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! CHANGELOG Spoiler: Changelog Spoiler: Global/Codes 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 Spoiler: Characters Spoiler: Falcon ALRIGHT FIRST PLACE no longer plays when he wins BOOST POWER 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 Spoiler: King Dedede Spotdodge now comes out Frame 4 Grabs 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 Spoiler: Diddy Kong Dash Attack Only cancels on hit Fair KBG on all hits reduced from 122 > 100 Sweetspot on foot BKB 30 > 40 Sourspot removed Fthrow KBG decreased from 100 > 90 Usmash KBG 70 > 85 Fsmash 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. Spoiler: DK 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 Spoiler: Falco Is once again Force Choked after losing a match Foes are no longer worth the trouble Spoiler: Fox uAir COME ON! Again! Spoiler: Ganondorf Bair Hitbox comes out 1 frame earlier to match the animation Landing lag reduced from 22 > 11 Gerudo Dragon New GFX added Gandouken Added invincibility on 2 frames to allow Ganondorf not to be grabbed with the Super Scope in his hand Spoiler: Ike Side Taunt Once again changes voice clip based on Eruption Charge Fair Auto cancels frame 27 Dash Attack Is now a Multi-hit Eruption 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 Spoiler: Bowser SideB Damage: 8>10 Kbg 0>50 Spoiler: Link Bombs are now Combo Bombs Spoiler: Lucario DownB 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. Spoiler: Luigi F-Air Moved hitbox active frames one frame back (8-11, from 9-12) to match animation Spoiler: Mario Nair KBG on sweetspot: 100 > 80 fAir GFX on arm improved Fireball 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. Spoiler: Marth 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? Spoiler: Meta Knight uAir Changed the IASA frame on UAir so he can still string with it, but can't just spam it. 14 > 21 dAir 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 Spoiler: Mewtwo Fsmash Sour/Sweetspot changed from 20%/20% > 15%/18% KBG changed from 93/93 > 80 > 93 Spoiler: Ness uTaunt Press A to OKAY! again! Spoiler: Peach BEGONE WHEEE! Side Taunt Can cancel into itself once more fAir Removed FSM dSmash Damage 9/8 > 6/5 SDI Multiplier 2 > 1.5 fThrow THIS IS FUN! Again! Peach Bomber Damage 20 > 15 KBG 54 > 75 to compensate Aerial Turnip Pull Fixed bug where she'd drop the turnip for no reason Spoiler: Pichu Jab 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) Utilt Hitbox at top of thunderstrike adjusted to be a weak meteor to link into the body hitbox. Nair 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. Fair Self damage on held version reduced to 1% Bair Self damage on held version reduced from 4 > 3 Hitbox duration increased from 4 frames to 7 frames to more accurately reflect animation Uair Self damage on held version reduced from 4 > 2 Dair Self damage on held version reduced from 6 > 3 Usmash Removed late meteor hit Dsmash 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. Pummel 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 SideB 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 Spoiler: Pikachu Jab Cancel fSmash Added synch timers so the attack grows with the animation bAir -Moved the hitboxes closer to his body increased the SDI multiplier from 1.2 > 1.5 on the multi hit Thunder Jump Cancel moved to Frame 25 Spoiler: Olimar 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! dTilt Massive disjoint removed Pikmin Rope Ending animation now properly transitions to normal fall Spoiler: Pit Gosh, Lady Palutena....d-did you do something to your hair? You look a lot better now! Nair 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 Usmash Edited multihit hitboxes so they link better Spoiler: Ivysaur 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 Spoiler: Charizard Fly 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. Spoiler: Squirtle nAir Squirtle's nAir is now a cute little flip that will pop him and his foes upwards on-hit! Look at him go! Fthrow Reduced bkb and kbg bThrow now a mixup throw with fThrow Withdraw Moves much faster and travels a set distance If this move hits, Squirtle pops up with his opponent for the combo. Waterfall Large repeating hitboxes: SDI multiplier = x1 Small repeating hitboxer: SDI multiplier = .8 Spoiler: R.O.B. Now has Alt Costumes based on Nintendo Consoles: Specifically, the Virtual Boy, N64, Gamecube, and Wii! Created by AlGeorgeRomo bAir Hitbox terminates frame 26 > 20 Robo-Laser 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 Spoiler: Roy 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 Spoiler: Samus dTilt 1% damage removed Cancels on-hit, but has more lag on whiff/shield Spoiler: Sheik 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 Spoiler: Snake Dtilt Sends foes upwards like in 2.x.6 Swapped BKB and KBG Pummel NOM! NOM! NOM! Grenades Knockback reverted to 4.0BC Cypher Will now regain UpB after being hit, being grab released, and after a walljump C4 Once again transfers Spoiler: Sonic Taunts YOURYOURYOURYOURYOURCUMCUMCUMCUCTSKTSKTSKTSKCOMEONSTEPITUP! TL Note: Sonic's taunts can cancel directly into each other again Nair Sweetspot added added in the middle of first hitbox Damage: 15 Direction: 40 Uair Sweetspot added at tip of foot Direction 64 > 80 Hitbox IDs changed so Sonic HAS to hit with tip of foot. fThrow 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! Boost SFX Reverted to 4.0BC Initial Dash Speed 1.5 -> 3.5 Momentum Glitch fixed No longer breaks stage hazards in VS Mode Spring Sonic now regains Spring after being hit, grabbed, or walljumping Spoiler: ZSS GFX readded to entry No longer starts the match with armor pieces uTaunt Spawns gun armor piece. Animation tweaked to last 100 frames. Dash Attack No longer cancellable when hitting a shield Uair Angle changed to be same as Falcon's. KBG 100 > 80 Grab 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 FlipSpin Hitbox size 6 > 4 Hitbox adjusted to cover her body better with the size reduced Can now grab ledge Spoiler: Toon Link Jabs Slightly sped up Jab2 Cancel moved from frame 20->Frame 17 Jab3 x1.8 fsm on start-up Bombs Should now work properly again and not deal a buttload of damage Spoiler: Wario Meteor cancel significantly reduced from 60 frames to 35 frames Bair 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. Uair 1.5 FSM added to endlag FSmash Armor removed Tilted versions fixed, they now have hitboxes Utilt Can now be interrupted earlier (Frame 24 > 18) Dtilt You can no longer cancel this move into Shield Bite 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! Spoiler: Yoshi nAir YOSHIFOOT sound reverted to 4.0BC YOSHI! Fair BKB: 64 > 50 Bair 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? Spoiler: Giga Bowser Endlag on all tilts and Landlag on all aerials has been drastically decreased dSmash 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 Spoiler: Stages 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 STAGE EXPANSION PACK RETURNS! The following stages have been added to 4.2 Norfair Yoshi's Story 64 Saffron City Mario Bros. 3.3 Mushroom Kingdom 3-3 Rainbow Cruise Fourside Get the Trophy! Distant Planet Yoshi's Island (Melee) 2.x.6 Online Practice Stage Bridge of Eldin Mario Circuit Hanenbow 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!
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.
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!
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