v0.25.0 Changelog
v0.25.0 Changelog
0-beta
Created by The HDR Dev Team
Changelog compiled by Askew
~ MAJOR NEW FEATURES ~
- ADJUSTABLE ONLINE INPUT LATENCY
- In delay-based netcode, the game assigns a default amount of input delay to
ensure stuttering is kept to a minimum. Ultimate in particular is extremely
conservative on this to accommodate unstable connections, averaging around
4-6 frames for a perfect connection and adding additional frames based on ping
(up to a technical max of 25)
- The online input delay can now be set manually, from 1 to 25 frames
- This is equivalent to Dolphin’s buffer setting in allowing stable connections to
achieve a lower latency, marking a massive improvement especially for
connections within the same region
- This is a client-side adjustment. Setting the value too low will result in stuttering,
but both players may set any value equal to or higher than what is found playable
with no downside
- Choose the default “Auto” option to use whatever the game would normally
assign you. After playing a match, said assigned delay will be displayed in
parenthesis
- Meter UI
- Ryu, Ken, and Terry now have custom UI to show their accumulated meter
- All characters with meter mechanics are planned to have custom UI developed
for them in the near future
- Extra Modes
- Each setting now acts as a toggle instead of its own isolated mode, similar to the
way Special Smash works
- Extra modes can now be selected in online arenas
- Added two new modes
- Hitfall Mode: fastfall out of any aerial on hit!
- Airdash Mode: airdodges can be interrupted early into any option!
- Character Select Screen
- The Character Select Screen has been given a fresh new green theme
- Stage Select Screen
- The Stage Select Screen is now separated into three pages
- Stage striking is now available by pressing Z (ZR on ProCon) while hovering over
a stage. Hold Z/ZR for three seconds to un-strike all stages
~ ENGINE ADJUSTMENTS ~
- Implemented Automatic Smash DI (ASDI)
- On the last frame of hitlag, a partial-pulse of SDI will automatically be applied
based on the direction at which the left stick is held (does not require a flick)
- Base SDI distance has been decreased from 6 -> 5 units, ASDI distance is 1.7
units
- This reintroduces mechanics which utilize ASDI such as Amsah techs, Slideoff
DI, etc. while also massively buffing crouch canceling (as ASDI down will allow
characters to land on the ground immediately after hitlag at low percents)
- Hitstun is now halved when landing during non-tumble knockback if either crouch
canceling or using ASDI down to land on frame 1
- Tumble threshold reduced 90 -> 80 knockback units
- Double Stick DI (DSDI) has been reintroduced
- Normally the control stick will input trajectory DI and ASDI together in the
direction it is held, but the C-Stick direction now takes priority for ASDI when both
are pressed
- This allows for DI and ASDI to be in entirely separate directions
- Phantom hits (known as "glancing blows" in Ultimate) have been completely removed
- Spikes have been overhauled
- All spiking moves have had their knockback against aerial opponents manually
adjusted with careful consideration based on several factors, such as how difficult
the move is to connect, its usage strength, the character’s overall kit, etc.
- Any move that sends at a spiking angle will now send aerial opponents into
tumble if the opponent takes more than 65.0 units of knockback
- This means that spikes are now techable earlier than other moves and, in
conjunction with the previous points, results in spikes still having respectable kill
power (and perhaps newfound combo potential!) while not being ridiculous delete
buttons offstage
- Spikes against grounded opponents are NOT affected by any of the above
changes
- The specific knockback value changes are not listed in this nightly changelog
- Knockback behavior and visuals have been adjusted
- When hit from behind, characters will always turn to face the attacker
- Reverted vanilla’s slowdown of knockback animations to make knockback look
and feel more natural
- Knockback angle range to trigger DamageFlyTop animation reduced from
~45-135 -> ~46-134
- Knockback smoke and KO GFX shrunk by 25%
- Knockback smoke dissipates 50% faster
- Hitlag shaking now stops once hitlag is over, removing the “knockback fart”
phenomenon from knockback smoke
- Missed tech GFX made smaller and more transparent
- Wavedashes now maintain landing speed more proportionally to their angle, increasing
the variance in diagonal wavedash distances and allowing for more precise spacing
- Maximum wavedash lengths have been slightly increased
- The maximum duration that smash attacks can be held has been reduced to match that
of pre-Ultimate
- Most characters’ jabs no longer constantly loop the first jab when holding the Attack
button
- Jostle on dash grabs has been increased from 0.3 -> 2.0 to mitigate whiffing at close
range
- Modified certain engine parameters for smoother-feeling gameplay
- Turn sensitivity: -0.2 -> -0.25
- Dash and fsmash threshold: 0.85 -> 0.8
- Frames between consecutive dashes: 15 -> 17 frames
- Run sensitivity: 0.625 -> 0.62
- Crouch and tether drop sensitivity: -0.66 -> -0.625
- Tap jump input window: 3 -> 4 frames
- Dash/run tap jump sensitivity: 0.5625 -> 0.635
- Roll input window: 4 -> 3 frames
- Roll sensitivity: 0.7 -> 0.75
- Turn run stop brake multiplier: 2 -> 1
- ECB (Environmental Collision Box) behavior has been tweaked
- The bottom point of ECBs is now locked to the character’s Top bone (base
position) during the first 9 frames of being airborne
- Previously the entire ECB was shifted upwards, causing some small
quirks with ceilings and ledgegrab boxes
- On frame 10 and onwards, the bottom point is calculated using its usual
patterns
- This change also allows for No-Impact Landing (NIL)
- The game perceives “moving downward” as any time the current frame’s
ECB bottom is lower than the previous frame
- The game only allows landing when “moving downward,” but a
character’s ECB may stretch downward for a frame or two depending on
animation
- If just above a surface when the ECB stretches downward, you will land
with the character’s normal landing lag (2-5 frames depending on
character), even if moving upwards
- ECB shifts now apply during knockback
- Directional airdodges can no longer snap onto stage from below using an upward angle;
snapping to platforms is unchanged
- Airdodges now retain knockback momentum
- Wallclings can now only be done once per airtime
- Techs can no longer be performed from an upwards airdodge out of tumble; only from a
downwards airdodge
- Footstool inputs can now be held to jump higher
- Regular turnarounds are now unable to be buffered, which should prevent unintentional
turnarounds experienced during movement
- This does not affect dashbacks or smash turns
- Platdrop during dash, run brake, and turn dash has been changed to detect a flick within
the last 2 frames instead of detecting any vertical stick value beneath -0.66, making
platform movement much more efficient
- Floats now disable double jumps while in the floating state
- Perfect Pivot window has been reduced from 4 to 3 frames
~ BUGFIXES ~
- Fixed all instances of projectiles being destroyed when spawning partially inside the
ground or a platform
- Projectiles should no longer stick to the ground without despawning if reflected/deflected
at an angle
- Fixed an issue where dash attacking into an edge and then buffering certain actions
(turnaround, crouch, etc) would cause an immediate edge slip
- Fixed suicide throws being able to be mashed out of when used onstage
- Grab button no longer causes an attack or shield on the ground
- Fixed an issue where inputting tilt button while shielding would trigger a shield drop
- Fixed an issue where holding the shield button in certain scenarios would bypass the 20
frame tech lockout window
- Fixed an issue where airdodging from tumble would allow a waveland as opposed to a
tech
- Tilt button now works correctly with AB Smash
- Removed a vanilla “tech” where holding the stick backwards right before landing would
result in a turnaround during the landing
- Fixed characters not animating properly during Kazuya's Gates of Hell
- Meta Quick no longer causes Meta Knight to assert dominance
- Fixed grounded spikes very rarely causing utter chaos
~ STAGES ~
- Changed Final Destination's stage lighting back to red and removed the ambient noise
- Optimized Pokemon Stadium 3’s shadows and lighting courtesy of WillyTheTerryMain
- Altered camera parameters on Mario Bros and Mushroomy Kingdom
- Removed certain splash effects from Kongo Falls
~ CHARACTERS ~
<<<=== DONKEY KONG ===>>>
General:
~ [+] Air Acceleration: 0.1 -> 0.12
~ [-] Weight: 121 -> 110
~ [-] Jumpsquat: 4F -> 5F
~ [/] Model Scale Multiplier: 1.0x -> 0.95x
~ [+] Heavy Item Carry Landing Lag: 24F -> 8F
Dash:
~ [+] Feet made intangible during the first 8 frames
Up Tilt:
~ [-] Angle: 100 -> 110
~ [-] BKB: 60 -> 70
Dash Attack:
~ (!) Dash attack now continues off ledges into the air
> (!) Can be jumped out of after frame 25 in midair
~ [+] Added light armor during active frames
> Knockback Threshold: 80KB
~ Early
> [-] Damage: 12.0% -> 10.0%
~ Late
> [-] Hitbox Duration: F13-20 -> F13-19
> [-] Damage: 9.0% -> 7.0%
> [-] Angle: 65 -> 361
~ [-] FAF: 35 -> 39
Down Smash:
~ [/] Hand hitboxes moved upward slightly
~ [-] Hitbox Size (hands): 6.0u -> 5.0u
Neutral Air:
~ [-] Hitbox Size (hands): 6.0u -> 5.5u
Forward Air:
~ Early
> [$] Resized and repositioned hitboxes
> [+] Damage: 16.0% -> 17.0%
> [=] KBG: 94 -> 89
~ Late
> [+] Damage (fist, ground-only): 15.0% -> 17.0%
Back Air:
~ [/] Moved hitboxes inward and slightly downward
~ [-] Hitbox Duration (early/late): F7-8/F9-21 -> F7-8/F9-19
~ [+] Autocancel: F31 -> F22
Up Air:
~ [+] Damage: 11.0% -> 12.0%
~ [/] BKB: 50 -> 31
~ [/] KBG: 93 -> 103
~ [+] Hitbox Size: 6.0u -> 7.0u
Headbutt:
~ [$] Matched vfx to hitboxes
~ [/] Moved lower hitbox upward and extended outward
Spinning Kong:
~ [+] Enlarged rear ledgegrab box to make slide-offs easier
~ Ground
> [-] Removed heavy armor
~ Air
> [+] Vertical Speed: 0.909 -> 1.1
> Initial Hit
~ [+] Given full-body intangibility
~ [R] Hitbox Duration: F4-11 -> F4-6
~ [+] Damage: 5.0% -> 10.0%
~ [R] Angle: 85 -> 361
~ [R] BKB: 50 -> 60
~ [R] KBG: 10 -> 78
> Multihits
~ [R] Hitbox Duration: F12-43 -> F13-43
~ [+] Arm intangibility: F7-37 -> F7-43
> [+] Landing Lag (freefall): 30F -> 18F
~ [+] FAF (flex): 57 -> 28
Cargo Carry:
> (*) Properly chooses the cstick direction if it is used to input
the throw
> [-] Base Clatter (required mash): 50 -> 30
> [-] Clatter Scaling Multiplier: 1.5x -> 1.25x
> [+] Landing Lag: 24F -> 8F
Zair:
~ [-] Landing Lag: 8F -> 18F
Up Tilt:
~ [+] BKB: 60 -> 30
~ [=] KBG: 100/106 -> 130
Down Tilt:
~ [+] KBG: 125 -> 120
Forward Smash:
~ [-] Hitbox Size (foot, early/late): 4.3u -> 3.7/3.5u
Up Smash:
~ [$] Matched effect trail to updated hitboxes
~ Early
> [-] Hitbox Size (foot/knee/scoop): 5.7/4.1/4.5u -> 4.6/3.3/3.8u
~ Late
> [-] Hitbox Size (foot/knee): 4.7/4.1u -> 3.8/3.3u
Neutral Air:
~ [+] Added back knee hitbox
~ [+] Hitbox Duration (early/late): F5-7/F8-24 -> F4-6/F7-24
~ Early
> [/] BKB: 25 -> 10
> [/] KBG: 92 -> 100
~ Late
> [+] Hitbox Size (foot): 3.0u -> 3.5u
Back Air:
~ Early
> [-] Angle: 40 -> 361
> [/] BKB: 20 -> 0
> [/] KBG: 95 -> 110
~ Late
> [/] BKB: 15 -> 0
> [/] KBG: 90 -> 110
Up Air:
~ Hit 1
> [-] Hitbox Size: 5.2u -> 4.2u
~ Hit 2
> [-] Hitbox Size (base/mid/tip): 4.7/6.2/6.2u -> 3.9/4.8/4.8u
Down Air:
~ (!) Removed final hit
~ [+] Startup: F6 -> F5
~ Multihits
> [+] Damage (top foot): 2.0% -> 3.0%
> [/] FKB: 40 -> 30
> [+] Additional Hitstun: -3F -> 0F
Reflector:
~ [+] Startup: F3 -> F1
~ [+] Jump Cancel Frame: F5 -> F4
~ [/] KBG (ground/air): 32/45 -> 42/24
Up Throw:
~ [+] FAF: 37 -> 34
Jab 1:
~ [$] Attached hitboxes to arm
~ [+] Hitbox Duration: F3-4 -> F3-5
~ [R] Angle: 361 -> 83
~ [R] BKB: 25 -> 0
~ [R] FKB: 0 -> 20
~ [R] KBG: 25 -> 100
~ [+] Additional Hitstun: 0F -> 1F
Jab 2:
~ [$] Attached hitboxes to arm
~ [+] Angle: 75 -> 83/85
~ [R] BKB: 35 -> 0
~ [R] FKB: 0 -> 20
~ [R] KBG: 25/20 -> 100
Jab 3:
~ [$] Repositioned hitboxes to better match animation
~ [+] Damage: 4.0% -> 5.0%
~ [-] BKB: 60 -> 30
~ [=] KBG: 80 -> 100
Forward Tilt:
~ [+] Damage: 9.0% -> 10.0%
~ [-] BKB: 50 -> 15
~ [=] KBG: 75 -> 100
Up Tilt:
~ [+] Damage: 7.5% -> 9.0%
~ [+] BKB: 50 -> 35
~ [-] KBG: 100 -> 118
Forward Smash:
~ [$] Added electric effects to hand
Forward Air:
~ [R] Removed sourspot
~ [+] Damage: 8.0/10.0% -> 14.0%
~ [R] Angle: 87/361 -> 361
~ [R] BKB: 35 -> 43
~ [R] KBG: 87/92 -> 88
~ [+] FAF: 33 -> 30
~ [+] Landing Lag: 12F -> 11F
Up Air:
~ [-] Damage: 12.0% -> 11.0%
~ [+] Angle: 68 -> 70
~ [+] BKB: 35 -> 25
~ [=] KBG: 80 -> 100
Down Air:
~ [+] Damage (leg): 12.0% -> 14.0%
~ [+] FAF: 32 -> 29
Fireball / Thunderhand:
~ Fireball
> [-] Temporarily removed double fireball
~ Thunderhand
> (!) Now performed by holding Special
> [-] Removed head intangibility
> [$] Added electric effects
> [-] Reduced hitbox size
Green Missile:
~ (!) Resets vertical speed when starting the charge
~ [+] Can grab ledges near the end of the flight
~ [+] Max Horizontal Speed: 2.65 -> 2.9
~ [-] Max Vertical Speed: 0.8 -> 0.72
~ [+] Misfire Horizontal Speed: 3.0 -> 4.0
~ [+] Misfire Vertical Speed: 0.34 -> 0.6
~ [-] Gravity: 0.008 -> 0.01
~ [+] End Gravity: 0.1 -> 0.05
~ [/] Deceleration Frame: F24 -> F20
~ [-] Base Damage: 6.0% -> 5.0%
Luigi Cyclone:
~ Ground
> [-] Removed invincibility
> [+] Horizontal Acceleration: 0.2 -> 0.4
> [+] Max Horizontal Speed: 1.9 -> 2.35
> [/] Friction: 0.045 -> 0.66
~ Air
> (!) Multiplies current vertical speed by 0.1 of started while
falling
> [-] Removed windbox
> [-] Max Horizontal Speed: 1.1 -> 0.8
Standing Grab:
~ (!) No longer shoots the plunger
~ [R] Hitbox Duration: F14-20 -> F7-8
~ [+] FAF: 48 -> 44
Down Throw:
~ [+] Damage: 3.0% -> 7.0%
~ [-] Angle: 80 -> 70
~ [R] BKB: 45 -> 75
~ [R] KBG: 135 -> 30
Up Tilt:
~ [$] Cleaned up hitboxes
~ [-] Removed late hit
~ [+] Foot hitbox moved outward
~ [-] Removed back arm intangibility
~ [-] Front arm intangibility: F1-15 -> F1-13
~ [-] Hitbox Duration: F14-18/F19-20 -> F14-18
~ [+] Hitbox Size (foot, ground-only): 4.0u -> 6.0u
Down Tilt:
~ [$] Cleaned up hitboxes
~ [+] Damage (hip/knee/foot): 8.0/8.5/8.5% -> 11.0/11.0/10.5%
~ [+] BKB: 45/46 -> 46
~ [/] KBG (hip/knee/foot): 85/80/80 -> 75/75/65
~ [/] Hitbox Size: 4.5/5.4/5.4u -> 5.0u
Dash Attack:
~ [-] Front hitbox moved inward
~ [-] Shieldstun Multiplier: 1.875x -> 1.0x
Forward Smash:
~ (*) No longer slides backwards towards the end of the animation
~ [-] Hitbox Duration (late): F23-34 -> F23-26
Up Smash:
~ [-] Scoop hitbox moved inward
Neutral Air:
~ Hit 1
> [+] Hitbox Priority shifted (foot > knee > hip)
> [+] Damage: 4.0% -> 6.0%
> [R] Angle (foot/knee/hip): 367 -> 82/80/74
> [R] BKB: 25 -> 0
> [R] FKB: 0 -> 50
> [R] KBG: 50 -> 100
> [+] Hitbox Size (hip/knee/foot): 4.5/6.0/5.0u -> 5.0/6.5/5.5u
~ Hit 2
> [+] Damage: 4.5% -> 6.5%
> [=] BKB: 50 -> 55
> [=] KBG: 120 -> 92
> [+] Hitbox Size (hip/knee/foot): 4.7/5.75/5.2u -> 5.2/6.25/5.7u
Forward Air:
~ Early
> [R] Damage: 18.0/15.0% -> 17.0%
> [R] KBG: 90/88 -> 85
Up Air:
~ Early
> [+] Damage (knee/foot): 10.0/9.0% -> 13.0/12.0%
> [/] KBG (knee/foot): 108/110 -> 86/88
~ Late
> [-] Hitbox Duration: F11-14 -> F11-13
> [+] Damage (knee/foot): 9.0/8.0% -> 11.0/10.0%
> [/] KBG: 80 -> 70
Down Air:
~ [/] Foot and chest hitboxes moved downwards
~ [+] Priority shifted (foot > knee > chest)
~ [-] Hitbox Size (foot/chest): 5.0/5.0u -> 4.5/4.5u
Raptor Boost:
~ [-] Removed armor on swing
Falcon Kick:
~ Air
> [/] Slightly lessened vertical travel speed
Rest:
~ [$] Transitions to the wake-up part of the animation earlier on hit
so that the FAF occurs on the same frame of animation as when whiffing
Up Smash:
~ [$] Cleaned up hitboxes
Jab:
~ [$] Adjusted vfx
~ [$] Cleaned up hitboxes
~ [R] BKB: 30 -> 28
~ [R] KBG: 40 -> 36
Forward Tilt:
~ [$] Adjusted effect to better match hitboxes
~ [-] Hitbox Size (tip): 4.0u -> 3.5u
~ Neutral
> Arm/Body
~ [R] Damage: 8.0/9.0/10.0/13.0% -> 12.0%
~ [R] Angle: 100 -> 361
~ [R] BKB: 70 -> 60
~ [R] KBG: 50 -> 75
> Hand/Tip
~ [-] Damage: 13.0/14.0% -> 9.5%
~ [R] Angle: 361 -> 110
~ [R] BKB: 60 -> 80
~ [R] KBG: 95 -> 52
~ Up
> Arm/Body
~ [R] Damage: 8.0/9.0/10.0/13.0% -> 12.0%
~ [R] Angle: 100 -> 361
~ [R] BKB: 70 -> 60
~ [R] KBG: 50 -> 75
> Hand/Tip
~ [-] Damage: 13.0/14.0% -> 9.5%
~ [R] Angle: 361 -> 145
~ [R] BKB: 60 -> 75
~ [R] KBG: 95 -> 42
~ Down
> Arm/Body
~ [R] Damage: 8.0/9.0/10.0/13.0% -> 12.0%
~ [R] Angle: 100 -> 361
~ [R] BKB: 70 -> 60
~ [R] KBG: 50 -> 75
> Hand/Tip
~ [-] Damage: 13.0/14.0% -> 9.5%
~ [R] Angle: 361 -> 40
~ [R] KBG: 95 -> 52
Up Tilt:
~ [$] Adjusted vfx to better match hitboxes
~ [-] BKB: 50/45 -> 80
~ [+] KBG: 100/110 -> 65
~ [-] Hitbox Size (hand): 5.5u -> 4.5u
Down Tilt:
~ [-] Hitbox Duration: F6-12 -> F6-10
~ Sweetspot
> [-] Hitbox Size: 4.8u -> 3.8u
~ Sourspot
> [-] Knee hitbox moved further down leg
> [-] KBG: 70 -> 85
> [/] Hitbox Size (knee): 4.0u -> 3.8u
Forward Smash:
~ [+] KBG (launcher): 112 -> 124
Up Smash:
~ [$] Added vfx on final hit
~ [-] Hitbox Size (launcher): 7.5/8.0/9.0u -> 6.5/7.0/8.0u
Neutral Air:
~ Multihits
> [+] Matched ground and air hitboxes
> [-] BKB (multihits): 35 -> 26
~ Launcher
> [-] Hitbox Size (arms/body): 5.0/6.0u -> 4.5/5.0u
~ [+] Autocancel: F38 -> F36
Forward Air:
~ [/] Hitbox Duration (early/late): F6-8/F9-17 -> F8-11/F12-16
~ Early
> [$] Adjusted vfx position to align with sweetspot
> [+] Hitbox Priority shifted (sweetspot > hip > knee > outer foot)
> Sweetspot
~ [-] Hitbox Duration: F6-8 -> F8-9
~ [+] Damage: 16.0% -> 18.0%
~ [+] BKB: 24 -> 30
~ [+] KBG: 105 -> 111
~ [-] Hitbox Size: 4.5u -> 2.0u
> Late
~ (!) Swapped data with back air
~ [+] Damage: 7.5% -> 8.5%
~ [R] Angle: 70 -> 38
~ [R] BKB: 65 -> 25
~ [R] KBG: 50 -> 100
~ [-] FAF: 33 -> 44
~ [-] Autocancel: F31 -> F33
Back Air:
~ Early
> [R] Removed outer foot hitbox, changed sweetspot to lowest
priority
> [-] Moved knee hitbox outward
> Sweetspot
~ [$] Adjusted vfx position to align with sweetspot
~ [-] Damage: 18.0% -> 15.0%
~ [-] BKB: 30 -> 24
~ [-] KBG: 108 -> 103
~ [+] Shield Damage (foot): 0 -> 1
~ [+] Hitbox Size (foot): 3.8u -> 4.25u
> Late
~ (!) Swapped data with forward air
~ [-] Hitbox Duration: F9-17 -> F9-15
~ [-] Damage: 8.0% -> 7.5%
~ [R] Angle: 38 -> 55
~ [R] BKB: 25 -> 65
~ [R] KBG: 100 -> 50
~ [+] FAF: 34 -> 31
~ [+] Autocancel: F35 -> F30
Up Air:
~ Hit 1
> [+] Hitbox Duration: F10-12 -> F10-13
> [-] Damage: 5.0% -> 3.0%
> [+] Angle: 75 -> 90
> [+] BKB: 75 -> 85
~ Hit 2
> [R] Early/late hitboxes combined into a sweetspot/sourspot
> [-] Hitbox Duration: F14-16/F17-20 -> F14-17
> [+] Damage (sourspot): 12.0% -> 13.5%
> [-] KBG (sweetspot): 71 -> 68
> [R] Hitbox Size (sweetspot/sourspot): 9.0u -> 5.0/9.0u
Down Air:
~ [$] Repositioned vfx
~ [-] Hitbox Duration (late): F16-24 -> F16-18
~ [/] Hitbox Size (late): 4.8/3.8u -> 4.3u
Nayru's Love:
~ [-] Removed jump cancel
~ Ground
> (!) Reverted to multihit
> Multihits
~ [R] Damage (inner/outer): 5.0% -> 2.0/1.0%
~ [R] Angle: 77 -> 160
> Launcher
~ Damage (inner/outer): 5.0/4.0%
~ Angle: 361
~ Air
> (!) Added ability to land cancel
> (!) Can fastfall starting on frame 30
> [-] Removed intangibility
> Early
~ [+] Damage: 5.0% -> 9.0%
~ [R] BKB: 63 -> 50
~ [R] KBG: 76 -> 80
> Late
~ [+] Damage: 5.0% -> 7.0%
~ [-] Angle: 77 -> 60
~ [R] BKB: 67 -> 50
~ [R] KBG: 76 -> 100
> (!) Landing Lag: 7F
Din's Fire:
~ [-] Only one projectile can be active at a time
~ [$] Added vfx throughout the explosion timer
~ Travel
> [+] Base Speed: 1.1 -> 1.75
> [+] Max Speed: 7.0 -> 8.0
> [+] Angling Constant: 2.145 -> 3.0
> [R] Explosion Delay: 6F -> 90F
~ Explosion
> (!) Can now reverse hit
> [R] Removed sourspot
> [+] Explosion made transcendent
> [+] Minimum Size Multiplier: 1.0x -> 2.0x
> [R] Damage Multiplier: 7.0x -> 2.0x
> [+] Base Damage: 2.0% -> 7.0%
> [/] Hitlag Multiplier: 1.0x -> 1.25x
~ [+] FAF (ground): 41 -> 31
Farore's Wind:
~ (!) The shorten no longer has a hitbox but has reduced
endlag/landing lag
~ [$] Shorten has different effects on reappearance
~ Hit 1
> [R] Reshaped ground hitbox
> [+] Angle (ground): 91 -> 90
> [/] BKB: 105 -> 125
~ [+] FAF (shorten, ground): 42 -> 11
~ [+] Landing Lag (shorten, air): 35F -> 18F
Phantom Slash:
~ (!) The charge animation can be canceled into from any non-special
either on hit or on shield (with the exception of rapid jab)
~ (!) Additionally, Zelda can set off a currently deployed fully
charged Phantom after any attack on hit
> (!) Zelda will perform her "release" animation when canceling in
this manner
~ (*) Windboxes corrected to start when the Phantom lunges forward
~ [R] Horizontal Offset on spawn: 1.5u -> 1.0u
~ [+] Health gained per charge: 0 -> 1
~ Stage 3 (horizontal slash)
> [+] Startup: F10 -> F8
> [+] Dash Speed: 4.5 -> 5.0
~ Stage 4 (downward slash)
> [+] Startup: F29 -> F7
> [+] Dash Speed: 5.0 -> 5.5
> [+] Angle (ground-only): 270 -> 262
> [/] BKB (ground-only): 125 -> 90
~ Stage 5 (max charge)
> [+] Added shoulder hitbox
> [+] Startup: F34 -> F20
> [R] Auto-attack Startup: F600 -> F180
> [+] KBG: 75 -> 80
> [+] Shield Damage: -3 -> 7
Standing Grab:
~ [-] Hitbox Z-Offset: 12.0u -> 10.0u
Down Tilt:
~ [$] Hit Effect (foot): coin -> electric
Super Sheet:
~ [-] Removed held variant
Dr. Tornado:
~ (*) Corrected to only gain height once per airtime
Charge State:
~ (!) Pichu now gains charge from whiffing electric moves at a rate of
1/4th the move’s damage (as opposed to the full damage when connecting
with the move)
~ (!) Added flash vfx when Pichu runs out of Charge State
~ (!) Pressing Shield while taunting in training mode instantly
activates Charge State
Forward Smash:
~ (*) Fixed Charge State gain
~ [+] Hitboxes enlarged by 1.2x during Charge State
~ [+] Angle (launcher): 45 -> 40
Up Smash:
~ (!) Becomes electric during Charge State, inflicting 2.5% recoil
~ [+] Damage (Charge State): 15.0% -> 18.0%
Down Smash:
~ [+] Early hit properties persist for all active frames during Charge
State
~ [R] Angle (Charge State): 55 -> 125
Back Air:
~ (*) Fixed Charge State gain
Down Air:
~ (*) Fixed Charge State gain (landing hit exempt)
Thunder / Discharge:
~ Discharge
> [-] Power and size now decrease linearly based on how much Charge
State is left, down to half
> [+] Added intangibility on frames 7-21
> [+] Self-Damage: 12.0% -> 8.0%
> [-] Base Damage: 24.0% -> 20.0%
> [+] BKB: 45 -> 50
Forward Throw:
~ [+] Now gets boosted damage from Charge State
~ [+] BKB: 45 -> 55
Back Throw:
~ (!) Animates faster during Charge State, inflicting 1.0% recoil
~ [R] Angle (Charge State): 135 -> 80
Up Throw:
~ (!) Becomes electric during Charge State, inflicting 0.5% recoil
~ [R] BKB (Charge State): 90 -> 70
~ [R] KBG (Charge State): 45 -> 90
Back Air:
~ Early
> [-] Angle: 40 -> 361
> [/] BKB: 15 -> 0
~ Late
> [/] KBG: 100 -> 110
Blaster:
~ [-] Deals 1.0% less damage after the first 8 frames and an
additional 1.0% less after the next 4 frames
~ [/] Hitlag Multiplier (ground-only): 1.0x -> 1.1x
Reflector:
~ [+] Startup: F3 -> F1
~ [+] Jump Cancel Frame: F5 -> F4
~ [+] SDI Multiplier: 1.15x -> 1.0x
~ [=] Shieldstun Multiplier: 0.68x -> 0.7x
~ [-] Hitbox Size: 8.0u -> 6.5u
Up Throw:
~ (!) The laser can be angled 20 degrees left or right to follow DI
Back Throw:
~ (!) The laser can be angled 20 degrees up or down to follow DI
<<<=== MARTH ===>>>
Up Tilt:
~ (*) Adjusted animation timing on the early part of the arc to remove
blindspots
Forward Smash:
~ [+] Adjusted animation to be smoother and properly cover the arc
~ [-] Body hitbox moved forward
Down Smash:
~ Tipper
> [+] Angle: 75 -> 80
Neutral Air:
~ Hit 1
> [R] Angle (tipper/sourspot): 367 -> 90/100
Up Air:
~ (*) Adjusted trail to match hitbox activity
~ [/] Matched arm hitbox to body hitbox
Dancing Blade:
~ Hit 1:
> Middle
~ [-] Moved hitbox forward
> Tipper
~ [/] Hitbox moved forward to cover the same max range
~ [-] Angle: 92 -> 88
~ [-] Hitbox Size: 9.0u -> 7.5u
Dolphin Slash:
~ [+] Height Multiplier (ground): 1.0x -> 1.3x
Up Tilt:
~ [-] Angle (sword): 85 -> 72
Down Tilt:
~ [+] Damage (arm, air-only): 9.0% -> 10.0%
Dash Attack:
~ (!) Changed to a roll
~ (!) When performed near a ledge, transitions into a jump if sliding
off before frame 25 and slips off normally frame 26 onward
~ Early
> Hitbox Duration: F6-10
> Damage: 11.0%
> Angle: 70
> BKB: 80
> KBG: 78
~ Late
> Hitbox Duration: F11-21
> Damage: 8.0%
> Angle: 85
> BKB: 70
> KBG: 78
~ FAF: 40
Forward Air:
~ (*) Hitboxes on back arm corrected to sword arm
~ [$] Cleaned up hitboxes
~ [-] Removed alternate version of the second hit if the first hit
missed
~ [-] Hitbox Duration (hit 1/hit 2): F9-12/F19-23 -> F9-11/F19-21
Up Air:
~ [-] KBG: 100 -> 85
Down Air:
~ [-] Moved back transition frame when the attack button is held,
increasing endlag when held
~ [-] Autocancel: F70 -> F72
Zair:
~ [-] Landing Lag: 8F -> 14F
Boomerang:
~ [+] Damage (late): 7.0% -> 8.0%
~ [-] FAF: 40 -> 44
Spin Attack:
~ [-] FAF: 66 -> 71
Forward Air:
~ [R] Matched outer hit to inner hit
Disable:
~ Air-only
> [+] Damage: 1.0% -> 10.0%
> [R] BKB: 20 -> 50
> [R] KBG: 180 -> 80
Up Throw:
~ [R] BKB: 72 -> 50
~ [R] KBG: 65 -> 80
~ [+] FAF: 79 -> 72
Forward Tilt:
~ Early
> [+] Chair legs hitbox angled slightly to better match visual
Up Tilt:
~ [+] Added head intangibility during active frames
~ [+] Added head hitbox that is active across both hits
~ [+] Damage: 7.5% -> 9.5%
~ [=] KBG: 88 -> 76
Down Tilt:
~ [/] Hitbox rotated to match manhole angle
~ [-] Hitbox Size: 4.5u -> 3.5u
Neutral Air:
~ Hits 1-3
> Bowl
~ [+] Angle (lower bowl): 105/120 -> 367
~ [-] BKB: 0 -> 26
~ [-] FKB: 35/45 -> 0
~ [-] KBG: 100 -> 22
> Fish
~ [+] FKB: 30 -> 35
~ Hit 4
> Bowl
~ [/] Angle: 361 -> 50
~ [-] BKB: 35 -> 50
~ [/] KBG: 145 -> 135
> Fish
~ [+] Angle: 45 -> 40
~ [+] KBG: 178 -> 190
Forward Air:
~ [$] Adjusted arm and box positioning
~ [+] Added early hitbox on frame 9
~ [+] Changed capsular hitbox to two spherical hitboxes
~ [/] Can now reverse hit
~ Early
> [+] Damage: 15.0% -> 16.0%
> [-] Angle: 361 -> 50
~ Mid
> [+] Damage: 15.0% -> 16.0%
Back Air:
~ [+] Angle: 55 -> 60
Up Air:
~ (!) Changed to single toot
~ [R] Hitboxes resized and repositioned
~ [$] Decreased air puff size to match hitboxes
~ [R] Hitbox Duration: F5-9
~ [-] Damage: 4.0/9.0% -> 8.0%
~ [R] Angle: 94/367 -> 85
~ [R] BKB: 20 -> 65
~ [R] KBG: 58 -> 40
~ [+] FAF: 43 -> 23
Down Air:
~ (*) Fixed landing speed issues preventing the ability to edge cancel
Chef:
~ [-] Min interval between pieces: 10F -> 25F
~ [+] FAF after throwing food: 37 -> 29
Fire:
~ Trampoline
> (!) Connecting with the trampoline hitbox makes the body hitbox
not appear
> [-] Hitbox Duration (ground): F5-6 -> F7-8
> [+] Damage: 3.0% -> 6.0%
> [=] BKB: 132 -> 134
> [=] KBG: 36 -> 23
Oil Panic:
~ Reflector
> [+] Lifetime Multiplier: 0.8x -> 1.0x
> [+] Speed Multiplier: 0.8x -> 1.0x
Up Throw:
~ [R] BKB: 110 -> 95
~ [R] KBG: 40 -> 54
Jab 1:
~ [/] Hitbox Duration: F1 -> F2-3
~ [+] Damage: 1.5% -> 3.0%
~ [R] Angle: 361 -> 70
~ [R] BKB: 20/15/10 -> 0
~ [R] KBG: 50/33/20 -> 100
~ [-] Additional Hitstun: 10/6F -> 2F
~ [/] Hitlag Multiplier: 1.8x -> 1.0x
~ [+] Hitbox Size (shoulder/arm/hand): 2.0/2.3/2.5u -> 3.5/3.8/3.5u
Jab 2:
~ [+] Hitbox Duration: F2 -> F2-3
~ [+] Damage: 1.5% -> 3.0%
~ [R] Angle: 361 -> 70
~ [R] BKB: 30/25/20 -> 0
~ [R] KBG: 40/30 -> 100
~ [/] Hitlag Multiplier: 1.8x -> 1.0x
~ [+] Hitbox Size (shoulder/arm/hand): 2.2/2.8/3.5u -> 2.9/2.9/3.5u
Jab 3:
~ [+] Attached hitboxes to arm
~ [+] Added shoulder hitbox
~ [+] Damage: 3.0% -> 5.0%
~ [R] Angle: 45 -> 361
~ [R] BKB: 60 -> 50
~ [R] KBG: 100 -> 70
Forward Tilt:
~ [+] Damage (neutral/up/down): 8.0% -> 9.0/9.0/12.0%
~ [+] Angle: 361 -> 35
~ [-] BKB: 30 -> 18
Up Tilt:
~ [/] Hitlag Multiplier (hit 2): 1.1x -> 1.0x
~ [+] FAF: 41 -> 38
Down Tilt:
~ (*) Fixed issue where hitboxes were spawning on an incorrect
intermediate animation frame
~ [+] Angle (knee/foot): 72/80 -> 75/85
~ [-] BKB: 44 -> 30
~ [=] KBG: 90 -> 110
~ [-] FAF: 24 -> 26
Dash Attack:
~ [-] Travel distance and speed shortened
~ [-] Hitbox Duration (early/late): F6-9/F10-21 -> F6-9/F10-17
~ Late
> [-] Angle: 74 -> 70
> [-] BKB: 70 -> 60
> [-] KBG: 65 -> 85
Forward Smash:
~ Hit 1
> [/] Hitlag Multiplier: 1.0x -> 1.5x
~ Hit 2
> [+] Hitboxes resized and repositioned to better match animation
> [+] KBG (sourspot): 107 -> 110
Up Smash:
~ [+] FAF: 52 -> 49
Neutral Air:
~ [+] Whip hitboxes given trample properties
Forward Air:
~ Hit 1
> [+] Damage: 3.0% -> 5.0%
> [R] BKB: 50 -> 0
> [R] FKB: 0 -> 50
> [R] KBG: 25 -> 100
~ Hit 2
> [-] KBG: 105 -> 100
Down Air:
~ (!) Removed stall n’ fall
~ (!) Rebounds ZSS upwards on hit
~ Early
> Hitbox Duration: F12-15
> Damage: 12.0%
> Angle: 90
> BKB: 70
> KBG: 35
~ Late
> Hitbox Duration: F16-22
> Damage: 6.0%
> Angle: 90
> BKB: 35
> KBG: 64
Zair:
~ [-] Landing Lag: 8F -> 16F
Plasma Whip:
~ Ground
> (!) Reworked to two hits
~ Final Hit
> Normal
~ [+] Damage: 8.0% -> 9.0%
~ [=] BKB: 47 -> 50
~ [-] KBG: 138 -> 115
> Hold
~ [+] Damage: 4.0% -> 7.0%
~ [-] Angle: 108 -> 110
~ [-] BKB: 60 -> 90
~ [=] KBG: 105 -> 60
Boost Kick:
~ [+] Initial hitboxes repositioned to connect more consistently
~ [+] Hitbox Duration (launcher): F29-30 -> F29-31
Flip Jump:
~ (!) Only footstools when Special is held
Standing Grab:
~ [-] Hitbox resized to better match animation
Dash Grab:
~ [+] Added elbow and shoulder grab boxes
~ [+] Hitbox Duration (hand/elbow/shoulder): F17-18 -> F17-22
Pivot Grab:
~ [+] Added elbow and shoulder grab boxes
~ [+] Hitbox Duration (hand/elbow/shoulder): F18-19 -> F18-23
Forward Throw:
~ [R] Damage: 4.0/5.0% -> 7.0/2.0%
~ [R] Angle: 33 -> 40
~ [R] BKB: 58 -> 63
~ [R] KBG: 75 -> 50
~ [-] FAF: 26 -> 28
Back Throw:
~ [-] Damage: 6.0% -> 4.0%
~ [R] BKB: 72 -> 70
~ [R] KBG: 45 -> 60
~ [-] FAF: 25 -> 29
Up Throw:
~ [-] Startup: F5 -> F11
~ [-] Damage: 8.0% -> 4.0%
~ [R] Angle: 73 -> 105
~ [R] KBG: 93 -> 115
Down Throw:
~ [+] Startup: F22 -> F17
~ [-] Damage: 4.0/4.0% -> 2.0/5.0%
~ [-] Angle: 75 -> 70
~ [R] BKB: 90 -> 68
~ [R] KBG: 60 -> 78
~ [-] FAF: 51 -> 55
Down Air:
~ [/] Angle (air, hilt): 280 -> 270
Eruption:
~ Center
> [-] Hitbox Size: 15.0u -> 13.0u
~ Tip
> [/] No longer attached to sword
> [-] Changed to air-only
> [-] Hitbox Duration: F30-37 -> F30-35
> [R] Hitbox Y-Offset: -4.0u
> [R] Hitbox Z-Offset: 8.6u
Down Air:
~ [-] Damage: 14.0/15.0% -> 14.0%
Jab 2:
~ (!) Given a new kick animation
~ [/] Hitbox Duration: F2 -> F5-7
~ [+] Damage: 1.5% -> 3.0%
~ [R] Angle: 361 -> 85
~ [-] BKB: 20 -> 15
~ [/] Transition Frame: F5 -> F10
Jab 3:
~ (!) Given a new kick animation
~ [/] Hitbox Duration: F4-5 -> F5-7
~ [+] FAF: 36 -> 31
Up Tilt:
~ (!) Reverted to vanilla
~ [-] Angle (hit 2): 78 -> 70
Down Tilt:
~ [R] Angle (leg/foot): 75/100 -> 100/106
~ [-] KBG (foot) 100 -> 106
Dash Attack:
~ (!) Changed to a diving roll into slide kick
~ Roll
> Hitbox Duration: F9-11
> Damage: 4.0%
> Angle (ground/air, head/front leg/back leg): 15/15/10 /
15/350/355
> FKB (head/ground-only legs/air-only legs): 75/85/115
> KBG: 100
~ Kick
> Hitbox Duration: F15-27
> Damage: 6.0%
> Angle: 55
> BKB: 85
> KBG: 80
~ FAF: 51
Up Smash:
~ (!) Given new bicycle kick animation
~ Early
> Hitbox Duration: F9-12
> Damage: 14.0%
> Angle: 80
> BKB: 25
> KBG: 100
~ Late
> Hitbox Duration: F13-16
> Damage: 12.0%
> Angle: 361
> BKB: 15
> KBG: 100
~ FAF: 43
Down Smash:
~ (!) Given new animation based on Sonic Flare
~ [+] Hitbox Duration (early/late): F7-10/F11-22
~ Early
> [+] BKB: 25 -> 40
~ Late
> Damage: 12.0%
> Angle: 361
> BKB: 20
> KBG: 94
> Hitlag Multiplier: 1.1x
~ [+] FAF: 65 -> 53
Neutral Air:
~ [/] Hitbox Duration (early/mid/late): F7-10/F11-20/F21-29 ->
F4-7/F8-17/F18-21
~ Early
> [-] Hitbox size decreased
> [/] Added sourspot
> [/] Damage (sweetspot/sourspot): 12.0% -> 14.0%/11.0%
> [-] BKB: 35 -> 15
~ Mid
> [+] Hitbox Size: 4.5u -> 5.0u
~ Late
> [+] Hitbox Size: 4.0u -> 4.5u
Forward Air:
~ [$] Animation adjusted
~ [$] Cleaned up hitboxes
~ [/] Hitbox Duration (early/late): F9-10/F11-15 -> F8-10/F11-13
~ Early
> [-] BKB (leg): 50 -> 30
> [+] KBG (leg): 95 -> 100
~ Late
> Leg
~ [+] KBG: 95 -> 100
> Foot
~ [+] Angle: 280 -> 270
~ [+] BKB (ground-only): 25 -> 50
~ [-] KBG (ground/air): 50/57 -> 76/52
Back Air:
~ (!) Given new animation similar to Brawl back air
~ [-] Hitbox Duration (early/late): F11-12/F13-17 -> F12-13/F14-18
Up Air:
~ Hit 1
> [$] Cleaned up hitboxes
> [+] KBG: 50 -> 100
~ Hit 2
> [+] Hitbox Duration: F10-11 -> F10-14
> [+] Damage: 9.0% -> 13.0%
> [+] Angle: 80 -> 90
> [/] BKB: 45 -> 55
> [=] KBG: 85 -> 68
> [-] Hitbox Size (foot/knee/hip): 7.0/6.0/4.5u -> 6.0/5.0/4.5u
Down Air:
~ [-] Removed foot hitbox on late hit
~ [/] Hitbox Duration (early/mid/late): F9-11/F12-24 ->
F9-11/F12-13/F14-24
~ Early
> [-] Angle (foot/leg): 70/285 -> 37/287
> [+] KBG (foot): 66 -> 92
~ Mid
> [+] Damage: 7.0% -> 9.0%
> [-] BKB (foot): 40 -> 30
> [-] KBG (foot): 80 -> 60
~ Late
> Damage: 6.0%
> Angle: 361
> BKB: 45
> KBG: 75
Homing Attack:
~ [-] Earliest Input Frame: F5 -> F18
~ [+] Angle: 72 -> 80
~ [-] BKB: 15 -> 45
~ [+] KBG: 120 -> 80
~ [-] Search Box Size: 67.0u -> 40.0u
~ [+] FAF (hit): 29 -> 24
Spring Jump:
~ [+] Vertical Speed Multiplier: 0.93x -> 0.95x
~ [+] Horizontal Acceleration Multiplier: 0.7x -> 1.05x
~ [R] Angle (spring): 48 -> 90
~ [+] Landing Lag: 20F -> 14F
Spin Charge:
~ Charge
> [+] Damage (min/max): 1.5/4.5% -> 7.0/8.0%
> [R] Angle: 361 -> 90
> [/] Hitlag Multiplier: 0.5x -> 1.0x
> [+] SDI Multiplier: 1.5x -> 1.0x
> [-] Hitbox Size: 8.3u -> 5.0u
~ Dash
> [+] Damage: 4.0% -> 8.0%
> [+] Angle: 70 -> 60
> [R] BKB: 65 -> 100
> [R] KBG: 70 -> 40
> [+] Hitbox Size: 2.0 -> 4.0
Standing Grab:
~ [-] Length decreased
Up Throw:
~ [-] Angle: 92 -> 76
~ [-] BKB: 80 -> 95
~ [+] KBG: 92 -> 76
Down Throw:
~ [+] FAF: 74 -> 61
Back Air:
~ (*) Fixed foot being larger than intended
Gordo:
~ [R] Gordo loses its hitbox upon hitting a fighter
~ [-] Removed intangibility
~ [-] Damage threshold to hit back: 7.0% -> 5.0%
~ [R] Angle (high/mid/low): 84/20/50 -> 75/20/310
~ [-] FAF: 52 -> 57
Zair:
~ [-] Landing Lag: 8F -> 15F
Forward Tilt:
~ Sweetspot
> [-] Outermost hitbox moved inwards
> [+] Angle: 361 -> 22
> [-] BKB: 60 -> 31
> [-] KBG: 100 -> 82
~ Sourspot
> [+] Angle: 40 -> 25
> [R] BKB: 81 -> 31
> [R] KBG: 40 -> 82
Down Tilt:
~ (!) Powers up when performed near a planted sapling in exchange for
removing it
~ [-] Outer hitbox pulled inwards
~ [+] Inner hitbox extended to cover grass
~ Sapling
> Damage: 15.0%
> Angle: 90
> BKB: 68
> KBG: 92
Dash Attack:
~ [+] Initial hitbox extended to cover arms
Down Smash:
~ (!) Powers up when performed near a planted sapling in exchange for
removing it
~ [-] Removed bury hitboxes
~ Sapling
> Damage: 20.0%
> Angle: 90
> BKB: 55
> KBG: 82
Neutral Air:
~ [-] Hitboxes resized and repositioned
~ Early
> [-] KBG: 105 -> 95
Back Air:
~ Multihits
> [+] Damage: 0.5% -> 1.5%
> [-] BKB: 50 -> 35
> [-] KBG: 80 -> 48
> [+] Rehit Rate: 4 -> 3
~ Launcher
> (!) Hand hitbox made into sweetspot
> Sweetspot
~ [-] Damage: 8.5% -> 8.0%
~ [-] Hitbox Size: 3.5u -> 2.0u
> Sourspot
~ [-] Damage: 8.5% -> 7.0%
~ [-] Hitbox Size: 7.5u -> 6.0u
Balloon Trip:
~ (!) Can be canceled into an actionable state starting on frame 23 by
pressing Attack or Shield in exchange for a majority of fuel
Timber:
~ Sapling
> [-] Hitbox Duration: F7-11 -> F13-17
~ Watering Can
> (!) Can now be canceled by pressing Shield
> (!) Can now be B-reversed in the air
> [-] Removed hand hitbox
Standing Grab:
~ [+] Hitbox Duration: F14-16 -> F10-12
Dash Grab:
~ [+] Hitbox Duration: F16-18 -> F13-15
Pivot Grab:
~ [+] Hitbox Duration: F17-19 -> F14-16
Levin Sword:
~ [-] Repeated uses of smash attacks no longer reduce Levin recharge
rate
Jab 1:
~ [$] Hitboxes attached to sword
~ [+] Hitbox Duration: F4-5 -> F4-6
~ [+] Damage: 2.0% -> 3.0%
~ [/] Hitlag Multiplier: 1.2x -> 1.0x
Jab 2:
~ [$] Hitboxes attached to sword
~ [+] Damage: 1.5% -> 3.0%
~ [/] Hitlag Multiplier: 1.2x -> 1.0x
Jab 3:
~ [/] Hitlag Multiplier: 1.5x -> 1.0x
Forward Tilt:
~ [$] Hitboxes attached to sword
~ [+] Hitbox Duration: F9-11 -> F9-12
~ [+] Damage: 9.0% -> 11.0%
~ [=] BKB: 70 -> 59
~ [=] KBG: 65 -> 67
Up Tilt:
~ [+] Damage: 8.5% -> 9.5%
~ [-] Angle: 96 -> 90
~ [-] KBG: 65 -> 70
Down Tilt:
~ [$] Hitboxes attached to sword and body
Dash Attack:
~ [$] Hitboxes attached to sword and arm
Forward Smash:
~ [-] Hitboxes reduced and repositioned to match animation
~ Bronze
> [+] Damage: 9.6% -> 12.6%
> [=] BKB: 50 -> 54
> [=] KBG: 104 -> 83
~ Levin
> [+] Damage: 16.0% -> 18.0%
> [=] BKB: 53 -> 55
> [=] KBG: 97 -> 87
Neutral Air:
~ [+] Hitboxes enlarged to match animation
~ [-] Hitbox Duration (hit 1/hit 2): F5-8/F18-21 -> F7-10/F20-23
~ Bronze
> [+] Damage: 8.0% -> 9.0%
> [/] Angle (hit 2): 30 -> 45
> [=] BKB: 35 -> 36
> [=] KBG (hit 1/hit 2): 75/80 -> 68/73
~ Levin
> [+] Damage: 12.0% -> 13.0%
> [/] Angle (hit 2): 30 -> 41
> [=] BKB: 60 -> 61
> [=] KBG: 64 -> 60
~ [-] FAF: 46 -> 50
~ [-] Landing Lag: 8F -> 9F
Forward Air:
~ [+] Hitboxes enlarged to match animation
~ Bronze
> [-] Hitbox Duration: F6-14 -> F9-13
> [+] Damage: 7.5% -> 8.5%
> [=] BKB: 50 -> 51
> [=] KBG: 95 -> 86
~ Levin
> (!) Added late hit
> [R] Hitbox Duration (early/late): F6-11 -> F9-13/F14-17
> Early
~ [+] Damage: 12.0% -> 13.0%
~ [=] BKB: 50 -> 51
~ [=] KBG: 95 -> 86
> Late
~ Damage: 5.0%
~ Angle: 72
~ BKB: 45
~ KBG: 80
~ [-] FAF: 29 -> 32
~ [-] Landing Lag: 9F -> 10F
Back Air:
~ [+] Hitboxes enlarged to match animation
~ [-] Removed late hit
~ [-] Hitbox Duration: F9-17 -> F9-12
~ Bronze
> [+] Damage: 9.5% -> 11.5%
> [=] BKB: 40 -> 43
> [=] KBG: 93 -> 79
~ Levin
> [+] Damage: 13.0% -> 15.0%
> [=] BKB: 40 -> 42
> [=] KBG: 111 -> 98
~ [-] Landing Lag: 10F -> 11F
Up Air:
~ [+] Hitboxes enlarged to match animation
~ Bronze
> [-] Hitbox Duration: F6-12 -> F8-12
> [+] Damage: 8.0% -> 10.0%
> [=] BKB: 48 -> 51
> [=] KBG: 90 -> 75
~ Levin
> [-] Hitbox Duration (early/late): F6-9/F10-19 -> F8-12/F13-19
> [+] Damage: 12.0% -> 14.0%
> [=] BKB: 48 -> 51
> [=] KBG: 90 -> 75
~ [-] FAF: 40 -> 42
Down Air:
~ [$] Hitboxes reshaped and repositioned
~ Bronze
> [+] Damage (early/late): 7.2/6.0% ->10.2/9.0%
> [=] BKB (early/late): 55/45 -> 58/49
> [=] KBG (early/late): 80 -> 61/58
~ Levin
> Early
~ [+] Damage: 11.0% -> 14.0%
~ [=] BKB (ground/air): 20 -> 22/24
~ [=] KBG (ground/air): 100/66 -> 81/54
> Mid
~ [+] Damage: 12.0% -> 15.0%
~ [=] BKB: 55 -> 57
~ [=] KBG: 80 -> 66
> Late
~ [-] Damage: 8.0% -> 5.0%
Thunder:
~ [-] Removed airdodge cancel
~ Arcthunder
> [-] Damage: 23.6% -> 18.6%
> [=] BKB (launcher): 85 -> 75
> [=] KBG: 85 -> 166
~ Thoron
> [+] Startup: F23 -> F17
> [+] Damage: 18.2% -> 23.1%
> [+] FAF (ground/air): 75/109 -> 61/63
Elwind:
~ Elwind 1
> [-] Can no longer be canceled early
> [R] Removed spike
> [-] Reduced windbox size
> [-] Damage: 7.0% -> 5.0%
> [+] FAF: 40 -> 30
Monado Arts:
~ Jump
> [-] Duration: 8s -> 6s
> [-] Cooldown: 15s -> 18s
> [-] Air Slash Height Multiplier: 1.5x -> 1.4x
~ Speed
> [-] Cooldown: 15s -> 16s
> [+] Walk Speed Multiplier: 1.5x -> 1.6x
> [-] Dash Speed Multiplier: 1.75x -> 1.7x
> [-] Run Speed Multiplier: 1.75x -> 1.7x
> [+] Horizontal Airspeed Multiplier: 1.4x -> 1.35x
> [+] Vertical Airspeed Multiplier: 1.1x -> 1.25x
~ Shield
> [-] Duration: 8s -> 6s
> [-] Cooldown: 15s -> 18s
~ Buster
> [+] Duration: 8s -> 10s
> [+] Cooldown: 15s -> 14s
> [+] Damage Dealt Multiplier: 1.25x -> 1.3x
> [+] Damage Taken Multiplier: 1.3x -> 1.25x
> [/] Knockback Dealt Multiplier: 0.8x -> 0.65x
~ Smash
> [-] Duration: 8s -> 6s
> [-] Cooldown: 15s -> 16s
> [+] Knockback Dealt Multiplier: 1.15x -> 1.25x
> [-] Knockback Taken Multiplier: 1.15x -> 1.2x
Jab 1:
~ [+] Hitboxes attached to arm and enlarged
~ [+] Hitbox Duration: F5 -> F3-4
Jab 2:
~ [/] Attached hitboxes to leg
~ [+] Hitbox Duration: F5 -> F5-6
~ [+] Transition Frame: F12 -> F9
Jab 3:
~ [/] Attached hitboxes to sword
~ [/] Hitlag Multiplier: 2.0x -> 1.0x
Forward Tilt:
~ [$] Cleaned up hitboxes
~ [-] Hitbox Duration: F9-12 -> F10-11
Up Tilt:
~ [$] Cleaned up hitboxes
~ [-] Hitbox Duration: F9-21 -> F9-20
Down Tilt:
~ [$] Cleaned up hitboxes
~ [+] Added arm hitbox
~ [-] Hitbox Duration: F9-12 -> F10-12
~ [+] Angle (beam): 70 -> 80
Dash Attack:
~ [$] Cleaned up hitboxes
~ [-] Hitbox Duration: F12-18 -> F12-13
~ [+] Damage (blade/beam): 11.0/11.5/12.5% -> 13.5/12.0%
Forward Smash:
~ Hit 1
> [+] FKB: 28 -> 35
~ Hit 2
> [+] Damage (blade): 13.0% -> 13.5%
> [-] KBG (blade/beam): 127 -> 110/115
Up Smash:
~ Hit 1
> [-] Pulled in scoop hitboxes
~ Hit 2
> [+] Angle: 89 -> 90
> [-] BKB: 45 -> 40
> [+] KBG: 98 -> 100
> [-] Hitbox Size (beam): 6.0u -> 5.0u
Down Smash:
~ Hit 1
> [+] Damage (blade/beam): 14.0/11.0% -> 14.5/11.5%
> [R] Angle (inner blade/outer blade): 55/45 -> 75/65
> [-] KBG: 97 -> 90
~ Hit 2
> [+] Damage (blade/beam): 10.0/8.0% -> 10.5/8.5%
> [R] Angle (inner blade/outer blade): 55/45 -> 75/65
> [-] BKB: 55 -> 50
~ Hit 3
> [+] Damage (blade/beam): 6.0/4.0% -> 6.5/4.5%
> [+] BKB: 60 -> 70
> [-] KBG: 92 -> 90
Neutral Air:
~ [-] Hitboxes resized and repositioned
~ [-] Hitbox Duration: F8-25 -> F14-35
~ [-] Damage (sourspot): 8.5% -> 7.5%
~ [+] Angle (sweetspot/sourspot): 361/50 -> 68/58
~ [+] BKB (sweetspot/sourspot): 35 -> 55/45
~ [/] Hitlag Multiplier: 1.1x -> 1.0x
~ [-] FAF: 45 -> 56
~ [-] Landing Lag: 8F -> 10F
Forward Air:
~ [-] Hitbox Duration: F11-16 -> F14-18
~ [+] Angle (hilt): 361 -> 52
~ [-] FAF: 39 -> 42
Back Air:
~ [$] Cleaned up hitboxes
~ [-] Hitbox Duration: F10-20 -> F18-28
~ [+] Damage (blade/beam): 12.5/8.5% -> 14.5/9.5%
~ [-] KBG (early, blade/beam): 103 -> 100/90
~ [-] FAF: 41 -> 49
~ [-] Landing Lag: 12F -> 14F
Up Air:
~ Hit 1
> [-] Damage: 5.5% -> 4.5%
> [-] KBG: 100 -> 90
~ Hit 2
> Early
~ [+] Damage (blade/beam): 10.5/8.0% -> 10.5/11.5%
~ [-] BKB: 55 -> 40
~ [-] KBG: 104 -> 90
~ [-] Hitbox Size (blade/beam): 6.5/3.5u -> 3.5/2.5u
> Late
~ [-] Hitbox Size (blade/beam): 6.5/4.0u -> 3.5/2.0u
Air Slash:
~ Initial Hit
> [/] Attached hitboxes to sword
> [-] Hitboxes resized to match animation
Up Throw:
~ [R] BKB: 60 -> 80
~ [R] KBG: 80 -> 90
Jab 2:
~ [+] Added locking hitbox
~ [+] Damage: 1.5% -> 2.0%
~ [+] Additional Hitstun: 0F -> 1F
~ [+] Jab Transition Window: F10 -> F9
Jab 3:
~ [+] Angle: 60 -> 70
~ [+] FAF: 34 -> 25
Jab Finisher:
~ [+] Angle: 74 -> 80
Up Tilt:
~ [/] Angle: 93 -> 96
~ [-] KBG: 55 -> 75
Dash Attack:
~ [+] Startup: F10 -> F7
~ [+] FAF: 44 -> 41
Up Air:
~ Multihits
> [R] BKB: 0 -> 30
> [R] FKB: 50 -> 0
> [R] KBG: 100 -> 30
Down Air:
~ Hit 2
> [/] Angle (air-only): 270 -> 250
Trick Shot:
~ [+] Can release: F16 -> F8
~ [+] FAF: 42 -> 34
Clay Shooting:
~ Flight
> [+] Hitbox made transcendent
~ Burst
> [R] Angle (launcher): 60 -> 80
> [R] BKB: 30 -> 70
> [R] KBG: 100 -> 70
Duck Jump:
~ [+] Earliest cancel frame: F15 -> F12
Wild Gunman:
~ (*) Timer properly clears upon resetting training mode
Jab 1:
~ [+] Added locking hitbox
Up Tilt:
~ [+] Added overhead capsular hitbox to account for z-axis behavior
Down Tilt:
~ [R] Flipped sweetspot and sourspot stats
~ (!) Priority shifted (arm/hilt/lower blade > tip/upper blade)
~ Sourspot
> [R] BKB: 40 -> 45
> [R] KBG: 80 -> 65
Neutral Air:
~ Spear Hand
> [R] Priority shifted (tip > middle/base)
> [+] Angle (middle/base): 50 -> 60
~ [+] FAF: 43 -> 40
Down Air:
~ (*) Properly clears vfx on landing
~ [$] Adjusted vfx
~ Multihit
> Ground-only
~ [+] Angle: 272 -> 270
~ [R] BKB: 0 -> 33
~ [R] FKB: 40 -> 0
~ [R] KBG: 100 -> 49
> [/] Hitlag Multiplier: 0.75x -> 0.8x
> [+] SDI Multiplier: 1.5x -> 1.1x
~ Launcher
> [$] Cleaned up hitboxes
> [+] Angle: 54 -> 78
> [R] BKB: 30 -> 90
> [R] KBG: 75 -> 45
> [/] Hitlag Multiplier: 1.5x -> 1.2x
Dragon Lunge:
~ Pin Front Kick
> [R] BKB: 70 -> 100
> [R] KBG (early/late): 98/90 -> 50
~ Pin Back Kick
> [R] BKB: 70 -> 100
> [R] KBG (spin/early/late): 85/98/90 -> 70/70/50
~ Pin Jump
> (!) Added leg hitboxes
> [-] Removed intangibility
> Damage: 7.0%
> Angle: 85
> BKB: 100
> KBG: 58
> Hitlag Multiplier: 0.9x
> [+] FAF: 33 -> 20
~ Pin Drop
> (!) Added the ability to airdodge starting on frame 12 of the
animation
Counter Surge -> Dragon Surge:
~ (!) Reworked from a counter to a slow armored blow similar to Rock
Smash
~ (!) Can be B-reversed
~ (!) Heavy Armor Duration: F5-30
~ (!) Heavy Armor Threshold: 15.0%
~ [R] Gravity: 0.04 -> 0.05
~ [R] Fall Speed: 1.2 -> 1.75
~ Early
> Hitbox Duration: F31-33
> Damage (sweetspot/sourspot): 20.0/17.0%
> Angle: 80
> BKB: 90
> KBG: 75
~ Late
> Hitbox Duration: F34-35
> Damage (sweetspot/sourspot): 15.0/13.0%
> Angle: 80
> BKB: 70
> KBG: 75
~ [R] FAF: 74
Back Throw:
~ [R] Angle: 130 -> 140
~ [R] BKB: 60 -> 55
~ [R] KBG: 110 -> 70
~ [/] Hitlag Multiplier: 1.5x -> 1.2x
Bat Within:
~ Airdodge
> [+] Activation Window: F4-7 -> F3-6
> [+] Intangibility Startup: F8 -> F7
Up Tilt:
~ Hit 1
> [$] Cleaned up hitboxes
~ Hit 2
> [+] Hitbox Duration: F14-18 -> F14-19
> [+] Additional Hitstun: -10F -> 0F
> [+] Hitbox Size (flash): 4.0u -> 5.0u
Down Tilt:
~ [+] Additional Hitstun: -6F -> 0F
Dash Attack:
~ [-] Removed special cancels
~ [-] Startup: F9 -> F11
~ Early
> [+] Angle: 50 -> 54
> [R] BKB: 70 -> 75
> [R] KBG: 85 -> 75
~ Late
> [-] Angle: 76 -> 45
> [R] BKB: 80 -> 60
~ [-] FAF: 42 -> 44
Forward Air:
~ Hit 1
> [-] Removed jump cancel
> [+] Angle (arm): 45 -> 40
> [+] SDI Multiplier: 1.1x -> 0.8x
~ Hit 3
> [+] KBG: 95 -> 70
Down Air:
~ (*) Restored previous late hit changes that were not applying
Double-Edge Dance:
~ (*) Properly stalls aerial momentum again similar to Roy
~ [+] Initial Vertical Speed: 1.2 -> 1.0
~ [+] Horizontal Momentum Multiplier: 0.715x -> 0.8x
Jab 1:
~ [$] Cleaned up hitboxes
Jab 2:
~ [$] Changed trail color to blue to match other effects
Forward Tilt:
~ [$] Changed trail color to blue to match other effects
Up Tilt:
~ [$] Changed trail color to blue to match other effects
Down Tilt:
~ [+] FAF: 37 -> 35
Dash Attack:
~ [$] Gave vfx a blue tint in line with other effects
~ [+] Angle: 55 -> 58
~ [+] FAF: 45 -> 41
Forward Air:
~ [+] Adjusted swing to cover the arc more evenly
~ (!) Added arm hitbox, hand made into sweetspot
~ Hand
> [+] Angle: 50 -> 60
> [-] BKB: 42 -> 47
> [+] KBG: 84 -> 72
> [-] Hitbox Size: 5.0u -> 4.25u
~ Arm/Shoulder
> [+] Angle: 50 -> 52
> [-] BKB: 42 -> 57
> [+] KBG: 84 -> 77
> [/] Hitbox Size (arm/shoulder): */4.5u -> 4.0/4.5u
Back Air:
~ [$] Changed trail color to blue to match other effects
Up Air:
~ [$] Adjusted vfx and sfx to better match animation
~ [+] Hand hitbox moved outward
~ [+] Added shoulder hitbox
~ [-] Damage: 11.0% -> 10.0%
~ [=] KBG: 86 -> 93
Down Air:
~ [$] Changed trail color to blue to match other effects
~ [/] Hitbox Duration (sweetspot/sourspot): F11-13/F14-17 ->
F11-14/F15-17
Zair:
~ [-] Length: 36.0u -> 26.0u
~ [-] Ledge Grab Length: 50.0u -> 30.0u
~ [-] Landing Lag: 8F -> 16F
Charge Shot:
~ (*) Fixed audio being out of sync with charge
Missiles:
~ Homing Missile
> [-] Lifetime: 70 -> 60
> [+] Angling Constant: 1.0 -> 2.0
> [+] Acceleration Frame: 40 -> 30
> [+] Damage (early/late): 6.0/9.0% -> 7.0/10.0%
> [+] FAF: 48 -> 40
~ Super Missiles
> [+] FAF: 51 -> 43
Bombs:
~ (!) Can be manually detonated after frame 40 when actionable. When
done so, Dark Samus will not enter the morphball animation
~ [-] Max Amount: 3 -> 1
~ [+] Lifetime: 72 -> 240
~ Burst
> [$] Changed vfx
> [+] Angle: 60 -> 90
> [R] BKB: 40 -> 70
> [R] KBG: 30 -> 120
> [+] Hitbox Size: 7.38u -> 10.0u
Jab 1:
~ [$] Hitboxes resized and reshaped
~ [+] Hitbox Duration: F4-5 -> F4-6
~ [R] Angle: 361 -> 68
Forward Tilt:
~ [$] Hitboxes resized and reshaped
~ [-] Hitbox Duration: F10-12 -> F12-14
~ [-] FAF: 41 -> 43
Up Tilt:
~ [-] KBG (early/late): 40/42 -> 63/49
~ [-] Additional Hitstun: 5F -> 0F
Down Tilt:
~ (!) Leg and bury hitboxes changed to a spike
~ [-] Hitbox size decreased
~ [+] Hitbox Duration: F13-15 -> F13-17
Dash Attack:
~ Splash Hit
> [-] Shieldstun Multiplier: 1.15x -> 1.0x
> [-] Additional Hitstun: 8F -> 0F
Down Smash:
~ (!) Can now slide off edges when performing a DACDS
~ (!) Added falling hitbox
~ [-] Late hitbox size decreased
~ [+] Hitbox Duration (fall/impact/late): */F22-24/F25 ->
F21/F22-24/F25-26
~ Fall
> Damage: 15.0%
> Angle: 270
> FKB: 200
> KBG: 100
Neutral Air:
~ [-] Hitbox Duration (early/late): F4-6/F7-27 -> F7-9/F10-30
~ Early
> [+] Damage: 12.0% -> 13.0%
> [=] KBG: 100 -> 93
~ [-] FAF: 42 -> 45
~ [-] Landing Lag: 8F -> 9F
Forward Air:
~ [-] Hitbox Duration (early/late): F10-13/F14-20 -> F11-14/F15-17
~ [+] Damage (early): 15.5% -> 16.0%
~ [-] Landing Lag: 10F -> 11F
Back Air:
~ [-] Removed late hit; mid hit now referred to as late hit
~ [-] Hitbox Duration (early/late): F15-16/F17-19/F20-21 ->
F15-16/F17-19
~ Early
> [+] Damage (fist): 16.0% -> 17.0%
~ Late
> [+] Damage (shoulder): 15.0% -> 16.0%
> [=] KBG (shoulder): 94 -> 87
~ [-] Landing Lag: 12F -> 14F
Crownerang:
~ [R] Heavy Armor changed to Belly Armor
~ [-] Armor Duration: F6-42 -> F6-14
Up Throw:
~ [-] Damage: 16.0% -> 13.0%
~ [/] BKB: 85 -> 83
~ [/] KBG: 44 -> 5
Down Throw:
~ (!) Puts opponents into knockdown
~ [+] Damage: 5.0% -> 10.0%
Forward Tilt:
~ [+] Added shoulder hitbox
~ [+] Damage: 9.0% -> 11.5%
~ [-] KBG: 115 -> 78
Up Tilt:
~ [-] Angle: 98 -> 82
~ [-] BKB: 52 -> 62
~ [-] KBG: 76 -> 86
Down Tilt:
~ [+] Pluck hitbox extended forwards slightly
~ Ground-only
> [-] Close end of hitbox moved forward to align with pluck hitbox
> [+] Damage (ground-only): 8.0% -> 10.5%
> [=] BKB: 75 -> 77
> [=] KBG: 65 -> 52
Up Smash:
~ (!) The stop sign now destroys projectiles during frames 10-18
~ [-] Hitbox Duration (scoop/early/late): F9-10/F14-16/F17-18 ->
F10-11/F14-16/F17-18
~ [+] BKB: 32 -> 52
~ [+] KBG: 116 -> 145
~ [+] FAF: 46 -> 38
Down Smash:
~ [-] KBG (front): 109 -> 99
Neutral Air:
~ (*) Restored missing hitbox on left pom pom
Forward Air:
~ (!) Changed to an upwards shovel swipe
~ Hitbox Duration: F10-13
~ Damage: 8.0%
~ Angle: 64
~ BKB: 73
~ KBG: 54
~ FAF: 25
Back Air:
~ [-] Hitbox Duration (early/mid/late): F13-15/F16-21/F22-26 ->
F13-15/F16-20/F21-22
~ Early
> [+] Damage: 9.0% -> 11.0%
> [+] BKB: 55 -> 58
> [=] KBG: 100 -> 85
~ Mid
> [+] Damage: 5.0% -> 7.0%
> [+] BKB: 10 -> 14
> [=] KBG: 100 -> 78
> [+] Hitbox Size: 1.2u -> 2.2u
~ Late
> [+] Damage: 3.0% -> 5.0%
> [+] BKB: 10 -> 15
> [=] KBG: 100 -> 72
> [+] Hitbox Size: 1.2u -> 2.2u
Up Air:
~ Early
> [+] Damage: 10.0% -> 12.0%
> [/] BKB: 50 -> 54
> [+] KBG: 55 -> 85
~ Late
> [-] Moved lower hitbox upward
> [+] Damage: 6.5% -> 7.5%
> [=] KBG: 60 -> 54
~ [+] FAF: 43 -> 41
Down Air:
~ Early
> [+] BKB (ground-only): 10 -> 25
> [-] KBG (air-only): 80 -> 50
~ Late
> [+] Angle: 66 -> 75
~ [+] FAF: 43 -> 41
Pocket:
~ [-] Removed intangibility
~ [-] Hitboxes moved closer to hand
~ [-] Hitbox Size: 5.0/3.0u -> 3.5/2.0u
Fishing Rod:
~ [-] No longer grabs opponents or items when being reeled in
~ [-] Can no longer be shield canceled during startup
~ (!) Slightly moves Isabelle in the direction of the opponent when
throwing in midair
~ (!) Can now be B-reversed
~ [+] Startup: F21 -> F18
~ Forward
> [-] Damage: 14.0% -> 7.0%
> [R] Angle: 48 -> 70
> [R] BKB: 55 -> 70
> [R] KBG: 60/50 -> 25
~ Back
> [-] Damage: 11.0% -> 7.0%
> [R] Angle: 60 -> 70
> [R] BKB: 72 -> 70
> [R] KBG: 40 -> 25
~ Up
> [R] BKB: 70 -> 100
> [R] KBG: 66 -> 45
~ Down
> (!) Can be angled left or right to send opponents slightly closer
or farther away
> [+] Damage: 8.5/1.0% -> 10.0/1.0%
> Ground
~ In
> Angle: 20
> BKB: 60
> FKB: 100
~ Neutral
> [R] Angle: 80 -> 20
> [R] BKB: 82 -> 80
> [R] FKB: 0 -> 120
> [R] KBG: 41 -> 0
~ Out
> Angle: 30
> BKB: 100
> FKB: 140
> Air
~ In
> Angle: 35
> BKB: 40
> FKB: 80
~ Neutral
> [R] Angle: 80 -> 35
> [R] BKB: 82 -> 60
> [R] FKB: 0 -> 100
> [R] KBG: 41 -> 0
~ Out
> Angle: 45
> BKB: 80
> FKB: 120
Balloon Trip:
~ (!) If Shield is pressed before completion of the first "flap" of
the animation with at least 50% fuel remaining, Isabelle will get a
burst of momentum in the direction held on the stick in exchange for
80% of max fuel
~ (!) Isabelle now flashes yellow when 50% of fuel has been recharged
and white when consuming fuel and falling below the 50% threshold
Lloid Trap:
~ [+] Enlarged the detection radius when planted
~ [R] The Lloid flies upward slightly slower
Standing Grab:
~ [+] Hitbox Duration: F11-14 -> F10-13
~ [+] FAF: 44 -> 40
Dash Grab:
~ [+] Hitbox Duration: F15-17 -> F11-13
~ [+] FAF: 47 -> 43
Pivot Grab:
~ [+] Hitbox Duration: F16-18 -> F13-15
~ [+] FAF: 45 -> 42
Down Smash:
~ [+] Changed from capsular to spherical hitboxes to allow
interpolation and prevent potential whiffs on smaller hurtboxes
~ [/] Descent hitboxes shifted upwards
Darkest Lariat:
~ Ground
> [-] Arm invincibility clears with rest of body
> [-] KBG (initial hit, sweetspot/sourspot): 57/60 -> 45/48
> [-] KBG (hits 2-9, sweetspot/sourspot): 60/50 -> 50/40
~ Air
> [-] KBG (initial hit, sweetspot/sourspot): 47/50 -> 42/45
> [-] KBG (hits 2-9, sweetspot/sourspot): 50/40 -> 45/35
Standing Grab:
~ (!) Angling downward now grabs opponents lying on the ground
Dash Grab:
~ (!) Angling downward now grabs opponents lying on the ground
Pivot Grab:
~ (!) Angling downward now grabs opponents lying on the ground
Up Throw:
~ [/] Hitlag Multiplier (normal): 4.5x -> 3.0x
Down Tilt:
~ [-] Removed outermost hitbox
Dash Attack:
~ [-] KBG (early): 115 -> 100
Up Air:
~ [-] BKB: 42 -> 52
~ [-] KBG: 90 -> 95
Piranhacopter:
~ [-] Landing Lag: 20F -> 24F
Down Smash:
~ Arsene
> [-] KBG: 311 -> 250
Up Air:
~ [+] SDI Multiplier (multihits): 1.3x -> 1.1x
Down Air:
~ [-] Hitbox Duration (late): F15-21 -> F15-19
Blocks:
~ [-] Removed directional block placing
~ Block Health
> [-] Dirt / Misc: 12 -> 6
> [-] Wood: 16 -> 10
> [-] Stone: 20 -> 16
> [-] Iron: 24 -> 20
Up Tilt:
~ [-] Late hit matched to early hit
~ [-] Removed lower hitbox
~ [-] Damage (Wood/Stone/Iron): 6.5/7.15/7.8% -> 5.5/6.8/7.5%
~ [-] BKB: 42 -> 56
~ [-] KBG: 74 -> 78
~ [-] SDI Multiplier (Stone/Iron/Gold/Diamond): 1.0x -> 1.2x
~ [-] Shieldstun Multiplier (fist/weapon): 1.0x -> 0.6/0.75x
~ [-] Hitbox Size (axe head): 5.4u -> 4.4u
Forward Air:
~ Early
> [-] Hitbox Duration: F7-9 -> F9-11
> [-] Damage (Wood/Stone/Iron): 10.0/11.25/12.5% -> 9.0/10.6/11.9%
~ Late
> [-] Hitbox Duration: F10-12 -> F12-14
> [-] Damage (Wood/Stone/Iron): 12.0/13.25/14.5% -> 11.0/12.3/13.5%
> [=] KBG (Wood/Stone/Iron): 55/53/51 -> 59/56/54
Mining:
~ [-] Reverted certain mining parameters to vanilla
> [-] Mining Rate: 0.86 -> 0.76
> [-] Ore Mining Rate: 0.86 -> 0.5
> [-] Iron Yield: 2 -> 1
> [-] Redstone Yield: 4 -> 3
> Mining Speed Divisors
~ [-] Fist: 1.0 -> 2.0
~ [-] Wood: 0.85 -> 1.0
~ [-] Stone: 0.8 -> 0.95
~ [-] Iron: 0.75 -> 0.9
~ [-] Gold: 0.5 -> 0.75
~ [-] Diamond: 0.65 -> 0.85
Jab 1:
~ [$] Attached hitboxes to arm
~ [+] Added locking hitbox
~ [R] Angle: 361 -> 85
~ [R] BKB: 15 -> 1
~ [R] FKB: 0 -> 20
~ [R] KBG: 20/15 -> 100
~ [-] Additional Hitstun: 7F -> 2F
Jab 2:
~ [+] Added locking hitbox
~ [+] Damage: 2.0% -> 3.0%
~ [R] Angle: 361 -> 75
~ [/] BKB: 10/20 -> 30
~ [/] KBG: 15 -> 10
~ [-] Additional Hitstun: 8/12F -> 3F
Forward Smash:
~ [$] Hitboxes reshaped to better follow trail and explosion
~ [-] Added sourspot to blade hilt
~ Sourspot
> Damage: 17.0%
> Angle: 361
> BKB: 70
> KBG: 76
Forward Air:
~ [+] KBG (sweetspot): 71 -> 77
~ [+] Autocancel: F41 -> F38
Back Air:
~ [-] BKB (sourspot): 75 -> 72
~ [-] KBG: 87/85 -> 81
Up Air:
~ [+] KBG (sweetspot): 67 -> 77
Down Air:
~ [-] KBG (early, sourspot): 90 -> 82
Prominence Revolt:
~ Landing
> [-] Decreased flame pillar size
> [-] BKB (early): 96 -> 90
Blade Switch:
~ [+] FAF: 32 -> 26
<<<=== MYTHRA ===>>>
General:
~ [+] Run Speed: 1.88 -> 1.89
~ [+] Max Horizontal Jump Speed: 1.6 -> 1.66
~ [/] Short Hop Height: 15 -> 13
~ [+] Jumpsquat: 5F -> 3F
Foresight:
~ Airdodge
> [+] Activation Window: F4-7 -> F3-6
> [+] Intangibility Startup: F8 -> F7
Jab 1:
~ [$] Attached hitboxes to arm
~ [+] Added locking hitbox
~ [R] Angle: 361 -> 85
~ [R] BKB: 15 -> 1
~ [R] FKB: 0 -> 20
~ [R] KBG: 15/20 -> 100
~ [-] Additional Hitstun: 7F -> 2F
Jab 2:
~ [R] Angle: 361 -> 75
~ [R] BKB: 10/20 -> 30
~ [R] KBG: 15 -> 10
~ [-] Additional Hitstun: 8/12F -> 3F
Forward Tilt:
~ [+] Angle (sweetspot/sourspot): 67/62 -> 70/65
Up Tilt:
~ Sweetspot
> [R] Angle: 96 -> 86
> [+] BKB: 75 -> 65
> [-] KBG: 70 -> 75
~ Sourspot
> [+] Angle: 77 -> 80
> [+] BKB: 70 -> 65
Down Tilt:
~ [+] Damage (sourspot): 3.5% -> 4.0%
~ [+] Angle (sweetspot): 77 -> 79
~ [+] BKB (sweetspot/sourspot): 80/75 -> 75/70
Dash Attack:
~ [R] Added sweetspot/sourspot to blade/beam
~ Sweetspot
> Damage: 10.0%
> Angle: 70
> BKB: 70
> KBG: 55
~ Sourspot
> Damage: 8.0%
> Angle: 361
> BKB: 70
> KBG: 55
Forward Smash:
~ [R] Added sweetspot/sourspot on blade/beam
~ [$] Hitboxes reshaped to better follow trail
~ Damage (sweetspot/sourspot): 12.0/8.0%
~ Angle: 38
~ BKB: 65
~ KBG: 65
Down Smash:
~ [R] Changed to two hits
~ [$] Attached hitboxes to body/blade
~ Hit 1
> Damage: 4.5%
> Angle (inner/mid/outer): 0/180/180
> FKB (inner/mid/outer): 20/25/30
> KBG: 100
~ Hit 2
> Damage: 10.0%
> Angle: 94
> BKB: 75
> KBG: 70
Neutral Air:
~ Launcher
> [+] Damage: 9.0/10.0% -> 10.0%
> [R] Angle: 62 -> 361
> [R] BKB: 75 -> 40
> [R] KBG: 100 -> 165
~ [+] Landing Lag: 10F -> 9F
Forward Air:
~ [+] Angle: 361/52 -> 50
~ [+] BKB: 65 -> 55
~ [+] KBG (sourspot): 68 -> 65
Back Air:
~ Sweetspot
> [+] Angle: 72 -> 77
> [+] BKB: 67 -> 60
> [+] KBG: 66 -> 65
~ Sourspot
> [+] Angle: 62 -> 72
> [+] BKB: 72 -> 60
> [+] KBG: 68 -> 65
Up Air:
~ Sweetspot
> [+] BKB: 90 -> 50
> [=] KBG: 60 -> 75
~ Sourspot
> [+] Angle: 69 -> 76
> [+] BKB: 95 -> 50
> [=] KBG: 65 -> 75
Down Air:
~ [+] BKB: 65/75 -> 60
~ [+] KBG: 70/75 -> 70
Blade Switch:
~ [+] FAF: 32 -> 26
Down Throw:
~ [-] Angle: 80 -> 66
~ [+] BKB: 85 -> 75
~ [+] KBG: 100 -> 90
Up Tilt:
~ Devastator (Utilt1 -> 6A)
> (*) Devastator no longer accidentally forces Kazuya to repeat
Flashing Mach Punch repeatedly upon successive attack inputs
~ Slaughter High Kick (Utilt1 -> 4A)
> [+] BKB: 80 -> 70
Down Tilt:
~ [+] Added upper body intangibility on frames 8-11
~ [-] Outer hitbox pulled inwards to better match visuals
~ [+] Hitbox Duration: F14-16 -> F12-14
~ [+] FAF: 41 -> 39
Down Smash:
~ Early
> [/] Damage (air-only): 17.0/15.0% -> 16.0%
~ Late
> [+] Damage (air-only): 13.0/11.0% -> 13.0%
Back Air:
~ [$] Reverse bair now rotates smoothly instead of snapping backwards
Demon Fist:
~ [+] FAF (ground/air): 67/69 -> 59/51
Spinning Demon:
~ To Left Hook (623B)
> [+] Vacuum hitbox extended outwards
> Hit 1
~ [-] Damage: 4.0% -> 3.0%
> Hit 2
~ [/] KBG: 30 -> 24
~ Roundhouse (Hold 623B)
> [+] Damage: 10.5% -> 12.5%
> [+] Angle: 53 -> 44
> [/] BKB: 83 -> 75
> [/] KBG: 83 -> 70
Down Throw:
~ [+] Angle: 72 -> 77
~ [+] BKB: 53 -> 50
~ [-] KBG: 100 -> 140
Jab 1:
~ [+] BKB (outer blade): 30 -> 20
Jab 2:
~ [$] Cleaned up hitboxes
~ [R] Angle (hilt/blade/tip): 60/75/85 -> 60/60/85
~ [R] BKB (hilt/blade/tip): 40 -> 30/30/25
~ [R] KBG: 20 -> 16
~ [=] Additional Hitstun (hilt/blade/tip): 4F -> 6/6/8F
~ [/] Jab Transition Frame: F10 -> F11
Up Tilt:
~ [-] Hitbox Duration (launcher): F28-33 -> F28-31
Down Tilt:
~ [-] Hitbox Duration: F6-9 -> F7-10
~ [-] FAF: 24 -> 25
Forward Smash:
~ [-] Shieldstun Multiplier: 1.5x -> 1.0x
~ [-] FAF: 49 -> 52
Down Smash:
~ [+] Hitbox Duration: F20-22 -> F15-17
~ [+] FAF: 56 -> 51
Neutral Air:
~ [/] Hitbox Duration (early/late): F7-14/F15-20 -> F7-11/F12-20
~ [-] FAF: 34 -> 40
~ [-] Landing Lag: 8F -> 10F
Forward Air:
~ Hit 1
> [-] Hitbox Duration: F7-13 -> F8-13
> [+] Angle (hilt/blade/tip): 55/35/30 -> 62/74/82
~ Hit 2
> [-] Can no longer cancel into other aerials
> Early
~ [+] Angle (hilt/blade/tip): 68/66/64 -> 72/74/78
~ [-] Additional Hitstun (hilt/blade/tip): 0F -> -3/-10/-10F
> Mid
~ [+] Angle (hilt): 66 -> 70
~ [-] Additional Hitstun (hilt/blade/tip): 0F -> -3/-6/-8F
> Late
~ [/] Additional Hitstun (hilt/blade/tip): 0F -> 1/0/-3F
Magic:
~ Thunder
> (*) Fixed an oversight causing the third bolt to appear 2 frames
earlier when performed in the air
> [+] Startup (bolt 1): F22 -> F18
Sonic Blade:
~ Hit 1
> [+] Additional Hitstun: -3F -> 0F
~ Hit 2
> [+] Additional Hitstun: -3/-2F -> 0F
~ Hit 3
> [+] Additional Hitstun: -3/-2F -> 0F
Down Throw:
~ [-] Angle: 78 -> 74
Up Throw:
~ [R] Angle: 88 -> 108
~ [+] KBG: 88 -> 65