Brawl Minus 3.5 is out now!
It's that time again, time to release another version of Brawl Minus! As always, we're working as hard as possible to bring you the best game we can, and this time I'd say we've done a darn good job of it! We fixed many of the issues from 3.3, as well as added a brand new character, Roy, for you to play with! But enough of me talking about it, it's time to play!
To choose your download, select the image of Roy you'd like for your choice of artwork:
Brawl Minus 3.3 -> 3.5 Changelog
11:55 is still May 29th right? Sorry for being so late, but hopefully that won't take away from the fun!As always, have fun!
It's that time again, time to release another version of Brawl Minus! As always, we're working as hard as possible to bring you the best game we can, and this time I'd say we've done a darn good job of it! We fixed many of the issues from 3.3, as well as added a brand new character, Roy, for you to play with! But enough of me talking about it, it's time to play!
To choose your download, select the image of Roy you'd like for your choice of artwork:
Brawl Minus 3.3 -> 3.5 Changelog
Global Changes
Roy has been added to the game!
(Roy returns with a new style of his own. Balanced between Marth's speed and Ike's power, Roy's fighting style is a solid blend of ground and aerial combat. Roy's Flare Blade is quicker to release but takes longer to reach a full charge when compared to Marth's Shield Breaker. His Double-Edge Dance has been made into a unique 3 part move with high shield damage, and his Blazer is now a more effective recovery. Roy's Counter is terrifyingly powerful in Minus and can turn the tide of battle in an instant. As in Melee, Roy deals the most damage hitting with the middle of his blade, so to maximize damage he should stay close to his opponent.)
Stock Icons for Pichu and Roy have been added
Hackless wifi play code added!
You can connect to Wifi on Brawl Minus without any additional hacking required!
Stage Expansion Pack dropped
(It seems we have run into problems with players encountering freezes on the Stage Select, and unfortunately we cannot get the reasons worked out right now, so we will have to temporarily remove the Stage Expansion Pack form Brawl Minus until we can get it all figured out. We have made sure to keep the more popular stages from 3.3 in Minus! Please seem the Stage section for more info on what stages are being kept and removed.)
You can now footstool with Jump or uTaunt!
"GAME" animations have been fixed
Characters
Mario
Side taunt animation fixed.
Luigi
Stage friction 0.03 > 0.04
Thunderhand
-armor 7% > 10%
-sped up slightly (.18 > .19)
-endlag decreased slightly (1 > 1.1)
-hitbox size 7 > 8 (to match gfx)
-fixed fireball gfx glitch
Dair
-fastfall glitch fixed
Luigi Missile
Cancels into airdodge on charge only and in air
Bowser
Dash Attack
Super Armor changed to 11% Heavy armor.
Side Smash Charge
Super Armor changed to 13% Heavy Armor.
This allows mid power characters to knock him out of his smash charge with tilts and weaker characters to knock him out with smashes. Seeing how he gets super armor on release he doesn't also need to be unstoppable when charging.
Dair
Super armor ends when he comes out of his shell, not when the animation ends.
Diddy Kong
Removed infinite jab
(This move was mostly useless and usually done on accident, so it would be a benefit to Diddy Kong players as a whole if this feature was taken out.)
Jab 3
added bkb so it doesn't combo into more jabs
angle 5A > 0
slight forward momentum
-Fair bkb 1E > 1A
-KBg 5A > 7A
-Damage 13 > 12
Ftilt
bkb increased, no longer combos into itself
bair
Always does 8% now (used to vary)
angle adjusted slightly
turn around looks...better
Cannot spawn peanuts on bair anymore
Fthrow kbg increased
64 > 7A
dThrow
kbg 35 > 2A
Monkey Flip
Jump-throw momentum decreased slightly
Link
Back Slice
Can be activated 4 frames sooner
Input changed from A to B so as not to be used accidentally.
fSmash
Jump Strike has been modified to connect with aerial opponents before landing.
Zelda
Dash attack
spike hitbox angle changed from 12C- 28. No longer a semi spike, it now sets up for ranged attack follow ups from either a well placed fair or side smash.
Fthrow
damage increased 1%, base kb increased from 46-50. (by 10) Growth increased from 32-50 (by 30.) It now matches Bthrow.
D-Tilt
Ranged HitBox now sends the opponents down at a 45º angle (A in PSA), rather than spiking directly.
Sheik
Sheik has had her total triple jump height reduced, to match 2.x.6 double jump height.
Jump Height (V Initial Velocity) : 3.37 --> 2.85
D-Air has a delay on startup
FSM Modifier, Startup: 7--->0.5
FSM Modifier, 5 Frames later: 7---> 6
(it was faster than any other stall-fall move in the game, including Sonic's. It has been slowed down marginally during travel time.)
Ganondorf
N-Air
Hitboxes have been retooled for better connectivity, specifically from the ground, and on smaller characters.
Toon Link
uTilt
end lag decreased (FSM x 1.4)
fSmash
sped up from 1.3 to 1.5
Landing lag reduced on the following aerials.
Nair= 15- 12
Fair= 18- 14
Uair= 22- 16
Arrow
Arrow pull back speed decreased from 1.5 -> 1
Arrow charging speed increased from 1.5 -> 2
(Toon Link's arrow speeds have been changed in order to reduce arrow spam, and his charge speed compensated to allow him to aim his arrows better. This should make his arrow game slightly more skill based.)
Light Arrows growth increased 62 -> 6A (hex)
Bomb
Pressing Down+B while holding an item sends him into crouch. Keeping B held will drop the item.
Samus
Gravity: 0.058 ---> 0.116
Samus' Gravity has been increased, with all of her jumping moves adjusted to compensate. Aerial morph ball has had bomb jump height increased to assist with recovery. Bomb jumping from the side of bombs has a lower launching angle. This should make for a less floaty and much more dynamic Samus.
Terminal Velocity Increased
1.07——->1.45
FastFall Terminal Velocity Increased
1.75——->2.3
Screw Attack ‘Air Friction’ Decreased:
0.57———>0.4
Bomb Jump Launch Angle:
78º——>50º
Zero Suit Samus
Meteor cancel window 15 > 20
grab box time shortened by 5 frames
Dsmash damage 13 > 12
-kbg boosted to even out
uair endlag increased
damage: 10 > 9
frajectory 50 > 4A
nair endlag increased
-bkb 23 > 2A
-damage 8/9/C/E > A (all)
-sourspot 9
Fair
first hit
-damage 6 > 5
-bkb A > 1A (compensated)
-angle changed
Flip Kick
extra jump removed
(reason is due to infinite jumping and filesize issues)
flip kick sourspot bkb 3C > 30
-landing jump-cancel window doubled
Pit
Meteor cancel window 30 > 24
Infinite jab removed (Same reasons as Diddy Kong)
angled fsmash
-momentum fixed
-hitbox slightly larger
Air Side-B: Now modified Glide Attack
-Has landing lag, grants slight momentum on startup
Sweetspot: 9%, Trajectory 40 (66 degrees), kbg 70, bkb, 30
Sourspot (5 frames after): 4%, trajectory 111 (273 deg), kbg 5A, bkb 2A
-Cancelable into Aerials a few frames after sourspot ends (frame 17)
-holding B makes Pit float for a (very) short time (active frame 15)
-Cancelable into jumps, a few frames near the end. (frame 28)
(Before, an Aerial Angel Ring would just not have much effect except for slightly carrying foes with it. Now as a sharp attack, his air sideB should give Pit a nice new option)
Angel Wings
Grounded up-B hitbox same size as aerial (7 > 9)
increased speed going up
No longer preserves momentum
(Despite Pit being supposed to have a decent recovery, it was highly gimped by Pit keeping his downwards momentum while using UpB, which would result in him still dying from a spike when he was supposed to be safe. These changes should help our angelic fighter survive a little longer)
Side Taunt
-changed angle of last hit to look more natural
-connects better
R.O.B.
One jump removed
ROB has an amazing air game and probably the best recovery in all of Minus, even beating out Jigglypuff. 4 jumps were just a little much, especially with being able to use aerials out of his UpB at will. This should slightly tone down his air prowess and put him on a more even playing field
bAir
Growth reduced by 20
BKB increased 15
Land Lag added to the following aerials
fAir: 9 -> 11
bAir: 9 -> 15
nAir: 11 -> 20
Arm Rotor
Reflective properties removed
With Arm Rotor repurposed for Minus, this leftover part of vBrawl's Arm Rotor turned it into an unstoppable approach, which turned out to be not very fun to play against. Now ROB actually has to think before using Arm Rotor to charge in.
Wolf
Meteor Cancel window: 30 > 25 (25 is the Minus standard, apart from Wario?)
dAir
Growth increased 5A -> 6A
Fire Wolf
15% armor added, final hit has super armor.
Now connects all hits properly and is less escapable
Kirby
Hammer
Fire GFX now appear on the hammer, rather than in front of Kirby
Captain Falcon
Fast Fall Speed 2.5 -> 2.9
This increase was made to diminish his vulnerability from whiffed aerials and juggling
Multihit hitstun: 1.0 -> 0.8
Infinite Jab removed
uSmash
X offest 18 -> 6
Falcon's uSmash hitbox has been moved closer to his body, where as previously it would hit really far away from Falcon.
Falcon Kick
Falcon Kick has been reworked entirely. Now it will reliably catch opponents at close and long ranges. There is a unescapable hitbox at the start, and the familiar multihit at the end. The multihit is now faster, but with increased DI-ability, save for the final hit, which has 0.
Pichu
Now has a Pichu SFX upon being selected via Wiimote
Entry Animation sped up, no longer running into the start of the match
Static ability removed
These are all necessary changes to Pichu. As for Static, the way it worked was relatively inconsistent and was also the cause of gigantic electric GFX when Fighting Pichu, which was also fixed.
Pichu has been reworked entirely, to become much less of a Pikachu clone and much more his own powerful monstrous little beast
fTilt
Mudslap: Pichu kicks up mud and hits the opponent. Angling this move allows you to choose between high damage, or high trip rate.
uTilt
Angle changed. Now the move sends the opponent slightly behind him. This lets Pichu potentially follow up with his new deadly bair.
dTilt
Thundershock: Pichu lets out a small spark of electricity near the ground. It causes the opponent to pop up and allows for a variety of useful followups.
fSmash
Range slightly increased
Hitlag and Self-Damage reduced
dSmash
Thunderbolt: Pichu lets out a powerful blast of electricity around his body. Anyone touching him will be caught by the sweetspot while those near him will be hit by the slightly weaker sourspot. This attack increases with power as Pichu takes more damage on a 30-60-90+ scale.
Nair
Sweetspot kb growth reduced
sourspot base kb reduced.
Nair is no longer a mid stage kill attack. It is however still one of Pichu's safest attacks to use as it doesn't harm him and covers a large area compared to his others.
Fair
Base knockback increased
Damage increased and the hitbox loops only 3 times.
now able to be canceled into most aerial actions.
Fair now functions as a knockback and chase move.
Bair
Iron Tail: Pichu does a hard 360 spin and smashes the enemy with his tail in the process dealing high damage and extreme knockback at a somewhat low trajectory. Though hard to land, this move is devastating when it connects.
Holding A during this move will turn Pichu around.
Dair
Base knockback decreased, now dair is a multihitting attack that drags opponents down while electrifying them. Holding A while using it propels him downward more quickly.
ElectroBall
No longer uses Thunder Jolt. Using this move will set traps on the ground as well
Agility
No longer hurts Pichu when used and can be jump canceled and wall jump canceled.
Ivysaur
Fast climb attack
dmg reduced 4%. (14 -> 10.)
Slow Climb attack
dmg reduced 5%
Dash attack
Sweetspot growth increased- 46 bkb 20 (30, 5A)
Sourspot growth- 32, bkb 2d (32, 40)
Interrupt moved back 4 frames.
fTilt
repeating hits shield damage removed.
10 shield damage added to final hit.
This move was dishing out 22 damage total, + the combined 30 shield damage. Meaning it could shatter a shield in one go assuming the foe had blocked any attack beforehand.
fSmash
Endlag increased 9 frames.
uSmash
sweetspot growth decreased 15.
Ivy's up smash was killing at 50% on midweights. That fact should be sufficient explanation for this nerf, as it was killing much earlier than even the heaviest of hitters.
Uair
Flower Element removed
Sourspot Damage increased by 2%
Sweetspot Growth reduced by 10
Sweetspot hitbox size slightly decreased. 13- 10.5. Y offset raised from 14- 17.
FSM slowed from 1.7- 1.3
Uair used to kill a little too early for comfort, especially since it was very easy to set up with throws. The free damage from flowers, combined with its fantastic juggling potential, made the move rather problematic to deal with, so we toned it down a little while increasing the sourspot damage for a little compensation.
Bair
FSM slowed down from 1.7- 1.6
2. Razor Leaf- crit moved to middlish of move. Frames 20-26.
Razor Leaf was scoring crits at the farthest point of it's frame life. Placed in the middle not only makes it to where crits are no longer going to be scored by keeping the opponent as far away from you as possible. Having a projectile user whose projectiles hit strongest as they get to max range is OP. As a spacer, Ivy never needs the opponent closer than crit range, and if that range is too far then slower characters will never be able to get in. Making the crit in the middle will cause players to have to be more careful approaching but they wont be punished as hard for being outside.
Vine Whip
All growth values down 10
dmg down 1 on sweetspot
All non sweetspot base kb values up 5.
Leaf Storm
Dmg reduced on final hit by 3.
SDI Multiplier of 1 added to final hit.
Leaf storm was KOing mid stage from 90 and edge stage from 60 or below. Now it KOs mid stage from near 150 and edge stage from 100. Given how potent of an edge guarding move this is, it is more balanced and the reward shouldn't be as great for a move that will never miss a hanging or recovering opponent.
Charizard
Jab2
10 WKB added so that it always chains into the third jab.
Jab3
Dmg increased 2%.
fTilt
Dmg reduced by 3% on sweetspot.
Sourspots dmg reduced by 1%.
This move was too powerful to be a tilt and was originally killing in the same area as his side smash, which given their speed was insane. Tilts shouldn't kill at 80 when your smashes kill at 75.
uTilt
Growth reduced 73-5F Hex.
fSmash
dmg reduced 2%.
uSmash
FSM removed on attack
Dmg reduced 1 on last hit.
Growth raised on weaker last hitboxes by 10, lowered by 3 on stronger two.
This move still comes out among the fastest smashes in the game, it KOing below 100 just made no sense. It has been made more reliable overall as the difference in hitbox growth is no longer as drastic.
dSmash
growth increased by 3.
This move now kills 9% earlier than it did. Having more start up than up smash, it makes sense to kill slightly sooner.
Nair
Growth on sweetspot decreased from 6E- 64 Hex (110-100).
Growth on all sourspot hitboxes increased from 65 to 6E Hex (101-110).
Dmg reduced on first sourspot hitbox from E-D (14-13)
Dmg increased on all other sourspot hitboxes increased by 2.
In other words, the sweetspot is slightly weaker, while the sourspots are all much better.
Fair
hitbox 1 growth increased from 5a to 67 Hex (90-103).
Second hitbox growth increased from 64-67 Hex (100-103).
uThrow
trajectory changed from 5A-50
Base kb reduced 46-32 Hex (70-50).
Growth reduced from 8C-7C Hex (140-120).
This throw was borderline useless. It couldn't be properly followed up from outside of a sourspotted uair as it knocked the enemy too high up and they were also not in a desirable location.
Glide Attack- growth down 8.
This move was killing far too early. Being a move that is somewhat safe on miss and easy to get into with a very large hitbox, it made sense to tone it down a bit. It is now on par with his smash attacks and KOs from 91% instead of 73.
Lucario
Cacturne texture added for Green Team
Marth
Dancing Blade
Hi2 and Hi3 no longer freeze on tip, allowing the combo to connect better.
Last hit of Low will go into shield breaker 2 frames sooner.
Ike
No Sympathy Mode now activates upon reaching 75%
No Sympathy Mode is now lost on death
In 3.3, No Sympathy Mode happened way too infrequently to be notable, and once it was there, there was no way to stop it until Ike said so. Now not only is No Sympathy Mode at a much more achievable number, but the foe has a way to get past this wrecking ball of a mode.
fSmash
Start-up speed increased. 1.3 -> 1.5
Wind no longer prevents KOs.
Ness
Footstool jump cancels are now a thing
PKT2
damage +1%
Invincibility changed to super armor
No longer slows down/loses momentum when hitting other characters/objects
Psynet end fsm 2x > 1 (still jcable)
-wind buffed a bit
Sonic
nAir
Damage increased 1%
Now invulnerable on first 2 frames
(Helps Sonic's problem with Priority as well as a cute canon nod.)
dAir
Landlag cancellable into Boost
fAir
Landlag cut in half
Stages
Due to the removal of the Stage Expansion Pack, as well as issues with random stages in 3.3, the following stages will temporarily be removed:
Big Blue
Didn't really do anything competitive and the most fun that came out of the stage was having Sonic use boost to kill himself on the road to the right.
Planet Zebes
Didn't do anything Lavaville and Brinstar didn't already do
Hanenbow
This stage just doesn't work.
Bridge of Eldin
Hyrule 64 will now be replacing this stage, same as it was before
Mario Kart
It's a tamer Port Town with walk-offs, which doesn't make it all that fun
Peach's Castle 64
This was one of the hardest ones for us to remove, but it came to this and Saffron City and we decided Saffron was more popular.
Get the Trophy!
Some felt that it was awkward to fight at since they were never supposed to fight there, and some issues with platforms.
Yoshi's Island Melee
The Block Train just wasn't as popular as the more competitive Yoshi's Story Melee
Distant Planet
2big for even 2v2s, but will be put back in the future.
Mario Bros.
The zoomed out camera didn't make for many dynamic matches.
Onett
It was actually a tough call between Onett and Fourside, but we eventually came to the conclusion that Fourside was the more popular stage, and the one we are going to keep.
Rainbow Cruise
Rainbow Cruise is another one that we just didn't really know what to do with right now.
Roy has been added to the game!
(Roy returns with a new style of his own. Balanced between Marth's speed and Ike's power, Roy's fighting style is a solid blend of ground and aerial combat. Roy's Flare Blade is quicker to release but takes longer to reach a full charge when compared to Marth's Shield Breaker. His Double-Edge Dance has been made into a unique 3 part move with high shield damage, and his Blazer is now a more effective recovery. Roy's Counter is terrifyingly powerful in Minus and can turn the tide of battle in an instant. As in Melee, Roy deals the most damage hitting with the middle of his blade, so to maximize damage he should stay close to his opponent.)
Stock Icons for Pichu and Roy have been added
Hackless wifi play code added!
You can connect to Wifi on Brawl Minus without any additional hacking required!
Stage Expansion Pack dropped
(It seems we have run into problems with players encountering freezes on the Stage Select, and unfortunately we cannot get the reasons worked out right now, so we will have to temporarily remove the Stage Expansion Pack form Brawl Minus until we can get it all figured out. We have made sure to keep the more popular stages from 3.3 in Minus! Please seem the Stage section for more info on what stages are being kept and removed.)
You can now footstool with Jump or uTaunt!
"GAME" animations have been fixed
Characters
Mario
Side taunt animation fixed.
Luigi
Stage friction 0.03 > 0.04
Thunderhand
-armor 7% > 10%
-sped up slightly (.18 > .19)
-endlag decreased slightly (1 > 1.1)
-hitbox size 7 > 8 (to match gfx)
-fixed fireball gfx glitch
Dair
-fastfall glitch fixed
Luigi Missile
Cancels into airdodge on charge only and in air
Bowser
Dash Attack
Super Armor changed to 11% Heavy armor.
Side Smash Charge
Super Armor changed to 13% Heavy Armor.
This allows mid power characters to knock him out of his smash charge with tilts and weaker characters to knock him out with smashes. Seeing how he gets super armor on release he doesn't also need to be unstoppable when charging.
Dair
Super armor ends when he comes out of his shell, not when the animation ends.
Diddy Kong
Removed infinite jab
(This move was mostly useless and usually done on accident, so it would be a benefit to Diddy Kong players as a whole if this feature was taken out.)
Jab 3
added bkb so it doesn't combo into more jabs
angle 5A > 0
slight forward momentum
-Fair bkb 1E > 1A
-KBg 5A > 7A
-Damage 13 > 12
Ftilt
bkb increased, no longer combos into itself
bair
Always does 8% now (used to vary)
angle adjusted slightly
turn around looks...better
Cannot spawn peanuts on bair anymore
Fthrow kbg increased
64 > 7A
dThrow
kbg 35 > 2A
Monkey Flip
Jump-throw momentum decreased slightly
Link
Back Slice
Can be activated 4 frames sooner
Input changed from A to B so as not to be used accidentally.
fSmash
Jump Strike has been modified to connect with aerial opponents before landing.
Zelda
Dash attack
spike hitbox angle changed from 12C- 28. No longer a semi spike, it now sets up for ranged attack follow ups from either a well placed fair or side smash.
Fthrow
damage increased 1%, base kb increased from 46-50. (by 10) Growth increased from 32-50 (by 30.) It now matches Bthrow.
D-Tilt
Ranged HitBox now sends the opponents down at a 45º angle (A in PSA), rather than spiking directly.
Sheik
Sheik has had her total triple jump height reduced, to match 2.x.6 double jump height.
Jump Height (V Initial Velocity) : 3.37 --> 2.85
D-Air has a delay on startup
FSM Modifier, Startup: 7--->0.5
FSM Modifier, 5 Frames later: 7---> 6
(it was faster than any other stall-fall move in the game, including Sonic's. It has been slowed down marginally during travel time.)
Ganondorf
N-Air
Hitboxes have been retooled for better connectivity, specifically from the ground, and on smaller characters.
Toon Link
uTilt
end lag decreased (FSM x 1.4)
fSmash
sped up from 1.3 to 1.5
Landing lag reduced on the following aerials.
Nair= 15- 12
Fair= 18- 14
Uair= 22- 16
Arrow
Arrow pull back speed decreased from 1.5 -> 1
Arrow charging speed increased from 1.5 -> 2
(Toon Link's arrow speeds have been changed in order to reduce arrow spam, and his charge speed compensated to allow him to aim his arrows better. This should make his arrow game slightly more skill based.)
Light Arrows growth increased 62 -> 6A (hex)
Bomb
Pressing Down+B while holding an item sends him into crouch. Keeping B held will drop the item.
Samus
Gravity: 0.058 ---> 0.116
Samus' Gravity has been increased, with all of her jumping moves adjusted to compensate. Aerial morph ball has had bomb jump height increased to assist with recovery. Bomb jumping from the side of bombs has a lower launching angle. This should make for a less floaty and much more dynamic Samus.
Terminal Velocity Increased
1.07——->1.45
FastFall Terminal Velocity Increased
1.75——->2.3
Screw Attack ‘Air Friction’ Decreased:
0.57———>0.4
Bomb Jump Launch Angle:
78º——>50º
Zero Suit Samus
Meteor cancel window 15 > 20
grab box time shortened by 5 frames
Dsmash damage 13 > 12
-kbg boosted to even out
uair endlag increased
damage: 10 > 9
frajectory 50 > 4A
nair endlag increased
-bkb 23 > 2A
-damage 8/9/C/E > A (all)
-sourspot 9
Fair
first hit
-damage 6 > 5
-bkb A > 1A (compensated)
-angle changed
Flip Kick
extra jump removed
(reason is due to infinite jumping and filesize issues)
flip kick sourspot bkb 3C > 30
-landing jump-cancel window doubled
Pit
Meteor cancel window 30 > 24
Infinite jab removed (Same reasons as Diddy Kong)
angled fsmash
-momentum fixed
-hitbox slightly larger
Air Side-B: Now modified Glide Attack
-Has landing lag, grants slight momentum on startup
Sweetspot: 9%, Trajectory 40 (66 degrees), kbg 70, bkb, 30
Sourspot (5 frames after): 4%, trajectory 111 (273 deg), kbg 5A, bkb 2A
-Cancelable into Aerials a few frames after sourspot ends (frame 17)
-holding B makes Pit float for a (very) short time (active frame 15)
-Cancelable into jumps, a few frames near the end. (frame 28)
(Before, an Aerial Angel Ring would just not have much effect except for slightly carrying foes with it. Now as a sharp attack, his air sideB should give Pit a nice new option)
Angel Wings
Grounded up-B hitbox same size as aerial (7 > 9)
increased speed going up
No longer preserves momentum
(Despite Pit being supposed to have a decent recovery, it was highly gimped by Pit keeping his downwards momentum while using UpB, which would result in him still dying from a spike when he was supposed to be safe. These changes should help our angelic fighter survive a little longer)
Side Taunt
-changed angle of last hit to look more natural
-connects better
R.O.B.
One jump removed
ROB has an amazing air game and probably the best recovery in all of Minus, even beating out Jigglypuff. 4 jumps were just a little much, especially with being able to use aerials out of his UpB at will. This should slightly tone down his air prowess and put him on a more even playing field
bAir
Growth reduced by 20
BKB increased 15
Land Lag added to the following aerials
fAir: 9 -> 11
bAir: 9 -> 15
nAir: 11 -> 20
Arm Rotor
Reflective properties removed
With Arm Rotor repurposed for Minus, this leftover part of vBrawl's Arm Rotor turned it into an unstoppable approach, which turned out to be not very fun to play against. Now ROB actually has to think before using Arm Rotor to charge in.
Wolf
Meteor Cancel window: 30 > 25 (25 is the Minus standard, apart from Wario?)
dAir
Growth increased 5A -> 6A
Fire Wolf
15% armor added, final hit has super armor.
Now connects all hits properly and is less escapable
Kirby
Hammer
Fire GFX now appear on the hammer, rather than in front of Kirby
Captain Falcon
Fast Fall Speed 2.5 -> 2.9
This increase was made to diminish his vulnerability from whiffed aerials and juggling
Multihit hitstun: 1.0 -> 0.8
Infinite Jab removed
uSmash
X offest 18 -> 6
Falcon's uSmash hitbox has been moved closer to his body, where as previously it would hit really far away from Falcon.
Falcon Kick
Falcon Kick has been reworked entirely. Now it will reliably catch opponents at close and long ranges. There is a unescapable hitbox at the start, and the familiar multihit at the end. The multihit is now faster, but with increased DI-ability, save for the final hit, which has 0.
Pichu
Now has a Pichu SFX upon being selected via Wiimote
Entry Animation sped up, no longer running into the start of the match
Static ability removed
These are all necessary changes to Pichu. As for Static, the way it worked was relatively inconsistent and was also the cause of gigantic electric GFX when Fighting Pichu, which was also fixed.
Pichu has been reworked entirely, to become much less of a Pikachu clone and much more his own powerful monstrous little beast
fTilt
Mudslap: Pichu kicks up mud and hits the opponent. Angling this move allows you to choose between high damage, or high trip rate.
uTilt
Angle changed. Now the move sends the opponent slightly behind him. This lets Pichu potentially follow up with his new deadly bair.
dTilt
Thundershock: Pichu lets out a small spark of electricity near the ground. It causes the opponent to pop up and allows for a variety of useful followups.
fSmash
Range slightly increased
Hitlag and Self-Damage reduced
dSmash
Thunderbolt: Pichu lets out a powerful blast of electricity around his body. Anyone touching him will be caught by the sweetspot while those near him will be hit by the slightly weaker sourspot. This attack increases with power as Pichu takes more damage on a 30-60-90+ scale.
Nair
Sweetspot kb growth reduced
sourspot base kb reduced.
Nair is no longer a mid stage kill attack. It is however still one of Pichu's safest attacks to use as it doesn't harm him and covers a large area compared to his others.
Fair
Base knockback increased
Damage increased and the hitbox loops only 3 times.
now able to be canceled into most aerial actions.
Fair now functions as a knockback and chase move.
Bair
Iron Tail: Pichu does a hard 360 spin and smashes the enemy with his tail in the process dealing high damage and extreme knockback at a somewhat low trajectory. Though hard to land, this move is devastating when it connects.
Holding A during this move will turn Pichu around.
Dair
Base knockback decreased, now dair is a multihitting attack that drags opponents down while electrifying them. Holding A while using it propels him downward more quickly.
ElectroBall
No longer uses Thunder Jolt. Using this move will set traps on the ground as well
Agility
No longer hurts Pichu when used and can be jump canceled and wall jump canceled.
Ivysaur
Fast climb attack
dmg reduced 4%. (14 -> 10.)
Slow Climb attack
dmg reduced 5%
Dash attack
Sweetspot growth increased- 46 bkb 20 (30, 5A)
Sourspot growth- 32, bkb 2d (32, 40)
Interrupt moved back 4 frames.
fTilt
repeating hits shield damage removed.
10 shield damage added to final hit.
This move was dishing out 22 damage total, + the combined 30 shield damage. Meaning it could shatter a shield in one go assuming the foe had blocked any attack beforehand.
fSmash
Endlag increased 9 frames.
uSmash
sweetspot growth decreased 15.
Ivy's up smash was killing at 50% on midweights. That fact should be sufficient explanation for this nerf, as it was killing much earlier than even the heaviest of hitters.
Uair
Flower Element removed
Sourspot Damage increased by 2%
Sweetspot Growth reduced by 10
Sweetspot hitbox size slightly decreased. 13- 10.5. Y offset raised from 14- 17.
FSM slowed from 1.7- 1.3
Uair used to kill a little too early for comfort, especially since it was very easy to set up with throws. The free damage from flowers, combined with its fantastic juggling potential, made the move rather problematic to deal with, so we toned it down a little while increasing the sourspot damage for a little compensation.
Bair
FSM slowed down from 1.7- 1.6
2. Razor Leaf- crit moved to middlish of move. Frames 20-26.
Razor Leaf was scoring crits at the farthest point of it's frame life. Placed in the middle not only makes it to where crits are no longer going to be scored by keeping the opponent as far away from you as possible. Having a projectile user whose projectiles hit strongest as they get to max range is OP. As a spacer, Ivy never needs the opponent closer than crit range, and if that range is too far then slower characters will never be able to get in. Making the crit in the middle will cause players to have to be more careful approaching but they wont be punished as hard for being outside.
Vine Whip
All growth values down 10
dmg down 1 on sweetspot
All non sweetspot base kb values up 5.
Leaf Storm
Dmg reduced on final hit by 3.
SDI Multiplier of 1 added to final hit.
Leaf storm was KOing mid stage from 90 and edge stage from 60 or below. Now it KOs mid stage from near 150 and edge stage from 100. Given how potent of an edge guarding move this is, it is more balanced and the reward shouldn't be as great for a move that will never miss a hanging or recovering opponent.
Charizard
Jab2
10 WKB added so that it always chains into the third jab.
Jab3
Dmg increased 2%.
fTilt
Dmg reduced by 3% on sweetspot.
Sourspots dmg reduced by 1%.
This move was too powerful to be a tilt and was originally killing in the same area as his side smash, which given their speed was insane. Tilts shouldn't kill at 80 when your smashes kill at 75.
uTilt
Growth reduced 73-5F Hex.
fSmash
dmg reduced 2%.
uSmash
FSM removed on attack
Dmg reduced 1 on last hit.
Growth raised on weaker last hitboxes by 10, lowered by 3 on stronger two.
This move still comes out among the fastest smashes in the game, it KOing below 100 just made no sense. It has been made more reliable overall as the difference in hitbox growth is no longer as drastic.
dSmash
growth increased by 3.
This move now kills 9% earlier than it did. Having more start up than up smash, it makes sense to kill slightly sooner.
Nair
Growth on sweetspot decreased from 6E- 64 Hex (110-100).
Growth on all sourspot hitboxes increased from 65 to 6E Hex (101-110).
Dmg reduced on first sourspot hitbox from E-D (14-13)
Dmg increased on all other sourspot hitboxes increased by 2.
In other words, the sweetspot is slightly weaker, while the sourspots are all much better.
Fair
hitbox 1 growth increased from 5a to 67 Hex (90-103).
Second hitbox growth increased from 64-67 Hex (100-103).
uThrow
trajectory changed from 5A-50
Base kb reduced 46-32 Hex (70-50).
Growth reduced from 8C-7C Hex (140-120).
This throw was borderline useless. It couldn't be properly followed up from outside of a sourspotted uair as it knocked the enemy too high up and they were also not in a desirable location.
Glide Attack- growth down 8.
This move was killing far too early. Being a move that is somewhat safe on miss and easy to get into with a very large hitbox, it made sense to tone it down a bit. It is now on par with his smash attacks and KOs from 91% instead of 73.
Lucario
Cacturne texture added for Green Team
Marth
Dancing Blade
Hi2 and Hi3 no longer freeze on tip, allowing the combo to connect better.
Last hit of Low will go into shield breaker 2 frames sooner.
Ike
No Sympathy Mode now activates upon reaching 75%
No Sympathy Mode is now lost on death
In 3.3, No Sympathy Mode happened way too infrequently to be notable, and once it was there, there was no way to stop it until Ike said so. Now not only is No Sympathy Mode at a much more achievable number, but the foe has a way to get past this wrecking ball of a mode.
fSmash
Start-up speed increased. 1.3 -> 1.5
Wind no longer prevents KOs.
Ness
Footstool jump cancels are now a thing
PKT2
damage +1%
Invincibility changed to super armor
No longer slows down/loses momentum when hitting other characters/objects
Psynet end fsm 2x > 1 (still jcable)
-wind buffed a bit
Sonic
nAir
Damage increased 1%
Now invulnerable on first 2 frames
(Helps Sonic's problem with Priority as well as a cute canon nod.)
dAir
Landlag cancellable into Boost
fAir
Landlag cut in half
Stages
Due to the removal of the Stage Expansion Pack, as well as issues with random stages in 3.3, the following stages will temporarily be removed:
Big Blue
Didn't really do anything competitive and the most fun that came out of the stage was having Sonic use boost to kill himself on the road to the right.
Planet Zebes
Didn't do anything Lavaville and Brinstar didn't already do
Hanenbow
This stage just doesn't work.
Bridge of Eldin
Hyrule 64 will now be replacing this stage, same as it was before
Mario Kart
It's a tamer Port Town with walk-offs, which doesn't make it all that fun
Peach's Castle 64
This was one of the hardest ones for us to remove, but it came to this and Saffron City and we decided Saffron was more popular.
Get the Trophy!
Some felt that it was awkward to fight at since they were never supposed to fight there, and some issues with platforms.
Yoshi's Island Melee
The Block Train just wasn't as popular as the more competitive Yoshi's Story Melee
Distant Planet
2big for even 2v2s, but will be put back in the future.
Mario Bros.
The zoomed out camera didn't make for many dynamic matches.
Onett
It was actually a tough call between Onett and Fourside, but we eventually came to the conclusion that Fourside was the more popular stage, and the one we are going to keep.
Rainbow Cruise
Rainbow Cruise is another one that we just didn't really know what to do with right now.
11:55 is still May 29th right? Sorry for being so late, but hopefully that won't take away from the fun!As always, have fun!
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