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Project M 2.6-b Changelog

Sep 18th, 2013
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  1. General Character, Gameplay Mechanics, & Additions Change List
  2. - All taunt buttons are able to be used to footstool
  3. - Footstooling someone who is paralyzed, such as after Zero Suit Samus' Down Smash and Neutral B, does not put them in the footstooled animation when jumped off of
  4. - All Armor has been standardized via knockback as Light, Medium, or Heavy. There are color indicators for the characters that have armor during their moves, such as Red for Bowser and Blue for Squirtle, with more opaque overlays generally indicating stronger armor
  5. - The window to release the jump button after starting an aerial to DJC (Ness, Lucas) has been extended
  6. - The DamageFlyRoll animation is no longer based on damage (random while 100+ damage), but knockback instead
  7. - When the C- Stick is set to Attack or Special, it no longer also inputs jumps
  8. - When tap jumping, the game no longer checks for if the player is not holding the C- Stick
  9. - When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive
  10. - The powershield window no longer decrements during hitlag or shieldstun, allowing successive hits on a multi- hit attack to also be powershielded in addition to the first if kept in shieldstun and unable to drop the shield
  11. - The physical powershield drop animation is now interruptible with shield in addition to A and B moves
  12. - Screen KOs have been removed as a temporary fix until it is possible to make them the same duration as Star KOs
  13. - All music tracks are available regardless of being unlocked on the save file or not
  14. - Training Mode is now the default Solo Mode selection in the main menu
  15. - Issues with Mario and Zero Suit Samus being selected significantly more than other characters with Random Select resolved
  16. - Team shield colors now work properly when Team Attack is On
  17. - Various recovery moves with long transitions into Special Fall adjusted to not grab backwards for as long after falling
  18.  
  19. Bowser Change List
  20. - Giga Bowser significantly revamped
  21. - Bowser's Armor matched to the Project M standard of Light, Medium, and Heavy Armor. Note that the majority of Bowser's Armor already adhered to this standard, and was unchanged
  22. - Converted Bowser's Crawl Armor to Light Armor
  23. - Corrected a mistake where Crawl Armor was much stronger than Light Armor when not moving
  24. - Removed Armor on Whirling Fortress, Back Aerial, and Down Aerial
  25. - Dash Attack now hits a second time (when Bowser lands on the ground)
  26. - Dash Attack cooldown reduced
  27. - Forward Tilt's start up homogenized between angles
  28. - Forward Tilt knockback base reduced, growth compensated for percents over 115
  29. - Neutral Aerial timings and cooldown reverted to Demo 2.1
  30. - Forward Aerial knockback base greatly reduced, growth compensated for percents over 115
  31. - Back Aerial's hitboxes repositioned and resized to closer match melee's placements
  32. - Back Aerial knockback slightly reduced
  33. - Back Aerial autocancels notably sooner
  34. - Up Aerial knockback Angle slightly lowered
  35. - Dash Grab has Bowser lunge notably further
  36. - Dash Grab's startup was changed to look identical to Dash Attack's Startup
  37. - Turn Grab range increased
  38. - Ledge Attack knockback reverted to set knockback (2.1 kb)
  39. - Neutral B reaches slightly further, drains faster to a much smaller minimum range, and recharges a bit slower
  40. - Grounded Up B initial hitboxes reduced in size. Hitbox Damage degrades slightly slower, and the hitboxes enlarge briefly when it does so
  41. - Grounded Down B's horizontal drift can now be controlled slightly during the Jump Cancel window - Bowser can gain or lose about a Bowser's width of distance
  42. - Down B now generates quake hitboxes when Bowser lands
  43. - Down B landing graphics enlarged to match new hitboxes
  44.  
  45. Captain Falcon Change List
  46. - Initial Dash animation length increased by 1 frame to match Melee, improving moonwalk distance slightly
  47. - Turn Grab animation is longer to match other Turn Grabs
  48. - Fixed a bug on his Ledge Rolls that caused them to not free up the edge until the animations completely ended
  49. - Neutral B additional turns can be prevented by holding B
  50. - Aerial Side B trigger box adjusted so that the hit connects more reliably once triggered
  51. - Aerial Side B now spikes
  52.  
  53. Charizard Change List
  54. - Forward Tilt can be interrupted sooner
  55. - Forward Tilt no longer gets weaker overtime, it's strong throughout the entirety of the move
  56. - Down Tilt sweetspot angle slightly raised
  57. - Down Smash is interruptible a few frames later than before
  58. - Down Smash hitboxes now vary in angles
  59. - Down Smash inner hitboxes have priority over the outer hitboxes
  60. - Neutral B max angle slightly raised and turn speed slightly increased
  61. - Neutral B hitboxes are slightly less SDIable and knockback increased slightly
  62. - Charizard's Glide uses up all of his jumps once used
  63.  
  64. Diddy Kong Change List
  65. - Footstool height reduced
  66. - Dash Attack now has multiple hits and sends at a lower angle. No interrupt window when done on the ground but still retains the no- lag feature when landing from the aerial version.
  67. - Forward Tilt's hip hitbox removed. Arm (sourspot) hitbox damage matches the fist (sweetspot) but still retains a higher angle and less knockback
  68. - Down Tilt deals a bit more overall knockback
  69. - Up Smash's hits link into each other more reliably
  70. - Neutral Aerial's initial hit angle is slightly higher
  71. - Forward Aerial's initial hit damage and knockback adjusted so that it doesn't send very far at low percents but scales more rapidly with higher percent
  72. - Forward Aerial's lingering hit knockback reduced overall
  73. - Back Aerial sends farther at low percents
  74. - Up Aerial sends at a lower angle and damage no longer depends on leg hitbox positioning
  75. - Down Aerial's upper (sourspot) hitbox deals slightly more damage
  76. - Dash Grab box has an extra active frame and its total duration is increased slightly
  77. - Turn Grab range increased, and grabs slightly later to match other Turn Grab speeds
  78. - Up Throw clank bug from Brawl that caused him to freeze up fixed
  79. - Neutral B can be airdodged out of a couple frames earlier
  80. - Side B's tilt/smash distances reduced and more noticeably vary in length. The tilt input sends Diddy at a much shorter distance than the smash input
  81. - Side B kick timing window now exists during the beginning portion of the move (startup + first 7 frames of grab). Once this window passes Diddy is unable to kick and continues the grab
  82. - Side B kick hitbox deals less damage and its knockback scales higher with percent
  83. - Side B Attack Throw ("A" or "B" Input from grab) knockback lowered.
  84. - Side B Jump Throw angle slightly forward. Diddy leaps a bit shorter lower in height but now has an air dodge window as he goes airborne
  85. - Up B landing lag increased
  86. - Diddy falls a bit faster while charging Up- B in the air
  87. - Up B's grounded startup now matches the aerial startup (7 frames) and no longer has invincibility
  88. - Up B damage decreases throughout the boost's duration
  89. - Up B initial hit deals increased knockback
  90. - Up B's loose barrel moves 20% slower and deals slightly less damage
  91. - Banana knockback (air and grounded) is now weight- dependent. Opponents are knocked away at different lengths depending on their individual weight properties (lighter characters are knocked farther than heavier characters, essentially)
  92. - Grounded glide- toss moves Diddy significantly farther
  93. - Throwing a banana downward (while grounded) near an opponent's feet will cause them to trip instead of being hit
  94. - Thrown Banana hitboxes are now clankable
  95.  
  96. Donkey Kong Change List
  97. - Dash Attack duration reduced slightly. Strong hit damage increased slightly. Armor changed from 6/3% damage to Light Armor throughout. Grounded version can now be Jump Canceled a few frames after the hitbox terminates
  98. - Forward Aerial damage and knockback reduced slightly
  99. - Back Aerial's sweetspot damage increased slightly. Duration on weaker hit increased slightly
  100. - Dash Grab distance reduced significantly. Grab boxes adjusted to better match animation
  101. - Turn Grab range reduced slightly
  102. - Cargo Hold is now fastfallable
  103. - Fixed an issue with dropping through a platform while Cargo Holding an item
  104. - Neutral B graphical effect visible at the appropriate time
  105. - Neutral B shoulder hit damage/knockback decreased significantly
  106. - Down B range reduced significantly, graphical effects adjusted to match. Damage reduced slightly, knockback mostly compensated. Outer hitboxes send very slightly inward instead of straight up
  107.  
  108. Falco Change List
  109. - Forward Smash animation adjusted to match Melee
  110. - Up Aerial animation adjusted to match Melee
  111. - Neutral B (projectile) decays in damage based on distance
  112. - Up B distance ported from Melee
  113. - Down B invincibility removed
  114.  
  115. Fox Change List
  116. - Animation transitions from Wait for some moves adjusted to look cleaner
  117. - Neutral B (projectile) decays in damage based on distance
  118. - Up B distance ported from Melee
  119. - Down B invincibility removed
  120. - Down B can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re- hit before the reflect lag ends from being able to trap him in it
  121. - Up Taunt has the "Here I come!" sound effect re- enabled
  122.  
  123. Ganondorf Change List
  124. - Initial Dash animation length increased by 1 frame to match Melee, improving moonwalk distance slightly
  125. - T- Pose bug with his Final Smash is fixed
  126. - Ganondorf's magical effects now illuminate his body
  127. - Dash Attack adjusted to use Brawl damage and knockback
  128. - Up Tilt (Volcano Kick) replaced with new, electric stomp attack. Much faster but somewhat weaker
  129. - Forward Smash's Neutral and Down angles adjusted in damage, power, and trajectory so there is more reason to use them over up angled, which previously was superior in all 3 of those areas
  130. - Neutral Air 1st kick has less base knockback and higher angle to be slightly better as a combo starter and combo into 2nd hit more often
  131. - Neutral B additional turns can be prevented by holding B
  132.  
  133. Ike Change List
  134. - Jab3 comes out slightly faster
  135. - Down Tilt comes out slightly earlier and is interruptible sooner
  136. - Down Tilt knockback, damage, hitbox placement, and angle adjusted to be a more useful move
  137. - Down Smash1's knockback growth has been slightly increased and its base knockback has been slightly decreased
  138. - Down Smash2's knockback growth has been slightly increased
  139. - Neutral Air is significantly faster and has more base knockback
  140. - Forward Air base knockback slightly increased
  141. - Standing Grab box and animation adjusted to be slightly more outward
  142. - Up Throw's knockback growth reverted to 2.1
  143. - Neutral B supercharged hitboxes and armor end sooner
  144. - Aerial Side B speed charge gain is slightly less per frame
  145. - Up B air mobility starts sooner, allowing more overall horizontal distance
  146. - Up B height slightly adjusted between what 2.5 and 2.1 were
  147.  
  148. Ivysaur Change List
  149. - Fastfall speed slightly increased
  150. - Jab range is better overall; Jab1 IASA is worse
  151. - Dash Attack animation is faster, strong hit duration is shorter
  152. - Forward Tilt links more reliably and has slightly less range behind her
  153. - Up Tilt horizontal range increased; animation is faster; knockback growth decreased
  154. - Down Tilt range reduced; the second hit pops up at a higher angle
  155. - Up Smash sweetspot's shield damage is increased
  156. - Down Smash start- up is faster
  157. - Neutral Air hitbox size increased; landing hitbox better for comboing
  158. - Forward Air downward range decreased; animation slightly faster overall; all hits send opponents vertically
  159. - Back Air damage/knockback decreased on ranged hits; angles generally higher; animation faster overall
  160. - Up Air falling hitbox is a spike for the first four frames; shield damage added to bulb sweetspot; can no longer fastfall during Up Air to slow decent.
  161. - Down Air has a faster start- up but greater endlag; shield damage added to sweetspot; can skip to 3rd+ "float" effect by holding Down during start- up
  162. - Standing grab and pivot grab have slightly increased vertical range
  163. - Dash grab has significantly reduced horizontal range, significantly less endlag (like the average jump cancel grab), and has noticeably increased vertical range
  164. - Grab pummel deals slightly less damage
  165. - Neutral B when uncharged now has a landing cancel, healing starts later in the animation, and holding B to full charge allows you to continue healing until you let go of B
  166. - Solarbeam now takes 22% to fully charge
  167. - Charged Neutral- B's transition to SpecialFall can now grab ledges backward.
  168. - Forward B animation is faster all around; Razor Leaf stays out longer, no longer decelerates over time, but is limited to one leaf on- screen at a time; can now be fastfalled
  169. - Forward B (projectile) does less damage per hit
  170. - Up B sweetspot hitbox size decreased; grounded Up B now matches aerial Up B (has an extra active frame)
  171. - Fixed a glitch where the Up B "hop" wouldn't happen immediately after hitstun
  172. - Down B can be angled to the left or right (less so while in the air); aerial Down B no longer pushes Ivysaur downward
  173.  
  174. King Dedede Change List
  175. - Dash Attack has medium armor which lasts through the strong hit
  176. - Up Tilt's endlag is slightly faster
  177. - Neutral Aerial's 1st hit angle is slightly higher
  178. - Down Aerial has smaller gaps between each hit
  179. - Turn Grab range reduced slightly, and has a bit more startup to match other Turn Grabs
  180. - Forward Throw's damage has been increased slightly, knockback decreased slightly to compensate
  181. - Down Throw can be interrupted earlier
  182. - Neutral B has more mobility in the air than previously
  183. - Up B has a hitbox at the beginning of DeDeDe's ascent
  184. - Up B has medium armor during the same timeframe as the hitbox
  185.  
  186. Link Change List
  187. - Dash and run speed slightly increased
  188. - Dash attack animation remade, now much more similar to Melee's
  189. - Dash attack is interruptible a bit later
  190. - Up Tilt hitboxes better matched to animation
  191. - Down Tilt is slightly faster, and angle slightly increased
  192. - Forward Smash hit 2 hitboxes better matched to animation
  193. - Up Smash last slash hitboxes better matched to animation
  194. - Neutral Air duration matched to animation
  195. - Forward Throw ends sooner
  196. - Back Throw ends sooner
  197. - Up Throw damage increased, launch point/knockback adjusted to be more useful, animation improved, and interruptible sooner
  198. - Down Throw ends slightly later
  199. - Aerial Clawshot has a new flub hitbox to hit more into the sweetspot
  200. - Aerial Clawshot sweetspot now sends opponents up and slightly towards Link
  201. - Side B (Boomerang) throw distances adjusted to be shorter and thrown faster, with a new boomerang model
  202. - Side B (Boomerang) catch animation only occurs when Link is in his waiting animation
  203. - Side B (Boomerang) has a very weak "slap" hitbox when done with a boomerang already out
  204. - Up B horizontal momentum very slightly lowered
  205.  
  206. Lucario Change List
  207. - Forward Tilt animation improvements, and provides more forward momentum when canceled early
  208. - Neutral B Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag
  209. - Aerial Side B grab collisions adjusted to cover slightly more vertical area
  210. - Fixed a glitch with aerial Side B used directly out of hitstun where Lucario would fall after grabbing an enemy
  211. - Up B Cancel end animation transitions better into Fall
  212. - Down B can be interrupted sooner on the ground
  213.  
  214. Lucas Change List
  215. - Double Jump animation tweaked to better evade chain grabs
  216. - Fixed a bug with powershield reflect collision size
  217. - Jab has been changed to be two hits with minor changes in functionality
  218. - Up Tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically
  219. - Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic
  220. - Forward Smash non- Offense Up has reduced knockback growth
  221. - Forward Smash non- Offense Up projectile reflection active frames reduced
  222. - Forward Smash Offense Up graphics shrunk
  223. - Up Smash non- Offense Up graphics shrunk to better match the hitboxes
  224. - Up Smash non- Offense Up has reduced knockback growth
  225. - Up Smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas
  226. - Neutral Air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi- hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback
  227. - Neutral Air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.
  228. - Forward Air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased
  229. - Back Air has been completely revamped to reflect his Brawl animation
  230. - Down Air has been completely revamped to reflect his Brawl animation
  231. - Dash Grab tweaked slightly to have the grab better match the animation
  232. - Up Throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's Up Throw
  233. - Up Throw animation has been improved aesthetically
  234. - Lucas's upper body cannot be hit during tether reel- in
  235. - Ledge Roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl
  236. - Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands
  237. - Side B on the ground has reduced endlag
  238. - Up B bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit
  239. - Up B (PKT2) multi- hits now use fixed knock- back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh
  240. - Down B time between refresh hits is slightly reduced
  241. - Down B refresh hits in the air now pulls an aerial opponent down and towards him
  242. - Down B multi- hit range more accurately matches release hitbox range
  243. - Down B aesthetically changed to illuminate Lucas while active
  244. - Down B release graphic no longer anchored to Lucas
  245. - Down B can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re- hit before the absorb lag ends from being able to trap him in it
  246. - Down B time to act after absorbing a projectile has been reduced
  247. - Up Taunt makes Lucas behave as if he actually tripped if held
  248.  
  249. Luigi Change List
  250. - Turn Grab range reduced and grabs slightly later to better match animation
  251. - Up B vertical travel distance and ledge grab duration is closer to melee Luigi's. He now stops rising when he reaches the apex, allowing for faster sweetspots
  252.  
  253. Mario Change List
  254. - Down Tilt can be interrupted sooner
  255. - Down Tilt base knockback slightly increased, knockback growth slightly decreased, toe part of the leg sends at a straight up angle and each part more inwards on the leg sending at lower angles
  256. - Down Tilt lower leg portion given short invulnerability frames during when the attack is out
  257. - Up Smash functions like Melee Mario's Up Smash at the beginning but then changes back to Doctor Mario's Up Smash vs grounded opponents as he brings his head down in the front - - Vs aerial opponents it is still Mario's Up Smash
  258. - Forward Aerial has a tweaked flash graphical effect over the fist
  259. - Down Aerial lowest hitbox placement adjusted more towards the center
  260. - Standing Grab box shifted outward slightly for more range
  261. - Neutral B projectile slightly increased in damage, knockback growth slightly decreased to compensate
  262. - Neutral B projectile no longer degrades in hitstun, size, or knockback as it bounces. Now uses a consistent set of hitstun, size, and knockback values
  263. - Neutral B can be interrupted sooner
  264. - Side B doesn't reverse controls/momentum for as long
  265.  
  266. Marth Change List
  267. - Fixed polygonal bugs that could occur when angling his shield
  268. - Up Tilt hitlag adjusted to match Melee
  269. - Standing Grab animation adjusted to match Melee more closely
  270. - Turn Grab animation adjusted to better match its range
  271. - Side B does not continue by using the c- stick unless set to special
  272.  
  273. Meta Knight Change List
  274. - Angled Down Aerial body hitboxes are no longer absent
  275. - Down Aerial landing lag when not LCanceled corrected
  276. - Turn Grab range reduced, and has a bit more startup to match other Turn Grabs
  277. - Grounded Up B is able to go into special landing during the loop like the aerial version
  278. - Down B attack edge cancels into Fall properly when sliding off edges
  279. - Down B non- attack reappearance turn around timing adjusted to match the attack
  280. - Grounded Down B does not disable specials and airdodges
  281. - Fixed a bug with glitched specials able to be performed out of aerials following the use of Down B
  282. - Fixed a bug with momentum when Down B was used directly out of hitstun
  283.  
  284. Mr. Game & Watch Change List
  285. - TechRolls and TechStand are slightly delayed at the start to be harder to read. Same invincibility, distance, and total durations as before
  286. - Dash Attack has a hitbox at the very start of the move that sends forward
  287. - Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size
  288. - Forward Smash is capable of hitting multiple times
  289. - Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated KB, allowing for combos at low damage
  290. - Down Air is interruptible sooner in the air
  291. - All Throws appear identical in animation until the opponent is released
  292. - Down Throw does slightly more damage
  293. - All Neutral B foods are fire element and able to melt Ice, instead of only Shrimp
  294. - Neutral B depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak
  295. - Neutral B foods do slightly less damage at normal size
  296. - Neutral B foods' random trajectories can be limited to the upper or lower three by holding up or down
  297. - Neutral B pan hit window is a bit shorter
  298. - Side B has new graphical effects to indicate whether the next judgement hammer will be an odd or even number
  299.  
  300. Ness Change List
  301. - Up Tilt has a slightly reduced cooldown
  302. - Up Smash's time between refresh hits while charging has been slightly reduced
  303. - Down Smash's time between refresh hits while charging has been slightly reduced
  304. - Turn Grab has more startup to match other Turn Grabs
  305. - Down B can no longer roll, spot dodge, or jump upon absorbing a projectile while grounded
  306. - Down B can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re- hit before the absorb lag ends from being able to trap him in it
  307. - Down B absorb lag has been greatly reduced
  308.  
  309. Peach Change List
  310. - Up Tilt's knockback is more Melee- like and the heart graphical effects no longer follow Peach if she is hit out the move.
  311. - Forward Smash object animation paths cleaned a bit
  312. - Up Smash animation moved to be centered on the movement plane
  313. - Neutral Aerial weak hit knockback values have been fixed
  314. - Neutral Aerial has proper weak on- hit sound effects for its late hit
  315. - Neutral B spore release timings matched to Melee
  316. - Fixed the Beam Sword angle glitch when generated by Down B and held
  317. - Beam Sword Forward Smash animation uses less interpolation and has more diagonal coverage
  318.  
  319. Pikachu Change List
  320. - Full jump sound effect doesn't occur right at the start of the jump
  321. - Neutral Aerial weak hit knockback values have been fixed
  322. - Forward Aerial received slightly more horizontal range with new graphical effects to match that range
  323. - Down Aerial has an added burst graphic to the impact
  324. - Up B startup slightly reduced and can grab edges
  325. - Up B delay between dashes is a little longer
  326. - Up B goes maximum distance upward when stick input is below the amount needed to change direction
  327. - Up B air mobility and air friction adjusted during the move and when in Special Fall
  328. - Up B preserves momentum at the end of the dashes and when going into the ending
  329. - Up B ending animation stretch does not push Pikachu as much away from walls
  330. - Fixed a bug where QACing out of Up B into a platform and dropping through could result in Special Landing well after going into Fall
  331. - Using Up B into the ground uses the ground Up B ending animation instead of Special Landing's
  332.  
  333. Pit Change List
  334. - Up Smash hitboxes redone from scratch and animation tweaked so that the hitboxes properly follow the blades.
  335. - Up Smash has less base knockback and more growth
  336. - Down Throw trajectory raised slightly
  337. - Neutral B start up slightly increased, and aerial endlag matched to grounded endlag
  338. - Arrows no longer lose charge when they degrade in damage.
  339. - Arrow knockback no longer degrades to set knock back, but always has some growth
  340. - Up B landing lag increased to the default duration to be similar to other KO specials
  341. - Down B hold duration significantly shortened
  342. - Down B Super Armor replaced with Heavy Armor
  343.  
  344. R.O.B. Change List
  345. - Dash is now slightly faster and transitions into run later, increasing dash- dance range
  346. - Neutral Air angles all adjusted to be the same trajectory and has decreased slightly in knockback growth
  347. - Back Air no longer sets vertical momentum and hitbox adjusted to not be out for as long
  348. - Up Air is now multihit, damage slightly lowered with knockback compensated
  349. - Down Air subtracts horizontal momentum, hits slightly earlier, and damage has been adjusted
  350. - Down Throw has been slightly increased in knockback growth
  351. - Aerial Side B resets all momentum during the startup; allows for it to be used lower to the ground
  352. - Grounded Side B aesthetics cleaned up and reflects slightly earlier
  353. - All three Boosts are returned to R.O.B if hit out of a techroll or techstand
  354.  
  355. Sheik Change List
  356. - Entry animation polished
  357. - Jab3 hitboxes reduced in size to be more even and less disjointed
  358. - Forward Tilt hitlag and SDI multipliers matched to Melee
  359. - Up Tilt first hit SDI multiplier matched to Melee
  360. - Turn Grab animation shortened to match other Turn Grabs
  361. - Down B (transform) intangibility adjusted slightly and also not as interruptible as soon
  362. - Down B (transform) is slightly faster
  363.  
  364. Snake Change List
  365. - Jab1's outermost hitbox shifted inward slightly
  366. - Dash Attack ends slightly earlier
  367. - Up Smash comes out slightly faster
  368. - Up Smash is angleable; hold the direction left or right to control the direction of where the mortar goes
  369. - Crawl Stab's knockback growth has been slightly decreased
  370. - Crawl Stab's base knockback has been slightly increased
  371. - Turn Grab has a bit more startup to match other Turn Grabs
  372. - Up Throw has slightly more endlag
  373. - Neutral B has a new throw option, a low throw which Snake "rolls" the grenade on the ground
  374. - Neutral B Back throw of the grenade has been changed to an "Up" input instead of a "Back" input
  375. - Up B is now wavebounceable
  376. - Up B can sweetspot the edge more easily
  377.  
  378. Sonic Change List
  379. - Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel Grab
  380. - Forward Tilt tipper hit angle raised and homogenized amongst angled variants
  381. - Forward Tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.
  382. - Forward Smash's knockback was decreased
  383. - Forward Smash's weaker lingering hit has notably decreased hitbox sizing and knockback
  384. - Neutral Aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration
  385. - Neutral Aerial's active duration is faster
  386. - Neutral Aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial
  387. - Forward Aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly
  388. - Forward Aerial's damage and knockback were notably decreased, but no longer degrade at the end of the kick.
  389. - Forward Aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames
  390. - Back Aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match Brawl Sonic's values
  391. - Up Aerial's first hit has increased knockback, matching Brawl Sonic's values. The tipper sweetspot on the second hit is now easier to land
  392. - Down Aerial's lingering hit angle was raised to match other diagonal sending moves
  393. - Down Aerial's dive no longer slows down when fast- fell.
  394. - Neutral B has a longer window to acquire a homing target, and a slightly longer start- up
  395. - Neutral B's hit rebound animation has a later interrupt window.
  396. - Neutral B's hit angle is notably higher
  397. - Side B's hitboxes can no longer clank other moves and have increased hitlag
  398. - Side B hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Side B's initial damage and knockback were reduced to compensate
  399. - Side B's previous momentum now has a large effect on the hop's height, making when you use the move more important
  400. - Side B's Jump- cancel window starts later
  401. - Side B's grounded tumble hitboxes have less time between hits, but end faster
  402. - Up B no longer has invincibility, but can be interrupted with an aerial earlier
  403. - Up B's turnaround window is slightly longer
  404. - Sonic can no longer airdodge after performing Up B, even if he performs an aerial in between
  405. - Up B can no longer be canceled with a walljump, or wall jump after using up B
  406. - Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth
  407. - Down B's hitboxes can no longer clank other moves and have increased hitlag
  408. - Down B's jump inputs now properly recognize the tap- jump setting.
  409. - Down B's charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving
  410. - Down B's charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder
  411. - Down B charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel
  412. - Down B spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop
  413. - Down B's spin jump can no longer be canceled with any special or airdodged from, and has a five frame- lock on performing aerials
  414. - Down B's spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames
  415. - Down B's spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times
  416.  
  417. Squirtle Change List
  418. - Ground to Air physics and aerial friction adjusted so that Squirtle retains more momentum into the air
  419. - Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback
  420. - Squirtle's Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).
  421. - Squirtle flashes blue when he has Medium Armor, Side B duration and Watergun charge flashes changed to yellow to prevent confusion
  422. - Aqua Jet has Medium Armor while Squirtle is in his shell
  423. - Forward Smash, Down smash, and Neutral Aerial now have Medium Armor during the initial attack, and Light Armor during the remainder of the time Squirtle is in his shell
  424. - Turnrun, Crawl Attack, and Withdraw now have Light Armor while Squirtle is in his shell
  425. - Fixed > 100% ledge attack timer on hitboxes. Now actually hits properly
  426. - Squirtle now has a crawl attack. He quickly spins forward in shell, popping an opponent up above him as he passes through
  427. - Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits
  428. - Dash Attack covers more space during the initial lunge. Hits earlier and harder. Hit angles lowered to send foes further in front of Squirtle
  429. - Forward Tilt start up and cooldown notably reduced.
  430. - Forward Tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent
  431. - Forward Tilt and Down Tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking
  432. - Down Tilt animation sped up so that Squirtle attacks faster and with less time inbetween tail swipes. Second hit angle raised slightly
  433. - Up Tilt reverted to a brawl- like animation
  434. - Up Tilt base knockback reduced
  435. - Forward Smash now retains previous momentum
  436. - Up Smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane Up smashes
  437. - Up Smash's hitboxes at the top of the water pillars have slightly reduced knockback
  438. - Down Smash start up increased, but cooldown was significantly reduced
  439. - Down Smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle
  440. - All of Down Smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop- up above and behind Squirtle
  441. - Neutral Aerial's lingering hit angle raised
  442. - Neutral Aerial's landing lag now generates a splash instead of a dust cloud
  443. - Forward Aerial's knockback was slightly increased
  444. - Back Aerial and Up Aerial mismatched on- hit sound effects fixed
  445. - Added a missing body hitbox during Up Aerial's initial hit, and pushed the outer hitbox out slightly
  446. - Up Aerial's cooldown reduced
  447. - Up Aerial and Down Aerial tail intangibility added while Squirtle is attacking
  448. - Down Aerial reverted to a brawl- like animation
  449. - Down Aerial hits more frequently and faster. Tweaked the linking hit's knockback to ease the difficulty in landing all the hits
  450. - Down Aerial's final hit sends forward and base knockback increased
  451. - Down Aerial's cooldown significantly reduced
  452. - Turn Grab range increased
  453. - Forward Throw and Up Throw cooldown reduced
  454. - Neutral B stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage
  455. - Neutral B has a new mid- level charge that shoots eight streams with reduced duration and cooldown
  456. - Neutral B full charge now shoots fourteen streams with reduced duration and cooldown
  457. - Fixed a bug with Neutral B charge that could prevent his shield from being damaged
  458. - Side B's Withdraw aerial physics and vertical momentum tweaked on startup to be more consistent
  459. - Side B's Withdraw knockback growth decreased
  460. - Side B's Withdraw can now fall off of edges while turning around
  461. - Side B's Aqua Jet input changed from "Up B" to "A"
  462. - Side B's Aqua Jet now has two frames of start- up
  463. - Revamped positioning, sizing, and timing of initial hitboxes so that the sweespot comes out first and has greater priority among the other hitboxes
  464. - Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback
  465. - Lingering hitbox has a higher angle and increased base knockback
  466. - Aerial control during Side B's Aqua Jet was removed entirely. You can still reverse it however
  467. - Side B's Aqua Jet bug where it would would not rise when used out of hitstun fixed
  468. - Side B's Aqua Jet landing lag slightly reduced
  469. - Up B start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better
  470. - Up B hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint
  471. - Up B linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent
  472.  
  473. Toon Link Change List
  474. - Down Tilt meteor uses the new "Light" hit element
  475. - Back Air has a more combo- friendly angle and ends one frame sooner
  476. - Forward Throw reworked to offer potential reward when used
  477. - Up Throw reworked to offer potential reward when used
  478. - Side B (boomerang) catch animation only occurs when Toon Link stands still
  479. - Up B damage, knockback, angle, and hitbox sizes all adjusted slightly: Shorter sweetspot, better middle hit, and a relevant "flub"
  480.  
  481. Wario Change List
  482. - Dash Attack angle changed to hit characters more in front of Wario rather than behind
  483. - Forward Tilt hold command increases in damage and knockback for each wind- up, similar to a Smash Attack
  484. - Up Smash does reduced shield damage
  485. - Fixed a bug where Down Smash's outside hitboxes could hit aerial opponents
  486. - Removed "wind- up" SFX on Down Smash's charging animation
  487. - Down Smash does reduced shield damage and has less range but deals slightly more damage
  488. - Neutral Air's hitbox duration matched to the animation length and sourspot angle adjusted to use a general angle rather than a low trajectory
  489. - Forward Air angles adjusted to be the same and sourspot has slightly increased in base knockback
  490. - Up Air sourspot angle raised to match sweetspot
  491. - Turn Grab has a bit more startup to match other Turn Grabs
  492. - Neutral B grab box size increased
  493. - Removed a restriction that prevented Wario from using Neutral B again for 15 frames after Bite Throw
  494. - Side B - > Jump is always at medium power rather than its weakest power
  495. - Aerial Side B revamped to travel mostly straight (angleable up or down) but go a much shorter distance and is stronger. The hitbox is still negatively disjointed but has improved vertically
  496. - Aerial Side B can be canceled by holding Back and its vertical direction can be influenced by holding Up/Down
  497. - Side B jump no longer happens with the analog stick if Tap Jump is off
  498. - Fully- charged Down- B now has heavy armor near the startup and has stronger knockback
  499.  
  500. Wolf Change List
  501. - Dash Attack is interruptible slightly later
  502. - Up Tilt hitboxes adjusted to match the animation, and can be interrupted sooner
  503. - Back Aerial has a little less startup
  504. - Grounded Side B ending, such as when Side B is used into an upward slope, is capable of sliding off of edges
  505. - Grounded Side B ending is able to hit with the sweetspot hit when shortened
  506. - Grounded Side B ending no longer goes into the aerial on- hit animation if the sweetspot connects and then re- landing
  507. - Side B being able to pass through Final Destination's and Yoshi's Island's walls near the edge and fall through the stage has been fixed
  508. - Down B invincibility removed
  509. - Down B can be released during the reflect lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re- hit before the reflect lag ends from being able to trap him in it
  510.  
  511. Zelda Change List
  512. - Jab launching hitbox has a higher launch angle and slightly higher base knockback and less knockback growth
  513. - Up Tilt knockback increased very slightly
  514. - Up Smash's lifting hitboxes fine tuned to not throw certain characters out of the move after several connected hits. Has another linking hit and deals one more damage. IASA no longer increased from Melee, but equal to it
  515. - Neutral Air does consistent damage output depending on number of hits rather than placement of hits
  516. - Forward Air/Back Air flub damage increased slightly to be closer to Melee's, and are knockback compensated. Critical sweetspots increased in size slightly to offer more consistency while still being tiny (2/3 size of Rest). Critical Back air has slightly more BKB. Noncrit electric hits have increased damage/KB slightly closer to Melee. Noncrit Fair hitboxes have slightly lower launch angle similar to its critical but not quite as potent
  517. - Up Air's sweetspot size minutely increased. Weak electric hit slightly improved. Graphical effect/sound effect timers edited for accuracy
  518. - Down Air has somewhat increased shield damage and a less small sweetspot, and more knockback growth against grounded targets. Flub damage increased slightly
  519. - Graphical effects on Grabs adjusted
  520. - Forward Throw damage increased slightly
  521. - Down Throw damage increased slightly
  522. - Side B's flashing graphics loop one more time than previously. Minimum time to set slowed down, and set animation has increased lag to deter walling. Set hitboxes are smaller, but activate sooner after setting the projectile. Explosions are significantly larger and deadlier
  523. - Down B (transform) intangibility adjusted slightly and also not as interruptible as soon
  524. - Down B (transform) startup is slightly faster
  525.  
  526. Zero Suit Samus Change List
  527. - Hurtbox size around her chest decreased slightly
  528. - Dash Attack knockback slightly increased
  529. - Up Throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab
  530. - Down Throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab
  531. - Footstool knockback works like the other characters
  532. - Up B now controllable in the air
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