![NKofUKn.png](https://i.imgur.com/NKofUKn.png)
With our release of 4.1 coming up very soon, people really want to know what has been changed! So to help tide you over until release, here are the list of changes from BC that take Minus to a whole new level!
CHANGELOG
Memory Expansion Code optimized.
CPU Default Level is now set to 9, new names for CPU levels
Footstools can now be performed with Taunt (Thanks to Magus and ds22)
Tons of text changes/fixes, including in-game statements of things that may not work right (such as certain event matches)
Smash 4 style Team Colors have been added
Completely New HUD
Stock Icons! (Stock Icons for our alt costumes and new characters by The Bug Man™)
Coin Mode counts coins again
Classic and All Star can now be played to completion
Rotation Mode works again
Tourney Mode redirects to Rotation for now
Turbo Mode added
Your favorite mode! Go nuts! Destroy your opponents by cancelling so many moves into other moves they won't know what they got combo'd by! Make mashing your controller look like true skill!
Angled Camera Mode replaced with All Star Mode
Your other favorite mode, you can battle foes as multiple characters! Select characters in the order you want them to be used, and beat your foes!
Flower Mode replaced with Element Mode
Each hit will deal a random element. In this mode, ANYTHING CAN HAPPEN!
Added a Ledge Grab Limit, which is set to 5
You are now only able to grab the ledge with invincibility 5 times before you have to land on the stage before you get invincibility again. This overdue code was finally put into place to fix the over prevalent amount of stall found in competitive play.
Flat Shield Stun reduced from 7.4->6.4
Lowered Shield Pushback
Powershield Parry added, adding the following effects to Powershield:
-Reflects Projectiles
-Refresh powershield window
-No shield damage, stun, or pushback
-Total of 5 frames of hitlag (minus 1 frame)
-Instant shield drop on release shield for the next 10 frames after hitlag ends
-Up to 5 frames of intangibility on shield drop, capped by 10 frames after hitlag ends
Before, Powershielding sometimes wound up being worse than regular shielding. This is never going to be the case again.
Controls and Rumble can now be toggled in the CSS
Press X when hovering over your name to adjust controls ad Rumble Rumble for that name
Rematch code reworked
During Pause Hold
GameCube Controller: L-R-A-B-START/PAUSE
Classic Controller: L-R-A-B-START
Wii Remote + Nunchuck: Z-C-B-1-PLUS OR Z-B-1-MINUS-PLUS Wii
Remote: B-1-2-MINUS-PLUS
Upon seeing "GAME" Hold
GameCube Controller: L-R-B
Classic Controller: L-R-B
Wii Remote + Nunchuck: Z-C OR PLUS-MINUS
Wii Remote: PLUS-MINUS
Return to CSS from SSS by Holding
GameCube Controller: L-R-A
Classic Controller: L-R-A
Wii Remote + Nunchuck: Z-B-1 Wii Remote: B-1-2
CPU Default Level is now set to 9, new names for CPU levels
Footstools can now be performed with Taunt (Thanks to Magus and ds22)
Tons of text changes/fixes, including in-game statements of things that may not work right (such as certain event matches)
Smash 4 style Team Colors have been added
Completely New HUD
Stock Icons! (Stock Icons for our alt costumes and new characters by The Bug Man™)
Coin Mode counts coins again
Classic and All Star can now be played to completion
Rotation Mode works again
Tourney Mode redirects to Rotation for now
Turbo Mode added
Your favorite mode! Go nuts! Destroy your opponents by cancelling so many moves into other moves they won't know what they got combo'd by! Make mashing your controller look like true skill!
Angled Camera Mode replaced with All Star Mode
Your other favorite mode, you can battle foes as multiple characters! Select characters in the order you want them to be used, and beat your foes!
Flower Mode replaced with Element Mode
Each hit will deal a random element. In this mode, ANYTHING CAN HAPPEN!
Added a Ledge Grab Limit, which is set to 5
You are now only able to grab the ledge with invincibility 5 times before you have to land on the stage before you get invincibility again. This overdue code was finally put into place to fix the over prevalent amount of stall found in competitive play.
Flat Shield Stun reduced from 7.4->6.4
Lowered Shield Pushback
Powershield Parry added, adding the following effects to Powershield:
-Reflects Projectiles
-Refresh powershield window
-No shield damage, stun, or pushback
-Total of 5 frames of hitlag (minus 1 frame)
-Instant shield drop on release shield for the next 10 frames after hitlag ends
-Up to 5 frames of intangibility on shield drop, capped by 10 frames after hitlag ends
Before, Powershielding sometimes wound up being worse than regular shielding. This is never going to be the case again.
Controls and Rumble can now be toggled in the CSS
Press X when hovering over your name to adjust controls ad Rumble Rumble for that name
![da804f83de.gif](https://puu.sh/wSL1g/da804f83de.gif)
During Pause Hold
GameCube Controller: L-R-A-B-START/PAUSE
Classic Controller: L-R-A-B-START
Wii Remote + Nunchuck: Z-C-B-1-PLUS OR Z-B-1-MINUS-PLUS Wii
Remote: B-1-2-MINUS-PLUS
Upon seeing "GAME" Hold
GameCube Controller: L-R-B
Classic Controller: L-R-B
Wii Remote + Nunchuck: Z-C OR PLUS-MINUS
Wii Remote: PLUS-MINUS
Return to CSS from SSS by Holding
GameCube Controller: L-R-A
Classic Controller: L-R-A
Wii Remote + Nunchuck: Z-B-1 Wii Remote: B-1-2
Some results animations reverted to 2.x.6
uTaunt
Now has a YESSSSSSS sfx on it
Knee of Justice (fAir)
No longer forces the foes to fly in the direction Falcon is facing
FALCON PUNCH!
Reverse Falcon Punch now deals 1% more damage than forward Punch
This is to match Reverse's properties in vBrawl
PAWNCH!
Fixed this move from slowing down upon landing if Falcon started it in the air
Raptor Boost
-Damage increased to 15% total
-KBG reduced 82 -> 62 to compensate for damage increase
-Shield Damage increased from 0-10
Falcon Kick
-Is now B-reverseable
uTaunt
Now has a YESSSSSSS sfx on it
Knee of Justice (fAir)
No longer forces the foes to fly in the direction Falcon is facing
FALCON PUNCH!
Reverse Falcon Punch now deals 1% more damage than forward Punch
This is to match Reverse's properties in vBrawl
PAWNCH!
Fixed this move from slowing down upon landing if Falcon started it in the air
Raptor Boost
-Damage increased to 15% total
-KBG reduced 82 -> 62 to compensate for damage increase
-Shield Damage increased from 0-10
Falcon Kick
-Is now B-reverseable
Some results animations reverted to 2.x.6
fSmash
Shield Damage: 1->10
fSmash
Shield Damage: 1->10
fAir
-Looping Hitbox hitlag multiplier reduced from x0 -> x0.5
-Finishing Hitbox size 10 -> 8
fSmash
Windbox no longer affects Grounded Foes
Fire Bird
-Distance reduced to match Fox's
-Repeating Hitboxes size 8 -> 6.8
-Finishing Hitbox size 10 -> 8
While we got rid of the PERSONALLY I PREFER THE-FIRE! Ages ago, we never rebalanced the move since. Well it's about time we finally got to doing that.
-Looping Hitbox hitlag multiplier reduced from x0 -> x0.5
-Finishing Hitbox size 10 -> 8
fSmash
Windbox no longer affects Grounded Foes
Fire Bird
-Distance reduced to match Fox's
-Repeating Hitboxes size 8 -> 6.8
-Finishing Hitbox size 10 -> 8
While we got rid of the PERSONALLY I PREFER THE-FIRE! Ages ago, we never rebalanced the move since. Well it's about time we finally got to doing that.
Hop V 1.95 -> 2.34
Jumpsquat 3 -> 4
Wavedashing
sliding off ledges is allowed in more subactions, making it behave more proper and less clunky
Dash Attack
Attack Cancel moved from Frame 16 -> 23
Nair
Cancel frame 31 -> 25
Landlag 7 -> 9
Dair
Cancel frame 31 -> 25
Landlag 9 -> 11
Fair
Momentum boost x1.1
This is so the move can retain its old properties after the Gravity increase in 4.0b
bThrow
Endlag is cancellable starting at frame 33
Fire Fox
Can now grab edge during charge animation.
Can now grab the edge during the "moving" animation, instead of just the end
Reflector
SFX changed to be identical to Melee's
BLIP BLIP BLIP BLIP BLIP
Jumpsquat 3 -> 4
Wavedashing
sliding off ledges is allowed in more subactions, making it behave more proper and less clunky
Dash Attack
Attack Cancel moved from Frame 16 -> 23
Nair
Cancel frame 31 -> 25
Landlag 7 -> 9
Dair
Cancel frame 31 -> 25
Landlag 9 -> 11
Fair
Momentum boost x1.1
This is so the move can retain its old properties after the Gravity increase in 4.0b
bThrow
Endlag is cancellable starting at frame 33
Fire Fox
Can now grab edge during charge animation.
Can now grab the edge during the "moving" animation, instead of just the end
Reflector
SFX changed to be identical to Melee's
BLIP BLIP BLIP BLIP BLIP
Initial dash speed 1.3 -> 1.8
Max run speed 1.16 -> 1.25
Double jump multiplier .95 -> 1.05
nAir
New vBrawl based combo oriented nAir
Before with the Multi-hit nAir, Ganon would find that rather than delivering a devastating 4 hit combo to his foes, that they'd be escaping it mid-combo or worse, deliver a devastating 4 hit combo....to a shield and being punished afterwards. While we have tried adjusting it in the past, we have ultimately decided it would be better for Ganon to try out a new nAir instead that focuses on his combo game, since most of his other moves are already finishers.
bAir
Speed it up by a tiiiiiny bit
dThrow
Damage reduced from 15% -> 8%
Wizard's Foot
This move is now B-Reverseable
Max run speed 1.16 -> 1.25
Double jump multiplier .95 -> 1.05
nAir
New vBrawl based combo oriented nAir
Before with the Multi-hit nAir, Ganon would find that rather than delivering a devastating 4 hit combo to his foes, that they'd be escaping it mid-combo or worse, deliver a devastating 4 hit combo....to a shield and being punished afterwards. While we have tried adjusting it in the past, we have ultimately decided it would be better for Ganon to try out a new nAir instead that focuses on his combo game, since most of his other moves are already finishers.
bAir
Speed it up by a tiiiiiny bit
dThrow
Damage reduced from 15% -> 8%
Wizard's Foot
This move is now B-Reverseable
Some Results animations reverted to 2.x.6
fAir
Removed windboxes from the landing portion of the attack
Eruption
Fixed full charged indicators not synching when Ike goes from Air to Ground
All of Ike's fire is now Blue dabadidabada
Quick Draw
Can now cancel into taunts on the ground
Aether
Changed from no armor to Super Armor (lasts till the last 23 frames)
Down Taunt
Hitbox added when Ike slams his sword into the ground
fAir
Removed windboxes from the landing portion of the attack
Eruption
Fixed full charged indicators not synching when Ike goes from Air to Ground
All of Ike's fire is now Blue dabadidabada
Quick Draw
Can now cancel into taunts on the ground
Aether
Changed from no armor to Super Armor (lasts till the last 23 frames)
Down Taunt
Hitbox added when Ike slams his sword into the ground
Forward Tilt (Angled Up)
All Hitboxes: Trip Rate: 100% -> 0%
Hitboxes 0 - 1: DMG: 5 -> 11
Hitbox 2: DMG: 4 -> 10
Angle: 361 -> 40
Inhale
Odd of losing Power when hit: 128 -> 0
When you get a copy ability it is almost impossible to lose it from being hit by your opponent.
Final Cutter
Endlag 35 -> 25
Projectile
Angle 56 -> 116
WBK 120 -> 0
KBG 100 -> 0
BKB 10 -> 90
Anti-stage-spike property added
Kirby's UpB now behaves how it did during 3.Q, in which the hitbox now pulls foes towards Kirby to encourage more Kirby comboes rather than pure spacing, while also addressing the reason we removed this functionality in the first place by adding our anti-stage spike property to it.
All Hitboxes: Trip Rate: 100% -> 0%
Hitboxes 0 - 1: DMG: 5 -> 11
Hitbox 2: DMG: 4 -> 10
Angle: 361 -> 40
Inhale
Odd of losing Power when hit: 128 -> 0
When you get a copy ability it is almost impossible to lose it from being hit by your opponent.
Final Cutter
Endlag 35 -> 25
Projectile
Angle 56 -> 116
WBK 120 -> 0
KBG 100 -> 0
BKB 10 -> 90
Anti-stage-spike property added
Kirby's UpB now behaves how it did during 3.Q, in which the hitbox now pulls foes towards Kirby to encourage more Kirby comboes rather than pure spacing, while also addressing the reason we removed this functionality in the first place by adding our anti-stage spike property to it.
Jumpsquat 7 -> 6
Spotdodge Active frames increased from 3-26 to 2-26
dTilt
Is now two hits, pulling foes towards Bowser with the first and letting them out with the second. Press A during the first attack to do the second.
uSmash, dSmash
Added the roll cancels that fSmash has on their charging portions
Whirling Fortress
Initial Hitbox now extends the same distance both in front and behind Bowser
Endlag decreased on ground
uAir
Armor removed when hitboxes are not out
Spotdodge Active frames increased from 3-26 to 2-26
dTilt
Is now two hits, pulling foes towards Bowser with the first and letting them out with the second. Press A during the first attack to do the second.
uSmash, dSmash
Added the roll cancels that fSmash has on their charging portions
Whirling Fortress
Initial Hitbox now extends the same distance both in front and behind Bowser
Endlag decreased on ground
uAir
Armor removed when hitboxes are not out
Bair
First hit has autolink angle, less endlag (10 frames?)
Fair
FSM between first and second hits (1.3?)
Landlag window frames 2-50 -> frames 24-50 (moved from start of fair to immediately before start of second slash of fair)
Arrow
Can cancel arrow draw into Roll and Shield
Gale Boomerang
Returning dragging hitbox angle changed to 90 from 0 when reflected
This eliminates a reflected Boomerang being very likely to kill Link if he doesn't shield. While this was hilarious and a long time Minus feature, we had to remove it due to giving Power Shields reflects causing the Boomerang to be a hinderance in every match-up rather than a few, and changing it to always have some sort of use and reflecting a much less fatal consequence.
Bomb Pull
1.5->1.7 FSM
No longer has a random chance to pull deku nut
Instead, Link pulls deku nuts on a 45 second timer
Link flashes white and green when a deku nut is available
These changes eliminate some cheese and add some strategy to Link. Now he can't throw two bombs up in the air and mash until he gets a Deku Nut, nor can he be lucky and get two Deku Nuts in a row. On the flip side, Link can't kill himself by immediately throwing what he pulls on reflex without thinking about what he may have gotten or by doing those inputs reflexively. Now Deku Nuts have no RNG associated with them and can be utilized in ways more beneficial to Link and fair to his foes.
First hit has autolink angle, less endlag (10 frames?)
Fair
FSM between first and second hits (1.3?)
Landlag window frames 2-50 -> frames 24-50 (moved from start of fair to immediately before start of second slash of fair)
Arrow
Can cancel arrow draw into Roll and Shield
Gale Boomerang
Returning dragging hitbox angle changed to 90 from 0 when reflected
This eliminates a reflected Boomerang being very likely to kill Link if he doesn't shield. While this was hilarious and a long time Minus feature, we had to remove it due to giving Power Shields reflects causing the Boomerang to be a hinderance in every match-up rather than a few, and changing it to always have some sort of use and reflecting a much less fatal consequence.
Bomb Pull
1.5->1.7 FSM
No longer has a random chance to pull deku nut
Instead, Link pulls deku nuts on a 45 second timer
Link flashes white and green when a deku nut is available
These changes eliminate some cheese and add some strategy to Link. Now he can't throw two bombs up in the air and mash until he gets a Deku Nut, nor can he be lucky and get two Deku Nuts in a row. On the flip side, Link can't kill himself by immediately throwing what he pulls on reflex without thinking about what he may have gotten or by doing those inputs reflexively. Now Deku Nuts have no RNG associated with them and can be utilized in ways more beneficial to Link and fair to his foes.
- Adjusted MAX aura aura sphere size:
- Base Aura Sphere Growth: 3.0 -> 1.2
- Aura Sphere Size Table:
1.0 -> 1.0
1.33 -> 1.15
1.64 -> 1.22
1.97 -> 1.43
2.34 -> 1.55
2.81 -> 2.75
3.31 -> 1.85
4.0 -> 2.1
These are all to stop an ULTRATAUNT MAX AURA Lucario from winning games just by using Aura Sphere, rather than playing the High Risk High Reward game he was designed to play.
Double Team
Endlang increased to prevent spam and enable Lucario being punished for Double Team Spam
This isn't our ideal change to this move, but we're hoping this fixes the issues with the move for now.
- Base Aura Sphere Growth: 3.0 -> 1.2
- Aura Sphere Size Table:
1.0 -> 1.0
1.33 -> 1.15
1.64 -> 1.22
1.97 -> 1.43
2.34 -> 1.55
2.81 -> 2.75
3.31 -> 1.85
4.0 -> 2.1
These are all to stop an ULTRATAUNT MAX AURA Lucario from winning games just by using Aura Sphere, rather than playing the High Risk High Reward game he was designed to play.
Double Team
Endlang increased to prevent spam and enable Lucario being punished for Double Team Spam
This isn't our ideal change to this move, but we're hoping this fixes the issues with the move for now.
dTaunt
Hold it down to extend the duration of the taunt
Hold it down to extend the duration of the taunt
Up Tilt (Early Hit)
Hitbox 3: X Axis: 3.6 -> 5.5
Up Tilt (Late Hit)
Hitbox 3: X Axis: 3.6 -> 5.5
In layman's terms, the hitboxes have been increased to match the length of the sword
Hitbox 3: X Axis: 3.6 -> 5.5
Up Tilt (Late Hit)
Hitbox 3: X Axis: 3.6 -> 5.5
In layman's terms, the hitboxes have been increased to match the length of the sword
Win1
Changed vocal SFX from "Come back when you can put up a fight" to "Now my Power is without rival!"
Forward Roll
Active frames 5-12 -> 4-12
Dair
Sweet spot angle 285 -> 295
Sweet spot BKB/KBG 50/50 -> 53/53
Sour spot angle 285 -> 295
Sour spot BKB/KBG 50/75 -> 53/53
These are nerfs to the move's power that should hopefully fix the issues it has
Glide Attack
Now transcendant
Drill Rush
Now transcendant
Changed vocal SFX from "Come back when you can put up a fight" to "Now my Power is without rival!"
Forward Roll
Active frames 5-12 -> 4-12
Dair
Sweet spot angle 285 -> 295
Sweet spot BKB/KBG 50/50 -> 53/53
Sour spot angle 285 -> 295
Sour spot BKB/KBG 50/75 -> 53/53
These are nerfs to the move's power that should hopefully fix the issues it has
Glide Attack
Now transcendant
Drill Rush
Now transcendant
Fixed his AI
Spot Dodge
Given the same GFX + SFX as PM Mewtwo
fThrow
Changed Lucario SFX to Mewtwo SFX
fAir
Granted a bit more range (1)
kbg 95 -> 115
uAir
bkb 15/24 -> 20/30
kbg 110/100 -> 90/80
Up Tilt
BKB: 35 -> 45
KBG: 130 -> 110
Up Smash
Hit 1
Hitbox 1: X Offset: 6 -> -6
Multihit and Final hit gain a 5th hitbox with the same properties as their 3rd Hitbox, except the X Offset is -5.5, rather than 5.5
Shadow Ball
Fixed holding armored foes in hitlag forever (removed hitlag every 7 hits)
Teleport
Fixed Mewtwo remaining invisible if teleport into a walljump/Wallcling
When ledge snapping out of teleport Mewtwo is now vulnerable for 2 frames similar to other teleportation moves
Teleport Cancels on Aerials are now On-Hit only
Future Sight
Projectile can no longer be reflected or absorbed.
Spot Dodge
Given the same GFX + SFX as PM Mewtwo
fThrow
Changed Lucario SFX to Mewtwo SFX
fAir
Granted a bit more range (1)
kbg 95 -> 115
uAir
bkb 15/24 -> 20/30
kbg 110/100 -> 90/80
Up Tilt
BKB: 35 -> 45
KBG: 130 -> 110
Up Smash
Hit 1
Hitbox 1: X Offset: 6 -> -6
Multihit and Final hit gain a 5th hitbox with the same properties as their 3rd Hitbox, except the X Offset is -5.5, rather than 5.5
Shadow Ball
Fixed holding armored foes in hitlag forever (removed hitlag every 7 hits)
Teleport
Fixed Mewtwo remaining invisible if teleport into a walljump/Wallcling
When ledge snapping out of teleport Mewtwo is now vulnerable for 2 frames similar to other teleportation moves
Teleport Cancels on Aerials are now On-Hit only
Future Sight
Projectile can no longer be reflected or absorbed.
Dash Speed: 1.3 --> 1.6
Max run speed: 1.393 --> 1.65
PSI Magnet
Hitbox initial frame 4 -> 1
Initial hitbox damage 5 -> 8
Jump cancel starting frame 4 -> 1
BKB 100 -> 80
Trajectory 90 -> 75
Looping hitboxes removed (Looping hitboxes previously made the damage and trajectory effectively 8 and 75 respectively)
Now intangible from frames 1-4
Endlag when not cancelled reduced
Hitbox position fixed to correctly match the position of PSI magnet's gfx
Max run speed: 1.393 --> 1.65
PSI Magnet
Hitbox initial frame 4 -> 1
Initial hitbox damage 5 -> 8
Jump cancel starting frame 4 -> 1
BKB 100 -> 80
Trajectory 90 -> 75
Looping hitboxes removed (Looping hitboxes previously made the damage and trajectory effectively 8 and 75 respectively)
Now intangible from frames 1-4
Endlag when not cancelled reduced
Hitbox position fixed to correctly match the position of PSI magnet's gfx
Backward Roll:
Active frames 5-20 -> 4-20
Toad
Invulnerability on successful counter 4 frames --> 10 frames
Spores cannot be reflected or absorbed
Peach Bomber
Special Interrupt: Frame 26 -> Frame 22
Toad Interrupt: Now only happens on pressing b without control stick input instead of on any b press
Turnip Pluck:
Fixed item pluck rate to 1/20 instead of 1/14
Fair:
Hitlag and SDI multiplier .5 -> 1
Parasol:
Now correctly recovered in (hopefully) all situations
Parasol fails to activate instead of immediately putting Peach into standard fall when used in the air
Active frames 5-20 -> 4-20
Toad
Invulnerability on successful counter 4 frames --> 10 frames
Spores cannot be reflected or absorbed
Peach Bomber
Special Interrupt: Frame 26 -> Frame 22
Toad Interrupt: Now only happens on pressing b without control stick input instead of on any b press
Turnip Pluck:
Fixed item pluck rate to 1/20 instead of 1/14
Fair:
Hitlag and SDI multiplier .5 -> 1
Parasol:
Now correctly recovered in (hopefully) all situations
Parasol fails to activate instead of immediately putting Peach into standard fall when used in the air
Specials (Specifically his SideBs and UpBs)
Can now be used again after being hit
Side-Bs/Charged dair/charged fair
no longer affected by hitstun
Down Air Landing (Button held)
Hitbox Size: 8 -> 6
HeadN hurtbox
Offset (0,1,.4) -> (-1,2,.4)
Stretch (0,1.5,.4) -> (2,2.5,.6)
Basically pichu's hurtbox extends to cover most of his ears
Fsmash
Graphic effect no longer disappears on up and low tilted fsmash
Can now be used again after being hit
Side-Bs/Charged dair/charged fair
no longer affected by hitstun
Down Air Landing (Button held)
Hitbox Size: 8 -> 6
HeadN hurtbox
Offset (0,1,.4) -> (-1,2,.4)
Stretch (0,1.5,.4) -> (2,2.5,.6)
Basically pichu's hurtbox extends to cover most of his ears
Fsmash
Graphic effect no longer disappears on up and low tilted fsmash
Side Taunt:
IASA frame 60
Pika PIKAA!!Pika PIKAPika PIKAPika PIKAA!!~~
UpAir:
Sweetspot on the tip of the tail meteors opponents, sourspot sends them slightly downwards behind
IASA frame 60
Pika PIKAA!!Pika PIKAPika PIKAPika PIKAA!!~~
UpAir:
Sweetspot on the tip of the tail meteors opponents, sourspot sends them slightly downwards behind
Spot dodge
Active frames 3-20 -> 2-20
Pikmin Pluck
-Now regains all height boosting charges upon entering hitstun
-Momentum no longer affected by hitstun
-Can now be used to meteor cancel
Pikmin Chain
-Now stops Olimar's downwards momentum
Active frames 3-20 -> 2-20
Pikmin Pluck
-Now regains all height boosting charges upon entering hitstun
-Momentum no longer affected by hitstun
-Can now be used to meteor cancel
Pikmin Chain
-Now stops Olimar's downwards momentum
Backward roll active frames
4-17 -> 4-19
Wings of Icarus
Can now be used up to 3 times in the air, with the counter refreshing if Pit is hit during this time
4-17 -> 4-19
Wings of Icarus
Can now be used up to 3 times in the air, with the counter refreshing if Pit is hit during this time
Improved Entry Animation
dTilt
Increased Damage by 1%
fSmash
Slightly increased damage and knockback growth
dAir
Dair: Sourspot damage 2 -> 6
BKB 12 -> 13
KBG 4 -> 1
Grounded sweetspot damage 0 -> 10
Endlag frames 64 -> 52 (same as autocancel)
Sweetspot sizes 4/4+1/6 -> 6+1/6
Sweetspot Y offset -10 -> -9
dThrow
Damage reduced 15% -> 7%
fAir
fAir Sweetspot trajectory 80/70/60 -> 40
Bullet Seed AKA IvyCopter
Ivycopter now regained when hit in the air
Ivycopter no longer consumed when falling off the ledge with neutral-b
Velocity gain on copter .325 -> .335 Velocity gain without copter .25 -> .275
Aerial non-copter horizontal drift removed
Hitbox shrunken a bit
Razor Leaf
Critical hit active frames 21-27 -> 21-31
Giga Drain
Ivysaur and her foe now gain Super Armor when this move connects
Fixed the move's state not converting from air to ground when Ivysaur lands
dTilt
Increased Damage by 1%
fSmash
Slightly increased damage and knockback growth
dAir
Dair: Sourspot damage 2 -> 6
BKB 12 -> 13
KBG 4 -> 1
Grounded sweetspot damage 0 -> 10
Endlag frames 64 -> 52 (same as autocancel)
Sweetspot sizes 4/4+1/6 -> 6+1/6
Sweetspot Y offset -10 -> -9
dThrow
Damage reduced 15% -> 7%
fAir
fAir Sweetspot trajectory 80/70/60 -> 40
Bullet Seed AKA IvyCopter
Ivycopter now regained when hit in the air
Ivycopter no longer consumed when falling off the ledge with neutral-b
Velocity gain on copter .325 -> .335 Velocity gain without copter .25 -> .275
Aerial non-copter horizontal drift removed
Hitbox shrunken a bit
Razor Leaf
Critical hit active frames 21-27 -> 21-31
Giga Drain
Ivysaur and her foe now gain Super Armor when this move connects
Fixed the move's state not converting from air to ground when Ivysaur lands
Fair
Sweetspot damage 6-->11
Sourspot damage 7-->10
Lingering hitbox lasts 5 less frames
Sweetspot hitbox is the one closer to his body instead of the disjoint
dAir
Now properly out for 3 frames: Frame 20 -> Frame 18-20
Blast Burn
Now stalls Charizard the first time it is used in midair
UpB
Can now grab ledge during nearly all of up-special
Stealth Rock
Increased startup lag. (FSM .88 frames 1-24)
Sweetspot damage 6-->11
Sourspot damage 7-->10
Lingering hitbox lasts 5 less frames
Sweetspot hitbox is the one closer to his body instead of the disjoint
dAir
Now properly out for 3 frames: Frame 20 -> Frame 18-20
Blast Burn
Now stalls Charizard the first time it is used in midair
UpB
Can now grab ledge during nearly all of up-special
Stealth Rock
Increased startup lag. (FSM .88 frames 1-24)
Whirlpool
Fixed a bug in the Air to Ground transition
Fixed a bug in the Air to Ground transition
Fixed a bug where Nana could not die while in suicide throws
Icicle Shot
Fixed a bug that had each climber shoot out two icicles instead of 1
Belay
Now halts Popo's downward momentum on activation
Icicle Shot
Fixed a bug that had each climber shoot out two icicles instead of 1
Belay
Now halts Popo's downward momentum on activation
Midair jumps 5 -> 8
Air Mobility
Air Stopping Mobility: 0.17 -> 0.19
Max H Air Velocity: 1.269 -> 1.35
Spot Dodge
Active frames 3-16 -> 2-20
bAir
hitbox properly matches animation (frame 7 -> frame 9)
Sing:
Hitbox size increases with each beat (35 on all -> 18-27-36)
-GFX altered to now be accurate to Sing’s hitboxes
Air Mobility
Air Stopping Mobility: 0.17 -> 0.19
Max H Air Velocity: 1.269 -> 1.35
Spot Dodge
Active frames 3-16 -> 2-20
bAir
hitbox properly matches animation (frame 7 -> frame 9)
Sing:
Hitbox size increases with each beat (35 on all -> 18-27-36)
-GFX altered to now be accurate to Sing’s hitboxes
Robo Burner
Now immediately recharges upon touching the stage
Now immediately recharges upon touching the stage
Flame Dash (SideB)
No longer affected by hitstun
No longer affected by hitstun
Dtilt
Restore 1% damage to prevent spam
Homing missile:
Remove double hitbox on seeking missile
Super Missile:
Angle 100 -> 35
Power Bomb
Cancel removed from ending animation.
Restore 1% damage to prevent spam
Homing missile:
Remove double hitbox on seeking missile
Super Missile:
Angle 100 -> 35
Power Bomb
Cancel removed from ending animation.
BackAir:
hitbox on her left leg will now send foes in the opposite direction
Needles
Charging FSM removed.
Charging rate doubled.
Transform
Is now B-Reversable.
hitbox on her left leg will now send foes in the opposite direction
Needles
Charging FSM removed.
Charging rate doubled.
Transform
Is now B-Reversable.
Snake can now walk left and right via D Pad if holding a victim in a grab.
Forward roll
Active frames 4-17 -> 4-19
Cypher
Fixed bug where Cypher didn't refresh after c4 explosion on air
C4:
Can now hold B to fake out. Not holding B makes it explode normally.
The Article no longer explodes on its own after a minute.
Never stickies back on Snake.
KBG 90 --> 80
Forward roll
Active frames 4-17 -> 4-19
Cypher
Fixed bug where Cypher didn't refresh after c4 explosion on air
C4:
Can now hold B to fake out. Not holding B makes it explode normally.
The Article no longer explodes on its own after a minute.
Never stickies back on Snake.
KBG 90 --> 80
Dash Attack
Final (getup) hitbox active frames 28 -> 2
IASA after final hit 0 frames -> 8 (effectively 18 frames earlier unless you hit extremely late into get up portion)
Dashing hitbox sizes 3/2.5 -> 4
Get Up Attack
hitbox size 4 -> 5.5
Additional hitbox added and existing one moved slightly down so that Sonic's whole body is covered
USmash
Additional launching hitbox added slightly below the first to properly cover the area around sonic
DSmash
Hitbox sizes increased by 1 so that the largest ones are actually the size of Sonic
Boost
Hitstun momentum bug fixed
Final (getup) hitbox active frames 28 -> 2
IASA after final hit 0 frames -> 8 (effectively 18 frames earlier unless you hit extremely late into get up portion)
Dashing hitbox sizes 3/2.5 -> 4
Get Up Attack
hitbox size 4 -> 5.5
Additional hitbox added and existing one moved slightly down so that Sonic's whole body is covered
USmash
Additional launching hitbox added slightly below the first to properly cover the area around sonic
DSmash
Hitbox sizes increased by 1 so that the largest ones are actually the size of Sonic
Boost
Hitstun momentum bug fixed
Final Smash
No longer crashes the game
No longer crashes the game
Attributes
Jumpsquat 4 -> 5
Get up Attack (Up)
Hitbox sizes increased by 1 unit. Outer hitbox placements extended slightly.
Get up Attack (Down)
Outer Hitbox sizes increased by 2 units, and extended outward by 2 units.
Up Tilt
Hit 1
Added two hitboxes behind Waluigi to hit foes from behind.
Side Tilt
IASA: Frame 41 -> Frame 36
Back Air
Fresh Hit Duration: 3 Frames -> 5 Frames
UAir
SDI Multiplier 1.3/1.3 -> .8/1.0
Hitlag Multiplier 1.0/1.0 -> .8/1.0
Initial strong hitbox angle 135 -> 45
Uair SDI multiplier 1.3/1.3 -> .8/1
Hitlag multiplier 1/1 -> .8/1
Waluigi Splash (SideB)
No longer consumes double-jump
Waluigi now able to wall jump cancel this move
Decreased endlag of the dive portion (where he hits the ground or bounces off a foe)
Up-b
Sweetspot damage 13 -> 15, kbg 60 -> 70, angle 135 -> 45
Looping hits start frame 5 -> frame 7
Looping hit angle 90 (plus some weird stuff) -> auto-connect (365)
Final hit damage 2 -> 3, bkb 55 -> 70, kbg 140 -> 100, angle 60 -> 80, hitboxes tweaked to better cover Waluigi
Jumpsquat 4 -> 5
Get up Attack (Up)
Hitbox sizes increased by 1 unit. Outer hitbox placements extended slightly.
Get up Attack (Down)
Outer Hitbox sizes increased by 2 units, and extended outward by 2 units.
Up Tilt
Hit 1
Added two hitboxes behind Waluigi to hit foes from behind.
Side Tilt
IASA: Frame 41 -> Frame 36
Back Air
Fresh Hit Duration: 3 Frames -> 5 Frames
UAir
SDI Multiplier 1.3/1.3 -> .8/1.0
Hitlag Multiplier 1.0/1.0 -> .8/1.0
Initial strong hitbox angle 135 -> 45
Uair SDI multiplier 1.3/1.3 -> .8/1
Hitlag multiplier 1/1 -> .8/1
Waluigi Splash (SideB)
No longer consumes double-jump
Waluigi now able to wall jump cancel this move
Decreased endlag of the dive portion (where he hits the ground or bounces off a foe)
Up-b
Sweetspot damage 13 -> 15, kbg 60 -> 70, angle 135 -> 45
Looping hits start frame 5 -> frame 7
Looping hit angle 90 (plus some weird stuff) -> auto-connect (365)
Final hit damage 2 -> 3, bkb 55 -> 70, kbg 140 -> 100, angle 60 -> 80, hitboxes tweaked to better cover Waluigi
Attributes:
Air Mobility A 1.4 -> 1.3
max horizontal air mobility 1.4444 -> 1.2
Special Fall Landing Lag 50 -> 31
Footstool
Waft GFX/SFX added.
uSmash
Fixed hits not linking
Bair:
Now only has 1 hitbox instead of 1 before the extension and after
kill power reduced slightly but added more growth
hitboxes now do not clang, allowing projectiles and other hitboxes to beat it out when properly spaced or timed
reduced the distance that extended bair travels
changed hitbox angles to 361 angle
increased landing lag by 6 frames (matches dair)
dtilt:
Reduced number of hitboxes from 4 -> 2 (hand and finger)
Frame 26 FSM changed to 0
Chomp
Can now turn around for throwing.
Air Mobility A 1.4 -> 1.3
max horizontal air mobility 1.4444 -> 1.2
Special Fall Landing Lag 50 -> 31
Footstool
Waft GFX/SFX added.
uSmash
Fixed hits not linking
Bair:
Now only has 1 hitbox instead of 1 before the extension and after
kill power reduced slightly but added more growth
hitboxes now do not clang, allowing projectiles and other hitboxes to beat it out when properly spaced or timed
reduced the distance that extended bair travels
changed hitbox angles to 361 angle
increased landing lag by 6 frames (matches dair)
dtilt:
Reduced number of hitboxes from 4 -> 2 (hand and finger)
Frame 26 FSM changed to 0
Chomp
Can now turn around for throwing.
RunBrake:
Fixed a Bug where wolf wouldn't go into his TurnRun animation to achieve consistent Reverse Aerial Rush
fSmash:
Moved hitbox under his hand to his hand
Blaster:
Added ability to cancel into normals, shield, dodge, and jump after blaster fires (frame 17)
Fire Wolf
Removed Super Armor
Changed all Angles to 365 and removed the 30 BKB on the late hits.
Early Hit (All Hitboxes)
WKB + KBG have been changed to 100.
Late Hit (All Hitboxes)
WKB + KBG have been changed to 90.
Fixed a Bug where wolf wouldn't go into his TurnRun animation to achieve consistent Reverse Aerial Rush
fSmash:
Moved hitbox under his hand to his hand
Blaster:
Added ability to cancel into normals, shield, dodge, and jump after blaster fires (frame 17)
Fire Wolf
Removed Super Armor
Changed all Angles to 365 and removed the 30 BKB on the late hits.
Early Hit (All Hitboxes)
WKB + KBG have been changed to 100.
Late Hit (All Hitboxes)
WKB + KBG have been changed to 90.
Can now jump out of shield
Grab
fsm x1.5 moved to cover 1-end instead of 1-15 being x2 and the rest being x1.5
DashGrab
fsm x1.3 -> fsm x1.18
Grab
fsm x1.5 moved to cover 1-end instead of 1-15 being x2 and the rest being x1.5
DashGrab
fsm x1.3 -> fsm x1.18
Up Air
If A was held at Frame 17, Zelda will now be able to act into Up Special on Frame 56.
Farore's Wind:
Increased damage on body hitbox (6->16), Buffed to match aerial Kill Power
Down Special (Transform)
Is now B-Reversable.
If A was held at Frame 17, Zelda will now be able to act into Up Special on Frame 56.
Farore's Wind:
Increased damage on body hitbox (6->16), Buffed to match aerial Kill Power
Down Special (Transform)
Is now B-Reversable.
Lots of music changes
Fountain of Dreams
Water GFX have been added
Overall tremendous polish
Special thanks to the BRSTM Team: Cahalan David V. Kimball Darxmarx Glitch JipC http://www.smashcustommusic.com/
Final Frustration (Distant Planet)
L06 Juicy Fruit Minus Ver. - Huw Williams Ft. Pat Cashman
L01 What is Brawl Minus? - Ian Zerkel
L07 PARANOIA - ZugZug
L02 Vs. Master Hand (Super Smash Bros.) - Little V
L04 Opening (Super Smash Bros. Melee) Johammad
L08 Final Destination (Melee) Ver. 2 - OC Remix
L05 Final Destination (Melee) Ver. 3 - OC Remix
L03 Super Smash Bros. Brawl Main Theme Ver. 2 - OC Remix
R08 Break The Targets! (Melee) Ver. 2 - OC Remix
Venus Lighthouse (Mario Circuit)
A20 Venus Lighthouse - Fenix Ark Angelus
A21 Battle! (Isaac) - Synthescissor
A22 Battle! (Isaac) Ver. 2 - FamilyJules
A23 Battle! (Felix) - DarioRamsus, Cahalan
R05 Battle! (Jenna) - Magius Necros
R14 Battle! (Felix) / Final Boss - Brawl
Q09 Saturos Battle - Jay Reichard, Cahalan
Meta-Crystal 64 (Mario Bros.)
A17 - Meta-Crystal (Super Smash Bros.)
Q02 - Metal Battle (Melee)
Q01 - Hazy Maze Cave - BlueJackG
Q13 - Hazy Maze Cave Ver. 2 - Mesmonium
Q14 - Duel Zone (Super Smash Bros.)- OC Remix
Lavender Town (Flatzone 2)
R04 Pokemon Tower / Lavender Town - Super Smash Land
Q04 Mewtwo's Theme (Pokemon Stadium) - GaMetal
W14 Danger! Sabrina's Theme (Pokemon Puzzle League)
Fountain of Dreams (Rainbow Cruise)
W02 Fountain of Dreams (Melee)
W01 Nightmare Battle - OC Remix
Peach's Castle 64 (Mushroomy Kingdom)
A01 Peach's Castle (Super Smash Bros.)
A02 Bowser's Road - OC Remix
Hyrule Castle 64 (Bridge of Eldin)
C02 Hyrule Castle (Super Smash Bros.)
Dream Land 64 (Green Greens)
W07 Dream Land (Super Smash Bros.)
W06 Coo The Owl - Korak the Mad
Yoshi's Story (Yoshi's Island Melee)
W05 Yoshi's Story (Melee)
W15 Yoshi's Island (Melee)
Lavaville (Norfair)
R12 - Go K.K. Rider! "Ver. 2" - Foxyshredzz
Kongo Jungle 64 (Eletrokplankton)
R03 Kongo Jungle (Super Smash Bros.)
Final Frustration (Distant Planet)
L06 Juicy Fruit Minus Ver. - Huw Williams Ft. Pat Cashman
L01 What is Brawl Minus? - Ian Zerkel
L07 PARANOIA - ZugZug
L02 Vs. Master Hand (Super Smash Bros.) - Little V
L04 Opening (Super Smash Bros. Melee) Johammad
L08 Final Destination (Melee) Ver. 2 - OC Remix
L05 Final Destination (Melee) Ver. 3 - OC Remix
L03 Super Smash Bros. Brawl Main Theme Ver. 2 - OC Remix
R08 Break The Targets! (Melee) Ver. 2 - OC Remix
Venus Lighthouse (Mario Circuit)
A20 Venus Lighthouse - Fenix Ark Angelus
A21 Battle! (Isaac) - Synthescissor
A22 Battle! (Isaac) Ver. 2 - FamilyJules
A23 Battle! (Felix) - DarioRamsus, Cahalan
R05 Battle! (Jenna) - Magius Necros
R14 Battle! (Felix) / Final Boss - Brawl
Q09 Saturos Battle - Jay Reichard, Cahalan
Meta-Crystal 64 (Mario Bros.)
A17 - Meta-Crystal (Super Smash Bros.)
Q02 - Metal Battle (Melee)
Q01 - Hazy Maze Cave - BlueJackG
Q13 - Hazy Maze Cave Ver. 2 - Mesmonium
Q14 - Duel Zone (Super Smash Bros.)- OC Remix
Lavender Town (Flatzone 2)
R04 Pokemon Tower / Lavender Town - Super Smash Land
Q04 Mewtwo's Theme (Pokemon Stadium) - GaMetal
W14 Danger! Sabrina's Theme (Pokemon Puzzle League)
Fountain of Dreams (Rainbow Cruise)
W02 Fountain of Dreams (Melee)
W01 Nightmare Battle - OC Remix
Peach's Castle 64 (Mushroomy Kingdom)
A01 Peach's Castle (Super Smash Bros.)
A02 Bowser's Road - OC Remix
Hyrule Castle 64 (Bridge of Eldin)
C02 Hyrule Castle (Super Smash Bros.)
Dream Land 64 (Green Greens)
W07 Dream Land (Super Smash Bros.)
W06 Coo The Owl - Korak the Mad
Yoshi's Story (Yoshi's Island Melee)
W05 Yoshi's Story (Melee)
W15 Yoshi's Island (Melee)
Lavaville (Norfair)
R12 - Go K.K. Rider! "Ver. 2" - Foxyshredzz
Kongo Jungle 64 (Eletrokplankton)
R03 Kongo Jungle (Super Smash Bros.)
Fountain of Dreams
Water GFX have been added
Overall tremendous polish
The game itself will be coming real soon, so hold on tight!
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