v0.49.9‐pre‐release - HDR-Development/HewDraw-Remix GitHub Wiki

This changelog builds upon v0.49.8-pre-release

Engine

  • Platforms
    • Shield drops can now be performed during the first 6 frames of shield release
  • Recoveries
    • Re-introduced varying short amounts of "hangtime" at the apex of many recoveries' ascents
      • Some time ago, sweeping changes were made across the cast to remove what was felt as an "awkward" element of gameplay — many up specials having a brief period of time after reaching the apex of the ascent where the character could neither drift horizontally nor fastfall, usually until transitioning to freefall. Drift/fastfall windows on these moves were almost universally pulled forward for the sake of making them feel "better," by giving the player more expected control once reaching the peak of the recovery
      • What had failed to be accurately considered was the balancing aspect this change had on these moves. This "hangtime" originally possessed by these up specials was indeed a balancing factor intended to reduce recovery mixup potency and increase punishability/edgeguardability of certain recoveries. Its near-global removal was misguided
      • While not fully reverting these changes, this release adds small, yet significant periods of time at the apex of certain up specials where the character cannot horizontally drift or fastfall
  • 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
  • Footstool
    • Footstool Lockout: 40F -> 30F
    • Footstool can now be activated by pressing any Taunt input, a dedicated Short Hop button, 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
    • Note that using a Short Hop button to double jump will initiate the footstool lockout
  • Other
    • For attacks that do not reverse hit, 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

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

Infrastructure

For modders
  • Added CatHdr::TreadJump which is activated when Buttons::AppealAll or Buttons::JumpMini are triggered while airborne
  • Updated footstool lockout to use the vanilla FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAME instead of a custom variable

Characters

Character changes use the following notation:

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

Shock Spring Jump (Up Special)

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

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

+ [+] 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

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

Dash Attack

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

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: 50 -> 54

Lance
+ [+] Angle: 50 -> 48
# Still sends higher than beta but also very slightly further, getting closer to the original idea of being better for chaining fairs but not as punishing towards killing with them

Back Air

Early
+ [+] Damage (hilt): 10.0% -> 11.0%

Late
+ [+] Damage (hilt/lance): 6.0/9.0% -> 7.0/10.0%

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

Falcon Dive (Up Special)

- [-] 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
Cloud

Climhazzard (Up Special)

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

General

~ [$] Adjusted sword trail effects

Forward Tilt

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

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

Up Tilt

~ [$] Adjusted vfx
- [-] Angle (hilt/blade): 84 -> 74
- [-] FAF: 32 -> 33

Forward Smash

- [-] 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

Launcher
~ [/] Can no longer reverse hit
! [R] Angle: 50 -> 71
! [R] BKB: 2 -> 22
! [R] KBG: 150 -> 122

# Leaned back into its previous pop-up properties but with less advantage and different potential conversions

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 Ascent (Up Special)

+ [+] Angleability: 15º -> 18º
- [-] Earliest drift/fastfall frame: F35 -> F44
- [-] KBG (launcher): 176 -> 156
- [-] Landing Lag: 30F -> 32F
# Lowered strength significantly, but still remains a useful kill option when high up
Daisy

Forward Tilt

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

Up Tilt

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

Dash Attack

Early
+ [+] Removed sourspot

Up Smash

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

Down Smash

- [-] Damage (multihits): 4.0% -> 3.0%
# Total: 18.0% -> 15.0%

Neutral Air

~ (*) Adjusted hit sfx

Forward Air

~ [$] Slightly enlarged the frying pan model (hitbox unchanged)

Crystal Smash!! (Neutral Special)

Ground
+ [+] Startup: F21 -> F18
+ [+] 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

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

Late
+ [+] KBG: 77 -> 87
Dark Pit

Wings of Pandora (Up Special)

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

Float

~ [$] Now has a unique animation

Charge Shot (Neutral Special)

~ (*) Adjusted cancel logic

Shine Spark (Up Special)

+ [+] 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
Ganondorf

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
Hero

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

Quick Draw (Side Special)

~ [$] Adjusted effect trails

Aether (Up Special)

~ [$] Adjusted effect trails
Incineroar

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

Wings of Rebellion (Up Special)

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

Super Dedede Jump (Up Special)

- [-] Can no longer drift/fastfall during the brief flip animation when canceling the ascent
Link

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

Up Air

! (!) Uses the aura damage multiplier again
~ [$] Restored aura vfx to the sweetspot
# Reverted the change to Up Air from the previous patch
# Up Air was the only killing attack Lucario had which did not have any aura effects
Lucas

PK Thunder (Up Special)

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

Armor Breaker (Neutral Special)

~ (*) Fixed vfx issue

Dolphin Slash (Up Special)

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

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

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% -> +14.0%
- [-] Shieldstun Multiplier: 1.5x -> 1.0x
- [-] Hitbox Size: 5.0u -> 4.0u

Late
+ [+] Shield Damage: +6.0% -> +36.0%
- [-] Shieldstun Multiplier: 2.2x -> 1.0x
# Instead of being safe on shield using shieldstun multipliers, fills a similar role to Ryu's H.FTilt

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

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

Down Air

~ [/] The projectile spawns 4.5u higher
#     Should prevent the projectile from traveling through the floor
! (!) 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

Mega Buster (Tap Neutral Special)

~ [/] Travel Speed: 1.4 -> 1.77
+ [+] Shield Damage: -1.0% -> +0.0%

Late
- [-] No longer causes flinch
# Reverted the buffs from the previous patch, but kept the nerf to land cancel lag

Charge Shot (Held Neutral Special)

- [-] Can no longer be charged on the respawn platform
- [-] Max charge length: 160F -> 180F
- [-] Startup: F12 -> F15

Uncharged
+ [+] Size Multiplier: 1.1x -> 1.6x
! [R] Angle: 70 -> 361
# Reverted this change from the previous patch

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

Down Throw

- [-] Angle: 80 -> 77
- [-] FAF: 30 -> 35
# Still a great throw, but makes conversions into Charge Shot a bit worse
Meta Knight

General

~ [$] Adjusted and added new sword trails

Shuttle Loop (Up Special)

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

Float

~ [$] Now has a unique animation

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

PK Thunder (Up Special)

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

Teleport (Up Special)

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

Peach Parasol (Up Special)

- [-] Earliest drift/fastfall frame: F28 -> F37
Pit

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
Richter

Uppercut (Up Special)

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

Float

~ [$] Now has a unique animation

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

Blazer (Up Special)

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

Screw Attack (Up Special)

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

Vanish (Up Special)

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

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

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)

~ (*) Can no longer grab ledge during startup
~ [$] Improved visual transition into freefall
- [-] KBG: 30 -> 40

Spin Dash (Down Special)

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

Back Throw

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

General

~ (*) Fixed an issue where the Combo Plus target combo was not using updated sword trails

Aerial Sweep (Up Special)

- [-] Earliest drift/fastfall frame: F48 -> F62
- [-] Landing Lag: 21F -> 28F
Terry

Rising Tackle (Up Special)

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

Up Air

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

Spin Attack (Up Special)

+ [+] Adjusted aerial linking consistency
- [-] Earliest fastfall frame: F49 -> F59
Wario

Corkscrew (Up Special)

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

Up Throw

~ (*) Removed leftover debug that inflicted self-damage on use
Wii Fit Trainer

Super Hoop (Up Special)

+ [+] Landing Lag: 30F -> 26F
Zero Suit Samus

Boost Kick (Up Special)

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