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! Spoiler: Changelog Preview 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. Spoiler: improved vBrawl renders 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!