v0.49.13‐pre‐release - HDR-Development/HewDraw-Remix GitHub Wiki

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New Features

Input Latency

  • Removed an additional two frames of input delay from the game
  • HDR now proudly sports a native input latency equal to that of Melee on a CRT. Prepare for fluidity and responsiveness like never before!

Training Mode

  • The "Show Trajectory Lines" option has been entirely repurposed to show the opponent's current launch trajectory
    • Red line: maximum DI
    • Green line: no DI
    • Blue line: minimum DI
    • The endpoints of each line show where the opponent exits hitstun
Screenshot 2026-02-26 19-21-29

Engine

Inputs

  • Tap Buffer: 5F -> 3F
    • This goes hand-in-hand with the changes to input delay, making inputs feel more responsive without the friction caused by having two extra frames to process them
    • Tap buffer is still extended during jumpsquat and reduced during hitstun and shieldstun
  • Input Forgiveness Mechanics
    • Removed the ability to tech during the first 2 frames of knockdown
    • Removed the ability to A-land during the first 2 frames of knockdown out of tumble
    • Removed the damage slideoff misinput forgiveness mechanic
    • Removed the ability to be grabbed during the first 2 frames of knockdown
    • The tech lockout timer is now reset on frame 1 of knockback instead of frame 3
    • These were in place to mitigate the effects of having higher input delay and are no longer necessary

Directional Influence

  • Maximum DI angle: 15° -> 18°
  • After a long while of being on a reduced threshold, we are returning to this value and will continue to evaluate castwide balance around it. As this pre-release does not contain character changes, expect certain tools or interactions to be more or less effective than intended. These are in the process of being revised for the next update, but we want to get the core engine changes bundled together to enjoy while we refine things

Move Staling

  • Damage is now the only property of a move that is affected by the staleness multiplier; staling no longer directly affects knockback growth, hitlag, shieldstun, shield damage, or clanking thresholds

    • Removes the ability to abuse staling to decrease the knockback growth of combo moves to combo later than intended, which impacts moves that combo into themselves such as chaingrabs and many up tilts/up airs
    • This also removes the ability to strategically keep attacks fresh to kill earlier than intended due to the 1.05x Freshness Bonus; the Freshness Bonus is still applied, but no longer causes attacks to deal more knockback than intended. Similarly, attacks that are very stale will no longer kill later than intended. This should have a positive impact overall on the average strength of killing blows, counterbalancing the increase in survivability from 18 degree DI
    • This also means staleness is no longer a factor of shield safety, which is of particular importance for characters that repeatedly use safe attacks on shield to set up frame traps
  • Hitting a shield with a move will no longer decrease the multiplier applied to the move's staleness

    • Previously a 0.85x multiplier was applied specifically to the staleness of moves that hit a shield, which complicated the overall staleness multiplier
    • Note that hitting a shield still places that move into the staleness queue, though the attack will now always use its base shieldstun and shield damage
  • The staleness queue has been reworked as follows:

    Fresh 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Total
    Before 1.05 0.090 0.075 0.060 0.045 0.030 0.015 0.315
    After 1.05 0.100 0.090 0.080 0.070 0.060 0.050 0.040 0.030 0.020x 0.540

    Note that higher values in the queue are more penalizing; a total penalty of 0.315 reduces damage 31.5% (0.685x), and a total penalty of 0.540 reduces damage by 54% (0.46x)

Other

  • For moves that do not reverse hit, turnaround is now determined by whether the receiver's entire ECB is behind the attacker's base position rather than 75% of their ECB width

Bugfixes

  • Character ECBs now properly account for hitlag during their snapping timers
    • This fixes issues where ASDI was erroneously far more effective when right above a grounded surface
  • Fixed various other ECB-related issues
  • Fixed an issue where states with reduced tap buffer could be bypassed by holding the input (applied mostly to shieldstun and non-tumble hitstun)
  • Fixed an issue where characters other than Bowser had their crawl speed lowered, and also fixed Bowser's being lower than intended
  • The "Show Trajectory Lines" option in Training Mode no longer causes a game crash

Special Thanks

  • BlankMauser for help with ssbu-sync
  • Savestate for help with ECB fixes

Characters

Character changes use the following notation:

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

Tech in Place

+ [+] FAF: 29 -> 27

Tech Roll

+ [+] FAF: 43 -> 41

Neutral Getup

+ [+] FAF: 33 -> 31

Getup Roll

+ [+] FAF: 38 -> 36

Getup Attack

+ [+] FAF: 52 -> 50

Ledge Getup

- [-] Intangibility Frames: 34 -> 32
+ [+] FAF: 37 -> 35
# Also slightly reduces ledge occupancy time

Ledge Roll

+ [+] FAF: 52 -> 50
# Also slightly reduces ledge occupancy time

Ledge Attack

+ [+] FAF: 58 -> 56
# Also slightly reduces ledge occupancy time

Slip Neutral Getup

+ [+] FAF: 24 -> 22

Slip Roll

+ [+] FAF: 31 -> 29

Slip Attack

+ [+] FAF: 52 -> 50
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