Shieldstun formula for non-projectile attacks: damage / 2.56 → (damage / 1.75) + 2. This significantly increases shieldstun, making attacks safer on shield, and also makes shields significantly easier to break.
Shieldstun formula for projectiles is now (damage / 3.5) + 2. This results in more shieldstun for projectiles dealing less than approximately 19% damage, and less shieldstun for projectiles with more damage. (Note, however, that projectiles with low hitlag are hurt by the hitlag change below.)
Powershield timing window: 4 frames → 3 frames. This makes powershielding more difficult, though the above change also makes it more rewarding.
Shieldstun now overlaps shield lock-in. As a result, a character who shields an attack dealing at least 10.5% damage will be able to drop shield immediately after shieldstun ends, even if they shielded just one frame too early for a powershield. Attempting to powershield an attack is therefore slightly safer than before compared to simply holding shield.
When a character is in shieldstun from a direct attack, the attacker cannot grab them.
Hitlag modifiers are now applied to shielding characters when they are hit. This means that attacks with increased hitlag (including electric attacks) are now safer on shield, while attacks with reduced hitlag (such as Marth's sourspots) are less safe (though the universal increase in shieldstun compensates for this).
All sword trails now behave accordingly in slow motion, making sword trails much longer than previously if time is slowed down. This also affects some victory animations.
Popular posts now appear more often on the Miiverse stage.
A new glitch exists where if Diddy Kong tries to shield jump, shield grab, or drops shield while blocking a multi-hitting attack, he becomes impossible to grab. Diddy only becomes grabbable again after losing a stock or shielding another attack.
Neutral aerial's first kick (clean) base knockback (20 → 0), knockback scaling (100 → 130/90), and angle (55/60/65 → 55/70/100) has been changed, now being able to combo into the second hit at low percentages more effectively while keeping its KO power intact.
The first kick (late) deals more damage: 7% → 8%.
The second kick (clean) deals more damage: 9% → 10%.
The second kick (late) deals more damage: 5% → 7%.
The second kick's knockback growth has been increased: 100 → 120.
The second kick's hitbox size has been increased: 4.3/5.7/6.2 → 4.5/5.7/7.4.
Uncharged Tempest (Neutral-2) deals more damage: 1% → 5%. Its hitboxes also last for 2 more frames and the move ends 4 frames faster.
Both the uncharged and fully charged's initial windboxes last 2 frames longer and are adjusted slightly backward; with the later ones lasting 3 frames longer and the move ends 4 and 2 frames sooner, respectively.
Furious Eruption's (Neutral-3) sweetspot size has been increased: 7.0u → 8.5u (uncharged), 8.0u → 10.0u (charged), 10u → 12.5u (fully charged). It has also been adjusted upward.
Its other hitboxes' durations have been adjusted: 12 frames → 15 (uncharged second), 16 frames → 19 (charged second), 16 frames → 19 frames (fully charged second).
The first hitboxes for both version lasts a slightly shorter duration: 12 frames → 10 frames (uncharged), 16 frames → 14 frames (fully charged).
The sourspot size of the fully charged version has been increased: 15u → 16u. It has also been adjusted upward.
Smash Counter's (Down-3) base knockback has been increased: 48 → 90.