Current Public Version: 3.5
Current Developer Version:

Project M 3.5 Released!


Greetings smashers, the next major iteration of Project M has arrived!



BEAUTIFUL NEW COSTUMES & STAGES
This release features more than fifty new costumes, with either a new model or recolor for almost the entire cast. Discover which new style suits you! Additionally, several older stages have been lovingly re-imagined. These updates are more than simple detail bumps. Our artists have flexed their creative muscles to update these stages to a more modern aesthetic while lacing them with rich canonical details. What can you find hidden in each locale?



STEP INTO THE LAB
The new Debug Mode, built from the ground up for Project M, allows you to examine the inner workings of Smash frame by frame. Take a look at a move's hitbox priority, check out which combos are air-tight, test out an attack's block disadvantage, and more! With proper study, Debug Mode has the potential to catalyze rapid metagame development and condense years of advancement into months.



A LEANER CUT OF COMPETITIVE GAMEPLAY
After analyzing tournament sets, listening to community members, and reviewing the cast in Debug Mode we've gone through each character and trimmed the fat. Recoveries have been pared back, burst mobility options reigned in, and attack safety reweighed -- sometimes dramatically, but often subtly. These character design tweaks are matched by a small slew of mechanical optimizations. The end result is a tighter game that's more fun and more fair for everyone playing.



FRESH WAYS TO PLAY
With the new All-Star Versus mode you can select a different character for each stock in a match, and new Stamina Stock modes allow you to choose "world wrap" options instead of using blast zones. Combine All-Star Versus, Stamina Stock, and Turbo Mode for some truly marvelous gameplay!



CLOSING COMMENTS TO THE COMMUNITY
Finally, we wanted to talk about the timing of this release. PM v3.5 was originally targeted for two months ago, and although the major work was completed on time the final tuning has since taken us up to the last few days to finish. We’re sorry we couldn’t get this to you sooner; regrettably such is the nature of deadlines in a volunteer project.

We should clarify, though, that this final release date was set weeks before the announcement that Project M would be absent from the Apex 2015 lineup and the announcement’s subsequent backlash. We had initially even hoped to have it finished in time for The Big House 4 in early October. Some community members mistook the snappy turnaround from the Apex announcement to the v3.5 trailer to today’s release to be a sign that we were rushing out a release before we could get shut down: this is unfounded, we were merely doing our best to stick to our already delayed timeline.

With Project M v3.5 now released be sure to also keep an eye out for Smash Bros. for Wii U launching next Friday. After this flood of development work we’re excited to be able to not only share v3.5 with you, but take a break and join the rest of you in exploring a whole new smash environment together. With several new smash titles just released and an incoming surge of new players, it’s a great time to be a part of the smash community. Please help us to lead the community through this period of expansion by promoting shared values of respect, inclusion, and dedication to the scene. Thank you for your support!

Take care,
The Project M Development Team

Project M 3.5 Changelist


Hello and welcome to the Project M 3.5 changelist! This is an extensive (but potentially not complete) log documenting the changes between Project M 3.02 and Project M 3.5. As usual, we prioritized getting the changelist out right when the version released, so in some cases it may not be 100% correct or formatted nicely. Please bear with us as we first off take a break from the monotony of changelog compilation, hoping .to return to this changelist and edit it for additional accuracy at a later date. Please understand that these changelogs were compiled by different people, and as such they may be worded differently.


With that out of the way, we're going to be using some technical terms that the community at large may not understand. To help with this changelog's effectiveness, we'll be defining these terms below.


DMG = Damage.

KB = Knockback

KBG = Knockback Growth. This value determines how quickly a hitbox's KB scales with the opponents percent. Damage is also a major factor in determining scaling.

BKB = Base Knockback. This amount of KB is added to the end result of the knockback formula and is most noticeable a low percents.

WDSK = Weight Dependent Set Knockback. As the name impies, this is a type of KB that is set and does not scale with percent, and instead has a set amount that varies only based on the opponents weight. KBG in this instance is used as a multiplier, but is usually set at 100.

IASA = Interruptible As Soon As. This is a long-standing term in competitive Smash that refers to the first frame that a character can interrupt an attack, often before the full animation has completed visually. Generally this will be used to describe endlag increases and decreases.

Hitlag = The amount of freeze frames a character goes into when hit by a hitbox. This term will usually be used to describe a multiplier that increases or decreases the amount of hitlag that a hitbox would normally induce.

SDI = Smash DI, the ability for a player to move around while in Hitlag based on control stick input. This term will usually be used to describe a multiplier that increases or decreases the effectiveness of SDIing an attack.

Angle/Trajectory = This describes the angle at which an opponent is sent flying after being hit by a hitbox. 90 is straight up, while 0 is a purely horizontal trajectory.
361 angle = This angle is used throughout the game as a dynamic replacement to what would otherwise be 45, the go-to "horizontal attack" angle. This angle starts off sending further horizontally than 45 at lower KBs, but quickly scales up to 45 in-game. For all intents and purposes you can imagine the trajectory as simply being 45.


Now that we've explained those terms, here's the changelog!

General Changelist

-Debug Mode Added. Refer to the blogposts for more information.
--Debug Mode Controls
---(L+R->DPadDown) ---------- Debug Mode Toggle
---(R->DPadRight) -------------- Hitbox, Hitstun, & Body Collision State ---Display Settings (OFF -> ON|No 'Interp' -> ON|'Interp')
---(L->DPadLeft) ----------------- Camera Lock + HUD/Tag Disable Toggle
---(Y->DPadRight) --------------- Ledge Grab Box Display Toggle
---(Y->DPadLeft) ----------------- Collision Points (SCD) & TopN Display Toggle
---(B->DPadLeft/Right) -------- Character Switcher (1x step)
---(B+A->DPadLeft/Right) ---- Character Switcher (10x step)

-All Star Versus added to Special Versus. Use a different character for each stock! Select your characters in the order you would like to use them. Click on the Character Select Portrait to unpick them if you make a mistake. Note: in Doubles, team colors must be selected before selecting characters.
-Stamina mode heavily updated to provide unique gameplay options as well as support for Stocks and up to 990%. Options include X/Y Wrap replacing blastzones and regular knockback scaling as opposed to the set knockback usually provided in Stamina mode.
-Screen KOs re-enabled. Screen KOs and Star KOs animation length are now the same.
-Teams duplicate character is darker instead of lighter
-In-game timer displays 10s digit of time even when under 10 minutes remain (displays as 08:00 for example)
-Pause set to Off replaced by Hold feature. When this setting is used, the Start or + button must be held for 50 frames before the game will be paused
-KO Star Count now keeps track of # of wins instead of KOs
-Button inputs are now independent of each other, allowing you to for example press R while L is held.
-A bug that caused all throws to release higher than they were supposed to was fixed
-Actionable Invincibility granted upon grabbing the ledge is now zero (instead of 29) frames after 5 ledge grabs without landing on-stage
-Can now ASDI while in shield. Shield pushback matched to Melee.
-Name List (and other lists) on Character Select Screen scrolls by 5 if holding L or R
-Aerial Glide Toss (Air Dodge -> Item Throw) distance decays 10% in distance with each use.
-Pressing Jump while in Wallcling will now Walljump instead of performing a Double Jump.
-Airdodge distance scaling matched to Super Smash Bros. Melee. This enables full-distance wavedashes more easily.

Global character changes
-Boost Smash (aka DACUS) window is 2 frames for everyone. Boost Smash distance (or in some cases relevance) still primarily based on movement during startup frames of Dash Attack, with a few exceptions.
-Footstools
--Shielding characters can no longer be footstooled; footstooler will still jump up, but shielding opponent will remain in shield.
--Footstool shorthop heights reduced.
-Item throw speeds overall homogenized among the cast, with minor differences based on animation. Refer to the following chart (click for higher resolution):


Order is grounded F/B/D/U throws, Dash Throw, then aerial F/B/D/U throws. In each, the data is Item Release/Total Animation Length in frames, with the character being able to act the frame afterward.
-Slip attacks (get-up attacks performed after being tripped) invincibility made to last up until the first hitbox terminates. Frame 21 from 8 globally.

-Tethers
--Tether Limit is 1 for Zairs and 2 for special tethers, previously 3 each, per airtime.
--Can no longer cancel a Tether hold by pressing down.
--When hogged, forced hop is now a 50 frame animation (from 29-40 depending on character), is fastfallable to land quicker. Goes into 30 frames special landing (from 4). Ability to drift during this hop lowered.
--Some additional character-specific changes are noted in their respective changelogs, found below.
Stage Changelist


All stages
-Collisions have been added to all walled stages (walls that go past the blastzones) to prevent going inside the stage during the new Stamina Mode

Castle Siege
-No longer skips second portion

Distant Planet
-Changed the base model from the SSE to a custom tree trunk, leaving the collisions similar besides the slopes on the walls
-Retextured the platforms to be wooden

Dreamland
-Completely new model, but has the same properties as 3.02

Frigate Orpheon
-Added right ledge to first transformation
-Raised center platform of second transformation

Hanenbow
-Completely redesigned for Turbo Mode

Hyrule Castle
-Completely new model with different collisions and a raised ceiling

Infinite Glacier
-Completely redesigned for semi-competitive play

Jungle Japes
-Indefinitely removed from Project M

Lylat Cruise
-Added left and right wall collisions to the ceiling of the stage just underneath the ledge to make it slightly more lenient to jump from the ledge

Metal Cavern
-Completely new model, but has the same properties as 3.02

Norfair
-Redesigned for competitive play in mind
-2 platform stage with a base the size of Smashville
-The 2 platforms have a desynchronized pattern they follow
-Raised the lava up to match the blast zones
-Blast zones have been slightly shrunk from 3.02 Norfair

Pokémon Stadium 1
-Modified the camera to not zoom out during the transitions

Rumble Falls
-Stage now starts slightly down the waterfall and rises up to the original position in the first minute
-Stage is now 90% of its 3.02 size

Skyloft
-Music titles now appear at beginning of match
-Now has a second music slot (Tal Tal Heights)

Skyworld
-Added left and right wall collisions to the ceiling of the stage just underneath the ledge to make it slightly more lenient for ledgehopping
-Shrunk the base vertically so it’s skinnier
-Fixed the model on the left side of the base to match the right side

Training Room
-Can now spawn items

Yoshi's Island: Brawl
-Ghost platforms have been put on a timer. Each comes up every 25 seconds
-White Shy Guys appear, signalling the arrival of ghost platforms.
The Subspace Emissary


SSE is now playable, but has several avoidable glitches.
-SSE now uses normal attributes
-Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in The Great Maze will crash if you don't.
-Certain reflection, such as Ganon's, don't work.
-The turbo item sometimes gives both the turbo and curry effect
-Certain Physics codes, such as being able to wall jump on the same wall twice, are not active in SSE
-Galleom and Duon use Mewtwo's and Roy's soundbanks respectively.

-Pokémon Trainer related glitches:
--Pokémon Trainer is listed as Mewtwo in the menu.
--Squirtle can't switch to other Pokémon.
--Using a costume over the default Pokémon slots (particularly Squirtle) can put the player over the memory limit and crash.
--If Kirby is in your party when you fight Dark Pokémon Trainer in The Great Maze or if Pokémon Trainer is in your party when you fight Kirby in The Great Maze or the Midair Stadium, the game will crash.
--In 2 player SSE, if Player 2 is Pokémon Trainer, Player 1 cannot interact with doors properly.
--Dying as Pokémon Trainer in certain fights can cause crashes.
Item Changelist

-Item throw velocity has been modified so that vertical velocity is multiplied equally with horizontal velocity
-Bob-Omb timer no longer runs when held
-Capsule's thrown collision now has 101 KBG instead of 133
-Pokéball item limit 3 -> 8
-Timer item glitches fixed
Bowser Changelist


Tilts
-Forward Tilt
--Upward angle animation tweaked.
--Now follows the standard +1/-1 damage progression for angles. Progression is 15/14/13 hi/med/lo
-Down Tilt
--Down Tilt1 hitboxes reduced and cleaned up.
--Down Tilt1 damage homogenized to 13 from 12/13 depending on hitbox. Trajectory angle on sweetspot lowered from 55 to 45. BKB reduced to 15 from 48. KBG increased from 78/90 to 100.
--Down Tilt2 hitboxes reduced and reorderd to match Down Tilt1.
--Down Tilt2 damage homogenized to 12. Trajectory angle on sourspot raised from 45 to 55.
--Hitlag on both hits homogenized to 1.0x.

Smashes
-Up Smash
--Initial hit stats matched to Melee Bowser. Damage 22/14 -> 20/17. Trajectory Angle 90/70 -> 90. BKB increased to 40 from 23. KBG changed from 85/90 -> 86 on both hitboxes.
--Second hit damage increased to 12 from 10. Angle changed from 270 to 280. BKB lowered from 60 to 54. KBG lowered from 100 to 85.
-Down Smash
--Hitboxes now move with Bowser's lateral movement instead of staying fixed while he advances forward.
--Linking hit damage reduced from 3 to 2.
--Final Hit knockback matched to Melee Bowser. BKB 55 -> 40, KBG 100 -> 140.

Aerials
-Down Air hitlag & SDI multipliers normalized to 1.0x.

Specials
-Neutral Special (Firebreath)
--Hitlag multiplier normalized to 1.0x from 1.1x.
-Forward Special (Koopa Klaw)
--Aerial animation improved & shifted down to match fall.
-Up Special (Whirling Fortress)
--Grounded mobility reduced from a variable ability to a static one. Can now halt all momentum immediately by releasing the control stick.
--No longer cancels into normal gravity after sliding off the ground, and uses the air Up-B physics.
--Air animation shortened to 50 frames from 80. Animation shifted down.
--Removed stray unsynced hitbox.
-Down Special (Bowser Bomb)
--Armor homogenized to always Heavy instead of sometimes Medium and sometimes Heavy.
--Landing hitbox hitlag normalized to 1.0x.

Others
-Ledgegrab range adjusted.
-Airdodge and jumps' stage collision detection adjusted, improving wavelanding ability significantly.
-Jump Squat decreased from 8 to 6 frames.
-Over 100 getup attack startup reduced by about 18 frames.
-Dash Attack
--Armor on frame 1-9 increased from light to medium armor.
--Dash attack now moves about 10% further
--Dash attack strongest hitboxes are now unclankable.
--Removed second hit.
Captain Falcon Changelist


Smashes
-Up Smash IASA decreased from 41 to 40.

Grabs
-Rear two collisions moved forward to line up with front-facing one better. Rear and middle collisions lowered so Falcon can grab low crouchers.

Specials
-Forward Special (Raptor Boost)
--Players must now hold back after grounded side-b offstage to drift back and grab the ledge.
--Aerial version BKB decreased from 60 to 50.
--Aerial version bounce only occurs when the hit connects with the opponent.
-Up Special (Falcon Dive)
--Now uses set character momentum instead of set knock back per character.
-Down Special (Falcon Kick)
--Wall Jump/bounce hitlag decreased from 60 to 40.
--Ground to Air ending animation is now smoother and goes into special landing 15 frames instead of hard landing.
--Changed knock back/damage progression:
---Frames 15-17: 15 damage, 60 BKB, 70 KBG, angle 45
---Frames 18-25: 12 damage, 60 BKB, 60 KBG, angle 60
---Frames 26-33: 9 damage, 60 BKB, 50 KBG, angle 75

Others
-Down Taunt now has IASA frames when facing left.
-Air jump animations cleaned up. Up B animation cleaned up.
Charizard Changelist


Tilts
-Forward Tilt
--Intangibility on head has been removed.
--Hitlag homogenized from 0.95x -> 1x.
-Down Tilt
--Sourspot hitbox damage increased from 8 -> 10, BKB decreased from 65 -> 35, and knockback angle changed from 80 -> 75.
--Sweetspot hitbox damage increased from 10 -> 12 and KBG decreased from 100 -> 90.

Smashes
-Forward Smash sourspot hitbox has a normalized SDI multiplier from 0x -> 1x.
-Up Smash
--First pop-up hitbox at his feet are now at his chest and reduced in size.
--Hitboxes are no longer unclankable.

Aerials
-Neutral Aerial
--Landlag increased from frame 19 -> 25 (+3 frames to L-canceled lag)
--Added TailUb as a collision bone (1st 1/4th of the tail) and shifted Charizard up during the swinging part.
--Initial reverse flame hit damage decreased from 13 -> 11, KBG decreased from 100 -> 90, hitbox moved in.
--Upper flame hit damage increased from 12 -> 13, size reduced, and disjoint decreased.
--Back flame hit window shifted earlier from frame 22 -> 18, knockback angle changed from 28 -> 50, KBG increased from 90 -> 100, and hitbox moved in.
-Forward Aerial
--Animation changed, with different hitbox coverage but identical horizontal reach.
--Strong lingering hitbox from frames 13-15 has been removed.
-Down Aerial animation doesn’t move upwards as much at the beginning.

Throws
-Up Throw bug that allowed for ceiling KOs with descending hits has been removed.

Specials
-Neutral Special (Flamethrower)
--Hitboxes decay to 1% starting on frame 11 from frame 13.
--Decayed hitboxes no longer cause flinching or knockback but are larger than before. Normal 2% hitboxes are unchanged.
--Slightly increased size of flame GFX.
-Up Special
--Grounded intangibility moved from 1-5 to 3-6
--Grounded Up Special initial hitbox knockback angle changed from 361 -> 50 and BKB increased from 67 -> 70.
--Grounded Up Special flub hitbox damage increased from 9 -> 10.
--Aerial peak has HipN ~2 units lower for vertical sweetspotting purposes.
--Both air and ground FSM speedups removed, shortened hang time by enabling gravity earlier instead.
--Reduced amount of horizontal TransN movement at the end.
--Landing on platforms has been made more natural.
-Down Special (Fly)
--Removed frame 1 momentum halt.
--Intangibility removed.
-Aerial Down Special (Glide)
--Removed frame 1 momentum halt.
--GlideStart now plays full animation with initial wing flap.
--GlideStart has momentum loop to accelerate/decelerate Charizard from his previous horizontal velocity to his glide velocity more smoothly.
--GlideStart’s initial minimum horizontal velocity increased.
--GlideEnd and reverse GlideEnd go into aerial fall (action F) instead of fall (action E).
--GlideEnd turn happens on frame 5 + momentum reversal.
--Glide Attack intangibility has been removed; hitboxes have been shrunken, hitboxes have less disjoint. and hitlag multiplier decreased from 1.15x -> 1x on strong hit.
--Glide Attack and GlideEnd interrupts made earlier to compensate for added startup animation.

Others
-Dash Attack IASA frames delayed from frame 34 -> 38.
-Spotdodge intangibility +1 frame, IASA +2 frames
-Ledge Attack bug on Dracula’s Castle where he falls off was fixed.
-Ledge grab box y-offset 11 -> 13 and width 15 -> 13 to increase vertical reach during jumps/falling to adjust for global edge changes.
-Up Taunt has a new animation.
-Final Smash has been created.
Dedede Changelist


Specials
-Up Special(Super Dedede Jump)
--Now has flash overlay at startup to denote Knockback Armor
--Depletes all jumps
--Landing stars enlarged from 3.75 to 4.5
--Landing stars now have 50 BKB instead of 60 BKB
-Down Special(Jet Hammer)
--Vertical positioning on hold animations fixed
-Side Special(Waddle Dee Throw)
--Waddle Dash has increased friction after the toss
--Waddle Toss IASA increased 21 -> 30.

Others
-Airdodge and jumps' stage collision detection adjusted, improving wavelanding ability significantly.
-Ledge jump animations adjusted to fix warping problems
-Screen shakes on aerial landings toned down
-Dash attack
--Now has a color overlay to denote Knockback Armor
--Shakes the screen on faceplant
Diddy Kong Changelist


Tilts
-Forward Tilt hitboxes redone. (tilt angle Hi/Med/Low) DMG 12/12/11 -> 13/12/11, flub DMG 10/9/8, (hitboxes tip/body) angle 35/40, KBG 110/100 -> 100/100.
-Up Tilt angle normalized to 110 angle, 40 BKB.

Smashes
-Forward Smash
--Angle on first hit 10 -> 20
--KBG on second hit 115 -> 100
--2 frames removed between hits, adjusted to match new animation.
--first hit normalized SDI and hitlag (increased to 1.0x for each)
-Up Smash
--Has an added hitbox on Diddy's hip for all 3 hits. SDI on first two hits increased from 0.4 -> 0.5
--First two hits damage decreased 3 -> 2. Final hit increased damage to compensate 9 -> 11
--BKB 70 -> 30, KBG 100 -> 108, reduced to remove low percent launches, while still killing around the same percents.
--Endlag increased from 42 frames -> 50 frames.

Aerials
-Neural Aerial
--Hitbox sizes slightly increased.
--Strong hit damage 12 -> 13, BKB 30 -> 16
--Flub BKB 30 -> 5, angle 70 -> 60.
-Forward Aerial
--Strong hit, all hitboxes homogenized to 15 damage, 361 angle (from 25), 12 BKB, 100 KBG.
--Flub hit, all hitboxes 11 damage, 10 BKB, 100 KBG.
--IASA increased three frames: 37 -> 40
--Outermost hitbox terminates before the inner two in order to match animation range better.
-Up Aerial animation slightly changed and positioned through the attack for better coverage above Diddy.
-Down Aerial hitboxes reduced in size and centered more on his fist.

Throws
-Up Throw
--Made weaker at early percents, but grows slightly faster. BKB 70 -> 40, KBG 100 -> 105
--Damage reduced 12 -> 10
--Endlag increased 12 frames -> 22 frames.

Specials
-Forward Special
--Endlag increased from 7 frames -> 17 frames.
--Landing lag for both grab and kick increased 15 frames -> 20 frames
--Upward momentum from jump throw moved to frame 2.
--Jump throw BKB 80 -> 35, KBG 30 -> 110. Specially set to always tumble.
--Outermost hitbox from kick removed to reduce disjoint. Leg scaling adjusted ot be consistent across the hit, the new outer hitbox very slightly increased.
--Animation has Diddy lean back more during startup animation.
-Up Special
--Charge timing reduced from 90 frames to 45 frames, height multiplier adjusted to partially compensate for reduced frame count.
--Falling speed during charge increased.
--Blast-off hitboxes slightly increased in size to match graphics, but the blast-off meteor hitboxes reduced from two hitboxes to one larger hitbox it is slightly weaker and smaller overall.
--Landing lag increased 18 frames -> 24 frames.
--Barrel no longer has a hitbox, nor does it explode on contact with stage/characters, but instead explodes 180 frames (3 seconds) after detachment. After the 3 seconds, the explosion can hurt both the player or Diddy.
--Damage increased at 11 damage for no charge, increasing steadily until a max of 20 damage at full charge.
--KBG reduced 120 -> 100.
--Hitboxes during flight reduced in size to allow more attacks to cleanly beat it.
-Down Special
--A weak hitbox on hand enabled if banana is already out.
--No longer has a special frame-two hitbox on down throw. That is what made the d-throw artificially unblockable.
--Drift removed during banana pull.
--Banana limit decreased from 2 to 1. Against aerial opponents, has 15 BKB and 100 KBG. Still trips on grounded opponent.

Others
-Dash Attack mostly reverted to 2.5's dash attack, but uses 3.0's active frames. Now a single-hit pop-up.
-Dash Attack can no longer grab items during dash attack to remain consistent with remainder of cast.
Donkey Kong changelist


Aerials
-Neutral Aerial damage reduced from 15 to 14, also reducing knockback. Forearms are no longer intangible.
-Forward Aerial damage reduced from 18 to 17, also reducing knockback.
-Back Aerial damage reduced from 14 to 13, also reducing knockback.

Grabs
-Standing Grab grab boxes now uses 3 collisions instead of 2. Vertical and horizontal grab range overall reduced. Animation adjusted.
-Turn Grab grab boxes now uses 3 collisions instead of 2. Vertical and horizontal range overall reduced slightly.

Specials
-Neutral Special (Giant Punch)
--Arm invincibility changed to intangibility so that it no longer causes hit lag when interacted with by an opponent.
--Partially charged attack now receives increased damage based on charge for the second hit box rather than just the initial hitbox. Partially charged attack ending lag changed to 7 frames to match air partial charge and air/ground full charge. Partially charged attack is no longer intangible on the arm during start-up and after the swing. During the attack it is still intangible.
-Forward Special
-Up Special (Spinning Kong)
--Now carries boosted momentum into special fall rather than capping out at normal max air speed.
--Now halts all forward movement during grounded use when the control stick is returned to neutral. Grounded maximum mobility increased, acceleration decreased.
--Arm invincibility changed to intangibility on grounded use so that it no longer causes hit lag when interacted with by an opponent.
--Aerial version rising and falling behavior changed. Rises and falls more quickly, overall height gain unchanged. Aerial version hits frame 2 from 4.

Others
-Airdodge and jumps' stage collision detection adjusted, improving wavelanding ability significantly.
-Jab 1 to no longer use SDI/Hitlag modfiers; now uses KB to properly combo into Jab2.
-Jab 2 trajectory reduced from 80 to 75 degrees.
-Jump Cancel on grounded Dash Attack removed.
Falco Changelist


Aerials
-Neutral Aerial animation adjusted for right leg and right arm positioning.
-Forward Aerial damage on later hits reduced slightly to account for lack of damage staling after the first hit on multi-hit attacks.
-Up Aerial damage on 1st hit reduced by 1 to account for lack of damage staling after the first hit on multi-hit attacks.
-Down Aerial sweetspot duration decreased from 10 frames to 4.
-Down Aerial lingering hitbox size decreased and moved upwards slightly. Lingering hit damage decreased from 9 to 8, KB compensated.

Specials
-Neutral Special (Laser) Fast Fall can no longer be triggered with C-Stick input.
-Up Special (Firebird)

Simply put, Firebird has been ported in every way from Super Smash Bros. Melee.
--Startup: Removed subaction 0.90x initial H multiplier.
--Dash: Decay begins 2 frames sooner from 4 to 2.
--End: Can now fastfall, animation lasts one frame longer.
--Special Fall: Max H Mobility multiplier increased from 0.40x to 1.00x.
--Fixed a bug where Up Special hitbox terminated 3 frames too early.
-Down Special (Reflector)
--Fixed a bug that caused Falco to not enter lag upon reflecting a projectile, allowing him to jump cancel immediately.
--Fixed a gravity bug that happened when reflecting a projectile.

Others
-Dash Attack TransN value has been matched to Melee values.
-Final Smash (Landmaster)
--Fixed bug where Landmaster warped in air.
Fox Changelist


Smash
-Up Smash damage decreased 18 -> 17, BKB 30 -> 26, KBG 112 -> 108.

Aerials
-Neutral Aerial animation adjusted for right leg positioning.
-Forward Aerial damage on later hits reduced slightly to account for lack of damage staling after the first hit on multi-hit attacks.
-Up Aerial damage on 1st hit reduced by 1 to account for lack of damage staling after the first hit on multi-hit attacks.

Specials
-Neutral Special (Laser)
--Fast Fall can no longer be triggered with C-Stick input.
--Fixed bug where rear 2 hitboxed on laser were deleted.
-Up Special (Firefox)

Simply put, Firefox has been ported in every way from NTSC Super Smash Bros. Melee.
--Startup: Removed subaction 0.90x initial H multiplier.
--Dash: Decay begins 2 frames sooner from 6 to 4.
--End: Can now fastfall, animation lasts one frame longer. Grounded animation adjusted to match interrupt.
--Special Fall: Max H Mobility multiplier increased from 0.85x to 1.00x.
--Fixed a bug where Up Special hitbox terminated 3 frames too early.

Others
-Dash Attack TransN value has been matched to Melee values.
-Final Smash (Landmaster)
--Fixed bug where Landmaster warped in air.
Ganondorf Changelist


Tilts
-Forward Tilt
--Animations polished
--Outer hit trajectory raised from 32 to 361 (~45) degrees
--Inside hit trajectory still 32 degrees
--Interrupts frame 30 from 28
-Up Tilt
--Revised animation
--Rising hit lasts frames 5-11 from 3-12

Smashes
-Forward Smash
--Warlock Punch aesthetic adapted from nB to F-smash
--Mostly aesthetic change, timing / hit stats / hit area unchanged
-Up Smash
--U-smash interrupts 5 frames later
--Animation decloned slightly, otherwise same stats

Aerials
-Neutral Aerial
--Startup reduced from 7 frames to 5 frames
--Interrupts frame 38 from 45
-Back Aerial
--New animation (stats unchanged)

Grabs
-Standing grab
--Moved in 1 unit to match Melee range
-Dash grab
--Travels further and grabs slightly lower on inner grab boxes
-Jump Squat reduced from 6 frames to 5 frames

Throws
-Forward Throw
--Throw damage 4 to 8 (9 to 13 total). Stronger and has a darkness effect.
-Back Throw
--Angle 45 to 58, BKB 35 to 30, and Endlag 27->17
-Down Throw
--KBG raised from 40 to 45

Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames

Others
-Rolls
--Updated with new magical aesthetic (stats unchanged)
-Spot dodge
--Updated with new magical aesthetic
--Spot dodge is faster, invuln 2-15 and interrupts 22
-Taunts
--Down Taunt can now be held to perform a sword attack. 37/35/33/31 DMG, 100 KBG, 40 BKB
Ice Climbers Changelist


Smashes
-Forward Smash
--Nana hitboxes no longer lasts a frame longer than Popo.
--Nana no longer has different knock back values than Popo.
--Added an extra interpolation frame to get rid of front-diagonal dead zone on hitbox.
--Release hit frames increased from 7-8 to 7-9.
-Up Smash
--First hitframe moved to visually match where it looks like it should.
-Down Smash
--Release point moved in 3 units. Nana hitbox now identical to Popo. Damage increased from 10/8 to 12/12.
--Removed bug where Ice Climbers hitboxes could trip.

Aerials
-All Aerials
--Fixed bug where Nana was unable to trigger L-Canceling while in hitlag.
-Neutral Air
--Fixed Nana hitboxes having 0.3x hitlag.
-Forward Air
--Range increased by 1.5 units. Climber grip now matches the range increase.
--Fixed bug where Nana had a drastically different auto-cancel window.

Grab/Throws
-Grab
--Nana's standing grab comes out 1 frame later to match Popo.
-Throws
--Nana throws match Popo on release/IASA timings.
--Nana now only back throws when 30 units away from the edge(matches melee).

Specials
-Neutral Special (Ice Shot)
--Changed hammer hitbox timer from asynchronous to synchronous. No longer lasts as long.
-Up Special (Belay)
--KBG increased from 60 to 85.

Others
-Spot dodge IASA increased from 24 to 26
-Shield size increased from 7.5 to 8.5
-Nana now spot dodges on the same frame Popo does.
Ike Changelist
Specials
-Forward Special (Quick Draw)
--Side Special attack IASA increased from 27 to 32.
--Side Special OHKO can now hit Jigglypuff and Game and Watch.
--Side Special can only wall jump 1 time, from 2.
--Hitbox sizes decreased.
--Ike can no longer auto attack by holding attack button.
--Aerial Side Special attack goes into now special fall on hit.
--Fixed a bug where overcharge firehitbox triggered autoswing with attack input.
-Up Special (Aether)
--Ledge grab limit removed.

Others
- Hitbox added to Down Taunt. 9 damage initial hit, 7 damage linger, spikes at the ledge.
Ivysaur Changelist


Tilts
-Forward Tilt multi-hit SDI multipliers set to a consistent 0.80x from 0.75x and 1.05x. Rear send off hit now matches angle/BKB/KBG of front send off hits but is 4 instead of 7 DMG.
-Up Tilt BKB 60 -> 40. KBG 78 -> 105.

Aerials
-Neutral Aerial Auto-cancel pushed back from frame 27 -> 38
-Forward Aerial Vine range reduced 10-20% during frames 17-19.
-Back Aerial DMG inside-to-outside 8/7/5/5 -> 5/5/7/8. Angle inside-to-outside 38/38/30/30 -> 30/30/45/45. Second swing's active frames begin on frame 16 instead of 15.
-Down Aerial Initial vertical boost reduced significantly. Staled vertical boost reduced slightly.

Grabs/Throws
-Standing Grab Grab-box duration 4 -> 2 frames. Body box moved forward 4 units
-Dash Grab Grab-box duration 5->3 frames. Body box moved forward 4 units. IASA 33->35.
-Forward Throw DMG 11 -> 10. KBG 45 -> 60
-Back Throw DMG 10 -> 11. BKB 70 -> 40. KBG 70 -> 82
-Up Throw Now a bulb attack that Heals / Charges 3%. Now has an outer hit-box that hits non-thrown opponents for 5%. Release frame 14 -> 19. DMG 10 -> 6. Angle 100 -> 90. BKB 70 -> 50. KBG 61 -> 120. IASA 28 -> 43

Specials
-Neutral Special (Synthesis/Solar Beam)
--Solar Beam charge requirement 18 -> 22 points of charge
-Side Special (Razor Leaf)
--Removed ability to smash-throw
-Up Special (Power Whip)
--DMG inside-to-outside 13/13/13/18/18 -> 11/11/11/13/14
--BKB inside-to-outside 40/40/40/80/80 -> 40/40/40/60/80
--Landing during up-b goes into heavy landing instead of special landing.
--Fixed the glitch where up special does not go into special fall.

Others
-Can no longer heal or gain charge off of inanimate objects.
-Final Smash added - Sunny Day
--Ivysaur heals 66% and is granted 3 solar beam charges.
Jigglypuff Changelist
Throws
-Forward Throw fixed to no longer miss some characters resulting in weaker KB.
-Down Throw hitboxes and throw KB matched to Melee.

Others
-Forward Roll now intangible starting frame 2 from 3.
Kirby Changelist


Tilts
-Up Tilt
--IASA on frame 24.
--initial and lingering hitboxes changed to match melee.
---Initial: 8 DMG, 92 angle, BKB changed from 60 to 40, KBG changed from 85 to 118/114
---Linger: 6 DMG, 88 angle, BKB changed from 55 to 40, KBG changed from 111 to 118/114

Smashes
-Down Smash now active two frames faster (frame 8).

Grabs/Throws
-Dash Grab range reduced to remove grabs behind Kirby's arms.
-Down Throw now sends horizontally forward instead of keeping the opponent above Kirby.

Aerials
-Neutral Aerial lingering hit range reduced.

Specials
-Neutral Special (Inhale)
--Jumping into the air with a swallowed opponent no longer grants Kirby unusually high drift speed.
--Now allows holding up to release with a higher trajectory
--Can no longer drift while inhaling.
--Swallow interruptible on 25 from 31
-Neutral Special (Copy)
--[Samus] Charge now stores properly.
--[Marth/Roy] cleaned up.
--[Ness] lifetime of PK Flash reduced and aerial vertical momentum during charge increased.
--[Mario] now matches Mario's fireball IASA.
-Aerial UpB Forward (Cutter Dash)
--Plus 4 frames of ending lag.
--Can no longer be air dodged after and consumes all but one jump.
-Down Special (Stone)
--Light armor removed on start-up before transformation is complete (frames 1-7).
-Increased amount of time before Kirby is able to cancel his fall.
-Falling hit box changed to be worse as a combo starter, but to KO slightly earlier.
-Landing hitbox damage down from 14 to 10.

Others
-Dash Attack
--Plus 3 frames of ending lag.
--Now no longer clanks with attacks and is easier to hit.
--No longer grab invulnerable.
--SDI on hits more effective.
Link Changelist


Tilts
-Forward Tilt BKB changed from 20 on all hits to 5,5,2,2. KBG changed from 93 to 90. Now starts on frame 14 (from 12) and IASAs 37 (from 35).
-Up Tilt BKB changed from 35 to 30. Starts frame 9 (from 8) and IASAs frame 31 (from 30).

Aerials
-Neutral Aerial sweetspot BKB from 22 to 15, sourspot from 15 to 10. Nair sweetspot changed to do the most damage on the foot(11) and less on the hip(9) and back leg(8). Hitbox priorities matched (Hip > Foot > Back leg)
-Forward Aerial damage dropped 15->14, and KBG increased from 100 ->105.

Throws
-Down Throw now puts opponents into tumble.

Specials
-Boomerang sweetspot:. 14 damage, 55BKB, 35KBG, 80 Angle-> 11 damage, 45BKB, 52KBG 70 Angle Sweespot now lasts 5 frames from 8.
-Boomerang Flub outgoing: 6 damage, 55BKB, 20KBG -> 6 damage, 55BKB, 30KBG
-Boomerang Returning: 5 damage, 45BKB, 20 KBG -> 3 damage, 25BKB, 26KBG
-Boomerang cooldown for not being caught increased by 20 frames.
-Boomerang horizontal velocity is reset on hit/shield/clank when going outward instead of mirrored back towards Link. Accelerates back to him like at the end of a throw that hit nothing. Boomerang no longer disappears on clank and now go into hitlag.
-Boomerang startup of throw has had 2 frames added to it.
-Aerial Spin attack: Removed giant shoulder hitbox, Arm collision shrank from 5.47 to 5.
-Aerial Spin attack: Vertical Height 2.3 -> 2.31, Maximum Height 0.6 -> 0.8. (similar to young link values in melee)

Others
-Dash attack trajectory angle changed from 91 to 90, IASA changed from 37 to 40. BKB on all hits changed from 30 to 25.
-Over 100 ledge attack animation timing changed so that the stab starts later in the animation getting rid of the deadzone(stats match 3.0 still)
-Jumpsquat reduced from 6 frames to 5 frames.
-Zair seeking the ledge interaction cleaned up, seeks on frame 10.
-Zair landlag increased from 10 -> 15.
-Link now has a playable Ocarina. Tap Down-Taunt to begin, play sounds with different D-Pad inputs & Attack button. Press B to exit.
Lucario Changelist


Specials
-Forward Special
--Aerial non-super throw angle: 290 -> 280 (meteor cancellable)
-Up Special
--Can no long grab the ledge while holding down past the normal threshold
--Ledge grab box slightly increased vertically to compensate
-Down Special
--Invulnerability ends 3 frames earlier (28 -> 25) to match the end of the cancel window
--Does not refresh on hit

Others
-Charges now carry over between stocks.
-Shield size increased: 6.5 -> 8.6
-Lucario now has a crawl tilt
-Final Smash
--Last hit KBG 150 -> 120
Lucas Changelist


Tilts
-Forward Tilt priority changed to favor the flub instead of the sweetspot.
-Up Tilt now has a flub, aim to hit with his foot for the sweetspot now.
-Down Tilt changed to be more Brawl-esque, much quicker, hitting at a 45 degree angle, 4/6 (inside/outside) damage, 15 frame endlag.

Smashes
-Forward Smash now deals slash damage and has a sword trail while using Lucas' commander costume.
-Up Smash
--Up Smash and OU Up Smash strong hit reduced in damage 22 -> 21 and 32 -> 30 respectively, knockback compensated.
--Up Smash and OU Up Smash flub hit reduced in damage 18 -> 16 and 26 -> 24 respectively, knockback not compensated.
--Up Smash and OU Up Smash body hitboxes reduced in size and raised up, so he doesn't hit opponents below him.

Aerials
-Forward Air
--Sweetspot hitbox reduced in size, gfx changed to match new size and is now attached to his foot. Damage & KB slightly reduced, but does not affect shield advantage, DMG 13 -> 12.
--Flub damage reduced, and hitbox size reduced. DMG 9-10 -> 7-8; KBG compensated.
-Back Aerial
--Endlag greatly increased to add risk for off-stage usage, 39 frames -> 48 frames.
--Now has a flub on his body.
-Up Aerial
--Slightly increased damage 9 -> 10, increased knockback BKB 26-20 KBG 92 -> 100. Shield damage reduced to 0.
-Down Aerial
--Endlag increased by 3 frames.
--Hits 1 & 2 size decreased to match animation better.
--Hits 1 & 2 BKB 50 -> 35.

Grabs/Throws
-Grab boxes on all grabs better matched to the snake and behaves more like a tether grab.
-Up Throw knockback reduced, reducing its KO potency. KBG 120 -> 110.
-Down Throw knockback increased, especially obvious at higher percents. BKB 82 -> 85, KBG 47 -> 50.

Specials
-Neutral Special (Offense Up)
--Charge time doubled, but charge is cumulative now, stopping mid-charge endlag reduced 40 frames -> 30 frames. The startup and cooldown animation do not advance the charge level. 60 frames -> 120 frames.
--Neutral Special charge starts falling earlier during start-up and charge, but don't fall as fast.
-Neutral Special (OU Burst)
--Burst invulnerability removed.
--Neutral Special burst comes out a frame sooner frame 3 -> frame 2, but hitbox is reduced in size.
-Forward Special
--Hitlag reduced. 13 frames -> 8 frames
--Magnet pulling (side-b > down-b in air) momentum reduced greatly.
-Up Special (PK Thunder)
--PK Thunder 2 slightly more gradual ending with a bit more hang time before following.
--PK Thunder 2 Multi-hits rates are slower, but each hit dealing slightly more damage. Overall damage tops out ~30 DMG.
--Up Special PK Thunder 2 now always go into 20-frame landing lag instead of variable time dependent on height.
--Up Special can no longer reverse ledge grab after falling from a missed PK Thunder 1
-Down Special (PSI Magnet)
--Vertical stall quickly reduces following the first, and the first use is slightly reduced compared to 3.02
--Down Special multi-hit and launching hitlag and SDI normalized, -2 shield advantage.

Others
-Jab 2 endlag slightly increased +1 frame, angle slightly lower 55 -> 51.
-Jab 2 hitbox shrunk to a more normalized size, hitbox moved out so it didn't lose horizontal range.
-Z Air landing lag increased 10 frames -> 15 frames, and hitboxes better match the snake.
-Tether-to-ledge range reduced to roughly match with range portrayed by dash & turn-grabs, and better match shorter zair and tether hang lengths.
-The following moves had their hitlag normalized: Down-b all hits, Neutral Air all hits, Forward Tilt, Down tilt, Down Air all hits.
-The following moves had their SDI normalized: PK Thunder 2 multi-hits, Down-b all hits, Neutral Air all hits, Down Air all hits.
Luigi Changelist


Aerials
- Up Aerial attack collisions are now active for 5 frames instead of 3
- Forward Aerial and Down Air attack now have normal hitlag

Specials
-Neutral Special(Fireball)
--Now uses Green Fire Element
-Up special(Super Jump Punch)
--Fire Jump Punch uses Green Fire Element
--Landing lag is now 40 frames instead of 45
-Down Special(Luigi Cyclone)
--Aerial version has 5 more frames of endlag
--Air Cyclone collisions now match ground Cyclone collisions
-Side Special(Green Missle)
--Instant brake effect fixed
--Misfire Check no longer depends on Shield input during attacking part of the move
--Misfire is now checked during Startup and Charge while he is flashing

and gives visual and audible notifications
--Fixed Green flashing loop not working after reaching full charge and

allows white flashing from full charge to occur if canceled during that time

Others
-Dash Attack
--More damaging
--Final collision now has 3 Damage, 3 Shield Damage, 48 BKB, 96 KBG, and is now non reversible
-Forward item throws and all swings of battering items no longer halt horizontal momentum
-Luigi now has unique green fire element
-Side Taunt now has Luigi turn towards the camera when facing left
-Down Taunt spike angle is now 281
Mario Changelist


Tilts
-Down Tilt no longer has lower leg invulnerability.

Smashes
-Forward Smash
--(Doc Version) element changed from electric to light element. Hitlag multiplier now 1.0x.
--Smash explosion "tip" priority has been lowered. If Mario hits with both explosion hitbox and flub hitbox, the flub has priority. IASA increased from 42 to 43.
--"Superflub" hitbox now has the least priority.
-Down Smash damage decreased on front hit from 18/17 to 16/16. Back hit damage decreased from 15/13 to 12/10.

Aerials
-Down Aerial hitbox sizes decreased.

Throws
-Down Throw KBG increased from 44 to 50.

Specials
-Neutral Special (Fireball/Megavitamin)
--IASA increased from 35 to 41.
--Damage decreased from 8 to 7.
--Mario/Doc versions have new dissipation effects. Fireballs have a small fiery burst, while Megavitamins have a small smoke puff.
-Up Special (Super Jump Punch)
--Now checks on frame 1 for touching wall as required for Super Jump Punch wall jump.
--Wall jump window increased to 6 frames from 4
-Side Special (Cape)
--Damage increased from 7/8 to 9/10.
--No longer deals damage to shielding opponents.
--Glitch removed that applied super armor to opponent.
--Aerial stale height gravity resumes on frame 15 from 34.
Marth Changelist


Grabs
-Dash grab range reduced.
-Turn grab's innermost hit box has been removed, removing grabs from behind Marth's back.

Others
-Jab 2 active frames 4-9.
Meta Knight Changelist


Tilts
-Forward Tilt
--FTilt 1 IASA increased from 21 to 24
--FTilt 2 IASA increased from 24 to 28
--FTilt 3 IASA increased from 29 to 35
--1 -> 2 -> 3 sequence speed is unaffected
-Down Tilt
--IASA increased from 19 to 22

Smashes
-Forward Smash
--Inner hitbox removed
--Body hitbox size reduced
--Body hitbox moved outwards
--Z-offset increased
--IASA increased from 40 to 46
-Up Smash
--BKB lowered from 62 to 40
--KBG increased from 154 to 185
--1st and 2nd hits SDI multiplier increased from 0.5x to 0.8x
--1st and 2nd hits hitlag multiplier increased from 0.75x to 1x

Aerials
-Neutral Aerial
--Hitboxes terminate on frame 30 from 32
--Lingering hitboxes diminish in size
--Middle hitbox duration lowered from 21 to 9
--Middle hitbox damage increased from 8 to 9
--Middle hitbox BKB increased from 0 to 15, KBG increased from 80 to 100
--Sourspot hitbox duration increased from 5 to 14
--Sourspot base knockback increased from 0 to 10
--Sourspot outer sword hitbox removed
-Forward Aerial
--1st hit SDI multiplier increased from 0.6x to 1x
--2nd hit SDI multiplier increased from 0.8x to 1x
--1st and 2nd hits changed from 50/79/110/25 BKB to 115 WDSK
--1st and 2nd hits KBG increased from 0 to 30
--1st and 2nd hits first hitbox angle changed from 80 to 361
--1st and 2nd hits last hitbox angle changed from 280 to 285
--1st and 2nd hits outer hitbox size reduced
-Up Aerial
--Damage increased from 6 to 8, KBG compensated
--Hitlag multiplier lowered from 1.4x to 1x
-Down Aerial
--Divekick replaced with a Brawl-inspired Down Aerial
--Hits frame 6-7 as opposed to 4-5
--IASA at 34 as opposed to 24
--Inside hitboxes send at an angle of 40 as opposed to 35
--Inside hitboxes deal 9 damage as opposed to 7
--Inside hitboxes BKB reduced from 30 to 15
--Outside hitboxes send at an angle of 55 as opposed to 23
--Outside hitboxes deal 6 damage as opposed to 9
--Hitbox size reduced from Brawl
--8 frames of L-Cancelled landing lag

Grabs
-Standing Grab range reduced
-Dash Grab total TransN movement distance decreased 25%
-Turn grab box changed to match animation

Throws
-Down Throw
--BKB lowered from 60 to 30
--KBG increased from 110 to 200
--Damage increased from 8 to 9
--IASA increased from 66 to 73

Specials
-Neutral B (Tornado)
--Final hit angle changed from 361 to 90
--No longer passes current frame from air to ground on landing, now goes into special fall for 30 frames
--Aerial ending has reduced drift control and more horizontal air resistance
--Aerial BKB and KBG values now match grounded Tornado
-Side B (Drill Rush)
--Outer hitboxes moved back onto hand
-Up Special (Shuttle Loop)
--Sweetspot angle changed from 80 to 75
--BKB changed from 90 to 85
--No longer edge cancels, instead transitions into a non-driftable/interruptable flip animation
--Removed late flub hit from grounded Shuttle Loop
--Aerial Shuttle Loop now only hits for the first 9 frames
--Glide now has a max duration of 80 frames
--Glide after first aerial usage now exits into special fall after 8 frames, refreshed by landing on the ground or ledge
--Glide maximum upwards angle reduced from 80 to 45
--Glide Aerial hitlag lowered from 1.5x to 1x
--Glide Aerial landing lag and special fall landing lag is increased from 18 frames to 30 frames
--Glide cancel special fall landing lag reduced from 30 frames to 15 frames
-Down Special (Dimensional Cape)
--Now goes into special fall
--Fixed a bug that enabled aerial Dimensional Cape to refresh jumps/Dimensional Cape usage by quickly touching the ground
--Fixed ability to infinite Dimensional Cape by quickly alternating between ground and air states
--Minimum start-up for instant Dimensional Cape slash is now 11 from 7
--Can use any attack button for instant Dimensional Cape slash
--Can no longer control Dimensional Cape during the ending animation

Others
-SDI multiplier on looping jab hitboxes increased from 0.8x to 1x
-Dash Attack
--Endlag increased from 15 to 16
--Active frames reduced from 4-20 to 4-15
-Model size increased from 0.94x to 1.00x.
-Fixed a bug that prevented Meta Knight from holding down to go through platforms with his multi-jumps
-Reduced number of aerial multi-jumps from 4 to 3
-1st aerial multi-jump height increased from 2.33 units to 2.4 units
-2nd aerial multi-jump height increased from 2.24 units to 2.3 units
-3rd aerial multi-jump height increased from 2.15 units to 2.2 units
Mewtwo Changelist


Tilts
-Up Tilt
--BKB reduced to 35 from 70
--KBG increased on all hits, less so on outer hit
--Angle lowered slightly on tip
-Down Tilt
--Interrupt matched to Melee, from frame 24 to frame 20

Smashes
-Forward Smash
-Up Smash
-Down Smash
--Interrupt pushed back from frame 40 to frame 43

Aerials
-Forward Aerial
--Startup is one frame slower, hits frames 6-8 from 5-7
-Up Aerial
--Interrupt delayed from frame 28 to 35
--All hitboxes come out on frame 8 instead of a the inner ones on frame 7

Grabs
-Standing Grab
--Inner grab box moved outwards ~3 units

Throws
-Down Throw
--Tail hitbox now terminates on proper frame after the throw

Specials
-Neutral Special (Shadow Ball)
--Startup increased from 9 frames to 14 frames
-Forward Special (Confusion)
--Raised KBG
-Up Special (Teleport)
--Matched move physics and behavior to Melee
--Reappearance has a graphic visible 4-5 frames earlier than before
--Teleport can conditionally pass through platforms if you hold down while traveling
--Interrupting the end of Teleport requires an unused Double Jump to "sacrifice"
--Thus Mewtwo can no longer Hover after teleporting
-Down Special (Disable)
--Hitboxes can no longer clank with opponent attacks

Others
-Powershield Reflect Bubble size corrected to 0.9x from 1.3x.
-Multi-jab
--Damage increased from 2 to 3
--Weight Dependent Set Knockback replaced with 30 BKB and 100 KBG
--Angle lowered slightly from 83 to 73 degrees
-Dash Attack
--Initial hitbox enlarged slightly to match animation
-Tail length reduced by 15%
-Heavy landing lag increased from 4 to 5 frames
-Hover
--Drift acceleration decreased from 0.1125 to 0.0900
--Top speed increased from 0.95 to 1.15
--Startup conserves 100% of horizontal velocity from 60%
Mr. Game and Watch Changelist


Tilts
-Up Tilt hits on frame 7 from 9, Animation now ends on frame 30 from 28.

Smashes
-Up Smash
--Damage decreased from 23 to 21. KBG increased from 96 to 100.
--IASA increased 39 -> 44.

Aerials
-Forward Aerial flub hit damage increased from 6 to 7. KBG increased from 80 to 90.
-Up Aerial KBG increased from 60 to 95. BKB decreased from 75 to 45.

Throws
-All throw's speed increased (Endlag is identical).

Specials
-Neutral Special (Chef)
--Land cancel is fixed so it can be used to no impact land from the edge or on a platform when traveling at low speed.
--Now fastfallable.
--Meat damage increased from 3 to 5 and are a bit larger in size, however throwing out chef meat frequently enough that 2 or more are present on the field has Mr. Game and Watch throw smaller pieces (Mini-Meat™) that do 3 damage and do not flinch.
-Side Special (Judgment):
--[2] Hammer is now a weak spike on air hit. Now poisons in addition to dizzying on grounded hit.
--[3] Hammer damage increased from 4 to 15. Damage element changed from poison to darkness. KBG increased from 50 to 80. BKB increased from 0 to 20. Shield damage increased from 65.6% of full shield health to 77.2%.
--[4] Hammer damage increased from 8 to 10.
--[9] Hammer KBG decreased from 90 to 80, BKB decreased from 90 to 70.
-Down Special (Bucket)
--Stall is now once per air state.
--Horizontal divider decreased from 1.6667 to 1. Gravity increased from 0.04 to 0.095. Terminal velocity increased from 1.2 to 1.7.
--Damage normalised to 12 damage per energy projectile absorbed as opposed to damaged based on projectile absorbed.

Others
-Now has a Jab 2. Same stats as Jab 1.
-Rapid Jab hitbox properly match to animation. Because of this, it has increased range.
-Trip get up attack now has enough invincibility to cover the first part of the attack.
-Dodge Roll and Spot Dodge animations sped up to appropriately match the invincibility timing.
Ness Changelist


Tilts
-Forward Tilt changed to have less endlag 35 frames -> 28 frames and hit at a more horizontal angle 361 -> 34, BKB slightly reduced 12 -> 10.

Aerials
-Up Air animation edited slightly to more accurately match Melee.

Throws
-Down Throw knockback changed such that characters fly further as their percent increases. KBG 70 -> 80, BKB 85 -> 78.

Specials
-Forward Special (PK Fire)
--No longer activates on shield.
--Initial hit damage raised from 0 to 8 and now has same KB as the pillar. Victim can no longer shield between the fireball hit and the first pillar hit.
--Pillar hits changed in duration from 100 frames to 45, but time between pillar pulses is slightly reduced. Pillar pulse damage reduced from 3 to 1, but can no longer be reflected.
--Pillar gravity increased so it prevents whiffing when aerial pk fire hits some characters' heads for the first few pulses.
-Up Special (PK Thunder)
--Bolt no longer hits Shy Guys and Smashville balloon.
--Can no longer reverse ledge grab after falling from a missed PK Thunder 1
--PK Thunder 2 now always go into 20-frame landing lag instead of variable time dependent on height, but can now properly edge-cancel.

Others
-Dash Attack 3rd hit extended slightly to match Melee range.
-Spotdodge, fixed an error that had invincibility ending 1 frame earlier and having IASA 1 frame earlier than normal
-Hitlag normalized on the following attacks: Dash Attack hit2, Forward Air final hit, Up-b Startup, and PK Thunder 2.
Olimar Changelist
**Olimar has been redesigned with a more normalized Pikmin game. In general, Reds and Blues now have roughly Budded KB at all stages, Yellows and Whites have Flowered KB at all stages. Purples still scale in KB, but not as much as they used to. Overall, Pikmin do less damage across all attacks with the exception of Back Aerial, Down Aerial and Smashes. See below for detailed information. For Pikmin values, states of growth are as follows leaf/bud/flower.

Tilts
-Forward Tilt
--Knockback changed so it starts out stronger, but doesn't hit as far at higher percents. BKB 15 -> 20 KBG 130 -> 96
--Removed outermost hitbox.
-Down Tilt
--Moved outermost hitbox inward, closer to Olimar to reduce range and disjoint slightly.
--BKB increased 30 -> 40.

Smashes
-Forward Smash hitbox linger on Pikmin until they land on the ground now.
-Yellow Pikmin have faster animation on some smashes.
--Forward Smash hits frame 11 from 15
--Up Smash hits frame 7 from 8.
-Forward Smash
--Red DMG 15/16/17, ang 361, KBG 96, BKB 10 -> DMG 15/16/17, ang 361, KBG 105/100/95, BKB 20
--Ylw DMG 13/14/15, ang 361, KBG 96, BKB 10 -> DMG 13/14/15, ang 361, KBG 89/84/80, BKB 20
--Blu DMG 15/16/17, ang 361, KBG 96, BKB 10 -> DMG 14/15/16, ang 361, KBG 106/100/95, BKB 20
--Wht DMG 10/11/12, ang 361, KBG 80, BKB 10/20/30 -> DMG 9/10/11, ang 361, KBG 104/91/80, BKB 10/20/30
--Prp DMG 18/20/22, ang 70, KBG 95, BKB 20 -> DMG 17/19/21, ang 361, KBG 80/76/73, BKB 50. Flub - ang 70 -> 361, KBG 95 -> 70
-Up Smash
--IASA increased 37 -> 43.
--Red DMG 15/16/17, ang 85, KBG 90, BKB 50 -> DMG 13/14/15, ang 85, KBG 106/100/95, BKB 30. Flub DMG 12 -> 10
--Ylw DMG 14/15/16, ang 80/85/90, KBG 90, BKB 50 -> DMG 11/12/13, ang 85, KBG 113/106/100, BKB 30
--Blu DMG 15/16/17, ang 83, KBG 90, BKB 50 -> DMG 12/13/14, ang 85, KBG 107/100/94, BKB 30. Flub - DMG 11 -> 9
--Wht DMG 10/11/12, ang 83, KBG 90, BKB 50 -> DMG 7/8/9, ang 85, KBG 120/109/100, BKB 50
--Prp DMG 16/18/20, ang 83/80/83, KBG 100, BKB 50 -> DMG 13/15/17, ang 85, KBG 95/90/86, BKB 65. Flub - DMG 13 -> 10
-Down Smash
--Red DMG 13/14/15, ang 28, KBG 97, BKB 30 -> DMG 13/14/15, ang 35, KBG 92/87/82, BKB 30. Flub angle 28 -> 35.
--Ylw DMG 11/12/13, ang 28, KBG 100, BKB 30 -> DMG 11/12/13, ang 35, KBG 113/106/100, BKB 30
--Blu DMG 12/13/14, ang 28, KBG 100, BKB 30 -> DMG 12/13/14, ang 35, KBG 93/87/82, BKB 30. Flub - ang 30 -> 35
--Wht DMG 10/11/12, ang 28, KBG 100, BKB 20 -> DMG 7/8/9, ang 35, KBG 120/109/100, BKB 30. Flub - ang 30 -> 35
--Prp DMG 15/17/19, ang 28, KBG 100, BKB 30 -> DMG 13/15/17, ang 35, KBG 80/75/70, BKB 50. Flub - DMG 12 -> 10

Aerials
-Yellow Pikmin have faster animations on their aerials.
--Forward Aerial frame 4 from 7
--Back Aerial frame 6 from 10
--Up Aerial frame 5 from 8
--Down Aerial frame 12 from 16
-Neutral Aerial hitboxes on outer arm/hand reduce slightly in size and moved slightly inward to reduce range and disjoint.
-Forward Aerial
--Red DMG 15/16/17, ang 361, KBG 88, BKB 25 -> DMG 13/14/15, ang 361, KBG 99/93/88, BKB 25
--Ylw DMG 12/13/14, ang 361, KBG 90, BKB 25 -> DMG 10/11/12, ang 361, KBG 102/95/89, BKB 30
--Blu DMG 13/14/15, ang 361, KBG 90, BKB 25 -> DMG 12/13/14, ang 361, KBG 99/93/88, BKB 25
--Wht DMG 10/11/12, ang 361, KBG 90, BKB 10/20/30 -> DMG 6/7/8, ang 361, KBG 122/110/100, BKB 20
--Prp DMG 14/16/18, ang 361, KBG 90, BKB 25 -> DMG 13/15/17, ang 361, KBG 80/75/70, BKB 55
-Back Aerial
--Red DMG 13/14/15, ang 40, KBG 91, BKB 20 -> DMG 14/15/16, ang 40, KBG 111/105/100, BKB 0
--Ylw DMG 12/13/14, ang 361, KBG 91, BKB 20 -> DMG 11/12/13, ang 40, KBG 100/94/88, BKB 30
--Blu DMG 13/14/15, ang 40, KBG 91, BKB 20 -> DMG 13/14/15, ang 40, KBG 111/105/99, BKB 0
--Wht DMG 12/13/14, ang 361, KBG 91, BKB 10/20/30 -> DMG 7/8/9, ang 40, KBG 120/109/100, BKB 20
--Prp DMG 13/15/17, ang 40, KBG 91, BKB 20 -> DMG 14/16/18, ang 40, KBG 80/75/71, BKB 55
-Up Aerial
--Red DMG 14/15/16, ang 85/87/89, KBG 90, BKB 40 -> DMG 12/13/14, ang 80, KBG 107/100/94, BKB 40
--Ylw DMG 13/14/15, ang 80, KBG 90, BKB 30 -> DMG 9/10/11, ang 80, KBG 92/86/80, BKB 30
--Blu DMG 13/14/15, ang 80, bkg 90, BKB 20 -> DMG 11/12/13, ang 80, KBG 107/100/93, BKB 40
--Wht DMG 10/11/12, ang 76, KBG 80, KBG 10/20/30 -> DMG 5/6/7, ang 80, KBG 124/111/100, BKB 20
--Prp DMG 14/16/18, ang 90, KBG 90, BKB 30 -> DMG 14/16/18, ang 90, KBG 96/90/85, BKB 35
-Down Aerial
--Red DMG 16/17/18, ang 270, KBG 100, BKB 30 -> DMG 15/16/17, ang 270, KBG 112/106/100, BKB 30. Flub DMG 7, ang 361, KBG 70, BKB 10 -> DMG 9, ang 270, KBG 92, BKB 10.
--Ylw DMG 12/13/14, ang 270, KBG 100, BKB 30 -> DMG 13/14/15, ang 270, KBG 119/112/106, BKB 30
--Blu DMG 14/15/16, ang 270, KBG 100, BKB 30 -> DMG 14/15/16, ang 270, 112/106/101, BKB 30. Flub - DMG 6, ang 361, KBG 70, BKB 30 -> DMG 8, ang 270, KBG 92, BKB 10
--Wht DMG 10/11/12, ang 270, KBG 100, BKB 10/15/20 -> DMG 9/10/11, ang 270, KBG 115/107/100, BKB 20
--Prp DMG 14/16/18, ang 270, KBG 100, BKB 30 -> DMG 15/17/19, ang 270, KBG 90/85/80, BKB 60. Flub - DMG 6 -> 11, BKB 10 -> 20

Grabs
-Blue Pikmin grabs extend slightly further while attempting to grab.
-Purple Pikmin grabs extend slightly less while attempting to grab, and their grabbox time reduced from 15 frames -> 9 frames.
-White Pikmin pummel damage changed from 3/5/7 -> 2/4/6 and no longer causes lipstick flower poison.

Throws
-Forward Throw
-Throw release frame increased frame 4 -> frame 7
--Red DMG 6, ang 361, KBG 50, BKB 60 -> DMG 6, ang 361, KBG 70, BKB 70
--Ylw DMG 7, ang 45, KBG 50, BKB 60 -> No Change
--Blu DMG 14, ang 361, KBG 85, BKB 30 -> DMG 12, ang 45, KBG 100, BKB 30
--Wht DMG 6, ang 361, KBG 50, BKB 60 -> No Change
--Prp DMG 7, ang 361, KBG 90, BKB 60 -> DMG 7, ang 361, KBG 75, BKB 80
-Back Throw
-Throw release frame increased frame 4 -> frame 7
--Red DMG 7, ang 45, KBG 52, BKB 48 -> DMG 7, ang 45, KBG 70, BKB 70
--Ylw DMG 9, ang 45, KBG 52, BKB 48 -> No Change
--Blu DMG 14, ang 45, KBG 85, BKB 30 -> DMG 12, ang 45, KBG 110, BKB 30
--Wht DMG 7, ang 45, KBG 52, BKB 48 -> No Change
--Prp DMG 9, ang 45, KBG 90, BKB 48 -> DMG 9, ang 45, KBG 60, BKB 80
-Up Throw
--Red DMG 9, ang 85, KBG 72, BKB 55 -> DMG 7, ang 85, KBG 75, BKB 80
--Ylw DMG 9, ang 85, KBG 72, BKB 55 -> DMG 9, ang 85, KBG 92, BKB 55
--Blu DMG 12, ang 85, KBG 80, BKB 80 -> DMG 12, ang 85, KBG 96, BKB 55
--Wht DMG 6, ang 85, KBG 72, BKB 55 -> No Change
--Prp DMG 11, ang 85, KBG 100, BKB 55 -> DMG 10, ang 85, KBG 95, BKB 55
-Down Throw
-Endlag increased by 7 frames.
--Red DMG 9, ang 70, KBG 60, BKB 60 -> DMG 7, ang 70, KBG 75, BKB 85
--Ylw DMG 9, ang 70, KBG 60, BKB 66 -> DMG 9, ang 70, KBG 69, BKB 66
--Blu DMG 12, ang 70, KBG 40, BKB 60 -> DMG 10, ang 70, KBG 60, BKB 70
--Wht DMG 6, ang 70, KBG 60, BKB 60 -> No Change
--Prp DMG 8, ang 70, KBG 100, BKB 60 -> No Change

Specials
-Forward Special
--White Pikmin damage 3/5/7 -> 3/4/5 per hit while attached.
-Up Special hitbox removed while tethering to the ledge.
-Down Special

Others
-Dash Attack hitboxes now properly tied to Olimar's body while he cartwheels forward.
-All hitlag and SDI modifiers normalized, and all shield damage removed from attacks.
-Olimar's antenna lights up to reflect with Pikmin is next in line.
-Pikmin elemental immunities are removed, but now can swim regardless of color.
-Olimar plucks 4 Pikmin during match entry animation. So note he won't have 4 during things like training mode.
-Olimar spawns a new stock with 2 Pikmin.
-Pikmin pluck frequency has been normalized to be equal chance for each of the five colors. Except on Home Run Contest, in which he'll only pluck purples.
-Pikmin Health reduced to emphasize conservative or liberal use of Pikmin tossing.
--Red 30 -> 14
--Ylw 30 -> 17
--Blu 40 -> 20
--Wht 14 -> 10
--Prp 50 -> 25
Peach Changelist


Specials
-Up Special (Parasol)
--Many small tweaks to have up-b behave like Melee up-b.
--Air animation was missing the initial dip which made it also go too high, now matches Melee.
--Landing while raising the parasol goes into special landing (4 frames) instead of up-b landing (30 frames) which occurs while parasol is fully up. Matches Melee.
--Raising parasol hitbox comes out a frame faster 11 -> 10 to match Melee.

Others
--Air Dodge's enabling of gravity/fastfall/mobility begins 10 frames sooner to match Melee.
Pikachu Changelist
Throws
-Throws now all use electric element on release.

Specials
-Up Special (Quick Attack)
-Up Special (Quick Attack) can now reverse ledgegrab on frames 10 to 16 from the special's end.
--Quick Attack Cancel (QAC) can now only be activated on the first dash.
--Rebuilt such that it no longer ends just above the ground and then falls, which allowed aerial inputs. But instead moves cleanly into the QA landing animation. Many other small refinements make the move much more polished.
-Side Special (Skull Bash) no longer ledge snaps mid animation.
Pit Changelist


Tilts
-Forward Tilt
--Knockback reduced. BKB 20 -> 50, KBG 110 -> 70.
-Up Tilt
--Hitboxes cleaned up and reduced to match animation closer.
--Linking hit trajectory tweaked to fit new hitbox positions, 115/75 -> 95.
-Down Tilt
--Start up increased by 5 frames.
--Tip knockback reduced at lower percents, increased at higher percents. BKB 35 -> 22, KBG 85 -> 95.
--Sweetspot Collision size reduced.

Smashes
-Forward Smash
--Animation updated!
--Fsmash 1
---Damage reduced, 7/9 -> 4/6.
---Trajectory tweaked. 97/75/60/60 -> 100/95/75/75.
---Active frames increased, frames 5-7 -> 5-10.
---Window to activate Fsmash 2 shortened by two frames. IASA moved up, frame 29 -> 26.
--Fsmash 2
---Damage increased, 12/10 -> 15/12. Knockback compensated.
---Endlag increased by 5 frames.
-Up Smash
--Linking hit damage increased, 1 -> 3.
--Final hit damage decreased, 14 -> 10. Knockback partly compensated. BKB 35 -> 55, KBG 110 -> 120.
--Hitlag Modifiers homogenized to 1.

Aerials
-Neutral Aerial
--Linking hit damage increased, 2/1 -> 3/2.
--Hitlag and SDI modifiers homogenized to 1.
-Forward Aerial
--Knockback reduced. BKB 10 -> 0, KBG 88 -> 90.
--Active frames increased, frames 9-10 -> 9-11. Tip hitboxes active one frame later.
--Endlag increased. Autocancel window 25 -> 27, Iasa 28 -> 33.
-Back Aerial
--Animation updated!
--Hitbox sizes homogenized
-Up Aerial
--Tip damage reduced, 10/9 -> 9/7.
--Knockback reduced at lower percents, increased at higher percents. Initial hit BKB 40 -> 5, KBG 90 -> 110. Lingering hit BKB 40 -> 5, KBG 75 -> 110.
--Trajectory homogenized slightly. Initial trajectory 65 -> 70, lingering trajectory 85 -> 80.
--Hitboxes cleaned up to match the animation closer.
-Down Aerial
--Tip damage reduced, 10 -> 8.
--Non-spike knockback reduced at lower percents, increased at higher percents. BKB 55 -> 35. Sweetspot KBG 85 -> 99, tip KBG 85 -> 118.
--Spike flub damage reduced, 10 -> 8. Knockback compensated.
--Spike trajectory brought into line with other spikes. Trajectory 320 -> 300.

Throws
-Back Throw
--Release point raised slightly.
-Up Throw
--Release trajectory 85 -> 80.
-Down Throw
--Release point moved forward slightly.
--Release trajectory lowered significantly, trajectory 78 -> 67.
--Knockback reduced. BKB 60 -> 45, KBG 85 -> 75.
--IASA moved forward, frame 39 -> 36.

Specials
-Neutral Special (Palutena's Arrows)
--Grounded Arrow +8 frames endlag
--Arrow KB streamliined. First 5 frames are unchanged. Afterwards, damage decays at a rate of 1 per every 5 frames until they reach 1 damage.
--Decaying arrow stats homogenized. Trajectory 361, BKB 5, KBG 65.
--Decaying arrow hitlag and SDI modifiers homogenized to 1.
-Forward Special (Wings of Icarus)
--Grounded WoI IASA pushed back by 1 frame.
--Aerial WoI IASA pushed back by 3 frames.
--Initial horizontal momentum decreased by 17%. Transition from starting momentum pushed back 1 frame.
--Maximum upwards angle 70 -> 45. Maximum downward angle -70 -> -75.
--Aerial WoI expends all but 1 of Pit's jumps.
--WoI is expended wether Pit starts it from the ground or air.
--WoI no longer refreshes by grabbing the edge.
--Glide Attack
---Tip damage reduced. Damage 12 9.
---Knockback reduced at lower percents, increased at higher percents. BKB 44 -> 20, KBG 55 -> 80
-Up Special (Shield Bash)
--Animation updated!
--Grounded Shield Bash now looks and behaves like the aerial version. Lingering hitboxes are unchanged
--Initial grounded hit no longer multi-hits. Damage increased, 3 -> 9. Knockback increased from 115/100 weight dependent set knockback to BKB 85, KBG 90.
--Aerial Shield Bash sweetspot comes out earlier, frames 10-11 -> 8-9. Lingering hitbox lasts longer, frames 12-15 -> 10-16.
--Sweetspot has a unique sound effect.
--Reduced mobility during Shield Bash. Aerial momentum A during up B decreased to 3.02 (mitigates weaving during the animation).
--Shield Bash reaches the apex 5 frames earlier, lingers for 10 frames longer. Overall height is slightly reduced.

Others
-Rapid Jab
--Hitboxes now attached to blades.
-Dash Attack
--Blade and Tip Damage 11/9 -> 9/7. Knockback mostly compensated, KBG 100 -> 115. Sweetspot unchanged.
R.O.B. Changelist


Aerial
-Up Aerial
--Boosted damage decreased on all hits from +2 to +1.
-Down Aerial
--Initial momentum stall reduced by about 23%. Decayed stalls unchanged.

Specials
-Neutral Special (Robo Blaster)
--Fully charged damage increased from 9 to 13. Knockback compensated.
-Ground Side Special (Arm Rotor)
--Grounded endlag has been increased by 5 frames.
-Up Special and Air Side Special (Robo-Booster)
--ROB can no longer airdodge if he has no boosts remaining.
--Final Boost has unique graphical and sound effects.

Others
-Shield size is 10% bigger than v3.02.
-Vertical ledge grab range decreased from 12.5 to 8.0.
Roy Changelist


Aerials
-Down Aerial
--Sweet spot now spikes with the fire animation.
--Knock back and KBG changed to 40 BKB and 60 KBG.
-Up Air landing lag increased from 15 (7 L-cancelled) to 18 (9 L-cancelled).

Specials
-Forward Special (Double Edge Dance)
--Can now clank with opposing moves, including projectiles. This excludes Side Special Down Four.
--Down Four can no longer be absorbed.
--Received a few very small tweaks to properly match Melee's frame data on the first three hits.
--Changed input window for next attack from frames 20-29 to frames 22-29.
-Down Special (Counter)
--Now properly covers his feet after the counter frames become active.

Grab
-Dash Grab range has been shortened slightly.

Others
-Hit boxes have been altered minutely to better match animations.
-Slow walk speed significantly increased.
Samus Changelist
Smashes
-Forward Smash(Ice)
--2nd hit now freezes characters
-Up Smash(Fire)
--Size of hitboxes reduced.
--Final Hit knockback reduced. BKB 50 -> 45, KBG 155 -> 145.
--SDI multipliers normalized from 0.6x to 1.0x

Aerials
-Up Aerial
--Linking collision angles matched to Melee Samus. Now 90/361/80 from a dynamic linking angle.
--SDI Multipliers normalized from 0.75x to 1.0x
-Forward Aerial(Fire)
--Final Hit knockback matched to Melee Samus. BKB 40 -> 20.
-Forward Aerial(Ice)
--Auto Cancel window pushed back from frame 34 to frame 41. IASA pushed back from frame 42 to frame 55.

Specials
-Neutral Special (Charge Shot)
--Corrected a bug that allowed Samus to reverse her shot during the charge -> shoot transition.
-Down Special(Bomb)
--No longer hit through shields; Bombs detonate on shield immediately
--Bombs no longer hit twice (once for the bomb, once for the explosion). Only the explosion hits.
--Explosion collision is now 8 Damage, 6 Shield Damage, Angle 361, 10 BKB, 30 KBG

Others
-Tether
--Reduced tether ledge-grab length by 10 units (60 -> 50)
--Seeks ledge at frame 9 instead of frame 2.
--Tether Flub: Knockback reduced. BKB 60 -> 20, KBG 40 -> 30.
--Tether Tip: Knockback reduced. BKB 60 -> 40, KBG 60 -> 40.
--Tether Tip collision is active 2 frames sooner
--Landing lag corrected from 19 to 20 frames.
-Transition from Morph Ball -> Down Tilt -> crouch works properly now.
-Samus can properly drop through platforms during crouch -> crawl transition.
Sheik Changelist
Specials
-Down Special (Transform) gravity decreased from 0.04 to 0.03, IASA increased from frame 1 to frame 7. Can no longer buffer inputs on air transform ending.

Others
-Dash Attack TransN values properly adjusted to Melee values. Animation ending decreased by 9 frames.
Snake Changelist


Tilts
-Up Tilt
--Moved a weird warping hitbox to stay in the correct position
--Removed arm intangibility
-Crawl Tilt
--Hitlag 0.5x -> 1.0x
--SDI 0.25x -> 1.00x

Smashes
-Forward Smash
--F-Smash 1 SDI 0.5 > 1.0
--F-Smash 3 Hitlag 1.45 > 1.0
-Down Smash
--Mine located higher to be more visible.

Aerials
-Forward Aerial
--Heel is now the only spike hitbox.
--Knee hit 300 (spike) -> 280 (meteor)
--Damage 16 > 15
--KBG 94 > 80
-Back Aerial
--Slightly adjusted Bair and added 14/13/12 damage priorty
--Strongest hit has highest priority over other hits
--Auto cancel window starts earlier 36 -> 33
-Up Aerial
--Upper hitbox slightly reduced
-Down Aerial
--Dair hits 1-3 SDI 0.5 > 1.0 vs grounded opponents
--Final hit hitlag 1.5 > 1.0

Grabs
-Standing Grab
--Grab box risen, does not grab a number of crouched characters
-Dash Grab
--Slightly angled downwards to allow to grab crouched characters.

Specials
-Forward Special (Tranquilizer Gun)
--Fixed empty tranq shot bug when used right before landing.
--SFX slightly changed
-Up Special (Cypher)
--Grounded invincibility removed.
--Up B slightly shifted downwards to compensate for new ledge grab mechanics.
--Ability to airdodge after aerial has been removed
--Up B decays in height by 5 frames after each hit
--Cypher damage changed from 8 > 5
-Down Special (C4)
--Damage reduced from 17 -> 16
--KBG reduced from 90 -> 84
--Trajectory raised from 80 -> 90
--C4 timer changed to never fall off opponent unless Snake's stock is lost.
--Grounded C4 stick IASA increased 25 -> 28
--Aerial C4 drop IASA decreased 35 -> 28, jump cancel (previously available frame 19) removed.
--Fake-out detonation IASA increased 29 -> 34
--Detonation IASA increased 40 -> 45
--Landlag after C4 drop increased 5 -> 10
Sonic Changelist


Tilts
-Up Tilt
--Inside hit is a sourspot.
--Disjoint slighly decreased. reduced foot scaling.
--IASA: 34 -> 36.
-Forward Tilt
--Disjoint slightly decreased. reduced foot scaling.
--All hitbox active on frames 7-12.
--Inside hits do -2 damage compared to the sweetspot.

Aerials
-Neutral Aerial
--Active frames decreased. Hits: 4-26 -> 4-21. IASA: 32 -> 34
-Up Aerial
--1st hit SDI multiplier normalized.
--Now uses hitboxes attached to his legs instead of static hitboxes.
--1st hit weakened to link better.
--2nd hit: Damage: 10 -> 13, BKB: 35 -> 25, KBG: 125 -> 100
--2nd hit duration: 8 -> 5.
--IASA: 35 -> 38
-Down Aerial
--Fallspeed reduced 10%.
--Hitbox becomes negatively disjointed after 6 frames.
--Autocancel window: 31 -> 35 (same as IASA)
--Landing lag: 26 -> 28.

Specials
-Neutral Special (Homing/Blast Attack)
--Homing attack: BKB 45 -> 15, KBG 80 -> 120
--Blast attack: duration: 6 -> 7 frames
--Blast attacks and Homing attacks that do not find a target go into special fall,

but can grab ledges earlier;
--Homing attack detection size increased 40 -> 50
--Wall/floor bounce is now affected by gravity
-Up Special
--Startup increased by 4 frames. 3 -> 7
--Airdodge after up b now properly restored on landing and if hit
--Glitch where Sonic could airdodge during the IASA of certain actions after UpB has

been fixed
-Side Special
--Grounded hits: 5 -> 4
--Removed aerial double jump cancel
--Can end eariler by holding back
--Air hit angle:80->30, Damage: 3->8, BKB: 70->40, KBG: 80->75.
--Somersault off the edge now goes into a side B cancel animation.
--Properly resets on landing
-Down Special
--Startup increased by 3 frames. 8 -> 11.
--Hitbox removed while turning; altered G.FX/SFX to reflect this.
--Spinshot distance reduced (close to halved). Initial hori 4.7 -> 3.5.

Others
-Jab 2
--Disjoint matched to Jab 1

Final Smash:
-Super Sonic hitbox weakened
-Ends in special fall
Squirtle Changelist


Tilts
-Up Tilt
--IASA moved up, frame 22 -> 18.
--Hitboxes cleaned up to match animation closer. Squirtle hops slightly higher to match previous reach.
--Damage and knockback reduced. Damage 7 -> 6, KBG 110 -> 100.
--Trajectory tweaked slightly, angle 89 -> 86.
-Crawl Tilt
--Hitbox reduced.

Smashes
-Forward Smash
--Shell-shift momentum glitch corrected.
-Up Smash
--Cleaned up pillar hitboxes to match graphics closer.
-Down Smash
--Hitboxes reduced to match animation and graphics closer.

Aerials
-Down Aerials
--Hitboxes cleaned up to match animation closer.
--Final hit trajectory lowered, angle 80 -> 67.

Specials
-Forward Special (Withdraw)
--Removed Turnaround
--Removed Jump
--Homogenized smash and tilt speeds.
--Withdraw maximum grounded duration reduced, 140 -> 60 frames.
--Withdraw cancel can now grab ledges.
--Aqua Jet
---Aqua Jet can only be initiated by making contact with a target during startup (checked on frame 5) and holding B.
---Aqua Jet is now fully steerable.
---Aqua Jet height gain slightly increased.
---Removed Aqua Jet startup, frame 3 -> 1. Weak hitbox lingers +4 frames.
---Aqua Jet hitboxes enlarged.
-Up Special (Waterfall)
--Grounded startup reduced by 5 frames.
--Endlag increased by 5 frames. Increases reverse ledgegrab window.
--Waterfall angling disabled after Squirtle reaches the apex.
--Final hit trajectory raised, angle 67 -> 83.
--Linking hitbox now repeats every five frames until final hit. Damage of linking hits reduced to 1.
--Linking hitbox knockback tweaked. 100/100 weight dependent set knockback changed to 110/100 and 80/100 weight dependent set knockback.
--Hitlag and SDI modifiers of non-linking hitboxes homogenized to 1. Linking hits have 0.8X hitlag, and 0.7/1X SDI.
-Down Special (Bubble)
--Aerial stall increased by 45% and limited to once per airtime.
--Aerial Bubble hitboxes raised and cleaned up to match graphics closer.
--Trajectory of aerial Bubble raised as hitbox travels. Angle 0 -> 0/25/361.

Others
-Air mobility increased and short hop height decreased.
--Short hop Vertical Momentum 2.15 -> 2
--Air mobility A 0.04 -> 0.08
--Air mobility b 0.04 -> 0.02
-Slightly reduced tech movement during first bounce.
-Pivot
--Light armor removed.
--Hitbox reduced.
--Active frames trimmed, 6-12 -> 9-12.
-Jab1
--Jab 2 interrupt starts 1 frame sooner.
-Jab2
--Jab 3 interrupt starts 2 frames sooner.
-Added Final Smash
Toon Link Changelist


Tilts
-Forward Tilt
--Hitbox comes out 1 frame later
--Sword hitboxes shrank
-Up Tilt
--IASA increased from 28 to 30
--Active frames reduced from 8-14 to 8-13

Smashes
-Forward Smash
--Hitlag multiplier lowered from 1.2x to 1x
-Up Smash
--Second slash removed
--BKB lowered from 70 to 30
--KBG increased from 75 to 100
--Now possesses a weaker 13 damage non-tipper sourspot, as opposed to being 15 damage throughout
--Tweaked animation to smooth it out

Aerials
-Neutral Aerial
--Young Link inspired Neutral Aerial replaced with a Brawl-inspired Neutral Aerial. The move's animation and function have changed.
-Forward Aerial
--Startup increased to 11 from 10
--L-Cancelled landlag increased from 7 to 9
--Arm hitbox damage reduced from 14 to 11
--Arm hitbox BKB reduced from 22 to 15
--Body hitbox damage reduced from 14 to 8
--Body hitbox BKB reduced from 22 to 5
-Up Aerial
--Fixed an issue with how his head scales
--Cleaned up animation
--L-Cancelled landlag lowered to 11 from 13
-Down Aerial
--Spike hitbox angle changed from 270 to 281
--Spike hitbox BKB lowered from 70 to 20
--Spike hitbox KBG lowered from 100 to 80

Throws
-Forward Throw
--BKB increased from 60 to 72
--KBG increased from 50 to 75
--IASAs on frame 34
-Down Throw
--Angle changed from 90 to 110
--KBG increased from 50 to 75
--Startup decreased to 16 from 22

Specials
-Side Special (Boomerang) sweetspot hit increase to 19 damage from 14
-Up Special (Spin Attack)
--Grounded movement speed range changed from 0.6-1.5 (uncharged-fully charged) to 0.1-1.5
--Aerial animation cleaned up
--Grounded animation duration reduced
--Grounded looping hits hitlag multiplier increased from 0.75x to 1x
--Grounded final hit hitlag multiplier lowered from 2x to 1x
--Aerial hitlag multiplier lowered from 1.4x to 1x
-Down Special (Bomb)
--Thrown momentum reduced

Others
-Tether starts seeking the edge from frame 11 (previously frame 2)
-Aerial upward item throw arm straightened a bit
-Aerial upward item throw release point raised
-Aerial forward item throw release point pushed out
-Grounded downward item throw release point pushed backward
Wario Changelist
Smashes
-Down Smash innermost hitbox now hits aerial and grounded opponents. Outer hits can no longer be clanked. Range increased. Damage decreased from (Middle/Inner/Outer) 17/15/13 to 16/14/12.

Aerials
-Neutral Aerial hitboxes have been cleaned up and properly centered on Wario. No longer is largely disjointed in the back, but gives him slightly more range in front than previously.
-Back Aerial IASA decreased from 47 to 40.
-Up Aerial sweetspot now interpolates from front and back flub positions. Fixed bug where it only interpolated from behind.

Grabs/Throws
-Dash Grab no longer looks like Wario's Side Special, is now similar in animation to his Brawl Dash Grab.
-Down Throw throw damage increased from 3 to 4. Throw hitbox damage decreased from 9 to 6. Total damage decreased from 12 to 10. BKB decreased from 74 to 55, KBG increased from 32 to 65. Now tumbles at 0%.

Specials
-Up Special (Corkscrew)
--Ledge grab box height decreased from 13 to 12. Ledge grab box Y offset increased from 4.5 to 6.5. Transitions from peak to fall of Corkscrew has been cleaned up.
--Up-B Landing now uses Brawl special landing animation.
--Special Fall mobility decreased from 1.00x to 0.85x.
--Multihit SDI multiplier decreased from 0.25x to 0x.
-Neutral Special (Bite)
--Low grab box (on torso) on aerial version removed. Only the grab box on his mouth remains. Note: There is a larger inert collision that will display in debug mode on his mouth; this does not grab characters.
--Throw BKB increased from 65 to 70, KBG decreased from 55 to 30. Hitlag modifiers on chomp decreased from 1.7x to 1.0x.

Side Special (Shoulder Charge)
--Aerial version's top hitbox moved forward 0.5 units. Bottom hitbox moved forward 1.5 units to match. Coverage improved slightly.
--Aerial version BKB decreased from 50 to 20. KBG increased from 80 to 100.
--During Shoulder Charge Jump, DJ Interrupt increased from 21 to 31.
--Side B Jump damage & KB matched to aerial version.
--Wario can no longer hold back to end Aerial version early.
--Various subaction hitlag modifiers decreased from 1.4x to 1.0x.
-Down Special (Waft)
--No longer allows Wario to KO himself off the top blastzone.
--Fully Charged version: Hits frame 5 from 9. BKB decreased from 60 to 40. KBG increased from 65 to 85. Hitbox size increased slightly. Heavy Armor removed. Upwards traveling hitbox BKB increased from 0 to 20.

Others
-Powershield Reflect bubble 1.0x shield size from 0.93x.
-Ledge grab box height increased from 11 to 13.
-Slow walk speed decreased. Walk Maximum Animation Speed increased from 3 to 4.
-Jab1 damage homogenized to 3 per hitbox instead of 3 on one and 2 on the other.
Wolf Changelist
Smashes
-Forward Smash IASA increased from 46 to 48.
-Up Smash IASA increased from 44 to 48
-Aerials
-Neutral Aerial initial hit damage increased by one. Landing hit decreased by one. Damage and knockback compensated.
-Up Aerial tail hitbox has been removed.

Specials
-Neutral Special (Blaster)
--Innermost bayonet hitbox removed. Other hitboxes moved closer in.
--Fire speed increased from 1.0 to 1.8.
--Blaster life decreased from 63 to 43 frames.
-Side Special (Wolf Flash)
--Now consumes double jump when used.
-Up Special (Fire Wolf)
--Startup increased by 5 frames. Startup now 30 frames (hitboxes active on frames 28-30) from 25 frames (hitboxes active frames 23-25). Startup gravity changed so Wolf does not sink further than he should in windup.

Others
-Dash Attack IASA increased from 35 to 38. Hits on frames 11 to 15, from 11 to 16. Outer hitbox size reduced. BKB decreased from 65 to 45, KBG increased from 70 to 100.
-Final Smash (Landmaster)
--Fixed bug where Landmaster warped in air.
Yoshi Changelist


Tilts
-Up tilt collisions shrink slightly on frame 9 and 10 to better match head

Aerials
-Up Aerial's outer collision shrunken.
-Down Aerial's landing collisions send foes sideways instead of vertically

Specials
-Forward Special (Egg Roll)
--Hitboxes moved inward.
->-Can now grab ledges at frame 15
--Egg Roll exit duration is now 30 frames
--No longer gains momentum after first use in air
-Down Special (Yoshi Bomb)
--Body height is slightly lower on descent
--Initial ground collision moved inward
--Ground Bomb now deals 16 Damage, 52 BKB, 100 KBG
--Air Bomb hitbox now deals 16 Damage, 46 BKB, 96 KBG
--Can now grab ledges behind him during descent
--Now enters special fall after 112 frames of falling

Others
-Terminal Velocity is now 1.93 from 1.92
-Double Jump
--Turns around on frame 6 of Double Jump to allow execution of reverse double jump aerials
--Will now Double Jump Cancel if jump is not held on the first 7 frames of any aerial attack
Zelda Changelist


Tilts
-Forward Tilt: Tip angle 108->110 to match other upwards hitboxes. BKB/KBG adjusted. Hitbox terminates one frame earlier to trim excessive lingering. Hitlag/SDI modifiers now 1.0x.
-Up Tilt: Damage 12->15 on early hit, 11->13 on late hit, KBG compensated. Late hit angle 92->85, begins when arm is around 1 o'clock position instead of behind.
-Down Tilt: Damage 7/8 -> 10/11, KBG compensated. Simplified hitboxes to maintain same usage, but have less hitbox commands.

Smashes
-Forward Smash: Hitlag multipliers 0x -> 0.7x, SDI multipliers 0x -> 0.25x
-Up Smash: Endlag reduced by 1 frame, to match Melee IASA. Removed extra linking hit previously added to 2nd attack wave, which increased the damage. Now 16->15 damage. BKB reduced slightly, KBG increased to compensate. Angle 90-88. SDI multipliers (0.15, 0.2, 0.25) -> 0.25x
-Down Smash: Removed pointless fully overlapped hitbox on foot, front hit terminates one frame earlier to not connect on opponents behind you and preventing the stronger back hit from hitting, or sometimes double hitting.

Aerials
-Neutral Aerial: Landing hitbox vs grounded opponents WDSK 54-40 to induce a less erratic hitstun animation. SDI multipliers on outer hits 0.4x -> 0.5x.
-Forward Aerial: Super sweetspot removed. Sweetspot damage 18(initial hit frame)/16(remaining hit window) -> 19/16. Overlapping flub hitbox on leg moved to cover hip.
-Back Aerial: Super sweetspot removed. Sweetspot damage 17/15 -> 18/15. Overlapping flub hitbox on leg moved to cover hip.
-Up Aerial: Electric flub hitbox angle 85->75, KBG 75-100, BKB 64-60. Hitlag multiplier on early hitbox 0.6 -> 1.0

Grabs
-Standing Grab: Grabs on Frame 8 from 9. Active for 2 frame from 3. Grabboxes cleaned up.
-Turn Grab: Grab duration reduced from 3->2 to match other turn grabs. Hitboxes cleaned up.
-Pummel: Damage decreased from 4->3, but slightly faster.

Throws
-Forward Throw: Release point is closer and lower to combo better. BKB 68->60, Damage decreased from 12->10, KBG compensated. Endlag uses added IASA and less drastic FSM to look more natural.
-Up Throw: Damage decreased from 9-8, KB values compensated. Releases a frame faster.
-Down Throw: Damage decreased from 15->14, KB values compensated.

Specials
-Neutral Special (Nayru's Love): Character momentum resets properly. Cleaned up hitboxes so being hit by the edges of last hit has reversible KB, but being hit within the outer edges still sends the way Zelda is facing.
--Grounded: Final hit angle 45/40 -> 361, BKB 55/50->50, KBG compensated. Startup reduced by 3 frames.
--Aerial: Intangibility removed. Angle 60/55 -> 55, BKB 50/45 -> 45, KBG compensated. SDI 0.5x->0.8 on linking hits. Land cancel occurs slightly later and startup reduced by 3 frames for same total time.
-Forward Special (Din's Fire):
--Proximity hitbox increased in size, does more damage to shields, damage increases with charge time, and initial uncharged size is larger. Time out explosion is slightly larger and does more damage. Startup reduced. Air IASA matches the faster ground IASA. When placing the Din's, it now begins fast and decelerates as it gets bigger.
--Amount of Din's active on screen at one time decreased 3->1. Camera now tracks the Din's Fire and keeps it on screen.
--While in play, performing Forward Special again will activate the Din's, causing a small explosion before heading on a return path back towards Zelda with a weak hitbox, and refreshing the hitbox if the Din's was already in motion. If the proximity hitbox hits, is shielded, or is clanked while stationary this will also cause it to return to her. The returning movement and turning speed is slower the more it is charged, with sufficient charge allowing for Zelda to avoid re-catching it immediately. If it does not reach Zelda after a few seconds, it will expire and disappear on its own without being re-caught.
--If Zelda is hit/grabbed while it is in motion, it will unlink from her and travel in a straight line, unless she reactivates it (while linked a flashing red GFX on her hand is present). It will also not track Zelda or be re-caught and travel straight ahead if Zelda is invisible or KOed. If left stationary for a few seconds it will self detonate with a much larger and powerful explosion.
-Up Special (Farore's Wind): Airdodge interrupt out of ground only teleport removed, replaced with a B press to cancel/shorten movement during ground or aerial teleport that preserves sliding momentum and is able to snap onto platforms even when passing upwards through them, similar to wavelanding.
--Ground to ground Farore cancel has shortest ending animation, comparable to airdodge landing lag. Ground startup hitbox changed from 95 BKB/0 KBG -> 95 WDSK.
--Aerial ending no longer halts vertical, allowing sliding up walls a bit after reappearing when teleporting upwards to edges. Aerial Farore FSM on ending removed, with air mobility beginning later to increase commitment to her original travel direction. Land lag from reappearing in air increased from 20->30. KB of non-cancelled reappearance hit Angle 60->50, KBG 46->120, BKB 100->45.
-Down Special (Transform) Air IASA after switching 1->7 to match grounded. Gravity decreased from 0.04 -> 0.03 to offset the longer aerial IASA. Initiates Din's into strong/large self detonation on frame 21, which then explodes on frame 49 when she disappears.

Others
-Dash acceleration increased to match Melee acceleration to dash speed ratio.
-Airdodge and jumps' stage collision detection adjusted, improving wavelanding ability significantly.
--Air Dodge vulnerability and enabling of gravity/fastfall/mobility begins 10 frames sooner to match Melee.
-Hitlag multiplier on UTaunt 0.25x -> 1.0x.
-Hitlag multiplier on Staunt 0.5x->1.0x.
-Jab Angle 55->361, hitbox size slightly decreased on last hit. SDI multiplier on final hit now 1.0x.
-Dash Attack Angle 78->88. Late hit terminates 1 frame earlier when her arms are no longer in front. Travels across a slightly larger area while the strong hit is out.
Zero Suit Samus Changelist


Tilts
-Utilt:
--2nd hit damage: 6 -> 8, KBG: 120 ->100
-Down tilt:
--Damage: 6 -> 7, BKB: 45 -> 30, KBG: 110 -> 105

Smashes
-Forward Smash
--Strong/Weak/Whip (strong)/Whip (weak) hitboxes:
--BKB: 45/30/45/128 -> 30/20/25/40, KBG: 96/100/(96/100)/16 -> 105/110/(105/110)/100
-Up Smash:
--Size decreased. Hitlag/SDI -> 1x/1x. Hits fewer times.
-Down Smash:
--Damage: 11 -> 8, BKB: 75 -> 73, KBG: 20 -> 30, Hitlag: 1x -> 0.8x
--Doesn't preserve as much momentum on startup

Aerials
-Neutral Aerial
--Damage: 10 -> 12, BKB: 40 -> 25, size decreased.
-Down Aerial
--IASA: 11 -> 14
--Sweetspot: Hitlag: 0.5x -> 1x (+0 -> -7 on shield), BKB: 64 -> 70.
--Late hit: KBG: 90 -> 64
--Removed ground only meteor hitboxes
-Forward Aerial
--Reduced KB on 1st hit and tweaked hitbox size/angles to connect to the 2nd hit more reliably
--2nd hit no longer decays in damage.

Grabs/Throws
--All grabs replaced by non-tether grabs.
--Up Throw: Angle: 93 -> 82, BKB 75 -> 65, KBG: 90 -> 115 IASA: 32 -> 39
--Down Throw: Angle: 80 -> 60, BKB: 70 -> 68, KBG: 100 -> 78, IASA 49 -> 54, now weight dependent

Specials
-Neutral Special (Paralyzer)
--Dash cancel removed.
--Startup: 20 -> 16.
--Aerial blaster fully driftable/fastfallable at all times.
--Uncharged shot is now clankable.
--Uncharged laser speed: 2.1 -> 2.6
--Charged laser speed: 1.5 -> 2.25
-Forward Special (Plasma Whip)
--1st hit: hitlag/SDI all normalized to 1x/1x, damage: 3 -> 4, angle and KB tweaked

to combo into the 2nd hit, but can be crouch cancelled.
-Up Special (Plasma Wire)
--Size decreased
--Ledge grab window begins: 21 -> 12
-Down Special (Flip Jump)
--Horizontal momentum decreased
--Divekick sweetspot: KBG: 88 -> 100, Duration -1
--Divekick landing lag: 30 -> 40

Others
-Jab 1+2
--Now have KBG instead of weight dependent knockback
-Jab 3:
--Damage: 9 -> 10, BKB: 45 -> 50, KBG: 100 -> 70
-Dash Attack:
--Sweetspot damage: 9 -> 10, KBG: 70 -> 64
-Ledge Attack at over 100%:
--Invincibility terminates 2 frames before it hits