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Brawl-: 1.5-1.6 thread archive. 2.0 is stickied

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The idea of Brawl- is to make everything broken. Not "zomfg standing infinite" broken, not "zomfg 0-death everyone with no chance of escape from any move ever" broken, but "lolzomfg wtf is this lol" broken. Think doing very, very stupid things with the tools we are issued.
Now, don't be mistaken. Brawl- will by no means actively attempt to be unbalanced. Just because it's broken as **** doesn't mean it won't work. As Syndrome said, "If everyone's Super, No one is!" He missed the part of that where being super is a lot more fun than not being super.

That said:

TSON said:
Wow. Do we work fast or what? This project started on November 11th, last year. We've already gone through every single character at least twice, done Kirby's hats, and created a menu, CSS, a strap... We've really got the full package here. I'd like to take the time out to thank everyone who's made this possible, in order of contributions.

Kirk
TheSilenceOfNoOne
Budget Player Cadet_
Anomalus
Tsunami
Sr PyR
TaroNuke
Eldiran
Mawootad
Sness
Xi
Xyless
Blind
Standardtoaster
Shanus
VietGeek
ASF1nk

This is our squad.. None of this would have been possible without them. Also important are our playtesters... And our haters... And our leakers :p

But after all of the ups and downs behind the scenes, the arguments, the for lulz FFAs, the smashfests... I think you'll be very pleased with our end result.

You see, each character was built with something in mind. Be it a tease towards Balanced Brawl, enhancing what the character already excelled at, making the character more like it was in its old games, we've really tried to be very creative with our changes. See if you can spot some of the jokes we slipped in, too. Heh.

As for the reason behind the delay, you ask? We didn't have Kirk around of course. The guy came back and worked his head off, even texted us from work to tell us what he did that day, he's dedicated, and made the best of our characters, and tweaked them all as well. He was the iron fist in our group, and the quality of this release is basically all because of him, so drop him a PM to tell him how much you love him<3.


Anyways, I think I've rambled and soaked in the past enough. The download is below. Make sure you read the readme. Oh, and by the way, some characters do not have changelists at this point. I assure you most of them will be done next week, if not all. In the meantime... I think it'll be even more fun to try and figure out what we've done over the past 4 months.

Have fun, and stay minus. --[TSON]
Brawl Minus Official Beta Release v1.6 -- August 2nd, 2010.​



[collapse=These will be updated to v1.6 in the near future.]
http://www.mediafire.com/file/mxnnnzljo4y/RSBE01SS.gct - Stack Smash (no homebrew) compatible GCT. Has disable custom stages code. Just replace the GCT in codes with it (make sure to rename it).

Although we currently have no official PAL release, you can use this gct to run the game in PAL. Put that in Codes, rename RSBE in private to RSBP, and remove the common3 as it will cause PAL to crash.
[/collapse]

StandardToaster said:
Japanese Brawl Minus pre-release testing

So far, we haven't gotten any desyncs on wifi when using the JP B- against the US B-. I could technically release this right now, but if you were to use the menu changes included in the ntsc-u B- the text would be in english. A full Japanese release should be completely done within the next two weeks. Don't hold me against this, though.
 
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Global Changes:
  • GENERAL CHANGES:
  • -Hitstun raised from 0.4 to 0.54 (compare: Brawl+ has 0.46; this is arguably more than Smash 64, which I don't believe)
  • -Shieldstun raised considerably (formula: (Old shield stun*X+Z)/Y=new shield stun)
    X=0011
    Z=0022(1)
    Y=0005
  • -Momentum Capture:
    Character ID List(Momentum Capture)
    --Current Values--
    Fox: 110%
    Captain Falcon: 80%
    Ness: 100%
    Sheik: 130%
    Lucas: 115%
    Ice Climbers: 125%
    Marth: 100%
    Pit: 120%
    Zero Suit Samus: 140%
    Dedede: 60%
    Lucario: 100%
    Sonic: 180%
    Global: 85%
  • You cannot airdodge during the tumble state (as in Brawl+) (NTSC only)
  • You can fastfall during the tumble state (as in Brawl+) (NTSC only)
  • Tech window altered: instead of being distance-based, you have from frame 15 to 35 upon hitting the ground (as in Brawl+)
  • -No random tripping
  • -Moves do not stale. Instead, if a move is perfectly fresh, it gets a 5% damage/knockback bonus (I believe it's 5%) (only NTSC)
  • -Cstick fastfall glitch removed
  • -Landing Lag on upB ledgegrabs removed
  • -If you are air released, you get a jump back
  • -Dashdancing and Shield during dashdance codes as seen in B+
  • -Dash cancel as seen in B+
  • -No "dead frame" on jumps (only NTSC)
  • -Ledgeteching as seen in B+ (only NTSC)
  • -Ledge animation speed x2 (approximately 10 frames)
  • -Ledge invincibility reduced to 15 frames. This is to counteract planking-the very most you can get off of 5 frames after ledgedrop is the startup on the average jump.
  • New Pork City is Wifi Waiting Room
  • Infinite Replay Length
  • Infinite number of replays/snapshots/stages
  • Save tags in replays
  • Unrestricted camera codes
  • -Default settings changed:
    4-Stock, 8 Minutes
    Handicap OFF
    Damage Ratio 1.0
    Stage Choice - Choose
    Team Attack ON
    Pause ON
    Score Display OFF
    Damage Gauge ON
  • -Colored Shields mod added
  • -Unrestricted control editing added


[collapse="Beta v1.6 changes"]--------------------------------------------------------
Brawl Minus v1.6 (APEX Build) Changelist
--------------------------------------------------------
Credits to:
[TSON]
Veril
Big O
Doom
BPC
Xyless


---------------------------
NESS
---------------------------
fair:
linking hits
shield damage 1 -> 0
SDI 0.1 -> 0.5
Size 12 -> 9.5

final hit
angle 3C -> 2F
bkb 75 -> 50 (4B -> 32)
size 12 -> 9

graphic size 1.1 -> 0.9


Grounded SideB:
JC frame 22 -> 37
Frame speed 1.5x after frame 22, reducing the window for the above to 7.5 frames instead of 15.

Bthrow:
BOTH COLLISIONS: KBG 64->61, Trajectory 96->89,
COLLISION 1: BKB 14->C

PK Flash:
Tripping hitbox fixed
Made OHKO hitbox OHKO all of the time
Changed cape hitbox to electric element with 20x hitlag


---------------------------
Metaknight
---------------------------
B:
-3% heavy armor
-Hitbox ID 0 angle 5A->, Y-offset -2->7, Transcendant

-Hitbox ID 1 weight KBG 64->4

-Hitbox ID 2,3 Y-offset 7->14, Transcendant

-Hitbox ID 3 angle 96 (150)->A0 (160)

-Hitbox ID 2 angle 1E (30)->14 (20)
upB:
Invinc removed from frames 4-8
DownB:
Moving the Cstick makes MK change action to ending slash (removed infinite dimensional cape)
Dair:
Hitbox 2/3 Angles 15E -> A5
Up Throw:
All self damage is on the frame that MK lands, now 10

---------------------------
Luigi
---------------------------
Nair:
Hitbox comes out frame 4 instead of frame 1 >__________________>
Sourspot comes out frame 6 instead of frame 4 obv
Sourspot angle 5A -> 8C

ALL AERIALS HAVE LANDLAG AGAIN ;O. Bair and Uair landlag 1.5x speed. Nair has 0.8x speed. Uair is normal.

Fair:
Hitboxes come out frame 8 instead of 6
Angle 167 -> 5/A
KBG 55 -> 6A
Autocancel and IASA frame 20 -> 25
Landlag 0.8x speed

---------------------------
Donkey Kong
---------------------------
Jab1- Jab combo links 2 frames earlier, inner hitboxes [kbg 100 to 0, basekb 0 to 43]
FtiltD- 15% trip chance on new hitbox, angle 361 to 0
Utilt- 1 less damage, kbg 80/80/80 to 88/100/100
Dtilt- 100% trip chance, IASA 22 to 19
Dash Atk- Extra 1.0 horizontal momentum frame 1 to enable sliding Usmash, +1 damage, velocity tweaks [frame 6 1.5 horizontal momentum, frame 21 -0.65 horizontal momentum, frame 25 -0.25 horizontal momentum], sweetspot [angle 25 to 20, kbg 30 to 40]
Pivot Grab- size 7/6 to 8/7, x offset -21/-10 to -23/-10
All Smashes- Shield cancelable during charge (charging with grab is unaffected)
Fsmash- 20/21/19/18 to 21 damage, 30/30/18/18 to 30 basekb, 94/94/100/100 to 100 kbg
Usmash- Pseudo DACUS effect 1.0 horizontal momentum
Dsmash- Quake hitbox starts frame 13 to prevent override of strong hit, 0 hitlag on quakebox, sourspot damage +3
Nair- Size 6/6/7 to 7/7/9, AC 39+ to 27+ (34+ to 22+), LL 15 to 10
Fair- +1 damage
Bair- AC 31 to 26, LL 15 to 11
Uair- AC 26+ to 17+
Dair- AC 50+ to 37+ (43+ to 34+)
Quick Ledge Atk- +4 damage, +1 invincibility frame
Slow Ledge Atk- +5 damage
B- +1 damage uncharged, +2 damage charged backhand, no ghost sourspots (changed to match normal values), SA frames 11-20 to 11-22, 1.6 horizontal momentum if B is held on full charge
Air B- +1 damage uncharged,+2 damage charged, no ghost sourspots (changed to match normal values), SA frames 11-20 to 11-22, 1.0 horizontal momentum if B is held when charged on full charge, can ledge grab after hitbox ends and during charge cancels. Slower charge canceling to prevent buffered AD from charge cancels and faster charge start to compensate the extra lag (8 to 11 and 7 to 4)
Side B- +4 damage, -10 shield damage, IASA frame 45, cancelable by A moves, grab, aerials, item throws, and air dodge before it hits. Cancelable by jumps, aerial specials, and ground dodges at any point. Sourspot [damage 8 to 14, angle 70 to 270, basekb 15 to 50, kbg 40 to 80], Other Hitboxes [basekb 20 to 50, kbg 40 to 80], all hitboxes now hit grounded and aerial opponents
Air Side B- Sourspot now gone (changed to match sweetspot values), IASA frame 45 instead of 1.4x cooldown speed, cancelable into aerials, air dodge, and item throws before it hits. Cancelable by jumps, ground item throws, and ground dodges at any point
Up B- Last Hit [basekb 40 to 64, kbg 90 to 0, size 9 to 11, x offset 4/-4 to 6/-6], Hits 5-8 [basekb 5 to 15, kbg 50 to 0], Hits 1-4 [angle 361/361/140 to 361/361/225, kbg 70/70/70 to 0], SDI multiplier 2x to 1x on all hitboxes
Air Up B- Hits 6-8 [kbg 100 to 0, base kb 0 to 40], Hits 2-5 [basekb 20 to45, kbg 70 to 0], First Hit [basekb 40 to 64, kbg 80 to 64], 0x hitlag multiplier on all hitboxes
Down B- Barrel pickup starts frame 13 instead of 17, size 13 to 20
Dthrow- 1.6x cooldown speed, angle 361 to 50
Uthrow- basekb 64 to 80, +2 damage
Cargo Fthrow- Angle 40 to 60
Cargo Dthrow- .7 Horizontal momentum boost on throw, IASA frame 35 instead of speedup
Barrel Fthrow- 1.5x Speed (13/26)
Barrel Bthrow- 1.5x Speed (14/26)
Barrel Dthrow- 2.25 Vertical momentum boost on throw (15/22)
Barrel Uthrow- 1.21x Speed (13/24)
Smash Barrel Fthrow- (18/33)
Smash Barrel Bthrow- 2 Horizontal and .5 vertical momentum boost away from barrel on throw (20/29)
Smash Barrel Dthrow- 1.25 Horizontal and 1.75 vertical momentum boost on throw (15/30)
Smash Barrel Uthrow- IASA frame 29 to 27, -2.0 Vertical momentum boost (downwards) on frame 1
Staunt- Heals 5%
Utaunt- Generates Franklin Badge in hand on completion
Dtaunt- Cancelable into anything but movement and other taunts

---------------------------
Wario
---------------------------
Uair:
hitbox size -1.5, momentum change removed, Y offset +2.
all jump related changes back to vbrawl other than SH.
Dair:
momentum -4 > -2.5, footstool height > 2.3
Up throw:
Cancels into upB if you have b pressed on frame 20,
upB:
Cancels into nair if you tap a 3 frames before final hit (i call it "superman" due to the odd colorflashes) for extra recovery
DownB:
Weakest fart spawns a smoke ball

---------------------------
Peach
---------------------------
-Down Tilt speed modifier: 2x, so she also slides backward far further with buffered attacks.
-Up Smash ("spin") and Up Tilt ("heart") have been swapped, to accommodate the fact that her utilt is far more interesting of an attack, and her usmash is more fun to watch without a charge, and already one heck of a move
-Up Smash ("heart") - large hitbox: Damage 13 -> 15 [D -> F], KBG 70 -> 80 [46 -> 50]
-Up Smash ("heart") - small hitbox: KBG 70 -> 91 [46 -> 5B]

Added interrupts right after the first hitboxes of Peach's dash attack terminate. These interrupts are:
-Ground Attack
-Ground Escape (dodge)
-Ground Item (throwing an item, right?)
-Ground Jump
-Ground Special

---------------------------
Captain Falcon
---------------------------
Grounded DownB can Jump Cancel after frame 17 to allow for a better pressure game.
Linking hits Trajectory 20->16D, BKB 1E->2E, shield damage 3->1

---------------------------
Ivysaur
---------------------------
B:
- Aerial endlag has interrupt into upB
- has more upward momentum
SideB:
- 8 Sided -> 6 Sided Die (higher, and accurate, critical hit chance)[/collapse]
[collapse="Beta v1.5 changes"]
v1.0 --> v1.5 Changelist
(This is also included in the zip file)

[collapse=v1.5 changes]
=========================================================
===Changelist includes only changes from 1.0B --> 1.5B===
=========================================================

**Global Changes**

-Shield Stun reduced.
-New Title Screen.
-Character Select Screen reconfigured(no more bugs/glitches).
-Stage Select Screen now has purple background.
-GCT reconfigured and optimized overall.
-Wifi compatibility improved(Much less desyncing, if at all).

**Character Specific Changes**

Captain

-Jab3: Improved IASA, Trajectory, BKB and KBG adjusted. "The Gentleman."
-Nair: Autolink angle on first hit, Hitbox size increased slightly.
-USpecal: Invisible glitch fixed.
-DSpecial: Returns second jump in air.
-Attributes: Second jump height increased very slightly.
-Taunt powerup animation sped up slightly.

Dedede

-Jab1 Animation speed slowed, fixing occasional no-hit glitch.
-Uair: Last hit DMG decreased 11>6.
-SSpecial: Toss strength varies with tilt or smash, can angle the throw upwards, downwards, and straight ahead, Waddle Dee and Waddle Doo minions have more hitboxes on the ground, probabilities for Waddle Doos and Gordos increased slightly, amount of minions able to be on the field at one time increased to 4, "Pickup Minion" animation speed increased.

Diddy

-USpecial: Barrel Trap bug fixes.

Donkey

-No changes.

Falco

-Nair: Range decreased, +5 frames aerial endlag.
-Dair: +5 frames aerial endlag.
-NSpecial: Jump cancel delayed by 12 frames.
-SSpecial: Aerial End animation speed decreased.

Fox

-Nair: Hitbox size increased.
-Bair: Transformed into a psuedo-sex kick, angle and hitboxes adjusted accordingly.
-Dthrow: Timing fixes.
-SSpecial: Can additionally cancel to DSpecial on ground only, hitbox size decreased slightly.
-DSpecial: Hitbox size increased slightly.
-Attributes: Walk speed lowered slightly.
-WaveDash buffer now functions better.

GameWatch

-Utilt: End lag increased slightly, timing fixes.
-SSpecial: #4 Hammer(Sleep) damage decreased to 1, BKB greatly decreased.

Ganondorf

-Fair: Startup speed decreased very slightly, hitbox duration increased slightly, sweetspot hitbox range increased, Hitlag increased on sweetspot hitbox, KBG increased very slightly, aerial endlag speed increased very slightly.
-USpecial: Evil laugh SFX added to catch explosion, Invisible glitch fixed.

Ike

-Jab2: Decreased IASA frames.
-Utilt: Startup speed decreased very slightly.
-Fair: Landing lag increased very slightly.
-Dair: Landing lag decreased slightly.

Kirby

-DK Hat: No longer goes into SpecialFall after use.
-Lucario Hat: Aura Sphere altered to match Lucario's new version.
-Lucas Hat: PK Freeze altered to match Lucas' new version.
-Pikachu Hat: Thunder Jolt altered to match Pikachu's new version.
-Pit Hat: Arrows altered to match Pit's new version.
-PokeFushigisou Hat: Bullet Seed altered to match Fushigisou's new version.
-Sheik Hat: Needles altered to match Sheik's new version.
-Snake Hat: Grenades altered to match Snake's new version.

Koopa

-Jab2: Damage decreased slightly.
-Ftilt: Speed decreased very slightly.
-Utilt: Speed decreased very slightly.
-SSpecial: DMG decreased slightly.
-Heavy Armor during Tumble reduced from 15% to 10%.

Link

-Utilt: DMG decreased by 1.
-Nair: DMG decreased by 1.
-USpecial: Aerial final hitbox KBG decreased very slightly.
-DSpecial: Bomb DMG decreased very slightly.

Lucario

-Jab1: Improved IASA.
-Jab2: Improved IASA.
-Jab3: Improved IASA.
-Ftilt: Trajectory raised on up-angled version.
-Fsmash: Multi-hit attack now executes on tilted smashes.
-Usmash: If Shield is held, performs a multi-hit attack, timing fixes.
-Dsmash: End lag increased.
-Fair: Hitbox duration increased slightly.
-Bair: Slight trajectory alterations.
-Dair: Timing fixes.
-Pummel: Hits multiple times, lasts longer.
-NSpecial: Aura Sphere size and "wiggle" increased, uncharged shot trajectory KB increased, level 1 charge shot 16B angle.
-SSpecial: Grabs in the air...currently under construction.
-USpecial: Hitbox and timing alterations.

Lucas

-NSpecial: Greatly lowered shield damage, Hitlag greatly reduced, paralyze effect.
-SSpecial: Damage decreased.
-DSpecial: Can be interrupted by Jump and SSpecial.

Luigi

-Fair: DMG reduced from 10>7.
-Dash: Lowered chance of tripping on from 1/3 to 1/4, removed invincibility.
-Attributes: Air Mobility and Max Horizontal Velocity decreased very slightly.

Mario

-No changes.

Marth

-Dair: Sourspot hitbox damage and KB decreased, trajectory changed more outward, fixed hitlag and sfx.
-Fsmash: Tilted smashes give a sliding motion, tilt up goes forward, tilt down goes backward.
-SSpecial: Aerial hitbox fixed.

Metaknight

-Jab100: Range reduced.
-Fsmash: Increased KGB and BKB slightly.
-Nair: Increased KGB slightly, bug fixes.
-Bair: First 2 hit trajectories given auto-link angle, timing fixes.
-Pummel: Damage reduced from 3>2, heals MK for 2%.
-Bthrow: KBG decreased slightly.
-Uthrow: KBG decreased very slightly.

Ness

-Fair: Increased KGB and BKB on last hit.

Peach

-Dtilt: All hitbox trajectories send downward.
-USpecial: Can act of of closed parasol with dodges, attacks, etc. Cannot use Up-B again until hitting the ground again.
-DSpecial: Additional items added to item cycle, increased odds for pulling up an item, increased overall damage for turnips, better odds for stronger turnips.

Pikachu

-Usmash: Damage reduced by 1.
-Bair: SDIability increased slightly.
-Dair: Landing hit BKB decreased slightly, landing lag increased slightly.
-NSpecial: BKB decreased on both air and ground versions, endlag increased slightly on grounded version, startup speed decreased slightly on aerial verison.
-DSpecial: Shield cancel delayed by 15 frames.

Pikmin

-Fsmash: Sourspot hitbox duration increased.
-Usmash: Sourspot hitbox duration increased.
-Pikmin: Oh god what have we done.

Pit

-Fsmash: Frame speed increased slightly on start.
-Pummel: Speed increased very slightly.
-NSpecial: Straight arrows move slightly slower and are easier to control.
-SSpecial: Wind effect inward on start, can interrupt attack with shield, removed outward wind effect.
-USpecial: Infinite stall glitch fixed.
-Side Taunt SFX altered when over 100%.

PokeFushigisou

-NSpecial: Can move around on the ground and in the air, additional hitboxes added around Ivysaur.
-SSpecial: 1/8 chance of being a "critical hit," does double damage and double KB, weak hitboxes removed.

PokeLizardon

-SSpecial: Rock shards stay floating in the air, up to 4 may be on the field at once, "Stealth Rock," can cancel with shield or airdodge before hitbox.

PokeZenigame

-Ftilt: Up-angled trajectory and damage decreased.
-Fsmash: Added a weak hitbox.
-Nair: Waterbox size and damage decreased.
-Fair: Damage reduced by 1.
-Uair: Tip damage reduced by 1.
-Dair: Final hit damage and KBG decreased slightly.

Popo

-Fsmash: Nana shield damage decreased.
-Usmash: Nana shield damage decreased.
-DSmash: Nana shield damage decreased.
-SSpecial: Can cancel specialfall with jumps and aerials in the air, can only be used once before touching the ground or getting hit.

Purin

-Uair: BKB, KBG and SDI-ability increased very slightly.

Robot

-Nair: Damage decreased.
-Can slide off the stage during landing animations.

Samus

-Usmash: Fire-hit effect altered to normal effect.
-SSpecial: Power missle fire GFX altered to ice GFX.

Sheik

-Dsmash: Sweetspot damage decreased.
-NSpecial: Holding B charges needles, letting go releases, charge speed slowed down slightly.

Snake

-NSpecial: Grenade fuse time increased from 2 to 3 seconds, angle increased very slightly, motion sensor mine pull speed decreased.
-SSpecial: Startup speed increased slightly, Nikita duration shortened to 1 second, Nikita turning sensitivity and speed increased, Nikita velocity increased, less time needed for strong hitbox to appear.
-Landing lag on all aerials decreased very slightly.

Sonic

-Fsmash: Damage decreased, KBG increased, hitlag decreased slightly.
-Bair: Sourspot added.
-USpecial: If used in air, spring bounces on ground continuously until it hits something, can only have 1 out at a time.

SZerosuit

-No changes.

Toonlink

-No changes.

Wario

-Jab2: Damage and trajectory decreased very slightly.
-Fsmash: Weakhitbox comes out a few frames earlier.
-Usmash: Final hit damage reduced by 1, windbox strength decreased very slightly.
-Nair: Removed momentum change.
-SSpecial: Bike turning speed increased, much lower chance of falling off bike when turning, damage increased overall, has a 1/15 chance of impaling opponents, in the air bike travels horizontally, cannot turn in the air, Bike explodes on contact with walls with an expolsion hitbox with high KB, dealing 10% to Wario.

Wolf

-Ftilt: BKB increased very slightly.
-Utilt: KBG increased very slightly.
-Fsmash: OHKO glitch fixed, hitboxes tweaked slightly.
-DSpecial: WDKB decreased very slightly.
-"Playtime's over, Starfox!" on entry.

Yoshi

-Fair: Damage and BKB reduced very slightly.
-Uair: Sourspot damage decreased greatly, tipper hitbox damage decreased by 2.

Zelda

-SSpecial: Can no longer cancel with an airdodge.
[/collapse]


[collapse=Captain Falcon]------------------
==Captain Falcon==
------------------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab 3 - Sweespot damage increased. Added Electric effect. "YESZ!" SFX played on hit.

Jab Multi - Speed of hits increased. SDI-ability decreased.

Dash Attack - Travels farther forward. Endlag decreased.

==TILTS==

Forward Tilt - Damage increased. Endlag decreased.

Up Tilt - Foot hitbox spikes.

Down Tilt - Send opponents behind Captain Falcon.

==SMASHES==

Forward Smash - Damage increased. Travels forward slightly.

Up Smash - Second hit damage increased. Hitbox size increased.

Down Smash - Trajectory raised on the first hit, lowered on the second hit.

==AERIALS==

Neutral Air - Speed increased in between hits.

Forward Air - Damage increased. Hitbox size increased. "YESZ!" SFX played on hit. Landing lag decreased.

Back Air - Sweetspot damage increased. Weak hitbox duration increased. Landing lag decreased.

Up Air - Aerial endlag decreased.

Down Air - Damage increased. Sourspot spikes. Aerial endlag decreased. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Grabbox size increased. "COME ON!" SFX played on grab.

Dash Grab - Speed increased slightly. "COME ON!" SFX played on grab.

Pivot Grab - Grabbox size increased. Speed increased. "COME ON!" SFX played on grab.

Pummel - Damage increased. "YESZ!" SFX played on hit.

Forward Throw - Damage increased. Knockback increased.

Back Throw - Trajectory sends opponents downward.

Up Throw - Knockback growth decreased.

Down Throw - Knockback growth decreased.

==SPECIALS==

Neutral Special - Damage increased. Area of Effect damage added after punch hitbox, including GFX. Falcon GFX size increased slightly.

Side Special - Automatically transitions into uppercut at the end of the hitbox on ground. Travels farther forward in air. Endlag decreased in air. Specialfall removed at end in the air.

Up Special - Hitbox added to legs after grabbox ends. Speed slowed down and "SHOW ME YOUR MOVES!" SFX played on grab. Damage and knockback increased slightly.

Down Special - Initial hitbox damage increased. Replaced weak hitboxes with multi-hit hitboxes. Travels farther forward on ground. Endlag decreased. Landing endlag decreased.

==OTHER==

Attributes - Run speed increased. Short hop height decreased.

==MISC==

If the player inputs [Up Taunt], [Down Taunt], [Up Taunt] in quick succession(think Zero Suit Samus transformation), Captain Falcon goes into a "power up" state. Upon finishing the animation, Falcon's next Falcon Punch will be 3 times as fast.[/collapse]

[collapse=Dedede]----------
==Dedede==
----------

==JABS/DASH ATTACK==

Jab 1 - Speed increased. Hitbox duration increased.

Jab 2 - Speed increased. Hitbox duration increased.

Jab Multi - Speed increased. Hitbox duration increased. Hits link together better.

Dash Attack - Hitbox starts much earlier. Impaling hitbox on hitting the ground. Hitbox duration increased. Travels much farther forward.

==TILTS==

Forward Tilt - Speed increased. Sweetspot damage increased. Base Knockback increased. Trajectory sends opponents back toward DDD.

Up Tilt - Unchanged.

Down Tilt - Unchanged.

==SMASHES==

Forward Smash - Startup speed increased. "Quake" hitbox upon hitting the ground, tripping opponents, does more damage if charged.

Up Smash - Speed increased.

Down Smash - Travels horizontally on the ground.

==AERIALS==

Neutral Air - 2 hit attack. First hit weak, second hit stronger. Aerial IASA improved.

Forward Air - Gives a slight vertical momentum boost.

Back Air - Sweetspot sends at a lower trajectory.

Up Air - Gives a slight vertical momentum boost. Last hit much stronger.

Down Air - Gives a slight vertical momentum boost at the end of the attack.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Unchanged.

Back Throw - Unchanged.

Up Throw - Unchanged.

Down Throw - Can be interrupted early by attacks(specifically).

==SPECIALS==

Neutral Special - Wind radius increased. Wind does damage. Wind hits more SDI-able.

Side Special - Unchanged.

Up Special - Stars(from landing) do more damage.

Down Special - Unchanged.

==OTHER==

Attributes - Initial Horizontal Jump Velocity increased.[/collapse]

[collapse=Diddy Kong]--------------
==Diddy Kong==
--------------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab 3 - Unchanged.

Jab Multi - More Hitlag. Less SDI-able. Improved IASA.

Dash Attack - Hits do more damage. Jump and Special cancelable after the first hit. Attack and Grab cancelable after the second hit. If the control stick is held in the direction being traveled, cancels into a run. If attack travels off an edge during the animation, transitions into a Nair.

==TILTS==

Forward Tilt - Damage increased.

Up Tilt - Improved IASA.

Down Tilt - Damage increased slightly. Knockback increased slightly. Improved IASA.

==SMASHES==

Forward Smash - Unchanged.

Up Smash - Last hit damage increased.

Down Smash - Outer hitbox damage increased.

==AERIALS==

Neutral Air - Speed increased. Improved IASA. Landing lag decreased.

Forward Air - Hitbox size and damage increased. Improved IASA. Landing lag decreased.

Back Air - Endlag speed increased. Landing lag decreased.

Up Air - Hitbox size increased. Landing lag decreased.

Down Air - Hitbox size increased. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Range increased slightly.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Damage increased. Improved IASA.

Forward Throw - Knockback increased slightly.

Back Throw - Unchanged.

Up Throw - Unchanged.

Down Throw - Unchanged.

==SPECIALS==

Neutral Special - Peanut damage increased slightly. Exploding hitbox added to gun explosion action. Improved IASA after shot.

Side Special - Increased size of grabbox. Trajectory sends opponents upward.

Up Special - Exploding barrels now set "traps"(The hitbox remains for a set period of time where the barrel last collided).

Down Special - Speed of banana pull increased. After 2 bananas are spawned, more bananas can be summoned on the ground only.

==OTHER==

Attributes - Short Hop Height decreased slightly.[/collapse]

[collapse=Donkey Kong]---------------
==Donkey Kong==
---------------

==JABS/DASH ATTACK==

Jab 1 - Damage increased slightly. Improved IASA

Jab 2 - Damage increased. Endlag decreased slightly.

Dash Attack - Damage increased. Sweetspot trajectory lowered. Inflicts Shield Damage. Endlag decreased slightly.

==TILTS==

Forward Tilt - Damage increased. Range increased slightly.

Up Tilt - Damage increased. Hand hitbox size increased.

Down Tilt - Damage increased.

==SMASHES==

Forward Smash - Range increased slightly. Windbox added outside of hitbox.

Up Smash - Range increased slightly.

Down Smash - Weaker, additional hitbox added outside of normal hitbox(only hits grounded opponents).

==AERIALS==

Neutral Air - Startup speed increased slightly. Sourspot trajectory sends opponents upward.

Forward Air - Startup speed increased slightly. Spiking hitbox impales grounded opponents. Improved autocancel window. Landing lag decreased

Back Air - Damage increased slightly.

Up Air - Landing lag decreased.

Down Air - Aerial endlag decreased slightly. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Grabbox size increased.

Dash Grab - Grabbox size increased. Endlag decreased slightly.

Pivot Grab - Grabbox size increased.

Pummel - Damage increased slightly.

Forward Throw - Unchanged.

Cargo Forward Throw - Trajectory lowered slightly.

Cargo Back Throw - Damage and knockback largely increased.

Cargo Up Throw - Unchanged.

Cargo Down Throw - Endlag decreased slightly.

Back Throw - Damage increased.

Up Throw - Knockback growth decreased.

Down Throw - Endlag decreased slightly.

==SPECIALS==

Neutral Special - Charging punch speed increased in the air only. Punch damage increased slightly. Increased duration of super armor on full charge punch.

Side Special - Shield damage increased. Aerial spiking hitbox knockback increased. Aerial endlag decreased.

Up Special - Increased duration of super armor. Can be controlled to move up and down.

Down Special - Knockback growth increased. If "B" is held before the ground pound animation, spawns a Barrel in hand.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Falco]---------
==Falco==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Endlag decreased.

==TILTS==

Forward Tilt - Down-angled Ftilt sends opponents downward.

Up Tilt - Improved IASA.

Down Tilt - Sweetspot hitbox added, does more damage and sends opponents straight up.

==SMASHES==

Forward Smash - Damaging windbox added to the end of the attack.

Up Smash - Unchanged.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Speed increased. Damage decreased. SDI-ability increased. Greatly improved IASA. Landing lag decreased slightly.

Forward Air - Speed increased. Last hit damage increased. Last hit hitlag increased. Landing lag decreased.

Back Air - Speed increased. Landing lag decreased.

Up Air - Tip hitbox knockback increased slightly. Tip hitbox size increased slightly. Landing lag decreased.

Down Air - Sweetspot knockback increased slightly. Sourspot hitbox spikes. Improved IASA. Landing lag decreased.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Unchanged.

Forward Throw - Knockback increased.

Back Throw - Laser damage decreased slightly. Shoots 11 lasers instead of 3.

Up Throw - Laser damage decreased slightly. Knockback decreased. Shoots 9 lasers instead of 3.

Down Throw - Laser damage decreased slightly. Damage increased. Electric element added.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Fires 3 lasers at once on the ground. Cancelable by jump after laser is fired on the ground. Endlag decreased on the ground. Startup and endlag decreased in the air.

Side Special - Damage, knockback, and hitlag increased in air on aerial opponents. Does not go into helpless state. Added additional graphics.

Up Special - Fire graphic size increased. Increased number of hits when charging and when flying. Final hit increased damage and knockback. Vertical momentum boost given at end of animation.

Down Special - Damage increased slightly. Hits grounded opponents up and toward Falco. Hits aerial opponents downward. Jump cancelable after a certain point. Added additional graphics.

==OTHER==

Attributes - Full Hop Height decreased slightly. Aerial Jump Height decreased slightly. Added 2 additional jumps in air. Falls slightly faster.[/collapse]

[collapse=Fox]-------
==Fox==
-------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Unchanged.

Jab Multi - Hitlag increased slightly.

Dash Attack - Attack cancelable after a certain point. Improved IASA.

==TILTS==

Forward Tilt - Unchanged.

Up Tilt - Damage increased. Knockback increased.

Down Tilt - Unchanged.

==SMASHES==

Forward Smash - Unchanged.

Up Smash - Hitbox size increased slightly.

Down Smash - Unchanged.

==AERIALS==

Neutral Air - Landing lag decreased slightly.

Forward Air - Damage decreased very slightly. Hits link together better. Landing lag decreased.

Back Air - Damage increased slightly. Sweetspot trajectory lowered. Landing lag decreased slightly.

Up Air - Last hit damage increased slightly. "COME ON!" SFX played on hit. Improved IASA. Landing lag decreased.

Down Air - Additional hitbox added after looped hits. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Grabbox size increased slightly.

Dash Grab - Grabbox size increased slightly.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Knockback increased.

Back Throw - Laser Damage decreased slightly.

Up Throw - Laser Damage decreased slightly. Knockback decreased slightly. Shoots 8 lasers instead of 3.

Down Throw - Laser Damage decreased slightly. Trajectory sends opponents downward. Improved IASA.

==SPECIALS==

Neutral Special - Laser damage decreased slightly. Lasers travel faster and farther.

Side Special - Added looping tripping hitboxes on grounded version. Cancelable by attacks, grabs, jumps, and Fire Fox. If Shield is held, travels at a much slower speed.

Up Special - Charge damage increased. Added additional hits to charge. Flying hit sends at the same angle Fox is traveling. Cancelable by a walljump at the end of the animation.

Down Special - Damage increased slightly. Hitlag decreased. Trajectory sends grounded opponents outward, aerial opponents downward. Cancelable by jumps.

==OTHER==

Attributes - Walk Speed increased slightly. Run Speed increased slightly. Full Hop Height increased slightly. Short Hop height decreased. Aerial Jump Height increased slightly.

==MISC==

Airdodge works like a Hybrid Airdodge. If directional inputs are used when airdodging, Fox will dodge in that direction, then will go into a helpless state shortly after. If no directional input is used when airdodging, he will perform a normal airdodge.[/collapse]

[collapse=Ike]-------
==Ike==
-------

==JABS/DASH ATTACK==

Jab 1 - Endlag decreased slightly.

Jab 2 - Endlag decreased slightly.

Jab 3 - Damage increased slightly. Slightly improved IASA.

Dash Attack - Knockback greatly reduced. Interuptable on hit.

==TILTS==

Forward Tilt - Endlag decreased.

Up Tilt - Startup speed increased.

Down Tilt - Startup speed increased. Sourspot hitbox spikes. Endlag decreased.

==SMASHES==

Forward Smash - Speed increased slightly. Added windbox to charge animation. Windbox added at end of attack.

Up Smash - Windbox added to back end of attack.

Down Smash - Trajectory lowered on both hits. Windboxes added to both hits. Improved IASA.

==AERIALS==

Neutral Air - Aerial endlag decreased. Landing lag decreased.

Forward Air - Improved autocancel window. Windbox added on Landing animation. IASA frames added to Landing animation.

Back Air - Aerial endlag decreased. Landing lag decreased.

Up Air - Gains upward vertical momentum if "A" is pressed repeatedly. Landing lag decreased slightly.

Down Air - Spiking hitbox duration increased slightly. Cancelable by Special Attacks after a certain point. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Speed increased.

Forward Throw - Endlag decreased slightly.

Back Throw - Unchanged.

Up Throw - Damage increased. Knockback increased. Added fire element.

Down Throw - Damage increased. Knockback decreased. Added knockdown element. Endlag decreased slightly.

==SPECIALS==

Neutral Special - Charge animation cancelable by shield. If charge is held for ~3 seconds, will store a Full Charge Eruption upon next use(if canceled with shield). "Prepare Yourself!" SFX played when Full Charge is able to be stored. If charge is held for longer than 3 seconds, or if Ike charges while he has a Full Charge stored, Ike will incur self-inflicting damage. Full Charge self-inflicting damage raised to 20%.

Side Special - Charge animation cancelable by shield. Attack animation interuptable at any time. Aerial Dash animation interuptable at any time.

Up Special - Heals Ike 5% on hit from landing hitbox.

Down Special - SFX delayed to denote start of "counter frames." Counter attack knockback increased slightly. 1/25 chance of OHKO attack. "You'll get no sympathy from me!" SFX played on successful OHKO execution.

==OTHER==

Attributes - Unchanged.[/collapse]
[collapse=Metaknight]
------------------
== Metaknight ==
------------------

==JABS/DASH ATTACK==

Jab Multi - Hitbox significantly larger (hits slightly above and below MK on all hits) and significantly stronger. Very fast IASA. Great for combos.

Dash Attack - No changes

==TILTS==

Forward Tilt - Slightly faster IASA on third hit.

Up Tilt - Faster IASA, strong hitbox tweaked slightly.

Down Tilt - Damage way up, pops straight up (incredible combo starter)

==SMASHES==

Forward Smash - Startup slightly faster, slightly less knockback

Up Smash - Does first hit, then puts MK in free aerial control. Great base on first hit.

Down Smash - First hit angle lower, damage up, growth down. Second hit growth down, hits behind MK, damage up.

==AERIALS==

Neutral Air - Faster IASA, more knockback. Landing lag sped up.

Forward Air - Last hit easier to SDI, damage up.

Back Air - doubled speed on everything except startup and end

Up Air - Uair WAY easier to SDI, base knockback up

Down Air - Sourspot and Sweetspot spike better. Sweetspot damage up.

==GRABS/THROWS==

Standing Grab - Unchanged

Dash Grab - Unchanged

Pivot Grab - Unchanged

Pummel - Unchanged

Forward Throw - Angle way lower

Back Throw - Way more knockback

Up Throw - Way more knockback and damage. MK does 6 damage to himself.

Down Throw - Angle raised, knockback buffed slightly.

==SPECIALS==

Neutral Special - Last hit spikes in the air.

Side Special - Last hit is a strong semi-spike

Up Special - Damage up

Down Special - Damage way up, knockback way up.

==OTHER==

Attributes - Shield size down, weight down, air speed up.

Glide Attack - Semispikes instead of hitting almost straight up

Special Fall - can be interrupted (like sonic's). MK retains all jumps he had before using a special. He can only special once before landing again/being hit in midair. [/collapse]
[Collapse=Pit]Pit

Wings of Icarus = upB
Angel Ring = sideB
Mirror Shield = downB
FSM = Frame Speed Modifier


Major changes

Can do WoI again after being hit
SideB can be cancelled with shield, which can lead to a

shield grab
Arrows have tighter control
Side arrows are a bit slower but allows for extreme arrow
Up arrows are very slow and are very good for breaking combos

Misc

Heavy Landing has wind that pushes away

Attributes

Nair Landing Lag 30 -> 12
Fair Landing Lag 15 -> 10
Bair Landing Lag 15 -> 13
Uair Landing Lag 30 -> 15
Dair Landing Lag 30 -> 20


Gliding

Glide Start Asynch Timer 5 -> 2.5
Glide Attack dmg 12 -> 15

Neutral Attacks

Jab dmg 3 -> 4
Jab3 Sends opponent backwards, sets up for combo
Rapid Jab OC 2, dmg 1 -> 2
Dash Attack dmg 9 -> A/C -> D/B -> C/B -> C, hitbox 1 dir 50 -> A

Tilts

Ftilt 2x faster until hitboxes are out, dir 169 -> 14
Utilt first hitbox loops 3 times, second hitboxes dmg 6
-> 4, third hitboxes dmg 7 -> 8
Dtilt dir 50 -> 118

Smashes

Fsmash FSM 1.24, Frame 24 FSM 1
Usmash dmg 3 -> 6, dmg 2 -> 7, Second hitboxes, size 5 -> 6.2/5 -> 6.2, Third hitboxes size 4 -> 5/5 -> 6/5 -> 6
Dsmash Hitbox 3 dmg C -> B, second hitboxes dmg A -> B/A -> B/9 -> A/8 -> 9, dir 4B -> 2D/4B -> 10e

Aerials

Nair dmg 1 -> 2, SDIMultiplier 1.4 -> 0.9
Fair dmg E -> D/F -> E, dir 169 -> 14
Bair second hit dmg 7 -> 8
Uair first hit SDIMultiplier 1.3 -> 1.1
Dair Hitbox 1 dmg C -> D, dir 50 -> 118, size 6 -> 6.5
Uair Landing Asynch 2, OC dmg 2

Grabs

Grab size 4 -> 5, X offset 9 -> 13
Running grab size 4, x offset 9 -> 12
Pummel every 15 frames -> 8 frames

Throws

BThrow dir 2D -> 14
FThrow Throw collisions KBG 96 -> 78, dmg 4 -> 8, SOC dmg

6 -> 4
UThrow dir 5A -> 5F, KBG 48 -> 64
DThrow dmg 2 -> 6

Specials

Arrow dir 3C -> 169, control radius 4 -> 20, Side arrow speed 8 -> 6, Up arrow speed 8 -> 1
Angel Ring start has small suction and 0.5 horizontal momentum
Angel Ring Hold has iasa for shield, ShldDmg 0 -> F/5 -> 28, dir 19 -> 16D/46 -> 6D/19 -> 16D/12C -> F, KBG 3E -> 0/28 -> 0/64 -> 0, BKB 0 -> 32/0 -> 32, Hitlag Multiplier 1 -> 0.7, SDIMultiplier 1.5 -> 0.9/1.5 -> 0.8 Angel Ring End ShldDmg 0 -> 32, BKB F -> 0
Grounded Wings of Icarus FSM 1.5, Aura sweetspot(matches
blue color wings get) dmg 7, dir 5A, KBG 3E, BKB 64, size 7.5, Trip Rate 25%, Hitlag Multiplier 1.5, SDIMultiplier 1, Wind BKB 0 -> 1E, size 23 -> 34, Trip Rate 50%
Aerial Wings of Icarus same as grounded but sweetspot dmg is 5
Mirror Shield has super armor as soon as animation starts and reflects attacks and projectiles at all times[/Collapse]
[collapse=Snake]---------
==Snake==
---------

==JABS/DASH ATTACK==

Jab 1 - Unchanged.

Jab 2 - Added ability to Jab Loop. Improved IASA.

Jab 3 - Shield Damage increased. Hitlag increased.

Dash Attack - Shield Damage increased. Hitlag increased. Cancelable by jump after a certain point.

==TILTS==

Forward Tilt - Shield Damage increased. Hitlag increased. SDI-ability decreased.

Forward Tilt 2 - Shield Damage increased. Hitlag increased.

Up Tilt - Shield Damage increased. Hitlag increased.

Down Tilt - Trajectory sends opponents downward. Knockback greatly decreased. Shield Damage increased. Hitlag increased. Trip Rate increased.

==SMASHES==

Forward Smash - Explosions loop twice, graphics and damage increasing with each successive explosion. Angled Forward Smash sends "rolling" explosions outward, decreasing in damage with each successive explosion.

Up Smash - Shoots 3 mortars instead of 1.

Down Smash - Damage increased. Mine activation speed increased. Mine trigger radius increased. Mine duration greatly increased. "There!" SFX played on setting Mine.

==AERIALS==

Neutral Air - Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. If "B" is pressed between 3rd and 4th hits, C4 is planted. "Good!" SFX played on successfully planting C4 on the opponent. Landing lag decreased slightly.

Forward Air - Startup speed increased slightly. Shield Damage increased. Hitlag increased. Improved autocancel window. Improved IASA. Landing lag decreased slightly.

Back Air - Shield Damage increased. Hitlag increased. Landing lag decreased slightly.

Up Air - Shield Damage increased. Hitlag increased. Improved IASA. Landing lag decreased slightly.

Down Air - Speed increased. Hits link together better. Shield Damage increased on all hits. Hitlag increased on all hits. SDI-ability decreased on all hits. Improved autocancel window. Landing lag decreased slightly.

==GRABS/THROWS==

Standing Grab - Unchanged.

Dash Grab - Unchanged.

Pivot Grab - Unchanged.

Pummel - Damage increased. "Ommnn..." SFX played.

Forward Throw - Trajectory lowered. Knockback decreased slightly.

Back Throw - Trajectory lowered. Knockback decreased slightly.

Up Throw - Damage increased. Trajectory sends opponents downward.

Down Throw - "Tasty!" SFX played.

==SPECIALS==

Neutral Special - Grenade trajectory lowered. Detonation time decreased from 3 seconds to 2 seconds. Upon reaching grenade limit(2), Snake pulls out a motion sensor mine.

Side Special - Nikita damage increased. Nikita shield damage increased. Nikita hitbox size increased. Automatically exits controlling animation after firing.

Up Special - Cypher damage increased slightly. Greatly improved IASA. More horizontal control.

Down Special - C4 hitbox size increased. Sticky radius increased. Sticky transfer interval time decreased. Sticky duration greatly increased. Auto-detonation time greatly increased.

==OTHER==

Attributes - Unchanged.[/collapse]

[collapse=Sonic]
------------------
==Sonic==
------------------

==JABS/DASH ATTACK==

Jab 1 - No Changes

Jab 2 - No Changes

Jab 3 - Damage up considerably; knockback gain compensated

Dash Attack - Damage up and knockback down on strong hit. Weak hit knockback up, slips. Less IASA; can be Jump Canceled very soon after the DA hitbox

==TILTS==

Forward Tilt - Damage up, KBG compensated

Up Tilt - Damage up, KBG compensated

Down Tilt - Damage up, KBG compensated. Faster IASA.

==SMASHES==

Forward Smash - Damage WAY up, KBG compensated. Has a hitbox when sonic pulls his elbow back after the punch.

Up Smash - Damage WAY up, intangible for most of the attack instead of just when he leaves the ground, can be canceled into a homing attack by pressing B, last hit angle significantly lower, knockback up

Down Smash - Damage up. Can be canceled into anything after the second hit. 4th hit (AKA the hit you should never, ever get hit by unless something went horribly, horribly wrong) does MASSIVE DAMAGE, has a ton of hitlag, and kills super early.

==AERIALS==

Neutral Air - Damage up on all hits, KBG compensated on all hits (slightly less on weak hits, meaning that they are viable as kill options at high %s!). Angle on strong hit lower. Hitbox lasts longer.

Forward Air - Does way more damage. Landing lag speed x3.

Back Air - Damage way up. KBG compensated. Strong hitbox lasts longer; weak hitbox doesn't exist

Up Air - Damage on second hit up, KBG down

Down Air - Damage up slightly, angle to straight up

==GRABS/THROWS==

Standing Grab - No changes

Dash Grab - No changes

Pivot Grab - No changes

Pummel - Speed x3

Forward Throw - No changes

Back Throw - No changes

Up Throw - Speed x2, damage up

Down Throw - Damage up considerably

==SPECIALS==

Neutral Special - Speed, damage up

Side Special - Damage up

Up Special - Spring has a light spike to it

Down Special - Damage up

==OTHER==

Attributes - Run speed way up, aerial jump hight slightly higher. [/collapse]
[collapse=Zelda]
------------------
==Zelda==
------------------

==JABS/DASH ATTACK==

Jab 1 - Small Hitbox (marked with star) added slightly in front of zelda; does 10 damage and pops straight up (weak)

Dash Attack - Large Hitbox (marked with star) added a good ways in front and a bit under Zelda (if onstage, should hit near the ledge or inside the stage); spikes with medium knockback

==TILTS==

Forward Tilt - Medium hitbox (marked with star) added slightly in front of zelda which drags the opponent in and down with moderate damage and knockback.

Up Tilt - Very small hitbox (marked with lightning) added way (6 zeldas?) above zelda. Does massive damage, will almost always kill if it connects.

Down Tilt - Medium hitbox (marked with star) added a good ways forwards and a good ways down. Hits under the stage; spikes with powerful knockback and damage

==SMASHES==

Forward Smash - Hitboxes that mirror normal fsmash (marked with sparkles) added a good distance in front of zelda.

Up Smash - No Changes

Down Smash - No Changes

==AERIALS==

Neutral Air - Can be canceled into anything shortly after the first spin (including nair)

Forward Air - Medium hitbox (marked with star) a good distance in front of zelda. Heavy damage, powerful knockback towards zelda (low growth)

Back Air - Medium hitbox (marked with star) a good distance in behind of zelda. Heavy damage, powerful knockback towards zelda (low growth)

Up Air - No changes

Down Air - Medium hitbox (marked with a star) about two zeldas below zelda. Heavy damage, moderate damage upwards

==GRABS/THROWS==

Standing Grab - No changes

Dash Grab - No changes

Pivot Grab - No changes

Pummel - No changes

Forward Throw - Damage and knockback up. IASA up.

Back Throw - Damage and Knockback up (kills quite early)

Up Throw - Damage and Knockback up (kills quite early)

Down Throw - Damage up considerably; faster IASA

==SPECIALS==

Neutral Special - No changes

Side Special - Can be canceled into a grounded special or an airdodge during the looping animation (allows for din's fire->din's fire). Longer growth. Doesn't explode on contact with ground/walls. Gets bigger; more knockback/damage. Lower angle.

Up Special - Far more reach. Endlag on aerial version halved. If started on the ground, cannot go over a ledge. If started in the air, strong, large spike hitbox shortly after the initial hitbox (can't hit if the initial hits) to prevent her from being gimped too hard. If ended on the ground, there's a large spiking hitbox below her that only hits aerial opponents (punishes ledgecampers). If ended in the air, lag down

Down Special - Why would you ever use this?

==OTHER==

Attributes - No changes[/collapse][/collapse]
 

Daakun

Smash Apprentice
Joined
Apr 21, 2009
Messages
135
Use Data > Gecko > Codes, it takes priority over just Codes when there's a file in both.
 

Gardevior

Smash Lord
Joined
Apr 11, 2009
Messages
1,692
Location
Fuquay-Varina, NC
Things we need now:
-PAL/NTSC-J port
-Snapshot method for USB loaders
-Smash Stack would be pimp
-Installer would also be pimp
Good USB loaders don't need snapshots any more, hence why Brawl+ stopped using them.

And you're using pacs, so you'd still need to leave the SD card in the slot even if you use the stack smash method to load gecko.
But here are the files for it. Just stage builder and go.

I can't do installers, sorry. :p



Also, yay!
 

The_Altrox

Smash Lord
Joined
Sep 23, 2007
Messages
1,602
Location
Youngstown, OH
NNID
The_Altrox
I have no idea what you guys are saying, but I'm just going to assume I can't use this on an SD card without a hacked wii :dizzy:
 

Shiroyu

Smash Apprentice
Joined
Jan 6, 2008
Messages
75
Location
tree rhymes with tree
Can someone upload a CSS that doesn't have altered character portraits?

I mean like the Naruto on Ike, Vader on Meta, Vegeta on Wolf, etc. etc.
 
Joined
Oct 9, 2008
Messages
8,905
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player

The_Altrox

Smash Lord
Joined
Sep 23, 2007
Messages
1,602
Location
Youngstown, OH
NNID
The_Altrox
It's the version that needs an SD card and Gecko OS.

do you mean with gecko on the card? Can I run it without a hacked wii? dooes gecko come in the package download?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
It's the version that needs an SD card and Gecko OS.

do you mean with gecko on the card? Can I run it without a hacked wii? dooes gecko come in the package download?
Yes, and no.

If you don't have Smash Stack set up so you can run it without a hacked wii I think you should make a thread in the Tutorials and Help section
 

The_Altrox

Smash Lord
Joined
Sep 23, 2007
Messages
1,602
Location
Youngstown, OH
NNID
The_Altrox
Yes, and no.

If you don't have Smash Stack set up so you can run it without a hacked wii I think you should make a thread in the Tutorials and Help section
look, I'm gonna be honest. I know nothing about hacking. Is the stacksmash supposed to go on the SD card?
also, I don't know what you're saying yes and no to
 
Joined
Oct 9, 2008
Messages
8,905
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player
No you don't. :p
Ah. Good to know. :D

look, I'm gonna be honest. I know nothing about hacking. Is the stacksmash supposed to go on the SD card?
also, I don't know what you're saying yes and no to
We don't have a stack smash version. Load it through Gecko OS or make one.

Ooh I totally want to try this out.

Change list?
Haz none at the moment. Sorry. We're working on it.

WANT TO HELP IN A BIG WAY? PROVIDE FEEDBACK AND PLAYTESTING
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
No problemo bud. I'll be downloading this and testing it.

(I could help out by making my own changelist...)
 

En1gmaSPY

Smash Rookie
Joined
Mar 27, 2010
Messages
22
Why won't it load for me? it just freezes and stays in the "SD codes found.Applying" screen on the gecko.I have gecko 1.07,if thats the problem.
 
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