v0.49.10‐beta - HDR-Development/HewDraw-Remix GitHub Wiki
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:
- Disable our HID changes by renaming the following:
/atmosphere/contents/0100000000000013->/atmosphere/contents/.0100000000000013 - Update Custom Firmware (Atmosphere/Hekate) as usual
- Update your Switch firmware to the latest version, and restart
- Download the HewDraw Remix update, and restart (again)
- (optionally) Delete the old HID changes in
/atmosphere/contents/.0100000000000013and verify the new HID changes exist in/atmosphere/contents/0100000000000013 - (optionally) Validate your installation in the HDR Launcher
- 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
- Shield drops can now be performed during the first 6 frames of shield release
- 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.
- 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
- 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
Item Smashes
~ (*) Max charge time: 180F -> 60F
# Matches normal smash attacksBeam 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 -> 50Bob-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-
General
- Lowered filesize for several stages
-
Luigi's Mansion
- Reverted Battlefield and Omega forms to vanilla
-
Boxing Ring
- Reverted to vanilla
- Changed the menu text from "Other Modes (Switch)" to "Game Modes"
- 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
For modders
- Added
Buttons::TreadJumpwhich is on when two distinct jump buttons are on - Added
CatHdr::TreadJumpwhich is activated whenButtons::TreadJumpis triggered while airborne - Updated footstool lockout to use the vanilla
FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAMEinstead of a custom variable - Condensed
Buttons::ParryandButtons::ParryManualintoButtons::Parry- The Parry command is activated when
Buttons::Guardis on andButtons::Parryis triggered
- The Parry command is activated when
- shun_one for new sword trails and boomerang effects
Character changes use the following notation:
! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# NoteAegis
~ [$] Remade sword trails~ [/] Can no longer reverse hit~ [$] Remade sword trails~ [/] Can no longer reverse hitBanjo and Kazooie
- [-] Backpack hitboxes moved inwardEarly
~ [$] Adjusted hit sfx
~ [/] Angle: 361 -> 47
+ [+] KBG: 89 -> 98
+ [+] FAF: 46 -> 43! [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! [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- [-] Landing Lag: 30F -> 32FBowser
- [-] Crawl speed reduced by 25%
+ [+] Now has tough guy while crouching and crawling
~ Tough Guy knockback threshold: 30u~ (*) Fixed an issue where the multihits could cause a kill-screen to occur prematurely- [-] Fastfall disabled until 8 frames after the hitboxes clearByleth
~ [$] Remade sword trails
+ [+] Blade hitboxes moved inward on sword moves
# Gives the tip of the sword slightly more leniency on its inner range
+ [+] Damage between sourspot/sweetspot is now fully standardized across sword/lance moves
# In most cases this also coincides with higher overall damage+ [+] Removed inner sourspot
+ [+] Damage (blade/tip): 10.0/13.0% -> 11.0/14.0%
~ [=] KBG: 95 -> 89Hilt/Blade
- [-] Damage (hilt/blade): 9.0/10.5% -> 8.0/9.0%
+ [+] KBG (hilt): 70 -> 80+ [+] Damage (tip): 11.0% -> 12.0%+ [+] Damage (inner/outer): 8.5/9.5% -> 9.0/10.0%
~ [=] KBG: 79/69 -> 76/66+ [+] Inner two hitboxes combined
# Removes the slight fluctuation in hitbox coverage while the bow is spinning
~ [$] Adjusted vfxHilt
+ [+] Damage: 7.0% -> 9.0%
+ [+] Angle: 49 -> 54
~ [/] BKB: 49 -> 45
+ [+] KBG: 72 -> 80
Lance
~ [/] Angle: 361 -> 48
~ [/] BKB: 49 -> 45
+ [+] KBG: 72 -> 80Early
>>> 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 -> 85Launcher
~ [=] BKB: 53 -> 51
+ [+] KBG: 120 -> 124! (!) Release Window (uncharged): F23 -> F23-43
! [R] Turning around no longer delays the shot
~ [$] Adjusted vfx
# The release window is now visually matched to the gap between the windup gfx and the beginning of the charged variant's yellow ring
Cancel
~ [/] The cancel can now only be performed with Shield or Jump inputs
+ [+] Cancel Window: F10-20 -> F10-43
# Matches release window
+ [+] Grounded Cancel FAF: 10 -> 9Ground
~ [/] Matched properties to hilt on the first active frame
# On this frame the angle and knockback were already the same between the sourspot/sweetspot and the lance is inside Byleth's body
# This change just makes things more consistent as it is completely impractical to hit the sweetspot on this frame anyway
>>> Hilt
+ [+] Damage: 8.5% -> 9.0%
>>> Lance
+ [+] Damage: 11.0% -> 13.0%
~ [=] BKB: 100 -> 102
~ [=] KBG: 40 -> 32
Air
>>> Hilt
- [-] Damage: 9.5% -> 9.0%
>>> Lance
- [-] Damage: 15.0% -> 13.0%
~ [=] KBG: 59 -> 67
~ [/] Hitlag Multiplier: 1.1x -> 1.15xGround
~ [/] Matched properties to hilt on the first active frame
# See notes for the same change to the tap version
+ [+] Damage (hilt): 12.0% -> 13.0%
Air
+ [+] Damage (hilt): 9.5% -> 11.0%Throw Release
- [-] Damage: 6.5% -> 6.0%
+ [+] KBG: 65 -> 62
# Confirms on DI out for slightly longer, but also similarly nerfs kill power on DI in~ [$] Adjusted vfxCaptain Falcon
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added- [-] Removed the ability to grab ledge during the startup
- [-] Earliest fastfall frame: F50 -> F57+ [+] Angle: 135 -> 132
~ [/] BKB: 60 -> 30
+ [+] FAF: 46 -> 43
# Slightly better as a DI mixup- [-] Throw Release: F14 -> F13
- [-] Angle: 85 -> 82
# Still does what it does, just a bit harder- [-] Throw Release: F21 -> F18
+ [+] Damage: 6.0% -> 7.0%
- [-] Angle: 68 -> 62
- [-] BKB: 65 -> 75
# Reworked to be more of a tech chase throwChrom
~ [$] Remade sword trails~ [$] Slightly adjusted animation
+ [+] Adjusted animation timing to remove a blindspot~ [$] Animation completely remade; has the same hitbox properties and positionsHit 1
~ [$] Adjusted animation~ [$] Adjusted animation timing, vfx, and sfxCloud
~ [$] Remade sword trailsEarly
! [R] Removed sourspot
! [R] Hitbox Duration: F9-12 -> F9-11- [-] Earliest drift/fastfall frame: F25 -> F39
- [-] Landing Lag: 20F -> 22FCorrin
~ [$] Remade sword trailsHilt/Blade
- [-] Angle: 25 -> 45
~ [/] KBG: 65 -> 85
Tip
- [-] Angle: 35 -> 42
~ [/] KBG: 89 -> 99~ [$] 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- [-] Hitbox Duration: F5-7 -> F7-9
~ [=] FAF: 26 -> 28- [-] Sourspot extended forward
- [-] Moved sweetspot inward 1.0u
# Removes disjointed range past the end of the spear hand
~ [$] Adjusted vfx~ [$] Adjusted animation timing- [-] Leg hitbox extended outward 1.5u
# Decreases the inner range of the leg's sweetspotHilt/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! [R] Reshaped hitboxes; changed to interpolating spheres rather than a single capsule
# More closely matches wing positions
~ [$] Adjusted vfx
Early
- [-] KBG (uncharged): 96 -> 82
# No longer has as much power without sufficient charge
Late
~ [/] Angle: 361 -> 40
~ [/] KBG: 106 -> 90
# Less threatening offstage, but can lead to better landing conversionsHilt/Blade
! [R] Angle: 70 -> 58
! [R] BKB: 46 -> 34
! [R] KBG: 95 -> 78
- [-] FAF: 40 -> 42
- [-] Landing Lag: 12F -> 13F
# Reworked the inner hitboxes to send lower, enabling new routes at the cost of being a more precise and overall less effective juggling tool~ [$] 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- [-] 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 chargePin Attack
- [-] Sourspot extended forward 3.0u
# Decreases the inner range of the tip+ [+] 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- [-] 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 armoredDaisy
+ [+] Float Speed Max: 1.055 -> 1.2
+ [+] Float Accel Mul: 0.045 -> 0.06 Early
+ [+] Removed sourspotLate
! [R] Angle: 361 -> 55
! [R] BKB: 35 -> 30
! [R] KBG: 130 -> 118+ [+] Removed sourspot
+ [+] Hitboxes moved outward~ [/] BKB: 77 -> 47
~ [/] KBG: 66 -> 98
# More susceptible to CC but improved combo potential~ [/] BKB (hand/flower): 24/50 -> 50/24- [-] Damage (multihits): 4.0% -> 3.0%
# Total: 18.0% -> 15.0%
~ [/] Angle (launcher): 100 -> 114~ (*) Adjusted hit sfx~ [$] Slightly enlarged the frying pan model (hitbox unchanged)
~ [$] Adjusted hit sfx
+ [+] FAF: 48 -> 45Ground
+ [+] 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- [-] 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! [R] Slightly adjusted physics
- [-] Now incurs landing lag during the first 20 frames after the dash ends
+ [+] Startup: F16 -> F15
+ [+] Landing Lag: 37F -> 30FPull
! (!) 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
~ [$] Adjusted placement of spawned items for better readability
~ (*) Fixed an issue where Daisy was unable to pull a carrot while dropping from a platform
~ (*) Fixed an issue where the carrot would not be dropped when the pull was interrupted by something with no hitlag (such as a grab)
~ (*) The body of the carrot is no longer invisible until frame 14
+ [+] FAF: 40 -> 36
Toss
! (!) Tossing items using Down Special now throws the item at a 42 degree angle
Carrot
~ (*) Attacked carrots now properly use speed->damage calculations like tossing does~ [/] Throw release point pulled inwards+ [+] Throw release point pulled inwardsDark Pit
~ [$] Remade sword trails- [-] FAF: 28 -> 31Hit 1
- [-] Hitbox Size: 9.0u -> 8.0u
Hit 2
- [-] Hitbox Size: 10.5u -> 9.0u~ [/] 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~ (*) Fixed an issue where the wrong swords model would sometimes be used
~ [=] BKB: 32 -> 34
- [-] KBG: 52 -> 45
# Kills ~10-15% laterAir
- [-] No longer land cancels after connecting with a shield; only after hitting an opponent+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 15 frames of the post-travel "flip"~ [$] Decreased the size of the shield vfx
- [-] Hitbox Duration: F4 -> F5
- [-] Reflector startup: F3 -> F4
- [-] Jump cancel startup: F5 -> F8~ [=] BKB: 50 -> 60
- [-] KBG: 180 -> 125
# No longer relevant as an outright kill throwDark Samus
~ [$] Now has a unique animation
- [-] Float Speed Max: 1.01 -> 1.0
+ [+] Float Accel Mul: 0.035 -> 0.05+ [+] Startup: F8 -> F6
+ [+] FAF: 57 -> 55~ [/] Adjusted the animation to reduce Z-axis issues~ (*) Adjusted cancel logicRush
+ [+] Angle (early/late): 70/60 -> 80/70
+ [+] BKB (early): 75 -> 80
+ [+] Landing Lag: 26F -> 22FDr. Mario
- [-] Ledgegrab height: 21.0u -> 18.0u~ [/] Can no longer reverse hit- [-] Earliest drift/fastfall frame: F23 -> F30Ganondorf
~ [$] Remade sword trails~ (*) Fixed an issue where landing during the rising portion would not result in proper landing behavior
- [-] Earliest fastfall frame: F45 -> F54Hero
~ [$] Remade sword trails+ [+] KBG (blade): 89 -> 96Frizz
! [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 -> 2.0xIncineroar
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added- [-] Drift/fastfall disabled for the first 11 frames of the post ascent "flip" animationInkling
- [-] Drift/fastfall disabled for the first 10 frames of the post ascent ending animation (before freefall)Joker
~ [/] Can no longer reverse hit! [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
Early
! [R] Removed sourspot
! [R] Hitbox Duration: F25-29 -> F25-28~ [/] Hitlag Multiplier (multihits): 0.75x -> 1.0x
# Also makes it easier to SDI- [-] Can no longer drift/fastfall during the brief flip animation when canceling the ascentLink
~ [$] Remade sword trails~ [$] Remade trails- [-] Earliest fastfall frame: F50 -> F60Little Mac
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%- [-] Earliest drift/fastfall frame: F32 -> F41
- [-] Landing Lag: 30F -> 32F+ [+] 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
! (!) 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! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) No longer uses the aura damage multiplier
~ [$] Removed aura vfx! (!) 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! (!) No longer uses the aura damage multiplier
~ [/] Can now reverse hit
~ [$] Removed aura vfx~ [$] Adjusted vfx! (!) 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! (!) The Super variant can now also be activated with Special + Attack
~ (*) Fixed various bugs related to the timing of the super input~ (*) 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)! (!) No longer uses the aura damage multiplier! (!) No longer uses the aura damage multiplier! (!) No longer uses the aura damage multiplierLucas
- [-] Drift/fastfall disabled for the first 10 frames of the post-travel ending animation (before freefall)Lucina
~ [$] Remade sword trails~ [/] Can no longer reverse hit~ (*) Fixed vfx issue- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trailLuigi
+ [+] FAF: 41 -> 40- [-] Earliest drift/fastfall frame (post-ascent "flip"): F8 -> F18Mario
- [-] Ledgegrab height: 21.0u -> 18.0u- [-] Earliest drift/fastfall frame: F23 -> F30Marth
~ [$] Remade sword trails
~ [/] Standardized hitlag on normals to 1.0x for sourspots, 1.1x for tippers
~ [/] Standardized hitlag on smash attacks to 1.0x for sourspots, 1.15x for tippers- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trailMega Man
~ [$] 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! (!) 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! (!) 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: 0.7xScoop
- [-] 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~ [/] Travel Speed: 1.4 -> 1.77
+ [+] Shield Damage: -1.0% -> +0.0%
- [-] Landing Lag: 4F -> 6F- [-] 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- [-] Mega Man now enters special fall after using Up Special more than once in one airtime.- [-] Angle: 80 -> 77
~ [/] BKB: 60 -> 68
~ [/] KBG: 75 -> 80
- [-] FAF: 30 -> 35
# Still a great throw, but makes conversions into Charge Shot a bit worseMeta Knight
~ [$] Remade sword trails- [-] Earliest drift/fastfall frame: F33 -> F43Mewtwo
~ [$] Now has a unique animationEarly
! [R] Removed sourspot
! [R] Hitbox Duration: F10-12 -> F10-11~ (*) Fixed an issue where the attack was unable to hit airborne opponents- [-] Landing Lag: 25F -> 32FMii Brawler
- [-] Earliest drift/fastfall frame: F30 -> F40- [-] Earliest drift/fastfall frame: F23 -> F37Mr. Game and Watch
Ground
>>> Trampoline
~ [/] Can now reverse hit
- [-] Angle: 85 -> 75
~ [/] BKB: 123 -> 100
# Reduces combo potential when used as an oos option
Air
~ [/] The trampoline hitbox can now reverse hitNess
- [-] Decreased inner hitbox range by 2.0u- [-] Shield Damage: +3.0% -> +0.0%- [-] Decreased the Yo-yo hitbox size by 1.0u- [-] Decreased the Yo-yo hitbox size by 1.0u- [-] Body hitbox size decreased by 1.0u- [-] Angle: 361 -> 45
# No longer defeats CC- [-] The strength of the aerial stall now decays after the first use
# Matches spacies' shine
- [-] Air Friction: 0.015 -> 0.02- [-] Earliest drift/fastfall frame: F38 -> F48~ [=] BKB: 80 -> 75
- [-] KBG: 55 -> 75Palutena
Early
! [R] Removed sourspot
! [R] Hitbox Duration: F6-9 -> F6-7- [-] Landing Lag: 28F -> 36FPeach
~ [/] Double jump movement adjusted to peak earlier in the animation
# Gives Peach better access to falling/horizontal aerials
# The rising portion is faster overall but takes longer to start rising
+ [+] Jumpsquat: 5F -> 4F- [-] Float Speed Max: 1.1 -> 1.0~ (*) Item-only hitboxes removed- [-] Hitboxes adjusted to reduce tipper window
~ [/] Adjusted swing arc
~ [$] 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! [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! (!) Animation changed to Smash4's version
~ [$] Adjusted hit sfx
- [-] Hitbox Duration: F8-11 -> F9-11
- [-] Angle (inner/outer, ground-only): 270 -> 280/275
+ [+] Angle (air-only): 80 -> 85
~ [/] BKB: 45 -> 42
~ [/] KBG: 94 -> 95
~ FAF: 24~ [/] Momentum slightly adjusted; the optimal DACUS frame occurs 1 frame earlier but is very slightly slower
~ [$] 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! [R] The outer hitboxes now scoop into the body hitboxes
~ [/] Adjusted hitbox size and positioning
~ [$] Adjusted vfx
+ [+] Hitbox Duration (late): F17-20 -> F17-22
Scoop
~ Damage: 4.0%
~ Angle: 135
~ FKB: 90
~ KBG: 100
~ Hitlag Multiplier: 0.75x
Launcher
~ [/] Damage (body/arm/hand): 12.0/15.0/17.0% -> 10.0/14.0/18.0%
>>> Early
+ [+] Angle (body/arm): 75 -> 84
- [-] BKB: 50/40/40 -> 40
- [-] KBG (body/arm/hand): 97 -> 84/84/94
>>> Late
- [-] Angle: 85 -> 75
- [-] BKB: 60 -> 20
~ [/] KBG: 100 -> 125
+ [+] FAF: 50 -> 47~ [$] Adjusted charge frame
~ [$] Adjusted vfx, sfx, and rumble
- [-] Number of hits: 7 -> 6
- [-] Hitbox Duration: F6-7/10-11/14-15/18-19/22-23/26-27/30-31 -> F6-7/10-11/14-15/18-19/22-23/28-30
Launcher
~ [=] Damage: 4.0% -> 6.0%
~ [=] BKB: 40 -> 47
~ [=] KBG: 201 -> 151
# Compensates damage for losing a hit- [-] Added an elbow hitbox (matches arm properties), reducing sweetspot range
- [-] Reduced swing arc coverage
~ [$] 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- [-] BKB: 30 -> 10
~ [/] KBG: 95 -> 107+ [+] 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- [-] 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 dairCounter
! (!) 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~ (*) 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 spacedMultihits
~ [/] 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 SDIPull
! (!) Now turns to match the stick's position on frame 0
~ [$] Adjusted placement of spawned items for better readability
~ (*) Fixed an issue where Peach was unable to pull a turnip while dropping from a platform
~ (*) Fixed an issue where the turnip would not be dropped when the pull was interrupted by something with no hitlag (such as a grab)
~ (*) The body of the turnip is no longer invisible until frame 14
~ (*) Special pull voice line now properly functions with Stitch Face
+ [+] FAF: 40 -> 36
Toss
! (!) Tossing items using Down Special now throws the item at a 42 degree angle
Turnip
! [R] Turnips now bounce off shield with no hitbox
# Adds opportunities for the opponent to grab it
~ [/] Angle: 30 -> 361~ [$] Adjusted animation
~ [/] KBG: 84 -> 81
+ [+] FAF: 43 -> 42~ [$] Adjusted animation timing and effects
- [-] Release Frame: F26 -> F24
- [-] Angle: 88 -> 83
- [-] BKB: 40 -> 70
~ [/] KBG: 65 -> 56- [-] Angle: 106 -> 110
~ [/] BKB: 60 -> 65
+ [+] KBG: 60 -> 45Pichu
Bolt (early)
! [R] Swapped with Pikachu's version of the attack
! [R] Damage: 12.0% -> 6.0%
! [R] Angle: 80 -> 270
! [R] BKB: 75 -> 55
! [R] FKB: 0 -> 60
! [R] KBG: 41 -> 60
# Confirms into the body hitboxPikachu
+ [+] Damage: 1.4%/1.2%/1.0% -> 1.5%
! [R] Angle: 0 -> 55
! [R] BKB: 12/12/18 -> 0
! [R] KBG: 20/20/30 -> 150
+ [+] SDI Multiplier: 1.5x -> 1.0x
- [-] Loop frame: F7 -> F8
# Can get Jab USmash at relevant percents, but no longer defeats CC+ [+] FAF: 32 -> 30+ [+] Landing Lag: 8F -> 7F
# Originally intended to be 7F, but was overlooked+ [+] Landing Lag: 9F -> 8FBolt (early)
! [R] Damage: 6.0% -> 12.0%
! [R] Angle: 270 -> 90
! [R] BKB: 55 -> 74
! [R] FKB: 60 -> 0
! [R] KBG: 60 -> 50
# Now kills off the top~ [/] BKB: 48 -> 55
+ [+] KBG: 150 -> 125
# Confirms into Thunder for longerPit
~ [$] Remade sword trails- [-] FAF: 28 -> 31+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 17 frames of the post-travel "flip"Pokemon Trainer
~ [$] Added effects to better indicate when swapping Pokemon is reenabled- [-] Earliest drift/fastfall frame: F45 -> F49~ [$] 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- [-] Earliest drift/fastfall frame: F47 -> F57Richter
~ [/] Can no longer reverse hit- [-] Earliest drift/fastfall frame: F36 -> F46Robin
~ [$] Remade sword trails~ [$] Now has a unique animation
- [-] Float Speed Max: 1.03 -> 1.0- [-] Landing Lag: 25F -> 27FRosalina and Luma
- [-] Drift/fastfall disabled for the first 16 frames of the post-travel ending animation (before freefall)
- [-] Landing Lag: 30F -> 32FRoy
~ [$] Remade sword trails~ [/] Can no longer reverse hit+ [+] Angleability: 20º -> 30º
- [-] Earliest drift/fastfall frame: F32 -> F42Samus
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added- [-] Can no longer fastfall before reaching freefallSephiroth
~ [$] Remade sword trailsEarly
! [R] Removed sourspot
! [R] Hitbox Duration: F16-18 -> F16-17
! [R] Angle: 53 -> 361
! [R] KBG: 95 -> 85Sheik
- [-] Regular ledgegrab box vertical range decreased
! (!) Double jump ledgegrab box addedEarly
! [R] Removed sourspot
! [R] Hitbox Duration: F5-6 -> F5- [-] 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+ [+] SDI Multiplier: 1.1x -> 1.0x- [-] 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~ [/] Hitbox priority swapped on multihit
# Now pulls opponents towards Sheik's midsection rather than the tip of her foot! (!) 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- [-] 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 attackShulk
~ [$] Remade sword trails- [-] Earliest drift/fastfall frame (slash 1): F28 -> F38Sonic
~ [$] Given a new idle animation
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added! (!) 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- [-] Hitbox Size (body/leg): 5.0/6.0u -> 4.0/5.0u~ [/] Made hitbox position static instead of being attached to Sonic's center
# Should make reverse hits more predictable and consistent~ [$] Adjusted hit sfx~ [/] Hitbox Duration (early): F12-15 -> F11-13- [-] Now disables use of side/down special on whiff
# This also applies to Blast Attack
- [-] Can no longer launch Homing Attack early; the only way to interrupt the startup is by transitioning to Blast Attack
+ [+] Homing Attack launch frame: F80 -> F30
+ [+] Air drift increased when hitting an opponent
# Easier to drift forward, less drift backward
+ [+] Travel Speed: 3.0 -> 5.0
~ [/] Travel Angle: 335 -> 330- [-] FAF (whiff): 20 -> 25+ [+] Ledgegrab box vertical range increased+ [+] Charge hitbox startup: F18 -> F9- [-] Angle: 140 -> 120
- [-] BKB: 70 -> 75Sora
~ [$] Remade sword trails- [-] Delayed the jump cancel until during the endlag of the move~ (*) 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 -> 28FTerry
- [-] Regular ledgegrab box vertical range decreased
! (!) Double jump ledgegrab box added- [-] Drift/fastfall disabled for the first 10 frames of the post-ascent animation (before freefall)Toon Link
~ [$] Remade sword trailsMultihits
- [-] BKB: 35 -> 30
- [-] KBG: 100 -> 40~ [$] Remade trails+ [+] Improved aerial linking consistency
- [-] Earliest fastfall frame: F49 -> F59Villager
+ [+] DITCIT momentum multiplier: 1.5x -> 2.75x
# Villager's status as an item character was overlooked in the previous release- [-] The flower pot now breaks when hitting a shield
# Prevents the pot from hitting again after being shielded onceSapling Buff
+ [+] Shield Damage: +12.0% -> +15.0%Bowling Ball
- [-] SDI Multiplier: 0.0x -> 1.0x
# Should fix an issue where opponents were unable to ASDI wall tech the attack at any percentSapling Buff
+ [+] Shield Damage: +12.0% -> +15.0%+ [+] Shield Damage: -3.5/-2.0/-1.0% -> +0.0%Fall
+ [+] Shield Damage: -2.5% -> +0.0%
Burst
+ [+] Shield Damage: -3.5% -> +0.0%! [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! (!) The shield cancel now uses buffer, rather than just checking if the button is heldAppear
+ [+] 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~ [/] Startup: F4 -> F6Wario
- [-] Hitbox Size (hand): 5.8u -> 4.8uEarly
- [-] 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~ [$] Adjusted vfx and hit sfx
- [-] Hand hitboxes moved inward
+ [+] SDI Multiplier: 1.1x -> 1.0x~ [$] Adjusted vfx
- [-] Hitbox Size (early, hand): 6.0u -> 5.5u- [-] Late hitbox moved inward~ [$] Adjusted vfx
Early
- [-] Foot hitbox size decreased and moved inward
+ [+] Damage: 9.0/10.0% -> 10.0%
~ [/] Angle: 55/361 -> 55
~ [/] KBG: 85/80 -> 86
~ [/] BKB: 35/30 -> 20
# No longer defeats CC
Late
~ [/] Angle: 361 -> 55
~ [/] KBG: 65 -> 80
# No longer defeats CC- [-] Landing Lag: 9F -> 10F! [R] Disabled ability to drift during the first 40f of the move
! [R] Now preserves all horizontal momentum during startup
- [-] Hitbox moved upward 1.0u
- [-] Autocancel: F1-2/F48+ -> F1-2/F55+
+ [+] Landing Lag: 29F -> 25F- [-] Grab hitboxes moved inward 1.0u
- [-] Grab Size (ground-only): 5.4u -> 4.9u- [-] Earliest drift/fastfall frame: F38 -> F47Full Waft (Late/Ascending Hit):
~ [/] Angle: 80 -> 90
- [-] KBG: 95 -> 80~ [$] 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 chasesWii Fit Trainer
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box added+ [+] Landing Lag: 30F -> 26FWolf
+ [+] Regular ledgegrab box vertical range increased
! (!) Double jump ledgegrab box addedZelda
Early
! [R] Removed sourspot
- [-] Hitbox Duration: F6-8 -> F6-7~ [$] Remade sword trails