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{{out of date|Help update this page's change-list by adding changes from Brawl that exist in the current version, as well as remove listed changes that are no longer true.}}
{{out of date|19 May 2011|Help update this page's change-list by adding changes from Brawl that exist in the current version, as well as remove listed changes that are no longer true.}}


[[File:BrawlMinusLogo.png|thumb|400px|right|The logo of Brawl-: Break the Limits]]
[[File:BrawlMinusLogo.png|thumb|400px|right|The logo of Brawl-: Break the Limits]]

Revision as of 12:59, January 5, 2013

An icon for use in outdated articles or sections. This article or section may be out of date. (tagged 19 May 2011)
The editor who added this tag elaborates: Help update this page's change-list by adding changes from Brawl that exist in the current version, as well as remove listed changes that are no longer true.
You can discuss this issue on the talk page or edit this page to bring it up to date.
The logo of Brawl-: Break the Limits

Brawl- is a Brawl mod, like Brawl+, that tries to make the game feel over-the-top while also staying balanced.

Features

  • No random Prat Falling. Moves that trip the opponent such as bananas will still trip.
  • Dash cancel. Crouch to cancel a dash.
  • No replay time limit. The replay icon still does not appear if the match is longer than three minutes, but if the button to save replays is pressed, the replay will be saved normally.
  • Window of time for dash-dancing lengthened, enabling more Melee-like DDing.
  • Ability to shield during dash-dancing.
  • Ability to perform a down smash during a dash.
  • No stale move negation. The freshness bonus is still intact.
  • Lagless edges - characters can now drop from or climb onto ledges immediately after grabbing them.

Gameplay tweaks

  • Increased shield stun (duration stuck in shield while being attacked).
  • Drastically increased hitstun, being even higher than in the original Super Smash Bros.
  • Air dodging is disabled during tumbling.
  • Every character changed, ranging from subtle changes to radically recreated characters.

Character changes

Bowser

  • Weight and character size increased
  • Shield size increased
  • Fire Breath dissipates at a slower rate.
  • Holding the attack button during in conjunction with the special move button will allow Bowser to perform the Running Bear Grab. Bowser will gain super armor and walk forward until he either grabs an opponent or the attack button is released. Grabbing the opponent results in an alternate grab state with alternate throws.
    • Forward throw: Flying Slam
    • Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.
    • Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.
    • Down throw: "Discus toss". Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.
  • Flying Slam can be canceled into the "discus toss" by pressing the attack button when the move is used on the ground. Pressing the attack button while it is used in the air will turn the move into a piledriver which buries opponents.
  • Whirling Fortress gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.
  • Bowser Bomb's falling speed is decreased by half if the special move button is held. Grounded startup can be canceled into aerials or jump.
  • Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.
  • Has a flame effect added to his forward smash, forward aerial (when sweetspotted), up aerial, forward throw, and pummel.
  • Back throw now sends opponents on a semi-spike trajectory, with significantly increased knockback, becoming capable of reliably KOing under 150%.
  • First hit of down tilt has a chance of tripping the opponent.
  • Dash attack has super armor and propels Bowser farther.
  • Vacuum effect added to the charging of his forward smash.
  • Super Armor on his forward smash charge, with forward and backward dodge cancels, simulating a Street Fighter "Focus Attack".
  • Fully charged forward smash ignores shields.
  • Grabs now have invincibility on startup. Pressing the special move button within the first few frames of a grab cancels it into a pivot grab.
  • Neutral aerial has IASA frames.
  • Back aerial is now a semi-spike, similar to how it was in Melee, but with significantly less ending lag. It also has an additional hitbox when Bowser lands, similar to Pikachu's down aerial.

Captain Falcon

  • Dashing and air speed have been improved, short hop height has been decreased.
  • Falcon Punch now has many weak, multi-hitting hitboxes added after the initial hitbox, and the size of these hitboxes are large, leaving Captain Falcon less vulnerable during ending lag.
  • Falcon Dive, when it grabs, will stall before Captain Falcon lets out the explosion, while accompanied by his "Show me your moves!" SFX. The attack itself is much stronger, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.
  • Raptor Boost travels further when airborne and no longer makes him helpless. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, making it more difficult to punish a whiffed Raptor Boost.
  • Falcon Kick is a multi-hitting attack when not sweetspotted, and restores his midair jump when used in the air. When sweetspotted, knockback is drastically stronger for both grounded and airborne versions. Grounded Falcon Kick also travels further.
  • All grabs are faster and have longer reach. A successful grab is accompanied by his "Come on!" SFX.
  • Forward throw is much stronger, being able to reliably KO under 150%. Back throw now meteor smashes.
  • Third hit of his jab combo has an electrical effect similar to the Knee Smash and has higher knockback than before. His pummel also has an electrical effect now with increased damage. Landing both is accompanied by his "Yes!" SFX.
  • Up tilt can now meteor smash.
  • Down tilt hits opponents weakly behind Captain Falcon.
  • Forward smash is stronger and Captain Falcon slides further when used, giving it more reach.
  • First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.
  • Forward aerial works similarly to how it did in Melee, where sweetspotting it requires only landing the initial hitbox. The forward aerial has less ending lag and is stronger when sweetspotted. Landing a sweetspotted forward aerial is also accompanied by his "Yes!" SFX.
  • Down aerial always meteor smashes, is faster in both start-up and ending lag, and is stronger.
  • His side taunt has a vacuum effect, covering a huge area in front of him.
  • By quickly inputting up-down-up as a series of taunts (akin to the Samus to Zero Suit Samus transformation), he can perform a special "power up" taunt, and successfully completing it without interruption will cause the next Falcon Punch he uses to be much faster in start-up.

Charizard

  • Has two additional midair jumps.
  • Flamethrower dissipates at a slower rate.
  • Rock Smash is interruptible during start-up lag by shielding, a grab, or an air dodge. It also leaves behind rock particles that damage upon being contacted with.
  • Fly travels higher upwards.
  • Down throw produces an explosion at the end, along with more knockback and damage.
  • Dash attack propels Charizard farther.
  • Glide attack has a fire effect, and is much stronger with additional graphics.
  • All hitboxes of the forward aerial flinch.

Diddy Kong

  • Can pull an additional Banana Peel when two are on the ground. Doing so causes him to perform his down taunt, and obtaining another banana. He also pulls the first two bananas much faster.
  • When Diddy Kong crashes using Rocketbarrel Boost, a barrel will be left temporarily behind in place, while containing damaging hitboxes.
  • The explosion from when the Peanut Popgun is charged too long now produces a very powerful, damaging hitbox.
  • Knockback on forward and down tilts are now set, and are extremely weak.
  • Diddy Kong can go off ledges when he does his dash attack. Doing so turns it into a neutral aerial immediately upon going off the ledge.

Donkey Kong

  • Pulls Barrels if down special is held instead of pressed.
  • Giant Punch charges faster when Donkey Kong is airborne, and it no longer leaves him helpless if used when airborne.
  • Spinning Kong rises slightly higher when used for recovery, as well as giving Donkey Kong a slight push upwards right when the move ends and leaves him helpless.
  • Dash attack propels Donkey Kong farther as well as being much stronger and sending opponents on a semi-spike trajectory.
  • Forward smash produces a wind effect.
  • Donkey Kong slides much farther when doing a running up smash.
  • Down smash now produces a small earthquake hitbox when Donkey Kong's fists hit the ground.
  • Neutral aerial has a sourspot that very weakly hits opponents towards Donkey Kong.
  • Up taunt produces a Franklin Badge when completed without interruption, which can then be dropped or thrown, then picked up.
  • Side taunt heals Donkey Kong at a slow rate, for a total of 5% if it is completed without interruption.
  • Down taunt can be interrupted at any time by any attack and can be performed in mid-air with an aerial down special.

Falco

  • The height of his midair jump has been decreased, but has been given two additional midair jumps.
  • Falling speed has been increased.
  • Blaster deals twice as much damage when used on the ground.
  • Falco Phantasm has additional graphics, and hits with more power and hitlag.
  • Reflector now meteor smashes opponents (it also sends a grounded opponent a bit toward him, helping to juggle/kill) and has additional graphics.
  • Fire Bird's fire radius and hitboxes have been increased significantly in size.
  • Lasers from his up, back, and down throw deal less damage, while Falco shoots more of them.
  • Down throw now produces mostly vertical knockback instead of horizontal.
  • Forward smash produces a damaging wind hitbox.
  • Falco spins much faster when he uses his neutral and forward aerials, with the former having additional graphics and the latter having much more hitlag.
  • Dash attack and back aerial have shorter duration.
  • Down aerial always meteor smashes when landed, as well as being stronger when sweetspotted.

Fox

  • If a direction is held on the control stick/C-Stick/D-Pad while air dodging, the air dodge physics become like those in Melee. This allows Fox to wavedash and perform his shine combos.
  • Dashing and air speed have been improved, while traction has been decreased.
  • Grounded Reflector can be cancelled via jump, similar to how it could be in Melee. Reflector also has a larger hitbox.
  • Fox Illusion can be interrupted by anything other than another Fox Illusion.
  • Dash attack can be cancelled with an up smash near the ending of the attack, not just the beginning.
  • Down smash slides Fox forward significantly when used during a dash.
  • Down throw meteor smashes opponents onto the ground, like it did in Melee.
  • Back aerial has much more duration, behaving more like his back aerial from Melee.
  • "Come on!" SFX added to a landed up aerial.

Ganondorf

  • A general drastic increase in the power and speed of his attacks.
  • Ganondorf is heavier (now approximately as heavy as Snake).
  • Warlock Punch's power is increased ridiculously, to now where it OHKOs, deals 666% damage, and is by far the strongest attack in Brawl, even exceeding the power of Marth's Critical Hit. It also has IASA frames added to the frames after hitboxes terminate, essentially giving it no ending lag, and making it only punishable on start-up. Also, holding the special button allows Ganondorf to launch a ball of energy similar in appearance to a fully charged shot from a Super Scope, except much slower, dealing muliple low-knockback, low-damage hits.
  • Airborne Wizard's Foot always meteor smashes, restores Ganondorf's midair jump, and ends sooner. Grounded Wizard's Foot is drastically stronger, KOing under 100%.
  • Flame Choke covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed, and also has heavy armor added to the non grabbed portion, though on the downside, it can now be teched. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground.
  • Dark Dive throw is drastically stronger and sends opponents on a semi-spike trajectory similar to Wolf's down throw. Uppercut hitbox at the end of Dark Dive has also underwent a drastic increase in power and hitlag, dealing over 20% and being capable of KOing under 50%. Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive.
  • All grabs are faster and have longer reach.
  • Pummel produces a darkness effect, and deals more damage.
  • Up throw produces a darkness effect, along with dealing much more damage and knockback. It now also does multiple hits.
  • Up tilt is interruptible by any attack at any time, has damaging hitboxes on the vacuum and the power of the explosion is increased ridiculously, to now where it OHKOs and deals 66% damage.
  • Dash attack has super armor.
  • Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's foward smash did in Melee.
  • Second kick of the down smash sends opponents on a lower trajectory, with much more knockback.
  • Neutral aerial goes from first kick to second kick extremely quickly, and links properly.
  • The back aerial's hitbox has longer duration, and also has an electrical effect on hit.
  • Down aerial when landed on a grounded opponent has less knockback, but is a potent combo starter.

Ice Climbers

  • Increased air speed.
  • Chain throws are no longer possible, as all of the partner's throws except for the up throw freezes opponents.
  • Easier to Desync.
  • Ice Shots increase in size when traversing the ground instead of decreasing.
  • Belay now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.
  • Lead Climber's forward throw sends opponents on a semi-spike trajectory.
  • Down smash has less hitboxes, and deals dramatically less damage, but has improved knockback.
  • Both Climbers can now meteor smash with their forward aerial.
  • The Climbers now have horizontal control when using their down aerial, while falling at a slower speed when using it. It also now has stronger, horizontal knockback.
  • When charging a smash attack, the partner can move horizontally in the direction that is held on the analog stick (left or right).
  • Squall Hammer is able to be cancelled by a shield grab (R + A) or a standing grab (Z). (This is unlike Pit's Angel Ring that is cancelled by shielding and may lead into a grab.) In the air it is cancelled by an aerial attack by Popo only, and Nana will fall into the helpless state.

Ike

  • A general drastic increase in the speed of his attacks, both start-up and ending lag wise.
  • Quick Draw can be canceled by any input (including another Quick Draw), the attack doesn't make Ike helpless, and can be used multiple times while airborne without landing.
  • Ike receives a fully charged Eruption at the start of the match.
  • Eruption can be charged and saved for later use, accompanied by his "Prepare yourself!" SFX when it can be stored.
  • When Eruption is fully charged and stored, Counter will have his "You'll get no sympathy from me" SFX and a dramatic increase in hitlag, during which it can be cancelled into Eruption. Counter multiplier is also higher, and additional, random SFXs are played, including "Hah!" and "Gotcha!" during successful Counters.
  • The final ground strike on Aether heals Ike by 5%.
  • Pummel speed has been drastically increased.
  • Knockback on up throw has been drastically increased, becoming capable of KOing under 150%. It also produces a fire effect as well.
  • Down throw knocks opponents down, akin to Snake's down throw.
  • Dash attack can be cancelled by anything when it is landed.
  • Wind effect added to the end of all his smashes.
  • Vacuum effect added to the charging of his forward smash, and landing the tip of the Ragnell no longer produces a sourspot hitbox.
  • The forward smash hits teammates, even when Team Attack is turned off.
  • Both strikes of the down smash now send opponents on a horizontal trajectory.
  • Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield grab.
  • When Ike lands while using his forward aerial, it produces a small wind effect.
  • Up aerial propels Ike upwards when the attack button is held.
  • "I fight for my friends" SFX replaces "Prepare yourself!" SFX on his side taunt.

Ivysaur

  • Ivysaur spins its leaves during Bullet Seed, producing additional hitboxes on its side. This also causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward, and allowing it to move from side to side at will. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up.
  • Razor Leaf deals twice as much damage, and has a random chance of producing a critical Razor Leaf, that deals twice as much damage, with high knockback and hitlag.
  • Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.
  • Pummel causes more damage.
  • Forward, back, and up throw are all drastically stronger, KOing well under 150%.
  • Dash attack is stronger.
  • Down smash is much stronger
  • Up smash, up aerial, and down aerial produce a larger explosion with a larger hitbox. They also have additional sourspot hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sourspots causes a flower effect (though sweetspotting it produces a flower effect as well), and down aerial sourspots have a random chance of putting opponents to sleep.
  • Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.

Jigglypuff

  • The range of Sing has been greatly increased, and the opponent(s) stay asleep for longer.
  • Rollout can be interrupted by anything if it hits, including a natural combo into Rest if timed properly.
  • Pound travels slightly further, and produces a spark at the end, which upon contact damages the opponent with an electrical effect with dramatic hitlag, while sending them on a semi-spike trajectory.
  • Rest is much stronger, has less ending lag (Jigglypuff wakes up sooner), and recovers damage at a moderate rate while Jigglypuff is asleep, for a total of 20% if Jigglypuff wakes up without interruption.
  • Back throw now sends opponents on a semi-spike trajectory, while the down throw is now a meteor smash.
  • Down tilt slides Jigglypuff forward, while sending opponents on a semi-spike trajectory.
  • Forward smash covers much more distance, giving it much more reach, and it is stronger.
  • The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany Jigglypuff being flung, which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, OHKOing them easily. Opponents a little further away will be hit for only 25% with dramatically less knockback.
  • Down taunt produces a wind effect that blows opponents a considerable distance away.

King Dedede

  • Waddle Dee Toss has become far more varied in direction and power. Dedede can choose to throw forward, vertically in the air, or almost straight down. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Also, Waddle Dees and Waddle Doos have gained hitboxes on their walking animation, making them more useful.
  • The vacuum in Inhale does damage, and can get an opponent stuck in their shield unless the opponent Smash DIs away.
  • Down throw knocks all opponents down, no longer being able to chain throw. However, it can be interrupted by a tilt after the damaging animation.
  • Pummel speed has been drastically increased.
  • Each hit on his jab combo comes out faster, and the last hit on his jab combo spins much faster.
  • Forward tilt sends opponents towards Dedede.
  • Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.
  • Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward. The forward smash is also slightly faster.
  • Down smash slides Dedede forward a far distance when used.
  • Neutral aerial now has two hitboxes that hit consecutively.
  • Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.
  • Up and down aerials propel Dedede slightly upward when used.
  • Movement speed during Jet Hammer charging has been increased.

Kirby

  • Grounded Hammer is stronger, and hits with more hitlag.
  • Final Cutter can move slightly farther horizontally.
  • Pummel speed is slightly faster, while dealing more damage.
  • Up and down throw have stronger knockback, with the former being able to reliably KO under 150%.
  • Jab can be interrupted at any time.
  • Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air, akin to his normal sliding kick in the Kirby games.
  • Forward smash covers more distance, giving it more reach.
  • Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.
  • Forward aerial can be interrupted by another aerial attack after the second hit.
  • Kirby spins his feet faster when he uses his down aerial.
  • Grounded Hammer can now be charged for a stronger attack by briefly holding down the button. The moment the charge is initiated, Kirby will finish winding up by himself (no player input) before swinging.
  • Kirby also has two dashing attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the Kirby games, which was also his dash attack in Melee).

Link

  • Hero's Bow now shoots fire, bomb, ice, and light arrows randomly. Fire arrows produce a fire effect with strong horizontal knockback. Bomb arrows also produce a fire effect, but with strong vertical knockback instead. Ice arrows freezes opponents. Light arrows paralyze opponents.
  • When not smash thrown, Gale Boomerang covers less distance. When smash thrown, it travels twice as fast and far when. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.
  • Spin Attack gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. "Hyaahh!" SFX added to final airborne strike when landed. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range), adding a fire effect when the tip of the blade hits the enemy during a fully charged Spin Attack.
  • Bombs can be thrown faster and further, while having much more knockback, giving them KOing capability. There is also a random chance of Link pulling a Deku Nut when he attempts to a pull a bomb.
  • Up and back throws are stronger, with the latter sending opponents on a semi-spike trajectory.
  • Forward tilt can now meteor smash.
  • All smashes are stronger and faster.
  • All aerials have less landing lag.
  • The Fatal Blow from Skyward Sword can be performed by holding forward and pressing the attack button followed by the special attack button.

Lucario

  • Air speed has been improved.
  • All aerials except down aerial are much faster in start-up and ending lag.
  • Pausing from down aerial is now shorter in duration.
  • Aura Sphere is larger, and uncharged to barely charged Aura Spheres follow a zig zag trajectory, while knocking the opponent towards Lucario.
  • ExtremeSpeed now has damaging hitboxes throughout the move, and when it hits an opponent, it can be interrupted by any aerial attack. ExtremeSpeed also no longer leaves Lucario helpless.
  • Double Team is no longer a counter move, instead activating immediately.
  • Pummel functions differently, with each pummel being four aura strikes instead of one. This greatly increases the damage output of Lucario's pummel, at the cost of making it slower.
  • Back throw is now affected by aura, and produces a bizarre trajectory that throws opponents behind Lucario at a downward angle, but sends the opponents across the ground to the front of Lucario.
  • Dash attack propels Lucario farther, with much less ending lag.
  • Forward smash has two varieties depending on if it is angled or not. Non-angled forward smash functions similarly to how it did in normal Brawl, except that a sourpotted forward smash produces vertical knockback. Angled forward smash appears the same graphically, but is a multi-hitting attack.
  • Down smash now sends opponents on a semi-spike trajectory.
  • Neutral aerial has more hitboxes, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.
  • The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.

Lucas

  • Dashing speed has been improved.
  • PK Freeze no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it. The projectile itself now produces a paralyzer effect instead of freezing opponents.
  • PK Fire gives Lucas a larger push back when used. Holding down B propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.
  • If Lucas hits a wall/ceiling after hitting himself with the PK Thunder projectile, he does not become helpless and can use PK Thunder again.
  • PSI Magnet can be canceled via jump, akin to how Fox's/Falco's Reflector could be in Melee.
  • Down throw has drastically reduced knockback, no longer being a KO throw, but increases comboing capability, especially into his back aerial.
  • Forward tilt is drastically faster, and pushes Lucas back slightly each time it is used.
  • Dash attack pushes Lucas much further, and has IASA frames added to all frames after hitboxes cede, essentially giving it no ending lag, which allows Lucas to use the momentum gain from the dash attack to slide forward while using another attack.
  • Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.
  • Each hit of the neutral aerial has increased hitlag and damage, and the last hit now produces strong horizontal knockback.
  • Each stomp on the down aerial comes out faster.
  • Lucas' zair now produces a weak hitbox that sends opponents on a semi-spike trajectory towards Lucas.
  • Down tilt now trips with his entire leg, instead of just the tip of his foot.

Luigi

  • Dashing and air speed have been increased, while traction is decreased.
  • Luigi's footstool jump now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.
  • There is slightly less start-up and ending lag when Luigi uses Fireball. Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the fireballs in Super Mario Land.
  • Green Missile always results in a misfire when used. The attack's priority has been increased too, now passing projectiles and opponents. If the Special button is held, Luigi will charge the missile forever until release, making the move more unpredictable. Also, Luigi can pull off a short-distanced misfire (Uncharged missile distance) in a 1/8 chance.
  • Super Jump Punch's sourpot is drastically stronger and produces fire damage, being about half as strong as a sweetspotted Super Jump Punch. A sweetspotted Super Jump Punch is weaker however.
  • Down throw sends opponents on a horizontal trajectory instead of vertically.
  • Forward aerial now sends opponents on a semi-spike trajectory.
  • Down Tilt is a lot faster, being about twice as fast.
  • The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.
  • Luigi Cyclone now has more IASA frames.
  • Side taunt is now his gun fingers victory poses, which fires two fireballs.
  • Pressing the Shield button during the Dash Attack makes Luigi do a "tripping attack". Can send opponents downward if used next to a ledge.
  • Down Taunt has invincibility frames (Right when Luigi kicks), making Taunt KOs safer.

Mario

  • Successfully completing a side taunt gives him the metal power-up.
  • Mario's footstool jump now damages (for 16%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.
  • Start-up and ending lag on his fireballs are much faster, allowing him to shoot them at a more rapid pace.
  • Fireball shoots two fireballs when performed airborne.
  • Super Jump Punch can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.
  • Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.
  • Up tilt produces a coin effect upon being landed.
  • Forward smash produces a larger explosion, with more power when sweetspotted.
  • Forward aerial is much stronger and a different SFX is played when Mario uses it.
  • F.L.U.D.D. no longer needs to be charged as it is at its maximum level initially.
  • F.L.U.D.D. now sends opponents at a 180 degree angle towards Mario and can be cancelled with an attack.
  • Dair is able to be cancelled into a Footstool jump or aerial attacks
  • The Metal Box's timer can no longer be refreshed while metal, you must become normal in order to put it back on.
  • New dash attack where Mario slides forward with his entire body, which can be followed with a hop attack by pressing the attack button.

Marth

  • His attacks are generally stronger, both tipped and non tipped.
  • Walking and dashing speed have been improved.
  • Shield Breaker pushes Marth backwards when Marth uses it while grounded. When airborne, it produces much more forward momentum, and is interruptible by aerial attacks during its hitboxes duration and ending lag.
  • When the attack button is held, Marth will repeat his jab combo at a rapid pace.
  • When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal Brawl. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.
  • All grabs have longer reach.
  • Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to Roy's down tilt in Melee.
  • Down aerial has a larger sweetspot, making it much easier to meteor smash with.

Meta Knight

  • Last hit on Drill Rush sends opponents on a semi-spike trajectory and the "Victory... is my destiny." SFX is played when the last hit is landed.
  • Dimensional Cape is much stronger when used as an attack and has increased hitlag. Also, Infinite Dimensional Cape can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.
  • Down tilt has a chance of tripping opponents.
  • Down throw produces vertical knockback instead of horizontal.
  • Up smash consist of one strike only, and it gives Meta Knight a slight push upward when used.
  • Forward smash plays the "Know my power!" SFX if it hits.
  • Back slice of down smash produces vertical knockback instead of horizontal, and when landed, the "Behold..." SFX is played.
  • Glide attack now produces horizontal knockback instead of vertical knockback.

Mr. Game & Watch

  • Dashing speed has been improved.
  • All Judges except for 9 have been significantly buffed, by having increased damage and causing varying additional effects that temporarily incapacitate the opponent:
    • 1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal Brawl.
    • 2 produces a flower effect.
    • 3 has dramatically increased hitlag.
    • 4 puts the opponent to sleep
    • 5 buries the opponent.
    • 7 stuns the opponent.
  • The food from Chef produces vertical knockback and does fire damage.
  • Oil Panic will be filled from just one projectile instead of requiring three. However, its power will only be judged by the one projectile, effectively making Oil Panic much weaker. Oil Panic can also no longer be held indefinitely, but Mr. Game & Watch now puts away the bucket sooner, due to less ending lag.
  • Each hit on the jab combo deals more damage.
  • Forward tilt, up tilt, forward smash, and up smash are faster in both start-up and ending lag.
  • If the attack button is held, his neutral aerial uses a parachute and functions similarly to how it did in Melee. If the attack button is just tapped, it'll be his neutral aerial from normal Brawl.
  • Wind hitboxes on up aerial now cause slight damage.
  • Down aerial always meteor smashes outside of the hitbox produced upon landing.
  • Forward smash has two varieties depending on if it is angled or not. Non-angled forward smash functions similarly to how it did in normal Brawl. An angled forward smash will create multiple smaller and weaker hitboxes instead of several strong ones, and will end with Mr. Game & Watch releasing a parachute while holding a match. The parachute contains a strong hitbox.

Ness

  • Ness can now Double Jump Cancel.
  • PK Flash no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it.
  • PK Fire has slightly less start-up and ending lag when fired.
  • Ness no longer becomes helpless if the projectile from PK Thunder fails to hit him.
  • PSI Magnet produces a hitbox when initially used, that causes light damage and vertical knockback. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in Melee.
  • Pummel damage has been increased.
  • Forward smash produces the "Ping" noise when landed, akin to the Home Run Bat. Its knockback and speed have also been greatly improved.

Olimar

  • Can infinitely pluck Pikmin, though only the newest six remain. Can also pluck Pikmin in the air.
  • Pikmin Order kills all Pikmin.
  • Pikmin do not follow Olimar, only teleporting to him when aerial attacks, Pikmin Throw or Pikmin Chain are performed.
  • Up smash can be interrupted by any smash while the thrown Pikmin is airborne.
  • When only one Pikmin is on the field, smash attacks can be performed when it is airborne following an up smash, allowing it to to fly around the stage.
  • Aerial and smash attacks with White Pikmin cause a flower effect.
  • Olimar without Pikmin has a completely different moveset. Characteristic of this moveset is poor range but powerful knockback and combo ability.
  • Up-B without Pikmin is the Olimar Uppercut.
  • Side-B without Pikmin is the Olimar Flip.
  • Grabbing with Pikmin creates a new Pikmin while killing all the previous ones.
  • Grabbing without Pikmin creates a Pikmin.

Peach

  • All Vegetables are stronger, has an increased chance of Peach pulling a stitchface turnip and items, and Peach is able to pull additional items (such as a Pitfall or Smoke Ball).
  • Forward smash is much faster, being approximately twice as fast.
  • Down smash always trips opponents, with every hit.
  • "Hi" SFX played each time Peach pummels an opponent when they're grabbed.
  • "This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.
  • Back throw throws opponents on a semi-spike trajectory.
  • Down tilt always meteor smashes, as well as being much faster.
  • Peach will have hearts appear while foxtrotting, accompanied by the same sound her up tilt makes.
  • Peach has a new down taunt when facing the left (which is one of Zelda's victory poses), accompanied by her "Peachy" SFX.
  • Down aerial has an added effect, similar to Peach's up tilt.
  • Dash attack can be cancelled by another attack immediately after hitboxes have been used up.
  • Canceling Peach's up special puts Peach into her helpless stage, but can be cancelled by another attack. However, after canceling the first time, using Peach's up special again will result in putting her into the helpless animation, without even using the up special.
  • Peach can now float cancel and gets an additional float.
  • Can grab the ledge backwards during the beginning of Peach Parasol.
  • First and second jump now sends Peach higher.
  • Nair's landing lag reduced from eleven frames to two.
  • Nair now has considerable shield damage.
  • Nair sends opponents at a low angle trajectory.
  • Sour-spotted nair sends opponent at an even lower angle.
  • Nair's knockback is slightly increased.
  • Up aerial given some base knockback so it can KO around 150% as opposed to 170%.
  • Dsmash now gives shield damage.

Pikachu

  • Skull Bash is stronger with an electrical effect upon impact.
  • Quick Attack covers more distance, and meteor smashes opponents upon contact.
  • Thunder projectile now meteor smashes.
  • Forward throw knocks all opponents down, while down throw sends opponents behind Pikachu with more damage.
  • Up smash is stronger, with an electrical effect upon impact.
  • Pikachu spins much faster during his down smash, and each hit has less hitlag.
  • Back aerial moves Pikachu horizontally through the air, similar to a helicopter.
  • Down aerial is now a meteor smash.
  • Thunder and Thunder Jolt can both be jump canceled while in the air, allowing two to be done in quick succession.

Pit

  • There is more control over the arrows shot from Palutena's Bow. Palutena's Bow can also be charged longer, and gains more power. Arrows fires upwards are much slower.
  • Angel Ring spins much faster, racking up damage much faster, and propels Pit further. It will also now propel Pit off ledges instead of stopping on the edge. The attack is able to be cancelled by one's shield during the middle section of the attack, making it a guaranteed chain into a grab.
  • Pummel speed is faster.
  • Back throw now throws opponents on a semi-spike trajectory.
  • Last hit on jab combo sends opponents behind Pit.
  • Glide attack now produces vertical knockback that is stronger.
  • Forward aerial now sends opponents on semi-spike trajectory.
  • Down aerial can now meteor smash.
  • "The fight is on!" SFX played during entry.
  • When Pit has over 100% damage, taunting left/right will play the "You can't defeat me!" SFX instead of "The Fight is on!" SFX.

Pokémon Trainer

  • Does not switch Pokémon upon being KO'd unless the Shield button is held as the last Pokémon is KO'd.
  • Stamina has been removed, effectively allowing one to play as a single Pokémon for the entire match.

R.O.B.

  • Has two additional midair jumps.
  • Robo Beam will fire multiple shots in rapid succession when the B button is held, and when fully charged, the beams will paralyze opponents for a brief moment before knockback occurs. When the rapid shots are fired however, there is much more ending lag. There is also no longer a charging period to the weak beam after Robo Beam is used. The attack can be angled with the control stick to aim, and the beams also ricochet.
  • Arm Rotor propels R.O.B. much further when used on the ground and in the air. It is also now interruptible.
  • Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted. Also, if R.O.B. has a fully charged Robo Beam, it will fire when R.O.B. uses his forward smash.
  • Pummel has an electrical effect and deals more damage.
  • Up throw meteor smashes opponents onto the ground, akin to Mr. Game & Watch's down throw.
  • Back aerial hits opponent towards R.O.B.
  • Down aerial propels R.O.B. forward quickly when used.
  • If Arm Rotor is immediately interrupted with a Back Aerial, R.O.B. will move a ridiculous distance forward. This can lead to OHKOs on himself.

Samus

  • Attacks are generally stronger.
  • Charge Shot is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger.
  • Homing missiles are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both missiles have less start-up and ending lag on firing.
  • Screw Attack's final hit is stronger, with vertical knockback.
  • Dash attack is drastically stronger with an electric effect upon impact.
  • Up tilt no longer meteor smashes and will always produce horizontal knockback.
  • First four hits of Up Smash are Aura instead of fire, simulating Phazon. The fourth hit is interruptible with Screw Attack by holding B, if the move has been charged for long enough. The final hit of Up smash is ice instead of fire, and freezes opponents. The whole move links properly.
  • Down smash produces knockback that is more horizontal based.
  • Zero Laser will not transform Samus into Zero Suit Samus unless the L or R button is held.
  • Up throw now heals Samus for 4%.

Sheik

  • Has an additional midair jump.
  • Will become invisible every time Sheik uses her dash attack, dodges, or air dodges. While invisible, Sheik can use her forward aerial rapidly. Sheik becomes visible again after using a smash attack, any aerial other than her forward aerial, Needle Storm or Vanish.
  • Needle Storm must be charged by holding the special button instead of just pressing it, and they can be continued to be charged indefinitely after reaching full charge.
  • Vanish now produces a explosion upon reappearance that is stronger than the initial explosion.
  • Forward smash covers more distance, about twice as far as before.
  • Back aerial now sends opponents on a semi-spike trajectory.

Sonic

  • Dashing speed has been improved.
  • The knockback of almost all attacks have been improved, while their damage output has been improved drastically, with many dealing in excess of 20%, such as his forward smash and back aerial.
  • Homing Attack has significantly less ending lag when it hits an opponent or a wall.
  • The Spring projectile now meteor smashes.
  • Pummel speed has been drastically increased.
  • Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.
  • Down aerial now only has one hitbox that sends opponents on a vertical trajectory.
  • All taunts are interruptible at any time.

Snake

  • The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.
  • All aerials have less landing lag.
  • Grenades produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a Motion-Sensor Bomb.
  • The Remote Missile travels dramatically faster, though there is less control.
  • Cypher is interruptable much sooner and Snake has much more horizontal control with it.
  • C4 has a larger sticky radius.
  • "Nom" SFX played each time Snake pummels the opponent during a grab.
  • Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the up throw is now a meteor smash.
  • "Tasty!" SFX played when Snake uses his down throw.
  • The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.
  • Down tilt produces weak set knockback, and is now a meteor smash, similar to the first hit of the forward tilt.
  • Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.
  • Up smash produces three mortar projectiles instead of one.
  • Down smash is faster, stronger, has a larger blast radius, activates sooner, and his "There!" SFX is played upon successful implantation.
  • Each stomp of the down aerial comes out much faster.
  • Side taunt drops a grenade.
  • Snake can move around while in a cardboard box.
  • "Kept you waiting, huh?" SFX added when removing a cardboard box.

Squirtle

  • Initial and midair jump height increased.
  • Uncharged Water Gun freezes opponents. Charged Water Gun also damages now, but still does not flinch.
  • Knockback on Withdraw is drastically increased.
  • Waterfall gives Squirtle a higher upward push at the end, accompanied by his "Squirtle!" SFX.
  • Forward smash propels Squirtle about twice as far, increasing its reach.
  • Water towers from up smash are twice as high, along with an increase in power.
  • Water sprouts from down smash cover twice as much distance, giving it more reach.
  • Last hit on down aerial now sends opponents on a semi-spike trajectory.

Toon Link

  • Hero's Bow shoots fire arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched.
  • Boomerang is on fire and produces fire damage upon leave with more power. Upon return, it loses its fire but causes a flower effect upon hit.
  • Toon Link can move across the ground with a grounded Spin Attack, akin to his Hurricane Slash from Wind Waker, but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.
  • Bombs are much stronger, being capable of KOing. Toon Link also draws them much faster and can throw them at a faster speed, while covering much more distance.
  • Forward tilt can now meteor smash.
  • Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.
  • Neutral aerial has drastically reduced start-up and ending lag, as well as duration.
  • Up taunt produces a non-flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.

Wario

  • Air speed has been drastically increased, along with an increase of falling speed.
  • The closing of Wario's mouth on Chomp produces a hitbox with powerful vertical knockback.
  • Wario Bike is unaffected by gravity.
  • Corkscrew gains more vertical height.
  • Fart animations added to his down throw, back throw, dash attack, and footstool jump.
  • Wario slides farther when he uses his dash attack.
  • Down smash and up smash have a vacuum effect.
  • Last hit on neutral aerial is now a meteor smash.

Wolf

  • Dashing speed has been improved.
  • Blaster deals twice as much damage, the projectile covers more distance, and is approximately twice the size.
  • Wolf Flash can be interrupted by an aerial attack; doing so will not leave Wolf helpless afterwards.
  • Fire Wolf has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish.
  • Reflector's knockback has been reduced, to being nearly non existent.
  • Pummel deals more damage.
  • Forward tilt has decreased, vertical knockback, while dealing more damage.
  • Dash attack moves Wolf forward a good distance instead of halting all movement.
  • Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal Brawl, except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to Weavile.
  • Back slice of down smash produces vertical knockback instead of horizontal.
  • Neutral aerial has more hitboxes, consisting of more hits.
  • Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.
  • "Play time's over Star Fox!" SFX played during entry.
  • Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.

Yoshi

  • Has an additional midair jump.
  • Dashing speed has been improved.
  • Egg Roll no longer leaves Yoshi helpless when ended while airborne and is stronger.
  • Egg Toss has a fire trail and produces a small explosion upon impact, with increased power. Eggs tossed also do not explode until impact with another character, damageable object, or wall/floor.
  • Forward tilt hits opponents towards Yoshi weakly.
  • Down smash is stronger, and now sends opponents on a semi-spike trajectory.
  • Neutral aerial sourspotted hitbox sends opponents on a vertical trajectory instead of horizontally.
  • The flutter kicks during Yoshi's down aerial are performed much faster, greatly increasing the speed of the attack. Yoshi gains height similar to Ike's up aerial when the A button is rapidly tapped, essentially giving Yoshi infinite recovery so long as one can tap quickly enough.
  • When sweetspotted, the forward aerial is stronger, has drastically increased hitlag, and produces a flower effect.
  • Up aerial has very weak sourspot hitboxes added.

Zelda

  • Has distant hitboxes added to her jab, all tilts, dash attack, forward smash, forward aerial, back aerial, and down aerial. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack such as the forward and back aerials sending opponents towards Zelda with moderate knockback, the down aerial and down tilt meteor smashing opponents, and the up tilt sending opponents vertically with powerful knockback.
  • Din's Fire is interruptable at any time. It also no longer leaves Zelda helpless if used in the air.
  • Two Din's Fires can be fired at once if the special attack button is pressed twice quickly. The second Din's Fire is slower.
  • Farore's Wind has no ending lag when used for recovery, no longer killing all momentum upon finish.
  • Forward and back throws are stronger, while the up throw is much stronger and capable KOing under 100%.

Zero Suit Samus

  • Dashing and air speed have been improved, short hop jump height has been decreased.
  • Paralyzer travels faster and much further.
  • Plasma Whip has a sourspot hitbox added that hits opponents towards Zero Suit Samus weakly.
  • Pummel speed increased.
  • Forward throw knocks opponents down, no longer being able to chain throw them, while the back throw sends opponents on a semi-spike trajectory.
  • "Be still" SFX played when down throw is used.
  • Forward smash is much stronger when sweetspotted.
  • The knockback of the first kick of the forward aerial has been reduced.
  • Down aerial is no longer a stall-then-fall, behaving like a normal aerial.
  • Power Suit Samus will not transform Zero Suit Samus into Samus unless the L or R button is held.

External links