Brawl-/Character changes
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< Brawl-
Bowser[edit]
Attributes[edit]
His up aerial, dash, and crouching animation have 10% armor. He will tank attacks that deal less than 10% damage during these instances and be unflinchable.
Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.
Ground attacks[edit]
Dash attack has armor until frame 28 and propels Bowser farther, giving it more reach.
Down tilt is now two separate inputs. The first hit is significantly weaker, but leaves Bowser less vulnerable if it misses. The first hit also has a chance of tripping the opponent.
Up tilt modified to hit in front of Bowser.
Vacuum effect added to the charging of his forward smash.
Armor on his forward smash on frames 12 to 41 (including charge), with forward and backward dodge cancels, simulating Focus Attack.
Fully charged forward smash ignores shields.
Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.
Grabs and throws[edit]
Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.
Aerial attacks[edit]
Aerials all have less landing lag, and neutral aerial has its landing lag completely removed.
Special moves[edit]
Fire Breath removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.
Royal Rampage: Bowser performs a running bear grab. Bowser will gain armor from frames (6→64) and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.
Forward throw: Bowser spins around and then throws the foe forward.
Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.
Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.
Down throw: Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
Galactic Crusher: When Neutral B is used in the air, Bowser spins around in the air and gains armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback.
Flying Slam is quicker and buries foes.
Whirling Fortress gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.
Bowser Boost: Bowser Bomb's grounded startup can be canceled into a jump or an aerial.
Captain Falcon[edit]
Attributes[edit]
Air speed now carries momentum from his dash ala Melee.
All of his attacks involving his knee (Gentleman, Knee Smash, and pummel) have electrical effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).
Ground attacks[edit]
The Gentleman has much greater knockback. The rapid jabs after the Gentleman are performed by hitting the grab button instead of the attack button for the third jab hit.
Up tilt can now meteor smash at his heel.
Down tilt sends backwards at the farthest hitbox.
Captain Falcon slides further when Forward Smash is used, giving it more reach.
Up smash has greater range and the first hit has a 0x SDI multiplier.
First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.
Aerial attacks[edit]
All aerials have their landing lag halved, essentially granting Captain Falcon automatically L-canceled aerials.
A clean Knee Smash is stronger, last longer (1 frame → 3), and can be done on any part of its initial hitbox.
Down aerial always meteor smashes.
Grabs and throws[edit]
All grabs are faster and have longer reach.
A successful grab is accompanied by his "Come on!" SFX.
Captain Falcon now will now say his "Yes!" for every successful pummel.
Forward throw is much stronger, being able to reliably KO under 150%.
Back throw is now a meteor smash.
Special moves[edit]
Falcon Punch hits foes up to four times with massive knockback on the final hit, gives Captain Falcon forward momentum, and can instantly break shields if not perfect shielded.
Additionally, the move can be charged up on the ground and stored by holding the special button for a few seconds. If the button is let go too soon or mashed, he will be stunned briefly. The stored punch can be unleashed at will, and though it's not as strong as a full 4-hit punch, it's much quicker.
Falcon Punch has drastically increased hitlag.
Raptor Boost no longer makes Captain Falcon helpless, and it covers more ground, making it effective for recovery. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. An airborne Raptor Boost can be cancelled near a wall into a wall jump.
Falcon Dive's grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.
Falcon Kick is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move on a successful hit.
Taunts[edit]
His side taunt has a vacuum effect, covering a huge area in front of him.
The salute on his down taunt can damage for 1%.
He now quietly says "yes" during his up taunt.
Charizard[edit]
Attributes[edit]
Flying Type: Has two additional midair jumps.
Glide attack has a fire effect, and is much stronger (dealing 10% more damage and 20 shield damage) with additional graphics.
Type effectiveness has been removed, granting increased survivability against water based moves and making its matchup against Squirtle more effective.
In exchange, decreased survivability against grass based moves and making its matchup against Ivysaur less effective.
Its gliding mechanics have been adjusted. It can no longer go up during his glide. It glides exclusively between 270 and 360 degrees. Flying straight down builds speed.
Ground attacks[edit]
All three hits of jab combo have less ending lag and third hit damage has been increased (6% → 9%).
Dash attack propels Charizard farther, deals more damage (11% (clean)/9% (late) → 17%/13%), and shield damage (1 → 15).
All tilts deal more damage, which also improves their kill potential
Down smash has significantly more range (being moderately disjointed), more damage (16% → 18%) and knockback (46 (base)/75 (scaling) → 46/83), and has 18 less frames of end lag.
Aerial attacks[edit]
All aerials have less landing lag
Fire Spin: Neutral aerial has additional flame effects, sweetspot is enlarged, damage and knockback is greater, and speed is increased.
Heat Wave: Forward aerial now only consists of the first hit. This first hit has significantly more damage (4%/3% → 11%/10%), and more range.
Back and up aerials are more powerful. Back aerial also now only has the second hit, increasing its reliability.
Down aerial deals more shield damage (0 → 16), now meteors grounded opponents, and can now be buffered into a down smash by executing the move just before landing.
Grabs and Throws[edit]
Forward and back throws deal more damage (10% → 12%) and are interruptible sooner (59 (forward)/33 (back) → 43/26).
Up throw deals less knockback, now not being able to reliably kill until beyond 250%. However, the changes to hitstun as well as Fly make it a more reliable combo starter.
Down throw produces an explosion at the end, along with more knockback and damage.
Special moves[edit]
Neutral special changed to Blast Burn, which launches a powerful fireball instead of a light flame. Stalls Charizard's vertical momentum the first two times used in the air.
Rock Smash is now Stealth Rock, which is moved to down special. It functions similarly to its original move, but the remaining shards stay out, making it a useful edgeguarding and neutral tool. Additionally, it can be B-Reversed and now interruptible during start-up lag by performing a shield or a grab.
Side special changed to Dragon Rush, which hurls Charizard forward, creating a whirlwind effect around it. Can be used multiple times in the air. Can drag opponents offstage, similarly to the Wall of pain.
When used on the ground, Fly is a single hit, and can be canceled into any other move in the air before ending, allowing for combos.
Final Smash changed to Blast Burn Blitz, which causes Charizard to use a non-angled Blast Burn ten times.
Diddy Kong[edit]
Aesthetics[edit]
Has gained four costumes where he wears a hoodie.
Ground attacks[edit]
Knockback on forward and down tilts now deal set knockback.
Dash attack can go off of ledges.
Forward smash can be interrupted into a shield between the first and second hits. Links with a grab on hit.
Up smash can be jump canceled 5 frames after the final hit.
Aerial attacks[edit]
Holding B while performing an aerial move (except back aerial) will make Diddy pull out a throwable peanut.
Special moves[edit]
The explosion from when the Peanut Popgun is charged too long now produces a very powerful damaging hitbox of near-OHKO power, while also slightly damaging Diddy.
Monkey Flip grab reworked:
Pressing the jump button makes Diddy push himself forward, knocking the opponent backwards.
Pressing A or B makes Diddy smack the opponent and propel both of them upwards.
Jetpack can be fired by holding the shield button when charging Rocketbarrel Boost and only explodes in contact with a wall or after 90 frames. Diddy cannot use Rocketbarrel Boost again until the move ends.
Rocketbarrel Boost is attack cancellable, doesn't render Diddy Kong helpless, and cancels into Monkey Flip. Diddy can use his double jump after his up special.
Banana Hoard: Can pull an additional Banana Peel when two are on the ground already. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.
Taunts[edit]
Has two side taunts. A light D-Pad press makes Diddy do a quick, silent laugh, while a harder press performs his original side taunt.
When using down taunt, confetti will appear and the audience will cheer.