Super Smash Flash 2 Demo/Beta 1.0

Beta 1.0 is the first revision of the final major release of the Super Smash Flash 2 Demo and the first following the alpha phase of development. It was released on May 29, 2017.

Major changes

 * An auto-updater has been added, allowing players to update the game without having to redownload the game from the McleodGaming website.
 * Ten new characters:
 * (unlockable)
 * Many character balance changes, to be shown at a later date.
 * 17 new stages:
 * Desk (unlockable)
 * Devil's Machine (unlockable)
 * Final Valley (unlockable)
 * Flat Zone+
 * Hyrule Castle (64) (unlockable)
 * Lake of Rage
 * Metal Cavern (unlockable)
 * Mushroom Kingdom (unlockable)
 * Mushroom Kingdom II
 * PAC-MAZE
 * Saffron City (64) (unlockable)
 * Starship Mario
 * Toy Time Galaxy
 * Steel Diver (unlockable)
 * Waiting Room (unlockable)
 * World Tournament (unlockable)
 * Yoshi's Island (64)
 * New modes
 * Classic mode
 * Arena mode
 * Sandbag Soccer
 * Home-Run Contest
 * Multi-Man Smash
 * New Special Smash options
 * "Super Smash Flash" modifier.
 * Metal modifier
 * Over 50 New Event matches.
 * A fourth Target Smash stage.
 * Significantly improved Online mode.
 * Accept/deny requests
 * Choose input delay
 * Word filters
 * Will no longer get kicked to the main menu if the opponent disconnects after a game
 * Approximately 140 new music tracks.
 * 17 new items
 * Beam Rod
 * Blast Box
 * Deku Nut
 * Explosive Tag
 * Firework
 * Fire Flower
 * Flipper
 * Gooey Bomb
 * Ice Flower
 * Master Ball (unlockable)
 * Metal Box
 * Motion-Sensor Bomb
 * Party Ball
 * Smart Bomb
 * Super Star
 * Unira
 * Yellow Shell
 * Completely reworked item mechanics.
 * Many new Pokémon and Assist Trophies.
 * Fully customizable quality settings, allowing the player to disable various game effects for better performance.
 * Brand-new special effects for the entire cast.
 * New character recolors.
 * Recolors no longer affect character special effects
 * Increased landing lag on aerial attacks and specials.
 * Rebalanced teching, rolling, getup attack, etc. frame data.
 * Native controller support.
 * Completely reworked item mechanics.
 * Many new Pokémon and Assist Trophies.
 * Fully customizable quality settings, allowing the player to disable various game effects for better performance.
 * Brand-new special effects for the entire cast.
 * New character recolors.
 * Recolors no longer affect character special effects
 * Increased landing lag on aerial attacks and specials.
 * Rebalanced teching, rolling, getup attack, etc. frame data.
 * Native controller support.

Temporarily disabled features

 * Gamepad support in the Browser version
 * Online Arena Mode (Sandbag Soccer)
 * Peril Roulette in Classic Mode
 * Character-Specific Break the Targets
 * "Trades" between opposing attacks
 * Accessorized costumes
 * Misc. stage hazards (Green Hill Zone, etc.)
 * Some of the Assist Trophies and Pokémon
 * Stages
 * Venus Lighthouse
 * Skyward Voyage
 * Silph Co.
 * Shadow Moses Island
 * Distant Planet
 * Items
 * Smash Ball
 * Cucco

Major changes

 * Improved online mode stability.
 * Improved performance when using “Disabled stage effects” quality setting.
 * Fixed crashes from incompatible Bluetooth devices.
 * Fixed Role Reversal event. It was impossible to complete in the previous version due to the removal of Final Smashes.
 * Cleared records for Role Reversal and final events.
 * Desk stage is now available without unlocking.
 * Other various bug fixes and balancing tweaks.

Minor changes

 * Fixed Sudden Death on stock matches.
 * Stage darkening code removed from disabled stage effects quality setting.
 * Pausing in Arena Mode now works properly.
 * Tap Jump/Dash settings now save properly when game is restarted.
 * Fixed some issues involving the pause button when mapped to certain keys.
 * Special Smash options can now be selected via keyboard.
 * Fixed issue with some Assist Trophies (Krillin, Hammer Bro) not loading properly and failing on first spawn.
 * Getting hit while holding an E-Tank will cause the user to drop the E-Tank.
 * Battle of the 99 Heartless? is a bit easier. now has 2 stocks instead of one and takes reduced knockback from enemies.
 * Stocks can now be properly set via the display in Online mode's character selection screen.
 * Changing the game settings from within an online room will no longer lock the room.
 * Milliseconds are gray colored in the timer now.
 * Updated the icons for red and blue teams' score display for Arena.
 * Moved the Home-Run Contest Counter up more to the top right.
 * Timer disappears after pausing in Home Run Contest when Sandbag is gaining distance.
 * Updated the credits screen.
 * Fixed desyncs due to stage background of Bomb Factory.
 * Fixed a loading error for Clock Town if Peach's Castle or Sky Sanctuary Zone had been loaded before.
 * Restored Bloody Tears as the main track for Dracula's Castle.
 * Fixed false ledges on Green Hill Zone.
 * Fixed mislabel on Green Hill Zone music track.
 * Champion Battle (Gold/Silver) music track now only plays as alt for Lake of Rage.
 * Meteo Campaigns now displays shadows.
 * Fixed a crash bug when a character under the effects of a Poison Mushroom was released by a mirror in Mirror Chamber.
 * Tweaked ledges and terrain on Twilight Town.
 * Fixed unlock message for World Tournament. It no longer displays the unlock text from Final Valley.

Character-specific changes

 * Bandana Dee
 * Adjusted item boxes.
 * Reduced weight (78 → 76).
 * Bomberman
 * Down Throw can no longer be SDI'd during the first hit.
 * Bowser
 * Fire Breath knockback is now 50 degrees no matter which direction Bowser is facing when he fires it.
 * Chibi-Robo
 * Chibi-Copter hits connect into each other better.
 * Donkey Kong
 * Cargo up throw has two less frames of endlag.
 * Falco
 * Fixed some inconsistencies with his size.
 * Goku
 * Adjusted item boxes.
 * Tweaked hurtboxes on tech animations.
 * Increased self-damage rate when in Kaiō-ken mode.
 * Back throw has less hitstun.
 * Kirby
 * Fixed issues with copy abilities when Kirby is not slotted as Player 1.
 * Lloyd
 * Fixed a bug when cancelling Tiger Blade with an aerial where, after landing, Lloyd would enter helpless state when performing a second aerial move.
 * Mega Man
 * Grounded Water Wave no longer deals crazy amounts of damage.
 * Meta Knight
 * now has a proper landing animation.
 * Mr. Game & Watch
 * Down tilt now has a windbox.
 * Ness
 * Fixed problems with Ness' Double jump cancel when using PK Thunder.
 * Fixed Ness' frozen glitch when using PK Thunder if the projectile is spawned right next to a wall.
 * PAC-MAN
 * Bonus Fruit
 * Fruits can be re-grabbed easier when thrown.
 * Increased hitstun on Galaxian.
 * Fixed infinite KO glitch if any character landed on the trampoline created by Pac-Jump and crossed the death barrier at the same time.
 * Samus
 * Fixed Samus' intangibility when holding an E-Tank or Assist Trophy.
 * Fixed Samus' frozen glitch when firing a Charge Shot while landing.
 * Sandbag
 * Get up animation now has proper intangibility frames.
 * Down Smash now puts Sandbag in crash state if it lands at the wrong time.
 * Sheik
 * Up Smash now has its proper final hit.
 * Sonic
 * Forward aerial
 * Damage increased on non-meteor hitboxes.
 * Meteor hitbox has slightly less base knockback (60 → 58).
 * Meteor hitbox has less knockback growth (60 → 52).
 * Tails
 * Will now turn around if holding the opposite direction when using a midair jump like all of the other characters with multiple jumps.
 * Jab 1 hitbox size slightly increased in size (more disjoint, more coverage).
 * Forward Tilt hitbox is slightly taller.
 * Up tilt
 * Endlag decreased. (10 → 9)
 * Hitbox is taller. It can now reach characters standing on low platforms of most stages.
 * Forward smash
 * Hitbox size slightly increased (more disjoint, more coverage).
 * Active hitbox duration increased (1 → 2).
 * Up smash
 * Start up reduced (8 → 6).
 * Endlag reduced (13 → 12).
 * Final hit damage increased.
 * Final hit knockback angle changed (90 → 85).
 * Final hit base knockback increased (55 → 56).
 * Final hit knockback growth increased (120 → 124).
 * Multihit now traps characters a lot better.
 * Traction reduced greatly.
 * Loses momentum when hits are landed, allowing the player to stop on opponents.
 * Can now turn around during the first 4 frames of startup if the opposite direction is tapped.
 * Down smash
 * Knockback angle lowered (50 → 38).
 * Base knockback increased (50 → 54).
 * Knockback growth lowered (85/70 → 80/64).
 * Endlag decreased (20 → 19).
 * Hitboxes tweaked.
 * Dash attack's second hit's hitbox size slightly increased (more coverage).
 * Forward aerial base knockback increased (20 → 26).
 * Back aerial
 * Base knockback increased (30 → 32).
 * Knockback growth increased (105 → 108).
 * Active hitbox duration increased (8 → 9).
 * Hitbox on first active frame made significantly larger.
 * Other hitbox sizes slightly increased (more coverage).
 * Movement reworked. Will pull back further if travelling backwards at the start of the move, or fly further forwards if travelling forwards.
 * Grab
 * Grab box is taller (more coverage).
 * Endlag reduced (7 → 6).
 * Pummel damage increased (1% → 1.5%).
 * Forward throw
 * Hitstun increased (100% → 112%).
 * Base knockback increased (70 → 75).
 * Down throw
 * Damage increased (9% → 12%).
 * Self hitlag increased (1 → 3).
 * Knockback angle raised (60 → 80).
 * Base knockback increased (60 → 72).
 * Knockback growth increased (80 → 85).
 * Grounded Energy Ball Blaster total frames reduced (27 → 26).
 * Tails Whirlwind recovery distance significantly increased.
 * Zelda
 * Nayru's Love
 * Range slightly increased.
 * Intangibility on startup increased by one frame.

Major changes

 * Online Mode has been improved.
 * Fixed issues with logging in, especially in browser version.
 * Improved server strain by implementing load balancing.
 * Added bandwidth balancing between two servers for auto-updater.
 * Fixed desyncs involving getting hit while holding items.
 * Locked rooms no longer display in the online list.
 * Rooms no longer break and become invisible after matches take too long.
 * Error messages added for online mode when things fail.
 * Timeouts added for online mode when the game hangs via target test glitch, please wait glitch, etc..
 * Rooms no longer break when the host quits when the other players are in the Waiting Room.
 * Word filter is a lot less strict.
 * Fixed bug causing rooms to lock when rules are changed.
 * Web version can cache more files now.
 * Browser version downloads files one-by-one rather than all at once.
 * Fixed event match unlock messages.
 * Fixed reflection scaling.

Minor changes

 * Minor updates to some HUD objects (Sandbag Soccer, HRC icon).
 * Character select screen now says "survival" instead of "KO" for stock matches
 * Fixed graphical errors with ceiling KOs on events 21/47 and other Multi-Man modes.
 * Fixed a bug involving characters following the pattern of a moving platform when grabbed off of one.
 * Fixed issues with event mode messages.
 * Fixed typo with Green Hill Zone remix being listed as a Brawl track.
 * Arrows for adjusting time/stock on character select screen now work in online mode.
 * Player cursor is larger in character select.
 * Removed blur effect on star KO due to lag.
 * Updated credits.
 * Fixed black screen bug for sudden death.
 * Fixed graphical artifacts on Temple.
 * Green, red, and yellow shells should hit the thrower less often.
 * Fixed glitched pixels when air dodging.
 * Fixed Sonic/Tails' victory themes.
 * Some characters updated to hold items better.

Character-specific changes

 * Bowser
 * Win animation modified to fit better on screen and add new effects.
 * Fixed flickering on forward smash and up smash.
 * Run, jump, skid, and lose animations have modified frame durations.
 * Forward smash endlag reduced by 5 frames.
 * Up smash has slightly increased range.
 * Double jump animation changed.
 * Falco
 * Fixed Falco's air dodge being infinite.
 * Isaac
 * Tightened hitbox on Move.
 * Nerfed knockback growth on up aerial.
 * Link
 * Final hit of Spin Attack nerfed a bit.
 * Final hit of up smash nerfed a bit.
 * Lloyd
 * Fixed another bug where Lloyd would enter helpless state after performing an aerial move without using Tiger Blade first.
 * Decreased lag caused by Lloyd's swords.
 * Luffy
 * Up special connects better.
 * Marth
 * Fixed graphical artifacts on forward tilt and forward smash.
 * Mega Man
 * Water Wave damage decreased a bit more.
 * Updated visual for jab.
 * Buffed the final hit of up smash.
 * Buffed power on the final hit of forward aerial to prevent auto combos.
 * Mr. Game & Watch
 * Back aerial and forward aerial made to look less stretchy.
 * Ness
 * Fixed double-jump cancel glitch.
 * Sheik
 * Bouncing Fish
 * Hitboxes are larger and active for one more frame.
 * Power increased.
 * Nerfed the last two hits of down smash.
 * Sonic
 * Tightened hitbox on the first frame of forward aerial.
 * Fixed bug where Sonic's hurtboxes when getting hit disappeared except for his head.
 * Sora
 * Dash attack is active for 4 more frames.
 * Forward tilt hitbox has greater horizontal range.
 * Forward smash
 * Has one less frame of startup and endlag.
 * Hitbox now covers Sora's arm.
 * Damage increased (12% → 13%).
 * Hitlag decreased.
 * Power and knockback growth increased.
 * Up smash hitbox is active longer and has more range.
 * Neutral aerial hitbox interpolates better.
 * Up aerial hitbox interpolates better.
 * Down aerial hitbox interpolates better.
 * New grab animation with more range.
 * Tails
 * Fixed Tails' nose and tweaked his hands in a few animations.
 * Back aerial now allows the player to conserve vertical momentum.
 * Yoshi
 * Fixed double-jump cancel glitch.
 * Zelda
 * Forward aerial and back aerial sweetspot hitboxes enlarged.
 * Down tilt sweetspot meteors again.

Engine

 * Added Sandbag Basketball to Arena Mode
 * Added Crystal Smash to Stadium Mode
 * New Results Screen
 * Fixed jump startup inconsistency between attack jump cancels and normal jumps
 * “Improvements” to SSF1 mode to make it feel even more like SSF1:
 * Easily slide off edges
 * Chargeable attacks are now used immediately
 * Midair jumps use ground jump animation
 * Short hop via crouch key only
 * Jumping while rising mid-jump disabled
 * Crouching enabled
 * Fast fall disabled
 * Hold crouch for 0.5 seconds to drop through platforms,
 * Can’t drop through platforms while falling
 * Entrance animations removed
 * Possible to move while attacking
 * B button and C-sticks now acts as additional A buttons
 * Jumps can cancel attacks
 * Fixed jump momentum issues
 * Traction values amplified
 * Disabled skid animations
 * Run animations no longer end until you come to a complete stop
 * Attacks that utilized grab state now allow the grab state to proceed
 * Removed ability to use smash attacks
 * Special mode settings now carry over into sudden death
 * Exiting a sudden death match now results in a proper “No Contest”
 * Picking up items no longer triggers an attack
 * Improved behavior for acceleration, deceleration, and max speed caps
 * Fixed bug where getting grabbed out of attacks would reset all of your charged attacks
 * Tweaked character select hand for more precise movement
 * Side smash input window extended by 1 frame
 * Optimized hitlag behavior across the board
 * Fixed scaling of reflections when super mushroomed
 * Fixed projectile clanking behavior
 * Fixed issues with reflection sizes on characters under mushroom effects.
 * Fixed issue that caused characters under armor or launch resistance to use higher hitstun than intended when hit.
 * If a character starts walking at a speed above max walking speed, their speeds will be lowered back to max walking speed.
 * No more fast-falling during specials right out of knockback

Characters
Bandana Dee Black Mage Bomberman Bowser Captain Falcon Chibi-Robo Donkey Kong Falco Fox Goku Ichigo Isaac Jigglypuff Kirby Link Lloyd Luffy Luigi Mario Marth Mega Man Meta Knight Mr. Game & Watch Naruto Ness Pac-Man Peach Pikachu Pit Samus Sandbag Sheik Sonic Sora Tails -Wario: Yoshi Zelda Zero Suit Samus
 * Adjusted heavy knockback animations
 * Tumble fall animation now can grab the ledge
 * Down tilt:
 * Raised angle (35->75)
 * Increased damage (6%->7%)
 * Increased base knockback (30->35)
 * Increased knockback scaling (50->100)
 * Forward Smash:
 * Increased damage (12%->13.5%)
 * Increased base knockback (38->42)
 * Increased knockback scaling (88->90)
 * Down smash:
 * Non-tip attackboxes now deal less damage than tip (13%->12%)
 * Neutral aerial:
 * Is now a single-hit move
 * Damage 11%, angle 45, base knockback 20, knockback scaling 100.
 * Up aerial:
 * Clean hit:
 * Reduced damage (13%->12%)
 * Increased base knockback (20->40)
 * Increased knockback scaling (85->90)
 * Now has a late hit/sourspot
 * Damage 8%, base knockback 40, knockback scaling 90
 * Forward aerial:
 * First two hits now use weight-based knockback (base knockback 35->weight-based knockback 15)
 * Final hit:
 * Increased damage (5%->6%)
 * Increased knockback scaling (100->138)
 * Back aerial:
 * Now has a late hit/sourspot, with 8% damage
 * Clean hit:
 * Reduced damage (12%->11.5%)
 * Decreased base knockback (40->35)
 * Increased knockback scaling (95->105)
 * Down Special (ground):
 * Reduced damage (18%->15%)
 * Increased base knockback (40->45)
 * Increased knockback scaling (80->105)
 * Up throw:
 * Final hit:
 * Reduced base knockback (90->50)
 * Down throw:
 * Increased damage (7%->10%)
 * Getup attack now properly deals damage
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge
 * Dash attack:
 * Lowered angle (45->35)
 * Forward tilt:
 * Lowered angle (50->45)
 * Forward Smash:
 * Lowered angle (50->45)
 * Decreased base knockback (62->40)
 * Increased knockback growth (88->100)
 * Forward aerial:
 * Lowered hitlag modifier (130%->120%)
 * Decreased base knockback (49->30)
 * Increased knockback growth (90->110)
 * Back aerial:
 * Increased knockback growth (100->110).
 * Fixed issue with Back throw inducing hitstun on Black mage himself upon execution
 * Fixed glitch where Up Special circle indicator would stay in camera (and moving) if Black Mage was hit, grabbed or KO’d while he still had control of it
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge
 * Revised and tweaked hitboxes in most attacks, attackboxes now better cover their animations
 * Retimed walk animation
 * Dash attack:
 * Lowered angle (50->30)
 * Increased knockback scaling (70->80)
 * Attackboxes now properly cover Bomberman’s motion
 * Forward tilt:
 * Decreased base knockback (50->25)
 * Increased knockback scaling (80->100)
 * Forward Smash:
 * Changed visuals: now Bomberman holds a bomb during it
 * Reduced base knockback (40->20)
 * Neutral aerial:
 * Clean hit lasts for one more frame
 * Lowered angle (45->36)
 * Reduced base knockback (60->20)
 * Increased knockback scaling (50->95)
 * Forward aerial:
 * Lowered angle (52->46)
 * Increased knockback scaling (105->110)
 * Back aerial:
 * Decreased base knockback (55->40)
 * Increased knockback scaling (85->90)
 * Up aerial:
 * Decreased base knockback (56->32)
 * Increased knockback scaling (85->104)
 * Neutral Special:
 * Fixed held neutral special bomb despawning after 33 seconds holding it
 * Bombs cannot be reflected once they are already on ground
 * Bombs do not have attackboxes when thrown anymore
 * Explosion attackboxes enlarged across the board
 * Side Special (ground):
 * Increased damage (5%->10%)
 * Is now chargeable! Hold special button to charge. Charging increases damage and kick distance
 * Side Special (aerial):
 * Increased hitstun (120%->130%)
 * Raised angle (60->80)
 * Does not give you a vertical boost anymore
 * Back Throw:
 * Lowered angle (130->145)
 * Ledge attack:
 * Reduced damage (13%->6%)
 * Centered heavy knockback animation
 * Tumble fall animation spins.
 * Decreased max running speed (9->8)
 * Up Smash:
 * Added sweetspot at Bowser’s top spikes
 * Damage 20, angle 90, base knockback 43, knockback scaling 90
 * Sourspot reaches further to the sides
 * Sourspot:
 * Increased damage (14%->15%)
 * Decreased base knockback (84->43)
 * Increased knockback scaling (85->95)
 * Forward Smash:
 * Increased startup by 1 frame.
 * First hit:
 * Increased damage (6%->10%)
 * Removed semispike attackbox.
 * Second hit:
 * Increased damage (20%->22%)
 * Reduced base knockback (45->25)
 * Reduced knockback scaling (95->92)
 * Lowered angle (45->40)
 * Damage doesn’t decay after 1 frame of activity anymore.
 * Ending lag decreased by 1 frame.
 * Down Smash:
 * Final hit:
 * Damage increased (6%->9%)
 * Increased knockback scaling (140->150)
 * Neutral aerial:
 * Sweetspot is active for 1 more frame, sourspot is active for 1 less frame.
 * Reduced base knockback (50->35)
 * Increased knockback scaling (80->100)
 * Back aerial:
 * Sweetspot is active for 1 more frame, sourspot is active for 1 less frame.
 * Decreased damage (17->16)
 * Increased knockback scaling (65->83)
 * Up aerial:
 * Reduced base knockback (50->35)
 * Increased knockback scaling (85->95)
 * Down Special:
 * Increased fall speed (20->25)
 * Up special:
 * Decreased startup by 1 frame (4->3)
 * Increased ending lag by 2 frames (11->13)
 * Late hits do not deal bonus shield damage anymore.
 * Aerial version is not intangible anymore.
 * Updated Screen KO animation
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Repositioned aerial animations.
 * Jab combo:
 * First hit ending lag reduced by 1 frame.
 * Improved knockback behavior so hits connect better into each other.
 * Up Smash:
 * First hit:
 * Now uses weight-based knockback (base knockback 45->weight-based knockback 20)
 * Forward Smash:
 * Reduced base damage (20%->19%)
 * Lowered angle (50->43)
 * Increased base knockback (20->25)
 * Increased knockback scaling (90->95)
 * Down Smash:
 * Lowered angle (50->38)
 * Neutral aerial:
 * 1 less frame of landing lag
 * Up aerial:
 * (sweetspot/sourspot) Equalized damage (12%/8%->11%/10%)
 * Reduced base knockback (35/35->25/25)
 * Increased knockback scaling (90/90->100/100).
 * Fixed mislabeled attackboxes on last two active frames.
 * Back aerial:
 * 1 less frame of landing lag
 * Increased hitstun (100%->110%)
 * Forward aerial:
 * 1 less frame of landing lag
 * Decreased base knockback (47->37)
 * Increased knockback scaling (83->93)
 * Down aerial:
 * Increased hitstun (110%->120%)
 * Neutral Special:
 * Startup increased by 3 frames.
 * Lowered angle (50->40).
 * Side Special (ground):
 * Increased hitstun
 * Added 1 frame of startup after hit detection.
 * Has 2 less frames of movement (and therefore 2 less active frames)
 * Increased movement speed (18->21.6)
 * Side Special (aerial):
 * Increased vertical range of handboxes.
 * Added 1 frame of startup after hit detection.
 * Reduced attackbox size and range.
 * Up Special:
 * Increased vertical range of handboxes.
 * Down Special (aerial)
 * Reduced range
 * Forward throw:
 * Decreased damage (9%->4%)
 * Increased base knockback (30->40)
 * Added 1 frame of ending lag
 * Back throw:
 * Raised angle (160->150)
 * Removed 2 frames of ending lag
 * Down throw:
 * Increased hitstun (100%->110%)
 * Removed 1 frame of ending lag
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up Smash:
 * First 2 hits:
 * Now use weight-based knockback (base knockback 75->weight-based knockback 60)
 * Lowered damage (4%->2%)
 * Final hit:
 * Raised angle (80->85)
 * Increased knockback scaling (90->120)
 * Forward Smash:
 * First 2 hits:
 * Now use weight-base knockback (power 70->wbkb 60)
 * Lowered angle (40->5)
 * Increased damage (2%->3%)
 * Final hit:
 * Increased damage (8%->9%)
 * Increased knockback growth (to 130)
 * Lowered angle (50->40)
 * Down Smash:
 * (Sweetspot/Sourspot) Equalized damage (19%/10%->16%/13%)
 * (Sweetspot/Sourspot) Reduced base knockback (90/50->55/25)
 * (Sweetspot/Sourspot) Increased knockback scaling (67/75->110/110)
 * Neutral aerial:
 * Both attackboxes have the same knockback/damage stats now (direction 32, base knockback 40, knockback scaling 100, damage 10%)
 * Forward aerial:
 * Reduced damage (9.5%->5%)
 * Raised angle (55->60)
 * Increased base knockback (35->40)
 * Increased knockback scaling (105->133)
 * Back aerial:
 * Reduced damage (15%->12%)
 * Lowered angle (50->40)
 * Increased base knockback (15->42)
 * Increased knockback scaling (90->105)
 * Up aerial:
 * (All Attackboxes) lowered angle (60->40)
 * Sweetspot:
 * Increased damage (11%->12%)
 * Increased base knockback (50->54)
 * Increased knockback scaling (95->110)
 * Neutral special:
 * Increased hitstun (30%->70%)
 * Up Smash:
 * Reduced knockback scaling (100->85)
 * Shield damage increased by 4
 * Forward Smash:
 * Lowered angle (55->45)
 * Decreased base knockback (35->30)
 * Increased knockback scaling (90->91)
 * Neutral aerial:
 * Reduced damage (12%->11%)
 * Reduced base knockback (35->20)
 * Increased knockback scaling (90->100)
 * Up aerial:
 * Reduced damage (13%->12%)
 * Decreased base knockback (45->32)
 * Increased knockback scaling (70->90)
 * Down aerial:
 * Decreased base knockback (38->30)
 * Increased knockback scaling (85->90)
 * Neutral special:
 * (Ground only) Increased base damage (9%->12%)
 * Reduced base knockback (35->15)
 * Increased knockback scaling (78->100)
 * Up throw:
 * Increased base knockback (70->90)
 * Increased grounded jump speed (27->27.5)
 * Increased midair jump speed (26.2->26.5)
 * Decreased max aerial horizontal speed (7.8->7.3)
 * Enlarged hitboxes on crash landing and prone animations.
 * Now can grab the ledge during grounded jump animation.
 * Adjusted hitboxes on item toss animations.
 * Touched up sprites in miscellaneous animations
 * Up tilt:
 * Hitstun increased (100%->110%)
 * Increased knockback scaling (90->105)
 * Decreased base knockback (45->30)
 * Reduced range slightly.
 * Added a new attackbox to better cover motion.
 * Dash attack:
 * Lowered knockback scaling (75->65)
 * Up Smash:
 * Increased knockback scaling (70->75)
 * Forward Smash:
 * Increased knockback scaling (60->70)
 * Lowered angle (50->45)
 * Raised attackboxes on last active frame so it can’t hit below ledge
 * Neutral aerial:
 * Decreased base knockback (25->10)
 * Increased knockback scaling (80->100)
 * Decays gradually to damage 9 and base knockback 0
 * Back aerial:
 * Sweetspot:
 * Increased damage (13%->15%)
 * Decreased base knockback (25->0)
 * Increased knockback scaling (95->100)
 * Raised angle (140->135)
 * Decays gradually to 9 damage.
 * Reduced size.
 * Sourspot:
 * Reduced damage (13%->9%)
 * Decreased base knockback (25->0)
 * Increased knockback scaling (95->100),
 * Raised angle (43->45)
 * Increased size.
 * Up aerial:
 * Attackboxes do not cover Falco’s head anymore.
 * Down aerial:
 * Range below Falco reduced.
 * Angle lowered (285->283)
 * Reduced base knockback (30->10)
 * Increased knockback scaling (80->100)
 * Sourspot:
 * Raised angle (25->45)
 * Reduced base knockback (30->20)
 * Neutral Special:
 * Reduced base knockback (14->10)
 * Increased SDI Multiplier (1->2)
 * Up special (both aerial and grounded)
 * Trail effect is now blue
 * Increased base knockback (55->75)
 * Increased knockback scaling (55->105)
 * Speed boost delayed by two frames.
 * Side Special (ground):
 * Trail effect is now red
 * Increased base knockback (20->40)
 * Improved attackboxes to better cover movement.
 * Increased speed decay.
 * Side Special (air):
 * Trail effect is now red
 * Increased landing lag if landing during the attack.
 * Improved attackboxes to better cover movement.
 * Down Special (both aerial and grounded):
 * Effects are now red
 * Increased hitstun (110%->120%)
 * Increased knockback scaling (50->65)
 * Removed intangibility.
 * Forward throw:
 * Increased knockback scaling (50->60)
 * Back throw:
 * Increased knockback scaling (45->55)
 * Lasers:
 * Hitstun decreased (100%->80%)
 * Increased base knockback (30->40)
 * Increased knockback scaling (45->55)
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Tweaked and/or implemented itemboxes
 * Up tilt:
 * Tweaked speed decay when performing the attack out of run/dash.
 * Ending lag reduced by 1 frame (9->8)
 * Down Smash:
 * Decreased knockback scaling (70->50)
 * Neutral aerial:
 * Late hit has smaller hitboxes.
 * Clean hit:
 * Increased damage (10%/9%->12%/11%)
 * Decreased base knockback (25->10)
 * Increased knockback scaling from (90->100)
 * Late hit:
 * Damage lowered (10%/9%->8%/7%)
 * Up aerial:
 * Second hit attackboxes tightened.
 * Decreased time between both hits (2->1 frame)
 * Back aerial:
 * (Sweetspot/Sourspot):
 * Lowered base knockback (20->0)
 * Increased knockback scaling (85/65->100/100)
 * Sourspot:
 * Lowered damage (14%->9%)
 * Side Special (both versions):
 * Improved hitboxes to better cover Fox’s movement.
 * 2 less frames of startup
 * 4 less active frames
 * Side Special (air):
 * Reduced knockback scaling (110->80)
 * Increased landing lag if landing during movement.
 * Increased speed decay (0.1->0.5)
 * Down Special:
 * Increased base knockback (55->65)
 * Removed intangibility
 * Up Special:
 * Delayed movement start by 2 frames (21->23)
 * Up throw:
 * Knockback cannot be reverse anymore.
 * Decreased damage (9%->3%)
 * Decreased base knockback (90->75)
 * Increased knockback scaling (43->110)
 * Raised angle (95->90)
 * Lowered hitstun (123%->110%)
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Equalized knockback stats between Regular and Kaio-Ken Goku (Kaio-Ken retains bonus damage)
 * Forward tilt:
 * Reduced damage (13%->11%)
 * Increased knockback scaling (85->100)
 * Forward Smash:
 * Endlag increased by 1 frame
 * Raised angle (31->45)
 * Increased knockback scaling (95->105)
 * Down Smash:
 * Lowered angle (45->30)
 * Sweetspot:
 * Reduced base knockback (59->40)
 * Increased knockback scaling (93->99)
 * Sourspot:
 * Raised angle (25->70)
 * Reduced base knockback (59->20)
 * reduced knockback scaling (95->70)
 * Neutral aerial:
 * Added 4 more active frames.
 * Endlag increased by 3 frames.
 * Increased base knockback (20->30)
 * Up aerial:
 * Increased base knockback (15->30)
 * Decreased knockback scaling (100->90)
 * Back aerial:
 * Increased base knockback (10->25)
 * Back Throw:
 * Fixed potential infinite.
 * Endlag increased by 3 frames.
 * Increased base knockback (60->75)
 * Down throw:
 * Endlag increased by 2 frames.
 * Down Special:
 * Cannot trigger Kaio-Ken from hitting items or projectiles.
 * Ledge attack:
 * Decreased damage (10%->8%)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Retimed animation for tech roll.
 * Dash attack:
 * Increased damage (8%->12%)
 * Reduced base knockback (85->70)
 * Increased knockback scaling (30->78)
 * Forward tilt:
 * Lowered angle (50->40)
 * Decreased base knockback (40->30)
 * Increased knockback scaling (70->97)
 * Up Smash:
 * Reduced damage (18%->17%),
 * Increased base knockback (11->45)
 * Decreased knockback scaling (95->86)
 * Down Smash:
 * Multihits now use weight-based knockback (base knockback 30->weight-based knockback 20)
 * Extended attackbox range once Ichigo lands.
 * Neutral aerial:
 * Decreased base knockback (50->35)
 * Increased knockback growth (60->105)
 * Forward aerial:
 * Decreased base knockback (40->20)
 * Increased base knockback (60->90)
 * Back aerial:
 * Decreased base knockback (40->30)
 * Increased knockback growth (60->100)
 * Down aerial:
 * Decreased base knockback (40->20)
 * Increased knockback growth (50->90)
 * Neutral special:
 * Is now chargeable: Hold Special button and release to shoot. Charge is not storable.
 * Non-charged Getsuga Tensho is a single-hit small projectile, and it gets larger as it gets more charge.
 * Fully-charged Getsuga Tensho is a slow-moving, multihit projectile.
 * Heavily reduced startup (by 15 frames)
 * Removed delay timer between consecutive usages.
 * Aerial version does not slow your fall anymore, but it provides some lift when projectile is released.
 * Side special:
 * Increased knockback growth (15->65)
 * Reduced base knockback (75->60)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up smash:
 * Lowered knockback scaling (105->97)
 * Up air:
 * Knockback scaling increased (80->90)
 * Neutral Special:
 * Vertical speed on release lowered (15->11). This fixes auto KOs caused with up smash out of vine release.
 * Implemented proper itemboxes in all animations.
 * Tweaked eyes color in most animations.
 * Decreased max running speed (7.9->7.7)
 * Increased grounded acceleration (0.9->1.1)
 * Increased aerial horizontal acceleration (1.35->2)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up tilt:
 * Increased hitstun (100%->110%)
 * Increased damage (5%->7%)
 * Decreased knockback scaling (145->120)
 * Forward tilt:
 * Increased damage (9%->10%)
 * Decreased base knockback (78->25)
 * Increased knockback scaling (30->100).
 * Dash attack:
 * Lowered angle (62->44)
 * Decreased base knockback (66->16)
 * Increased knockback scaling (60->100)
 * Forward Smash:
 * Clean hit:
 * Lowered angle (50->40)
 * Decreased base knockback (30->20)
 * Late hit:
 * Increased damage (11%->13%)
 * Decreased base knockback (50->6)
 * Decreased knockback scaling (100->85)
 * Down Smash:
 * Decreased damage (18%->12%)
 * Raised angle (5->15)
 * Decreased base knockback (44->25)
 * Increased knockback scaling (55->95)
 * Neutral aerial:
 * Both attackboxes deal same damage (12%/11%->11%/11%)
 * Decreased base knockback (35->25)
 * Increased knockback scaling (65->85)
 * 1 more frame of landing lag
 * Reduced hitstun (105%->100%)
 * Forward aerial:
 * Fixed double SFX
 * Reduced base knockback (40->30)
 * Increased knockback scaling (71->90)
 * Back aerial:
 * Extended attackboxes horizontally
 * Decreased base knockback (35->15)
 * Increased knockback scaling (75->120)
 * Up aerial:
 * Increased hitstun (100%->110%)
 * Down Aerial:
 * Decreased hitstun (107%->103%)
 * Side special (both aerial and grounded):
 * Increased hitstun (100%->115%)
 * Increased momentum for aerial up-angled movement.
 * Up throw:
 * Increased hitstun (100%->112%)
 * Increased base knockback (100->105)
 * Forward throw
 * Reduced knockback scaling (120->105)
 * Back throw
 * Increased knockback scaling (25->40)
 * Down Special
 * (Ground) angle matches aerial version (50->45)
 * (Ground) increased knockback scaling (105->115), matching aerial version.
 * Temporarily disabled power star versions of Forward Aerial, down Aerial and aerial hammer.
 * Realigned animations for jump, double jump, neutral aerial, back aerial and up aerial.
 * Adjusted hitboxes in almost all animations.
 * Improved itemboxes
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Increased air deceleration (0.075->0.08)
 * Down tilt:
 * Removed 3 frames of endlag.
 * Dash attack:
 * Multihits:
 * now use weight-based knockback (wbkb 20)
 * Raised angle (35->45)
 * Forward Smash:
 * Startup reduced by 3 frames.
 * Ending Lag increased by 3 frames
 * Sweetspot attackbox enlarged.
 * Decreased base knockback (38->30)
 * Increased knockback scaling (90->102)
 * Down Smash:
 * Attackboxes are smaller after first spin.
 * Decreased base knockback (30->25)
 * Increased knockback scaling on all hitboxes (90/85/85->110/110/110)
 * Neutral aerial:
 * Attackbox is larger and fully covers Kirby.
 * Added second sourspot on frame 7 of activation (damage 6)
 * Landing Lag reduced by one frame (6->5)
 * Up air:
 * Attackboxes interpolate better and reach slightly further.
 * Back aerial:
 * Attackboxes reach further from Kirby.
 * Increased damage (12%->13%)
 * Increased knockback scaling (90->104)
 * Increased landing lag by 2 frames (4->6)
 * Forward aerial:
 * Attackboxes are larger overall and should connect better into each other.
 * Down aerial:
 * Startup increased by 1 frame (5->6)
 * Ending lag increased by 1 frame (6->7)
 * Attackboxes stretched horizontally.
 * Added an attackbox on landing animation:
 * Damage 2%, weight-based knockback 40, knockback scaling 100.
 * Landing lag increased by 1 frame (6->7)
 * Side Special (ground):
 * Improved attackboxes to fully cover swing
 * Decreased base knockback (65->60)
 * Increased knockback scaling (72->78)
 * Side Special (aerial):
 * Improved attackboxes to fully cover swing
 * Increased base knockback (50->60)
 * Increased knockback scaling (72->78)
 * Increased grab range.
 * Down throw:
 * Final hit angle lowered
 * Non-final hits cannot be cancelled in Turbo mode anymore.
 * Increased gravity (1.28->1.35)
 * Increased max run speed (8.2->8.5)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up tilt:
 * Increased hitstun (100%->115%)
 * Increased knockback scaling (90->100)
 * Down tilt:
 * (All attackboxes) increased hitstun (100%/100%/100%->110%/120%/120%)
 * (All attackboxes) lowered base knockback (70/80/80->70/60/60)
 * (All attackboxes) increased knockback scaling (50/50/60->50/70/80)
 * Dash attack:
 * Increased hitstun (100%->115%)
 * Forward Smash:
 * First hit now has two attackboxes:
 * Tip Hitbox (damage 14%, angle 45, base knockback 30, knockback scaling 100)
 * Base hitbox (damage 7%, angle 75, base knockback 47, knockback scaling 15)
 * Second hit damage increased (12%->13%)
 * Up Smash:
 * Final hit:
 * Increased damage (8%->11%)
 * Increased knockback scaling (95->96)
 * Neutral aerial:
 * Raised angle (35->40)
 * Clean hit:
 * Decreased base knockback (40->20)
 * Increased knockback scaling (83->100)
 * Up aerial:
 * Increased hitstun (100%->120%)
 * Down aerial:
 * Increased hitstun (100%->110%)
 * Up throw:
 * Increased hitstun (105%->110%)
 * Down throw:
 * Increased hitstun (105%->110%)
 * Side Special:
 * Increased knockback growth (45->80)
 * Now only hits twice (one on throw, one on the way back)
 * First hit:
 * Lowered angle (90->51)
 * Second hit:
 * Lowered angle (90->140)
 * Down special:
 * Explosion hitstun increased (100%->110%)
 * Decreased base knockback (50->40)
 * Increased knockback scaling (60->90)
 * Thrown and dropped bombs must will land on ground only if they have low vertical speeds (otherwise, they will explode)
 * Bombs do not use a detection hit anymore.
 * Up Special (ground):
 * Clean hit:
 * Increased damage (11%->14%)
 * Decreased base knockback (65->60)
 * Decreased knockback scaling (86->85)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Reimplemented sword effects to eliminate slowdowns.
 * Jab:
 * Rapid Jabs are now escapable
 * Jab 1:
 * Increased base knockback (0->12),
 * Decreased knockback scaling (70->25)
 * Lowered angle (70->45)
 * Up tilt:
 * Decreased base knockback (80->35)
 * Increased knockback scaling (95->103)
 * Forward tilt:
 * Lowered angle (55->35)
 * Decreased base knockback (70->40)
 * Dash Attack:
 * Increased damage (10%->11%)
 * Lowered angle (45->35)
 * Decreased base knockback (72->45)
 * Increased knockback scaling (98->135)
 * Up Smash:
 * Startup increased by 1 frame
 * Raised angle (100->92)
 * Decreased base knockback (70->40)
 * Increased knockback scaling (80->110)
 * Forward Smash:
 * Increased damage (14%->15%)
 * Lowered angle (50->40)
 * Increased base knockback (60->70)
 * Increased knockback scaling (60->70)
 * Down Smash:
 * Multihits now use weight-based knockback (base knockback 50->weight-based knockback 20)
 * Final hit:
 * Increased knockback scaling (90->150)
 * Decreased base knockback (90->50)
 * Neutral aerial:
 * Decreased base knockback (50->35)
 * Increased knockback scaling (85->110)
 * Side Special:
 * Lowered movement speed during attack
 * Down Special:
 * Removed jump restore from aerial version.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Adjusted animation and hitboxes for backflip
 * Up Smash:
 * Raised angle (80->95)
 * Decreased base knockback (70->35)
 * Increased knockback scaling (80->98)
 * Forward Smash
 * Both attackboxes have the same angle (45/55->45/45).
 * Decreased base knockback (75/75->20/20)
 * Increased knockback scaling (60/80->117/117)
 * Down Smash
 * Decreased first hit base knockback (60->40)
 * Up aerial:
 * Startup increased by 1 frame
 * Reduced base knockback (40->30)
 * Increased knockback scaling (75->85)
 * Forward aerial:
 * Decreased base knockback (35->30),
 * Increased knockback scaling (76->80)
 * Back aerial:
 * Lowered angle (53/53->40/40)
 * Decreased base knockback (55/55->12/12)
 * Increased knockback growth (67/88->100/100)
 * Up Special:
 * Increased damage (20%->22%)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Forward Smash:
 * Sweetspot:
 * Decreased damage (19%->17%)
 * Increased knockback scaling (80->103)
 * Sourspot:
 * Increased damage (11%->14%)
 * Increased knockback scaling (40->99)
 * Down Smash:
 * First hit:
 * Reduced damage (18%->14%)
 * Lowered angle (50->30)
 * Increased base knockback (25->30)
 * Increased knockback scaling (85->100)
 * Neutral aerial:
 * Clean hit:
 * Lowered angle (45->40)
 * Decreased base knockback (45->20),
 * Increased knockback scaling (80->99).
 * Late hit:
 * Decreased base knockback (40->10).
 * Up aerial:
 * Reduced damage (12%->9%)
 * Decreased base knockback (15->10)
 * Increased knockback scaling (90->110)
 * Back aerial:
 * Increased damage (11%->13%)
 * Lowered angle (50->40)
 * Decreased base knockback (45->15)
 * Increased knockback scaling (80->110)
 * Down aerial:
 * All hits use weight-based knockback (base knockback 20->weight-based knockback 10).
 * Lowered angle (90->95).
 * Landing hit now properly works, but lasts only one frame (weight-based knockback 40).
 * Up throw:
 * Fixed inconsistences on release angle.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Reduced ground jump vertical speed (16->14)
 * All tippers use the same SFX
 * Jab:
 * Hitting with sweetspot now properly plays SFX
 * Up tilt:
 * Increased hitstun in all attackboxes (110%->120%)
 * Ending Lag increased by 1 frame.
 * Dash attack:
 * Increased hitstun in all attackboxes (100%/110%->120%)
 * Forward Smash:
 * Reduced startup by 1 frame
 * Redrawn attackboxes
 * Both tipper attackboxes have the same base knockback.
 * Neutral aerial:
 * Increased hitstun on first hit (100%->105%)
 * Second hit comes 1 frame later
 * Up aerial:
 * (All attackboxes) raised angle (80/80/80->90/90/90)
 * (All attackboxes) increased hitstun (115%->120%)
 * (Sourspot) lowered knockback scaling (80->70)
 * (Sweetspot) lowered knockback scaling (90->80)
 * (Sweetspot) lowered base knockback (60->55)
 * Forward aerial:
 * (Sweetspot): Increased hitstun (100%->120%)
 * Landing Lag increased by 1 frame.
 * Back aerial:
 * (All attackboxes): increased hitstun (100%->110%)
 * (Sweetspot/Sourspot): increased base knockback (75/65->85/75)
 * Lowered angle (50->47)
 * Down aerial:
 * Redrawn attackboxes
 * Sweetspot now always induces knockdown/tumble
 * Up throw:
 * Increased hitstun (115%->120%)
 * Side Special:
 * First hit:
 * Raised angle (50->60)
 * Decreased base knockback (45->35)
 * Up Special:
 * Sourspots:
 * Angle lowered (70->45), now matches sweetspot.
 * Increased knockback scaling (60->80)
 * Can now grab the ledge one frame earlier (frame 17)
 * Getup attack matches knockback data of Ledge Attack.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up Tilt:
 * Raised angle (80->85)
 * Increased base knockback (30->38)
 * Forward Tilt:
 * Decreased base knockback (45->30)
 * Increased knockback scaling (80->90)
 * Forward Smash:
 * Non-projectile attackbox:
 * Increased knockback scaling (85->95)
 * Projectile
 * Decreased base knockback (50->40)
 * Increased knockback scaling (75->90)
 * Down Smash:
 * Decreased base knockback (67->30)
 * Increased knockback scaling (65->99)
 * Back aerial:
 * Decreased base knockback (55->35)
 * Increased knockback scaling (84->100)
 * Neutral Special:
 * Full charge:
 * Lowered angle (50->40)
 * Decreased base knockback (50->25)
 * Increased knockback scaling (62->82)
 * Adjusted heavy knockback animations
 * Forward Smash:
 * Increased damage (14->15)
 * Decreased base knockback (32->30)
 * Increased knockback scaling (95->108)
 * Down Smash:
 * Fixed attackboxes without any knockback stats assigned to them
 * Lowered angle (43->35)
 * Reduced base knockback (55->36)
 * Increased knockback scaling (85->96)
 * Back aerial:
 * Final hit:
 * Reduced damage (9%->5%)
 * Increased knockback scaling (120->180)
 * Back throw:
 * Fixed infinite
 * Down Throw:
 * Increased ending lag by 1 frame
 * Adjusted heavy knockback animations
 * Fixed missing outlines on Assist Trophy and roll animations.
 * Up/Down taunt now has a windbox.
 * Crouch animation is smaller.
 * Forward Tilt:
 * Decreased knockback scaling (100->90)
 * Forward Smash
 * Lowered angle (50->48)
 * Sweetspot:
 * Increased base knockback (32->48)
 * Increased knockback scaling (85->91)
 * Lasts one less frame (2->1)
 * Sourspot:
 * Decreased base knockback (45->40)
 * Decreased knockback scaling (85->80)
 * Lasts one more frame (2->3)
 * Attackboxes extended for better reach.
 * Down Aerial:
 * Decreased base knockback (60->50)
 * Decreased knockback scaling (75->70)
 * Up Special:
 * Attackbox shifted down
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Jab Combo:
 * Hits 1 and 2 now use weight-based knockback (base knockback 15->weight-based knockback 15)
 * Dash attack:
 * Hit 1 now uses weight-based knockback (base knockback 50->weight-based knockback 50)
 * Down tilt:
 * Reduced damage (13%->10%)
 * Down Smash:
 * Decreased base knockback (50->40)
 * Increased knockback scaling (65->95)
 * Neutral aerial:
 * Increased damage (8%->10%)
 * Decreased base knockback (42->32)
 * Increased knockback scaling (68->90)
 * Up aerial:
 * Increased base knockback (10->25)
 * Back aerial:
 * Increased knockback scaling (92->97)
 * Neutral Special:
 * Multihits now use weight-based knockback (base knockback 32->weight-based knockback 10)
 * Reduced damage per hit (2%->0.75%)
 * Full charge now also multihits.
 * Up Special:
 * First hit:
 * Raised angle (60/65->75/75).
 * now uses weight-based knockback (base knockback 85->weight-based knockback 120)
 * Increased range of second hit.
 * Applied itemboxes to all animations.
 * Cleaned up stray pixels on hurt animations.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Jab 2
 * Endlag reduced by 2 frames,
 * Jab 3
 * Startup reduced by 1 frame
 * Active hitbox duration reduced by 1 frame
 * All jabs
 * Displaced forward slightly for more reach.
 * Forward Tilt
 * One less active frame, one more frame of startup,
 * Hitboxes displaced forward and widened.
 * Down tilt:
 * Displaced forward more.
 * Up tilt
 * Angle lowered (90->105).
 * Dash Attack
 * Completely revamped to work more like official titles.
 * Forward Smash
 * Sweetspot damage reduced (24%->22%)
 * Sweetspot knockback scaling reduced (78->72)
 * Sweetspot now plays the Home Run Bat SFX.
 * Down Smash
 * Release hit base knockback increased (50->73)
 * Release hit knockback scaling increased (68->76)
 * Release hit angle lowered (42->31)
 * 3 more frames of ending lag.
 * Up Smash
 * Added two frames of startup
 * Charge hitbox comes out 3 frames faster and covers in front of him
 * Forward Aerial:
 * Effects are larger
 * Attackboxes resized to match effects
 * Two more frames of landing lag
 * Back aerial:
 * 3 less frames of startup
 * 2 more frames of endlag
 * 4 more frames of landing lag
 * Neutral aerial
 * Animation polished
 * Sweetspot lasts 2 less frames,
 * (Sourspot) raised angle (30->67)
 * (Sourspot) base knockback increased (7->40)
 * 2 more frames of landing lag.
 * Down aerial
 * Early Autocancel window extended by 7 frames
 * Fixed error causing attackbox to not cover effect.
 * Up aerial
 * Range modified
 * Active for 3 more frames
 * Damage decreased (13%->12%)
 * Base knockback decreased (60->55)
 * Knockback Scaling decreased (80->76)
 * 3 more frames of Landing lag
 * Back throw
 * Increased knockback scaling (95->103)
 * Lowered angle (130->140).
 * Down throw
 * Lowered angle (70 → 62)
 * Forward throw:
 * Increased damage (9%->10%),
 * Increased knockback scaling (20 → 30),
 * Up throw
 * Decreased hitstun (120%->112%)
 * Up special:
 * Movement speed decreased (30->23)
 * Speed decay per frame charged, overall the move covers less distance.
 * Side Special:
 * Pillar max time 10 frames → 13 frames
 * Removed SDI distance multiplier
 * Added delay timer between consecutive usages after a successful throw.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Forward Smash:
 * All attackboxes:
 * Lowered angle (50/50/50->40/40/40)
 * Lowered base knockback (56/54/54->25/25/25)
 * Increased knockback scaling (90/80/80->99/99/99)
 * Sweetspot:
 * Increased damage (15%->16%)
 * Lasts one more frame
 * Up Smash:
 * Second hit:
 * Raised angle (70->80)
 * Decreased base knockback (65->32)
 * Increased knockback scaling (70->97)
 * Down Smash:
 * Lowered angle (60->30)
 * Lowered base knockback (60->30)
 * Neutral aerial:
 * Lowered base knockback (70->20)
 * Increased knockback scaling (60->100)
 * Up aerial:
 * Lowered base knockback (60->20)
 * Increased knockback growth (62->100)
 * Forward aerial:
 * Increased damage (6%->8%)
 * Lowered angle (55->45)
 * Decreased base knockback (54->15)
 * Increased knockback scaling (69->105)
 * Back aerial:
 * Decreased base knockback (60->20)
 * Increased knockback scaling (70->100)
 * Up Special:
 * Fixed errors if Trampoline was reflected and then used by whoever reflected it.
 * AI (level 8 or higher) makes better use of Up Special to recover.
 * Max aerial speed increased (6.5->7.5)
 * Centered heavy knockback animation
 * Down tilt:
 * (Non-meteor) increased hitstun (100%->135%)
 * Dash Attack:
 * (All hitboxes) increased hitstun (110%/80%->120%/100%)
 * Neutral aerial:
 * Clean hit:
 * Lowered angle (50->45)
 * Increased damage (11%->14%)
 * Decreased base knockback (60->20)
 * Increased knockback scaling (80->100)
 * Late hit:
 * Increased damage (9%->10%)
 * Decreased base knockback (60->0)
 * Increased knockback scaling (55->100)
 * Up aerial:
 * Increased base knockback (40->55)
 * Forward aerial:
 * Reduced knockback scaling (95->70)
 * Increased base knockback (50->60)
 * Lowered angle (50->45)
 * Increased damage (14%->15%)
 * Back aerial:
 * Increased hitstun (110%->120%)
 * Up throw:
 * Increased hitstun (110%->120%)
 * Reduced base knockback (65->63)
 * Reduced knockback scaling (80->73)
 * Forward throw
 * Reduced knockback scaling (120->105)
 * Max horizontal aerial speed increased (6.2->7.8)
 * Aerial acceleration increased (0.7->0.77)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Jab:
 * Raised angle (10->20)
 * Increased base knockback (7->12)
 * Decreased knockback scaling (50->25)
 * Dash attack:
 * Increased damage (8%->9%)
 * Decreased base knockback (75->70)
 * Increased knockback scaling (70->90)
 * Forward Smash:
 * (Sweetspot/Sourspot) Decreased damage (20%/18%->18%/16%)
 * (Sweetspot/Sourspot) Increased base knockback (40/20->60/60)
 * (Sweetspot/Sourspot) Increased knockback scaling (70/55->75/75)
 * Forward Aerial:
 * Multihits now use weight-based knockback (base knockback 25->weight-based knockback 25)
 * Endlag reduced by two frames
 * Up aerial:
 * Clean hit: reduced base knockback (90/90->60/65)
 * Semispike hit has angle 0
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Realigned aerial animations
 * Neutral Special:
 * Increased base damage (1%->3.7%)
 * Reduced full-charge damage (13%->8.6%)
 * Reduced base knockback (50->4)
 * Lowered angle (80->60)
 * Increased knockback scaling (70->80)
 * Side Special:
 * Doesn’t use a detection hit anymore
 * Reduced knockback scaling (90->80)
 * Up Special:
 * Adjusted handboxes
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Increased ground full jump speed (15->15.5)
 * Increased midair jump vertical speed (14->14.5)
 * Increased max midair horizontal speed (8->8.3)
 * Increased midair horizontal acceleration (0.53->0.94)
 * Altered throw animation effects to reduce slowdowns.
 * Dash Grab animation won’t trigger from walk anymore.
 * Updated item use animations
 * Jab 1:
 * Angle lowered (45->0)
 * Up tilt:
 * Grounded hit hitstun decreased (130%->120%)
 * Grounded hit now properly meteors (angle 270)
 * Forward tilt:
 * Decreased hitstun (130%->110%)
 * Down tilt:
 * Decreased hitstun (125%->120%)
 * Dash Attack:
 * Raised angle (60->75)
 * Increased damage (10%->13%)
 * Damage decays after 4 frames (13->9)
 * Increased base knockback (60->70)
 * Increased knockback scaling (50->80)
 * Forward smash:
 * First hit:
 * Now uses weight-based knockback (base knockback 55->weight-based knockback 18)
 * Reduced damage (9%->3%)
 * Second hit:
 * Damage increased (5%->10%)
 * Neutral aerial:
 * Lowered angle (47->45)
 * (Sweetspot/sourspot) Increased damage (9%/7%->10%/9%)
 * (Sweetspot/Sourspot) Decreased base knockback (60/60->40/40)
 * Forward aerial:
 * All attackboxes reduced in size
 * First hit:
 * Angle raised (35->70)
 * Increased knockback scaling (35->65)
 * All multihits now use weight-based knockback (base knockback 25->weight-based knockback 25)
 * Back aerial:
 * (All attackboxes): Decreased base knockback (60/56/56/56->42/30/30/30)
 * (All attackboxes): Increased knockback scaling (70/63/63/63 → 98/98/98/98)
 * Sweetspot is now located at Samus’ feet.
 * Up aerial:
 * Multihits now use weight-based knockback (base knockback 70->weight-based knockback 30)
 * Down aerial:
 * Increased base knockback (35->45)
 * Decreased knockback scaling (85->70)
 * Landing Lag reduced by 2 frames.
 * Up throw:
 * Increased hitstun (100%->120%)
 * Increased base knockback (25->45)
 * Decreased knockback scaling (100->70)
 * Modified attackbox positioning to prevent potential hit misses.
 * Back throw:
 * Raised angle (140->130)
 * Reduced base knockback (60->55)
 * Decreased knockback scaling (80->60)
 * Modified attackbox positioning to prevent potential hit misses.
 * Down throw:
 * Increased hitstun (100%->115%)
 * Reduced damage (12%->10%)
 * Modified attackbox positioning to prevent potential hit misses.
 * Reduced ending lag by 3 frames.
 * Neutral Special:
 * Base damage reduced (8%->7%)
 * Full Charge damage reduced (31%->25%)
 * Increased movement speed of non-full charge shot (10->12)
 * Decreased movement speed of full-charge shot (16->14)
 * Added visual indicator of Final Smash startup.
 * Adjusted heavy knockback animations
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Down tilt:
 * Raised angle (70->75)
 * Forward Smash:
 * First hit:
 * Now uses weight-based knockback (base knockback 58->weight-based knockback 47)
 * Lowered angle (58->45)
 * Second hit:
 * Decreased damage (12->10)
 * Increased knockback scaling (75->109)
 * Down Smash:
 * Reduced knockback scaling (75.6->72)
 * Neutral aerial:
 * Reduced hitstun (100%->90%)
 * Up aerial:
 * Reduced hitstun (115%->110%)
 * Forward aerial:
 * Increased knockback scaling (65->69)
 * Back aerial:
 * Decreased base knockback (20->5)
 * Increased knockback scaling (90->100)
 * Increased sweetspot damage (12%->13%)
 * Down aerial:
 * Increased hitstun (105%->120%)
 * Raised angle (65->85)
 * Increased base knockback (14->34)
 * Late hit damage decreased (12%/12%->10%/9%)
 * Side Special (both versions):
 * Increased damage (11%->12%)
 * Decreased base knockback (60->20)
 * Increased knockback scaling (82->119)
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Adjusted heavy knockback animations
 * Forward tilt:
 * Reduced damage (10%->8%)
 * Decreased base knockback (40->30)
 * Increased knockback scaling (70->115)
 * Down tilt:
 * Increased hitstun multiplier (100% → 115%)
 * Increased base knockback (40->60)
 * Reduced knockback scaling (95->80)
 * Forward Smash:
 * Increased damage (13%->14%)
 * Lowered angle (45->42)
 * Increased knockback scaling (95->101)
 * Down Smash:
 * Lowered angle (45->30)
 * Increased base knockback (40->55)
 * Increased knockback scaling (75->80)
 * Up aerial:
 * First hit now uses weight-based knockback (base knockback 70->weight-based knockback 70)
 * Back aerial:
 * Increased damage (12%->14%)
 * Reduced base knockback (45->30)
 * Neutral special (air and ground):
 * Lowered angle (55->45)
 * Down Special:
 * Activation after charge is 4 frames faster.
 * Raised angle (50->57)
 * Increased knockback scaling (45->60)
 * Up throw:
 * Increased base knockback (55->75)
 * Increased knockback scaling (70->90)
 * Back throw:
 * Increased base knockback (40->70)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Forward Smash:
 * Lowered angle (45->42)
 * Reduced knockback scaling (120->110)
 * Down Smash:
 * Multi-hits now use weight-based knockback (base knockback 30->weight-based knockback 30)
 * Final hit:
 * Increased damage (6%->7%),
 * Decreased base knockback (50->30)
 * Increased knockback scaling (130->150)
 * Neutral aerial:
 * First hit:
 * Reduced base knockback (35->30)
 * Reduced knockback scaling (40->30)
 * Second hit:
 * Decreased base knockback (60->30)
 * Increased knockback scaling (70->100)
 * Up aerial:
 * Increased damage (8%->9%)
 * Reduced base knockback (60->40)
 * Forward aerial:
 * Reduced damage (14%->12%)
 * Increased knockback scaling (82->92)
 * Back aerial:
 * Reduced base knockback (60->40)
 * Increased knockback scaling (80->100)
 * Extended air dodge frame data to match other characters.
 * Idle animation replaced.
 * Number of midair jumps increased. (3 → 5)
 * Increased top airspeed. (8 → 8.6)
 * Increased air acceleration. (0.92 → 0.96)
 * Initial dash speed increased. (13.86 → 16.04)
 * Jump hover removed.
 * Added a new, third taunt.
 * Adjusted heavy knockback animations.
 * Tumble Fall animation now can grab the ledge.
 * Normal landing lag decreased. (4->3)
 * Implemented itemboxes on roll animations.
 * Grab leans forward a little bit so it has more range.
 * Grab endlag increased by 3 frames. (6 → 9)
 * Ledge attack no longer loses intangibility before the first active frame.
 * Jab 3:
 * Reduced hitlag. (2 → 1)
 * Increased movement speed.
 * Reverse hitbox removed.
 * Up tilt:
 * New!
 * Forward Tilt:
 * Increased startup. (2 → 4)
 * Reduced active frames. (4 → 3)
 * Lowered knockback angle. (35 → 30)
 * Lowered knockback growth. (85 → 20)
 * Increased base knockback. (20 → 60)
 * Now always causes knockdown/tumble.
 * Increased hitstun. (100% → 110%)
 * Down Tilt:
 * Reduced active frames. (5 → 3)
 * Reduced hitlag. (4 → 3)
 * Increased endlag. (5 → 7)
 * Increased hitstun. (100% → 110%)
 * Damage decreased. (8% → 7%)
 * Increased knockback scaling. (90 → 99)
 * Adjusted animation.
 * Dash Attack.
 * (First/Second hit) reduced damage. (6%/6%->4%/5%)
 * Increased hitstun on second hit. (100% → 105%)
 * Some dash momentum is retained when starting the attack.
 * Up Smash:
 * New!
 * Down Smash:
 * First active frame now reaches further forward.
 * Neutral aerial:
 * Decreased landing lag. (5 → 4)
 * Forward aerial:
 * Increased horizontal range.
 * Reduced disjoint.
 * Decreased damage. (12% → 10%)
 * Increased base knockback. (26 → 27)
 * Increased knockback scaling. (95 → 108)
 * Increased landing lag. (4 → 6)
 * Up aerial:
 * Sourspot:
 * Increased damage. (7 → 8)
 * Increased base knockback. (15 → 35)
 * Increased knockback scaling. (80 → 105)
 * Increased landing lag. (5 → 8)
 * Attackbox width reduced.
 * Back aerial:
 * Adjusted attackboxes.
 * Increased base knockback. (32 → 34)
 * Decreased knockback scaling. (108 → 102)
 * Increased landing lag. (6 → 8)
 * Increased ending lag by 4 frames. (3 → 7)
 * Late autocancel window pushed 8 frames later.
 * Now has a speed cap.
 * If you leave the ground during landing lag, momentum is lost.
 * Neutral Special:
 * Cannot have 2 projectiles active at the same time. (second one won’t spawn)
 * Projectile no longer has a reverse hitbox.
 * Attackboxes adjusted and reduced.
 * Neutral Special (ground):
 * Reduced startup. (12 → 10)
 * Neutral Special (aerial):
 * Reduced recoil.
 * Tails has movement control during the last 7 frames of ending lag.
 * Fixed issue with projectile rotation causing too many shield pokes.
 * Side Special:
 * Throws can be activated with C-Stick.
 * Airlift now has a short cooldown after using another airlift throw.
 * Tails falls less during up throw.
 * Side Special (aerial):
 * Increased endlag on whiff by 4 frames. (14 → 18)
 * Down Special (both aerial and grounded):
 * Increased startup. (2 → 3)
 * Increased endlag on whiff. (7 → 12)
 * Increased self-hitlag. (1 → 2)
 * Both versions now have the same endlag on hit. (ground: 8->6, aerial: 4->6)
 * Improved attackboxes to better cover movement.
 * Up Special:
 * New!
 * Down Throw:
 * Decreased damage. (12 → 11)
 * Decreased knockback scaling. (85 → 83)
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Max aerial movement speed reduced (8.77->8)
 * Item use animations are faster.
 * Forward Smash:
 * Decreased base knockback (30->20)
 * Increased knockback scaling (77->99)
 * Increased ending lag by 2 frames.
 * Up aerial:
 * Decreased damage (17%->16%)
 * Decreased base knockback (30->25)
 * Increased knockback scaling (80->97)
 * Back aerial:
 * Fixed non-loading attackboxes
 * Side Special:
 * Now has a visual cue for ending lag (a spark shows once the attackbox has disappeared)
 * Down Special:
 * Charge indicator is now invisible when Wario is.
 * Completely resprited!
 * Now has a Dash Grab
 * Now can crawl
 * Greatly extended max distance and distance control for Up Special
 * You can jump out of Side Special
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Up Smash:
 * Multihits:
 * Increased damage (1%->1.5%)
 * Now use weight-based knockback (40)
 * Final hit:
 * Decreased damage (9%->5%)
 * Decreased base knockback (41->24)
 * Increased knockback scaling (135->214)
 * Attackboxes on early hits extended down to better reach small characters.
 * Forward Smash:
 * Final hit:
 * (All attackboxes) Increased damage (8%/10%->13%/13%)
 * (All attackboxes) Decreased base knockback (70.1->37)
 * (All attackboxes) Increased knockback scaling (90->117)
 * Up Special:
 * Attackboxes reduced in size.
 * AI (level 7 or higher) makes better use of Up Special to recover.
 * Adjusted heavy knockback animations
 * Tumble Fall animation now can grab the ledge.
 * Forward Aerial:
 * First hit:
 * Damage reduced (8%->5%)
 * Decreased base knockback (35->30)
 * Decreased knockback scaling (85->50)
 * Second hit:
 * Increased knockback scaling (90->126)
 * Back aerial:
 * Increased base knockback (33->42)
 * Increased knockback scaling (95->98)

Stages

 * Added new stage: Palutena’s Shrine!
 * Smashville:
 * Fixed platform drifting away over time
 * Reduced vertical and horizontal death boundaries.
 * Adjusted background positioning
 * Adjusted terrain to make ledges more reliable
 * UFO is now visible.
 * Now has rain and UFO SFX, updated Balloon SFX
 * Town Hall clock is now based on PC clock
 * Yoshi’s Island:
 * Resprited!
 * Final Destination:
 * Properly centered death boundaries.
 * Death boundaries made now wider.
 * Yoshi’s Story:
 * Drastically reduced cam/death boundaries.
 * Platforms made thinner
 * Nintendo 3ds:
 * Reduced cam/death boundaries.
 * Dream Land:
 * Increased cam/death boundaries.
 * Platforms made thinner
 * New alt music track: Green Greens (Melee)
 * Sky Sanctuary Zone:
 * Properly centered death boundaries.
 * Saturn Valley:
 * Properly centered death boundaries.
 * Dracula’s Castle:
 * Wider death boundaries.
 * Adjusted camera boundaries.
 * Battlefield:
 * Reduced death boundaries.
 * Platforms made thinner
 * Jungle Hijinks:
 * Horizontal death boundaries shrunk down.
 * Tweaked platform positioning to properly match visuals.
 * Desk:
 * No more screen flash after hitting drawers.
 * Mirror Chamber:
 * Vertical death boundaries reduced.
 * Horizontal death boundaries reduced.
 * Adjusted camera boundaries.
 * Tower of Salvation:
 * Centered and adjusted death boundaries.
 * Platforms made thinner
 * Pokémon Colosseum:
 * Widened and centered horizontal death boundaries.
 * New main music track: Main theme (Pokémon Red/Blue)
 * New alt music track: Trainer Battle (Pokémon Red/Blue)
 * Stage doesn’t “transition to normal” on startup anymore (it begins already in normal formation)
 * Fixed some inconsistencies on screen display.
 * Devil’s Machine:
 * New alt music track: Deep Darkness
 * Hylian Skies:
 * New alt music track: Death Mountain
 * Saffron City:
 * New alt music track: City Medley
 * Mushroom Kingdom I:
 * New alt music track: Overworld (Super Mario Bros.)
 * Mushroom Kingdom II:
 * New alt music track: Caves (Super Mario Bros. 2)
 * WarioWare Inc.
 * Reduced horizontal death boundaries
 * Platforms made thinner
 * Castle Siege:
 * Increased horizontal death boundaries on first form.
 * Waiting Room:
 * Updated main music track: Waiting Room
 * Reduced horizontal death boundaries.
 * Lowered bottom death boundary.
 * Starship Mario:
 * Reduced and centered horizontal death boundaries.
 * Metal Cavern:
 * Reduced and centered horizontal death boundaries.

Misc

 * Master Ball is properly spelled on Item Switch
 * Item names are consistent between Item Switch and Training Mode item select
 * Exploding capsule uses new explosion effect.
 * Fixed issues with certain characters when used as usernames for Online Mode.
 * Repositioned and polished Damage meters in HUD
 * Improved behavior for damage meters after being hit by no-hitstun attacks.
 * Realigned buttons in Stadium Mode Menu
 * Improved CSS hand movement.
 * Modified fonts for HUD
 * Improved “Ready to Fight” bar.
 * Improved audio quality of Intro movie.
 * Removed animated effects from update screen.
 * Tweaked in-game Timer
 * Enemies in Multi-Man Modes now use the Smash Bros. symbol.
 * Fixed Sonic missing a partner in 2v2 matches for Classic Mode, which caused rare errors.

Engine

 * Character attacks can clank projectiles, but projectiles cannot clank character attacks. This fixes issues similar to Bomberman up special clanking with Sonic’s spring causing the recovery to move downwards.
 * Picking up items during aerials and dash attacks no longer prevents the attack from coming out.
 * Fixed items not despawning properly on the ground.
 * Linux build will now load more naturally in 64-bit OS

Characters
Bandana Dee: Black Mage: Bomberman: Captain Falcon: Chibi-Robo: Donkey Kong: Falco: Fox: Ichigo: Kirby: Link: Lloyd: Luffy: Marth: Naruto: Ness: Pac-Man: Pikachu: Pit: Samus: Sandbag: Sora: Tails: Wario: Yoshi:
 * Up special damage increased. (9% → 13%)
 * Grounded up special knockback scaling increased. (68 → 90)
 * Aerial up special knockback scaling increased. (55 → 80)
 * Neutral air startup reduced by two frames. (3 → 1)
 * Bomb kick now has a charging animation.
 * Down smash can no longer fall off ledges.
 * Up air self hitlag reduced. (3 → 2)
 * Up air hitlag reduced. (3 → 2)
 * Up air weak hit self hitlag reduced. (2 → 1)
 * Up air weak hit hitlag reduced. (2 → 1)
 * Neutral air second hit damage increased. (8.5 → 10)
 * Down tilt base knockback increased. (15 → 30)
 * Forward air damage increased. (5 → 9.5)
 * Forward air angle changed. (30 → 55)
 * Forward air knockback scaling decreased. (133 → 105)
 * Forward air damage increased. (12% → 16%)
 * Forward air meteor hitbox damage reduced. (14% → 13%)
 * Forward air stats reworked on last active frame.
 * Down special self hitlag reduced. (2 → 1)
 * Down special hitlag reduced. (4 → 3)
 * Down special self hitlag reduced. (2 → 1)
 * Dash attack damage reduced. (12% → 10%)
 * Dash attack base knockback reduced. (70 → 62)
 * Dash attack knockback growth reduced. (78 → 74)
 * Fixed Ichigo copy ability.
 * Fixed Naruto copy ability.
 * Fixed CPU Kirby crashing the game if they inhaled Falco.
 * Fixed aerial side special second hit missing.
 * Updated Link copy ability sprites.
 * Down throw angle changed. (63 → 78)
 * Down throw multihits damage increased. (1% → 1.33%)
 * Forward air endlag reduced by 2 frames.
 * Down air hitlag and self hitlag reverted.
 * Hylian shield now works while crouching.
 * Fixed bombs dealing damage twice.
 * Fixed special bomb arrows not being created when an arrow collides with a bomb.
 * Forward smash base knockback reduced. (70 → 30)
 * Forward smash knockback scaling increased. (70 → 95)
 * Forward smash angle changed. (40 → 45)
 * Forward smash now has a weaker hit after first two active frames.
 * Dash attack knockback scaling reduced. (135 → 125)
 * Dash attack active frames reduced. (3 → 2)
 * Jab 1 base knockback increased. (12 → 24)
 * Jab 1 knockback scaling increased. (25 → 50)
 * Jab 2 angle changed. (49 → 135)
 * Forward air endlag reduced. (13 → 12)
 * Up air active frames increased. (2 → 3)
 * Engine-calculated hitlag applied for all moves except jab1, jab loop, neutral air, up smash, and all special moves.
 * Forward smash base knockback decreased.  (60 → 40)
 * Forward smash knockback scaling increased.  (75 → 100)
 * Down smash base knockback decreased. (60 → 40)
 * Down smash knockback scaling increased. (79 → 99)
 * Up air base knockback decreased.  (60 → 40)
 * Up air knockback scaling increased. (70 → 90)
 * Back air base knockback decreased. (60 → 10)
 * Back air knockback scaling increased.  (59->110)
 * Back air angle lowered.  (47 → 45)
 * Forward throw knockback scaling increased. (66 → 70)
 * Up smash sweetspot is easier to hit.
 * Up smash sourspot damage increased. (7 → 10)
 * Up smash sourspot base knockback reduced. (80 → 40)
 * Up smash sourspot knockback scaling increased. (70 → 90)
 * Up smash sweetspot damage increased. (8 → 13)
 * Up smash sweetspot base knockback reduced. (80 → 60)
 * Up smash sweetspot knockback scaling reduced. (100 → 90)
 * Up smash grounded hit angle changed. (75 → 100)
 * Up smash grounded hit self hitlag increased. (0 → 3)
 * Up smash grounded hit base knockback increased. (75 → 100)
 * Up smash grounded hit knockback scaling increased. (20 → 30)
 * Up smash grounded hit active frames increased. (1 → 2)
 * Forward smash sweetspot angle changed. (50,55 → 45)
 * Neutral special full charge indicator fixed.
 * Down throw angle changed. (62 → 66)
 * Up air knockback scaling increased. (76 → 84)
 * Forward smash sweetspot knockback scaling increased. (72 → 78)
 * Up smash endlag reduced by 2 frames.
 * Forward air landing lag reduced by 1 frame.
 * Down tilt endlag reduced by 1 frame.
 * Dash attack base knockback reduced. (100 → 55)
 * Neutral air knockback scaling increased. (100 → 123)
 * Galaxian now falls when dropped.
 * New dash animation.
 * Hitlag and self hitlag on neutral air, forward air and up air reverted so the multihits work correctly
 * Grounded up special movement adjusted.
 * Grounded up special first hit base knockback reduced. (150 → 125)
 * Grounded up special multihit base knockback reduced. (80 → 30)
 * Grounded up special final hit hitlag increased. (2 → 5)
 * Grounded up special final hit self hitlag increased. (1 → 5)
 * Grounded up special hitboxes now cover movement better.
 * Grounded up special airspeed reduced.
 * Aerial up special multihit base knockback increased. (0 → 30)
 * Aerial up special multihit knockback scaling reduced. (95 → 10)
 * Aerial side special missiles now fire from the correct position.
 * Tether attack now plays landing animation when touching the ground instead of immediately going to idle.
 * Forward smash damage increased. (14% → 16%)
 * Forward smash angle raised.  (35 → 45)
 * Dash attack base knockback increased. (30 → 40)
 * Forward aerial knockback scaling increased. (100 → 110)
 * Down smash second hit knockback scaling increased.  (84 → 100)
 * Up smash weight-based knockback decreased. (140 → 130 first portion, 110 → 105 second portion.  Rest unchanged)
 * Up smash sweetspot base knockback decreased. (80 → 55)
 * Up smash sweetspot knockback scaling increased. (69 → 100)
 * Jab knockback scaling increased. (117 → 120)
 * Down throw hitlag set to 3.
 * Down throw self hitlag set to 1.
 * Down special (Fire) hitboxes more accurately match the effects.
 * Fire is now the first spell in down special.
 * Neutral special animation now cancels if the keyblade projectile is destroyed early.
 * Up smash multihit now uses weight-based knockback. Really, this time.
 * Up smash final hit base knockback reduced. (60 → 40)
 * Fixed hitlag issue on flowmotion that caused hits to fail to connect.
 * Fixed jab combo input handling.
 * Corrected hurtboxes on jab combo.
 * Corrected hurtboxes on grab.
 * Up special bomb explosion hitbox no longer activates when it explodes on a shield.
 * Fixed sweetspot indicator on side special being removed by quality settings.
 * Fixed item smash animation using old sprites.

Misc

 * Updated event images to include Yoshi’s new portrait.
 * Sandbag Basketball goal hitboxes are now even.
 * Sandbag now starts in the middle of the stage in Sandbag Basketball.
 * All items now have an arrow above them as an indicator that they can be interacted with, sans for food.