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Character
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Changes
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Bowser |
- Up tilt's startup reduced by 1 frame, and has increased reach with larger hitboxes, now being able to hit opponents in front of Bowser. It also has 10 less frames of ending lag (from 51 → 41).
- Up tilt's damage was reduced by 1%.
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Captain Falcon |
- Non-angled and up-angled forward smash have minimally increased knockback scaling, now KOing about 1-2% sooner.
- Down-angled forward smash has minimally decreased knockback scaling, KOing about 1-2% later.
- Up Aerial's sweetspot and middle hitboxes deals 2% less damage, while its sourspot deals 1% less. Its reduced knockback additionally makes the move a less reliable KO option.
- The move's reduced knockback allows it to combo up to higher damages.
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Charizard |
- Charizard's jab transitions faster and can more reliably link all three hits. The final hit also has increased knockback scaling, and can now KO at very high damages around 175% before rage.
- Forward aerial has slightly larger hitboxes with increased reach. Its hitboxes also last for 1 more frame.
- The knockback scaling on its sweetspot was slightly decreased, now KOing about 1-2% later.
- Up throw has increased knockback scaling and now sends opponents at a slightly more vertical knockback trajectory. Its knockback is of comparable power to Mewtwo's up throw, KOing from the center of Final Destination around 125% before DI and rage.
- Down throw re-purposed into a combo throw more effective than Charizard's old up throw, with its knockback scaling drastically decreased, it now sending opponents at a vertical trajectory, and ending 8 frames faster.
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Diddy Kong |
- Neutral attack combo is faster; it transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the rapid-hitting portion 7 frames faster.
- The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.
- The overall damage for all hits has been reduced.
- Down tilt deals less damage: 6% → 5.5%.
- Up aerial's startup was increased by 1 frame (3 → 4 frames), and can no longer hit opponents below and horizontal to Diddy. Its knockback was additionally decreased (65 base/99 scaling → 64/89), weakening its KOing capabilities, and it auto-cancels 12 frames later (15 → 27 frames).
- All of Diddy's grabs have 3 more frames of ending lag.
- Up throw's damage has been reduced (8% → 5%), and its knockback was increased (30/50 base → 100/120 scaling), reducing its follow-up capabilities.
- Down throw's damage has been increased (6% → 7%), with increased knockback scaling (50 → 59) and a very slightly more diagonal knockback trajectory (105° → 106°), reducing its follow-up capabilities.
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Donkey Kong |
- Cargo forward throw deals 2% more damage (8% → 10%), and the increased knockback makes it a more viable KO option at very high damages.
- Cargo back throw deals 4% more damage (8% → 12%), and its significantly increased knockback allows it to KO at damages around 175%.
- Back throw's knockback trajectory is more vertical: (55° → 72°).
- Back throw's base knockback has been reduced: (80 → 70).
- Cargo up throw deals more damage: (7% → 10%).
- Cargo down throw deals more damage (6% → 7%) with its increased knockback scaling significantly increased (38 → 80).
- Donkey Kong additionally now hops when performing the throw.
- Back throw's base knockback has been reduced: (65 → 50).
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Duck Hunt |
- Neutral aerial's landing lag has been reduced: 22 → 17 frames.
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Falco |
- Neutral attack combo now locks opponents more reliably for all hits, which have slightly larger hitboxes.
- Up smash's second hitbox starts up 1 frame sooner, and lasts 2 frames longer.
- Neutral aerial has larger hitboxes, can now properly keep opponents in for all hits, and always produces knockback towards the direction Falco faces; significantly improving its follow-up capabilities.
- Forward aerial has faster startup (12 → 10 frames), and overall completes about 9 frames faster, giving it follow-up capabilities. It also deals 1% more damage if all aerial hits connect. It additionally has reduced landing lag.
- The landing hit deals 2% less damage: 5% → 3%.
- Up aerial's startup has been reduced (10 → 7 frames), and its hitboxes deal more vertical-based knockback, making it more combo-friendly. Its hitboxes are also slightly larger, and all hitboxes deal the same knockback now, removing its sourspot.
- However the attack deals less damage: 11% → 10%.
- Down aerial's sweetspot lasts 1 frame longer, and its sourspot's hitboxes are slightly larger.
- Also, its sweetspot no longer meteor smashes grounded opponents, now sending them at a slightly diagonal vertical trajectory. While this removes its follow-up potential at high damages, it can no longer be teched by grounded opponents.
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Greninja |
- Forward tilt's endlag has been reduced: 41 → 32 frames.
- The attack deals less damage: 6.5% → 7.3%.
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Ike |
- Neutral attack transitions faster, and the final swing has a larger hitbox that now properly follows the sword's trail, overall making Ike's jab more reliable at connecting all hits.
- Forward tilt's startup has been reduced (15 → 12 frames).
- All of its hitboxes have been replaced with a single hitbox that deals 12.5% damage, meaning the move no longer has a sweet\sourspots, making it more consistent damage and knockback-wise.
- The new hitbox deals 12.5% damage, 1.5% less than the move's old sweetspot hitboxes, but 0.5% more than its sourspot hitbox.
- Up tilt has improved vertical reach, and its hitboxes last 3 frames longer (19 → 22 frames).
- Dash attack is faster and stronger: the startup lag is 3 frames sooner (18 → 15 frames), all hitboxes deal 4% more damage, and its sweetspot is a bit larger and launches opponents at a slightly more horizontal trajectory. Its significantly increased knockback also now makes it capable of reliably KOing opponents under 150%.
- Neutral aerial's landing lag has been reduced: 16 → 13 frames.
- Forward aerial's startup lag is 2 frames faster (16 → 14 frames), and has 1 less frame of landing lag (19 → 18 frames). Additionally, it range has been improved, with its hitboxes now properly following the sword swing (notably it can now properly hit above and below Ike).
- Up aerial's landing lag has been reduced: 18 → 15 frames.
- Down aerial's landing lag has been reduced: 26 → 23 frames.
- Quick Draw and all its custom variants has reduced startup: 19 → 16 frames.
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Link |
- Down tilt improved; both its startup and endlag has been reduced (startup/endlag: 13/31 → 11/28 frames), and has an increased reach.
- It now deals less damage (12% → 11%), but the slight knockback decrease the damage reduction makes it slightly easier to follow-up on.
- Up smash more reliably link all its hits.
- All grabs have noticeably improved range and less ending lag: (standing/dash/pivot: 66/77/79 → 61/65/66 frames).
- Forward throw's ending lag has been reduced: 39 → 34 frames.
- The throw now launches opponents at a slightly more horizontal angle.
- Down throw's damage (7% → 6%) and kniockback scaling (90 → 85) has been reduced.
- It's knockback trajectory is more vertical, making the throw better at setting up combos along with the scaled down damage and knockback.
- The first three stages of Spin Attack have slightly increased knockback scaling (84/80/80 → 85/85/82). The second stage of Shocking Spin (Up-2) also has slightly increased knockback scaling (80 → 82).
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Lucario |
- Neutral attack's first two hits had their knockback altered to make the jab combo link more reliably.
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Lucas |
- Added as a playable character.
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Lucina |
- Neutral attack's both hits are faster and connect better; the first hit now produces vertical-based knockback, and the second hit deals increased knockback.
- The first hit now has follow-up potential outside of transiting to the second hit.
- Forward tilt's damage has been slightly increased: (9.97% → 10.92%).
- Up tilt's hitboxes now deal vertical knockback, with improved base knockback (50/40 → 65/52), making it a better KO move. Also, it's ending lag has been reduced (42 → 39 frames).
- Neutral aerial's landing lag has been reduced: (15 → 12 frames).
- Dolphin Slash has slightly improved knockback scaling: (68 → 74 frames).
- Dolphin Slash and Crescent Slash (Up-2) deals slightly more hitlag: (0.5 → 0.7).
- Lucina's Counter quotes now play when her Counter is activated.
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Marth |
- Neutral attack's both hits are faster and connect better; the first hit now produces vertical-based knockback, and the second hit deals increased knockback.
- The first hit also now has follow-up potential outside of transiting to the second hit.
- Both hits of jab deal 1% less damage and can no longer Jab Lock.
- Up tilt's hitboxes now deal vertical knockback, with improved base knockback (50/40 → 65/52), making it a better KO move.
- It's ending lag has been reduced: (42 → 39 frames).
- Neutral aerial's landing lag has been reduced: (15 → 12 frames).
- Dolphin Slash has slightly improved knockback scaling: (68 → 74 frames).
- Dolphin Slash and Crescent Slash (Up-2) deals slightly more hitlag: (0.5 → 0.7).
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Meta Knight |
- Jab improved; the rapid hits of the jab keeps opponents locked in better while dealing 0.2% more damage each (1% → 1.2%), while the final hit has a significantly larger hitbox with improved reach.
- Jab now has 12 less frames of ending lag.
- Forward tilt improved; each hit can be interrupted sooner (33/35/38 → 25/27/31), and the final hit deals more damage (3% → 4%) and uses a Sakurai angle trajectory instead of a diagonal trajectory.
- Neutral aerial has reduced landing lag.
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Mewtwo |
- Up smash's initial hitbox is significantly smaller, making the move more difficult to land, especially against grounded opponents.
- Neutral aerial's landing lag has been reduced: 19 → 16 frames.
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Mii Brawler |
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Mii Gunner |
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Mii Swordfighter |
- Jab improved; the first hit has faster startup (7 → 5), transitions onto the other hits faster (10/10 → 9/9), and all his link into each other more reliably. It additionally has less ending lag.
- Dash attack's hitboxes are larger.
- Forward tilt, down smash, neutral aerial, and forward aerial have less ending lag.
- Forward aerial's hitboxes are larger.
- Back aerial deals more damage (12% → 14%) along with having increased knockback, making it a more reliable KO move.
- Airborne Assault launches at a lower trajectory.
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Mr. Game & Watch |
- Down tilt's knockback has been increased: (sweetspot 10/120 → 40/125), (sourspot 60/100 → 70/120).
- The hitbox on the sourspot is slightly larger.
- Back aerial's landing lag has been reduced: (24 → 19 frames).
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Ness |
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Olimar |
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Palutena |
- Up tilt's looping hits deals more damage (1% → 1.2%), and keeps opponents locked in more effectively.
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Peach |
- Both hits of jab have slightly larger hitboxes.
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Robin |
- Automatic pushback from jab’s rapid hit now pushes Robin off the edges and platforms.
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Rosalina & Luma |
- Luma’s HP has been increased: (47 HP → 50 HP).
- The final hit of Rosalina’s jab has reduced knockback scaling (170 → 150), reducing its KO potential.
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Roy |
- Added as a playable character.
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Ryu |
- Added as a playable character.
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Samus |
- Up smash links more reliably and the final hit’s knockback growth has been increased (135 → 150), KOing about 15% sooner.
- All of its hitboxes sizes has been increased by 0.5.
- Standing and pivot grab’s ending lag has been reduced (79/92 → 75/88).
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Sonic |
- Up smash’s final hit has reduced knockback scaling (177 → 165), KOing about 10-15% later.
- Down aerial’s endlag has been reduced, now allowing Sonic to act out before SDing when used at stage height off-stage.
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Toon Link |
- Jab improved; the second hit keeps opponents locked in for the final hit with its knockback being modified (16/37 → 25/34), and the final hit’s hitbox is slightly larger.
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Villager |
- All grabs have reduced ending lag. (standing/dash/pivot: 57/71/65 → 55/69/64).
- Forward throw’s base knockback has been increased: 100 → 102.
- Back throw’s base knockback has been increased: 15 → 18.
- Down throw deals more damage: 4.5% → 6%.
- Consecutive uses of Balloon Trip now results in less distance.
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Wario |
- Neutral attack's hits connect more reliably, and the second hit has slightly larger hitboxes.
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Zelda |
- Up smash connects all hits better. Its final hit additionally has improved knockback scaling (190 → 214), KOing about 15-20% sooner.
- Its multi hits deals less weight-based knockback (60 → 40).
- Neutral aerial's sweetspot and sourspot hitboxes has been switched.
- Neutral, up, and down aerial's landing lag has been reduced: 22/22/21 → 19/19/18.
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