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Super Smash Brothers Melee Changelist
From NTSC 1.0 to SD Remix 3.2

Table of Contents

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Visual/Menu Changes

Settings Changes

New Features

New Options Menu

Tournament Mode is replaced with the SDR Options menu.

Gameplay Changes

Stage Select Changes

Alpha Stages


Icicle Mountain
Normal Melee Icicle Mountain
Princess Peach's Castle
Normal Melee Princess Peach's Castle
Rainbow Cruise
Normal Melee Rainbow Cruise
Kongo Jungle
Normal Melee Kongo Jungle
Jungle Japes
Normal Melee Jungle Japes
Great Bay
Normal Melee Great Bay
Hyrule Temple
Normal Melee Hyrule Temple
Yoshi's Island N64
Normal Melee Yoshi's Island N64 (moved to new spot so neutrals are all at the bottom row)
Yoshi's Island
Normal Melee Yoshi's Island
Fountain of Dreams
Mostly Normal Melee Fountain of Dreams except that if four players are selected, the laggy background elements are all disabled so that it is playable during doubles. What it looks like with four players:
Green Greens
Normal Melee Green Greens
Corneria
Normal Melee Corneria
Venom
Normal Melee Venom
Mount Olympus
This is the "Snag The Trophies" bonus stage during Classic Mode
Brinstar
Normal Melee Brinstar
Brinstar Depths
Normal Melee Brinstar Depths
Onett
Normal Melee Onett
Fourside
Normal Melee Fourside
Mute City
Normal Melee Mute City
Big Blue
Normal Melee Big Blue
Kongo Jungle N64
Normal Melee Kongo Jungle N64 (moved to new spot so neutrals are all at the bottom row)
Pokéfloats
Normal Melee Pokéfloats
Mushroom Kingdom
Normal Melee Mushroom Kingdom
Mushroom Kingdom II
Normal Melee Mushroom Kingdom II
Reversed Battlefield

This is Melee Battlefield except with the platform heights reversed.
Whispy's Battle Grounds

This is an altered version of Green Greens, similar in build to Pokémon Stadium.

  • All stage hazards removed
  • The two stage gaps removed that used to hold stage hazard blocks
  • Two platforms are situated in a similar fashion to Pokémon Stadium
  • Whispy Woods no longer blows wind on characters
  • Slants on ledges removed
Dream Land N64
Normal Melee Dream Land N64
Yoshi's Story
Normal Melee Yoshi's Story (moved to new location so that all neutrals are at the bottom)
Pokémon Stadium
Normal Melee Pokémon Stadium (moved to new location so that all neutrals are at the bottom)

Omega Stages

Flat Zone
Normal Melee Flat Zone (Moved to make space for Mount Olympus)
Omega Princess Peach's Castle
  • Bullet bill removed
  • Switches removed
Princess Peach's Flat

A flat version of Peach's Castle

  • Spire in the middle removed
  • Bullet bill removed
  • Switches removed
Omega Kongo Jungle
  • Barrel removed
  • Klap trap removed
  • Logs removed
  • Rock removed
Omega Jungle Japes
  • Klaptrap removed
  • Water physics disabled
High Tide at Great Bay

A flat version of Great Bay

  • Left platform removed
  • Main platform lowered to right platform height
Skyrule

Modified version of top left portion of Hyrule Temple

  • Most of stage removed except for top left portion
  • Platform below inaccessible due to rocks placed there
  • Slight wall above lower platform removed
Omega Yoshi's Island N64

Turned into a neutral/counterpick stage with the removal of some stage elements.

  • Cloud platforms removed
  • Top platform removed
  • Remaining platforms reposition to be symmetrical
Omega Yoshi's Island

A more competitive version of Yoshi's Island.

  • Walkoff and right side of stage removed
  • Normal spinning block removed
  • Spinning blocks placed on the right side of stage
Omega Fountain of Dreams
  • Side moving platforms removed
Omega Green Greens
  • Blocks removed
  • Whispy no longer blows wind
  • Apples removed
Omega Corneria
  • Arwings Removed
  • Great Fox gun disabled
Warzone Corneria

The crazy version of Corneria in adventure mode

  • Many more Arwings and lazers
  • Great Fox guns shoots more often
Omega Mount Olympus

A version of the snag the trophies stage that's more competitive

  • Ledges are grabbable
  • Middle platform removed
  • Top platform added
  • Side humps removed
Omega Brinstar
  • Lava disabled
Omega Brinstar Depths
  • Kraid removed
  • Stage no longer rotates
Omega Onett
  • Cars removed
  • Drugstore platforms removed
Smashville Fourside

Turned into a neutral stage, similar to Smashville in Brawl.

  • Only one building (the Monotoli building) remains. It is a large width, similar to Battlefield or Final Destination
  • A single platform exists above the building. It is held up by a crane and moves vertically and horizontally
Omega Mute City
  • Cars removed
Omega Big Blue

A more competitive version of Big Blue.

  • All cars removed except for the first one, and it doesn't go away
Omega Kongo Jungle N64
  • Barrel Removed
Cranky's Treehouse

A simplified version of Jungle Japes

  • Water removed
  • Klaptrap removed
  • Side platforms removed
  • Floor cannot be jumped through
  • More solid ledges
Omega Mushroom Kingdom

A simplified version of Mushroom Kingdoms

  • Side floors removed
  • Pulleys lowered
  • All blocks except for two groups removed
Omega Mushroom Kingdom II

A simplified version of Mushroom Kingdoms II

  • Side floors removed
  • Birdo disabled
  • Pidgit disabled
  • Middle platform significantly lengthened
Battlefield
Normal Melee Battlefield
Final Destination
Normal Melee Final Destination except no more background transitions (disables screen rumble)
Omega Dream Land N64
  • Whispy Woods no longer blows wind
Omega Yoshi's Story
  • Flyguys removed
Omega Pokémon Stadium
  • No longer has transformations

Unchanged Characters

Fox

Falco

Sheik

Marth

Jigglypuff

Peach

Changed Characters

If there are attribute changes, there will be an attribute table listing all the changes. The table will simply list the attribute in the first column and the value in the second.

If there are any changes to any moves, those changes are reflected in the "Moves" table. The moves table has the following columns:

Name
This column will list the name of the move (i.e. Raptor Boost), followed by the move type on the next line (i.e. neutral air), followed by a graphic representation of the inputs required (assumes the character is facing right).
Speed
A list of speed changes (in frames, or 1/60th of a second) are listed here. The types of speeds include:
START
Stands for Start Up a.k.a. Windup. Refers to the time between a move being initiated and the move having an effect. For dodges, this refers to the amount of time vulnerable before the invulnerable state of the dodge. For attacks, it is the time before the first hitbox.
DUR
Stands for Duration. Refers to the total time that the move lasts.
COOL
Stands for Cooldown, a.k.a Ending Lag. Refers to the time between the move's effect finishing and the character being able to do anything else, such as the length of time after an attack's hitboxes ceases that the character can use shield techs. For dodges, this refers to the amount of time the character is vulnerable after the invulnerable state of the dodge. In standard terminology, it normally refers to the time until the end of the animation, but that isn't as useful.
LAND
Stands for Landing Lag. This occurs when a character in the middle of an aerial attack lands on the ground, resulting in a longer-than-usual landing animation.
IASA
Stands for Interruptible As Soon As. This is the time after which the move can be interrupted with an action (non-shield tech). This normally refers to ANY interruption, even shield techs, but we use non-shield tech terminology to distinguish between shield tech interruptable and non-shield tech interruptable situations (COOL vs IASA).
CAN USE [move]
Some moves can only be cancelled into other moves after a certain amount of time.
Damage
This is the amount of damage the move deals. If there is no label, it is "Normal" damage, or damage it does to an unshielded opponent. If there is a label of "SHLD", that means the value refers to "Shield Damage", the amount of damage dealt to an opponent's Shield.
Knockback
A list of knockback changes changes are listed here. The types of knockback include:
BASE
Stands for Base Knockback. Refers to the minimum amount of knockback the attack can deliver.
GROW
Stands for Knockback Growth a.k.a. Knockback Scaling. Refers to the factor that controls how much the knockback increases as damage increases.
SET
Stands for Set Knockback a.k.a. Weight-Dependent Set Knockback or Fixed Knockback. This is knockback that is the same regardless of damage and stale-move negation. It is still affected by weight, though.
ANGLE
This is the angle that the attack knocks the opponent in degrees. 361 is what is called the "Sakurai Angle" and the knockback angle depends on air/ground state and strength of knockback.
Other
These are anything else that are changed about the move.

See SSB Wiki's Game Physics or Smashpedia Terms pages for more info. Much of the info here was either gotten and sometimes directly lifted from those sources.

Captain Falcon

Moves

Name Speed Damage Knockback Other

Mach Punch

Neutral attack
From Gentlemen Knee (repeat)
No longer starts automatically in any situation; requires a 4th button press to activate from Gentlemen's knee.

Raptor Boost

Side Special
COOL: 44 -> 32 (in Air)
LAND: 40 -> 30 (from Air)
Can act after the move connects (except for jump)

Falcon Dive

Up Special
LAND: 30 -> 28 The drift after somersault increased from .85 to 1.0.

Falcon Kick

Down Special
LAND: -44%

Spot Dodge

Ground Dodge
/
COOL: 32 -> 28

Ice Climbers

Moves

Name Speed Damage Knockback Other

Pound

Neutral Attack
Range Increased

Upswing

Neutral Attack
From Pound
Range Increased

Hammer Swing

Forward tilt
Range Increased

Hammer Spin

Up tilt
Range Increased

Shin Attack

Down Tilt
IASA: 29 -> 24 5 -> 6 GROW: 90 -> 80
ANGLE: 70 -> 30
Range Increased

Scoop

Dash attack
Run
Range Increased

Ice Hammer

Forward Smash
Hitboxes last 1 more frame

Icicle Crasher

Up Smash
Range Increased

Icy Whirlwind

Neutral Aerial
Air
Big range Increased
Big hitbox size increase

Hammer Slam

Forward Aerial
Air
10 -> 11 (hitbox 1) ANGLE: 70 -> 270 (hitbox 1) Hitbox 0 can now hit grounded opponents.

Note: Hitbox 1 is the main hitbox, which is the biggest outermost hitbox, basically the hammer head.
Note: Hitbox 0 is a tiny hitbox basically inside hitbox 1 for the handle of the hammer, which meteor spikes.
Mote: Hitbox 2 is a hitbox for Popo or Nana's hands. Knocks opponents away instead of down.

Reverse Swing

Back Aerial
Air
Range Increased

Hammer Reach

Up Aerial
Air
LAND: 32 -> 24 Range Increased

Hammer Ride

Down Aerial
Air
Range Increased

Cold Headbutt

Pummel
During Grab
Range Increased

Squall Hammer

Side Special
Hitboxes last an additional frame on Popo only

Doctor Mario

Attributes

Moves

Name Speed Damage Knockback Other

Left Jab

Neutral Attack
CAN USE Right Cross: 14 -> 10

Reflex Test

Down Tilt
IASA: 35 -> 25

Slide

Dash Attack
Run
Right foot has hitbox for entire active frames of move.

Defibrillator

Forward Smash
Hitboxes last 3 more frames

Dr. Kick

Neutral Aerial
Air
Strong hit comes out earlier

Dr. Punch

Forward Aerial
Air
DUR: 74 -> 49

Grab

Grab
Slightly Bigger

Dash Grab

Dash Grab
Run
Slightly Bigger

Super Jump Punch

Up Special
LAND: 30 -> 15

Dr. Tornado

Down Special
Horizontal momentum in air: 0.5 -> 0.6
Each tap raises him: 1.2 -> 1.3
Maximum vertical momentum gained from tapping: 1.4 -> 1.7

Pikachu

Attributes

Attribute Value

Friction

0.09 -> 0.07

Shield Size

12 -> 14

Moves

Name Speed Damage Knockback Other

Pika Kick

Forward Tilt
+2 Variable damage, based on attack angle.

Tail Smack

Up Tilt
7 -> 9 GROW: 124 -> 104

Tail Sweep

Down Tilt
7 -> 9

Running Headbutt

Dash Attack
Run
IASA: 50 -> 40 New animation

Thundershock

Forward Smash
START: 16 -> 12

Tail Somersault

Up Smash
7 -> 11 (late) BASE: 5 -> 20 (late)
GROW: 48 -> 100 (late)
ANGLE: 361 -> 40 (late)

Electric Flower

Down Smash
ANG: 220 -> 170

Electric Drill

Forward Aerial
Air
LAND: 20 -> 13
IASA: 40 -> 30
SHLD: 0 -> 3 BASE: 0 -> 38
GROW: 100 -> 32
SET: 30 -> 0
ANGLE: 361 -> 76
Can combo into grab/Usmash and connects better

Glider

Back Aerial
Air
LAND: 30 -> 20 12 -> 14 (strong) BASE: 20 -> 25 (strong) Sweetspot hitboxes are more powerful

Tail Chop

Up Aerial
Air
LAND: 26 -> 22

Electric Screw

Down Aerial
Air
START: 14 -> 10
LAND: 40 -> 25
GROW: 100 -> 80
ANGLE: 361 -> 35

Electrocution

Forward Throw
From Grab
2 -> 5 (last hit) GROW: 110 (last hit)

Electric Slam

Down Throw
From Grab
IASA: 46 -> 38

Forward Getup Roll

Forward Getup Roll
From Back Plant
Invincibility Frames: 14 -> 19

Skull Bash

Side Special
Initial velocity: 1.4 -> 1.55

Thunder

Down Special
COOL: 35 -> 25 10 -> 12 (bolt)

Samus

Attributes

Attribute Value

Air Mobility

0.0125 -> 0.0225

Moves

Name Speed Damage Knockback Other

Straight

Neutral Attack
IASA: 18 -> 14

Cannon

Neutral Attack
From Straight
IASA: 30 -> 25 BASE: 15 -> 30
GROW: 100 -> 90

Heel Kick

Up Tilt
Shin invincibility from frames 6-20

Earth Blaster

Down Tilt
IASA: 43 -> 36

Cover Fire

Up Smash
COOL: 41 -> 47 2 (foot)
17 (explosion)
SHLD: 12 (explosion)
10 (residual)
SHLD: 0 (residual)
BASE: 0 (foot)
GROW: 0 (foot)
SET: 94 (foot)
ANGLE: 140 (foot)
BASE: 40 -> 50 (explosion)
GROW: 88 (explosion)
ANGLE: 90 (explosion)
BASE: 50 (residual)
GROW: 85 (residual)
ANGLE: 90 (residual)
New Animation and Move
Foot (Start):
- Weak hitboxes around foot that pops upward toward cannon
Explosion (Frames 13 to 16)
- Samus pumps cannon upward
- Shoots an explosion from cannon for a strong upward attack
- Hitboxes cover Samus's cannon and body
Residual (Frames 17 to 21)
- Weaker residual hitboxes settle around the cannon
- The body hitboxes disappear

Grappling Hook

Grab
Stand/Run/Extender
Can now grab airborne opponents
(does not apply to extender)

Charge Shot

Neutral Special
()
+1 (all Levels)
SHLD: = to level number

Homing Missile

Weak Side Special
DUR: 110 -> 150 Better Homing Value: 0.019198623 -> .2

Bomb

Down Special
BASE: 10 -> 40
GROW: 45 -> 35
ANGLE: 361 -> 90

Ganondorf

Attributes

Attribute Value

Initial Dash Velocity

1.3 -> 1.33

Run Terminal Velocity

1.35 -> 1.38

Jump Startup Lag

6 -> 5

Landing Lag

5 -> 4

Moves

Name Speed Damage Knockback Other

Gerudo Uppercut

Up Tilt
?? ?? ?? New Animation
Basically a slowed down Gerudo Dragon
Combo move at low %
Kill move at high %

Iron Shoulder

Dash Attack
Run
"True" invincibility on clean hit for 3 frames

Swooping Keese

Neutral Aerial
Air
Kick hitboxes last +3 frames

Thunder Drop

Down Aerial
Air
LAND: 35 -> 32

Grab

Grab
Slightly more disjointed

Dash Grab

Dash Grab
Run
Slightly more disjointed

Gerudo Dragon

Side Special
COOL: 44 -> 32 (in Air) Can act after move connects (except for jump)

Dark Dive

Up Special
LAND: 30 -> 26 Horizontal Momentum: .85 -> 1.15

Wizard's Foot

Down Special
LAND: -44%

Spot Dodge

Spot Dodge
/
IASA: 32 -> 27

Luigi

Attributes

Attribute Value

Aerial Mobility/Acceleration

0.025 -> 0.035

Max Horizontal Air Velocity

0.68 -> 0.7132

Initial Dash Speed

1.3 -> 1.4

Short Hop to Apex

1.4 -> 1.5

Dash Length

11 -> 15

Moves

Name Speed Damage Knockback Other

Plumber's Rump

Neutral Attack
From Right Jab
BASE: 10 -> 50
GROW: 100 -> 80

Plumber Kick

Forward Tilt
SET: 1 -> 0 (down angled)

Heel Kick

Down Tilt
IASA: 35 -> 25 9 -> 12 Now harms shields ("Because why not")

Fist of Fear

Dash Attack
Run
2 -> 4 (final hit) ANGLE: 361 -> 280 (normal hits)
BASE: 2 -> 60 (final hit)

Trowel Stab

Forward Smash
IASA: 42 -> 38 +1

Breakdance Sweep

Down Smash
GROW: 80 -> 90

Chop Chop

Forward Aerial
IASA: 33 -> 24 "Highly spammable. Hilarious"

Bicycle Kick

Up Aerial
START: 5 -> 4
DUR: 8 -> 11
ANGLE: 55 -> 65

Screwdriver Kick

Down Aerial
Meteor Smash hitbox takes priority if overlap with other hitbox

Taunt

Taunt
SET: 100 -> 166
ANGLE: 280 -> 290
Now spikes

Down the Drain

Down Throw
From Grab
ANGLE: 110 -> 105

Fireball

Neutral Special
Now ground/land cancelable

Green Missile

Side Special
Misfire rate: 1/8 -> 1/6

Super Jump Punch

Up Special
20 -> 22 (air sweetspot) BASE: 58 -> 70 (air sweetspot)
GROW: 72 -> 74 (air sweetspot)
Horizontal distance affected by tilt of control stick (Air Control): 2.0 -> 20.0
Aerial mobility in freefalll: 0.6 -> 1.8
Air sweepspot hitbox much bigger

Luigi Cyclone

Down Special
Tap lift multiplier: 0.08 -> 0.24
Max vertical momentum from taps: 0.8 -> 1.8
Final hit crotch hitbox moved to head on grounded version
No longer needs to be "charged" by using it on stage. Works like Mario's Cyclone

Mario

Attributes

Attribute Value

Initial Dash Velocity

1.5 -> 1.626

Aerial Mobility/Acceleration

0.025 -> 0.0425

Maximum Horizontal Air Velocity

0.86 -> 0.94

Moves

Name Speed Damage Knockback Other

Toe Kick

Neutral Attack
From Right Cross
BASE: 10 -> 30
GROW: 100 -> 95

Plumber Kick

Forward Tilt
ANGLE: 361 -> 30 (down angled)
SET: 1 -> 0 (down angled)

Uppercut

Up Tilt
IASA: 30 -> 26

Leg Sweep

Down Tilt
IASA: 35 -> 24

Slide

Dash Attack
Run
IASA: 38 -> 34 Hitboxes moved toward right leg

Fire Glove

Forward Smash
+1 (angled sourspot)
+4 (normal sourspot)
BASE: Increased (sourspot)

Plumber's Boot

Neutral Aerial
Air
BASE: 20 -> 25 (Clean)
GROW: 100 -> 104 (Clean)

Plunger

Forward Aerial
Air
START: 18 -> 14
DUR: 74 -> 45
IASA: 60
15 -> 14 Autocancels on frame 58

Drop Kick

Back Aerial
Air
GROW: 100 -> 105

Bicycle Kick

Up Aerial
Air
IASA: 30 -> 24 ANGLE: 55 -> 65 (frame 6)

Drill Kick

Down Aerial
Air
LAND: 23 -> 20
IASA: 38 -> 33

Mario Tornado

Down Special
Horizontal Momentum (Air): 0.5 -> 1.4
Max Vertical Momentum Gained from tapping: 1.4 -> 1.55

Young Link

Moves

Name Speed Damage Knockback Other

Slash

Neutral Attack
IASA: 20 -> 16

Counter Slash

Neutral Attack
From Slash
IASA: 17 -> 13

Stab

Neutral Attack
From Counter Slash
BASE: 10 -> 30

Sword Chop

Forward Tilt
BASE: 5 -> 15
ANGLE: 361 -> 35

Half Moon Swipe

Up Tilt
IASA: 32 -> 30 8 -> 9 BASE: 20 -> 50
GROW: 128 -> 100
ANGLE: 85

Grass Cutter

Down Tilt
START: 14 -> 8 ANGLE: 280 -> 70 (hitbox 0 to 2, hilt to middle)
ANGLE: 70 -> 280 (hitbox 3, the tip)

Running Hack

Dash Attack
Run
IASA: 40 -> 36 ANGLE: 361 -> 30

Sword Slice

Forward Smash
IASA: 50 -> 40 BASE: 0
GROW: 100
SET: 40
ANGLE: 75 -> 361 (middle)
ANGLE: 75 -> 10 (hilt)
ANGLE: 75 -> 35 (lower end)
ANGLE: 75 -> 361 (tip)
Can chain into Double Sword Slice 4 frames earlier

Double Sword Slice

Forward Smash
From Sword Slice
12 -> 13 Bigger hitboxes

Triple Sword Swipe

Up Smash
First slash has reworked hitbox timer frame: 10 -> 5
Hitboxes are bigger (connects better)

Sword Sweep

Down Smash
IASA: 42 -> 37 (asynch) ANGLE: 70 -> 30 Weaker hitboxes more uniform with strong hitbox

Hylian Kick

Neutral Aerial
Air
GROW: 100 -> 110 (clean)
ANGLE: 361 -> 60 (late)
Late hitbox start frame: 6 -> 8

Spinning Sword

Forward Aerial
Air
START: 14 -> 7 11 -> 13 (first hit) BASE: 5 -> 22 (first hit)
BASE: 0 -> 44 (second hit)
GROW: 90 -> 70 (second hit)
Sweetspot hitbox duration: 3 -> 6

Double Kick

Backward Aerial
Air
10 (both hits) ANGLE: 64 (both hits)
BASE: 18 (both hits)
GROW: 117
Sweetspot hitbox duration: 3 -> 6

Sword Plant

Down Aerial
Air
LAND: 50 -> 40 BASE: 40 -> 45 (verticals)

Hookshot

Grab
Can grab airborne opponents

Running Hookshot

Dash Grab
Run
Can grab airborne opponents

Kick Out

Forward Throw
From Grab
BASE: 25 -> 45
ANGLE: 55 -> 27

Reverse Kick Out

Back Throw
From Grab
BASE: 24 -> 44

Sword Launch

Up Throw
From Grab
BASE: 18 -> 64
GROW: 230 -> 70

Fire Bow

Neutral Special
COOL: 24 -> 18 BASE: 45 -> 60 Deals greater stun
Size: 256 -> 512

Boomerang

Side Special
START: 27 -> 22

Spin Attack

Up Special
ANGLE: 80 -> 32 (Grounded final hit) Hitbox size increased to match animation
Final hitbox increased

Backward Roll

Backward Roll
/
IASA: 37 -> 31

Attributes

Attribute Value

Friction

0.1 -> 0.08

Jump Startup Lag

6 -> 5

Initial Dash Velocity

1.3 -> 1.4

Moves

Name Speed Damage Knockback Other

Counter Slash

Neutral Attack
From Slash
Made to be like Brawl's
I.E. higher angle
Connects better to Stab

Stab

Neutral Attack
From Counter Slash
6 -> 5 BASE: 10 -> 50
GROW: 100 -> 70
ANGLE: 361 -> 30

Sword Chop

Forward Tilt
START: 16 -> 11 BASE: 5 -> 20
ANGLE: 361 -> 30

Half-Moon Swipe

Up Tilt
9 -> 13 BASE: 30 -> 38
GROW: +?

Grass Cutter

Down Tilt
START: 14 -> 9 Every hitbox meteor smashes

Running Hack

Dash Attack
Run
IASA: 40 -> 36 BASE: 10 -> 65
GROW: 100 -> 55

Sword Slice

Forward Smash
IASA: 50 -> 40 (first hit) BASE: Increased (first hit)

Triple Sword Swipe

Up Smash
START: Decreased Reduced (first two hits)
GROW: Increased (final hit)
All hitboxes bigger
Added hitboxes near body
Hitboxes are out sooner and longer
Overall, connects better

Sword Sweep

Down Smash
13 -> 14 (first hit)
11 -> 16 (second hit)
GROW: Increased (Both hits)

Hylian Kick

Neutral Aerial
Air
12 -> 13 (clean) BASE: Increased (clean) Late hit start frame: 6 -> 8

Spinning Sword

Forward Aerial
Air
13 -> 14 (first hit) BASE: 5 -> 25 (first hit)
BASE: 0 -> 30 (second hit)
GROW: 90 -> 100 (second hit)
ANGLE: 361 -> 25 (second hit)
No pause between hitboxes
Second hit start frame: 30 -> 24

Double Kick

Backward Aerial
Air
ANGLE: 361 -> 72 (first hit) Second hit hitboxes slightly larger

Stab-Up

Up Aerial
Air
GROW: 85 -> 95

Sword Plant

Down Aerial
Air
GROW: 80 -> 90 (initial impact)

Hookshot

Grab
Can grab airborne opponents

Dash Hookshot

Dash Grab
Run
Can grab airborne opponents

Kick Out

Forward Throw
From Grab
6 -> 9 BASE: 25 -> 50
GROW: 110 -> 80
ANGLE: 55 -> 35

Reverse Kick Out

Backward Throw
From Grab
6 -> 9 BASE: 24 -> 51
GROW: 110 -> 86

Sword Launch

Up Throw
From Grab
6 -> 7 GROW: 230 -> 90
ANGLE: 90 -> 80

Bow

Neutral Special
BASE: 8 -> 16
GROW: 50 -> 80
ANGLE: 70 -> 361
Hitboxes slightly larger
Uncharged velocity: 1.3 -> 2.0
Charged velocity: 5.0 -> 7.5

Boomerang

Side Special
START: 27 -> 22 6 -> 8 (non-smashed)

Aerial Spin Attack

Aerial Up Special
Air
4 -> 5 (final hit) GROW: Increased (final hit)

Bomb

Down Special
IASA: 39 -> 34 (bomb pull) 4 -> 8 GROW: Increased

Backward Roll

Backward Roll
/
IASA: 37 -> 31

Donkey Kong

Attributes

Attribute Value

Weight

114 -> 116

Shield Size

17.5 -> 21.875

Chest/Tie Hurtbox

Removed

Moves

Name Speed Damage Knockback Other

Swipe

Neutral Attack
ANGLE: Towards DK (Sweetspot) Increased range

Uppercut

Neutral Attack
From Swipe
BASE: Increased
ANGLE: Higher
Increased range

Backhand Slap

Forward Tilt
Increased BASE: Increased Increased range

Spider Web Swipe

Up Tilt
START: -1
DUR: +2
IASA: 40 -> 36
Increased (Middle hitbox) BASE: Increased (Middle hitbox) Increased range

Slouch Slap

Down Tilt
+1 Increased range

Konga Kick

Dash Attack
Run
IASA: 55 -> 36 "Not terrible anymore"

Kong Klap

Forward Smash
IASA: 55 -> 50 SHLD: Increased BASE: Increased Much bigger hitboxes

Ape Applause

Up Smash
+1
SHLD: Lots!
BASE: Increased
ANGLE: Vertical
Increased range

Twin Beat

Down Smash
IASA: 56 -> 51 +1
SHLD: 0 -> Exists
BASE: Increased

Kong Whirl

Neutral Aerial
Air
BASE: Stronger Extremely large hitboxes

Hammer Knuckle

Forward Aerial
Air
START: 25 -> 20 BASE: Slightly increased

Back Kick

Backward Aerial
Air
BASE: Increased Increased range

Flying Headbutt

Up Aerial
Air
Hitbox lasts one more frame

Flying Stomp

Down Aerial
Air
DUR: 54 -> 44 Autocancels much earlier
Increased range

Grab

Grab
Range greatly extended

Dash Grab
Run
Range Extended

Giant Punch

Neutral Special
+2 (Shoulder) BASE: Increased (Shoulder) No freefalll on air punch
No longer loses charge when hit from Spinning Kong
Increased range

Headbutt

Side Special
+8 BASE: Increased Frames of invincibility on exit: 18 -> 1
Opponnent grounded time reduced

Spinning Kong (Ground)

Up Special
12 -> 10 (Front sweetspot) BASE: Reduced (Front sweetspot)
BASE: Increased (2nd half weak hits)
Front sweetspot hitbox bigger
Grounded Mobility: 0.025 -> 0.05

Spinning Kong (Air)

Aerial Up Special
Air
Horizontal Velocity: 1.4 -> 1.75
Aerial Mobility: .05 -> .07

Hand Slap

Down Special
COOL: 20 -> 10 BASE: Decreased
GROW: Increased
ANGLE: Vertical

Getup Forward Roll

Getup Forward Roll
From Faceplant
invincibility Frames: 14 -> 19

Spot Dodge

Spot Dodge
/
IASA: 37 -> 32

Yoshi

Attributes

Attribute Value

Aerial Mobility/Acceleration

0.028 -> 0.049

Weight

108 -> 111

Double Jump Armor Rating

120 -> 140

Moves

Name Speed Damage Knockback Other

Dino Kick

Forward Tilt
GROW: 80 -> 85

Tail Snap

Up Tilt
10 -> 11 Hitbox size increased

Tail Sweep

Down Tilt
IASA: 24 -> 21

Noggin Knock

Dash Attack
Run
8 -> 7 (late) BASE: 15 -> 25 (clean and late) Body hitbox removed

Noggin Floggin'

Forward Smash
16 -> 17 BASE: Increased

Jumping Headbutt

Up Smash
COOL: Less 14 -> 15 BASE: 26 -> 30 Hitboxes and head invincibility last one more frame

Double Tail Whip

Down Smash
COOL: Less

Yoshi's Kick

Neutral Aerial
Air
BASE: Increased tiny bit (clean) Outer foot hitbox increased to match actual foot size

Noggin Dunk

Forward Aerial
Air
START: 18 -> 15

Tail Wag

Backward Aerial
Air
4 -> 8 (final hit) BASE: 10 -> 40 (all hits)
GROW: 100 -> 30 (hits 1 to 3)
GROW: 100 -> 80 (hit 4)
ANGLE: 60 -> 70 (hit 4)

Dino Flip

Up Aerial
Air
LAND: 19 -> 16 +1 BASE: Increased tiny bit

Flutter Kick

Down Aerial
Air
LAND: 26 -> 24

Sticky Tongue

Grab
START: 18 -> 12
COOL: 79 -> 54
Can grab airborne opponents

Sticky Tongue (dash)

Dash Grab
Run
Can grab airborne opponents
Mouth hitbox is bigger
Mouth hitboxes out for same duration as tongue hitboxes

Spit Out

Forward Throw
From Grab
6 -> 8 BASE: 40 -> 15
GROW: 66 -> 100
ANGLE: 45 -> 30

Spin 'n' Spit

Backward Throw
From Grab
6 -> 7 BASE: 40 -> 55
ANGLE: 45 -> 35

Spit Up

Up Throw
From Grab
COOL: -10 BASE: 60 -> 76
GROW: 43 -> 70

Egg Lay

Neutral Special
Damage Multiplier when egged: 0.5 -> 0.8
Enemy Invincibility Upon Breaking Out of egg (frames): 14 -> 1

Egg Roll

Side Special
Initial horizontal boost: 0.0 -> 1.0
Removed free fall
Minimum length in egg roll (frames): 50 -> 0
Egg gravity: 3.0 -> 2.4
Air Acceleration: 1.6 -> 1.84
Double hitbox size inside egg to better match egg shape

Yoshi Bomb

Down Special
LAND: 40 -> 33 4 (connecting) GROW: 100 (connecting)
SET: 110 (connecting)
ANGLE: 80 (connecting)
Grounded version has connecting hitbox into sweetspot on leap:
- Size: 1000
- X-offset: 2500
- Y-offset: 1800

Shield

Shield
/
Goes into egg on frame 9 instead of 6

Zelda

Attributes

Attribute Value

Friction

0.1 -> 0.07

Initial Run Velocity

1.1 -> 1.25

Jump Start-Up Lag

6 -> 5

Aerial Mobility/Acceleration

0.038 -> 0.064

Moves

Name Speed Damage Knockback Other

Short Flash

Neutral Attack
2 -> 3 (final hit)
SHLD: Exists (all hits)
BASE: 10 -> 20 (final hit)
GROW: 100 -> 120 (final hit)

Mystic Swipe

Forward Tilt
START: 12 -> 8 Outer hitbox extended to improve space control

Protective Sweep

Up Tilt
START: 11 -> 6

Trip

Down Tilt
IASA: 30 -> 26 BASE: 20 -> 30 Hitbox out longer

Magical Push

Dash Attack
Run
SHLD: Exists BASE: 50 -> 70 (clean)
BASE: 20 -> 30 (late)

Shining Palm

Forward Smash
ANGLE: Toward Zelda (non-final hit)

Power Sweep

Up Smash
Reworked hitbox ranges to connect better
Reworked hitbox timings to connect better

Compass Spin

Down Smash
11 -> 12 (first hit) GROW: 90 -> 95 (first hit)
GROW: 80 -> 85 (second hit)

Magic Spin

Neutral Aerial
Air
SHLD: Exists BASE: 40 -> 30
GROW: 130/120 -> 80
Larger hitboxes
Hitbox behind more disjointed
Given electric effect to weaken crouch cancelling
Landing hitbox added, which lasts 6 frames (3 on L-Cancel)

Condensed Blast

Up Aerial
Air
13 -> 15 BASE: 0 -> 30
GROW: 120 -> 110
Hitbox matches explosion effect

Meteor Heel

Down Aerial
Air
8 -> 15 BASE: 0 -> 40
GROW: 100 -> 90
Electric element added (weakens crouch cancelling)
Lightening kick SFX added

Magical Hold

Grab
Grab frame: 12 -> 6

Magical Hold (dash)

Dash Grab
Run
Grab frame: 12 -> 9
Grab boxes made lower to get short or crouching characters

Levitation

Forward Throw
From Grab
GROW: 50 -> 60

Reverse Levitation

Backward Throw
From Grab
GROW: 60 -> 70

Nayru's Love

Neutral Special
Increased ANGLE: Away -> Towards and up (non-final hits)
BASE: 50 -> 60 (final hit)
Larger hitboxes

Din's Fire

Side Special
3.0 -> 10.0 (initial)
0.17 -> 0.14 (damage growth)
ANGLE: Horizontal Acceleration: 0.06 -> 0.12
Maximized angle of projectile movement
Frame lag from release: 22 -> 7
Initial hitbox size multiplier: 0.3 -> 1.0
No longer causes freefall when used in the air

Farore's Wind

Up Special
Going into specialfall frame: 71 -> 32
Emergence has a hitbox with fire property

Roy

Attributes

Attribute Value

Aerial Mobility/Acceleration

0.03 -> 0.05

Max Horizontal Air Velocity

0.9 -> 0.967

Moves

Name Speed Damage Knockback Other

Slash

Neutral Attack
3 -> 4 (tip) BASE: 5 -> 30 (tip)

Sharp Edge

Forward Tilt
+5 (tip) BASE: Increased lots (tip)

Anti-Air Slash

Up Tilt
COOL: 40 -> 32 6 -> 10 (sourspots) BASE: 20 -> 35 (sourspots)
GROW: 100 -> 116 (sourspots)
ANGLE: 361 -> 100 (strong sourspot)
ANGLE: 361 -> 85 (tip sourspot)
Sound Effect: 33 -> 35 (sourspots)

Low Stab

Down Tilt
6 -> 9 (tip) BASE: 70 -> 90 (tip) Sound Effect: 33 -> 35

Raid Chop

Dash Attack
Run
6 -> 10 (tip) BASE: 35 -> 60 (tip)
GROW: 60 -> 55 (tip)
ANGLE: 361 -> 85 (tip)
Hit lasts +4 frames to match animation: 12 to 16->20

Dragon Killer

Forward Smash
BASE: 30 -> 60 (tip)
GROW: 65 -> 70 (tip)

Flame Sword

Up Smash
17 (normal)
4 (foot)
BASE: 73 (normal)
GROW: 80 (normal)
ANGLE: 90 (normal)
ANGLE: Towards Sword (foot)
Added explosion effect on Sword of Seals
Higher hitboxes bigger, lowest hitbox smaller
No longer hits multiple times
All hitboxes (except foot) now do the same thing
Foot hitboxes added right before hit

Whirlwind Blade

Down Smash
14 -> 16 (front sourspot)
8 -> 12 (back sourspot)
BASE: Increased (all hitboxes)
GROW: 70 -> 80 (front sweetspot)
GROW: 68 -> 78 (back sweetspot)

Double Slash

Neutral Aerial
Air
8 -> 11 (2nd hit) GROW: 80 -> 95 (2nd hit) Hitboxes made larger

Aerial Swipe

Forward Aerial
Air
8 -> 9 (non-tip)
5 -> 8 (tip)
BASE: Increased (non-tip)
BASE: Increased lots (tip)
ANGLE: 361 -> 67 (tip)
Hit lasts one more frame

About Face

Backward Aerial
Air
9 -> 14 (non-tip)
6 -> 10 (tip)
BASE: Increased (All)
GROW: 70 -> 100 (all)
Hit lasts one more frame

Luna Slash

Up Aerial
Air
9 -> 10 (non-tip)
6 -> 8 (tip)
BASE: Increased (non-tip)
GROW: 70 -> 55 (non-tip)
BASE: 10 -> 25 (tip)
GROW: 70 -> 55 (tip)
Hit lasts one more frame

Half Moon

Down Aerial
Air
COOL: Decreased 9 -> 16 (sweetspot)
9 -> 12 (non-tip)
6 -> 12 (tip)
BASE: Increased (sweetspot)
BASE: 40 -> 60 (non-tip)
GROW: 70 -> 80 (non-tip)
ANGLE: Away -> Down (non-tip)
BASE: <40 -> 60 (tip)
GROW: <70 -> 80 (tip)
ANGLE: Up -> Down (tip)
Sweetspot has added fire effect
Sweetspot now spikes
Non-sweetspot now meteors

Flare Blade

Neutral Special
6 -> 7 GROW: Increased

Double Edge Dance (Start)

Side Special
4 -> 5 (tip) BASE: Increased (tip)
ANGLE: Higher
Aerial Vertical Boost: 1.2 -> 1.4

Double Edge Dance (Second, High)

Side Special
From Double Edge Dance (Start)
4 -> 6 (tip) BASE: Increased (tip) Can cancel into Double Edge Dance (Third, Any) 2 frames earlier

Double Edge Dance (Second, Low)

Side Special
From Double Edge Dance (Start) /
4 -> 6 (tip) BASE: Increased (tip)

Double Edge Dance (Third, High)

Side Special
From Double Edge Dance (Second, Any)
8 -> 10 (almost tip)
5 -> 7 (tip)
BASE: Increased lots (almost tip) Almost tip meteors now, like normal hit

Double Edge Dance (Third, Side)

Side Special
From Double Edge Dance (Second, Any)
10 -> 9 (non-tip)
8 -> 9 (tip)
BASE: 50 -> 64 (non-tip)
BASE: Increased (tip)

Double Edge Dance (Third, Low)

Side Special
From Double Edge Dance (Second, Any)
SHLD: Lots!

Double Edge Dance (Final, High)

Side Special
From Double Edge Dance (Third, Any)
10 -> 13 (tip) BASE: Increased (tip)

Double Edge Dance (Final, Side)

Side Special
From Double Edge Dance (Third, Any)
10 -> 13 (tip) BASE: Increased (tip)

Double Edge Dance (Final, Low)

Side Special
From Double Edge Dance (Third, Any)
SHLD: Lots!

Blazer

Up Special
More hits added at end (active hit duration increased)

Getup Forward Roll

Getup Forward Roll
From Backplant
Invincibility now starts at beginning of animation (like rest of cast)

Mewtwo

Attributes

Attribute Value

Weight

85 -> 106

Shield Size

16.25 -> 17.89

Hurtboxes on tail

Removed

Jump Start-Up Lag

5 -> 4

Moves

Name Speed Damage Knockback Other

Dark Flash

Neutral Attack
IASA: 29 -> 16
CAN USE Dark Flame: 8 frames earlier
Outer hitbox enlarged to match GFX
Attack hit lasts one more frame (frame 9)

Tail Whip

Forward Tilt
5 -> 7 (tip) BASE: 10 -> 20 (tip)

Flip

Up Tilt
8 -> 10 (middle, clean hit)
5 -> 10 (tip, clean hit)
10 -> 9 (base, late hit)
8 -> 9 (middle, late hit)
6 -> 9 (almost tip, late hit)
5 -> 9 (tip, late hit)
BASE: Increased (base, clean hit)
BASE: Decreased (middle, clean hit)
BASE: 0 -> 40 (tip, clean hit)
GROW: 115 -> 110 (tip, clean hit)
BASE: Decreased (base, late hit)
BASE: 60 -> 40 (middle, late hit)
GROW: 114 -> 110 (middle, late hit)
BASE: Decreased (almost tip, late hit)
BASE: Increased (tip, late hit)

Tail Sweep

Down Tilt
5 -> 6 (tip) BASE: Increased (tip)

Dark Torch

Dash Attack
Run
Hitboxes larger

Shadow Blast

Forward Smash
COOL: -16 12 -> 15 (sourspot) BASE: Increased (sourspot)
GROW: 80 -> 90 (sourspot)
BASE: 21 -> 30 (sweetspot)
GROW: 75 -> 90 (sweetspot)
Larger hitboxes

Galaxy Force

Up Smash
10 -> 13 (final hit) BASE: Increased (final hit) Non-final hitboxes bigger and more disjointed

Shadow Bomb

Down Smash
15 -> 17 BASE: Increased
GROW: Increased (probably)

Body Spark

Neutral Aerial
Air
2 -> 1 (top hitboxes) Hitboxes size: 600 -> 850

Shadow Scratch

Forward Aerial
Air
LAND: 25 -> 22 Hitbox starts near Mewtwo's head
Hitbox goes down to old hitbox location
Hit lasts longer, going up and behind Mewtwo
Overall, covers more area for more effective range

Tail Flick

Backward Aerial
Air
START: 12 -> 8
LAND: 28 -> 18
9 -> 11 (tip) BASE: Increased (non-tip)
BASE: Increased (tip)

Somersault Kick

Up Aerial
Air
LAND: 20 -> 16 BASE: 0 -> 10 Hit starts 1 frame earlier
Hit ends 2 frames later

Meteor Kick

Down Aerial
Air
COOL: -12
LAND: 28 -> 24
IASA: -10
ANGLE: 270 -> 290 Spikes instead of meteors
Autocancel 10 frames earlier

Psychic

Grab
Range increased

Running Psychic

Dash Grab
Run
Outer range increased

Shadow Cannon

Forward Throw
From Grab
GROW: 100 -> 160 (balls) Sound Effect changed to Mewtwo's taunt laugh

Shadow Ball

Neutral Special
START: 17 -> 10

Confusion

Side Special
COOL: -6 Tumble is now inescapable until hitting the ground (or falling past it)
Most opponents will hit ground standing

Teleport

Up Special
Invincibility Start Frame: 8 -> 4

Disable

Down Special
START: 15 -> 9 1 -> 3 BASE: 100 -> 90 (tumbling opponent)
GROW: 100 -> 50 (tumbling opponent)
Size: 600 -> 1600

Spot Dodge

Spot Dodge
/
DUR: 29 -> 27
COOL: -8

Mr. Game & Watch

Attributes

Attribute Value

Shield

10.75 -> 16.125

Weight

60 -> 75

Aerial Mobility/Acceleration

0.02 -> 0.045

Max Horizontal Air Velocity

1 -> 1.001

Dash Length

9 -> 13

Moves

Name Speed Damage Knockback Other

Lion

Forward Tilt
COOL: Slightly lower BASE: Increased

Flag Man

Up Tilt
START: 9 -> 6

Helmet

Dash Attack
Run
ANGLE: Better for comboing

Fire Attack

Forward Smash
6 -> 12 (late) BASE: Increased lots (late)

Octopus

Up Smash
START: 24 -> 16
COOL: -2
18 -> 21
SHLD: Exists
BASE: Increased

Vermin

Down Smash
COOL: -5 BASE: 40 -> 50 (sweetspot)
GROW: Increased (sweetspot)
BASE: 80 -> 96 (sourspot)
GROW: 40 -> 58 (sourspot)
ANGLE: 361 -> 67 (sourspot)

Parachute

Neutral Aerial
Air
LAND: 15 -> 24 Can be L-Cancelled

Cement Factory

Forward Aerial
Air
START: 10 -> 8
LAND: 25 -> 22
BASE: 50% lower (clean)
GROW: Increased (clean)

Turtle Bridge

Backward Aerial
Air
LAND: 18 -> 22 SHLD: 0 -> 2 Can be L-Cancelled

Spit Ball Sparky

Up Aerial
Air
GROW: Less (first hit) First hit ends earlier
Second hit starts earlir to match airblow animation
Second hit has larger hitboxes
Can be L-Cancelled

Donkey Kong Jr.

Down Aerial
Air
LAND: 20 -> 16 BASE: Much lower (land)
ANGLE: Away -> Down (land)
Meteor hitbox duration: 1 -> 5
Landing hitbox is much bigger

Chef

Neutral Special
Land Cancellable
No longer resets vertical momentum
Time between sausages much shorter (can be spammed)

Judgment [2]

Side Special
BASE: Increased "Poisons" (w/ flower) foe temporarily

Judgment [3]

Side Special
SHLD: Unchanged BASE: Increased

Judgment [4]

Side Special
8 -> 4 BASE: Increased lots Darkness added

Judgment [5]

Side Special
BASE: Increased (all hits)

Judgment [7]

Side Special
BASE: Increased
(like Marth's Fsmash sourspot)
Has slash element

Judgment [8]

Side Special
4 -> 16 ANGLE: 80 -> 30 Opponent freeze time increased

Oil Panic

Down Special
COOL: 11 -> 0

Forward Roll

Forward Roll
/
COOL: -7

Backward Roll

Backward Roll
/
COOL: -7

Spot Dodge

Spot Dodge
/
COOL: -10

Ness

Attributes

Attribute Value

Initial Dash Velocity

1.3 -> 1.425

Initial Run Velocity

1.4 -> 1.5

Aerial Mobility/Acceleration

0.04 -> 0.065

Max Aerial Horizontal Velocity

0.93 -> 0.9588

Moves

Name Speed Damage Knockback Other

Kick

Neutral Attack
From Straight
BASE: 16 -> 40

Push Up

Up Tilt
COOL: -8 BASE: 42 -> 55
GROW: 126 -> 100

PK Shove

Dash Attack
Run
ANGLE: Up -> Away (First)
ANGLE: Up-Away -> Away (second)
BASE: Increased (final)
GROW: Decreased (final)
Hitboxes duration (frames): 1 -> 4
Final hitbox is bigger

Home Run Swing

Forward Smash
COOL: -8 GROW: 62 -> 72 (all hitboxes) Hit and reflect boxes last 2 frames earlier and 1 later

Around the World

Up Smash
9 -> 12 (Initial)
4 -> 7 (Yoyo Charge)
SHLD: 0 -> 3 (Yoyo Charge)
6 -> 12 (Yoyo Swing)
BASE: Decreased (Initial)
GROW: 80 -> 84 (Initial)
BASE: 20 -> 25 (Yoyo charge)
GROW: Increased (Yoyo charge)
ANGLE: 85 -> 95 (Yoyo charge)
BASE: Increased (Uncharged Swing)
GROW: 45 -> 102 (Uncharged Swing)
BASE: 60 -> 30 (Charged Swing)
GROW: 45 -> 92 (Charged Swing)
ANGLE: Away -> 85 (Charged Swing)
Bigger Hitboes
Doesn't Clank

Walk the Dog

Down Smash
START: 12 -> 8
COOL: -11
11 -> 12 (Initial)
4 -> 7 (Charging)
7 -> 12 (Swing)
BASE: 70 -> 50 (Initial)
GROW: 80 -> 70 (Initial)
ANGLE: 70 -> 25 (Initial)
BASE: 20 -> 30 (Charging)
GROW: 50 -> 70 (Charging)
ANGLE: 80 -> 125 (Charging)
BASE: 70 -> 50 (Swing)
GROW: 60 -> 70 (Swing)
ANGLE: 70 -> 25 (Swing)
Bigger hitboxes
Removed Clanking

Ness Spin

Neutral Aerial
Air
START: 5 -> 4
DUR: +1
LAND: 22 -> 18
IASA: 36 -> 28
11 -> 13 (clean) BASE: 15 -> 20 (clean)
BASE: 0 -> 5 (late)

Flying PK Shove

Forward Aerial
Air
2 -> 3 (inner)
SHLD: More
GROW: 135 -> 100 (final)
BASE: Increased (inner)
GROW: Increased (inner)
Innermost hitbox now same as normal hitbox
Innermost hitbox has added electric effect

PK Drop Kick

Backward Aerial
Air
ANGLE: 361 -> 32 Sweetspot lasts one more frame

Jumping Headbutt

Up Aerial
Air
IASA: 42 -> 34

Meteor Kick

Down Aerial
Air
START: 20 -> 10
LAND: 28 -> 18
COOL: -14
Autocancel frame unchanged: 30

Grab

Grab
Size: +200 (inner grabbox only)
X-offset: +300 (all, more disjointed)
Grab lasts 1 frame earlier

Grab (Running)

Dash Grab
Run
Hitboxes bigger
Hitboxes moved forward (disjointed)
Grab lasts 1 frame earlier

PK Throw

Forward Throw
From Grab
BASE: 10 -> 40

Cowboy PK Throw

Up Throw
From Grab
BASE: 105 -> 95

PK Inferno

Down Throw
From Grab
BASE: 90 -> 75
GROW: 30 -> 50
ANGLE: 70 -> 90

PK Flash

Neutral Special
COOL: 25 -> 15 BASE: Increased Lots
GROW: Increased
Faster, more powerful, smaller
No longer causes freefalll
Final Hit Size Multiplier: 1.7 -> 1.43
Initial hitbox size increased to match explosion
Horizontal momentum: 3.0 -> 16.0
Max rising height: 1.3 -> 1.4
Control sensitivity: 0.01 -> 0.05 (Can go further horizontally)
Gravity: 0.02 -> 0.04
Detonation Timer: 20.0 -> 15.0

PK Fire

Side Special
START: 20 -> 14
LAND: 30 -> 5
COOL: -16
Certain pillar hitboxes bigger
More horizontal trajectory in air

PK Thunder

Up Special
BASE: 60 -> 83 (body, clean)
GROW: 70 -> 80 (body, clean)
BASE: 45 -> 55 (body, late)
GROW: 65 -> 70 (body, late)
Deceleration rate: 0.072 -> 0.056 (body, goes further)
Turning control radius: 6.0 -> 8.0

PSI Magnet

Down Special
START: 10 -> 2
COOL: 20 -> 0
Body Invincibility on frame 1 removed
Forced held frames: 30.0 -> 20.0
Animation can be jumped out of unless absorbing

Bowser

Attributes

Attribute Value

Weight

117 -> 118

Initial Walk Velocity

0.03 -> 0.05

Walk Acceleration

0.05 -> 0.07

Max Walk Velocity

0.65 -> 0.8

Dash Speed

1.0 -> 1.15

Run Speed

1.5 -> 1.527

Maximum Aerial Speed

0.85 -> 1.0

Jump Startup Lag

8 -> 6

Shield Size

31.25 -> 32.75

Landing Lag

6 -> 4

Moves

Name Speed Damage Knockback Other

Left Scratch

Neutral Attack
IASA: 21 -> 16 SET: Increased Frame Window For Right Scratch: 24 -> 18

Koopa Knuckle

Forward Tilt
IASA: 56 -> 40 (up angled)
IASA: 37 -> 32 (normal angled)
IASA: 37 -> 32 (down angled)
+1 (normal angle, sourspot)

Ceiling Scratch

Up Tilt
IASA: 50 -> 37 Hitbox lasts for 3 more frames

Floor Scratch

Down Tilt
IASA: 55 -> 46 Both swings significantly stronger

Horn Charge

Dash Attack
Run
COOL: Significantly reduced
IASA: 56 -> 40

Hammer Head

Forward Smash
IASA: 66 -> 55 SHLD: 30 Slightly more disjointed
Stronger at low %

Shell Shock

Up Smash
IASA: 53 -> 43 Much stronger at higher % (clean)
Main hitboxes slightly more disjointed (clean)
Late hit ground bounces
Significantly disjointed hitbox (late)
Hitboxes last 3 more frames (all)

Buzzsaw

Down Smash
COOL: Less
IASA: 68 -> 63
Should connect slightly better

Gyroscope

Neutral Aerial
Air
BASE: Stronger
GROW: Much higher
ANGLE: Lower

Jump Slash

Forward Aerial
Air
LAND: 30 -> 24 Increased GROW: Slightly increased

Spike Stretch

Backward Aerial
Air
LAND: 35 -> 26 13 -> 15 (clean) Very strong
Late hit frame: 11 -> 14

Horn Toss

Up Aerial
Air
DUR: 22 -> 16 17 -> 18 Significant increase in power

Scrub Brush -> Fire Claw

Down Aerial
Air
DUR: 9
LAND: 22
16 BASE: 35
GROW: 108
ANGLE: 270
New Animation
Swings his claw down to meteor opponents
Has fire effect
Has a hitbox attached to foot for greater range

Grab

Grab
Range increased significantly

Grab (Running)

Dash Grab
Run
Range increased absurdly

Catapult

Forward Throw
From Grab
GROW: Enough to KO at high %

Reverse Throw

Backward Throw
From Grab
Weaker at low %
Much stronger at high %

Bowser Slam

Down Throw
From Grab
IASA: 85 -> 72

Fire Breath

Neutral Special
COOL: 30 -> 20 Cooldown has a bite hitbox for combos

Koopa Klaw

Side Special
START: 16 -> 12
IASA: 59 -> 48
SHLD: Huge Slash hitbox moved further out (now is only tip)
Grab range increased to the tip

Whirling Fortress

Ground Up Special
GROW: Slightly better (clean)

Whirling Fortress (Air)

Aerial Up Special
Rises higher
Significantly increased mobility

Bowser Bomb

Down Special
LAND: 60 -> 40 SHLD: 35 -> 16 Grounded version has hitbox on frame 11 to hit them into the falling part

Forward Roll

Forward Roll
/
DUR: 39 -> 30

Backward Roll

Backward Roll
/
DUR: 39 -> 30

Spot Dodge

Spot Dodge
/
DUR: 42 -> 34

Pichu

Attributes

Attribute Value

Friction

0.1 -> 0.06

Initial Run Velocity

1.72 -> 2.0

Max Air Velocity

0.85 -> 1.1

Moves

Name Speed Damage Knockback Other

Tail Smack

Up Tilt
BASE: +30

Tail Sweep

Down Tilt
ANGLE: 35 -> 25

Running Headbutt -> Rolling Headbutt

Dash Attack
Run
COOL: Less
IASA: 50 -> 33
6 (late) GROW: 70 -> 109 (clean)
BASE: 10 (late)
GROW: 123 (late)
ANGLE: 30 (late)
New Animation
Has a late hit

Thundershock

Forward Smash
START: 16 -> 10 Self-damage: 2 -> 1
Loop hitbox sizes: 200
Loop hitbox stats reworked to connect better

Spinning Mouse

Down Smash
IASA: 51 -> 41 GROW: 70 -> 90
ANGLE: 140 -> 160

Electric Drill -> Electric Screwdriver

Forward Aerial
Air
START: 10 -> 5 2 -> 11 BASE: 0 -> 30
GROW: 100 -> 90
SET: 30 -> 0
ANGLE: 361 -> 50
Self-damage: 1
Only hits once

Glider -> Electric Glider

Backward Aerial
Air
COOL: Less
IASA: 60 -> 50
9 -> 12 (clean) GROW: 100 -> 125 (clean)
ANGLE: 361 -> 32 (clean)
Self-damage: 1
Clean hit has electric element

Tail Chop

Up Aerial
Air
BASE: 100 -> 80

Electric Screw

Down Aerial
Air
START: 10 -> 8
LAND: 26 -> 20
4 (landing) GROW: 100 -> 80 (air)
ANGLE: 361 -> 270 (air)
BASE: 0 -> 60 (landing)
GROW: 100 -> 30 (landing)
SET: 30 -> 0 (landing)
ANGLE: 361 -> 270 (landing)
Adjusted to better hit with landing hitbox
Meteor smashes
Self-damage on landing hit removed

Electric Shock

Pummel
From Grab
Self-damage removed

Electrocution

Forward Throw
From Grab
Self-damage removed

Electric Slam

Down Throw
From Grab
BASE: 60 -> 80
ANGLE: 60 -> 80

Thunder Jolt

Neutral Special
Self-damage removed
Velocity of aerial jolt: 1.5 -> 2.0

Skull Bash

Side Special
Self-damage removed

Quick Attack (misnomer)

Up Special
Self-damage removed

Thunder

Down Special
COOL: 35 -> 18 BASE: 50 (bolt)
GROW: 55 -> 135 (bolt)
ANGLE: 94 -> 361 (bolt)
Self-damage: 1

Getup Forward Roll

Getup Forward Roll
From Backplant
Invincibility Frames: 14 -> 19

Kirby

Attributes

Attribute Value

Friction

0.08 -> 0.06

Initial Run Velocity

1.4 -> 1.5

Initial Short Hop Vertical Velocity

1.5 -> 1.25

Aerial Mobility/Acceleration

0.04 -> 0.08

Aerial Stopping Mobility

0.02 -> 0.03

Max Horizontal Aerial Velocity

0.78 -> 0.975

Weight

70 -> 74

Ability lose chance

1/32 -> "Very Unlikely"

Moves

Name Speed Damage Knockback Other

Spinning Kick

Forward Tilt
ANGLE: 361 -> 33

Back Kick

Up Tilt
IASA: 30 -> 21

Squish Kick

Down Tilt
IASA: 30 -> 21

Fire Kirby

Dash Attack
Run
Functions similar to Wizard's Foot
Strong hit much stronger
Weak hit hard to punish

Smash Kick

Forward Smash
13 -> 14 (late) BASE: 24 -> 42 (clean)
GROW: 96 -> 100 (clean)
ANGLE: 361 -> 38 (Clean)
BASE: 18 -> 26 (late)
ANGLE: 75 -> 38 (late)

Kirby Flip Kick

Up Smash
BASE: 20 -> 30 (non-sweetspot)
GROW: 100 -> 118 (non-sweetspot)
BASE: 10 -> 20 (sourspot)
Strong part lasts longer

Propeller Kick

Down Smash
ANGLE: 76 -> 361

Twinkle Star

Neutral Aerial
Air
10 -> 12 (part 2)
6 -> 8 (part 4)
BASE: 10 -> 20
GROW: 80 -> 100
ANGLE: 361 -> 40
Damage Progression: 12,10,8,6 -> 12,8

Spiral Kick

Forward Aerial
Air
START: 10 -> 6
LAND: 20 -> 15
First 2 hits should connect better (same as Brawl)

Floating Flip Kick

Up Aerial
Air
Timers changed to match animation:
Starts 2 frames earlier
Ends 3 frames later

Screw Driver

Down Aerial
Air
START: 18 -> 12
LAND: 20 -> 15
ANGLE: 361 -> 84 (landing)

Power Bomb

Forward Throw
From Grab
Cannot be escaped

Brain Buster

Backward Throw
From Grab
IASA: much faster Cannot be escaped

Ninja Drop

Up Throw
From Grab
GROW: 70 -> 100

Victory Dance

Down Throw
From Grab
IASA: 89 -> 69 7 -> 2 (final)
0 -> 1 (each stomp)
BASE: 40 -> 65
ANGLE: 90 -> 56
More frame advantage

Swallow

Neutral Special
Safe on use with 17 frames of advantage
Aerial Inhale X-offset: 900 -> 1500
Grounded Inhale X-offset: 2900 -> 5500
Note: Grounded inhale ONLY valid if you start on the ground
Opponent stuck in star (frames): 10 -> 40

Hammer (Ground)

Side Special
START: 22 -> 17 17 -> 23
SHLD: 0 -> 20
BASE: 50 -> 65
GROW: 50 -> 76

Hammer (Air)

Aerial Side Special
Air
IASA: 69 -> 58 BASE: 0 -> 60
GROW: 100 -> 70
ANGLE: 110 -> 361 (loop 1)
ANGLE: 110 -> 30 (loop 2)
Hitbox sizes doubled

Final Cutter

Up Special
2 -> 4 BASE: 0 -> 80
SET: 100 -> 0
Slash down always has a hitbox

Stone

Down Special
START: 30 -> 15 SHLD: 0 -> 20 GROW: 55 -> 90

Getup Attack

Getup Attack
From Backplant or or
+5 frames of invincibility
Invincibility glitch fixed