User:Iron Warrior/Potential list of character changes for SSB6: Difference between revisions

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(It's highly unlikely I'll ever finish this page)
(Fixing this shit up, finally)
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*{{bugfix|Bugfix (Depends)}}
*{{bugfix|Bugfix (Depends)}}
==General==
==General==
*Landing lag is always the same regardless of what action is taken to provoke it
*Decreased ending lag on perfect shield
*Decreased ending lag on perfect shield, but increased ending lag on normal shield drop
*Increased intangibility on perfect shield
*Increased intangibility on perfect shield
*Decreased shield health
*Increased shieldstun
*Actions always have their normal startup lag out of shield
*Actions always have their normal startup lag out of shield
*Characters will now always ledge sweetspot while performing select actions
*Characters will now always ledge sweetspot while performing select actions
*Ledge sweetspot improved when sweetspotting from behind
*Ledge sweetspot improved when sweetspotting from behind
*2 frames of ledge vulnerability removed
*Hitboxes overall extend farther below ledges
*Traction is now irrelevant
*Universally reduced ending lag on grabs
*Pummels deal more damage
*Pummels deal more damage
*Throw animations are much faster
*Throw animations are much faster
*Throw hitboxes now deal weak set knockback and normal shield damage across the cast
*Air dodges have reduced ending lag
*Air dodges have reduced ending lag
*Spot dodge cancelling removed
*Spot dodge cancelling removed
*Directional air dodge travels the same distance across the cast  
*Directional air dodge travels the same distance across the cast  
*Infinites no longer affect the position of all players involved
*Rapid jabs no longer affect the position of all players involved
*Hitstun cancelling window reduced
*Hitstun cancelling removed
*Wall grapples reintroduced
*Wall grapples reintroduced
*Tripping is now techable


==Bowser==
==Bowser==
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===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack has reduced knockback scaling on the second hit.}}
*{{buff|Neutral attack has reduced ending lag on the second hit.}}
*{{buff|Forward tilt has less startup and ending lag.}}
*{{nerf|Forward tilt deals less knockback scaling and has a smaller hitbox.}}
*{{nerf|Forward tilt deals less knockback scaling and has a smaller hitbox.}}
*{{buff|Up tilt has increased range and less startup and ending lag. It also deals more knockback.}}
*{{buff|Up tilt has increased range and less startup and ending lag. It also deals more knockback.}}
*{{buff|Down tilt's second hit is now a semi-spike with a higher trip chance.}}
*{{buff|Down tilt's second hit is now a semi-spike with a higher trip chance and less ending lag.}}
*{{nerf|Down tilt's second hit deals less knockback scaling.}}
*{{buff|Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.}}
*{{buff|Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.}}
*{{buff|Forward smash has reduced startup and ending lag and its late hitboxes now function identically to the clean ones.}}
*{{nerf|Forward smash has a smaller hitbox.}}
*{{change|Up smash's landing hitbox now weakly meteor smashes aerial opponents.}}
*{{change|Up smash's landing hitbox now weakly meteor smashes aerial opponents.}}
*{{buff|Down smash transitions faster to the second hit and has reduced startup and ending lag.}}
*{{buff|Down smash transitions faster to the second hit and has reduced startup and ending lag.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles}}
*{{buff|All aerials have less landing lag.}}
*{{buff|Forward aerial has less startup and ending lag and better range.}}
*{{buff|Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles.}}
*{{buff|Forward aerial has less startup lag.}}
*{{nerf|Forward aerial has reduced knockback scaling.}}
*{{nerf|Forward aerial has reduced knockback scaling.}}
*{{buff|Back aerial has much less ending lag.}}
*{{buff|Up aerial has less startup lag and a larger hitbox.}}
*{{nerf|Back aerial has a smaller hitbox and reduced knockback scaling.}}
*{{buff|Down aerial can now sweetspot the ledge, improving its safety while offstage.}}
*{{buff|Up aerial has less startup lag.}}
*{{nerf|Down aerial's landing hitbox is much smaller and has a shorter duration.}}
*{{buff|Down aerial can now sweetspot the ledge, improving its safety while offstage. Additionally, the late hit launches at a higher, less DI-susceptible angle and the move now has invulnera.}}
*{{nerf|Down aerial's late hit has less knockback scaling, hindering its KO potential. Furthermore, the landing hitbox is much smaller and has a shorter duration.}}
*{{change|Down aerial does not descend as far or as fast, hindering its utility as a safe landing option and shortening its duration but increasing its offstage safety.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Forward throw is now a semi-spike.}}
*{{buff|Up throw has reduced ending lag and deals more damage.}}
*{{buff|Up throw has altered knockback values, granting it KO ability while retaining its combo potential.}}
*{{buff|Down throw now has less ending lag.}}
*{{change|Down throw now buries opponents.}}


===Special moves===
===Special moves===
*{{buff|Fire Breath has less recharge time. Its furthest hitboxes now also inflict hitstun and the move has less startup and ending lag.}}
*{{nerf|Fire Breath deals less damage per hit.}}
*{{nerf|Fire Breath has less range and more charge time. Additionally, the move has more knockback with less hitstun and damage on the close hitboxes.}}
*{{nerf|Flying Slam has reduced knockback scaling.}}
*{{nerf|Flying Slam has reduced knockback scaling and the opponent can now mash out of the move with some difficulty.}}
*{{buff|Bowser can now grab ledges with Flying Slam provided he doesn't hold down during the animation, which will inflict the standard grab release animation on the opponent.}}
*{{change|Bowser can now grab ledges with Flying Slam, which will inflict the standard grab release animation on the opponent.}}
*{{buff|Whirling Fortress requires less button mashing to be effective.}}
*{{buff|Whirling Fortress covers much more vertical distance, also no longer requiring button mashing to be effective.}}
*{{buff|Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits, has much less startup lag, and the landing hitbox is larger.}}
*{{nerf|Whirling Fortress travels much less horizontal distance and now deals set knockback. Furthermore, the move has increased vulnerability frames.}}
*{{buff|Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits and the landing hitbox is larger.}}
*{{nerf|Bowser Bomb's desecnding hit deals less knockback scaling.}}


==Bowser Jr.==
==Bowser Jr.==
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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's finisher has reduced ending lag.}}
*{{nerf|Neutral attack has reduced knockback scaling on the final hit.}}
*{{nerf|Neutral attack has reduced knockback scaling on the final hit.}}
*{{buff|Forward and up tilts have less startup and ending lag.}}
*{{buff|Forward and up tilts have less startup and ending lag.}}
*{{buff|Down tilt has more range and damage and now sends the opponent at a semi-spike angle.}}
*{{buff|Down tilt has more range and damage, connects better, has a larger hitbox below Bowser Jr., and now sends the opponent at a semi-spike angle.}}
*{{buff|Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage}}
*{{buff|Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage}}
*{{buff|Forward smash has less startup and ending lag and deals significantly more shield damage.}}
*{{buff|Forward smash deals significantly more shield damage.}}
*{{nerf|Forward smash has a smaller hitbox and less knockback scaling.}}
*{{nerf|Forward smash has a smaller hitbox and less knockback scaling.}}
*{{buff|Up smash has much larger hitboxes, less ending lag, and now has a windbox that pulls opponents in.}}
*{{buff|Up smash has larger hitboxes and gained a small windbox that pulls opponents in.}}
*{{buff|Down smash has less startup and ending lag.}}
*{{nerf|Down smash deals less knockback scaling.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag.}}
*{{buff|Neutral aerial has more range, deals more damage, and has increased knockback.}}
*{{buff|Neutral aerial has more range, deals more damage, and has increased knockback.}}
*{{change|Forward and back aerials deal significantly more knockback, greatly hindering their combo potentials, but granting Bowser Jr. two reliable aerial finishers under 130%.}}
*{{change|Forward and back aerials deal significantly more knockback, granting Bowser Jr. two reliable aerial finishers under 130%.}}
*{{nerf|Forward and back aerials have shorter durations.}}
*{{buff|Back aerial now involves Bowser Jr. spinning around quickly during the animation, decreasing its startup and ending lag.}}
*{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}}
*{{buff|Up aerial has a much larger hitbox and can now autocancel in a short hop.}}
*{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.}}
*{{change|Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.}}
*{{buff|Down aerial has a much higher damage output and deals greater shield damage.}}
*{{buff|Down aerial has a much higher damage output, less ending lag, and deals greater shield damage.}}
*{{change|Down aerial's last hit is now a meteor smash with.}}
*{{change|Down aerial's last hit is now a meteor smash.}}
*{{buff|Bowser Jr. can now utilize a grab aerial.}}
*{{buff|Bowser Jr. can now utilize a grab aerial.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Grab can now be used as a wall grapple/tether recovery.}}
*{{buff|Grab can now be used as a wall grapple/tether recovery.}}
*{{buff|Forward throw deals significantly higher knockback, now being capable of KOing under 170%. Additionally, it can now be used as a semi-spike.}}
*{{buff|Down throw deals more damage and is faster, as well as now being a semi-spike.}}
*{{buff|Down throw deals more damage and is faster, as well as now being a seni-spike}}
*{{buff|Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.}}
*{{buff|Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.}}
*{{buff|Side taunt now has a windbox and is capable of tripping opponents.}}
*{{buff|Side taunt now has a small windbox and is capable of tripping opponents.}}


===Special moves===
===Special moves===
*{{buff|Clown Cannon deals much more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.}}
*{{buff|Clown Cannon deals much more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.}}
*{{buff|Clown Kart Dash's donut is now a multi-hitting attack, increasing its damage output. It also deals much more shield damage, and has more horizontal momentum when airborne.}}
*{{buff|Clown Kart Dash's donut now hits twice on shield, deals much more shield damage, and has more horizontal momentum when airborne.}}
*{{nerf|Aerial Clown Kart Dash no longer allows Bowser Jr. to regain his midair jump if he has already used it, hindering its recovery potential.}}
*{{buff|Abandon Ship! has more horizontal distance and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor immediately after the jump, increasing its safety.}}
*{{buff|Abandon Ship! can be angled farther horizontally, and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor throughout most of the jump, increasing its safety.}}
*{{nerf|Abandon Ship now renders Bowser Jr. helpless after the initial jump.}}
*{{nerf|Abandon Ship now renders Bowser Jr. helpless after the initial jump. The exploding Clown Car also has reduced knockback, a shorter duration, and much smaller hitboxes.}}
*{{buff|Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.}}
*{{buff|Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.}}
*{{change|Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.}}
*{{change|Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.}}
*{{nerf|The Mechakoopa walks slower, making it significantly easier to react to.}}
*{{change|The Mechakoopa walks slower.}}
*{{buff|Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.}}
*{{buff|Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.}}


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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's first two hits have much larger hitboxes and more range. Additionally, [[Gentleman]] now deals much more knockback, making it the second strongest neutral attack in the game.}}
*{{buff|[[Gentleman]] now deals much more knockback, making it the second strongest neutral attack in the game.}}
*{{nerf|All tilts have less range.}}
*{{buff|Up tilt has less ending lag and a larger hitbox below Falcon.}}
*{{buff|Forward tilt deals more knockback, improving its KO potential.}}
*{{buff|Forward smash has greatly increased range.}}
*{{buff|Up tilt has less startup and ending lag.}}
*{{buff|Forward smash has much less startup and ending lag with greatly increased range.}}
*{{buff|Up smash's first hit connects more reliably into the second.}}
*{{buff|Up smash's first hit connects more reliably into the second.}}
*{{nerf|Up smash deals has a smaller hitbox.}}
*{{nerf|Up smash has a smaller hitbox, more ending lag, and deals less knockback.}}
*{{buff|Down smash is now a semi-spike with less startup and ending lag.}}
*{{nerf|Down smash has less range.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial's respective hits no longer function like sex kicks, and the first hit now deals set knockback, improving their reliability.}}
*{{buff|Neutral aerial's respective hits no longer function like sex kicks, and the first hit has an altered launch angle, improving their reliability.}}
*{{buff|Clean [[Knee Smash]] is now a semi-spike, improving its edgeguarding potential. It also has less startup and ending lag and can now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.}}
*{{buff|Clean [[Knee Smash]] is now a semi-spike, improving its edgeguarding potential. It can additionally now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.}}
*{{buff|Back aerial has a larger hitbox.}}
*{{buff|Up aerial's late hitbox has more knockback.}}
*{{nerf|Back aerial has less knockback scaling.}}
*{{buff|Up aerial has better vertical range and the late hitbox has more knockback.}}
*{{buff|Down aerial has much less startup lag and all hitboxes deal more damage and knockback.}}
*{{change|Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.}}
*{{change|Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.}}


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*{{buff|Pummel is faster.}}
*{{buff|Pummel is faster.}}
*{{buff|Forward, back, and up throws have significantly increased knockback, improving their KO potential.}}
*{{buff|Forward, back, and up throws have significantly increased knockback, improving their KO potential.}}
*{{buff|Down throw launches opponents at a higher angle.}}
*{{buff|Down throw launches opponents at a higher angle and has reduced ending lag.}}
*{{buff|Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.}}
*{{buff|Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.}}


===Special moves===
===Special moves===
*{{buff|Falcon Punch has much less startup lag, no longer has more if reversed, and now grants a moderate momentum boost if used in the air.}}
*{{buff|Falcon Punch has less ending lag and now grants a moderate momentum boost if used in the air.}}
*{{nerf|Falcon Punch has smaller hitboxes, deals less knockback, and now has consistent power throughout all of its hitboxes.}}
*{{buff|Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.}}
*{{buff|Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.}}
*{{change|Raptor Boost now consistently meteor smashes in the air.}}
*{{change|Raptor Boost now consistently meteor smashes in the air.}}
*{{buff|Falcon Dive has much less landing lag, travels more distance, and deals much more damage and knockback, granting it KO potential.}}
*{{buff|Falcon Dive has much less landing lag, travels more distance, and has less ending lag if it connects.}}
*{{buff|Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge, deals much more knockback, improving its KO potential, has a higher launch angle, and lacks late hitboxes.}}
*{{buff|Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge and has a higher launch angle if used while grounded}}
*{{change|Falcon Kick has a shorter duration. This improves its offstage safety, but hinders its approach potential.}}


==Charizard==
==Charizard==
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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack has increased range and the third hit has an altered animation with a much lower launch angle.}}
*{{buff|Neutral attack's third hit has an altered animation with a much lower launch angle.}}
*{{buff|Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.}}
*{{buff|Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.}}
*{{nerf|Forward tilt has reduced range and the sweetspot has less knockback scaling.}}
*{{nerf|Forward tilt has reduced range and the sweetspot has less knockback scaling.}}
*{{buff|Up tilt has less ending lag and now boasts intangibility on the wings.}}
*{{buff|Up tilt has less ending lag and now boasts intangibility on the wings.}}
*{{buff|Down tilt has much less startup and ending lag.}}
*{{buff|Down tilt has much less startup and ending lag and has a larger hitbox.}}
*{{buff|Forward smash has much less startup and ending lag.}}
*{{nerf|Up smash has much smaller hitboxes.}}
*{{nerf|Up smash has much smaller hitboxes.}}
*{{buff|Down smash is now visually identical to Ridley's and deals much more knockback.}}
*{{buff|Down smash is now visually identical to Ridley's and deals much more knockback.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag.}}
*{{buff|Neutral and back aerial's sweetspots are significantly easier to connect with.}}
*{{buff|Neutral and back aerial's sweetspots are significantly easier to connect with.}}
*{{nerf|Neutral aerial has smaller hitboxes.}}
*{{buff|Neutral aerial has much less ending lag.}}
*{{buff|Forward aerial has more range and less ending lag.}}
*{{buff|Forward aerial has a larger hitbox and less ending lag.}}
*{{change|Sweetspotted back aerial has less knockback.}}
*{{nerf|Sweetspotted back aerial deals less knockback.}}
*{{buff|Up aerial has less ending lag.}}
*{{buff|Up and down aerials have larger hitboxes and much less startup and ending lag.}}
*{{buff|Down aerial has larger hitboxes and much less startup lag.}}
*{{change|Down aerial no longer has sourspot hitboxes.}}
*{{change|Down aerial no longer has sourspot hitboxes.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Forward and back throws deal much more knockback, now KOing reliably around 180%.}}
*{{buff|Forward, back, and up throws throws deal much more knockback, now KOing reliably around 150%.}}
*{{buff|Up throw can now be steered during descent and can be used as a self-destruct.}}
*{{buff|Up throw can now be steered during descent and can be used as a self-destruct.}}
*{{nerf|Up throw now functions like Flying Slam does on platforms.}}
*{{nerf|Up throw now functions like Flying Slam does on platforms.}}
*{{buff|Down throw deals more damage and hitstun.}}
*{{buff|Down throw deals more damage and has less ending lag.}}
*{{change|Down throw is now a spike.}}


===Special moves===
===Special moves===
*{{buff|Flamethrower has a larger hitbox with more damage and less recharge time.}}
*{{buff|Flamethrower has a larger hitbox and deals more damage per hit.}}
*{{nerf|Flamethrower has less range.}}
*{{buff|Flare Blitz has much less lag after colliding with opponents and obstacles and deals greater shield damage.}}
*{{buff|Flare Blitz has much less ending lag and has much less lag after colliding with something.}}
*{{buff|Fly travels farther and maintains momentum better at the end of the move.}}
*{{buff|Fly travels farther and maintains momentum better at the end of the move.}}
*{{buff|Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.}}
*{{buff|Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.}}

Revision as of 16:26, March 1, 2022

Please note that I have not actually put much about my opinions for character changes yet. I will try and get the first couple of characters done soon, so kindly be patient.

I might get to some characters sooner than others. I will not be putting specific details on any of the changes yet, as I don't feel like it. But you can, I strongly encourage you to give me ideas on the talk page and ignore SW:OWN if necessary.

Apologies for any inconvenience.

  • Buff Buff (Good)
  • Nerf Nerf (Bad)
  • Change Change (Neutral)
  • Bug fix Bugfix (Depends)

General

  • Decreased ending lag on perfect shield
  • Increased intangibility on perfect shield
  • Actions always have their normal startup lag out of shield
  • Characters will now always ledge sweetspot while performing select actions
  • Ledge sweetspot improved when sweetspotting from behind
  • Pummels deal more damage
  • Throw animations are much faster
  • Air dodges have reduced ending lag
  • Spot dodge cancelling removed
  • Directional air dodge travels the same distance across the cast
  • Rapid jabs no longer affect the position of all players involved
  • Hitstun cancelling removed
  • Wall grapples reintroduced

Bowser

Attributes

  • Change Walk has a new animation, now resembling the one from his home series.
  • Nerf Dash is slower, being much more in line with Donkey Kong's dash speed.
  • Buff Air speed is much higher, improving his recovery and air game.
  • Buff Jump is much higher, being much more in-line with his own series.
  • Buff Bowser has a smaller hurtbox.

Ground attacks

  • Buff Neutral attack has reduced ending lag on the second hit.
  • Nerf Forward tilt deals less knockback scaling and has a smaller hitbox.
  • Buff Up tilt has increased range and less startup and ending lag. It also deals more knockback.
  • Buff Down tilt's second hit is now a semi-spike with a higher trip chance and less ending lag.
  • Buff Dash attack has been changed to resemble Bowser's charging animation from Super Mario 64, dealing much more damage and knockback, having larger and longer-lasting hitboxes with reduced startup and ending lag and super armor throughout the move.
  • Change Up smash's landing hitbox now weakly meteor smashes aerial opponents.
  • Buff Down smash transitions faster to the second hit and has reduced startup and ending lag.
  • Nerf Down smash deals less knockback scaling and has reduced range.

Aerial attacks

  • Buff All aerials have less landing lag.
  • Buff Neutral aerial's looping hits now utilize the autolink angle and have altered knockback values that allow the hits to connect properly. Additionally, its hitboxes have been altered so it only has two that both send at consistent angles.
  • Buff Forward aerial has less startup lag.
  • Nerf Forward aerial has reduced knockback scaling.
  • Buff Up aerial has less startup lag and a larger hitbox.
  • Buff Down aerial can now sweetspot the ledge, improving its safety while offstage.
  • Nerf Down aerial's landing hitbox is much smaller and has a shorter duration.

Throws/other attacks

  • Buff Up throw has reduced ending lag and deals more damage.
  • Buff Down throw now has less ending lag.

Special moves

  • Nerf Fire Breath deals less damage per hit.
  • Nerf Flying Slam has reduced knockback scaling.
  • Buff Bowser can now grab ledges with Flying Slam provided he doesn't hold down during the animation, which will inflict the standard grab release animation on the opponent.
  • Buff Whirling Fortress requires less button mashing to be effective.
  • Buff Bowser Bomb's meteor hitbox is no longer a sourspot. Additionally, the move transitions faster between hits, has much less startup lag, and the landing hitbox is larger.

Bowser Jr.

Attributes

  • Buff Walk is faster.
  • Buff Dash is much faster.
  • Change Dash, jump, and double jump's animations has been altered.
  • Buff Air speed is significantly greater, improving his recovery and air game.
  • Buff Jump is higher and Bowser Jr. can now hover a moderate distance by holding the jump button.
  • Change Bowser Jr. weighs less without his Clown Car.

Ground attacks

  • Nerf Neutral attack has reduced knockback scaling on the final hit.
  • Buff Forward and up tilts have less startup and ending lag.
  • Buff Down tilt has more range and damage, connects better, has a larger hitbox below Bowser Jr., and now sends the opponent at a semi-spike angle.
  • Buff Dash attack has a significantly larger hitbox and longer deceleration time. It also deals more shield damage
  • Buff Forward smash deals significantly more shield damage.
  • Nerf Forward smash has a smaller hitbox and less knockback scaling.
  • Buff Up smash has larger hitboxes and gained a small windbox that pulls opponents in.

Aerial attacks

  • Buff All aerials have less landing lag.
  • Buff Neutral aerial has more range, deals more damage, and has increased knockback.
  • Change Forward and back aerials deal significantly more knockback, granting Bowser Jr. two reliable aerial finishers under 130%.
  • Buff Up aerial has a much larger hitbox and can now autocancel in a short hop.
  • Change Up aerial has significantly stronger damage and knockback, hindering its juggling and combo potential, but improving its KO potential.
  • Buff Down aerial has a much higher damage output, less ending lag, and deals greater shield damage.
  • Change Down aerial's last hit is now a meteor smash.
  • Buff Bowser Jr. can now utilize a grab aerial.

Throws/other attacks

  • Buff Grab can now be used as a wall grapple/tether recovery.
  • Buff Down throw deals more damage and is faster, as well as now being a semi-spike.
  • Buff Up and side taunts now have a hitbox that deal 1% damage and weak set knockback.
  • Buff Side taunt now has a small windbox and is capable of tripping opponents.

Special moves

  • Buff Clown Cannon deals much more damage and knockback, charges faster, travels faster and farther, has a larger hitbox, has a hitbox when decelerating, and regardless of whether it contacts the opponent or not it produces an explosion that is capable of breaking shields.
  • Buff Clown Kart Dash's donut now hits twice on shield, deals much more shield damage, and has more horizontal momentum when airborne.
  • Buff Abandon Ship! has more horizontal distance and can now always be used if Bowser Jr. gets hit out of it, improving its recovery potential. The hammer swing is also automatically performed at the apex of the jump, has much more knockback, and increased range. Furthermore, the move now has armor immediately after the jump, increasing its safety.
  • Nerf Abandon Ship now renders Bowser Jr. helpless after the initial jump.
  • Buff Mechakoopa has a larger hitbox, deals more shield damage, and launches Bowser Jr. at a consistent angle when he holds onto it, improving its recovery potential.
  • Change Mechakoopa has less base knockback when Bowser Jr. holds onto it. Additionally, the Mechakoopa walks for a longer time before exploding. Furthermore, the Mechakoopa can now be footstooled, making it lie down in a prone position before exploding like normal.
  • Change The Mechakoopa walks slower.
  • Buff Shadow Mario Paint is now impossible to escape due to angle changes on the hitbox.

Captain Falcon

Attributes

  • Nerf Walking, dashing, and air speeds are slower.
  • Change Falling speed is slower.
  • Nerf Jump is lower.
  • Change Captain Falcon weighs less.
  • Change Captain Falcon has a smaller hurtbox.

Ground attacks

  • Buff Gentleman now deals much more knockback, making it the second strongest neutral attack in the game.
  • Buff Up tilt has less ending lag and a larger hitbox below Falcon.
  • Buff Forward smash has greatly increased range.
  • Buff Up smash's first hit connects more reliably into the second.
  • Nerf Up smash has a smaller hitbox, more ending lag, and deals less knockback.

Aerial attacks

  • Buff Neutral aerial's respective hits no longer function like sex kicks, and the first hit has an altered launch angle, improving their reliability.
  • Buff Clean Knee Smash is now a semi-spike, improving its edgeguarding potential. It can additionally now autocancel in a short hop. Its clean hit also has a larger hitbox, overall significantly improving its reliably.
  • Buff Up aerial's late hitbox has more knockback.
  • Change Down aerial's leg hitboxes are now all meteor smashes, while the topmost hitboxes are now spikes.

Throws/other attacks

  • Buff Grab has more range.
  • Buff Pummel is faster.
  • Buff Forward, back, and up throws have significantly increased knockback, improving their KO potential.
  • Buff Down throw launches opponents at a higher angle and has reduced ending lag.
  • Buff Up taunt now has a hitbox that deals moderate damage and powerful vertical knockback.

Special moves

  • Buff Falcon Punch has less ending lag and now grants a moderate momentum boost if used in the air.
  • Buff Raptor Boost no longer renders Captain Falcon helpless and has less lag on hit.
  • Change Raptor Boost now consistently meteor smashes in the air.
  • Buff Falcon Dive has much less landing lag, travels more distance, and has less ending lag if it connects.
  • Buff Falcon Kick has less startup and landing lag and now restores Captain Falcon's midair jump if used while airborne. It also sweetspots the ledge and has a higher launch angle if used while grounded

Charizard

Attributes

  • Buff Walking speed is faster.
  • Nerf Dashing speed is slower.
  • Buff Air speed is significantly faster, being among the fastest in the game.
  • Change Falling speed is slower.
  • Buff Jump is higher and Charizard can now glide.
  • Change Charizard weighs less.
  • Change Charizard has a smaller hurtbox.

Ground attacks

  • Buff Neutral attack's third hit has an altered animation with a much lower launch angle.
  • Buff Forward tilt's sweetspot is larger. Additionally, the move has less ending lag.
  • Nerf Forward tilt has reduced range and the sweetspot has less knockback scaling.
  • Buff Up tilt has less ending lag and now boasts intangibility on the wings.
  • Buff Down tilt has much less startup and ending lag and has a larger hitbox.
  • Nerf Up smash has much smaller hitboxes.
  • Buff Down smash is now visually identical to Ridley's and deals much more knockback.

Aerial attacks

  • Buff All aerials have less landing lag.
  • Buff Neutral and back aerial's sweetspots are significantly easier to connect with.
  • Buff Neutral aerial has much less ending lag.
  • Buff Forward aerial has a larger hitbox and less ending lag.
  • Nerf Sweetspotted back aerial deals less knockback.
  • Buff Up and down aerials have larger hitboxes and much less startup and ending lag.
  • Change Down aerial no longer has sourspot hitboxes.

Throws/other attacks

  • Buff Forward, back, and up throws throws deal much more knockback, now KOing reliably around 150%.
  • Buff Up throw can now be steered during descent and can be used as a self-destruct.
  • Nerf Up throw now functions like Flying Slam does on platforms.
  • Buff Down throw deals more damage and has less ending lag.

Special moves

  • Buff Flamethrower has a larger hitbox and deals more damage per hit.
  • Buff Flare Blitz has much less lag after colliding with opponents and obstacles and deals greater shield damage.
  • Buff Fly travels farther and maintains momentum better at the end of the move.
  • Buff Pokemon Change no longer has downtime and a menu can be used by holding the special button briefly.