v1.2.2 Changelog - Public
v1.2.2 Changelog - Public
1:
Hotfixes:
● Bandana Dee grab parry added
● Marth dair tipper can now reverse hit again
● Pichu can no longer heal itself in the All-Star rest area
● Fixed Simon camera issues for real this time
● Sonic dair spike restored
● Sonic victory pose updated
● Fixed blank Congratulations screens for Bandana Dee and Zero Suit Samus in All-Star
mode
● Fixed Gligar causing crashes when homing on characters that no longer exist
● Characters now default to the default costume palette if the current one can’t be found
Engine:
● Knockback calculation now uses non-staled attack damage
● Double jump conserves less horizontal momentum if no direction is held (0.7x → 0.3x)
● Backwards double jump now applies air acceleration momentum in the held direction for
1 frame instead of resetting horizontal momentum completely
● Passing through a platform during initial dash will no longer immediately bring a
character down to their max run speed
● Passing through platforms now starts a character’s fall speed at 0 and no longer
teleports them downwards
● Grab release now takes the opponent’s damage ratio into account and resets their
movement when dealing knockback
● Fixed an issue where characters could get points for KOing themselves with certain
moves (i.e. Sandbag’s Bob-omb Toss)
● Shield bubbles, eggs, and frozen elements no longer stay onscreen with no character
attached to them (i.e. when getting KO’d or when turning off AIs in Training Mode)
Items:
● Item Bag and Medusa Head added
● Blue Shell image in item switch screen updated to reflect its current in-game appearance
● Blue Shell hitbox updated (Damage 20% → 16%, BKB 140 → 80, KBG 120 → 100,
Hitstun 1x → 6 frames, Self Hitstun 1x → 6 frames)
● Energy Tank no longer decreases health in Stamina Mode
● Exploding Tag now goes downwards when z-dropped in the air
● Food now comes in 40 variants healing either 2%, 4%, 6%, 8%, or 10%
● Gooey Bomb now goes downwards when z-dropped in the air
● Master Ball is now limited to 1 at a time
○ Updated Ditto to be less buggy/more reliable
● Poison Bomb status duration reduced (230 → 200) (does about 40% now)
● Ray Gun no longer messes with character momentum
● Ray Gun can now be fired in the air in place of forwards air
● Screw Attack now makes sure the character isn't destroyed and that HUD icon exists
after being KO'd
● Getting grabbed no longer halts the effect of healing from recovery items
● Landing SFX changed for some items to be more fitting
● Landing SFX made slightly louder for some items
Solo:
● All-Star Mode added
● Classic Mode
○ No longer crashes when fighting Bomberman in Team Battle
○ Updated Congratulations screen for the following characters:
■ Bandana Dee
■ Ichigo
■ Ness
■ Pikachu
■ Sora
○ Now allows the player to skip the results screen instead of being forced to wait
for the countdown
● Event Mode
○ Updated preview images for the following events:
■ Monkey, Dee, Luffy!
■ Gotta Cherish ‘Em All
■ Sword and Spear
■ All-Star Beta
● Training Mode
○ Reset button no longer works when a character has a final smash
Misc:
● Pushing back/select buttons at the same time no longer causes menus to bug out
● Social media buttons on the main menu now work again
● Stadium mode description updated from “Stadium Mode.” to “Mini-game testing ground.”
● Added “Tay” to special thanks
● Changed “IP’s” to “IPs” in disclaimer
Bandana Dee:
● Now uses real palette swapping
● New hurt frame added
● Now drops his spear in his star/screen KO animations
● Itemboxes fixed on wave taunt
● Star effect added to landing animation
● Jab Combo
○ Jab 1
■ Frame 3 hitbox height very slightly decreased (14.2 → 14.1)
● Downwards range -0.1
■ Frame 4 hitbox height very slightly decreased (16.6 → 16.5)
● Upwards range +0.85
● Downwards range -0.95
■ Frame 5 hitbox height very slightly decreased (14.2 → 14.1)
● Downwards range -0.1
○ Jab 2
■ Frame 13 hitbox size increased (17.8x12.5 → 19.6x14.1)
● Forwards range -0.4
● Backwards range +2.2
● Upwards range -0.05
● Downwards range +0.85
■ Frame 14 hitbox height very slightly decreased (14.5 → 14.4)
● Upwards range -1.35
● Downwards range +1.25
■ Frame 15 hitbox height very slightly decreased (13.8 → 13.7)
● Downwards range -0.1
○ Jab 3
■ Frame 25 hitbox height increased (10.8 → 15.6)
● Upwards range +2.85
● Downwards range +1.95
■ Frame 26 hitbox added
● Endlag 11 frames → 10 frames
● Forward Tilt
○ Frame 6 hitbox height increased (11.1 → 14.8)
■ Upwards range +1.95
■ Downwards range +1.75
○ Frame 7 hitbox size increased (21.7x13 → 26.7x11)
■ Forwards range +2.3
■ Backwards range +2.7
■ Upwards range -1.45
■ Downwards range -0.55
● Down Tilt
○ New animation
○ Hitbox height increased (11.7 → 13.4)
■ Forwards range +10.25
■ Backwards range -10.25
■ Upwards range +1.2
■ Downwards range +0.5
● Dash Attack
○ Added more SFX
● Back Air
○ New animation
○ Frame 3 hitbox moved
■ Forwards range +10.25
■ Backwards range -10.25
■ Upwards range -2
■ Downwards range +2
○ Frame 4-8 hitbox moved
■ Upwards range -3.15
■ Downwards range +3.15
● Down Air
○ Hurtboxes changed to better fit the animation
● Grab
○ New animation
○ Grab box moved
■ Forwards range +6.1
■ Backwards range -6.1
■ Upwards range +5.65
■ Downwards range -5.65
Bomberman:
● Redid hurtboxes/itemboxes for idle wait
● Jab Combo
○ First 2 hits KBG decreased (50 → 40)
● Up Smash
○ First hit BKB increased (80 → 90)
■ Can now properly chain into the main hit against fast-fallers
○ Explosion hitboxes redone
■ Explosion starts out large, then gets smaller over time instead of the
reverse (max size frame 21 → frame 18)
■ Initial hitbox size 17.5x19.5 → 28x28
● Forwards range +5.75
● Backwards range +4.75
● Upwards range -5.45
● Downwards range +13.95
■ Max hitbox size 32.8x36.5 → 33x33
● Forwards range +0.6
● Backwards range -0.4
● Upwards range -11.45
● Downwards range +7.95
■ Min hitbox size 17.5x19.5 → 23x23
● Forwards range +3.25
● Backwards range +2.25
● Upwards range -7.95
● Downwards range +11.45
○ Explosion GFX starts later (frame 15 → frame 17)
○ Explosion SFX starts later (frame 17 → frame 18)
● Down Smash
○ Explosion hitboxes redone
■ Explosion starts out large, then gets smaller over time instead of the
reverse (max size frame 20 → frame 17)
■ Initial hitbox size 12.1x13.5 → 28x28
● Forwards range +2.25
● Backwards range +7.05
● Upwards range +2.1
● Downwards range +12.4
■ Max hitbox size 32.8x36.5 → 33x33
● Forwards range -4.35
● Backwards range -1.4
● Upwards range -5.9
● Downwards range +2.4
■ Min hitbox size 12.1x13.5 → 23x23
● Forwards range +0.05
● Backwards range +4.95
● Upwards range -0.4
● Downwards range +9.9
○ Explosion GFX starts later (frame 14 → frame 16)
● Forwards Air
○ KBG decreased (110 → 90)
● Down Air
○ First hit stats updated (Angle 75° → X°, BKB 28 → Y)
■ X: Bomberman’s current direction of movement
■ Y: Bomberman’s current movement speed x4
○ Frame 5 hitbox size updated (16.6x18.1 → 18x18; 14.2x16.7 → 14x12)
■ Forwards range +2.15
■ Backwards range -0.75
■ Upwards range +1.025
■ Downwards range -0.175
○ Frame 6 lower hitbox size updated (13.3x15.8 → 14x16)
■ Forwards range +0.7
■ Upwards range +0.5
■ Downwards range -0.3
○ Frame 8 hitbox size updated (12.6x16.7 → 17x17; 17x18.9 → 20x19)
■ Forwards range -1.35
■ Backwards range +4.45
■ Upwards range +0.725
■ Downwards range -0.575
○ Frame 9 lower hitbox size updated (11.5x13 → 12x13)
■ Forwards range +0.3
■ Backwards range +0.2
■ Upwards range +0.1
■ Downwards range -0.1
● Bomb Kick
○ Vertical boost increased (5 → 10)
● Jetpack
○ Maximum horizontal air speed during startup increased (4 → 6.5)
○ Frame 14-26 hitbox size increased (20.1x37.3 → 20x47)
■ Forwards range -0.05
■ Backwards range -0.05
■ Upwards range -0.1
■ Downwards range +9.8
○ Frame 27 hitbox size increased (21.5x42.4 → 20x47)
■ Forwards range -1.35
■ Backwards range -0.15
■ Upwards range -0.15
■ Downwards range +4.75
○ Frame 28 hitbox width increased (21.5 → 28)
■ Forwards range +3.25
■ Backwards range +3.25
○ All hits after the first one pushed back (frame 15/18/21/24/27 → frame
16/19/22/25/28)
○ Multihit stats updated (Angle 90° → X°, BKB 98 → Y, KBG 50 → 0)
■ X: 90° if Bomberman is moving upwards, 270° otherwise
■ Y: Bomberman’s current vertical movement speed x4
○ Final hit updated (Angle 75° → 80°, BKB 90 → 80)
○ Fixed misplaced itembox frame
Captain Falcon:
● Fixed the timing and itemboxes on his item jab/dash/tilt/smash animations
Falco:
● Fire Bird
○ Minor effects fix
● Grab
○ Retimed the animation; Falco no longer appears to whiff his grab if the player is 1
frame late
Goku:
● Adjusted itemboxes on jump animations
● No longer releases the ledge prematurely during ledge roll
Ichigo:
● Jab Combo
○ First hit
■ Active duration decreased (3 frames → 2 frames)
● Endlag increased (4 frames → 5 frames)
■ Frame 6 hitbox moved upwards to not hit the edge
● Upwards range +6
● Downwards range -6
● Down Tilt
○ Endlag decreased (12 frames → 10 frames)
● Forward Smash
○ Hitboxes redone to interpolate better and fit the animation
■ Swinging arc starts 30.55 units further back and 6.25 units further up, in
exchange for 4.7 less units of forwards range and less hurtbox coverage
overall
○ Hitboxes updated (Damage 14% → 18%, KBG 95 → 76)
○ Sword trails redone
● Down Smash
○ Pre-charge startup reduced (8 frames → 6 frames)
○ Post-charge startup reduced (6 frames → 5 frames)
○ Ichigo jumps slightly higher (Jump force -20 → -25)
○ Ichigo now does the descending part of the attack until he hits the ground
■ If Ichigo lands at any point post-charge, he will automatically do the
ground hit regardless of whether he does the descending attack or not
○ Descending hitbox updated (Angle 300° → 270°, Weight KB 40 → 100)
○ Descending hitbox size increased (9.8x36.6 → 19.9x57.5)
■ Forwards range +5
■ Backwards range +5.1
■ Upwards range +20.95
■ Downwards range -0.05
● Dash Attack
○ Hitbox updated (Angle 40° → 50°, Shieldstun 1x → 0.5x)
○ Hitbox height decreased (17 → 10)
■ Upwards range -2.25
■ Downwards range -4.75
● Down Air
○ KBG increased (90 → 100)
○ Now forces tumble fall
○ Endlag increased (10 frames → 12 frames)
■ Autocancel window is unchanged
○ Sword trails redone
● Kōtei-ki Tōshin
○ Air version final hit updated (Angle 80° → 90°, Hitlag 1 frame → 4 frames, BKB
30 → 65)
● Final Smash
○ No longer cancels when sliding off of a moving platform
○ Is no longer influenced by terrain
Kirby:
● Fixed some more color palette issues
● Forward Air
○ Hurtboxes redone
● Down Air
○ Minor adjustments to hurtboxes during endlag
● Copy Abilities
○ Bandana Dee hat updated for palette support
○ Link Kirby can now move and fastfall while in the air
○ Ichigo Kirby new animation and sword trail effects
● Up Throw
○ Now keeps focus on the ground where Kirby was standing before the throw in
addition to all other focused objects
● Getup Attack
○ Animation improved with more inbetween frames
■ Hurtboxes redone
○ Startup increased (6 frames → 8 frames)
○ Endlag increased (7 frames → 12 frames)
○ Intangibility increased (11 frames → 13 frames)
● Final Smash
○ No longer cancels when sliding off of a moving platform
○ Is no longer influenced by terrain
Lloyd:
● Final Smash
○ No longer cancels when sliding off of a moving platform
Lucario:
● Aura Sphere
○ Hurtboxes redone on ground and air versions
Luffy:
● Ledge getup duration increased (12 frames → 16 frames)
● Ledge getup intangibility added (frame 1-12)
● Luffy now moves forward a bit after ledge getup
● Added “whoosh” SFX to neutral taunt
● Down Tilt
○ Luffy moved down 3.2 units
● Up Air
○ Now uses kick SFX instead of punch
● Forwards Throw
○ Added some more SFX
● Back Throw
○ Added some more SFX
● Up Throw
○ Added some more SFX
● Down Throw
○ Now uses kick SFX instead of punch
○ Added some more SFX
● Getup Attack
○ Startup increased (7 frames → 8 frames)
○ Added an extra frame between hits
○ Endlag increased (6 frames → 10 frames)
○ Intangibility decreased (18 frames → 14 frames)
● Ledge Attack
○ Startup decreased (13 frames → 12 frames)
○ Endlag decreased (8 frames → 7 frames)
○ Intangibility decreased (16 frames → 15 frames)
● King Kong Gun
○ More effects added
Luigi:
● No longer releases the ledge prematurely during ledge roll
● Green Missile
○ Explosion effect and camera shake added
Mario:
● Final Smash
○ No longer cancels when sliding off of a moving platform
Marth:
● Down Air
○ First active frame sweetspot hitboxes updated
■ Original hitbox size 20x20 → 20x34
■ New hitboxes added (size 14x15, 9x14)
■ Upwards range +14
■ Forwards range +14 at the top, then tapers off to fit the sword trail
○ First active frame sourspot hitbox updated (size 14x14 → 28x19)
■ Forwards range +14
■ Upwards range +5
■ Sweetspot still extends 15 units out from the sourspot both forwards and
downwards
Meta Knight:
● Up Throw
○ Now keeps focus on the ground where Meta Knight was standing before the
throw in addition to all other focused objects
● Final Smash
○ No longer cancels when sliding off of a moving platform
Naruto:
● Minor costume fixes
● Redid hurtboxes and itemboxes on double jump and airdodge
● Forwards Smash
○ Hitboxes updated (Hitlag 1x → 4 frames, Self Hitlag 1x → 2 frames, BKB 29 →
30)
● Forwards Air
○ Added an extra frame to the animation right at the start of the attack
○ Frame 8 hitbox size updated (34.8x28.7 → 25.4x24.5; 27.1x20.7 → 20.2x20.7)
■ Forwards range -4.925
■ Backwards range -4.825
● Shadow Clone Slash
○ Retimed the animation; Naruto no longer appears to whiff his kick if the player is
1 frame early
● Ledge Attack
○ Startup increased (12 frames → 13 frames)
○ Endlag increased (5 frames → 9 frames)
○ Intangibility increased (9 frames → 15 frames)
Ness:
● Final Smash
○ No longer cancels when sliding off of a moving platform
○ Is no longer influenced by terrain
Pac-Man:
● Green Team outfit updated to match his actual green costume
Peach:
● Forward Air
○ Animation retimed; frame data unchanged
● Back throw
○ Animation retimed; frame data unchanged
● Up Throw
○ Now hits only once
○ Hitbox updated (Damage 2%/7% → 9%, Hitlag 0 frames → 4 frames, Self Hitlag
0 frames → 4 frames
○ Animation retimed; frame data unchanged
○ Grabbed character gets thrown above her head before the hit
○ SFX updated
● Final Smash
○ No longer cancels when sliding off of a moving platform
○ Is no longer influenced by terrain
Pichu:
● Costume colors updated
● Down Smash
○ Animation retimed; frame data unchanged
Pikachu:
● Now uses real palette swapping
● Dodge roll intangibility starts later (frame 1 → frame 3)
● Spotdodge duration increased (12 frames → 14 frames)
○ Intangibility increased to compensate (frames 2-8 → frames 2-10)
● Up Tilt
○ Removed duplicate VFX
● Up Smash
○ Main hit updated (Hitlag 1x → 5 frames, Self Hitlag 1x → 5 frames)
● Down Air
○ Main hit angle raised (40° → 45°)
○ Autocancel now starts later (frame 15 → frame 18)
○ Landing hit no longer changes size throughout the animation
■ Frame 25 size 12.4x22.6 → 41.5x15.4
● Forwards range +14
● Backwards range +15.1
● Upwards range -4.7
● Downwards range -2.5
● Thunder Jolt
○ Powershielding finally reflects it properly
● Thunder
○ Lightning comes out later (frame 7/10/13/16 → frame 10/13/16/19)
Rayman:
● Redid hurtboxes, fixed animation issues, and redid item boxes on idle, walk, run, skid,
jump, double jump, fall, land, and heavy land
● Added transition to walk animation
● Dash, run and turn animations recentered
● Shielding animation redone
● Old hurtboxes replaced with temporary new ones on sent flying and tumble animations
● Jump height reduced overall (Initial 16 → 15, Midair 18.5 → 16, Short Hop 10.5 → 9)
● No longer releases the ledge prematurely during ledge roll
● Jab Combo
○ Hurtboxes redone
○ Animation errors fixed
○ First Hit
■ Endlag reduced (5 frames → 3 frames)
○ Second Hit
■ Frame 13 hitbox moved back
● Forwards range -9.45
● Backwards range +9.45
■ Frame 14 hitbox size decreased (22.3x32.7 → 22.3x11.5)
● Forwards range -28.75
● Backwards range +28.75
● Upwards range +0.05
● Downwards range -21.25
■ Frame 15 hitbox moved back
● Forwards range -29.3
● Backwards range +29.3
● Upwards range +0.4
● Downwards range -0.4
■ Frame 16 hitbox moved back
● Forwards range -31.2
● Backwards range +31.2
○ Third Hit
■ Frame 24 hitbox width decreased (106.2 → 69.5)
● Forwards range -36.75
● Backwards range +0.05
■ Frame 25 hitbox size decreased (21.3x39.8 → 27.7x17.7)
● Forwards range -53.1
● Backwards range +59.5
● Upwards range +1.55
● Downwards range -23.65
■ Frame 26 hitbox size decreased (20.2x21.5 → 21.9x14.5)
● Forwards range -51.3
● Backwards range +53
● Upwards range -3
● Downwards range -4
■ Frame 27 hitbox size decreased (20.2x21.5 → 21.9x14.5)
● Forwards range +50.2
● Backwards range +51.9
● Upwards range -2.85
● Downwards range -4.15
■ Frame 28 hitbox removed
● Endlag increased (9 frames → 10 frames)
● Forward Tilt
○ Reanimated the hands and feet
○ Hurtboxes and itemboxes redone
○ Frame 6 main hitbox updated (size 31.9x22.3 → 17x22)
■ Forwards range -14.9
■ Upwards/downwards range -0.15
○ Frame 6 trail hitbox updated (size 39.2x22.3 → 36x17)
■ Forwards range -0.1
■ Backwards range -3.1
■ Upwards range -4.65
■ Downwards range -0.65
○ Frame 7-8 main hitbox updated (size 31.9x22.3 → 32x22)
■ Forwards range -2.4
■ Backwards range +2.5
■ Upwards range -0.3
○ Frame 7-8 trail hitbox updated (size 39.2x22.3 → 26x22)
■ Backwards range -13.2
■ Upwards range -2.7
■ Downwards range +2.4
○ Frame 9 hitbox updated (size 31.9x22.3 → 32x18)
■ Forwards range -5.35
■ Backwards range +5.45
■ Upwards range +2.5
■ Downwards range -6.8
○ Frame 10 hitbox updated (size 31.9x22.3 → 32x18)
■ Forwards range -5.35
■ Backwards range +5.45
■ Upwards range +1.65
■ Downwards range -5.95
● Up Tilt
○ Animation, hitbox arc, and hurtboxes completely redone
○ Active duration decreased (10 frames → 5 frames)
■ Endlag increased (2 frames → 7 frames)
○ Late hit spike removed
○ Now uses consistent damage throughout
■ Sweetspot Angle 80° → 85°, BKB 60 → 40, KBG 127 → 125
■ Sourspot Angle 90° → 85°, BKB 20 → 40, KBG 127 → 125
● Forwards Smash
○ Animation, hitboxes, and hurtboxes completely redone
○ Pre-charge startup increased (11 frames → 12 frames)
○ Active duration decreased (7 frames → 3 frames)
○ Endlag increased (5 frames → 12/13/14/17 frames)
○ Now has 4 levels of charge, with each level increasing the fist’s size and range
○ Clean hit BKB increased (40 → 45)
○ Late hit BKB increased (38 → 40)
○ Added glow effect when charging
● Up Smash
○ Animation and hitboxes completely redone
○ Hurtboxes replaced with temporary new ones
○ Pre-charge startup increased (9 frames → 12 frames)
○ Post-charge startup increased (0 frames → 2 frames)
○ Active duration decreased (11 frames → 3 frames)
○ Endlag increased (5 frames → 13/15/17/20 frames)
○ Now has 4 levels of charge, with each level increasing the fist’s size and range
○ Hitlag increased (Hitlag 4 frames → 5 frames, Self Hitlag 3 frames → 4 frames)
○ Added glow effect when charging
● Down Smash
○ Endlag increased (8 frames → 12 frames)
○ Now uses the same stats on both the hand and foot
■ Hand Angle 60° → 55°, Damage 10% → 12%, Hitlag 7 frames → 8
frames, Self Hitlag 7 frames → 8 frames, BKB 40 → 50, KBG 90 → 100
■ Foot Angle 45° → 55°, Damage 13% → 12%, Hitlag 9 frames → 8
frames, Self Hitlag 9 frames → 8 frames, BKB 60 → 50, KBG 110 → 100
○ Frame 16 hand hitbox updated (size 24.2x22.8 → 30x30)
■ Forwards range +10.9
■ Backwards range -5.1
■ Upwards range +2.15
■ Downwards range +5.05
○ Frame 16 foot hitbox updated (size 28.9x35.2 → 30x30)
■ Forwards range +0.5
■ Backwards range +0.6
■ Upwards range -1.6
■ Downwards range -3.6
○ Frame 17 hand hitbox updated (size 21x13.7 → 27x17)
■ Forwards range +6.15
■ Backwards range -0.15
■ Upwards range +0.2
■ Downwards range +3.1
○ Frame 17 foot hitbox updated (size 27.1x17.1 → 27x17)
■ Forwards range -0.05
■ Backwards range -0.05
■ Upwards range +0.05
■ Downwards range -0.15
○ Added glow effect when charging
● Dash Attack
○ Movement speed now decreases by 0.85 units per frame
○ Attack is now a single hit move
■ Startup 3 frames → 2 frames
■ Initial hitbox duration 7 frames → 6 frames
■ Second hit boxes retained, now come immediately after the initial hitbox
● Total active duration 8 frames
■ Endlag 16/11 frames → 6 frames
● Neutral Air
○ Animation redone
○ Hitboxes and hurtboxes completely redone to fit the animation
■ Frame data unchanged
● Forwards Air
○ Hitboxes and hurtboxes completely redone
○ Startup increased (2 frames → 3 frames)
○ Active duration decreased (7 frames → 4 frames)
○ Endlag decreased (13 frames → 8 frames)
○ Landing lag decreased (6 frames → 5 frames)
○ Autocancel starts earlier (frame 12 → frame 11)
○ Now uses consistent damage throughout
■ Frame 4-6 hitbox Damage 10% → 8%, BKB 60 → 15, KBG 77 → 120,
Hitstun 1.15x → 1.1x
■ Frame 7 hitbox Damage 6% → 8%, BKB 20 → 15, KBG 80 → 120,
Hitstun 1.15x → 1.1x
● Back Air
○ Hitboxes and hurtboxes completely redone
○ Active duration decreased (11 frames → 5 frames)
○ Endlag increased (5 frames → 12 frames)
○ Landing hitbox removed
■ Landing endlag 4 frames → 5 frames
○ Autocancel starts later (frame 15 → frame 16)
○ Frame 3 hitbox updated (Damage 12% → 5%, BKB 15 → 50, KBG 110 → 50,
Hitstun 1.15x → 1x)
○ Frame 4 hitbox updated (Damage 12% → 10%, BKB 15 → 60, KBG 110 → 80
Hitlag 3 frames → 4 frames, Self Hitlag 2 frames → 3 frames)
○ Frame 5-7 hitbox updated (Damage 12% → 5%, BKB 15 → 50, KBG 110 → 50,
Hitstun 1.15x → 1x)
● Up Air
○ Hitboxes and hurtboxes completely redone
○ Active duration decreased (6 frames → 5 frames)
○ Endlag increased (8 frames → 11 frames)
○ Can no longer hit twice
○ Frame 4 hitboxes updated (Damage 5% → 7%, Angle 94° → 95°, BKB 50 → 55,
KBG 60 → 95, Hitlag 1x → 2 frames, Self Hitlag 1x → 2 frames)
○ Frame 5 hitboxes updated (Damage 9% → 7%, Angle 94° → 95°, KBG 92 → 95,
Hitlag 1x → 2 frames, Self Hitlag 1x → 2 frames)
○ Frame 6 hitboxes updated (Angle 90° → 95°, BKB 15 → 55, KBG 110 → 105,
Self Hitlag 5 frames → 4 frames)
○ Frame 7 hitboxes updated (Damage 10% → 7%, Angle 90° → 95°, BKB 15 →
55, KBG 110 → 95, Hitlag 5 frames → 2 frames, Self HItlag 5 frames → 2
frames)
○ Frame 8 hitboxes updated (Damage 5% → 7%, Angle 90° → 95°, BKB 50 → 55,
KBG 50 → 95, Hitlag 1x → 2 frames, Self HItlag 1x → 2 frames)
● Down Air
○ Startup increased (3 frames → 4 frames)
○ Endlag increased (5 frames → 9 frames)
○ Landing lag increased (5 frames → 6 frames)
○ Autocancel ends later (frame 4 → frame 5)
○ Autocancel starts later (frame 25 → frame 30)
○ No longer stacks knockback
○ Multihit behavior changed
■ Old: active frames 4-18 with a refresh rate of 2
■ New: active frames 5-7, 9-11, 13-15, 17-19 with a refresh for each hit
○ Multihit stats updated (Damage 1% → 2%, Angle 55° → X°, BKB 60 → Y, KBG
30 → 0, Hitstun 1x → 5 frames, Hitlag 4 frames → 1 frame)
■ X: Rayman’s current direction of movement
■ Y: Rayman’s current movement speed x4
○ Final hit updated (KBG 60 → 30, Hitstun 1x → 5 frames)
○ Minor animation adjustments
● Helicopter
○ Vertical boost increased (Ground 7 → 15, Air 7 → 12)
○ No longer automatically moves Rayman during glide
○ Ground version no longer sets horizontal speed to 0.1x on startup
○ Hitboxes updated (Damage 6% → 2%, refresh rate 3 frames → 4 frames)
○ Ground version frame 2-3 hitbox width increased (48.1 → 53.6)
■ Forwards range -4
■ Backwards range +9.5
■ Upwards range +4.3
■ Downwards range -4.3
○ Windbox removed from hover/glide; new duration 8 frames
○ Windbox width decreased (90.35 → 77.9)
■ Forwards range +0.125
■ Backwards range -12.575
○ Minor animation updates
● Plum
○ Size reduced by 16.67% (3x → 2.5x)
● Grab
○ Animation updated; now has smoother transitions
○ Hitboxes and hurtboxes completely redone
○ Startup increased (4 frames → 7 frames)
○ Active duration decreased (10 frames → 9 frames)
● Pummel
○ Rayman punches his opponent instead of slapping them
○ Hitboxes and hurtboxes completely redone
○ Damage reduced (3% → 2%)
● Forward Throw
○ Animation redone
○ Fixed the move not working on certain characters
○ Startup increased (12 frames → 13 frames)
● Back Throw
○ Hurtboxes added
● Up Throw
○ Hurtboxes completely redone
● Down Throw
○ Hitbox updated (Angle 270° → 80°, BKB 35 → 45, KBG 115 → 100, Self Hitlag 0
frames → 1 frame)
○ No longer forces tumble
● Item Attacks
○ Jab
■ Animation adjusted, duration increased by 1 frame
■ Now has actual hurtboxes
○ Dash
■ Animation adjusted, duration increased by 1 frame
■ Now has actual hurtboxes
○ Tilt
■ Animation adjusted, duration increased by 1 frame
■ Now has actual hurtboxes
○ Shoot
■ Now has actual hurtboxes
○ Toss
■ Slightly increased Rayman’s size on ground and air versions (100% →
110%)
■ Ground version has a bigger temporary hitbox
Ryu:
● Shakunetsu
○ Now does proper fire-based damage
● Final Smash
○ No longer cancels when sliding off of a moving platform
Samus:
● CSS Portrait colors updated
● Getup Attack
○ Animation retimed
Simon:
● No longer releases the ledge prematurely during ledge roll
● Fixed an issue where the camera would sometimes zoom in on him for no reason
● Axe
○ Simon can no longer control aerial momentum while throwing the Axe
○ Endlag increased (12 frames → 13 frames)
○ Thrown hitbox size decreased to only cover the blade instead of the whole thing
■ 31x41.1 → 29.5x21.4
○ Thrown hurtbox now covers the entire handle of the axe
○ Landed frame 1 hitbox size decreased (30.9x41 → 27.3x24.2)
○ Landed frame 2 hitbox size increased (32.6x20.1 → 27.3x24.2)
○ Wall hitbox size increased (15.6x29.1 → 23.6x24.9)
○ Ceiling hitbox height increased (20.1 → 23.9)
○ Axe is now limited to one on screen at a time
○ Axe now lasts longer when colliding with terrain
■ Floor 10 frames → 20 frames
■ Wall 9 frames → 20 frames
■ Ceiling 9 frames → 20 frames
● Cross
○ Damage decreased (9% → 5%)
○ Can no longer reverse-hit
■ Return hit angle updated (70° → 110°)
○ Hitbox size decreased (22x22 → 17x17)
○ Hurtbox size increased (15x15 → 22x22)
○ Projectile size decreased by 33%
○ Movement speed increased (24 → 26)
○ Added 7 frame catch animation to both ground and air versions
● Holy Water
○ Ground version endlag increased (8 frames → 9 frames)
○ Hitbox drastically reduced in size (40.9x68.9 → 18.3x25.1)
○ Projectile active duration reduced (37 frames → 35 frames)
○ Air version now goes to heavy land when projectile comes out
■ Landing lag 2 frames → 11 frames
● Ring Grapple
○ Fixed all issues with Simon’s gravity
● Final Smash added
Sonic:
● Down Air
○ Spike hitbox removed
● Up Throw
○ Sonic 2 spike SFX added
Sora:
● Fixed some more color palette issues
● Redid hurtboxes on “Give me strength!” taunt
● Ledge attack
○ Damage increased (3% → 5%)
○ Second hitbox now has proper stats
Tails:
● Back Throw
○ Adjusted to (hopefully) not get people stuck in walls anymore
■ KBG increased (54 → 62)
■ No longer forces tumble fall
○ Extra metal land SFX removed
● Ledge Attack
○ Startup increased (9 frames → 10 frames)
■ Intangibility unchanged
○ Endlag increased (7 frames → 10 frames)
Waluigi:
● No longer releases the ledge prematurely during ledge roll
Wario:
● Wario Man
○ Should no longer softlock the game from getting KO’d off the top corners
○ Can no longer shield
○ No longer has VFX on edge lean
Yoshi:
● Forwards Smash
○ Frame 11 hitbox height decreased (38.75 → 29.05)
■ Downwards range -9.7
○ Frame 12 hitbox height decreased (34.4 → 22.5)
■ Downwards range -11.9
● Back Air
○ Hurtboxes now cover his entire tail during the final hit
○ Landing lag increased (4 frames → 5 frames)
● Down Air
○ Initial hits damage reduced (3% → 2%)
○ Landing hitbox active duration reduced (5 frames → 1 frame)
○ Landing hitbox updated (Angle 87° → 75°, Hitstun 0.86x → 1.25x, BKB 80 → 15,
KBG 20 → 100, Weight KB 0 → 75)
○ Landing hitbox width decreased (40.1 → 30.8)
■ Forwards range -4.25
■ Backwards range -5.05
● Egg Throw
○ Endlag increased (5 frames → 8 frames)
● Ledge Attack
○ Intangibility added (0 frames → 12 frames)
● Final Smash
○ Is no longer influenced by terrain
Stages:
Battlefield
● All stage elements (blast zones, spawns, item generators, etc.) are now perfectly
centered
Final Destination
● All stage elements (blast zones, spawns, item generators, etc.) are now perfectly
centered
● Updated positioning spawns and Master Hand for Event and Classic Mode that use code
for special cases
Thousand Sunny
● Added to the game