v0.49.10‐beta - HDR-Development/HewDraw-Remix GitHub Wiki

[Important] Support for Switch Firmware v21.1.0

If you are on Switch firmware 20.0.X or earlier, installing this update will cause a hard black screen on boot.

To properly update, please complete the following steps in order:

  1. Disable our HID changes by renaming the following: /atmosphere/contents/0100000000000013 -> /atmosphere/contents/.0100000000000013
  2. Update Custom Firmware (Atmosphere/Hekate) as usual
  3. Update your Switch firmware to the latest version, and restart
  4. Download the HewDraw Remix update, and restart (again)
  5. (optionally) Delete the old HID changes in /atmosphere/contents/.0100000000000013 and verify the new HID changes exist in /atmosphere/contents/0100000000000013
  6. (optionally) Validate your installation in the HDR Launcher

Engine

General

  • Reduced item pickup range for all characters
  • Reduced jostle overlap rate during dash grabs from 2.0 to 1.5
  • Removed the ability of ledge attacks to reverse hit grounded opponents; only aerial opponents can be reverse hit by ledge attacks
  • Lowered the priority of turn-around below that of crouch during landing, to prevent accidental turnaround-crouches during CC
  • Damage turnaround is no longer determined solely by the receiver's base position in relation to the attacker's
    • If the receiver is hit slightly behind the attacker (within half the width of the receiver's ECB) on a move that sends forward, the receiver will not be turned to face the attacker (and vice versa for moves that send backward)
    • This should mitigate situations where a receiver was technically behind the attacker, but being turned around was visually strange or disadvantageous to the attacker

Platforms

  • Shield drops can now be performed during the first 6 frames of shield release

Footstool

  • Footstool Lockout: 40F -> 30F
  • Footstool can now be activated by pressing any Taunt input, or by pressing two different Jump buttons simultaneously

Frees up a button slot for players with multiple Jump buttons that also had Taunt bound for footstool.

Stage Spikes

  • Techs may again be input during the entirety of the wall/ceiling bounce animation (previously only the first two frames)
  • Hitstun Multiplier after wallbounce: 0.8x -> 0.66x

Ledges

  • The airtime frame counter now increments while holding ledge
  • This matches behavior from Melee and prevents situations where it was possible to attempt a ledgedash before the character's ECB shifts upwards, causing inconsistencies for some characters

Items

Item Smashes

~ (*) Max charge time: 180F -> 60F
# Matches normal smash attacks

Beam Sword

- [-] Throw Speed Multiplier: 1.0x -> 0.85x
- [-] Horizontal Air Brake: 0.0001 -> 0.0025
#     No longer crosses an entire stage in one toss, though it is still far faster than most items
- [-] Size Multiplier (ftilt/fsmash/dash attack): 2.6/3.8/2.5x -> 1.88/2.96/2.07x
#     Hitboxes matched to reduced size
#     Total range/coverage varies because each character has a unique swing animation!
- [-] Tipper sourspot now applies to the outer 2 hitboxes
- [-] Angle (tip): 361 -> 50

Bob-omb

~ (*) Close-range tosses no longer send backwards
- [-] No longer spikes airborne opponents when speed is negative
- [-] BKB: 30 -> 20
- [-] KBG: 90 -> 75
#     Makes the toss significantly weaker at killing cross-stage, but still maintains its kill power when used in an advantageous position
#     Time-out explosions unchanged as tosses do up to 11% more, so the KB is already lower

Stages

  • General
    • Lowered filesize for several stages
  • Luigi's Mansion
    • Reverted Battlefield and Omega forms to vanilla
  • Boxing Ring
    • Reverted to vanilla

Modes

  • Changed the menu text from "Other Modes (Switch)" to "Game Modes"

Bugfixes

  • Fixed an issue where the "R+A" button glyphs for Game Modes would not show up in the Rule Select menu
  • Fixed an issue where the Parry button would not function as expected when bound to the D-Pad

Infrastructure

For modders
  • Added Buttons::TreadJump which is on when two distinct jump buttons are on
  • Added CatHdr::TreadJump which is activated when Buttons::TreadJump is triggered while airborne
  • Updated footstool lockout to use the vanilla FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME instead of a custom variable
  • Condensed Buttons::Parry and Buttons::ParryManual into Buttons::Parry
    • The Parry command is activated when Buttons::Guard is on and Buttons::Parry is triggered

Special Thanks

  • shun_one for new sword trails and boomerang effects

Characters

Character changes use the following notation:

! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Aegis

Pyra

General

~ [$] Remade sword trails

Dash Attack

~ [/] Can no longer reverse hit

Mythra

General

~ [$] Remade sword trails

Dash Attack

~ [/] Can no longer reverse hit
Banjo and Kazooie

Neutral Air

- [-] Backpack hitboxes moved inward

Forward Air

Early
~ [$] Adjusted hit sfx
~ [/] Angle: 361 -> 47
+ [+] KBG: 89 -> 98

+ [+] FAF: 46 -> 43

Back Air

! [R] Animation adjusted; Kazooie now attacks down -> middle -> up
! [R] Multihit properties overhauled

Hit 1
~ Damage: 4.0%
~ Angle: 70
~ BKB: 1
~ KBG: 180

Hit 2
! [R] Hitbox Duration: F12-13 -> F13-14
~ Damage: 4.0%
~ Angle: 60
~ BKB: 1
~ KBG: 180

Hit 3
! [R] Hitbox Duration: F16-17 -> F18-19
~ [/] BKB: 50 -> 22
+ [+] KBG: 136 -> 177
# Stronger past 97%

# The first two hits are designed to pop opponents up instead of autolinking into the next hit,
# Allowing players to space for each hit or combination of hits for different results

Egg Firing (Neutral Special)

! [R] Egg lifetime now refreshes when reflected
- [-] Lifetime: 90F -> 60F
#     This equates to a single bounce on the ground rather than two
- [-] Hitbox Size (early/mid/late): 3.6/3.2/2.8u -> 3.0/2.5/2.0u

Shock Spring Jump (Up Special)

- [-] Landing Lag: 30F -> 32F
Bowser

General

- [-] Crawl speed reduced by 25%
+ [+] Now has tough guy while crouching and crawling
~ Tough Guy knockback threshold: 30u

Down Air

~ (*) Fixed an issue where the multihits could cause a kill-screen to occur prematurely

Whirling Fortress (Up Special)

- [-] Fastfall disabled until 8 frames after the hitboxes clear
Bowser Jr.

Abandon Ship!! (Up Special)

- [-] Landing Lag: 23F -> 26F
Byleth

General

~ [$] Remade sword trails
+ [+] Blade hitboxes moved inward on sword moves
#     Gives the tip of the sword slightly more leniency on its inner range
+ [+] Damage between sourspot/sweetspot is now fully standardized across sword/lance moves
#     In most cases this also coincides with higher overall damage

Dash Attack

+ [+] Removed inner sourspot
+ [+] Damage (blade/tip): 10.0/13.0% -> 11.0/14.0%
~ [=] KBG: 95 -> 89

Forward Tilt

Hilt/Blade
- [-] Damage (hilt/blade): 9.0/10.5% -> 8.0/9.0%
+ [+] KBG (hilt): 70 -> 80

Up Tilt

+ [+] Damage (tip): 11.0% -> 12.0%

Down Tilt

+ [+] Damage (inner/outer): 8.5/9.5% -> 9.0/10.0%
~ [=] KBG: 79/69 -> 76/66

Neutral Air

+ [+] Inner two hitboxes combined
#     Removes the slight fluctuation in hitbox coverage while the bow is spinning
~ [$] Adjusted vfx

Forward Air

Hilt
+ [+] Damage: 7.0% -> 9.0%
+ [+] Angle: 49 -> 54
~ [/] BKB: 49 -> 45
+ [+] KBG: 72 -> 80

Lance
~ [/] Angle: 361 -> 48
~ [/] BKB: 49 -> 45
+ [+] KBG: 72 -> 80

Back Air

Early
>>> Hilt
~   [+] Damage: 10.0% -> 11.0%
~   [/] Angle: 361 -> 38
~   [/] BKB: 81 -> 40
+   [+] KBG: 55 -> 85
>>> Lance
~   [/] BKB: 55 -> 40
+   [+] KBG: 73 -> 85

Late
+ [+] Damage (hilt/lance): 6.0/9.0% -> 7.0/10.0%
~ [/] Angle: 361 -> 38
~ [/] BKB (hilt/lance): 52/51 -> 40
+ [+] KBG: 66 -> 85

Up Air

Launcher
~ [=] BKB: 53 -> 51
+ [+] KBG: 120 -> 124

Failnaught (Neutral Special)

! (!) Release Window (uncharged): F23 -> F23-43
! [R] Turning around no longer delays the shot
~ [$] Adjusted vfx
# The release window is now visually matched to the gap between the windup gfx and the beginning of the charged variant's yellow ring 

Cancel
~ [/] The cancel can now only be performed with Shield or Jump inputs
+ [+] Cancel Window: F10-20 -> F10-43
#     Matches release window
+ [+] Grounded Cancel FAF: 10 -> 9

Areadbhar (Side Special)

Tap

Ground
~ [/] Matched properties to hilt on the first active frame
#     On this frame the angle and knockback were already the same between the sourspot/sweetspot and the lance is inside Byleth's body
#     This change just makes things more consistent as it is completely impractical to hit the sweetspot on this frame anyway
>>> Hilt
+   [+] Damage: 8.5% -> 9.0%
>>> Lance
+   [+] Damage: 11.0% -> 13.0%
~   [=] BKB: 100 -> 102
~   [=] KBG: 40 -> 32

Air
>>> Hilt
-   [-] Damage: 9.5% -> 9.0%
>>> Lance
-   [-] Damage: 15.0% -> 13.0%
~   [=] KBG: 59 -> 67
~   [/] Hitlag Multiplier: 1.1x -> 1.15x

Hold

Ground
~ [/] Matched properties to hilt on the first active frame
#     See notes for the same change to the tap version
+ [+] Damage (hilt): 12.0% -> 13.0%

Air
+ [+] Damage (hilt): 9.5% -> 11.0%

Sword of the Creator (Up Special)

Throw Release
- [-] Damage: 6.5% -> 6.0%
+ [+] KBG: 65 -> 62
# Confirms on DI out for slightly longer, but also similarly nerfs kill power on DI in

Aymr (Down Special)

~ [$] Adjusted vfx
Captain Falcon

General

+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added

Falcon Dive (Up Special)

- [-] Removed the ability to grab ledge during the startup
- [-] Earliest fastfall frame: F50 -> F57

Back Throw

+ [+] Angle: 135 -> 132
~ [/] BKB: 60 -> 30
+ [+] FAF: 46 -> 43
# Slightly better as a DI mixup

Up Throw

- [-] Throw Release: F14 -> F13
- [-] Angle: 85 -> 82
# Still does what it does, just a bit harder

Down Throw

- [-] Throw Release: F21 -> F18
+ [+] Damage: 6.0% -> 7.0%
- [-] Angle: 68 -> 62
- [-] BKB: 65 -> 75
# Reworked to be more of a tech chase throw
Chrom

General

~ [$] Remade sword trails

Neutral Air

~ [$] Slightly adjusted animation
+ [+] Adjusted animation timing to remove a blindspot

Forward Air

~ [$] Animation completely remade; has the same hitbox properties and positions

Exalted Fury (Side Special)

Hit 1
~ [$] Adjusted animation

Surprise Attack (Down Special)

~ [$] Adjusted animation timing, vfx, and sfx
Cloud

General

~ [$] Remade sword trails

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F9-12 -> F9-11

Climhazzard (Up Special)

- [-] Earliest drift/fastfall frame: F25 -> F39
- [-] Landing Lag: 20F -> 22F
Corrin

General

~ [$] Remade sword trails

Forward Tilt

Hilt/Blade
- [-] Angle: 25 -> 45
~ [/] KBG: 65 -> 85

Tip
- [-] Angle: 35 -> 42
~ [/] KBG: 89 -> 99

Up Tilt

~ [$] Adjusted vfx
- [-] Hitbox Duration: F7-15 -> F7-12
- [-] Angle (hilt/blade): 84 -> 74
- [-] FAF: 32 -> 33
# No longer has a hitbox after the blade reaches the back of its arc

Down Tilt

- [-] Hitbox Duration: F5-7 -> F7-9
~ [=] FAF: 26 -> 28

Forward Smash

- [-] Sourspot extended forward
- [-] Moved sweetspot inward 1.0u
#     Removes disjointed range past the end of the spear hand
~ [$] Adjusted vfx

Up Smash

~ [$] Adjusted animation timing

Down Smash

- [-] Leg hitbox extended outward 1.5u
# Decreases the inner range of the leg's sweetspot

Forward Air

Hilt/Blade
- [-] Damage: 8.0% -> 7.0%
! [R] BKB: 50 -> 20
! [R] KBG: 83 -> 125
# Knockback curve adjusted to put opponents in range of finishers at higher percent ranges than before

Tip
- [-] Damage: 11.0% -> 10.0%
! [R] Angle: 67 -> 47
! [R] BKB: 50 -> 30
! [R] KBG: 83 -> 75
# Retooled to encourage proper spacing of the inner hit to keep opponents in optimal combo range
# However, the tip will send offstage at high percents, which rewards proper DI mixups from Corrin

Back Air

! [R] Reshaped hitboxes; changed to interpolating spheres rather than a single capsule
#     More closely matches wing positions
~ [$] Adjusted vfx

Early
- [-] KBG (uncharged): 96 -> 82
# No longer has as much power without sufficient charge

Late
~ [/] Angle: 361 -> 40
~ [/] KBG: 106 -> 90
# Less threatening offstage, but can lead to better landing conversions

Up Air

Hilt/Blade
! [R] Angle: 70 -> 58
! [R] BKB: 46 -> 34
! [R] KBG: 95 -> 78

- [-] FAF: 40 -> 42
- [-] Landing Lag: 12F -> 13F

# Reworked the inner hitboxes to send lower, enabling new routes at the cost of being a more precise and overall less effective juggling tool

Down Air

~ [$] Removed camera shake when landing
~ [/] Hitboxes raised 2.0u
# Decreases lower disjoint but also hits higher up

Launcher
! [R] Angle: 78 -> 71
! [R] BKB: 50 -> 22
! [R] KBG: 115 -> 122

Dragon Fang Shot (Neutral Special)

- [-] Earliest drift frame after release: F15 -> F27
~ (*) Can no longer fastfall before air drift is enabled
~ (*) Fixed an issue where knockback values were not scaling properly with charge
# This resulted in unintentionally high knockback at later levels of charge

Min Charge
+ [+] Angle: 50 -> 48
! [R] BKB: 50 -> 35
+ [+] Shield Damage: +3.0% -> +10.0%

Max Charge
+ [+] Angle: 50 -> 48
! [R] BKB: 50 -> 105
! [R] KBG: 100 -> 50
+ [+] Shield Damage: +3.0% -> +10.0%

# Rewards thoughtful use as a high-damage finisher, but harder to take stocks without committing to higher levels of charge

Dragon Lunge (Side Special)

Pin Attack
- [-] Sourspot extended forward 3.0u
# Decreases the inner range of the tip

Dragon Ascent (Up Special)

+ [+] Angleability: 15º -> 18º
- [-] Earliest drift/fastfall frame: F31 -> F44
- [-] KBG (launcher): 176 -> 156
- [-] Landing Lag: 30F -> 32F
# Lowered strength significantly, but still remains a useful kill option when high up

Dragon Surge (Down Special)

- [-] Can now only be used once per airtime
! (!) Air momentum handling rewritten
~     Resets vertical speed to 0 (even while falling) and cuts horizontal speed by 66%
~     Uses modified gravity and fall speed, which are reset to normal on F45
- [-] Sweetspot hitbox size decreased
# Changes are intended to reduce the strength of Dragon Surge as a landing option
# Primarily by reducing the distance Corrin falls while armored
Daisy

Float

+ [+] Float Speed Max: 1.055 -> 1.2
+ [+] Float Accel Mul: 0.045 -> 0.06 

Dash Attack

Early
+ [+] Removed sourspot

Forward Tilt

Late
! [R] Angle: 361 -> 55
! [R] BKB: 35 -> 30
! [R] KBG: 130 -> 118

Up Tilt

+ [+] Removed sourspot
+ [+] Hitboxes moved outward

Down Tilt

~ [/] BKB: 77 -> 47
~ [/] KBG: 66 -> 98
# More susceptible to CC but improved combo potential

Up Smash

~ [/] BKB (hand/flower): 24/50 -> 50/24

Down Smash

- [-] Damage (multihits): 4.0% -> 3.0%
#     Total: 18.0% -> 15.0%
~ [/] Angle (launcher): 100 -> 114

Neutral Air

~ (*) Adjusted hit sfx

Forward Air

~ [$] Slightly enlarged the frying pan model (hitbox unchanged)
~ [$] Adjusted hit sfx
+ [+] FAF: 48 -> 45

Crystal Smash!! (Neutral Special)

Ground
+ [+] Startup: F21 -> F18
+ [+] Damage (crystal tips): 6.0% -> 10.0%
+ [+] Shield Damage: +6.0% -> +16.0%
#     Total: 23.0% -> 33.0%
+ [+] FAF: 61 -> 58

Air
+ [+] Walljump cancel window: F20-44 -> F18-47
#     Now aligns with when the crystal gauntlet disappears rather than when the hitbox clears
+ [+] Startup: F20 -> F18
+ [+] FAF: 60 -> 58

Crystal Uppercut (Up Special)

- [-] Earliest drift/fastfall frame: F36 -> F46
+ [+] Gravity (startup): 0.5 -> 0.1
# Heavily reduces the "dip" Daisy experiences at the start of the move,
# Raising the sweetspot and increasing the overall height

Early
+ [+] Damage: 14.5% -> 15.0%
+ [+] Angle: 75 -> 80

Late
+ [+] KBG: 77 -> 87

Daisy Bomber (Side Special)

! [R] Slightly adjusted physics
- [-] Now incurs landing lag during the first 20 frames after the dash ends
+ [+] Startup: F16 -> F15
+ [+] Landing Lag: 37F -> 30F

Vegetable (Down Special)

Pull
! (!) Now turns to match the stick's position on frame 0
#     Turnaround allows for better usage of the command toss, and the command toss allows for more carrot bounce setups
~ [$] Adjusted placement of spawned items for better readability
~ (*) Fixed an issue where Daisy was unable to pull a carrot while dropping from a platform
~ (*) Fixed an issue where the carrot would not be dropped when the pull was interrupted by something with no hitlag (such as a grab)
~ (*) The body of the carrot is no longer invisible until frame 14
+ [+] FAF: 40 -> 36

Toss
! (!) Tossing items using Down Special now throws the item at a 42 degree angle

Carrot
~ (*) Attacked carrots now properly use speed->damage calculations like tossing does

Back Throw

~ [/] Throw release point pulled inwards

Up Throw

+ [+] Throw release point pulled inwards
Dark Pit

General

~ [$] Remade sword trails

Up Tilt

- [-] FAF: 28 -> 31

Neutral Air

Hit 1
- [-] Hitbox Size: 9.0u -> 8.0u

Hit 2
- [-] Hitbox Size: 10.5u -> 9.0u

Forward Air

~ [/] Moved the shoulder hitbox to the arm
~ [/] Hitbox Size (arm): 2.5u -> 3.0u

Early
- [-] The arm hitbox now matches the late hit properties
# This hitbox has higher priority than the sword hitbox
# So Dark Pit is now punished for spacing FAir too closely

Late
- [-] Angle: 361 -> 45
# No longer defeats CC

Down Air

~ (*) Fixed an issue where the wrong swords model would sometimes be used
~ [=] BKB: 32 -> 34
- [-] KBG: 52 -> 45
# Kills ~10-15% later

Electroshock Arm (Side Special)

Air
- [-] No longer land cancels after connecting with a shield; only after hitting an opponent

Wings of Pandora (Up Special)

+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 15 frames of the post-travel "flip"

Assault Orbitars (Down Special)

~ [$] Decreased the size of the shield vfx
- [-] Hitbox Duration: F4 -> F5
- [-] Reflector startup: F3 -> F4
- [-] Jump cancel startup: F5 -> F8

Forward Throw

~ [=] BKB: 50 -> 60
- [-] KBG: 180 -> 125
# No longer relevant as an outright kill throw
Dark Samus

Float

~ [$] Now has a unique animation
- [-] Float Speed Max: 1.01 -> 1.0
+ [+] Float Accel Mul: 0.035 -> 0.05

Neutral Air

+ [+] Startup: F8 -> F6
+ [+] FAF: 57 -> 55

Forward Air

~ [/] Adjusted the animation to reduce Z-axis issues

Charge Shot (Neutral Special)

~ (*) Adjusted cancel logic

Shinespark (Up Special)

Rush
+ [+] Angle (early/late): 70/60 -> 80/70
+ [+] BKB (early): 75 -> 80
+ [+] Landing Lag: 26F -> 22F
Donkey Kong

Spinning Kong (Up Special)

- [-] Can no longer fastfall before reaching freefall
Dr. Mario

General

- [-] Ledgegrab height: 21.0u -> 18.0u

Down Tilt

~ [/] Can no longer reverse hit

Super Jump Punch (Up Special)

- [-] Earliest drift/fastfall frame: F23 -> F30
Falco

Down Smash

+ [+] Hitbox Duration: F8-10 -> F8-12
Ganondorf

General

~ [$] Remade sword trails

Dark Fists (Up Special)

~ (*) Fixed an issue where landing during the rising portion would not result in proper landing behavior
- [-] Earliest fastfall frame: F45 -> F54
Greninja

Dash Attack

! [R] Sweetspot given highest priority
! [R] Hitbox Duration: F8-13 -> F8-12
Hero

General

~ [$] Remade sword trails

Forward Air

+ [+] KBG (blade): 89 -> 96

Frizz/Frizzle/Kafrizz (Neutral Special)

Frizz
! [R] Can no longer be dash canceled
! [R] MP Cost: 7 (+10) -> 12
+ [+] Shield Damage: -4.0% -> +0.0%
! [R] FAF (release): 38 -> 33
# Earliest possible FAF: 45 (no cancel) -> 40

Frizzle
+ [+] Shield Damage: -4.0% -> +0.0%

Kafrizz
~ [/] Hitlag Multiplier (launcher): 3.0x -> 2.0x
Ike

General

~ [$] Remade sword trails
Incineroar

General

+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added

Cross Chop (Up Special)

- [-] Drift/fastfall disabled for the first 11 frames of the post ascent "flip" animation
Inkling

Super Jump (Up Special)

- [-] Drift/fastfall disabled for the first 10 frames of the post ascent ending animation (before freefall)
Joker

Dash Attack

~ [/] Can no longer reverse hit

Wings of Rebellion (Arsene Up Special)

! [R] Multihit hitboxes replaced with the launcher
+ [+] On-hit cancel can now be activated as soon as a hit occurs
- [-] Drift/fastfall disabled for the first 10 frames of the post ascent ending animation (before freefall)
King Dedede

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F25-29 -> F25-28

Up Air

~ [/] Hitlag Multiplier (multihits): 0.75x -> 1.0x
# Also makes it easier to SDI

Super Dedede Jump (Up Special)

- [-] Can no longer drift/fastfall during the brief flip animation when canceling the ascent
King K. Rool

Dash Attack

Late
~ [/] Can no longer reverse hit

Up Air

- [-] Angle (hit 2): 82 -> 79
Link

General

~ [$] Remade sword trails

Boomerang (Side Special)

~ [$] Remade trails

Spin Attack (Up Special)

- [-] Earliest fastfall frame: F50 -> F60
Little Mac

KO Uppercut (Neutral Special)

Ground
- [-] KBG: 104 -> 93
# Kills about 10.0% later at max power, ~13.0% later below that

Air
+ [+] Angle: 75 -> 80
~ [=] KBG: 124 -> 118

+ [+] Shield Damage (low/mid/max power): +5.0% -> +10.0/20.0/30.0%
# Total: +20.0/27.5/30.0% -> +25.0/42.5/55.0%

Rising Uppercut (Up Special)

- [-] Earliest drift/fastfall frame: F32 -> F41
- [-] Landing Lag: 30F -> 32F

Slip Counter (Down Special)

+ [+] Increased the slow duration and adjusted animation timing to allow more time to change dash direction
+ [+] Increased air forward dash distance
+ [+] Meter gain (success): 10.0% -> 15.0%
Lucario

Aura

! (!) The aura damage multiplier has been rewritten to no longer impact knockback calculations for normals
#     Previously, the increase in damage dealt also factored into the knockback calculation
#     Now, the knockback calculation is accounted for, so the aura damage multiplier doesn't impact knockback
#     Lucario's Specials do not account for knockback, and are still buffed/nerfed by aura
! (!) Removed the aura mechanic from various normals
#     These normals do not use any aura visuals, and/or are foot attacks which don't make sense to use aura
#     Their damage multiplier will always be 1.0x, regardless of aura

Damage Multipliers
- [-] Burnout: 0.92x -> 0.84x
- [-] 0 bars to 1 bar: 0.96x -> 0.92x
~ [=] 1 bar to 2 bars: 1.0x
+ [+] 2 bars to 3 bars: 1.04x -> 1.08x
+ [+] 3 bars (max): 1.08x -> 1.16x

Jab 1

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Jab 2

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Jab 3

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Up Tilt

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Down Tilt

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Dash Attack

! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx

Up Smash

! (!) Now uses Lucario's natural gravity on F24+, rather than the animation
+ [+] Lucario can now fastfall and drift on F24+
- [-] Introduced 4F of landing lag (previously none)
- [-] Can no longer travel off the ledge before becoming airborne
# Matches the behavior of Chrom's Up Smash, which was implemented more recently

Forward Air

! (!) No longer uses the aura damage multiplier
~ [/] Can now reverse hit
~ [$] Removed aura vfx

Up Air

~ [$] Adjusted vfx

Aura Sphere (Neutral Special)

! (!) The Super variant can now also be activated with Special + Attack
~ (*) Fixed various bugs related to the timing of the super input
- [-] Shoot startup: F9 -> F10

Force Palm (Side Special)

! (!) The Super variant can now also be activated with Special + Attack
~ (*) Fixed various bugs related to the timing of the super input

Extreme Speed (Up Special)

~ (*) Fixed an issue where Lucario would sometimes turn around unexpectedly when canceling into an aerial
! (!) Added a new hitbox when canceled into an aerial before the launcher:
~ Damage: 0.5%
~ Angle: 365
~ BKB: 0
~ FKB: 32
~ KBG: 100
~ Hitlag Multiplier: 0.75x
~ SDI Multiplier: 0.8x
# This should prevent scenarios where Lucario cancels USpecial early, but the followup attack doesn't connect, 
# causing the defender to fly away in the direction Lucario was traveling (potentially into the blastzone)

Back Throw

! (!) No longer uses the aura damage multiplier

Down Throw

! (!) No longer uses the aura damage multiplier

Getup Attack

! (!) No longer uses the aura damage multiplier
Lucas

PK Thunder (Up Special)

- [-] Drift/fastfall disabled for the first 10 frames of the post-travel ending animation (before freefall)
Lucina

General

~ [$] Remade sword trails

Dash Attack

~ [/] Can no longer reverse hit

Armor Breaker (Neutral Special)

~ (*) Fixed vfx issue

Dolphin Slash (Up Special)

- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trail
Luigi

Fireball (Neutral Special)

+ [+] FAF: 41 -> 40

Super Jump Punch (Up Special)

- [-] Earliest drift/fastfall frame (post-ascent "flip"): F8 -> F18
Mario

General

- [-] Ledgegrab height: 21.0u -> 18.0u

Super Jump Punch (Up Special)

- [-] Earliest drift/fastfall frame: F23 -> F30
Marth

General

~ [$] Remade sword trails
~ [/] Standardized hitlag on normals to 1.0x for sourspots, 1.1x for tippers
~ [/] Standardized hitlag on smash attacks to 1.0x for sourspots, 1.15x for tippers

Dolphin Slash (Up Special)

- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trail
Mega Man

Forward Tilt

~ [$] Adjusted vfx

Early
- [-] Moved hitbox to arm to decrease backwards disjoint
- [-] Hitbox no longer interpolates into the late hit
#     Can still hit behind, but with a worse disjoint. It's now impossible to get the spike hit behind him
- [-] Hitbox Duration: F13-14 -> F14
- [-] Damage: 14.0% -> 10.0%
~ [=] BKB: 55 -> 54
~ [=] KBG: 70 -> 94
+ [+] Shield Damage: +6.0% -> +12.0%
- [-] Shieldstun Multiplier: 1.5x -> 1.0x
- [-] Hitbox Size: 5.0u -> 4.0u

Late
+ [+] Shield Damage: +6.0% -> +24.0%
- [-] Shieldstun Multiplier: 2.2x -> 1.75x

Up Tilt

! (!) Physics rewritten
! (!) Now uses Mega Man's standard gravity, rather than falling via hard-coded animation
! (!) Can now fastfall and drift on F27+
# Behaves similarly to Chrom's & Lucario's Up Smash physics, which are the new standard for ground-to-air normals

Early
+ [+] Hitbox Duration: F8 -> F6
- [-] Shield Damage: +15.0% -> +10.0%

Mid
~ [=] Hitbox Duration: F9-10 -> F7-8
+ [+] KBG: 54 -> 73
- [-] Shield Damage: +12.0% -> +10.0%

Late
- [-] Hitbox Duration: F11-20 -> F9-16
+ [+] BKB: 70 -> 80
+ [+] KBG: 80 -> 90

Down Air

! (!) Disabled ECB Shifts until Hard Knuckle is fired
~ [/] The projectile spawns 4.5u higher
# Should prevent the projectile from traveling through the floor

Projectile
+ [+] Stable Speed: 0.0 -> 1.0
+ [+] Air Brake: 0.8 -> 0.3
#     This effectively extends Hard Knuckle's range
+ [+] KBG (late): 20 -> 60

! (!) When Hard Knuckle hits a surface, there is now a ground-only hitbox that pops opponents upwards
~ Damage: 4.0%
~ Angle: 75
~ BKB: 50
~ KBG: 50
~ Hitlag Multiplier: 0.7x

Up Smash

Scoop
- [-] Damage: 2.0% -> 1.5%

Multihits
- [-] Damage: 1.5% -> 1.0%
# Loses 2.5% over 5 total hits

Launcher
+ [+] Damage: 6.0% -> 9.0%
~ [=] BKB: 34 -> 40
~ [=] KBG: 188 -> 137
# Same knockback, but damage is moved to the finisher instead of being spread over the multihits

+ [+] FAF: 69 -> 62

Mega Buster (Tap Neutral Special)

~ [/] Travel Speed: 1.4 -> 1.77
+ [+] Shield Damage: -1.0% -> +0.0%
- [-] Landing Lag: 4F -> 6F

Charge Shot (Held Neutral Special)

- [-] Max charge length: 160F -> 180F
- [-] Startup: F12 -> F15
- [-] Mega Man can no longer charge Charge Shot while being launched, in tumble, or on the respawn platform
~     If Mega Man has a charge when entering these states, he loses the charge
! (!) Mega Man now recoils slightly backwards and upwards when firing Charge Shot
#     This nerfs his land cancel frame advantage, preventing guaranteed grabs off of a landing Charge Shot

Uncharged
+ [+] Size Multiplier: 1.1x -> 1.6x

Charged
- [-] Size Multiplier: 2.82x -> 2.4x
# No longer hits opponents on ledge

Rush Coil (Up Special)

- [-] Mega Man now enters special fall after using Up Special more than once in one airtime.

Down Throw

- [-] Angle: 80 -> 77
~ [/] BKB: 60 -> 68
~ [/] KBG: 75 -> 80
- [-] FAF: 30 -> 35
# Still a great throw, but makes conversions into Charge Shot a bit worse
Meta Knight

General

~ [$] Remade sword trails

Shuttle Loop (Up Special)

- [-] Earliest drift/fastfall frame: F33 -> F43
Mewtwo

Float

~ [$] Now has a unique animation

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F10-12 -> F10-11

Down Smash

~ (*) Fixed an issue where the attack was unable to hit airborne opponents

Teleport (Up Special)

- [-] Landing Lag: 25F -> 32F
Mii Brawler

Flash Kick Flip (Up Special 1)

- [-] Earliest drift/fastfall frame: F30 -> F40

Thrust Uppercut (Up Special 3)

- [-] Earliest drift/fastfall frame: F23 -> F37
Mii Swordfighter

Hero's Spin (Up Special 3)

- [-] Earliest drift/fastfall frame: F49 -> F59
Mr. Game and Watch

Fire (Up Special)

Ground
>>> Trampoline
~   [/] Can now reverse hit
-   [-] Angle: 85 -> 75
~   [/] BKB: 123 -> 100
# Reduces combo potential when used as an oos option

Air
~ [/] The trampoline hitbox can now reverse hit
Ness

Down Tilt

- [-] Decreased inner hitbox range by 2.0u

Dash Attack

- [-] Shield Damage: +3.0% -> +0.0%

Up Smash

- [-] Decreased the Yo-yo hitbox size by 1.0u

Down Smash

- [-] Decreased the Yo-yo hitbox size by 1.0u

Neutral Air

- [-] Body hitbox size decreased by 1.0u

Forward Air

- [-] Angle: 361 -> 45
# No longer defeats CC

Magnet (Neutral Special)

- [-] The strength of the aerial stall now decays after the first use
#     Matches spacies' shine
- [-] Air Friction: 0.015 -> 0.02

PK Thunder (Up Special)

- [-] Earliest drift/fastfall frame: F38 -> F48

Up Throw

~ [=] BKB: 80 -> 75
- [-] KBG: 55 -> 75
Palutena

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F6-9 -> F6-7

Teleport (Up Special)

- [-] Landing Lag: 28F -> 36F
Peach

General

~ [/] Double jump movement adjusted to peak earlier in the animation
#     Gives Peach better access to falling/horizontal aerials
#     The rising portion is faster overall but takes longer to start rising
+ [+] Jumpsquat: 5F -> 4F

Float

- [-] Float Speed Max: 1.1 -> 1.0

Jab

~ (*) Item-only hitboxes removed

Forward Tilt

- [-] Hitboxes adjusted to reduce tipper window
~ [/] Adjusted swing arc
~ [$] Adjusted hit vfx and sfx
~ [/] Hitbox Duration: F7-15 -> F6-14
- [-] Damage (hip/knee/foot/late foot): 10.0/11.0/12.0/6.0% -> 9.0/10.0/11.5/6.0%
+ [+] Angle (leg/foot/late foot): 92/97/92 -> 90/100/90 
- [-] BKB (leg/foot/late foot): 60 -> 45/40/55
~ [/] KBG (leg/foot): 82/50 -> 100/60
+ [+] FAF: 37 -> 34
# Worse combo window but adds kill potential to the tip (especially if the opponent DIs out) 
# Angle allows opponents to DI in and survive longer at kill percents while still making DI out optimal at combo percents

Up Tilt

! [R] Reverted to a single hit
- [-] Adjusted hitbox positioning to reduce ground coverage and to reduce the tip height
! [R] Hitbox Duration: F8-9/F10-13 -> F8-12
! [R] Angle: 115/110/90 -> 83
! [R] BKB: 60/70 -> 50
! [R] KBG: 90/80 -> 71
+ [+] FAF: 37 -> 34
# Leans more into anti-air capabilities than comboing or killing

Down Tilt

! (!) Animation changed to Smash4's version
~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F8-11 -> F9-11
- [-] Angle (inner/outer, ground-only): 270 -> 280/275
+ [+] Angle (air-only): 80 -> 85
~ [/] BKB: 45 -> 42
~ [/] KBG: 94 -> 95
~ FAF: 24

Dash Attack

~ [/] Momentum slightly adjusted; the optimal DACUS frame occurs 1 frame earlier but is very slightly slower
~ [$] Adjusted vfx

Hit 1
- [-] Hitboxes pulled inwards
- [-] Damage: 5.0% -> 4.0%
~ [/] Angle (shoulder/arm/hand): 25/25/365 -> 20/25/366
- [-] BKB: 42/36/36 -> 30
~ [/] KBG: 22 -> 25

Hit 2
+ [+] Hitbox Duration: F16-19 -> F15-19
+ [+] Damage: 6.0% -> 6.5%
+ [+] Angle (arm): 65 -> 68
- [-] BKB: 55 -> 68
- [-] KBG: 93 -> 90

# Better linking consistency but less overall combo potential

Up Smash

! [R] The outer hitboxes now scoop into the body hitboxes
~ [/] Adjusted hitbox size and positioning
~ [$] Adjusted vfx
+ [+] Hitbox Duration (late): F17-20 -> F17-22

Scoop
~ Damage: 4.0%
~ Angle: 135
~ FKB: 90
~ KBG: 100
~ Hitlag Multiplier: 0.75x

Launcher
~ [/] Damage (body/arm/hand): 12.0/15.0/17.0% -> 10.0/14.0/18.0%
>>> Early
+   [+] Angle (body/arm): 75 -> 84
-   [-] BKB: 50/40/40 -> 40
-   [-] KBG (body/arm/hand): 97 -> 84/84/94
>>> Late
-   [-] Angle: 85 -> 75
-   [-] BKB: 60 -> 20
~   [/] KBG: 100 -> 125

+ [+] FAF: 50 -> 47

Down Smash

~ [$] Adjusted charge frame
~ [$] Adjusted vfx, sfx, and rumble
- [-] Number of hits: 7 -> 6
- [-] Hitbox Duration: F6-7/10-11/14-15/18-19/22-23/26-27/30-31 -> F6-7/10-11/14-15/18-19/22-23/28-30

Launcher
~ [=] Damage: 4.0% -> 6.0%
~ [=] BKB: 40 -> 47
~ [=] KBG: 201 -> 151
# Compensates damage for losing a hit

Forward Air

- [-] Added an elbow hitbox (matches arm properties), reducing sweetspot range
- [-] Reduced swing arc coverage
~ [$] Adjusted hit vfx
- [-] Hitbox Duration: F16-23 -> F16-22
+ [+] Damage (crown): 15.0% -> 15.5%
~ [=] KBG: 85 -> 83
+ [+] Autocancel: F1-9/F41 -> F1-14/F41
#     Improves usage of DJC landing fair

Back Air

- [-] BKB: 30 -> 10
~ [/] KBG: 95 -> 107

Up Air

+ [+] Body hitbox placement adjusted to reduce blindspots

Hit 1
! [R] The rainbow now has priority over the body hitbox
#     Functions better with the autolink properties
- [-] Hitbox Duration: F8-13 -> F9-14
- [-] Damage (hit 1): 4.5% -> 4.0%
- [-] Angle (ground-only): 367 -> 103
- [-] FKB: 55 -> 50

Hit 2
~ (*) Fixed an issue where the second hit could hit twice in specific situations
~ [=] Hitbox Duration: F14-18 -> F15-19
- [-] Angle: 79 -> 76

Down Air

- [-] Hitboxes reduced in size

Multihits
~ (*) The hitboxes are now weight-independent
#     Improves linking consistency
+ [+] Damage: 2.0/1.0% -> 2.5%
+ [+] Angle (leg/foot): 70 -> 79/366
~ [/] BKB: 22 -> 19
~ [/] KBG: 30 -> 45
~ [/] Hitlag Multiplier: 0.5x -> 0.75x
+ [+] SDI Multiplier: 1.0x -> 0.75x

Launcher
+ [+] Angle: 70 -> 79
! [R] BKB: 70 -> 40
! [R] KBG: 65 -> 120
+ [+] FAF: 39 -> 37
# Reworked to be closer to Brawl dair

Toad Counter (Neutral Special)

Counter
! (!) Now automatically fires on whiff after a delay (6 counter endlag + 6 spore startup)
#     Similar to vanilla Sephiroth's Scintilla, but is reactable and vulnerable to grabs
- [-] Counter Window: F9-34 -> F8-25
+ [+] Starting Y Speed: 0.0 -> 0.7
- [-] Gravity: 0.025 -> 0.035
- [-] Fall Speed: 0.5 -> 0.7
+ [+] FAF: 61 -> 56

Attack
+ [+] The counter success now applies the same gravity as the readying pose
+ [+] Pause frames on activation: 14F -> 8F
#     Startup on firing slowed down to give more of a visual indication
+ [+] Invincibility Duration: F1-9 (successful counter only)
#     Mitigates accidental canceling or trading
- [-] Spore spawn count: 6 -> 3/6 (autofire/normal)
+ [+] Spores now spawn every 2 frames instead of every 3
#     More time spent in endlag but more likely to hit the spores

Spore
+ [+] Spores spawn position shifted inwards
+ [+] Spores increased in size
+ [+] The counter version can no longer be reflected or absorbed
#     Previously, hitting Toad with moves that also had reflectors (Ness/Daisy fsmash or shines) would proc the counter then immediately reflect spore onto her
#     Magnet would activate the counter then proceed to absorb all the spores for massive healing
+ [+] Random Fire Angle: 40 degrees -> 25 degrees 
- [-] Angle: 45 -> 48
- [-] BKB (autofire): 40 -> 5
- [-] KBG: 210 -> 195
~ [/] Hitlag Multiplier: 1.0x -> 1.5x

Peach Bomber (Side Special)

~ (*) Fixed an issue where the once-per-airtime property was not being properly set
- [-] Air acceleration: 0.05 -> 0.025
- [-] Air acceleration nerf now applies to activation ending
- [-] Bouncing off a wall/shield cuts momentum by ~33%
+ [+] Bouncing off a wall now functions the same as bouncing off a shield (decreased drift but the same FAF)
#     This allows it to grab ledge if spaced

Peach Parasol (Up Special)

Multihits
~ [/] Hitboxes occur 1 frame earlier in the animation
- [-] Reduced vertical disjoint, hitbox size decreased
+ [+] Removed gaps between the multihits
+ [+] Improved linking consistency

Launcher
- [-] Angle: 81 -> 74
- [-] BKB: 90 -> 50
~ [/] KBG: 105 -> 164

Drift
- [-] Earliest drift/fastfall frame: F28 -> F37
+ [+] Damage: 2.0% -> 3.0%
- [-] BKB: 65 -> 30
- [-] KBG: 15 -> 40
- [-] Hitlag Multiplier: 0.0x -> 1.0x
# Reduces offstage efficiency by reducing hitstun and allowing SDI

Vegetable (Down Special)

Pull
! (!) Now turns to match the stick's position on frame 0
~ [$] Adjusted placement of spawned items for better readability
~ (*) Fixed an issue where Peach was unable to pull a turnip while dropping from a platform
~ (*) Fixed an issue where the turnip would not be dropped when the pull was interrupted by something with no hitlag (such as a grab)
~ (*) The body of the turnip is no longer invisible until frame 14
~ (*) Special pull voice line now properly functions with Stitch Face
+ [+] FAF: 40 -> 36

Toss
! (!) Tossing items using Down Special now throws the item at a 42 degree angle

Turnip
! [R] Turnips now bounce off shield with no hitbox
#     Adds opportunities for the opponent to grab it
~ [/] Angle: 30 -> 361

Back Throw

~ [$] Adjusted animation
~ [/] KBG: 84 -> 81
+ [+] FAF: 43 -> 42

Up Throw

~ [$] Adjusted animation timing and effects
- [-] Release Frame: F26 -> F24
- [-] Angle: 88 -> 83
- [-] BKB: 40 -> 70
~ [/] KBG: 65 -> 56

Down Throw

- [-] Angle: 106 -> 110
~ [/] BKB: 60 -> 65
+ [+] KBG: 60 -> 45
Pichu

Thunder (Down Special)

Bolt (early)
! [R] Swapped with Pikachu's version of the attack
! [R] Damage: 12.0% -> 6.0%
! [R] Angle: 80 -> 270
! [R] BKB: 75 -> 55
! [R] FKB: 0 -> 60
! [R] KBG: 41 -> 60
# Confirms into the body hitbox
Pikachu

Jab

+ [+] Damage: 1.4%/1.2%/1.0% -> 1.5%
! [R] Angle: 0 -> 55
! [R] BKB: 12/12/18 -> 0
! [R] KBG: 20/20/30 -> 150
+ [+] SDI Multiplier: 1.5x -> 1.0x
- [-] Loop frame: F7 -> F8
# Can get Jab USmash at relevant percents, but no longer defeats CC

Forward Tilt

+ [+] FAF: 32 -> 30

Neutral Air

+ [+] Landing Lag: 8F -> 7F
# Originally intended to be 7F, but was overlooked

Forward Air

+ [+] Landing Lag: 9F -> 8F

Thunder (Down Special)

Bolt (early)
! [R] Damage: 6.0% -> 12.0%
! [R] Angle: 270 -> 90
! [R] BKB: 55 -> 74
! [R] FKB: 60 -> 0
! [R] KBG: 60 -> 50
# Now kills off the top

Up Throw

~ [/] BKB: 48 -> 55
+ [+] KBG: 150 -> 125
# Confirms into Thunder for longer
Pit

General

~ [$] Remade sword trails

Up Tilt

- [-] FAF: 28 -> 31

Power of Flight (Up Special)

+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 17 frames of the post-travel "flip"
Pokemon Trainer

General

~ [$] Added effects to better indicate when swapping Pokemon is reenabled

Squirtle

Waterfall (Up Special)

- [-] Earliest drift/fastfall frame: F45 -> F49

Ivysaur

Vine Whip (Up Special)

~ [$] Adjusted hit sfx
+ [+] Angle (whip/tip): 50 -> 60/65
+ [+] KBG (tip): 68 -> 85
+ [+] Hitbox Size (outermost sourspot): 3.5u -> 2.8u
#     Increases the inner range of the sweetspot

Charizard

Fly (Up Special)

- [-] Earliest drift/fastfall frame: F47 -> F57
R.O.B.

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F7-9 -> F7-8
Richter

Dash Attack

~ [/] Can no longer reverse hit

Uppercut (Up Special)

- [-] Earliest drift/fastfall frame: F36 -> F46
Robin

General

~ [$] Remade sword trails

Float

~ [$] Now has a unique animation
- [-] Float Speed Max: 1.03 -> 1.0

Elwind (Up Special)

- [-] Landing Lag: 25F -> 27F
Rosalina and Luma

Launch Star (Up Special)

- [-] Drift/fastfall disabled for the first 16 frames of the post-travel ending animation (before freefall)
- [-] Landing Lag: 30F -> 32F
Roy

General

~ [$] Remade sword trails

Dash Attack

~ [/] Can no longer reverse hit

Blazer (Up Special)

+ [+] Angleability: 20º -> 30º
- [-] Earliest drift/fastfall frame: F32 -> F42
Samus

General

+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added

Screw Attack (Up Special)

- [-] Can no longer fastfall before reaching freefall
Sephiroth

General

~ [$] Remade sword trails

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F16-18 -> F16-17
! [R] Angle: 53 -> 361
! [R] KBG: 95 -> 85
Sheik

General

- [-] Regular ledgegrab box vertical range decreased
! (!) Double jump ledgegrab box added

Dash Attack

Early
! [R] Removed sourspot
! [R] Hitbox Duration: F5-6 -> F5

Neutral Air

- [-] BKB: 30 -> 10
~ [/] KBG (early/late): 100/105 -> 125/135
#     Reduces advantage at low percents and increases CC percents
+ [+] SDI Multiplier: 1.2x -> 1.0x

Forward Air

+ [+] SDI Multiplier: 1.1x -> 1.0x

Back Air

- [-] BKB (leg/foot): 35/25 -> 12/15
~ [/] KBG (leg/foot): 100 -> 125/120
#     Reduces advantage at low percents and increases CC percents
+ [+] SDI Multiplier: 1.2x -> 1.0x

Up Air

~ [/] Hitbox priority swapped on multihit
# Now pulls opponents towards Sheik's midsection rather than the tip of her foot

Burst Grenade (Side Special)

! (!) Angling the grenade now uses the entire vertical stick range instead of only being neutral and up
# Has the same range of trajectories, but neutral input is now the middle of the range rather than the bottom

Vanish (Up Special)

- [-] Earliest drift/fastfall frame on reappearance: F16 -> F21

Startup
- [-] Sheik now slowly decelerates before vanishing, reducing distance traveled
~ (*) Fixed a disparity between momentum before and during the startup of the attack
Shulk

General

~ [$] Remade sword trails

Air Slash (Up Special)

- [-] Earliest drift/fastfall frame (slash 1): F28 -> F38
Simon

Uppercut (Up Special)

- [-] Earlist drift/fastfall frame: F32 -> F42
Sonic

General

~ [$] Given a new idle animation
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added

Forward Tilt

! (!) Animation adjusted to be closer to Brawl's forward tilt
! [R] Changed to a single hit
~ Damage (leg/foot): 9.0/11.0%
~ Angle: 361
~ BKB: 10
~ KBG: 90

Down Smash

- [-] Hitbox Size (body/leg): 5.0/6.0u -> 4.0/5.0u

Neutral Air

~ [/] Made hitbox position static instead of being attached to Sonic's center
# Should make reverse hits more predictable and consistent

Forward Air

~ [$] Adjusted hit sfx

Down Air

~ [/] Hitbox Duration (early): F12-15 -> F11-13

Homing Attack (Neutral Special)

- [-] Now disables use of side/down special on whiff
#     This also applies to Blast Attack
- [-] Can no longer launch Homing Attack early; the only way to interrupt the startup is by transitioning to Blast Attack
+ [+] Homing Attack launch frame: F80 -> F30
+ [+] Air drift increased when hitting an opponent
#     Easier to drift forward, less drift backward
+ [+] Travel Speed: 3.0 -> 5.0
~ [/] Travel Angle: 335 -> 330

Spin Boost (Side Special)

- [-] FAF (whiff): 20 -> 25

Spring Jump (Up Special)

+ [+] Ledgegrab box vertical range increased

Spin Dash (Down Special)

+ [+] Charge hitbox startup: F18 -> F9

Back Throw

- [-] Angle: 140 -> 120
- [-] BKB: 70 -> 75
Sora

General

~ [$] Remade sword trails

Sonic Blade (Side Special)

- [-] Delayed the jump cancel until during the endlag of the move

Aerial Sweep (Up Special)

~ (*) Fixed an issue where using Up Special shortly after Neutral Special would cause Sora to travel higher than normal
- [-] Earliest drift/fastfall frame: F48 -> F62
- [-] Landing Lag: 21F -> 28F
Terry

General

- [-] Regular ledgegrab box vertical range decreased
! (!) Double jump ledgegrab box added

Rising Tackle (Up Special)

- [-] Drift/fastfall disabled for the first 10 frames of the post-ascent animation (before freefall)
Toon Link

General

~ [$] Remade sword trails

Up Air

Multihits
- [-] BKB: 35 -> 30
- [-] KBG: 100 -> 40

Boomerang (Side Special)

~ [$] Remade trails

Spin Attack (Up Special)

+ [+] Improved aerial linking consistency
- [-] Earliest fastfall frame: F49 -> F59
Villager

General

+ [+] DITCIT momentum multiplier: 1.5x -> 2.75x
# Villager's status as an item character was overlooked in the previous release

Dash Attack

- [-] The flower pot now breaks when hitting a shield
# Prevents the pot from hitting again after being shielded once

Down Tilt

Sapling Buff
+ [+] Shield Damage: +12.0% -> +15.0%

Forward Smash

Bowling Ball
- [-] SDI Multiplier: 0.0x -> 1.0x
# Should fix an issue where opponents were unable to ASDI wall tech the attack at any percent

Down Smash

Sapling Buff
+ [+] Shield Damage: +12.0% -> +15.0%

Forward Air

+ [+] Shield Damage: -3.5/-2.0/-1.0% -> +0.0%

Lloyd Rocket (Side Special)

Fall
+ [+] Shield Damage: -2.5% -> +0.0%

Burst
+ [+] Shield Damage: -3.5% -> +0.0%

Sapling (Down Special 1)

! [R] Removed the hitbox on Villager's shovel

Sapling Planted
! [R] Added a new hitbox on the sapling
~ Hitbox Duration: F1-5
# Counts from the frame the sapling is spawned (F18)
~ Damage: 2.0%
~ Angle: 90
~ BKB: 60
~ KBG: 20
~ Hitlag Multiplier: 1.25x

Sapling Sprouted
! [R] Added a new hitbox on the sapling
~ Hitbox Duration: F24-31
~ Damage: 5.0%
~ Angle: 90
~ BKB: 80
~ KBG: 20
~ Hitlag Multiplier: 1.25x

Watering Can (Down Special 2)

! (!) The shield cancel now uses buffer, rather than just checking if the button is held

Tree (Down Special 3)

Appear
+ [+] Shield Damage: +6.0% -> +10.0%

Fallen
+ [+] Shield Damage: +6.0% -> +10.0%

Disappear
~ [/] Animation length: 142F -> 71F
# Reduces the amount of time that Villager is allowed to use the Axe
# Also reduces the amount of time between the tree's death and when Villager can plant another sapling

Dash Item Toss

~ [/] Startup: F4 -> F6
Wario

Jab 2

- [-] Hitbox Size (hand): 5.8u -> 4.8u

Dash Attack

Early
- [-] BKB: 60 -> 45
~ [/] KBG: 90 -> 99
~ [/] Hitlag Multiplier: 1.0x -> 1.1x
# Slightly weaker before 125%
# Higher hitlag allows more time for opponents to react and DI accordingly

Late
- [-] Front hitbox moved inward 1.5u

Down Tilt

~ [$] Adjusted vfx and hit sfx
- [-] Hand hitboxes moved inward
+ [+] SDI Multiplier: 1.1x -> 1.0x

Forward Smash

~ [$] Adjusted vfx
- [-] Hitbox Size (early, hand): 6.0u -> 5.5u

Up Smash

- [-] Late hitbox moved inward

Forward Air

~ [$] Adjusted vfx

Early
- [-] Foot hitbox size decreased and moved inward
+ [+] Damage: 9.0/10.0% -> 10.0%
~ [/] Angle: 55/361 -> 55
~ [/] KBG: 85/80 -> 86
~ [/] BKB: 35/30 -> 20
# No longer defeats CC

Late
~ [/] Angle: 361 -> 55
~ [/] KBG: 65 -> 80
# No longer defeats CC

Up Air

- [-] Landing Lag: 9F -> 10F

Down Air

! [R] Disabled ability to drift during the first 40f of the move
! [R] Now preserves all horizontal momentum during startup
- [-] Hitbox moved upward 1.0u
- [-] Autocancel: F1-2/F48+ -> F1-2/F55+
+ [+] Landing Lag: 29F -> 25F

Chomp (Neutral Special)

- [-] Grab hitboxes moved inward 1.0u
- [-] Grab Size (ground-only): 5.4u -> 4.9u

Corkscrew (Up Special)

- [-] Earliest drift/fastfall frame: F38 -> F47

Waft (Down Special)

Full Waft (Late/Ascending Hit):
~ [/] Angle: 80 -> 90
- [-] KBG: 95 -> 80

Up Throw

~ [$] Adjusted animation
#     Lowers height a bit and makes the pacing feel snappier
! [R] Angle: 90 -> 80
! [R] BKB: 110 -> 95
! [R] KBG: 44 -> 21
- [-] FAF: 66 -> 71
# Reworked to place opponents onto nearby platforms for tech chases
Wii Fit Trainer

General

+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added

Super Hoop (Up Special)

+ [+] Landing Lag: 30F -> 26F
Wolf

General

+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added
Yoshi

Dash Attack

~ [/] Can no longer reverse hit
Young Link

General

~ [$] Remade sword trails

Boomerang (Side Special)

~ [$] Remade trails
Zelda

Dash Attack

Early
! [R] Removed sourspot
- [-] Hitbox Duration: F6-8 -> F6-7

Phantom (Down Special)

~ [$] Remade sword trails
Zero Suit Samus

Wall Jump

~ [$] Animation adjusted to properly reflect the trajectory of her jump

Boost Kick (Up Special)

- [-] Earliest drift/fastfall frame: F41 -> F51
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