Brawl Minus - Forums

Forums for Super Smash Bros Brawl Minus & Brawl Zeus Mods

It's been quite some time since a release post, hasn't it?

Well, without further ado, I welcome you to Brawl Minus 4.2! This version aims to bring back some missed features in Minus, and throws some new things in as an added bonus! (And also rebalances the game, but you know that was going to happen by this point) For the full changes, see the Changelog Thread here!

Without further ado, here are the download links for the game! Choose your style as always!

Minus Art -
vBrawl Art -


(Windows) -
(Mac) - Coming Soon!


Now that we're back on track, let's BREAK THE LIMITS better than we ever have before!
Hip hip Hooray! Brawl Minus 4.2's release is one day away! So, what is the answer to all your problems? Read this changelog to find out!

Strap Screen and game intro no longer specifies which version you are playing.
This information can still be found on the title screen and on the description of VS. Mode

Updated Minus Artwork for R.O.B., Wario, Olimar, and the Fighting Alloy Team (Artwork by Pin Clock)

All characters invulnerability during ledge attacks goes away the frame the attack comes out instead of the frame before.
In Minus many characters such as Wario have attacks that easily cover the ledge and ledge attacks would lose to them. Now they will at least trade or clank.

Event Matches
#4: Cleaning House in Skyworld
Is now Pit vs Dark Pit, and clearable
#24: The Aura is With Me
Lucario now has 999% damage on all difficulties
ALRIGHT FIRST PLACE no longer plays when he wins

Charge now works by holding B instead of mashing B
Letting go of B at any point during the charge means a failed charge
Total Charge time reduced
Spotdodge now comes out Frame 4

Standing grab now has no I-Frames
Dash grab's grabbox is moved from frame 7 > 9 and is now active for 3 frames instade of 10
Pivot Grab now has no I-Frames and comes out Frame 6 rather than 4 and is out for 4 Frames instead of 6
Dash Attack
Only cancels on hit

KBG on all hits reduced from 122 > 100
Sweetspot on foot BKB 30 > 40
Sourspot removed

KBG decreased from 100 > 90

KBG 70 > 85

Shield cancel changed to grab cancel
Trajectory on all hits standardized to 40

Banana Pull
Grounded FSM 2x > 3x
Air FSM 3x > 2x
Being able to move and pull bananas should not be as fast as standing still and pulling bananas.
Meteor Cancel moved to Frame 25

Special Fall
Removed all hitboxes

Giant Punch
Charges faster on ground rather than air
Shoulder hitbox of Punch is now a sour spot KBG 80 > 50 but hitbox was increased to balance it out 3 > 4 Increased dash cancel frames 1 > 3
Is once again Force Choked after losing a match
Foes are no longer worth the trouble
COME ON! Again!
Hitbox comes out 1 frame earlier to match the animation
Landing lag reduced from 22 > 11

Gerudo Dragon
New GFX added

Added invincibility on 2 frames to allow Ganondorf not to be grabbed with the Super Scope in his hand
Side Taunt
Once again changes voice clip based on Eruption Charge

Auto cancels frame 27

Dash Attack
Is now a Multi-hit

Ike once again declares that his foes won't get any sympathy from him on full charge

Quick Draw
Now retains momentum on hit
Removed attack cancels
5x FSM added to endlag
Auto-cancels upon landing during the attack portion
Damage: 8>10
Kbg 0>50
Bombs are now Combo Bombs
Lucario learned Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage. In addition, some of his moves evolve into completely new versions. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.

SideB: Hold B when using this move with Aura to use Close Combat, a much stronger command grab that uses up his Aura abilities!

Up-b: When Lucario is boosted by Focus Energy, Lucario can use his power speed to use Extreme Speed a second time when started from the ground. This does not deplete his Focus Energy charge, so keeping double extreme speed is up to you not using the other moves to deplete it.

Down-b: When Lucario doesn't have Focus Energy stored, this move is how to initiate the charging process. When lucario does have a Focus Energy charge, this move because Double Team; an instantaneous kick from either direction that the player can choose. This move has the potential to kill at higher percents, and can be used to get Lucario out of tricky situations.

Careful though, as with these power comes the cost of expending Lucario's stored aura; Meaning in order to use it or your other boosted abilites, you will need to recharge.
Moved hitbox active frames one frame back (8-11, from 9-12) to match animation
KBG on sweetspot: 100 > 80

GFX on arm improved

Now only throws 2 fireballs on the ground instead of the air
Aerial Fireball only puts out one fireball
Run cancel added after the second fireball comes out
Mario having this ability in the air made for a way too powerful offensive pressure, which became even more powerful with 4.0b's increased gravity. Now Mario still has good pressure, as well as a safe Fireball on the ground, but has to choose between his fireball options in the ground and air.
Dancing Blade
Marth will no longer shout LESS DANS.
Did you know Marth has had the same voice since the Fire Emblem OVA in the early 90s, and his clips have been reused since Melee?
Changed the IASA frame on UAir so he can still string with it, but can't just spam it. 14 > 21

Knockback Angle changed to 30

Mach Tornado
Will now properly transition to his normal fall animation after use

Drill Rush
Normal cancel is now changed to an on-hit cancel
Sour/Sweetspot changed from 20%/20% > 15%/18%
KBG changed from 93/93 > 80 > 93
Press A to OKAY! again!

Side Taunt
Can cancel into itself once more

Removed FSM

Damage 9/8 > 6/5
SDI Multiplier 2 > 1.5


Peach Bomber
Damage 20 > 15
KBG 54 > 75 to compensate

Aerial Turnip Pull
Fixed bug where she'd drop the turnip for no reason
Retooled to be a combo starter
FSM 0.75 after hitbox is gone
5% Meteor hitbox
Most disjointed hitbox removed (still slightly disjointed instead of massively disjointed)

Hitbox at top of thunderstrike adjusted to be a weak meteor to link into the body hitbox.

Held version retooled to be a multihit move.
Four 1% hits link into a final hit that is slightly stronger than the base nair.
Retains 3% self damage
Unheld late hitbox position adjusted to cover his body more and make it less disjointed above him.

Self damage on held version reduced to 1%

Self damage on held version reduced from 4 > 3
Hitbox duration increased from 4 frames to 7 frames to more accurately reflect animation

Self damage on held version reduced from 4 > 2

Self damage on held version reduced from 6 > 3

Removed late meteor hit

Charged self damage reduced 6 > 3
On hit cancel on last hit changed from allowing anything to cancel to allowing it to only be jump canceled.

Self damage reduced from 2 > 1

Dash Attack:
Is now a somersault.
7% Damage
Hitbox out frame 8 ends frame 18
KB Angle 55
BKB 70
KBG 70
IASA frame 30

Increased initial hit size on the held version to make weird situations where the hitbox should have hit but didn't not happen.
Reduced self damage on held version from 6 > 3

Held UpB
Self damage on held version reduced from 2 > 1

Held DownB (Discharge)
Self damage on held version reduced from 10/13 on the ground/in the air to a flat 5

Added synch timers so the attack grows with the animation

-Moved the hitboxes closer to his body
increased the SDI multiplier from 1.2 > 1.5 on the multi hit

Jump Cancel moved to Frame 25
Now has an Alt Costume in the form of Bad End Olimar, courtesy of Nanobuds, Nefnoj, and fixes by Nezha!
This costume includes the the default and Mushroom forms found in Legacy TE, and two Minus Original recolors based on the Bulbmin and Brawl Minus!

Massive disjoint removed

Pikmin Rope
Ending animation now properly transitions to normal fall
Gosh, Lady Palutena....d-did you do something to your hair? You look a lot better now!

Hitlag Multiplier 0.4 > 0.2
Fixed Multihit hitbox that was way behind him
Final hitbox changed to match animation better and make it so enemies won't fall out for no reason Fair: Changed hitbox ids so the sweetspot could actually hit

Edited multihit hitboxes so they link better
Jab 1
Pulls in to properly link with second hit
Jab 2
No longer goes into rapid jab.
Damage 3 > 5
BKB 0 > 50
KBG 50 > 100
Now only has a launch hitbox at the beginning
cancelable after frame 25
Has 2 heights depending on how long the b button is pressed.

Stealth Rock
Rocks now only appear above Charizard
This now retools the move into an anti-air rather than a free offensive barrier and free edgeguard.
Squirtle's nAir is now a cute little flip that will pop him and his foes upwards on-hit! Look at him go!

Reduced bkb and kbg

now a mixup throw with fThrow

Moves much faster and travels a set distance
If this move hits, Squirtle pops up with his opponent for the combo.

Large repeating hitboxes: SDI multiplier = x1
Small repeating hitboxer: SDI multiplier = .8
Now has Alt Costumes based on Nintendo Consoles: Specifically, the Virtual Boy, N64, Gamecube, and Wii! Created by AlGeorgeRomo

Hitbox terminates frame 26 > 20

Charged Laser SDI multiplier changed to 0 in order to avoid instances of opponents SDIing into the ground the 1 frame they can and nullifying the stun effect
Up Smash
Now comes out on frame 9 to match the animation
Damage has been decreased, kb has been slightly increased, and kb growth has been increased
ID#0 23 > 16 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
ID#1 20 > 14 (Damage), 45 > 55 (Base KB), 79 > 75 (KB Growth)
ID#2 23 > 16 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
ID#3 22 > 15 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
The hitbox with the weird angle now matches the others 130 > 80
Up smash hitboxes end on frame 18 to match the animation
He can interrupt the move as soon as frame 38
FSM toned down to x1.2 and begins at frame 18
1% damage removed
Cancels on-hit, but has more lag on whiff/shield
Down Throw
-Removed the "down" effect from her Down throw
-Changed KBG from 75 > 50
-Changed KB from 80 > 70

Up Smash
-Tipper Up smash fixed
-Damage increased from 10 > 13
-KBG increased from 82 > 100
-Hitlag increased from 1 > 1.3
-Sourspot is no longer better than tipper
-Damage decreased 12 > 9
-KBG decreased from 82 > 75
Sends foes upwards like in 2.x.6
Swapped BKB and KBG


Knockback reverted to 4.0BC

Will now regain UpB after being hit, being grab released, and after a walljump

Once again transfers
TL Note: Sonic's taunts can cancel directly into each other again

Sweetspot added added in the middle of first hitbox
Damage: 15
Direction: 40

Sweetspot added at tip of foot
Direction 64 > 80
Hitbox IDs changed so Sonic HAS to hit with tip of foot.

Reverted to 4.0BC

Homing Attack
Minimum frames needed to home: 21 > 16
Travel speed: 5 > 10
Hitting a shield with this move? COME ON! Again!

SFX Reverted to 4.0BC
Initial Dash Speed 1.5 -> 3.5
Momentum Glitch fixed
No longer breaks stage hazards in VS Mode

Sonic now regains Spring after being hit, grabbed, or walljumping
GFX readded to entry
No longer starts the match with armor pieces

Spawns gun armor piece.
Animation tweaked to last 100 frames.

Dash Attack
No longer cancellable when hitting a shield

Angle changed to be same as Falcon's.
KBG 100 > 80

Lingering hitbox removed
endlag reduced slightly

Dash Grab
Lingering hitbox removed
Entire grab sped up to be like Samus's Pivot grab
Entire grab sped up. Still has a lingering hitbox but not as severe

Flip Jump
Will now regain this move when hit

Hitbox size 6 > 4
Hitbox adjusted to cover her body better with the size reduced
Can now grab ledge
Slightly sped up

Cancel moved from frame 20->Frame 17

x1.8 fsm on start-up

Should now work properly again and not deal a buttload of damage
Meteor cancel significantly reduced from 60 frames to 35 frames

Moves at a speed between bc and 4.1 (Slightly faster)
Wario can no longer drift out of Bair
endlag and landing lag have 0.8 FSM when fart bair is used.

1.5 FSM added to endlag

Armor removed
Tilted versions fixed, they now have hitboxes

Can now be interrupted earlier (Frame 24 > 18)

You can no longer cancel this move into Shield

fixed to throw the moment the control stick is tilted

Wario Waft (UpB)
Fixed Momentum Glitch

Side Taunt
Your Wario is no longer clogged. Pressing B should make him fart again!
YOSHIFOOT sound reverted to 4.0BC

BKB: 64 > 50

All hits: BKB 1 > 50
KBG 100 > 70
Damage 3 > 10
Angle 60 > 30
Final hit:
Damage 6 > 13
Angle 60 > 90
Electric effect on hit
Yoshitail anyone?
Endlag on all tilts and Landlag on all aerials has been drastically decreased

now only freezes foes on the centermost hitbox for repeating hits and all hitboxes at the end of the move

Giga Bowser Bomb
Can now be jump cancelled, just like Bowser's
Music changes
Snake Eater and HIS WORLD now have their appropriate lyrics
Ai no Uta (French Version) renamed Vos Meilleurs Amis (Pop Version) and given its full version

Yoshi's Story (Melee)'s second song is now Yoshi's Story (Glitch-hop mix) by Tenkitsune

The following stages have been added to 4.2
Yoshi's Story 64
Saffron City
Mario Bros. 3.3
Mushroom Kingdom 3-3
Rainbow Cruise
Get the Trophy!
Distant Planet
Yoshi's Island (Melee) 2.x.6
Online Practice Stage
Bridge of Eldin
Mario Circuit

Halberd and Pirate Ship reverted to 4.0BC

Corneria reverted to vBrawl

Kongo Jungle 64 has been removed by accident. It'll be back next version probably!

The game itself will be tomorrow, ho ho hope you're ready to break your limits with this late Christmas gift!
With our release of 4.1 coming up very soon, people really want to know what has been changed! So to help tide you over until release, here are the list of changes from BC that take Minus to a whole new level!

Memory Expansion Code optimized.
CPU Default Level is now set to 9, new names for CPU levels
Footstools can now be performed with Taunt (Thanks to Magus and ds22)
Tons of text changes/fixes, including in-game statements of things that may not work right (such as certain event matches)
Smash 4 style Team Colors have been added
Completely New HUD
Stock Icons! (Stock Icons for our alt costumes and new characters by The Bug Man™)
Coin Mode counts coins again
Classic and All Star can now be played to completion
Rotation Mode works again
Tourney Mode redirects to Rotation for now

Turbo Mode added
Your favorite mode! Go nuts! Destroy your opponents by cancelling so many moves into other moves they won't know what they got combo'd by! Make mashing your controller look like true skill!

Angled Camera Mode replaced with All Star Mode
Your other favorite mode, you can battle foes as multiple characters! Select characters in the order you want them to be used, and beat your foes!

Flower Mode replaced with Element Mode
Each hit will deal a random element. In this mode, ANYTHING CAN HAPPEN!

Added a Ledge Grab Limit, which is set to 5
You are now only able to grab the ledge with invincibility 5 times before you have to land on the stage before you get invincibility again. This overdue code was finally put into place to fix the over prevalent amount of stall found in competitive play.

Flat Shield Stun reduced from 7.4->6.4
Lowered Shield Pushback

Powershield Parry added, adding the following effects to Powershield:
-Reflects Projectiles
-Refresh powershield window
-No shield damage, stun, or pushback
-Total of 5 frames of hitlag (minus 1 frame)
-Instant shield drop on release shield for the next 10 frames after hitlag ends
-Up to 5 frames of intangibility on shield drop, capped by 10 frames after hitlag ends
Before, Powershielding sometimes wound up being worse than regular shielding. This is never going to be the case again.

Controls and Rumble can now be toggled in the CSS
Press X when hovering over your name to adjust controls ad Rumble Rumble for that name
Rematch code reworked
During Pause Hold
GameCube Controller: L-R-A-B-START/PAUSE
Classic Controller: L-R-A-B-START
Wii Remote + Nunchuck: Z-C-B-1-PLUS OR Z-B-1-MINUS-PLUS Wii
Remote: B-1-2-MINUS-PLUS

Upon seeing "GAME" Hold
GameCube Controller: L-R-B
Classic Controller: L-R-B
Wii Remote + Nunchuck: Z-C OR PLUS-MINUS
Wii Remote: PLUS-MINUS

Return to CSS from SSS by Holding
GameCube Controller: L-R-A
Classic Controller: L-R-A
Wii Remote + Nunchuck: Z-B-1 Wii Remote: B-1-2
Some results animations reverted to 2.x.6

Now has a YESSSSSSS sfx on it

Knee of Justice (fAir)
No longer forces the foes to fly in the direction Falcon is facing

Reverse Falcon Punch now deals 1% more damage than forward Punch
This is to match Reverse's properties in vBrawl


Fixed this move from slowing down upon landing if Falcon started it in the air

Raptor Boost
-Damage increased to 15% total
-KBG reduced 82 -> 62 to compensate for damage increase
-Shield Damage increased from 0-10

Falcon Kick
-Is now B-reverseable
Some results animations reverted to 2.x.6

Shield Damage: 1->10
-Looping Hitbox hitlag multiplier reduced from x0 -> x0.5
-Finishing Hitbox size 10 -> 8

Windbox no longer affects Grounded Foes

Fire Bird
-Distance reduced to match Fox's
-Repeating Hitboxes size 8 -> 6.8
-Finishing Hitbox size 10 -> 8
While we got rid of the PERSONALLY I PREFER THE-FIRE! Ages ago, we never rebalanced the move since. Well it's about time we finally got to doing that.
Hop V 1.95 -> 2.34
Jumpsquat 3 -> 4

sliding off ledges is allowed in more subactions, making it behave more proper and less clunky

Dash Attack
Attack Cancel moved from Frame 16 -> 23

Cancel frame 31 -> 25
Landlag 7 -> 9

Cancel frame 31 -> 25
Landlag 9 -> 11

Momentum boost x1.1
This is so the move can retain its old properties after the Gravity increase in 4.0b

Endlag is cancellable starting at frame 33

Fire Fox
Can now grab edge during charge animation.
Can now grab the edge during the "moving" animation, instead of just the end

SFX changed to be identical to Melee's
Initial dash speed 1.3 -> 1.8
Max run speed 1.16 -> 1.25
Double jump multiplier .95 -> 1.05

New vBrawl based combo oriented nAir
Before with the Multi-hit nAir, Ganon would find that rather than delivering a devastating 4 hit combo to his foes, that they'd be escaping it mid-combo or worse, deliver a devastating 4 hit a shield and being punished afterwards. While we have tried adjusting it in the past, we have ultimately decided it would be better for Ganon to try out a new nAir instead that focuses on his combo game, since most of his other moves are already finishers.

Speed it up by a tiiiiiny bit

Damage reduced from 15% -> 8%

Wizard's Foot
This move is now B-Reverseable
Some Results animations reverted to 2.x.6

Removed windboxes from the landing portion of the attack

Fixed full charged indicators not synching when Ike goes from Air to Ground
All of Ike's fire is now Blue dabadidabada

Quick Draw
Can now cancel into taunts on the ground

Changed from no armor to Super Armor (lasts till the last 23 frames)

Down Taunt
Hitbox added when Ike slams his sword into the ground
Forward Tilt (Angled Up)
All Hitboxes: Trip Rate: 100% -> 0%
Hitboxes 0 - 1: DMG: 5 -> 11
Hitbox 2: DMG: 4 -> 10
Angle: 361 -> 40

Odd of losing Power when hit: 128 -> 0
When you get a copy ability it is almost impossible to lose it from being hit by your opponent.

Final Cutter
Endlag 35 -> 25
Angle 56 -> 116
WBK 120 -> 0
KBG 100 -> 0
BKB 10 -> 90
Anti-stage-spike property added
Kirby's UpB now behaves how it did during 3.Q, in which the hitbox now pulls foes towards Kirby to encourage more Kirby comboes rather than pure spacing, while also addressing the reason we removed this functionality in the first place by adding our anti-stage spike property to it.
Jumpsquat 7 -> 6
Spotdodge Active frames increased from 3-26 to 2-26

Is now two hits, pulling foes towards Bowser with the first and letting them out with the second. Press A during the first attack to do the second.

uSmash, dSmash
Added the roll cancels that fSmash has on their charging portions

Whirling Fortress
Initial Hitbox now extends the same distance both in front and behind Bowser
Endlag decreased on ground

Armor removed when hitboxes are not out
First hit has autolink angle, less endlag (10 frames?)

FSM between first and second hits (1.3?)
Landlag window frames 2-50 -> frames 24-50 (moved from start of fair to immediately before start of second slash of fair)

Can cancel arrow draw into Roll and Shield

Gale Boomerang
Returning dragging hitbox angle changed to 90 from 0 when reflected
This eliminates a reflected Boomerang being very likely to kill Link if he doesn't shield. While this was hilarious and a long time Minus feature, we had to remove it due to giving Power Shields reflects causing the Boomerang to be a hinderance in every match-up rather than a few, and changing it to always have some sort of use and reflecting a much less fatal consequence.

Bomb Pull
1.5->1.7 FSM
No longer has a random chance to pull deku nut
Instead, Link pulls deku nuts on a 45 second timer
Link flashes white and green when a deku nut is available
These changes eliminate some cheese and add some strategy to Link. Now he can't throw two bombs up in the air and mash until he gets a Deku Nut, nor can he be lucky and get two Deku Nuts in a row. On the flip side, Link can't kill himself by immediately throwing what he pulls on reflex without thinking about what he may have gotten or by doing those inputs reflexively. Now Deku Nuts have no RNG associated with them and can be utilized in ways more beneficial to Link and fair to his foes.
- Adjusted MAX aura aura sphere size:
- Base Aura Sphere Growth: 3.0 -> 1.2
- Aura Sphere Size Table:
1.0 -> 1.0
1.33 -> 1.15
1.64 -> 1.22
1.97 -> 1.43
2.34 -> 1.55
2.81 -> 2.75
3.31 -> 1.85
4.0 -> 2.1
These are all to stop an ULTRATAUNT MAX AURA Lucario from winning games just by using Aura Sphere, rather than playing the High Risk High Reward game he was designed to play.

Double Team
Endlang increased to prevent spam and enable Lucario being punished for Double Team Spam
This isn't our ideal change to this move, but we're hoping this fixes the issues with the move for now.
Hold it down to extend the duration of the taunt
Up Tilt (Early Hit)
Hitbox 3: X Axis: 3.6 -> 5.5

Up Tilt (Late Hit)
Hitbox 3: X Axis: 3.6 -> 5.5
In layman's terms, the hitboxes have been increased to match the length of the sword
Changed vocal SFX from "Come back when you can put up a fight" to "Now my Power is without rival!"

Forward Roll
Active frames 5-12 -> 4-12

Sweet spot angle 285 -> 295
Sweet spot BKB/KBG 50/50 -> 53/53
Sour spot angle 285 -> 295
Sour spot BKB/KBG 50/75 -> 53/53
These are nerfs to the move's power that should hopefully fix the issues it has

Glide Attack
Now transcendant

Drill Rush
Now transcendant
Fixed his AI

Spot Dodge
Given the same GFX + SFX as PM Mewtwo

Changed Lucario SFX to Mewtwo SFX

Granted a bit more range (1)
kbg 95 -> 115

bkb 15/24 -> 20/30
kbg 110/100 -> 90/80

Up Tilt
BKB: 35 -> 45
KBG: 130 -> 110

Up Smash
Hit 1
Hitbox 1: X Offset: 6 -> -6
Multihit and Final hit gain a 5th hitbox with the same properties as their 3rd Hitbox, except the X Offset is -5.5, rather than 5.5

Shadow Ball
Fixed holding armored foes in hitlag forever (removed hitlag every 7 hits)

Fixed Mewtwo remaining invisible if teleport into a walljump/Wallcling
When ledge snapping out of teleport Mewtwo is now vulnerable for 2 frames similar to other teleportation moves
Teleport Cancels on Aerials are now On-Hit only

Future Sight
Projectile can no longer be reflected or absorbed.
Dash Speed: 1.3 --> 1.6
Max run speed: 1.393 --> 1.65

PSI Magnet
Hitbox initial frame 4 -> 1
Initial hitbox damage 5 -> 8
Jump cancel starting frame 4 -> 1
BKB 100 -> 80
Trajectory 90 -> 75
Looping hitboxes removed (Looping hitboxes previously made the damage and trajectory effectively 8 and 75 respectively)
Now intangible from frames 1-4
Endlag when not cancelled reduced
Hitbox position fixed to correctly match the position of PSI magnet's gfx
Backward Roll:
Active frames 5-20 -> 4-20

Invulnerability on successful counter 4 frames --> 10 frames
Spores cannot be reflected or absorbed

Peach Bomber
Special Interrupt: Frame 26 -> Frame 22
Toad Interrupt: Now only happens on pressing b without control stick input instead of on any b press

Turnip Pluck:
Fixed item pluck rate to 1/20 instead of 1/14

Hitlag and SDI multiplier .5 -> 1

Now correctly recovered in (hopefully) all situations
Parasol fails to activate instead of immediately putting Peach into standard fall when used in the air
Specials (Specifically his SideBs and UpBs)
Can now be used again after being hit

Side-Bs/Charged dair/charged fair
no longer affected by hitstun

Down Air Landing (Button held)
Hitbox Size: 8 -> 6

HeadN hurtbox
Offset (0,1,.4) -> (-1,2,.4)
Stretch (0,1.5,.4) -> (2,2.5,.6)
Basically pichu's hurtbox extends to cover most of his ears

Graphic effect no longer disappears on up and low tilted fsmash
Side Taunt:
IASA frame 60
Pika PIKAA!!Pika PIKAPika PIKAPika PIKAA!!~~

Sweetspot on the tip of the tail meteors opponents, sourspot sends them slightly downwards behind
Spot dodge
Active frames 3-20 -> 2-20

Pikmin Pluck
-Now regains all height boosting charges upon entering hitstun
-Momentum no longer affected by hitstun
-Can now be used to meteor cancel

Pikmin Chain
-Now stops Olimar's downwards momentum
Backward roll active frames
4-17 -> 4-19

Wings of Icarus
Can now be used up to 3 times in the air, with the counter refreshing if Pit is hit during this time
Improved Entry Animation

Increased Damage by 1%

Slightly increased damage and knockback growth

Dair: Sourspot damage 2 -> 6
BKB 12 -> 13
KBG 4 -> 1
Grounded sweetspot damage 0 -> 10
Endlag frames 64 -> 52 (same as autocancel)
Sweetspot sizes 4/4+1/6 -> 6+1/6
Sweetspot Y offset -10 -> -9

Damage reduced 15% -> 7%

fAir Sweetspot trajectory 80/70/60 -> 40

Bullet Seed AKA IvyCopter
Ivycopter now regained when hit in the air
Ivycopter no longer consumed when falling off the ledge with neutral-b
Velocity gain on copter .325 -> .335 Velocity gain without copter .25 -> .275
Aerial non-copter horizontal drift removed
Hitbox shrunken a bit

Razor Leaf
Critical hit active frames 21-27 -> 21-31

Giga Drain
Ivysaur and her foe now gain Super Armor when this move connects
Fixed the move's state not converting from air to ground when Ivysaur lands
Sweetspot damage 6-->11
Sourspot damage 7-->10
Lingering hitbox lasts 5 less frames
Sweetspot hitbox is the one closer to his body instead of the disjoint

Now properly out for 3 frames: Frame 20 -> Frame 18-20

Blast Burn
Now stalls Charizard the first time it is used in midair

Can now grab ledge during nearly all of up-special

Stealth Rock
Increased startup lag. (FSM .88 frames 1-24)
Fixed a bug in the Air to Ground transition
Fixed a bug where Nana could not die while in suicide throws

Icicle Shot
Fixed a bug that had each climber shoot out two icicles instead of 1

Now halts Popo's downward momentum on activation
Midair jumps 5 -> 8

Air Mobility
Air Stopping Mobility: 0.17 -> 0.19
Max H Air Velocity: 1.269 -> 1.35

Spot Dodge
Active frames 3-16 -> 2-20

hitbox properly matches animation (frame 7 -> frame 9)

Hitbox size increases with each beat (35 on all -> 18-27-36)
-GFX altered to now be accurate to Sing’s hitboxes
Robo Burner
Now immediately recharges upon touching the stage
Flame Dash (SideB)
No longer affected by hitstun
Restore 1% damage to prevent spam

Homing missile:
Remove double hitbox on seeking missile

Super Missile:
Angle 100 -> 35

Power Bomb
Cancel removed from ending animation.
hitbox on her left leg will now send foes in the opposite direction

Charging FSM removed.
Charging rate doubled.

Is now B-Reversable.
Snake can now walk left and right via D Pad if holding a victim in a grab.

Forward roll
Active frames 4-17 -> 4-19

Fixed bug where Cypher didn't refresh after c4 explosion on air

Can now hold B to fake out. Not holding B makes it explode normally.
The Article no longer explodes on its own after a minute.
Never stickies back on Snake.
KBG 90 --> 80
Dash Attack
Final (getup) hitbox active frames 28 -> 2
IASA after final hit 0 frames -> 8 (effectively 18 frames earlier unless you hit extremely late into get up portion)
Dashing hitbox sizes 3/2.5 -> 4

Get Up Attack
hitbox size 4 -> 5.5
Additional hitbox added and existing one moved slightly down so that Sonic's whole body is covered

Additional launching hitbox added slightly below the first to properly cover the area around sonic

Hitbox sizes increased by 1 so that the largest ones are actually the size of Sonic

Hitstun momentum bug fixed
Final Smash
No longer crashes the game
Jumpsquat 4 -> 5

Get up Attack (Up)
Hitbox sizes increased by 1 unit. Outer hitbox placements extended slightly.

Get up Attack (Down)
Outer Hitbox sizes increased by 2 units, and extended outward by 2 units.

Up Tilt
Hit 1
Added two hitboxes behind Waluigi to hit foes from behind.

Side Tilt
IASA: Frame 41 -> Frame 36

Back Air
Fresh Hit Duration: 3 Frames -> 5 Frames

SDI Multiplier 1.3/1.3 -> .8/1.0
Hitlag Multiplier 1.0/1.0 -> .8/1.0
Initial strong hitbox angle 135 -> 45

Uair SDI multiplier 1.3/1.3 -> .8/1
Hitlag multiplier 1/1 -> .8/1

Waluigi Splash (SideB)
No longer consumes double-jump
Waluigi now able to wall jump cancel this move
Decreased endlag of the dive portion (where he hits the ground or bounces off a foe)

Sweetspot damage 13 -> 15, kbg 60 -> 70, angle 135 -> 45
Looping hits start frame 5 -> frame 7
Looping hit angle 90 (plus some weird stuff) -> auto-connect (365)
Final hit damage 2 -> 3, bkb 55 -> 70, kbg 140 -> 100, angle 60 -> 80, hitboxes tweaked to better cover Waluigi
Air Mobility A 1.4 -> 1.3
max horizontal air mobility 1.4444 -> 1.2
Special Fall Landing Lag 50 -> 31

Waft GFX/SFX added.

Fixed hits not linking

Now only has 1 hitbox instead of 1 before the extension and after
kill power reduced slightly but added more growth
hitboxes now do not clang, allowing projectiles and other hitboxes to beat it out when properly spaced or timed
reduced the distance that extended bair travels
changed hitbox angles to 361 angle
increased landing lag by 6 frames (matches dair)

Reduced number of hitboxes from 4 -> 2 (hand and finger)
Frame 26 FSM changed to 0

Can now turn around for throwing.
Fixed a Bug where wolf wouldn't go into his TurnRun animation to achieve consistent Reverse Aerial Rush

Moved hitbox under his hand to his hand

Added ability to cancel into normals, shield, dodge, and jump after blaster fires (frame 17)

Fire Wolf
Removed Super Armor
Changed all Angles to 365 and removed the 30 BKB on the late hits.
Early Hit (All Hitboxes)
WKB + KBG have been changed to 100.
Late Hit (All Hitboxes)
WKB + KBG have been changed to 90.
Can now jump out of shield

fsm x1.5 moved to cover 1-end instead of 1-15 being x2 and the rest being x1.5

fsm x1.3 -> fsm x1.18
Up Air
If A was held at Frame 17, Zelda will now be able to act into Up Special on Frame 56.

Farore's Wind:
Increased damage on body hitbox (6->16), Buffed to match aerial Kill Power

Down Special (Transform)
Is now B-Reversable.
Lots of music changes
Special thanks to the BRSTM Team: Cahalan David V. Kimball Darxmarx Glitch JipC

Final Frustration (Distant Planet)
L06 Juicy Fruit Minus Ver. - Huw Williams Ft. Pat Cashman
L01 What is Brawl Minus? - Ian Zerkel
L02 Vs. Master Hand (Super Smash Bros.) - Little V
L04 Opening (Super Smash Bros. Melee) Johammad
L08 Final Destination (Melee) Ver. 2 - OC Remix
L05 Final Destination (Melee) Ver. 3 - OC Remix
L03 Super Smash Bros. Brawl Main Theme Ver. 2 - OC Remix
R08 Break The Targets! (Melee) Ver. 2 - OC Remix

Venus Lighthouse (Mario Circuit)
A20 Venus Lighthouse - Fenix Ark Angelus
A21 Battle! (Isaac) - Synthescissor
A22 Battle! (Isaac) Ver. 2 - FamilyJules
A23 Battle! (Felix) - DarioRamsus, Cahalan
R05 Battle! (Jenna) - Magius Necros
R14 Battle! (Felix) / Final Boss - Brawl
Q09 Saturos Battle - Jay Reichard, Cahalan

Meta-Crystal 64 (Mario Bros.)
A17 - Meta-Crystal (Super Smash Bros.)
Q02 - Metal Battle (Melee)
Q01 - Hazy Maze Cave - BlueJackG
Q13 - Hazy Maze Cave Ver. 2 - Mesmonium
Q14 - Duel Zone (Super Smash Bros.)- OC Remix

Lavender Town (Flatzone 2)
R04 Pokemon Tower / Lavender Town - Super Smash Land
Q04 Mewtwo's Theme (Pokemon Stadium) - GaMetal
W14 Danger! Sabrina's Theme (Pokemon Puzzle League)

Fountain of Dreams (Rainbow Cruise)
W02 Fountain of Dreams (Melee)
W01 Nightmare Battle - OC Remix

Peach's Castle 64 (Mushroomy Kingdom)
A01 Peach's Castle (Super Smash Bros.)
A02 Bowser's Road - OC Remix

Hyrule Castle 64 (Bridge of Eldin)
C02 Hyrule Castle (Super Smash Bros.)

Dream Land 64 (Green Greens)
W07 Dream Land (Super Smash Bros.)
W06 Coo The Owl - Korak the Mad

Yoshi's Story (Yoshi's Island Melee)
W05 Yoshi's Story (Melee)
W15 Yoshi's Island (Melee)

Lavaville (Norfair)
R12 - Go K.K. Rider! "Ver. 2" - Foxyshredzz

Kongo Jungle 64 (Eletrokplankton)
R03 Kongo Jungle (Super Smash Bros.)

Fountain of Dreams
Water GFX have been added
Overall tremendous polish

The game itself will be coming real soon, so hold on tight!