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- 4xM Beta v1.3
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- Overview:
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- This updated adds Ledge Hogging, a staple Smash mechanic which allows a fighter to prevent a foe from grabbing
- the ledge by holding the ledge themselves.
- Another new mechanic is Shield DI, a Melee mechanic which allows ASDI while blocking an attack.
- The timing for wavedashing has been slightly overhauled. In general, it has been made 1 frame harder to feel
- closer to Melee's timing, so you need to be more precise when timing the input. However, if your character
- has jumpsquat frames of 6 or greater, then you can interrupt jumpsquat with wavedash 1 frame earlier than
- usual. The formula is as follows:
- If Jumpsquat frames > 5, then first frame to wavedash = Jumpsquat frames - 1
- I.e. Ganondorf has 6 frames jumpsquat, but he can now wavedash on frame 5 of jumpsquat.
- Overall this change will be most felt when playing on a 0 frame buffer. 3 frame buffer users will probably not notice much difference
- Color overlays have been added to training mode, giving a sense on when your fighter can move again after performing an action.
- Green: Actionable
- Teal: Actionable (Cannot air dodge or grab ledge[Aerial Attacks only])
- Blue: Can use next Jab
- Purple: In hitstun
- Pink: In hitstun (can meteor cancel)
- Red: Missed L-cancel
- If you see no Green/Teal overlay in between two attacks, your attack input was frame-perfect.
- Tethers jump have been fixed to only occur if the ledge is already occupied.
- Lastly, character positions during air dodges have been adjusted slightly, so wavelanding onto platforms should
- feel a little smoother, but not exactly like Melee due to the lack of research on character landing
- detection (research on ECBs, rather, which will be focused on for the next update, Beta v1.4).
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- Legend:
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- # Bug fix
- + Character Buff
- - Character Nerf
- > Addition/Misc.
- (g) hitbox property affects grounded opponents only
- (a) hitbox property affects airborne opponents only
- Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
- SDI = Smash Directional Influence - Ability to shift character position in hitlag
- ASDI = Automatic SDI - Ability to shifts character position after the last frame of hitlag (ASDI distance = 1/2 SDI distance)
- DI = Directional Influence - Ability to alter launch angle
- JCG = Jump cancelled grab
- FAF = First actionable frame
- * = Weight-based Throw FAF is calculated based on weight value of 100
- (Old) -> (New)
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- General:
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- > Added Ledge Hogging
- > Reverted most vertical ledgegrab collisions to compensate
- > Added Shield DI
- > Added Taunt Cancel
- > Added the ability to grab/catch items during an air dodge (press Attack [A] or Grab [Z] input)
- > There is a brief lockout period to prevent mashing the buttons to catch items, so time your input well
- > Added new functions for tether recoveries
- > Press Attack (A) or Special (B) to reel into the ledge and grab it
- > Press Jump (X/Y) to reel into the ledge and Tether Jump
- > Tether Jumps will always occur if the ledge is occupied, regardless of button input
- > CSS and SSS increased cursor speed
- > Updated background for CSS and SSS
- > Added color overlays to display actions in Training Mode (see Training_Mode.txt)
- > Pushback on rapid jabs no longer occur
- > Attacker shield pushback slightly increased
- > Removed 1 frame leniency on wavedash for characters with jumpsquat frames less than 6
- > Adjusted character positions on air dodge, making wavelands slightly smoother
- > Global drop shield FAF 16 > 15
- > Added a 10-frame buffer to use getup attacks
- > Getting hit by Bury element no longer causes jab reset while in prone
- > Rapid Jab multihits link together more reliably
- > Screen KOs can now occur in Training Mode
- > Screen KOs now have voice SFX
- > Growing/Shrinking animation from Mushrooms can be interrupted sooner
- > Enabled fastfalling for item shoot actions
- # Going from air dodge -> SpecialFall -> Landing now has normal air dodge landing lag
- # Fixed not being able to meteor cancel after bouncing off a wall
- # Fixed tether jumps always occurring too early
- # Fixed some characters' JCGs not retaining enough horizontal momentum
- # Fixed forward momentum being cancelled when performing an Up Smash in the initial dash animation
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- Stages:
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- > Added Snag the Trophies stage [Replaces default Wii Fit Studio]
- > Melee Battlefield moved to Omega Final Destination
- > Updated background
- > Melee Pokemon Stadium updated background visuals
- > Removed "Gyromite" stage
- > Suzaku Castle added new song, Akuma's theme (SF3: Thrid Strike)
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- Characters:
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- Overall characters have received mostly buffs.
- A few slower characters have had their run speeds slightly increased.
- Donkey Kong's Cargo Carry can now hold the opponent indefinitely similar to Melee (as long as they don't mash the buttons).
- Dr. Mario's internal stat multiplier from Sm4sh has been removed, meaning his stats are now more accurate to Melee.
- Ryu has received two very notable changes:
- 1.) Hadouken and Shakunetsu Hadouken are now transcendent projectiles, meaning they cannot collide with other hitboxes
- under any circumstance. This change increases his zoning potential, but remember that the opponent can choose to jump
- over the projectile and force Ryu to wait for it to despawn before throwing another one.
- 2.) The dash -> turnaround animation length has been decreased, giving Ryu a reliable dash dance. This however
- makes it slightly more difficult to perform Shakunetsu Hadouken without running off the edge behind Ryu. Remember that
- the Shakunetsu input does NOT require a full back dash input;
- Inputting down-back, down, down-forward, forward + A(or B) will give you the Shakunetsu input without having to do a back dash.
- Lastly, specials for Villager, ZSS, Zelda, WFT, and other characters have received improvements and/or new functionalities.
- Bowser:
- + Initial dash speed 1 -> 1.17
- + Max run speed 1.5 -> 1.646
- + Nair landing lag 20 -> 18
- + Bair landing lag 40 -> 38
- Bowser Jr.:
- > Weight 109 -> 110
- + Clown Car hurtbox damage multiplier 0.88 -> 0.85
- + Max run speed 1.424 -> 1.566
- + Nair landing lag 18 -> 16
- + Dair landing lag 30 -> 28
- + Side B now preserves air jump when jumping from the ground
- + Spin attack FAF 59 -> 50
- + Up B startup frames 16 -> 11
- > Initial Clown Car hit angle 80 -> 90
- + Detonation timer 40 -> 30 frames
- Captain Falcon:
- # Up B fixed reverse momentum issue
- Charizard:
- + Air jumps give slightly more vertical height
- Corrin:
- + Side B Pinned jump FAF 44 -> 18
- Diddy Kong:
- > Uair angle 60 -> 64
- + Up B distance slightly increased
- Donkey Kong:
- + Cargo carry no longer auto-reduces grab time per-frame
- Dr. Mario:
- > Stats now accurately match Melee Dr. Mario (removed internal stats multiplier)
- Falco:
- # Side B fixed improper landing detection
- # Down B now preserves ground momentum
- Fox:
- # Side B fixed improper landing detection
- # Down B now preserves ground momentum
- Kirby:
- + Grounded jump conserves slightly more horizontal momentum
- Link:
- + Max run speed 1.3 -> 1.3944
- Little Mac:
- + Air speed 1.08 -> 1.1
- + Ftilt first hit links into second hit better
- > Utilt angle 88 -> 92
- + Grace period to lose KO punch frames 240 -> 360
- + KO punch amount gained per damage dealt 0.775 -> 0.8
- + KO punch super armor active frames 8-9 -> 4-9 (ground only)
- Lucas:
- + Max walk speed 0.85 -> 0.102
- + Initial dash speed 1.48 -> 1.55
- + Max run speed 1.58 -> 1.659
- + Grounded jump conserves slightly more horizontal momentum
- + Utilt, Dsmash, Nair, and Dair now have the electric element
- + Up B travels slightly more distance
- + Down B can now be jump cancelled
- - KBG 80 -> 70
- Lucina:
- # Fixed horizontal momentum on grounded moves
- + Dash attack FAF 44 -> 40
- + Bair animation updated (reverses more effectively)
- + Dair meteor hit BKB 10 -> 30
- + FAF 58 -> 50
- Mario:
- + Down B has more controllability
- Marth:
- # Fixed horizontal momentum on grounded moves
- + Dash attack FAF 45 -> 40
- + Bair animation updated (reverses more effectively)
- > Side B has new animations for S3Hi, S3Lw, and S4Hi
- Mega Man:
- + Max run speed 1.3 -> 1.456
- Meta Knight:
- + Side B multihits link together better
- > Ground and Aerial Up B now have matching hitboxes
- + Up B sourspot links into second hit better
- Mewtwo:
- # Fixed horizontal momentum on grounded moves
- - Nair landing lag 18 -> 19
- + Dair landing lag 28 -> 26
- Mii Brawler:
- # Fixed horizontal momentum on grounded moves
- + Shield position adjusted, can be angled more effectively
- + Wall Jump height slightly increased
- > Usmash animation updated
- > Uair angle 55 -> 58
- # Bthrow animation speed adjusted to prevent hitbox from missing
- + Neutral B2 Ultimate Uppercut Max charge landing lag 30 > 20
- + No longer goes helpless on-hit
- + Aerial damage now matches grounded damage (knockback is still less than grounded)
- Mii Gunner:
- + Shield position adjusted, can be angled more effectively
- + Nair FAF 40 -> 39
- + Fair FAF 39 -> 38
- + Uair total damage 12% -> 13%
- + *Bthrow FAF 49 -> 48
- + Neutral B2 Laser Blaze speed slightly increased
- + Fire rate slightly increased
- + Can now fastfall while shooting
- + Up B3 Arm Rocket no longer goes helpless
- Mii Swordsman:
- - Neutral B2 Light Shuriken first active frame 9 -> 10
- > Damage 3/5/9/12% -> 4/6.5/9/11%
- + BKB 0 -> 10/12/15/20
- > KBG 110/100/80/75 -> 100/93/88/85
- Mr. Game & Watch:
- + Jab 1 FKB 5/10/20 -> 20
- Ness:
- + Grounded jump conserves slightly more horizontal momentum
- + Ftilt FAF 33 -> 32
- + Range increased
- + Fair range slightly increased
- + Bair sweetspot range slightly increased
- > Grab pummel timing altered
- + Down B can now be jump cancelled while airborne
- Olimar:
- + Hurtbox size slightly decreased
- > Slightly shifted hurtbox downwards
- + Initial dash speed 1.4 -> 1.6
- + Max run speed 1.47 -> 1.5
- + Utilt final hit KBG 121 -> 140
- + Fsmash FAF 39 -> 37
- + Bair FAF 40 -> 38
- + Dair FAF 43 -> 42
- + Bthrow FAF 40 -> 35
- + KBG Blue 60 -> 64
- + All other colors KBG 60 -> 74
- > Uthrow KBG Blue 58 -> 65
- > All other colors KBG 65 -> 82
- Pacman:
- + Dash attack first and second hit angle 12 -> 0
- + Uair active frames 8-15 -> 6-13
- + Autocancel frame 24 -> 22
- > Animation no longer vertically displaces Pacman
- Palutena:
- + Down B counter now heals Palutena by half of the damage she returns
- - Counter damage multiplier 2 -> 1.8
- > FKB 140 -> BKB 130, KBG 12
- > Angle 60 -> 56
- Pikachu:
- - Up B landing lag 18 -> 20
- Robin:
- + Dash attack BKB 30 -> 35
- + Uair Bronze Sword damage 8% -> 9%
- + Levin Sword damage 13% -> 14%
- + Dair Levin Sword meteor hit damage 15% -> 16%
- + Up B first Elwind no longer triggers a helpless state
- + Elwind aerial meteor hit damage 10% -> 12%
- + BKB 0 -> 40
- Roy:
- + Air speed 1 -> 1.1
- # Fixed horizontal momentum on grounded moves
- + Bair animation updated (reverses more effectively)
- + Dair FAF 61 -> 55
- > Side B has new animations for S3Hi, S3Lw, and S4Hi
- Ryu:
- > Added SFV JP voice SFX to costume slots 2, 4, 6, and 8
- > Added unique shield break stun SFX
- + Grounded jump conserves slightly more horizontal momentum
- + Turn around animation length 5 -> 2 frames, making dash dance more practical
- + Drop Shield FAF 15 -> 14
- + Ryu takes slightly less powershield pushback
- + Axe Kick trigger hitbox increased vertical reach
- + Trigger hitbox can now detect intangible opponents
- + Strong Utilt SDI 1 -> 0.33
- - KBG 100 -> 95
- + Strong Dtilt SDI 1 -> 0.33
- + Usmash FAF 45 -> 44
- + Sourspot active frames 11-12 -> 11-14
- + Can now be cancelled into special moves on-hit
- + Dsmash damage 17/15.5/14% -> 18/16/14.5%
- + FAF 42 -> 37
- + Neutral B Hadouken no longer clangs with other hitboxes
- + Side B grounded endlag 23 -> 19
- # Special move cancels now properly buffer through hitlag
- # Fixed Down B armor negating all damage (no damage taken -> 1/2 of damage taken)
- Sheik:
- > Added Melee Sheik costumes to extra slots
- > Idle animation updated
- + Up B now has air mobility on startup
- Sonic:
- > Added Brawl voice SFX to costume slots 2, 4, 6, and 8
- + Dair landing lag 34 -> 30
- Wario:
- + Dtilt added hitboxes to cover arm
- + Active frames 5 -> 5-6
- + BKB 6 -> 9
- + SDI 1 -> 0.3
- Wii Fit Trainer:
- + Side B cancel no longer triggers a helpless state
- Villager:
- + Fair and Bair early hits no longer clangs with other hitboxes
- + Down B seed plant FAF 43 -> 36
- + Down B Axe attack BKB 20 -> 32
- - KBG 109 -> 100
- - Shield damage 30 -> 20
- + FAF 48 -> 43
- + Axe tree hit FAF 35 -> 30
- Zelda:
- + Uair landing lag 25 -> 23
- + autocancel frame 42 -> 40
- + Down B can now be shield cancelled while charging on the ground
- Zero Suit Samus:
- + Neutral B gains air mobility sooner
- + Can now be fastfalled
- + Uncharged paralyzer angle 361 -> 0
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