Brawl Minus 4.1 Changelog

Pin Clock

Project Leader
Minus Backroom
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
da804f83de.gif
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
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
Some results animations reverted to 2.x.6

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.
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
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
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
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.
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
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.
- 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.
dTaunt
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
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
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.
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
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
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
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
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
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
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
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)
Whirlpool
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
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
Robo Burner
Now immediately recharges upon touching the stage
Flame Dash (SideB)
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.
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.
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
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 Smash
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
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.
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.
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
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.
Lots of music changes
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.)

Fountain of Dreams
Water GFX have been added
Overall tremendous polish

The game itself will be coming real soon, so hold on tight!
 
Last edited:

AGentleStar

Video Editor
My Comments
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
It's....Beautiful!!
those-are-tears-of-joy-ash-is-finally-dead.gif


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.
.....um.....okay?

I don't think the problem was simply the ledges were abusable. I mean, they were! Don't get me wrong, but I think much of this could have been fixed by make the ledges like P:M where you don't auto-snap on to them. But okay. This change is alright by me. I think this more akin to throwing the baby out with the bath water, but it at least solves the problem.

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.
Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!Yes!

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
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
20XX is finally here.
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

Awesome. Hopefully these changes make Fox more of a threat.
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.

Thank you. I preferred the way it works in Smash 4 as a combo move.
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.

I was like :charizard:
But then I was like :squirtle:

I like this change. Removes BS RNG SDs, UKnoWatIMeen? I'm sorry. I'll stop.
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.
This is fine. The dev team should make nerfs that make the game more interesting rather than simply weakening a character. If you want me to be in depth, just check out Core-A Gaming's video on the topic.
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
oohh boy.....
Ok, to start off, I love the changes for WIN1. That voice gives me goosebumps.
I like what you all did with the dair. Makes the move less spammable.

but......why did you add the Transcendent property to Glide Attack and Drill Rush? I love playing meta knight. He's been my main since 4.0b, but even I can admit that his Side b was stupidly powerful. I wouldn't mind transcendence being added in addition to it being slowed down or having less knockback or something. Also, why doesn't Pit get transcendence on his Glide Attack? He could actually benefit from it since his Glide Attack KO's earlier than his aerial side special. Only problem is he lacks the range for the move to connect reliably. MK's glide attack goes significantly farther than Pit's and is a great KO move as is. I'm not mad; I'm just confused as to what the mindset for this was.
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

So I guess that means you can no longer do this...
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

You guys actually listened! Thank you!
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

Finally! Pit no longer has a "gimpable" recovery!
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
Dair is no longer a useless move. Awesome.

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
"Ivysaur and its foe." :waluigi::waluigi::waluigi:
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
8 jumps?....8??
Is this the change log for version 3.Q? It's a cool buff, but...it seems like a bad idea.
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)
Good. F*** that move.

Footstool
Waft GFX/SFX added.
lol :wario:
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 - Scott Cagler
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.)

YEEAAAAAHHHHHHH!!!!!!
giphy.gif
I can't wait to play the new version. I think you guys did a great job! :nesmk:
 
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Looks great! I'm sad that Ike's uair didn't get buffed (even just as a recovery option), and I'm a bit surprised you didn't nerf Dragon Rush, but I approve of everything else.

Here are my favorites:
  • New modes
  • Powershield is good again
  • Both players can set controls at the same time
  • Quick Draw -> taunt
  • Final Cutter pulls foes in
  • Mario spins endlessly in midair
  • Drill Rush can be stuffed easier
  • Mewtwo's uair and utilt don't kill as early
  • You can cancel Peach Bomber into specials besides Toad
  • Jigglypuff rules the air again
  • Sheik's Transform is B-reversable
  • Sonic's dash attack's final hitbox no longer lasts forever
  • Wario's bair would no longer win
  • Wolf no longer recovers for free
  • Yoshi jumps out of shield
  • Yoshi can no longer grab you from halfway across the stage with no warning
  • Zelda's Transform is also B-reversable
  • Final Frustration now has proper music
I only regret that I have but one like to give to this changelog.

"Ivysaur and it's foe." :waluigi::waluigi::waluigi:

*its

If you're going to be pedantic, get it right.
 
Muphry's Law: "If you write anything criticizing editing or proofreading, there will be a fault of some kind in what you have written."

(I'm not sure what the fault is in my post above, but I know there is one. There has to be. It's the law.)
 

Fivavoa

Uwaaaaa~~!
Playtester
Yay for a new version!

Also:
.....um.....okay?

I don't think the problem was simply the ledges were abusable. I mean, they were! Don't get me wrong, but I think much of this could have been fixed by make the ledges like P:M where you don't auto-snap on to them. But okay. This change is alright by me. I think this more akin to throwing the baby out with the bath water, but it at least solves the problem.
I'm glad I'm not the only person who thinks this, I tried to push for this I really did but I guess they didn't really want to bother, at least for this version.
 

unrelatedisme123

Minusaur
Playtester
Yay for a new version!

Also:

I'm glad I'm not the only person who thinks this, I tried to push for this I really did but I guess they didn't really want to bother, at least for this version.

I agree too, rather than the LGL, I wish they had just given the 2 frame they gave Mewtwo to everyone.
 

Thor

Well-Known Member
Not sure why there's such a push against auto-snap ledges... the game is called "Brawl Minus" and not "Melee Minus" or "Project M Minus" for a reason.

[Mewtwo would still be able to abuse non-auto-snap ledges anyway, and I'd think y'all would know this if you'd watched Emukiller play PM in 3.02...]

Frankly, removing autosnap ledges would require even more balance reworking... Falco just spamming dair at the edge would go from somewhat obnoxious to a legitimate and really annoying edgeguard strategy, because he doesn't just rocket downward like in Melee/PM >_> (the option is no less rewarding but much much less riskier with how he works in Minus).

Not a fan of everything, but I like most of it and some changes are quite interesting. Looking forward to playing with 4.1!
 
*Excitedly looks for Jiggs and ICs changes*

Jiggs's changes are nice; nothing spectacular, and the jumps honestly aren't going to be broken. For recovery, if you don't get back on stage, and weren't being heavily edgeguarded, you should be thinking about your gameplay. I don't see it listed, but was her taunt fixed to work in both directions now?

ICs's double block I always considered intentional in the same way mario has his double fireball. You can create a really specific lock on any stage with a wall using them, but it needs to be carefully executed and still has no change on any legal stage. Given how bad they already are, I don't see this being needed, even if it was unintentional originally.

Peach Bomber being finally fixed is wonderful.

Ike's taunt is a really nice touch; I'm hoping it meteors.

Bowser had no notable nerfs; Neutral B having armor whilst on the ground and also in the air is degenerate on smaller stages if you ask me. Maybe change it to heavy armor or even light armor? If the latter, I think it's fair to make the shell invincible during the move to compensate.

Thank the based gods for the Sneaky Snek and Ivysaur updates.

Ganondorf Nair now combo move again? Pray to thine Minus Backroom for this beautiful harvest.
 
Royal Rampage only grabs grounded foes, making it incredibly easy to punish.


TIL that's a thing. So I guess Bowser is easily counterpicked by command grab characters and quasi-hovering characters. That being acknowledged, stage picking something like Lavender Town and spamming short hop -> Rampage against anyone else in the cast requires a lot of footsies just to not get hit, and provides not a lot of room to punish.
 

Bent 00

Longtime Limit Breaker
Pichu Changelog:
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
You guys actually listened! Thank you!
Don't be too grateful for this -- all they did was increase the size of Pichu's head HurtBox a little, and not as much as I suggested.
No 25% overall size increase like I recommended. Pichu is still way too small.
Plenty of attacks still miss or don't work properly against it when it's simply standing still.

Pichu's canon size should not be the most important factor when balancing a fighting game.
Look to Melee for to see how Pichu's size should be balanced.
Yes, I'm quite disappointed that all of that work and testing I did to find the best new size for Pichu was effectively shrugged off by the Devs.
The 25% size increase was important. :/

kooYHma.png

Ike's uair kills at 80 on most characters, beats nearly every hitbox above him, and can be combo'd into. Also his recovery did get buffed.
I think he just wanted the old Ikecopter vertical flight distance back. I miss that too.

On a different note, anyone else notice the new SFX on Peach and Yoshi? > . >
 
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My Man

Member
So many good fixes in this, but I'm scared to see how Wario's air game will be. Thanks to everyone on the team!
 

Thor

Well-Known Member
Royal Rampage only grabs grounded foes, making it incredibly easy to punish.


I thought I was just really lucky when I would use aerial side+b to grab Bowser out of that move... didn't know this was a legitimate counterplay strategy LOL

Ike's uair kills at 80 on most characters, beats nearly every hitbox above him, and can be combo'd into. Also his recovery did get buffed.

Sounds like ZSS uair :^) :^) :^)

Old Ikecopter is fun and it's probably not *ridiculously overpowered* to give to Ike, but probably makes him feel more obnoxious to fight against... that's my guess for it being left out, as I don't think Ike would become truly top tier/broken when he still seems like he'd have basic frame data issues vs some other top tiers, as well as a mediocre recovery when he's not recovering high.
 
After some more testing, I discovered two things: the fire around Bowser now deals damage, and Bowser can grab some characters out of the air if they're attacking. He's more likely to be able to grab someone out of a regular attack than a special, but that isn't a hard rule: he can grab Meta Knight out of all four of his specials.

So I guess Bowser is easily counterpicked by command grab characters and quasi-hovering characters.

Everyone has at least one easy answer to Royal Rampage.

By character:
  • Mario: Cape.
  • Peach: hover and attack.
  • DK: full hop -> fair -> fair.
  • Waluigi: short hop -> dair. Land well behind him or he'll grab you.
  • Waluigi: full hop -> dair. Get the timing right and you'll bury him.
  • Link, Toon Link: full hop -> dair.
  • Sheik: full hop -> dair -> jump. (You can jump cancel dair after it hits.)
  • Samus: short hop -> Power Bomb.
  • ZSS: Flip Jump. Flip Jump has invincibility frames but doesn't lead to easy follow ups, so use it if it's too late for anything else.
  • Ness: short hop -> PK Fire. You aren't in much danger as long as you land behind Bowser, so take the time to aim PK Fire at where he's going to stop.
  • Lucas: if you have time, launch a PK Freeze before jumping.
  • Lucas, Dedede: full hop -> dair -> land behind Bowser. Depending on your positioning, Bowser may attempt to grab you, but as long as you jumped high enough before starting dair, he'll whiff the grab. However, whiffing a grab gives him extra armor, so it's better if you can avoid that entirely.
  • Jigglypuff: jump -> Rollout -> anything. Just make sure you charge Rollout enough that it bounces off him.
  • Jigglypuff: jump -> Sing.
  • Squirtle: full hop -> Hydro Pump. If you follow Bowser and time it right, you can reliably freeze him.
  • Ivysaur: jump -> dair. Between the sweetspot buff and Bowser's size, it's hard to miss.
  • Meta Knight: Drill Rush. This only works if you start on the ground and angle it upwards. Also, there's a lot of startup lag, during which Bowser can grab you.
  • Fox: short hop -> Fox Phantasm -> attack.
  • Falco: short hop -> Falco Phantasm.
  • Wolf: Wolf Flash.
  • Falcon: full hop -> Raptor Boost.
  • R.O.B.: Arm Rotor -> bair.
  • Pit: Mirror Shield -> Angel Ring -> grab. Bowser will turn around and whiff a grab when the fire around him hits your shield, giving you time to put it away and punish. Note that if Bowser manages to start a Whirling Fortress, that will block Angel Ring, so you might just want to grab. (You can grab Bowser out of Whirling Fortress.)
  • Olimar: jump away and stick red Pikmin on him. (The fire will block all other types. Even purple.)
  • Snake: short hop and stick some C4 on him.
  • Sonic: full hop -> Bounce Attack -> Bounce Attack.
  • Sonic: jump and Spring Jump. Worst case is he takes a little damage and you take none. Best case is you start a combo.
  • Everyone with a command grab: command grab. Your grab will beat his whether or not you jump first. However, jumping is safer in Ivysaur's case, since Ivysaur rushes forwards before the grab comes out.

Now for what everyone can do:
  • Grab. ZSS has it easiest, followed by others with tether grabs, followed by characters with good reach, like Zelda and Marth. However, everyone can do it with good enough timing, even the Ice Climbers.
  • Short hop -> don't attack -> land behind him -> punish.

Ike's uair kills at 80 on most characters, beats nearly every hitbox above him, and can be combo'd into.

I was talking about this request, not a buff to the move's power.
 
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armadi11o

Member
NEW VERSION! As soon as I heard I ran to my laptop and downloaded right away! Was Game and Watch not changed? Where is its changelog?
 

ThePwnzr

THE Frame Data Guy
Minus Backroom
NEW VERSION! As soon as I heard I ran to my laptop and downloaded right away! Was Game and Watch not changed? Where is its changelog?

There are a few changes that weren't documented by this changelog. I'm not going to point any fingers as to who's fault that is, but I'm casually going to compile a list of true changes from 4.0BC to 4.1. ....Eventually.
 

Rejnka

Certified All-Natural Pinkan Berry Saleschu
This version seems like it'll be good. A bit sad that powershielding is a thing, but eh, no such thing as a perfect game. Major good things:

Blast Burn in the air is no longer a suicide button!

Kirby's Final Cutter can into combos now, apparently? Will probably use that a lot.

ZSS's final smash actually works, so that's one more mode I can actually progress in. Maybe.
 

Survivian

The Rando-Est of Brandos
Minus Backroom
It seems we got some more missing stuff.
Things that happened in 4.1


  • Yoshi Foot doesn't have the electric sound or Yoshi's "Yoshi!" when it hits.
  • Tink's bombs go through people causing damage as a projectile and not an explosion.
  • Samus' Down B does the vBrawl SFX for morphing into a ball.
  • ZSS no longer says, "Be still." when she does D-Throw.
  • ZSS D-Taunt can be cancelled before saying, "Mine."
  • Ike doesn't say, "Prepare yourself," when Eruption fully charges.
  • Ike's Side Taunt is now vBrawl instead of "I fight for my friends," and "You'll get no sympathy from me."
  • Why is Fox's fire pink.
  • Why is Falco's fire purple.
  • What happened to Tink's bombs?
  • Kirby loses Copy Ability when All-Star opponent changes (apparently).
  • Wolf's Victory and Losing Anims have been reverted to vBrawl.
  • Falco's Victory and Losing anims have been reverted to vBrawl.
  • Mario's victory and losing anims have been reverted to vBrawl.
  • Zelda's victory and losing anims have been reverted to vBrawl.
  • Snake no longer throws his box onto the loser on the victory screen.
  • Link's losing anim has been reverted to vBrawl.
  • There's a sound effect when Falcon wins that says, "Alright! First place!" that overlaps the victory screen announcement.
  • Wolf no longer says, "Weaklings" or "Playtime's over" when D-Taunting.
  • Wolf's entry no longer says, "Playtime's over, Star Fox."
  • Peach no longer thinks F-Throwing you is fun.
 

Lucis Perficio

Radiant Hero of Blue Flames
I like how no minus dev has addressed the inconsistency of Pin saying Ike wouldnt lose certain things, and then they were removed anyway (dodging out of qd), and how using grounded specials out of qd was possible regardless of nsm, yet it was removed despite not being in rhe changelog in which it was removed.

I like the changes he's received, and at this point dont mind if the things I mention dont return, I jusy think it's unprofessional to not only go back on your word, but also to neglect acknowledgement of such and address it as is. The only reason I mention this so much is because Pin himself told me what to expect, and then didnt deliver on these things.

Other than that, I'm enjoying all the changes as they are. :D
 

Pin Clock

Project Leader
Minus Backroom
I like how no minus dev has addressed the inconsistency of Pin saying Ike wouldnt lose certain things, and then they were removed anyway (dodging out of qd), and how using grounded specials out of qd was possible regardless of nsm, yet it was removed despite not being in rhe changelog in which it was removed.

I like the changes he's received, and at this point dont mind if the things I mention dont return, I jusy think it's unprofessional to not only go back on your word, but also to neglect acknowledgement of such and address it as is. The only reason I mention this so much is because Pin himself told me what to expect, and then didnt deliver on these things.

Other than that, I'm enjoying all the changes as they are. :D
Trust me when I saw a lot of this version and its changelog inconsistancies are not my fault. Next version the changelog will be 100% accurate.

I forget if I asked before, but what version was it possible for Ike to do those things mentioned?
 

Lucis Perficio

Radiant Hero of Blue Flames
Trust me when I saw a lot of this version and its changelog inconsistancies are not my fault. Next version the changelog will be 100% accurate.

I forget if I asked before, but what version was it possible for Ike to do those things mentioned?

The patch before Ike's NSM was removed, he was able to perform grounded specials out of QD even without NSM active. I believe in the oatch for BC, the ability to shield out of QD was removed "to disallow spot dodges" but rolls were adversely affected as well. If there were a way to make it so that at least rolls would be possible, that would be nice.
 
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