User:The Other Jared/April Fools 2022
This is a workshop and archive for a 2022 april fools prank.
14.0.0[edit]
SSBU|14.0.0}}[edit]
This update was released on April 1st, 2022 (April 2nd in some time zones).
- General
- The following content is now available for purchase and download:
- Challenger Pack 13
- Fighter: Obi-Wan Kenobi
- Stage:
- Music: Super Nintendo World
- Spirits: Booty Jams
- Mage Robe
- Fancy Suit
- Neon Suit
- Birthday Suit
- Samurai Helmet + Armor
- Wedding Veil
- Challenger Pack 13
- Kirby has been given a new copy ability in which he gains a diagnosis for pica.
- The Techniques menu has been updated with 0 new sections
- A ne Smash Tag icon have been added: Small molecule assisted shutdown
- Pressing the minus button at any point during gameplay replaces the player with a CPU player. Pressing the button again regains control.
- The game has been re-rated by the ESRB to be Adults Only (AO) due to Shared Content.
- The universal controller input delay has been reduced to -4 frames. The game is now so fast that it shows the future.
- All menus can now be navigated with touch controls while in handheld mode.
- All stages now have a hazardless mode that can be toggled at the stage select screen.
- Automatically selecting a certain costume when selecting a fighter is now tied to names.
- All content included in the base game at launch is now unlocked because three whole years is still not enough time for some people.
- Launch Rate Handicap has been added as an option in making rules. It works identically to Damage Handicap, except for the launch rate.
- Players now have the option to roll the game back to any previous version if they wish to do so. All games must be on the same version for local multiplayer and online modes can only be accessed with the latest version.
- The following content is now available for purchase and download:
- Offline
- The following spirits will appear in the Shop on the Vault menu:
- The new CPU level 10 has been added. This level is based around an artificial intelligence that analyzes Elite Smash for the most optimal, human-like playstyle. This AI is constantly updated as more games are played and is adjusted every day and/or every time the player's Switch is connected to the internet.
- Custom Balance is now tied to names instead of fighters.
- Boss Battles Mode has been added to the Games & More section. All boss battles can now be played at any time outside of Classic Mode and World of Light.
- Sights has been added to the Vault section. Every model and animation is viewable in this mode, including a fully unlocked camera for exploring stages.
- Fixed the Final Smash Camera Glitch.
- Special Smash:
- Head:
- Players can now use a combination of multiple options.
- Body:
- Players can now use a combination of multiple options.
- Status:
- Players can now use a combination of multiple options.
- Camera:
- Players can manually adjust the camera in the Angled option.
- Head:
- Training Mode:
- The platforms now have new models to look more 3D. This applies to Quickplay training stage too.
- All hitboxes are now viewable.
- Dummies can now be programmed to perform certain attack strings and have specific responses to certain actions.
- Every move in the game is available in the move list, complete with startup, active, and cooldown frames as well as frame advantage and other character specific details.
- Doc Louis will be there. He will stand behind you and eat chocolate as a cruel reminder that you have no chocolate.
- Up to 4 players can be in training mode at the same time.
- The Tharja spirit has been adjusted to now show her beautiful feet and juicy thighs.
- Players can now save multiple videos in Video Editor.
- Sounds:
- Victory themes have been added.
- Super Mario Galaxy, Kongo Jungle, DK Rap, Jungle Level, Jungle Hijinxs, Brinstar (Melee), Main Theme (Metroid), Pollyanna (I Believe in You), Crimean Army Sortie, Ike's Theme (Eternal Bond), Id (Purpose), Duty (Ablaze), Lost in Thoughts All Alone, Engage the Enemy, Gaur Plain, Gaur Plain (Night), An Obstacle in Our Path, Open Your Heart, Live & Learn, Sonic Heroes, Seven Rings In Hand, Knight of the Wind, Reach for the Stars, and Windy Hill have been updated to their full, unedited versions.
- There is now a 0.0000000001% chance randomly selecting a sound effect will play a racial slur.
- All trailers, commercials and other miscellaneous media for the Smash series have been added to the Movies section.
- VR:
- All stages, items, final smashes, and the full rules list are now available.
- Player can now use VR in local multiplayer matches.
- The Nintendo Switch now runs Ultimate at 90 frames per second in VR mode.
- A new warning will pop up after calibrating. It says "What the hell are you doing? The Switch can't handle frame rates this high. Get this away from your face right now before it explodes and blinds you."
- While hovering over the "Back to Rules" button on the Character Select Screen, a tooltip of the current ruleset will pop to check if there is a need to go back and not waste time.
- Options:
- Smash:
- The ability to have a fixed camera has been moved from Special Smash to here. Players can choose where the camera should be locked and how zoomed in it can be to help those that are susceptible to motion sickness.
- Sound:
- An audio description option has been added. The announcer will read out the menu item being hovered on as an aid for the visually impaired. The recordings get progressively more tired and hoarse as the announcers were forced to do multiple takes of all options in multiple contexts in one day without stopping.
- Controls:
- Pressing the control stick is now an option for button mapping. Only available for controllers that support stick pressing.
- Shaking the controller is now an option for button mapping if you are one of those people.
- A pre-built button layout that only requires one hand is now an option for those that can only use one hand. Neutral, tilt and smash attacks are tied to tilting the control stick in a direction and pressing the stick at the same time. Special moves are tied to the L/R button, shielding is tied to the ZL/ZR button, pausing it tied to the +/- button, and taunting is tied to the face buttons.
- Arcade controllers and keyboards are now officially supported as controller options.
- The game now interacts with an updated Smash Controller app to make the Nintendo 3DS an official controller option. Get it before we shut down the eShop and take the app away for no real reason. Also, pretty please don't pirate it.
- Brightness has been renamed to Graphics. Brightness is now a portion of this new menu along with several new additions.
- Subtitles can now be toggled in white or black font.
- The visuals can be recolored to best aid players with colorblindness. Has options for deuteranomaly, protanomaly, and tritanomaly.
- A new contrast mode has been added where the entire screen is grayscaled except for objects of interest like players, items, and stage hazards. Said objects can remain unaltered, have a thick outline around them reminiscant of Super Smash Bros. for Nintendo 3DS, or be one solid color based on teams.
- The game can now be played in multiple aspect ratios to best fit the monitor being used in docked mode: 16:9 widescreen, 4:3 fullscreen, and 21:9 ultra-widescreen. These changes do not affect gameplay, but UI elements are adjusted to accomodate for the different layouts.
- All visual effects can now be turned off for the boring, whiny curmudgeons that find particle effects distracting.
- Language:
- Portuguese, Leonese, Romulan and Hindi are now supported languages.
- For languages that have differences between NTSC and PAL releases, all versions are now available for all copies. PAL versions are refered to as Bri'ish, Frog, and Ethpañol.
- Players can now adjust the language of the text, announcer, and every individual character that can speak multiple languages should they choose to.
- Online:
- Players now have the option to manually introduce a certain amount of rollback frames when playing online to ensure as smooth of an experience as possible.
- Players can now earn titles by completing certain acheivements that can be displayed on their smash tag. Three tags will be given immediately, Total Scrub to all players, Tier Whore to all players in elite smash, and The Chosen One to the one player that has never experienced connection issues.
- Smash:
- The following spirits will appear in the Shop on the Vault menu:
- Online:
- The Online mode has been completely reworked:
- Quickplay now serves as a non-ranked mode where players dive in and play as many games as they want with any rules for fun. Global Smash Power is no longer affected by this mode.
- A new mode called Ranked Play has been added. This mode features no items, three stocks and a seven-minute timer with stage hazards turned off by default and is meant for serious competitors for glory. This mode is affected by GSP, and Co-op and Elite Smash are now exclusive to this mode.
- Rollback Netcode has been implemented into Ranked Play to give serious competitors a smoother online experience. Rollback Netcode will be added to Quickplay at a later date.
- Masahiro Sakurai will personally travel to the home of all players that exclusively host arenas with items on and kiss them on the lips.
- In the event of a disconnection during a match, the game will only penalize the player with the dropped connection.
- An opponent's connection and the ruleset for the match will be displayed on the Online Practice Stage when matched up. A prompt will pop up asking the player to manually accept the match. Players can refuse if they do not want to play said match, to which the game will match them with someone else.
- Players can now changes stages and fighters in Battle Arenas without leaving to the back of the line.
- If a rematch is declined, all players involved are prohibited from randomly rematching for a certain amount of time.
- The Online mode has been completely reworked:
- Misc.
- Smash World:
- A search engine has been added to more easily find desired content.
- The records of the account user are now viewable from the app.
- Users can now spectate in Battle Arenas through the app.
- The app has been renamed to Smash AstroWorld. We do not reccomend using it anymore.
- Other players can now directly invite users in their friend list to a battle arena, request a team battle, or challenge them to an online battle via notifications through the app.
- Users can connect their device to a nearby Nintendo Switch and use said device as a controller.
- A version of the service for players without a Switch Online membership is now available. This "free" version can only search and view uploaded content and be used as a controller. All other features require a membership.
- Various game elements have been optimized and compressed with no reduction in quality, resulting in this update making the total game file size smaller.
- This reduction in file size should also reduce overall load times, though this change is on a case-by-case basis.
- The previously removed feather present on Mr. Game & Watch's forward smash animation and the artwork for the Fire Attack spirit have been restored.
- Every spirit now has a brief description below it, including what game it comes from. Two of our writes died from brain rot doing this, so you better be grateful.
- The c-stick has been adjusted to be a dedicated input instead of merely a shortcut for other inputs. This should mitigate accidentally using the wrong attack.
- Names, Custom stages, and Mii Fighters can now be saved directly onto an external storage drive, which can then transfer that data to other systems while remaining offline.
- At the request of Yuji Horii after Koichi Sugmaya passed away, the Symphonic Suite arrangements were made available in Yggdrasil's Altar, all versions of Battlefield, and Final Destination.
- The game now activates a force field around any player under the age of 18.
- Updated localization files.
- Various gameplay adjustments. We don't know what got adjusted, but something is different.
- The fighters that had specific adjustments are listed below:
- Mario, Donkey Kong, Link, Samus, Dark Samus, Yoshi, Kirby, Fox, Pikachu, Luigi, Ness, Captain Falcon, Jigglypuff, Peach, Daisy, Bowser, Ice Climbers, Sheik, Zelda, Dr. Mario, Pichu, Falco, Marth, Lucina, Young Link, Ganondorf, Mewtwo, Roy, Chrom, Mr. Game & Watch, Meta Knight, Pit, Dark Pit, Zero Suit Samus, Wario, Snake, Ike, Squirtle, Ivysaur, Charizard, Diddy Kong, Lucas, Sonic, King Dedede, Olimar, Lucario, R.O.B, Toon Link, Wolf, Villager, Mega Man, Wii Fit Trainer, Rosalina & Luma, Little Mac, Greninja, Mii Brawler, Mii Swordfighter, Mii Gunner, Palutena, Pac-Man, Robin, Shulk, Bowser Jr., Duck Hunt, Ryu, Ken, Cloud, Corrin, Bayonetta, Inkling, Ridley, Simon, Richter, King K. Rool, Isabelle, Incineroar, Piranha Plant, Joker, Hero, Banjo & Kazooie, Terry, Byleth, Min Min, Steve, Sephiroth, Pyra, Mythra, Kazuya, and Sora.
- Smash World:
- Balance Changes
Template:UpdateList (SSBU)/14.0.0[edit]
{{#switch: Universal |Mario=
- The hitboxes for up tilt activate sooner (Frame 5 → 4) with total duration exented as a result. This should remove a blind spot at low percents.
- The hitboxes of Up smash last longer (Frame 9-12 → 9-13), with head intangibility extended along with it.
- The second hit of floor attack (front) has a larger hitbox to cover Mario's hand.
- The animaton of Fireball has been shortened (63 frames → 55), with the interruption moved up to compensate (FAF 50 → 42).
- Mario Finale now instantly kills everyone on screen.
|Donkey Kong=
- Fixed a modeling issue where Donkey Kong's fur sometimes clips through his mouth during certain animations.
- Hitboxes have been added to Donkey Kong's hands during the wind up of up smash to remove a blind spot.
- Two small hitboxes have been placed around Donkey Kong's knees during neutral aerial, improving its range and removing a blind spot.
- Mhhhhh.... Monke.
- The hitboxes of up aerial last longer (Frame 6-10 → 6-12) with the final frame being a single weak hitbox. Intangibility frames are adjusted to compensate.
- Pummel can now be interrupted sooner (FAF 8 → 7).
- Giant Punch:
- Fully charged version deals more damage (28% → 30%).
- The super armor now activates sooner (Frame 15 → 12) with total duration extended as a result.
- Donkey Kong now instantly loses at the selection screen.
|Link=
- Passive shield now is only active while standing still or crouching.
- Forward tilt has slightly increased range.
- Up tilt has slightly increased range.
- Down tilt has slightly increased range.
- Master Sword and boomerang now break after repeated use.
- Dash attack can be interrupted sooner (FAF 57 → 50).
- The sword beam that automatically fires when forward smash is used while at 0% deals more damage and knockback.
- Uncharged Bow and Arrows travels less distance.
- This allows arrows to be picked up easier for double arrow shots.
- Spin Attack
- Takes slightly longer to fully charge the grounded version.
- The fully charged grounded version activates a field of lightning around Link, similar to Urbosa's fury.
- All hitboxes of the aerial version have slightly more range.
- Link now speaks full sentences.
- Doing so immediately crashes the game.
|Samus=
- Weight has been increased (108 → 115).
- Falling speed has been increased (1.33(regular)/2.128(fast) → 1.5/2.6).
- Total forward roll frames have been decreased (34(fresh)/45(stale) → 31/41).
- Total back roll frames have been decreased (39(fresh)59(stale) → 36/54).
- Neutral Attack:
- Hit 1 has slightly more hitstun
- Hit 1 now has fixed knockback, mitigating opponents falling out at high percents.
- Samus now freezes and has a traumatic flashback when fighting Ridley. Samus only becomes playable after Adam tells her to snap out of it.
- Bombs are no longer effected by gravity and hover stationary after deployment.
- This makes bombs easier to use as traps and makes bomb hopping easier.
- Aerial Screw Attack has more horizontal drift.
- quickly flicking the control stick down twice will make Samus assume her Morph Ball form. While in this form, move speed is slightly faster and the hurtbox is much smaller, but Samus can only move horizontally, do a single jump and use Bomb. Getting hit or flicking up on the control stick twice will cancel the form and return Samus to normal.
|Dark Samus=
- Dark Samus has a new animation while carrying a heavy item that involves her slowly hovering and her feet dragging on the ground.
- Neutral Attack:
- Hit 1 has slightly more hitstun
- Hit 1 now has fixed knockback, mitigating opponents falling out at high percents.
- Dark Samus has a new neutral special titled "Scattershot." After charging, several small projectiles shoot out of the arm cannon in a wide vertical range.
- This move has much more vertical range then Charge Shot and can lock opponents in the air.
- This move has much less horizontal range then Charge Shot and deals less damage overall unless fired point blank.
- Aerial Screw Attack has more horizontal drift.
- Dark Samus has seen the ancients texts known through whispers as "Horny Samus" and has taken them to heart.
- Dark Samus has a new down special titled "Undetectable." Dark Samus turns invisible for several seconds before becoming visible again. This move has a long cooldown before it can be used again.
- This move greatly improves mixup options due to the opponent not being able to see Dark Samus.
- This move is not an actual attack and deals no damage on its own.
|Yoshi=
- Yoshi has a new taunt where he offers his opponent a large wad of cash. He swears it is a perfectly legal donation.
- Shield drop lag has been increased (11 frames → 15).
- Neutral attack can now be jab canceled.
- The furthest hitbox of up tilt has been extended outward to cover the entirety of Yoshi's tail.
- All versions of grab have a faster startup (Frame 14(standing)/16(dash)/17(pivot) → 12/14/15).
- The armor present on Yoshi's double jump now stays after using an action, with the armor being cumulative until resetting by landing.
- Forward smash has a faster startup (Frame 14 → 12), while moving up the intangibility frames (Frame 12 → 10) to compensate.
- The startup of Egg Roll before accelerating has been shortened.
- The thrown eggs of Egg Throw now last longer before exploding.
- Yoshi's voice has been pitched down to sound like a human.
- This makes Yoshi sound even more stoned than he already does.
|Kirby=
- Running speed has been increased (1.727 → 1.845)
- Air speed has been greatly increased (0.84 → 1.23).
- Standing and dashing grab now have bigger hitboxes.
- Inhale:
- The outermost hitbox has been extended outwards, improving it's range.
- The move is now treated as a grab, meaning shielding opponents will still be inhaled if close enough.
- Kirby will now fit his mouth over Donkey Kong, Bowser, Ridley, and King K. Rool, but will not swallow them and instead control them like a puppet with the new Mouthful Mode.
- Stone:
- The landing hitboxes have been enlarged.
- Opponents can no longer grab Kirby out of Stone.
- The move cancel animation has been significantly shortened.
|Fox=
- Playing as Fox now collects your personal data. It is called the Your Info For Fox data plan.
- Forward smash has a slightly larger hitbox on the foot.
- The late hit of up smash now lasts longer (Frames 10-11 → 10-12).
- A weak scooping hitbox has been added to Fox's lowest foot during forward aerial to catch grounded opponents while short hopping.
- Back aerial now has a faster startup (Frame 9 → 8).
- Grab has been given slightly more range.
- The blaster fire of up throw and back throw can be canceled into another action. This results in reduced damage and hitstun from the throw itself, but allows Fox to tech chase sooner and can act as a mixup opportunity.
- The window to activate another Blaster has been slightly increased, mitigating the event of accidentally dropping it by being slightly too slow.
|Pikachu=
- All hurtboxes are briefly extended upwards when landing on a platform to mitigate the effect of pancaking.
- The final hit of down smash has significantly less knockback scaling (192 → 170).
- Hit 4 of neutral aerial has less knockback scaling (140 → 125).
- The final hit of forward aerial has less knockback scaling (154 → 130).
- Hit 6 of back aerial has less knockback scaling (160 → 133).
- Edge attack has slightly more range.
- All attacks are now fully invincible.
- The clean hit of Skull Bash has been given a larger hitbox and shifted forward to cover the ears.
- Upon touching a Thunderstone, Pikachu will transform into Raichu.
|Luigi=
- Luigi can stand on water for a few seconds before entering a swimming state.
- Luigi can now wall jump.
- Luigi Time!
- Down tilt has less knockback at low percents, allowing it to more reliably connect into itself.
- The head hitbox of up smash has been extended outward to match the visual effect.
- The clean hitbox of short hop up aerial activates sooner with the total duration not compensated (Frame 8 → 7).
- Grab:
- The plunger projectile of Grab aerial does not disappear until it comes in contact with an opponent, a platform, or a blast zone.
- The move now properly scales with time changes.
- The animation for Fireball has been shortened (54 frames → 50), with the interruption moved up to compensate (FAF 44 → 40).
- The sweet spot of aerial Super Jump Punch has been shifted slightly upwards.
|Ness=
- In the situation where forward smash triggers Finish Zoom, a stylized "SMAAAASH!!" effect will appear above the fighter.
- Attacking Ness is now considered child abuse and all opponents will go to jail.
- Every time Ness is used online, the international release of Mother 3 is delayed by a day.
- PK Flash:
- Holding up makes the projectile fall slower.
- Holding down maskes the projectile fall faster.
- PK Fire:
- The burst lasts significantly less time (Frames 1-100 → 1-60), requiring much more precision to combo the move into itself.
- PK Thunder:
- The thunder ball now lasts less time before disappearing.
- Knockback on the thunder tail has been reduced.
- PSI Magnet:
- The intial hit box is bigger.
- The initial hit has less knocback, allowing Ness to follow up easier.
|Captain Falcon=
- Initial dash pivot:
- Captain Falcon no longer slides backwards before turning around.
- The animation has been shortened to match the rest of the cast.
- Rapid Jab finisher deals more damage (3% → 3.5%).
- Down tilt has less startup (Frame 11 → 10).
- Captain Falcon finally pulls out his gun and smokes a bitch.
- The clean hit of up aerial activates sooner and lasts longer (Frames 7-10 → 6-10).
- Forward throw has less knockback (70 → 60).
- Raptor Boost:
- The hitboxes of the grounded uppercut have been enlarged and extended upward to match the animation.
- The inert hitbox has been has been enlarged and pushed backwards to compensate to help with more consistent hit detection.
- Falcon Dive has slightly more horizontal range.
- The crowd cheer is replaced with the crowd chanting "Da-ddy! Da-ddy!"
|Jigglypuff=
- Upon being shield broken, Jigglypuff will make a "POP" sound like a balloon.
- Dash attack can be interrupted sooner (FAF 40 → 38).
- The sweet spot of back aerial has less knockback (30 → 27).
- It takes less time to turn arond during Rollout.
- Sing:
- The hitboxes have been replaced with versions that do not trigger counterattacks.
- Puff's 5/10 singing voice has been replaced with the much more beautiful tornado siren tone.
- Puff Up:
- Both hits now deal much more knockback (40(Hit 1)/60(Hit 2) → 65/85).
- All windbox attacks have more push
- The final pop before deflating sends out a shockwave that paralyzes opponents within range, then given weak knockback.
|Peach=
- Fixed a rare bug with Peach Parasol when self-destructing where the hitboxes of the move would be misplaced as well as respawning in a shadow form.
- Peach no longer has a void under her skirt. She now has bloomers from Brawl.
- Peach is now affected by mood swings: Float longer while happy, on fire while angry, uncontrollabe with streams of tears while sad, and slightly more powerful while calm.
- Women, amirite?
- Up Tilt:
- The scooping hitbox has slightly more horizontal range.
- The heart hitbox last longer (Frames 9-13 → 9-14).
- The torso hitbox of neutral aerial is now much larger to more easily hit lower opponents.
- Aerial Peach Bomber can be interrupted sooner (FAF 88 → 80).
|Daisy=
- Daisy no longer has a void under her skirt. She is now going commando.
- Up Tilt:
- The scooping hitbox has slightly more horizontal range.
- The heart hitbox last longer (Frames 9-13 → 9-14).
- Dash Attack:
- Daisy now performs a single hit, reducing its safety.
- This one hit now has increased damage (6% → 10%) and base knockback (50 → 70), making it more powerful.
- The torso hitbox of neutral aerial is now much larger to more easily hit lower opponents.
- Aerial Peach Bomber can be interrupted sooner (FAF 88 → 80).
- Daisy now occasionally quacks.
- Daisy Parasol:
- No longer a multi-hit move. Opponents are only hit by one attack.
- All hits have increased damage (3%(Hit 1)/1%(Hit 2)/1%(Hit 3)/1%(Hit 4)/4%(Hit 5) → 9%(Hit 1)/7% (Hit 2-4)/10%(Hit 5)).
- Hit 1 has more horizontal knockback, improving its kill potential.
- Vegetable:
- Daisy now has a 0% chance of pulling a Bob-omb.
- Daisy now has a 1/250 chance of pulling a a Beam Sword.
- Instead of restoring health, the daisies spawned by Daisy Blossom have a damage and knockback multiplier of 1.1x for 10 seconds. The multiplier stacks with each daisy, but each have their own timer.
|Bowser=
- Costume 1 has been recolored to make his yellow skin sligtly more orange, his beige skin slightly more cream, and his green skin and shell slightly darker.
- Hit 1 of Neutral attack has a slightly bigger hitbox to cover the whole hand.
- All hitboxes of neutral aerial have been consolidated into a three single hitboxes that covers the entirety of Bowser and lasts for different amount of active frames (Frames 8-14(hit 1)/15-21(hit 2)/22-29(hit 3)).
- The move loses one potential hit as a result.
- All hits can now connect with each other more easily.
- The grab of Flying Slam has slightly more range.
- Tough Guy is now much more powerful. Bowser is now completely flinchless.
|Ice Climbers=
- Nana now displays on the minimap if she is off-camera.
- Nana no longer randomly jumps out of hitsun, increasing the chances of resyncing.
- Nana's artificial intelligence has been improved to no longer act wierdly while desynced on platforms or when an auto regrab spirit in applied.
- Down smash now has shockwave hitboxes.
- The hitboxes of forward aerial last longer (Frames 19-20 → 19-21).
- If an opponent is grabbed while the Ice Climbers are desynched, pummeling at exactly 200 BPM will cause the opponent to be pummeled indefinitely.
- Ice Shot
- Both ice climbers now have a hitbox on their hammer.
- The ice projectiles have bigger hitboxes.
- This should fix a quirk where the ice projectiles inconsistently block other projectiles.
- Fixed an issue where Popo would travel a small distance then go into a helpless state if Nana hits anything during Belay.
|Sheik=
- Sheik now does no damage.
- The second hit of up tilt has less knockback, allowing it combo into other moves more reliably.
- Down Tilt:
- Has more range.
- Has more hitstun, increasing its utility as a combo starter.
- the hitboxes of neutral aerial have been shifted to cover Sheik's foot.
- Forward Aerial:
- The late hitbox lasts longer (Frame 7 → 7-8).
- Sheik jumps forward less distance while using the short hop version of the move, allowing it to more reliably connect into itself at lower percents.
- Down aerial has less landing lag (FAF 23 → 20).
- Up throw has much less vertical knocback, allowing Sheik to follow up easier.
- Standing and dashing grab have more range.
- Sheik has a new pummel called the Camel Clutch.
- The hitbox of edge attack has been shifted upward, giving it more vertical range above the platform.
- Sheik now stalls while using Needle Storm in the air.
- Burst Grenade:
- Sheik can only have one grenade active at a time.
- The move longer glitches and fails to detonate when any fighter has item gravitation active during the game.
- Vanish:
- Sheik is no longer put in a helpless state after using the move.
- Sheik can still not use any other special moves after using Vanish.
- The rebound attack of Bouncing Fish can only be activated with another Down + special input. Any other move can now be activate with their own input.
- This effectively reduces the ending lag of the move considerably (FAF 79 → 20).
|Zelda=
- The sparkle hitbox of rapid jab has been shifted slightly outward, improving its range.
- The late hitboxes of dash attack last longer (frames 8-12 → 8-17).
- The sparkle hitbox is slightly larger, improving its range.
- The outer hitboxes of Up smash are larger and shifted down slightly, making it easier to hit smaller opponents on the ground.
- A torso hitbox has been added to neutral aerial, making it more difficult for opponents to fall out.
- Back Aerial:
- The sweetspot is slightly larger and lasts longer (frames 6 → 6-7).
- The sweetspot has less knockback (30 → 25).
- Zelda now has a bigger "hitbox" on down throw.
- The vacuum effect of Triforce of Wisdom now scales to be progressively weaker by distance, allowing opponents to avoid being trapped easier.
|Dr. Mario=
- The initial dash, run speed, base acceleration, and additional acceleration have all been increased (Mario x 0.7942 → Mario x 0.85). This helps alleviate the issue of Dr. Mario being too slow to chase opponents while doing a combo.
- Air speed has been increased (Mario x 0.7648 → Mario x 0.805).
- Forward Smash has slightly more range.
- If you or a loved one has recently taken a medical examination by Dr. Mario, you may be entitled to financial compensation.
- The hitboxes of up tilt are slightly larger, giving it more horizontal range.
- Megavitamins
- Vitamins now bounce on the ground up to five times and can bounce off walls.
- Up to three vitamins from the same player can be on screen at once.
- vitamins are now treated as items that can be grabbed.
|Pichu=
- Neutral attack has slightly more range.
- Up throw has less knockback, allowing Pichu to follow up easier.
- Thunder Jolt can be interrupted sooner (FAF 52 → 48).
- After a certain amount of time, Pichu will spontaneously evolve into Pikachu. Damage dealt and taken are trigger factors.
|Falco=
- Playing as Falco now collects your personal data. It is called the Your Info For Falco data plan.
- The blaster fire of up throw and back throw can be canceled into another action. This results in reduced damage, knockback and hitstun from the throw itself, but allows Falco to tech chase sooner and can act as a mixup opportunity.
- The sourspot of Hit 1 of up tilt has slightly less fixed knockback (15 → 10), allowing it to more reliably connect with the second hit.
- Hit 1 of up smash has a scooping hitbox by Falco's feet to remove a blindspot.
|Marth=
- Both hits of Neutral Attack now properly jab lock.
- The hitboxes of down tilt have been extended slightly downwards, making it easier to hit opponents on the edge.
- Marth is now approximately 15% more fabulous.
- Dash Attack:
- The sweet spot hitbox has been extended slightly outward, improving the range of tipper and the move overall.
- The move can be interrupted faster (FAF 50 → 45), improving its safety.
- The sweet spot hitbox of forward smash is bigger without its placement being adjusted, extending the tipper forward and backward.
- A new sour spot hitbox has been placed on Marth's torso during both hits of down smash, removing a blind spot.
- The meteor hitbox of down aerial activates sooner (Frame 11 → 10), making it easier and more consistent to connect.
- Marth will randomly split apart via mitosis, producing clones of himself.
- Shield Breaker:
- Marth no longer loses momentum while charging in the air.
- The sweet spot hitbox has been extended backwards to cover more of the sword and the sour spot hitbox has been shrunk to compensate.
- Dancing Blade:
- All versions of the the first three hits now have fixed knockback to prevent opponents from falling out.
- The low-angled multihit now has fixed knockback to prevent opponents from falling out.
- Counter now has a tipper hitbox at the out half of the sword (1.2x(sourspot)/1.4x(sweetspot).
|Lucina=
- Both hits of Neutral Attack now properly jab lock.
- The hitboxes of down tilt have been extended slightly downwards, making it easier to hit opponents on the edge.
- Dash attack can be interrupted faster (FAF 50 → 45), improving its safety.
- The meteor hitbox of down aerial activates sooner (Frame 11 → 10), making it easier and more consistent to connect.
- Lucina no longer loses momentum while charging Shield Breaker in the air.
- Lucina has a new alternate costume that resembles Mr. Game & Watch.
- Counter now has a higher damage multiplier (1.2x → 1.3x).
|Young Link=
- Passive shield now is only active while standing still or crouching.
- Hit 1 of back aerial lasts longer (Frames 6-8 → 6-9).
- Pressing the B button turns Young Link into adult Link. In this state, he is harder to control due to plowing through puberty in a few seconds.
- Spin Attack
- Takes slightly longer to fully charge the grounded version.
- Semi-charged grounded version has a blue magic effect and fully charged grounded version has a red magic effect, with each successive version having longer range.
|Ganondorf=
- A hitbox with weak knockback has been added to Ganondorf's leg during the axe kick of up tilt, fixing an issue where opponents take damage but no knockback in certain positions.
- The sword on all Smash attacks are now attatched to Ganondorf's codpiece.
- A third hitbox has been added to forward smash at the tip of the sword during the swing, fixing a notorious blindspot in the move.
- The total amount of active frames of up smash have been increased (Frames 20-25 → 19-27), fixing two blindspots at the beginning and end of the move.
- Hit 1 of neutral aerial has increased hitstun so hit 2 can connect more consistently without the opponent falling out or escaping.
- The size of the back aerial hitbox has been slightly increased.
- The size of both the clean and late hitboxes of Dash Attack has been increased to connect with opponents more reliably.
- The early grabboxes of Dark Dive now activate sooner (Frame 14 → 12) with the total duration extended as a result, fixing an issue where the move will sometimes fail to connect up close.
- Wizard Foot:
- The move now has damage-based armor (up to 6%), preventing it from trading with weak attacks and most projectiles.
- The size of the hitbox has been increased, making the move easier to hit aerial attacks and catch opponents spot dodging early.
- Ganondorf's arm is now intangible, removing its tendency to be hit by projectiles.
- The size of the current aerial hitboxes have been slightly increased and a new hitbox has been added around his thigh and waist.
- The total duration of the aerial version has been extended (Frames 16-29 → 16-45).
- The size of the landing hitboxes have increased.
- You actually read all of this? I like your commitment. Congratulations!
- The landing animation is now cancelable later (FAF 45 → 50).
|Mewtwo=
- Mewtwo's weight has been increased (79 → 83), improving its endurance.
- The hurtboxes on Mewtwo's tail are now intangible during forward tilt.
- Forward smash has more range.
- Up smash has slightly more horizontal range.
- Back aerial now has a hitbox on Mewtwo's torso, removing a blindspot.
- The hitboxes of Up aerial activate sooner (Frame 10 → 8), with a longer duration as a result.
- The concept of a balance patch is peculiar in a psychological sense, as it implies that the final product is not perfect and needs to be worked on further. This would obviously be detrimental for egos, particularly of the developers that made the initial designs that needed to be patched. This scenario is similar to an almighty god being proven wrong and making a mistake when creating their babies. It absolutely makes sense for some to lash out when taken to task and claiming they are right while the entire world is wrong. However, mistakes are inevitable, and the only way to make things right is to swallow your pride and work further to mold your creation into something even better. After all, the circumstances of one's birth are irrelevant. It is what you do with the gift of life that determines who you are.
|Roy=
- The sweet spot of Neutral attack has less knockback at low percents.
- This allows the sweet spot to more reliably combo into the sour spot.
- Roy borrowed the Poltergust from Luigi just in case he sees another ghost.
- The sour spot of up tilt has a more vertical knockback angle.
- The sour spot hitbox of down tilt is slightly larger.
- The hitboxes of Blazer ar larger, covering the entirety of the sword.
- Is Roy truly our boy?
- Counter:
- The move now has a higher damage multiplier at the hilt (1.35x → 1.45x(sweetspot)/1.25x(sourspot)).
- Opponents now fully stop after being caught. This should remove instances of opponents moving fast enough for the counterattack to whiff.
|Chrom=
- Up tilt can now be interrupted sooner (FAF 39 → 35).
- Chrom gains a new taunt where he looks right at the screen and eats an entire orange, peel and all.
- The outer hitbox of down tilt is slightly larger, covering the entire sword.
- Fully charged Flare Blade no longer has a sweetspot or sourspot, and instead has a single hitbox.
- This gives the move less damage overall (50%(sweetspot)/36%(sourspot) → 42%).
|Mr. Game & Watch=
- Down tilt now has a more vertical knockback angle. This improves its combo potential, but worsens its kill potential.
- The second hit of up tilt has less knockback at low percents. This makes it easier to combo into other moves.
- The key in down aerial is replaced with the χ-blade.
- Standing grab has more range.
- Mr. Game & Watch sort of looks like Greg Heffley. Just Saying.
- Oil Panic:
- The move no longer has a damage cap.
- The amount of projectiles absorbed are now reverted to 0 after losing a stock.
|Meta Knight=
- Forward smash has slightly more range.
- Meta Knight ahora tiene saltos infinitos y puede volar para siempre.
- Neutral Aerial:
- All hitboxes are larger, improving the move's range.
- The clean hit activates sooner (Frame 6 → 5).
- Two long, thin, vertical hitboxes are now in place directly in front and behind Meta Knight during up aerial, removing the blind spots in those areas.
- Two long, thin, vertical hitboxes are now in place directly in front and behind of Meta Knight during down aerial, removing the blind spots in those areas.
- Up throw has a more vertical knockback angle. The weakens its KO potential but strengthens its combo potential.
- Mach Tornado now has more horizonal mobility.
|Pit=
- Increased air speed (0.935 → 0.98).
- Pit now has an extra double jump (3 → 4).
- The hitboxes for hits 1-7 of neutral aerial have been enlarged to better match the range of the animation and decrease the likelihood of opponents falling out.
- The hitboxes for all hits of forward aerial have been enlarged to better match the range of the animation and decrease the likelihood of opponents falling out , and remove a blindspot.
- A hitbox has been put on the right blade on the wind up of up smash to prevent opponents from falling out.
- Standing grab has more range.
- When fighting against Palutena the color of Pit's wings during Power of Flight have been changed from blue to green.
- Pit has studied how to read with Byleth and has gained knowledge.
- Now he complains about constant headaches.
|Dark Pit=
- Dark Pit now has less double jumps (3 → 1).
- Dark Pit can float in the air after his double jump. He can hover indefinitely as long as the button is held, but he slowly descends after a few seconds. He can quickly move horizontally and let go to fall, then press the button again to continue hovering, but he cannot ascend from the initial altitude. Dark Pit can use any aerial move or special move in this state.
- Dark Pit can more easily stall in the air to escape the opponent or get a time out.
- New, potentially easier combo routes are now available.
- It is an extremely effective recovery option while above the stage.
- It puts Dark Pit at a disadvantage when below the stage, forcing him to use Power of Flight.
- Dark Pit now has more predictable movement and recovery options than Pit.
- Dark Pit now deals less damage on all tilt attacks, smash attacks, and aerial attacks (Pit x 0.85).
- The hitboxes for hits 1-7 of neutral aerial have been enlarged to better match the range of the animation and decrease the likelihood of opponents falling out.
- The hitboxes for all hits of forward aerial have been enlarged to better match the range of the animation, decrease the likelihood of opponents falling out, and remove a blindspot.
- A hitbox has been put on the right blade on the wind up of up smash to prevent opponents from falling out.
- Standing grab has more range.
- Neutral Special has been replaced with Ptooie.
- Power of Flight:
- The color of Dark Pit's wings have been changed from blue to green.
- Dark Pit no longer has intangibility.
- Dark Pit's left foot has been shifted inward during Guardian Orbitars, improving his safety to attacks from the side.
|Zero Suit Samus=
- Down tilt has more vertical knockback at low percents, allowing it to combo easier.
- The beginning of up smash now has a scooping hitbox behind ZSS, removing a blind spot.
- The hitboxes of back aerial last longer (Frames 8-9 → 8-10).
- Grab aerial now has more startup (Frame 9 → 10).
- I'm too lazy to make new jokes. Go back to Samus for them.
- Grab now has more startup (Frames 15(standing)/17(dash)/18(Pivot) → 17/19/20).
- Down throw can be interrupted sooner (FAF 52 → 48).
- The kick of Flip Jump has slightly more range.
|Wario=
- Forward tilt has less startup (Frame 12 → 11).
- Up tilt has less startup (Frame 11 → 10).
- Wario's stench now eminates through the screen, killing anyone that catches a whiff.
- However, this will be largely ineffective at major tournaments.
- Down Smash:
- All hits have slightly larger hitboxes.
- The clean hit deals more damage (13% → 15%).
- The move can be interrupted sooner (FAF 62 → 56).
- Back Throw:
- Deals more damage (8% → 11%).
- Deals more knockback (100 → 112).
|Snake=
- Hand Grenade:
- The detonation timer for now only triggers after being thrown.
- If Snake gets hit while holding a grenade, he will still be holding onto it during hitstun.
- Nikita Missile now travels less distance.
- Cypher:
- Has less damage based armor.
- No longer resets after taking knockback while airborne.
- The voice performance of David Hayter has been replaced by Kiefer Sutherland.
|Ike=
- The late hit of up tilt lasts longer (Frames 17-21 → 17-22).
- Forward aerial lasts longer (Frames 11-15 → 11-16).
- Ike now deals more damage the longer a user's friend list is.
- Forward throw can be interrupted faster (FAF 33 → 29).
- Counter:
- The move now has a higher damage multiplier (1.2x → 1.4x).
- Opponents now fully stop after being caught. This should remove instances of opponents moving fast enough for the counterattack to whiff.
|Squirtle=
- Forward tilt has slightly more range.
- Up tilt can be interrupted sooner (FAF 20 → 19).
- A windbox has been added to down tilt (Frames 10-20).
- A windbox has been added to forward smash (Frames 10-32).
- The latest hit of Up Smash lasts longer (Frame 25 → 25-28).
- That trainer wasn't lying. That Squirtle can squirt.
- A windbox has been added to down smash (Frames 19-28(Hit 1)/25-34(Hit 2)).
- Up aerial has slightly more range.
|Ivysaur=
- Hit 7 of forward tilt has less knockback scaling (136 → 118).
- The leg hitboxes of up tilt have been shifted slightly outward, improving its horizontal range.
- down tilt has less knockback (50 → 45), improving its combo potential.
- Up smash has less range.
- Forward throw has less base knockback (60 → 50), improving its combo potential.
- Ivysaur can no longer attack while airborne.
|Charizard=
- Hit 1 of neutral attack has more range.
- Up tilt has more priority, no longer clanking with weak attacks.
- Forward aerial can now be auto-canceled into short hop, improving its usefulness in neutral.
- Up throw has slightly less base knockback (60 → 50), weakening its kill potential but improving its combo potential.
- Flare Blitz now homes onto the opponent with infinite super armor, making it impossible to miss.
|Diddy Kong=
- Hit 1 of neutral attack has slightly more range to cover the entire hand.
- All Diddy mains now get a free copy of the Diddy Kong Racing Official Soundtrack CD.
- Dash attack has slightly more horizontal range.
- All hitboxes of neutral aerial are shifted outwards, improving its range and mitigating opponents falling out.
- Peanut Popgun:
- The overcharge explosion now has more range.
- The explosion now damages Diddy Kong.
- The free flying barrels from Rocketbarrel Blast now disappear sooner.
|Lucas=
- In the situation where forward smash triggers Finish Zoom, a stylized "SMAAAASH!!" effect will appear above the fighter.
- PK Freeze:
- Holding up makes the projectile fall slower.
- Holding down maskes the projectile fall faster.
- PK Fire has less start up (Frame 21 → 18).
- Lucas and Claus are anograms of each other.
- PK Thunder:
- The thunder ball has changed color to a vibrant purple.
- The thunder ball now lasts less time before disappearing.
- Knockback on the thunder tail has been reduced.
- The hitbox of PSI magnet deals more knockback.
- Lucas bursts into tears when fighting Yoshi.
|Sonic=
- When hit with an attack that causes special zoom, rings will fly out of Sonic and disappear after a few seconds.
- After dying in stamina mode, Sonic will use his classic death animation of getting a shocked expression and falling through the stage.
- After selecting Sonic on the character selection screen, pressing ↑ ↓ ← → will activate debug mode.
- If going fast enough, Sonic can go through the lower blasts zones without dying. This softlocks the game.
- The first hit of up tilt has an altered launch angle to more reliably connect into the second hit.
- Down tilt has a slightly larger hitbox to match the animation.
- If Sonic repeatedly uses down tilt on a crate, the crate will start ascending and escape the screen.
- Forward smash has less range.
- Neutral aerial:
- The entire move lasts a shorter time (Frame 6-9(clean)/10-19(late)/20-38(latest) → 6-8/9-15/16-25).
- The move can be interruped much sooner (FAF 50 → 35).
- Back aerial has slightly less range.
- Hit 1 of up aerial can more reliably scoop into the second hit.
- Sonic is now, like, way moree powerful than everyone else because he has the insanity saphires,w hich are twice as powerfull as the chaos emeralds, and the power of friendship will make him kick Damien's butt and get a bunch of girlfriends.
|King Dedede=
- A laugh track now plays when holding down on the control stick.
- Neutral aerial now has damage based armor (up to 3%).
- Down tilt now has a faster startup (Frame 6(clean)/8(late) → 5/7).
- The handle hitbox of forward tilt is slightly bigger.
- Gordo:
- Re-inhaled Gordos now have knockback based armor, making it more difficult to hit back without countering or reflecting.
- Fixed in issue where Gordos sometimes hit players multiple times in a row.
- This removes the chance of the thrower from being unfairly punished by having their own Gordo reflected back at them for more damage, but the chance of this happening to the opponent is also removed.
|Olimar=
- White Pikmin:
- Deals slightly less damage during Pikmin Throw (5.2%(thrown)/4.7%(latched) → 5%/4.5%).
- Latched White Pikmin now have the Poison effect, damaging opponents over time even after breaking free.
- Rock Pikmin is now a summonable pikmin. It has slightly less HP than Purple Pikmin and deals roughly the same damage as Blue and Yellow Pikmin, but deals significant shield damage.
- For all costumes that replace Olimar with Alph, the whistle effect on Pikmin Order has been changed to its appearance in Pikmin 3.
- Pikmin now only change size if Olimar changes size.
- This removes the Bigmin glitch.
- The head hitbox of down tilt is now larger.
- Dash Attack:
- Hit 1 deals less damage (7% → 5%).
- Hit 2 deals more damage (4% → 7%), less base knockback (90 → 70), and more knockback scaling (KBG 50 → 60).
- Olimar now shouts "Yeet!" when using Pikmin Throw.
|Lucario=
- Weight has been increased (92 → 99), improving Lucario's endurance.
- Forward tilt has less start up (Frame 12(hit 1)/15(hit 2) → 10/13).
- Back aerieal has more range to match its animation.
- Forward smash has less startup (Frame 19(clean)/21(late) → 15/17).
- The lowest hitbox of both hits of down aerial have been extended downward to match the animation.
- Lucario will randomly go on a rant about how he is the only Lucario and anyone that dares to replace him will receive his wrath.
- The grab hitbox of Force Palm, has been given more range, making it connect more reliably up close.
- Aura has been adjusted to reach the ceiling faster and be more powerful overall.
Technical changelist 14.0.0
Changed | Before | After |
---|---|---|
Floor multiplier | 0.66× | 0.7× |
Ceiling percent | 190% | 170% |
Ceiling HP | 10% | 30% |
Ceiling Multiplier | 1.67× | 1.7× |
Baseline to ceiling formula | Percent: 1 + (p - 65) * 0.67 / 125 Stamina: 1 + (50 - HP%) * 0.67 / 40 |
Percent: 1 + (p - 65) * 0.7 / 105 Stamina: 1 + (50 - HP%) * 0.7 / 20
|
|R.O.B.=
- The torso hitbox 1 of up tilt is wider and the arm hitboxes have a different launch angle to more reliably scoop into the second hit at lower percents.
- Down tilt has more base knockback (2 → 5), making it harder to combo into itself.
- R.O.B. now retains his momentum while using a short hop neutral aerial.
- The torso hitbox of up aerial is much larger, removing a blind spot.
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|Toon Link=
- Passive shield now is only active while standing still or crouching.
- Fixed an error introduced in version 7.0.0 where back aerial does not trigger a heavy controller rumble on hit.
- Back aerial has less startup (Frame 6 → 5).
- The windbox of the landing lag of down aerial is replaced with a weak hitbox.
- There is now a chance Toon Link can pull Medli instead of a bomb. She can briefly fly while being held. She can also be thrown at opponents, causing brain damage.
- Spin Attack
- Takes slightly longer to fully charge grounded version.
- The fully charged grounded version lasts longer and can be horizontally steered.
- All hits of the grounded version have slightly more range.
|Wolf=
- Forward Tilt:
- Both hits deal less damage (5%(Hit 1)/6%(Hit 2) → 4%/5.5%).
- Hit 2 has slightly less range.
- The late hit of dash attack lasts shorter (Frames 15-18 → 15-17).
- Up aerial has slightly more range.
- The shot from Blaster travels slower.
- Inside each of us are two wolves: One that spams Blaster, and one that uses Wolf Flash to recover and self destructs because of it.
- The early ground hit of Wolf Flash has less knockback (68 → 35).
- The early hit of Fire Wolf has adjust knockback to more reliably connect into the main attack.
|Villager=
- When a projectile is pocketed, any timers tied to it are paused until they are unpocketed.
- Grab has less startup (Frame 14(standing)/16(dash)/17(pivot) → 12/13/15).
- Villager has a new taunt when fighting Steve that involves trading bread for emeralds.
- Balloon Trip:
- Pressing the special button uses up significantly more helium, causing the move to last much less time if used recklessly.
- The balloons have less HP and can be popped easier.
- Dream Home:
- The move has slightly more range.
- The player now has to pay property taxes.
|Mega Man=
- A hitbox on Mega Man's arm has been added to forward tilt.
- Down tilt has a bigger hitbox to cover the entirety of Mega Man's legs.
- Forward smash deals more damage (11.5%-14.95% → 19.5%-22.95%).
- Holding the attack button will start charging a shot. Mega Man will start flashing when the charge is ready.
- Mega Man is unable to perform any action except move and jump while charging.
- Mega Man will have an uncharged forward smash ready at all times while moving.
- It is a bit ironic that Mega Man is a video game character being controlled by a player, as he canonically does not have autonomous free will and can be put under mind control by anyone at anytime.
|Wii Fit Trainer=
- Wii Fit Trainer got a tan.
- Neutral Attack 1:
- A knee hitbox has been added to Wii Fit Trainer's back leg.
- The hand hitbox is larger.
- The disjointed hitbox activates earlier (Frame 5 → 4), matching the other hitboxes.
- Neutral Attack 2 has less base knockback, (45/25/25/45 → 30/10/10/30), allowing it to more reliably connect into the third hit.
- The burying hitbox of Neutral Attack 3 has more horizontal range, making it bury more consistently.
- Forward Tilt:
- A hitbox has been added to Wii Fit Trainer's back leg on Frame 5.
- The disjointed hitbox behind Wii Fit Trainer has been removed.
- The back foot hitbox is larger.
- A large, disjointed hitbox has been added in front of Wii Fit Trainer similar to the one in Neutral Attack 1.
- The torso hitbox of up tilt is slightly larger and shifted slightly forward to cover Wii Fit Trainer's head.
- A hitbox has been added to Wii fit Trainer's front knee during forward smash, removing a blind spot.
- A weak hitbox has been added to Wii Fit Trainer's raised knee during up smash.
- The hitboxes of down smash last longer (Frames 18-21 → 18-23).
- A disjointed hitbox has been added to Wii Fit Trainer's legs during neutral aerial, matching the arms.
- Forward Aerial:
- The back foot hitbox is slightly larger and shifted closer to the foot.
- The crotch hitbox is larger, removing a blindspot.
- Pummel and all throws are now more powerful due to Wii Fit Trainer taking up power lifting.
- Back Aerial:
- The clean hit lasts longer (Frame 5 → 5-6).
- The late hitboxes are slightly larger and the inner hitbox is shifted inward.
- The endlag of Sun Salutation can no longer be interrupted.
- Wii Fit:
- The silhouettes travel much faster and no longer have a limited travel distance.
- More silhouettes spawn as a result.
- The silhouettes travel much faster and no longer have a limited travel distance.
|Rosalina & Luma=
- Forward tilt has more range.
- Up tilt has more horizontal range and starts one frame earlier (Frames 7-18 → 6-18).
- Down tilt has more range.
- Standing grab has been shifted slightly forward.
- Luma now teleports behind the opponent and stabs them in the back with a rusty knife.
- Gravitational Pull now properly scales with time changes.
- Rosalina has a new final smash where she destroys and resets the universe.
- Performing this final smash crashes the game.
|Little Mac=
- In the intro animation for costume 7, the thrown hoodie has been changed from pink to green.
- Costumes 6 and 8 have a new intro animation of Little Mac walking on the stage while rolling his neck and shoulders, then quickly performing a jag-straight combo before assuming his idle stance.
- Down tilt has less ending lag (FAF 26 → 24).
- Back aerial has a faster startup (Frames 11-12 → 10-12).
- The hitboxes for forward aerial activate sooner with total duration not compensated (Frames 10-12 → 9-12).
- Little Mac ain't so little where it counts.
- Fully charged Straight Lunge does more shield damage.
- Jolt Haymaker now resets after being hit while airborne.
- KO Uppercut:
- Little Mac can now grab edges after performing the move.
- The move now has transcendant priority over every other move in the game, including moves that have invincibility.
- After being hit by the move, opponents have before the count of ten to mash buttons to get back up before instantly losing.
|Greninja=
- Rapid jap has slightly more range.
- Forward smash can be interrupted sooner (FAF 50 → 47).
- Neutral aerial has less startup (Frame 12 → 11).
- Fixed an error where Greninja is playable.
- This makes Greninja no longer playable.
|Mii Brawler=
- The Mii Brawler's fall speed and fast falling speed has been reverted back to the 3.1.0 values (1.92 → 1.7 (normal), 3.072 → 2.72 (fast fall)).
- All resulting changes from 3.1.0 have been reinstated as a result.
- Neutral Attack 1 has bigger hitboxes to match the animation.
- The outer hitbox of Neutral Attack 2 has been shifted upward to match the animation.
- A new hitbox has been added to the foot during side tilt to match the animation.
- The outer hitbox of up tilt has been shifted upward to match the animation.
- A new hitbox has been placed on the foot during the clean hit of dash attack to match the animation.
- A new hitbox has been placed on the foot during up smash to match the animation.
- Both hitboxes of down smash have been extended outward to match the animation.
- A new hitbox has been placed on the foot during up aerial to match the animation.
- Animation has a new animation to match the animation.
- Standing grab has a larger hitbox.
- Both hits of floor attack have a larger hitbox to match the animation.
- Edge attack has a larger hitbox to match the animation.
- The hitboxes of ascending Soaring Axe Kick have been replaced with one large hitbox, midigating opponents falling out.
- All hits of Helicopter Kick have slightly more range to cover the whole foot.
- Head-On Assault now buries grounded opponents.
|Mii Swordfighter=
- Hit 3 of neutral attack now has a slash sound effect.
- The hitbox of dash attack has been shifted slightly forward.
- Gale Strike now has significantly more range (sustained frames 52 → 75).
- Chakram now has significantly more range (sustained frames 23 → 36).
- Final Edge no longer has a limited travel distance.
- Mii Swordfighter has been removed from the game and no one will notice.
|Mii Gunner=
- Forward tilt:
- The far hitbox has more range to match the animation.
- All hits deal more damage (13%(close)/10.5%(middle)/8%(far) → 14%/11.5%/9%).
- Up tilt can be interrupted sooner (FAF 38 → 34).
- Down tilt can be interrupted sooner (FAF 41 → 39).
- All Mii Gunner mains are now put on a list and will be monitored 24/7.
- Neutral aerial has less base knockback (FAF 65 → 55), improving its combo potential at higher percents.
- Back throw launches at a more horizontal angle, allowing the laser to connect more reliably.
- Mii Gunner now uses the power of the DLC drip to instantly win all matches with other Mii fighters.
|Palutena=
- Rapid jab and its finisher has slightly less range.
- Hit 2 of forward tilt has less knockback (78 → 63).
- Palutena now has access to her custom moves from Smash 4.
- The lowest hitbox of up tilt is shifted slightly downward, removing a blind spot.
- Up smash has more startup (Frame 18 → 21).
- Forward aerial has less range.
- Autoreticle:
- All hits deal less damage (3.5% → 3%).
- If multiple opponents are within range, tilting the stick while holding the button can change which fighter to lock on to.
- Palutena stays on-screen during Black Hole Laser. There is also a chance that the final smash will hit herself, hence not being on-screen in the first place.
|Pac-Man=
- Pac-Man's classic K.O. sound effect plays whenever he dies.
- After dying in stamina mode, Pac-Man will use his classic death animation of imploding on himself.
- The hitboxes of hit 3 of neutral attack are now tied to Pac-Man's leg and now last longer (Frames 4-5 → 4-8).
- Forward tilt can be interrupted faster (FAF 31 → 29).
- Pac-Man will randomly get an angry call from Ms. Pac-Man that Pac jr. is skipping school to go to the skate park again. This animation is several minutes long and cannot be skipped.
- A disjointed hitbox in front of Pac-Man has been added to Frame 6 of up tilt with moderate knocback.
- Forward throw can be interrupted sooner (FAF 34 → 31).
- The cherry of Bonus Fruit can now bounce up to twice before disappearing, improving its range.
|Robin=
- Robin is now only available to players that complete the Scholastic Summer Reading Promise.
- Elwind tome takes longer to recharge (4 seconds → 5).
- Rapid Jab has slightly more range.
- Smash-input aerial attacks while Levin Sword is already active will revert back to Bronze Sword.
- Arcthunder can now be manually detonated by pressing the special move button while it is active.
- Elwind:
- Pressing the button will now only make one wind blade come out. Pressing the button a second time will make a second wind blade come out before entering helplessness.
- The second phase can be activated at any point.
- Robin is prohibited from using any other move until touching the ground or grabbing an edge.
- Nosferatu uses less tome points (6.67 → 5).
- This increases the amount of attempts per tome from 3 to 4.
|Shulk=
- Forward tilt can now be angled up and down, improving its vertical range.
- The clean hit of up tilt has slightly more range.
- The late hit of back aerial lasts longer (Frames 22-23 → 22-24).
- Monado Arts:
- The blade of the Monado changes colors based on the Monado Art in use.
- Green for jump.
- Blue for speed.
- Yellow for shield.
- Purple for buster.
- Red for smash.
- The durations and cooldowns of all Monado Arts have been adjusted (6sD, 18sC(Jump)/8sD, 16sC(Speed)/6sD, 16sC(Shield)/10sD, 14sC(Buster)/8sD, 16sC (Smash) → 10sD, 20sC(Universal)).
- The blade of the Monado changes colors based on the Monado Art in use.
- Shulk went to the gym for a few months and has slimmed down, removing most of the chub in his face.
|Bowser Jr.=
- Bowser Jr. can now be manually removed from the game with parental controls.
- Hit 1 of neutral attack has slightly larger hitboxes.
- The multihits of dash attack now have set knockback, midigating the tendency for the opponent to fall out at higher percents.
- The cannonball in Clown Cannon now has a very late hitbox active after bouncing on the ground until it disappears.
- Bowser Jr. can no longer regain the car after Abandon Ship! with button mashing or taking a strong enough hit. The car can now only be regained after landing on a platform.
- Mechakoopas can now be footstooled. They then briefly collapse and stay put and can be picked up and thrown. They get back up and continue if they are not picked up.
|Duck Hunt=
- Neutral Attack:
- Hit 1 has slightly bigger hitboxes, improving its range.
- Rapid Jab finisher has slightly more range.
- A hitbox has been added to frame 6 of up tilt. This hitbos has decent horizontal range so opponents can be scooped easier.
- Forward smash can be interrupted sooner (FAF 67 → 64).
- Neutral aerial can be interrupted sooner (FAF 56 → 53).
- Forward aerial can be interrupted sooner (FAF 45 → 40).
- Down aerial has less startup (Frame 14 → 11).
- Hit 1 and 2 of Up aerial have slightly more hitstun, improving its drag-down potential.
- Up Throw:
- Deals more damage (6% → 7%).
- Has more knockback scaling (80 → 95).
- PETA has officially given all gamers their blessing to shoot the dog.
|Ryu=
- Solar Plexus Strike The 1st attack can now be V-Trigger canceled.
- Standing MP (Normal/V-Trigger I):
- Sped up the special move/CA cancel timing during V-Trigger I by 1F.
- Changed frame advantage on block from +1F to +2F.
- Changed frame advantage on hit from +7F to +6F.
- Increased damage on Jodan Sokutou Geri from 70 to 90.
|Ken=
- Standing HK reduced knockback distance on crush counter.
- Crouching MP added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.
- Hadoken:
- Entire move shortened from 49F to 47F.
- Changed frame advantage on hit from -2F to 0F.
- Changed frame advantage on block from -8F to -6F.
- Heavy version is now special cancelable 7F before the end of landing delay (on hit only).
- Ken is now always considered to be on the ground during Guren Enjinkyaku.
|Cloud=
- Even numbered costumes will randomly experience a geostigma flare-up, temporarily being rendered immobile.
- Fixed an error introduced in version 7.0.0 where forward smash does not trigger a heavy controller rumble on hit.
- A new hitbox has been added to the tip of the Buster Sword during neutral aerial, improving its range.
- Up Smash now has bigger hitboxes to cover the front end of the Buster Sword.
- The hitboxes of down smash have been extend backwards to remove a blind spot.
- The meteor hitbox of forward aerial has been shifted outward and downward to cover the tip of the sword, but no longer covers the middle.
- The late hitboxes of up aerial now last longer (Frames 10-23 → 10-26).
- The meteor and late hits of down aerial have bigger hitboxes to cover the tip of the sword.
- The window to activate the second phase of Climhazzard has been increased.
- The Limit Break versions of all special moves have transcendant priority upon activation.
|Corrin=
- Down throw can be interrupted sooner (FAF 55 → 52).
- When used on the ground, the pinning hitbox of Dragon Lunge is larger.
- Honestly, Corrin is so bland and forgettable that I can't think of a good joke, so..... Feet!
|Bayonetta=
- Bullet Arts are now real bullets that instantly kill opponents.
- Neutral Attack:
- Hits 2 and 3 have less base knockback, preventing opponents from falling out of rapid jab at high percents.
- Rapid jab finisher has a slightly more horizontal angle.
- This forces opponents to be hit by more Bullet Arts.
- Forward Tilt:
- The first and third hits deal more damage (3% → 3.5% (hit 1), 7% → 8.5% (hit 3)), though with the latter's knockback scaling mostly compensated (68 → 60).
- Hit 3 of forward tilt has slightly more vertical knockback.
- This forces opponents to be hit by more Bullet Arts.
- Forward Smash:
- Now has priority over weak attacks.
- Bayonetta's extended arm now has a weak hitbox, removing a blind spot.
- Up smash now has priority over weak attacks.
- Down smash now has priority over weak attacks.
- Sometimes the gun on her heel will accidentally fire, launching Bayonetta upward and causing her to fall.
- A hitbox is now behind Bayonetta during Witch Twist.
- Witch Time:
- It takes less time to sweetspot edges from the front (frame 22 → 20).
- All of opponent's hitboxes are disabled while slowed.
|Inkling=
- Ink takes longer to recharge.
- Rapid Jab uses less ink per hit (2 → 1).
- Neutral aerial now lasts longer (Frame 6-9 → 5-9).
- Up throw has slightly less knockback. This decreases its kill power but allows it to more reliably connect into up aerial.
- Splat Bomb can be thrown a farther distance by holding forward on the control stick during startup.
|Ridley=
- Weight has been increased (107 → 119).
- Ridley's model has been enlarged to cover the whole screen, as Sakurai intended.
- Up tilt:
- The early hitboxes now last one frame longer (Frames 8-9 → 7-9), removing a blind spot behind Ridley.
- The sweetspot hitbox has a shallower, inverted launch angle, allowing it to combo into itself and follow up easier.
- weak hitboxes have been added to around Ridley's wing tips during landing lag of down smash (Frames 4-5).
- The throw hitbox of up throw has more knockback scaling (Frame 120 → 125), improving its KO potential.
- Uncharged Plasma Breath has less startup (Frame 29 → 27).
- Space Pirate Rush:
- The move has less startup (Frame 22 → 20).
- It is now easier for opponents to escape.
- Wing Blitz:
- Ridley now travels slightly further.
- Can now be angled diagonally and straight down, improving its recovery options.
- The sweetspot of Skewer does more shield damage (0 → 7).
- Ridley has been indefinitely suspended for violating Nintendo's gambling policy by betting on his own games.
|Simon=
- The twirling attack after holding down the attack button has more range and priority over all non-armored, non-invincible attacks and projectiles.
- Neutral Aerial has slightly more range.
- Simon receives a new grab. Named "Binding Whip," Simon throws his whip in front of him. If it latches onto an opponent, Simon pulls them into a clinch for the regular pummel.
- This grab has much more range.
- This grab acts as a Zair that can grapple edges.
- This grab is much slower.
- Axe has a larger hitbox.
- Simon can now throw Holy Water at an arc by quickly flicking forward on the control stick during startup. This makes catching opponents in the air easier.
- A golden cross appears behind Simon during Grand Cross.
- Simon will not be playable on Sundays due to observing a day of rest.
|Richter=
- The twirling attack after holding down the attack button is now longer.
- Neutral Aerial has slightly more range.
- Axe has a larger hitbox.
- When at 0% or maximum HP, Richter can have to Crosses active at a time.
- Holy Water now slowly travels forward.
- This greatly improves in utility for spacing and ledge trapping.
- There is an increased chance of opponents falling out of the move.
- Players can now pull on a slot machine lever for a random reward. Triples sevens will instantly make the opponent lose a stock.
- This introduces a side effect of making everyone sad.
|King K. Rool=
- Belly Super Armor:
- Removed the 'HP' mechanic for King K. Rool's Belly Super Armour since as of 8.0.0 it never breaks anyway.
- While King K. Rool still receives half the usual damage, the armor receives full damage, no longer effectively doubling the armor HP. This makes breaking the belly significantly easier.
- Due to recently being recruited for playgirl magazine, King K. Rool trimmed down and become an absolute beefcake.
- The sweetspot of up tilt has more vertical knockback.
- The throw bone has been adjusted to touch the ground during down throw.
- This effectively removes the bounce glitch.
- The Kannonball of Blunderbuss now always gets inhaled when within the vortex range regardless of its current state.
- This fixes an uncommon glitch where the shot resists being inhaled.
- If the crown is thrown at King K. Rool, he will still receive damage and knockback, but the crown returns to him.
|Isabelle=
- Isabelle had some vacation juice earlier.
- This might effect movement and speed.
- The late hit of forward smash now has a new hitbox, improving its range considerably.
- When a projectile is pocketed, any timers tied to it are paused until they are unpocketed.
- Grab has less startup (Frame 14(standing)/15(dash)/17(pivot → 12/13/15).
- The grab of Fishing Rod now activates on frame 1 of being reeled in, removing instances of fighters not being caught despite making contact with the lure.
- Balloon Trip:
- Pressing the special button uses up significantly more helium, causing the move to last much less time if used recklessly.
- The balloons have less HP and can be popped easier.
- The explosion caused when Lloid Trap takes too much damage without activating can no longer damage Isabelle. It is now solely a visual cue.
|Incineroar=
- Grab has faster startup (Frame 7(standing)/11(dash)/12(pivot) → 6/10/11).
- This now makes Incineroar the cream, yeah, the cream of the crop. And there is no-one that does it better than the Heel Pokémon Incineroar! On balance, off balance, doesn't matter. It's better than you are, yeah, and I'm talking everyone in Super Smash Bros. Ultimate for Nintendo Switch, and I'm even talking to Director Masahiro Sakurai, yeah. It's on its way, and nothing is gonna stop it. Nothing's gonna stop it.
- Back throw deals more damage (14% → 15%).
- Up throw can be interruped sooner (FAF 56 → 52), improving its followup potential.
- Incineroar no longer loses most horizontal velocity when activating Darkest Lariat.
- The buff acquired from Revenge is no longer instantly lost after being grabbed and thrown.
|Piranha Plant=
- Piranha Plant's shield break animation has been adjusted to not wobble on the z-axis as much.
- This mitigates its tendency to occasionally dodge attacks due to its specific placement.
- Neutral aerial has larger hitboxes, improving its range.
- Back aerial can be interrupted sooner (FAF 62 → 57).
- Down Aerial:
- The early hitboxes have swapped ID numbers, making the meteor hitbox the highest priority.
- The meteor hitbox is now smaller.
- The pot now has a chance to shatter if the meteor hitbox connects. Piranha Plant will then be unable to move afterwards.
- Piranha Plant can now attack and damage opponents caught in Petey Piranha's cages.
|Joker=
- In costumes 7 & 8, Morgana appears in his normal cat design in all taunts to match Joker's Shujin Academy outfit.
- Joker will suddenly have several scars. He will be happy to tell you how he got them.
- Joker has a slightly larger hurtbox.
- Gun Special can lock oppenents from anywhere within range.
- The effects of Eigaon last longer (5.35 seconds → 8 seconds.).
- Decreased the range of Grappling Hook.
- Rebel's Guard:
- Joker takes more damage while in this state (0.4x → 0.5x).
- Rebel's guard is no longer immune to attacks that cause stun.
- Rebel's guard now fills the rebellion gauge more slowly.
- All animations have been redone by animation studio A1 Pictures.
- Joker is now unplayable do to a sudden drop in animation quality.
|Hero=
- Passive shield now is only active while standing still or crouching.
- Hero no longer gains MP automatically. The only way to gain MP is by dealing or receiving damage.
- Hocus Pocus now has several new possible spells.
- Gives caster the Superspicy Curry effect.
- Turns caster into a Gold fighter.
- Gives caster Bunny Hood.
- Turns caster into a metal fighter.
- All hoes on earth experience a burst of rage.
- All fighters swap positions on-screen.
- The player hits the jackpot and wins a million dollars.
- Gives caster the Mushroom effect, reversing their controls.
- Instantly freezes caster.
- Caster is paralyzed for a significant amount of time.
- Caster is buried.
- The player is instantly killed in real life.
- The hitboxes for the next attack that would connect do not activate.
- All MP is instantly lost.
- A random item appears in the caster's hand.
|Banjo & Kazooie=
- Up tilt now has a disjointed hitbox in front of Kazooie's feet on frame 11, allowing the move to hit smaller opponents.
- The hitboxes of down tilt are shifted down slightly, allowing the move to more consistently hit opponents on the ledge.
- While walking through the alleys of New Pork City, Banjo will constantly have to turn away solicitors, saying he is "not that kind of bear."
- Neutral aerial has less landing lag (FAF 17 → 13).
- Up Aerial:
- The late hitbox of hit 1 has longer range to cove Kazooie's wings.
- The early and late hitboxes of hit 2 have longer range to cove Kazooie's wings.
- Grab has more range.
- Up throw can be interrupted sooner (FAF 40 → 36).
- The throw bone has been adjusted to touch the ground during down throw.
- This effectively removes the bounce glitch.
- Egg Firing/Breegull Blaster:
- Egg Firing deals more damage (5.4%(clean)/4.6%(late)/3.8%(latest) → 8%/6.8%/5.4%).
- Breegull Blaster no longer reduces damage past shot 6.
- Banjo is now voiced by Will Smith.
- Wonderwing has less startup (Frame 18 → 15).
|Terry=
- chrouch far light punch and far heavy punch can now be canceled into Max Mode.
- Far heavy kick:
- recovery animation has been extended by 3 frames.
- hitbox has been extended backwards.
- Rising Tackle(heavy Ver.):
- The collision box has been extended upward.
- The hitbox on the 1st hit has been extended upward.
|Byleth=
- The sweetspot of down aerial has slightly more horizontal range.
- Byleth has to constantly be fighting in and winning major tournaments as a supplement for a teacher's salary.
- The inert hitbox of aerial Sword of the Creator has been extended to the full range of the move and is active for the entirety of the start up. This should mitigate the player wanting to grab the opponent and the move accidentally missing or prioritizing the edge, ruining combo potential and potentially putting the player at a disadvantage.
|Min Min=
- Adjusted the way Min Min's ARMs react to Finish Zoom to fix the Extended ARM freeze glitch.
- Increased the window to perform tapped neutral attack.
- Megawatt:
- Forward Tilt:
- Has more startup (Frame 14 → 17).
- Deals more damage (11% → 13%).
- Deals more shield damage (-3.5 → 0).
- Forward Smash:
- Has more startup (Frame 16 → 21).
- Deals more shield damage (-6 → 0).
- Forward Tilt:
- Min Min's arms are now affected by gravity and need to be dragged around due to the skeletal structure made entirely of noodles.
|Steve=
- Attacks with no weapon deal less damage (0.8x → 0.75x).
- Attacks with diamond weapons deal less damage (1.35x → 1.3x).
- Attacks with gold weapons deal more damage (1.0x → 1.05x).
- Removed Herobrine.
|Sephiroth=
- The late hit of up tilt has slightly more range to cover the entire sword.
- Shadow Flare now takes longer to fully charge.
- Scintilla:
- The move now has a bigger damage cap (25% → 30%).
- Sephiroth now rebounds longer if Scintilla breaks.
- Supernova:
- Two new potential random effects have been added.
- Opponents shrink in size.
- Opponents turn into frogs.
- The animation has been extended to be the full two minute sequence of the original.
- The timer continues to run during this animation, meaning Sephiroth is guaranteed to win the match if he activates Supernova with a life lead and less than two minutes remaining.
- Two new potential random effects have been added.
|Pyra=
- If Pyra gets hit while Rex happens to be on-screen, Rex will recoil in pain.
- A disjointed hitbox behind Pyra has been added to frame 11 of up tilt.
- Down tilt has slightly less knockback, making it easier to follow up.
- If the player loses all stocks, they can forge a pact with Pyra to gain more stocks in exchange for finding Elysium.
- Fixed a glitch where the flame effects during Prominence Revolt will detach after a while.
|Mythra=
- If Mythra gets hit while Rex happens to be on-screen, Rex will recoil in pain.
- Forward aerial deals less hitstun.
- The hitboxes of Lightning Buster are smaller and shifted forward to no longer hit opponents behind Mythra.
- The projectiles on Chroma Dust/Ray of Punishment deal less knockback.
- Grounded Photon Edge can no longer be interrupted as soon (FAF 101 → 107).
- Mythra has a new final smash where she offers the opponent a meal she made herself. After tasting the food, all opponents die of food poisoning.
|Kazuya=
- Increased damage of 3,1 from 7 to 10.
- 3+1:
- First Hit:
- Reduced pushback and made the move easier to land.
- Increased low hit range of the attack.
- Second Hit:
- changed frame advantage on block form -14 to -13.
- changed opponents behavior when hit.
- First Hit:
|Sora=
- The second hit of up smash now lasts longer (Frames 16-19 → 16-22)
- Up air has slightly more hitstun.
- Both hits of floor attack have bigger hitboxes to cover the entire Keyblade.
- Counterattack:
- The attack hitbox has slightly more horizontal range, mitigating an uncommon situation where opponents end up too far away to be hit.
- The move no longer works on Wonderwing.
- If you still don't realize this is an April Fool's prank, you need some help.
|Stages=
- The stage select screen is now randomly ordered every time it is accessed. Good luck finding the stage you want.
- changed how semi-thin walls function to mitigate the chances of triggering the Blast through glitch.
- Fixed an issue with wraparound blast zones that caused Power Pellet to cover a much greater distance than it should.
- All Mario Kart stages now play the “Final Lap” version of the track being played during the final minute and/or stock of the game.
- Aria of the Soul now triggers the Persona 3 variant of Mementos.
- All 27 background drawings from PictoChat have been added to PictoChat 2, and the stage has been renamed to PictoChat X.
- Moray Towers:
- The version being played on is now decided by the system's internal clock instead of music tracks.
- There are no more ink splats at the beginning of the game if stage hazards are turned off.
- The two platforms on Spiral Mountain that float away and never return with stage hazards turned off now stay on-screen.
- The river on Jungle Japes has been stagnated and now acts like regular water when hazards are turned off.
- The frame rate issues with Fountain of Dreams caused by Wario Bike have been fixed.
- Apples no longer appear on Green Greens if items are turned off.
- The Great Fox on Corneria has been replaced with a corn cob.
- The Great Fox on Venom no longer tilts with stage hazards off.
- Players can now drop through platforms while in front of a ladder.
- Players can no longer attach to ladders by holding up or down on the control stick. The only way now to attach to a ladder now is to flick the stick while near one.
- The throw jacks on 75m now do much less damage and knockback.
- This drastically increases all fighters' survivability.
- Fixed an uncommon issue on Distant Planet that caused fighters to hang from a non-existant edge.
- Mushroomy Kingdom:
- The World 1-2 version can now be accessed by holding down L + R while selecting the stage.
- Fixed an issue that caused Poké ball Pokémon to behave incorrectly under certain conditions.
- Smashville & Town and City:
- Both stages now have seasonal variants. The pre-14.0.0 settings are now the summer version, with autumn, winter, and spring versions now appearing based on the internal calender of the Nintendo Switch.
- In the event of players from different hemispheres matching up online and using one of these stages, the game will default to the season of the northern hemisphere to avoid potential desyncronization.
- If save data for Animal Crossing: New Horizons is present on the Nintendo Switch that happens to contain villagers that appear on either of these stages, they will always appear in the background.
- Both stages now have seasonal variants. The pre-14.0.0 settings are now the summer version, with autumn, winter, and spring versions now appearing based on the internal calender of the Nintendo Switch.
- Super Mario Maker:
- Fixed a glitch where ice blocks now have a proper level of slipperiness.
- Fixed an uncommon glitch where lava sometimes acts as a regular floor with no damage, knockback, or hitstun.
- Fixed an issue where Ganondorf is unnaffected by the track on Mute City SNES by spamming up taunt.
|Items=
- opponents can now be hit multiple times by the same Rolling Crate while it is in motion.
- Franklin finally came back for his badge. It has been removed from the game as a result.
- Party Ball has a flatter trajectory when thrown with a forward tilt or forward smash.
- This allows it to more easily hit grounded opponents.
- Fairy Bottle no longer automatically heals the fighter after being grabbed. It now only activates if the attack button is pressed after being grabbed.
- Added Thunderstone as a selectable item. Will automatically evolve Pikachu into Raichu upon contact.
- Smoke Ball now has a larger smoke radius, obscuring more of the screen.
- The Black Hole activates sooner with a down tilt/down smash throw. This also makes it activate at a lower elevation.
- Fire Flower has been reworked. The item now launches fire balls that behave similarly to Plasma Breath, but one at a time with extremely quick startup. A maximum of ten fireballs can be launched from a single Fire Flower.
- Eating over a certain amount of food in a single match will cause fighters to get fat.
- Staff has longer range (600 units → 1000).
- Poison Mushroom has changed properties to have a positive damage multiplier (0.6x → 1.3x).
- Hammer Bro now walks towards the nearest opponent to and stops when at the optimal distance to throw hammers.
- Skull Kid now makes shields invisible.
- Thwomp:
- Can now bury grounded opponents.
- Can now move horizontally depending on the position of the target.
- Chain Chomp's peg can now be destroyed, causing it to bounce around the stage and hit any fighter indiscriminantly.
- Labrador and French Bulldog can now possibly appear when summoning Nintendog.
- Nightmare now launches star shaped projectiles while in the dark.
- Flies & Hand:
- Flies more aggressively swarm the opponent.
- Hand more aggressively swats flies.
- Color TV-Game 15:
- The AI now plays a best of five set with no time limit.
- Padels are now killed individually. The game will still continue if one padel is left.
- Lyn can now trigger counterattacks.
- Midna:
- The shadow of the summoner is temporarily replace with Midna's silhouette while active.
- As a final attack, Midna will create a large energy field that traps all fighters that enter except the summoner. The field disappears after a few seconds.
- fixed an issue where Midna's teleport animation would glitch if hit with enough knockback.
- Riki:
- Happy Happy now increases attack power, speed and launch power.
- Riki now casts spells faster.
- Riki now casts 5 spells.
- Dr. Wright now runs around the stage, constructing a total of 3 buildings before constructing a massive building.
- Starfy can now float through the air as if underwater.
- Sukapon Deez Nuts!
- Ditto no longer picks up Dragoon or Daybreak parts.
- Mew now has a chance to randomly perform an attack any other Poké Ball Pokémon use.
- Inkay now covers opponents in a dark gray ink after being tripped. It functions identically to Inkling's ink.
- Fletchling does significantly more damage and knockback.
- Swirlix has a larger area of effect.
|Universal=
- fixed an uncommon error that causes fighters to recieve a fake KO effect despite being invincible.
- A new type of hitbox has been created. This type is similar to inert in that it causes no damage or knockback, but also does not trigger counterattacks. It is primarily used for Jigglypuff's Sing.
- The Universal buffering system has been removed for air dodges.
- Flicking up on the control stick while sheilding will activate a spot dodge just like flicking down. This makes activating a spot dodge easier overall, but increases the likelihood of accidentally spot dodging.
- If a fighter spawns on a soft platform before a match starts, holding down on the control stick before the match will make the fighter immediately fall through the platform when the match starts.
- Pressing the shield button while dashing will make the fighter perform a roll. This increases mixup opportunities but removes the ability to quickly shield in front of an opponent to secure positional advantage.
- Tilting back on the controls stick and pressing the grab button on the same frame will result in a reverse grab.
- After March 31st, 2023, players will no longer be able to crouch.
- Pressing both shield buttons at once will activate Light Shield. This is a larger, more transparent shield that takes longer to break or even poke, but causes more pushback and makes the shield take longer to replenish.
- The fighter's lowest point is no longer a factor in the outcome of grabbing a ledge.
- This should mitigate uncommon situations where fighters act wierdly with two edges that are very close to each other, particularly on 75m and with Isabelle's Fishing Rod.
- A rare bug is introduced where performing a certain action will cause all fighters on screen to appear naked for 1 frame. Pausing on said frame causes the game to take screenshot and post it to twitter though the account linked to the switch with the caption "LMAO this bitch horny!"
- Ice:
- Made it more difficult to button mash out of at lower percents.
- Frozen players are automatically broken free when getting hit with enough knockback. Players are launched with the amount of knockback taken.
- Directional air dodge:
- The “slingshot” property of the startup animation has been removed. Fighters now move in the desired direction instantly.
- Landing lag has been significantly reduced (FAF 19 → 10).
- Directional air dodges can now be ledge canceled.
- If a fighter is grabbed while still being considered airborne, all of their moves are refreshed after being released.
- This removes the Grab release glitch.
- This removes certain strategies around gimping certain fighters by grabbing them out of the air and letting them escape to their death.
- Tether recovery:
- The reduced intangibility while hanging on a ledge now properly applies on regrab.
- Fighters now lock on to the edge while being reeled in, removing the Tether Recovery Glitch.
- the Edge sweet spot radius has been slightly decreased.
- If the control stick is being held toward an edge within sweet spot range but the fighter is facing the other direction, the fighter will still grab the edge.