Changelog

Characters

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

Attributes:

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

Spot dodge:

i frames: 4-24 > 2-18

total frames: 42 > 27

Jab 2:

Active frames 8-10 > 5-7

IASA 29 > 21

Dtilt:

Active frames: 14-18, 27-31 > 14-18, 25-29

IASA 55 > 53(via fsm) > 50

utilt:

iasa 50 > 40

ftilt:

bkb 31/32/25/29 > 30

high:

dmg 15/13/15 > 15

mid:

dmg 14/12/13 > 15

low:

dmg 13/11/13 > 15

dash attack:

iasa 56 > 46

Fair:

Strong hit 14 > 15

weak hit 12/11 > 13

fair landing lag

30 > 25

Dair:

Completely replaced

Nair:

First active frame 8 > 5

dmg 13 > 15

landing lag 30 > 23

Bair:

Strong hit damage 13 > 15

landing lag 35 > 29

landing hit removed

Uair:

Active frames

22-25 > 17-21

grab:

offsetest hitbox size 1200 > 1400

dashgrab:

offsetest hitbox size 1200 > 1500

Uthrow:

Sped up

Angle 70 > 75

Weight set knockback 120 > 0

bkb 0 > 70

kbg 100 > 105

dthrow:

sped up 1.35x

now actually hits puff/gnw

side b:

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 up b:

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

Neutral b:

Replaced with fireball. Recharge the fireball by getting a grab with side b.

added weak fire effects on mouth

Pummel:

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

Attributes:

tilt turn 8 > 4

shield size 17.5 > 19

Run Speed 1.6 > 1.7

Jump Squat 6 > 5

Dash attack:

now do a rolley

Spot dodge:

i frames: 2-23 > 2-18

total frames: 37 > 27

Jab 1:

Angle 361 > 60

Jab 2:

BKB 0 > 30

Angle 361 > 70

IASA 34 > 30

Giant Punch:

No longer goes in to special fall

f-tilt

all hits do 11%

u-tilt

all hits do 11%

angle 100 > 95

iasa 39 > 33

d-tilt:

angle 40 > 35

kbg 80 > 90

bkb 10 > 15

nair:

first active frame 10 > 5

Spinny effect added

Fair

First active frame 25 > 22

IASA 60 > 47

dair:

landing lag 31 > 26

strong hit:

bkb 38 > 45

kbg 90 > 80

weak hits:

dmg 13 > 16

kbg 90 > 80

bkb 20 > 45

Usmash

IASA 53 > 32

Dsmash

IASA 55 > 42

side b:

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

Down b:

Angle 84 > 90

up b:

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

uthrow:

angle 90 > 80

kbg 50 > 70

cargo uthrow:

kbg 30 > 35

cargo fthrow:

Sped up 1.5x

dmg 8 > 9

angle 55 > 69

bkb 80 > 80

kbg 50 > 30

cargo bthrow:

Sped up 1.5x

dmg 8 > 9

angle 55 > 69

bkb 80 > 80

kbg 50 > 30

Pummel:

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

Pill:

int projectile speed 1.4 > 1.2

duration 75 > 40

angle 361 > 80

bkb 5 > 20

kbg 25 > 50

endlag 29f > 26f

Down B

All weak hitboxes now copy/match (improved) mario hitboxes

Final hit: 15 dmg, 361 angle, 2600 size, 90 kbg, 30 base

Up b first hitbox angle 70 > 85

New sweet spot, all coins removed except for first and last one

sweet spot:

10%

120 kbg

30 bkb

angle 361

Side b:

reflection hitbox 6-33 > 10-20

Dair: Ult dair(stomp)

Damage : 12

Angle : 270

BKB : 40

KBG : 115

Fair:

first active frame 18 > 16

IASA 60 > 44

Total anim time 74 > 56

Nair:

strong hit damage 14 > 16

KBG 100 > 90

Strong hit size 600/600 > 800/800 (to match weak nair size)

Uair:

Damage 10 > 12

KBG 100 > 86

Full anim 33 > 28

IASA 30 > 28

Bair:

Strong hit:

damage 8 > 10

KBG 65 > 54

Jab 3:

Damage 6 > 8

BKB 18 > 30

Dash Attack:

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)

dtilt:

Damage 9 > 11

Angle 150 > 105

iasa 34 > 28

growth 82 > 85

bkb 20 > 35

ftilt:

mid angle dmg 8 > 9

low angle dmg 7 > 9

Utilt:

Strong hit:

Damage 10 > 14

Angle 361 > 100

KBG 95 > 90

BKB 20 > 30

Dsmash:

Front hit:

dmg 18/17 > 18/18

Back hit:

dmg 15/13 > 15/15

Usmash:

Dmg 16/13 > 16/16

Fsmash:

Dmg - high/mid/low = 20/19/18 > 20/20/20

Dash Grab:

11 > 9 (vanilla endlag)

Dthrow:

Damage 6 > 9

Angle 90 > 85

KBG 40 > 36

BKB 75 > 75

Uthrow:

Damage 8 > 10

Angle 90 > 85

BKB 70 > 75

KBG 80 > 72

Bthrow:

kbg 72 > 80

Pummel:

sped up 1.15x

dmg 3 > 2

Falco

Only nerfed damage output.

Value Changes for Falco

bair:

dmg 15 > 13 (kb compensated)

kbg 100 > 113

laser:

dmg 3 > 2

Here’s how this change affects hitlag and shieldstun: https://docs.google.com/document/d/12UATHH5RQZdEm7KeGrN1jTkfxAZGC5xEHvqH0zFW3tg/edit?usp=sharing

Pummel:

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)

Knee

Changed to NTSC

Pummel:

1.15x speed

dmg 3 > 2

Uair:

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

Nair:

Weak hit:

DMG 6/5 > 5 (kb compensated)

Ftilt:

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

Fox

General damage output nerfs.

Value Changes for Fox

Neutral b:

DMG 3 > 2

Up b:

DMG 14 > 12 (kb compensated)

bkb 60 > 59

kbg 60 > 69

Shield Damage 5 > 0

Utilt:

clean grounded hit:

dmg 12 > 10 (kb compensated)

bkb 18 > 17

kbg 140 > 163

Usmash:

DMG 18/13 > 16/9 (strong hit kb compensated)

bkb 30 > 30

kbg 112 > 125

uair:

dmg 13 > 11 (kb compensated)

bkb 40 > 39

kbg 116 > 134

bair:

dmg 15 > 13 (kb compensated)

kbg 100 > 113

Pummel:

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

Attributes

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

Spot dodge:

i frames: 3-20 > 2-18

total frames: 32 > 27

utilt:

PM anim

active frames 22-26

Dmg: 16

Bkb: 50

kbg: 90

angle: 270

iasa 58

Nair:

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

bair:

electric on hit + electric effects

Down b:

Landing(SpecialAirLwEnd):

sped up 1.25x

hitboxes removed

Side b (air):

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

Up b:

on hit endlag sped up 1.5x

Standing Grab:

Added new hitbox

Y offset 2000 (compared to 2800 of the other 2)

X offset 1400 (almost the middle of the other 2)

Dash Grab:

Startup 11 > 9 (same endlag)

Dthrow:

7% > 10%

Angle 110 > 85

BKB 75 > 76

KBG 36 > 33

Bthrow:

Angle 135 > 135

KBG 130 > 130

BKB 30 > 50

Fthrow:

Damage 4 > 6

Angle 45 > 40

KBG 105 > 95

BKB 45 > 40

Element: Normal > Darkness

Uthrow:

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

pummel:

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

Dtilt:

Active frames 10-13 > 7-10

Uthrow:

dmg 11 > 7 (kb compensated)

bkb 130 > 129

kbg 25 > 36

Dthrow:

Sped up animation

Down b:

dmg 28 > 20

bkb 78 > 60

angle 361 > 65

endlag cut in half

invincibility removed

slowed descent

Side b:

Only once per double jump

Up b:

Retuned in to Healing Song. Heals herself and her opponent.

Pummel:

1.15x speed

dmg 3 > 2

Mario

Mario is now a speed demon. He has a new usmash.

Value Changes for Mario

Attributes:

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

Neutral b:

proj speed 1.5 > 1.9

duration 75 > 50

End lag 29f > 24f

Down b:

feet hitboxes adjusted to connect better (base 10 > 30, angle 270>90)

Side b:

reflect frames 6-34 > 10-20

ground:

dmg 10/8 > 11/11

air:

dmg 9/7 > 11/11

fair:

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

nair:

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

Uair:

IASA 30 > 26

Bair:

IASA 29 > 27

Dair:

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)

Jab 1:

Set KB 20 > 18

ftilt:

all angles do 10% (so they match up angled ftilt)

down angled fixed to properly do knock back

Utilt:

  • KBG 125/122/120 -> 110

  • BKB 26 -> 36

  • 30 IASA > 28 IASA

  • New VFX added

Dtilt:

dmg 8/9 > 9

BKB 10 > 30

KBG 80 > 75

IASA 35 -> 25

Dash attack:

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

Fsmash:

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

Dsmash:

weak hit:

Active frames 14-14 > 14-15

dmg 10/12 > 12/12

uthrow:

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)

dthrow:

6% > 7%

75BKB > 82 BKB

30 KBG > 30 KBG

angle 90 > 80

1F of endlag removed

Dash Grab:

Startup 11 > 9 (same endlag)

usmash:

New move

Pummel:

sped up 1.15x

dmg 3 > 2

Marth

Counter is tweaked. Various damage tweaks.

Value Changes for Marth

dtilt:

9 dmg hitbox:

dmg 9 > 8 (kb compensated)

base 40 > 39

kbg 40 > 44

fsmash:

14 > 12 dmg (kb compensated)

60 > 60 base

70 > 80 growth

utilt:

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

fair:

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

Counter hit box:

angle 361 > 65

kbg: 35 > 55

Pummel:

1.15x speed

dmg 3 > 2

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

Attributes:

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

Neutral b:

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

Spot dodge:

i frames: 3-20 > 2-18

total frames: 37 > 27

Up b:

teleport > psychic:

Up b travel time/distance (frames) 10 > 7

“specialhi” “specialairhigh” 0.5x speed

13%

angle 85

KBG 100

BKB 40

Side b:

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

Down b:

dmg 1 > 6

bkb 100 > 70

kbg 100 > 90

-2 start up

dash attack:

sweet spot (first 5 frames) hitbox increased from 400 to 600

jab:

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

Jab 2:

Now is a jab 2(like yoshi), not a loop

8dmg

angle 361

100kbg

20 bkb

ftilt sweet spot(s):

damage 8/10 to 12

bkb 20/10 to 20

Dtilt sweet spots:

Dmg 8/9 > 9/9

Utilt:

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

Nair:

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

fair:

dmg 14 > 15

lasts one more frame

Landing lag 25 > 19

uair:

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

dair:

all hitboxes now do 16%

move lasts one more frame

dair landing lag 28 > 19

bair:

sweet spot(s):

damage 13/11 to 14

bkb 0 to 10

usmash:

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

Dsmash:

Added lingering sour spot after the sweet spot, lasts for 3 frames

dmg 12

kbg 80

bkb 15

Pummel:

spd up 1.15x

dmg 3 > 2

removed tail hurtbox on these states:

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

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

Utilt:

First active frame 9 > 6

dsmash:

dmg 14 > 12 (kb compensated)

kbg 80 > 91

bkb 40 > 39

dmg 12 > 10 (kb compensated)

kbg 80 > 93

bkb 35 > 34

Side b:

(307 specialairsend)

interrupt frame 20 > 28

Turnips:

Reworked.

Pummel:

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

Attributes:

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

Down b:

changed to shine

frame 1

dmg 8

angle 85

kbg 65

bkb 75

side b:

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

up b:

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

neutral b:

-5 endlag

ftilt:

hitbox size 1192/1192/766 > 1300/1300/900

damage 7/8/9 > 9/9/9

Utilt:

Damage 6 > 9

KBG 120 > 105

Max offset 1500 > 1300

Dtilt:

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

dash attack:

angle 361 > 80

IASA 50 > 37

fsmash:

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

usmash:

lingers one more frame

angle 95 > 91

BKB 50/40 > 50/50

Dsmash:

Hitbox size 900/900/900 > 1200/900/1200

angle 160 > 125

kbg 70 > 69

damage 13 > 15

Fair:

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)

Bair:

completely changed

dmg 15

self damage 2

bkb 10

kbg 90

angle 38° > 35°

31 IASA

37 Animation > 33 total

Dair:

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)

uair:

starts frame 5

9 dmg, angle 70, 24 bkb, 120 kbg

IASA 28 > 25

Outer hitbox size 900 > 500

Nair:

hitbox size 1022/1022/1200 > 1150/1150/1300

Jab:

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

Grab:

Size 1200/800 > 1300/850

Dash grab:

Size 1200/800 > 1300/850

Bthrow:

angle 135 > 125

bkb 75 > 60

kbg 50 > 65

Dthrow:

dmg 5 > 6

angle 80 > 75

kbg 38 > 40

BKB 60 > 65

-6 endlag

Uthrow:

Hitbox before the throw 5 > 3

angle 90 > 90

bkb 90 > 90

kbg 45 > 70

Weight Dependent

pummel:

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

Attributes:

Shield size:

12 > 14

Dash attack:

DMG 8 > 9

KBG 70 > 100

Fair:

shield damage per hit 0 > 4

land lag 20 > 17

Bair:

DMG 12 > 13

Angle 361 > 38

Size 900/900 > 1000/1000

weak hit size 900/900 > 950/950

land lag 30 > 23

Dair:

DMG 12 > 14

dthrow:

-6f endlag

angle 80 > 75

bkb 60 > 70

kbg 38 > 35

Down b:

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

neutral b:

-5f endlag

Uair:

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

Utilt:

dmg 7/7/6 > 7/7/7

angle 96/88 > 92/88

bkb 40/40/45 > 45/45/45

Usmash:

Strong hit:

Dmg 19/18/17 > 19/18/18

kbg 110/110/100 > 110/110/110

Uthrow:

Hitbox on throw 5 > 3

BKB 90 > 92

KBG 45 > 52

pummel:

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

Roy

About what you expect, but with a new jab, bair, and dsmash anims. Feels great.

Value Changes for Roy

Attributes:

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

Dash Attack:

Animation sped up so that active frames match the sword swing.

Active Frames 12-15

Ftilt:

Startup 9 > 6

Utilt:

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

Nair:

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

Dair:

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

Uair:

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

Fair:

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

Bair:

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

Smash Attacks:

Down Smash: New animation

DMG 21 > 18

kbg 70 > 81

angle 75 > 80

IASA 72 > 60

Up Smash:

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

Jab:

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

Flare Blade:

Base Damage 6 > 8

Angle 361 > 40

Sideb:

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

Counter:

Intangibility added through counter-hit active frames

Uthrow:

Damage 5 > 6

Base Knockback 60 > 61

Knockback Growth 130 > 115

Fthrow:

Angle 45 > 55

pummel:

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

Usmash:

Move changed, reflect hitbox added.

active frames 9-14

dmg 15

angle 80

bkb 32

kbg 97

Fair:

first hit:

bkb 20 > 25

kbg 100 > 90

Neutral b:

Added ability to charge in the air.

Down b:

reduced ability to stall starting 3rd bomb jump

Dthrow:

IASA 42 > 38

Fthrow:

kbg 45 > 60

bthrow:

kbg 42 > 55

Back roll:

invincible frames 26 > 20

vulnerable frames 13 > 10

Forward roll:

invincible frames 26 > 17

vulnerable frames 14 > 11

pummel:

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

Dsmash:

Weak hits:

DMG 10 > 8 (kb compensated)

BKB 35 > 33

KBG 80 > 96

Side b:

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

Needle:

Duration on ground 120 > 1

Damage 3 > 2 (kb compensated)

BKB 24 > 22

KBG 34 > 45

Dthrow:

Sped up

Angle 80 > 65

KBG 50 > 28

BKB 70 > 74

Uthrow:

Sped up

release point adjusted

Angle 88 > 115

BKB 90 > 74

KBG 30 > 27

Pummel:

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

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

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

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

Attributes:

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

Fair:

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

Bair:

dmg 20 > 14

kbg 96 > 76

angle 361 > 38

dair:

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

uair:

size 1400 > 1200(explosion)/700(hand)

Startup 14 > 12

dmg 13 > 14

bkb 0 > 25

kbg 120 > 90

AC 44 > 38

Endlag 54 > 47

nair:

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

grab:

Active frames: 11-12 > 7-8

hitboxes changed, reaches lower

dash grab:

hitboxes changed, reaches lower

Jab:

2nd weak hit removed

first active frame 11 > 5

first hit:

hitbox size shrunk (to make 2nd(final) hit connect better)

final hit:

damage 2 > 3

angle 365 > 69

bkb 10 > 35

kbg 100 > 120

dtilt:

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)

ftilt:

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

utilt:

Sped up

First active frame 10 > 5

dmg 11 > 12

bkb 65 > 30

kbg 105 > 100

iasa 40 > 40

angle 70 > 85

Fsmash:

active frames 16/18/20/22/24 > 16 -20

Turned in to single hit

damage 14 > 16

Shield damage 0 > 8

Up smash:

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

bthrow:

bkb 80 > 50

kbg 60 > 86

Uthrow:

dmg 11 > 9

kbg 50 > 65

Dthrow:

Sped up

Loops 4 > 1 (hitbox removed tho)

DMG 2 > 9

Angle 120 > 118

KBG 42 > 15

bkb 80 > 85

added endlag maybe? idk

Fthrow:

Sped up 2x

DMG 12 > 9

Angle 45 > 65

kbg 50 > 15

bkb 70 > 85

Added ~5f of endlag

pummel:

sped up 1.15x

dmg 3 > 2

Neutral b:

Weak hit:

Angle 10 > 125

Strong hit:

DMG 5/4 > 5/5

BKB 50/40 > 50/50

Angle 361 > 95

Side b:

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

Up b:

Landing slowed down .75 speed

Stages

Battlefield

  • Lowered top platform.
  • Heavily tweaked under stage collisions.

Dreamland

  • Removed Whispy

Fountain of Dreams

  • Flattened out the edges
  • Removed water effect (changed wavedashes)
  • Changed timings of the side platforms. They are now consistent on a two minute timer and never settle at below half height

Pokemon Stadium

  • Geometry changed for visibility
  • Camera changed for visibility
  • Transformations removed

Small Battlefield

  • Based on vanilla Battlefield
  • Removed top platform
  • Reworked ledges to be less inconsistent

Sprout Tower

  • Functionally an original stage for Beyond Melee

Smashville

  • Taken from Brawl
  • Removed balloon
  • Reworked distance of the moving platform to not move so far off the stage

Yoshi's Story

  • Shy Guys removed entirely.
  • Randall reworked to no longer mess up ledge dashes, combined with not helping recoveries quite as much.
Systems

Darkness

  • Darkness effect (Ganon down b, Mewtwo forward air, etc) made to be less dark to increase visibility on low quality screens and dark stages.

Grab Damage

  • This change affects when x player is holding y player and z player hits y player. In vanilla Melee the damagae y player gets is multipled by .5 times. In Beyond Melee that numper is up to 1 times.

Ledge Grab Limit

  • After the fifth ledge grab in a row, you no longer have invincibility.

Mashing

  • Analog stick mashing removed.
  • Mashing with any of the face buttons now reduces the grab duration by 20 frames, up from 6.

Reflected Projectile Damage Ratio

  • 0.5 > 1 (If you powershield a projectile that does 10% in vanilla Melee, the projectile then does 5%. In Beyond Melee, it will stay doing 10%.)

Sleep Base Duration

  • Frames: 50 > 15