(Added 3.1.0 patch notes) |
(Made patch notes easier to maintain for future edits) |
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Line 5: | Line 5: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
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| Donkey Kong || |
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| Donkey Kong || Jab 2 reduced endlag<br>DTilt added bonus hitstun<br>Neutral-B super armor is active sooner |
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Jab 2 has less endlag<br> |
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DTilt does more hitstun<br> |
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Neutral-B's super armor is active sooner |
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|- |
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| Link || |
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| Link || Jab 1 has less startup<br>DTilt has a different launch angle<br>USmash has more knockback |
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Jab 1 has less startup<br> |
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DTilt has a different launch angle<br> |
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USmash has more knockback |
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| Peach & Daisy || |
| Peach & Daisy || |
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Side-B can grab ledges easier |
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| Ice Climbers || |
| Ice Climbers || |
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Dash Attack has less startup<br> |
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Up-B has less startup. It is also easier to grab the ledge |
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| Falco || |
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| Falco || DA deals more damage but has similar knockback<br>FSmash now matches the visual |
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Dash Attack does more damage (knockback stays the same)<br> |
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FSmash now matches the visual |
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| Mewtwo || |
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| Mewtwo || FTilt has more damage and knockback<br>FThrow deals more damage |
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FTilt has more damage and knockback<br> |
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FThrow does more damage |
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|- |
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| Meta Knight || |
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| Meta Knight || FTilt does more damage and knockback<br>FThrow does more damage<br>USmash has more range and will no longer trip with the first two hits.<br>FAir deals more damage<br> BAir deals more damage<br>UThrow deals more knockback |
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FTilt does more damage and knockback<br> |
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FThrow does more damage<br> |
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USmash has more range and will no longer trip with the first two hits.<br> |
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FAir deals more damage<br> |
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BAir deals more damage<br> |
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UThrow deals more knockback |
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|- |
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| Wario || |
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| Wario || Jab 1 deals more damage and has less endlag<br>Jab 2 deals more damage but has similar knockback, and has less endlag |
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Jab 1 deals more damage and has less endlag<br> |
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Jab 2 deals more damage but has similar knockback, and has less endlag |
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|- |
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| Ike || |
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| Ike || Jab 3 deals more damage and knockback<br>USmash deals more knockback when sweetspotted<br>Side-B Deals more damage and knockback on the ground when charging |
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Jab 3 deals more damage and knockback<br> |
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USmash deals more knockback when sweetspotted<br> |
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Side-B Deals more damage and knockback on the ground when charging |
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| Mega Man || |
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| Mega Man || Dash Attack has less startup and more knockback<br>Down Smash hits lower<br>Side-B deals more damage |
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Dash Attack has less startup and more knockback<br> |
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Down Smash hits lower<br> |
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Side-B deals more damage |
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|- |
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| Rosalina & Luma || |
| Rosalina & Luma || |
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Luma takes less knockback<br> |
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Rosalina's Down Smash hits closer to herself |
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| Robin || |
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| Robin || Rapid Jab has more range and deals more damage with the multihits. |
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Rapid Jab has more range and deals more damage with the multihits. |
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| Bowser Jr. || |
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| Bowser Jr. || DA will fall out less often and does more damage.<br>DTilt will fall out less often and has a new launch angle<br>USmash deals more damage<br>Side-B has more knockback when spinning |
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DA will fall out less often and does more damage.<br> |
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DTilt will fall out less often and has a new launch angle<br> |
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USmash deals more damage<br> |
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Side-B has more knockback when spinning |
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|- |
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| Ryu || |
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| Ryu || Heavy FTilt has less startup<br>Neutral-B deals more damage but has similar knockback<br>Side-B has less endlag on the ground |
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Heavy FTilt has less startup<br> |
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Neutral-B deals more damage but has similar knockback<br> |
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Side-B has less endlag on the ground |
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|- |
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| Cloud || |
| Cloud || |
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Limit Down-B has less startup |
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| Inlking || |
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| Inlking || Recharging ink has less endlag<br>FTilt has more damage and knockback<br>UTilt has a larger hitbox<br>FSmash has a larger sweetspot<br>Neutral-B has more range |
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Recharging ink has less endlag<br> |
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FTilt has more damage and knockback<br> |
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UTilt has a larger hitbox<br> |
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FSmash has a larger sweetspot<br> |
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Neutral-B has more range |
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|- |
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| Ridley || |
| Ridley || |
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DA has more damage and knockback |
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|- |
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| Piranha Plant || |
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| Piranha Plant || FTilt 2 has more knockback<br>DTilt lasts longer and has less endlag<br>DAir's sweetspot lingers longer<br>Down-B has less startup |
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FTilt 2 has more knockback<br> |
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DTilt lasts longer and has less endlag<br> |
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DAir's sweetspot lingers longer<br> |
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Down-B has less startup |
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|- |
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| Min Min || |
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| Min Min || All arms do less shield damage<br>Knockdown animation adjusted to match other fighters<br>NAir has more landing lag<br>Dragon Laser lasts less long |
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All arms do less shield damage<br> |
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Knockdown animation adjusted to match other fighters<br> |
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NAir has more landing lag<br> |
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Dragon Laser lasts less long |
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| Steve || |
| Steve || |
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Reduced hitstun on USmash multihits |
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| Pyra || |
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| Pyra || Knockdown animation adjusted to match other fighters<br>Side-B has more endlag |
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Knockdown animation adjusted to match other fighters<br> |
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Side-B has more endlag |
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|- |
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| Mythra || |
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| Mythra || Knockdown animation adjusted to match other fighters<br>FSmash has less knockback |
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Knockdown animation adjusted to match other fighters<br> |
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FSmash has less knockback |
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| Sora || |
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| Sora || Knockdown animation adjusted to match other fighters |
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Knockdown animation adjusted to match other fighters |
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Line 65: | Line 123: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
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| Universal || |
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| Universal || Made it so opponents hit by Kazuya's side-B cannot be footstooled |
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Made it so opponents hit by Kazuya's side-B cannot be footstooled |
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| Jigglypuff || |
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| Jigglypuff || Jab 2 has less endlag<br>BAir has less endlag and landing lag<br>DThrow has less endlag and reduced knockback |
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Jab 2 has less endlag<br> |
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BAir has less endlag and landing lag<br> |
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DThrow has less endlag and reduced knockback |
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|- |
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| Dr. Mario || |
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| Dr. Mario || NAir's late hitbox has increased knockback<br>UAir deals more damage (knockback stays the same)<br>DAir has less startup<br>Side-B has more active frames<br>Down-B super armor comes out earlier on the ground |
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NAir's late hitbox has increased knockback<br> |
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UAir deals more damage (knockback stays the same)<br> |
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DAir has less startup<br> |
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Side-B has more active frames<br> |
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Down-B super armor comes out earlier on the ground |
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| Zelda || |
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| Zelda || Jab 1 has less endlag<br>Rapid jab does more damage<br>USmash has increased knockback<br>DSmash has increased knockback<br>DAir's sweetspot has more range |
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Jab 1 has less endlag<br> |
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Rapid jab does more damage<br> |
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USmash has increased knockback<br> |
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DSmash has increased knockback<br> |
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DAir's sweetspot has more range |
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|- |
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| Lucario || |
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| Lucario || FTilt's second hit has more knockback<br>DTilt has less startup |
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FTilt's second hit has more knockback<br> |
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DTilt has less startup |
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|- |
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| Rosalina & Luma || |
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| Rosalina & Luma || Luma will appear in front of Rosalina when using DSmash and turning around. Luma's attack has more knockback<br>Luma now follows Rosalina when using side-B in the air |
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Luma will appear in front of Rosalina when using DSmash and turning around. Luma's attack has more knockback<br> |
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Luma now follows Rosalina when using side-B in the air |
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|- |
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| Little Mac || |
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| Little Mac || UTilt does more hitstun<br>FSmash does more shield damage when angled down<br>Neutral-B has more knockback, less startup and less endlag. Little Mac can now buffer the second button<br>Up-B's last hit has more knockback<br>Down-B has a higher damage multiplier |
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UTilt does more hitstun<br> |
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FSmash does more shield damage when angled down<br> |
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Neutral-B has more knockback, less startup and less endlag. Little Mac can now buffer the second button<br> |
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Up-B's last hit has more knockback<br>Down-B has a higher damage multiplier |
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|- |
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| Ridley || |
| Ridley || |
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Can now jump out of side-B earlier |
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| King K. Rool || |
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| King K. Rool || UTilt does more damage and has more knockback<br>FSmash has more active frames and more range at the beginning of the move<br>Fair has less endlag<br>UThrow has more knockback |
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UTilt does more damage and has more knockback<br> |
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FSmash has more active frames and more range at the beginning of the move<br> |
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Fair has less endlag<br> |
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UThrow has more knockback |
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|- |
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| Isabelle || |
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| Isabelle || DTilt has less endlag<br>FSmash's sweetspot has more range<br>DSmash has increased range and knockback<br>FThrow has more knockback |
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DTilt has less endlag<br> |
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FSmash's sweetspot has more range<br> |
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DSmash has increased range and knockback<br> |
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FThrow has more knockback |
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|- |
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| Incineroar || |
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| Incineroar || DSmash does more damage and knockback<br>UAir deals more damage (knockback stays the same)<br>Up-B's descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing |
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DSmash does more damage and knockback<br> |
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UAir deals more damage (knockback stays the same)<br> |
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Up-B's descent sweetspot deals more damage (knockback stays the same). Same thing for the explosion on landing |
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Line 97: | Line 189: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
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| Marth || |
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| Marth || DA's tipper has more damage and knockback. It is also easier to hit<br>Utilt's tipper has more damage and knockback. It is also easier to hit<br>DTilt's tipper is easier to hit |
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Dash Attack's tipper has more damage and knockback. It is also easier to hit<br> |
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Utilt's tipper has more damage and knockback. It is also easier to hit<br> |
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DTilt's tipper is easier to hit |
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|- |
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| Young Link || |
| Young Link || |
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USmash is more consistent |
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| Olimar || |
| Olimar || |
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FSmash's sweetspot has more active frames |
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| Rosalina & Luma || |
| Rosalina & Luma || |
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Luma now comes in front of Rosalina when doing side-B in reverse |
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| Mii Brawler || |
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| Mii Brawler || Neutral-B 2 has more range in the front<br>Side-B 1 does more damage and knockback<br>Down-B 1 does more shield damage and knockback |
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Neutral-B 2 has more range in the front<br> |
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Side-B 1 does more damage and knockback<br> |
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Down-B 1 does more shield damage and knockback |
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|- |
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| Mii Swordfighter || |
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| Mii Swordfighter || Side-B 1 does more damage and knockback<br>Up-B 1's last hit does more damage and knockback<br>Down-B 1's invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag<br>Down-B 3 has less startup |
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Side-B 1 does more damage and knockback<br> |
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Up-B 1's last hit does more damage and knockback<br> |
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Down-B 1's invincibility comes out faster and has less startup to match it. On hit, the attack has less endlag<br> |
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Down-B 3 has less startup |
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| Mii Gunner || |
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| Mii Gunner || The cooldown between two shots of Neutral-B 2 has been reduced<br>Up-B 1 has less startup<br>Up-B 2 has more invincibility<br>Down-B 3 has less endlag |
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The cooldown between two shots of Neutral-B 2 has been reduced<br> |
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Up-B 1 has less startup<br> |
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Up-B 2 has more invincibility<br> |
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Down-B 3 has less endlag |
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|- |
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| Ryu || |
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| Ryu || Shakunetsu Hadouken is now more consistent against knocked down opponents |
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Shakunetsu Hadouken is now more consistent against knocked down opponents |
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| Bayonette || |
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| Bayonette || Rapid Jab's finisher has more knockback and launches at a different angle<br>Down-B's slowdown against projectile has been increased |
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Rapid Jab's finisher has more knockback and launches at a different angle<br> |
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Down-B's slowdown against projectile has been increased |
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| Banjo & Kazooie || |
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| Banjo & Kazooie || UTilt has more knockback<br>FSmash has more knockback<br>BAir sends at a different angle (knockback stays the same) |
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UTilt has more knockback<br> |
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FSmash has more knockback<br> |
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BAir sends at a different angle (knockback stays the same) |
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|- |
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| Min Min || |
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| Min Min || USmash has more startup and less knockback. The reflector also has more startup<br>Up-B's ledge detection has more startup |
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USmash has more startup and less knockback. The reflector also has more startup<br> |
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Up-B's ledge detection has more startup |
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|- |
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| Steve || |
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| Steve || Fixed a bug where opponents trapped inside side-B would sometimes go through the stage |
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Fixed a bug where opponents trapped inside side-B would sometimes go through the stage |
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| Pyra || |
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| Pyra || Jab 2's tipper has more hitstun<br>FSmash has less pushback while charging |
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Jab 2's tipper has more hitstun<br> |
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FSmash has less pushback while charging |
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|- |
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| Mythra || |
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| Mythra || Airdodge has less invincibility frames<br>Jab 2's tipper has more hitstun<br>FSmash has less pushback while charging<br>Neutral-B's last hit now takes the opponent's weight into account |
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Airdodge has less invincibility frames<br> |
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Jab 2's tipper has more hitstun<br> |
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FSmash has less pushback while charging<br> |
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Neutral-B's last hit now takes the opponent's weight into account |
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Line 146: | Line 270: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
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| Link || |
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| Link || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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| Captain Falcon || |
| Captain Falcon || |
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Up-B has less endlag on hit |
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| Jigglypuff || |
| Jigglypuff || |
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Matched crumple state's duration with other fighters |
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| Zelda || |
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| Zelda || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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| Pichu || |
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| Pichu || FSmash deals less damage to Pichu<br>NAir makes his ears invincible during the attack's sweetspot<br>FAir deals less damage to Pichu<br>FThrow deals less damage to Pichu<br>Side-B deals less damage to Pichu<br>Up-B deals less damage to Pichu |
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FSmash's self-damage has been reduced<br> |
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NAir makes his ears invincible during the attack's sweetspot<br> |
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FAir's self-damage has been reduced<br> |
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FThrow's self-damage has been reduced<br> |
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Side-B's self-damage has been reduced<br> |
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Up-B's self-damage has been reduced |
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| Ganondorf || |
| Ganondorf || |
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Up-B has less endlag on hit |
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| Zero Suit Samus || |
| Zero Suit Samus || |
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NAir has more landing lag<br> |
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Up-B has more startup |
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|- |
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| Wario || |
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| Wario || UTilt has less active frames<br>Down-B has more startup on level 3 and on max charge |
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UTilt has less active frames<br> |
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Down-B has more startup on level 3 and on max charge |
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|- |
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| Diddy Kong || |
| Diddy Kong || |
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Increased the cooldown between two banana peels |
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| King Dedede || |
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| King Dedede || Side-B has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
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Side-B has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
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|- |
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| R.O.B. || |
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| R.O.B. || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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|- |
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| Villager || |
| Villager || |
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Matched crumple state's duration with other fighters |
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| Little Mac || |
| Little Mac || |
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USmash has more active frames |
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|- |
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| Mii Brawler || |
| Mii Brawler || |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Mii Swordfighter || |
| Mii Swordfighter || |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Mii Gunner || |
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| Mii Gunner || FSmash has more range<br>Matched crumple state's endlag with other fighters |
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FSmash has more range<br> |
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Matched crumple state's endlag with other fighters |
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|- |
|- |
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| Palutena || |
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| Palutena || DA has more endlag<br>FAir has more landing lag<br>Standing grab has less range |
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Dash Attack has more endlag<br> |
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FAir has more landing lag<br> |
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Standing grab has less range |
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|- |
|- |
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| Shulk || |
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| Shulk || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Isabelle || |
| Isabelle || |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Joker || Side-B (without Arsene) has more endlag<br> |
| Joker || Side-B (without Arsene) has more endlag<br> |
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Down-B (with Arsene) has more endlag on whiff |
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|- |
|- |
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| Hero || |
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| Hero || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Banjo || |
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| Banjo || Matched crumple state's duration with other fighters |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Byleth || |
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| Byleth || DSmash has more knockback<br>Side-B's tipper has more shieldstun and has less endlag in the air<br>Up-B has less startup and more knockback against opponents above 50%<br>Matched crumple state's duration with other fighters |
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DSmash has more knockback<br> |
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Side-B's tipper has more shieldstun and has less endlag in the air<br> |
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Up-B has less startup and more knockback against opponents above 50%<br> |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Min Min || |
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| Min Min || Matched airdodge's endlag with other fighters<br>FSmash's charge time has been reduced. Dragon ARM's laser has less knockback<br>Matched crumple state's duration with other fighters |
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Matched airdodge's endlag with other fighters<br> |
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FSmash's charge time has been reduced. Dragon ARM's laser has less knockback<br> |
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Matched crumple state's duration with other fighters |
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|- |
|- |
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| Steve || |
| Steve || |
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DSmash has more range |
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|- |
|- |
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| Sephiroth || |
| Sephiroth || |
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Down-B's multi hits are now more consistent |
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Line 208: | Line 373: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
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|- |
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| Fox || |
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| Fox || FAir's multi hits are more consistent, on top of having more range<br>DAir's multi hits are more consistent. The move also has more range |
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FAir is more consistent, on top of having more range<br> |
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DAir is more consistent. The move also has more range |
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|- |
|- |
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| Luigi || |
| Luigi || |
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Dash Attack is more consistent |
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|- |
|- |
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| Zelda || |
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| Zelda || FSmash's multi hits are more consistent. The final hit has more range |
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FSmash is more consistent. The final hit has more range |
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|- |
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| Pichu || |
| Pichu || |
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FSmash's last hit has more range |
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|- |
|- |
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| Young Link || |
| Young Link || |
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Aerial up-B is more consistent |
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|- |
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| Toon Link || |
| Toon Link || |
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Aerial up-B is are more consistent |
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|- |
|- |
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| Olimar || |
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| Olimar || After throwing a Pikmin with an FSmash or side-B, if there are other Pikmin nearby when using up-B, an air attack using a Pikmin will occur |
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After throwing a Pikmin with an FSmash or side-B, if there are other Pikmin nearby when using up-B, an air attack using a Pikmin will occur |
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|- |
|- |
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| Rosalina & Luma || |
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| Rosalina & Luma || FAir's multi hits are more consistent. It also has less range above the skirt's hemline. The final hit has more range |
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FAir is more consistent. It also has less range above the skirt's hemline. The final hit has more range |
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|- |
|- |
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| Mii gunner || |
| Mii gunner || |
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UThrow sends at a different angle. The shot also has more range |
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|- |
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| Duck Hunt || |
|||
| Duck Hunt || FSmash's multi hits are more consistent, on top having a reduced SDI multiplier |
|||
FSmash's multi hits are more consistent, on top having a reduced SDI multiplier |
|||
|} |
|} |
||
Line 269: | Line 445: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Donkey Kong || |
|||
| Donkey Kong || Increased grounded side-B's vertical range against grounded opponents |
|||
Increased grounded side-B's vertical range against grounded opponents |
|||
|- |
|- |
||
| Link || |
| Link || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Pikachu || |
| Pikachu || |
||
FAir is more consistent |
|||
|- |
|- |
||
| Ness || |
|||
| Ness || DA's third range does more damage and knockback<br>UTilt does more damage (knockback stays the same)<br>DAir has less startup<br>UThrow does more damage<br>Neutral-B has less startup |
|||
Dash Attack's third hit does more damage and knockback<br> |
|||
UTilt does more damage (knockback stays the same)<br> |
|||
DAir has less startup<br> |
|||
UThrow does more damage<br> |
|||
Neutral-B has less startup |
|||
|- |
|- |
||
| Captain Falcon || |
| Captain Falcon || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Ice Climbers || |
|||
| Ice Climbers || Nana takes less damage and knockback in general, and has an improved AI<br>DA's double hits are more consistent, on top of having more range<br>DSmash has more knockback<br>Side-B starts grabbing the ledge earlier<br>Up-B covers more distance. Also, Nana automatically using down-B does not prevent the player from using up-B anymore |
|||
Nana takes less damage and knockback in general, and has an improved AI<br> |
|||
Dash Attack's double hits are more consistent, on top of having more range<br> |
|||
DSmash has more knockback<br> |
|||
Side-B starts grabbing the ledge earlier<br> |
|||
Up-B covers more distance. Also, Nana automatically using down-B does not prevent the player from using up-B anymore |
|||
|- |
|- |
||
| Sheik || |
| Sheik || |
||
UTilt's multi hits are more consistent |
|||
|- |
|- |
||
| Young Link || |
|||
| Young Link || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Meta Knight || |
|||
| Meta Knight || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Wario || |
| Wario || |
||
Up-B is more consistent |
|||
|- |
|- |
||
| Ivysaur || |
|||
| Ivysaur || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Charizard || |
|||
| Charizard || Side-B's multi hits are more consistent<br>Up-B's multi hits are more consistent |
|||
Side-B is more consistent<br> |
|||
Up-B is more consistent |
|||
|- |
|- |
||
| Sonic || |
|||
| Sonic || DA does more damage (knockback stays the same), on top of having reduced endlag<br>UTilt has less endlag<br>USmash's multi hits are more consistent. It also has less startup and more invincibility during startup<br>UAir's multi hits are more consistent |
|||
Dash Attack does more damage (knockback stays the same), on top of having reduced endlag<br> |
|||
UTilt has less endlag<br> |
|||
USmash is more consistent. It also has less startup and more invincibility during startup<br> |
|||
UAir is more consistent |
|||
|- |
|- |
||
| Lucario || |
|||
| Lucario || Increased the max value the Aura will strengthen damage<br>Jab 1 has less startup<br>FTilt's multi hits are more consistent<br>DSmash has less startup<br>Up-B has less landing lag<br>Side-B's projectile has more knockback |
|||
Increased the max value Aura will strengthen damage<br> |
|||
Jab 1 has less startup<br> |
|||
FTilt is more consistent<br> |
|||
DSmash has less startup<br> |
|||
Up-B has less landing lag<br> |
|||
Side-B's projectile has more knockback |
|||
|- |
|- |
||
| Mii Swordfighter || |
| Mii Swordfighter || |
||
Up-B 3 is more consistent |
|||
|- |
|- |
||
| Robin || |
|||
| Robin || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Shulk || |
|||
| Shulk || USmash's multi hits are more consistent<br>Shulk takes more knockback while Monado Shield is active<br>Down-B's counter has more knockback |
|||
USmash is more consistent<br> |
|||
Shulk takes more knockback while Monado Shield is active<br> |
|||
Down-B's counter has more knockback |
|||
|- |
|- |
||
| Bowser Jr. || |
|||
| Bowser Jr. || Adjusted certain landing behaviors to no longer prevent passing through platforms<br>FTilt has more knockback<br>USmash's multi hits are more consistent<br>DSmash has less startup<br>FThrow has more knockback<br>Ledge Attack does more damage after using up-B<br>Side-B has more priority<br>Up-B has less startup |
|||
Adjusted certain landing behaviors to no longer prevent passing through platforms<br> |
|||
FTilt has more knockback<br> |
|||
USmash is more consistent<br> |
|||
DSmash has less startup<br> |
|||
FThrow has more knockback<br> |
|||
Ledge Attack does more damage after using up-B<br> |
|||
Side-B has more priority<br> |
|||
Up-B has less startup |
|||
|- |
|- |
||
| Bayoneta || |
|||
| Bayoneta || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Ridley || |
|||
| Ridley || Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br>Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br>Up-B's landing hitbox when going downwards now only affects grounded opponents |
|||
Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Up-B's landing hitbox when going downwards now only affects grounded opponents |
|||
|- |
|- |
||
| Simon || |
|||
| Simon || Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br>Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br>DA does more damage, on top of having more base knockback<br>UTilt has more base knockback<br>USmash has less startup and more knockback<br>DSmash has more knockback<br>Up-B has more range |
|||
Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Dash Attack does more damage, on top of having more base knockback<br> |
|||
UTilt has more base knockback<br> |
|||
USmash has less startup and more knockback<br> |
|||
DSmash has more knockback<br> |
|||
Up-B has more range |
|||
|- |
|- |
||
| Richter || |
|||
| Richter || Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br>Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br>DA does more damage, on top of having more base knockback<br>UTilt has more base knockback<br>USmash has less startup and more knockback<br>DSmash has more knockback<br>Up-B has more range |
|||
Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Dash Attack does more damage, on top of having more base knockback<br> |
|||
UTilt has more base knockback<br> |
|||
USmash has less startup and more knockback<br> |
|||
DSmash has more knockback<br>Up-B has more range |
|||
|- |
|- |
||
| Piranha Plant || |
|||
| Piranha Plant || Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br>Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Banjo & Kazooie || |
|||
| Banjo & Kazooie || Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br>Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab is now {{tt|transcendant|Cannot clank with any attack}}<br> |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|- |
|- |
||
| Min Min || |
|||
| Min Min || Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
Rapid Jab's finisher is now {{tt|transcendant|Cannot clank with any attack}} |
|||
|} |
|} |
||
Line 345: | Line 587: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Kirby || |
|||
| Kirby || DA has less endlag and more knockback at the beginning of the move<br>DSmash has less startup and more knockback<br>FAir's last two hits does more damage. The last hit has more knockback<br>BAir's sweetspot has more knockback<br>Down-B has more knockback |
|||
Dash Attack has less endlag and more knockback at the beginning of the move<br> |
|||
DSmash has less startup and more knockback<br> |
|||
FAir's last two hits does more damage. The last hit has more knockback<br> |
|||
BAir's sweetspot has more knockback<br> |
|||
Down-B has more knockback |
|||
|- |
|- |
||
| Captain Falcon || |
|||
| Captain Falcon || DA has less endlag<br>DTilt has more knockback<br>USmash's second hit has more knockback<br>Grounded side-B has more range, launches at a different angle and has less knockback<br>Aerial side-B is easier to spike with<br>Down-B has less startup. The sweetspot has more knockback |
|||
Dash Attack has less endlag<br> |
|||
DTilt has more knockback<br> |
|||
USmash's second hit has more knockback<br> |
|||
Grounded side-B has more range, launches at a different angle and has less knockback<br> |
|||
Aerial side-B is easier to spike with<br> |
|||
Down-B has less startup. The sweetspot has more knockback |
|||
|- |
|- |
||
| Sheik || |
|||
| Sheik || FSmash's multi hits are more consistent. The last hit also has more range |
|||
FSmash is more consistent. The last hit also has more range |
|||
|- |
|- |
||
| Falco || |
|||
| Falco || DTilt has less startup and sends at a different angle<br>USmash has more active frames and knockback. The multi hits are also more consistent<br>NAir's last hit comes out faster and has more range<br>DAir has less endlag and landing lag<br>Side-B has more active frames and less startup on the ground |
|||
DTilt has less startup and sends at a different angle<br> |
|||
USmash has more active frames and knockback. It has also been made more consistent<br> |
|||
NAir's last hit comes out faster and has more range<br> |
|||
DAir has less endlag and landing lag<br> |
|||
Side-B has more active frames and less startup on the ground |
|||
|- |
|- |
||
| Marth || |
|||
| Marth || DSmash's tipper has more knockback<br>FAir's tipper is easier to hit<br>BAir's tipper is easier to hit<br>UAir's tipper is easier to hit |
|||
DSmash's tipper has more knockback<br> |
|||
FAir's tipper is easier to hit<br> |
|||
BAir's tipper is easier to hit<br> |
|||
UAir's tipper is easier to hit |
|||
|- |
|- |
||
| Mewtwo || |
|||
| Mewtwo || BAir has more knockback. The tip and middle of the tail also does more damage<br>UAir has more knockback<br>DThrow has less endlag<br>Neutral-B does more damage when uncharged, on top of having less startup and endlag<br>Up-B has less landing lag (does not apply in freefall) |
|||
BAir has more knockback. The tip and middle of the tail also does more damage<br> |
|||
UAir has more knockback<br> |
|||
DThrow has less endlag<br> |
|||
Neutral-B does more damage when uncharged, on top of having less startup and endlag<br> |
|||
Up-B has less landing lag (does not apply in freefall) |
|||
|- |
|- |
||
| Meta Knight || |
|||
| Meta Knight || NAir has more range<br>FAir has less endlag. The multi hits are also more consistent<br>BAir's multi hits are more consistent<br>Neutral-B's sweetspot lasts longer<br>Up-B is more consistent. The first hit sends at a different angle, and the second hit has more range |
|||
NAir has more range<br> |
|||
FAir has less endlag. It has also been made more consistent<br> |
|||
BAir is more consistent<br> |
|||
Neutral-B's sweetspot lasts longer<br> |
|||
Up-B is more consistent. The first hit sends at a different angle, and the second hit has more range |
|||
|- |
|- |
||
| Pit || |
|||
| Pit || DTilt sends at a different angle and has less knockback<br>USmash's last hit has more knockback<br>DSmash's front hit sends at a different angle<br>UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback<br>Getup attacks' endlag has beed adjusted to match other fighters<br>Down-B has less endlag |
|||
DTilt sends at a different angle and has less knockback<br> |
|||
USmash's last hit has more knockback<br> |
|||
DSmash's front hit sends at a different angle<br> |
|||
UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
|||
Getup attacks' endlag has beed adjusted to match other fighters |
|||
<br>Down-B has less endlag |
|||
|- |
|- |
||
| Dark Pit || |
|||
| Dark Pit || DTilt sends at a different angle and has less knockback<br>USmash's last hit has more knockback<br>DSmash's front hit sends at a different angle<br>UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback<br>Getup attacks' endlag has beed adjusted to match other fighters<br>Down-B has less endlag |
|||
DTilt sends at a different angle and has less knockback<br> |
|||
USmash's last hit has more knockback<br> |
|||
DSmash's front hit sends at a different angle<br> |
|||
UAir has less startup, less endlag, sends at a different angle and the final hit has more knockback<br> |
|||
Getup attacks' endlag has beed adjusted to match other fighters<br> |
|||
Down-B has less endlag |
|||
|- |
|- |
||
| Ike || |
|||
| Ike || DA has more knockback<br>DTilt has less knockback<br>NAir has more knockback and the sourspot has beed reduced<br>FAir has less endlag and more damage (knockback stays the same)<br>Up-B's final hit has more knockback and sends at a different angle. {{tt|Ike also can't trade after ascending|Needs clarification}} |
|||
Dash Attack has more knockback<br> |
|||
DTilt has less knockback<br> |
|||
NAir has more knockback and the sourspot has beed reduced<br> |
|||
FAir has less endlag and does more damage (knockback stays the same)<br> |
|||
Up-B's final hit has more knockback and sends at a different angle. {{tt|Ike also can't trade after ascending|Needs clarification}} |
|||
|- |
|- |
||
| Ivysaur || |
|||
| Ivysaur || Rolling techs' duration now matches the rest of the cast |
|||
Rolling techs' duration now matches the rest of the cast |
|||
|- |
|- |
||
| Diddy Kong || |
|||
| Diddy Kong || DA's multi hits are more consistent. The final hit has more range<br>FTilt has more range near the hands. It also sends at a different angle, and the sourspot has more active frames<br>DSmash has less startup, and the second hit has more active frames<br>FAir has more range at the beginning<br>The cooldown between two banana throws has been extended |
|||
Dash Attack is more consistent. The final hit has more range<br> |
|||
FTilt has more range near the hands. It also sends at a different angle, and the sourspot has more active frames<br> |
|||
DSmash has less startup, and the second hit has more active frames<br> |
|||
FAir has more range at the beginning<br> |
|||
The cooldown between two banana throws has been extended |
|||
|- |
|- |
||
| King Dedede || |
|||
| King Dedede || UTilt does more damage and has more knockback<br>DTilt sends at a different angle<br>FAir has more knockback<br>Uair's final hit has more knockback<br>Neutral-B has less startup. Fighters can also be inhaled from further away if used on the ground |
|||
UTilt does more damage and has more knockback<br> |
|||
DTilt sends at a different angle<br> |
|||
FAir has more knockback<br> |
|||
Uair's final hit has more knockback<br> |
|||
Neutral-B has less startup. Fighters can also be inhaled from further away if used on the ground |
|||
|- |
|- |
||
| Villager || |
|||
| Villager || Jab's multi hits are more consistent<br>Utilt's multi hits are more consistent. The arm and the head are also invincible<br>USmash's fireworks does more damage and has more knockback<br>UAir has more knockback<br>DAir has less startup<br>Planting a seed (down-B) and watering it has less endlag<br>Axe swings has more knockback and does more shield damage |
|||
Jab is more consistent<br> |
|||
Utilt is more consistent. The arm and the head are also invincible<br> |
|||
USmash's fireworks does more damage and has more knockback<br> |
|||
UAir has more knockback<br> |
|||
DAir has less startup<br> |
|||
Planting a seed (down-B) and watering it has less endlag<br> |
|||
Axe swings has more knockback and does more shield damage |
|||
|- |
|- |
||
| Mega Man || |
|||
| Mega Man || Rolling techs' duration now matches the rest of the cast |
|||
Rolling techs' duration now matches the rest of the cast |
|||
|- |
|- |
||
| Wii Fit Trainer || |
|||
| Wii Fit Trainer || DTilt sends at a different angle<br>USmash has less startup<br>DSmash has less endlag<br>FAir has less endlag and landing lag<br>Neutral-B has more knockback |
|||
DTilt sends at a different angle<br> |
|||
USmash has less startup<br> |
|||
DSmash has less endlag<br> |
|||
FAir has less endlag and landing lag<br> |
|||
Neutral-B has more knockback |
|||
|- |
|- |
||
| Little Mac || |
|||
| Little Mac || Rolling techs' duration now matches the rest of the cast<br>Getup attacks' endlag has beed adjusted to match other fighters |
|||
Rolling techs' duration now matches the rest of the cast<br> |
|||
Getup attacks' endlag has beed adjusted to match other fighters |
|||
|- |
|- |
||
| Pac-Man || |
|||
| Pac-Man || Rolling techs' duration now matches the rest of the cast |
|||
Rolling techs' duration now matches the rest of the cast |
|||
|- |
|- |
||
| Duck Hunt || |
| Duck Hunt || |
||
Rolling techs' duration now matches the rest of the cast |
|||
|- |
|- |
||
| Corrin || |
|||
| Corrin || FSmash's tipper has more knockback, on top of having more range. It also does more shieldstun<br>FAir does more damage (knockback stays the same)<br>Bair's sweetspot does more damage and has more knockback<br>Uair does more damage and has more knockback<br>Side-B's lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag |
|||
FSmash's tipper has more knockback, on top of having more range. It also does more shieldstun<br> |
|||
FAir does more damage (knockback stays the same)<br> |
|||
Bair's sweetspot does more damage and has more knockback<br> |
|||
Uair does more damage and has more knockback<br> |
|||
Side-B's lance attacks have less endlag. The kick's sweetspot has more knockback. Jumping after the stab has less endlag |
|||
|- |
|- |
||
| Bayonetta || |
|||
| Bayonetta || FTilt 3 has less endlag<br>UTilt has less startup. The multi hits are more consistent. The final hit has more range and active frames<br>FSmash has more knockback and active frames<br>Side-B has less endlag. Same goes for the follow up<br>Up-B's SDI multiplier has been decreased |
|||
FTilt 3 has less endlag<br> |
|||
UTilt has less startup and is more consistent. The final hit has more range and active frames<br> |
|||
FSmash has more knockback and active frames<br> |
|||
Side-B has less endlag. Same goes for the follow up<br> |
|||
Up-B's SDI multiplier has been decreased |
|||
|- |
|- |
||
| Ridley || |
|||
| Ridley || Down-B's tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
|||
Down-B's tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
|||
|- |
|- |
||
| King K. Rool || |
|||
| King K. Rool || DA has more knockback. The sweetspot also lasts longer<br>USmash does more damage and has more knockback<br>BThrow sends at a different angle<br>Side-B's crown has more priority<br>Belly armor is more durable in general |
|||
Dash Attack has more knockback. The sweetspot also lasts longer<br> |
|||
USmash does more damage and has more knockback<br> |
|||
BThrow sends at a different angle<br> |
|||
Side-B's crown has more priority<br> |
|||
Belly armor is more durable in general |
|||
|- |
|- |
||
| Isabelle || |
|||
| Isabelle || DA has less startup<br>UTilt has less endlag<br>USmash has less startup<br>Uair has more knockback<br>DAir has less startup |
|||
Dash Attack has less startup<br> |
|||
UTilt has less endlag<br> |
|||
USmash has less startup<br> |
|||
Uair has more knockback<br> |
|||
DAir has less startup |
|||
|- |
|- |
||
| Incineroar || |
|||
| Incineroar || USmash has more knockback<br>Grabs has less startup in general<br>FThrow has knockback<br>Side-B starts grabbing sooner. Lariat also has more knockback on hit<br>Down-B has less endlag. On hit, the power up is increased |
|||
USmash has more knockback<br> |
|||
Grabs has less startup in general<br> |
|||
FThrow has more knockback<br> |
|||
Side-B starts grabbing sooner. Lariat also has more knockback on hit<br> |
|||
Down-B has less endlag. On hit, the power up is increased |
|||
|- |
|- |
||
| Piranha Plant || |
|||
| Piranha Plant || Utilt sends at a different angle and has less startup<br>DSmash has less startup<br>FAir has less startup<br>BAir has more knockback<br>Uair does more damage and has more knockback |
|||
Utilt sends at a different angle and has less startup<br> |
|||
DSmash has less startup<br> |
|||
FAir has less startup<br> |
|||
BAir has more knockback<br> |
|||
Uair does more damage and has more knockback |
|||
|- |
|- |
||
| Hero || |
| Hero || |
||
Kaboom's multi hits are more consistent |
|||
|- |
|- |
||
| Banjo & Kazooie || |
| Banjo & Kazooie || |
||
Ledge Attack's back hit has more range |
|||
|} |
|} |
||
Line 412: | Line 763: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Donkey Kong || |
|||
| Donkey Kong || Increased shield size<br>DK's head is now invincible when releasing shield |
|||
Increased shield size<br> |
|||
DK's head is now invincible when releasing shield |
|||
|- |
|- |
||
| Link || |
| Link || |
||
Increased shield size |
|||
|- |
|- |
||
| Samus || |
|||
| Samus || DA's sweetspot does more damage<br>USmash has more knockback<br>DSmash has more knockback<br>UThrow has more knockback<br>ZAir does more damage and has more active frames<br>Increased shield size |
|||
Dash Attack's sweetspot does more damage<br> |
|||
USmash has more knockback<br> |
|||
DSmash has more knockback<br> |
|||
UThrow has more knockback<br> |
|||
ZAir does more damage and has more active frames<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Dark Samus || |
|||
| Dark Samus || DA's sweetspot does more damage<br>USmash has more knockback<br>DSmash has more knockback<br>UThrow has more knockback<br>ZAir does more damage and has more active frames<br>Increased shield size<br>Their right arm is now invincible when pressing shield |
|||
Dash Attack's sweetspot does more damage<br> |
|||
USmash has more knockback<br> |
|||
DSmash has more knockback<br> |
|||
UThrow has more knockback<br> |
|||
ZAir does more damage and has more active frames<br> |
|||
Increased shield size<br> |
|||
Their right arm is now invincible when pressing shield |
|||
|- |
|- |
||
| Yoshi || |
|||
| Yoshi || Increased shield size<br>Yoshi's head and legs are now invincible when pressing shield |
|||
Increased shield size<br> |
|||
Yoshi's head and legs are now invincible when pressing shield |
|||
|- |
|- |
||
| Kirby || |
| Kirby || |
||
Increased shield size |
|||
|- |
|- |
||
| Fox || |
|||
| Fox || {{tt|Changed animation when shielding attacks|Previously, Fox went back to his Smash 4 shielding animation after shielding one attack}} |
|||
{{tt|Changed animation when shielding attacks|Previously, Fox went back to his Smash 4 shielding animation after shielding one attack}} |
|||
|- |
|- |
||
| Pikachu || |
| Pikachu || |
||
Increased shield size |
|||
|- |
|- |
||
| Captain Falcon || |
| Captain Falcon || |
||
Jab 1 > Jab 2 is more consistent<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Bowser || |
| Bowser || |
||
Increased shield size |
|||
|- |
|- |
||
| Ice Climbers || |
| Ice Climbers || |
||
Increased shield size |
|||
|- |
|- |
||
| Sheik || |
|||
| Sheik || DSmash has less startup and is more consistent<br>Standing grab has more range<br>Aerial neutral-B has less landing lag<br>Side-B has less endlag. The explosion is now transcendant and has more active frames<br>Up-B's explosion has more knockback<br>Increased shield size |
|||
DSmash has less startup and is more consistent<br> |
|||
Standing grab has more range<br> |
|||
Aerial neutral-B has less landing lag<br> |
|||
Side-B has less endlag. The explosion is now transcendant and has more active frames<br> |
|||
Up-B's explosion has more knockback<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Zelda || |
|||
| Zelda || FTilt does more damage and has more knockback<br>NAir is more consistent and has less landing lag<br>UAir has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback<br>Side-B has more active frames and a bigger sweetspot<br>Down-B does more damage and has more knockback<br>Increased shield size |
|||
FTilt does more damage and has more knockback<br> |
|||
NAir is more consistent and has less landing lag<br> |
|||
UAir has more range and more active frames. A late hit does less damage, while the sweetspot has more knockback<br> |
|||
Side-B has more active frames and a bigger sweetspot<br> |
|||
Down-B does more damage and has more knockback<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Dr. Mario || |
|||
| Dr. Mario || DTilt does more damage and has more knockback<br>DTilt does more hitstun and has less knockback<br>NAir's sweetspot does more damage and has more knockback<br>DAir has more active frames<br>Up-B's sweetspot has more knockback |
|||
DTilt does more damage and has more knockback<br> |
|||
DTilt does more hitstun and has less knockback<br> |
|||
NAir's sweetspot does more damage and has more knockback<br> |
|||
DAir has more active frames<br> |
|||
Up-B's sweetspot has more knockback |
|||
|- |
|- |
||
| Pichu || |
| Pichu || |
||
Increased shield size |
|||
|- |
|- |
||
| Falco || |
| Falco || |
||
Increased shield size |
|||
|- |
|- |
||
| Young Link || |
|||
| Young Link || Jab 1 has less startup<br>USmash has more knockback<br>UAir has more knockback<br>FThrow has more knockback<br>ZAir is faster and launches at a different angle. It also does more hitstun<br>Increased shield size |
|||
Jab 1 has less startup<br> |
|||
USmash has more knockback<br> |
|||
UAir has more knockback<br> |
|||
FThrow has more knockback<br> |
|||
ZAir is faster and launches at a different angle. It also does more hitstun<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Ganondorf || |
| Ganondorf || |
||
Increased shield size |
|||
|- |
|- |
||
| Mewtwo || |
|||
| Mewtwo || Changed animation while shielding in order to prevent shield pokes<br>Increased shield size |
|||
Changed animation while shielding in order to prevent shield pokes<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Mr. Game & Watch || |
| Mr. Game & Watch || |
||
Increased shield size |
|||
|- |
|- |
||
| Meta Knight || |
| Meta Knight || |
||
Increased shield size |
|||
|- |
|- |
||
| Pit || |
| Pit || |
||
Increased shield size |
|||
|- |
|- |
||
| Dark Pit || |
| Dark Pit || |
||
Increased shield size |
|||
|- |
|- |
||
| Zero Suit Samus || |
| Zero Suit Samus || |
||
Down-B's bury is shorter<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Snake || |
|||
| Snake || Increased shield size<br>Snake's head is now invincible when pressing shield |
|||
Increased shield size<br> |
|||
Snake's head is now invincible when pressing shield |
|||
|- |
|- |
||
| Squirtle || |
| Squirtle || |
||
Increased shield size |
|||
|- |
|- |
||
| Charizard || |
| Charizard || |
||
Increased shield size |
|||
|- |
|- |
||
| Diddy Kong || |
| Diddy Kong || |
||
Diddy's arm is now invincible when releasing shield |
|||
|- |
|- |
||
| Sonic || |
| Sonic || |
||
Increased shield size |
|||
|- |
|- |
||
| King Dedede || |
| King Dedede || |
||
Increased shield size |
|||
|- |
|- |
||
| Olimar || |
| Olimar || |
||
Increased shield size |
|||
|- |
|- |
||
| Lucario || |
| Lucario || |
||
Increased shield size |
|||
|- |
|- |
||
| Toon Link || |
|||
| Toon Link || DA has less endlag<br>DSmash has more knockback<br>BAir has less startup<br>DAir's sourspot does more damage and has more knockback<br>ZAir has more active frames |
|||
Dash Attack has less endlag<br> |
|||
DSmash has more knockback<br> |
|||
BAir has less startup<br> |
|||
DAir's sourspot does more damage and has more knockback<br> |
|||
ZAir has more active frames |
|||
|- |
|- |
||
| Wolf || |
| Wolf || |
||
Increased shield size |
|||
|- |
|- |
||
| Villager || |
| Villager || |
||
Increased shield size |
|||
|- |
|- |
||
| Wii Fit Trainer || |
| Wii Fit Trainer || |
||
Increased shield size |
|||
|- |
|- |
||
| Little Mac || |
| Little Mac || |
||
Increased shield size |
|||
|- |
|- |
||
| Greninja || |
| Greninja || |
||
Increased shield size |
|||
|- |
|- |
||
| Mii Brawler || |
| Mii Brawler || |
||
Down-B 3's grab is bigger |
|||
|- |
|- |
||
| Mii Swordfighter || |
| Mii Swordfighter || |
||
Increased shield size |
|||
|- |
|- |
||
| Palutena || |
|||
| Palutena || UTilt's last hit does more damage and has more knockback<br>DSmash's sweetspot has more knockback<br>NAir has less knockback, and the last hit has less range against airborne opponents<br>DThrow has more knockback<br>Increased shield size |
|||
UTilt's last hit does more damage and has more knockback<br> |
|||
DSmash's sweetspot has more knockback<br> |
|||
NAir has less knockback, and the last hit has less range against airborne opponents<br> |
|||
DThrow has more knockback<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Pac-Man || |
| Pac-Man || |
||
Increased shield size |
|||
|- |
|- |
||
| Bowser Jr. || |
| Bowser Jr. || |
||
Increased shield size |
|||
|- |
|- |
||
| Duck Hunt || |
| Duck Hunt || |
||
Rapid jab does more hitstun<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Ryu || |
|||
| Ryu || Heavy DTilt sends at a different angle<br>DSmash is now special cancellable {{tt|on hit|Also doable on whiff. This is known as a kara cancel}}. It also does less shield damage<br>Neutral-B does more shieldstun<br>Shakunetsu Hadouken is more consistent<br>Ryu's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback<br>Increased shield size |
|||
Heavy DTilt sends at a different angle<br> |
|||
DSmash is now special cancellable {{tt|on hit|Also doable on whiff. This is known as a kara cancel}}. It also does less shield damage<br> |
|||
Neutral-B does more shieldstun<br> |
|||
Shakunetsu Hadouken is more consistent<br> |
|||
Ryu's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Ken || |
|||
| Ken || Heavy DTilt sends at a different angle<br>DSmash is now special cancellable {{tt|on hit|Also doable on whiff. This is known as a kara cancel}}. It also does less shield damage<br>Ken's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback<br>Increased shield size |
|||
Heavy DTilt sends at a different angle<br> |
|||
DSmash is now special cancellable {{tt|on hit|Also doable on whiff. This is known as a kara cancel}}. It also does less shield damage<br> |
|||
Ken's leg is now invincible when using Side-B. The sweetspot also does more damage and has more knockback<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Cloud || |
|||
| Cloud || DA's sweetspot has more knockback<br>FSmash is more consistent<br>USmash has less startup, as well as more knockback on the tipper<br>Down-B fills the Limit gauge faster<br>Increased shield size |
|||
Dash Attack's sweetspot has more knockback<br> |
|||
FSmash is more consistent<br> |
|||
USmash has less startup, as well as more knockback on the tipper<br> |
|||
Down-B fills the Limit gauge faster<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Corrin || |
| Corrin || |
||
Increased shield size |
|||
|- |
|- |
||
| Bayonetta || |
| Bayonetta || |
||
Increased shield size |
|||
|- |
|- |
||
| Ridley || |
|||
| Ridley || Ridley's wing is now partly invincible when pressing or releasing shield<br>Changed animation while shielding in order to prevent shield pokes |
|||
Ridley's wing is now partly invincible when pressing or releasing shield<br> |
|||
Changed animation while shielding in order to prevent shield pokes |
|||
|- |
|- |
||
| King K. Rool || |
|||
| King K. Rool || Adjusted the center of King K. Rool's shield in order to match other fighters<br>Increased shield size |
|||
Adjusted the center of King K. Rool's shield in order to match other fighters<br> |
|||
Increased shield size |
|||
|- |
|- |
||
| Incineroar || |
|||
| Incineroar || Increased Side-B's Lariat (and back body drop)'s knockback against non grabbed opponents |
|||
Increased Side-B's Lariat (and back body drop)'s knockback against non grabbed opponents |
|||
|- |
|- |
||
| Piranha Plant || |
| Piranha Plant || |
||
The Plant's lips are now invincible when releasing shield |
|||
|- |
|- |
||
| Joker || |
|||
| Joker || Downwards shots with aerial neutral-B has less range<br>{{tt|Arsene gauge depletes faster when Joker gets hit while Arsene is summoned|This only applies in 1v1 games}} |
|||
Downwards shots with aerial neutral-B has less range<br> |
|||
{{tt|Arsene gauge depletes faster when Joker gets hit while Arsene is summoned|This only applies in 1v1 games}} |
|||
|} |
|} |
||
Line 540: | Line 1,005: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Donkey Kong || |
|||
| Donkey Kong || FTilt has more knockback<br>NAir does more damage and has more range<br>Fully charged neutral-B has more knockback. The charge time for neutral-B has also been reduced<br>Grounded up-B's armor comes out earlier. The multi hits are more consistent against airborne opponents. The final hit has more knockback<br>Grounded down-B has less startup and endlag |
|||
FTilt has more knockback<br> |
|||
NAir does more damage and has more range<br> |
|||
Fully charged neutral-B has more knockback. The charge time for neutral-B has also been reduced<br> |
|||
Grounded up-B's armor comes out earlier. The multi hits are more consistent against airborne opponents. The final hit has more knockback<br> |
|||
Grounded down-B has less startup and endlag |
|||
|- |
|- |
||
| Kirby || |
|||
| Kirby || Jab 1 has less startup<br>USmash's sourspot has more knockback<br>NAir has less startup. The sweetspot also has more knockback<br>UAir does more damage and has more knockback, on top of less startup<br>Neutral-B starts inhaling stuff earlier. Kirby's Copy Abilities are made harder to remove (outside of taunting) |
|||
Jab 1 has less startup<br> |
|||
USmash's sourspot has more knockback<br> |
|||
NAir has less startup. The sweetspot also has more knockback<br> |
|||
UAir does more damage and has more knockback, on top of less startup<br> |
|||
Neutral-B starts inhaling stuff earlier. Kirby's Copy Abilities are made harder to remove (outside of taunting) |
|||
|- |
|- |
||
| Jigglypuff || |
|||
| Jigglypuff || {{tt|Airdodges|Neutral and directional}} has less endlag<br>DAir has less landing lag, {{tt|as well as a larger autocancel window|It can now be autocancelled from a short hop if the move was buffered}}<br>FThrow sends at a different angle<br>Neutral-B's charge time has been shortened<br>Side-B does more hitstun and shield damage |
|||
{{tt|Airdodges|Both neutral and directional}} has less endlag<br> |
|||
DAir has less landing lag, {{tt|as well as a larger autocancel window|It can now be autocancelled from a short hop if the move was buffered}}<br> |
|||
FThrow sends at a different angle<br> |
|||
Neutral-B's charge time has been shortened<br> |
|||
Side-B does more hitstun and shield damage |
|||
|- |
|- |
||
| Robin || |
|||
| Robin || FTilt has more knockback<br>NAir has less startup<br>The time for going from one version of neutral-B to another has been shortened<br>Side-B's fireball goes further (flame pillar stays the same)<br>When the Levin gauge is empty, Smash attacks fills up the gauge a bit more |
|||
FTilt has more knockback<br> |
|||
NAir has less startup<br> |
|||
The time for going from one version of neutral-B to another has been shortened<br> |
|||
Side-B's fireball goes further (flame pillar stays the same)<br> |
|||
When the Levin gauge is empty, Smash attacks fills up the gauge a bit more |
|||
|- |
|- |
||
| King K. Rool || |
|||
| King K. Rool || NAir has less landing lag<br>FAir's sweetspot does more damage, has more range and sticks out longer<br>UAir has more active frames. The sweetspot has more knockback<br>Neutral-B has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback<br>Down-B's counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger |
|||
NAir has less landing lag<br> |
|||
FAir's sweetspot does more damage, has more range and sticks out longer<br> |
|||
UAir has more active frames. The sweetspot has more knockback<br> |
|||
Neutral-B has less startup. The cannon ball is easier to vacuum and shoots out earlier if vacuumed. The projectile has more knockback<br> |
|||
Down-B's counterattack has less endlag, and the sweetspot has been increased. The hitbox detection on the counter is now bigger |
|||
|- |
|- |
||
| Incineroar || |
|||
| Incineroar || Jab 3 does more damage and has more knockback<br>FAir has more active frames. A late hit does less damage<br>DAir's spike is easier to hit<br>Neutral-B's early hit does more damage and has more range. The move lasts longer<br>Down-B has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback |
|||
Jab 3 does more damage and has more knockback<br> |
|||
FAir has more active frames. A late hit does less damage<br> |
|||
DAir's spike is easier to hit<br> |
|||
Neutral-B's early hit does more damage and has more range. The move lasts longer<br> |
|||
Down-B has more active frames, as well as less endlag, on hit and on whiff. The counterattack has more knockback |
|||
|- |
|- |
||
| Hero || |
|||
| Hero || Rosalina's down-B and Villager/Isabelle's neutral-B no longer affects {{tt|Kafrizz|Neutral-B with max charge}} after hitting an opponent |
|||
Rosalina's down-B and Villager/Isabelle's neutral-B no longer affects {{tt|Kafrizz|Neutral-B with max charge}} after hitting an opponent |
|||
|} |
|} |
||
Line 564: | Line 1,060: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Universal || |
|||
| Universal || Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge<br>The time where a character can move after teching a grab has been made more consistent across the board |
|||
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge<br> |
|||
The time where a character can move after teching a grab has been made more consistent across the board |
|||
|- |
|- |
||
| Yoshi || |
|||
| Yoshi || Can now buffer a grab after a roll or a spotdodge |
|||
Can now buffer a grab after a roll or a spotdodge |
|||
|- |
|- |
||
| Peach || |
| Peach || |
||
Up-B is more consistent |
|||
|- |
|- |
||
| Daisy || |
| Daisy || |
||
Up-B is more consistent |
|||
|- |
|- |
||
| Ice Climbers || |
| Ice Climbers || |
||
Nana can ledge trump again |
|||
|- |
|- |
||
| Villager || |
| Villager || |
||
USmash is more consistent against buried opponents |
|||
|- |
|- |
||
| Rosalina & Luma || |
| Rosalina & Luma || |
||
Fixed a bug where Luma couldn't act after Rosalina got hit by Hero's Snooze |
|||
|- |
|- |
||
| Joker || |
|||
| Joker || The misstech animation facing down has been adjusted to match other fighters |
|||
The misstech animation facing down has been adjusted to match other fighters |
|||
|- |
|- |
||
| Hero || |
|||
| Hero || The final hit of Kafrizz can now be {{tt|shielded|When shield is already out. Clarifications are needed}}, reflected and absorbed<br>Magic Burst's multi hits does more hitstun<br>The misstech animation facing down has been adjusted to match other fighters |
|||
The final hit of Kafrizz can now be {{tt|shielded|When shield is already out. Clarifications are needed}}, reflected and absorbed<br> |
|||
Magic Burst's multi hits does more hitstun<br> |
|||
The misstech animation facing down has been adjusted to match other fighters |
|||
|} |
|} |
||
Line 597: | Line 1,105: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Mario || |
|||
| Mario || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
|- |
|- |
||
| Donkey Kong || |
|||
| Donkey Kong || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
|- |
|- |
||
| Link || |
|||
| Link || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br>Aerial up-B has less knockback when all hits doesn't connect<br>Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br> |
|||
Aerial up-B has less knockback when all hits doesn't connect<br> |
|||
Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
|- |
|- |
||
| Samus || |
|||
| Samus || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br>USmash has less knockback when all hits doesn't connect |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters<br> |
|||
USmash has less knockback when all hits doesn't connect |
|||
|- |
|- |
||
| Dark Samus || |
| Dark Samus || |
||
USmash has less knockback when all hits doesn't connect |
|||
|- |
|- |
||
| Yoshi || |
| Yoshi || |
||
FSmash has less pushback when charging |
|||
|- |
|- |
||
| Fox || |
|||
| Fox || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
|- |
|- |
||
| Peach || |
|||
| Peach || Neutral-B is more consistent against attacks that are countered from behind<br>Up-B has less knockback when all hits doesn't connect |
|||
Neutral-B is more consistent against attacks that are countered from behind<br> |
|||
Up-B has less knockback when all hits doesn't connect |
|||
|- |
|- |
||
| Daisy || |
|||
| Daisy || Nautral-B is more consistent against attacks that are countered from behind<br>Up-B has less knockback when all hits doesn't connect |
|||
Nautral-B is more consistent against attacks that are countered from behind<br> |
|||
Up-B has less knockback when all hits doesn't connect |
|||
|- |
|- |
||
| Bowser || |
|||
| Bowser || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Sheik || |
|||
| Sheik || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Young Link || |
|||
| Young Link || Young Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
Young Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
|- |
|- |
||
| Mewtwo || |
|||
| Mewtwo || The tail's hurtbox has been made smaller<br>USmash has more active frames and more knockback<br>DSmash has less endlag<br>BThrow does more damage<br>Side-B has less startup, and reflects projectiles earlier |
|||
The tail's hurtbox has been made smaller<br> |
|||
USmash has more active frames and more knockback<br> |
|||
DSmash has less endlag<br>BThrow does more damage<br> |
|||
Side-B has less startup, and reflects projectiles earlier |
|||
|- |
|- |
||
| Mr. Game & Watch || |
|||
| Mr. Game & Watch || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Pit || |
|||
| Pit || Jab 1 has less startup<br>UTilt has less endlag<br>DSmash's front hit has more knockback<br>BAir has less landing lag<br>DAir's spike has more knockback |
|||
Jab 1 has less startup<br> |
|||
UTilt has less endlag<br> |
|||
DSmash's front hit has more knockback<br> |
|||
BAir has less landing lag<br> |
|||
DAir's spike has more knockback |
|||
|- |
|- |
||
| Dark Pit || |
|||
| Dark Pit || Jab 1 has less startup<br>UTilt has less endlag<br>DSmash's front hit has more knockback<br>BAir has less landing lag<br>DAir's spike has more knockback |
|||
Jab 1 has less startup<br> |
|||
UTilt has less endlag<br> |
|||
DSmash's front hit has more knockback<br> |
|||
BAir has less landing lag<br> |
|||
DAir's spike has more knockback |
|||
|- |
|- |
||
| Zero Suit Samus || |
|||
| Zero Suit Samus || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Snake || |
|||
| Snake || Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
Adjusted their {{tt|wake up animation|Literally, this animation is played when the sleep status effect is gone}} to match other fighters |
|||
|- |
|- |
||
| {{tt|Pokémon Trainer|These changes applies to all 3 Pokémons}} || |
| {{tt|Pokémon Trainer|These changes applies to all 3 Pokémons}} || |
||
Grabbing the ledge after switching Pokémons in the air no longer shortens the invincibility gain from grabbing the ledge |
|||
|- |
|- |
||
| Ivysaur || |
|||
| Ivysaur || DAir's sweetspot has less range. The sourspot has less knockback<br>Side-B has more startup and more endlag<br>Aerial up-B's sweetspot has less knockback |
|||
DAir's sweetspot has less range. The sourspot has less knockback<br> |
|||
Side-B has more startup and more endlag<br> |
|||
Aerial up-B's sweetspot has less knockback |
|||
|- |
|- |
||
| Charizard || |
|||
| Charizard || FTilt's sweetspot has more knockback<br>FSmash does more damage and has more knockdown<br>USmash has less knockback when all hits doesn't connect<br>NAir has more active frames and less landing lag<br>FThrow has more knockback<br>Side-B grabs ledges earlier |
|||
FTilt's sweetspot has more knockback<br> |
|||
FSmash does more damage and has more knockdown<br> |
|||
USmash has less knockback when all hits doesn't connect<br> |
|||
NAir has more active frames and less landing lag<br> |
|||
FThrow has more knockback<br> |
|||
Side-B grabs ledges earlier |
|||
|- |
|- |
||
| Lucas || |
|||
| Lucas || DA has more active frames<br>FTilt does more damage at the beginning of the move. The sweetspot has more knockback<br>USmash has more invincibility at the start of the move<br>UAir has less endlag<br>Side-B has less landing lag |
|||
Dash Attack has more active frames<br> |
|||
FTilt does more damage at the beginning of the move. The sweetspot has more knockback<br> |
|||
USmash has more invincibility at the start of the move<br> |
|||
UAir has less endlag<br> |
|||
Side-B has less landing lag |
|||
|- |
|- |
||
| Sonic || |
|||
| Sonic || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Olimar || |
|||
| Olimar || When using a Purple Pikmin, FSmash has more range and more active frames |
|||
When using a Purple Pikmin, FSmash has more range and more active frames |
|||
|- |
|- |
||
| R.O.B. || |
| R.O.B. || |
||
Jab 1's tipper does less hitstun |
|||
|- |
|- |
||
| Toon Link || |
|||
| Toon Link || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br>Toon Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
|||
Toon Link can now shield SDI when blocking a projectile with their {{tt|shield|Not the bubble, the literal shield he is carrying around}} |
|||
|- |
|- |
||
| Villager || |
| Villager || |
||
USmash's multi hits are more consistent |
|||
|- |
|- |
||
| Rosalina & Luma || |
|||
| Rosalina & Luma || Rosalina is easier to grab from the front<br>Luma goes in front of Rosalina when doing jab 1 in the other direction<br>Luma goes in front of Rosalina when doing FSmash in the other direction<br>Luma goes in front of Rosalina when doing USmash in the other direction |
|||
Rosalina is easier to grab from the front<br> |
|||
Luma goes in front of Rosalina when doing jab 1 in the other direction<br> |
|||
Luma goes in front of Rosalina when doing FSmash in the other direction<br> |
|||
Luma goes in front of Rosalina when doing USmash in the other direction |
|||
|- |
|- |
||
| Greninja || |
|||
| Greninja || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Little Mac || |
|||
| Little Mac || {{tt|Jab 3's endlag will no longer be reduced depending on the timing after pressing jab 2|This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes}} |
|||
{{tt|Jab 3's endlag will no longer be reduced depending on the timing after pressing jab 2|This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes}} |
|||
|- |
|- |
||
| Mii Brawler || |
|||
| Mii Brawler || Fall speed has been reverted to how it was in 3.0.0<br>Neutral-B 2 has less startup and more knockback<br>Up-B 1 has more knockback |
|||
Fall speed has been reverted to how it was prior to 3.0.0<br> |
|||
Neutral-B 2 has less startup and more knockback<br> |
|||
Up-B 1 has more knockback |
|||
|- |
|- |
||
| Mii Swordfighter || |
| Mii Swordfighter || |
||
Neutral-B 3 is more consistent |
|||
|- |
|- |
||
| Mii Gunner || |
|||
| Mii Gunner || USmash's multi hits are more consistent<br>USmash has less knockback when all hits doesn't connect |
|||
USmash's multi hits are more consistent<br> |
|||
USmash has less knockback when all hits doesn't connect |
|||
|- |
|- |
||
| Pac-Man || |
|||
| Pac-Man || The fruit from neutral-B will no longer drop when charging, {{tt|even after a forced side switch|For example, being hit by {{StockIcon|Mario}}'s side-B}} |
|||
The fruit from neutral-B will no longer drop when charging, {{tt|even after a forced side switch|For example, being hit by {{StockIcon|Mario}}'s side-B}} |
|||
|- |
|- |
||
| Ryu || |
|||
| Ryu || Any attack buffered out of parry will now be done while facing the opponent |
|||
Any attack buffered out of parry will now be done while facing the opponent |
|||
|- |
|- |
||
| Ken || |
|||
| Ken || Any attack buffered out of parry will now be done while facing the opponent |
|||
Any attack buffered out of parry will now be done while facing the opponent |
|||
|- |
|- |
||
| Corrin || |
|||
| Corrin || FSmash has more knockback<br>{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br>Jumping after using side-B has less endlag<br>Up-B covers a greater distance, both horizontally and vertically |
|||
FSmash has more knockback<br> |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}}<br> |
|||
Jumping after using side-B has less endlag<br> |
|||
Up-B covers a greater distance, both horizontally and vertically |
|||
|- |
|- |
||
| Bayonetta || |
|||
| Bayonetta || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Ridley || |
|||
| Ridley || USmash has more active frames and more knockback<br>BAir does more damage<br>UAir's sweetspot has more range and is easier to hit<br>DA has more range<br>Jumping out of side-B has less endlag. Additionally, the throw after reaching the ledge has more knockback<br>Up-B has less startup and moves faster |
|||
USmash has more active frames and more knockback<br> |
|||
BAir does more damage<br> |
|||
UAir's sweetspot has more range and is easier to hit<br> |
|||
Dash Attack has more range<br> |
|||
Jumping out of side-B has less endlag. Additionally, the throw after reaching the ledge has more knockback<br>Up-B has less startup and moves faster |
|||
|- |
|- |
||
| Simon || |
|||
| Simon || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Richter || |
|||
| Richter || {{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
{{tt|DAir starts descending immediately when used out of hitstun|There was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun}} |
|||
|- |
|- |
||
| Isabelle || |
|||
| Isabelle || Rolls covers a greater distance<br>It is easier to combo jab 1 into itself<br>USmash has more knockback<br>Side-B's UThrow has more knockback. It also starts grabbing opponents earlier<br>Down-B comes out faster when activated |
|||
Rolls covers a greater distance<br> |
|||
It is easier to combo jab 1 into itself<br> |
|||
USmash has more knockback<br> |
|||
Side-B's UThrow has more knockback. It also starts grabbing opponents earlier<br> |
|||
Down-B comes out faster when activated |
|||
|- |
|- |
||
| Piranha Plant || |
|||
| Piranha Plant || {{tt|Side-B now has a damage cap when reflected|{{StockIcon|Villager}} and {{StockIcon|Isabelle}} could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud)}}. It also has less startup and more active frames<br>Down-B does more shield damage and has less endlag. It also has less charge time |
|||
{{tt|Side-B now has a damage cap when reflected|{{StockIcon|Villager}} and {{StockIcon|Isabelle}} could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud)}}. It also has less startup and more active frames<br> |
|||
Down-B does more shield damage and has less endlag. It also has less charge time |
|||
|- |
|- |
||
| Joker || |
|||
| Joker || Down-B (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
|||
Down-B (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
|||
|} |
|} |
||
Line 695: | Line 1,293: | ||
! Fighter !!Adjustment |
! Fighter !!Adjustment |
||
|- |
|- |
||
| Universal || |
|||
| Universal || There is now a cooldown before a character is able to wall jump again |
|||
There is now a cooldown before a character is able to wall jump again |
|||
|- |
|- |
||
| Donkey Kong || |
| Donkey Kong || |
||
Fully charged neutral-B's armor lasts longer |
|||
|- |
|- |
||
| Samus || |
| Samus || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Dark Samus || |
| Dark Samus || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Fox || |
|||
| Fox || Jab 2 > Rapid Jab is more consistent |
|||
Jab 2 > Rapid Jab is more consistent |
|||
|- |
|- |
||
| Pikachu || |
| Pikachu || |
||
Grab has more range |
|||
|- |
|- |
||
| Luigi || |
|||
| Luigi || Jab 2 > Jab 3 is more consistent<br>ZAir has more range when used before landing<br>Grounded down-B is no longer invincible for the entire duration when rising in the air with a certain timing |
|||
Jab 2 > Jab 3 is more consistent<br> |
|||
ZAir has more range when used before landing<br> |
|||
Grounded down-B is no longer invincible for the entire duration when rising in the air with a certain timing |
|||
|- |
|- |
||
| Ness || |
|||
| Ness || Jab 2 has more range and the hitbox has been moved forward. Jab 2 > Jab 3 is now more consistent |
|||
Jab 2 has more range and the hitbox has been moved forward. Jab 2 > Jab 3 is now more consistent |
|||
|- |
|- |
||
| Captain Falcon || |
|||
| Captain Falcon || FTilt has more knockback<br>FAir's sweetspot is bigger<br>BAir has more knockback<br>Side-B's strike has less startup and does more hitstun. The {{tt|hyper armor|Similar to super armor, except that it only goes through attecks that does a certain amount of damage}} has been enhanced<br>Both versions of his down-B have more active frames |
|||
FTilt has more knockback<br> |
|||
FAir's sweetspot is bigger<br> |
|||
BAir has more knockback<br> |
|||
Side-B's strike has less startup and does more hitstun. The {{tt|hyper armor|Similar to super armor, except that it only goes through attecks that does a certain amount of damage}} has been enhanced<br> |
|||
Both versions of his down-B have more active frames |
|||
|- |
|- |
||
| Jigglypuff || |
| Jigglypuff || |
||
Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range |
|||
|- |
|- |
||
| Peach || |
|||
| Peach || Jab 1 > Jab 2 is more consistent<br>FSmash has more knockback when using the golf club<br>FAir has less knockback<br>BThrow has less knockback<br>Side-B has more endlag {{tt|on contact|On hit and on shield}}<br>Up-B is more consistent<br>Down-B has more endlag |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
FSmash has more knockback when using the golf club<br> |
|||
FAir has less knockback<br> |
|||
BThrow has less knockback<br> |
|||
Side-B has more endlag {{tt|on contact|On hit and on shield}}<br> |
|||
Up-B is more consistent<br> |
|||
Down-B has more endlag |
|||
|- |
|- |
||
| Daisy || |
|||
| Daisy || Jab 1 > Jab 2 is more consistent<br>FSmash has more knockback when using the golf club<br>FAir has less knockback<br>BThrow has less knockback<br>Side-B has more endlag {{tt|on contact|On hit and on shield}}<br>Up-B is more consistent<br>Down-B has more endlag |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
FSmash has more knockback when using the golf club<br> |
|||
FAir has less knockback<br> |
|||
BThrow has less knockback<br> |
|||
Side-B has more endlag {{tt|on contact|On hit and on shield}}<br> |
|||
Up-B is more consistent<br> |
|||
Down-B has more endlag |
|||
|- |
|- |
||
| Ice Climbers || |
|||
| Ice Climbers || Ice Climbers gets back their double jumps the same way as other fighters do<br>Nana will no longer jump when pressing Grab + Jump |
|||
Ice Climbers gets back their double jumps the same way as other fighters do<br> |
|||
Nana will no longer jump when inputting Grab + Jump |
|||
|- |
|- |
||
| Pichu || |
|||
| Pichu || Pichu's hurtbox is bigger<br>Increased shield size<br>{{tt|Self-damage has been increased for all moves that inflicts self-damage|The only exceptions are his pummel and his Final Smash}}<br>FTilt has less knockback<br>FSmash has more endlag |
|||
Pichu's hurtbox is bigger<br> |
|||
Increased shield size<br> |
|||
{{tt|Self-damage has been increased for all moves that inflicts self-damage|The only exceptions are his pummel and his Final Smash}}<br> |
|||
FTilt has less knockback<br> |
|||
FSmash has more endlag |
|||
|- |
|- |
||
| Lucina || |
|||
| Lucina || FSmash has less knockback<br>FAir has less knockback |
|||
FSmash has less knockback<br> |
|||
FAir has less knockback |
|||
|- |
|- |
||
| Ganondorf || |
| Ganondorf || |
||
DSmash is more consistent |
|||
|- |
|- |
||
| Roy || |
| Roy || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Chrom || |
| Chrom || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Mr. Game & Watch || |
| Mr. Game & Watch || |
||
UTilt is more consistent |
|||
|- |
|- |
||
| Pit || |
| Pit || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Dark Pit || |
|||
| Dark Pit || USmash is more consistent<br> Aerial side-B has less endlag {{tt|on contact|On hit and on shield}} |
|||
USmash is more consistent<br> |
|||
Aerial side-B has less endlag {{tt|on contact|On hit and on shield}} |
|||
|- |
|- |
||
| Zero Suit Samus || |
|||
| Zero Suit Samus || Side-B is more consistent<br>{{tt|Down-B covers more horizontal distance|This reverts the changes made in 3.0.0}} |
|||
Side-B is more consistent<br> |
|||
{{tt|Down-B covers more horizontal distance|This reverts the changes made in 3.0.0}} |
|||
|- |
|- |
||
| Snake || |
|||
| Snake || Jab 1 > Jab 2 is more consistent<br>Jab 2 moves Snake forward a bit more. Jab 2 > Jab 3 is more consistent |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 moves Snake forward a bit more. Jab 2 > Jab 3 is more consistent |
|||
|- |
|- |
||
| Ivysaur || |
| Ivysaur || |
||
NAir is more consistent |
|||
|- |
|- |
||
| Charizard || |
|||
| Charizard || Jab 1 > Jab 2 is more consistent<br>Jab 2 moves Charizard forward a bit more. Jab 2 > Jab 3 is more consistent |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 moves Charizard forward a bit more. Jab 2 > Jab 3 is more consistent |
|||
|- |
|- |
||
| Diddy Kong || |
|||
| Diddy Kong || Jab 2 has more range. Jab 1 > Jab 2 is more consistent<br>Dash Attack launches at a different angle<br>USmash is more consistent and has more knockback<br>Uair has less endlag, as well as less landing lag<br>DAir has less startup<br>Neutral-B does more damage (shield damage remains the same). The charge time has also been reduced<br>Charging up-B makes Diddy fall slower. It also covers more vertical distance when charged |
|||
Jab 2 has more range. Jab 1 > Jab 2 is more consistent<br> |
|||
Dash Attack launches at a different angle<br> |
|||
USmash is more consistent and has more knockback<br> |
|||
Uair has less endlag, as well as less landing lag<br> |
|||
DAir has less startup<br> |
|||
Neutral-B does more damage (shield damage remains the same). The charge time has also been reduced<br> |
|||
Charging up-B makes Diddy fall slower. It also covers more vertical distance when charged |
|||
|- |
|- |
||
| Olimar || |
|||
| Olimar || Olimar has a bigger hurtbox<br>FSmash's sweetspot is shorter. It also has more endlag<br>USmash has more endlag<br>UP-B's flight time has been adjusted when using this move repeatedly |
|||
Olimar has a bigger hurtbox<br> |
|||
FSmash's sweetspot is shorter. It also has more endlag<br> |
|||
USmash has more endlag<br> |
|||
UP-B's flight time has been adjusted when using this move repeatedly |
|||
|- |
|- |
||
| Lucario || |
|||
| Lucario || Jab 1 has less endlag<br>Jab 2 has less endlag<br>Jab 3 has less andlag<br>Dash Attack has more range<br>FTilt has more knockback<br>FSmash's sweetspot has more range<br>USmash is more consistent<br>NAir has more range against grounded opponents<br>UAir's sweetspot has more range<br>DAir is more consistent<br>Neutral-B's windbox has less range when charging. When max charged, the projectile has more range. It also has less endlag<br>Opponents can no longer go through Lucario when using side-B. The grab's range has been increased |
|||
Jab 1 has less endlag<br> |
|||
Jab 2 has less endlag<br> |
|||
Jab 3 has less andlag<br> |
|||
Dash Attack has more range<br> |
|||
FTilt has more knockback<br> |
|||
FSmash's sweetspot has more range<br> |
|||
USmash is more consistent<br> |
|||
NAir has more range against grounded opponents<br> |
|||
UAir's sweetspot has more range<br> |
|||
DAir is more consistent<br> |
|||
Neutral-B's windbox has less range when charging. When max charged, the projectile has more range. It also has less endlag<br> |
|||
Opponents can no longer go through Lucario when using side-B. The grab's range has been increased |
|||
|- |
|- |
||
| R.O.B. || |
|||
| R.O.B. || Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 has more range |
|||
|- |
|- |
||
| Toon Link || |
| Toon Link || |
||
Jab 1 > Jab 2 is more consistent |
|||
|- |
|- |
||
| Wolf || |
|||
| Wolf || Jab 1 > Jab 2 is more consistent<br>Jab 2 has more range. Jab 2 > Jab 3 is more consistent<br>Jab 3 makes Wolf move forward. Jab 2 > Jab 3 is more consistent<br>DSmash's front attack has less knockback<br>Neutral-B has more endlag<br>Up-B's final hit has less range. It also sends at a different angle. The move in general is more consistent<br>Down-B has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox |
|||
Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 has more range. Jab 2 > Jab 3 is more consistent<br> |
|||
Jab 3 makes Wolf move forward. Jab 2 > Jab 3 is more consistent<br> |
|||
DSmash's front attack has less knockback<br> |
|||
Neutral-B has more endlag<br> |
|||
Up-B's final hit has less range. It also sends at a different angle. The move in general is more consistent<br> |
|||
Down-B has less startup. The move is intangible earlier to match the new startup. Same goes for the reflecting hitbox |
|||
|- |
|- |
||
| Villager || |
| Villager || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Wii Fit Trainer || |
| Wii Fit Trainer || |
||
Jab 1 > Jab 2 is more consistent |
|||
|- |
|- |
||
| Rosalina & Luma || |
|||
| Rosalina & Luma || Luma has less endlag when using Dash Attack<br>FSmash has more knockback when Luma is near Rosalina<br>FAir has less endlag and is more consistent. It also grabs the ledge earlier<br>Grab has less startup<br>Rosalina can fastfall sooner after using up-B<br>Luma has less endlag when using down-B<br>Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}} |
|||
Luma has less endlag when using Dash Attack<br> |
|||
FSmash has more knockback when Luma is near Rosalina<br> |
|||
FAir has less endlag and is more consistent. It also grabs the ledge earlier<br> |
|||
Grab has less startup<br> |
|||
Rosalina can fastfall sooner after using up-B<br> |
|||
Luma has less endlag when using down-B<br> |
|||
Luma is easier to kill. {{tt|It also respawns faster|This change only applies to games with 3 or less players}} |
|||
|- |
|- |
||
| Little Mac || |
|||
| Little Mac || Jab 1 has less endlag. Jab 1 > Jab 2 is more consistent<br>Jab 2 has less endlag and more range<br>Jab 3 has more range<br>FTilt is more consistent against airborne opponents<br>DTilt has more range<br>USmash's super armor lasts longer<br>Non-charged neutral-B has less endlag on the ground<br>KO Punch has less endlag on the floor<br>Side-B has more range at the beginning of the move<br>Down-B has less endlag on whiff |
|||
Jab 1 has less endlag. Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 has less endlag and more range<br> |
|||
Jab 3 has more range<br> |
|||
FTilt is more consistent against airborne opponents<br> |
|||
DTilt has more range<br> |
|||
USmash's super armor lasts longer<br> |
|||
Non-charged neutral-B has less endlag on the ground<br> |
|||
KO Punch has less endlag on the ground<br> |
|||
Side-B has more range at the beginning of the move<br> |
|||
Down-B has less endlag on whiff |
|||
|- |
|- |
||
| Mii Brawler || |
|||
| Mii Brawler || Jab 2 > Rapid Jab is more consistennt<br>Rapid Jab has more range<br>Neutral-B 2 is more consistent |
|||
Jab 2 > Rapid Jab is more consistent<br> |
|||
Rapid Jab has more range<br> |
|||
Neutral-B 2 is more consistent |
|||
|- |
|- |
||
| Mii Gunner || |
| Mii Gunner || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Pac-Man || |
| Pac-Man || |
||
USmash is more consistent |
|||
|- |
|- |
||
| Shulk || |
|||
| Shulk || Jab 2 has more range<br>USmash sends at a different angle and is more consistent |
|||
Jab 2 has more range<br> |
|||
USmash sends at a different angle and is more consistent |
|||
|- |
|- |
||
| Bowser Jr. || |
|||
| Bowser Jr. || Dash Attack sends at a different angle<br>UTilt has less endlag<br>USmash has more knockback<br>Neutral-B has less startup in the air<br>Side-B starts to move earlier<br>Up-B's hammer hit has more range and more active frames. {{tt|The explosion sends opponents at a different angle|Only on grounded up-B}} and is more consistent |
|||
Dash Attack sends at a different angle<br> |
|||
UTilt has less endlag<br> |
|||
USmash has more knockback<br> |
|||
Neutral-B has less startup in the air<br> |
|||
Side-B starts to move earlier<br> |
|||
Up-B's hammer hit has more range and more active frames. {{tt|The explosion sends opponents at a different angle|Only on grounded up-B}} and is more consistent |
|||
|- |
|- |
||
| Duck Hunt || |
| Duck Hunt || |
||
UAir is more consistent |
|||
|- |
|- |
||
| Ryu || |
|||
| Ryu || Jab 1's special cancel window is larger<br>Jab 2's special cancel window is larger<br>Strong Pjab sends at a different angle. The knockback has been changed to match this new angle<br>Close light FTilt's special cancel window is larger<br>Far light FTilt has more range on the tip<br>Heavy UTilt sends airborne opponents at a different angle<br>Light DTilt does more hitstun<br>Heavy DTilt has less knockback<br>UAir has more active frames, as well as more range<br>The light version of his projectiles travels slower, while the heavy versions travels faster. They also has less startup and does more damage. Hadoken has more range against grounded opponents<br>Grounded side-B's first hit has more range |
|||
Jab 1's special cancel window is larger<br> |
|||
Jab 2's special cancel window is larger<br> |
|||
Strong Pjab sends at a different angle. The knockback has been changed to match this new angle<br> |
|||
Close light FTilt's special cancel window is larger<br> |
|||
Far light FTilt has more range on the tip<br> |
|||
Heavy UTilt sends airborne opponents at a different angle<br> |
|||
Light DTilt does more hitstun<br> |
|||
Heavy DTilt has less knockback<br> |
|||
UAir has more active frames, as well as more range<br> |
|||
The light version of {{tt|his projectiles|Hadoken and Shakunetsu Hadoken}} travels slower, while the heavy versions travels faster. They also has less startup and does more damage. Hadoken has more range against grounded opponents<br> |
|||
Grounded side-B's first hit has more range |
|||
|- |
|- |
||
| Ken || |
|||
| Ken || Jab 1's special cancel window is larger<br>Jab 2's special cancel window is larger<br>Strong Pjab sends at a different angle. The knockback has been changed to match this new angle. It also does more damage (knockback remains the same)<br>Close light FTilt's special cancel window is larger<br>Far light FTilt has more range on the tip<br>Heavy FTilt sends at a different angle<br>Heavy UTilt sends airborne opponents at a different angle<br>Light DTilt does more hitstun<br>Heavy DTilt has less knockback<br>FSmash has more knockback<br>DAir's special cancel window is larger<br>Grounded side-B's first hit has more range. The SDI multiplier has also been decreased<br>Up-B is more consistent. The SDI multiplier has been decreased. The first hit can now trade with other attacks. {{tt|The heavy version|The one with flames}} has more knockback. The light version has more knockback against airborne opponents. The medium version travels less distance<br>Crescent Kick's SDI multiplier has been reduced<br>Roundhouse does more damage (knockback stays the same)<br>Inazuma Kick does more damage (shield damage remains the same) |
|||
Jab 1's special cancel window is larger<br> |
|||
Jab 2's special cancel window is larger<br> |
|||
Strong Pjab sends at a different angle. The knockback has been changed to match this new angle. It also does more damage (knockback remains the same)<br> |
|||
Close light FTilt's special cancel window is larger<br> |
|||
Far light FTilt has more range on the tip<br> |
|||
Heavy FTilt sends at a different angle<br> |
|||
Heavy UTilt sends airborne opponents at a different angle<br> |
|||
Light DTilt does more hitstun<br> |
|||
Heavy DTilt has less knockback<br> |
|||
FSmash has more knockback<br> |
|||
DAir's special cancel window is larger<br> |
|||
Grounded side-B's first hit has more range. The SDI multiplier has also been decreased<br> |
|||
Up-B is more consistent. The SDI multiplier has been decreased. The first hit can now trade with other attacks. {{tt|The heavy version|The one with flames}} has more knockback. The light version has more knockback against airborne opponents. The medium version travels less distance<br> |
|||
Crescent Kick's SDI multiplier has been decreased<br> |
|||
Roundhouse does more damage (knockback stays the same)<br> |
|||
Inazuma Kick does more damage (shield damage remains the same) |
|||
|- |
|- |
||
| Cloud || |
| Cloud || |
||
DSmash is more consistent |
|||
|- |
|- |
||
| Bayonetta || |
|||
| Bayonetta || Jab 1 has more active frames<br>Rapid Jab's finisher has more knockback<br>Dash Attack's sweetspot has more knockback<br>UTilt is more consistent<br>DSmash has more active frames. Side-B has less landing lag<br>Up-B has less landing lag<br>Down-B's counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster |
|||
Jab 1 has more active frames<br> |
|||
Rapid Jab's finisher has more knockback<br> |
|||
Dash Attack's sweetspot has more knockback<br> |
|||
UTilt is more consistent<br> |
|||
DSmash has more active frames. Side-B has less landing lag<br> |
|||
Up-B has less landing lag<br> |
|||
Down-B's counter lasts longer. Bat Within can be triggered for longer in order to match the new duration. Witch Time recovers faster |
|||
|- |
|- |
||
| Inkling || |
|||
| Inkling || Jab 3's hitbox has been moved forward. Jab 2 > Jab 3 is more consistent |
|||
Jab 3's hitbox has been moved forward. Jab 2 > Jab 3 is more consistent |
|||
|- |
|- |
||
| King K. Rool || |
| King K. Rool || |
||
K. Rool can grab the ledge earlier when using UAir |
|||
|- |
|- |
||
| Isabelle || |
|||
| Isabelle || {{tt|Opponents won't get caught by side-B if the hook isn't moving<br>Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}} |
|||
{{tt|Opponents won't get caught by side-B if the hook isn't moving. Reeling back the hook catches opponents|This reverts the changes made to this move in 3.0.0}} |
|||
|- |
|- |
||
| Incineroar || |
|||
| Incineroar || Jab 1's elbow hit sends at a different angle. Jab 1 > Jab 2 is more consistent<br>Jab 2 > Jab 3 is more consistent |
|||
Jab 1's elbow hit sends at a different angle. Jab 1 > Jab 2 is more consistent<br> |
|||
Jab 2 > Jab 3 is more consistent |
|||
|- |
|- |
||
| Piranha Plant || |
| Piranha Plant || |
||
Jab 3 has more range<br> |
|||
Rapid Jab does more hitstun |
|||
|- |
|- |
||
| Joker || |
|||
| Joker || {{tt|Eigaon|Side-B when Arsene is active}} is more consistent |
|||
{{tt|Eigaon|Side-B when Arsene is active}} is more consistent |
|||
|} |
|} |
||
Revision as of 10:00, 19 September 2022
13.0.1
Fighter Adjustments
Fighter | Adjustment |
---|---|
Donkey Kong |
Jab 2 has less endlag |
Link |
Jab 1 has less startup |
Peach & Daisy |
Side-B can grab ledges easier |
Ice Climbers |
Dash Attack has less startup |
Falco |
Dash Attack does more damage (knockback stays the same) |
Mewtwo |
FTilt has more damage and knockback |
Meta Knight |
FTilt does more damage and knockback |
Wario |
Jab 1 deals more damage and has less endlag |
Ike |
Jab 3 deals more damage and knockback |
Mega Man |
Dash Attack has less startup and more knockback |
Rosalina & Luma |
Luma takes less knockback |
Robin |
Rapid Jab has more range and deals more damage with the multihits. |
Bowser Jr. |
DA will fall out less often and does more damage. |
Ryu |
Heavy FTilt has less startup |
Cloud |
Limit Down-B has less startup |
Inlking |
Recharging ink has less endlag |
Ridley |
DA has more damage and knockback |
Piranha Plant |
FTilt 2 has more knockback |
Min Min |
All arms do less shield damage |
Steve |
Reduced hitstun on USmash multihits |
Pyra |
Knockdown animation adjusted to match other fighters |
Mythra |
Knockdown animation adjusted to match other fighters |
Sora |
Knockdown animation adjusted to match other fighters |
13.0.0
General
- [[File:Sora_{{{2}}}_Stock.png|link=Sora/{{{2}}}|x25px|alt=]] [[Sora/{{{2}}}|{{{2}}}]] joins the game as a playable character
- Hollow Bastion has been added as a stage
Misc.
- The Shy Guys on Yoshi's Story (Hazards on) no longer carry food if items are turned off
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
Made it so opponents hit by Kazuya's side-B cannot be footstooled |
Jigglypuff |
Jab 2 has less endlag |
Dr. Mario |
NAir's late hitbox has increased knockback |
Zelda |
Jab 1 has less endlag |
Lucario |
FTilt's second hit has more knockback |
Rosalina & Luma |
Luma will appear in front of Rosalina when using DSmash and turning around. Luma's attack has more knockback |
Little Mac |
UTilt does more hitstun |
Ridley |
Can now jump out of side-B earlier |
King K. Rool |
UTilt does more damage and has more knockback |
Isabelle |
DTilt has less endlag |
Incineroar |
DSmash does more damage and knockback |
12.0.0
General
- [[File:Kazuya_{{{2}}}_Stock.png|link=Kazuya/{{{2}}}|x25px|alt=]] [[Kazuya/{{{2}}}|{{{2}}}]] joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
Marth |
Dash Attack's tipper has more damage and knockback. It is also easier to hit |
Young Link |
USmash is more consistent |
Olimar |
FSmash's sweetspot has more active frames |
Rosalina & Luma |
Luma now comes in front of Rosalina when doing side-B in reverse |
Mii Brawler |
Neutral-B 2 has more range in the front |
Mii Swordfighter |
Side-B 1 does more damage and knockback |
Mii Gunner |
The cooldown between two shots of Neutral-B 2 has been reduced |
Ryu |
Shakunetsu Hadouken is now more consistent against knocked down opponents |
Bayonette |
Rapid Jab's finisher has more knockback and launches at a different angle |
Banjo & Kazooie |
UTilt has more knockback |
Min Min |
USmash has more startup and less knockback. The reflector also has more startup |
Steve |
Fixed a bug where opponents trapped inside side-B would sometimes go through the stage |
Pyra |
Jab 2's tipper has more hitstun |
Mythra |
Airdodge has less invincibility frames |
11.0.1
General
- A shadow change concerning [[File:Wii Fit Trainer_{{{2}}}_Stock.png|link=Wii Fit Trainer/{{{2}}}|x25px|alt=]] [[Wii Fit Trainer/{{{2}}}|{{{2}}}]]'s side-B has been removed in order to match 10.1.0Prior to this patch, WFT's side-B had her landing lag cut in half
11.0.0
General
- [[File:Pyra_{{{2}}}_Stock.png|link=Pyra/{{{2}}}|x25px|alt=]] [[Pyra/{{{2}}}|{{{2}}}]] and [[File:Mythra_{{{2}}}_Stock.png|link=Mythra/{{{2}}}|x25px|alt=]] [[Mythra/{{{2}}}|{{{2}}}]] joins the game as playable characters
Online
- Arenas will now close if the host's packets are dropped during a match
- The average packet size was expanded
Misc.
- Players can now disconnect other players by pressing the A button on their slot, at the character selection screen
Fighter Adjustments
Fighter | Adjustment |
---|---|
Link |
Matched crumple state's duration with other fighters |
Captain Falcon |
Up-B has less endlag on hit |
Jigglypuff |
Matched crumple state's duration with other fighters |
Zelda |
Matched crumple state's duration with other fighters |
Pichu |
FSmash's self-damage has been reduced |
Ganondorf |
Up-B has less endlag on hit |
Zero Suit Samus |
NAir has more landing lag |
Wario |
UTilt has less active frames |
Diddy Kong |
Increased the cooldown between two banana peels |
King Dedede |
Side-B has less endlag. The Gordo is also more likely to get stuck on the wall, and King Dedede can hit it back earlier when reflected |
R.O.B. |
Matched crumple state's duration with other fighters |
Villager |
Matched crumple state's duration with other fighters |
Little Mac |
USmash has more active frames |
Mii Brawler |
Matched crumple state's duration with other fighters |
Mii Swordfighter |
Matched crumple state's duration with other fighters |
Mii Gunner |
FSmash has more range |
Palutena |
Dash Attack has more endlag |
Shulk |
Matched crumple state's duration with other fighters |
Isabelle |
Matched crumple state's duration with other fighters |
Joker | Side-B (without Arsene) has more endlag Down-B (with Arsene) has more endlag on whiff |
Hero |
Matched crumple state's duration with other fighters |
Banjo |
Matched crumple state's duration with other fighters |
Byleth |
DSmash has more knockback |
Min Min |
Matched airdodge's endlag with other fighters |
Steve |
DSmash has more range |
Sephiroth |
Down-B's multi hits are now more consistent |
10.1.0
Misc.
- Sephiroth Challenge was removed
Fighter Adjustments
Fighter | Adjustment |
---|---|
Fox |
FAir is more consistent, on top of having more range |
Luigi |
Dash Attack is more consistent |
Zelda |
FSmash is more consistent. The final hit has more range |
Pichu |
FSmash's last hit has more range |
Young Link |
Aerial up-B is more consistent |
Toon Link |
Aerial up-B is are more consistent |
Olimar |
After throwing a Pikmin with an FSmash or side-B, if there are other Pikmin nearby when using up-B, an air attack using a Pikmin will occur |
Rosalina & Luma |
FAir is more consistent. It also has less range above the skirt's hemline. The final hit has more range |
Mii gunner |
UThrow sends at a different angle. The shot also has more range |
Duck Hunt |
FSmash's multi hits are more consistent, on top having a reduced SDI multiplier |
10.0.0
General
- [[File:Sephiroth_{{{2}}}_Stock.png|link=Sephiroth/{{{2}}}|x25px|alt=]] [[Sephiroth/{{{2}}}|{{{2}}}]] joins the game as a playable character
- Northern Cave has been added as a stage
Misc.
- A new mode, Sephiroth Challenge, was added. It allows players to fight Sephiroth on Northern Cave on 3 different difficulty modes. Winning the fight unlocked both Sephiroth and Northern Cave
9.0.2
General
- Fixed an issue where the player could not use the stick to jump while falling after creating an anvil using [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s DAir
- Reverted the initial velocity of [[File:Samus_{{{2}}}_Stock.png|link=Samus/{{{2}}}|x25px|alt=]] [[Samus/{{{2}}}|{{{2}}}]]'s and [[File:Dark Samus_{{{2}}}_Stock.png|link=Dark Samus/{{{2}}}|x25px|alt=]] [[Dark Samus/{{{2}}}|{{{2}}}]]'s up-B back to how it was in 9.0.0
- Fixed an issue where sometimes fighters would go through stages when knocked back
9.0.1
General
- Fixed an issue in which characters could fall though the stage when breaking [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s blocks (neutral-B)
- Fixed an issue in which characters could fall through the stage when caught between [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s anvil (DAir) and a block (Neutral-B)
- Fixed an issue in which fighters could be frozen if hit with [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B
- Fixed an issue in which [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B does not hit opponents when reflected off a wall
- Fixed an issue in which a fighter caught by [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s side-B teleports to the position in which they were caught
- Fixed an issue in which [[File:Meta Knight_{{{2}}}_Stock.png|link=Meta Knight/{{{2}}}|x25px|alt=]] [[Meta Knight/{{{2}}}|{{{2}}}]] would clip through any terrain which wasn't native to a stageThings such as [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s blocks or [[File:Pac-Man_{{{2}}}_Stock.png|link=Pac-Man/{{{2}}}|x25px|alt=]] [[Pac-Man/{{{2}}}|{{{2}}}]]'s hydrant after losing a stock
Misc.
- One of [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]]'s victory animations was changed in order to remove the meat after it has been eaten
9.0.0
General
- [[File:Steve_{{{2}}}_Stock.png|link=Steve/{{{2}}}|x25px|alt=]] [[Steve/{{{2}}}|{{{2}}}]] joins the game as a playable character
- An issue where the movement delay after a parry was behaving incorrectly against projectiles has been fixedThis change was actually in the game for at least one year, but was only applied in training mode before this update
Online
- The tick rate for battle arenas with 4 or fewer players has been increased from 30Hz to 60Hz, instead of only applying to 1-on-1 battles without spectators
- Adjustments have been made to the way GSP is calculated
Fighter Adjustments
Fighter | Adjustment |
---|---|
Donkey Kong |
Increased grounded side-B's vertical range against grounded opponents |
Link |
USmash is more consistent |
Pikachu |
FAir is more consistent |
Ness |
Dash Attack's third hit does more damage and knockback |
Captain Falcon |
USmash is more consistent |
Ice Climbers |
Nana takes less damage and knockback in general, and has an improved AI |
Sheik |
UTilt's multi hits are more consistent |
Young Link |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
Meta Knight |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
Wario |
Up-B is more consistent |
Ivysaur |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
Charizard |
Side-B is more consistent |
Sonic |
Dash Attack does more damage (knockback stays the same), on top of having reduced endlag |
Lucario |
Increased the max value Aura will strengthen damage |
Mii Swordfighter |
Up-B 3 is more consistent |
Robin |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
Shulk |
USmash is more consistent |
Bowser Jr. |
Adjusted certain landing behaviors to no longer prevent passing through platforms |
Bayoneta |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
Ridley |
Rapid Jab is now transcendantCannot clank with any attack |
Simon |
Rapid Jab is now transcendantCannot clank with any attack |
Richter |
Rapid Jab is now transcendantCannot clank with any attack |
Piranha Plant |
Rapid Jab is now transcendantCannot clank with any attack |
Banjo & Kazooie |
Rapid Jab is now transcendantCannot clank with any attack |
Min Min |
Rapid Jab's finisher is now transcendantCannot clank with any attack |
8.1.0
General
- Small Battlefield has been added as a stage. It can be choosen in Quickplay and Elite Smash
- Battlefield, Big Battlefield, Final Destination and Small Battlefield can now use music from all stages
Online
- The tick rate of 1-on-1 battles not involving spectators has been increased from 30Hz to 60Hz, matching the in-game frame rateThis improves responsiveness, but decreases stability on low quality connections
- Average input delay of 1-on-1 battles not involving spectators has been reduced from roughly 5 frames to 4 frames
- Matchmaking in Quickplay has been adjusted
- Elite Smash's threshold has been adjusted in order to allow more players in
8.0.0
General
- [[File:Min Min_{{{2}}}_Stock.png|link=Min Min/{{{2}}}|x25px|alt=]] [[Min Min/{{{2}}}|{{{2}}}]] joins the game as a playable character
Misc.
- Fountain of Dreams' lag spikes were fixedThe lag that comes from [[File:Wario_{{{2}}}_Stock.png|link=Wario/{{{2}}}|x25px|alt=]] [[Wario/{{{2}}}|{{{2}}}]] turning while using his side-B still persists
- Lylat Cruise has bigger ledges and it is overall easier to recover on it
- Garreg Mach Monastery's Omega and Battlefield form's blastzones has been adjusted to match other omega stages
Fighter Adjustments
Fighter | Adjustment |
---|---|
Kirby |
Dash Attack has less endlag and more knockback at the beginning of the move |
Captain Falcon |
Dash Attack has less endlag |
Sheik |
FSmash is more consistent. The last hit also has more range |
Falco |
DTilt has less startup and sends at a different angle |
Marth |
DSmash's tipper has more knockback |
Mewtwo |
BAir has more knockback. The tip and middle of the tail also does more damage |
Meta Knight |
NAir has more range |
Pit |
DTilt sends at a different angle and has less knockback |
Dark Pit |
DTilt sends at a different angle and has less knockback |
Ike |
Dash Attack has more knockback |
Ivysaur |
Rolling techs' duration now matches the rest of the cast |
Diddy Kong |
Dash Attack is more consistent. The final hit has more range |
King Dedede |
UTilt does more damage and has more knockback |
Villager |
Jab is more consistent |
Mega Man |
Rolling techs' duration now matches the rest of the cast |
Wii Fit Trainer |
DTilt sends at a different angle |
Little Mac |
Rolling techs' duration now matches the rest of the cast |
Pac-Man |
Rolling techs' duration now matches the rest of the cast |
Duck Hunt |
Rolling techs' duration now matches the rest of the cast |
Corrin |
FSmash's tipper has more knockback, on top of having more range. It also does more shieldstun |
Bayonetta |
FTilt 3 has less endlag |
Ridley |
Down-B's tipper does more damage. It is also now considered a hitgrab, and as such, the sweetspot won't crumple throw invincible opponents |
King K. Rool |
Dash Attack has more knockback. The sweetspot also lasts longer |
Isabelle |
Dash Attack has less startup |
Incineroar |
USmash has more knockback |
Piranha Plant |
Utilt sends at a different angle and has less startup |
Hero |
Kaboom's multi hits are more consistent |
Banjo & Kazooie |
Ledge Attack's back hit has more range |
7.0.0
General
- [[File:Byleth_{{{2}}}_Stock.png|link=Byleth/{{{2}}}|x25px|alt=]] [[Byleth/{{{2}}}|{{{2}}}]] joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
Donkey Kong |
Increased shield size |
Link |
Increased shield size |
Samus |
Dash Attack's sweetspot does more damage |
Dark Samus |
Dash Attack's sweetspot does more damage |
Yoshi |
Increased shield size |
Kirby |
Increased shield size |
Fox |
Changed animation when shielding attacksPreviously, Fox went back to his Smash 4 shielding animation after shielding one attack |
Pikachu |
Increased shield size |
Captain Falcon |
Jab 1 > Jab 2 is more consistent |
Bowser |
Increased shield size |
Ice Climbers |
Increased shield size |
Sheik |
DSmash has less startup and is more consistent |
Zelda |
FTilt does more damage and has more knockback |
Dr. Mario |
DTilt does more damage and has more knockback |
Pichu |
Increased shield size |
Falco |
Increased shield size |
Young Link |
Jab 1 has less startup |
Ganondorf |
Increased shield size |
Mewtwo |
Changed animation while shielding in order to prevent shield pokes |
Mr. Game & Watch |
Increased shield size |
Meta Knight |
Increased shield size |
Pit |
Increased shield size |
Dark Pit |
Increased shield size |
Zero Suit Samus |
Down-B's bury is shorter |
Snake |
Increased shield size |
Squirtle |
Increased shield size |
Charizard |
Increased shield size |
Diddy Kong |
Diddy's arm is now invincible when releasing shield |
Sonic |
Increased shield size |
King Dedede |
Increased shield size |
Olimar |
Increased shield size |
Lucario |
Increased shield size |
Toon Link |
Dash Attack has less endlag |
Wolf |
Increased shield size |
Villager |
Increased shield size |
Wii Fit Trainer |
Increased shield size |
Little Mac |
Increased shield size |
Greninja |
Increased shield size |
Mii Brawler |
Down-B 3's grab is bigger |
Mii Swordfighter |
Increased shield size |
Palutena |
UTilt's last hit does more damage and has more knockback |
Pac-Man |
Increased shield size |
Bowser Jr. |
Increased shield size |
Duck Hunt |
Rapid jab does more hitstun |
Ryu |
Heavy DTilt sends at a different angle |
Ken |
Heavy DTilt sends at a different angle |
Cloud |
Dash Attack's sweetspot has more knockback |
Corrin |
Increased shield size |
Bayonetta |
Increased shield size |
Ridley |
Ridley's wing is now partly invincible when pressing or releasing shield |
King K. Rool |
Adjusted the center of King K. Rool's shield in order to match other fighters |
Incineroar |
Increased Side-B's Lariat (and back body drop)'s knockback against non grabbed opponents |
Piranha Plant |
The Plant's lips are now invincible when releasing shield |
Joker |
Downwards shots with aerial neutral-B has less range |
6.1.1
Nothing of note happened in this update, as it only introduced support for two new amiibos
6.1.0
General
- Fixed a bug where Terry could freeze some characters when hit by Buster Wolf
6.0.0
General
- [[File:Terry_{{{2}}}_Stock.png|link=Terry/{{{2}}}|x25px|alt=]] [[Terry/{{{2}}}|{{{2}}}]] joins the game as a playable character
Online
- Several QoLQuality of Life changes were made to arenas
Fighter Adjustments
Fighter | Adjustment |
---|---|
Donkey Kong |
FTilt has more knockback |
Kirby |
Jab 1 has less startup |
Jigglypuff |
AirdodgesBoth neutral and directional has less endlag |
Robin |
FTilt has more knockback |
King K. Rool |
NAir has less landing lag |
Incineroar |
Jab 3 does more damage and has more knockback |
Hero |
Rosalina's down-B and Villager/Isabelle's neutral-B no longer affects KafrizzNeutral-B with max charge after hitting an opponent |
5.0.0
General
- [[File:Banjo & Kazooie_{{{2}}}_Stock.png|link=Banjo & Kazooie/{{{2}}}|x25px|alt=]] [[Banjo & Kazooie/{{{2}}}|{{{2}}}]] joins the game as a playable character
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
Made it so that a roll or a spotdodge cannot be buffered anymore after landing with an airdodge |
Yoshi |
Can now buffer a grab after a roll or a spotdodge |
Peach |
Up-B is more consistent |
Daisy |
Up-B is more consistent |
Ice Climbers |
Nana can ledge trump again |
Villager |
USmash is more consistent against buried opponents |
Rosalina & Luma |
Fixed a bug where Luma couldn't act after Rosalina got hit by Hero's Snooze |
Joker |
The misstech animation facing down has been adjusted to match other fighters |
Hero |
The final hit of Kafrizz can now be shieldedWhen shield is already out. Clarifications are needed, reflected and absorbed |
4.0.0
General
- [[File:Hero_{{{2}}}_Stock.png|link=Hero/{{{2}}}|x25px|alt=]] [[Hero/{{{2}}}|{{{2}}}]] joins the game as a playable character
Misc.
- Training mode's combo counter is more accuratePrior to this update, a combo could still go on even if the opponent wasn't in hitstun for a few frames at some point in the combo. This has been reduced to a single frame
Fighter Adjustments
Fighter | Adjustment |
---|---|
Mario |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Donkey Kong |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Link |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Samus |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Dark Samus |
USmash has less knockback when all hits doesn't connect |
Yoshi |
FSmash has less pushback when charging |
Fox |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Peach |
Neutral-B is more consistent against attacks that are countered from behind |
Daisy |
Nautral-B is more consistent against attacks that are countered from behind |
Bowser |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Sheik |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Young Link |
Young Link can now shield SDI when blocking a projectile with their shieldNot the bubble, the literal shield he is carrying around |
Mewtwo |
The tail's hurtbox has been made smaller |
Mr. Game & Watch |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Pit |
Jab 1 has less startup |
Dark Pit |
Jab 1 has less startup |
Zero Suit Samus |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Snake |
Adjusted their wake up animationLiterally, this animation is played when the sleep status effect is gone to match other fighters |
Pokémon TrainerThese changes applies to all 3 Pokémons |
Grabbing the ledge after switching Pokémons in the air no longer shortens the invincibility gain from grabbing the ledge |
Ivysaur |
DAir's sweetspot has less range. The sourspot has less knockback |
Charizard |
FTilt's sweetspot has more knockback |
Lucas |
Dash Attack has more active frames |
Sonic |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Olimar |
When using a Purple Pikmin, FSmash has more range and more active frames |
R.O.B. |
Jab 1's tipper does less hitstun |
Toon Link |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Villager |
USmash's multi hits are more consistent |
Rosalina & Luma |
Rosalina is easier to grab from the front |
Greninja |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Little Mac |
Jab 3's endlag will no longer be reduced depending on the timing after pressing jab 2This removed a technique named the "Sandman Express" that was introduced in 3.1.0. This used to make his jab safer on shield, as well as opening up new combo routes |
Mii Brawler |
Fall speed has been reverted to how it was prior to 3.0.0 |
Mii Swordfighter |
Neutral-B 3 is more consistent |
Mii Gunner |
USmash's multi hits are more consistent |
Pac-Man |
The fruit from neutral-B will no longer drop when charging, even after a forced side switchFor example, being hit by [[File:Mario_{{{2}}}_Stock.png|link=Mario/{{{2}}}|x25px|alt=]] [[Mario/{{{2}}}|{{{2}}}]]'s side-B |
Ryu |
Any attack buffered out of parry will now be done while facing the opponent |
Ken |
Any attack buffered out of parry will now be done while facing the opponent |
Corrin |
FSmash has more knockback |
Bayonetta |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Ridley |
USmash has more active frames and more knockback |
Simon |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Richter |
DAir starts descending immediately when used out of hitstunThere was a bug where divekick-type moves would make a character fall slower (or not fall at all) when used out of hitstun |
Isabelle |
Rolls covers a greater distance |
Piranha Plant |
Side-B now has a damage cap when reflected[[File:Villager_{{{2}}}_Stock.png|link=Villager/{{{2}}}|x25px|alt=]] [[Villager/{{{2}}}|{{{2}}}]] and [[File:Isabelle_{{{2}}}_Stock.png|link=Isabelle/{{{2}}}|x25px|alt=]] [[Isabelle/{{{2}}}|{{{2}}}]] could previously pocket the move repeatedly in order to make it to absurd amounts of damage in an instant (something like 200% in one poison cloud). It also has less startup and more active frames |
Joker |
Down-B (with Arsene out) cannot reflect projectiles that does more than 50% anymore |
3.1.0
Online
- New Quickplay rules can be chosen
Fighter Adjustments
Fighter | Adjustment |
---|---|
Universal |
There is now a cooldown before a character is able to wall jump again |
Donkey Kong |
Fully charged neutral-B's armor lasts longer |
Samus |
USmash is more consistent |
Dark Samus |
USmash is more consistent |
Fox |
Jab 2 > Rapid Jab is more consistent |
Pikachu |
Grab has more range |
Luigi |
Jab 2 > Jab 3 is more consistent |
Ness |
Jab 2 has more range and the hitbox has been moved forward. Jab 2 > Jab 3 is now more consistent |
Captain Falcon |
FTilt has more knockback |
Jigglypuff |
Jab 1 > Jab 2 is more consistent |
Peach |
Jab 1 > Jab 2 is more consistent |
Daisy |
Jab 1 > Jab 2 is more consistent |
Ice Climbers |
Ice Climbers gets back their double jumps the same way as other fighters do |
Pichu |
Pichu's hurtbox is bigger |
Lucina |
FSmash has less knockback |
Ganondorf |
DSmash is more consistent |
Roy |
USmash is more consistent |
Chrom |
USmash is more consistent |
Mr. Game & Watch |
UTilt is more consistent |
Pit |
USmash is more consistent |
Dark Pit |
USmash is more consistent |
Zero Suit Samus |
Side-B is more consistent |
Snake |
Jab 1 > Jab 2 is more consistent |
Ivysaur |
NAir is more consistent |
Charizard |
Jab 1 > Jab 2 is more consistent |
Diddy Kong |
Jab 2 has more range. Jab 1 > Jab 2 is more consistent |
Olimar |
Olimar has a bigger hurtbox |
Lucario |
Jab 1 has less endlag |
R.O.B. |
Jab 1 > Jab 2 is more consistent |
Toon Link |
Jab 1 > Jab 2 is more consistent |
Wolf |
Jab 1 > Jab 2 is more consistent |
Villager |
USmash is more consistent |
Wii Fit Trainer |
Jab 1 > Jab 2 is more consistent |
Rosalina & Luma |
Luma has less endlag when using Dash Attack |
Little Mac |
Jab 1 has less endlag. Jab 1 > Jab 2 is more consistent |
Mii Brawler |
Jab 2 > Rapid Jab is more consistent |
Mii Gunner |
USmash is more consistent |
Pac-Man |
USmash is more consistent |
Shulk |
Jab 2 has more range |
Bowser Jr. |
Dash Attack sends at a different angle |
Duck Hunt |
UAir is more consistent |
Ryu |
Jab 1's special cancel window is larger |
Ken |
Jab 1's special cancel window is larger |
Cloud |
DSmash is more consistent |
Bayonetta |
Jab 1 has more active frames |
Inkling |
Jab 3's hitbox has been moved forward. Jab 2 > Jab 3 is more consistent |
King K. Rool |
K. Rool can grab the ledge earlier when using UAir |
Isabelle |
Opponents won't get caught by side-B if the hook isn't moving. Reeling back the hook catches opponentsThis reverts the changes made to this move in 3.0.0 |
Incineroar |
Jab 1's elbow hit sends at a different angle. Jab 1 > Jab 2 is more consistent |
Piranha Plant |
Jab 3 has more range |
Joker |
EigaonSide-B when Arsene is active is more consistent |