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v1.2.2 Changelog - Public

This document provides patch notes for version 1.2.2.1 of SSF2 Beta, including numerous bug fixes and character adjustments. Hotfixes address issues for several characters. Engine changes improve knockback calculation and platform/momentum interactions. Many items receive balance changes. All-Star and Classic Modes see additions and fixes. Numerous characters receive new animations and hitbox adjustments, most notably extensive changes to Bandana Dee and Bomberman.

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0% found this document useful (0 votes)
73 views21 pages

v1.2.2 Changelog - Public

This document provides patch notes for version 1.2.2.1 of SSF2 Beta, including numerous bug fixes and character adjustments. Hotfixes address issues for several characters. Engine changes improve knockback calculation and platform/momentum interactions. Many items receive balance changes. All-Star and Classic Modes see additions and fixes. Numerous characters receive new animations and hitbox adjustments, most notably extensive changes to Bandana Dee and Bomberman.

Uploaded by

hutuwilfred5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NEWEST – SSF2 Beta v1.2.2.

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

General Character Updates:


● New attack trails added for the following characters:
○ Bandana Dee
○ Jigglypuff
○ Kirby
○ Luffy
○ Luigi
○ Mario
○ Naruto
○ Peach
○ Pichu
○ Pikachu
○ Pit
○ Ryu
○ Samus
○ Simon
○ Sonic
○ Tails
○ Yoshi
○ Zero Suit Samus

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

Mr. Game & Watch:


● Final Smash
○ SFX updated

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

Zero Suit Samus:


● Metal palette fixed
● Flip Jump
○ Restored missing frames in air version
● Getup Attack
○ Endlag decreased (14 frames → 13 frames)
○ Minor animation tweaks
● Ledge Attack
○ Endlag decreased (10 frames → 7 frames)
○ Minor animation tweaks

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

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