NEWEST – SSF2 Beta v1.3.1.2:
See the following Google Doc:
https://docs.google.com/document/d/1sdpuKBHWE_0a4RX2ox-MH7QogYYdZd1BfizuCvgQo98/edit?usp=sharing
SSF2 Beta v1.3.0:
See the following Google Doc:
https://docs.google.com/document/d/1uIYpoABov2tExVxD8aUf8sdcjlJCmjNyHs4C8V9pGEo/edit?usp=sharing
SSF2 Beta v1.2.5:
See the following Google Doc:
https://docs.google.com/document/d/1U9rYMnZRfH5bpvG9pEKjfa6egY3gUOvUgoNQLWXhp9s/edit
SSF2 Beta v1.2.4:
See the following Google Doc:
https://docs.google.com/document/d/1yy9ZGuYzDB6PDAueq_ElkwkI4LRR8WGbA4bojm39f7Y/edit?usp=sharing
SSF2 Beta v1.2.3:
See the following Google Doc:
https://docs.google.com/document/d/1yDjHzqpIIcKzmZOcGDYdceRgPgbc_D99tL31NwIReww/edit?usp=sharing
SSF2 Beta v1.2.2:
See the following Google Doc:
https://docs.google.com/document/d/1bOi7BYxpZFWDM15MXO9f-16pk3Qr9edU8u-R1FxmXbQ/edit
SSF2 Beta v1.2.1:
- Engine:
- Stamina Mode added
- Projectiles no longer check for collisions with other projectiles if they both have the same owner
- Backwards-hitting attacks no longer flip the opponent to face the wrong way
- BGM now retains its previous volume when looping
- Items:
- Gooey Bomb now has gravity when thrown
- Gooey Bomb now has SFX when attaching to terrain
- Pokemon
- Blastoise now fires 10 shots instead of 8
- Blastoise now fires faster shots at a faster rate
- Metagross hitboxes adjusted/increased
- Metagross now shakes the camera during attacks
- Event Mode:
- Fixed an issue in Event 49 where the top-right bumper didn’t need to be hit to clear the stage
- Pacmania, Mother Brain, Battlefield Barrage previews updated to accommodate new character palettes
- Lloyd’s character portrait updated to the current one
- Misc:
- Players can now select “All Stages On/Off” button on Random Stage Switch with the in-game cursor
- News Feed added; important announcements may now appear when starting up the game, and can also be accessed through the main menu
- General Character Updates:
- Fixed some minor issues with character palettes
- Black Mage:
- Stop
- Now has transcendent priority on the stun hitbox (no longer gets cancelled by literally any attack)
- Bowser:
- Giga Bowser
- Fixed multiple game-breaking issues involving Giga Bowser being forced into states that he’s not supposed to enter
- Captain Falcon:
- Up Tilt
- Frame 10 sweetspot updated (BKB 50 → 30, KBG 90 → 50, WeightKB 80 → 0)
- Falcon Punch
- Donkey Kong:
- Can now grab the edge during tumble
- Goku:
- No longer goes into his old idle animation when standing near a ledge
- Ichigo:
- Improved character palettes
- Getsuga Tenshou
- Jigglypuff:
- Now uses real palette swapping
- Kirby:
- Copy abilities
- Rayman copy made as close to the original’s as possible
- Krystal:
- Jab Combo
- Movement altered to prevent falling off the stage during the attack
- Forwards Smash
- Movement altered to prevent falling off the stage during the attack
- Sniper Rifle
- Shots no longer get stronger over time
- Damage 10%, BKB 42, KBG 82
- Air reversed shot stats are the same as before, minus the scaling
- Grenade
- Grenades can no longer be absorbed until after they explode
- Link:
- Lucario:
- Weight drastically reduced (107 → 92)
- Aura scaling altered
- 1x Aura multiplier 70% → 80%
- Max aura multiplier 1.7x → 1.5x
- Aura Sphere
- Is no longer destroyed by powershields
- Getup Attack
- Is now only intangible for the first 13 frames, instead of the whole thing
- Ness:
- Can now grab the edge during tumble
- Pac-Man:
- Now uses real palette swapping for costumes
- Trampoline
- Behavior updated to remove redundancies that were causing some issues
- Hydrant
- No longer refreshes its hitboxes rapidly when hitting a red trampoline
- Now bounces off the ground properly in all situations when launching off a trampoline (no longer gets stuck spinning on the ground)
- Peach:
- Can now grab the edge during tumble
- Pit:
- Can now grab the edge during tumble
- Rayman:
- Plum
- Delayed platform creation by 1 frame to prevent players from teleporting across the stage
- On-hit effect changed to plum juice spray
- Ryu:
- Tatsumaki Senpukyaku
- Side B version movement speed reduced (10 → 8.5)
- Command input version stats updated (Damage 9% → 10.5%, Angle 55° → 45°, BKB 80 → 65, KBG 50 → 68)
- Final Smash added: Shinku Hadoken/Shin Shoryuken
- Samus:
- Redid hurtboxes on tumble and moved her down a bit
- Now uses real palette swapping
- Added new walking animation
- Up Air
- No longer plays the landing animation in the air
- Endlag decreased (12 frames → 7 frames)
- Morph Ball
- Bombs now cause the camera to shake when exploding
- Simon:
- Fixed an issue where his metal costume wouldn’t display properly
- Jab Combo
- Whip now ignores terrain so that it doesn’t fly away when in walls
- Down Smash
- Hitboxes updated (Angle 165° → 150°, KBG 90 → 85)
- Dash Attack
- Final hit KBG decreased (120 → 80)
- Neutral Air
- Hitboxes updated (Angle 80° → 70°, Hitlag/Self Hitlag 4/1 frames → 3/2 frames)
- Autocancel starts much later (frame 17 → frame 24)
- Axe
- Hitbox no longer reactivates on collision with terrain
- KBG decreased (110 → 100)
- Cross
- Forwards hit adjusted (Angle 75° → 60°, BKB 60 → 55)
- Return hit adjusted (Angle 75° → 70°, BKB 60 → 55)
- Endlag increased (7 frames → 11 frames)
- Air version no longer always autocancels; now has 11 frames of landlag on frames 11+
- That’s 2 frames after the projectile comes out
- Ring Grapple
- Added a second handbox on his arms to prevent failing to grab the edge when tethering right up against the stage
- Holy Water
- Fire column movement speed increased (2 pixels/frame → 3 pixels/frame)
- Fire column active movement duration decreased (48 frames → 28 frames)
- Total duration 56 frames → 36 frames
- Sonic:
- New run/side taunt animation
- Can now grab the edge during tumble
- Sora:
- Final Smash added: Trinity Limit
- Strike Raid
- Grounded version now uses the same physics as the air version when sliding off edges (fall speed 2, air speed deceleration -1)
- Tails:
- Double jump reverted ([11, 10.5, 10, 9.5, 9] → [13, 12, 11, 10, 9])
- Still lower than 1.1 due to higher gravity
- Tails now holds items properly on idle, walk, run, double jump, and item use animations
- Waluigi:
- Can now grab the edge during tumble
- Jab Combo
- Movement altered to prevent falling off the stage during the attack
- Forwards Smash
- Movement altered to prevent falling off the stage during the attack
- Piranha Plant
- No longer releases characters from grab if they’re no longer in the grabbed state
- Trophy stand interactions with trapped characters now work properly
- Zero Suit Samus:
- Fixed items appearing backwards on item animations
- Improved character palettes
- Stages:
- Metal Cavern
- Is now called Meta Crystal
- Peach’s Castle
- Improved foreground layer on the castle
- Pokemon Colosseum
- Fixed an issue with the platforms preventing characters from moving during certain attacks (i.e. Waluigi’s forwards smash)
- Polygon Zone
- Sky Sanctuary Zone
- Updated falling block code to run more efficiently
- Replaced falling block sprite with a better one
- Suzaku Castle
- Characters no longer edge lean backwards at the edges
- Yoshi’s Story
- Improved foreground layer on the stage
- Adjusted spawn points a bit
SSF2 Beta 1.1.0.1:
Engine:
- Fixed an issue where all projectiles were basically transcendent
- All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
- Targets can now break when hit by windboxes that do > 0 damage
Items:
- Fixed internal item limits for Pokemon, Assists, and Cuccos
- Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
- Characters are no longer extra thicc when breaking out of Master Ball
- Master Ball can no longer capture opponents that are stuck in a barrel
- Master Ball status now resets properly after releasing a player
- Barreled opponents can no longer be hit
Arena Mode:
- Arena Mode replays are now functional
Online Mode:
- Password systems for rooms now work again
- Profanity filter no longer false-positives words ending in “a”
- Online replays hopefully no longer desync due to differences in online/offline input buffer
- Players can no longer join a room if it’s at maximum capacity
- “Private” column re-added on the room list
Misc:
- Status boxes no longer appear in training mode if HUD is disabled
- Removed stray comma from Pichu’s unlock screen
- Multiman opponents are now lighter (100 → 85)
- In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties
General Character Updates:
Bomberman:
- Fixed some issues involving Bomb Toss that may have resulted in undiscovered bugs
- Fixed an issue where Detonate would not detonate any bombs
Captain Falcon:
- Falcon Punch now shakes the camera 5x as violently
- Falcon Punch hitlag increased (Hitlag -1 → 30, Self Hitlag -1 → 10)
- Raptor Boost no longer uses a detection hitbox; the first hit does the damage and knockback that the second hit originally did
- Falcon Dive now does hitlag and no longer shakes the camera when used in the air
Falco:
- Fixed an issue where Falco could pummel once per frame
Fox:
- Fixed a bug where the randomized camera shake on Fox’s land/heavyland animations would break replays and desync online battles
- Fixed an issue where Fox could pummel once per frame
- Forward throw hitbox updated (BKB 52 → 54, KBG 60 → 78, Hitlag 2 → 1)
Isaac:
- Missing egg and star animations re-added
Jigglypuff:
- Fixed an issue where Jigglypuff would not get KO’d after getting its shield broken
Luffy:
- Fixed an issue where Gum-Gum Rocket would sometimes not work/freeze the opponent when it connects
Mega Man:
- Fixed an issue where Mega Man could pummel once per frame
Ness:
- Fixed an issue where Ness would get hit by PK Thunder instantly when powershielded
- Fixed an issue where PSI Magnet couldn’t be held down
PAC-Man:
- NO MORE KEY JACKET
- Fixed an issue where throwing fruit backwards makes them fly forwards instead
- Fixed an issue where Trampoline could break the hell out of held fruit behavior
- Hydrant no longer breaks in Arena Mode if it’s currently out when scoring
- Back throw KBG decreased (107 → 97)
Pichu:
- Now uses Pokemon Colosseum as its unlock stage
- Skull Bash now stops when it hits a shield
- Skull Bash now goes into endlag immediately after hitting a wall
- Handbox on discharged Agility comes out 1 frame earlier and is much bigger on first active frame
- Pummel now does 0.5% self-damage
Pikachu:
- Skull Bash now goes right into endlag when it hits a shield
- Quick Attack can no longer be platform-cancelled when landing
- Quick Attack now resets Pikachu’s rotation when landing
Sonic:
- Fixed an issue where Sonic could pummel once per frame
Zelda:
- Down smash KBG increased (103 → 116)
- Farore’s Wind hitbox updated (KBG 100 → 95, Hitlag -1 → 6, Self Hitlag -1 → 2)
- Farore’s Wind teleport duration reduced by 1 frame
- Farore’s Wind second hit now extended to cover the entire height of the red effect on the first active frame
Zero Suit Samus:
- Aerial Flip Jump can now hit grounded opponents
SSF2 Beta 1.1.0
Engine:
- TRADING ATTACKS IS NOW LIVE
-
- Grabs have priority over attacks now so Luffy is viable
- Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players
-
- Double jump reworked
- Fixed horizontal momentum when holding forward
- Horizontal momentum now decreases by 30% if no direction is held
- Backwards jumps now reset all horizontal momentum
- Throws that don’t actually hit the foe can no longer be SDI’d and feel/look better
- Clanked attacks can no longer hit after the clank
- Clanking now pauses animations for the duration of attack hitstuns
- Intangible CPUs should no longer react to attack collisions
- Attacks should no longer react when colliding with intangible players
- Hitboxes that are supposed to ignore shield now work properly
- Projectile attacks should now properly affect targets
- Fixed bug where projectiles didn’t clank properly
- Fixed bug where reflected projectiles couldn’t hurt opponents
- Projectiles can now respond to receiving “damage”
- Projectiles that are overpowered are now destroyed
- If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.
- Powershielded projectiles can now damage players after being reflected multiple times
- Reactions for attack hitbox interactions made more consistent overall
- Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays
- Hitlag mechanics reworked
- DI mechanics reworked
- Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact
- Aerial hitboxes are now processed if player touches the ground on the same frame
- Attack hitboxes are now processed if player grabs the edge on the same frame
- Previous frame before ledge grab is no longer shown for an extra frame
- Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles
- When an object takes damage, its sprites are not flipped until the frame after the collision happens
- Characters no longer turn around if their shield breaks
- Fixed a rare issue where grab released opponents would get flipped around
- Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges
- When using a homing attack, the homing target is now cleared when the attack initiates
- It is now possible to enter turn animation during the first frame of skid so turning isn’t frame perfect
- Additional tweaks to turns to behave more like Smash 4 (so if you try to cancel a turn in the opposite direction it will downgrade to walk)
- Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman
- Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes
Items:
- Item hitlag now ends when the item is picked up
- Held items can now clank
- Back-tossed items now hit opponents in the proper direction (rip Peach)
- Assist Trophies
- Should no longer harm/target allied players in any situations
- Lyn assist trophy added
- Mother Brain’s lasers are now transcendent
- Silver assist trophy completely recoded
- White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team
- White Mage can now cast Silence, which disables a random character’s specials for 10 seconds (will not target the owner of the AT or their teammates)
- White Mage will no longer crash the game if a player dies with her status effects on them
- White Mage’s spell window is now color coded based on player slot/team colors
- Beam Sword
- Capsule
- Can no longer spawn another capsule
- Food
- Can no longer collide with attacks/projectiles
- Heart Container
- Can no longer collide with attacks/projectiles
- Master Ball
- Now knows how to handle captured players that die prematurely, disappear, or get turned to standby mode in training
- Maxim Tomato
- Can no longer collide with attacks/projectiles
- Metal Box
- Use in Metal Smash Mode no longer removes metal status when finished
- Poison Mushroom
- Can no longer collide with attacks/projectiles
- Pokemon
- Should no longer harm/target allied players in any situations
- Pokeballs no longer stick to ceilings forever
- Minor Master Ball fixes
- Arceus added as a legendary Pokemon
- Ditto no longer freezes characters if it despawns while grabbing them
- Ditto now drops any held items when it despawns
- Super Mushroom
- Can no longer collide with attacks/projectiles
- Super Star
- Can no longer collide with attacks/projectiles
- Unira
- Hitstun increased
- Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner
Arena Mode:
- Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
- Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
- Sandbag now disappears after going through a goal
- The screen shakes when a goal is scored and locks in place
- The announcer calls out the team name that scored
- The announcer says GO when a new round starts
- The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
- Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
- Fixed error when switching between arena mode character select screens
Online Mode:
- Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
- Special modes now work online again
- Added a 20 second timeout to room join requests so unresponsive hosts don’t lock your game up forever
- Clicking “no” when player tries to join your room now plays “back” sound instead of stage select sound
- The “unlock” sound effect now plays when player joins a room
- Added location column to room list
- Added “ping” column to room list (use with a grain of salt as this is the ping to the server not to you/your opponents)
- Fixed more bugs with consecutive online mode matches
- “Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where you will get a message explaining that your connection is incompatible with the foe’s
- Online mode will now automatically fall back on a server-based connection if P2P connection fails
- Renamed “Low” latency to “Auto” to describe new behavior better
- Online group menu added
Misc:
- Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail
- All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device
- Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.
- Some menu graphics have been tweaked
- Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated
- Shonen Jump characters are now listed chronologically on character select
- Zelda and Sheik completely separated on character select
- Rules menu box now covers “KO Fest/Stock Survival Match” text in character select
- Moved stages on stage select to roughly resemble the order of characters on the character select
- Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors
- Fixed stage select and stage switch icons
- Redid stage select preview window to look like a cleaner version of the old one
- Moved the hazards switch to the top-left corner and redid the graphics for it
- Updated the Boxes on the Results screen with missing info that was hidden
- Strong meteor smashes play a special sound effect (between angles 200 and 340)
- Shield break sound effects changed
- New tech sound added for techs, tech rolls, and wall techs
- Sword vs Spears event team colors switched
- Fixed RNG for stage theme selection
- Fixed error when changing start damage setting from the Rules menu outside of the character select
- Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)
- Fixed file size limit on save data
- Fixed autodash breaking running for gamepads
- Damage meters size reduced by 10%
- Grey shield for CPUs added
- Sudden Death bombs start appearing at 10 seconds instead of 30
- Classic Mode text on Multi-Man Smash and Master Hand screens updated
- Classic Mode Multi-Man Smash stage made a bit harder
- Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)
- Nameless controllers will now display “Generic Device” in the controls screen
- Sound effect added when pausing/unpausing the game
- Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely
- Added light acceleration to paused camera panning
- Music volume is now halved while paused
- Fixed error with pressing A+B at the same time on the Finish button in training mode
- Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100
- Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect
- Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man
- CPUs now have grey shields
- Master Hand will no longer try to grab non-character objects
- Auraka, TDC, GWilliamson, and Cleod9 added to music credits
- Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits
- ED added to PR credits
- Removed quotes from L0Z741’s name in credits
- Added Noxxious to “Our Old Friends” section in the credits
- Updated copyright to 2018 on title screen
- Removed all traces of unreleased content. Yes, we made sure. Don’t waste your time looking. Do something productive with your time. Go outside. Draw something. Study for school. Cook something. Make sure it’s productive.
General Character Updates:
- Revival platform animations updated for all characters
- Shock frames added/edited for all characters
- Star KO animations updated
- Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
- Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
- Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
- Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
- Dash skid can be cancelled into turn on the first frame of skid
- Interrupting a turn with a back input will result in a dash in the original direction
- Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
- Fixed coloration errors of some costumes
Bandana Dee:
General/Misc
- No longer uses Kirby’s voice when stunned
- Jump increased (12 → 13.4)
- Double jump increased (11 → 12.4)
- Short hop increased (7 → 9.3)
- Dodge roll speed increased (8 → 20)
- Dodge roll deceleration increased (0 → 2.14)
- Gravity increased (0.85 → 1.06)
- Getup roll speed increased (16 → 30)
Ground Moves
- Jab Combo
- Modified to make the hits link together more reliably
- First hit (Angle 30° → 50°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Second hit (Angle 70° → 57°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Third hit (BKB 10 → 40, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Down Tilt
- Horizontal momentum increased (10 → 13.75), but decays by 30% after 6 frames
- Dash Attack
- Now does a spinning attack after the pole vault. Animation and stats completely redone.
Aerials
- Neutral Air
- Now works as a multihit again; hits up to 4 times for a total of 12% with a stronger final hit
- Duration increased (19 frames → 22 frames)
- Active duration increased (9 frames → 15 frames)
- Animation tweaked to make the final hit more visible
- Forward Air
- Final hit knockback decreased (BKB 50 → 30, KBG 138 → 123)
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Up Air
- Sweetspot added on frame 1 (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102)
- Down Air
- Changed to a downwards stab. New stats and animation.
Specials
- Beam Whip
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Parasol Dive
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
Other Moves
- Ledge attack
- Covers slightly less range and can no longer reverse-hit opponents
Black Mage:
General/Misc
- Jump increased (14 → 15.8)
- Double jump increased (12 → 14)
- Short hop increased (7 → 10)
- Dodge roll speed increased (10 → 14)
- Dodge roll deceleration increased (0 → 0.76)
- Gravity increased (1.1 → 1.375)
- Spotdodge intangibility ends earlier (frame 10 → frame 9)
- Crouch animation sped up
Ground Moves
- Up Tilt
- Endlag reduced (9 frames → 8 frames)
- Up Smash
- Hitbox modified (Angle 89° → 90°, KBG 95 → 105)
- Dash Attack
- Animation adjusted to line up with armor frames
Aerials
- Neutral Air
- Initial hits updated (Angle 110° → 105°, Weight KB 70 → 120, hitstun -1.4 → -1)
- Now hits on every active frame instead of every other active frame
- Now has a third hitbox to provide better coverage
- Startup increased (1 frame → 2 frames)
- Endlag increased (1 frame → 5 frames)
- Final hit angle changed (45° → 55°)
- Forward Air
- Hitbox updated (BKB 30 → 50, KBG 110 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.15)
- Landing lag decreased (6 frames → 5 frames)
- Back Air
- Landing lag decreased (6 frames → 5 frames)
- Up Air
- Weak and strong hits now use a new effect
- Projectiles now inherit 55% of Black Mage’s momentum
Specials
- Stop
- Hitboxes updated to match effects better
- Haste
- Final hit altered (Damage 7% → 8%, Angle 45° → 40°, BKB 75 → 70, KBG 85 → 112)
- Now refreshes when grabbing the edge
- Warp
- Fixed a bug where using grounded Warp to teleport onto the grass in World Tournament wouldn’t KO Black Mage if hazards were on
- Fixed a bug where grounded Warp could scale near-vertical terrain like the pillar on Hyrule Temple
- Fixed a bug where grounded Warp could not travel underneath low ceilings
- Meteor
- Can now be aimed again
- Fixed a bug where BM would lose control of his current meteor if a previous meteor gets destroyed
Throws
- Back Throw
- Knockback updated (BKB 65 → 90, KBG 100 → 80)
Other Moves
Bomberman:
General/Misc
- Jump increased (18 → 19.2)
- Double jump increased (18 → 19.2)
- Short hop increased (10 → 11.2)
- Max airspeed reverted to 9b (6.05 → 6.5)
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.3)
- Gravity increased (1.52 → 1.7)
- Initial dash modifier reverted to 9b (1.45 → -1)
- Air deceleration decreased (0.39 → 0.23)
- Getup roll speed increased (21 → 28)
- Ledge animations now have a hurtbox on his hand so most down tilts hit him (consistent with the rest of the cast)
Ground Moves
- Jab Combo
- First 2 hits modified to link together more reliably (BKB 0 → 20, Hitlag -1 → 2)
Aerials
- Neutral Air
- Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
- Sourspot angle changed (35° → 80°)
- Sweetspot changed to match sourspot (Angle 85° → 80°, BKB 56 → 20)
- Back Air
- Hitlag now based on attack damage (2 → -1)
- Sweetspot now has priority over sourspot
Specials
- Bomb Toss
- Held bombs will now change size when Bomberman does
- Held bombs no longer continue to charge if Bomberman’s animation gets interrupted in a way other than being hurt
- Thrown bombs no longer stick to ceilings forever
- Bomb Kick
- Jetpack
- Hitbox made thinner, but taller to cover head and arms
- Vertical boost increased (30 → 31)
- Startup decreased (12 frames → 11 frames)
- Horizontal speed now transitions more smoothly into the move
- Rocket hit updated (Damage 7% → 9%, KBG 50 → 60)
Throws
- Grab
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Knockback growth increased (60 → 75)
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Angle changed (145° → 155°)
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Hitbox updated (KBG 45 → 85, Hitlag -1 → 2, Self Hitlag -1 → 2)
Other Moves
Bowser:
General/Misc
- Jump increased (15.5 → 17.2)
- Double jump increased (15.4 → 17.9)
- Short hop increased (9.5 → 11)
- Dodge roll speed increased (9 → 16)
- Dodge roll deceleration increased (0 → 0.85)
- Gravity increased (1.3 → 1.56)
- Crawling speed increased (4 → 4.5)
- Max run speed increased (8 → 8.75)
- Initial dash modifier increased (1.25 → 1.3)
- Traction decreased (1.05 → 0.85)
- Idle animation tweaked slightly
- Red costume adjusted
- Natural landing lag decreased (7 frames → 5 frames)
Ground Moves
- Up Tilt
- Active duration increased (frame 4-6 → frame 4-7)
Aerials
- Forward Air
- Now becomes active earlier (frame 7 → frame 6)
- Frame 1 range decreased
- Back Air
- Early autocancel duration increased (frame 1-2 → frame 1-4)
- Late autocancel duration increased (frame 21-22 → frame 15-22)
- Sourspot updated (Angle 130° → 100°, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Displaces further for more hitbox reach
- Effect/sounds now fit the animation better
- Effect disappears during sourspot
- Landing lag animation tweaked
- Down Air
- Hitboxes updated (Damage 1% → 2% per hit, Hitlag -1 → 1, Self Hitlag -1 → 1, hitstun -1 → -1.15)
- Doesn’t make the camera shake as much
Specials
- Flying Slam
- Is now transcendent
- Scratch hitbox moved forward slightly
- Hitstun increased (-1.2 → -1.3)
- Whirling Fortress
- No longer does increased shield damage on later hits (17.5 → -1)
- Bowser Bomb
- Grounded version hitbox updated (Angle 70° → 86°, BKB 50 → 65)
- Grounded version hit 1 active duration increased (frame 4 → frames 4-5)
- Grounded version hit 2 active duration shifted (frames 13-20 → frames 16-23)
- Grounded version hit 2 landing lag increased (13 frames → 16 frames)
- Grounded version hit 2 shield damage increased (5 → 18.75)
Throws
- Grab
- Range decreased by about 25%
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Angle changed (50° → 62°)
Captain Falcon:
General/Misc
- Fixed screen KO animation
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.35)
- Fall speed increased (13.8 → 15)
Ground Moves
- Jab Combo
- Jab hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
Aerials
- All aerial animations and effects have been realigned
- Neutral Air
- Landing lag increased (3 frames → 4 frames)
- Second hit updated (Angle 42° → 45°, BKB 45 → 40, KBG 90 →100)
Specials
- Falcon Punch
- Air movement slows 2 frames earlier and lasts 3 frames longer
- Endlag reduced by 2 frames
- Raptor Boost
- Effects now disappear properly on land and edge sweetspot
- Grounded version no longer kills Captain Falcon if he slides off the edge
- Grounded version puts Captain Falcon into heavy land state if he goes off a platform and lands during the special endlag animation
- Players can now influence their momentum starting on the 6th frame of the grounded version’s special endlag animation
- Falcon Dive
- Acceleration increased (0.8 → 0.85)
- Grab box size increased
- Damage increased (13% → 17%)
- Air movement returns to normal 4 frames later
- Falcon Kick
- CPUs will no longer use aerial Falcon Kick if they are too low or too close to the ledge
Throws
- Down Throw
- Endlag reduced by 1 frame
Chibi-Robo:
General/Misc
- Jump increased (17 → 17.8)
- Double jump increased (17 → 17.8)
- Short hop increased (12.5 → 13)
- Dodge roll speed increased (8 → 17)
- Dodge roll deceleration increased (0 → 1.5)
- Trail effects now disappear if Chibi is interrupted during dash attack, down smash, up smash, forward smash, neutral air, down air, up air, down tilt, or forward tilt
Ground Moves
- Up Smash
- Knockback on the first hit now overwrites previous knockback so that it affects opponents properly when used during combos
Specials
- Chibi-Copter
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Pick Up
- Fixed a bug where a caught projectile would get stuck if Chibi gets hit when releasing it
Donkey Kong:
General/Misc
- Jump increased (15.5 → 18)
- Double jump increased (15.5 → 18)
- Short hop increased (8.8 → 10.3)
- Max air speed increased (7 → 8)
- Dodge roll speed increased (9 → 15.5)
- Dodge roll deceleration increased (0 → 1)
- Gravity increased (1.1 → 1.37)
- Spot dodge intangibility starts later (frame 2 → frame 3)
- New sent flying and screen KO animations added
- Red, blue, green, and yellow costumes adjusted
- Crouch animation sped up
Ground Moves
- Up Tilt
- BKB reduced (45 → 35)
- Motion blurs changed to line up with hitboxes better
Aerials
- Back Air
- Endlag reduced by 1 frame
- Up Air
- Vertical range reduced slightly on second active frame and final active frame
- Down Air
- Hitstun changed (-1.2 → -1)
Specials
- Giant Punch
- Full charge strength reduced (Angle 25° → 45°, BKB 40 → 10)
- Aerial version base damage reduced (19% → 17%)
- Aerial version no longer puts DK into helpless
- Spinning Kong
- Duration reduced by 10 frames
- Vertical boost per press increased (2 → 2.5), runs for 30 frames instead of 40
- Initial hit active duration reduced by 1 frame
- Aerial version now sweetspots the edge on frame 37; still has early ledge grab
- Hand Slap
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 0)
- Effects scaled to match the hitbox
Throws
- Can no longer slide off the side of the stage during throws (except Cargo)
- Grab
- Animation lengthened slightly (14 frames → 15 frames)
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitstun changed (-1.2 → -1.12)
- Hitbox updated (BKB 90 → 55, KBG 50 → 90)
- Endlag reduced by 2 frames
- Hitlag zeroed; now uses Melee throw sound effects
- Cargo Throw
- Cargo up throw changed (KBG 70 → 91, hitstun -1.2 → -1.05)
- Cargo up throw startup reduced by 2 frames
- Hitlag zeroed; now uses Melee throw sound effects
Other Moves
- Getup Attack
- Basically a new attack now
Falco:
General/Misc
- Max air speed decreased (7.3 → 7)
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.3)
- Dodge roll animation retimed so that his feet hit the ground sooner
Ground Moves
- Up Tilt
- Down Tilt
- Hit sound is now a sword-hit to match the hit effect
- Forward Smash
- Hit effect is now a sword-hit to match the hit sound
Aerials
- Animations and effects have been realigned
- Neutral Air
- Landing lag increased (3 frames → 4 frames)
- Up Air
- Is now a single hit move with 3 frames of startup, 3 active frames, and 10 frames of endlag
- Hitbox adjusted to match (Damage 10%, Angle 75°, BKB 35, KBG 80, Hitstun -1.15)
- Trail effects adjusted to fit the animation and hitboxes
Specials
- Fire Bird
- Hitbox range reduced; it’s no longer disjointed
- Reflector
- Hitlag changed (-1.2 → -1.1)
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Fox:
General/Misc
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.3)
- Dodge roll animation retimed to synch better with updated movement
- Getup roll speed decreased (40 → 35)
- Many animations and effects have been realigned
- Adjusted sent flying animation
Ground Moves
- Jab Combo
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Up Tilt
- Motion blurs changed to line up with hitboxes better
- Up Smash
- Strong hit duration increased (first active frame → first 2 active frames)
- Interpolation hitbox damage normalized (15% → 16%)
Aerials
- Neutral Air
- Landing lag increased (3 frames → 4 frames)
- Down Air
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
Specials
- Fire Fox
- Hitbox range reduced; it’s no longer disjointed
Throws
- Grab
- Hitbox “tightened” slightly
- Forward Throw
- KBG increased by 10
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Knockback increased
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Damage increased (2% → 5%)
Goku:
General/Misc
- Dodge roll speed increased (10 → 16)
- Dodge roll deceleration increased (0 → 1.5)
- Weight increased (102 → 103)
- Air Dodge endlag increased by 4 frames
- Fixed electric shock animation
Ground Moves
- Jab Combo
- Modified to make the hits link together more reliably
Aerials
- Neutral Air
- Active duration reduced (6 frames → 2 frames)
- Endlag reduced (7 frames → 5 frames)
- Hitbox changed (Damage 11% → 6%, BKB 30 → 0)
- Forward Air
- Hitbox updated (Angle 270° → 300°, KBG 50 → 85)
- Can no longer be meteor cancelled
- Meteor hit range increased to account for interpolation
- Down Air
- Effect is no longer an overlay
Specials
- Kamehameha
- Now transitions properly between ground and air versions
- Charge effect no longer disappears after 20 seconds
- Ki Blast
- Grounded version now fires the second blast 4 frames earlier
- Ki Blast now plays the blasting sound twice instead of 3 times
- CPUs no longer use Ki Blast to recover
- Instant Transmission
- Early landing animation is now 2 frames longer (1 frame longer than land)
- Now has actual landing lag
- Covers a little more distance
- Can now properly grab edges when down-angled
- No longer boosts Goku upwards when he reappears
- Now teleports in place if no direction is held
- Aerial version endlag reduced by 5 frames on a successful hit
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- KK version hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- KK version hitlag zeroed; now uses Melee throw sound effects
Ichigo:
General/Misc
- Jump increased (12.5 → 13.8)
- Double jump increased (15 → 17.5)
- Short hop increased (9 → 10.5)
- Dodge roll speed increased (7 → 14)
- Dodge roll deceleration increased (0 → 1)
- Gravity increased (1.16 → 1.4)
- Idle animation tweaked slightly
- Fixed electric shock animation
Ground Moves
- Jab Combo
- Hit 3 no longer hits behind him
- Up Tilt
- Hitboxes now properly reach behind him
- Up Smash
- Hitboxes adjusted to line up with the motion blurs better
- Startup decreased by 2 frames
- Down Smash
- Downwards thrust improved (Damage 4% → 9%, Weight KB 20 → 40)
- Dash Attack
- Endlag increased by 1 frame
- Active duration decreased by 1 frame
- Hitbox edited to no longer hit characters well below his sword (e.g. laying/low-crouching opponents)
- Hitbox interpolation improved
- Now retains its maximum range for the entire duration of the move
Aerials
- Neutral Air
- Hitboxes modified to cover the sword trail better
- Sword trail damage increased to match primary hitbox (9% → 11%)
- Forward Air
- Hitbox updated (Damage 13% → 8%, KBG 90 → 130, Hitlag -1 → 2, Self Hitlag -1 → 2)
- Horizontal boost increased (16 → 18)
- Overall range reduced
- Hitboxes updated to cover more of the motion blur
- Back Air
- Hitboxes modified to cover the sword trail better
- Up Air
- Hitboxes modified to cover the sword trail better
Specials
- Getsuga Tenshō
- Item box repositioned
- Uncharged version startup increased (6 frames → 12 frames)
- Full charge time reduced (40 frames → 30 frames)
- Fully charged version startup decreased (frame 47 → frame 43)
- Fully charged version can no longer be clanked
- Engetsuzan
- Blur hitbox given “delayed slash” effect from 9b (Hitlag -1 → 10, Self Hitlag -1 → 5)
- Afterimage effects added
- Damage reduced (7% → 4%)
- Kōtei-ki Tōshin
- Item box repositioned
- Hurtbox now covers the arm holding the sword
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
Isaac:
General/Misc
- Jump increased (17 → 19)
- Double jump increased (17 → 19)
- Short hop increased (13 → 14.5)
- Dodge roll speed increased (8 → 13.5)
- Dodge roll deceleration increased (0 → 0.75)
- Dodge roll endlag increased (5 frames → 7 frames)
- Gravity increased (1.3 → 1.56)
- Neutral taunt is now side taunt
- New neutral taunt added
Ground Moves
- Jab Combo
- Startup reduced (3 frames → 2 frames)
- First hit reaches further down to allow for jab-resets
- Forward Tilt
- Now has transcendent priority
- Up Tilt
- Now has transcendent priority
- Down Smash
- Hitbox updated (Angle 250° → 270°, BKB 25 → 20)
Aerials
- Forward Air
- Startup reduced (5 frames → 4 frames)
- Endlag reduced (13 frames → 11 frames)
- Landing lag increased (3 frames → 4 frames)
- Hitstun reduced (-1.2 → -1.12)
- Down Air
- Startup reduced (7 frames → 5 frames)
- Landing lag increased (2 frames → 6 frames)
- Landing hit angle changed (50° → 75°)
Specials
- Move
- Back version hitlag changed (-1 → -0.85)
- Idle version damage increased (2% → 4%)
- Isaac can control hands that are already out via another side B input
- Now uses set knockback
- Can now hit an opponent every 22 frames instead of every 30 frames
- Now guaranteed to hit the same opponent when changing to up/down/back/forward variants
- When used in the air, Isaac will now start to fall faster as the move is held out
- Scoop
- Distance increased (-25 → -28)
- Gaia
- Now has transcendent priority
- Fixed hurtbox during attack animation
- Rune effect 50% bigger to make it easier to track
- Hitbox updated to cover the whole rock more or less on the final frame
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Purin Jigglypuff:
General/Misc
- Air speed increased (8 → 9)
- Dodge roll speed increased (7.5 → 15)
- Dodge roll deceleration increased (0 → 0.9)
- Weight decreased (73 → 72)
- Initial dash modifier decreased (1.46 → 1.1)
- Air dodge intangibility starts 1 frame later
Ground Moves
- Jab Combo
- Modified to make the hits link together more reliably
- Forward Smash
- Uncharged horizontal boost increased
- Dash Attack
- Hitbox updated (Angle 44° → 59°, BKB 16 → 58, KBG 100 → 80)
- Endlag increased by 2 frames
Aerials
- Neutral Air
- Autocancels one frame earlier
- Hitbox slightly bigger
- Forward Air
- Angle adjusted (40° → 45°)
- Back Air
- Landing lag reduced (8 frames → 5 frames)
- Endlag reduced by 2 frames
- Hitbox updated (Angle 75° → 45°, Hitlag auto → 1/2, hitstun -1.03 → -1.1)
- Up Air
- Active duration increased (2 frames → 5 frames)
- Landing lag increased by 1 frame
- Endlag decreased by 3 frames
- Down Air
- Landing lag reduced (14 frames → 8 frames)
- Multihit links together better
Specials
- Pound
- Horizontal speed increased (15 → 20)
- Reduced skid time
Throws
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Kirby:
General/Misc
- Air speed increased (5.8 → 6.2)
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.07)
- Weight decreased (78 → 76)
- Spotdodge intangibility reduced (9 frames → 7 frames)
- Spotdodge endlag increased (2 frames → 5 frames)
- Edge lean animation added
Ground Moves
- Forward Smash
- Endlag reduced by 2 frames
- Horizontal boost increased (11 → 14)
- Down Smash
- Upwards hitbox KBG increased (110 → 120)
- Dash Attack
- Hits modified to link together more reliably
Aerials
- Neutral Air
- Startup reduced (4 frames → 3 frames)
- Hitstun changed (-1 → -1.1)
- Forward Air
- No longer has a smaller hitbox if Kirby doesn’t have a hat
- Hitlag reverted
- Back Air
- Active duration reduced by 2 frames
- Up Air
- Hitbox updated (Damage 13% → 11%, BKB 35 → 47, KBG 55 → 61, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Hitbox interpolation improved
- Motion blurs changed to line up with hitboxes better
- Down Air
- Hitbox updated (Damage 2% → 3% per hit, hitstun -0.5 → -1)
- No longer has less range if Kirby has a hat
Specials
- Inhale
- New animation added
- Suck vortex aligned with frame data
- Minimum hold duration reduced (32 frames → 21 frames)
- Endlag increased (4 frames → 9 frames)
- Grab box decreases in size if left out too for long
- Grab box size reduced horizontally and slightly increased vertically
- Copy Abilities
- Ichigo, Lloyd, Meta Knight, Naruto, Pit, and Tails copy abilities now have the same frame data as the real moves
- Captain Falcon copy ability can no longer slide around on the ground if starting in the air and landing because that was pretty bad
- Donkey Kong copy ability now has the same knockback as the real move
- Falco copy ability movement can now be controlled in the air
- Fixed a bug where Falco copy ability would literally break everything when used by CPUs
- Link copy ability now retains Kirby’s ownership when colliding with a thrown bomb
- Link copy ability now follows the arrow’s direction instead of the bomb’s when colliding
- Luigi copy ability movement can now be controlled in the air
- Mega Man copy ability now allows only one midair jump during charge
- Mega Man copy ability now has sound effects
- Mega Man copy ability endlag increased by 3 frames
- Meta Knight copy ability air speed reduced (10 → 7)
- Pac-Man copy ability now less of a disaster
- Sheik copy ability fixed; can now throw multiple needles again
- Yoshi copy ability sounds work again
- Wario copy ability uses new sprites and has Wario’s frame data
- Zelda copy ability no longer does nothing
- Zero Suit Samus copy ability now fires from the correct place
- Final Cutter
- Fixed a bug where Final Cutter would act weird after landing on bouncy objects
- Rock
- Landmaster version no longer deals 3% in the air, but can move left/right again
Throws
- Down Throw
- Shortened animation duration (44 frames → 35 frames)
- Now does less damage due to shorter animation (15.3% → 11.3%)
Other Moves
- Getup Attack
- Now does actual damage, plus sound/hit effects
- Frame data standardized
Link:
General/Misc
- Dodge roll speed increased (7 → 15)
- Dodge roll deceleration increased (0 → 1.39)
- Air dodge endlag increased (6 frames → 10 frames)
- Getup roll now has invincibility frames
- Crouch animation sped up
Ground Moves
- Up Tilt
- Forward Smash
- Hitboxes adjusted to follow the sword better
- Weak hit angle changed (75° → 55°)
- Up Smash
- Weak hits hitstun changed (-1.1 → -1.25)
- Second hit duration increased by 1 frame to prevent opponents from falling out
Aerials
- Neutral Air
- Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
- Late hit hitstun decreased (-1.15 → -1.1)
- Trail effects added
- Forward Air
- Landing lag increased (3 frame → 4 frames)
- Back Air
- Landing lag increased (3 frame → 4 frames)
- Hitstun changed (-1.05 → -1.1)
- Second hit updated (Angle 39° → 45°, BKB 70 → 35, KBG 70 → 140)
- Trail effects added
Specials
- Arrow
- Uncharged arrow damage reduced (13% → 7%)
- Fully charged arrow damage increased (14% → 17%)
- Bomb Arrow
- Now gives ownership to the player who fired the arrow when colliding with a bomb
- Now follows the arrow’s direction instead of the bomb’s when colliding
- Gale Boomerang
- Windbox no longer does phantom hits on the opponent
- Spin Attack
- The hitbox on the first frame of each spin doesn’t reach as far below Link except on the final hit
- Bombs
- Hitlag increased (0 → 1)
- Hitstun changed (-1.1 → -1)
- Thrown bombs now decelerate over time
Other Moves
Lloyd:
General/Misc
- Dodge roll speed increased (8 → 14)
- Dodge roll deceleration increased (0 → 0.97)
- Weight decreased (84 → 81)
- Fixed missing/misaligned hurtboxes on jumping animation
- Removed redundant ledge grab box from ledge grab animation (lol)
- No longer releases the ledge early during his getup animations
Ground Moves
- Up Tilt
- Active duration increased by 1 frame, with a slightly weaker hitbox on the final frame
- Down Smash
- Hit effect changed from slash to rocks
Aerials
- Back Air
- Fixed missing/misaligned hurtboxes on the animation
- Down Air
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
Specials
- Demon Fang
- Aerial acceleration rate reduced (1.1 → 0.55)
- Hitstun decreased (1 → 0.9)
- Endlag increased (7 frames → 9 frames)
- Can now cancel into an aerial during the last 3 frames
- Projectile hitlag no longer based on attack damage (-1 → 2)
- Range decreased by about 1/3
- Fixed CPUs doing weird things in the air by cancelling the move mid-animation making them rapid-fire squat in midair
- Tempest
- No longer activates/bounces off of projectiles
- Startup increased by 2 frames; now has a sparkle at the beginning
- Modified to hit opponents forward more consistently and link together much better
- Motion blurs changed to line up with hitboxes better
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- CPUs no longer try to recover with this move
- Tiger Blade
- Now has a sparkle to indicate when the move can be air-canceled
- Motion blurs changed to line up with hitboxes better
- Aerial landing lag animations now properly reset air usages of this move
- Rising Falcon
- CPUs no longer try to recover with this move
Throws
- Down Throw
- Endlag reduced by 2 frames
Luffy:
General/Misc
- Weight increased (80 → 98)
- Dodge roll speed increased (7 → 15)
- Dodge roll deceleration increased (0 → 1.03)
- Dodge roll animation retimed to synch better with updated movement
- Crouch animation sped up
- Third taunt added
Ground Moves
- Forward Smash
- Charging this move now increases range
- Visual indicator added to indicate whenever the range increases during charge
- Hitbox has extra horizontal range
- Improved sourspot (Damage 9% → 12%, Angle 45° → 40°, BKB 60 → 40, KBG 75 → 86)
- Updated sweetspot (Damage 13% → 14%, Angle 45° → 40°, KBG 100 → 90, Hitstun 7, Self-Hitstun 6)
- Down Smash
- Fixed hurtboxes; should be better aligned with the actual animation now
- Fixed active hitboxes on one frame
- Now flashes yellow during charge
Aerials
- Forward Air
- Active duration increased by 1 frame
Specials
- Gum-Gum Balloon
- Air uses now refresh upon getting KO’d
Throws
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
Luigi:
General/Misc
- Dodge roll speed increased (8 → 12)
- Dodge roll deceleration increased (0 → 0.5)
- Gravity increased (0.88 → 0.95)
- Fastfall speed increased (11 → 14)
- Getup roll speed increased (8 → 14)
- Crouch animation sped up
Ground Moves
- Up Tilt
- Hitbox updated (KBG 65 → 80, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Down Smash
- Hitbox updated (Damage 17% → 14%, Angle 75° → 83°)
Aerials
- Neutral Air
- Autocancels 2 frames earlier
- Duration increased by 6 frames
- Landing lag reduced (6 frames → 4 frames)
- KBG increased (100 → 120)
- Forward Air
- Animation now displaces forward like in the official titles for more range
- Back Air
- Landing lag reduced (11 frames → 8 frames)
- Autocancels earlier (frame 13 → frame 11)
- Up Air
- Startup reduced (3 frames → 1 frame)
- Hitbox coverage increased on first active frame
- Autocancels much earlier (frame 14 → frame 10)
- Landing lag reduced (9 frames → 4 frames)
- Endlag reduced by 2 frames
- Motion blurs changed to line up with hitboxes better
- Down Air
- Hitbox is active earlier (frame 6 → frame 5)
- Landing lag reduced (12 frames → 8 frames)
- Range slightly increased below
Specials
- Green Missile
- Aerial version now also increases in damage with more charge
- No longer activates/bounces off of projectiles
- Non-misfire KBG increased (80 → 115)
- Misfire chance increased (1/8 → 1/6)
- Fixed a bug where a misfire could let Luigi stick into a wall behind him
- Fixed a bug where a misfire could let Luigi stick into a wall after hitting someone
- Super Jump Punch
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Knockback changed (BKB 80 → 65, Weight KB 0 → 50)
- Hitlag zeroed; now uses Melee throw sound effects
Mario:
General/Misc
- Jump increased (15.4 → 17.4)
- Double jump increased (15.4 → 17.4)
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.03)
- Gravity increased (1.1 → 1.3)
- Initial dash modifier decreased (1.25 → 1.1)
- Down state hitboxes tweaked to make Mario jab-resettable
- Trail effects are now synced with self hitlag
- Skid animation fixed
- Fixed spot dodge
- Crouch animation sped up
- Redid item boxes on item animations
Ground Moves
- Jab Combo
- Modified to make the hits link together more reliably
- Trail effects will disappear if Mario is interrupted during this move
- Up Tilt
- Trail effects will disappear if Mario is interrupted during this move
- Forward range increased
- Up Smash
- Trail effects will disappear if Mario is interrupted during this move
- Dash Attack
- Actually goes somewhere now
Aerials
- Neutral Air
- Autocancel now uses regular landing animation
- Forward Air
- Trail effects will disappear if Mario is interrupted during this move
- Back Air
- Landing lag increased (3 frames → 5 frames)
- Trail effects will disappear if Mario is interrupted during this move
- Up Air
- Motion blurs changed to line up with hitboxes better
- Landing lag increased (3 frames → 4 frames)
- Autocancel now uses regular landing animation
- Trail effects will disappear if Mario is interrupted during this move
- Down Air
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
- Hitbox updated (Angle 95° → 80°, BKB 0 → 30, Self Hitlag 2 → 1, Hitstun -1 → -1.23)
Specials
- Fireball
- Projectile hitlag no longer based on attack damage (-1 → 2)
- Super Jump Punch
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
- Hitbox size increased to give it better priority
- Mario Tornado
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
- Hitboxes updated (Angle 145° → 120°, BKB 40 → 45)
- Hitboxes slightly bigger
- Now hits one extra time right before the final hit
- Trail effects will disappear if Mario is interrupted during this move
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Endlag reduced by 1 frame
- Damage increased (6% → 9%)
Marth:
General/Misc
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.04)
Ground Moves
- Up Tilt
- Hitboxes adjusted to line up with the motion blurs better
- Tipper KBG increased (95 → 110)
- Non-tipper KBG increased (80 → 95)
- Forward Smash
- Active duration increased by 1 frame
- Non-tipper range on frame 2 decreased, making tipper more consistent
- Up Smash
- KBG on initial hit increased (30 → 50)
- Second hit now overwrites knockback instead of stacking
- Hitbox properties on tipper and non-tipper boxes swapped
- Sword hitbox active for 1 more frame
- Sword hitbox updated (Damage 10% → 13%, KBG 90 → 75)
- Hip hitbox moved down slightly and is active for 1 less frame
- Hip hitbox updated (Damage 5% → 2%, KBG 50 → 100)
- Non-tipper hitbox moved down a bit to make tippering easier
- Tipper size increased slightly
- Tipper hitbox updated (Damage 13% → 17%, KBG 90 → 75)
- Dash Attack
- Hitstun changed (-1.2 → -1.12)
Aerials
- Forward Air
- Landing lag increased by 2 frames
- Hitstun changed (-1.2 → -1.12)
- Fixed graphical effects
- Back Air
- Ending lag increased by 3 frames
- Landing lag decreased by 1 frame
- Up Air
- Has an extra frame of sword trail hitboxes
- Hitstun changed (-1.2 → -1.12)
- Knockback decreased (BKB 55 → 50, KBG 80 → 70)
- Down Air
- Hitboxes realigned so that the beginning/ending have tippers
- Hitboxes adjusted to line up with the motion blurs better
Specials
- Shield Breaker
- Active duration increased by 1 frame
- Shield damage edited to be closer to Melee’s (Non-tipper 40 → 55, Tipper 55 → 70)
- Dancing Blade
- Third hit angle fixed (6° → 60°)
- Dolphin Slash
- Now has distinct ground and air versions
- Tipper on the first two frames cover more area
- Non-tipper hits angle modified (45° → 75°)
- Damage decreases by 1% per active frame
- Movement is no longer influenced by player input during the slash itself, only startup
- Tipper hitlag increased (Hitlag 5 → 7, Self Hitlag 3 → 5)
- Handbox forward range increased
- Grounded version tipper hitbox updated (BKB 60 → 70, KBG 60 → 75)
- Grounded version non-tipper knockback decreased (BKB 70 → 55, KBG 80 → 75)
- Air version tipper hitbox updated (Damage 13% → 10%, BKB 60 → 20, KBG 60 → 90)
- Air version non-tipper hitbox updated (Damage 10% → 7%, BKB 70 → 20, KBG 80 → 90)
- Tipper slightly easier to hit with point-blank, but harder to hit with during the first rising frame
- Fixed issue where tipper was active for the entire active duration of the move smh
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitbox updated (BKB 60 → 70, Hitlag 1 → 0, Self Hitlag 1 → 0)
- Now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- KBG increased (30 → 50)
- Endlag increased by 1 frame
- Animation slowed down to better differentiate it from back throw
Other Moves
Megaman:
General/Misc
- Max air speed decreased (9.45 → 8)
- Air acceleration increased (0.7 → 1.6)
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.01)
- Fixed itembox placement on idle animation
- Pink costume added
Ground Moves
- Forward Tilt
- Damage increased (13% → 14%)
- Forward Smash
- Startup reduced by 2 frames
- Endlag reduced by 1 frame
- Knockback growth reduced (90 → 82)
- Down Smash
- Startup reduced by 2 frames
Aerials
- Forward Air
- Damage increased (6% → 9%)
- Weak hits knockback growth decreased (75 → 25)
- Back Air
- Range increased to cover more of the flames
- Landing lag increased by 1 frame
- Forward boost delayed by 1 frame
- Down Air
- Meteor hit self hitlag increased (1 → 3)
- Will no longer “save” meteored opponents by hitting them back upwards
Specials
- Mega Buster
- Reduced height of fully charged shot’s attackbox to fit the effect better
- Lemons now glow when they are able to cause flinch
- Lv1 shot base knockback decreased (35 → 21)
- Lv2 shot damage decreased (12% → 9%)
- Endlag increased (4 frames → 7 frames)
- Endlag can no longer be cancelled by walking
- Crash Bomb
- Hitstun increased (-1 → -1.05)
- Beat Call
- Heavy armor changed; now breaks with 8+% damage instead of 14+ knockback velocity
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Meta Knight:
General/Misc
- All midair jump speeds increased (12, 11, 10, 9 → 13, 12, 11, 10)
- Dodge roll speed increased (10 → 20)
- Dodge roll deceleration increased (0 → 2.4)
- Dodge roll intangibility increased (3 frames → 4 frames)
- Dodge roll endlag decreased (9 frames → 8 frames)
- Getup roll speed increased (16 → 30)
- Ledge roll delay increased (0 → 7)
- No longer phases through the ground during ledge roll
- Redid item boxes on item animations
- Item animations sped up to match Mario’s frame data
- Entrance now has some vocals
- Now has a win animation with both voice and sound effects
Ground Moves
- Jab Combo
- Jab loop hitbox raised; no longer hits players on the edge
- Jab loop hitbox interpolation improved
- Voice clip no longer plays when picking up items
- Up Tilt
- Hitstun increased (-1 → -1.1)
- Dash Attack
- Speed boost increased (15.5 → 19)
- Knockback increased (BKB 60 → 70, KBG 60 → 80)
- Endlag increased (7 frames → 12 frames)
- Trail effects added
Aerials
- Neutral Air
- Can now hit twice (14% total)
- Early hit KBG increased (95 → 100)
- Late hit KBG increased (100 → 150)
- Late hit starts 1 frame later, allowing him to sweetspot on all sides now (frame 6 → frame 7)
- Hitbox interpolation improved
- Animation rotation revised
- Forward Air
- First hit modified (BKB 55 → 40, hitstun -1 → -1.3)
- Both hits active duration reduced (2/3 frames → 1/2 frames)
- Second hit has less range
- Autocancels from frame 11 onwards
- Duration reduced (18 frames → 17 frames)
- Back Air
- First hit hitstun increased (-1 → 10)
- Final hit updated (Angle 40° → 45°, BKB 30 → 20, KBG 180 → 200)
- Up Air
- Hitbox modified (BKB 42 → 35, KBG 90 → 100, hitstun -1 → -1.1)
- Second active frame can no longer reverse-hit opponents
- Down Air
- Knockback increased (BKB 38 → 30, KBG 58 → 100)
Specials
- Drill Rush
- Hitlag no longer based on attack damage (Hitlag -1 → 3, Self Hitlag -1 → 2)
- Air version hitstun changed (-1 → -1.2)
- Adjusted hits to link together more reliably
- Initial hit angle and BKB are now based on Meta Knight’s starting momentum instead of using flat values
- Later hit angles are now based on Meta Knight’s direction of movement
- Grounded version no longer puts Meta Knight in special fall
- Meta Knight can now be controlled during the endlag
- Endlag speed changes (x speed -6 → -5, y speed -8 → -12)
- Shuttle Loop
- Second hit first active hitbox range increased in front/below to prevent flying through characters without hitting them
- Dimensional Cape
- Now halts momentum on startup
- Teleport speed decreased (25 → 15)
- No longer affected by gravity during the teleport
- Non-attack version becomes tangible when he reappears
- Grounded version only goes into helpless after a slash
- Aerial version goes into helpless after a slash or if Meta Knight doesn’t touch the ground
Throws
- Forward Throw
- Endlag reduced (12 frames → 8 frames)
- Hitbox updated (Angle 35° → 49°, Hitlag -1 → 2, Self Hitlag -1 → 2)
- Up Throw
- Hitbox modified (Angle 45° → 60°, KBG 110 → 90)
- Down Throw
- Endlag increased (5 frames → 9 frames)
- Damage decreased (9% → 8%)
Other Moves
Mr. Game & Watch:
General/Misc
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.3)
- Dodge roll animation retimed to synch better with updated movement
- Getup roll speed increased (25 → 28)
- Crouch animation sped up
Ground Moves
- Up Tilt
- Hitbox updated (KBG 90 → 105, Hitlag -1 → 4, Self Hitlag -1 → 1)
- Forward Smash
- Sourspot moved back to make it easier to hit with the sweetspot
Aerials
- Neutral Air
- Final hit has a different sound
- Final hit updated (Damage 3% → 4%, Angle 60° → 70°, KBG 72 → 150, Hitlag -1 → 3, hitstun -1 → -1.1)
- Autolink reworked significantly
- No longer applies knockback to characters with armor
- No longer affects projectiles
- Forward Air
- Damage increased (12% → 14%)
- Back Air
- Sourspot hitlag increased (1 → 3)
- Sweetspot hitlag increased (3 → 5)
- Up Air
- Hitbox increased slightly
- Down Air
- Now halts horizontal movement when it starts moving downwards
Specials
- Judge
- 7 now always drops food, even if it misses or if food is disabled in Item Switch
- Fire
- Parachute landing lag increased (goes to heavy land)
Throws
- All throws now put players into a ball during them
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Hitlag zeroed; now uses Melee throw sound effects
Naruto:
General/Misc
- Jump increased (16 → 17)
- Double jump increased (16 → 17)
- Short hop increased (8.5 → 10.45)
- Gravity increased (1.2 → 1.5)
- Air acceleration increased (1.3 → 1.35)
- Dodge roll speed increased (default → 16)
- Dodge roll deceleration increased (0 → 1.41)
- Initial dash duration reduced (12 frames → 7 frames)
- Fixed electric shock animation
Ground Moves
- Jab Combo
- Startup reduced (5 frames → 3 frames)
- Modified to make the hits link together more reliably
- Forward Tilt
- Endlag decreased (10 frames → 9 frames)
- Up Tilt
- No longer reduces horizontal speed
- Endlag reduced by 1 frame
- Down Tilt
- Angle changed (42° → 280°)
- Forward Smash
- Range, coverage, and disjoint increased
- Up Smash
- Range and disjoint increased
- Startup reduced (8 frames → 7 frames)
- KBG increased (110 → 118)
- Dash Attack
- Edited to allow the two hits to link together easier
- First hit updated (Angle 20° → 10°, Hitlag -1 → 3, Self Hitlag -1 → 1)
- First hit now uses BKB instead of Weight KB
- Second hit updated (BKB 25 → 70, KBG 115 → 70, Hitstun 1.1 → 1.2)
- Front hitbox on the second hit extended further forward on the first active frame
- Endlag reduced by 2 frames
- Animation updated
Aerials
- Neutral Air
- Initial hit angle changed (45° → 55°)
- Hitboxes enlarged to cover hurtboxes
- Forward Air
- Startup reduced (8 frames → 7 frames)
- Disjoint increased
- Back Air
- Landing lag increased (3 frames → 4 frames)
- Hitbox updated (Angle 40° → 50°, BKB 33 → 38, KBG 97 → 105)
- Sourspot angle changed (150° → 40°)
- Disjoint increased
- Animation updated
- Up Air
- Landing lag increased (3 frames → 4 frames)
- Disjoint increased
- Down Air
- Hitbox size increased on frame 1
Specials
- Rasengan
- Endlag reduced on whiff (18 frames → 16 frames)
- Auto hitlag reverted
- Active duration reduced by 2 frames
- Final hit updated (Damage 1% → 4%, Angle 55° → 45°, KBG 180 → 215)
- No longer triggers unless it hits an opponent’s hurtbox (no shield, projectile, etc.)
- Triggering hitbox bigger when it first comes out, then shrinks (instead of the other way around)
- No longer DI-able
- Now uses BKB instead of Weight KB
- Explosion can no longer be reflected or absorbed
- Explosion made slightly bigger to multihit better
- Rasenshuriken
- Moves faster (X Speed 8 → 9.5)
- No longer disappears after a set time, instead staying active until it hits a player, after which it continues flying for 25 frames before exploding for the final hit
- Mutihit properties edited to more reliably trap opponents for the duration of the move
- Final hit buffed (Damage 9% → 10%, BKB 40 → 55, KBG 132 → 138)
- Startup reduced (16 frames → 12 frames)
- Stun hitbox increased in size
- Second hitbox added to make the move more reliably carry the opponent forward during the initial frames
- Expands slightly on contact, further improving its ability to trap opponents
- Shadow Clone Slash
- Disjoint increased
- Hitbox updated (BKB 10 → 40, Hitlag 0 → -1, Self Hitlag 0 → -1)
- Recovery increased (19 → 21)
- Clone projectile knockback now overwrites existing knockback
- Clone projectile hitlag now based on attack damage (0 → -1)
- Clone projectile hitbox vertical range increased and horizontal range decreased
- Clone projectile hurtbox increased vertically
- Shadow Clone Summon
- Grounded version now allows both the normal and side versions to come out at the same time if the special button is pressed again without holding a direction
- First frame of clone uppercut given a wider hitbox
- Clone uppercut updated (Hitlag 2 → 4, Self Hitlag 0 → 1, hitstun 1.2 → -1.2)
- Endlag increased by 3 frames
Throws
- Forward Throw
- Kunai hitlag no longer based on attack damage (Hitlag -1 → 1)
- Throw hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitbox updated (Angle 70° → 50°, BKB 50 → 30, Hitlag 2 → 5, Self Hitlag 0 → 4)
- Endlag reduced by 3 frames
- Main hit lowered in height
- Down Throw
- Adjusted due to gravity difference
Other Moves
- Ledge Attack
- Hitbox can now properly hit short/crouching characters
Ness:
General/Misc
- Dodge roll speed increased (5.8 → 16)
- Dodge roll deceleration increased (0 → 1.18)
Ground Moves
- Down Tilt
- Damage increased (2% → 3%)
Aerials
- Neutral Air
- BKB normalized between the three hitboxes; based on the strongest of the three hitboxes
- Up Air
Specials
- PK Flash
- Projectile can move slightly faster
- Now disappears when Ness gets KO’d
- Missing hurtbox added when charging
- Height adjusted to allow it to visibly reach the ceiling
- Sound effects now stop when it hits the ground
- Sound effect timing changed to better correlate to the active hitboxes
- PK Thunder
- Projectile now has transcendent priority
- PK Thunder 2 handbox size increased
- Fixed various issues
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Moved the touchbox on the release frame up and to the side a bit so that Ness can’t chaingrab as effectively
Pac-Man:
General/Misc
- Air speed increased (6.8 → 7.5)
- Dodge roll speed increased (9.8 → 15)
- Dodge roll deceleration increased (0 → 0.95)
- Getup roll speed increased (9.8 → 13)
Ground Moves
- Jab Combo
- Now hits characters in down state
- Up Tilt
- Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
- Up Smash
- Hitstun increased (-1 → -1.1)
- Dash Attack
- Hitlag no longer based on attack damage (Hitlag autocalc → 5, Auto hitlag autocalc → 3)
- Can no longer hit opponents backwards
Aerials
- Forward Air
- Endlag reduced by 2 frames
- Back Air
- Hitstun increased (-1 → -1.1)
- Up Air
- Hitstun increased (-1 → -1.1)
- Down Air
- Weak hits modified (Damage 2% → 4%, Angle 90° → 55°, Hitlag -1 → 4, Self Hitlag -1 → 2, hitstun -1.3 → -1)
- Endlag decreased by 1 frame
Specials
- Power Fruit
- Fruits now can be grabbed after hitting foes, and all of them bounce when zdropped
- Zdropped Power Fruits no longer disappear after hitting an opponent
- Strawberry knockback increased (BKB 50 → 52, KBG 38 → 50)
- Apple knockback growth increased (80 → 102)
- Zdropped Apples no longer bounce absurdly high after hitting an opponent
- Orange buffed (KBG 58 → 72, Hitlag 2 → 3)
- Bell now disappears after 3 throws
- Bell angle changed (50° → 53°)
- Galaga zdrop glitch fixed
- Some things that trigger Key glitch fixed but if it’s still in don’t get used to it I’m coming for you
- Trampoline
- Fixed a bug where a grabbed character would be frozen if the other character hit Pac-Man’s trampoline while grabbing
- No longer collides with terrain, preventing platforms from interacting with it
- Can no longer be absorbed by PSI Magnet
- Duration reduced (30 seconds → 23 seconds)
- Hydrant
- Initial hitbox angle changed (50° → 75°)
- Water range decreased by about 1/3
- Water duration decreased (350 frames → 270 frames)
- Platform is now destroyed if the hydrant falls past the boundaries when grounded
Throws
- Forward Throw
- Endlag reduced by 2 frames
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitbox modified (Angle 140° → 145°, KBG 80 → 107)
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitbox modified (BKB 100 → 110, Weight KB 0 → 100, KBG 79 → 10)
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- Endlag reduced by 1 frame
- BKB decreased (85 → 78)
Other Moves
Peach:
General/Misc
- Short hop increased (7.8 → 9.8)
- Max air speed increased (7.5 → 9.1)
- Double jump increased (Acceleration 2.5 → 3.65, Max Speed 9 → 11)
- Dodge roll speed increased (8.3 → 15)
- Dodge roll deceleration increased (0 → 0.85)
- Gravity increased (0.8 → 1.07)
- Green costume adjusted
Ground Moves
- Down Tilt
- No longer spikes; will always meteor
- Sweetspot updated (Damage 10% → 12%, KBG 60 → 102)
- Sourspot updated (KBG 80 → 102, hitstun 1.35x → 1x)
Aerials
- Neutral Air
- KBG increased (100 → 105)
- Forward Air
- Back Air
- Hitbox updated (Damage 11% → 13%, BKB 58 → 25, KBG 80 → 100, hitstun -1.2 → -1.1)
- Can now hit opponents towards Peach
- Late hit does more damage (9% → 10%)
- Up Air
- Hitbox updated (Damage 13% → 14%, BKB 55 → 25, KBG 90 → 100)
- Late hit repurposed into new hitbox on Peach’s body (Damage 10%, Angle 50°, BKB 15, KBG 100)
- Hitstun reduced (-1.2 → -1.1)
- Down Air
- Hitbox updated (Angle 90° → 80°, hitstun -1 → -1.1)
- Landing lag reduced (7 frames → 5 frames)
Specials
- Peach Bomber
- Vertical boost increased (-9 → -12)
- Parasol
- Hitbox size reduced when floating; now covers only the umbrella portion
- Recovery improved to compensate for the extra gravity
- Turnip Pull
- Turnips will now destroy each other when clanked
Throws
- Can no longer slide off the side of the stage during throws
- Forward Throw
- Knockback increased (BKB 41 → 30, KBG 105 → 130)
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Pikachu:
General/Misc
- Jump increased (16 → 17)
- Double jump increased (16 → 17)
- Dodge roll speed increased (8 → 15)
- Dodge roll deceleration increased (0 → 1.19)
- Dodge roll startup increased (1 frame → 2 frames)
- Dodge roll intangibility reduced (9 frames → 7 frames)
- Dodge roll endlag decreased (7 frames → 6 frames)
- Gravity increased (1.2 → 1.35)
- Weight increased (77 → 80)
- Lightning effects changed from blue to yellow
- Run, turn, and skid animations updated
- Crouch walk added
- Entrance animation made shorter
Ground Moves
- Forward Tilt
- Up Tilt
- Hitbox modified (Damage 9% → 8%, KBG 104 → 110)
- Endling lag reduced by 1 frame
- Down Tilt
- Hitbox changed (Angle 45° → 51°, BKB 12 → 40, KBG 100 → 80, Hitlag auto → 3, Self Hitlag auto → 1)
- Up Smash
- KBG increased (95 → 102)
- Hitboxes adjusted to line up with the motion blurs better
- Down Smash
- Weak hits angle changed (155° → 170°)
- Dash Attack
Aerials
- Forward Air
- Hitlag no longer based on attack damage (Hitlag -1 → 1.5, Self Hitlag -1 → 1.5)
- Back Air
- Hitbox completely covers his feet now
- Up Air
- Simplified from 7 hit angles to 3: upwards initial hit, late hit semispike, and a lower semispike on the final frame
- Landing lag reduced by 1 frame
- Down Air
- Simplified; early hit now has the same stats as late hit
- Hitbox interpolation added on the first active frame
Specials
- Quick Attack
- Control input a bit more responsive and consistent, especially for diagonal angles
- Active duration starts 1 frame earlier to ensure it hits opponents at close range
- Hitbox/hurtbox at the end of the attack reduced in size
- Startup reduced by 1 frame
- First hit changed (BKB 47 → 70, KBG 105 → 1, Weight KB 0 → 80)
- Second hit changed (BKB 80 → 50, KBG 90 → 65)
- Can now be jump-cancelled starting frame 3 after landing if landing in the middle of the attack
- Self-hitlag removed
- Thunder Wave
- Projectile modified (Damage 11% → 10%, KBG 100 → 80)
- Explosion hitbox moved downwards a bit
- Lightning no longer gets stuck inside terrain and will shift downwards if it spawns inside stage objects
Throws
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitstun increased (-1 → -1.1)
- Down Throw
- Angle modified (60° → 75°)
Other Moves
- Getup Attack
- Ledge Attack
Pit:
General/Misc
- Max air speed increased (6.7 → 7)
- Dodge roll speed increased (9.8 → 13)
- Dodge roll deceleration increased (0 → 0.75)
- Dodge roll intangibility reduced (8 frames → 7 frames)
- Dodge roll endlag decreased (7 frames → 6 frames)
- Getup roll speed increased (9.8 → 13)
- Air dodge endlag increased (5 frames → 10 frames)
- Crouching animation sped up a bit
Ground Moves
- Jab Combo
- Hitstun adjusted (-1.2 → -0.7 first 2 hits, -1.2 → -1.12 final hit)
- Third hit endlag increased by 2 frames
- Up Tilt
- Animation adjusted to feel more impactful
- First hit active for one more frame
- First hit hitlag decreased (4 → 1)
- Second hit adjusted to link better (hitstun -1 → 1.1, now uses BKB instead of Weight KB)
- Second hit knockback growth reduced (120 → 78)
- Forward Smash
- Hitbox modified (Angle 50° → 45°, KBG 122 → 125)
- Animation edited to make the first hit more impactful and the second hit skid slightly further
- Up Smash
- Knockback increased (BKB 66 → 40, KBG 102 → 145)
- Hitboxes changed to better line up with the animation and link together more reliably
- Third hit active duration increased by 1 frame
Aerials
- Neutral Air
- Autocancel is now 2 frames earlier
- Landing lag reduced by 2 frames
- Multihit is slower (every 3 frames → every 3.5 frames)
- Forward Air
- Weak hits adjusted to link together better (Damage 2% → 2.75%, Angle 110° → 45°, BKB 20 → 45, Hitlag 4 → 2)
- Back Air
- Late hit damage increased on first active frame (8% → 12%)
- Landing lag decreased (8 frames → 6 frames)
- Autocancel is now 2 frames earlier
- Now has a hitbox on the body
- Up Air
- Last hit KBG decreased (280 → 270)
- First hit changed (Angle 90° → 270°, BKB 0 → 7)
Specials
- Palutena’s Bow
- Startup increased by 1 frame
- Endlag decreased by 1 frame
- Arrows are actually chargeable now (Max Charge Time 2 frames → 10 frames)
- Arrow hitbox updated (Damage 4-6% → 3-11%, Angle 60° → 70°, BKB 4 → 8-58, KBG 80 → 25, hitstun -1.15 → -1.3)
- Arrow hitbox is 50% taller
- Upperdash Arm
- Hitbox increased slightly to allow it to beat out ground-based projectiles
- Now activates on shield
- Hitbox interpolation compensation added to uppercut
- Startup increased by 1 frame on the ground
- Power of Flight
- Can now sweetspot the edge 4 frames earlier
- Can now sweetspot the edge during startup
- Added a frame 1 transcendent hitbox on startup (Damage 5%, Angle 45°, BKB 90, KBG 60, Hitlag 5, Self Hitlag 3, Hitstun -1)
- Lasts a bit longer; hitbox moved back a few frames
Throws
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
Samus:
General/Misc
- Jump increased (15.5 → 16)
- Double jump increased (14.5 → 14.8)
- Short hop increased (11.5 → 11.7)
- Max air speed reduced (8.3 → 7.1)
- Dodge roll speed increased (8 → 13)
- Dodge roll deceleration increased (0 → 0.9)
- Gravity increased (1 → 1.15)
- Air acceleration reduced (0.94 → 0.9)
- Handbox on first 5 frames of fall animation reduced
- Shifted hurt frames up
- Aerial animations and effects have been realigned
Ground Moves
- Jab Combo
- First hit arm hurtbox increased and hitbox split into 2, reducing disjointed area
- First hit hitbox updated (BKB 5 → 15, KBG 100 → 25)
- Second hit hitbox interpolation improved
- Second hit active duration increased by 1 frame
- Up Tilt
- Down Tilt
- Retimed so that Samus keeps her cannon arm out longer
- Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
- Forward Smash
- Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
- Up Smash
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
- Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
- Dash Attack
- Hitboxes updated (Angle 75° → 60°, BKB 70 → 31, KBG 80 → 95)
- Endlag increased by 2 frames
Aerials
- Neutral Air
- Strong hitbox updated (Damage 9% → 14%, BKB 40 → 10, KBG 110 → 100)
- Late hitbox updated (Damage 9% → 10%, BKB 40 → 10, KBG 110 → 100)
- Forward Air
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
- Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible
- Back Air
- Hitbox number simplified from 4 to 2
- Sweetspot damage reduced (15% → 14%)
- Sweetspot size increased, but hitbox priority lowered
- Sourspot damage reduced (13% → 10%)
- Up Air
- Final hit updated (Angle 60° → 45°, KBG 160 → 120)
- Now has hitboxes on her leg on the final hit
- Down Air
- Hitbox interpolation improved
- Active duration reduced by 1 frame
- Endlag reduced by 1 frame
Specials
- Charge Shot
- Now fires automatically if Samus leaves the ground
- Can no longer slide off the edge while charging
- Uncharged version KBG increased (40 → 60)
- Fully charged version BKB decreased (60 → 40)
- Missile
- Aerial version hitboxes redone to fit the animation better
- Screw Attack
- Aerial version final hit BKB increased (50 → 80)
- Aerial version final hit only hits once now
- Morph Ball
- Bomb explosion can no longer be triggered by an opponent without them getting hit in the process
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Down Throw
- KBG decreased (55 → 30)
- Hitlag zeroed; now uses Melee throw sound effects
Other Moves
- Grapple Beam
- Startup increased by 3 frames
- Sweetspot updated (Damage 8% → 9%, Angle 75° → 70°)
- Sourspot updated (Damage 6% → 8%, Angle 75° → 70°)
- Landing lag increased by 6 frames
- Getup Attack
- BKB increased for both hits (40 → 75)
- Forward-hitting hitbox expanded
- Frame data standardized
- Ledge Attack
- Knockback changed (BKB 0 → 75, KBG 80 → 50)
- Startup reduced (17 frames → 12 frames)
- Hitbox increased in size, but length reduced
- Endlag reduced (10 frames → 8 frames)
Sandbag:
General/Misc
- Metal Sandbag no longer makes metal landing noises rapidly while lying down
Ground Moves
- Jab
- Knockback growth increased (120 → 145)
- Hitbox comes out 1 frame later
Aerials
- Down Air
- Now has a 107.5% knockback multiplier on grounded foes
- Angle changed (300° → 285°)
- No longer has a hitstun modifier on grounded foes
Specials
- Sanddash
- Sideways version momentum increased by 50%
- Up version can now be canceled 5 frames earlier
Throws
- Back Throw
- Now uses the throw sound instead of a hit sound
Sheik:
General/Misc
- Jump and double jump animations tweaked a bit
- Short hop decreased (14.5 → 10.35)
- Max air speed increased (8 → 9.2)
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.3)
- Dodge roll animation retimed
- Max run speed increased (10.6 → 12.6)
- Falling speed increased (12.2 → 14.5)
- Fast-fall speed increased (16.3 → 17.5)
- Walk acceleration reduced (1.1→ 0.8)
- Initial dash modifier reduced (1.5 → 1.25)
- Hurtboxes on idle, entrance, walk, run, jump, double jump, fall, land, heavy land, and skid simplified to 1-4 boxes per animation
- Tumble hitboxes redone
- Crouch animation sped up
- New win animation added
- Crouch walk added
Ground Moves
- Jab Combo
- First hit reaches further down to allow for jab-resets on really short opponents
- Forward Tilt
- Endlag decreased by 2 frames
- Forward Smash
- First hit angle changed (45° → 20°)
- First hit no longer uses Weight KB
- Up Smash
- Second hit KBG increased (115 → 135)
- Now does the correct amount of hitlag
- Now has a sweetspot over Sheik’s head
Aerials
- Neutral Air
- Has 1 less active sourspot frame and 2 less endlag frames
- Clean hit updated (Angle 43° → 45°, BKB 25 → 15, KBG 60 → 90, hitstun -0.9 → -1)
- Weak hit damage reduced (7% → 5%)
- Hitbox slightly larger
- Landing lag reduced by 1 frame
- Forward Air
- Knockback increased (BKB 43 → 10, KBG 69 → 100)
- Back Air
- Hitboxes increased significantly in size
- KBG increased (100 → 115)
- Late hit BKB increased (0 → 5)
- Landing lag reduced by 1 frame
- Up Air
- Clean hit knockback increased (BKB 20 → 15, KBG 105 → 120)
- Hurtbox on her foot reduced, giving the move better priority
- Now has a late hit (Damage 8%, Angle 60°, KBG 85)
- Down Air
- Hitbox updated (Damage 16% → 14%, BKB 34 → 30)
Specials
- Needles
- Projectiles weakened (Damage 3% → 2.5%, Angle 70° → 30°, BKB 34 → 28)
- Can no longer hit the opponent towards Sheik
- Bouncing Fish
- Knockback synced to the bounce and given more hitlag/self hitlag
- No longer hits opponents towards Sheik
- Sparkle/dust effects added
- Landing lag reduced by 2 frames if it doesn’t hit anything
- Vanish
- Effects and hitboxes 250% larger
- Now hangs for a few frames in the air before falling
- Travels further and has a bigger boost at the beginning to compensate for the gravity changes
- Explosion now has transcendent priority
Throws
- Forward Throw
- Hitbox updated (Damage 10% → 6%, Angle 55° → 45°, BKB 67 → 50, KBG 55 → 100, hitstun -1 → -1.1)
- Down Throw
- Updated (KBG 97 → 50, hitstun -1.07 → -1.17)
- Endlag increased by 2 frames
Sonic:
General/Misc
- Jump speed increased (15 → 16.5)
- Double jump speed increased (15 → 16.5)
- Short hop speed increased (8 → 9)
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.52)
- Dodge roll startup decreased (4 frames → 2 frames)
- Dodge roll intangibility reduced (9 frames → 8 frames)
- Dodge roll endlag increased (5 frames → 7 frames)
- Gravity increased (1.1 → 1.3)
- Walk acceleration reduced (1.1 → 0.95)
- Air deceleration decreased (0.15 → 0.26)
- Air dodge endlag increased (8 frames → 10 frames)
- Spotdodge startup decreased (2 frames → 1 frame)
- Spotdodge intangibility reduced (8 frames → 7 frames)
- Spotdodge endlag increased (4 frames → 5 frames)
- Fixed heavy land hurtboxes
Ground Moves
- Forward Tilt
- Up Tilt
- Modified to make the hits link together more reliably
- First hit updated (Angle 100° → 110°, KBG 40 → 0)
- First hit is no longer DI-able
- First hit now overwrites previous knockback
- Second hit angle changed (70° → 77°)
- Endlag reduced by 1 frame
- Hitlag increased by 2
- Down Tilt
- Up Smash
- Modified to make the hits link more reliably
- Dash Attack
- Mini hits changed (Angle 45° → 20°, Hitlag -1 → 1, Self Hitlag -1 → 1)
- Mini hits connect better
Aerials
- Neutral Air
- First hit updated (Angle 60° → 45°, Hitlag -1 → 2, Self Hitlag -1 → 2, hitstun -1.25 → -1.1)
- Second hit angle updated (75° → 45°)
- Back Air
- Hitboxes totally changed; is now a sex kick with 2-frame sweetspot, 5-frame sourspot using old bair sweetspot frame
- Endlag and landlag reduced by 2 frames
- Animation changed a bit
- Up Air
- First hit changed to make comboing easier and allow both hits to connect when rising (Angle 90°/90°/90° → 80°/90°/105°, BKB 0 → 70, Weight KB 70 → 110, Hitlag auto → hard 2, Self Hitlag auto → hard 1)
- Final hitbox is wider
- Startup now has hitboxes on both sides
- Down Air
- First active frame is now a meteor smash
Specials
- Homing Attack
- Max charge time reduced (30 frames → 25 frames)
- Hurtbox now consistently slightly larger than hitbox on all sides
- Speed reduced (30 → 27.5)
- Homing range decreased by 15%
- Homing attack now bounces off of shields on contact
- Fixed an issue where Sonic would fall to the ground before hitting a homed opponent due to gravity bringing him down
- Fixed a bug where Sonic wouldn’t home in on opponents directly below him
- Fixed a bug where Sonic would land on the ground and slide if he hit a shield during the initial frames of the move
- Light Dash
- Sweetspot improved (Damage 14% → 16%, BKB 52 → 47, KBG 90 → 128)
- CPUs no longer SD with this move
- Spring Jump
- Can be cancelled one frame earlier (frame 4 → frame 3)
- Now always gets his specials back if hit out of Spring Jump, rather than only if hit after frame 5
- Vertical boost increased (32 → 80)
- Spin Dash
- Jumping air speed decreased (13 → 11)
- Jumping hit changed to be different from base hit (Direction 64°, Weight KB 60, BKB 80, KBG 50)
Throws
- Grab
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
Sora:
General/Misc
- Jump speed increased (14 → 15.9)
- Double jump speed increased (14 → 15.9)
- Short hop increased (9 → 10)
- Dodge roll speed increased (8 → 16)
- Dodge roll deceleration increased (0 → 1.09)
- Dodge roll intangibility increased (6 frames → 7 frames)
- Dodge roll endlag decreased (7 frames → 6 frames)
- Dodge roll animation retimed
- Gravity increased (1.05 → 1.32)
- Air acceleration increased (0.7 → 1)
- Spotdodge intangibility reduced (9 frames → 7 frames)
- Spotdodge endlag increased (2 frames → 5 frames)
- Reverted all auto-hitlag on everything except specials and smashes
Ground Moves
- Forward Smash
- Knockback reduced (BKB 38 → 35, KBG 110 → 105)
- Up Smash
- No longer uses punch hit sounds
- Down Smash
- KBG decreased (150 → 140)
- Hitboxes updated to match the effects better
Aerials
- Neutral Air
- Startup decreased by 2 frames
- Landing lag increased by 2 frames
- Endlag increased by 2 frames
- First hit updated (Damage 6% → 5%, BKB 30 → 25)
- Second hit updated (Damage 6% → 5%, BKB 40 → 25, KBG 100 → 105)
- Second hitbox made larger
- Bounce reduced (7.5 → 5), but now applies to both hits
- Up Air
- Hitstun changed (-1 → -1.1)
- Landing lag increased by 3 frames
- Endlag increased by 1 frame
- First active frame hitboxes cover the sword trail better
- Bounce increased to allow for better air combos
- Down Air
- Landing lag increased by 1 frame
- Endlag increased by 1 frame
- Hitbox updated (Damage 6% → 8%, Angle 48° → 55°, KBG 75 → 55)
- Bounce increased to allow for better air combos
Specials
- Flowmotion
- Down combo no longer plays meteor sound effects
- Aerial Recovery
- Can now be fully controlled
- Improved to compensate for higher gravity
- Command Deck
- Spell now appears as an icon on Sora’s damage meter
- Fire
- Effects are now removed if Sora gets hit out of it
- Thunder
- KBG increased (55 → 60)
- Sweetspot improved (Damage 15% → 16%, KBG 55 → 57)
- Can no longer be clanked
Throws
- Back Throw
- Hitbox updated (BKB 70 → 60, KBG 0 → 20, Hitlag 1 → 3, hitstun 1.1x → 1.2x)
Tails:
General/Misc
- Maximum airspeed decreased (8.6 → 8.4)
- Dodge roll speed increased (7 → 15)
- Dodge roll deceleration increased (0 → 1.2)
- Dodge roll startup increased (1 frame → 2 frames)
- Dodge roll intangibility reduced (11 frames → 8 frames)
- Dodge roll endlag increased (6 frames → 7 frames)
- Run speed decreased (9.9 → 9.5)
- Initial dash modifier decreased (1.62 → 1.36)
- Air acceleration decreased (0.96 → 0.77)
- Spotdodge intangibility reduced (10 frames → 7 frames)
- Spotdodge endlag increased (4 frames → 5 frames)
- Hurtboxes are now bigger overall on every animation excluding item animations, taunts, and Airlift
- Added a handbox to the last few frames of double jump.
- Fixed itembox placement on down smash
- New idle animation variant added
- Adjusted sent flying animation
Ground Moves
- Jab Combo
- Third hit endlag increased (3 frames → 6 frames)
- Third hit hitboxes updated to match the animation
- Forward Tilt
- Reverted back to 1.0.2 in everything except damage
- No longer sets horizontal speed if the player is moving faster than the value
- Down Tilt
- Hitlag decreased (1.1 → 1)
- Forward Smash
- Damage reduced (15% → 14%)
- Down Smash
- Hitbox updated (Damage 18% → 17.5%, KBG 80 → 73)
- Startup increased (7 frames → 8 frames)
- Dash Attack
- Hitbox size reduced
- Startup increased (2 frames → 3 frames)
- Endlag increased (6 frames → 8 frames)
- Movement speed decreased (15-17.1 → 13.5-16)
Aerials
- Aerials cancelled out of a connected spindash will overwrite knockback on the first hit
- Forward Air
- Startup increased (1 frame → 2 frames)
- Endlag increased (3 frames → 4 frames)
- Disjointed range reduced
- Down Air
- Active frames reduced (4 frames → 3 frames)
- Horizontal range reduced slightly on final active frame
Specials
- Energy Ball Blaster
- Startup increased (Ground: 10 frames → 13 frames, Air: 9 frames → 12 frames)
- Projectile now has transcendent priority
- Remote Bomb
- Startup increased (9 frames → 13 frames)
- Aerial version gives Tails a small vertical boost to compensate for increased startup
- Bombs no longer pick up characters if they armour through the first hit
- If two bombs collide, they now both explode, rather than one getting the advantage
- Bombs now get stunned for 5 frames whenever hit by an attack; bombs cannot trade or hit in this state. This means multihit attacks can be used to attack bombs without fear of being hit.
- Bomb health reduced (7% → 6%)
- Bombs now play a unique sound when they time out instead of reusing the cooldown ending sound
- Bombs are now tracked by the camera
- Slight slowdown caused from bombs fixed
- Fix a bug where bombs could be thrown through the bottom of solid stages
- Spin Dash
- Added 1 frame of leniency to instant tailsdashing (snap-to-ground if close enough)
- Minimum tailsdashing speed increased (12 → 13.5)
Throws
- Grab
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Knockback reduced (BKB 50 → 48, KBG 60 → 54)
- Hitlag zeroed; now uses Melee throw sound effects
Wario:
General/Misc
- Jump increased (15.79 → 18.4)
- Short hop increased (11.51 → 11.6)
- Air speed increased (8 → 8.5)
- Dodge roll speed increased (10 → 15)
- Dodge roll deceleration increased (0 → 0.89)
- Dodge roll startup increased (0 frames → 2 frames)
- Dodge roll intangibility reduced (12 frames → 8 frames)
- Dodge roll endlag increased (4 frames → 6 frames)
- Dodge roll smoke effect added
- Gravity increased (1.25 → 1.55)
- Fast-fall speed increased (12.91 → 14); is no longer the same as max falling speed
- Deceleration rate decreased (0.94 → 0.89)
- Ledge animations now have a hurtbox on his hand so that he can be hit by most down tilts
- New costume added
- Minor changes to some animations to remove stray pixels
- Adjusted sent flying animation
Ground Moves
- Up Tilt
- Hitbox updated (KBG 44 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.12)
- Animation smoothed out
- Down Tilt
- Startup reduced by 1 frame
- Animation smoothed out
- Up Smash
- Hitboxes reduced, but edited to be better at keeping opponents trapped in the move
- Down Smash
- Now has an extra hitbox on the fist for hitting characters on the edge
- Dash Attack
- Startup is now 3 frames
- First 2 frames of active duration are now a strong hitbox (Damage 11%, Angle 50°, BKB 25, KBG 123)
- Next 8 frames are now a weaker hitbox that does 5% and puts opponents into down state on contact
- Endlag is now 6 frames
- Animation updated to better fit its gameplay changes
Aerials
- Neutral Air
- First hit sweetspot knockback increased (BKB 30 → 40, KBG 100 → 118)
- First hit sourspot knockback increased (BKB 30 → 35, KBG 90 → 109)
- Forward Air
- Hitbox updated (Angle 55° → 61°, BKB 45 → 37, KBG 80 → 70)
- Animation updated to better reflect the hitboxes
- Autocancel now uses landing animation instead of jumping to idle directly
- Autocancel starts 1 frame earlier
- Back Air
- Hitbox edited (Angle 55° → 45°, BKB 68 → 20, KBG 70 → 110)
- Horizontal range increased significantly
- Vertical range beneath Wario reduced slightly on sweetspot frames
- Up Air
- Sourspot removed and hitboxes deleted from those frames
- Fixed a bug causing the landing animation to not play and the attack to autocancel into idle
- Down Air
- Final hit angle changed (50° → 71°)
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
- Multihit updated (Angle 90° → 80°, Hitlag 1 → 2)
- Landing hit updated (Damage 4% → 2%, Angle 60° → 80°)
Specials
- Shoulder Bash
- No longer activates/bounces off of projectiles
- Corkscrew
- Final hit updated (Angle 66° → 78°, KBG 90 → 108)
- Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Recovery improved (20 → 21.5)
- Wario Waft
- Hitboxes are now properly aligned with the effects
- Main hitbox knockback angle normalized to 35° across all charge levels
- Level 0 Waft stun increased (25 → 30)
- Level 1 Waft hitbox updated (BKB 60 → 55, KBG 70 → 65)
- Fully charged Waft main hitbox updated (Damage 27% → 30%, BKB 50 →80, KBG 75 → 80)
- Fully charged Waft rising hitbox now has unique hit and sound effects
- Fully charged Waft rising hitbox updated (Damage 11% → 16%, Angle 20° → 80°, BKB 40 → 55, KBG 70 → 90)
Throws
- Can no longer slide off the side of the stage during throws
- Pummel
- Now hits twice, for 3% damage total
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitbox updated (KBG 72 → 80, Hitstun -1.2 → -1.14)
Yoshi:
General/Misc
- Red costume adjusted
- Dodge roll intangibility increased (6 frames → 7 frames)
- Dodge roll endlag decreased (9 frames → 8 frames)
Ground Moves
Aerials
- Neutral Air
- Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 2)
- Forward Air
- Active duration increased by 1 frame
- Hitbox slightly bigger
- Landing lag increased (4 frames → 6 frames)
- Back Air
- Hitstun increased (-1 → -1.1)
- Up Air
- Down Air
- Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
Specials
- Yoshi Bomb
- Endlag increased by 1 frame
- Initial hit has less range
Throws
- Pummel
- Grabbed opponent is now made invisible on frame 1
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- No longer multiplies size changes
- Hitlag zeroed; now uses Melee throw sound effects
Zelda:
General/Misc
- Double jump decreased (15 → 14.3)
- Short hop increased (11 → 11.3)
- Dodge roll speed increased (8 → 14)
- Dodge roll deceleration increased (0 → 0.89)
- Dodge roll startup reduced (3 frames → 2 frames)
- Dodge roll intangibility increased (6 frames → 7 frames)
- Gravity increased (1.1 → 1.2)
- Idle wait animation added
- Crouch animation sped up
Ground Moves
- Jab Combo
- First 2 mini hits hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
- Forward Tilt
- Active duration increased by 3 frames
- Late hit has smaller hitboxes
- Up Tilt
- Active duration increased by 5 frames, 3 of which are at the end of the move
- Hitbox coverage reduced on the inside of the arc during the last 9 frames
Aerials
- Neutral Air
- Missing hitboxes restored
- Up Air
- Now has hitlag and self hitlag
Specials
- Nayru’s Love
- Can now reflect items
- Hitbox placement adjusted to be consistent throughout the attack
- Now has transcendent priority
- Din’s Fire
- Now plays a different sound depending on whether the fireball explodes or fizzles out
Throws
- Forward Throw
- Hitlag zeroed; now uses Melee throw sound effects
- Back Throw
- Knockback increased (BKB 55 → 45, KBG 91 → 125)
- Hitlag zeroed; now uses Melee throw sound effects
- Up Throw
- Hitlag zeroed; now uses Melee throw sound effects
Zero Suit Samus:
General/Misc
- Jump decreased (20 → 18.5)
- Double jump increased (18.5 → 19.3)
- Jump startup decreased (3 → 2)
- Short hop decreased (11.2 → 10)
- Air speed increased (9 → 10.5)
- Dodge roll speed increased (6 → 11.5)
- Dodge roll deceleration increased (0 → 0.55)
- Dodge roll intangibility increased (5 frames → 7 frames)
- Dodge roll endlag decreased (9 frames → 7 frames)
- Gravity increased (1.4 → 1.43)
- Air acceleration increased (0.8 → 0.88)
- Air dodge endlag increased (7 frames → 8 frames)
- Crouch animation sped up
- Crouch walk added
Ground Moves
- Jab Combo
- Modified to make the hits link together more reliably
- Up Tilt
- Second hit updated to link better (hitstun -1 → -1.1)
- Second hit active duration increased (1 frame → 2 frames)
- Auto hitlag reverted
- Forward Smash
- Endlag increased by 1 frame
- Sweetspot updated (Damage 10% → 13%, BKB 60 → 40, KBG 90 → 105)
- Sweetspot moved to make tippers more difficult
Aerials
- Aerial attack animations lowered very slightly
- Neutral Air
- Early hit modified (Angle 45° → 55°, KBG 60 → 52, hitstun -1.05 → 1.2)
- Backwards hit made weaker (11% → 5%)
- Mid/late hit damage reduced by 1%
- Forward Air
- First hit sweetspot edited (Angle 40° → 50°, KBG 126 → 110, Hitlag 0 → 5)
- First hit sourspot edited (Damage 5% → 7%, Angle 40° → 50°, BKB 30 → 35, KBG 50 → 85, Hitlag 0 → 2)
- Hitboxes made slightly thicker
- Back Air
- Hitboxes made slightly thicker
- Body hitbox damage reduced (12% → 11%)
- Up Air
- Motion blurs changed to line up with hitboxes better
- Second hitbox added to improve interpolation
- Down Air
- Endlag reduced by 6 frames
- KBG increased (77 → 90)
Specials
- Paralyzer
- Hitboxes redone
- Projectile spawn point adjusted
- Flip Jump
- Jumps higher and further
- Landing lag increased (3 frames → 5 frames)
- Can now grab edges
- Can only be used once in the air if Zero Suit Samus doesn’t bounce off of someone
- Kick has 2 less startup frames
- Kick now uses a large meteor hitbox instead of a spike
- Kick now bounces Zero Suit Samus up and back on a successful meteor hit
- Kick now hits grounded opponents 270° on a successful meteor hit
- Kick meteor hit knockback growth reduced on grounded opponents (85 → 70)
- Kick active frames halved
Throws
- Forward Throw
- Endlag reduced by 2 frames
- Active duration increased by 1 frame; hits 2 times
Other Moves
- Ledge Attack
- Can no longer hit opponents away from the stage
- Knockback updated (BKB 40 → 55, KBG 100 → 75)
Stages:
Battlefield
- Increased camera boundary on the bottom
- Background graphical complexity reduced to lessen performance issues
- Removed pointy bit on the bottom of the stage
- Redid foreground layer a bit
Castle Siege
- Added song: Comrades
- Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
- Stage preview now cycles through all variations when highlighted on Stage Select
Central Highway
- Camera now focuses only on the platform that’s falling instead of the whole stage
- Stage boundaries are brought closer to the stage when a platform falls
- The center platform gains a static floating platform once both side platforms have fallen
- Floating platforms no longer appear and disappear on a timer
- Left platform now falls after 40 seconds
- Right platform now falls after 80 seconds
Crystal Smash
- Fixed a bug where it was possible to zip through the stage by trying to drop through the top platforms in the right spot
Dracula’s Castle
- Platforms now move regardless of hazard switch
Dream Land
- Updated song (Green Greens (Melee) rip → Green Greens)
- Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)
Emerald Cave
- Wooden panels now move back to their home position when they respawn
Final Destination
- Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
- Removed a redundant layer of background stars
- Second background transition added
Final Valley
- Improved AI pathfinding
- Updated song (Wind → Ninja Medley)
- Fixed looping issues with Ninja Medley
Fourside
- Added song: Pollyanna
- Updated song (Fourside (Melee) rip → Fourside)
Galaxy Tours
- Now properly affected by quality settings
- Updated song (Good Egg Galaxy → Space Junk Galaxy)
- Fixed dumb edges
- Hazard is re-enabled
- Stage preview now cycles through all variations when highlighted on Stage Select
Hidden Leaf Village
- Updated song (Ninja Medley → Wind)
Hueco Mundo
- Updated song (La Distancia para un Duelo rip → On the Precipice of Defeat)
Hylian Skies
- Adjusted the ledges
- Stage preview now cycles between both variations when highlighted on Stage Select
Hyrule Castle 64
Hyrule Temple
- Clouds are now properly affected by quality settings
Jungle Hijinx
Metal Cavern
- Crystals now change color over time
Meteo Voyage
- Players can no longer clip through the stage when dropping through pass-through platforms in just the right spot
Mushroom Kingdom I
- Weight platforms and Piranha Plants now functional
Nintendo 3DS
- Updated song (Mii Plaza rip → Mii Channel)
- Stage preview now cycles through all colors when highlighted on Stage Select
PAC-MAZE
- Terrain is slightly thicker
- Frozen/egg characters can now be KO’d with hazards on
Palutena’s Shrine
- Terrain edited to allow giant characters to fit in the bottom area
- Both platforms now have grabbable edges on the bottom ends
- Improved AI pathfinding
- Updated song (Kid Icarus Title rip → Palace in the Sky)
- Updated song (Kid Icarus Boss Fight → Magnus’ Theme)
- Songs no longer appear as “PLACEHOLDER”
Peach’s Castle
- Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)
Planet Namek
- Updated with completely redrawn graphics
- Added song: DBZ Fight Theme
- Updated Stage Select preview
Pokemon Colosseum
- Updated song (Trainer Battle rip → Trainer Battle)
- Fixed clipping/loop on Pokemon Main Theme
- Platforms on base layout now retain their collisions when the stage layout transforms back
- Stage preview now cycles through all variations when highlighted on Stage Select
Rainbow Route
- Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
- Fixed mirror-related scaling bugs
Saffron City
- Moving platforms added
- Updated song (Saffron City → Team Rocket Hideout)
- Adjusted terrain and ledge on main building to better fit the graphics
- Adjusted foreground near ledges so that characters don’t appear inside the stage as much
- Fixed misaligned shadow effects
Sand Ocean
- Fixed background loop when leaving the tunnel
Sector Z
- Main cannon is now intangible like in Smash 64
- Updated song (Sector Z rip → Sector Z and Titania)
- Updated song (Corneria (Melee) rip → Corneria 2)
- Lag noticeably reduced
Sky Sanctuary Zone
Smashville
- Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings
- Ledge terrain adjusted to make it less bad
Steel Diver
- Fixed quality settings
- Physics changes are now active only when hazards are on, and no longer overwrite special mode settings
Tower of Salvation
- Tales of Symphonia Medley now loops properly
Twilight Town
- Updated song (Sinister Sundown rip → Sinister Sundown)
Waiting Room
World Tournament
- Added song: The Ultimate Battle
Yoshi’s Island
- Cloud platforms no longer reset their timers when players jump off of them
- With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version
Yoshi’s Story
- Added song: Yoshi’s Story
- Updated song (Yoshi’s Story (Melee) → Donut Lifts)
Currently up to date: July 26th
SSF2 Beta 1.0.3.2:
Engine & Misc:
- Character attacks can clank projectiles, but projectiles cannot clank character attacks. This fixes issues similar to Bomberman up special clanking with Sonic’s spring causing the recovery to move downwards.
- Picking up items during aerials and dash attacks no longer prevents the attack from coming out.
- Fixed items not despawning properly on the ground.
- Updated event images to include Yoshi’s new portrait.
- Sandbag Basketball goal hitboxes are now even.
- Sandbag now starts in the middle of the stage in Sandbag Basketball.
- All items now have an arrow above them a an indicator that they can be interacted with, sans food
- Linux build will now load more naturally in 64-bit OS
Bandana Dee:
- Up special damage increased. (9% -> 13%)
- Grounded up special knockback scaling increased. (68 -> 90)
- Aerial up special knockback scaling increased. (55 -> 80)
Black Mage:
- Neutral air startup reduced by two frames. (3 -> 1)
Bomberman:
- Bomb kick now has a charging animation.
Captain Falcon:
- Down smash can no longer fall off ledges.
- Up air self hitlag reduced. (3 -> 2)
- Up air hitlag reduced. (3 -> 2)
- Up air weak hit self hitlag reduced. (2 -> 1)
- Up air weak hit hitlag reduced. (2 -> 1)
Chibi-Robo:
- Neutral air second hit damage increased. (8.5 -> 10)
- Down tilt base knockback increased. (15 -> 30)
- Forward air damage increased. (5 -> 9.5)
- Forward air angle changed. (30 -> 55)
- Forward air knockback scaling decreased. (133 -> 105)
Donkey Kong:
- Forward air damage increased. (12% -> 16%)
- Forward air meteor hitbox damage reduced. (14% -> 13%)
- Forward air stats reworked on last active frame.
Falco:
- Down special self hitlag reduced. (2 -> 1)
- Down special hitlag reduced. (4 -> 3)
Fox:
- Down special self hitlag reduced. (2 -> 1)
Ichigo:
- Dash attack damage reduced. (12% -> 10%)
- Dash attack base knockback reduced. (70 -> 62)
- Dash attack knockback growth reduced. (78 -> 74)
Kirby:
- Fixed Ichigo copy ability.
- Fixed Naruto copy ability.
- Fixed CPU Kirby crashing the game if they inhaled Falco.
- Fixed aerial side special second hit missing.
- Updated Link copy ability sprites.
- Down throw angle changed. (63 -> 78)
- Down throw multihits damage increased. (1% -> 1.33%)
- Forward air endlag reduced by 2 frames.
- Down air hitlag and self hitlag reverted.
Link:
- Hylian shield now works while crouching.
- Fixed bombs dealing damage twice.
- Fixed special bomb arrows not being created when an arrow collides with a bomb.
Lloyd:
- Forward smash base knockback reduced. (70 -> 30)
- Forward smash knockback scaling increased. (70 -> 95)
- Forward smash angle changed. (40 -> 45)
- Forward smash now has a weaker hit after first two active frames.
- Dash attack knockback scaling reduced. (135 -> 125)
- Dash attack active frames reduced. (3 -> 2)
- Jab 1 base knockback increased. (12 -> 24)
- Jab 1 knockback scaling increased. (25 -> 50)
- Jab 2 angle changed. (49 -> 135)
- Forward air endlag reduced. (13 -> 12)
- Up air active frames increased. (2 -> 3)
Luffy:
- Engine-calculated hitlag applied for all moves except jab1, jab loop, neutral air, upsmash, and all special moves.
- Forward smash base knockback decreased. (60 -> 40)
- Forward smash knockback scaling increased. (75 -> 100)
- Down smash base knockback decreased. (60 -> 40)
- Down smash knockback scaling increased. (79 -> 99)
- Up air base knockback decreased. (60 -> 40)
- Up air knockback scaling increased. (70 -> 90)
- Back air base knockback decreased. (60 -> 10)
- Back air knockback scaling increased. (59->110)
- Back air angle lowered. (47 -> 45)
- Forward throw knockback scaling increased. (66 -> 70)
Marth:
- Up smash sweetspot is easier to hit.
- Up smash sourspot damage increased. (7 -> 10)
- Up smash sourspot base knockback reduced. (80 -> 40)
- Up smash sourspot knockback scaling increased. (70 -> 90)
- Up smash sweetspot damage increased. (8 -> 13)
- Up smash sweetspot base knockback reduced. (80 -> 60)
- Up smash sweetspot knockback scaling reduced. (100 -> 90)
- Up smash grounded hit angle changed. (75 -> 100)
- Up smash grounded hit self hitlag increased. (0 -> 3)
- Up smash grounded hit base knockback increased. (75 -> 100)
- Up smash grounded hit knockback scaling increased. (20 -> 30)
- Up smash grounded hit active frames increased. (1 -> 2)
- Forward smash sweetspot angle changed. (50,55 -> 45)
Naruto:
- Neutral special full charge indicator fixed.
Ness:
- Down throw angle changed. (62 -> 66)
- Up air knockback scaling increased. (76 -> 84)
- Forward smash sweetspot knockback scaling increased. (72 -> 78)
- Up smash endlag reduced by 2 frames.
- Forward air landing lag reduced by 1 frame.
- Down tilt endlag reduced by 1 frame.
Pac-Man:
- Dash attack base knockback reduced. (100 -> 55)
- Neutral air knockback scaling increased. (100 -> 123)
- Galaxian now falls when dropped.
Pikachu:
Pit:
- Hitlag and self hitlag on neutral air, forward air and up air reverted so the multihits work correctly
Samus:
- Grounded up special movement adjusted.
- Grounded up special first hit base knockback reduced. (150 -> 125)
- Grounded up special multihit base knockback reduced. (80 -> 30)
- Grounded up special final hit hitlag increased. (2 -> 5)
- Grounded up special final hit self hitlag increased. (1 -> 5)
- Grounded up special hitboxes now cover movement better.
- Grounded up special airspeed reduced.
- Aerial up special multihit base knockback increased. (0 -> 30)
- Aerial up special multihit knockback scaling reduced. (95 -> 10)
- Aerial side special missiles now fire from the correct position.
- Tether attack now plays landing animation when touching the ground instead of immediately going to idle.
Sandbag:
- Forward smash damage increased. (14% -> 16%)
- Forward smash angle raised. (35 -> 45)
- Dash attack base knockback increased. (30 -> 40)
- Forward air knockback scaling increased. (100 -> 110)
- Down smash second hit knockback scaling increased. (84 -> 100)
- Up smash weight-based knockback decreased. (140 -> 130 first portion, 110 -> 105 second portion. Rest unchanged)
- Up smash sweetspot base knockback decreased. (80 -> 55)
- Up smash sweetspot knockback scaling increased. (69 -> 100)
- Jab knockback scaling increased. (117 -> 120)
- Down throw hitlag set to 3.
- Down throw self hitlag set to 1.
Sora:
- Down special (Fire) hitboxes more accurately match the effects.
- Fire is now the first spell in down special.
- Neutral special animation now cancels if the keyblade projectile is destroyed early.
- Up smash multihit now uses weight-based knockback. Really, this time.
- Up smash final hit base knockback reduced. (60 -> 40)
- Fixed hitlag issue on flowmotion that caused hits to fail to connect.
- Fixed jab combo input handling.
- Corrected hurtboxes on jab combo.
- Corrected hurtboxes on grab.
Tails:
- Up special bomb explosion hitbox no longer activates when it explodes on a shield.
Wario:
- Fixed sweetspot indicator on side special being removed by quality settings.
Yoshi:
- Fixed item smash animation using old sprites.