
1.05b > 2.0 Changelog
Misc:
- Many codes moved out of sound resource, significantly reducing memory leak crashes [DukeItOut]
- Collision memory leak fix code added, which should drastically reduce the overall number of freezes [DukeItOut]
- Fixed a bug where characters could unsnap from the ledge on frame 1 when the game considered them both grabbing the ledge and onstage [Fracture]
- Game crashes now display an error log and do not play the loud beep of death [Fracture & Uncle Punch]
- RCO Airspeed Fix [Eon]
- Mario’s cape no longer applies super armor [Eon]
- Platform drop momentum after getting your shield hit fixed to work normally [Eon]
- Smash and Attack stick work properly during crawl [Eon]
- Crawl momentum behaves normally in both directions [Sammi Husky]
- Fixed numerous Subspace Emissary bugs related to Pokemon Trainer [Eon]
- Teletether glitch fixed, Randall no longer interferes with tethers, tether displacement glitch fixed [Eon]
- Nana no longer counts toward a victory star [Eon]
- Using an aerial during knockback no longer causes missed techs [Eon]
- Fixed a bug from LTE where All-Star mode CPUs would spawn in the break room [Eon]
- Changed tap-jump meteor lockout timer to trigger on all jump inputs > 0.7 instead of > 0.715, fixing inputs that ignore meteor lockout, which are abusable by Smash Box, Box-likes, etc. [Eon]
- Double jumping immediately after releasing ledge no longer forces a walljump [Eon]
- Debug mode stability updated and now functions in Dolphin correctly [Eon]
- Clone Engine characters can become muted while metal [DukeItOut]
- Brand new Character Select screen
- Rules Menu remade
- Screen KO’s have been removed during teams [ds22, Eon]
- Strap screen skipped on startup [PyotrLuzhin] (only on Netplay build)
- Character positions during throws have been modified
- Holding L/R while scrolling through costumes will scroll though ¼ of the character’s costumes [DukeItOut]
- 3-2-1 GO! countdown removed from single-player games [DukeItOut]
- Special BOSS mode added [DukeItOut]
- If someone has a tag containing the word “BOSS”, “boss”, “Boss”, or “ボス”, then only players with those tags will experience special mode behaviors
- When used with “CPU Characters Can Use Tags”, assign the tag first, then switch the character to be a CPU!
- Training Mode received new options and QOL features [Eon]
- New Selectable CPU Behaviors:
- Shield, Crouch, DI in, Slight DI In, No DI, Slight DI Out, DI Out, and Slight DI (which picks between middle 3 options)
- Holding Z when pressing Finish on the training mode menu will instead restart the stage + settings period removed
- Combo Meter is more lenient with what counts as a combo, now allowing for chaingrabs and techchases to count
- CPUs will now select between one of the 5 options of DI, instead of perfectly random DI, to better simulate how it would be with an actual opponent [Eon]
- Codeset system redone for more user/coder friendliness
- Attack (Tilt) Stick now functions properly [Eon]
- Two new C-stick options added
- Charge: holding the C-stick will charge smash attacks
- Taunt: each direction on the control stick performs its respective taunt (replaces the individual taunt options that were there previously) [Eon]
- Item Throw Data Normalization
- Characters that had item throws release the item slower than frame 8 now release on frame 8
- Characters that had item throws IASA later than frame 23 now have IASA on frame 23
- Special exceptions apply to characters that spawn their own items, as well as Wario and Mr. Game & Watch, who throw on frame 12, IASA frame 20
- All running item throws are now actionable twice as fast
- In-game timer now displays frames instead of centiseconds [Eon]
- Characters will no longer drop items when hit [Fracture]
- Tech rolls now conserve momentum like Melee [Fracture]
- Shield rolling now conserves momentum [Fracture]
- Grabbing ledge now halts all momentum [Eon]
- ECB now properly updates upon grabbing a ledge [DukeItOut]
- Using normal get up from ledge does not trigger the ledge regrab lockout timer [DukeItOut]
- Characters can no longer trip on banana during throws [Eon]
- UCF-style shield dropping has been added [Fracture]
- Powershield damage multiplier x0.75 > x1 [DukeItOut]
- Footstool knockback has been normalized for all characters. All characters will fall 30 units before being actionable again. The number of frames spent inactionable when footstooled varies depending on fall speed
- Characters can no longer be footstooled out of glide attacks [Eon]
- Characters can now drift when hitstun prematurely ends [Eon]
- Shield button while tripped goes into get-up [Standardtoaster, Magus, Eon]
- Glancing Blow threshold is zero [Magus, Eon]
- Window to wiggle out of tumble extended from 1 frame to 2 [Fracture]
- Initiating a shield drop the same frame as a hard shield no longer causes wavelands [Eon]
- All get up attacks and ledge attacks no longer clank
- Negative Y-Speed from angle 365 attacks is capped at -0.5 [Eon]
- Ledge occupancy of ledge rolls under 100% increased from 41 > 46 frames
- Maximum distance behind that a character can be grabbed from capped to -6.5 units [DukeItOut]
- Subspace Emissary characters now use the same variables as normal gameplay [Eon]
- Slow-mo with the Timer item properly processes knockback in slow-mo [Eon]
- Stickers no longer drop in versus mode [DukeItOut]
New Game Modes:
- Dodge Bob-Ombs in this frantic mode based on Sudden Death!
- Play on stages up to twelve times faster than the original while you’re moving at normal speed! Try it out with chaotic stages such as Summit, WarioWare (hold Y on loading to get constant minigames!), Lylat Cruise (hold Y for tilting!) or Spear Pillar for a truly wild experience!
Bowser:
- Landing Hitbox active frames 22-25 > 22-23
- IASA +2
- Neutral Special (Firebreath > Fireball)
- Fireball charge time 10 > 13 seconds
Captain Falcon:
- Knockback Stats lowered Strong/Middle/Weak: BKB 60 > 40, KBG 70/60/50 > 75/70/68
- Fixed a bug that caused Down B/Side B to ignore wall interactions when B-Reversed
Charizard:
- Gravity increased .095 > .105
- Fall Speed 1.7 > 1.85 (jumps and footstool hops have been modified to maintain original height)
- Given Wing Intangibility on frames 8-11
- Active hitboxes pushed back three frames 7 > 10
- Strong hit active frames reverted to 3.6
- Sweetspot given to late hit +2% damage on tip of tail 9% > 11%
- Damage 17 > 15, KB Compensated
- Neutral Special (Flamethrower > Thunder Punch)
- Grounded: Damage 18%, Angle 361, BKB 50, KBG 82. After 6 frames, damage is reduced to 14%
- Aerial: Damage 15%, Angle 55, BKB 50, KBG 95
- Landing: Damage 10%, Angle 361, BKB 40, KBG 90
- Glide properly refreshes on all landings
- GFX appear to signify that glide is ending
- Ledge options normalized to have similar IASA to the rest of the cast
- Windbox-like hitboxes on up throw removed, corrected an error in the flags that prevented these hitboxes from being blocked
Dedede:
- Jab 1 startup 11 > 8
- Jab 2 startup 11 > 8
- Jab 1+2 X Offsets modified (-12/-6) > (-14/-7)
- Multi jab damage 2 > 1
- Animation modified slightly to better indicate when hitboxes end
- Intangibility matched to active hitboxes 7-9 > 7-15
- Startup 7 > 6, Weak Hit Active frames 9 > 6, IASA 36 > 31
- Startup 42 > 37
- Added a hitbox to address a dead zone near DDD’s hands
- Modified to hit slightly lower
- Startup 7 > 6
- Late autocancel window begins earlier 35 > 34
- Fixed dead zone by adding new flub hitbox on DDD’s body: flub hit does 13% (normal hit is 15%)
- Adjusted the animation slightly to prevent landing during start up
- Fixed dead zone on standing grab and dash grab by pulling in inner most grabboxes 7.4 > 6.4
- Adjusted in size and offset to no longer be low profiled
- Size 3.75 > 5.45, Y Offset 9 > 7.4, X offsets variously adjusted
- Release point adjusted to be directly above him
- Side Special (Waddle Toss)
Diddy Kong:
- Frames between hitboxes 4 > 3
- Final hit BKB 30 > 25, KBG 108 > 117
- Side Special (Monkey Flip)
- Can no longer be mashed out of
- Up Special (Rocketbarrel Boost)
- Landing Lag 24 > 30
- Can now be turned around at startup
- Barrels no longer clank
- Dash attack and down b hand slap no longer stale together
Donkey Kong:
- Additional hitbox has been added to his knee to prevent whiffing
- Damage 14 > 12, KB Compensated
- Cargo hold made easier to mash out of
- Damage from breaking removed, 6 > 0
- Neutral Special (Giant Punch)
- Hitboxes that launched vertically now match Sakurai angle hitboxes
- Tiny body hitbox removed
- Grounded
- Non-Full Charge: BKB 15 > 30, KBG 100 > 80
- Full Charge: Damage 30 > 26, BKB 10 > 40
- Non-Full Charge: BKB 15 > 30, KBG 100 > 75
- Full Charge: Damage 27 > 25, BKB 10 > 40, KBG 90 > 72
- Intangibility removed from full charge punch: replaced with intangibility on fist only
- Up Special (Spinning Kong)
- Angle on aerial looping hitboxes 361 > 45
- Dash attack now stales properly
- Grab release properly faces opponent away from dk out of cargo throw [Eon]
- Cargo throw decays naturally so doesn't necessitate mashing
Falco:
- DACUS distance normalized for both frames
Fox:
- Side Special (Fox Illusion)
- Ledge grabbox on startup added from frame 15-20
Ganondorf:
- Max Run Speed 1.35 > 1.45
- Walk Acceleration 0 > 0.1
- Given a new animation, linking hit removed, KB stats matched to stronger hitbox
- Start up 10 > 9, IASA 34 > 33
- Autocancel Frame 22 > 24
- No longer reels backwards after the initial hitbox
- Animation slightly modified to give Ganon more horizontal range
- Outer Grabbox: Y Offset 11.81 > 8.8: Z Offset 7.6 > 10: Size 3.91 > 3.95
- Inner Grabbox: Y Offset 11.81 > 11: Z Offset 2.53 > 4: Size 3.91 > 3.95
- Boost grab distance made consistent on each frame
- Neutral Special (Dead Man’s Drift)
- Hitboxes reworked to hit notably lower, and KB stats lowered to cause a true jab reset until around 50%-60%
- IASA 36 > 34
- Start up slightly faster, first active frame 11 > 10
- IASA on throw sped up 61 > 52
Ice Climbers:
- Popo Spike Hitbox BKB 40 > 50, KBG 90 > 70
- Nana Spike Hitbox Damage 11 > 9, KBG 90 > 82
- Side Special (Squall Hammer)
- No longer acts as a Brake
- Damage, Knockback, Size, and Angle made uniform between hitboxes
- Damage 1%, Angle 70, BKB 5, KBG 130, Size 4.15, Hitlag Multiplier 1.5x/1.0x > 1.0x
- Nana will not read inputs from Popo for the first two frames when sliding off of an edge when not near Popo
- If Popo is grounded while Nana is aerial, or vice versa, Nana will never auto-turnaround
- If Popo is either holding an opponent in grab, pummeling, or throwing them, Nana will not auto-turnaround unless she is in Wait
- Z-Syncing window increased from 1 frame to 3
- Nana made intangible on frame 1 of side b in order to prevent the fusion glitch from happening
Ike:
- Neutral Special (Eruption)
- No longer has armor on uncharged aerial variant
- Initial Hit BKB 120/105 > 80/70
- “Prepare Yourself” easter egg on forward smash moved slightly earlier during the charge
Ivysaur:
- Innermost hitbox size on second hit 6 > 4.5
- Inner hitbox angle 80 > 361, active frames 4 > 5
- Now clankable
- Now charges/heals for all 7 active frames
- BKB 55 > 40, KBG 82 > 102
- Neutral Special (Solar Beam)
- Damage required to have Solar Beam reverted to 3.6
- Explosion active frames 8 > 4
- No longer heals/charges on Pikmin/Waddles
Jigglypuff:
- Jab 2 BKB 16 > 30, KBG 50 > 90, SFX modifier to match power change
- Neutral Special (Rollout)
- Consumes all but one jump when used in the air, consumes no jumps when used on the ground
Kirby:
- Start up reduced, first active frame 10 > 8
- Down Special (Stone/Slide Kick)
- When grounded, Down + Special will now perform a slide kick attack
- Early Hit: Damage 8%, Angle 90, BKB 30, KBG 90
- Late Hit: Damage 6%, Angle 90, BKB 25, KBG 100
- Many Kirby hats have been updated to give him the Project+ properties of each character’s Neutral B
- Dash attack and cutter dash no longer stale together
- Aerial down special will now hit enemies in SSE
Link:
- Restricted to pulling two bombs at a time in order to prevent game breaking bugs
- DACUS made consistent for each frame
Lucario:
- Weight 100 > 94
- Aura Charge requirement per level 50 > 65
- Neutral Special (Aura Sphere)
- Requires releasing B to shoot Aura Sphere, allowing Aura Sphere cancels when fully charged
- Side Special (Force Palm)
- Aerial throws BKB 30 > 10
- Fixed a bug where Lucario could waste aura upon landing with side special throw
- Up Special (Extreme Speed)
- Landing lag when ending on ground 18 > 24
- Final hit always sends in the direction Lucario is facing
Lucas:
- Jab 2 First active frame 8 > 6
- Damage 5/5/5 > 3/3/5 KB compensated
- Aerial Velocity 2.5 > 2.75
- Hitlag Multiplier 2.0x > 1.75
- Landing Lag 13 > 12
- Up Special (PK Thunder 2)
- Initial Hit Damage 8 > 5, repeating hit damage 3 > 2
- Lucas can reverse ledge grab for 10 extra frames after PK Thunder 2
- Down Special (PSI Magnet)
- Release Hit Damage 6 > 4 KB Compensated
- Initial Hit SDI Multiplier 1.0x > 0x
- Looping hitboxes no longer cause knockback
- Initial Hit Hitlag: x1.0 > x0.4
Luigi:
- Up Special (Super Jump Punch)
- Grounded version has increased aerial drift from 1.05b
Mario:
- Dr. Mario forward smash has electric gfx but has regular on-hit properties
- Mashing made easier but maximum height reduced slightly
Marth:
- Adjusted arm rotations on forward smash to arc more naturally
- Release point and throw animation adjusted to resemble melee
Meta Knight:
- Frames between second and third hit 4 > 5
- Reverted to 3.6, with the exception of the hitboxes being modified to reverse hit less often
- Sword trail GFX pulled inward slightly to better match hitboxes
- Damage 12 > 10, KB compensated
- Launch angle 50 > 52, BKB 30 > 20, KBG 200 > 220
- Neutral Special (Mach Tornado)
- Side Special (Drill Rush)
- BKB of pop-up hit 10 > 15
- Up Special (Shuttle Loop)
- Loop hit properties reverted
- Glide max frames 60 > 70
- Down Special (Dimensional Cape)
- Fixed a bug that prevented Meta Knight from activating full cape if he transitioned from air to ground during the cape animation
- Upward facing missed tech roll backwards now matches forward roll
Mewtwo:
- X Offset of two front hitboxes 4.3 > 2.8
- Landing hitbox size: 11 > 10, BKB 70 > 60 KBG 80 > 70
- Tip Hitbox Size 3.13 > 2.745
- Middle Hitbox Size 5.08 > 3.45
- Special Fall landing lag 15 > 25
- Tech Rolls modified to be far less ambiguous
- Buffering Hover out of hitstun consumes double jump frame 1 (down from 11), using hover in any other instance does not immediately burn double jump
- Fixed a bug that caused hover to automatically terminate if he acted out of aerial IASA
Mr Game & Watch:
- Arms and upper legs are now grabbable
- Active frames modified: strong hit 10-14, weak hit 15-29, IASA 38
- Hitbox duration reduced by 5 frames, animation adjusted to account for fewer active frames
- Grounded hitbox damage 12 > 10, BKB 65 > 34, KBG 100 > 127
- Hitbox shrunk down into two smaller hitboxes to better match the animation
- Animation modified so that the manhole stops flipping when hitboxes terminate
- Damage 18 > 16, BKB 50 > 35, KBG 100 > 108
- Strong Hit Active frames 4 > 2
- Sourspot BKB 44 > 40
- Weak hit active frames 16 > 14
- Damage 21 > 20, KBG 100 > 95, head intangibility and active frames lowered from 5 > 3
- Strong Hit BKB 60 > 52
- Weak hitbox BKB 60 > 40, Angle 20 > 35
- Damage 17 > 15, KBG 100 > 104
- Looping hitbox damage 4 > 3 KB compensated, BKB lowered by 10 after compensation
- Landing hitbox removed
- Landing hitbox removed
- Can now autocancel starting on frame 18
- Frames 28-38 damage 14 > 8, size 3.52/5.08 > 2.11/3.48
- Shield Damage 0/4 > 0
- KBG 140 > 125
- No longer heals, only drops Apple on hit
- If used within 3 frames of Double Jump, your double jump will be preserved
- Tech roll animation modified to be less ambiguous
Ness:
- Weight reverted to 3.6
- Powershield ratio .75 > .80
- Active frames increased on each hitbox from 1 > 2
- Damage increased 15 > 16, KB compensated
- 4 frame delay added before pillar activation. This is so the hitlag isn’t instantly overwritten by the first pillar hitbox
- Aerial PK Fire IASA 62 > 53
- Lifetime of Spark 22 > 24
- Horizontal Ground Speed 2.5 > 2.8
- Grounded Y Offset 1.1 > 1.65
- Grounded Hitbox Size 2.0 > 2.5
- Down Special (PSI Magnet)
- Can grab ledge during end lag
- PKT1 no longer terminates when coming into contact with a hurtbox for the first 34 frames, hitlag multiplier has been reduced to prevent locking someone in place
- PKT2 Intangibility frames granted upon hitting himself lowered 7 > 3
Olimar:
- R/Y/B/W/P
- 14/17/20/10/25 > 16/16/16/14/18
- Active Frames 7 - 10 > 6 - 9, IASA 26 > 29
- Purple BKB 55 > 24, KBG 97/94/91 > 105/101/98
- Yellow BKB 30 > 15, KBG 102/95/89 > 125/116/108
- Red BKB 25 > 20, KBG 110/97/87 > 104/92/82
- Blue BKB 25 > 20, KBG 99/93/88 > 108/101/95
- Purple BKB 55 > 30, KBG 88/86/84 > 96/94/92
- Yellow BKB 30 > 10, KBG 94/88/83 > 115/108/101
- Red BKB 10 > 12, KBG 109/97/88 > 102/91/82
- Blue BKB 0 > 15, KBG 105/99/94 > 108/95/90
Pikachu:
- Fixed bug that caused up smash to inflict no shield damage
- Up Special (Quick Attack)
- Frames of endlag when struck by Thunder increased 37 > 49
Pit:
- First hit modified to link more consistently into second hit
- First active hitbox pushed back one frame 9 > 10
- First hit modified to link more consistently into second hit
- Added new hitbox centered on his body to link more consistently
- Sword hitboxes now come out one frame sooner to match body hitbox
- Now has an addition hitbox to whiff less frequently on crouching characters
- Can now be B-Reversed in the air
R.O.B.:
- Fixed an error in Jab 1/2 flags that caused certain hitboxes to only hit characters on the ground
- Normalized Jab 1 BKB 4/5/20/30 > 20
- Normalized Jab 2 BKB 30/30/30/40 > 32
Roy:
- Startup 12 > 11
- No longer reverse hits
- Release point and throw animation adjusted to resemble Melee
- Ledge grabbox changed to match v3.5
- Landing Lag 30 > 24
- Distance 1.1 > 1.14
- Fixed out of place hitbox on <100 getup attack
Samus:
- Non-angled variant: 2 Outermost Hitboxes lowered 0 > 1.2 (change in X offset)
- Forward tilt has arm intangibility from frames 3 to 6
- Hitboxes now travel forward, but will not travel off of ledges
- Down Special (Power Bomb)
- Can now transition into crawl
Sheik:
- Late hit damage 10/10 > 8/6, size 4.32 > 3.99
- Innermost grab box pushed forward, X Offset 0 > 2
- Middle grab box pushed forward, X Offset 5.47 > 6.47
- Neutral Special (Needles)
- Restricted to pulling 5 needles, down from 6
Snake:
- Up Smash Mortar Round Angle 77 > 73
- Fixed a bug regarding angle control
- Side Special (Tranq Dart)
- Damage 16 > 15, BKB 40 > 25, KBG 84 > 92
- Grounded hitboxes 6 > 5.5, x offset 3/-3 > 2/-2
- Aerial body hitbox no longer grows in size on frame 5, hitbox shrinks after 10 frames of travel 3.25 > 2
Sonic:
- Gravity 0.111 > 0.122, jumps modified to maintain original height
- Neutral Special (Homing Attack)
- Blast Attack no longer goes into special fall on whiff with a double jump but prevents additional usages of Blast Attack, whiff without double jump still puts Sonic into special fall
- Side Special (Somersault)
- First active frame 5 > 8
- All repeating hitbox sizes reduced to 2.79
- Gravity increased during use
- Sonic is locked out of using aerial footstool for 30 frames after using aerial down special
Squirtle:
- Dash Window 8 > 7
- Increased size of jab 1/2/3, dash attack, fair, bair, up air, dair, fsmash, crawl attack, ftilt, up tilt, both cliff attacks, both getup attacks, and Shell Shift by 5%
- First Active Frame 3 > 5
- First hit damage 2 > 3, KB compensated
- Second hit active frame 11 > 9
- Second hit damage 8 > 7, KB compensated
- Startup reduced, first active frame 6 > 4
- Neutral Special (Watergun)
- No charge fires 2 sprays, half charge fires 4, and max charge fires 8.
Toon Link:
- Given a new animation to have less disjoint below him
- Sword glow terminates sooner, hitbox active frames unchanged
- Late hit spike damage 21 > 18, KB compensated
- Startup 11 > 9
- IASA lowered 53 > 50
- Startup 12 > 10
- IASA lowered 52 > 50
- Reverted to 3.6
- Fixed a visual error with character rotations
- Aerial hitbox angle 50 > 361, hitboxes modified to stay consistent throughout
- Grounded linking hits hitlag x1.0 > x0.5
- Grounded hitbox priority cleaned up
- Grounded final hit outside hitbox size increased, active frames 1 > 3, KBG 160 > 175
Wario:
- Fixed an error on hitbox flags that prevented certain hitboxes from hitting aerial opponents
- Second hitbox angle 26 > 45
- Late hitbox angle 361 > 45
- Side Special (Shoulder Bash)
- Damage scaling reduced 12/16/21 > 12/15/18
- Half Waft Charge Time increased 25 > 30 seconds
- Full Waft Angle 35 > 40, KBG 85 > 80
Wolf:
- Jab 1 BKB normalized to 20, KBG 50 > 53
- Initial Hit: 13%, BKB 40, KBG 90
- Leg Flub Hit: 9%, BKB 25, KBG 100
- Sweet Spot (Late): 15% BKB 45, KBG 86
Yoshi:
- Damage 7/6/5/4 > 6/5/4/3, KB compensated
- Active frames 12 > 9
- IASA 63 > 57
- Numerous ECB changes to make waveland timing more consistent (credit to Sylnic)
Zelda:
- First Active Frame 11 > 9
- X Offset of outermost hit 2.0 > 3.2
- End Lag increased, 15 > 21
- Final hitbox changed to be one large hitbox
- Landing hitbox active frames 1 > 2
- Auto cancel window moved back 1 frame to no longer be active during the strong hitbox
- Size increased 2.35 > 4.69
- Active Frames 1 > 2
- Damage 18/20 > 16 (KB uncompensated)
- First Active Frame 8 > 7
- Y Offset 11.2 > 9
- First Active Frame 10 > 9
- Y offset 11.2 > 9
- Dair/Fair/Bair hitlag multiplier on sweetspot modified 1.0x > 1.1x
- GFX overhaul courtesy of Elf
Zero Suit Samus:
- Fixed bug on dthrow that caused release issues
- All whip based attacks now stale properly
- All parts of forward/upsmash now scale properly with charging
- Fixed a bug where down air bounce and down b did not properly apply momentum during knockback
Giga Bowser:
- Walk accel .005 > .01
- Max walk speed .6 > .9
- Empty landing lag 11 > 8
- Double jump multiplier 1.0 > 1.1
- Adjusted SFX
- Super armor lasts 8 frames instead of 4
- Hitboxes start 1 frame earlier
- Gave passive light armor during charging like the other smashes
- Removed the travelling hitboxes and just moved them to the explosion GFX call time.
- Charging f-smash has a vacuum windbox
- Super armor time increased to 6 frames from 3
- Adjusted placement of initial hitbox to be more disjointed and now lasts for 2 frames instead of 1
- Late hitbox more disjointed by ~4 units
- Now has Passive light armor entire time
- Pulled in each hitbox 3 units
- 14% > 18% Knockback partially compensated
- 14% > 18% Knockback partially compensated
- 20% > 10% Knockback compensated
- Adjusted gfx and sfx
- F-throw variant now deals knockback as if it were an attack and not a throw
- Attack hitbox 16% > 23%
- Final hit 10% > 2% (total damage 35% > 27%)
- Aerial mobility .001 > .05
- Made linking hits function more like bowsers (connects better)
- Initial hitbox now correctly has hitlag
- Cooldown after invincibility ends on rolls now halved
- Dash animation now has sfx and gfx
Warioman:
Stages:
- R no longer toggles pages, Start alts have been moved to R, hidden R alts have been moved to Y (including concert Smashville)
- PMBR Stages have been added
- Delfino’s Secret now rotates 5 different phases and has smaller blastzones than 3.6
- Metal Cavern is now symmetrical, camera adjusted to better cover the map. Platform lowered 0.02 units to fix a bug with Ice Climbers
- Wario Land has expanded blastzones from 3.6
- Dream Land has smaller blastzones from 3.6
- All 1:1s of these stages have updated blastzones and designs
- Fifteen new stages have been added:
- Bell Tower
- Clock Town
- Cookie Country
- Dead Line
- Dinosaur Land (Yoshi’s Island Melee, renamed)
- Dracula’s Castle
- Golden Temple
- Mario Circuit
- Metroid Lab
- Mushroom Kingdom
- Oil Drum Alley
- Sky Sanctuary Zone
- Subspace
- Venus Lighthouse
- WarioWare, Inc.
- Respawn points on Battlefield and Final Destination centered
- Stage crate and barrel aesthetic themes have been normalized so that they are appropriate to the stage they run on
- (Base) Battlefield (Brawl)
- (R-alt) Battlefield (Lunar)
- (L-alt) Battlefield (Melee)
- 1:1 of Battlefield
- Improvements made to material settings to improve visual quality
- Features own tracklist, separate from the other Battlefield slots
- (Z-alt) Battlefield (Torn Sky Subspace)
- Two-phase transforming stage featuring walkoffs
- Casual transforming stage
- Fixed issue where one of the cars was unwrapped improperly
- (L-alt) Mute City
- (Z-alt) Big Blue (no vehicles)
- Big Blue, but there’s only one platform!
- (R-alt) Bowser’s Castle (SMB)
- (L-alt) Bowser’s Castle (Hazard)
- Swapped with base stage
- Features brand new sound, camera and graphic effects!
- 1:1 of Bowser’s Castle
- Features own tracklist
- Fixed issue where splatter effects wouldn’t trigger from cells if the bridge was breaking apart on its own
- Brand new, competitively-oriented layout with two platforms and walls
- (R-alt) Sieged Battlefield
- 1:1 of Battlefield. No longer makes whistling noises.
- (L-alt) Tower of Guidance
- Unique casual layout with revamped lighting
- Features own tracklist to emphasize the atmosphere
- (Z-alt) Castle Siege (PM)
- Moved from base slot. No longer makes whistling noises.
- (Y-alt) Castle Siege (Brawl)
- Features own tracklist containing themes from Brawl not present on the base slot
- Features platform arrangement based on Super Smash Flash 2!
- (L-alt) Bridge of Eldin (Night)
- Competitively-oriented platform arrangement
- Casual stage with angular design
- 1:1 of Fountain of Dreams
- (Z-alt) Candy Constellation
- Casual stage with a half-pipe design
- (Base) Corneria
- (L-alt) Sector Z
- Revamped background and stage model
- 1:1 of Fountain of Dreams
- Wide, transforming stage similar to Green Hill Zone in design
- (L-alt) Chemical Plant Zone
- (Z-alt) Eggmanland
- Platform arrangement converted to a more competitively-friendly, 5-phase format
- Altered blast zone locations
- Lighting improvements made to make the background elements more pronounced against the foreground
- (L-alt) Delfino Plaza
- (R-alt) Delfino Plaza
- Yoshi’s Island (Melee) renamed to avoid having two slots with the same name
- (L-alt) Bowser’s Castle (SMW)
- 1:1 of Bowser’s Castle
- Features updated lighting
- (Z-alt) Dinosaur Land (Symmetrical)
- Mirrored stage featuring pipes on both sides and no walkoffs
- (Base) Distant Planet
- (L-alt) Distant Planet (Brawl)
- (R-alt) Distant Planet Cave
- Returns from Project M 3.0 in all of it’s glory
- (L-alt) Clock Tower
- (Z-alt) Abbey Ruins
- Altered blast zone locations
- (R-alt) Dream Land (Night)
- (L-alt) Dream Land (Winter)
- 1:1 of Dream Land
- Features own tracklist with wintry theming
- (Z-alt) Dream Land (Fall)
- 1:1 of Dream Land
- Features a Day-to-Night cycle
- (Base) Final Destination (Melee)
- (R-alt) Final Destination (Project M)
- 1:1 of Final Destination (Melee) based on Project M concept art
- (L-alt) Final Destination (Brawl)
- 1:1 of Final Destination (Melee)
- Features own tracklist based on the music on Final Destination in Brawl
- (Z-alt) Final Destination (Legacy)
- 1:1 of Final Destination (Melee)
- (Y-alt) Final Destination (64)
- (Base) Flat Zone 2
- (R-alt) Parachute
- Altered to have a fixed camera, similar to Flat Zone 2
- (Base) Fountain of Dreams
- (R-alt) Crystal Cave
- 1:1 of Fountain of Dreams
- (L-alt) Sectonia’s Gem
- (Z-alt) Green Greens
- (Base) Fourside
- (R-alt) New Pork City
- (L-alt) New Pork City
- (Z-alt) Fourside
- (Base) Frigate Orpheon
- (R-alt) Ridley Stage
- 1:1 of Dream Land, featuring unique animations
- Stationary version of phase 2 of the base stage
- Competitively-oriented layout with two platforms stacked above each other
- (L-alt) Temple Tempest
- (Z-alt) Jungle Hijynx
- Based on the background section of the layout, only
- Water does not glitch when shielding
- 1:1 of Green Hill Zone
- Features own music tracklist
- (L-alt) Green Hill Zone (Brawl)
- (Z-alt) Planet Wisp
- (Base) Halberd
- (R-alt) Halberd
- Static version of base stage on the deck of the Halberd
- Static version of base stage when in flight
- (Base) Hanenbow
- (R-alt) Hanenbow
- 1:1 of Fountain of Dreams
- (L-alt) Hanenbow (Brawl)
- (Z-alt) Hanenbow
- Modified collisions on right wall to lessen the invisible gap
- Floating island in front of the castle
- Features own tracklist
- Stage with swimmable water
- Features own tracklist
- Is now always situated within the sea, as was originally planned
- 1:1 of Fountain of Dreams
- (L-alt) Summit (Brawl)
- (Z-alt) Summit Cave
- (Base) Jungle Japes
- (R-alt) Kongo Falls (Sunset)
- (L-alt) Kongo Falls (Melee)
- (Z-alt) Kongo Falls
- 1:1 of Yoshi’s Island
- Features new sound effects for the Zingers and Squawks the Parrot
- Features revamped visuals
- Casual stage with sticky walls and flooring to get stuck within
- Casual stage featuring a unique aesthetic where you fight as silhouettes!
- (Base) Luigi’s Mansion
- (R-alt) Luigi’s Mansion
- (L-alt) King Boo’s Illusion
- (Z-alt) Ghostly Galaxy
- Modified collisions under the wings to make them less capable of trapping characters underneath them
- Fixed issue where the stage collisions and models could desync
- Stage does not tilt by default, but hold Y when selecting to get back the tilting behavior from Brawl!
- Stage inspired by Venom from Melee
- (Z-alt) Lylat Cruise (flat)
- Modified collisions under the wings to make them less capable of trapping characters underneath them
- (Base) Mario Circuit (Brawl)
- (R-alt) Mario Circuit
- (L-alt) Dr. Mario’s Office
- Semi-casual stage on an office desk
- Features own tracklist
- Features new, flattened layout designed for competitive play
- New visual detailing applied to the stage
- (R-alt) Mushroomy Underground
- (L-alt) Mario Bros.
- (Z-alt) Metal Cavern (PM)
- New visual detailing applied to the stage
- (Y-alt) Metal Cavern (64)
- Features new platform pattern inspired by Norfair’s in 3.6, altered to inhibit campy behavior
- (L-alt) Tallon Canyon
- (Z-alt) Metroid Lab
- Casual tri-plat stage with a twist: all three platforms are walls, and two are underneath the ledge!
- Features pipe entry noises and piranha plant hazards
- (R-alt) Mushroom Kingdom Mix
- 1:1 of Green Hill Zone, with a mixture of aesthetics from the NES era
- (L-alt) Mushroomy Kingdom
- (Z-alt) Mushroom Kingdom II
- (L+R-alt) Mushroomy Underground
- Reverted to 3.0 to avoid similarities to the new Metroid Lab arrangement
- (L-alt) Norfair (Brawl)
- (Z-alt) Phendrana
- Icy stage featuring a broad plane to fight across and platforms below the ledge
- Hazard-filled stage based on the factories of Donkey Kong Country
- (L-alt) The Flying Krock
- (Z-alt) Fear Factory
- Fixed issue where telephone lines were culled incorrectly
- 1:1 of Smashville featuring unique noises!
- (L-alt) Onett (Hazardless)
- (Base) Peach’s Castle
- (R-alt) Peach’s Castle
- (L-alt) Rainbow Cruise
- (Z-alt) Piranha Heights
- Stage featuring grabbable piranha plants that can attack and pursue!
- (Y-alt) Peach’s Castle (64)
- (Base) PictoChat
- (R-alt) PictoChat
- PictoChat-inspired stage on a broad walkoff!
- (Base) Pirate Ship
- (R-alt) Ancient castle
- (L-alt) Ganon’s Tower
- (Z-alt) Molgera Battle
- (Base) Pokémon Stadium 2
- (R-alt) Radiant Stadium
- (L-alt) Ultra Ball Stadium
- (Z-alt) Abandoned Stadium
- 1:1 of Pokémon Stadium 2
- Plays Spear Pillar’s tracklist, instead of PS2’s
- (Base) Port Town
- (R-alt) Death Race
- (L-alt) Port Town (Hazardless)
- Version of Port Town that flies above the track
- (Z-alt) Falcon Flyer Tunnel
- (Base) Rumble Falls
- (R-alt) Rumble Falls
- 1:1 of Kongo Jungle, but without the barrel
- A construction site featuring exploding barrels!
- (Y-alt) Rumble Falls (Brawl)
- Fixed issue where the Poké Mart sign was not animated correctly
- Made the shadow movements of the characters follow the day-night cycle of the stage
- (L-alt) Pokémon Stadium (Melee)
- Moved from Pokémon Stadium 2 to avoid confusion
- A stage on an electric train featuring a rail hazard
- (Base) Shadow Moses Island
- (R-alt) Shadow Moses Island (Heliport)
- (L-alt) Big Shell
- (Z-alt) Shadow Moses Island
- Sky Sanctuary Zone (NEW!!)
- (Base) Sky Sanctuary Zone
- Competitively-oriented stage with slanted platforms
- (R-alt) Sky Sanctuary Zone (Night)
- (L-alt) Pumpkin Hill Zone
- (Z-alt) Sky Sanctuary Zone
- (Base) Skyworld
- (R-alt) Skyworld
- For all Smashville slots for this stage, hold Y to guarantee getting a KK Concert!!
- (Base) Smashville
- (R-alt) Smashville (Beach)
- (L-alt) Smashville (Winter)
- (Z-alt) Smashville (Ocean)
- (Base) Spear Pillar
- (R-alt) Spear Pillar
- 1:1 of Final Destination
- Features own tracklist
- Floating stage reminiscent of PS2 in terms of design
- The game now considers this R.O.B.’s home stage
- (Base) Subspace
- Transforming stage based on the Great Maze’s dark fights
- (R-alt) Subspace Staircase
- 1:1 of Distant Planet
- Moved off of Distant Planet
- Collisions in lower section of stage made more flush with the visual model
- (L-alt) Skyloft
- (Z-alt) Skyloft
- Features a pillar with a hitbox and a Battlefield platform arrangement
- 1:1 of Pokémon Stadium 2 featuring a plethora of different game series music
- (Y-alt) Online Training Room (Brawl)
- A stage that splits in half!
- (L-alt) Mercury Lighthouse
- 1:1 of Venus Lighthouse
- Features separate tracklist from Venus Lighthouse
- (Z-alt) Mercury Lighthouse
- Altered blast zone locations
- A flooded stage with a torrent and blocky terrain
- Split off from Wario Land’s slot
- Hold Y after selecting to get constant minigames! You’ll know you’ve got it if Survival Fever plays!
- (R-alt) WarioWare, Inc. (Ashley)
- (L-alt) WarioWare, Inc. (Disco)
- (Z-alt) WarioWare, Inc. (GBA)
- 1:1 of WarioWare, Inc. with a twist: you’re inside a GBA!
- Like with the base stage, hold Y to get constant minigames!
- Sound effects for rising matched to time of support ghosts rising
- (R-alt) Yoshi’s Tropical Island
- (L-alt) Yoshi’s Tropical Island
- Casual stage with a plethora of platforms
- (Z-alt) Yoshi’s Island (Night)
- Flattened version of Yoshi’s Island with no Shy Guys or support ghosts
- (Base) Yoshi’s Story
- (R-alt) Super Happy Tree
- Yoshi’s Island from the first Super Smash Bros. title, without the furthest cloud