-
Notifications
You must be signed in to change notification settings - Fork 89
v0.47.0‐pre‐release
Askew edited this page Oct 24, 2024
·
14 revisions
- Updated to support game version 13.0.3
- Players can now swap their port on the CSS when a character is not selected
- Pressing R + X will swap to the next port
- Pressing L + X will swap to the previous port
- Pressing X alone will disconnect the controller
- General Mechanics
- It is now possible to fastfall during tumble
- Teleport floor-ride behavior matched to previous titles
- Teleporting downward while airborne no longer shifts the trajectory forward
- Sliding off an edge while angled downward will slide down past the edge instead of moving horizontally
- These changes apply to Zelda, Sheik, Mewtwo, and Palutena
- Sleep timer percent-based scaling: 1.0 -> 0.5
- Cuts down on the potency of sleep moves at low and mid percents
- Knockback
- Knockback Speed
- Knockback speed now scales at high knockback values (depending on angle) to improve the visual presentation of the launch without affecting the distance traveled
- Lethal Blows / Kill Screens
- When not on last stock, a new "Lethal Blow" effect is triggered when a hit is guaranteed to result in a stock loss
- Kill Screens, sparks, and other related effects are now colored based on port color
- Kill Screen allowed survivable angles: 1/10 -> 1/12
- Makes false finishes a bit rarer
- Knockback Smoke
- Smoke now scales in opacity depending on the resulting hitstun of the inflicted attack
- Adjusted the timing and thresholds at which knockback smoke will appear
- Decreased smoke effect size and speed
- Other
- Hitlag scaling now starts at 150 units of knockback rather than 140
- Reintroduced magnifying glass scaling when characters are outside of the camera bounds
- Scale (min/max): 0.4/1.2x -> 0.9/1.0x
- Knockback Speed
- Inputs
- Dash X stick threshold: 0.7957 -> 0.716
- Makes dashing equivalent to P+'s thresholds
- UCF spotdodge Y stick threshold: -0.7957 -> -0.8528
- UCF platdrop Y stick threshold: -0.653 -> -0.613
- The two preceding changes make the Axe shield drop method easier to execute
- Non-tumble knockback no longer preserves input buffer
- Input buffer is now cleared when slipping off an edge during non-tumble hitstun landing
- Dash X stick threshold: 0.7957 -> 0.716
- Other
- Completely revamped the announcer UI using the "Excluded" font used in HDR's logo
- Adjusted transition windows on all characters with new split final jabs/rapid jabs to make their inputs consistent with characters that have them in vanilla
- Missing a tech due to the 40 frame tech lockout window will now use a red shockwave vfx rather than the normal blue one
- Heavy landing animations now start on frame 3 instead of frame 1
- Improves wavedash visuals
- Reverted the knockback angle threshold for using the DamageFlyTop animation back to vanilla values
- Improves knockback visuals
- Ledge grab animations now transition into ledge wait on frame 9 instead of frame 20
- Makes ledgegrabbing appear snappier and more fitting for their quick actionability
- Adjusted blend frames on fall animations for many characters
- Rage smoke no longer appears on characters at high percents (the smoke is still present on the character UI)
- Ledge Getup Attack BKB: 45 -> 70
-
General
- The following stages now force Hazards On regardless of ruleset changes
- Fourside
- Smashville
- Town and City
- Kalos Pokemon League
- Garreg Mach Monastery
- The following stages now force Hazards Off regardless of ruleset changes
- Venom
- Find Mii
- Reduced the filesize of some UI files
- The following stages now force Hazards On regardless of ruleset changes
-
Training Mode
- The border for Battlefield is now accurate to HDR
- Increased the brightness of both blastzone borders
-
Online Training Stage
- Dimensions matched to HDR Battlefield
-
Super Happy Tree
- Layout reworked to match Yoshi's Story but without slopes
- Blastzones
- Top: 205
- Left/Right: 195
- Bottom: -95
- Moved to page 1 of the SSS
-
Dream Land
- Moved to page 2 of the SSS
-
Kongo Falls
- Moved to page 2 of the SSS
-
3D Land
- Fixed an issue where grabbing one ledge counted as occupying both under certain conditions
-
Gerudo Valley
- Moved to page 1 of the SSS
-
Great Cave Offensive
- Reverted layout to vanilla
-
Windy Hill Zone
- Moved to page 2 of the SSS
-
Pokemon Stadium 3
- Lowered the brightness and internal resolution of the audience
-
Bramble Blast
- Top Blastzone: 172 -> 178
-
Realm of GameCube
- Adjusted stage and background lighting
- Top Blastzone: 182 -> 178
-
Bowser's Castle -> Bowser's Kingdom
- A new reverse-triplat layout based on Bowser's Kingdom from Odyssey
- Stage Width: 127.749
- Blastzones
- Top: 185
- Left/Right: 203.6
- Bottom: -109.8
-
Great Plateau Tower -> Poke Floats
- This long-lost stage finally returns in its full glory!
- Moved to page 3 of the SSS
- Airdash Mode
- Airdash FAF: 5 -> 7
- Also reduces the maximum speed out of a canceled airdash
- Hitfall Mode
- Can no longer hitfall on shield
- Improved the consistency of hitfalling for attacks with higher hitlag
- Element Mode
- Added the
Fire
element which was somehow missing
- Added the
- Fixed a bug in the way stage alts loop when more than 1 alt is available
- Fixed an issue where airdodges sometimes would not be refreshed if hit out of a tech/missed tech animation
- Fixed an issue where SDI/ASDI on the first frame of knockback would use the stick position from the last frame of hitlag
- This essentially allowed buffering ASDI and prevented using SDI/ASDI on the transition frame from hitlag to hitstun
- Fixed an issue that prevented players from using SDI/ASDI on the last frame of hitlag
- Fixed an issue where buffered c-stick forward tilts would sometimes use the left stick to determine direction
- Fixed visual issues with certain run/run-turn transitions
- Fixed a bug that caused random character selection to crash Home Run Contest
- Fixed issues with Hero and Sora's spells always appearing in English
- Miokai for their port of Poke Floats
- willytheterrymain for work on Bowser's Kingdom
- Jacob101 for several character adjustments and bugfixes
- SirTankNSpank for Jet Hammer Spin and other King Dedede adjustments
- PhazoGanon for Disarming Voice
For modders
- New Features
- Added the following new boma extensions
-
lr
: gets the fighter's facing direction -
get_owner_boma
: gets the boma of an article's owner -
get_status_by_situation
: takes ground/air status as i32s -
change_status_by_situation
: same as above, plus a bool for repeat -
get_motion_by_situation
: takes two strings -
change_motion_by_situation
: takes two strings and the normal set of args forMotionModule::change_motion
-
change_motion_inherit_frame_by_situation
: same as above but forchange_motion_inherit_frame
-
change_motion_inherit_frame_keep_rate_by_situation
: you know the drill -
get_hash_by_situation
: takes two strings -
change_kinetic_by_situation
: takes ground/air kinetic types as i32s -
ground_correct_by_situation
: takes ground/air correct types as i32s -
status_kind_interrupt
: takes the status kind as an i32. Sets all related status kind values to the new status instead of justinterrupt
, which may fix issues when the new status attempts to read the current status kind
-
- Added the following new boma extensions
- Organizational changes
- Overhauled VarModule consts to follow a more unified naming convention and to improve clarity
- Cleaned up unused VarModule consts
- Refactored away
cliff_entry_specializer
; the ability for moves to grab ledge is solely determined by the vanillaCLIFF_KIND
checks in acmd/pre status as well ascan_entry_cliff
hook's base stipulations (rising, no tether, etc) - Refactored away
set_fighter_status_data_hook
; all B-reverse properties added via this hook have had their pre statuses properly reimplemented to preserve identical functionality - Fixed the infamous "auto-dthrow bug" that could occur when running on a dev plugin
- The main HDR repo no longer houses MSBT data
Character changes use the following notation:
! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Mario
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
- [-] Air Friction: 0.0025 -> 0.01
- [-] Horizontal Speed Divisor: 1.5 -> 2.0
# Preserves significantly less horizontal momentum during the move
! (!) Can now slide off edges; doing so gains a small amount of height
! [R] Physics completely rewritten
+ [+] No longer has alternate hitboxes for the "failed" air version
+ [+] Angle: 74 -> 79
+ [+] BKB: 88 -> 78
+ [+] KBG (ground/air): 45 -> 40/30
+ [+] FAF (air): 48 -> 43
Donkey Kong
- [-] Dash Speed: 1.8 -> 1.71
- [-] Max Run Speed: 1.8 -> 1.71
- [-] Removed wall jump
~ [/] Hitlag Multiplier: 1.5x -> 1.3x
~ [/] Hitlag Multiplier: 1.8x -> 1.3x
+ [+] Vertical Speed: 0.77 -> 0.83
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
@@ Barrel now properly switches ownership when being hit @@
~ (*) Added rumble to Air Cargo
Link
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] FAF: 15 -> 18
~ [=] Added locking hitbox
! [R] Angle: 361 -> 70
~ [/] Jab Transition Frame: F7 -> F10
+ [+] Adjusted swing arc to reduce blindspots
+ [+] Hitbox Duration: F6-7 -> F6-9
~ [/] BKB: 70 -> 50
~ [/] KBG: 70 -> 80
~ [/] Hitlag Multiplier: 1.2x -> 1.0x
~ [$] Adjusted hit sfx
+ [+] Adjusted animation to hit closer to Link on the first active frame
~ [$] Adjusted vfx
~ [$] Adjusted hit sfx
# Mitigates a rather annoying blindspot
~ [/] Adjusted animation timing
~ [/] Can no longer reverse hit
~ [$] Adjusted hit sfx
Hit 1
+ [+] Adjusted swing arc
+ [+] Hitbox Duration: F17-18 -> F16-18
+ [+] Angle (arm/hilt): 69 -> 60/64
+ [+] Earliest Transition Frame: F21 -> F20
Hit 2
+ [+] Adjusted swing arc to remove blindspot
+ [+] Added shoulder hitbox
+ [+] Hitbox Duration: F10-12 -> F8-10
~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier (arm/hilt): 1.25x -> 1.0x
+ [+] FAF: 49 -> 47
# Helps the move connect better in more situations
~ [$] Adjusted vfx and sfx
Hit 1
- [-] Hitbox Duration: F10-16 -> F11-16
Hit 2
~ [/] Hitbox Duration: F25-33 -> F23-29
Hit 3
~ [$] Adjusted hit sfx
~ [/] Hitbox Duration: F41-47 -> F36-42
+ [+] Damage (body): 9.0% -> 10.0%
~ [/] Hitlag Multiplier (arm/body): 1.15x -> 1.0x
+ [+] FAF: 82 -> 78
~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier (arm/hilt): 1.1x -> 1.0x
Front
~ [/] BKB: 40 -> 30
~ [/] KBG: 88 -> 95
Back
! [R] Angle: 30 -> 75
! [R] BKB: 80 -> 30
! [R] KBG: 60 -> 95
~ (*) Adjusted animation timing
# Fixes the first active frame not lining up with the initial kick
~ [$] Adjusted rumble
Hit 1
+ [+] Adjusted swing arc
+ [+] Hitbox Duration: F14-15 -> F14-16
- [-] Hitbox length decreased by 1.5u
~ [$] Adjusted vfx
- [-] Hitbox Size (late): 3.5u -> 3.0u
- [-] Hitbox length decreased by 2.0u
~ [$] Adjusted vfx
- [-] Hitbox Size (late): 3.5u -> 3.0u
~ (*) Fixed a bug where Link would not properly transition back to idle
- [-] Freefall base air acceleration: 0.025 -> 0.01
- [-] Freefall max airspeed multiplier: 0.909x -> 0.8x
Samus
~ [$] Adjusted vfx
! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx
Hits 1-4
~ [=] FKB (arm/explosion): 40/45 -> 49
- [-] Landing Lag: 10F -> 12F
Launcher
! [R] Shoulder hitbox given lowest priority
! [R] Only the shoulder hitbox can now reverse hit
~ [$] Adjusted vfx
~ [$] Adjusted vfx
~ [$] Adjusted animation timing
- [-] Bomb Jump Height: 1.28 -> 1.0
Yoshi
~ [/] Can no longer reverse hit
Hit 3
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
~ [/] Can no longer reverse hit
Kirby
+ [+] Damage: 2.0% -> 3.0%
~ [/] BKB: 20 -> 8
~ [/] KBG: 25/20 -> 50
+ [+] Damage: 2.5% -> 4.0%
+ [+] Angle: 65 -> 70
~ [/] BKB: 25 -> 8
~ [/] KBG: 15 -> 50
~ [$] Adjusted vfx
- [-] Hitbox Size (outer foot): 5.0u -> 4.0u
~ [$] Adjusted vfx
~ [/] Slightly adjusted hitbox positioning
Hit 1
+ [+] Hitbox Duration: F9-10 -> F7-8
~ [/] BKB: 43/35 -> 25
~ [/] KBG: 39/38 -> 50
+ [+] SDI Multiplier: 1.2x -> 1.0x
Hit 2
~ [=] Hitbox Duration: F16-17 -> F14-15
! [R] Angle (body/foot): 366 -> 60/75
! [R] BKB: 35 -> 25
! [R] KBG: 40 -> 50
+ [+] SDI Multiplier: 1.2x -> 1.0x
Hit 3
! [R] Foot hitbox given lower priority
! [R] The body hitbox can no longer reverse hit
+ [+] Hitbox Duration: F24-26 -> F22-24
# While the startup decrease is a buff in some aspects, the FAF is unchanged, meaning there is less frame advantage after the final hit
# The 2nd hit angle change is two-fold; it unifies the advantage and potential combo routes between the first two hits, but it also forces Kirby to be more mindful of his spacing as the move no longer autolinks
- [-] Angle (air-only): 367 -> 365
Rollout -> Rest (Jigglypuff)
! (!) Changed to Rest
! (!) The ability will disappear after one attempted use
Fire Breath (Bowser)
~ (*) Corrected bite hitbox position
KO Punch (Little Mac)
~ [$] Added critical hit effects
Charge Blast / Neon Cannon (Mii Gunner)
~ (*) Fixed an issue where landing during either full Charge Blast or Neon Cannon would cause Kirby to move extremely slowly for the remainder of the animation
~ (*) Corrected hitbox and effect placements
~ [$] Adjusted camera shake intensity and timing
~ [$] Added a voice line to Neon Cannon
Autoreticle -> Explosive Flame (Palutena)
! (!) Changed to Explosive Flame
! (!) The distance can be altered using tap/hold as opposed to Palutena's tilt/smash inputs
~ [$] Added unused voicelines from Smash4 for both English and Japanese
Bonus Fruit (Pac-Man)
~ (*) Matched properties to Pac-Man
Flare (Sephiroth)
~ (*) Fixed a bug where Kirby could t-pose when canceling the charge with a jump
2024-10-22.14-16-09.mp4
2024-10-22.14-17-40.mp4
Ground
- [-] Hitbox Size: 5.5u -> 4.5u
Air
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
~ [$] Adjusted vfx
- [-] Hitbox Size: 5.0u -> 4.0u
! (!) Kirby can now drift slightly during startup when airborne
! (!) Landing while in stone form after hitting an opponent no longer disables the ground hitbox from interacting with said opponent
# This means Stone can hit twice on shields
- [-] Shield Damage (landing): 13.0% -> 6.0%
Fox
~ [/] Ground Friction: 0.085 -> 0.08
+ [+] Damage: 3.0% -> 4.0%
- [-] Angle: 70 -> 55
~ [/] Jab Transition Frame: F6 -> F8
+ [+] Damage: 3.0% -> 4.0%
- [-] Angle: 70 -> 50
+ [+] Damage: 6.0% -> 9.0%
~ [/] BKB: 40 -> 0
~ [/] KBG: 80/70 -> 100
~ [$] Adjusted vfx
~ [/] Can no longer reverse hit
~ [/] KBG: 120 -> 125
+ [+] Increased travel distance by 30%
Early
~ [/] BKB: 28 -> 10
~ [/] KBG: 103 -> 105
Late
- [-] BKB: 30 -> 2
- [-] KBG: 103 -> 100
- [-] Hitbox Duration: F6-10 -> F6-9
+ [+] Damage (foot): 14.0% -> 15.0%
- [-] BKB: 30 -> 20
- [-] KBG: 78 -> 65
- [-] Hitbox Size (leg/foot): 4.0/5.2u -> 3.5/4.6u
- [-] FAF: 39 -> 42
~ [$] Adjusted vfx
Hit 1
! [R] Angle: 366/75 -> 45
~ [/] BKB: 60 -> 20
~ [/] KBG: 150 -> 160
# Functions similar to Melee's fair1
Hits 2-4
+ [+] Damage (hit 2): 1.3% -> 1.8%
>>> Ground
! [R] Angle: 75 -> 45
~ [/] BKB: 60 -> 20
~ [/] KBG: 150 -> 160
>>> Air
! [R] BKB: 0 -> 50
! [R] FKB: 120 -> 0
! [R] KBG: 100 -> 75
- [-] Additional Hitstun: 0F -> -2/-4/-6/-6F
# Knockback curve reworked to send into tumble around the mid-70s on midweights
Launcher
! [R] Hip hitbox given lowest priority
! [R] Only the hip hitbox can now reverse hit
! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx
+ [+] Damage (early, foot): 14.0% -> 15.0%
- [-] KBG: 110 -> 100
~ (*) Fixed hitboxes not interpolating properly
- [-] Damage: 3.0/2.0% -> 2.0%
~ [/] Hitlag Multiplier: 0.75x -> 0.8x
- [-] Hitbox Size (leg/foot): 5.1/6.0u -> 4.1/5.0u
- [-] FAF: 50 -> 51
! (!) Now stalls in the air on subsequent uses
- [-] Removed unique ground-only hitbox from the aerial version
- [-] Added aerial frames to multishine, matching frame data of Melee/P+
- [-] SDI Multiplier: 1.0x -> 1.15x
# Roughly matches the strength of ASDI + SDI in Melee/P+
Pikachu
Early
~ [/] Damage (high/mid/low) 10.0/9.0/8.0% -> 9.0%
Late
~ [/] Damage (high/mid/low): 6.5/5.5/4.5% -> 5.5%
Multihits
~ [=] Hitboxes moved towards Pikachu by 0.5u
~ [$] Adjusted hit sfx
! [R] Angle: 35/290/60/280 -> 363
! [R] BKB: 0 -> 26
! [R] FKB: 50/45/35 -> 0
! [R] KBG: 100 -> 51
+ [+] Hitbox Size: 2.5u -> 3.0u
# Should link considerably better than before, though the weaker autolink compared to other multihits still enables opponents to escape if not careful with spacing
Launcher
- [-] Hitbox length decreased by 1.0u
~ (*) Fixed a bug where the move could autocancel when landing after the second zip
+ [+] Increased travel distance
~ [/] Hitlag Multiplier (hit 1/hit 2): 1.15/1.0x -> 1.2x
# Slightly more hit-confirmable, but also slightly more susceptible to SDI
Luigi
~ [/] Ground Friction: 0.025 -> 0.0335
+ [+] Dash Speed: 1.3 -> 1.435
+ [+] Max Run Speed: 1.5 -> 1.555
- [-] Run Acceleration Multiplier: 0.06 -> 0.04
+ [+] Ground to Air Multiplier: 0.5 -> 0.6
+ [+] Max Airspeed: 0.68 -> 0.8
- [-] Air Acceleration Multiplier: 0.035 -> 0.03
# Trades off a small bit of Luigi's trademark slipperiness for higher base stats, which should let him feel overall nicer to control
- [-] Angle (hand): 85 -> 83
- [-] Additional Hitstun: 1F -> 0F
~ [/] Hitbox Size (shoulder/arm): 3.0/2.5u -> 2.5/3.0u
~ [/] Jab Transition Frame: F4 -> F6
~ [/] Adjusted locking hitbox position
~ [$] Adjusted vfx
- [-] Angle (hand): 85 -> 83
- [-] Additional Hitstun: 1F -> 0F
~ [/] Hitbox Size (shoulder/arm): 3.0/2.5u -> 2.5/3.0u
~ [/] Jab Transition Frame: F5 -> F7
~ (*) Fixed the low-angled variant not being able to reverse hit
+ [+] Knee hitbox moved forward 1.3u
+ [+] Damage (hip/knee/foot): 9.0/10.0/10.0% -> 10.0/11.0/11.0%
- [-] Hitboxes decreased in size starting on frame 8
~ [$] Adjusted vfx
- [-] Hitbox Size (late, arm/hand): 4.3/4.8u -> 3.8/4.3u
~ [/] Angle (high/mid/low): 52/42/37 -> 361
~ [$] Adjusted vfx
+ [+] Damage: 12.0/14.0% -> 14.0%
~ [$] Adjusted hit sfx
~ [$] Adjusted vfx
+ [+] Damage: 13.0/14.0% -> 14.0%
+ [+] Angle: 87 -> 90
~ [/] BKB: 51 -> 48
~ [/] KBG: 90/104 -> 100
- [-] KBG (early): 121 -> 106
- [-] Hitbox Size: 4.5/4.0u -> 4.0/3.5u
~ [/] Outer arm hitbox attached to hand
~ [$] Adjusted vfx
- [-] Damage: 14.0% -> 13.0%
~ [=] BKB: 43 -> 41
~ [=] KBG: 88 -> 94
- [-] Hitbox Size (hand): 5.5u -> 4.5u
Early
! [R] Matched sweetspot to sourspot
Late
- [-] Damage: 10.0% -> 9.0%
~ [/] KBG: 103 -> 100
~ [$] Adjusted vfx
~ [/] BKB: 25 -> 30
~ [/] KBG: 100 -> 95
~ [/] Foot hitbox moved outward 1.0u
- [-] Damage (leg, early): 16.0% -> 14.0%
+ [+] Removed late hit
~ [/] BKB: 7 -> 11
~ [/] KBG: 25 -> 23
# Slightly increases the ability to confirm off fireballs from range
~ [$] Adjusted Training Mode-specific vfx
- [-] Hitbox Duration: F22-60 -> F22-50
Normal
- [-] Hitbox moved inward 2.0u
Misfire
! [R] Removed misfire countdown; the chance is always rolled on the first frame of performing side special
! [R] The misfire chance now scales with Luigi's percent, going from a 1/12 chance at 0% to a 1/6 chance at 120%
- [-] Horizontal Speed: 4.0 -> 3.2
- [-] Vertical Speed: 0.6 -> 0.48
- [-] Hitbox moved inward 1.0u
~ [$] Adjusted hit sfx
- [-] Damage: 25.0% -> 20.0%
- [-] hitbox Size: 5.5u -> 4.8u
~ [/] Can no longer reverse hit
Ground
+ [+] Angle: 88 -> 90
- [-] KBG: 88 -> 84
Air
- [-] Startup: F6 -> F8
~ [/] Hitlag Multiplier: 1.0x -> 1.1x
~ [$] Adjusted vfx
Ground
- [-] Horizontal movement now stops when the second hit starts instead of after its hitboxes clear
- [-] Horizontal Acceleration: 0.4 -> 0.3
>>> Hit 1
~ [/] Angle: 90 -> 75
~ [/] BKB: 50 -> 40
~ [/] KBG: 80 -> 100
>>> Hit 2
- [-] Hitboxes brought inward
- [-] Damage: 12.0% -> 10.0%
~ [/] BKB: 50 -> 60
~ [/] KBG: 80 -> 100
- [-] Hitbox Size (hands): 7.5u -> 6.0u
Air
>>> Multihits
- [-] SDI Multiplier: 0.8x -> 1.0x
>>> Launcher
- [-] Hitboxes brought inward
- [-] Angle (legs): 90 -> 70
- [-] Hitbox Size (hands): 7.5u -> 6.0u
+ [+] Added a collateral hitbox when slamming the opponent into the ground
+ [+] Added a collateral hitbox when slamming the opponent into the ground
+ [+] Releases two frames earlier in the animation, startup and FAF maintained
- [-] Removed collateral hitbox
~ [=] BKB: 70 -> 89
- [-] Release Frame: F29 -> F26
~ [/] Angle: 70 -> 65
Ness
! [R] Angle: 70 -> 361
! [!] BKB: 30 -> 8
! [!] KBG: 25 -> 50
~ [/] Jab Transition Frame: F7 -> F6
- [-] FAF: 16 -> 21
- [-] Damage: 3.0% -> 2.0%
+ [+] Angle: 67 -> 70
~ [/] BKB: 28 -> 8
~ [/] KBG: 20 -> 50
~ [/] Jab Transition Frame: F7 -> F6
- [-] FAF: 18 -> 21
~ [/] Can no longer reverse hit
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Captain Falcon
+ [+] Angle: 70 -> 80
! [!] BKB: 30 -> 1
! [!] FKB: 0 -> 20
! [!] KBG: 25/20 -> 100
~ [/] Jab Transition Frame: F6 -> F7
- [-] FAF: 17 -> 18
+ [+] Damage: 2.0% -> 3.0%
+ [+] Angle: 70 -> 80
! [!] BKB: 30 -> 0
! [!] FKB: 0 -> 20
! [!] KBG: 25 -> 100
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
~ [/] Hit 2 can no longer reverse hit
~ [$] Adjusted vfx
Hit 1
- [-] Hitbox Size (hip/foot): 4.75/5.0u -> 4.3u
Hit 2
- [-] Hitbox Size (hip/knee/foot): 4.75/5.5/5.0u -> 4.3u
~ [$] Adjusted vfx
- [-] Landing Lag: 9F -> 10F
- [-] Landing Lag: 8F -> 9F
- [-] Landing Lag: 12F -> 14F
~ [/] Can no longer reverse hit
Ground
>>> Dash
- [-] Startup: F10 -> F12
>>> Uppercut
+ [+] Hitbox moved forward 2 frames in animation
~ [$] Adjusted vfx
~ [/] Hitbox Duration: F3-4 -> F4-8
Air
~ (*) Fixed a bug where Falcon could still remain actionable after hitting a shield or intangible opponent if inputs were buffered before entering special fall
~ [/] Slightly adjusted physics on successful hit
- [-] Freefall max airspeed multiplier: 0.7x -> 0.6x
- [-] Slides slightly less distance when landing during the initial frames of the aerial version
Jigglypuff
- [-] Dash Speed: 1.62 -> 1.45
~ [/] Gravity: 0.06 -> 0.064
~ [/] Fall Speed: 1.22 -> 1.3
~ [=] Hitstun Fall Speed: 1.22 -> 1.3
! [R] Angle: 361/180 -> 44
~ [/] BKB: 18/20 -> 8
~ [/] KBG: 25/20 -> 50
~ [/] Jab Transition Frame: F7 -> F8
+ [+] Hitbox Duration: F9-14 -> F9-17
! (!) Changed to a traveling blast of noise
! (!) The travel speed of the projectile is influenced by Jigglypuff's horizontal speed
! (!) Getting hit with the projectile will cause the opponent to drop any held item they currently have
~ Startup: F14
~ FAF: 56
Disarming Voice
~ Can be reflected and absorbed
~ Transcendent; does not clank with other hitboxes
~ Lifetime: 64F
~ Damage: 2.0%
~ Angle: 361
~ FKB: 1
~ KBG: 50
~ Hitbox Size: 4.0u
Peach
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361/180 -> 74
~ [/] BKB: 30/20 -> 20
~ [/] KBG: 25/15 -> 60
~ [/] Jab Transition Frame: F6 -> F7
~ [/] Can no longer reverse hit
Bowser
+ [+] Ledge Grab Height: 21.75u -> 25.5u
+ [+] Increased distance traveled during intangible frames
# Does not have any effect on the overall distance of the roll or the duration of the intangibility
~ [/] Jab Transition Frame: F9 -> F11
~ [/] Hit 2 can no longer reverse hit
~ [$] Matched the Excellent Punch vfx to other critical hit effects
~ [$] Slowed down the ring effect; the Excellent window starts when the ring closes around Bowser's fist (previously the second ring)
~ [/] Slightly adjusted hitbox positioning; both hitboxes are now spaced evenly on either side of Bowser
+ [+] Hitbox Duration (early/late): F8-11/F12-24 -> F7-10/F11-23
+ [+] FAF: 38 -> 37
+ [+] Autocancel: F1-2/F40+ -> F1-2/F39+
+ [+] Angle: 55 -> 50
~ (*) SDI Multiplier: 0.8x -> 1.0x
+ [+] Now uses a unique ledgegrab box with height 22.0u
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Ice Climbers
- [-] Damage: 2.5% -> 2.0%
! [R] Angle: 361/180 -> 45
~ [/] BKB: 25 -> 0
~ [/] KBG: 25/15 -> 100
~ [/] Jab Transition Frame: F9 -> F10
+ [+] FAF: 18 -> 16
~ [/] Can no longer reverse hit
~ [/] The hilt hitbox can no longer reverse hit
~ [/] The hammer hitbox can no longer reverse hit
Sheik
+ [+] Damage: 3.0% -> 4.0%
~ [/] BKB: 10 -> 0
~ [/] KBG: 80 -> 100
~ [/] Jab Transition Frame: F5 -> F6
~ [/] BKB: 35 -> 0
~ [/] KBG: 50 -> 100
~ [/] Jab Transition Frame: F9 -> F7
! [R] Shoulder hitbox given lowest priority
! [R] Only the shoulder hitbox can now reverse hit
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
Zelda
Hit 1/Hit 2
- [-] Hitbox Duration: F4/F6 -> F5/F7
+ [+] Damage: 1.0% -> 2.0%
~ [/] KBG: 35/30/25 -> 20
Hit 3
~ [=] Hitbox Duration: F8-10 -> F11-13
! [R] Angle: 361/180 -> 55
! [R] BKB: 28/20 -> 40
! [R] KBG: 36/40 -> 88
- [-] Additional Hitstun: 4/6F -> 0F
+ [+] FAF: 42 -> 39
~ [/] Hitboxes redone
- [-] FAF: 30 -> 31
~ [/] Can no longer reverse hit
Hip/Knee
- [-] Angle: 80 -> 65
- [-] BKB: 47 -> 44
Foot
~ [/] Hitlag Multiplier: 1.25x -> 1.1x
- [-] FAF: 22 -> 24
~ [/] BKB (early, inner/outer): 50/60 -> 60/50
~ [$] Adjusted vfx
+ [+] Hitbox Duration (launcher): F34 -> F34-35
Ground
~ [/] The launcher can no longer reverse hit
- [-] Hitlag Multiplier (multihits/launcher): 0.0x -> 0.75/1.0x
# Adds more utility in setups but the multihits are now able to be SDI'd
Air
~ (*) Fixed a bug that caused the move to hit twice when landing
! (!) Can now have up to two Dins placed at a time
~ Both active Dins count on the same timer; placing a new one will reset the timer
~ Placing a third will remove the earliest one
- [-] Being hit while navigating a Dins will remove it
+ [+] Increased the window in which land canceling the move will keep navigating the Dins from 1F to 3F
~ [/] Touching the ground with a Dins no longer automatically releases it
~ [/] No longer requires A+B Smash to release using the Attack button
~ [$] Added and adjusted vfx and sfx
~ [$] Added a player indicator arrow above active Dins
- [-] Maximum Size Multiplier: 4.0x -> 3.8x
- [-] BKB: 60 -> 55
- [-] Landing Lag: 5F -> 8F
~ [$] Adjusted grounded cancel animation
~ [/] Reversing the reappearance now also reverses momentum
+ [+] Can now grab ledges earlier
~ [$] Adjusted sfx
- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x
- [-] FAF (air to ground, shortened): 14 -> 18
Phantom Cancel
! [R] Canceling into Phantom charge is now only enabled after the final hit of multihits
+ [+] Can now cancel Jab Finisher into Phantom charge
Charge
! (!) The Phantom can now be stopped while charging by pressing Shield or Special to have it wait for release at its currently-built stage (similar to the final stage)
- [-] Build Stage Frame (stage 1/2/3/4/4 + shield/5): F15/F20/F28/F38/F45/F50 -> F15/F21/F31/F43/F51/F57
~ FAF (cancel): 25
- [-] FAF (no cancel): 66 -> 70
Release
! [R] Releasing the Phantom now requires a down special input
+ [+] Can now slide off edges during the release animation
- [-] Can no longer drop through platforms during the release animation
- [-] Releasing the Phantom now has an added 5F delay (unless released via cancel)
~ (*) Fixed a vanilla exploit where Zelda could release the Phantom and attack at the same time
~ [$] Added vfx to Zelda when releasing the Phantom
Stage 5
~ (*) Improved autolink of the rush windbox and removed flinchless property, which should remove instances where the windbox was able to gimp recoveries
- [-] Ground and air-only windbox sizes swapped
+ [+] Rehit Rate (rush windbox): 3F -> 2F
Other
- [-] Reflecting an attacking Phantom now makes it restart its attack in the reflected direction
~ (*) Destroyed Phantoms no longer have jostle
~ [$] Added a player indicator arrow above the Phantom
Pichu
~ [/] Gravity: 0.15 -> 0.1625
~ [/] Fall Speed: 2.4 -> 2.65
~ [/] Fast Fall Speed: 3.15 -> 3.344
- [-] Weight: 70 -> 68
! (!) Now has a brand-new meter design
- [-] Hitbox Size (head): 5.5u -> 4.0u
~ [$] Adjusted vfx
- [-] Hitbox Size (body/tail): 5.0/6.0u -> 4.5/5.0u
Falco
~ [/] BKB: 30 -> 0
~ [/] KBG: 40 -> 100
~ [/] Jab Transition Frame: F6 -> F8
~ [/] Jab 3 Transition Frame: F7 -> F16
~ [$] Added vocalization
Launcher
! [R] Only the innermost hitbox can now reverse hit
! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx
! (!) Now stalls in the air on subsequent uses
- [-] Added aerial frames to multishine, matching frame data of Melee/P+
Young Link
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] BKB: 70/75 -> 70
+ [+] Adjusted swing arc to remove blindspot
+ [+] Damage: 11.0/12.0% -> 12.0%
+ [+] BKB: 25/30 -> 30
~ [/] Hitlag Multiplier: 1.0/1.1x -> 1.0x
~ [/] KBG: 86/88/90 -> 88
~ [$] Adjusted vfx
~ [/] Can no longer reverse hit
- [-] Hitbox moved inward 1.0u
Early
~ [/] Angle: 70 -> 71
~ [/] BKB: 60 -> 50
~ [/] KBG: 70 -> 80
Late
~ [/] Angle: 50 -> 53
~ [/] BKB: 50 -> 40
~ [/] KBG: 80 -> 75
- [-] FAF: 30 -> 33
+ [+] Adjusted swing arc to remove blindspot
~ [$] Adjusted vfx
+ [+] Hitbox Duration: F14-18 -> F13-17
+ [+] KBG: 100 -> 110
+ [+] Matched sword tip properties to the rest of the move
~ [/] Adjusted swing arc
~ [$] Adjusted vfx
- [-] Landing Lag: 7F -> 9F
~ [$] Adjusted vfx
Hit 1
+ [+] Angle (ground-only, hip/knee/foot): 75 -> 70/75/80
+ [+] Angle (air-only): 365 -> 366
- [-] Hitbox Size (hip): 5.0u -> 4.0u
Hit 2
- [-] Hitbox Size (hip): 5.0u -> 4.0u
Early
- [-] Damage: 15.0% -> 14.0%
~ [=] BKB: 25 -> 24
~ [=] KBG: 85 -> 91
Late
~ [/] BKB: 25 -> 24
~ [/] KBG: 80 -> 74
- [-] Landing Lag: 11F -> 12F
! [R] Combined early and late hits
Hilt
- [-] Damage: 16.0/18.0% -> 16.0%
Blade
+ [+] Damage: 14.0/16.0% -> 16.0%
- [-] Added a late hit after the first 18 frames
Late
~ Damage: 4.0%
~ Angle: 68
~ BKB: 30
~ KBG: 80
Air
- [-] Hitbox length decreased by 1.0u on each side
- [-] Hitbox Size (early/mid/late): 4.0u -> 3.25/3.0/2.75u
~ (*) Fixed the release point being further away than intended
~ [=] KBG: 187 -> 191
Ganondorf
+ [+] Repositioned hitboxes
- [-] Angle: 60 -> 50
- [-] Moved foot hitbox inward 0.5u
- [-] Hitbox Size (foot): 5.5u -> 5.0u
High
- [-] Angle: 22 -> 45
Low
- [-] Removed leg intangibility
~ [$] Adjusted hit sfx
Hit 1
+ [+] Hitbox Size: 3.0u -> 4.0u
~ [/] BKB: 40 -> 30
Hit 2
+ [+] Added an elbow hitbox
+ [+] Moved quake hitbox down 1.0u
! [R] Angle: 65 -> 48
+ [+] Slightly increased travel distance
Early
- [-] Angle: 70 -> 55
- [-] BKB: 85 -> 75
Late
- [-] Angle: 80 -> 65
Hit 1
- [-] Hitbox Size (knee): 6.0u -> 5.5u
Hit 2
~ [$] Adjusted vfx
- [-] Hitbox Size (foot, early/late): 6.0/5.0u -> 5.0/4.0u
~ [$] Adjusted vfx
- [-] Hitbox Size (shoulder/arm/hand): 5.0/5.0/5.5u -> 4.0/4.0/4.5u
Air
! (!) Now ground bounces grabbed opponents on landing
+ [+] Matched grab activity to grounded version
~ [/] Increased gravity after grab clears
~ [/] Removed windbox
>>> Bounce
~ Damage: 6.0%
~ Angle: 270
~ BKB: 80
~ KBG: 35
! (!) Changed to a two-hit move based on the Smash4 custom up special
! (!) Has 8.0% heavy armor during frames 5-14 when grounded
Hit 1
~ Hitbox Duration: F13-15
~ Damage: 6.0%
~ Angle: 368
~ FKB: 150/135
~ KBG: 100
~ Hitbox Size: 5.7/5.5u
Hit 2
~ Hitbox Duration: F40-43
~ Damage: 11.0%
~ Angle: 80
~ BKB: 50
~ KBG: 90
~ Hitlag Multiplier: 1.2x
~ Hitbox Size (arm/hand): 5.7/3.5u
2024-10-22.14-23-25.mp4
~ [/] Can no longer reverse hit
Air
! (!) Now restores double jump on use
- [-] Hitboxes moved inward 3.0u
Landing
! [R] Angle: 80 -> 50
~ [/] Angle: 90 -> 95
- [-] Angle: 78 -> 72
Mewtwo
- [-] Hitboxes shifted slightly behind the tail's path for arcing strikes
- [-] Resized locking hitbox
+ [+] Damage: 3.0% -> 6.0%
~ [/] BKB: 25 -> 0
~ [/] FKB: 0 -> 35
~ [/] KBG: 40 -> 100
~ [/] Jab Transition Frame: F10 -> F12
+ [+] FAF: 18 -> 16
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
~ (*) Fixed tail hurtbox not being properly re-enabled
~ [$] Adjusted vfx
- [-] Hitbox Duration: F6-13 -> F6-12
+ [+] Angle (late tail/tip): 65 -> 74/67
~ [/] BKB: 60 -> 40
~ [/] KBG: 84 -> 80
~ [$] Simplified hitbox
~ [/] Hitlag Multiplier (late): 1.15x -> 1.0x
~ (*) Fixed tail hurtbox not being properly re-enabled
~ [$] Adjusted vfx
- [-] Hitbox Duration: F8-12 -> F9-13
+ [+] FAF: 35 -> 32
+ [+] Adjusted swing arc to match P+
~ (*) Fixed tail hurtbox not being properly re-enabled
~ [$] Adjusted vfx and hit sfx
- [-] Hitbox Duration (late): F10-14 -> F10-12
~ [/] BKB: 13 -> 0
~ [/] KBG: 102/92/93 -> 114/100
+ [+] FAF: 36 -> 32
+ [+] Increased travel distance
+ [+] Travel Duration: 15F -> 8F
- [-] FAF (reappearance): 8 -> 10
~ [/] Adjusted spawn position
~ [$] Adjusted vfx
+ [+] Lifetime: 4F -> 5F
Roy
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
+ [+] Hitbox Duration (hit 2): F13-25 -> F13-26
~ [/] Slightly adjusted swing arc so the hilt hitbox is almost entirely in front of Roy during the last active frame
~ [/] Hitboxes rewritten; fixed z-axis issues with sword tip
~ [/] Turnaround Frame: F32 -> F7
- [-] Landing Lag: 12F -> 13F
# Previously the sword tip was too far into the z-axis to hit opponents, resulting in the opponent potentially failing to get hit and then colliding with the sweetspot on the next frame
Arm/Blade
- [-] Angle: 80 -> 77
~ [/] KBG: 55 -> 66
Tip
- [-] Angle: 77 -> 74
~ [/] KBG: 55 -> 66
- [-] Landing Lag: 9F -> 10F
Initial Hit
+ [+] Damage (ground/air): 5.5/4.5% -> 5.5%
Multihits
+ [+] Damage (ground/air): 1.1/1.0% -> 1.1%
Mr. Game and Watch
- [-] Damage: 4.5% -> 3.0%
! [R] Angle: 361 -> 83
! [R] BKB: 25 -> 20
! [R] KBG: 22 -> 45
+ [+] BKB (multihits): 26 -> 30
+ [+] BKB (multihits): 35 -> 36
! (!) Judge now locks out the last two results from its next roll instead of just the previous one
! (!) Removed all external factors in calculating Judge RNG; it is now a purely a 1/7 chance for any given number
! (!) Implemented MATH
~ When a 9 is rolled, the next two rolls are taken into account
~ If the sum of the two rolls is less than or equal to 9, the next Judge will be that result
~ For balance reasons, if the result is 9 then the next Judge has a 50% chance of being a normal roll, equating to about a 64.3% chance of a guaranteed 9
~ If the sum of the two rolls is greater than 9, the next Judge will be the larger number minus the smaller one
# Note that the lockout change makes it so a 9 cannot be rolled while performing MATH
Judge 2
~ [/] BKB: 10 -> 30
Judge 5
+ [+] Angle (launcher): 75 -> 78
+ [+] KBG (launcher): 80 -> 72
Judge 6
+ [+] BKB: 32 -> 40
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Trampoline
~ [/] Can no longer reverse hit
~ [/] BKB: 134 -> 123
~ [/] KBG: 23 -> 36
Ascent
~ (*) The ascent hitbox will no longer interact with opponents hit by the trampoline hitbox instead of not being generated at all
# This allows the move to hit other opponents with the ascent even if Gnw hit something with the trampoline
Parachute
+ [+] Damage: 15.0% -> 16.8%
~ [=] BKB: 20 -> 22
~ [=] KBG: 104 -> 94
# Since Parachute shares staling with the rest of up special, it was never doing its full intended damage when "fresh"
Meta Knight
Hit 1
- [-] Angle: 367/60 -> 70
Hit 2
~ [/] BKB: 65 -> 30
~ [/] KBG: 110 -> 130
# Makes the move more CCable and DI out a less dangerous escape option during combos
- [-] Angle (multihits): 367 -> 366
~ [/] SDI Multiplier: 1.0x -> 0.5x
# Makes SDI much more effective overall, forcing Meta Knight to follow the opponent to keep them in the move
- [-] Freefall max airspeed multiplier: 0.67x -> 0.6x
Initial Hit
~ [/] BKB: 90 -> 50
~ [/] KBG: 61 -> 89
# Makes the move not nearly as explosive at earlier percents but more reliable at precents where it should be killing
- [-] No longer actionable on hit
- [-] Hitbox size decreased on all variants
~ [$] Adjusted vfx
Pit
! [R] Angle: 361 -> 80
~ [/] BKB: 30/20 -> 10
~ [/] KBG: 25/15 -> 40
~ [/] Jab Transition Frame: F7 -> F9
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361 -> 60/90/145
! [R] BKB: 28/20 -> 0
! [R] FKB: 0 -> 70/85
! [R] KBG: 20/15 -> 40
~ [/] Jab Transition Frame: F10 -> F11
Hit 1
+ [+] Angle (air): 70 -> 120
+ [+] FKB (ground): 20 -> 26
- [-] Hitbox Size: 6.0u -> 5.4u
Hit 2
+ [+] Hitbox moved upward 0.5u
+ [+] Hitbox Duration: F21-23 -> F15-17
# Should connect more reliably in more situations
Launcher
! [R] Body hitbox given lower priority
! [R] The sword hitbox can no longer reverse hit
- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x
Zero Suit Samus
~ [/] Jab Transition Frame: F6 -> F9
~ [/] Jab Transition Frame: F6 -> F9
- [-] Landing Lag: 7F -> 9F
- [-] KBG (foot): 110 -> 100
- [-] FAF (shield hit): 15 -> 20
- [-] Landing Lag: 9F -> 12F
Wario
! (!) Added a new garlic-themed meter that displays Wario's Waft charge
~ [/] Hitboxes redone
~ [$] Adjusted vfx
~ [/] BKB: 25 -> 21
~ [/] KBG: 45 -> 66
~ [/] Jab Transition Frame: F12 -> F13
- [-] FAF: 22 -> 24
- [-] Angle: 79 -> 77
~ [/] BKB: 60 -> 40
~ [/] KBG: 70 -> 97
+ [+] Removed sourspot
! [R] Hitboxes redone
- [-] Only hits aerial opponents close to Wario's body
~ [$] Adjusted hit sfx
- [-] Damage: 15.0% -> 14.0%
~ [/] BKB (ground): 100 -> 50
~ [/] KBG (ground): 28 -> 90
~ [/] Hitbox Size (body/quake): 6.5u -> 7.0/3.0u
~ [$] Adjusted animation
~ [/] Adjusted swing arc
~ [$] Cleaned up hitboxes
~ [$] Adjusted vfx
+ [+] Damage (early): 12.0/14.0% -> 14.0%
# Hits in a cleaner arc but not quite as far directly above Wario at the start
~ (*) Fixed a possible crash when grabbing an opponent immediately after B-reversing
! [R] Removed the ability to grab the bike parts
- [-] Angle: 30 -> 40
Snake
- [-] Decreased travel distance
Launcher
! [R] Hip hitbox given lowest priority
! [R] Only the hip hitbox can now reverse hit
Hits 1-3
~ [=] FKB: 50/35/25 -> 35/25/22
+ [+] Additional Hitstun: -5/-3/-1F -> 0F
- [-] FAF (fire/reload): 55/56 -> 60/75
Ike
~ [$] Adjusted hit sfx on sword sourspots
~ [/] Jab Transition Frame: F8 -> F10
~ [/] Jab Transition Frame: F8 -> F11
+ [+] Hitbox Duration: F11-13 -> F9-11
+ [+] FAF: 36 -> 34
+ [+] BKB (late): 40 -> 25
~ [$] Adjusted vfx
+ [+] Damage: 15.0/13.0/11.0% -> 16.0/14.0/12.0%
+ [+] BKB: 40 -> 45
- [-] Hitbox Duration (late): F18-30 -> F18-26
~ (*) Fixed a bug that prevented jump canceling a grounded Quick Draw that started in the air
~ [$] Adjusted hit sfx
+ [+] Repositioned sword hitbox to be 1.0u further behind the sword and 2.0u closer on the z-axis
Squirtle
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361/180 -> 70
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 20/15 -> 100
+ [+] Damage: 1.5% -> 2.0%
! [R] Angle: 361 -> 65
! [R] BKB: 25 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 25/20 -> 100
~ [/] Jab Transition Frame: F9 -> F10
+ [+] Damage: 4.0% -> 6.0%
- [-] KBG: 110 -> 80
Launcher
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
Ivysaur
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361 -> 83/97/107
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 25/20/15 -> 100/60
~ [/] Jab Transition Frame: F9 -> F13
! [R] Angle: 361 -> 83/97/107
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 25/20/15 -> 100/60
- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use
~ (*) Restored ledgegrab box changes that had gone missing at some point
- [-] Outer bound: 72.0u -> 50.0u
- [-] Inner bound: -18.0u -> -5.0u
- [-] Upper bound: 65.0u -> 60.0u
- [-] Lower bound: -52.0u -> 5.0u
Charizard
+ [+] Damage: 2.5% -> 3.0%
~ [/] Angle: 361/180 -> 361/120
~ [/] BKB: 20/24 -> 0
~ [/] FKB: 0 -> 22/26
~ [/] KBG: 30/28/25 -> 100
~ [/] Jab Transition Frame: F6 -> F9
+ [+] Damage: 2.5% -> 4.0%
! [R] Angle: 361 -> 30/55/80
~ [/] BKB: 20 -> 40/25/25
~ [/] KBG: 30/28/25 -> 50
~ [/] Jab Transition Frame: F7 -> F9
Lucas
~ [/] Angle: 53/64/75 -> 65
~ [/] BKB: 32 -> 0
~ [/] FKB: 0 -> 20
~ [/] KBG: 18 -> 100
~ [/] Jab Transition Frame: F6 -> F7
~ [$] Adjusted vfx
~ [$] Adjusted hit sfx
~ [$] Adjusted vfx
~ [$] Adjusted vfx
- [-] FKB (hit 1/hit 2, ground-only): 35 -> 29
- [-] SDI Multiplier: 0.0x -> 1.0x
- [-] Shieldstun Multiplier: 1.0x -> 0.6x
# Can now be CC'd
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Sonic
+ [+] Angle: 83 -> 85/83
~ [/] BKB: 25 -> 0
~ [/] FKB: 0 -> 20
~ [/] KBG: 30 -> 100
~ [/] Jab Transition Frame: F6 -> F8
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
~ [$] Reverted animation to vanilla
King Dedede
+ [+] Damage: 5.0% -> 6.0%
~ [/] Jab Transition Frame: F11 -> F12
+ [+] FAF: 26 -> 25
+ [+] Damage: 4.0% -> 5.0%
~ [/] BKB: 45 -> 22
~ [/] KBG: 0 -> 33
~ [/] Jab 3 Transition Frame: F13 -> F17
~ [/] Rapid Jab Transition Frame: F12 -> F17
+ [+] FAF: 26 -> 21
Multihits
~ [/] Attached hitboxes to hammer
~ [$] Simplified hitboxes
Launcher
+ [+] Hitbox Size (hammer head): 7.0u -> 7.5u
~ [$] Adjusted animation timing
~ [/] Hitbox Duration: F7-20 -> F6-14
+ [+] FAF: 37 -> 31
Toss
~ [/] Can no longer fastfall during the first 18 frames
! [R] Smash input speed multiplier: 1.25x -> 1.6x
+ [+] FAF: 55 -> 51
# Differentiates tilt/smash tosses and opens up many new potential applications
Gordo
! [R] BKB: 0 -> 50
! [R] FKB: 60 -> 0
! [R] KBG: 110 -> 55
+ [+] Shieldstun Multiplier: 0.7x -> 0.8x
Gordo Dash
+ [+] Dash Speed Multiplier (ground/air): 1.0/1.5x -> 1.2/1.8x
~ [/] Gordo re-toss angle: 120 -> 60
+ [+] FAF: 56 -> 42
! (!) Now stops momentum before the jump
! (!) Can now grab ledge before ascending
Landing
+ [+] Star inital offset: 7.0u -> 9.0u
! (!) Changed to a high-speed spin using the jet hammer
~ Can be charged for up to 80 frames; for each 30 frames of charge, Dedede will spin an extra time and travel further
~ The charge will cause up to 12% of self-damage while held
~ Can slide off and grab edges
~ Resets to normal fallspeed if started while fastfalling
~ Goes into special fall if ended in the air
Spin
~ Startup: F18
~ Damage (min/max): 14.0/18.0%
~ Angle: 361
~ BKB: 85
~ KBG: 60
~ Hitbox Size (hilt/hammer head): 4.0/7.0u
2024-10-22.14-47-15.mp4
- [-] KBG: 80 -> 90
~ [/] BKB: 50 -> 65
~ [/] KBG: 80 -> 60
! (!) Dedede will now equip/unequip his mask if Special is held on frame 3
Olimar
~ (*) Fixed a bug which caused Pikmin spawned from the angel platform to detach from Olimar
~ (*) Fixed a bug that prevented Pikmin from becoming intangible during aerials and smash attacks
~ (*) Improved the ability for Pikmin to follow Olimar during up special
+ [+] BKB (inner): 20 -> 22
+ [+] KBG: 105 -> 110
- [-] Landing Lag: 4F -> 6F
Lucario
! (!) Now has a brand-new meter design
! [R] Lucario can no longer enter burnout when shielding attacks; burnout is now only achieved through using powered specials
- [-] Lucario must now max out all three bars to exit burnout instead of one
- [-] No longer gains 1 bar upon exiting burnout
Aura Multipliers
+ [+] Minimum Damage Multiplier: 0.9x -> 0.95x
- [-] Maximum Damage Multiplier: 1.15x -> 1.1x
+ [+] Burnout Damage Multiplier: 0.85x -> 0.9x
Meter
+ [+] Max meter count: 2 bars -> 3 bars
+ [+] Meter gain per bar: 100 -> 90
- [-] Meter on respawn: 1 bar -> 0 bars
- [-] Passive aura generation: 0.05 -> 0.02
+ [+] Burnout passive aura generation: 0.07 -> 0.16
+ [+] Damage infliction meter gain: 0.5x -> 1.0x
+ [+] Blocked attack meter drain: 2.75x -> 2.0x
- [-] Parried attack meter gain: 2.75x -> 2.0x
! (!) Hit cancel windows are now restricted to 6F after the last active frame of the current attack
# Previously, attacks were hit cancelable at any point which led to unfair timing mixups
~ [/] Jab Transition Frame: F7 -> F11
~ [/] Hitboxes rewritten
Hip/Knee
- [-] BKB: 30 -> 25
~ [/] Hitlag Multiplier: 1.2x -> 1.0x
Foot
+ [+] Damage: 5.0% -> 5.5%
+ [+] Angle: 55 -> 60
+ [+] BKB: 25 -> 30
~ [/] Hitlag Multiplier: 1.2x -> 1.15x
Hit 1
- [-] Damage: 4.0% -> 3.0%
Hit 2
+ [+] Damage: 6.0% -> 7.0%
- [-] Angle: 361 -> 42
- [-] BKB: 57 -> 30
+ [+] KBG: 105 -> 130
# The second hit is now floorhuggable but also has higher knockback at late percents
~ [/] Hitlag Multiplier (foot): 1.0x -> 1.15x
~ [/] Hitboxes rewritten
~ [/] Can no longer reverse hit
Hip/Knee
- [-] Damage: 6.0% -> 5.0%
Foot
+ [+] Angle: 80 -> 85
~ [/] Hitlag Multiplier: 1.0x -> 1.15x
! (!) Now slows down after hitting a shield
! [R] Removed late hit
- [-] Slightly decreased travel distance
~ [/] Hitbox Duration: F9-11/F12-17 -> F7-11
Hip/Knee
- [-] Damage: 8.0% -> 7.5%
- [-] BKB: 43/48 -> 42
Foot
+ [+] Angle: 55 -> 60
+ [+] BKB: 38 -> 48
~ [/] Hitlag Mutliplier: 1.0x -> 1.15x
~ [$] Adjusted vfx
Early
- [-] Hitbox Duration: F19-21 -> F19-20
Late
~ [=] Hitbox Duration: F22-23 -> F21-23
- [-] Damage: 14.0% -> 12.0%
- [-] KBG: 105 -> 85
+ [+] Damage (late): 7.9% -> 8.1%
- [-] Angle (late): 80 -> 75
! (!) Split into early and late hit
~ [/] Hitboxes rewritten
Early
- [-] Hitbox Duration: F13-17 -> F13-14
Late
~ Hitbox Duration: F15-19
~ Damage: 10.0%
~ Angle: 361
~ BKB: 30
~ KBG: 80
~ Hitbox Size: 3.3u
~ [$] Adjusted sfx
+ [+] Autocancel: F1-2/F34+ -> F1-2/F30+
~ [/] Hitboxes repositioned
Hip/Knee
- [-] Damage: 6.5% -> 6.0%
Foot
+ [+] Angle: 66 -> 71
~ [/] Hitlag Multiplier: 1.0x -> 1.15x
+ [+] Autocancel: F1-2/F24+ -> F1-2/F22+
~ [$] Adjusted vfx
- [-] Hitbox Duration (early/late): F10-12/F13-17 -> F10-11/F12-17
- [-] Hitboxes rewritten and decreased in size
Hip/Knee
+ [+] Damage: 10.5% -> 11.0%
! [R] Angle: 80 -> 100
Foot
+ [+] Damage: 11.5% -> 12.0%
- [-] Angle: 90 -> 95
~ [/] Hitlag Multiplier: 1.0x -> 1.15x
! (!) Now depletes 0.15 meter per frame while charging until fully charged (max of 13.5)
+ [+] Minimum Size Multiplier: 1.0x -> 1.3x
- [-] Maximum Size Multiplier: 4.5x -> 4.3x
+ [+] FAF (jump cancel): 14 -> 9
# Same FAF as shield cancel
Aura Super
! (!) Now checks that Special is held during frames 1-8 instead of just frame 8
! (!) Meter is now spent on activation rather than the first active frame
Ground Grab
- [-] Grab Duration: F12-14 -> F14-15
Air Grab
- [-] Grab Duration: F11-12
Palm Blast
! (!) Added late hit
~ [$] Adjusted vfx
>>> Late
~ Hitbox Duration: F20-21
~ Damage: 8.0%
~ Angle: 361
~ BKB: 48
~ KBG: 46
~ Hitbox Size: 4.3u
Aura Super
! (!) Now checks that Special is held during frames 1-8 instead of after the grab connects
! (!) Meter is now spent on activation rather than the frame the throw releases
! (!) Retooled into a hold-and-release action
! (!) Depletes meter on use; canceling into an attack will increase the cost up to a max of 1 bar
! (!) Can now grab ledges during startup
- [-] Removed the ability to cancel the rush early with a Shield input
- [-] No longer gains additional travel distance based on aura level
~ (*) Fixed a bug where aerial cancels always faced to the right under certain situations
Minimum Charge
~ Startup: F18
~ Distance Multiplier: 0.6x
~ Meter Cost: 8.1
Maximum Charge
~ Startup: F42
~ Distance Multiplier: 1.0x
~ Meter Cost: 13.5
Travel
+ [+] Base Travel Speed: 4.0 -> 4.6
~ [/] Air Friction: 0.02 -> 0.04
! (!) Can now be canceled into specials other than down special
! [R] Adjusted animation timing; reduced momentum on startup but maintained FAF
Ground
+ [+] Attack cancel speed multiplier: 0.5x -> 1.0x
Air
+ [+] Movement starts 5 frames sooner
+ [+] Attack cancel speed multiplier: 0.5x -> 0.7x
- [-] Landing Lag: 4F -> 10F
# Actionability from cancels is only reduced by about 1-2 frames, so this landing lag nerf looks bigger than it is
R.O.B.
! (!) Now has a brand-new meter design
~ [/] Angle: 361/180 -> 361/100
~ [/] BKB: 18 -> 20
~ [/] KBG: 15 -> 70
~ [/] The launcher can no longer reverse hit
+ [+] Angle (multihits, upper): 365 -> 366
! [R] Launch physics completely rewritten
! [R] The move will now always charge for a minimum of 10 frames if the minimum amount of fuel is available
! [R] R.O.B. no longer visually rotates 1:1 with the launch angle; he instead rotates a percentage of it with a new arrow indicator displaying his true launch angle
~ (*) Fixed instances of speed not being applied correctly when running out of fuel while charging
~ (*) Fixed a bug where R.O.B. was unable to be grabbed while charging
~ [$] Burner effects now gradate from red to blue depending on charge level
~ [$] Added smoke vfx while charging
+ [+] Angling degrees per frame: 1.5 -> 2.5 (to a max of +/- 60)
! [R] Angle (launch): 280 -> 240-300 (adds 50% of the angle R.O.B. launches himself)
Toon Link
! [R] Angle: 361/180 -> 65/75/85
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 30/27/24
! [R] KBG: 25/15 -> 100
- [-] FAF: 18 -> 20
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361/180 -> 65/75/85
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 30/27/24
! [R] KBG: 25/15 -> 100
~ [/] Adjusted swing arc
- [-] Removed arm hitbox
- [-] Blade hitbox moved inward 1.0u
- [-] Hitbox Duration: F9-13 -> F9-12
- [-] Hitbox Size (hilt/blade): 4.0/4.5u -> 3.5/4.0u
# The first active frame is less behind Toon Link, but the arc no longer has a blindspot above and ahead of him
~ [/] Hitboxes redone
~ [/] Can no longer reverse hit
- [-] FAF: 23 -> 25
- [-] Blade hitbox moved inward 1.0u
- [-] Hitbox Size: 4.0/4.5u -> 3.5u
+ [+] Removed sourspot
- [-] Blade hitbox moved inward 1.0u
~ [/] Hitlag Multiplier: 0.9/1.1x -> 1.0x
- [-] Hitbox Size (hilt/blade): 5.0u -> 3.5/4.0u
~ [/] Hitboxes redone
~ (!) Fixed vfx not clearing on landing
~ [$] Adjusted vfx
Multihits
- [-] Angle: 367 -> 365
+ [+] SDI Multiplier: 1.2x -> 1.0x
- [-] Hitbox Size (hilt/blade): 5.25/6.25u -> 4.5/5.0u
Launcher
- [-] Hitbox Duration: F18-24 -> F18-22
- [-] Hitbox Size (hilt/blade): 5.5/6.75u -> 5.0/5.5u
- [-] Landing Lag: 17F -> 22F
+ [+] Freefall base air acceleration: 0.03 -> 0.05
- [-] Freefall max airspeed multiplier: 0.9x -> 0.6x
Wolf
+ [+] Damage: 2.0% -> 4.0%
+ [+] Angle: 80/361 -> 80/35/30
~ [/] Jab Transition Frame: F8 -> F10
+ [+] FAF: 16 -> 14
+ [+] Angle: 361 -> 361/20/15
~ [/] BKB: 20/25 -> 15/35/50
~ [/] KBG: 20/25 -> 25
~ [/] Jab Transition Frame: F8 -> F10
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
- [-] Gravity start frame (ending): F5 -> F10
- [-] Ledge grab start frame (ending): F7 -> F12
- [-] Horizontal Speed Multiplier (startup): 0.67x -> 0.5x
- [-] Freefall max airspeed multiplier: 0.65x -> 0.6x
- [-] Travel Startup: F27 -> F40
! (!) Now stalls in the air on subsequent uses
- [-] Added aerial frames to multishine, matching frame data of Melee/P+
Villager
+ [+] Shield Damage (sapling removal): 0.0% -> 9.0%
+ [+] Shield Damage (sapling removal): 0.0% -> 12.0%
Launcher
~ [/] The outer hitbox can no longer reverse hit
! (!) The Lloid can now be attacked by Villager
~ [$] Adjusted vfx
# Punishes Villager for trying to layer projectiles horizontally, but also opens up new opportunities to intentionally to manipulate the health of the rocket
Plant (Ground)
! (!) Can now be B-reversed
+ [+] FAF: 44 -> 37
Plant (Air)
! (!) Changed to a shovel pogo
! (!) Bounces on hit, but less if hitting a shield
! (!) Can be extended by holding Special
~ Hitbox Duration (min/max): F14-38/F14-136
~ Damage: 6.0%
~ Angle: 78
~ BKB: 70
~ KBG: 62
~ FAF (min/max): 45/143
Mega Man
~ [/] Can no longer reverse hit
~ [/] The up-angled variant can no longer reverse hit
Hit 3
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
Rosalina and Luma
Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
Little Mac
~ (*) Fixed a bug where Little Mac could get max meter from a taunting teammate
~ [$] Adjusted effects when hitting opponents while they are taunting or charging meter
~ [$] Adjusted vfx
! [R] Removed late hit properties
~ [$] Adjusted animation timing
~ [$] Adjusted vfx
- [-] Hitbox Size (hand, early/late): 4.0u -> 3.75/3.25u
- [-] Landing Lag: 7F -> 8F
~ [$] Adjusted vfx
- [-] Landing Lag: 7F -> 9F
- [-] Landing Lag: 8F -> 9F
~ [$] Adjusted vfx
- [-] Landing Lag: 10F -> 12F
+ [+] Can now grab ledges once the FAF is reached
~ (*) Fixed a bug where the vfx would not disappear when the move was interrupted
! (!) Changed back to a counter that dashes instead of attacks
Counter
- [-] Counter Duration: F5-28 -> F5-20
~ FAF: 57
Dash
! (!) A short sidestep that briefly slows the opponent and leaves Little Mac actionable
! (!) Can dash either forward or backward depending on stick direction (travels backwards by default)
! (!) Increments the Power Meter by 10.0%
~ Intangible during frames 1-25
~ FAF: 32
2024-10-24.15-00-47.mp4
+ [+] FAF: 42 -> 41
+ [+] FAF: 42 -> 41
Greninja
~ [/] Can no longer reverse hit
Launcher
! [R] Hip hitbox given lowest priority
! [R] Only the hip hitbox can now reverse hit
Mii Brawler
~ [/] Can no longer reverse hit
+ [+] The grab now starts 4 frames earlier in the animation
~ [/] Removed windbox
+ [+] Grab Duration: F13-21 -> F13-25
- [-] FAF: 52 -> 56
# The grab now starts the frame Mii Brawler starts moving, which should mitigate instances where the grab would whiff at point-blank
Mii Swordfighter
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Removed hand hitbox on sword moves; each now consists of hilt/blade/tip hitboxes
+ [+] Hilt hitbox properties matched to blade
~ [/] Hitlag Multiplier (hilt/blade/tip): 1.0x -> 0.9/0.9/1.0x
- [-] Damage (hilt/blade): 4.0/5.0% -> 4.0%
~ [/] BKB: 70 -> 40
~ [/] KBG: 100/45/50 -> 55
~ [/] Can no longer reverse hit
+ [+] Damage (hilt/blade): 9.0/10.0% -> 10.0%
Hilt/Blade
+ [+] Damage: 8.0/9.0% -> 9.0%
+ [+] Angle: 76/80 -> 80
+ [+] KBG: 90/93 -> 93
~ [/] Can no longer reverse hit
- [-] Damage (hilt/blade/tip): 9.0/10.0/11.0% -> 8.0/8.0/10.0%
~ [/] KBG: 53/52 -> 52
~ [/] KBG: 66/67/68 -> 66
+ [+] Damage (hilt/blade): 10.0/12.0% -> 13.0%
+ [+] Damage (hilt/blade): 14.0/15.0% -> 15.0%
+ [+] Animation adjusted to remove z-axis issues and increase horizontal reach
~ (*) Hitboxes completely rewritten
Hit 1
+ [+] Hitbox Duration: F13-16 -> F13-17
- [-] Damage: 4.0% -> 3.0%
+ [+] Angle (blade/tip): 100 -> 105/110
+ [+] FKB (hilt/blade/tip): 120 -> 80/65/50
Hit 2
~ [/] Can no longer reverse hit
! [R] Hitbox Duration: F20-25 -> F22-26
~ [/] Damage (hilt/blade/tip) 11.0% -> 10.0/10.0/12.0%
~ [/] Angle: 95/98 -> 94
- [-] KBG: 107 -> 102
~ [/] Hitlag Multiplier: 1.5x -> 1.0x
! [R] Attached hitboxes to sword
~ [$] Adjusted animation timing
Front
~ [/] Damage (hilt/blade/tip): 12.0% -> 11.0/11.0/13.0%
Back
~ [/] Damage (hilt/blade/tip): 15.0% -> 13.0/13.0/15.0%
Early
~ [/] Hitbox Duration: F6-14 -> F6-13
+ [+] Damage (hilt/blade): 9.0/10.0% -> 10.0%
~ [/] BKB: 59/62 -> 34
~ [/] KBG: 56/57/58 -> 85
Late
~ [/] Hitbox Duration: F15-18 -> F14-18
- [-] Damage (hilt/blade): 9.0% -> 7.0%
- [-] Angle: 80 -> 72
Hit 1/Hit 2
- [-] Damage (hilt): 4.0% -> 3.0%
Hit 3
! [R] Hilt hitbox given lowest priority
! [R] The blade and tip hitboxes can no longer reverse hit
+ [+] Damage (blade/tip): 5.0% -> 6.0%
- [-] Damage (hilt/blade): 11.0/12.0% -> 11.0%
- [-] Damage (early, hilt/blade): 13.0/16.0% -> 14.0%
+ [+] Angle (early, hilt): 77 -> 80
Multihits
+ [+] Angle (ground-only): 220/250 -> 270
- [-] BKB (air-only): 18 -> 0
~ [/] FKB (ground-only): 30/12 -> 22
Launcher
! [R] Angle: 275 -> 55
Sword
~ [/] Adjusted swing arc
~ [$] Adjusted vfx
- [-] Damage (hilt, uncharged/charged): 11.0/13.0% -> 10.0/12.0%
~ [/] Hitlag Multiplier (tip): 1.0x -> 1.1x
Wave
- [-] Reshaped hitboxes; only present on the first wave instead of encompassing all three
~ [$] Adjusted vfx
! (!) Dash functionality matched to Ike's Quick Draw
~ The dash can now slide off edges
~ If the dash is started while grounded and slides off an edge, Mii Swordfighter is able to jump out before entering special fall
! [R] The attack portion is now only performed via pressing Special
Ascent
+ [+] Inner hitboxes extended inward
+ [+] Hitboxes moved upward 1.5u
~ [/] Hitlag Multiplier: 1.1/1.15x -> 1.0x
Descent
- [-] Hitboxes moved inward
~ [/] FKB (air-only, hilt/blade/tip): 30 -> 100/70/40
~ [/] KBG (air-only): 180 -> 100
Landing
~ [/] BKB: 103 -> 70
+ [+] KBG: 116 -> 165
~ [/] Hitlag Multiplier: 1.55x -> 1.2x
- [-] Hitbox Size: 8.0u -> 5.5u
~ (*) Fixed the uncharged version not being actionable after connecting with the final hit
- [-] Removed initial hit
+ [+] Angle (uncharged, launcher): 79 -> 85
Ground
- [-] Hitbox priority reversed to match other sword moves
- [-] Hitboxes moved inward
~ [$] Adjusted vfx
+ [+] Added cloud hitbox (matches bolt properties)
~ (*) Fixed vfx missing in certain situations
~ [$] Adjusted vfx
+ [+] Shield Damage (bolt/center): 0.0/15.0% -> 24.0/30.0%
Ground
! [R] Adjusted physics when ending a grounded thrust in the air
~ The ending flip now falls normally and is actionable starting on frame 20
+ [+] Matched sourspot to sweetspot
- [-] Hitboxes moved inward by 2.0u
- [-] Sword hitbox length decreased by 3.0u
>>> Early
- [-] Angle: 35 -> 40
~ [/] BKB: 60 -> 50
~ [/] KBG: 77 -> 72
>>> Mid
~ [/] BKB: 65 -> 50
~ [/] KBG: 70 -> 72
>>> Late
~ [/] BKB: 65 -> 50
~ [/] KBG: 80 -> 72
Air
~ (*) Fixed a bug where landing on certain frames had strange properties
- [-] Slides slightly less distance when landing during the intial frames
- [-] Sword hitbox length decreased by 2.0u
>>> Early
+ [+] Damage (hilt): 10.0% -> 13.0%
- [-] BKB (air-only): 44 -> 40
- [-] KBG (air-only): 85 -> 50
>>> Mid
+ [+] Damage (hilt): 8.0% -> 11.0%
- [-] KBG (blade): 85 -> 75
>>> Late
+ [+] Damage (hilt): 5.5% -> 8.0%
- [-] KBG (blade): 85 -> 75
Landing
~ [/] Hitbox repositioned
- [-] Hitbox Size: 4.8u -> 3.5u
Mii Gunner
~ [/] Can no longer reverse hit
+ [+] Decreased FAF when using the boosted variant after already having used one in the same airtime
~ [$] Adjusted camera shake intensity and timing
~ [$] Decreased model size once becoming flinchless to better indicate the shift in properties
+ [+] FAF: 54 -> 51
! [R] Removed manual detonation; now explodes automatically upon reaching its max travel distance
~ [$] Added vfx and sfx to indicate the time remaining before detonation
~ (*) Fixed a bug where the missile would eventually speed up if active for longer than 180 frames
Detonation
~ [$] Added camera shake
+ [+] Shield Damage: 0.0% -> 20.0%
+ [+] Hitbox Size: 10.0u -> 14.0u
~ (*) Fixed the move being jump cancelable earlier than other shines
- [-] Startup: F3 -> F5
~ (*) Earliest cancel frame: F4 -> F8
Palutena
! (!) Now has a brand-new meter design
~ [/] Can no longer reverse hit
- [-] Removed windbox
- [-] Removed windbox
Hit 1
- [-] Outer hitboxes moved inward 1.5u
Hit 2
- [-] Outer hitboxes moved inward 4.0u
Confuse Attack [Green]
~ (*) Fixed a bug where the sfx could persist after the move was interrupted
~ [/] Hitlag Multiplier (multihits): 1.0x -> 0.8x
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Dark Pit
! [R] Angle: 361 -> 80
~ [/] BKB: 30/20 -> 10
~ [/] KBG: 25/15 -> 40
~ [/] Jab Transition Frame: F7 -> F9
+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361 -> 60/90/145
! [R] BKB: 28/20 -> 0
! [R] FKB: 0 -> 70/85
! [R] KBG: 20/15 -> 40
~ [/] Jab Transition Frame: F10 -> F11
Hit 1
+ [+] Angle (air): 70 -> 120
+ [+] FKB (ground): 20 -> 26
- [-] Hitbox Size: 6.0u -> 5.4u
Hit 2
+ [+] Hitbox moved upward 0.5u
+ [+] Hitbox Duration: F21-23 -> F15-17
# Should connect more reliably in more situations
+ [+] Hitbox Duration (hit 2): F17-18 -> F16-17
Ground
- [-] BKB: 63 -> 57
+ [+] Shield Damage: 24.0% -> 30.0%
Multihits
+ [+] Rehit Rate: 5F -> 3F
Launcher
~ [/] Can no longer reverse hit
+ [+] Damage: 7.0% -> 8.0%
+ [+] Angle: 68 -> 75
~ [/] BKB: 60 -> 35
~ [/] KBG: 110 -> 133
# Gives the move some use as a finisher at high percents but decreases advantage at low percents
+ [+] Startup: F5 -> F4
Pac-Man
+ [+] Adjusted back arm position during the first several frames of Pac-Man's jump animations to raise z-drop height
# Previously his arm dipped lower than where it started (including completely below him during double jump), resulting in inconsistent z-drop heights when performed very quickly out of a jump
! (!) Changed to a jumping uppercut that starts from behind
~ Hitbox Duration: F6-14
~ Damage: 7.0%
~ Angle: 105
~ BKB: 40
~ KBG: 105
~ Hitbox Size (head/hand): 4.0/4.5u
~ FAF: 28
# Has the same damage/kb/FAF as the previous up tilt but with a new animation that restores the ability to reliably poke through platforms
2024-10-22.13-58-37.mp4
~ [/] Angle: 45 -> 30
~ [/] KBG: 70 -> 60
# Retooled to set up for techchases starting at mid percents
~ [/] Ending moved forward in animation
+ [+] Hitbox Duration: F10-11/F19-20/F28-29/F37 -> F10-11/F18-19/F26-27/F34-35
+ [+] KBG (mid/late): 80/60 -> 90/70
~ [/] Angle: 361 -> 46
+ [+] FAF: 34 -> 33
# Can now lead into techchases and fruits better
+ [+] Damage (early): 11.0% -> 13.5%
~ [=] BKB: 30 -> 33
~ [=] KBG: 123 -> 104
# This allows Pac-Man to set off hydrant from full health if back air is unstaled or staled only once
+ [+] FAF: 35 -> 33
~ [/] Descent momentum now starts one frame later
~ [/] BKB: 35 -> 45
~ [/] KBG: 80 -> 70
+ [+] FAF (toss, non-key/key): 48/40 -> 42
# Previously, stored fruits immediately transitioned into the throw animation unless the Special button was held, which had resulted in equivalent FAF between key and non-key throws. This change equalizes them again and also gives Pac-Man more time to catch up to and capitalize off thrown fruits
Cherry
+ [+] Shield Damage: -2.1% -> 0.0%
Strawberry
+ [+] Angle: 70 -> 88
+ [+] Shield Damage: -3.0% -> 0.0%
# Strengthens strawberry's use as a combo tool and even lets it send inward on DI in
Orange
+ [+] Shield Damage: -3.2% -> 0.0%
Apple
+ [+] Shield Damage: -4.7% -> 0.0%
Melon
+ [+] KBG: 100 -> 109
+ [+] Shield Damage: -6.0% -> 8.0%
Galaxian
+ [+] Shield Damage: -4.5% -> 0.0%
Bell
! (!) Restored paralyze property, but only when thrown
>>> Throw
! [R] Hitlag Multiplier: 1.5x -> 0.45x
+ [+] SDI Multiplier: 1.0x -> 0.6x
>>> Z-Drop
! [R] Angle: 125 -> 55
- [-] Hitlag Multiplier: 1.5x -> 1.0x
+ [+] Shield Damage: -1.9% -> 0.0%
# Bell's paralysis when z-dropped was overbearing with the inital Bonus Fruit changes, but there was not knowledge at the time of how to distinguish between a thrown/z-dropped bell
Key
+ [+] Shield Damage: -4.0% -> 4.0%
+ [+] Bounce Speed Multiplier: 0.85x -> 0.92x
~ [/] BKB: 55 -> 50
# Enables certain conversions at higher percents such as fthrow > Key
Lucina
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Removed shoulder hitbox
- [-] Removed body hitbox
- [-] Body hitbox length decreased by 4.0u on each side
+ [+] Damage (arm/sword): 14.25% -> 14.5%
+ [+] Angle: 89 -> 90
- [-] Hitbox Size (body/arm/hilt/blade): 5.5/5.8/5.8/4.6u -> 4.0/4.5/4.5/4.5u
- [-] Removed hip hitbox
+ [+] Adjusted swing arc to remove blindspots on the third hit
~ [$] Adjusted rumble
~ [$] Adjusted hit sfx
Early
- [-] Sword tip made into a sourspot (matches arm)
- [-] Damage (arm/tip): 11.0% -> 10.0%
~ [/] BKB (hilt): 70 -> 58
~ [/] KBG (hilt): 89 -> 100
# Makes the move more precise and slightly less explosive at earlier percents
Robin
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ (*) Running out of wind tome while floating now properly throws the tome afterwards
~ (*) Fixed Levin leniency for aerials being slighly incorrect
- [-] Respawn Cooldown: 480F (8sec) -> 600F (10sec)
~ [/] Adjusted animation timing and swing arc
- [-] Hitbox Duration: F4-6 -> F5-7
~ [/] Attached hitboxes to sword
~ [/] Adjusted swing arc
+ [+] Hitbox Duration: F4 -> F4-6
~ (*) Fixed a bug where the move was able to be used when out of fire tome durability
- [-] Damage: 0.9% -> 0.4%
~ [/] Attached hitboxes to sword
~ [$] Adjusted animation timing
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
- [-] Hitbox Duration: F8-12 -> F10-14
- [-] KBG: 91 -> 86
- [-] FAF: 42 -> 44
# Should meaningfully impact kill percents and the window for confirms a bit but still remain effective
Bronze
- [-] Hitbox Duration (late): F16-24 -> F16-20
Levin
- [-] Hitbox Duration (late): F19-24 -> F19-21
Thoron
! (!) Reintroduced a Smash4 mechanic where releasing Special early makes Thoron slightly shorter but gives Robin slightly less FAF
! [R] When used in the air, Robin now briefly stalls in place
- [-] Startup: F17 -> F20
- [-] Damage (min/max durability): 2.0/5.5% -> 1.5/5.0%
- [-] FAF (air, tap/hold): 63 -> 80/84
- [-] Angelability reduced
- [-] Grab length decreased by 1.2u
~ [$] Adjusted vfx
- [-] Grab Size: 4.3u -> 4.0u
- [-] Grab Size: 4.3u -> 4.0u
- [-] Grab Size: 4.3u -> 4.0u
- [-] Startup: F15 -> F17
~ [=] FAF: 38 -> 40
# Makes the throw slightly more reactable
- [-] Angle: 85 -> 81
Shulk
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ [/] Adjusted swing arc
~ [/] Can no longer reverse hit
- [-] Blade hitbox made lower priority than body hitbox
- [-] Matched early beam hitbox properties to late hit
- [-] Hitbox Size (late, blade/beam): 3.6/2.6u -> 3.0/2.0u
~ [$] Adjusted vfx
- [-] Hitboxes moved inward 1.5u
Hit 1
+ [+] Can no longer reverse hit
+ [+] Improved linking consistency into the second hit
Hit 2
~ [/] Hitbox repositioned
~ [/] Hitlag Multiplier: 1.3x -> 1.2x
- [-] Hitbox Size: 9.0u -> 7.0u
Bowser Jr.
- [-] Freefall max air acceleration multiplier: 1.0x -> 0.8x
- [-] Freefall max airspeed multiplier: 1.1x -> 0.85x
Duck Hunt
~ (*) Input logic matched to other crawl tilts
~ [/] Can no longer reverse hit
~ [$] Adjusted vfx
Hit 1/Hit 2
+ [+] Angle: 45 -> 361
~ [/] Hitlag Multiplier: 1.0x -> 0.8x
# The first two hits should no longer be able to be CC'd
Hit 1
! [R] BKB: 110 -> 0
! [R] FKB: 0 -> 110
! [R] KBG: 0 -> 100
~ [/] Hitlag Multiplier: 1.0x -> 0.8x
Hit 2
- [-] Damage: 11.5% -> 11.0%
! (!) Hitting the can with either shot will store knockback
! [$] Adjusted hit sfx
Hit 1
~ (*) Can no longer reverse hit
+ [+] Damage: 5.0% -> 10.0%
! [R] Angle: 170 -> 132
! [R] BKB: 120 -> 68
! [R] KBG: 0 -> 82
Hit 2
+ [+] Damage: 5.0% -> 10.0%
! [R] Angle: 35 -> 48
! [R] BKB: 70 -> 68
! [R] KBG: 70 -> 82
# Reworked to send deep offstage with both hits if DI'd poorly
~ (*) Fixed an issue where whiffing a parry near a stationary can would disable the ability for Duck Hunt to ping it until it was hit again
~ (*) Decreased the reticle shot size, which should help decrease instances of opponents getting hit by the ping but failing to connect with the can
! (!) Changed to a three-part trick shot
Shot 1
! (!) The duo gets a small height boost and remians actionable afterward
! (!) Can only be used once per airtime; subsequent uses will always transition into the second shot
~ Hitbox Duration: F8-11
~ Damage: 9.0%
~ Angle: 72
~ BKB: 28
~ KBG: 108
~ Hitbox Size: 6.0u
~ FAF: 35
Shot 2
! (!) The duo gets a larger height boost and enters special fall
! (!) During frames 20-38, performing Up Special again will transition into the final shot
~ If the input is buffered before this window, Duck Hunt will automatically transition on the first possible frame
~ Hitbox Duration: F8-11
~ Damage: 12.0%
~ Angle: 63
~ BKB: 30
~ KBG: 100
~ Hitbox Size: 6.0u
Shot 3
! (!) A powerful hit from the zapper, causing the duo to freeze in place before falling
! (!) Deals 2.0% of self-damage
~ Hitbox Duration: F6-9
~ Damage: 22.0%
~ Angle: 63
~ BKB: 34
~ KBG: 74
~ Hitbox Size: 7.5u
# This new special presents a wealth of opportunity for crazy tricks and setups. We can't wait to see what players come up with!
2024-10-22.14-13-13.mp4
Ryu
! (!) Now has a brand-new meter design
~ [/] Meter gain per bar: 60 -> 70
# Also extends the duration of Vtrigger
- [-] FAF: 5 -> 7
# Also reduces the maximum speed out of a canceled airdash
- [-] Angle: 361/180 -> 361
+ [+] Damage: 3.0% -> 4.0%
+ [+] Angle: 361 -> 361 (inwards)
- [-] BKB: 28 -> 25
- [-] KBG: 25 -> 12
~ (*) Fixed some instances of the attack passing through opponents too easily
~ [$] Adjusted animation timing
~ [$] Adjusted vfx
+ [+] Hitbox Duration: F10-12 -> F9-11
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
EX
! (!) Now fires two projectiles
- [-] Removed transcendence
- [-] No longer deals extra damage
- [-] Removed the "buy one get two free" mechanic
~ [=] Lifetime: 41F -> 35F
+ [+] Travel Speed: 2.016 -> 2.3
+ [+] FAF: 37 -> 29
VTrigger
+ [+] Hitlag Multiplier: 1.4x -> 1.96x
EX
- [-] Removed transcendence
- [-] No longer deals extra damage
- [-] No longer deals extra knockback
+ [+] No longer has a smaller hitbox
! [R] Lifetime: 41F -> 160F
! [R] Travel Speed: 2.016 -> 0.5
+ [+] FAF: 37 -> 29
- [-] Reduced speed after hitting a shield
- [-] Reduced projectile shield size
- [-] Hitbox length decreased
~ [/] Can no longer reverse hit
- [-] Reduced the down special cancel window when performed in the air
~ [/] Can no longer reverse hit
- [-] Arm Intangibility Duration: F1-14 -> F1-13
~ (*) Fixed some instances of the attack passing through opponents too easily
Light
~ [/] Decreased movement speed
+ [+] Hitbox Duration: F15-19 -> F12-16
- [-] FAF: 39 -> 43
Medium
~ [/] Increased movement speed
+ [+] Hitbox Duration: F18-22 -> F17-21
- [-] FAF: 41 -> 43
Heavy
+ [+] Hitbox Duration: F24-28 -> F22-26
EX
+ [+] Startup: F18-22 -> F17-21
+ [+] FAF: 55 -> 48
~ [$] Removed camera zoom during startup
+ [+] Added a new hitbox during startup on Ryu's hands
Hand
~ Damage: 0.5%
~ Angle: 366
~ FKB: 50
~ KBG: 100
~ Hitbox Size: 4.0u
~ Rehit Rate: 5F
Early Multihits
- [-] Damage: 8.0% -> 1.6%
- [-] FKB: 75 -> 50
Mid Multihits
- [-] Damage: 3.2% -> 1.6%
- [-] FKB: 75 -> 50
Late Multihits
- [-] 75 -> 50
Launcher
~ [=] BKB: 50 -> 48
+ [+] KBG: 130 -> 138
# The new hand hitbox rewards creative players for utilizing Ryu's momentum out of moves like down smash and Donkey Kick to scoop opponents that are behind them. At the same time it closes an unfortunate blindspot in the move, and lowers the overall damage to a more acceptable amount. The new knockback curve is more deadly, while still weaker than other metered options
~ [$] Removed camera zoom during startup
- [-] Angle: 39 -> 42
Cloud
! [R] Standardized placement and size of sword hitboxes
~ [/] Matched arm hitbox properties to sword tip
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ [$] Adjusted vfx
~ [$] Adjusted hit sfx
~ [$] Adjusted vfx and hit sfx
Early
- [-] Hitbox Size (knee/foot): 3.5/4.0u -> 3.0/3.5u
Late
+ [+] Hitbox Size (hip): 2.0u -> 2.5u
- [-] Removed arm hitbox
~ [/] Hitbox Duration (early/late): F9-13/F14-20 -> F9-12/F13-20
Early
- [-] Matched sword tip hitbox properties to body
! [R] Angle (body): 361 -> 60
~ [/] BKB: 100/60 -> 60
~ [/] KBG: 70/85 -> 98
+ [+] Hitbox Size (body): 2.5u -> 3.0u
Late
~ [/] BKB: 100 -> 60
~ [/] KBG: 60 -> 98
+ [+] Hitbox Size (body): 2.5u -> 3.0u
~ [/] Adjusted swing arc
- [-] Added sourspot properties to the first active frame (previously was only the sweetspot data)
~ [/] Hitboxes rewritten
~ [$] Adjusted vfx
~ [$] Adjusted animation timing
+ [+] Damage (early): 10.0/11.0% -> 11.0%
~ [/] Hitlag Multipier (early, hilt/tip): 1.15x -> 1.0x
Limit
+ [+] SDI Multiplier (ground, multihits): 1.0x -> 0.0x
# Can no longer be CC'd during the multihits
Normal
+ [+] Additional Hitstun (hit 3/hit 4): 0F -> 10/12F
# Prevents opponents from shielding between hits
Corrin
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ (*) Adjusted rapid jab transition window
~ [$] Adjusted vfx
~ [$] Adjusted vfx
+ [+] KBG (tip): 30 -> 35
~ [/] Hitlag Multiplier: 1.5x -> 1.2x
+ [+] FAF: 35 -> 33
~ [/] Can no longer reverse hit
+ [+] Shieldstun Multiplier (tip): 1.6x -> 2.4x
~ [$] Adjusted animation
~ [$] Adjusted vfx
Pin Front Kick / Pin Back Kick
+ [+] Moved knee hitbox forward 1.0u
>>> Early
- [-] Hitbox Size (hip/knee/foot): 5.0/4.5/4.5u -> 4.0/3.75/3.5u
>>> Late
- [-] Hitbox Size (hip/knee/foot): 4.0/3.5/3.5u -> 3.5/3.25/3.0u
- [-] Removed intangibility
+ [+] Improved multihit linking consistency
- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x
- [-] Startup: F8 -> F12
~ [=] FAF: 20 -> 24
# Makes the release slightly more reactable for both parties
+ [+] KBG: 99 -> 101
Bayonetta
~ [/] Bullet Arts frame pushed forward 1 frame
# Allows more time to release the Attack button
Hit 1
~ (*) Grab and down tilt inputs no longer count as a continuation input
- [-] Hitbox Duration: F7-10 -> F8-11
+ [+] Damage: 3.0% -> 4.0%
+ [+] Angle: 66/75/80/56/75/80 -> 361
- [-] BKB: 59/54/54/49/39/39 -> 38
~ [/] Can no longer reverse hit
~ [/] BKB: 75/50 -> 50
~ [/] KBG (early/late): 80/60 -> 100/80
+ [+] KBG: 102 -> 103
- [-] FAF: 29 -> 30
Hit 1
~ [/] BKB: 62/60/68/56/71 -> 60/58/68/54/71
~ [=] Additional Hitstun: 0/0/-2/2/-3F -> 0/1/-2/3/-3F
Hit 2
~ [/] BKB: 62/60/68/56 -> 60/58/8/54
~ [=] Additional Hitstun: 0/0/-2/2F -> 0/1/-2/3F
Hit 3
+ [+] KBG: 70 -> 72
~ [/] The late hip hitbox can no longer reverse hit
- [-] FAF: 28 -> 30
+ [+] Can now drift slightly during startup
- [-] Gravity: 0.3 -> 0.38
Heel Slide Kick
+ [+] KBG: 66 -> 70
Downward ABK
~ (*) C-stick and up air inputs no longer count towards registering the input
+ [+] KBG: 35 -> 40
- [-] Startup: F14 -> F16
- [-] FAF: 44 -> 46
~ [/] BKB: 80 -> 70
~ [/] KBG: 60 -> 80
- [-] FAF: 34 -> 36
# Decreases combo potential but improves positioning at higher percents
- [-] Startup: F9 -> F11
+ [+] Angle: 77 -> 82
- [-] KBG: 83 -> 87
- [-] FAF: 31 -> 32
# Increases combo potential but also makes the throw more reactable
Inkling
~ [/] Ground Friction: 0.065 -> 0.0585
~ [/] Fast Fall Speed: 2.817 -> 3.15
+ [+] Ledge Grab Height: 19.5u -> 22.0u
- [-] Adjusted run animation to reduce low profiling
~ (*) Adjusted double jump animation to prevent NIL interactions with platforms
+ [+] Now travels at a consistent speed throughout the attacking portion
+ [+] Hitbox Duration: F8-11 -> F7-11
+ [+] Damage: 6.0% -> 8.0%
~ [/] BKB: 67 -> 65
+ [+] KBG: 70 -> 80
+ [+] Matched inner hitbox damage and ink application to outer hitbox
+ [+] KBG (early): 95 -> 98
+ [+] FAF: 37 -> 35
Hit 1
- [-] Hitbox Duration: F7-11 -> F7-9
- [-] Angle: 367 -> 366
~ [/] Hitlag Multiplier: 1.0x -> 0.7x
Hit 2
~ [$] Adjusted hit sfx
~ [/] Hitbox Duration: F12-18 -> F16-22
- [-] KBG: 165 -> 158
- [-] FAF: 39 -> 43
- [-] Autocancel: F1-2/F35+ -> F1-2/F39+
! (!) Added a late hit
~ [$] Adjusted on-hit splatter vfx
Late
~ Hitbox Duration: F16-23
~ Damage: 9.0%
~ Angle: 65
~ BKB: 10
~ KBG: 100
+ [+] FAF: 47 -> 43
! [R] Removed bury hitbox
+ [+] Horizontal Speed (air): 1.5 -> 2.0
~ [/] Angle (ground): 60/80 -> 75
+ [+] Freefall base air acceleration: 0.032 -> 0.05
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
~ [/] Hitbox Duration (early/late): F12-18/F19-25 -> F12-17/F18-25
+ [+] Damage: 5.0% -> 7.0%
! [R] Angle (late): 361 -> 80
+ [+] FAF: 45 -> 39
- [-] BKB: 70 -> 55
~ [/] KBG: 92 -> 97
- [-] FAF: 33 -> 36
Daisy
+ [+] FAF: 16 -> 15
- [-] Hitbox Duration: F6-12 -> F6-11
~ [/] BKB: 50 -> 35
~ [/] KBG: 100 -> 130
- [-] Hitbox Duration: F6-16 -> F6-12
+ [+] FAF: 32 -> 29
+ [+] Hitbox Duration: F7-9 -> F5-7
+ [+] FAF: 30 -> 28
+ [+] Autocancel: F1-11/F46+ -> F1-11/F41+
+ [+] Angle: 75 -> 80
+ [+] KBG: 95 -> 90
+ [+] Hitbox Size (foot): 4.5u -> 4.7u
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Ridley
- [-] Hitbox Size (base/mid/tip): 7.5/5.5/5.5u -> 7.0/5.0/5.0u
~ [/] Simplified hitboxes
- [-] Hitboxes shifted slightly behind the wing's path
- [-] Body hitbox moved to chest
+ [+] Chest hitbox activity matched to the rest of the hitboxes
~ [/] Can no longer reverse hit
~ (*) Fixed rumble
~ [=] Hitbox moved upwards 0.5u
- [-] Hitbox Size: 7.5u -> 5.5u
~ [/] Slightly repositioned hitboxes to match vfx
Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
Grab
- [-] Hand hitbox moved inwards 3.0u
- [-] Grab Size (hand, ground/air): 7.8/4.3u -> 7.0/4.5u
Grounded Throw
+ [+] Angle: 50 -> 42
+ [+] KBG: 90 -> 92
! (!) Can now be angled in all directions
! (!) Angles between 225-315 will use the spiking "stomp" variant
! [R] Removed the ability to drift during the travel
! [R] No longer bonks on walls/ceilings
Simon
~ [/] Can no longer reverse hit
~ [$] Adjusted hit sfx
- [-] Landing Lag: 10F -> 12F
- [-] Landing Lag: 10F -> 13F
- [-] Reduced bounce height when hitting a shield
+ [+] Now able to drift and fastfall much sooner after reaching the peak of the ascent
- [-] Freefall base air acceleration: 0.03 -> 0.02
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Richter
Normal
- [-] Tip hitbox moved inward 1.5u
Crouching
~ [/] Tip hitbox moved inward 1.0u
! (!) Can now be angled forward and backward
~ [$] Adjusted hit sfx
~ [/] Angle (tip, forward/backward): 285 -> 270
~ [/] KBG (tip, all variants): 47 -> 37
~ [/] Angle (whip): 93 -> 90
~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier (base/mid/tip): 0.8/0.8/1.0x -> 0.9/1.0/1.1x
! [R] Angle (tip, high/mid/low): 120/113/120 -> 145/120/113
+ [+] KBG (tip, high): 40 -> 30
+ [+] Moved shoulder hitbox inward slightly
+ [+] KBG (early): 90 -> 99
+ [+] Damage: 8.0% -> 9.0%
~ [/] BKB: 40 -> 43
~ [/] KBG: 60 -> 50
- [-] Reduced bounce height when hitting a shield
~ [/] Slightly adjusted bounce physics
Early
! [R] Angle: 280 -> 80
! [R] BKB: 35 -> 88
! [R] KBG: 85/53 -> 46
Late
+ [+] KBG: 55 -> 46
~ (*) Fixed a bug where Richter could land early or not throw a knife in certain situations
+ [+] Angle (early/late): 60 -> 62/65
+ [+] FAF: 45 -> 42
+ [+] Now able to drift and fastfall much sooner after reaching the peak of the ascent
+ [+] Raised ledgegrab height by 2.0u
+ [+] Freefall base air acceleration: 0.03 -> 0.04
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Early
~ [$] Adjusted hit sfx
+ [+] Damage: 13.0% -> 14.0%
+ [+] KBG: 78 -> 80
Late
+ [+] Damage: 7.0% -> 8.0%
+ [+] Angle: 71 -> 80
~ [$] Adjusted voice line selection and frequency
# Take a little bit less of this
~ [$] Adjusted sfx
Chrom
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Removed shoulder hitbox
~ [$] Adjusted animation timing
~ [$] Adjusted hit sfx
~ [/] Matched hilt hitbox properties to arm
~ [$] Adjusted vfx
Hit 3 (low)
~ [/] Repositioned hitbox
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
King K. Rool
+ [+] Dash Speed: 1.704 -> 1.71
+ [+] Run Speed: 1.63 -> 1.645
! [R] Ground Friction: 0.695 -> 0.55
+ [+] Max Airspeed: 0.906 -> 0.93
+ [+] Air Acceleration (base/mutiplier): 0.02/0.022 -> 0.025/0.03
# Krool's lumbering speed combined with his large frame left him with subpar ability in many areas. Small increases to both ground and airspeed should help him keep up a bit better against faster-paced opponents
# The friction decrease makes Krool's ground game much slipperier, enabling him to slide significantly farther while charging armored moves to force his way in. It also increases the distance of DACUS/DACDS and crown sliding
! (!) Charged tilts now also deal increased shield damage
~ [/] Hitlag Scaling Multiplier: 0.025 -> 0.01
+ [+] Shieldstun Scaling Multiplier: 0.02 -> 0.04
+ [+] Shield Damage Scaling Multiplier: 0.0 -> 0.5
# These values are added per charge frame, up to the max of 20
+ [+] Adjusted animation; Krool's arm reaches further and higher during the rising portion
~ [/] Can no longer reverse hit
~ [$] Adjusted vfx
+ [+] FAF: 38 -> 36
+ [+] Hitbox Duration: F13-17 -> F12-16
Foot
~ [/] KBG (ground-only): 35 -> 50
+ [+] Shield Damage: 0.0% -> 7.0%
Quake
~ (*) Fixed the hitbox not scaling damage properly with charge
~ [/] Can no longer reverse hit
~ [/] KBG: 25 -> 30
~ [/] Hitlag Multiplier: 0.2x -> 0.4x
+ [+] FAF: 43 -> 40
+ [+] FAF: 46 -> 43
Early
! [R] Hitbox priority reversed (leg > foot)
~ [/] Leg hitbox moved inwards 1.5u
- [-] Damage (leg): 13.5% -> 13.0%
~ [/] KBG (leg): 97 -> 75
Late
+ [+] Damage (leg): 8.0% -> 10.0%
! (!) Changed to a massive bite
Hit 1
~ Hitbox Duration: F7-21
~ Damage: 6.0%
~ Angle: 366
~ BKB: 38
~ KBG: 33
~ Hitlag Multiplier: 0.5x
~ Hitbox Size (head/body): 7.5/3.5u
Hit 2
~ Hitbox Duration: F22-25
~ Damage: 8.0%
~ Angle: 85
~ BKB: 40
~ KBG: 125
~ Hitbox Size (head/body): 8.6/5.0u
~ FAF: 45
~ Landing Lag: 12F
~ Autocancel: F1-2/F34+
2024-10-22.14-20-45.mp4
! [R] Hitboxes repositioned
+ [+] Hitbox Size (body, early/late): 6.5/6.0u -> 7.5/7.0u
Fire
+ [+] Startup: F23 -> F20
Kannonball
+ [+] Shield Damage (shot/re-shot): 0.0% -> 7.0/8.0%
Inhale
+ [+] Minimum frames before release: 30F -> 10F
# Only affects the Kannonball version, not the command grab
+ [+] Startup: F25 -> F22
+ [+] Krool now gets the crown back if the opponent picks it up and hits him with it
# This lets the opponent still capitalize on haphazard use of the crown while not having the reward be too heavily in their favor
~ [/] Slightly adjusted physics
~ [$] Adjusted vfx
Uncharged
+ [+] Hitbox moved forward 0.5u
+ [+] KBG: 90 -> 86
+ [+] Hitbox Size: 9.0u -> 10.0u
Charged
+ [+] KBG: 90 -> 105
Isabelle
! (!) Now has a voice!
- [-] Additional Hitstun: 14F -> 12F
- [-] Moved outermost hitbox inward 0.5u
~ [/] Can no longer reverse hit
- [-] Hitbox Duration (early/late): F14-17/F18-19 -> F14-16/F17-19
- [-] Hitbox Size (inner/outer): 5.5/7.0u -> 5.0/6.5u
+ [+] Hitbox starts 1 frame earlier in the animation
Early
+ [+] KBG: 95 -> 103
- [-] Hitbox Size (body/hands): 5.5u -> 3.5/4.5u
Late
- [-] Hitbox Size (body/hands): 4.5u -> 3.0/4.0u
~ [/] Adjusted animation and swing arc
~ [/] Can no longer reverse hit
~ [$] Adjusted vfx
+ [+] Damage: 8.0% -> 9.0%
- [-] Angle: 74 -> 70
~ [/] BKB: 73 -> 33
~ [/] KBG: 64 -> 84
- [-] FAF: 28 -> 30
+ [+] Landing Lag: 10F -> 9F
~ [$] Adjusted animation timing
~ [$] Adjusted vfx
Early
- [-] Angle: 85 -> 76
~ [/] BKB: 54 -> 47
~ [/] KBG: 85 -> 92
Late
- [-] Hitbox Duration: F9-31 -> F9-25
+ [+] Damage: 7.5% -> 8.0%
~ [/] BKB: 60 -> 47
~ [/] KBG: 54 -> 90
- [-] Landing Lag: 9F -> 10F
~ [$] Adjusted animation timing
Late
- [-] Hitbox Duration: F13-28 -> F13-23
~ [/] BKB: 60 -> 40
~ [/] KBG: 75 -> 98
- [-] Landing Lag: 9F -> 11F
+ [+] Grabbed opponents no longer interact with collision when being reeled, removing instances where the line would break while grabbing them
! [R] No longer reduces horizontal momentum on use
~ [/] Grab hitstop frames: 12F -> 6F
~ [/] Reeling speed: 3.0 -> 6.0
~ [/] Max line length (tilt/smash) 38/58 -> 30/45
~ [/] Horizontal Speed (air fthrow/air bthrow): 1.0/-1.0 -> 0.5/-0.5
- [-] Removed the ability to cancel aerials into Balloon Trip on hit
+ [+] Health (planted): 8.0% -> 10.0%
Ken
! (!) Now has a brand-new meter design
~ [/] Meter gain per bar: 60 -> 70
# Also extends the duration of Vtrigger
EX
! (!) Now fires two projectiles
- [-] Removed transcendence
- [-] No longer deals extra damage
- [-] Removed the "buy one get two free" mechanic
~ [=] Lifetime: 41F -> 35F
+ [+] Travel Speed: 2.016 -> 2.3
+ [+] FAF: 41 -> 33
EX
! (!) Now fires two projectiles
- [-] Removed transcendence
- [-] No longer deals extra damage
- [-] No longer deals extra knockback
+ [+] No longer has a smaller hitbox
! [R] Lifetime: 41F -> 160F
! [R] Travel Speed: 2.016 -> 0.5
+ [+] FAF: 37 -> 29
+ [+] Improved multihit linking consistency
- [-] Reduced speed after hitting a shield
- [-] Reduced projectile shield size
- [-] BKB: 45/49 -> 45
- [-] Hitbox Size: 6.25u -> 5.5u
EX
- [-] Travel Speed (ground): 1.9 -> 1.8
# Should address some of the frustrating priority of Tatsu in neutral/trade interactions, make the move more intuitive to punish on shield, and remove cheesy high-hitstun fallout situations
Air
- [-] Reduced the window to cancel into down special
- [-] Removed shoulder intangibility
- [-] Arm Intangibility Duration: F1-14 -> F1-13
- [-] BKB (heavy): 76 -> 75
- [-] KBG (heavy): 107 -> 103
# Shoryuken's heavy variant is intentionally the weakest strength variant in the air. The idea is to encourage players to utilize light/medium variants (which have less range) or EX (which costs meter) in order to secure early kills. However, players were often relying on the heavy variant anyways, so we're increasing the punishment to further discourage its use in air combos
~ [$] Removed camera zoom during startup
~ [$] Removed camera zoom during startup
- [-] Angle: 39 -> 42
Incineroar
+ [+] Max Airspeed: 0.92 -> 0.97
- [-] Can no longer hitfall on shield
! (!) Can now be canceled into tilts starting on frame 12
- [-] Can no longer continue into jab 2 on whiff
! [R] Angle: 361/25/10 -> 78
! [R] BKB: 30/25 -> 26
! [R] KBG: 30/25/10 -> 38
- [-] Additional Hitstun: 3F -> 0F
- [-] Jab Transition Frame: F8 -> F12
- [-] FAF: 17 -> 18
! (!) Can now be canceled into tilts starting on frame 11
- [-] Can no longer continue into jab 3 on whiff
~ [/] BKB: 30 -> 26
~ [/] KBG: 35 -> 38
- [-] Additional Hitstun: 2F -> 0F
- [-] Jab Transition Frame: F7 -> F11
+ [+] FAF (hit): 39 -> 29
~ [/] Can no longer reverse hit
- [-] Hitbox Size (shoulder/arm/hand): 4.5/3.4/4.5u -> 3.4/3.4/4.0u
~ [/] Can no longer reverse hit
Early
- [-] Damage: 12.0% -> 10.0%
+ [+] Angle: 50 -> 64
+ [+] BKB: 25 -> 37
+ [+] KBG: 106 -> 100
~ [/] Hitlag Multiplier: 1.0x -> 1.2x
Late
~ [$] Adjusted hit sfx
+ [+] Angle: 55 -> 69
+ [+] BKB: 30 -> 34
~ [/] Hitlag Multiplier: 1.0x -> 1.2x
~ [/] Hitlag Multiplier: 0.9/1.1/1.0x -> 1.2x
+ [+] Landing Lag: 12F -> 11F
~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier: 0.9/1.1/1.0x -> 1.2x
- [-] Landing Lag: 12F -> 13F
~ [/] Hitlag Multiplier: 1.0x -> 1.2x
~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier: 1.0x -> 1.2x
Early
+ [+] KBG (air): 42/45 -> 45/48
+ [+] Shield Damage: -4.0% -> 0.0%
Mid/Late
+ [+] KBG (air): 45/35 -> 50/40
+ [+] The grab now starts 1 frame earlier in the animation
! [R] Removed windboxes aside from the low-angled variant, which is now restricted to only hit prone opponents
+ [+] Removed unique grab lockout that was still present
~ [$] Adjusted vfx
# The grab now starts the frame Incineroar starts moving, which should mitigate instances where the grab would whiff at point-blank
- [-] No longer has armor when started in the air
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Piranha Plant
! (!) Stances can now be selected at the start of a game by holding the respective taunt
! (!) Given a brand-new UI indicator that displays the current stance
~ [/] FKB (Standard, hit 1): 150 -> 80
Launcher [Putrid]
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
Putrid
+ [+] Damage: 8.0% -> 10.0%
~ [/] Detonation Timer: 80F -> 60F
Fire Breath [Standard]
! (!) The uncharged version now launches a fireball
! (!) The fireball can ignite Poison Breath from a distance
# Properties are identical to Mario's fireball
Poison Breath [Putrid]
+ [+] Lifetime (mix/max): 150/200F -> 180/240F
Uncharged
+ [+] FAF (no angle/angled): 47/51 -> 40/48
Max Charge
+ [+] FAF (no angle/angled): 49/50 -> 42/47
Joker
Hit 1
+ [+] Can no longer reverse hit
Hit 2
+ [+] Added a small hitbox below the knife
# Should mitigate the second hit failing to connect in certain situations
~ [/] Can no longer reverse hit
Up Barrage
- [-] Landing Lag: 10F -> 12F
Down Barrage
- [-] Flinch hitbox length decreased by 5.0u
- [-] Landing Lag: 10F -> 12F
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Grappling Hook
- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use
Hero
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
! (!) Added QoL features to Training Mode
~ Hold up taunt to restore MP to full
~ Hold down taunt to lock/unlock the spell list
~ When the spell list is locked, hold left or right taunt to cycle through spells
~ [/] Hit 2 Transition Frame: F16+ -> F16-24
+ [+] Shield Damage (Psyche Up): -11.0/-13.0% -> 0.0%
+ [+] Hitbox Duration: F11-12 -> F10-12
+ [+] Shield Damage: 15.0% -> 29.0%
# As Metal Slash is negative on hit at relevant percents, it can stand to have a slightly stronger use against shields
Banjo and Kazooie
~ [/] Can no longer reverse hit
Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
Terry
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
~ [/] Can no longer reverse hit
~ [/] The sourspot can no longer reverse hit
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
~ [/] Can no longer reverse hit
Byleth
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ [/] Hitboxes reshaped
~ [$] Adjusted animation timing
~ [/] Hitboxes reshaped
~ [/] Slightly adjusted swing arc
~ [/] Can no longer reverse hit
+ [+] Matched shoulder hitbox properties to body/hilt
Paraselene (Hold Special)
! (!) The first hit now ignores shields
+ [+] Added the normal variant's body hitboxes instead of just having the spear tip active
+ [+] SDI Multiplier (hit 1): 1.0x -> 0.0x
- [-] Hitbox Size (hit 2): 10.0/10.5u -> 7.5u
~ [$] Adjusted hit sfx
~ [$] Adjusted vfx
+ [+] Hitbox Size (late, hilt/tip): 2.0/3.0u -> 2.5/3.5u
Early
- [-] Arm hitbox lower end moved upward 3.0u
- [-] Sword hitboxes lowered 0.5u
- [-] Hitbox Size (arm): 4.7u -> 4.5u
Late
- [-] Sword hitboxes lowered 0.5u
! (!) Weak/strong input change from tilt/smash to tap/hold
~ [$] Adjusted vfx
Ground
- [-] Outermost trail hitbox moved inward 2.0u
Air
- [-] Spear tip hitboxes moved inward 2.0u
- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use
+ [+] KBG: 83 -> 88
+ [+] Shieldstun Multiplier: 1.0x -> 3.0x
Min Min
- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use
Steve
! [R] Character model scale: 1.125x -> 1.075x
~ [$] Hurt sfx activation threshold: 5.0% -> 10.0%
~ [$] The fall damage easter egg now properly applies when landing from special fall
~ [$] Adjusted scale during victory animations
~ (*) Fixed Steve's shield persisting for longer than intended during parry endlag
~ (*) Fixed a vanilla issuewhere certain animations such as run and fall would stutter when transitioning
~ (*) Fixed a bug that would result in Steve gaining unexpected momentum when walking
~ (*) Fixed an issue where Shield + Special would always force a parry even if the parry input option was set to Taunt
# Steve's previous "game-accurate" size increase resulted in some annoyances. His larger hurtbox, reduced safety behind blocks, and comparatively smaller disjoints on his weapons all made him slightly less intuitive to pilot when considering the defensive design of his moveset. This new size is a middle ground, mitigating some of these bullet points while not being a full reversion to Steve's dwarf-like stature in vanilla
~ [$] Steve's hand effect for gold/diamonds now activates while mining
~ [$] When mining, the ground now flashes when 5 entries away from a rare material
+ [+] Intake interval: 14F -> 12F
- [-] Stone mining speed multiplier: 0.95x -> 0.9x
- [-] Iron mining speed multiplier: 0.9x -> 0.8x
- [-] Gold mining speed multiplier: 0.75x -> 0.6x
+ [+] Diamond mining speed multiplier: 0.65x -> 0.7x
+ [+] Stock loss material penalty (dirt/wood/stone): 50% -> 33%
# Iron is still reduced by 50%
- [-] Gold per mined ingot: 6 -> 3
- [-] Max inventory size: 100 -> 64
# Encompasses dirt, wood, stone, and iron
~ [$] The table resummon indicator is now a custom effect
~ [/] Crafting Table HP: 20 -> 15
+ [+] Table crafting lockout on summon: 40F -> 15F
~ [=] Gold tool crafting cost: 4 -> 2
+ [+] Stone tool repair cost: 2 -> 1
+ [+] Iron tool repair cost: 2 -> 1
+ [+] Gold tool repair cost: 4 -> 1
+ [+] Diamond tool crafting duration: 40F -> 30F
! (!) Block hurtbox size: 4.8u -> 6.0u
+ [+] Dirt block HP: 6 -> 7
+ [+] Wood block HP: 9 -> 10
+ [+] Stone block HP: 12 -> 13
+ [+] Iron block HP: 15 -> 16
~ [/] Standing decay multiplier: 5x -> 7x
+ [+] Standing decay start frame: F18 -> F24
! [R] Standardized grounded and aerial hitboxes
~ (*) Fixed the locking hitbox having less damage
Sword
! [R] Repositioned hitboxes
~ (*) Fixed Gold's increased speed not applying
- [-] Damage (Wood/Gold): 3.4% -> 3.0%
- [-] Damage (Stone): 3.74% -> 3.5%
~ [/] Angle: 45/57 -> 55
~ [/] BKB: 20/27 -> 30
~ [/] KBG: 134 -> 130
~ [=] Additional Hitstun (Wood): -5/-7F -> -6F
~ [=] Additional Hitstun (Stone): -5/-3F -> -4F
~ [=] Additional Hitstun (Iron): -3/-1F -> -2F
~ [=] Additional Hitstun (Gold): -4/-2F -> -3F
Fist
- [-] Locking hitbox length decreased by 6.0u
- [-] Damage: 2.72% -> 2.5%
~ [/] Angle: 60 -> 45
~ [/] BKB: 20 -> 0
~ [/] FKB: 0 -> 35
~ [/] KBG: 30 -> 100
Axe
! [R] Adjusted swing arc so the hitboxes begin lower to the ground
! [R] Repositioned hitboxes
~ [$] Adjusted vfx
~ [/] Active frames (non-Gold/Gold): F6-13/F5-10 -> F6-12/F5-11
- [-] Damage (Stone): 6.8% -> 6.5%
- [-] Damage (Diamond): 8.7% -> 8.5%
+ [+] Angle: 78 -> 85
~ [/] BKB: 56 -> 65
~ [/] KBG: 78 -> 70
- [-] FAF (Gold): 14 -> 17
Fist
- [-] Damage: 4.2% -> 3.0%
- [-] Angle: 78 -> 75
~ [/] BKB: 56 -> 50
~ [/] KBG: 78 -> 60
+ [+] SDI Multiplier: 1.2x -> 1.0x
~ [$] Adjusted VFX
# Generally improves up tilt's ability to reliably combo in Steve's signature ladders with consideration for HDR's much wider DI radius
- [-] Reduced projectile lifetime
Regular
+ [+] Angle: 70 -> 80
~ [/] Hitlag Multiplier: 1.4x -> 1.25x
Soul Fire
~ [$] Adjusted vfx
+ [+] Startup: F23 -> F15
>>> Multihits
+ [+] Damage: 0.8% -> 1.0%
+ [+] Rehit Rate: 8F -> 7F
>>> Launcher
+ [+] Damage: 6.4% -> 7.0%
~ [=] BKB: 42 -> 45
~ [=] KBG: 116 -> 110
! (!) Dash Attack is now the home of Steve's minecart, previously seen on side special
# The changes listed will be in reference to grounded side special as it was before, not old dash attack
Failure
! (!) When Steve has no iron when performing dash attack, he will faceplant into the ground after jumping for a non-existent cart
! (!) Leaves Steve vulnerable on the ground
~ Hitbox Duration: F16-36
~ Damage: 8.0%
~ Angle: 361
~ BKB: 75
~ KBG: 40
~ FAF: 60
Minecart
+ [+] Startup: F18 -> F14
>>> Unpowered
+ [+] Starting speed multiplier: 0.5x -> 0.9x
+ [+] Max Travel Speed: 1.5 -> 1.8
>>> Powered
- [-] Max Travel Speed: 2.3 -> 2.2
- [-] Acceleration: 0.15 -> 0.13
>>> Empty
~ [/] Angle: 60 -> 75
# A complete overhaul of dash attack to be the new input of Minecart, for reasons seen later. Most of the functionality is largely unchanged, with the main difference being that it can only be performed on the ground. However, the stat adjustments make basic minecarts a little better and powered carts not as crazy, making the attack have a slightly more consistent power level
# The inherited depth of this move results in it essentially being the grounded equivalent of down air. Leave it to Steve to functionally have 6 special moves!
2024-10-22.15-08-32.mp4
Sword
! [R] Durability Impact: ??? -> (damage * 0.8)
- [-] Damage (Diamond): 20.25% -> 20.0%
~ [/] KBG: 85/90/101 -> 90
Fist
~ [$] Adjusted hit sfx
! [R] Angle: 42 -> 361
! (!) Changed to an upward shovel swing
! (!) Hits below Steve and can dig out blocks from underneath him
! (!) If spaced right, it can also hit from below platforms and activate pressure plates
~ Hitbox Duration (normal/gold): F12-16 / F10-14
~ Damage (Fist/Wood/Stone/Iron/Diamond): 8.0/11.5/12.5/13.5/15.0%
~ Angle (Fist/Shovel): 80/105
~ BKB: 60
~ KBG: 95
~ FAF (non-Gold/Gold): 41/38
2024-10-22.15-09-59.mp4
Sword
! [R] Standardized ground/air-only hitboxes
! [R] Repositioned hitboxes
~ (*) Fixed Gold's increased speed not applying
~ [$] Adjusted vfx
- [-] Damage (Wood/Gold): 3.4% -> 3.0%
- [-] Damage (Stone): 3.74% -> 3.5%
~ [/] Angle: 45/57 -> 55
~ [/] BKB: 20/27 -> 30
~ [/] KBG: 134 -> 130
+ [+] SDI Multiplier: 2.0x -> 1.0x
~ [=] Additional Hitstun: -3/-5F -> -4F
Pickaxe
- [-] Hitbox Duration (non-Gold/Gold): F9-14 -> F12-16/F11-15
! [R] Late hitboxes now start 1 frame earlier in the animation
+ [+] SDI Multiplier: 1.25x -> 1.0x
>>> Early
! [R] Removed sourspot
~ [=] Damage (Wood/Gold): 8.0/10.0% -> 9.0%
~ [=] Damage (Stone): 9.0/11.0% -> 10.0%
~ [=] Damage (Iron): 10.0/12.0% -> 11.0%
+ [+] Damage (Diamond): 11.0/12.5% -> 13.0%
- [-] KBG: 63 -> 60
>>> Late
! [R] Standardized ground/air-only hitboxes on early sweetspot
~ [=] Damage (Wood/Gold): 9.0/11.0% -> 10.0%
~ [=] Damage (Stone): 10.5/12.25% -> 11.0%
~ [=] Damage (Iron): 11.5/13.5% -> 13.0%
+ [+] Damage (Diamond): 14.0/15.0% -> 15.0%
~ [/] BKB (late sweetspot): 25/80 -> 30
~ [/] KBG (early sweetspot/late sweetspot): 55/65/69 -> 50/72
~ [/] Hitlag Multiplier: 1.25x -> 1.15x
Fist
>>> Sword
- [-] Damage: 2.72% -> 2.5%
~ [/] Angle: 60 -> 45
~ [/] BKB: 20 -> 0
~ [/] FKB: 0 -> 35
~ [/] KBG: 30 -> 100
+ [+] SDI Multiplier: 2.0x -> 1.0x
>>> Pickaxe
~ [/] Hitlag Multiplier: 1.15x -> 1.0x
+ [+] SDI Multiplier: 1.25x -> 1.0x
Sword
! [R] Standardized ground/air-only hitboxes
! [R] Repositioned hitboxes
~ (*) Fixed Gold's increased speed not applying
~ [$] Adjusted vfx
- [-] Damage (Wood/Gold): 3.4% -> 3.0%
- [-] Damage (Stone): 3.74% -> 3.5%
~ [/] Angle: 45/57 -> 55
~ [/] BKB: 20/27 -> 30
~ [/] KBG: 134 -> 130
+ [+] SDI Multiplier: 2.0x -> 1.0x
~ [=] Additional Hitstun: -3/-5F -> -4F
Pickaxe
! [R] Standardized ground/air-only hitboxes
! [R] Repositioned outer hitbox
~ [/] Can now reverse hit
+ [+] Hitbox Duration (Gold): F12-16 -> F11-15
+ [+] SDI Multiplier: 2.0x -> 1.0x
>>> Early
+ [+] Damage (Wood/Gold): 9.5% -> 10.0%
+ [+] Damage (Stone): 10.75% -> 11.0%
+ [+] Damage (Diamond): 13.5% -> 14.0%
~ [/] Hitlag Multiplier: 1.25x -> 1.0x
>>> Late
~ [/] Hitlag Multiplier: 1.25x -> 1.15x
Fist
>>> Sword
- [-] Damage: 2.72% -> 2.5%
~ [/] Angle: 60 -> 45
~ [/] BKB: 20 -> 0
~ [/] FKB: 0 -> 35
~ [/] KBG: 30 -> 100
+ [+] SDI Multiplier: 2.0x -> 1.0x
>>> Pickaxe
! [R] Added a second arm hitbox
~ [/] Can now reverse hit
- [-] Damage: 9.7 -> 9.0%
- [-] BKB: 56 -> 50
- [-] KBG: 85 -> 80
+ [+] SDI Multiplier: 2.0x -> 1.0x
Axe
! [R] Adjusted swing arc; hitboxes begin earlier in the motion
! [R] Repositioned hitboxes
~ [$] Adjusted vfx
+ [+] Hitbox Duration (non-Gold/Gold): F5-8 -> F5-10/F4-9
- [-] Damage (Stone): 6.8% -> 6.5%
- [-] Damage (Diamond): 8.7% -> 8.5%
+ [+] Angle: 71 -> 75
~ [/] BKB: 48 -> 60
~ [/] KBG: 76 -> 70
+ [+] SDI Multiplier: 1.3x -> 1.0x
Fist
~ [$] Adjusted vfx
- [-] Damage: 4.2 -> 3.0%
- [-] Angle: 71 -> 65
~ [/] BKB: 48 -> 50
~ [/] KBG: 76 -> 60
+ [+] SDI Multiplier: 1.3x -> 1.0x
! [R] No longer links into the landing hitbox after falling
- [-] Hitbox moved upwards 1.2u
~ (*) Fixed the attack still consuming 3 Iron instead of 2
~ [$] Adjusted hit sfx when falling less than 16.0u
~ [/] Damage (riding/empty): 5.0/10.0% + (distance/3.2) -> 8.0/12.0% + (distance/5.0)
+ [+] KBG: 80 - (distance/2.0) -> 100 - (distance/1.5)
- [-] Hitbox Size: 6.4u -> 5.0u
# Down air had an odd scaling curve before, dealing massive amounts of damage while not having much knockback at all. These values now meet in the middle such that damage will typically not rise above 20-25% on longer falls, and those longer falls can now consistently kill at high percentages to more naturally match the weight of the move
# The smaller hitbox compensates for its strength, but mainly it serves so that anvils do not break through blocks while falling due to their increased hurtbox size
! (!) Steve casts his fishing rod while airborne
~ Like grab, the line can be cast slightly downwards depending on the control stick
~ Similar to Luigi, this move has no tethering functionality and is only equpped to be used offensively
Bobber
~ Hitbox Duration: F15-27
~ Damage: 3.0%
~ Angle: 125
~ BKB: 60
~ KBG: 50
~ FAF: 44
# On top of giving Steve more traditional parity with his kind of grab animation, and giving a nod to its Minecraft behavior, this move gives Steve a new option for covering horizontal space and resetting opponents back towards him for further conversions
! (!) Steve throws an ender pearl, which will warp him to whatever it touches
~ Throwing an Ender Pearl costs 1 Gold
~ Upon throwing, there is a 90 frame cooldown before another pearl can be thrown
~ Upon warping, Steve takes damage relative to how long the pearl traveled
~ The pearl can be reflected, but not pocketed or inhaled
! (!) How Steve will react upon warping depends on what the pearl touches
~ GROUND: Steve will teleport and continue whatever motion he was in at the time of warping
~ WALL/SHIELD: Steve will teleport and be forced into special fall
~ Steve can still grab ledge if the pearl lands close enough
~ HURTBOX: Steve will warp and be actionable to capitalize on a follow-up
~ If the pearl is within 16 units of the floor on hit, Steve will snap to the ground
~ Attacks that do not invoke hitstop will not trigger the pearl
~ HITBOX: Steve will warp and take the brunt of the attack that hit the pearl
~ Startup: F8
~ Damage: 2.0%
~ Angle: 80
~ FKB: 70
~ KBG: 100
~ FAF: 20
# This is a brand new toy that gives Steve yet another trick up his sleeve for setups, gives him another layer of horizontal chasing prowess, and probably even more that is near impossible to gauge at the moment. We'll see how creative players can get with this!
356842160-1770131a-90a2-4f66-a84a-79ca0f8d4d5a.mp4
~ [/] Hurtbox extended upwards 3.5u
~ [/] Hurtbox Size: 5.0u -> 6.5u
# This increase is to counteract the counteraction of the anvil's smaller hitbox, allowing the TNT to still get hit by falling anvils rather than the anvil simply landing on it
+ [+] Damage: 6.0% -> 8.0%
+ [+] KBG: 70 -> 75
+ [+] Release Frame: F24 -> F20
~ [/] Angle: 55 -> 50
~ [R] KBG: 66 -> 45
~ [$] Adjusted vfx
~ [/] KBG: 83 -> 80
+ [+] FAF: 40 -> 36
+ [+] Angle: 65 -> 70
- [-] Can no longer be interrupted early
~ [$] Added special effects when Steve's speed passes certain thresholds
Sephiroth
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ [$] Standardized hitlag and hit sfx across sword moves
~ [/] Slightly repositioned hitboxes
~ [$] Adjusted hit sfx
Early
~ [/] Knee/foot hitboxes moved upward 1.0u
- [-] Hitbox Size (knee/foot): 3.5u -> 3.0/2.5u
Late
~ [$] Adjusted hit sfx
+ [+] Foot hitbox moved forward 1.0u
+ [+] Damage (arm/hilt/tip): 10.5/15.0% -> 12.0/16.0%
~ [/] KBG: 85/78/88 -> 78
+ [+] Matched early hit properties to the rest of the move
~ [/] BKB (tip): 62 -> 67
~ [/] KBG (hilt/tip): 81 -> 79
Ground Hit
- [-] Damage (hilt/blade/outer impact): 10.5/11.5/13.5% -> 10.0/10.0/13.0%
~ [/] Hitlag Multiplier (hilt/blade/outer impact): 0.7/0.7/1.15x -> 0.8/0.8/1.1x
Air Stab
~ [/] Hitlag Multiplier (hilt/ground tip/air tip): 0.7/1.0/1.5x -> 0.8/1.1/1.2x
- [-] Removed shoulder hitbox
~ [/] BKB (arm/hilt): 45 -> 39
~ [/] KBG (arm/hilt): 102 -> 104
+ [+] Damage (early, hilt/blade): 10.0% -> 12.0%
~ [/] Removed the ability to directly cancel the charge into grounded rolls
~ [$] Added a player indicator arrow above the wall
Pyra
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] FAF: 17 -> 19
~ [/] The arm hitbox can now reverse hit
- [-] BKB: 71 -> 51
~ [/] Hitlag Multiplier: 1.5x -> 1.0x
~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F11-17 -> F11-16
~ [/] Can no longer reverse hit
~ [/] The arm hitbox can now reverse hit
~ [$] Adjusted hit effects
~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F20-24 -> F20-23
~ [/] Hitboxes repositioned to match Mythra's
~ [$] Adjusted hit sfx
Early
~ [/] BKB (blade/beam): 75/107 -> 20/50
~ [/] KBG (blade/beam): 67/51 -> 106/97
Late
~ [/] BKB: 102 -> 48
~ [/] KBG: 50 -> 103
- [-] Landing Lag: 9F -> 10F
- [-] Hitbox Duration: F11-15 -> F11-14
~ [/] BKB: 71/69 -> 30
~ [/] KBG: 71/72 -> 99
- [-] Landing Lag: 10F -> 11F
~ [$] Adjusted hit sfx
~ [/] BKB: 74 -> 41
~ [/] KBG: 70/72 -> 93
~ [$] Adjusted hit sfx
~ [/] BKB: 94 -> 52
~ [/] KBG: 55/58 -> 88
- [-] Landing Lag: 8F -> 10F
! [R] Removed late hit
- [-] Blade hitbox matched to arm/hilt; now only spikes at the tip
~ [$] Adjusted hit sfx
Arm/Hilt/Blade
! [R] Angle: 361/60 -> 57
~ [/] BKB: 56/66 -> 35
~ [/] KBG: 76/79 -> 90
Tip
- [-] KBG (ground/air): 71/50 -> 62/48
! (!) Can now be B-reversed
- [-] FAF: 27 -> 28
~ [$] Adjusted sfx
- [-] Startup: F9 -> F12
- [-] KBG: 45 -> 49
~ [=] FAF: 30 -> 33
# Makes the throw slightly more reactable (but still not really)
Mythra
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Hitbox Duration: F2-5 -> F3-5
- [-] FAF: 17 -> 19
- [-] BKB: 66 -> 46
~ [/] Hitlag Multiplier: 1.5x -> 1.0x
~ [/] Can no longer reverse hit
~ [/] Angle (blade/beam): 65/70 -> 67/61
- [-] Hitbox Duration: F8-13 -> F8-12
~ [/] BKB: 65 -> 48
~ [/] KBG: 75 -> 98
~ [/] Can no longer reverse hit
~ [/] Angle (blade/beam): 77/93 -> 79/73
~ [/] BKB: 75 -> 52
~ [/] KBG: 65 -> 96
- [-] Angle (blade/beam): 70/55 -> 50/361
~ [/] BKB: 70 -> 47
~ [/] KBG: 55 -> 74
- [-] Angle: 38 -> 361
- [-] Outermost hitboxes moved inward
Hit 1
- [-] FKB: 20/25/30 -> 0
Hit 2
- [-] Angle: 94 -> 100
~ [/] BKB: 75 -> 53
~ [/] KBG: 70 -> 81
Launcher
- [-] Removed middle hitbox
+ [+] Blade hitbox no longer clears before the other hitboxes
+ [+] Hitbox Duration: F14-19 -> F13-19
# Fixes a blindspot between the multhits and the launcher
- [-] Hitbox Duration: F8-12 -> F8-11
- [-] Angle (beam): 50 -> 361
~ [/] Can no longer reverse hit
- [-] Hitbox Duration: F10-14 -> F10-13
- [-] Angle (beam): 72 -> 71
~ [/] BKB: 60 -> 52
~ [/] KBG: 65 -> 75
- [-] Angle (beam): 76 -> 75
- [-] Landing Lag: 8F -> 9F
~ [/] Angle (blade/beam): 50/60 -> 58/52
~ [/] BKB: 60 -> 47
~ [/] KBG: 65 -> 84
~ [/] Repositioned hitboxes
+ [+] FKB (multihits): 10 -> 40
! (!) Can now walljump during the first 20 frames after reappearing
~ [$] Adjusted vfx
- [-] Freefall base air acceleration: 0.1 -> 0.05
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
- [-] FAF: 27 -> 28
Kazuya
~ [/] Hit 2 can no longer reverse hit
~ [/] Can no longer reverse hit
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Sora
! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
~ [$] Adjusted vfx
~ (*) Adjusted animation timing
~ [$] Adjusted vfx
# Fixes the launcher not being in the correct place in the animation
~ [/] Can no longer reverse hit
Early
~ [/] BKB: 29/30 -> 30
~ [/] KBG: 103/107 -> 105
Late
~ [$] Adjusted hit sfx
~ [/] BKB: 32/35 -> 35
~ [/] KBG: 106/109 -> 108
~ [/] Hitlag Multiplier: 1.25x -> 1.0x
Scoop
! [R] Split into inner/outer hitboxes
~ [/] Hitbox moved inward 2.0u
# Helps more consistently link into the launcher with the reduction in size
Launcher
- [-] Removed outer light hitbox
- [-] Sword hilt now takes priority over light hitbox
~ [$] Adjusted hit sfx
>>> Sword
- [-] Damage: 14.6% -> 14.0%
>>> Light
+ [+] Damage: 14.6% -> 16.0%
~ [=] BKB: 52 -> 54
~ [=] KBG: 100 -> 92
# The scoop no longer directly converts into the sweetspot, and also the sourspot is more distinctly a weaker hit
Bounce
+ [+] Damage: 7.0% -> 14.0%
+ [+] Angle: 85 -> 90
~ [/] BKB: 88 -> 93
~ [/] KBG: 20 -> 15
Impact
~ [/] Damage: 12.5/11.5% -> 12.0%
+ [+] BKB: 45 -> 50
+ [+] KBG: 85/80 -> 90
~ (*) Adjusted the window during which the sword model is rescaled
+ [+] Matched body hitbox properties to sword
+ [+] Matched hit 1/2 tip properties to the rest of the sword
# Previously the tip had a lower angle and higher knockback, this should make the hits link into each other better with the general hitbox changes
- [-] Removed front leg hitbox
~ [/] Hitbox Size (shoulder): 2.5u -> 3.0u
- [-] Now has a cooldown between spell casts
~ Cooldown period is 35 frames starting from the frame Sora leaves the casting state
~ Use of neutral special is disabled and the spell menu will not cycle until the cooldown ends
~ [/] Can no longer reverse hit
- [-] Freefall max airspeed multiplier: 1.1x -> 0.6x