Bowser
Bowser’s up b out of shield is heavily nerfed to encourage him to be more aggressive and camp in shield less. Fireball was added and bound to grabs to also encourage and reward aggression.
Value Changes for Bowser
Grab release normalized (20f > 30f)
Dash: Fixed Bowser teleporting backwards during his initial dash animation. This should help him in situations where he has to dash away from his opponents.
Air dodge animation slightly adjusted for consistency.
Shield size: 31.25 > 36 (was documented as 34 but not properly implimented previous patch)
Reworked. Changed hitbox, hitbox timing, animation timings to match the visuals. Added weak hit. Works much closer to a normal sex kick now.
Lowered endlag.
First active frame 8 > 6
Damage 5 > 6
Size 1000/1000/500 > 1200/1200/700
Weight set KB 20 > 0
-2 start up from demo 1
Damage 6 > 9
Size: 1100/1000/500 > 1200/1200/700
First active frame 10 > 7
IASA frames aren’t early relative to final frame, but there’s less frames of IASA that are there due to all IASA frames being sped up.
Active frames 7-10 > 7-11
Weak hits:
Shield damage 0 > 4
Final hitbox:
Damage 10 > 12
KBG 140 > 135
First active frame 14 > 10
First active frame 29 > 24
Strong hit:
DMG 20/17 > 22/22
KBG 86 > 84
Sped up start up further
Grab hitbox sizes 1800/1800 > 2100/2100
added mobility/momentum preservation in the air
Reduced endlag by 10 frames
Outward hiitbox size: 1400 > 1600
Outward hitbox size 1500 > 1700
Damage 12 > 14
KBG 100 > 90
Damage 2 > 5
KBG 105 > 90
Shifted hitbox/animation to cover in front of Bowser better.
First active frame 21 > 16
hitbox placement changed to fix z axis issues
Grounded moving speed 1.3 > 1.5
Grounded turning speed 0.15 > 0.1 > 0.15
jump frames
8 > 5
standing turn frames
8 > 4
normal landing lag
6 > 4
shield size
31.25 > 34
Walk Int Velocity
0.03 > .1
Walk Max Velocity
.65 > .8
dash int velocity
1 > 1.4
run max velocity
1.5 > 1.6
i frames: 4-24 > 2-18
total frames: 42 > 27
Active frames 8-10 > 5-7
IASA 29 > 21
Active frames: 14-18, 27-31 > 14-18, 25-29
IASA 55 > 53(via fsm) > 50
iasa 50 > 40
bkb 31/32/25/29 > 30
high:
dmg 15/13/15 > 15
mid:
dmg 14/12/13 > 15
low:
dmg 13/11/13 > 15
iasa 56 > 46
Strong hit 14 > 15
weak hit 12/11 > 13
fair landing lag
30 > 25
Completely replaced
First active frame 8 > 5
dmg 13 > 15
landing lag 30 > 23
Strong hit damage 13 > 15
landing lag 35 > 29
landing hit removed
Active frames
22-25 > 17-21
offsetest hitbox size 1200 > 1400
offsetest hitbox size 1200 > 1500
Sped up
Angle 70 > 75
Weight set knockback 120 > 0
bkb 0 > 70
kbg 100 > 105
sped up 1.35x
now actually hits puff/gnw
First active frames 16 > 12
grab hitboxes 600/1400 > 1800/1800
throw f
sped up 1.25x
angle 80 > 75
throw b
dmg 11 > 4
angle 361 > 75
bkb 60 > 140
kbg 100 > 15
Grounded moving speed 1.5 > 1.3
Momentum preservation on turning 1.6 > 0.8 > 1.6
Grounded turning speed 0.15 > 0.1
intangibility removed
first active frame 5 > 6
sweet spot damage 13 > 8
move ends earlier
5 damage sour spot lasts less long
3 damage sour spot removed
ability to multi-hit removed
Replaced with fireball. Recharge the fireball by getting a grab with side b.
added weak fire effects on mouth
sped up 1.15x
dmg 3 > 2
Donkey Kong
Beefed up vanilla DK with a nerfed/tweaked grab game and rolling dash attack.
Value Changes for Donkey Kong
Grab release normalized (20f > 30f)
Bone 6: 0 > 4 (ECB now variable like the rest of the cast. Improves waveland leniency and speed on every platform in the game.
Shield:
size: 19 > 20
KBG 35 > 30 (revert to vanilla)
Lowered endlag
KBG 30 > 25
Lowered endlag
KBG 30 > 25
DMG 6 > 10
KBG 26 > 35
FAF 9 > 7
Weak Hit frame 13 > 11
Adjusted hitbox positioning throughout
tilt turn 8 > 4
shield size 17.5 > 19
Run Speed 1.6 > 1.7
Jump Squat 6 > 5
now do a rolley
i frames: 2-23 > 2-18
total frames: 37 > 27
Angle 361 > 60
BKB 0 > 30
Angle 361 > 70
IASA 34 > 30
No longer goes in to special fall
all hits do 11%
all hits do 11%
angle 100 > 95
iasa 39 > 33
angle 40 > 35
kbg 80 > 90
bkb 10 > 15
first active frame 10 > 5
Spinny effect added
First active frame 25 > 22
IASA 60 > 47
landing lag 31 > 26
strong hit:
bkb 38 > 45
kbg 90 > 80
weak hits:
dmg 13 > 16
kbg 90 > 80
bkb 20 > 45
IASA 53 > 32
IASA 55 > 42
no longer grounds opponents
14%, 36 bkb, 55 kbg, angle 270, shield damage 15
aerial gravity 0.05 > 0.08 to compensate 15f reduced lag
Angle 84 > 90
DK keeps giant punch charge when hit out of up b
Grounded:
Strong hit:
Damage 12 > 10
bkb 60 > 50
Mid hit:
Damage 8 > 5
Air version:
Mid hit:
Damage 5/4 > 3
Weak hit:
Damage 2 > 1
angle 90 > 80
kbg 50 > 70
kbg 30 > 35
Sped up 1.5x
dmg 8 > 9
angle 55 > 69
bkb 80 > 80
kbg 50 > 30
Sped up 1.5x
dmg 8 > 9
angle 55 > 69
bkb 80 > 80
kbg 50 > 30
sped up 1.15x
dmg 3 > 2
Dr. Mario
Doc has stomp, yeet bthrow, better comboing pill, and overall more damage output.
Value Changes for Dr. Mario
duration 40 > 50
BKB 20 > 35
Shield damage 0 > 6
DMG 9 > 11
Damage 18/19/20 > 22
Strong hit:
Damage 16 > 18
Weak hit:
Damage 13 > 14
Strong hit:
Damage 18/17 > 18/18
Weak hit:
DMG 15/13 > 16
First active frame 13 > 11
Damage 9 > 10
KBG 36 > 40
KBG 72 > 80
Angle 45 > 30
int projectile speed 1.4 > 1.2
duration 75 > 40
angle 361 > 80
bkb 5 > 20
kbg 25 > 50
endlag 29f > 26f
All weak hitboxes now copy/match (improved) mario hitboxes
Final hit: 15 dmg, 361 angle, 2600 size, 90 kbg, 30 base
New sweet spot, all coins removed except for first and last one
sweet spot:
10%
120 kbg
30 bkb
angle 361
reflection hitbox 6-33 > 10-20
Damage : 12
Angle : 270
BKB : 40
KBG : 115
first active frame 18 > 16
IASA 60 > 44
Total anim time 74 > 56
strong hit damage 14 > 16
KBG 100 > 90
Strong hit size 600/600 > 800/800 (to match weak nair size)
Damage 10 > 12
KBG 100 > 86
Full anim 33 > 28
IASA 30 > 28
Strong hit:
damage 8 > 10
KBG 65 > 54
Damage 6 > 8
BKB 18 > 30
Adjusted to be a normal move
Strong Hit
Damage 9 > 10 BKB 70 > 50
KBG 30 > 80
Weak Hit
Damage 8 > 9
BKB 60 > 35
KBG 50 > 75
(gave ID 1 a late hit as well)
Damage 9 > 11
Angle 150 > 105
iasa 34 > 28
growth 82 > 85
bkb 20 > 35
mid angle dmg 8 > 9
low angle dmg 7 > 9
Strong hit:
Damage 10 > 14
Angle 361 > 100
KBG 95 > 90
BKB 20 > 30
Front hit:
dmg 18/17 > 18/18
Back hit:
dmg 15/13 > 15/15
Dmg 16/13 > 16/16
Dmg - high/mid/low = 20/19/18 > 20/20/20
11 > 9 (vanilla endlag)
Damage 6 > 9
Angle 90 > 85
KBG 40 > 36
BKB 75 > 75
Damage 8 > 10
Angle 90 > 85
BKB 70 > 75
KBG 80 > 72
kbg 72 > 80
sped up 1.15x
dmg 3 > 2
Falco
Only nerfed damage output.
Value Changes for Falco
dmg 15 > 13 (kb compensated)
kbg 100 > 113
dmg 3 > 2
Here’s how this change affects hitlag and shieldstun: https://docs.google.com/document/d/12UATHH5RQZdEm7KeGrN1jTkfxAZGC5xEHvqH0zFW3tg/edit?usp=sharing
1.15x speed
dmg 3 > 2
Captain Falcon
Gentleman is now consistent. Nipple fire spikes. That’s it. Upair has some damage tweaks.
Value Changes for Captain Falcon
(Switched to PAL base, so these are changes from PAL default)
Changed to NTSC
1.15x speed
dmg 3 > 2
Strong hit ID 0:
DMG 13 > 12 (kb compensated)
BKB 10 > 10
KBG 100 > 107
Weak hit ID 0:
DMG 12 > 10 (kb compensated)
BKB 8 > 8
KBG 80 > 93
Weak hit:
DMG 6/5 > 5 (kb compensated)
High:
DMG 12/11 > 10
Med:
DMG 11 > 10
Low:
DMG 10/11 > 10
Fay
Fay is a weapons specialist, lost in time. Though she’s only made an official appearance in the forgotten Star Fox 2, Fay feels both familiar and completely new. Her moveset is inspired by Fox from the original Super Smash Brothers, with tons of new twists. Most notably, her specials, like her sniper... The P.A.W.P. Fox, Falco, and Wolf all have iconic blasters, but they can’t hold a candle to the P.A.W.P. She isn’t always stuck with a slow sniper, though, she can switch to a weaker version of Falco’s laser. Hold B and A to swap between the pistol and the sniper! This swap is also useful for turning Fay around in the air. Her Shine is unique from the other spacies of the cast, sending neatly up and behind her to set up for interesting combo sequences. Fay’s up b is definitely the least flexible of the space animals’,as it’s only able to move straight up. However, you can charge it by holding B, allowing you to mix up your recovery distances. You might be thinking, wow, that recovery sucks. Nah. It’s bitchin. Side b is a recovery move, much like it is for other spacies, but this one is really, really different. Blast yourself with your own rocket back to the stage with this flexible yet extremely self punishing recovery option. Better get good at wall jump teching! It’s also a fun little projectile onstage, but using it in that way isn’t really a threat. Her side b isn’t the only place her missile launcher is used. Her up air, down air, and back air put the hefty weapon to good use, blasting opponents upwards and downwards, and launching them sideways with a powerful thwack. Fay isn’t your everyday spacie, but she’s still part of the Star Fox family, and you’ll feel that when you play her soon.
Value Changes for Fay
reworked
BKB 20 > 65
KBG 65 > 50
-12 more frames of endlag
X offset 0 > 200/-200 (raised to better hit missed tech)
Added two more active frames
Start up 8 > 6
Damage 12 > 11
BKB 10 > 20
Tweaked hitbox placement
Slight animation adjustments
Center of gravity changed to give move similar range to other nairs
Tweaked hitbox placement
FSM 1.5 > 1.1(slowed down)
Angle 80 > 75
FSM 1.5 > 1.75 (sped up)
angle 110 > 105
Angle 361 > 70
Angle 361 > 70
DMG 9 > 10
BKB 20 > 30
Start up lowered(sped up)
Endlag lowered(sped up)
BKB 30 > 40
Damage 7/5 > 9/6
BKB 55 > 60
KBG 65 > 69
Size 1600 > 1800
Shield Damage 0 > 3
BKB 35 > 50
BKB 55 > 60
KBG 65 > 70
Endlag reduced by 3 frames
Air endlag reduced by 10
Air endlag reduced by 4
Fox
General damage output nerfs.
Value Changes for Fox
DMG 3 > 2
DMG 14 > 12 (kb compensated)
bkb 60 > 59
kbg 60 > 69
Shield Damage 5 > 0
clean grounded hit:
dmg 12 > 10 (kb compensated)
bkb 18 > 17
kbg 140 > 163
DMG 18/13 > 16/9 (strong hit kb compensated)
bkb 30 > 30
kbg 112 > 125
dmg 13 > 11 (kb compensated)
bkb 40 > 39
kbg 116 > 134
dmg 15 > 13 (kb compensated)
kbg 100 > 113
1.15x speed
dmg 3 > 2
Ganon
Side b cancels on hit in the air in to a jump, wave dash back, or aerial. The rest of the character is pretty straight forward.
Value Changes for Ganon
start up sped up by 2 frames.
FAF 23 > 14
BKB 76 > 80
BKB 74 > 80
New animation!
Active frames 16-18
DMG: 18
BKB: 40
KBG: 83
Angle: 361
jump squat 6 > 5
tilt turn frames 7 > 4
noraml landing lag 5 > 4
Int Walk 0.08 > 0.1
Max Walk 0.73 > 0.95
Int dash 1.3 > 1.4
Max Run 1.35 > 1.42
Air jump multiplier 1 > 1.05
i frames: 3-20 > 2-18
total frames: 32 > 27
PM anim
active frames 22-26
Dmg: 16
Bkb: 50
kbg: 90
angle: 270
iasa 58
First hit:
Active frames 7-8 > 7-10
Hitbox sizes 900/1200/1300 > 1000/1300/1400
Second hit:
Active frames 20-21 > 17-22
Hitbox sizes 900/1200/1300 > 1050/1350/1450
25 Landing lag > 20 Landing lag
IASA 46 > 39
electric on hit + electric effects
Landing(SpecialAirLwEnd):
sped up 1.25x
hitboxes removed
Detection hitboxes:
1024/1024/1024 > 1000/700/900
y offsets -500/2500 > 0/1800
x offsets 1700 > 1400
sped up 1.5x, 1.25x
hit section of the move:
sped up 1.25x
dmg 6(until we can get 1 side b per air time, from 8)
angle 80
bkb 45(until we can get 1 side b per air time, from 40)
kbg 75
puts you in fall, but takes your jump
on hit endlag sped up 1.5x
Added new hitbox
Y offset 2000 (compared to 2800 of the other 2)
X offset 1400 (almost the middle of the other 2)
Startup 11 > 9 (same endlag)
7% > 10%
Angle 110 > 85
BKB 75 > 76
KBG 36 > 33
Angle 135 > 135
KBG 130 > 130
BKB 30 > 50
Damage 4 > 6
Angle 45 > 40
KBG 105 > 95
BKB 45 > 40
Element: Normal > Darkness
Full animation sped up 1.5x (release frame 7, 33 frames of endlag > 22)
Angle 90 > 105
Throw Hitbox 3% > 6% (10% total)
KBG 105 > 60
Base 50 > 74
sped up 1.15x
dmg 3 > 2
Jigglypuff
Rest is weaker, but less endlag. Up b is now healing song. This removes her ability to sing stall. You can only do one side b per jump, which also reduces stalling.
Value Changes for Jigglypuff
Angle 65 > 60
BKB 60 > 75
KBG 110 > 120
First active frame 9 > 7
Active frames 10-13 > 7-10
dmg 11 > 7 (kb compensated)
bkb 130 > 129
kbg 25 > 36
Sped up animation
dmg 28 > 20
bkb 78 > 60
angle 361 > 65
endlag cut in half
invincibility removed
slowed descent
Only once per double jump
Retuned in to Healing Song. Heals herself and her opponent.
1.15x speed
dmg 3 > 2
Link
Basically just beefed up vanilla Link. Arrow is a stand out as it has heavily increased combo usage. Jab is amazing.
Value Changes for Link
Size 12.5 > 13.2
frame data normalized 38 > 32
Total anim frames reduced by 2
Added allow interrupt 2f before anim ends
BKB 15 > 20
Hitbox damage normalized 20/22 > 22
BKB normalized 40/50 > 50
DMG 3 > 5
Angle 130 > 135
BKB 40 > 50
DMG 3 > 5
Angle 55 > 45
BKB 40 > 50
BKB 10 > 20
Damage normalized 9/11/12 > 12 on all hits
Angle normalized 90/80/70/60 > 85
Knockback growth 100 > 85
Hitbox placement tweaked to improve linking.
FAF 15 > 14
Time between hits greatly reduced
1st hit damage normalized 13/16/17/ > 17
1st hit BKB 26 > 35
Angle 75 > 80
2nd hit damage normalized 11/16/17/16 > 16
2nd hit BKB 20 > 30
-10f (revert to vanilla)
jump squat 6 > 5
standing turn frames 6 > 4
Shield size 11.625 > 12.5
First possible arrow frame 18 > 16
Frames until max arrow charge 60 > 45
Uncharged arrow damage 5 > 10
Full charge arrow damage 18 > 23
Arrow lifetime on ground 50 > 0
Arrow gravity 0.053 > 0.035
Uncharged arrow velocity 1.3 > 2.3
BKB 8 > 40
Arrow angle 70 > 82
angle 361 > 75
BKB 10 > 15
kbg 60 > 70
angle 361 > 75
BKB 10 > 25
kbg 60 > 65
damage 3 > 5
angle 361 > 35
BKB 10 > 25
damage 6 > 8
RapidJabWindow:
5 > 20 (rapid jab removed)
damage 13/14/15 > 16
bkb 2/5 > 15/15
Active frames 14-16 > 13-16
dmg 11 > 12
KBG 50 > 45
Dmg 9 > 11
KBG 122/130/124/123 > 117
Second hit:
Active frames 10-13 > 6-11
Damage 18/20 > 14
BKB 30 > 31
KBG 100 > 138
Angle 65 > 50
Completely retimed every aspect of the move
First hit:
Weight set KB 26/30/33 > 0
KBG 100 > 75
BKB 40 > 25
Size 800/500 > 900/700 > 1000/1000
angle 98 > 107
Second hit:
Weight set KB 30/33/37/40 > 0
KBG 100 > 65
BKB 0 > 15
Size 800/500 > 900/700 > 900/1000
Angle 90 > 100
Strong hit:
Damage 9/10 > 12
KBG 80 > 100
BKB 90/80 > 70
Size 800/500 > 900/1000
active frames 14-16, 30-33 > 13-16
anim ends frame 55 > 45
strong hit:
dmg 13 > 15
bkb 5 > 15
kbg 100 > 95
weak hit:
removed
active frames 6-9, 18-23 > 6-11, 18-24
First hit:
Damage 7 > 8
BKB 0 > 10
KBG 100 > 80
Second hit:
Damage 7 > 9
BKB 15 > 20
bkb 25 > 40
bkb 24 > 40
hand grab hitbox sizes 300/1000 > 800/1200
hand grab hitbox size 800 > 1000
10f lag added
Explosion:
dmg 3 > 9
kbg 26 > 12
bkb 25 > 27
angle 70 > 80
shield damage 0 > 12
sped up 1.15x
dmg 3 > 2
Mario
Mario is now a speed demon. He has a new usmash.
Value Changes for Mario
##
Added a ground only hitbox on the fist to match the air only one
adjusted vfx to clear up hitbox confusion
duration 50 > 45
Landing lag 23 > 21
Weak hit: Hitbox sizes: 1100/900 > 1150/1050 Strong hit: Hitbox sizes 1200/900 > 1250/1100
Follow ups allowed 6 > 5
Allow interrupt 16 > 15
Follow ups allowed 6 > 5
Allow interrupt 18 > 17
First active frame 4 > 3
Allow interrupt: 25 > 22
Sped up interrupt frames
Max walk speed 1.1 -> 1.2
Initial dash 1.5 -> 1.67
Max run speed 1.5 -> 1.75
Jumpsquat frames 4 -> 3
Weight 100 > 94
Max aerial horizontal speed 0.86 > 0.92
Max SH Horizontal velocity 1.5 > 1.55
proj speed 1.5 > 1.9
duration 75 > 50
End lag 29f > 24f
feet hitboxes adjusted to connect better (base 10 > 30, angle 270>90)
reflect frames 6-34 > 10-20
ground:
dmg 10/8 > 11/11
air:
dmg 9/7 > 11/11
first active frame 18 > 17
Dmg 15 > 16
BKB 30 > 40 bkb
KBG 70 > 80 kbg
Ground only hitbox for 40 bkb, 60 kbg
AC 60 > 44
Iasa 50 > 47
Endlag 74 > 56
New vfx added
Active frames shortened
sweet spot:
Active frames 3-6
dmg 12 > 13
Size 700 > 900
Sour spot:
Active frames 7-23
angle 361 > 50
BKB 15 > 15
Size 700 > 900
AC 36 > 26
IASA 46 > 37
IASA 30 > 26
IASA 29 > 27
Reworked. Now double hit spin move (frames 6-7, 9-12)
Tweaked hitboxes placements and size
Z offset: 200
Y offset: 250
35 BKB
15 KBG
Both 4% and 100° launch
Second hit:
Tweaked hitboxes placements and size 11%
30 BKB
105 KBG
75° (angle chosen so he gets the most out of crossing up your DI/isn’t too strong of a juggle tool on it is own)
Set KB 20 > 18
all angles do 10% (so they match up angled ftilt)
down angled fixed to properly do knock back
KBG 125/122/120 -> 110
BKB 26 -> 36
30 IASA > 28 IASA
New VFX added
dmg 8/9 > 9
BKB 10 > 30
KBG 80 > 75
IASA 35 -> 25
Reworked
Sped up beginning to allow for more of a speed boost. Retains vanilla startup.
Strong Dash Attack:
Shifted hitboxes from butt to legs
Size: 900 > 800
Damage: 8 > 9
BKB: 70 > 50
KBG: 30 > 75
Angle: 110 > 97
Weak Dash attack:
2 active frames removed
Shifted hitbox bones from butt to legs
Damage from 7 > 8
BKB 45 > 30
KBG 30 > 75
Angle changed from 120 > 90
38 IASA > 36
Strong hit:
Up/middle/down 19/18/17 > 19/19/19
Weak hit:
up/middle/middle/down 15/11/10/13 > 15/15/15/15
weak hit:
Active frames 14-14 > 14-15
dmg 10/12 > 12/12
angle 90 > 100
BKB 70 > 73
KBG 72 > 32
Made Weight Independent and FSM’d to be about the same as Uthrow vs 85 weight (Beginning is x1.3 and throw endlag x1.2)
6% > 7%
75BKB > 82 BKB
30 KBG > 30 KBG
angle 90 > 80
1F of endlag removed
Startup 11 > 9 (same endlag)
New move
sped up 1.15x
dmg 3 > 2
Marth
Counter is tweaked. Various damage tweaks.
Value Changes for Marth
9 dmg hitbox:
dmg 9 > 8 (kb compensated)
base 40 > 39
kbg 40 > 44
14 > 12 dmg (kb compensated)
60 > 60 base
70 > 80 growth
ID 0 hitbox (early):
9 > 8 dmg (kb compensated)
40 > 39 base
120 > 132 kbg
ID 1 hitbox (early):
9 > 8 dmg (kb compensated)
40 > 39 base
120 > 130 kbg
ID 0 hitbox (late):
10 > 8 dmg (kb compensated)
40 > 37 base
120 > 144 kbg
ID 1 hitbox (late):
9 > 8 dmg (kb compensated)
30 > 28 base
118 > 130 kbg
ID 2 hitbox (late):
9 > 8 dmg (kb compensated)
30 > 28 base
118 > 128 kbg
9% hitbox:
9 > 8 dmg (kb compensated)
20 > 19 base
70 > 77 kbg
10% hitbox:
10 > 8 dmg (kb compensated)
30 > 29 base
70 > 84 kbg
angle 361 > 65
kbg: 35 > 55
1.15x speed
dmg 3 > 2
Meta Knight
Meta Knight flies in to Beyond Melee with a fresh moveset, bringing together a best-of of the character. His neutral b is a single hit kill move, his up b is a double whip that kills off the top, and his side and down b are as snappy as you could hope for. Finally, you can see if Meta Knight or Fox would win in Beyond Melee Demo 2!
Value Changes for Meta Knight
Mewtwo
Up b and nair have been nerfed in disadvantage, but are better in advantage. Overall, he’s a beefed up vanilla Mewtwo. Do rising double jump aerials by holding the jump button.
Value Changes for Mewtwo
First active frame: 12 > 10
Side b throw:
Angle 110 > 90
KBG 40 > 45
Start up -3
DMG 6 > 10
KBG 90 > 85
BKB 70 > 65
Stage 1(array1):
dmg 7
Angle 115 > 100
Stage 1.5(array2):
damage 5 > 8
angle 361 > 100
Stage 2(array3):
dmg 8 > 10
Angle 110 > 100
Stage 2.5(array4):
Damage 11
angle 361 > 100
Stage 3(array5):
dmg 14 > 15
angle 105 > 100
(array6):
dmg 17
angle 361 > 100
Stage 4(array7):
bkb 45 > 50
FAF 5 > 3
FAF 10 > 8
FAF 18 > 13
FAF 20 > 15
run: 1.4>1.65
ground to air jump momentum multiplier: .7 > .75
Jump H max velocity: 1.4 > 1.5
Jump squat 5 > 4
Shield size 16.25 > 18.5
Loop iterations to fully charge 16 > 10
base shadow ball size 0.7 > 1
Start up lag anim sped up 1.25
cancel anim sped up 2x
Stage 1:
dmg 3 > 7
Angle 361 > 115
Stage 2:
dmg 8 > 10
Angle 361 > 110
bkb 25 > 30
size 500 > 650
Stage 3:
dmg 14 > 15
angle 361 > 105
bkb 35 > 40
size 700 > 800
Stage 4:
dmg 25 > 20
bkb 50 > 45
i frames: 3-20 > 2-18
total frames: 37 > 27
teleport > psychic:
Up b travel time/distance (frames) 10 > 7
“specialhi” “specialairhigh” 0.5x speed
13%
angle 85
KBG 100
BKB 40
air vertical momentum boost 1.5 > 0.5
Grab box size 1400/2560 > 1300/2200
x offset 0 > 1000
properly does a grab throw!
dmg 10
angle 100
kbg 40
bkb 80
now properly reflects
dmg 1 > 6
bkb 100 > 70
kbg 100 > 90
-2 start up
sweet spot (first 5 frames) hitbox increased from 400 to 600
first active frame 8 -> 5
lingers to frame 6 (rather than only lasting one frame in vanilla)
IASA 26 -> 22
Weight set knock back 20 > 0
KBG 100 > 65
hitbox moved, resized to reach lower better
Toggle jab starts way earlier
Now is a jab 2(like yoshi), not a loop
8dmg
angle 361
100kbg
20 bkb
damage 8/10 to 12
bkb 20/10 to 20
Dmg 8/9 > 9/9
Sweet spot/semi sweet spot all match sweet spot
Sweet spot:
10%
angle 100
KBG 110
BKB 50
sound: 66
Sour spot:
6%
angle 80
KBG 80
BKB 20
Sound: 2
weak hitboxes end after the 4th spark, strong hit frame 21-22 instead of 41-42
IASA 45 > 47
AC 43 > 39 (these numbers aren’t accurate. don’t account for the fsm’s)
Landing Lag 26 > 20 (13 > 10)
Landing hitbox removed
dmg 14 > 15
lasts one more frame
Landing lag 25 > 19
Active frames 9-11 > 8-11
IASA: 35 > 30
base:
dmg 10 > 13
kbg 100 > 95
BKB 0 > 15
Angle 55 > 69
middle-spot:
damage 12 > 13
kbg 100 > 95
bkb 0 > 15
angle 55 > 69
tip:
damage 14 > 15
kbg 100 > 100
all hitboxes now do 16%
move lasts one more frame
dair landing lag 28 > 19
sweet spot(s):
damage 13/11 to 14
bkb 0 to 10
has 4 weak hits instead of 6
final hit:
damage 10 > 12
base 40 > 60
hitbox size 6000/5000/5000/3000 > 6500/5500/5500/4000
IASA 70 > 60
Added lingering sour spot after the sweet spot, lasts for 3 frames
dmg 12
kbg 80
bkb 15
spd up 1.15x
dmg 3 > 2
landing, landing, wait 1, wait 2, wait 3, walk slow, walk middle, walk fast, kneebend, landingfallspecial, dash, run, squat, squatrv, squatwait, turn, turnrun, runbrake, Ottotto, OttottoWait, JumpF, JumpB, JumpAerialF, JumpAerialB, FallAerial, Fall
Ness
Ness rushes in to Beyond Melee with a totally new style, speed, and combo strings! Use his powerful new specials to mix up and zip around his opponents, attacking them from angles they'll never expect!
Value Changes for Ness
Initial walk velocity 0.08 > 0.12
Max Walk Velocity 0.84 > 1
Dash initial velocity 1.3 > 1.45
Run terminal velocity 1.4 > 1.55
double jump momentum (0x54) .8 > 1
Ground to air jump multipler 0.8 > 0.9
Int Hori jump vel 1 > 1.05
Max Sh Hori Vel: 1.3 > 1.35
Max air hori speed 0.93 > 1
Shield size 13.75 > 15
Int Ver Jump Vel 2.5 > 2.8
Int SH Vert Vel 1.5 > 1.6
Term Vel 1.83 > 1.86
Fast fall term Vel 2.2 > 2.4
Cancellable in to jab 2 f5 > f4
IASA 20 > 18
First active frame 3 > 2
Cancellable in to jab 3 f6 > f5
Damage 2 > 3
IASA 20 > 18
First active frame 6 > 4
Damage 4 > 6
IASA 30 > 28
active frames 8-9 > 7-8
Made arms also invincible
Damage 7 > 10
KBG 120 > 115
Angle 96 > 90
IASA 32 > 30
up/side/down dmg 12/11/10 > 12/12/12
dmg 18/20/22/24 > 20/22/22/24
IASA 50 > 45
size 600 > 900
Damage 9/6 > 13
Angle 70 > 85
BKB 80/60 > 40
KBG 80/45 > 90
IASA 49 > 40
size 600 > 900
Damage 11/7 > 12
Angle 70 > 35
kbg 80/60 > 85
bkb 70/70 > 35
IASA 59 > 48
Sped up 1.25x
angle 90 > 90
BKB 105 > 90
KBG 40 > 55
BKB 120 > 100
KBG 10 > 25
Sped up 1.5
Strong hit:
Damage 11 > 13
Weak hit:
DMG 8 > 9
KBG 100 > 80
landing lag 22 > 15
first active frame 5 > 4
IASA 36 > 31
Total frames 39 > 35
First active frame 8 > 6
DMG 13 > 14
BKB 13 > 10
KBG 109 > 110
landing lag 18 > 16
First active frame 20 > 15
KBG 70 > 75
BKB 90 > 80
IASA 60 > 39
Total frames 59 > 49
First active frame 10 > 8
Added a super sweet spot that does 17% + 15 extra kbg + 5 extra bkb, electric sound effect
bkb 16 > 20
Angle 361 > 40
First active frame 8 > 7
weak hit:
all weak hits sped up
dmg 3/2 > 3
shield damage 1 > 4
Final hit:
dmg 5 > 7
angle 361 > 40
shield damage 1 > 6
hitbox size 1700/1000 > 1780/1200
First active frame 8 > 6
First and second hitbox each linger for one more frame
Last hitbox starts one frame earlier
Start up(air):
Total frames 20 > 15
After hit:
Strong hit:
DMG 25 > 18
BKB 60 > 40
Mid hit:
DMG 20 > 16
BKB 45 > 35
Total frames:
70 > 60
Landing lag:
24 > 18
Reworked entirely
//—–notes: min charge time (0xC, second ???? in crazy hand) 30 > 18 ness neutral b end animation time sped up 2x (FSMs) —–Hitbox: size 2,150 > 4,200 Shield damage 0 > 14 —–Attributes:
start up 20 > 10 (FSM’s)
endlag 50 > 40 (70 frames total vs 50 frames total)
Damage per hit of pillar 2 > 3
Spark hitbox size 700 > 900
Attributes:
landing lag 30 > 12
Spark lifetime 20 > 35
Pillar lifetime 100 > 10
Angle in air (radians) -0.663 > -0.4
Angle on ground (radians) -0.063 > -0.03
All animations sped up
Hitbox:
dmg 6
angle 361
has a ground hitbox :D
Attributes:
Frames down b is held after releasing b 30 > 4 //???? 4 Momentum preservation? 8 Momentum preservatoin? 2 > 10 ???? 4 > 6 (i think it’s the amount of frames before it starts falling again) ???? something with horizontal momentum 2 > 0.65 fall speed 0.02666666666
FSM’d SpecialLwStart and Hold *3 (starts on frame 8) <old FSM’d SpecialLwEnd 1.375? (Frame 23 IASA) <old
Peach
Basically vanilla Peach with lower damage total on dsmash, and no more random turnip pulls. She will pull a stitch after she dishes out 300% through the course of a match.
Value Changes for Peach
First active frame 9 > 6
dmg 14 > 12 (kb compensated)
kbg 80 > 91
bkb 40 > 39
dmg 12 > 10 (kb compensated)
kbg 80 > 93
bkb 35 > 34
(307 specialairsend)
interrupt frame 20 > 28
Reworked.
1.15x speed
dmg 3 > 2
Pichu
Pichu is a space animal. His shine is like Falco’s but it self damages Pichu. His recovery is weakened to help him fit further in to his spacie archetype.
Value Changes for Pichu
Weight:
67 > 70
Ledge grab box raised to allow pichu to wavedash off ledge without grabbing it instantly
Hitbox placements tweaked
Active frames: 14-28 > 14-19 (fixed error in previous code)
Angle 38 > 35 on one of the hitboxes
Positioning tweaked
JCable on f4 instead of f5 to match other spacies
Reverse hits less
Deals more hitlag
Weight 55 > 67
Walk max velocity 1.24 > 1.45
Run 1.72 > 1.9
Friction 0.01 > 0.095
Jump V Int Velocity 2.6 > 3.3
Ground to air jump momentum mlti 0.8 > 0.9
Jump H Max velocity 1.8 > 1.75
SH V Int Velocity 1.7 > 2.1
DJ momentum 0.8 > 1.1
Gravity .11 > .16
Air Mobility A 0.3 > 0.45
Air Friction 0.01 > 0.015
Fast Fall Term Velocity 2.5 > 3.2
Ledgejump V velocity 2.6 > 3.4
Normal landing lag 2 > 4
Walljump V Velocity 2.6 > 3.1
Ledge grab box vertical scale 6 > 10
Ledge grab box horizontal scale 9 > 11
term velocity 1.9 > 2.9
Max Aerial H Velocity 0.85 > 0.91
Tech rolls fixed to be normal distance
get up rolls fixed to be normal
tech in place fixed to be normal
changed to shine
frame 1
dmg 8
angle 85
kbg 65
bkb 75
charging adds damage but not distance
min(aka max) distance is now less than a Fountain platform
does 3% to pichu
base damage 16
angle 40
kbg 100
bkb 20
first half:
Added a hitbox between frames 13/14
DMG 5
angle 361
bkb 40
kbg 70
goes about half distance, but doesn’t do 1% of self damage
second half:
unchanged basically
-5 endlag
hitbox size 1192/1192/766 > 1300/1300/900
damage 7/8/9 > 9/9/9
Damage 6 > 9
KBG 120 > 105
Max offset 1500 > 1300
iasa 25 (via frame speed modifier, animation is shorter than 25)
Hitbox ID 0: Size 500 > 800
Hitbox ID 2:
Z offset: 900 > 1000
Y offset: 1533 > 500
X offset: -511 > -500
Damage: 7 > 10
BKB: 12 > 22
KBG: 100 > 95
Angle: 35 > 80
angle 361 > 80
IASA 50 > 37
only 2 pre-sparks instead of 6, so three hits total
strong hit comes out frame 22 instead of 34
strong hit lingers
Strong hit buffed from 6% > 12% kb compensated (95bkb 80kbg)
ends on frame 44 instead of 51
lingers one more frame
angle 95 > 91
BKB 50/40 > 50/50
Hitbox size 900/900/900 > 1200/900/1200
angle 160 > 125
kbg 70 > 69
damage 13 > 15
active frames 6-16
dmg 11
angle 75
bkb 45
kbg 50
ID 0 size 1400 > 1100
Horizontal offset 5800 > 4500 (ROFLLLLL)
ID 1 Size 1000 > 900
Horizontal offset 4000 > 3800
Graphic pulled in to 5800 > 5100
Landing Lag 23 > 26
anim end 39 > 34
IASA 31
(this move needs a lot of work still, we will see)
completely changed
dmg 15
self damage 2
bkb 10
kbg 90
angle 38° > 35°
31 IASA
37 Animation > 33 total
landing hitbox (and landing self damage) removed
active frames 14-26 > 14-20
angle 361 > 270
damage 12 > 14
self damage 1 > 2
BKB 20 > 20
Landing lag 26 > 26
iasa -6 (thus with other FSM’s, IASA frame 38)
Y offset 553 > 700
(Bone ID 14 > 15)
starts frame 5
9 dmg, angle 70, 24 bkb, 120 kbg
IASA 28 > 25
Outer hitbox size 900 > 500
hitbox size 1022/1022/1200 > 1150/1150/1300
ID 0 Size from 1106 > 1200
(vertical offset increased from 1200>1300 to better jab reset)
ID 1 Size from 681 > 800
7BKB > 12BKB
IASA 22 > 20
Size 1200/800 > 1300/850
Size 1200/800 > 1300/850
angle 135 > 125
bkb 75 > 60
kbg 50 > 65
dmg 5 > 6
angle 80 > 75
kbg 38 > 40
BKB 60 > 65
-6 endlag
Hitbox before the throw 5 > 3
angle 90 > 90
bkb 90 > 90
kbg 45 > 70
Weight Dependent
sped up 1.15x
dmg 3 > 2
Pikachu
Basically vanilla Pika but with a combo dthrow and a few buffed moves.
Value Changes for Pikachu
Shield size:
12 > 14
DMG 8 > 9
KBG 70 > 100
shield damage per hit 0 > 4
land lag 20 > 17
DMG 12 > 13
Angle 361 > 38
Size 900/900 > 1000/1000
weak hit size 900/900 > 950/950
land lag 30 > 23
DMG 12 > 14
-6f endlag
angle 80 > 75
bkb 60 > 70
kbg 38 > 35
projectile travel speed -5 > -6.5
Time between lightening bursts (frames) 8 > 5
number of lightening bursts 4 > 3
vertical momentum on aerial thunder hit 0.66 > 0.5
horizontal range for thunder self hit 6.6 > 6
start and end of down b sped up
-5f endlag
First hit:
DMG 4 > 7 (kb compensated)
BKB 100 > 97
KBG 60 > 40
Middle (spike) hit:
DMG 4 > 7 (kb compensated)
BKB 60 > 63
KBG 60 > 40
Late hit:
DMG 4 > 7 (kb compensated)
BKB 80 > 78
KGB 60 > 40
dmg 7/7/6 > 7/7/7
angle 96/88 > 92/88
bkb 40/40/45 > 45/45/45
Strong hit:
Dmg 19/18/17 > 19/18/18
kbg 110/110/100 > 110/110/110
Hitbox on throw 5 > 3
BKB 90 > 92
KBG 45 > 52
sped up 1.15x
dmg 3 > 2
Raichu
Raichu isn’t just a Pikachu clone. Almost all of his moves are entirely new, but stay true to the spirit of the Pikachu lineage. His neutral special is Electro Ball, a strong projectile that’s slow to come out, slow to travel across the stage, but if it hits you you’re likely to be combo’d to death... You’ll quickly see this is a pattern with this character. Up special at first seems very similar to Pikachu’s up special, but it’s quite different. It has a longer startup, and only has a hitbox at the end of the zip. If you hit with this hitbox, you can cancel your up b into a jump, aerial, or airdodge. Side special is similar to Pikachu’s in the air. On the ground, however, it becomes Volt Tackle. Raichu runs pretty slow normally, but he moves much faster during Volt Tackle. Storm across the screen to catch your opponents, chase after your electro ball, or jump cancel it to open up even more options. Fade back with a wavedash to trick your opponents, or jump in with a shocking surprise attack! Down special is smaller than Pikachu’s thunder, but it packs a wallop. The storm cloud is a meteor, which sends opponents directly to Raichu for the explosive finisher! His aerials are all entirely fresh, but draw inspiration from his previous evolutions. Raichu is the slowest character in Beyond Melee, but with a great variety of unique tools at his disposal, Raichu is a complete package, and he packs a serious punch.
Value Changes for Raichu
Max air speed: .7 > .85
Dash: 1.2 > 1.3
run: 1.4 > 1.55
Shield size 15 > 17.5
AerialSpeed 0.035 > 0.04
Damage 21/19/18 > 24
BKB 25/22 > 25
KBG 90/92/95/85 > 95
Start up 40 > 30
Electro balls are destroyed on clank
Better ledge grab box; can grab ledge backwards as well. On-hit cancel more lenient.
New animation
New hitbox placement
First active frame 11 > 7
New animation
New hitbox placement
Added endlag
Strong hit:
DMG 8 > 12
Angle 361 > 75
Weak hit:
DMG 8
New animation
New hitbox placement
Active frames 5-15 > 5-10
Hitboxes completely reworked, added sweet spot/sour spot system(dmg 7/8/9 > 9/12)
Strong hit BKB 10 > 20
New animation
New hitbox placement
Strong hit:
DMG 11/14 > 13
KBG 100/105 > 90
BKB 20 > 10
New animation
New hitbox placement
First active frame 8 > 6
New animation
New hitbox placement
Active frames 20-24 > 15-19
Endlag reduced
Landing lag 30 > 25
New animation
New animation
New hitbox placement
Added kick hitbox
New animation
New hitbox placements
Strong hit damage: 10/13 > 15/15
IASA 45 > 49
new animation
new hitbox placements
new animation
new hitbox placements
New animation
New knockback
New animation
New knockback
New animation
New knockback
New animation
New knockback
Roy
About what you expect, but with a new jab, bair, and dsmash anims. Feels great.
Value Changes for Roy
Strong hit damage 16 > 15
Jump-squat 5 > 4
Forward getup roll intangibility 6-20 > 1-20 (universal/Marth’s)
Max Dash Speed 1.61 > 1.7
Max Walk speed 1.2 > 1.4
Shield size 11.75 > 12.5
Animation sped up so that active frames match the sword swing.
Active Frames 12-15
Startup 9 > 6
IASA 40 > 33
Sweet-spot hitbox size matched to the rest of his moves
Sour-spot angle 361 > 90
damage 8/9/10 > 13
BKB 35 > 38
KBG 120/118/116 > 85
Landing lag 20 > 18
First hit:
Sweet spot DMG 4 > 6
Sweet spot KBG 40 > 37
Second hit:
Sweet spot DMG 8 > 9
Sweet spot KBG 80 > 77
2nd hit first active frame 17 > 15
2nd hit active frames 3 > 8
Landing lag 32 > 24 (16 to 12 frames L canceled)
IASA 64 > 49 (via FSM)
Auto Cancel 55 > 49
Tip hitbox:
Hitbox ID 0 > 1 (Blade > Tip)
Angle 90 > 361
Base Knockback 40 > 30
Knockback Growth 70 > 60
Blade hitbox:
dmg 9 > 13
Hitbox ID 1 > 0 (Blade > Tip)
Angle 361 > 90
Base Knockback 40 > 43
Knockback Growth 70 > 38
//Dair’s blade hit functions like it did at 6% as a launcher on the tip, but is 9% and comp’d to 6% to avoid melees dumb 6% staling rule with launchers that makes them not function
Meteor hitbox:
Damage 9 > 16
Knockback Growth 70 > 90
Base Knockback 40 > 35
Flame GFX added on-hit
Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)
Sweet spot damage 9 > 13
Sweet spot KBG 70 > 65
Tipper angle 80 > 90
Tipper Knockback Growth 70 > 80
Sweet-spot:
Damage 8 > 13
Knockback changed to be the same as vanilla after the damage is applied.
Base Knockback 30 > 32
Knockback Growth 70 > 47
Active Frames 5-7 > 5-8
Total frames 38 > 33
Tipper:
Angle 361 > 32
New animation
Sweet-spot:
Damage 9 > 16
Base Knockback 30 > 20
Knockback Growth 70 > 95
Angle 361 > 38
Sour-spot:
Damage 6 > 7
Base Knockback 10 > 20
Knockback Growth 70 > 100
Reworked Priority and hitbox size to prevent accidental reverse hits
Shoulder Hitbox 600 > 800
ID 2 > ID 1
Arm Hitbox 800 > 920
ID 1 > ID 2
Down Smash: New animation
DMG 21 > 18
kbg 70 > 81
angle 75 > 80
IASA 72 > 60
final hit body & arm hitboxes:
size 1100 > 1300
looping dmg:
2 > 4
final hit damage:
10 > 4, knockback tuned to match vanilla:
bkb 73 > 62
kbg 90 > 180
New animation
Sweet-spot:
Damage 5-6 > 7
Angle 361 > 80
Base Knockback 30 > 55
Knockback Growth 60 > 72
Sour-spot:
Damage 3 > 4
Base Knockback 5 > 20
Knockback Growth 60 > 70
Angle 361 > 60
IASA 26
Base Damage 6 > 8
Angle 361 > 40
x^: Project M animation added to improve linking
xx>: Project M animation added to ensure this move connects when Roy successfully mixes up DI with x^/x>.
xx^: Removed sourspot and made first hit (meteor) last the entire duration of the move.
Normalized meteor angles (280/270) to 270.
Aerial version of the move, angle 60 > 270
xxv: adjusted tipper hitbox angle to suck opponents in and improve linking
Angle: 180
Intangibility added through counter-hit active frames
Damage 5 > 6
Base Knockback 60 > 61
Knockback Growth 130 > 115
Angle 45 > 55
sped up 1.15x
dmg 3 > 2
Samus
Samus has a new usmash. Her neutral b can charge in the air. You can only do two bomb jumps per air time, speeding up her recovery while still having a wealth of mix ups.
Value Changes for Samus
BKB 32 > 28
KBG 97 > 108
Reverted demo 1 bomb jump change
Move changed, reflect hitbox added.
active frames 9-14
dmg 15
angle 80
bkb 32
kbg 97
first hit:
bkb 20 > 25
kbg 100 > 90
Added ability to charge in the air.
reduced ability to stall starting 3rd bomb jump
IASA 42 > 38
kbg 45 > 60
kbg 42 > 55
invincible frames 26 > 20
vulnerable frames 13 > 10
invincible frames 26 > 17
vulnerable frames 14 > 11
sped up 1.15x
dmg 3 > 2
Sheik
Down throw and up throw are a DI mix up. Chain has less startup and endlag for cheeky jab resets and edge guards.
Value Changes for Sheik
Weak hits:
DMG 10 > 8 (kb compensated)
BKB 35 > 33
KBG 80 > 96
Frame chain comes out 22 > 10
How long chain is out before reeling in 10 > 1
Frame after releasing b chain reels in 18 > 10
Frame you can move chain around 32 > 15
damage 5/3/3/3 > 3/1/1/1
BKB 35/14/8/6 > 30/30/0/0
Duration on ground 120 > 1
Damage 3 > 2 (kb compensated)
BKB 24 > 22
KBG 34 > 45
Sped up
Angle 80 > 65
KBG 50 > 28
BKB 70 > 74
Sped up
release point adjusted
Angle 88 > 115
BKB 90 > 74
KBG 30 > 27
1.15x speed
dmg 3 > 2
Skull Kid
The tricky terror of Termina wreaks his havoc on the Beyond Melee cast with his speed, and mischievous mix ups. His counter is actually a curse, planting a poisonous flower on his opponent's head, but the counter play is what you’d expect... Except for one thing. Skull Kid’s side special looks like his counter, but don’t be fooled! Try to punish it, and you’ll be hit away just before he teleports to safety. You’ll have to be ready for Skull kid’s tricks. Being ready for Skull Kid will be hard, though. He’s fast, making an escape from his wrath difficult. He’ll control a ton of space by threatening with his float, which ends when he uses aerials. Skull Kid will take your stock, it’s only a matter of time.
Value Changes for Skull Kid
Heavily adjusted animations for clarity, intuition and balance.
Triggering” animation duration 22f > 17f
Full hop: 2.8 > 3
Fixed grounded version’s invincibilty to match air version(was an error at launch.)
Sped up, first active frame 10 > 8
Uair second hit:
Angle 75 > 80
Damage 10 > 11
KBG 90 > 95
Damage 9 > 10
Angle 40 > 35
Damage 4 > 5
Angle 361 > 40
Size: 1600/1500 > 1700/1600
BKB 0 > 25
Damage 8 > 10
Shadow Mewtwo
Shadow Mewtwo bursts into Beyond Melee with a diverse and unique moveset. He has similarities to Mewtwo in appearance, but in gameplay he couldn’t be more different. Even the way he moves around the stage feels totally new! Mega Evolution is making its first appearance in competitive Smash! Shadow Mewtwo’s signature mechanic is his ability to Mega Evolve. You can mega evolve with down b, once you’ve dealt 60% to your opponent via non-special) moves. Since watching meters while playing can be annoying, you’ll be able to tell he’s ready when he starts glowing purple. Mega Shadow Mewtwo deals more damage and knockback on all of his moves than his non-Mega form, and he moves faster as well. You remain in your mega form until you’ve whiffed attacks too many times. You can refill meter while mega evolved by landing more attacks, though, so if you want to keep the momentum in your favor, make smart plays. Mega evolution is great, but that’s not the only surprise up his sleeve. Shadow Mewtwo, ironically, has no Shadow Ball. Instead, press neutral b to activate Light Pillar. As you hold B, an indicator travels along the stage. Let go of B to activate the beam! It’s solid for both shield pressure and combos, however it’s quite slow to start up, and slow to cool down. It’s a commitment, but you can use this move to extend tech chases, combos, or to punish campy opponents! Next, he has a completely reworked up b. This up b is simple, but effective. It’s based on some of his moves from Pokken. He has less positional mixups than Mewtwo does with his teleport, but don’t let that fool you into thinking he can’t recover. Similar to Mario or Roy’s up special, this move travels quickly and sends out a flurry of hits to disorient opponents who don’t see it coming. For his normals, a stylish new back air with startling range allows Shadow Mewtwo to set up edgeguards, or finish them. He gets a new down tilt that’s slower to start and finish than Mewtwo’s, but it’s great at setting up into his scary aerial finishers… even scarier when he’s mega evolved. Based on his sword moves from Pokken, Shadow Mewtwo gets an ice cold up air to juggle opponents or send them to the stars. Up tilt gets the same treatment. A new upsmash more in line with his other two smash attacks, a fiery forward air that launches forward, a startlingly strong forward throw- and so many more unique aspects that set this character apart from Mewtwo. With all of these new moves, and mega evolution as the cherry on top, Shadow Mewtwo brings a lot of new concepts to the Melee landscape, which makes him a must-play in the BM roster.
Value Changes for Shadow Mewtwo
Dips into the Z axis less.
38f > 32f duration.
Distance 40 units to 33.
38f > 32f duration.
Distance 40 units to 33.
Whiffing moves takes away 1 “mega point” rather than 3
Angle 110 > 95
Total frames 40 > 36
Trail adjusted to match lifetime
Active 1 frame earlier
ID 0(armpit):
Hitbox size 1000 > 1200
Inner z axis offset 0 > -500
ID0(hand):
Hitbox size 1300 > 1375
Active 3 frames earlier
Landing lag 23 > 21
Trail textures updated
Start up 10 > 8
Angle 65 > 69
Landing lag 17 > 15
Endlag: -2(does not change IASA)
Landing lag 19 > 17
Landing lag 28 > 23
Start up 20 > 15
Endlag 13 > 20
Start up 18 > 14
Damage 12/20 > 11/17
Angle 361 > 38
Sonic
Sonic blasts in to Beyond Melee, finally realizing the dreams of millions of playing Sonic in Melee. With a totally fresh take on the speedster, try out his new aerials, side b, and fresh feeling take on the rest of his specials. There's so much love for this character, and the Beyond Melee team put their all in to realizing the best version of Melee Sonic the community could want.
Value Changes for Sonic
Wolf
You’ve seen Wolf before, and our Wolf is a greatest hits compilation of what you love most about this character. Not to mention, for his appearance in Beyond Melee, he has a completely original model. All of his specials work how you’d expect, but have slight tweaks here and there to more perfectly align with Beyond Melee’s balance and design guidelines. Let’s cover a couple unfamiliar bits first. Forward air and up air send at just the right angle and knockback to create a really interesting DI mixup tree, making tough decisions for both players. Down tilt is a double kick launcher with a fresh animation. Dash attack is an in between of Melee Fox and Ultimate Wolf. Bair is more of a swinging kick, with no lingering hitboxes, that sends at a low angle and hurts like hell to get edgeguarded by. Otherwise, he’s mostly what you’d expect. Comfort food. Players who loved Wolf before from any game will love him just as much in Beyond Melee.
Value Changes for Wolf
Hitbox is now negatively disjointed on the leg
Invcincibility removed
Late hit removed
Sound effect changed
Can no longer reverse hit
Deals more hitlag
Young Link
Sped up a bit from vanilla in every way. Movement, bair speed, arrow charge time, all faster. The late hit of fair is a meteor. New fsmash hits like a truck.
Value Changes for Young Link
Jump squat 4 > 3
Shield size 12.2 > 13.5
Frames to change direction 6 > 4
First active frame 4 > 3
First active frame 6 > 4
First active frame 6 > 4
First active frame 11 > 8
Reverted to vanilla
Increased size a tad.
Retimed vfx to match hitbox timing
10f of endlag removed
10f of endlag removed
Total active frames 52 > 20
Moved AC window 7f later (65 > 72 in code)
active frames 4-22 > 3-15
Active frames: 45 > 30
totally reworked
Max walk: 1.2 > 1.4
Shield size 11.625 > 12.2
active frames 6-8 > 4-6
IASA 20 > 17
Angle 361 > 60
IASA 17 > 16
Angle 361 > 60
IASA 32 > 29
Angle 361 > 35
added new vfx
Active frames 14-16 > 10-13
IASA 32 > 29
Damage 10/10/9/7 > 10/10/10/9
Angle 280/280/280/70 > 280/280/280/75
added new vfx
Damage 12/11/10 > 12/11
Angle 361 > 38
bkb 5/5/2/2 > 5
added new vfx
First active frame 9 > 7
Angle 85/70 > 88
KBG 128/126/125/130 > 125
added new vfx
New animation, referencing the z-target jump slash from Ocarina of Time
Charge frame: 15
Active frames 29-33
DMG 18
BKB 25
KBG 95
Angle 361
added new vfx
hitbox sizes of single hit 800/800/800/500/1650/1650/1200/1000 > 900
made to only do one hit
hit comes out frame 10, charges frame 4
15%, 40 BKB, 90 KBG
15 frames of endlag
added new vfx
DMG 13/12/7/6 > 13
Angle 70/30 > 30
KBG 70/90 > 95
BKB 30/25 > 30
added new vfx
damage 11/10 > 11
added new vfx
Strong hit:
Active frames 4-6 > 3-6
added new vfx
New animation, cloud fair lookalike
active frames 14-17
dmg 12/11/9/9 > 12
Angle 361
BKB 5 > 5
KBG 100 > 100
X offset -400 > -200
Hilt and body hitboxes are meteors on the last 2 frames:
Body (ID 1 now) hitbox buffed from 500 > 600
Hand (ID 0 now) Hitbox nerfed from 700 > 600
Tip hitbox (ID 2 and sakurai angle)
Hilt (Now ID 3)
dmg 8/7/7/5 > 13
angle 76 > 270
bkb 0 > 40
kbg 90 > 100
Landing lag 15 > 18 (7 > 9 L cancelled)
added new vfx
two hits come out closer together (FSMs)
bkb 15 > 20
angle 361 > 60
Meteor hitbox removed
bkb 18(lol) > 60
growth 230 > 130
bkb 24 > 50
bkb 25 > 45
FSM’d 1.5x after frame 8
final hit does 5% from 3, hitbox sizes 800/900 > 1200/1200
Earlist possible release frame 14 > 12
in air, endlag -2 frames
total time to charge 45 > 30
charging speed 1.33 > 1.7
Uncharged arrow velocity 1.3 > 1.45
Shield damage 0 > 10
bkb 45 > 50
KBG 30 > 25
Bomb pull in air made 14f slower
1.15x speed
dmg 3 > 2
Zelda
Zelda has been reworked to not be “bair and fair the character.” This involves changing those two moves, but they’re still great. She’s also now much faster with a deep combo game based around nair mix ups.
Value Changes for Zelda
Turned in to a single hit
interrupt 24 > 27
First active frame 13 > 11
Comes out 2 frames faster
Endlag lowered by 3 frames
BKB 20 > 30
Angle 70 > 75
Damage 14 > 15
Sped up
jump squat 6 > 4
Standing turn frames 6 > 4
Friction .1 > .085
Walk .7 > .85
Dash 1.1 > 1.3
Run terminal velocity 1.1 > 1.35
Gravity 0.073 > 0.095
Jump v int velocity 2.1 > 2.5
Term Velocity 1.4 > 1.9
Max Aerial horizontal speed 0.95 > 1.05
Jump H Int Vel 0.7 > 1
Jump H Max Vel 1.1 > 1.4
Air Friction 0.005 > 0.007
DJ horizontal(which means vertical) 0.86 > 1
Air Mobility A .038 > .045
Spot dodge:
i frames: 3-20 > 2-18
total frames: 32 > 27
Active frames 8-11 > 12-15
Reworked Priority and added super sweetspot on frame 14
Super Sweetspot ID 1
Dmg 20
Size 260
Effect Electric > Fire
Strong Hitbox
Rest sfx
Dmg 20 > 18
Size 1300 > 1150
Effect Electric > Fire
Strong kick sfx
Leg Hitbox ID 1 > ID 2
Size 1000 > 750
Z offset 200
Y offset -150
Butt hitbox (ID 0)
Size 800 > 1000
Z offset 200
Y offset -200
dmg 20 > 14
kbg 96 > 76
angle 361 > 38
new animation
hit 1: frame 13, hitboxes normalized to both do the same damage & kb
hit 2: frame 25, damage 16, base knockback 50, knockback growth 100, angle 275
IASA 43 > 47
size 1400 > 1200(explosion)/700(hand)
Startup 14 > 12
dmg 13 > 14
bkb 0 > 25
kbg 120 > 90
AC 44 > 38
Endlag 54 > 47
Turned in to single hit
hitboxes changed (buffed)
strong hit 5-9
dmg 11
angle 70
bkb 20
kbg 86
weak hit 10 > 27
dmg 7
angle 70
bkb 15
kbg 100
AC 38 > 32
IASA 42 > 36
Active frames: 11-12 > 7-8
hitboxes changed, reaches lower
hitboxes changed, reaches lower
2nd weak hit removed
first active frame 11 > 5
hitbox size shrunk (to make 2nd(final) hit connect better)
damage 2 > 3
angle 365 > 69
bkb 10 > 35
kbg 100 > 120
dmg 7/8 > 10
bkb 20 > 30/50(tip vs ground)/10(tip vs air)
(only the tip sends down, everywhere else sends up now)
active frames 11-15 > 8-13
DMG 11/12/13 > 13
KBG 70 > 90
BKB 50 > 40
Angle 110 > 100
sourspot angle 361 > 80
kbg 88 > 70
hitboxes moved for consistency
iasa 37 > 29
Sped up
First active frame 10 > 5
dmg 11 > 12
bkb 65 > 30
kbg 105 > 100
iasa 40 > 40
angle 70 > 85
active frames 16/18/20/22/24 > 16 -20
Turned in to single hit
damage 14 > 16
Shield damage 0 > 8
total hits 14 > 7
Weak hits damage 1 > 2
Final hit comes out frame 36-36 > 23-26
Final hit damage 5 > 7
Final hit kbg 210 > 180
bkb 80 > 50
kbg 60 > 86
dmg 11 > 9
kbg 50 > 65
Sped up
Loops 4 > 1 (hitbox removed tho)
DMG 2 > 9
Angle 120 > 118
KBG 42 > 15
bkb 80 > 85
added endlag maybe? idk
Sped up 2x
DMG 12 > 9
Angle 45 > 65
kbg 50 > 15
bkb 70 > 85
Added ~5f of endlag
sped up 1.15x
dmg 3 > 2
Weak hit:
Angle 10 > 125
Strong hit:
DMG 5/4 > 5/5
BKB 50/40 > 50/50
Angle 361 > 95
Sped up ending animation 2x (39 frames > 20)
Start up animation sped up 1.25x
Earliest frame to detonate 14 > 10
Falling gravity 0.019 > 0.4
Landing lag 24 > 0 (no special fall)
Max travel distance in frames 65 > 28
Frames where damage grows with distance 60 > 6
Initial speed 0.05 > 1.5
Acceleration 0.06 > 0.3
Joystick sensitivity 0.5 > 0.4
Up/Down maneuverability 0.024 > 0.1
Maximum curve 1.396 > 3
Frames before explosion after letting go of b 22 > 10
Projectile lifetime 60 > 28
Intial hitbox size multiplier 0.3 > 0.7
Hitbox growth multiplier 1.7 > 2.5
Initial damage 3 > 7
Damage growth rate 0.17 > 0.8
Shield damage 0 > 10
Landing slowed down .75 speed
Battlefield
Dreamland
Fountain of Dreams
Pokemon Stadium
Small Battlefield
Sprout Tower
Smashville
Yoshi's Story
Darkness
Grab Damage
Ledge Grab Limit
Mashing
Reflected Projectile Damage Ratio
Sleep Base Duration