This page refers to Bandana Dee's changes and revisions in Super Smash Flash 2 following his initial inclusion in Beta 1.0. Overall, Bandana Dee has been buffed by the game updates; his KO power, vertical endurance and mobility were greatly improved, while his horizontal endurance and damage were nerfed.
Weight decreased (78 → 76), making Bandana Dee easier to KO, but harder to combo.
Parasol Drill deals less damage (18% → 15%), although its scaling has been compensated (80 → 105).
Parasol Drill has increased base knockback (40 → 45), slightly improving its KO potential.
Waddle Copter has significantly increased damage (9% → 13%) and knockback scaling both grounded (68 → 90) and aerial (55 → 80), significantly improving its KO potential, to the point of being one of Bandana Dee's best KO options.
No longer uses Kirby's voice when stunned.
Jump (12 → 13.4) and midair jump (11 → 12.4) have increased heights, improving his ground-to-air transition and recovery, respectively.
Rolling has increased initial speed (8 → 20), but increased deceleration (0 → 2.14).
Getup roll has increased initial speed (16 → 30).
Gravity increased (0.85 → 1.06), increasing Bandana Dee's aerial mobility and vertical endurance, but making him more susceptible to combos and chaingrabs.
Standard attack's first hit (Angle 30° → 50°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1) and second hit (Angle 70° → 57°, base: 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1) link together more reliably, while the third hit deals more knockback (BKB 10 → 40, Hitlag -1 → 4, Self Hitlag -1 → 1).
Down tilt has increased initial momentum (10 → 13.75), although its momentum decays by 30% after 6 frames.
New dash attack and down aerial.
Neutral aerial is now a multi-hit again, making it harder to connect, although it deals more total damage (11% → 12%), has increased duration (19 → 22), and has a stronger final hit.
Forward aerial's final hit has decreased base knockback (50 → 30) and knockback scaling (138 → 123), increasing its combo potential, but lowering its KO potential. Its hitlag is also no longer based on damage (-1 → 1).
Up aerial now has a sweetspot when the hitbox first comes out (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102).
Floor attack's hitbox is slightly smaller and can no longer reverse-hit opponents.
Beam Whip's hitlag is no longer dependent on damage (-1 → 1).
Parasol Dive's hitlag is no longer dependent on damage (-1 → 1).
Entrance, skid, turn, taunt, star KO, and win animations redone.
New side/down taunts added.
Now plays metal sound effects where appropriate.
Now plays landing SFX whenever he lands.
Added some more SFX to Dash Attack and Grab.
Beam Rod: Bandana Dee can no longer fall off of edges if he is on the ground when he begins firing.
Aerial Beam Rod now has transcendant priority, slows down Bandana Dee's fall speed when charging, and resets his fall speed if Bandana Dee is moving downwards.
Uncharged Beam Rod no longer kills momentum when used on the ground or when used when Bandana Dee's horizontal velocity is more than 2 units/frame.
Charged Beam Rod no longer sends Bandana Dee in the wrong direction when used on the ground when facing left.
Spears from Spear Throw can no longer be absorbed.