Now working and ready for action is Brawl Minus 3.3!
Happy Earth Day! Finally, the long-awaited Brawl Minus 3.3 is ready for release!
This version of Brawl Minus focuses on revamping many characters, stages, and more! This time, Minus has been visually refined, from a new HUD in battle to a new Character Select Screen! No longer is Ike standing in one place to charge up his No Sympathy Mode, the Ice Climbers will no longer fall so easily, Olimar will no longer use spam to win, and many characters now have new strategies that allow for new combos and a better edge on the battlefield!
In addition to our wide array of new stages from Smash Bros. games past, Brawl Minus, for the very first time, will be introducing a brand new character! Originally considered a joke in Melee, our newcomer Pichu is now a force to be reckoned with, utilizing speed, power, and utilities to shock old and new players alike, and electrify a new life into Minus! Pichu isn't the electric mouse Pokemon he used to be, so pick him up and take him for a spin!
You can download Brawl Minus 3.3 HERE!
These downloads contain both Homebrew and Hackless codesets.
IMPORTANT: GeckoOS users, please go to settings and change your hooktype to AXNextFrame!
Riivo users, we must apologize, but we have not successfully gotten the latest build to work off of Riivolution.
Changelog (Brawl Minus MAX 1.01 -> Brawl Minus 3.3)
HAVE FUN!
Happy Earth Day! Finally, the long-awaited Brawl Minus 3.3 is ready for release!
This version of Brawl Minus focuses on revamping many characters, stages, and more! This time, Minus has been visually refined, from a new HUD in battle to a new Character Select Screen! No longer is Ike standing in one place to charge up his No Sympathy Mode, the Ice Climbers will no longer fall so easily, Olimar will no longer use spam to win, and many characters now have new strategies that allow for new combos and a better edge on the battlefield!
In addition to our wide array of new stages from Smash Bros. games past, Brawl Minus, for the very first time, will be introducing a brand new character! Originally considered a joke in Melee, our newcomer Pichu is now a force to be reckoned with, utilizing speed, power, and utilities to shock old and new players alike, and electrify a new life into Minus! Pichu isn't the electric mouse Pokemon he used to be, so pick him up and take him for a spin!
You can download Brawl Minus 3.3 HERE!
These downloads contain both Homebrew and Hackless codesets.
IMPORTANT: GeckoOS users, please go to settings and change your hooktype to AXNextFrame!
Riivo users, we must apologize, but we have not successfully gotten the latest build to work off of Riivolution.
Changelog (Brawl Minus MAX 1.01 -> Brawl Minus 3.3)
GLOBAL
We've redecorated. New Character Select Screen and Strap Screens by BrawlPK, New Character Select Portraits and Battle Portraits by Pin Clock, Stage Select Screen by Tybis, and new pretty much everything else by Mech and Sammi.
AIs should no longer gang up on human players.
AI has been slightly enhanced and more adept to Minus
Ledgehang invulnerablilty reduced from 13 frames to 10
CHARACTERS
Mario
Dash attack
Lowered attack priority
Landing dust gfx when Mario lands on the ground added
Side Taunt
Make Metal Mario taunt slowdown look more natural
Add "clank" GFX when Mario puts the hat on.
Metal Mario has less "Hit Points" (50%-25%)
This time Metal Mario's changes improve his overall quality of life, as a Mario that is stuck in a chaingrab won't be stuck in it as long or receive as much damage, but in turn can he be broken out of Metal Stage by many more smash attacks.
Luigi
Thunderbrand
-Speed reverted to MAX 1.0
-Now plays a less dramatic sound on whiff
dTilt
-Removed coin element
fAir
-Removed coin element. Now plays Fan SFX
-Angle tweaked to hit straight forward
Super Jump Punch
Sweetspot
Damage 20 -> 24
KBG 73 -> 76
Sourspot
Damage 9 -> 10
Base Knockback 48 -> 50
The risk of using Jump Punch as a combo finisher was made less significant with Thunderbrand being safer. In order to make this option more considerable, we upped its power a notch so he can once again rely on one of his key kill moves since 64.
Peach
dSmash
Increased hitbox sizes
Removed a bug involving hitting Mario and Luigi for Coin Element
fThrow
Angle adjusted from 45->30
fAir
Endlag increased
Toad
No longers grants a turnip on counter
Stuns foes on hit
Spore shot is now cancelable into a jump
While the turnip was designed to make Toad better, it turned out the turnip was more of a deterrent to Peach's game than anything else. Without the Turnip, she should now have a much better time following up a successful Toad counter.
Peach Bomber
Attack power has been increased
This should now give Peach a reason to use the attack variation rather than only as a mobility tool. With this move's power up to snuff Peach gains another powerful finisher.
Parasol
Peach is now able to grab the ledge from behind
Pluck
Peach can now airpluck in her tumble animation
Her ability to pull Team Healer has been replaced with the ability to pull a Green Shell
Urina added to the item list
Bowser
Royal Rampage
RR Dthrow: Damage D->A, KBG 0->F, BKB 3C->50, Bury element removed
While Bury element was cool and made dThrow unique, it lead into Bowser being able to do an attack that would send him in directions of whatever other throws there were with even more damage, making dThrow completely outlass the other throws outside a situational fThrow. With this adjustment to dThrow it can start more combos while the other throws now have more reason to be used.
RR Uthrow
throw hit trajectory 48->5A BKB 0->A WKB 0->5 KBG 64->69
KB hit special flag (grippy) disabled, KBG 60->55
RR Fthrow
damage D->B
RR Bthrow
KBG 96->8C
Galactic Crusher
GC heavy armor -> super armor
Super armor frames 8->15
Grabbox frames 11->24
KBG 64->69
Flying Slam
Animation drastically shortened in height and duration
Flying Slam damage has been drastically reduced but it now burys opponents
Fair damage reduced by 1
BKB, KBG reduced by 5
Bair BKB 19->A
Nair damage 13->11
KBG increased by 5
Uair KBG 5D->50
Regular Bthrow angle 32(?)->23
Bowser Bomb
Aerial startup sped up
Falling hit spikes hard and combos into landing hit
Landing hit weakened
Landlag drastically reduced
New landlag animation added
Utilt
KBG reduced
Endlag reduced
Usmash
KBG increased
Flying Fortress
Fortress hogging buffed
Dodges
Back Rolldodge invincibility frames 4-20 -> 3-32
Forward Rolldodge invincibility frames 4-20 -> 3-32
Spotddge invincibility frames 2-24 -> 2->26
Bowser's dodges were all rediculously bad, leaving him vulnerable for over half their total duration. Combined with his massive size and slow attacks, Bowser had literally no way to counter a skilled pressure game.
Fsmash
Hitbox Size increased
Fsmash Backdash Cancel invinciblity frames 1-19 -> 1-32
Fsmash Frontdash Cancel invinciblity frames 1-27 -> 1-32
In a similar vein, Bowser's ability to cancel his fsmash early was too often too vulnerable to be worth it. The improved dodge frames should let Bowser play a much more interesting bait-and-bluff game with fsmash and the improved hitbox size should allow Bowser to more reliably connect off of successful reads.
Donkey Kong
Side Taunt
Removed side Taunt's ability to heal
Yoshi
YOSHIFOOT (nAir ending sweetspot)
Reduced overall damage and knockback
Change the knockback angle so grounded foe's survivability isn't based on their traction
Add GFX on the frames the YOSHIFOOT is active
Wario
fSmash
Fully Charged forward Smash doubles in distance
Bike
Wario's getting-off-the-bike animation can now cancel into Aerials
Consti-crate-tion (DownB)
Charge time increased from 25 sec. -> 40 sec.
From 30 seconds -> 40 seconds, Wario has his powerful "half charge kill fart" from vBrawl
Link
fSmash
Animations improved
bThrow
Is now Helm Splitter
Mortal Draw
Reverted Mortal Draw to MAX 1.0 speeds
Zelda
Dash Attack
Hitbox Size on ranged hit decreased (9-4.8)
uAir
Downwards effect on holding A sends Zelda down faster
Transform
Dodge cancels are now available on a transform start-up.
Sheik
nAir
Damage and Knockback have been reduced
uAir
Knockback has been adjusted to not combo into itself.
fAir
Knockback has been reduced
Transform
Dodge Cancels are available on Transform start-up
Ganondorf
Warlock Punch
Shields are no longer granted mercy.
A whiffed Warlock Punch can no longer have its endlag cancelled
Previously, the Warlock Punch would kill Ganon if he punched a shield and forgot to roll, and break the foe's shield, only to kill the foe with another Punch right when Ganon respawns. This change removes the silly stuff and makes the Warlock Punch kill if it hits regardless of how they're shielded. In turn, Ganondorf now has to commit to this move: He can't just be a coward the moment he realizes he missed.
Toon Link
Despite being a faster Link, a lot of Toon Link's moves felt relatively slow, and he would wind up being punished for a lot of options that should be safe. We increased the speed on a lot of his moves to make him more agile and a little safer.
Jabs
All jabs sped up (x1.3 FSM)
fTilt
Slightly sped up (FSM x1.1)
Diagonally tilted versions will not spike.
Sword Glow fixed
Different attacks based on the direction of the tilt. Try them out!
fSmash
Sped up (FSM x1.3)
Arrows
Holding Arrows can be dodge cancelled after frame 12
Boomerang
Removed Flower Element
Bomb
Bomb pull speed reduced 1.8->2.0
Grab
Endlag of a whiffed grab cut in half
Pummel
Damage increased by 1%
fThrow
Damage increased by 2%
Samus
fAir
Reverted to 2.x.6
Power Bombs
Detonation Timer 110->90
Bomb Jump Momentum 2.5->2.2
Zero Suit Samus
Heavy fall landlag 3->1
Flip Kick
DB is air special cancelable
DB Refreshes air jump
Plasma Wire
Ellipsis' UB changes reverted
Plasma Whip
The combo version of FB now hits like it used to
nAir
Nair landlag 10->0
Nair trajectory raised by 25 degrees
Usmash
First hit trajectory 110->95
First hit BKB 0->30, WKB 120->30
Final hit hitbox size increased (position modified to compensate)
Dsmash
KBG 32->64 (50->100)
Hitbox size increased by 2
Hitbox position Y-2 X+1
GFX size increased by .1
GFX position X+1
Ice Climbers
The Ice Climbers have received a massive revamp, from buffing many of their move properties to changing up how they play. Now, instead of Nana not just getting herself killed but sometimes making you die as well, Nana is immune to death in the special fall state, meaning that if the opponent wants to kill Nana, they will now have to rely on their own abilities to gimp Nana (not hard) instead of attacking Popo while Nana's poor recovery kills Nana for her.
Nana is only in Tumble State for one frame
Nana can no longer die of a failed recovery (She cannot die in Special Fall)
Jab1
Reduced SDI multiplier
Jab2
Increased hitbox size
Utilt
SDI multiplier 1->0.2
Nana hitbox size buffed slightly
DownSmash
Popo and Nana move together slowly in the charge animation on every costume now
Forward Smash
Partner Climber moving forwards has been removed due to a bug involving which climber is in front
uAir
Nana's hit now deals 10 Damage to match Popo's (KBG Adjusted to compensate). Said hits do 15% on sweetspot.
Forward Air
Popo always spikes
Back Air
Popo's damage is now the same as Nana's (Both hit for 10)
Increase KBG
DownAir
Reworked into a powerful icy finisher (Properties are the same for both Climbers)
Deals 11 damage, 40 BKB, 90 KBG (dec).
Freezes the foe
Frozen foes have their knockback momentum halted if hit by another attack, so the move works as a strong killer when the climbers are desynched or locks the opponent in place for follow-ups if both climbers connect.
Really cool GFX added
Belay
✓ Height gained from Nana pulling you up increased 1.2->2
✓ Synch range for Belay increased 1000->8589934592
✓ Grounded Solo Belay Shield Cancelable
The secret to the Ice Climber's success, as long as Nana is not dead, Popo can call her back from literally anywhere on the screen. Their shield cancel not only allows Popo to correct his mistake of doing this move while Nana is dead, but it will also allow him to shoot Nana at the foes as a new powerful (but risky) anti-air!
Pit
Ledge Attack >100%
Pit now says "YOU CAN'T DEFEAT ME!"
fAir
Increased KBG slightly
ROB
nAir
Can no longer control how long the attack lasts
Kirby
Hammer
Kirby now has super armor on a fully-charged swing
fTilt
Hitbox on an upwards fTilt restored
Dash Attack (Burning)
Removed the ability to hold A to make the end of the move last until Kirby lets go/gets hit
Meta Knight
Meta Knight had some issues with being annoying in Teams and FFAs for being able to kill at lower percentages than everyone else, despite dealing much less damage. To make him better to play against in those enviroments, we normalized his damage and adjusted his knockback accordingly.
Dash Attack
Doubled dmg.
Growth reduced D0 to 64/6b
Side Tilt 3
Doubled damage.
Growth reduced 9c-50 hex
uTilt
Doubled dmg +1.
Growth reduced from 105- 82 hex
Forward Smash
Strongest hitbox reduced 1%.
Growth reduced 20
Down Smash
1st hit dmg increased by 4.
Growth reduced from 89 to 60. hex. 2nd hit dmg increased by 7.
Growth reduced from 128 to 62 Hex.
Nair
dmg +4% on first hit.
Growth reduced from F0 to 64 hex.
second hit + 3%. growth reduced to 68 hex.
Bair
Growth reduced from A5 to 8c hex.
Dair
Dmg increased 6%.
Growth from 150 and 120 hex to 80 and 50.
Dimensional Cape
Attack Damage reduced 5%.
King Dedede
fTilt
Reverted to 2.x.6
Olimar
Rebuilt AGAIN. Changes are from vBrawl.
We're all for rewarding players for knowing the differences between their Pikmin and keeping track of where Pikmin are in the line, we don't want to punish players for not being able to do that. Hence, you'll see a lot of changes that power up white pikmin and normalize the distance purple pikmin travel so players aren't tempted to slaughter their own team.The reduction in uniqueness between colors is more than worth a bit of consistency on Olimar's part, especially in regards to knowing where your hitboxes will end up when using a smash attack.
Synch Range: 20 -> 100
Pikmin Hit Points changed:
R: 9->1, Y: 9->1, B: 14->1, W: 4->1, P: 15->30
Unfortunately, we ran into a bug when reworking Pikmin Toss that caused pikmin to deal a powerful strike to an opponent when attacked. The glitch was rare but unpredictable and extremely dumb; players shouldn't be punished for hitting their opponent. The glitch wouldn't occur when the strike killed the attached pikmin, so we reduced Pikmin hit points to be killed by most attacks. Red, Yellow, and Blue pikmin will still retain their elemental immunities. Basically, anything that detached a pikmin before will still detach a pikmin, but Olimar players will have to pluck a new pikmin rather than wating for the old one to return... which players had to do most of the time anyway. This Olimar build has no trouble keeping his pikmin stock full with the ability to pluck pikmin in midair, so this "nerf" should be completely negligible. Purple pikmin, which do not latch onto foes, have their hit points doubled to better cover their bretherin as anti-projectile damage tanks.
Base Pikmin movespeed values normalized to highest value (White Pikmin speed)
White, yellow, and purple pikmin now take four times as long to drown after entering the water (one second -> four seconds)
Red Pikmin no longer drown instantly and instead function like whites, purples, and yellows in water (four seconds).
Before this change, landing in water held Olimar there long enough for every non-blue Pikmin to drown before Olimar could jump out and whistle. Though airpluck makes this issue negligable, there was no reason for this mechanic to ever exist. It didn't add anything to Olimar and wasn't even a proper nod to the source material. This change gives Olimar the time he needs to save unfortunate minions if he ever gets dunked but still means Olimar can drown his own team if he's slow or purposefully trying to take advantage of an army of blue pikmin.
Run Velocity 1.4->1.5
Ground Friction 0.06->0.07
Air Mobility A 0.07->0.08
Air Mobility B: 0.01->0.08
Maximum H Air Velocity: 0.82->1.1
Fastfall Velocity 1.82->2
Weight 82->70
Size: 0.95->0.9
Pikmin Pluck
x4 FSM on the ground
The first three times you pluck a Pikmin per airtime, Olimar will also pluck himself upwards as a recovery boost. This can be done even if Olimar has all six of his Pikmin. If Olimar does not have all six Pikmin when he airplucks, he will fill out his pikmin count, plucking until he has six. Self-pluck has a hitbox that deals 5 damage and hits foes up with Olimar.
If Olimar has all six pikmin when he ground plucks, the move is cancelable frame 1
Self-Pluck was a great recovery boost for Olimar in MAX, but not being able to use it unless he had six Pikmin was a limitation that occasionally got Olimar killed. Fast fingers will still be filling out their Pikmin stock faster on the ground, but filling out the Pikmin stock in one go using airpluck will be a big help. We've also increased the number of airplucks you can use from one to three, to make up for the loss of Olimar's self-toss recovery move.
Pikmin Toss
x1.5 FSM
Red Pikmin Throw Velocity:1.8->2.5
Yellow Pikmin Throw Velocity: 1.1->1.5
Blue Pikmin Throw Velocity: 1.8->2.5
Red Pikmin pummel damage 2->3
If a Pikmin deals all of its hits while latched onto an opponent without being knocked off, it will finish its combo with a powerful attack throw.
The number of times a Pikmin will hit before unleashing its finisher depends on the damage of the target, dealing up to eight strikes at 0% damage down to a minimum of two strikes as damage increases.
Different Pikmin colors have different combo finishers:
Red: 8 damage, hits forward (relative to the Pikmin)
Yellow: 7 damage, hits up
Blue, 7 damage, hits backwards (relative to the Pikmin)
White: 10 damage, meteor smashes
Purple: Doesn't latch onto things. Duh.
By latching Pikmin onto foes before or during combos to prevent them from knocking the Pikmin off, Olimar can significantly extend or end his combos with a timebomb-style finisher. This makes Pikmin Toss work more or less how it did in vBrawl when used as a standard projectile, but devistatingly powerful when used in a combo. White Pikmin are especially frightening, dealing massive amounts of pummel damage and a devastating finisher that can significantly extend any onstage combo or outright murder anyone unfortunate enough to be offstage.
Pikmin Chain
x1.5 FSM
No longer grants vertical momentum
No longer places Olimar into specialfall
Damage drastically increased:
Red Damage 7->14
Yellow Damage 6->12
Blue damage 6->12
White Damage 6->15
Purple Damage 9->16
KBG slightly compensated: 5A->50
Pikmin Order
x2 FSM
Special-cancelable starting frame 8
Has 1-damage, flinchless, unshieldable, and undodgeable hitbox for trolling purposes (unlike in MAX, this whistle should not act as a windbox or otherwise affect momentum in any way)
Pro Olimar players know the importance of keeping your Pikmin in the right order. Those that choose to learn it will find the reordering properties of the Whistle to be very helpful, and the speed increase of the move will allow you to get Pikmin further down the line up to the front posthaste. As for the hitbox? Whistles hurt your ears, man.
Jab2
Allow interrupt 17->15
Dash Attack
Allow interrupt frame 35->16
BKB drastically reduced
KBG slightly increased
Olimar's dash attack has been reworked into a fantastic combo starter that leaves the opponent right on top of Olimar so you can follow up with almost anything you want.
Ftilt
Trajectory: Sakurai->20 (dec)
Move always hits in the direction Olimar is facing
Damage 6->8
KBG 130->110 (dec)
Hitlag multiplier x1->x0.5
Hitbox lasts frames 8-13 (from 8-18)
Cancelable into normal attacks or special moves starting frame 20 (fully cancelable starting frame 37)
Though it's fun to just dropkick repeatedly across the stage with the normal cancel, this move hits too far to chain into itself most of the time. The cancels allow Olimar to follow up with a Pikmin Toss or the new dtilt if he connects but doesn't allow him to abuse defensive options, leaving the move more reasonably vulnerable if whiffed or blocked.
Dtilt
Move travels sigificantly farther
Hitbox duration frames 5-12 -> 5-22
Jump Cancelable on-hit starting frame 6 (one frame after the hitbox comes out)
Olimar needed a way to quickly approach his foe and follow up long-range Pikmin Tosses for the potential combo power they provide. With the departure of the longtime Minus standby "Self-Toss," that job fell to dtilt. Dtilt travels a long distance very quickly and allows you to jump cancel on hit, letting you start an air combo or chain into Olimar's powerful upsmash.
Utilt
Start and endlag halved
Repeating hits hitlag multiplier x1->x0.5
BKB 50->40 (dec)
These changes improve the feel and function of utilt as Olimar's go-to combo move for bringing people from the ground to the air. It's an excellent follow up to dash attack or a strong combo starter in its own right.
Fsmash
Initial Velocity 3.2->3.75
Purple Velocity/Distance normalized
Pikmin now have a hitbox until they land
White Pikmin damage/knockback increased
White Pikmin trajectory Sakurai->10
Fsmash was the reason we remade Olimar. For all his awesome potential, Combolimar was simply played by mashing the C-stick in the direction of his opponent, completely at the expense of his deep, interesting combo system and expansive moveset.
This Fsmash has less than half the range of MAX 1.0's but it deals significantly more damage.
Usmash
Allow interrupt frame 28->25
Pikmin gravity 0.25->0.1
Pikmin Initial momentum 3.5->2.7
Purple Velocity/Distance normalized
Red Pikmin: multi-hits, comboing upward for nine 1-damage hits, then a 6 damage finisher.
Yellow Pikmin have slightly larger hitboxes
Blue Pikmin have high hitlag
White Pikmin: Angle 300 (dec), 10-12 damage. Powerful spike, with down-forward angle preventing stage techs near the ledge.
Grounded foes are also spiked, knocking them up-forward with high hitstun.
Purple Pikmin hit like a truck full of Bowsers
Dsmash
Pikmin won't immediately cancel the dsmash if they slide off a ledge
White Pikmin damage increased by 5 & "Poison" element added (from their pummel)
Purple Pikmin velocity/distance normalized
Grabs
Purples now have the same grab length as reds and yellows
Nair
IASA starting frame 33->26
Allow interrupt frame 42->32
Fair
Allow Interrupt frame 43->30
White Damage: 5->10 (KB partly compensated), Trajectory: Sakurai->25
Bair
Landlag 15->8
Allow interrupt frame 49->35
White Damage 4->9, Trajectory 37->30
Uair
Landlag 30->16
IASA starting frame 29->26
White damage 1/1/1/1/1/1/3 -> 3/3/3/3/3/3/4, Repeating hits trajectory 98->autolink
Dair
Landlag 30->16
Allow interrupt frame 52->30
All Pikmin: Spiking hitbox is much easier to connect with
White: Spike hitbox damage 8->11, Sourspot damage 4->6, non-spike hitbox trajectories Sakurai->0
Purple: Sourspots Removed; always spikes on hit
Fox
Laser
Make laser cancelable into A attacks
Falco
nAir
Revert to 2.X.6, except do not allow it to cancel into itself
Fire Bird
Start-Up Speed reverted, no longer speaks.
Wolf
Jab3
blur gfx come out a little later so the move looks connected to it.
fSmash
reverted to 2.X.6
UpB
Reverted to 2.X.6
Dthrow
KBG 134 -> 111
Captain Falcon
Falcon Punch
Falcon Punch hits connect better
Raptor Boost
Grounded Raptor Boost hits connect better
Endlag on a successful Aerial Raptor Boost hit reduced
Pikachu
Meteor Delay Cancel increased from 25 Frames to 35 Frames
Quick Attack
Fixed Quick Attack not randomly working near walls
Ivysaur
Jab
Electric SFX on sweetspot removed
Razor Leaf
Critical hit derandomized: move now crits on the last 10 frames of its flightpath
Non-crit BKB 18->25 (dec)
Overall Distance Travel Lowered
Leaf Storm
Final hit KBG 84->96 hex (132->150 dec)
Landlag 31 frames -> 51 frames
Ivy can no longer DI while in Fallspecial
Ivy can use up-b 40 frames into Fallspecial
Charizard
Flamethrower
Flamethrower has been replaced with a new move: Blast Burn!
Now instead of a stream of fire, Charizard shoots a single, powerful fireball that delivers a devastating burn to opponents. Charizard is also able to aim in nearly every direction he pleases.
Lucario
dTilt
Aura Element restored
Force Palm (Grounded before 75%)
Removed the stun hitbox
fSmash
Before 75% is now one single hit
Aura Storm
Lucario can now aim in 360 degrees, and the move has been sped up significantly
Jiggilypuff
dAir
Downwards momentum -2 -> -1.3
Sing
Hitboxes adjusted to match animation
Rest
Removed the ability to go into negative percents from Rest
Marth
Walk Max Velocity decreased from 1.5 - 1.4
Air Mobility increased from 0.089 - 0.092
fSmash
Changed add momentum to Set momentum to prevent an exploit where marth could slide extremely far if up-tilted an f-smash after a short dash
Dash Attack
Endlag sped up 1.4x
Dancing Blade
Last hit high will go into Dolphin Slash if you press B after 6 frames of the hitbox terminating.
Last hit of Low will go into shield breaker if you press B after 3 frames of the hitbox terminating.
Ike
Ike's No Sympathy mode can no longer be gained from charging Eruption. Instead, he gains points in his NS Meter equal to damage dealt with his sword. Once he deals 150 sword damage, No Sympathy mode activates.
UpSmash
Wind boxes removed
Down Smash
Wind boxes removed
Eruption
Ike can no longer store his charge from charging Eruption.
Holding a fully charged eruption half as often
Counter
In No Sympathy Mode, Ike now does a Flourish of No Sympathy when he connects with Counter.
Aether
Spiking hit connects better to the landing hit
Great Aether
Total damage increased from 60%-100%
Final Hit's power has been doubled
dTaunt
If you hold A while using this taunt in NS mode, you can remove NS mode safely.
Ness
Bat Mode Removed
I feel as if we owe an explanation on this one. While bat mode was neat and did technically give Ness more options, we the ability to change movesets without changing who he is took away from what made Ness Ness, and that those who knew about Bat Mode would generally ignore Ness' normal moveset for the shiny new toy. In addition, Bat Mode was rushed, unpolished, and no one really knew what to do with it. That being said, Bat Mode may not strike out again with the plans we have in the future...
uAir
Darkness Element Removed
Lucas
Jab 2
Growth decreased by 20, reliably connects into jab 3 at high percents.
Up Tilt
FSM 1.6 added after last hitbox terminates.
PSI Magnet
End hit growth increased 5.
Side Taunt
Can no longer press A during the taunt to spawn a Mr.Saturn
Mr. Saturn now automatically spawns at the end of taunt.
Mr. Game and Watch
uTilt
Speed increased (x1.5 -> x2.2 FSM)
Chef
Food no longer clashes with itself
Oil Panic
Decreased max damage per projectile (999 -> 50)
This really means "The kill power of Oil Panic won't be absurd if it consumes 2 Food and 1 Any-other-projectile anymore."
Snake
Disabled air dodge cancels on aerial Nade hold
Sonic
Jab 3
+1%.
Side Tilt
Sped up 1.5x after frame 11, weak hits +1%.
Up Tilt
Second hit +1%.
Up Smash
Final hit +2%. Growth +5. Normal hit only.
Down Smash
All hits +1%
Nair
sweetspot +2%.
All hitboxes increased in size by .2
Down B Hold
Rehit rate is now a frame sooner.
Pichu
Pichu has been added to the game! Pichu is a very different Pocket Monster than he was in Melee, sporting agile moves and powerful combos! He may hurt himself, but he hurts his opponents much, much more! Give Pichu a spin and your foes will be shocked by how good this little guy is!
Notable moves
Passive: Static
Pichu has been known to be unable to control electricity, so what happens should electricity strike him? If Pichu is hit by a physical electric attack, the attacker will also be damaged!
nAir
nAir is much more powerful than the move it was in Melee, and it already was Pichu's best move!
fAir
fAir will now propell Pichu forwards if A is held.
dAir
Pichu's dAir will now meteor smash foes, but if it hits the ground, they will be sent upwards in a giant electrical explosion!
bThrow
Now deals additional damage and has electric element
uThrow
uThrow is now an electrifying kill move!
ElectroBall
Pichu's B is now Electro Ball! Fire off in the air and this slow moving ball will stun whoever it touches, allowing for frightening follow-ups!
Wild Charge
Pichu's SideB. It's really pretty.
Agility
Pichu's UpB, this move can cancel into an attack at almost any time during the move.
STAGES
The following stages have been added:
-Lavender Town
-Wifi Waiting Room (HOME RUN CONTEST)
-Yoshi's Story (Melee)
-Fountain of Dreams
-Final Destination...?
-Trophy Room (the "Snag the Trophies!" stage)
-Fourside
-Mushroom Kingdom Melee (new layout)
-Yoshi's Story 64 (no clouds on sides)
-Jungle Japes 64
-Metal Cavern (Metal Mario Stage)
-Zebes 64
-Saffron City
The following stages have been remade:
Skyworld - Remade. All of the thin platforms, except for the one that moves around the bottom, are drop-through. The central platform has been thickened and has lost the slanted section on the left. Only the platform on the right is breakable.
New Pork City - Remade. The stage is made up of 3 "islands", the two smaller ones float away from the main center one. There's a limosine touring around the boundaries, and the Chimera's on his day off.
The following stages have been modified:
Dream Greens - Upper blastline slightly raised.
Spear Pillar - All 3 versions have the same layout; caveless, hazardless.
Norfair - Remade, a static stage. Subject to change.
Luigi's Mansion - The house takes longer to respawn after it completely breaks.
Temple - Ledges "smoothed" underneath.
Warioware - The platforms now switch between several positions! The entire cycle has 5 layouts in total.
75m - The platform on the right is no longer drop-through.
We've redecorated. New Character Select Screen and Strap Screens by BrawlPK, New Character Select Portraits and Battle Portraits by Pin Clock, Stage Select Screen by Tybis, and new pretty much everything else by Mech and Sammi.
AIs should no longer gang up on human players.
AI has been slightly enhanced and more adept to Minus
Ledgehang invulnerablilty reduced from 13 frames to 10
CHARACTERS
Mario
Dash attack
Lowered attack priority
Landing dust gfx when Mario lands on the ground added
Side Taunt
Make Metal Mario taunt slowdown look more natural
Add "clank" GFX when Mario puts the hat on.
Metal Mario has less "Hit Points" (50%-25%)
This time Metal Mario's changes improve his overall quality of life, as a Mario that is stuck in a chaingrab won't be stuck in it as long or receive as much damage, but in turn can he be broken out of Metal Stage by many more smash attacks.
Luigi
Thunderbrand
-Speed reverted to MAX 1.0
-Now plays a less dramatic sound on whiff
dTilt
-Removed coin element
fAir
-Removed coin element. Now plays Fan SFX
-Angle tweaked to hit straight forward
Super Jump Punch
Sweetspot
Damage 20 -> 24
KBG 73 -> 76
Sourspot
Damage 9 -> 10
Base Knockback 48 -> 50
The risk of using Jump Punch as a combo finisher was made less significant with Thunderbrand being safer. In order to make this option more considerable, we upped its power a notch so he can once again rely on one of his key kill moves since 64.
Peach
dSmash
Increased hitbox sizes
Removed a bug involving hitting Mario and Luigi for Coin Element
fThrow
Angle adjusted from 45->30
fAir
Endlag increased
Toad
No longers grants a turnip on counter
Stuns foes on hit
Spore shot is now cancelable into a jump
While the turnip was designed to make Toad better, it turned out the turnip was more of a deterrent to Peach's game than anything else. Without the Turnip, she should now have a much better time following up a successful Toad counter.
Peach Bomber
Attack power has been increased
This should now give Peach a reason to use the attack variation rather than only as a mobility tool. With this move's power up to snuff Peach gains another powerful finisher.
Parasol
Peach is now able to grab the ledge from behind
Pluck
Peach can now airpluck in her tumble animation
Her ability to pull Team Healer has been replaced with the ability to pull a Green Shell
Urina added to the item list
Bowser
Royal Rampage
RR Dthrow: Damage D->A, KBG 0->F, BKB 3C->50, Bury element removed
While Bury element was cool and made dThrow unique, it lead into Bowser being able to do an attack that would send him in directions of whatever other throws there were with even more damage, making dThrow completely outlass the other throws outside a situational fThrow. With this adjustment to dThrow it can start more combos while the other throws now have more reason to be used.
RR Uthrow
throw hit trajectory 48->5A BKB 0->A WKB 0->5 KBG 64->69
KB hit special flag (grippy) disabled, KBG 60->55
RR Fthrow
damage D->B
RR Bthrow
KBG 96->8C
Galactic Crusher
GC heavy armor -> super armor
Super armor frames 8->15
Grabbox frames 11->24
KBG 64->69
Flying Slam
Animation drastically shortened in height and duration
Flying Slam damage has been drastically reduced but it now burys opponents
Fair damage reduced by 1
BKB, KBG reduced by 5
Bair BKB 19->A
Nair damage 13->11
KBG increased by 5
Uair KBG 5D->50
Regular Bthrow angle 32(?)->23
Bowser Bomb
Aerial startup sped up
Falling hit spikes hard and combos into landing hit
Landing hit weakened
Landlag drastically reduced
New landlag animation added
Utilt
KBG reduced
Endlag reduced
Usmash
KBG increased
Flying Fortress
Fortress hogging buffed
Dodges
Back Rolldodge invincibility frames 4-20 -> 3-32
Forward Rolldodge invincibility frames 4-20 -> 3-32
Spotddge invincibility frames 2-24 -> 2->26
Bowser's dodges were all rediculously bad, leaving him vulnerable for over half their total duration. Combined with his massive size and slow attacks, Bowser had literally no way to counter a skilled pressure game.
Fsmash
Hitbox Size increased
Fsmash Backdash Cancel invinciblity frames 1-19 -> 1-32
Fsmash Frontdash Cancel invinciblity frames 1-27 -> 1-32
In a similar vein, Bowser's ability to cancel his fsmash early was too often too vulnerable to be worth it. The improved dodge frames should let Bowser play a much more interesting bait-and-bluff game with fsmash and the improved hitbox size should allow Bowser to more reliably connect off of successful reads.
Donkey Kong
Side Taunt
Removed side Taunt's ability to heal
Yoshi
YOSHIFOOT (nAir ending sweetspot)
Reduced overall damage and knockback
Change the knockback angle so grounded foe's survivability isn't based on their traction
Add GFX on the frames the YOSHIFOOT is active
Wario
fSmash
Fully Charged forward Smash doubles in distance
Bike
Wario's getting-off-the-bike animation can now cancel into Aerials
Consti-crate-tion (DownB)
Charge time increased from 25 sec. -> 40 sec.
From 30 seconds -> 40 seconds, Wario has his powerful "half charge kill fart" from vBrawl
Link
fSmash
Animations improved
bThrow
Is now Helm Splitter
Mortal Draw
Reverted Mortal Draw to MAX 1.0 speeds
Zelda
Dash Attack
Hitbox Size on ranged hit decreased (9-4.8)
uAir
Downwards effect on holding A sends Zelda down faster
Transform
Dodge cancels are now available on a transform start-up.
Sheik
nAir
Damage and Knockback have been reduced
uAir
Knockback has been adjusted to not combo into itself.
fAir
Knockback has been reduced
Transform
Dodge Cancels are available on Transform start-up
Ganondorf
Warlock Punch
Shields are no longer granted mercy.
A whiffed Warlock Punch can no longer have its endlag cancelled
Previously, the Warlock Punch would kill Ganon if he punched a shield and forgot to roll, and break the foe's shield, only to kill the foe with another Punch right when Ganon respawns. This change removes the silly stuff and makes the Warlock Punch kill if it hits regardless of how they're shielded. In turn, Ganondorf now has to commit to this move: He can't just be a coward the moment he realizes he missed.
Toon Link
Despite being a faster Link, a lot of Toon Link's moves felt relatively slow, and he would wind up being punished for a lot of options that should be safe. We increased the speed on a lot of his moves to make him more agile and a little safer.
Jabs
All jabs sped up (x1.3 FSM)
fTilt
Slightly sped up (FSM x1.1)
Diagonally tilted versions will not spike.
Sword Glow fixed
Different attacks based on the direction of the tilt. Try them out!
fSmash
Sped up (FSM x1.3)
Arrows
Holding Arrows can be dodge cancelled after frame 12
Boomerang
Removed Flower Element
Bomb
Bomb pull speed reduced 1.8->2.0
Grab
Endlag of a whiffed grab cut in half
Pummel
Damage increased by 1%
fThrow
Damage increased by 2%
Samus
fAir
Reverted to 2.x.6
Power Bombs
Detonation Timer 110->90
Bomb Jump Momentum 2.5->2.2
Zero Suit Samus
Heavy fall landlag 3->1
Flip Kick
DB is air special cancelable
DB Refreshes air jump
Plasma Wire
Ellipsis' UB changes reverted
Plasma Whip
The combo version of FB now hits like it used to
nAir
Nair landlag 10->0
Nair trajectory raised by 25 degrees
Usmash
First hit trajectory 110->95
First hit BKB 0->30, WKB 120->30
Final hit hitbox size increased (position modified to compensate)
Dsmash
KBG 32->64 (50->100)
Hitbox size increased by 2
Hitbox position Y-2 X+1
GFX size increased by .1
GFX position X+1
Ice Climbers
The Ice Climbers have received a massive revamp, from buffing many of their move properties to changing up how they play. Now, instead of Nana not just getting herself killed but sometimes making you die as well, Nana is immune to death in the special fall state, meaning that if the opponent wants to kill Nana, they will now have to rely on their own abilities to gimp Nana (not hard) instead of attacking Popo while Nana's poor recovery kills Nana for her.
Nana is only in Tumble State for one frame
Nana can no longer die of a failed recovery (She cannot die in Special Fall)
Jab1
Reduced SDI multiplier
Jab2
Increased hitbox size
Utilt
SDI multiplier 1->0.2
Nana hitbox size buffed slightly
DownSmash
Popo and Nana move together slowly in the charge animation on every costume now
Forward Smash
Partner Climber moving forwards has been removed due to a bug involving which climber is in front
uAir
Nana's hit now deals 10 Damage to match Popo's (KBG Adjusted to compensate). Said hits do 15% on sweetspot.
Forward Air
Popo always spikes
Back Air
Popo's damage is now the same as Nana's (Both hit for 10)
Increase KBG
DownAir
Reworked into a powerful icy finisher (Properties are the same for both Climbers)
Deals 11 damage, 40 BKB, 90 KBG (dec).
Freezes the foe
Frozen foes have their knockback momentum halted if hit by another attack, so the move works as a strong killer when the climbers are desynched or locks the opponent in place for follow-ups if both climbers connect.
Really cool GFX added
Belay
✓ Height gained from Nana pulling you up increased 1.2->2
✓ Synch range for Belay increased 1000->8589934592
✓ Grounded Solo Belay Shield Cancelable
The secret to the Ice Climber's success, as long as Nana is not dead, Popo can call her back from literally anywhere on the screen. Their shield cancel not only allows Popo to correct his mistake of doing this move while Nana is dead, but it will also allow him to shoot Nana at the foes as a new powerful (but risky) anti-air!
Pit
Ledge Attack >100%
Pit now says "YOU CAN'T DEFEAT ME!"
fAir
Increased KBG slightly
ROB
nAir
Can no longer control how long the attack lasts
Kirby
Hammer
Kirby now has super armor on a fully-charged swing
fTilt
Hitbox on an upwards fTilt restored
Dash Attack (Burning)
Removed the ability to hold A to make the end of the move last until Kirby lets go/gets hit
Meta Knight
Meta Knight had some issues with being annoying in Teams and FFAs for being able to kill at lower percentages than everyone else, despite dealing much less damage. To make him better to play against in those enviroments, we normalized his damage and adjusted his knockback accordingly.
Dash Attack
Doubled dmg.
Growth reduced D0 to 64/6b
Side Tilt 3
Doubled damage.
Growth reduced 9c-50 hex
uTilt
Doubled dmg +1.
Growth reduced from 105- 82 hex
Forward Smash
Strongest hitbox reduced 1%.
Growth reduced 20
Down Smash
1st hit dmg increased by 4.
Growth reduced from 89 to 60. hex. 2nd hit dmg increased by 7.
Growth reduced from 128 to 62 Hex.
Nair
dmg +4% on first hit.
Growth reduced from F0 to 64 hex.
second hit + 3%. growth reduced to 68 hex.
Bair
Growth reduced from A5 to 8c hex.
Dair
Dmg increased 6%.
Growth from 150 and 120 hex to 80 and 50.
Dimensional Cape
Attack Damage reduced 5%.
King Dedede
fTilt
Reverted to 2.x.6
Olimar
Rebuilt AGAIN. Changes are from vBrawl.
We're all for rewarding players for knowing the differences between their Pikmin and keeping track of where Pikmin are in the line, we don't want to punish players for not being able to do that. Hence, you'll see a lot of changes that power up white pikmin and normalize the distance purple pikmin travel so players aren't tempted to slaughter their own team.The reduction in uniqueness between colors is more than worth a bit of consistency on Olimar's part, especially in regards to knowing where your hitboxes will end up when using a smash attack.
Synch Range: 20 -> 100
Pikmin Hit Points changed:
R: 9->1, Y: 9->1, B: 14->1, W: 4->1, P: 15->30
Unfortunately, we ran into a bug when reworking Pikmin Toss that caused pikmin to deal a powerful strike to an opponent when attacked. The glitch was rare but unpredictable and extremely dumb; players shouldn't be punished for hitting their opponent. The glitch wouldn't occur when the strike killed the attached pikmin, so we reduced Pikmin hit points to be killed by most attacks. Red, Yellow, and Blue pikmin will still retain their elemental immunities. Basically, anything that detached a pikmin before will still detach a pikmin, but Olimar players will have to pluck a new pikmin rather than wating for the old one to return... which players had to do most of the time anyway. This Olimar build has no trouble keeping his pikmin stock full with the ability to pluck pikmin in midair, so this "nerf" should be completely negligible. Purple pikmin, which do not latch onto foes, have their hit points doubled to better cover their bretherin as anti-projectile damage tanks.
Base Pikmin movespeed values normalized to highest value (White Pikmin speed)
White, yellow, and purple pikmin now take four times as long to drown after entering the water (one second -> four seconds)
Red Pikmin no longer drown instantly and instead function like whites, purples, and yellows in water (four seconds).
Before this change, landing in water held Olimar there long enough for every non-blue Pikmin to drown before Olimar could jump out and whistle. Though airpluck makes this issue negligable, there was no reason for this mechanic to ever exist. It didn't add anything to Olimar and wasn't even a proper nod to the source material. This change gives Olimar the time he needs to save unfortunate minions if he ever gets dunked but still means Olimar can drown his own team if he's slow or purposefully trying to take advantage of an army of blue pikmin.
Run Velocity 1.4->1.5
Ground Friction 0.06->0.07
Air Mobility A 0.07->0.08
Air Mobility B: 0.01->0.08
Maximum H Air Velocity: 0.82->1.1
Fastfall Velocity 1.82->2
Weight 82->70
Size: 0.95->0.9
Pikmin Pluck
x4 FSM on the ground
The first three times you pluck a Pikmin per airtime, Olimar will also pluck himself upwards as a recovery boost. This can be done even if Olimar has all six of his Pikmin. If Olimar does not have all six Pikmin when he airplucks, he will fill out his pikmin count, plucking until he has six. Self-pluck has a hitbox that deals 5 damage and hits foes up with Olimar.
If Olimar has all six pikmin when he ground plucks, the move is cancelable frame 1
Self-Pluck was a great recovery boost for Olimar in MAX, but not being able to use it unless he had six Pikmin was a limitation that occasionally got Olimar killed. Fast fingers will still be filling out their Pikmin stock faster on the ground, but filling out the Pikmin stock in one go using airpluck will be a big help. We've also increased the number of airplucks you can use from one to three, to make up for the loss of Olimar's self-toss recovery move.
Pikmin Toss
x1.5 FSM
Red Pikmin Throw Velocity:1.8->2.5
Yellow Pikmin Throw Velocity: 1.1->1.5
Blue Pikmin Throw Velocity: 1.8->2.5
Red Pikmin pummel damage 2->3
If a Pikmin deals all of its hits while latched onto an opponent without being knocked off, it will finish its combo with a powerful attack throw.
The number of times a Pikmin will hit before unleashing its finisher depends on the damage of the target, dealing up to eight strikes at 0% damage down to a minimum of two strikes as damage increases.
Different Pikmin colors have different combo finishers:
Red: 8 damage, hits forward (relative to the Pikmin)
Yellow: 7 damage, hits up
Blue, 7 damage, hits backwards (relative to the Pikmin)
White: 10 damage, meteor smashes
Purple: Doesn't latch onto things. Duh.
By latching Pikmin onto foes before or during combos to prevent them from knocking the Pikmin off, Olimar can significantly extend or end his combos with a timebomb-style finisher. This makes Pikmin Toss work more or less how it did in vBrawl when used as a standard projectile, but devistatingly powerful when used in a combo. White Pikmin are especially frightening, dealing massive amounts of pummel damage and a devastating finisher that can significantly extend any onstage combo or outright murder anyone unfortunate enough to be offstage.
Pikmin Chain
x1.5 FSM
No longer grants vertical momentum
No longer places Olimar into specialfall
Damage drastically increased:
Red Damage 7->14
Yellow Damage 6->12
Blue damage 6->12
White Damage 6->15
Purple Damage 9->16
KBG slightly compensated: 5A->50
Pikmin Order
x2 FSM
Special-cancelable starting frame 8
Has 1-damage, flinchless, unshieldable, and undodgeable hitbox for trolling purposes (unlike in MAX, this whistle should not act as a windbox or otherwise affect momentum in any way)
Pro Olimar players know the importance of keeping your Pikmin in the right order. Those that choose to learn it will find the reordering properties of the Whistle to be very helpful, and the speed increase of the move will allow you to get Pikmin further down the line up to the front posthaste. As for the hitbox? Whistles hurt your ears, man.
Jab2
Allow interrupt 17->15
Dash Attack
Allow interrupt frame 35->16
BKB drastically reduced
KBG slightly increased
Olimar's dash attack has been reworked into a fantastic combo starter that leaves the opponent right on top of Olimar so you can follow up with almost anything you want.
Ftilt
Trajectory: Sakurai->20 (dec)
Move always hits in the direction Olimar is facing
Damage 6->8
KBG 130->110 (dec)
Hitlag multiplier x1->x0.5
Hitbox lasts frames 8-13 (from 8-18)
Cancelable into normal attacks or special moves starting frame 20 (fully cancelable starting frame 37)
Though it's fun to just dropkick repeatedly across the stage with the normal cancel, this move hits too far to chain into itself most of the time. The cancels allow Olimar to follow up with a Pikmin Toss or the new dtilt if he connects but doesn't allow him to abuse defensive options, leaving the move more reasonably vulnerable if whiffed or blocked.
Dtilt
Move travels sigificantly farther
Hitbox duration frames 5-12 -> 5-22
Jump Cancelable on-hit starting frame 6 (one frame after the hitbox comes out)
Olimar needed a way to quickly approach his foe and follow up long-range Pikmin Tosses for the potential combo power they provide. With the departure of the longtime Minus standby "Self-Toss," that job fell to dtilt. Dtilt travels a long distance very quickly and allows you to jump cancel on hit, letting you start an air combo or chain into Olimar's powerful upsmash.
Utilt
Start and endlag halved
Repeating hits hitlag multiplier x1->x0.5
BKB 50->40 (dec)
These changes improve the feel and function of utilt as Olimar's go-to combo move for bringing people from the ground to the air. It's an excellent follow up to dash attack or a strong combo starter in its own right.
Fsmash
Initial Velocity 3.2->3.75
Purple Velocity/Distance normalized
Pikmin now have a hitbox until they land
White Pikmin damage/knockback increased
White Pikmin trajectory Sakurai->10
Fsmash was the reason we remade Olimar. For all his awesome potential, Combolimar was simply played by mashing the C-stick in the direction of his opponent, completely at the expense of his deep, interesting combo system and expansive moveset.
This Fsmash has less than half the range of MAX 1.0's but it deals significantly more damage.
Usmash
Allow interrupt frame 28->25
Pikmin gravity 0.25->0.1
Pikmin Initial momentum 3.5->2.7
Purple Velocity/Distance normalized
Red Pikmin: multi-hits, comboing upward for nine 1-damage hits, then a 6 damage finisher.
Yellow Pikmin have slightly larger hitboxes
Blue Pikmin have high hitlag
White Pikmin: Angle 300 (dec), 10-12 damage. Powerful spike, with down-forward angle preventing stage techs near the ledge.
Grounded foes are also spiked, knocking them up-forward with high hitstun.
Purple Pikmin hit like a truck full of Bowsers
Dsmash
Pikmin won't immediately cancel the dsmash if they slide off a ledge
White Pikmin damage increased by 5 & "Poison" element added (from their pummel)
Purple Pikmin velocity/distance normalized
Grabs
Purples now have the same grab length as reds and yellows
Nair
IASA starting frame 33->26
Allow interrupt frame 42->32
Fair
Allow Interrupt frame 43->30
White Damage: 5->10 (KB partly compensated), Trajectory: Sakurai->25
Bair
Landlag 15->8
Allow interrupt frame 49->35
White Damage 4->9, Trajectory 37->30
Uair
Landlag 30->16
IASA starting frame 29->26
White damage 1/1/1/1/1/1/3 -> 3/3/3/3/3/3/4, Repeating hits trajectory 98->autolink
Dair
Landlag 30->16
Allow interrupt frame 52->30
All Pikmin: Spiking hitbox is much easier to connect with
White: Spike hitbox damage 8->11, Sourspot damage 4->6, non-spike hitbox trajectories Sakurai->0
Purple: Sourspots Removed; always spikes on hit
Fox
Laser
Make laser cancelable into A attacks
Falco
nAir
Revert to 2.X.6, except do not allow it to cancel into itself
Fire Bird
Start-Up Speed reverted, no longer speaks.
Wolf
Jab3
blur gfx come out a little later so the move looks connected to it.
fSmash
reverted to 2.X.6
UpB
Reverted to 2.X.6
Dthrow
KBG 134 -> 111
Captain Falcon
Falcon Punch
Falcon Punch hits connect better
Raptor Boost
Grounded Raptor Boost hits connect better
Endlag on a successful Aerial Raptor Boost hit reduced
Pikachu
Meteor Delay Cancel increased from 25 Frames to 35 Frames
Quick Attack
Fixed Quick Attack not randomly working near walls
Ivysaur
Jab
Electric SFX on sweetspot removed
Razor Leaf
Critical hit derandomized: move now crits on the last 10 frames of its flightpath
Non-crit BKB 18->25 (dec)
Overall Distance Travel Lowered
Leaf Storm
Final hit KBG 84->96 hex (132->150 dec)
Landlag 31 frames -> 51 frames
Ivy can no longer DI while in Fallspecial
Ivy can use up-b 40 frames into Fallspecial
Charizard
Flamethrower
Flamethrower has been replaced with a new move: Blast Burn!
Now instead of a stream of fire, Charizard shoots a single, powerful fireball that delivers a devastating burn to opponents. Charizard is also able to aim in nearly every direction he pleases.
Lucario
dTilt
Aura Element restored
Force Palm (Grounded before 75%)
Removed the stun hitbox
fSmash
Before 75% is now one single hit
Aura Storm
Lucario can now aim in 360 degrees, and the move has been sped up significantly
Jiggilypuff
dAir
Downwards momentum -2 -> -1.3
Sing
Hitboxes adjusted to match animation
Rest
Removed the ability to go into negative percents from Rest
Marth
Walk Max Velocity decreased from 1.5 - 1.4
Air Mobility increased from 0.089 - 0.092
fSmash
Changed add momentum to Set momentum to prevent an exploit where marth could slide extremely far if up-tilted an f-smash after a short dash
Dash Attack
Endlag sped up 1.4x
Dancing Blade
Last hit high will go into Dolphin Slash if you press B after 6 frames of the hitbox terminating.
Last hit of Low will go into shield breaker if you press B after 3 frames of the hitbox terminating.
Ike
Ike's No Sympathy mode can no longer be gained from charging Eruption. Instead, he gains points in his NS Meter equal to damage dealt with his sword. Once he deals 150 sword damage, No Sympathy mode activates.
UpSmash
Wind boxes removed
Down Smash
Wind boxes removed
Eruption
Ike can no longer store his charge from charging Eruption.
Holding a fully charged eruption half as often
Counter
In No Sympathy Mode, Ike now does a Flourish of No Sympathy when he connects with Counter.
Aether
Spiking hit connects better to the landing hit
Great Aether
Total damage increased from 60%-100%
Final Hit's power has been doubled
dTaunt
If you hold A while using this taunt in NS mode, you can remove NS mode safely.
Ness
Bat Mode Removed
I feel as if we owe an explanation on this one. While bat mode was neat and did technically give Ness more options, we the ability to change movesets without changing who he is took away from what made Ness Ness, and that those who knew about Bat Mode would generally ignore Ness' normal moveset for the shiny new toy. In addition, Bat Mode was rushed, unpolished, and no one really knew what to do with it. That being said, Bat Mode may not strike out again with the plans we have in the future...
uAir
Darkness Element Removed
Lucas
Jab 2
Growth decreased by 20, reliably connects into jab 3 at high percents.
Up Tilt
FSM 1.6 added after last hitbox terminates.
PSI Magnet
End hit growth increased 5.
Side Taunt
Can no longer press A during the taunt to spawn a Mr.Saturn
Mr. Saturn now automatically spawns at the end of taunt.
Mr. Game and Watch
uTilt
Speed increased (x1.5 -> x2.2 FSM)
Chef
Food no longer clashes with itself
Oil Panic
Decreased max damage per projectile (999 -> 50)
This really means "The kill power of Oil Panic won't be absurd if it consumes 2 Food and 1 Any-other-projectile anymore."
Snake
Disabled air dodge cancels on aerial Nade hold
Sonic
Jab 3
+1%.
Side Tilt
Sped up 1.5x after frame 11, weak hits +1%.
Up Tilt
Second hit +1%.
Up Smash
Final hit +2%. Growth +5. Normal hit only.
Down Smash
All hits +1%
Nair
sweetspot +2%.
All hitboxes increased in size by .2
Down B Hold
Rehit rate is now a frame sooner.
Pichu
Pichu has been added to the game! Pichu is a very different Pocket Monster than he was in Melee, sporting agile moves and powerful combos! He may hurt himself, but he hurts his opponents much, much more! Give Pichu a spin and your foes will be shocked by how good this little guy is!
Notable moves
Passive: Static
Pichu has been known to be unable to control electricity, so what happens should electricity strike him? If Pichu is hit by a physical electric attack, the attacker will also be damaged!
nAir
nAir is much more powerful than the move it was in Melee, and it already was Pichu's best move!
fAir
fAir will now propell Pichu forwards if A is held.
dAir
Pichu's dAir will now meteor smash foes, but if it hits the ground, they will be sent upwards in a giant electrical explosion!
bThrow
Now deals additional damage and has electric element
uThrow
uThrow is now an electrifying kill move!
ElectroBall
Pichu's B is now Electro Ball! Fire off in the air and this slow moving ball will stun whoever it touches, allowing for frightening follow-ups!
Wild Charge
Pichu's SideB. It's really pretty.
Agility
Pichu's UpB, this move can cancel into an attack at almost any time during the move.
STAGES
The following stages have been added:
-Lavender Town
-Wifi Waiting Room (HOME RUN CONTEST)
-Yoshi's Story (Melee)
-Fountain of Dreams
-Final Destination...?
-Trophy Room (the "Snag the Trophies!" stage)
-Fourside
-Mushroom Kingdom Melee (new layout)
-Yoshi's Story 64 (no clouds on sides)
-Jungle Japes 64
-Metal Cavern (Metal Mario Stage)
-Zebes 64
-Saffron City
The following stages have been remade:
Skyworld - Remade. All of the thin platforms, except for the one that moves around the bottom, are drop-through. The central platform has been thickened and has lost the slanted section on the left. Only the platform on the right is breakable.
New Pork City - Remade. The stage is made up of 3 "islands", the two smaller ones float away from the main center one. There's a limosine touring around the boundaries, and the Chimera's on his day off.
The following stages have been modified:
Dream Greens - Upper blastline slightly raised.
Spear Pillar - All 3 versions have the same layout; caveless, hazardless.
Norfair - Remade, a static stage. Subject to change.
Luigi's Mansion - The house takes longer to respawn after it completely breaks.
Temple - Ledges "smoothed" underneath.
Warioware - The platforms now switch between several positions! The entire cycle has 5 layouts in total.
75m - The platform on the right is no longer drop-through.
HAVE FUN!
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