It's been a while since we've seen this version of the logo, hasn't it?
Before I begin, I would like to note that this marks 2 years since the release of MAX 1.01 (Minus 3.01), the first version I directed. It makes me happy to know that I could have the privilege As the days go by, we are getting closer and closer to getting Brawl Minus 4.0 out of beta. While I hope you're all enjoying the beta so far, I feel that Minus 4.0 will be an even greater game, and the definitive Minus experience. We still have a long ways to go before it's finally ready, but we would like to give you a little sneak peak at some of the changes that will be coming!
Global
Physics changes:
Fall speed 1.1 -> 1.05
Fast fall speed 1.1 -> 1.0
Hop v velocity 1.0 -> 1.05
Jump v velocity 1.0 -> 1.05
Dashes can now be buffered
Shield stun:
Calculation accuracy increased. This results in shield stun being 0-3 frames higher depending on the damage percent.
Respawn invincibility:
Reverted to vBrawl
While the beta codeset was good to keep invuln from being abused, it also forced players trying to get back on their feet right back into their opponent's pressure, so we didn't find this change to be a good fit.
Ledge invincibility:
16 -> 20 (vBrawl's is 23)
cBliss added. More details to come at a future date.
Minus artwork for everyone improved. This will be shown off at a future date.
Subspace Emissary
-Fixed a freeze that would occur when two playable characters fought each other
-Made character attributes in Subspace match those they have in VS Mode (EX: 4 Jumps)
-Galleom and Duon's sounds are their own again
Characters
King Dedede
Standing grab
Active frames changed from 4-6 -> 6-8
Diddy Kong
Rocketbarrel Jetpack
-No longer goes into Special Fall, can only be used once per airtime
-End animation changed to reflect this.
Fox
Wavedashing
sliding off ledges is allowed in more subactions, making it behave more proper and less clunky
Up-b
Can now grab edge during charge animation.
Can now grab the edge during the "moving" animation, instead of just the end
Reflector
Knockback reduced
This kills two birds with one stone, reducing offstage kill power and making waveshines more consistant.
Mr. Game and Watch
Up-B
Landing lag reduced when landing perfectly on a platform
Dash Attack
No longer stage spikes opponents grabbing the ledge
Judge
Endlag 8 -> 15
Cooldown 25 -> 20
Fire!
Added a hitbox on the bottom of the parachute that will drag foes down with Mr. Game and Watch.
Ganondorf
Dash Attack
Now gets armor on Frame 7
Gerudo Dragon
Fixed this move having Super Armor
Kirby
Burning
No longer stage spikes opponents
Lucario
Double Team
-Changed grab cancel to grounded attack cancel.
-Air reappear is now cancelable to mach grounded version.
-slowed reapper a bit.(fsm=.9)
dair
-4 frames endlag added before cancel
-6 frames landing lag added
uair
-increased endlag (fsm=.8)
Aura:
Fixed a bug that made Aura not work properly
Stock scaling removed
Aura scaling changed to 1.0 min, 2.0 baseline at 200%, 3,0 at 999%
ULTRATAUNT
Now goes to 999% instead of 300%.
Luigi
Green missile:
- Nerfed first hitbox knockback
- Added 2 secondary hitboxes to the move. Now has 3 total, descending in power. While the first hitbox is really strong, the second and third are incrementally weaker. the second hitbox comes out frame 24, and the last comes out on frame 36. there is only ever 1 hitbox active, the others are removed before the others come out
- Now loses most of his momentum if he connects with a shielding opponent.
Super Jump Punch
-nerfed sourspot hitbox a bit
killing off the top at anything about 60 was a bit much for luigi's damage output and air to ground transition.
Lucas
uAir
Now only freezes foes when you hold down A while using this move.
Mario
Side Taunt
-Animation reverted back to Brawl animation to fix animation issues.
-0.4* Frame Speed Modifier added on Frame 41 until Frame 61 (making the wait between the two Frame points about 50 Frames).
-Metal is activated on Frame 72 (technically Frame 132).
-Can interrupt on Frame 81 (technically Frame 141)
-Total length increased to about 160 Frames from 150 Frames.
Meta Knight
Dimensional Cape:
Slash sweetspot damage 15 -> 13, same direction slash (horizontal knockback) kbg 101 -> 96, bkb 37 -> 40
Ness
PK Flash
No longer goes into Special Fall
Peach
Turnip Pull:
Can no longer be performed out of special tumble states (shield break fall, star ko, etc)
Fixed an RNG related glitch where Peach would not pluck items with the intended frequencies (specifically Peach should now be able to pull green shells)
Pichu
Model slightly touched up, textures vastly improved
Improved his vBrawl Render
Dthrow
BKB 53 -> 57, KBG 22 -> 25, Angle 138 -> 133
Pichu will no longer have a long lasting chaingrab against the entire cast.
Fsmash
Charged self-damage 10 -> 8
Dsmash
Charged self-damage 8 -> 6
Charged shield damage 48 -> 32 (total damage to shields, 56.4 -> 40.4)
Usmash
Charged self-damage 10 -> 6
Pikachu
Skull Bash
Wall jump cancel added
Ivysaur
Alt costume Textures improved
Bullet seed:
Velocity gain increased to adjust for gravity changes
Ice Climbers
Nana
Can now only die when in hitstun
Belay
Solo upwards initial velocity 1.9 -> 2.8
Squall Hammer
Nana snap distance 30 -> (basically) infinite
Initial solo grounded velocity reduction 25%/10% -> 0%
Gravity .1 -> .065
Max downwards velocity 2.8 -> 1.8
Mash window 6 -> 8
Mash boost .6/.8 -> .8/.9
Aerial solo initial vertical velocity boost .6 -> 1.2
Grounded acceleration .09 -> .1
Grounded max horizontal velocity 1.1 -> 1.3
Aerial acceleration .08 -> .09
Aerial max horizontal velocity 1.3 -> 1.5
Synced wall bounce momentum conservation .75 -> .5
Can grab ledge after frame 12/13
tl;dr version: Nana will teleport to Popo at the start of squall hammer similarly to belay and Squall Hammer generally moves slightly faster and is more responsive
Roy
vBrawl render improved
Up Smash
Reworked, is now a single sweeping hit
Sheik
Dash Attack
Added intangibility so to prevent her from being hit while invisible.
Up B
Intangibility restored to prevent her from being hit while invisible. 0.8 FSM added after hitbox terminates to add endlag making it more punishable.
Sonic
dAir
Can now only be cancelled into other moves if it hits
Can be cancelled into Boost on the ground if this move hits.
Toon Link
nAir, bAir
Kill power reduced.
dAir
Jump Cancel moved frame 15->19
Boomerang
Kill power reduced, KB Angle changed to be less vertical
Zelda
Up B
Growth drastically increased, making it into a KO move.
Stages
Stage Expansion Pack Restored
The following stages will be readded:
Mario Bros. 2.x.6
Norfair 3.3
Literally Frozen Stadium 2
Yoshi's Island (Melee) 3.3
Get the Trophy!
Planet Zebes
Fourside
Big Blue
Hanenbow
Bridge of Eldin
Rainbow Cruise
Distant Planet
Peach's Castle 64
Bowser's Castle alt. restored.
Physics changes:
Fall speed 1.1 -> 1.05
Fast fall speed 1.1 -> 1.0
Hop v velocity 1.0 -> 1.05
Jump v velocity 1.0 -> 1.05
Dashes can now be buffered
Shield stun:
Calculation accuracy increased. This results in shield stun being 0-3 frames higher depending on the damage percent.
Respawn invincibility:
Reverted to vBrawl
While the beta codeset was good to keep invuln from being abused, it also forced players trying to get back on their feet right back into their opponent's pressure, so we didn't find this change to be a good fit.
Ledge invincibility:
16 -> 20 (vBrawl's is 23)
cBliss added. More details to come at a future date.
Minus artwork for everyone improved. This will be shown off at a future date.
Subspace Emissary
-Fixed a freeze that would occur when two playable characters fought each other
-Made character attributes in Subspace match those they have in VS Mode (EX: 4 Jumps)
-Galleom and Duon's sounds are their own again
Characters
King Dedede
Standing grab
Active frames changed from 4-6 -> 6-8
Diddy Kong
Rocketbarrel Jetpack
-No longer goes into Special Fall, can only be used once per airtime
-End animation changed to reflect this.
Fox
Wavedashing
sliding off ledges is allowed in more subactions, making it behave more proper and less clunky
Up-b
Can now grab edge during charge animation.
Can now grab the edge during the "moving" animation, instead of just the end
Reflector
Knockback reduced
This kills two birds with one stone, reducing offstage kill power and making waveshines more consistant.
Mr. Game and Watch
Up-B
Landing lag reduced when landing perfectly on a platform
Dash Attack
No longer stage spikes opponents grabbing the ledge
Judge
Endlag 8 -> 15
Cooldown 25 -> 20
Fire!
Added a hitbox on the bottom of the parachute that will drag foes down with Mr. Game and Watch.
Ganondorf
Dash Attack
Now gets armor on Frame 7
Gerudo Dragon
Fixed this move having Super Armor
Kirby
Burning
No longer stage spikes opponents
Lucario
Double Team
-Changed grab cancel to grounded attack cancel.
-Air reappear is now cancelable to mach grounded version.
-slowed reapper a bit.(fsm=.9)
dair
-4 frames endlag added before cancel
-6 frames landing lag added
uair
-increased endlag (fsm=.8)
Aura:
Fixed a bug that made Aura not work properly
Stock scaling removed
Aura scaling changed to 1.0 min, 2.0 baseline at 200%, 3,0 at 999%
ULTRATAUNT
Now goes to 999% instead of 300%.
Luigi
Green missile:
- Nerfed first hitbox knockback
- Added 2 secondary hitboxes to the move. Now has 3 total, descending in power. While the first hitbox is really strong, the second and third are incrementally weaker. the second hitbox comes out frame 24, and the last comes out on frame 36. there is only ever 1 hitbox active, the others are removed before the others come out
- Now loses most of his momentum if he connects with a shielding opponent.
Super Jump Punch
-nerfed sourspot hitbox a bit
killing off the top at anything about 60 was a bit much for luigi's damage output and air to ground transition.
Lucas
uAir
Now only freezes foes when you hold down A while using this move.
Mario
Side Taunt
-Animation reverted back to Brawl animation to fix animation issues.
-0.4* Frame Speed Modifier added on Frame 41 until Frame 61 (making the wait between the two Frame points about 50 Frames).
-Metal is activated on Frame 72 (technically Frame 132).
-Can interrupt on Frame 81 (technically Frame 141)
-Total length increased to about 160 Frames from 150 Frames.
Meta Knight
Dimensional Cape:
Slash sweetspot damage 15 -> 13, same direction slash (horizontal knockback) kbg 101 -> 96, bkb 37 -> 40
Ness
PK Flash
No longer goes into Special Fall
Peach
Turnip Pull:
Can no longer be performed out of special tumble states (shield break fall, star ko, etc)
Fixed an RNG related glitch where Peach would not pluck items with the intended frequencies (specifically Peach should now be able to pull green shells)
Pichu
Model slightly touched up, textures vastly improved
Improved his vBrawl Render
Dthrow
BKB 53 -> 57, KBG 22 -> 25, Angle 138 -> 133
Pichu will no longer have a long lasting chaingrab against the entire cast.
Fsmash
Charged self-damage 10 -> 8
Dsmash
Charged self-damage 8 -> 6
Charged shield damage 48 -> 32 (total damage to shields, 56.4 -> 40.4)
Usmash
Charged self-damage 10 -> 6
Pikachu
Skull Bash
Wall jump cancel added
Ivysaur
Alt costume Textures improved
Bullet seed:
Velocity gain increased to adjust for gravity changes
Ice Climbers
Nana
Can now only die when in hitstun
Belay
Solo upwards initial velocity 1.9 -> 2.8
Squall Hammer
Nana snap distance 30 -> (basically) infinite
Initial solo grounded velocity reduction 25%/10% -> 0%
Gravity .1 -> .065
Max downwards velocity 2.8 -> 1.8
Mash window 6 -> 8
Mash boost .6/.8 -> .8/.9
Aerial solo initial vertical velocity boost .6 -> 1.2
Grounded acceleration .09 -> .1
Grounded max horizontal velocity 1.1 -> 1.3
Aerial acceleration .08 -> .09
Aerial max horizontal velocity 1.3 -> 1.5
Synced wall bounce momentum conservation .75 -> .5
Can grab ledge after frame 12/13
tl;dr version: Nana will teleport to Popo at the start of squall hammer similarly to belay and Squall Hammer generally moves slightly faster and is more responsive
Roy
vBrawl render improved
Up Smash
Reworked, is now a single sweeping hit
Sheik
Dash Attack
Added intangibility so to prevent her from being hit while invisible.
Up B
Intangibility restored to prevent her from being hit while invisible. 0.8 FSM added after hitbox terminates to add endlag making it more punishable.
Sonic
dAir
Can now only be cancelled into other moves if it hits
Can be cancelled into Boost on the ground if this move hits.
Toon Link
nAir, bAir
Kill power reduced.
dAir
Jump Cancel moved frame 15->19
Boomerang
Kill power reduced, KB Angle changed to be less vertical
Zelda
Up B
Growth drastically increased, making it into a KO move.
Stages
Stage Expansion Pack Restored
The following stages will be readded:
Mario Bros. 2.x.6
Norfair 3.3
Literally Frozen Stadium 2
Yoshi's Island (Melee) 3.3
Get the Trophy!
Planet Zebes
Fourside
Big Blue
Hanenbow
Bridge of Eldin
Rainbow Cruise
Distant Planet
Peach's Castle 64
Bowser's Castle alt. restored.
All changes are not final and subject to change.
I hope you liked this sneak peak in the changes to come, and we can't wait until we can show more, but until then, keep on Breaking the Limits!
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