Brawl Minus 5.0 Changelog Thread!

Pin Clock

Project Leader
Minus Backroom
AAA22.png


After 5 years of hard work, discussion, debate, anticipation, and an entire pandemic later, the newest iteration of Brawl Minus, 5.0, is finally here! We cannot wait for you to finally get a taste of what's in store...

Download Links
Wii/Wifi (Glitch Server Mirror 5.0.5)
Dolphin/Netplay (Google Drive Mirror5.0.5) (Glitch Server Mirror5.0.5)

Note you cannot reply to this post. If you would like to discuss things, you may join our Discord!

and here's a list of all the changes that are in store!

  • Our internal engines have been updated to reflect those used in P+
    • This does not affect gameplay, but it does fix plenty of notorious BrawlEX related bugs and further optimizes the game.
  • Strap Screen has been updated with our brand new logo for 5.0!
  • Handicap -> Buffer code now works and displays properly
    • The font for the buffer setting now matches the rest of the game
  • C-Stick Smash inputs are fixed to always properly work
  • Updated Debug Mode Added
  • Fixed action transitions that involved FSMs
  • Added Smash 4 style Team Battles
    • This means you can be any costume and will be given a team colored aura
  • Booting the game will now take you immediately to VS CSS
    • Or Hold Shield while booting the game to start in Training Mode!
    • Faster Scrolling via Shoulder Buttons code disabled
  • Fixed a Stamina Mode crash in the Rules Menu
  • Footstools moved from jump to taunt inputs
  • Team Partners can now be randomized if you start a match with all 4 players on the same team
  • If you let go of your character selector outside a character, it will randomly choose one like in Melee.
  • Fixed a rare crash when selecting Samus after a previous game with ZSS
  • New and Improved the Minus Art of the following characters/costumes
    • Mario, Peach, Bowser, Donkey Kong, Diddy Kong, All Waluigis, Link, Sheik, Ganondorf, Toon Link, Samus, Zero Suit Samus, PJ Lucas, Pikachu, Jigglypuff, Armored Mewtwo, Ivysaur, Charizard, King Dedede, Melee Fox, Falco, Wolf, Marth, Roy, Captain Falcon, Mr. Game and Watch, Ice Climbers
  • Minus Art now has its own unique stock icons!
  • A brand new original main theme was created for Brawl Minus by Chaotrope! For now, it replaces the Menu Melee song on the main menu.
:bowser5:
  • Attributes
    • Normal Landing Lag 10 -> 5
    • Ledge grabboxes increased
      • Ledge Grab 0
        • Width: 18 -> 27
        • Height: 16 -> 24
      • Ledge Grab 1
        • Width: 10.8
        • Height: 16.2
  • Forward Smash
    • Removed Windboxes
    • Made it single hit with the same duration as the previous two hits
    • Damage 25 -> 33
    • KBG 81 -> 65 to compensate for damage allocated to 1 hit
    • Increased Shield Damage 0->23
  • Up Smash
    • Changed Earthquake element to Trip
    • Changed Trip hitbox from one large hitbox to two small ones on each side
    • Switched priority of Landing and Trip hitboxes so Landing is easier to hit
    • Moved Landing hitboxes out (Offest 5 -> 10)
    • Landing Hitbox size increased 6 -> 8)
  • Up Air
    • KBG 70 -> 85
  • Down Air
    • Increased landing lag 18 -> 24
  • Down Throw
    • FSM of 1.2 added to entire animation
    • Added an IASA on frame 59
  • Royal Rampage
    • No longer attempts to grab non-player entities
  • Flying Slam
    • Throw Damage 7 -> 3
    • Bury Damage 3 -> 7
    • Bury KBG 40 -> 80
  • Bowser Bomb
    • Aerial Version no longer turns Bowser around
:cfalcon5:
  • Attributes
    • Friction x0.05 -> x0.1
  • Misc
    • Voiceline added on intro
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Jab 3
    • Knee hitbox now always sweetspots
    • Leg hitbox now always sourspots
  • Neutral Air
    • Fixed a bug that caused an FSM to start 3 seconds late
    • Removed iframes from legs
    • All hitbox sizes reverted to vBrawl
    • Increased active duration of both hits
      • First hit 2 -> 5 frames
      • Second hit 2 -> 9 frames
  • Knee (Forward Air)
    • Increased Sweetspot active frames 1 -> 3 frames
    • Increased body (not knee) hitbox size of initial hit 5 -> 2
    • 30% triprate on sourspot hitbox removed
  • Up Throw
    • Now has IASA on frame 35
    • Angle changed 85 -> 90
  • Raptor Boost
    • Grounded
      • Reduced hitlag on final hit x2.7 -> x1.5
      • Reduced BKB on final hit 105 -> 75
      • Reduced KBG on final hit 65 -> 45
    • Aerial
      • Removed bottom detection hitbox
  • Falcon Dive
    • Momentum will now properly be held throughout the flip at the end
  • Falcon Kick
    • Grounded
      • Removed back hitboxes during travel
      • Jump cancel now only on successful hit, not shield hit
    • Aerial
      • Reduced size of outer landing hitboxes 8 -> 4
      • Pulled outer landing hitboxes closer 7.2 -> 4
:charizard5:
  • Fixed any missing graphics it may have had
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Back Air
    • Removed Initial hit
  • Down Air
    • Meteors grounded opponents
    • Landing lag 30 -> 18
  • Dragon Rush
    • Final Hit now always sends forwards
  • Stealth Rock
    • Added x0.88 FSM to the move
    • Removed Airdodge and Shield cancels
    • Additional Shield Damage 15 -> 0
:diddy5:
  • 4 Hoodie Diddy costumes added:hoodydiddy:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes to getup
  • Dash Attack
    • Will no longer force a nAir when going off an edge
  • Neutral Air
    • Gaining a Peanut is changed from Is Pressed to When Held to match other aerials
  • Forward Air
    • Gaining a Peanut is changed from Is Pressed to When Held to match other aerials
  • Up Air
    • IASA moved back frame 22 -> 26
    • Reduced active frames to match animation better 11 -> 8 frames
  • Monkey Flip
    • Removed 10% Armor
    • Reduced Endlag on latched jump 39 -> 18 frames
    • Reduced Endlag on Flying Kick 27 -> 18 frames
  • Barrel Jetpack
    • Removed strong hit during travel (now just weak hit)
  • Secret Taunt
    • Removed Armor
    • Added SFX
:donkey5:
  • 4 Skylanders DK Costumes added
  • Forward Tilt
    • Downward Knockback angle changed 0 -> 45
  • Forward Smash
    • Removed the windbox
  • Headbutt
    • No longer crashes when you cancel a headbonk into a air tuant
  • Spinning Kong
    • Air Vertical Momentum increased x0.85 -> x1
  • Hand Slap
    • You now pull barrels by holding A rather than B
    • Removed a Slam
    • Decreased hitbox sizes 20 -> 15
    • BKB increased 64 -> 75
    • KBG decreased 80 -> 20
    • First slam hitting now has a jump cancel on-hit
    • Second attack now has less endlag
    • X0.45 FSM endlag on whiff or spam (more than 2 hits)
:drmario5:
Dr. Mario Prescribes the Pain! Trading Mario’s mobility for sheer power, once this Doctor gets a hold of you, all your previous ailments will go away as you enjoy the pain of the new ones he gives you! Use his modern Down Air to send them plummeting, or give them a real shock by racking up damage to use the all powerful defibrillator!
:falco5:
  • Attributes
    • Jump V Initial Velocity 3.3 -> 3.9
    • Increased Powershield Reflect Bubble x1.1 -> x1.3
  • Misc
    • Frames until you can jump again after midair jump 7 -> 15
  • Up Tilt
    • Removed Jump Cancel
  • Down Tilt
    • Changed knockback angle 304 -> 361
  • Forward Smash
    • Starts 1 frame later to remove reverse hitbox
  • Neutral Air
    • Reworked to function like Brawl’s nAir
    • Total Damage 6 -> 11
    • Landing Lag 18 -> 9
    • Linking Hitboxes:
      • Added size 5 Body Hitbox
      • Angle 514
      • SDI Multiplier x0.2
    • Final Hitbox:
      • Trajectory 361 (Sakurai Angle)
      • BKB: 55
      • KBG: 140
  • Forward Air
    • SDI Multiplier x.08 -> 0
    • Added hitboxes to landing lag:
      • Damage 9
      • Trajectory 40
      • BKB 69
      • KBG 73
      • Hitlag Multiplier x1.4
    • Aerial final hit hitlag now x1.4
    • You cannot do both the aerial final hit and landing hit at the same time
  • Up Air
    • Hitbox priority has been reversed (68 > 75 > 85)
    • Sourspot hitbox:
      • Size: 6 -> 4.8
      • BKB 36 -> 35
      • KBG 50 -> 100
    • Leg Hitbox
      • Angle 68 -> 75
    • Thigh Hitbox
      • Angle 68 -> 85
  • Down Air
    • Landing Lag 6 -> 10
  • Up Throw
    • Removed x0.33 FSM on frames 14 -> 24
    • Trajectory 98 -> 86
    • KBG 80 -> 10
  • Laser
    • FSM on start-up removed
    • Hitlag Multiplier x.1 -> x.66
    • Slow Lasers removed
      • This is to more center the identity of the character, in addition to removing a switch on one move that is not well communicated.
  • Falco Phantasm
    • Grounded Phantasm no longer has hitboxes
    • Grounded Phantasm can cancel into a midair jump
  • Reflector
    • Now converted into his Melee Shine
  • Landmaster
    • Falco can now use the move again
:bfox5:
  • 4 Melee Fox costumes added:fox5:
  • Wavedash
    • Can now wavedash out of Jumpsquat
    • Can no longer buffer roll or spotdodge out of a wavedash
    • Fox can now Jump Cancel Grab
  • Attributes
    • Ground Friction 0.06 -> 0.085
    • Jump H initial velocity 0.68 -> 0.718
    • Jump V initial velocity 3.59 -> 3.9
    • Air Jump multiplier 1.2 -> 1.26
    • Gravity 0.175 -> 0.22
    • Terminal Velocity 1.831-> 2.75
    • Air Mobility B 0.0109 -> 0.02
    • Fast Fall Terminal Velocity 2.5634 -> 3.372
    • Edge Jump H Velocity 1.75 -> 1.86
    • Edge Jump V Velocity 3.8 -> 3.6
    • Gravity decreased .22 -> .19
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Jab 2
    • IASA moved from Frame 12 -> Frame 16
  • Dash Attack
    • IASA moved from Frame 24 -> Frame 30
  • Down Tilt
    • All hitboxes standardized to 10% damage
    • Closest hitbox angle 45 -> 70
    • Second Closest Hitbox Angle 45 -> 80
  • Neutral Air
    • Trajectory standardized to 361 (Sakurai Angle)
    • BKB 20 -> 10
    • KBG standardized to 100
  • Forward Air
    • SDI multiplier on linking hits 1 -> .2
  • Back Air
    • Angle 0 -> 45
    • BKB 20 -> 30
    • No longer has sourspot hitboxes
  • Up Air
    • Linking hit damage 5 -> 4
    • Final hit damage 12 -> 13
  • Down Air
    • Hitlag Multiplier x1 -> x0.5
    • SDI Multiplier x1 -> x0.5
  • Dash Grab
    • FSM multiplier on first 10 frames increased to x1.22
  • Up Throw
    • BKB 53 -> 75
    • KBG 92 -> 110
    • Jump Cancel on Frame 34 changed to IASA
  • Laser
    • Fixed Laser Landing Bug
  • Fox Phantasm
    • Fixed a bug where Fox wouldn’t be able to cancel the move if transitioning from ground to air or air to ground
    • Removed all hitboxes from normal air and grounded versions
    • Trip hitbox on slow version now only trips once
    • Air version pops grounded opponents up and sends aerial foes out
  • Fire Fox
    • Increased walljump window from 4 frames to 12 frames
    • Can now grab the ledge starting Frame 15
  • Reflector (AKA Shine)
    • Fixed inputting Jump and Shine on the same frame only inputting Jump by moving Jump Cancel to frame 2
    • Aerial Hitbox trajectory 340 -> 360
    • Aerial Hitbox BKB 55 -> 0
    • Aerial Hitbox WBKB 64 -> 80
    • Aerial Hitbox KBG 16 -> 100
    • Aerial Hitbox Size 6 -> 8
    • Grounded and aerial hitlag now match (x0.1) which fixes a bug with registering a jump input on a hit opponent registering as a special input somehow
:ganondorf5:
  • Attributes
    • Fixed Ledgegrab going through certain stages
  • Jab
    • IASA pushed back Frame 21 -> Frame 25
  • Up Tilt
    • Shield Damage 20 -> 666
  • Forward Air
    • Removed iFrames from arm
    • Added Darkness GFX to fist during swing
  • Pivot Grab
    • Farthest grabbox is reduced and pulled i
      • Size 7.2 -> 4.5
      • Offset -22 -> -18
  • Down Throw
    • Darkness element is now applied to the thrown target
  • Warlock Punch
    • Ganondorf is now invulnerable while the attack is active
      • How DARE you interrupt the King of Evil!
    • Ganondorf now laughs when the hit connects
      • He mocks you for trying to get past the all-powerful punch!
    • Attack duration increased 2 Frames -> 4 Frames
  • Gandouken
    • GFX now changed to be much more fitting of Ganondorf and his raw power! It has now become what it truly is: An inescapable black hole, trapping all those inside, their fates left to Ganon.
    • The Gandouken can no longer be reflected or absorbed.
      • You can try and repel it, but its raw power forces anyone trying to simply accept their fate.
    • Changed KB angle to pull in more reliably (Trajectory 30 -> 202)
    • Damage decreased 2 -> 1
    • Hitlag decreased 1 -> 0.75
    • KBG increased 74 -> 90
    • BKB increased 10 -> 20
    • SDI Multiplier x0.5 -> 0
    • IASA on grounder version pushed back Frame 100 -> 120
  • Dark Dive
    • Electric hitbox damage reduced 3 -> 1
    • Release
      • Now meteors instead of spikes (Angle 325 -> 309)
      • BKB decreased 20 -> 10
      • KBG decreased 82 -> 60
    • Final Swing
      • Hitbox size 9 -> 8
      • Damage 26% -> 20%
      • BKB decreased 70 -> 55
      • KBG decreased 90 -> 70
:giga5:
All changes are from vBrawl
  • Giga Bowser can now be selected by holding Shield while choosing Bowser and leaving the Character Select Screen!
  • Giga Bowser is no longer invulnerable at all times
  • Giga Bowser now shakes the ground as he walks
  • Giga Bowser has 5% damage armor on all animations except for hitstun
  • Landing Lag on all aerials has been drastically reduced
  • Fire Breath
    • Now an elemental breath! Giga Bowser will breathe out various elements based on the angle he is breathing at.
  • Whirling Fortress
    • Now has the Electric Element to match consistency of Electric on Shell based moves
  • Bowser Slam
    • Now creates a quaking flaming ground in its wake
:iceclimbers5:
For clarity, Popo is used to refer to the Player Climber, while Nana is used to refer to the Partner Climber
  • New costume, Climbing Climbers!:climbingclimbers:
  • Nana
    • Nana’s rule that she cannot die unless in hitstun is now perfectly consistent
    • Nana no longer looks for a throw subroutine she does not have
    • Ice Element Removed from all Throws
    • New Freeze mechanic: If Nana throws a foe 3 times within 8 seconds, the 3rd throw will inflict Freeze.
    • All Nana Freeze Throws:
      • Damage: 6%
      • BKB: 80
      • KBG: 30
      • KB Angle: 90
  • Down Tilt
    • Corrected an error where Popo’s had the wrong knockback values
    • Removed trip rate
  • Down Air
    • Freeze is now only on the first two attacking frames for both climbers
    • Attacks changed to Initial Hit (Freeze) and Late Hit (Don’t Freeze
      • Initial Hit Popo
        • 11 Damage
        • Angle 90
        • BKB 40
        • KBG 110
      • Initial Hit Nana
        • 5 Damage
        • Angle 270
        • BKB 20
        • KBG 50
      • Late Hit (Both)
        • 5 Damage
        • Angle 270
        • BKB 20
        • KBG 50
    • Angle Changed for both Climbers 90 -> 270
    • Hitbox Size reduced 7.5 -> 5
    • Nana IASA frame matches Popo’s (64) (Nana does not have landing lag)
    • Popo’s landing lag reduced 42 -> 20
    • Popo autocancel moved from frame 58 -> frame 30
  • Back Throw
    • Popo Damage decreased 7 -> 6
  • Forward Throw
    • Nana Damage increased 5 -> 6
  • Up Throw
    • Nana Damage increased 4 -> 6
    • Both Climbers BKB set to 50
    • Both Climbers IASA moved to frame 42
  • Down Throw
    • Popo Damage decreased 7 -> 6
  • Up Taunt
    • Now cancellable into other Taunts on Frame 71
  • Side Taunt
    • Now cancellable into other Taunts on Frame 30
  • Down Taunt
    • Now cancellable into other Taunts on Frame 85
  • Belay
    • Nana’s iframes changed from invincibility to intangibility
  • Blizzard
    • Initial Projectile Size reduced 5/4.5 -> 3/2.5
    • Initial Projectile Damage reduced 2 -> 1
    • Highest Projectile arc changed 100 -> 90 degrees
    • Lowest Projectile arc changed 45 -> 50 degrees
    • Projectile Count 9 -> 5
    • Momentum when sliding reduced 1.1 -> 0.9
:ike5.0:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Dash Attack
    • Adjusted hitboxes to be on Ike’s sword
    • Removed initial hitboxes, is now one hit
    • Hitbox comes out on Frame 17 instead of Frame 18
    • Hitbox duration increased 2 -> 4 frames
  • Forward Smash
    • Removed Windboxes
  • Neutral Air
    • Landing Lag increased 5 -> 7 frames
  • Forward Air
    • Landing Lag increased 12 -> 15 frames
  • Eruption
    • Holding a Beam Sword and unleashing it at full charge will now pierce the heavens.
  • Quick Draw
    • Grounded version can now go off edges and platforms
  • Aether
    • Armor terminates on Frame 22
:ivysaur5:
  • Fixed any missing graphics it may have had
  • Attributes
    • Increased Meteor Cancel Frame 15 -> 25
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Jab 1
    • Removed trip chance from all hits
  • Forward Tilt
    • Reduced hitlag on repeating hits x1 -> x0.75
    • Removed SDI multiplier on repeating hits
    • Reduced damage of repeating hits 3% -> 2%
    • Repeating hits now pull into final hit
  • Up Smash
    • Removed stun element on disjoint
    • Reduced damage on disjoint 13% -> 10%
    • Increased BKB on sourspot 10 -> 75
  • Neutral Air
    • Can now only cancel into itself on successful hit
    • Reduced hitlag multiplier x1 -> x0.75
    • Added Leaf GFX
  • Back Air
    • FSM on landing lag removed
    • Increased landing lag 10 frames -> 19 frames
  • Up Air
    • Size of disjoint decreased 32.5 -> 24
    • FSM on landing lag increased x1.3 -> x1.6
    • Increased BKB on sourspot 10 -> 75
  • Down Air
    • FSM on landing lag increased x1.7 -> x2
    • Increased BKB on sourspot 13 -> 50
  • >100% ledge attack
    • Reverted to Brawl
  • Bullet Seed
    • Removed body hitbox during loop
    • Initial hits can hit grounded and aerial opponents
    • Added leaf and glow GFX during start-up
    • Bullet Seeds
      • Initial Hit Damage reduced 2% -> 1%
      • Hitlag multiplier reduced x1 -> x0.25
      • Increased SDI multiplier x0.2/x0.9 -> x1
    • Grounded version
      • Removed iframes
      • Removed outer hitboxes on start-up
      • Hitbox Angle 100 -> 90 degrees
      • Can now be Dodge cancelled
    • Ivycopter
      • Removed invincibility frames on startup
      • Vertical momentum gained during loop increased x0.335 > x0.345
  • Razor Leaf
    • Leaf color is now costume based
  • Vine Whip
    • Sweetspot KBG 70 -> 100
  • Giga Drain
    • Super Armor ends after release on Frame 85
  • Solar Beam
    • The move now works again!
:jigglypuff5:
  • Crown, Bandana, Ribbon, Nurse Joy, and Officer Jenny hats added
  • Attributes
    • Shield size reduced 17 -> 10
  • Dash Attack
    • Reduced BKB 13 -> 10
    • IASA moved from Frame 26 -> 35
  • Forward tilt
    • Changed knockback angle of downwards version 359 -> 361
  • Up Tilt
    • FSM of x1.6 added on start-up frames 6 -> 9
  • Down Tilt
    • Removed Momentum
  • Forward Smash
    • Reduced momentum x0.8 -> x0.5
  • Down Smash
    • Windboxes removed from wind-up
  • Up Air
    • No longer only sends foes in the direction Puff is facing
    • KB angle changed 78 -> 90 Degrees
  • Down Air
    • Landing lag decreased 30 -> 20
  • Pound
    • Reduced momentum added on ground x0.8 -> x0.5
    • Thunder Punch
      • Active frames on ground reduced 5 -> 2
      • Active frames on air reduced 6 -> 2
      • BKB on aerial reduced 85 -> 70
      • KB Angle on air changed 195 -> 175
  • Rest
    • Fixed a bug where healing was cut short by air to ground transition
    • Hitbox size reduced 4.83333-> 2.6
  • Shield Break
    • Fixed a bug where Self Destruct would erroneously activate
:dedede5:
  • Up Tilt
    • Changed iframes from whole body to head only
  • Forward Smash
    • Quake hitbox no longer clanks
    • X1.3 FSM added to start-up
  • Down Smash
    • Sliding is now optional (You can slide by inputting the direction he’d go forward in)
  • Up Air
    • Tipper Hitboxes now link into final hit
    • SDI Multiplier on tipper hitboxes removed
  • Down Air
    • Tipper Hitboxes now link into final hit
    • SDI Multiplier on tipper hitboxes removed
  • DDDecree
    • Down Command has Waddles sit for longer
    • Canceling the Neutral Command now forces minions to sit.
  • Waddle-Dee Toss
    • Max amount of minions at once reduced from 4 to 3
    • Waddle Doo:
      • Terminal Velocity increased 1->2.1 (now matches Waddle-Dee)
      • Adjusted Beam hitboxes to prevent Waddle Doo from hitting himself
    • Gordo:
      • Decreased spawn odds value 15 -> 10
      • Number of bounces before despawn increased 2 -> 5
      • Height loss after balance .9 -> .99
  • Super Dedede Jump
    • Canceling the move near the ground no longer goes into bad cancel state.
:kirby5:
  • Attributes
    • Special Fall landing lag IASA added on frame 15
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Dash Attack (Unheld)
    • Removed outermost hitboxes on repeating hits
    • Hitlag on all hits reduced x1 -> x.75
    • SDI Multiplier on repeating hits reduced x1 -> x0.5
    • Angle on repeating hits changed 25/65 ->202
    • Damage reduced on repeating hits 2 -> 1
    • Damage reduced on second to last hit 6 -> 4
    • Hitbox size reduced on second to last sourspots 8 -> 5
    • KB Values changed on second to last hit
      • BKB 90/70 -> 50
      • WDSK 50 -> 0
      • KBG 100 -> 70
    • Reduced range of final hitbox hits
    • Jump cancel added on Frame 42
  • Dash Attack (Held)
    • Soccer Ball GFX removed from Burning variation
    • Initial Hit always sends in the direction Kirby is facing
    • Now knocks foes outwards rather than inwards
    • Kirby now has a slightly charred face when exiting the burn model
  • Up Tilt
    • Removed last 3 active frames
    • IASA pushed back frame 24 -> 21
  • Forward Smash
    • Knockback angle changed on all angles to send further out
      • Upwards: 82 -> 60
      • Forwards: 73 -> 50
      • Downward: 60 -> 46
  • Inhale
    • Windbox adjusted slightly inward to remove deadzone (X Offest 40 > 38)
  • Copy Abilities
    • All
      • Angry Eyes have been removed
      • All Kirby now retains his Copy Ability as he is being Star KO’d
    • Ganondorf
      • Warlock Punch
        • Fixed a bug where turnaround hitboxes were behind Kirby
        • Now has iframes while the punch is active
        • Active frame duration increased 2 -> 4 frames
        • IASA pushed back frame 72 -> 100
      • Gandouken
        • Fixed a bug where Kirby’s held item would disappear
        • Fixed a bug where Kirby’s Gandouken would spawn too low
        • Grounded IASA Frame 72 -> Frame 120
        • Aerial IASA Frame 72 -> Frame 100
    • Ice Climbers: Second Ice Block now slides properly
    • Luigi
      • Fireball movement, duration, and KB properties now match Luigi’s
      • Thunderbrand can now be land canceled
  • Hammer
    • Fixed a bug where canceling charge didn’t have a hitbox on weak swing
    • Standardized damage, knockback, and angle for all aerial hits
      • First Sweetspot:
        • Damage 17% -> 16% ground (14% air)
        • Angle 55 -> 40
      • First Sourspot:
        • Damage 13% -> 11%
        • Angle 55 -> 40
      • Second Sweetspot:
        • Damage 15% -> 16% ground (14% air)
        • BKB 60 -> 65
        • KBG 70 -> 75
        • Angle 20 -> 40
      • Second Sourspot:
        • Damage 10% -> 11%
        • BKB 60 -> 50
        • Angle 50 -> 40
  • Final Cutter
    • Fixed a bug where doing the cancel would sometimes not let you jump out of it
    • Now sends outwards again (Angle 116 degrees -> 45 degrees)
    • Damage decreased 8% -> 5%
    • Rising cutter active hitbox active longer 2 -> 4 Frames
    • Falling cutter damage increased 3% -> 8%
  • Stone
    • Max Stone duration increased 150 -> 28,000 Frames
    • Each Transformation now has unique attributes
      • Stone: Landing hitbox sourspot now trips
      • Spike Ball: Now breaks shields
      • 110 Ton Weight
        • Added Bury Element
      • Thwomp
        • KB Angle changed 70 -> 309
        • Landing Sourspot damage decreased 14 -> 5
      • Garbage Block
        • Added Flower Element
        • Now reflects projectiles c:
  • Side Taunt
    • Added star GFX
      • Poyo!
:blink5:
  • Skyward Sword costumes now replaced with 6 Postman Link costumes:link5:
    • The Skyward Sword Link costume changes were not distinct enough to be made out in a match, therefore the costume was removed and replaced with a new costume based on Postman Link from Hyrule Warriors by SJ. Deliver the pain!
  • Attributes
    • Jump Squat reduced 7 -> 4 frames
    • Initial Dash Velocity 1.30 -> 1.42
  • Back Slice
    • Fixed a bug where his left eye would disappear when using the move
  • Bow
    • Can now select arrows
      • Regular and Bomb arrows are held A during release
    • Can no longer cancel into shield or air dodge after arrow release
  • Bomb Pull
    • Bombs will no longer hit Link provided they hit an opponent first (an explosion in any other scenario still hurts Link)
:lucario5:
  • Attributes
    • Fixed inability to drift after wiggling out of tumble
    • Gravity increased 0.665 -> 0.670
    • Terminal Velocity 1.2 -> 1.4
    • Terminal Fast Fall Velocity 1.68 -> 1.7
  • Jab 1
    • Hitbox size 4.2 -> 3.7
    • Outer hitboxes pulled slightly inwards (X offset 6->3.5)
  • Jab 2
    • Hitbox size 4.2 -> 3.8
    • Outer hitboxes pulled slightly inwards (X offset -7->-4)
  • Dash Attack
    • Lucario can now only cancel Dash Attack on hit
    • Active frames reduced Frame 18 -> Frame 14
  • Up Tilt
    • FSM changed from x1.25 -> x1.1
    • FSM moved to frames 1-5 (slows start-up)
    • IASA changed with a cancel on successful hit
    • IASA pushed back to frame 42
  • Down tilt
    • Removed body and aura hitboxes
  • Up Smash
    • Decreased sweetspot hitbox size 10 -> 7
    • Decreased active frames, Last Frame 31 -> Frame 21
  • All Aerials
    • Now restore Extreme Speed when hitting a foe
    • IASAs were moved up for faster gameplay
    • If used out of Extreme Speed, will halt his aerial momentum
  • Neutral Air
    • Hitbox sizes reduced 5 -> 4
    • Damage reduced on both hits
      • First hit: 11 -> 8
      • Second hit: 7 -> 6
    • IASA now earlier Frame 68 -> 56
  • Forward Air
    • Active frames reduced, Last Frame 17 -> Frame 13
    • Landing lag decreased 18 -> 16 Frames
  • Back Air
    • Only the aura explosion is the other spot. All other hits are the late hit.
    • Changed second late hitbox trajectory to not send as high 80 -> 70
    • Endlag increased. IASA Frame 29 > Frame 36
    • Landing lag increased 15 -> 19 Frames
  • Up Air
    • Reduced Damage 10% -> 9%
    • Reduced KBG 121 -> 116
    • All hitboxes now send foes upwards
    • Endlag increased. IASA Frame 29 -> Frame 34
    • Active frames reduced. Last Frame 18 -> Frame 13
    • Reduced hitbox sizes on Leg and Foot by 1 unit
    • Landing lag decreased 22 -> 16 Frames
  • Down Air
    • Both Hits now always send foes downwards
    • Damage on both hits reduced 8 -> 4
    • BKB of second hit increased 44 -> 60
    • KBG of second hit decreased 68 -> 20
    • Increased Endlag. IASA Frame 30 -> Frame 38
    • Landing lag increased 17 -> 20 Frames
    • Added auto cancel window between kicks. Goes away when second kick starts.
  • Pummel
    • Speed reverted to Brawl
    • Damage increased 1->3
  • Back Throw
    • KBG decreased 50 -> 25
  • Aura Sphere
    • Increased amount of frames to charge between intervals 8 -> 11
    • Aura Sphere release can now grab ledge earlier
    • Max Aura Sphere size 2.1 -> 2
  • Force Palm
    • Restores Extreme Speed use
    • Halts Aerial Momentum when used out of Extreme Speed
    • Throw can be canceled into Extreme Speed
    • Landing Lag on whiff decreased
    • Outermost hitbox removed
    • Middle hitbox size decreased 6 -> 4.5
    • Removed article entirely
    • Throw damage reduced 13 -> 10
    • Increased KBG 95 -> 118
    • FSM of x3 added to whiffed air input to match grounded input
  • Extreme Speed
    • Decreased Turning Speed
    • Speed increases as he moves
    • No longer decelerates at the end
    • Can now be canceled out of much sooner, and into Force Palm too
    • No longer has a hitbox
    • Can only be used up to twice in the air
    • No longer can be used until it touches the ground again if the angle from the grounded version is upwards at the end
    • Reduced momentum while sliding on the ground
    • Fixed canceled attacks on the ground facing right regardless of actual direction
    • Lucario can now reverse aerials out of Extreme Speed
    • Added GFX and SFX to indicate when you can use the move again
  • Down Special
    • Focus Energy has been replaced with Bone Rush
      • Lucario whips out an Energy Bone to unleash a powerful attack! On the ground he can scoop up foes for a combo, while in the air he can whack you for a powerful early killing meteor smash!
:blucas5:
  • PJ Lucas has gained two new recolors, based on the Pigmasks and Masked Man
  • Attributes
    • Fixed Ledgegrab going through certain stages
  • Dash Attack
    • FSM of x1.55 on startup reduced to x1.22
    • FSM removed after frame21
    • Cancel changed to on-hit cancel.
    • IASA moved from frame 23 to frame 38
  • Forward Tilt
    • Early IASA only occurs on-hit
    • New normal IASA added to frame 25
  • Up Tilt
    • Removed all hitboxes that sent downwards
    • On-hit Jump Cancel added to second hit
    • Second hit angle changed 120 -> 95
    • Second hit KBG decreased 105 -> 80
  • Down Tilt
    • First hit will always trip. Mashing dTilt again will not trip.
      • Trip cooldown is 80 frames
  • Forward Smash
    • Can now be angled
  • Down Smash
    • If A is held on the final Smash, Lucas will freeze the opponent
    • Removed all Trip Chances
  • Neutral Air
    • Damage reduced 3 -> 1
    • Multihit angle changed 192 -> 202
  • Forward air
    • Initial damage increased 13% -> 15%
    • Late damage increased 10% -> 13%
  • Up Air
    • Removed Held Input Freeze
    • Increased damage 10% -> 14%
  • Back Air
    • Both hitboxes had their damage changed to 14%
  • Down air
    • Number of hits decreased 4 -> 2
    • KBG on both hitboxes 130/110 -> 95
  • Dash Grab
    • Reduced active frames 30 -> 10
  • Down Throw
    • Angle changed 120 -> 100
  • Pivot Grab
    • Reduced Active Frames 30 -> 10
  • PK Fire
    • Aerial Version now has Z Air cancel
  • PSI Magnet
    • Spike hitbox KBG reduced 104 -> 80
:luigi5:
  • Attributes
    • Fixed Ledgegrab going through certain stages
    • Powershield Reflect Bubble Size x0.7 -> x1.3
  • Misc
    • Removed Jab Reset Armor
    • Added missing first 4 iframes to getup
  • Dash Attack
    • A can now trigger trip in addition to shield
    • Removed ability to accidentally spotdodge when performing cancel
    • Reduced hitbox size of repeating hitbox sweetspot 4.8 -> 3.5
    • Reduced Hitbox size of final hitbox sweetspot 5 -> 4
    • Removed hitbox behind Luigi on final hit
    • Moved body hitbox slightly back offset 6 -> 4
    • Removed trip chance from final hit
    • No longer clanks with other hitboxes
  • Green Missile
    • Can no longer get his head stuck in a wall
    • Active Travel Hitbox duration reduced 36 -> 24
    • Can now only footstool cancel after hitting the opponent’s hurtbox
  • Luigi Tornado
    • Windbox removed
    • Moved outward hitboxes inwards a bit
    • Normalized Ground and air hitbox sizes
    • No longer clanks with other hitboxes
    • Hand hitbox sizes X/Y 6 -> 5, Z 8 -> 6.5
:mario5:
  • Attributes
    • Fixed Ledgegrab going through certain stages
    • Run Terminal Velocity increased 1.5 -> 1.75
    • Dash Terminal Velocity increased 1.5 -> 1.65
    • Jumpsquat frames decreased 5->4
    • Maximum Horizontal Air Mobility increased 1.04 -> 1.2
  • Misc
    • Removed Jab Reset Armor
    • Added missing first 4 iframes to getup
  • Dash Attack
    • Mario now has 12 frames to cancel the attack into the second part
    • Removed late hitboxes
    • Dash attack 2 can go off the edge of stages/platforms starting frame 11
  • Up Tilt
    • BKB increased 31->40
  • Forward Smash
    • Increased Sweetspot hitbox size 6 -> 7.75
    • Sweetspot hitbox moved to better cover the fireball GFX
    • Hitboxes are now active for 5 frames instead of 3
  • Up Smash
    • BKB decreased 50 -> 45
    • KBG decreased 100 -> 95
    • Increased both hitbox sizes (3.9 -> 4.3) and (4 -> 4.4)
  • Down Smash
    • Front hitboxes are now active for 4 frames instead of 2
    • Back hitbox angle changed 90 -> 361
    • Back hitboxes are now active for 4 frames instead of 1
  • Neutral Air
    • Initial damage decreased 13% -> 10%
    • Late hitbox damage decreased 9% -> 7%
  • Forward Air
    • Landing Lad decreased 26 frames -> 19 frames
  • Back Air
    • Initial Hit Damage decreased 14% -> 13%
    • Initial Hit Angle changed 32->361
    • Initial Hit BKB increased 16 -> 20
    • Initial Hitbox Sizes increased (4.5 -> 5) and (5.9 -> 6.2)
    • Late Hitbox KBG increased 80 -> 90
    • Hitboxes can no longer inflict reverse knockback
  • Up Air
    • Damage decreased 11% -> 9%
    • Knockback angle changed 45 -> 65
    • BKB increased 9 -> 20
    • IASA moved from frame 30 -> 29
  • Down Air
    • Landing lag reduced from 19 frames -> 14 frames
    • Multihit SDI multiplier decreased 75 -> 50
    • Final hitbox duration increased 1 frame -> 4 frames
    • Final hitbox KBG decreased 100 -> 75
    • Added FSM of x1.25 starting frame 5 ending frame 25
  • Standing Grab
    • Grabbox duration increased 2 frames -> 4 frames
    • Increased both grabbox sizes 3.36 -> 5.5
    • Moved both boxes closer to Mario’s body
  • Dash Grab
    • Grabbox sizes increased 2.5 -> 3.5
  • Back throw
    • Knockback Angle changed 45 -> 35
  • Fireball
    • Removed the second fireball
      • While the addition was a cool callback to Super Mario Bros. the pressure it granted Mario was too much and thus had to be taken out
    • Firebrand
      • Now a single strong hit
      • Deals 13% on ground and air
  • Super Jump Punch
    • Can now be walljump cancelled from frame 9 onwards.
  • F.L.U.D.D.
    • Removed x0.5 FSM from grounded version
    • Can now be B reversed
    • Can now be double jump cancelled in the air
    • Can now only be used once in the air, and cannot be used again until Mario is on the stage.
      • Previously F.L.U.D.D. allowed Mario to camp the ledge and spray it endlessly which promoted a campy gameplay style unwanted in Minus.
    • F.L.U.D.D. will only remain on Mario’s back if he is unable to use Down Special.
    • Can now cancel into any special on Frame 15 except F.L.U.D.D.
:marth5:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
    • Reverted DashDance to vBrawl
  • Jab 1
    • Added an 8 frame window where you can’t cancel to Jab 2 to make Jab 1 -> Grab easier
    • Holding A will still do Marth’s jabs as normal
    • Tipper hitbox now has more priority
    • Tipper hitbox size 4 -> 4.7
    • Hitbox moved to better cover sword
    • Tipper BKB increased 30 > 55
    • Tipper angle changed 361 -> 85
    • IASA moved from frame 28 -> 23
  • Jab 2
    • Tipper hitbox now has more priority
    • Tipper hitbox size 4 -> 4.5
    • Hitbox moved to better cover sword
    • Tipper BKB increased 30 -> 65
    • Tipper KBG increased 70 -> 90
  • Forward Smash
    • Added an x0.8 FSM to the endlag of the backwards variant
    • Removed “Fake Tippers”
    • Shrunk Tipper Hitbox 11 -> 8
    • Tipper hitbox moved further up Marth’s sword to compensate
  • Up Smash
    • Side hitboxes reduced 9 -> 6
    • KBG of Tipper increased 100 -> 125
  • Down Smash
    • Weak knockback angle changed 55 -> 361
    • Reduced KBG of first sourspot hit to match back hit (74 -> 70)
    • Increased KBG of tipper hits (74 -> 80)
  • Back Air
    • Landing lag reduced 22 -> 15
  • Shield Breaker
    • Reduced Active frames to 12 on non-charged versions
    • Endlag increased to 40 for grounded versions
  • Dancing Blade
    • Other Special cancels removed
    • Aerial variant reverted to vBrawl
    • Hitlag of first hit reduced significantly
    • 3rd Low Electrical Element removed, hitlag reverted to vBrawl
    • 4th Upper: Jump Cancel added on Hit only
    • 4th Low
      • X1.5 FSM while attack is active
      • Multihits link better
      • Adjusted shield damage on hits 2 and 3 to 3 to match hit 1
  • Dolphin Slash
    • KBG reduced 93 -> 68
    • Weak hit angle changed 35 -> 361
  • Counter
    • Detection bubble adjusted to now cover Marth’s entire body
:mewtwo5:
  • Can no longer be 2-framed during iframed ledge grabs
  • Increased Meteor Cancel Frame 25 -> 28
  • Attributes
    • Added FSM of x0.37 to Jab Reset
  • Dash Attack
    • Removed hitbox behind Mewtwo
    • Corrected an error where his head hitbox shrank
    • Increased size and range of sweetspot hitbox
      • Size 3 -> 4, Z offset 6 -> 9
  • Forward Tilt
    • Decreased WDSK 20 -> 0
    • Increased BKB 10 -> 40
    • Decreased KBG 110 -> 95
  • Up Smash
    • Moved uppermost hitboxes slightly downwards and inwards Y Offset 25 -> 20
  • Down Smash
    • FSM at start changed from x1.5 -> 1.25
    • FSM now only lasts until sourspot activates
  • Neutral Air
    • Removed second instance of Electric SFX playing
  • Forward Air
    • Decreased hitbox size of sweetspot 6 -> 4.5
    • Moved sweetspot closer to hand X offset 5.5 -> 1
  • Grab
    • Moved grabboxes further out 3/8 -> 5/11
    • Increased size of furthest grab box 4 -> 5
  • Dash Grab
    • Moved grabboxes further out 3/8 -> 8/14
    • Increased size of furthest grab box 4 -> 5
  • Forward Throw
    • Fixed a bug where the throw released too early
  • Up Throw
    • Fixed damaging hitbox being stationary
    • Hitlag of damaging hitbox reduced x0.5 -> x0.2
    • Rehit rate changed from every 5 frames to every 10 frames
    • Total of damaging hits reduced 8% -> 4%
  • Up Taunt
    • IASA pushed back, Frame 80 -> Frame 105
  • Side Taunt
    • Added a Shadow Hitbox on his hand
  • Confusion
    • Fixed a bug where the reflector was unreliable
    • Reflector now only lasts until frame 19
  • Future Sight
    • Decreased rehit rate. Total damage 27% -> 15%
    • Can be absorbed again
:metaknight5:
  • Attributes
    • Weight increased 69 -> 73
    • Increased Shield Size 6.5 -> 8
    • Decreased Shield Break Velocity 5 -> 2
  • Up Tilt
    • Body hitbox reduced 10 -> 7
  • Forward Smash
    • Windup reverted to vBrawl
  • Up Smash
    • IASA moved Frame 37 -> Frame 44
  • Forward Air
    • First two hits can no longer be SDI’d
  • Up Taunt
    • Pressing A now trips Meta Knight
  • Glide Attack
    • Outer Hitbox Size reduced 11 -> 8
    • X Offset 15 -> 12
    • Active Frames reduced 3 -> 1
  • Dimensional Cape
    • Outer disjoint removed on backwards slash
    • Backwards Slash now sends upwards (matching others)
    • Iframes start earlier Frame 13 -> Frame 7
:gnw5:
  • Attributes
    • Weight reduced 75 -> 72
    • Walk Initial Velocity 0.2 -> 0.195
    • Walk Acceleration 0.2 -> 0.195
    • Walk Max Velocity 1.5 -> 1.45
    • Dash & StopTurn Initial Velocity 1.6 -> 1.5
    • Dash and Run Acceleration A 0.12 -> 0.1
    • Dash and Run Terminal Velocity 2.4 -> 1.8
    • Air Mobility A 0.05 -> 0.038
    • Air Mobility B 0.06 -> 0.045
    • Fixed Ledgegrab going through certain stages
  • Jab 1
    • Delayed Transition into Rapid Jab
    • IASA Frame 16 -> Frame 11
  • Forward Tilt
    • FSM removed
    • Added late hit with half damage starting from Frame 15 -> Frame 22
    • Damage reduced on Sweetspot 10% -> 8%
    • IASA Frame 29 -> Frame 27
  • Down Tilt
    • Angles on both hits changed 20/361 -> 80 degrees
    • BKB reduced on both hits 50/80 -> 75
    • DMG Reduced on Sweetspot 10/8
  • Forward Smash
    • Removed hitboxes behind G&W from held variant
  • Neutral Air
    • Parachute
      • Moved Parachute hitbox lower
        • Y Offset initial 14.5 -> 10
        • Y Offset late 16.5 -> 11
      • Initial Hit KBG increased 85 -> 89
  • Forward Air
    • Late Hit lasts longer frame 23 -> Frame 28
  • Up Air
    • Damage removed from windboxes
  • Down Air
    • Hitbox transitions to late hit sooner Frame 25 -> 15
    • Damage reduced on Late Hit 10/9 -> 5/5
    • KBG of late hit reduced 75 -> 40
    • Can now be ledge canceled
  • Up Throw
    • Added x1.0 FSM on release
  • Chef
    • Reduced size of pan hitbox 6.5 -> 3.5
    • Moved pan hitbox closer Z offset 8 -> 6
    • Pan active frames reduced 7 -> 5 Frames
    • Chef Shotgun replaced with XXL Chef
      • Rather than hit his foes with a burst of food, Game and Watch combines his culinary creations into one large, hard to dodge food. Who could resist this massive meal!?
    • Removed Mashability, good food takes time and care to prepare.
    • Removed IASA on frame 31.
    • Aerial Chef can cancel into anything except Specials starting Frame 34
  • Judge
    • The move has been entirely reworked.
    • Previously the move had far more reward than Risk. In order to adjust that, we inflated the sense of Risk/Reward so using Judge truly is a gamble now!
    • Changes:
      • Judge is now truly random.
      • 1: Removed Cape, a hit will now shield break Mr. G&W.
      • 2: Replaced Flower Element with Cape
      • 3:
        • Removed Paralyze Element
        • KBG 50 -> 0
        • BKB 35 -> 120
        • Shield Damage 25 -> 40
        • Angle 90 -> 160
        • Hitlag reduced x1.5 -> x1.0
      • 4:
        • Removed Sleep element, added Trip Element
        • Damage -1% -> 4%
        • BKB 0 -> 75
        • Angle 40 -> 90
      • 5:
        • Bury Element replaced with Electric
        • Damage on repeating hits 6 -> 3
      • 6: No changes
      • 7:
        • Removed Stun Element
        • Damage 14% -> 7%
        • BKB 25 -> 50
        • The food spawned is now random
        • 1/50 chance to instead spawn Maxim Tomato
      • 8:
        • Now launches in 8 random directions
      • 9:
        • Darkness element added
        • Damage: 32% -> 61%
  • Fire
    • Increased parachute hitbox size on descent to match Neutral Air
      • Size 8 -> 11
      • Y Offset 16.5 -> 11
    • Windbox sizes reduced 10 -> 5
  • Oil Panic
    • FSM of x2.0 added to Absorb
  • Up Taunt
    • Now chooses 1 of 5 random objects to hold
  • Side Taunt
    • Now chooses 1 of 5 random objects to hold
  • Victory 1
    • Now chooses 1 of 5 random objects to hold
:olimar5:
  • Forward Tilt
    • Removed its Attack and Special cancel on frame 21
    • IASA moved from Frame 37 -> Frame 30
  • Up Tilt
    • Removed x2.0 FSM from endlag
    • Changed angle of repeating hits to 90 degrees
    • Removed SDI Multiplier on linking hits
  • Up Smash
    • IASA moved from Frame 26 -> Frame 33 to match other Smash attacks
  • Neutral Air
    • All final hitbox sizes decreased by 2.5
  • Up Air
    • Removed SDI Multiplier on repeating hits
    • Repeated hits link more reliably. Damage adjustments:
      • Red 3% -> 2%
      • Blue 3% -> 2%
      • Purple 3% -> 2%
      • White 3% -> 2%
    • Final hit adjustments
      • Red Damage 6% -> 4%
      • White 6% -> 4%
  • Grab
    • Purple Pikmin Pull-in speed .8 -> 2
  • Pummel
    • White Pikmin Pummel damage 4% -> 6%
  • Pluck
    • Amount of times Olimar gains height from the move decreased 3 -> 1
  • Pikmin Toss
    • No longer cancels into itself
    • Red Pikmin release damage decreased 5% -> 4%
    • Cancel on Frame 17 now only cancels into Normals
    • Added FSM of x0.8 on Frame 17
    • Yellow Pikmin pummel damage increased 2% -> 3%
    • All Pikmin release hitbox only lasts 1 frame with x0.25 FSM
      • This is to fix a longstanding bug with Pikmin triggering the hitbox when knocked off during final hit
  • Whistle
    • No longer has a hitbox
    • Armor frames reduced 7 -> 3
    • Fixed a bug where the move could not be B-reversed in Training Mode
:ness5:
  • Attributes
    • Fixed Ledgegrab going through certain stages
  • Misc
    • Remove Jab Reset Armor
    • Added missing 4 iframes to getup
  • Dash attack
    • Removed 2 hitboxes that only hit aerial or grounded opponents
    • KBG on first hit decreased 100 -> 75
    • BKB on first hit increased 25 -> 40
    • Damage on first hit decreased 5 -> 3
    • KBG on second hit decreased 100 -> 75
    • Damage on second hit decreased 4% -> 3%
  • Down Tilt
    • Damage reduced 4% -> 2%
  • Forward Smash
    • Can now be angled up or down
  • Forward Air
    • Multihit damage decreased 2% -> 1%
    • Final hit damage increased 1% -> 5%
    • Multihit angle changed 365 -> 363
  • Back Air
    • Damage decreased 17% -> 15%
  • Up Air
    • Damage decreased 13% -> 8%
    • KBG decreased 130 -> 70
    • BKB increased 7 -> 30
    • Landing lag decreased 12 -> 10 frames
  • Down Air
    • Hitbox size reduced from 6.45 -> 4.5
  • Dash Grab
    • Removed furthest grab box
  • Pivot Grab
    • Removed furthest grab box
  • PK Fire
    • Grounded Jump cancel moved Frame 23 -> 28
    • Double Jump Cancel added between frames 19-30
    • Duration Ness can experience landing lag increased from Frame 28 -> 35
  • PK Thunder
    • PK Thunder 1
      • Hitbox size on Ness reduced 10 -> 3
      • Hitbox moved slightly downwards to better cover Ness
      • Ness can no longer jump cancel the endlag
    • PK Thunder 2
      • Super Armor now only for first 5 frames
      • Frames 6-12 are 11% Damage armor
      • Frames 13-24 are 7% Damage armor
      • Ness will now get a second chance to PK Thunder if he hits a wall
      • Deceleration decreased x0.072 -> x0.062
      • Armor disappears with hitbox (Frame 33)
  • PSI Magnet
    • Removed invincibility
    • Hitbox size decreased 10 -> 7
    • Hitbox now comes out same frame as graphic
    • Aerial hitbox moved slightly downwards to better cover Ness
    • Damage reduced 8% -> 4%
:peach5:
  • Attributes
    • Air Mobility B reduced .45 -> .05
    • Air Speed increased 0.893 -> 1.085
    • Item Throw Strength reduced 1.1 -> 1
  • Misc
    • Removed Jab Reset Armor
    • Added the missing 4 iframes to getup
  • Walk
    • SFX restored
  • Dash Attack
    • The attack once again must hit a foe to be cancelable
    • First hit KBG reduced to 0 to ensure second hit always connects
  • Down Smash
    • No longer cancels into Specials
    • SDI Multiplier reduced 1.5 -> 1
  • Forward Air
    • No longer autocancels for entire duration of move
    • Landing Lag increased 0 -> 15
    • Auto Cancel Window Frame 41
    • BKB 60 -> 45
    • KBG 68 -> 84
  • Back Air
    • No longer autocancels for entire duration of move
    • Now has 10 frames of landing lag
    • Autocancels on frame 25
    • Strong Hit BKB 20 -> 0
    • Strong Hit KBG 80 -> 100
  • Down Air
    • Removed lower hitbox on each hitbox except final
    • SDI Multiplier 1 -> 0.5
  • Side Taunt
    • “La lala lalala” now plays Frame 1
  • Parasol
    • Repeating hitboxes adjusted to now always connect
  • Turnip Pull
    • Urina and Pitfall removed from her item pool
    • Chance to pull an item reduced 1:20 -> 1:30
    • Damage from non-wiky, dot, or Stich-faced Turnips reduced 14 -> 2
:pichu5:
  • Pichu has been vastly reworked for Brawl Minus 5.0! Gone is the tap/held system of old and a new system of self damage charging up a more powerful Discharge to really up the Risk/Reward game! As one of the faces of Brawl Minus, we put extra time into making sure Pichu works just right, and this time he’ll be a shocker for sure!
  • Normals
    • Pichu's normals now more closely match the versions of his moves that appear in official smash titles. Pichu's fair and bair are now multihits that function as solid kill moves, especially offstage. Dair is an incredibly strong meteor that has a strong sideways sending sourspot. Up air, down throw, down tilt, and up tilt are all fantastic combo starters and extenders. Pichu's forward smash will send even the heaviest of characters to the blast zone in a flash. These strong moves don't come without a cost, however. Also much like his mainline inclusions, Pichu's electric hitboxes all inflict self-damage again…but there is an upside to all this!
  • Specials
    • Neutral Special
      • Is now primarily Nuzzle
      • But when Pichu deals 40 self damage, Pichu will flash, indicating that he’s got a more powerful Discharge ready to unleash on his foes! This is now Pichu’s strongest move, and one of Minus’ most powerful moves! Unleash it at the right moment for devastating results!
    • Side Special
      • Is now Electro Ball
        • Instead of the trapping projectile it was in previous iteration, Electro Ball will now move across the screen, still stunning the foes it hits.
    • Agility
      • Now only uses the held variant (damage to Pichu and a hitbox on foes)
    • Thunderbolt
      • Now only uses the tapped variant (shoot down a beam of lightning
:pikachu5:
  • Attributes
    • Meteor Cancel Frame 35 -> Frame 25
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes to getup
  • Jab
    • Trip rate increased on 2 furthest hits 70% -> 100%
  • Neutral Air
    • Reduced late hit damage 8% -> 4%
  • Quick Attack
    • Can now grab the edge from behind at the end of the move
  • Thunder
    • Jump Cancel pushed back Frame 28 -> 46
:pit5:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes to getup
  • Up Tilt
    • Removed looping hitboxes from frames 2-6
  • Down tilt
    • Removed x0.9 FSM from the move
  • Up Air
    • Adjusted linking hitboxes to be more consistent
    • Total damage 18, 20 -> 12
    • Final hit trajectory 78, 65 -> 75
  • Palutena’s Bow
    • Arrow charge power increase x0.15 -> x0.1
  • Angel Sweep (Side Special)
    • Grounded version is now shorter variant of aerial version
    • Removed meteor hitbox on frames 10-13
    • Has 5 points of control up from 3
  • Wings of Icarus
    • Removed intangibility and windboxes
    • Aerial version starting frame 1 -> 4
    • Aerial version y coordinate 2 -> 4.5
    • Aerial version hitbox size 9 -> 7.5
:ridley5:
Ridley hits the big time (again!) by invading the Brawl Minus fray! Use his massive body and aerial dominance to overwhelm the opponent! Keep them in the air so long that they won’t be able to keep up! Use his fireballs (single or multiple!) as an approach tool and once they’re open, grab them with a side special throw, and continue to chase to never let them escape your deadly clutches! Or drag them down to their doom with a Minus exclusive Ridleycide!
:rob:
  • Attributes
    • Increased Meteor Cancel Frame 25 -> 28
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes to getup
  • Jab 2
    • BKB values reverted to vBrawl
  • Up Tilt
    • IASA pushed back Frame 17 -> 22
    • Pop-up hitbox angle changed to link better 105 -> 125 degrees
    • Lowest hitbox size on body increased 3.5 -> 10 Y offset 7 -> 3
  • Down Tilt
    • Removed all trip chances
  • Forward Smash
    • Increased size of furthest hitbox 4 -> 6
  • Up Smash
    • Now Fuel dependant. Will not activate without fuel.
    • Uses 10 Fuel
  • Neutral Air
    • Now Fuel dependant. Will not activate without fuel.
    • Uses 10 Fuel
    • KBG 108 -> 100
    • Damage 12 -> 10
  • Forward Air
    • Active Frames reduced 10 -> 7 Frames
  • Back Air
    • Now Fuel dependant. Will not activate without fuel.
    • Uses 10 Fuel
    • Increased landing lag 11 -> 14 frames
  • Up Air
    • IASA replaced with on-hit cancel on frame 27
    • FSM of x1.5 reverts to x1.0 on whiff
    • Decreased landing lag 22 -> 11 frames
  • Down Air
    • Now Fuel dependant. Will not activate without fuel.
    • Uses 10 Fuel
  • Down Throw
    • Corrected placement of Drill hitbox X offset 11 -> 5
    • Reduced damage on repeating hits 2 -> 1
  • Robo Beam
    • Green Laser
      • Added Electric SFX
      • Fixed a bug where it’d do less damage to foes on the ground
    • Red Laser
      • Added Heavy Electric SFX and Electric Element
      • Removed Paralyze Element
      • Increased Hitlag x1.5 -> x3.0
      • Decreased BKB 63 -> 55
      • Decreased KBG 83 -> 75
      • Charge Time increased 15 seconds -> 30 seconds
      • Explodes on-hit
  • Arm Rotor
    • Removed reflector on grounded version
  • Robo Burner
    • Fuel recharge rate reverted to vBrawl
    • Max Fuel increased 150 -> 200
:roy5:
  • Jab
    • Start-up increased by a frame 3 -> 4
    • Sourspot now has priority over sweetspot
    • Normalized hitlag across all hitboxes
    • All non-Blade hitboxes now send upwards
    • All non-Blade hitboxes increased BKB to 50
    • Blade hitbox
    • Decreased KBG 100 -> 66
    • Increased Arm hitbox size 3 -> 3.13
    • Body hitbox
      • Moved from hip to shoulder
      • Damage increased 7 -> 8
      • Size reduced to compensate for new position 5 -> 2.4
    • Blade Hitbox
      • Damage reduced 7 -> 6
      • BKB set to 40
      • Now sends at Sakurai angle
  • Dash Attack
    • Damage increased on Arm and Body hitboxes 12% -> 13%
    • All hitboxes now send at 67 degrees
  • Up Tilt
    • Equalized Sweetspot damage on all hitboxes to 12
    • Sourspot angle tweaked to not send behind Roy
  • Down Tilt
    • Equalized damage values for Sweetspot to 11
    • Body hitbox
      • Angle now 85
      • BKG reduced 45 -> 40
    • Arm and Hilt KBG increased 20 -> 40
    • Sweetspot BKB increased 62 -> 80
    • Sourspot BKB increased 32 -> 62
  • Forward Smash
    • Reduced Start-Up by 1 frame
    • Hitlag reduced 1.35 -> 1
    • Sweetspot Damage increased to 20
    • Arm hitbox reduced 4 -> 3.13
    • Body hitbox size increased 3 -> 3.52
    • Hilt Hitbox
      • BKB reduced 63 -> 60
      • KBG decreased 64 -> 62
      • Moved towards base of sword (3.2 -> 2.2)
    • Sourspot
      • Damage reduced 14 -> 13
      • BKB increased 56 -> 80
      • KBG decreased 64 -> 20
      • Size reduced 3.8 -> 3.52
      • Angle changed 35 -> 361
  • Up Smash
    • Damage across sweetspot hitboxes normalized to 16%
    • Sweetspot hitboxes normalized to use the same element
  • Down Smash
    • First Hit
      • Sourspot now sends forwards instead of backwards (160 -> 30)
      • Arm Hitbox
        • Damage increased to 16%
        • BKB decreased 62 -> 50
      • Body Hitbox
        • BKB increased 50 -> 63
        • KBG decreased 80 -> 70
    • Second Hit
      • Sweetspot Damage normalized to 20%
      • Body and Arm Hitboxes
        • BKB increased 50 -> 63
        • KBG decreased 80 -> 70
        • Send at slightly higher angle 70 -> 75
  • Neutral Air
    • Can no longer hit opponents with both swings
    • Damage increased 10 -> 13
    • Sourspot KBG reduced 105 -> 100
  • Forward Air
    • First hit
      • Sourspot Angle increased 38 -> 70
      • Body damage increased 5% -> 7%
      • Sourspot hitboxes now have priority over Body and Arm
    • Second Hit
      • Body hitbox damage increased 9% -> 10%
      • Sourspot hitboxes now have priority over Body and Arm
  • Back Air
    • Body hitbox damage increased 9% -> 10%
  • Up Air
    • Replaced with Smash Ultimate Up Air
  • Down Air
    • Sourspot hitboxes now have priority over Body and Arm
  • All Grabs
    • Removed Third Grab box to reduce range
:samus5:
  • 4 Dread Samus costumes added
  • Attributes
    • Fixed Ledgegrab going through certain stages
  • Down Tilt
    • Cancel only works on successful hit and not shielded ones
  • Forward Smash
    • Upward Angle Damage increased 16% -> 18%
    • Downward Angle Damage decreased 16% -> 14%
  • Up Smash
    • Final hit Damage increased 12% -> 14%
    • Final Hit KBG increased 60 -> 100 (80 on Held)
  • Back Air
    • Damage increased 15% -> 17%
    • Hitbox priority increased
  • Up Air
    • Changed angle of multihit moves to link better
  • Z Air
    • Removed Special Cancel
  • Up Throw
    • Fixed a bug where Samus can heal into negative values
  • Charge Shot
    • Can now charge the shot in the air
    • Reduced damage on 2nd to last charge state 21% -> 18%
    • Reduced damage on Final charge state 25% -> 21%
    • Increased BKB on Final Charge State 63 -> 75
    • Increased KBG on Final Charge State 30 -> 36
  • Missile
    • Reduced Power Missile KBG 80 -> 63
  • Bomb
    • Increased vertical movement gained .75 -> 1
    • Increased Max horizontal speed 1.3 -> 1.8
    • Power Bomb
      • Increased Shield Damage 40 -> 50
      • Reduced Damage on Explosion 15% -> 5%
      • Reduced BKB on Explosion 40 -> 15
      • Reduced KBG on Explosion 92 -> 45
:sheik5:
  • Attributes
    • Vertical Jump multiplier x1 -> x1.09
    • Total Jump Count decreased 3 -> 2
  • Forward Smash
    • Second hit can no longer inflict reverse knockback
  • Up Smash
    • Tipper hitbox size decreased 5.5 -> 4.5
    • Tipper damage decreased 13% -> 11%
  • Up Air
    • All hits now send straight up
  • Down Air
    • No longer a stall-then-fall, behaves more like Melee
    • Removed jump cancels
    • Removed landing htbox
    • Hitbox angle changed 54 -> 80 degrees
    • Landing Lag decreased 26 -> 13
  • Needle Storm
    • No longer explode on the ground
      • While a very cool idea, it was hard for opponents to see exactly where they were due to their tiny size, and suddenly getting hit by them was considered more frustrating than the coolness was worth.
  • Chain
    • All hitboxes now deal 1%
    • All hitboxes refresh earlier frame 28 -> 20
    • All hitboxes now have the same KB
    • Foes are now always sent away from Sheik
    • Replaced Paralyze element with Slash element
    • Can no longer be reflected
    • No longer reels in when hitting a foe
  • Vanish
    • Travel frames increased 20 -> 23
    • Can now grab ledge during travel
:snake5:
  • Forward Tilt
    • Reduced damage on first hit 8 -> 7
    • Reduced sweetspot damage on second hits 10/11 -> 9
  • Up Smash
    • Mortar count is now based on the amount of charge the move has
      • <25% shoots 1, >25% -> <75% shoots 2, >75% shoots 3
  • Down Smash
    • Charge FSM reduced x2.5 -> x1.3
    • Decreased detection size 8 -> 6
  • Forward Air
    • Removed Special Cancel
    • Jump Cancel is now on-hit only
    • Reduced Sourspot Damage 15% -> 13%
    • Reduced KBG of sourspot 100 -> 96
  • Standing grab
    • Active frame pushed back 6 -> 8
    • Active frames reduced 4 -> 2 frames
  • Dash Grab
    • Active frames reduced 5 -> 2 frames
  • Pivot Grab
    • Active frame pushed back 6 -> 8
    • Active frames reduced 4 -> 2 frames
    • Decreased outermost grabbox size 8 -> 4
    • Moved closer to Snake offset -17 -> -13
  • Grenade
    • Reduced hitbox size 11 -> 9
    • Reduced GFX size to match
    • Explosion angle 25 -> 90
  • Cypher
    • Reduced armor strength 11% -> 9%
:sonic:
  • Misc
    • Fixed a crash when using a Spring in the Green Racing Suit
    • Removed the ability to jump cancel into grab
    • Can no longer cancel most attacks into Taunt
  • Dash Attack
    • Added a jump cancel on-hit
  • Up Tilt
    • Now only 2 hits
  • Down Tilt
    • Now pops foes upwards
    • Increased endlag
  • Down Smash
    • Start-up increased
  • Neutral Air
    • Removed iFrames
    • Reduced KBG on strong hit
    • Changed angle of weak hit to go straight up
  • Up Air
    • Reduced hitbox size of second hit
    • Decreased KBG
  • Back Air
    • Increased endlag
  • Forward Throw
    • Reduced KBG to 80
  • Back Throw
    • Reduced KBG slightly
  • Homing Attack
    • Removed the ability to spam Homing Attack on shields
    • Bounce Bracelt
      • Endlag increased on repeated use
      • Added Jump/UpB cancel very late into the move
  • Boost
    • Can now only be used once per airtime
      • If he uses Boost on the ground and ends in the air, this penalty is also applied
    • Can gain another use of Boost in the air via hitting an opponent with an attack
  • Spring
    • Now only bounces 3 times rather than forever
    • Now hits foes upwards
  • Spin Dash
    • Knockback changed to be in the direction Sonic is moving
:squirtle5:
  • Misc
    • Fixed any missing graphics it may have had
    • Reduced Armor on turnaround 10% -> 2%, removed last 2 frames of armor
    • Removed Armor from RunStop
    • Reduced Armor on Double Jump 10% -> 2, armor ends on Frame 19
  • Attributes
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Dash Attack
    • Removed Armor
  • Down Tilt
    • Additional Momentum removed from start-up
  • Forward Smash
    • Knockback Armor changed to 2% Damage armor
  • Up Smash
    • Hitbox and GFX sizes reverted to vBrawl
  • Down Smash
    • Knockback Armor changed to 2% Damage armor
    • Hitbox and GFX sizes reverted to vBrawl
  • Neutral Air
    • Reduced hitbox size 6 -> 3.5
    • Active frames reduced 32 -> 25 frames
  • Back Air
    • IASA pushed back Frame 25 -> 30
  • Up Air
    • FSM on start-up reduced x1.5 -> x1.1
  • Down Air
    • Removed additional shield damage 6 -> 0
    • Final hit angle 350 -> 30
    • Final hit damage 6% -> 5%
  • Aqua Jet
    • GFX sizes and hitboxes reduced to match Up Smash
    • Damage reduced on all hits
      • 15% -> 11%
      • 11% -> 10%
      • 10% -> 9%
      • 9% -> 8%
  • Up Taunt
    • Removed iFrames
  • Side taunt
    • Super Armor changed to 2% damage armor
:toonlink5:
  • Attributes
    • Ground to Air Max Velocity x1.35 -> x1.45
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Dash Attack
    • Removed Trip Chance
    • Angle 0 -> 35
    • KBG 42 -> 100
  • Forward Tilt
    • Down Angled version KB Angles changed to 361
  • Down Tilt
    • Removed FSM
    • Angle 360 -> 80
    • IASA moved Frame 17 -> 24
  • Forward Smash
    • All hitboxes normalized to 14 damage and 32 BKB
  • Down Smash
    • IASA moved Frame 43 -> 26
  • Neutral Air
    • Damage 10 -> 12
    • Trajectory 361 -> 35
    • Removed IASA
  • Forward Air
    • FSM of x1.4 added to Frames 1-13
  • Back Air
    • x0.8 FSM removed
  • Up Air
    • Hitboxes active frames 11-41 -> 5 -> 35
  • Down Air
    • Removed windboxes on landing
  • Grab
    • Removed x1.25 FSM while grab is out
    • FSM on endlag x1.5 -> x1.9
  • Back Throw
    • Angle 150 -> 130
    • BKB 30 -> 60
    • KBG 110 -> 20
  • Down Throw
    • Trajectory 160 -> 180
    • Damage 16 -> 10
    • BKB 60 -> 70
    • Knockback is now fixed
  • Down Taunt
    • Removed intangibility
    • Removed 1 linking hit
    • Final hit comes out 10 frames earlier
  • Arrows
    • Fixed Arrow Cycling working in the air
    • Ice Arrows now trip instead of freeze
    • Fire Arrows
      • Hitlag Multiplier x1 -> x1.2
      • Grounded KBG 90 -> 50
    • Light Arrows
      • KBG 106 -> 50
      • Angle 0 -> 90
  • Hurricane Spin
    • Linking hits SDI multiplier x0.5 -> x0.2
  • Bomb Pull
    • Bombs will no longer hit Toon Link provided they hit an opponent first (an explosion in any other scenario still hurts Toon Link)
    • Explosion Angle changed 70 -> 90
:waluigi5:
Thanks to the modding efforts of KingJigglypuff, MarioKing64DS, and many others, Waluigi has received a tremendous overhaul! As a result of this version of Waluigi in Minus being built off of that new base, this changelog will try and contain many things focusing on changes from that, while also including some of the more notable changes from the 4.2 iteration of Waluigi.
  • Attributes
    • Powershield Reflect Bubble Size x0.7 -> x1.3
  • Forward Smash
    • Now performs different actions based on the angle
    • Down angled forward smash can turn around once
  • Down Smash
    • Pose holding input has been moved to up taunt
    • Added a cheat code. Every play DDR Mario Mix?
  • Neutral Air
    • Is no longer the entire character (decreased hitbox size, adjusted angles and knockback to better link into final hit)
  • Back Throw
    • You can now move horizontally while back throwing
  • WAA!
    • Can now store the charge
      • If he does this, after a few seconds Waluigi will take 1% damage every 40 frames as long as he is under 120%
:wario5:
  • Attributes
    • Meteor Cancel moved Frame 35 -> Frame 28
  • Down tilt
    • Moved the ability to cancel it into anything to Frame 26
  • Forward smash
    • Now has stronger damage based armor based on the charge
    • Gains 2% armor for every 10% of charge the move has
  • Up Smash
    • Windbox removed
    • iFrames on head moved from end of move to slightly after start-up
    • Linking hits
      • SDI Multiplier removed
      • Lowered head hitbox Y offset 14 -> 10
      • Changed angle 105 -> 202
      • Head hitbox shrinks on frame 16. 10 -> 7.5
      • Split body hitbox into two hitboxes on each side (same strength)
    • Final Hit
      • Reduced size of head hitbox 10 -> 8.5
      • Reduced size of body hitbox 12 -> 8
  • Back Air
    • FSM of x0.8 removed from Waft version
    • Can now be ledge cancelled
    • Removed halted momentum on landing lag from Waft version
  • Up Air
    • Damage reduced 17% -> 14%
    • Slightly reduced KBG 85 -> 80
  • Down Air
    • Replaced infinite with a max duration
    • Can only be held for a maximum 4 loops
  • Pummel
    • Hitlag reduced x2 -> x1
    • FSM of x1.4 added
  • Back Throw
    • Hitlag reduced x3 -> x1
  • Forward Throw
    • Hitbox of thrown opponent now refreshes
  • Up Throw
    • Reduced KBG 72 -> 60
  • Bite
    • Fixed a crash that would occur if Wario threw a foe backwards the first frame he grabs them
    • Fixed an issue where Wario could not bite rapidly/had silent Bite gfx
    • Removed outer hitbox, removed inner hitbox slightly outward.
    • FSM of x0.7 added after hitbox terminates
    • Added 1% healing when eating items
    • Eating big items now heals 3%
    • Added SFX for eating items
    • Wario’s bike is now considered an explosive when eaten
  • Wario Bike
    • Bike Bump hitbox now hits Wario
    • Added wall collision hitbox and GFX to destroyed bike
    • Decreased explosion hitbox size when not from wall collisions 25 -> 16
    • Reduced KBG on explosion hitbox 60 -> 45
    • Reduced damage on explosion hitbox 21% -> 14%
:warioman5:
All changes are from vBrawl
  • Attributes
    • Decreased Meteor Cancel 25 -> 6
    • Shield break Bounce reduced 8 -> 4
  • Misc
    • Warioman is no longer invulnerable
    • Warioman now has hitboxes on his teeter animation
    • Warioman now laughs when escaping grabs
    • Now has some Warioware specific SFX on KO/when KO’d
    • Warioman is now forced out of tumble after a few seconds
    • Warioman can fire the Cracker Launcher 5x faster than anyone else.
  • Forward Smash
    • Removed iFrames
    • Added more SFX
  • Up Smash
    • Removed Windbox
  • Forward Air
    • Auto cancel added to match Wario’s
    • Landing lag reduced from 19 -> 3
  • Forward Throw
    • Damage reduced to match Wario’s
    • Fixed thrown foes being hit by their own collision hitbox
    • KBG 112 -> 0
    • Damage 15% -> 12%
  • Down Throw
    • New animation!
  • Back Throw
    • Altered damage and knockback to match Wario’s
    • Reduced Hitlag 3 -> 1.5
  • Bite
    • FSMs on his large eating animations added to match Wario’s
    • IASA added to his Eating Bombs animation to match Wario’s
    • Eating Explosive hitbox damage increased 14 -> 25
    • Can now throw foes forwards and backwards like Wario
    • IASA added on release frame 16
    • IASA added on item eat frame 6
  • Wario Bike
    • Wait time for when he can create a new bike reduced to 0
    • Removed Bike Tripping
    • Bike physics are a hybrid of Brawl Wario and Minus Wario’s
    • Increased Bike Bounce
    • Added instant dismount to match Wario
    • Added wall collision explosion to aerial variant
  • Corkscrew
    • FSM and IASAs added
    • Ledge grab moved from frame 25 -> frame 5
    • KBG reduced 100 -> 0
    • BKB increased 50 -> 75
    • Reduced hitlag 1 -> 0.5
    • IASA moved frame 26 -> frame 5
  • Side Taunt
    • Holding Taunt will let him shake it to his heart’s content
    • Warioman cannot receive knockback while doing this
    • Warioman will laugh at you if you try this.
  • Down Taunt
    • WARIO! CHA-CHA-CHA!
:wolf5:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes on getup
  • Forward Smash
    • Changed repeating hits to link properly
  • Forward Air
    • Reduced furthest hitbox size 7 -> 5.5
  • Back Air
    • Knockback angle changed to 361
  • Blaster
    • Removed Shield, Dodge, and Attack cancels
    • Jump Cancel pushed back Frame 29 -> 40
  • Fire Wolf
    • Final Hitbox sizes decreased 12, 11 -> 10, 9
    • No longer requires B to be held for the Howl to play on hit
:yoshi5:
  • Forward tilt
    • Downward angle knockback changed 340 -> 361
  • Up Smash
    • FSM reduced x1.88 -> x1.33
  • Back Air
    • YOSHITAIL now sends out instead of up. Angle 90 -> 45
    • Reduced damage of first 3 hits 10% -> 7%
  • Dash Grab
    • Reduced active frames 20 -> 10 (before FSM)
  • Egg Throw
    • Reduced active frames of Egg explosion 21 -> 10 frames
:zelda:
  • Misc
    • Removed Jab Reset Armor
    • Added missing 4 iframes to getup
  • Down Tilt
    • IASA pushed back frame 17 -> 28
  • Forward Smash
    • IASA pushed back frame 28 -> 40
  • Grab
    • Activates earlier Frame 12 -> 8
  • Dash Grab
    • Now activates earlier frame 12 -> 9
  • Pivot Grab
    • Now activates earlier frame 14 -> 10
:zss5:
  • 4 Cadet Samus Costumes added:zssc5:
  • Attributes
    • Increased Meteor Cancel 20 -> 25
  • Forward Tilt
    • Knockback angle of downwards version changed 340 -> 361
  • Up Tilt
    • Removed janky 3rd hitbox
  • Neutral Air
    • Autocancel window changed from entire move to before 3 and after 38
    • Landing Lag 3 -> 10 frames
    • Trajectory Normalized to 70
    • Hitlag Multiplier x1 -> x.067
  • Up Air
    • Angle 169 -> 65
  • Down Air
    • Removed bounce on A press
    • Sweetspot length 3 -> 6 frames
    • Sourspot length 30 -> 12 frames
  • Flip Jump
    • Removed all intangibility
    • No longer able to jump out of landing after a kick
  • Battlefield
    • Fixed base platform’s collision to be more symmetrical
    • Able to grab the ledges slightly more reliably
    • Fixed platform collision to be more symmetrical
    • Unified length of floating platform collisions
    • Floor collisions have been lowered to be in line with models
    • Spawn points no longer somewhat random
      • Players 1 and 2 will always spawn 84 units away from each other
    • Fixed an oversight where left ledge is slightly sloped inwards
  • Brinstar (Melee)
    • Adjusted wall collisions to be significantly flatter vertically (removed modeled ledges)
  • Dream Land 64
    • Stage no longer shakes when Whispy Woods blows wind
  • Final Destination
    • Slightly lowered the stage to be more in-line with other competitive stages
  • Mario Bros.
    • Fixed the item spawn placement so items no longer spawn off-stage
  • Mushroom Kingdom II
    • Now properly named Mushroom Kingdom II on Stage Select
    • Now properly plays the Subcon theme
  • Smashville
    • You can now walljump off the side walls.
    • Collision is now symmetrical
  • Warioware Minus
    • Fixed a bug where Entire stage is not symmetrical with camera boundaries and blast lines
    • Heights for floating platforms adjusted and standardized
    • Initial Spawn Points for players 3 and 4 moved closer to each other
    • Updated Item Spawns
    • Fixed Platform Translation errors
  • Barrel
    • No longer explodes (due to use by DK)
  • Deku Nut
    • Deku Nut no longer ignores shields (and can bounce off them)
    • Explosion Shield Damage 0 -> 10
  • Motion Sensor Bomb
    • Explosion no longer ignores shields
  • Rolling Crate
    • No longer explodes (due to use by Wario)
  • Super Scope
    • Now referred to as the Minus Super Scope
    • Item has been retextured to match Gandouken
  • The Subspace Emissary:random:
    • Fixed a crash involving the enemy Cymul
    • Fixed a crash involving playable Pokemon Trainer
    • Fixed a crash involving the Dark Pokemon Trainer fight in The Great Maze
    • Primids are no longer voiced by Waluigi
  • Classic Mode:crazyhand::masterhand:
    • Pit’s stock icons on the Classic Mode CSS now display correctly
  • Event Match:random:
    • Event 4 has been renamed “Skyworld Invader” and its description has been updated accordingly
      • Is now a 1v1 match against Dark Pit
    • Event 6 has been renamed “The Giga Bowser Challenge” and the description has been adjusted accordingly
      • You must now try and kill as many Bowsers as you can as Giga Bowser in a minute!
    • Event 16 has been renamed “An Unprepared Encounter” and the description has been adjusted accordingly
      • Is now a 1v1 against a Giant Ridley. The song is now VS. Ridley.
    • Event 17 has been renamed “Vacation Villains” and the description has been adjusted accordingly
      • Is now a 1v2 as Zelda against Bowser and Ganondorf that must be cleared in a minute
    • Event 28
      • Fixed a bug where the KO’d Olimar would not respawn
  • Multi Man Brawl:redalloy5::bluealloy5::yellowalloy::greenalloy:
    • Fixed “Multi Man Smash” on Character Select to “Multi Man Brawl”
Trophies
  • Many Trophy Descriptions were adjusted to account for updates to player characters, history of non-player characters, as well as fix formatting errors and typos.
  • Super Scope trophy retextured
  • Kirby series is now appropriately named “Kirby” instead of “Kirby Super Star”

Netplay Specific
  • Our Launcher.dol has been updated!

Other
  • Fixed a long standing My Music crash
  • A credits.txt has been added

After such a long wait, Brawl Minus is finally back, and will stay back this time too! It's been a while, so go on out there and BREAK THE LIMITS!
 
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