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v0.47.3‐pre‐release

Nathan Sudduth edited this page Nov 15, 2024 · 6 revisions

Engine

  • General
    • All aerials may now grab ledge 5F after their FAF, instead of waiting for their animation to end
    • Removed the mechanic where every five consecutive hits a character takes, the SDI distance for the next five hits is increased by 1.15x
    • Removed the mechanic where if a character is hit at least 20 times, they are allowed to SDI upward even if the attack would keep them on the ground
    • Increased defender shield pushback to Brawl's values
      • Old: (shieldstun + 1) * 0.051; 1.2 maximum
      • New: ((shieldstun + 1) * 0.075273) + 0.014181; 1.6 maximum
    • Removed attacker pushback on parry
    • Ledgegrab lockout from hitstun: 25F -> 10F
    • Ledge jump ledge-hog length: 0F -> 13F
    • Tech lockout now resets at the beginning of hitlag and when thrown, which should make amsah teching and teching knockdown throws more consistent
  • Buffer
    • Shieldstun buffer length: 5F -> 2F
    • Medium (level 2) non-tumble hitstun buffer length: 0F -> 1F
    • High (level 3) non-tumble hitstun buffer length: 0F -> 2F
  • Knockback
    • Adjusted the scaling of high-knockback speed to reduce instances of extremely fast knockback
  • Knockback Smoke
    • Adjusted the smoke opacity to scale with speed along the knockback arc, rather than using one opacity for the entire arc
    • Prevented smoke from generating at all when it would only generate 1 or 2 puffs of smoke previously

Stages

  • Bowser's Kingdom
    • Added flame effects for Bowser's Head
    • Changed the composition in the background
    • Added purple coins to the background
    • Miscellaneous other changes and cleanup

Bugfixes

  • Fixed a bug that would prevent single joycon users from interacting with CSS port swapping
  • Fixed a bug which caused characters to T-pose during the taunt status
  • Fixed certain sys_crown GFX that were smaller than intended
  • Fixed fire, electric, purple, and aura damage GFX not emitting when pummeled, jab locked, or thrown

Special Thanks

  • Jacob101 for Bayonetta bugfixes
  • Nibbs for Kirby copy ability bugfixes

Characters

Character changes use the following notation:

! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Mario

Super Jump Punch (Up Special)

~ (*) Fixed a bug that allowed the move to grab ledges during startup
Kirby

Copy (Neutral Special)

Lucario
~ (*) Fixed a crash that happened when shooting a fully charged Aura Sphere

Palutena
~ (*) Fixed the inability to b-turnaround

Chrom
~ (*) Fixed/repositioned hitboxes to be on the sword instead of on his feet.

Piranha Plant
! (!) Added indicator for Adaptive Roots.
# Note: the stance can still only be changed by discarding the copy ability, and copying Piranha Plant again while in another stance

Sora
~ (*) Fixed/added the 35 frame lockout for spells
# Note: This copy ability now has no differences to the original.
Luigi

Green Missile (Side Special)

+ [+] Misfire odds (0%): 1/12 -> 1/10
+ [+] Misfire odds (120%): 1/6 -> 1/5
Ice Climbers

Belay (Up Special)

~ (*) Fixed a bug that prevented snapping to ledge
Dr. Mario

Super Jump Punch (Up Special)

~ (*) Fixed a bug that allowed the move to grab ledges during startup
Falco

FSmash

! (!) Animation edited to provide similar coverage/range as Melee's roundhouse kick

Early:
+ [+] Duration 3f -> 5f
~ [/] Damage 16% -> 17%
~ [/] BKB 42 -> 40
~ [/] KBG 95 -> 90

Late:
+ [+] Duration 2f -> 5f
- [-] BKB 15 -> 10
- [-] KBG 107 -> 105
- [-] SDI multiplier 0.3 -> 1.0
Ganondorf

Dark Fists (Up Special)

- [-] Reduced horizontal air acceleration
- [-] Max air speed multiplier during freefall 1.0 -> 0.75
~ (*) Updated VFX
Meta Knight

General

+ [+] Double jump heights increased slightly
Old Current New
2.5 2.5 2.5
2.45 2.25 2.27
2.4 2.03 2.06
2.35 1.82 1.87

FTilt1

- [-] Damage: 2.0 -> 1.5
~ [=] KBG: 48 -> 54
~ [=] BKB: 24 -> 23

FTilt2

- [-] Damage: 2.0 -> 1.5
~ [=] KBG: 48 -> 54
~ [=] BKB: 24 -> 23

FTilt3

+ [+] Damage: 4.0 -> 6.0
- [-] KBG: 75 -> 100
- [-] BKB: 75 -> 51
# Note: less knockback at low% makes it more punishable on CC for longer, 
# then higher knockback growth makes it a worse tool for kill confirms above 80%

USmash

Launcher:
- [-] BKB: 65 -> 55

BAir

- [-] Damage: 14.0 -> 12.0
~ [=] KBG: 100 -> 114
~ [=] BKB: 30 -> 28

Shuttle Loop (Up Special)

- [-] Reduced the size of the sweetspot
- [-] Damage: 15.0 -> 14.0
~ [=] KBG: 89 -> 93
- [-] BKB: 50 -> 43
# Note: less knockback at all percents
Zero Suit Samus

UTilt

- [-] FAF: 39 -> 42

DTilt

- [-] Hitbox size (hip/knee/foot): 3.0/4.5/4.5 -> 3.0/4.0/4.0
+ [+] Damage (hip): 6.0 -> 7.0
- [-] Damage (foot): 8.0 -> 7.0

USmash

Scoop
+ [+] Hitlag multiplier: 1.0 -> 0.0
# Note: fixes some instances where opponents could land during the following multihits
# causing them to fall out in the middle of the attack

Multihits
+ [+] FKB: 40/23/23 -> 40/40/40
# Note: improves consistency in the case that opponents fall out for only 1 or 2 hits

FSmash

- [-] Hold frame: F10 -> F7
- [-] Startup: F13 -> F16
- [-] FAF: F65 -> F68

Hit1
- [-] Damage: 5.0 -> 2.0

Launcher
- [-] Angle (sweetspot): 36 -> 40

FAir

Hit1
- [-] FKB: 50 -> 30
Ivysaur

Vine Whip (Up Special)

~ (*) Fixed some inconsistencies with grabbing ledge when in range
~ (*) Fixed a bug that prevented freefall when reaching the ledgegrab limit
+ [+] Increased the tether's lower bound
# Note: allows Ivy to grab ledge when starting USpecial level with the stage
Lucario

General

! (!) Hit cancel windows now last for 13 frames after an attack connects (not including hitlag)
# Note: previously, they lasted from the first active frame until 6F after the last active frame.
# This system is implemented per-attack, so hit cancel windows can easily be adjusted in the future

Jab 1

~ [/] Hitlag multiplier: 1.2x -> 1.25x

Jab 2

~ [/] Hitlag multiplier: 1.2x -> 1.25x
Little Mac

Jolt Haymaker (Side Special)

+ [+] May now grab ledge before the attack
Greninja

UAir

Multihits
- [-] Moved the lower hitbox upwards 2.0u
- [-] Decreased both hitboxes sizes: 5.5u -> 5.0u
- [-] Damage: 1.3 -> 1.0
- [-] Angle (ground): 366 -> 365
+ [+] KBG (ground): 30 -> 100
~ [=] BKB (ground): 33 -> 30
~ [=] KBG (air): 87 -> 100
- [-] BKB (air): 43 -> 30
- [-] Hitlag multiplier: 0.5x -> 0.8x
# Note: should now be much more consistent between ground and air hits,
# but much easier to SDI, and usually less advantageous on dragdown than before

Launcher
+ [+] Damage: 4.0 -> 6.0
~ [/] KBG: 162 -> 154
- [/] BKB: 56 -> 32
- [-] Can no longer reverse hit
# Note: should be much less potent near the top blastzone and against bad DI
Ryu

General

! (!) Hit cancel windows are now restricted for metered FADC and Supers, like other attacks
! (!) Hit cancel windows now last for 13 frames after an attack connects (not including hitlag)
# Note: previously, they lasted from the first active frame until 10F after the last active frame.
# This system is implemented per-attack, so hit cancel windows can easily be adjusted in the future
Bayonetta

Side Special

~ (*) Fixed a bug with hit detection
Daisy

General

~ (*) Fixed a bug that prevented Daisy from tilting shield

FTilt

Early Knee:
+ [+] Damage: 8.0 -> 9.0
~ [=] KBG: 130 -> 118
~ [=] BKB: 35 -> 37

Early Foot:
+ [+] Damage: 9.0 -> 11.0
~ [=] KBG: 130 -> 110
~ [=] BKB: 35 -> 39

UAir

- [-] Removed right leg hitbox
- [-] Angle: 80 -> 78
- [-] KBG: 90 -> 99
- [-] BKB: 45 -> 40

FAir

- [-] Damage: 17.0 -> 15.0
~ [=] KBG: 80 -> 89
~ [=] BKB: 40 -> 39
Chrom

Dancing Blade (Side Special)

~ (*) Fixed aerial momentum not being properly applied
King K. Rool

Up Special

- [-] Removed the ability to cancel the move early with shield
+ [+] Reduced the height when uncharged
+ [+] Increased the height when max charged
+ [+] Increased max horizontal air acceleration
+ [+] Increased max horizontal speed
Ken

General

! (!) Hit cancel windows are now restricted for metered FADC and Supers, like other attacks
! (!) Hit cancel windows now last for 13 frames after an attack connects (not including hitlag)
# Note: previously, they lasted from the first active frame until 10F after the last active frame.
# This system is implemented per-attack, so hit cancel windows can easily be adjusted in the future
Joker

Grappling Hook (Up Special)

~ (*) Fixed a bug that prevented freefall when reaching the ledgegrab limit
Byleth

Sword of the Creator (Up Special)

~ (*) Fixed move sending into freefall if hitting with non-grab hitbox
+ [+] Can now grab ledge normally once the tether ledgegrab boxes clear
~ (*) Fixed a bug that prevented freefall when reaching the ledgegrab limit
Min Min

ARM Hook (Up Special)

~ (*) Fixed a bug that prevented freefall when reaching the ledgegrab limit
Steve

Elytra (Up Special)

! (!) Using the move on the ground will now result in a short jump
# Note: provides a convenient input for shorthop NILs and instant elytra glides along the ground
Kazuya

Wind God Fist

- [-] KBG: 10 -> 41
- [-] BKB: 98 -> 63
- [-] Additional hitstun: +15 -> +7

Electric Wind God Fist

+ [+] KBG: 20 -> 9
+ [+] BKB: 85 -> 98
+ [+] Additional hitstun: +12 -> +14