos

Specials

  • Chibi-Copter
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
  • Pick Up
    • Fixed a bug where a caught projectile would get stuck if Chibi gets hit when releasing it

 

Donkey Kong:

General/Misc

  • Jump increased (15.5 → 18)
  • Double jump increased (15.5 → 18)
  • Short hop increased (8.8 → 10.3)
  • Max air speed increased (7 → 8)
  • Dodge roll speed increased (9 → 15.5)
  • Dodge roll deceleration increased (0 → 1)
  • Gravity increased (1.1 → 1.37)
  • Spot dodge intangibility starts later (frame 2 → frame 3)
  • New sent flying and screen KO animations added
  • Red, blue, green, and yellow costumes adjusted
  • Crouch animation sped up

Ground Moves

  • Up Tilt
    • BKB reduced (45 → 35)
    • Motion blurs changed to line up with hitboxes better

Aerials

  • Back Air
    • Endlag reduced by 1 frame
  • Up Air
    • Vertical range reduced slightly on second active frame and final active frame
  • Down Air
    • Hitstun changed (-1.2 → -1)

Specials

  • Giant Punch
    • Full charge strength reduced (Angle 25° → 45°, BKB 40 → 10)
    • Aerial version base damage reduced (19% → 17%)
    • Aerial version no longer puts DK into helpless
  • Spinning Kong
    • Duration reduced by 10 frames
    • Vertical boost per press increased (2 → 2.5), runs for 30 frames instead of 40
    • Initial hit active duration reduced by 1 frame
    • Aerial version now sweetspots the edge on frame 37; still has early ledge grab
  • Hand Slap
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 0)
    • Effects scaled to match the hitbox

Throws

  • Can no longer slide off the side of the stage during throws (except Cargo)
  • Grab
    • Animation lengthened slightly (14 frames → 15 frames)
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitstun changed (-1.2 → -1.12)
    • Hitbox updated (BKB 90 → 55, KBG 50 → 90)
    • Endlag reduced by 2 frames
    • Hitlag zeroed; now uses Melee throw sound effects
  • Cargo Throw
    • Cargo up throw changed (KBG 70 → 91, hitstun -1.2 → -1.05)
    • Cargo up throw startup reduced by 2 frames
    • Hitlag zeroed; now uses Melee throw sound effects

Other Moves

  • Getup Attack
    • Basically a new attack now

 

Falco:

General/Misc

  • Max air speed decreased (7.3 → 7)
  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.3)
  • Dodge roll animation retimed so that his feet hit the ground sooner

Ground Moves

  • Up Tilt
    • BKB increased (30 → 45)
  • Down Tilt
    • Hit sound is now a sword-hit to match the hit effect
  • Forward Smash
    • Hit effect is now a sword-hit to match the hit sound

Aerials

  • Animations and effects have been realigned
  • Neutral Air
    • Landing lag increased (3 frames → 4 frames)
  • Up Air
    • Is now a single hit move with 3 frames of startup, 3 active frames, and 10 frames of endlag
    • Hitbox adjusted to match (Damage 10%, Angle 75°, BKB 35, KBG 80, Hitstun -1.15)
    • Trail effects adjusted to fit the animation and hitboxes

Specials

  • Fire Bird
    • Hitbox range reduced; it’s no longer disjointed
  • Reflector
    • Hitlag changed (-1.2 → -1.1)

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Fox:

General/Misc

  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.3)
  • Dodge roll animation retimed to synch better with updated movement
  • Getup roll speed decreased (40 → 35)
  • Many animations and effects have been realigned
  • Adjusted sent flying animation

Ground Moves

  • Jab Combo
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
  • Up Tilt
    • Motion blurs changed to line up with hitboxes better
  • Up Smash
    • Strong hit duration increased (first active frame → first 2 active frames)
    • Interpolation hitbox damage normalized (15% → 16%)

Aerials

  • Neutral Air
    • Landing lag increased (3 frames → 4 frames)
  • Down Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)

Specials

  • Fire Fox
    • Hitbox range reduced; it’s no longer disjointed

Throws

  • Grab
    • Hitbox “tightened” slightly
  • Forward Throw
    • KBG increased by 10
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Knockback increased
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Damage increased (2% → 5%)

 

Goku:

General/Misc

  • Dodge roll speed increased (10 → 16)
  • Dodge roll deceleration increased (0 → 1.5)
  • Weight increased (102 → 103)
  • Air Dodge endlag increased by 4 frames
  • Fixed electric shock animation

Ground Moves

  • Jab Combo
    • Modified to make the hits link together more reliably

Aerials

  • Neutral Air
    • Active duration reduced (6 frames → 2 frames)
    • Endlag reduced (7 frames → 5 frames)
    • Hitbox changed (Damage 11% → 6%, BKB 30 → 0)
  • Forward Air
    • Hitbox updated (Angle 270° → 300°, KBG 50 → 85)
    • Can no longer be meteor cancelled
    • Meteor hit range increased to account for interpolation
  • Down Air
    • Effect is no longer an overlay

Specials

  • Kamehameha
    • Now transitions properly between ground and air versions
    • Charge effect no longer disappears after 20 seconds
  • Ki Blast
    • Grounded version now fires the second blast 4 frames earlier
    • Ki Blast now plays the blasting sound twice instead of 3 times
    • CPUs no longer use Ki Blast to recover
  • Instant Transmission
    • Early landing animation is now 2 frames longer (1 frame longer than land)
    • Now has actual landing lag
    • Covers a little more distance
    • Can now properly grab edges when down-angled
    • No longer boosts Goku upwards when he reappears
    • Now teleports in place if no direction is held
    • Aerial version endlag reduced by 5 frames on a successful hit

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
    • KK version hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
    • KK version hitlag zeroed; now uses Melee throw sound effects

 

Ichigo:

General/Misc

  • Jump increased (12.5 → 13.8)
  • Double jump increased (15 → 17.5)
  • Short hop increased (9 → 10.5)
  • Dodge roll speed increased (7 → 14)
  • Dodge roll deceleration increased (0 → 1)
  • Gravity increased (1.16 → 1.4)
  • Idle animation tweaked slightly
  • Fixed electric shock animation

Ground Moves

  • Jab Combo
    • Hit 3 no longer hits behind him
  • Up Tilt
    • Hitboxes now properly reach behind him
  • Up Smash
    • Hitboxes adjusted to line up with the motion blurs better
    • Startup decreased by 2 frames
  • Down Smash
    • Downwards thrust improved (Damage 4% → 9%, Weight KB 20 → 40)
  • Dash Attack
    • Endlag increased by 1 frame
    • Active duration decreased by 1 frame
    • Hitbox edited to no longer hit characters well below his sword (e.g. laying/low-crouching opponents)
    • Hitbox interpolation improved
    • Now retains its maximum range for the entire duration of the move

Aerials

  • Neutral Air
    • Hitboxes modified to cover the sword trail better
    • Sword trail damage increased to match primary hitbox (9% → 11%)
  • Forward Air
    • Hitbox updated (Damage 13% → 8%, KBG 90 → 130, Hitlag -1 → 2, Self Hitlag -1 → 2)
    • Horizontal boost increased (16 → 18)
    • Overall range reduced
    • Hitboxes updated to cover more of the motion blur
  • Back Air
    • Hitboxes modified to cover the sword trail better
  • Up Air
    • Hitboxes modified to cover the sword trail better

Specials

  • Getsuga Tenshō
    • Item box repositioned
    • Uncharged version startup increased (6 frames → 12 frames)
    • Full charge time reduced (40 frames → 30 frames)
    • Fully charged version startup decreased (frame 47 → frame 43)
    • Fully charged version can no longer be clanked
  • Engetsuzan
    • Blur hitbox given “delayed slash” effect from 9b (Hitlag -1 → 10, Self Hitlag -1 → 5)
    • Afterimage effects added
    • Damage reduced (7% → 4%)
  • Kōtei-ki Tōshin
    • Item box repositioned
    • Hurtbox now covers the arm holding the sword

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Isaac:

General/Misc

  • Jump increased (17 → 19)
  • Double jump increased (17 → 19)
  • Short hop increased (13 → 14.5)
  • Dodge roll speed increased (8 → 13.5)
  • Dodge roll deceleration increased (0 → 0.75)
  • Dodge roll endlag increased (5 frames → 7 frames)
  • Gravity increased (1.3 → 1.56)
  • Neutral taunt is now side taunt
  • New neutral taunt added

Ground Moves

  • Jab Combo
    • Startup reduced (3 frames → 2 frames)
    • First hit reaches further down to allow for jab-resets
  • Forward Tilt
    • Now has transcendent priority
  • Up Tilt
    • Now has transcendent priority
  • Down Smash
    • Hitbox updated (Angle 250° → 270°, BKB 25 → 20)

Aerials

  • Forward Air
    • Startup reduced (5 frames → 4 frames)
    • Endlag reduced (13 frames → 11 frames)
    • Landing lag increased (3 frames → 4 frames)
    • Hitstun reduced (-1.2 → -1.12)
  • Down Air
    • Startup reduced (7 frames → 5 frames)
    • Landing lag increased (2 frames → 6 frames)
    • Landing hit angle changed (50° → 75°)

Specials

  • Move
    • Back version hitlag changed (-1 → -0.85)
    • Idle version damage increased (2% → 4%)
    • Isaac can control hands that are already out via another side B input
    • Now uses set knockback
    • Can now hit an opponent every 22 frames instead of every 30 frames
    • Now guaranteed to hit the same opponent when changing to up/down/back/forward variants
    • When used in the air, Isaac will now start to fall faster as the move is held out
  • Scoop
    • Distance increased (-25 → -28)
  • Gaia
    • Now has transcendent priority
    • Fixed hurtbox during attack animation
    • Rune effect 50% bigger to make it easier to track
    • Hitbox updated to cover the whole rock more or less on the final frame

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Purin Jigglypuff:

General/Misc

  • Air speed increased (8 → 9)
  • Dodge roll speed increased (7.5 → 15)
  • Dodge roll deceleration increased (0 → 0.9)
  • Weight decreased (73 → 72)
  • Initial dash modifier decreased (1.46 → 1.1)
  • Air dodge intangibility starts 1 frame later

Ground Moves

  • Jab Combo
    • Modified to make the hits link together more reliably
  • Forward Smash
    • Uncharged horizontal boost increased
  • Dash Attack
    • Hitbox updated (Angle 44° → 59°, BKB 16 → 58, KBG 100 → 80)
    • Endlag increased by 2 frames

Aerials

  • Neutral Air
    • Autocancels one frame earlier
    • Hitbox slightly bigger
  • Forward Air
    • Angle adjusted (40° → 45°)
  • Back Air
    • Landing lag reduced (8 frames → 5 frames)
    • Endlag reduced by 2 frames
    • Hitbox updated (Angle 75° → 45°, Hitlag auto → 1/2, hitstun -1.03 → -1.1)
  • Up Air
    • Active duration increased (2 frames → 5 frames)
    • Landing lag increased by 1 frame
    • Endlag decreased by 3 frames
  • Down Air
    • Landing lag reduced (14 frames → 8 frames)
    • Multihit links together better

Specials

  • Pound
    • Horizontal speed increased (15 → 20)
    • Reduced skid time

Throws

  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Kirby:

General/Misc

  • Air speed increased (5.8 → 6.2)
  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.07)
  • Weight decreased (78 → 76)
  • Spotdodge intangibility reduced (9 frames → 7 frames)
  • Spotdodge endlag increased (2 frames → 5 frames)
  • Edge lean animation added

Ground Moves

  • Forward Smash
    • Endlag reduced by 2 frames
    • Horizontal boost increased (11 → 14)
  • Down Smash
    • Upwards hitbox KBG increased (110 → 120)
  • Dash Attack
    • Hits modified to link together more reliably

Aerials

  • Neutral Air
    • Startup reduced (4 frames → 3 frames)
    • Hitstun changed (-1 → -1.1)
  • Forward Air
    • No longer has a smaller hitbox if Kirby doesn’t have a hat
    • Hitlag reverted
  • Back Air
    • Active duration reduced by 2 frames
  • Up Air
    • Hitbox updated (Damage 13% → 11%, BKB 35 → 47, KBG 55 → 61, Hitlag -1 → 4, Self Hitlag -1 → 1)
    • Hitbox interpolation improved
    • Motion blurs changed to line up with hitboxes better
  • Down Air
    • Hitbox updated (Damage 2% → 3% per hit, hitstun -0.5 → -1)
    • No longer has less range if Kirby has a hat

Specials

  • Inhale
    • New animation added
    • Suck vortex aligned with frame data
    • Minimum hold duration reduced (32 frames → 21 frames)
    • Endlag increased (4 frames → 9 frames)
    • Grab box decreases in size if left out too for long
    • Grab box size reduced horizontally and slightly increased vertically
  • Copy Abilities
    • Ichigo, Lloyd, Meta Knight, Naruto, Pit, and Tails copy abilities now have the same frame data as the real moves
    • Captain Falcon copy ability can no longer slide around on the ground if starting in the air and landing because that was pretty bad
    • Donkey Kong copy ability now has the same knockback as the real move
    • Falco copy ability movement can now be controlled in the air
    • Fixed a bug where Falco copy ability would literally break everything when used by CPUs
    • Link copy ability now retains Kirby’s ownership when colliding with a thrown bomb
    • Link copy ability now follows the arrow’s direction instead of the bomb’s when colliding
    • Luigi copy ability movement can now be controlled in the air
    • Mega Man copy ability now allows only one midair jump during charge
    • Mega Man copy ability now has sound effects
    • Mega Man copy ability endlag increased by 3 frames
    • Meta Knight copy ability air speed reduced (10 → 7)
    • Pac-Man copy ability now less of a disaster
    • Sheik copy ability fixed; can now throw multiple needles again
    • Yoshi copy ability sounds work again
    • Wario copy ability uses new sprites and has Wario’s frame data
    • Zelda copy ability no longer does nothing
    • Zero Suit Samus copy ability now fires from the correct place
  • Final Cutter
    • Fixed a bug where Final Cutter would act weird after landing on bouncy objects
  • Rock
    • Landmaster version no longer deals 3% in the air, but can move left/right again

Throws

  • Down Throw
    • Shortened animation duration (44 frames → 35 frames)
    • Now does less damage due to shorter animation (15.3% → 11.3%)

Other Moves

  • Getup Attack
    • Now does actual damage, plus sound/hit effects
    • Frame data standardized

 

Link:

General/Misc

  • Dodge roll speed increased (7 → 15)
  • Dodge roll deceleration increased (0 → 1.39)
  • Air dodge endlag increased (6 frames → 10 frames)
  • Getup roll now has invincibility frames
  • Crouch animation sped up

Ground Moves

  • Up Tilt
    • KBG increased (90 → 110)
  • Forward Smash
    • Hitboxes adjusted to follow the sword better
    • Weak hit angle changed (75° → 55°)
  • Up Smash
    • Weak hits hitstun changed (-1.1 → -1.25)
    • Second hit duration increased by 1 frame to prevent opponents from falling out

Aerials

  • Neutral Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
    • Late hit hitstun decreased (-1.15 → -1.1)
    • Trail effects added
  • Forward Air
    • Landing lag increased (3 frame → 4 frames)
  • Back Air
    • Landing lag increased (3 frame → 4 frames)
    • Hitstun changed (-1.05 → -1.1)
    • Second hit updated (Angle 39° → 45°, BKB 70 → 35, KBG 70 → 140)
    • Trail effects added

Specials

  • Arrow
    • Uncharged arrow damage reduced (13% → 7%)
    • Fully charged arrow damage increased (14% → 17%)
  • Bomb Arrow
    • Now gives ownership to the player who fired the arrow when colliding with a bomb
    • Now follows the arrow’s direction instead of the bomb’s when colliding
  • Gale Boomerang
    • Windbox no longer does phantom hits on the opponent
  • Spin Attack
    • The hitbox on the first frame of each spin doesn’t reach as far below Link except on the final hit
  • Bombs
    • Hitlag increased (0 → 1)
    • Hitstun changed (-1.1 → -1)
    • Thrown bombs now decelerate over time

Other Moves

  • Getup Attack
    • Frame data standardized

 

Lloyd:

General/Misc

  • Dodge roll speed increased (8 → 14)
  • Dodge roll deceleration increased (0 → 0.97)
  • Weight decreased (84 → 81)
  • Fixed missing/misaligned hurtboxes on jumping animation
  • Removed redundant ledge grab box from ledge grab animation (lol)
  • No longer releases the ledge early during his getup animations

Ground Moves

  • Up Tilt
    • Active duration increased by 1 frame, with a slightly weaker hitbox on the final frame
  • Down Smash
    • Hit effect changed from slash to rocks

Aerials

  • Back Air
    • Fixed missing/misaligned hurtboxes on the animation
  • Down Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)

Specials

  • Demon Fang
    • Aerial acceleration rate reduced (1.1 → 0.55)
    • Hitstun decreased (1 → 0.9)
    • Endlag increased (7 frames → 9 frames)
    • Can now cancel into an aerial during the last 3 frames
    • Projectile hitlag no longer based on attack damage (-1 → 2)
    • Range decreased by about 1/3
    • Fixed CPUs doing weird things in the air by cancelling the move mid-animation making them rapid-fire squat in midair
  • Tempest
    • No longer activates/bounces off of projectiles
    • Startup increased by 2 frames; now has a sparkle at the beginning
    • Modified to hit opponents forward more consistently and link together much better
    • Motion blurs changed to line up with hitboxes better
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
    • CPUs no longer try to recover with this move
  • Tiger Blade
    • Now has a sparkle to indicate when the move can be air-canceled
    • Motion blurs changed to line up with hitboxes better
    • Aerial landing lag animations now properly reset air usages of this move
  • Rising Falcon
    • CPUs no longer try to recover with this move

Throws

  • Down Throw
    • Endlag reduced by 2 frames

 

Luffy:

General/Misc

  • Weight increased (80 → 98)
  • Dodge roll speed increased (7 → 15)
  • Dodge roll deceleration increased (0 → 1.03)
  • Dodge roll animation retimed to synch better with updated movement
  • Crouch animation sped up
  • Third taunt added

Ground Moves

  • Forward Smash
    • Charging this move now increases range
    • Visual indicator added to indicate whenever the range increases during charge
    • Hitbox has extra horizontal range
    • Improved sourspot (Damage 9% → 12%, Angle 45° → 40°, BKB 60 → 40, KBG 75 → 86)
    • Updated sweetspot (Damage 13% → 14%, Angle 45° → 40°, KBG 100 → 90, Hitstun 7, Self-Hitstun 6)
  • Down Smash
    • Fixed hurtboxes; should be better aligned with the actual animation now
    • Fixed active hitboxes on one frame
    • Now flashes yellow during charge

Aerials

  • Forward Air
    • Active duration increased by 1 frame

Specials

  • Gum-Gum Balloon
    • Air uses now refresh upon getting KO’d

Throws

  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Luigi:

General/Misc

  • Dodge roll speed increased (8 → 12)
  • Dodge roll deceleration increased (0 → 0.5)
  • Gravity increased (0.88 → 0.95)
  • Fastfall speed increased (11 → 14)
  • Getup roll speed increased (8 → 14)
  • Crouch animation sped up

Ground Moves

  • Up Tilt
    • Hitbox updated (KBG 65 → 80, Hitlag -1 → 4, Self Hitlag -1 → 1)
  • Down Smash
    • Hitbox updated (Damage 17% → 14%, Angle 75° → 83°)

Aerials

  • Neutral Air
    • Autocancels 2 frames earlier
    • Duration increased by 6 frames
    • Landing lag reduced (6 frames → 4 frames)
    • KBG increased (100 → 120)
  • Forward Air
    • Animation now displaces forward like in the official titles for more range
  • Back Air
    • Landing lag reduced (11 frames → 8 frames)
    • Autocancels earlier (frame 13 → frame 11)
  • Up Air
    • Startup reduced (3 frames → 1 frame)
    • Hitbox coverage increased on first active frame
    • Autocancels much earlier (frame 14 → frame 10)
    • Landing lag reduced (9 frames → 4 frames)
    • Endlag reduced by 2 frames
    • Motion blurs changed to line up with hitboxes better
  • Down Air
    • Hitbox is active earlier (frame 6 → frame 5)
    • Landing lag reduced (12 frames → 8 frames)
    • Range slightly increased below

Specials

  • Green Missile
    • Aerial version now also increases in damage with more charge
    • No longer activates/bounces off of projectiles
    • Non-misfire KBG increased (80 → 115)
    • Misfire chance increased (1/8 → 1/6)
    • Fixed a bug where a misfire could let Luigi stick into a wall behind him
    • Fixed a bug where a misfire could let Luigi stick into a wall after hitting someone
  • Super Jump Punch
    • Hitbox is 20% longer

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Knockback changed (BKB 80 → 65, Weight KB 0 → 50)
    • Hitlag zeroed; now uses Melee throw sound effects

 

Mario:

General/Misc

  • Jump increased (15.4 → 17.4)
  • Double jump increased (15.4 → 17.4)
  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.03)
  • Gravity increased (1.1 → 1.3)
  • Initial dash modifier decreased (1.25 → 1.1)
  • Down state hitboxes tweaked to make Mario jab-resettable
  • Trail effects are now synced with self hitlag
  • Skid animation fixed
  • Fixed spot dodge
  • Crouch animation sped up
  • Redid item boxes on item animations

Ground Moves

  • Jab Combo
    • Modified to make the hits link together more reliably
    • Trail effects will disappear if Mario is interrupted during this move
  • Up Tilt
    • Trail effects will disappear if Mario is interrupted during this move
    • Forward range increased
  • Up Smash
    • Trail effects will disappear if Mario is interrupted during this move
  • Dash Attack
    • Actually goes somewhere now

Aerials

  • Neutral Air
    • Autocancel now uses regular landing animation
  • Forward Air
    • Trail effects will disappear if Mario is interrupted during this move
  • Back Air
    • Landing lag increased (3 frames → 5 frames)
    • Trail effects will disappear if Mario is interrupted during this move
  • Up Air
    • Motion blurs changed to line up with hitboxes better
    • Landing lag increased (3 frames → 4 frames)
    • Autocancel now uses regular landing animation
    • Trail effects will disappear if Mario is interrupted during this move
  • Down Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
    • Hitbox updated (Angle 95° → 80°, BKB 0 → 30, Self Hitlag 2 → 1, Hitstun -1 → -1.23)

Specials

  • Fireball
    • Projectile hitlag no longer based on attack damage (-1 → 2)
  • Super Jump Punch
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
    • Hitbox size increased to give it better priority
  • Mario Tornado
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
    • Hitboxes updated (Angle 145° → 120°, BKB 40 → 45)
    • Hitboxes slightly bigger
    • Now hits one extra time right before the final hit
    • Trail effects will disappear if Mario is interrupted during this move

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Endlag reduced by 1 frame
    • Damage increased (6% → 9%)

 

Marth:

General/Misc

  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.04)

Ground Moves

  • Up Tilt
    • Hitboxes adjusted to line up with the motion blurs better
    • Tipper KBG increased (95 → 110)
    • Non-tipper KBG increased (80 → 95)
  • Forward Smash
    • Active duration increased by 1 frame
    • Non-tipper range on frame 2 decreased, making tipper more consistent
  • Up Smash
    • KBG on initial hit increased (30 → 50)
    • Second hit now overwrites knockback instead of stacking
    • Hitbox properties on tipper and non-tipper boxes swapped
    • Sword hitbox active for 1 more frame
    • Sword hitbox updated (Damage 10% → 13%, KBG 90 → 75)
    • Hip hitbox moved down slightly and is active for 1 less frame
    • Hip hitbox updated (Damage 5% → 2%, KBG 50 → 100)
    • Non-tipper hitbox moved down a bit to make tippering easier
    • Tipper size increased slightly
    • Tipper hitbox updated (Damage 13% → 17%, KBG 90 → 75)
  • Dash Attack
    • Hitstun changed (-1.2 → -1.12)

Aerials

  • Forward Air
    • Landing lag increased by 2 frames
    • Hitstun changed (-1.2 → -1.12)
    • Fixed graphical effects
  • Back Air
    • Ending lag increased by 3 frames
    • Landing lag decreased by 1 frame
  • Up Air
    • Has an extra frame of sword trail hitboxes
    • Hitstun changed (-1.2 → -1.12)
    • Knockback decreased (BKB 55 → 50, KBG 80 → 70)
  • Down Air
    • Hitboxes realigned so that the beginning/ending have tippers
    • Hitboxes adjusted to line up with the motion blurs better

Specials

  • Shield Breaker
    • Active duration increased by 1 frame
    • Shield damage edited to be closer to Melee’s (Non-tipper 40 → 55, Tipper 55 → 70)
  • Dancing Blade
    • Third hit angle fixed (6° → 60°)
  • Dolphin Slash
    • Now has distinct ground and air versions
    • Tipper on the first two frames cover more area
    • Non-tipper hits angle modified (45° → 75°)
    • Damage decreases by 1% per active frame
    • Movement is no longer influenced by player input during the slash itself, only startup
    • Tipper hitlag increased (Hitlag 5 → 7, Self Hitlag 3 → 5)
    • Handbox forward range increased
    • Grounded version tipper hitbox updated (BKB 60 → 70, KBG 60 → 75)
    • Grounded version non-tipper knockback decreased (BKB 70 → 55, KBG 80 → 75)
    • Air version tipper hitbox updated (Damage 13% → 10%, BKB 60 → 20, KBG 60 → 90)
    • Air version non-tipper hitbox updated (Damage 10% → 7%, BKB 70 → 20, KBG 80 → 90)
    • Tipper slightly easier to hit with point-blank, but harder to hit with during the first rising frame
    • Fixed issue where tipper was active for the entire active duration of the move smh

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitbox updated (BKB 60 → 70, Hitlag 1 → 0, Self Hitlag 1 → 0)
    • Now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • KBG increased (30 → 50)
    • Endlag increased by 1 frame
    • Animation slowed down to better differentiate it from back throw

Other Moves

  • Getup Attack
    • Frame data standardized

 

Megaman:

General/Misc

  • Max air speed decreased (9.45 → 8)
  • Air acceleration increased (0.7 → 1.6)
  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.01)
  • Fixed itembox placement on idle animation
  • Pink costume added

Ground Moves

  • Forward Tilt
    • Damage increased (13% → 14%)
  • Forward Smash
    • Startup reduced by 2 frames
    • Endlag reduced by 1 frame
    • Knockback growth reduced (90 → 82)
  • Down Smash
    • Startup reduced by 2 frames

Aerials

  • Forward Air
    • Damage increased (6% → 9%)
    • Weak hits knockback growth decreased (75 → 25)
  • Back Air
    • Range increased to cover more of the flames
    • Landing lag increased by 1 frame
    • Forward boost delayed by 1 frame
  • Down Air
    • Meteor hit self hitlag increased (1 → 3)
    • Will no longer “save” meteored opponents by hitting them back upwards

Specials

  • Mega Buster
    • Reduced height of fully charged shot’s attackbox to fit the effect better
    • Lemons now glow when they are able to cause flinch
    • Lv1 shot base knockback decreased (35 → 21)
    • Lv2 shot damage decreased (12% → 9%)
    • Endlag increased (4 frames → 7 frames)
    • Endlag can no longer be cancelled by walking
  • Crash Bomb
    • Hitstun increased (-1 → -1.05)
  • Beat Call
    • Heavy armor changed; now breaks with 8+% damage instead of 14+ knockback velocity

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Meta Knight:

General/Misc

  • All midair jump speeds increased (12, 11, 10, 9 → 13, 12, 11, 10)
  • Dodge roll speed increased (10 → 20)
  • Dodge roll deceleration increased (0 → 2.4)
  • Dodge roll intangibility increased (3 frames → 4 frames)
  • Dodge roll endlag decreased (9 frames → 8 frames)
  • Getup roll speed increased (16 → 30)
  • Ledge roll delay increased (0 → 7)
  • No longer phases through the ground during ledge roll
  • Redid item boxes on item animations
  • Item animations sped up to match Mario’s frame data
  • Entrance now has some vocals
  • Now has a win animation with both voice and sound effects

Ground Moves

  • Jab Combo
    • Jab loop hitbox raised; no longer hits players on the edge
    • Jab loop hitbox interpolation improved
    • Voice clip no longer plays when picking up items
  • Up Tilt
    • Hitstun increased (-1 → -1.1)
  • Dash Attack
    • Speed boost increased (15.5 → 19)
    • Knockback increased (BKB 60 → 70, KBG 60 → 80)
    • Endlag increased (7 frames → 12 frames)
    • Trail effects added

Aerials

  • Neutral Air
    • Can now hit twice (14% total)
    • Early hit KBG increased (95 → 100)
    • Late hit KBG increased (100 → 150)
    • Late hit starts 1 frame later, allowing him to sweetspot on all sides now (frame 6 → frame 7)
    • Hitbox interpolation improved
    • Animation rotation revised
  • Forward Air
    • First hit modified (BKB 55 → 40, hitstun -1 → -1.3)
    • Both hits active duration reduced (2/3 frames → 1/2 frames)
    • Second hit has less range
    • Autocancels from frame 11 onwards
    • Duration reduced (18 frames → 17 frames)
  • Back Air
    • First hit hitstun increased (-1 → 10)
    • Final hit updated (Angle 40° → 45°, BKB 30 → 20, KBG 180 → 200)
  • Up Air
    • Hitbox modified (BKB 42 → 35, KBG 90 → 100, hitstun -1 → -1.1)
    • Second active frame can no longer reverse-hit opponents
  • Down Air
    • Knockback increased (BKB 38 → 30, KBG 58 → 100)

Specials

  • Drill Rush
    • Hitlag no longer based on attack damage (Hitlag -1 → 3, Self Hitlag -1 → 2)
    • Air version hitstun changed (-1 → -1.2)
    • Adjusted hits to link together more reliably
      • Initial hit angle and BKB are now based on Meta Knight’s starting momentum instead of using flat values
      • Later hit angles are now based on Meta Knight’s direction of movement
    • Grounded version no longer puts Meta Knight in special fall
    • Meta Knight can now be controlled during the endlag
    • Endlag speed changes (x speed -6 → -5, y speed -8 → -12)
  • Shuttle Loop
    • Second hit first active hitbox range increased in front/below to prevent flying through characters without hitting them
  • Dimensional Cape
    • Now halts momentum on startup
    • Teleport speed decreased (25 → 15)
    • No longer affected by gravity during the teleport
    • Non-attack version becomes tangible when he reappears
    • Grounded version only goes into helpless after a slash
    • Aerial version goes into helpless after a slash or if Meta Knight doesn’t touch the ground

Throws

  • Forward Throw
    • Endlag reduced (12 frames → 8 frames)
    • Hitbox updated (Angle 35° → 49°, Hitlag -1 → 2, Self Hitlag -1 → 2)
  • Up Throw
    • Hitbox modified (Angle 45° → 60°, KBG 110 → 90)
  • Down Throw
    • Endlag increased (5 frames → 9 frames)
    • Damage decreased (9% → 8%)

Other Moves

  • Getup Attack
    • Frame data standardized

 

Mr. Game & Watch:

General/Misc

  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.3)
  • Dodge roll animation retimed to synch better with updated movement
  • Getup roll speed increased (25 → 28)
  • Crouch animation sped up

Ground Moves

  • Up Tilt
    • Hitbox updated (KBG 90 → 105, Hitlag -1 → 4, Self Hitlag -1 → 1)
  • Forward Smash
    • Sourspot moved back to make it easier to hit with the sweetspot

Aerials

  • Neutral Air
    • Final hit has a different sound
    • Final hit updated (Damage 3% → 4%, Angle 60° → 70°, KBG 72 → 150, Hitlag -1 → 3, hitstun -1 → -1.1)
    • Autolink reworked significantly
    • No longer applies knockback to characters with armor
    • No longer affects projectiles
  • Forward Air
    • Damage increased (12% → 14%)
  • Back Air
    • Sourspot hitlag increased (1 → 3)
    • Sweetspot hitlag increased (3 → 5)
  • Up Air
    • Hitbox increased slightly
  • Down Air
    • Now halts horizontal movement when it starts moving downwards

Specials

  • Judge
    • 7 now always drops food, even if it misses or if food is disabled in Item Switch
  • Fire
    • Parachute landing lag increased (goes to heavy land)

Throws

  • All throws now put players into a ball during them
  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Naruto:

General/Misc

  • Jump increased (16 → 17)
  • Double jump increased (16 → 17)
  • Short hop increased (8.5 → 10.45)
  • Gravity increased (1.2 → 1.5)
  • Air acceleration increased (1.3 → 1.35)
  • Dodge roll speed increased (default → 16)
  • Dodge roll deceleration increased (0 → 1.41)
  • Initial dash duration reduced (12 frames → 7 frames)
  • Fixed electric shock animation

Ground Moves

  • Jab Combo
    • Startup reduced (5 frames → 3 frames)
    • Modified to make the hits link together more reliably
  • Forward Tilt
    • Endlag decreased (10 frames → 9 frames)
  • Up Tilt
    • No longer reduces horizontal speed
    • Endlag reduced by 1 frame
  • Down Tilt
    • Angle changed (42° → 280°)
  • Forward Smash
    • Range, coverage, and disjoint increased
  • Up Smash
    • Range and disjoint increased
    • Startup reduced (8 frames → 7 frames)
    • KBG increased (110 → 118)
  • Dash Attack
    • Edited to allow the two hits to link together easier
    • First hit updated (Angle 20° → 10°, Hitlag -1 → 3, Self Hitlag -1 → 1)
    • First hit now uses BKB instead of Weight KB
    • Second hit updated (BKB 25 → 70, KBG 115 → 70, Hitstun 1.1 → 1.2)
    • Front hitbox on the second hit extended further forward on the first active frame
    • Endlag reduced by 2 frames
    • Animation updated

Aerials

  • Neutral Air
    • Initial hit angle changed (45° → 55°)
    • Hitboxes enlarged to cover hurtboxes
  • Forward Air
    • Startup reduced (8 frames → 7 frames)
    • Disjoint increased
  • Back Air
    • Landing lag increased (3 frames → 4 frames)
    • Hitbox updated (Angle 40° → 50°, BKB 33 → 38, KBG 97 → 105)
    • Sourspot angle changed (150° → 40°)
    • Disjoint increased
    • Animation updated
  • Up Air
    • Landing lag increased (3 frames → 4 frames)
    • Disjoint increased
  • Down Air
    • Hitbox size increased on frame 1

Specials

  • Rasengan
    • Endlag reduced on whiff (18 frames → 16 frames)
    • Auto hitlag reverted
    • Active duration reduced by 2 frames
    • Final hit updated (Damage 1% 4%, Angle 55° → 45°, KBG 180 → 215)
    • No longer triggers unless it hits an opponent’s hurtbox (no shield, projectile, etc.)
    • Triggering hitbox bigger when it first comes out, then shrinks (instead of the other way around)
    • No longer DI-able
    • Now uses BKB instead of Weight KB
    • Explosion can no longer be reflected or absorbed
    • Explosion made slightly bigger to multihit better
  • Rasenshuriken
    • Moves faster (X Speed 8 → 9.5)
    • No longer disappears after a set time, instead staying active until it hits a player, after which it continues flying for 25 frames before exploding for the final hit
    • Mutihit properties edited to more reliably trap opponents for the duration of the move
    • Final hit buffed (Damage 9% → 10%, BKB 40 → 55, KBG 132 → 138)
    • Startup reduced (16 frames → 12 frames)
    • Stun hitbox increased in size
    • Second hitbox added to make the move more reliably carry the opponent forward during the initial frames
    • Expands slightly on contact, further improving its ability to trap opponents
  • Shadow Clone Slash
    • Disjoint increased
    • Hitbox updated (BKB 10 → 40, Hitlag 0 → -1, Self Hitlag 0 → -1)
    • Recovery increased (19 → 21)
    • Clone projectile knockback now overwrites existing knockback
    • Clone projectile hitlag now based on attack damage (0 → -1)
    • Clone projectile hitbox vertical range increased and horizontal range decreased
    • Clone projectile hurtbox increased vertically
  • Shadow Clone Summon
    • Grounded version now allows both the normal and side versions to come out at the same time if the special button is pressed again without holding a direction
    • First frame of clone uppercut given a wider hitbox
    • Clone uppercut updated (Hitlag 2 → 4, Self Hitlag 0 → 1, hitstun 1.2 → -1.2)
    • Endlag increased by 3 frames

Throws

  • Forward Throw
    • Kunai hitlag no longer based on attack damage (Hitlag -1 → 1)
    • Throw hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitbox updated (Angle 70° → 50°, BKB 50 → 30, Hitlag 2 → 5, Self Hitlag 0 → 4)
    • Endlag reduced by 3 frames
    • Main hit lowered in height
  • Down Throw
    • Adjusted due to gravity difference

Other Moves

  • Ledge Attack
    • Hitbox can now properly hit short/crouching characters

 

Ness:

General/Misc

  • Dodge roll speed increased (5.8 → 16)
  • Dodge roll deceleration increased (0 → 1.18)

Ground Moves

  • Down Tilt
    • Damage increased (2% → 3%)

Aerials

  • Neutral Air
    • BKB normalized between the three hitboxes; based on the strongest of the three hitboxes
  • Up Air
    • KBG increased (84 → 90)

Specials

  • PK Flash
    • Projectile can move slightly faster
    • Now disappears when Ness gets KO’d
    • Missing hurtbox added when charging
    • Height adjusted to allow it to visibly reach the ceiling
    • Sound effects now stop when it hits the ground
    • Sound effect timing changed to better correlate to the active hitboxes
  • PK Thunder
    • Projectile now has transcendent priority
    • PK Thunder 2 handbox size increased
    • Fixed various issues

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Moved the touchbox on the release frame up and to the side a bit so that Ness can’t chaingrab as effectively

 

Pac-Man:

General/Misc

  • Air speed increased (6.8 → 7.5)
  • Dodge roll speed increased (9.8 → 15)
  • Dodge roll deceleration increased (0 → 0.95)
  • Getup roll speed increased (9.8 → 13)

Ground Moves

  • Jab Combo
    • Now hits characters in down state
  • Up Tilt
    • Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
  • Up Smash
    • Hitstun increased (-1 → -1.1)
  • Dash Attack
    • Hitlag no longer based on attack damage (Hitlag autocalc → 5, Auto hitlag autocalc → 3)
    • Can no longer hit opponents backwards

Aerials

  • Forward Air
    • Endlag reduced by 2 frames
  • Back Air
    • Hitstun increased (-1 → -1.1)
  • Up Air
    • Hitstun increased (-1 → -1.1)
  • Down Air
    • Weak hits modified (Damage 2% → 4%, Angle 90° → 55°, Hitlag -1 → 4, Self Hitlag -1 → 2, hitstun -1.3 → -1)
    • Endlag decreased by 1 frame

Specials

  • Power Fruit
    • Fruits now can be grabbed after hitting foes, and all of them bounce when zdropped
    • Zdropped Power Fruits no longer disappear after hitting an opponent
    • Strawberry knockback increased (BKB 50 → 52, KBG 38 → 50)
    • Apple knockback growth increased (80 → 102)
    • Zdropped Apples no longer bounce absurdly high after hitting an opponent
    • Orange buffed (KBG 58 → 72, Hitlag 2 → 3)
    • Bell now disappears after 3 throws
    • Bell angle changed (50° → 53°)
    • Galaga zdrop glitch fixed
    • Some things that trigger Key glitch fixed but if it’s still in don’t get used to it I’m coming for you
  • Trampoline
    • Fixed a bug where a grabbed character would be frozen if the other character hit Pac-Man’s trampoline while grabbing
    • No longer collides with terrain, preventing platforms from interacting with it
    • Can no longer be absorbed by PSI Magnet
    • Duration reduced (30 seconds → 23 seconds)
  • Hydrant
    • Initial hitbox angle changed (50° → 75°)
    • Water range decreased by about 1/3
    • Water duration decreased (350 frames → 270 frames)
    • Platform is now destroyed if the hydrant falls past the boundaries when grounded

Throws

  • Forward Throw
    • Endlag reduced by 2 frames
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitbox modified (Angle 140° → 145°, KBG 80 → 107)
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitbox modified (BKB 100 → 110, Weight KB 0 → 100, KBG 79 → 10)
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • Endlag reduced by 1 frame
    • BKB decreased (85 → 78)

Other Moves

  • Ledge Attack
    • BKB increased (40 → 55)

 

Peach:

General/Misc

  • Short hop increased (7.8 → 9.8)
  • Max air speed increased (7.5 → 9.1)
  • Double jump increased (Acceleration 2.5 → 3.65, Max Speed 9 → 11)
  • Dodge roll speed increased (8.3 → 15)
  • Dodge roll deceleration increased (0 → 0.85)
  • Gravity increased (0.8 → 1.07)
  • Green costume adjusted

Ground Moves

  • Down Tilt
    • No longer spikes; will always meteor
    • Sweetspot updated (Damage 10% → 12%, KBG 60 → 102)
    • Sourspot updated (KBG 80 → 102, hitstun 1.35x → 1x)

Aerials

  • Neutral Air
    • KBG increased (100 → 105)
  • Forward Air
    • KBG increased (70 → 80)
  • Back Air
    • Hitbox updated (Damage 11% → 13%, BKB 58 → 25, KBG 80 → 100, hitstun -1.2 → -1.1)
    • Can now hit opponents towards Peach
    • Late hit does more damage (9% → 10%)
  • Up Air
    • Hitbox updated (Damage 13% → 14%, BKB 55 → 25, KBG 90 → 100)
    • Late hit repurposed into new hitbox on Peach’s body (Damage 10%, Angle 50°, BKB 15, KBG 100)
    • Hitstun reduced (-1.2 → -1.1)
  • Down Air
    • Hitbox updated (Angle 90° → 80°, hitstun -1 → -1.1)
    • Landing lag reduced (7 frames → 5 frames)

Specials

  • Peach Bomber
    • Vertical boost increased (-9 → -12)
  • Parasol
    • Hitbox size reduced when floating; now covers only the umbrella portion
    • Recovery improved to compensate for the extra gravity
  • Turnip Pull
    • Turnips will now destroy each other when clanked

Throws

  • Can no longer slide off the side of the stage during throws
  • Forward Throw
    • Knockback increased (BKB 41 → 30, KBG 105 → 130)
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Pikachu:

General/Misc

  • Jump increased (16 → 17)
  • Double jump increased (16 → 17)
  • Dodge roll speed increased (8 → 15)
  • Dodge roll deceleration increased (0 → 1.19)
  • Dodge roll startup increased (1 frame → 2 frames)
  • Dodge roll intangibility reduced (9 frames → 7 frames)
  • Dodge roll endlag decreased (7 frames → 6 frames)
  • Gravity increased (1.2 → 1.35)
  • Weight increased (77 → 80)
  • Lightning effects changed from blue to yellow
  • Run, turn, and skid animations updated
  • Crouch walk added
  • Entrance animation made shorter

Ground Moves

  • Forward Tilt
    • BKB increased (10 → 45)
  • Up Tilt
    • Hitbox modified (Damage 9% → 8%, KBG 104 → 110)
    • Endling lag reduced by 1 frame
  • Down Tilt
    • Hitbox changed (Angle 45° → 51°, BKB 12 → 40, KBG 100 → 80, Hitlag auto → 3, Self Hitlag auto → 1)
  • Up Smash
    • KBG increased (95 → 102)
    • Hitboxes adjusted to line up with the motion blurs better
  • Down Smash
    • Weak hits angle changed (155° → 170°)
  • Dash Attack
    • KBG decreased (90 → 85)

Aerials

  • Forward Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 1.5, Self Hitlag -1 → 1.5)
  • Back Air
    • Hitbox completely covers his feet now
  • Up Air
    • Simplified from 7 hit angles to 3: upwards initial hit, late hit semispike, and a lower semispike on the final frame
    • Landing lag reduced by 1 frame
  • Down Air
    • Simplified; early hit now has the same stats as late hit
    • Hitbox interpolation added on the first active frame

Specials

  • Quick Attack
    • Control input a bit more responsive and consistent, especially for diagonal angles
    • Active duration starts 1 frame earlier to ensure it hits opponents at close range
    • Hitbox/hurtbox at the end of the attack reduced in size
    • Startup reduced by 1 frame
    • First hit changed (BKB 47 → 70, KBG 105 → 1, Weight KB 0 → 80)
    • Second hit changed (BKB 80 → 50, KBG 90 → 65)
    • Can now be jump-cancelled starting frame 3 after landing if landing in the middle of the attack
    • Self-hitlag removed
  • Thunder Wave
    • Projectile modified (Damage 11% → 10%, KBG 100 → 80)
    • Explosion hitbox moved downwards a bit
    • Lightning no longer gets stuck inside terrain and will shift downwards if it spawns inside stage objects

Throws

  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitstun increased (-1 → -1.1)
  • Down Throw
    • Angle modified (60° → 75°)

Other Moves

  • Getup Attack
    • Frame data standardized
  • Ledge Attack
    • Animation realigned

 

Pit:

General/Misc

  • Max air speed increased (6.7 → 7)
  • Dodge roll speed increased (9.8 → 13)
  • Dodge roll deceleration increased (0 → 0.75)
  • Dodge roll intangibility reduced (8 frames → 7 frames)
  • Dodge roll endlag decreased (7 frames → 6 frames)
  • Getup roll speed increased (9.8 → 13)
  • Air dodge endlag increased (5 frames → 10 frames)
  • Crouching animation sped up a bit

Ground Moves

  • Jab Combo
    • Hitstun adjusted (-1.2 → -0.7 first 2 hits, -1.2 → -1.12 final hit)
    • Third hit endlag increased by 2 frames
  • Up Tilt
    • Animation adjusted to feel more impactful
    • First hit active for one more frame
    • First hit hitlag decreased (4 → 1)
    • Second hit adjusted to link better (hitstun -1 → 1.1, now uses BKB instead of Weight KB)
    • Second hit knockback growth reduced (120 → 78)
  • Forward Smash
    • Hitbox modified (Angle 50° → 45°, KBG 122 → 125)
    • Animation edited to make the first hit more impactful and the second hit skid slightly further
  • Up Smash
    • Knockback increased (BKB 66 → 40, KBG 102 → 145)
    • Hitboxes changed to better line up with the animation and link together more reliably
    • Third hit active duration increased by 1 frame

Aerials

  • Neutral Air
    • Autocancel is now 2 frames earlier
    • Landing lag reduced by 2 frames
    • Multihit is slower (every 3 frames → every 3.5 frames)
  • Forward Air
    • Weak hits adjusted to link together better (Damage 2% → 2.75%, Angle 110° → 45°, BKB 20 → 45, Hitlag 4 → 2)
  • Back Air
    • Late hit damage increased on first active frame (8% → 12%)
    • Landing lag decreased (8 frames → 6 frames)
    • Autocancel is now 2 frames earlier
    • Now has a hitbox on the body
  • Up Air
    • Last hit KBG decreased (280 → 270)
    • First hit changed (Angle 90° → 270°, BKB 0 → 7)

Specials

  • Palutena’s Bow
    • Startup increased by 1 frame
    • Endlag decreased by 1 frame
    • Arrows are actually chargeable now (Max Charge Time 2 frames → 10 frames)
    • Arrow hitbox updated (Damage 4-6% → 3-11%, Angle 60° → 70°, BKB 4 → 8-58, KBG 80 → 25, hitstun -1.15 → -1.3)
    • Arrow hitbox is 50% taller
  • Upperdash Arm
    • Hitbox increased slightly to allow it to beat out ground-based projectiles
    • Now activates on shield
    • Hitbox interpolation compensation added to uppercut
    • Startup increased by 1 frame on the ground
  • Power of Flight
    • Can now sweetspot the edge 4 frames earlier
    • Can now sweetspot the edge during startup
    • Added a frame 1 transcendent hitbox on startup (Damage 5%, Angle 45°, BKB 90, KBG 60, Hitlag 5, Self Hitlag 3, Hitstun -1)
    • Lasts a bit longer; hitbox moved back a few frames

Throws

  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Samus:

General/Misc

  • Jump increased (15.5 → 16)
  • Double jump increased (14.5 → 14.8)
  • Short hop increased (11.5 → 11.7)
  • Max air speed reduced (8.3 → 7.1)
  • Dodge roll speed increased (8 → 13)
  • Dodge roll deceleration increased (0 → 0.9)
  • Gravity increased (1 → 1.15)
  • Air acceleration reduced (0.94 → 0.9)
  • Handbox on first 5 frames of fall animation reduced
  • Shifted hurt frames up
  • Aerial animations and effects have been realigned

Ground Moves

  • Jab Combo
    • First hit arm hurtbox increased and hitbox split into 2, reducing disjointed area
    • First hit hitbox updated (BKB 5 → 15, KBG 100 → 25)
    • Second hit hitbox interpolation improved
    • Second hit active duration increased by 1 frame
  • Up Tilt
    • Hitstun modifier removed
  • Down Tilt
    • Retimed so that Samus keeps her cannon arm out longer
    • Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
  • Forward Smash
    • Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
  • Up Smash
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
    • Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
  • Dash Attack
    • Hitboxes updated (Angle 75° → 60°, BKB 70 → 31, KBG 80 → 95)
    • Endlag increased by 2 frames

Aerials

  • Neutral Air
    • Strong hitbox updated (Damage 9% → 14%, BKB 40 → 10, KBG 110 → 100)
    • Late hitbox updated (Damage 9% → 10%, BKB 40 → 10, KBG 110 → 100)
  • Forward Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
    • Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
  • Back Air
    • Hitbox number simplified from 4 to 2
    • Sweetspot damage reduced (15% → 14%)
    • Sweetspot size increased, but hitbox priority lowered
    • Sourspot damage reduced (13% → 10%)
  • Up Air
    • Final hit updated (Angle 60° → 45°, KBG 160 → 120)
    • Now has hitboxes on her leg on the final hit
  • Down Air
    • Hitbox interpolation improved
    • Active duration reduced by 1 frame
    • Endlag reduced by 1 frame

Specials

  • Charge Shot
    • Now fires automatically if Samus leaves the ground
    • Can no longer slide off the edge while charging
    • Uncharged version KBG increased (40 → 60)
    • Fully charged version BKB decreased (60 → 40)
  • Missile
    • Aerial version hitboxes redone to fit the animation better
  • Screw Attack
    • Aerial version final hit BKB increased (50 → 80)
    • Aerial version final hit only hits once now
  • Morph Ball
    • Bomb explosion can no longer be triggered by an opponent without them getting hit in the process

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Down Throw
    • KBG decreased (55 → 30)
    • Hitlag zeroed; now uses Melee throw sound effects

Other Moves

  • Grapple Beam
    • Startup increased by 3 frames
    • Sweetspot updated (Damage 8% → 9%, Angle 75° → 70°)
    • Sourspot updated (Damage 6% → 8%, Angle 75° → 70°)
    • Landing lag increased by 6 frames
  • Getup Attack
    • BKB increased for both hits (40 → 75)
    • Forward-hitting hitbox expanded
    • Frame data standardized
  • Ledge Attack
    • Knockback changed (BKB 0 → 75, KBG 80 → 50)
    • Startup reduced (17 frames → 12 frames)
    • Hitbox increased in size, but length reduced
    • Endlag reduced (10 frames → 8 frames)

 

Sandbag:

General/Misc

  • Metal Sandbag no longer makes metal landing noises rapidly while lying down

Ground Moves

  • Jab
    • Knockback growth increased (120 → 145)
    • Hitbox comes out 1 frame later

Aerials

  • Down Air
    • Now has a 107.5% knockback multiplier on grounded foes
    • Angle changed (300° → 285°)
    • No longer has a hitstun modifier on grounded foes

Specials

  • Sanddash
    • Sideways version momentum increased by 50%
    • Up version can now be canceled 5 frames earlier

Throws

  • Back Throw
    • Now uses the throw sound instead of a hit sound

 

Sheik:

General/Misc

  • Jump and double jump animations tweaked a bit
  • Short hop decreased (14.5 → 10.35)
  • Max air speed increased (8 → 9.2)
  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.3)
  • Dodge roll animation retimed
  • Max run speed increased (10.6 → 12.6)
  • Falling speed increased (12.2 → 14.5)
  • Fast-fall speed increased (16.3 → 17.5)
  • Walk acceleration reduced (1.1→ 0.8)
  • Initial dash modifier reduced (1.5 → 1.25)
  • Hurtboxes on idle, entrance, walk, run, jump, double jump, fall, land, heavy land, and skid simplified to 1-4 boxes per animation
  • Tumble hitboxes redone
  • Crouch animation sped up
  • New win animation added
  • Crouch walk added

Ground Moves

  • Jab Combo
    • First hit reaches further down to allow for jab-resets on really short opponents
  • Forward Tilt
    • Endlag decreased by 2 frames
  • Forward Smash
    • First hit angle changed (45° → 20°)
    • First hit no longer uses Weight KB
  • Up Smash
    • Second hit KBG increased (115 → 135)
    • Now does the correct amount of hitlag
    • Now has a sweetspot over Sheik’s head

Aerials

  • Neutral Air
    • Has 1 less active sourspot frame and 2 less endlag frames
    • Clean hit updated (Angle 43° → 45°, BKB 25 → 15, KBG 60 → 90, hitstun -0.9 → -1)
    • Weak hit damage reduced (7% → 5%)
    • Hitbox slightly larger
    • Landing lag reduced by 1 frame
  • Forward Air
    • Knockback increased (BKB 43 → 10, KBG 69 → 100)
  • Back Air
    • Hitboxes increased significantly in size
    • KBG increased (100 → 115)
    • Late hit BKB increased (0 → 5)
    • Landing lag reduced by 1 frame
  • Up Air
    • Clean hit knockback increased (BKB 20 → 15, KBG 105 → 120)
    • Hurtbox on her foot reduced, giving the move better priority
    • Now has a late hit (Damage 8%, Angle 60°, KBG 85)
  • Down Air
    • Hitbox updated (Damage 16% → 14%, BKB 34 → 30)

Specials

  • Needles
    • Projectiles weakened (Damage 3% → 2.5%, Angle 70° → 30°, BKB 34 → 28)
    • Can no longer hit the opponent towards Sheik
  • Bouncing Fish
    • Knockback synced to the bounce and given more hitlag/self hitlag
    • No longer hits opponents towards Sheik
    • Sparkle/dust effects added
    • Landing lag reduced by 2 frames if it doesn’t hit anything
  • Vanish
    • Effects and hitboxes 250% larger
    • Now hangs for a few frames in the air before falling
    • Travels further and has a bigger boost at the beginning to compensate for the gravity changes
    • Explosion now has transcendent priority

Throws

  • Forward Throw
    • Hitbox updated (Damage 10% → 6%, Angle 55° → 45°, BKB 67 → 50, KBG 55 → 100, hitstun -1 → -1.1)
  • Down Throw
    • Updated (KBG 97 → 50, hitstun -1.07 → -1.17)
    • Endlag increased by 2 frames

 

Sonic:

General/Misc

  • Jump speed increased (15 → 16.5)
  • Double jump speed increased (15 → 16.5)
  • Short hop speed increased (8 → 9)
  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.52)
  • Dodge roll startup decreased (4 frames → 2 frames)
  • Dodge roll intangibility reduced (9 frames → 8 frames)
  • Dodge roll endlag increased (5 frames → 7 frames)
  • Gravity increased (1.1 → 1.3)
  • Walk acceleration reduced (1.1 → 0.95)
  • Air deceleration decreased (0.15 → 0.26)
  • Air dodge endlag increased (8 frames → 10 frames)
  • Spotdodge startup decreased (2 frames → 1 frame)
  • Spotdodge intangibility reduced (8 frames → 7 frames)
  • Spotdodge endlag increased (4 frames → 5 frames)
  • Fixed heavy land hurtboxes

Ground Moves

  • Forward Tilt
    • Hitlag increased by 2
  • Up Tilt
    • Modified to make the hits link together more reliably
    • First hit updated (Angle 100° → 110°, KBG 40 → 0)
    • First hit is no longer DI-able
    • First hit now overwrites previous knockback
    • Second hit angle changed (70° → 77°)
    • Endlag reduced by 1 frame
    • Hitlag increased by 2
  • Down Tilt
    • Hitlag increased by 2
  • Up Smash
    • Modified to make the hits link more reliably
  • Dash Attack
    • Mini hits changed (Angle 45° → 20°, Hitlag -1 → 1, Self Hitlag -1 → 1)
    • Mini hits connect better

Aerials

  • Neutral Air
    • First hit updated (Angle 60° → 45°, Hitlag -1 → 2, Self Hitlag -1 → 2, hitstun -1.25 → -1.1)
    • Second hit angle updated (75° → 45°)
  • Back Air
    • Hitboxes totally changed; is now a sex kick with 2-frame sweetspot, 5-frame sourspot using old bair sweetspot frame
    • Endlag and landlag reduced by 2 frames
    • Animation changed a bit
  • Up Air
    • First hit changed to make comboing easier and allow both hits to connect when rising (Angle 90°/90°/90° 80°/90°/105°, BKB 0 → 70, Weight KB 70 → 110, Hitlag auto → hard 2, Self Hitlag auto → hard 1)
    • Final hitbox is wider
    • Startup now has hitboxes on both sides
  • Down Air
    • First active frame is now a meteor smash

Specials

  • Homing Attack
    • Max charge time reduced (30 frames → 25 frames)
    • Hurtbox now consistently slightly larger than hitbox on all sides
    • Speed reduced (30 → 27.5)
    • Homing range decreased by 15%
    • Homing attack now bounces off of shields on contact
    • Fixed an issue where Sonic would fall to the ground before hitting a homed opponent due to gravity bringing him down
    • Fixed a bug where Sonic wouldn’t home in on opponents directly below him
    • Fixed a bug where Sonic would land on the ground and slide if he hit a shield during the initial frames of the move
  • Light Dash
    • Sweetspot improved (Damage 14% → 16%, BKB 52 → 47, KBG 90 → 128)
    • CPUs no longer SD with this move
  • Spring Jump
    • Can be cancelled one frame earlier (frame 4 → frame 3)
    • Now always gets his specials back if hit out of Spring Jump, rather than only if hit after frame 5
    • Vertical boost increased (32 → 80)
  • Spin Dash
    • Jumping air speed decreased (13 → 11)
    • Jumping hit changed to be different from base hit (Direction 64°, Weight KB 60, BKB 80, KBG 50)

Throws

  • Grab
    • Hitbox is slightly wider
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Sora:

General/Misc

  • Jump speed increased (14 → 15.9)
  • Double jump speed increased (14 → 15.9)
  • Short hop increased (9 → 10)
  • Dodge roll speed increased (8 → 16)
  • Dodge roll deceleration increased (0 → 1.09)
  • Dodge roll intangibility increased (6 frames → 7 frames)
  • Dodge roll endlag decreased (7 frames → 6 frames)
  • Dodge roll animation retimed
  • Gravity increased (1.05 → 1.32)
  • Air acceleration increased (0.7 → 1)
  • Spotdodge intangibility reduced (9 frames → 7 frames)
  • Spotdodge endlag increased (2 frames → 5 frames)
  • Reverted all auto-hitlag on everything except specials and smashes

Ground Moves

  • Forward Smash
    • Knockback reduced (BKB 38 → 35, KBG 110 → 105)
  • Up Smash
    • No longer uses punch hit sounds
  • Down Smash
    • KBG decreased (150 → 140)
    • Hitboxes updated to match the effects better

Aerials

  • Neutral Air
    • Startup decreased by 2 frames
    • Landing lag increased by 2 frames
    • Endlag increased by 2 frames
    • First hit updated (Damage 6% → 5%, BKB 30 → 25)
    • Second hit updated (Damage 6% → 5%, BKB 40 → 25, KBG 100 → 105)
    • Second hitbox made larger
    • Bounce reduced (7.5 → 5), but now applies to both hits
  • Up Air
    • Hitstun changed (-1 → -1.1)
    • Landing lag increased by 3 frames
    • Endlag increased by 1 frame
    • First active frame hitboxes cover the sword trail better
    • Bounce increased to allow for better air combos
  • Down Air
    • Landing lag increased by 1 frame
    • Endlag increased by 1 frame
    • Hitbox updated (Damage 6% → 8%, Angle 48° → 55°, KBG 75 → 55)
    • Bounce increased to allow for better air combos

Specials

  • Flowmotion
    • Down combo no longer plays meteor sound effects
  • Aerial Recovery
    • Can now be fully controlled
    • Improved to compensate for higher gravity
  • Command Deck
    • Spell now appears as an icon on Sora’s damage meter
  • Fire
    • Effects are now removed if Sora gets hit out of it
  • Thunder
    • KBG increased (55 → 60)
    • Sweetspot improved (Damage 15% → 16%, KBG 55 → 57)
    • Can no longer be clanked

Throws

  • Back Throw
    • Hitbox updated (BKB 70 → 60, KBG 0 → 20, Hitlag 1 → 3, hitstun 1.1x → 1.2x)

 

Tails:

General/Misc

  • Maximum airspeed decreased (8.6 → 8.4)
  • Dodge roll speed increased (7 → 15)
  • Dodge roll deceleration increased (0 → 1.2)
  • Dodge roll startup increased (1 frame → 2 frames)
  • Dodge roll intangibility reduced (11 frames → 8 frames)
  • Dodge roll endlag increased (6 frames → 7 frames)
  • Run speed decreased (9.9 → 9.5)
  • Initial dash modifier decreased (1.62 → 1.36)
  • Air acceleration decreased (0.96 → 0.77)
  • Spotdodge intangibility reduced (10 frames → 7 frames)
  • Spotdodge endlag increased (4 frames → 5 frames)
  • Hurtboxes are now bigger overall on every animation excluding item animations, taunts, and Airlift
  • Added a handbox to the last few frames of double jump.
  • Fixed itembox placement on down smash
  • New idle animation variant added
  • Adjusted sent flying animation

Ground Moves

  • Jab Combo
    • Third hit endlag increased (3 frames → 6 frames)
    • Third hit hitboxes updated to match the animation
  • Forward Tilt
    • Reverted back to 1.0.2 in everything except damage
    • No longer sets horizontal speed if the player is moving faster than the value
  • Down Tilt
    • Hitlag decreased (1.1 → 1)
  • Forward Smash
    • Damage reduced (15% → 14%)
  • Down Smash
    • Hitbox updated (Damage 18% → 17.5%, KBG 80 → 73)
    • Startup increased (7 frames → 8 frames)
  • Dash Attack
    • Hitbox size reduced
    • Startup increased (2 frames → 3 frames)
    • Endlag increased (6 frames → 8 frames)
    • Movement speed decreased (15-17.1 → 13.5-16)

Aerials

  • Aerials cancelled out of a connected spindash will overwrite knockback on the first hit
  • Forward Air
    • Startup increased (1 frame → 2 frames)
    • Endlag increased (3 frames → 4 frames)
    • Disjointed range reduced
  • Down Air
    • Active frames reduced (4 frames → 3 frames)
    • Horizontal range reduced slightly on final active frame

Specials

  • Energy Ball Blaster
    • Startup increased (Ground: 10 frames → 13 frames, Air: 9 frames → 12 frames)
    • Projectile now has transcendent priority
  • Remote Bomb
    • Startup increased (9 frames → 13 frames)
    • Aerial version gives Tails a small vertical boost to compensate for increased startup
    • Bombs no longer pick up characters if they armour through the first hit
    • If two bombs collide, they now both explode, rather than one getting the advantage
    • Bombs now get stunned for 5 frames whenever hit by an attack; bombs cannot trade or hit in this state. This means multihit attacks can be used to attack bombs without fear of being hit.
    • Bomb health reduced (7% → 6%)
    • Bombs now play a unique sound when they time out instead of reusing the cooldown ending sound
    • Bombs are now tracked by the camera
    • Slight slowdown caused from bombs fixed
    • Fix a bug where bombs could be thrown through the bottom of solid stages
  • Spin Dash
    • Added 1 frame of leniency to instant tailsdashing (snap-to-ground if close enough)
    • Minimum tailsdashing speed increased (12 → 13.5)

Throws

  • Grab
    • Range slightly reduced
  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Knockback reduced (BKB 50 → 48, KBG 60 → 54)
    • Hitlag zeroed; now uses Melee throw sound effects

 

Wario:

General/Misc

  • Jump increased (15.79 → 18.4)
  • Short hop increased (11.51 → 11.6)
  • Air speed increased (8 → 8.5)
  • Dodge roll speed increased (10 → 15)
  • Dodge roll deceleration increased (0 → 0.89)
  • Dodge roll startup increased (0 frames → 2 frames)
  • Dodge roll intangibility reduced (12 frames → 8 frames)
  • Dodge roll endlag increased (4 frames → 6 frames)
  • Dodge roll smoke effect added
  • Gravity increased (1.25 → 1.55)
  • Fast-fall speed increased (12.91 → 14); is no longer the same as max falling speed
  • Deceleration rate decreased (0.94 → 0.89)
  • Ledge animations now have a hurtbox on his hand so that he can be hit by most down tilts
  • New costume added
  • Minor changes to some animations to remove stray pixels
  • Adjusted sent flying animation

Ground Moves

  • Up Tilt
    • Hitbox updated (KBG 44 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.12)
    • Animation smoothed out
  • Down Tilt
    • Startup reduced by 1 frame
    • Animation smoothed out
  • Up Smash
    • Hitboxes reduced, but edited to be better at keeping opponents trapped in the move
  • Down Smash
    • Now has an extra hitbox on the fist for hitting characters on the edge
  • Dash Attack
    • Startup is now 3 frames
    • First 2 frames of active duration are now a strong hitbox (Damage 11%, Angle 50°, BKB 25, KBG 123)
    • Next 8 frames are now a weaker hitbox that does 5% and puts opponents into down state on contact
    • Endlag is now 6 frames
    • Animation updated to better fit its gameplay changes

Aerials

  • Neutral Air
    • First hit sweetspot knockback increased (BKB 30 → 40, KBG 100 → 118)
    • First hit sourspot knockback increased (BKB 30 → 35, KBG 90 → 109)
  • Forward Air
    • Hitbox updated (Angle 55° 61°, BKB 45 → 37, KBG 80 → 70)
    • Animation updated to better reflect the hitboxes
    • Autocancel now uses landing animation instead of jumping to idle directly
    • Autocancel starts 1 frame earlier
  • Back Air
    • Hitbox edited (Angle 55° → 45°, BKB 68 → 20, KBG 70 → 110)
    • Horizontal range increased significantly
    • Vertical range beneath Wario reduced slightly on sweetspot frames
  • Up Air
    • Sourspot removed and hitboxes deleted from those frames
    • Fixed a bug causing the landing animation to not play and the attack to autocancel into idle
  • Down Air
    • Final hit angle changed (50° 71°)
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
    • Multihit updated (Angle 90° 80°, Hitlag 1 → 2)
    • Landing hit updated (Damage 4% → 2%, Angle 60° 80°)

Specials

  • Shoulder Bash
    • No longer activates/bounces off of projectiles
  • Corkscrew
    • Final hit updated (Angle 66° → 78°, KBG 90 → 108)
    • Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
    • Recovery improved (20 → 21.5)
  • Wario Waft
    • Hitboxes are now properly aligned with the effects
    • Main hitbox knockback angle normalized to 35° across all charge levels
    • Level 0 Waft stun increased (25 → 30)
    • Level 1 Waft hitbox updated (BKB 60 → 55, KBG 70 → 65)
    • Fully charged Waft main hitbox updated (Damage 27% → 30%, BKB 50 →80, KBG 75 → 80)
    • Fully charged Waft rising hitbox now has unique hit and sound effects
    • Fully charged Waft rising hitbox updated (Damage 11% → 16%, Angle 20° → 80°, BKB 40 → 55, KBG 70 → 90)

Throws

  • Can no longer slide off the side of the stage during throws
  • Pummel
    • Now hits twice, for 3% damage total
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitbox updated (KBG 72 → 80, Hitstun -1.2 → -1.14)

 

Yoshi:

General/Misc

  • Red costume adjusted
  • Dodge roll intangibility increased (6 frames → 7 frames)
  • Dodge roll endlag decreased (9 frames → 8 frames)

Ground Moves

  • Up Tilt
    • Hitboxes slightly bigger

Aerials

  • Neutral Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 2)
  • Forward Air
    • Active duration increased by 1 frame
    • Hitbox slightly bigger
    • Landing lag increased (4 frames → 6 frames)
  • Back Air
    • Hitstun increased (-1 → -1.1)
  • Up Air
    • Hitboxes slightly bigger
  • Down Air
    • Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)

Specials

  • Yoshi Bomb
    • Endlag increased by 1 frame
    • Initial hit has less range

Throws

  • Pummel
    • Grabbed opponent is now made invisible on frame 1
  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • No longer multiplies size changes
    • Hitlag zeroed; now uses Melee throw sound effects

 

Zelda:

General/Misc

  • Double jump decreased (15 → 14.3)
  • Short hop increased (11 → 11.3)
  • Dodge roll speed increased (8 → 14)
  • Dodge roll deceleration increased (0 → 0.89)
  • Dodge roll startup reduced (3 frames → 2 frames)
  • Dodge roll intangibility increased (6 frames → 7 frames)
  • Gravity increased (1.1 → 1.2)
  • Idle wait animation added
  • Crouch animation sped up

Ground Moves

  • Jab Combo
    • First 2 mini hits hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
  • Forward Tilt
    • Active duration increased by 3 frames
    • Late hit has smaller hitboxes
  • Up Tilt
    • Active duration increased by 5 frames, 3 of which are at the end of the move
    • Hitbox coverage reduced on the inside of the arc during the last 9 frames

Aerials

  • Neutral Air
    • Missing hitboxes restored
  • Up Air
    • Now has hitlag and self hitlag

Specials

  • Nayru’s Love
    • Can now reflect items
    • Hitbox placement adjusted to be consistent throughout the attack
    • Now has transcendent priority
  • Din’s Fire
    • Now plays a different sound depending on whether the fireball explodes or fizzles out

Throws

  • Forward Throw
    • Hitlag zeroed; now uses Melee throw sound effects
  • Back Throw
    • Knockback increased (BKB 55 → 45, KBG 91 → 125)
    • Hitlag zeroed; now uses Melee throw sound effects
  • Up Throw
    • Hitlag zeroed; now uses Melee throw sound effects

 

Zero Suit Samus:

General/Misc

  • Jump decreased (20 → 18.5)
  • Double jump increased (18.5 → 19.3)
  • Jump startup decreased (3 → 2)
  • Short hop decreased (11.2 → 10)
  • Air speed increased (9 → 10.5)
  • Dodge roll speed increased (6 → 11.5)
  • Dodge roll deceleration increased (0 → 0.55)
  • Dodge roll intangibility increased (5 frames → 7 frames)
  • Dodge roll endlag decreased (9 frames → 7 frames)
  • Gravity increased (1.4 → 1.43)
  • Air acceleration increased (0.8 → 0.88)
  • Air dodge endlag increased (7 frames → 8 frames)
  • Crouch animation sped up
  • Crouch walk added

Ground Moves

  • Jab Combo
    • Modified to make the hits link together more reliably
  • Up Tilt
    • Second hit updated to link better (hitstun -1 → -1.1)
    • Second hit active duration increased (1 frame → 2 frames)
    • Auto hitlag reverted
  • Forward Smash
    • Endlag increased by 1 frame
    • Sweetspot updated (Damage 10% → 13%, BKB 60 → 40, KBG 90 → 105)
    • Sweetspot moved to make tippers more difficult

Aerials

  • Aerial attack animations lowered very slightly
  • Neutral Air
    • Early hit modified (Angle 45° → 55°, KBG 60 → 52, hitstun -1.05 → 1.2)
    • Backwards hit made weaker (11% → 5%)
    • Mid/late hit damage reduced by 1%
  • Forward Air
    • First hit sweetspot edited (Angle 40° → 50°, KBG 126 → 110, Hitlag 0 → 5)
    • First hit sourspot edited (Damage 5% → 7%, Angle 40° → 50°, BKB 30 → 35, KBG 50 → 85, Hitlag 0 → 2)
    • Hitboxes made slightly thicker
  • Back Air
    • Hitboxes made slightly thicker
    • Body hitbox damage reduced (12% → 11%)
  • Up Air
    • Motion blurs changed to line up with hitboxes better
    • Second hitbox added to improve interpolation
  • Down Air
    • Endlag reduced by 6 frames
    • KBG increased (77 → 90)

Specials

  • Paralyzer
    • Hitboxes redone
    • Projectile spawn point adjusted
  • Flip Jump
    • Jumps higher and further
    • Landing lag increased (3 frames → 5 frames)
    • Can now grab edges
    • Can only be used once in the air if Zero Suit Samus doesn’t bounce off of someone
    • Kick has 2 less startup frames
    • Kick now uses a large meteor hitbox instead of a spike
    • Kick now bounces Zero Suit Samus up and back on a successful meteor hit
    • Kick now hits grounded opponents 270° on a successful meteor hit
    • Kick meteor hit knockback growth reduced on grounded opponents (85 → 70)
    • Kick active frames halved

Throws

  • Forward Throw
    • Endlag reduced by 2 frames
    • Active duration increased by 1 frame; hits 2 times

Other Moves

  • Ledge Attack
    • Can no longer hit opponents away from the stage
    • Knockback updated (BKB 40 → 55, KBG 100 → 75)

 

Stages:

Battlefield

  • Increased camera boundary on the bottom
  • Background graphical complexity reduced to lessen performance issues
  • Removed pointy bit on the bottom of the stage
  • Redid foreground layer a bit

Castle Siege

  • Added song: Comrades
  • Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
  • Stage preview now cycles through all variations when highlighted on Stage Select

Central Highway

  • Camera now focuses only on the platform that’s falling instead of the whole stage
  • Stage boundaries are brought closer to the stage when a platform falls
  • The center platform gains a static floating platform once both side platforms have fallen
  • Floating platforms no longer appear and disappear on a timer
  • Left platform now falls after 40 seconds
  • Right platform now falls after 80 seconds

Crystal Smash

  • Fixed a bug where it was possible to zip through the stage by trying to drop through the top platforms in the right spot

Dracula’s Castle

  • Platforms now move regardless of hazard switch

Dream Land

  • Updated song (Green Greens (Melee) rip → Green Greens)
  • Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)

Emerald Cave

  • Wooden panels now move back to their home position when they respawn

Final Destination

  • Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
  • Removed a redundant layer of background stars
  • Second background transition added

Final Valley

  • Improved AI pathfinding
  • Updated song (Wind → Ninja Medley)
  • Fixed looping issues with Ninja Medley

Fourside

  • Added song: Pollyanna
  • Updated song (Fourside (Melee) rip → Fourside)

Galaxy Tours

  • Now properly affected by quality settings
  • Updated song (Good Egg Galaxy → Space Junk Galaxy)
  • Fixed dumb edges
  • Hazard is re-enabled
  • Stage preview now cycles through all variations when highlighted on Stage Select

Hidden Leaf Village

  • Updated song (Ninja Medley → Wind)

Hueco Mundo

  • Updated song (La Distancia para un Duelo rip → On the Precipice of Defeat)

Hylian Skies

  • Adjusted the ledges
  • Stage preview now cycles between both variations when highlighted on Stage Select

Hyrule Castle 64

  • Song of Ocarina added

Hyrule Temple

  • Clouds are now properly affected by quality settings

Jungle Hijinx

  • Minor barrel fixes

Metal Cavern

  • Crystals now change color over time

Meteo Voyage

  • Players can no longer clip through the stage when dropping through pass-through platforms in just the right spot

Mushroom Kingdom I

  • Weight platforms and Piranha Plants now functional

Nintendo 3DS

  • Updated song (Mii Plaza rip → Mii Channel)
  • Stage preview now cycles through all colors when highlighted on Stage Select

PAC-MAZE

  • Terrain is slightly thicker
  • Frozen/egg characters can now be KO’d with hazards on

Palutena’s Shrine

  • Terrain edited to allow giant characters to fit in the bottom area
  • Both platforms now have grabbable edges on the bottom ends
  • Improved AI pathfinding
  • Updated song (Kid Icarus Title rip → Palace in the Sky)
  • Updated song (Kid Icarus Boss Fight → Magnus’ Theme)
  • Songs no longer appear as “PLACEHOLDER”

Peach’s Castle

  • Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)

Planet Namek

  • Updated with completely redrawn graphics
  • Added song: DBZ Fight Theme
  • Updated Stage Select preview

Pokemon Colosseum

  • Updated song (Trainer Battle rip → Trainer Battle)
  • Fixed clipping/loop on Pokemon Main Theme
  • Platforms on base layout now retain their collisions when the stage layout transforms back
  • Stage preview now cycles through all variations when highlighted on Stage Select

Rainbow Route

  • Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
  • Fixed mirror-related scaling bugs

Saffron City

  • Moving platforms added
  • Updated song (Saffron City → Team Rocket Hideout)
  • Adjusted terrain and ledge on main building to better fit the graphics
  • Adjusted foreground near ledges so that characters don’t appear inside the stage as much
  • Fixed misaligned shadow effects

Sand Ocean

  • Fixed background loop when leaving the tunnel

Sector Z

  • Main cannon is now intangible like in Smash 64
  • Updated song (Sector Z rip → Sector Z and Titania)
  • Updated song (Corneria (Melee) rip → Corneria 2)
  • Lag noticeably reduced

Sky Sanctuary Zone

  • Lag reduced slightly

Smashville

  • Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings
  • Ledge terrain adjusted to make it less bad

Steel Diver

  • Fixed quality settings
  • Physics changes are now active only when hazards are on, and no longer overwrite special mode settings

Tower of Salvation

  • Tales of Symphonia Medley now loops properly

Twilight Town

  • Updated song (Sinister Sundown rip → Sinister Sundown)

Waiting Room

  • Christmas version added

World Tournament

  • Added song: The Ultimate Battle

Yoshi’s Island

  • Cloud platforms no longer reset their timers when players jump off of them
  • With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version

Yoshi’s Story

  • Added song: Yoshi’s Story
  • Updated song (Yoshi’s Story (Melee) → Donut Lifts)

 

Currently up to date: July 26th

 


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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