IT'S HERE! The long-awaited 4.0 beta has finally arrived! Wreak havoc on your opponents like never before in this version of the game, where this time, even the physics have been shaken up! Less time being spent in hitstun and shield stun means a better chance for you to make a comeback on your opponents, making it much easier for you to turn the game around! Play as newly rebuilt characters like the Minus Hybrid Samus and Charged Pichu, and use powerful new moves such as Ganondorf's Gerudo Dragon and Mr. Game & Watch's Chef Shotgun! Go all out in this new version of Brawl Minus, which is more crazy, more competitive, and most importantly, available now! You currently have the choice of downloading 4.0b with the Brawl Minus Artwork or with the vBrawl Artwork. Options for an Installer and Netplay versions will be coming soon! Wii/Wifi Download the Minus Art version here! Download the vBrawl Art version here! PC/Netplay Download the Netplay version here! IF YOU HAVE DOWNLOADED 4.0b BEFORE SEPTEMBER 6TH, 2015 We have released a hotpatch that fixes a few minor bugs (BrawlEX 2.0 is added, the Battlefield Freeze/Muted glitch). In addition to this, we also added an Unlock All Stages Code. Please download this and replace the appropriate files with these fixed ones! Download the hot patch here In addition, here's what's changed in this version of the game! Change log is from 3.Q-4.0b. Global/Codes Spoiler Wifi Code Reinstated Footstool Code Removed The main reason this was removed is due to heavy wifi desynchs caused by this code. We will be looking into repairing and reinstating it in the final release of 4.0. Minus shieldstun 2.2X+4.3 -> 2.7X+2.0 (Shieldstun on weak moves decreased, shieldstun on strong moves increased) Before, moves like Fox's lasers would lock you completely into your shield until it shield poked you, which was simply absurd. This reduction also makes sure stronger moves that deserve the long shield stun are not affected by this change. Global Hitstun decreased (.54-.50) The old Hitstun, which has lasted for 5 years (from 1.6-3.Q), has been reverted to the way Hitstun was in 1.0. This reduces a lot of the â€œOH GOD WHY CAN'T I MOVEâ€ feeling, as well as the odds of one touch equaling death. Gravity increased (x1.0->x1.1) Global Max Fall Speed increased (x1.0-x1.1) Global Max Fast Fall Speed increased (x1.0-x1.1) The changes to the game's gravity are to ensure that the changes to the game's hitstun does not slow down matches. By increasing gravity, not only are we altering combos, but also improving air to ground transitions, increasing the potential for good pressure, as well as weakening recovery in a game where recoveries are very strong. Metal HP increased 25-35 This is primarily to buff Metal Mario from his HP nerf, as 25 was too low to be able to afford a single mistake as Metal. Minus Artwork has been improved on several characters Minus Artwork will now use Minus Artwork on the results screen Upgraded to BrawlEX 2.0. Noteable Changes include: -Fixed crashes when going to Home Run Contest, as well as Co-Op Stadium Mode -The Announcer will now say the names of any character added to Minus when they win a match -Adding more copies of an added character in Training Mode will now give them alt colors -Fixed some Event Mode crashes Characters Spoiler Captain Falcon Spoiler Up Smash- SDI multiplier removed so that the hits are not escapable inbetween. Side B All intangibility removed. Falcon's one weakness would normally have been considered projectiles, having immunity to them in a move was a bit much considering he already has the mobility to maneuver around them. In addition to this, it technically wasn't "projectile invulnerability" as advertised, it just made the whole motion (that stops when he comes in contact with a foe) invincible, which also allowed him to get past some disjointed hitboxes and hit the attacker as well. Ultrataunt Captain Falcon now has a flash effect similar to other charged moves when PAWNCH is available King Dedede Spoiler Jab Loop Dodge cancel removed Up Tilt KB growth decreased by 10. D3's up tilt was was too safe to kill at such a low percent. It now KOs slightly later than his Usmash used to. Up Smash KB growth increased by 5. While this smash was too risky to net so little reward. It now KOs slightly sooner than his utilt used to. Up Air Final hit damage decreased 2% Back Throw Damage decreased by 3% Diddy Kong Spoiler Peanut Popgun Air explosion had an incorrect offset. Fixed. Barrel Jetpack: No longer goes into special fall at all This move can still only be used once in the air until you land or get hit. Pummel: Damage 4% -> 3% Donkey Kong Spoiler Down Smash Quake hitboxes removed. Endlag reduced by 2 frames Barrel Pull Cleaned up the coding in an effort to eliminate a rare crash involving this move. Falco Spoiler Reflector Cancel can only be activated if the reflector has hit something. This prevents Falco from spamming the move to keep opponents at bay and then canceling the endlag if they approach. Blaster Falco can now alternate between laser speeds by using u-taunt. Fast lasers? Slow lasers? Piece a'cake! Fire Falco Looping hitboxes size 12->8 This should restore the design intention of â€œreally good but also really gimpableâ€ that it used to have in MAX without it taking really long to use the move like it did then. Fox Spoiler Jab 2 Trajectory changed from 50- 45 Growth increased by 12 Dash Attack Removed full interrupt. Now cancels into normals, Specials, item throws, and jumps. This is simply to prevent Fox from canceling Dash Attack into Dash Attack Side Tilt Damage on low tilted and non tilted have been swapped. (7% for non and 6% for low) Down Tilt 3 frames of endlag added Up Smash Hitbox id correctly named. Should now delete when called to. Invincible bone is now only active for the frame of the move's sweetspot Up Air Extra shield damage removed. 5 frames of endlag added. Down Air Looping hit damage reduced by 1%. (move can deal a total of 17 as opposed to 24) Base kb increased by 1. Up Throw Jump cancel added on frame 34 This will help in Fox's signature â€œuThrow->uAirâ€ combo from Melee. Mr. Game & Watch Spoiler Attributes: Ground to Air Jump Momentum Multiplier .7 -> .85 Down Air Melee dAir added Hold dAir to use the dAir Mr. Game & Watch used back in Melee! Now you can have your momentum and your momentumless Down Air! While the longer this dAir is out, the less power it has, this move is by no means weak. Up Air Now only grants windboxes when you hold down A Mind games! Pummel Frame duration 30 -> 24 Chef Mr Game & Watch is trading out his fried meat machine gun for a powerful Chef shotgun! Gone is the unreliable short range flurry that either did nothing with its huge blind spots and terrible range or chunked your opponent for 50% damage when they approached in the air. Instead, Mr. Game and Watch launches a single barrage of 5 projectiles that covers a ton of space and inherits some of GW's momentum to cover your approaches. While he cannot absorb this animal ammo, The Chef Shotgun is also good for you, as Mr. Game & Watch is no longer harmed by his own projectiles. Judge Cancels removed Endlag reduced from 57 frames to 10 25 frame timer added after interrupt These changes are to continue to prevent easy Judge-chaining, just now in a way that feels more natural. Oil Panic Min damage per projectile 2% -> 6% Max damage per projectile 27% -> 30% Taunts (all) Now adds a charge to bucket at the end (adds 6% damage to final bucket damage) Now interruptible after 59 frames (side and up taunt only last 60 frames anyway) These changes ensure that Oil Panic is still viable against foes without projectiles now that Chef projectiles cannot be absorbed. Ganondorf Spoiler Dash Attack Holding A right before his normal dash attack will cause him to do Gerudo Dragon, his side special from Melee. As he dashes he has a hitbox that always sends the opponent the way he's facing so that it leads into an uppercut. It deals 6% if both hits connect, works as a ground to air combo starter, and comes out at the same speed as his normal dash attack. Unlike his normal attack, this one has no super armor forcing Ganon to play it safe with armor and a potential KO move, or to take a risk for the chance of combo damage. Up Tilt reverted to 3.5 Down Smash reverted to 3.5 Nair (Sweetspot combo) Hitboxes adjusted to connect much more reliably. Warlock Punch (Gandouken) Made into a powerful wave of dark energy that travels half of FD. Ike Spoiler No Sympathy Mode removed as well as all NS techniques. As Minus started, this mode evolved out of the infamous "CountEruption" combo, which was designed to stop players from only charging up Aether, and then countering until they get one and canceling into Eruption. However, as the year went on, the means of acquiring and the purpose of No Sympathy Mode has changed, and the CountEruption combo was completely removed, meaning No Sympathy Mode was a leftover that fulfilled no real purpose other than to make an already good character slightly better and gain moves that simply didn't feel right with the rest of the game. After much debate, we decided to return Ike to simpler times (using 2.X.6 Ike as a base) and just make him really good and fun to play as without needing any extra things to be tacked on to him. He still does not have any sympathy for his opponents, he just doesn't need a mode for it anymore. All changes are from 3.Q. Forward Smash Growth increased by 12 Forward Smash Start 1.5x fsm reduced to 1.4x All aerial normals damage increased 1% Neutral Air landing 3x Fsm removed. It only has 5 frames of landing lag anyway. Down Air Interrupt added at frame 40, special interrupt removed from frame 35 Eruption Now it takes a full second after reaching max charge before he begins taking damage. 20 frames added to self damaging loop 0.5 FSM added to slow the first 5 frames of attack start-up. Ike retains his NSM Sword-on-Fire effect on fully charged Eruption Quickdraw Damage increased 2% Aether Growth increased by 100 on last hit Counter Now a standard counter. Doesn't change if Ike has eruption stored. Kirby Spoiler Attributes Weight decreased- 78- 73 Infinite Jab Shield damage reduced from 11- 2. Dash Attack Set kb on actual body hitbox removed. This stops Kirby from landing dash attack as a combo starter on foes who are well into KO percents. It will instead launch as the rest of the move does. Burning Distance decreased. 0.7 FSM added after final hitbox. Increases the endlag. ForwardTilt Given a low version. 100% Trip added to low version but it deals less damage. 5% instead of 8%. Trip removed from non low versions. Down Tilt Sliding D-tilt has more endlag (from frame 18- 24) Forward Smash Normal FSM normalized from 0.9 Tilted High- FSM normalized from 0.7, travels further but deals 1% less damage. Tilted Low- FSM added. The move comes out slowest but also hits the hardest. Neutral Air Ending lag increased by 4 frames Back Air Angle changed on sweetspot. 169- 28 intended to prevent wall of pains Up Air Dmg decreased by 2. Growth increased by 6. Down Air Dmg decreased by 1 (per hit). Bkb increased by 2. Inhale Grab cancel removed. While a big part of Kirby's game for a long time, the grab cancel on Inhale made Copy Abilities, the signature of Kirby's character, completely useless in comparison, and also made a ton of chain grabs that shouldn't have been possible. However, his copy abilities have been changed to be more accurate to their original counterparts in Minus. Copy Abilities Peach: Toad counters 5 frames earlier, Kirby no longer gets a turnip. ICs: Kirby Launches 2 Projectiles instead of 1. (spaced 6 frames apart) Dedede: Grab cancel added. Jigglypuff: Increased Start-Up Charge-Up speeds Marth: No charge ground variation now sends Kirby forwards Metaknight: No longer puts kirby into special fall on end Fox: Airdodge cancel added. Falco: Jump cancel added. Pit: Guard cancel and air dodge cancels added. Diddy: Peanut Popgun Explosion is much more powerful. Yoshi: Slightly increased range. Captain Falcon: Fixed awkward air momentum. Removed frame speed modifiers (required for gfx). Fixed gfx offset issue with reverse aerial FP. Ganondorf: Kirby now has a weaker cancelable Gandouken. Ness: Angles now match Ness's pk flash R.O.B: Uncharged lasers are now green. Sheik: Needles now explode Samus: Uncharged shots now stun Toon Link: Now randomly pulls ice/fire/light arrows (charged arrows travel significantly farther than current toon link's arrows) Wario: Timings now match wario bite (5 frames from release to bite, 3600 frames mouth held open) Zelda: Now mimics zelda's b (has momentum and slightly less endlag) Final Cutter Able to grab ledges from behind now. Attack Cancel on falling portion removed. Walljump cancel added. Projectile is now a single hit with above average shield damage. It sends upward and away so that it no longer ledge spikes. Block Electric hitbox on exit removed. No one knows why this was there in the first place or who even coded it in, but it's gone now. Bowser Spoiler Down Smash 2 frames of startup added 4 frames of endlag removed Flying Slam: Hitbox size 9 -> ~10, now hits Pichu Pummel: Damage 3% -> 5% Link Spoiler Ending Blow removed. Replaced with Jump Strike. Ending Blow, while cool, doesn't offer any real benefits to Link's kit outside of the element of surprise to those who didn't know it was even there, or it just threw Link off the stage accidentally. Jump Strike is a move that is just as good if not better, and won't throw Link and his foes off. Just his foes when it hits. Jump Strike Knockback and damage adjusted. Damage reduced. Mortal Draw Damage increased by 10. Base KB increased by 50 Someone made the mistake of surviving one on the Temple. We're making sure that never happens again. All Jabs slowed down 1 frame. Dash Attack Interrupt delayed 3 frames. JS input moved to frame 4 instead of 6. Forward Tilt Reverted to 2.X.6, with new functions based on the angle. Hi Comes out .2x faster, deals 2% less damage. Has no meteor box. Instead has a box that sends opponent diagonally upward. Lw Comes out at Vbrawl speed. Has no meteor box. Instead always sends Sakurai angle. Deals 1% less damage but 6 more shield damage. Forward Smash Reverted to 2.X.6. Up Smash last frame speed modifier increase taken from 2x- 1.5x Forward Air Slowed 1 down frame Up Air Interrupt delayed 6 frames Z Air Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair Pummel Damage reduced 1% Hitbox tweaked to hit Pichu Bow Growth on bomb arrows decreased by 5 Frame speed modifier on end reduced by .3 Frame speed modifier on charge increased by .3 Spin Attack Shield damage reduced by 10 on uncharged variant. Charged variant shield damage increased by 10 each. Bombs Frame speed modifier decreased by .2 (1.7 - 1.5) Lucario Spoiler Aura: floor multiplier: 0.7x -> 1.0x ceiling multiplier: 2.4x -> 2.0x floor percentage: set to 0% baseline percentage: 75% -> 0% ceiling percentage: 300% -> 200% Stock multipliers: set to 1.0x - this removes stock aura Stamina mode floor health 80 HP -> 300 HP Stamina mode baseline health 50 HP -> 299 HP Stamina mode ceiling health 30 HP -> 1 HP While MAX-3.Q Aura had more risk and reward at higher percents, It also created some major balance issues, from him dealing so low knockback at low percents that juggling became easy, to him being able to kill with very powerful moves much earlier than he should. These adjustments will fix these persisting issues. In addition, his Aura is no longer vBrawl Aura in Stamina mode. Extreme Speed: No longer becomes unusable after dashing into the ground. No longer becomes unusable after being hit by a paralyzer effect Force Palm: Fixed aerial force palm restoring jumps. Removed Close Combat, moved to normal grab. Double Team: Replaced jump cancel with grab cancel. Removed 75% limitations. Forward Smash: Removed post 75% version. Lucas Spoiler Universal Changes All normals 3 shield damage added. Dash Attack Sourspot buffed from 5%- 9%. Trajectory lowered from 75 - 70 Forward Tilt Momentum is only added if you hold the A button. Otherwise he doesn't slide backwards. Up Smash 10 Shield damage added. Sourspots buffed from 12 and 14 - 15%. Down Smash 9 Shield damage added. Forward Air Sweetspots buffed to 13% (from 12 and 10) Sourspots buffed 2%. Sweetspot stays out 1 frame longer. Back Air Non semi spikes buffed to 11%. (from 8 and 7) Back Throw KBG increased by 15. Z Air Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair Luigi Spoiler Thunderhand Super armor removed. Pummel Is now able to hit Pichu Mario Spoiler Down Tilt Damage normalized. I don't think it was ever meant to deal more than his down smash... Dash Attack Endlag slowed down to 0.8x if not canceled into the hop variant (to prevent the move from chaining into itself) Forward Smash Endlag reduced Non tilted- 4 frames less. Lw tilted- 6 frames less. When this move was reduced in power we didn't rightly adjust the endlag Fireballs Damage increased to 4%. Firebrand (Aerial) Super armor removed. Now goes into the grounded version of Firebrand upon landing. Cape Texture reverted to vBrawl Marth Spoiler Up Smash Hitboxes shrunk to prevent stage spikes and better link to the sword hitboxes. Meta Knight Spoiler Attributes: Gravity: reverted to vBrawl Terminal velocity: reverted to vBrawl Air mobility: .07/.01 -> .085/.015 Jab Reverted to vBrawl rapid jab. Start and ending 1.5 fsm added Hitlag on looping hits reduced to .5 Damage on ending hit increased to 4 from 1 Bkb on ending hit increased to 40 from 13 Duration when immediately releasing A reduced Duration limited to 2 full loops In short, Meta Knight's jab now goes from the absurdly safe combo starter to an improved version of the â€œGet off me!â€ move Meta Knight's jab was intended to be. Behaves like a Smash 4 jab loop. Down Tilt Damage 3 -> 4 Knocks up and in instead of straight up Forward Smash Start and Charge animations reverted to vBrawl Start-up increased 20 -> 21 Endlag reduced 50 -> 27 KBG decreased 81 -> 75 Up Smash Attack reverted to vBrawl 1.5x fsm Damage 2/3/4 -> 2/3/6 KBG Reduced Down Smash Now always hits away from MK Damage 11/10 -> 10/10 BKB and KBG changed from 50/33 and 90/52 to 50 and 90 Pummel Healing removed Damage 2% -> 3% Neutral Air Changed to single hit Initial hit damage 9 -> 11 BKB 30 -> 40 Forward Air Damage 1/1/4 -> 1/1/3 Duration 34 -> 28 frames BKB 60 -> 64 Down Air Changed to a meteor smash Trajectory 10/20 -> 275/285 BKB and KBG 14/15 and 120/72 -> 50 and 50/30 Mach Tornado Now preserves 100% of momentum, significantly faster, responds better to button presses. hitboxes changed to launch foes away rather than drag foes in (or in other words tornado now pushes instead of pulls) Duration can only be slightly affected by button presses Duration reduced from 47-105 frames to 46-48 frames. Hitbox priorities changed; preferred order is now bounce off the top of tornado, launched from front of tornado, launched from back of tornado, launched from bottom of tornado. Essentially, it's shorter, but much faster and very good at carrying opponents off the side blast lines! Drill Rush Startup speed and travel speed increased by 50% Travel duration reduced by ~1/4 Now properly carries opponents, Endlag significantly reduced if final hit connects Now has fixed knockback that launches opponent up and away rather than straight up (on the ground) or in the direction meta knight was traveling in (in the air). Very fast, high priority, and leads into combos! Shuttle Loop Is now Rising Slash Only has the rising portion of shuttle loop similar to 3.Q up-smash. Timing and hitboxes slightly modified, damage changed to 7/10 Invulnerability on startup removed Hitting foes at low percents makes this a great combo starter, while at high percents a solid finisher, also a great combo finisher near the top blastzone! Dimensional Cape Start-up and non-attack endlag reduced by 1/3 Travel distance reduced by 1/3 Ness Spoiler Forward Air Hitlag reverted to 3.5 PK Fire (Grounded) 4 frames of ending lag added. PK Thunder 1 Heavy armor removed on loop PSI Magnet (Release) Windbox size reduced from 50- 25 Peach Spoiler Item Throw strength increased- 1- 1.1 Dash Attack Only able to cancel after hitting outside of the specific special cancel Forward Tilt Sourspot damage increased 6- 10 Up Tilt Interrupt sped up 3 frames Down Tilt Interrupt delayed 3 frames Forward Smash (Frying Pan) Angle changed from 125-140 (Sends opponents backward over her head.) Up Smash sourspot damage increased. 8-11 (3%) Delayed sourspot damage increased. 10-12 (2%) Down Smash Total extra Shield damage decreased. 12- 6. Jump cancel on looping hits changed to Special Cancel. Jumping out of this attack made it safe on shield or allowed her to instantly cancel it on miss. Canceling into specials allows her to still do powerful followups with Side or Up B. She can still use it as a somewhat safe option in canceling into a Peach bomber and then a dodge, which just seems more fair than outright canceling into a free escape. The move now gains the benefit of being able to potentially bait spore counters by intentionally pressuring shields with it. Neutral Air Interrupt added 6 frames sooner 2 frame landlag cancel removed. Increased from 11- 12 frames Forward Air Hitlag reduced from 1- 0.5 Interrupt added 5 frames sooner landing lag reduced from 22- 16 frames Back Air Sourspot buffed from 7%- 11% Momentum only happens if the button is held. Landlag interrupt delayed from frame 9- 12 Up Air All hitboxes buffed 1%. Landlag interrupt delayed from frame 9- 12 Down Air Hold A to make the last hit into a spike. Damage on looping hits reduced by 1%. (Total damage of 14% from 17%) Forward Throw Hitlag reduced 1- 0.5 Toad Invincibility frames doubled. 4- 8 Peach Bomber 1.5 FSM added to reduce endlag on miss. Pichu Spoiler Low traction, low shield traction Specials, smashes, and aerials can now be charged by holding the respective attack button for the move, gaining new effects but dealing damage to Pichu Self damage removed except where mentioned Weird looking dark spots on left side of face fixed Crouching restores 1% every 30 frames and looks adorable Weight increased from 55-74 Up Smash: Initial hit trajectory 85 -> 101 BKB 80 -> 48 .8 fsm added after collisions have finished KBG 64 -> 69 Charge: 10% self damage, KBG 69 -> 93 Forward Smash: Now a single hit that does 18% damage Final hit trajectory 50 -> Sakurai Angle BKB 73 -> 69 KBG 89 -> 54 Charge: 10% self damage, KBG 54 -> 74 Down Smash: Now functions as Pikachu's down-smash except looping hit BKB removed Looping hit damage 2% -> 1% final hitdamage 3% -> 6% (total damage 15% -> 12%) interruptible immediately after last hitbox on hit .75 fsm added after last hit Final hit shield damage 0% -> 6% (total 18% shield damage) Charge: 8% self damage, final hit shield damage 6% -> 48% (total 60% shield damage) Jab Damage 2% -> 1% Dash Attack 7% damage, hits forward-up Forward Tilt Generates an electric hitbox past pichu's legs that does 6% damage and doesn't clash. Other hitbox damages standardized to 6% Up Tilt Now a quick vertical headbutt that deals 4% damage and launches foes directly up and generates an electric hitbox above pichu that doesn't clash and deals 4% damage at the start and 2% damage at the end of the move. Down Tilt Trajectory changed to knock up and in Neutral Air: Charge: 3% self damage, Drags the opponent with pichu, dealing up to 9% damage looping hits with a final 5% hit that launches opponents forward. Forward Air: Deals a single hit that does 14% initially decreasing to 9% after 10 frames Landing Lag 10 -> 8 Charge: 2% self damage, hits backwards, stops horizontal momentum Back Air NEW! Pichu swings his tail back, knocking opponents down and away Landing lag 10 -> 8 Deals 8% damage with mild knockback Charge: 4% self damage, damage 8% -> 12% damage, mild knockback -> strong knockback, semi-spike -> spike Up Air: Hitboxes moved back 2 frames Landing lag 20 -> 8 4% damage juggling uair. Timing of attack determines launch angle (starting at up, changes to diagonal) Charge: 4% self damage, 10% damage, trajectory constant 85, kbg 64 -> 80 Down Air: Landing Lag 34 -> 15 frames Drags the opponent with pichu dealing up to 7% damage. Ground impact does 4% and knocks opponents up and away. Charge: 6% self damage, launches pichu downwards at tremendous speeds, dealing 14% damage with a very strong spike. Cancels into specials on hit. Ground impact does 4%, knocks opponents flat and away, and has .5 fsm. Pummel: 5% opponent damage 2% Self Damage Duration: 13 -> 12 frames Back Throw Damage 5% -> 13% KBG 96 -> 138 Forward Throw Damage 2% -> 10% KBG 74 -> 54 BKB 74 -> 58 Up Throw Damage 6% -> 14% KBG 68 -> 120 Down Throw Damage 2% -> 7% KBG 90 -> 22 Trajectory 42 -> 138 Neutral-B (Nuzzle): Hitbox 32 WKB added Effect changed to paralyze FSM 1.5 -> 2.0 No longer generates a projectile and instead generates a short range hitbox on pichu. Charge (Electro Ball): 2% self damage Generates a projectile with idential properties to the hitbox from thunder wave FSM 2.0 -> 1.5 after 9 frames Side-B (Fling): Now functions as 2.0-MAX Olimar's self-toss, sending Pichu horizontally into the air. Can be cancelled into specials. Limited to twice per air time. Charge (Wild Charge): 6% self damage Launch speed doubled Damage on initial hitbox 13% -> 8% and element changed to electric Increased lag on miss Up-B (Agility): Now only one leg Does not cause special fall after end Usable 3 times per air time Range reduced by 20% Speed reduced by 50% Startup 1.5 fsm added Ending cancellable after 4 frames Does not use up midair jumps (unlike pikachu's up-b) No hitbox. 7% heavy armor during dash Charge (Volt Switch): 2% self damage Has a weak, electric hitbox that launches foes a fixed, short distance and stopping on impact Down-B (Thunderbolt): 1.5 fsm added Projectile changed to single hit (8%) Trajectory 270 -> 108, Projectile speed doubled Projectile lifespan halved Cancellable into attacks, jumps, and other specials after 18 frames (including fsm speedup) Projectile can no longer hit pichu Charge (Discharge): 12% self damage Immediately causes impact explosion instead of generating projectile Creates large 7% damaging hitbox that doesn't kill and much smaller 15% sweetspot that ko's around 65% (basically requires pichu to be standing in the other fighter) Horizontal velocity on use reduced by 75% to prevent stalling, .75 fsm added after explosion Air friction on use .016 -> .75 Pikachu Spoiler Jab Base KB increased. (4-12) Dash Attack Interrupt move up 9 frames. Trajectory changed 20 -> 90 BKB changed 53 -> 69 KBG changed 64 -> 24 Jump cancels on hit from frame 16 Hitlag reduced to 1x from 1.5x Forward Smash Shield damage drastically reduced. 21- 4 Up Smash Non-sweetspot damage increased 11 -> 13 Growth decreased by 6 to compensate. Sourspot damage increased 7 -> 10 Neutral Air Sourspot damage increased from 6-8. Up Air Middle hitboxes increased by 1%. (second set) Back Air IASA moved from frame 12 to frame 8 Thunder Jolt FSM slowed from 1.4-1.2 to prevent spam. Thunder Explosion now always hits at Sakurai angle Olimar Spoiler Pikmin Toss No longer causes crashes Pikmin Chain No longer prevents Olimar from acting or grabbing the ledge when Pikmin chain fails to grab the ledge Pit Spoiler Now has a 1/3 chance to say "You can't defeat me" on tech after 100% instead of saying it on every single tech past 100% Palutena's Bow Endlag increased with 0.75 FSM Angel Ring First 3 frames of startlag slowed. Final Smash You look different today, Lady Palutena! Ivysaur Spoiler Pummel: Damage 5% -> 4%, duration 24 -> 19 (total dps remains similar) Charizard Spoiler Fly Now deals fire damage instead of normal. Jab 3 Damage increased 1% Forward Tilt Dweetspot damage increased 2% Sweetspot Base kb decreased from 46- 40 Up Tilt Bone invulnerability terminates when the hitbox does. Forward Smash Invulnerability removed. Super armor starts when the hitboxes come out. (4 frames later) Neutral Air FSM reverted to normal Sourspot growth reduced 110 -> 105 Interrupt moved back 7 frames. 35- 42. Landing FSM reduced to 1 Landing Lag set to 16 frames Forward Air Replaced collisions with special collisions so that enemies hit by the sweetspot go in the direction he is facing Landing lag reduced 30-24 Back Air Sourspot growth reduced 110 -> 105 Landing lag reduced 22-16 Up Air Landing lag reduced 22- 16 Down Air Landing Lag reduced 35- 30 Down Throw Growth reduced 10 Squirtle Spoiler Double tap b during startup to skip charging Neutral air Hitboxes shrunken by 10% Ice Climbers Spoiler Dash Attack Endlag sped up 1.3x Forward Tilt Damage increased 1% Up Tilt Endlag sped up 1.2x Forward Smash Endlag sped up 1.2x Up Smash Endlag sped up 1.1x Down Air Growth increased 20 Hammer Squall Grab cancel changed to Jump Cancel Damage doubled 20 growth added 30 bkb added Trajectory changed from 30- 60 Jigglypuff Spoiler Attributes Jumps reduced from 11 - 6 Rest Flower element removed. Fire element added. Up Air Reverted to 2.X.6 and modified. Angle changed from 88- 78. Down Air Reverted to 2.x.6 Gravity No longer results in desynching R.O.B. Spoiler Down Smash Damage reduced on last 5 -> 2 BKB decreased 90 -> 85 KBG increased 105 -> 180 This decreases the amount of shield stun and also lowers the obscene amount of damage that ROB can get out if his opponent DIs out and gets caught in a second smash. Forward Air Kb growth decreased from 90-80. Base kb increased from 30-60. Interrupt removed. Landing Lag reduced 11-10 frames Back Air Landing Lag reduced 15-11 frames Netral Air Landing Lag reduced 20-15 frames Pummel Damage reduced from 4%- 3%. Arm Rotor Momentum removed, on hit cancel into attacks or grab added. Reflection restored. Roy Spoiler Midair Jump height reduced from 0.95- 0.88 Weight Increased- 100- 102 Fastfall speed increased by .3 Dash Attack Endlag increased. Fsm from 1.5- 1.3 Forward Air Hitlag increased on first hit by .4 on all but sourspot Landing Lag increased from 11-14 Back Air Frame 20 Interrupt made to only occour if the attack lands. Normal interrupt speed moved back to frame 30. Hitlag increased by .2 on all but sourspot Neutral Air Landing Lag increased from 10-12 Up Air Growth increased by 4. Down Air Growth increased by 7 on all hitboxes. Damage increased by 1%. Fire Blade Knockback and angle now match grounded version. Air Dash Momentum reduced from 1.7- 1.45 Double Edge Dance KB adjusted to make hits link better Low Finisher Number of voice clips reduced. Hi Finisher Start sped up by 10 frames. Given Semi Spike angle. Base KB reduced by 27 Growth reduced by 20 Normal Finisher Start sped up by 8 frames. Base KB reduced by 2 Growth reduced by 13 Blazer Max horizontal displacement 40 -> 30 Counter Base knockback reduced- 85- 75 Samus Spoiler Fusion of 2.x.6 and 3.Q Attribute Changes Air Mobility lowered. 0.7- 0.65 Run speed increased. 1.86- 1.9 Jumps and air jump multiplier reverted to normal Fast fall velocity increased. 1.75- 1.95 Weight slightly decreased. 108- 106 Taken directly from 3.Q Forward Tilts Up throw Down Throw Jabs Modified from 3.Q Growth reduced by 7. Dash Attack Sweetspot damage decreased 1%. Shield damage reduced from 8- 4. Endlag increased 5 frames. Up Tilt Modified from 3.Q Growth on non meteor reduced by 12. Down Tilt Modified 3.Q. Trip rate removed Interrupt delayed 9 frames. Growth decreased by 13 to allow the move to combo better. Damage decreased by 3% Forward Smash All hitboxes and trajectory from 3.Q. Damage normalized at 16%. No longer kills as early. Growth reduced by 15. Up Smash Modified 2.X.6. Final hit taken from 3.Q as well as option to choose between freezing or not freezing. Inputs switched. Hold for ice final. Don't hold for Aura final. Down Smash All hitboxes and trajectory from 3.Q. First hit Base KB lowered by 10. Damage decreased 1%. Neutral Air Modified from 3.Q. Sweetspot damage decreased 2%. Bkb increased by 15. Sourspot damage increased 2%. Landing Lag increased from 9-10 Forward Air Modified from 3.Q. has 1% higher damage on last hit but 11 less kbg. Angle changed for better connectivity. Interrupt pushed back 4 frames. Landing Lag increased from 9-12 Back Air Modified from 3.Q. Damage reduced 1%. Growth reduced by 3. Base KB reduced by 7. Hitboxes stay out one frame longer. Up Air Modified 3.Q. Final hitbox has 3% more damage but 20 less growth. Trajectory changed from straight up (90) to (77) Landing Lag increased from 9-12 Down Air Modified 3.Q. Damage reduced 3% Landing Lag increased from 9-15 Z Air Able to cancel into specials. Cannot be SDIed. Forward Throw Modified from 2.x.6. Growth increased by 17 Damage decreased by 2% Back Throw Modified from 2.x.6. Growth increased by 25 Power Shot Knockback growth increased drastically on all charges. Stun element added on uncharged shots. Full charged= 35- 25%. Shield damage increased. 3- 15 Near full charged= 28- 21%. Shield damage increased. 0- 12. High charge= 23- 18%. Shield damage increased. 0- 10. Mid charge= 18- 15%. Shield damage increased. 0- 8. Low= Shield damage increased. 0- 6. Weak Charge= 9- 10%. Shield damage increased. 0- 4. Weakest Charge= 6- 8%. Shield damage increased. 0- 2. Uncharged= 4- 6%. Missiles Seeker Modified from 2.X.6 Damage increased from 4- 5. Shield damage decreased from 17- 0. Added a second small explosion 12 frames after. Pops foes up a short distance allowing for aerial followups. Hitlag raised from 1- 1.2 Super Modified from 2.X.6 Made into hard hitting missiles that launch foes vertically and slightly toward Samus. Knockback adjusted. KOs at high percents, otherwise sets up for aerial followups. Shield damage removed. Damage decreased from 16- 15. Intangibility ends 2 frames sooner. Interrupt added on frame 50. Screw Attack Modified from 2.X.6. Made into a single hit KO move. Deals 17% damage with high shield damage and sends foes straight up. Hitbox size reduced from 15.2- 10. Hitstun reduced from 1.5- 1.3 Bombs Modified from 3.Q. High shield damage added. Capable of destroying a shield in two blasts. Damage increased 14- 15. Growth increased by 14. Zair Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair Sheik Spoiler Down Tilt Endlag increased by 3 frames Vanish Invulnerable frames at startup removed. Growth decreased by 10. Final Smash Damage increased from 47- 100. Sonic Spoiler Weight decreased by 5 FitSonic01 Now properly displays the Knuckles texture Jab 1 Interrupt placed 1 frame sooner Jab 2 Interrupt placed 6 frames sooner Jab 3 Interrupt placed 4 frames sooner. Forward Tilt Frame speed modifier after hitboxes end increased from 1.5- 1.7 Up Tilt Interrupt added 15 frames after hitboxes terminate Growth decreased by 20 on last hit Base Kb increased by 4 on last hit Damage decreased by 1% on last hit Trajectory changed from 70- 75 on last hit Down Tilt Damage decreased by 2% Trajectory lowered from 80/70/361- 20/10/0 Base kb decreased from 40/40- 32/32 Growth decreased by 12 Frame speed modifier after hitboxes terminate increased from 2x- 2.5 Forward Smash Damage increased 1% Down Smash Damage on first sourspot buffed by 3%. (Sweetspots on both sides before the weak hits.) Sourspot Weakest sourspot damage buffed by 2%. Angle normalized from 361- 90 Base kb normalized from 30- 35 Kb growth normalized from 90- 100 (The attack overall now has two properties as opposed to 4) Neutral Air Instashield lasts 2 frames longer. Forward Air Damage increased 1% on last hit. Up Air Damage increased 1% on last hit. Down Air Damage and KB all reduced and normalized. Dash Grab Starts up 3 frames faster Pivot Grab Starts up 3 frames faster Homing Attack Weight KB removed. Jump Cancel added to on hit. Bounce Hitbox trajectory changed. 52- 59 Spin Dash Turned into a hard hitting attack. Can kill at high percents. Otherwise it allows Sonic to basically cannonball into the enemy to launch them diagonally, giving him a nice amount of follow up options depending on how he hits them. Boost Now has an 20 frame cooldown starting from the end of the boost This change, alongside decreasing his weight, will prevent random spamming of Boost and make it less annoying to fight against while still keeping the move fun to use. Zero Suit Samus Spoiler Forward Tilt Trip rate on normal removed. Damage and knockback from low and normal have been swapped. This helps by making her low kick weaker, which means it trips longer, while her mid kick will deal more damage and knock farther. Down Tilt Trip rate removed. Down Smash Trip rate removed. Toon Link Spoiler Jabs 1, 2, 4 Frame speed modifier changed to a constant 1 frame buff at the start only. Jab 3 Damage increased by 2% Jab 4 BKB up 5. Dmg increased 1%. Forward Tilt Hi FSM added to make 1 frame faster. Forward Smash Interrupt delayed 3 frames Up Smash Interrupt delayed 4 frames Forward Air Damage increased 1% Up Air 1.5x Fsm added after hitboxes end. Interrupt removed. Down Air Jump Cancel re-added after frame 15. Landing Lag reduced by 10 frames. Grab Grabboxes reverted to Vbrawl. FSM 7 frames after they terminate reduced from 2- 1.5 Bow Dodge cancel changed to guard cancel Arrows given a 20 second timer. Damage increased by 2% to compensate for loss of overall control. Fixed a bug where Fire and Ice arrows had a slightly different chance of occouring Chances of Light Arrow given to both Fire and Ice, but slightly decreased on each to even out. Spin Attack Aerial version's last hit normalized. (No longer has a sourspot) Z Air Can now be directly performed out of the interruptible frames of aerial moves instead of having to perform an air dodge and then cancel into zair Wario Spoiler Bike: Explosion no longer hurts Wario Back Air: Hitbox duration reduced by 4 frames to better match animation Up Smash: All looping hits all have 40 WKB to prevent launching high damaged foes out of the move before the final hit. Wolf Spoiler Forward Smash Behavior reverted to 2.x.6 Blaster Laser Speed reverted to normal Wolf Flash Wolf no longer goes into specialfall after using Side-B Fire Wolf Up-B retains slight momentum when ending, so you can actually recover now. Yoshi Spoiler Forward Tilt 3 frames of endlag added Down Tilt 8 frames of endlag added Weight KB removed. Up Smash 5 frames of endlag added. Forward Smash Flower effect removed Down Smash 4 frames of endlag added Neutral Air Bkb decreased by 12 on initial hit. Endlag increased from 0-10 Landing lag increased from 9-12 Up Air Bkb reduced by 10 Back Air Landing lag decreased from 9-6 Down Air Landing lag increased form 6-12 Back Throw Growth and Base KB swapped. In 3.Q, they were the opposite of what we had intended. This resulted in Yoshi scoring KOs from 0 on stages with close blastlines. Zelda Spoiler Down Tilt: GFX on titled ground fixed, hitbox and gfx now attached to the (disjointed) throw bone instead of the base of Zelda's model Pummel Made into a quick double hit. Deals 5% reduced from 6%. Transform Now able to do the aerial cancels that can be done on the ground. Stages Spoiler Rumble Falls Visuals updated courtesy of Mewtwo2000 and the Project M dev team! Fixed Nana dying here if she fails her recovery Hyrule Temple Reverted to vBrawl Castle Siege No longer transforms Pokemon Stadium 1 Has been reverted to 2.x.6 Port Town Aero Dive All changes are from vBrawl Main platform and the hole in the track now have grabbable ledges All walls in the circular blue disc area are walljumpable There's a new seventh location replacement; the ROB Tower. The time spent on the ground at any given location is now consistently 15 seconds, disregarding any added time that incoming cars may give. Meaning if cars show up, the stage will be on the ground for a little longer. The cars deal 10% and kill much later as a result-The car hitboxes' size have been halved The wall hazard has no KBG The cars' paths have been altered; At the first location (the starting line), the middle of the track is a safe zone At the second location, the cars only drive in the middle of the track At the fifth location (the hole); the middle platform is now safe to stand on at all times, as well as hanging from the new ledges At the sixth location (the "stairs"), the middle of the track is a safe zone. Walkoff campers beware! Have fun, and as always, BREAK THE LIMITS!