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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.

Beta 1.0.1

  • Neutral Weight decreased (78 → 76), making Bandana Dee easier to KO, but harder to combo.

Beta 1.0.3

  • Neutral Adjusted hitlag animation sustained during heavy knockback.
  • Buff Bandana Dee can now grab the ledge during his tumble animation.
  • Buff Down tilt has a raised angle (30 → 70), improving its combo potential.
  • Neutral Down tilt has increased damage (6% → 7%) base knockback (30 → 35), and knockback scaling (50 → 100).
    • Buff The new knockback improves down tilt's KO potential.
    • Nerf The new knockback scaling makes it harder to follow up at high percents.
  • Buff Forward smash has increased damage (12% → 13.5%), base knockback (38 → 42), and knockback scaling (88 → 90), improving its KO potential.
  • Nerf The sour spot of down smash deals less damage (13% → 12%).
  • Buff Neutral aerial is now a single hit move (damage 11%, angle 45, base knockback 20, knockback scaling 100), making it easier to connect.
  • Buff Forward aerial's first two hits use weight-based knockback (base 35-weight-based 15), making it connect slightly better at high percent.
  • Neutral Forward aerial's final hit has increased damage (5% → 6%) and knockback scaling (100 → 138).
    • Buff The new knockback improves forward aerial's KO potential.
    • Nerf The new knockback scaling makes it harder to follow up at high percents.
  • Nerf Back aerial's clean hit deals less damage (12% → 11.5%), although the knockback scaling (95 → 105) and base knockback (40 → 35) have been compensated. It also has a late sour spot which deals 8%.
  • Nerf Up aerial's clean hit deals less damage (13% → 12%), although its knockback scaling has been compensated (85 → 90). It also has a late sour spot which deals 8%.
  • Buff Up aerial has increased base knockback (20 → 40)
  • Buff Up throw has decreased base knockback (90 → 50), improving its combo potential.
  • Buff Down throw deals more damage (7% → 10%), improving its KO potential.
    • Nerf The increased knockback makes it slightly harder to follow up at later percents.
  • Buff Floor attack properly deals damage.
  • Nerf Parasol Drill deals less damage (18% → 15%), although its scaling has been compensated (80 → 105).
  • Buff Parasol Drill has increased base knockback (40 → 45), slightly improving its KO potential.

Beta 1.0.3.2

  • Buff 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.

Beta 1.1

  • Neutral No longer uses Kirby's voice when stunned.
  • Buff Jump (12 → 13.4) and midair jump (11 → 12.4) have increased heights, improving his ground-to-air transition and recovery, respectively.
  • Neutral Rolling has increased initial speed (8 → 20), but increased deceleration (0 → 2.14).
  • Buff Getup roll has increased initial speed (16 → 30).
  • Neutral Gravity increased (0.85 → 1.06), increasing Bandana Dee's aerial mobility and vertical endurance, but making him more susceptible to combos and chaingrabs.
  • Buff 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).
  • Neutral Down tilt has increased initial momentum (10 → 13.75), although its momentum decays by 30% after 6 frames.
  • Neutral New dash attack and down aerial.
  • Neutral 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.
  • Neutral 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).
  • Buff Up aerial now has a sweetspot when the hitbox first comes out (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102).
  • Nerf Floor attack's hitbox is slightly smaller and can no longer reverse-hit opponents.
  • Neutral Beam Whip's hitlag is no longer dependent on damage (-1 → 1).
  • Neutral Parasol Dive's hitlag is no longer dependent on damage (-1 → 1).

Beta 1.2

  • Neutral Entrance, skid, turn, taunt, star KO, and win animations redone.
  • Neutral New side/down taunts added.
  • Neutral Now plays metal sound effects where appropriate.
  • Neutral Now plays landing SFX whenever he lands.
  • Neutral Added some more SFX to Dash Attack and Grab.
  • Buff Beam Rod: Bandana Dee can no longer fall off of edges if he is on the ground when he begins firing.
  • Buff 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.
  • Buff 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.
  • Neutral Charged Beam Rod no longer sends Bandana Dee in the wrong direction when used on the ground when facing left.
  • Buff Spears from Spear Throw can no longer be absorbed.

Beta 1.2.2

  • Neutral Has new alternate costumes which use real palette swapping
  • Neutral New hurt frame added
  • Neutral Now drops his spear in his star/screen KO animations
  • Neutral Itemboxes fixed on wave taunt
  • Neutral Star effect added to landing animation
  • Neutral Dash Attack has more SFX.
  • Nerf Jab 1 hitboxes have slightly decreased height (14.2/16.6/14.2 → 14.1/16.5/14.1), decreasing its downwards range by -0.1, -0.95, and -0.1, respectively.
    • Buff However, the frame 4 hitbox was moved up (upwards range +0.85)
  • Buff Jab 2 frame 13 hitbox is bigger (17.8x12.5 → 19.6x14.1) and therefore has more range (backwards +2.2, downwards +0.85)
    • Nerf However, it has less fowards (-0.4) and backwards (-0.05) range.
  • Nerf Jab 2 frame 14 and 15 hitboxes have decreased height (14.5/13.8 → 14.4/13.7, respectively). This decreases their vertical range (frame 14: upwards -1.35, frame 15: downwards -0.1)
    • Buff However, the frame 14 hitbox has more downwards range (downwards range +1.25)
  • Buff Jab 3 frame 25 hitbox has more height (10.8 → 15.6), giving it +2.85 upwards range and +1.95 downwards range. The move also has a new frame 26 hitbox, increasing its duration.
  • Buff FTilt frame 6 hitbox has more height (11.1 → 14.8), giving it +1.95 upwards range and +1.75 downwards range. Frame 7 hitbox is bigger (21.7x13 → 26.7x11), giving it +2.3 forwards range and +2.7 backwards range, but -1.45 upwards range and -0.55 downwards range.
  • Buff DTilt has a new animation where Bandana Dee extends his foot much farther than before. The hitbox has more height (11.7 → 13.4), giving it more vertical range (+1.2 up, +0.5 down). The hitbox has also been moved forward, giving it much more horizontal range (+10.25 forward, -10.25 backward)
  • Buff BAir has a new animation where Bandana Dee extends his foot much farther than before. The frame 3 hitbox has been moved forward (+10.25 forward, -10.25 backward), giving it much more horizontal range, and downward (-0.2 up, +0.2 down). The late hitbox was also moved downwards (-3.15 up, +3.15 down).
  • Neutral DAir hurtbox better matches the animation.
  • Buff Grab has a new animation where Bandana Dee extends his arm much farther than before. The grabbox was moved forward (forward +6.1, backward +6.1) and upward (up +5.65, down -5.65), significantly increasing its range.
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