User:Alex the weeb/Final Smashes balance patch
Below is how I would change the final smashes in the game to make them function better, and put them on a more even playing field.
Mario[edit]
Overview: the fireballs are more effective at dragging opponents offstage.
The early hits of Mario Finale use Ground/Air hitbox distinctions like the mid and late hits, with the air hits launching at a lower angle.
Air only hitbox launch angles for all hits lowered slightly (23˚/20˚ -> 21˚/19˚).
Rehit rate increased (7 frames -> 6).
SDI multiplier reduced (0.8x -> 0.6x).
Hitbox size of fireballs increased (16u -> 16.5u).
Link[edit]
Overview: total damage of the move has been increased when getting a direct hit, via making the first hit deal damage. The arrow also has more range. Final Smash Meter reduces knockback less.
Hit 1 (arrow) now deals damage (0% -> 5%), raising the total damage for a direct hit (35% -> 40%).
Hit 1 (arrow) has less knockback scaling (66 -> 20), preventing the increased damage from causing it to potentially knock opponents out of range of the explosion.
Lifespan of arrow increased (10 frames -> 12).
FS Meter knockback multiplier: (0.9x -> 0.92x).
Kirby[edit]
Overview: knockback increased slightly.
Final hit knockback scaling increased (95 -> 100), restoring its knockback from Smash 4.
Fox[edit]
Overview: launches at a lower angle.
Final hit launch angle range lowered (40-45˚ -> 34-39˚).
Pikachu[edit]
Overview: initial discharge more consistently combos into initiating hit.
Final hit of initial discharge FKB value: (75/30 -> 72/32). Launch angle: (50˚/30˚ -> 48˚/30˚). Hitstun modifier: (none -> +10). Hitbox size: (ID1: 5.5u -> 5.8u), hitbox Y-offset (ID1: 10u -> 10.2u). Hitbox duration: (frame 47-49 -> 47-51).
Initiating hit has a larger hitbox size (13u -> 15u).
Luigi[edit]
Overview: knockback increased.
Final hit knockback scaling increased (142 -> 150).
Ness[edit]
Overview: better communicated to the player how they are influencing the stars. More stars spawn.
Sparkles now stream down the stage in a curtain shape, indicating the current range of angles the stars can travel in, which shift left and right as the player makes directional inputs to influence them.
The move always spawns the maximum number of stars, instead of spawning 2 fewer stars the first time it is used.
Max number of stars increased (18 -> 20), interval between stars decreased (23 frames -> 20).
Captain Falcon[edit]
Overview: partially restored the KO power of the final hit.
The final hit has more knockback scaling (135 -> 147), though this is still lower than the value in Smash 4 (165).
Jigglypuff[edit]
Overview: Jigglypuff grows slightly bigger, the hitboxes cover her body better, and the first hit combos into the second better. The second hit also deals slightly more damage and knockback, and it's slightly easier to recover when using the move under the stage.
Growth magnitude: (17x -> 18x), growth time: (200 frames -> 210).
Hit 1 launch angle: (60˚ -> 65˚), hitbox radius: (4.5u -> 4.7u), hitstun modifier: (none -> +16).
Hit 2 hitbox radius: (6.9u -> 7.2u), damage: (25% -> 26%).
Jump height at end of move in air increased slightly (15 -> 17).
Peach/Daisy[edit]
Overview: FS Meter more tangibly nerfs the move.
FS Meter knockback multiplier reduced (1x -> 0.8x), reducing the sleep duration.
Ice Climbers[edit]
Overview: Ice Climbers now grab the condor automatically. The polar bear is more of a factor now, and the Ice Climbers have slightly better control over the iceberg.
Ice Climbers now jump onto the condor by default when activating the move. Can drop off manually as usual.
Polar Bear hitbox sizes: (7u/5u -> 8u/6u), damage: (16% -> 17.5%), rehit rate: (50 frames -> 40 frames).
Ice Climbers can now move the iceberg slightly more quickly, and through a slightly greater distance: (screen width range: 0.55x -> 0.6x, speed ratio: 0.16x -> 0.17x).
Sheik[edit]
Overview: Sheik is less likely to SD when missing an opponent.
Deceleration rate if the dash misses has been greatly increased (0.15 -> 0.4).
Zelda[edit]
Overview: the ability to KO opponents early by using the move near a blast zone has been weakened, especially in 1v1s, and the move is slightly less effective in 1v1s overall, but slightly more effective in free-for-alls.
The launching hit deals less knockback (base knockback: 100 -> 80) and launches at a higher angle (65˚ -> 75˚), making it harder to gimp opponents with the move.
In 1v1s, the move is slightly less effective at pulling in opponents (vacuum radius: 150u -> 140u, vacuum base speed: 2 -> 1.9, vacuum max speed multiplier: 1.5x -> 1.4x), making the move harder to exploit in 1v1s, where the balancing factor of only being able to seal 1 opponent doesn't apply. The vacuum behaves as it always has in matches with 3 or more fighters.
Collateral hit against bystanders has more range (radius: 40u -> 45u) and damage (15% -> 16%). It also no longer has hitlag (hitlag multiplier: 1x -> 0x), no longer delaying the launching of the trapped fighter.
Dr. Mario[edit]
Overview: the capsules are more effective at dragging opponents offstage.
The Megavitamins now use ground/air hitbox distinctions like Mario's fireballs do, with different launch angles (34˚/30˚/36˚/28˚ -> 24˚/20˚).
The back Megavitamin no longer deals less damage and knockback than the front, though retains its lower launch angle.
Rehit rate increased (9 frames -> 7).
Max hitbox size of capsules increased (16u -> 17u).
Pichu[edit]
Overview: initial discharge more consistently combos into initiating hit. Final Smash deals more damage and knockback.
Multi-hits of initial discharge have a lower SDI multiplier: (0.5x -> 0.2x).
Final hit of initial discharge FKB value: (75/40 -> 72/32). Launch angle: (50˚/20˚ -> 48˚/30˚). Hitstun modifier: (none -> +10). Hitbox size: (ID1: 5.5u -> 5.8u), hitbox Y-offset (ID1: 10u -> 10.2u). SDI multiplier: (0.5x -> 0.2x).
Initiating hit has a larger hitbox size (13u -> 15u) and deals more damage (1% -> 2.5%).
Launching discharge has increased knockback scaling (82 -> 88).
Marth/Lucina[edit]
Overview: slightly easier to connect with the move, and the FS Meter doesn't reduce the knockback as much.
Opponent slowdown magnitude on startup increased (4x -> 5x).
Dash detector hitbox is larger (10u -> 12u).
Sword swing hitboxes are larger (18u/12u -> 20u/20u).
FS Meter knockback multiplier: (0.3x -> 0.325x).
Young Link[edit]
Overview: various fixes to make the move function better.
Paralyzing hit's hitlag multiplier has been increased (0x -> 0.3x), allowing it to actually paralyze like in earlier games.
The central hitbox of the multi-hits is larger (radius: 4u -> 4.5u) and extended into the Z-axis (X offset: none -> -2.5 (X1)/2.5 (X2)). The multi-hits also last for 2 frames each instead of 1. This should prevent the hits from randomly missing certain trapped fighters.
Ganondorf[edit]
Overview: made it easier to land the sweetspot, and made the first hit less likely to knock opponents out of range of the second. This also makes it harder to OHKO offstage opponents with it.
Slowdown magnitude at the start of the move has been increased (6x -> 8x).
The sweetspot is larger, and positioned slightly more favourably (radius: 10u -> 16.5u, Y offset: 12 -> 13.2).
Mewtwo[edit]
Overview: made it easier to combo into. Increased the knockback of the attack to be slightly stronger than Giga Bowser Punch, rather than the same strength.
Slowdown magnitude applied to opponents increased (10x -> 13x).
Knockback scaling increased: (40 -> 43).
FS Meter's knockback multiplier is less severe (0.885x -> 0.9x).
Roy[edit]
Overview: made it easier to combo into. Increased the damage and knockback.
Hitbox ID 3 of the pre-explosion linking hit has altered properties: angle: (58˚ -> 220˚), FKB: (70 -> 50), hitstun modifier: (none -> +6) radius: 7u -> 9.5u, Z2 offset: (10 -> 12). This gives it more range, and the ability to pull further away opponents towards Roy.
The explosion deals more damage (35% -> 40%). Base knockback has been reduced (90 -> 75) but the move deals more knockback overall (see here).
Mr. Game & Watch[edit]
Overview: the move is more effective at dragging opponents offscreen, but less effective for gimping.
Mashing is less effective at escaping the Octopus (frame reduction: 10 frames -> 8.5), and the trap duration increases more with percent (added frames per %: 3 -> 3.3).
The release attack deals less knockback when launching at a meteor smash angle (KB multiplier: none -> 0.65x).
Pit[edit]
Overview: made it easier to hit opponents, especially on larger stages.
Maximum aim duration before automatically firing the attack increased slightly (300 frames [5 seconds] -> 330 frames [5.5 seconds]).
The chariot has a bigger hitbox (19u -> 21u).
Dark Pit[edit]
Overview: Dark Pit Staff now deals more damage and knockback the further away the victim is from the staff. Hitting multiple fighters no longer affects damage.
Dark Pit Staff now factors the distance of the opponent from Dark Pit into the damage it deals, using a multiplier calculated from the formula 1 + (D-70) * 0.004where D is the distance in units along the Y-axis from the origin point of the searchbox that triggers the attack (the base of the staff, not the tip), with a floor of 20 units and a ceiling of 145 units. This results in a damage multiplier ranging from 0.8x at point-blank range to 1.3x at a distance of 145 units or more (about 13.6 units on the Training stage's grid). At a distance of 70 units (about 6.5 on the Training grid) it does base damage.
This replaces the current system where each consecutive opponent takes 0.9x the damage of the previous. Only the distance from the staff is considered now.
Zero Suit Samus[edit]
Overview: made the multi-hits combo into themselves and the final hit better. Made it harder for Zero Suit Samus to chase down opponents after the laser has started firing.
Multi-hits have more hitlag (multiplier: 1x -> 2x), a lower SDI multiplier (1x -> 0.7x), an altered angle (361˚ -> 92˚), and increased hitstun (+0 -> +12). These changes make the move connect and combo into the final hit better.
Movement speed before the laser fires is slightly increased (16 -> 16.5).
Movement speed while the laser is firing reduced (7 -> 3.5), making it harder to chase down opponents once the laser has started firing.
Wario[edit]
Overview: the move's KO potential is more consistent.
Launch angle range of the final hit has been altered: (45˚-70˚ -> 60˚-75˚), increasing the move's consistency.
The final hit has slightly increased knockback scaling (125 -> 128).
Pokémon Trainer[edit]
Overview: several changes to make the move more consistent, and less dependant on distance from the blast zone.
Initial slowdown duration increased (30 frames -> 59). Initial hit set knockback reduced (FKB: 100 -> 90).
Fire Blast travels faster (travel speed: 5 -> 6.2).
Solarbeam's final hit has altered knockback (Base: 80 -> 68, Scaling: 128 -> 148), making its KO potential less position dependant (see here).
Diddy Kong[edit]
Overview: the rocketbarrels exploding at the end comes into play more.
The explosion at the end of the final smash when Diddy Kong lands again is bigger (radius: 23u -> 36u) and deals more damage (10% -> 15%), increasing the overall chaos of the move.
FS Meter knockback reduction is less severe (0.915x -> 0.93x).
Lucas[edit]
Overview: better communicated to the player how they are influencing the stars. More stars spawn, and now properly span the length of large stages.
Sparkles now appear indicating the current target location of the stars, which shifts as the player makes directional inputs to influence them.
The move now always spawns the maximum number of stars, instead of 1 less than the maximum.
Maximum number of stars increased (15 -> 17), interval between stars decreased (24 frames -> 21 frames), lifespan of stars increased (180 frames -> 210), spawn point X offset deviation per star reduced slightly (15 -> 13.25, max 225 -> 225.25).
Sonic[edit]
Overview: multiple improvements to make the move harder to avoid.
Move duration increased (210 frames -> 255 frames). Strong portion still starts at the same point (160 frames).
Hitbox size increased (radius: 9u -> 10.5u, Z2 offset: -80 -> -95).
Dash speed increased (50 (initial)/70 (max) -> 60/80).
Vertical manoeuvrability increased (1.3 -> 1.4).
King Dedede[edit]
Overview: first hit deals more damage and knockback to bystanders, and has less of a blindspot.
First hit has increased damage and knockback values (damage: 8% -> 9%, knockback: 70 (base)/70 (scaling) -> 75/96), increasing its strength against bystanders.
First hit now has a Z2 offset that extends its range backwards (22 -> 16), allowing it to reach slightly behind Dedede like most initiating hits.
Olimar[edit]
Overview: several changes to make the move more reliable and consistent.
If Olimar successfully buries an opponent with the start of the move, the ship will begin falling from directly above the buried opponent, instead of the centre of the stage.
Burying hit has increased set knockback (base knockback: 0 -> 40), burying for longer. The move also slows down opponents slightly more at the beginning (slowdown magnitude: 5x -> 6x) making it slightly easier to bury opponents.
The sourspot on the explosion is bigger (60u -> 75u).
When using the move via the FS Meter, the knockback multiplier is less severe (0.919x -> 0.93x).
Lucario[edit]
Overview: improved the consistency of the multi-hits, and made it harder to camp out the move, especially on large stages.
The beam's hitbox against aerial opponents deals less knockback (FKB: 4 -> 1) and more hitlag (hitlag multiplier: 0.5x -> 0.66x), making it less likely to knock opponents up and out of the beam.
Lucario can angle the beam faster (speed multiplier: 0.4x -> 0.55x) and through a larger angle range (80˚ -> 90˚). The beam also extends further down (Y1 offset: -650 -> -1500) improving its consistency on large stages and in mini smash.
ROB[edit]
Overview: made it harder to camp out the move. Slightly increased KO power.
Homing lasers launch at a lower angle (50° (clean)/55° (late) -> 40°/40°) and have increased hitstun (hitstun modifier: none -> +10). They also can no longer be SDI'd (SDI multiplier: 1x -> 0x).
Main laser angling speed increased: (0.35 -> 0.45), main laser angle range increased: (70° -> 80°).
Main laser has increased hitlag (0.5x -> 1x), making it less likely to drop opponents.
Finishing laser knockback scaling increased slightly (185 -> 190).
Toon Link[edit]
Overview: made it easier to trap opponents in the move.
Paralyzing hit's hitlag multiplier has been increased (0x -> 0.3x), allowing it to actually paralyze like in earlier games.
The move slows down opponents more on startup (8x -> 10x).
The searchbox is wider (7u -> 7.6u) and extends further (75 -> 80). Max travel time to opponent increased (10 frames -> 11) to improve consistency.
Mega Man[edit]
Overview: made it easier to combo into the move. Made the KO potential less position dependent.
The move slows down opponents more (3x -> 4x) and for longer (30 frames -> 35) at the start.
The move has altered knockback (80 (base)/130 (scaling) -> 69 (base)/145 (scaling)), making its KO potential less position dependent.
Wii Fit Trainer[edit]
Overview: increased the efficacy of the final silhouette.
The final silhouette travels further (lifespan: 149 frames -> 189) and has a wider hitbox on the leg (10u -> 11u), improving the move's consistency.
The final silhouette deals slightly more knockback (scaling: 128 -> 132).
Rosalina[edit]
Overview: Grand Star becomes bigger, and the explosion is stronger. Meteors are much more effective overall.
Grand Star max size increased (scale: 14x -> 15x), and explosion size increased (base radius: 3.6u -> 3.8u, effective radius: 50.4u -> 57u).
Grand Star explosion damage increased (11% -> 12%).
Grand Star meteors travel further (speed: 3 -> 4, lifespan: 23 frames -> 25, hitbox startup: 10 frames -> 7 frames), have a larger hitbox (2.2u -> 2.6u), and their chance to bounce off of walls and floors instead of passing through them has been restored from Smash 4 (probability: 0 -> 0.25).
Little Mac[edit]
Overview: made it easier to combo into the move.
The opponent is slowed down much more on startup (6x -> 12x), and the activation hitbox while dashing is larger (9u -> 11.5u).
Greninja[edit]
Overview: made it slightly easier to combo into the move, and brought its KO power more in line with Mii Brawler and Robin's final smashes, though it is still the weakest overall.
Opponents are slowed down more at the start of the move (5x -> 8x).
The final hit's knockback scaling is increased (125 -> 132).
Palutena[edit]
Overview: made it easier to combo into. Made the move's KO potential less position-dependent.
Opponents are slowed down more at the start of the move (6x -> 8x), and for longer (85 frames -> 90 frames).
The final hit against trapped opponents has altered knockback (60 (base)/127 (scaling) -> 50/139).
Beam travel speed increased (30 -> 50), increasing the consistency of the damage output on large stages.
Pac-Man[edit]
Overview: made it easier to chomp opponents.
Searchbox size of chomp increased (18u (normal)/19u (critical) -> 20u/21u).
Chomp lockout duration reduced (23 frames -> 20).
Shulk[edit]
Overview: made Monado Arts less likely to wear off before the final smash ends.
Monado Arts drain at half the usual rate while Shulk's final smash is active.
Bowser Jr.[edit]
Overview: increased the duration of the attack slightly, improving the damage output and making it harder to stall out. Increased the knockback of the final hit slightly, and made it more likely to hit opponents trapped in hitstun.
The rapid-hitting phase of the attack lasts longer (frame 241-289 -> 241-309), with the final hit being delayed as a result (frame 291 -> 311). (batten life param: 300 -> 320).
The final hit has a slightly larger hitbox (280u -> 290u), and deals slightly more knockback (scaling: 128 -> 133).
Duck Hunt[edit]
Overview: slightly easier to combo into, and made the move less disproportionately weak.
Opponents are slowed down slightly more at the start of the move (4x -> 6x), and the activation hitbox is slightly bigger (17u -> 18u).
The first round of gunfire hits 2 additional times, and the final hit deals 1% more damage (6% -> 7%), increasing the move's total damage output (45% -> 50%) and KO power, now being only slightly below average.
Normal physics and the final smash jump now apply 1 frame before the move is interruptible in the air, preventing physics exploits.
Ryu[edit]
Overview: Shinku Hadouken has slightly more range and power.
Shinku Hadouken travels further before exploding (explosion frame: 90 -> 100, lifespan: 95 -> 105).
Shinku Hadouken's explosion is bigger (16u -> 18u) and deals more damage (10% -> 11%).
Shin Shoryuken's failure attack has bigger hitboxes (3.5u (multi-hits)/4.5u (final) -> 5.2u/6.4u), deals more damage (2% (multi-hits)/5% (final) -> 2.5%/6%), and the final hit deals more knockback (40 (base)/120 (scaling) -> 50/128).
Ken[edit]
Overview: made Shinryuken more effective at pulling in opponents at the start, and slightly increased its power. Made Shippu Jinraikyaku's KO potential less position dependent.
The windbox at the start of Shinryuken is larger (35u -> 40u), lasts longer (frames 28-37 -> 28-42) and rehits (rehit rate: none -> 5 frames).
The final hit of Shinryuken deals slightly more damage (13% -> 13.5%).
The final hit of Shippu Jinraikyaku has altered knockback (30 (base)/160 (scaling) -> 0/205), making its KO potential less position dependent (see here).
Corrin[edit]
Overview: made it easier to combo into the move, and increased the move's damage output and knockback.
Opponents are slowed down more at the start of the move (3x -> 8x). The clean hit on the activation hitbox also extends further upwards (Y2 offset: none -> 10).
The mid and late hits on the activation hitbox deal more damage (4% (mid)/2% (late) -> 6%/5%). The cutscene hits also do more damage (1.5% each -> 1.8%, 21% (total) -> 25.2%).
The final hit deals slightly more knockback (scaling: 125 -> 128).
Bayonetta[edit]
Overview: made it a bit easier for inexperienced players to take advantage of the move. Made it harder to exploit the knockback at the end of the move when used via the FS Meter.
Initial Witch Time lasts slightly longer (420 frames -> 450 frames). Number of times button must be mashed to get extra hit during cutscene reduced (14 -> 12).
FS Meter reduces the move's knockback more when not instantly KOing (0.9845x -> 0.9x), making it harder to get cheese KOs.
Inklink[edit]
Overview: improved the angle range of the beam, and made opponents less likely to fall out of it.
Multi-hits launch at a lower angle (60° -> 50°) and now use set-weight knockback. They also have a lower SDI multiplier (1x -> 0.5x).
Maximum downward angleability of the beam is increased (20° -> 40°), matching the upwards angleability.
Ridley[edit]
Overview: granted the move increased damage and knockback if not instantly KOing, especially against more than 2 fighters, and made it slightly easier to combo into. Reduced FS Meter knockback multiplier due to the first hit's knockback now being a factor, and to prevent the final hit from KOing early when used via the meter.
Initiating hit has altered knockback against the third opponent onward (final smash only activates against first 2 opponents): (FKB: 130 -> 0, Base knockback: 0 -> 25), no longer being set knockback and allowing for KOs at high percents.
Finishing hit against opponents not instantly KO'd deals more damage (15% -> 20%).
The opponent is slowed down slightly more (6x -> 8x) and for slightly longer (60 frames -> 65) at the start of the move.
FS Meter reduces knockback more (1x -> 0.92x).
Simon/Richter[edit]
Overview: made it easier to combo into the move.
Opponents are slowed down more at the start of the move (4x -> 8x).
Whip dangle can now be instantly cancelled into a final smash.
King K. Rool[edit]
Overview: slightly extended the slowdown duration.
Opponents are slowed down for slightly longer at the start of the move (60 frames -> 65).
Incineroar[edit]
Overview: slightly extended the slowdown duration, and made the grabbox slightly wider. Made the move's KO power more consistent, and no longer below average.
Opponents are slowed down for slightly longer at the start of the move (60 frames -> 65).
Initiating grabbox is slightly larger (6u -> 6.5u).
The launching hit's angle is more consistent (range: 50°-65° -> 56°-65°), and it has slightly higher knockback scaling (108 -> 112).
Piranha Plant[edit]
Overview: slightly increased the power of the final hit, and made having Petey jump off the stage more effective the higher the opponents' percent is.
The final hit deals more knockback (10 (base)/100 (scaling) -> 15/102).
When Petey dives off the stage with a trapped opponent, the vertical boost they are given on release now decreases with their percent: (4.5 -> 4.5-(p*0.05)), giving no height at all starting at 90%.
Joker[edit]
Overview: made the move instantly KO slightly sooner, no longer being the weakest instant KO final smash in the game.
The damage dealt by different parts of the final smash has been re-arranged (cutscene part 1 damage per hit: 3.8% -> 4%, cutscene part 2 damage: 7% -> 9%, final hit: 13% -> 10%). This lowers the starting damage the opponent must have to be instantly KO'd (63.6% -> 60%) matching Sora's, while keeping the total damage dealt to opponents not instantly KO'd mostly unchanged (49.6% -> 50%).
Knockback on the final hit compensated (73 (base)/100 (scaling) -> 68/125.1).
Hero[edit]
Overview: increased the power of the final smash.
The final hit deals more damage (33% -> 35%), with a very slight reduction in base knockback (81 -> 80), dealing more knockback overall and raising the total damage (40% -> 42%).
Banjo[edit]
Overview: the statue hitbox no longer deals weak set knockback to bystanders, now possessing moderate KO power.
The initiating hit no longer deals weak set knockback to all opponents other than the nearest opponent (FKB: 100 -> 0, Base knockback: 0 -> 60), KOing around 135% from the ground.
Terry[edit]
Overview: made attack cancels into the move more consistent. Made it harder to get cheese early KOs against offstage opponents by cancelling aerials.
Opponents are slowed down at the start of the move slightly more (15x -> 18x), increasing the consistency of attack cancelled final smashes at higher percents.
Adjusted knockback of the final hit (58 (base)/144 (scaling) -> 40/163), making the move's KO potential less position-dependent.
Byleth[edit]
Overview: made the effectiveness of the final smash less dependent on the player's B-reversing ability.
B-reverse window extended slightly (4 frames -> 5), somewhat bridging the gap in the move's effectiveness between high and low level players.
Min Min[edit]
Overview: slightly extended the initial slowdown duration so it doesn't end early, and made the move more effective in free-for-alls. Nerfed the damage multiplier from the FS meter to the standard 0.7x.
Slightly extended opponent slowdown duration at the start of the move (60 frames -> 65).
Increased the knockback dealt by the initiating hit to opponents other than the nearest opponent (70 (base)/70 (scaling) -> 75/80), granting it KO potential against them.
FS meter damage multiplier reduced (0.85x -> 0.7x).
Sephiroth[edit]
Overview: buffed 3 of the possible effects to make the move's power more fitting to its origin. Removed an OHKO exploit.
The slowdown status effect lasts longer (400 frames (minimum)/1500 (max) -> 480/1580).
The extra knockback effect deals more damage (15% -> 19%), and thus more knockback.
The minimum base duration of the flower status effect is slightly longer (400 frames -> 450).
The shield break status effect cannot be applied to Jigglypuff, to prevent OHKOs.
Pyra[edit]
Overview: made it slightly easier to combo into the move. Made its knockback above average rather than below average.
Opponent slowdown begins slightly earlier (frame 6 -> 5), and the initial windboxes are slightly stronger (base knockback: 30 (autolink)/60 (fixed angle) -> 37/66). The windboxes are also no longer affected by knockback modifiers (FKB: 0 -> 1).
Final hit of the flame pillar deals more knockback (trapped fighters: 85 (base)/100 (scaling) -> 86/118, bystanders: 75 (base)/100 (scaling) -> 92/102).
Kazuya[edit]
Overview: improved consistency.
Kazuya's final smash now locks fighters caught by the initiating hit in place like most final smashes, preventing them from potentially falling out of the move. Bystanders are not locked in place and can fall out.
Sora[edit]
Overview: made it easier to combo into the move.
Opponent slowdown now begins on frame 1, as is standard with other final smashes, rather than frame 5. Slowdown duration extended to compensate (57 frames -> 61).
Mii Brawler[edit]
Overview: made it easier to combo into the move.
Opponents are slowed down slightly more at the start of the move (5x -> 8x).
Mii Swordsman[edit]
Overview: numerous changes have been made to make it easier to drag opponents offstage with the move, improving its efficacy and further distinguishing it from Wii Fit Trainer's.
Note: The move's scripts and params are held together by sellotape and Pritt sticks, so I did the best I could...
The shooting animation has been extended, increasing the number of waves fired (61 -> 76).
The waves have a longer duration (32 frames -> 36), a reduced SDI multiplier (2.5x -> 1.25x), and the strong late hit (frame 26 onward) has a slightly larger hitbox (19u -> 20u).
The FS meter knockback multiplier is less harsh (0.85x -> 0.9x).
Mii Gunner[edit]
Overview: the move's consistency has been improved.
The move has a lower SDI multiplier (1x (main beam)/0.5x (mini lasers) -> 0.3x (both)), and the main beam's final hit is wider (10u -> 13u), improving the move's consistency.