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  • (late)/100 (windbox) → 359/335/86). Corrin's walk speed (1.2 → 1.15), run speed (1.51.45), and air speed (1. → 0.97) have all been slightly reduced. Corrin's
    1 KB (1,944 words) - 20:33, November 14, 2022
  • windbox has a slight position alternation. Smashboards: 1.1.1 Patch changelog Smashboards: Shields in 1.1.1
    3 KB (1,791 words) - 01:23, January 11, 2019
  • (neutral), 7.5%/6% → 8%/6.5% (forward), 12%/8% → 12.5%/8.5% (back), 5%, 10%/7.5% → 5.5%, 10.5%/8% (up), 5%/7%, 11%/10% → 6%/7.5%, 11.5%/10.5% (down). All aerials'
    2 KB (1,812 words) - 14:03, August 9, 2017
  • (forward), 12% (back), 9%/12% (up), 11%/13%/14% (down) → 3.5%/5%, 9.5%, 8%/11.5%, 12.5%, 9.5%/13%, 12%/14%/15%. The tipper hitboxes on neutral, forward
    2 KB (1,299 words) - 01:23, January 11, 2019
  • / Omnislash Ver. 5 (超究武神覇斬 / 超究武神覇斬ver.5, Super Extreme Martial God Supreme Slash / Super Extreme Martial God Supreme Slash Version 5), just Omnislash
    11 KB (1,377 words) - 21:35, February 7, 2024
  • tilt: 0.7% → 1%. Forward smash: 1.5% → 2%. Down smash: 0.8% → 1.3%. Forward aerial: 1% → 1.5%. Back aerial: 1% → 1.5%. Down aerial: 1% → 1.5% (aerial hitbox)
    4 KB (4,366 words) - 09:56, April 12, 2023
  • significantly hinders the move's safety on shield. The changes to shields in 1.1.0 and 1.1.1 would remove the shield safety disadvantage caused by the higher hitlag
    2 KB (3,017 words) - 14:02, August 9, 2017
  • more vertical range. Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and
    3 KB (4,321 words) - 01:20, January 11, 2019
  • aerial deal 0.5% more damage (1.5% → 2%). Up throw has more knockback growth (70 → 76). Neutral attack: The first hit deals more damage (4% → 5%) and has less
    3 KB (1,074 words) - 10:29, April 12, 2023
  • and v5, respectively. The offseason lasts from December 4th, 2017 to January 18th, 2018, with GENESIS 5 being the first event of the regular PGR v5 season
    19 KB (390 words) - 10:46, April 12, 2023
  • increased: 6% (hit 1), 2% (throw) → 8% (hit 1), 3% (throw). Flare Blitz deals 1% more recoil damage: 4% (no collision), 9% (collision) → 5% (no collision)
    3 KB (1,761 words) - 01:21, January 11, 2019
  • Southwest (1) - Bear Northwest (1) - Big D Southeast (1) - Fatality New England (1) - Pugwest NorCal (1) - Shaky Canada (1) - Toronto Joe South (1) - Trela
    15 KB (440 words) - 20:10, December 4, 2023
  • The 1P Game (also known as 1 Player Game, 1P Game Mode, or sometimes Classic Mode) is the only single-player campaign mode available to play in Super Smash
    11 KB (1,559 words) - 12:23, April 30, 2024
  • by the WWR's X-factor panelists. Each month, three players are voted the #1, #2, and #3 players of the month, and an additional award is given to the Breakout
    27 KB (271 words) - 07:09, November 28, 2023
  • shorter duration (frames 5-10 (hit 1)/19-24 (hit 2) → 5-8/19-23), smaller hitboxes (5.5u/4u/7u → 4.5u/3.5u/5.5u (hit 1), 5u/6.5u → 4u/5u (hit 2)) and deals
    77 KB (9,124 words) - 09:08, April 12, 2024
  • increased by 5 frames on all strikes from 1st to 3rd. Dolphin Slash landing lag reduced (23 → 20). Also affects customs. Technical changelist 1.1.0 1.1.1 Partially
    82 KB (10,172 words) - 21:03, December 5, 2023
  • Ω (DLC) 1.1.1 Added 8-player mode versions of the following stages: Super Mario Maker (DLC) Super Mario Maker Ω (DLC) Pirate Ship Ω (DLC) 1.1.3 Added 8-player
    17 KB (1,560 words) - 13:13, April 10, 2024
  • more vertical range. Down aerial's Y offsets (-4.5 → -6.5) and Z offsets (3.5/4.5/-4.5 → 2.5/3.5/-5.5) are farther apart, increasing the move's range and
    107 KB (13,584 words) - 16:33, February 28, 2024
  • → 8-12.5/16.5 (non-angled), 10-16 Y-offset/18-17 Z-offset → 12-16.5/15-14.5 (angled up), 4-10 Y-offset/17-18 Z-offset → 3.5-7.5/16-17; ID 1: 5-11 Y-offset/12
    74 KB (9,414 words) - 10:10, May 13, 2024
  • tilt: 0.7% → 1%. Forward smash: 1.5% → 2%. Down smash: 0.8% → 1.3%. Forward aerial: 1% → 1.5%. Back aerial: 1% → 1.5%. Down aerial: 1% → 1.5% (aerial hitbox)
    78 KB (12,461 words) - 05:33, May 10, 2024
  • some matchups that previously caused him trouble in updates 1.1.5 and 1.1.6, he then took the 1st spot, at the top of the S tier, on the second tier list
    81 KB (10,554 words) - 10:02, May 1, 2024
  • Suit Samus walks faster (1.33 → 1.4). Zero Suit Samus dashes faster (1.93 → 2.1). Zero Suit Samus' air speed is faster (1.034 → 1.2). Zero Suit Samus' air
    88 KB (11,094 words) - 07:37, May 12, 2024
  • 50%, 5 Weaken Minions, 5 Health Drain Spirits Set 1 - Legend Support and Ace Primary (March 3rd, 2021) Includes 1 random Legend-class Support spirit, 1 random
    66 KB (5,471 words) - 10:53, April 27, 2024
  • multiplier for fully charging is lower (1.4x → 1.2x). Up smash: Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%)
    68 KB (6,138 words) - 14:17, March 28, 2024
  • less damage (3%/2% → 2.2%/1.5%). Hits 8-12 deals more damage (2%/1% → 2.2%/1.5%). The final hit deals less damage (2%/1% → 1%). Altogether, these changes
    78 KB (9,532 words) - 17:04, April 9, 2024
  • deals less damage (8% → 6.5%), has a different launch angle (80° → 60°), less range (6.5 → 4.5) and a higher SDI multiplier (1x → 2x). This makes the move
    480 bytes (325 words) - 14:43, August 9, 2017
  • range. Technical changelist 1.1.4 1.1.5 Air speed (0.98 → 1). Weight (128 → 130). Max Walk speed with heavy items (1.31432 → 1.33432). Bowser has a unique
    89 KB (11,597 words) - 17:22, November 22, 2023
  • walks faster (1.11.155). Shulk runs faster (1.52 → 1.672). His initial dash is much faster (1.51.87). Shulk's air speed is faster (1.06 → 1.113). Shulk
    74 KB (9,477 words) - 16:26, March 29, 2024
  • 7/-3.3 (hits 1-4/5)). Flame Pillar deals less shield damage (0 → -1/-1.1/-1.4 (hits 1/2-5/6)). Gunner Missile deals less shield damage (-1/-4.5 (Homing/Super)
    5 KB (3,829 words) - 14:44, March 22, 2023
  • ID 0 → 1, Late ID 0/1 → 3/1). Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2
    73 KB (8,914 words) - 20:10, April 11, 2024
  • hit deals less damage (3% → 1.5%). The first hit's hitboxes are positioned closer to Lucas (z offset: 7.5/-7.5 → 6.5/-6.5), reducing their range. The second
    73 KB (9,408 words) - 15:00, April 4, 2024
  • → 4.5u/7.5u (clean), 3.8u/5u → 4u/6u (late)) with altered vertical placements (Y offset: 0u/5.2u/7.2u → 0u/5.2u/5.5u (clean), 0u/4u/7.2u/0u → 0u/5.2u/7
    53 KB (7,028 words) - 10:00, April 20, 2024
  • offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4
    63 KB (9,555 words) - 20:35, May 13, 2024
  • However, its damage values have been redistributed (1.7% (hits 1-5) → 1.4% (hits 1-6), 5% → 5.1% (last hit)), leaving its total damage unchanged. The
    70 KB (8,983 words) - 19:02, April 9, 2024
  • connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total). Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping
    61 KB (6,745 words) - 16:47, May 9, 2024
  • potential. 1.1.3 Dash attack deals 0.5% more damage: 11% → 11.5%. All tilt attacks deal 0.5% more damage: 13%/11.5% → 13.5%/12% (forward), 8%/7% → 8.5%/7.5% (up)
    64 KB (6,628 words) - 22:46, April 10, 2024
  • platform. Down aerial has smaller hitboxes (7.6u/6.5u (hits 1-3), 8.5u/7.5u (hit 4) → (5.5u/4.5u)/(6.5u/5.5u)), reducing its range despite its more favorable
    71 KB (9,008 words) - 19:11, May 1, 2024
  • have smaller hitboxes (3u/2.8u/4u → 1.2u/1.5u/1.8u (hit 1), 3u/2.8u/4u → 1.8u/3u/4u (hit 2), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)). The first two hits
    79 KB (11,100 words) - 15:14, April 23, 2024
  • increased (4% → 5%). Jab's third strike hitbox growth (130 → 125), base (40 → 50), size (5.0 → 5.8), vertical displacement (4.55.5). Rapid finisher
    3 KB (2,116 words) - 01:22, January 11, 2019
  • slower (1.3 → 1.208). Wolf runs faster (1.4 → 1.54). Wolf's initial dash speed is much faster (1.7 → 2.09). Wolf's air speed is faster (1.222 → 1.281). Wolf's
    67 KB (10,682 words) - 21:44, April 17, 2024
  • less shield damage (0 → -1/-1.1/-1.4 (hits 1/2-5/6)). Gunner Missile deals less shield damage (-1/-4.5 (Homing/Super) → -4.3/-9.5). Bomb Drop deals less shield
    63 KB (6,336 words) - 22:15, March 14, 2024
  • noticeably smaller hitboxes (4u/3.5u/5.5u/3.5u → 1.9u/2.1u/2.3u/2.3u (hit 1), 3.7u/3.5u/5u/3.5u → 2.6u/2.6u/3.5u (hit 2), 4u/6.5u/4u/4u → 3.3u/3.8u/4.3u (hit
    74 KB (11,753 words) - 02:00, May 3, 2024
  • 46 → 41). It has bigger hitboxes (hits 1 and 2: 5u/4u/2u → 5.5u/4.3u/2.5u; hit 3: 5.8u/4.5u/2u → 5.8u/4.5u/2.5u). The last two hits have less startup (hit
    48 KB (6,555 words) - 18:33, April 23, 2024
  • Bayonetta. Ken's walking (0.75 → 0.825), dashing (1.6 → 1.76) and initial dash (1.76 → 1.936) speeds are 1.1× faster than those of Ryu, with his initial dash
    69 KB (7,682 words) - 10:06, May 3, 2024
  • initial auto-cancel windows (frames 1-7 → 1-5 (neutral), frames 1-4 (forward/back) → 1 (forward)/1-2 (back), frames 1-8 → 1-5 (up)). Neutral aerial: Neutral
    74 KB (8,566 words) - 03:36, April 22, 2024
  • out of. Up smash deals much less damage (10% (hits 1-5)/50% (total) → 4% (hits 1-3)/5% (hit 4)/6% (hit 5)/23% (total)). The final hit's knockback was not
    54 KB (6,604 words) - 10:02, May 1, 2024
  • last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range. It
    56 KB (7,956 words) - 18:11, May 6, 2024
  • Target Smash! (redirect from Bonus 1) (section Level 1)
    Target Smash!! level 1. Starfy Trophy - Clear Target Smash!! on level 1 with 10 characters. Super Scope Trophy - Clear Target Smash!! level 1 with all characters
    18 KB (1,573 words) - 17:38, May 13, 2024
  • (106 → 101), hindering its KO potential. 1.1.1 Front floor attack's deals much more shield damage (1 → 10). 1.1.3 Weight slightly decreased: 95 → 94 Sonic
    76 KB (9,429 words) - 10:25, May 1, 2024
  • (6u/4.5u → 5u/3.5u (looping hits), 7u/5u → 6.5u/4.5u (last hit)). The looping hits deal less damage (3%/2% → 2.3%/1.8% (hits 1-6), 2.2%/1.5% → 1.9%/1.4% (hits
    55 KB (6,636 words) - 09:55, April 20, 2024
  • complete (down from 6). Wario runs faster (1.51.65). Wario's initial dash is significantly faster (1.3 → 1.837). Wario walks slightly faster (0.847 →
    58 KB (7,513 words) - 22:14, May 14, 2024
  • offset: 1.8u → −1u-6u/−1u-6u (hit 1), −9.5u/9.8u/1.8u → 9.6u-10.8u/−7.5u-−8.8u/−1u-6u/−1u-6u (hit 2), −11u/13u/1.8u → 13.3u-13.6u/−9.9u-−9.7u/−1-6u/−1-6u (hit
    78 KB (10,673 words) - 13:47, May 8, 2024
  • Donkey Kong walks faster (1.3 → 1.365). Donkey Kong dashes faster (1.7031 → 1.873). Donkey Kong's initial dash is much faster (1.6 → 2.09). Donkey Kong's
    66 KB (8,198 words) - 19:53, April 26, 2024
  • initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward)/1-4 (back)/1-13 (up) → 1-3 (neutral/forward)/1-2 (back)/1-4 (up)). Neutral aerial: Neutral
    89 KB (10,704 words) - 02:46, May 16, 2024
  • the updates. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make it even more difficult for him to punish from out of shield because
    93 KB (11,305 words) - 11:02, April 17, 2024
  • have been increased (-2 rank: 1.333× → 1.4× (2 players); -1 rank: 1.143×-1.231×-1.33× → 1.2×-1.3×-1.4× (2 to 4 players); +1 rank: 0.888×-0.842×-0.8× → 0
    52 KB (8,113 words) - 20:41, April 22, 2024
  • The foot hitbox has been slightly repositioned (x/y/z offsets: 0/5.5/0 → 5.5/-1/0.5). Forward tilt deals less damage when not angled and when angled upward
    68 KB (8,436 words) - 21:33, April 24, 2024
  • hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first
    59 KB (8,213 words) - 06:37, May 14, 2024
  • duration (frames 1-51 → 1-32), no longer lasting the entire animation. Reflected projectiles have a lower damage multiplier (1.5× → 1.2×). Landmaster:
    78 KB (10,269 words) - 05:47, April 14, 2024
  • damage (grounded: 1.2% loop hits/1.2% hit 4/4% final hit/8.8% total → 2% hit 1/1.5% hits 2-6/5% hit 7/14.5% total, aerial: 1% loop hits/1% hit 4/4% final
    80 KB (8,654 words) - 17:41, April 26, 2024
  • shield mechanics brought about by updates 1.1.0 and 1.1.1. 1.0.6 Neutral infinite has less visual whiffs. 1.1.0 Neutral attack's first and second hit's
    67 KB (8,683 words) - 23:30, March 24, 2024
  • Air speed (section 1.1.5)
    speed: 1.15 → 1.25 King Dedede's air speed: 0.658 → 0.63 Bowser's air speed: 0.98 → 1.0 Charizard's air speed: 0.87 → 0.92 Corrin's air speed: 1.0 → 0.97
    22 KB (275 words) - 07:52, August 16, 2023
  • (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)). The first three hits have shorter durations (frames 6-8 (hit 1), 7-9 (hit 2)
    80 KB (12,433 words) - 20:38, May 13, 2024
  • complete (down from 5). Pac-Man walks faster (1.045 → 1.097). Pac-Man dashes faster (1.52 → 1.672). Pac-Man's initial dash is faster (1.6 → 1.87). Pac-Man's
    59 KB (8,220 words) - 14:54, May 12, 2024
  • complete (down from 5). Lucina walks faster (1.51.575). Lucina runs faster (1.785 → 1.964). Lucina's initial dash is significantly faster (1.5 → 2.255). Lucina's
    61 KB (7,045 words) - 21:20, May 15, 2024
  • Charizard's moveset. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 are a mixed bag for Charizard: they make its high hitlag attacks safer
    79 KB (8,863 words) - 21:44, April 16, 2024
  • shield mechanics in 1.1.0 and 1.1.1, however, seem to favor Wario slightly due to the high hitlag his attacks have when mounting the bike. 1.0.4 Change to DI
    67 KB (7,986 words) - 10:25, May 1, 2024
  • duration reduced accordingly (frames 1-3 (clean)/4-10 (late) → 1-5/6-10). A needle deals less damage (1.9% → 1.5% (clean), 1.2% → 0.8% (late)). Needles travel
    64 KB (7,890 words) - 12:20, May 8, 2024
  • damage (13.1% → 15.6%). All hits have larger hitboxes (4u/2.5u (hit 1), 2.8u (hit 2), 3.2u (hit 3), 3.5u (hit 4), 4.6u (hit 5) → 4u/3.5u (hit 1), 4u (hit
    63 KB (8,339 words) - 09:59, April 20, 2024
  • (down from 5). Mario walks slightly faster (1.11.155). Mario runs faster (1.6 → 1.76). Mario's initial dash is significantly faster (1.6 → 1.936). Mario's
    70 KB (8,484 words) - 04:48, May 4, 2024
  • (frame 5 → frames 5-6) and less ending lag (FAF 36 → 32). All hits have smaller hitboxes (4u/3u/3u/3u → 1.5u/1.8u/2.2u/2.2u (hit 1), 4.5u/4u/3.5u → 2.2u/2
    48 KB (7,310 words) - 07:51, February 21, 2024
  • Mushroomy Kingdom (redirect from World 1-1)
    inaccessible, and World 1-2's Warp Zone was replaced with a loop back to the beginning of the stage. In World 1-1, the hidden 1-Up Mushroom block was lowered
    14 KB (1,514 words) - 09:38, February 3, 2024
  • first two hits dealing more damage (2% (hits 1-4 base)/1.5% (hits 1-4 tip) → 3.5% (hits 1-2 base)/3% (hits 1-2 tip); 13%/11% total → 12%/11%). The first
    72 KB (7,048 words) - 01:46, May 5, 2024
  • less shield damage (0 → -6.5/-5.5/-5/-4.5 (clean/mid/late/latest)). Shuriken of Light deals less shield damage (0 → -1/-1.5/-2.5/-3 (earliest/early/clean/late))
    69 KB (6,708 words) - 23:45, April 9, 2024
  • Man runs faster (1.456 → 1.602). Mega Man's initial dash is significantly faster (1.51.958). Mega Man walks slightly faster (1.078 → 1.132). Mega Man's
    63 KB (6,277 words) - 10:25, May 1, 2024
  • damage (2% → 1.5% (hits 1-2), 1% → 0.6% (infinite)). The first three hits have reduced range overall (hit 1: 4.3u/4.3u/3.3u → 2.0/2.3/2.5/2.5; hit 2: 4.3u/4
    66 KB (9,321 words) - 15:31, May 12, 2024
  • punch SFX. Forward aerial: Forward aerial deals more damage (1% → 1.5% (hits 1-3), 4% → 5.5% (hit 4); 7% → 10% (total)), with knockback scaling adjusted
    51 KB (7,457 words) - 15:40, April 25, 2024
  • squad. Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin). Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin). Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin)
    56 KB (6,544 words) - 06:50, April 20, 2024
  • Update 1.1.1 only changed Greninja's Shadow Dash custom, decreasing its ending lag. The changes to the shield mechanics brought about by updates 1.1.0 and
    49 KB (5,587 words) - 18:45, February 6, 2024
  • smash deals less damage (4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% (total) → 3% (hits 1-4), 6% (hit 5), 18% (total)). Hits 1-4 have a shorter duration (3 frames
    70 KB (7,932 words) - 01:14, April 5, 2024
  • hindered by the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1. Although these changes make his multiple hitting moves and Upperdash
    87 KB (11,114 words) - 09:56, April 23, 2024
  • hitboxes (5.5u/5u/4u/3.5u → 5u/4.5u/3.2u). Up tilt: Up tilt has increased intangibility (frames 5-11 → 5-25) and its sourspot is larger (5u → 5.3u). Down
    68 KB (7,449 words) - 01:34, April 10, 2024
  • Snake (PM) (section v3.5)
    duration (frame 6 → 5-7). Both hits of forward tilt no longer have large disjointed hitboxes (7u/6u/5u → 5u/5u (hit 1), 6u/7u/5u/6.5u → 4.15u/3.75u (hit
    35 KB (3,836 words) - 12:39, March 12, 2024
  • relative to the cast. Duck Hunt walks faster (1.155 → 1.213). Duck Hunt's air speed is slightly faster (1.11.155). Duck Hunt is lighter (91 → 86), now only
    57 KB (6,505 words) - 21:54, May 13, 2024
  • updates 1.1.0 and 1.1.1, as they make down aerial's multiple hits and Stone's high damage output much more reliable at pressuring shields. Update 1.1.3 brought
    70 KB (7,640 words) - 23:55, April 6, 2024
  • when taking high knockback. Pikachu dashes faster (1.765 → 1.85325). Pikachu falls faster (1.51.55). This slightly improves its vertical endurance,
    61 KB (6,474 words) - 19:37, April 24, 2024
  • complete (down from 5). Luigi walks faster (1.08 → 1.134). Luigi runs faster (1.51.65). Luigi's initial dash is significantly faster (1.28 → 1.815). Luigi's
    79 KB (9,784 words) - 14:36, May 1, 2024
  • All grabs have smaller hitboxes (4.5/3.5u → 3.6/1.8u (standing), 5.5/3.8u → 2.9/1.45u (dash), 5.5/3.8/3.8u → 3.6/1.8u (pivot)). The partner cannot act
    56 KB (10,078 words) - 16:13, May 3, 2024
  • significantly increased (1.847 → 2.1), now having the 4th fastest dash in the game. Meta Knight's air speed is significantly faster (0.752 → 1.0). Meta Knight's
    47 KB (5,444 words) - 01:47, March 17, 2024
  • updates 1.1.0 and 1.1.1, with the high hitlag on his Levin Sword-based attacks becoming more useful and safer on shield. However, update 1.1.5 slightly
    52 KB (5,138 words) - 14:49, March 8, 2024
  • hits deal less damage (1.5% → 1.4% (hits 1-2), 2.7% → 2.2% (hit 3), 0.3% → 0.2% (rapid jab), 1% → 0.5% (finisher, hit 1), 6% → 5% (finisher, hit 2)). The
    90 KB (11,571 words) - 00:33, May 16, 2024
  • Olimar: Olimar dashes faster (1.4 → 1.47). Olimar's initial dash is significantly faster (1.4 → 1.6). Olimar falls faster (1.3 → 1.35). This slightly improves
    102 KB (12,563 words) - 21:48, May 5, 2024
  • its tail. Up tilt: Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on
    76 KB (10,106 words) - 14:19, May 3, 2024
  • from 5). Dark Pit walks faster (1.199 → 1.259). Dark Pit runs much faster (1.66215 → 1.828). Dark Pit's initial dash is significantly faster (1.5 → 2.09)
    41 KB (5,843 words) - 18:16, March 25, 2024
  • 6402u/6.6402u → 7.6u/7.17u/7.17u, z offset: 14.0616u/9.765u/5.4684u/1.5624u → 10.55u/5.9u/1.69u). This overall reduces its horizontal range, especially
    28 KB (2,639 words) - 14:37, March 20, 2024
  • 6% → 8.2% (level 2), 8.5%/9.4% → 10.5%/11.8% (level 3), 11.3%/12.2% → 14.1%/15.4% (level 4), 14.1% → 17.7% (level 5)), with knockback scaling partly compensated
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  • slightly faster (11.05). Rosalina walks faster (1.0835 → 1.138). Rosalina dashes faster (1.632 → 1.795). Her initial dash is also much faster (1.5 → 2.035)
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  • smaller (size: 6u → 4u) but has similar range (Y-offset: 7.55.5, Z-offset: 13.5—7.5 → 14.5—6.5) and more set knockback (83 → 107). This sends opponents
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  • animation takes 3 frames to complete (down from 5). Ivysaur walks faster (1.05 → 1.1103). Ivysaur runs faster (1.51.595). However, it is slower relative to
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  • complete (down from 5). Sonic walks faster (1.375 → 1.444). Sonic dashes faster (3.5 → 3.85). His initial dash is significantly faster (1.5 → 2.31), now being
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  • in Super Smash Bros. Ultimate. It was released in the 8.1.0 update on August 4, 2020 (August 5 in some time zones). As the name suggests, Small Battlefield
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  • and removes its infinite. Up aerial has smaller hitboxes (5.33u/5.66u → 4.3u/4.3u.4.3u (hit 1), 5.66u/6.16u → 3.66u/4.89u/4.89u (hit 2) and the foot hitbox
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  • updates 1.1.5 and later 1.1.6 may have left Corrin in a better spot relative to the cast than during his initial release. 1.1.5 Corrin's walk speed (1.2 →
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  • faster (0.8 (24) → 1.1). Mario dashes slightly faster (1.467 (44) → 1.5). However, Mario's initial dash is much slower (1.8 (54) → 1.5) and covers less distance
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  • (down from 5). Peach walks slightly faster (0.86 → 0.924). Peach runs faster (1.4175 → 1.595). Her initial dash is significantly faster (1.51.826). Peach's
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  • → 4.5u/7.5u (clean), 3.8u/5u → 4u/6u (late)) with altered vertical placements (Y offset: 0u/5.2u/7.2u → 0u/5.2u/5.5u (clean), 0u/4u/7.2u/0u → 0u/5.2u/7
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  • throw deals 2.5% more damage (1.5% (Shadow balls)/10.5% (total) → 2%/13%). 1.1.3 Mewtwo walk speed: 1.0 → 1.2. Mewtwo dash speed: 1.696 → 1.9 Mewtwo's air
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  • multiplier for Super Sheet has been increased (1.5x → 1.6x). Super Sheet's reflector has more range (6.5u → 7.7u). The animation for swinging with a battering
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  • (down from 5). Marth walks faster (1.51.575). Marth runs significantly faster (1.785 → 1.964). Marth's initial dash is significantly faster (1.5 → 2.255)
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  • potential. Mr. Game & Watch walks faster (1.11.1242). Mr. Game & Watch dashes slightly slower (1.553 → 1.5264), unlike almost all of the returning veterans
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  • costume. Marth walks slower (1.6 → 1.5), though he still has the fastest walk speed in the game. Marth dashes slightly slower (1.8 → 1.7). Marth's air speed is
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  • dashes faster (1.51.6). His initial dash speed was also equally increased (1.51.6). Mario‘s air speed is significantly faster (0.94 → 1.15), going from
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  • speed: x1.17 ~ x1.2 Fall speed: x1.17 ~ x1.2 Gravity: x1.17 ~ x1.2 Initial dash speed: x1.1 ~ x1.13 Run speed: x1.1 ~ x1.13 Ground traction x1.1 ~ x1.13 Successfully
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  • aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated
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  • unlike Sheik before update 1.1.5, she was very simple to play as. Following the large number of nerfs she received in update 1.1.6, however, these regions
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  • distance. 1.1.1 Extreme Balloon Trip hitbox sizes decreased: 6.5/14.5 → 4/11.5. Consecutive uses of Balloon Trip further reduced in distance. 1.1.3 Pocketing
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  • deal less damage (2% → 1.8% (hit 1), 3% → 1.6% (hit 2), 1% → 0.2% (infinite)). The first hit has a higher hitlag multiplier (1× → 1.7×), giving opponents
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  • Each hit has smaller hitboxes (5.4u/5.4u → 4.5u/4.5u (hit 1), 3u/5.4u/5.4u → 2.5u/5.2u/5.2u (hit 2), 6.8u/6.8u → 5.5u/5.5u (hit 3)), reducing its vertical
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  • despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared
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  • trophy"; in the PAL version, it simply reads "New trophy chance". 1.0/1.01 NTSC-U to 1.02 NTSC-U Banzai Bill's trophy name corrected from "Bullet Bill"
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  • better. 1.1.1 Glancing Counter's angle altered: 58° → 65°. Glancing Counter's ending lag decreased. 1.1.3 Falling speed has been increased (1.56 → 1.68).
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  • 2/3/6-7). Hits 1 and 2 have significantly smaller hitboxes, greatly reducing their range (jab 1: 2.8u/2.8u/3.5u → 1.4u/1.6u/1.8u/1.6u/1.8u, jab 2: 3.2u/3
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  • version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For
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  • Onett stage. The CPU Captain Falcon's artificial intelligence is set at Level 5. When the match starts, Ness will spawn on the lower red roof platform left
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  • (0.8 (24) → 1.1). Luigi's initial dash is much slower (1.667 (50) → 1.34) and covers less distance. Luigi runs slightly faster (1.33 (40) → 1.396). Luigi's
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  • causing logistical issues around fair stage striking. 1.1.3 The lighting in Ω form of Gamer is brighter 3.1.0 Gamer's on-screen appearances and revival platforms
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  • frames → 6). 1.1.0 Down aerial's meteor smash hitbox size increased: 3.5u → 3.9u and duration increased. PK Fire's ending lag increased. 1.1.1 Rising PK Flash
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  • 7%). Both hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.8× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit. The
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  • Mr. Game & Watch dashes slightly faster (1.51.553). Mr. Game & Watch's air speed is slightly faster (11.081). Mr. Game & Watch's air acceleration
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  • moveset possessing smaller hitboxes. R.O.B. walks faster (1.11.122). R.O.B. dashes faster (1.51.568), although he dashes slower relative to the cast.
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  • lag. 1.1.0 Blazer's first and last hits deal 1% less damage: 6.5% (hit 1 sweetspot)/5% (hit 1 sourspot), 9% (hit 5 sweetspot)/8% (hit 5 sourspot) → 5.5%/4%
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  • from 6). Falco runs faster (1.472 → 1.619). His initial dash is faster (1.9 → 2.035). Falco walks slightly faster (1.28 → 1.344). Falco's air speed is slightly
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  • initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4 → 1 (down)), no longer lasting the entire
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  • overall. Jigglypuff's jumps are slightly higher (1.05 (short hop)/1.6 (full hop)/1.8 (ledge jump) → 1.114/1.664/1.864). The changes to ledge grab invincibility
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  • Wolf (PM) (section v3.5)
    speed has been drastically improved (1.4 → 2.0); he now runs nearly as fast as Fox. Wolf's air speed is slower (1.222 → 1.2). Wolf is the character that has
    23 KB (2,364 words) - 14:42, March 20, 2024
  • 062) increased. 1.0.8 Luma's hit points increased (47 → 50). Luma's neutral infinite finisher has lower knockback scaling (170 → 150). 1.1.1 Rosalina's neutral
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  • by updates 1.1.0 and 1.1.1. Lastly, update 1.1.4 improved his forward smash by enabling its first hit to connect better with its second hit. 1.0.4 The period
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  • a green cowboy hat Pikachu walks faster (1.12 (33.6) → 1.24). Pikachu dashes slightly slower (1.833 (55) → 1.8). Pikachu's traction is higher (0.0667 (2)
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  • Lucario (PM) (section v3.5)
    speed is higher (1.0 → 1.3). Running speed is significantly higher (1.414 → 1.85). Lucario's air speed is slightly higher (0.987 → 1.0). Lucario's air
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  • second and third hits' hitbox sizes increased: 4.5u (second)/5.1u (third) → 5.2u/7u. 1.1.5 Forward smash's third hit has higher knockback scaling (123 →
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  • slightly faster (1.51.507), the lowest increase out of anyone who had their run speed changed. Ike's initial dash is faster (1.51.815). Ike walks
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  • complete (down from 5). Pit walks faster (1.199 → 1.259). Pit runs faster (1.66215 → 1.828). Pit's initial dash is significantly faster (1.5 → 2.09). Pit's
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  • clip when waking out of sleep status. Sheik walks faster (1.2 → 1.3). Sheik dashes faster (1.8 → 1.92), especially relative to returning veterans, going from
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  • placement, or more damage. The changes to the shield mechanics in updates 1.1.0 and 1.1.1 gave Ganondorf the biggest, albeit indirect, buffs yet by enhancing
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  • Dancing Blade. Technical changelist 1.1.0 1.1.1 Partially charged Shield Breaker deals less shield damage: 30 → 25. 1.1.3 Multiple changes to the knockback
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  • scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential. Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)),
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  • Wario (PM) (section v2.1)
    opponents used to have on him. Wario dashes faster (1.35 → 1.55). Wario's air speed is slightly slower (1.222 → 1.2). Wario's base air acceleration is lower (0
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  • walks slightly faster (1.33 → 1.35) Zero Suit Samus dashes faster (1.93 → 2.05) Zero Suit Samus' air speed is slightly slower (1.034 → 1.0) Opponents can now
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  • Thunder Jolt (1%/0.7%), Skull Bash (1%/1.5%), Agility (1%/0.5% for the first leap and 3%/1% for the optional second one), Thunder (3%/3.5% when connecting
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  • Equilateral, Quadae Georgia (1) - Wills Illinois (1) - Unsure Indiana (1) - Seal Massachusetts (1) - EdwinBudding Massachusetts/Washington (1) - Hufff Netherlands
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  • faster (1.36 → 1.496). Initial dash is much faster (1.4 → 1.815), enabling fox-trotting for boosted ground mobility. King Dedede walks faster (0.98 → 1.029)
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  • attack range. All hits have a higher hitlag multiplier (1× → 1.4× (hit 1), 1.2× (hit 2), 1.6× (hit 3)), giving opponents more time to SDI each hit and DI the
    54 KB (7,033 words) - 07:52, February 21, 2024
  • less shield damage (0 → -2.5/-5.5 (Thunder/Elthunder)). Arcfire deals less shield damage (0 → -1/-0.6/-2 (hits 1/2-8/9)). 3.1.0 Fixed an issue that resulted
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  • Mode (redirect from 1P Mode) (section 1-P Mode)
    Tourney (added in version 1.1.0) Conquest ( added in version 1.0.1 / available at release) Spectate Share ( added in version 1.0.5 / available at release)
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  • frames to complete (down from 5). Roy walks faster (1.15 → 1.208), slightly surpassing his Melee walking speed. Roy runs faster (1.95 → 2.145). His initial
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  • aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u). Sweetspotted down aerial has increased hitlag (1× → 1.5×), making it easier to DI. All grabs
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  • slightly hinders his endurance. Dr. Mario walks slower (1.1 → 0.913). Dr. Mario dashes slower (1.51.3312). Dr. Mario's traction is lower (0.06 → 0.045)
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  • (7.812u/7.812 → 9.5u/9.5u (hit 1), 4.687u/4.687u → 5.8u/5.8u (hit 2)) which are positioned further away from Bowser (z offset: -2.695/5.39 → -4/8), improving
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  • shorter duration (frames 2-3 (hit 1)/3-5 (hit 2)/6-11 (hit 3) → 3-4/4-5/7-10). All three hits have more ending lag (FAF 18 (hit 1)/20 (hit 2)/ 25 (frame 3) →
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  • has a much higher wall jump than Fox. Falco walks (1.6 → 1.4) slower than Fox. Falco dashes (2.2 → 1.5) significantly slower than Fox. Falco has less additional
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  • offset: 2.33 → 1.17). The second hit has a shorter duration (frames 3-5 → 3-4). The loop hits have slightly larger hitboxes (1.66u → 1.75u). The loop hits
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  • infinite finisher deals more damage: 3% → 3.5%. Neutral aerial deals more damage (1.5% → 1.7% (loop), 4% → 5% (last)). Forward aerial deals more damage:
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  • in updates 1.1.0 and 1.1.1 also slightly benefit him due to some of his moves possessing high damage outputs and/or hitting multiple times. 1.0.4 Down throw
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  • practice when applicable) 1.5 > Multiplier > 1.3: Multiplier = Multiplier×0.5 + 0.65 Multiplier > 1.5: Multiplier = Multiplier×0.2 + 1.2 Abilities that increase
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  • vertical endurance out of 26 characters. Falco walks slower (1.4 → 1.28). Falco dashes slower (1.51.432). Falco's air speed is slightly faster (0.83 → 0.893)
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  • (7-12 → 7-8 (hit 1), 20-29 → 20-21 (hit 2)). Both hits have smaller hitboxes overall (4.2966u/5.4684u/4.2966u → 3.5154u/4.6872u/5.0778u (hit 1), 4.2966u/4.2966u/4
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  • Project M (section Demo 1.0)
    Stages). Among the alternate stages, 1 is original to Project M, 1 is an altered layout of a Brawl Past Stage, 1 is ported from Melee, 8 are ported from
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  • nerfs to fellow top tiers Meta Knight, Sheik and Bayonetta in updates 1.1.5 and 1.1.6. As a result, while Cloud is slightly worse individually than he was
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  • valid number has a 1 in 7 chance of appearing. For example, getting a 5 means that the next two uses of Judge cannot result in a 5. At the start of a match
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  • Ganondorf (PM) (section v2.1)
    significantly faster startup (81 → hit 1: 5, hit 2: 25) and ending lag (113 → 62) as well as a longer hitbox duration (2 frames → hit 1: 6, hit 2: 3), along with intangibility
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  • altered placements (X-offset: 0u/7.2u → 2.4u/4u/-1.6u, Y-offset: 0u → 0u/-5.6/5.6, Z-offset: 0u → 0u/-5.6/5.6), this gives it significantly more vertical
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  • Florida (3) - Gahtzu, drunksloth, Hungrybox Southwest (1) - Tai Canada (1) - Coastward Mountain Region (1) - Appel SSBMRank 2016 is the first SSBMRank since
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  • Ivysaur (PM) (section v3.5)
    vertical. Razor Leaf is slowed down to v2.5 timings while float physics are also reverted to v2.5, but the move lasts 5 frames longer. Up air non-L-canceled
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  • much slower (1.4 (42) → 1.1), now being the slowest in Melee, along with Zelda. Jigglypuff's initial dash is also slower (1.667 (50) → 1.4). Jigglypuff's
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  • be simplified and generalized to the following (a_1×d_1×g_1 + a_2×d_2×g_2 +...+ a_n×d_n×g_n)/(a_1×d_1 + a_2×d_2 +...+ a_n×d_n), where a is the area of the
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  • update 1.0.6 brought. In update 1.1.0, his grab game was buffed by slightly decreasing the start-up lag of his dash and pivot grabs. Updates 1.1.3 and 1
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  • Dash (section 1.1.5)
    run speed: 1.51.57 Lucario's run speed: 1.4847 → 1.55 Mewtwo's run speed: 1.696 → 1.9 Corrin's run speed: 1.51.45 Mewtwo's run speed: 1.9 → 2.05 In
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  • is higher (0.06 (1.8) → 0.08), making it easier for him to punish out of shield. Captain Falcon's air speed is faster (1.033 (31) → 1.12). Captain Falcon
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  • percents. Up smash has larger hitboxes (2.5u/2.5u/4u → 3.2u/3.2u/4.7u (clean loop), 4.6u → 5.1u (late loop), 5.5u → 6.5u (last hit)) that stretch farther horizontally
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  • autocancels earlier (frame 49 → 43). Reduced hitlag on neutral aerial(1×/2× (hit 1-6/7) → 0.5×/1.5×, allowing it to execute faster. Palutena can grab ledges more
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  • The LumiRank 2024.1 is an ongoing power ranking that lists the world's best Super Smash Bros. Ultimate smashers for the first half of 2024. See also: LumiRank#General
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  • Forward throw: 0.8% → 0.5%. Skull Bash: 1.8% → 1.5%. Agility: 0.9% (zip 1)/1.4% (zip 2) → 0.5%/1%, total: 2.3% → 1.5%. Dark Dive's throw has significantly
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  • hits 5 and 7 prior to 10.1.0 Also hits 1 and 5 prior to 10.1.0 Added in update 1.1.1 6 prior to update 5.0.0 Only hit 1 prior to update 3.1.0 [5, 25] prior
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  • deals less shield damage (0 → -3.5/-2/-1 (early/mid/late)). Back aerial deals less shield damage (0 → -4.5/-2.5/-1.5 (early/mid/late)). Fishing Rod's reel
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  • traction than Mario (1.5 → 0.7), giving him much less ground control. Luigi has much slower air speed than Mario (30 → 26 (JPN) / 22.5 (NA / PAL)), hindering
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  • Tournaments are included in the ranking: 1. Avalon VII, VIII, IX, X, U, U-II, U-III 2. GGWP III, IV, V, VI, 3. NHSmash 1, 2 4. JST 7 This ranking was made on
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  • hitboxes (1.17u (uncharged)/1.56u (level 1)/1.95u (level 2)/2.34u (level 3)/2.73u (level 4)/3.12u (level 5)/3.52u (level 6)/4.69u (fully charged) → 1.44u/1
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  • Squirtle (PM) (section v3.5)
    costumes. Squirtle walks slower (1.2 → 0.9). Squirtle dashes faster (1.37 → 1.45). Squirtle's air speed is faster (1.087 → 1.2). Squirtle's air acceleration
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  • and vertically. Spinning Kong has less intangibility (frames 1-5 (both) → 3-5 (grounded), 2-5 (aerial)) and aerial Spinning Kong grants less intangibility
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  • called Persona 5 Strikers (2020) is set four months after the events of Persona 5. Finally, Persona 5 Tactica (2023), based on Persona 5 Royal, is set at
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  • Kingdom Hearts HD 2.5 ReMIX. In 2017, both collections were remastered again and combined on PlayStation 4 as Kingdom Hearts HD 1.5 + 2.5 ReMIX. That same
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  • Images: HMs 150-101 100-1 Middle East, Oceania, South America regional rankings OrionRank 2022 on YouTube: 100-76 75-51 50-26 25-1
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  • Smash Invitational. They voted on a 1-10 scale with the best player receiving a "10" and the worst player receiving a "1". Ballots that were not scaled properly
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  • Zelda (PM) (section v3.5)
    characteristic "Puzzle Solved" jingle from Zelda games. Zelda dashes faster (1.22 → 1.275) Zelda's traction is higher (0.054 → 0.8) though it is still lower
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  • (hits 1-2), forward smash (hits 1-2) and up smash (hits 1-2). Falco's up smash (hit 1). Ganondorf's down smash (hit 1) and neutral aerial (hit 1). Greninja's
    75 KB (8,046 words) - 14:31, March 14, 2024
  • roll. Rolls have been slightly nerfed in updates, with both version 1.1.0 and 1.1.1 reducing their intangibility by one frame at the end. The following
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  • the game will crash when he is KO'd. As of version 1.5.0, Smash Remix features 85 slots for stages on 5 pages on the stage selection screen (17 per page
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  • and Crazy Hand are fought, along with the new boss Master Core starting at 5.1 Intensity in Classic Mode. Like its predecessors, the stage consists of a
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  • Specific slides shown are the following: White-Knuckle 1-on-1: In 1-on-1 matches, characters deal 1.2x damage. this will keep matches from feeling too long
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  • Ness (PM) (section v2.1)
    aerial's hits deal altered damage (3% (hits 1-4), 5% (hit 5) 15.74% (total) → 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5), 15% (total)). The final hit deals less
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  • 6 for B, 6.4-5.6 for C, and 5.4-4.0 for untiered. Panelists who believed a player belonged between two tiers marked the player with "x.5," and panelists
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  • Kingdom Power Rankings are the power rankings for the United Kingdom. [1] [2] [3] [4] [5] [6] [7] Note: Since the average results for C.R.Z/PlasticPoptart and
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  • Bowser (PM) (section v2.1)
    Attributes: Weight: 118 → 113 Jump Startup Time: 6 → 5 Empty Landing Time: 6 → 5 Jab 1 & 2: Jab 1: Adjusted animation so that the first frame of hitboxes
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  • Yoshi walks faster (1.0133 (30.4) → 1.15). Yoshi runs slightly slower (1.667 (50) → 1.6). Yoshi's traction is slightly higher (0.0533 (1.6) → 0.06), making
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  • significantly faster (0.8 → 1.1). Blue Alloy's dashes speed signficantly faster (1.224 (initial dash) 1.25 (dash speed) → 1.5 (both)). Blue Alloy's air speed
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  • the damage dealt multiplier is 1 + (attack×1/10000). When using an item the damage dealt multiplier is 1 + (attack×1.5/10000). When throwing a non-throwing
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  • Ike (PM) (section v2.1)
    hilt of his sword, respectively. Ike walks faster (0.88 → 1.2). Ike dashes faster (1.371 → 1.55). Ike's air speed is marginally higher (0.9212 → 0.925)
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  • hitboxes are slightly longer (Y/Y2 offset: 5.5—11.55.4—11.6) and the farthest one is slightly bigger (5.5u → 5.6u). Up smash has more startup lag (frame
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  • Super Smash Bros. (redirect from Smash 1) (section 1-Player)
    success, selling 5 million copies worldwide with 2.93 million sold in the United States and 1.97 million copies sold in Japan. It was the 5th best selling
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  • slightly slower (1.11.08). Luigi’s initial dash is slower (1.34 → 1.28). Luigi is lighter (100 → 97). Luigi falls slower (1.6 → 1.22). Luigi's gravity
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  • Mario (PM) (section v2.4.1)
    than the doctor's version. Down smash's second hit has a longer duration (1 frame → 2). Beginning of forward aerial acts like Dr. Mario's, dealing higher
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  • hit him during his vulnerable frames in his spot dodge. Prior to version 1.1.0 of Smash 4, all spotdodges had one more frame of intangibility. This list
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  • 9118). Pikachu's air acceleration is higher (0.05 → 0.1). Pikachu's falling speed was reduced (1.9 → 1.5). When comparing to the returning veterans, Pikachu
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  • the move was interrupted. 5.0.0 Daisy Parasol's linking hits connect more reliably. 8.0.0 Pummel has a larger hitbox (4.5u → 5.5u) that is placed further
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  • Roy (PM) (section v3.5)
    down) SDI Multiplier: x1 > x0.75 (repeating hits only) Blazer Ledge grab box changed to match v3.5 Landing Lag 30 > 24 Distance 1.1 > 1.14 Counter Link's bombs
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  • first downloadable character from Fighters Pass Vol. 1. Joker was released as part of Challenger Pack 1 on April 17th, 2019 and is classified as Fighter #71
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  • ID 0 → 1, Late ID 0/1 → 3/1). Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2
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  • character from Persona 5. For other uses, see Joker (disambiguation). Joker (ジョーカー, Joker) is the codename used by the protagonist of Persona 5. Although Joker's
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  • Mosh Europe (4) - Reb, Moby, Martin, Reverb Mexico (1) - Metakill Brazil (1) - Fairfax South Korea (1) - KayB MPGR 2018 Returns to Red Bull MPGR 2018: FAQ
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  • hitboxes are positioned further away from Mii Swordfighter (z offset: 5/9 → 6/10.5). 1.1.0 Up smash hitbox timings changed. Power Thrust's repeated hits have
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  • 25254667816961 Rome Season 3. Season 1. Season 3. Karalismash 2019. https://ibb.co/hDtCMt5. Winter 2019. Season 1. https://ibb.co/z2fKqmd. https://ibb
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  • Grab (section 1.1.5)
    70/68/84). Zelda's grabs have more reach(Z2 offset: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7). Zero Suit Samus's grabs had their duration
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  • (30 base/88 scaling → 31/82). It has slightly smaller hitboxes (5.5u/5.3u/5.1u → 5.5u/5u/4.8u). The sourspot takes priority over the sweetspot. Up tilt:
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  • (middle), 7/1/-2 (far) → (2.6/0.5/0.8)/(6.5/0/2.5)). This gives the move more horizontal range. 1.1.3 Grounded angles (47° (clean)/45° (early mid/late mid)
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  • Saturn when using Vegetable (1/128 (any item)/1/256 (Mr. Saturn)/1/384 (Bob-omb)/1/768 (Beam Sword) → 1/80/1/160/1/240/1/480). While plucking vegetables
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  • Charizard (PM) (section v2.1)
    damage (16% → 14%/12%) and it has smaller hitboxes (10u/10u/10u/10u → 6.5u/7u/7u/5.5u/5.5u) decreasing its range. The vertical hitboxes deal less knockback (40
    34 KB (3,829 words) - 14:28, March 20, 2024
  • dashes slightly slower (1.4 → 1.393). Ness' air speed is higher (0.093 → 0.09588). Ness' air acceleration is higher (0.06 → 0.1). Ness' Jumpsquat is longer
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  • Sonic (PM) (section v3.5)
    speed was further increased (3.5 → 4). Sonic's air speed was negligibly increased (1.1092 → 1.11). Sonic's jumpsquat is faster (5 frames → 3). Sonic's falling
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  • scaling (58 → 70 (hit 1), 58 → 68 (hit 2)), drastically improving its KO potential. Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)),
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  • been reverted back to the pre-3.1.0 values (1.7 → 1.92 (normal), 2.72 → 3.072 (fast fall)). All resulting changes from 3.1.0 have been reversed as a result
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  • formula for shieldstun frames prior to version 1.1.1 was ( d × 1.3 + 2 ) × 0.3 {\displaystyle (d\times 1.3+2)\times 0.3} , with rounding down performed
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  • ranked #1 since PGR v4 five and a half years prior. It is also the first global ranking since the PGR v2 where MkLeo was ranked outside of the top 5. LumiRank
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  • set=g.186988311500274&type=1&theater https://www.facebook.com/photo.php?fbid=10209796422527197&set=g.186988311500274&type=1&theater https://twitter.co
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  • ground has a low chance of tripping them. This rate is 13.5% in Brawl, and from version 1.1.4 of SSB4 onward and in Ultimate, it was changed to 7%. In
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  • and Special 6-4. While rotating block platforms originate from World 1-5 and World 3-5 of New Super Mario Bros. Wii, the design of the blocks originate from
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  • 25ms (2.5 frames) and highs of 75.91ms (4.5ms). If used in Brawl, the latency increases to lows of 86.91ms (5.1 frames) and highs of 102.75 (6.1 frames)
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  • it was in the original game. 1.0.4/ 1.0.1 Damage (6.8% (far)/6% (near) → 5.5%/4.8%). 1.1.0 Damage (5.5% (far)/4.8% (near) → 5%/4.3%). Its knockback scaling
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  • total. Neutral air does 2% or 1% per hit, instead of 2% or 3% for 5 hits and 5% on the sixth. Forward and back airs deal 8% damage with no sweetspot. Up
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  • (down from 6). Jigglypuff runs slightly faster (1.155 → 1.271). Jigglypuff's initial dash is faster (1.4 → 1.65). Jigglypuff walks slightly faster (0.7 →
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  • are: 2 Target Smash!! 3 Single 2 Team 2 Multi-Man 2 Giant 1 Metal 1 4 player free for all 1 Final Clearing on Easy gives the player a sticker of a running
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  • than in Melee. Captain Falcon jumps slightly higher (3.1 → 3.23). Captain Falcon's soft landing is 1 frame faster (4 frames → 3). Gentleman (the third hit
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  • walking (0.92 → 1.42), dashing (1.38 → 2.41), and initial dash (1.69 → 2.45) speeds are much faster than those of Pyra. Mythra's air speed (1.11.22) and air
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  • fighter's air speed significantly (1.5× from Brawl onward). Increases the fighter's walking and running speeds (1.5× from Brawl onward). Increases landing
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  • from frames 7-9, then drops down to 2.5% for frames 10-14, 2% from frames 15-19, 1.8% from frames 20-29, and finally 1.2% until the cloud dissipates. Both
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  • of Marth. Roy's wavedash is shorter than Marth's. Roy walks (1.6 → 1.2) and dashes (1.8 → 1.61) noticeably slower than Marth, and his dash-dance window
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  • Kirby's whole body. It deals less damage (5% (hits 1 & 2), 8% (hit 3), 16% (total) → 4% (hit 1), 3% (hit 2), 5% (hit 3), 12% (total)) and the third hit's
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  • except for the infinite's finisher deal less damage (2% → 1.5% (hits 1-2), 7% → 5% (hit 3), 0.7% → 0.5% (infinite)). Neutral attack no longer has anti-rebounding
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  • Link (PM) (section v2.1)
    Attributes Ground Friction: 0.09 → 0.08 Jump Startup Time: 5 → 4 Wall Jump Horizontal Velocity 1.3 → 1.0 Ground Attacks Up Smash Second Hit Tip Angle 95 → 93
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  • (0.6 → 1.5) going from having the slowest walking speed to having the fastest walking speed. Giga Bowser's dash (1.51.7) and initial dash (11.9) are
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  • 90-81 80-71 70-61 60-51 50-41 41-30 30-26 25-21 20-16 15-11 10 9 8 7 6 5 4 3 2 1 SSBMRank 2015 FAQ Recap
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  • (3.906u/1.963u/1.953u → 5u/2.4u/2.4u). The hitboxes have a shorter duration (frames 11-17 → 11). The hitboxes have a higher SDI multiplier (1x → 2x). Ganondorf
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  • options, and in his recovery. Diddy dashes faster (1.721 → 1.9) Diddy's air speed is faster (0.82 → 1.0). Diddy's traction is higher (0.484 → 0.6). Relative
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  • Trent Ness with the help of Canadian Smasher Sebenco. [1] [2] PR Image Dropped from Rankings: (5) Plague_2 , (7) PRO EGO Dropped from Rankings: (8) Starman
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  • (DLC): from Tekken 5 PlayStation 2 version. Moonlit Wilderness (DLC): from Tekken 5 PlayStation 2 version. Poolside (DLC): from Tekken 5 PlayStation 2 version
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  • Copyright Nintendo Japanese title: 戦い1 (ファイアーエムブレム外伝), Fight 1 (Fire Emblem Side-Story) A guitar-driven rock medley of "Fight 1" from Fire Emblem Gaiden, later
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  • instead happens at around 37%, which can be verified by the result of (5 * 2.16 + 0.5 * 37) * 9 exceeding 263. As this only takes damage into account, it
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  • them. Judgment adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1. Fire falls more naturally and doesn't
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  • Sheik (PM) (section v2.1)
    Placed 5th at Frozen Phoenix 2017 using a combination of Sheik and Captain Falcon.  dvd - The best active Sheik main in the world. Currently rank #1 on PMRank
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  • Maryland/Virginia (2) - EE, Tantalus Southwest (1) - Bear Florida (1) - ESAM Japan (1) - Haruki Bolded tournaments signify tier 1 events, and non-bolded tournaments
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  • veterans, Mario's falling speed and fast fall were reduced (1.7 → 1.28 (falling speed), 2.3 → 1.792 (fast fall)). Compared with the returning veterans, however
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  • However, the changes to shield mechanics brought about in updates 1.1.0 and 1.1.1 have also affected Little Mac for the better, as they improve his ability
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  • 100-91, 90-81, 80-71, 70-61, 60-51, 50-41, 40-31, 30-21, 20-16, 15-11, 10-6, 5-4, 3-1
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  • now receives one. Zelda walks faster (0.7 → 0.8). Zelda dashes faster (1.11.224), no longer having the slowest dashing speed. Air dodge has a longer
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  • feet (18,122.1 meters), by YouTube user timi1016 [51]. With TAS, the co-op world record is held by Ike and Mario at 120,572.5 feet (36,750.5 meters), by
    42 KB (3,849 words) - 20:25, May 8, 2024
  • walks faster (0.9867 (29.6) → 1.2). Link dashes slower (1.4 (42) → 1.3). Link's initial dash is drastically slower (2.267 (68) → 1.3) and covers a fraction
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  • 4u → 5.2u) and horizontally (Z offset: 5.5u → 6.5u), allowing it to connect more consistently. Splat Roller has an altered jostle position. 13.0.1 Inkling
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  • = v 80 + 1 {\displaystyle r={v \over 80}+1} [Specials: Indirect] Attack is an exception and uses: r = v 40 + 1 {\displaystyle r={v \over 40}+1} Where v
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  • increased intangibility (frames 1-51-7 (fast), frames 1-34 → 1-41 (slow)) and larger hitboxes (8u → 9.6u (fast), 6.4u/3.2u/3.2u → 7.5u/6u/4u/4u (slow)). Slow
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  • players - split between Japan (20), Mexico (2), Canada (2), France (1), and the Netherlands (1) - have a total of 26 spots. The placements of several players
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  • lower than 20 frames in Smash 4 (30 prior to version 1.1.5), or 22 frames in Ultimate (5 in version 1.0.0). In Ultimate, if Witch Time is activated by a
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  • placements at tournaments: top 64 placements at Category 5+, top 48 placements at Category 5, top 32 placements at Category 4+, top 24 at Category 4, and
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  • 25 configurations. The 25 configurations are split into groups of 5 for each of the 5 divisions of the day. Notes for the following table: Unless otherwise
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  • attack. Every 242 frames (4.03 seconds), its blade glows pink for 90 frames (1.5 seconds) and, if the user swings it during this time, the damage and knockback
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  • beneficial in comparison to Pit's. The changes to shielding mechanics in 1.1.0 and 1.1.1 are slightly beneficial to him due to his multi-hit moves and his side
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  • Toon Link (PM) (section v2.1)
    Toon Link walks slower (1.22 → 1.2). Toon Link dashes slower (1.65 → 1.6). His initial walk (0.1 → 0.2) and dashing (1.51.8) speeds are higher. Jumpsquat
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  • instead, he will use Makarakarn, and reflect the projectile with 1.6x the damage and 1.9x the speed. This makes it one of the strongest reflectors in the
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  • Easy: 1.5% per hit, 6% last, 15% combined. Normal: 3.5% per hit, 10% last, 31% combined. Hard: 4.5% per hit, 12% last, 39% combined. Very Hard: 6.5% per
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  • more shield damage (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u). Forward tilt now sends opponents at a Sakurai angle (65° → 361°). Up
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  • holds records of previous Utah Power Rankings. NOTE: Rade (5) was recently dropped from the top-5. NOTE: Rade was taken off of the panel at this time due
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  • example, Mario's forward tilt in Super Smash Bros. Brawl comes out on frame 5 in a game that runs at 60 frames per second, meaning it takes about 0.08333
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  • is still considered to be viable in competitive play. Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit. Mario's head
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  • (2.1 → 2). Male Wire Frame's Vertical Short Hop Velocity is slightly lower (1.9 → 1.8). Male Wire Frame's Double Jump Multiplier is higher (0.9 → 1.3)
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  • Green Greens (redirect from 5-1GREENS)
    infinites, such as shine infinites by Fox and chain throws by King Dedede. 3.1.0 Green Greens' on-screen appearances and revival platforms locations have
    11 KB (1,165 words) - 09:18, October 30, 2023
  • Falco (PM) (section v2.5)
    connect more reliably. Falco's rapid jab has a higher hitlag multiplier (1x → 1.3x) making it easier to SDI. Falco retains the ability to DACUS from Brawl
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  •  Dogs Johnson  Honorable mentions 64-55, 54-45, 44-35, 34-25, 24-15, 14-5, 4-1
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  • clean and mid hits' sweetspot is larger (5.5u → 6.5u) and placed higher (Y offset: 7.5u → 8.5u (clean), 10.5u → 11.5u (mid)), increasing its range. The mid
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  • higher (0.95× → 1.1×). Green Alloy's initial dash speed is higher (1.4× → 1.5×). Green Alloy's dash speed is much higher (1.371× → 1.5×). Green Alloy's
    19 KB (1,970 words) - 17:58, April 7, 2024
  • walk slightly faster (0.95 → 0.96). The Ice Climbers dash slightly slower (1.4 → 1.388). The Ice Climbers' air speed is faster (0.7 → 0.7708) though it is
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  • Counter and Shulk's Buster Art-boosted Vision. As of update 1.1.5, its multiplier has been lowered to 1.2×, which brought its power much more in line with other
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  • that enables players to fight against each other with a squad of either 3 or 5 fighters. The mode can be played in three formats: Tag Team and Elimination
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  • Suit Samus a lot more hitlag on shield compared to her opponent. In update 1.1.1 however, the move became a lot safer, due to the universal increase to shieldstun
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  • 81-90, 71-80, 61-70, 51-60, 41-50, 31-40, 21-30, 11-20, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 The first 50 ranks of SSBM Rank, Down to the Final 10, The Inner Circle
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  • 2526727680947103&type=1&theater https://www.facebook.com/photo.php?fbid=850222878654925&set=g.1515519342067947&type=1&theater&ifg=1
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  • Suit Samus' vertical momentum to 0.5 on frames 1-13, then sets her horizontal momentum to 1 and her vertical momentum to -5 from frame 14 onward. Manual horizontal
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  • ver8.1.0のオンライン入力遅延は、オフライン比で +3.98F。 なお、3月(アプデ前)に測定した結果は +5.07 F。 (※いずれも4人の平均)。 よって、「今回のアプデでオンライン遅延は 約1.1 F 改善された」ことになる。” @SmashMarioPro (2020-08-05). SpookMarioPro2000
    61 KB (8,275 words) - 19:58, May 6, 2024
  • 150-126, 125-101, 100-76, 75-51, 50-26, 25-1, HMs OrionRank Ultimate: Eclipse images: 100-76 75-51, 50-26, 25-1 Manual input error on Zinoto's absence from
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  • battle with little reward. The final path to Master Hand is colored blue. 1-on-1, 2-on-2, Metal, Giant, and free-for-all battles return, and all fights are
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  • opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw)). Floor attack: Floor attacks deal consistent
    42 KB (5,054 words) - 20:14, May 15, 2024
  • four fighters on a stage's Ω form, the stage will be scaled a bit larger (1.5× larger in Ultimate).However, the stage will not be scaled larger when playing
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  • texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.06 (16/15) units apart. If the camera is set
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  • Shield ending lag reduced: 59 → 53. 1.1.1 Hyper Bomb ending lag reduced by 5 frames. Hyper Bomb direct damage increased: 8% → 10%. Hyper Bomb splash damage
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  • overall range and spacing capabilities. Jab 1 has more base knockback (0 → 1). Jab 1 has less start-up (Frame 5 → 3). Up tilt has less ending lag (IASA 40
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  • has been fixed. The void glitch has been removed. 3.1.0 Neutral attack 3 has more range (5.0u → 5.5u, Z-offset: 11.8 → 12.8 (head hitbox)). Neutral infinite
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  • match. This song is the main battle theme taken directly from Persona 5. Source: Persona 5 Composition, arrangement, and lyrics Copyright Atlus Co., Ltd. This
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  • update 8.1.0 online play stability was slightly improved, by increasing the tick rate and slightly decreasing input delay. After Wi-Fi Warrior Rank v5 rankings
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  • of his directional inputs without accidentally turning him around. Update 1.1.1's brought a universal increase in shieldstun and it homogenised the effect
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  •  NinjaLink  orange_ssbu (2020-5-22). RetroSSBBRank #7 (2014). orange_ssbu (2020-4-2). Orange’s 2013 RetroSSBBRank. orange_ssbu (2020-1-11). RetroSSBB Rank #4
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  • slower than Pikachu (1.8 → 1.72). Pichu's fast fall speed is lower (2.7 → 2.5). Pichu's traction is higher than Pikachu's (0.09 → 0.1). This makes it easier
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  • Velocity is higher (0.7 → 1). Female Wire Frame's Dash & Run Terminal Velocity is higher (1.11.5). Female Wire Frame's jumpsquat is 1 frame slower (6 → 7)
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  • Link's. Toon Link walks slightly faster (1.2 → 1.22). Toon Link dashes slightly faster than Young Link in Melee (1.6 → 1.65). Toon Link's double jump gains more
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  • However, the changes to the shield mechanics brought about in updates 1.1.0 and 1.1.1 slightly hinder her, as her moveset's low hitlag makes her attacks less
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  • slightly improved. 1.1.0 Down smash knockback growth increased: 75 → 94 Down smash's second hit's hitbox size increased: 5.5u → 6.5u. 1.1.3 Down smash's second
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  • R.O.B.'s horizontal speed to 1.5 and his vertical speed to 0.5. Manual horizontal movement is also disabled during frames 1-23. In competitive play, the
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  • shield mechanics in 1.1.0 and 1.1.1, due to it increasing the utility of its moves multi-hit nature and benefiting their high hitlag. 1.0.6 Forward smash
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  • higher point value. Initially, international tournaments were all given a 1.25x boost, however the multiplier was altered in the Spring 2020 season so
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  • Cloud and Corrin. Replays of version 1.1.6 can still be viewed. Please note: Once users install the update data (Ver. 1.1.7), they will no longer be able to
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  • from Fighters Pass Vol. 1. Both male and female versions of Byleth are playable. Byleth was released as part of Challenger Pack 5 on January 28th, 2020 and
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  • speed was increased (1.12 → 1.18). As with the returning veterans, Captain Falcon's falling speed was significantly reduced (2.9 → 1.837). Compared to the
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  • considerably lower overall, with a minimum of 1% and a maximum of 1.6%, and the majority of pummels dealing 1.3%. As a result of these changes, previously
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  • The sweetspot has a higher SDI multiplier than the sourspot, at 1.5×. This is rare for a sweetspot on a single hit move. However it is fairly common for
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  • on the tier list. Armada is also the only Peach player to have achieved a #1 world ranking, and established themselves as a consistent favorite to win majors
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  • 70-61, 60-51, 50-41, 41-30, 30-26, 25-21, 20-16, 15-11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 The First 50 of SSBM Rank Recap and Credits
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  • 1.1.3 Hit 1 angle (75° → 78°) and knockback (26 (base), 90 (scaling) → 40/88). 1.1.5 Hit 2 knockback scaling (57 → 63).
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  • "Ultimate" Online Season 5. "Ultimate" Online Season 4. "Ultimate" Online Season 3. "Ultimate" Online Season 2. "Ultimate" Online Season 1. Ultimate Season 2
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  • damage multiplier is determined by the formula m + (d * 0.075 + 0.5) * (1 - 0.25 * (m - 1)), where m is the multiplier from the previous boost, and d is the
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  • for Nintendo 3DS. When the two lose a certain amount of HP on intensities 5.1 or higher, Master Hand rips open for Master Core to emerge for the final battle
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  • the second downloadable fighter from Fighters Pass Vol. 1. The default Hero is the Luminary[1] from Dragon Quest XI, while Erdrick[2] from Dragon Quest
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  • With Mila's Divine Protection (Celica Map 1) Lost in Thoughts All Alone (DLC) In the Space-Pirate Ship Boss Fight 1 Dark Pit Wrath of the Reset Bomb (Original)
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  • playing with two players, the route will always be based on Player 1's character. 1v1 battles (aside from Terry and Kazuya’s Classic Mode) become 2v2 battles
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  • the power boost. A resulting 1.66× damage multiplier for standard attacks, a 1.75× damage multiplier for special moves, and 1.5× knockback multiplier are
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  • hitlag increased. Up throw hitlag increased. Shield size increased from 7.5 to 8.5. Down smash deals more damage. It can no longer trip opponents. Ice Shot
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  • characters from 1 to 10, with 10 being the highest and 1 being the lowest. Panelists were also asked to give an ordered list of their Top 5 characters, and
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  • combos. It doesn’t exactly translate 1 to 1, but you might be able to get some of that feeling in Smash." Iwata Asks | 1. The Impact of Super Mario 64
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  • Clearing on intensity 5.5 or higher will unlock the Master Core music. This challenge is immune to the Golden Hammer. Clearing on intensity 5.5 or higher as Kirby
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  • said to have intelligence that can match a supercomputer. Though it weighs 1,212.5 pounds, it is somehow able to fold up its legs and float. : Pokémon Ruby/Sapphire
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  • from the intro music from Mega Man 5, with the bassline being the Get a Weapon theme from Mega Man 5. Source: Mega Man 5 Arrangement Supervisor: Naoto Kubo
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  • of Mario's down aerial and Pit's neutral aerial having multipliers of 1.5× and 1.4× (respectively), allowing characters to SDI out of them even more easily
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  • deal 1% every 45 frames for 361 frames (6 seconds) total. This will always amount to 8%. Eigaon will deal 1.5% every 40 frames for 321 frames (5.35 seconds)
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  • Smash 64, 6% in Melee, 5% in Brawl, and 5/4% in Smash 4; Luigi's does 7% in Smash 64 (6% in PAL versions), 6% in Melee and Brawl, and 6/5% in Smash 4; and Megavitamin's
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  • Quickplay (section 1.1.0)
    following: Three formats are available: Smash (Free-For-All), Team Battle, or 1-on-1. Three rules are available: Time, Stock, and Stamina. Time allows for matches
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  • glitch returning to the game. 1.1.1 Fixed reintroduced glitch where Pac-Man could send Fire Hydrant through stages. 1.1.5 Forward smash has more knockback
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  • R.O.B. (PM) (section v3.5)
    Offline Smash.  Nogh - Formerly ranked #5 on PMRank 2022 maining multiple characters including ROB.  Only Kevin - Ranked 1st on the Idaho Project M Power Rankings
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  • selection will still be applied as well. Ω form in Persona 5 theme Battlefield form in Persona 5 theme Ω form in Persona 4 theme Battlefield form in Persona
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  • 85 → 1.3). Wario-Man dashes dramatically faster (1.35 → 3.5), now having the same run speed as Sonic. Wario-Man's air speed is much higher (1.222 → 1.692)
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  • Olimar (PM) (section 3.5)
    character than in Brawl. Olimar dashes faster (1.4 → 1.61). Olimar's air speed is much faster (0.82 → 1.1). Olimar's traction is higher (0.06 → 0.075).
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  • results in the post-pandemic metagame, placing 3rd at Maesuma TOP 13.5 "U-22" and 5th at Wave 5. His major/supermajor placements are less consistent, but he has
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  • during the attack are taken directly from Persona 5, rerecorded by the original voice actors. In Persona 5, Morgana says the voice lines when initiating an
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  • Mega Man 5. Napalm Man Stage: A remix of Napalm Man's stage theme from Mega Man 5. Dark Man Stage: A remix of Dark Man's stage theme from Mega Man 5. We're
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  • player's character traveling to different planets, as seen between Stages 4 and 5, and finally ending up at Stage 12: Final Destination. The stage is known as
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  • maximum fall speed (1.5) is 12.1%. Unlike other healing items in Brawl, if eaten it will have no effect, though in SSB4 it will heal 1% as other non-healing
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  • participants 80 pools of 5, top 2 players of each pool advanced to a second round of pools, yielding 160 participants. 32 pools of 5, top 2 players of each
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  • (SSB4)/Down special/Custom 1 Smash Counter: The counterattack is slower, but much more powerful, with a damage multiplier of ×1.5. It will result in an OHKO
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  • itself over the span of 4.5 seconds after the song starts and will be unable to be damaged (either by attacking or jumping on it) for 1 second. In for Nintendo
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  • Falling speed (section 1.1.5)
    decrease, going from 1.4 to 1.13, a difference of just 0.27 units. Lucario's falling speed: 1.56 → 1.68 Samus's falling speed: 1.25 → 1.3 When launched at
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  • same revisions between versions 1.0, 1.01, and 1.02, while other NTSC regions (such as South Korea) only received version 1.02, which is the standard in tournaments
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  • is lower (1.7× → 1.6×) Giant Donkey Kong's Initial Dash Speed is higher (60 → 90) Giant Donkey Kong's Dash Deceleration is higher (3.55.5) Giant Donkey
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  • Smash 4 prior to version 1.0.4, the formula was 1 + (aura - 1) * 1.2. This results in a scale multiplier of 0.592× at 0% damage, and 1.84× at 190% damage, for
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  • Banzai Bill before it explodes will take light damage and knockback. In the 1.0 and 1.01 versions of Melee, the Banzai Bill trophy is named "Bullet Bill", and
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  • also benefits slightly from the changes to shield mechanics in updates 1.1.0 and 1.1.1, as its attacks (most notably forward smash, down tilt and Charge Blast)
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  • damaging projectiles (e.g., Lucario or Bowser) to heal themselves. As of version 1.1.3 in Super Smash Bros. 4, the amount of damage healed when absorbing a fellow
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  • Luigi (PM) (section v2.1)
    Massachusetts Power Rankings, 5th on the New England Power Rankings, and 29th on PMRank 2023. Placed 5th at Blacklisted 5.  ilovebagelz - Ranked 3rd on
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  • version 1.0.8 where edge momentum shifting was removed. This hindered Oil Panic's utility on platforms. The second change came in version 1.1.3 where the
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  • 1.0.6 Startup lag (frame 21 → 20). Near hit damage (13% → 12%) and knockback scaling (78 → 72), hindering its KO potential. 1.1.5 Knockback scaling (78
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  • rank players 1-10 according to their personal opinion. Each place is worth one point more than the next, meaning 1 is worth 10, and 10 is worth 1. Players
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  • ported to Xbox 360 titled Virtua Fighter 5 Online. A proper enhancement was released in 2009 as Virtua Fighter 5 R, which reintroduced cut characters and
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  • Weight (section 1.1.5)
    com/threads/1-1-4-patch-notes.430023/ http://smashboards.com/threads/1-1-5-patch-notes.433162/ http://kuroganehammer.com/Ultimate/Weight [1]
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  • Multi-Man Smash and Home-Run Contest. In Melee, it is accessed through the 1-P Mode menu alongside the other single-player modes; in Brawl, it is located
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  • have more set knockback (90 → 110) and intangibility (frames 1-12 → 1-23 (fast), frames 1-53 → 1-58 (slow)). Slow edge attack has less startup lag (frame 57
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  • voice actress with Pikachu (which itself is actually referenced in Persona 5), and Yusuke shares both his Japanese and English voice actors with Chrom.
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  • frames, or 1 second, although charging begins at different times depending on the move. A fully-charged smash attack does 1.3671× damage in Melee and 1.4× damage
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  • his Smash 64 taunt. Link dashes slightly faster (1.3 → 1.328). Link's air speed is drastically slower (1 → 0.8084), going from 6th best out of 26 characters
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  • entirety of 2016 and were released on January 1st, 2017. Videos detailing the rankings: 25-21, 20-16, 15-11, 10-6, 5-1 FAQ
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  • Brisbane 5 (12/06/2016) SSBU | QLD Brisbane 4 (1/02/2016) SSBU | QLD Brisbane 3 (30/09/2015) SSBU | QLD Brisbane 2 (1/07/2015) SSBU | QLD Brisbane 1 (3/03/2015)
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  • nerfs and glitch fixes via game updates, but was buffed overall. Update 1.1.0 adjusted the mobility attributes of both Space Pirate Rush and Wing Blitz
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  • Lucas (PM) (section v3.5)
    roll or floor attack, allowing situational mindgames. Lucas dashes faster (1.51.725). Lucas has gained a long wavedash thanks to Project M's new physics
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  • regain it. In Smash 64 this chance is always equal to 1/12, or 8.3%; in Melee and Brawl, it's 1/32, or 3.125%. In Smash 4, it is equal to 0.3× of the damage
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  • Smash Bros. Melee (1:39) Giga Bowser (1:43) Multi-Man Melee (1:52) Multi-Man Melee 2 (1:37) Metal Battle (1:01) Targets! (0:55) Trophies (1:39) Tournament
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  • stage has an additional underground version based on World 1-2 alongside the standard World 1-1 version. The version will normally be selected randomly,
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  • against others in 1-on-1 in stamina battles on Ω Form stages! The further you advance, the better the spirit you'll win! Format: 1-on-1 Rules: Stamina Stamina:
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  • targets on the ground. These have both a base trip chance of 13.5% (7% starting in version 1.1.4 of Smash 4), which requires knockback to be higher than 55
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  • items on or off, and more than the online modes, which as of 1.1.2 included free-for-all or 1-on-1 matches, the choice of For Fun (items on, all stages besides
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  • single-digit numbers is considered extremely difficult. Defeat 5 opponents: Mr. Resetti trophy. Defeat 5 opponents: Red Alloy trophy. Defeat 10 opponents: Liquid
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  • version 1.1.5, the combo was possible on a large portion of the cast, but her up aerial's range against grounded opponents was nerfed in 1.1.5, resulting
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  • To start off, Kazuya's damage output on all of his attacks increases by 1.1×, which improves his already outstanding damage output and combo game. He
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  • is equal to 0.2 for a -1 difference, and 0.45 for -2 or lower, while r (stock lead) is equal to 1.2 for a +1 difference, and 1.4 for +2 or higher. As a
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  • vertically (size : 4.0 → 5.0, Z offsets : 12.5/-12.5 → 11.5/-11.5). Down smash deals more knockback (KBG : 100 (both) → 104 (hit 1)/105 (hit 2)).
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  • Persona 5. He makes his only Super Smash Bros. franchise appearance so far in Super Smash Bros. Ultimate. Morgana makes his debut in Persona 5. Morgana
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  • than Link. Young Link dashes much faster than Link (1.3 → 1.6). Young Link has lower traction (0.1 → 0.08) giving him a longer wavedash than Link, but
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  • stops to use Sleep Powder, spraying purple dust in front of itself which deals 1% damage and causes any players caught in it to fall asleep. Though resembling
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  • shielding initially worked the exact same way as in Brawl. As of update 1.1.1, however, its action time was reduced from 4 frames to 3 frames, making it
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  • resulting in much poorer matchups against them. PAL Sweetspotted up smash deals 1% less damage (17% → 16%) and has less knockback scaling (105 → 102). Up aerial
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  • higher (0.85× → 1.1×). Red Alloy's initial dash speed is much worse (2.05× → 1.5×). Red Alloy's dash speed is much worse (2.18× → 1.5×). Red Alloy's traction
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  • Eiha's curse deals 1% every 45 frames (the rehit rate), ending after 361 frames (6 seconds). Overall, it will deal 8%. Eigaon's curse deals 1.5% every 40 frames
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  • pressure shields, and is one of the strongest counters in the game with a 1.5× damage multiplier. However, Scintilla only covers in front of Sephiroth and
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  • speed is faster (1.2 → 1.316). Excluding Wario-Man, he now has the fastest air speed in the game. Yoshi's falling speed is slower (1.93 → 1.29). However,
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  • EdwinBudding, Jackzilla, Kalvar Southeastern U.S. (5) - Causter, Weis, Wily, Wills, Hungrybox Western U.S. (5) - DiplomaticTucan, Chroma, S2J, Fat Goku, BeyondFables
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  • from the base amount up to 5 times more; the following can be used to approximate the amount earned: Base × (1 + ((Level - 1)/98) × 4). Prior to version
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  • brought by update 1.1.5 barely diminished the move's overall usage, it did noticeably weaken its damage racking ability and KO power. 1.1.5 Damage: 13% → 12%
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  • Healer: The player recovers 2.5% damage every 1.5 seconds while crouching. However, the player must crouch uninterrupted for 1.5 seconds before the healing
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  • Sheik who were all treated as top 10 players. Rank 1-10: 9 points Rank 11-30: 3 points Rank 31-50: 1 point The total number of points determined the multiplier
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  • previous top ranking players, Fukurou and kysk, who only attended GENESIS 5. wangera, sekirei, Silver Spoon, A$, and Jam who only attended Super Smash
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  • blue (each corresponding to an onion of the same color); and in four sizes: 1, 5, 10, and an exceedingly rare 20. Pellets gradually increase in size if left
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  •  Lowww   Vinsanity  64 League Rankings: 64-55, 54-45, 44-35, 34-25, 24-15, 14-5, 4-1 Hidden Bosses
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  • type are: No weapon: 0.8x damage Wood or gold: 1.0x damage Stone: 1.1x damage Iron: 1.2x damage Diamond: 1.35x damage With continuous use, Steve's sword
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  • attack's base knockback in frames—for example, a base knockback of 5 results in 5 frames (1/12th of a second) of frozen movement. The flinchless effect is
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  • time he is playable in a 2.5D fighting game, with the first being Street Fighter X Tekken. Among the fighters that have the 1-on-1 facing fighter ability,
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  • lag. They also have the ability to reflect projectiles with their sword for 1.1x damage, though this is usually only used if the player is camping. Sword
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  • Amiibo (section Wave 1)
    Nintendo 3DS predates amibo, so it was unable to do so at launch. Version 1.0.5, released on February 9th, 2015, added support for scanning amiibo if the
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  • to a value between 1 and 9, with 9 being normal in Super Smash Bros., and 5 being normal in Melee. A character with a handicap of 1 will have drastically
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  • was further aided by balance patches for a while. However, updates 1.1.0 and 1.1.1 nerfed him; the former patch increased the lag on his Fireballs, while
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  • as the "Mount Pokémon". It evolves from Skiddo, which can be found in Route 5, at level 32. There are some locations in the game where they can be ridden
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  • 150u). PK Thunder 2 has a shorter duration (frames 1-28 → 1-18), less invincibility (frames 1-17 → 1-9), and more landing lag (30 frames → 42). English/Japanese/Chinese
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  • by amassing a combined total of over 5,000m (16,503ft) with all the characters in the Home-Run Contest. Unown (1.0/1.01 NTSC) These Psychic-type symbol Pokémon
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  • Stage 5 along with Kirby and King Dedede on Halberd. Meta Knight can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 5. In
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  • official ranking since the PGR v1 back in Smash 4. This is the first time that an American player has not made the top 5 on an official global ranking,
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  • Grounded Screw Attack has fewer invincibility frames on startup (frames 1-11 → 1-5). Screw Attack's loop hits now have a weak kick sound instead of a medium
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  • gives the player the opportunity to unlock an unlockable character via a 1 vs. 1 battle if the character has not been unlocked yet: Falco in Melee and Brawl
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  • December 11th-13th, 2020. Episodes 1-3 aired on December 11th at 2-5 p.m. PT, Episodes 4-6 aired on December 12th at 2-5 p.m. PT, and Episodes 7-8 aired on
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  • Shot deals more damage (5% → 6%). Blaster Shot's angle has been altered (361° → 10°). Blaster Shot has decreased set knockback (51). Fire Fox deals 3% more
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  • the stage appears to be based off of World 1-1 of New Super Mario Bros. 2, the left section resembles World 1-3 for the tree-like Semisolid Platforms, and
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  • variously known as "Story 5 - Meeting", "Come, Join Us" and, most famously, "Together, We Ride!" The second loop of "Story 5 - Meeting" transitions into
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  • Spring 2019 PGRU (redirect from PGRU v1)
    People who are on the PGRU v1 shortlist. Methdology Area 51 Spring 2019 PGRU on Red Bull's website: 50-41 40-31 30-21 20-11 10-1 Spring 2019 PGRU on YouTube:
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  • Bros. for Wii U, and for Super Smash Bros. for Nintendo 3DS as of version 1.0.5. Super Smash Bros. Ultimate changed its functionality by instead making it
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  • Kongo Falls (redirect from 2-1KONGO)
    Jam", founded by Rishi. This is primarily a Melee ruleset, with 3 stocks, 5 minutes. It also features a single item: a Starman set to very low as a nuclear
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  • Kong's green color, which were not selectable otherwise. During 2 vs. 1 or 3 vs. 1 battles in Super Smash Bros. Melee, despite there being only one opponent
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  • r (rank) controls stock leads, being equal to 1.5 if the user is one stock ahead of the opponent, and 1.8 with two or more stocks ahead. If both characters'
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  • majors, top 32 is also 3/5 as long as time permits. As Waterfall brackets (see below) exist, occasionally Division 1 is also best 3/5. Double Elimination.
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  • transform. In 8-Player Smash, the lighting is darker than usual. Before version 1.1.3, wall jumping was oddly not possible on the Ω form of Kalos Pokémon League
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  • the creepypasta character Slender Man, the Enderman first appeared in the 1.8 beta of Minecraft, and spawn within areas that have a light level of 0 (11
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  • to a WaveBird controller, experiencing lows of 71.2ms (4.1 frames) and highs of 84.53ms (5.1 frames). It is more consistent by comparison, as the WaveBird
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  • scheme as its head. Petey Piranha first appeared as a boss in episodes 2 and 5 in the Bianco Hills area. In the second episode, he is seen spitting large
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  • Bros. for Wii U, and for Super Smash Bros. for Nintendo 3DS as of version 1.0.5. Super Smash Bros. Ultimate changed its functionality by instead making it
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  • gravity. Bombs deal less damage when they explode (8% → 5%). Bombs deal more damage when thrown (4% → 5%). Bombs deal more knockback when they explode, improving
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  • 2021 (UTC) 6 a.m. on December 2, 2022 to 6 a.m. on December 5, 2022 (UTC) 6 a.m. on December 1, 2023 to 6 a.m. on December 4, 2023 (UTC) During the event
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  • to any opponent in its path. The swarm attacks every 75 frames (1.25 seconds), dealing 3.5% damage and causing flinching, only affecting the target. The
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  • possess significant flinch resistance. Stalfos attack by either slashing 1 to 5 times, or with a jump attack, the latter of which meteor smashes at a diagonal
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  • google.com/spreadsheet/lv?key=0AtLcxRugJtcgdDFBVjZHYXQ5TjNCMGE3Um5jeElGLUE&usp=docslist_api&pli=1 https://imgur.com/a/IcJmcmQ https://imgur.com/a/qpH8X
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  • now take 19% more damage from attacks, rather than 30% less. As of update 1.1.1, shield stun has been significantly increased, making out of shield options
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  • normal one, but it would only deal 1% damage. In Ultimate, using the Cape on Ryu, Ken, Terry, or Kazuya in a 1-on-1 match flips them only for a brief moment
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  • as usual. In Melee, however, if the character's launch speed higher than 0.5 (equal to 16.67 units of knockback) when touching the ground, they go into
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  • Honorable Mentions #50-41 article #40-31 article #30-21 article #20-11 article #10-1 article
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  • intelligence levels range from 1 to 9, with 1 being the weakest and 9 being the strongest. The default CPU level in Versus matches is 1 for Melee and 3 in all
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  • Banjo & Kazooie fight against other notable duos in each Round. Rounds 1 through 5 feature music and stage combinations that reference various worlds from
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  • the strength of its values and bonus effect, with the formula being (1.0p - 0.6n + 1.1pb - 0.4nb) * t: p and n are the positive and negative values, taken
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  • the use of amiibo. (Absent at launch in the 3DS version, added in update 1.0.5) Fighter tips mainly provide information about characters' attacks and special
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  • Pokémon Trainer's Final Smash, Triple Finish. Omnislash Ver. 5 was added in Version 10.1.0 to Cloud's Advent Children costumes. Functions almost identically
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  • has fairly high latency, experiencing lows of 76.08ms (4.5 frames) and highs of 94.41ms (5.5 frames). The Wii U significantly reduces this, with the remote
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  • and Splatoon 3, being indirectly replaced by the Sting Ray and Killer Wail 5.1, respectively. However, in Splatoon 2, a weapon similar to the Killer Wail
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  • Cactuar who were all treated as top 10 players. Rank 1-10: 9 points Rank 11-30: 3 points Rank 31-50: 1 point The total number of points determined the multiplier
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  • players in the world, ranking 19th on the MPGR 2018. Placed 5th at The Big House 8, Smash 'N' Splash 5, and GENESIS 6 with wins over Plup, Mang0 and Mew2King
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  • flicking the stick backwards for 1 frame (except in the original Super Smash Bros., where the stick can be flicked for up to 3 or 5 frames) and letting it reset
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  • animations of Persona 5's pause menus, though he never uses one in the game itself until the re-release Persona 5 Royal. In Persona 5 Royal, Joker uses a
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  • 9.0.0 The looping hits deal more damage (1.7% → 2%; 12% total → 13.5%). The last hit has more base knockback (70 → 80), but less knockback scaling (115
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  • 9.0.0 The looping hits deal more damage (1.7% → 2%; 12% total → 13.5%). The last hit has more base knockback (70 → 80), but less knockback scaling (115
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  • Deezie ,  Sultan of Samitude ,  Eduardo ,  Remen ,  Recipherus ,  Bladewise  1-5 6-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 Honorable Mentions
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  • or stun effects. Increases the fighter's jump force (1.55× in Melee and Brawl; 1.35× in Smash 4; 1.2× in Ultimate), although usually not by enough to compensate
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  • following: Turnips: base damage - 0.5 + throw speed * 2.5 Bob-omb: 25 - 0.4 + throw speed * 3 Mr. Saturn: 5 - 0.4 + throw speed * 1.5 The move can only be used on
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  • version's ID 1 hitbox has a smaller radius (6.5u → 5u). Both versions' ID 1 hitboxes have different offsets (X: -1u → 2u; Z (fully charged): 1.5u → 0u), better
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  • rankings. 3.6Rank on Smashboards: 50-41, 40-31, 30-21, 20-16, 15-11, 10-6, 5-1
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  • shown major Jigglypuff results only behind wangera with 5th at Shine 2017 and 9th at GENESIS 5. He is the only person to be ranked in the top 20 on the
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  • Introductory article #41-50 article #31-40 article #21-30 article #11-20 article #1-10 article
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  • following: Turnips: base damage - 0.5 + throw speed * 2.5 Bob-omb: 25 - 0.4 + throw speed * 3 Mr. Saturn: 5 - 0.4 + throw speed * 1.5 The move can only be used on
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  • actor: Yūji Kishi (Voice 1), Umeka Shōji (Voices 2 & 12), Takashi Ōhara (Voice 3), Ayumi Fujimura (Voice 4), Ryōtarō Okiayu (Voice 5), Makiko Ōmoto (Voice
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  • intangibility, with Marth now only being intangible on frames 4 and 5 rather than from frames 1-5. This makes the move easier to challenge when Marth is on the
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  • 92.86ms (5.5 frames) and highs of 112.86 (6.8 frames). It's just slightly worse than the Joy-Con, which has a higher minimum latency of 93.7ms (5.6 frames)
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  • frame interpolation in later games. 1.5x : Runs at increased speed. 2x : Runs at even faster speed. 1/2 (Hold L), 1/4 (Hold L) : Runs at reduced speed while
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  • including NTSC/NTSC-J 1.00, 1.01, 1.02, and PAL, and even though it is named version 3.2, it still contains all fixes of SD Remix Full 3.2.1. Main article: 20XX
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  • doesn't deal damage). The same will also happen if it gets stuck for more than 1.5 seconds while holding a fighter (e.g. on the ceiling of Temple's underground
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  • Nerf (section 3.1.0)
    the best character in Brawl to only a high tier especially after update 1.1.5. Diddy Kong was highly dominant in early competitive play, being very common
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  • character's traction value. From Brawl onward, attacker traction is multiplied by 1.1× until the pushback ends. Worth noting is that while the defender's shield
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  • is instead specific to each throw; in the latter game, it lasts from frame 1 all the way until the frame the opponent is thrown. A general rule of throws
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  • 2% with the 1v1 multiplier)), 8 frames with 3 players (max 18%), 7 frames with 4 players (max 20%), 6 frames with 5 players (max 24%), and 5 frames with
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  • lists that ranks the best players in Super Smash Bros. Ultimate from March 1st-June 13th, 2022. Due to the COVID-19 pandemic and its effects on the competitive
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  • else it will deplete entirely. As of update 10.1.0, Cloud's "Cloudy Wolf" costumes use Omnislash Ver. 5 like in Final Fantasy VII: Advent Children, complete
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  • dates: 6 a.m. on September 2, 2022 to 6 a.m. on September 5, 2022 (UTC) 6 a.m. on September 1, 2023 to 6 a.m. on September 4, 2023 (UTC) All entrants are
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  • While in Vs. Mode with more than 4 players, the stage itself increases to be 1.5 times its normal size while increasing its camera boundaries and blast-lines
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  • first and second jump are higher (0.35× → 0.5×). Metal Mario's second jump multiplier is different (0.9× → 1.1×), but the height gained is overall negated
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  • matches in Super Smash Bros. Melee. The player controls Ness and must win a 1 stock match against a team of CPU Samus, Kirby, Fox, Captain Falcon, and Falco
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  • forward smash though was that it had a lower reflection multiplier (1.5x rather than 1.8x) although the move's higher power more than makes up for it. Damage
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  • 18, ★★★☆ Ace n = .22, ★★★★ Legend n_s: n_s = 2.0, 2 players n_s = 1.3, 3 players n_s = 1.0, 4 players o is an offset with the formula (0.00000395b² - 0.0095b
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  • Super Smash Con 2015. He was considered a top 5 player back on the 2018 64 League Rankings and currently ranks 5th on the 2023 Smash 64 Power Rankings.  kysk
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  • It applies a larger damage multiplier to the next attack (1 + (0.25 + 0.075 * damage) → 1 + (0.5 + 0.075 * damage)). 13.0.0 Down smash deals more damage
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  • knockback on startup. The reflector multiplies damage and knockback by a 1.5 multiplier. When reflecting projectiles at the last second, the Mii Gunner
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  • 2 stocks and the opponents start with 1 stock. The CPU Marth and Luigi's artificial intelligence is set at Level 5, the CPU Jigglypuff and Mewtwo's artificial
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  • Tour: Map (5 Remaining Turns) Super Mario Bros. Ground Theme 2 (Super Mario Bros.) Donkey Kong Jungle Level [Brawl remix] DK Jungle Theme 1 (Barrel Blast)
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  • All-Stars Racing in a team with Akira Yuki. He's also playable in Dead or Alive 5: Ultimate along with Akira, Sarah, and Pai Chan. Jacky's fighting style makes
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  • with five (four in Ultimate) blasts of flame dealing 1% damage each (0.5% for the first three, and 1.5% for the fourth in Ultimate), and then the opponent
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  • second nerf came in 1.1.0 where after 29 frames (around half a second) of being active, the fireballs would become weaker, dealing 1% less damage and dealing
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  • bunch of larger tournaments as well, placing 7th at both Low Tier City 5 and Hitstun 5 with wins over CTG and KD3. He was formerly ranked as high as 27th on
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  • Palace stage, ripped directly from Tekken 5: Dark Resurrection, the updated version of Tekken 5. Source: Tekken 5: Dark Resurrection Composition Copyright
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  • using (s+(w1-w2))×0.93, where s is the platform's current speed and w1 and w2 are the weights on each platform, up to a speed of around (w1-w2)×1.32857. Due
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  • blue, and yellow). The pellets start out as 1, and the longer they are left to stand, they will change to 5, and then 10. Onions will land on the leaf-platforms
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  • NoahJ456 in a First to 5 in Ultimate at The Match on December 15th, 2023. Before 2023, the largest amount for a money match was $1,000 USD, shared by money
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  • touching enemies with it for a potential KO, then crash down (a random time after 5 seconds) after its launch. If it receives enough damage before it flies off-screen
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  • from a traditional fighting game series, Terry always faces his opponent in 1-on-1 matches, a trait that he shares with Ryu, Ken, and Kazuya. While this makes
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  • Peach (PM) (section v2.1)
    in the world before switching over to Zero Suit Samus. Placed 1st at Smash 'N' Splash 5. Currently ranked 6th on PMRank 2023. Beginning with 3.0, Peach
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  • combined chance of pulling out an item is 1/128: a 1/256 chance of a Mr. Saturn, a 1/384 chance of a Bob-omb, and a 1/768 chance of a Beam Sword. Peach can
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  • on Stage 1 unlocks the Exploding Popgun custom move for Diddy Kong. Scoring at least 150,000 points in a single game of Solo Target Blast Stage 1 as Zelda
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  • their behavior with other battering items. In Smash 3DS prior to version 1.0.5, they would not even use the item properly, constantly using forward tilts
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  • representative at certain European regionals such as 1st at Storm, 7th at Myth, 9th at Short Hop Pear 5 with notable wins such as Skerzo at Fête 2 and top
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