Brawl Minus 4.0b is here!

Discussion in 'Announcements' started by Pin Clock, Sep 4, 2015.

  1. Pin Clock

    Pin Clock Project Leader Minus Backroom

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    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
    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 “OH GOD WHY CAN'T I MOVE” 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
    Captain Falcon
    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
    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
    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
    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
    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 “really good but also really gimpable” that it used to have in MAX without it taking really long to use the move like it did then.

    Fox
    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 “uThrow->uAir” combo from Melee.

    Mr. Game & Watch
    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
    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
    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
    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
    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
    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
    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
    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
    Thunderhand
    Super armor removed.

    Pummel
    Is now able to hit Pichu

    Mario
    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
    Up Smash
    Hitboxes shrunk to prevent stage spikes and better link to the sword hitboxes.

    Meta Knight
    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 “Get off me!” 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
    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
    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
    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
    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
    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
    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
    Pummel:
    Damage 5% -> 4%, duration 24 -> 19 (total dps remains similar)

    Charizard
    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
    Double tap b during startup to skip charging

    Neutral air
    Hitboxes shrunken by 10%

    Ice Climbers
    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
    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.
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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!
     
    Last edited: Jan 17, 2016
  2. Doqtor Kirby

    Doqtor Kirby Resident Design Nitpicker Minus Backroom

    Messages:
    726
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    https://discord.gg/J5gNV6m
    B- FC:
    5072.0955.0437
    Main:
    I now have to buy Smash 4 and Bouncing Fish out the window.

    It was released on the 3rd where I live.
     
    3 people like this.
  3. Bent 00

    Bent 00 Longtime Limit Breaker

    Messages:
    1,588
    B- FC:
    1461-6025-1473
    Good job getting this out so early on the 4th. I wasn't expecting it to show up until near the end of the day.

    Will try this out very soon...
     
    Last edited by a moderator: Sep 4, 2015
  4. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    I loved NSM, but this new Ike feels so tight and smooth!

    He also gains more vertical distance on his Aether! Amazing!
     
  5. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    Although I'm noticing Ike can't cancel Quickdraw into Eruption!

    That really sucks considering how great it was against characters that try to cross him up! Although I suppose with the Eruption storage it could be easily spammable....
     
  6. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

    Messages:
    223
    Main:
    Enjoy the changes everyone. Have fun finding new ways to break the stuff we worked so hard on ;) (do let us know if anything serious breaks!)
     
  7. Thor

    Thor Well-Known Member

    Messages:
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    Location:
    Minnesota (for summer), UIUC (for school year)
    B- FC:
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    Disappointed in some changes [mainly Samus dtilt and Falco down+b, while Pikachu fsmash is still escapable].

    Also, unless this purposefully excludes other changelogs, very upset that Charizard fair didn't get the correct buff, that ROB nair didn't get buffed, that Ike can't store eruption [and the list goes on]. If all of those changes were incorporated then I'm not worried but it's otherwise highly disappointing that so much promised stuff just didn't happen.

    However, I AM excited to try the new MK [and while I'll miss invulnerable raptor boost, it was likely for the best].

    Speaking of raptor boost, would a KO power boost be out of the question for 4.0? With higher fallspeeds it KOs later, and it's not a stellar KO option to begin with, especially without the invulnerability.

    Excited for new Castle Siege [and I hope blastzones on retro stages were tweaked, but if not, PELASE do that in 4.0 proper!]
     
  8. Mawootad

    Mawootad Minus Backroom

    Messages:
    366
    B- FC:
    1509-2394-9354
    Main:
    Ike can store eruption in 4.0b, as that's part of the revert to 2.x.6, and the blast zones on the retro stages should have been tweaked. Not sure if they was accidentally left out of the changelog or if they just weren't included when putting everything together for some reason, but I can guarantee that the fixes will be in 4.0.
     
  9. Pin Clock

    Pin Clock Project Leader Minus Backroom

    Messages:
    1,014
    Location:
    Jersey
    They were! I forgot to mention those, I will update the changelog!
     
    3 people like this.
  10. Thor

    Thor Well-Known Member

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    Minnesota (for summer), UIUC (for school year)
    B- FC:
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    This makes me happy about the stages, but I worry for Charizard's fair [when we were told all hitboxes would have some sort of KB] and ROB's nair [when we were told he'd get the ability to control his nair's rotation speed back], among other things...
     
  11. Pin Clock

    Pin Clock Project Leader Minus Backroom

    Messages:
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    Location:
    Jersey
    That is there, just worded differently.
    As for R.O.B., it's like when we were going to make Boost like Super Speed. It was a good idea at the time, but in practice it didn't work. We may revisit it for 4.0 if R.O.B. is in need of a little power.
     
  12. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    How does Link activate his Jump Strike? Doesn't seem like it works like the old Ending Blow.
     
  13. Bent 00

    Bent 00 Longtime Limit Breaker

    Messages:
    1,588
    B- FC:
    1461-6025-1473
    *reads changelist*

    Global/Codes
    Why didn't you include the new Taunt = Footstool code that Magus made just for Minus? TYPE 3 was the most popular one, and I personally tested it online (it works perfectly). Don't tell me I got permission for those codes from Magus and ds22 for nothing...

    Captain Falcon
    I don't think Raptor Boost intangibility needed to be removed -- Falcon is very vulnerable to getting zoned, and that intangibility helped him a lot.

    Ganondorf
    Wasn't Warlock Punch supposed to be getting some damage-based armor? Changed your mind?

    Ike
    It's a shame that No Sympathy Mode has been removed entirely. It was a cool mechanic unique to Minus. At least Ike can store Eruption again...

    Kirby
    I'm glad to see the Inhale -> Grab option removed. It really did overshadow Copy Abilities. Speaking of which, good job updating so many of them in time for the Beta.

    Snake
    Are you done with Snake? He hasn't been updated in a long time. Two new taunts, please... Cloaking Device and something simple.

    Zelda
    I was hoping Kien's buff to Zelda's Up-B would make it in. A buffed Grab would've been nice. Good job fixing her D-Tilt on slopes.
     
    Last edited by a moderator: Sep 4, 2015
  14. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

    Messages:
    223
    Main:
    NOTICE:
    One of the most important things in this beta is the changes to the fallspeed and hitstun. Your findings and opinions here will undeniably influence the future of these changes directly, so make sure to keep them in mind while testing. Broken combos, broken recoveries, etc etc. These are all important things to be reported as soon as you can :)
     
  15. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    It wasn't mentioned that Ike's Ikecopter now gains much less distance, but I feel like that's only because of the increased fallspeed. Though now it seems to serve little utility other than the fact that it keeps Ike in a certain place, thus increasing the duration of the attack and thus the possibility of a read.
     
  16. DERUDERUDERUDERU

    DERUDERUDERUDERU New Member

    Messages:
    1
    Hi, I'm very interested in trying out the new version of Brawl-, but will there be an ISO patcher available? Would make it much easier for netplay/USB Loader purposes.
     
  17. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    Also are we being told to report Minus for being broken? lol what?
     
    2 people like this.
  18. Pin Clock

    Pin Clock Project Leader Minus Backroom

    Messages:
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    Location:
    Jersey
    Your inputs can help make 4.0 better, especially since fall speed and hitstun were changed, some things may be more broken or underpowered than they should be.
     
  19. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
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    Location:
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    Main:
    I'm assuming it's also intentional that Wario's crate can be used against him considering that it wasn't patched
     
  20. Kien

    Kien A Meaningless Circle Minus Backroom

    Messages:
    639
    Location:
    Tennessee
    Main:
    Subscribing to this thread.
     
  21. Mariosonicman1

    Mariosonicman1 Active Member

    Messages:
    181
    Main:
    im stoked to play this...... but pichus weight has been incressed? god pichu is gonna fall faster then ganondorf landing his one hit ko.
     
  22. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    Ike can't quickdraw into quickdraw on the ground anymore????
     
  23. Bent 00

    Bent 00 Longtime Limit Breaker

    Messages:
    1,588
    B- FC:
    1461-6025-1473
    Reposting these questions since no one responded on Page 1...
     
  24. Pin Clock

    Pin Clock Project Leader Minus Backroom

    Messages:
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    Location:
    Jersey
    We hadn't checked or had a chance to test it ourselves. It will certainly be looked into and implemented in the full version of 4.0.

    It was, but then we realized giving any armor to an OHKO move is a very bad idea.

    For the most part.
     
  25. Lucis Perficio

    Lucis Perficio Radiant Hero of Blue Flames

    Messages:
    228
    Location:
    Crimea, Tellius
    Main:
    Also can't cancel Ike's quickdraw into specials at all anymore on the ground.

    Eruption out of aerial quickdraw remains, but can't even counter out of a grounded quickdraw bruh :/
     

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