Character Specific Physics Alterations: Every character has had its Short Hop height, Full Hop height, Double Jump height, Fast Fall speed, Downwards Gravity, and Full Gravity optimized to best fit their playstyles.
Momentum Capture: This code allows your character to keep his or her momentum from a run whenever they jump. Basically running jumps should actually make your character jump farther. This is most noticeable with Captain Falcon.
Hitbox Modifications: Many characters hitbox properties have been examined and altered. Properties such as the Damage, Base Knockback, Knockback Growth, Attack Type (i.e. electric, fire), Launch Angle, Sound Effects, and Size have been altered to optimize and balance gameplay.
Frame Speed Animation Modifications: The speed in which certain animations occur were also altered to optimize gameplay and balance characters. Examples of these adjustments range from Aerial Landing Lag for most characters has been cut by 50% to making Metaknight’s Tornado come out slower.
Conditional Action Modifier: Certain actions have been replaced under certain circumstances. For example, Lucario’s upB does not go into special fall.
Click on your character to see their specific changes. Brawl+ 5.0 RC1 changelist made by goodoldganon.
Mario
* FLUDD
o Base Knockback increased to 5 (up from 0)
o Knockback Growth decreased to 70 (down from 100)
o Angle changed to 50 degrees (from 55)
* Down Air
o Hitbox 2 – Base Knockback decreased to 60 (down from 80)
-SDI Capacity Multiplier: 1.50x->1.00x
* Forward Air
-Hitbox windows changed from 1 (Doc Hit), 3 (Meteor Hit), 2 (Flub Hit) to 2, 2, 2 – (Replaces frame speed changes)
-Flub to 90 growth
-Doc hit to 110 Growth
-Uair 29 base from 9; 60 growth from 100
-Bair
-hitbox 1 (20 base from 10, 10 dmg from 12, 45 growth from 95, 0 angle from 15 angle)
-hitbox 2 (17 base from 7 and 40 growth from 90, 15 angle) Was 7 damage, 28 base, and 130 growth; Now 8 damage, 40 base, and 100 growth
-Backthrow 35 angle from 45
D-Tilt:
-IASA: 35->25
-Inside 7 dmg hitbox changed to have priority over outer 5 dmg hitbox
N-Air:
-Hits on frame 4 from 3 [0.500x Frame 2; 1.000x Frame 3]
-Damage of strong hit reduced to 12 from 14; KBG compensated for original KB. New:[1x Size; 14->12 Dmg; 100->117 KBG; 20 BKB; 90?]; Old:[1x Size; 14 Dmg; 100->95 KBG; 20 BKB; 90?]
Up-B (Ground):
-Hitlag Multiplier: 1.00x->1.50x
-Jab1 KBG to 87 from 100
-Shorykun (aerial) KBG to 68 from 72
-Shorykun (grounded) has 1 more frame of startup
Wario
F-Smash:
-Dmg to 17 from 19, KBG compensated to 86 from 77
-Super Armor replaced with Heavy Armor that will not flinch when struck by hitboxes doing up to a maximum of 12% of damage
U-Smash (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.80x
U-Air:
-Damage to 15 from 17, KBG to 90 from 80 (compensating KB, no overall change)
D-Air (Linking Hits):
-SDI Capacity Multiplier: 1.00x->0.90x
-Damage to 14 from 16
Grab Pummel:
-Now uses coins!
Up-B (Final Hit):
-Hitlag Multiplier: 0.50x->0.80x
Down-B (Full Charge; Strong Hit):
-Hitlag Multiplier: 1.00x->1.50x
Peach
* Down Air
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG]
* Forward Air
o Base Knockback decreased to 35 (down from 60)
o Knockback Growth increased to 90 (up from 68)
-Knockback now able to reverse hit if positioned with them behind you
-Hitlag Multiplier: 1.00x->1.60x
* Down Smash
o Base Knockback increased to 50 (up from 38)
o Damage increased to 7% (up from 5%)
-Peach Bomber 21 BKB, 73 KBG (slight readjustment)
Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50
F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of …Club->Pan->Racket->Club->Pan->Racket…
-Pan +5 KBG (73 from 68)
-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB]
-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB]
-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot)
N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG]
B-Air:
-Can now be IASA frame 50 (down from 56)
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG]
F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40]
D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG]
Neutral B:
-Spores fired no longer clash with other hitboxes
Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed
-Landing with umbrella up and open at 2x speed.
Bowser
* Forward Air
o All Hits – Damage increased by 3%
* Forward Tilt
o All Hits – Damage increased by 2%
-Global speed up reworked to avoid interfering with hitbox window. New:[1.200x Frame 4; 1.000x Frame 10; 1.350x Frame 14] Old:[1.200x Frame 1]
* Up B
o Hitbox 1 – Knockback Growth increased to 90 (up from 80)
o Hitbox 2 – Base Knockback increased to 100 (up from 80)
o Hitbox 3 – Base Knockback increased to 70 (up from 50)
o Landing Lag decreased by 50%
Neutral-B:
-Landing during the startup of the move in the air will skip directly to the flames animation on the ground (Flame Canceling)
-Angle reverted to default 55? from previous 75?
-Hitlag Multiplier: 0.50x->0.75x (1 dmg); 0.50x->0.70x (2 dmg)
-SDI Capacity Multiplier: 1.25x->1.50x
* Forward Smash
o Final Hitbox – Now has a fire effect
• hb1 (weak hit): (35 base from 30, 0 growth from 130)
• hb2 headbutt (50 base from 25, 90 growth from 81, slash type)
• hb3 tipped headbutt (40 base from 22, 85 growth from 81, slash type, 80 angle from 60)
F-Smash (Sweetspot):
-Shield damage of 1st hit and untipped hitboxes increased by 5 and 12 (50%); Tipped hitbox increased by 14 (65%)
-Hitlag Multiplier: 1.20x->1.50x
* Down B
o Hitbox 3 – Base Knockback increased to 60 (up from 45)
+ Knockback Growth increased to 90 (up from 75)
o Hitbox 4 – Damage increased to 14% (up from 11%)
+ Knockback Growth increased to 80 (up from 72)
-Special offensive flags changed from 204FFFC0->004FFFC0
* Up Tilt
o Now 1.5x faster on Frame 13
-Removed non-working hitbox shift. Added hitbox in front at beginning of hit window instead
-Forward & Back throws KBG 65 growth from 50; 30 angle from 45; 12 damage from 10
-Nair
-hb1 (30 base from 20, 60 growth from 80, 30 angle from special20, slash type, 1.25x size)
-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 1.25x size)
-Utilt shifted 1000 units positive x offset
-Crawl and crouch have a weak superarmor against weak attacks and projectiles
-Upthrow 30 BKB from 0, 50 KBG from 100
-Nair
-hb1 (30 base from 20, 60 growth from 80, 10 angle from 20, slash type, 2x size)
-hb2: (40 base and growth from 20 base and 80 growth, 80 angle from 20, slash type, 2x size)
[Hit: 8-13 -> 5-9 (Strong); 14-23 -> 10-28 (Weak)]
-Comes out on frame 5 from 8. [1.750x Frame 1; 1.000x Frame 8]
-Weak Hit: BKB increased to 45 from 40. New:[1.25x Size; 9 Dmg; 80->40 KBG; 20->45 BKB; (40)?->80?]; Old:[1.25x Size; 9 Dmg; 80->40 KBG; 20->40 BKB; (40)?->80?]
D-Air (Linking Hits):
-Shield damage of each hit increased by 2 (total increased by 18 shield dmg)
-SDI Capacity Multiplier: 1.00x->0.80x
-Forward & Back throws KBG 65 growth from 50; 25 angle from 45; 12 damage from 10
-Downthrow 16 dmg from 12
-Upthrow 60 BKB from 0, 35 KBG from 100
Donkey Kong
* Neutral B
o No longer goes into special fall
Neutral-B (Full charged; Sweetspot):
-Hitlag Multiplier: 1.00x->1.40x
Diddy Kong
Rapid Jabs:
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
-SDI Capacity Multiplier: 2.00x->1.20x
Up-B:
-Diddy recovers from being hit out of Up-B at 1.5x speed
Yoshi
* Down Smash
o Strong Hitbox – Knockback Growth increased to 80 (up from 63)
o Weak Hitbox – Knockback Growth increased to 70 (up from 53)
o Angle changed to 23 (from 30)
* Side B
o No longer goes into special fall
* Shield Exit
o Animation Speed increased to 2.0x
-Backthrow BKB to 65 from 55
-Upsmash KBG to 93 from 83
-Downtilt Dtilt tail tip 8 dmg from 5, 15 angle from special 20, 1.25x size
-Down B 85 growth from 70 on falling hitbox
-Dair has 40% ALR
-SideB now refreshes Yoshi’s double jump (credit goes to BB)
-Uthrow now deals 12 dmg from 5, BKB to 70 from 65, KBG 20 from 43
2nd Jump:
-By releasing the jump button and then pressing A, Yoshi’s vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
* Up B
o First Hitbox – Damage of strong up-b ground hit raised by 4 (12->16 hitboxes A-B; 9->13 hitbox C). KBG scaled to match previous knockback (72->54 hitboxes A-B; 72->50 hitbox C)
o Semi Spike – Angle changed to 16 (from 269) for 2nd, 3rd and 4th Hitbox
-Speedup adjusted to avoid interfering with hitbox window. New:[1.500x Frame 1; 1.000x Frame 11]; Old:[1.500x Frame 1; 1.000x Frame 12]
Up-B (Air):
-Hits 1-4 replaced with refreshing Special Offensive Collisions using a 7 frame refresh rate. Hits a maximum of 5 times at 2 dmg for 10 dmg total
-SDI Capacity Multiplier: 1.00x->0.80x (Linking Hits)
-Final Hit: DMG to 7 from 4, Hitlag to 1.25x from 1 [4->7 Dmg; 160 KBG; 30 BKB; (40)?]
-Sword hitboxes on final hit increased in size to 8/7 from 7/6
* Up Tilt
-Full move frame speed change replaced with equivalent IASA adjustment of 36->33 to avoid interfering with hitbox window
* Down Tilt
-Dtilt spike moved to tip instead of hilt.
* Forward Smash
o Angle changed to 25 (from 361)
* Boomerang
o Hitbox 1 – Damage increased to 10% (up from 7%)
o Hitbox 2 – Damage increased to 8% (up from 5%)
o Hitbox 1 and 2 – Knockback Growth decreased to 30 (down from 40)
* Forward Air
o Hitbox 1 – Base Knockback increased to 40 (up from 5)
+ Knockback Growth decreased to 5 (down from 100)
* Back Air
o Hitbox 1 and 2 – Base Knockback increased to 35 (up from 0)
+ Knockback Growth decreased to 0 (down from 100)
+ Angle changed to 72
o Hitbox 3 – Base Knockback decreased to 50 (down from 70)
+ Knockback Growth decreased to 60 (down from 70)
* Up Air
o Strong Hit – Base Knockback increased to 25 (up from 18)
* Z-Air
o Hitbox 2 – Angle changed to 80 (from 45)
* Dash Attack
o All Hits – Base Knockback increased to 40 (up from 30)
+ Knockback Growth decreased to 60 (down from 80)
o Hitbox 2 (mid) – Angle changed to 100 (from 80)
o Hitbox 3 (run through) – Angle changed to 90 (from 70)
o Hitbox 4 (run through) – Angle changed to 80 (from 60)
o Wind-down Speed increased by 1.25x
-Priority of hitboxes changed from 10>12>11>11 to 12>11>11>10. 12 dmg hit should now go through again when both the 10 and 12 dmg hitboxes connect
* Up Smash
o Hitboxes 5 to 8 – Base Knockback increased to 75 (up from 70)
+ Knockback Growth increased to 95 (up from 80)
* Standing Grab
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.500x Frame 19] Old:[1.500x Frame 17]
Grab (Dash):
-Frame speed change pushed back 2 frames to not interfere with grab window. New:[1.800x Frame 21] Old:[1.800x Frame 19]
Grab (Turn):
-Frame speed change pushed back 4 frames to not interfere with grab window. New:[1.900x Frame 21] Old:[1.900x Frame 17]
-Downthrow 100 angle from 110, BKB 50 from 60
Jab1:
-SDI multiplier to .8x from 1x
Jab2:
-RA-Bit[17] Set True at 16 frames (From 18)
-Allow Interrupt at 17 frames (From 20)
Neutral-B:
-1.333x Animation Speed Starting Frame 0 (subaction 1CE)
-KBG to 60 from 50, BKB to 25 from 7
Zelda
* Up B
o Reappearance now winds-down 1.5x faster (down from 2.0x)
o Landing Lag Animation Speed is now 1.5x faster
* Side B
o No longer goes into special fall
* Forward Tilt
o Now 1.2x faster
-Bthrow 117 KBG from 60, 30 BKB from 80, angle 35 from 45
-Zelda Uthrow 61 KBG from 50
-Jab hitbox 1 40% larger, 110 KBG from 100, 180 angle from “special 20″
-Jab hitbox 2 30% larger, +1 damage, 20 BKB from 10, 120 KGB down from 160
U-Smash:
-Linking Hits: Side hitboxes no longer use tripping/tumbling KBs and angles [1x60->0 KBG-B; 0->65 BKB; Angle 200->179]
-Final Hit: Hitbox 0 (top) angle changed to 87 from 90, and increased KBG from 171 to 173 to compensate KO power
-Hitlag Multiplier: 0.50x->0.75x (1st/2nd Loop)
-SDI Capacity Multiplier: 0.10x->0.30x (1st Loop); 0.10x->0.40x (2nd Loop)
D-Air (Flub):
-Foot hitbox reduced to 50 KBG from 70
Neutral-B:
-Angle changed from 10 to 175 on front hitboxes to send inward like rear hitboxes (Linking Hits)
-Angle changed from 10 to 5 on rear hitboxes (Linking Hits)
-Linking hits now all use 24 BKB instead of 12 BKB, 40 KBG
-Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
-Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag (All Hits)
-Hitlag Multiplier: 1.00x->0.75x (1 Damage Linking Hitboxes)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
Down-B:
-Zelda’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Sheik has instant IASA. Removes random loading times as a factor in punishability
Sheik
* Forward Air
o Knockback Growth Change decreased to 120 (down from 135)
o 5 Frames of lag has been removed
* Forward Tilt
o Base Knockback increased to 64 (up from 63)
o Angle changed to 70 (from 90)
-Filt final value: 51 BKB, 61 KBG
-Hitlag Multiplier: 0.50x->0.75x
-SDI Capacity Multiplier: 0.50x->0.80x
Down-B:
-Sheik’s initial transform animation at 0.45x speed (requires a larger opening to successfully transform), but appearance of Zelda has instant IASA. Removes random loading times as a factor in punishability
Ganondorf
* Down B
o Base Knockback set to 85
o Knockback Growth set to 80
* Aerial Down B
o First Hitbox (Spike) – Base Knockback set to 50
+ Knockback Growth set to 100
o Second Hitbox (Meteor) – Base Knockback set to 20
+ Knockback Growth set to 65
o Now gives your second jump back
-Aerial endlag of grounded version now 150% faster from 185%
-Aerial endlag of aeiral version now 150% faster from 185%
-Grounded endlag (Quake) of aerial verions now 150% faster from 185%
* Side B (‘Murder Choke’)
o Animation speed on Throw decreased to 2.0x
-Initial Grab Box size: 5.00x->12.00x
* Up B
o First Hitbox – Base Knockback increased to 50 (up from 31)
+ Angle changed to 45 (from 65)
* Neutral A
o Animation Speed changed – Frame 0: 3.5x
o Frame 20: 0.5x
o Frame 28: 3.0x
* Forward Air
o Animation Speed changed on Frame 15 (Sweetspot Frame) changed to 0.25x until Frame 16
o Landing Lag reduced to 40% (down from 50%)
-SideB is now techable
Jab
-Frame speeds repolished. IASA on 23, animation redone to be more organic
-Angle changed to 40 from special 40
-All flags set to 39030203 from 39030283 and 39030280. All hitboxes electric element and uses a different sound effect
-9 damage hitbox reduced to 7. KBG compensated 105->135
-Outer hitbox shifted inward one unit to 17 from 18
-Hitlag Multiplier: 1.00x->1.30x (9 dmg hitbox); 1.00x->1.20x (7 dmg hitbox)
IASA frame for Bair changed to 28 from 35 to enable SH-Bair-DJ within 4 frame window
IASA frame for Uair changed to 27 from 33 to enable SH-Uair-DJ within 5 frame window
Grab Collision Box 1 size increased to 8.8 from 4.8 to match the animation
AC frame on Dair changed to 30 from 31
-Downthrow KBG to 60 from 50, 100 angle from 65
-Upthrow KBG to 55 from 105
D-Throw:
-Angle to 105 from 65, KBG 60 from previous 40. New:[7 Dmg; 70 BKB; 50->60 KBG; 65?->105?] Old:[7 Dmg; 70 BKB; 50->40 KBG; 65?]
Up-B (Grab):
-Holding Hits: Damage increased to 2 from 1
-Final Hit: Damage increased to 9 from 7; KBG lowered to 63 from 82; BKB increased to 75 from 40 [7->9 Dmg; 82->63 KBG; 40->75 BKB; (40)?]
Toon Link
* Forward Smash
o First Hit – Base Knockback increased to 32 (up from 0)
+ Knockback Growth decreased to 60 (down from 86)
+ Angle changed to 35
-All Offensive Collision events changed to Special Offensive Collision events with reversible-KB disabled (to complete connectibility fix)
F-Smash 2:
-SDI Capacity Multiplier: 0.00x->1.00x
-Nair Launch Angle 50¼ from special 20 original
-Dtilt Launch Angle 85¼ from special 20 original. BKB to 59 from 20. KBG to 40 from 88.
Jab 1-2:
-SDI Capacity Multiplier: 1.50x->1.20x
* Forward Smash
o Base Knockback increased to 56 (up from 20)
o Knockback Growth decreased to 90 (down from 100)
* Neutral Air
o First Hit – Base Knockback increased to 22 (up from 10)
+ Knockback Growth increased to 190 (up from 80)
-Initial 9 damage hitboxes increased to 12 damage
* Neutral B
o Base Knockback increased to 32 (up from 31)
o Knockback Growth increased to 70 (up from 56)
-Hitlag Multiplier: 1.00x->1.40x
* Side B (Super Missiles)
o Damage increased to 12% (up from 10%)
o Knockback Growth ingreased to 82 (up from 65)
o Angle changed to 40 (from 55)
o Animation Speed after Frame 25 increased to 2.0x
* Side B (Homing Missiles)
o Animation Speed after Frame 20 increased to 2.0x
* Standing Grab
o Wind-down Speed increased to 1.6x
-Pummel bug fixed
-First hit jab connects better
hb1: BKB to 20 from 5, 100 degrees from special 20
hb2: KBG to 80 from 100, BKB to 20 from 5
U-Smash (Reworked): [IASA: 58->48]
-The hitboxes of Hits 1-4 now do a much better job of properly leading into each other and towards the final hit
-Outer portion of explosions converted to use lower angles with an additional overlapping cannon hitbox, and shoulder hitbox using higher angles
-Changed to non-reversible KB Special Offensive Collisions
-Total damage of all hits reduced to 18 from 23
-Hit 1: Old:[1.5x Size; 4 Dmg; 50->0 KBG; 50->60 BKB; 130?->100?]
-Hitbox A (Shoulder): [2x Size; 4->3 Dmg; 50->0 KBG; 50->75 BKB; 130?->115?]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50 BKB; 130?->125?]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 50->55 BKB; 130?->140?]
-Hit 2: Old:[1x Size; 4 Dmg; 50->0 KBG; 35->60 BKB; 120?->100?]
-Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120?->125?]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->50 BKB; 120?->150?]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 35->55 BKB; 120?->200?]
-Hit 3: Old:[1x Size; 4 Dmg; 50->0 KBG; 25->60 BKB; 90?->120?]
-Hitbox A (Shoulder): [1.7x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90?->125?]
-Hitbox B (Inner Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->50 BKB; 90?->190?]
-Hitbox C (Outer Cannon): [1.2x Size; 4->3 Dmg; 50->0 KBG; 25->55 BKB; 90?->210?]
-Hit 4: Old:[1x Size; 5 Dmg; 50->0 KBG; 30->63 BKB; 85?->140?]
-Hitbox A (Shoulder): [1.7x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85?->115?]
-Hitbox B (Inner Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->50 BKB; 85?->200?]
-Hitbox C (Outer Cannon): [1.2x Size; 5->4 Dmg; 50->0 KBG; 30->55 BKB; 85?->220?]
-Final Hit: Old:[1x Size; 6 Dmg; 120->100 KBG; 50->40 BKB; 80?->38?]
-Hitbox A (Shoulder): [2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80?]
-Hitbox B (Cannon): [1.2x Size; 6->5 Dmg; 120->135 KBG; 50->60 BKB; 80?]
-SDI Capacity Multiplier: 1.20x->0.70x (Hits 1-4)
* Forward Smash
o Damage and Base Knockback on All Electric Hits has been increased by 2
o Last Hitbox (Backwards Hit) – Damage increased to 8% (up from 6%)
+ Base Knockback increased to 128 (up from 65)
+ Knockback Growth decreased to 16 (down from 100)
+ Angle changed to 106, Hits forward Overhead
* Side B
o Whip is 13% Damage, +5 Base Knockback and +5 Knockback Growth (to offset the kb changes caused by lower damage)
* Forward Air
o First Hit – Knockback Growth decreased to 0
U-Smash (Linking Hits, 1 dmg):
-Reworked to less easily fall out of move while moving. Rear part of linking hitboxes have stronger pull to the front
-Hitlag Multiplier: 0.50x->0.95x
-SDI Capacity Multiplier: 1.00x->0.80x
U-Air:
-Angle changed to 70 from 80 on 10 dmg hitboxes
D-Air:
-2.000x speed for duration of hitboxes (frames 14-49)
-Changed the final 5 frames (at new speed) of hitboxes to be flub hits and removed autocancel window
-Angle changed to 70 from 60 (Landing Hit)
-Hitlag Multiplier: 0.30x->0.60x (Landing Hit)
-SDI Capacity Multiplier: 0.00x->1.00x (Landing Hit)
D-Tilt (Reworked):
-Non-Meteor Hit: Inner 2 hitboxes. Takes priority over the meteor hitboxes if both types connect.
-Meteor Hit: Outer 2 hitboxes. Space it so the outer half of the attack is what hits them to get the meteor hit. [50->40 KBG; 80->64 BKB]
* Side B
o Popo’s Solo Squall – Trajectory increased to 60 (up from 30)
o Nana’s Squall – Base Knockback increased to 40 (up from 20)
+ Knockback Growth decreased to 80 (down from 130)
+ Trajectory increased to 240 (up from 30)
* Down B
o Knockback Growth fo all Hitboxes changed to 60 (from 180, 130 and 30)
o Trajectory increased to 225 (up from 70 and 20)
* Neutral B
o Damage increased to 5% (up from 3%)
* Popo’s Neutral Air
o Base Knockback increased to 90 (up from 20)
o Knockback Growth decreased to 90 (down from 100)
o Second Hitbox (?) – Base Knockback increased to 60 (up from 40)
* Nana’s Neutral Air
o Base Knockback increased to 40 (up from 20)
o Knockback Growth decreased to 70 (down from 128)
o Trajectory increased to 320 (up from 20)
* Popo’s Up Air
o Sweetspot – Knockback Growth increased to 145 (up from 120)
* Nana’s Up Air
o Nana’s Sourspot – Knockback Growth decreased to 50 (down from 142)
o Trajectory decreased to 35 (down from 70)
* Popo’s Forward Air
o Base Knockback increased to 58 (up from 40)
* Nana’s Forward Air
o Sourspot – Base Knockback decreased to 8 (down from 40)
+ Knockback Growth decreased to 15 (down from 100)
+ Trajectory increased to 270 (up from 40)
o Sweetspot – Base Knockback decreased to 10 (down from 20)
+ Knockback Growth increased to 30 (up from 10)
* Popo’s Down Smash
o Hitbox 1 to 4 – Knockback Growth increased to 120 (up from 105, 105, 102 and 102)
+ Trajectory decreased to 45 (down from 60, 83, 60 and 83)
* Nana’s Down Smash
o Hitbox 1 to 3 – Trajectory decreased to 10 (down from 60, 83 and 60)
* Popo’s Dash Attack
o Base Knockback decreased to 60 (down from 90)
o Knockback Growth decreased to 40 (down from 60)
* Nana’s Dash Attack
o Base Knockback decreased to 60 (down from 90)
* Grab Attack
o Now has an ice effect (no gameplay effect)
-Alternating throw infinites removed
-DownB KBG to 64 from 80, Angle to 144 from 30 (previous set used angle 240, KBG 80)
D-Smash:
-Adjusted to function more as a reset/GTFO move than a combo setup [1x Size; 5->2 Dmg; 105->80 KBG; 90->120 BKB; 70?->60?]
-SDI Capacity Multiplier: 1.00x->0.90x (Linking Hits)
Kirby
-Fsmash
o hitbox 1 KBG to 89 from 98, hitbox 2 KBG to 87 from 96, hitbox 3 KBG to 85 from 94
* Neutral Air
o Base Knockback increased to 60 (up from 10)
* Up Tilt
o Base Knockback increased to 55 (up from 40)
Neutral-B (Zelda):
-Angle changed from 10 to 170 on front hitboxes to send inward like rear hitboxes (Linking Hits)
-Flags changed from xxx1xxxx->xxx3xxxx (hitboxes A-D)
-Special offensive flags changed from 200FFFC3->000FFFC3 to fix non-existent hitlag
-SDI Capacity Multiplier: 1.00x->0.80x
* Neutral B
o Now comes out at 0.75x Speed (Hits on Frame 16 instead of Frame 12)
o Landing Lag increased by 1.5x
o No longer can change height due to Gravity Changes
-Special offensive flags changed from 204FFFC3->004FFFC3 to fix non-existent hitlag
-SDI Capacity Multiplier: 1.00x->0.70x
* Down Smash
o Both Hitboxes – Base Knockback decreased to 30 (down from 40)
+ Knockback Growth decreased to 80 (down from 93)
* Forward Air
o Outer Hitbox on 1st and 2nd Swipe now does nothing
-Downthrow
- Angle changed to 120? from previous setting of 40?. New:[1 Dmg; 110 KBG; 60->80 BKB; 50?->120?] Old:[1 Dmg; 60->80 BKB; 110 KBG; 50?->40?]
Meta Knight: All of MK’s sword attacks now have 1.40x hitlag
Glide Attack:
-Hitlag Multiplier: 1.70x->2.00x
F-Throw:
-BKB raised to 70 from 50, KBG 125 from 140 [3 Dmg; 140->125 KBG; 50->70 BKB; 65?]
King Dedede
* Down B
o Uncharged – Base Knockback increased to 40 (up from 20)
o Fully charged – Hitbox 1 – Base Knockback increased to 50 (up from 30)
* Down Air
o Knockback Growth removed to allow for combos
o Wind-down Animation Speed increased to 2.0x
* Up Air
o Knockback Growth increased
* Neutral A
o Now 1.25x times faster
o Second Jab – Base Knockback increased to 55 (up from 20)
+ Knockback Growth decreased to 0 (down frum 50)
+ Angle changed to 90 (from 85)
-Uair links better
-SDI Capacity Multiplier: 1.00x->0.80x
-Special fall landing lag (cancelled upB) sped up 125%
-Uthrow KBG to 35 from 72
-DThrow BKB to 50 from 0, KBG to 40 from 100, angle 40 from 20
F-Tilt:
-6 dmg hit does 9 additional damage to shields, and 4 dmg hit an additional 6
F-Smash (Sourspot):
-Trips; 10x Size (this hitbox can only hit characters that are touching the ground)
F-Throw:
-Angle lowered to 35? from 45?; BKB increased to 80 from 70 [6 Dmg; 80 KBG; 70->80 BKB; 45?->35?]
Olimar
* Up B
o Purple Pikmin – Knockback Growth increased to 100 (up from 88)
o White Pikmin – Damage increased to 10% (up from 6%)
+ Knockback Growth decreased to 54 (down from 90)
o Yellow Pikmin – Knockback Growth increased to 100 (up from 90)
+ Angle changed to 80 (from 70)
o Red Pikmin – Base Knockback increased to 80 (up from 60)
+ Angle changed to 45 (from 20)
* Dash Attack
o Animation Speed up by 2.0x
Fox
* Neutral Air
o Hitbox 1 – Base Knockback increased to 20 (up from 10)
+ Angle changed to 50 (from 20)
o Hitbox 2 – Base Knockback increased to 10 (up from 0)
+ Angle changed to 50 (from 20)
* Down Air
o Damage reduced to 2% (down from 3%)
* Up Tilt
o Hitbox 1 – Damage reduced to 7% (down from 10%)
+ Base Knockback increased to 47 (up from 22)
+ Knockback Growth increased to 135 (up from 110)
+ Angle changed to 84 (from 110)
o Hitbox 2 – Damage reduced to 7% (down from 8%)
+ Base Knockback increased to 47 (up from 18)
+ Knockback Growth increased to 135 (up from 110)
o Hitbox 3 – Damage reduced to 7% (down from 8%)
+ Base Knockback increased to 47 (up from 18)
+ Knockback Growth increased to 137 (up from 110)
-Dair: 2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33 (disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)
-Down-B:
Shine is now able to be interrupted with a jump, DMG dropped to 3 from 5, BKB dropped to 49 from 60, KBG to 0 from 30, Angle to 5 from 10, (shine JC upsmash and shine JC fair are true combos, dair on certain chars)
-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2]
* Neutral A
o Fixed Jab where it afforded nur Hitstun
o Base Knockback increased to 20 (up from 10)
o All Hitboxes – Angle changed to 80 (from 35, 80 and 20)
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
F-Air (Hitbox A):
-Hitlag Multiplier: 0.70x->0.90x
F-Air (Hitbox B):
-SDI Capacity Multiplier: 0.00x->0.80x
Neutral-B:
-Can now only perform 1 laser in the air in a SH
-Can now fastfall during the laser animation after the peak of a jump has been reached
Up-B (Linking Hits):
-SDI Capacity Multiplier: 1.50x->0.80x
Wolf
* Down Air
o Sweetspot – Base Knockback increased to 32 (up from 6)
o Animation Speed increased to 1.4x after Frame 20
-SideB
- All electric hitboxes now behave like falcons knee at 77.85% power and 15 damage
* Forward Air
o Knockback Growth increased to 110 (up from 95)
o Angle changed to 105 (from 75)
+ Base Knockback increased to 40 (up from 10)
o Hitbox 3 – Damage increased to 2% (up from 1%)
+ Base Knockback increased to 40 (up from 0)
o Hitbox 4 – Base Knockback increased to 40 (up from 0)
+ Knockback Growth increased to 100 (up from 0)
-upB kick ID (118), sped up 100x after frame 20 (allows you to DI after the upB)
-Dair Frame 20 140% faster winddown; BKB to 42 from 6, KBG to 84 from 90
-UpB travel hitboxes designed to link together better
N-Air:
-Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
-Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
-Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
-Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
-Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]
U-Air:
-New hitbox added near Wolf’s back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]
Up-B (1 dmg Hits):
-Reworked to keep them from falling out of move as often
-Replaced all hitboxes with 3 hitboxes similar to Hitbox B with 16D angle and at 1.333x size
-Front Hitbox: 0 KBG; 64 BKB; 16D Angle
-Middle Hitbox: 0 KBG; 140 BKB; 16D Angle
-Rear Hitbox: 0 KBG; 160 BKB; 16D Angle
-Hitlag Multiplier: 0.50x->0.75x
-SDI Capacity Multiplier: 0.00x->0.60x
Down-B:
-Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
-Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.
Captain Falcon
* Down Air
– Both hits reduced to 83 KBG from 86, and BKB increased to 45 from 32
* Forward Air
o Reverse Sweetspot (Knee) – At equivalent forward Power, 60% Hitbox Size
* Side B
o Base Nockback changed to 86
o Knockback Growth changed to 43
-Friction increased to .07 from .05
-UpB Grab 70 growth from 50, 20 angle from 0
D-Smash:
-New:[0.800x Frame 21; 1.000x Frame 29; 1.500x Frame 31]; Old:[1.160x Frame 12]
-Removed the global speed up of entire post-charge animation.
-2nd Kick comes out 2 frames slower and move ends 2 frames sooner from original change.
F-Air:
-Sweetspot: [1x Size; 19 Dmg; 93->89 KBG; 30->15 BKB; 32?]
-Flub Hit: Changed to 50? from 169/Special(40?)
-Single large reversible sweetspot hitbox replaced with 2 adjacent smaller reversible HBs. 1 on his knee and the other on his upper thigh/hip area. Removes the superfluous vertical range the previous reversible KB version had
-Hitlag Multiplier: 1.20x->1.30x (Sweetspot)
Down-B (Aerial Landing): Aerial Falcon Kick landing lag 25 from 45 [1.800x Frame 1]
-Increased in size by 25%; Damage reduced to 6 from 9; KBG increased to 83 from 20; BKB reduced to 65 from 80. [1.25x Size; 9->6 Dmg; 20->83 KBG; 80->65 BKB; 80?]
-Flags changed from xxx1xxxx->xxx3xxxx
-Block Advantage: -15
-35% ALR
-Ivysaur upB speedup
-Razor Leaf 2x last 20 frames (ends 40)
-Jab and jab combo at 1.2x speed
-Ivysaur dair 2x after dair
-Ivysaur dair sourspot 80 degrees from 50
-Ivysaur Dash attack angle 100 from 70
-Ivysaur Bair: All hits do 4 damage instead of 2
-Ivysaur Uair: minus 2 damage, plus 2 base
-Ivysaur Bullet Seed (both hitboxes) KBG 60 from 40, BKB 15 from 10
-F tilt last hitbox (0 angle, 40 base from 20)
-U-tilt (1.5x size)
-Hits on frame 6 from 9 [1.600x Frame 1; 1.000x Frame 9]
-Jabs (40 degrees)
Physics:
-Jump/Grav Values: Acts the same way, but peaks quicker during jumps. New: 1F66C880; Old: 1F55C640
Neutral-B:
-Angle of 2 dmg hits changed to 90? from 86?; 1 dmg hits 85? from 80?
-SDI Capacity Multiplier: 0.10x->0.40x (2 dmg hitboxes); 0.28x->0.50x (1 dmg hitboxes)
Squirtle
o Neutral B
+ Base Knockback increased to 5 (up from 0)
+ Knockback Growth decreased to 70 (down from 100)
+ Angle changed to 50 (from 55)
+Hitlag multiplier 1.00x -> 1.80x
o Up Air
+ Damage reduced to 9% (down from 11%)
+ Base Knockback increased to 55 (up from 30)
+ Knockback Growth increased to 100 (up from 94)
+ Angle changed to 70 from 80
+ End on frame 28 from 24
o Forward Air
+ Hitbox 1 – Damage reduced to 10% (down from 12%)
# Knockback Growth increased to 113 (up from 94)
# Hitbox 2 – Damage reduced to 4% (down from 6%)
* Base Knockback increased by 2
* Knockback Growth decreased to 70 (down from 100)
o Back Air
+ Hitbox 1 – Damage reduced to 8% (down from 10%)
# Knockback Growth increased to 121 (up from 97)
+ Hitbox 2 – Damage reduced to 4% (down from 6%)
# Base Knockback increased by 2
# Knockback Growth increased to 135 (up from 90)
o Up Tilt
+ Damage reduced to 4% (down from 6%)
+ Base Knockback increased to 50 (up from 31)
+ Knockback Growth increased to 150 (up from 100)
Lucario
* Up B
o Softlanding Landing Lag – Animation Speed increased to 20.0
o Now flies 1.5x times faster
o No longer goes into Special Fall
* Down Air
o First Hitbox – Now has a set Base Knockback and
no Knockback Growth
* Back Air
o Final Hitbox – Angle changed to 280 (from 361 (special 20 degrees))
* Up Tilt
o All Hitboxes – Knockback Growth increased to 55 (up from 43)
* Dash attack
o Hitbox 1 – Damage reduced to 10% (down from 12%)
+ Knockback Growth decreased to 35 (down from 76)
o Hitbox 2 – Damage reduced to 5% (down from 10%)
+ Base Knockback decreased to 0 (down from 60)
+ Knockback Growth increased to 64 (up from 40)
+ Angle changed to 361 (20 special degrees) (from 75)
Jigglypuff
* Down B
o Damage increased to 25%
o Base Knockback increased to 118 (up from 100)
o Knockback Growth increased to 45
o Angle changed to 45
o Now has a darkness effect instead of poison
-Hitlag Multiplier: 1.00x->1.50x
* Down Tilt
-Frame speed change shifted to avoid interfering with hitbox window. New:[1.500x Frame 13]; Old:[1.500x Frame 11]
-Air mobility raised from .08 to .20
-FF speed to 1.4 from 1.3
-BThrow KBG to 60 from 25 (still significantly stronger than f-throw due to interior damage)
-FThrow KBG to 70 from 30, Angle 40 from 55
D-Air:
-Hitlag Multiplier: 0.80x->0.90x
-SDI Capacity Multiplier: 1.20x->0.80x
* Up B
-Strong Hitbox B: [1.2x Size; 13->14 Dmg; 68->64 KBG; 70 BKB; (40)?->40?; Shifted towards back]
-Weak Hitboxes: 20->50 BKB (All Weak); 74?->35? (Weak A)
* Up Air
o Hitbox 1 – Damage reduced to 8% (down from 10%)
Up-air (tip)
-Growth readjusted from previous 70 to 73. New:[1x Size; 13 Dmg; 80->73 KBG; 40 BKB; 90?]; Old:[1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90?]
o Hitbox 2 – Damage reduced to 11% (down from 13%)
+ Base Knockback increased to 42 (up from 40)
+ Knockback Growth increased to 95 (up from 80)
* Forward Air
o Hitbox 1 – Damage reduced to 8% (down from 10%)
o Hitbox 2 – Damage reduced to 11% (down from 13%)
+ Base Knockback increased to 42 (up from 40)
+ Angle on Sweetspot Hit changed to 50 (from 20)
+ Angle on Sourspot Hit changed to 40 (from 20)
F-Air (Untipped Hit): [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
-Marth Fair; hb1: 7dmg from 10dmg, KBG 80 from 70, BKB 35 from 40; Angle flub at 40 from special angle 20
F-Air (Tipped Hit): [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]
-Marth Fair; hb2: 9dmg from 13dmg, KBG 87 from 80, BKB 35 from 40; Angle on sweetspot hit changed to 70 from special angle 20.
Made less effective for wall locks
-Hitbox 0: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
Side-B (1; Hitbox B): [1x Size; 4->3 Dmg; 25->33 KBG; 35->36 BKB; 88¡]
-Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).
Side-B (2; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 75¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 22->23 BKB; 90¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 10¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 70¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 20->21 BKB; 80¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (2-Up; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 40¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox A): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox B): [1x Size; 5->4 Dmg; 100 KBG; 0 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox C): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 25¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3; Hitbox D): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 20¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox A): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox B): [1x Size; 5->4 Dmg; 60->75 KBG; 30->31 BKB; 60¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox C): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 50¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Up; Hitbox D): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 30¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox A): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox B): [1x Size; 5->4 Dmg; 80->100 KBG; 30->31 BKB; (40)¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (3-Down; Hitbox C): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; 270¡]
-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
Side-B (4; Hitbox A): [1x Size; 6->4 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4; Hitbox B): [1x Size; 8->5 Dmg; 125 KBG; 50 BKB; (40)¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Up; Hitbox A): [1x Size; 6->4 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Up; Hitbox B): [1x Size; 8->5 Dmg; 130 KBG; 60 BKB; 80¡]
-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
Side-B (4-Down; Hitbox A): [1x Size; 2->1 Dmg; 40->80 KBG; 2->3 BKB; 80¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Side-B (4-Down; Hitbox B): [1x Size; 3->2 Dmg; 120->180 KBG; 60->61 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Side-B (4-Down; Hitbox C): [1x Size; 5->3 Dmg; 120 KBG; 60 BKB; (40)¡]
-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
Throw mods:
Uthrow: [4 Dmg; 120->65 KBG; 60->80 BKB; 93¡]
(needs further retweaking, PROBABLY too good right now with or without CGs)
Frame Speed:
U-Tilt:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
-Hitboxes on sword shifted inwards and increased in size for more consistent coverage along Z axis
F-Smash:
-Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)
F-Tilt:
-Hits on 14-16 from 17-19; IASA on 48 from 56 [1.250x Frame 2; 1.000x Frame 17; 1.200x Frame 26]
-KBG to 90 from 100; BKB 40 from 38; 40 angle from special 40. [1x Size; 15/14/12 Dmg; 100->90 KBG; 38->40 BKB; (40)?->40?]
-Physics adjustments: SH 1.00, Full Hop 1.075, FF to 1.2, Momentum increased to 110%
2nd Jump:
-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 5]; Old:[2.000x Frame 1; 1.000x Frame 4]
-By releasing the jump button and then pressing A, Ness’ vertical momentum will be cancelled and you will enter an aerial attack (Double jump cancel AT)
-Dash Attack
-all hitbox size increased by 15%
-Speed up moved to 2.000x speed on frame 30. Interruptible on 35 from default 40. New:[2.000x Frame 30] Old:[2.000x Frame 41]
-Down Air
-Speed up reworked to avoid interfering with hitbox window. Still hits on frame 17 from original 20. New:[1.250x Frame 5; 1.000x Frame 20] Old:[1.250x Frame 1; 1.000x Frame 21]
-Forward Air
-Final hit bkb set to 65, KBG to 60, DMg to 4% from 3%
-KBG of weak hits set to 0
-angle to 365 from 60
-(Final Hit) angle to 75 from 60
-Hitlag Multiplier: 0.50x->0.90x (Linking Hits); 0.50x->1.10x (Final Hit)
-SDI Capacity Multiplier: 1.50x->0.80x (Linking Hits)
-Forward Smash
-Tipper hitbox size increased by 25%, only hitbox to cause homerun bat sound
-PKT
-Endlag speed up 500%
-PSI Magnet
-PSI Magnet comes out on frame 7
-Psi Magnet start-up (frames 1-7) has refreshable superarmor (that is, can eat multihit attacks and scale with it akin to olimar whistle)
-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size
-PK Flash
-50% larger
-PK Fire
-15% faster startup
-Significantly harder to SDI out on first hit, easier on later hits
-Angle of bottom 2 dmg hitbox changed to 100? from previous 80?
-Hitlag Multiplier: 1.00x->0.70x (2 dmg hitbox); 1.00x->0.75x (1 dmg hitbox)
-SDI Capacity Multiplier: 1.50x->0.80x (2 & 1 dmg hitboxes)
-Special offensive flags changed from 21CF7FC3->01CF7FC0 to fix non-existent hitlag and make KB reversible (2 & 1 dmg hitboxes)
-Utilt
-Utilt is 150% faster cooldown
-KBG to 110 from 126, BKB to 55 from 42
-PSI Magnet
-PSI Magnet comes out on frame 7
-Wind hitbox BKB to 70 from 0, angle 30 from special20, 120% size
U-Smash:
-Yoyo hitboxes do not clash with other hitboxes
D-Smash:
-Yoyo hitboxes do not clash with other hitboxes
Neutral-B:
-Start up now commences at 125% speed
-Endlag commences at 200% speed
Up-B 2 (Strong Hit):
-Hitlag Multiplier: 1.00x->1.40x
-You can now ride up the wall much easier without bouncing
* Up Smash
-Frame speed change on post-charge animation reworked using cleaner multiplier for pre-hitbox speedup. New:[1.400x Frame 2; 1.000x Frame 23; 1.250x Frame 48]; Old:[1.333x Frame 1; 1.000x Frame 20; 1.250x Frame 48]
* Back Air
o Final Hexagon Hitbox – Angle changed to 280 (from 361 (special 20 degrees))
* Dash Attack
o Hitbox 1 – Damage reduced to 10% (down from 12%)
+ Knockback Growth decreased to 35 (down from 76)
o Hitbox 2 – Damage reduced to 5% (down from 10%)
+ Base Knockback decreased to 0 (down from 60)
+ Knockback Growth increased to 64 (up from 40)
+ Angle changed to 361 (special 20 degrees) (from 75)
-Frame speed change reworked to avoid interfering with hitbox window. New:[1.200x Frame 1; 1.000x Frame 13]; Old:[1.200x Frame 1; 0.700x Frame 33]
* Up Tilt
-Frame speed change replaced with equivalent IASA adjustment of 40->36 to avoid interfering with hitbox window
-Hitlag Multiplier: 0.50x->0.85x (1st Hit); 0.50x->0.90x (2nd Hit; Electric Hit A); 0.50x->0.80x (2nd Hit; Electric Hit B)
* Double Jump
o Animation Speed increased to 1.25x after second Frame
-Upthrow KBG to 72 from 65
-Downthrow 30 growth from 100, 120 angle from 90 (think ness D throw backwards)
Lucas
D-Tilt:
-Hitlag Multiplier: 0.40x->0.70x
-SDI Capacity Multiplier: 0.40x->0.50x
Neutral-B:
-Replaced ground and air animation ID speedups with single action ID speedup
Side-B(9):
-SDI Capacity Multiplier: 0.00x->1.00x
Snake
* Down Air
o Hitbox 4 – Knockback Growth decreased to 50 (down from 100)
Sonic
* Neutral Air
o Hitbox 1 – Base Knockback increased to 50 (up from 30)
+ Knockback Growth increased to 85 (up from 80)
o Hitbox 2 – Base Knockback increased to 30 (up from 20)
* Up Tilt
o Wind-down Speed increased to 1.75x
-1st hit doesn’t cause tumble [1x Size; 3 Dmg; 100->0 KBG; 0->63 BKB; 96?]
-SDI Capacity Multiplier: 0.50x->0.80x (Hits 1-2)
* Down Smash
o Comes out 2x as fast but has more wind-down (Frame 19, Endlag Frame Speed 0.5x)
-Reduced KBG to 70 from 100; increased BKB by 20 to 60/55/50 from 40/35/30; angle to 40 from 0×169/special 40
* Up Smash
o Animation Speed increased to 2.0x for the last 16 Frames
Side-B/Down-B:
-Spin-jump hitboxes now come out frame 1 instead of 6.
Gameplay Settings Changes:
Hitstun: This code adds more hitstun to generic Brawl. Hitstun is the action state your character enters after being hit by your opponent. During this state, you cannot perform any action other than DI and teching. By adding more hitstun, Brawl+ encourages short combos and strings and requires players to have a greater focus on proper DI to escape most combos.
Shieldstun: After shielding an attack the time before you can counterattack is known as shieldstun. This code adds more shieldstun to Brawl+.
Buffer=Handicap and Ignore Handicap: Buffer allows you to enter commands before you are actually able to perform them in a certain frame window. Classic Brawl enforces a 10 frame buffer and since Brawl moves at 60 frames/sec, that means you could input moves 1/6th of second early and the move would still go off. The most famous buffer incident is when you play as Ike and use his jab, but you get shielded off the side of the stage and do a neutral air to your death.
Brawl+ allows you to customize your own personal buffer! Some people may prefer a smaller buffer to allow for tighter control while others like the leeway in timing a higher buffer gives. This personalized sensitivity setting is installed through replacement of the traditional handicap feature. If you set your handicap to 100% in Brawl+, you are playing at 100% Classic Brawl Buffer. If you set it to 10%, you are now at 10% classic Brawl buffer or 1 frame buffer window.
Dash Dancing: This code increases the window to allow more characters to dash dance more effectively.
Shield During Dash Dance: This code allows you to shield during your initial dash, which is the time you are allowed to dash dance in Brawl+.
Dash Cancel: This code allows you to press down on the control stick to cancel your dash at any time with a crouch. This is a buff to the approach game allowing for more varied approach options.
No Autosweetspot Ledges: Brawl+ has removed the ability to grab the ledges while traveling upwards with your characters Up-B. You can only grab onto a ledge after you have reached the apex of your Up-B or while your character is traveling downwards. Removal of the auto-sweetspot feature emphasizes the edge-guarding game requiring more skill in the hands of both players to actively partake in both edge-guarding and recovering.
Lagless Ledges: In Brawl, when you grabbed the ledge, you cannot enact for a certain amount of frames. It hurt ledgehopping to some extent or even defending yourself on the ledge. As a result, this was fixed and thus, now you can grab the ledge and let go immediately.
Ledge Invincibility Duration: When the lagless ledges code was made, it was made so that it basically sped up the ledge animation when you grabbed it, which allowed you to let go of it immediately. This cut the invincibility frames by some large amount, this code fixes it so that the invincibility is still less than Brawl’s invincibility but, more than what Brawl+ had for months.
Hitlag Modifier: Any time an attack connected in original Brawl there was a moment where the characters would freeze, known as hitlag especially noticeable with moves such as Falcons Knee. Brawl+ cuts that time in half to not only speed up the game, but also make Directional Influence harder allowing for lower percentage kills. Electric moves still had too much hitlag with the code, so another code was implemented to lower this to a suitable level.
Tech Window: Original Brawl had a system where your character could not roll as soon as they hit the ground unless they were a certain distance away from the ground. Due to Brawl+s increased hitstun, teching has since become much more important to escape combos and ground game follow ups. To perform a tech, hit shield moments before hitting the ground while you are tumbling. You can also choose a direction to tech by holding the control stick a direction when you hit the shield button. This code also allows for footstools to be teched.
Grab Releases: Grab releases have been for the most part fixed in that you can no longer do grab release combos on Wario, Ness, and Lucas. That means that characters have lost their grab release chain grabs as well, such as Yoshi’s and Captain Falcon’s chain grabs on Meta Knight.
Dash Speed: Dash Speed has been increased for everyone equally. So, everyone is faster when they run. The original speed was much too slow, so it was sped up for the offensive style Brawl+ needs. The current setting for dash speed is at 1.17.
No Stale Moves: Stale Moves was removed. Why? Because it was too powerful at what it was set to. When it was tried to be toned down, it wasn’t enough at any of the values that were tried (those being 3/4, 1/2, and 1/4). Plus, stale moves causes moves such as Fox’s Utilt to be way too potent and could usually get people up to 50% in a matter of seconds with 1 move. It also limited characters in their potential such as Sonic which as you know could barely ever kill because of stale moves.
Scar Jumping: Scar Jumping is basically a technique in Melee that allowed you to wall jump from the same wall more than once. This is brought back in Brawl+ to make wall jumping a little better since it is rarely ever used.
No Fastfalls on C-Stick: Basically, in Brawl, whenever you are in the air or doing a short hop and you pressed down on the C-Stick to do a Dair, your Dair would be fastfalled regardless of if you just tapped the C-Stick or not. This is removed to make meteoring safer for the new fastfalling speeds and to make it so when you are defending yourself with Dairs from the C-Stick when falling down you don’t fastfall it out of your control.
No Tripping: The game has no random tripping during dashes. Trips from moves such as banana’s are still preserved.
Level Changes:
Level Freezer: The level freezer code removes the hazards from Pokemon Stadium 2 and Wario Ware as well as freezing Spear Pillar so that no Legendary Pokemon Spawn. It also loads Rumble Falls as the Wifi waiting room, but only in VS mode.
Death Boundary Modifier: Several levels such as Warioware have had their death boundaries adjusted to compensate for the greater probability of a horizontal KO due to higher gravity.
Rumble Falls is the Online Waiting Room: When picking Rumble Falls in offline VS. mode only, it will be replaced with the Online waiting room stage.
Cosmetic Adjustments and Enhancements:
Custom Character Select Screen: Brawl+ Features its own CSS with wild type pokemon, PKMN Trainer, Zero Suit Samus, and more:
Texture hacking support: A texture hacking code is built-in which enables users to put custom textures into brawl. This has been used for competitive regulation to replace ambiguous team colors for lucario, PT, and more.
Default Settings Mod: This code sets up VS MODE to always load with the tournament default settings. That means 4 stock, 8 minute time limit, with team attack set to ON.
Colored Shields: A code that changes the inner color of all characters’ shields to have a more aesthetically interesting tint with black outlines, while still retaining the colors needed to differentiate from player to player (blue for P1, red for P2, etc.)
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Información
Cambio de Personajes:
Cambio de Gravedad dependiendo del Personaje: Hemos cambiado las alturas de los saltos cortos y segundo saltos. También hemos cambiado la gravedad de cuando caes, la velocidad de caer rápido, y la toda la gravedad para que encaje con ciertos personajes.
Momentum Capture
Este código permite que tu personaje se quede con su velocidad/impulso de cuando corre y brinca. Básicamente corriendo y brincando debe de hacer que tu personaje brinca más lejos. Esto se nota mas con Captain Falcon.
Modificaciones de Hitbox:
Mucho de los personajes han tenido sus propiedades de hitbox examinados y cambiado. Propiedades como el daño que te da un ataque, que fuerte te pega un ataque, que lejos te manda un ataque, tipo de ataque [Por ejemplo electricidad, fuego], El angulo donde te manda el ataque, Efectos de Sonido, y tamaño se han cambiado para optimizar y equilibrar el juego.
Velocidad de Fotogramas animación modificación:
La velocidad de que pasan ciertas animaciones se han cambiado para optimizar el juego y equilibrar personajes. Ejemplos como el retraso de ataques en el aire se han eliminado por 50% para que el Tornado de Metaknight salga mas lento.
Acción condicional modificador:
Se han cambiado ciertas acciones por determinadas circunstancias. Por ejemplo el Arriba B de Lucario no lo deja impotente. [Todavia puede atacar y brincar. Pero no mas va a poder saltar si todavía tiene su segundo salto.]
Cambios del Juego:
Hitstun: Este código hace que tu personaje se quede aturdido después de que te golpean. Durante el tiempo que estas aturdido no puede hacer otra acción que no sea DI y Teching.
Con la adición de hit stun, Brawl+ alienta combos cortos que requiere los jugadores que tengan propio DI para escapar/seguir con los combos.
Shieldstun: Después de bloqueando un ataque con el escudo, el tiempo que tiene que esperar para counter esta conocido como Shieldstun. Este código pone más shieldstun en Brawl+.
Buffer=Handicap y Ignore Handicap: Buffer te deja poner comandos antes de que te deja actuarlos en un tiempo cierto [Fotogramas]. Brawl Clásico aplica 10 fotogramas de buffer, y porque Brawl se mueve por 60 Fotogramas/Segundos, se significa que puedes entrar comandos 1/6th segundos antes y el ataque todavía sale. El buffer más conocido es cuando juegas como Ike y usas su golpe [ataque A neutral en el suelo] pero usaste el escudo en la orilla del escenario y luego te resbalaste/caíste afuera haciendo A neutral en el aire a tu muerte.
Brawl+ permite que tu personalizar tu buffer como tu desea. Unas personas prefieren tener un buffer chiquito para que los controles sean mas estrictos, cuando otros prefieren diferentes tiempos para entrar comandos. Este personalización ha sustituido el tradicional handicap. Si pones tu handicap a 100% en Brawl+, esta jugando con 100% Brawl Clásico Buffer. Si lo pones en 10%, ya esta jugando en 10% Buffer[1 Frame/Fotograma Buffer Window]
Dash Dancing: Este código aumenta el “Window” para que deje tu personaje dash dance mejor. [Dash Dance es cuando estas moviendo la palanca para mover [Palanca Izquierda/Control Stick] a los lados derecha a izquierda rápidamente. Para corar y dejar nubes blancas y confundir tu oponente.
Usar escudo durante Dash Dancing: Este código permite que pueda usar el escude durante tu primer dash [Initial Dash], que es el tiempo permitido que te deja Dash Dance Brawl+.
Dash Cancel: Este código te permite mantear abajo en la Palanca Izquierda/Control Stick para pararse cuando esta corriendo/dash. Esto ayuda porque te deja aprovechar con mas opciones.
No Autosweetspot Ledges: Brawl+ ha quitado la habilidad de agarrar las orillas/ledges durante el tiempo que te estas moviendo arriba con tu personajes Arriba B. Nomás puedes agarrar las orillas/ledges después de que se te ha acabado tu Arriba B o durante el tiempo que tu personaje se esta cayendo. Quitando el Autosweetspot da énfasis para que puedes Edge Guard [Para que no pueda alcanzar el escenario tu oponente] y para que tengan que darle más ganas para matar/recuperarse.
Lagless Ledges: En Brawl, cuando agarras las orillas/ledges, no te puedes actuar por un cierto tiempo de fotogramas/frames. Eso hizo que era difícil para que puedas saltar desde las orillas/ledges, y tambien para defenderte cuando te estabas colgando. Por ese resulto, hemos arreglado esto, y ya puedes agarrar la orilla/ledge y soltarse inmediatamente.
Tiempo de tener Invencibilidad durante Colgado: Cuando el código de Lagless Ledges hubo hecho, estaba hecho para que puedas agarrar las orillas/ledges mas rápido, y eso te deja soltarlo inmediatamente. Esto corto el tiempo que tienen Invencibilidad por un gran porción. Este código arregla ese error, pero todavía da menos tiempo de Invencibilidad que Brawl [Normal]. Pero todavía da mas tiempo de que Brawl+ tuvo por unos meses.
Modificador de Hitlag: Cada vez que un ataque golpeaba en Brawl original había un momento donde el personaje se “congela”, esto esta conocido como “hitlag”, se nota mas con ataque como la rodilla de Captain Falcon. Brawl+ quita 50% de ese tiempo, no nomás para hacer el juego mas rápido, pero para que DI sea mas difícil para que mate tu oponente con porcentajes bajos. Ataques con Electricidad tenían mucho hitlag con el código, ósea que otro código se creó para cambiar esto.
Tech Window: Brawl Original tenia un sistema donde tu personaje no podia rodar el momento que tocan el piso si no estaban una cierta distancia del piso. Porque Brawl+ tiene mas hits Tun, Teching ya es mas importante para escapar combos y combos chiquitos desde el piso. Para actualizar un tech, tienes que apretar el botón que usas para usar el escudo antes de que apenas vas a tocar el piso. [Tienes que estar en tu acción de tumbling. Es cuando te pegan y ya no tienes tu salto ósea que tienes que tocar el piso]. Teching es para que puedas levantarte mas rápido y escapar. Este código también permite que puedas tech un footstool.
Grab Releases: Grab Releases se han arreglado para que ya no puedas agarrar tu oponente y después hacer un combo. [Como Wario, Ness, Y Lucas] Esto se significa que personajes perdieron sus chain grabs de Grab Release. Como Yoshi’s y Captain Falcon’s Chain grab release contra Metaknight.
Velocidad del Dash: Dash Speed se ha incrementado igualmente. Ósea que todos corren mas rápido. La velocidad original estaba muy lento, y por eso subimos la velocidad para la estila ofensiva que Brawl+ necesita. La configuración ahorita esta en 1.17.
No Stale Moves: Hemos quitado Stale Moves. Porque? Porque estaba muy poderoso en la configuración que tuvimos. Cuando tratamos de bajar la fuerza un poquito, todavía no funcionaba bien cuando cambiamos los valores. [Tratamos ¾, ½, y ¼). También, stale moves causaba que ataques como el Up tilt de Fox sean muy tramposas. Como ese ataque te podía subir a 50% en segundos nomás con 1 ataque. También limitaba personajes como Sonic, y todos saben que el no podía matar muy fácil porque stale moves.
Scar Jumping: Scar Jumping es una técnica en Melee que te dejaba rebotar de la pared mas que una vez. Lo volvimos a poner en Brawl+ para hacer Rebotar de la pared un poquito mejor, porque casi nadie usaba esto.
No puedes caer rápido con el C-Stick: Básicamente, en Brawl, cuando estabas en el aire o hacías un salto corto y presionas abajo con el C-Stick para hacer el ataque Abajo A en el aire. Tu te hubieras caído rápido. Y no importaría si apenas tocaste el C-Stick o no.
Lo hemos quitado para que puedas spike personas mas seguro y para que cuando ataques con Abajo A en el aire, no te caigas rápido.
No tripping: Ya no te puedes tropezar cuando estas corriendo. Pero ataques que te hacen tropezar todavía existen.
CAMBIOS DE ESCENARIOS:
Escenarios Congelados: El código “level freezer” quita los riesgos de Pokemon Stadium 2, Wario Ware, y también congelando Spear Pillar para que no Pokemons Legendarios no salgan. También inicia New Pork City como el Wifi Waiting Room. Pero solamente en modo VS.
Limite de Muerte Modificaciones: Unos escenarios como Warioware se han cambiado que grande son los lados para que de mas chanza de morirse por los lados izquierda y derecha. Por la gravedad.
Deadlands: Este código destruye Luigis Mansion desde cuando empieza la reta. La mansion nunca va a regresar. Por el tiempo, uno de los co-op event matches no se puede completar porque este codigo.
New Pork City ahora es el Online Waiting Room: Cuando eliges New Pork City fuera de línea modo VS, va a ser sustituido por el Online Waiting Room.
COSMÉTICOS Y MEJORAS ADAPTACIONES:
Pantalla de seleccion de personaje personalizada: Brawl+ tiene su propia pantalla de personajes selección con tipo de salvaje Pokemon, PKMN trainer, Zero Suit Samus, Samus, y mas:

Texture Hacking Support: Un código para texturas ya esta activada con los otros códigos. Este código permite que texturas personalizadas se puedan usar. Esto se ha usado para quitar colores que confunden cuando juegos de equipos. [Lucario, PKMN Trainer, y otros]
Configuración Predeterminada: Este código hace que las reglas de Modo VS siempre estén configuradas a Reglas de torneo. [8 Minutos para acabar la reta, Con Friendly Fire ON]
Escudos De Colores: Un código que cambia el color adentro de todos los escudos de personajes. Para que se vean mas perro con esbozas negras. Pero todavía teniendo el color que usa el slot.
[Rojo para P1, Azul para P2]