Bowser
* Walk speed increased and accelerates to max faster.
* Dash and run speed slightly increased.
* Aerial velocity increased.
* Jump start-up lag decreased to 6 frames.
* Empty landing lag decreased from 6 to 4 frames (now like most characters).
* Weight increased by one.
* Shield size slightly increased.
* Add moves have added shield damage.
* All aerial moves have much less landing lag.
* First jab can cancel earlier for increased mix-up ability.
* Dash Attack has less cooldown to facilitate follow-ups.
* F-tilt does more damage.
* U-tilt now hits behind Bowser.
* F-smash does more damage and knockback now.
* F-smash can completely break shields and is guaranteed to break light shields.
* U-smash Hitboxes slightly disjointed now.
* U-smash stomp hitboxes ground bounce opponents for added combo opportunities.
* U-smash Knockback growth slightly decreased.
* D-smash connects better and is slightly harder to SDI.
* N-air has a steeper send angle and increased knockback
* F-air hits about as hard as Ganondorf's F-air.
* B-air does much more damage and the sweetspot is out longer.
* U-air hitboxes comes out faster.
* D-air landing hitbox sends upward for potential follow-ups.
* Standing Grab and Dash Grab have increased horizontal range (especially Dash Grab).
* F-throw knockback grows faster and can KO at higher percents.
* B-throw knockback grows faster and can KO at higher percents.
* D-throw has a lower send angle and less cooldown for potential tech chases; works properly on light characters now.
* Neutral B modified so Bowser can Flame Cancel and the ending lag has a bite hitbox that allows follow-ups.
* Side-B now comes out on frame 12 from 16.
* Side-B hitbox extends to the claw graphic effect and the grab boxes have slightly more horizontal range.
* Up-B's strong hit knockback growth slightly decreased.
* Up-B has much more vertical movement in the air and it's easier to do ledgehogs from the stage.
* Down-B is much stronger and the ground version has a connecting hitbox into the finale hit. Can break shields under some circumstances.
* Walk speed increased and accelerates to max faster.
* Dash and run speed slightly increased.
* Aerial velocity increased.
* Jump start-up lag decreased to 6 frames.
* Empty landing lag decreased from 6 to 4 frames (now like most characters).
* Weight increased by one.
* Shield size slightly increased.
* Add moves have added shield damage.
* All aerial moves have much less landing lag.
* First jab can cancel earlier for increased mix-up ability.
* Dash Attack has less cooldown to facilitate follow-ups.
* F-tilt does more damage.
* U-tilt now hits behind Bowser.
* F-smash does more damage and knockback now.
* F-smash can completely break shields and is guaranteed to break light shields.
* U-smash Hitboxes slightly disjointed now.
* U-smash stomp hitboxes ground bounce opponents for added combo opportunities.
* U-smash Knockback growth slightly decreased.
* D-smash connects better and is slightly harder to SDI.
* N-air has a steeper send angle and increased knockback
* F-air hits about as hard as Ganondorf's F-air.
* B-air does much more damage and the sweetspot is out longer.
* U-air hitboxes comes out faster.
* D-air landing hitbox sends upward for potential follow-ups.
* Standing Grab and Dash Grab have increased horizontal range (especially Dash Grab).
* F-throw knockback grows faster and can KO at higher percents.
* B-throw knockback grows faster and can KO at higher percents.
* D-throw has a lower send angle and less cooldown for potential tech chases; works properly on light characters now.
* Neutral B modified so Bowser can Flame Cancel and the ending lag has a bite hitbox that allows follow-ups.
* Side-B now comes out on frame 12 from 16.
* Side-B hitbox extends to the claw graphic effect and the grab boxes have slightly more horizontal range.
* Up-B's strong hit knockback growth slightly decreased.
* Up-B has much more vertical movement in the air and it's easier to do ledgehogs from the stage.
* Down-B is much stronger and the ground version has a connecting hitbox into the finale hit. Can break shields under some circumstances.
Captain Falcon
* Gentleman now works like PAL version: input A 3 times for a gentleman, 4 times for rapid jabs.
* Side-B/Raptor Boost Air no longer causes SpecialFall in the air if Falcon connects with the move; one can Up-B afterward.
* Up-B now has a huge initial grab box can now grab airborne foes.
* Down-B/Falcon Kick has reduced aerial landing lag.
* Gentleman now works like PAL version: input A 3 times for a gentleman, 4 times for rapid jabs.
* Side-B/Raptor Boost Air no longer causes SpecialFall in the air if Falcon connects with the move; one can Up-B afterward.
* Up-B now has a huge initial grab box can now grab airborne foes.
* Down-B/Falcon Kick has reduced aerial landing lag.
Donkey Kong
* Weight increased by 2 (114 -> 116).
* Shield size much improved.
* Chest/"tie" hurtbox removed.
* Many of DK's attacks now have improved horizontal range and "priority"Jab/Tilts:
* First jab now knocks opponent slightly inward.
* Second jab now knocks foes upward (as uppercuts should do).
* Dash Attack has decreased cooldown to facilitate follow-ups.
* F-tilt (all angles) has increased damage and hitboxes to help DK space and edgeguard better.
* U-tilt starts slightly earlier and has improved range.
* D-tilt knocks foes away slightly further and is safer on shields.
* F-smash sweetspot is now stronger, does shield damage, and has less cool down.
* U-smash has increased vertical range and does shield damage as well as more knockback.
* D-smash sweetspots do more damage and the move has more shield damage.
* N-air has larger hitboxes and more knockback.
* F-air has less start-up lag and is now easier to get a horizontal hit. Knockback has also been increased.
* B-air has more knockback and improved horizontal range.
* U-air hitbox active for one more frame.
* D-air has less cooldown and increased hitbox size.
* Standing Grab and Dash Grab now have greatly increased grab ranges.
* Giant Punch/Neutral B's vertical sending hitboxes has stronger knockback.
* Giant Punch/Neutral B no longer causes DK to go into SpecialFall when used in the air.
* Giant Punch/Neutral B DK no longer loses its charge when DK is hit out of his Up-B.
* Headbutt/Side-B now does more damage and is slightly harder to escape from. Escaping foes only have 1 frame of invincibility now.
* Spinning Kong/Up-B sweetspot hitbox is easier to land now but is slightly weaker. Has more horizontal mobility on both the ground and air.
* Hand Slap/Down-B hits now groundbounce and DK has less cooldown on it to allow better follow-ups.
* Weight increased by 2 (114 -> 116).
* Shield size much improved.
* Chest/"tie" hurtbox removed.
* Many of DK's attacks now have improved horizontal range and "priority"Jab/Tilts:
* First jab now knocks opponent slightly inward.
* Second jab now knocks foes upward (as uppercuts should do).
* Dash Attack has decreased cooldown to facilitate follow-ups.
* F-tilt (all angles) has increased damage and hitboxes to help DK space and edgeguard better.
* U-tilt starts slightly earlier and has improved range.
* D-tilt knocks foes away slightly further and is safer on shields.
* F-smash sweetspot is now stronger, does shield damage, and has less cool down.
* U-smash has increased vertical range and does shield damage as well as more knockback.
* D-smash sweetspots do more damage and the move has more shield damage.
* N-air has larger hitboxes and more knockback.
* F-air has less start-up lag and is now easier to get a horizontal hit. Knockback has also been increased.
* B-air has more knockback and improved horizontal range.
* U-air hitbox active for one more frame.
* D-air has less cooldown and increased hitbox size.
* Standing Grab and Dash Grab now have greatly increased grab ranges.
* Giant Punch/Neutral B's vertical sending hitboxes has stronger knockback.
* Giant Punch/Neutral B no longer causes DK to go into SpecialFall when used in the air.
* Giant Punch/Neutral B DK no longer loses its charge when DK is hit out of his Up-B.
* Headbutt/Side-B now does more damage and is slightly harder to escape from. Escaping foes only have 1 frame of invincibility now.
* Spinning Kong/Up-B sweetspot hitbox is easier to land now but is slightly weaker. Has more horizontal mobility on both the ground and air.
* Hand Slap/Down-B hits now groundbounce and DK has less cooldown on it to allow better follow-ups.
Dr. Mario
* Weight increased by 1.
* Second Jab can now be activated 4 frames earlier than before.
* Dash Attack hitbox now on Dr. Mario's right leg for the entirety of the move.
* D-tilt has decreased cooldown.
* F-smash (all angles) has a longer lasting hitbox.
* N-air strong hit comes out on frame 7 (it's now a "true" reverse sex kick).
* F-air has drastically less cooldown.
* Standing Grab and Dash Grab have slightly improved horizontal range.
* Down-B has increased horizontal and vertical momentum from mashing B.
* Weight increased by 1.
* Second Jab can now be activated 4 frames earlier than before.
* Dash Attack hitbox now on Dr. Mario's right leg for the entirety of the move.
* D-tilt has decreased cooldown.
* F-smash (all angles) has a longer lasting hitbox.
* N-air strong hit comes out on frame 7 (it's now a "true" reverse sex kick).
* F-air has drastically less cooldown.
* Standing Grab and Dash Grab have slightly improved horizontal range.
* Down-B has increased horizontal and vertical momentum from mashing B.
Ganondorf
* Dash speed increased.
* Run speed increased.
* Jump time reduced to 5 frames.
* Empty landing lag reduced to 4 frames.
* N-air kick hitboxes longer; second N-air starts on frame 16 like the NTSC 1.0 kick goof.
* D-air has reduced landing lag.
* Gerudo Dragon/Side-B's air version no longer goes into SpecialFall on hit; can use UpB afterward to recover.
* Down-B's grab hitbox is now on Ganondorf's lunging fist and has slightly more horizontal momentum.
* Wizard's Foot has reduced landing lag.
* Dash speed increased.
* Run speed increased.
* Jump time reduced to 5 frames.
* Empty landing lag reduced to 4 frames.
* N-air kick hitboxes longer; second N-air starts on frame 16 like the NTSC 1.0 kick goof.
* D-air has reduced landing lag.
* Gerudo Dragon/Side-B's air version no longer goes into SpecialFall on hit; can use UpB afterward to recover.
* Down-B's grab hitbox is now on Ganondorf's lunging fist and has slightly more horizontal momentum.
* Wizard's Foot has reduced landing lag.
Ice Climbers
* Nearly all "A" moves now have their hitboxes correctly fitted onto the hammer (increased range on all attacks).
* D-tilt now sends at a slightly lower angle and does more consistent knockback; has less cooldown.
* F-smash hitboxes last one more frame.
* Popo can now meteor opponents with F-air regardless of whether the foe is in the ground or air.
* Squall Hammer/Side-B now does slightly more damage per loop iteration now.
* Nearly all "A" moves now have their hitboxes correctly fitted onto the hammer (increased range on all attacks).
* D-tilt now sends at a slightly lower angle and does more consistent knockback; has less cooldown.
* F-smash hitboxes last one more frame.
* Popo can now meteor opponents with F-air regardless of whether the foe is in the ground or air.
* Squall Hammer/Side-B now does slightly more damage per loop iteration now.
Kirby
* Less friction (longer wavedash).
* Slightly faster run speed.
* Slightly shorter short hop.
* Greatly improved aerial mobility and horizontal air speed.
* Now weighs much more; around Fox's base weight.
* Dash Attack now grows into a strong KO move at higher percents.
* F-tilt (all angles) has a steeper send angle for edge-guarding.
* U-tilt has less cooldown to facilitate follow-ups.
* D-tilt has less cooldown.
* F-smash (all angles) now has a steeper send angle and slightly more knockback.
* U-smash sweetspot lasts longer.
* D-smash has a vertical sending hitbox now sends horizontally.
* N-air now has drastically less start-up; more knockback and damage.
* F-air now has slightly less start-up; connects slightly better into third hit.
* U-air hitbox is now the entire arc of Kirby's moving foot.
* D-air has slightly less start-up lag; landing hitbox pops opponents up for a follow-up.
* F-throw can no longer be escaped; can set up for tech chases.
* B-throw can no longer be escaped; can set up for combos on fastfallers.
* U-throw can KO at high percentages on floatier characters.
* D-throw now sends at a steeper angle and has less cooldown to set-up tech chases
* D-throw stomps do damage rather than all the damage done at the end of the move.
* Inhale/ B is now slightly safer when swallowing. Grab boxes have slightly better range.
* It is now impossible to force Kirby to lose a Copy ability.
* B/Copy Abilities:
* Less friction (longer wavedash).
* Slightly faster run speed.
* Slightly shorter short hop.
* Greatly improved aerial mobility and horizontal air speed.
* Now weighs much more; around Fox's base weight.
* Dash Attack now grows into a strong KO move at higher percents.
* F-tilt (all angles) has a steeper send angle for edge-guarding.
* U-tilt has less cooldown to facilitate follow-ups.
* D-tilt has less cooldown.
* F-smash (all angles) now has a steeper send angle and slightly more knockback.
* U-smash sweetspot lasts longer.
* D-smash has a vertical sending hitbox now sends horizontally.
* N-air now has drastically less start-up; more knockback and damage.
* F-air now has slightly less start-up; connects slightly better into third hit.
* U-air hitbox is now the entire arc of Kirby's moving foot.
* D-air has slightly less start-up lag; landing hitbox pops opponents up for a follow-up.
* F-throw can no longer be escaped; can set up for tech chases.
* B-throw can no longer be escaped; can set up for combos on fastfallers.
* U-throw can KO at high percentages on floatier characters.
* D-throw now sends at a steeper angle and has less cooldown to set-up tech chases
* D-throw stomps do damage rather than all the damage done at the end of the move.
* Inhale/ B is now slightly safer when swallowing. Grab boxes have slightly better range.
* It is now impossible to force Kirby to lose a Copy ability.
* B/Copy Abilities:
- DK: Giant Punch use in the air no longer causes SpecialFall.
- GameWatch: Can now land cancel Chef and rapid fire sausages. Aerial momentum no longer modified during use.
- Link: Arrows now have horizontal KO potential.
- Luigi: Aerial Fire Balls can be land canceled .
- Ness: PK Flash no longer causes SpecialFall when used in the air; is an extremely powerful vertical KO move.
- Pichu: Thunder Jolt no longer inflicts self-damage; is slightly faster in the air.
- Roy: Flare Blade does slightly more damage
- Samus: Charge shot levels now all do +1% and some shield damage.
- Yoshi: Opponents take more damage while in the egg, and foe invincibility is only 1 upon escape.
- Young Link: Fire arrows have more hitstun for comboing.
- Zelda: Nayru's Love has more range and connects better; causes knockdown at earlier percentages.
* Hammer/Side B on the ground has Less start-up; all hitboxes on the hammer are sweetspots; and does shield damage.
* Hammer/Side B in the air now has less cooldown and ends at a steeper angle.
* Final Cutter/Up-B now always has a meteor hitbox
* Down-B now has more knockback and less start-up in the air.
* Hammer/Side B in the air now has less cooldown and ends at a steeper angle.
* Final Cutter/Up-B now always has a meteor hitbox
* Down-B now has more knockback and less start-up in the air.
Link
* Friction reduced to about Young Link's level (longer wavedash).
* Jump start-up Lag decreased from 6 to 5 (now like Falco's).
* Dash Attack has more knockback and less cooldown for improved juggling.
* F-tilt now has slightly less start-up; sends at a steeper angle and has more knockback.
* U-tilt has more damage and slightly higher knockback for more combo potential.
* D-tilt has sightly less start-up.
* The first part of F-smash has more knockback and less cooldown.
* U-smash now starts on frame 5, connects better, last hit has more knockback.
* N-air's sweetspot does more damage and has gimping potential.
* F-air's entire sword swing is now has hitboxes; second hit comes out faster and is a semi-spike.
* B-air now hits should connect better.
* U-air has increased KO potential.
* D-air has increased KO potential.
* Hookshot can now grab opponents from the air.
* F-throw now sends at a steeper angle and has more knockback.
* B-throw does more damage and has more knockback.
* U-throw more stabilized knockback for follow-ups.
* Arrows now have horizontal KO potential; launch at a straighter angle.
* Boomerang has less start-up and does slightly more damage.
* Up-B/Spin Attack's last hit made stronger to assist in bomb jumping and has KO potential at very high percents.
* Bombs do slightly more damage.
* Friction reduced to about Young Link's level (longer wavedash).
* Jump start-up Lag decreased from 6 to 5 (now like Falco's).
* Dash Attack has more knockback and less cooldown for improved juggling.
* F-tilt now has slightly less start-up; sends at a steeper angle and has more knockback.
* U-tilt has more damage and slightly higher knockback for more combo potential.
* D-tilt has sightly less start-up.
* The first part of F-smash has more knockback and less cooldown.
* U-smash now starts on frame 5, connects better, last hit has more knockback.
* N-air's sweetspot does more damage and has gimping potential.
* F-air's entire sword swing is now has hitboxes; second hit comes out faster and is a semi-spike.
* B-air now hits should connect better.
* U-air has increased KO potential.
* D-air has increased KO potential.
* Hookshot can now grab opponents from the air.
* F-throw now sends at a steeper angle and has more knockback.
* B-throw does more damage and has more knockback.
* U-throw more stabilized knockback for follow-ups.
* Arrows now have horizontal KO potential; launch at a straighter angle.
* Boomerang has less start-up and does slightly more damage.
* Up-B/Spin Attack's last hit made stronger to assist in bomb jumping and has KO potential at very high percents.
* Bombs do slightly more damage.
Luigi
* Aerial mobility improved.
* Horizontal air speed improved.
* Third jab now has more knockback to make for a better get-off move.
* Dash Attack hits connect slightly better and forces get-ups; finale hit sends further out.
* F-tilt (low angle) knockback glitch fixed.
* F-tilt now does shield damage.
* D-tilt has less cooldown; does more damage.
* F-smash (all angles) is now slightly stronger and has slightly less cooldown.
* D-smash kockback growth increased.
* F-air now does shield damage and has drastically less cooldown.
* B-air does slightly more knockback.
* U-air comes out slightly faster and lasts until the entire arc is finished. Higher send angle for comboing.
* D-throw throw now sends foes in front of Luigi for potential follow-ups on horrible DI.
* Taunt now spikes and has stronger knockback.
* Aerial fireball can now be land canceled.
* Green Missile/Side-B Misfire rate increased from 1/8 to 1/6.
* Super Jump Punch/Up-B sweetspot hitboxes are now slightly larger.
* Super Jump Punch/Up-B aerial sweetspot now as strong as the grounded version and has the same SFX.
* Super Jump Punch/Up-B now has more horizontal distance if angled.
* Luigi's aerial mobility in SpecialFall improved.
* Luigi Cyclone/Down-B's aerial lift from tapping B slightly improved. Max vertical momentum from tapping B increased.
* Aerial mobility improved.
* Horizontal air speed improved.
* Third jab now has more knockback to make for a better get-off move.
* Dash Attack hits connect slightly better and forces get-ups; finale hit sends further out.
* F-tilt (low angle) knockback glitch fixed.
* F-tilt now does shield damage.
* D-tilt has less cooldown; does more damage.
* F-smash (all angles) is now slightly stronger and has slightly less cooldown.
* D-smash kockback growth increased.
* F-air now does shield damage and has drastically less cooldown.
* B-air does slightly more knockback.
* U-air comes out slightly faster and lasts until the entire arc is finished. Higher send angle for comboing.
* D-throw throw now sends foes in front of Luigi for potential follow-ups on horrible DI.
* Taunt now spikes and has stronger knockback.
* Aerial fireball can now be land canceled.
* Green Missile/Side-B Misfire rate increased from 1/8 to 1/6.
* Super Jump Punch/Up-B sweetspot hitboxes are now slightly larger.
* Super Jump Punch/Up-B aerial sweetspot now as strong as the grounded version and has the same SFX.
* Super Jump Punch/Up-B now has more horizontal distance if angled.
* Luigi's aerial mobility in SpecialFall improved.
* Luigi Cyclone/Down-B's aerial lift from tapping B slightly improved. Max vertical momentum from tapping B increased.
Mario
* Run speed greatly increased.
* Aerial mobility and horizontal air speed improved.
* Dash Attack now has less cooldown and hitbox is always on his right leg.
* F-tilt (low angle) knockback glitch fixed.
* F-tilt now has a steeper send angle.
* U-tilt has less cooldown.
* D-tilt has drastically less cooldown.
* F-smash (all angles) flubspots very slightly stronger.
* N-air has slightly higher knockback growth.
* F-air has less start-up and drastically less endlag. Now spikes instead of meteor smashing. Slightly weaker knockback.
* B-air has higher knockback growth.
* U-air middle and backend of the kick arc now send opponents at a higher angle; less cooldown.
* D-air now connects slightly better, has less cooldown in the air, and less landing lag.
* Mario Tornado/Down-B air horizontal momentum and maximum vertical height from tapping B slightly increased.
* Run speed greatly increased.
* Aerial mobility and horizontal air speed improved.
* Dash Attack now has less cooldown and hitbox is always on his right leg.
* F-tilt (low angle) knockback glitch fixed.
* F-tilt now has a steeper send angle.
* U-tilt has less cooldown.
* D-tilt has drastically less cooldown.
* F-smash (all angles) flubspots very slightly stronger.
* N-air has slightly higher knockback growth.
* F-air has less start-up and drastically less endlag. Now spikes instead of meteor smashing. Slightly weaker knockback.
* B-air has higher knockback growth.
* U-air middle and backend of the kick arc now send opponents at a higher angle; less cooldown.
* D-air now connects slightly better, has less cooldown in the air, and less landing lag.
* Mario Tornado/Down-B air horizontal momentum and maximum vertical height from tapping B slightly increased.
Marth
* U-air hitboxes lasts one more frame on sword swing.
* Shield Breaker/Neutral B now does slightly more shield damage.
* Dolphin Slash/Side-B makes Marth invincible for both frames 4 and 5 of the move.
* U-air hitboxes lasts one more frame on sword swing.
* Shield Breaker/Neutral B now does slightly more shield damage.
* Dolphin Slash/Side-B makes Marth invincible for both frames 4 and 5 of the move.
Mewtwo
* Dash speed slightly increased.
* Jump Start-up lag decreased from 5 to 4 (like most characters).
* Weight greatly increased.
* Shield size greatly increased.
* All aerials except N-air have significantly reduced landing lag
* All tail-based moves no longer use a sweetspot system.
* First jab has drastically less cooldown for mix-up potential.
* Dash Attack now has larger hitboxes to fit the animation.
* U-tilt tail sweetspot system removed and replaced with more consistent knockback for comboing.
* F-smash is now significantly stronger and has less cooldown.
* U-smash final hit stronger and connecting hits have more vertical range.
* D-smash is now stronger and does more damage.
* N-air's looping hitboxes slightly increased in size; with a new graphic effect.
* N-air's Landing hitbox now pops opponents up.
* F-air hitbox starts at an earlier point of the arm swing and lasts much longer.
* B-air has a faster start-up, slightly more knockback, and tail sweetspot system was removed.
* U-air hitbox lasts until the end of the arc now and has slightly more knockback.
* D-air now spikes and has significantly less cooldown.
* Standing Grab and Dash Grab have greatly improved horizontal range.
* F-throw's shadow balls now sends foes further away.
* F-throw SFX changed to Mewtwo's Taunt laugh.
* Confusion has slightly less frame disadvantage when using the move.
* Teleport invincibility now begins on frame 4 from frame 8.
* Disable/Down-B has larger hitboxes and now does 12% with scaled knockback.
* Dash speed slightly increased.
* Jump Start-up lag decreased from 5 to 4 (like most characters).
* Weight greatly increased.
* Shield size greatly increased.
* All aerials except N-air have significantly reduced landing lag
* All tail-based moves no longer use a sweetspot system.
* First jab has drastically less cooldown for mix-up potential.
* Dash Attack now has larger hitboxes to fit the animation.
* U-tilt tail sweetspot system removed and replaced with more consistent knockback for comboing.
* F-smash is now significantly stronger and has less cooldown.
* U-smash final hit stronger and connecting hits have more vertical range.
* D-smash is now stronger and does more damage.
* N-air's looping hitboxes slightly increased in size; with a new graphic effect.
* N-air's Landing hitbox now pops opponents up.
* F-air hitbox starts at an earlier point of the arm swing and lasts much longer.
* B-air has a faster start-up, slightly more knockback, and tail sweetspot system was removed.
* U-air hitbox lasts until the end of the arc now and has slightly more knockback.
* D-air now spikes and has significantly less cooldown.
* Standing Grab and Dash Grab have greatly improved horizontal range.
* F-throw's shadow balls now sends foes further away.
* F-throw SFX changed to Mewtwo's Taunt laugh.
* Confusion has slightly less frame disadvantage when using the move.
* Teleport invincibility now begins on frame 4 from frame 8.
* Disable/Down-B has larger hitboxes and now does 12% with scaled knockback.
Mr. Game & Watch
* Weight greatly increased.
* Shield size greatly improved.
* All aerials can now be L-canceled.
* Dash Attack has slightly better combo ability.
* F-tilt has slightly more knockback and can be canceled immediately after the chair is put away.
* F-smash sweetspot send angle is steeper and the weak, non-fire hitboxes do more damage.
* U-smash has less start-up lag and does more damage as well as shield damage.
* D-smash inner hitboxes now semi-spike and have more knockback.
* N-air knockback grows slightly more.
* F-air has less start-up lag and has less knockback to faciliate combos.
* Each hit of B-air does shield damage.
* U-air now connects better and deals slightly less knockback.
* D-air now always meteors. Landing hitbox ground bounces for follow-ups.
* Chef/Neutral B can land cancel from the air and no longer modifies existing aerial momentum.
* Chef/Neutral B rapid fire B now only allows a max of 5 sausages out at a time.
* Judgment/Side-B has various effects given to the various hammers:
* Weight greatly increased.
* Shield size greatly improved.
* All aerials can now be L-canceled.
* Dash Attack has slightly better combo ability.
* F-tilt has slightly more knockback and can be canceled immediately after the chair is put away.
* F-smash sweetspot send angle is steeper and the weak, non-fire hitboxes do more damage.
* U-smash has less start-up lag and does more damage as well as shield damage.
* D-smash inner hitboxes now semi-spike and have more knockback.
* N-air knockback grows slightly more.
* F-air has less start-up lag and has less knockback to faciliate combos.
* Each hit of B-air does shield damage.
* U-air now connects better and deals slightly less knockback.
* D-air now always meteors. Landing hitbox ground bounces for follow-ups.
* Chef/Neutral B can land cancel from the air and no longer modifies existing aerial momentum.
* Chef/Neutral B rapid fire B now only allows a max of 5 sausages out at a time.
* Judgment/Side-B has various effects given to the various hammers:
- 1: No change.
- 2: Gives the opponent a flower effect and has slightly more knockback.
- 3: Does slightly more knockback and shield pushback.
- 4: Shi.
- 5: No change.
- 6: No change.
- 7: More knockback and damage.
- 8: Does much more damage and the opponent is frozen in ice for much longer.
- 9: No change.
- Fire!: Does slightly more damage and has invincibility on start-up.
Ness
* Dash speed increased.
* Run speed increased.
* Aerial mobility improved.
* Horizontal air speed greatly improved.
* Dash Attack now connects slightly better.
* Dash Attack final hit sends upward for follow-ups.
* U-tilt has less cooldown and some slight knockback tweaks for improved combo ability.
* F-smash now has have increased knockback growth now all hitboxes and has less cool down.
* Up-smash Yo-yo hitbox bigger.
* Up smash is now a KO move and can no longer "clank" with other moves.
* Up-smash Yo-yo Glitch is more lenient.
* D-smash has a faster start-up.
* D-Smash Yo-yo hitbox has been increased.
* D-smash is now a KO move.
* D-smash can no longer "clank" with other moves.
* N-air has slightly more knockback and less cooldown.
* F-air does more shield damage per hit; finale hit has less knockback growth to combo more consistently.
* B-air now sends at a steeper angle; sweetspot lasts one more frame.
* U-air IASA comes as soon as Ness does a complete midair flip.
* D-air has rastically less start-up.
* Standing Grab and Dash Grab's grab hotboxes come 1 frame sooner and have slightly more horizontal range.
* F-throw has increased knockback growth.
* U-throw has more stabilized knockback for comboing.
* D-throw has much better knockback for comboing and positioning.
* PK Flash/Neutral B now sends foe toward stage and has drastically weakened knockback.
* PK Flash/Neutral B no longer causes Ness to lose his second jump or go into SpecialFall.
* PK Flash/Neutral B can now move further horizontally.
* PK Flash/Neutral B hitbox now matches explosion graphic effect.
* PK Fire/Side-B has less landing lag.
* PK Thunder 2/Up-B 2 now covers much more distance than before and is slightly easier to aim.
* PSI Magnet/Down-B now has a shine-like hitbox on frame 1 and can be jump cancelled.
* Dash speed increased.
* Run speed increased.
* Aerial mobility improved.
* Horizontal air speed greatly improved.
* Dash Attack now connects slightly better.
* Dash Attack final hit sends upward for follow-ups.
* U-tilt has less cooldown and some slight knockback tweaks for improved combo ability.
* F-smash now has have increased knockback growth now all hitboxes and has less cool down.
* Up-smash Yo-yo hitbox bigger.
* Up smash is now a KO move and can no longer "clank" with other moves.
* Up-smash Yo-yo Glitch is more lenient.
* D-smash has a faster start-up.
* D-Smash Yo-yo hitbox has been increased.
* D-smash is now a KO move.
* D-smash can no longer "clank" with other moves.
* N-air has slightly more knockback and less cooldown.
* F-air does more shield damage per hit; finale hit has less knockback growth to combo more consistently.
* B-air now sends at a steeper angle; sweetspot lasts one more frame.
* U-air IASA comes as soon as Ness does a complete midair flip.
* D-air has rastically less start-up.
* Standing Grab and Dash Grab's grab hotboxes come 1 frame sooner and have slightly more horizontal range.
* F-throw has increased knockback growth.
* U-throw has more stabilized knockback for comboing.
* D-throw has much better knockback for comboing and positioning.
* PK Flash/Neutral B now sends foe toward stage and has drastically weakened knockback.
* PK Flash/Neutral B no longer causes Ness to lose his second jump or go into SpecialFall.
* PK Flash/Neutral B can now move further horizontally.
* PK Flash/Neutral B hitbox now matches explosion graphic effect.
* PK Fire/Side-B has less landing lag.
* PK Thunder 2/Up-B 2 now covers much more distance than before and is slightly easier to aim.
* PSI Magnet/Down-B now has a shine-like hitbox on frame 1 and can be jump cancelled.
Pichu
* Friction reduced to Mario level (longer wavedash).
* Self-damage reduced to 1% on:
* Friction reduced to Mario level (longer wavedash).
* Self-damage reduced to 1% on:
- F-smash.
- F-air.
- B-air (added).
- D-air (airborne part only; landing does not induce self-damage).
- Thunder (only if the lightning hits Pichu).
* Self-damage is removed on all other moves.
* Dash attack: Higher knockback growth; less cooldown.
* U-tilt: Slightly more knockback for easier follow-ups.
* D-tilt: Sends at a steeper angle.
* F-smash: Less start-up; slightly more difficult to SDI out of now; increased range.
* D-smash has greater knockback growth has less cooldown.
* F-air has less start-up; now a single hit move.
* B-air now has an initial hit similar to Falcon's F-air; faster IASA frames.
* U-air base knockback reduced to allow certain follow-ups.
* D-air has less start-up and landing lag; now meteor smashes; landing hitbox ground bounces for follow-ups.
* D-throw is now teeper send angle and more knockback to be safer during use.
* Thunder Jolt/Neutral B Aerial projectile travels faster.
* Thunder/Down-B lightning strike sends horizontally; can KO in some cases.
* Dash attack: Higher knockback growth; less cooldown.
* U-tilt: Slightly more knockback for easier follow-ups.
* D-tilt: Sends at a steeper angle.
* F-smash: Less start-up; slightly more difficult to SDI out of now; increased range.
* D-smash has greater knockback growth has less cooldown.
* F-air has less start-up; now a single hit move.
* B-air now has an initial hit similar to Falcon's F-air; faster IASA frames.
* U-air base knockback reduced to allow certain follow-ups.
* D-air has less start-up and landing lag; now meteor smashes; landing hitbox ground bounces for follow-ups.
* D-throw is now teeper send angle and more knockback to be safer during use.
* Thunder Jolt/Neutral B Aerial projectile travels faster.
* Thunder/Down-B lightning strike sends horizontally; can KO in some cases.
Pikachu
* Friction reduced (longer wavedash).
* Shield size slightly larger.
* Aerial landing lag significantly reduced.
* Dash Attack has reduced cooldown.
* F-tilt (all angles) does slightly more damage and knockback.
* U-tilt does more damage and has a more stabilized knockback.
* D-tilt does more damage and is safer on block.
* F-smash: Less start-up; sweetspot hitbox now matches initial electricity graphic effect.
* U-smash: Back end of the attack now sends out further.
* D-smash is now slightly harder to SDI out of now; slightly improved vertical coverage.
* F-air has more consistent follow-ups; drastically less cooldown; does some shield damage.
* B-air sweetspot hitboxes are more powerful.
* D-air now sends opponents at a lower angle; Landing hitbox pops opponents up for potential follow-ups.
* F-throw has more damage and knockback on throw.
* D-throw has less cooldown; can follow-up or tech chase from it now.
* Skull Bash/Side-B has increased height gain.
* Thunder/Down-B lightning strike now does more damage and has greater KO potential.
* Thunder/Down-B has reduced cool down.
* Friction reduced (longer wavedash).
* Shield size slightly larger.
* Aerial landing lag significantly reduced.
* Dash Attack has reduced cooldown.
* F-tilt (all angles) does slightly more damage and knockback.
* U-tilt does more damage and has a more stabilized knockback.
* D-tilt does more damage and is safer on block.
* F-smash: Less start-up; sweetspot hitbox now matches initial electricity graphic effect.
* U-smash: Back end of the attack now sends out further.
* D-smash is now slightly harder to SDI out of now; slightly improved vertical coverage.
* F-air has more consistent follow-ups; drastically less cooldown; does some shield damage.
* B-air sweetspot hitboxes are more powerful.
* D-air now sends opponents at a lower angle; Landing hitbox pops opponents up for potential follow-ups.
* F-throw has more damage and knockback on throw.
* D-throw has less cooldown; can follow-up or tech chase from it now.
* Skull Bash/Side-B has increased height gain.
* Thunder/Down-B lightning strike now does more damage and has greater KO potential.
* Thunder/Down-B has reduced cool down.
Roy
* Aerial mobility improved.
* Horizontal air speed greatly improved.
* First jab Sourspot (tip) does slightly more knockback.
* Dash Attack hitbox now out for the entire sword's slash duration.
* F-tilt sweetspot does more damage and knockback; makes a sweetspot slash sound. Tip does more damage.
* U-tilt has reduced cool down.
* D-tilt tip hitbox no longer as weak. Safer on block.
* F-smash tip hitbox does 16% from 12% and can KO.
* U-smash explosion hitbox is a KO move; feet has "sunction" hitboxes to connect on grounded foes.
* D-smash tip hitboxes much stronger; sweetspot has better knockback growth.
* N-air second hit breaks crouch canceling; can KO at higher percentages.
* F-air sweetspot deals more hitstun; tip acts similar to Marth's tip with less damage. Hitbox active for one more frame.
* B-air now a KO move. Hitbox active for one more frame.
* U-air deals slightly more hitstun now; entire blade is the "sweetspot." Hitbox active for one more frame.
* D-air flubspots are weak meteor smashes to ground bounce the opponent; sweetspot is now a powerful fire spike. Has less cooldown.
* Flare Blade/Neutral B now does slightly more damage.
* Double-Edged Dance/Side-B air version now gives Roy a larger vertical boost.
* Double-Edged Dance/Side-B knock-away hits now always sweetspot.
* Double-Edged Dance/Side-B connecting hit now connect slightly better
* Aerial mobility improved.
* Horizontal air speed greatly improved.
* First jab Sourspot (tip) does slightly more knockback.
* Dash Attack hitbox now out for the entire sword's slash duration.
* F-tilt sweetspot does more damage and knockback; makes a sweetspot slash sound. Tip does more damage.
* U-tilt has reduced cool down.
* D-tilt tip hitbox no longer as weak. Safer on block.
* F-smash tip hitbox does 16% from 12% and can KO.
* U-smash explosion hitbox is a KO move; feet has "sunction" hitboxes to connect on grounded foes.
* D-smash tip hitboxes much stronger; sweetspot has better knockback growth.
* N-air second hit breaks crouch canceling; can KO at higher percentages.
* F-air sweetspot deals more hitstun; tip acts similar to Marth's tip with less damage. Hitbox active for one more frame.
* B-air now a KO move. Hitbox active for one more frame.
* U-air deals slightly more hitstun now; entire blade is the "sweetspot." Hitbox active for one more frame.
* D-air flubspots are weak meteor smashes to ground bounce the opponent; sweetspot is now a powerful fire spike. Has less cooldown.
* Flare Blade/Neutral B now does slightly more damage.
* Double-Edged Dance/Side-B air version now gives Roy a larger vertical boost.
* Double-Edged Dance/Side-B knock-away hits now always sweetspot.
* Double-Edged Dance/Side-B connecting hit now connect slightly better
Samus
* Air mobility improved.
* First jab has faster IASA.
* Second jab sends opponents further away.
* U-tilt gives Samus's shin invincibility during the attack.
* D-tilt has a faster IASA for added safety.
* U-smash is now an etirely new move; vertical KO move with suction hitboxes at Samus's feet.
* Grapple Beam can now grab airborne foes.
* Charge Shot/Neutral B levels all do some shield damage and are slightly more powerful.
* Homing Missiles/Side-B lasts longer now.
* Homing Missiles/Side-B now accelerates for a slightly longer time.
* Homing Missiles/Side-B home slightly better.
* Bomb/Down-B knockback adjusted to better combo foes
* Air mobility improved.
* First jab has faster IASA.
* Second jab sends opponents further away.
* U-tilt gives Samus's shin invincibility during the attack.
* D-tilt has a faster IASA for added safety.
* U-smash is now an etirely new move; vertical KO move with suction hitboxes at Samus's feet.
* Grapple Beam can now grab airborne foes.
* Charge Shot/Neutral B levels all do some shield damage and are slightly more powerful.
* Homing Missiles/Side-B lasts longer now.
* Homing Missiles/Side-B now accelerates for a slightly longer time.
* Homing Missiles/Side-B home slightly better.
* Bomb/Down-B knockback adjusted to better combo foes
Sheik
* D-throw knockback grows very slightly faster to subtlely weaken chaingrabs
* D-throw knockback grows very slightly faster to subtlely weaken chaingrabs
Yoshi
* Aerial mobility greatly increased.
* Max horizontal air speed increased.
* Weight increased.
* Double Jump Armor lasts slightly longer.
* Aerial moves have less landing lag.
* Can jump out of shield (unintentional; may be removed).
* Dash Attack is now slightly safer on block.
* F-tilt now has slightly more knockback growth on kicks.
* U-tilt is now has bigger hitboxes on tail.
* D-tilt now has slightly less cooldown.
* F-smash is now the PAL version; more damage and knockback.
* U-smash has increased damage; hitbox out for the entire head swing.
* D-smash has slightly less cooldown.
* N-air hitboxes extended to reach to the tip of his foot.
* F-air has reduced start-up.
* B-air connects slightly better; finale hit sets up better for combos.
* U-air is now a slightly stronger KO move.
* D-air hits now spike.
* Standing Grab Grab boxes active until Yoshi recedes his tongue and can grab airborne foes
* Dash Grab grab boxes active until Yoshi recedes his tongue and can grab airborne foes.
* F-throw now sends at a steeper angle; knockback scales instead of being relatively stable.
* B-throw now sends at a steepr angle and does more knockback.
* U-throw has more stun and less cooldown.
* Neutral-B now causes opponents to receive slightly more damage while being attacked inside the egg.
* Foes invincibility reduce from 14 to 1 in Neutral B egg escape.
* Egg Roll/Side B bow has very subtle horizontal boost, and Yoshi can now cancel the egg roll sooner but is still in cooldown.
* Egg Roll/Side B no longer causes Yoshi to go into SpecialFall.
* Down-B Ground version has an initial hitbox to help connect into the final hit.
* Aerial mobility greatly increased.
* Max horizontal air speed increased.
* Weight increased.
* Double Jump Armor lasts slightly longer.
* Aerial moves have less landing lag.
* Can jump out of shield (unintentional; may be removed).
* Dash Attack is now slightly safer on block.
* F-tilt now has slightly more knockback growth on kicks.
* U-tilt is now has bigger hitboxes on tail.
* D-tilt now has slightly less cooldown.
* F-smash is now the PAL version; more damage and knockback.
* U-smash has increased damage; hitbox out for the entire head swing.
* D-smash has slightly less cooldown.
* N-air hitboxes extended to reach to the tip of his foot.
* F-air has reduced start-up.
* B-air connects slightly better; finale hit sets up better for combos.
* U-air is now a slightly stronger KO move.
* D-air hits now spike.
* Standing Grab Grab boxes active until Yoshi recedes his tongue and can grab airborne foes
* Dash Grab grab boxes active until Yoshi recedes his tongue and can grab airborne foes.
* F-throw now sends at a steeper angle; knockback scales instead of being relatively stable.
* B-throw now sends at a steepr angle and does more knockback.
* U-throw has more stun and less cooldown.
* Neutral-B now causes opponents to receive slightly more damage while being attacked inside the egg.
* Foes invincibility reduce from 14 to 1 in Neutral B egg escape.
* Egg Roll/Side B bow has very subtle horizontal boost, and Yoshi can now cancel the egg roll sooner but is still in cooldown.
* Egg Roll/Side B no longer causes Yoshi to go into SpecialFall.
* Down-B Ground version has an initial hitbox to help connect into the final hit.
Young Link
* First jab has a faster IASA for mix-up potential.
* Dash Attack now sends at a lower send angle for increased KO potential.
* F-tilt now has a lower send angle and increased knockback.
* U-tilt now has more stable knockback for increased comboability.
* D-tilt has less start-up; inner hitboxes pop opponents up while tip hitbox meteors.
* F-smash first hit connects slightly better, can connect into second hit faster, and has less cooldown on whiff.
* F-smash second hit has stronger knockback and slightly increased range.
* Up-smash first hit comes out on frame 5; connects better and hitboxes are present on the entire sword swings.
* Down-smash sourspots now as strong as the sweetspot hitboxes.
* N-air sweetspot has increased KO ability; sourspot sends at a better angle for combos.
* F-air has drastically less start-up; is both a combo and potential KO move.
* F-air Second hit has more stun for potential follow-ups.
* B-air first hit connects better into second hit.
* B-air Second hit sends opponents upward
* D-air has slightly stronger and has less landing lag.
* Hookshot can now grab airborne foes
* F-throw now sends at a lower angle and has more knock back.
* B-throw has slightly more knockback.
* U-throw hams ore stable knockback for improved comboability.
* Fire Arrows/Neutral B More upward knockback to improve comboability; less cooldown after the arrow is shot.
* Boomerang/Side-B has drastically less start-up on boomerang throws.
* Spin Attack/Up-B hitboxes are bigger and now match the animation and final hit sends at a lower angle.
* First jab has a faster IASA for mix-up potential.
* Dash Attack now sends at a lower send angle for increased KO potential.
* F-tilt now has a lower send angle and increased knockback.
* U-tilt now has more stable knockback for increased comboability.
* D-tilt has less start-up; inner hitboxes pop opponents up while tip hitbox meteors.
* F-smash first hit connects slightly better, can connect into second hit faster, and has less cooldown on whiff.
* F-smash second hit has stronger knockback and slightly increased range.
* Up-smash first hit comes out on frame 5; connects better and hitboxes are present on the entire sword swings.
* Down-smash sourspots now as strong as the sweetspot hitboxes.
* N-air sweetspot has increased KO ability; sourspot sends at a better angle for combos.
* F-air has drastically less start-up; is both a combo and potential KO move.
* F-air Second hit has more stun for potential follow-ups.
* B-air first hit connects better into second hit.
* B-air Second hit sends opponents upward
* D-air has slightly stronger and has less landing lag.
* Hookshot can now grab airborne foes
* F-throw now sends at a lower angle and has more knock back.
* B-throw has slightly more knockback.
* U-throw hams ore stable knockback for improved comboability.
* Fire Arrows/Neutral B More upward knockback to improve comboability; less cooldown after the arrow is shot.
* Boomerang/Side-B has drastically less start-up on boomerang throws.
* Spin Attack/Up-B hitboxes are bigger and now match the animation and final hit sends at a lower angle.
Zelda
* Friction decreased (longer wavedash; harder to waveshine).
* Dash speed increased.
* Run speed increased.
* Jump start-up lag decreased from 6 to 5 (now matches Falco).
* Aerial mobility drastically increased.
* Horizontal air speed slightly increased.
* Jab 1 Final hit sends further away.
* Dash Attack now has stronger knockback throughout.
* F-tilt (all angles) now has less start-up and outer hitbox slightly disjointed now.
* U-tilt has less start-up.
* D-tilt has less cooldown; hitbox also stays out longer.
* F-smash loop hitboxes connect slightly better.
* U-smash loop hitboxes connect slightly better.
* D-smash has higher knockback on both hits.
* N-air looping hitboxes connect slightly better.
* N-air final hit doesn't send as far.
* N-air anding hitboxes pop opponents up for grabs.
* U-air hitbox made to match explosion effect; knockback and damage much higher.
* D-air hitboxes now have Lightning Kick electricity and sound effects; higher knockback.
* Standing Grab now activates on frame 7; has improved horizontal range (roughly the range of F-smash).
* Dash Gtab now activates on frame 10; can grab crouching short characters
* Nayru's Love/Neutral-B now connects better, knocks opponents down at earlier percentages, and has increased horizontal range.
* Din's Fire/Side-B projectile accelerates quicker, activates on B-button release much quicker, and sends foes away instead of upward.
* Din's Fire/Side-B explosion hitbox now matches graphic effect.
* Din's Fire/Side-B no longer causes Zelda to go into SpecialFall or lose her second jump.
* Farore's Wind/Up-B now has an explosion hitbox on Zelda's body at the end of the teleport phase.
* Zelda can now move around immediately after aerial Up-B's end.
* Friction decreased (longer wavedash; harder to waveshine).
* Dash speed increased.
* Run speed increased.
* Jump start-up lag decreased from 6 to 5 (now matches Falco).
* Aerial mobility drastically increased.
* Horizontal air speed slightly increased.
* Jab 1 Final hit sends further away.
* Dash Attack now has stronger knockback throughout.
* F-tilt (all angles) now has less start-up and outer hitbox slightly disjointed now.
* U-tilt has less start-up.
* D-tilt has less cooldown; hitbox also stays out longer.
* F-smash loop hitboxes connect slightly better.
* U-smash loop hitboxes connect slightly better.
* D-smash has higher knockback on both hits.
* N-air looping hitboxes connect slightly better.
* N-air final hit doesn't send as far.
* N-air anding hitboxes pop opponents up for grabs.
* U-air hitbox made to match explosion effect; knockback and damage much higher.
* D-air hitboxes now have Lightning Kick electricity and sound effects; higher knockback.
* Standing Grab now activates on frame 7; has improved horizontal range (roughly the range of F-smash).
* Dash Gtab now activates on frame 10; can grab crouching short characters
* Nayru's Love/Neutral-B now connects better, knocks opponents down at earlier percentages, and has increased horizontal range.
* Din's Fire/Side-B projectile accelerates quicker, activates on B-button release much quicker, and sends foes away instead of upward.
* Din's Fire/Side-B explosion hitbox now matches graphic effect.
* Din's Fire/Side-B no longer causes Zelda to go into SpecialFall or lose her second jump.
* Farore's Wind/Up-B now has an explosion hitbox on Zelda's body at the end of the teleport phase.
* Zelda can now move around immediately after aerial Up-B's end.