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v0.48.1‐pre‐release

Nathan Sudduth edited this page Mar 11, 2025 · 5 revisions

Engine

  • Tether Recoveries
    • Reverted the change that disabled subsequent tether uses after tether canceling
    • All tethers are now unable to tether cancel for the first 16 frames of grabbing a ledge
  • Random
    • Modern random (character hidden) is now the default behavior when selecting Random
    • Melee-style random (character shown) is now accessed by holding L/R rather than Z
    • The decision to swap the input for random styles comes from the less predictable behavior of Melee random as a whole. Notably, it will "lock in" the selection for that slot on game load, meaning it will not re-roll between games. Aside from causing issues with CPUs, since players aren't guaranteed to know about holding L/R, it makes more sense to keep the standard style as the default behavior while delegating Melee random as more of an "easter egg"

Bugfixes

  • Fixed several recovery specials not adhering to the recent standardizations
  • Fixed an issue where CPUs would roll the same random character if kicked out and re-enabled
  • Fixed the Random icon not displaying as "ALL" on the Tips CSS
  • Fixed Bramble Blast sometimes displaying as "Kongo Jungle"
  • Fixed an issue where the Great Fox did not render properly on Venom

Characters

Character changes use the following notation:

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

Long Jump (Grounded Down Special)

! (!) Can now fastfall during the jump
+ [+] Base horizontal speed: 0.2 -> 0.3
+ [+] Max horizontal speed: 1.9 -> 2.0
# Slightly faster in most situations

Ground Pound (Aerial Down Special)

! [R] Can no longer be canceled before landing
! (!) Can now be B-reversed
- [-] Can now only grab ledges from the front
Daisy

Crystal Smash (Neutral Special)

! (!) Can now B-turnaround
Piranha Plant

Up Air

~ (*) Removed leftover debug code that caused Plant to take damage
Donkey Kong

Giant Punch (Neutral Special)

! (!) Can now B-turnaround the charge portion
Banjo and Kazooie

Wonderwing (Side Special)

~ (*) No longer continues off edges

Shock Spring Jump (Up Special)

~ (*) The spring pad now disappears if Banjo grabs ledge during startup
# This is mainly a visual cleanup, as the pad would then bounce off the stage and lose its hitbox but still be visible
Dark Samus

Down Tilt

~ [/] Angle (hand, air-only): 274 -> 256

Up Smash

+ [+] Added a hip hitbox during the early hit
+ [+] Hitbox Duration (early/late): F11-14/F15-19 -> F10-13/F14-18
Pokemon Trainer

General

~ (*) Fixed several Pledge-related crashes and bugs
~ (*) Fixed an issue where switching on respawn would reverse if the last manual switch was also reversed
# Kirby should no longer crash the game when copying one of the three Pokemon, matching functionality will be addressed in a future hotfix
Squirtle

General

~ (*) Adjusted model scale during one of the victory animations to counteract Squirtle's increased size

Water Pulse (Neutral Special)

! (!) Can now B-turnaround

Withdraw (Side Special)

+ [+] Horizontal speed on hit: 1.2 -> 1.5
+ [+] Startup: F22 -> F14
+ [+] FAF (hit): 18 -> 16
# Boosts the effectiveness of Withdraw as a burst option and combo tool

Forward Throw

! (!) Squirtle now fires a Water Pulse which is affected by the current Pledge
~ [$] Adjusted animation
~ Startup: F23
~ Damage (throw): 3.0%
~ Angle: 75
~ FKB: 38
~ KBG: 100
~ FAF: 47
Ivysaur

Forward Air

+ [+] Angle (body/inner vine): 30 -> 50

Back Air

Hit 2
+ [+] Angle (body/inner vine/outer vine): 45/45/75 -> 60/60/80

Up Air

! (!) Added a body hitbox

Explosion
+ [+] BKB (outer): 32 -> 67
~ [/] KBG (outer): 110 -> 79

Body
>>> Early
~   Hitbox Duration: F14-22
~   Damage: 6.0%
~   Angle: 281
~   BKB: 42
~   KBG: 42
>>> Late
~   Hitbox Duration: F23-29
~   Damage: 4.0%
~   Angle: 281
~   BKB: 42
~   KBG: 42

+ [+] FAF: 43 -> 38
~ [/] Autocancel: F40+ -> F38+

Up Throw

! (!) Ivysaur now fires a Seed Bomb which is affected by the current Pledge
~ Startup: F21
~ Damage (throw): 2.0%
~ Angle: 90
~ BKB: 87
~ KBG: 126
~ FAF: 40
Charizard

Dash Attack

Tail
~ [/] Angle: 361 -> 55

Fire
~ [/] BKB (ground/air): 54/44 -> 40
+ [+] KBG (ground-only): 24 -> 61

Flare Blitz (Side Special)

+ [+] FAF (ground/air): 87 -> 77/74

Down Throw

! (!) The speed and properties of the throw are now affected by the current Pledge

No Pledge
~ Startup: F42
~ Damage: 10.0%
~ Angle: 67
~ BKB: 123
~ KBG: 56
~ FAF: 62
# Decent damage and positioning or a combo at lower percents

Water Pledge
~ Startup: F19
~ Damage: 13.0%
~ Angle: 60
~ BKB: 85
~ KBG: 30
~ FAF: 39
# Good for low percent tech chasing and high percent DI mixups

Grass Pledge
~ Startup: F66
~ Damage: 13.0%
~ Angle: 74
~ BKB: 95
~ KBG: 65
~ FAF: 86
# Combos at low to mid percents, but can be escaped at higher percents
Jigglypuff

Up Taunt

~ [$] Jigglypuff now winks during the pose
Ike

Up Tilt

- [-] Angle (tip): 80 -> 75
~ [/] BKB: 50 -> 40
+ [+] KBG: 90 -> 110

Aether (Up Special)

+ [+] Improved multihit linking consistency
+ [+] Spin duration: 17F -> 15F
#     Reduces the vulnerable duration above ledge
~ [/] Hitlag Multiplier (multihits): 0.5x -> 1.0x
Lucas

Up Smash

~ (*) Fixed sfx not being properly cleared

PK Freeze (Side Special)

+ [+] Startup (air): F16 -> F14
Captain Falcon

Falcon Punch (Neutral Special)

! (!) Can now B-turnaround
Pit

Upperdash Arm (Side Special)

~ (*) Fixed an issue where the attack portion could only be triggered with a neutral special input
Palutena

Power Board Cast (Neutral Special)

! (!) All variants can now B-turnaround

Warp (Up Special)

~ (*) Fixed an issue where Palutena was unable to grab ledge while teleporting downwards
Olimar

Pikmin Pluck (Neutral Special)

! (!) Can now B-turnaround
Inkling

Up Air

Hit 1
+ [+] Damage: 4.5% -> 5.0%
! [R] Angle: 366 -> 80
! [R] BKB: 28 -> 24
! [R] KBG: 30 -> 203
~ [/] Hitlag Multiplier: 0.7x -> 1.0x
+ [+] SDI Multiplier: 1.0x -> 0.7x

Hit 2
- [-] Damage: 6.5% -> 6.0%
~ [/] Angle: 80 -> 75
Min Min

General

~ (*) Fixed a crash that could occur if Min Min performed a shield drop and down special input at the same time
# Min Min will now properly drop through and change her right ARM

ARMs

~ (*) Performing an up special input during the return portion of an arm attack will no longer buffer an up special once Min Min is actionable
~ (*) Fixed an issue where arm attacks still had the vanilla shorthop macro

Air ARM Special (Aerial Neutral Special)

Ram-Ram
~ [/] Angle: 361 -> 47
+ [+] KBG: 85 -> 68

ARM Jump (Up Special)

Ground ARM Jump
- [-] Removed intangibility on startup

Air ARM Jump
! [R] No longer sends into freefall, instead having an FAF of 60
! [R] Can only be used once per airtime; using will also disable ARM Hook until hit or landing/grabbing ledge
- [-] Height decreased slightly
- [-] Removed intangibility on startup
- [-] Landing Lag: 30F -> 34F
# The animation is being adjusted but is not complete in time for this hotfix
Mii Brawler

Thrust Uppercut (Up Special 3)

+ [+] Ledgegrab Height: 22.0u -> 25.0u
Simon

Forward Tilt

~ [/] Hitboxes moved downward 0.6u

Normal
- [-] Hitbox length reduced by 3.0u

Crouching
- [-] Hitbox length reduced by 2.0u

Up Tilt

Body/Arm
- [-] Damage: 5.5% -> 5.0%
~ [/] BKB: 80 -> 40
~ [/] KBG: 70 -> 175

Whip
- [-] Damage: 11.5% -> 11.0%
- [-] KBG: 75 -> 98

Dash Attack

- [-] Hitbox Size (early/late): 5.5/5.0u -> 4.5/4.0u

Forward Air

! [R] The hitbox is now shorter after the first three frames of activity, following the tip of the whip
- [-] Hitbox length reduced by 2.0u
- [-] Hitbox Size (body/whip): 5.5/2.4u -> 4.0/2.0u

Back Air

- [-] Hitbox length reduced by 1.0u
- [-] Hitbox Size (body/whip): 5.5/2.4u -> 4.0/2.0u

Up Air

~ [/] Centered hitboxes
- [-] Hitbox length reduced by 3.0u
- [-] Hitbox Size (whip): 2.4u -> 2.0u
Ryu

Auto-turn

! (!) Reverted the change that prevented auto-turn when starting a grab
! (!) Auto-turn no longer applies when using any out of shield option

Up Smash

Early
- [-] Damage: 14.4% -> 12.0%
- [-] Angle: 83 -> 79
~ [/] BKB: 30 -> 64
~ [/] KBG: 95 -> 94

Late
- [-] Damage: 13.5% -> 10.0%
- [-] Angle: 83 -> 79
~ [/] BKB: 32 -> 64
~ [/] KBG: 86 -> 94

# Has the same kill power but is worse for looping with FADC (see changes to Focus Attack)

Hadouken (Neutral Special / 236B)

~ (*) Fixed an issue that prevented EX Hadouken from spawning two projectiles

Focus Attack (Down Special)

+ [+] Dash cancel lockout duration: 5F -> 3F
+ [+] FAF (FADC, ground): 13 -> 10
Ken

Auto-turn

! (!) Reverted the change that prevented auto-turn when starting a grab
! (!) Auto-turn no longer applies when using any out of shield option

Hadouken (Neutral Special / 236B)

~ (*) Fixed an issue that prevented EX Hadouken from spawning two projectiles
Terry

General

! (!) The Training Mode meter input now gives Terry his full 5 bars

Auto-turn

! (!) Reverted the change that prevented auto-turn when starting a grab
! (!) Auto-turn no longer applies when using any out of shield option

Forward Tilt

+ [+] Extended the inner hitbox downward 5.0u
~ [/] Slightly adjusted hitbox positioning

Power Charge (41236A)

+ [+] SDI Multiplier: 1.0x -> 0.2x
# Reduces the strength of CC and improves linking consistency into specials and supers

Power Geyser (2146B)

! (!) Removed late hit

Early:
+ [+] Active: F20-F23 -> F20-F29
- [-] Damage (base/mid/tip): 26.0/23.0/20.0% -> 24.0/22.0/20.0%
+ [+] Angle: 70 -> 80
~ [/] BKB: 100 -> 75/74/73
~ [/] KBG: 41/42/44 -> 52/53/54
Pac-Man

Bonus Fruit (Neutral Special)

! (!) Can now B-turnaround the charge portion
Sora

Sonic Blade (Side Special)

~ (*) Fixed a bug where holding Special would perform vanilla's homing followup attacks
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