Super Smash Flash 2 Demo/Beta 1.1

Super Smash Flash 2 Beta 1.1 is the second revision of the final major release of the Super Smash Flash 2 Demo and followed the first beta phase of development. It was released on July 29, 2018.

1.1.0

 * Engine:
 * TRADING ATTACKS IS NOW LIVE
 * Grabs have priority over attacks now so Luffy is viable
 * Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players
 * Double jump reworked
 * Fixed horizontal momentum when holding forward
 * Horizontal momentum now decreases by 30% if no direction is held
 * Backwards jumps now reset all horizontal momentum
 * Throws that don’t actually hit the foe can no longer be SDI’d and feel/look better
 * Clanked attacks can no longer hit after the clank
 * Clanking now pauses animations for the duration of attack hitstuns
 * Intangible CPUs should no longer react to attack collisions
 * Attacks should no longer react when colliding with intangible players
 * Hitboxes that are supposed to ignore shield now work properly
 * Projectile attacks should now properly affect targets
 * Fixed bug where projectiles didn’t clank properly
 * Fixed bug where reflected projectiles couldn’t hurt opponents
 * Projectiles can now respond to receiving “damage”
 * Projectiles that are overpowered are now destroyed
 * If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.
 * Powershielded projectiles can now damage players after being reflected multiple times
 * Reactions for attack hitbox interactions made more consistent overall
 * Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays
 * Hitlag mechanics reworked
 * DI mechanics reworked
 * Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact
 * Aerial hitboxes are now processed if player touches the ground on the same frame
 * Attack hitboxes are now processed if player grabs the edge on the same frame
 * Previous frame before ledge grab is no longer shown for an extra frame
 * Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles
 * When an object takes damage, its sprites are not flipped until the frame after the collision happens
 * Characters no longer turn around if their shield breaks
 * Fixed a rare issue where grab released opponents would get flipped around
 * Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges
 * When using a homing attack, the homing target is now cleared when the attack initiates
 * It is now possible to enter turn animation during the first frame of skid so turning isn’t frame perfect
 * Additional tweaks to turns to behave more like Smash 4 (so if you try to cancel a turn in the opposite direction it will downgrade to walk)
 * Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman
 * Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes


 * Items:
 * Item hitlag now ends when the item is picked up
 * Held items can now clank
 * Back-tossed items now hit opponents in the proper direction (rip Peach)
 * Assist Trophies
 * Should no longer harm/target allied players in any situations
 * Lyn assist trophy added
 * Mother Brain’s lasers are now transcendent
 * Silver assist trophy completely recoded
 * White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team
 * White Mage can now cast Silence, which disables a random character’s specials for 10 seconds (will not target the owner of the AT or their teammates)
 * White Mage will no longer crash the game if a player dies with her status effects on them
 * White Mage’s spell window is now color coded based on player slot/team colors
 * Beam Sword
 * Now actually works
 * Capsule
 * Can no longer spawn another capsule
 * Food
 * Can no longer collide with attacks/projectiles
 * Heart Container
 * Can no longer collide with attacks/projectiles
 * Master Ball
 * Now knows how to handle captured players that die prematurely, disappear, or get turned to standby mode in training
 * Maxim Tomato
 * Can no longer collide with attacks/projectiles
 * Metal Box
 * Use in Metal Smash Mode no longer removes metal status when finished
 * Poison Mushroom
 * Can no longer collide with attacks/projectiles
 * Pokemon
 * Should no longer harm/target allied players in any situations
 * Pokeballs no longer stick to ceilings forever
 * Minor Master Ball fixes
 * Arceus added as a legendary Pokemon
 * Ditto no longer freezes characters if it despawns while grabbing them
 * Ditto now drops any held items when it despawns
 * Super Mushroom
 * Can no longer collide with attacks/projectiles
 * Super Star
 * Can no longer collide with attacks/projectiles
 * Unira
 * Hitstun increased
 * Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner


 * Arena Mode:
 * Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
 * Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
 * Sandbag now disappears after going through a goal
 * The screen shakes when a goal is scored and locks in place
 * The announcer calls out the team name that scored
 * The announcer says GO when a new round starts
 * The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
 * Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
 * Fixed error when switching between arena mode character select screens


 * Online Mode:
 * Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
 * Special modes now work online again
 * Added a 20 second timeout to room join requests so unresponsive hosts don’t lock your game up forever
 * Clicking “no” when player tries to join your room now plays “back” sound instead of stage select sound
 * The “unlock” sound effect now plays when player joins a room
 * Added location column to room list
 * Added “ping” column to room list (use with a grain of salt as this is the ping to the server not to you/your opponents)
 * Fixed more bugs with consecutive online mode matches
 * “Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where you will get a message explaining that your connection is incompatible with the foe’s
 * Online mode will now automatically fall back on a server-based connection if P2P connection fails
 * Renamed “Low” latency to “Auto” to describe new behavior better
 * Online group menu added


 * Misc:
 * Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail
 * All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device
 * Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.
 * Some menu graphics have been tweaked
 * Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated
 * Shonen Jump characters are now listed chronologically on character select
 * Zelda and Sheik completely separated on character select
 * Rules menu box now covers “KO Fest/Stock Survival Match” text in character select
 * Moved stages on stage select to roughly resemble the order of characters on the character select
 * Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors
 * Fixed stage select and stage switch icons
 * Redid stage select preview window to look like a cleaner version of the old one
 * Moved the hazards switch to the top-left corner and redid the graphics for it
 * Updated the Boxes on the Results screen with missing info that was hidden
 * Strong meteor smashes play a special sound effect (between angles 200 and 340)
 * Shield break sound effects changed
 * New tech sound added for techs, tech rolls, and wall techs
 * Sword vs Spears event team colors switched
 * Fixed RNG for stage theme selection
 * Fixed error when changing start damage setting from the Rules menu outside of the character select
 * Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)
 * Fixed file size limit on save data
 * Fixed autodash breaking running for gamepads
 * Damage meters size reduced by 10%
 * Grey shield for CPUs added
 * Sudden Death bombs start appearing at 10 seconds instead of 30
 * Classic Mode text on Multi-Man Smash and Master Hand screens updated
 * Classic Mode Multi-Man Smash stage made a bit harder
 * Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)
 * Nameless controllers will now display “Generic Device” in the controls screen
 * Sound effect added when pausing/unpausing the game
 * Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely
 * Added light acceleration to paused camera panning
 * Music volume is now halved while paused
 * Fixed error with pressing A+B at the same time on the Finish button in training mode
 * Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100
 * Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect
 * Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man
 * CPUs now have grey shields
 * Master Hand will no longer try to grab non-character objects
 * Auraka, TDC, GWilliamson, and Cleod9 added to music credits
 * Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits
 * ED added to PR credits
 * Removed quotes from L0Z741’s name in credits
 * Added Noxxious to “Our Old Friends” section in the credits
 * Updated copyright to 2018 on title screen
 * Removed all traces of unreleased content. Yes, we made sure. Don’t waste your time looking. Do something productive with your time. Go outside. Draw something. Study for school. Cook something. Make sure it’s productive.


 * General Character Updates:
 * Revival platform animations updated for all characters
 * Shock frames added/edited for all characters
 * Star KO animations updated
 * Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
 * Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
 * Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
 * Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
 * Dash skid can be cancelled into turn on the first frame of skid
 * Interrupting a turn with a back input will result in a dash in the original direction
 * Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
 * Fixed coloration errors of some costumes
 * Pichu added to the game


 * Bandana Dee:
 * General/Misc
 * No longer uses Kirby’s voice when stunned
 * Jump increased (12 → 13.4)
 * Double jump increased (11 → 12.4)
 * Short hop increased (7 → 9.3)
 * Dodge roll speed increased (8 → 20)
 * Dodge roll deceleration increased (0 → 2.14)
 * Gravity increased (0.85 → 1.06)
 * Getup roll speed increased (16 → 30)
 * Ground Moves
 * Jab Combo
 * Modified to make the hits link together more reliably
 * First hit (Angle 30° → 50°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Second hit (Angle 70° → 57°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Third hit (BKB 10 → 40, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Down Tilt
 * Horizontal momentum increased (10 → 13.75), but decays by 30% after 6 frames
 * Dash Attack
 * Now does a spinning attack after the pole vault. Animation and stats completely redone.
 * Aerials
 * Neutral Air
 * Now works as a multihit again; hits up to 4 times for a total of 12% with a stronger final hit
 * Duration increased (19 frames → 22 frames)
 * Active duration increased (9 frames → 15 frames)
 * Animation tweaked to make the final hit more visible
 * Forward Air
 * Final hit knockback decreased (BKB 50 → 30, KBG 138 → 123)
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Up Air
 * Sweetspot added on frame 1 (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102)
 * Down Air
 * Changed to a downwards stab. New stats and animation.


 * Specials
 * Beam Whip
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Parasol Dive
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Other
 * Ledge attack
 * Covers slightly less range and can no longer reverse-hit opponents


 * Black Mage:
 * General/Misc
 * Jump increased (14 → 15.8)
 * Double jump increased (12 → 14)
 * Short hop increased (7 → 10)
 * Dodge roll speed increased (10 → 14)
 * Dodge roll deceleration increased (0 → 0.76)
 * Gravity increased (1.1 → 1.375)
 * Spotdodge intangibility ends earlier (frame 10 → frame 9)
 * Crouch animation sped up
 * Ground Moves
 * Up Tilt
 * Endlag reduced (9 frames → 8 frames)
 * Up Smash
 * Hitbox modified (Angle 89° → 90°, KBG 95 → 105)
 * Dash Attack
 * Animation adjusted to line up with armor frames
 * Aerials
 * Neutral Air
 * Initial hits updated (Angle 110° → 105°, Weight KB 70 → 120, hitstun -1.4 → -1)
 * Now hits on every active frame instead of every other active frame
 * Now has a third hitbox to provide better coverage
 * Startup increased (1 frame → 2 frames)
 * Endlag increased (1 frame → 5 frames)
 * Final hit angle changed (45° → 55°)
 * Forward Air
 * Hitbox updated (BKB 30 → 50, KBG 110 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.15)
 * Landing lag decreased (6 frames → 5 frames)
 * Back Air
 * Landing lag decreased (6 frames → 5 frames)
 * Up Air
 * Weak and strong hits now use a new effect
 * Projectiles now inherit 55% of Black Mage’s momentum
 * Specials
 * Stop
 * Hitboxes updated to match effects better
 * Haste
 * Final hit altered (Damage 7% → 8%, Angle 45° → 40°, BKB 75 → 70, KBG 85 → 112)
 * Now refreshes when grabbing the edge
 * Warp
 * Fixed a bug where using grounded Warp to teleport onto the grass in World Tournament wouldn’t KO Black Mage if hazards were on
 * Fixed a bug where grounded Warp could scale near-vertical terrain like the pillar on Hyrule Temple
 * Fixed a bug where grounded Warp could not travel underneath low ceilings
 * Meteor
 * Can now be aimed again
 * Fixed a bug where BM would lose control of his current meteor if a previous meteor gets destroyed
 * Throws
 * Back Throw
 * Knockback updated (BKB 65 → 90, KBG 100 → 80)
 * Other Moves
 * Getup Attack
 * Sound/hit effects added

Hitlag now based on attack damage (2 → -1)
 * Bomberman:
 * General/Misc
 * Jump increased (18 → 19.2)
 * Double jump increased (18 → 19.2)
 * Short hop increased (10 → 11.2)
 * Max airspeed reverted to 9b (6.05 → 6.5)
 * Dodge roll speed increased (8 → 15)
 * Dodge roll deceleration increased (0 → 1.3)
 * Gravity increased (1.52 → 1.7)
 * Initial dash modifier reverted to 9b (1.45 → -1)
 * Air deceleration decreased (0.39 → 0.23)
 * Getup roll speed increased (21 → 28)
 * Ledge animations now have a hurtbox on his hand so most down tilts hit him (consistent with the rest of the cast)
 * Ground Moves
 * Jab Combo
 * First 2 hits modified to link together more reliably (BKB 0 → 20, Hitlag -1 → 2)
 * Aerials
 * Neutral Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Sourspot angle changed (35° → 80°)
 * Sweetspot changed to match sourspot (Angle 85° → 80°, BKB 56 → 20)
 * Back Air
 * Sweetspot now has priority over sourspot
 * Specials
 * Bomb Toss
 * Held bombs will now change size when Bomberman does
 * Held bombs no longer continue to charge if Bomberman’s animation gets interrupted in a way other than being hurt
 * Thrown bombs no longer stick to ceilings forever
 * Bomb Kick
 * Can no longer be charged
 * Jetpack
 * Hitbox made thinner, but taller to cover head and arms
 * Vertical boost increased (30 → 31)
 * Startup decreased (12 frames → 11 frames)
 * Horizontal speed now transitions more smoothly into the move
 * Rocket hit updated (Damage 7% → 9%, KBG 50 → 60)
 * Throws
 * Grab
 * Hitbox moved forward
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Knockback growth increased (60 → 75)
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Angle changed (145° → 155°)
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Down Throw
 * Hitbox updated (KBG 45 → 85, Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Other Moves
 * Getup Attack
 * Frame data standardized


 * Bowser:
 * General/Misc
 * Jump increased (15.5 → 17.2)
 * Double jump increased (15.4 → 17.9)
 * Short hop increased (9.5 → 11)
 * Dodge roll speed increased (9 → 16)
 * Dodge roll deceleration increased (0 → 0.85)
 * Gravity increased (1.3 → 1.56)
 * Crawling speed increased (4 → 4.5)
 * Max run speed increased (8 → 8.75)
 * Initial dash modifier increased (1.25 → 1.3)
 * Traction decreased (1.05 → 0.85)
 * Idle animation tweaked slightly
 * Red costume adjusted
 * Natural landing lag decreased (7 frames → 5 frames)
 * Ground Moves
 * Up Tilt
 * Active duration increased (frame 4-6 → frame 4-7)
 * Aerials
 * Forward Air
 * Now becomes active earlier (frame 7 → frame 6)
 * Frame 1 range decreased
 * Back Air
 * Early autocancel duration increased (frame 1-2 → frame 1-4)
 * Late autocancel duration increased (frame 21-22 → frame 15-22)
 * Sourspot updated (Angle 130° → 100°, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Displaces further for more hitbox reach
 * Effect/sounds now fit the animation better
 * Effect disappears during sourspot
 * Landing lag animation tweaked
 * Down Air
 * Hitboxes updated (Damage 1% → 2% per hit, Hitlag -1 → 1, Self Hitlag -1 → 1, hitstun -1 → -1.15)
 * Doesn’t make the camera shake as much
 * Specials
 * Flying Slam
 * Is now transcendent
 * Scratch hitbox moved forward slightly
 * Hitstun increased (-1.2 → -1.3)
 * Whirling Fortress
 * No longer does increased shield damage on later hits (17.5 → -1)
 * Bowser Bomb
 * Grounded version hitbox updated (Angle 70° → 86°, BKB 50 → 65)
 * Grounded version hit 1 active duration increased (frame 4 → frames 4-5)
 * Grounded version hit 2 active duration shifted (frames 13-20 → frames 16-23)
 * Grounded version hit 2 landing lag increased (13 frames → 16 frames)
 * Grounded version hit 2 shield damage increased (5 → 18.75)
 * Throws
 * Grab
 * Range decreased by about 25%
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Down Throw
 * Angle changed (50° → 62°)


 * Captain Falcon:
 * General/Misc
 * Fixed screen KO animation
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.35)
 * Fall speed increased (13.8 → 15)
 * Ground Moves
 * Jab Combo
 * Jab hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Aerials
 * All aerial animations and effects have been realigned
 * Neutral Air
 * Landing lag increased (3 frames → 4 frames)
 * Second hit updated (Angle 42° → 45°, BKB 45 → 40, KBG 90 →100)
 * Specials
 * Falcon Punch
 * Air movement slows 2 frames earlier and lasts 3 frames longer
 * Endlag reduced by 2 frames
 * Raptor Boost
 * Effects now disappear properly on land and edge sweetspot
 * Grounded version no longer kills Captain Falcon if he slides off the edge
 * Grounded version puts Captain Falcon into heavy land state if he goes off a platform and lands during the special endlag animation
 * Players can now influence their momentum starting on the 6th frame of the grounded version’s special endlag animation
 * Falcon Dive
 * Acceleration increased (0.8 → 0.85)
 * Grab box size increased
 * Damage increased (13% → 17%)
 * Air movement returns to normal 4 frames later
 * Falcon Kick
 * CPUs will no longer use aerial Falcon Kick if they are too low or too close to the ledge
 * Throws
 * Down Throw
 * Endlag reduced by 1 frame


 * Chibi-Robo:
 * General/Misc
 * Jump increased (17 → 17.8)
 * Double jump increased (17 → 17.8)
 * Short hop increased (12.5 → 13)
 * Dodge roll speed increased (8 → 17)
 * Dodge roll deceleration increased (0 → 1.5)
 * Trail effects now disappear if Chibi is interrupted during dash attack, down smash, up smash, forward smash, neutral air, down air, up air, down tilt, or forward tilt
 * Ground Moves
 * Up Smash
 * Knockback on the first hit now overwrites previous knockback so that it affects opponents properly when used during combos
 * Specials
 * Chibi-Copter
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Pick Up
 * Fixed a bug where a caught projectile would get stuck if Chibi gets hit when releasing it


 * Donkey Kong:
 * General/Misc
 * Jump increased (15.5 → 18)
 * Double jump increased (15.5 → 18)
 * Short hop increased (8.8 → 10.3)
 * Max air speed increased (7 → 8)
 * Dodge roll speed increased (9 → 15.5)
 * Dodge roll deceleration increased (0 → 1)
 * Gravity increased (1.1 → 1.37)
 * Spot dodge intangibility starts later (frame 2 → frame 3)
 * New sent flying and screen KO animations added
 * Red, blue, green, and yellow costumes adjusted
 * Crouch animation sped up
 * Ground Moves
 * Up Tilt
 * BKB reduced (45 → 35)
 * Motion blurs changed to line up with hitboxes better
 * Aerials
 * Back Air
 * Endlag reduced by 1 frame
 * Up Air
 * Vertical range reduced slightly on second active frame and final active frame
 * Down Air
 * Hitstun changed (-1.2 → -1)
 * Specials
 * Giant Punch
 * Full charge strength reduced (Angle 25° → 45°, BKB 40 → 10)
 * Aerial version base damage reduced (19% → 17%)
 * Aerial version no longer puts DK into helpless
 * Spinning Kong
 * Duration reduced by 10 frames
 * Vertical boost per press increased (2 → 2.5), runs for 30 frames instead of 40
 * Initial hit active duration reduced by 1 frame
 * Aerial version now sweetspots the edge on frame 37; still has early ledge grab
 * Hand Slap
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 0)
 * Effects scaled to match the hitbox
 * Throws
 * Can no longer slide off the side of the stage during throws (except Cargo)
 * Grab
 * Animation lengthened slightly (14 frames → 15 frames)
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitstun changed (-1.2 → -1.12)
 * Hitbox updated (BKB 90 → 55, KBG 50 → 90)
 * Endlag reduced by 2 frames
 * Hitlag zeroed; now uses Melee throw sound effects
 * Cargo Throw
 * Cargo up throw changed (KBG 70 → 91, hitstun -1.2 → -1.05)
 * Cargo up throw startup reduced by 2 frames
 * Hitlag zeroed; now uses Melee throw sound effects
 * Other Moves
 * Getup Attack
 * Basically a new attack now

Throws Back Throw Up Throw
 * Falco:
 * General/Misc
 * Max air speed decreased (7.3 → 7)
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.3)
 * Dodge roll animation retimed so that his feet hit the ground sooner
 * Ground Moves
 * Up Tilt
 * BKB increased (30 → 45)
 * Down Tilt
 * Hit sound is now a sword-hit to match the hit effect
 * Forward Smash
 * Hit effect is now a sword-hit to match the hit sound
 * Aerials
 * Animations and effects have been realigned
 * Neutral Air
 * Landing lag increased (3 frames → 4 frames)
 * Up Air
 * Is now a single hit move with 3 frames of startup, 3 active frames, and 10 frames of endlag
 * Hitbox adjusted to match (Damage 10%, Angle 75°, BKB 35, KBG 80, Hitstun -1.15)
 * Trail effects adjusted to fit the animation and hitboxes
 * Specials
 * Fire Bird
 * Hitbox range reduced; it’s no longer disjointed
 * Reflector
 * Hitlag changed (-1.2 → -1.1)
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Hitlag zeroed; now uses Melee throw sound effects
 * Hitlag zeroed; now uses Melee throw sound effects


 * Fox:
 * General/Misc
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.3)
 * Dodge roll animation retimed to synch better with updated movement
 * Getup roll speed decreased (40 → 35)
 * Many animations and effects have been realigned
 * Adjusted sent flying animation
 * Ground Moves
 * Jab Combo
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Up Tilt
 * Motion blurs changed to line up with hitboxes better
 * Up Smash
 * Strong hit duration increased (first active frame → first 2 active frames)
 * Interpolation hitbox damage normalized (15% → 16%)
 * Aerials
 * Neutral Air
 * Landing lag increased (3 frames → 4 frames)
 * Down Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Specials
 * Fire Fox
 * Hitbox range reduced; it’s no longer disjointed
 * Throws
 * Grab
 * Hitbox “tightened” slightly
 * Forward Throw
 * KBG increased by 10
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Knockback increased
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Down Throw
 * Damage increased (2% → 5%)


 * Goku:
 * General/Misc
 * Dodge roll speed increased (10 → 16)
 * Dodge roll deceleration increased (0 → 1.5)
 * Weight increased (102 → 103)
 * Air Dodge endlag increased by 4 frames
 * Fixed electric shock animation
 * Ground Moves
 * Jab Combo
 * Modified to make the hits link together more reliably
 * Aerials
 * Neutral Air
 * Active duration reduced (6 frames → 2 frames)
 * Endlag reduced (7 frames → 5 frames)
 * Hitbox changed (Damage 11% → 6%, BKB 30 → 0)
 * Forward Air
 * Hitbox updated (Angle 270° → 300°, KBG 50 → 85)
 * Can no longer be meteor cancelled
 * Meteor hit range increased to account for interpolation
 * Down Air
 * Effect is no longer an overlay
 * Specials
 * Kamehameha
 * Now transitions properly between ground and air versions
 * Charge effect no longer disappears after 20 seconds
 * Ki Blast
 * Grounded version now fires the second blast 4 frames earlier
 * Ki Blast now plays the blasting sound twice instead of 3 times
 * CPUs no longer use Ki Blast to recover
 * Instant Transmission
 * Early landing animation is now 2 frames longer (1 frame longer than land)
 * Now has actual landing lag
 * Covers a little more distance
 * Can now properly grab edges when down-angled
 * No longer boosts Goku upwards when he reappears
 * Now teleports in place if no direction is held
 * Aerial version endlag reduced by 5 frames on a successful hit
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * KK version hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * KK version hitlag zeroed; now uses Melee throw sound effects


 * Ichigo:
 * General/Misc
 * Jump increased (12.5 → 13.8)
 * Double jump increased (15 → 17.5)
 * Short hop increased (9 → 10.5)
 * Dodge roll speed increased (7 → 14)
 * Dodge roll deceleration increased (0 → 1)
 * Gravity increased (1.16 → 1.4)
 * Idle animation tweaked slightly
 * Fixed electric shock animation
 * Ground Moves
 * Jab Combo
 * Hit 3 no longer hits behind him
 * Up Tilt
 * Hitboxes now properly reach behind him
 * Up Smash
 * Hitboxes adjusted to line up with the motion blurs better
 * Startup decreased by 2 frames
 * Down Smash
 * Downwards thrust improved (Damage 4% → 9%, Weight KB 20 → 40)
 * Dash Attack
 * Endlag increased by 1 frame
 * Active duration decreased by 1 frame
 * Hitbox edited to no longer hit characters well below his sword (e.g. laying/low-crouching opponents)
 * Hitbox interpolation improved
 * Now retains its maximum range for the entire duration of the move
 * Aerials
 * Neutral Air
 * Hitboxes modified to cover the sword trail better
 * Sword trail damage increased to match primary hitbox (9% → 11%)
 * Forward Air
 * Hitbox updated (Damage 13% → 8%, KBG 90 → 130, Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Horizontal boost increased (16 → 18)
 * Overall range reduced
 * Hitboxes updated to cover more of the motion blur
 * Back Air
 * Hitboxes modified to cover the sword trail better
 * Up Air
 * Hitboxes modified to cover the sword trail better
 * Specials
 * Getsuga Tenshō
 * Item box repositioned
 * Uncharged version startup increased (6 frames → 12 frames)
 * Full charge time reduced (40 frames → 30 frames)
 * Fully charged version startup decreased (frame 47 → frame 43)
 * Fully charged version can no longer be clanked
 * Engetsuzan
 * Blur hitbox given “delayed slash” effect from 9b (Hitlag -1 → 10, Self Hitlag -1 → 5)
 * Afterimage effects added
 * Damage reduced (7% → 4%)
 * Kōtei-ki Tōshin
 * Item box repositioned
 * Hurtbox now covers the arm holding the sword
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects


 * Isaac:
 * General/Misc
 * Jump increased (17 → 19)
 * Double jump increased (17 → 19)
 * Short hop increased (13 → 14.5)
 * Dodge roll speed increased (8 → 13.5)
 * Dodge roll deceleration increased (0 → 0.75)
 * Dodge roll endlag increased (5 frames → 7 frames)
 * Gravity increased (1.3 → 1.56)
 * Neutral taunt is now side taunt
 * New neutral taunt added
 * Ground Moves
 * Jab Combo
 * Startup reduced (3 frames → 2 frames)
 * First hit reaches further down to allow for jab-resets
 * Forward Tilt
 * Now has transcendent priority
 * Up Tilt
 * Now has transcendent priority
 * Down Smash
 * Hitbox updated (Angle 250° → 270°, BKB 25 → 20)
 * Aerials
 * Forward Air
 * Startup reduced (5 frames → 4 frames)
 * Endlag reduced (13 frames → 11 frames)
 * Landing lag increased (3 frames → 4 frames)
 * Hitstun reduced (-1.2 → -1.12)
 * Down Air
 * Startup reduced (7 frames → 5 frames)
 * Landing lag increased (2 frames → 6 frames)
 * Landing hit angle changed (50° → 75°)
 * Specials
 * Move
 * Back version hitlag changed (-1 → -0.85)
 * Idle version damage increased (2% → 4%)
 * Isaac can control hands that are already out via another side B input
 * Now uses set knockback
 * Can now hit an opponent every 22 frames instead of every 30 frames
 * Now guaranteed to hit the same opponent when changing to up/down/back/forward variants
 * When used in the air, Isaac will now start to fall faster as the move is held out
 * Scoop
 * Distance increased (-25 → -28)
 * Gaia
 * Now has transcendent priority
 * Fixed hurtbox during attack animation
 * Rune effect 50% bigger to make it easier to track
 * Hitbox updated to cover the whole rock more or less on the final frame
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects


 * Purin Jigglypuff:
 * General/Misc
 * Air speed increased (8 → 9)
 * Dodge roll speed increased (7.5 → 15)
 * Dodge roll deceleration increased (0 → 0.9)
 * Weight decreased (73 → 72)
 * Initial dash modifier decreased (1.46 → 1.1)
 * Air dodge intangibility starts 1 frame later
 * Ground Moves
 * Jab Combo
 * Modified to make the hits link together more reliably
 * Forward Smash
 * Uncharged horizontal boost increased
 * Dash Attack
 * Hitbox updated (Angle 44° → 59°, BKB 16 → 58, KBG 100 → 80)
 * Endlag increased by 2 frames
 * Aerials
 * Neutral Air
 * Autocancels one frame earlier
 * Hitbox slightly bigger
 * Forward Air
 * Angle adjusted (40° → 45°)
 * Back Air
 * Landing lag reduced (8 frames → 5 frames)
 * Endlag reduced by 2 frames
 * Hitbox updated (Angle 75° → 45°, Hitlag auto → 1/2, hitstun -1.03 → -1.1)
 * Up Air
 * Active duration increased (2 frames → 5 frames)
 * Landing lag increased by 1 frame
 * Endlag decreased by 3 frames
 * Down Air
 * Landing lag reduced (14 frames → 8 frames)
 * Multihit links together better
 * Specials
 * Pound
 * Horizontal speed increased (15 → 20)
 * Reduced skid time
 * Throws
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects

Zelda copy ability no longer does nothing
 * Kirby:
 * General/Misc
 * Air speed increased (5.8 → 6.2)
 * Dodge roll speed increased (8 → 15)
 * Dodge roll deceleration increased (0 → 1.07)
 * Weight decreased (78 → 76)
 * Spotdodge intangibility reduced (9 frames → 7 frames)
 * Spotdodge endlag increased (2 frames → 5 frames)
 * Edge lean animation added
 * Ground Moves
 * Forward Smash
 * Endlag reduced by 2 frames
 * Horizontal boost increased (11 → 14)
 * Down Smash
 * Upwards hitbox KBG increased (110 → 120)
 * Dash Attack
 * Hits modified to link together more reliably
 * Aerials
 * Neutral Air
 * Startup reduced (4 frames → 3 frames)
 * Hitstun changed (-1 → -1.1)
 * Forward Air
 * No longer has a smaller hitbox if Kirby doesn’t have a hat
 * Hitlag reverted
 * Back Air
 * Active duration reduced by 2 frames
 * Up Air
 * Hitbox updated (Damage 13% → 11%, BKB 35 → 47, KBG 55 → 61, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Hitbox interpolation improved
 * Motion blurs changed to line up with hitboxes better
 * Down Air
 * Hitbox updated (Damage 2% → 3% per hit, hitstun -0.5 → -1)
 * No longer has less range if Kirby has a hat
 * Specials
 * Inhale
 * New animation added
 * Suck vortex aligned with frame data
 * Minimum hold duration reduced (32 frames → 21 frames)
 * Endlag increased (4 frames → 9 frames)
 * Grab box decreases in size if left out too for long
 * Grab box size reduced horizontally and slightly increased vertically
 * Copy Abilities
 * Ichigo, Lloyd, Meta Knight, Naruto, Pit, and Tails copy abilities now have the same frame data as the real moves
 * Captain Falcon copy ability can no longer slide around on the ground if starting in the air and landing because that was pretty bad
 * Donkey Kong copy ability now has the same knockback as the real move
 * Falco copy ability movement can now be controlled in the air
 * Fixed a bug where Falco copy ability would literally break everything when used by CPUs
 * Link copy ability now retains Kirby’s ownership when colliding with a thrown bomb
 * Link copy ability now follows the arrow’s direction instead of the bomb’s when colliding
 * Luigi copy ability movement can now be controlled in the air
 * Mega Man copy ability now allows only one midair jump during charge
 * Mega Man copy ability now has sound effects
 * Mega Man copy ability endlag increased by 3 frames
 * Meta Knight copy ability air speed reduced (10 → 7)
 * Pac-Man copy ability now less of a disaster
 * Sheik copy ability fixed; can now throw multiple needles again
 * Yoshi copy ability sounds work again
 * Wario copy ability uses new sprites and has Wario’s frame data
 * Zero Suit Samus copy ability now fires from the correct place
 * Final Cutter
 * Fixed a bug where Final Cutter would act weird after landing on bouncy objects
 * Rock
 * Landmaster version no longer deals 3% in the air, but can move left/right again
 * Throws
 * Down Throw
 * Shortened animation duration (44 frames → 35 frames)
 * Now does less damage due to shorter animation (15.3% → 11.3%)
 * Other Moves
 * Getup Attack
 * Now does actual damage, plus sound/hit effects
 * Frame data standardized


 * Link:
 * General/Misc
 * Dodge roll speed increased (7 → 15)
 * Dodge roll deceleration increased (0 → 1.39)
 * Air dodge endlag increased (6 frames → 10 frames)
 * Getup roll now has invincibility frames
 * Crouch animation sped up
 * Ground Moves
 * Up Tilt
 * KBG increased (90 → 110)
 * Forward Smash
 * Hitboxes adjusted to follow the sword better
 * Weak hit angle changed (75° → 55°)
 * Up Smash
 * Weak hits hitstun changed (-1.1 → -1.25)
 * Second hit duration increased by 1 frame to prevent opponents from falling out
 * Aerials
 * Neutral Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Late hit hitstun decreased (-1.15 → -1.1)
 * Trail effects added
 * Forward Air
 * Landing lag increased (3 frame → 4 frames)
 * Back Air
 * Landing lag increased (3 frame → 4 frames)
 * Hitstun changed (-1.05 → -1.1)
 * Second hit updated (Angle 39° → 45°, BKB 70 → 35, KBG 70 → 140)
 * Trail effects added
 * Specials
 * Arrow
 * Uncharged arrow damage reduced (13% → 7%)
 * Fully charged arrow damage increased (14% → 17%)
 * Bomb Arrow
 * Now gives ownership to the player who fired the arrow when colliding with a bomb
 * Now follows the arrow’s direction instead of the bomb’s when colliding
 * Gale Boomerang
 * Windbox no longer does phantom hits on the opponent
 * Spin Attack
 * The hitbox on the first frame of each spin doesn’t reach as far below Link except on the final hit
 * Bombs
 * Hitlag increased (0 → 1)
 * Hitstun changed (-1.1 → -1)
 * Thrown bombs now decelerate over time
 * Other Moves
 * Getup Attack
 * Frame data standardized


 * Lloyd:
 * General/Misc
 * Dodge roll speed increased (8 → 14)
 * Dodge roll deceleration increased (0 → 0.97)
 * Weight decreased (84 → 81)
 * Fixed missing/misaligned hurtboxes on jumping animation
 * Removed redundant ledge grab box from ledge grab animation (lol)
 * No longer releases the ledge early during his getup animations
 * Ground Moves
 * Up Tilt
 * Active duration increased by 1 frame, with a slightly weaker hitbox on the final frame
 * Down Smash
 * Hit effect changed from slash to rocks
 * Aerials
 * Back Air
 * Fixed missing/misaligned hurtboxes on the animation
 * Down Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Specials
 * Demon Fang
 * Aerial acceleration rate reduced (1.1 → 0.55)
 * Hitstun decreased (1 → 0.9)
 * Endlag increased (7 frames → 9 frames)
 * Can now cancel into an aerial during the last 3 frames
 * Projectile hitlag no longer based on attack damage (-1 → 2)
 * Range decreased by about 1/3
 * Fixed CPUs doing weird things in the air by cancelling the move mid-animation making them rapid-fire squat in midair
 * Tempest
 * No longer activates/bounces off of projectiles
 * Startup increased by 2 frames; now has a sparkle at the beginning
 * Modified to hit opponents forward more consistently and link together much better
 * Motion blurs changed to line up with hitboxes better
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * CPUs no longer try to recover with this move
 * Tiger Blade
 * Now has a sparkle to indicate when the move can be air-canceled
 * Motion blurs changed to line up with hitboxes better
 * Aerial landing lag animations now properly reset air usages of this move
 * Rising Falcon
 * CPUs no longer try to recover with this move
 * Throws
 * Down Throw
 * Endlag reduced by 2 frames


 * Luffy:
 * General/Misc
 * Weight increased (80 → 98)
 * Dodge roll speed increased (7 → 15)
 * Dodge roll deceleration increased (0 → 1.03)
 * Dodge roll animation retimed to synch better with updated movement
 * Crouch animation sped up
 * Third taunt added
 * Ground Moves
 * Forward Smash
 * Charging this move now increases range
 * Visual indicator added to indicate whenever the range increases during charge
 * Hitbox has extra horizontal range
 * Improved sourspot (Damage 9% → 12%, Angle 45° → 40°, BKB 60 → 40, KBG 75 → 86)
 * Updated sweetspot (Damage 13% → 14%, Angle 45° → 40°, KBG 100 → 90, Hitstun 7, Self-Hitstun 6)
 * Down Smash
 * Fixed hurtboxes; should be better aligned with the actual animation now
 * Fixed active hitboxes on one frame
 * Now flashes yellow during charge
 * Aerials
 * Forward Air
 * Active duration increased by 1 frame
 * Specials
 * Gum-Gum Balloon
 * Air uses now refresh upon getting KO’d
 * Throws
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects

Autocancels earlier (frame 13 → frame 11)
 * Luigi:
 * General/Misc
 * Dodge roll speed increased (8 → 12)
 * Dodge roll deceleration increased (0 → 0.5)
 * Gravity increased (0.88 → 0.95)
 * Fastfall speed increased (11 → 14)
 * Getup roll speed increased (8 → 14)
 * Crouch animation sped up
 * Ground Moves
 * Up Tilt
 * Hitbox updated (KBG 65 → 80, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Down Smash
 * Hitbox updated (Damage 17% → 14%, Angle 75° → 83°)
 * Aerials
 * Neutral Air
 * Autocancels 2 frames earlier
 * Duration increased by 6 frames
 * Landing lag reduced (6 frames → 4 frames)
 * KBG increased (100 → 120)
 * Forward Air
 * Animation now displaces forward like in the official titles for more range
 * Back Air
 * Landing lag reduced (11 frames → 8 frames)
 * Up Air
 * Startup reduced (3 frames → 1 frame)
 * Hitbox coverage increased on first active frame
 * Autocancels much earlier (frame 14 → frame 10)
 * Landing lag reduced (9 frames → 4 frames)
 * Endlag reduced by 2 frames
 * Motion blurs changed to line up with hitboxes better
 * Down Air
 * Hitbox is active earlier (frame 6 → frame 5)
 * Landing lag reduced (12 frames → 8 frames)
 * Range slightly increased below
 * Specials
 * Green Missile
 * Aerial version now also increases in damage with more charge
 * No longer activates/bounces off of projectiles
 * Non-misfire KBG increased (80 → 115)
 * Misfire chance increased (1/8 → 1/6)
 * Fixed a bug where a misfire could let Luigi stick into a wall behind him
 * Fixed a bug where a misfire could let Luigi stick into a wall after hitting someone
 * Super Jump Punch
 * Hitbox is 20% longer
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Knockback changed (BKB 80 → 65, Weight KB 0 → 50)
 * Hitlag zeroed; now uses Melee throw sound effects


 * Mario:
 * General/Misc
 * Jump increased (15.4 → 17.4)
 * Double jump increased (15.4 → 17.4)
 * Dodge roll speed increased (8 → 15)
 * Dodge roll deceleration increased (0 → 1.03)
 * Gravity increased (1.1 → 1.3)
 * Initial dash modifier decreased (1.25 → 1.1)
 * Down state hitboxes tweaked to make Mario jab-resettable
 * Trail effects are now synced with self hitlag
 * Skid animation fixed
 * Fixed spot dodge
 * Crouch animation sped up
 * Redid item boxes on item animations
 * Ground Moves
 * Jab Combo
 * Modified to make the hits link together more reliably
 * Trail effects will disappear if Mario is interrupted during this move
 * Up Tilt
 * Trail effects will disappear if Mario is interrupted during this move
 * Forward range increased
 * Up Smash
 * Trail effects will disappear if Mario is interrupted during this move
 * Dash Attack
 * Actually goes somewhere now
 * Aerials
 * Neutral Air
 * Autocancel now uses regular landing animation
 * Forward Air
 * Trail effects will disappear if Mario is interrupted during this move
 * Back Air
 * Landing lag increased (3 frames → 5 frames)
 * Trail effects will disappear if Mario is interrupted during this move
 * Up Air
 * Motion blurs changed to line up with hitboxes better
 * Landing lag increased (3 frames → 4 frames)
 * Autocancel now uses regular landing animation
 * Trail effects will disappear if Mario is interrupted during this move
 * Down Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
 * Hitbox updated (Angle 95° → 80°, BKB 0 → 30, Self Hitlag 2 → 1, Hitstun -1 → -1.23)
 * Specials
 * Fireball
 * Projectile hitlag no longer based on attack damage (-1 → 2)
 * Super Jump Punch
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Hitbox size increased to give it better priority
 * Mario Tornado
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Hitboxes updated (Angle 145° → 120°, BKB 40 → 45)
 * Hitboxes slightly bigger
 * Now hits one extra time right before the final hit
 * Trail effects will disappear if Mario is interrupted during this move
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Down Throw
 * Endlag reduced by 1 frame
 * Damage increased (6% → 9%)

Ground Moves Tipper KBG increased (95 → 110) Non-tipper KBG increased (80 → 95) Forward Smash Active duration increased by 1 frame Non-tipper range on frame 2 decreased, making tipper more consistent Up Smash KBG on initial hit increased (30 → 50) Second hit now overwrites knockback instead of stacking Hitbox properties on tipper and non-tipper boxes swapped Sword hitbox active for 1 more frame Sword hitbox updated (Damage 10% → 13%, KBG 90 → 75) Hip hitbox moved down slightly and is active for 1 less frame Hip hitbox updated (Damage 5% → 2%, KBG 50 → 100) Non-tipper hitbox moved down a bit to make tippering easier Tipper size increased slightly Tipper hitbox updated (Damage 13% → 17%, KBG 90 → 75) Dash Attack Hitstun changed (-1.2 → -1.12) Aerials Hitstun changed (-1.2 → -1.12) Fixed graphical effects Back Air Ending lag increased by 3 frames Landing lag decreased by 1 frame Up Air Has an extra frame of sword trail hitboxes Hitstun changed (-1.2 → -1.12) Knockback decreased (BKB 55 → 50, KBG 80 → 70) Down Air Hitboxes realigned so that the beginning/ending have tippers Hitboxes adjusted to line up with the motion blurs better Specials Shield damage edited to be closer to Melee’s (Non-tipper 40 → 55, Tipper 55 → 70) Dancing Blade Third hit angle fixed (6° → 60°) Dolphin Slash Now has distinct ground and air versions Tipper on the first two frames cover more area Non-tipper hits angle modified (45° → 75°) Damage decreases by 1% per active frame Movement is no longer influenced by player input during the slash itself, only startup Tipper hitlag increased (Hitlag 5 → 7, Self Hitlag 3 → 5) Handbox forward range increased Grounded version tipper hitbox updated (BKB 60 → 70, KBG 60 → 75) Grounded version non-tipper knockback decreased (BKB 70 → 55, KBG 80 → 75) Air version tipper hitbox updated (Damage 13% → 10%, BKB 60 → 20, KBG 60 → 90) Air version non-tipper hitbox updated (Damage 10% → 7%, BKB 70 → 20, KBG 80 → 90) Tipper slightly easier to hit with point-blank, but harder to hit with during the first rising frame Fixed issue where tipper was active for the entire active duration of the move smh Throws Back Throw Hitbox updated (BKB 60 → 70, Hitlag 1 → 0, Self Hitlag 1 → 0) Now uses Melee throw sound effects Up Throw Hitlag zeroed; now uses Melee throw sound effects Down Throw KBG increased (30 → 50) Endlag increased by 1 frame Animation slowed down to better differentiate it from back throw Other Moves
 * Marth:
 * General/Misc
 * Dodge roll speed increased (8 → 15)
 * Dodge roll deceleration increased (0 → 1.04)
 * Up Tilt
 * Hitboxes adjusted to line up with the motion blurs better
 * Forward Air
 * Landing lag increased by 2 frames
 * Shield Breaker
 * Active duration increased by 1 frame
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Getup Attack
 * Frame data standardized

Dodge roll speed increased (8 → 15) Dodge roll deceleration increased (0 → 1.01) Fixed itembox placement on idle animation Pink costume added Ground Moves Forward Smash Startup reduced by 2 frames Endlag reduced by 1 frame Knockback growth reduced (90 → 82) Down Smash Startup reduced by 2 frames Aerials Weak hits knockback growth decreased (75 → 25) Back Air Range increased to cover more of the flames Landing lag increased by 1 frame Forward boost delayed by 1 frame Down Air Meteor hit self hitlag increased (1 → 3) Will no longer “save” meteored opponents by hitting them back upwards Specials Lemons now glow when they are able to cause flinch Lv1 shot base knockback decreased (35 → 21) Lv2 shot damage decreased (12% → 9%) Endlag increased (4 frames → 7 frames) Endlag can no longer be cancelled by walking Crash Bomb Hitstun increased (-1 → -1.05) Beat Call Heavy armor changed; now breaks with 8+% damage instead of 14+ knockback velocity Throws Back Throw Hitlag zeroed; now uses Melee throw sound effects Up Throw Hitlag zeroed; now uses Melee throw sound effects
 * Megaman:
 * General/Misc
 * Max air speed decreased (9.45 → 8)
 * Air acceleration increased (0.7 → 1.6)
 * Forward Tilt
 * Damage increased (13% → 14%)
 * Forward Air
 * Damage increased (6% → 9%)
 * Mega Buster
 * Reduced height of fully charged shot’s attackbox to fit the effect better
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects

Dodge roll deceleration increased (0 → 2.4) Dodge roll intangibility increased (3 frames → 4 frames) Dodge roll endlag decreased (9 frames → 8 frames) Getup roll speed increased (16 → 30) Ledge roll delay increased (0 → 7) No longer phases through the ground during ledge roll Redid item boxes on item animations Item animations sped up to match Mario’s frame data Entrance now has some vocals Now has a win animation with both voice and sound effects Ground Moves Jab loop hitbox interpolation improved Voice clip no longer plays when picking up items Up Tilt Hitstun increased (-1 → -1.1) Dash Attack Speed boost increased (15.5 → 19) Knockback increased (BKB 60 → 70, KBG 60 → 80) Endlag increased (7 frames → 12 frames) Trail effects added Aerials Early hit KBG increased (95 → 100) Late hit KBG increased (100 → 150) Late hit starts 1 frame later, allowing him to sweetspot on all sides now (frame 6 → frame 7) Hitbox interpolation improved Animation rotation revised Forward Air First hit modified (BKB 55 → 40, hitstun -1 → -1.3) Both hits active duration reduced (2/3 frames → 1/2 frames) Second hit has less range Autocancels from frame 11 onwards Duration reduced (18 frames → 17 frames) Back Air First hit hitstun increased (-1 → 10) Final hit updated (Angle 40° → 45°, BKB 30 → 20, KBG 180 → 200) Up Air Hitbox modified (BKB 42 → 35, KBG 90 → 100, hitstun -1 → -1.1) Second active frame can no longer reverse-hit opponents Down Air Knockback increased (BKB 38 → 30, KBG 58 → 100) Specials Air version hitstun changed (-1 → -1.2) Adjusted hits to link together more reliably Initial hit angle and BKB are now based on Meta Knight’s starting momentum instead of using flat values Later hit angles are now based on Meta Knight’s direction of movement Grounded version no longer puts Meta Knight in special fall Meta Knight can now be controlled during the endlag Endlag speed changes (x speed -6 → -5, y speed -8 → -12) Shuttle Loop Second hit first active hitbox range increased in front/below to prevent flying through characters without hitting them Dimensional Cape Now halts momentum on startup Teleport speed decreased (25 → 15) No longer affected by gravity during the teleport Non-attack version becomes tangible when he reappears Grounded version only goes into helpless after a slash Aerial version goes into helpless after a slash or if Meta Knight doesn’t touch the ground Throws Hitbox updated (Angle 35° → 49°, Hitlag -1 → 2, Self Hitlag -1 → 2) Up Throw Hitbox modified (Angle 45° → 60°, KBG 110 → 90) Down Throw Endlag increased (5 frames → 9 frames) Damage decreased (9% → 8%) Other Moves
 * Meta Knight:
 * General/Misc
 * All midair jump speeds increased (12, 11, 10, 9 → 13, 12, 11, 10)
 * Dodge roll speed increased (10 → 20)
 * Jab Combo
 * Jab loop hitbox raised; no longer hits players on the edge
 * Neutral Air
 * Can now hit twice (14% total)
 * Drill Rush
 * Hitlag no longer based on attack damage (Hitlag -1 → 3, Self Hitlag -1 → 2)
 * Forward Throw
 * Endlag reduced (12 frames → 8 frames)
 * Getup Attack
 * Frame data standardized

Dodge roll animation retimed to synch better with updated movement Getup roll speed increased (25 → 28) Crouch animation sped up Ground Moves Forward Smash Sourspot moved back to make it easier to hit with the sweetspot Aerials Final hit updated (Damage 3% → 4%, Angle 60° → 70°, KBG 72 → 150, Hitlag -1 → 3, hitstun -1 → -1.1) Autolink reworked significantly No longer applies knockback to characters with armor No longer affects projectiles Forward Air Damage increased (12% → 14%) Back Air Sourspot hitlag increased (1 → 3) Sweetspot hitlag increased (3 → 5) Up Air Hitbox increased slightly Down Air Now halts horizontal movement when it starts moving downwards Specials Fire Parachute landing lag increased (goes to heavy land) Throws Hitlag zeroed; now uses Melee throw sound effects Back Throw Hitlag zeroed; now uses Melee throw sound effects Up Throw Hitlag zeroed; now uses Melee throw sound effects Down Throw Hitlag zeroed; now uses Melee throw sound effects
 * Mr. Game & Watch:
 * General/Misc
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.3)
 * Up Tilt
 * Hitbox updated (KBG 90 → 105, Hitlag -1 → 4, Self Hitlag -1 → 1)
 * Neutral Air
 * Final hit has a different sound
 * Judge
 * 7 now always drops food, even if it misses or if food is disabled in Item Switch
 * All throws now put players into a ball during them
 * Forward Throw

Short hop increased (8.5 → 10.45) Gravity increased (1.2 → 1.5) Air acceleration increased (1.3 → 1.35) Dodge roll speed increased (default → 16) Dodge roll deceleration increased (0 → 1.41) Initial dash duration reduced (12 frames → 7 frames) Fixed electric shock animation Ground Moves Modified to make the hits link together more reliably Forward Tilt Endlag decreased (10 frames → 9 frames) Up Tilt No longer reduces horizontal speed Endlag reduced by 1 frame Down Tilt Angle changed (42° → 280°) Forward Smash Range, coverage, and disjoint increased Up Smash Range and disjoint increased Startup reduced (8 frames → 7 frames) KBG increased (110 → 118) Dash Attack Edited to allow the two hits to link together easier First hit updated (Angle 20° → 10°, Hitlag -1 → 3, Self Hitlag -1 → 1) First hit now uses BKB instead of Weight KB Second hit updated (BKB 25 → 70, KBG 115 → 70, Hitstun 1.1 → 1.2) Front hitbox on the second hit extended further forward on the first active frame Endlag reduced by 2 frames Animation updated Aerials Hitboxes enlarged to cover hurtboxes Forward Air Startup reduced (8 frames → 7 frames) Disjoint increased Back Air Landing lag increased (3 frames → 4 frames) Hitbox updated (Angle 40° → 50°, BKB 33 → 38, KBG 97 → 105) Sourspot angle changed (150° → 40°) Disjoint increased Animation updated Up Air Landing lag increased (3 frames → 4 frames) Disjoint increased Down Air Hitbox size increased on frame 1 Specials Auto hitlag reverted Active duration reduced by 2 frames Final hit updated (Damage 1% → 4%, Angle 55° → 45°, KBG 180 → 215) No longer triggers unless it hits an opponent’s hurtbox (no shield, projectile, etc.) Triggering hitbox bigger when it first comes out, then shrinks (instead of the other way around) No longer DI-able Now uses BKB instead of Weight KB Explosion can no longer be reflected or absorbed Explosion made slightly bigger to multihit better Rasenshuriken Moves faster (X Speed 8 → 9.5) No longer disappears after a set time, instead staying active until it hits a player, after which it continues flying for 25 frames before exploding for the final hit Mutihit properties edited to more reliably trap opponents for the duration of the move Final hit buffed (Damage 9% → 10%, BKB 40 → 55, KBG 132 → 138) Startup reduced (16 frames → 12 frames) Stun hitbox increased in size Second hitbox added to make the move more reliably carry the opponent forward during the initial frames Expands slightly on contact, further improving its ability to trap opponents Shadow Clone Slash Disjoint increased Hitbox updated (BKB 10 → 40, Hitlag 0 → -1, Self Hitlag 0 → -1) Recovery increased (19 → 21) Clone projectile knockback now overwrites existing knockback Clone projectile hitlag now based on attack damage (0 → -1) Clone projectile hitbox vertical range increased and horizontal range decreased Clone projectile hurtbox increased vertically Shadow Clone Summon Grounded version now allows both the normal and side versions to come out at the same time if the special button is pressed again without holding a direction First frame of clone uppercut given a wider hitbox Clone uppercut updated (Hitlag 2 → 4, Self Hitlag 0 → 1, hitstun 1.2 → -1.2) Endlag increased by 3 frames Throws Throw hitlag zeroed; now uses Melee throw sound effects Up Throw Hitbox updated (Angle 70° → 50°, BKB 50 → 30, Hitlag 2 → 5, Self Hitlag 0 → 4) Endlag reduced by 3 frames Main hit lowered in height Down Throw Adjusted due to gravity difference Other Moves
 * Naruto:
 * General/Misc
 * Jump increased (16 → 17)
 * Double jump increased (16 → 17)
 * Jab Combo
 * Startup reduced (5 frames → 3 frames)
 * Neutral Air
 * Initial hit angle changed (45° → 55°)
 * Rasengan
 * Endlag reduced on whiff (18 frames → 16 frames)
 * Forward Throw
 * Kunai hitlag no longer based on attack damage (Hitlag -1 → 1)
 * Ledge Attack
 * Hitbox can now properly hit short/crouching characters

Ground Moves Aerials Up Air KBG increased (84 → 90) Specials Now disappears when Ness gets KO’d Missing hurtbox added when charging Height adjusted to allow it to visibly reach the ceiling Sound effects now stop when it hits the ground Sound effect timing changed to better correlate to the active hitboxes PK Thunder Projectile now has transcendent priority PK Thunder 2 handbox size increased Fixed various issues Throws Back Throw Hitlag zeroed; now uses Melee throw sound effects Up Throw Hitlag zeroed; now uses Melee throw sound effects Down Throw Moved the touchbox on the release frame up and to the side a bit so that Ness can’t chaingrab as effectively
 * Ness:
 * General/Misc
 * Dodge roll speed increased (5.8 → 16)
 * Dodge roll deceleration increased (0 → 1.18)
 * Down Tilt
 * Damage increased (2% → 3%)
 * Neutral Air
 * BKB normalized between the three hitboxes; based on the strongest of the three hitboxes
 * PK Flash
 * Projectile can move slightly faster
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects

Dodge roll deceleration increased (0 → 0.95) Getup roll speed increased (9.8 → 13) Ground Moves Up Tilt Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 1) Up Smash Hitstun increased (-1 → -1.1) Dash Attack Hitlag no longer based on attack damage (Hitlag autocalc → 5, Auto hitlag autocalc → 3) Can no longer hit opponents backwards Aerials Back Air Hitstun increased (-1 → -1.1) Up Air Hitstun increased (-1 → -1.1) Down Air Weak hits modified (Damage 2% → 4%, Angle 90° → 55°, Hitlag -1 → 4, Self Hitlag -1 → 2, hitstun -1.3 → -1) Endlag decreased by 1 frame Specials Zdropped Power Fruits no longer disappear after hitting an opponent Strawberry knockback increased (BKB 50 → 52, KBG 38 → 50) Apple knockback growth increased (80 → 102) Zdropped Apples no longer bounce absurdly high after hitting an opponent Orange buffed (KBG 58 → 72, Hitlag 2 → 3) Bell now disappears after 3 throws Bell angle changed (50° → 53°) Galaga zdrop glitch fixed Some things that trigger Key glitch fixed but if it’s still in don’t get used to it I’m coming for you Trampoline Fixed a bug where a grabbed character would be frozen if the other character hit Pac-Man’s trampoline while grabbing No longer collides with terrain, preventing platforms from interacting with it Can no longer be absorbed by PSI Magnet Duration reduced (30 seconds → 23 seconds) Hydrant Initial hitbox angle changed (50° → 75°) Water range decreased by about 1/3 Water duration decreased (350 frames → 270 frames) Platform is now destroyed if the hydrant falls past the boundaries when grounded Throws Hitlag zeroed; now uses Melee throw sound effects Back Throw Hitbox modified (Angle 140° → 145°, KBG 80 → 107) Hitlag zeroed; now uses Melee throw sound effects Up Throw Hitbox modified (BKB 100 → 110, Weight KB 0 → 100, KBG 79 → 10) Hitlag zeroed; now uses Melee throw sound effects Down Throw Endlag reduced by 1 frame BKB decreased (85 → 78) Other Moves
 * Pac-Man:
 * General/Misc
 * Air speed increased (6.8 → 7.5)
 * Dodge roll speed increased (9.8 → 15)
 * Jab Combo
 * Now hits characters in down state
 * Forward Air
 * Endlag reduced by 2 frames
 * Power Fruit
 * Fruits now can be grabbed after hitting foes, and all of them bounce when zdropped
 * Forward Throw
 * Endlag reduced by 2 frames
 * Ledge Attack
 * BKB increased (40 → 55)

Double jump increased (Acceleration 2.5 → 3.65, Max Speed 9 → 11) Dodge roll speed increased (8.3 → 15) Dodge roll deceleration increased (0 → 0.85) Gravity increased (0.8 → 1.07) Green costume adjusted Ground Moves Sweetspot updated (Damage 10% → 12%, KBG 60 → 102) Sourspot updated (KBG 80 → 102, hitstun 1.35x → 1x) Aerials Forward Air KBG increased (70 → 80) Back Air Hitbox updated (Damage 11% → 13%, BKB 58 → 25, KBG 80 → 100, hitstun -1.2 → -1.1) Can now hit opponents towards Peach Late hit does more damage (9% → 10%) Up Air Hitbox updated (Damage 13% → 14%, BKB 55 → 25, KBG 90 → 100) Late hit repurposed into new hitbox on Peach’s body (Damage 10%, Angle 50°, BKB 15, KBG 100) Hitstun reduced (-1.2 → -1.1) Down Air Hitbox updated (Angle 90° → 80°, hitstun -1 → -1.1) Landing lag reduced (7 frames → 5 frames) Specials Parasol Hitbox size reduced when floating; now covers only the umbrella portion Recovery improved to compensate for the extra gravity Turnip Pull Turnips will now destroy each other when clanked Throws Knockback increased (BKB 41 → 30, KBG 105 → 130) Up Throw Hitlag zeroed; now uses Melee throw sound effects
 * Peach:
 * General/Misc
 * Short hop increased (7.8 → 9.8)
 * Max air speed increased (7.5 → 9.1)
 * Down Tilt
 * No longer spikes; will always meteor
 * Neutral Air
 * KBG increased (100 → 105)
 * Peach Bomber
 * Vertical boost increased (-9 → -12)
 * Can no longer slide off the side of the stage during throws
 * Forward Throw

Dodge roll speed increased (8 → 15) Dodge roll deceleration increased (0 → 1.19) Dodge roll startup increased (1 frame → 2 frames) Dodge roll intangibility reduced (9 frames → 7 frames) Dodge roll endlag decreased (7 frames → 6 frames) Gravity increased (1.2 → 1.35) Weight increased (77 → 80) Lightning effects changed from blue to yellow Run, turn, and skid animations updated Crouch walk added Entrance animation made shorter Ground Moves Up Tilt Hitbox modified (Damage 9% → 8%, KBG 104 → 110) Endling lag reduced by 1 frame Down Tilt Hitbox changed (Angle 45° → 51°, BKB 12 → 40, KBG 100 → 80, Hitlag auto → 3, Self Hitlag auto → 1) Up Smash KBG increased (95 → 102) Hitboxes adjusted to line up with the motion blurs better Down Smash Weak hits angle changed (155° → 170°) Dash Attack KBG decreased (90 → 85) Aerials Back Air Hitbox completely covers his feet now Up Air Simplified from 7 hit angles to 3: upwards initial hit, late hit semispike, and a lower semispike on the final frame Landing lag reduced by 1 frame Down Air Simplified; early hit now has the same stats as late hit Hitbox interpolation added on the first active frame Specials Active duration starts 1 frame earlier to ensure it hits opponents at close range Hitbox/hurtbox at the end of the attack reduced in size Startup reduced by 1 frame First hit changed (BKB 47 → 70, KBG 105 → 1, Weight KB 0 → 80) Second hit changed (BKB 80 → 50, KBG 90 → 65) Can now be jump-cancelled starting frame 3 after landing if landing in the middle of the attack Self-hitlag removed Thunder Wave Projectile modified (Damage 11% → 10%, KBG 100 → 80) Explosion hitbox moved downwards a bit Lightning no longer gets stuck inside terrain and will shift downwards if it spawns inside stage objects Throws Up Throw Hitstun increased (-1 → -1.1) Down Throw Angle modified (60° → 75°) Other Moves Ledge Attack Animation realigned
 * Pikachu:
 * General/Misc
 * Jump increased (16 → 17)
 * Double jump increased (16 → 17)
 * Forward Tilt
 * BKB increased (10 → 45)
 * Forward Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 1.5, Self Hitlag -1 → 1.5)
 * Quick Attack
 * Control input a bit more responsive and consistent, especially for diagonal angles
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Getup Attack
 * Frame data standardized

Dodge roll deceleration increased (0 → 0.75) Dodge roll intangibility reduced (8 frames → 7 frames) Dodge roll endlag decreased (7 frames → 6 frames) Getup roll speed increased (9.8 → 13) Air dodge endlag increased (5 frames → 10 frames) Crouching animation sped up a bit Ground Moves Third hit endlag increased by 2 frames Up Tilt Animation adjusted to feel more impactful First hit active for one more frame First hit hitlag decreased (4 → 1) Second hit adjusted to link better (hitstun -1 → 1.1, now uses BKB instead of Weight KB) Second hit knockback growth reduced (120 → 78) Forward Smash Hitbox modified (Angle 50° → 45°, KBG 122 → 125) Animation edited to make the first hit more impactful and the second hit skid slightly further Up Smash Knockback increased (BKB 66 → 40, KBG 102 → 145) Hitboxes changed to better line up with the animation and link together more reliably Third hit active duration increased by 1 frame Aerials Landing lag reduced by 2 frames Multihit is slower (every 3 frames → every 3.5 frames) Forward Air Weak hits adjusted to link together better (Damage 2% → 2.75%, Angle 110° → 45°, BKB 20 → 45, Hitlag 4 → 2) Back Air Late hit damage increased on first active frame (8% → 12%) Landing lag decreased (8 frames → 6 frames) Autocancel is now 2 frames earlier Now has a hitbox on the body Up Air Last hit KBG decreased (280 → 270) First hit changed (Angle 90° → 270°, BKB 0 → 7) Specials Endlag decreased by 1 frame Arrows are actually chargeable now (Max Charge Time 2 frames → 10 frames) Arrow hitbox updated (Damage 4-6% → 3-11%, Angle 60° → 70°, BKB 4 → 8-58, KBG 80 → 25, hitstun -1.15 → -1.3) Arrow hitbox is 50% taller Upperdash Arm Hitbox increased slightly to allow it to beat out ground-based projectiles Now activates on shield Hitbox interpolation compensation added to uppercut Startup increased by 1 frame on the ground Power of Flight Can now sweetspot the edge 4 frames earlier Can now sweetspot the edge during startup Added a frame 1 transcendent hitbox on startup (Damage 5%, Angle 45°, BKB 90, KBG 60, Hitlag 5, Self Hitlag 3, Hitstun -1) Lasts a bit longer; hitbox moved back a few frames Throws
 * Pit:
 * General/Misc
 * Max air speed increased (6.7 → 7)
 * Dodge roll speed increased (9.8 → 13)
 * Jab Combo
 * Hitstun adjusted (-1.2 → -0.7 first 2 hits, -1.2 → -1.12 final hit)
 * Neutral Air
 * Autocancel is now 2 frames earlier
 * Palutena’s Bow
 * Startup increased by 1 frame
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects

Short hop increased (11.5 → 11.7) Max air speed reduced (8.3 → 7.1) Dodge roll speed increased (8 → 13) Dodge roll deceleration increased (0 → 0.9) Gravity increased (1 → 1.15) Air acceleration reduced (0.94 → 0.9) Handbox on first 5 frames of fall animation reduced Shifted hurt frames up Aerial animations and effects have been realigned Ground Moves First hit hitbox updated (BKB 5 → 15, KBG 100 → 25) Second hit hitbox interpolation improved Second hit active duration increased by 1 frame Up Tilt Hitstun modifier removed Down Tilt Retimed so that Samus keeps her cannon arm out longer Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible Forward Smash Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible Up Smash Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2) Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible Dash Attack Hitboxes updated (Angle 75° → 60°, BKB 70 → 31, KBG 80 → 95) Endlag increased by 2 frames Aerials Late hitbox updated (Damage 9% → 10%, BKB 40 → 10, KBG 110 → 100) Forward Air Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2) Explosion effects reworked to match the hitboxes better, make them less intrusive, and make Samus’ arm cannon more visible Back Air Hitbox number simplified from 4 to 2 Sweetspot damage reduced (15% → 14%) Sweetspot size increased, but hitbox priority lowered Sourspot damage reduced (13% → 10%) Up Air Final hit updated (Angle 60° → 45°, KBG 160 → 120) Now has hitboxes on her leg on the final hit Down Air Hitbox interpolation improved Active duration reduced by 1 frame Endlag reduced by 1 frame Specials Can no longer slide off the edge while charging Uncharged version KBG increased (40 → 60) Fully charged version BKB decreased (60 → 40) Missile Aerial version hitboxes redone to fit the animation better Screw Attack Aerial version final hit BKB increased (50 → 80) Aerial version final hit only hits once now Morph Ball Bomb explosion can no longer be triggered by an opponent without them getting hit in the process Throws Back Throw Hitlag zeroed; now uses Melee throw sound effects Down Throw KBG decreased (55 → 30) Hitlag zeroed; now uses Melee throw sound effects Other Moves Sweetspot updated (Damage 8% → 9%, Angle 75° → 70°) Sourspot updated (Damage 6% → 8%, Angle 75° → 70°) Landing lag increased by 6 frames Getup Attack BKB increased for both hits (40 → 75) Forward-hitting hitbox expanded Frame data standardized Ledge Attack Knockback changed (BKB 0 → 75, KBG 80 → 50) Startup reduced (17 frames → 12 frames) Hitbox increased in size, but length reduced Endlag reduced (10 frames → 8 frames)
 * Samus:
 * General/Misc
 * Jump increased (15.5 → 16)
 * Double jump increased (14.5 → 14.8)
 * Jab Combo
 * First hit arm hurtbox increased and hitbox split into 2, reducing disjointed area
 * Neutral Air
 * Strong hitbox updated (Damage 9% → 14%, BKB 40 → 10, KBG 110 → 100)
 * Charge Shot
 * Now fires automatically if Samus leaves the ground
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Grapple Beam
 * Startup increased by 3 frames

Hitbox comes out 1 frame later Aerials Angle changed (300° → 285°) No longer has a hitstun modifier on grounded foes Specials Up version can now be canceled 5 frames earlier Throws
 * Sandbag:
 * General/Misc
 * Metal Sandbag no longer makes metal landing noises rapidly while lying down
 * Ground Moves
 * Jab
 * Knockback growth increased (120 → 145)
 * Down Air
 * Now has a 107.5% knockback multiplier on grounded foes
 * Sanddash
 * Sideways version momentum increased by 50%
 * Back Throw
 * Now uses the throw sound instead of a hit sound

Vanish
 * Sheik:
 * General/Misc
 * Jump and double jump animations tweaked a bit
 * Short hop decreased (14.5 → 10.35)
 * Max air speed increased (8 → 9.2)
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.3)
 * Dodge roll animation retimed
 * Max run speed increased (10.6 → 12.6)
 * Falling speed increased (12.2 → 14.5)
 * Fast-fall speed increased (16.3 → 17.5)
 * Walk acceleration reduced (1.1→ 0.8)
 * Initial dash modifier reduced (1.5 → 1.25)
 * Hurtboxes on idle, entrance, walk, run, jump, double jump, fall, land, heavy land, and skid simplified to 1-4 boxes per animation
 * Tumble hitboxes redone
 * Crouch animation sped up
 * New win animation added
 * Crouch walk added
 * Ground Moves
 * Jab Combo
 * First hit reaches further down to allow for jab-resets on really short opponents
 * Forward Tilt
 * Endlag decreased by 2 frames
 * Forward Smash
 * First hit angle changed (45° → 20°)
 * First hit no longer uses Weight KB
 * Up Smash
 * Second hit KBG increased (115 → 135)
 * Now does the correct amount of hitlag
 * Now has a sweetspot over Sheik’s head
 * Aerials
 * Neutral Air
 * Has 1 less active sourspot frame and 2 less endlag frames
 * Clean hit updated (Angle 43° → 45°, BKB 25 → 15, KBG 60 → 90, hitstun -0.9 → -1)
 * Weak hit damage reduced (7% → 5%)
 * Hitbox slightly larger
 * Landing lag reduced by 1 frame
 * Forward Air
 * Knockback increased (BKB 43 → 10, KBG 69 → 100)
 * Back Air
 * Hitboxes increased significantly in size
 * KBG increased (100 → 115)
 * Late hit BKB increased (0 → 5)
 * Landing lag reduced by 1 frame
 * Up Air
 * Clean hit knockback increased (BKB 20 → 15, KBG 105 → 120)
 * Hurtbox on her foot reduced, giving the move better priority
 * Now has a late hit (Damage 8%, Angle 60°, KBG 85)
 * Down Air
 * Hitbox updated (Damage 16% → 14%, BKB 34 → 30)
 * Specials
 * Needles
 * Projectiles weakened (Damage 3% → 2.5%, Angle 70° → 30°, BKB 34 → 28)
 * Can no longer hit the opponent towards Sheik
 * Bouncing Fish
 * Knockback synced to the bounce and given more hitlag/self hitlag
 * No longer hits opponents towards Sheik
 * Sparkle/dust effects added
 * Landing lag reduced by 2 frames if it doesn’t hit anything
 * Effects and hitboxes 250% larger
 * Now hangs for a few frames in the air before falling
 * Travels further and has a bigger boost at the beginning to compensate for the gravity changes
 * Explosion now has transcendent priority
 * Throws
 * Forward Throw
 * Hitbox updated (Damage 10% → 6%, Angle 55° → 45°, BKB 67 → 50, KBG 55 → 100, hitstun -1 → -1.1)
 * Down Throw
 * Updated (KBG 97 → 50, hitstun -1.07 → -1.17)
 * Endlag increased by 2 frames


 * Sonic:
 * General/Misc
 * Jump speed increased (15 → 16.5)
 * Double jump speed increased (15 → 16.5)
 * Short hop speed increased (8 → 9)
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.52)
 * Dodge roll startup decreased (4 frames → 2 frames)
 * Dodge roll intangibility reduced (9 frames → 8 frames)
 * Dodge roll endlag increased (5 frames → 7 frames)
 * Gravity increased (1.1 → 1.3)
 * Walk acceleration reduced (1.1 → 0.95)
 * Air deceleration decreased (0.15 → 0.26)
 * Air dodge endlag increased (8 frames → 10 frames)
 * Spotdodge startup decreased (2 frames → 1 frame)
 * Spotdodge intangibility reduced (8 frames → 7 frames)
 * Spotdodge endlag increased (4 frames → 5 frames)
 * Fixed heavy land hurtboxes
 * Ground Moves
 * Forward Tilt
 * Hitlag increased by 2
 * Up Tilt
 * Modified to make the hits link together more reliably
 * First hit updated (Angle 100° → 110°, KBG 40 → 0)
 * First hit is no longer DI-able
 * First hit now overwrites previous knockback
 * Second hit angle changed (70° → 77°)
 * Endlag reduced by 1 frame
 * Hitlag increased by 2
 * Down Tilt
 * Hitlag increased by 2
 * Up Smash
 * Modified to make the hits link more reliably
 * Dash Attack
 * Mini hits changed (Angle 45° → 20°, Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Mini hits connect better
 * Aerials
 * Neutral Air
 * First hit updated (Angle 60° → 45°, Hitlag -1 → 2, Self Hitlag -1 → 2, hitstun -1.25 → -1.1)
 * Second hit angle updated (75° → 45°)
 * Back Air
 * Hitboxes totally changed; is now a sex kick with 2-frame sweetspot, 5-frame sourspot using old bair sweetspot frame
 * Endlag and landlag reduced by 2 frames
 * Animation changed a bit
 * Up Air
 * First hit changed to make comboing easier and allow both hits to connect when rising (Angle 90°/90°/90° → 80°/90°/105°, BKB 0 → 70, Weight KB 70 → 110, Hitlag auto → hard 2, Self Hitlag auto → hard 1)
 * Final hitbox is wider
 * Startup now has hitboxes on both sides
 * Down Air
 * First active frame is now a meteor smash
 * Specials
 * Homing Attack
 * Max charge time reduced (30 frames → 25 frames)
 * Hurtbox now consistently slightly larger than hitbox on all sides
 * Speed reduced (30 → 27.5)
 * Homing range decreased by 15%
 * Homing attack now bounces off of shields on contact
 * Fixed an issue where Sonic would fall to the ground before hitting a homed opponent due to gravity bringing him down
 * Fixed a bug where Sonic wouldn’t home in on opponents directly below him
 * Fixed a bug where Sonic would land on the ground and slide if he hit a shield during the initial frames of the move
 * Light Dash
 * Sweetspot improved (Damage 14% → 16%, BKB 52 → 47, KBG 90 → 128)
 * CPUs no longer SD with this move
 * Spring Jump
 * Can be cancelled one frame earlier (frame 4 → frame 3)
 * Now always gets his specials back if hit out of Spring Jump, rather than only if hit after frame 5
 * Vertical boost increased (32 → 80)
 * Spin Dash
 * Jumping air speed decreased (13 → 11)
 * Jumping hit changed to be different from base hit (Direction 64°, Weight KB 60, BKB 80, KBG 50)
 * Throws
 * Grab
 * Hitbox is slightly wider
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects


 * Sora:
 * General/Misc
 * Jump speed increased (14 → 15.9)
 * Double jump speed increased (14 → 15.9)
 * Short hop increased (9 → 10)
 * Dodge roll speed increased (8 → 16)
 * Dodge roll deceleration increased (0 → 1.09)
 * Dodge roll intangibility increased (6 frames → 7 frames)
 * Dodge roll endlag decreased (7 frames → 6 frames)
 * Dodge roll animation retimed
 * Gravity increased (1.05 → 1.32)
 * Air acceleration increased (0.7 → 1)
 * Spotdodge intangibility reduced (9 frames → 7 frames)
 * Spotdodge endlag increased (2 frames → 5 frames)
 * Reverted all auto-hitlag on everything except specials and smashes
 * Ground Moves
 * Forward Smash
 * Knockback reduced (BKB 38 → 35, KBG 110 → 105)
 * Up Smash
 * No longer uses punch hit sounds
 * Down Smash
 * KBG decreased (150 → 140)
 * Hitboxes updated to match the effects better
 * Aerials
 * Neutral Air
 * Startup decreased by 2 frames
 * Landing lag increased by 2 frames
 * Endlag increased by 2 frames
 * First hit updated (Damage 6% → 5%, BKB 30 → 25)
 * Second hit updated (Damage 6% → 5%, BKB 40 → 25, KBG 100 → 105)
 * Second hitbox made larger
 * Bounce reduced (7.5 → 5), but now applies to both hits
 * Up Air
 * Hitstun changed (-1 → -1.1)
 * Landing lag increased by 3 frames
 * Endlag increased by 1 frame
 * First active frame hitboxes cover the sword trail better
 * Bounce increased to allow for better air combos
 * Down Air
 * Landing lag increased by 1 frame
 * Endlag increased by 1 frame
 * Hitbox updated (Damage 6% → 8%, Angle 48° → 55°, KBG 75 → 55)
 * Bounce increased to allow for better air combos
 * Specials
 * Flowmotion
 * Down combo no longer plays meteor sound effects
 * Aerial Recovery
 * Can now be fully controlled
 * Improved to compensate for higher gravity
 * Command Deck
 * Spell now appears as an icon on Sora’s damage meter
 * Fire
 * Effects are now removed if Sora gets hit out of it
 * Thunder
 * KBG increased (55 → 60)
 * Sweetspot improved (Damage 15% → 16%, KBG 55 → 57)
 * Can no longer be clanked
 * Throws
 * Back Throw
 * Hitbox updated (BKB 70 → 60, KBG 0 → 20, Hitlag 1 → 3, hitstun 1.1x → 1.2x)


 * Tails:
 * General/Misc
 * Maximum airspeed decreased (8.6 → 8.4)
 * Dodge roll speed increased (7 → 15)
 * Dodge roll deceleration increased (0 → 1.2)
 * Dodge roll startup increased (1 frame → 2 frames)
 * Dodge roll intangibility reduced (11 frames → 8 frames)
 * Dodge roll endlag increased (6 frames → 7 frames)
 * Run speed decreased (9.9 → 9.5)
 * Initial dash modifier decreased (1.62 → 1.36)
 * Air acceleration decreased (0.96 → 0.77)
 * Spotdodge intangibility reduced (10 frames → 7 frames)
 * Spotdodge endlag increased (4 frames → 5 frames)
 * Hurtboxes are now bigger overall on every animation excluding item animations, taunts, and Airlift
 * Added a handbox to the last few frames of double jump.
 * Fixed itembox placement on down smash
 * New idle animation variant added
 * Adjusted sent flying animation
 * Ground Moves
 * Jab Combo
 * Third hit endlag increased (3 frames → 6 frames)
 * Third hit hitboxes updated to match the animation
 * Forward Tilt
 * Reverted back to 1.0.2 in everything except damage
 * No longer sets horizontal speed if the player is moving faster than the value
 * Down Tilt
 * Hitlag decreased (1.1 → 1)
 * Forward Smash
 * Damage reduced (15% → 14%)
 * Down Smash
 * Hitbox updated (Damage 18% → 17.5%, KBG 80 → 73)
 * Startup increased (7 frames → 8 frames)
 * Dash Attack
 * Hitbox size reduced
 * Startup increased (2 frames → 3 frames)
 * Endlag increased (6 frames → 8 frames)
 * Movement speed decreased (15-17.1 → 13.5-16)
 * Aerials
 * Aerials cancelled out of a connected spindash will overwrite knockback on the first hit
 * Forward Air
 * Startup increased (1 frame → 2 frames)
 * Endlag increased (3 frames → 4 frames)
 * Disjointed range reduced
 * Down Air
 * Active frames reduced (4 frames → 3 frames)
 * Horizontal range reduced slightly on final active frame
 * Specials
 * Energy Ball Blaster
 * Startup increased (Ground: 10 frames → 13 frames, Air: 9 frames → 12 frames)
 * Projectile now has transcendent priority
 * Remote Bomb
 * Startup increased (9 frames → 13 frames)
 * Aerial version gives Tails a small vertical boost to compensate for increased startup
 * Bombs no longer pick up characters if they armour through the first hit
 * If two bombs collide, they now both explode, rather than one getting the advantage
 * Bombs now get stunned for 5 frames whenever hit by an attack; bombs cannot trade or hit in this state. This means multihit attacks can be used to attack bombs without fear of being hit.
 * Bomb health reduced (7% → 6%)
 * Bombs now play a unique sound when they time out instead of reusing the cooldown ending sound
 * Bombs are now tracked by the camera
 * Slight slowdown caused from bombs fixed
 * Fix a bug where bombs could be thrown through the bottom of solid stages
 * Spin Dash
 * Added 1 frame of leniency to instant tailsdashing (snap-to-ground if close enough)
 * Minimum tailsdashing speed increased (12 → 13.5)
 * Throws
 * Grab
 * Range slightly reduced
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Knockback reduced (BKB 50 → 48, KBG 60 → 54)
 * Hitlag zeroed; now uses Melee throw sound effects


 * Wario:
 * General/Misc
 * Jump increased (15.79 → 18.4)
 * Short hop increased (11.51 → 11.6)
 * Air speed increased (8 → 8.5)
 * Dodge roll speed increased (10 → 15)
 * Dodge roll deceleration increased (0 → 0.89)
 * Dodge roll startup increased (0 frames → 2 frames)
 * Dodge roll intangibility reduced (12 frames → 8 frames)
 * Dodge roll endlag increased (4 frames → 6 frames)
 * Dodge roll smoke effect added
 * Gravity increased (1.25 → 1.55)
 * Fast-fall speed increased (12.91 → 14); is no longer the same as max falling speed
 * Deceleration rate decreased (0.94 → 0.89)
 * Ledge animations now have a hurtbox on his hand so that he can be hit by most down tilts
 * New costume added
 * Minor changes to some animations to remove stray pixels
 * Adjusted sent flying animation
 * Ground Moves
 * Up Tilt
 * Hitbox updated (KBG 44 → 75, Hitlag -1 → 4, Self Hitlag -1 → 1, hitstun -1.2 → -1.12)
 * Animation smoothed out
 * Down Tilt
 * Startup reduced by 1 frame
 * Animation smoothed out
 * Up Smash
 * Hitboxes reduced, but edited to be better at keeping opponents trapped in the move
 * Down Smash
 * Now has an extra hitbox on the fist for hitting characters on the edge
 * Dash Attack
 * Startup is now 3 frames
 * First 2 frames of active duration are now a strong hitbox (Damage 11%, Angle 50°, BKB 25, KBG 123)
 * Next 8 frames are now a weaker hitbox that does 5% and puts opponents into down state on contact
 * Endlag is now 6 frames
 * Animation updated to better fit its gameplay changes
 * Aerials
 * Neutral Air
 * First hit sweetspot knockback increased (BKB 30 → 40, KBG 100 → 118)
 * First hit sourspot knockback increased (BKB 30 → 35, KBG 90 → 109)
 * Forward Air
 * Hitbox updated (Angle 55° → 61°, BKB 45 → 37, KBG 80 → 70)
 * Animation updated to better reflect the hitboxes
 * Autocancel now uses landing animation instead of jumping to idle directly
 * Autocancel starts 1 frame earlier
 * Back Air
 * Hitbox edited (Angle 55° → 45°, BKB 68 → 20, KBG 70 → 110)
 * Horizontal range increased significantly
 * Vertical range beneath Wario reduced slightly on sweetspot frames
 * Up Air
 * Sourspot removed and hitboxes deleted from those frames
 * Fixed a bug causing the landing animation to not play and the attack to autocancel into idle
 * Down Air
 * Final hit angle changed (50° → 71°)
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 1)
 * Multihit updated (Angle 90° → 80°, Hitlag 1 → 2)
 * Landing hit updated (Damage 4% → 2%, Angle 60° → 80°)
 * Specials
 * Shoulder Bash
 * No longer activates/bounces off of projectiles
 * Corkscrew
 * Final hit updated (Angle 66° → 78°, KBG 90 → 108)
 * Hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Recovery improved (20 → 21.5)
 * Wario Waft
 * Hitboxes are now properly aligned with the effects
 * Main hitbox knockback angle normalized to 35° across all charge levels
 * Level 0 Waft stun increased (25 → 30)
 * Level 1 Waft hitbox updated (BKB 60 → 55, KBG 70 → 65)
 * Fully charged Waft main hitbox updated (Damage 27% → 30%, BKB 50 →80, KBG 75 → 80)
 * Fully charged Waft rising hitbox now has unique hit and sound effects
 * Fully charged Waft rising hitbox updated (Damage 11% → 16%, Angle 20° → 80°, BKB 40 → 55, KBG 70 → 90)
 * Throws
 * Can no longer slide off the side of the stage during throws
 * Pummel
 * Now hits twice, for 3% damage total
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitbox updated (KBG 72 → 80, Hitstun -1.2 → -1.14)


 * Yoshi:
 * General/Misc
 * Red costume adjusted
 * Dodge roll intangibility increased (6 frames → 7 frames)
 * Dodge roll endlag decreased (9 frames → 8 frames)
 * Ground Moves
 * Up Tilt
 * Hitboxes slightly bigger
 * Aerials
 * Neutral Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 4, Self Hitlag -1 → 2)
 * Forward Air
 * Active duration increased by 1 frame
 * Hitbox slightly bigger
 * Landing lag increased (4 frames → 6 frames)
 * Back Air
 * Hitstun increased (-1 → -1.1)
 * Up Air
 * Hitboxes slightly bigger
 * Down Air
 * Hitlag no longer based on attack damage (Hitlag -1 → 2, Self Hitlag -1 → 2)
 * Specials
 * Yoshi Bomb
 * Endlag increased by 1 frame
 * Initial hit has less range
 * Throws
 * Pummel
 * Grabbed opponent is now made invisible on frame 1
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * No longer multiplies size changes
 * Hitlag zeroed; now uses Melee throw sound effects


 * Zelda:
 * General/Misc
 * Double jump decreased (15 → 14.3)
 * Short hop increased (11 → 11.3)
 * Dodge roll speed increased (8 → 14)
 * Dodge roll deceleration increased (0 → 0.89)
 * Dodge roll startup reduced (3 frames → 2 frames)
 * Dodge roll intangibility increased (6 frames → 7 frames)
 * Gravity increased (1.1 → 1.2)
 * Idle wait animation added
 * Crouch animation sped up
 * Ground Moves
 * Jab Combo
 * First 2 mini hits hitlag no longer based on attack damage (Hitlag -1 → 1, Self Hitlag -1 → 1)
 * Forward Tilt
 * Active duration increased by 3 frames
 * Late hit has smaller hitboxes
 * Up Tilt
 * Active duration increased by 5 frames, 3 of which are at the end of the move
 * Hitbox coverage reduced on the inside of the arc during the last 9 frames
 * Aerials
 * Neutral Air
 * Missing hitboxes restored
 * Up Air
 * Now has hitlag and self hitlag
 * Specials
 * Nayru’s Love
 * Can now reflect items
 * Hitbox placement adjusted to be consistent throughout the attack
 * Now has transcendent priority
 * Din’s Fire
 * Now plays a different sound depending on whether the fireball explodes or fizzles out
 * Throws
 * Forward Throw
 * Hitlag zeroed; now uses Melee throw sound effects
 * Back Throw
 * Knockback increased (BKB 55 → 45, KBG 91 → 125)
 * Hitlag zeroed; now uses Melee throw sound effects
 * Up Throw
 * Hitlag zeroed; now uses Melee throw sound effects


 * Zero Suit Samus:
 * General/Misc
 * Jump decreased (20 → 18.5)
 * Double jump increased (18.5 → 19.3)
 * Jump startup decreased (3 → 2)
 * Short hop decreased (11.2 → 10)
 * Air speed increased (9 → 10.5)
 * Dodge roll speed increased (6 → 11.5)
 * Dodge roll deceleration increased (0 → 0.55)
 * Dodge roll intangibility increased (5 frames → 7 frames)
 * Dodge roll endlag decreased (9 frames → 7 frames)
 * Gravity increased (1.4 → 1.43)
 * Air acceleration increased (0.8 → 0.88)
 * Air dodge endlag increased (7 frames → 8 frames)
 * Crouch animation sped up
 * Crouch walk added
 * Ground Moves
 * Jab Combo
 * Modified to make the hits link together more reliably
 * Up Tilt
 * Second hit updated to link better (hitstun -1 → -1.1)
 * Second hit active duration increased (1 frame → 2 frames)
 * Auto hitlag reverted
 * Forward Smash
 * Endlag increased by 1 frame
 * Sweetspot updated (Damage 10% → 13%, BKB 60 → 40, KBG 90 → 105)
 * Sweetspot moved to make tippers more difficult
 * Aerials
 * Aerial attack animations lowered very slightly
 * Neutral Air
 * Early hit modified (Angle 45° → 55°, KBG 60 → 52, hitstun -1.05 → 1.2)
 * Backwards hit made weaker (11% → 5%)
 * Mid/late hit damage reduced by 1%
 * Forward Air
 * First hit sweetspot edited (Angle 40° → 50°, KBG 126 → 110, Hitlag 0 → 5)
 * First hit sourspot edited (Damage 5% → 7%, Angle 40° → 50°, BKB 30 → 35, KBG 50 → 85, Hitlag 0 → 2)
 * Hitboxes made slightly thicker
 * Back Air
 * Hitboxes made slightly thicker
 * Body hitbox damage reduced (12% → 11%)
 * Up Air
 * Motion blurs changed to line up with hitboxes better
 * Second hitbox added to improve interpolation
 * Down Air
 * Endlag reduced by 6 frames
 * KBG increased (77 → 90)
 * Specials
 * Paralyzer
 * Hitboxes redone
 * Projectile spawn point adjusted
 * Flip Jump
 * Jumps higher and further
 * Landing lag increased (3 frames → 5 frames)
 * Can now grab edges
 * Can only be used once in the air if Zero Suit Samus doesn’t bounce off of someone
 * Kick has 2 less startup frames
 * Kick now uses a large meteor hitbox instead of a spike
 * Kick now bounces Zero Suit Samus up and back on a successful meteor hit
 * Kick now hits grounded opponents 270° on a successful meteor hit
 * Kick meteor hit knockback growth reduced on grounded opponents (85 → 70)
 * Kick active frames halved
 * Throws
 * Forward Throw
 * Endlag reduced by 2 frames
 * Active duration increased by 1 frame; hits 2 times
 * Other Moves
 * Ledge Attack
 * Can no longer hit opponents away from the stage
 * Knockback updated (BKB 40 → 55, KBG 100 → 75)


 * Stages:


 * Battlefield
 * Increased camera boundary on the bottom
 * Background graphical complexity reduced to lessen performance issues
 * Removed pointy bit on the bottom of the stage
 * Redid foreground layer a bit


 * Castle Siege
 * Added song: Comrades
 * Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
 * Stage preview now cycles through all variations when highlighted on Stage Select


 * Central Highway
 * Camera now focuses only on the platform that’s falling instead of the whole stage
 * Stage boundaries are brought closer to the stage when a platform falls
 * The center platform gains a static floating platform once both side platforms have fallen
 * Floating platforms no longer appear and disappear on a timer
 * Left platform now falls after 40 seconds
 * Right platform now falls after 80 seconds


 * Crystal Smash
 * Fixed a bug where it was possible to zip through the stage by trying to drop through the top platforms in the right spot


 * Dracula’s Castle
 * Platforms now move regardless of hazard switch


 * Dream Land
 * Updated song (Green Greens (Melee) rip → Green Greens)
 * Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)


 * Emerald Cave
 * Wooden panels now move back to their home position when they respawn


 * Final Destination
 * Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
 * Removed a redundant layer of background stars
 * Second background transition added


 * Final Valley
 * Improved AI pathfinding
 * Updated song (Wind → Ninja Medley)
 * Fixed looping issues with Ninja Medley


 * Fourside
 * Added song: Pollyanna
 * Updated song (Fourside (Melee) rip → Fourside)


 * Galaxy Tours
 * Now properly affected by quality settings
 * Updated song (Good Egg Galaxy → Space Junk Galaxy)
 * Fixed dumb edges
 * Hazard is re-enabled
 * Stage preview now cycles through all variations when highlighted on Stage Select


 * Hidden Leaf Village
 * Updated song (Ninja Medley → Wind)


 * Hueco Mundo
 * Updated song (La Distancia para un Duelo rip → On the Precipice of Defeat)


 * Hylian Skies
 * Adjusted the ledges
 * Stage preview now cycles between both variations when highlighted on Stage Select


 * Hyrule Castle 64
 * Song of Ocarina added


 * Hyrule Temple
 * Clouds are now properly affected by quality settings


 * Jungle Hijinx
 * Minor barrel fixes


 * Metal Cavern
 * Crystals now change color over time


 * Meteo Voyage
 * Players can no longer clip through the stage when dropping through pass-through platforms in just the right spot


 * Mushroom Kingdom I
 * Weight platforms and Piranha Plants now functional


 * Nintendo 3DS
 * Updated song (Mii Plaza rip → Mii Channel)
 * Stage preview now cycles through all colors when highlighted on Stage Select


 * PAC-MAZE
 * Terrain is slightly thicker
 * Frozen/egg characters can now be KO’d with hazards on


 * Palutena’s Shrine
 * Terrain edited to allow giant characters to fit in the bottom area
 * Both platforms now have grabbable edges on the bottom ends
 * Improved AI pathfinding
 * Updated song (Kid Icarus Title rip → Palace in the Sky)
 * Updated song (Kid Icarus Boss Fight → Magnus’ Theme)
 * Songs no longer appear as “PLACEHOLDER”


 * Peach’s Castle
 * Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)


 * Planet Namek
 * Updated with completely redrawn graphics
 * Added song: DBZ Fight Theme
 * Updated Stage Select preview


 * Pokemon Colosseum
 * Updated song (Trainer Battle rip → Trainer Battle)
 * Fixed clipping/loop on Pokemon Main Theme
 * Platforms on base layout now retain their collisions when the stage layout transforms back
 * Stage preview now cycles through all variations when highlighted on Stage Select


 * Rainbow Route
 * Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
 * Fixed mirror-related scaling bugs


 * Saffron City
 * Moving platforms added
 * Updated song (Saffron City → Team Rocket Hideout)
 * Adjusted terrain and ledge on main building to better fit the graphics
 * Adjusted foreground near ledges so that characters don’t appear inside the stage as much
 * Fixed misaligned shadow effects


 * Sand Ocean
 * Fixed background loop when leaving the tunnel


 * Sector Z
 * Main cannon is now intangible like in Smash 64
 * Updated song (Sector Z rip → Sector Z and Titania)
 * Updated song (Corneria (Melee) rip → Corneria 2)
 * Lag noticeably reduced


 * Sky Sanctuary Zone
 * Lag reduced slightly


 * Smashville
 * Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings
 * Ledge terrain adjusted to make it less bad


 * Steel Diver
 * Fixed quality settings
 * Physics changes are now active only when hazards are on, and no longer overwrite special mode settings


 * Tower of Salvation
 * Tales of Symphonia Medley now loops properly


 * Twilight Town
 * Updated song (Sinister Sundown rip → Sinister Sundown)


 * Waiting Room
 * Christmas version added


 * World Tournament
 * Added song: The Ultimate Battle


 * Yoshi’s Island
 * Cloud platforms no longer reset their timers when players jump off of them
 * With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version


 * Yoshi’s Story
 * Added song: Yoshi’s Story
 * Updated song (Yoshi’s Story (Melee) → Donut Lifts)

1.1.0.1

 * Engine:
 * Fixed an issue where all projectiles were basically transcendent
 * All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
 * Targets can now break when hit by windboxes that do > 0 damage


 * Items:
 * Fixed internal item limits for Pokemon, Assists, and Cuccos
 * Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
 * Characters are no longer extra thicc when breaking out of Master Ball
 * Master Ball can no longer capture opponents that are stuck in a barrel
 * Master Ball status now resets properly after releasing a player
 * Barreled opponents can no longer be hit


 * Arena Mode:
 * Arena Mode replays are now functional


 * Online Mode:
 * Password systems for rooms now work again
 * Profanity filter no longer false-positives words ending in “a”
 * Online replays hopefully no longer desync due to differences in online/offline input buffer
 * Players can no longer join a room if it’s at maximum capacity
 * “Private” column re-added on the room list


 * Misc:
 * Status boxes no longer appear in training mode if HUD is disabled
 * Removed stray comma from Pichu’s unlock screen
 * Multiman opponents are now lighter (100 → 85)
 * In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties


 * General Character Updates:




 * Bomberman:
 * Fixed some issues involving Bomb Toss that may have resulted in undiscovered bugs
 * Fixed an issue where Detonate would not detonate any bombs


 * Captain Falcon:
 * Falcon Punch now shakes the camera 5x as violently
 * Falcon Punch hitlag increased (Hitlag -1 → 30, Self Hitlag -1 → 10)
 * Raptor Boost no longer uses a detection hitbox; the first hit does the damage and knockback that the second hit originally did
 * Falcon Dive now does hitlag and no longer shakes the camera when used in the air


 * Falco:
 * Fixed an issue where Falco could pummel once per frame


 * Fox:
 * Fixed a bug where the randomized camera shake on Fox’s land/heavyland animations would break replays and desync online battles
 * Fixed an issue where Fox could pummel once per frame
 * Forward throw hitbox updated (BKB 52 → 54, KBG 60 → 78, Hitlag 2 → 1)


 * Isaac:
 * Missing egg and star animations re-added


 * Jigglypuff:
 * Fixed an issue where Jigglypuff would not get KO’d after getting its shield broken


 * Luffy:
 * Fixed an issue where Gum-Gum Rocket would sometimes not work/freeze the opponent when it connects


 * Mega Man:
 * Fixed an issue where Mega Man could pummel once per frame


 * Ness:
 * Fixed an issue where Ness would get hit by PK Thunder instantly when powershielded
 * Fixed an issue where PSI Magnet couldn’t be held down


 * PAC-Man:
 * NO MORE KEY JACKET
 * Fixed an issue where throwing fruit backwards makes them fly forwards instead
 * Fixed an issue where Trampoline could break the hell out of held fruit behavior
 * Hydrant no longer breaks in Arena Mode if it’s currently out when scoring
 * Back throw KBG decreased (107 → 97)


 * Pichu:
 * Now uses Pokemon Colosseum as its unlock stage
 * Skull Bash now stops when it hits a shield
 * Skull Bash now goes into endlag immediately after hitting a wall
 * Handbox on discharged Agility comes out 1 frame earlier and is much bigger on first active frame
 * Pummel now does 0.5% self-damage


 * Pikachu:
 * Skull Bash now goes right into endlag when it hits a shield
 * Quick Attack can no longer be platform-cancelled when landing
 * Quick Attack now resets Pikachu’s rotation when landing


 * Sonic:
 * Fixed an issue where Sonic could pummel once per frame


 * Zelda:
 * Down smash KBG increased (103 → 116)
 * Farore’s Wind hitbox updated (KBG 100 → 95, Hitlag -1 → 6, Self Hitlag -1 → 2)
 * Farore’s Wind teleport duration reduced by 1 frame
 * Farore’s Wind second hit now extended to cover the entire height of the red effect on the first active frame


 * Zero Suit Samus:
 * Aerial Flip Jump can now hit grounded opponents