Brawl Minus 4.2 Complete Changelog!

Pin Clock

Project Leader
Minus Backroom

Hip hip Hooray! Brawl Minus 4.2's release is one day away! So, what is the answer to all your problems? Read this changelog to find out!

Strap Screen and game intro no longer specifies which version you are playing.
This information can still be found on the title screen and on the description of VS. Mode

Updated Minus Artwork for R.O.B., Wario, Olimar, and the Fighting Alloy Team (Artwork by Pin Clock)

All characters invulnerability during ledge attacks goes away the frame the attack comes out instead of the frame before.
In Minus many characters such as Wario have attacks that easily cover the ledge and ledge attacks would lose to them. Now they will at least trade or clank.

Event Matches
#4: Cleaning House in Skyworld
Is now Pit vs Dark Pit, and clearable
#24: The Aura is With Me
Lucario now has 999% damage on all difficulties
ALRIGHT FIRST PLACE no longer plays when he wins

Charge now works by holding B instead of mashing B
Letting go of B at any point during the charge means a failed charge
Total Charge time reduced
Spotdodge now comes out Frame 4

Standing grab now has no I-Frames
Dash grab's grabbox is moved from frame 7 > 9 and is now active for 3 frames instade of 10
Pivot Grab now has no I-Frames and comes out Frame 6 rather than 4 and is out for 4 Frames instead of 6
Dash Attack
Only cancels on hit

KBG on all hits reduced from 122 > 100
Sweetspot on foot BKB 30 > 40
Sourspot removed

KBG decreased from 100 > 90

KBG 70 > 85

Shield cancel changed to grab cancel
Trajectory on all hits standardized to 40

Banana Pull
Grounded FSM 2x > 3x
Air FSM 3x > 2x
Being able to move and pull bananas should not be as fast as standing still and pulling bananas.
Meteor Cancel moved to Frame 25

Special Fall
Removed all hitboxes

Giant Punch
Charges faster on ground rather than air
Shoulder hitbox of Punch is now a sour spot KBG 80 > 50 but hitbox was increased to balance it out 3 > 4 Increased dash cancel frames 1 > 3
Is once again Force Choked after losing a match
Foes are no longer worth the trouble
COME ON! Again!
Hitbox comes out 1 frame earlier to match the animation
Landing lag reduced from 22 > 11

Gerudo Dragon
New GFX added

Added invincibility on 2 frames to allow Ganondorf not to be grabbed with the Super Scope in his hand
Side Taunt
Once again changes voice clip based on Eruption Charge

Auto cancels frame 27

Dash Attack
Is now a Multi-hit

Ike once again declares that his foes won't get any sympathy from him on full charge

Quick Draw
Now retains momentum on hit
Removed attack cancels
5x FSM added to endlag
Auto-cancels upon landing during the attack portion
Damage: 8>10
Kbg 0>50
Bombs are now Combo Bombs
Lucario learned Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage. In addition, some of his moves evolve into completely new versions. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.

SideB: Hold B when using this move with Aura to use Close Combat, a much stronger command grab that uses up his Aura abilities!

Up-b: When Lucario is boosted by Focus Energy, Lucario can use his power speed to use Extreme Speed a second time when started from the ground. This does not deplete his Focus Energy charge, so keeping double extreme speed is up to you not using the other moves to deplete it.

Down-b: When Lucario doesn't have Focus Energy stored, this move is how to initiate the charging process. When lucario does have a Focus Energy charge, this move because Double Team; an instantaneous kick from either direction that the player can choose. This move has the potential to kill at higher percents, and can be used to get Lucario out of tricky situations.

Careful though, as with these power comes the cost of expending Lucario's stored aura; Meaning in order to use it or your other boosted abilites, you will need to recharge.
Moved hitbox active frames one frame back (8-11, from 9-12) to match animation
KBG on sweetspot: 100 > 80

GFX on arm improved

Now only throws 2 fireballs on the ground instead of the air
Aerial Fireball only puts out one fireball
Run cancel added after the second fireball comes out
Mario having this ability in the air made for a way too powerful offensive pressure, which became even more powerful with 4.0b's increased gravity. Now Mario still has good pressure, as well as a safe Fireball on the ground, but has to choose between his fireball options in the ground and air.
Dancing Blade
Marth will no longer shout LESS DANS.
Did you know Marth has had the same voice since the Fire Emblem OVA in the early 90s, and his clips have been reused since Melee?
Changed the IASA frame on UAir so he can still string with it, but can't just spam it. 14 > 21

Knockback Angle changed to 30

Mach Tornado
Will now properly transition to his normal fall animation after use

Drill Rush
Normal cancel is now changed to an on-hit cancel
Sour/Sweetspot changed from 20%/20% > 15%/18%
KBG changed from 93/93 > 80 > 93
Press A to OKAY! again!

Side Taunt
Can cancel into itself once more

Removed FSM

Damage 9/8 > 6/5
SDI Multiplier 2 > 1.5


Peach Bomber
Damage 20 > 15
KBG 54 > 75 to compensate

Aerial Turnip Pull
Fixed bug where she'd drop the turnip for no reason
Retooled to be a combo starter
FSM 0.75 after hitbox is gone
5% Meteor hitbox
Most disjointed hitbox removed (still slightly disjointed instead of massively disjointed)

Hitbox at top of thunderstrike adjusted to be a weak meteor to link into the body hitbox.

Held version retooled to be a multihit move.
Four 1% hits link into a final hit that is slightly stronger than the base nair.
Retains 3% self damage
Unheld late hitbox position adjusted to cover his body more and make it less disjointed above him.

Self damage on held version reduced to 1%

Self damage on held version reduced from 4 > 3
Hitbox duration increased from 4 frames to 7 frames to more accurately reflect animation

Self damage on held version reduced from 4 > 2

Self damage on held version reduced from 6 > 3

Removed late meteor hit

Charged self damage reduced 6 > 3
On hit cancel on last hit changed from allowing anything to cancel to allowing it to only be jump canceled.

Self damage reduced from 2 > 1

Dash Attack:
Is now a somersault.
7% Damage
Hitbox out frame 8 ends frame 18
KB Angle 55
BKB 70
KBG 70
IASA frame 30

Increased initial hit size on the held version to make weird situations where the hitbox should have hit but didn't not happen.
Reduced self damage on held version from 6 > 3

Held UpB
Self damage on held version reduced from 2 > 1

Held DownB (Discharge)
Self damage on held version reduced from 10/13 on the ground/in the air to a flat 5

Added synch timers so the attack grows with the animation

-Moved the hitboxes closer to his body
increased the SDI multiplier from 1.2 > 1.5 on the multi hit

Jump Cancel moved to Frame 25
Now has an Alt Costume in the form of Bad End Olimar, courtesy of Nanobuds, Nefnoj, and fixes by Nezha!
This costume includes the the default and Mushroom forms found in Legacy TE, and two Minus Original recolors based on the Bulbmin and Brawl Minus!

Massive disjoint removed

Pikmin Rope
Ending animation now properly transitions to normal fall
Gosh, Lady Palutena....d-did you do something to your hair? You look a lot better now!

Hitlag Multiplier 0.4 > 0.2
Fixed Multihit hitbox that was way behind him
Final hitbox changed to match animation better and make it so enemies won't fall out for no reason Fair: Changed hitbox ids so the sweetspot could actually hit

Edited multihit hitboxes so they link better
Jab 1
Pulls in to properly link with second hit
Jab 2
No longer goes into rapid jab.
Damage 3 > 5
BKB 0 > 50
KBG 50 > 100
Now only has a launch hitbox at the beginning
cancelable after frame 25
Has 2 heights depending on how long the b button is pressed.

Stealth Rock
Rocks now only appear above Charizard
This now retools the move into an anti-air rather than a free offensive barrier and free edgeguard.
Squirtle's nAir is now a cute little flip that will pop him and his foes upwards on-hit! Look at him go!

Reduced bkb and kbg

now a mixup throw with fThrow

Moves much faster and travels a set distance
If this move hits, Squirtle pops up with his opponent for the combo.

Large repeating hitboxes: SDI multiplier = x1
Small repeating hitboxer: SDI multiplier = .8
Now has Alt Costumes based on Nintendo Consoles: Specifically, the Virtual Boy, N64, Gamecube, and Wii! Created by AlGeorgeRomo

Hitbox terminates frame 26 > 20

Charged Laser SDI multiplier changed to 0 in order to avoid instances of opponents SDIing into the ground the 1 frame they can and nullifying the stun effect
Up Smash
Now comes out on frame 9 to match the animation
Damage has been decreased, kb has been slightly increased, and kb growth has been increased
ID#0 23 > 16 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
ID#1 20 > 14 (Damage), 45 > 55 (Base KB), 79 > 75 (KB Growth)
ID#2 23 > 16 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
ID#3 22 > 15 (Damage), 45 > 55 (Base KB), 60 > 75 (KB Growth)
The hitbox with the weird angle now matches the others 130 > 80
Up smash hitboxes end on frame 18 to match the animation
He can interrupt the move as soon as frame 38
FSM toned down to x1.2 and begins at frame 18
1% damage removed
Cancels on-hit, but has more lag on whiff/shield
Down Throw
-Removed the "down" effect from her Down throw
-Changed KBG from 75 > 50
-Changed KB from 80 > 70

Up Smash
-Tipper Up smash fixed
-Damage increased from 10 > 13
-KBG increased from 82 > 100
-Hitlag increased from 1 > 1.3
-Sourspot is no longer better than tipper
-Damage decreased 12 > 9
-KBG decreased from 82 > 75
Sends foes upwards like in 2.x.6
Swapped BKB and KBG


Knockback reverted to 4.0BC

Will now regain UpB after being hit, being grab released, and after a walljump

Once again transfers
TL Note: Sonic's taunts can cancel directly into each other again

Sweetspot added added in the middle of first hitbox
Damage: 15
Direction: 40

Sweetspot added at tip of foot
Direction 64 > 80
Hitbox IDs changed so Sonic HAS to hit with tip of foot.

Reverted to 4.0BC

Homing Attack
Minimum frames needed to home: 21 > 16
Travel speed: 5 > 10
Hitting a shield with this move? COME ON! Again!

SFX Reverted to 4.0BC
Initial Dash Speed 1.5 -> 3.5
Momentum Glitch fixed
No longer breaks stage hazards in VS Mode

Sonic now regains Spring after being hit, grabbed, or walljumping
GFX readded to entry
No longer starts the match with armor pieces

Spawns gun armor piece.
Animation tweaked to last 100 frames.

Dash Attack
No longer cancellable when hitting a shield

Angle changed to be same as Falcon's.
KBG 100 > 80

Lingering hitbox removed
endlag reduced slightly

Dash Grab
Lingering hitbox removed
Entire grab sped up to be like Samus's Pivot grab
Entire grab sped up. Still has a lingering hitbox but not as severe

Flip Jump
Will now regain this move when hit

Hitbox size 6 > 4
Hitbox adjusted to cover her body better with the size reduced
Can now grab ledge
Slightly sped up

Cancel moved from frame 20->Frame 17

x1.8 fsm on start-up

Should now work properly again and not deal a buttload of damage
Meteor cancel significantly reduced from 60 frames to 35 frames

Moves at a speed between bc and 4.1 (Slightly faster)
Wario can no longer drift out of Bair
endlag and landing lag have 0.8 FSM when fart bair is used.

1.5 FSM added to endlag

Armor removed
Tilted versions fixed, they now have hitboxes

Can now be interrupted earlier (Frame 24 > 18)

You can no longer cancel this move into Shield

fixed to throw the moment the control stick is tilted

Wario Waft (UpB)
Fixed Momentum Glitch

Side Taunt
Your Wario is no longer clogged. Pressing B should make him fart again!
YOSHIFOOT sound reverted to 4.0BC

BKB: 64 > 50

All hits: BKB 1 > 50
KBG 100 > 70
Damage 3 > 10
Angle 60 > 30
Final hit:
Damage 6 > 13
Angle 60 > 90
Electric effect on hit
Yoshitail anyone?
Endlag on all tilts and Landlag on all aerials has been drastically decreased

now only freezes foes on the centermost hitbox for repeating hits and all hitboxes at the end of the move

Giga Bowser Bomb
Can now be jump cancelled, just like Bowser's
Music changes
Snake Eater and HIS WORLD now have their appropriate lyrics
Ai no Uta (French Version) renamed Vos Meilleurs Amis (Pop Version) and given its full version

Yoshi's Story (Melee)'s second song is now Yoshi's Story (Glitch-hop mix) by Tenkitsune

The following stages have been added to 4.2
Yoshi's Story 64
Saffron City
Mario Bros. 3.3
Mushroom Kingdom 3-3
Rainbow Cruise
Get the Trophy!
Distant Planet
Yoshi's Island (Melee) 2.x.6
Online Practice Stage
Bridge of Eldin
Mario Circuit

Halberd and Pirate Ship reverted to 4.0BC

Corneria reverted to vBrawl

Kongo Jungle 64 has been removed by accident. It'll be back next version probably!

The game itself will be tomorrow, ho ho hope you're ready to break your limits with this late Christmas gift!
Last edited:
Quick Draw
Removed attack cancels

Wait, I thought you said you weren't going to completely change how characters worked? Quick Draw canceling used to be Ike's primary mode of transportation!

Or by "attack cancels" did you mean "the ability to cancel after attacking"? Because that's fine.

Pin Clock

Project Leader
Minus Backroom
Wait, I thought you said you weren't going to completely change how characters worked? Quick Draw canceling used to be Ike's primary mode of transportation!
We removed the attack cancel after the attacking portion of Quick Draw (the part where Ike hits the guy with the big sword), but tremendously sped up the endlag to it feels pretty much the same. Hope that clarified things.
Thanks for the clarification! I was only concerned with being able to cancel as he moves (sliding fsmash, lunging fair, and most importantly sliding taunts). Replacing the on-hit cancel is fine, especially since there never was one for aerial QD (which led to gimps).

I'm almost done reading the changelog, and everything else looks great. Can't wait to play!


Well-Known Member
once I find my laptop again, It will be nice to download the mod for fun,
I wonder if you will move to smash 4 once smash 5 comes out XD