The latest release of Brawl Minus, 3.Q, has arrived! In this Quintessential version of our Quixotic game, we work only harder to take Brawl and Quintuple the Quirky! (while still maintaining the balance Quota). Everyone's been Quacking for it, and I hope you enjoy it without Quarrels (but feel free to ask Questions!). Coming up with Q words pretty Quarrelsome, I Quit. You can Quote this Quotable passage but prepare for a Quiz that'll be Quizzical!
Is that every Q word? Good. With that out of the way, here it is! Brawl Minus 3.Q!
Just like before, you can select if you would like the Minus CSPs or the vBrawl CSPs by clicking their respective images below.
For Wifi play, please download this GCT and put it in the codes folder on the root of your SD Card.
As for what has been changed from 3.5, please read below:
3.5 to 3.Q Changelog
Global
Ice Mechanics:
Damage Multiplier 0.5 -> 0.75
Knockback Multiplier 0.25 -> 0.725
Gravity 0.03 ->0.0488
Time reduced per input 4 -> 6
Shield pushback divisor:
0.7->0.8
L/R menu speed modifier:
Now any menu can be sped up to lightning speeds by holding R/L. This is especially usefull in selecting tags, as well as setting cpu percent in training mode, but this works on any menu.
Custom Random + stage choice random fix:
this should fix any and all freezes caused by selecting random characters, or random stages.
Stages
Yoshi's Story 64 has been replaced with Peach's Castle 64.
When Peach's Castle 64 was removed in favor of Saffron City in 3.5, there was an immediate outcry for players wanting the stage back. Initially we were going to put it over Saffron as we planned, but we have later come to the conclusion that Yoshi's Story 64 was a much less played stage, and decided to put it over that one instead.
Fourside has been reverted to Onett.
This one was a real toss-up. One one hand, people liked Fourside, but Saffron functioned similarly, and didn't have an annoying divide in the middle or as many walls. And on the other, the UFO and Camera in Fourside were rather wonky, so we went to the working Onett instead.
Characters
Captain Falcon
Jab has now been reworked.
AAA = no infinite jab
AAZ = infinite jab INSTEAD of the third hit (knee).
Falcon Punch
aerial momentum restored. Falcon no longer plummets to his doom when using the move in the air.
Forward momentum added to Ground Punch (0.2), and Aerial Punch (0.1), to help connectivity. Hitlag reverted to MAX 1.0 speed (3,3,3,6)
Bowser
Super Armor restored Side Smash, Side Smash Charge, and Dash Attack.
Diddy Kong
fastfall and gravity speeds increased
Fthrow
bkb decreased slightly
uair, nair, bair
damage -1%
Monkey flip
invincibility traded for armor
landing lag increased on missed kick.
UP-B
press Shield to launch the jetpack off of diddy, while charging.
This is a new high risk/reward move for Diddy. While he gets a new projectile that carries opponents for 1% per hit, but only explodes on contact with the ground (pulling foes inwards) or when time is up (90 frames), it also comes with the fact that he can't use up-B at ALL while it's out and is punishable when it starts, because of his lag. The flight trajectory is also pretty random.
Final Smash
Buffed again
Be afraid.
Donkey Kong
Donkey Punch
Charging in the air can now be cancelled with a dodge, and charging on the ground with a shield
DK had a strange thing with his charging animation. He was the only character who couldn't go from charging to shield without a large waiting period putting him at risk thanks to how he works. This risk was even larger in the air which wasn't very helpful to DK. This has now been fixed.
Falco
Laser speed has been reverted to vBrawl
uTilt
Speeds have been modified to better fit his character.
Ganondorf
Utilt
replaced with a magical uppercut. It multihits and sets up giving Ganon a reliable low percent ground to air attack with good range and low ending lag. Not good for KOing however.
Down Smash
replaced with his old Utilt. Ganon is now able to charge his explosive heel drop and release it when he actually needs to. Though it doesn't cover the entire stage anymore. It also causes a dark geyser that also hits behind him, making for a good surprise on his foes.
Warlock Punch (Neutral B) Aerial
On hit cancel added.
The move being suicidal in the air wasn't a flat-out bad thing, but if Ganon can actually manage to jump off the stage and smack a dude in the face with it, he should be able to recover. If not, he deserves to die for not being able to properly show off, which in that case he should have stuck to a more reliable off-stage kill method.
Wizard's Foot (Down B) Grounded
Invincibility removed from arm and shoulder.
Invincibility moved from startup to frame 6.
Slowed FSMs to normal adding 3 frames of start up to the attack.
Damage reduced by 2%.
Wizard's Foot (Down B) Aerial
Invincibility added to foot and leg after first 6 frames. Terminates with hitboxes.
Sweetspot extended to cover duration of hitboxes.
Landing damage increased by 2%.
Dark Dive
Graphics added to display claw attack afterwards.
Before, a lot of foes would be surprised that this connected. Now this move has accurate visual representation to show where it hits.
Ike
No Sympathy Mode no longer damages Ike.
There were many complaints about NS mode being inferior with Ike losing his counter. Players felt like they were being punished for doing well, and the drawbacks of NS mode were originally in place due to not losing it on death and being able to activate it at will. These drawbacks have been removed.
Side Smash
Growth on windboxes & heatwaves decreased by 10.
Growth on normal Hitboxes decreased by 22.
Ike was killing mid stage below 50% on midweights. This was okay before his startup was sped up. They now kill about 20% later.
NS Side Smash- Growth on hitboxes decreased by 19.
Down Smash
given dust gfx back in normal mode so that the attack doesn't look as weak.
Down Smash NS- Ike had an extra hitbox coming out after the flames of his second slash that could add an extra 9%. This has been removed.
Uair- He can no longer use his Ikecopter multiple times per air time
It was netting him free kills at obscenely low percents and allowing him to reach the top blastline without using a recovery move.
height gained toned down a small amount.
Quickdraw
Hit- endlag sped up 1.5%
Dash- dodge cancel added.
Aether
Heals Ike up to 4% so long as his health is above 0. Will not heal him into negative percents.
Healing Gfx on Aether only shows up on hit if Ike actually heals from the attack.
New NS Attack: Aetherial Eruption
Ike can choose to unleash the power of his eruption during the final hitbox of Aether to make for a devastating finisher. It deals high damage on him as well as his enemy. (Activate by holding B during Aether's landing.)
NS Counter
Damage increased by 5%
Growth increased from 5E- 64 (by 6)
Hitlag increased from 1- 1.3
Ability to choose between stronger counter or Flourish.
Reworked NS ATTACK: Flourish of No Sympathy.
Ike does a flurry of slashes followed up with an eruption. This move can only be done on the ground and deals high self-damage (20%).
Ike can hold the Eruption and cancel out of it if he chooses, but doing so forfeits NS mode although he won't take the self damage. (Activated by Holding B during a successful counter. Continuing to hold down B during the eruption will hold the eruption.)
Side Taunt
During NS mode he no longer says "I fight for my friends." He instead says "You'll get no sympathy from me."
New NS Attack: Razing Eruption
Ike dashes across the field and will leave a trail of explosions behind him. If he hits an enemy with the dash they become stunned and unable to avoid the eruptions.
King Dedede
fTilt
Has been reverted to MAX 1.0
When his fTilt was originally using the 2.x.6 version, we found it discouraged Waddle-Dee focus and put it back on BnBs, where his heart should really go to his Dees. This should restore his focus on pure Waddle Power.
Kirby
Many copy abilities have been updated, including Warlock Punch, Firebrand, and Falcon Punch.
Fixed copy abilities that were not working right like TL, Sheik, and Pit
Forward Smash
Sweetspot damage reduced 2%, timer reduced by 3 frames.
Growth reduced (60- 5b) by 5.
Link
Attack 11 (Jab 1)
Comes out 2 frames sooner.
Attack 12 and Attack 13 (Jabs 2 and 3)
Both come out one frame sooner.
Dtilt
Comes out 2 frames sooner. (still the slowest Dtilt in the game)
Jump Strike (Side Smash)
Animation modified.
Hitbox damage increased- 3%- 16%.
KB given smash properties.
Second hitbox wasn't working properly. Has been adjusted to send at the Sakurai angle and work as a proper smash attack capable of KOing. Similarly to Link's old Fsmash, the 2nd and 3rd hits of this attack can now both connect on low percent foes to deal high damage if spaced properly. However, the 1st and 3rd cannot.
Fair
Comes out 2 frames sooner
Pivot Grab
Grabbox extended from 7 frames to 8.
Fthrow
Endlag reduced 8 frames. Angle changed from 169- 3C. Base KB increased by 10. (Link's Fthrow has been useless for a very long time. Now it works as a proper ground to air combo starter.)
Bthrow
Now as strong as it used to be prehelm splitter.
Also has been touched up a bit aesthetically.
Ending Blow landing
FSM sped up from 0.5- 0.7
This move has many bugs where it happens and you get caught in the landlag after a normal aerial or all hits don't connect. This allows you to get free just a little sooner in the case of one of those events. Also, the animation looked plain bad in super slow motion.
Bomb Pull
FSM slowed from 2- 1.7
Link was able to pull bombs very quickly to the point where they were basically free combo finishers at high percent thanks to Minus's hitstun. With this slight reduction, his opponents will have just a little more time to react.
Lucario
Finally has that Green costume in the game
Double Team
Properly changes into instant mode at 75%.
Up Taunt
Now damages him 15% instead of 14%.
Fair
Growth increased from 64- 6a (by 6)
Dair
Base kb on first hit decreased from 56 to 42 Hex (reduced by 20)
Grab
Most distant hitbox move closer to lucario by 2 (8-6)
Dash Grab
Most distant hitbox moved closer to Lucario by 1 (8-7)
Pivot Grab
most distant hitbox made equal to other grabs. (14-8)
Pummel
damage reduced by 1.
Back Throw
Growth decreased from 41-32 Hex. (reduced by 15)
Side B Close Combat
Growth reduced 5.
CC true combos out of jabs, so it killing ridiculously early while Lucario was at 75% was a bit insane.
Lucas
Zair
cancel fixed, no longer has to wait 16 frames after hitting to cancel
Dair
damage 20 > 16
last hit always spikes now
Uair
kbg increased to compensate for Ice changes
Luigi
Gravity, fastfall speed, increased by .1
Second jump height increased to compensate
Removed coin element on dtilt
Super Jump Punch
Green Fire GFX
Uthrow bkb lowered and kbg raised
acts as a low% combo tool, but doesn't kill until ~150%
damage 8% > 5%
now acts as a good chaingrab tool/mixup at low%'s
Final Smash
Negative Zone now 2X larger
Mario
Fireballs
Damage reduced from 5- 3%
Firebrand:
changed to an on-the-fly killmove.
The old one was outclassed by dair in the air, and useless on the ground.
Side Smash
Sweetspot growth- 5C- 50
This was killing nearly 30% sooner than his non sweetspot. Making it Ike category smash strength. While still powerful, it no longer kills in the 70s.
Marth
Marth has been given a slight aesthetic makeover. He has lost elemental attributes in Dancing Blade on all but lw 3, and his sword glows have been switched around according to the type of attack he deals.
Red= Removed. He gave it to Roy.
Blue= Aerials and Tilts
Green= Smashes
Purple= Specials
Other small Marth changes.
Dancing Blade High knockback has been adjusted to ensure it KOs at the same percent as before.
Side Smash Lw
Now has set momentum.
Shield Breaker
Sword trail stays for the duration of the active hitboxes.
Meta Knight
Pummel
no longer heals into negative percents
Forward Smash
lower tilted fSmash now hits
fThrow
no longer gives the foe a beam sword
While a funny nod at first, Meta Knight just began to become discouraged from using fThrow due to it giving them a great projectile in beam sword. We traded honor for consistency, and MK now has his old fThrow back!
Mr. Game & Watch
Chef
Food clanks again
Ness
PK Flash now holdable longer (120 frames > 180)
damage will not exceed the cap (37%)
increased horizontal control(.01 > .02)
Jab1
kbg decreased
Dair sourspot removed
Dash attack hitlag lowered slightly (1 > 0.7)
Fair hitbox size 9.5 > 7 (last hit is 8.5)
trajectory of last hit raised so it doesn't chain infinitely
hitlag decreased on multi-hits 0.5 > 0.3
DI multiplier 0.6 > 1
last hit hitlag increased 0.5 > 1
growth increased
fthrow reworked to allow better combo followups at low%'s
Light armor added to air PKT1
5% on startup
10% on hold/loop
Olimar
Pikmin explosions now deal 5 damage instead of 8.
Peach
Side Smash Hi
Angle changed from 50 to 7D. This move was doing the same things her Ftilt but weaker. Now it serves it's own purpose.
Nair
Sweetspot damage reduced 1%, growth reduced 2%.
Was killing only 2% later than her fair which is supposed to be a much more powerful move as it comes out slower.
Back Throw
Endlag sped up 1.5x. Damage decreased from 11-8. Growth increased by 5 (28-2D Hex).
Up Throw
Allow interrupt moved 9 frames ahead. Base KB reduced from 46-30 hex
Down Throw
Damage increased from 8-11. Endlag sped up 1.3x.
Final Smash:
Animation now cancelable after the first hitbox ends
damage increased
spawns a bom-omb on the frame the hitbox ends/is cancelable
-note that ending the FS also ends the rain of peaches
I don't want to dance, I WANT TO KILL!
Pichu
New model!
Pichu will no longer grow in size when being thrown!
Heal taunt removed.
Up Tilt
Knockback Values Changed.
29-28
29-2D (+4)
29-2D (+4)
Trajectories changed.
76-60
78-58
5A-58
Side Smash
Self damage increased by 2%.
Down Smash
Now has a proper false "aura" system. As Pichu's percent rises the move deals more damage and more self damage.
Deals 18% / 6% Self after 90.
Deals 15% / 5% Self between 31 & 89.
Deals 12% / 4% Self before 30.
Bair
Interrupt moved ahead 4 frames.
Dair
Base KB increased by 1
Self damage decreased from 3% but added in with looping hits.
Dair landing
Damage increased by 2%.
Base KB decreased.
Self damage decreased by 3%.
Pummel
Damage increased by 2%
Electroball
No longer stuns foes, and instead deals a set knockback.
Wild Charge
Now actually has KBG so it can be used as a kill move again.
Down B Hit
Will now connect with Pichu on the ground and in the air!
Damage Increased by 1%.
Shield Damage increased 15.
Self Damage increased by 4%.
Pit
Can now cancel his arrow charge in the air to Lady Palutena's "Power of tripping in the air"
PT Charizard
No longer has impale on dAir or dSmash
PT Ivysaur
Ivy had strangely powerful ledge attacks that could even one hit shield break. These have been reverted to Vbrawl as they should have been.
Uair
Landing lag decreased slightly. From 1.3- 1.5
Poison added back to sweetspot.
Now that Ivy's sweetspot is smaller and more difficult to hit with it's not as easy to stack poison on top of poison for massive amounts of damage.
PT Squirtle
Midair Jump
Heavy Armor removed
Dash Attack
Super Armor removed
Up Smash
Growth decreased by 10 on two strongest hitboxes.
After finding that dash attack true combos into this move in certain conditions, it proves to be too powerful to be so easy to land.
R.O.B.
2nd Gyro removed.
Side Smash Laser removed.
3rd Jump removed.
Dtilt
Speed slightly decreased
Trip rate decreased from 80% to 40%.
All other trips in Minus tend to have either less damage, slower interrupt speeds, or less range. ROB was packing a trip that had the best of all worlds.
Roy
All attacks
Sweetspot offset adjusted. From 2.6 - 3.2
Sourspot offset adjusted. from 7.4 - 8.2
Hitboxes on opposite arm moved to body and size increased from 3-5. Trajectory on these hitboxes now use the Sakurai angle on all moves but up tilt and aerials.
Entry
Gfx now shows
Spot dodge animation changed to melee dodge.
Walk animations modified.
Normals
Side Tilt
0.8 FSM added when last collision terminates, adding slightly more endlag.
Up Tilt
Given flame sweetspot. Initial hit Bkb increased 16, Growth decreased 28. Now works as a combo starter up to mid-high percents.
Side Smash
Start animation Sword Trail fixed. 1.4 FSM added from frame 12-25.
Up Smash
Animation made more vertical on first swing so that it can hit enemies above him.
1.4x FSM from frame 34-52.
Down Smash
2x FSM from frame 17-32.
Nair
Made into two hits. Damage and KB adjusted to compensate. Startup sped up, time between hits slowed down. Slightly less endlag.
Dair
Damage on all hitboxes reduced by 3%.
With air dash added he can line up dairs much easier than before so they don't need as much power. Straight down sweetspot size decreased by 1.
Fire Blade
Aerial version given angle from old air side B.
DED Hi2
Sfx fixed. Wkb added to make the attack fixed. Bkb increased so that it more reliably connects into Hi3.
DED Low Finisher
Voice clips changed and no longer overlap.
Air Side B made into air dash.
Air Dash
Roy uses fire to propel himself through the air at a high speed. During this dash he is able to attack, jump, walljump, dodge, throw items, or grab an edge to cancel it.
Blazer
Auto sweetspots edges. Heavy Armor removed.
Counter
Invincibility frames increased to from 6-10.
Voice clip changed.
Sword trail fixed.
Final Smash
SFX fixed, Sword Trail fixed.
Samus
nAir
hitbox changes
F-Air
tweaked so all hitboxes will link much more reliably.
Z-Air
crashing has been fixed, attack now hits once for 10, instead of twice for 18.
Knockback growth reduced.
U-Air
hits more reliably
now sends opponents straight up for combos.
Grab
now lingers, identical to ZSS’ grab.
Quick Ledge Attack has had a second hit added on startup to catch smaller foes. Beforehand, you could stand at the edge of the stage, and if you were small enough, Samus would go right over you.
Recovery Boost: More horizontal distance/control.
Air Friction: 0.75 —> 1.35
Horizontal Control: 0.034 —> 0.5
Sheik
Jump V Initial Velocity: 2.85 ——> 2.98
dThrow
Ground Attack Interrupt re-added
SideB
"Castlevania whip" The whip comes out much faster, paralyzes, and auto-cancels on hit.
Toon Link
Attack 11 (Jab 1)- Sped up 1 frame.
Angle changed to Sakurai from 50 Hex
Bkb reduced from 1E- E on hitboxes.
Tip hitbox has inward angle (A0) to make sure the rest of the combo connects. BKB increased to make it more functional.
Attack 12 (Jab 2)
FSM sped up from 1.3x- 1.4x
Dash Attack
FSM sped up to 1.2 until hitboxes come out.
Side Tilt
Lw Slowed down to 0.9x until hitboxes come out.
Up Tilt
comes out 2 frames faster.
Uair
comes out 2 frames faster.
Landing Lag Decreased
Nair- 12= 9
Fair- 14= 12
Uair- 16= 12
All grab boxes durations cut in half. This also shortens his grab overall as the modifiers have not been moved, making them slightly safer but also less easy to catch with.
Wolf
Fallspeed 2.55 > 2.45
Meteor cancel window 25 > 20
Up-B kbg lowered slightly (prevents early kills)
Laser (gfx) growth and kbg increased on full growth (about 50 frames)
Lasers traded for slow lasers
Yoshi
Impale removed on fAir
This one may sound like a nerf, but trust us when we say it's not.
Zelda
dTilt
Zelda had an issue with her down tilt's hitbox and graphic effect. The move was repurposed to not be as safe and rewarding in the previous update.
However, it wasn't able to carry out the task of on stage ledge guarding better than her side smash.
This has resulted in an angle change which launches opponents upward and allows her to follow with aerials and more.
The hitbox has been moved up slightly to allow onstage hits and complements her kit very well.
B- Nayru's Love
Modified to allow Zelda to move forward or backward while using it while on the ground slightly more distance than her dodge.
Interrupt is 6 frames sooner.
Zero Suit Samus
Side Smash
Growth reduced from 7A- 6A. The move now kills 17% later.
It was toned down because most of her B moves allow smash followups. Killing in low 80s was uncalled for even with the high startup and endlag, as the range compensates for both.
D-Smash
Allow Interrupt removed.
This allowed you to get three d-smashes in a row, racking up damage at an obscene rate.
Alternate Jab remapped to Z, for easier use.
Dash Attack: Cancel moved to frame 50.
This is to prevent the repeated use of Dash attacks, which chained together near-perfectly, allowing you to push your opponent closer to the blastline. Another cancel has been added at frame 20, which allows you to use ground attacks. This cancel is also conditional, requiring the dash attack to have successfully connected first.
Global
Ice Mechanics:
Damage Multiplier 0.5 -> 0.75
Knockback Multiplier 0.25 -> 0.725
Gravity 0.03 ->0.0488
Time reduced per input 4 -> 6
Shield pushback divisor:
0.7->0.8
L/R menu speed modifier:
Now any menu can be sped up to lightning speeds by holding R/L. This is especially usefull in selecting tags, as well as setting cpu percent in training mode, but this works on any menu.
Custom Random + stage choice random fix:
this should fix any and all freezes caused by selecting random characters, or random stages.
Stages
Yoshi's Story 64 has been replaced with Peach's Castle 64.
When Peach's Castle 64 was removed in favor of Saffron City in 3.5, there was an immediate outcry for players wanting the stage back. Initially we were going to put it over Saffron as we planned, but we have later come to the conclusion that Yoshi's Story 64 was a much less played stage, and decided to put it over that one instead.
Fourside has been reverted to Onett.
This one was a real toss-up. One one hand, people liked Fourside, but Saffron functioned similarly, and didn't have an annoying divide in the middle or as many walls. And on the other, the UFO and Camera in Fourside were rather wonky, so we went to the working Onett instead.
Characters
Captain Falcon
Jab has now been reworked.
AAA = no infinite jab
AAZ = infinite jab INSTEAD of the third hit (knee).
Falcon Punch
aerial momentum restored. Falcon no longer plummets to his doom when using the move in the air.
Forward momentum added to Ground Punch (0.2), and Aerial Punch (0.1), to help connectivity. Hitlag reverted to MAX 1.0 speed (3,3,3,6)
Bowser
Super Armor restored Side Smash, Side Smash Charge, and Dash Attack.
Diddy Kong
fastfall and gravity speeds increased
Fthrow
bkb decreased slightly
uair, nair, bair
damage -1%
Monkey flip
invincibility traded for armor
landing lag increased on missed kick.
UP-B
press Shield to launch the jetpack off of diddy, while charging.
This is a new high risk/reward move for Diddy. While he gets a new projectile that carries opponents for 1% per hit, but only explodes on contact with the ground (pulling foes inwards) or when time is up (90 frames), it also comes with the fact that he can't use up-B at ALL while it's out and is punishable when it starts, because of his lag. The flight trajectory is also pretty random.
Final Smash
Buffed again
Be afraid.
Donkey Kong
Donkey Punch
Charging in the air can now be cancelled with a dodge, and charging on the ground with a shield
DK had a strange thing with his charging animation. He was the only character who couldn't go from charging to shield without a large waiting period putting him at risk thanks to how he works. This risk was even larger in the air which wasn't very helpful to DK. This has now been fixed.
Falco
Laser speed has been reverted to vBrawl
uTilt
Speeds have been modified to better fit his character.
Ganondorf
Utilt
replaced with a magical uppercut. It multihits and sets up giving Ganon a reliable low percent ground to air attack with good range and low ending lag. Not good for KOing however.
Down Smash
replaced with his old Utilt. Ganon is now able to charge his explosive heel drop and release it when he actually needs to. Though it doesn't cover the entire stage anymore. It also causes a dark geyser that also hits behind him, making for a good surprise on his foes.
Warlock Punch (Neutral B) Aerial
On hit cancel added.
The move being suicidal in the air wasn't a flat-out bad thing, but if Ganon can actually manage to jump off the stage and smack a dude in the face with it, he should be able to recover. If not, he deserves to die for not being able to properly show off, which in that case he should have stuck to a more reliable off-stage kill method.
Wizard's Foot (Down B) Grounded
Invincibility removed from arm and shoulder.
Invincibility moved from startup to frame 6.
Slowed FSMs to normal adding 3 frames of start up to the attack.
Damage reduced by 2%.
Wizard's Foot (Down B) Aerial
Invincibility added to foot and leg after first 6 frames. Terminates with hitboxes.
Sweetspot extended to cover duration of hitboxes.
Landing damage increased by 2%.
Dark Dive
Graphics added to display claw attack afterwards.
Before, a lot of foes would be surprised that this connected. Now this move has accurate visual representation to show where it hits.
Ike
No Sympathy Mode no longer damages Ike.
There were many complaints about NS mode being inferior with Ike losing his counter. Players felt like they were being punished for doing well, and the drawbacks of NS mode were originally in place due to not losing it on death and being able to activate it at will. These drawbacks have been removed.
Side Smash
Growth on windboxes & heatwaves decreased by 10.
Growth on normal Hitboxes decreased by 22.
Ike was killing mid stage below 50% on midweights. This was okay before his startup was sped up. They now kill about 20% later.
NS Side Smash- Growth on hitboxes decreased by 19.
Down Smash
given dust gfx back in normal mode so that the attack doesn't look as weak.
Down Smash NS- Ike had an extra hitbox coming out after the flames of his second slash that could add an extra 9%. This has been removed.
Uair- He can no longer use his Ikecopter multiple times per air time
It was netting him free kills at obscenely low percents and allowing him to reach the top blastline without using a recovery move.
height gained toned down a small amount.
Quickdraw
Hit- endlag sped up 1.5%
Dash- dodge cancel added.
Aether
Heals Ike up to 4% so long as his health is above 0. Will not heal him into negative percents.
Healing Gfx on Aether only shows up on hit if Ike actually heals from the attack.
New NS Attack: Aetherial Eruption
Ike can choose to unleash the power of his eruption during the final hitbox of Aether to make for a devastating finisher. It deals high damage on him as well as his enemy. (Activate by holding B during Aether's landing.)
NS Counter
Damage increased by 5%
Growth increased from 5E- 64 (by 6)
Hitlag increased from 1- 1.3
Ability to choose between stronger counter or Flourish.
Reworked NS ATTACK: Flourish of No Sympathy.
Ike does a flurry of slashes followed up with an eruption. This move can only be done on the ground and deals high self-damage (20%).
Ike can hold the Eruption and cancel out of it if he chooses, but doing so forfeits NS mode although he won't take the self damage. (Activated by Holding B during a successful counter. Continuing to hold down B during the eruption will hold the eruption.)
Side Taunt
During NS mode he no longer says "I fight for my friends." He instead says "You'll get no sympathy from me."
New NS Attack: Razing Eruption
Ike dashes across the field and will leave a trail of explosions behind him. If he hits an enemy with the dash they become stunned and unable to avoid the eruptions.
King Dedede
fTilt
Has been reverted to MAX 1.0
When his fTilt was originally using the 2.x.6 version, we found it discouraged Waddle-Dee focus and put it back on BnBs, where his heart should really go to his Dees. This should restore his focus on pure Waddle Power.
Kirby
Many copy abilities have been updated, including Warlock Punch, Firebrand, and Falcon Punch.
Fixed copy abilities that were not working right like TL, Sheik, and Pit
Forward Smash
Sweetspot damage reduced 2%, timer reduced by 3 frames.
Growth reduced (60- 5b) by 5.
Link
Attack 11 (Jab 1)
Comes out 2 frames sooner.
Attack 12 and Attack 13 (Jabs 2 and 3)
Both come out one frame sooner.
Dtilt
Comes out 2 frames sooner. (still the slowest Dtilt in the game)
Jump Strike (Side Smash)
Animation modified.
Hitbox damage increased- 3%- 16%.
KB given smash properties.
Second hitbox wasn't working properly. Has been adjusted to send at the Sakurai angle and work as a proper smash attack capable of KOing. Similarly to Link's old Fsmash, the 2nd and 3rd hits of this attack can now both connect on low percent foes to deal high damage if spaced properly. However, the 1st and 3rd cannot.
Fair
Comes out 2 frames sooner
Pivot Grab
Grabbox extended from 7 frames to 8.
Fthrow
Endlag reduced 8 frames. Angle changed from 169- 3C. Base KB increased by 10. (Link's Fthrow has been useless for a very long time. Now it works as a proper ground to air combo starter.)
Bthrow
Now as strong as it used to be prehelm splitter.
Also has been touched up a bit aesthetically.
Ending Blow landing
FSM sped up from 0.5- 0.7
This move has many bugs where it happens and you get caught in the landlag after a normal aerial or all hits don't connect. This allows you to get free just a little sooner in the case of one of those events. Also, the animation looked plain bad in super slow motion.
Bomb Pull
FSM slowed from 2- 1.7
Link was able to pull bombs very quickly to the point where they were basically free combo finishers at high percent thanks to Minus's hitstun. With this slight reduction, his opponents will have just a little more time to react.
Lucario
Finally has that Green costume in the game
Double Team
Properly changes into instant mode at 75%.
Up Taunt
Now damages him 15% instead of 14%.
Fair
Growth increased from 64- 6a (by 6)
Dair
Base kb on first hit decreased from 56 to 42 Hex (reduced by 20)
Grab
Most distant hitbox move closer to lucario by 2 (8-6)
Dash Grab
Most distant hitbox moved closer to Lucario by 1 (8-7)
Pivot Grab
most distant hitbox made equal to other grabs. (14-8)
Pummel
damage reduced by 1.
Back Throw
Growth decreased from 41-32 Hex. (reduced by 15)
Side B Close Combat
Growth reduced 5.
CC true combos out of jabs, so it killing ridiculously early while Lucario was at 75% was a bit insane.
Lucas
Zair
cancel fixed, no longer has to wait 16 frames after hitting to cancel
Dair
damage 20 > 16
last hit always spikes now
Uair
kbg increased to compensate for Ice changes
Luigi
Gravity, fastfall speed, increased by .1
Second jump height increased to compensate
Removed coin element on dtilt
Super Jump Punch
Green Fire GFX
Uthrow bkb lowered and kbg raised
acts as a low% combo tool, but doesn't kill until ~150%
damage 8% > 5%
now acts as a good chaingrab tool/mixup at low%'s
Final Smash
Negative Zone now 2X larger
Mario
Fireballs
Damage reduced from 5- 3%
Firebrand:
changed to an on-the-fly killmove.
The old one was outclassed by dair in the air, and useless on the ground.
Side Smash
Sweetspot growth- 5C- 50
This was killing nearly 30% sooner than his non sweetspot. Making it Ike category smash strength. While still powerful, it no longer kills in the 70s.
Marth
Marth has been given a slight aesthetic makeover. He has lost elemental attributes in Dancing Blade on all but lw 3, and his sword glows have been switched around according to the type of attack he deals.
Red= Removed. He gave it to Roy.
Blue= Aerials and Tilts
Green= Smashes
Purple= Specials
Other small Marth changes.
Dancing Blade High knockback has been adjusted to ensure it KOs at the same percent as before.
Side Smash Lw
Now has set momentum.
Shield Breaker
Sword trail stays for the duration of the active hitboxes.
Meta Knight
Pummel
no longer heals into negative percents
Forward Smash
lower tilted fSmash now hits
fThrow
no longer gives the foe a beam sword
While a funny nod at first, Meta Knight just began to become discouraged from using fThrow due to it giving them a great projectile in beam sword. We traded honor for consistency, and MK now has his old fThrow back!
Mr. Game & Watch
Chef
Food clanks again
Ness
PK Flash now holdable longer (120 frames > 180)
damage will not exceed the cap (37%)
increased horizontal control(.01 > .02)
Jab1
kbg decreased
Dair sourspot removed
Dash attack hitlag lowered slightly (1 > 0.7)
Fair hitbox size 9.5 > 7 (last hit is 8.5)
trajectory of last hit raised so it doesn't chain infinitely
hitlag decreased on multi-hits 0.5 > 0.3
DI multiplier 0.6 > 1
last hit hitlag increased 0.5 > 1
growth increased
fthrow reworked to allow better combo followups at low%'s
Light armor added to air PKT1
5% on startup
10% on hold/loop
Olimar
Pikmin explosions now deal 5 damage instead of 8.
Peach
Side Smash Hi
Angle changed from 50 to 7D. This move was doing the same things her Ftilt but weaker. Now it serves it's own purpose.
Nair
Sweetspot damage reduced 1%, growth reduced 2%.
Was killing only 2% later than her fair which is supposed to be a much more powerful move as it comes out slower.
Back Throw
Endlag sped up 1.5x. Damage decreased from 11-8. Growth increased by 5 (28-2D Hex).
Up Throw
Allow interrupt moved 9 frames ahead. Base KB reduced from 46-30 hex
Down Throw
Damage increased from 8-11. Endlag sped up 1.3x.
Final Smash:
Animation now cancelable after the first hitbox ends
damage increased
spawns a bom-omb on the frame the hitbox ends/is cancelable
-note that ending the FS also ends the rain of peaches
I don't want to dance, I WANT TO KILL!
Pichu
New model!
Pichu will no longer grow in size when being thrown!
Heal taunt removed.
Up Tilt
Knockback Values Changed.
29-28
29-2D (+4)
29-2D (+4)
Trajectories changed.
76-60
78-58
5A-58
Side Smash
Self damage increased by 2%.
Down Smash
Now has a proper false "aura" system. As Pichu's percent rises the move deals more damage and more self damage.
Deals 18% / 6% Self after 90.
Deals 15% / 5% Self between 31 & 89.
Deals 12% / 4% Self before 30.
Bair
Interrupt moved ahead 4 frames.
Dair
Base KB increased by 1
Self damage decreased from 3% but added in with looping hits.
Dair landing
Damage increased by 2%.
Base KB decreased.
Self damage decreased by 3%.
Pummel
Damage increased by 2%
Electroball
No longer stuns foes, and instead deals a set knockback.
Wild Charge
Now actually has KBG so it can be used as a kill move again.
Down B Hit
Will now connect with Pichu on the ground and in the air!
Damage Increased by 1%.
Shield Damage increased 15.
Self Damage increased by 4%.
Pit
Can now cancel his arrow charge in the air to Lady Palutena's "Power of tripping in the air"
PT Charizard
No longer has impale on dAir or dSmash
PT Ivysaur
Ivy had strangely powerful ledge attacks that could even one hit shield break. These have been reverted to Vbrawl as they should have been.
Uair
Landing lag decreased slightly. From 1.3- 1.5
Poison added back to sweetspot.
Now that Ivy's sweetspot is smaller and more difficult to hit with it's not as easy to stack poison on top of poison for massive amounts of damage.
PT Squirtle
Midair Jump
Heavy Armor removed
Dash Attack
Super Armor removed
Up Smash
Growth decreased by 10 on two strongest hitboxes.
After finding that dash attack true combos into this move in certain conditions, it proves to be too powerful to be so easy to land.
R.O.B.
2nd Gyro removed.
Side Smash Laser removed.
3rd Jump removed.
Dtilt
Speed slightly decreased
Trip rate decreased from 80% to 40%.
All other trips in Minus tend to have either less damage, slower interrupt speeds, or less range. ROB was packing a trip that had the best of all worlds.
Roy
All attacks
Sweetspot offset adjusted. From 2.6 - 3.2
Sourspot offset adjusted. from 7.4 - 8.2
Hitboxes on opposite arm moved to body and size increased from 3-5. Trajectory on these hitboxes now use the Sakurai angle on all moves but up tilt and aerials.
Entry
Gfx now shows
Spot dodge animation changed to melee dodge.
Walk animations modified.
Normals
Side Tilt
0.8 FSM added when last collision terminates, adding slightly more endlag.
Up Tilt
Given flame sweetspot. Initial hit Bkb increased 16, Growth decreased 28. Now works as a combo starter up to mid-high percents.
Side Smash
Start animation Sword Trail fixed. 1.4 FSM added from frame 12-25.
Up Smash
Animation made more vertical on first swing so that it can hit enemies above him.
1.4x FSM from frame 34-52.
Down Smash
2x FSM from frame 17-32.
Nair
Made into two hits. Damage and KB adjusted to compensate. Startup sped up, time between hits slowed down. Slightly less endlag.
Dair
Damage on all hitboxes reduced by 3%.
With air dash added he can line up dairs much easier than before so they don't need as much power. Straight down sweetspot size decreased by 1.
Fire Blade
Aerial version given angle from old air side B.
DED Hi2
Sfx fixed. Wkb added to make the attack fixed. Bkb increased so that it more reliably connects into Hi3.
DED Low Finisher
Voice clips changed and no longer overlap.
Air Side B made into air dash.
Air Dash
Roy uses fire to propel himself through the air at a high speed. During this dash he is able to attack, jump, walljump, dodge, throw items, or grab an edge to cancel it.
Blazer
Auto sweetspots edges. Heavy Armor removed.
Counter
Invincibility frames increased to from 6-10.
Voice clip changed.
Sword trail fixed.
Final Smash
SFX fixed, Sword Trail fixed.
Samus
nAir
hitbox changes
F-Air
tweaked so all hitboxes will link much more reliably.
Z-Air
crashing has been fixed, attack now hits once for 10, instead of twice for 18.
Knockback growth reduced.
U-Air
hits more reliably
now sends opponents straight up for combos.
Grab
now lingers, identical to ZSS’ grab.
Quick Ledge Attack has had a second hit added on startup to catch smaller foes. Beforehand, you could stand at the edge of the stage, and if you were small enough, Samus would go right over you.
Recovery Boost: More horizontal distance/control.
Air Friction: 0.75 —> 1.35
Horizontal Control: 0.034 —> 0.5
Sheik
Jump V Initial Velocity: 2.85 ——> 2.98
dThrow
Ground Attack Interrupt re-added
SideB
"Castlevania whip" The whip comes out much faster, paralyzes, and auto-cancels on hit.
Toon Link
Attack 11 (Jab 1)- Sped up 1 frame.
Angle changed to Sakurai from 50 Hex
Bkb reduced from 1E- E on hitboxes.
Tip hitbox has inward angle (A0) to make sure the rest of the combo connects. BKB increased to make it more functional.
Attack 12 (Jab 2)
FSM sped up from 1.3x- 1.4x
Dash Attack
FSM sped up to 1.2 until hitboxes come out.
Side Tilt
Lw Slowed down to 0.9x until hitboxes come out.
Up Tilt
comes out 2 frames faster.
Uair
comes out 2 frames faster.
Landing Lag Decreased
Nair- 12= 9
Fair- 14= 12
Uair- 16= 12
All grab boxes durations cut in half. This also shortens his grab overall as the modifiers have not been moved, making them slightly safer but also less easy to catch with.
Wolf
Fallspeed 2.55 > 2.45
Meteor cancel window 25 > 20
Up-B kbg lowered slightly (prevents early kills)
Laser (gfx) growth and kbg increased on full growth (about 50 frames)
Lasers traded for slow lasers
Yoshi
Impale removed on fAir
This one may sound like a nerf, but trust us when we say it's not.
Zelda
dTilt
Zelda had an issue with her down tilt's hitbox and graphic effect. The move was repurposed to not be as safe and rewarding in the previous update.
However, it wasn't able to carry out the task of on stage ledge guarding better than her side smash.
This has resulted in an angle change which launches opponents upward and allows her to follow with aerials and more.
The hitbox has been moved up slightly to allow onstage hits and complements her kit very well.
B- Nayru's Love
Modified to allow Zelda to move forward or backward while using it while on the ground slightly more distance than her dodge.
Interrupt is 6 frames sooner.
Zero Suit Samus
Side Smash
Growth reduced from 7A- 6A. The move now kills 17% later.
It was toned down because most of her B moves allow smash followups. Killing in low 80s was uncalled for even with the high startup and endlag, as the range compensates for both.
D-Smash
Allow Interrupt removed.
This allowed you to get three d-smashes in a row, racking up damage at an obscene rate.
Alternate Jab remapped to Z, for easier use.
Dash Attack: Cancel moved to frame 50.
This is to prevent the repeated use of Dash attacks, which chained together near-perfectly, allowing you to push your opponent closer to the blastline. Another cancel has been added at frame 20, which allows you to use ground attacks. This cancel is also conditional, requiring the dash attack to have successfully connected first.
With that being said, have fun and Break the Limits!
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