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v0.47.0‐pre‐release

Askew edited this page Oct 24, 2024 · 14 revisions

New Features

  • 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

Engine

  • 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
  • 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
  • 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

Stages

  • 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
  • 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

Screenshot 2024-10-18 17-59-14 Screenshot 2024-10-18 17-39-17 Screenshot 2024-10-18 17-36-51

Extra Modes

  • 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

Bugfixes

  • 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

Special Thanks

  • 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

Infrastructure

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 for MotionModule::change_motion
      • change_motion_inherit_frame_by_situation: same as above but for change_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 just interrupt, which may fix issues when the new status attempts to read the current status kind
  • 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 vanilla CLIFF_KIND checks in acmd/pre status as well as can_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

Characters

Character changes use the following notation:

! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Mario

Super Jump Punch (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x

Cape (Side Special)

- [-] Air Friction: 0.0025 -> 0.01
- [-] Horizontal Speed Divisor: 1.5 -> 2.0

# Preserves significantly less horizontal momentum during the move

Star Spin (Down Special)

! (!) 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

General

- [-] Dash Speed: 1.8 -> 1.71
- [-] Max Run Speed: 1.8 -> 1.71
- [-] Removed wall jump

Jab 1

~ [/] Hitlag Multiplier: 1.5x -> 1.3x

Jab 2

~ [/] Hitlag Multiplier: 1.8x -> 1.3x

Spinning Kong (Up Special)

+ [+] Vertical Speed: 0.77 -> 0.83
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x

Barrel Pull / Air Cargo (Down Special)

@@ Barrel now properly switches ownership when being hit @@
~ (*) Added rumble to Air Cargo
Link

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 1

- [-] FAF: 15 -> 18

Jab 2

~ [=] Added locking hitbox
! [R] Angle: 361 -> 70
~ [/] Jab Transition Frame: F7 -> F10

Jab 3

+ [+] Adjusted swing arc to reduce blindspots
+ [+] Hitbox Duration: F6-7 -> F6-9
~ [/] BKB: 70 -> 50
~ [/] KBG: 70 -> 80
~ [/] Hitlag Multiplier: 1.2x -> 1.0x

Forward Tilt

~ [$] Adjusted hit sfx

Up Tilt

+ [+] Adjusted animation to hit closer to Link on the first active frame
~ [$] Adjusted vfx
~ [$] Adjusted hit sfx
# Mitigates a rather annoying blindspot

Down Tilt

~ [/] Adjusted animation timing
~ [/] Can no longer reverse hit
~ [$] Adjusted hit sfx

Forward Smash

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

Up Smash

~ [$] 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

Down Smash

~ [$] 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

Neutral Air

~ (*) Adjusted animation timing
# Fixes the first active frame not lining up with the initial kick

Forward Air

~ [$] Adjusted rumble

Hit 1
+ [+] Adjusted swing arc
+ [+] Hitbox Duration: F14-15 -> F14-16

Up Air

- [-] Hitbox length decreased by 1.5u
~ [$] Adjusted vfx
- [-] Hitbox Size (late): 3.5u -> 3.0u

Down Air

- [-] Hitbox length decreased by 2.0u
~ [$] Adjusted vfx
- [-] Hitbox Size (late): 3.5u -> 3.0u

Hero's Bow (Neutral Special)

~ (*) Fixed a bug where Link would not properly transition back to idle

Spin Attack (Up Special)

- [-] Freefall base air acceleration: 0.025 -> 0.01
- [-] Freefall max airspeed multiplier: 0.909x -> 0.8x
Samus

Down Smash

~ [$] Adjusted vfx

Neutral Air

! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx

Capture-21

Forward Air

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

Back Air

~ [$] Adjusted vfx

Down Air

~ [$] Adjusted vfx

Zair

~ [$] Adjusted animation timing

Bomb (Down Special)

- [-] Bomb Jump Height: 1.28 -> 1.0
Yoshi

Forward Tilt

~ [/] Can no longer reverse hit

Back Air

Hit 3
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit

Egg Roll (Side Special)

~ [/] Can no longer reverse hit
Kirby

Jab 1

+ [+] Damage: 2.0% -> 3.0%
~ [/] BKB: 20 -> 8
~ [/] KBG: 25/20 -> 50

Jab 2

+ [+] Damage: 2.5% -> 4.0%
+ [+] Angle: 65 -> 70
~ [/] BKB: 25 -> 8
~ [/] KBG: 15 -> 50

Up Tilt

~ [$] Adjusted vfx
- [-] Hitbox Size (outer foot): 5.0u -> 4.0u

Forward Smash

~ [$] Adjusted vfx

Forward Air

~ [/] 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

Down Air

- [-] Angle (air-only): 367 -> 365

Copy Ability (Neutral Special)

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

Cutter Dash (Up Special)

Ground
- [-] Hitbox Size: 5.5u -> 4.5u

Air
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
~ [$] Adjusted vfx
- [-] Hitbox Size: 5.0u -> 4.0u

Stone Transform (Down Special)

! (!) 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

General

~ [/] Ground Friction: 0.085 -> 0.08

Jab 1

+ [+] Damage: 3.0% -> 4.0%
- [-] Angle: 70 -> 55
~ [/] Jab Transition Frame: F6 -> F8

Jab 2

+ [+] Damage: 3.0% -> 4.0%
- [-] Angle: 70 -> 50

Forward Tilt

+ [+] Damage: 6.0% -> 9.0%
~ [/] BKB: 40 -> 0
~ [/] KBG: 80/70 -> 100

Up Tilt

~ [$] Adjusted vfx

Down Tilt

~ [/] Can no longer reverse hit
~ [/] KBG: 120 -> 125

Forward Smash

+ [+] Increased travel distance by 30%

Early
~ [/] BKB: 28 -> 10
~ [/] KBG: 103 -> 105

Late
- [-] BKB: 30 -> 2
- [-] KBG: 103 -> 100

Down Smash

- [-] 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

Neutral Air

- [-] FAF: 39 -> 42

Forward Air

~ [$] 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

Back Air

! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx
+ [+] Damage (early, foot): 14.0% -> 15.0%
- [-] KBG: 110 -> 100

Capture-22

Down Air

~ (*) 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

Reflector (Down Special)

! (!) 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

Forward Tilt

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%

Forward Air

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

Quick Attack (Up Special)

~ (*) 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

General

~ [/] 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

Jab 1

- [-] 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

Jab 2

~ [/] 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

Forward Tilt

~ (*) 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%

Up Tilt

- [-] Hitboxes decreased in size starting on frame 8
~ [$] Adjusted vfx
- [-] Hitbox Size (late, arm/hand): 4.3/4.8u -> 3.8/4.3u

Forward Smash

~ [/] Angle (high/mid/low): 52/42/37 -> 361

Up Smash

~ [$] Adjusted vfx
+ [+] Damage: 12.0/14.0% -> 14.0%

Down Smash

~ [$] Adjusted hit sfx
~ [$] Adjusted vfx
+ [+] Damage: 13.0/14.0% -> 14.0%
+ [+] Angle: 87 -> 90
~ [/] BKB: 51 -> 48
~ [/] KBG: 90/104 -> 100

Neutral Air

- [-] KBG (early): 121 -> 106
- [-] Hitbox Size: 4.5/4.0u -> 4.0/3.5u

Forward Air

~ [/] 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

Back Air

Early
! [R] Matched sweetspot to sourspot

Late
- [-] Damage: 10.0% -> 9.0%
~ [/] KBG: 103 -> 100

Up Air

~ [$] Adjusted vfx
~ [/] BKB: 25 -> 30
~ [/] KBG: 100 -> 95

Down Air

~ [/] Foot hitbox moved outward 1.0u
- [-] Damage (leg, early): 16.0% -> 14.0%

Fireball (Neutral Special)

+ [+] Removed late hit
~ [/] BKB: 7 -> 11
~ [/] KBG: 25 -> 23
# Slightly increases the ability to confirm off fireballs from range

Green Missile (Side Special)

~ [$] 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

Super Jump Punch (Up Special)

~ [/] Can no longer reverse hit

Ground
+ [+] Angle: 88 -> 90
- [-] KBG: 88 -> 84

Air
- [-] Startup: F6 -> F8
~ [/] Hitlag Multiplier: 1.0x -> 1.1x

Luigi Cyclone (Down Special)

~ [$] 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

Forward Throw

+ [+] Added a collateral hitbox when slamming the opponent into the ground

Back Throw

+ [+] Added a collateral hitbox when slamming the opponent into the ground

Up Throw

+ [+] Releases two frames earlier in the animation, startup and FAF maintained
- [-] Removed collateral hitbox
~ [=] BKB: 70 -> 89

Down Throw

- [-] Release Frame: F29 -> F26
~ [/] Angle: 70 -> 65
Ness

Jab 1

! [R] Angle: 70 -> 361
! [!] BKB: 30 -> 8
! [!] KBG: 25 -> 50
~ [/] Jab Transition Frame: F7 -> F6
- [-] FAF: 16 -> 21

Jab 2

- [-] Damage: 3.0% -> 2.0%
+ [+] Angle: 67 -> 70
~ [/] BKB: 28 -> 8
~ [/] KBG: 20 -> 50
~ [/] Jab Transition Frame: F7 -> F6
- [-] FAF: 18 -> 21

Down Tilt

~ [/] Can no longer reverse hit

PK Thunder (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Captain Falcon

Jab 1

+ [+] Angle: 70 -> 80
! [!] BKB: 30 -> 1
! [!] FKB: 0 -> 20
! [!] KBG: 25/20 -> 100
~ [/] Jab Transition Frame: F6 -> F7
- [-] FAF: 17 -> 18

Jab 2

+ [+] Damage: 2.0% -> 3.0%
+ [+] Angle: 70 -> 80
! [!] BKB: 30 -> 0
! [!] FKB: 0 -> 20
! [!] KBG: 25 -> 100

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

~ [/] Can no longer reverse hit

Up Smash

~ [/] Hit 2 can no longer reverse hit

Neutral Air

~ [$] 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

Back Air

~ [$] Adjusted vfx
- [-] Landing Lag: 9F -> 10F

Up Air

- [-] Landing Lag: 8F -> 9F

Down Air

- [-] Landing Lag: 12F -> 14F

Raptor Boost (Side Special)

~ [/] 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

Falcon Kick (Down Special)

- [-] Slides slightly less distance when landing during the initial frames of the aerial version
Jigglypuff

General

- [-] Dash Speed: 1.62 -> 1.45
~ [/] Gravity: 0.06 -> 0.064
~ [/] Fall Speed: 1.22 -> 1.3
~ [=] Hitstun Fall Speed: 1.22 -> 1.3

Jab 1

! [R] Angle: 361/180 -> 44
~ [/] BKB: 18/20 -> 8
~ [/] KBG: 25/20 -> 50
~ [/] Jab Transition Frame: F7 -> F8

Up Air

+ [+] Hitbox Duration: F9-14 -> F9-17

Rollout -> Disarming Voice (Neutral Special)

! (!) 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

Jab 1

+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361/180 -> 74
~ [/] BKB: 30/20 -> 20
~ [/] KBG: 25/15 -> 60
~ [/] Jab Transition Frame: F6 -> F7

Down Tilt

~ [/] Can no longer reverse hit
Bowser

General

+ [+] Ledge Grab Height: 21.75u -> 25.5u

Tech Roll

+ [+] 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 1

~ [/] Jab Transition Frame: F9 -> F11

Down Tilt

~ [/] Hit 2 can no longer reverse hit

Forward Smash

~ [$] Matched the Excellent Punch vfx to other critical hit effects
~ [$] Slowed down the ring effect; the Excellent window starts when the ring closes around Bowser's fist (previously the second ring)

Neutral Air

~ [/] 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+

Fireball (Neutral Special)

+ [+] Angle: 55 -> 50
~ (*) SDI Multiplier: 0.8x -> 1.0x

Whirling Fortress (Up Special)

+ [+] Now uses a unique ledgegrab box with height 22.0u
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Ice Climbers

Jab 1

- [-] 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

Down Tilt

~ [/] Can no longer reverse hit

Forward Air

~ [/] The hilt hitbox can no longer reverse hit

Ice Block (Neutral Special)

~ [/] The hammer hitbox can no longer reverse hit
Sheik

Jab 1

+ [+] Damage: 3.0% -> 4.0%
~ [/] BKB: 10 -> 0
~ [/] KBG: 80 -> 100
~ [/] Jab Transition Frame: F5 -> F6

Jab 2

~ [/] BKB: 35 -> 0
~ [/] KBG: 50 -> 100
~ [/] Jab Transition Frame: F9 -> F7

Rapid Jab Finisher

! [R] Shoulder hitbox given lowest priority
! [R] Only the shoulder hitbox can now reverse hit

Forward Tilt

~ [/] Can no longer reverse hit

Down Tilt

~ [/] Can no longer reverse hit

Up Air

~ [/] Can no longer reverse hit
Zelda

Jab

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

Jab Finisher

+ [+] FAF: 42 -> 39

Forward Tilt

~ [/] Hitboxes redone

Up Tilt

- [-] FAF: 30 -> 31

Down Tilt

~ [/] Can no longer reverse hit

Hip/Knee
- [-] Angle: 80 -> 65
- [-] BKB: 47 -> 44

Foot
~ [/] Hitlag Multiplier: 1.25x -> 1.1x

- [-] FAF: 22 -> 24

Dash Attack

~ [/] BKB (early, inner/outer): 50/60 -> 60/50

Up Smash

~ [$] Adjusted vfx
+ [+] Hitbox Duration (launcher): F34 -> F34-35

Nayru's Love (Neutral Special)

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

Din's Fire (Side Special)

! (!) 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

Farore's Wind (Up Special)

~ [$] Adjusted grounded cancel animation
~ [/] Reversing the reappearance now also reverses momentum
+ [+] Can now grab ledges earlier
~ [$] Adjusted sfx
- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x
- [-] FAF (air to ground, shortened): 14 -> 18

Phantom Slash (Down Special)

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
Dr. Mario

Jab 1

~ [/] Jab Transition Frame: F7 -> F9

Jab 2

~ [/] Jab Transition Frame: F7 -> F9
Pichu

General

~ [/] Gravity: 0.15 -> 0.1625
~ [/] Fall Speed: 2.4 -> 2.65
~ [/] Fast Fall Speed: 3.15 -> 3.344
- [-] Weight: 70 -> 68

Charge State

! (!) Now has a brand-new meter design

Capture-2 Capture-3

Neutral Air

- [-] Hitbox Size (head): 5.5u -> 4.0u

Up Air

~ [$] Adjusted vfx
- [-] Hitbox Size (body/tail): 5.0/6.0u -> 4.5/5.0u
Falco

Jab 1

~ [/] BKB: 30 -> 0
~ [/] KBG: 40 -> 100
~ [/] Jab Transition Frame: F6 -> F8

Jab 2

~ [/] Jab 3 Transition Frame: F7 -> F16

Neutral Air

~ [$] Added vocalization

Forward Air

Launcher
! [R] Only the innermost hitbox can now reverse hit

Back Air

! (!) Given a new animation with the same hitbox positions and properties
~ [$] Adjusted vfx

Capture

Reflector (Down Special)

! (!) Now stalls in the air on subsequent uses
- [-] Added aerial frames to multishine, matching frame data of Melee/P+
Marth

General

~ [$] Adjusted arm hitbox hit sfx

Dolphin Slash (Up Special)

~ [$] Adjusted hit sfx
Young Link

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 3

- [-] BKB: 70/75 -> 70

Forward Tilt

+ [+] 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

Up Tilt

~ [/] KBG: 86/88/90 -> 88

Down Tilt

~ [$] Adjusted vfx
~ [/] Can no longer reverse hit

Dash Attack

- [-] 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

Forward Smash

+ [+] Adjusted swing arc to remove blindspot
~ [$] Adjusted vfx
+ [+] Hitbox Duration: F14-18 -> F13-17
+ [+] KBG: 100 -> 110

Down Smash

+ [+] Matched sword tip properties to the rest of the move

Forward Air

~ [/] Adjusted swing arc
~ [$] Adjusted vfx
- [-] Landing Lag: 7F -> 9F

Back Air

~ [$] 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

Up Air

Early
- [-] Damage: 15.0% -> 14.0%
~ [=] BKB: 25 -> 24
~ [=] KBG: 85 -> 91

Late
~ [/] BKB: 25 -> 24
~ [/] KBG: 80 -> 74

- [-] Landing Lag: 11F -> 12F

Down Air

! [R] Combined early and late hits

Hilt
- [-] Damage: 16.0/18.0% -> 16.0%

Blade
+ [+] Damage: 14.0/16.0% -> 16.0%

Fire Arrow (Neutral Special)

- [-] Added a late hit after the first 18 frames

Late
~ Damage: 4.0%
~ Angle: 68
~ BKB: 30
~ KBG: 80

Spin Attack (Up Special)

Air
- [-] Hitbox length decreased by 1.0u on each side
- [-] Hitbox Size (early/mid/late): 4.0u -> 3.25/3.0/2.75u

Forward Throw

~ (*) Fixed the release point being further away than intended
~ [=] KBG: 187 -> 191
Ganondorf

Jab

+ [+] Repositioned hitboxes
- [-] Angle: 60 -> 50

Forward Tilt

- [-] Moved foot hitbox inward 0.5u
- [-] Hitbox Size (foot): 5.5u -> 5.0u

High
- [-] Angle: 22 -> 45

Low
- [-] Removed leg intangibility

Up Tilt

~ [$] Adjusted hit sfx

Down Tilt

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

Dash Attack

+ [+] Slightly increased travel distance

Early
- [-] Angle: 70 -> 55
- [-] BKB: 85 -> 75

Late
- [-] Angle: 80 -> 65

Neutral Air

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

Forward Air

~ [$] Adjusted vfx
- [-] Hitbox Size (shoulder/arm/hand): 5.0/5.0/5.5u -> 4.0/4.0/4.5u

Flame Choke (Side Special)

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

Dark Dive -> Dark Fists (Up Special)

! (!) 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

Wizard's Foot (Down Special)

~ [/] Can no longer reverse hit

Air
! (!) Now restores double jump on use
- [-] Hitboxes moved inward 3.0u

Landing
! [R] Angle: 80 -> 50

Up Throw

~ [/] Angle: 90 -> 95

Down Throw

- [-] Angle: 78 -> 72
Mewtwo

General

- [-] Hitboxes shifted slightly behind the tail's path for arcing strikes

Jab 1

- [-] 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

Rapid Jab Finisher

! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit

Up Tilt

~ (*) Fixed tail hurtbox not being properly re-enabled
~ [$] Adjusted vfx
- [-] Hitbox Duration: F6-13 -> F6-12
+ [+] Angle (late tail/tip): 65 -> 74/67

Down Tilt

~ [/] BKB: 60 -> 40
~ [/] KBG: 84 -> 80

Down Smash

~ [$] Simplified hitbox
~ [/] Hitlag Multiplier (late): 1.15x -> 1.0x

Back Air

~ (*) Fixed tail hurtbox not being properly re-enabled
~ [$] Adjusted vfx
- [-] Hitbox Duration: F8-12 -> F9-13
+ [+] FAF: 35 -> 32

Up Air

+ [+] 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

Teleport (Up Special)

+ [+] Increased travel distance
+ [+] Travel Duration: 15F -> 8F
- [-] FAF (reappearance): 8 -> 10

Disable (Down Special)

~ [/] Adjusted spawn position
~ [$] Adjusted vfx
+ [+] Lifetime: 4F -> 5F
Roy

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Neutral Air

+ [+] Hitbox Duration (hit 2): F13-25 -> F13-26

Forward Air

~ [/] Slightly adjusted swing arc so the hilt hitbox is almost entirely in front of Roy during the last active frame

Back Air

~ [/] 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

Up Air

Arm/Blade
- [-] Angle: 80 -> 77
~ [/] KBG: 55 -> 66

Tip
- [-] Angle: 77 -> 74
~ [/] KBG: 55 -> 66

- [-] Landing Lag: 9F -> 10F

Blazer (Up Special)

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

Jab 1

- [-] Damage: 4.5% -> 3.0%
! [R] Angle: 361 -> 83
! [R] BKB: 25 -> 20
! [R] KBG: 22 -> 45

Neutral Air

+ [+] BKB (multihits): 26 -> 30

Back Air

+ [+] BKB (multihits): 35 -> 36

Judge (Side Special)

! (!) 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

Fire (Up Special)

- [-] 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

Forward Air

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

Mach Tornado (Neutral Special)

- [-] 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

Shuttle Loop (Up Special)

- [-] 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

Dimensional Cape (Down Special)

- [-] No longer actionable on hit
- [-] Hitbox size decreased on all variants
~ [$] Adjusted vfx
Pit

Jab 1

! [R] Angle: 361 -> 80
~ [/] BKB: 30/20 -> 10
~ [/] KBG: 25/15 -> 40
~ [/] Jab Transition Frame: F7 -> F9

Jab 2

+ [+] 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

Forward Smash

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

Forward Air

Launcher
! [R] Body hitbox given lower priority
! [R] The sword hitbox can no longer reverse hit

Power of Flight (Up Special)

- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x
Zero Suit Samus

Jab 1

~ [/] Jab Transition Frame: F6 -> F9

Jab 2

~ [/] Jab Transition Frame: F6 -> F9

Neutral Air

- [-] Landing Lag: 7F -> 9F

Back Air

- [-] KBG (foot): 110 -> 100

Down Air

- [-] FAF (shield hit): 15 -> 20
- [-] Landing Lag: 9F -> 12F
Wario

Gas Tank

! (!) Added a new garlic-themed meter that displays Wario's Waft charge

Capture Capture20 Capture-1

Jab 1

~ [/] Hitboxes redone
~ [$] Adjusted vfx
~ [/] BKB: 25 -> 21
~ [/] KBG: 45 -> 66
~ [/] Jab Transition Frame: F12 -> F13
- [-] FAF: 22 -> 24

Jab 2

- [-] Angle: 79 -> 77
~ [/] BKB: 60 -> 40
~ [/] KBG: 70 -> 97

Dash Attack

+ [+] Removed sourspot

Down Smash

! [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

Back Air

~ [$] Adjusted animation
~ [/] Adjusted swing arc
~ [$] 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

Capture-26

Chomp (Neutral Special)

~ (*) Fixed a possible crash when grabbing an opponent immediately after B-reversing

Wario Bike (Side Special)

! [R] Removed the ability to grab the bike parts

Forward Throw

- [-] Angle: 30 -> 40
Snake

Dash Attack

- [-] Decreased travel distance

Neutral Air

Launcher
! [R] Hip hitbox given lowest priority
! [R] Only the hip hitbox can now reverse hit

Down Air

Hits 1-3
~ [=] FKB: 50/35/25 -> 35/25/22
+ [+] Additional Hitstun: -5/-3/-1F -> 0F

Tranquilizer (Side Special)

- [-] FAF (fire/reload): 55/56 -> 60/75
Ike

General

~ [$] Adjusted hit sfx on sword sourspots

Jab 1

~ [/] Jab Transition Frame: F8 -> F10

Jab 2

~ [/] Jab Transition Frame: F8 -> F11

Forward Tilt

+ [+] Hitbox Duration: F11-13 -> F9-11
+ [+] FAF: 36 -> 34

Neutral Air

+ [+] BKB (late): 40 -> 25

Forward Air

~ [$] Adjusted vfx

Up Air

+ [+] Damage: 15.0/13.0/11.0% -> 16.0/14.0/12.0%
+ [+] BKB: 40 -> 45

Down Air

- [-] Hitbox Duration (late): F18-30 -> F18-26

Quick Draw (Side Special)

~ (*) Fixed a bug that prevented jump canceling a grounded Quick Draw that started in the air

Aether (Up Special)

~ [$] Adjusted hit sfx

Down Taunt

+ [+] Repositioned sword hitbox to be 1.0u further behind the sword and 2.0u closer on the z-axis
Squirtle

Jab 1

+ [+] Damage: 2.0% -> 3.0%
! [R] Angle: 361/180 -> 70
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 20/15 -> 100

Jab 2

+ [+] 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

Jab 3

+ [+] Damage: 4.0% -> 6.0%
- [-] KBG: 110 -> 80

Back Air

Launcher
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
Ivysaur

Jab 1

+ [+] 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

Jab 2

! [R] Angle: 361 -> 83/97/107
! [R] BKB: 25/20 -> 0
! [R] FKB: 0 -> 20
! [R] KBG: 25/20/15 -> 100/60

Vine Whip (Up Special)

- [-] 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

Jab 1

+ [+] 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

Jab 2

+ [+] 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
Diddy Kong

Jab 1

~ [/] Jab Transition Frame: F5 -> F8

Jab 2

~ [/] Jab Transition Frame: F7 -> F8
Lucas

Jab 1

~ [/] Angle: 53/64/75 -> 65
~ [/] BKB: 32 -> 0
~ [/] FKB: 0 -> 20
~ [/] KBG: 18 -> 100
~ [/] Jab Transition Frame: F6 -> F7

Down Tilt

~ [$] Adjusted vfx

Forward Smash

~ [$] Adjusted hit sfx

Back Air

~ [$] Adjusted vfx

Up Air

~ [$] Adjusted vfx

Down Air

- [-] FKB (hit 1/hit 2, ground-only): 35 -> 29

PK Freeze (Side Special)

- [-] SDI Multiplier: 0.0x -> 1.0x
- [-] Shieldstun Multiplier: 1.0x -> 0.6x
# Can now be CC'd

PK Thunder (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Sonic

Jab 1

+ [+] Angle: 83 -> 85/83
~ [/] BKB: 25 -> 0
~ [/] FKB: 0 -> 20
~ [/] KBG: 30 -> 100
~ [/] Jab Transition Frame: F6 -> F8

Spring Jump (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x

Up Taunt

~ [$] Reverted animation to vanilla
King Dedede

Jab 1

+ [+] Damage: 5.0% -> 6.0%
~ [/] Jab Transition Frame: F11 -> F12
+ [+] FAF: 26 -> 25

Jab 2

+ [+] 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

Forward Tilt

Multihits
~ [/] Attached hitboxes to hammer
~ [$] Simplified hitboxes

Launcher
+ [+] Hitbox Size (hammer head): 7.0u -> 7.5u

Down Tilt

~ [$] Adjusted animation timing
~ [/] Hitbox Duration: F7-20 -> F6-14
+ [+] FAF: 37 -> 31

Gordo Toss (Side Special)

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

Super Dedede Jump (Up Special)

! (!) Now stops momentum before the jump
! (!) Can now grab ledge before ascending

Landing
+ [+] Star inital offset: 7.0u -> 9.0u

Jet Hammer -> Jet Hammer Spin (Down Special)

! (!) 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

Up Throw

- [-] KBG: 80 -> 90

Down Throw

~ [/] BKB: 50 -> 65
~ [/] KBG: 80 -> 60

Side Taunt

! (!) Dedede will now equip/unequip his mask if Special is held on frame 3
Olimar

General

~ (*) 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 

Back Air

+ [+] BKB (inner): 20 -> 22
+ [+] KBG: 105 -> 110

Pikmin Pluck (Neutral Special)

- [-] Landing Lag: 4F -> 6F
Lucario

Aura

! (!) 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

Capture-4

Magic Series

! (!) 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 2

~ [/] Jab Transition Frame: F7 -> F11

Jab 3

~ [/] 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

Forward Tilt

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

Up Tilt

~ [/] Hitlag Multiplier (foot): 1.0x -> 1.15x

Down Tilt

~ [/] Hitboxes rewritten
~ [/] Can no longer reverse hit

Hip/Knee
- [-] Damage: 6.0% -> 5.0%

Foot
+ [+] Angle: 80 -> 85
~ [/] Hitlag Multiplier: 1.0x -> 1.15x

Dash Attack

! (!) 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

Forward Smash

~ [$] Adjusted vfx

Early
- [-] Hitbox Duration: F19-21 -> F19-20

Late
~ [=] Hitbox Duration: F22-23 -> F21-23
- [-] Damage: 14.0% -> 12.0%
- [-] KBG: 105 -> 85

Up Smash

+ [+] Damage (late): 7.9% -> 8.1%
- [-] Angle (late): 80 -> 75

Down Smash

! (!) 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

Neutral Air

~ [$] Adjusted sfx
+ [+] Autocancel: F1-2/F34+ -> F1-2/F30+

Forward Air

~ [/] 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+

Back Air

~ [$] Adjusted vfx
- [-] Hitbox Duration (early/late): F10-12/F13-17 -> F10-11/F12-17

Up Air

- [-] 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

Aura Sphere (Neutral Special)

! (!) 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

Force Palm (Side Special)

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

Extremespeed (Up Special)

! (!) 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

Double Team (Down Special)

! (!) 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.

Fuel Gauge

! (!) Now has a brand-new meter design

Capture-5

Jab 1

~ [/] Angle: 361/180 -> 361/100
~ [/] BKB: 18 -> 20
~ [/] KBG: 15 -> 70

Down Air

~ [/] The launcher can no longer reverse hit
+ [+] Angle (multihits, upper): 365 -> 366

Robo-Burner (Up Special)

! [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

Jab 1

! [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

Jab 2

+ [+] 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

Forward Tilt

~ [/] 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

Down Tilt

~ [/] Hitboxes redone
~ [/] Can no longer reverse hit
- [-] FAF: 23 -> 25

Neutral Air

- [-] Blade hitbox moved inward 1.0u
- [-] Hitbox Size: 4.0/4.5u -> 3.5u

Forward Air

+ [+] 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

Back Air

~ [/] Hitboxes redone

Up Air

~ (!) 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

Down Air

- [-] Landing Lag: 17F -> 22F

Spin Attack (Up Special)

+ [+] Freefall base air acceleration: 0.03 -> 0.05
- [-] Freefall max airspeed multiplier: 0.9x -> 0.6x
Wolf

Jab 1

+ [+] Damage: 2.0% -> 4.0%
+ [+] Angle: 80/361 -> 80/35/30
~ [/] Jab Transition Frame: F8 -> F10
+ [+] FAF: 16 -> 14

Jab 2

+ [+] Angle: 361 -> 361/20/15
~ [/] BKB: 20/25 -> 15/35/50
~ [/] KBG: 20/25 -> 25
~ [/] Jab Transition Frame: F8 -> F10

Up Tilt

~ [/] Can no longer reverse hit

Down Tilt

~ [/] Can no longer reverse hit

Wolf Flash

- [-] Gravity start frame (ending): F5 -> F10
- [-] Ledge grab start frame (ending): F7 -> F12

Jet Wolf (Up Special)

- [-] Horizontal Speed Multiplier (startup): 0.67x -> 0.5x
- [-] Freefall max airspeed multiplier: 0.65x -> 0.6x
- [-] Travel Startup: F27 -> F40

Reflector (Down Special)

! (!) Now stalls in the air on subsequent uses
- [-] Added aerial frames to multishine, matching frame data of Melee/P+
Villager

Down Tilt

+ [+] Shield Damage (sapling removal): 0.0% -> 9.0%

Down Smash

+ [+] Shield Damage (sapling removal): 0.0% -> 12.0%

Back Air

Launcher
~ [/] The outer hitbox can no longer reverse hit

Lloid Rocket (Side Special)

! (!) 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

Timber! (Down Special)

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

Up Tilt

~ [/] Can no longer reverse hit

Forward Smash

~ [/] The up-angled variant can no longer reverse hit

Back Air

Hit 3
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit
Wii Fit Trainer

Super Hoop (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Rosalina and Luma

Forward Air

Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
Little Mac

Power Meter

~ (*) 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

Up Tilt

~ [$] Adjusted vfx

Dash Attack

! [R] Removed late hit properties

Neutral Air

~ [$] Adjusted animation timing
~ [$] Adjusted vfx
- [-] Hitbox Size (hand, early/late): 4.0u -> 3.75/3.25u
- [-] Landing Lag: 7F -> 8F

Forward Air

~ [$] Adjusted vfx
- [-] Landing Lag: 7F -> 9F

Back Air

- [-] Landing Lag: 8F -> 9F

Up Air

~ [$] Adjusted vfx

Down Air

- [-] Landing Lag: 10F -> 12F

KO Punch (Neutral Special)

+ [+] Can now grab ledges once the FAF is reached

Rising Uppercut (Up Special)

~ (*) Fixed a bug where the vfx would not disappear when the move was interrupted

Straight Lunge -> Slip Counter (Down Special)

! (!) 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

Forward Throw

+ [+] FAF: 42 -> 41

Back Throw

+ [+] FAF: 42 -> 41
Greninja

Down Tilt

~ [/] Can no longer reverse hit

Back Air

Launcher
! [R] Hip hitbox given lowest priority
! [R] Only the hip hitbox can now reverse hit
Mii Brawler

Down Tilt

~ [/] Can no longer reverse hit

Suplex (Side Special 3)

+ [+] 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

General

! [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

Jab 3

- [-] Damage (hilt/blade): 4.0/5.0% -> 4.0%
~ [/] BKB: 70 -> 40
~ [/] KBG: 100/45/50 -> 55

Forward Tilt

~ [/] Can no longer reverse hit
+ [+] Damage (hilt/blade): 9.0/10.0% -> 10.0%

Up Tilt

Hilt/Blade
+ [+] Damage: 8.0/9.0% -> 9.0%
+ [+] Angle: 76/80 -> 80
+ [+] KBG: 90/93 -> 93

Down Tilt

~ [/] 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

Dash Attack

+ [+] Damage (hilt/blade): 10.0/12.0% -> 13.0%

Forward Smash

+ [+] Damage (hilt/blade): 14.0/15.0% -> 15.0%

Up Smash

+ [+] 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

Down Smash

! [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%

Neutral Air

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

Forward Air

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%

Back Air

- [-] Damage (hilt/blade): 11.0/12.0% -> 11.0%

Up Air

- [-] Damage (early, hilt/blade): 13.0/16.0% -> 14.0%
+ [+] Angle (early, hilt): 77 -> 80

Down Air

Multihits
+ [+] Angle (ground-only): 220/250 -> 270
- [-] BKB (air-only): 18 -> 0
~ [/] FKB (ground-only): 30/12 -> 22

Launcher
! [R] Angle: 275 -> 55

Warrior Wave (Neutral Special 2)

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

Kinetic Slash (Side Special 2)

! (!) 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

Stone Scabbard (Up Special 1)

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

Skyward Dash Slash (Up Special 2)

~ (*) Fixed the uncharged version not being actionable after connecting with the final hit
- [-] Removed initial hit
+ [+] Angle (uncharged, launcher): 79 -> 85

Hero's Spin (Up Special 3)

Ground
- [-] Hitbox priority reversed to match other sword moves
- [-] Hitboxes moved inward
~ [$] Adjusted vfx

Shock Spell (Down Special 2)

+ [+] 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%

Power Thrust (Down Special 3)

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

Down Tilt

~ [/] Can no longer reverse hit

Down Air

+ [+] Decreased FAF when using the boosted variant after already having used one in the same airtime

Charge Blast / Neon Cannon (Neutral Special)

~ [$] Adjusted camera shake intensity and timing

Lazer Blaze (Neutral Special 2)

~ [$] Decreased model size once becoming flinchless to better indicate the shift in properties

Flame Pillar (Side Special 1)

+ [+] FAF: 54 -> 51

Pulse Missile (Side Special 1)

! [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

Echo Reflector (Down Special 1)

~ (*) Fixed the move being jump cancelable earlier than other shines
- [-] Startup: F3 -> F5
~ (*) Earliest cancel frame: F4 -> F8
Palutena

Power Board

! (!) Now has a brand-new meter design

Capture-6 Capture-7 Capture-8 Capture-9 Capture-10 Capture-11 Capture-12

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

- [-] Removed windbox

Down Smash

- [-] Removed windbox

Up Air

Hit 1
- [-] Outer hitboxes moved inward 1.5u

Hit 2
- [-] Outer hitboxes moved inward 4.0u

Power Board Cast (Neutral Special)

Confuse Attack [Green]
~ (*) Fixed a bug where the sfx could persist after the move was interrupted
~ [/] Hitlag Multiplier (multihits): 1.0x -> 0.8x

Warp (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Dark Pit

Jab 1

! [R] Angle: 361 -> 80
~ [/] BKB: 30/20 -> 10
~ [/] KBG: 25/15 -> 40
~ [/] Jab Transition Frame: F7 -> F9

Jab 2

+ [+] 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

Forward Smash

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

Neutral Air

+ [+] Hitbox Duration (hit 2): F17-18 -> F16-17

Electroshock Arm (Side Special)

Ground
- [-] BKB: 63 -> 57
+ [+] Shield Damage: 24.0% -> 30.0%

Flames of Pandora (Up Special)

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

Assault Orbitars (Down Special)

+ [+] Startup: F5 -> F4
Pac-Man

General

+ [+] 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

Up Tilt

! (!) 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

Down Tilt

~ [/] Angle: 45 -> 30
~ [/] KBG: 70 -> 60
# Retooled to set up for techchases starting at mid percents

Dash Attack

~ [/] Ending moved forward in animation
+ [+] Hitbox Duration: F10-11/F19-20/F28-29/F37 -> F10-11/F18-19/F26-27/F34-35

Neutral Air

+ [+] KBG (mid/late): 80/60 -> 90/70

Forward Air

~ [/] Angle: 361 -> 46
+ [+] FAF: 34 -> 33
# Can now lead into techchases and fruits better

Back Air

+ [+] 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

Up Air

+ [+] FAF: 35 -> 33

Down Air

~ [/] Descent momentum now starts one frame later
~ [/] BKB: 35 -> 45
~ [/] KBG: 80 -> 70

Bonus Fruit (Neutral Special)

+ [+] 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%

Fire Hydrant (Down Special)

+ [+] Bounce Speed Multiplier: 0.85x -> 0.92x

Forward Throw

~ [/] BKB: 55 -> 50
# Enables certain conversions at higher percents such as fthrow > Key
Lucina

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Removed shoulder hitbox

Forward Smash

- [-] Removed body hitbox

Up Smash

- [-] 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

Down Smash

- [-] Removed hip hitbox

Neutral Air

+ [+] Adjusted swing arc to remove blindspots on the third hit

Down Air

~ [$] Adjusted rumble

Dolphin Slash (Up Special)

~ [$] 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

General

- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Float

~ (*) Running out of wind tome while floating now properly throws the tome afterwards

Levin Sword

~ (*) Fixed Levin leniency for aerials being slighly incorrect
- [-] Respawn Cooldown: 480F (8sec) -> 600F (10sec)

Jab 1

~ [/] Adjusted animation timing and swing arc
- [-] Hitbox Duration: F4-6 -> F5-7

Jab 2

~ [/] Attached hitboxes to sword
~ [/] Adjusted swing arc
+ [+] Hitbox Duration: F4 -> F4-6

Jab 3

~ (*) Fixed a bug where the move was able to be used when out of fire tome durability

Rapid Jab

- [-] Damage: 0.9% -> 0.4%

Forward Tilt

~ [/] Attached hitboxes to sword
~ [$] Adjusted animation timing

Down Tilt

~ [/] Can no longer reverse hit

Forward Air

~ [/] Can no longer reverse hit

Up Air

- [-] 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

Down Air

Bronze
- [-] Hitbox Duration (late): F16-24 -> F16-20

Levin
- [-] Hitbox Duration (late): F19-24 -> F19-21

Thunder Tome (Neutral Special)

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

Elwind (Up Special)

- [-] Angelability reduced

Standing Grab

- [-] Grab length decreased by 1.2u
~ [$] Adjusted vfx
- [-] Grab Size: 4.3u -> 4.0u

Dash Grab

- [-] Grab Size: 4.3u -> 4.0u

Pivot Grab

- [-] Grab Size: 4.3u -> 4.0u

Up Throw

- [-] Startup: F15 -> F17
~ [=] FAF: 38 -> 40
# Makes the throw slightly more reactable

Down Throw

- [-] Angle: 85 -> 81
Shulk

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Up Tilt

~ [/] Adjusted swing arc

Down Tilt

~ [/] Can no longer reverse hit

Back Air

- [-] 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

Heavy Rush (Side Special)

~ [$] Adjusted vfx
- [-] Hitboxes moved inward 1.5u

Air Slash (Up Special)

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.

Abandon Ship! (Up Special)

- [-] Freefall max air acceleration multiplier: 1.0x -> 0.8x
- [-] Freefall max airspeed multiplier: 1.1x -> 0.85x
Duck Hunt

Crawl Tilt

~ (*) Input logic matched to other crawl tilts
~ [/] Can no longer reverse hit
~ [$] Adjusted vfx

Forward Smash

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

Up Smash

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%

Down Smash

! (!) 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

Trick Shot (Neutral Special)

~ (*) 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

Duck Jump -> Gumshoe (Up Special)

! (!) 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

EX Meter

! (!) Now has a brand-new meter design
~ [/] Meter gain per bar: 60 -> 70
# Also extends the duration of Vtrigger

Capture-13 Capture-14

Airdash (Vtrigger)

- [-] FAF: 5 -> 7
# Also reduces the maximum speed out of a canceled airdash

Jab 1

- [-] Angle: 361/180 -> 361

Jab 2

+ [+] Damage: 3.0% -> 4.0%
+ [+] Angle: 361 -> 361 (inwards)
- [-] BKB: 28 -> 25
- [-] KBG: 25 -> 12

Jab 3

~ (*) Fixed some instances of the attack passing through opponents too easily
~ [$] Adjusted animation timing
~ [$] Adjusted vfx
+ [+] Hitbox Duration: F10-12 -> F9-11

Up Smash

~ [/] Can no longer reverse hit

Up Air

~ [/] Can no longer reverse hit

Hadouken (Neutral Special)

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

Shakunetsu Hadouken (41236B)

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

Tatsumaki Senpukyaku (Side Special)

- [-] Reduced speed after hitting a shield
- [-] Reduced projectile shield size
- [-] Hitbox length decreased

~ [/] Can no longer reverse hit

Shoryuken (Up Special)

- [-] Reduced the down special cancel window when performed in the air
~ [/] Can no longer reverse hit
- [-] Arm Intangibility Duration: F1-14 -> F1-13

Donkey Kick (41236A)

~ (*) 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

Shinku Hadouken (236AB during VTrigger)

~ [$] 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

Shin Shoryuken (623AB during VTrigger)

~ [$] Removed camera zoom during startup

Back Throw

- [-] Angle: 39 -> 42
Cloud

General

! [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

Jab 1

~ [$] Adjusted vfx

Forward Tilt

~ [$] Adjusted hit sfx

Up Tilt

~ [$] Adjusted vfx and hit sfx

Down Tilt

Early
- [-] Hitbox Size (knee/foot): 3.5/4.0u -> 3.0/3.5u

Late
+ [+] Hitbox Size (hip): 2.0u -> 2.5u

Dash Attack

- [-] 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

Up Smash

~ [/] Adjusted swing arc
- [-] Added sourspot properties to the first active frame (previously was only the sweetspot data)

Forward Air

~ [/] Hitboxes rewritten
~ [$] Adjusted vfx

Back Air

~ [$] Adjusted animation timing

Up Air

+ [+] Damage (early): 10.0/11.0% -> 11.0%

Down Air

~ [/] Hitlag Multipier (early, hilt/tip): 1.15x -> 1.0x

Blade Beam (Neutral Special)

Limit
+ [+] SDI Multiplier (ground, multihits): 1.0x -> 0.0x
# Can no longer be CC'd during the multihits

Cross Slash (Side Special)

Normal
+ [+] Additional Hitstun (hit 3/hit 4): 0F -> 10/12F
# Prevents opponents from shielding between hits
Corrin

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 2

~ (*) Adjusted rapid jab transition window
~ [$] Adjusted vfx

Jab 3

~ [$] Adjusted vfx
+ [+] KBG (tip): 30 -> 35
~ [/] Hitlag Multiplier: 1.5x -> 1.2x

Forward Tilt

+ [+] FAF: 35 -> 33

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

+ [+] Shieldstun Multiplier (tip): 1.6x -> 2.4x

Forward Air

~ [$] Adjusted animation

Down Air

~ [$] Adjusted vfx

Dragon Lunge (Side Special)

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

Dragon Ascent (Up Special)

- [-] Removed intangibility
+ [+] Improved multihit linking consistency
- [-] Freefall max airspeed multiplier: 0.8x -> 0.6x

Back Throw

- [-] Startup: F8 -> F12
~ [=] FAF: 20 -> 24
# Makes the release slightly more reactable for both parties

Down Throw

+ [+] KBG: 99 -> 101
Bayonetta

Jab 1

~ [/] Bullet Arts frame pushed forward 1 frame
# Allows more time to release the Attack button

Forward Tilt

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

Down Tilt

~ [/] Can no longer reverse hit

Dash Attack

~ [/] BKB: 75/50 -> 50
~ [/] KBG (early/late): 80/60 -> 100/80

Neutral Air

+ [+] KBG: 102 -> 103
- [-] FAF: 29 -> 30

Forward Air

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

Up Air

~ [/] The late hip hitbox can no longer reverse hit
- [-] FAF: 28 -> 30

Down Air

+ [+] Can now drift slightly during startup

Bullet Climax (Neutral Special)

- [-] Gravity: 0.3 -> 0.38

Heel Slide / After Burner Kick (Side Special)

Heel Slide Kick
+ [+] KBG: 66 -> 70

Downward ABK
~ (*) C-stick and up air inputs no longer count towards registering the input
+ [+] KBG: 35 -> 40

Forward Throw

- [-] Startup: F14 -> F16
- [-] FAF: 44 -> 46

Back Throw

~ [/] BKB: 80 -> 70
~ [/] KBG: 60 -> 80
- [-] FAF: 34 -> 36
# Decreases combo potential but improves positioning at higher percents

Up Throw

- [-] Startup: F9 -> F11
+ [+] Angle: 77 -> 82
- [-] KBG: 83 -> 87
- [-] FAF: 31 -> 32
# Increases combo potential but also makes the throw more reactable
Inkling

General

~ [/] 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

Dash Attack

+ [+] Now travels at a consistent speed throughout the attacking portion

Forward Tilt

+ [+] Hitbox Duration: F8-11 -> F7-11

Up Tilt

+ [+] Damage: 6.0% -> 8.0%
~ [/] BKB: 67 -> 65
+ [+] KBG: 70 -> 80

Forward Smash

+ [+] Matched inner hitbox damage and ink application to outer hitbox
+ [+] KBG (early): 95 -> 98

Back Air

+ [+] FAF: 37 -> 35

Up Air

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+

Down Air

! (!) 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

Ink Roller (Side Special)

! [R] Removed bury hitbox
+ [+] Horizontal Speed (air): 1.5 -> 2.0
~ [/] Angle (ground): 60/80 -> 75

Super Jump (Up Special)

+ [+] 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

Forward Throw

+ [+] FAF: 45 -> 39

Back Throw

- [-] BKB: 70 -> 55
~ [/] KBG: 92 -> 97

Up Throw

- [-] FAF: 33 -> 36
Daisy

Jab 1

+ [+] FAF: 16 -> 15

Forward Tilt

- [-] Hitbox Duration: F6-12 -> F6-11
~ [/] BKB: 50 -> 35
~ [/] KBG: 100 -> 130

Up Tilt

- [-] Hitbox Duration: F6-16 -> F6-12
+ [+] FAF: 32 -> 29

Down Tilt

+ [+] Hitbox Duration: F7-9 -> F5-7
+ [+] FAF: 30 -> 28

Forward Air

+ [+] Autocancel: F1-11/F46+ -> F1-11/F41+

Up Air

+ [+] Angle: 75 -> 80
+ [+] KBG: 95 -> 90
+ [+] Hitbox Size (foot): 4.5u -> 4.7u

Crystal Uppercut (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Ridley

Forward Tilt

- [-] Hitbox Size (base/mid/tip): 7.5/5.5/5.5u -> 7.0/5.0/5.0u

Up Tilt

~ [/] 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

Down Tilt

~ [/] Can no longer reverse hit

Up Smash

~ (*) Fixed rumble

Down Smash

~ [=] Hitbox moved upwards 0.5u
- [-] Hitbox Size: 7.5u -> 5.5u

Neutral Air

~ [/] Slightly repositioned hitboxes to match vfx

Forward Air

Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit

Space Pirate Rush (Side Special)

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

Wing Blitz (Up Special)

! (!) 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

Down Tilt

~ [/] Can no longer reverse hit

Dash Attack

~ [$] Adjusted hit sfx

Forward Air

- [-] Landing Lag: 10F -> 12F

Back Air

- [-] Landing Lag: 10F -> 13F

Down Air

- [-] Reduced bounce height when hitting a shield

Uppercut (Up Special)

+ [+] 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

Forward Tilt

Normal
- [-] Tip hitbox moved inward 1.5u

Crouching
~ [/] Tip hitbox moved inward 1.0u

Up Tilt

! (!) Can now be angled forward and backward
~ [$] Adjusted hit sfx
~ [/] Angle (tip, forward/backward): 285 -> 270
~ [/] KBG (tip, all variants): 47 -> 37

Up Smash

~ [/] Angle (whip): 93 -> 90

Down Smash

~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier (base/mid/tip): 0.8/0.8/1.0x -> 0.9/1.0/1.1x

Forward Air

! [R] Angle (tip, high/mid/low): 120/113/120 -> 145/120/113
+ [+] KBG (tip, high): 40 -> 30

Back Air

+ [+] Moved shoulder hitbox inward slightly
+ [+] KBG (early): 90 -> 99

Up Air

+ [+] Damage: 8.0% -> 9.0%
~ [/] BKB: 40 -> 43
~ [/] KBG: 60 -> 50

Down Air

- [-] 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

Knife (Neutral Special)

~ (*) Fixed a bug where Richter could land early or not throw a knife in certain situations

Blade Dash (Side Special)

+ [+] Angle (early/late): 60 -> 62/65
+ [+] FAF: 45 -> 42

Uppercut (Up Special)

+ [+] 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

Holy Water (Down Special)

~ [$] Adjusted voice line selection and frequency
# Take a little bit less of this

Forward Throw

~ [$] Adjusted sfx
Chrom

General

- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes
- [-] Removed shoulder hitbox

Forward Tilt

~ [$] Adjusted animation timing
~ [$] Adjusted hit sfx

Down Tilt

~ [/] Matched hilt hitbox properties to arm

Quad Strike+ (Side Special)

~ [$] Adjusted vfx

Hit 3 (low)
~ [/] Repositioned hitbox

Soaring Aether (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x
Dark Samus

Down Tilt

~ [/] Can no longer reverse hit

Zair

~ (*) Landing Lag: 10F -> 17F
King K. Rool

General

+ [+] 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

! (!) 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

Up Tilt

+ [+] Adjusted animation; Krool's arm reaches further and higher during the rising portion
~ [/] Can no longer reverse hit
~ [$] Adjusted vfx
+ [+] FAF: 38 -> 36

Down Tilt

+ [+] 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

Neutral Air

+ [+] FAF: 46 -> 43

Forward Air

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%

Up Air

! (!) 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

Down Air

! [R] Hitboxes repositioned
+ [+] Hitbox Size (body, early/late): 6.5/6.0u -> 7.5/7.0u

Blunderbuss (Neutral Special)

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

Crownerang (Side Special)

+ [+] 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

Propellerpack (Up Special)

~ [/] Slightly adjusted physics

Gut Check (Down Special)

~ [$] Adjusted vfx

Uncharged
+ [+] Hitbox moved forward 0.5u
+ [+] KBG: 90 -> 86
+ [+] Hitbox Size: 9.0u -> 10.0u

Charged
+ [+] KBG: 90 -> 105
Isabelle

General

! (!) Now has a voice!

Jab

- [-] Additional Hitstun: 14F -> 12F

Forward Tilt

- [-] Moved outermost hitbox inward 0.5u

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

- [-] Hitbox Duration (early/late): F14-17/F18-19 -> F14-16/F17-19
- [-] Hitbox Size (inner/outer): 5.5/7.0u -> 5.0/6.5u

Neutral Air

+ [+] 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

Forward Air

~ [/] 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

Up Air

~ [$] Adjusted animation timing
~ [$] 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

Down Air

~ [$] Adjusted animation timing

Late
- [-] Hitbox Duration: F13-28 -> F13-23
~ [/] BKB: 60 -> 40
~ [/] KBG: 75 -> 98

- [-] Landing Lag: 9F -> 11F

Fishing Rod (Side Special)

+ [+] 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

Balloon Trip (Up Special)

- [-] Removed the ability to cancel aerials into Balloon Trip on hit

Lloid Mine (Down Special)

+ [+] Health (planted): 8.0% -> 10.0%
Ken

EX Meter

! (!) Now has a brand-new meter design
~ [/] Meter gain per bar: 60 -> 70
# Also extends the duration of Vtrigger

Capture-15 Capture-16

Hadouken (Neutral Special)

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

Shakunetsu Hadouken (Neutral Special during VTrigger)

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

Tatsumaki Senpukyaku (Side Special)

+ [+] 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

Shoryuken (Up Special)

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

Shippu Jinraikyaku (214AB during VTrigger)

~ [$] Removed camera zoom during startup

Shinryuken (623AB during VTrigger)

~ [$] Removed camera zoom during startup

Back Throw

- [-] Angle: 39 -> 42
Incineroar

General

+ [+] Max Airspeed: 0.92 -> 0.97

Hitfalling

- [-] Can no longer hitfall on shield

Jab 1

! (!) 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

Jab 2

! (!) 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

Jab 3

+ [+] FAF (hit): 39 -> 29

Forward Tilt

~ [/] Can no longer reverse hit
- [-] Hitbox Size (shoulder/arm/hand): 4.5/3.4/4.5u -> 3.4/3.4/4.0u

Down Tilt

~ [/] Can no longer reverse hit

Neutral Air

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

Forward Air

~ [/] Hitlag Multiplier: 0.9/1.1/1.0x -> 1.2x
+ [+] Landing Lag: 12F -> 11F

Back Air

~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier: 0.9/1.1/1.0x -> 1.2x
- [-] Landing Lag: 12F -> 13F

Up Air

~ [/] Hitlag Multiplier: 1.0x -> 1.2x

Down Air

~ [$] Adjusted hit sfx
~ [/] Hitlag Multiplier: 1.0x -> 1.2x

Darkest Lariat (Neutral Special)

Early
+ [+] KBG (air): 42/45 -> 45/48
+ [+] Shield Damage: -4.0% -> 0.0%

Mid/Late
+ [+] KBG (air): 45/35 -> 50/40

Alolan Whip (Side Special)

+ [+] 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

Cross Chop (Up Special)

- [-] No longer has armor when started in the air
- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Piranha Plant

Adaptive Roots

! (!) 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

Capture-17 Capture-18 Capture-19

Down Smash

~ [/] FKB (Standard, hit 1): 150 -> 80

Back Air

Launcher [Putrid]
! [R] Inner hitbox given lower priority
! [R] The outer hitbox can no longer reverse hit

Ptooie (Neutral Special)

Putrid
+ [+] Damage: 8.0% -> 10.0%
~ [/] Detonation Timer: 80F -> 60F

Adaptive Maw (Side Special)

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

Long-Stem Strike (Down Special)

Uncharged
+ [+] FAF (no angle/angled): 47/51 -> 40/48

Max Charge
+ [+] FAF (no angle/angled): 49/50 -> 42/47
Joker

Up Tilt

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

Up Air

~ [/] Can no longer reverse hit

Gun (Neutral Special)

Up Barrage
- [-] Landing Lag: 10F -> 12F

Down Barrage
- [-] Flinch hitbox length decreased by 5.0u
- [-] Landing Lag: 10F -> 12F

Grappling Hook / Wings of Rebellion (Up Special)

- [-] 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

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Menu

! (!) 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

Forward Tilt

~ [/] Hit 2 Transition Frame: F16+ -> F16-24

Down Smash

+ [+] Shield Damage (Psyche Up): -11.0/-13.0% -> 0.0%

Metal Slash

+ [+] 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

Up Tilt

~ [/] Can no longer reverse hit

Back Air

Launcher
! [R] Innermost hitbox given lowest priority
! [R] Only the innermost hitbox can now reverse hit
Terry

Up Tilt

~ [/] Can no longer reverse hit

Down Tilt

~ [/] Can no longer reverse hit

Up Smash

~ [/] Can no longer reverse hit

Down Air

~ [/] The sourspot can no longer reverse hit

Rising Tackle (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x

Spotdodge Attack

~ [/] Can no longer reverse hit
Byleth

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 1

~ [/] Hitboxes reshaped
~ [$] Adjusted animation timing

Jab 2

~ [/] Hitboxes reshaped

Forward Tilt

~ [/] Slightly adjusted swing arc

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

+ [+] 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

Forward Air

~ [$] Adjusted hit sfx

Back Air

~ [$] Adjusted vfx
+ [+] Hitbox Size (late, hilt/tip): 2.0/3.0u -> 2.5/3.5u

Up Air

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

Areadbhar (Side Special)

! (!) 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

Sword of the Creator (Up Special)

- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use

Aymr (Down Special)

+ [+] KBG: 83 -> 88
+ [+] Shieldstun Multiplier: 1.0x -> 3.0x
Min Min

ARM Hook (Up Special)

- [-] Now enters freefall on whiff
+ [+] No longer prevents the aerial hop after the first use
Steve

General

! [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

Mining

~ [$] Steve's hand effect for gold/diamonds now activates while mining
~ [$] 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

Crafting

~ [$] 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

Building

! (!) 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

Jab / Forward Tilt / Neutral Air

! [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

Up Tilt

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

Down Tilt

- [-] 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

! (!) 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

Forward Smash

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

Up Smash

! (!) 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

Forward Air

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

Back Air

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

Up Air

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

Down Air

! [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

Zair

! (!) 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

Minecart -> Ender Pearl (Side Special)

! (!) 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

TNT (Down Special)

~ [/] 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

Forward Throw

+ [+] Damage: 6.0% -> 8.0%
+ [+] KBG: 70 -> 75

Back Throw

+ [+] Release Frame: F24 -> F20
~ [/] Angle: 55 -> 50
~ [R] KBG: 66 -> 45

Up Throw

~ [$] Adjusted vfx
~ [/] KBG: 83 -> 80
+ [+] FAF: 40 -> 36

Down Throw

+ [+] Angle: 65 -> 70

Side Taunt

- [-] Can no longer be interrupted early

Down Taunt

~ [$] Added special effects when Steve's speed passes certain thresholds
Sephiroth

General

! [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

Forward Tilt

~ [/] Slightly repositioned hitboxes

Up Tilt

~ [$] Adjusted hit sfx

Down Tilt

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

Forward Smash

+ [+] Damage (arm/hilt/tip): 10.5/15.0% -> 12.0/16.0%
~ [/] KBG: 85/78/88 -> 78

Up Smash

+ [+] Matched early hit properties to the rest of the move
~ [/] BKB (tip): 62 -> 67
~ [/] KBG (hilt/tip): 81 -> 79

Down Smash

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

Forward Air

- [-] Removed shoulder hitbox
~ [/] BKB (arm/hilt): 45 -> 39
~ [/] KBG (arm/hilt): 102 -> 104

Down Air

+ [+] Damage (early, hilt/blade): 10.0% -> 12.0%

Flare (Neutral Special)

~ [/] Removed the ability to directly cancel the charge into grounded rolls

Scintilla (Down Special)

~ [$] Added a player indicator arrow above the wall
Pyra

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 1

- [-] FAF: 17 -> 19

Jab 3

~ [/] The arm hitbox can now reverse hit
- [-] BKB: 71 -> 51
~ [/] Hitlag Multiplier: 1.5x -> 1.0x

Up Tilt

~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F11-17 -> F11-16

Down Tilt

~ [/] Can no longer reverse hit

Dash Attack

~ [/] The arm hitbox can now reverse hit
~ [$] Adjusted hit effects

Forward Smash

~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F20-24 -> F20-23

Down Smash

~ [/] Hitboxes repositioned to match Mythra's

Neutral Air

~ [$] 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

Forward Air

- [-] Hitbox Duration: F11-15 -> F11-14
~ [/] BKB: 71/69 -> 30
~ [/] KBG: 71/72 -> 99
- [-] Landing Lag: 10F -> 11F

Back Air

~ [$] Adjusted hit sfx
~ [/] BKB: 74 -> 41
~ [/] KBG: 70/72 -> 93

Up Air

~ [$] Adjusted hit sfx
~ [/] BKB: 94 -> 52
~ [/] KBG: 55/58 -> 88
- [-] Landing Lag: 8F -> 10F

Down Air

! [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

Swap (Down Special)

! (!) Can now be B-reversed
- [-] FAF: 27 -> 28

Up Throw

~ [$] Adjusted sfx
- [-] Startup: F9 -> F12
- [-] KBG: 45 -> 49
~ [=] FAF: 30 -> 33
# Makes the throw slightly more reactable (but still not really)
Mythra

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Jab 1

- [-] Hitbox Duration: F2-5 -> F3-5
- [-] FAF: 17 -> 19

Jab 3

- [-] BKB: 66 -> 46
~ [/] Hitlag Multiplier: 1.5x -> 1.0x

Forward Tilt

~ [/] Can no longer reverse hit
~ [/] Angle (blade/beam): 65/70 -> 67/61

Up Tilt

- [-] Hitbox Duration: F8-13 -> F8-12
~ [/] BKB: 65 -> 48
~ [/] KBG: 75 -> 98

Down Tilt

~ [/] Can no longer reverse hit
~ [/] Angle (blade/beam): 77/93 -> 79/73
~ [/] BKB: 75 -> 52
~ [/] KBG: 65 -> 96

Dash Attack

- [-] Angle (blade/beam): 70/55 -> 50/361
~ [/] BKB: 70 -> 47
~ [/] KBG: 55 -> 74

Forward Smash

- [-] Angle: 38 -> 361

Down Smash

- [-] Outermost hitboxes moved inward

Hit 1
- [-] FKB: 20/25/30 -> 0

Hit 2
- [-] Angle: 94 -> 100
~ [/] BKB: 75 -> 53
~ [/] KBG: 70 -> 81

Neutral Air

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

Forward Air

- [-] Hitbox Duration: F8-12 -> F8-11
- [-] Angle (beam): 50 -> 361

Back Air

~ [/] Can no longer reverse hit
- [-] Hitbox Duration: F10-14 -> F10-13
- [-] Angle (beam): 72 -> 71
~ [/] BKB: 60 -> 52
~ [/] KBG: 65 -> 75

Up Air

- [-] Angle (beam): 76 -> 75
- [-] Landing Lag: 8F -> 9F

Down Air

~ [/] Angle (blade/beam): 50/60 -> 58/52
~ [/] BKB: 60 -> 47
~ [/] KBG: 65 -> 84

Lightning Buster (Neutral Special)

~ [/] Repositioned hitboxes
+ [+] FKB (multihits): 10 -> 40

Photon Edge (Side Special)

! (!) Can now walljump during the first 20 frames after reappearing

Rising Slash (Up Special)

~ [$] Adjusted vfx
- [-] Freefall base air acceleration: 0.1 -> 0.05
- [-] Freefall max airspeed multiplier: 1.0x -> 0.6x

Swap (Down Special)

- [-] FAF: 27 -> 28
Kazuya

Up Tilt

~ [/] Hit 2 can no longer reverse hit

Up Air

~ [/] Can no longer reverse hit

Devil Wings (Up Special)

- [-] Freefall max airspeed multiplier: 1.0x -> 0.8x
Sora

General

! [R] Standardized placement and size of sword hitboxes
- [-] Hitboxes shifted slightly behind the sword's path for arcing slashes

Forward Tilt

~ [$] Adjusted vfx

Up Tilt

~ (*) Adjusted animation timing
~ [$] Adjusted vfx
# Fixes the launcher not being in the correct place in the animation

Down Tilt

~ [/] Can no longer reverse hit

Forward Smash

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

Up Smash

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

Down Smash

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

Neutral Air

~ (*) Adjusted the window during which the sword model is rescaled
+ [+] Matched body hitbox properties to sword

Forward Air

+ [+] 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

Back Air

- [-] Removed front leg hitbox
~ [/] Hitbox Size (shoulder): 2.5u -> 3.0u

Magic Cycle (Neutral Special)

- [-] 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

Sonic Blade (Side Special)

~ [/] Can no longer reverse hit

Aerial Sweep (Up Special)

- [-] Freefall max airspeed multiplier: 1.1x -> 0.6x
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